Multiclass Archetypes V: More Ultimate MCAs


Homebrew and House Rules

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@Toaster

1) Will do.
2) No.

@Raider
Better get it in the queue then! Just 'cause you're an MCP Crew memeber doesn't mean you get to jump the queue. OSW had to too. :D

If its an old MCA remake, then we can do it after the Bloodborn Warrior is done.


Oh, fine, fine. :P

I think I'll take on the Knight Errant, that one can REALLY use a rework. Keeping the name, of course, but expect it to be an ACTUAL Knight Errant instead of some commander dood running around and smurfing his skills all over the smurfing place. >:P


Really, a Papa Smurf for your Avatar? You do realize that may bring on some smurfy quips throughout the thread...:D

OK, why is my Avatar Grumpy Smurf? Someone hack me? Nope, my Account still says it's the one I picked. Any ideas why mine and Raider's avatar's appears as smurfs right now? Anyone else having that happen?


OK, got rid of the Smurf avatar in my previous post and now I've got Smurfette. What's up?


Olfacter
Primary Alchemist
Secondary Bard

- Alchemy> Versatile Performance (Olfactory Studies):
this works the same as Alchemy expect the Olfactory dose not gain a bonuses the skill Alchemy equal to his level. Instead he wears one of 3 alchemic products (Perfumes, Cologne, or Musk) to gain ½ his ranks in alchemy as bonuses to other skills. These 3 products may use with other alchemic products such as Balms
Perfume gives a bonus to Bluff and Diplomacy
Cologne gives a bonus to spell craft and Knowledge: Arcane
Musk gives a bonus to Handle Animal and Intimidate
Only the Olfacter may use these.

- Bombs, mutagen> Inspire Courage (Inspiring Balm):
the Olfacter can make a number of Balm at grant the wearer verses bonuses he can make a number of Balms equal to his INT MOD + his Olfacter level. He my mix and make any number of the balms he knows how to make unless it says otherwise. A large amount of water can wash off the balm ending affects such as Aqueous Orb spell or swimming or washing it off.
At level 1 he can make Balm that to inspire courage. To be affected, an ally must wear the Balm and be able to smell it. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. At 5th level, and every six Olfacter levels thereafter, this bonus increases by +1, to a maximum of +4 at 17th level. Inspire courage is a mind-affecting ability. This does not affect undead, constructs or targets unaffected by spell suck as stinking cloud. To apply a Balm is a move action as it is rubbed near or on the face such as the chest, arm, neck, or face, this balm last 3 rounds pulse 1 round per level of the Olfacter. Wearing any Balm gives a -5 to stealth vs Scent monster ability although it does cover the user natural smell.
At level 6 he can make Balm that to help an ally succeed at a task. To be affected, an ally must wear the Balm and be able to smell it. The target gets a +2 competence bonus on skill checks with a particular skill as long as Balm last. This bonus increases by +1 for every four levels the Olfacter has attained beyond 3rd (+3 at 7th, +4 at 11th, +5 at 15th, and +6 at 19th). Certain uses of this ability are infeasible, such as Stealth vs sent, or swimming, and may be disallowed at the GM's discretion.This balm last 3 rounds pulse 1 round per level of the Olfacter
At level 11 he can make one Balm a day to inspire greatness in his self or another use, granting extra fighting capability. For every three levels the Olfacter attains beyond 11th, he can make one more Balm a day to be used by himself or an ally (up to a maximum of four uses at 20th level). A creature using this balm gains 2 bonus Hit Dice (d10s), the commensurate number of temporary hit points (apply the target's Constitution modifier, if any, to these bonus Hit Dice), a +2 competence bonus on attack rolls, and a +1 competence bonus on Fortitude saves. The bonus Hit Dice count as regular Hit Dice for determining the effect of spells that are Hit Dice dependent. Inspire greatness is a mind-affecting ability and it relies on the ability to smell it. This balm last 1 round per level of the Olfacter
At level 16 he can make one Balm a day to inspire tremendous heroism in himself or a single ally. For every three Olfacter levels the character attains beyond 16th, he can make one additional Balm of this type. Creatures using this Balm gain a +4 morale bonus on saving throws and a +4 dodge bonus to AC. This balm last 1 round per level of the Olfacter

- Poison Use> (Scent):
as the monster ability

-Swift Poisoning> (Quick Rub Down):
The Olfacter can apply any Balm to himself as a swift action or he may apply 2 balm one to himself and one to ally within 5 feet or he can apply 2, 1 to 2 different allies.

i am working on a table i know i owe you guys

Silver Crusade RPG Superstar 2014 Top 16

Hmmm. just to test this out... am I also a Smurf?

Silver Crusade RPG Superstar 2014 Top 16

cartmanbeck wrote:
Hmmm. just to test this out... am I also a Smurf?

Sure am. Very strange. Some type of practical joke attack?


Elghinn Lightbringer wrote:

OK, got rid of the Smurf avatar in my previous post and now I've got Smurfette. What's up?

when ever you use the word "smuf" your avatar turns in to one lol you did not get hacked

Silver Crusade RPG Superstar 2014 Top 16

Are you... wow that's really funny. I would never have realized that. Good job, Paizo people. That's a well-done hidden gem of a joke.


there is other phrases one of them has to do with Power Rangers


Hmmm, Smurfety smurf smurf!


Go! Go! Power Rangers! That didn't work...that's OK, I hated Power Rangers.


it's morphin time
had to Google the spelling


Didn't you know? This joke has been around for a long time now. :) There are entire Smurf threads. (The first time I was scared too... I didn't even write "smurf", just "keeps morphing" or something alike). ^^

RPG Superstar 2013 Top 8

Nooooo not the knight errant he's perfect.


Sorry, Flak, but the die has been cast! MUAHAAHAAHHAHAHAA! >:E


#Bloodborn Warrior
So, any thoughtson the changes?

#Olfacter
Taking a look at it. I'll have feedback and a table for you. :D


#Olfacter
after putting on a table i moved some stuff around so there where fewer dead levels (i guess that's why we show tables ...)

BAB, Saves, Skills and Spells are all the same because there they are mostly the same before hand.

1st Olfactory Studies, Inspiring Balm, Brew Potion, Throw Anything

2nd Discovery, poison resistance +2, Scent

3rd Bomb 2d6, swift alchemy

4th Discovery

5th, poison resistance +4

6th Discovery

7th Competence Balm

8th Discovery, poison resistance +6

9th Quick Rub Down

10th Discovery, poison immunity

11th Balm of Greatness

12th Discovery

13th --

14th Discovery

15th Balm of Heroism

16th Discovery

17th --

18th Discovery, instant alchemy

19th --

20th Grand discovery


# bloodborn warrior

I like the way it turned out, it feels very much like a fighter unlocking his inward arcane powers.


#Bloodborn Warrior

I'm happy with that. Sorry I haven't been posting much, been busy with writing up stuff for work, which is taking up a lot of time.


#BLOODBORN WARRIOR
Then I think we'll move on. Raider, that's means you and your rework of the Knight Errant. Whenever you get a chance to throw it up on the thread.

#OLFACTER
OK, thought long and hard how to make these all work out mechanically.

So, Balms replace mutagens, and function in a similar way but incorporates the Versitile Performance ability, but different balms can be made. I changed Olfactory Studies to Aromatic Alchemy, and created a Fragrance ability based on the Bomb and Performance abilities. I also changed poison restiance to Olfactory Resistance, and Rub down to Swift Application.

We need a flavor blurp for this too Kyras. And we need to find something (small) for the 13th level dead level.

OLFACTER:

Primary Class: Alchemist.
Secondary Class: Bard.
Alignment: Any.
Hit Dice: d8.

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

Weapon and Armor Proficiency: The olfacter is proficient with all simple weapons, with light armor, but not with shields.

Aromatic Alchemy (Su): Olfacters are not only masters of creating alchemical substances such as alchemist’s fire and smokesticks like alchemists, but of fashioning magical cosmetic stubstances that grant certain beneficial effects. An oflacter gains a competence bonus equal to his class level when using Craft (alchemy) to create an alchemical item, including those that are scent-based. He can also use Craft (alchemy) to identify potions and any magically item reliant upon scent as if using detect magic. He must hold the item for 1 round to make such a check.

An olfacter can create three special types of magical items—extracts, balms, and fragrances. An olfacter creates and imbibes extracts as an alchemist equal to his level. Balms and fragrances are cosmetic substances that must be applied to the skin to have any effect—both of these are detailed in their own sections below.

Balm (Su): At 1st level, an olfacter discovers how to create balms that he can apply to his skin to heighten his skill expertise. It takes 1 hour to brew a dose of balm, and once brewed, it remains potent until used. An olfacter can only maintain one dose of balm at a time—if he brews a second dose, any existing balm becomes inert. As with an extract or fragrance, a balm that is not in an olfacter’s possession becomes inert until an olfacter picks it up again.

When an olfacter brews a balm, he selects one of the balms listed below. It’s a standard action to apply a balm. Upon being applied, the balm grants a +4 competence bonus to the indicated skill checks for 10 minutes per olfacter level.

A non-olfacter who applies a balm must make a Fortitude save (DC 10 + 1/2 the olfacter’s level + the olfacter’s Intelligence modifier) or become nauseated for 1 hour—a non-olfacter can never gain the benefit of an balm, but an olfacter can gain the effects of another olfacter’s balm if he applies it. (Although if the other olfacter creates a different balm, the effects of the “stolen” balm immediately cease.) The effects of a balm do not stack. Whenever an olfacter applies a balm, the effects of any previous balm immediately end.

An olfacter can create any one of the following balms.

Citrus: A citrus-scented balm that grants a competence bonus to Diplomacy and Sense Motive skill checks.

Floral: A floral-scented balm that grants a competence bonus to Bluff and Diplomacy skill checks.

Fruity: A fruit-scented balm that grants a competence bonus to Bluff and Sense Motive skill checks.

Leather: A leather-scented balm that grants a competence bonus to Handle Animal and Intimidate skill checks.

Mossy: A moss-scented balm that grants a competence bonus to Bluff and Intimidate skill checks.

Oceanic: A sea breeze-scented balm that grants a competence bonus to Diplomacy and Handle skill checks.

Woody: A wood-scented balm that grants a competence bonus to Diplomacy and Intimidate skill checks.

Fragrance (Su): In addition to magical extracts, olfacters are adept at swiftly mixing various scented oils and infusing them with their magical reserves to create powerful fragrances that they can apply to themselves and or their allies. An olfacter can use a number of fragrances each day equal to his class level + his Intelligence modifier. Fragrances are unstable, and if not used in the round they are created, they degrade and become inert—their method of creation prevents large volumes of these fragrances from being created and stored. In order to create a fragrance, the olfacter must use a small vial containing an ounce of catalyst—the olfacter can create this catalyst from small amounts of scented oils and chemicals from an alchemy lab, and these supplies can be readily refilled in the same manner as a spellcaster’s component pouch. Most olfacters create a number of catalyst vials jars at the start of the day equal to the total number of fragrances they can create in that day—once created, a catalyst remains usable by the olfacter for years.

Drawing the components of, creating, and applying a fragrance requires a standard action that provokes an attack of opportunity. Olfacters can learn different types of fragrances as they level up. An olfacter’s fragrance, like an extract, becomes inert if used or carried by anyone else.

An olfacter can create the following fragrances at the indicated levels. Each fragrance lasts for 1 round per olfacter level.

Cologne of Courage (Su): A 1st level olfacter can create and apply a fragrance to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be within 30 feet of the olfacter and able to smell the fragrance. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. At 5th level, and every six olfacter levels thereafter, this bonus increases by +1, to a maximum of +4 at 17th level. Cologne of courage is a mind-affecting ability. Cologne of courage uses olfactory components.

Cologne of Competence (Su): An olfacter of 3rd level or higher can create and apply a fragrance to help an ally succeed at a task. The ally must be within 30 feet and able to smell the fragrance. The ally gets a +2 competence bonus on skill checks with a particular skill as long as she continues to smell the olfacter’s fragrance. This bonus increases by +1 for every four levels the olfacter has attained beyond 3rd (+3 at 7th, +4 at 11th, +5 at 15th, and +6 at 19th).

Certain uses of this ability are infeasible, such as Stealth, and may be disallowed at the GM's discretion. An olfacter can't inspire competence in himself. Cologne of competence relies on olfactory components.

Perfume of Greatness (Su): An olfacter of 9th level or higher can create and apply a fragrance to inspire greatness in himself or a single willing ally within 30 feet, granting extra fighting capability. For every three levels an olfacter attains beyond 9th, he can target one additional ally while wearing this fragrance (up to a maximum of four at 18th level). To inspire greatness, all of the targets must be able to smell the olfacter’s fragrance. A creature inspired with greatness gains 2 bonus Hit Dice (d10s), the commensurate number of temporary hit points (apply the target’s Constitution modifier, if any, to these bonus Hit Dice), a +2 competence bonus on attack rolls, and a +1 competence bonus on Fortitude saves. The bonus Hit Dice count as regular Hit Dice for determining the effect of spells that are Hit Dice dependent. Inspire greatness is a mind-affecting ability and it relies on olfactory components.

Musk of Heroics (Su): An olfacter of 15th level or higher can create and apply a fragrance to inspire tremendous heroism in himself or a single ally within 30 feet. For every three olfacter levels the character attains beyond 15th, he can inspire heroics in one additional creature. To inspire heroics, all of the targets must be able to smell the olfacter’s fragrance. Inspired creatures gain a +4 morale bonus on saving throws and a +4 dodge bonus to AC. The effect lasts for as long as the targets are able to smell the fragrance. Inspire heroics is a mind-affecting ability that relies on olfactory components.

Olfactory Resistance (Ex): At 2nd level, an olfacter gains a +2 bonus on all saving throws against smell and olfactory-related spells and effects. This bonus increases to +4 at 5th level, and then again to +6 at 8th level. At 10th level, an olfacter becomes completely immune to smell and olfactory-related spells and effects. This ability replaces poison resistance.

Scent (Ex): At 2nd level, an olfacter gains the scent special ability (see Universal Monster Rules). This ability replaces poison use.

Swift Application (Ex): At 6th level, an olfacter can apply a dose of balm or fragrance to himself as a swift action.

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

1st +0 +2 +2 +0 Aromatic alchemy, balm, brew potion, cologne of courage +1, 1 — — — — —
fragrance, throw anything
2nd +1 +3 +3 +0 Discovery, olfactory resistance +2, scent 2 — — — — —
3rd +2 +3 +3 +1 Cologne of competence +2, swift alchemy 3 — — — — —
4th +3 +4 +4 +1 Discovery 3 1 — — — —
5th +3 +4 +4 +1 Cologne of courage +2, olfactory resistance +4 4 2 — — — —
6th +4 +5 +5 +2 Discovery, swift application 4 3 — — — —
7th +5 +5 +5 +2 Cologne of competence +3 4 3 1 — — —
8th +6/+1 +6 +6 +2 Discovery, olfactory resistance +6 4 4 2 — — —
9th +6/+1 +6 +6 +3 Perfume of greatness 5 4 3 — — —
10th +7/+2 +7 +7 +3 Discovery, olfactory immunity 5 4 3 1 — —
11th +8/+3 +7 +7 +3 Cologne of competence +4, cologne of courage +3 5 4 4 2 — —
12th +9/+4 +8 +8 +4 Discovery 5 5 4 3 — —
13th +9/+4 +8 +8 +4 5 5 4 3 1 —
14th +10/+5 +9 +9 +4 Discovery, persistent balm 5 5 4 4 2 —
15th +11/+6/+1 +9 +9 +5 Cologne of competence +5, musk of heroics 5 5 5 4 3 —
16th +12/+7/+2 +10 +10 +5 Discovery 5 5 5 4 3 1
17th +12/+7/+2 +10 +10 +5 Cologne of courage +4 5 5 5 4 4 2
18th +13/+8/+3 +11 +11 +6 Discovery, instant alchemy 5 5 5 5 4 3
19th +14/+9/+4 +11 +11 +6 Cologne of competence +6 5 5 5 5 5 4
20th +15/+10/+5 +12 +12 +6 Grand discovery 5 5 5 5 5 5

I felt the alchemy bonus could be kept as he is still an alchemist an learns how to use chemicals and alchemical substances, which is still a base science to the the whole olfactology and cosmetology realms of science.

With the Balm ability, I felt that a flat +4 bonus similar to what happens with mutagens was best. Then we create a Greater Balm and Grand Balm discovery to increase the bonus to +6 and +8 respectively, and any other new Discoveries we may need to augment the MCA. I had thought about adding in a Charisma bonus of +2, but didn't include it. I do think there needs to be a bit more to the benefits of the balms than just the competence bonus though. Any thoughts?


do like the renaming thank you

i had drop the alchemy bonus in favor of being able to choose what that bouse could apply to

also the idea was very much that he would make up his bach of Fragrance for the day and pass them out to the party but this could be done by letting Infusion apply to Fragrance as well
the balance would be that a bard can apply his stuff to everyone with one action whereas the olfacter can only apply his to one person for one action but that action can be anyones and only to those who need it and without range or to put it simply

bard has of a hit less on action economy but affects has a range for along time
olfacter has a huge hit on action economy but no range for a slightly shorter time


The Knight Errant chasis is complete. 'll be a bit longer before it's ready to present, though- so after the next, Elghinn.

Advocates

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

Yo, sorry to be a bother, but could you take Succumbed Soldier off the list? I've seriously lost my muse for it, and it seems too similar to the Nature's Avatar... sorry.


Will do Lindley.

@Kyras: Could you clarify? Are there things you would like to change or not. If so, please specify what. That would be helpful, at least for me.


Fragrance:
(Su): In addition to magical extracts, olfacters are adept at swiftly mixing various scented oils and infusing them with their magical reserves to create powerful fragrances that they can apply to themselves and or their allies. An olfacter can use a number of fragrances each day equal to his class level + his Intelligence modifier. Fragrances are unstable, and if not used in the round they are created, they degrade and become inert—their method of creation prevents large volumes of these fragrances from being created and stored.***(i want this to be good for 1 day so they could be made for the day and passed out to other party members) In order to create a fragrance, the olfacter must use a small vial containing an ounce of catalyst—the olfacter can create this catalyst from small amounts of scented oils and chemicals from an alchemy lab, and these supplies can be readily refilled in the same manner as a spellcaster’s component pouch. Most olfacters create a number of catalyst vials jars at the start of the day equal to the total number of fragrances they can create in that day—once created, a catalyst remains usable by the olfacter for years.
Drawing the components of, creating, and applying a fragrance requires a standard action that provokes an attack of opportunity. Olfacters can learn different types of fragrances as they level up. An olfacter’s fragrance, like an extract, becomes inert if used or carried by anyone else. ***(like i said i wanted these to be held and used by other party members)
An olfacter can create the following fragrances at the indicated levels. Each fragrance lasts for 1 round per olfacter level.***(i would like a really short limit to this to make it possible to have it run out during combat so like a max of 10 rounds)
(so it would read like this)
Fragrance (Su): In addition to magical extracts, olfacters are adept at mixing various scented oils and infusing them with their magical reserves to create powerful fragrances that they can apply to themselves and their allies. An olfacter can make a number of fragrances each day equal to his class level + his Intelligence modifier. Once created, a fragranceis usable by the olfacter or his allies for 24hours. Drawing and applying a fragrance requires a standard action that provokes an attack of opportunity. An olfacter’s fragrance, unlike an extract, it does not become inert if carried by others and any one can apply fragrance to themselves. Olfacters can learn different types of fragrances as they level up.
An olfacter can create the following fragrances at the indicated levels. Each fragrance lasts for 1 round per olfacter level max of 10 rounds levels at level 10.

Cologne of Courage:
(Su): A 1st level olfacter can create and apply a fragrance to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be within 30 feet of the olfacter and able to smell the fragrance.***(i had meant for it only to effect the wearer of the cologne meaning every one who wanted to receive the bonus would had to apply there own cologne. this would allow it to work at any range unlike the bard) An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. At 5th level, and every six olfacter levels thereafter, this bonus increases by +1, to a maximum of +4 at 17th level. Cologne of courage is a mind-affecting ability. Cologne of courage uses olfactory components.***(this would apply to Cologne of Competence, Perfume of Greatness, and Musk of Heroics as well)

(and this would read like)
Cologne of Courage (Su): A 1st level olfacter can create and apply a fragrance to inspire courage on its user, bolstering them against fear and improving their combat abilities. To be affected, an ally must be wearing the cologne of courage and able to smell the fragrance. The user ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. At 5th level, and every six olfacter levels thereafter, this bonus increases by +1, to a maximum of +4 at 17th level. Cologne of courage is a mind-affecting ability. Cologne of courage uses olfactory components.

and possibly for we could have the olfacter be able to apply the Fragrance to two of his allies in the same action say a stander action

Improved swift Application: At 13th level, an olfacter can apply a dose of fragrance to two allies with in 5' of himself as a stander action that provokes an attack of opportunity.

this would allow him to hit 3 people with a fragrance in a turn (a swift action for him self and a stander action for his two allies) which should be most but not all of his party members those reducing the action economy drain for the first turn of combat, but it is still higher then the bard's for balance


Here's the revamped Fragrance ability.

Fragrance (Su):

In addition to magical extracts, olfacters are adept at swiftly mixing various scented oils and infusing them with their magical reserves to create powerful fragrances that they can apply to themselves and or their allies. An olfacter can use a number of fragrances each day equal to his class level + his Intelligence modifier. In order to create a fragrance, the olfacter must use a small vial containing an ounce of scented oil and then adds small amounts of chemicals from an alchemy lab. These supplies can be readily refilled in the same manner as a spellcaster’s component pouch. A fragrance, once created, remains potent for 1 day before becoming inert, so an olfacter must re-prepare his fragrances every day. This allows the olfacter to be able to share his fragrances with allies. Mixing a fragrance takes 1 minute of work—most olfacters prepare many fragrances at the start of the day or just before going on an adventure, but it’s not uncommon for an olfacter to keep some (or even all) of his daily fragrances unused so that he can prepare fragrances in the field as needed.

Applying a fragrance requires a standard action that provokes an attack of opportunity. Unlike extracts, an olfacter’s fragrance persists even after he sets it down. An olfacter’s fragrance can be applied and worn by a non-olfacters to gain its effects. Each use of this ability counts against his daily uses, whether the olfacter or an ally uses the fragrance.

Olfacters can learn different types of fragrances as they level up. An olfacter can create the following fragrances at the indicated levels. Once applied, a fragrance lasts for 1 minute.

Cologne of Courage (Su): A 1st level olfacter can create and apply a fragrance to inspire courage in himself of his allies, bolstering them against fear and improving their combat abilities. To be affected, the olfacter or ally must apply the fragrance to their skin. An affected creature receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. At 5th level, and every six olfacter levels thereafter, this bonus increases by +1, to a maximum of +4 at 17th level. Cologne of courage is a mind-affecting ability. Cologne of courage uses olfactory components.

Cologne of Competence (Su): An olfacter of 3rd level or higher can create a fragrance to help an ally succeed at a task. To be affected, the ally must apply the fragrance to his skin. The affected creature gains a +2 competence bonus on skill checks with a particular skill. This bonus increases by +1 for every four levels the olfacter has attained beyond 3rd (+3 at 7th, +4 at 11th, +5 at 15th, and +6 at 19th).
Certain uses of this ability are infeasible, such as Stealth, and may be disallowed at the GM's discretion. An olfacter can't use this fragrance to inspire competence in himself. Cologne of competence relies on olfactory components.

Perfume of Greatness (Su): An olfacter of 9th level or higher can create and apply a fragrance to inspire greatness in himself or an ally, granting extra fighting capability. To be affected, the olfacter or ally must apply the fragrance to their skin. An affected creature gains 2 bonus Hit Dice (d10s), the commensurate number of temporary hit points (apply the target’s Constitution modifier, if any, to these bonus Hit Dice), a +2 competence bonus on attack rolls, and a +1 competence bonus on Fortitude saves. The bonus Hit Dice count as regular Hit Dice for determining the effect of spells that are Hit Dice dependent. Perfume greatness is a mind-affecting ability and it relies on olfactory components.

Musk of Heroics (Su): An olfacter of 15th level or higher can create a fragrance to inspire tremendous heroism in himself or an ally. To be affected, the olfacter or ally must apply the fragrance to their skin. The affected creature gains a +4 morale bonus on saving throws and a +4 dodge bonus to AC. Musk of heroics is a mind-affecting ability that relies on olfactory components.

Changed Improved Swift Application, as it really isn't tied to the Swift Application ability, its a separate one. Also, 2 creatures (whether self and an ally or two allies) is sufficient for an ability like this. Three is a bit much. If you want to affect more than 2 swiftly, then you'd need to go with my original version (must be within 10 feeet and able to smell the olfacter).

Multiple Applications (Ex): At 13th level, an olfacter can apply a dose of balm or fragrance to two allies as a standard action (including himself) that provokes an attack of opportunity. Each creature cannot be more than 5 feet away from the olfacter.

Forgot to include this one in the orignal write-up.

Persistent Balm (Su): At 14th level, the effects of a balm lasts for 1 hour per level.


looks great any one else have a any opinion on it?


saw the new changes the sight so exited mine might end up on the site


#Olfactor

Very cool concept, I love it - I think it nicely ties the thematic synergies of the two classes together.

I don't really have any mechanical issues with this as yet, but I do have an idea. I see that in the original writeup the Olfactor had limited (2d6) Bomb use - I though that was completely unnecessary at the time. I also now see Elghinn has wisely removed that vestigial Alchemist ability to streamline the concept and the mechanics.

BUT

Seeing as the Olfactor still has the Throw Anything ability it occurs to me that he might actually benefit from some, for want of a better word, stinkbombs. Who better to research, make the recipe for and toss batches of rotten egg gas, chloroform mist or engineer a very dangerous and shocking whoopee cushion? I know there is already much going on here and there may not be a trade possible, but the offensive olfactory capabilities seem to be missing. Perhaps Fragrances might be expanded or turned into a less Performances-style suite and be a truer synergy with Bombs?


it was not supposed to have bomb that was a type-o....... my bad
i was think of something more melee-ish smoke>stink>poison bomb crossed my mind but i could not think of a way to pull it off without nerfing the balms but ideally the Olfactor could wade in to melee much one often the vanilla alchemist using his balms to making up for bab


Hmmm, we may be able to tie the sitnk/smoke bombs into the MCA, via discoveries, say, start with something aakin to thew ninja's smoke bomb, then he can do discoveries to alter them, may need to make specific discoveries though. that's not a biggie. All we need to do is add into the Fragrance thing is that he can also create smoke bombs (again, similar to the ninja) and counts against his "Fragrance" per day. I've got my mind churning, I think that's very doable. Ninja smoke bombs are a simple enough mechanic that we can then use the tink bonmb, poison bomb, and whatever other bomb we want by expending discoveries. We just need that base mechanic, then discoveries will do the rest.


Elghinn; how about allowing him to take any ninja trick that has smoke bombs as a prerequisite as a discovery?

RPG Superstar 2013 Top 8

Olfactor is sweet. It's weird, and that makes it the perfect companion to the mix artist :)

I agree with finding some way to get stink bombs in there.

Ninja smoke/poison bombs use ki points right? Could just let the olfactor take those discoveries and throw a bomb by spending one of his daily fragrance uses...?


oh maybe we could make a debuff balm to smear on foes to Nauseated vs save or Sickened them

(Olfactor: hehehe smell my finger
bad guy: oh sweet Jesus who fights like this)


Going over a last draft of Knight Errant, expect a post tomorrow on that.

For the moment- I'm readying up for a game of pathfinder over IRC, hardcore rules, probably using a very basic setting, mostly a dungeon delver based around a small town. Anyone interested can pop me a PM with a character role they'd likely want to play, a way to contact them, and times they'd be available between thursday to sunday evening.


#Olfacter
Alright, looking over the "bomb" aspect, I think this is all we need. Leaves it as a discovery, and there is no way for the MCA to gain normal bombs.

EDIT - rewording for clarification
Discovery (Su): This is exactly like the alchemist ability of the same name, except that an olfacter may only choose discoveries related to extracts. An olfacter may choose the Smoke Bomb discovery, even without having the bomb ability as a prerequisite. An olfacter’s smoke bomb functions in all ways as an alchemist’s bomb, but deals no bomb damage, only the smoke bomb’s fog cloud effect. The smoke bomb is always considered the base effect. Whenever an olfacter uses a smoke bomb, he expends one use of his fragrance ability. If an olfacter selects the Smoke Bomb discovery, he may also choose from the Confusion Bomb, Madness Bomb, Poison Bomb, or Stink Bomb discoveries. These effects are added to the smoke bomb’s base effect. An olfacter cannot choose the mutagen discovery.

Knight Errant
Where's you post Raider? :D

Queue
Here's the queu. Barring any other issues, Longino, you'll be up next. Once we give you the go ahead you can post your MCA concept.

“Name” – Pal/Bbn (Longino)
Arcane Assertor – Inq/Sor (Toaster)
Wu Xing Assassin – Nnj/Clr (Byrdology)
Secret Sect Knight - Cav/Inq (Bardess)


Elghinn Lightbringer wrote:

#Olfacter

Alright, looking over the "bomb" aspect, I think this is all we need. Leaves it as a discovery, and there is no way for the MCA to gain normal bombs.

Discovery (Su): This is exactly like the alchemist ability of the same name, except that an olfacter may only choose discoveries related to extracts. An olfacter may choose the Smoke Bomb discovery, even without having the bomb ability as a prerequisite. An olfacter’s smoke bomb functions in all ways as an alchemist’s bomb, but deals no damage or splash damage. Whenever an olfacter uses a smoke bomb, he expends one use of his fragrance ability. If an olfacter selects the Smoke Bomb discovery, he may also choose from the Confusion Bomb, Madness Bomb, Poison Bomb, or Stink Bomb discoveries. An olfacter cannot choose the mutagen discovery.

i think that dose work nicely


Any other issues with Olfacter? I'll give you all until midday, and then if there's nothing further, we'll move on.

@Longino
So, Longino, make sure you have yours ready to go. A name would be nice too., and don't forget your flavor blurp.


i worked with him a little on it i will PM you our notes in case he dose not show don't think i have hard from him sense the 22nd


Sounds good!


Alright, moving on to Longino's "Zealot". Kyras PMed me with the basic ability changes. I'm going to post what he sent, and then what I did to tweak the MCA, so everyone can see what I did, then we'll go from there. We still need a flavor blurp too Kyras or Longino, who ever wants to do it.

Original Zealot Abilites:

**Divine Fury: A Zealot can call upon their god for the strength and ferocity, granting her additional combat prowess and carry out their gods divine will. Starting at 1st level, the zealot must choose an aliment category (Law, Good, Chaos or Evil) apposing that of their deity’s (the zealot cannot be of this aliment). A Zealot As a swift action, the Zealot chooses one target within sight to use his Divine Fury on. A Zealot can enter a Divine Fury as a free action. If this target is the aliment that the zealot has chosen, while using Divine Fury, a Zealot gains a +4 morale bonus to her Strength and Constitution, as well as a +2 morale bonus on Will saves. In addition, he takes a –2 penalty to Armor Class. The increase to Constitution grants the Zealot 2 hit points per Hit Dice, but these disappear when the Divine Fury ends and are not lost first like temporary hit points. While in rage, a Zealot cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration. If he attacks anyone other than his target he selected or if his target is not of the right aliment the Divine Fury ends and is wasted. Regardless of the target, attacks made using Divine Fury automatically bypass any DR the creature might possess. If a Zealot falls unconscious, his Divine Fury immediately ends, placing her in peril of death. At 4th level, and at every three levels thereafter, the Zealot may use Divine Fury one additional time per day, to a maximum of seven times per day at 19th level. As a Zealot gains levels, he gains blessings while using divine fury. Starting at 3nd level, a Zealot gains a rage power. He gains another rage power for every 4 levels of Zealot attained after 3nd level. A Zealot gains the benefits of rage powers only while using Divine Fury, and some of these powers require the Zealot to take an action first. Unless otherwise noted, a Zealot cannot select an individual power more than once. This replace smite evil and mercy

**Damage Reduction (Ex): At 7th level, a Zealot gains damage reduction. Subtract 1 from the damage the Zealot takes each time he is dealt damage from a weapon or a natural attack. At 10th level, and every three Zealot levels thereafter (13th, 16th, and 19th level), this damage reduction rises by 1 point. Damage reduction can reduce damage to 0 but not below 0. This replaces lay on hands.

**Greater Divine Fury (Ex): At 11th level, when a Zealot enters uses his Divine Fury, the morale bonus to her Strength and Constitution increases to +6 and the morale bonus on her Will saves increases to +3. This replaces Channel Energy

**Aura of Justice (Su): At 11th level, a Zealot can expend two uses of her divine fury ability to grant the ability to divine fury to all allies within 10 feet, using her bonuses. Allies must choose their targets for this divine fury ability by the start of the Zealot's next turn and the bonuses last for 1 minute. The targets chosen must be of the alignment that the Zealot chose at level 1. Using this ability is a free action.

ZEALOT:

Primary Class: Paladin.
Secondary Class: Barbarian.
Alignment: Any.
Hit Dice: d10.

Bonus Skills and Ranks: The zealot may select three barbarian skills to add to her class skills in addition to the normal paladin class skills. The zealot gains a number of ranks at each level equal to 2 + Int modifier.

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

Aura (Su): A zealot of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity's alignment (see detect evil for details). The power of a zealot’s aura is equal to her zealot level. This ability otherwise functions as and replaces aura of good.

Detect Opposition Alignment (Sp): This is exactly like the paladin’s detect evil ability, except that the zealot can only detect his opposition alignment (chaotic, evil, good, or lawful), as determined by her divine fury ability.

Divine Fury (Su): Once per day, a zealot can call upon her deity to grant her greater strength, ferocity, and battle prowess to carry out her god’s divine will. Starting at 1st level, a zealot must choose chaotic, evil, good, or lawful. This choice must also be in opposition to the alignment of her deity. For example, a zealot with a deity that has a Chaotic Good alignment can choose either evil or lawful (but not both) as her opposition alignment. Once chosen, this alignment becomes opposition alignment, and cannot be changed. As a swift action, the zealot chooses one target within sight. If this target is of her opposed alignment, the zealot can enter a divine fury as a free action and gains a +4 morale bonus to her Strength and Constitution, but she takes a –2 penalty to Armor Class. The increase to Constitution grants the zealot 2 hit points per Hit Dice, but these disappear when the divine fury ends and are not lost first like temporary hit points. While in divine fury, a zealot cannot use any Charisma–, Dexterity–, or Intelligence–based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration. If she attacks anyone other than her target she selected or if her target is not of the right aliment, the divine fury ends and is wasted. Regardless of the target, attacks made using divine fury automatically bypass any DR the creature might possess. If a zealot falls unconscious, her divine fury immediately ends, placing her in peril of death.

A zealot can end her fury as a free action and is fatigued after divine fury for 2 rounds per Hit Dice of the target of her fury. A zealot cannot enter a new divine fury while fatigued or exhausted but can otherwise enter divine fury multiple times during a single encounter or combat. If a zealot falls unconscious, her divine fury immediately ends, placing her in peril of death.

The divine fury effect remains until the target of the fury is dead or until the end of combat, whichever comes first. At 4th level, and at every three levels thereafter, the zealot may use divine fury one additional time per day, as indicated on Table: Divine Fury, to a maximum of seven times per day at 19th level. This ability replaces smite evil.

Rage Power (Su): At 3rd level, a zealot gains a blessing while using divine fury and gains a rage power of her choice. She gains another rage power for every 6 levels of zealot attained after 3rd level. A zealot gains the benefits of rage powers only while using divine fury, and some of these powers require the zealot to take an action first. Unless otherwise noted, a zealot cannot select an individual power more than once. This ability and damage reduction replaces lay on hands and mercy.

Damage Reduction (Ex): At 6th level, a zealot gains damage reduction. Subtract 1 from the damage the zealot takes each time she is dealt damage from a weapon or a natural attack. At 12th level, and again at 18th level, this damage reduction rises by 1 point. Damage reduction can reduce damage to 0 but not below 0.

Greater Divine Fury (Ex): At 11th level, when a zealot enters divine fury, the morale bonus to her Strength and Constitution increases to +6. This ability replaces channel energy.

Aura of Zeal (Su): At 11th level, a Zealot can expend two uses of her divine fury ability to grant the ability to divine fury to all allies within 10 feet, using her bonuses. Allies must choose their targets for this divine fury ability by the start of the Zealot's next turn and the bonuses last for 1 minute. The targets chosen must be of the alignment that the Zealot chose at level 1. Using this ability is a free action. Creatures of the zealot’s opposition alignment cannot benefit from this ability.

Champion of Fury (Su): At 20th level, a zealot becomes a conduit for the fury of her god. Her DR increases to 5/—. Whenever she uses divine fury and successfully strikes a target of her divine fury that is an outsider of her opposition alignment, the outsider is also subject to a banishment, using her zealot level as the caster level (her weapon and holy symbol automatically count as objects that the subject hates). After the banishment effect and the damage from the attack is resolved, the divine fury immediately ends. In addition, while her divine fury is in effect, she is considered to have the Diehard feat, but does not become staggered until her divine fury ends.

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

1st +1 +2 +0 +2 Aura, detect opposition alignment, divine fury 1/day — — — —
2nd +2 +3 +0 +3 Divine grace — — — —
3rd +3 +3 +1 +3 Aura of courage, divine health, rage power — — — —
4th +4 +4 +1 +4 Divine fury 2/day 0 — — —
5th +5 +4 +1 +4 Divine bond 1 — — —
6th +6/+1 +5 +2 +5 Damage reduction 1/— 1 — — —
7th +7/+2 +5 +2 +5 Divine fury 3/day 1 0 — —
8th +8/+3 +6 +2 +6 Aura of resolve 1 1 — —
9th +9/+4 +6 +3 +6 Rage power 2 1 — —
10th +10/+5 +7 +3 +7 Divine fury 4/day 2 1 0 —
11th +11/+6/+1 +7 +3 +7 Aura of zeal, greater divine fury 2 1 1 —
12th +12/+7/+2 +8 +4 +8 Damage reduction 2/— 2 2 1 —
13th +13/+8/+3 +8 +4 +8 Divine fury 5/day 3 2 1 0
14th +14/+9/+4 +9 +4 +9 Aura of faith 3 2 1 1
15th +15/+10/+5 +9 +5 +9 Rage power 3 2 2 1
16th +16/+11/+7/+2 +10 +5 +10 Divine fury 6/day 3 3 2 1
17th +17/+12/+7/+2 +10 +5 +10 Aura of righteousness 4 3 2 1
18th +18/+13/+8/+3 +11 +6 +11 Damage reduction 3/— 4 3 2 2
19th +19/+14/+9/+4 +11 +6 +11 Divine fury 7/day 4 3 3 2
20th +20/+15/+10/+5 +12 +6 +12 Champion of fury 4 4 3 3


The Zealot looks like the perfect class for a heavily multiclassed Barbarian one of my players had in a prior campaign. I like.


Welcome, Orthos! I don't think I've seen you on this or any prior threads. Once we've more or less finalized it, feel fre to use it and pass it on to your player.


2 people marked this as a favorite.

I've been lurking since thread four =) Haven't had much to contribute but I like the stuff you guys put out.


Well, as you can see, even lurkers are free to join in the creation process, so if you have a concept you really want to make reality, let us know and we'll work right along with you.


Raider, we need your Knight Errant.


the zelot looks pretty good already, though I think divine fury should explicitly state that spells cannot be used while in the fury without the moment of clarity rage power.


Good addition.


Ioke the basic concept. I'd like to see a party with a Rampant Iconoclast and a Zealot together!!!

* I'm confused about the Zealot's Divine Fury. It seems to need a specific foe, and provides bonuses, but do the bonuses apply universally? It kinda doesn't make sense - she needs to be pointed at a fury-trippable foe, then voila! - she suddenly rages - her Strength is buffed but her Con and hp improve against all attacks/effects no matter the source? Ok, I understand she can only attack the designated foe or the fury ends but her temp hps help her shrug off everybody? Hmm. I guess she's so furious she DOES shrug off everybody else. Just seems artificial somehow. Like there's a disconnect between control/losing control and zealotry/overzealousness.

I think I just really don't like the whole alignment thing. Both as a prerequisite for the fury to trip and as a focus generally. Maybe that's why I don't play Paladins. I just don't get that they can't smite oxen, doors or tables. Absolutely destroys the concept for me.

* I guess I really don't have anything else to say about this. Seems elegant and simple. ;)

* Woah. Hang on. Spells as well? I don't gel with this concept at all. Still, Orthos really likes it, and I'm full of biases...

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