Multiclass Archetypes V: More Ultimate MCAs


Homebrew and House Rules

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#Dimensional Samurai

@OSW;

1) Agreed. I'm trying to get things settled down nicely, however this is a bit of a fiddly one to sort out.

2) What would you suggest instead?


Some flavor text for OSW about the Inazuma Heishi:
When I went into building this, I had 3 things in mind.
1st, this guy teleports. 2nd, this guy gains haste and other fast movement themed buffs. 3rd, the function of this kind of character in a samurai world is that, this warrior is a battlefield assassin, so to speak. Their goal is to skip the crowds and bumrush the enemy's commanders. They're shock troopers, but straight to the back of the pack instead of into their charging line. They're the ones that get get inside to lower the draw bridge.
If anything, some ambush ability or first turn ability might be good to incorporate to fill OSWs request of more gratuitous violence.

It also just dawned on me that instead of saying flash step uses a move action with dimensional agility, I could have just said that you can't make normal movement in the same turn that you use flash step, or something along those lines. I wanted to put in a limiting factor because I thought it might be a little too mobile if you could teleport in, full attack, and then 5ft step back, or run up, attack, teleport back. I dunno, perhaps just making it a move action would be best. I wanted to keep it swift to keep in line with the wizard ability Shift, which it was snitched from and almost the whole reason wizard was used in the first place.

Woah, I just saw Kyras suggestion of a dimensional anchor aura. That's an amazing idea. Inazuma heishi zaps in on a balor, and the balor can't zap away. Oh gosh I want that. Yes. That's is a thing that should happen but I dont know how yet. Maybe something like challenge targets get dimensional anchored. *Wiggles*

How about instead of hasted stance it be called Arcane Footwork? :B
But yeah, personally I've always wanted a class that had "X# of rounds of haste per day" because having a naturally occuring version of boots of speed or full plate of speed always appealed to me. I always thought it was a great mechanic for a speed junky that was very straightforward.

I can definitely agree that affecting allies really isn't in the style of this guy. But then again, neither is a frenzied berserker, and inspire frenzy is a pretty awesome ability. I figured it was a benevolently used excess in magic output from their sexy power.

I saw someone back there ask "Why samurai..?" and my honest excuse is, because there are already enough wizard/fighters, and because after thinking about it, a battoujutsu teleporter is pretty sweet.


#samurai twins

@Iorthol
"why samurai" and here i thought we have watch similar anime "7 samurai" did not teleport per-say but they where not stopped by terrain by any means
"allies" i thought doing this would be more wizardy allah i dont cast spells but magic surrounds me
"dimensional anchor aura" i feel the same way about this as the allies thing you can control movement thew space why should that stop with you
"flash step" the only reason i would change was for balance because at the end of the day a wizard dose not have a full BAB and plate mail behind a sword. the wizard is using shift to run a way where the samurai is using it to get in that mess and the DEVs mat plate mail slow you down for a reason


#Samurai twins

With the flash step, can they use the swift action to teleport and then use a single normal move action and that be their form of a double move?

Are you wanting them to be able to teleport adjacent to someone and full attack?

Just trying to get a vibe for intent.


#Samurai twin

Unless we restricted it (which may be a good idea) yes they could move after teleporting.

My aim is being able to teleport and full attack, yes.


that seems like a bit much the monk can not do that and they get the ability much later then level 1


#Samurai twin

Obviously, that works if it is a swift action. I think this might be one of those abilities that needs to scale, however, in that regard. Having it as a move action at first, then gaining an improved version later that reduces it to swift, or something like that. I don't know what other work you have done to keep it from being OP, of course.

I think having it be a swift action at first is too much. Or I could see it treated like a charge with better range: bonus to hit because of the sudden appearance, penalty to AC because you are already attacking as you 'step' and your feet are not set, for example. That's not the flavor you want, but it seems a more reasonable ability at low levels.


this may be the best course of action would the trade of swift jumping for the haste be to much or little?


wow weekends are killers.........


Lol! Our Venture LT through a BBQ for the NorCal PF Lodge... It was epic and I'm pretty sure unique. That's where my weekend went.


i did a "dog and pony show" for my new bosses coming in OCT other then that "fun" 12hr shifts till DEC


Just a heads up, I'm pretty bushwacked so I'm gonna let Elghinn deal with the Samurai Twins when he gets back - there will be more than enough for him to go through...


@OSW, Seems fair.

@Everyone else, where do we want to go with this?


i say next one. but i am drunk on boredom however i dont want to swarm people with every MCA i could come up with in a 12hr work day of nothing to do. so please let me see what you guys are working on i would love to see them.


As suggested, I post here a draft idea for a Paladin/Barbarian archetype for a charachter I'm currently playing.

The charachter is named Faraji by humans (and is the name he uses most) or Vidul by orcs, and is actually an half-orc for a Forgotten realm setting.
As you may imagine, he'se the typical son of a marauding orc chief who kept him as a prize and an insult for its former human enemies, until annoyed he sold the boy as a slave. The guy was eventually freed by some elves while on board of a shipf of is latter owner and, given the lack of alternatives, begun to work for an elven mage in an under-cover role until ordered to relieve two helfs captured by the organization were he was acting as a mole. Currently is moving with them among the realms, investigating the classical mysterious magic book.

He's full of grief, as has always been considered nothing more than muscles by its owners (and the elves seems to value him because of his orchis nature, as was spying on an half-orc illegal organization), so is quite divided between his human values (learned through her still enslaved mother) and an orchish attitude towards violence.

Here's the stats progression:

Regole create Multiclass Archetypes (mcarchetype.wikispaces.com) e Arcetypes da p. 24 Ultimate Combat.

Paladino-Barbaro

Hit die: d10

Skill: 4 + int come Paladino + 3 skill da Barbaro.

Level BAB Fort Ref Will Special spells per day (1st 2nd 3rd 4th)
1 +1 +2 +0 +2 Aura of good, detect evil, smite evil 1/day
2 +2 +3 +0 +3 Divine grace, lay on hands
3 +3 +3 +1 +3 Aura of courage, divine health, rage
4 +4 +4 +1 +4 Smite evil 2/day, uncanny dodge 0
5 +5 +5 +2 +5 Divine bond 1
6 +6/+1 +5 +2 +5 Mercy 1
7 +7/+2 +5 +2 +5 smite evil 3/day 1 0
8 +8/+3 +6 +2 +6 aura of resolve 1 1
9 +9/+4 +6 +3 +6 improved uncanny dodge 2 1
10 +10/+5 +7 +3 +7 smite evil 4/day 2 1 0
11 +11/+6/+1 +7 +3 +7 Greater rage 2 1 1
12 +12/+7/+2 +8 +4 +8 Rage power 2 2 1
13 +13/+8/+3 +8 +4 +8 smite evil 5/day 3 2 1 0
14 +14/+9/+4 +9 +4 +9 aura of faith 3 2 1 1
15 +15/+10/+5 +9 +5 +9 Mercy 3 2 2 1
16+16/+11/+6/+1 +10 +5 +10 smite evil 6/day 3 3 2 1
17+17/+12/+7/+2 +10 +5 +10 Tireless rage 4 3 2 1
18+18/+13/+8/+3 +11 +6 +11 Rage power 4 3 2 2
19+19/+14/+9/+4 +11 +6 +11 smite evil 7/day 4 3 3 2
20+20/+15/+10/+5+12 +6 +12 Mighty Rage 4 4 3 3


Regole create Multiclass Archetypes (mcarchetype.wikispaces.com) e Arcetypes da p. 24 Ultimate Combat.

Paladino-Barbaro

oh did you find this in terms of balance also how much do you mind we change this up most the time we combine the ability in to new ones for flavor and such, rather then just add them up in to each other.


^
^ ?


Kyras Ausks wrote:

Regole create Multiclass Archetypes (mcarchetype.wikispaces.com) e Arcetypes da p. 24 Ultimate Combat.

Paladino-Barbaro

oh did you find this in terms of balance also how much do you mind we change this up most the time we combine the ability in to new ones for flavor and such, rather then just add them up in to each other.

what the hell?..... lets try this again

*how did you find the class in terms of balance?

*do mind if we change it up a bit? because we typically we combine the ability in to new ones to have a solid flavor rather then just giving all the abilities in one class

i hope this one used better English


OK, I'm back. Need a bit to get up to speed on all the posts. Probably tomorrow night (the 20th, my time) and on into the 21st.

Kyras, I added your Nnj/Pal to the queue, placed is between some other MCAs that we posted as concepts, but more than one, so I could split up the MCAs so that the same person isn't posting twice in a row. BTW, I know what episode of Samurai Jack you are talking about (white ninja vs. black ninja). - Possibly granting altered versons of the ranger's cAmouflage and Shadow Dancer's Hide in Plain Sight abilities so they refer to bright lights, or daylight, but not dim light. But that's for a later conversaion down the queue.

Currently, the queue looks like this.

Dimensional Samurai - Sam/Wiz (Alfray/Iorthol)
Eldritch Cataphract – Cav/Mag (Lastexile0)
Rampant Iconoclast Bbn/Inq (OSW)
Secret Sect Knight - Cav/Inq (Bardess)
Wilderness Embodiment – Drd/Mnk (Lindley Court)
Olfacter – Alc/Brd (Kyras)
Barefoot Friar - Mnk/Inq (Bardess)
Succumbed Soldier – Ftr/Drd (Lindley Court)
Light’s Shadow – Nnj/Pal (Kyras)
Chosen Apostle - Clr/Ora (Bardess)


Quote:
Kyras Ausks wrote:

Regole create Multiclass Archetypes (mcarchetype.wikispaces.com) e Arcetypes da p. 24 Ultimate Combat.

Paladino-Barbaro

oh did you find this in terms of balance also how much do you mind we change this up most the time we combine the ability in to new ones for flavor and such, rather then just add them up in to each other.

I tryed to exchange abilities of comparable levels. Other than that, I used mercies to limit the number of rage powers.

I feel that lay on hands such rapresent some sort of vengeful resolve to stand up and keep fighting: it makes sense to use it as an "heal self" ability.
Other than that, I haven't tryed it yet, so feel free to change it to fit power balance. It looks a bit over powered to me as it is now.
Just noticed that the level skills should be 2 instead of 4.


@Elghinn Lightbringer
thank you for doing that for me i don't want to hog the queue i have a lot of fun with this and would like to keep doing it.
#Light's Shadow i did a pretty throw wright up using that line of thought but like you said that's for a later time

also can you add Longino's to the Queue
@Longino
i will PM you with some notes i have been thinking on but i would like to have a grasp of what you had in mind of flavor. i have the time and i don't want to slow these guys down from other projects.


I'm back from a homebrewing hiatus, put me down for inquisitor/sorcerer


Well, screw it... I guess Ill throw my Wu Xing Assassin (ninja/cleric) into the que as well.


good to hear


#Arcane Vessel
First I'm addressing the Arcane Vessel.

Name change- I don't really like Spellsword Seer. But that's just me. I would suggest one of the following
1) Visionborn Magus
2) Mind-Touched Magi
3) Cursed Spellsword
Or a suitable combination of these words.

Took everyone's suggestions and came up with the following. Also made all the she/her references to he/him, as the primary is Magus and the iconic is a male.

ARCANE VESSEL:

Spellcasting: An arcane vessel casts arcane spells drawn from the magus spell list, and his list of mystery spells. Unlike other magi, an arcane vessel uses his Charisma score to learn and cast his spells. In addition, he receives bonus spells per day if he has a high Charisma score.

An arcane vessel’s selection of spells is extremely limited. An arcane vessel begins play knowing four 0-level spells and two 1st-level spells of his choice. At each new arcane vessel level, he gains one or more new spells, as indicated on Table: Arcane Vessel Spells Known. Unlike spells per day, the number of spells an arcane vessel knows is not affected by his Charisma score; the numbers on Table: Arcane Vessel Spells Known are fixed. When an arcane vessel gains additional spells known, they are always received through disturbing dreams while he sleeps.

Upon reaching 4th level, and at every even-numbered arcane vessel level after that (6th, 8th, and so on), an arcane vessel can choose to learn a new spell in place of one he already knows. In effect, the arcane vessel loses the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged. An arcane vessel may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level. He cannot swap any spells gained from his mystery. He can cast any spell he knows at any time, assuming he has not yet used up his spells per day for that spell level.

A spells Known Table would obviously be added to the MCA.

Speak In Tongues: An arcane vessel casts his spells in such a way that his arcane mutterings are nearly indiscernible to other spellcasters. Whenever an arcane vessel casts a spell with a verbal component, spellcasters take a –4 penalty to any Spellcraft skill check made to identify the spell as it is being cast. If a discerning spellcaster has the tongues spell cast upon her, the penalty to her Spellcraft check is reduced to –2. If a discerning spellcaster is insane (such as the derro) or under the influence of a spell that duplicates its effects (such as insanity or a similar spell), she takes no penalty to her Spellcraft skill checks to identify the arcane vessel’s spells as they are being cast. This penalty applies to allies and enemies alike.

Divine Spell Access (Su): At 19th level, an arcane vessel is so in tune with the arcane forces that empower him that deities of magic begin to show their favor by granting him small boons. He selects two spells each of 0–level to 5th–level (for a total of 12 spells) from the cleric spell list and adds them to her list of spells known. These spells are cast as magus spells and can be cast using either his daily spell slots or the arcane vessel’s bonus slots from his mystery spells. The arcane vessel may not learn or cast any spells which are opposed to his alignment (for example, a Neutral Good arcane vessel may cast spells from the cleric spell list with either the Chaotic or Lawful descriptor, but not the Evil descriptor). If his alignment changes, he loses access to those spells opposed to his new alignment. This ability replaces Greater Spell Access.

#Dimensional Samurai
*I'll have something tomorrow for the Dimensional Samurai.


I'm on holiday now. When I'm back, maybe the first idea I'd like to work on is the Wilderness Knight (Druid/Paladin) ^^ Bye


OK, here's my version of the Dimensional Samurai. Some changes to mechanics, names, etc., but much the same feel and flavor as the originals.

Need to come up with a better name though.

DIMENSIONAL SAMURAI MKII:

Primary Class: Samurai.
Secondary Class: Wizard.
Alignment: Any.
Hit Dice: d10.

Bonus Skills and Ranks: The dimensional samurai may select three wizard skills to add to his class skills in addition to the normal samurai class skills. The dimensional samurai gains a number of ranks at each level equal to 4 + Int modifier.

Weapon and Armor Proficiency: The dimensional samurai is proficient with all simple and martial weapons, plus the katana, naginata , and wakizashi. He is also proficient with light and medium armor, and with shields (except tower shields).

Arcane Bond (Ex or Sp): At 1st level, dimensional samurais form a powerful bond with a weapon or a creature. This bond can take one of two forms: a mount ( see the Mount entry in the samurai class description) or a bonded weapon. A mount is exactly like the samurai’s ability of the same name, while a bonded weapon is an item a dimensional samurai can use to cast additional spells or to serve as a magical item. Once a dimensional samurai makes this choice, it is permanent and cannot be changed.

Dimensional samurais who select a bonded weapon begin play with one at no cost, and must be a weapon with which he is proficient. This weapon is always masterwork quality, but is not made of any special material.

Starting at 5th level, a bonded weapon can be used once per day to cast expeditious retreat. As the dimensional samurai gains experience, he gains access to additional spells he can cast with his bonded weapon. At 8th level, he can cast blur. At 11th level, he can cast blink. At 11th level, he can cast displacement. Only one of these spells can be cast in his once per day bonded weapon spell slot. These spells are treated like any other spell cast by a wizard equal to his dimensional samurai level, including casting time, duration, and other effects dependent on the caster’s level. These spells cannot be modified by metamagic feats or other abilities.

A dimensional samurai can add additional magic abilities to his bonded weapon as if he had the Master Craftsman feat and if he meets the level prerequisites of the feat. For example, a dimensional samurai with a bonded katana must be at least 5th level to add magic abilities to the katana (see Craft Magic Arms and Armor feat). The magic properties of a bonded weapon, including any magic abilities added to the weapon, only function for the dimensional samurai who owns it. If a bonded weapon's owner dies, or the item is replaced, the weapon reverts to being an ordinary masterwork item of the appropriate type.

If a bonded weapon is damaged, it is restored to full hit points the next time the dimensional samurai rests to regain his daily uses of his battlefield shift ability. If a bonded weapon is lost or destroyed, it can be replaced after 1 week in a special ritual that costs 200 gp per dimensional samurai level plus the cost of the masterwork item. This ritual takes 8 hours to complete. Items replaced in this way do not possess any of the additional enchantments of the previous bonded weapon. A dimensional samurai can designate an existing magic item as his bonded weapon. This functions in the same way as replacing a lost or destroyed item except that the new magic item retains its abilities while gaining the benefits and drawbacks of becoming a bonded item.

This ability otherwise functions as and replaces mount.

Battleground Shift (Su): Starting at 1st level, the dimensional samurai gains the ability to teleport to a nearby space as a swift action as if using dimension door. This movement does not provoke an attack of opportunity. The dimensional samurai must be able to see the space that he is moving into. He cannot take other creatures with him when he uses this ability (except for familiars). A dimensional samurai can move 5 feet for every two dimensional samurai levels he possesses (minimum 5 feet). A dimensional samurai can use this ability once per day at 1st level, plus one additional time per day for every two dimensional samurai levels beyond 1st. This ability only functions when he is wearing light armor, medium armor, or no armor, and carrying a light load. He cannot take other creatures with him when he uses this ability.

Due to the mental training required to harness the arcane energies magic used to power this ability, a dimensional samurai must get 8 hours of sleep and spend 1 hour in meditation to regain his daily usage of this ability. This ability replaces resolve.

Dimensional Style (Ex): Starting at 1st level, a dimensional samurai is trained in the arcane art of dimensional combat. A dimensional samurai can select any of the following feats as those gained from normal advancement: Dimensional Agility, Dimensional Assault, Dimensional Dervish, Dimensional Maneuvers, Dimensional Savant, Disruptive, Spellbreaker, Teleport Tactician. The dimensional samurai must meet the feats requirements as normal. The dimensional samurai uses his level and his battleground shift class feature for the purpose of any class, class feature, or level requirements to qualifying for these feats.

Order: A dimensional samurai may choose the new Order of the Lighting Warrior.

Field Banner (Ex): At 5th level, a dimensional samurai’s banner becomes a rally point to his allies and companions. As long as the dimensional samurai’s banner is planted securely in the ground and clearly visible, all allies within 60 feet receive a +2 morale bonus on all initiative checks. At 10th level, and every five levels thereafter, these bonuses increase by +1. The banner must be at least Small or larger, planted securely in the ground, and the dimensional samurai be within 60 feet of it to function. The samurai does not need to carry the banner. This ability replaces banner.

Bonus Feats: This is exactly like the samurai ability of the same name, except that the dimensional samurai may also select any feat listed in his Dimensional Style ability as a bonus feat. He must meet the requirements of his chosen feat as normal.

Greater Battleground Shift (Su): At 9th level, a dimensional samurai can spend one use of his dimensional shift ability to teleport up to 30 feet per dimensional samurai level per day as a standard action. This teleportation must be used in 5-foot increments and such movement does not provoke an attack of opportunity. The dimensional samurai can bring other willing creatures (including his mount) with him, but he must expend an equal amount of distance for each additional creature brought with him. This ability replaces greater resolve.

Dimensional Guard (Su): At 11th level, a dimensional samurai can spend one use of his battleground shift to activate an aura of that blocks any extradimensional travel within a 30 feet radius. This functions as the target being affected by the dimensional anchor spell. This effect lasts for a number of rounds equal to the dimensional samurai’s level. This ability replaces honorable stand.

Greater Field Banner (Ex): At 14th level, the area immediately around a dimensional samurai’s banner becomes charged with dimensional energy. Once per day, a dimensional samurai can switch places with an ally within 60 feet of his banner. He chooses a single ally within range. This allows the dimensional samurai to teleport to his ally's space while his ally teleports to the dimensional samurai’s former space. This functions as the king’s castle spell. A dimensional samurai can use this ability twice per day at 17th level, and three times per day at 20th level. This ability replaces greater banner.

True Battleground Shift (Su): At 17th level, a dimensional samurai can spend uses of his battleground shift to avoid death. If he has at least two uses of his battleground shift remaining, he can spend all of the daily uses of his battleground shift that he has available to him to avoid death and teleport to a safe location (such as a sanctuary, town, or behind allied lines) within 30 miles. Regardless of the source of the attack that would have killed him, he is left alive, at –1 hit points (or lower if he was already below –1), unconscious, and stable. This ability has no effect on abilities that kill without dealing damage. This ability replaces true resolve.

Dimensional Warrior (Su): At 20th level, a dimensional samurai, can once per day, as a full-round action, use the full attack action two times in succession against the target of his challenge. He must take the first full attack as normal. Once these attacks are resolved, he can then take another full attack action. He must resolve these actions separately. He cannot combine the attacks provided by both actions as he wishes. Instead, he must take them separately and in order as normal for a full attack. These full attacks may be combined with the Dimensional Dervish feat as normal. If the target of his challenge is killed before both full attacks are resolved, the dimensional samurai may challenge another target as a free action. This ability replaces last stand.

Table: Dimensional Samurai
Base
Class Attack Fort Ref Will
Level Bonus Save Save Save Special

1st +1 +2 +0 +0 Arcane bond, battleground shift, challenge 1/day, dimensional style, order
2nd +2 +3 +0 +0 Order ability
3rd +3 +3 +1 +1 Weapons expertise
4th +4 +4 +1 +1 Challenge 2/day, mounted archer
5th +5 +4 +1 +1 Field banner
6th +6/+1 +5 +2 +2 Bonus feat
7th +7/+2 +5 +2 +2 Challenge 3/day
8th +8/+3 +6 +2 +2 Order ability
9th +9/+4 +6 +3 +3 Greater battleground shift
10th +10/+5 +7 +3 +3 Challenge 4/day
11th +11/+6/+1 +7 +3 +3 Dimensional guard
12th +12/+7/+2 +8 +4 +4 Bonus feat, demanding challenge
13th +13/+8/+3 +8 +4 +4 Challenge 5/day
14th +14/+9/+4 +9 +4 +4 Greater field banner
15th +15/+10/+5 +9 +5 +5 Order ability
16th +16/+11/+6/+1 +10 +5 +5 Challenge 6/day
17th +17/+12/+7/+2 +10 +5 +5 True battleground shift
18th +18/+13/+8/+3 +11 +6 +6 Bonus feat
19th +19/+14/+9/+4 +11 +6 +6 Challenge 7/day
20th +20/+15/+10/+5 +12 +6 +6 Dimensional warrior

ORDER OF THE LIGHTNING WARRIOR:

This order complements the dimensional samurai multiclass archetype.

Edicts: The samurai must protect the life and lands of his lord with his life. He must be swift, efficient, timely, direct, and wholly honest. He must be forward and upfront, direct, without deception and misdirection.

Challenge: Whenever an order of lightning warrior samurai charges or otherwise moves in a straight line to the target of his challenge, he gains a +1 circumstance bonus to hit and AC, as long as he moved at least 10 feet. This bonus to hit and AC increases by +1 for every four levels the samurai possesses. Any teleportation-based spells or spell-like abilities also qualify for this bonus, as long as the samurai has moved at least 10 feet.

Skills: An order of lightning warrior samurai adds Acrobatics and Knowledge (arcana) to his list of class skills. In addition whenever an order of lightning warrior samurai makes an Acrobatics check to avoid an attack of opportunity, he receives a bonus equal to 1/2 his samurai level (minimum +1).

Order Abilities: A samurai that belongs to the order of the lightning warrior gains the following abilities as he increases in level.

Lightning Strike (Ex): At 2nd level, the samurai can spend a standard action to draw his weapon, move up to 10 feet, and make a single attack against an enemy that is flat-footed. If the attack is successful, the samurai deals 1d6 points of precision damage. This extra damage increases to 2d6 at 9th level, and 3d6 at 16th level. Once a creature has been the target of a lightning strike attack, it cannot be targeted again for a 24-hour period.

Battle Speed (Sp): At 8th level, an order of lightning warrior samurai can increase his speed during combat. As a free action, the samurai can act as though affected by a haste spell for up to 10 rounds each day. The haste effect’s duration need not be consecutive rounds.

Temporal Movements (Sp): At 15th level, an order of lightning warrior samurai can cast freedom of movement on himself for a number of rounds equal to his samurai level, once per day.


^ Eldritch Vanguard?


#Arcane Vessel

All changes look good. Name-wise I'd go with either 1 or 3.

#Dimensional Samurai

The new version looks far more balanced than what we had previously come up with. I'm glad you had a look over it, I felt I'd gotten slight tunnel vision in the write-up.

We're going to need a replacement for Mounted Archer if the character doesn't choose a mount, in my opinion.

I'll post more thoughts later on.


#Arcane Vessel
I prefer Visionborn Magus or Visionborn Magi (Magi, because, while it refers to the MAgus class, it is also a word that implies "wiseman")

#Dimensional Samurai
Oh, that's true about the Mounted Archery ability. Perhaps a choice of Mounted Archery and another feat, depending upon which bond is chosen.

I like Eldritch Vanguard, Byrd. A magical guardian, goes with the idea of teleporting around the battlefield taking out enemies or helping allies.


Wasn't the dimensional samurai supposed to get an ability that mimics dimensional anchor?

As for names, why not just Visionborn, not all MCAs need a 2 word name.


Browman wrote:
Wasn't the dimensional samurai supposed to get an ability that mimics dimensional anchor?

Yes, the Dimensional Guard ability (previously Dimensional Blcok).


Ok, I missed that one reading through the updated verson, everything looked fine except for the mentioned issue with mounted archer.


How about giving Combat Reflexes (as a bonus feat) instead of Mounted Archery?


I like the combat reflexes trade.


#Arcane Vessel

* Speaking in Tongues is exactly what I was thinking of. Loved the bit about insane spell casters too!!

* Namewise, I like Visionborn, Visionborne ("carried by visions") or Visionborn Magus (if you have to).


#Dimensional Samurai
Combat Reflexes sounds good.
I think Byrd's name suggestion is agood replacement for Dimensional Samurai. What do others thing of Eldritch Vanguard?

Anything else Alfray/Iorthol? Otherwise we're moving on to the next new MCA tomorrow.

#Arcane Vessel
Anything else for this one? I think I'm going to go with Visionborn Magi as the new name. If nothing else I'll be moving on to the next wiki MCA tomorrow.


For the Order of the Lightning Warrior's challenge ability, can we have it include supernatural teleportation abilities as well as spells and spell-likes? Otherwise it won't work with Battleground Shift.

Otherwise both current MCAs look good (including name changes).

Edit: I'd suggest the Visionborn Magi replace spells known as a bard of his level.
e.g.
Spellcasting:The visionborn magi casts arcane spell drawn from the magus spell list, and his list of mystery spells. He can cast any spell he knows without preparing it ahead of time. To learn or cast a spell, a visionborn magi must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class (DC) for a saving throw against a bloodborn magus’s spell is 10 + the spell level + the bloodborn magus’s Charisma modifier.

Like other spellcasters, a visionborn magi can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Visionborn Magi Spells per Day. In addition, he receives bonus spells per day if he has a high Charisma score.

The visionborn magi’s selection of spells is extremely limited. A visionborn magi begins play knowing four 0-level spells and two 1st-level spells of the visionborn magi’s choice. At each new visionborn magilevel, he gains one or more new spells, as indicated on Table: Visionborn Magi Spells Known. Unlike spells per day, the number of spells a visionborn magi knows is not affected by his Charisma score. When an arcane vessel gains additional spells known, they are always received through disturbing dreams while he sleeps.

Upon reaching 5th level, and at every third visionborn magi level after that (8th, 11th, and so on), a visionborn magi can choose to learn a new spell in place of one he already knows. In effect, the visionborn magi “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least one level lower than the highest-level magus spell the visionborn magi can cast. A visionborn magi may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.

A visionborn magi need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the spell’s level. He incurs arcane spell failure when wearing medium or heavy armor, or when wielding any type of shield.


Done!

Doh! Edit!

I'll take alook at your Spellcasting suggestion in the morning.


All I've done is copied the bloodborn magus's spell casting listing, did a find/replace with the new MCA name and added the bits about the mystery spells and vision. Basically it sets its spellcasting exactly the same as all other spontaneous 6th level casters.


Yup, let's totally go with that.


Alright I'm going to call the "Arcane VEssel" - Visionborn Magi done, and from what I've read, it seems Alfray is good to go with the Eldritch Vanguard (Dimensional Samurai).

So, I'll post the next wiki MCA today.

Here's the queue, so Lastexile0, you're up. You need to post your Eldritch Cataphract, please do so in the proper format like all the other MCAs. :D Also, Since there a re a few with a number of MCA concepts, I've spaced you out a bit to allow for others with just one concept to get into the queue sooner.

Eldritch Cataphract – Cav/Mag (Lastexile0)
Rampant Iconoclast Bbn/Inq (OSW)
Secret Sect Knight - Cav/Inq (Bardess)

Wilderness Embodiment – Drd/Mnk (Lindley Court)
Olfacter – Alc/Brd (Kyras)
“Name” – Pal/Bbn (Longino)”Name” – Inq/Sor (Toaster)
Wu Xing Assassin – Nnj/Clr (Byrdology)
Barefoot Friar - Mnk/Inq (Bardess)
Succumbed Soldier – Ftr/Drd (Lindley Court)
Light’s Shadow – Nnj/Pal (Kyras)
Chosen Apostle - Clr/Ora (Bardess)
(someone else will go here)
Wilderness Knight - Drd/Pal (Bardess)

OSW, make sure you'er ready with yours after Lastexile0, and Bardess, did you want to still go with the Secret Sect Knight, or did you want to start with your wilderness knight when we get to you? If so, I'll just move the Secret Sect Knight down the queue to your next placeholder, and so on.


Alright next Wiki MCA. I still need to writeup a flavor blurp for this one.

BEAST SUMMONER:

Primary Class: Summoner.
Secondary Class: Druid.
Alignment: Any neutral.
Hit Dice: d8.

Bonus Skills and Ranks: The beast summoner may select three druid skills to add to his class skills in addition to the normal summoner class skills. The pack master gains a number of ranks at each level equal to 2 + Int modifier.

Weapon and Armor Proficiency: The beast summoner is proficient with all simple weapons, and with all natural attacks (claw, bite, and so forth) of any form they assume with wild shape (see below). The beast summoner is also proficient with light armor, but is prohibited from wearing metal armor; thus, they may wear only padded or leather armor. The beast summoner is not proficient with shields.

Spellcasting: A beast summoner casts arcane spells which are drawn from the summoner and druid spell lists, including cantrips and orisons. The beast summoner otherwise learns and casts spells as a summoner of the same level. The beast summoner gains bonus spells for a high Charisma score.

Nature Sense (Ex): At 1st level, a beast summoner gains the druid’s nature sense ability. This ability replaces life link.
Orisons: The beast summoner may select from the druid’s list of orisons when selecting his cantrips.

Summon Nature’s Ally I (Sp): Starting at 1st level, a beast summoner can cast summon nature’s ally I as a spell-like ability a number of times per day equal to 3 + his Charisma modifier. At 3rd level, and every 2 levels thereafter, the power of this ability increases by one spell level, allowing him to summon more powerful creatures (to a maximum of summon natures ally IX at 17th level). At 19th level, this ability can be used as gate or summon nature's ally IX, but can only gate in creatures similar to those summoned by his summon nature’s ally IX spells. Unlike other summoners, the beast summoner can use his summon nature’s ally ability even is his bestial eidolon is present. This ability otherwise functions as and replaces summon monsters.

Bestial Eidolon: This is exactly like the summoner’s eidolon ability, except for the following changes. The eidolon’s physical appearance is always up to the beast summoner, but its base form always takes the initial appearance of an animal, like a baboon or wolf, or a magical beast, such as a pegasus or unicorn. The beast summoner can then use evolutions to alter its appearance as he so desires. Also, the eidolon permanently loses one evolution point from its total, and therefore begins with only 2 evolution points at 1st level, and increases to a maximum of 25 at 20th level. In addition, the eidolon loses its devotion ability and ability score increase at 10th level and gains one of the following templates of his choice as determined by the beast summoner’s alignment: advanced (neutral), celestial (good), entropic, (chaotic), fiendish (evil), or resolute (lawful). This ability otherwise functions as and replaces eidolon.

Woodland Stride (Ex): At 2nd level, the beast summoner gains the druid’s wild empathy ability. This ability replaces bonded senses.

Trackless Step (Ex): At 4th level, the beast summoner gains the druid’s trackless step ability. This ability replaces shield ally.

Bestial Brood: At 6th level, instead of a single bestial eidolon, a beast summoner can summon two Small eidolons to his side, each less powerful than the single bestial eidolon of a standard beast summoner. These two bestial eidolons can appear as the initial eidolon, or as some other animal or magical beast, but must look the same as each other. Regardless of the number of bestial eidolons in the brood, each eidolon has the same base attack bonus and base saving throw bonuses, but the rest of the eidolons’ base statistics must be divided between them, including Hit Dice (minimum 1), skill points, number of feats, armor bonus, Str/Dex bonus, and maximum number of natural attacks. Individual bestial eidolons in the brood must purchase evolutions separately. Once a beast summoner decides on the forms and abilities of his eidolons, they cannot be changed until the beast summoner gains a level.

Example: A 2nd-level beast summoner can summon two bestial eidolons. Each eidolon has 1 Hit Dice, BAB +2, +3 on its two good saves and +0 on its bad save. The beast summoner decides to give the first bestial eidolon 4 skill points, one feat, a +1 armor bonus, a +1 bonus to Strength, 2 points from the evolution pool, and a maximum of two attacks. The remaining 4 skill points, +1 armor bonus, +1 bonus to Dexterity, and 2 points from the evolution pool go to the second bestial eidolon, but it gains no feats and can have only one natural attack.

The beast summoner must dismiss all of his bestial eidolons at one time. Likewise, all of the bestial eidolons in a brood are banished if the beast summoner is unconscious, asleep, or killed. However, each bestial eidolon in the brood is sent back to its home plane individually when its hit points are reduced to a negative number equal to or greater than its Constitution score. This ability replaces the maker’s call.

Wild Shape (Su): At 8th level, a beast summoner gains the druid’s wild shape ability once per day, and an additional time per day at 10th, 14th, 18th, and 20th level. He can turn himself into any Medium creature with the animal or magical beast types and otherwise functions as beast shape I.

At 10th level, a beast summoner can use wild shape to change into a Large or Tiny animal or magical beast, which now functions as beast shape II. At 18th level, a beast summoner can use wild shape to change into a Huge or Diminutive animal or magical beast, which now functions as beast shape III. This ability replaces transposition, aspect, greater aspect, and twin eidolon.

Larger Brood: At 12th level, the beast summoner can spend 4 evolution points from the evolution pool for the large evolution; unlike with other evolutions, he spends these 4 points before he assigns evolution points to his initial eidolon (or eidolons). This allows him to summon a single Large eidolon, or alternatively, if the beast summoner has summoned a brood, he can summon two Medium eidolons, four Small eidolons, or one Medium eidolon and two Small eidolons.

At 17th level, if the beast summoner has purchased the large evolution for his initial eidolon or his brood, he can spend an additional 6 evolution points from the evolution pool for the huge evolution, distributing the remaining points among his eidolon(s). This allows him to call one Huge eidolon, or in the case of his brood, two Large eidolons, four Medium eidolons, eight Small eidolons, or any similar combination in which two smaller eidolons count as one eidolon of one size larger. This ability replaces greater shield ally.

Versatile Bond (Su): At 14th level, a summoner’s life becomes linked to his eidolon or his brood. As long as the eidolon has 1 or more hit points, the summoner cannot be killed. Damage in excess of that which would kill the summoner is instead transferred to the eidolon. This damage is transferred 1 point at a time, meaning that as soon as the eidolon is reduced to a number of negative hit points equal to its Constitution score, all excess damage remains with the summoner, killing him.

Alternatively, if the beast summoner has summoned his brood, he can only transfer damage to one eidolon in the brood at a time. In either case, if the eidolon takes enough damage to send it back to its home plane, all excess damage remains with the beast summoner, killing him. Effects that cause death but not damage are unaffected by this ability. This ability does not affect spells like baleful polymorph, flesh to stone, or imprisonment, or other spells that do not cause actual damage. This ability otherwise functions as and replaces life bond.

Table: Beast Summoner
Base
Class Attack Fort Ref Will Spells per Day
Level Bonus Save Save Save Special 1st 2nd 3rd 4th 5th 6th

1st +0 +2 +0 +2 Bestial eidolon, cantrips, life link, orisons, 1 — — — — —
summon nature’s ally I
2nd +1 +3 +0 +3 Woodland stride 2 — — — — —
3rd +2 +3 +1 +3 Summon nature’s ally II 3 — — — — —
4th +3 +4 +1 +4 Trackless step 3 1 — — — —
5th +3 +4 +1 +4 Summon nature’s ally III 4 2 — — — —
6th +4 +5 +2 +5 Bestial brood 4 3 — — — —
7th +5 +5 +2 +5 Summon nature’s ally IV 4 3 1 — — —
8th +6/+1 +6 +2 +6 Wild shape 1/day 4 4 2 — — —
9th +6/+1 +6 +3 +6 Summon nature’s ally V 5 4 3 — — —
10th +7/+2 +7 +3 +7 Wild shape 2/day (Large, Small) 5 4 3 1 — —
11th +8/+3 +7 +3 +7 Summon nature’s ally VI 5 4 4 2 — —
12th +9/+4 +8 +4 +8 Larger brood 5 5 4 3 — —
13th +9/+4 +8 +4 +8 Summon nature’s ally VII 5 5 4 3 1 —
14th +10/+5 +9 +4 +9 Versatile bond, wild shape 3/day 5 5 4 4 2 —
15th +11/+6/+1 +9 +5 +9 Summon nature’s ally VIII 5 5 5 4 3 —
16th +12/+7/+2 +10 +5 +10 Brood bond 5 5 5 4 3 1
17th +12/+7/+2 +10 +5 +10 Summon nature’s ally IX 5 5 5 4 4 2
18th +13/+8/+3 +11 +6 +11 Wild shape 4/day (Huge) 5 5 5 5 4 3
19th +14/+9/+4 +11 +6 +11 Gate 5 5 5 5 5 4
20th +15/+10/+5 +12 +6 +12 Wild shape 5/day 5 5 5 5 5 5

Beast Summoner Spells Known
Spells Known
Level 0 1st 2nd 3rd 4th 5th 6th

1st 3 1 — — — — —
2nd 4 2 — — — — —
3rd 5 3 — — — — —
4th 5 3 1 — — — —
5th 5 3 2 — — — —
6th 5 3 3 — — — —
7th 5 4 3 1 — — —
8th 5 4 3 2 — — —
9th 5 4 3 3 — — —
10th 5 4 4 3 1 — —
11th 5 5 4 3 2 — —
12th 5 5 4 3 3 — —
13th 5 5 4 4 3 1 —
14th 5 5 5 4 3 2 —
15th 5 5 5 4 3 3 —
16th 5 5 5 4 4 3 1
17th 5 5 5 5 4 3 2
18th 5 5 5 5 4 3 3
19th 5 5 5 5 4 4 3
20th 5 5 5 5 5 4 4


The Wilderness Knight will be first. Also some other ideas to put in queue:
Boastful Gallant - Bard/Cavalier
Lightspeed Master - Monk/Magus


Wilderness Knight it is. Added those to the queue.

QUEUE
So the next three are

Eldritch Cataphract – Cav/Mag (Lastexile0)
Rampant Iconoclast Bbn/Inq (OSW)
Wilderness Knight - Drd/Pal (Bardess)


#beast summoner
this guy seems to be all bet on the OP side
*Summon Nature’s Ally: this looks like a fair switch but why did we add that he can do it wile the Eidolon is out. i could see this guy summoning the Zoo just with that alone and lets not forget in pathfinder action economy is where the game breaks first and is something both the druid and summoner master

*spell casting: that's a pretty healthy spell list you could be giving a spontaneous caster but be that spell know pretty well control that

*Weapon and Armor Proficiency:pretty sure you are proficient in all natural weapons once you gain them other wise i believe polymorphic spells would have a different wright up

*Bestial Eidolon: with out doing a right up i can not be sure but 1 evo point and no +4 to will saves would not be a fair trade for templates that granites darkvision 60 ft, DR,energy resistance, smite(the other guy) 1/day as a swift action. witch would be worth over 7 evo point + smite

*Bestial Brood: not sure how good this would be (again i would need a wright up) but it seems like this would not be game breaking but action economy is a killer

*Wild Shape: i would be tempted to give a growing version of this from level one and nix the eidlon. might be more fun anyway

*Larger Brood: kinda hard to understand

*Versatile Bond: this to can be scary for how well the summoner can heal he eidolon but i not sure how bad


Ok so the Beast Summoner

First it needs a different name, I am thinking feral conjurer. If we use summoner in the name it sounds like a summoner archetype as opposed to a MCA.

Also being able to summon natures ally and have a eidolon out at the same time is fairly powerful especially if he can cast any summoner or druid spells.

I think he should have diminished spellcasting if he gets both lists or summoner list + 1 druid spell of any level he can cast every even level.

And bestial eidolon needs to be clarified. Does he use the base template of a eidolon or that of the creature it looks like?


#Beast Summoner

* I disagree that it "needs" a different name. Considering people will may use this as a Summoner archetype I think the name is fine - plenty of our MCAs use the Primary class name somewhere in the title.
Conjuror doesn't work for me with
A: real world links to "conjuring tricks" and
B: conjurers in-game being a school of wizardry.
Feral Summoner would work, but as I said I'm fine with it as is.

* As Elghinn said, there is no theme writeup, but it seems fairly evident from the mechanics - evolvable animals (bestial eidolon) and broods thereof, and summon nature's ally. Elghinn, can you specify this further or clarify?


aye, if the summoner general was ok then that should be as well.


#Beast Summoner
OK, here's my flavor blurp. Essentially, the Beast Summoner focuses on the natural world as opposed to the extraplanar. As the name suggests, he is exactly that, a "beast" summoner. Feral Summoner isn't quite right, because he isn't feral, the eidlons are. :D

BEAST SUMMONER
The summoner invokes images of strange or occasionally grotesque creatures appearing from nothingness to answer the call of their master. While this is the path of most summoners, some walk a different path, one that focuses on the natural world and the creatures that live within it. These beast summoners call forth creatures that resemble animals of the natural world–bears, wolves, eagles, lions–but gain evolutions like other eidolons. They also possess a weaker bond with their eidlon than other summons, and in turn gain abilities that allow them to traverse the wilds of the world without being hampered. As they increase in power, beast summoners gain greater control over their bestial eidolon, allowing them to separate it into two or more smaller and less powerful versions of his eidolon. Although most summoners view them as aberrations of their art, the beast summoner basks in the energies that flow from the natural world around him.

Next, to address the OP issues listed by a few of you above.

@Kyras
*Summon Nature’s Ally: this looks like a fair switch but why did we add that he can do it wile the Eidolon is out. i could see this guy summoning the Zoo just with that alone and lets not forget in pathfinder action economy is where the game breaks first and is something both the druid and summoner master

I've reverted it back to the normal mechanics of the Summon ability/eidolon, where they can't be used simultaneously.

*spell casting: that's a pretty healthy spell list you could be giving a spontaneous caster but be that spell know pretty well control that

I've changed it to "summoner splellist + any "summoning" spell on the druid list

*Weapon and Armor Proficiency:pretty sure you are proficient in all natural weapons once you gain them other wise i believe polymorphic spells would have a different wright up.

I've simply quoted what is in the druid Wp/Armor proficiency section.

*Bestial Eidolon: with out doing a right up i can not be sure but 1 evo point and no +4 to will saves would not be a fair trade for templates that granites darkvision 60 ft, DR,energy resistance, smite(the other guy) 1/day as a swift action. witch would be worth over 7 evo point + smite

I've removed the templates, really didn't fit. So, then the question is, should he lose the 1 evolution point?

*Bestial Brood: not sure how good this would be (again i would need a wright up) but it seems like this would not be game breaking but action economy is a killer.

Changed this a bit. This is based on the Eidolon Brood ability from the Brood Master summoner archetype. And to make it a fair swap with the maker's call, I limited to uses per day. Here it is.

Bestial Brood:

At 6th level, whenever his bestial eidolon is summoned, he can choose to split his eidolon into two Small eidolons, each less powerful than the single bestial eidolon. These two bestial eidolons can appear as the initial eidolon, or as some other animal or magical beast, but must look the same as each other. Regardless of the number of bestial eidolons in the brood, each eidolon has the same base attack bonus and base saving throw bonuses, but the rest of the eidolons’ base statistics must be divided between them, including Hit Dice (minimum 1), skill points, number of feats, armor bonus, Str/Dex bonus, and maximum number of natural attacks. Individual bestial eidolons in the brood must purchase evolutions separately. Once a beast summoner decides on the forms and abilities of his eidolons, they cannot be changed until the beast summoner gains a level.

Example: A 6th-level beast summoner splits his single bestial eidolon into two bestial eidolons. Each eidolon has 5 Hit Dice, BAB +5, +4 on its two good saves and +1 on its bad save. The beast summoner decides to give the first bestial eidolon 10 skill points, two feats, a +2 armor bonus, +1 bonus to Strength and Dexterity, 5 points from the evolution pool, and a maximum of two attacks. The remaining 10 skill points, one feat, +2 armor bonus, +1 bonus to Strength and Dexterity, 4 points from the evolution pool, and a maximum of two attacks go to the second bestial eidolon.

The beast summoner must dismiss all of his bestial eidolons at one time. Likewise, all of the bestial eidolons in a brood are banished if the beast summoner is unconscious, asleep, or killed. However, each bestial eidolon in the brood is sent back to its home plane individually when its hit points are reduced to a negative number equal to or greater than its Constitution score.

The beast summoner can split his bestial eidolon and back again once per day at 6th level, plus one additional time per day for every six levels thereafter, to a maximum o three times per day at 18th level. Splitting a bestial eidolon into a brood, or fusing them back into a single eidolon each requires a standard action. This ability replaces the maker’s call.

*Wild Shape: i would be tempted to give a growing version of this from level one and nix the eidlon. might be more fun anyway

Nope, not what I'm wanting here.

*Larger Brood: kinda hard to understand

This is similar (nearly word for word) to the Brood Master's Larger Brood ability. Tweaked it a bit to fit in with the new Bestial Brood changes.

Larger Brood:

12th level, the beast summoner can spend 4 evolution points from the evolution pool for the Large evolution; unlike with other evolutions, he spends these 4 points before he assigns evolution points to his initial bestial eidolons (for a 12th-level beast summoner with 15 evolution points, this leaves 11 evolution points to distribute among the bestial eidolons). This allows him to summon a single Large bestial eidolon, or alternatively, the beast summoner can split his bestial eidolon into a brood of two Medium bestial eidolons, four Small bestial eidolons, or one Medium bestial eidolon and two Small bestial eidolons.

At 17th level, if the beast summoner has purchased the Large evolution for his initial eidolon, he can spend an additional 6 evolution points from the evolution pool for the Huge evolution, distributing the remaining points among his bestial eidolon(s). This allows him to call one Huge bestial eidolon, or in the case of his brood, two Large bestial eidolons, four Medium bestial eidolons, eight Small bestial eidolons, or any similar combination in which two smaller bestial eidolons count as one eidolon of one size larger. This ability replaces greater shield ally.

*Versatile Bond: this to can be scary for how well the summoner can heal he eidolon but i not sure how bad.

Again, like the Brood Master's Brood Bond ability. It's just written to allow either the Life Bond (single eidolon) or Brood Bond (brood eidolons), depending on whether the bestial eidolon has been split or not. Tweak it too to fit with the changes.

Versatile Bond:

Versatile Bond (Su): At 14th level, a summoner’s life becomes linked to his bestial eidolon or his brood. As long as the bestial eidolon has 1 or more hit points, the summoner cannot be killed. Damage in excess of that which would kill the summoner is instead transferred to the bestial eidolon. This damage is transferred 1 point at a time, meaning that as soon as the eidolon is reduced to a number of negative hit points equal to its Constitution score, all excess damage remains with the summoner, killing him.

Alternatively, if the beast summoner has split his bestial eidolon into a brood, he can only transfer damage to one bestial eidolon in the brood at a time. In either case, if the eidolon takes enough damage to send it back to its home plane, all excess damage remains with the beast summoner, killing him. Effects that cause death but not damage are unaffected by this ability. This ability does not affect spells like baleful polymorph, flesh to stone, or imprisonment, or other spells that do not cause actual damage. This ability otherwise functions as and replaces life bond.

@Browman
*And bestial eidolon needs to be clarified. Does he use the base template of a eidolon or that of the creature it looks like?

[ooc]Perhaps this clarifies it.[/b]

Bestial Eidolon:

This is exactly like the summoner’s eidolon ability, except for the following changes. While the eidolon’s physical appearance is always up to the beast summoner, its base form always takes the initial appearance of an animal from the natural world, like a baboon or wolf, instead of some fantastic creature. The beast summoner can then use evolutions to alter its appearance as he so desires, transforming it into a magical beast of sorts, such as a pegasus or unicorn. The beast sumoner otherwise uses the base forms listed in the Eidolon section of the summoner class description. In addition, the eidolon permanently loses one evolution point from its total evolution pool. Therefore, the bestial eidolon begins with only 2 evolution points at 1st level, and increases to a maximum of 25 at 20th level. This ability otherwise functions as and replaces eidolon.

BTW: How does one PM someone on the boards? I've received them, but never sent an initial PM to someone else. We need to notify Lastexile0 to post his MCA, or we'll need to move on to the next one in the queue.

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