Multiclass Archetypes VIII: MCAs Unlimited


Homebrew and House Rules

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Night_Shade wrote:

Hello all, I wanted to make a comment about the Bloodborn Warrior class (fighter/sorcerer). It shows that at level 11 the class looses its fighter bonus feat for sorcerous strike. Reading on the feat, it would seem as if you are taking away a feat to place something that requires the player to spend a feat to use. Sorcerous strike requires that you have the unarmed strike (there is no mention that this could be used with natural attacks). Meaning that the player would have to invest in a feat to make use of this 11th level ability. If it could work with natural attacks, then you are also forcing the player to choose a blood-line that grants claws to make use of this (or use a feat for the unarmed strike to make use of it).

Can you enlighten me on this please... planning on having my son play this class in his first game with some of my friends.

Thanks

Here's the revised write up. It was meant to be used with melee weapons that he is proficient with, as he is a Fighter primary MCA. But he can also gain its benefits with the IUS feat as normal.

Sorcerous Strike (Ex): At 11th level, a bloodborn warrior gains Sorcerous Strike as a bonus feat. If he has the Improved Unarmed Strike feat, he can also gain it's effects as normal. In addition, the bloodborn warrior can use this feat with any melee attack made with a weapon that he is proficient with. This ability replaces the bonus feat gained at 10th level.


The first thing I did before posting was to examine the list, as I didn't want to waste your time, others, and mine, but the slots were empty when I checked earlier. Now, I'm seeing classes. The dimensional warrior is nice, but doesn't fit; the elemental blade fits, but is a specialist. As I'm looking through it, however, it looks like it will be pretty easy to adapt it to a more generalist view with very little in the form of changes.

I retract my request, as that fits the idea quite well. Thanks!

Elghinn Lightbringer wrote:
Also, not to dash your hopes,

No hopes dashed, I assure you. The only thing missing is a bow.=)


Slightly off topic, but why does it say on the MCA Wiki that I need to log in to view certain MCAs? Just got it on the Trench Infantryman page, along with a couple others before that I forget now.


mrtaco6 wrote:
Slightly off topic, but why does it say on the MCA Wiki that I need to log in to view certain MCAs? Just got it on the Trench Infantryman page, along with a couple others before that I forget now.

If it says you have to log in to view them, then they haven't been added to the wiki yet. All you are seeing is a blank page holder for the MCA that hasn't been added by yours truly.


Elghinn Lightbringer wrote:
Night_Shade wrote:

Hello all, I wanted to make a comment about the Bloodborn Warrior class (fighter/sorcerer). It shows that at level 11 the class looses its fighter bonus feat for sorcerous strike. Reading on the feat, it would seem as if you are taking away a feat to place something that requires the player to spend a feat to use. Sorcerous strike requires that you have the unarmed strike (there is no mention that this could be used with natural attacks). Meaning that the player would have to invest in a feat to make use of this 11th level ability. If it could work with natural attacks, then you are also forcing the player to choose a blood-line that grants claws to make use of this (or use a feat for the unarmed strike to make use of it).

Can you enlighten me on this please... planning on having my son play this class in his first game with some of my friends.

Thanks

Here's the revised write up. It was meant to be used with melee weapons that he is proficient with, as he is a Fighter primary MCA. But he can also gain its benefits with the IUS feat as normal.

Sorcerous Strike (Ex): At 11th level, a bloodborn warrior gains Sorcerous Strike as a bonus feat. If he has the Improved Unarmed Strike feat, he can also gain it's effects as normal. In addition, the bloodborn warrior can use this feat with any melee attack made with a weapon that he is proficient with. This ability replaces the bonus feat gained at 10th level.

Thank you :-)

Dark Archive

New Idea!

Elemental Guardian
Primary: Paladin
Secondary: Oracle
Each Elemental Knight, based on their element, with have a diverging roles to play in combat. Fire Knights will be both the destructive in combat as well as most powerful blasters, bringing courage to allies and leading from the front. Wind Knights will be both the best at healing and at warding their allies, being able later fly and move with grace. Water Knights would be the most precise fighters as well as dangerous with both water and ice abilities, offering a mix of offense and defense. Earth Knights would be the defenders and tanks, absorbing damage and turning the very ground into an few stands on into a weapon

Yet the above differences would understandably need to be shown through custom Mysteries perhaps, on what to take away from the paladin though I am not certain. I could see Smite, Mecries and Lay of Hands being perhaps removed and partly added back in based on elemental mysteries. Alignment would need to be Chaotic Good.


#Elemental Envoy
Everything seems pretty good. currently writing up a revised version.

However, there are a few major issues I have.

Elemental Confidant:
She is essentially gaining a full wizard's familiar for only venom immunity. In the wizard archetypes, swapping OUT Arcane Bond (familiar or otherwise) swaps IN abilities like (see d20PFSRD.com)...

A) Something similar to the alchemist's bombs (including damage to 10 damage dice; ARCANE BOMBER)
B) Something akin to the Magus's Arcane Pool (SCROLLMASTER)
C) Channeling Primal Magic up to 5/day (1st/5th/10th/15th/20th; PRIMALIST)
D) The arcanist's Arcane Reservoir (EXPLOITER WIZARD)
E) Shadow spells ability (SHADOWCASTER)
F) Focused Spells ability (SPELL SAGE)

So, gaining a familiar, even without the Improved Familiar feat is worth far more than Venom Immunity. If you want to keep something akin to a familiar, then it should be rolled into the Elemental Conduit ability. Replace Elemental Bolster with an Elemental Companion, using either the Wizard's Familiar or Druid's Animal Companion as the template, but at level -3. Also allow for size increase from Small (4th), to Medium (7th), to Large (10th) over the levels. Also, it should be a temporary summons, like for 10 minutes or maybe 1 hour per 2 levels. Or a duration that is well balanced with the other two Elemental Conduit options.

But we can't give a familiar for venom immunity. If you don't want venom immunity, swap it for Energy Resistance 10 of their elemental type.

Deep Plane Authority:
Again, you are swapping an ability worth 10 levels of a core class, for A Thousand Faces, a pretty lame ability. Plus, she's gaining access to a bunch of bonus feats. If you want to give her an Elemental Channeling ability, then base it on the paladin version of Channel Energy, and have her expend 2 uses of her elemental Conduit ability.

Now that I'm thinking about it, we should really just combine Deep Plane Authority (via the paladin version of channel energy) into Elemental Conduit. Then you need to choose whether you want a Summon Monster (elemental) ability, or a temporary elemental familiar that can be summoned. So, Elemental Conduit would then include either

A) Elemental Form, Elemental Summons, and Deep Elemental Authority (Elemental Channel)

OR

B) Elemental Form, Elemental Companion (Familiar or Animal
Companion), and Deep Elemental Authority (Elemental Channel)

I personally like B, because I think a familiar or companion that the MCA is familiar with is much better than a random monster. Or we could use the Antipaladin's fiendish boon mechnics here, but an elemental of course.

We'd then need to adjust Ambassador to fit the changes.

#Faceless Thrall
I'll get to this one tomorrow.


Here.

ELEMENTAL ENVOY revised/final:

Some druids seem to have forgotten the fundamental basis on which nature tends to thrive. If it weren’t for the bedrock of earth, the breath of air, nurturing water, and cleansing fire, there would be no natural world. Elemental envoys recognize this and seek to strengthen ties between the material plane and their chosen elemental plane. Fortunate are those who are deemed fit by the elemental lords to serve as their ambassadors throughout the realms.

Primary Class: Druid.
Secondary Class: Oracle.
Alignment: Any neutral.
Hit Dice: d8.

Bonus Skills and Ranks: The elemental envoy may select three oracle skills to add to her class skills, in addition to the normal druid class skills, one of which must be Knowledge (planes). The elemental envoy gains a number of ranks at each level equal to 4 + Int modifier.

Weapon and Armor Proficiency: The elemental envoy is proficient with the druid weapon and armor proficiencies. She must also abide by the same restrictions except as noted here.

Air: The elemental envoy gains proficiency with bows and simple throwing weapons.

Earth: The elemental envoy is not prohibited from wearing metal armor.
Fire: The elemental envoy gains proficiency with one exotic melee weapon of her choice.

Water: The elemental envoy gains proficiency with the harpoon, long spear, net, and trident.

This modifies the normal druid weapon and armor proficiencies and replaces nature sense.

Spellcasting: An elemental envoy casts divine spells which are drawn from the druid spell list. The elemental envoy removes all summon nature’s ally from her spell list and adds the following spells at the indicated spell levels to her list: elemental touch (2nd) elemental aura (3rd). Each of these spells are limited to the elemental envoy’s chosen element. In addition, the elemental envoy adds the following spells at the indicated spell levels, as determined by her chosen element.

Air: shocking grasp (1st), protection from arrows (2nd), lightning bolt (3rd), greater invisibility (4th), lightning arc (5th), forceful hand (6th), jolting portent (7th), greater shout (8th), ride the lightning (9th).

Earth: corrosive touch (1st), acid arrow (2nd), spiked pit (3rd), calcific touch (4th), acidic spray (5th), disintegrate (6th), statue (7th), iron body (8th), imprisonment (9th).

Fire: sun metal (1st), scorching ray (2nd), fireball (3rd), scorching ash form (4th), fire snake (5th), chains of fire (6th), delayed blast fireball (7th), scintillating pattern (8th), meteor swarm (9th).

Water: icicle dagger (1st), blur (2nd), stinking cloud (3rd), wall of ice (4th), icy prison (5th), fluid form (6th), ice body (7th), polar ray (8th), mass icy prison (9th).

This modifies the normal druid spell list and replaces spontaneous casting.

Elemental Bond (Su): This is exactly like the druid’s nature bond, except that the elemental envoy must bond with the natural world, and chooses one of the following four elemental domains or one of its subdomains: Air, Earth, Fire, Water. She also gains a bond with the associated elemental plane. When determining the powers and bonus spells granted by this domain, the elemental envoy's effective cleric level is equal to her elemental envoy level. An elemental envoy also receives additional domain spell slots, just like a cleric. She must prepare spells from her domain in these slots and cannot be used to cast a spell spontaneously.

Elemental Burden (Ex):[/b] At 1st level, an elemental envoy is marked with a burden from the element of her choice. The effects persist through any kind of polymorph affect or any attempts to disguise or hide them. This functions as the oracle’s curse class feature except as noted here.

Gustlings (Air): The elemental envoy is plagued by tiny gusts of wind at all times. Over time she learns to tame them, if only for a short time. This otherwise functions as the haunted oracle’s curse. All negative effects of this curse are negated while the elemental envoy is on the elemental plane of air.

Lead Feet (Earth): The elemental envoy is burdened with the weight of the plane. This otherwise functions as the lame curse. As an earth elemental she only loses 5 feet of movement. The elemental envoy loses the movement penalty of this curse while on the elemental plane of earth.

Shark’s Smile (Water): The mouth of the elemental envoy is filled with rows of sharp teeth. Although these can be hidden by refraining from smiling or talking, they do interfere with the delicate pronunciation required of some spells. It does not interfere with any speech in Aquan (although spell failure chance remains the same no matter the language). This otherwise functions as the wolfscarred face curse and persists when under any polymorph effect (this includes elemental form; adjust damage for size as usual), replacing any bite attack that form would have. If using the vortex ability of a water elemental she may substitute her bite damage for slam damage. She may cast spells normally while on the elemental plane of water.

Smokey (Fire): The elemental envoy constantly smells of smoke that is mildly toxic and irritates the senses of those nearby. However, this constant exposure renders her immune to the effects, and provides a toxic environment against disease. This otherwise functions as the wasting curse. The elemental envoy doesn’t suffer a Charisma skill penalty against creatures with the fire subtype.

This ability replaces wild empathy.

Elemental Speech (Ex): An elemental envoy adds Aquan, Auran, Ignan or Terran as a bonus language, as determined by her chosen element.

Don't see why they should lose Druidic, as they would also be envoys to other druids. They should just gain the associated language as a free alanguage.

Elemental Stride (Su): Starting at 2nd level, an elemental envoy can use her elemental bond to travel the world in a variety of ways. The elemental envoy gains the following benefits according to her chosen element.

Tweaked and changed some as I felt the durations were a bit long on some of these.

Air: The elemental envoy can use feather fall at will. At 3rd level, she can cast levitate once per day. At 5th level, she can fly, as per the spell, for a number of minutes per day equal to her level. These minutes do not need to be consecutive, but they must be spent in 1-minute increments.

Earth: The elemental envoy can use feather step at will. At 7th level, she can use earth glide (as the spell) for a number of minutes per day equal to her elemental envoy level. These minutes do not need to be consecutive, but must be spent in 1-minute increments. .

Fire: The elemental envoy’s base speed increases by 10 feet. At 5th level, she receives Nimble Moves as a bonus feat. At 10th level, she receives Acrobatic Steps as a bonus feat. She does not need to meet the prerequisites of these feats.

Water: The elemental envoy can water walk (as the spell). At 7th level, she also gains the benefits of the water breathing spell, a swim speed of 60 feet, and darkvision out to 120 feet, but only while under water. The envoy can use this ability for 10 minutes per day for every elemental envoy level. This duration does not need to be consecutive, but it must be spent in 10-minute increments.

This ability replaces woodland stride and trackless step.

Elemental Sight (Su): At 4th level, an elemental envoy’s sight is unhindered by her chosen element.

Air: The elemental envoy ignores penalties on Perception checks based on wind and the first 100 feet of distance. At 7th level, as a standard action, she can see and hear into any area (as if using clairaudience and clairvoyance) within range as long as there is an unobstructed path for air to travel between her and the target area. This does not require line of effect, meaning the path can turn corners and go through spaces no smaller than 1 inch in diameter. The elemental envoy can use this ability a number of rounds per day equal to her elemental envoy level, but these rounds do not need to be consecutive.

Earth: The elemental envoy can see through stone, earth, or sand as easily as if it were transparent crystal. Her gaze can penetrate a number of feet equal to her elemental envoy level, or 1/12th this thickness of metal. She can use this ability a number of rounds per day equal to her elemental envoy level, but these rounds do not need to be consecutive.

Fire: The elemental envoy can see through ash, fire, fog, and smoke without penalty as long as the light is sufficient to allow her to see normally. At 7th level, she can gaze through any source of flame within 10 feet per elemental envoy level, as if using clairvoyance. She can use this ability for a number of rounds per day equal to your elemental envoy level, but these rounds do not need to be consecutive.

Water: The elemental envoy can see through cloud, fog and mist without penalty as long as there is enough light to allow her to see normally. At 7th level, she can use any calm pool of water at least 1 foot in diameter as a scrying device, as if using the scrying spell. At 15th level, this functions like greater scrying. She can use the scrying abilities for a number of rounds per day equal to her elemental envoy level, but these rounds do not need to be consecutive.
This ability replaces resist nature’s lure and wild shape 1/day.

Elemental Conduit (Su): At 6th level, an elemental becomes a living conduit to her bonded elemental plane. Once per day as a standard action, an elemental envoy can manifest this powerful connection, plus one additional time per day at 8th level and every two levels thereafter, for a total of seven times per day at 18th level. An elemental envoy can manifest this connection in one of the following three ways.

Elemental Channeling (Su): The elemental envoy can expend a use of elemental conduit to channel energy (as the cleric’s Channel energy ability) to either command elementals or cause them to flee. Each of these effects function like the Command Undead and Turn Undead channeling feats respectively, except that it only affects elementals and neither heals nor harms the elemental. Alternately, she can expend one use of elemental conduit to heal elementals of his elemental type or harm another type of elemental of his choice. The choice must be made when the ability is used. The elemental envoy’s cleric level is equal to 1/2 her elemental envoy level for the purpose of determining the amount of damage this ability heals or deals, but uses her elelemntal envoy level as her cleric level to determine the number of Hit Dice of elementals she can affect. This otherwise functions as the Elemental Channel channeling feat.

Elemental Companion (Su): The elemental envoy can expend one use of elemental conduit to summon an elemental from her bonded elemental plane. This functions as summon monster III. Every 2 levels beyond 6th, the power of this ability increases by one spell level (up to summon monster XI at 18th level), allowing her to summon more powerful elementals. Elementals summoned this way last for 10 minutes per level and are summoned as though the elemental envoy had the Augmented Summoning feat. If the elemental is destroyed, it immediately returns to its home plane.

Elemental Form: The elemental envoy can expend one use of elemental conduit to gain one use of the druid’s wild shape ability. However, the elemental envoy can only assume the form of an elemental of her elemental bond’s type. She also gains Natural Spell and Eschew Materials as bonus feats while in her elemental form and may speak normally (except as described in the Shark’s Smile burden above).

An elemental envoy may only have one of these abilities in effect at a time. If the elemental envoy uses elemental conduit while a previous use of elemental conduit is still in effect, the previous effect immediately ends. This ability replaces wild shape and a thousand faces.

Energy Resistance (Su): At 9th level, an elemental envoy gains energy resistance 10 to the energy associated with her elemental plane. This ability replaces venom immunity.

Diplomatic Passage (Sp): At 15th level, an elemental envoy can cast plane shift as a spell-like ability once per day as a standard action. The elemental envoy may only transport herself and willing targets to her bonded elemental plane or back to her native plane. While on her bonded elemental plane, the elemental envoy and those transported with her are treated as though under the constant effect of the planar adaptation spell. This ability replaces timeless body.

Planar Ambassador (Su): At 20th level, an elemental envoy becomes extremely adept at channeling her elemental energies. Whenever an elemental envoy uses elemental conduit…

• her effect cleric level is equal to her elemental envoy level when determining the amount of damage she heals or deals with elemental channel
• the duration of her elemental companion increases to 1 hour per level, or
• she can assume her elemental form indefinitely, or until she ends the effect or uses elemental conduit again.

In addition, the elemental envoy gains the native outsider type and elemental subtype appropriate to her bonded elemental plane. This ability replaces wild shape (at will).

Table: Elemental Envoy
Base
Class Attack Fort Ref Will Spells per Day
Level Bonus Save Save Save Special 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th

1st +0 +2 +0 +2 Elemental bond, elemental burden, 3 1 — — — — — — — —
elemental speech, orisons
2nd +1 +3 +0 +3 Elemental stride 4 2 — — — — — — — —
3rd +2 +3 +1 +3 4 2 1 — — — — — — —
4th +3 +4 +1 +4 Elemental sight 4 3 2 — — — — — — —
5th +3 +4 +1 +4 4 3 2 1 — — — — — —
6th +4 +5 +2 +5 Elemental conduit (1/day) 4 3 3 2 — — — — — —
7th +5 +5 +2 +5 4 4 3 2 1 — — — — —
8th +6/+1 +6 +2 +6 Elemental conduit (2/day) 4 4 3 3 2 — — — — —
9th +6/+1 +6 +3 +6 Energy resistance 4 4 4 3 2 1 — — — —
10th +7/+2 +7 +3 +7 Elemental conduit (3/day) 4 4 4 3 3 2 — — — —
11th +8/+3 +7 +3 +7 4 4 4 4 3 2 1 — — —
12th +9/+4 +8 +4 +8 Elemental conduit (4/day) 4 4 4 4 3 3 2 — — —
13th +9/+4 +8 +4 +8 4 4 4 4 4 3 2 1 — —
14th +10/+5 +9 +4 +9 Elemental conduit (5/day) 4 4 4 4 4 3 3 2 — —
15th +11/+6/+1 +9 +5 +9 Diplomatic passage 4 4 4 4 4 4 3 2 1 —
16th +12/+7/+2 +10 +5 +10 Elemental conduit (6/day) 4 4 4 4 4 4 3 3 2 —
17th +12/+7/+2 +10 +5 +10 4 4 4 4 4 4 4 3 2 1
18th +13/+8/+3 +11 +6 +11 Elemental conduit (7/day) 4 4 4 4 4 4 4 3 3 2
19th +14/+9/+4 +11 +6 +11 4 4 4 4 4 4 4 4 3 3
20th +15/+10/+5 +12 +6 +12 Planar ambassador 4 4 4 4 4 4 4 4 4 4


Elghinn Lightbringer wrote:

Here.

** spoiler omitted **...

Looking good. I hadn't even thought of feather step for earth EE because of the name but the effect is exactly what i was looking for.

Regarding the elemental confidant, swapping venom immunity for a familiar feels right when you compare to the storm lord archetype that trades venom immunity for a whole domain at full level. I would prefer to keep the familiar confidant (with elemental bolster for elemental form) and lose the channeling aspect of it.

So essentially
Lose elemental channel and elemental resistance
Gain familiar with elemental bolster for elemental form

Would that work?


Apraham Lincoln wrote:
Elghinn Lightbringer wrote:

Here.

** spoiler omitted **...

Looking good. I hadn't even thought of feather step for earth EE because of the name but the effect is exactly what i was looking for.

Regarding the elemental confidant, swapping venom immunity for a familiar feels right when you compare to the storm lord archetype that trades venom immunity for a whole domain at full level. I would prefer to keep the familiar confidant (with elemental bolster for elemental form) and lose the channeling aspect of it.

So essentially
Lose elemental channel and elemental resistance
Gain familiar with elemental bolster for elemental form

Would that work?

Your wording is confusing, sorry. What are you wanting to keep and get rid of in regard to swaps?

Are you getting rid of Elemental Conduit? Going back to swapping venom immunity for the familiar, but get rid of the channeling and instead gain the bolster effect? Just lay it out for me what swaps you are planning on doing. Sorry, early morning. :D


@El: Sent you a PM...


Oh no now I can't decide if I want to stick with my Fife & Drummer or shelf it for now in exchange for a Gunslinger/Ranger idea that I just thought of. Drummer corpsman or American Revolution-era Kentucky Longrifleman? Guess I just got 18th century warfare on the mind for MCAs today, heh.


Elghinn Lightbringer wrote:
Apraham Lincoln wrote:
Elghinn Lightbringer wrote:

Here.

** spoiler omitted **...

Looking good. I hadn't even thought of feather step for earth EE because of the name but the effect is exactly what i was looking for.

Regarding the elemental confidant, swapping venom immunity for a familiar feels right when you compare to the storm lord archetype that trades venom immunity for a whole domain at full level. I would prefer to keep the familiar confidant (with elemental bolster for elemental form) and lose the channeling aspect of it.

So essentially
Lose elemental channel and elemental resistance
Gain familiar with elemental bolster for elemental form

Would that work?

Your wording is confusing, sorry. What are you wanting to keep and get rid of in regard to swaps?

Are you getting rid of Elemental Conduit? Going back to swapping venom immunity for the familiar, but get rid of the channeling and instead gain the bolster effect? Just lay it out for me what swaps you are planning on doing. Sorry, early morning. :D

Elemental conduit keeps elemental bolster, keep familiar at 9th in exchange for venom immunity and 1k faces


Well, if the Storm Lord swaps venom immunity for a familiar, we can do it for VI and 1k faces.


Elghinn Lightbringer wrote:
Well, if the Storm Lord swaps venom immunity for a familiar, we can do it for VI and 1k faces.

Storm lord trades it for a domain and plenty of domains offer a familiar and something else on top.


Elghinn Lightbringer wrote:
Well, if the Storm Lord swaps venom immunity for a familiar, we can do it for VI and 1k faces.

Actually, it's the Storm Druid Ape. Yes, he gets an additional domain, but remember, he only gets to use one domain spell of each level from either of the domains, not both.

Anyways, looking it over, as the Elemental Familiar is a Small elemental, and using Elemental Bolster to essentially increase the size of your familiar for a limited time, that shouldn't be broken.

Here's the revised Elemental Conduit and Elemental Companion ability. I decided to make the companion as a familiar in regards to stats and ability increases, but made it summonable, dismissable, and killable like a summoner's eidolon.

Elemental Conduit (Su):

At 6th level, an elemental becomes a living conduit to her bonded elemental plane. Once per day as a standard action, an elemental envoy can manifest this powerful connection, plus one additional time per day at 8th level and every two levels thereafter, for a total of seven times per day at 18th level. An elemental envoy can manifest this connection in one of the following three ways.

Elemental Channeling: The elemental envoy can expend a use of elemental conduit to channel energy (as the cleric’s Channel energy ability) to either command elementals or cause them to flee. Each of these effects function like the Command Undead and Turn Undead channeling feats respectively, except that it only affects elementals and neither heals nor harms the elemental. Alternately, she can expend one use of elemental conduit to heal elementals of his elemental type or harm another type of elemental of his choice. The choice must be made when the ability is used. The elemental envoy’s cleric level is equal to 1/2 her elemental envoy level for the purpose of determining the amount of damage this ability heals or deals, but uses her elemental envoy level as her cleric level to determine the number of Hit Dice of elementals she can affect. This otherwise functions as the Elemental Channel channeling feat.

Elemental Form: The elemental envoy can expend one use of elemental conduit to gain one use of the druid’s wild shape ability. However, the elemental envoy can only assume the form of an elemental of her elemental bond’s type. She also gains Natural Spell and Eschew Materials as bonus feats while in her elemental form and may speak normally (except as described in the Shark’s Smile burden above).

At 10th level, an elemental envoy can also use the following ability as part of her elemental conduit.

Elemental Bolster : An elemental envoy can expend one use of her elemental conduit to bolster her elemental companion. The elemental companion polymorphs into a Medium elemental of its type as the elemental body II spell. At 12th level, the elemental companion polymorphs into a Large elemental as the elemental body III spell. At 14th level, the elemental companion polymorphs into a Huge elemental as the elemental body IV spell. If the companion is slain while bolstered, the bolstering effect immediately ends and the companion is drops to zero hit points, is rendered unconscious, and becomes stabilized. This effects of this ability last until the duration expires, or the elemental companion is dismissed, banished, or slain, whichever comes first.

An elemental envoy may only have one of these abilities in effect at a time. If the elemental envoy uses elemental conduit while a previous use of elemental conduit is still in effect, the previous effect immediately ends. This ability replaces wild shape.

Elemental Companion (Su):
At 9th level, an elemental envoy gains the ability to summon to his side a powerful outsider called an elemental companion. The elemental companion has the same alignment as the elemental envoy that calls it, and can speak all of her languages. Elemental companions are treated as summoned creatures, except that they are not sent back to their home plane until reduced to a number of negative hit points equal to or greater than their Constitution score. In addition, due to its tie to its elemental envoy, an elemental companion can touch and attack creatures warded by protection from evil and similar effects that prevent contact with summoned creatures.

When summoned, an elemental companion is always a Small elemental from the elemental envoy’s bonded elemental plane. It has the statistics and abilities of an elemental appropriate to it size and type, and gains the benefits of a familiar. The elemental companion’s hit points, saving throws, skills, feats, and abilities are tied to the elemental envoy’s class level and increase as the elemental envoy gains levels (see the Familiars description of the wizard’s Arcane Bond class feature). The elemental envoy uses her elemental envoy level as her wizard level for the purpose of determining her elemental companion’s abilities.

An elemental envoy can summon his elemental companion in a ritual that takes 1 minute to perform. When summoned in this way, the elemental companion hit points are unchanged from the last time it was dismissed or banished. The only exception to this is if the elemental companion was slain, in which case it returns with half its normal hit points. The elemental companion does not heal naturally. The elemental companion remains until dismissed by the elemental envoy (a standard action). If the elemental companion is sent back to its home plane due to death, it cannot be summoned again until the following day. The elemental companion cannot be sent back to its home plane by means of dispel magic, but spells such as dismissal and banishment work normally. If the elemental envoy is unconscious, asleep, or killed, his elemental companion is immediately banished.

This ability replaces venom immunity and a thousand faces.

Also changed Planar Ambassador to coinside with the changes.

Planar Ambassador (Su):

At 20th level, an elemental envoy becomes extremely adept at channeling her elemental energies. Whenever an elemental envoy uses elemental conduit…

• her effect cleric level is equal to her elemental envoy level when determining the amount of damage she heals or deals with elemental channel
• the effect of her elemental bolster lasts indefinitely, or until the elemental companion is dismissed, banished, or slain, or
• she can assume her elemental form indefinitely, or until she ends the effect or uses elemental conduit again.

In addition, the elemental envoy gains the native outsider type and elemental subtype appropriate to her bonded elemental plane. This ability replaces wild shape (at will).


Apraham Lincoln wrote:
Elghinn Lightbringer wrote:
Well, if the Storm Lord swaps venom immunity for a familiar, we can do it for VI and 1k faces.
Storm lord trades it for a domain and plenty of domains offer a familiar and something else on top.

Doesn't means its balanced with a class's or MCA's other abilities though. Even Paizo doesn't get it right all the time.


#Faceless Thrall

Just going through it now.


Yaaaay! My disgusting, ooze-tastic, monstrosity is waking up!


Taco Man wrote:
Yaaaay! My disgusting, ooze-tastic, monstrosity is waking up!

It's ALIIIIIVE!

Sorry, I just had to~


But it isn't alive, yet, Dear Tyra.


@El, any chance we can see the Cunning Gadgeteer up on the wiki?


#Faceless Thrall

It's Alive!!!!

We still need a flavor blurp Taco Man.

FACELESS THRALL revised:

Primary: Antipaladin.
Secondary: Druid.
Alignment: Chaotic neutral, neutral evil, or chaotic evil.
Hit Die: d10.

Smite Law/Smite Good (Su): This is exactly like the antipaladin’s smite good ability, except that a chaotic neutral faceless thrall can smite law instead. In addition, a faceless thrall uses his Wisdom modifier in place of his Charisma modifier when determining the effects of his smite law/smite good ability.

Amorphous Anatomy (Ex): At 2nd level, a faceless thrall's body and bones become rubbery and easy to contort. The faceless thrall gains a bonus equal to his faceless thrall level on Escape Artist checks, can squeeze through places as if he were one size category smaller, and can make a Reflex save (DC equal to 15 + 1 for every 10 feet fallen) to take half damage from falling.

At 10th level, all falling damage is considered nonlethal damage, and the faceless thrall can squeeze through places as if he were two size categories smaller than his size. This ability replaces unholy resistance.

Slime Touch (Ex): Beginning at 2nd level, a faceless thrall can excrete a toxic translucent resin that surrounds his hand, causing terrible wounds on those he touches. Each day he can use this ability a number of times equal to 1/2 his faceless thrall level + his Wisdom modifier. As a touch attack, a faceless thrall can cause 1d6 points of damage for every two faceless thrall levels he possesses. Using this ability is a standard action that does not provoke attacks of opportunity.

Alternatively, a faceless thrall can use this power to heal ooze creatures, restoring 1d6 hit points for every two levels the faceless thrall possesses. 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 faceless thrall 2 additional uses of the touch of slime class feature. This ability otherwise functions as and replaces touch of corruption.

Ooze Empathy (Ex): At 3rd level, a faceless thrall can improve the attitude of an ooze or certain similar creatures. This ability functions just like a Diplomacy check made to improve the attitude of a person. The faceless thrall rolls 1d20 and adds her faceless thrall level and her Charisma modifier to determine the ooze empathy check result.

Typical oozes have a starting attitude of indifferent towards the faceless thrall, while aberrations are usually unfriendly.

To use ooze empathy, the faceless thrall and the ooze must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an ooze in this way takes 1 minute but, as with influencing people, it might take more or less time. This ability replaces aura of cowardice.

Excretions (Ex): At 3rd level, and every three levels thereafter, a faceless thrall learns to secrete the natural toxins of slimes and oozes and can select one excretion. Each excretion adds an effect to the faceless thrall’s caustic touch ability. Whenever the faceless thrall uses caustic touch to deal damage to one target, the target also receives the additional effect from one of the excretions possessed by the faceless thrall. This choice is made when the touch is used. The target receives a Fortitude save to avoid the effects of this excretion. If the save is successful, the target takes the damage as normal, but not the effects of the excretion. The DC of this save is equal to 10 + 1/2 the faceless thrall’s level + the faceless thrall’s Wisdom modifier.

At 3rd level, the faceless thrall can select from the following initial excretions.
• Fatigued: The target is fatigued.
• Sickened: The target is sickened for 1 round per level of the faceless thrall.
• Slowed: The target’s speed is reduced by 10 feet for 1 round per faceless thrall level.

At 6th level, the faceless thrall adds the following excretions to the list of those that can be selected.
• Caustic: The target is drenched in caustic ooze for 1 round per two faceless thrall levels. This ooze deals an amount of acid damage equal to 2d6 + the faceless thrall’s Wisdom modifier in the first round, plus an additional amount of acid damage per round thereafter equal to the faceless thrall’s Wisdom modifier. The target can make a Fortitude save for half damage.
• Debilitated: The target suffers 1d4 points of temporary Dexterity damage for 1 round per two faceless thrall levels. A successful Fortitude saving throw negates this effect. The faceless thrall must have the slowed excretion before selecting this excretion.
• Infirmed: The target takes 1d4 points of temporary Constitution damage for 1 round per two faceless thrall levels. A successful Fortitude saving throw negates this effect. The faceless thrall must have the fatigued excretion before selecting this excretion.
• Weakened: The target takes 1d4 points of temporary Strength damage for 1 round per two faceless thrall levels. A successful Fortitude saving throw negates this effect. The faceless thrall must have the sickened excretion before selecting this excretion.

At 9th level, the faceless thrall adds the following excretions to the list of those that can be selected.
• Anchored: The target is affixed with a sticky tendril of sludge. The target is entangled and cannot move more than 5 feet away from the faceless thrall for 1 round per two faceless thrall levels. The tendril can be removed by making an opposing Strength check (a standard action), or by dealing an amount of slashing damage to the tendril to drop it to zero or more hit points. The tendril has an AC of 11 and a number of hit points equal to 1/2 the faceless thrall’s level. In addition, while this anchoring tendril is in effect, the faceless thrall gains a +4 bonus to his attack rolls against the target, but cannot himself move more than 5 feet away from the target. The faceless thrall can release the tendril as a free action. Only one target can be affected by this excretion at a time.
• Exhausted: The target is exhausted. The faceless thrall must have the fatigued excretion before selecting this excretion.
• Nauseated: The target is nauseated for 1 round per three levels of the faceless thrall. The faceless thrall must have the sickened excretion before selecting this excretion.

At 12th level, the faceless thrall adds the following excretions to the list of those that can be selected.
• Feebleminded: The target suffers 1d6 points of temporary Intelligence damage for 1 round per three faceless thrall levels. A successful Will saving throw negates this effect. The faceless thrall must have the weakened excretion before selecting this excretion.
• Distracted: The target’s mind becomes distracted and takes a penalty to all attack rolls equal to the faceless thrall’s Wisdom modifier for 1 round per four faceless thrall levels. If the target is a spellcaster, any spells with verbal or somatic components have a 25% chance of spell failure.
• Maddened: The target takes 1d6 points of temporary Wisdom damage for 1 round per three faceless thrall levels. A successful Will saving throw negates this effect. The faceless thrall must have the debilitated excretion before selecting this excretion.
• Repressed: The target suffers 1d6 points of temporary Charisma damage for 1 round per three faceless thrall levels. A successful Will saving throw negates this effect. The faceless thrall must have the infirmed excretion before selecting this excretion.

These abilities are not cumulative. For example, a 12th-level faceless thrall’s slime touch ability deals 6d6 points of damage and might also cause the target to become fatigued, anchored, nauseated, or maddened. Once an excretion is chosen, it can’t be changed. This ability otherwise functions as and replaces cruelties.

Sludge Boon (Su): Upon reaching 5th level, the faceless thrall recieves a boon from his faceless lord. This boon takes one of two forms:

The first form is a bond with the environments in which oozes exist. The faceless thrall may select one of the following domains (or related subdomains): Cave, Earth (Radiation), Mudbog, Ooze (Slime), Poison, Water (Rivers). For the purpose of determining the faceless thrall’s domain abilities, the faceless thrall’s equivalent cleric level is equal to her faceless thrall level -3. In addition, the faceless thrall as her 1st and 2nd level domains spells to the antipaladin spell list as 1st- and 2nd-level antipaladin spells respectively, but adds his 3rd and 4th level domain spells as 3rd-level antipaladin spells, and his 5th and 6th level domain spells as 4th-level antipaladin spells .

The second type of bond allows the faceless thrall to gain the service of an ooze servant. This functions as the antipaladin’s fiendish servant of the Fiendish Bond class feature, except that the faceless thrall can only gain the service of a single ooze from Table: Summon Monster Alternatives below. At 11th level, the ooze servant gains the entropic or fiendish template.

This ability otherwise functions as and replaces fiendish boon.

Table: Summon Monster Alternatives

3rd Level Subtype(s) Source
Choleric ooze swarm Ooze AP43
Diger Ooze THC
Gelatinous orb Ooze RR
Jelly, tar Ooze RR
Jelly, whip Ooze THC
Mold, slime Ooze B2
Ooze, garden Ooze B3

4th Level Subtype(s) Source
Cube, frost Ooze DDR
Cube, gelatinous Ooze B1
Freezing flow Ooze B4
Hungry flesh Ooze B4
Jelly, stun Ooze THC
Lightning bladder Ooze TH4
Mudbog Ooze THC
Ooze, crystal Ooze B1
Ooze, emerald Ooze RR
Ooze, gray Ooze B1
Ooze, hag eye Ooze AP72
Ooze, id Ooze B1
Ooze, mercury Ooze THC
Sewer sludge Ooze TH4
Slime mold Ooze THC
Slithering tracker Ooze B2

5th Level Subtype(s) Source
Cube, ebony Ooze DDR
Cube, electric Ooze DDR
Ectoplasm Ooze THC
Globster Ooze B3
Hungry fog Ooze B3
Jelly, jolly Ooze TH4
Jelly, ochre Ooze B1
Livestone Ooze THC
Ooze, ebon Ooze TH4
Ooze, glacial Ooze THC
Ooze, metallic Ooze THC
Ooze, undead Ooze THC
Ooze, vendurous Ooze AP35
Pudding, blood Ooze THC
Pudding, white Ooze THC
Sea scourge Ooze IS
Spawn of Jubelix Ooze TH4
Tear of burning flame Ooze LCG
Tear of nuruu’gal Ooze LCG

6th Level Subtype(s) Source
Jelly, mustard Ooze THC
Ooze, brain Ooze B3
Ooze, deathtrap Ooze B3
Ooze, magma Ooze B2
Ooze, vampiric Ooze THC
Pudding, black Ooze B1
Pudding, brown Ooze THC
Pudding, dun Ooze THC
Shard slag Ooze B4
Trapper Ooze FF

7th Level Subtype(s) Source
Color out of space Ooze B4
Jelly, tyrant Ooze B4
Living mirage Ooze OLP
Ooze, coven Ooze AP72
Ooze, entropic Ooze THC
Pudding, stone Ooze THC

8th Level Subtype(s) Source
Ooze, capacitor Ooze NLFS
Ooze, carnivorous crystal Ooze B3
Ooze, greater vendruous Ooze AP35
Ooze, putrid Ooze AP76
Vespergaunt Ooze ISB

9th Level Subtype(s) Source
Carnivorous blob Ooze B2
Living monolith Ooze TH4

*AP (Pathfinder RPG Adventure Path), B1 (Bestiary), B2 (Bestiary 2), B3 (Bestiary 3), B4 (Bestiary 4), DDR (Dungeon Denizens Revisited), FF (Forgotten Foes), IS (Isle of Shackles), ISB (Inner Sea Bestiary), LCG (Lost Cities of Galorian), NLFS (Pathfinder Campaign Setting: Numeria, Land of Fallen Stars), OLP (Pathfinder Campaign Setting: Osirion, Legacy of Pharaohs ), RR (Remarkable Races: Compendium of Unusual PC Races, Pathway to Adventure Edition), TH4 (Tome of Horrors 4), THC (Tome of Horrors Complete)

Slime Guard (Ex): At 8th level, a faceless thrall is constantly surrounded by a cloud of translucent goo. All enemies within 10 feet of a faceless thrall are subject to an entangle spell. This effect does not stack with the entangle effect of the anchored excretion. This ability functions only while the faceless thrall is conscious, not if he is unconscious or dead. This ability replaces aura of despair.

Ooze Form (Ex): At 11th level, a faceless thrall’s anatomy changes to become more amorphous and ooze-like, reducing the chance of a mortal wound. When a critical hit or sneak attack is scored on the faceless thrall, there is a 25% chance that the critical hit or sneak attack is negated and damage is instead rolled normally. Furthermore, he gains a +4 bonus to his CMD to resist being tripped or grappled. This ability replaces aura of vengeance.

Slime Slurry (Su): At 14th level, a faceless thrall’s amorphous form grants him DR 10/slashing. In addition, once per day, whenever the faceless thrall is attacked by a slashing weapon, he can split himself into two as a standard action. This functions as the vomit twin spell, except that it lasts for 10 minutes and both the faceless thrall and his twin are reduced by one size category for the duration of the effect
(size adjustments apply). When the duration ends, the faceless thrall and twin merge together again, or he may end the effect before the 10 minutes have expired. This ability replaces aura of sin.

Greater Ooze Form (Su): At 17th level, a faceless thrall can squeeze through places as if he were three categories smaller than his size. In addition, the chance that critical hits or sneak attacks are negated and damage is rolled normally increases to 50%, and the bonus to his CMD to resist being tripped or grappled increases to +8. This ability replaces aura of depravity.

Champion of Jubelix (Su): At 20th level, a faceless thrall is immune to poison, paralysis, polymorph, sleep effects, and stunning. Also, she is no longer subject to flanking, and there is a 50% chance that the critical hit or sneak attack is negated and damage is instead rolled normally. In addition, a faceless thrall can choose to be treated as his base type or an ooze for the purpose of what spells affect him. This ability replaces unholy champion.

Table: Faceless Thrall
Base
Class Attack Fort Ref Will Spells per Day
Level Bonus Save Save Save Special 1st 2nd 3rd 4th

1st +1 +2 +0 +2 Aura of evil, detect good, smite law/good 1/day — — — —
2nd +2 +3 +0 +3 Amorphous anatomy, slime touch — — — —
3rd +3 +3 +1 +3 Excretion, ooze empathy, plague bringer — — — —
4th +4 +4 +1 +4 Channel negative energy, smite law/good 2/day 0 — — —
5th +5 +4 +1 +4 Sludge boon 1 — — —
6th +6/+1 +5 +2 +5 Excretion 1 — — —
7th +7/+2 +5 +2 +5 Smite law/good 3/day 1 0 — —
8th +8/+3 +6 +2 +6 Slime guard 1 1 — —
9th +9/+4 +6 +3 +6 Excretion 2 1 — —
10th +10/+5 +7 +3 +7 Smite law/good 4/day 2 1 0 —
11th +11/+6/+1 +7 +3 +7 Ooze form 2 1 1 —
12th +12/+7/+2 +8 +4 +8 Excretion 2 2 1 —
13th +13/+8/+3 +8 +4 +8 Smite law/good 5/day 3 2 1 0
14th +14/+9/+4 +9 +4 +9 Slime slurry 3 2 1 1
15th +15/+10/+5 +9 +5 +9 Secretion 3 2 2 1
16th +16/+11/+6/+1 +10 +5 +10 Smite law/good 6/day 3 3 2 1
17th +17/+12/+7/+2 +10 +5 +10 Greater ooze form 4 3 2 1
18th +18/+13/+8/+3 +11 +6 +11 Excretion 4 3 2 2
19th +19/+14/+9/+4 +11 +6 +11 Smite law/good 7/day 4 3 3 2
20th +20/+15/+10/+5 +12 +6 +12 Champion of Jubelix 4 4 3 3


Tyrannical wrote:
@El, any chance we can see the Cunning Gadgeteer up on the wiki?

It's up!


Could I be put down for alchemist/cavalier and is zealous gunmen up yet?


#faceless thrall

"Many creatures in this world, have power to tempt mortals... Angels, Demons, Fey, magical beasts, and horrific abominations beyond comprehension. But some see the power and beauty of a more, simplistic, being. Drawn in by the disgusting allure of the greatest of oozes, the faceless thralls are those who've taken rituals most foul, with one of the few, greatest masses of sentient sludge to have enough power to more than happily provide it, and the drive to actively gift it. These disturbing warriors spread the word, of what they view as the greatest of creatures,s and what only a madman could find the "beauty" of." -Flavorblurb?

It looks more th'n'nice to me. Looks down-right disturbing and Creepy-Awesome.

Perhaps afew custom-tooled spells could be added, but on the whole, it looks quite nice! There just isn't enough magic to support an ooze-caster, perhaps once tooled-out, they could even replace afew of the custom domain's spells, n' be put into some other class lists for usage by the ichormancer, and others! ;)


Yuri Clovershield wrote:
Could I be put down for alchemist/cavalier and is zealous gunmen up yet?

Added! Your MCA hasn't been put up yet, and I still need a flavor blurp for it. Like what Taco Man just did above.

#Faceless Thrall
Yes, some more oozy spells would be great. If you have ideas, we can add them into the works.


Elghinn Lightbringer wrote:


#Faceless Thrall
Yes, some more oozy spells would be great. If you have ideas, we can add them into the works.

The ones I added in the Ooze and Slime domains were some of the more oozy ones, if you want them. I'd also debate that web spells can be oozy, as can spells containing acid or poison. There's not a whole lot of spells that are directly ooze related (believe me, it upsets me too).

I'd debate that certain water and mud themed spells might be able to pass off as slimy spells, if employed correctly, as well as certain animal themed spells (frogs, slugs, jellyfish, etc...).


I have afew custom-tooled abilities I made for a consort of Jubilex on a different computer, that could be easily converted and balanced out. I'm currently posting from a Laptop Abroad, and will have access to my main comp, Monday Evening. Shouldn't take too long, then.


Putting myself up again for another mca

Spectral fist is current name and was a magus/monk (monk/magus) but am revisiting it for brawler interactions.


Alright, Faceless Thrall (minus any new spells that might come along) and Elemental Envoy are done.

On to...

Fife & Drum – Cav/Brd (mrtaco6)
Astute Sentry – Ftr/Rgr (JonathonWilder)

And go!


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WOOOO okay

With new battlefield technologies being developed every second, giving commands to soldiers is becoming more and more of an arduous task. Smoke from firearms obscures signal flags, and the sounds of cannon and steel clashing drown out any lone voice. That is where the Fife & Drummer comes in. With his trusty drum, he relays orders from his superiors to his comrades via drumming patterns. As well, drumming can induce a primal thrum in the average soldier, and his drumming can rally the troops and bring them back to full fighting speed, often turning the tide of lost battles.

Fife & Drummer:

Weapon and Armor Proficiency: Fife & Drummers are proficient with all simple and martial weapons, as well as light and medium armor. Heavy armor interferes with the precise handiwork necessary to properly play the drum.

Drum Performance: This is exactly like Bardic Performance, except it is based on the Fife & Drummer's Intelligence score instead of Charisma. A list of performances can be found at the bottom. A drum performance takes both hands for the duration of it, though it is still possible to cast spells whilst doing a drum performance if the Fife & Drummer receives spells from another class. This replaces the Cavalier's Challenge and Demanding Challenge ability.

Drum Kit: At 1st level, the Fife & Drummer receives a single large drum, worn over the chest. If this is ever lost or destroyed, he must spend 50 gp per Fife & Drummer level to replace it. A Fife & Drummer without his drum kit cannot use his Drum Performance ability. The drum kit is very large and unwieldy, and any attacks made with it equipped take a -2. This replaces the Cavalier's Mount and Expert Trainer ability.

Order: This is exactly like the Cavalier ability of the same name. Additional orders are listed at the bottom(?)(not sure if I want to make more orders or not.)

Battlefield Knowledge: Gained at 3rd level, this is otherwise exactly like the Bard ability Bardic Knowledge, except it only applies to Knowledge (Local), Knowledge (Engineering), Knowledge (Arcana), and Knowledge (History). This replaces the Cavalier's Charge and Mighty Charge ability.

Banner, Greater Banner: This is exactly like the Cavalier ability of the same name.

Bonus Feat: At 6th level, and every 6 levels after, the Fife & Drummer gains a bonus feat. This feat must be either a combat or performance feat.

durr: At 20th level, the Fife & Drummer gains some kinda capstone ability, idk what yet though.

Drum Performances: Not a full list, but I'm keeping Inspire Courage, Inspire Competence, Distraction, Dirge of Doom (rename), Inspire Greatness, Inspire Heroics, Frightening Tune, and Deadly Performance. I haven't fully fleshed out what I want for performances to replace the bard ones I don't want to keep. That kind of stuff I'd absolutely love to take suggestions on.


This needs a lot of work.


Surprised this combo isn't taken, so for the next MCA I'll throw at you I'm going to go with this;

Name: Snake Charmer
Primary: Druid/Summoner
Secondary: Bard

With the roguish types and gunslingers being thrown around quite a bit, I figured I'd break the pattern a little and offer up this class in place of the Powder Bomber. This class may change to implement Hunter or Skald, or maybe both, but for now, this is how it's working out.


Oh def put me down too for

Exanimate Evoker

Summoner/Sorcerer (Evil Only)

Basically, undead for days.


Tyrannical wrote:

Surprised this combo isn't taken, so for the next MCA I'll throw at you I'm going to go with this;

Name: Snake Charmer
Primary: Druid/Summoner
Secondary: Bard

What's up with the triple classes?


I think that means the primary class is currently fluid in the design path, depending on how the concept works out perhaps?


mrtaco6 wrote:
WOOOO okay...This needs a lot of work

Got some ideas that are churning. I'll get to you sometime today.


# Fife and Drum

This feels a little specific and at the same time sparse. I'd rather see a more general approach that provided different musical instruments, but I get the feeling that's not the inspiration. ;) I'm not really a fan of the name - super-specific and there is no mention of a wind instrument at all let alone a fife...

Moreover, any kind of activity with a large drum strapped to your chest is going to hamper the wearer - feels like that alone would incur something akin to ACP or penalties to fighting...

I'm not really seeing much here. Perhaps take a look at the Inspiring Commander - a Cavalier that gets Bardic abilities from Will "Cheapy" McCardell for Rite Publishing...

It actually feels to me more thematically a Bard/Cavalier - music first, combat second. The Order seems a little out of place.


Elghinn Lightbringer wrote:
Tyrannical wrote:

Surprised this combo isn't taken, so for the next MCA I'll throw at you I'm going to go with this;

Name: Snake Charmer
Primary: Druid/Summoner
Secondary: Bard

What's up with the triple classes?

Oh, I just haven't decided if it'll be a Druid primary or a Summoner Primary, sorry.


It's real sparse, I hadn't fleshed it out as much as I could've. I might give back the mount to make it more combat-esque, and so you could like strap a drum to the horse (or scorpion or whatever your mount is). I mostly picked the name because of the historical Fife and Drum Corps, there could definitely be something with it in there though. The only problem is that there were multiple people in each Corps historically, generally a couple for drumming and a couple for fifing, because it's hard to do both at the same time haha. I thought about giving proficiency with a firearm, because of the fact that actual Fife and Drum Corpsmen were in fact a part of the regular army and most carried a backup pistol to the front lines, but that feels a little out there. It could be a Bard/Cavalier, the only problem with that really is that I don't want it to be magical, I want it to be "you are a symbol for your men, and your beating of the drum helps your allies with the beating of the enemies".

EDIT: Also a lot of the reason that it's real sparse is because both Cavalier and Bard get a couple of low-level abilities that are supposed to be your bread and butter, and then pretty much nothing between level 6 and level 20. Like, Cavaliers get Greater/Mighty versions of stuff they got at low level, and Bards get new performances and more spells.

@OSW: Yeah, okay, Inspiring Commander is pretty much what I wanted out of this. Maybe a little less "lead from the front", maybe a little more strategic music instead of just inspiration, but it's pretty much it. I actually forgot to mention too in the thing that I wanted to turn Tactician into a performance. That's a big thing that I forgot, oops.


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mrtaco6 wrote:

It's real sparse, I hadn't fleshed it out as much as I could've. I might give back the mount to make it more combat-esque, and so you could like strap a drum to the horse (or scorpion or whatever your mount is). I mostly picked the name because of the historical Fife and Drum Corps, there could definitely be something with it in there though. The only problem is that there were multiple people in each Corps historically, generally a couple for drumming and a couple for fifing, because it's hard to do both at the same time haha. I thought about giving proficiency with a firearm, because of the fact that actual Fife and Drum Corpsmen were in fact a part of the regular army and most carried a backup pistol to the front lines, but that feels a little out there. It could be a Bard/Cavalier, the only problem with that really is that I don't want it to be magical, I want it to be "you are a symbol for your men, and your beating of the drum helps your allies with the beating of the enemies".

EDIT: Also a lot of the reason that it's real sparse is because both Cavalier and Bard get a couple of low-level abilities that are supposed to be your bread and butter, and then pretty much nothing between level 6 and level 20. Like, Cavaliers get Greater/Mighty versions of stuff they got at low level, and Bards get new performances and more spells.

@OSW: Yeah, okay, Inspiring Commander is pretty much what I wanted out of this. Maybe a little less "lead from the front", maybe a little more strategic music instead of just inspiration, but it's pretty much it. I actually forgot to mention too in the thing that I wanted to turn Tactician into a performance. That's a big thing that I forgot, oops.

Then are you dropping this or keeping it?

If you are moving forward with it, then I have to agree with OSW on much of what he said. It's a bit too sparse, and the name is much to be desired. Though Fife and Drum could simply be this MCAs version of Bardic performance (to give a nod to the original concepts name), focused on wind and percussion, allowing the player to choose to focus one or both. then he can use his fife or drum to perform.

I also have some ideas for abilities, perhaps even these could be used as separate Orders - one focused on Drums (percussion) the other on the Fife (wind). Think order abilities along the lines of drums of advancing and retreats, drums of panic, drums of haste, other magical wind instrument effects for the other order. Maybe for the fife order, something pied piper-ish he can use against enemies.

Plus appropriate performances of course.

So let me know if we are skipping this one or not.

Still waiting for Astute Sentry – Ftr/Rgr (JonathonWilder)


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#ASTUTE SENTRY
Oh, wait, Jon and I worked on that behind the scenes. Jon, did you want me to post the Astute Sentry?


I definitely want to keep going forward with it, I just also really do want input on it. I love the idea, it just needs some TLC by the veterans really.


Then we'll keep going. Stay tuned, I think you'll like what I'm working on.


# F&D
"March Leader", "Band Marshal", "Relay Officer", "Minstrel Marshal", "War Caller", "March Commandant", "Rhythmic Commandant", etc. Name suggestions.


@mrtaco6 - Understood, and glad to help.

* There's nothing that says an MCA with Bard Primary needs to be magical at all. In fact, dropping the spellcasting gives you plenty of wiggle room and the rest can be (Su) or (Ex) or SLAs depending on the theme.

It all depends on that theme and function - Cavalier Primary/Bard Secondary likely nets you Full BAB/HD for example.

* Also look at the Dreadnaught on the wiki - Cav/Inq - it's more a frontline footsoldier captain in line with the Inspiring Commander....


#Slimy Spells
I think it should be mentioned, that the Faceless Thrall uses Wisdom as their casting stat....

SPELL CONCEPT TAIM!

Oozewound :

School: Conjuration
Domains: Slime,
Antipaladin 2, Cleric/Oracle 3, Druid 3, Wizard/Sorcerer 3, Alchemist 3, Shaman 3, Witch 3

Casting Time: 1 Standard Action
Component: S, M (varies, see table)

Range: Touch/Self
Duration: 1d4 rounds + 1 Minute/Level
Saving Throw: Fortitude Negates
------------------
For the first 1d4 rounds after Oozewound has been cast, if the subject suffers slashing, bleeding, or piercing damage, an ooze (or swarm of alchemical slimes) dependent on material component (see below) spawns adjacent to the subject, with hit-points equal to the damage taken. All additional slashing/piercing/bleed damage suffered by the target in this time is added to the created ooze's hitpoints. For an additional minute per caster level after the 1d4 rounds has passed, any bleed damage suffered by the subject is added to ooze's hitpoints

Material Component Options:
Blood (1 Vial) + 25 gp = Sanguine Ooze Swarm
Acid (1 Flask) = Choleric Ooze Swarm
Unholy Water (1 Vial) = Phlegmatic Ooze Swarm
Liquid Ice (1 Flask) = Melancholic Ooze Swarm
50 gp = Giant Amoeba OR Amoeba Swarm
Poison Capable of Wis/Int Damage (Atleast 100gp) = Amber Ooze
Bottled Filth (1 flask) +25 gp = Boilborn
---------------------


Ichorous Rupture:

Antipaladin 2, Cleric/Oracle 2, Sorceror/Wizard 2, Alchemist 2, Shaman 2, Witch 2

Casting Time: 1 Standard Action
Components: V, S, M (Flask of Acid)

Duration: 1 round/2 levels
Target: Area (5ft radius)
Range: Close (25ft + 5ft/2 Levels)
Saving Throw: CMD vs Grapple
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The caster crushes a flask of acid in their palm, and plants it firmly to the ground, a deep crag opens in the target area, and corrosive slime ejects outwards, attempting to grapple any target within 5 feet of the crag. Victims roll their CMD vs Grapple against the slime, treat the slime's CMB as +20 + Caster's Level for the purpose of the grapple. The slime has 1 HD/2 caster levels.

Those grappled by the slime, and any metal equipment they have, suffer 1d6+2 Acid damage per round.
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Slime Pop:

School: Transmutation
Domains: Slime, Ooze, Volcanic, Mudbog, Death
Antipaladin 2, Cleric/Oracle 3, Alchemist 3, Witch 3, Druid 3

Casting Time: 1 Standard Action
Components: V, S

Range: Touch
Target: Single Ooze
Save: Fort negates
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The caster may imbue a single adjacent Ooze with the following Special Ability:

Death Throes (Su)
When killed, the ooze pops in a 10ft radius (+5ft per size catagory above Medium), that deals 1d6 damage (Base Acid, changes dependant on slime, with DM preference), +1d6 Per size catagory above tiny, +1/Caster Level. A Reflex Save (DC15+Caster Level) halves damage.

In addition, if the ooze is of neutral or better demeanor towards the caster, each round, the caster may attempt to burst the slime of his/her own will, dealing 5d6+2d6/3 levels to the slime, as a free action.


Invocation of the Faceless Lord:

School: Conjuration
Domain: Evil, Slime, Ooze, Mudbog
Antipaladin 4, Druid 7, Cleric/Oracle 7, Witch 8, Sorcerer/Wizard 8, Alchemist 6

Duration: 6 hours
Casting Time: 1 hour
Components: V,S,M (500gp),F (15-ft Ritual circle, made of filth, sludge, or acid)
Alignment: Chaotic Evil
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A ritual circle, made of foul, noxious substances, is made, 15ft in diameter, on the ground. A tribute in ritual is made, to an ancient, demonic ooze, in the far depths of the Abyss. From the Abyss, he spews forth into this ritual circle his spawn. This summons:
2d4 Choleric Ooze Swarms
1d6+2 Melancholic Ooze Swarms
3d4+1 Phlegmatic Ooze Swarms
and 2d6+2 Sanguine Ooze Swarms
All summoned swarms bear the Apocalypse Swarm template, and last 6 hours before dissolving. The swarms consume the ritual circle, and move to patrol a 500ft radius around the point of summoning. They are hostile to all non-oozes (excluding the caster), and will eat all foliage within the 500ft radius patrolled, if no creatures are encountered. All foliage consumed is consumed down to the roots, and nothing will grow in this area again without magical intervention....

Touch of Ooze:

Domains: Slime, Mudbog, Ooze, Venom
Antipaladin 3, Cleric/Oracle 4, Witch 5, Shaman 5, Alchemist 4

Casting Time 1 standard action
Components V, S, M (a drop of acid and a black glass sphere)

Target living creature touched
Duration instantaneous
Saving Throw Fortitude negates; Spell Resistance yes
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Functions as Touch of Slime, however, if the target fails their saving throw, they suffer an additional 2d6+Caster Level Acid Damage, and are infused with an Amber Ooze.


Taco Man wrote:

# F&D

"March Leader", "Band Marshal", "Relay Officer", "Minstrel Marshal", "War Caller", "March Commandant", "Rhythmic Commandant", etc. Name suggestions.

I did some research into the old Fife and Drum Corps, and came up with Knight or Captain of the Old Guard. Maybe Minstrel Knight? Band Major? Rhythm Major. Leader of the old corps was called the Drum Major.


I like Drum Major. The other names are kinda weird.

What I was talking about with wanting to keep it nonmagical though is that even without spells, a Bard's performance is still magical. I want it to just be like "your heavy drumming inspires your friends to fight on!" which I guess is basically Inspire Courage I guess, but other performances are clearly magic.

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