Multiclass Archetypes VII: MCAs Forever


Homebrew and House Rules

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Oceanshieldwolf wrote:

#Monk/Summoner (Synthesist)

If Multiattack isn't gained until 11th level, and there is no Flurry I'm concerned there won't be much offensive attacks. He can manifest them, but only gets the one attack until iterative attacks come in at... 8th level.
I personally see this as a vicious, damage dealing slicer and dicer using multiple natural attacks... Arkellus?

I believe it is OSW. However, Multiattack has a 3 natural attacks prereq, which is why I incorporated his Unarmed Strikes as natural attacks for the purpose of the feat. So, once 7th hits, he can have 3, depending upon evolution choices. So we could move it sooner. Thgoughts? Move it to 9th like the eidolon?


Browman wrote:

#formbender

The lvl 13 ability to use 3 evolution points doesn't mention that you can take 1 three point evolution.

I'll fix that.


Starfox wrote:

I only seem to peek in here very 5 pages or so now. When I have time to look in, nothing has happened here, then when I look away pages and pages rill by! Awesome work guys, but I feel a little lost.

About the latest concepts, both look workable.

# Merciless Crusader

Agree on the power doubts that have been expressed here. The paladin is a quite high-power core class, likely to compensate for its strict code. But I feel power concerns have been looked to, in the same manner as it has for the paladin itself; by making the powers evil-only. Balance is now looking better.

At-Will true seeing is incredibly powerful. 1 minute/level/day that can be used in 1-minute intervals is quite powerful enough. True seeing is an amazing ability, and basically thrumphs a whole school of magic (illusion). I think at-will true sight is strong even for a level 20 ability.

# Monk/Summoner

The final version should avoid referencing the eidolon table for its evolutions and # attacks - these should be columns in its own main class table.

Agreed, True Sight should be nonconstant. 1 min/level, in 1-minute increments should be more than sufficient.


#Formbender
Any thoughts Arkellus (or anyone else?)


#Formbender
Looks great, I like it very much :)

Name: Some more ideas: Ascetic Formbender/Warshaper, Ascetic Metamorph, Metamorphic Warrior/Master, Master Morph ;) ...

@Elghinn: Here are my suggestions/questions:

Freeform Magic: Transmogrify should be usable while not manifesting.

AC Bonus: May be too much with improved natural armor evolutions

Feral Strike: Do all natural attacks do the Formbender's unarmed damage? What about Slam? 1D8 or 1D6 at 1st level? At 20th level a Formbender could have the following attacks with the large and improved natural attack evolutions: Bite/Gore/Clawsx4/Slam doing 4D8/4D8/4D6x4/4D10 with a +15 attack bonus (all primary attacks) or using the unarmed damage for all 4D8 x 7. I like the first option better, gives more interesting choices. Or is it supposed to be like this: Unarmed Strike/Bite/Clawsx4/Slam doing 4D8/2D6/1D8x4/2D8?


#Formbender

I think the formbender should stick with its eidolon-given attacks, and that's how I understand it too.


Arkellus wrote:

#Formbender

Looks great, I like it very much :)

Name: Some more ideas: Ascetic Formbender/Warshaper, Ascetic Metamorph, Metamorphic Warrior/Master, Master Morph ;) ...

@Elghinn: Here are my suggestions/questions:

Freeform Magic: Transmogrify should be usable while not manifesting.

AC Bonus: May be too much with improved natural armor evolutions

Feral Strike: Do all natural attacks do the Formbender's unarmed damage? What about Slam? 1D8 or 1D6 at 1st level? At 20th level a Formbender could have the following attacks with the large and improved natural attack evolutions: Bite/Gore/Clawsx4/Slam doing 4D8/4D8/4D6x4/4D10 with a +15 attack bonus (all primary attacks) or using the unarmed damage for all 4D8 x 7. I like the first option better, gives more interesting choices. Or is it supposed to be like this: Unarmed Strike/Bite/Clawsx4/Slam doing 4D8/2D6/1D8x4/2D8?

For easy of gaming wouldn't it be easier if all the different natural attacks did the same improved damage (ie. the 2nd option) It's less referencing and ties it to the monk a little closer. Still gets all its attacks at full (ie. 3/4) BAB so is an upgrade over flurry o' blows.


@Arkellus

1) I like Warshaper better than Formbender, but that's me.

2)Transmogrify is usable while not manifesting. All the Freeform Magic spells will function while he is or is not manifesting. Obviously, while Aspect Manifestation isn't going, it only would affect evos brought on by his Aspect/Greater Aspect abilities.

3) AC Bonus: I think we're fine, as he gets no armor, and the Improved Nat AC evo would only function during manifestation, or one of his freeform magic spells. I realize we are increasing from 1 minute/level, to 10 min/level (14th), and 1 hour/level (20th), but that's helping to scale with levels too.

Perhaps we should add in a caveat that Natural Armor increases from evolutions do not stack with Amulet's of Natural Armor or similar magic, since by 20th, he'd essentially have those increases all day just about.

4/Apraham) Why don't we make natural attacks outside of Aspect Manifestation unaffected by the Improved Natural Attack evolution (or feat), and have them deal Unarmed Strike damage OR their own listed damage, which ever is better at the time. That way, eventually, all natural attacks and unarmed strikes will deal the same damage outside of Aspect Manifestation. That way they just simly get the natural attack forms, but deal damage according to unarmed strike damage or their own. There should be no capability to be affected by Large size outside of aspect manifestation, just for balance sake. When Aspect Manifestation is going, the Formbender is good to go with whatever attacks and ajustments due to evos.


Elghinn Lightbringer wrote:

@Arkellus

1) I like Warshaper better than Formbender, but that's me.

2)Transmogrify is usable while not manifesting. All the Freeform Magic spells will function while he is or is not manifesting. Obviously, while Aspect Manifestation isn't going, it only would affect evos brought on by his Aspect/Greater Aspect abilities.

3) AC Bonus: I think we're fine, as he gets no armor, and the Improved Nat AC evo would only function during manifestation, or one of his freeform magic spells. I realize we are increasing from 1 minute/level, to 10 min/level (14th), and 1 hour/level (20th), but that's helping to scale with levels too.

Perhaps we should add in a caveat that Natural Armor increases from evolutions do not stack with Amulet's of Natural Armor or similar magic, since by 20th, he'd essentially have those increases all day just about.

4/Apraham) Why don't we make natural attacks outside of Aspect Manifestation unaffected by the Improved Natural Attack evolution (or feat), and have them deal Unarmed Strike damage OR their own listed damage, which ever is better at the time. That way, eventually, all natural attacks and unarmed strikes will deal the same damage outside of Aspect Manifestation. That way they just simly get the natural attack forms, but deal damage according to unarmed strike damage or their own. There should be no capability to be affected by Large size outside of aspect manifestation, just for balance sake. When Aspect Manifestation is going, the Formbender is good to go with whatever attacks and ajustments due to evos.

1) Warshaper was the name of a prestige class in 3.5 (complete warrior p90) I dont know if this is an issue or not, especially if Formbender is the go foreward name.

2) is caster level same as formbender level?

3) If any increases to basic stats or ac, damage etc thru manifestation or aspect powers were made to count as enhancement bonuses then a lot of stacking issues could be resolved. Due to natural attacks i think the go to amulet will still be amulet of natural attacks

4) Using the idea similar to max number of natural attacks, the monk base unarmed attack value could be used as a cap or ceiling to natural attacks (modified by size as normal)


# Monk/Summoner (Synthesist)

* I too prefer Warshaper. We are not bound by IP as a free, not for profit project. The only reason we have people currently using Formbender is: I proposed it as one of many brainstorm names; Gadgeteer Smashwidget said he liked it; Elghinn used it as a placeholder. It's really up to Arkellus to decide what he/she likes, then as a group we decide on what fits best.

* I'm liking Apraham and Elghinn's direction on the natural/unarmed attacks. Keeping them streamlined is definitely a design goal for this MCA...


#Formbender
Currently working on some redesigning and streamlining, which I think everyone will like (and it should be balanced).

Also, what does everyone else think og going with Warshaper? Arkellus, you need to chime in on this one. What name do you prefer?


#Formbender
OK, made some major changes, tweaks, and streamlining to the ASpect Manifestation, Flurry of Blows (added back in), and Feral Strike. Tweaked Freeform Magic (now Unfettered Magic, as a nod to the eidolon), and made a bit of a change to Perfect Merge. Instead of the 1 hour per level increase to the manifestation duration, I instead changed it to manifest as long as the Formbender has at least 1 ki point. Still maxes out at 10 min per level, but he can axctivate it over and over as long as there is 12 ki point remaining.

All multiattack does is reduce penalties with secondary natural attacks from -5 to -2. So with flurry of blows, its still taking an additional -2 to the attack if the natural attack is a secondary attack.

All the natural attacks gained by evolutions is either a 1d4 or a 1d6 damage base, except slam which is 1d8. Improved Damage evolution only increases one natural attack by 1 damage die, not all natural attacks. Doing that would require multiple Improved Dmage evolutions. So, thats a limitation to damage already. I also felt that there should eb a restriction to Large and Huge evolutions. I'm open to arguments on keeping the LArge evolution, but Huge, not a chance. This is already a PC class gaiing the abiliies of eilon evolutions, which is pretty potent.

So, here's the updated version.

FORMBENDER:

Monks are well known for their mystical connection to their inner power. However, some bend this connection to form a bond with an extraplanar entity, gaining a number of powerful abilities in the process. These formbenders can summon forth the aspect of an eidolon from the outerplanes through meditation and training, enhancing their combat capabilities and diversifying their abilities.

Primary Class: Monk.
Secondary Class: Summoner.
Alignment: Any lawful.
Hit Dice: d8.

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

Weapon and Armor Proficiency: The formbender is proficient with the brass knuckles, cestus, club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shortspear, short sword, shuriken, siangham, sling, spear, temple sword, and all natural attacks. The formbender is not proficient with any armor or shields. When wearing armor, using a shield, or carrying a medium or heavy load, the formbender loses his AC bonus, as well as his fast movement and Multiattack abilities.

Aspect Manifestation (Su): A formbender begins play with the ability to manifest the aspect of a powerful outsider called an eidolon. A formbender can manifest the aspect of his eidolon by spending 1 point from his ki pool as a swift action. This transformation lasts for 1 minute per formbender level. The formbender’s hit points are unchanged from his normal form and can heal naturally as normal. Spells such as banishment or dismissal do not work on the formbender, but the manifestation can be dismissed by the formbender (a swift action).

At 1st level, a formbender must choose one of the eidolon’s base forms, and when manifested, takes a form shaped by the formbender’s desires. The formbenders uses his Hit Dice, saving throws, skills, feats, and other abilities. He also receives a pool of evolution points, based his level, that can be used to give the formbender different abilities and powers. Whenever the formbender gains a level, he must decide how these points are spent, and they are set until he gains another level of formbender. In addition, the formbender is also limited the eidolon’s maximum number of natural attacks (see Table: Formbender). A formbender’s unarmed strike counts as a natural attack for the purpose of calculating his maximum natural attacks.

The aspect’s physical appearance is up to the formbender, but it always appears as some sort of fantastical creature. This control is not fine enough to make the formbender appear like a specific creature. While the aspect is manifested, the formbender bears a glowing rune that appears on his forehead. While this rune can be hidden through mundane means, it cannot be concealed through magic that changes appearance, such as alter self or polymorph (although invisibility does conceal it as long as the spell lasts).

This ability replaces the bonus feat gained at 1st, maneuver training, slow fall, and quivering palm.

Feral Strike (Ex): Starting at 1st level, a formbender manifests one 1-point natural attack evolution of his choice from his aspect manifestation while in his normal form. The formbender must have the appropriate number and type of limbs or appendages in his natural form to gain the natural attack. Once the natural attack is chosen, it cannot be changed until he gains a new formbender level and decides how his evolution points are spent. As the formbender gains levels, he can manifest additional natural attacks in his normal form.

At 7th level, a formbender can manifest any number of natural attacks totaling 2 evolution points.

At 13th level, a formbender can manifest any number of natural attacks totaling 3 evolution points.

At 19th level, a formbender can manifest any number of natural attacks totaling 4 evolution points.

The formbender can use any natural attack gained from feral strike as part of his unarmed strikes or his normal attacks. Natural attacks manifested through feral strike deal their normal base damage and cannot be improved by the Improved Natural Attack feat. If the chosen natural attack also has been enhanced with the improved damage evolution, he also gains the benefit of that evolution. If a natural attack deals damage less than the formbender’s unarmed attack damage, whether the natural attack has been enhanced by the improved damage evolution or not, the natural attack deals damage equal to his unarmed attack damage instead. Regardless, a natural attack manifested through feral strike never deals damage greater than the formbender’s unarmed attacks. This ability replaces stunning fist.

Flurry of Blows (Ex): This is exactly like the monk ability, except that the formbender can use an unarmed strike, a special monk weapon, or a natural attack manifested through feral strike as part of a flurry of blows.

Ki Pool (Su): This is exactly like the monk’s ability of the same name, except that the formbender gains his ki pool at 1st level. A formbender also uses his ki pool to power his aspect manifestation ability. Any natural attack manifested through his feral strike ability is treated as an unarmed attack when determining the effects of his ki strike. This ability otherwise functions as and replaces ki pool.

Unfettered Magic (Sp): Starting at 5th level, a formbender can spend points from his ki pool to cast spells as a spell-like ability. These spells have a caster level equal to his formbender level. These spells can only affect the formbender and he is considered an eidolon for purposes of their effects.

At 5th level, he can cast lesser rejuvenate eidolon by spending 1 ki point.

At 8th level, he can cast lesser eidolon surge by spending 2 ki points.

At 11th level, he can cast eidolon surge or rejuvenate eidolon by spending 2 ki points.

At 14th level, he can cast greater eidolon surge or transmogrify by spending 3 ki points.

At 17th level, he can cast greater rejuvenate eidolon by spending 3 ki points.

The formbender can use this ability when his aspect is manifested. This ability replaces the bonus feat gained at 2nd level, high jump, purity of body, and wholeness of body.

Shielded Meld (Ex): At 6th level, whenever the formbender’s aspect is manifested, he gains a +2 shield bonus to his Armor Class and a +2 circumstance bonus on his saving throws. This ability replaces the bonus feat gained at 6th level.

Aspect (Su): At 10th level, a formbender gains the summoner’s aspect ability. This ability replaces the bonus feat gained at 10th level.

Greater Shielded Meld (Ex): At 13th level, whenever the formbender’s aspect is manifested, he gains a +4 shield bonus to his Armor Class and a +4 circumstance bonus on his saving throws. This ability replaces diamond soul.

Persistent Manifestation (Su): At 14th level, a formbender’s aspect is manifested for 10 minutes per formbender level. This ability replaces the bonus feat gained at 14th level.

Greater Aspect (Su): At 18th level, a formbender gains the summoner’s greater aspect ability. This ability replaces the bonus feat gained at 18th level.

Perfect Merge: At 20th level, a formbender becomes a magical creature. He is forevermore treated as an outsider rather than as a humanoid (or whatever the formbender's creature type was) for the purpose of spells and magical effects. Additionally, the formbender gains damage reduction 10/chaotic, which allows him to ignore the first 10 points of damage from any attack made by a nonchaotic weapon or by any natural attack made by a creature that doesn't have similar damage reduction. Unlike other outsiders, the formbender can still be brought back from the dead as if he were a member of his previous creature type. In addition, a formbender can use aspect manifestation as long as she has at least 1 ki point. This ability otherwise functions as and replaces perfect self.

Table: Formbender
Base
Class Attack Fort Ref Will Unarm AC Fast
Level Bonus Save Save Save Special Flurry of Blows Dmg* Bns Move

1st +0 +2 +2 +2 Aspect manifestation, flurry of blows, –1/–1 1d6 +0 +0 ft.
ki pool, unarmed strike
2nd +1 +3 +3 +3 Evasion +0/+0 1d6 +0 +0 ft.
3rd +2 +3 +3 +3 Fast movement, still mind +1/+1 1d6 +0 +10 ft.
4th +3 +4 +4 +4 Ki pool (magic) +2/+2 1d8 +1 +10 ft.
5th +3 +4 +4 +4 Unfettered magic +3/+3 1d8 +1 +10 ft.
6th +4 +5 +5 +5 Shield mend +4/+4/–1 1d8 +1 +20 ft.
7th +5 +5 +5 +5 Ki pool (cold iron/silver) +5/+5/+0 1d8 +1 +20 ft.
8th +6/+1 +6 +6 +6 +6/+6/+1/+1 1d10 +2 +20 ft.
9th +6/+1 +6 +6 +6 Improved evasion +7/+7/+2/+2 1d10 +2 +30 ft.
10th +7/+2 +7 +7 +7 Ki pool (lawful) +8/+8/+3/+3 1d10 +2 +30 ft.
11th +8/+3 +7 +7 +7 +9/+9/+4/+4/–1 1d10 +2 +30 ft.
12th +9/+4 +8 +8 +8 Abundant step +10/+10/+5/+5/+0 2d6 +3 +40 ft.
13th +9/+4 +8 +8 +8 Greater shield meld +11/+11/+6/+6/+1 2d6 +3 +40 ft.
14th +10/+5 +9 +9 +9 Persistent manifestation +12/+12/+7/+7/+2 2d6 +3 +40 ft.
15th +11/+6/+1 +9 +9 +9 +13/+13/+8/+8/+3/+3 2d6 +3 +50 ft.
16th +12/+6/+2 +10 +10 +10 Ki pool (adamantine) +14/+14/+9/+9/+4/+4/–1 2d8 +4 +50 ft.
17th +12/+7/+2 +10 +10 +10 Timeless body, +15/+15/+10/+10/+5/+5/+0 2d8 +4 +50 ft.
tongue of the sun and the moon
18th +13/+8/+3 +11 +11 +11 Greater aspect +16/+16/+11/+11/+6/+6/+1 2d8 +4 +60 ft.
19th +14/+9/+4 +11 +11 +11 Empty body +17/+17/+12/+12/+7/+7/+2 2d8 +4 +60 ft.
20th +15/+10/+5 +12 +12 +12 Perfect merge +18/+18/+13/+13/+8/+8/+3 2d10 +5 +60 ft.

Aspect Manifestation:

A formbender’s aspect manifestation abilities are determined by the formbender’s level and by the choices made using its evolution pool. Table: Aspect Manifestation Base Statistics determines many of the base statistics of the manifestation. Each aspect manifestation possesses a base form that modifies these base statistics. An aspect manifestation’s qualities are described hereafter.

Evolution Pool: The value given in this column is the total number of points in the formbender’s evolution pool. Points from this pool can be spent on a wide variety of modifications and upgrades that add new abilities, attacks, and powers to the frombender while his aspect is manifested. Whenever the formbender gains a level, the number in this pool increases and the formbender can spend these points to change the abilities of his aspect manifestation. These choices are not set. The formbender can change them whenever he gains a level (and through the transmogrify spell).

Evolutions: The formbender is restricted from using the Large or Huge evolutions. Any evolutions that increase the formbender’s attack bonus, damage bonus, ability scores, or natural armor are considered enhancement bonuses.

Max. Attacks: This indicates the maximum number of natural attacks that the formbender is allowed to possess at the given level while his aspect is manifested. The formbender’s unarmed attack counts as a natural purpose for determining his maximum number of natural attacks. If the formbender is at its maximum, it cannot take evolutions that grant additional natural attacks. This does not include attacks made with weapons.

Special: The formbender gains the following special ability.

Drakvision: The formbender gains darkvision out to a range of 60 feet.

Multiattack (Ex): The formbender gains the Multiattack monstrous feat while his aspect is manifested. A formbender’s unarmed strikes count as natural attacks for the purpose of the Multiattack feat.

Table: Aspect Manifestation Base Statistics
Class Evolution Max.
Level Pool Attacks Special

1st 2 3 Darkvision
2nd 3 3 —
3rd 3 3 —
4th 4 4 —
5th 5 4 —
6th 6 4 —
7th 6 4 —
8th 7 4 —
9th 8 5 Multiattack
10th 9 5 —
11th 9 5 —
12th 10 5 —
13th 11 5 —
14th 12 6 —
15th 12 6 —
16th 13 6 —
17th 14 6 —
18th 15 6 —
19th 15 7 —
20th 16 7 —


I think Merciless Crusader is done! It's now on the wiki. Moving on.

Apraham Lincoln, you're up next with your Body Mechanik (Mnk/Alc).

Shiney, you'll be up once we are done with Arkellus's Formbender/Warshaper.


Elghinn Lightbringer wrote:
Shiney, you'll be up once we are done with Arkellus's Formbender/Warshaper.

Got it, I've done a little groundwork to present, but I'm really sitting down tomorrow, as today's game day kicks off in less than an hour.


Ok, so here is my Body Mechanik (Monk/Alchemist)

Body Mechanik

Body Mechanik (by Apraham Lincoln):

Athleticism and prowess are noble pursuits but some refuse to accept the restraints imposed upon them by the frailty of the flesh. These Body Mechaniks treat their bodies as machines and as with all machines, theirs can be maintained and even improved through the proper application of some alchemical processes. These procedures don’t come without a price as alchemical reagents are expensive and some Body Mechaniks resort to underground fighting matches to both supply them with money for further alteration and to prove that their method is superior. Their path is taken through diligence and self-experimentation but none of them have been able to replicate the results on others, not for lack of trying and much to the annoyance of some tyrants, looking to build an army of alchemically altered soldiers.
If you make a foe of a Body Mechanik, make sure you kill him. If there is no body then he’s not dead and the relentless drive to perfect his body, despite the pain and constant self-mutilation, is the same relentless drive that will track you down and make you pay.
Primary Class: Monk
Secondary Class: Alchemist
Alignment: Body Mechaniks can be any Alignment and are not tied to Lawful like other Monks are.
Hit Dice: d8
Starting Wealth: 2d6 × 10 GP (average 70 GP.) In addition, each character begins play with an outfit worth 10 GP or less.
Bonus Skills and Ranks: The Body Mechanik adds Craft (Alchemy) and any 2 other Alchemist skills add to her class skills in addition to the normal monk class skills. The Body Mechanik gains a number of ranks at each level equal to 4 + Int modifier.
Weapon and Armour Proficiency: The Body Mechanik is proficient with all simple weapons, plus light weapons from the light blades weapon group. The Body Mechanik is proficient with light armour only and not shields. When wearing medium or heavy armour, using a shield, or carrying a medium or heavy load, he loses his flurry of blows, evasion, fast movement and alchemical rage abilities. This replaces the normal monk proficiencies and the monk’s special AC bonus.
Discovery: At 1st, 2nd and every 4th level afterwards a Body Mechanik may select a discovery. He must choose from the following list: Enhance Potion, Extend Potion, Infusion, Lingering Spirit, Preserve Organs, Spontaneous Healing, Tentacle, and Tumour Familiar. At 6th level he adds the following discoveries and advanced mutagens to the list: Burly (Max bonus +5), Night Vision, Nimble (Max Bonus +5), Scent, Vestigial Arm, Wings. At 10th level he adds the following discoveries and advanced mutagens to the list: Combine Extracts, Elixir of Life, Eternal Potion, Extend Mutagen, Greater Mutagen, Grand Mutagen, Growth Mutagen, Mummification, and Nauseating Flesh. The Body Mechanik must meet all other pre-requisites for these discoveries using his Body Mechanik level in place of any Alchemist or Master Chymist level requirements. He is also able to choose the Extra Discovery feat to choose any feats from this list only. This replaces the normal monk bonus feats.
Flurry of Blows (Ex): This works as the Monk class feature excepting replacing monk weapons with light weapons from the light blades weapon group.
Mutagen (Su): The Body Mechanik gains this ability at 1st level and it functions as the Alchemist ability of the same name. It replaces the monks Stunning Fist, Manoeuvre Training, and modifies the Unarmed Strike feature below.
Unarmed Strike: This works as the monk class feature except the damage die is one step lower.
Evasion (Ex): As the monk ability of the same name except he may wear light armour.
Fast Movement (Ex): A Body Mechanik’s land speed is faster than the norm for her race by +10 feet. This benefit applies only when he is wearing no armour or light armour, and not carrying a medium or heavy load. Apply this bonus before modifying the Body Mechanik's speed because of any load carried or armour worn. This bonus stacks with any other bonuses to the Body Mechanik's land speed. This modifies the monk ability of the same name and replaces the improvement gained at 6th level.
Own Form (Ex): A Body Mechanik of 3rd level or higher gains a +2 bonus on saving throws against transmutation spells and effects. This replaces Still Mind.
Flexible Anatomy (Su): The Body Mechanik gains the Rag Doll Mutagen as a bonus discovery, even if he is not a Goblin. At 8th level this also increases his natural reach by 5’ whilst under the effects of a mutagen. This replaces Slow Fall up to 60’.
Alchemy (Su): At 4th level the Body Mechanik learns the art of alchemy. This is the same as the Alchemist Ability and functions like it in all regards. His extracts per day and Caster level are his Body Mechanik level minus 3 (So that a 4th level Body Mechanik has a 1st level Caster Level and can make 1 extract per day, plus any for high Intelligence). This improves by 1 at 7th level to minus 2, again at 10th level to minus 1 and finally to full caster level and extracts at 16th level. He still uses his Intelligence to determine saving throw DCs (if any) and bonus extracts. This replaces ki pool ability of the monk and any further improvements to it.
Endurance: At 5th level, the Body Mechanik gains Endurance as a bonus feat. This replaces High Jump.
Toxic Body (Ex): Because of the unique and toxic makeup of the Body Mechaniks blood, diseases find it hard to infect him. At 5th level he gains immunity to all diseases, including supernatural and magical diseases. At 11th level he gains immunity to poisons of all kinds. This replaces Purity of Body and Diamond Body.
Surging Metabolism (Su): The Body Mechanik gains the ability to heal from wounds rapidly. As a free action once per round, he can heal 5 hit points as if he had the fast healing 5 ability. He can use this ability for a number of rounds equal to half his Body Mechanik level plus his constitution modifier. If he also has the Spontaneous Healing discovery his Surging Metabolism ability improves to his Body Mechanik Level plus his constitution modifier and the Spontaneous Healing discovery becomes obsolete. If the alchemist falls unconscious because of hit point damage and he still has rounds available from this ability, the ability activates automatically each round until he is conscious again or he runs out of rounds available. He can start or suppress any fast healing ability as a free action. Fast healing abilities do not stack with each other. Additionally, at 12th level, after 3 rounds of continual activation of this ability, it counts as if lesser restoration had successfully been cast on him. This replaces Wholeness of Body and Abundant Step.
Relentless: At 9th level, the body Mechanik gain Diehard as a bonus feat. At 12th level he gains Deathless Initiate as a bonus feat and at 15th level he gains Deathless Master as a bonus feat. He doesn’t have to meet the prerequisites for these feats. This replaces Fast Movement increments of +30’, +40’ and +50’.
Improved Evasion (Ex): As the monk ability of the same name.
Dragon’s Blood (Su): This functions as the Diamond Soul monk ability.
Persistent Mutagen (Su): At 14th level the Body Mechanik gains the Alchemist ability of the same name. This replaces Slow Fall (70’ and higher).
Poison Touch (Su): As a swift action a Body Mechanik can manifest a poisonous touch as if under the effects of a poison spell. He can only poison (or attempt to poison) 1 person per day. He may hold the effects of the poison spell for his constitution modifier in rounds or until a successful touch attack, a normal unarmed strike or some other skin contact has been made before it fades. The save DC for this is 10 plus half his Body Mechanik level plus his Constitution modifier. This replaces Quivering Palm.
Timeless Body (Ex): As the monk ability of the same name.
Alchemical Fury (Su): At 17th Level, once a day, a Body Mechanik can call upon deep reserves of churning alchemical power. This functions as the spell Frightful Aspect except the duration is only 1 minute. At 19th level he can call upon these reserves a 2nd time. This replaces Tongue of Sun and Moon and Empty Body.
Perfected Self: The Body Mechanik may choose 2 Grand Discoveries as available to Alchemists but only from Fast Healing, Poison Touch (as above but no limit to the number of creatures he can poison in a day) and True Mutagen. This replaces Perfect Self and the Improvement to Fast Movement +60’. His creature type becomes Aberration (although all extracts and abilities from this class continue to work on him).

Table: Body Mechanik:

Class Level Base Attack Bonus Fort Save Ref Save Will Save Special Flurry of Blows Attack Bonus Unarmed Damage
1st +0 +2 +2 +0 Discovery, Flurry of Blows, Mutagen, Unarmed Strike -1/-1 1D4
2nd +1 +3 +3 +0 Discovery, Evasion +0/+0 1D4
3rd +2 +3 +3 +1 Fast Movement, Own Form +1/+1 1D4
4th +3 +4 +4 +1 Alchemy (CL -3), Flexible Anatomy +2/+2 1D6
5th +3 +4 +4 +1 Endurance, Toxic Body (Diseases) +3/+3 1D6
6th +4 +5 +5 +2 Discovery +4/+4/-1 1D6
7th +5 +5 +5 +2 Alchemy (CL-2), Surging Metabolism +5/+5/+0 1D6
8th +6/+1 +6 +6 +2 Flexible Anatomy (+5’ Reach) +6/+6/+1/+1 1D8
9th +6/+1 +6 +6 +3 Improved Evasion, Relentless (Diehard) +7/+7/+2/+2 1D8
10th +7/+2 +7 +7 +3 Discovery, Alchemy (CL-1) +8/+8/+3/+3 1D8
11th +8/+3 +7 +7 +3 Toxic Body (Poisons) +9/+9/+4/+4/-1 1D8
12th +9/+4 +8 +8 +4 Relentless (Deathless Initiate), Surging Metabolism (Lesser Restoration) +10/+10+/+5/+5/+0 1D10
13th +9/+4 +8 +8 +4 Dragon’s Blood +11/+11/+6/+6/+1 1D10
14th +10/+5 +9 +9 +4 Discovery, Persistent Mutagen +12/+12/+7/+7/+2 1D10
15th +11/+6/+1 +9 +9 +5 Poison Touch, Relentless (Deathless Master) +13/+13/+8/+8/+3/+3 1D10
16th +12/+7/+2 +10 +10 +5 Alchemy (Full CL) +14/+14/+9/+9/+4/+4/-1 2D6
17th +12/+7/+2 +10 +10 +5 Alchemical Fury, Timeless Body +15/+15/+10/+10/+5/+5/+0 2D6
18th +13/+8/+3 +11 +11 +6 Discovery +16/+16/+11/+11/+6/+6/+1 2D6
19th +14/+9/+4 +11 +11 +6 Alchemical Fury (x2 a day) +17/+17/+12/+12/+7/+7/+2 2D6
20th +15/+10/+5 +12 +12 +6 Perfected Self +18/+18/+13/+13/+8/+8/+3 2D8

Please don't worry about some spelling, it my english(uk) spell check at work ;)


Looks cool Ape! I'm going to go over it on the weekend and check for swaps/balance.


Elghinn Lightbringer wrote:

#Formbender

OK, made some major changes, tweaks, and streamlining to the ASpect Manifestation, Flurry of Blows (added back in), and Feral Strike. Tweaked Freeform Magic (now Unfettered Magic, as a nod to the eidolon), and made a bit of a change to Perfect Merge. Instead of the 1 hour per level increase to the manifestation duration, I instead changed it to manifest as long as the Formbender has at least 1 ki point. Still maxes out at 10 min per level, but he can axctivate it over and over as long as there is 12 ki point remaining.

All multiattack does is reduce penalties with secondary natural attacks from -5 to -2. So with flurry of blows, its still taking an additional -2 to the attack if the natural attack is a secondary attack.

All the natural attacks gained by evolutions is either a 1d4 or a 1d6 damage base, except slam which is 1d8. Improved Damage evolution only increases one natural attack by 1 damage die, not all natural attacks. Doing that would require multiple Improved Dmage evolutions. So, thats a limitation to damage already. I also felt that there should eb a restriction to Large and Huge evolutions. I'm open to arguments on keeping the LArge evolution, but Huge, not a chance. This is already a PC class gaiing the abiliies of eilon evolutions, which is pretty potent.

So, here's the updated version.

** spoiler omitted **...

that looks real good, and has just enough oomph, i did worry if the ki pool was enough, but then i looked at the drastic reduction in MAD as very accommodating for it.


Apraham Lincoln wrote:

Ok, so here is my Body Mechanik (Monk/Alchemist)

Body Mechanik

** spoiler omitted **...

the first thing that pops out at me is the double grand discoveries at 20th. yes its from a reduced list, but it does seem sort of off they get double the capstone of an alchemist.

edit: then again it is only 3...meh, conflicted.


christos gurd wrote:
Apraham Lincoln wrote:

Ok, so here is my Body Mechanik (Monk/Alchemist)

Body Mechanik

** spoiler omitted **...

the first thing that pops out at me is the double grand discoveries at 20th. yes its from a reduced list, but it does seem sort of off they get double the capstone of an alchemist.

edit: then again it is only 3...meh, conflicted.

At that point, whichever of the 2 grand discoveries you choose it will basically be an upgrade to an existing ability. Poison touch upgrade, surging metabolism upgrade or mutagen upgrade (which also needs 2 other discoveries chosen)


#Body Mechanic

Just briefly - light weapon flurry in light armor?

#Formbender/Warshaper

I'm just getting thematically stuck on the use of the term "eidolon" - isn't this really the manifestation of an aspect? I'm not seeing a separate eidolon with its own sentience/will etc. I would prefer "aspect" wherever "eidolon" is referenced, except where the mechanics need to refer to eidolon statistics/rules/mechanics.


Oceanshieldwolf wrote:

#Body Mechanic

Just briefly - light weapon flurry in light armor?

Yes it is. There is no AC bous ability, thus the light armor to fix that, and use of light bladed weapons during flurry, as there is no monk weapons in the weapon list.

Oceanshieldwolf wrote:

#Formbender/Warshaper

I'm just getting thematically stuck on the use of the term "eidolon" - isn't this really the manifestation of an aspect? I'm not seeing a separate eidolon with its own sentience/will etc. I would prefer "aspect" wherever "eidolon" is referenced, except where the mechanics need to refer to eidolon statistics/rules/mechanics.

I can fix all that.


#Formbender

First the name. This would be a problem if the warshaper had been declared product identity by WoTC. It never was, because they did not actually use the OGL for anything but their core books. We can use the name if we like as WotC's use hardly can be considered a trademark. As soon as we use a term, it becomes open content unless specifically designated product identity by us, which we have no reason to do. Effectively it becomes a part of Pathfinder, anyone can use it. Personally, I still prefer formbender.

On formbender attacks; I feel having both mutliple natural attacks and flyrry of blows is needlessly complicated - I think we should settle for natural attacks, and say that formbenders can use full bab (like flurry of blows can) but only for natural attacks. This is not a balance concern, it is a complexity concern.

The idea that the formbender can use a maximum number of evolutions for natural attack (as opposed to a maximum number of natural attacks) differ from how normal eidolon natural attacks works and is more like a limited form of aspect (if I reawad it right). I feel this too is pretty confusing, and needs an example at the very least.

Finally "Drakvision" is an enchanting name for an ability, but I still guess it's wrong. Drake is dragon in Swedish, so this sounds like dragon vision to me.


# Body Mechanik

Alignment: While the body mechanik lacks Ki and thus need not be lawful in order for damage type lawful to make sense, I feel this class as about as much (or as little) reason as a normal monk to be lawful.

The variable level penalty when using alchemy is overly complex. I'd strongly favor either using normal achemy, or possibly using the ranger's spells/day as the body mechanik's infusions/day.

Poison touch, as written, allows you to poison a particular individual any number of times in one day. Don't think this was intended.


#Warshaper/Formbender

I agree with Satrfox on the complexity, and I like complex classes.
I'm not understanding the interaction between the natural attacks gained by the aspect's evolutions and the flurry. Whether here on the thread, or in the writeup, there needs to be an example...

#Body Mechanik

* Disagree with Starfox on alignment. Nothing in the flavor writeup suggests an alignment restriction. Though like Starfox, I see little need for an alignment restriction for vanilla monks...

* Agree with Starfox, poison touch needs a rework.

* Dragon's blood should just keep the vanilla monk name seeig as it is he same as Diamond Soul.

* I actually like the Alchemy ability, funnily enough it strikes me as exactly like the ranger's 4th level casting schtick...If this is used it might make more sense:

Ranger on d20PFRD wrote:
Through 3rd level, a ranger has no caster level. At 4th level and higher, his caster level is equal to his ranger level – 3.


Oceanshieldwolf wrote:

#Warshaper/Formbender

I agree with Satrfox on the complexity, and I like complex classes.
I'm not understanding the interaction between the natural attacks gained by the aspect's evolutions and the flurry. Whether here on the thread, or in the writeup, there needs to be an example...

#Body Mechanik

* Disagree with Starfox on alignment. Nothing in the flavor writeup suggests an alignment restriction. Though like Starfox, I see little need for an alignment restriction for vanilla monks...

* Agree with Starfox, poison touch needs a rework.

* Dragon's blood should just keep the vanilla monk name seeig as it is he same as Diamond Soul.

* I actually like the Alchemy ability, funnily enough it strikes me as exactly like the ranger's 4th level casting schtick...If this is used it might make more sense:

Ranger on d20PFRD wrote:
Through 3rd level, a ranger has no caster level. At 4th level and higher, his caster level is equal to his ranger level – 3.

Ok, heres a Poison Touch rework

Poison Touch (Su):
As a swift action a Body Mechanik can manifest a poisonous touch as if under the effects of a poison spell. He can only poison (or attempt to poison) 1 person per day. Whether or not the target’s saving throw is successful, it cannot be the target of Poison Touch again for 1 day. He may hold the effects of the poison spell for his constitution modifier in rounds or until a successful touch attack, a normal unarmed strike or some other skin contact has been made before it fades. The save DC for this is 10 plus half his Body Mechanik level plus his Constitution modifier. This replaces Quivering Palm.

Bold is change and taken from witch hex wording.

Several abilites have just been renamed for flavour. Quite happy for them to change back to the same name if it reduces complexity

I was initially quite happy with his casting being just Alch = BM -3 but leaves 16th level as a dead level. I could go either way with it


#Body Mechanik

Poison touch rewrite works for me… ;)


#Formbender

1. Let's go with Formbender.

2. I'd like to allow the large evolution. We could change the stat boni to work like enlarge person.

3. I agree that flurry of blows makes things more (too?) complicated. I suggest reducing the max number of natural attacks by one. 6 attacks at +15 is still better than 7 attacks at +18/18/13/13/8/8/3.

4. Perfect merge removes the ki cost from aspect manifestation, doesn't it? It is not clear in the write up.

5. Aspect manifestation should mention the extra evolution feat and allow it for the Formbender.


Arkellus wrote:

#Formbender

1. Let's go with Formbender.

2. I'd like to allow the large evolution. We could change the stat boni to work like enlarge person.

3. I agree that flurry of blows makes things more (too?) complicated. I suggest reducing the max number of natural attacks by one. 6 attacks at +15 is still better than 7 attacks at +18/18/13/13/8/8/3.

4. Perfect merge removes the ki cost from aspect manifestation, doesn't it? It is not clear in the write up.

5. Aspect manifestation should mention the extra evolution feat and allow it for the Formbender.

If its going to be as the enlarge person spell, it can be added to the unfettered magic list instead of modifying an entry that has to be looked up separately anyway, say at 8th level for 2 ki points


I have a question about your Arcane Assertor class (Inq/Sor).
Allied Spell Caster is a teamwork feat received at lvl 1, since the class does not get solo tactics til lvl 3, I can assume that the class gains the benefit if the allied caster also has the feat? following that, once the class is lvl 3, then the feat works regardless if the ally has the feat as the requirement is nulled by that class ability, correct?

Also, cunning initiative states Wis modifier, because the inquisitor is Wis based, but since this class is Charisma based would cunning initiative use Chma mod instead of Wis?

Also in the write up it mentions that the class draws spells from the inquisitor spell list, but then it provides a list of spells... is the spell list provided the one to use instead of the Inquisitors list?

Class looks really interesting and I plan on playing a dhamphir Arcane Assertor who is from the Shadowsfall in the Plane of Shadows (JBE).


Night_Shade wrote:

I have a question about your Arcane Assertor class (Inq/Sor).

Allied Spell Caster is a teamwork feat received at lvl 1, since the class does not get solo tactics til lvl 3, I can assume that the class gains the benefit if the allied caster also has the feat? following that, once the class is lvl 3, then the feat works regardless if the ally has the feat as the requirement is nulled by that class ability, correct?

you have the right of it.

Quote:
Also, cunning initiative states Wis modifier, because the inquisitor is Wis based, but since this class is Charisma based would cunning initiative use Chma mod instead of Wis?

hmm missed that, yeah go ahead that doesn't seem problematic.

Quote:
Also in the write up it mentions that the class draws spells from the inquisitor spell list, but then it provides a list of spells... is the spell list provided the one to use instead of the Inquisitors list?

i belive either raiderrpg or elghin designed a suitable spell list, so use the listed spells.

Quote:
Class looks really interesting and I plan on playing a dhamphir Arcane Assertor who is from the Shadowsfall in the Plane of Shadows (JBE).

glad you like it, and i guess i gave some editing to do on the wiki. Beware the venator!


GUYS.

I came up with a suitable Thaumaturge class! It was Paizo's official Sorcerer/Summoner MCA for the ACG, but they apparently scrapped it.

It's based around the temporarily summoned eidolon from my Bonded Warmage MCA.

Thaumaturge
Primary: Summoner
Secondary: Sorcerer

The basis is a Summoner chassis, switching out his teamwork-themed abilities for the Bloodline abilities. The Eidolon you summon is a manifestation of whatever fantastical creature you were descended from.

I was thinking that, rather than Merge Forms, the Eidolon gains the ability to use your Bloodline Powers as if it were a Sorcerer of its level, and it gains the same Charisma score that you have. You both run off the same 'pool' of uses of your bloodline powers. To keep that from becoming overpowered, you would gain the ability at 5th, 7th, or 10th level.

and, of course, the Eidolon is summoned for minutes/level each use, with a number of uses per day dependent on your level. (once per day at 1st, twice per day at 5th, three times per day at 10th, four times per day at 15th, at-will at 20th).


Gadgeteer Smashwidget wrote:

GUYS.

I came up with a suitable Thaumaturge class! It was Paizo's official Sorcerer/Summoner MCA for the ACG, but they apparently scrapped it.

It's based around the temporarily summoned eidolon from my Bonded Warmage MCA.

Thaumaturge
Primary: Summoner
Secondary: Sorcerer

The basis is a Summoner chassis, switching out his teamwork-themed abilities for the Bloodline abilities. The Eidolon you summon is a manifestation of whatever fantastical creature you were descended from.

I was thinking that, rather than Merge Forms, the Eidolon gains the ability to use your Bloodline Powers as if it were a Sorcerer of its level, and it gains the same Charisma score that you have. You both run off the same 'pool' of uses of your bloodline powers. To keep that from becoming overpowered, you would gain the ability at 5th, 7th, or 10th level.

and, of course, the Eidolon is summoned for minutes/level each use, with a number of uses per day dependent on your level. (once per day at 1st, twice per day at 5th, three times per day at 10th, four times per day at 15th, at-will at 20th).

sounds that sounds neat! Where did you find the scrapped acg ideas?


@Christos: Actually, I saw it mentioned in either the Homebrew forums or the playtesting forums here a few months ago. Apparently Paizo couldn't come up with a way to synergize the classes properly, but I've found a way - even though it's quite a departure from the original idea. The original idea was similar to the Witch - the Thaumaturge made a pact with some otherworldly being in order to gain power. However, the Thunderscape thaumaturge actually calls on ancestors to aid him, so... this is the resulting idea.

Apparently every Paizo class has an iconic character. We should start making those for MCAs.


#Body Mechanik

Did some streamlining, rewriting, and tweaking. So herea it is. Still need to come up with the Body Mechanik Formuale List.

BODY MECHANIK Updated:

Athleticism and prowess are noble pursuits but some refuse to accept the restraints imposed upon them by the frailty of the flesh. Thus, body mechanics treat their bodies as machines, and as with all machines, theirs can be maintained and even improved through the proper application of some alchemical processes. These procedures don’t come without a price as alchemical reagents are expensive, forcing some body mechaniks to resort to underground fighting matches to supply them with both money for further alterations and to prove that their methods are superior. The path of the body mechanics requires diligence and self-experimentation, but not one has been able to replicate this result on others, and not for lack of trying, much to the annoyance of certain tyrants looking to build an army of alchemically altered soldiers. Should anyone ever make a foe of a body mechanik, they must remember to kill him outright and see the body as proof that the deed was successful. If the body is absent, then he is likely not dead, and is relentlessly seeking to track the perpetrator down and make him.

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

Bonus Skills and Ranks: The body mechanik may select three alchemist skills to add to his class skills in addition to the normal monk class skills, one of which must be Craft. The body mechanik gains a number of ranks at each level equal to 4 + Int modifier.

Weapon and Armor Proficiency: The body mechanik is proficient with all simple weapons, plus light weapons from the light blades weapon group. The body bechanik is proficient with light armour only and not shields. When wearing medium or heavy armor, using a shield, or carrying a medium or heavy load, he loses his flurry of blows, evasion, fast movement, and alchemical fury abilities. This replaces the normal monk proficiencies and the monk’s special AC bonus.

Alchemy (Su): At 1st level, a body mechanic gains the alchemist’s alchemy ability, except he can only create mundane alchemical substances and mutagens, not bombs or extracts. The body mechanics alchemist level is equal to his body mechanic level for the purpose of determining the effects of his alchemical substances and mutagen. This ability replaces the bonus feat gained at 1st level.

Flurry of Blows (Ex): This is exactly like the monk ability of the same name, except that he can use this ability with light blades instead of monk weapons.

Mutagen (Su): At 1st level, a body mechanik gains the alchemist’s mutagen ability. This ability replaces stunning fist.
Unarmed Strike: This is exactly like the monk ability of the same name, except that he can use this ability with light blades instead of monk weapons and his unarmed damage die is one step lower, as shown on Table: Body Mechanik.

Discovery: At 2nd and every four level thereafter, a body mechanik may select a discovery for which he qualifies. His alchemist level is equal to his body mechanik level for the purpose of qualifying for discoveries. The body mechanic may only choose from the following list: Combine Extracts, Elixir of Life, Enhance Potion, Eternal Potion, Extend Potion, Grand Mutagen, Greater Mutagen, Infusion, Lingering Spirit, Mummification, Nauseating Flesh, Preserve Organs, Scent, Spontaneous Healing, Tentacle, Tumor Familiar, Vestigial Arm, and Wings.

At 10th level, the body mechanic adds the following advanced mutagens from the Master Chymist prestige class to his list of discoverie: Burly (Max bonus +5), Extend Mutagen, Growth Mutagen, Night Vision, Nimble (Max Bonus +5). He may also choose the Extra Discovery feat but is restricted to this list of discoveries. This ability replaces the bonus feats gained at 2nd, 6th, 10th, 14th, and 18th level.

Fast Movement (Ex): At 3rd level, a body mechanik’s land speed is faster than the norm for his race by +10 feet. This benefit applies only when he is wearing no armor or light armor, and not carrying a medium or heavy load. Apply this bonus before modifying the body mechanik's speed because of any load carried or armor worn. This bonus stacks with any other bonuses to the body mechanik's land speed. This ability and relentless replace the monk’s fast movement ability.

Own Form (Ex): At 2nd level, a body mechanik gains a +2 bonus on saving throws against transmutation spells and effects. This ability replaces still mind.

Extracts: Beginning at 4th level, a body mechanik prepares extracts like an alchemist, drawn from the body mechanik formulae list. He can prepare any extract that he knows and has in his formulae book. To prepare a formula, a body mechanik must have an Intelligence score equal to at least 10 + the formula level. The Difficulty Class for a saving throw against a body mechanik’s extract is 10 + the extract level + the body mechanik’s Intelligence modifier. Like an alchemist, a body mechanik can prepare only a certain number of extracts of each formula level per day, as shown on Table: Body Mechanik. He also receives bonus spells extracts per day if he has a high Intelligence score. When Table: Body Mechanik indicates that he gets 0 extracts per day of a given formula level, he gains only the bonus extracts he would be entitled to based on his Charisma score for that spell level. A body mechanik otherwise prepares his extracts as an alchemist equal to his body mechanik level –3. This ability replaces maneuver training and ki pool.

Flexible Anatomy (Su): At 4th level, a body mechanik gains the Rag Doll Mutagen as a bonus discovery, even if he does not meet the requirements. At 8th level, a body mechanic’s natural reach increases by feet while under the effects of mutagen. This ability and persistent mutagen replace slow fall.

Endurance: At 5th level, a body mechanik gains Endurance as a bonus feat. This ability replaces high jump.

Surging Metabolism (Su): At 7th level, a body mechanik gains the ability to heal from wounds rapidly. As a free action once per round, he can heal 5 hit points as if he had the fast healing 5 ability. He can use this ability for a number of rounds per day equal to 1/2 his body mechanik level + his Constitution modifier. If the body mechanic has the Spontaneous Healing discovery, his surging metabolism improves to his body mechanik level + his Constitution modifier and the Spontaneous Healing discovery becomes superseded. If the alchemist falls unconscious due to hit point damage and he still has surging metabolism rounds available, the ability activates automatically each round until he is conscious again or he runs out of his remaining rounds, whichever comes first. A body mechanic can activate or deactivate this ability as a free action. Additional fast healing effects do not stack.

At 12th level, after 3 rounds of continual activation of surging metabolism, the body mechanic s treated as if he had been the target of a lesser restoration spell. This ability replaces wholeness of body and abundant step.

Relentless: At 9th level, the body mechanik gain Diehard as a bonus feat, even if he does not meet the requirements. At 12th level, he gains Deathless Initiate as a bonus feat, At 15th level, he gains Deathless Master as a bonus feat.

Persistent Mutagen (Su): At 14th level, a body mechanik gains the alchemist’s persistent mutagen ability.

Toxic Palm (Su): At 15th level, once per day as a standard action, a body mechanik can make a poison touch attack, as if under the effects of a poison spell. Once activated, the body mechanic can hold the effects of the poison spell for a number of rounds equal to his Constitution modifier, after which the effect is wasted. The save DC for this is 10 + 1/2 the body mechanik’s level + his Constitution modifier. For every two levels beyond 15th, the body mechanic can use this ability one additional time per day, up to a maximum of three times per day at 19th level. Whether or not the target’s saving throw is successful, it cannot be the target of that body mechanik’s toxic palm for 24 hours. Creatures immune to poison cannot be affected. This ability replaces quivering palm.

Alchemical Fury (Su): At 16th level, once a day as a standard action, a body mechanik can call upon the reserves of alchemical energy deep within him to become a larger, more feral version of himself. This functions as the frightful aspect spell, but it lasts for only 1 minute.

At 19th level he can use this ability twice per day. This ability replaces tongue of sun and moon and empty body.

Perfected Form (Su): At 20th level, a body mechanik gains the Aberration type and chooses two of the following grand discoveries: Fast Healing, Poison Touch (as the grand discovery, but no daily use limitation), or True Mutagen. If the body mechanic chooses Poison Touch, it replaces the toxic palm ability. The body mechanic must meet the discovery requirements as normal. This ability replaces perfect self.

Table: Body Mechanik
Base
Class Attack Fort Ref Will Unarm Extracts Per Day

Level Bonus Save Save Save Special Flurry of Blows Dmg* 1st 2nd 3rd 4th
1st +0 +2 +2 +0 Alchemy, flurry of blows, –1/–1 1d4 — — — —
mutagen, unarmed strike
2nd +1 +3 +3 +0 Discovery, evasion +0/+0 1d4 — — — —
3rd +2 +3 +3 +1 Fast movement, own form +1/+1 1d4 — — — —
4th +3 +4 +4 +1 Extracts, flexible anatomy +2/+2 1d6 0 — — —
5th +3 +4 +4 +1 Endurance, purity of body +3/+3 1d6 1 — — —
6th +4 +5 +5 +2 Discovery +4/+4/–1 1d6 1 — — —
7th +5 +5 +5 +2 Surging metabolism +5/+5/+0 1d6 1 0 — —
8th +6/+1 +6 +6 +2 Flexible anatomy +6/+6/+1/+1 1d8 1 1 — —
9th +6/+1 +6 +6 +3 Improved evasion, relentless +7/+7/+2/+2 1d8 2 1 — —
10th +7/+2 +7 +7 +3 Discovery +8/+8/+3/+3 1d8 2 1 0 —
11th +8/+3 +7 +7 +3 Diamond body +9/+9/+4/+4/–1 1d8 2 1 1 —
12th +9/+4 +8 +8 +4 Relentless, surging metabolism +10/+10/+5/+5/+0 1d10 2 2 1 —
13th +9/+4 +8 +8 +4 Diamond soul +11/+11/+6/+6/+1 1d10 3 2 1 0
14th +10/+5 +9 +9 +4 Discovery, persistent mutagen +12/+12/+7/+7/+2 1d10 3 2 1 1
15th +11/+6/+1 +9 +9 +5 Relentless, toxic palm +13/+13/+8/+8/+3/+3 1d10 3 2 2 1
16th +12/+6/+2 +10 +10 +5 Alchemical fury 1/day +14/+14/+9/+9/+4/+4/–1 2d6 3 3 2 1
17th +12/+7/+2 +10 +10 +5 Timeless body +15/+15/+10/+10/+5/+5/+0 2d6 4 3 2 1
18th +13/+8/+3 +11 +11 +6 Discovery +16/+16/+11/+11/+6/+6/+1 2d6 4 3 2 2
19th +14/+9/+4 +11 +11 +6 Alchemical fury 2/day +17/+17/+12/+12/+7/+7/+2 2d6 4 3 3 2
20th +15/+10/+5 +12 +12 +6 Perfect form +18/+18/+13/+13/+8/+8/+3 2d8 4 4 3 3


Arkellus wrote:

#Formbender

1. Let's go with Formbender.

2. I'd like to allow the large evolution. We could change the stat boni to work like enlarge person.

3. I agree that flurry of blows makes things more (too?) complicated. I suggest reducing the max number of natural attacks by one. 6 attacks at +15 is still better than 7 attacks at +18/18/13/13/8/8/3.

4. Perfect merge removes the ki cost from aspect manifestation, doesn't it? It is not clear in the write up.

5. Aspect manifestation should mention the extra evolution feat and allow it for the Formbender.

1) Formbender it is then.

2) With enlarge person as an unfettered magic spell, that should take care of the need for the Large evolution.

3) Comments at the end.

4) Yes, it no longer reqires 1 ki point to be spent, but can be used as long as he has 1 ki point remaining. I'll clarify that.

5) Done.

#Flurry/Natural Attacks
OK, I need some clarification where we are going with Flurry/Natural attacks.

Currently, Feral strike allows natural attacks to manifest all the time, even when his aspect is not manifested (up to a total of 4 natural attacks, or natural attacks totaling 4 evo points). He can use unarmed strikes or natural attacks as part of his Flurry of Blows.

Are we suggestion the following?

1) Just leave Flurry of blows as normal, usning only normal unarmed strikes/

OR

2) Replace Flurry of Blows with "Flurry of Natural Attacks"? There would still be a manifestation of natural atacks while not in aspect form, but instead of the Flurry of Blows mechanic, we'd just use all natural attacks manifested as a flurry, with a base attack for each attack equal to the formbender's normal BAB, adjusted by primary/secondary attack type?

Thus, the attack bonus would start at +1 at 1st level, all the way up to +15 at 20th with each natural attack. Then gaining additional natural attacks at 7th, 13th, and 19th. So +15/+15/+15/+15 at 20th.

OR

3) As above, but allowing up to 6 (or keep the 7) natural attacks to be manifested, say at 1st/4th/7th/10th/13th/16th level? In this case we can use his normal BAB (+15/+15/+15/+15/+15/+15 at 20th). Thus 6 natural attacks all at +15 at 20th, adjusted by pimary/secondary attack penalties. This version seems better than flurry, as he worst it could be would be at +13 with the Multiattack feat.

Then the next question is, do we just leave damage as its normal damage (altered by improved natural attack evolution) or use unarmed attack damage dice?


Actually, why don't we go with this?

Flurry of Natural Attacks
Lower max natural atttacks to 5, allow them to be manifested right off the bat at 1st/5th/9th/13th/17th, and each attack can be made togehter. So at 17th, it would be 5 natural attacks at a BAB +12/+12/+12/+12/+12 (adjusted by primary/secondary attack penalties). I think 6 or 7 is too many, even in aspect manifestation form.

Again then question is, use their normal damage or go with unarmed attack damage. If the latter, at 17th, it would be 5 attacks dealing a potential 2d8/2d8/2d8/2d8/2d8 (min 10 to max 80 damage depending on the rolls, but using a midline BAB of +12 with all natural attacks (again adjusted by primary/secondary attack penalty, min 10) vs the +18/+18/+13/+13/+8/+8/+3 of Flurry. It hink that's pretty balanced. It's an 8 to 6 point difference higher or lower with its BAB than flurry. But they are natural attacks, and they always use the highest BAB.

But then, if he can make 5 attacks at his BAB with 5 natural attacks vs. his 3 unarmed attacks (+12/+7/+2) at 17th, why would he ever bother using unarmed attacks. UNLESS we restrict unarmed attack damage to ONLY his unarmed attacks, and keep natural attacks as their normal damage adjusted by the improved natrual attack evo and the Improved Damage feat? That wat, at 17th, he can make 3 unarmed attacks (+12/+7/+2) tht can all deal 2d8 damage (max 48 damage, or he can go with 5 natural attack (+12/+12/+12/+12/+12, adjusted by primary/secondary attack penalties, min +10) dealing 1d6 (bite)/1d4/1d4 (2 claws)/1d8 (slam)/1d6 (gore) = max 28 damage, bt then adjusted for any evos of feats.

Obviously, flurry of natural attacks would be usable in or out of aspect manifestation.

We'll need to find the right balance of risk and pay-off to use normal unarmed atttacks vs. Flurry of Natural Attacks, and vice versa.


I would call it Flurry of Claws. It sounds cooler.


Elghinn Lightbringer wrote:

#Body Mechanik

Did some streamlining, rewriting, and tweaking. So herea it is. Still need to come up with the Body Mechanik Formuale List.

** spoiler omitted **...

Looks good so far, just a couple of tiny proofreading (craft(?) in proficiencies and Cha mentioned in extracts instead on Int) It should be noted for evasion it functions as the rogue ability instead of the monk ability due to light armor proficiency.

Working on a list of formulae and will post soon.
Seeing as its based on Ranger spell progression my thinking is to choose from alchemist spell list, level for spell level. If its particularly thematically appropriate it may open up a level earlier (ie. Alc 5 = BM 4)
or if its not on alch spell list allow at +1 of spell level (ie. Wiz 3 = BM 4)or same spell level if thematically appropriate .


#Body Mechanik

1st pass formulae list

1st-Level Body Mechanik Formulae::
ant haul, blend, cure light wounds, disguise self, endure elements, enlarge person, expeditious retreat, jump, keen senses, linebreaker, magic fang, negate aroma, polypurpose panacea, recharge innate magic, reduce person, savage maw, shock shield, stone fist, touch of the sea, true strike, vocal alteration, youthful appearance.

2nd-Level Body Mechanik Formulae: :
acute senses, aid, alchemical allocation, alter self, animal aspect, barkskin, bear's endurance, blood scent, bull's strength, cat's grace, certain grip, cure moderate wounds, darkvision, defensive shock, delay disease, delay pain, delay poison, eagle's splendor, elemental touch, false life, fire breath, fox's cunning, invisibility, kinetic reverberation, owl's wisdom, perceive cues, protection from arrows, resist energy, restoration (lesser) spider climb, transmute potion to poison, vomit swarm.

3rd-Level Body Mechanik Formulae: :
absorb toxicity, age resistance (lesser), absorbing touch, amplify elixir, animal aspect (greater), beast shape 1, bloodhound, burrow, burst of speed, countless eyes, cure serious wounds, draconic reservoir, elemental aura, eruptive pustules, fire trials, fly, gaseous form, haste, heroism, magic fang (greater), monstrous physique 1, nondetection, protection from energy, rage, remove blindness/deafness, remove disease, resinous skin, thorn body, undead anatomy 1, water breathing.

4th-Level Body Mechanik Formulae: :
absorbing inhalation, age resistance, beast shape II, cure critical wounds, death ward, detonate, dragon's breath, echolocation, elemental body I, false life (greater), fire shield, fluid form, freedom of movement, invisibility (greater), miasmatic form, monstrous physique 2, neutralize poison, resurgent transformation, restoration, scorching ash form, stoneskin, telekinesis, touch of slime, universal formula, vermin shape 1, vitriolic mist.


Apraham Lincoln wrote:

Looks good so far, just a couple of tiny proofreading (craft(?) in proficiencies and Cha mentioned in extracts instead on Int) It should be noted for evasion it functions as the rogue ability instead of the monk ability due to light armor proficiency.

Working on a list of formulae and will post soon.
Seeing as its based on Ranger spell progression my thinking is to choose from alchemist spell list, level for spell level. If its particularly thematically appropriate it may open up a level earlier (ie. Alc 5 = BM 4)
or if its not on alch spell list allow at +1 of spell level (ie. Wiz 3 = BM 4)or same spell level if thematically appropriate .

Fixed. Removed Craft, Monks get it already.

There shouldn't be too many extracts from other sources than the alchemist, and only a few of the 5th and 6th levle extracts should be included in the 3rd and 4th elvel extracts for the Body Mechanik. Those that do should be key to the concept.


Apraham Lincoln wrote:

#Body Mechanik

1st pass formulae list

** spoiler omitted **

** spoiler omitted **

** spoiler omitted **

** spoiler omitted **

Those look good! I think I would add mutagenic touch (4th) and polymorph (5th) to his 4th level extracts. Then I think we're good!


#Formbender

How's this as a replacement for the old Feral Strike and Flurry of Blows confusion.

Feral Flurry (Ex):

Starting at 1st level, a formbender manifests one natural attack evolution of his choice from his aspect manifestation while in his normal form. This natural attack must be a 1-point evolution. Once the natural attack is chosen, it cannot be changed until he gains a new formbender level and decides how his evolution points are spent. The formbender must have the appropriate number and type of limbs or appendages in his natural form to gain the natural attack. For every four levels beyond 1st level (5th, 9th, 13th, and 17th), the formbender can manifest one additional natural attack from his aspect manifestation.

As the formbender gains levels, he can manifest more powerful natural attacks. At 6th level, a formbender can manifest 2-point natural attack evolutions. At 11th level, a formbender can manifest 3-point natural attack evolutions. At 15th level, a formbender can manifest 4-point natural attack evolutions.

Natural attacks manifested through feral flurry deal their normal base damage, adjusted by the improved damage evolution or the Improved Natural Attack feat. The formbender uses his highest attack bonus for each natural attack if it a primary attack, but takes a –5 penalty if any natural attack is a secondary attack, as normal. A formbender cannot use his unarmed attacks as part of his feral flurry, or his natural attacks as part of his normal attacks.

This ability replaces flurry of blows and stunning fist.

With this fix, I believe Formbender is done. Any further fixes or comments have until tomorrow afternoon, then we'll move on to the next one. Arkellus, how you feeling about this one?


Elghinn Lightbringer wrote:
Those look good! I think I would add mutagenic touch (4th) and polymorph (5th) to his 4th level extracts. Then I think we're good!

Maybe even Twin Form at 4th too? Echos Twin Eidolon.


Primal flurry sounds cooler.


Ooo, Primal Flurry, I like that.


Elghinn Lightbringer wrote:
Elghinn Lightbringer wrote:
Those look good! I think I would add mutagenic touch (4th) and polymorph (5th) to his 4th level extracts. Then I think we're good!
Maybe even Twin Form at 4th too? Echos Twin Eidolon.

I'd also like to add statue and transformation to 4th level extracts and then i think you are right, good to go


Quote:
Starting at 1st level, a formbender manifests one natural attack evolution of his choice from his aspect manifestation while in his normal form. This natural attack must be a 1-point evolution. Once the natural attack is chosen, it cannot be changed until he gains a new formbender level and decides how his evolution points are spent. The formbender must have the appropriate number and type of limbs or appendages in his natural form to gain the natural attack. For every four levels beyond 1st level (5th, 9th, 13th, and 17th), the formbender can manifest one additional natural attack from his aspect manifestation.

The claws evolution gives two natural attacks, so I'd like the formbender to start with a max of two attacks, +1 every five levels beyond 1st (or some other progression starting with two and ending with five). This gives the option to start with two attacks doing 1D4 each or one doing 1D8 (Slam).

Quote:
As the formbender gains levels, he can manifest more powerful natural attacks. At 6th level, a formbender can manifest 2-point natural attack evolutions. At 11th level, a formbender can manifest 3-point natural attack evolutions. At 15th level, a formbender can manifest 4-point natural attack evolutions.

There are no 3- and 4-point natural attack evolutions. My take:

As the formbender gains levels, he can manifest more powerful natural attacks. At 6th level, a formbender can spend two evolution points on natural attack evolutions. At 11th level, a formbender can spend 3 points on natural attack evolutions. At 15th level, a formbender can spend 4 points on natural attack evolutions (maybe 1/2/4/6 points).

Example: At 6th level the formbender can choose the following: Claws + Bite giving 1D4/1D4/1D6; Claws + improved damage giving 1D6/1D6; Bite x2 giving 1D6 + 1.5 x Str, ... Lots of options :)

Quote:

Natural attacks manifested through feral flurry deal their normal base damage, adjusted by the improved damage evolution or the Improved Natural Attack feat. The formbender uses his highest attack bonus for each natural attack if it a primary attack, but takes a –5 penalty if any natural attack is a secondary attack, as normal. A formbender cannot use his unarmed attacks as part of his feral flurry, or his natural attacks as part of his normal attacks.

This ability replaces flurry of blows and stunning fist.

We can also remove the improved unarmed strike feature of the monk, the formbender does not need, he always uses natural attacks, imho.


Trogdar wrote:
Primal flurry sounds cooler.

Primal Flurry... of claws.

YES.

The Thaumaturge shall be my next MCA.

Can a queue update be posted, since we appear to have finished two MCAs at nearly the same time?


Gadgeteer Smashwidget wrote:
Trogdar wrote:
Primal flurry sounds cooler.

Primal Flurry... of claws.

YES.

The Thaumaturge shall be my next MCA.

Can a queue update be posted, since we appear to have finished two MCAs at nearly the same time?

QUEUE UPDATE

“Name” – Mnk/Sum (Synth) (Arkellus)* current
Body Mechanik – Mnk/Alc (Apraham Lincoln)* current
Infiltrator – Nnj/Brd (Shiney)
“Cowboy” – Sam/Gun (Desidero)
“Focused Sniper” – Gun/Bbn (Christos Gurd)
Battlefield Chirurgeon – Sum/Clr (Elghinn)
Master Metamorphist – Alc/Wiz (Bardess)
Saint of Rogues– Rog/Clr (Starfox)
Thaumaturge – Sum/Sor (Gadgeteer Smashwidget)
Rhythmic/Cacophany Blaster – Gun/Brd (Christos Gurd)
Totem Warrior – Ftr or Rgr/Drd (Kuojow)
Gadgeteer – Rgr/Alc (Tyrannical)
Xenoswarmer/Xenocite Assailant – Gun/Alc (OSW)
“Name” – Clr/Mnk (Gypsy Rose)
“Name” – Anp/Alc (Arkellus)
Master Arsonist – Alc/Rog (Elghinn)


Arkellus wrote:


The claws evolution gives two natural attacks, so I'd like the formbender to start with a max of two attacks, +1 every five levels beyond 1st (or some other progression starting with two and ending with five). This gives the option to start with two attacks doing 1D4 each or one doing 1D8 (Slam).

Will do.

Arkellus wrote:

There are no 3- and 4-point natural attack evolutions. My take:

As the formbender gains levels, he can manifest more powerful natural attacks. At 6th level, a formbender can spend two evolution points on natural attack evolutions. At 11th level, a formbender can spend 3 points on natural attack evolutions. At 15th level, a formbender can spend 4 points on natural attack evolutions (maybe 1/2/4/6 points).

Example: At 6th level the formbender can choose the following: Claws + Bite giving 1D4/1D4/1D6; Claws + improved damage giving 1D6/1D6; Bite x2 giving 1D6 + 1.5 x Str, ... Lots of options :)

How's this?

Primal Flurry (Ex):

Starting at 1st level, a formbender manifests up to two natural attacks of his choice from his aspect manifestation while in his normal form. These natural attacks (including any damage enhancement evolutions) may not exceed a total of 2 evolution points. For example, a formbender cold manifest a claws evolution (two attacks of 1d4/1d4), a bite (1d6) and slam (1d8) evolution, or a bite evolution adjusted by the improved damage evolution (increases 1d6 to 1d8). Once the natural attacks are chosen, they cannot be changed until he gains a new formbender level and decides how his evolution points are spent. The formbender must have the appropriate number and type of limbs or appendages in his natural form to gain the natural attack.

For every four levels beyond 1st level (6th, 11th, and 16th), the formbender can manifest one additional natural attack from his aspect manifestation, up to 5 natural attacks.

As the formbender gains levels, he can manifest more attack-based evolutions. A formbender can manifest natural attack evolutions totaling up to three evolution points at 5th level, four evolution points at 9th level, five evolution points at 13th level, and six evolution points at 17th level.

Natural attacks manifested through primal flurry deal their normal base damage, adjusted by the improved damage evolution or the Improved Natural Attack feat. The formbender uses his highest attack bonus for each natural attack if it a primary attack, but takes a –5 penalty if any natural attack is a secondary attack, as normal. A formbender cannot use his unarmed attacks as part of his primal flurry, nor can he use his natural attacks as part of his normal attacks.

This ability replaces flurry of blows and stunning fist.

Arkellus wrote:
We can also remove the improved unarmed strike feature of the monk, the formbender does not need, he always uses natural attacks, imho.

No, he's keeping his unarmed Strike feature. If you want to use natural attacks only, be my guest, but other will want the choice to use less damaging multiple natural attacks or high damaging unarmed strikes.

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