Multiclass Archetypes VII: MCAs Forever


Homebrew and House Rules

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Welcome to the 7th Multiclass Archetypes thread both old and new posters. As always, the last thread was up over 1,000 posts, so here we are on the next one.

Again, here's the posting and collaboration process that will be going on in this thread (same as the last two).

This thread, while dedicated to new Multiclass Archetypes, is also dedicated to getting the unfinalized MCAs (*) on the Multiclass Archetype Wiki closer to their finalized form. All those who join us in this process, know that it will be greatly appreciated by the members of MCP. Your input will allow us to improve our concepts, as well as your own.

As always, new posters, concepts, and ideas are always welcome. With the unfinalized (*) MCAs from the Wiki, we wish to maintain as much of the core concepts and abilties as possible, but we also are seeking any new and awesome ideas that could improve it, and any feedback on balance issues, or whatever you might see as problematic.

The posting process will be as follows, so please attempt to keep to these guidelines as much as possible to maintain a cohesive process.

READ
1) Please post "concepts" for new MCAs first (not the whole detailed MCA), as holding places, in the following format.

"Name"
Primary: "X"
Secondary: "Y"

These will be placed in the queue as they are posted (including those from myself or any other MCP member), but will not be looked at until they come up in the queue. So, feel free to work on them alone, or amongst yourselves (or even MCP members) via email or whatever until your turn comes.

I'll give the go ahead with each new MCA just to keep things orderly.
I will also post the new MCA queue every so often so everyone knows what's coming up.

2) Dependign on how things progress, only one NEW MCA will be posted at a time, with a wiki MCA revision, or two new MCAs at the same time. To allow for fairness, if if you've recently posted, let someone else post theirs. So, don't post two MCAs in a row. We would prefer MCA class combos that have not been created yet, so that we don't double up on already existing MCAs. However, we won't interfere in your creativity process, do as you must, but the previous would be most appreciated.

3) I will post the unfinalized MCAs (*) according to alphabetical order on the Wiki, as this will allow for the most diverse approach, otherwise we may get a little bored working on MCAs with the same primary class over numerous postings.

4) If someone pops up on the thread with feedback on an old MCA, that will becomes the next "unfinalized" (*) MCA that we take a look at, even if it is out of alphabetical order, to address any concerns ASAP.

5) As before, please us the "#" to differentiate between the MCA posts, especially with us working on 2 MCAs simultaneously.

Alright, let's keep going!


Here's a queue update.

QUEUE
Warrior Poet – Rgr/Brd (Starfox)
“Focused Sniper” – Gun/Bbn (Christos Gurd)
Delphic Blade - Ftr/Wiz or Wiz/Ftr (Browman)
Elementalist – Drd/Sum (Orelius)
Warlord – Ftr/Brd (Kuojow)
“Cowboy” – Sam/Gun (Desidero)
“Name” – Drd/Anp (Tyrannical)
Battlefield Chirurgeon – Sum/Clr (Elghinn)

So, up next on the queue are Starfox and Christos.


Mmmm new thread How wonderful. I know im coming up soon, But it will be tomorrow when i post. Did you catch My post about knocking out the remaining gunslinger combos when space pops up.


Sweet, here for the start of the newest chapter~

Since I forgot to put a name for the Antipaladin/Druid, here it is; "Blight Champion". The name's probably subject to change at some point, but it's as good a placeholder as any.


christos gurd wrote:
Mmmm new thread How wonderful. I know im coming up soon, But it will be tomorrow when i post. Did you catch My post about knocking out the remaining gunslinger combos when space pops up.

Sure did.


Tyrannical wrote:

Sweet, here for the start of the newest chapter~

Since I forgot to put a name for the Antipaladin/Druid, here it is; "Blight Champion". The name's probably subject to change at some point, but it's as good a placeholder as any.

So it's Anp/Drd not Drd/Anp?


Elghinn Lightbringer wrote:
Tyrannical wrote:

Sweet, here for the start of the newest chapter~

Since I forgot to put a name for the Antipaladin/Druid, here it is; "Blight Champion". The name's probably subject to change at some point, but it's as good a placeholder as any.

So it's Anp/Drd not Drd/Anp?

Indeed, after shaping it up with Browman it's leaning more towards an Antipaladin primary, which is good, Antipaladin could use a little love.

*looks at the mere 3 MCA's on Antipaladin compared to the bulk of other classes* We'll get that list nice and full~


Tyrannical wrote:
Elghinn Lightbringer wrote:
Tyrannical wrote:

Sweet, here for the start of the newest chapter~

Since I forgot to put a name for the Antipaladin/Druid, here it is; "Blight Champion". The name's probably subject to change at some point, but it's as good a placeholder as any.

So it's Anp/Drd not Drd/Anp?

Indeed, after shaping it up with Browman it's leaning more towards an Antipaladin primary, which is good, Antipaladin could use a little love.

*looks at the mere 3 MCA's on Antipaladin compared to the bulk of other classes* We'll get that list nice and full~

hmm if you got it ready now ill let you swap me, i already did like 8 mcas and i would be happy to give you the spot to build up your ensemble. Note elghinn, dont forget cacophony blaster (gunslinger/bard).


christos gurd wrote:
Tyrannical wrote:
Elghinn Lightbringer wrote:
Tyrannical wrote:

Sweet, here for the start of the newest chapter~

Since I forgot to put a name for the Antipaladin/Druid, here it is; "Blight Champion". The name's probably subject to change at some point, but it's as good a placeholder as any.

So it's Anp/Drd not Drd/Anp?

Indeed, after shaping it up with Browman it's leaning more towards an Antipaladin primary, which is good, Antipaladin could use a little love.

*looks at the mere 3 MCA's on Antipaladin compared to the bulk of other classes* We'll get that list nice and full~

hmm if you got it ready now ill let you swap me, i already did like 8 mcas and i would be happy to give you the spot to build up your ensemble. Note elghinn, dont forget cacophony blaster (gunslinger/bard).

I do, but I thought it was the Rhythmic Blaster?

If Tyrannical wants to take your spot, I'm good with that too.


Lol either way


Anyone else having prolems listing this thread? It won't seem to let me.


What does listing the thread mean?


Elghinn Lightbringer wrote:
Starfox wrote:
# MECHAGOLEM COMMANDER v.3

A "destroyed" mechagolem should not repair itself. It should take work or repair spells to make it operational again. I think the mechagolem can just accumulate negative hit points without "dying", it is just inoperable but can be repaired/healed normally.

Elghinn Lightbringer wrote:
Starfox wrote:
"While in this broken condition, the mechagolem is considered a weapon, and armor for the purpose of determining penalties related to attacks and AC." - What does this mean?
Did you read the Broken condition description on the d20PFSRD?

Ok, that clears it out. Not sure these penalties are relevant tough - when the mechagolem is inanimate, does its AC and attack penalties really matter?

Elghinn Lightbringer wrote:
Starfox wrote:
@ Puissant construct: The 1/2 level to mechagolem is something a summoner gains fro free from all classes. I feel the MGC can get that as well. Not that it is going to happen - for a pet class to multiclass is more or less suicide.
Agreed, but the option is there.

What I meant is that I think you could get 1/2 level to add to your mechagolem for all classes, not just pet classes.

Elghinn Lightbringer wrote:
Starfox wrote:
@ Mechagolem Ascension - What is the advantage of going on standby?
??? Let's give it one. How about being able to fast heal 1 hp per minute up to its HD? OR something else?

Regeneration is cool, a typical power-down effect. If the mechagolem has powers that can only be used periodically (1/hour or 1/10 minutes or even 1/minute), those could recharge faster, but I don't think it has any of those.


Bardess wrote:
Don't give challenges away, Healing is good as it is for me. It's a construct after all. Maybe it can be further repaired using Craft Construct, like all its kin.

This is it!

Isn't there rules for using Craft skills to repair animated objects?


I seem to pe next in the queue. About my next MCA; I'll be busy over the weekend, but I can post it Tuesday at the latest. And it's most likely going to be Spellsword (Fighter/Magus).


Oceanshieldwolf wrote:
What does listing the thread mean?

Top of the Thread to the right is says "List This Thread", which can list it to your persoanl list of threads you are watching. Didn't seem to be working last night.

So I listed the opening post instead and that seems to work, notifying me of new posts to the thread. SO to the TECH guys, the flagged post I made can be ignored.


Starfox wrote:
Elghinn Lightbringer wrote:
Starfox wrote:
# MECHAGOLEM COMMANDER v.3
A "destroyed" mechagolem should not repair itself. It should take work or repair spells to make it operational again. I think the mechagolem can just accumulate negative hit points without "dying", it is just inoperable but can be repaired/healed normally.

Here's what we have currently. And remeber, this is based on the eidolon mechanics.

When activated, the mechagolem’s hit points are unchanged from the last time it was actived. The only exceptions to this are if the mechagolem was reduced to 0 or lower hit points, or was rendered inoperative. The mechagolem does not heal naturally. However, a mechagolem that is reduced to 0 or lower hit points, but is not destroyed, becomes inanimate and gains the broken condition and heals at the rate of 1 hit point per minute until it reaches a number of positive hit points equal to its Hit Dice, at which time it can be reactivated. This forces a shut down until it regenreates a small bit of HP, so that there is the possibility of getting back into the fight. The mechagolem must be healed up to half its normal hit points before the broken condition is removed. While in this broken condition, the mechagolem is considered a weapon and armor for the purpose of determining penalties related to attacks and AC. The mechagolem is rendered inoperative when reduced to a number of negative hit points equal to or greater than the mechagolem commander’s Constitution score.

Should the mechagolem be rendered inoperative, it immediately shuts down and cannot be activated again until the next day. During this time, the mechagolem regenerates and can be reactivated the next day with half its normal hit points. This is similar to the eidolon, in that, once it has reached it max damage capacity, it autimatically shuts down until it regenreates 1/2 hp. This is like the eidolon returning home to heal, then can be resummoned the next day. The difference is, that the MGC has to sit and wait until this occurs. He can't go anywhere, unless he can teleport the mechagolem or carry/transport it. I think this is similar to the drawbacks of an eidolon being sent to its home plane. If the mechagolem is lost, stolen, or destroyed, the mechagolem commander does not gain a replacement mechagolem for 30 days or until he gains a mechagolem commander level, whichever comes first. During this 30-day period, the mechagolem commander takes a –1 penalty on attack and weapon damage rolls. A mechagolem can only be destroyed by being melted down or is subject to effects like the disintegrate spell.

Now, something I am thinking, is we can get rid of the negative hp thing. This is a construct. So, I think the auto-shut down and can't be activated until the next day can be changed to when it reaches 0 hp. Forget about the negative hp = MGC's Con score. This way, at 0 hp, it becomes a limp of immobile metal, wherever they may be in the adventure, which could sure throw a big bump in everything. Could even get them killed if they can't run away without leaving the mechagolem behind.

Something else I found is this.

Repairing Constructs

Even with the best of care, most constructs will eventually become damaged. Unless a construct suffers some sort of structural damage that radically alters its physical form, the construct continues to function at its full efficiency, and only falls apart once reduced to 0 hit points. Ideally, however, a construct should see some repair before it reaches that point. The make whole or rapid repair spells provide the easiest way to keep a construct in good condition. Both spells repair damaged constructs, even magic-immune ones like golems. Failing that, a crafter can repair a construct with the Craft Construct feat. When repairing a construct, its master spends 100 gp per Hit Die of the construct, and then makes a skill check as if he were crafting the construct with a DC of 5 less than the DC for crafting that construct. With a success, the construct regains 1d6 hit points per Hit Die of the construct. Completing a repair takes 1 day per 1,000 gp spent on the repair (minimum of 1 day). Repair in this way can only be performed while the construct is inanimate or nonfunctioning. At any time, a construct’s creator can deactivate a construct under his control with a touch and a standard action.

A construct that has been completely destroyed cannot be repaired, though at the GM’s option some of the materials may be usable in the construction of a new construct.

So, with the Craft Construct feeat, the MGC could repair the golem, or even rebuild it if it gets destroyed. My thought is to allow the MGC choose Craft Construct as a normal feat selection, but doesn't have to meet the feat prereqs except being 5th level or higher. Then, if the mechagolem does get destroyed, he could attempt to rebuild it at his cost instead of getting a new one after 30 days. Maybe he can repair a destroyed one faster too? Thoughts? As this is a key feature of the MCA, and other classes have ways of getting new replacements for their animals, etc., we need to have a method that is just as easy or cumbersome to reactivate an inoperative mechagolem or repalce a destroyed one

Starfox wrote:
Elghinn Lightbringer wrote:
Starfox wrote:
"While in this broken condition, the mechagolem is considered a weapon, and armor for the purpose of determining penalties related to attacks and AC." - What does this mean?
Did you read the Broken condition description on the d20PFSRD?
Ok, that clears it out. Not sure these penalties are relevant tough - when the mechagolem is inanimate, does its AC and attack penalties really matter?

No it doesn't, but it can still fucntion while broken.

"...a mechagolem that is reduced to 0 or lower hit points, but is not destroyed, becomes inanimate and gains the broken condition and heals at the rate of 1 hit point per minute until it reaches a number of positive hit points equal to its Hit Dice, at which time it can be reactivated."

It can reactivate once above 0 hp, but is "broken" until it regains half its normal hp, thus the negatives. I'll need to rework this out too as I think going with the inoperative function I described above occuring at 0 hp. I suppose this would then be redundant, unless the MGC heals the golem above 0 hp, but not to half or more, once it's gone inoperative.

Essentially, 0 hp = inoperative and inactive until the next day, allowing it to heal up to half hp. Unless he heals it above 0 hp, in which case it can become active immediately, but is "broken" until it is healed for half or more hp after becoming inactive. If it drows to even 1 or more hp, but doesn't become inopertive, it still functions normally. Only if it becomes inoperative does it gain the broken condition until its repaired for half or more of its normal hp.

I thik that's the way we'll go. combines the idea of the "sent home" eidolon, and the way the broken condition is removed from an object.

Starfox wrote:
Elghinn Lightbringer wrote:
Starfox wrote:
@ Puissant construct: The 1/2 level to mechagolem is something a summoner gains fro free from all classes. I feel the MGC can get that as well. Not that it is going to happen - for a pet class to multiclass is more or less suicide.
Agreed, but the option is there.
What I meant is that I think you could get 1/2 level to add to your mechagolem for all classes, not just pet classes.

Ah, gotch ya! I'll make that change.

Starfox wrote:
Elghinn Lightbringer wrote:
Starfox wrote:
@ Mechagolem Ascension - What is the advantage of going on standby?
??? Let's give it one. How about being able to fast heal 1 hp per minute up to its HD? OR something else?
Regeneration is cool, a typical power-down effect. If the mechagolem has powers that can only be used periodically (1/hour or 1/10 minutes or even 1/minute), those could recharge faster, but I don't think it has any of those.

I've given it this. Limits it to the standby mode, and limits amount it can heal per day.

Mechagolem Ascension (Ex): At 6th level, a mechagolem has siphoned enough of the mechagolem commander’s to begin its transformation into a true construct. The mechagolem gains a +2 enhancement bonus to Wisdom, and the mechagolem commander now requires a move action to control or command the mechagolem in combat. The mechagolem can also place itself on standby as a standard action. While on standby, a mechagolem cannot move or take any actions. It remains aware of its surroundings but takes a –4 penalty on Perception checks. It can also heal a number of hit points of damage per day equal to twice the mechagolem commander’s level, at the rate of 1 hit point per minute. A mechagolem can exit standby as a swift action—if it does so to initiate combat, it gains a +4 racial bonus on its Initiative check.


How's this for a fix for the inoperative mode, destruction, repairs, and rebuilding of destroyed mechagoelms.

...
When activated, the mechagolem’s hit points are unchanged from the last time it was actived. The only exceptions to this are if the mechagolem was rendered inoperative. The mechagolem does not heal naturally. However, a mechagolem that is reduced to 0 or lower hit points, but is not destroyed, it becomes inanimate, gains the broken condition, and heals at the rate of 1 hit point per minute until it reaches a number of positive hit points equal to its Hit Dice, at which time it can be reactivated. The mechagolem must be healed up to half its normal hit points before the broken condition is removed. While in this broken condition, the mechagolem is considered a weapon and armor for the purpose of determining penalties related to attacks and AC. The mechagolem is rendered inoperative when reduced to a number of negative hit points equal to or greater than the mechagolem commander’s Constitution score.

Should the mechagolem be rendered inoperative, it immediately shuts down and cannot be activated again until the next day. During this time, the mechagolem regenerates and can be reactivated the next day with half its normal hit points. However, if the mechagolem commander heals an inoperative mechagolem above 0 hit points before the next day, it can be reactivated as normal, but continues to have the broken condition until it is healed for half its normal hit point or greater.

If the mechagolem is lost, stolen, or destroyed, the mechagolem commander does not gain a replacement. However, the mechagolem commander can repair damage or rebuild a destroyed construct with the Craft Construct feat. When repairing a mechagolem, he must spend 100 gp per Hit Die of the mechagolem, and then make a skill check as if he were crafting a mechagolem with a DC of 5 less than the DC for crafting that mechagolem. With a success, the mechagolem regains 1d6 hit points per Hit Die of the mechagolem. Completing a repair takes 1 day per 1,000 gp spent on the repair (minimum of 1 day). Repair in this way can only be performed while the mechagolem is inanimate or nonfunctioning. At any time, a mechagolem commander can deactivate a mechagolem under his control with a touch and a standard action.

A mechagolem that has been completely destroyed cannot be repaired, but its materials may be used in the construction of a new mechagolem. To rebuild a destroyed mechagolem, the mechagolem commander must spend 200 gp per Hit Dice of the mechagolem, and then make a skill check as if he were crafting a mechagolem. Completing a rebuild takes 1 day per 1,000 gp spent on the reconstruction, with a minimum of 8 hours per day of work. During this reconstruction period, the mechagolem commander takes a –1 penalty on attack and weapon damage rolls. A mechagolem is destroyed if it reaches a number of negative hit points equal to twice the mechagolem commander’s Constitution score, is melted down, or is subject to effects like the disintegrate spell or other similar situations.
....


Go with Craft Construct and let's put that among class features maybe. I'd have did it myself in my first draft, but somehow I feared it would be too much.
On shutdown, I like your ideas Elghinn.


christos gurd wrote:
hmm if you got it ready now ill let you swap me, i already did like 8 mcas and i would be happy to give you the spot to build up your ensemble. Note elghinn, dont forget cacophony blaster (gunslinger/bard).

I don't mind the wait, but if you're cool with swapping spots then I appreciate the generosity.


Tyrannical wrote:
christos gurd wrote:
hmm if you got it ready now ill let you swap me, i already did like 8 mcas and i would be happy to give you the spot to build up your ensemble. Note elghinn, dont forget cacophony blaster (gunslinger/bard).
I don't mind the wait, but if you're cool with swapping spots then I appreciate the generosity.

If Christos is willing, then go ahead and post your Anp/Drd. I'll change it in the queue.

Bardess wrote:

Go with Craft Construct and let's put that among class features maybe. I'd have did it myself in my first draft, but somehow I feared it would be too much.

On shutdown, I like your ideas Elghinn.

Here's what I've done.

1) Added the choice of Craft Construct as a normal feat, but no need to qualify for it. This way it still costs a normal feat, and isn't a bonus, thus no need to swap anything.

Craft Construct: At 5th level, a mechagolem commander may select Craft Construct as a normal feat selection. He does not need to meet any of the feats prerequisites.

2) And here' how the revised versions of the following abilities will read.

Mechagolem:

A mechagolem commander begins play with a powerful but limited construct called a mechagolem. The mechagolem commander then forms a link with the mechagolem through a bonded item using his own life force. This link allows him to maintain complete control over the mechagolem (see Commander’s Link in the Mechagolem description). This link imbues the mechagolem with mobility and a semblance of life that is similar in effect to the animate objects spell. While a mechagolem is considered an animated object, it is treated as having the same alignment as the mechagolem commander that controls it and understands all of his languages.

A mechagolem commander maintains control of his mechagolem as long as the link is in effect. Doing so requires a free action each round to maintain. However, maintaining control during combat is taxing on the mechagolem commander. When a mechagolem enters combat, the mechagolem commander requires a standard action (instead of a free action) to control or command the mechagolem. When combat ends, the mechagolem commander is shaken for a number of rounds equal to the number of rounds the mechagolem has spent in combat. A mechagolem can engage combat multiple times during a single encounter while the mechagolem commander is shaken, but the rounds for being shaken from subsequent combat rounds stack.

If a mechagolem commander is conscious but rendered unable to give commands (dazed, frightened, etc.), a mechagolem usually follows its last instruction to the best of its ability, though if attacked it returns the attack. The mechagolem commander can give the golem a simple command to govern its actions in his absence, or can order the mechagoelm to obey the commands of another, but the mechagolem's commander can always resume control by commanding the mechagolem to obey him alone.

A mechagolem immediately becomes inert and helpless if the mechagolem commander becomes unconscious, fall asleep, or is killed, and remains so until the commander regains consciousness. It takes 1 minute to reactivate a dormant mechagolem, but a mechagolem commander can deactivate an active mechagolem as a standard action if the need should arise.

When activated, the mechagolem’s hit points are unchanged from the last time it was activated. The only exceptions to this are if the mechagolem was rendered inoperative. The mechagolem does not heal naturally. A mechagolem that is reduced to 0 hit points or lower but is not destroyed becomes inoperative, immediately shuts down, and cannot be activated again until the next day. During this time, the mechagolem regenerates and can be reactivated the next day with half its normal hit points. However, if the mechagolem commander repairs an inoperative mechagolem above 0 hit points before the next day, it can be reactivated as normal, but gains the broken condition until it is healed for half its normal hit point or greater. While in this broken condition, the mechagolem is considered a weapon and armor for the purpose of determining penalties related to attacks and AC.

If the mechagolem is lost, stolen, or destroyed, the mechagolem commander does not gain a replacement. However, the mechagolem commander can repair damage or rebuild a destroyed construct with the Craft Construct feat. When repairing a mechagolem, he must spend 100 gp per Hit Die of the mechagolem, and then make a skill check as if he were crafting a mechagolem with a DC of 5 less than the DC for crafting that mechagolem. With a success, the mechagolem regains 1d6 hit points per Hit Die of the mechagolem. Completing a repair takes 1 day per 1,000 gp spent on the repair (minimum of 1 day). Repair in this way can only be performed while the mechagolem is inanimate or nonfunctioning. At any time, a mechagolem commander can deactivate a mechagolem under his control with a touch and a standard action.

A mechagolem that has been completely destroyed cannot be repaired, but its materials may be used in the construction of a new mechagolem, if any remain. To rebuild a destroyed mechagolem, the mechagolem commander must spend 200 gp per Hit Dice of the mechagolem, and then make a skill check as if he were crafting a mechagolem. Rebuilding a mechagolem takes 1 day per 1,000 gp spent on the reconstruction, with a minimum of 8 hours per day of work. During this reconstruction period, the mechagolem commander takes a –1 penalty on attack and weapon damage rolls. A mechagolem is destroyed if it reaches a number of negative hit points equal to twice the mechagolem commander’s Constitution score, is melted down, or is subject to effects like the disintegrate spell or other similar effect.

The mechagolem’s Hit Dice, saving throws, and abilities are tied to the mechagolem commander’s level and increase as the mechagolem commander gains levels. In addition, each mechagolem receives a pool of upgrade points, based on the mechagolem comander’s level, that can be used to give the mechagolem different abilities and powers. Whenever the mechagolem commander gains a level, he must decide how these points are spent, and they are set until he gains another level of mechagolem commander.

Crafted by mystic metallurgists and powerful wizards and presented to the mechagolem commander at the behest of a ruling lord, the mechagolem’s physical appearance is always that of a metal or stone construct-like creature of its base form, although color, minor decorations, and texture are determined by the mechagolem commander. The mechagolem also bears a glowing rune that is identical to a rune that appears on the mechagolem commander’s bonded item as long as the mechagolem is bonded to him. 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). As the mechagolem is considered a construct, the following spells have the normal effects upon the mechagolem: call construct, control construct, make whole, rapid repair, soothe construct, and unbreakable construct.

This ability replaces mount and demanding challenge.

Mechagolem Ascension (Ex):
At 6th level, a mechagolem has siphoned enough of the mechagolem commander’s to begin its transformation into a true construct. The mechagolem gains a +2 enhancement bonus to Wisdom, and the mechagolem commander now requires a move action to control or command the mechagolem in combat. The mechagolem can place itself on standby as a standard action. While on standby, a mechagolem cannot move or take any actions. It remains aware of its surroundings but takes a –4 penalty on Perception checks. It can also heal a number of hit points of damage per day equal to twice the mechagolem commander’s level, at the rate of 1 hit point per minute. A mechagolem can exit standby as a swift action—if it does so to initiate combat, it gains a +4 racial bonus on its Initiative check. The mechagolem commander can also order the mechagolem to enter its standby mode as a free action.

At 12th level, a mechagolem gains an additional +2 enhancement bonus to Wisdom, and the mechagolem commander now requires a swift action to control or command the mechagolem in combat. It can also receive specific commands from its mechagolem commander as a standard action. During combat, a mechagolem commander can name specific attacks or powers to use (a weapon attack, a spell–like ability, a natural attack, etc.). This grants the mechagolem a +2 competence bonus on all dice rolls for 1 round (attack and damage rolls, save DC, saving throws, skill checks, and so on).

At 18th level, a mechagolem gains its final +2 enhancement bonus to Wisdom, and gains bonus hit points as a construct, according to its size (see Table: Construct Size and Bonus hit Points). It also gains DR 5/magic. This ability replaces bonus feats.

Lasting Spark (Ex):
At 20th level, a mechagolem is no longer tied to the mechagolem commander’s life force. Instead, it now has its own life force equivalent to the elemental spirit of a true construct. The mechagolem gains DR 10/magic and DR 5/adamantine. In addition, if the mechagolem is destroyed, it can reassemble itself after a 24 hour period, at which time it begins to heal 1 hit point per minute. Once it has 1 hit point or more, the mechagolem loses the broken condition and can function normally. This ability replaces last stand.

With that, I believe we are done with the Mechagolem Commander. More balanced, allows for repair and reconstruction of destroyed mechagolems in a way well within the time period and processess fo other classes with critters.


I am willing, my focused sniper isn't going anywhere, and maybe ill come up with some more focus talents by the time it comes around.


christos gurd wrote:
I am willing, my focused sniper isn't going anywhere, and maybe ill come up with some more focus talents by the time it comes around.

Works for me, I've everything in order to present so you guys say when and I'll shoot.


When!


Elghinn Lightbringer wrote:
When!

Alright!

Basically this idea came from using the Blight Druid Paizo archetype in conjunction with the Antipaladin to create something of a disease, destruction and decay based theme.

BLIGHT CHAMPION

Contents:

Whether through service to some great demon, dark god or even one of the four horsemen, the Blight Champion exists to spread suffering utilizing unholy magics and a defilement of the druidic arts. The Blight Champion may choose to muster vermin and undead to his cause, defile the natural elements around him, or perhaps sow plague and sickness among his victims, whatever the means, this grim harbinger of putrid destruction stands prepared to unleash an unholy force to be reckoned with.

Primary Class: Antipaladin
Secondary Class: Druid
Alignment: Any Nongood
Hir Dice: d8

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

Weapon and Armor Proficiency: A Blight Champion is proficient with all simple weapons plus the Scythe, Thorn Bracer, Thorn Bow, Handaxe, Hooked Axe, Whip and Scimitar. He may use Light and Medium armor so long as it mostly consists of natural substances such as plant matter, bone, hide and leather.

Spellcasting: The Blight Champion casts divine spells drawn from the Druid spell list, as well as a select few spells added to this list from the Antipaladin spell list. A Blight Champion's spells are governed by Wisdom.

The Blight Champion adds the following Antipaladin spells to the list of spells available, using their Antipaladin spell level; Bane, Curse Water, Death Knell, Doom, Inflict Light Wounds, Inflict Moderate Wounds, Inflict Serious Wounds, Animate Dead (as Blight or Yellow Musk Zombies only), Bestow Curse, Toxic Gift, Vampiric Touch, Blindness/Deafness, Desecrate, Slay Living.

Additionally, the Blight Champion no longer can use Summon Nature's Ally, but learns the equivalent leveled Summon Monster spells when available.

Blight Bond: At 1st level, a Blight Champion forms a bond with an unholy power. This bond can take one of two forms; The first is to take a suitable subdomain or druid domain that reflects his powers. The second option is to form a close bond with a Vermin Familiar as a Blight Druid and Antipaladin would. The following options are available to the Blight Champion;

Domain Options: Catastrophy, Radiation, Ash, Decay, Undead, Curse, Seasons, Toil or Entropy Subdomains, or the Badlands, Swamp, Cave, Vulture, Frog or Serpent Druid Domains.

Familiar Options: Raven, House Centipede, Giant Isopod, Donkey Rat, Greensting Scorpion, Skunk, Scarlet Spider or Viper Familiars, using the Demonic Vermin template

This is Similar in effect to the Nature Bond ability

Vermin Empathy: A Blight Champion can improve the attitude of vermin as a normal druid can with animals. Vermin have a starting attitude of unfriendly. The Blight Champion can also improve the attitude of animals and mindless undead creatures that were formerly animals, but she takes a –4 penalty on the check unless the animal or undead has a disease special attack.

This is the same as the Blight Druid ability of the same name

Touch of Pestilence: Beginning at 2nd level, a Blight Champion surrounds his hand with a fiendish toxin, causing terrible wounds to open on those he touches. Each day he can use this ability a number of times equal to 1/2 his Blight Champion level + his Wisdom modifier. As a touch attack, a Blight Champion can cause 1d6 points of damage (or 1d6 healing to undead] for every four Blight Champion levels he possesses. Using this ability is a standard action that does not provoke attacks of opportunity.

This is Similar in effect to the Touch of Corruption ability

Woodland Stride: Starting at 4th level, a Blight Champion may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, still affect her.

This is the same as the Druid's Woodland Stride ability

Affliction: At 6th level, and every three levels thereafter, an Blight Champion can select one Affliction. Each Affliction adds an effect to the Blight Druid’s touch of pestilence ability. Whenever the Blight Champion uses touch of pestilence to deal damage to one target, the target also receives the additional effect from one of the cruelties possessed by the Blight Champion. This choice is made when the touch is used. The target receives a Fortitude save to avoid this cruelty. If the save is successful, the target takes the damage as normal, but not the effects of the Affliction. The DC of this save is equal to 10 + 1/2 the Blight Champion’s level + Wisdom modifier.

This is Similar in effect to the Antipaladin's Cruelty ability

At 6th level, the Blight Champion can select from the following initial cruelties.

Fatigued: The target is fatigued.

Shaken: The target is shaken for 1 round per level.

Sickened: The target is sickened for 1 round per level.

At 9th level, an Blight Champion adds the following cruelties to the list of those that can be selected.

Dazed: The target is dazed for 1 round.

Diseased: The target contracts a disease, as if the Blight Champion had cast contagion, using his Blight Champion level as his caster level.

Staggered: The target is staggered for 1 round per two levels.

At 12th level, an Blight Champion adds the following cruelties to the list of those that can be selected.

Cursed: The target is cursed, as if the Blight Champion had cast bestow curse, using his Blight Champion level as his caster level.

Exhausted: The target is exhausted. The Blight Champion must have the fatigue cruelty before selecting this cruelty.

Frightened: The target is frightened for 1 round per two levels. The Blight Champion must have the shaken cruelty before selecting this cruelty.

Nauseated: The target is nauseated for 1 round per three levels. The Blight Champion must have the sickened cruelty before selecting this cruelty.

Poisoned: The target is poisoned, as if the Blight Champion had cast poison, using the Blight Champion’s level as the caster level.

At 16th level, an Blight Champion adds the following cruelties to the list of those that can be selected.

Blinded: The target is blinded for 1 round per level.

Deafened: The target is deafened for 1 round per level.

Paralyzed: The target is paralyzed for 1 round.

Stunned: The target is stunned for 1 round per four levels.

Blight Bearer: At 5rd level, the powers of pestilence make a Blight Druid a beacon of corruption and disease. A Blight Champion does not take any damage or take any penalty from diseases. He can still contract diseases and spread them to others, but he is otherwise immune to their effects.

At 10th level, the Blight Champion also becomes immune to effects that would cause her to become sickened, nauseated or poisoned.

This is a mix of the Plague Bearer and Blightblooded abilities

Negative Channel: When a Blight Champion reaches 8th level, he gains the supernatural ability to channel negative energy like a cleric. Using this ability consumes two uses of his touch of pestilence ability. A Blight Druid uses half his level as his effective cleric level when channeling negative energy. This is a Wisdom-based ability and is restricted to the following Variant Channeling types;

Disease, Death, Earth, Farming, Nature, Poison, Sun, Strength, Hunting, Undeath or Weather

This is similar to the Negative channel of Antipaladins, though restricted to certain channeling variants

Miasma: The Blight Champion can utilize an unholy aura in which he emits a shroud of pestilent energy, known as a Miasma. As he grows in power he can access different forms of Miasma, but is restricted to using only one at a time. A Miasma is a constant effect but may be interchanged for another Miasma as a Full-Move Action, which sets his previous Miasma on an 8 hour cooldown before it can be used again. Enemies can escape it's effects with a Fortitude save with a DC of 10 + 1/2 level + the Wisdom modifier and cannot be affected by any Miasma for another 24 hours. The effects of a Miasma can be removed with a 'Remove Curse' spell or similar magic.

This is a mixture of the Antipaladin's Auras, as well using the Blight Druid's Miasma and Plaguebearer abilities, and a few of my own with mechanics tweaks for fairness

Miasma of Decay: Gained at 3rd Level. Any living creature, plant or plot of land that is within 15ft of the Blight Champion for more than 3 rounds loses 1 point of Constitution as a disease effect, any creature that is dying fails to stabilize when within 15ft.

Miasma of Sickness: Gained at 7th level. If a Blight Champion is adjacent to a creature at the beginning of its turn, the creature must succeed at a Fortitude save or become sickened for 1 round. A creature of the animal, fey, or plant type that fails its save is nauseated for 1 round and sickened for 1 minute thereafter.

Miasma of Plague: Gained at 11th Level. Any creature that strikes a Blight Champion with a touch attack, unarmed strike, or natural weapon must succeed at a Fortitude save or contract a disease, as the contagion spell.

Miasma of Infection: Gained at 15th Level. The Blight Champion's skin becomes covered in acidic eruptive postules as if constantly under the effects of the 'Eruptive Postules' Spell. When it is triggered, it takes an hour for the postules to regrow before they are able to be of any use.

Miasma of Infestation: Gained at 19th Level. Any fleshy corpse or undead within 15ft of the Blight Champion must succeed a Fortitude save or trigger a Swarm of Vermin spawn and attack the Blight Champion's foes and nearby plantlife as if using the 'Summon Swarm' spell.

Pestilent Blight: At level 20, the Blight Champion can use his full negative energy channel in a 30ft area once per day as a spell-like ability. Enemies that fail to resist are affected by any one Affliction the Blight Champion has learned.

A new ability making use of the Channel Energy and Afflictions in one, with a bit of Miasma-like effect.

Other Stuff:
Good Fortitude and Will Saves?
Druid Spell progression maybe?
Druid's BAB?
Spontaneous Casting or Praying?
Restricted Spell Progression?

Most of the abilities I've listed are taken from the Druid, Blight Druid Archetype and Antipaladin respectively, which have been renamed and modified to better suit the class.

I was also wondering whether I could add the Vermin and Wildgrove domains from the Blight Master MCA that is available for Clerics? I don't want to steal/plagiarize anybody's work or ideas, but I feel as though they benefit this class too.

And of course, here's the Druid Archetype that started the ball rolling


# Blight Champion

Tyrannical wrote:

I was also wondering whether I could add the Vermin and Wildgrove domains from the Blight Master MCA that is available for Clerics? I don't want to steal/plagiarize anybody's work or ideas, but I feel as though they benefit this class too.

Any MCA created Domains, Mysteries, Bloodlines, Talents etc are what we call MCA Supplements and are definitely available for other MCAs. Rare occasions exist where they are suitable only for the MCA they were created for, but generally we are trying to make more options.

* As we already have a Blight Master, maybe something else? I'm fine with the champion part - can be the antithesis to the Feral Champion. Decay, Rot, Violation, Necrotic, Devolution, Festering...

* Nice group of abilities. Haven't had a chance to think on abilities and balance with BAB, but if the HD is d8 it would make more sense to make the BAB 3/4. That's the Paizo formula, but obviously we don't always stick to that.


I'm also debating removing the 4th tier of 'Touch of Pestilence' if it means balancing the amount of power this class can access, which his of no problem to me since I think Blinded, Deafened, Paralyzed and Stunned don't seem to much of loss in regards to both the class and the theme.


Oceanshieldwolf wrote:

# Blight Champion

* As we already have a Blight Master, maybe something else? I'm fine with the champion part - can be the antithesis to the Feral Champion. Decay, Rot, Violation, Necrotic, Devolution, Festering...

Yeah, the name was more a placeholder and a concept-clarity thing.

I was thinking maybe "Blighted Champion", "Pestilent Champion" or "Scourge Champion"

EDIT: Also, I may have mislabeled some of the Afflictions as 'Cruelties', since that's essentially what they are. And the 'Miasma of Blight' is supposed to make crops/non-sentient plants die 1 day after the effect takes place.


I like Scourge!


#Scourge Champion
I like it. Needs some moving a round of abilities and some figuring what swaps are going on.

I think if we're going d8 for Hit Dice, we need to go 3/4 BAB, hybrid casting (mid point between a full and 1/2 caster), and I'm adding som other weapons to the scourgey-thorny type list you have. And I'll take a closer look at the various afflictions, etc.


# Scourge Champion

Just remembered the word I was looking for: Entropy. Roughly it is the tendency of systems in nature, or information/communications to break down toward an inert state. Entropic Champion.

But Scourge is cool. ;)

As for Elghinn's suggestions, I agree.


Elghinn Lightbringer wrote:

#Scourge Champion

I like it. Needs some moving a round of abilities and some figuring what swaps are going on.

I think if we're going d8 for Hit Dice, we need to go 3/4 BAB, hybrid casting (mid point between a full and 1/2 caster), and I'm adding som other weapons to the scourgey-thorny type list you have. And I'll take a closer look at the various afflictions, etc.

Yeah, I was worrying that adding the full set of cruelties an Antipaladin usually gets would be overpowered, so I think removing the 4th tier would balance that out.

As for the weapons? If you feel it could use more then be my guest, I was mostly picking out certain weapons in the same fashion druid archetypes access different proficiencies, but also ensuring that there's a sufficient amount to cover the lack of Martial Weapons proficiency normal Antipaladins have.


I'm working on streamlining the Scourge Champion, getting replacing or changing redundant abilities, checking the spell lists for additional spells, etc. So, be patient, i'll get something up hopefully tonight, or tomorrow.


#Sourge Champion
OK, here's what I've come up with. Cleaned up some abilities, removed redundancies, filled out some of the other abilities, fleshed out the spell list a bit more and the weapon list.

@Tyrannical - this doesn't mean its the final version, things are still open to changes.

SWAPS
HD, BAB change = Aura of decay, hybrid casting
Fiendish boon = Blighted bond
Aura of evil = Vermin empathy
Touch of corruption = Touch of pestilence
Cruelty (3rd) = Woodland stride
Channel negative energy = Channel variant energy
Aura of despair = Aura of sickness
Cruelty (6-18) = Affliction
Aura of vengeance = Aura of plague
Aura of sin = Aura of infection
Aura of depravity = Aura of infestation
Unholy champion = Unholy scourge

SCOURGE CHAMPION:

Whether through service to some great demon, dark god, or even one of the four horsemen, the scourge champion exists to spread suffering and utilize unholy magic to defile the druidic arts. The scourge champion may choose to muster vermin and undead to his cause, defile the natural elements around him, or perhaps sow plague and sickness among his victims. Whatever the means, this grim harbinger of putrid destruction stands prepared to unleash an unholy force to be reckoned with.

Primary Class: Antipaladin.
Secondary Class: Druid.
Alignment: Any nongood.
Hit Dice: d8.

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

Weapon and Armor Proficiency: The scourge champion is proficient with all simple weapons plus the cat-o’-nine-tails, falcata, handaxe, hooked axe, scimitar, scorpion whip, scythe, spiked chain, thorn bracer, thorn bow, and whip. The scourge champion is proficient with light and medium armor but are prohibited from wearing metal armor; thus, he may wear only padded, leather, or hide armor. The scourge champion may also wear wooden armor that has been altered by the ironwood spell so that it functions as though it were steel. The scourge champion is proficient with shields (except tower shields) but must use only wooden ones.

Spellcasting: A scourge champion casts divine spells drawn from the druid spell list and adds the following spells to it at the indicated spell levels: 1st–bane, corrosive touch, curse water, doom, inflict light wounds; 2nd–animater dead (lesser), corruption resistance, death knell, desecrate, pernicious poison; 3rd–bestow curse, blindness/deafness, defile armor, eruptive pustules, inflict moderate wounds, toxic gift, vampiric touch; 4th–animate dead, fleshworm infestation, inflict serious wounds; 5th–inflict critical wounds, major curse, slay living; 6th–circle of death, creeping doom, harm, inflict light wounds (mass). Whenever the scourge champion casts summon nature’s ally, the creatures gains the vermin type and demonic vermin template, regardless of their creature type. His alignment may restrict him from casting certain spells opposed to his moral or ethical beliefs; see Chaotic, Evil, and Lawful Spells. A scourge champion must choose and prepare his spells in advance.

To prepare or cast a spell, the scourge champion must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a scourge champion's spell is 10 + the spell level + the scourge champion's Wisdom modifier.

Like other spellcasters, a scourge champion can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Scourge Champion. In addition, he receives bonus spells per day if he has a high Wisdom score.

A scourge champion must spend 1 hour each day in a trance-like meditation on the mysteries of nature to regain his daily allotment of spells. A scourge champion may prepare and cast any spell on the druid spell list or those added to it, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation. This replaces the antipaladin’s spellcasting ability.

Blight Bond: At 1st level, a scourge champion forms a bond with an unholy power. He gains the druid’s nature bond ability, except that the scourge champion can either call a familiar as a wizard of her scourge champion level or form a close tie with the natural world around him.
A scourge champion that bonds with a familiar may only choose from the following list of familiars: donkey rat, giant isopod, greensting scorpion, house centipede, raven, scarlet spider, skunk, viper. The chosen familiar also gains the vermin type and the demonic vermin template, regardless of their creature type.

A scourge champion that chooses to bond with nature may select from the Ash, Catastrophy, Curse, Decay, Entropy, Radiation, Seasons, Toil or Undead subdomains, the Badlands, Cave, Frog, Serpent, Swamp, or Vulture animal and terrain domains, and the new Vermin or Wildgrove domains instead of those listed in the druid nature bond. This ability replaces fiendish boon.

Vermin Empathy: A scourge champion can improve the attitude of vermin as a normal druid can with animals. Vermin have a starting attitude of unfriendly. The scourge champion can also improve the attitude of animals and mindless undead creatures that were formerly animals, but she takes a –4 penalty on the check unless the animal or undead has a disease special attack. This ability replaces aura of evil.

Touch of Pestilence (Su): Beginning at 2nd level, a scourge champion surrounds his hand with a fiendish toxin, causing terrible wounds and sickening those he touches. Each day he can use this ability a number of times equal to 1/2 his scourge champion level + his Charisma modifier. As a touch attack, an scourge champion can cause 1d6 points of acid damage for every two scourge champion levels he possesses and may attempt a Fortitude saving throw or become sickened for 1 round per scourge champion level. At 10th level, creatures that fail their Will saving throw becomes nauseated. Using this ability is a standard action that does not provoke attacks of opportunity.

Alternatively, a scourge champion can use this power to wither a single plant of any size. An affected plant creature takes 1d6 points of damage for every two scourge champion levels he possesses and may attempt a Fortitude saving throw for half damage. A plant that isn't a creature doesn't receive a save and immediately withers and dies. This has no effect on the soil or surrounding plant life. This ability is modified by any feat, spell, or effect that specifically works with the lay on hands paladin class feature. For example, the Extra Lay On Hands feat grants a scourge champion 2 additional uses of the touch of pestilence class feature. This ability replaces touch of corruption.

Woodland Stride: Starting at 3rd level, a scourge champion gains the druid’s woodland stride ability. This ability replaces the cruelty gained at 3rd level.

Channel Variant Energy (Su): This is exactly like the antipaladin’s channel negative energy ability, except that the scourge champion must choose the Disease, Death, Earth, Farming, Nature, Poison, Sun, Strength, Hunting, Undeath or Weather channeling variant.

Afflictions (Su): This is exactly like the antipaladin cruelty ability, except that scourge champion gains his initial cruelties at 6th level, and each subsequent set of additional cruelties at 9th, 12th and 15th level. This ability is a Wisdom-based ability.

Aura of Decay (Su): At 5th level, enemies within 10 feet of a scourge champion must make a Will saving throw or be subject to the bleed spell. This ability functions only while the scourge champion is conscious, not if he is unconscious or dead.

Aura of Sickness (Su): At 8th level, a scourge champion is immune to the sickened and nauseated conditions. Each enemy within 10 feet of a scourge champion takes a –4 penalty on all saving throws against the sickened or nauseated conditions. This ability functions only while the scourge champion is conscious, not if he is unconscious or dead. This ability replaces aura of despair.

Aura of Plague (Su): At 11th level, enemies within 10 feet of a scourge champion take a –4 penalty on all saving throws against diseases. This ability functions only while the scourge champion is conscious, not if he is unconscious or dead. This ability replaces aura of vengeance.

Aura of Infection (Su): At 14th level, a scourge champion’s weapons are treated as having the wounding weapon special ability. Any attack made against an enemy within 10 feet of him is treated as having the wounding weapon special ability. This ability functions only while the scourge champion is conscious, not if he is unconscious or dead. This ability replaces aura of sin.

Aura of Infestation (Su): At 17th level, enemies within 10 feet of a scourge champion must make a Fortitude saving throw of be subject to the fleshworm infestation spell for a number of rounds equal to the scourge champion’s level. Once a creature has been affected by this aura, regardless of whether or not the save is made, that creature is immune to that scourge champion’s aura of infestation for 24 hours. Creatures that are immune to bleed damage are also immune to this ability. This ability functions only while the scourge champion is conscious, not if he is unconscious or dead. This ability replaces aura of depravity.

Unholy Scourge: At 20th level, a scourge champion becomes a conduit for the might of the unholy powers. He gains DR 5/good and is immune to the effects of dehydration and any spells that evaporate moisture from the body, such as horrid wilting. In addition, whenever he uses smite good and successfully strikes a good outsider, the outsider is also subject to a greater contagion spell using his scourge champion level as the caster level. If the outsider fails its saving throw against this effect, it contracts the disease, even if it is immune to diseases. After the greater contaigon effect and the damage from the attack is resolved, the smite immediately ends. This ability replaces unholy champion.

Table: Scourge Champion
Base
Class Attack Fort Ref Will Spells per Day
Level Bonus Save Save Save Special 0 1st 2nd 3rd 4th 5th 6th

1st +0 +2 +0 +2 Blight bond, smite good 1/day, vermin empathy 3 1 — — — — —
2nd +1 +3 +0 +3 Touch of pestilence, unholy resilience 4 2 — — — — —
3rd +2 +3 +1 +3 Aura of cowardice, plague bringer, woodland stride 4 3 — — — — —
4th +3 +4 +1 +4 Channel variant energy, smite good 2/day 4 3 1 — — — —
5th +3 +4 +1 +4 Aura of decay 4 4 2 — — — —
6th +4 +5 +2 +5 Affliction 5 4 3 — — — —
7th +5 +5 +2 +5 Smite good 3/day 5 4 3 1 — — —
8th +6/+1 +6 +2 +6 Aura of sickness 5 4 4 2 — — —
9th +6/+1 +6 +3 +6 Affliction 5 5 4 3 — — —
10th +7/+2 +7 +3 +7 Smite good 4/day 5 5 4 3 1 — —
11th +8/+3 +7 +3 +7 Aura of plague 5 5 4 4 2 — —
12th +9/+4 +8 +4 +8 Affliction 5 5 5 4 3 — —
13th +9/+4 +8 +4 +8 Smite good 5/day 5 5 5 4 3 1 —
14th +10/+5 +9 +4 +9 Aura of infection 5 5 5 4 4 2 —
15th +11/+6/+1 +9 +5 +9 Affliction 5 5 5 5 4 3 —
16th +12/+7/+2 +10 +5 +10 Smite good 6/day 5 5 5 5 4 3 1
17th +12/+7/+2 +10 +5 +10 Aura of infestation 5 5 5 5 4 4 2
18th +13/+8/+3 +11 +6 +11 Affliction 5 5 5 5 5 4 3
19th +14/+9/+4 +11 +6 +11 Smite good 7/day 5 5 5 5 5 5 4
20th +15/+10/+5 +12 +6 +12 Unholy scourge 5 5 5 5 5 5 5


I feel like channel variant energy such be a choose 1, they way it is worded right now it can be chosen when casting which is fairly powerful.


Browman wrote:
I feel like channel variant energy such be a choose 1, they way it is worded right now it can be chosen when casting which is fairly powerful.

That's what it is supposed to be. He doesn't channel negative energy, but instead channels one of the listed variants.

This should fix it.

Channel Variant Energy (Su): At 4th level, a scourge champion gains the antipaladin’s ability to channel energy like a cleric, but instead channels either the Disease, Death, Earth, Farming, Nature, Poison, Sun, Strength, Hunting, Undeath or Weather variant types of energy. Once chosen, it cannot be changed. Using this ability consumes two uses of his touch of pestilence ability. A scourge champion uses his level as his effective cleric level when channeling his chosen variant energy. This is a Wisdom-based ability. This ability replaces channel negative energy.


Looks to be shaping up good so far, very nice work!

There are some things that cross my mind however;

* Could we somehow include the 'Miasma' and 'Plaguebearer' abilities from Blight Druid?

* Any chance at adding Flambard, Shortsword and Sawtooth Sabre to the list of weapons?

* Could we perhaps change Aura of Infection a little? we're looking quite bleed heavy as it is, so perhaps we can try something with Acid/Corrosive qualities?

* Is the class Charisma or Wisdom based? I'm seeing traces of both.

* Perhaps we could come up with some Feats to implement some special abilities? Such as creating Blight/Yellow Musk Zombies

* Channel Variant Energy should list that only the negative/harm version can be channelled.

* Could Aura of Decay have some effect on plants? such as a 'Horrid Wilting' condition?

* Seeing as the class can be neutral, is Smite Good and DR/Good fitting or can we come up with a thematic alternative?

* Could we state that armor can be made from bone, stone and chitin in the description? and do weapons fall under the same restrictions when materials are concerned?

* Perhaps swap out Summon Nature's Ally for Summon Monster, as there are summons listed that are more beneficial to the purpose of this class (such as oozes and putrid beings)

Other than that, it's coming along better than I'd of hoped. Thanks for taking this on board~


Tyrannical wrote:

Looks to be shaping up good so far, very nice work!

There are some things that cross my mind however;

* Could we somehow include the 'Miasma' and 'Plaguebearer' abilities from Blight Druid?

@Miasma - In essence, this does what the Afflictions do, so I don't see the point of having it. This was one of the redundancies I removed from your original build.

@Plague Bearer - I reworked the Aura of Plague.

Aura of Plague (Su): At 11th level, any creature that strikes a scourge champion with a touch attack, unarmed strike, or natural weapon must succeed at a Fortitude save with a DC of 10 + 1/2 the scourge champion’s level + the scourge champion’s Wisdom modifier or contract a disease, as the contagion spell. If the creature makes its save, it is immune to this effect for 24 hours. This ability functions only while the scourge champion is conscious, not if he is unconscious or dead. This ability replaces aura of vengeance.

Tyrannical wrote:
* Any chance at adding Flambard, Shortsword and Sawtooth Sabre to the list of weapons?

Sure.

Tyrannical wrote:
* Could we perhaps change Aura of Infection a little? we're looking quite bleed heavy as it is, so perhaps we can try something with Acid/Corrosive qualities?

The bleed spell doesn't cause bleed damage. It simply causes stabilized creatrues to resume dying, losing 1 hp per round until they de or are stabilized again.

We could go with corrosive/acid damage if you want, but I think forcing someone to commence dying (thus decaying before their very eyes) is well within the flavor of this guy.

Tyrannical wrote:
* Is the class Charisma or Wisdom based? I'm seeing traces of both.

It's Wisdom based. I'll fix those.

Tyrannical wrote:
* Perhaps we could come up with some Feats to implement some special abilities? Such as creating Blight/Yellow Musk Zombies.

We have those in the Blight Master MCA, but they're tied to that MCAs plant companion. I suppose we could.

Tyrannical wrote:
* Channel Variant Energy should list that only the negative/harm version can be channelled.

Done!

Channel Variant Energy (Su): At 4th level, a scourge champion gains the ability to channel energy like a cleric, but may only channel the harm effect of one of the following channel energy variants: Disease, Death, Earth, Farming, Nature, Poison, Sun, Strength, Hunting, Undeath, Weather. Once chosen, it cannot be changed. Using this ability consumes two uses of his touch of pestilence ability. A scourge champion uses his level as his effective cleric level when channeling his chosen variant energy. This is a Wisdom-based ability. This ability otherwise functions as and replaces channel negative energy.

Tyrannical wrote:
* Could Aura of Decay have some effect on plants? such as a 'Horrid Wilting' condition?

That's what touch of pestilence does. Instead of affecting undead, it affects plants and plant creatures. Can't have the auras doing such offensive effects. Outright attacks, yes, but his auras are not meant to be so offensive.

Tyrannical wrote:
* Seeing as the class can be neutral, is Smite Good and DR/Good fitting or can we come up with a thematic alternative?

It's no different than a neutral cleric channeling negative energy. It's what he can do. n less we want to go with Smite Good/Law/Chaos, depending upon alignment? Evil = Smite good, LN = Smite chaos, CN = SMite law, N = choose one.

Tyrannical wrote:
* Could we state that armor can be made from bone, stone and chitin in the description? and do weapons fall under the same restrictions when materials are concerned?

1) Why so specific? Druids can wear anything natural, though not specified in the druid class description, it includes all of those materials. But we cold if you really want to.

2) No it has nothing to do with weapons, only armor and shields.

Tyrannical wrote:

* Perhaps swap out Summon Nature's Ally for Summon Monster, as there are summons listed that are more beneficial to the purpose of this class (such as oozes and putrid beings)

Other than that, it's coming along better than I'd of hoped. Thanks for taking this on board~

How dare you doubt me...:D


Thanks for clearing up a few things and making a few nice adjustments.

I'm thinking if we're having smite, would Smite Law be fitting? as the class is so chaotic and destructive I think it'd fit nicely, though I'm sure we'll have to amend the alignment slightly.

As for Aura of Infection? perhaps since Aura of Plague has changed we could make it so that any enemy with open wounds takes a -1 to Constitution, -5 to the Heal skill and weakness to contact and injury based poisons and diseases? if not, it's current adjustment seems fair, unless your weapon already has said enchantment already?

Also, we cool to change Summon Nature's Ally to Summon Monster? I also have an idea about those feats, so that one could apply the Demonic Vermin template to summons, one to apply the Plague Zombie feature to risen undead and perhaps one that allows spells to change it's damage type to acid?

And don't worry about that armor and weapon materials stuff, that was me misreading a few things originally!

Other than that, everything is okie dokie! :)


The elemental spell metamagic feat can change spells damage type.


christos gurd wrote:
The elemental spell metamagic feat can change spells damage type.

Oh yeah, so it does...

Also, d you guys think Smite Law or Smite Evil may make more sense for this class? I'm a little on the fence about it.

Also, could we change Unholy Scourge up a little? it seems a little bias when there could never be a chance you encounter a good outsider, and the true enemy of this class would most likely be other druids and nature-based beings. So perhaps we can work that into it somehow?


Tyrannical wrote:

Thanks for clearing up a few things and making a few nice adjustments.

I'm thinking if we're having smite, would Smite Law be fitting? as the class is so chaotic and destructive I think it'd fit nicely, though I'm sure we'll have to amend the alignment slightly.

I think it would be best to do this, as it allows for the various alignments.

Smite (Su): This is exactly like the antipaladin’s smite good ability, except that the scourge champion smites chaos, good, or law as determined by his alignment. A neutral scourge champion must choose what type of alignment to smite.

Tyrannical wrote:
As for Aura of Infection? perhaps since Aura of Plague has changed we could make it so that any enemy with open wounds takes a -1 to Constitution, -5 to the Heal skill and weakness to contact and injury based poisons and diseases? if not, it's current adjustment seems fair, unless your weapon already has said enchantment already?

Aura of Infection (Su): At 14th level, enemies within 10 feet of a scourge champion must make a Fortitude save or take 1 point of Constitution damage. Creatures thus affected take a –5 penalty on any Heal check attempts used on them and increase the number of saves required to cure injury and contact poisons by 1. If the creature makes its save, it is immune to this effect for 24 hours. This ability functions only while the scourge champion is conscious, not if he is unconscious or dead. This ability replaces aura of sin.

Tyrannical wrote:

Also, we cool to change Summon Nature's Ally to Summon Monster? I also have an idea about those feats, so that one could apply the Demonic Vermin template to summons, one to apply the Plague Zombie feature to risen undead and perhaps one that allows spells to change it's damage type to acid?

And don't worry about that armor and weapon materials stuff, that was me misreading a few things originally!

Other than that, everything is okie dokie! :)

Spellcasting: A scourge champion casts divine spells drawn from the druid spell list. He removes all summon nature’s ally spells from the list and adds the following spells to it at the indicated spell levels: 1st–bane, corrosive touch, curse water, doom, inflict light wounds, summon monster I; 2nd–animater dead (lesser), corruption resistance, death knell, desecrate, pernicious poison, summon monster II; 3rd–bestow curse, blindness/deafness, defile armor, eruptive pustules, inflict moderate wounds, summon monster III, toxic gift, vampiric touch; 4th–animate dead, fleshworm infestation, inflict serious wounds, summon monster IV; 5th–inflict critical wounds, major curse, slay living, summon monster V; 6th–circle of death, creeping doom, harm, inflict light wounds (mass), summon monster VI.

His alignment may restrict him from casting certain spells opposed to his moral or ethical beliefs; see Chaotic, Evil, and Lawful Spells. Whenever the scourge champion casts the summon monster spell, creatures that normally gain the celestial or fiendish template when summoned instead gain the vermin type and demonic vermin template, regardless of their creature type. A scourge champion must choose and prepare his spells in advance.

Tyrannical wrote:
...Also, could we change Unholy Scourge up a little? it seems a little bias when there could never be a chance you encounter a good outsider, and the true enemy of this class would most likely be other druids and nature-based beings. So perhaps we can work that into it somehow?

How's this, specifically targets good druids and fey, which is the usual nature-based creature.

Unholy Scourge: At 20th level, a scourge champion becomes a conduit for the might of the unholy powers. He gains DR 5/good and is immune to the effects of dehydration and any spells that evaporate moisture from the body, such as horrid wilting. In addition, whenever he uses smite good and successfully strikes a good druid or fey, the creature is also subject to a greater contagion spell using his scourge champion level as the caster level. If the creature fails its saving throw against this effect, it contracts the disease, even if it is immune to diseases. After the greater contaigon effect and the damage from the attack is resolved, the smite immediately ends. This ability replaces unholy champion.


Awesome! Looks like we've pretty much got it.

Though I'm thinking the chances of this character class being lawful at all are pretty slim, and even if you could it'd be difficult to do. So perhaps Smite Good/Lawful, and have the Alignment as Any Nongood/Nonlawful

I think the only think left is a little tweak to Unholy Scourge. I think it shouldn't affect the creature depending on alignment. Since it says only Smite good works. Perhaps if we kept it so standard Smite affected any Druid, Plant or Fey creature?

And perhaps, with permission, grant access to the feats listed in the 'Blight Master' MCA? They'de be a nice addition, though again, I don't want to steal.


Tyrannical wrote:

Awesome! Looks like we've pretty much got it.

Though I'm thinking the chances of this character class being lawful at all are pretty slim, and even if you could it'd be difficult to do. So perhaps Smite Good/Lawful, and have the Alignment as Any Nongood/Nonlawful

I think the only think left is a little tweak to Unholy Scourge. I think it shouldn't affect the creature depending on alignment. Since it says only Smite good works. Perhaps if we kept it so standard Smite affected any Druid, Plant or Fey creature?

And perhaps, with permission, grant access to the feats listed in the 'Blight Master' MCA? They'de be a nice addition, though again, I don't want to steal.

1) So, you're thinking of allowing only CE, NE, CN, and N alignments? Rather restrictive since the concept is relatively broad. Toughts from others?

2) How's this, with changes depending upon the alignment issues?

Unholy Scourge: At 20th level, a scourge champion becomes a conduit for the might of the unholy powers. He gains DR 5/chaos, good or law according to his alignment, and is immune to the effects of dehydration and any spells that evaporate moisture from the body, such as horrid wilting. In addition, whenever he uses smite and successfully strikes a druid or fey, the creature is also subject to a greater contagion spell using his scourge champion level as the caster level. If the creature fails its saving throw against this effect, it contracts the disease, even if it is immune to diseases. After the greater contaigon effect and the damage from the attack is resolved, the smite immediately ends. This ability replaces unholy champion.

The one thing I'm wondering is if the contagion effect should only affect an individual once in a 24 hour period, like a rogue's master strike?

3) With the prerequisites of those Blight Master feats, it may be difficult to use them. What exactly were you wanting to be able to do?


I agree lawful seems kind of off for this guy.


Elghinn Lightbringer wrote:

1) So, you're thinking of allowing only CE, NE, CN, and N alignments? Rather restrictive since the concept is relatively broad. Toughts from others?

2) How's this, with changes depending upon the alignment issues?

Unholy Scourge: At 20th level, a scourge champion becomes a conduit for the might of the unholy powers. He gains DR 5/chaos, good or law according to his alignment, and is immune to the effects of dehydration and any spells that evaporate moisture from the body, such as horrid wilting. In addition, whenever he uses smite and successfully strikes a druid or fey, the creature is also subject to a greater contagion spell using his scourge champion level as the caster level. If the creature fails its saving throw against this effect, it contracts the disease, even if it is immune to diseases. After the greater contaigon effect and the damage from the attack is resolved, the smite immediately ends. This ability replaces unholy champion.

The one thing I'm wondering is if the contagion effect should only affect an individual once in a 24 hour period, like a rogue's master strike?

3) With the prerequisites of those Blight Master feats, it may be difficult to use them. What exactly were you wanting to be able to do?

1) Hmm, true, it may be a little restrictive, though standard Antipaladin can only ever be Chaotic Evil and Druids are Neutral, hence suggesting those four alignments, though if people feel too restricted any nongood works fine.

2) That's looking good to me, nice job!

3) I didn't notice the restrictions to plant familiars until now, my mistake.


#scourge champion, yeah just say a scourge champion cannot possess a lawful or good alignment. easy language and it should still work good even for parties that don't allow evil characters (still can be true neutral and chaotic neutral).


Nongood and nonlawful it is. I'll make the changes through out.


Alrighty then, looks about done to me then, thanks for the assist!


OK, Scourge Champion done! I'll get it up on the wiki.

We're waiting for Stafox to post his on Monday or Tuesday, so, the next up is Browman and his Delphic Blade.

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