Multiclass Archetypes VII: MCAs Forever


Homebrew and House Rules

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With Taco Man's MCas done, and the Wyrmkin Shaman on the verge, here's the next one. One of mine.

*Still need a flavor blurp for the Wyrmkin Shaman though.

SWAPS
Brew potion and mutagen = Fire trap
Discovery = or a Rogue Talent
Poison use = Trapfinding
Poison resistance = Fire resistance 5/10/15/20
Persistent mutagen, Advanced talents
Extracts = sneak bomb, explosive trap, careful disarm, tap master, launch trap

MASTER ARSONIST:

While most alchemists delve into the secrets of brewing magical liquids and mutagens, master arsonist focus on the creation of fiery bombs. Experts of crafting explosive and volatile substances, master arsonists possess an intimate knowledge of fire and its qualities. By borrowing from the talents and trap-savvy of the rogue, the master arsonist’s gains an understanding of the nature of fire and explosive forces unmatched by other alchemists. Over time, the master arsonist learns to perfect his bomb crafting skills to such a degree that he becomes resistant to its effects and can even create explosive traps that gout flame, blast holes in walls, or even slay an enemy outright.

Primary: Alchemist.
Secondary: Rogue.
Alignment: Any.
Hit Dice: d8.

Bonus Skills and Ranks: The master arsonist selects three rogue skills to add to his class skills in addition to the normal alchemist class skills. The master arsonist gains a number of ranks at each level equal to 6 + Int modifier.

Weapon and Armor Proficiency: The master arsonist is proficient with all simple weapons and bombs, plus the hand crossbow, rapier, sap, shortbow, and short sword. A master arsonist is proficient with light armor, but not with shields.

Alchemy (Su): This is exactly like the alchemist ability of the same name, except that the master arsonist can only create mundane alchemical substances and bombs. A master arsonist cannot create extracts or mutagens.

Fire Trap (Su): At 1st level, a master arsonist learns to use his alchemical skills to create a fire trap (see Ranger’s Traps). A master arsonist can use this trap a number of times per day equal to 1/2 his master arsonist level + his Intelligence modifier (minimum 1). The DC for a master arsonist’s fire trap is equal to 10 + 1/2 the master arsonist’s level + his Intelligence modifier, and it lasts 1 day per two master arsonist levels. When a fire trap is triggered, it explodes in flames, dealing a number of points of fire damage equal to 1d6 + 1/2 the master arsonist’s level to the triggering creature (Reflex negates). If it is an extraordinary trap, the master arsonist must use an explosive material such as alchemist’s fire when setting the trap. This ability counts as the create ranger traps ability for any rogue talents with that class feature as a prerequisite. This ability replaces brew potion and mutagen.

Discovery: This is exactly like the alchemist ability of the same name, except that the master arsonist may only choose bomb discoveries and qualifies for any bomb discovery with Goblin as a prerequisite, regardless of the master arsonist’s actual race. In addition, whenever the master arsonist could choose a discovery, he can select a rogue talent that he qualifies for instead.

Fire Resistance (Su): At 2nd level, a master arsonist gains fire resistance 5. This resistance increases by five every three levels thereafter, up to fire resistance 20 at 11th level. This ability replaces poison resistance.

Trapsmithing (Ex): At 2nd level, a master arsonist gains a bonus on Perception skill checks to detect traps and on Craft (traps) checks equal to 1/2 his master arsonist level. A master arsonist can use Craft (traps) in place of Disable Device to disarm traps, including magical traps. This ability replaces poison use.

Sneak Bombs (Ex): Starting at 3rd level, if a master arsonist can catch an opponent when she is unable to defend herself effectively from his bomb attack, he can strike a vital spot for precision damage. This precision damage is dealt anytime his target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the master arsonist flanks his target. In such cases, a master arsonist can designate a portion of her bomb damage as precision damage, while the other half is fire damage and deals splash damage as normal.

At 3rd level, the master arsonist can designate 1d6 points of bomb damage as precision damage, plus an additional 1d6 pints of damage every four levels, to a maximum of 5d6 points of precision damage at 19th level. A master arsonist can designate any portion of this damage as precision damage when he uses it. Should the master arsonist score a critical hit with a sneak bomb, this precision damage is not multiplied.

Sneak bombs count as sneak attacks only if the target is within the bomb’s range. The master arsonist must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A master arsonist cannot sneak bomb a creature with concealment. This ability, explosive trap, careful disarm, trap master, and launch fire trap replace extracts.

Explosive Trap (Su): At 4th level, the master arsonist can create fire traps that explode like a bomb when activated. These explosive traps deal an additional 1d6 points of fire damage to the triggering creature, and splash damage to all creatures within 5 feet of the triggering creature on the first round. This damage is of the same type the fire trap normally deals. This additional damage increases by 1d6 points every 3 levels beyond 4th (7th, 10th, 13th, 16th, and 19th). In addition, a master arsonist can apply any discovery that changes the damage type of his bombs to his fire traps.

Swift Trap (Ex): At 6th level, a master arsonist can create a fire trap as a move action. This ability replaces swift poisoning.

Careful Disarm (Ex): At 10th level, whenever a master arsonist attempts to disarm a trap using Disable Device, he does not spring the trap unless he fails by 10 or more. If he does set off a trap he was attempting to disarm, he adds double her Intelligence modifier to avoid the trap.

Trap Master (Ex): At 12th level, whenever a master arsonist disarms a trap using Disable Device, he can bypass it even if his check did not exceed the DC by 10 or more. If it is a magic trap that allows specific creatures to pass it without danger, he can modify which creatures it allows to pass, adding his allies and restricting enemies if he desires.

Advanced Talents: At 14th level, a master arsonist can choose an advanced rogue talent whenever he could choose a discovery, or when he selects the Extra Rogue Talent feat. A master arsonist adds the following rogue abilities to the list of advanced talents he may select: Evasion, Uncanny Dodge, and Improved Uncanny Dodge. A master arsonist must select uncanny dodge before selecting improved uncanny dodge. In the case of the Improved Evasion talent, the master arsonist must have evasion to select it. A master arsonist treats his level as his rogue level for the purpose of qualifying for talents with level-dependent requirements and calculating the effects of any talent or rogue ability he's chosen. This ability replaces persistent mutagen.

Launch Fire Trap (Ex): At 16th level, a master arsonist can affix a fire trap to an arrow, crossbow bolt, or thrown weapon, allowing him to set the trap remotely or use it as a direct attack. Attaching the trap to the projectile is part of the full-round action of creating a new trap. The trapped projectile is fired or thrown in the normal manner. If fired at a square, the trap is treated as if the master arsonist had set the trap in that square, except the DC is 5 lower than normal. If fired at a creature, the target takes damage from the ranged weapon and is treated as if it had triggered the trap (saving throw applies, if any). The attack has a maximum range of 60 feet, and range increments apply to the attack roll. The duration of the trapped projectile starts from when it is created, not from when it is used.

Instant Trap (Ex): At 18th level, a master arsonist can create a fire trap as a swift action. This ability replaces instant alchemy

Grand Trap (Ex): At 20th level, a master arsonist’s fire trap becomes incredibly deadly. Each time a master arsonist’s fire trap deals damage to the triggering creature, he can choose one of the following three effects:

The target can be...
• put to sleep for 1d4 hours
• paralyzed for 2d6 rounds, or
• slain

When the fire trap is triggered, the subject makes an additional Fortitude save at the same DC as the trap to avoid this effect. A master arsonist can have only one trap affected by this ability active at any time. He may remove this ability from a bomb or trap at any range as a free action.

Alternatively, a master arsonist’s fire trap can be improved to duplicate the effects of a fireball spell once per day. This effect supersedes the normal effects of a fire trap and cannot be enhanced with one of the three effects listed above. This ability replaces grand discovery.

Discoveries: The following alchemist discoveries complement the master arsonist multiclass archetype: Acid Bomb*, Delayed Bomb*, Demolition Charge#, Directed Bomb%, Explosive Bomb*, Explosive Missile†, Fast Bombs*, Fire Brand±, Force Bomb*, Frost Bomb*, Immolation Bomb†, Inferno Bomb*, Precise Bombs*, Rocket Bomb±, Scrap Bomb±, Shock Bomb*, Strafe Bomb**. (*Advanced Player’s Guide, **Ultimate Magic, †Ultimate Combat, ±Advanced Race Guide, #Pathfinder Player Companion: Dungeoneer’s Handbook, %Pathfinder Player Companion: Magical Marketplace)
Rogue Talents: The following rogue talents complement the master arsonist multiclass archetype: camouflage, cunning trigger, quick disable, and quick trapsmith.

Advanced Talents: The following advanced rogue talents complement the master arsonist multiclass archetype: another day, evasion, frugal trapsmith, improved evasion, improved uncanny dodge, skill mastery, and uncanny dodge.

Table: Master Arsonist
Base
Class Attack Fort Ref Will
Level Bonus Save Save Save Special

1st +0 +2 +2 +0 Alchemy, bomb 1d6, fire trap, throw anything
2nd +1 +3 +3 +0 Discovery, fire resistance 5, trapsmithing
3rd +2 +3 +3 +1 Bomb 2d6, sneak bomb, swift alchemy
4th +3 +4 +4 +1 Discovery, explosive trap
5th +3 +4 +4 +1 Bomb 3d6, fire resistance 10
6th +4 +5 +5 +2 Discovery, swift trap
7th +5 +5 +5 +2 Bomb 4d6
8th +6/+1 +6 +6 +2 Discovery, fire resistance 15
9th +6/+1 +6 +6 +3 Bomb 5d6
10th +7/+2 +7 +7 +3 Careful disarm, discovery
11th +8/+3 +7 +7 +3 Bomb 6d6, fire resistance 20
12th +9/+4 +8 +8 +4 Discovery, trap master
13th +9/+4 +8 +8 +4 Bomb 7d6
14th +10/+5 +9 +9 +4 Advanced talents, discovery
15th +11/+6/+1 +9 +9 +5 Bomb 8d6
16th +12/+7/+2 +10 +10 +5 Discovery, launch trap
17th +12/+7/+2 +10 +10 +5 Bomb 9d6
18th +13/+8/+3 +11 +11 +6 Discovery, instant trap
19th +14/+9/+4 +11 +11 +6 Bomb 10d6
20th +15/+10/+5 +12 +12 +6 Grand trap


While that us true, Mountain Druid only has the restriction of no plant shapes. That leaves all the animal and elemental shapes open for use and is pretty strong since Giant Form let's you speak, cast spells, and use your(now larger) weapons and armor without 2 feats and an armor enchantment.

Maybe if being able to turn into a dragon was moved up so it could be used much sooner than when most games seem to end?


If others think that the level -2 is unnecessary, then we'll shift things up two levels, so at 6th she will be able to god Tiny, Small, Medium, and Large animals of the reptile kind, etc., putting dragon form III at 14th.


regarding the wyrmkin shaman, the sheer ammount of dragons ow avaliable seems like its adding a lot of bloat. Maybe consider the 5 chromatic and 5 metalic dragon types?


That was my original idea Apraham.

@Lightbringer: Where would DF I and II be?


Apraham Lincoln wrote:
regarding the wyrmkin shaman, the sheer ammount of dragons ow avaliable seems like its adding a lot of bloat. Maybe consider the 5 chromatic and 5 metalic dragon types?

We could, then say that the Primal and Sovereign dragons are additional options? We'd then have to add in that the patron dragon always has an alignment within 1 step (on either axis) of the wyrmkin shaman, otherwise, that sort of hoops a LG wyrmkin shamanin the forest or jungle.

Also, there are no chromatic or metallic in the underground terrain. Though, that could be really in any of the other terrains technically.

EDIT: What do you think about the -2 level for wild shape, Ape?Keep it, or get rid of it. See Mountain Druid archetype as a reference.

Azten wrote:

That was my original idea Apraham.

@Lightbringer: Where would DF I and II be?

Dragon Form


So a level earlier than when a Wizard could cast it..?


Azten wrote:
So a level earlier than when a Wizard could cast it..?

No, not to cast the spells, but as part of the Wild Shape ability. Normally, wild shape functions as Plant Shape II at 10th (6th level spell), and Plant shape III at 12th (a 7th level spells). So, we'd shift them up 2 levels, so Form of the Dragon I functions at 10th (6th level spell), FotD II at 12th (a 7th level spell), and FotD III at 14th (an 8th level spell).

Also, the Savage Avenger, Black Nokizaru, and Nightshade Warlock are up on the wiki.


That makes much more sense to me, thanks. It's great work. :)
I might even tinker with it a bit. >.>

Are there archetypes for MCAs?


...The MCAs ARE the archetypes, bro! "Multi-Class Archetypes"!


But think of it! Archetypes for archetypes! Bwahahaha!


Taco Man wrote:
...The MCAs ARE the archetypes, bro! "Multi-Class Archetypes"!

Yes. Essentially, we combine two class into a gestalt multiclass-esque class via the archetype process of swapping out primary class abilities for those of the secondary class, or unique abilities to give an individual MCA more flavor.


So, anything on the Master Arsonist?

Also, Bardess, if you are around, you will be up next with your Secret Sect Knight (Cav/Inq).


Hell, the concept doesn't really start with Elghinn and his hombres, even! Archetypes already existed like the Holy Gun, Hexblade, and even the Scrollmaster could be considered examples of this here concept!


I decided to go with the following, as its on par with the Plant shape wild shaping, and with reduced access to other creatures and limit to 5/day max, I think its balanced.

Wild Shape (Su): This is exactly like the druid ability of the same name except that the wyrmkin shaman gains this ability at 6th level. She can assume the form of a Tiny, Small, Medium, or Large animal. When taking the form of an animal, the wyrmkin shaman may only assume the form of a crocodilian, dinosaur, lizard, or snake creature or the animal type. A wyrmkin shaman cannot use wild shape to assume an elemental or plantform. A wyrmkin shaman can use this ability once per day at 6th level, plus an additional time per day at 8th, 12th, 14th, and 18th level, up to a maximum of five times per day.

In addition, at 10th level, the wyrmkin shaman can assume the form of a Medium dragon of her dragon patron’s type as if using form of the dragon I. At 12th level, she can assume the form of a Large dragon of her dragon patron’s type as if using form of the dragon II. At 14th level, she may assume the form of a Huge dragon of her dragon patron’s type as if using form of the dragon III.

Alright! I'm calling this one done. It's on the Wiki!

QUEUE
On to to Bardess's MCA. She's in Italy, so she's half a world (and day) away from my posts here in Canada. We'll give her a day or so.

#Master Arsonist
Any comments, concerns, tweaks, improvements?


Busy but always here. I finally managed to work on this. I also reskinned it as an Inquisitor/Cavalier, since we were missing one on our table.

Secret Sect Knight:

A secret sect knight is the covert agent of a secret organization, infiltrating at all levels in one or more societies and government to the purpose of ultimately dominate the world, or free it from a tyranny, or only restore their order or religion. This organization could once have been great and respected, and then driven underground from politics, covert schemes or betrayal. It could also be a secret branch of an established church, unknown to the most.

Primary Class: Inquisitor
Secondary Class: Cavalier
Alignment Restrictions: As inquisitor
Hit Dice: d8
Skills and Ranks: +3 cavalier skills, +4/level + Int modifier
BAB: ¾
Saving Throws: GPG
Weapon and Armor Proficiency: A secret sect knight is proficient with all simple weapons, plus the hand crossbow, longsword, repeating crossbow, shortsword, and the favored weapon of her deity. She is also proficient with light armor, medium armor, and shields (except tower shields).
Spell Progression: As inquisitor.

1) Domain, sentencing challenge 1/day, order, orisons, stern gaze
2) Sect’s infiltrate, detect alignment, order ability
3) Faithful squire, improvisation
4) Sentencing challenge 2/day
5) Bane, discern lies
6) Secret symbol
7) Sentencing challenge 3/day
8) Order ability
9) Covert talent
10) Sentencing challenge 4/day
11) Improved improvisation
12) Demanding challenge, greater bane
13) Sentencing challenge 5/day
14) Exploit weakness
15) Order ability
16) Mystic symbol, sentencing challenge 6/day
17) Masterful improvisation
18) Covert talent
19) Sentencing challenge 7/day
20) Absolute sentence

Domain: As inquisitor.
Sentencing Challenge: Once per day, the secret sect knight may pronounce a challenge against a foe that she recognizes as an enemy of her organization or an obstacle for its ends. As a swift action, the secret sect knight chooses one target within sight to challenge. The secret sect knight gains the benefits of a judgment of her choice against the target of her challenge only, but with greater bonuses. As a swift action, she can change this judgment to another type. If the secret sect knight is evil, she receives profane bonuses instead of sacred, as appropriate. Neutral secret sect knights must select profane or sacred bonuses. Once made, this choice cannot be changed. The secret sect knight can use this ability once per day at 1st level, plus one additional time per day for every three levels beyond 1st, to a maximum of seven times per day at 19th level.

Destruction: The secret sect knight is filled with divine wrath, gaining a sacred bonus on all weapon damage rolls equal to her secret sect knight level against the target of her challenge.

Healing: The secret sect knight is surrounded by a healing light, gaining fast healing 1 for every secret sect knight level she possesses. This applies only to wounds inflicted by the target of her challenge.

Justice: This judgment spurs the secret sect knight to seek justice, granting a sacred bonus equal to her secret sect knight level on all attack rolls against the target of her challenge. At 10th level, this bonus is doubled on all attack rolls made to confirm critical hits.

Piercing: This judgment gives the secret sect knight great focus and makes her spells more potent. This benefit grants a sacred bonus equal to her secret sect knight level on concentration checks to cast spells against the target of her challenge, and caster level checks made to overcome her target’s spell resistance.

Protection: The secret sect knight is surrounded by a protective aura, granting a sacred bonus to Armor Class equal to her secret sect knight level against the target of her challenge. At 10th level, this bonus is doubled against attack rolls made to confirm critical hits against the secret sect knight.

Purity: The secret sect knight is protected from the vile taint of her foe, gaining a sacred bonus equal to her secret sect knight level on all saving throws against effects originated by the target of her challenge. At 10th level, the bonus is doubled against curses, diseases, and poisons.

Resiliency: This judgment makes the secret sect knight resistant to harm, granting DR 1/magic against the target of her challenge. This DR increases by +1 every level. At 10th level, this DR changes from magic to an alignment (chaotic, evil, good, or lawful) that is opposite the secret sect knight’s. If she is neutral, the secret sect knight does not receive this increase.

Resistance: The secret sect knight is shielded by a flickering aura, gaining 1 point of energy resistance for every secret sect knight she possesses against one energy type (acid, cold, electricity, fire, or sonic) chosen when the challenge is declared. This protects only against energy attacks coming from the target of her challenge.

Smiting: This judgment bathes the secret sect knight’s weapons in a divine light. The secret sect knight’s weapons always count as the most favorable type for the purposes of bypassing her target’s damage reduction.

Challenging a foe requires much of the secret sect knight's concentration. The secret sect knight takes a –2 penalty to his Armor Class, except against attacks made by the target of his challenge.
The challenge remains in effect until the target is dead or unconscious or until the combat ends. Each secret sect knight's challenge also includes another effect depending from the order she belongs to. This ability modifies judgment.
Order: As cavalier. This replaces monster lore, track, second judgment, and the 15th level teamwork feat.
Orisons: As inquisitor.
Stern Gaze: As inquisitor.
Sect’s Infiltrate (Ex): At 2nd level, the secret sect knight is an expert in the secret jargon used by members of her sect to recognize each other and pass messages in secret. She adds her Wisdom modifier on Bluff and Disguise skill checks in addition to her other ability bonuses. This replaces cunning initiative.
Detect Alignment: As inquisitor.
Faithful Squire (Ex): At 3rd level, the secret sect knight gains the Squire feat as a bonus feat and gains a 1st level companion. This is a novice of her sect in training. The secret sect knight treats her Leadership score as if she had a special power (+1). If the squire ever dies and gets replaced, the secret sect knight loses this bonus. When the secret knight reaches 7th level, the squire can graduate, but she doesn’t automatically gain other followers. A graduated squire may retrain his military class levels as cavalier, cleric, inquisitor or secret sect knight levels, with access to the same order or domain of his mentor. This replaces the 3rd–level teamwork feat.
Improvisation (Ex): At 3rd level, the secret sect knight has learned to adapt her way of fighting to the circumstances and allies available. The secret sect knight can choose one teamwork feat possessed by one of her allies (included her faithful squire). As a standard action, she can grant herself this feat for 3 rounds plus 1 round for every two secret sect knight levels she possesses, as long as the chosen ally is within 30 feet and can see and hear her. She does not need to meet the feat’s prerequisites. She can select a different feat every time she uses this ability. The secret sect knight can use this ability once per day at 3rd level, plus one additional time per day at 7th level and for every 5 levels thereafter. This replaces solo tactics.
Bane: As inquisitor.
Discern Lies: As inquisitor.
Secret Symbol (Ex): Each member of a sect receives a symbol to recognize and be recognized by her fellows At 6th level, the secret sect knight can reveal her secret symbol to frighten her enemies. Whenever the secret sect knight shows her symbol to someone, she gains a +2 morale bonus on Diplomacy checks with members or allies of her sect, and on Intimidate checks with all the others. At 11th and 16th level, these bonuses increase by +1.
When the secret sect knight boldly present her symbol in battle, her foes must succeed in a Will saving throw not to be shaken for 1 minute (DC: 10 + ½ the secret sect knight level + her Charisma bonus). The symbol can also be used as an holy focus while spellcasting. This replaces the 6th–level teamwork feat.
Covert Talent: At 9th level, and again at 18th level, the secret sect knight can select a rogue talent. Her effective rogue level for this talent is equal to her secret sect knight level. This replaces the 9th and 18th–level teamwork feats.
Improved Improvisation (Ex): At 11th level, when the secret sect knight uses improvisation, she can grant another ally the same teamwork feat she grants herself. Neither the secret sect knight nor the ally need to meet the feat’s prerequisites. This replaces stalwart.
Demanding Challenge: As cavalier. This ability works with the secret sect knight’s sentencing challenge, and replaces the 12th–level teamwork feat.
Greater Bane: As inquisitor.
Exploit Weakness: As inquisitor.
Mystic Symbol (Ex): At 16th level, the secret sect knight’s symbol becomes a focus of awe and fear for her foes. All foes within 60 feet receive a –2 penalty on saving throws against charm and fear spells and effects. In addition, once per day, the secret sect knight can spend a standard action to raise her symbol high above her head, shedding an eldritch light. All allies within 60 feet in the same round must roll twice their saving throws against any one spell and effect and take the worst result. Both saves are made at the original DC. Spells and effects that do not allow saving throws are unaffected by this ability. This replaces third judgment.
Masterful Improvisation (Ex): At 17th level, the secret sect knight can grant herself any two teamwork feats possessed by her allies using improvisation. As a full–round action, she can instead grant just one feat to herself and her allies. This replaces slayer.
Absolute Sentence (Su): At 20th level, a secret sect knight can pronounce an absolute sentence against a foe during combat. Whenever a secret sect knight uses her sentencing challenge ability, she can pronounce an absolute sentence on a foe as a swift action. Once declared, the secret sect knight must make a single melee (or ranged attack, if the foe is within 30 feet) against the target. If the attack hits, it deals double the normal amount of damage. In addition, if the secret sect knight confirms a critical hit with her attack, the target must make a Fortitude save or die. The DC of this save is equal to 10 + 1/2 the secret sect knight’s level + her Wisdom modifier. Even if the target’s save is successful, it is staggered for 1d4 rounds. Regardless of whether or not the save is made, the target creature is immune to the secret sect knight’s absolute sentence ability for 24 hours. Once this ability has been used, it cannot be used again for 1d4 rounds.

Order of the Trowel:

Cavaliers of this order dedicate themselves to the secret purposes of a covert organization. Be it dominion over the whole world, the eradication of an enemy faith, or furthering the policy of one particular country or church, these knights work in the shadows with all necessary means to achieve it– but not without their particular kind of honor.

Edicts: The cavalier must keep his identity and purposes as secret as possible. He must not reveal his missions and the secrets entrusted by his organization. He has to pursue and put to silence spies those who steal secrets and endanger his superiors’ goals.

Challenge: Whenever an order of the trowel cavalier issues a challenge, she gains a +1 bonus on her CMB against the target of her challenge as long as the cavalier is afoot. This bonus increases by +1 for every four levels the cavalier possesses.

Skills: An order of the trowel cavalier adds Disguise (Cha) and Stealth (Dex) to his list of class skills. Whenever the cavalier uses Bluff to pass secret messages, he receives a competence bonus on the check equal to ½ his cavalier level (minimum +1).

Order Abilities: A cavalier belonging to the order of the trowel gains the following abilities as he increases in level.

Discreet Diplomat (Ex): At 2nd level, an order of the trowel cavalier adds a bonus equal to ½ his cavalier level to his Diplomacy skill checks to gather information, and to his Sense Motive checks to get a hunch.

Covert Agent (Ex): At 8th level, and every 6 levels after that (10th and 16th level), the cavalier gains a rogue talent as if he was a rogue of his cavalier level –4. He can also use Stealth checks to make melee attacks from the shadows, in addition to ranged attacks.

Sectary Executioner (Ex): At 15th level, the cavalier can emit a death sentence against an enemy or traitor of his organization. This functions like a normal challenge, but the cavalier adds his Charisma bonus to all attack rolls and damage rolls made against the target of his challenge. In addition, he receives a +4 morale bonus on attack rolls made to confirm critical hits against the target of his challenge. If the cavalier confirms a critical hit against his target, the target is shaken for a number of rounds equal to the cavalier’s Charisma bonus.

Secrets Inquisition:

Your mission is protecting the hidden mysteries of your faith.

Sect’s Cant (Sp): You can cast codespeak as a spell–like ability a number of times per day equal to your Wisdom bonus.

False Memories (Sp): At 8th level, you can modify a creature’s memory with a touch once per day. This functions as sequester thoughts. At 12th level, it functions as modify memory instead.

New Spell:

New Baptism

School enchantment (compulsion) (language–dependent); Level bard 2, cleric/oracle 2, inquisitor 2, magus 2, sorcerer/wizard 2, witch 2
Casting
Casting Time
1 standard action
Components V
Range close (25 ft. + 5 ft./2 levels)
Target one creature
Duration 1 day (D)
Saving Throw Will negates; Spell Resistance yes
Description
You give a new name (nickname, pet name, church name) to one creature, that is considered its true name for the spell’s duration. While the spell’s in effect, the baptized creature receives a +10 bonus on its save DC against spells and effects from any other source that require to know its true name, but a –4 penalty against spells and effects from you (as you are the only one to know its true name). New baptism can be made permanent with a permanency spell.


Elghinn Lightbringer wrote:

I decided to go with the following, as its on par with the Plant shape wild shaping, and with reduced access to other creatures and limit to 5/day max, I think its balanced.

Wild Shape (Su): This is exactly like the druid ability of the same name except that the wyrmkin shaman gains this ability at 6th level. She can assume the form of a Tiny, Small, Medium, or Large animal. When taking the form of an animal, the wyrmkin shaman may only assume the form of a crocodilian, dinosaur, lizard, or snake creature or the animal type. A wyrmkin shaman cannot use wild shape to assume an elemental or plantform. A wyrmkin shaman can use this ability once per day at 6th level, plus an additional time per day at 8th, 12th, 14th, and 18th level, up to a maximum of five times per day.

In addition, at 10th level, the wyrmkin shaman can assume the form of a Medium dragon of her dragon patron’s type as if using form of the dragon I. At 12th level, she can assume the form of a Large dragon of her dragon patron’s type as if using form of the dragon II. At 14th level, she may assume the form of a Huge dragon of her dragon patron’s type as if using form of the dragon III.

If it were to match up with mountain druid i think the dragon forms should come in at 12, 14 and 16 for dragon forms 1,2 and 3

Giant form 2 is an 8th level spell and mountain druids get it at 16. Same should apply to dragon form 3 (an 8th level spell) and work back from there.


Elghinn Lightbringer wrote:


#Master Arsonist
Any comments, concerns, tweaks, improvements?

Im not sure what sneak bomb actually does and indeed it seems rather contradictory. The only occasion i can see using it is against fire immune enemies.


Pathfinder Lost Omens Subscriber

I can't seem to view the Master Arsonist. says I have to log in

Dark Archive

Question, the Champion of the Dead is an Antipaladin/Cleric MCA... yet why does it have it that that the class gains three Magus skills?


Apraham Lincoln wrote:
Elghinn Lightbringer wrote:

I decided to go with the following, as its on par with the Plant shape wild shaping, and with reduced access to other creatures and limit to 5/day max, I think its balanced.

Wild Shape (Su): This is exactly like the druid ability of the same name except that the wyrmkin shaman gains this ability at 6th level. She can assume the form of a Tiny, Small, Medium, or Large animal. When taking the form of an animal, the wyrmkin shaman may only assume the form of a crocodilian, dinosaur, lizard, or snake creature or the animal type. A wyrmkin shaman cannot use wild shape to assume an elemental or plantform. A wyrmkin shaman can use this ability once per day at 6th level, plus an additional time per day at 8th, 12th, 14th, and 18th level, up to a maximum of five times per day.

In addition, at 10th level, the wyrmkin shaman can assume the form of a Medium dragon of her dragon patron’s type as if using form of the dragon I. At 12th level, she can assume the form of a Large dragon of her dragon patron’s type as if using form of the dragon II. At 14th level, she may assume the form of a Huge dragon of her dragon patron’s type as if using form of the dragon III.

If it were to match up with mountain druid i think the dragon forms should come in at 12, 14 and 16 for dragon forms 1,2 and 3

Giant form 2 is an 8th level spell and mountain druids get it at 16. Same should apply to dragon form 3 (an 8th level spell) and work back from there.

Yes, BUT, they are at that level because the archetype is using wild shape at druid level -2. I'm not, thus placing them at 10th, 12th, and 14th instead of 12th, 14th, and 16th. the druid starts 6th level spells at 10th, that's why dragon form I starts at 10th, just like plant shape II and elemental body III. Plus, with the loss of plant and elemental, and restriction to animals, I think its fine. and it's 1 level later than a wizard can cast them. Plant shape III and elemental body IV are 7th levels spells at 12th for wild shape.


Apraham Lincoln wrote:
Elghinn Lightbringer wrote:


#Master Arsonist
Any comments, concerns, tweaks, improvements?

Im not sure what sneak bomb actually does and indeed it seems rather contradictory. The only occasion i can see using it is against fire immune enemies.

Essentially he can swap the bombs normal fire damage for a portion of precision damage. tried to find info on precision damage, but couldn't. Is there really any big benefits to dealing precision damage? I can't be multiplied on a critical, and bombs deal the same amount of damage as a rogue's sneak attack do. Bombs are a standard action to use, while a rougue's sneak attack can be used with all his attacks in a round. So a bomb can do max 10d6 per round (unless he takes Fast Bombs discovery), and sneak attacks max at 10d6 but for every attack in a round where sneak attack is activated.

So, how could we incorporate sneak attack damage into bombs? Add precision damage to bombs, in addition to fire damage? Either max +5d6 precision plus bomb damage, or deal additional sneak damage equal to the bombs damage? So either a max of 10d6 bomb + 5d6 precision, or 10d6 bomb + 10d6 precision at 20th?

We can always devise a different way to deal precision damage with bombs. Or have his traps do the precision damage instead? Deadly traps!

OR we can ignore adding in precision damage, and go with something more flavorful to the MCA, such as being able to identify fire spells, the source of blazes, etc.? Sort of the Fire Investigator angle of arsons? Open to ideas.


JonathonWilder wrote:
Question, the Champion of the Dead is an Antipaladin/Cleric MCA... yet why does it have it that that the class gains three Magus skills?

Copy/paste error. Happens with 100+ MCAs. :D Fixed!


Pathfinder Lost Omens Subscriber

traps would be a better use of precision damage...

(finally noticed you had posted the class)

would make more sense thematically, all in all precision damage makes no sense for fire or explosives...

possibly I'd say he can forgoe splash damage to have a bomb do bonus precision damage. Think of it like a shaped charge, designed to exploit some weakspot.

idk, precision damage still just feels wrong to me, when dealing with a large amount of fire and explosives.

thought of a nifty idea, replace the precision damage with the ability to perform combat maneuvers or dirty trick things. each of the times he would have gained precision damage instead they can choose a new combat maneuver to do at ranged. Dirty trick things should last longer, like 1+1d4 rounds.

like blinding a creature via flash bomb, bull rush with a concussive grenade, etc, it would still do normal/half damage possibly.


I'll be away for summer now, probably into August. Have a good time all!


Have fun Starfox!

#Master Arsonist
OK, I've removed Sneak Bombs and added in the following.

Dastardly Bombs (Ex): Starting at 3rd level, if a master arsonist can catch an opponent when she is unable to defend herself effectively from his bomb attack, she can make a combat maneuver against the target of her bomb attack. On a direct hit, the master arson can force the target of her bomb attack to become subject to one of the following combat maneuvers: bull rush, dirty trick, disarm, sunder, trip. The maneuver is chosen when the bomb attack is made. Any conditions imposed by a tricky bomb (such as being blinded with the dirty trick combat maneuver) last for 1+1d4 rounds. Only one combat maneuver can be applied to a single bomb attack. If the master arsonist has the Fast Bombs discovery, he can apply a combat maneuver to each bomb attack made in the same round. This ability, explosive trap, deadly trap, careful disarm, trap master, and launch fire trap replace extracts.

Deadly Trap (Ex): Starting at 7th level, a master arsonist can create fire traps that deal precision damage instead of fire damage when activated. These deadly traps deal an additional 2d6 points of precision damage to the triggering creature. Deadly traps do not deal splash damage. This additional damage increases by 3d6 points every 3 levels beyond 7th (10th, 13th, 16th, and 19th).

I also added to Grand Trap that it's effects can be applied to deadly traps too.


Elghinn Lightbringer wrote:

Have fun Starfox!

#Master Arsonist
OK, I've removed Sneak Bombs and added in the following.

Dastardly Bombs (Ex): Starting at 3rd level, if a master arsonist can catch an opponent when she is unable to defend herself effectively from his bomb attack, she can make a combat maneuver against the target of her bomb attack. On a direct hit, the master arson can force the target of her bomb attack to become subject to one of the following combat maneuvers: bull rush, dirty trick, disarm, sunder, trip. The maneuver is chosen when the bomb attack is made. Any conditions imposed by a tricky bomb (such as being blinded with the dirty trick combat maneuver) last for 1+1d4 rounds. Only one combat maneuver can be applied to a single bomb attack. If the master arsonist has the Fast Bombs discovery, he can apply a combat maneuver to each bomb attack made in the same round. This ability, explosive trap, deadly trap, careful disarm, trap master, and launch fire trap replace extracts.

Deadly Trap (Ex): Starting at 7th level, a master arsonist can create fire traps that deal precision damage instead of fire damage when activated. These deadly traps deal an additional 2d6 points of precision damage to the triggering creature. Deadly traps do not deal splash damage. This additional damage increases by 3d6 points every 3 levels beyond 7th (10th, 13th, 16th, and 19th).

I also added to Grand Trap that it's effects can be applied to deadly traps too.

I like those, much easier to understand and feel very workable :)

Regarding wyrmkin shaman, i get it now, with the -2 wild shape they are correct and inline


#Secret Sect Knight
Only looked over the actual MCA, not the order or spell yet. I think the MCA itself seems pretty good, and well balanced on my initial go over.

Anyone else have comments? Now I'm going to take a look at the Order and spell.


@Lightbringer: A good way to do it. I'm happy. :)


#Master Arsonist
Anything else? I think it worked out pretty good IMHO. I think getting rid of Sneak Bombs and replacing it with Dastardly Bombs and Deadly Traps is far more in flavor.


Been quite sick with a terrible terrible flu. Just wanted to pop in and say nice work over the past few weeks.

I finished my Degree, now just the long wait to see if I passed everything and continue life as unemployed as I am. Tertiary education - the long path to the dole queue!!! ;)


Elghinn Lightbringer wrote:

#Secret Sect Knight

Only looked over the actual MCA, not the order or spell yet. I think the MCA itself seems pretty good, and well balanced on my initial go over.

Anyone else have comments? Now I'm going to take a look at the Order and spell.

Whilst i like the theme of the the mca and feel that the nature of the swap in/outs is good and flavourful there is a part of me that thinks some parts are a little strong, but not so strong as to be re thought.

For instance, the judgements that work at his level, at 10th level that is either a +10 damage, +10 hit (+20 to confirm), fast healing 10 or +10 ac. the damage is in line with the cavalier ability so that feels right as a benchmark but the others feel strong (sorry i cant say better than feel). Against a BBEG he will be a killer and against anyone else much less so. Im not sure that it only being 1 target is enough of a drawback to warrant the bonuses that high.

Secret symbol, a scaling aoe shaken modifier that last for a minute is very good for 6th level, especially as appears to be at will.

Mystic symbol, i assume its either allies get a re-roll for the better or foes get a re-roll for the worse and not you nerf your allies ;)

With the order, do you get rogue talents at 8, 10 and 16 as numbered, or 8, 14 and 20 as described?

But as i say, i really like the flavour and direction of secret sect knight :) (and my opinions are not so set in stone that a half decent argument wont convince me ;) )


Mystic symbol: copypaste error, it's obviously foes that are at a disasvantage and not allies.
Order of the Trowel: Rogue talents are received at 8th, 14th, and 20th level.


Oceanshieldwolf wrote:

Been quite sick with a terrible terrible flu. Just wanted to pop in and say nice work over the past few weeks.

I finished my Degree, now just the long wait to see if I passed everything and continue life as unemployed as I am. Tertiary education - the long path to the dole queue!!! ;)

Good luck buddy! Hope you feel better soon!


Apraham Lincoln wrote:

Whilst i like the theme of the the mca and feel that the nature of the swap in/outs is good and flavourful there is a part of me that thinks some parts are a little strong, but not so strong as to be re thought.

For instance, the judgements that work at his level, at 10th level that is either a +10 damage, +10 hit (+20 to confirm), fast healing 10 or +10 ac. the damage is in line with the cavalier ability so that feels right as a benchmark but the others feel strong (sorry i cant say better than feel). Against a BBEG he will be a killer and against anyone else much less so. Im not sure that it only being 1 target is enough of a drawback to warrant the bonuses that high.

I think the bonuses for Sentencing Challenge are too high.

Challenge grants damage equal cavalier level (max +20), but with a -2 penalty to AC. Full BAB class.
Judgment grants a bonus up to +7, no penalties. Inquisitor 3/4 BAB.
Both continue until combat ends (target is dead or unconscious).

I think, to balance it, we grant a bonus equal to 1/2 the MCA's level (max +10) to the judgments, and then have the -2 to AC of the Challenge.


OK, if there isn't anything else on the Master Arsonist, then on to the next in the queue - and old Wiki MCA.

FRONTIER HUNTSMAN:

The frontier huntsman specializes in hunting with long-ranged firearms, specifically the musket. Patient and disciplined, the frontier huntsman employs this powerful weapon with deadly accuracy, picking off his enemies from afar, or dropping his quarry within a foot of his mark.

Primary Class: Ranger.
Secondary Class: Gunslinger.
Alignment: Any.
Hit Dice: d10.

Bonus Skills and Ranks: The frontier huntsman selects three gunslinger skills to add to his class skills in addition to the normal ranger class skills. The frontier huntsman gains a number of ranks at each level equal to 6 + Int modifier.

Weapon and Armor Proficiency: The frontier huntsman is proficient with all simple and martial weapons, two-handed firearms, and must take Exotic Weapon Proficiency (firearm) to gain proficiency with one-handed firearms and firearm siege engines. He is also proficient with light armor and shields (except tower shields).

Gunsmith: A frontier huntsman gains the gunslinger’s gunsmith ability, and must take a musket when he chooses a battered firearm at 1st level. This ability replaces 1st favored enemy.

Rapid Reloader: At 1st level, a frontier huntsman gains Rapid Reload (muskets) as a bonus feat. This ability, deadly aim, and vigilant hunter replace the ranger’s spellcasting ability.

Deeds (Ex): At 2nd level, a frontier huntsman gains the gunslinger’s deeds ability, and gains access to 1st level deeds. Every four levels beyond 2nd, the frontier huntsman gains access each subsequent level of deeds (3rd, 7th, etc.), up to 15th level deeds at 18th level. This ability replaces combat feats.

In addition, the frontier huntsman swaps four deeds for the following deeds.

Steady Aim (Ex): At 2nd level, as long as a frontier huntsman has at least 1 grit point, he can take a move-equivalent action to increase the accuracy of a two-handed firearm. When he does, he increases the range increment of the firearm he is firing by 10 feet. This stacks with other abilities that increase his range increment. This deed replaces the gunslinger’s dodge deed.

Fast Musket (Ex): At 6th level, as long as the frontier huntsman has 1 grit point, he can reload any two-handed firearm as if it were a one-handed firearm. This deed replaces the utility shot deed.

Knockdown Shot (Ex): At 10th level, as a standard action, a frontier huntsman can make one ranged attack with a two-handed firearm at a –4 penalty. If the attack hits, it inflicts damage normally and the target is subject to a bull rush or a trip maneuver using the attack roll as the combat maneuver check. The frontier huntsman must decide which maneuver to attempt before making her attack roll. The frontier huntsman must spend 1 grit to perform this deed. This deed replaces the startling shot deed.

Perfect Shot (Ex): At 14th level, a frontier huntsman can make a perfect shot by rolling his attack roll twice and taking the higher result. If one of these rolls is a critical threat, the other roll is used as the frontier huntsman’s confirmation roll (his choice if they are both critical threats). The frontier huntsman may attempt a perfect shot once per day for every four frontier huntsman levels he has attained, but no more than once per round. At 18th level, the frontier huntsman can roll his attack roll three times and take the highest result. If one of these rolls is a critical threat, the frontier huntsman must choose one of his other two rolls to use as his confirmation roll. The frontier huntsman must spend 1 grit to perform this deed. This deed replaces the bleeding wound deed.

Grit (Ex): At 2nd level, a frontier huntsman gains the gunslinger’s grit ability. This ability replaces Endurance.

Deadly Aim: At 5th level, a frontier huntsman gains Deadly Aim (muskets) as a bonus feat.

Musket Training (Ex): Starting at 5th level, a frontier huntsman increases his skill with two-handed firearms. He gains a bonus on damage rolls equal to his Dexterity modifier, and when he misfires with a two-handed firearm, the misfire value increases by 2 instead of 4. Every five levels thereafter (10th, 15th, and 20th), the bonus on damage rolls increases by +1. At 15th level, a frontier huntsman never misfires with a two-handed firearm. This ability replaces 2nd, 3rd, 4th, and 5th favored enemy.

Vigilant Hunter (Ex): At 8th level, a frontiersman does not provoke attacks of opportunity when making ranged attacks with a two-handed firearm.

Improved Deadly Aim (Ex): At 10th level, when a frontiersman has at least 1 grit point and uses Deadly Aim with a two-handed firearm, the bonus damage from Deadly Aim increases from +2 to +3. This ability replaces 2nd favored terrain.

Greater Deadly Aim (Ex): At 15th level, when a frontiersman has at least 1 grit point and uses Deadly Aim with a two-handed firearm, the bonus damage from Deadly Aim increases from +3 to +4. This ability replaces 4th favored terrain.

True Hunter (Ex): At 20th level, a frontier huntsman becomes deadly with his firearm. He picks one deeds that he has access to and that he must spend grit to perform. He can perform this deed for 1 grit point fewer (minimum 0) than usual. If the number of grit points to perform a deed is reduced to 0, the frontier huntsman can perform this deed as long as he has at least 1 grit point. If a deed could already be performed as long as he had at least 1 grit point, he can now perform that deed even when he has no grit points.

In addition, the frontier huntsman can always move at full speed while using Survival to follow tracks without penalty. He can, as a standard action, make a single attack against at his full attack bonus. If the attack hits, the target takes damage normally and must make a Fortitude save or die. The DC of this save is equal to 10 + 1/2 the frontier huntsman’s level + the frontier huntsman’s Wisdom modifier. A frontier huntsman can use this ability once per day. This ability replaces master hunter.

Table: Frontier Huntsman
Base
Class Attack Fort Ref Will
Level Bonus Save Save Save Special

1st +1 +2 +2 +0 Gunsmith, rapid reloader, track, wild empathy
2nd +2 +3 +3 +0 Deeds, grit
3rd +3 +3 +3 +1 1st favored terrain
4th +4 +4 +4 +1 Hunter’s bond
5th +5 +4 +4 +1 Deadly aim, musket training
6th +6/+1 +5 +5 +2 Deeds
7th +7/+2 +5 +5 +2 Woodland stride
8th +8/+3 +6 +6 +2 Swift tracker, vigilant hunter
9th +9/+4 +6 +6 +3 Evasion
10th +10/+5 +7 +7 +3 Deeds, improved deadly aim
11th +11/+6/+1 +7 +7 +3 Quarry
12th +12/+7/+2 +8 +8 +4 Camouflage
13th +13/+8/+3 +8 +8 +4 2nd favored terrain
14th +14/+9/+4 +9 +9 +4 Deeds
15th +15/+10/+5 +9 +9 +5 Greater deadly aim
16th +16/+11/+7/+2 +10 +10 +5 Improved evasion
17th +17/+12/+7/+2 +10 +10 +5 Hide in plain sight
18th +18/+13/+8/+3 +11 +11 +6 Deeds
19th +19/+14/+9/+4 +11 +11 +6 Improved quarry
20th +20/+15/+10/+5 +12 +12 +6 True hunter

*I can already see something I should perhaps change - Deeds needs to be reduced to two deeds of the MCAs choice at each interval, instead of all of them. Thoughts?


Pathfinder Lost Omens Subscriber

seems pretty good to me, good balance of gunslinger and ranger stuff. seems like a good all around MCA, i don't have much affinity with gunslingers though, so i can't say much on their deeds.


Considering what they replace and the delayed access, i think the deeds are fine.


Honestly, I think the FH seems rather fine. Agreed with Christos.

Also, yet ANOTHER concept brewing in my brain. Oracle/Magus, or Magus/Oracle, combining the Bladebound and Black-Blooded archetypes, to create a class with flavor similar to a certain anime character of ambiguous gender.

Replace my Final Warlord on the queue with the Roaring Drunk Barbarian/Alchemist. I'm more excited for that one out of the ones I've been drafting here.

Advocates

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

Alright, so unless I get back to you after Sunday or so, if I show up in the queue at any point in the next three weeks (approximately), just push me back. I don't know how much access I'll have to the boards for that period of time, if any.


Elghinn Lightbringer wrote:

OK, if there isn't anything else on the Master Arsonist, then on to the next in the queue - and old Wiki MCA.

** spoiler omitted **...

Is it necessary to limit the deadly aim feat to just muskets? Concerning deadly aim and its improvements, does imp DA mean it jumps from -3 hit +6 damage to -3 hit +9 damage and also at 15 greater DA jump from -4 hit +12 damage to -4 hit +16 damage?

Just a personal quirk from me, i think that grit should replace spells and rapid realoder should replace combat style feats. Makes no difference really but it helkps to see what you are gaining and losing on a more like-for-like basis :P


Pathfinder Lost Omens Subscriber
Apraham Lincoln wrote:
Elghinn Lightbringer wrote:

OK, if there isn't anything else on the Master Arsonist, then on to the next in the queue - and old Wiki MCA.

** spoiler omitted **...

Is it necessary to limit the deadly aim feat to just muskets? Concerning deadly aim and its improvements, does imp DA mean it jumps from -3 hit +6 damage to -3 hit +9 damage and also at 15 greater DA jump from -4 hit +12 damage to -4 hit +16 damage?

Just a personal quirk from me, i think that grit should replace spells and rapid realoder should replace combat style feats. Makes no difference really but it helkps to see what you are gaining and losing on a more like-for-like basis :P

I think it would be better worded like this


Apraham Lincoln wrote:
Elghinn Lightbringer wrote:

OK, if there isn't anything else on the Master Arsonist, then on to the next in the queue - and old Wiki MCA.

** spoiler omitted **...

Is it necessary to limit the deadly aim feat to just muskets? Concerning deadly aim and its improvements, does imp DA mean it jumps from -3 hit +6 damage to -3 hit +9 damage and also at 15 greater DA jump from -4 hit +12 damage to -4 hit +16 damage?

Just a personal quirk from me, i think that grit should replace spells and rapid realoder should replace combat style feats. Makes no difference really but it helkps to see what you are gaining and losing on a more like-for-like basis :P

How about this?

Allow Deadly Aim as is as a bonus feat, so not limited to muskets.

Deadly Aim: At 5th level, a frontier huntsman gains Deadly Aim as a bonus feat.

Then, I must insist that the progression apply ONLY to two-handed firearms. They've been reworded to fit the wording of Mythic Deadly Aim.

Improved Deadly Aim (Ex): At 10th level, when a frontier huntsman has at least 1 grit point and uses Deadly Aim with a two-handed firearm, he gains a +3 bonus on ranged damage rolls instead of +2. When the frontier huntsman’s base attack bonus reaches +4, and every +4 thereafter, the bonus on ranged damage rolls increases by +3 rather than +2. This ability replaces 2nd favored terrain.

Greater Deadly Aim (Ex): At 15th level, when a frontier huntsman has at least 1 grit point and uses Deadly Aim with a two-handed firearm, he gains a +4 bonus on ranged damage rolls instead of +3. When the frontier huntsman’s base attack bonus reaches +4, and every +4 thereafter, the bonus on ranged damage rolls increases by +4 rather than +3. This ability replaces 4th favored terrain.


Taco Man wrote:

Honestly, I think the FH seems rather fine. Agreed with Christos.

Also, yet ANOTHER concept brewing in my brain. Oracle/Magus, or Magus/Oracle, combining the Bladebound and Black-Blooded archetypes, to create a class with flavor similar to a certain anime character of ambiguous gender.

Replace my Final Warlord on the queue with the Roaring Drunk Barbarian/Alchemist. I'm more excited for that one out of the ones I've been drafting here.

Added and moved!


Lindley Court wrote:
Alright, so unless I get back to you after Sunday or so, if I show up in the queue at any point in the next three weeks (approximately), just push me back. I don't know how much access I'll have to the boards for that period of time, if any.

Bummer! Your Scorpion Knight/Siege Lord MCA is up in 3. But will do!


Comments on

1) Secret Sect Knight

2) Frontier Huntsman

Anything still need fixing, do they look/feel balanced, good to go, or more worked needed?


Pathfinder Lost Omens Subscriber

#Frontier Huntsman

the fact that guns work on touch AC, Might be a problem with Greater deadly aim, something you don't even see in mythic campaigns.


Elghinn Lightbringer wrote:

Comments on

1) Secret Sect Knight

I think you are right to pitch the judgements at half level as opposed to full level, apart from the damage one which i feel can be a full level as it mirrors the cavalier ability.

Not happy with secret symbol tho, needs some work both in effect and rules.

But as i say i really like the feel of it.

Elghinn Lightbringer wrote:

Comments on

2) Frontier Huntsman

Anything still need fixing, do they look/feel balanced, good to go, or more worked needed?

Does the FH regain grit the same way as a gunslinger? Other than that i think its good to go :)


Apraham Lincoln wrote:
Elghinn Lightbringer wrote:

Comments on

1) Secret Sect Knight

I think you are right to pitch the judgements at half level as opposed to full level, apart from the damage one which i feel can be a full level as it mirrors the cavalier ability.

Not happy with secret symbol tho, needs some work both in effect and rules.

But as i say i really like the feel of it.

With all the other bonuses that you gain from judgements, I don't think giving a bonus to damage equal to level is a good idea. We could grant a 1/2 level, that would then stack with Destruction judgment, thus giving a full level damage bonus like tha cavalier. Then when using the other judgments, its a 1/2 level bonus plus a 1/2 level damage bonus.

Like this.

Sentencing Challenge: Once per day, the secret sect knight may pronounce a challenge against a foe that she recognizes as an enemy of her organization or as an obstacle to its ends. As a swift action, the secret sect knight chooses one target within sight to challenge. The secret sect knight’s melee attacks deal extra damage whenever the attacks are made against the target of her challenge. This extra damage is equal to 1/2 the secret sect knight's level. In addition, she gains the benefits of a judgment of her choice against the target of her challenge only, but with greater bonuses. As a swift action, she can change this judgment to another type. If the secret sect knight is evil, she receives profane bonuses instead of sacred, as appropriate. Neutral secret sect knights must select profane or sacred bonuses. Once made, this choice cannot be changed. The secret sect knight can use this ability once per day at 1st level, plus one additional time per day for every three levels beyond 1st, to a maximum of seven times per day at 19th level.

Destruction: The secret sect knight is filled with divine wrath, gaining a sacred bonus on all weapon damage rolls equal to her secret sect knight level against the target of her challenge. This replaces her normal damage bonus while it is in effect.

Elghinn Lightbringer wrote:

Comments on

2) Frontier Huntsman

Anything still need fixing, do they look/feel balanced, good to go, or more worked needed?

Does the FH regain grit the same way as a gunslinger? Other than that i think its good to go :)

The FH does regain grit like a gunslinger.


#Secret Symbol

How about this as a rewrite?

Secret Symbol (Ex): At 2nd level, the secret sect knight bears a glowing rune that can only be seen by members of her sect. This symbol allows secret sect knight and her fellow members to easily recognize each other. While this rune is hidden to those who are not of her sect, it can be revealed through magic, such as detect magic or true seeing, but only to the caster of the spell. In addition, this symbol allows members of the same sect to pass messages in to each other. She adds her Wisdom modifier on all Bluff and Disguise skill checks in addition to her Charisma modifier. This ability replaces cunning initiative.

Improved Symbol (Ex): At 6th level, the secret sect knight can reveal her secret symbol to frighten her enemies. If the secret sect knight reveals and boldly presents her symbol in battle, her foes must succeed on a Will saving throw (DC 10 + 1/2 the secret sect knight level + her Charisma bonus) or become shaken for 1 minute. In addition, while the symbol is revealed, she gains a +2 morale bonus on Diplomacy checks with members or allies of her sect, and a +2 morale bonus on Intimidate checks against all other creatures. This bonus increases to +3 at 11th level, and +4 at 16th level. The secret sect knight can use her secret symbol as a holy focus when casting her spells. Revealing or hiding a secret symbol is a swift action. This ability replaces the teamwork feat gained at 6th level.

Greater Symbol (Ex): At 16th level, a secret sect knight’s symbol becomes a focus of awe and fear for her foes. When her secret symbol is revealed, all foes within 60 feet receive a –2 penalty on saving throws against charm and fear spells and effects. In addition, while her symbol is revealed, the secret sect knight can, as a standard action, raise it high above her head, shedding an eldritch light. The symbol can be raised once per day for a number of rounds equal to her Charisma modifier. While her symbol is raised in this manner, all opponents within 60 feet that make a saving throw against a spell or effect must roll it twice and take the worst result. Both saves are made using the original DC. Spells and effects that do not allow saving throws are unaffected by this ability. This ability replaces third judgment.

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