Multiclass Archetypes VIII: MCAs Unlimited


Homebrew and House Rules

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AHAHA~! HAH!

Personally, I would recommend limitation to a small set of domains, including the domains of Trickery, Darkness, Weather, etc. A Small portfolio to choose from that suits the mythos of the blackbird.


Blackbirds are associated with death (see the celtic goddess morrigan)
Edit: in some cultures.


Most. Heck, they're one of the few creature's who's animal stereotypes are ambivalent across the globe: Cunning, Thieving, and Ominous.


Elghinn Lightbringer wrote:
Apraham Lincoln wrote:

OK so here's my take on a druid/rogue

Crow Druid ** spoiler omitted **...

Question, is the Crow Druid limited to only selecting the Crow domain, or can she choose any domain? If this is the case, it might just be better to exchange Nature Bond for a static small stealthy familiar, and the Crow domain abilities. Though, I don't really like the idea of no choice for a domain.

Perhaps we can go with this option.
1) Choose a single domain; gains normal abilities and domain spells.
2) Also gains a stealthy familiar (swap something else to gain this, maybe diminished spellcasting).

I think a normal animal companion doesn't fit here, and a familiar style animal does (which I believe is your thinking).

Wild Shape: So, limited to animals and magical beasts of the Small, Medium, Tiny, and Large size? Perhaps it should be Tiny, Small and Medium (no large), and then the additional stat adjustments at the other levels where one would gain the Large and Huge animals, or the elemental and plant forms.

I think the limited choice of domain is right, even if its more than just the crow domain, maybe add trickery, night, or another appropriate animal or terrain domain. Diminished spell casting is out of place here i feel.

The wild shape is limited to medium and smaller only animals. she may take a large form of a medium or smaller creature but at reduced duration. that would mean you still choose a medium or smaller animal, check which abilities it gets from the right beast shape spell, then use the large animal stat changes. speed stays the same, the only work would be to calculate the right damage dice for a larger creature.

The use of the magical beast modifiers is used to allow the small sizes to scale well into the higher levels without being a huge creature. If you think this is un-intuitive or complicated it can dropped for sake of simplicity and is not really the crux of the mca.

The loss of plant and elemental shapes helps to swap for a delayed and reduced progression of some rogue abilities. Plants and elementals are not really known for their cunning of thievery, they are embodiment of unthinking growth and primal energies really.


Did some tweaks and revision to the Crow Druid too.

SWAPS
Nature bond = Nature Bond (tweaked)
Nature sense = Sixth sense
Med Armor Prof + Spontaneous casting = Trickster’s Secrets
Woodland stride = Evasion
Resist Nature’s Lure = Uncanny dodge
Wild Shape = Wild shape (type and size limits) + sneak attack (3d6)
Wild shape 2/4/6/8/day = Rogue talents (4)
Venom immunity = Improved uncanny dodge
A thousand faces = Inconspicuous
Timeless body = Natural spell

Tweaked some of the abilities, changed some swaps a bit, added in one.

CROW DRUID:

Thieves and spies, scoundrels and rabble rousers, even worse epithets have branded the crow druid through the ages. While crow druids have no particular affinity with crows themselves, these tenacious little thieves go by many names that represent all manner of cunning creatures of the animal kingdom–crow, coyote, raven, racoon, squirrel, and so forth. Regardless of their chosen name, crow druids have eyes everywhere, using their animal companions to locate and ferret out the secret treasures and hidden bolt holes of their victims. Once these are discovered, the crow druid employs her guile and small size to relieve their victims of their valuables and most guarded secrets. Far more domesticated than most other druids, crow druids have been known to feel the allure of gems and fine jewelry, and often keep well stocked and hidden lairs. Oppressive tyrants that ravage the land and bullies who use their strength to terrorize those smaller than themselves most often draw the ire of the crow druid. It is not the overt attack a large creature, such as a huge, angry tyrannosaurus rex that they fear, but the miniscule eyes that peer out of every dark nook and cranny that cause such people to wonder if they will every truly be safe again.

Primary Class: Druid.
Secondary Class: Rogue.
Alignment: Any non-lawful.
Hit Dice: d10.

Bonus Skills and Ranks: The crow druid selects six rogue skills to add to her class skills in addition to the normal druid class skills. The crow druid gains a number of ranks at each level equal to 6 + Int modifier.

Weapon and Armor Proficiency: The crow druid is proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. She is also proficient with all natural attacks (claw, bite, and so forth) of any form they assume with wild shape (see below). The crow druid is also proficient with light armor, but is prohibited from wearing metal armor; thus, she may wear only padded or leather armor. A crow druid may also wear wooden armor that has been altered by the ironwood spell so that it functions as though it were steel. The crow druid is not proficient with shields. A crow druid who wears prohibited armor or uses a shield is unable to cast druid spells or use any of her supernatural or spell-like class abilities while doing so and for 24 hours thereafter.

Spellcasting: A crow druid prepares and casts spells as druid equal to her crow druid level. She also gains bonus spells if she has a high Wisdom score. In addition, the crow druid treats her divine spells as arcane spells for the purpose of qualifying for the arcane trickster prestige class.

Nature Bond (Su): This is exactly like the druid ability of the same name, except that the crow druid must for a bond with the shadier aspects of nature. Such aspects include natural cunning, curiosity, guile, and trickery, granting her one of the following cleric domains or subdomains: Darkness (Night), Luck, Travel (Trade), Trickery (Deception, Innuendo, Thievery). She also has access to the new Crow animal domain. When determining the powers and bonus spells granted by this domain, the crow druid's effective cleric level is equal to her crow druid level. A crow druid also receives additional domain spell slots, just like a cleric. She must prepare the spell from her domain in this slot and this spell cannot be used to cast a spell spontaneously.
In addition, gains the following ability.

Familiar: A crow druid gains a cunning familiar and may choose from the following list: cat, crow (as raven, but master gains a +3 bonus on Sense Motive checks), fox, parrot, racoon, rat, raven, squirrel, weasel. Her effective wizard level for this ability is equal to her crow druid level. These familiars are considered dexterous enough to manipulate tiny objects but not weapons. A crow druid’s level stacks with levels from other classes that grant the familiar class feature when determining the powers of her familiar. A crow druid may add either the celestial, entropic, fiendish or resolute templates to their familiar if they take the Improved Familiar feat. This ability otherwise functions as the familiar ability of the wizard’s arcane bond class feature.

This ability replaces nature bond.

Sixth Sense (Ex): At 1st level, a crow druid gains a +2 bonus on all Perception and Sense Motive checks. This ability replaces nature sense.

Trickster’s Secrets (Ex): A crow druid has the knack of scavenging magic not normally used by other druids. Starting at 1st level, a crow druid adds all 0th–level spells and one 1st-level spell of her choice from the following list of spells to her druid spell list. Every two levels thereafter, she may add one additional spell from this list of a level that she can cast to her druid spell list.

0th–Level: mage hand, message, penumbra, prestidigitation, sift.
1st–Level: comprehend languages, cultural adaptation, disguise self, vanish, ventriloquism.
2nd–Level: codespeak, darkness, dust of twilight, invisibility, misdirection, rope trick, silence.
3rd–Level: deeper darkness, dimension door, nondetection, seek thoughts.
4th–Level: create hold, discern lies, greater invisibility, phantasmal killer, share senses.
5th–Level: pass wall, secret chest, seeming, sending, telekinesis, treasure stitching.
6th–Level: envious urge, getaway, legend lore, veil.
7th–Level: circle of clarity, hungry darkness, vision, walk through space.
8th–Level: mass invisibility, mind blank.
9th–Level: etherealness, freedom.

This ability replaces Medium Armor Proficiency and spontaneous casting.

Evasion (Ex): At 2nd level, a crow druid gains the rogue’s evasion ability. This ability replaces woodland stride.

Uncanny Dodge (Ex): At 4th level, a crow druid gains the rogue’s uncanny dodge ability. This ability replaces resist nature’s lure.

Wild Shape (Su): This functions as the druid ability of the same name, except for the following changes. At 4th level, a crow druid gains the ability to turn herself into any Small or Medium animal and back again once per day. Her options for new forms include all creatures with the animal type. This ability functions like the beast shape I spell, except as noted here. The effect lasts for 1 hour per crow druid level, or until she changes back. Changing form (to animal or back) is a standard action and doesn't provoke an attack of opportunity. The form chosen must be that of an animal the crow druid is familiar with.

A crow druid can use this ability an additional time per day at 8th level and every four levels thereafter, for a total of five times at 20th level. As a crow druid gains in levels, this ability allows the crow druid to take on the form of larger and smaller animals, and magical beasts. Each form expends one daily usage of this ability, regardless of the form taken.

At 6th level, a crow druid can use wild shape to change into a Tiny animal. When taking the form of an animal, a crow druid's wild shape now functions as beast shape II.

At 8th level, a crow druid can use wild shape to change into a Diminutive animal, or a Small or Medium magical beast. When taking the form of animals or magical beasts, a crow druid's wild shape now functions as beast shape III.

At 10th level, a crow druid can use wild shape to change into a Tiny magical beast.

Sneak Attack (Ex): Starting at 5th level, a crow druid gains the rogue’s sneak attack ability. This extra damage is 1d6 at 5th level, and increases by 1d6 every four crow druid levels thereafter, to a maximum of +4d6 at 17th level. A crow druid can make sneak attacks with her natural attacks while in wild shape.

In addition, a crow druid’s familiar can make sneak attacks with its natural attacks. This extra damage is equal to 1/2 the crow druid’s sneak attack damage (minimum 1d6). This ability replaces the elemental and plant forms of the druid’s wild shape ability.

Rogue Talent: Starting at 6th level, a crow druid gains the rogue’s rogue talent ability. She gains a rogue talent at 6th level and every four levels thereafter. She must qualify for each talent as normal. This ability and advanced talents replace wild shape 2/day, wild shape 4/day, wild shape 6/day, and wild shape 8/day.

Improved Uncanny Dodge (Ex): At 9th level, a crow druid gains the rogue’s improved uncanny dodge ability. This ability replaces venom immunity.

Inconspicuous (Su): At 13th level, a crow druid can a druid gains the ability to change her appearance through at will illusory means, as if using the disguise self spell, but only while in her normal form. While in wild shape, a crow druid is treated as is under a constant nondetection spell. This ability replaces a thousand faces.

Natural Spell (Sp or Su): At 15th level, a crow druid gains Natural Spell as a bonus feat, even if she does not meet the prerequisites. If she already has the Natural Spell feat, she can cast her druid spells as though they were a spell-like ability while in wild shape, instead of casting them normally. This means that the crow druid cannot be countered, nor can she apply metamagic feats to her spells during this time. This ability replaces timeless body.

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

1st +0 +2 +0 +2 Nature’s rogue, orisons, sixth sense, 3 1 — — — — — — — —
trickster’s secrets, wild empathy
2nd +1 +3 +0 +3 Evasion 4 2 — — — — — — — —
3rd +2 +3 +1 +3 Trackless step 4 2 1 — — — — — — —
4th +3 +4 +1 +4 Uncanny dodge, wild shape (1/day) 4 3 2 — — — — — — —
5th +3 +4 +1 +4 Sneak attack +1d6 4 3 2 1 — — — — — —
6th +4 +5 +2 +5 Rogue talent 4 3 3 2 — — — — — —
7th +5 +5 +2 +5 4 4 3 2 1 — — — — —
8th +6/+1 +6 +2 +6 Wild shape (2/day) 4 4 3 3 2 — — — — —
9th +6/+1 +6 +3 +6 Improved uncanny dodge 4 4 4 3 2 1 — — — —
10th +7/+2 +7 +3 +7 Rogue talent 4 4 4 3 3 2 — — — —
11th +8/+3 +7 +3 +7 Sneak attack +2d6 4 4 4 4 3 2 1 — — —
12th +9/+4 +8 +4 +8 Wild shape (3/day) 4 4 4 4 3 3 2 — — —
13th +9/+4 +8 +4 +8 Inconspicuous 4 4 4 4 4 3 2 1 — —
14th +10/+5 +9 +4 +9 Advanced talents, rogue talent 4 4 4 4 4 3 3 2 — —
15th +11/+6/+1 +9 +5 +9 Natural spell 4 4 4 4 4 4 3 2 1 —
16th +12/+7/+2 +10 +5 +10 Wild shape (4/day) 4 4 4 4 4 4 3 3 2 —
17th +12/+7/+2 +10 +5 +10 Sneak attack +3d6 4 4 4 4 4 4 4 3 2 1
18th +13/+8/+3 +11 +6 +11 Rogue talent 4 4 4 4 4 4 4 3 3 2
19th +14/+9/+4 +11 +6 +11 4 4 4 4 4 4 4 4 3 3
20th +15/+10/+5 +12 +6 +12 Wild shape (5/day) 4 4 4 4 4 4 4 4 4 4

I think by adding in the "Familiar" aspect directly into the Nature bond of this MCA allows for the Crow Domain to be simplified to the following. Also changed what spells are domain spells, as I felt the new one's were more in tune with the crow/raven/trickster aspect your were going for.

Crow Domain:

Granted Powers: You posses a devious mind and have learned the shadowy arts from the wise trickster crow.

Feathery Touch (Su): At 1st level, as a free action, you may gain a competence bonus equal to half your druid level (minimum of +1) on a single Disable Device, Fly, Sleight of Hand, or Stealth check. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Ranged Legerdemain (Su): At 6th level, you can use the Disable Device and Sleight of Hand skills at a range of 30 feet. Working at a distance increases the normal skill check DC by 5, and you cannot take 10 on this check. Any object to be manipulated must weigh 5 pounds or less. You can only use this ability if she has at least 1 rank in the skill being used. If she gains this ability from another source (such as the Arcane Trickster prestige class), she no longer increases the DC by 5.

Domain Spells: 1st—vocal alteration, 2nd—pilfering hand, 3rd—discern value, 4th—shadow step, 5th—prying eyes (except these are tiny birds), 6th—mislead, 7th—ethereal jaunt, 8th—discern location , 9th— refuge.


Nothing huh? That'll give me some time to work on my own MCAs then. :D


I like it, especially inconspicuous.


I think it's a pretty good concept. Not sure if Ape likes the reduction to 5/day wild shape, but to get all the sneak and talents, and not go the diminished spellcasting, it had to be done. But he's already said the wild shape isn't necessary the big thing anyways, so it should be good.

I believe Taco Man's Roaring Drunk is done. The new spell adds a bit of flavor to it too. Taco, we good with this one? If so, JonathonWilder's MCA is up. Says the Whisper (Drd/Brd) is next, or any other MCA concept you want to do next.

Dark Archive

The main focus of the Whisperer is animal and magical beast related. Particularly comminucation with and guiding animals to do certain things. Bard abilities being able ti be used on animals and magic beasts... perhaps combining Bardic Performance and Wild Empathy or a least have them work strongly with each other.

Also, Snow White calling animals and having them attack the guards in Shrek. Laugh, that is something a Whisperer should be able to do.

Speak with Animals as an 'at will' ability, no you gain the ability with one species of animal but the whole thing.

Some Druid spellcasting and much of the Wild Shape ability will be things swapped out. Except wildshaping through the Beast Forms I through III, which will be kept.


Elghinn Lightbringer wrote:

Did some tweaks and revision to the Crow Druid too.

SWAPS
Nature bond = Nature Bond (tweaked)
Nature sense = Sixth sense
Med Armor Prof + Spontaneous casting = Trickster’s Secrets
Woodland stride = Evasion
Resist Nature’s Lure = Uncanny dodge
Wild Shape = Wild shape (type and size limits) + sneak attack (3d6)
Wild shape 2/4/6/8/day = Rogue talents (4)
Venom immunity = Improved uncanny dodge
A thousand faces = Inconspicuous
Timeless body = Natural spell

Tweaked some of the abilities, changed some swaps a bit, added in one.

** spoiler omitted **...

AM good with most of the changes.

I cant seem to find any consistency on domains on whether they have 2 abilites or 3 if one is a familiar but i spose its really a null point here.

I would argue for more spells (1/level) for tricksters secrets such as naga aspirant archetype has.

I would prefer to keep woodland stride somehow but dont know a level appropriate place to put it (prefered over imp uncanny dodge) as evasion, uncanny dodge and woodland stride are all kind of low level abilities....


I say good on drunk! So I suppose my Black Swordsman takes my next slot and we move on to one of yours, Boss-man!


Apraham Lincoln wrote:
I would argue for more spells (1/level) for tricksters secrets such as naga aspirant archetype has.

Well, it maxes out at 4th evlel spells, but I think if we're swapping spontaneous casting and Med armor prof., then we can do it up to 9th level spells. The magus lets you add up to 14 spells of 1st through 6th at 19th, so with two class features swapped we should be fine. So we'll do as you suggested.

Apraham Lincoln wrote:
I would prefer to keep woodland stride somehow but dont know a level appropriate place to put it (prefered over imp uncanny dodge) as evasion, uncanny dodge and woodland stride are all kind of low level abilities....

Do you want to keep Woodland Stride over evasion? Or, we can just add Woodland Stride to the Rogue Talent list for this MCA?


Taco Man wrote:
I say good on drunk! So I suppose my Black Swordsman takes my next slot and we move on to one of yours, Boss-man!

No, you have another MCA up next, but you, as is anyone else, can go with any concept you have.

That puts the Whisperer – Drd/Brd (JonathonWilder) up next. So post away jon.

Once the Crow Druid is finalized, the next MCA is actually “Name” – Gun/Mnk (Bandw2). I'm up once these two are done.

QUEUE UPDATE
Crow Druid – Drd/Rog (Apraham Lincoln) *awaiting finalization
The Whisperer – Drd/Brd (JonathonWilder) *up next
“Name” – Gun/Mnk (Bandw2)
Heretic Priest – Rog/Clr (Elghinn
Xenocite Assailant – ?/? (OSW)
Boastful Gallant - Brd/Cav (Bardess)
Warrior Poet – Rgr/Brd (Starfox)*
“Name” – Gun/Class or Class/Gun (Christos Gurd)
Occult Porcupine – Magu/Wtc (Lindley Court)
Old Wiki MCA (Hallowed Gunman)
“Animator” – Wiz/Sum or Sum/Wiz (Tyrannical)
Elemental Envoy – Drd/Ora (Apraham Lincoln)
Faceless Thrall/Slime Lord – Drd/Anp (Taco Man)
Astute Sentry – Ftr/Rgr (JonathonWilder)
Dragon Rider – Sor/Sum (Bandw2)
Scroll Warrior – Wiz/Sam (Elghinn)


Yey! ... I forgot about my Faceless Thrall. Good thing I saved d'draft! Do post when the Roaring Drunk is up on the wiki! :D

Dark Archive

JonathonWilder wrote:

Whisperer (Druid/Bard)

Plants and animals have a voice that scant few humanoids can understand, let alone speak. Whisperers are what many jokingly refer as a side order of druids. They understand the ways of nature, but approach it with a certain wild joy that sometimes is at odds with the more stern approach of most other druids. Whisperers feel a certain kinship with the beasts of the land more than with the plants and the earth, and such sympathy allows them to sing with an animal’s voice, and the animals join in with pleasure.
Unlike most other druids, whisperers have little qualms with the civilised world, as long as they do not witness the mistreatment of animals; they serve as superb teamsters, falconers, handlers and trainers, and travel often to farmlands and other places where people may have trouble with animals, smoothing the relationships between hunters and prey, shepherd and herd.
JonathonWilder wrote:

The main focus of the Whisperer is animal and plants related. Particularly comminucation with and guiding animals and plants to do certain things. Bard abilities being able ti be used on animals and plants... perhaps combining Bardic Performance and Wild Empathy or a least have them work strongly with each other.

Also, Snow White calling animals and having them attack the guards in Shrek. Laugh, that is something a Whisperer should be able to do.

Speak with Animals and Speak with Plants as 'at will' ability, no you gain the ability with one species of animal but the whole thing.

Some Druid spellcasting and much of the Wild Shape ability will be things swapped out. Except wildshaping through the Beast Forms I through III, Plant Form I through III which will be kept.

This is the basic rundown of what I am looking to create.


Pathfinder Lost Omens Subscriber

man I forgot most of my ideas for the gunslinging monk.

edit: though some of it's coming back to me.


Bandw2 wrote:

man I forgot most of my ideas for the gunslinging monk.

edit: though some of it's coming back to me.

i had a basic framework on the backburner for a while if you need it, although i hadnt inserted any truly unique aspects yet.


Taco Man wrote:
Yey! ... I forgot about my Faceless Thrall. Good thing I saved d'draft! Do post when the Roaring Drunk is up on the wiki! :D

Roaring Drunk, Gun Sage, Scorpion Knight are all on the wiki.


JonathonWilder wrote:
JonathonWilder wrote:

Whisperer (Druid/Bard)

Plants and animals have a voice that scant few humanoids can understand, let alone speak. Whisperers are what many jokingly refer as a side order of druids. They understand the ways of nature, but approach it with a certain wild joy that sometimes is at odds with the more stern approach of most other druids. Whisperers feel a certain kinship with the beasts of the land more than with the plants and the earth, and such sympathy allows them to sing with an animal’s voice, and the animals join in with pleasure.
Unlike most other druids, whisperers have little qualms with the civilised world, as long as they do not witness the mistreatment of animals; they serve as superb teamsters, falconers, handlers and trainers, and travel often to farmlands and other places where people may have trouble with animals, smoothing the relationships between hunters and prey, shepherd and herd.
JonathonWilder wrote:

The main focus of the Whisperer is animal and plants related. Particularly comminucation with and guiding animals and plants to do certain things. Bard abilities being able ti be used on animals and plants... perhaps combining Bardic Performance and Wild Empathy or a least have them work strongly with each other.

Also, Snow White calling animals and having them attack the guards in Shrek. Laugh, that is something a Whisperer should be able to do.

Speak with Animals and Speak with Plants as 'at will' ability, no you gain the ability with one species of animal but the whole thing.

Some Druid spellcasting and much of the Wild Shape ability will be things swapped out. Except wildshaping through the Beast Forms I through III, Plant Form I through III which will be kept.

This is the basic rundown of what I am looking to create.

So we're building this one essentially from scratch. Sounds good. Everyone start with the druid and look as what class features can be parcelled out for bard abilities (unique or standard).


well dropping spellcasting down to 6th level, and adding in select bard spells adds a hell of a lot of wiggle room.


actually you could rip of the first world summoner and its x/day summon natures allies as performances.


Elghinn Lightbringer wrote:
Apraham Lincoln wrote:
I would argue for more spells (1/level) for tricksters secrets such as naga aspirant archetype has.

Well, it maxes out at 4th evlel spells, but I think if we're swapping spontaneous casting and Med armor prof., then we can do it up to 9th level spells. The magus lets you add up to 14 spells of 1st through 6th at 19th, so with two class features swapped we should be fine. So we'll do as you suggested.

Apraham Lincoln wrote:
I would prefer to keep woodland stride somehow but dont know a level appropriate place to put it (prefered over imp uncanny dodge) as evasion, uncanny dodge and woodland stride are all kind of low level abilities....
Do you want to keep Woodland Stride over evasion? Or, we can just add Woodland Stride to the Rogue Talent list for this MCA?

I find it odd that the evasion ability is not on the rogue talent list (for those rogue archetypes that trade it away like mutagen being a discovery) otherwise i would say loss evasion to keep woodland stride and allow evasion yo be got with a rogue talent. Which way would make the most sense?

Otherwise i say yay, good to go


Dunno when I'm up next in the queue but should I be up before the new classes are out I'll throw my Gunslinger/Alchemist at you, the Powder Bomber.

If the new classes are ready for use by then I'll most likely throw the Physician idea at you, Investigator/Paladin


I have ANOZZER new idea, based around the game Mark of the Ninja, I'm calling it (this'll blow your mind), the Marked Ninja. Ninja/Sorceror, sacrificing Ninja Tricks for a Bloodline-Esque "Path" system that grants access to two or three ninja/master tricks in a set order, as the the Marked Ninja levels, and afew unique bloodline-style powers. In addition to each Path granting a different tree of Ki-Based magic A-la the Quingong Monk. So... yeah.... Faceless Thrall -> Marked Ninja -> Black Swordsman, for me....


Elghinn, I'm going to transform the Boastful Gallant in a Swashbuckler/Bard, so her development is postponed after August. Put the Possessed Prophet (Oracle/Witch) in her place.

Dark Archive

@ Christos Qurd
Antipathy and Sympathy could be important and would be a hard blow in giving up. I see these spells playing part in the Whisperer's theme with them being calling and repelling certain creatures... but maybe a high level performance can be made that works in much the same way as the spells?

Apart from that and since Summon Natire's Ally can well be adding other ways, such as your idea of taking from the First Worlder Summoned, I believe giving up other 9th level spells is fine.

From 8th level spells Euphoric Tranquility would be nice to keep as it relates to making animals more friendly but perhaps a Bardic Performance can cover this, a scaling ability perhaps. Losing the Heal spell is also a big hit.

Honestly though, for the most part, I am fine will giving up 7th to 9th level spells as most of them don't relate to the concept of the Whisperer.


Apraham Lincoln wrote:
Elghinn Lightbringer wrote:
Apraham Lincoln wrote:
I would argue for more spells (1/level) for tricksters secrets such as naga aspirant archetype has.

Well, it maxes out at 4th evlel spells, but I think if we're swapping spontaneous casting and Med armor prof., then we can do it up to 9th level spells. The magus lets you add up to 14 spells of 1st through 6th at 19th, so with two class features swapped we should be fine. So we'll do as you suggested.

Apraham Lincoln wrote:
I would prefer to keep woodland stride somehow but dont know a level appropriate place to put it (prefered over imp uncanny dodge) as evasion, uncanny dodge and woodland stride are all kind of low level abilities....
Do you want to keep Woodland Stride over evasion? Or, we can just add Woodland Stride to the Rogue Talent list for this MCA?

I find it odd that the evasion ability is not on the rogue talent list (for those rogue archetypes that trade it away like mutagen being a discovery) otherwise i would say loss evasion to keep woodland stride and allow evasion yo be got with a rogue talent. Which way would make the most sense?

Otherwise i say yay, good to go

Actually WE do that with out MCAs. If a rogue loses Unc Dodge, Evasion, Imp Unc Dodge in swap outs, we let them choose them as Advanced Talents. We could easily allow the Crow Druid to Select it as a Talent, as Imp Evasion is already an advanced talent.


Crow Druid is on the wiki, so that means you're up with your Gun/Mnk Bandw2!


Pathfinder Lost Omens Subscriber

okay

So basically, he's more a gunslinger than a monk. and I still have no name for him, let's call him steve until we get a name.

things steve get's from monk: armor proficiencies, AC bonus(probably replace nimble), flurry of b(ullets)lows, movement speed(not actually sure if I care this last one gets added)

special things:

ability to use the light from gunfire as if it were a torch. Aka, until the end of his next turn any gun that has fired before or during his turn counts as a torch for visibility and lighting for only steve. as long as he shoots he has at least some light to see, and possibly later, give him the low light vision in conjunction with this ability.

can reload any number firearms, regardless of size, in place of performing an attack.(meant to be used with flurry)(any number is so 2 pistols still attack more often than 1 rifle, so possibly change it to 2 one-hand firearms or 1 two-hand firearm)

steve can effectively pistol whip as part of a flurry if he has grit points, but does not get the free "make a combat maneuver check to knock the target prone" unless he spends a grit point and does it as a standard action.

steve should get shot on the run as a deed, but if he has shot on the run and uses the deed, he can do a full normal attack during the movement.

steve can only flurry and gains AC bonus while unarmored as per norm.

I think flurry should swap for gun training. possibly swap some deeds out for some of the other stuff.

EDIT: wow, after some though, this guy is a gunslinger hunter, because his mechanics will allow him to just destroy other gunslingers.

also, maybe give him 3/4 bab during flurry (reverse of monk) so he isn't so deadly agaisnt touch ac with all those bullets.


I think simply dropping the touch ac to hit when flurrying kinda makes sense.


Pathfinder Lost Omens Subscriber
christos gurd wrote:
I think simply dropping the touch ac to hit when flurrying kinda makes sense.

that is definitely a simpler way of dealing with it.


Have it function as a Zen Archer's Flurry of Arrows?

Starting at 1st level, Steve can make a flurry of blows as a full-attack action, but only when using a gun (even though it is a ranged weapon). He may not make a flurry of blows with his unarmed attacks or any other weapons.


Pathfinder Lost Omens Subscriber
Taco Man wrote:

Have it function as a Zen Archer's Flurry of Arrows?

Starting at 1st level, Steve can make a flurry of blows as a full-attack action, but only when using a gun (even though it is a ranged weapon). He may not make a flurry of blows with his unarmed attacks or any other weapons.

it basically is already like that, but if he has grit he can pistol whip as well, mostly the problem is at close range he will fill someone with lead due to touch AC.

actually, the real problem is apparently 2 people are being quite on the fact that it is called steve. :P


Perhaps Steve should get monk abilities as Deeds, costing Grit? Hail of Bullets = Deadeye, Bullets of the Mind* = Startling Shot, Reflexive Shot = Bleeding Wound, Trick Shot = Expert Reload, Abundant Step = Evasive, Deadshot

*Ki Arrows, applied to bullets. Spend 1 Grit to deal damage equal to a monk of equivalent level's unarmed strike with a bullet or pistol-whip, in place of the gun's usual base damage.

Evasion, Perfect Strike, Fast Movement, Slow Fall, High Jump, Wushu Gunslinging (Zen Archery), = Gun Training 1-4, Nimble

Bonus Feats = Grit Feats + Combat Reflexes, Dodge, Far Shot, Point-Blank Shot, Precise Shot, Improved Precise Shot, Manyshot, Mobility, Parting Shot, Improved Critical, Pinpoint Targeting, and Shot on the Run.

I also feel like Steve should have his name changed to Wushu Cowboy, Wushu Gunman, etc. Something tied to Wushu. Or "The One". I dunno why, but I picture alot of Matrix/Wushu-Style flying around, Gun-Kata, Mobility Emphasis.


Those ideas seem good Elghy? Band?


#THE WHISPERER

First, haven't even looked at the Gun/Alc, been busy with the Whisperer. I've done a bunch of work, fiddled with swaps and balances, etc, and have come up with the following.

Essentially, we've reduced wild shape to 6/day, removed elemental and plant forms, and added in magic beast forms (Int 1 or 2 only), and added in a bunch of performances and speka with animal and speak with plants. Also moved Nature bond to 4th, giving it an effective druid level -3 like a ranger.

Also created its own spell list (6th level). Pretty much, all the performances (reduced as to rounds gained) replace the loss of 7th/8th/9th level spells and the nature bond move to 4th. These aren't listed in descriptions as "X replacing Y ability" because she hasn't gains diminished spellcasting, but went from full caster to hybrid caster (6th). Swaps aren't included in the write up when this happens (FYI).

The speaking abilities replace 3 daily uses of wild shape.

So, here it is.

ANIMAL WHISPERER:

Plants and animals have a language that scant few creatures can understand, let alone speak. Animal whisperers are what many jokingly refer as a side order of druids. They understand the ways of nature, but approach it with a certain wild joy that sometimes is at odds with the more stern approach of most other druidic circles. Animal whisperers feel a certain kinship with the beasts of the land more than with the plants and the earth. As such, their sympathy allows them to sing with an animal’s voice, and the animals join in with pleasure. However, unlike most other druids, animal whisperers have little qualms with the civilized world, as long as they do not witness the mistreatment of animals. Thus, they serve as superb teamsters, falconers, handlers and trainers, and are often found traveling to farmlands and other places where people may have trouble with animals, using their array of skills to smooth strained relationships between hunter and prey, or master and herd.

Primary Class: Druid.
Secondary Class: Bard.
Alignment: Any.
Hit Dice: d8.

Bonus Skills and Ranks: The animal whisperer selects three bard skills to add to her class skills in addition to the normal druid class skills, once of which must be Perform. The whisperer gains a number of ranks at each level equal to 4 + Int modifier.

Weapon and Armor Proficiency: The animal whisperer is proficient with all simple weapons, and with all natural attacks (claw, bite, and so forth) of any form that she assumes with her wild shape. The animal whisperer is proficient with light and medium armor but is prohibited from wearing metal armor; thus, she may wear only padded, leather, or hide armor. An animal whisperer may also wear wooden armor that has been altered by the ironwood spell so that it functions as though it were steel. An animal whisperer is proficient with shields (except tower shields) but must use only wooden ones. An animal whisperer who wears prohibited armor or uses a prohibited shield is unable to cast animal whisperer spells or use any of her supernatural or spell-like class abilities while doing so for 24 hours.

Wild Performance: An animal whisperer has a singular affinity towards nature. As such, she is trained to use the Performance skill to create magical effects on animal and plant life, including herself is desired. This functions like the bard’s bardic performance ability, except for the following changes. An animal whisperer can use wild performance for a number of rounds per day equal to 4 + her Charisma modifier, but gains only 1 additional round of performance per day at each level after 1st, instead of the usual 2 additional rounds per day. Each round, the animal whisperer can produce any wild performances that she has mastered, as indicated by her level. Each wild performance has audible visual components, or both, as usual.

An animal whisperer gains the following wild performances.

Call of the Wild (Su): At 1st level, an animal whisper can use wild performance to call 1d3 Tiny or smaller animals of a particular type she designates (provided their total CR is less than or equal to her caster level) to seek her out. The called animals must all be the same type of creature, such as bats, lizards, monkey’s rats, ravens, toads, or weasels. These animals move towards the animal whisperer under their own power and arrive within 1d4 rounds. The animal whisper must continue this performance during these rounds. Once the animals arrive, they remain for as long as the performance continues, plus a number of additional rounds equal to half the animal whisper’s level once the performance ends. Animals called in this way willingly perform one trick, such as attack, defend, or fetch, as if the animal whisperer had taught them to do so (see the Teach an Animal a Trick section of the Handle Animal skill description).

At 3rd level and every two levels thereafter, the number of animals an animal whisper can call increases by an additional 1d3. At 7th level, an animal whisperer can use this performance to call Small animals. Regardless of the size or type, all animals called in this way must be of the same type and their total CR must be less than or equal to her caster level.

Fascinate the Wild (Su): At 1st level, an animal whisperer can use her wild performance to cause one or more creatures to become fascinated with her. This functions like the bard’s fascinate bardic performance, except that the animal whisper can only use it to fascinated creatures of the animal and magical beast types with an Intelligence score of 1 or 2. Each creature to be fascinated must be within 90 feet, able to see and hear the animal whisperer, and capable of paying attention to her. The animal whisperer must also be able to see the creatures affected. The total number of HD worth of creatures that she fascinates is equal to 1/2 her animal whisperer level (minimum 1). The closest targets are selected first until no more targets within range can be affected. Each creature within range receives a Will save (DC 10 + 1/2 the animal whisperer’s level + the animal whisperer’s Charisma modifier) to negate the effect. At 6th level, an animal whisperer can use this performance to fascinate creatures of the plant type with an Intelligence score of 1 or 2. Fascinate relies on audible and visual components in order to function.

Bolstering Voice (Su): At 3rd level, an animal whisperer can use wild performance to remove unfavorable conditions from her allies. At 3rd level, she can spend one round of performance to remove the fascinated or shaken condition. At 6th level, she can spend two continuous rounds of performance to remove the confused, fatigued, or frightened condition. At 9th level, she can spend three continuous rounds of performance to remove the exhausted or panicked condition. The animal whisperer can affect a number of allies equal to her Charisma modifier. This ability is a language-dependent ability and relies on audible components.

Dominate Animal (Sp): At 6th level, an animal whisperer can use wild performance to dominate one animal (as per the dominate animal spell) that she has already fascinated (see above). Using this ability does not disrupt the fascinate effect, but it does require a standard action to activate (in addition to the free action to continue the fascinate effect). An animal whisperer can use this ability more than once against an individual creature during an individual performance. A Will saving throw (DC 10 + 1/2 animal whisperer’s level + the animal whisperer’s Charisma modifier) negates the effect. This ability affects only a single creature (but see mass dominate animal below). Dominate animal is an enchantment (compulsion), mind-affecting, language-dependent ability and relies on audible components.

Healing Voice (Su): At 12th level, an animal whisperer can use her wild performance to snatch allies from the brink of death. For each round that the performance continues, all allies within 30 feet immediately stabilize and are healed for a number of hit points equal to 1d6 points + the animal whisperer’s Constitution modifier, up to a total of 4d6 hit points of damage. Once a creature benefits from this performance, it cannot benefit from that animal whisperer’s healing vopice again for 24 hours.

Wild Ferocity (Su): At 14th level, an animal whisperer can use wild performance to compel animals to protect her. All animals within 30 feet are subject to the rage spell and gain a +2 morale bonus to Strength and Constitution, a +1 morale bonus on Will saves, and a -2 penalty to AC for as long as the performance continues. Creatures affected by this ability do not become fatigued when the performance ends. Wild ferocity is an enchantment (compulsion), emotion, mind-affecting, language-dependent ability and relies on audible components.

Mass Dominate Animals (Sp): This functions like dominate animal, but allows an animal whisperer of 18th level or higher to dominate any number of animals, the total number of which cannot exceed a number of Hit Dice equal to her animal whisperer level. Mass dominate animal is an enchantment (compulsion), mind-affecting, language-dependent ability and relies on audible components.

Irresistible Compulsion (Su): At 20th level, an animal whisperer can expend 6 rounds of wild performance to designate an object or location to emanate magical vibrations that attract (as per the sympathy spell) or repel (as per the antipathy spell) a specific type of creature. A Will saving throw (DC 10 + 1/2 animal whisperer’s level + the animal whisperer’s Charisma modifier) negates the effect. This ability can only affect creatures of the animal, magical beast, or plant types, and only one creature type can be affect at a time. Irresistible compulsion is an enchantment (compulsion), emotion, mind-affecting, language-dependent ability and relies on audible components.

Speak with Animals (Sp): At 2nd level, an animal can speak with animals at will. This ability and speak with plants replace wild shape 2/day, 5/day and 8/day.

Nature Bond (Su): This ability functions like the druid ability of the same name except that the animal whisperer’s effective druid level is equal to her animal whisperer level –3.

Wild Shape (Su): This is exactly like the druid ability of the same name, except for the following changes. An animal whisperer can use wild shape once per day at 4th level, and an additional time per day every tree levels thereafter, up to a maximum of six times per day at 19th level.

At 8th level, an animal whisperer can change into a Small or Medium magical beast with an intelligence score of 1 or 2. When taking the form of animals or magical beasts, an animal whisperer's wild shape now functions as beast shape III.

At 10th level, an animal whisperer can use wild shape to change into a Tiny or Large magical beast with an intelligence of 1 or 2.

At 12th level, an animal whisperer can use wild shape to change into a Huge magical beast with an intelligence of 1 or 2. When taking the form of magical beasts, an animal whisperer's wild shape now functions as beast shape IV. The animal whisperer does not gain the ability to wild shape into an elemental or plant creature.

Speak with Plants (Sp): At 6th level, an animal whisperer can speak with plants at will.

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

1st +0 +0 +2 +2 Call of the wild, fascinate the wild, nature sense, orisons, 1 — — — — —
wild empathy, wild performance
2nd +1 +0 +3 +3 Speak with animals, woodland stride 2 — — — — —
3rd +2 +1 +3 +3 Bolstering voice, trackless step 3 — — — — —
4th +3 +1 +4 +4 Nature bond, resist nature’s lure, wild shape (1/day) 3 1 — — — —
5th +3 +1 +4 +4 Speak with plants 4 2 — — — —
6th +4 +2 +5 +5 Dominate animal 4 3 — — — —
7th +5 +2 +5 +5 Wild shape (2/day) 4 3 1 — — —
8th +6/+1 +2 +6 +6 4 4 2 — — —
9th +6/+1 +3 +6 +6 Venom immunity 5 4 3 — — —
10th +7/+2 +3 +7 +7 Wild shape (3/day) 5 4 3 1 — —
11th +8/+3 +3 +7 +7 5 4 4 2 — —
12th +9/+4 +4 +8 +8 Healing voice 5 5 4 3 — —
13th +9/+4 +4 +8 +8 A thousand faces, wild shape (4/day) 5 5 4 3 1 —
14th +10/+5 +4 +9 +9 Wild ferocity 5 5 4 4 2 —
15th +11/+6/+1 +5 +9 +9 Timeless body 5 5 5 4 3 —
16th +12/+7/+2 +5 +10 +10 Wild shape (5/day) 5 5 5 4 3 1
17th +12/+7/+2 +5 +10 +10 5 5 5 4 4 2
18th +13/+8/+3 +6 +11 +11 Mass dominate animal 5 5 5 5 4 3
19th +14/+9/+4 +6 +11 +11 Wild shape (6/day) 5 5 5 5 5 4
20th +15/+10/+5 +6 +12 +12 Irresistible compulsion 5 5 5 5 5 5

ANIMAL WHISPERER SPELL LIST:

Animal whisperers gain access to the following spells.

0th-Level Animal Whisperer Spells—create water, dancing lights, detect magic, detect poison, guidance, know direction, light, lullaby, message, purify food and drink, read magic, resistance, sift, stabilize, unwitting ally, virtue.

1st-Level Animal Whisperer Spells—adoration, ant haul, anticipate peril, aspect of the falcon, blend, borrow skill, bristle, call animal, calm animals, charm animal, chord of shards, commune with birds, compel hostility, comprehend languages, confusion (lesser), cultural adaptation, cure light wounds, deadeye’s lore, detect animals or plants, detect charm, diagnose disease, ear-piercing scream, endure elements, enhance water, entangle, expeditious retreat, faerie fire, feather fall, feather step, forced quiet, frostbite, goodberry, hide from animals, horn of pursuit, invigorate, jump, keen senses, lighten object, longstrider, magic fang, nereid’s grace, obscuring mist, pass without trace, play instrument, read weather, remove fear, remove sickness, restful sleep, shillelagh, sleep, solid note, speak with animals, summon minor ally, summon nature’s ally I, toilsome chant, whispering lore,

2nd-Level Animal Whisperer Spells—aboleth’s lung, accelerate poison, acute senses, animal aspect, animal messanger, animal trance, aspect of the bear, barkskin, bear’s endurance, bestow insight, blood biography, bull’s strength, cacophonous call, carry companion, cat’s grace, certain grip, compassionate ally, cure moderate wounds, defoliate, delay disease, delay poison, determine depth, distracting cacophony, eagle eye, eagle’s splendor, enthrall, fog cloud, forest friend, fox’s cunning, fury of the sun, ghostbane dirge, glide, greensight, gust of wind, hold animal, hold person, honeyed tongue, misdirection, natural rhythm, owl’s wisdom, reduce animal, resist energy, restoration (lesser), savage maw, scent trail, silence, spider climb, stone call, suggestion, summon nature’s ally II, summon swarm, treeshape, warp wood, whispering wind, wilderness soldiers, wood shape.

3rd-Level Animal Whisperer Spells—animal aspect (greater), anthropomorphic animal, ape walk, badger’s ferocity, beast shape I, burrow, burst of nettles, call lightning, companion mind link, contagion, daylight, diminish plants, dominate animal, fungal infestation, heatstroke, invigorate (mass), lily pad stride, mad monkeys, magic fang (greater), nature’s exile, neutralize poison, nixie’s lure, plant growth, poison, protection from energy, quench, remove disease, sleet storm, speak with plants, stone shape, summon nature’s ally IV, vermin shape I, water breathing.

4th-Level Animal Whisperer Spells—absorb toxicity, animal growth, antiplant shell, aspect of the stag, aspect of the wolf, beast shape II, break enchantment, charm monster, command plants, commune with nature, confusion, control water, cure serious wounds, deep slumber, discordant blast, dispel magic, dominate person, earth glide, echolocation, forgetful slumber, freedom of movement, giant vermin, good hope, grove of respite, haunting choir, hold monster, ice storm, legend lore, reincarnate, repel vermin, reviving finale, serenity, shout, song of healing, sonic thrust, spike stones, stoneskin, summon nature’s ally V, thorn body, vermin shape II, virtuoso performance, wall of sound, witness, zone of silence.

5th-Level Animal Whisperer Spells—awaken, beast shape III, blessing of the salamander, call lightning storm, contagion (greater), control winds, cure critical wounds, deafening song bolt, death ward, eagle aerie, fire snake, foe to friend, frozen note, hallow, hymn of mercy, insect plague, ironwood, music of the spheres, raise animal companion, resonating word, rest eternal, snake staff, song of discord, stunning finale, summon nature’s ally II, transmute mud to rock, transmute rock to mud, treestride, unhallow, wall of fire, wall of thorns.

6th-Level Animal Whisperer Spells—animal shapes, animate plants, antilife shell, beast shape IV, charm monster (mass), control weather, creeping doom, deadly finale, dispel magic (greater), dust form, euphoric tranquility, find the path, fire seeds, heal, hymn of peace, liveoak, move earth, pied piping, repel wood, shout (greater), stone tell, summon nautre’s ally VIII, summon stampede, swarm skin, sympathetic vibration, transport via plants, wall of stone.


Taco Man wrote:
Those ideas seem good Elghy? Band?

As deeds might be good. However, as Flurry is essentially 3 feats, Hail of bullets would need to replace Deadeye deed plus 2 other deeds, like one from 7th and 15th (as the Two-Weaponfighting feats are 8th and 15th). I'll have to look the rest over tomorrow.

@Hail of Bullets: I think Christos has it right, it should be normal attacks, no touch AC at all, as its has to do with speed and and creating a wall of lead. Then we can just leave it at its normal attack progression, since it's not hitting touch AC.

My Mystic Pistoleer has a Hail of Bullets ability, but it's done differently. I think removing the touch AC for a Flurry/Hail of Bullets with guns is a good way to go. Might even change mine to that, especially if it limits it to only guns, no blows with unarmed attacks. Though, mine still has unarmed strikes, so I may just leave mine and rename the ability. We'll see.


Why hello. Would I be able to call dibs on the skald/ investigator MCA. I have an idea for a *surveyor. Though I'll have to wait until the classes come out to flesh it out.


Pathfinder Lost Omens Subscriber
Taco Man wrote:

Perhaps Steve should get monk abilities as Deeds, costing Grit? Hail of Bullets = Deadeye, Bullets of the Mind* = Startling Shot, Reflexive Shot = Bleeding Wound, Trick Shot = Expert Reload, Abundant Step = Evasive, Deadshot

*Ki Arrows, applied to bullets. Spend 1 Grit to deal damage equal to a monk of equivalent level's unarmed strike with a bullet or pistol-whip, in place of the gun's usual base damage.

Evasion, Perfect Strike, Fast Movement, Slow Fall, High Jump, Wushu Gunslinging (Zen Archery), = Gun Training 1-4, Nimble

Bonus Feats = Grit Feats + Combat Reflexes, Dodge, Far Shot, Point-Blank Shot, Precise Shot, Improved Precise Shot, Manyshot, Mobility, Parting Shot, Improved Critical, Pinpoint Targeting, and Shot on the Run.

I also feel like Steve should have his name changed to Wushu Cowboy, Wushu Gunman, etc. Something tied to Wushu. Or "The One". I dunno why, but I picture alot of Matrix/Wushu-Style flying around, Gun-Kata, Mobility Emphasis.

except he isn't very monky, he just get's flurry and some of the mechanics for how he get's AC. He also, isn't about accuracy, so things like deadly aim or perfect strike, shouldn't really be gotten free. P.S. I also don't really zen archer, so I don't really know what they get.

He should Want to get up in your face with his guns. hence the movement bonus and the shot on the run thingy. he seems like an anti-ranged character character. he can attack someone attacking at range while his AC bonus effects touch AC, and then get in their face and try to ruin him. he also, can sort of kite enemies.

so he does probably want point blank master with any firearm.

oh right, another thing, I wanted him to be able to disarm guns and then use them on the same turn or as part of the same flurry.

some inspiration


Yuri Clovershield wrote:
Why hello. Would I be able to call dibs on the skald/ investigator MCA. I have an idea for a *surveyor. Though I'll have to wait until the classes come out to flesh it out.

Welcome to the thread Yuri, and thanks for making this thread your first place ever to post!!!

I do believe the skald/investigator MCA slot is open for you. Elghinn will correct me if I am incorrect.

Understand that we are going to let the ACG classes simmer for a little while and not jump on any MCAs with them for a little while after the book releases.

Until then, by all means sit back and enjoy (or continue to enjoy) the thread and brainstorming, and of course feel free to pipe up or chip in with any and all observations or advice.


Yuri Clovershield wrote:
Why hello. Would I be able to call dibs on the skald/ investigator MCA. I have an idea for a *surveyor. Though I'll have to wait until the classes come out to flesh it out.

Welcome, Yuri, and you are in the queue. As OSW has said, feel free to jump in with any current MCAs we're working on, otherwise sit back and enjoy until the ACG MCAs start, likely in late Sept/early Oct would be my guess.


#STEVE
I'll take a look at all the comments and see what I can piece together for a first draft.


Thanks and I don't mind the wait. Anyways for the animal whisperer why is speak with plants there? It doesn't seem to make much sense when looking at the other abilities. Wouldn't being able to speak with magical beast or detect animal at-will make more thematic sense? Looks pretty good though.


Could we get a queueueue update maybe? think the last big one was in the last forum.


Man, I don't think this thing's gonna run outta steam 'til well after this Pathfinder Ed Dies....'til be awhile....

Dark Archive

Yuri Clovershield wrote:
Thanks and I don't mind the wait. Anyways for the animal whisperer why is speak with plants there? It doesn't seem to make much sense when looking at the other abilities. Wouldn't being able to speak with magical beast or detect animal at-will make more thematic sense? Looks pretty good though.

Well actually given the original fluff for The Whisperer (not Animal Whisper) it includes both... it is just there is less focus on plants then animals. With a bond being formed with animals and beasts but having plants still play a part. More I am taking this from a 2n Edition D&D multiclass. I thought allowing for both to be included would allow for a bit more variety for more focused MCA.


1 person marked this as a favorite.
JonathonWilder wrote:
Well actually given the original fluff for The Whisperer (not Animal Whisper) it includes both... it is just there is less focus on plants then animals. With a bond being formed with animals and beasts but having plants still play a part. More I am taking this from a 2n Edition D&D multiclass. I thought allowing for both to be included would allow for a bit more variety for more focused MCA.

Sooo, what do you think of the first draft Jon? If you want it less specific to animals but more nature, we can rename it the Wild Whisperer or Nature Whisperer. What about the performances?


Taco Man wrote:
Man, I don't think this thing's gonna run outta steam 'til well after this Pathfinder Ed Dies....'til be awhile....

Unless I run out of steam. :D

Here's a queue update for T!

QUEUE UPDATE
The Whisperer – Drd/Brd (JonathonWilder)
“Name” – Gun/Mnk (Bandw2)
Heretic Priest – Rog/Clr (Elghinn
Xenocite Assailant – ?/? (OSW)
Possessed Prophet – Oracle/Witch (Bardess)
Warrior Poet – Rgr/Brd (Starfox)*
“Name” – Gun/Class or Class/Gun (Christos Gurd)
Occult Porcupine – Magu/Wtc (Lindley Court)
Old Wiki MCA (Hallowed Gunman)
Powder Bomber – Gun/Alc (Tyrannical)
Elemental Envoy – Drd/Ora (Apraham Lincoln)
Faceless Thrall/Slime Lord – Drd/Anp (Taco Man)

Dark Archive

Elghinn Lightbringer wrote:
Sooo, what do you think of the first draft Jon? If you want it less specific to animals but more nature, we can rename it the Wild Whisperer or Nature Whisperer. What about the performances?

Huh? Confused... before looking back and realizing I had missed the first draft. Give me a moment to read through it, seems I didn't see your first write up.


Jonathan Wilder wrote:


Well actually given the original fluff for The Whisperer (not Animal Whisper) it includes both... it is just there is less focus on plants then animals. With a bond being formed with animals and beasts but having plants still play a part. More I am taking this from a 2n Edition D&D multiclass. I thought allowing for both to be included would allow for a bit more variety for more focused MCA.

That makes sense just thought I'd throw it in, as it was the only plant ability I saw.

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