Multiclass Archetypes VIII: MCAs Unlimited


Homebrew and House Rules

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Another idea... sorry.

Also this MCA is inspired by a manga/anime series involving magical girls called on to save the land with elemental powers and evolving armour/weapons... and mechas.

Mystic Knight (Synthesist/Magus)
-------------------------

Spoiler:
After choosing one if four elemental guardian spirits as an allythey dedicate their lives to protecting their home and land from all who would wish to destroy it or harm those living there with the help of their compaction spirit.

The Synthesist Summoner will be the primary class, since it allows for an 'evolving armour' mechanic and important part of building this MCA.

The Magus would be the secondary class, as a magic warrior, would aid well n enhancing the idea who grows stronger as time goes on.

Mystic Knights would be able to summon elementals, and the spell lists focused on one of th four elements... as in four different spell lists. Fire would be offensive/aggressive with buffs, Air would have more supportive spells and healing, water more of a mix of offensive and defensive with ice mixed in, and earth more defensive and strength related spells.


Pathfinder Lost Omens Subscriber

i like how synthesist is basically it's own class.


Bandw2 wrote:
i like how synthesist is basically it's own class.

And the only one I 100% disallow use of. Yes. It is the only thing you will never be able to play with me as DM.


Tyrannical wrote:

The Powder Bomber seems to have taken a turn somewhat and has drifted into being more of an Alchemist/Magus, using bombs to deliver AoE spells, but having a more alchemical/combat focus than that of the Detonator Mage. It may be named 'Catalyst Grenadier'.

Also, a while back I had planned out an Barbarian/Alchemist with a drunken theme, though Taco Man beat me to the punch (with a better version at that), and since I've developed the idea into a Brawler/Skald by the name of 'Bar Brawler', a drinking, taunting, fist-fighter who fights with underhanded tactics and a merry drunken rage, so expect moar drunk combatants on the MCA boards eventually!

First Oozemasters, then Fightin' Drunks.

We're not so different, you and I.

We're probably going to cut more than afew pieces off of each-other. Soon we shall seem as one being.

....Or I'll wind up being your Familiar.


Throw me down somewhere in initiative for:

Alterationist- Alc/Bar or Alc/Mnk, not sure yet. Basically, alchemically-enhanced physical prowess, shapeshifting fists, and growing natural weapons. Leaning more towards Barbarian than Monk for the sideclass, but I'm not quite sure here yet.

Dark Archive

Taco Man wrote:
And the only one I 100% disallow use of. Yes. It is the only thing you will never be able to play with me as DM.

Well it is a good thing that if any problems are found, they can be fixed while building the MCA.

Also is the Synthesist really anymore powerful then so many say Wizards, Clerics, or Druid are? Many have said Wizards can become godlike in thier power... can a Synthesist really beat that reputation?


Well, synthesist is banned in Pathfinder Society, so there's that...

Also, it basically makes Druid useless. Who needs full divine casting when you essentially get scaling Wild Shape at first level, still combined with the Summon Monster SLAs and 3/4 Arcane casting, along with essentially Natural Casting for free? It also heavily overshadows any melee Fighter or Barbarian build. Sure, the BAB hit kinda sucks, but it just means your to-hit is on par with a Rogue, and is absolutely barely a trade-off for evolutions.

Personally though, I do love synthesist. I just completely understand why it's banned, both in-home and in organized play.


# Dire Harbinger

Thinking on this further, I think Shared Revelation is more a Cavalier/Oracle thing - Solo tactics doesn't quite stretch to sharing teamwork feats as much as counting your allies as if they had them. I could see the DH able to extend the effects of Wrack to any allies in their aura if Wrack penalties are not applied to all foes' enemies.

[EDIT: If usig Bandw2's concept (see next post) then perhaps, if there is a penalty that the DH incurs to balance the aura of Wrack, then perhaps she can limit the amount of allies that also receive any penalty if they are in the aura.


# Dire Harbinger

Bandw2 wrote:
perhaps, have an aura which effects everyone equally. then apply maladies to any specific individual that is effected by your aura as a standard. he has to save, etc.

This could work too, though then it feels a little like a witch throwing curses. Which I am not completely against...

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mrtaco6 wrote:
Well, synthesist is banned in Pathfinder Society, so there's that...

From my reading though this was because so many roleplayers were playing the archetype incorrectly, there being confusion with ruling, and it was disrupting the flow of the game. Given the limited time frame of sessions I can understand it being easier just to say no and ban the archetype.

mrtaco6 wrote:
Also, it basically makes Druid useless. Who needs full divine casting when you essentially get scaling Wild Shape at first level, still combined with the Summon Monster SLAs and 3/4 Arcane casting, along with essentially Natural Casting for free? It also heavily overshadows any melee Fighter or Barbarian build. Sure, the BAB hit kinda sucks, but it just means your to-hit is on par with a Rogue, and is absolutely barely a trade-off for evolutions.

Ha ha... funny thing about you mentionng the Druid. My first consideration was having Druid be the second class for the MCA given them having a lot of element related spells and abilities. Their animal compantion I was considering could bulk up the Eidolon and perhaps see it helps the Mystic Knight's guardian be more beast like whether bird or lion/wolf or dragon. More, make the Eidolon more powerful by itself and larger size such as Large or Huge.

Yet I picked Magus instead, still not sure what will work better.

mrtaco6 wrote:
Personally though, I do love synthesist. I just completely understand why it's banned, both in-home and in organized play.

Hmm, I see.


Pathfinder Lost Omens Subscriber
Taco Man wrote:
Bandw2 wrote:
i like how synthesist is basically it's own class.
And the only one I 100% disallow use of. Yes. It is the only thing you will never be able to play with me as DM.

then how am I supposed to play as the darkness D:

also, druid is so much more broken when it is able to use some of the more powerful shapes and vital strikes or what have you with them.


Pathfinder Lost Omens Subscriber
Oceanshieldwolf wrote:

# Dire Harbinger

Bandw2 wrote:
perhaps, have an aura which effects everyone equally. then apply maladies to any specific individual that is effected by your aura as a standard. he has to save, etc.
This could work too, though then it feels a little like a witch throwing curses. Which I am not completely against...

well it will be divinely inspired curses, so there's that difference.

Dark Archive

@Bandw2
Honestly, I'm of the school of thought that does not believe the polymorph spells or a Druid's wildshape ability is overpowered.

All that is needed is a bit of common sense and reason, also to not allow player open access to the Monterey Manual.
-------

Player pages through book looking for the perfect wildshape, finds one he likes and shows it to the DM who looks over it before asking, "Okay, though I have one question. Does your character have any idea what that is let alone are they familiar with/knowledgeable about it?"


Pathfinder Lost Omens Subscriber
JonathonWilder wrote:

@Bandw2

Honestly, I'm of the school of thought that does not believe the polymorph spells or a Druid's wildshape ability is overpowered.

All that is needed is a bit of common sense and reason, also to not allow player open access to the Monterey Manual.
-------

Player pages through book looking for the perfect wildshape, finds one he likes and shows it to the DM who looks over it before asking, "Okay, though I have one question. Does your character have any idea what that is let alone are they familiar with/knowledgeable about it?"

so... is it a knowledge nature check? it doesn't even say the character needs to know of the creature before hand either.

Dark Archive

@Bandw2

Spoiler:
Well one of the polymorph spells, disappointingly only one of them, do make mention of familiarity in being able to shapeshift.

It would be a Knowledge check, of whatever sort it would fall under. In the case of dragons it would require a Knowledge (arcana) check. With a bonus or penalty based on the rarity and where they are located.

Either that or the player making note to the DM that their characteter will be doing research on what they will transform into ahead of time.

Better yet... direct study and interaction with, whether from battle, Monster Summon or Nature's Ally spells, or other means or encounter.

Essentually, more powerful Wildshapes require more study, research, and in game work and seeing the player earn it. I find this a fair Houserule on the subject.

... better then the boring and uninteresting why Pathfinder handled it, mere stat increases and a handful of abilities. Bah


Pathfinder Lost Omens Subscriber
JonathonWilder wrote:

@Bandw2

** spoiler omitted **

Spoiler:

the the problem is the lengths of time are arbitrary, the amount of backstory is arbitrary, how much interaction in game is arbitrary. If in my backstory, i went from zoo to zoo to rare animal collections to endangered lands with my Druid Teacher prior to coming here, how exactly am i going to show what i have and have not gotten reliable enough information on to shift into it.

so sure you can put a limit on it. but it comes down to a yes or no of the moment or a dice roll which can potentially make it so you can't shape shift into a squirle, but you were best buds with a velociraptor at one point, when you have no in-game reason to know about them.

Dark Archive

@Bandw2

Spoiler:
Putting aside the fact I wouldn't allow dinosaurs in my campaign, D&D and Pathfinder are not prehistoric settings, I would allow animals like squirrels without requiring a player to roll.

Why? Because squirrels are one of those very common animals that most everyone has seen unless they live in a larger of cities, though in forest one would see them often, though I may require a roll if the character comes from the artic or desert. Again common sense and consideration of the region a character comes from and how much they have travelled. Magical beasts are a better example, as they would in general be much rarer.


Pathfinder Lost Omens Subscriber
JonathonWilder wrote:

@Bandw2

** spoiler omitted **

Spoiler:

but that's exactly what is so arbitrary about it, that ultimately it will still come down to the player expecting to be able to do something only to be told they don't know about it. I personally don't let character knowledge effect anything except stuff covered by knowledge checks. if they want to have known something, then they can, why? because feigning ignorance isn't fun when allotted from the GM.

anyway, [http://www.d20pfsrd.com/bestiary/monster-listings/animals/crocodilians/crocodile-saltwater]it's not[/url] that hard to know some of the powerful shapes.


Bandw2 wrote:
Taco Man wrote:
Bandw2 wrote:
i like how synthesist is basically it's own class.
And the only one I 100% disallow use of. Yes. It is the only thing you will never be able to play with me as DM.
then how am I supposed to play as the darkness D:

Fetchling Ninja/Oracle with the moonlight stalker tree?

....I think I just got another MCA Plan.


Pathfinder Lost Omens Subscriber
Taco Man wrote:
Bandw2 wrote:
Taco Man wrote:
Bandw2 wrote:
i like how synthesist is basically it's own class.
And the only one I 100% disallow use of. Yes. It is the only thing you will never be able to play with me as DM.
then how am I supposed to play as the darkness D:

Fetchling Ninja/Oracle with the moonlight stalker tree?

....I think I just got another MCA Plan.

what does that have to do with being a normally normal, but occasionally having darkness overtake your form, PC? :P, the darkness isn't really about sneaking... or stabbing things.

Dark Archive

@Bandw2

Spoiler:
Again I am not worried about normal animals, it is mostly the other, rarer creatures and those not even a part of a material plane that I would worry about found directly with polymorph spells.

Honestly, lower level Wildshapes such as animals and plants I don't consider disruptive or powerful enough for concern.

I don't see 3.5 edition polymorph spells are wildshaping worthy of concern or beibg called OP/broken, as I have strategies against the most blatant examples. The biggest of which being common sense and knowledge checks.

That is my answer as a DM to the problem and I believe it would work. You or others my disagree but that is how I would handle it. I may even learn it doesn't work as I have yet to try it.

At the very least, it is an excuse to say "No" to the player on certain entries in the Monster Manual.


Taco Man wrote:

We're probably going to cut more than afew pieces off of each-other. Soon we shall seem as one being.

....Or I'll wind up being your Familiar.

Indeed! I was hoping to borrow off with the rage powers you developed to offer a little more choice to the 'drunk fighting' aspect of the class.


Guys, this thread is supposed to be a collaborative thread, helping others to develop their MCA concepts. I understand how you can not be interested in a particular combo (which is fine), but I comment on every single one (eventually). I know I'm the thread master but I think some of you could be a bit more engaged in the whole collaborative aspect of the thread. Plus, there's been a lot of derailing into tangent conversations. That could be taken care of through PMing each other. I'd really like this thread to get back to the focus on whatever current MCA is being worked on, not just everyone else' new concepts. The list of current MCAs is about 30-50 long. I think there is enough to work on already.

That said, I think I'm going to launch into the new ACG thread here soon, in hopes that the new material will keep people more focused on the current MCAs, and elicit more collaboration. The more collaboration the better an MCA becomes. That's the point of these threads. I could just do this on my own, but I want more than just 1 perspective beside the conceptualizers.

So, we'll finish up the current MCAs, and likely get to a few more in the current queue, then move on to the ACg, as I think people would really like to get working on them due to the new material and concepts.


Well. Perhaps we should bring up the Infused Mage then!
The Velocity Master seems to be done like a sizzling duck, that fills the air with the sweet scent of coming tastes.


Actually it's the Copper Cannoneer – Cav/Gun (Lindley Court). So, Lindley, if you're there, post it up.!

After the Dire Harbinger is the Infused Mage (Old Wiki MCA). But I might change it to something else.

Advocates

Pathfinder Adventure, Adventure Path, Maps Subscriber

Alright, so I was super busy with lots of school and personal stuff, so I still have 15 orders to make order blasts for. I... I have a tendency to do stuff like this with my MCAs. Like, a lot. :D

Copper Cannoneer:
Some warriors are known for their skill with a mount, others for their skill with a gun. The copper cannoneers are known for being able to train their mounts in the art of firearms. Few are sure how the practice started, but all are sure of how it ends: their foes lifeless on the ground.

Primary: Cavalier
Secondary: Gunslinger

Skills: The copper cannoneer adds three gunslinger skills to her class skill list and gains 4 + Int skill ranks per level.

Mount Blaster: At 1st level, the copper cannoneer gains the gunslinger’s Gunsmithing ability, but it only applies to a single weapon: his mount blaster. This is a special weapon that is strapped to the side of his mount, and which has a special pull-cord that functions as a trigger, which is typically put in-between his mount’s teeth. As a standard action, the copper cannoneer can direct his mount to fire, which requires his mount to use a standard action of its own. The mount’s attack bonus with its mount blaster is equal to that of the copper cannoneer.

The mount blaster itself deals 2d4 damage, has a range of 20 feet, a critical multiplier of x4, and ammunition costs 3 gp per shell to create. This replaces challenge.

Order Blast (Ex): At 1st level, and again at 12th level, the copper cannoneer develops a special technique relating to his order for use with his mount blaster. A full list of order blasts can be found below. This ability replaces the challenge ability of his order, as well as demanding challenge.

Powerful Blaster: At 6th level, the copper cannoneer has tinkered with his mount blaster enough to improve its power. The mount blaster now deal 2d6 damage. At 18th level, this improves to 2d8. This replaces the bonus feats gained at 6th level and 18th level.

Order Blasts:
Order of the Beast (ACG): At 1st level, the copper cannoneer’s mount can attack with its natural attacks and its mount blaster as part of a single full attack action. At 12th level, the copper cannoneer’s mount can deal its mount blaster damage with a single natural attack each round.

Order of the Beast (ISC): At 1st level, the copper cannoneer can, three times each day, cause his mount blaster attacks to function as splash weapons with a +1 bonus to splash damage rolls. This increases to +3 at 12th level.

Order of the Blue Rose: At 1st level, the copper cannoneer can, five times each day, deal non-lethal damage with his mount blaster. At 12th level, this increases to eight times each day.

Order of the Cockatrice: At 1st level, the copper cannoneer deals an additional +2 damage with his mount blaster to all creatures that are not threatened by any of his allies. At 12th level, this increases to +4.

Order of the Dragon: At 1st level, the copper cannoneer gains a +1 bonus to attack rolls with his mount blaster when the target of his mount blaster is threatening one of more of his allies. At 12th level, this increases to +2.

Order of the First Law: At 1st level, three times per day, when the copper cannoneer deals damage to a target with his mount blaster, he can choose to gain half that damage in temporary hit points that last for 1 minute. At 12th level, they last for 10 minutes.

Dark Archive

@Elghinn
My apologies, I will stay on topic though of note I started spoilering my posts because they were getting off topic.

On contributing more I will see what I can do, though I don't have much confidence of being able to add anything worthwhile to the building of the MCAs here.


Pathfinder Lost Omens Subscriber

I'm honestly pretty dubious at the idea of a character being entirely reliant on his mount. There aren't many feats or class skills that will let you synergize with this mount blaster... which think should be renamed to Artillery or something.


#C.C. Heheh, I will destroy brittania
As novel an idea as the cannonhorse/spider/turtle is, I think that perhaps the cavalier should be the one to fire. It would be much easier to make the archetype both more versatile, and able to grant more synergy with other builds, concepts, and weapons. In addition, I also have the idea that verisimilitude of weapons could be applied to the mount. Large Firearms/Ranged Weapons. Smaller Siege Weapons. The new Sci-Fi Heavy weapons. Etc.


Bardess wrote:

Ladies and gentlemen, without more ado, I give to you the

** spoiler omitted **...

I know it's late feedback, but wanted to say I like the Velocity Master. Had been working on something similar myself with a monk chassis.

Someone upthread mentioned the ability to walk on water and the like--is there any way to give it a speed power like the ninja class ability Light Steps? That seems fitting.

With my creation I keep trying to come up with a strike ability that damage increases the further away the Velocity Master moves to attack but I'm not good with mechanics. I call it the Inertial Punch!


Pathfinder Lost Omens Subscriber

this could honestly be a cool time to make an actual dragoon. Give bonuses to the speed required to mount and unmount and the ability to break enemy morale would be cool. but obviously if you are dead set on cannon horse, I won't sop you.


Pathfinder Lost Omens Subscriber
Onyewu wrote:
Bardess wrote:

Ladies and gentlemen, without more ado, I give to you the

** spoiler omitted **...

I know it's late feedback, but wanted to say I like the Velocity Master. Had been working on something similar myself with a monk chassis.

Someone upthread mentioned the ability to walk on water and the like--is there any way to give it a speed power like the ninja class ability Light Steps? That seems fitting.

With my creation I keep trying to come up with a strike ability that damage increases the further away the Velocity Master moves to attack but I'm not good with mechanics. I call it the Inertial Punch!

blurp

apply to monk liberably, watch as people cry because harrier stuff procs off of base movement and the monk's enhancement is on top of base movement not a part of it.


Bandw2 wrote:
Onyewu wrote:
Bardess wrote:

Ladies and gentlemen, without more ado, I give to you the

** spoiler omitted **...

I know it's late feedback, but wanted to say I like the Velocity Master. Had been working on something similar myself with a monk chassis.

Someone upthread mentioned the ability to walk on water and the like--is there any way to give it a speed power like the ninja class ability Light Steps? That seems fitting.

With my creation I keep trying to come up with a strike ability that damage increases the further away the Velocity Master moves to attack but I'm not good with mechanics. I call it the Inertial Punch!

blurp

apply to monk liberably, watch as people cry because harrier stuff procs off of base movement and the monk's enhancement is on top of base movement not a part of it.

Wow! Thanks--that was a ...speedy response to my request. I'll have fun looking into it a bit more.


Pathfinder Lost Omens Subscriber
Onyewu wrote:
Bandw2 wrote:
Onyewu wrote:
Bardess wrote:

Ladies and gentlemen, without more ado, I give to you the

** spoiler omitted **...

I know it's late feedback, but wanted to say I like the Velocity Master. Had been working on something similar myself with a monk chassis.

Someone upthread mentioned the ability to walk on water and the like--is there any way to give it a speed power like the ninja class ability Light Steps? That seems fitting.

With my creation I keep trying to come up with a strike ability that damage increases the further away the Velocity Master moves to attack but I'm not good with mechanics. I call it the Inertial Punch!

blurp

apply to monk liberably, watch as people cry because harrier stuff procs off of base movement and the monk's enhancement is on top of base movement not a part of it.

Wow! Thanks--that was a ...speedy response to my request. I'll have fun looking into it a bit more.

to speed understanding what it does, the listed stuff replaces, flurry of blows, bonus feat gained at 2nd level, ki pool, wholeness of body, abundant step, and empty body class abilities.

Dark Archive

I actually know a, legal, way of getting a character to break the sound barrier... through it requires a base class and heroic path from the 3.5 Midnight setting.

Perhaps these can use for ideas and consideration for Velocity Master?
http://darknessfalls.leaderdesslok.com/class_defender.htm
http://darknessfalls.leaderdesslok.com/hp-quickened.htm

Edit: Oh, the Run feat is required.


Walk on water could be an arcane ki power.


@Bandw2: Thanks again for the link. Harrier might be what I'm looking to add.

@Bardess: some other speed powers I had looked into were things like an aging strike, creating wind/tornadoes by spinning in place, going intangible, manipulating the time stream to move opponents forward into the future, or the Velocity Master going back in time to get a do-over.

My speedy guy is based on the Flash comics I read as a kid. Definitely a little overpowered with some of his actions but watered down versions could still be fun.


Pathfinder Lost Omens Subscriber
JonathonWilder wrote:

I actually know a, legal, way of getting a character to break the sound barrier... through it requires a base class and heroic path from the 3.5 Midnight setting.

Perhaps these can use for ideas and consideration for Velocity Master?
http://darknessfalls.leaderdesslok.com/class_defender.htm
http://darknessfalls.leaderdesslok.com/hp-quickened.htm

Edit: Oh, the Run feat is required.

isn't 3.5 in the same boat as 3pp in terms of legality?

i also like the quickened link, but it seems a bit too base for an MCA.

Dark Archive

@Bandw2
In what way are you meaning? As in as legal as 3rd party for Pathfinder? It matters the DM, I would say as Paizo prided itself in being backward compatable so I would hope 3.5 E material is not treated in the same legality as 3rd party.

Though given the fact that heroic pass are meant to replace magic items and the setting is low magic... most DM would probably only allows heroic paths in the Midnight setting.
-------------------
Back on topic:
At the very least, with the Burst of Speed ability, does the Velocity Master have anything like that ability?


So I have some related MCarchetype ideas that are a bit odd but are designed with a flavor often ignored by rpgs. That is of course that of the Jester and Clown

We all love gauntlet's Jester, and Cicero right?

So I've been thinking about Bard/Ninja as a Jester/Fiddler/mystical assassin type.

The Jester:

Primary class: Ninja
Secondary class: Bard

It's entire central feel would be charismatic, underhanded and slick.

His performances will actually be a combination of deceptive dances in conjunction with mind altering/buffing songs, As such we'd see ninja trick sand bardic performance becoming one thing called a Jester Routine, which could be augmented by your ki pool.

selecting a new Routine would occur every two levels. A Jester may alternatively enhance certain routines.

I'm considering a specialized spell list. Based around the nature of a character who Has to lie, sleuth, and seduce(Not just sexual, bribery and whatnot) his or her own way into places where they would steal information, pull off assassination, turn people against eachother, commit espionage, and finally escape.

An example of a routine and its possible progression

Dance of Shadows: The Jester begins making the dance of shadows, conjuring smoke as a smoke stick from her body. Her vision is never obscured by this smoke and the cloud moves with her. The cloud only lasts as long the Jester remains performing this routine

-Deadly Shadows: Your dance of shadows assaults the eyes and the bodyWhen the Jester uses her Dance of shadows she can decide to include 1 dose of any inhaled poison she possesses. This poison affects all creatures in the smoke and lasts as long as the smoke lasts. She must pay for the poison normally. The Jester must have the Dance of Shadows routine before taking this routine.

Spending a Ki Point can nauseate all creatures in the burst (As Choking bomb)

-Deceptive Shadows: Your dance of shadows plays tricks on the mind When the Jester uses her dance of shadows, she is also treated as if she were under the effects of Mirror image.

By spending a ki point, the Jester may create one quasi-real shadowy creature resembling a monster from the summon monster I list. These shadowy creatures otherwise work like shadow conjuration, and targets interacting with them get a Will saving throw (DC 10 + 1/2 your Jester level + your Charisma bonus) to treat them as only 20% real. At 4th level and every three levels thereafter, this ability acts like the next higher version of summon monster (summon monster II at 4th level and so on).

-Nonchalant fiddler Enemies are less likely to assume you are out of place or are a threat The Jester Commits to an act of performance such as a dance or a fiddle routine, continues all creatures take negatives to any check relating to the motives of the Jester, And the Jester gains a bonus of [u]I DON'T KNOW WHAT WOULD BE FAIR HERE[/u] To Diplomacy, Bluff, Sleight of Hand, and Perception checks. By spending one ki point the jester may attempt to fascinate as the Fascinate Bardic Performance.

I'm considering Putting the assinate ninja trick in this, making it routine of Kill a guy and then get agile typed bonuses for the rest of the performance, maybe a free feint check each round?

The other was more clown/funny related.

I'm also looking at the potential of a necrotic knight type magus, who can cast necromancy spells and targets that die to his chosen weapon come back as undead minions with either a bruiser face puncher or a stealthy archer approach in mind. But that's still in the planning....

*Edit* I know the power scale is way out of whack.


#Mount Blaster

I do like the blast abilities but I agree with Taco Man, having them rely solely on the mount may be a bit of a handicap. perhaps in it's place having the ability to use siege weapons alone, so long as it is attached/towed/positioned by his mount? kinda like a horse-drawn cannon or catapult?

Dark Archive

@Dustboy
Laughs, look what I found while searching 'Ninja Jester':
http://narutofanon.wikia.com/wiki/Ninja_Jester


JonathonWilder wrote:

@Dustboy

Laughs, look what I found while searching 'Ninja Jester':
http://narutofanon.wikia.com/wiki/Ninja_Jester

XD I was thinking more of cicero from Elder scrolls series. But the actual overtone is more or less the same idea, A kind of odd/silly person who entertains you while he sneaks in and either kills you or takes your things... or other devious stuff like that. And uses ninja things to do it.

Dark Archive

@Dustyboy
Well I will offer advise and a look over when you have more of the idea together. A Jester MCA does sound interesting, though I am not yet sure about the secondary class being ninja.


Tyrannical wrote:

#Mount Blaster

I do like the blast abilities but I agree with Taco Man, having them rely solely on the mount may be a bit of a handicap. perhaps in it's place having the ability to use siege weapons alone, so long as it is attached/towed/positioned by his mount? kinda like a horse-drawn cannon or catapult?

I think the mount tied to the cannon is a good idea, but it shouldn't souly be tied to the mount. What I'm saying is having the mount secondary, able to use this mini-cannon when mounted on the mount, but it can also be removed and used as a "hand cannon" by the Copper Cannoneer. Not sure if we'd want to replace the usual firearm choices with the hand cannon, a bit less potent than the culvern.

Also, Lindley, what other Gunslinger stuff are you wanting this MCA to have? Do you want deeds or not? Or do you just want certain deeds as static ability's without grit, but tied specifically to the hand cannon.


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Here's a good base version we can work off of for the Dire Harbinger. Its open to changes of course, but I think this is where we can start. Kept Punishment instead of calling it Wrack, because it was really difficult to use the word wrack in rewriting all the info. Also, included Share Revelations, but we can ditch if you want OSW.

DIRE HARBINGER:

Divinely inspired heralds of pain and adjudication, dire harbingers channel the anger and wrath of their deities in glorious punishment. Able to impart their own suffering to their foes, the dire harbinger can also gift their visions and blessings of power to certain allies to further their divine agency. This power comes at great personal cost–for the path to power can burn the flesh and wrack the soul, and those wishing to share the divine harbingers' benisons must accept the baleful with the benign.

Primary Class: Inquisitor.
Secondary Class: Oracle.
Alignment: Any.
Hit Dice: d8.

Bonus Skills and Ranks: The dire harbinger selects three oracle skills to add to her class skills in addition to the normal inquisitor class skills. The dire harbinger gains a number of ranks at each level equal to 4 + Int modifier.

Weapon and Armor Proficiency: The dire harbinger is proficient with all simple weapons, plus the hand crossbow, longbow, repeating crossbow, shortbow, and the favored weapon of her deity. She is also proficient with light armor, medium armor, and shields (except tower shields).

Dark Demeanor (Ex): The dire harbinger is skilled at intimidating their foes. A dire harbinger receives a morale bonus on all Intimidate checks equal to 1/2 her dire harbinger level (minimum +1). This ability replaces stern gaze.

Gift of Prophecy (Su): Once per day, a dire harbinger can enter a trance to gain a glimpse of the future. This trance lasts for 1 minute, which must be uninterrupted and during which she can take no other actions. At 1st level, a dire harbinger gains the benefits of an augury spell with 90% effectiveness. At 5th level, a dire harbinger gains the benefits of a divination spell with 90% effectiveness. At 9th level, the knowledge a dire harbinger gains is equivalent to a commune spell. None of these spell effects require material components.

Lore of Insight (Ex): At 1st level, a dire harbinger uses every trick she knows to persuade others to believe in her guidance and warnings. She adds her Wisdom modifier on Bluff and Diplomacy skill checks in addition to the normal ability score modifiers. This ability replaces monster lore.

Mystery: At 1st level, a dire harbinger gains the oracle’s mystery ability and can select any mystery available to the oracle class. The dire harbinger gains the mystery’s class skill and access to its revelation, but does not gain the bonus spells. This ability, gift of prophecy, and oracle’s curse replace domain.

Oracle’s Curse (Ex): At 1st level, a dire harbinger gains the oracle’s curse ability and may choose any curse available to the oracle class.

Punishment (Su): Starting at 1st level, a dire harbinger can produce a punishment on her foes as a swift action. Starting when the punishment is pronounced, the dire harbinger’s target receives a penalty based on the type of punishment pronounced.

At 1st level, a dire harbinger can use this ability once per day. At 4th level and every three levels thereafter, the dire harbinger can use this ability one additional time per day. Once activated, this ability lasts until the combat ends, at which point all of the penalties immediately end. The dire harbinger must participate in the combat for her target to gain these penalties. If she is frightened, panicked, paralyzed, stunned, unconscious, or otherwise prevented from participating in the combat, the ability does not end, but the penalties do not resume until she can participate in the combat again. If the target is slain, the ability immediately ends.

When the dire harbinger uses this ability, she must select one type of punishment to pronounce. As a swift action, she can change this punishment to another type. If the dire harbinger is evil, she bestows profane penalties instead of sacred, as appropriate. Neutral dire harbingers must select profane or sacred penalties. Once made, this choice cannot be changed.

Blunted: The target’s attacks are blunted when directed against the dire harbinger. The target receives a –1 sacred penalty on all weapon damage rolls made against the dire harbinger. This penalty increases by –1 for every three dire harbinger levels she possesses.

Corruption: The target becomes tainted by the divine energies that surround the dire harbinger. The target receives a –1 sacred penalty on all saving throws against attacks, spells, and effects from the dire harbinger. This penalty increases by –1 for every five dire harbinger levels she possesses. At 10th level, the penalty is doubled against curses, diseases, and poisons.

Defenseless: The target is less able to defend himself against the dire harbinger’s attacks. The target receives a –1 sacred penalty to Armor Class against the dire harbinger’s attacks. This penalty increases by –1 for every five dire harbinger levels she possesses. At 10th level, this penalty is doubled against attack rolls made to confirm critical hits against the dire harbinger.

Distracted: The target becomes distracted when focusing his magic against the dire harbinger. The target receives a –1 sacred penalty on concentration checks and caster level checks made to overcome the dire harbinger’s spell resistance (if any). This penalty increases by –1 for every three dire harbinger levels she possesses.

Hemorrhaging: The target becomes susceptible to any slashing or piercing attacks made by the dire harbinger. This causes the target to take 1 point of bleed damage each round as long as the dire harbinger is alive and the punishment lasts. The amount of bleed damage increases by 1 point for every three dire harbinger levels she possesses. This bleed damage does not stack with additional slashing or piercing attacks from the dire harbinger, but it does stack with bleed damage from other sources.

Impeded: The target’s weapons are impeded from bypassing the dire harbinger’s damage reduction. The target’s magical weapons no longer count magic for the purposes of bypassing the dire harbinger’s damage reduction. At 6th level, the target’s magical weapons no longer count as aligned (chaotic, evil, good, or lawful) for the purpose of bypassing the dire harbinger’s damage reduction. The type must match one of the dire harbinger’s alignments. If the dire harbinger is neutral, she does benefit from this penalty. At 10th level, the target’s magical weapons no longer count as adamantine for the purpose of overcoming the dire harbinger’s damage reduction (but not for reducing hardness).

Inaccuracy: The target’s attacks are less true when directed against the dire harbinger. The target receives a –1 sacred penalty on all attack rolls made against the dire harbinger. This penalty increases by –1 for every five dire harbinger levels she possesses. At 10th level, this penalty is doubled on all attack rolls made to confirm critical hits.

Penetrable: The target becomes less resilient to the dire harbinger’s attacks. The target’s DR/magic is treated as 1 less (minimum 0) against the harbinger’s dire attacks. This penalty to DR increases by 1 for every five levels she possesses. At 10th level, this DR includes an alignment (chaotic, evil, good, or lawful) that is opposite the dire harbinger’s. If she is neutral, the dire harbinger does not receive this increase.

Vulnerability: The target becomes vulnerable to the dire harbinger’s energy attacks. The target’s energy resistance against one energy type (acid, cold, electricity, fire, or sonic) is treated as 2 lower (minimum 0), chosen when the punishment is pronounced. The protection decreases by 2 for every three dire harbinger levels she possesses.

This ability changes the judgment ability.

Revelation: At 3rd level and every three levels thereafter (6th, 9th, and so on), a dire harbinger gains a revelation from her chosen mystery. This ability replaces teamwork feats.

Share Revelations: At 3rd level, a dire harbinger can bestow the effects of an active revelation on all allies within 10 feet, even though revelations do not normally affect other creatures. Any ally that leaves the 10-foot area loses the benefits of the revelation. If a revelation has a number of uses per day, granting the revelation to each ally expends one of its daily uses. This ability replaces solo tactics.

Aura of Affliction (Su): At 5th level, a dire harbinger can radiate a cursing aura that causes all enemies within 10 feet to gain the negative aspect of her oracle’s curse (see individual curses for specific effects) as a swift action. She can use this ability for a number of rounds per day equal to her dire harbinger level. These rounds do not need to be consecutive. This ability only functions while the dire harbinger remains conscious, not is she is unconscious or dead. This ability replaces bane.

Greater Aura of Affliction (Su): At 12th level, all enemies with the dire harbinger’s aura of affliction also gain the frightened or sickened condition, as chosen by the dire harbinger when it is activated. At 17th, level the enemies gain the panicked or nauseated condition. All enemies within the aura can make a Fort saving throw (DC 10 + 1/2 the dire harbinger’s level + the dire harbinger’s Wisdom modifier) to negate the chosen condition. This ability replaces greater bane.

Dire Punishment (Su): At 20th level, a dire harbinger can call dire punishment down upon a foe during combat. Whenever a dire harbinger uses her punishment ability, the dire harbinger can invoke dire punishment on a foe as a swift action. Once declared, the dire harbinger can make a single melee (or ranged attack, if the foe is within 30 feet) against the target. If the attack hits, it deals damage normally and the target must make a Fortitude save or die. The DC of this save is equal to 10 + 1/2 the dire harbinger's level + the dire harbinger's Wisdom modifier. If the save is successful, the target is instead nauseated for 1 round per dire harbinger level. Regardless of whether or not the save is made, the target creature is immune to the dire harbinger's dire punishment ability for 24 hours. Once this ability has been used, it cannot be used again for 1d4 rounds. This ability replaces true judgment.

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

1st +0 +2 +0 +2 Dark demeanor, gift of prophecy, lore of insight, mystery, 1 — — — — —
oracle’s curse, orisons, punishment 1/day
2nd +1 +3 +0 +3 Cunning initiative, detect alignment, track 2 — — — — —
3rd +2 +3 +1 +3 Revelation, share revelations 3 — — — — —
4th +3 +4 +1 +4 Punishment 2/day 3 1 — — — —
5th +3 +4 +1 +4 Aura of affliction, discern lies 4 2 — — — —
6th +4 +5 +2 +5 Revelation 4 3 — — — —
7th +5 +5 +2 +5 Punishment 3/day 4 3 1 — — —
8th +6/+1 +6 +2 +6 Second punishment 4 4 2 — — —
9th +6/+1 +6 +3 +6 Revelation 5 4 3 — — —
10th +7/+2 +7 +3 +7 Punishment 4/day 5 4 3 1 — —
11th +8/+3 +7 +3 +7 Stalwart 5 4 4 2 — —
12th +9/+4 +8 +4 +8 Greater aura of affliction, revelation 5 5 4 3 — —
13th +9/+4 +8 +4 +8 Punishment 5/day 5 5 4 3 1 —
14th +10/+5 +9 +4 +9 Exploit weakness 5 5 4 4 2 —
15th +11/+6/+1 +9 +5 +9 Revelation 5 5 5 4 3 —
16th +12/+7/+2 +10 +5 +10 Punishment 6/day, third punishment 5 5 5 4 3 1
17th +12/+7/+2 +10 +5 +10 Slayer 5 5 5 4 4 2
18th +13/+8/+3 +11 +6 +11 Revelation 5 5 5 5 4 3
19th +14/+9/+4 +11 +6 +11 Punishment 7/day 5 5 5 5 5 4
20th +15/+10/+5 +12 +6 +12 Dire punishment 5 5 5 5 5 5

Dark Archive

The Dire Harbinger seems to be coming along to becoming a pretty awesome MCA.


Pathfinder Lost Omens Subscriber
JonathonWilder wrote:

@Bandw2

In what way are you meaning? As in as legal as 3rd party for Pathfinder? It matters the DM, I would say as Paizo prided itself in being backward compatable so I would hope 3.5 E material is not treated in the same legality as 3rd party.

Though given the fact that heroic pass are meant to replace magic items and the setting is low magic... most DM would probably only allows heroic paths in the Midnight setting.
-------------------
Back on topic:
At the very least, with the Burst of Speed ability, does the Velocity Master have anything like that ability?

with the amount of content that has come out, 3.5 sorta got pushed out because it's no longer needed, while 3pp is made to fill holes and thus in general is more useful. I definitely use more 3pp than 3.5, but that's me.

and he sort of gains haste like a qinggong monk at 8th level, and his level 20 capstone gives him a "move" action, only usable to move.


Another Dire Harbinger ability.

Dire Resilience (Su): At 5th level, the divine energies flowing through a divine harbinger’s veins give her resistance to many conditions. Once per day, as an immediate action, whenever she fails a saving throw against a spell or effect that bestows the exhausted, fatigued, frightened, nauseated, panicked, shaken, or sickened condition, she may attempt that saving throw again with a +4 circumstance bonus. She must take the second result, even if it is worse. At 11th level, she can use this ability twice per day. At 17th level, she can use the ability 3 times per day. This ability replaces discern lies.


Pathfinder Lost Omens Subscriber
Elghinn Lightbringer wrote:

Another Dire Harbinger ability.

Dire Resilience (Su): At 5th level, the divine energies flowing through a divine harbinger’s veins give her resistance to many conditions. Once per day, as an immediate action, whenever she fails a saving throw against a spell or effect that bestows the exhausted, fatigued, frightened, nauseated, panicked, shaken, or sickened condition, she may attempt that saving throw again with a +4 circumstance bonus. She must take the second result, even if it is worse. At 11th level, she can use this ability twice per day. At 17th level, she can use the ability 3 times per day. This ability replaces discern lies.

actually this gave me an idea, give yourself temporary DR/- at some as of yet undecided level, but give yourself any of the above listed effects(or some other effects).

fits into the power through sacrifice theme of the mca.

actually this could be a cool rewrite of the wracks or whatever. give yourself some condition but gain some ability.

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