Multiclass Archetypes VII: MCAs Forever


Homebrew and House Rules

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1,301!! :D


Okies, I'll post a few things to discuss about the class before the big reveal so to speak, just so I can make tweaks and work the current material.

So... Ichormancer is my Druid/Alchemist. It's been in progress for a little while now following the general theme 'alchemical ooze'. To achieve this, I've replaced the druid's 'Wild Shape' with an equivalent that turns them into an ooze. In addition to this, they're more competent in dealing with and creating oozes. Though there are a few things I'm struggling with;

1) The class has a variant of Nature Bond. They have the choice of a few domains as a druid does, and originally a pet like a druid, but I'm struggling between the second option being an ooze companion, some discoveries, or a new ability entirely.

2) I'm struggling to find a good replacement for 'A Thousand Faces', currently as a filler they replace this ability with Swift Alchemy and Swift Poisoning gained at level 13 instead.

3) Since a druid would normally gain Summon Nature's Ally and this class uses Alchemist Extracts instead of proper spell use, what do you guys think would work out to replace this? (not wanting to steal beast-brewer's main feature by keeping it and using potions to do so instead)

Also, since it's not exactly the MCA, I could post the custom Domains I plan to put in with this class now if you guys prefer? If not, they can wait until the real post.


3) Perhaps some form of Slime-Summoning? I've been working on a slime-summoning table for my Faceless Thrall, so, there could be abit of overlap there. Slimebros. Jolly Co-Operation. All that jazz.


Eh? Eh?

Spoiler:
III: Whip Jelly, Tar Jelly, Amber Ooze, Slime Mold, Garden Ooze

IV: Gelatinous Cube, Electric Jelly, Frost Cube, Marsh Jelly, Stun Jelly, Hungry Flesh, Emerald Ooze

V: Gibbering Mouther, Ebony Cube, Ochre Jelly, Livestone, Hungry Fog, Gray Ooze, Crystal Ooze, Mercury Ooze, Blood Pudding, Verdurous Ooze

VI: Brain Ooze, Ebon Ooze, Id Ooze, Glacial Ooze, Magma Ooze, Metalic Ooze, Black Pudding, White Pudding, Dun Pudding, Brown Pudding, Mustard Jelly, Vampiric Ooze

VII: Entropic Ooze, Coven Ooze, Behemoth Pudding, Living Mirage

VIII: Capacitor Ooze, Color Out Of Space, Greater Verdurous Ooze, Carnivorous Crystal

IX: Shoggoth, Plasma Ooze, Dark Matter Entropic Ooze, Immortal Ichor

Dark Archive

Guys, is there a MCA for Soul Knife/Monk? I'm looking for something that has Soul Knife's mindblade offensive abilities and monk's defensive and movement abilities...


Considering there doesn't seem to be a single Psionic Class on this here list,I'd say there is not one yet!:)


Thats because we are staying away from 3rd party. There is a psionics mca thread on the dreamscarred forums.


I was thinking more of possible feats that Paizo might introduce later on. But there is no way to guard against this; it can happen to any MCA.


Taco Man wrote:
3) Perhaps some form of Slime-Summoning? I've been working on a slime-summoning table for my Faceless Thrall, so, there could be abit of overlap there. Slimebros. Jolly Co-Operation. All that jazz.

Hmm, currently the class uses the 'Craft Ooze' crafting feat and the 'Create Ooze' alchemist discovery, allowing them to create 'summons', I guess I could make it so these skills replace Summon Nature's Ally and then whip up something new for the other abilities the class has


Though what I could do, with @Taco Man's permission, is integrate the list given in the slime summons into the possible 'summons' from the ooze creation abilities.


Hell, maybe we could hybridize things out, make an expanded list ofr all degrees?


1 person marked this as a favorite.

It just occurred to me I totally should have said "Jelly Co-Operation." ... CURSE YOU HIND-SIIIIIIGGGHHHHHTTT


http://www.d20pfsrd.com/feats/item-creation-feats/craft-ooze-item-creation

Here's the list of oozes that are currently craftable, with varying prices and the DC required for each.

http://www.d20pfsrd.com/classes/base-classes/alchemist/discoveries/paizo--- alchemist-discoveries/bottled-ooze-su

And here's the main discovery I'm aiming to integrate into the Ichormancer.

By having the two, the Ichormancer can choose to pay to create certain oozes, or sacrifice extracts to summon them instead.


Also, gonna drop the domains here just so people can look over them. They're not class exclusive, more developed as compliments to the class. I do intend to use some of these for other MCA's, both past and future, and anybody is free to use them for their own MCA's of course!

Domains:

OOZE DOMAIN
Granted Powers: You command the sickly powers over slimes, oozes and jellies, and can minupulate thier strange powers to hinder your foes.
Slimeball: As a standard action, you may fling a ball of slime towards an opponent within 30ft as a ranged touch attack. The slimeball does 1d6 of acid damage and causes targets to be sickened for one round (DC equal to 10 + 1/2 your cleric level + your Wisdom modifier). You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Ooze Companion: at 4th level, you gain the service of an Ooze companion (as an Ooze form of Giant Leech). Your effective druid level for this ooze companion is equal to your cleric level – 3. (Druids who take this ability through their nature bond class feature use their druid level – 3 to determine the abilities of their animal companions)
Domain Spells: 1st. Grease, 2nd. Vomit Twin, 3rd. Resinous Skin, 4th.Touch of Slime, 5th. Conjure Black Pudding, 6th. Flesh to Ooze, 7th. Creeping Doom (dimunitive sized oozes), 8th. Caustic Eruption. 9th. Shambler (as verdurous oozes)

VOLCANIC DOMAIN (Druid Nature Domain)
Granted Powers: You can draw the powers of the Earth's molten substances, and create an unrivalled volcanic fury.
Spit Magma: As a standard action, you may spit a blob of molten magma towards an opponent within 30ft as a ranged touch attack. The magma does 1d6 of fire damage and causes targets to take another 1d3 of damage each round if they do not clean it off. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Volcanic Gas: Once per day, you may crack the earth and cause volcanic fumes to rise up from it's depths. The cloud of gas functions like Fog Cloud, though it deals 2d6 fire damage when created (but not afterwards) and all those in it's cloud take 1d3 constitution damage as a poison effect unless they roll a Fortitude save (DC equal to 10 + 1/2 your cleric level + your Wisdom modifier).
Domain Spells: 1st. Produce Flame, 2nd. Tar Ball, 3rd. Ash Storm 4th. Volcanic Storm, 5th. Obsidian Flow, 6th. Geyser, 7th. Tar pool, 8th. Wall of Lava, 9th. Meteor Swarm

MUDBOG DOMAIN (Druid Nature Domain)
Granted Powers: You can command the powers of bogs and mires, weakening structures and sinking foundations at a whim.
Trudger: For a number of minutes equal to 3 + your Wisdom modifier, you can pass through muddy terrain without impairment, and are protected from sinking or becoming stuck in such conditions. These minutes need not be consecutive, but must be spent in one minute increments.
Mudslide: At 8th level, you can cause a Mudslide to occur within a 30ft cone ahead of you. Targets hit by the Mudslide take 2d6 bludgeoning damage (Reflex save halfs) and are bull rushed. Your CMB for this bull rush is equal to your caster level plus your Wisdom modifier. This ability can be used once per day.
Domain Spells: 1st. Mudball, 2nd. Soften Earth and Stone, 3rd. Binding Earth, 4th. Earth Glide, 5th. Transmute Stone to Mud, 6th. Move Earth, 7th. Mass Binding Earth, 8th. Earthquake, 9th. World Wave

POISON DOMAIN
Granted Powers: Poison has been the bane of kings and tool of many assassins, now you command it's vile power.
Poisoner's Pride: You may apply poison to a weapon as if having the 'Poison Use' class ability. If your class or race already gives this ability, the poison applied to your weapon lasts an additional round before the weapon is clean.
Command Poison: From 4th level, you are able to control poison within ones body. You can cast 'Delay Poison' or 'Accelerate Poison' as spell like abilities a number of times a day equal to your wisdom modifier.
Domain Spells: 1st. Poisoned Egg, 2nd. Spit Venom, 3rd. Stinking Cloud, 4th. Poison, 5th. Miasmatic Form, 6th. Cloudkill, 7th. Finger of Death, 8th. Blood Mist, 9th. Transmute Blood to Acid

SLIME SUBDOMAIN:
Replacement Powers: The following power replaces the Ooze Companion power of the Ooze Domain.
Sticky Patch: From level 8, As a standard action you can create a 30ft sticky patch of slime that entangles all foes within it's grasp, those who make a reflex save avoid the entanglement, but have 10ft less speed, if they then move back into the patch they may fall victim to entanglement again (DC equal to 10 + 1/2 your cleric level + your Wisdom modifier). The patch lasts a number of rounds equal to the Cleric's Wisdom midifier.
Replacement Domain Spells: 2nd. Web, 5th. Touch of the Salamander, 7th. Mass Binding Earth

BREW SUBDOMAIN:
Replacement Powers: The following power replaces the Poisoner's Pride power of the Poison Domain and the Artificer's Touch power of the Artifice Domain
Hold your Liquor If you are subject to any saves against the negative side effects of alcohol consumption, you may roll twice and take the higher score up to three times a day.
Replacement Domain Spells: 1st. Enhance Water, 2nd. Pick Your Poison, 3rd. Imbue with Addiction (Ale Only), 5th. Freedom's Toast


Tasty domains. MHmhmhmhmhmhm


Er- DISGUSTING! Disgusting icky domains that seem powerful and totally do not call to me in perverse, gooey, and horrid ways.


I totally didn't have a campaign where I played as a mentally shattered warlock lusting after Jubilex of all beings.


Hot crowd. Hot crowd.


Yeahhh... it's a little quiet here recently!

Dark Archive

Taco Man wrote:
Hot crowd. Hot crowd.

I'd say I'm lukewarm really, just waiting in line until it is my turn again.


Can't wait for Ellie to get ho~me.


Just saw the Slayer previews. I wasn't interested in the class before... Now I look forward to create a Sectary Sicary (Slayer/Inquisitor).


Sorry that my comments are all pretty negative, but that which works out needs no comments.

Tyrannical wrote:

OOZE DOMAIN

Granted Powers: You command the sickly powers over slimes, oozes and jellies, and can minupulate thier strange powers to hinder your foes.

Technically, oozes are perfectly healthy and not sickly. :o

Tyrannical wrote:
Slimeball: As a standard action, you may fling a ball of slime towards an opponent within 30ft as a ranged touch attack. The slimeball does 1d6 of acid damage and causes targets to be sickened for one round (DC equal to 10 + 1/2 your cleric level + your Wisdom modifier). You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

This feels moe like a wizard school or sorcerer bloodline power. For a cleric,I'd remove the damage.

Tyrannical wrote:

VOLCANIC DOMAIN (Druid Nature Domain)

...
Spit Magma: As a standard action, you may spit a blob of molten magma towards an opponent within 30ft as a ranged touch attack. The magma does 1d6 of fire damage and causes targets to take another 1d3 of damage each round if they do not clean it off. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Again, closer to what you'd expect for a sorcerer or wizard, but thematically fitting.

The condition you're looking for is catch on fire.

In this case, I'd not have the effect deal immediate damage, but instead require an action from the victim (or an ally) or the effect causes continuing damage. That's more clerical/controller-ish than straight damage.

Tyrannical wrote:


Volcanic Gas: Once per day, you may crack the earth and cause volcanic fumes to rise up from it's depths. The cloud of gas functions like Fog Cloud, though it deals 2d6 fire damage when created (but not afterwards) and all those in it's cloud take 1d3 constitution damage as a poison effect unless they roll a Fortitude save (DC equal to 10 + 1/2 your cleric level + your Wisdom modifier).

The Con damage is excessive and should probably go.

Tyrannical wrote:


SLIME SUBDOMAIN:
Replacement Powers: The following power replaces the Ooze Companion power of the Ooze Domain.
Sticky Patch: From level 8, As a standard action you can create a 30ft sticky patch of slime that entangles all foes within it's grasp, those who make a reflex save avoid the entanglement, but have 10ft less speed, if they then move back into the patch they may fall victim to entanglement again (DC equal to 10 + 1/2 your cleric level + your Wisdom modifier). The patch lasts a number of rounds equal to the Cleric's Wisdom midifier.

Too powerful. The web spell was seriously nerfed in Pathfinder, and this is better than web.


STOP! DO NOT POST ON THIS THREAD!

This thread has now moved to the new Multiclass Archetypes VIII: MCAs Unlimited thread. Find us there. If you post here, you will receive no response.

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