Multiclass Archetypes V: More Ultimate MCAs


Homebrew and House Rules

201 to 250 of 1,070 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

Elghinn Lightbringer wrote:

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.

click their name and it will be near the top next to their picture


Just click on their profile and send them a personal message. I'll send one now to lastexile0.

ninja'd!!!

[EDIT- Hmm, doesn't seem to have that option for lastexile0. I can send you one El, but not lastexile0. Weird.]

Grand Lodge

true that

Grand Lodge

i agree


Oceanshieldwolf wrote:

Just click on their profile and send them a personal message. I'll send one now to lastexile0.

ninja'd!!!

haha finally got someone sorry it had to be you


Penrith Mr Sneezy? I'm in Blackheath!


Elghinn Lightbringer wrote:

#Beast Summoner

whole list of stuff

looking at what you said and the flavor the abilities are giving it i am not sure how i would make changes it seems every much that you wanted it to be a zoo summoner which is doable but it has challenges in balance that will be hard to overcome. and i don't want to do a "well-this-is-how-i-would-do-it" write up because it would be pretty far from your brain child and i think that would end up disrespectful.but i have a house rule about more than one summon at a time and i will have a jaded opinion on it. however i will help however i can.


This seems like cool stuff. I'm gonna keep tabs on this thread for ideas. Note: are there any guidelines as to how close you can come to actual pre-existing classes? Namely the "dimensional samurai" proposed on the first page could be achieved with a vanilla magus.


williamoak wrote:
This seems like cool stuff. I'm gonna keep tabs on this thread for ideas. Note: are there any guidelines as to how close you can come to actual pre-existing classes? Namely the "dimensional samurai" proposed on the first page could be achieved with a vanilla magus.

no there is not

but there is something to be said about mixing a pure melee class with the wizard and getting something close to the magus. but might i say in the case of dimensional samurai could not be done with a magus at all simple stuff like BAB and Spell Casting puts a pretty big gap between them


#Beast Summoner

@Kyras
As you may have learned/will learn, I'm always open to ideas and suggestions. As OSW has stated on a few occasions, I have even completely rewoked MCAs based on better suggestions and mechanis, so don't feel like you can't give your opinion on how things should be done. The worst I could say is "Not quite what I'm trying to do."

Any other suggestions of the Beast Summoner? Anyone else have issues with the changes or the concept in general?

What about making the Bestial Brood either only 1/day, or only last X rounds, then they revert back to the single bestial eidolon? I'm not trying to go OP, just add in some versatility. The Broodmaster permanently swaps his normal eidlon for a brood eidolon, and I don't see why the Beast Summoner couldn't split his eidlon (perhaps with a heavier action cost like a full-round action) only a certain number of times per day (even once per day) or have it only last a number of rounds or minutes.

Another thought, make it only 1/day, but the split remains until the end of the day, or until they are "banished" or relased by the Beast Summoner. Then, if he chooses to do a split, it's permanent until the next day, so he's not swapping back and forth bewteen single and brood eidolon mechanics. This would allow for a temporary (1/day) switch into a broodmaster-esque edilon style, or he can just use hiw normal bestial eidolon.

Anyways, thoughts?


Well, it apears Lastexile0's most recent post was with us (any of his alias). So, unles we here from him today, we're moving on to the next new MCA (OSW's I think) tomorrow, and when he does reappear, we'll get his up, or emailed to me or something so I can post it u when we're ready.


Okay, I'll have a stab hopefully in the next few hours ...


Beast Summoner
working on a balanced dire best for the that will act more like a the druid's AC but still have evo points


Another approach (which may be what you are working on Kyras, but probably not) would be, instead of starting with a 1 HD eidolon at 1st, he startts with a 1 HD animal companion (all the normal stats for that) as his "base form". Then, instead of the animal companion's advancement, it uses the Eidlon advancement table. Should be really easy, just add the on the adjustments from that table to the base animal companion. The animal companion also wouldn't gain its usual 4th and 7th level advancements, as it would be gaining evolutions, etc.

Then instead of the Bestial Brood bunch of MCA abilities (Bestial Brood, Large Brood, and Versatile Bond), he could choose an additional base form (or animal) to summon and add evolutions to at 6th, 12th, and 18th level. Hew could only summon one form of course, but by 18th, he could have 4 different base bestial eidolon forms (wolf, bear, tiger, and eagle lets say). That would allow him to be a "beast summoner" of a zoo of critters, but only one at a time, not a bunch of lss powerful ones like the brood master. Then we won't be stepping on that arcehtype's shoes, and would make the MCA unique in its own way.

Thoughts?


Elghinn Lightbringer wrote:
Another approach (which may be what you are working on Kyras, but probably not) would be, instead of starting with a 1 HD eidolon at 1st, he startts with a 1 HD animal companion (all the normal stats for that) as his "base form". Then, instead of the animal companion's advancement, it uses the Eidlon advancement table. Should be really easy, just add the on the adjustments from that table to the base animal companion. The animal companion also wouldn't gain its usual 4th and 7th level advancements, as it would be gaining evolutions, etc.

every similar to what i am working on more to follow


EL took the words out of my keyboard...


#Rampant Iconoclast:
I’m using this part of the definition of Iconoclast - “one who assails cherished beliefs” (Oxford dict.)

Some warriors are inspired to overcome their foes in anger or simple minded dedication to a cause – the rampant iconoclast channels that anger into wrathful power, able to perform miraculous feats of martial acumen or use her companions as inspiration or in tactically advantageous ways.

* Wrath meshes inquisition in to a rage that gives a bonus to one of Strength OR Constitution. See what you think - we could limit the available inquisitions, but I don't think that's necessary or warranted personally though there is overlap of anger inquisition as it provides rage….
* Wrath powers give the choice of judgments, rage powers or teamwork feats to provide some versatility in concepts.
* Slight problem with dead levels. ☺ Realy depends on what you think trap sense and damage reduction are worth – personally I think getting nothing where you might get an increase in trap sense or damage reduction isn’t a huge loss compared to what the MCA bestows….
* I kept the swaps in the writeup just for clarity and to make up for my shoddy progression table...

Rampant Iconoclast

Primary: Barbarian

Secondary: Inquisitor

Alignment: Any.

Hit Dice: d10.

BAB: Full.

Skill Ranks at Each Level: 4 + Int

Saves: G/P/P

Class Skills: The rampant iconoclast adds three Inquisitor class skills to add to her list of class skills.

Weapon and Armor Proficiency: A rampant iconoclast is proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields).

Wrath: A rampant iconoclast can call upon divine strength, granting her additional combat prowess. Starting at 1st level, a rampant iconoclast can enact wrath for a number of rounds per day equal to 4 + her Constitution modifier. At each level after 1st, the duration of her wrath increases for 2 additional rounds. Temporary increases to Constitution, such as those gained from wrath and spells like bear's endurance, do not increase the total number of rounds that a rampant iconoclast can enact wrath per day. A rampant iconoclast can enter wrath as a free action. The total number of rounds of wrath per day is renewed after resting for 8 hours, although these hours do not need to be consecutive.

While a wrath is in effect, a rampant iconoclast gains a +4 morale bonus to her Strength or Constitution, as well as a +2 morale bonus on Will saves. In addition, she takes a –1 penalty to Armor Class. The increase to Constitution grants the rampant iconoclast 2 hit points per Hit Dice, but these disappear when the wrath ends and are not lost first like temporary hit points.

The rampant iconoclast must also choose one inquisition – she is able to use this inquisition only while under the effects of wrath.

While wrath is ineffect, a rampant iconoclast cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.

A rampant iconoclast can end her wrath as a free action and is fatigued after wrath for a number of rounds equal to 2 times the number of rounds spent in wrath. A rampant iconoclast cannot enact a new wrath while fatigued or exhausted but can otherwise enter wrath multiple times during a single encounter or combat. If a rampant iconoclast falls unconscious, her wrath immediately ends, placing her in peril of death. This ability replaces rage.

Stern Gaze: At 1st level, stern gaze replaces fast movement.

Wrath power At every even level the rampant iconoclast can elect to learn one judgment, rage power or a teamwork feat for which she qualifies. These can only be used while the rampant iconoclast is under the effects of wrath. This ability replaces the rage powers suite.

Cunning Initiative: At 2nd level, cunning initiative replaces uncanny dodge.

Solo Tactics: At 3rd level, solo tactics replaces trap sense 1/2/3.

Bane: At 5th level, bane replaces improved uncanny dodge and damage reduction suite.

Greater Wrath: At 11th level, when a rampant iconoclast enacts wrath, the morale bonus to her Strength or Constitution increases to +6 and the morale bonus on her Will saves increases to +3.

Greater Bane At 12th level, greater bane replaces trap sense 4,5,6.

Tireless Wrath Starting at 17th level, a rampant iconoclast no longer becomes fatigued at the end of her wrath.

Mighty Wrath At 20th level, when a rampant iconoclast enacts wrath, the morale bonus to her Strength OR Constitution increases to +8 and the morale bonus on her Will saves increases to +4.

Progression table:
1st – Wrath, stern gaze for fast movement
2nd - Wrath power, cunning initiative for uncanny dodge
3rd - solo tactics for trap sense 1/2/3
4th - Wrath power
5th - bane for imp. uncanny dodge and damage reduction
6th - Wrath power
7th -
8th - Wrath power
9th -
10th - Wrath power
11th - Greater Wrath
12th - Wrath power, greater bane for trap 4,5,6
13th -
14th - Indomitable will, wrath power
15th -
16th - Wrath power
17th - Tireless Wrath
18th - Wrath power
19th -
20th - Mighty Wrath, Wrath power


@OSW: lovin it! Screw the dead levels, it works as is. Question about greater wrath: does the ac penalty carry over?


@Byrd: I'd say yes - most of the Wrath stuff is copypasta from Rage with some tweaks. Seeing as the AC penalty is half what Rage incurs I'd say it should carry over.

As to the MCA as a whole it's not the most exciting but I love the mesh so far - after the gonzo that is the Symbiote-Gunner I wanted to stretch myself to make something a little more simple and elegant.


#Rampant Iconoclast

Are you allowing them access to Inquisitions only or should they be allowed to choose a domain as an inquisitor?

I'd also change the line, "While wrath is ineffect, a rampant iconoclast cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration." to

"While wrath is ineffect, a rampant iconoclast cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration (except for those granted by her inquisition)."

Unless the various spell-like abilities granted by inquisitions don't require concentration?


@Alfray

* No to Domains. While you could stretch the fluff/flavor I wanted no truck with domain granted powers. Remember RI's aren't strictly Inquisitors though they do qualify as one for judgments (i.e. they can get them), and teamwork feats. I'm up for discussing it though.

* Yes, good catch on Wrath writeup - I think your version is a good fix, that way we don't need to worry about whether particular SLAs require concentration or not. Wrath is supposed to be a more channeled, conscious and controlled ability compared to Rage. On a related note, we could remove the skill caveats altogether, but I left them in just to be safe.


@OSW, I'm happy for them to only get inquisitions , just figured it'd be worth qualifying as I believe every class that gains domains can swap them for inquisitions (and vice versa).

Let's see what the others say with regards to the limitations on wrath, I can't see skill use being a problem.


Beast Summoner
A Beast Summoner may summon a dire beast an apex hunter from an untouched plane. All though the dire beast is from a different plane it is still treated like an animal and cannot be unsummon except by the Beast Summoner. The dire beast is treated like a druid’s animal companion for advancement. This dire beast is a loyal companion that accompanies the Beast Summoner on her adventures. If a Beast Summoner releases her companion from service, she may gain a new one by performing a ceremony requiring 24 uninterrupted hours of prayer in a untouched environment. This ceremony can also replace an dire beast that has perished.

Dire Beast Starting Statistics: Size Medium; Speed 40 ft.; AC +2 natural armor; Attack bite (1d6); Ability Scores Str 14, Dex 16, Con 13, Int 2, Wis 13, Cha 18; Special Qualities: 5 Evolution points, Low-light vision. 7th-Level Advancement +7 Evolution points
*note the dire beast may not have more than 3 attacks. Also one chosen about the dire beast Evo point are made they may not be change without summoning a new one
i averaged a few druid ACs to get the points right so this guy should be on par with a druid AC less evolved but stronger state wise then the eidolon


arg it not letting me edit my post....
anyway i think it would be better to go ahead with a full switch to the druid spell list 2 reasons for this
1.the druid spell list spread over a lvl 6 caster would be weaker overall but more flexible than the summoner spell list which will help balance out the possible stronger/ more summons and eidolon
2. flavor..... (its a weak number 2 but meh)
all so if we make the change to the eidolon i think we could use some thing similar to hunting pack for Bestial brood

Hunting Pack (Ex): At 1st level, a huntmaster forms a close bond with an animal companion. This animal companion functions as a druid’s animal companion, using the cavalier’s level as his effective druid level. He can choose either a bird or a dog when selecting his animal companion. The huntmaster can have more than one animal companion, but he must divide up his effective druid level between his companions to determine the abilities of each companion. Each time a huntmaster’s effective druid level increases, he must decide how to allocate the increase among his animal companions (including the option of adding a new 1st-level companion). Once an effective druid level is allocated to a particular companion, it cannot be redistributed while that companion is in the huntmaster’s service (he must release a companion or wait until a companion dies to allocate its levels to another companion). The share spells animal companion ability does not give the huntmaster the ability to cast a single spell so that it affects all of his animal companions. A huntmaster’s animal companions gain a bonus on Survival checks to follow tracks equal to 1/2 the cavalier’s class level (minimum 1). This ability replaces mount.


#Rampant Iconoclast
I like the MCA on initial go-over, OSW. I'll take a better look later, got some things to do.

#Beast Summoner
I'll take a good look over your comments Kyras, and see where I want to go with this thing.

Hunting Pack gives a good option, but we'll see.


#Rampant Iconoclast
you could break stern gaze in to parts to cover your dead levels take off the Sense Motive and have the Intimidate go up by 2 every odd level. he cant sense motive wile in wrath

balance wise the only thing i would be worried about would be "bane" but its fairly conditional but the MCA will jake up some demons


#Beast Summoner
OK, here's my changes to the Bestial Eidolon and related abilities.

Bestial Eidolon:

At 1st level, a beast summoner begins play with the ability to summon to his side a powerful animal outsider from the Plane of Beasts called a bestial eidolon. This is similar to the summoner’s eidolon ability, but with the following changes. The beast summoner chooses one animal companion from those listed in the druid’s animal companion description and uses his animal companion’s starting statistics (size, speed, AC, attacks, etc.) as the bestial eidolon’s base form (instead of one of the eidolon’s normal base forms). The bestial eidolon always appears and functions as an animal of its kind. The beast summoner then uses Table: Eidolon Base Statistics to determine its additional base statistics (Hit Dice, BAB, saves, skills, feats, etc.) at 1st level, and any further adjustments for level advancement. The bestial eidolon is considered both an animal and outsider for the purpose of what spells affect it. Regardless of the animal’s starting statistics, a bestial eidolon always has good Fort and Reflex saves, poor Will saves, an Intelligence score of 7, and never exceeds a maximum of 3 natural attacks.

In addition, a bestial 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. A beast summoner keeps his bestial eidolon’s form as true to its animal counterparts. The bestial eidolon is restricted from selecting any evolution that alters its physical appearance or mode of movement in any way. Thus, a bestial eidolon with a lion as its starting animal could not select the flight or gills evolutions. Furthermore, the bestial eidolon is restricted from choosing the Basic Magic, Channel Resistance, Head, Incorporeal Form, Lifesense, Limbs, Major Magic, Minor Magic, Shadow Form, Ultimate Magic, and Undead Appearance evolutions. This ability otherwise functions and replaces the summoner’s eidolon.

Second Form: At 6th level, a beast summoner selects one additional animal from those listed in the druid’s animal companion list. When a beast summoner calls forth his bestial eidolon, he can choose to summon it using the animal base form chosen at 1st level as its base form, or the new animal base form chosen at 6th level. Once the choice is made, it cannot be changed for 24 hours or until the next time the beast summoner rests to regain his spells, whichever comes first. The first time this second animal form is summoned, the beast summoner calculates its statistics as a bestial eidolon for his level and assigns evolution points to the new form as normal. Once its evolutions have been chosen, they remain fixed until the beast summoner gains a new level, just like his initial animal form. This ability replaces maker’s call.

Third Form: At 12th level, a beast summoner selects one additional animal from those listed in the druid’s animal companion list as his third bestial eidolon base form. This ability replaces greater shield ally.

Fourth Form: At 18th level, a beast summoner selects one additional animal from those listed in the druid’s animal companion list as his fourth bestial eidolon base form. This ability replaces greater aspect.

Re Spell List: Should we...

1) switch it to Druids spell list (as Kyras suggested) and add in any "Eidolon" spells from the Summoner

2) keep the Summoner spell list, swap out the Summon Monster spells for their Summon Nature's Ally equivalents and add in any druid "summoning" spells

3) As #2 but instead of adding in summoning spells from druid, add in any flavorful spells from the list, like magic fang, speak with animals, etc.

As this is a Summoner primary MCA, I think I prefer #3.

Thoughts?


# Beast Summoner

Hmm, yeah, as it is Summoner primary I say go with option #3.

#Rampant Iconoclast

@ Not a bad idea Kyras on Stern Gaze. Yep, i think removing the Sense motive schtick is well in theme. Change the ability to this:

Staunch Mien (Ex) Rampant iconoclasts are well versed in making the most of overbearing and intimidatory attitudes, body language and speech. They gain a +2 morale bonus to Intimidate checks at every odd level. This ability replaces fast movement.


Oceanshieldwolf wrote:

# Beast Summoner

Hmm, yeah, as it is Summoner primary I say go with option #3.

#Rampant Iconoclast

@ Not a bad idea Kyras on Stern Gaze. Yep, i think removing the Sense motive schtick is well in theme. Change the ability to this:

Staunch Mien (Ex) Rampant iconoclasts are well versed in making the most of overbearing and intimidatory attitudes, body language and speech. They gain a +2 morale bonus to Intimidate checks at every odd level. This ability replaces fast movement.

ty and that will cover the dead level eye sore:)


So we are good on this then?


ya the passe has really died down it may be better for every one to post there MCA so those with time can make notes then post the notes when the MCA comes up maybe that will keep this from slowing to a crawl


I can't post the Wilderness Knight yet: I will come home on Saturday or Sunday. If someone wants to post his archetype first, go ahead. This one is going to require a lot of work anyway. ^^


you could send it to EL before you leave we could start working on it


Errr, no. Where I am now, I only have my smartphone and a handwritten first draft. ^^


OK, here's the proposed final Beast Summoner. Although the number of spells added appear to be a lot, they lose some pretty good ones, and the new ones are in flavor. Plus, he still has to pick the spells he knows.

FYI, you'll be seeing me less often on the thread for a while, real life stuff. I'll be on when I can, so things will slow up some here, but that's just how it goes.

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 eidolon 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.

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 spell list, but removes all spells with the word “monster” or “person” in its name from that list, including all summon monster spells. The beast summoner adds the following druid spells at the indicated spell levels to his list: 0 level—create wa[i]call animals, calm, animals, charm animals, detect animals or plants, entangle, goodberry, hide from animals, magic fang, speak with animals, summon minor ally, summon nature’s ally I; 2nd level—animal aspect, animal messenger, animal trance, delay poison, hold animal, reduce animal, summon monster II, wood shape; 3rd level—animal aspect (greater), anthropomorphic animal, diminish plants, dominate animal, neutralize poison, plant growth, speak with plants, summon monster IV; 4th level—antiplant shell, atavism, command plants, giant vermin, repel vermin, summon nature’s ally V; 5th level—animal growth, awaken, insect plague, summon nature’s ally VII, tree stride, wall of thorn; 6th level—eagle aerie, liveoak, repel wood, summon monster VIII, transport via plants. 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.

Bestial Eidolon: At 1st level, a beast summoner begins play with the ability to summon to his side a powerful animal outsider from the Plane of Beasts called a bestial eidolon. This is similar to the summoner’s eidolon ability, but with the following changes. The beast summoner chooses one animal companion from those listed in the druid’s animal companion description and uses his animal companion’s starting statistics (size, speed, AC, attacks, etc.) as the bestial eidolon’s base form (instead of one of the eidolon’s normal base forms). The bestial eidolon always appears and functions as an animal of its kind. The beast summoner then uses Table: Eidolon Base Statistics to determine its additional base statistics (Hit Dice, BAB, saves, skills, feats, etc.) at 1st level, and any further adjustments for level advancement.
The bestial eidolon is considered both an animal and outsider for the purpose of what spells affect it. Regardless of the animal’s starting statistics, a bestial eidolon always has good Fort and Reflex saves, poor Will saves, an Intelligence score of 7, and never exceeds a maximum of 3 natural attacks.

In addition, a bestial 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. A beast summoner keeps his bestial eidolon’s form as true to its animal counterparts. The bestial eidolon is restricted from selecting any evolution that alters its physical appearance or mode of movement in any way. Thus, a bestial eidolon with a lion as its starting animal could not select the flight or gills evolutions. Furthermore, the bestial eidolon is restricted from choosing the Basic Magic, Channel Resistance, Head, Incorporeal Form, Lifesense, Limbs, Major Magic, Minor Magic, Shadow Form, Ultimate Magic, and Undead Appearance evolutions. This ability otherwise functions and replaces the summoner’s eidolon.

Nature Sense (Ex): At 1st level, a beast summoner gains the druid’s nature sense ability. This ability replaces life link.

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. This ability otherwise functions as and replaces summon monsters I.

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.

Second Form: At 6th level, a beast summoner selects one additional animal from those listed in the druid’s animal companion list. When a beast summoner calls forth his bestial eidolon, he can choose to summon it using the animal base form chosen at 1st level as its base form, or the new animal base form chosen at 6th level. Once the choice is made, it cannot be changed for 24 hours or until the next time the beast summoner rests to regain his spells, whichever comes first. The first time this second animal form is summoned, the beast summoner calculates its statistics as a bestial eidolon for his level and assigns evolution points to the new form as normal. Once its evolutions have been chosen, they remain fixed until the beast summoner gains a new level, just like his initial animal form. This ability replaces 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, and twin eidolon.

Third Form: At 12th level, a beast summoner selects one additional animal from those listed in the druid’s animal companion list as his third bestial eidolon base form. This ability replaces greater shield ally.

Fourth Form: At 18th level, a beast summoner selects one additional animal from those listed in the druid’s animal companion list as his fourth bestial eidolon base form. This ability replaces greater aspect.

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 Second form 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 Third form 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 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 Life bond 5 5 5 4 3 1
17th +12/+7/+2 +10 +5 +10 Fourth form, 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


#Rampant Iconoclast
Yeah, I think that's pretty good. I'll type it up and post it later in it's final form.

EDIT: You do realize Staunch Mein grants a +20 to intimidate at 19th, right? Just asking.

#QUEUE
We still have Lastexile0 waiting in the queue whenever he resurfaces, so with Bardess's position swap, we are onto Lindley Court's "Wilderness Embodiment". Lindley, I hope you have been following along. Bardess, if you still need more time when you're up, we'll just push you down the queue until you're ready.

[on hold] Eldritch Cataphract – Cav/Mag (Lastexile0)
*[next] Wilderness Embodiment – Drd/Mnk (Lindley Court)
Wilderness Knight - Drd/Pal (Bardess)
Olfacter – Alc/Brd (Kyras)


1 person marked this as a favorite.

RAMPANT ICONOCLAST:

Some warriors are inspired to overcome their foes in anger or simple-minded dedication to a cause–the rampant iconoclast channels that anger into wrathful power, able to perform miraculous feats of martial acumen or use her companions as inspiration or in tactically advantageous ways.

Primary: Barbarian.
Secondary: Inquisitor.
Alignment: Any.
Hit Dice: d10.

Bonus Skills and Ranks: The rampant iconoclast may select three inquisitor skills to add to her class skills in addition to the normal barbarian class skills. The rampant iconoclast gains a number of ranks at each level equal to 4 + Int modifier.

Weapon and Armor Proficiency: A rampant iconoclast is proficient with all simple and martial weapons, with light armor, medium armor, and qith shields (except tower shields).

Wrath (Ex): A rampant iconoclast can call upon divine strength, granting her additional combat prowess. Starting at 1st level, a rampant iconoclast can enact wrath for a number of rounds per day equal to 4 + her Constitution modifier. At each level after 1st, the duration of her wrath increases for 2 additional rounds. Temporary increases to Constitution, such as those gained from wrath and spells like bear's endurance, do not increase the total number of rounds that a rampant iconoclast can enact wrath per day. A rampant iconoclast can enact wrath as a free action. The total number of rounds of wrath per day is renewed after resting for 8 hours, although these hours do not need to be consecutive.

While a wrath is in effect, a rampant iconoclast gains a +4 morale bonus to her Strength or Constitution (not both), as well as a +2 morale bonus on Will saves. In addition, she takes a –1 penalty to Armor Class. The increase to Constitution grants the rampant iconoclast 2 hit points per Hit Dice, but these disappear when the wrath ends and are not lost first like temporary hit points.

The rampant iconoclast must also choose one inquisition. She can use this inquisition only while under the effects of wrath.
While wrath is in effect, a rampant iconoclast cannot use any Charisma–, Dexterity–, or Intelligence–based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration (except for those granted by her inquisition).

A rampant iconoclast can end her wrath as a free action and is fatigued after wrath for a number of rounds equal to 2 times the number of rounds spent in wrath. A rampant iconoclast cannot enact a new wrath while fatigued or exhausted but can otherwise enter wrath multiple times during a single encounter or combat. If a rampant iconoclast falls unconscious, her wrath immediately ends, placing her in peril of death. This ability replaces rage.

Staunch Mien (Ex): A rampant iconoclast becomes well versed in making the most of overbearing and intimidating her foes through body language and speech. At 1st level, a rampant iconoclast gains a +2 morale bonus on all Intimidate checks. At 3rd level and every two levels thereafter, this increases by +2, to a maximum of +20 at 19th level. This ability replaces fast movement.

Wrath Power: At every even level the rampant iconoclast can elect to learn one judgment, rage power, or teamwork feat for which she qualifies. These can only be used while the rampant iconoclast is under the effects of wrath. This ability replaces rage powers.

Cunning Initiative (Ex): At 2nd level, a rampant iconoclast gains the inquisitor’s cunning initiative ability. This ability replaces uncanny dodge.

Solo Tactics (Ex): At 3rd level, a rampant iconoclast gains the inquisitor’s solo tactics ability. This ability replaces trap sense.

Bane: At 5th level, a rampant iconoclast gains the inquisitor’s bane ability. This ability replaces improved uncanny dodge.

Greater Wrath (Ex): At 11th level, when a rampant iconoclast enacts wrath, the morale bonus to her Strength or Constitution increases to +6 and the morale bonus on her Will saves increases to +3. This ability replaces greater rage.

Greater Bane (Ex): At 12th level, a rampant iconoclast gains the inquisitor’s greater bane ability. This ability replaces damage reduction.

Tireless Wrath (Ex): This is exactly like the barbarian’s tireless wrath ability, except that it only applies to her wrath.

Mighty Wrath (Ex): At 20th level, when a rampant iconoclast enacts wrath, the morale bonus to her Strength or Constitution (not both) increases to +8 and the morale bonus on her Will saves increases to +4. This ability replaces mighty rage.

Table: Rampant Iconoclast
Base
Class Attack Fort Ref Will
Level Bonus Save Save Save Special

1st +1 +2 +0 +0 Staunch mien +2, wrath
2nd +2 +3 +0 +0 Cunning initiative, wrath power
3rd +3 +3 +1 +1 Solo tactics, staunch mien +4
4th +4 +4 +1 +1 Wrath power
5th +5 +4 +1 +1 Bane, staunch mien +6
6th +6/+1 +5 +2 +2 Wrath power
7th +7/+2 +5 +2 +2 Staunch mien +8
8th +8/+3 +6 +2 +2 Wrath power
9th +9/+4 +6 +3 +3 Staunch mien +10
10th +10/+5 +7 +3 +3 Wrath power
11th +11/+6/+1 +7 +3 +3 Greater wrath, staunch mien +12
12th +12/+7/+2 +8 +4 +4 Wrath power
13th +13/+8/+3 +8 +4 +4 Greater bane, staunch mien +14
14th +14/+9/+4 +9 +4 +4 Indomitable will, wrath power
15th +15/+10/+5 +9 +5 +5 Staunch mien +16
16th +16/+11/+6/+1 +10 +5 +5 Wrath power
17th +17/+12/+7/+2 +10 +5 +5 Staunch mien +18, tireless wrath
18th +18/+13/+8/+3 +11 +6 +6 Wrath power
19th +19/+14/+9/+4 +11 +6 +6 Staunch mien +20
20th +20/+15/+10/+5 +12 +6 +6 Mighty wrath, wrath power

Advocates

Pathfinder Adventure, Adventure Path, Maps, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

I have been keeping up fairly well, I just have a couple quick things to add in. An hour will be all I need, that is what I promise.

Advocates

Pathfinder Adventure, Adventure Path, Maps, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

Some druids feel that the first step to becoming one with nature is to become one with yourself, so that you may properly realize how to synergize with the world around them. By utilizing a pool of ki, such a druid can merge with the animal who she holds dearest, and even take such features upon herself.

Class Skills: You can add three monk skills to your class skill list.

Embodied Bond (Ex, Su): At 3rd level, the druid gains an animal companion, as described in the Nature’s Bond class feature. However, the animal companion must be from the following list: bat, bear, boar, crocodile, rat, shark, wolf. Additionally, she gains a ki pool equal to ⅓ her druid level + her Wisdom modifier. Her animal companion shares the same pool, and is capable of making a ki strike with a natural attack, with new benefits as if it had monk levels equal to its HD + 1.

Additionally, once per day as a full-round action, while the druid is adjacent to her animal companion, they may spend 2 ki points to merge into a single being. She is treated as a were*, where the * is her animal companion’s species, while maintaining her druid level. This lasts a number of minutes equal to her druid level + her Wisdom modifier. She may cancel this effect as a standard action that doesn’t provoke attacks of opportunity, but there must be sufficient space adjacent to her in which her animal companion will appear. She gains an additional use per day of this ability at 6th level and every 3 levels thereafter.

Furthermore, beginning at 6th level, as a standard action, the druid may spend 1 ki point to benefit from one of the totem transformations of the animal shaman archetype corresponding to her animal companion’s species, except that it can be used for a number of minutes per day equal to half her druid level.

The totem transformations for the crocodile and rat totems are shown below:

Crocodile Totem Transformations:
-Natural Weapons: Bite [1d6 plus grapple for a medium shaman], can knock a creature prone with a +2 CMB bonus while maintaining a grapple.
-Movement: +20 foot swim speed, can hold breath for a number of minutes equal to Constitution score.
-Senses: Low-Light Vision, +4 to Perception checks.

Rat Totem Transformations:
-Movement: +10 feet land speed or +10 feet climb speed or +10 feet swim speed.
-Natural Weapons: Bite [1d4 for a medium shaman], deal 1 Dex and 1 Con damage.

This modifies the nature bond class feature, and replaces the nature sense, wild shape, and venom immunity class features.


#Embodiment
Great concept Lindley. I see you've melded the monk with the various "Animal" druid archetypes into one coherent whole.

*We'll need to do something about the name I think. It's a bit tough to work into the writing of the abilities, though I do like Wilderness
Embodiment as a name. Maybe the "Embodied Wild" or somehting. Anyways, just a thought. We'll see what others think.

*Embodied Bond is a wonderful ability, but I think it is currently suffering from too many things crammed into one ability, instead of splitting it into other abilities at higher levels. I'm already working it out right now. Hope to post my suggestions tonight or so.

Essentially, we should try to follow the "Animal" archetypes as a guide. So, to keep in your theme my plan is to do the following.

1) Embodied Bond = Normal nature bond, but must choose animal companion, and an animal from a specific list (which I think can be extended to include most of those animals in the "Animal" archetypes.) Also, we've have a flovor addition to this, that the WE permanently undergoes a slight transformation into becoming more like her animal companion-say, choose a lion, she gets cat's eyes and her hair becomes shaggy and mane-like, while a snake would give a long prehensile tongue and scaly skin, but these would in no way grant any abilities, just transform them into more animalistic humanoids.

2) Wild Empathy = as is, but can use it as a full-round action with a +4 bonus against animals of her companion's type.

3)Replace Woodland Stride with Unarmed Strike (1d4 @ 2nd, 1d6 @ 8th, 1d8 @ 14th, 1d10 @ 20th); or we can increase it to 1d6/1d8/1d10/2d8, but we'd also have unarmed damage work with natural attacks while in hybrid or animal form, but only if the damage is greater than the normal natural attack's damage dice. So, the 1d4 to 1d10 may be most suitable, otherwise we may get some OP natural attacks, but we'll see what others think.

4) Replace Trackless Step with Fast Movment (Barbarian's version) but it also applies to any movement modes she uses in her "hybrid" or animal form.

5) Replace Wild Shape with Wild Ki Pool; functions like a ki pool, have 1 point left can make a ki strike, and incorporate the "animal companion" also able to do so with it's natural attacks; then the Wilderness Embodiment's unarmed strike and natural attacks in hybrid and animal form act as magical weapons at 4th, cold iron at 7th, but move aligned (chotic, evil, good, or lawful, depending upn alignment) to 12th, and adamantine to 19th, since the latter two are less in flavor with the druid primary, but should be gained later.

5) Then at 6th, we give her Totemic Transformation (also replaces wild shape), where she can spend 1 ki point to gain one of her totemic abilities for 1 minute per 2 WE levels. Maybe increase it to 2 abilities at 12th, and all 3 abilities at 18th?

6) At 13th replace A thousand faces with the Hyrbrid Transformation ability, costing 2 ki points to join with her animal companion and become a noncontagious "were" form of her companion's animal type (werebear, werelion, etc.) for 1 round per level? We can go a few ways with this, either by a) give the lycanthrope template (but can't spread the disease, really just a benign "were" creature); b) grant the anthropomorphic template while transformed; or c) use the Anrthopomorphic Animal spell as the transformation itself. Thoughts?

Advocates

Pathfinder Adventure, Adventure Path, Maps, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

Thank you! And yeah, all of your suggestions sound great. For 6) I'd say to use option b, but that's just me.

Oh, and for unarmed strike, I'd say to make it go the first route, but make it so that at 8th, it increases the damage die of any natural attacks by one step, at 14th it increases by another step, and a third step at 20th. Thoughts?


i will have my notes up soon


#Embodiment

1) Agreed. Also keep the two new ones mentioned above (croc and rat).

2) Yup.

3) I'd say go for the first progression and say that they deal unarmed damage with natural attacks.

4) Yup.

5a) Yup.

5b) Agreed. For Rat Totem can we add the following

Senses: Low-Light Vision, Scent

6) I'd go with treat them as a natural lycanthrope (but can't spread the disease)


That should work, as the best it seems is a natural attack (Medium creature) is the boar's gore (1d8). So increasing to 1d10 at 8th, 2d6 at 14th, and 3d6 at 20th (according to Imrpoved Natural Attack monster feat). Though, if the WE should increase in size (say become Large or Huge through magic) the max would increase to 4d6 (Large) and 6d6 (Huge).
How's everyone feel about that?

Or should we simply have it increase to the next higher damage dice if the natural attack damage is equal to or less than the WE's unarmed damaged? So if she deals 1d6 (unarmed at 8th) and she uses totemic transformation to gain a bite attack (1d6) it doesn't increase. However, if it's a claw attack (1d4), it would then increase to 1d6. I think this is the better way to go, as it would increase natural attack damage up to 1d10 (max by level) without any size adjustments (thus increasing to a max of 2d6 if Large and 3d6 if Huge). Thoughts?


Actually I think I prefer your second method.


I agree with Alfray Stryke, I also feel that a level by level of the MCA would be helpful

Also should we allow the MCA to use Ki for bonus attacks on the animal companion?


Still open to a different name if anyone has suggestions.

Embodied Wild (Wilderness Embodiment MkII):

Some druids feel that the first step to becoming one with nature is to become one with oneself, so as to properly realize how to synergize with the world around them. By utilizing a pool of ki, such a druid can merge with the animal who she holds dearest, and even take such features upon herself.

Primary: Druid.
Secondary: Monk.
Alignment: Any.
Hit Dice: d8.

Bonus Skills and Ranks: The embodied wild may select three monk skills to add to her class skills in addition to the normal druid class skills. The embodied wild gains a number of ranks at each level equal to 4 + Int modifier.

Weapon and Armor Proficiency: A embodied wild is proficient with all simple and martial weapons, with light armor, medium armor, and with shields (except tower shields).

Embodied Bond (Ex): This is exactly like the druid’s nature bond, except that the embodied wild must bond with an animal and select an animal companion from the following list: ape, bat, bear, boar, crocodile, eagle, lion, rat, shark, snake, or wolf. In addition, an embodied wild immediately undergoes a physical change and takes on the appearance of her chosen companion. For example, an embodied wild that selects a lion as her animal companion might gain cat-like eyes and a shaggy mane-like head of hair, while one who chooses a snake might gain snake-like nose and scaly skin.

Wild Empathy (Ex): This is exactly like the druid ability of the same name, except that she can use the wild empathy against any animal of her animal companion’s type as a full-action round (instead of 1 minute) with a +4 bonus to her check.

Unarmed Strike (Ex): At 2nd level, an embodied wild gains the monk’s unarmed strike ability and deals damage with his unarmed attacks as shown on Table: Embodied wild. In addition, an embodied wild deals her unarmed strike damage whenever she uses any natural attacks while in her hybrid or animal form if the damage is greater than its normal damage dice (see Wild Ki Pool and Totemic Transformation). This ability replaces woodland stride and resist nature’s lure.

Fast Movement (Ex): At 3rd level, an embodied wild gains the monk’s fast movement ability. She adds this speed increase to all movement modes when she assumes her hybrid or animal form. This ability replaces trackless step.

Wild Ki Pool (Su): At 4th level, an embodied wild gains the monk’s ki pool ability, but she can make a ki strike with her unarmed strike or any natural attacks made while using her hybrid or totemic transformation, as long as she has 1 ki point.

At 4th level, her unarmed strikes and any natural attacks made while in her hybrid or totemic form are treated as magic for the purpose of overcoming damage reduction.

At 7th level, her unarmed attacks and natural attacks are also treated as cold iron and silver for the purpose of overcoming damage reduction.

At 12th level, her unarmed attack and natural attacks are also treated as aligned weapons (chaotic, evil, good, or lawful) for the purpose of overcoming damage reduction.

At 19th level, her unarmed attacks and natural attacks are treated as adamantine weapons for the purpose of overcoming damage reduction and bypassing hardness.

By spending 1 point from his ki pool, an embodied wild can do one of the following:

• Make one additional attack at her highest attack bonus when making an unarmed strike or natural attack, or
• Allow her animal companion to make one additional attack at its highest attack bonus when making a natural attack, or
• Increase her speed by 20 feet for 1 round (all modes), or
• Give herself a +4 natural armor bonus to AC for 1 round.

Each of these powers is activated as a swift action.

The wild ki pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive. This ability and totemic transformation replace wild shape.

Totemic Transformation (Su): At 6th level, an embodied wild can spend 1 wild ki point to may adopt an aspect of her animal companion while retaining her normal form. While using totem transformation, the embodied wild may speak normally and can cast speak with animals (with specific animal types only, see below) at will. Using this ability is a standard action at 6th level, a move action at 9th level, and a swift action at 12th level. The embodied wild can use this ability for a number of minutes per day equal to her embodied wild level. These minutes do not need to be consecutive, but they must be used in 1-minute increments. This is a polymorph effect and cannot be used while the embodied wild is using another polymorph spell or effect.

In addition, she gains one of the following aspect bonuses according to her animal companion type.

Ape: At will–speak with animals (primates only); Aspects–movement (climb speed 20 ft., +4 racial bonus on Climb checks), natural weapons (2 slams [1d6 for a Medium embodied wild], +2 on combat maneuver checks to grapple), senses (low-light vision, scent), or toughness (+2 natural armor bonus to AC, Endurance feat).

Bat: At will–speak with animals (mammals only); Aspects–movement (fly speed 30 ft. [average]), natural weapons (bite [1d4 for a Medium embodied wild]), or senses (blindsense 20 ft.).

Bear: At will–speak with animals (mammals only); Aspects–movement (+10 enhancement bonus to land speed, +4 racial bonus on Swim checks), natural weapons (bite [1d6] and 2 claws [1d4] for a Medium embodied wild, +2 to CMB on grapple checks), senses (low-light vision, scent), or toughness (+2 natural armor bonus to AC, Endurance feat).

Boar: At will–speak with animals (boars and related animals only); Aspects–movement (+10 enhancement bonus to land speed), natural weapons (gore [1d8 for a Medium embodied wild], +2 on combat maneuver checks to overrun), senses (low-light vision, scent), or toughness (+2 natural armor bonus to AC, Endurance feat).

Crocodile: At will–speak with animals (lizards only); Aspects–movement (swim speed 30 feet, can hold breath for a number of minutes equal to Constitution score), natural weapons (bite [1d6 plus grapple] for a Medium embodied wild, +2 bonus on CMB on grapple checks, knock prone on a successful grapple check), senses (low-light vision, +4 racial bonus to Perception), or toughness (+2 natural armor bonus to AC, Endurance feat).

Eagle: At will–speak with animals (birds only); Aspects–movement (fly speed 30 feet [average]), natural weapons (bite [1d4], 2 talons [1d4] for a Medium embodied wild), senses (low-light vision, +4 racial bonus to Perception).

Lion: At will–speak with animals (felines only); Aspects–movement (+20 enhancement bonus to land speed), natural weapons (bite [1d4], 2 claws [1d4] for a Medium embodied wild, rake, +2 CMB to grapple), senses (low-light vision, scent).

Rat: At will–speak with animals (rodents only); Aspects–movement (climb speed 20 feet, swim speed 20 feet]), natural weapons (bite [1d4] for a Medium embodied wild, deal 1 Dex and 1 Con), senses (low-light vision, scent).

Shark: At will–speak with animals (fish only); Aspects–movement (can breathe water, swim speed 30 feet), natural weapons (bite [1d6] for a Medium embodied wild), or shark skin (+2 natural armor, creatures grappling the embodied wild take 1 point of slashing damage per round of grapple), senses (scent 30 feet, scent 90 feet in water).

Snake: At will–speak with animals (reptiles only); Aspects–movement (climb speed 20 feet, swim speed 20 feet), natural weapons (bite [1d4], poison [ frequency 1 round (6), effect 1 Con damage, Cure 1 save, Con-based DC] for a Medium embodied wild, +2 CMB to grapple), scales (+2 natural armor bonus to AC), senses (low-light vision, scent).

Wolf: At will–speak with animals (canines only); Aspects–movement (+20 enhancement bonus to land speed), natural weapons (bite [1d4 plus trip] for a Medium druid, +2 CMB to trip), senses (low-light vision, scent, +4 racial bonus to Survival when tracking by scent).

Anthropomorphic Transformation (Su): At 13th level, as a full-action round, an embodied wild can spend 3 wild ki points to merge forms with her animal companion and take an anthropomorphic form. This transformation includes all of the embodied wild’s gear. While merged in this way, the embodied wild appears similar to hybrid form of a lycanthrope of her animal companion’s type, with one pair of limbs able to manipulate objects and weapons as well as human hands do, but possesses no lycanthropic qualities. She retains all class features, qualities, racial abilities, and gains all the bonuses of her totemic transformation, plus a +2 bonus to Str and Con. An embodied wild can maintain this anthropomorphic form for 1 round per embodied wild level, or cancel its effect as a free action. This ability replaces a thousand faces.

Table: Wilderness Embodiment
Base
Class Attack Fort Ref Will Spells per Day
Level Bonus Save Save Save Special 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th

1st +0 +2 +0 +2 Embodied bond*, nature sense, 3 1 — — — — — — — —
orisons, wild empathy*
2nd +1 +3 +0 +3 Unarmed strike (1d4) 4 2 — — — — — — — —
3rd +2 +3 +1 +3 Fast movement 4 2 1 — — — — — — —
4th +3 +4 +1 +4 Natural ki pool (magic) 4 3 2 — — — — — — —
5th +3 +4 +1 +4 4 3 2 1 — — — — — —
6th +4 +5 +2 +5 Totemic transformation 4 3 3 2 — — — — — —
7th +5 +5 +2 +5 Natural ki pool (cold iron) 4 4 3 2 1 — — — — —
8th +6/+1 +6 +2 +6 Unarmed strike (1d6) 4 4 3 3 2 — — — — —
9th +6/+1 +6 +3 +6 Venom immunity 4 4 4 3 2 1 — — — —
10th +7/+2 +7 +3 +7 4 4 4 3 3 2 — — — —
11th +8/+3 +7 +3 +7 4 4 4 4 3 2 1 — — —
12th +9/+4 +8 +4 +8 Natural ki pool (aligned) 4 4 4 4 3 3 2 — — —
13th +9/+4 +8 +4 +8 Anthropomorphic transformation 4 4 4 4 4 3 2 1 — —
14th +10/+5 +9 +4 +9 Unarmed strike (1d8) 4 4 4 4 4 3 3 2 — —
15th +11/+6/+1 +9 +5 +9 Timeless body 4 4 4 4 4 4 3 2 1 —
16th +12/+7/+2 +10 +5 +10 4 4 4 4 4 4 3 3 2 —
17th +12/+7/+2 +10 +5 +10 4 4 4 4 4 4 4 3 2 1
18th +13/+8/+3 +11 +6 +11 4 4 4 4 4 4 4 3 3 2
19th +14/+9/+4 +11 +6 +11 Natural ki pool (adamantine) 4 4 4 4 4 4 4 4 3 3
20th +15/+10/+5 +12 +6 +12 Unarmed strike (1d10) 4 4 4 4 4 4 4 4 4 4


Natures avatar?


Nature's Avatar, I like that.


looks good, are there any animals that are missing?

1 to 50 of 1,070 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Community / Forums / Pathfinder / Pathfinder First Edition / Homebrew and House Rules / Multiclass Archetypes V: More Ultimate MCAs All Messageboards

Want to post a reply? Sign in.