Bandw2 |
# Copper Cannoneer
@Bandw2 - I've been trying to get Elghinn to pass single names for my MCAs for about three years now, as close as I have got is double-barreled like Dreadmasque, Dreadnaught and Witchfinder.
If t is mounted, how about Cavalry Canoneer, or Cavalry Artillerist?
* I like the most recent version - glad to see Order has returned and with it some possibility for more versaitility in design and concept.
yeah but Cavalry anything, doesn't make much sense. Cavalry is basically plural, it's used to describe a collection of horsemen. The MCA is about Cannons and Cannons need to be carried around on beasts of burden, it makes sense to just leave it as is.
Elghinn Lightbringer |
So can I see my highspeed monk on the site? ^_^
I have everything up to the Velocity Master on the wiki. The VM is next, when I get a chance.
While I am on here a lot, I also have real world stuff to do - work, family, kids, church, etc. So, as OSW said (this is to everyone) "Be patience young grasshopper." :D
#Copper Cannoneer
While Paizo likes to make all their classes with single word names, I tend to use two words. Like OSW said, those are the few single word MCAs, but they really are just compound words.
Alabaster is a synonym for ivory, milky, white, etc., according to my thesaurus.
*I think we are down to either keeping it as Copper/Brass/Bronze Cannoneer or Mounted Cannoneer. I'm leaning towards the Copper Cannoneer. SO I think we'll just leave it as is. Lindley needs to show up again though, so we know what she thinks about the changes.
*Cannon Dragoon? Fusilier? Anyways...one of the problems with naming is finding enough descriptors and nouns for the concepts.
BTW, Calvary, while it refers to a group of mounted combatants (knights/cavaliers or gunslingers, depending on the era) it also references an individual's designation as a part of a cavalry unit. So a Cavalry Cannoneer designates the person as a Cannoneer belonging to a mounted unit vs. a mobile ground unit with wagons, etc.
Elghinn Lightbringer |
#Catalyst Grenadier
Did some tweaking ans swap changes. And OSW's Fast Bomb comment is correct. While thematic, I think it should just be left to chosen as a discovery. I also think Medium Armor proficiency should just be chosen as a normal feat.
We'll still need to work out the new formulae list.
Catalyst grenadiers are specialized alchemists who forgo the ability to mutate themselves and imbibe beneficial concoctions and instead focus on pyrotechnics. A specialist in the incendiary and chemical nature of bombs, the catalyst grenadier employs an arsenal of ranged extracts that, when detonated, can change the course of battle in an instant. He may also combine these extracts with his bombs to unleash a volatile armageddon upon his foes, blasting the area with potent and devastating explosives to completely decimate multiple foes simultaneously.
Primary Class: Alchemist.
Secondary Class: Magus.
Alignment: Any.
Hit Dice: d8.
Bonus Skills and Ranks: The catalyst grenadier selects three magus skills to add to his class skills in addition to the normal alchemist class skills. The catalyst grenadier gains a number of ranks at each level equal to 4 + Int modifier.
Weapon and Armor Proficiency: The catalyst grenadier is proficient with all simple weapons and all martial thrown weapons. He is also proficient with light armor, but not with shields.
Alchemical Weapon (Su): At 2nd level, a grenadier can infuse a weapon or piece of ammunition with a single harmful alchemical liquid or powder, such as alchemist’s fire or sneezing powder, as a move action. This action consumes the alchemical item, but transfers its effect to the weapon in question.
The alchemical item takes full effect on the next creature struck by the weapon, but does not splash, spread, or otherwise affect additional targets. Any extra damage added is treated like bonus dice of damage, and is not doubled on a critical hit. The alchemical treatment causes no harm to the weapon treated, and wears off 1 minute after application if no blow is struck. At 6th level, a grenadier can use her alchemical weapon ability as a swift action. At 15th level, this ability becomes a free action. This ability replaces mutagen.
Extracts (Su): At 1st level, a catalyst grenadier can create extracts, though his focus is changed from that of normal alchemists. The catalyst grenadier’s primary focus is on extracts that affect his bombs and enhance his weapons. He also adds a number of formulae that duplicate spells with areas of effect. Unlike normal extracts, those with area effects are not imbibed to activate them, but are instead thrown like a splash weapon by making a ranged touch attack. Extracts that must be thrown are indicated by an asterisk (*) on the catalyst grenadier’s formulae list. This changes the alchemist’s extract ability.
Precise Bombs (Su): At 1st level, a catalyst grenadier gains the precise bombs discovery. This ability replaces brew potion.
Pyrotechnics (Su): This is exactly like the alchemist’s alchemy ability except that the catalyst grenadier is restricted to creating mundane alchemical substances (flammable or volatile only, such as alchemical fire, oil, and so on), alchemical weapons, bombs, and extracts.
Catalytic Strike (Su): At 2nd level, whenever a catalyst grenadier prepares uses an extract of a spell with a range of “touch” or an “area of effect” from the catalyst grenadier formulae list, he can deliver the extract’s effect through any bomb he is wielding, as if it were a bomb admixture spell. Instead of the free ranged touch attack normally allowed to deliver the extract, a catalyst grenadier can make one free ranged attack with his bomb (at his highest base attack bonus) as part of activating this extract. If successful, this bomb attack deals its normal damage as well as the effects of the extract. If the extract deals energy damage, the bomb damage always of the same damage as the extract. If the extract has an area of effect, it is centered on the square in which the bomb was detonated. The extract’s effect only deals ×2 damage on a successful critical hit, while bomb damage is not multiplied on a critical hit. This ability replaces poison use.
Directed Bombs (Su): At 2nd level, a catalyst grenadier gains the directed bomb discovery. This ability replaces poison resistance.
Discoveries: The catalyst grenadier can only select discoveries that affect bombs and extracts. He can also select the fire brand, rocket bomb, and scrap bomb discoveries even if he does not meeting the racial requirements.
In addition, whenever the catalyst grenadier could choose as discovery, he can select one of the following feats instead: Charging Hurler, Close-Quarters Thrower, Deafening Explosion, Deceptive Exchange, Distance Thrower, Extra Bombs, Implant Bomb, Improved Charging Hurler, Remote Bomb, Ricochet Splash Weapon, Splash Volley, Splash Weapon Mastery. The catalyst grenadier must meet the requirements for these feats as normal.
Swift Pyrotechnics (Ex): At 3rd level, a catalyst grenadier can create alchemical weapons and volatile substances with astounding speed. It takes a catalyst grenadier half the normal amount of time to create alchemical substances and weapons, and can apply weapons blanches and similar substances as a move action. This ability replaces swift alchemy.
Directed Blast (Su): At 6th level, a catalyst grenadier can detonate a bomb so that it splashes in a 20-foot cone rather than affecting a radius. The cone starts at the catalyst grenadier and extends away from him in the direction he chooses. The catalyst grenadier designates one creature in the squares affected by the cone to be the target of the bomb and makes his attack roll against that creature; all other squares in the cone take splash damage. If the catalyst grenadier has the explosive bomb discovery and throws an explosive directed blast, the cone of splash damage is 30 feet long instead of 20 feet. This ability replaces swift poisoning.
Siege Bomb (Su): At 14th level, a catalyst grenadier gains the siege bomb discovery, even if he does not meet the prerequisites. This ability replaces persistent mutagen.
Instant Pyrotechnics: At 18th level, a Catalyst Grenadier can create alchemical weapons and substances with almost supernatural speed. He can create any alchemical weapon or substance as a full-round action if he succeeds at the Craft (alchemy) check and has the appropriate resources at hand to fund the creation. This ability replaces instant alchemy.
Grand Admixtures: At 20th level, a catalyst grenadier gains access to an expanded extract list. He learns and places 12 spells from the wizard’s spell list into his formula book as alchemist extracts of their wizard level. He gains two of each of the following wizard spells not on the magus or alchemist spell lists: 1st-level, 2nd-level, 3rd-level, 4th-level, 5th-level, and 6th-level. These spells must have an area of effect (burst, cone, etc.). This ability replaces grand discovery.
Table: Catalyst Grenadier
Base
Class Attack Fort Ref Will Extracts per Day
Level Bonus Save Save Save Special 1st 2nd 3rd 4th 5th 6th
1st +0 +2 +2 +0 Alchemical weapon, bomb 1d6, precise bombs, 1 — — — — —
pyrotechnics, throw anything
2nd +1 +3 +3 +0 Catalytic strike, directed bomb, discovery 2 — — — — —
3rd +2 +3 +3 +1 Bomb 2d6, swift pyrotechnics 3 — — — — —
4th +3 +4 +4 +1 Discovery 3 1 — — — —
5th +3 +4 +4 +1 Bomb 3d6 4 2 — — — —
6th +4 +5 +5 +2 Directed blast, discovery 4 3 — — — —
7th +5 +5 +5 +2 Bomb 4d6 4 3 1 — — —
8th +6/+1 +6 +6 +2 Discovery 4 4 2 — — —
9th +6/+1 +6 +6 +3 Bomb 5d6 5 4 3 — — —
10th +7/+2 +7 +7 +3 Discovery 5 4 3 1 — —
11th +8/+3 +7 +7 +3 Bomb 6d6 5 4 4 2 — —
12th +9/+4 +8 +8 +4 Discovery 5 5 4 3 — —
13th +9/+4 +8 +8 +4 Bomb 7d6 5 5 4 3 1 —
14th +10/+5 +9 +9 +4 Discovery, siege bomb 5 5 4 4 2 —
15th +11/+6/+1 +9 +9 +5 Bomb 8d6 5 5 5 4 3 —
16th +12/+7/+2 +10 +10 +5 Discovery 5 5 5 4 3 1
17th +12/+7/+2 +10 +10 +5 Bomb 9d6 5 5 5 4 4 2
18th +13/+8/+3 +11 +11 +6 Discovery, instant pyrotechnics 5 5 5 5 4 3
19th +14/+9/+4 +11 +11 +6 Bomb 10d6 5 5 5 5 5 4
20th +15/+10/+5 +12 +12 +6 Grand admixtures 5 5 5 5 5 5
Tyrannical |
#Catalyst Grenadier
A nice change to some of the abilities, though personally I feel as though there are too many 'free' discoveries replacing most other abilities, and would prefer instead that they remain available through choice and use some more of Magus to develop new abilities, perhaps?
Also, I'm not sure if I like the idea of Alchemical Weapon. While yes it is part of the 'Grenadier' Alchemist archetype, I was thinking that a different ability would be more fitting?
Tyrannical |
I think Alchemical Weapon, Precise Bombs, Directed Bomb, Directed Blast and Siege Bomb should all be swapped out for new abilities, otherwise this MCA just becomes more like a pre-planned alchemist with a few handicaps.
* Precise Bombs should perhaps be replaced with a creation feat or similar utility feat/ability that matches the style. maybe not Brew potion, but perhaps something that involves crafting.
* Perhaps in place of Poison Resistance, we have a 'Blast Resistance' ability? perhaps not something that simply improves saves against fire damage, but perhaps splash weapons and AoE spells?
* I'd debate that keeping medium armor in would be beneficial, since this is a more combat oriented alchemist. maybe not from level 1, since even magus can't do that, but still implemented.
* Maybe an ability that allows metamagic feats to affect bombs? it may present balance issues, I'm not entirely sure of it.
* maybe some additional throwing abilities that aren't restricted to bombs?
Elghinn Lightbringer |
I think Alchemical Weapon, Precise Bombs, Directed Bomb, Directed Blast and Siege Bomb should all be swapped out for new abilities, otherwise this MCA just becomes more like a pre-planned alchemist with a few handicaps.
* Precise Bombs should perhaps be replaced with a creation feat or similar utility feat/ability that matches the style. maybe not Brew potion, but perhaps something that involves crafting.
Like what? you already get a bonus to alchemical stuff through pyrotechnics. I'm not sure what else would fit here. Craft Weapons and Armor? Wondrous Items?
* Perhaps in place of Poison Resistance, we have a 'Blast Resistance' ability? perhaps not something that simply improves saves against fire damage, but perhaps splash weapons and AoE spells?
That would work (+2/+4/+6).
* I'd debate that keeping medium armor in would be beneficial, since this is a more combat oriented alchemist. maybe not from level 1, since even magus can't do that, but still implemented.
We can do that.
* Maybe an ability that allows metamagic feats to affect bombs? it may present balance issues, I'm not entirely sure of it.
Not sure about that one.
* maybe some additional throwing abilities that aren't restricted to bombs?
We can maybe check some other archetypes of other classes that are focused on ranged weapons? I'll see what I can find.
In any case, those look like some good possibilities. Was working on some other options and came up with these.
In place of Alchemical Weapons this.
Alchemical Pool (Su): At 1st level, the catalyst grenadier gains a reservoir of alchemical energy that he can draw upon to fuel his powers and enhance his weapon. This alchemical pool has a number of points equal to 1/2 his catalyst grenadier level (minimum 1) + his Intelligence modifier. The pool refreshes once per day when the catalyst grenadier prepares his extracts.
At 1st level, a catalyst grenadier can expend 1 point from his alchemical pool as a swift action to add 1d6 points of acid or fire damage to his next melee attack (chosen when the point is spent) or a +1 alchemical bonus to his next bomb attack that round. For every 4 levels beyond 1st, the amount of fire damage dealt by this ability or the enhancement bonus increases by 1d6 or +1 (to a maximum of 5d6 or +5 at 17th level). If a catalyst grenadier gains acid or fire damage or gets an alchemical bonus from another source, the bonuses on damage stack. A catalyst grenadier can only enhance one weapon or bomb in this way at one time. If he uses this ability again, the first use immediately ends.
In addition, a catalyst grenadier treats his alchemical pool as an arcane pool for the purpose of magus arcana that require an arcane pool point to use. This ability replaces mutagen.
In place of precise bombs this.
Flash Bang (Ex): At 2nd level, the catalyst grenadier can take advantage of the flash and sound of a bomb to throw off an attacker's aim at close range. When he makes a direct attack against a foe within his bomb within its first range increment, he gains a +4 circumstance bonus to AC against that opponent until the beginning of his next turn. He can use this ability while wearing medium, light, or no armor, and while carrying no more than a light load. This ability replaces poison resistance.
With the Alchemical pool we'd need to add in a list of possible magus arcana to the choices in place of discoveries, those primarily tied to an arcane pool.
Noro |
Tyrannical wrote:* Maybe an ability that allows metamagic feats to affect bombs? it may present balance issues, I'm not entirely sure of it.Not sure about that one.
That sounds more like a wizard thing, and I saw it here: Bomber mage
Bandw2 |
I think #catalyst grenadier could be themed slightly differently to get overall the same effect.
at first level they start with the Infusion discovery and at level four they gain Improved Infusion, which allows the alchemist to learn touch attack spells from the sorcerer(or probably magus) spell list and attack with them by infusing the spell into a bomb that can be thrown.
at 8th level they gain Greater Infusion which allows for any spell that is counted as an attack (via invisibility rules) to be learned and applied via a bomb. AOE spells applying to where the bomb lands, touch spells applying to what they touch, normal ranged attacks still needing a normal range attack.
I think mechanically this is a very cool idea.
Apraham Lincoln |
A Magus who eschews conventional weaponry to blend the arcane art of telekinesis and the monks unarmed style to pummel foes, both close and from afar.
Primary Class: Magus
Secondary Class: Monk
Alignment: Any
Hit Dice: d8
Weapon and Armour Proficiency: A magus is proficient with all simple weapons. He does not gain any armour proficiencies. Like any other arcane spellcaster, a magus wearing light armour, medium armour, heavy armour, or a shield incurs a chance of arcane spell failure if the spell in question has a somatic component. This modifies the normal weapon and armour proficiencies of a Magus.
Diminished Spellcasting: A spectral fist may cast one fewer spell of each level than normal. If this reduces the number to 0, he may cast spells of that level only if his Intelligence allows bonus spells of that level.
Arcane Pool (Su): At 1st level, the magus gains a reservoir of mystical arcane energy that he can draw upon to fuel his powers and enhance his weapon. This arcane pool has a number of points equal to 1/2 his magus level (minimum 1) + his Intelligence modifier. The pool refreshes once per day when the magus prepares his spells. At 1st level, a magus can expend 1 point from his arcane pool as a swift action to grant his unarmed strike a +1 enhancement bonus for 1 minute. For 2 points he can enhance both his telekinetic fist this way. For every four levels beyond 1st, they gain another +1 enhancement bonus, to a maximum of +5 at 17th level. Multiple uses of this ability do not stack with themselves. At 5th level, these bonuses can be used to add any of the following weapon properties: dancing, flaming, flaming burst, frost, icy burst, impact, limning, seabourne, shock, shocking burst. Adding these properties consumes an amount of bonus equal to the property’s base price modifier. These bonuses and properties are decided when the arcane pool point is spent and cannot be changed until the next time the magus uses this ability. This modifies the arcane pool ability of the magus.
Flurry of Blows (Ex): This functions as the monk ability of the same name except as noted here. He may only flurry with his unarmed strike or his telekinetic fists. This replaces the bonus feats of a magus.
Spell Combat (Ex): This functions as the Magus ability of the same name except as noted here. He may only wield his telekinetic fists whilst using this ability. He may not flurry in the same round as he uses spell combat and he uses his normal base attack bonus whilst doing so.
Unarmed Strike: The Spectral Fist gains Improved Unarmed Strike as a bonus feat. This replaces the standard magus weapon proficiencies.
Greater Mage Armour (Su): At 1st level the spectral fist adds Mage Armour to his list of spells known. Whenever he casts Mage Armour on himself, the spell is enhanced and the armour bonus he receives is increased by +1 for every 4 levels of Spectral Fist (to a maximum of +5 at 20th level). Additionally, at 7th level the Mage Armour functions as though it were light fortification (as the magic armour property), and medium fortification at level 13th. This replaces the standard magus armour proficiencies.
Telekinetic Fist (Su): At 2nd level a spectral fist can sacrifice a prepared magus spell of 1st level or higher as a swift action to create a pair of force-charged fists that mimic his normal hands. These fists last for 1 minute or until dismissed and are considered weapons the spectral fist is holding for purposes of his arcane pool feature (using the pool to add abilities to a held weapon applies to the magus’s unarmed strike and to the fists at no additional cost). The fists act as an unarmed strike, but the hands are still considered free for the purpose of casting spells delivering touch attacks and spell combat. This is a force effect and does bludgeoning damage. They critical on a 20 and do double damage (20/x2). Higher level effects include lower level effects.
A 1st level spell means that the fists do 1d4 + his INT modifier in damage.
A 2nd level spell produces fists that do 1d6 + INT modifier in damage and he can strike opponents further away giving him reach of 10 feet. He may use these fists to deliver touch attacks at range. Whenever a spectral fist casts a spell with a range of “touch” from the magus spell list, he can deliver the spell through his telekinetic fists as part of a melee attack. Instead of the free melee touch attack normally allowed to deliver the spell, a magus can make one free melee attack with his fist (at his highest base attack bonus) as part of casting this spell.
A 3rd level spell produces fists that do 1d8 + Int in damage and he can reach targets 15 feet away, although he still only threatens 10 feet. He may use his INT instead of his STR as his to hit modifier when using his fists.
A 4th level spell produces fists that do 1d10 + Int in damage and now do triple damage on a successful critical (20/X3).
A 5th level spell produce fists that do 2d6 + one and a half times his INT modifier in damage and he can reach targets up to 30 feet away. He can use his fists to perform bull rush, disarm, reposition, steal or trip combat manoeuvres. Resolve these attempts as normal, except that they don't provoke attacks of opportunity, using his INT modifier in place of his STR modifier when calculating his Combat Manoeuvre Bonus.
A 6th level spell produces fists that do 2d8 + twice his INT modifier in damage and. When performing combat manoeuvres he gains a +4 bonus and his fists now count as though he were large.
This replaces Improved and Greater Spell Combat and modifies his number of spells a day.
Evasion (Ex): At 3rd level a Spectral Fist gains Evasion as the monk ability of the same name. At 9th level he gains Improved Evasion. This replaces the Magus Arcana gained at 3rd and 9th level.
Light On Your Feet (Su): At 4th level a Spectral Fist can spend a point from his arcane pool as he casts Mage Armour. This allows him to Slow Fall as a monk of his level and adds his Spectral Fist level to all Acrobatics checks made to jump, both for vertical jumps and horizontal jumps. In addition, he always counts as having a running start when making jump checks using Acrobatics. This effect remains as long as Mage Armour does. At 5th level he may spend a point from his arcane pool as a swift action to gain a +20 bonus on Acrobatics checks made to jump for 1 round. This replaces Spell Recall.
Cushioning Force (Su): At 7th level a Spectral Fist can prevent some damage to himself. As a standard action he may spend 2 points from his Arcane Pool to give himself temporary hit points equal to his level. This replaces Knowledge Pool and Improved Spell Recall.
Monk Training (Ex): At 10th level a Spectral Fist counts his total Spectra Fist level as his Monk level for the purpose of qualifying for feats. This replaces Fighter Training.
Vibrating Hands (Su): At 17th level, whilst he has his Spectral Fists manifested, he may, as a full round action produce an effect as though he had cast shatter on any creature or object within range, or break objects within range as shatter. This replaces Counterstrike.
Solid Body (Su): At 19th level the Spectral Fist becomes immune to damage from force effects and may treat walls of force as though they weren’t there. He also gains DR/10 Piercing. This replaces True Magus.
Table: Spectral Fist
Class Base Fort Ref Will Flurry of Blows Spells per Day
Level Attack Bonus Save Save Save Special Attack Bonus 0 1st 2nd 3rd 4th 5th 6th
1st +0 +0 +2 +2 Arcane Pool, Flurry of Blows, Greater Mage Armour , Spell Combat, Unarmed Strike –1/–1 2 0 — — — — —
2nd +1 +0 +3 +3 Spellstrike, Telekinetic Fist +0/+0 3 1 — — — — —
3rd +2 +1 +3 +3 Evasion +1/+1 3 2 — — — — —
4th +3 +1 +4 +4 Greater Mage Armour (+1), Light On Your Feet +2/+2 3 2 0 — — — —
5th +3 +1 +4 +4 +3/+3 3 3 1 — — — —
6th +4 +2 +5 +5 Magus arcana +4/+4/–1 4 3 2 — — — —
7th +5 +2 +5 +5 Greater Mage Armour ( Light Fortification) Cushioning Force +5/+5/+0 4 3 2 0 — — —
8th +6/+1 +2 +6 +6 Greater Mage Armour (+2) +6/+6/+1/+1 4 3 3 1 — — —
9th +6/+1 +3 +6 +6 Improved evasion +7/+7/+2/+2 4 4 3 2 — — —
10th +7/+2 +3 +7 +7 Monk Training +8/+8/+3/+3 4 4 3 2 0 — —
11th +8/+3 +3 +7 +7 +9/+9/+4/+4/–1 4 4 3 3 1 — —
12th +9/+4 +4 +8 +8 Greater Mage Armour (+3), Magus arcana +10/+10/+5/+5/+0 4 4 4 3 2 — —
13th +9/+4 +4 +8 +8 Greater Mage Armour (Medium Fortification) +11/+11/+6/+6/+1 4 4 4 3 2 0 —
14th +10/+5 +4 +9 +9 +12/+12/+7/+7/+2 4 4 4 3 3 1 —
15th +11/+6/+1 +5 +9 +9 Magus Arcana +13/+13/+8/+8/+3/+3 4 4 4 4 3 2 —
16th +12/+6/+2 +5 +10 +10 Greater Mage Armour (+4), Vibrating Hands +14/+14/+9/+9/+4/+4/–1 4 4 4 4 3 2 0
17th +12/+7/+2 +5 +10 +10 +15/+15/+10/+10/+5/+5/+0 4 4 4 4 3 3 1
18th +13/+8/+3 +6 +11 +11 Magus arcana +16/+16/+11/+11/+6/+6/+1 4 4 4 4 4 3 2
19th +14/+9/+4 +6 +11 +11 Greater Spell Access +17/+17/+12/+12/+7/+7/+2 4 4 4 4 4 4 3
20th +15/+10/+5 +6 +12 +12 Greater Mage Armour (+5), Solid Body +18/+18/+13/+13/+8/+8/+3 4 4 4 4 4 4 4
Tyrannical |
#Catalyst Grenadier
I like the idea of alchemical pool, especially the +1 alchemical bonus to bombs. I'd wager that new energy types can be unlocked depending on what bomb discoveries are unlocked. such as the shock bomb granting lightning, ice bomb giving cold damage and so on... maybe with the Poison Bomb it would allow for poison use, perhaps the disease use rogue talent with disease bombs?
As for flash bang, it's a nice little effect, though I think it should replace Swift Poisoning, and in place of Poison Resistance we have the 'Blast Resistance' ability.
as for other throwing mechanics, I think theres a Rogue and Fighter class that have a specialty in throwing weapons, I can't remember which ones.
Tyrannical |
Can't work out a formulae list. Sorry. Got swept up, now DMing a Yakuza Gang Campaign. Sorry Tyr....
No problem! it was nice of you to offer anyway
Anyway, from the abilities we've got together we have these swaps so far;
Alchemy - Pyrotechnics
Bombs - The same
Throw Anything - the same
Brew Potion - Flash Bang(?)
Mutagen - Alchemical Pool
Discoveries - Bomb restricted + select feats
Poison Use - Catalytic Strike
Poison Resistance - Blast Resistance (WIP)
Poison Immunity - (?)
Swift Alchemy - Swift Pyrotechnics
Swift Poisoning - Medium Armor(?)
Persistent Mutagen - (?)
Instant Alchemy - Instant Pyrotechnics
Grand Discovery - Grand Admixtures
So, we're not far off, all we need to do is fill the blanks with some other abilities and see if what we have on the table is what we want. And the extract list of course, which I presume is still WIP?
Bandw2 |
Taco Man wrote:Can't work out a formulae list. Sorry. Got swept up, now DMing a Yakuza Gang Campaign. Sorry Tyr....No problem! it was nice of you to offer anyway
Anyway, from the abilities we've got together we have these swaps so far;
Alchemy - Pyrotechnics
Bombs - The same
Throw Anything - the same
Brew Potion - Flash Bang(?)
Mutagen - Alchemical Pool
Discoveries - Bomb restricted + select feats
Poison Use - Catalytic Strike
Poison Resistance - Blast Resistance (WIP)
Poison Immunity - (?)
Swift Alchemy - Swift Pyrotechnics
Swift Poisoning - Medium Armor(?)
Persistent Mutagen - (?)
Instant Alchemy - Instant Pyrotechnics
Grand Discovery - Grand AdmixturesSo, we're not far off, all we need to do is fill the blanks with some other abilities and see if what we have on the table is what we want. And the extract list of course, which I presume is still WIP?
persistent mutagen - persistent pooling - the effects last for a number of rounds equal to your intelligence modifier (min 2) for the use of a single arcane pool point.
Poison Immunity - Shaped Charges - all allies get a +10 to all saving rolls against your bombs/spells.
Oceanshieldwolf |
# Spectral Fist
Pretty cool concept that mixes the magus arcane power with the monk's melee hand to hand.
* I'm a little confused by the telekinetic fists - do these provide extra attacks on top of the SF's normal hands?
Does this:
(using the pool to add abilities to a held weapon applies to the magus’s unarmed strike and to the fists at no additional cost).
mean you can charge four hands (two flurries) with one expenditure? If so that could be crazy...
* I see the Mage Armor replacing the magus armor and medium armor by providing the light fortification etc…. Not sure what I think of that. It does fit thematically. I'm struggling to conceive of the MCA as either a Magus with unarmed attacks or an eldritch monk, but I think I just need to think of it a s a Spectral Fist to remove any expectations from either Primary or Secondary class.
* Not a fan of Cushioning Force - I don't mind the ability mechanically or thematically - it just doesn't feel like a thematic swap for what it replaces - which is fine - not every swap has to be. Likely it's just a personal bias.
I'll try to comment more later...
Apraham Lincoln |
# Spectral Fist
Pretty cool concept that mixes the magus arcane power with the monk's melee hand to hand.
* I'm a little confused by the telekinetic fists - do these provide extra attacks on top of the SF's normal hands?
Does this:
Spectral Fist wrote:(using the pool to add abilities to a held weapon applies to the magus’s unarmed strike and to the fists at no additional cost).mean you can charge four hands (two flurries) with one expenditure? If so that could be crazy...
* I see the Mage Armor replacing the magus armor and medium armor by providing the light fortification etc…. Not sure what I think of that. It does fit thematically. I'm struggling to conceive of the MCA as either a Magus with unarmed attacks or an eldritch monk, but I think I just need to think of it a s a Spectral Fist to remove any expectations from either Primary or Secondary class.
* Not a fan of Cushioning Force - I don't mind the ability mechanically or thematically - it just doesn't feel like a thematic swap for what it replaces - which is fine - not every swap has to be. Likely it's just a personal bias.
I'll try to comment more later...
No, the TK fists do not provide extra attacks, you can either flurry with your own fists (if you dont wish to expend a spell slot) or your tk ones, not both (they mimic your own fists and attack your target). Being able to charge your hands with arcane pool is mainly for 1st level otherwise (or if you give the tk fists the dancing property at high level).
Armour wise it also tries to mirror the monk in progression (apart from the base +4 vs WIS modifier)
It is definitely more of an unarmed style magus than an eldritch monk but it was becoming more of a magus archetype and not an MCA. Cushioning force was an attempt to add an almost monk ability (it acts like wholeness of body in reverse) and the idea is similar to ablative armour which decays/fall off as it absorbs damage. I think the fact that it so similar to a monk ability at the same level ties it the monk a little closer.
Oceanshieldwolf |
I apologize fo not posting but I don't feel like I have anything I can add involving the classes currently being worked on.
Thanks for taking the time to post regardless!!! And no need to apologize Jonathon. Sometimes other posters have already covered anything you might have seen, but confirming/supporting something someone else already pointed out is also just as helpful. "I agree with blah blah on the blah blah" or even just "+1 to that".
It is also nice to comment generally on the concept's flavor or how well you feel it encompasses the Primary or Secondary classes or the mix of the two, even if the concept itself is not your cup of tea.
christos gurd |
JonathonWilder wrote:I apologize fo not posting but I don't feel like I have anything I can add involving the classes currently being worked on.Thanks for taking the time to post regardless!!! And no need to apologize Jonathon. Sometimes other posters have already covered anything you might have seen, but confirming/supporting something someone else already pointed out is also just as helpful. "I agree with blah blah on the blah blah" or even just "+1 to that".
It is also nice to comment generally on the concept's flavor or how well you feel it encompasses the Primary or Secondary classes or the mix of the two, even if the concept itself is not your cup of tea.
i know how you feel jonathon, any feedback id give is usually already handed out by the time i get to this thread. Admittedly it doesn't help that i have 2(technically 3) jobs outside of my pathfinder publishing work, which leaves a narrow window of time on the boards period.
Elghinn Lightbringer |
Tyrannical wrote:Taco Man wrote:Can't work out a formulae list. Sorry. Got swept up, now DMing a Yakuza Gang Campaign. Sorry Tyr....No problem! it was nice of you to offer anyway
Anyway, from the abilities we've got together we have these swaps so far;
Alchemy - Pyrotechnics
Bombs - The same
Throw Anything - the same
Brew Potion - Flash Bang(?)
Mutagen - Alchemical Pool
Discoveries - Bomb restricted + select feats
Poison Use - Catalytic Strike
Poison Resistance - Blast Resistance (WIP)
Poison Immunity - (?)
Swift Alchemy - Swift Pyrotechnics
Swift Poisoning - Medium Armor(?)
Persistent Mutagen - (?)
Instant Alchemy - Instant Pyrotechnics
Grand Discovery - Grand AdmixturesSo, we're not far off, all we need to do is fill the blanks with some other abilities and see if what we have on the table is what we want. And the extract list of course, which I presume is still WIP?
persistent mutagen - persistent pooling - the effects last for a number of rounds equal to your intelligence modifier (min 2) for the use of a single arcane pool point.
Poison Immunity - Shaped Charges - all allies get a +10 to all saving rolls against your bombs/spells.
Those are possibilities. I still think Medium Armor would be better to just be selected as a normal feat.
In that line with that thought (instead of replacing Swift Poisoning with Medium Armor), here's my suggestions.
Quick Grenadier (Ex): At 7th level, when a catalyst grenadier is hit with a ranged attack, he can throw a bomb, volatile alchemical substance, or an extract with an area of effect at his attacker as an immediate action. This ability replaces swift poisoning.
Deadly Range (Ex): At 10th level, a catalyst grenadier increases the range of his bombs by 5 feet. This range increases by 5 feet for every 3 levels after 10th, up to a maximum of 20 feet at 19th level. This ability replaces poison immunity.
Evasive Grenadier (Ex): At 14th level, a catalyst grenadier gains a +2 dodge bonus to AC against ranged attacks. This bonus increases to +4 at 18th level. This ability replaces persistent mutagen.
Another option with the Medium Armor is just to give it as part of the normal Wp/Armor Profs. Magus get it later, yes, but they also have spell failure, where the alchemist doesn't. I don't think we need to worry with the swap or anything, as the magus can get up to heavy armor, and flavor-wise, a medium armor grenadier is good.
So we'd be looking at this for swaps.
SWAPS
Wp/Armor Prof = add Medium armor prof
Alchemy = Pyrotechnics
Brew potion = Flash bang
Mutagen = Alchemical pool
Discovery = Discoveries, feats, magus arcana
Poison resistance = Blast resistance
Poison use = Catalytic strike
Swift alchemy = Swift pyrotechnics
Swift poisoning = Quick grenadier
Poison immunity = Deadly range
Persistent mutagen = Evasive grenadier
Grand discovery = Grand admixture
Also, this is what the Discovery entry will read.
Discovery: The catalyst grenadier can only select discoveries that affect bombs and extracts. He can also select the fire brand, rocket bomb, and scrap bomb discoveries even if he does not meeting the racial requirements.
Whenever the catalyst grenadier could choose as discovery, he can select one of the following feats instead: Charging Hurler, Close-Quarters Thrower, Deafening Explosion, Deceptive Exchange, Distance Thrower, Extra Bombs, Implant Bomb, Improved Charging Hurler, Remote Bomb, Ricochet Splash Weapon, Splash Volley, Splash Weapon Mastery. The catalyst grenadier must meet the requirements for these feats as normal.
In addition, at 4th level and every four levels thereafter (8t, 12t, and so on), a catalyst grenadier can select one of the following magus arcana in place of a discovery: accurate strike, arcane accuracy, arcane cloak, arcane edge, arcane redoubt, arcane redoubt (greater), bane blade, close range, critical strike, enduring blade, hasted assault, prescient attack, prescient defense, spell shield.
*Next is to build the new CG's Extract list. I'll start taking a look tomorrow or so. Next few days will be busy.
Tyrannical |
#Catalyst Grenadier
I'm liking the changes so far, though to balance things out we could probably tweak the following;
* Deadly Range could perhaps apply to all thrown weapons, bombs splash weapons and extracts? That way the Grenadier makes better use of throwing weapons, and his thrown extracts have better range too, since normally some of the spells we're using for extracts can have pretty good range. It wouldn't make sense if he can throw one thing really far and others not so much.
* I think we can combine Evasive Grenadier and Blast Resistance together, so instead we have a +2 (dodge?) bonus to AoE attacks, steadily progressing up to about +10 maybe? Probably keep the name as Blast Resistance.
* In place of the Evasive Grenadier ability, we could then have an ability such as 'Grenade Combat', that allows him to wield a bomb as an off-hand weapon and not requiring as much focus in combat to use?
* Alchemical Pool pretty much makes Fire Brand redundant, so I would say that the CG counts as having that discovery already.
* Medium Armor could be a proficiency from level 1, sure. I think other alchemist archetypes can get medium armor from the start anyway.
Elghinn Lightbringer |
#Catalyst Grenadier
I'm liking the changes so far, though to balance things out we could probably tweak the following;
* Deadly Range could perhaps apply to all thrown weapons, bombs splash weapons and extracts? That way the Grenadier makes better use of throwing weapons, and his thrown extracts have better range too, since normally some of the spells we're using for extracts can have pretty good range. It wouldn't make sense if he can throw one thing really far and others not so much.
* I think we can combine Evasive Grenadier and Blast Resistance together, so instead we have a +2 (dodge?) bonus to AoE attacks, steadily progressing up to about +10 maybe? Probably keep the name as Blast Resistance.
* In place of the Evasive Grenadier ability, we could then have an ability such as 'Grenade Combat', that allows him to wield a bomb as an off-hand weapon and not requiring as much focus in combat to use?
* Alchemical Pool pretty much makes Fire Brand redundant, so I would say that the CG counts as having that discovery already.
* Medium Armor could be a proficiency from level 1, sure. I think other alchemist archetypes can get medium armor from the start anyway.
1) Deadly Range: Good idea.
2) +10 is a lot. +6 or +8 is as high as I would go.
3) Grenade Combat would work, I assume its like the spell combat style ability - but bombs.
4) Sure! Need to reread the Fire Brand discovery, but if that's true, then just make it count as the Fire Brand discovery.
5) Medium armor at 1st, as part of normal Wp/Armor Prof. +1
Tyrannical |
Tyrannical wrote:#Catalyst Grenadier
I'm liking the changes so far, though to balance things out we could probably tweak the following;
* Deadly Range could perhaps apply to all thrown weapons, bombs splash weapons and extracts? That way the Grenadier makes better use of throwing weapons, and his thrown extracts have better range too, since normally some of the spells we're using for extracts can have pretty good range. It wouldn't make sense if he can throw one thing really far and others not so much.
* I think we can combine Evasive Grenadier and Blast Resistance together, so instead we have a +2 (dodge?) bonus to AoE attacks, steadily progressing up to about +10 maybe? Probably keep the name as Blast Resistance.
* In place of the Evasive Grenadier ability, we could then have an ability such as 'Grenade Combat', that allows him to wield a bomb as an off-hand weapon and not requiring as much focus in combat to use?
* Alchemical Pool pretty much makes Fire Brand redundant, so I would say that the CG counts as having that discovery already.
* Medium Armor could be a proficiency from level 1, sure. I think other alchemist archetypes can get medium armor from the start anyway.
1) Deadly Range: Good idea.
2) +10 is a lot. +6 or +8 is as high as I would go.
3) Grenade Combat would work, I assume its like the spell combat style ability - but bombs.
4) Sure! Need to reread the Fire Brand discovery, but if that's true, then just make it count as the Fire Brand discovery.
5) Medium armor at 1st, as part of normal Wp/Armor Prof. +1
Yep! pretty much the gist of things I had in mind. Looks like it's good to go once we do the custom extract list.
Taco Man |
Sorry I've been so scarce. A new job and afew new campaigns!
#Telekinetic Fist
Arcana Suggestion:
Elemental Strike
Requirements: Telekinetic Fist Class Feature, Elemental Fist Feat
The magus may expend 1 point from his elemental pool to charge his telekinetic fist with elemental power, qualifying it as having one of the following descriptors: "Acid", "Ice", "Flame", "Shock".
#Completely Unrelated Grand Discovery Suggestion:
Master Blaster
You may apply up to 3 discoveries to a single bomb, in addition, the damage dice for your bombs increase by 1 step (8d4 becomes 8d6, 12d6 becomes 12d8, etc).
Elghinn Lightbringer |
#CATALYST GRENADIER
CATALYST GRENADIER FORMULAE LIST
Catalyst grenadiers gain access to the following formulae.
1st-Level Catalyst Grenadier Formulae—adhesive spittle, body capacitance, bomber’s eye, burning hands*, call weapon, chill touch, color spray*, corrosive touch, endure elements, expeditious retreat, flare burst*, frostbite, grease*, longshot, magic weapon, mirror strike, obscuring mist*, reinforce armaments, returning weapon, shock shield, shocking grasp, stone fist, targeted bomb admixture, true strike, unerring weapon, warding weapon.
2nd-Level Catalyst Grenadier Formulae—acid arrow, barkskin, bear’s endurance, bestow weapon proficiency, blood armor, brow gasher, bull’s strength, bullet shield, cat’s grace, defensive shock, effortless armor, elemental touch, empower holy water, flaming sphere*, fire breath, fog cloud*, frigid touch, glitterdust*, kinetic reverberation, protection from arrows, pyrotechnics*, reloading hands, shadow bomb admixture, shatter*, web*.
3rd-Level Catalyst Grenadier Formulae—aqueous orb*, battle trance, burst of speed, dispel magic*, elemental aura, fire trail, fireball*, flame arrow, haste*, keen edge, lightning lash bomb admixture, magic weapon (greater), protection from energy, rage, sleet storm*, stinking cloud*, versatile weapon, wind wall*.
4th-Level Catalyst Grenadier Formulae—ball lightning*, black tentacles*, detonate*, dragon’s breath, fire shield, firefall*, fluid form, forceful strike, freedom of movement, ice storm*, pellet blast*, scorching ash form, shout*, solid fog*, viper bomb admixture, wall of fire*, wall of ice*, wreath of blades*.
5th-Level Catalyst Grenadier Formulae—acid spray, cloudkill*, cone of cold*, fire snake*, geyser*, languid bomb admixture, wall of force*, wall of stone*.
6th-Level Catalyst Grenadier Formulae—acid fog*, caging bomb admixture, dispel magic (greater)*, flesh to stone*, freezing sphere*, sirocco*, stone to flesh*, transformation, true seeing, wall of iron*.
Tweaked Abilities
Alchemical Pool (Su): At 1st level, the catalyst grenadier gains a reservoir of alchemical energy that he can draw upon to fuel his powers and enhance his weapon. This alchemical pool has a number of points equal to 1/2 his catalyst grenadier level (minimum 1) + his Intelligence modifier. The pool refreshes once per day when the catalyst grenadier prepares his extracts.
At 1st level, a catalyst grenadier can expend 1 point from his alchemical pool as a swift action to add 1d6 points of acid or fire damage to his next melee attack (chosen when the point is spent) or a +1 alchemical bonus to his next bomb attack that round. For every 4 levels beyond 1st, the amount of fire damage dealt by this ability or the enhancement bonus increases by 1d6 or +1 (to a maximum of 5d6 or +5 at 17th level). If a catalyst grenadier gains acid or fire damage or gets an alchemical bonus from another source, the bonuses on damage stack. A catalyst grenadier can only enhance one weapon or bomb in this way at one time. If he uses this ability again, the first use immediately ends.
In addition, a catalyst grenadier counts his alchemical pool as an arcane pool for the purpose of magus arcana that require an arcane pool point to use. The catalyst grenadier is also treated as having the fire brand discovery, even if he does not meet its requirements. This ability replaces mutagen.
Blast Resistance (Ex): At 2nd level, a catalyst grenadier gains a +2 resistance bonus to saving throws made against fire damage (mundane or magical), as well as a +2 dodge bonus to Reflex saving throws to avoid splash weapons and area of effect spells that deal damage. This bonus increases to +4 at 5th level, and then again to +6 at 8th level. This ability replaces poison resistance.
Deadly Range (Ex): At 10th level, a catalyst grenadier increases the range of his bombs, splash weapons, thrown weapons, and extracts by 5 feet. This range increases by 5 feet for every 3 levels after 10th, up to a maximum of 20 feet at 19th level. This ability replaces poison immunity.
Grenade Combat (Ex): At 14th level, a catalyst grenadier gains the magus’s spell combat ability, except that it applies to using his bombs instead of casting spells. This ability replaces persistent mutagen.
Tyrannical |
#Catalyst Grenadier
Looks just about done to me, though where do we stand on adding new energy types to Alchemical Pool when the CG gains a new bomb damage discovery? (shock bomb for electricity, ice bomb for cold). Perhaps in order to gain the additional weapon damage he needs to first expend a bomb, like how Fire Brand works? if we do this, it may be best to have it something like this;
Alchemical Pool: At 1st level, a catalyst grenadier can expend 1 prepared bomb as a swift action to add 1d6 points of fire damage to his next melee attack as if he had the Fire Brand discovery. In addition, he can 'lose' one of his daily extracts to gain a +1 alchemical bonus to his next bomb attack that round. For every 4 levels beyond 1st, the amount of fire damage dealt by this ability or the enhancement bonus increases by 1d6 or +1 (to a maximum of 5d6 or +5 at 17th level).
Whenever a Catalyst Grenadier gains a new discovery that changes his bomb's energy damage, he adds that energy type to his Alchemical Pool for use (Shock Bomb for Electricity Damage, Frost Bomb for Cold Damage, etc). If a catalyst grenadier gains energy damage or gets an alchemical bonus from another source, the bonuses on damage stack. A catalyst grenadier can only enhance one weapon or bomb in this way at one time. If he uses this ability again, the first use immediately ends.
Elghinn Lightbringer |
Actually, I think we should go with the following, as we are using the arcane pool mechanic. We are already spending a point from alchemical pool. If the CG gains a bomb discovery, he should be able to add that energy type to the list of those he can add to his weapon for free. He also has the damage limited to 5d6 at 17th already too.
Alchemical Pool (Su): At 1st level, the catalyst grenadier gains a reservoir of alchemical energy that he can draw upon to fuel his powers and enhance his weapon. This alchemical pool has a number of points equal to 1/2 his catalyst grenadier level (minimum 1) + his Intelligence modifier. The pool refreshes once per day when the catalyst grenadier prepares his extracts.
At 1st level, a catalyst grenadier can expend 1 point from his alchemical pool as a swift action to add 1d6 points of fire damage to his next melee attack (chosen when the point is spent) or a +1 alchemical bonus to his next bomb attack that round. For every 4 levels beyond 1st, the amount of fire damage dealt by this ability or the enhancement bonus increases by 1d6 or +1 (to a maximum of 5d6 or +5 at 17th level).
Whenever the catalyst grenadier gains a new discovery that changes his bomb’s energy damage, he adds that damage type to those he can add to his weapon (frost bomb for cold energy, shock bomb for electricity, and so on.). The choice is made when the alchemical pool point is spent.
If a catalyst grenadier gains energy damage or gets an alchemical bonus from another source, the bonuses on damage stack. A catalyst grenadier can only enhance one weapon or bomb in this way at one time. If he uses this ability again, the first use immediately ends.
In addition, a catalyst grenadier counts his alchemical pool as an arcane pool for the purpose of magus arcana that require an arcane pool point to use. The catalyst grenadier is also treated as having the fire brand discovery, even if he does not meet its requirements. This ability replaces mutagen.
JonathonWilder |
Thanks for taking the time to post regardless!!! And no need to apologize Jonathon. Sometimes other posters have already covered anything you might have seen, but confirming/supporting something someone else already pointed out is also just as helpful. "I agree with blah blah on the blah blah" or even just "+1 to that".It is also nice to comment generally on the concept's flavor or how well you feel it encompasses the Primary or Secondary classes or the mix of the two, even if the concept itself is not your cup of tea.
True enough, I guess I can try offering some sort of commenting. Even if it wint help in building the MCA.
I know how you feel jonathon, any feedback id give is usually already handed out by the time i get to this thread. Admittedly it doesn't help that i have 2(technically 3) jobs outside of my pathfinder publishing work, which leaves a narrow window of time on the boards period.
Thanks
Tyrannical |
Actually, I think we should go with the following, as we are using the arcane pool mechanic. We are already spending a point from alchemical pool. If the CG gains a bomb discovery, he should be able to add that energy type to the list of those he can add to his weapon for free. He also has the damage limited to 5d6 at 17th already too.
Alchemical Pool (Su): At 1st level, the catalyst grenadier gains a reservoir of alchemical energy that he can draw upon to fuel his powers and enhance his weapon. This alchemical pool has a number of points equal to 1/2 his catalyst grenadier level (minimum 1) + his Intelligence modifier. The pool refreshes once per day when the catalyst grenadier prepares his extracts.
At 1st level, a catalyst grenadier can expend 1 point from his alchemical pool as a swift action to add 1d6 points of fire damage to his next melee attack (chosen when the point is spent) or a +1 alchemical bonus to his next bomb attack that round. For every 4 levels beyond 1st, the amount of fire damage dealt by this ability or the enhancement bonus increases by 1d6 or +1 (to a maximum of 5d6 or +5 at 17th level).
Whenever the catalyst grenadier gains a new discovery that changes his bomb’s energy damage, he adds that damage type to those he can add to his weapon (frost bomb for cold energy, shock bomb for electricity, and so on.). The choice is made when the alchemical pool point is spent.
If a catalyst grenadier gains energy damage or gets an alchemical bonus from another source, the bonuses on damage stack. A catalyst grenadier can only enhance one weapon or bomb in this way at one time. If he uses this ability again, the first use immediately ends.
In addition, a catalyst grenadier counts his alchemical pool as an arcane pool for the purpose of magus arcana that require an arcane pool point to use. The catalyst grenadier is also treated as having the fire brand discovery, even if he does not meet its requirements. This ability replaces mutagen.
Alrighty then, looks about done to me!
Taco Man |
Sounds gooood!
Living engines of destruction, a Feral Mercenary is one who takes to the battlefield not for riches, glory, or for any cause, but for the sole purpose that battle and strife are all he has ever known. These brutes push beyond mortal strength, to wield blades greater than any man could ever hope to. They push beyond mortal endurance, to survive countless injuries, and many a hopeless last stand. They fight against mortal hope and logic, to one day, challenge the very gods.
Archetype Name: Feral Mercenary
Primary Class: Samurai
Secondary Class: Barbarian
Hit Dice: D10
Proficiencies:
Feral mercenaries are proficient with all simple and martial weapons, with all types of armor (heavy, light, and medium) and with shields (except tower shields).
Rage (Ex):
This functions as the barbarian class ability of the same name. Any bonus which would be applied to the cavalier's challenge by their order are instead applied whilst raging.
This ability replaces challenge
Order:
The feral mercenary is best complimented by the Order of the Hound
Berserker's Grip (Ex):
At 3rd level, a feral mercenary may choose to wield a two-handed melee weapon in one hand with a -2 penalty on attack rolls while doing so. The weapon must be appropriately sized for her, and it is treated as one-handed when determining the effect of Power Attack, Strength bonus to damage, and the like.
At 4th level, a feral mercenary becomes skilled in the use of weapons too large to be used by most members of their race. The attack roll penalty for using weapons too large for her size is reduced by 1, and this reduction increases by 1 for every three levels beyond 3rd (to a minimum of 0).
At 5th level, the feral mercenary gains Cleave Through as a bonus feat.
This replaces Weapon Expertise, Mounted Archery, and Banner
Greater Rage (Ex):
Gained at 12th level, This functions as the barbarian ability of the same name.
This replaces Demanding Challenge
Godslayer's Grasp (Ex):
At 14th level, a feral mercenary is considered one size-catagory larger for the purpose of weilding weapons. In addition, they gain a +2 circumstance bonus vs enemies at least one size-catagory larger than themselves.
This replaces Greater Banner
Berserk(Ex):
At 20th level, a feral mercenary can become completely berserk once per day whenever he rages. While this rage is in effect, all melee and ranged weapons deal the minimum amount of damage to the feral mercenary, unless the attack scored is a critical hit. In addition, the feral mercenary remains conscious and is not staggered while he is below 0 hit points. Movement penalties for difficult terrain are ignored, and damage from spells and supernatrual abilities is halved. This effect lasts until the rage ends. After going berserk, the feral mercenary becomes exhausted rather than fatigued when the rage ends.
Forceful Blow (Ex):
At 2nd level, the cavalier gains Cleave, as a bonus feat. At 6th level, they gain Cleaving Finish as a bonus feat.
Berserker(Ex):
At 8th level, the cavalier gains a Rage Power, that applies while engaged in a challenge or raging. Every 2 levels thereafter an additional rage power may be selected.
Out of Reach(Ex):
At 15th level, as a swift action, the cavalier may choose one creature within her line of sight. Until the end of her turn, that target’s reach is treated as if it were 20 feet shorter (minimum of 5) with respect to reaching the cavalier.
If any of y'all have read, or watched anything, tied to BERSERK. Y'all may want to step into the open now.
Apraham Lincoln |
Sorry I've been so scarce. A new job and afew new campaigns!
#Telekinetic Fist
Arcana Suggestion:
Elemental Strike
Requirements: Telekinetic Fist Class Feature, Elemental Fist Feat
The magus may expend 1 point from his elemental pool to charge his telekinetic fist with elemental power, qualifying it as having one of the following descriptors: "Acid", "Ice", "Flame", "Shock".
He can already do that using the standard arcane pool ability, unless you mean changing the base force effect to a different element?
Apraham Lincoln |
Derp, aye, that was the suggestion. Replacing the elemental power damage. In addition, I 'spose both Elemental Fist, and Punishing Kick, as well as similar feats, would apply to the Telekinetic Fist, eh?
At the moment i cant see any rules clashes or exploits that would make that unreasonable. Maybe even add to monk training that SF levels count as monk levels not just for qualifying for feats but for all features of the feat (specifically elemental fist and punishing kick type feats that have limited uses depending on monk level)
Bandw2 |
Sounds gooood!
** spoiler omitted **...
godslayer's grasp makes it actually harder to wield weapons of your size...
also, how does this effect reach, I could see it being argued to give the character a reach of a larger size.
perhaps just change this to say "weapons meant for characters one size category larger than your character are counted as one step smaller for wielding purposes". (two-handed become one handed, one handed become light) so that when you shift them to your size it bumps back up to two-handed, or one-handed. or maybe "two-handed weapons meant to be wielded by a creature of one size category larger than your character can be wielded one-handed through the bezerker's grip ability."
Elghinn Lightbringer |
#Spectral Fist
I'll have some comments tomorrow. Works picked up, plus family and real life, so you'll see me more intermittently. I'll be going through each MCA in order of posting, as usual, but my responses will be less frequent due to business. I'll take other's comments into account too when posting ideas/revisions.
Off the top though, why are you giving him Monk Training? As a Mag/Mnk MCA, he already counts his Spectral Fist level as his monk level for anything monk related. That's the point of the two class combos (primary/secondary). You may as well just leave it as Fighter Training.
More tomorrow! :D
Taco Man |
#Feral Mercenary
My only reservations, are that this MCA:
1: Enable usage of a Large, Two-Handed weapon, single-handed
2: Have the capstone be named "Berserk". No debatable variancy
Now, if another suggestion would work mechanically better than what I proposed, like Bandrew's....I'm more than happy. I just want those two pieces of flavor to be fulfilled.