Multiclass Archetypes VI: Even More Ultimate MCAs


Homebrew and House Rules

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# Pact Avatar

@Elghinn: I was rereading the synergist base class we were working on, and came across this skillset stuff you put in:

Animal Affinity (Handle Animal, Ride), Cunning (Bluff, Diplomacy), Discerning (Bluff, Sense Motive), Domineering (Handle Animal, Intimidate), Friendly (Diplomacy, Handle Animal), Oppressive (Bluff, Intimidate), Perceptive (Perception, Sense Motive), Persuasive (Diplomacy, Intimidate), Subtle (Diplomacy, Sense Motive), Vigorous (Climb, Swim).

If the Pact Avatar keeps those familiar based skill bonuses, use these descriptors… though I don't see Bluff in "Oppressive". "Charming" or "Deceptive" perhaps, or throw it in with "Persuasive".


Papa-DRB wrote:
What I am looking to bring in from the Cleric only is Diminished Spellcasting (no domains, 1 less spell per level and if that brings it to zero then only wisdom bonus spells for that character level at that spell level).

Then I would suggest the following, as you are wanting access to healing spells, and wanting some useful aspects of the monk.

ASCETIC PRIEST:

Primary: Cleric.
Secondary: Monk.
Alignment: An ascetic priest’s alignment must be within one step of her deity's, along either the law/chaos axis or the good/evil axis.
Hit Dice: d8.

Bonus Skills and Ranks: The ascetic priest selects three monk skills to add to her class skills in addition to the normal cleric class skills. The ascetic priest gains a number of ranks at each level equal to 4 + Int modifier.

Weapon and Armor Proficiency: The ascetic priest is proficient with all simple martial weapons plus the handaxe, kama, nunchaku, sai, short sword, shuriken, siangham, temple sword*, and her deity’s favored weapon. Ascetic priests are not proficient with any armor or shields. When wearing armor, using a shield, or carrying a medium or heavy load, an ascetic priest loses her AC bonus, as well as her fast movement abilities. (*Advanced Player’s Guide)

Diminished Spellcasting: The ascetic priest casts divine spells drawn from the cleric spell list, and gains one fewer spell of each spell level per day. If this reduces the number to 0, she may cast spells of that level only if her Wisdom allows bonus spells of that level. She otherwise learns, prepares, and casts spells as a cleric of equal level.

AC Bonus (Su): At 1st level, when an ascetic priest is unarmored and unencumbered, she adds her Wisdom bonus (if any) to her AC and her CMD. In addition, she gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four an ascetic priest levels thereafter, up to a maximum of +5 at 20th level. These bonuses to AC apply even against touch attacks or when the ascetic priest is flat-footed. An ascetic priest loses these bonuses when she is immobilized or helpless, when she is wearing any armor, when she is carrying a shield, or when she is carrying a medium or heavy load.

Unarmed Strike (Ex): At 1st level, an ascetic priest gains the monk’s unarmed strike ability, except that she deals 1d4 points of damage at 1st level. At 2n level and every four levels thereafter, this damage increases by 1 damage die category (1d6 at 2nd, 1d8 at 6th, 1d10 at 10th, 2d6 at 14th , and 2d8 at 18th level). These unarmed damage values are for a Medium ascetic priest. A Small ascetic priest deals 1 damage die smaller (1d3 at 1st, 1d4 at 2nd, 1d6 at 6th, 1d8 at 10th, 1d10 at 14th, and 2d6 at 18th level), while a Large sorcerer deals 1 damage die category larger (1d6 at 1st, 1d8 at 2nd, 1d10 at 6th, 2d6 at 10th, 2d8 at 14th, and 2d10 at 18th level). In addition, an ascetic priest can make an unarmed strike when wielding any monk weapon or her deity’s favored weapon.

Evasion (Ex): At 2nd level, an ascetic priest gains the monk’s evasion ability. This ability, fast movement, purity of body, and improved evasion replace domains.

Fast Movement (Ex): At 3rd level, an ascetic priest's land speed is faster than the norm for her race by +10 feet. This benefit applies only when she is wearing no armor, and not carrying a shield, medium load, or heavy load. Apply this bonus before modifying the ascetic priest's speed because of any load carried or armor worn. This bonus stacks with any other bonuses to the ascetic priest’s land speed.

Divine Strike (Su): At 4th level, an ascetic priest becomes infused with divine power. This divine power allows her unarmed attacks to be treated as magic weapons for the purpose of overcoming damage reduction. At 7th level, her unarmed attacks are also treated as cold iron and silver for the purpose of overcoming damage reduction. At 10th level, her unarmed attacks are also treated as aligned weapons (choose either chaotic, evil, good, or lawful according to her deity’s alignment) for the purpose of overcoming damage reduction. At 16th level, his unarmed attacks are treated as adamantine weapons for the purpose of overcoming damage reduction and bypassing hardness. This ability, purity of body, and diamond body replace spells lost due to diminished spellcasting.

Purity of Body (Ex): At 5th level, an ascetic priest gains the monk’s purity of body ability.

Improved Evasion (Ex): At 9th level, an ascetic priest gains the monk’s improved evasion ability.

Diamond Body (Ex): At 11th level, an ascetic priest gains the monk’s purity of body ability.

SWAPS
Channel Energy = Unarmed strike (up to 2d8)
Domains = Evasion, Fast movement, Improved evasion
Light & Medium Armor Prof = AC bonus
Diminished spellcasting = Divine strike, Purity of body, Diamond body

Table: Ascetic Priest
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 AC bonus, aura, orisons, spontaneous 2 0 — — — — — — — —
casting, unarmed strike (1d4)
2nd +1 +3 +0 +3 Evasion, unarmed strike (1d6) 3 1 — — — — — — — —
3rd +2 +3 +1 +3 Fast movement (+10 ft.) 3 1 0 — — — — — — —
4th +3 +4 +1 +4 AC bonus (+1), divine strike (magic) 3 2 1 — — — — — — —
5th +3 +4 +1 +4 Purity of body 3 2 1 0 — — — — — —
6th +4 +5 +2 +5 Unarmed strike (1d8) 3 2 2 1 — — — — — —
7th +5 +5 +2 +5 Divine strike (cold iron/silver) 3 3 2 1 0 — — — — —
8th +6/+1 +6 +2 +6 AC bonus (+2) 3 3 2 2 1 — — — — —
9th +6/+1 +6 +3 +6 Improved evasion 3 3 3 2 1 0 — — — —
10th +7/+2 +7 +3 +7 Divine strike (aligned), unarmed strike (1d10) 3 3 3 2 2 1 — — — —
11th +8/+3 +7 +3 +7 Diamond body 3 3 3 3 2 1 0 — — —
12th +9/+4 +8 +3 +8 AC bonus (+3) 3 3 3 3 2 2 1 — — —
13th +9/+4 +8 +3 +8 3 3 3 3 3 2 1 0 — —
14th +10/+5 +9 +3 +9 Unarmed strike (2d6) 3 3 3 3 3 2 2 1 — —
15th +11/+6/+1 +9 +5 +9 3 3 3 3 3 3 2 1 0 —
16th +12/+7/+2 +10 +5 +10 AC bonus (+4), divine strike (adamantine) 3 3 3 3 3 3 2 2 1 —
17th +12/+7/+2 +10 +5 +10 3 3 3 3 3 3 3 2 1 0
18th +13/+8/+3 +11 +6 +11 Unarmed strike (2d8) 3 3 3 3 3 3 3 2 2 1
19th +14/+9/+4 +11 +6 +11 3 3 3 3 3 3 3 3 2 2
20th +15/+10/+5 +12 +6 +12 AC bonus (+5) 3 3 3 3 3 3 3 3 3 3


Oceanshieldwolf wrote:

# Pact Avatar

@Elghinn: I was rereading the synergist base class we were working on, and came across this skillset stuff you put in:

Animal Affinity (Handle Animal, Ride), Cunning (Bluff, Diplomacy), Discerning (Bluff, Sense Motive), Domineering (Handle Animal, Intimidate), Friendly (Diplomacy, Handle Animal), Oppressive (Bluff, Intimidate), Perceptive (Perception, Sense Motive), Persuasive (Diplomacy, Intimidate), Subtle (Diplomacy, Sense Motive), Vigorous (Climb, Swim).

If the Pact Avatar keeps those familiar based skill bonuses, use these descriptors… though I don't see Bluff in "Oppressive". "Charming" or "Deceptive" perhaps, or throw it in with "Persuasive".

I'll see what I can do.


Elghinn Lightbringer wrote:
Papa-DRB wrote:
What I am looking to bring in from the Cleric only is Diminished Spellcasting (no domains, 1 less spell per level and if that brings it to zero then only wisdom bonus spells for that character level at that spell level).

Then I would suggest the following, as you are wanting access to healing spells, and wanting some useful aspects of the monk.

** spoiler omitted **...

[Emphasis mine]

Reading the quoted request, it appears to me Papa-DRB wanted essentially a monk with Diminished spell-casting. He said he wanted to avoid the Warpriest due to the low spell casting, so I'm not sure if that also means he doesn't need the armor/weapons etc...


Bardess wrote:

...I'd say:

-For Rallying Prophecy: DC 25.
-For the Order of the Moon challenge: DC 25 + the target's Cha modifier.

I think Rallying Prophecy should be DC 20, as a Knight of Grace will have a max of 5 ranks + 3 for being trainged (+7), requiring at least a roll of 13 or higher at 5th. Thas an 8 or higher at 10th, or a 3 or higher at 15th. Remember, we want this to be fairly easy. Maybe even a DC 15? Thoughts from others? This is a beneficial ability to allies not a negative against enemies. This doesn't include adjustments for a god Cha score though.

The Order of Moon should probably be DC 10 + 1/2 the opponent's Hit Dice. At 1st level, that makes it a DC 11 or so (CR 1/2), with 1 rank, +3 training bonus, and a +2 fronm say a 15 Cha score, you need to roll a 5 or better. Remember all other Challenge Bonuses are automatic, making this require a skill check is not the norm, but it should be fairly easy to do, as it is only against the target of the challenge. In fact, we may want to change it a bit. Simply grant the +1 bonus (increases with level), then add in an additional Diplomacy check (say DC 20 + 1/2 Hit Dice) to apply the shaken condition or something. Then the check will really mean something beyond the normal challenge bonus given to cavaliers. Maybe even make the Diplomacy check against all enemies within 30 feet, who can hear and see the cavalier, as this is really based on the cavalier's oratory and ability to charm or influence others with his words. Just a thought.


Oceanshieldwolf wrote:
Elghinn Lightbringer wrote:
Papa-DRB wrote:
What I am looking to bring in from the Cleric only is Diminished Spellcasting (no domains, 1 less spell per level and if that brings it to zero then only wisdom bonus spells for that character level at that spell level).

Then I would suggest the following, as you are wanting access to healing spells, and wanting some useful aspects of the monk.

** spoiler omitted **...

[Emphasis mine]

Reading the quoted request, it appears to me Papa-DRB wanted essentially a monk with Diminished spell-casting. He said he wanted to avoid the Warpriest due to the low spell casting, so I'm not sure if that also means he doesn't need the armor/weapons etc...

Well, if you combine Cleric and Monk, no mater which is primary, you'd still end up with the Armor and Weapon Proficiencies I included. I used the Cleric as the primary because it is easier to swap out cleric stuff for monk stuff than the other way around, especially since the Cleric has the full casting ability already worked in, which is the core aspect he wants from the cleric.


Oceanshieldwolf wrote:

# Pact Avatar

Elghinn Lightbringer wrote:
Are the Self Heal SLAs to be akin to increasing "cure" spells= cure light wounds > cure mod > cure serious > cure crit > heal…

I was thinking the cure suite. I thought I made that clear, but obviously not. ;)

See what others think, I'm open to fast healing, but fast healing 1 is completely suckful compared to CLW, and, for that matter compared to summon monster I.

Perhaps there isn't room for the condition removal abilities.

As for mutant healing factor, that was the flavor, I don't know that MHF has been expressed as game mechanic, so I don't think it is out of the question. :D x2.

How far up the chain of "cure" spells are you wanting to go? To heal? Into the Mass Cure spells? If so, already did an MCA with this sort of thing. I called it Healing Surge I to X.

It goes 1st-cure light wounds/inflict light wounds, 3rd–cure moderate wounds/inflict light wounds, 5th–cure serious wounds/inflict moderate wounds, 7th–cure critical wounds/inflict serious wounds, 9th–heal/harm, 11th–cure light wounds (mass)/inflict light wounds (mass), 13th–cure moderate wounds (mass)/inflict moderate wounds (mass), 15th–cure serious wounds (mass)/inflict serious wounds (mass), 17th–cure critical wounds (mass)/inflict critical wounds (mass), 19th–heal (mass)/harm (mass). Replaces summon monster suite and gate.

Is that what you're looking for? Or just the straight cure spells + heal, without the mass versions? It's not as good an ability if you do that IMHO.

EDIT: Are you wanting this to be an ability that can be used on others or just the Pact Avatar?

Also, if you are planning on wrapping the eidolon into the Pact Avatar, what power of this Healing Surge ability we can use depends on whether the manifestation of the avatar can be done and the surge ability used simultaneously. For the Summoner, the eidolon and summon monster abilities can't be used simultaneously.


Elghinn Lightbringer wrote:
Papa-DRB wrote:
What I am looking to bring in from the Cleric only is Diminished Spellcasting (no domains, 1 less spell per level and if that brings it to zero then only wisdom bonus spells for that character level at that spell level).

Then I would suggest the following, as you are wanting access to healing spells, and wanting some useful aspects of the monk.

** spoiler omitted **...

Thank you very much for that. I really like the class name, and the class. I am going to try and work it from the other angle, looking especially at the SWAPS that you mentioned and post something (probably next week, lots to do tomorrow and this weekend).

-- david


Elghinn Lightbringer wrote:


Well, if you combine Cleric and Monk, no mater which is primary, you'd still end up with the Armor and Weapon Proficiencies I included.

I don't see a Monk primary necessarily getting Armor profs at all, no matter what the Secondary. So I have to disagree there.

Elghinn Lightbringer wrote:
I used the Cleric as the primary because it is easier to swap out cleric stuff for monk stuff than the other way around, especially since the Cleric has the full casting ability already worked in, which is the core aspect he wants from the cleric.

Sure, look, Papa-DRB is happy, so that's fine. It's just that from reading it Papa-DRB said "in from the cleric only"….


Elghinn Lightbringer wrote:
Oceanshieldwolf wrote:

# Pact Avatar

Elghinn Lightbringer wrote:
Are the Self Heal SLAs to be akin to increasing "cure" spells= cure light wounds > cure mod > cure serious > cure crit > heal…

I was thinking the cure suite. I thought I made that clear, but obviously not. ;)

See what others think, I'm open to fast healing, but fast healing 1 is completely suckful compared to CLW, and, for that matter compared to summon monster I.

Perhaps there isn't room for the condition removal abilities.

As for mutant healing factor, that was the flavor, I don't know that MHF has been expressed as game mechanic, so I don't think it is out of the question. :D x2.

How far up the chain of "cure" spells are you wanting to go? To heal? Into the Mass Cure spells? If so, already did an MCA with this sort of thing. I called it Healing Surge I to X.

It goes 1st-cure light wounds/inflict light wounds, 3rd–cure moderate wounds/inflict light wounds, 5th–cure serious wounds/inflict moderate wounds, 7th–cure critical wounds/inflict serious wounds, 9th–heal/harm, 11th–cure light wounds (mass)/inflict light wounds (mass), 13th–cure moderate wounds (mass)/inflict moderate wounds (mass), 15th–cure serious wounds (mass)/inflict serious wounds (mass), 17th–cure critical wounds (mass)/inflict critical wounds (mass), 19th–heal (mass)/harm (mass). Replaces summon monster suite and gate.

Is that what you're looking for? Or just the straight cure spells + heal, without the mass versions? It's not as good an ability if you do that IMHO.

EDIT: Are you wanting this to be an ability that can be used on others or just the Pact Avatar?

Not healing of others at all - just the Pact Avatar.

Elghinn Lightbringer wrote:
Also, if you are planning on wrapping the eidolon into the Pact Avatar, what power of this Healing Surge ability we can use depends on whether the manifestation of the avatar can be done and the surge ability used simultaneously. For the Summoner, the eidolon and summon monster abilities can't be used simultaneously.

That's a really good point. I agree, though perhaps we can combine them here/have them simultaneously operable.

Maybe fast healing is more thematic. 1 for 1 round at 1st, 2 for 3 rounds at 3rd, 3 for 5 rounds at 5th, 4 for 7 rounds at 7th, 5 for 9 rounds at 9th, 6 for 11 rounds at 11th, 7 for 13 rounds 13th etc etc etc...


ObsessiveCompulsiveWolf wrote:
Elghinn Lightbringer wrote:


Well, if you combine Cleric and Monk, no mater which is primary, you'd still end up with the Armor and Weapon Proficiencies I included.
I don't see a Monk primary necessarily getting Armor profs at all, no matter what the Secondary. So I have to disagree there.

I shouldn't have included mentioning Armor proficiencies there, as the Ascetic Priest gains no armor proficeincies, since it gains the monk's Ac bonus, which is the equivalent of up to medium armor anyways.


Well, did yo notice the avatar that posted that quote? ;)

(Thanks to Ambrosia Slaad, for an "OCW" typo… I went and created an avatar for it…)


Oceanshieldwolf wrote:


EDIT: Are you wanting this to be an ability that can be used on others or just the Pact Avatar?

Not healing of others at all - just the Pact Avatar.

Elghinn Lightbringer wrote:

Also, if you are planning on wrapping the eidolon into the Pact Avatar, what power of this Healing Surge ability we can use depends on whether the manifestation of the avatar can be done and the surge ability used simultaneously. For the Summoner, the eidolon and summon monster abilities can't be used simultaneously.

That's a really good point. I agree, though perhaps we can combine them here/have them simultaneously operable.

Maybe fast healing is more thematic. 1 for 1 round at 1st, 2 for 3 rounds at 3rd, 3 for 5 rounds at 5th, 4 for 7 rounds at 7th, 5 for 9 rounds at 9th, 6 for 11 rounds at 11th, 7 for 13 rounds 13th etc etc etc...

Yeah, if it is only himself, then we should be able to go with fast healing for rounds equal to level per day (probably up to fast healing 5). Or, we can just use the Healng Surge idea but limit it to just individual "cure" spells, not mass - cure light, moderate, serious, critical and heal.


# Pact Avatar

I'm easy either way - either self cures or fast healing. Let's see what they both look like. How many times /day for cures?

Yes. fast healing 5 is probably a cap, but the rounds could still be based on level. Essentially a little help in combat, but able to really help out of combat/cool down time.


@Elghinn: Oh, I PM'd you on google…something else for you to look at… you online?


Oceanshieldwolf wrote:
@Elghinn: Oh, I PM'd you on google…something else for you to look at… you online?

I am now.


Can't fiiiiiiiiiiiiind you. :)

Dark Archive

Long time listener, first time caller. ( :D ) I had an idea that was born from another thread. Wanted to toss it your guys way. Sorry if I totally messed up the new idea submission.

Kabuki Warrior

Spoiler:
Primary: Samurai
Secondary: Bard

Or maybe the reverse. Some pics and info on Kabuki can be found @ the Wiki article .

I don't know what their schtick could be exactly. Maybe use disguise (for Kabuki face paint) to grant a bonus to intimidate or something? Or granting similar to versatile performance. Maybe even toss in some stuff like Peking opera, where they also wore elaborate costumes, but actually fought in them. Bonus to AC equal to CHA? IDK.

Just thought it could be interesting and like reading what you guys do.


Welcome Koujow! Glad you like what we're doing.

Were you wanting us to run with the concept, or are you wanting to be added to our queue and throw your hat into the ring and give this process a try. We don't have a Sam/Brd or Brd/Sam yet. The actual configuration can be determined later.

Kabuki is an intersting idea. Perhaps an infiltrator type samurai, infitrating the courts of other lords? Could use the Court Bard, Geisha, and Lotus Geisha as inspiration (haven't looked at them yet), or perhaps the kobold Dragon Herald racial archetype.


holy crap on a cracker there have been a lot of posts. Koujow, that sounds like an awesome idea (totally seeing a bard primary as they are performance artists). That one catches my fancy, which makes it easier to direct my ADD toward it. Don't be scared to give it a shot, the first archetype I ever made anywhere was the arcane venator mca, and these guys were wonderful in helping me along and get my bearings (seriously elghinn can format like a boss...which is ironic cuz i sorta consider him the boss here).


That's because I am...:D


# Kabuki Warrior

I can actually see a Samurai primary, kind of a dramatic. flourishing overblown fighter. Bombastic or pensive. Guffawing or stern. All depending on the tomfoolery he needs to enact to get close and destroy his foes...

Either way, it's a nice idea Koujow - i like all the suggestions you made...


#KABUKI WARRIOR
I like the name. I too see a Samurai primary, and an entertainer or dramatic, flourishing combatant. Ever see the movie Court Jester with Danny Kay? Sort of a fool with a sword, depending on the role he's portraying, he could be fool, a daring blademaster, etc. His role is to get close to his foes through acting the dullard or fool, or infiltrate the courts of others through charm to get close to his target. Maybe something with masks, since samurai often wore demonic masks. Perhaps something that makes them unassuming, as they are seen as play actors, so they view his appearance as a samurai as a role, but really, heas a samurai...hmmm.

#Pactgifted Avatar
OK, here's OSW's ...

PACTGIFTED CHAMPION:

When a patron wishes to imbue its chosen agent with a greater measure of power, the pactgifted champion emerges. Able to change his form to better achieve his aims, the pactgifted champion is the ultimate expression of the power a pact can give.

Primary: Summoner.
Secondary: Witch.
Alignment: Any.
Hit Dice: d8.

Bonus Skills and Ranks: The pactgifted champion selects three witch skills to add to his class skills in addition to the normal summoner class skills. The pactgifted champion gains a number of ranks at each level equal to 2 + Int modifier.

Weapon and Armor Proficiency: The pactgifted champion is proficient with all simple weapons, but not with any type of armor or shields. Armor interferes with a pactgifted champion's movements, which can cause his spells with somatic components to fail.

Pact Avatar: As the chosen avatar of his patron, the pactgifted champion is gifted with the power to alter his form. At 1st level, the pactgifted champion gains the biped eidolon base form and receives a pool of evolution points. Points from this pool can be spent on a wide variety of modifications and upgrades that add new abilities, attacks, and powers to the pactgifted champion. Whenever the pactgifted champion gains a level, the number in this pool increases and the pactgifted champion can spend these points to change the abilities. These choices are not set. The pactgifted champion can change them whenever he gains a level (and through the transmogrify spell).

A pactgifted champion’s pool of evolution points is equal to that of an eidolon’s (see Table: Eidolon Base Statistics) and can manifest his base form and any additional evolutions as a swift action for 1 minute per pactgifted champion level. These minutes do not need to be consecutive, but must be spent in 1-minute increments. He can end his pact avatar manifestation as a free action. While his pact avatar is manifested, the pactgifted champion gains the eidolon’s armor bonus, darkvision, evasion, devotion, multiattack and improved evasion abilities at the indicated levels. A pactgifted champion does not gain the eidolon’s Strength or Dexterity bonuses, link, share spells, or ability score increase abilities of an eidolon. This ability replaces eidolon.

Patron: At 1st level, the pact avatar must select a patron. This patron is a vague and mysterious force, granting the pact avatar power for reasons that she might not entirely understand. The patron also grants a small boon to the pactgifted champion. She chooses one of the following skill sets and gains a +2 bonus on all skill checks made with the listed skills: Animal Affinity (Handle Animal, Ride), Cunning (Bluff, Diplomacy), Discerning (Bluff, Sense Motive), Domineering (Handle Animal, Intimidate), Friendly (Diplomacy, Handle Animal), Deceptive (Bluff, Intimidate), Perceptive (Perception, Sense Motive), Persuasive (Diplomacy, Intimidate), Subtle (Diplomacy, Sense Motive), Vigorous (Climb, Swim).

Patron Spells: At 2nd level, and every three levels thereafter (up to 17th level), a pactgifted champion’s patron adds new spells to the pactgifted champion’s list of spells known. The spells gained depend upon the patron chosen. Each patron is listed by its theme. Its actual name is up to the GM and the pactgifted champion to decide. This ability replaces life link.

[Developers Note: Here’s two different versions of this ability, which would be better?]

Self Healing I (Su): Starting at 1st level, a pactgifted champion gains fast healing 1 for a number of rounds per day equal to her level + Charisma modifier. Each round, the pactgifted champion can heal 1 hit point. These rounds do not need to be consecutive. At 5th level, and every four levels thereafter, the power of this ability increases by 1, up to fast healing 5 at 17th level. Activating self healing is a swift action. Self healing immediately if the pactgifted champion is killed. This ability replaces summon monster I.

OR

Self Healing I (Sp): Starting at 1st level, a pactgifted champion can cast cure light wounds on himself as a spell-like ability a number of times per day equal to 3 + his Charisma modifier. He can cast this spell as a standard action. A pactgifted champion can use this ability even while his pact avatar is manifested. At 5th level, and every four levels thereafter, the power of this ability increases as follows, allowing him to heal more damage to himself: 5th–cure moderate wounds, 9th–cure serious wounds, 13th–cure critical wounds, 17th–heal. Pactgifted champion can always choose to use a lower level “cure” spell in place of the “cure” spell he currently has access to when using this ability. These spells are considered to be part of his spell list for the purposes of spell trigger and spell completion items. In addition, he can expend uses of this ability to fulfill the construction requirements of any magic item he creates, so long as he can use this ability to cast the required spell. This ability replaces summon monster I.

Hex (Su): At 2nd level, a pactgifted champion gains the witch’s hex ability and gains one hex of her choice. She gains an additional hex at 4th level and for every two levels attained after 2nd level. This ability and major hex replace bond senses, shield ally, maker’s call, transposition, aspect, greater shield ally, life bond, merge forms, greater aspect, and twin eidolon.

Major Hex (Su): At 12th level, whenever a pactgifted champion could choose a hex, she can select a major hex instead.

NEW HEXES
The following hexes are restricted to and complement the Pactgifted Champion multiclass archetype.

Allied Exchange (Su): A pactgifted champion can swap locations with an ally within 30 feet. This functions as dimension door, using the pactgifted champion’s. If the ally is out of range, the hex is wasted. The pactgifted champion can use this hex once per day at 8th level, plus one additional time per day for every four levels beyond 8th. If the ally is larger than the pactgifted champion, he can appear in any square occupied by the ally. The ally must occupy the square that was occupied by the pactgifted champion if able, or as close as possible if it is not able. A pactgifted champion must be at least 8th level to select this hex.

Allied Guardian (Ex): Whenever a pactgifted champion is within reach of an ally, the ally receives a +2 shield bonus to her Armor Class and a +2 circumstance bonus to her saving throws. This bonus does not apply if the pactgifted champion is grappled, helpless, paralyzed, stunned, or unconscious. The pactgifted champion must be at least 4th level to select this hex.

NEW MAJOR HEXES
The following major hexes are restricted to and complement the Pactgifted Champion multiclass archetype.

Greater Allied Guardian (Ex): Whenever an ally is within the pactgifted champion’s reach, the bonuses granted by the allied guardian hex increase to +4. This bonus does not apply if the pactgifted champion is grappled, helpless, paralyzed, stunned, or unconscious, as normal.

Transference (Su): A pactgifted champion’s life becomes linked to an opponent’s and the pactgifted champion is protected from harm. If the target of this hex fails its saving throw, damage in excess of that which would reduce the pactgifted champion to fewer than 0 hit points is instead transferred to the targeted opponent. This damage is transferred 1 point at a time, meaning that as soon as the target is reduced to a number of negative hit points equal to its Constitution score, all excess damage remains with the pactgifted champion. Effects that cause death but not damage are unaffected by this hex. This hex does not affect spells like baleful polymorph, flesh to stone, or imprisonment, or other spells that do not cause actual damage. The pactgifted champion must be at least 14t level to select this major hex.

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

1st +0 +0 +0 +2 Cantrips, pact avatar, patron, self healing I 1 — — — — —
2nd +1 +0 +0 +3 Hex, patron spells 2 — — — — —
3rd +2 +1 +1 +3 3 — — — — —
4th +3 +1 +1 +4 Hex 3 1 — — — —
5th +3 +1 +1 +4 Self healing II 4 2 — — — —
6th +4 +2 +2 +5 Hex 4 3 — — — —
7th +5 +2 +2 +5 4 3 1 — — —
8th +6/+1 +2 +2 +6 Hex 4 4 2 — — —
9th +6/+1 +3 +3 +6 Self healing III 5 4 3 — — —
10th +7/+2 +3 +3 +7 Hex 5 4 3 1 — —
11th +8/+3 +3 +3 +7 5 4 4 2 — —
12th +9/+4 +4 +4 +8 Hex, major hex 5 5 4 3 — —
13th +9/+4 +4 +4 +8 Self healing IV 5 5 4 3 1 —
14th +10/+5 +4 +4 +9 Hex 5 5 4 4 2 —
15th +11/+6/+1 +5 +5 +9 5 5 5 4 3 —
16th +12/+7/+2 +5 +5 +10 Hex 5 5 5 4 3 1
17th +12/+7/+2 +5 +5 +10 Self healing V 5 5 5 4 4 2
18th +13/+8/+3 +6 +6 +11 Hex 5 5 5 5 4 3
19th +14/+9/+4 +6 +6 +11 5 5 5 5 5 4
20th +15/+10/+5 +6 +6 +12 Hex 5 5 5 5 5 5


# Kabuki Warrior

That's exactly the flavor I can see as well El… And yes, the mask thing occurred to me. ;)


#Pactgifted Avatar
Nice. Not too many changes to what I had. I like the Pact Avatar.

- Table says Pactgifted Champion.

- we should probably specify that those pesky magic evolutions aren't available. Any others?

- how do the new Allied Guardian/Greater Allied Guardian hexes work - do they last 24 hours, and then only activate when the prereqs occur?

- whatever we do with the self healing ability, I'd prefer it to progress every two levels to make the dead levels disappear and to align with the SLA it replaces. How about a straight expression of dice - like monk unarmed strike damage, but as a heal that is in line with the cures? Or every in between level have a condition they can remove...


Oceanshieldwolf wrote:

#Pactgifted Champion

Nice. Not too many changes to what I had. I like the Pact Avatar.

- Table says Pactgifted Champion.

- we should probably specify that those pesky magic evolutions aren't available. Any others?

- how do the new Allied Guardian/Greater Allied Guardian hexes work - do they last 24 hours, and then only activate when the prereqs occur?

- whatever we do with the self healing ability, I'd prefer it to progress every two levels to make the dead levels disappear and to align with the SLA it replaces. How about a straight expression of dice - like monk unarmed strike damage, but as a heal that is in line with the cures? Or every in between level have a condition they can remove...

It's suppose to be Pactgifted Champion, as Pact Avatar is the ability.

I'll specifify the Magic evolutions. Any others (to everyone)?

Hexes? Not sure. Yeah,I'd say they're permanent, and activate when the prereq happens.

Actually, let's go with this.

Allied Guardian (Ex): A pactgifted champion can designate one ally that is within reach of him. The ally receives a +2 shield bonus to her Armor Class and a +2 circumstance bonus to her saving throws until the end of combat, or until the pactgifted champion designates another ally. Only one ally can be affected by this hex at a time. This bonus does not apply if the pactgifted champion is grappled, helpless, paralyzed, stunned, or unconscious. The pactgifted champion must be at least 4th level to select this hex.

Greater Allied Guardian (Ex): Whenever a designated ally is within the pactgifted champion’s reach, the bonuses granted by the allied guardian hex increase to +4. The pactgifted champion can designate a number of allies equal to her Charisma modifier. This bonus does not apply if the pactgifted champion is grappled, helpless, paralyzed, stunned, or unconscious, as normal.

How's this? I like the d6 progression.

Self Healing I (Sp): Starting at 1st level, a pactgifted champion can heal himself for 1d6 points of damage as a spell-like ability a number of times per day equal to 3 + his Charisma modifier. He can use this ability as a standard action. A pactgifted champion can use this ability even while his pact avatar is manifested. At 3rd level, and every two levels thereafter, the amount of damage he can heal increases by 1d6, up to a maximum of 10d6 at 19th level. This ability replaces summon monster I.


Hey guys I've been following this project for a while now and I have an idea I'd like to contribute. Hope I'm not submitting this out of turn.

Wildheart

Spoiler:

Primary: Barbarian
Secondary: Monk

Playing off the classes' two opposed themes of discipline and impulsiveness I had an idea for a Freud-flavoured class that might be fun.

The basic premise is to have an ego metre that increases with disciplined or cooperative behaviour and decreases with antisocial or selfish behaviour. These directions would be called Eros and Thanatos respectively. So for example if you healed somebody you would gain 1 Eros, but if you killed someone you might gain 1d4 Thanatos.

Moving in either direction would grant you bonuses and penalties, for example you could gain damage equal to your Thanatos but maybe also a penalty to AC. Barbarian and Monk features could be sprinkled throughout the spectrum, but named various Freudian terms. At x Thanatos you would gain a bite attack (Oral Fixation) or at x Eros you would gain resistance to enchantment a la Still Mind (Repression).


Desidero wrote:

Hey guys I've been following this project for a while now and I have an idea I'd like to contribute. Hope I'm not submitting this out of turn.

Wildheart
** spoiler omitted **

your opposite meters are love(more technically lust, but that's semantics) and death? I guess that makes sense, little red goblin games did something similar, but with yin and yang for the taoist base class.


# Stealthy Summoner
@ Spells - the word "bard" snuck in
@ Stealthy Transposition - it this intended to have 2 uses? It begins with "This is exactly like the summoner ability of the same name.", but there is no such ability - assuming you mean transposition. This text seems to need to be cut.
@ Advanced talents at level 10 - same as rogue - seems a bit early.
@ Trap sense seems a bit odd for a MCA without trapfinding. Also, what does it swap for? But looking at the table, this does seem ok - the class is not overburdened with abilities.

# Stealth Eidolon
@Improved speed: Check the language, the term "stealth mage" seems faulty and the wording onm how many times it can be taken is a bit unclear.
@Precision damage: Is precision damage and sneak attack supposed to stack? Precision damage seems obsolete next to sneak attack.


Damn, you guys have been productive!

# Knight of Grace

Like the concept, and also agree with Elghin's edits. Moving rallying prophecy up in level seems very appropriate.

@ Bloodrager spells known: No need to reference the unpublished class - just write out the table.

@ Rallying Grace: What is the DC of the Diplomacy check? If it depends on the attitude of listeners, that should be noted, and is probably too easy. I'd suggest either Diplomacy or Intimidate (Knight of Grace's choice) [not all knights of grace will be good or nice] and DC 20, with DC 30 for Rallying Prophecy and DC 40 for prophetic charisma - rolls too low to activate some abilities can still activate other. Or just remove the rolls to simplify things - Banner needs no roll.

@ Prophetic Charisma: The AC bonus is very powerful, but appropriate to the concept. Moving rallying prophecy up in level seems very appropriate.

@ Curse: Visionary. Nice idea, but rather harsh. But not being able to act in the first round of EVERY combat is a big disadvantage, especially for a buffer like an oracle, where the first round is often the decisive one. On top of this you cannot take attacks of opportunity - a severe enough disadvantage in itself. The save DC increase is pretty powerful, but still a bit weak overall IMHO. Perhaps by removing the AoO limit and adding a hefty initiative bonus (on the scale of +10) - the oracle cannot act in the first round, but is likely to go first in later rounds.

@ Order of the Moon Edicts: "He must defend the charges entrusted to him by his gods" is vague to the point where it means nothing at all.

@ Carry the burden: This requires that the actual scores of initiative rolls be kept and modified. My group, and many others I suppose, only record the order of initiative - not the scores rolled. I would prefer this to be a general initiative penalty whenever the oracle is not surprised, with a limited number of uses per day.

@ Favor of the Spirits: I'd prefer that the benefit of the feat be written out, as I don't have the product. This may or may not require a note in the OGL section 15 - we are quoting an effect, not text. I am pretty sure the feat is OGL, but I still prefer to not give references to 3rd party products and support Elghinn's edits. d20SRD.com is far from complete, an almost impossible task!

@ Saving Foresight: At 15th level, whenever an attack from a foe would bring the cavalier’s hit points below 0, the attacker must reroll the attack roll and take second result if it is worse, possibly negating the attack. If the cavalier avoids damage, he gains an immediate attack of opportunity against the attacker.


# Chosen of Irori

I wrote a very simple cleric/monk combo class a while ago, the Path of Spirit Cleric. It is more cleric and less monk than Elghinn's writeup. Comparison might give further ideas.

##

# Pact Avatar

Staying out this.

##

# Kabuki Warrior

Its a fun note that the "traditional" ninja costume actually is a kabuki stage hand costume. Stagehands were "invisible" by social convention - they could be on stage at the same time as actors without being a part of the play. Imagine the chock when such a stage hand assassinated a character on stage in the first kabuki plays featuring ninja! This might well be the origin of the ninja costume. See Kuroko article on wikipedia.

From this, we can give a kabuki warrior some ninja-like invisibility powers if we choose.

##

# Wildheart

A ninja book I read as a kid suggested the opposite approach to mental balance: a ninja becomes capable of doing shocking deeds of evil because he balances this against a very devout and almost holy life. Applying this here, doing violent (thanatos) deeds would give points you can spend for life (Eros) acts/powers, and vice versa. This would require some kind of neutrality/balance in alignment, but that fits when you combine two classes, one which is usually Lawful and the other Chaotic.

Just an idea.

Dark Archive

Elghinn Lightbringer wrote:


Were you wanting us to run with the concept, or are you wanting to be added to our queue and throw your hat into the ring and give this process a try. We don't have a Sam/Brd or Brd/Sam yet. The actual configuration can be determined later.

Kabuki is an intersting idea. Perhaps an infiltrator type samurai, infitrating the courts of other lords? Could use the Court Bard, Geisha, and Lotus Geisha as inspiration (haven't looked at them yet), or perhaps the kobold Dragon Herald racial archetype.

Once it comes up in the queue, I wouldn't mind helping. I guess I can toss my two cents at the ideas before that too. I will dig a bit back to catch up, then maybe toss an idea or two out.


Desidero wrote:

Hey guys I've been following this project for a while now and I have an idea I'd like to contribute. Hope I'm not submitting this out of turn.

Wildheart
** spoiler omitted **

Welcome Desidero! Submitting ideas is fine. I slot them into a queue that I keep track of and give updates on here in the thread. Usually, newbies get presidence over those who have already developed an MCA in the thread.

I will add your Wildheart (Bbn/Mnk) concept to the queue, and I think this one will require some serious development to get right, which we can all provide imput for when the time comes.


While I'm at it, here's a Queue update. I've slotted in Koujow and Desidero for right after the two current MCAs as they are new to the thread. This'll give Browman some more time to get his internet stuff in order too.

Queue Update
Pactgifted Champion (Sum/Witch) (OSW)*current
Knight of Grace – Cav/Ora (Bardess) *current

Kabuki Warrior/Master – Sam/Brd or Brd/Sam (Koujow)
Wildheart – Bbn/Mnk (Desidero)
“Name” – Sor/Rgr (Browman)
Cursed Warrior – Ftr/Ora (Thomas A./Kyras)
Arcane Adept – Bbn/Wiz (Trogdar)
Rune Mage – Alc/Mag (Elghinn)


Starfox wrote:

# Stealthy Summoner

@ Spells - the word "bard" snuck in
@ Stealthy Transposition - it this intended to have 2 uses? It begins with "This is exactly like the summoner ability of the same name.", but there is no such ability - assuming you mean transposition. This text seems to need to be cut.
@ Advanced talents at level 10 - same as rogue - seems a bit early.
@ Trap sense seems a bit odd for a MCA without trapfinding. Also, what does it swap for? But looking at the table, this does seem ok - the class is not overburdened with abilities.

# Stealth Eidolon
@Improved speed: Check the language, the term "stealth mage" seems faulty and the wording onm how many times it can be taken is a bit unclear.
@Precision damage: Is precision damage and sneak attack supposed to stack? Precision damage seems obsolete next to sneak attack.

#Stealth Summoner

1) Fixed
2) Yes. Fixed the wording to specify that it is transposition + some additional function.
3) 14th is too late with the spread of talents, so 10th it is. We've done this before in other MCAs. All depends on the mix of secondary abilities.
4) There are a variety of abilities that don't mention their swap, because they aren't swaps, they are additions. As we dropped from hybrid to 1/2 casting, we just add the abilities in. The new 1/2 casting replaces the summoner's normal spellcasting, leaving open slots to fill, so they are added abilities, not swapping for anything. BTW, barbarians have trap sense without trapfinding. :D

#Stealth Eidolon
1) Fixed
2) Renamed it Improved Sneak Attack and reworded it so that it obviously increases the sneak attack damage.


Starfox wrote:

Damn, you guys have been productive!

# Knight of Grace

Like the concept, and also agree with Elghin's edits. Moving rallying prophecy up in level seems very appropriate.

@ Bloodrager spells known: No need to reference the unpublished class - just write out the table.

Yup!

Starfox wrote:
@ Rallying Prophecy: What is the DC of the Diplomacy check? If it depends on the attitude of listeners, that should be noted, and is probably too easy. I'd suggest either Diplomacy or Intimidate (Knight of Grace's choice) [not all knights of grace will be good or nice] and DC 20, with DC 30 for Rallying Prophecy and DC 40 for prophetic charisma - rolls too low to activate some abilities can still activate other. Or just remove the rolls to simplify things - Banner needs no roll.

I think, while flavorful, the Diplomacy checks are unecessary and over complicate things.

Starfox wrote:
@ Prophetic Charisma: The AC bonus is very powerful, but appropriate to the concept. Moving rallying prophecy up in level seems very appropriate.

I think we should go with the following for these two abilities. Simplified, and improve on each other.

Rallying Prophecy (Su): At 5th level, a knight of grace can use his prophetic insights in battle to raise his allies’ morale. As long as the knight of grace is clearly visible and can be heard, all allies within 60 feet receive a +2 morale bonus to their AC and on all saving throws against negative emotion effects. This ability replaces banner.

Greater Rallying Prophecy (Su): At 14th level, the bonuses granted by the knight of grace’s rallying prophecy ability increase to +4. This ability replaces greater banner.

Starfox wrote:
@ Curse: Visionary. Nice idea, but rather harsh. But not being able to act in the first round of EVERY combat is a big disadvantage, especially for a buffer like an oracle, where the first round is often the decisive one. On top of this you cannot take attacks of opportunity - a severe enough disadvantage in itself. The save DC increase is pretty powerful, but still a bit weak overall IMHO. Perhaps by removing the AoO limit and adding a hefty initiative bonus (on the scale of +10) - the oracle cannot act in the first round, but is likely to go first in later rounds.

I think this would work, as its the Knight who isn't paying attention. Thus, he should receive a negative to HIS initiative roll during the first round of combat. I have it at -5, perhaps it should be -10? Is a bonus of 1/2 level to divination DCs too high? I know they are only divinations, so they don't tend to be harmful.

Visionary
Images of the past, future, and distant worlds constantly dance before your eyes, making it difficult to discern reality.
Effect: You always take a –5 penalty to your initiative roll during the first round of combat. You gain a bonus on your divination spells DC equal to 1/2 your oracle level.
...

Starfox wrote:
@ Order of the Moon Edicts: "He must defend the charges entrusted to him by his gods" is vague to the point where it means nothing at all.

Reworded it a bit.

Edicts: The cavalier must stay true to his faith above the laws of man and the land. He must defend all charges entrusted to him by his gods to his utmost ability, relay the prophecies of his god, and adhere to the visions he receives by never lying or denying them.

Starfox wrote:
@ Carry the burden: This requires that the actual scores of initiative rolls be kept and modified. My group, and many others I suppose, only record the order of initiative - not the scores rolled. I would prefer this to be a general initiative penalty whenever the oracle is not surprised, with a limited number of uses per day.

Reworded.

Carry the Burden (Ex): At 2nd level, the cavalier can shout a prophecy of doom against a single opponent as a standard action. Until the end of cavalier’s next turn, the opponent receives a penalty to his initiative equal to the cavalier’s Charisma modifier. He can use this ability a number of times per day equal to his Charisma modifier, but only once per combat. In addition, if the cavalier has the oracle’s curse ability, he adds his cavalier to any oracle levels he possesses for the purposes of determining the effects of his curse.

Starfox wrote:
@ Favor of the Spirits: I'd prefer that the benefit of the feat be written out, as I don't have the product. This may or may not require a note in the OGL section 15 - we are quoting an effect, not text. I am pretty sure the feat is OGL, but I still prefer to not give references to 3rd party products and support Elghinn's edits. d20SRD.com is far from complete, an almost impossible task!

I agree. Bardess, can you post the actual feat text, or just email it to me and I'll add it in as the ability instead of just a bonus feat, then there will be no need to reference it.

Starfox wrote:
@ Saving Foresight: At 15th level, whenever an attack from a foe would bring the cavalier’s hit points below 0, the attacker must reroll the attack roll and take second result if it is worse, possibly negating the attack. If the cavalier avoids damage, he gains an immediate attack of opportunity against the attacker.

Good fix.


Starfox wrote:

# Pact Avatar

Staying out this.

Chicken! :D

Starfox wrote:

# Kabuki Warrior

Its a fun note that the "traditional" ninja costume actually is a kabuki stage hand costume. Stagehands were "invisible" by social convention - they could be on stage at the same time as actors without being a part of the play. Imagine the chock when such a stage hand assassinated a character on stage in the first kabuki plays featuring ninja! This might well be the origin of the ninja costume. See Kuroko article on wikipedia.

From this, we can give a kabuki warrior some ninja-like invisibility powers if we choose.

Read both the Kabuki and Kuroko entries on wikipedia. very interesting. I think, once we get to it, we can come up with some very interesting additions to the Sam/Brd concept of the Kabuki Warrior. I really think the Court Bard's first three performances will work well for this MCA.

Starfox wrote:

# Wildheart

A ninja book I read as a kid suggested the opposite approach to mental balance: a ninja becomes capable of doing shocking deeds of evil because he balances this against a very devout and almost holy life. Applying this here, doing violent (thanatos) deeds would give points you can spend for life (Eros) acts/powers, and vice versa. This would require some kind of neutrality/balance in alignment, but that fits when you combine two classes, one which is usually Lawful and the other Chaotic.

Just an idea.

So, essentially, you're sort of going for a wavering alignment, due to the combined discipline of monk and erradic behavior of barbarian. Thus, NG, LN, N, CN, or NE alignment choice?

Perhaps, depending upon alignment choice, sort of like a cleric's positive or negative energy channeling, she has to choose a focus on either Thanatos (N, CN, NE) or Eros (NG, LN, N). She gains a pool of either Thanatos or Eros points (likely like grit points, equal to Cha modifier, as this would be a force of personality thing, being able to force yourself to go against the norm of your alignment for a greater cause. Those points can be spend to perform 1 act that is in complete opposition to your alignment, without it affecting your alignment shift. Whether the act is chaotic, evil, good, or lawful, depending upon alignment - NG = evil acts, LN = chaotic acts, N = chaotic, evil, good, or lawful acts, CN = lawful acts

Trying to narrow it down to a simple mechanic, or work it into current mechanics. We could have a simple list of opposite acts, likely extrpolated from those listed in the "Example Penances" in the Becoming Good section under Alignments on the d20pfsrd. Coul be a good place to start for that. This would need to be simple and easy to use. Perhaps a penalty he does opposite acts once his pool is depleted, say a -2 to all Cha-based skill checks or something like that.

OK, that's my thinking out loud for now.


Koujow wrote:
Once it comes up in the queue, I wouldn't mind helping. I guess I can toss my two cents at the ideas before that too. I will dig a bit back to catch up, then maybe toss an idea or two out.

Sound's good. FYI, just posted the queue update, you and Desidero are up next once Pactgifted Champion and Knight of Grace are completed.


Starfox wrote:


# Wildheart

Applying this here, doing violent (thanatos) deeds would give points you can spend for life (Eros) acts/powers, and vice versa. This would require some kind of neutrality/balance in alignment, but that fits when you combine two classes, one which is usually Lawful and the other Chaotic.

Just an idea.

Ooh that's a really cool idea and I think it would work a lot better gameplay wise. I also really like this idea of mechanically being able to do out of alignment actions without shifting.

I'm not sure either really capture the idea I had in mind though. I didn't really explain it very well in my first post but essentially Thanatos and Eros are just fancy names for Freud's concept of Superego and Id. Without boring you guys with too much psychobabble it's basically like in cartoons when you have an angel on one shoulder and a devil on the other.

The concept was to have a character who was torn between these too extremes, discipline and desire. What I had in mind is that you would have to move along the axes in order to accomplish your goals, going farther to gain more power, but you would always be afraid of going too far in either direction lest you hit serious penalties (like for example too far into Thanatos you might turn on your allies or be assailed by a shadow version of yourself). So in essence I think it shouldn't be something that you can casually manipulate, but rather it is something that burdens you as a price for its power (like Monk Vows or the Paladin's code).

But ah I'm sure we will figure it something out when it's time to work on this MCA. I will watch and wait until then.


Desidero wrote:

...Without boring you guys with too much psychobabble it's basically like in cartoons when you have an angel on one shoulder and a devil on the other... So in essence I think it shouldn't be something that you can casually manipulate, but rather it is something that burdens you as a price for its power (like Monk Vows or the Paladin's code).

Hmm, thats a good simple way to do it. Maybe combine the point pool idea I had, and this, then if they go beyond their allowable points each day, they take a certain penalty (and it should be a big one) until the next day.

Or we could make it more grit like, and have it so the MCA can regain these points by performing acts that are in strict adherence to their alignment. This way, sticking to your alignment can regain points (max Cha mod), and then you can spend points to perform acts in complete opposition to your alignement without gaining the penalty. If we went that way, the penalty would remain (or even worsen with further opposite acts) until he's "earned" back points in his pool.

Actually, we could make it more like the Amateur Gunslinger feat, starting with 1 point at the beginning or each day, then he can spend and earn points throughout the day, and gains the penalty if he expends all points. That would force the MCA to perform both acts that are in line with, and in opposition to his alignment. Again just thinking out loud.


@Starfox: thanks for linking the Kuroko article. Haven't read it yet, but sounds fascinating... I have seen lots of stagehands in black, so this sounds right. I love the concept of social invisibility - read Alasdair Grey's [I think that's the spelling] Five Letters from an Eastern Empire. Very short, poignant, perceptive and downright sad. Funny in places too...


Ok, I've rewritten the order ability...

Favor of the Spirits (Su): At 8th level, the cavalier can select one oracle mystery. He gains a single revelation the mystery can grant a 1st-level oracle. For purposes of using that power, the cavalier treats his oracle level as equal to his character level –2. If the cavalier has the mystery class ability (or gains it afterwards), he can replace this ability with the Extra Revelation feat.


@ Visionary, Carry the Burden

Round-specific infinitive modifiers don't work for me, and I suspect not for many people. They collide with the whole rolling initiative thing 3E introduced and that has been the paradigm since. If you go late round 1, you'll go late the rest of the fight, its what rolling initiative is all about.

So a -5 initiative penalty, period. Or a first-round surprise coupled with a +5 initiative bonus. Both these work. The first makes you go late in the first round, the other one makes sure you lose the entire first round but go early in the second round. In both cases you are flat-footed until you get to act.

What does not work to me is a -5 initiative in the first round. Sorry, no can do, does not fit in my game.

@ Order of the Moon Edicts: How about this:

Edicts: The cavalier must stay true to his faith above the laws of man. He must remain faithful to his gods, pass on their prophecies and follow the visions they send, never lying or denying them.

[Bardess' original for comparison: Edicts: The cavalier must stay true to his faith above the laws of man and the land. He must defend the charges entrusted to him by his gods, pass on their prophecies and follow the visions they send, never lying or denying them.]

I read the part about "charges" as applying to people in his charge, his friends or protegees. Re-reading it I feel it is about a divine mission. Simplified it to match my later reading. Again, English is not my native language.

##

# Wildheart

My idea was to tie it to class abilities. Each time you use rage, you earn one use of "calm emotions" that you must use before you can rage again. Or simply say that you get range and calm emotions, can use them at will, but cannot use one of them two times in a row. Stuff like that.

This obviously takes some mulling over, so it is good the Wildheart is still has some time.


Hey guys I am back on the grid. I will get back to helping again when the next ones are submitted.


Starfox wrote:

@ Visionary, Carry the Burden...

@ Order of the Moon Edicts: How about this:

Edicts: The cavalier must stay true to his faith above the laws of man. He must remain faithful to his gods, pass on their prophecies and follow the visions they send, never lying or denying them.
....

# Wildheart

My idea was to tie it to class abilities. Each time you use rage, you earn one use of "calm emotions" that you must use before you can rage again. Or simply say that you get range and calm emotions, can use them at will, but cannot use one of them two times in a row. Stuff like that.

This obviously takes some mulling over, so it is good the Wildheart is still has some time.

1) Here's what I've done with Carry the Burden. I put in an Intimidate check to lower the target's initiative until the end of combat.

Carry the Burden (Ex): At 2nd level, the cavalier can pronounce a prophecy of doom upon a single opponent as a standard action. The cavalier must make an Intimidate check against the opponent (DC 10 + the target’s Hit Dice + the target’s Wisdom modifier). If the check is successful, the opponent receives a penalty to its initiative equal to the cavalier’s Charisma modifier until the end of combat. The cavalier can use this ability a number of times per day equal to his Charisma modifier, but only once per combat. In addition, if the cavalier has the oracle’s curse ability, he adds his cavalier levels to any oracle levels he possesses for the purposes of determining the effects of his curse.

2) Like your change, simplifies it.

3) Hmm, that might work. Like you said, it will require some mulling over. Perhaps, needs to spend a use of "clam emotions" before being able to use any of the monk abilities? This would likely require a point pool or something, or tie it to her rage. Rename it Calming Rage or something...we'll figure that out later. Then rage works as normal, but he can also expend rounds of rage to initiate the "calm emotion" effect, allowing her to use whatever monk abilities tied to the concept. Or maybe we can incorporate the Moment of Clarity rage power to greater effect and initiatiate it more often to allow use of monk abilities. I will think on this.


Browman wrote:
Hey guys I am back on the grid. I will get back to helping again when the next ones are submitted.

Great! After the next two MCA's (Kabuki Warrior and Wildheart) yours will be up Browman.


@Starfox: Sent you a PM.


Can the Spell Rider (Magus/Cav) MCA be slotted in above Browman?

I've nearly completed it.


Things are a bit slow I see, so here's the proposed final version of the ...

PACTGIFTED CHAMPION:

When a patron wishes to imbue its chosen agent with a greater measure of power, the pactgifted champion emerges. Able to change his form to better achieve his aims, the pactgifted champion is the ultimate expression of the power a pact can give.

Primary: Summoner.
Secondary: Witch.
Alignment: Any.
Hit Dice: d8.

Bonus Skills and Ranks: The pactgifted champion selects three witch skills to add to his class skills in addition to the normal summoner class skills. The pactgifted champion gains a number of ranks at each level equal to 2 + Int modifier.

Weapon and Armor Proficiency: The pactgifted champion is proficient with all simple weapons, but not with any type of armor or shields. Armor interferes with a pactgifted champion's movements, which can cause his spells with somatic components to fail.

Pact Avatar: As the chosen avatar of his patron, the pactgifted champion is gifted with the power to alter his form. At 1st level, the pactgifted champion gains the biped eidolon base form and receives a pool of evolution points. Points from this pool can be spent on a wide variety of modifications and upgrades that add new abilities, attacks, and powers to the pactgifted champion. Whenever the pactgifted champion gains a level, the number in this pool increases and the pactgifted champion can spend these points to change the abilities. These choices are not set. The pactgifted champion can change them whenever he gains a level (and through the transmogrify spell).

A pactgifted champion’s pool of evolution points is equal to that of an eidolon’s (see Table: Eidolon Base Statistics) and can manifest his base form and any additional evolutions as a swift action for 1 minute per pactgifted champion level. These minutes do not need to be consecutive, but must be spent in 1-minute increments. He can end his pact avatar manifestation as a free action. While his pact avatar is manifested, the pactgifted champion gains the eidolon’s armor bonus, darkvision, evasion, devotion, multiattack and improved evasion abilities at the indicated levels. A pactgifted champion does not gain the eidolon’s Strength or Dexterity bonuses, link, share spells, or ability score increase abilities of an eidolon.

A pactgifted champion is restricted from selecting the following evolutions: basic magic, minor magic, major magic, ultimate magic.
This ability replaces eidolon.

Patron: At 1st level, the pact avatar must select a patron. This patron is a vague and mysterious force, granting the pact avatar power for reasons that she might not entirely understand. The patron also grants a small boon to the pactgifted champion. She chooses one of the following skill sets and gains a +2 bonus on all skill checks made with the listed skills: Animal Affinity (Handle Animal, Ride), Cunning (Bluff, Diplomacy), Discerning (Bluff, Sense Motive), Domineering (Handle Animal, Intimidate), Friendly (Diplomacy, Handle Animal), Deceptive (Bluff, Intimidate), Perceptive (Perception, Sense Motive), Persuasive (Diplomacy, Intimidate), Subtle (Diplomacy, Sense Motive), Vigorous (Climb, Swim).

Self Healing (Sp): Starting at 1st level, a pactgifted champion can heal himself for 1d6 points of damage as a spell-like ability a number of times per day equal to 3 + his Charisma modifier. He can use this ability as a standard action. A pactgifted champion can use this ability even while his pact avatar is manifested. At 3rd level, and every two levels thereafter, the amount of damage he can heal increases by 1d6, up to a maximum of 10d6 at 19th level. This ability replaces summon monster I.

Patron Spells: At 2nd level, and every three levels thereafter (up to 17th level), a pactgifted champion’s patron adds new spells to the pactgifted champion’s list of spells known. The spells gained depend upon the patron chosen. Each patron is listed by its theme. Its actual name is up to the GM and the pactgifted champion to decide. This ability replaces life link.

Hex (Su): At 2nd level, a pactgifted champion gains the witch’s hex ability and gains one hex of her choice. She gains an additional hex at 4th level and for every two levels attained after 2nd level. This ability and major hex replace bond senses, shield ally, maker’s call, transposition, aspect, greater shield ally, life bond, merge forms, greater aspect, and twin eidolon.

Major Hex (Su): At 12th level, whenever a pactgifted champion could choose a hex, she can select a major hex instead.

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

1st +0 +0 +0 +2 Cantrips, pact avatar, patron, self healing 1d6 1 — — — — —
2nd +1 +0 +0 +3 Hex, patron spells 2 — — — — —
3rd +2 +1 +1 +3 Self healing 2d6 3 — — — — —
4th +3 +1 +1 +4 Hex 3 1 — — — —
5th +3 +1 +1 +4 Self healing 3d6 4 2 — — — —
6th +4 +2 +2 +5 Hex 4 3 — — — —
7th +5 +2 +2 +5 Self healing 4d6 4 3 1 — — —
8th +6/+1 +2 +2 +6 Hex 4 4 2 — — —
9th +6/+1 +3 +3 +6 Self healing 5d6 5 4 3 — — —
10th +7/+2 +3 +3 +7 Hex 5 4 3 1 — —
11th +8/+3 +3 +3 +7 Self healing 6d6 5 4 4 2 — —
12th +9/+4 +4 +4 +8 Hex, major hex 5 5 4 3 — —
13th +9/+4 +4 +4 +8 Self healing 7d6 5 5 4 3 1 —
14th +10/+5 +4 +4 +9 Hex 5 5 4 4 2 —
15th +11/+6/+1 +5 +5 +9 Self healing 8d6 5 5 5 4 3 —
16th +12/+7/+2 +5 +5 +10 Hex 5 5 5 4 3 1
17th +12/+7/+2 +5 +5 +10 Self healing 9d6 5 5 5 4 4 2
18th +13/+8/+3 +6 +6 +11 Hex 5 5 5 5 4 3
19th +14/+9/+4 +6 +6 +11 Self healing 10d6 5 5 5 5 5 4
20th +15/+10/+5 +6 +6 +12 Hex 5 5 5 5 5 5

NEW HEXES:

The following hexes are restricted to and complement the Pactgifted Champion multiclass archetype.

Allied Exchange (Su): A pactgifted champion can swap locations with an ally within 30 feet. This functions as dimension door, using the pactgifted champion’s. If the ally is out of range, the hex is wasted. The pactgifted champion can use this hex once per day at 8th level, plus one additional time per day for every four levels beyond 8th. If the ally is larger than the pactgifted champion, he can appear in any square occupied by the ally. The ally must occupy the square that was occupied by the pactgifted champion if able, or as close as possible if it is not able. A pactgifted champion must be at least 8th level to select this hex.

Allied Guardian (Ex): A pactgifted champion can designate one ally that is within reach of him. The ally receives a +2 shield bonus to her Armor Class and a +2 circumstance bonus to her saving throws until the end of combat, or until the pactgifted champion designates another ally. Only one ally can be affected by this hex at a time. This bonus does not apply if the pactgifted champion is grappled, helpless, paralyzed, stunned, or unconscious. The pactgifted champion must be at least 4th level to select this hex.

NEW MAJOR HEXES:

The following major hexes are restricted to and complement the Pactgifted Champion multiclass archetype.

Greater Allied Guardian (Ex): Whenever a designated ally is within the pactgifted champion’s reach, the bonuses granted by the allied guardian hex increase to +4. The pactgifted champion can designate a number of allies equal to her Charisma modifier. This bonus does not apply if the pactgifted champion is grappled, helpless, paralyzed, stunned, or unconscious, as normal.

Transference (Su): A pactgifted champion’s life becomes linked to an opponent’s and the pactgifted champion is protected from harm. If the target of this hex fails its saving throw, damage in excess of that which would reduce the pactgifted champion to fewer than 0 hit points is instead transferred to the targeted opponent. This damage is transferred 1 point at a time, meaning that as soon as the target is reduced to a number of negative hit points equal to its Constitution score, all excess damage remains with the pactgifted champion. Effects that cause death but not damage are unaffected by this hex. This hex does not affect spells like baleful polymorph, flesh to stone, or imprisonment, or other spells that do not cause actual damage. The pactgifted champion must be at least 14t level to select this major hex.


Orelius Lionpaw wrote:

Can the Spell Rider (Magus/Cav) MCA be slotted in above Browman?

I've nearly completed it.

Sorry, no, because he's been pushed back from his initial slot due to internet issues for about 4 MCAs now. Plus, you just did your Stealth Summoner. So, you're going to have to wait until your next queue position, whether you're finished it or not. Just like anyone else. Heck, I have 12 or so MCa in the queue but I'm waiting my turn just like everyone else. Here's a more comprehensive queue so you know when you're up next.

QUEUE
Pactgifted Champion (Sum/Witch) (OSW) *current
Knight of Grace – Cav/Ora (Bardess) *current

Kabuki Warrior/Master – Sam/Brd or Brd/Sam (Koujow)
Wildheart – Bbn/Mnk (Desidero)
“Name” – Sor/Rgr (Browman)
Cursed Warrior – Ftr/Ora (Thomas A./Kyras)
Arcane Adept – Bbn/Wiz (Trogdar)
Rune Mage – Alc/Mag (Elghinn)
Secret Sect Knight - Cav/Inq (Bardess)
Warrior Poet – Rgr/Brd (Starfox)
“Spell Rider” – Mag/Cav (LoneKnave/Orelius)
“Focused Sniper” – Gun/Bbn (Christos)
Wilderland Magus – Mag/Rgr (Elghinn)

There's just about twice as many MCAs still to go beyond what I've just listed here.

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