Apraham Lincoln |
#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
It felt odd having fighter training when was a magus/monk hybrid is all. If the ability is already incorporated into the MCA framework and is unneeded then can be dropped altogether or be used as a swap (probably to help cushioning force as i felt that the trade outs were on the weak side)
Bandw2 |
#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 variancyNow, 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.
...Bandrew? (my name is actually Black And White 2, but whatever)
I think Berserk is actually pretty powerful, I didn't notice it really(i usually ignore capstones). I think making it last half as long as normal would be a fine change, as at level 20, the number of rounds are never going to be an issue, thus becoming exhausted is basically fluff.
1: ways to do this simply, free ability to enlarge yourself, free leaden weapon, change the wielding size, etc.
Oceanshieldwolf |
# Feral Mercenary
As with my Xenocite Hunter - as a start, give it the benefits of the Half Giant's Powerful Build ability.
A half-giant can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size.
Now wielding a two-handed weapon in one hand is a pretty fierce ability, especially since you could then technically wield a Large greatsword in each hand. 0_0
As long as you can't do that from 1st level it should be completely fine…. ;p
Bandw2 |
# Feral Mercenary
As with my Xenocite Hunter - as a start, give it the benefits of the Half Giant's Powerful Build ability.
Half-giant wrote:A half-giant can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size.Now wielding a two-handed weapon in one hand is a pretty fierce ability, especially since you could then technically wield a Large greatsword in each hand. 0_0
As long as you can't do that from 1st level it should be completely fine…. ;p
powerful doesn't stop the larger weapon from becoming one size wield shifted up. a one-hander becomes two-handed a two-handed becomes unusable.
if however this is not the case, then the FAQ on titan mauler is annoying since they use very similar language.
Oceanshieldwolf |
Well I'm not exactly clear on what you are saying bandw2. "Without penalty" seems to suggest to me that you can use a Large Two Handed weapon in two hands. Though I know that you need to have Exotic Weapon proficiency in order to wield a Large Bastard Sword one handed… I think... Isn't there also a Jotungrip feat or similar?
The point being, as long as the FM works towards being able to wield a greatsword in one hand, Tacoman will be happy, and finally able to play as the seminal character from Berserk.
I'm merely worried about the whole two greatswrds bit… ;)
Oceanshieldwolf |
Actually I think you are right bandw2 - THIS thread I participated in should have reminded me…. ;)
Bandw2 |
titan mauler gives jotungrip, which allows two-handers in one hand, then gets some ability that reduces penalty for wielding weapons too large, however they FAQed that the weapons still change wielding like other larger weapons. basically, it's not a penalty, it's intrinsic to how weapons work.
which gave me a new idea, godslayer's grip (Su), weapon'd size does not effect how you can wield a weapon, or whether or not you can wield it. (wrong size penalties still apply)
Elghinn Lightbringer |
#Spectral Fist
Here's my revised version.
I felt that simplification and streamlining was necessary here. Also moved some abilities around, name changes, and changed Cushioning force from temp hp to a DR ability instead. Also bumped the fist damage, though if others think the base of 1d4 is more balanced, then we can reduce it again.
A magus who eschews conventional weaponry to blend the arcane art of telekinesis and the monks unarmed style to pummel foes, both at close range and from afar.
Primary Class: Magus.
Secondary Class: Monk.
Alignment: Any.
Hit Dice: d8.
Bonus Skills and Ranks: The spectral fist selects three monk skills to add to his class skills in addition to the normal magus class skills. The spectral fist gains a number of ranks at each level equal to 4 + Int modifier.
Weapon and Armor Proficiency: The spectral fist is proficient with all simple weapons, plus the handaxe, kama, nunchaku, sai, short sword, shuriken, siangham, and temple sword. A spectral fist is not proficient with any type of armor or shield. Armor interferes with a spectral fist’s movements, which can cause his spells with somatic components to fail.
Diminished Spellcasting: A spectral fist casts 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. A spectral fist otherwise learns, prepares, and casts spells as a magus of his spectral fist 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 fists 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.
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 arcane pool.
Flurry of Blows (Ex): At 1st level, a spectral fist gains the monk’s flurry of blows ability, except that the spectral fist can only use his flurry of blows with his unarmed strike or his telekinetic fists. This ability and unarmed strike replace martial proficiency, improved spell combat, and the magus arcana gained at 15th level.
Mage Armor (Su): Beginning at 1st level, the spectral fist adds mage armor to his spellbook and can channel stored spell energy into mage armor spells that he did not prepare ahead of time. The spectral fist can “lose” any prepared spell that is not a cantrip in order to cast a mage armor spell (or an enhanced version of it) of the same spell level or lower. When casting mage armor, the spectral fist gains the following armor bonus as determined by the level of spell he loses: 1st (+4), 2nd (+5), 3rd (+6), 4th (+7), 5th (+8), 6th (+9). This bonus supersedes the effects of the normal mage armor spell.
At 7th level, while mage armor is in effect, the spectral fist is considered to be wearing armor with the light fortification special ability. At 13th level, the spectral fist is considered to be wearing armor with the medium fortification special ability. This ability replaces light armor, medium armor, and heavy armor proficiencies, and fighter training.
Spell Combat (Ex): This functions as the magus ability of the same name, except the spectral fist can only wield telekinetic fists when using this ability. He uses his normal attack bonus when using telekinetic fists with spell combat. The spectral fist cannot make a flurry of blows in the same round as he uses spell combat.
Unarmed Strike: At 1st level, a spectral fist gains the monk’s unarmed strike ability and deals unarmed damage as shown on Table: Spectral Fist.
Telekinetic Fists (Su): Starting at 2nd level, a spectral fist can lose a prepared spell of 1st level or higher as a swift action to create a pair of magic hands that appear before the spectral fist and last for 1 minute or until dismissed. These hands are considered manufactured weapons for the purpose 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 hands act as an unarmed strike, but the hands are still considered empty for the purpose of casting spells, delivering touch attacks, and the spell combat ability. Telekinetic fists are a force effect that deals bludgeoning damage equal to 1d6 + his Intelligence modifier, has a critical range of 20, and a critical multiplier of x2. The spectral fist can use his telekinetic fists to make melee attacks against any opponent within 10 feet, and to deliver “touch” spells using his spellstrike ability.
As the spectral fist gains levels, he can deal greater damage with his telekinetic fists by expend higher level spells as follows: 2nd (1d8), 3rd (1d10), 4th (2d6), 5th (2d8), 6th (2d10).
At 4th level, a spectral fist can apply his Intelligence modifier instead of his Strength modifier to attack roll made with his telekinetic fists.
At 5th level and every six levels thereafter, a spectral fist increases the range at which he can attack opponent with his telekinetic fists by 10 feet, to a maximum of 40 feet at 17th level.
At 6th level, a spectral fist’s telekinetic fists critical multiplier increases to x3, and can use his telekinetic fists to perform bull rush, disarm, reposition, steal, or trip combat maneuvers. He uses his Intelligence modifier in place of his Strength modifier when calculating his combat maneuver bonus, and does not provoke attacks of opportunity. His telekinetic fists are now treated as large, granting a +4 bonus to all combat maneuvers made with his telekinetic fists.
This ability replaces spells lost due to diminished spellcasting and bonus feats.
Evasion (Ex): At 3rd level, a spectral fist gains the monk’s evasion ability. This ability replaces the magus arcana gained at 3rd level.
Slow Fall (ex): At 4th level, a spectral fist can spend 1 point from his arcane pool to gain the monk’s slow fall ability for 1 minute per spectral fist level. This ability replaces spell recall.
High Jump (Ex): At 7th level, a spectral fist can spend 1 point from his arcane pool to gain the monk’s high jump ability for 1 minute per spectral fist level. He gains the +20 bonus to Acrobatics checks when making jumps at the time this point is spent. This ability replaces knowledge pool.
Improved Evasion (Ex): At 9th level, the specrtral fist gains the monk’s improved evasion ability. This ability replaces the magus arcana gained at 9th level.
Cushioning Force (Su): At 10th level, a spectral fist can spend 2 points from his arcane pool to surround himself in a layer of face, granting him damage reduction for a number of rounds equal to his spectral fist level. Subtract 1 from the damage the spectral fist takes each time he is dealt damage from a weapon or a natural attack. At 13th level, and every three spectral fist levels thereafter (16th and 19th level), this damage reduction increases by 1 point. Damage reduction can reduce damage to 0 but not below 0. This ability replaces improved spell recall and greater spell combat.
Shatter Strike (Su): At 17th level, whenever telekinetic fist is in effect, a spectral fist can make a telekinetic fist attack against a single target or object at his highest attack bonus, as a standard action. If the attack hits, he deals telekinetic fist damage as normal and the target is affected as if by a shatter spell The target can make a Fortitude save (DC 10 + 1/2 the spectral fist’s level + the spectral fist’s Intelligence modifier) for half the spell’s damage as normal. This ability replaces counterstrike.
Solid Body (Su): At 20th level, a spectral fist becomes immune to damage from force effects and can ignore (bypass) the wall of force spell or any similar effect. He also gains DR/10 piercing. This ability replaces true magus.
Table: Spectral Fist
Base
Class Attack Fort Ref Will Spells per Day
Level Bonus Save Save Save Special 0 1st 2nd 3rd 4th 5th 6th
1st +0 +2 +0 +2 Arcane pool, cantrips, mage armor, spell combat, 3 1 — — — — —
unarmed strike (1d6)
2nd +1 +3 +0 +3 Spellstrike, telekinetic fists (10 feet) 4 2 — — — — —
3rd +2 +3 +1 +3 Evasion 4 3 — — — — —
4th +3 +4 +1 +4 Slow fall, unarmed strike (1d8) 4 3 1 — — — —
5th +3 +4 +1 +4 Telekinetic fists (20 feet) 4 4 2 — — — —
6th +4 +5 +2 +5 Magus arcana 5 4 3 — — — —
7th +5 +5 +2 +5 High jump, mage armor (light fortification) 5 4 3 1 — — —
8th +6/+1 +6 +2 +6 Flurry of blows (Improved Two-Weapon Fighting), 5 4 4 2 — — —
unarmed strike (1d10)
9th +6/+1 +6 +3 +6 Improved evasion 5 5 4 3 — — —
10th +7/+2 +7 +3 +7 Cushioning force 5 5 4 3 1 — —
11th +8/+3 +7 +3 +7 Telekinetic fists (30 feet) 5 5 4 4 2 — —
12th +9/+4 +8 +4 +8 Magus arcana, unarmed strike (2d6) 5 5 5 4 3 — —
13th +9/+4 +8 +4 +8 5 5 5 4 3 1 —
14th +10/+5 +9 +4 +9 Mage armor (medium fortification) 5 5 5 4 4 2 —
15th +11/+6/+1 +9 +5 +9 Flurry of blows (Greater Two-Weapon Fighting) 5 5 5 5 4 3 —
16th +12/+7/+2 +10 +5 +10 Shattering strike, unarmed strike (2d8) 5 5 5 5 4 3 1
17th +12/+7/+2 +10 +5 +10 Telekinetic fists (40 feet) 5 5 5 5 4 4 2
18th +13/+8/+3 +11 +6 +11 Magus arcana 5 5 5 5 5 4 3
19th +14/+9/+4 +11 +6 +11 Greater spell access 5 5 5 5 5 5 4
20th +15/+10/+5 +12 +6 +12 Solid body, unarmed strike (2d10) 5 5 5 5 5 5 5
Apraham Lincoln |
#Spectral Fist
Here's my revised version.I felt that simplification and streamlining was necessary here. Also moved some abilities around, name changes, and changed Cushioning force from temp hp to a DR ability instead. Also bumped the fist damage, though if others think the base of 1d4 is more balanced, then we can reduce it again.
** spoiler omitted **...
I think the fist damage should be 1d4 (then upwards) as the tk fists are a force effect which generally brings with it a damage die reduction.
He shouldn't really have the monk weapon proficiencies as is an unarmed concept and has no real use for them.
What with diminished spellcasting and using spell slots for tk fists i dont think there is room to sacrifice another spell for mage armour enhancements. Progressing as a monk does should be fine. He generally wont have a massive ac as his only armour is from mage armour (no bracers for him).
I'd like to move some of the fist/spell level abilities around.
The range increase (currently 5th) should be moved to 3rd level spell as when he first gets 5th level spells is 13th earliest so would be adding 20' straight off the bat but still progress. The ability to do combat maneuvers should be a 5th level spell (as the various hand spells) with the progression to being treated to large as a 6th level spell (along with x3 crit). Maybe adding INT to damage for a 2nd level spell would round out abilities gained for different level spell scrificed (something at every level) and be compensated for by the reduction in damage i mentioned earlier. I could even see the fists start out at 1d3 (finishing at 2d6 for a 6th level spell)
To be honest, i liked the temp hit points version better than DR (as a mirror to the monk again). They should have a duration on them tho like 1 minute. Even at 10th level, 10 temp hp vs. DR1 for 10 rounds i think the temp hp is a worse option but am happy for that themeatically but happy to discus.
Slowfall should be an immediate action to gain benefit otherwise you would use featherfall.
Initially i saw this guy as having good will and ref saves (unlike a magus's will and fort). Is that kind of change beyond the scope of an mca?
The spell progression shows the full magus casting before reductions for diminished spell casting.
Elghinn Lightbringer |
I think the fist damage should be 1d4 (then upwards) as the tk fists are a force effect which generally brings with it a damage die reduction.
Will do.
He shouldn't really have the monk weapon proficiencies as is an unarmed concept and has no real use for them.
Can do that too.
What with diminished spellcasting and using spell slots for tk fists i dont think there is room to sacrifice another spell for mage armour enhancements. Progressing as a monk does should be fine. He generally wont have a massive ac as his only armour is from mage armour (no bracers for him).
So, are we still wanting to go up to a total of +9 arnor bonus at highest level? We could just make it a 3/day + Int mod ability? Progressing from +4 (normal mage armor) up to +9. Make it a static 10 minutes duration per use (instead of the normal 1 hour per level) as it does grant additional benefits.
I'd like to move some of the fist/spell level abilities around.
The range increase (currently 5th) should be moved to 3rd level spell as when he first gets 5th level spells is 13th earliest so would be adding 20' straight off the bat but still progress. The ability to do combat maneuvers should be a 5th level spell (as the various hand spells) with the progression to being treated to large as a 6th level spell (along with x3 crit). Maybe adding INT to damage for a 2nd level spell would round out abilities gained for different level spell scrificed (something at every level) and be compensated for by the reduction in damage i mentioned earlier. I could even see the fists start out at 1d3 (finishing at 2d6 for a 6th level spell)
Uh, Ape? the ONLY part of my revised version that is tied to spell level is the damage of the fists. Higher spell level determines base damage of the fists.
All the other abilities are granted at the indicated level (not spell level), and do not require more than a 1st level spell slot to gain in any case. So, he gains the Int mod instead of Str mod at 4th level (not spell level). At level 5 spectral fist, his range begins to increase by 10 feet every 4 levels thereafter. Then a 6th level spectral fist gains the last bit. None of these abilities (except the fist damage) is tied to spell level.
To be honest, i liked the temp hit points version better than DR (as a mirror to the monk again). They should have a duration on them tho like 1 minute. Even at 10th level, 10 temp hp vs. DR1 for 10 rounds i think the temp hp is a worse option but am happy for that themeatically but happy to discus.
That's fine.
How's this?
Cushioning Force (Su): At 10th level, a spectral fist can spend 2 points from his arcane pool to gain a number of temporary hit points equal to his spectral fist level for 1 minute. This ability replaces improved spell recall and greater spell combat. .
Slowfall should be an immediate action to gain benefit otherwise you would use featherfall.
Will do.
Initially i saw this guy as having good will and ref saves (unlike a magus's will and fort). Is that kind of change beyond the scope of an mca?
No that's fine, forgot to change that too.
The spell progression shows the full magus casting before reductions for diminished spell casting.
oops, forgot to change it.
Apraham Lincoln |
Apraham Lincoln wrote:I think the fist damage should be 1d4 (then upwards) as the tk fists are a force effect which generally brings with it a damage die reduction.Will do.
Apraham Lincoln wrote:He shouldn't really have the monk weapon proficiencies as is an unarmed concept and has no real use for them.Can do that too.
Apraham Lincoln wrote:What with diminished spellcasting and using spell slots for tk fists i dont think there is room to sacrifice another spell for mage armour enhancements. Progressing as a monk does should be fine. He generally wont have a massive ac as his only armour is from mage armour (no bracers for him).So, are we still wanting to go up to a total of +9 arnor bonus at highest level? We could just make it a 3/day + Int mod ability? Progressing from +4 (normal mage armor) up to +9. Make it a static 10 minutes duration per use (instead of the normal 1 hour per level) as it does grant additional benefits.
Apraham Lincoln wrote:I'd like to move some of the fist/spell level abilities around.
The range increase (currently 5th) should be moved to 3rd level spell as when he first gets 5th level spells is 13th earliest so would be adding 20' straight off the bat but still progress. The ability to do combat maneuvers should be a 5th level spell (as the various hand spells) with the progression to being treated to large as a 6th level spell (along with x3 crit). Maybe adding INT to damage for a 2nd level spell would round out abilities gained for different level spell scrificed (something at every level) and be compensated for by the reduction in damage i mentioned earlier. I could even see the fists start out at 1d3 (finishing at 2d6 for a 6th level spell)
Uh, Ape? the ONLY part of my revised version that is tied to spell level is the damage of the fists. Higher spell level determines base damage of the fists.
All the other abilities are granted at the indicated level (not spell level), and do not require more than a...
In that case all the changes look good, just my bad reading on the fist damage and level (spell vs character).
Am just thinking weather 1d4 vs 1d3+INT is the better starting point for tk damage (int will eventually overtake) but happy either way.For the mage armour i think +9 is max is fine. If its a spell slot(1st) it should be 1 hour a level, if its 3+INT it should be 10 mins or 10mins/l (a shorter ammount as you will just about get more uses out of it)
Elghinn Lightbringer |
In that case all the changes look good, just my bad reading on the fist damage and level (spell vs character).
Am just thinking weather 1d4 vs 1d3+INT is the better starting point for tk damage (int will eventually overtake) but happy either way.
For the mage armour i think +9 is max is fine. If its a spell slot(1st) it should be 1 hour a level, if its 3+INT it should be 10 mins or 10mins/l (a shorter ammount as you will just about get more uses out of it)
I think 1d4 + Int is fine. It's a limited time anyways.
Mage armor at 3/day + Int mod with 10 minute duration per use should be good. I made the bonus +4, +1 increase at 5th/9th/13th/and 17th (max +8 like bracers). At 10 min duraiton, it should hold for just about any battle, which is what we want. With an Int of 20, that's 7 per day, up to 70 minutes. Plus the fortification too.
Mage Armor (Su): Beginning at 1st level, the spectral fist can cast mage armor a number of times per day equal to 3 + his Intelligence modifier. Unlike the spell, this mage armor lasts for 10 minutes per spectral fist level. As the spectral fist gains power, the bonus granted by his mage armor ability improves. At 5th level and every four levels thereafter, the bonus granted by his mage armor ability increases by +1, up to a total of +8 at 17th level. This bonus supersedes the effects of the normal mage armor spell.
At 7th level, while his mage armor is in effect, the spectral fist is considered to be wearing armor with the light fortification special ability. At 13th level, the spectral fist is considered to be wearing armor with the medium fortification special ability. This ability replaces light armor, medium armor, and heavy armor proficiencies, and fighter training.
Apraham Lincoln |
Apraham Lincoln wrote:In that case all the changes look good, just my bad reading on the fist damage and level (spell vs character).
Am just thinking weather 1d4 vs 1d3+INT is the better starting point for tk damage (int will eventually overtake) but happy either way.
For the mage armour i think +9 is max is fine. If its a spell slot(1st) it should be 1 hour a level, if its 3+INT it should be 10 mins or 10mins/l (a shorter ammount as you will just about get more uses out of it)I think 1d4 + Int is fine. It's a limited time anyways.
Mage armor at 3/day + Int mod with 10 minute duration per use should be good. I made the bonus +4, +1 increase at 5th/9th/13th/and 17th (max +8 like bracers). At 10 min duraiton, it should hold for just about any battle, which is what we want. With an Int of 20, that's 7 per day, up to 70 minutes. Plus the fortification too.
Mage Armor (Su): Beginning at 1st level, the spectral fist can cast mage armor a number of times per day equal to 3 + his Intelligence modifier. Unlike the spell, this mage armor lasts for 10 minutes per spectral fist level. As the spectral fist gains power, the bonus granted by his mage armor ability improves. At 5th level and every four levels thereafter, the bonus granted by his mage armor ability increases by +1, up to a total of +8 at 17th level. This bonus supersedes the effects of the normal mage armor spell.
At 7th level, while his mage armor is in effect, the spectral fist is considered to be wearing armor with the light fortification special ability. At 13th level, the spectral fist is considered to be wearing armor with the medium fortification special ability. This ability replaces light armor, medium armor, and heavy armor proficiencies, and fighter training.
Stick a fork in him, he's done :D
Apraham Lincoln |
Force damage is pretty strong imho, and shouldn't be doable from attacks, it ignores all DR and resistances.
I understand your view point and yes it does ignore resistances but it is flagged as bludgeoning damage and should be reducible by DR as normal as is a physical effect and not spell damage. Spiritual weapon (a spell effect) is similar in nature and specifically calls out that it is a spell effect for purposes of DR and damage. Maybe some reminder text to the effect that this is not a spell effect and weapon damage (hence bludgeoning, spiritual weapon however does not specify a weapon damage type)
JonathonWilder |
Force damage is pretty strong imho, and shouldn't be doable from attacks, it ignores all DR and resistances.
Oh? If that is the case this might mess with a Magus primary MCA that I've been toying with recently.
The idea being that the MCA has a weapon made purely out of arcane energy, starting out as a magic weapon (if that alone is not too powerful) and later becoming a force energy weapon with energy drain which can also take on different elemental types.
Yet, given your words it could seem a energy draining force weapon with the ability to deal either acid, cold, electricity, or fire damage is a bit redundant. Hmm
Bandw2 |
Bandw2 wrote:Force damage is pretty strong imho, and shouldn't be doable from attacks, it ignores all DR and resistances.I understand your view point and yes it does ignore resistances but it is flagged as bludgeoning damage and should be reducible by DR as normal as is a physical effect and not spell damage. Spiritual weapon (a spell effect) is similar in nature and specifically calls out that it is a spell effect for purposes of DR and damage. Maybe some reminder text to the effect that this is not a spell effect and weapon damage (hence bludgeoning, spiritual weapon however does not specify a weapon damage type)
force damage is inherently magical, and thus breaks DR/magic automagically, though I was under the impression force damage is just straight labeled force damage, can you please link me to the bits that say it's bludgeoning so I can know for sure?
Elghinn Lightbringer |
#Telekinetic Fist
We could just base it directly off of the Spiritual Weapon spell? Use a base damage of 1d8, and scale additional damage like the spell (up to +5) or make it 1d6 + 1/2 level, and increase base to 1d8 and 1d10 at 7th and 14th. Still use the range increase we already have. Something like this?
Starting at 2nd level, a spectral fist can lose a prepared spell of 1st level or higher as a swift action to create a fist made of force appears and attacks foes at a distance, as he directs, dealing 1d4 force damage per hit, + 1 point per three caster levels (maximum +5 at 15th level). The fist lasts for 1 round per level, has a threat range of 20 and critical multiplier of x2. The fist strikes a single opponent the spectral fist designates within 10 feet, starting with one attack in the round the ability is activated and continuing each round thereafter on his turn. It uses his base attack bonus (possibly allowing it multiple attacks per round in subsequent rounds) plus the spectral fist’s Intelligence modifier as its attack bonus. It strikes as a spell, not as a weapon, so for example, it can damage creatures that have damage reduction. As a force effect, the fist can strike incorporeal creatures without the reduction in damage associated with incorporeality. The fist always strikes from the spectral fist’s direction. It does not get a flanking bonus or help a combatant get one. The spectral fist’s feats or combat actions do not affect the fist. If the fist goes beyond the effect’s range, if it goes out of the spectral fist’s sight, or if he is not directing it, the fist returns to the spectral fist and hovers.
Each round after the first, the spectral fist can use a move action to redirect the fist to a new target. If he does not, the fist continues to attack the previous round's target. On any round that the fist switches targets, it gets one attack. Subsequent rounds of attacking that target allow the fist to make multiple attacks if the spectral fist’s base attack bonus would allow it to.
A telekinetic fist is considered a manufactured weapon for the purpose of the spectral fist’s arcane pool feature, and can be used to deliver touch attacks or touch spells with spellstrike.
A telekinetic fist cannot be attacked or harmed by physical attacks, but dispel magic, disintegrate, a sphere of annihilation, or a rod of cancellation affects it. A telekinetic fist’s AC against touch attacks is 10 + the spectral fist’s Intelligence modifier.
If an attacked creature has Spell Resistance, you make a caster level check (1d20 + caster level) against that Spell Resistance the first time the telekinetic fist strikes it. If the fist is successfully resisted, the spell is dispelled. If not, the fist has its normal full effect on that creature for the duration of the ability.
As the spectral fist gains levels, he can deal greater damage with his telekinetic fists by expend higher level spells as follows: 2nd or 3rd (1d6), 4th or 5th (1d8), 6th (1d10).
In addition, the spectral fist gains the additional benefits when his telekinetic fist is in effect.
At 5th level and every six levels thereafter, a spectral fist increases the range at which he can attack opponent with his telekinetic fists by 10 feet, to a maximum of 40 feet at 17th level.
At 6th level, the telekinetic fist’s critical multiplier increases to x3, and can use his telekinetic fists to perform bull rush, disarm, reposition, steal, or trip combat maneuvers. He uses his Intelligence modifier in place of his Strength modifier when calculating his Combat Maneuver Bonus, and does not provoke attacks of opportunity. His telekinetic fist are now treated as large for the purpose of performing combat maneuvers, granting a +4 bonus to all combat maneuvers made with his telekinetic fist.
This ability replaces spells lost due to diminished spellcasting and bonus feats.
Apraham Lincoln |
Apraham Lincoln wrote:force damage is inherently magical, and thus breaks DR/magic automagically, though I was under the impression force damage is just straight labeled force damage, can you please link me to the bits that say it's bludgeoning so I can know for sure?Bandw2 wrote:Force damage is pretty strong imho, and shouldn't be doable from attacks, it ignores all DR and resistances.I understand your view point and yes it does ignore resistances but it is flagged as bludgeoning damage and should be reducible by DR as normal as is a physical effect and not spell damage. Spiritual weapon (a spell effect) is similar in nature and specifically calls out that it is a spell effect for purposes of DR and damage. Maybe some reminder text to the effect that this is not a spell effect and weapon damage (hence bludgeoning, spiritual weapon however does not specify a weapon damage type)
Its not a rule exactly but in the ability description it is labeled as bludgeoning. Stone call spell for instance does bludgeoning damage and should be resistable with DR (although the spell doesnt call it out)
Although i cant find the rule for it i thought anything that physical damage (ie bludg, pierce or slash) was resistable by DR and elemental damage had its own resistanceApraham Lincoln |
#Telekinetic Fist
We could just base it directly off of the Spiritual Weapon spell? Use a base damage of 1d8, and scale additional damage like the spell (up to +5) or make it 1d6 + 1/2 level, and increase base to 1d8 and 1d10 at 7th and 14th. Still use the range increase we already have. Something like this?** spoiler omitted **...
The spiritual weapon direction is the equivilant of dancing(or better) as you can set it and forget, do other things, attack other targets with your own hands. I think the previous version with some text explaining that this is weapon damage and can be resisted with DR. I dont think overcoming DR/magic is much of an issue as you will be enhancing fists with arcane pool (probably)
Bandw2 |
Bandw2 wrote:Apraham Lincoln wrote:force damage is inherently magical, and thus breaks DR/magic automagically, though I was under the impression force damage is just straight labeled force damage, can you please link me to the bits that say it's bludgeoning so I can know for sure?Bandw2 wrote:Force damage is pretty strong imho, and shouldn't be doable from attacks, it ignores all DR and resistances.I understand your view point and yes it does ignore resistances but it is flagged as bludgeoning damage and should be reducible by DR as normal as is a physical effect and not spell damage. Spiritual weapon (a spell effect) is similar in nature and specifically calls out that it is a spell effect for purposes of DR and damage. Maybe some reminder text to the effect that this is not a spell effect and weapon damage (hence bludgeoning, spiritual weapon however does not specify a weapon damage type)Its not a rule exactly but in the ability description it is labeled as bludgeoning. Stone call spell for instance does bludgeoning damage and should be resistable with DR (although the spell doesnt call it out)
Although i cant find the rule for it i thought anything that physical damage (ie bludg, pierce or slash) was resistable by DR and elemental damage had its own resistance
okay, if it does not do force damage, then it's fine, but then it can't effect incorporeals like force damage (without making a specific exception) and it still breaks DR/magic.
Apraham Lincoln |
Apraham Lincoln wrote:okay, if it does not do force damage, then it's fine, but then it can't effect incorporeals like force damage (without making a specific exception) and it still breaks DR/magic.Bandw2 wrote:Apraham Lincoln wrote:force damage is inherently magical, and thus breaks DR/magic automagically, though I was under the impression force damage is just straight labeled force damage, can you please link me to the bits that say it's bludgeoning so I can know for sure?Bandw2 wrote:Force damage is pretty strong imho, and shouldn't be doable from attacks, it ignores all DR and resistances.I understand your view point and yes it does ignore resistances but it is flagged as bludgeoning damage and should be reducible by DR as normal as is a physical effect and not spell damage. Spiritual weapon (a spell effect) is similar in nature and specifically calls out that it is a spell effect for purposes of DR and damage. Maybe some reminder text to the effect that this is not a spell effect and weapon damage (hence bludgeoning, spiritual weapon however does not specify a weapon damage type)Its not a rule exactly but in the ability description it is labeled as bludgeoning. Stone call spell for instance does bludgeoning damage and should be resistable with DR (although the spell doesnt call it out)
Although i cant find the rule for it i thought anything that physical damage (ie bludg, pierce or slash) was resistable by DR and elemental damage had its own resistance
Its already had a reduction in damage die consistent with force damage (1d6 down to 1d4) and takes up a spell slot to use on top of diminished spell casting with non scaling duration. I think it is fine where it is
Elghinn Lightbringer |
I'm gong to make a change to telekinetic fist swaps that may be thought as crazy, but as it is considered a weapon (not a force effect) in all respects, and a spell-like ability that requires a sacrifice of spell slots, I think we can swap out Cantrips and bonus feats or the ability, and keep spells as a standard magus (no diminished spellcasting).
Much of the beneifts of spiritual weapon are gone to, making it function essentially like ranged weapon that can be controlled by the SF. I also increased the range of the ability to 30 foot-base, +10 feet up to 60 feet. I think that is well within the parameters of such an ability, as it is not considered a force effect. Also allows us to increase damage up to 2d8 again with the 6th level spell expenditure, which again is not crazy for a 6th level spell. Plus, it requires attack rolls, not auto hits like other spells can do.
Changes and tweaks in bold.
Starting at 2nd level, a spectral fist can lose a prepared spell of 1st level or higher as a swift action to create a fist made of force appears and attacks foes at a distance, as he directs, dealing 1d4 points of bludgeoning damage, + 1/2 the spectral fist’s level. This damage is subject to damage reduction as normal. The fist lasts for 1 round per level, has a threat range of 20, and a critical multiplier of x2. The fist strikes a single opponent the spectral fist designates within 30 feet, starting with one attack in the round the ability is activated and continuing each round thereafter on his turn. It uses his base attack bonus (possibly allowing it multiple attacks per round in subsequent rounds) plus the spectral fist’s Intelligence modifier as its attack bonus. The telekinetic fist strikes as a weapon, not as a spell, and is therefore subject to damage reduction. The fist always strikes from the spectral fist’s direction. It does not get a flanking bonus or help a combatant get one. However, the spectral fist’s feats and combat actions do affect the fist. If the fist goes beyond the effect’s range, if it goes out of the spectral fist’s sight, or if he is not directing it, the fist returns to the spectral fist and hovers.
Each round after the first, the spectral fist can use a move action to redirect the telekinetic fist to a new target. If he does not, the fist continues to threaten the previous round's target. Subsequent rounds of attacking that target allow the fist to make multiple attacks if the spectral fist’s base attack bonus would allow it to.
A telekinetic fist is considered a manufactured weapon for the purpose of the spectral fist’s arcane pool feature, and can be used to deliver touch attacks or touch spells with spellstrike.
A telekinetic fist cannot be attacked or harmed by physical attacks, but dispel magic, disintegrate, a sphere of annihilation, or a rod of cancellation affects it. A telekinetic fist’s AC against touch attacks is 10 + the spectral fist’s Intelligence modifier.
If an attacked creature has spell resistance, the spectral fist can make a caster level check (1d20 + the spectral fist’s level) against that spell resistance the first time the telekinetic fist strikes it. If the fist is successfully resisted, the fist is dispelled. If not, the fist has its normal full effect on that creature for the duration of the ability.
As the spectral fist gains levels, he can deal greater damage with his telekinetic fists by expend higher level spells as follows: 2nd (1d6), 3rd (1d8), 4th (1d10), 5th (2d6), 6th (2d8).
In addition, the spectral fist gains the following additional benefits when his telekinetic fist is in effect.
At 5th level and every six levels thereafter, a spectral fist increases the range at which he can attack opponents with his telekinetic fists by 10 feet, to a maximum of 60 feet at 17th level.
At 6th level, the telekinetic fist’s critical multiplier increases to x3, and can be used to perform bull rush, disarm, reposition, steal, or trip combat maneuvers. The spectral fist uses his Intelligence modifier in place of his Strength modifier when calculating his Combat Maneuver Bonus, and does not provoke attacks of opportunity. His telekinetic fist is now treated as large for the purpose of performing combat maneuvers, granting a +4 bonus to all combat maneuvers made with his telekinetic fist.
This ability replaces cantrips and bonus feats.
Also add in this.
Spellcasting: A spectral fist adds detect magic and read magic to his spellbook as 1st–level spells. He can prepare read magic without the use of his spellbook, as normal. A spectral fist otherwise learns, prepares, and casts spells as a magus of his spectral fist level.
Apraham Lincoln |
I'm gong to make a change to telekinetic fist swaps that may be thought as crazy, but as it is considered a weapon (not a force effect) in all respects, and a spell-like ability that requires a sacrifice of spell slots, I think we can swap out Cantrips and bonus feats or the ability, and keep spells as a standard magus (no diminished spellcasting).
Much of the beneifts of spiritual weapon are gone to, making it function essentially like ranged weapon that can be controlled by the SF. I also increased the range of the ability to 30 foot-base, +10 feet up to 60 feet. I think that is well within the parameters of such an ability, as it is not considered a force effect. Also allows us to increase damage up to 2d8 again with the 6th level spell expenditure, which again is not crazy for a 6th level spell. Plus, it requires attack rolls, not auto hits like other spells can do.
Changes and tweaks in bold.
** spoiler omitted **...
This loses the flurry part of the mca and is only 1 fist but the mechanical changes/reminders look good. With out the bonus feats there is no real way to get flurry either via the 2 weapon fighting route. Keep the feats for flurry swap and add back the diminished spellcasting for 2 fists (effectively a spiritual 2 ended weapon). 2 arcane points to enhance both ends(fists) or split duration or both should be balanced.
Will have to add ghost touch to the abilities he can add via arcane pool.
Elghinn Lightbringer |
How about this for the Feral Mercenary? Still working on the Order of the Hound.
Living engines of destruction, the feral mercenary is one who takes to the battlefield not for riches, glory, or any other cause, but for the sole purpose that battle and strife are all he has ever known. These brutes push themselves beyond mortal strength, allowing them to wield blades greater than any man could ever hope to. They also push themselves beyond mortal endurance, enabling them to survive countless injuries and many hopeless battles. They fight against mortality itself, in hopes to one day stand before and challenge the gods themselves.
Primary Class: Samurai.
Secondary Class: Barbarian.
Alignment: Any.
Hit Dice: d10.
Bonus Skills and Ranks: The feral mercenary selects three barbarian skills to add to his class skills in addition to the normal samurai class skills. The feral mercenary gains a number of ranks at each level equal to 4 + Int modifier.
Weapon and Armor Proficiency: The feral mercenary is proficient with all simple and martial weapons, with all types of armor (heavy, light, and medium) and with shields (except tower shields).
Order: This is exactly like the samurai ability of the same name, except that any benefits granted to the challenge ability by his order is instead applied to his rage. The Order of the Hound compliments the feral mercenary mutliclass archetype.
Powerful Build (Ex): Due to his nature, a feral mercenary’s physical stature functions in many ways as if he were one size category larger. Whenever a feral mercenary is subject to a size modifier or special size modifier for a Combat Maneuver Bonus or Combat Maneuver Defense (such as during grapple checks, bull rush attempts, and trip attempts), the feral mercenary is treated as one size larger if doing so is advantageous to him. A feral mercenary is also considered to be one size larger when determining whether a creature's special attacks based on size (such as grab or swallow whole) can affect him. A feral mercenary can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. While this allows the feral mercenary to wield a Large longsword in one hand or a Large greatsword in two-hands (as he would wield similar weapons of his size) without the usual size penalty to his attack rolls, this does not allow him to wield a Large longsword as a light weapon, or a Large greatsword as a one-handed weapon. These benefits stack with the effects of powers, abilities, and spells that change the subject's size category.
Rage (Ex): At 1st level, a feral mercenary gains the barbarian’s rage ability. Any challenge ability benefits granted by the feral mercenary’s order take effect while he is in rage instead. This ability and rage powers replace challenge.
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 him, and it is treated as one-handed when determining the effect of Power Attack, Strength bonus to damage, and the like. His powerful build does not allow him to wield a Large two-handed weapon with one hand. This ability replaces weapon expertise.
Cleave Through: At 4th level, a feral mercenary gains Cleave Through as a bonus feat. This ability replaces mounted expertise.
Rage Power (Ex): At 4th level, a feral mercenary gains the barbarian’s rage power ability and can choose a rage power for which he qualifies. Every three levels thereafter (7th, 10th, 13th and so on), he can choose another rage power.
Massive Weapons (Ex): At 5th level, a feral mercenary becomes skilled in the use of massive weapons. The attack roll penalty for using weapons too large for his size is reduced by 1, and this reduction increases by 1 for every three levels beyond 3rd (to a minimum of 0). This ability replaces banner and demanding challenge.
Backswing (Ex): At 7th level, when a feral mercenary makes a full-attack with a two-handed weapon, he adds double his Strength bonus on damage rolls for all attacks after the first. This ability replaces greater resolve.
Greater Rage (Ex): At 11th level, a feral mercenary gains the barbarian’s greater rage ability. This ability replaces honorable stand.
Godslayer's Grasp (Ex): At 14th level, a feral mercenary is no longer restricted by the size of a weapon he can wield. This allows him to wield any weapon that he can physically lift or carry, regardless of its size. Size penalties still apply. In addition, the feral mercenary gains a +2 circumstance bonus to attack rolls made against creatures that are at least one size category larger than him. This ability replaces greater banner.
Greater Power Attack (Ex): At 17th level, when using Power Attack with a two-handed melee weapon, the bonus damage from a feral mercenary’s Power Attack is doubled (+100%) instead of increased by half (+50%). This ability replaces true resolve.
Berserk (Ex): At 20th level, a feral mercenary can go completely berserk once per day. As long as his rage is in effect, all melee and ranged weapon attacks deal the minimum amount of damage to the feral mercenary, unless the attack scored is a critical hit. In addition, whenever the feral mercenary is below 0 hit points, he remains conscious and is not staggered. Movement penalties for difficult terrain are also ignored, and damage from spells and supernatural abilities is halved (save for 1/4 damage if applicable). This effect lasts until the rage ends. After going berserk, the feral mercenary becomes exhausted rather than fatigued when the rage ends. This ability replaces last stand.
Table: Feral Mercenary
Base
Class Attack Fort Ref Will
Level Bonus Save Save Save Special
1st +1 +2 +0 +0 Mount, order, powerful build, rage, resolve
2nd +2 +3 +0 +0 Order ability
3rd +3 +3 +1 +1 Berserker’s grip
4th +4 +4 +1 +1 Cleave through, rage power
5th +5 +4 +1 +1 Massive weapons
6th +6/+1 +5 +2 +2 Bonus feat
7th +7/+2 +5 +2 +2 Rage power
8th +8/+3 +6 +2 +2 Order ability
9th +9/+4 +6 +3 +3 Backswing
10th +10/+5 +7 +3 +3 Rage power
11th +11/+6/+1 +7 +3 +3 Greater rage
12th +12/+7/+2 +8 +4 +4 Bonus feat
13th +13/+8/+3 +8 +4 +4 Rage power
14th +14/+9/+4 +9 +4 +4 God slayer’s grasp
15th +15/+10/+5 +9 +5 +5 Order ability
16th +16/+11/+6/+1 +10 +5 +5 Rage power
17th +17/+12/+7/+2 +10 +5 +5 Greater power attack
18th +18/+13/+8/+3 +11 +6 +6 Bonus feat
19th +19/+14/+9/+4 +11 +6 +6 Rage power
20th +20/+15/+10/+5 +12 +6 +6 Berserk
Elghinn Lightbringer |
This loses the flurry part of the mca and is only 1 fist but the mechanical changes/reminders look good. With out the bonus feats there is no real way to get flurry either via the 2 weapon fighting route. Keep the feats for flurry swap and add back the diminished spellcasting for 2 fists (effectively a spiritual 2 ended weapon). 2 arcane points to enhance both ends(fists) or split duration or both should be balanced.
Will have to add ghost touch to the abilities he can add via arcane pool.
No it doesn't loose flurry of blows. He just can't use TF with flurry. Or are you meaning he should be able to flurry with the TF?
Flurry of blows swaps out Martial Prof, Imp Spell Combat, and Magus Arcana at 15th.
Added in a bit about being able to Flurry with the fists. ghost touch to the arcane pool, and the bit about the fists being enhanced with arcane pool as a double weapon.
A magus who eschews conventional weaponry to blend the arcane art of telekinesis and the monks unarmed style to pummel foes, both at close range and from afar.
Primary Class: Magus.
Secondary Class: Monk.
Alignment: Any.
Hit Dice: d8.
Bonus Skills and Ranks: The spectral fist selects three monk skills to add to his class skills in addition to the normal magus class skills. The spectral fist gains a number of ranks at each level equal to 4 + Int modifier.
Weapon and Armor Proficiency: The spectral fist is proficient with all simple weapons. A spectral fist is not proficient with any type of armor or shield. Armor interferes with a spectral fist’s movements, which can cause his spells with somatic components to fail.
Diminished Spellcasting: A spectral fist casts 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. A spectral fist otherwise learns, prepares, and casts spells as a magus of his spectral fist 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 fists 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.
At 5th level, these bonuses can be used to add any of the following weapon properties: dancing, flaming, flaming burst, frost, ghost touch, 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 arcane pool.
Flurry of Blows (Ex): At 1st level, a spectral fist gains the monk’s flurry of blows ability, except that the spectral fist can only use his flurry of blows with his unarmed strike or his telekinetic fists. This ability and unarmed strike replace martial proficiency, improved spell combat, and the magus arcana gained at 15th level.
Mage Armor (Sp): Beginning at 1st level, the spectral fist can cast mage armor a number of times per day equal to 3 + 1/2 his spectral fist level. Unlike the spell, this mage armor lasts for 10 minutes per spectral fist level. As the spectral fist gains power, the bonus granted by his mage armor ability improves. At 5th level and every four levels thereafter, the bonus granted by his mage armor ability increases by +1, up to a total of +8 at 17th level. This bonus supersedes the effects of the normal mage armor spell.
At 7th level, while his mage armor is in effect, the spectral fist is considered to be wearing armor with the light fortification special ability. At 13th level, the spectral fist is considered to be wearing armor with the medium fortification special ability. This ability replaces light armor, medium armor, and heavy armor proficiencies, and fighter training.
Spell Combat (Ex): This functions as the magus ability of the same name, except the spectral fist can only wield telekinetic fists when using this ability. He uses his normal attack bonus when using telekinetic fists with spell combat. The spectral fist cannot make a flurry of blows in the same round as he uses spell combat.
Unarmed Strike: At 1st level, a spectral fist gains the monk’s unarmed strike ability and deals unarmed damage as shown on Table: Spectral Fist.
Telekinetic Fists (Sp): Starting at 2nd level, a spectral fist can lose a prepared spell of 1st level or higher as a swift action to create two fists made of force appear and attacks foes at a distance, as he directs, each dealing 1d4 points of bludgeoning damage per hit, + 1/2 the spectral fist’s level. This damage is subject to damage reduction as normal. The fists lasts for 1 round per level, has a threat range of 20, and a critical multiplier of x2. The fists strikes a single opponent the spectral fist designates within 30 feet, starting with one attack in the round the ability is activated and continuing each round thereafter on his turn. It uses his base attack bonus (possibly allowing it multiple attacks per round in subsequent rounds) plus the spectral fist’s Intelligence modifier as its attack bonus. The telekinetic fists strike as weapons, not as a spell, and are therefore subject to damage reduction. The fists always strike from the spectral fist’s direction. It does not get a flanking bonus or help a combatant get one. However, the spectral fist’s feats and combat actions do affect the fists. If the fists go beyond the effect’s range, if they go out of the spectral fist’s sight, or if he is not directing them, the fists return to the spectral fist and hover.
Each round after the first, the spectral fist can use a move action to redirect the telekinetic fists to a new target. If he does not, the fists continues to threaten the previous round's target. Subsequent rounds of attacking that target allow the fists to make multiple attacks if the spectral fist’s base attack bonus would allow it to.
Telekinetic fists are considered a manufactured weapon for the purpose of the spectral fist’s arcane pool feature, can be used with flurry of blows, and to deliver touch attacks or touch spells with spellstrike.
Telekinetic fists cannot be attacked or harmed by physical attacks, but dispel magic, disintegrate, a sphere of annihilation, or a rod of cancellation affects it. A telekinetic fist’s AC against touch attacks is 10 + the spectral fist’s Intelligence modifier.
If an attacked creature has spell resistance, the spectral fist can make a caster level check (1d20 + the spectral fist’s level) against that spell resistance the first time a telekinetic fist strikes it. If the fists are successfully resisted, the fists are dispelled. If not, the fists have their normal full effect on that creature for the duration of the ability.
As the spectral fist gains levels, he can deal greater damage with his telekinetic fists by expend higher level spells as follows: 2nd (1d6), 3rd (1d8), 4th (1d10), 5th (2d6), 6th (2d8).
In addition, the spectral fist gains the following additional benefits when his telekinetic fists are in effect.
At 5th level and every six levels thereafter, a spectral fist increases the range at which he can attack opponents with his telekinetic fists by 10 feet, to a maximum of 60 feet at 17th level.
At 6th level, the telekinetic fists’ critical multiplier increases to x3, and can be used to perform bull rush, disarm, reposition, steal, or trip combat maneuvers. The spectral fist uses his Intelligence modifier in place of his Strength modifier when calculating his Combat Maneuver Bonus, and does not provoke attacks of opportunity. His telekinetic fists are now treated as Large for the purpose of performing combat maneuvers, granting a +4 bonus to all combat maneuvers made with his telekinetic fists.
A spectral fist can use his arcane pool to enhance his telekinetic fists as he would his weapons. Telekinetic fists are considered a double weapon and cost 1 arcane point each to enhance them. This ability replaces diminished spellcasting and bonus feats.
Evasion (Ex): At 3rd level, a spectral fist gains the monk’s evasion ability. This ability replaces the magus arcana gained at 3rd level.
Slow Fall (Ex): At 4th level, a spectral fist can spend 1 point from his arcane pool as an immediate action to gain the monk’s slow fall ability for 1 minute per spectral fist level. This ability replaces spell recall.
High Jump (Ex): At 7th level, a spectral fist can spend 1 point from his arcane pool as a swift action to gain the monk’s high jump ability for 1 minute per spectral fist level. He gains the +20 bonus to Acrobatics checks when making jumps at the time this point is spent. This ability replaces knowledge pool.
Improved Evasion (Ex): At 9th level, the specrtral fist gains the monk’s improved evasion ability. This ability replaces the magus arcana gained at 9th level.
Cushioning Force (Su): At 10th level, a spectral fist can spend 2 points from his arcane pool to gain a number of temporary hit points equal to his spectral fist level for 1 minute. This ability replaces improved spell recall and greater spell combat.
Shatter Strike (Su): At 17th level, whenever telekinetic fist is in effect, a spectral fist can make a telekinetic fist attack against a single target or object at his highest attack bonus, as a standard action. If the attack hits, he deals telekinetic fist damage as normal and the target is affected as if by a shatter spell The target can make a Fortitude save (DC 10 + 1/2 the spectral fist’s level + the spectral fist’s Intelligence modifier) for half the spell’s damage as normal. This ability replaces counterstrike.
Solid Body (Su): At 20th level, a spectral fist becomes immune to damage from force effects and can ignore (bypass) the wall of force spell or any similar effect. He also gains DR/10 piercing. This ability replaces true magus.
Table: Spectral Fist
Base
Class Attack Fort Ref Will Spells per Day
Level Bonus Save Save Save Special 0 1st 2nd 3rd 4th 5th 6th
1st +0 +0 +2 +2 Arcane pool, cantrips, flurry of blows (Two-Weapon 2 0 — — — — —
Fighting), mage armor, spell combat,
unarmed strike (1d6)
2nd +1 +0 +3 +3 Spellstrike, telekinetic fist (30 feet) 3 1 — — — — —
3rd +2 +1 +3 +3 Evasion 3 2 — — — — —
4th +3 +1 +4 +4 Slow fall, unarmed strike (1d8) 3 2 0 — — — —
5th +3 +1 +4 +4 Telekinetic fist (40 feet) 3 3 1 — — — —
6th +4 +2 +5 +5 Magus arcana 4 3 2 — — — —
7th +5 +2 +5 +5 High jump, mage armor (light fortification) 4 3 2 0 — — —
8th +6/+1 +2 +6 +6 Flurry of blows (Improved Two-Weapon Fighting), 4 3 3 1 — — —
unarmed strike (1d10)
9th +6/+1 +3 +6 +6 Improved evasion 4 4 3 2 — — —
10th +7/+2 +3 +7 +7 Cushioning force 4 4 3 2 0 — —
11th +8/+3 +3 +7 +7 Telekinetic fist (50 feet) 4 4 3 3 1 — —
12th +9/+4 +4 +8 +8 Magus arcana, unarmed strike (2d6) 4 4 4 3 2 — —
13th +9/+4 +4 +8 +8 4 4 4 3 2 0 —
14th +10/+5 +4 +9 +9 Mage armor (medium fortification) 4 4 4 3 3 1 —
15th +11/+6/+1 +5 +9 +9 Flurry of blows (Greater Two-Weapon Fighting) 4 4 4 4 3 2 —
16th +12/+7/+2 +5 +10 +10 Shattering strike, unarmed strike (2d8) 4 4 4 4 3 2 0
17th +12/+7/+2 +5 +10 +10 Telekinetic fist (60 feet) 4 4 4 4 3 3 1
18th +13/+8/+3 +6 +11 +11 Magus arcana 4 4 4 4 4 3 2
19th +14/+9/+4 +6 +11 +11 Greater spell access 4 4 4 4 4 4 3
20th +15/+10/+5 +6 +12 +12 Solid body, unarmed strike (2d10) 4 4 4 4 4 4 4
JonathonWilder |
Taco Man wrote:Happy to oblige! Now, anyone have comments on it?#Feral Mercenary
I'll never not be pleasantly tickled by your skill in rounding out my babies and helping them come to life....
Very nice work, as always.
I would use it... though I wonder if there are ways of adding in, perhaps through feats, a greater speed and number of attacks to this MCA?
I am considering Final Fantasy characters, as this MCA allows for more ridiculous sword sizes and attacking with a BFS.
Elghinn Lightbringer |
We'll give Dusty Boy another day or so. I PMed him, but nothing yet. If the Feral Mercenary is done, we can move on.
Still need to finish the Order of the Hound. We have the three order abilities, but we need the order blurp, edicts, challenge benefits, and Skill section. Any ideas?
ORDER OF THE HOUND
A cavalier who belongs to this order ...???? This order complements the Feral Mercenary multiclass archetype.
Edicts: ?
Challenge: ?
Skills: ?
Order Abilities: A cavalier that belongs to the order of the hound gains the following abilities as he increases in level.
Forceful Blow (Ex): At 2nd level, the cavalier gains Cleaving Finish as a bonus feat, even if he does not meet the requirements.
Reduced this to a single bonus feat. Again Bonus feats are a single level ability. Gaining 2 bonus feats is too much.
Berserker (Ex): At 8th level, the cavalier selects one rage power that he can use whenever his challenge is in effect. If he has the barbarian rage class feature, this rage power can be used while the cavalier is in rage, as normal.
There is no way that one can gain 7 rage powers as part of one order ability, Taco Man. Too many. A rage power is seen as a single level ability. Thus the way I have it written here.
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.
Bandw2 |
How about this for the Feral Mercenary? Still working on the Order of the Hound.
** spoiler omitted **...
godslayer's grasp, just... doesn't work mechanically.
nothing is stopping you from using weapons of any size, it's if their wieldability changes to be less than light or more than two-handed. It needs to be worded in a way that keeps two-handers as two-handers and one-hander's as one-hander's, etc. As it is now, it doesn't effect anything.
also, like the titan-mauler you now face the dilemma of two class abilities which actually are hostile to each other. you cannot benefit from both at the same time. This usually only happens in cases where you make a one time choice, and the choices are largely flavorful. (and the MCA has it as a central focus, for both powers so having them not stack is not good)
The titanmauler for instance, RAI was supposed to be able to wield massive weapons in one hand, but the dev team collectively overruled it.
I'd feel that this class would be much better if we dropped the powerful build thing, and just explicitly state that when the size penalty for a weapon reach 0, you can wield that weapon with the same wielding as a person normally of that size. Right, now with powerful size, beserker's grip, massive weapons and godslayer's grip, it feels all over the place. (they all effectively try to do the same thing, but we have 4 abilities to cover it? this seriously feels wrong to me)
this means: level 8 large weapons, level 14 huge, and 20 gargantuan.
Taco Man |
#Feral Mercenary
Heh. More than happy with those nerfs.
A cavalier who belongs to this order has dedicated themselves to the battlefield with the same fervor most would their spouse. They focus on the rush of the battle, and the thrill of the brawl. They respect the rules, not of honorable combat, but the rules of war.
Edicts: A cavalier of the order of the hound must never back down from a challenging battle. They must never leave the battlefield willingly unless all threats have been neutralized.
Challenge: DR 1/- Per 4 levels?
Skills: Survival, Perception
Bandw2 |
Skills: Survival, Perception
barbarian has 4 skills that samurai don't have, and 2 of them are survival and perception. meaning you can't get the bonus 3 class skills. or can you choose any order still? (though you should still find ones not on the barbar's list)
Tyrannical |
If we're still doing standard MCAs when I'm up next, put me down for my new Antipaladin/Witch "Voodoo Master" (I'll think of a better name, 'Voodoo' something). If we're onto ACG MCAs by then, I think I'll either update the Hive Master to it's new Hunter/Witch build, or throw the Physician (Investigator/Paladin) at you guys.
Taco Man |
Taco Man wrote:barbarian has 4 skills that samurai don't have, and 2 of them are survival and perception. meaning you can't get the bonus 3 class skills. or can you choose any order still? (though you should still find ones not on the barbar's list)
Skills: Survival, Perception
Disable Device and Knowledge: Local ?
Bandw2 |
Bandw2 wrote:Disable Device and Knowledge: Local ?Taco Man wrote:barbarian has 4 skills that samurai don't have, and 2 of them are survival and perception. meaning you can't get the bonus 3 class skills. or can you choose any order still? (though you should still find ones not on the barbar's list)
Skills: Survival, Perception
*shrug* they're not entirely relevant to the order but, they both definitely add more than the first two.
Elghinn Lightbringer |
Hey, don't mean to be a bother, but could I get a reminder of what ACG MCAs for which I'm in the line?
Ancestral Expert (Bra/Sor) - Lindley Court
Rebellion Queen (Hun/Bbn) - Lindley CourtNanogold Prodigy (Bra/Sor) - Lindley Court
Fortune’s Fool (Brd/Inv [Sleuth]) - Lindley Court
Slapstick Warrior (Brd/Bra) - Lindley Court
Daring Detective (Inv/Swa) - Lindley Court
Bandw2 |
Lindley Court wrote:Hey, don't mean to be a bother, but could I get a reminder of what ACG MCAs for which I'm in the line?Ancestral Expert (Bra/Sor) - Lindley Court
Rebellion Queen (Hun/Bbn) - Lindley Court
Nanogold Prodigy (Bra/Sor) - Lindley Court
Fortune’s Fool (Brd/Inv [Sleuth]) - Lindley Court
Slapstick Warrior (Brd/Bra) - Lindley Court
Daring Detective (Inv/Swa) - Lindley Court
actually can we just get an "update" on the whole ACG list again, i don't want to search through all the pages. :P
Elghinn Lightbringer |
godslayer's grasp, just... doesn't work mechanically.
nothing is stopping you from using weapons of any size, it's if their wieldability changes to be less than light or more than two-handed. It needs to be worded in a way that keeps two-handers as two-handers and one-hander's as one-hander's, etc. As it is now, it doesn't effect anything.
also, like the titan-mauler you now face the dilemma of two class abilities which actually are hostile to each other. you cannot benefit from both at the same time. This usually only happens in cases where you make a one time choice, and the choices are largely flavorful. (and the MCA has it as a central focus, for both powers so having them not stack is not good)
The titanmauler for instance, RAI was supposed to be able to wield massive weapons in one hand, but the dev team collectively overruled it.
I'd feel that this class would be much better if we dropped the powerful build thing, and just explicitly state that when the size penalty for a weapon reach 0, you can wield that weapon with the same wielding as a person normally of that size. Right, now with powerful size, beserker's grip, massive weapons and godslayer's grip, it feels all over the place. (they all effectively try to do the same thing, but we have 4 abilities to cover it? this seriously feels wrong to me)
this means: level 8 large weapons, level 14 huge, and 20 gargantuan.
How about this? We ditch Powerful Build (really isn't necessary to the MCA). We kkep Berserker's grip.
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 him (Small for a Small-sized creature, Medium for a Medium-sized creature, etc.), and it is treated as one-handed when determining the effect of Power Attack, Strength bonus to damage, and the like. This ability replaces weapon expertise.
Then we change massive weapons to this.
Massive Weapon Training (Ex): At 5th level, a feral mercenary becomes skilled in the use of Large weapons. The feral mercenary chooses one type of specific weapon (a longsword, a greataxe, etc.). The attack roll penalty for using a weapon of that type that is one size category larger than his size is reduced by 1, and this reduction increases by 1 for every three levels beyond 5th (to a minimum of 0). Once this penalty reaches 0, the feral mercenary can wield the weapon as a creature of the appropriate size. This ability replaces banner and demanding challenge.
and we change Godslayer Grasp to this.
Godslayer's Grasp (Ex): At 14th level, a feral mercenary can wield a weapon of up to two size categories larger than his size, as long as he can physically lift and carry it. Such weapons are considered one weapon category higher than normal (light weapons are treated as one-handed weapons, one-handed weapons are treated as two-handed weapons, two-handed weapons of this size cannot be wielded). Size penalties for wielding these weapons still apply. A feral mercenary cannot wield a weapon of two size categories larger than his size if he is carrying a medium or heavy load. In addition, the feral mercenary gains a +4 dodge bonus to AC against monsters of the giant subtype. This ability replaces greater banner.
Ties them all together.
Elghinn Lightbringer |
ACG QUEUE
Insightful Murderer/Intuitive Killer/Educated Butcher (Sla/Inv) – OSW
“Name” (Alc/Swa) – OSW
“Name” (Sla/Inq) – OSW
Hunter Slayer (Hun/Sla) – OSW
“Ascendent ?” (Ska/Inq) - OSW
and Skald/Oracle. ("Ascendant ---") - OSW
Spell Thief (Rog/Arc) – Elghinn
Incendiary Arcanist (Arc/Alc) – Elghinn
Stealth Arcanist (Arc/Rog) - Elghinn
Arcane Champion (Pal/Arc) - Elghinn
Righteous/Virtuous Detective/Inspector/Sleuth/Constable (Inv/Pal) – Elghinn
War Saint (Pal/War) - Elghinn
“Name” (Ska/Pal) - Elghinn
“Name” (Sla/Pal) – Elghinn
“Name” (Sla/Mnk) – Christos
“Name” (Sla/Rgr) – Christos
Deadly Tracker (Sla/Hun) – Christos
Heritage Overlord (Bld/Sor) – Christos
Dead Shaman (Sha/Wtc or Sha/Ora) – Bardess
Boastful Gallant (Swa/Brd or Brd/Swa) - Bardess
Sectary Sicary (Sla/Inq) - Bardess
“Name” (Swa/Cav) – Bardess
“Name” (Cav/Hun) – Bardess
“Name” (War/Bld) - Bardess
Boastful Gallant (Swa/Cav) – Bardess
Divine Detective (Inq/Inv0 – Bardess
Aesculapian (a better fitting word for Physician) (Inv/Pal) – Tyrannical
“Name” (Sam/Swa) – Tyrannical
Totem Shaman (Sha/Bbn) – Tyrannical
Flag Bearer (Cav/Ska) - Tyrannical
Snake Charmer (Hun/Brd) – Tyrannical
Experimental Munitionist (Inv/Gun) – Tyrannical
Maneuver Master (Inv/Mnk) – Tyrannical
Toxicologist (Inv/Drd) – Tyrannical
Vile Concoctionist/Concocter (Wtc/Inv) – Tyrannical
Espial Voyageur (Inv/Brd) – JonathonWilder
Arcane Observer (Inv/Wiz) – JonathonWilder
Persona Shifter (Inv (Infiltrator)/Sor – Doppleganger bloodline) - JonathonWilder
“Name” (War/Pal) - JonathonWilder
“Name” Sha/Clr or Clr/Sha – JonathonWilder
Seer (Ftr/Arc) – Bandw2
Abolitionist (Anp/Arc) – Bandw2
“Infused Mage” (change from Alc/Sor to Alc/Arc) – Bandw2/Elghinn
Adventurer (Inv/Brd) – Bandw2
Busker Mage (Arc/Brd) – Starfox
“Name” (Cav/Swa) – Taco Man
Infernal Bureaucrat (Inv/Ant) – Taco Man
“Name” (Brw/Gun) – Taco Man
Surveyor (Ska/Inv) – Yuri Clovershield
Ancestral Expert (Bra/Sor) - Lindley Court
Rebellion Queen (Hun/Bbn) - Lindley Court
Nanogold Prodigy (Bra/Sor) - Lindley Court
Fortune’s Fool (Brd/Inv [Sleuth]) - Lindley Court
Slapstick Warrior (Brd/Bra) - Lindley Court
Daring Detective (Inv/Swa) - Lindley Court
“Name” (Sha/Sum) - mrtaco6
Bandw2 |
change my Seer to Inquisitor/Arc
also add (Swashbuckler/Investigator)/Brawler to my list as #"The Pugilist". Instead of panache/Inspiration and martial versatility and what not, he has manliness points(i jest).
and Bloodrager/(Arc/Sorc) as #"The Vessel". a 3/4 BAB class with 1/2 casting, with the ability to "channel" gaining full casting, but losing the ability to communicate, use skills, or otherwise reason(though can still recognize friend from foe).
#feral whatsit
what exactly is godslayer's grip supposed to do now? It's not clear to me what it accomplishes. (Size penalties are -2 per size difference so massive weapon training should give this ability at 14th level already.)
Elghinn Lightbringer |
change my Seer to Inquisitor/Arc
also add (Swashbuckler/Investigator)/Brawler to my list as #"The Pugilist". Instead of panache/Inspiration and martial versatility and what not, he has manliness points(i jest).
and Bloodrager/(Arc/Sorc) as #"The Vessel". a 3/4 BAB class with 1/2 casting, with the ability to "channel" gaining full casting, but losing the ability to communicate, use skills, or otherwise reason(though can still recognize friend from foe).
#feral whatsit
what exactly is godslayer's grip supposed to do now? It's not clear to me what it accomplishes. (Size penalties are -2 per size difference so massive weapon training should give this ability at 14th level already.)
Change and additions made.
Massive Weapon Training doesn't allow for Huge weapons. I just tweaked it again to this.
Massive Weapon Training (Ex): At 5th level, a feral mercenary becomes skilled in the use of large weapons. The feral mercenary chooses one type of specific weapon (a longsword, a greataxe, etc.). The attack roll penalty for using a weapon of that type that is one size category larger than his size is reduced by 1. Every three levels beyond 5th, a feral mercenary can select a new weapon and reduce its size penalty by 1 or reduce a previously chosen weapon’s size penalty by 1 (to a minimum of 0). Once this penalty reaches 0, the feral mercenary can wield the weapon as a creature of the appropriate size. This ability replaces banner and demanding challenge.
Godslayer's Grip allows him to wield any weapon 2 size categories larger than him, but those weapons are one weapon category worse - light become one-handed, one-handed become two-handed, and tow-handed cannot be wielded. Size penalties still apply, and are not affected by the Massive Weapon Training ability, as these are two size categories larger. Also the bonus against certain sized creatures.
Bandw2 |
Bandw2 wrote:
#feral whatsitwhat exactly is godslayer's grip supposed to do now? It's not clear to me what it accomplishes. (Size penalties are -2 per size difference so massive weapon training should give this ability at 14th level already.)
Change and additions made.
Massive Weapon Training doesn't allow for Huge weapons. I just tweaked it again to this.
Massive Weapon Training (Ex): At 5th level, a feral mercenary becomes skilled in the use of large weapons. The feral mercenary chooses one type of specific weapon (a longsword, a greataxe, etc.). The attack roll penalty for using a weapon of that type that is one size category larger than his size is reduced by 1. Every three levels beyond 5th, a feral mercenary can select a new weapon and reduce its size penalty by 1 or reduce a previously chosen weapon’s size penalty by 1 (to a minimum of 0). Once this penalty reaches 0, the feral mercenary can wield the weapon as a creature of the appropriate size. This ability replaces banner and demanding challenge.
Godslayer's Grip allows him to wield any weapon 2 size categories larger than him, but those weapons are one weapon category worse - light become one-handed, one-handed become two-handed, and tow-handed cannot be wielded. Size penalties still apply, and are not affected by the Massive Weapon Training ability, as these are two size categories larger. Also the bonus against certain sized creatures.
hmm, it's workable, but it still seems odd. because by 14th level you probably don't want to use a new kind of weapon, and it effectively forces you to, since you're probably dual wielding greatswords or a greatsword and shield or some such, and now you can at best use a huge longsword two-handed, you'd have to switch to huge dagger's to keep it up.
a huge dagger does 1d8 damage... (one-handed and -4 to hit)
a huge longsword does 3d6 (two-handed and at -4 to hit)
a large greatsword does 3d6(and can be one-handed at -2 or two-handed at no penalty)...
there is literally no advantage for this ability... :/ might as well scrap it completely.
edit:
maybe instead make godslayer's grip allow you to wield huge weapon's that you have unlocked with massive weapon training but they take a -2 to hit. such as "Any weapon that you can wield as a size larger than yourself through massive weapon training can allow you to wield weapons of two sizes above your size as if you were that size, however you still cannot pick the weapon additional times to further reduce the size penalty." effectively giving you a -4 to hit if you one-hand a huge weapon or a -2 to wield a huge weapon normally.
Lindley Court |
Hm... sorry for not putting in much input on the Feral Mercenary, I feel that a lot of stuff I want to say is already being said. Anyways, drop the Ancestral Warrior and Slapstick Warrior, at least for now, please. The first one I'll make will be the Fortune's Fool, when we get to that point. :)