Multiclass Archetypes VIII: MCAs Unlimited


Homebrew and House Rules

151 to 200 of 1,033 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Dark Archive

@Elghinn
Yes a name change is in order as even with the performances there is more to the MCA then just animals. Lets go with Nature Whisperer for now.

I admit, I am having trouble finding something that I feel must be changed. You seemed to cover all the points I desired and put together an annoyingly well done first draft.

No wait, I can come up with one thing. The Call of the Wild performance. I would like to see it scale when it comes to size more with level... perhaps up to medium creatures or is that too much to ask? Or perhaps you only had it go up to Small animals at 7th level because other performances or spells take care of larger animals/creatures?

Also, I was wondering it there could be a performance that controls plant growth and movement?

All in all, your experiance in this shines through, making it hard for me to offer any strong complaint or critism... again though maybe I am too easy to please.


OK, here's the first draft of "Steve". We need more "Z" names for MCAs, so went with the following. Still need a flavor blurp.

ZEN GUNMAN:

Primary Class: Gunslinger.
Secondary Class: Monk.
Alignment: Any.
Hit Dice: d10.

Bonus Skills and Ranks: The zen gunman selects three monk skills to add to her class skills in addition to the normal gunslinger class skills. The zen gunman gains a number of ranks at each level equal to 4 + Int modifier.

Weapon and Armor Proficiency: The zen gunman is proficient with all simple and martial weapons, and with all firearms.

Fast Movement (Ex): A zen gunman’s land speed is faster than the norm for her race by +10 feet. This benefit applies only when she is wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying the zen gunman's speed because of any load carried or armor worn. This bonus stacks with any other bonuses to the zen gunman's land speed. This ability replaces light armor proficiency.

Deeds: A zen gunman swaps six deeds for the following deeds.

Hail of Bullets (Ex): At 1st level, as long as a zen gunman has at least 1 grit point, she can make a hail of bullets as a full-attack action, but only when using a firearm (even though it is a ranged weapon). When making a hail of bullets attack, the zen gunman can reload and discharge her firearm with tremendous speed, allowing her to make her hail of bullets attack. She may not make a hail of bullets with any other weapons. A zen gunman resolves all attacks with her hail of bullets against her target’s normal AC instead of touch AC. Also, she does not apply her Strength bonus on damage rolls made with hail of bullets. A zen gunman’s hail of bullets otherwise functions as a normal flurry of blows for a monk of her level. A zen gunman cannot use Rapid Shot or Manyshot when making a hail of bullets with her firearm. This deed replaces the deadeye, targeting, and menacing shot deeds.

Flash Vision (Ex): At 3rd level, as long as the zen gunman has at least 1 grit point, whenever a firearm is discharged in dim light or darkness, the muzzle flash creates an after image in her mind. The zen gunman is considered to have darkvision until the end of her next turn. If the zen gunman already has darkvision, her range increases by 30 feet until the end of her next turn. This deed replaces the utility shot deed.

Gun-Kata (Ex): At 7th level, as long as zen gunman has 1 grit point, she can attempt either a disarm, feint, steal, trip, or sunder combat maneuver in place of a firearm attack (including her hail of bullets) and is considered to have the following feats when attempting these combat maneuvers: Improved Disarm, Improved Feint, Improved Steal, Improved Sunder, Improved Trip. Alternatively, a zen gunman can spend 1 grit point to gain the benefits of one of the following feats for 1 round: Disengaging Feint, Disengaging Shot, Greater Disarm, Greater Steal, Greater Sunder, Ki Throw.

In addition, as long as the zen gunman has at least 1 grit point, she can make a pistol-whip melee attack (see the Pistol-Whip deed) in place of a firearm attack as part of her hail of bullets attack. The zen gunman uses the hail of bullets attack bonus and must be within melee range of the target to make this attack. This deed replaces startling shot deed.

Zen Bullets (Su): At 7th level, a zen gunman can spend 1 grit to increase her firearm’s damage dice by one category until the end of her next turn. This increased damage is dependent on the firearm’s initial damage dice (see Table: Zen Bullets Damage below). This deed cannot be used with the hail of bullet deed. This deed replaces the dead shot deed.

Table: Zen Bullets Damage
Base Firearm Damage
Level 1d4 1d6 1d8 1d12

7th-10th 1d6 1d8 1d10 2d8
11th-14th 1d8 1d10 2d6 3d6
15th-18th 1d10 2d6 2d8 3d8
19th-20th 2d6 2d8 3d6 4d6

Shot on the Run (Ex): At 11th level, a zen gunman can spend 1 grit point to move up to her speed and make a single firearm attack at any point during her movement as a full-round action. If the zen gunman has the Shot on the Run feat, she can move her speed and make a full-attack action at any point during her movement as a full round action. This deed replaces the bleeding wounds deed.

Ki Grit (Ex or Su): This is exactly like the gunslinger’s grit ability. In addition, as long as the zen gunman has at least 1 grit point, she can make a ki strike with her firearm attacks.

• At 5th level, ki strike allows her firearm attacks to be treated as magic weapons for the purpose of overcoming damage reduction.
• At 9th level, her firearm attacks are also treated as cold iron and silver for the purpose of overcoming damage reduction.
• At 13th level, her firearm attacks are also treated as aligned (chaotic, evil, good, or lawful) weapons for the purpose of overcoming damage reduction.
• At 17th level, her firearm attacks are treated as adamantine weapons for the purpose of overcoming damage reduction and bypassing hardness.

By spending 1 point from his ki pool, a monk can do one of the following:

• Make one additional firearm attack at her highest attack bonus when making a hail of bullets attack, or
• Increase her speed by 20 feet for 1 round, or
• Give himself a +4 dodge bonus to AC for 1 round.

Each of these powers is activated as a swift action. The zen gunman’s ki grit is replenished each morning. She can also regain grit in the same way as a gunslinger.

AC Bonus (Ex): At 2nd level, a zen gunman gains the monk’s AC bonus ability. At 6th level, a zen gunman gains a +1 bonus to her AC and CMB. This bonus increases by +1 every four levels thereafter, up to a maximum of +4 at 18th level. This ability replaces nimble.

Bonus Feats: A zen gunman’s bonus feats must be taken from the following list: Combat Reflexes, Deft Shootist Deed, Dodge, Extra Grit, Far Shot, Leaping Shot Deed, Point-Blank Shot, Precise Shot, Rapid Shot, and Ricochet Deed.

At 8th level, the following feats are added to the list: Cluster Shot, Focused Shot, Improved Precise Shot, Manyshot, Mobility, Parting Shot, and Snap Shot.

At 12th level, the following feats are added to the list: Disengaging Shot, Impact Critical Shot, Improved Critical, Improved Snap Shot, Pinpoint Targeting, Shot on the Run, and Signature Deed.

A zen gunman need not have any of the prerequisites normally required for these feats to select them. These feats replace the gunslinger’s normal bonus feats.

Table: Zen Gunman
Base
Class Attack Fort Ref Will
Level Bonus Save Save Save Special Hail of Bullets

1st +1 +0 +2 +2 Deeds, fast movement, gunsmith, ki grit –1/–1
2nd +2 +0 +3 +3 AC bonus (Wisdom) +0/+0
3rd +3 +1 +3 +3 Deeds +1/+1
4th +4 +1 +4 +4 Bonus feat +2/+2
5th +5 +1 +4 +4 Ki grit (magic) +3/+3
6th +6/+1 +2 +5 +5 AC bonus (+1) +4/+4/–1
7th +7/+2 +2 +5 +5 Deeds +5/+5/+0
8th +8/+3 +2 +6 +6 Bonus feat +6/+6/+1/+1
9th +9/+4 +3 +6 +6 Ki grit (cold iron and silver) +7/+7/+2/+2
10th +10/+5 +3 +7 +7 AC bonus (+2) +8/+8/+3/+3
11th +11/+6/+1 +3 +7 +7 Deeds +9/+9/+4/+4/–1
12th +12/+7/+2 +4 +8 +8 Bonus feat +10/+10/+5/+5/+0
13th +13/+8/+3 +4 +8 +8 Ki grit (aligned) +11/+11/+6/+6/+1
14th +14/+9/+4 +4 +9 +9 AC bonus (+3) +12/+12/+7/+7/+2
15th +15/+10/+5 +5 +9 +9 Deeds +13/+13/+8/+8/+3/+3
16th +16/+11/+6/+1 +5 +10 +10 Bonus feat +14/+14/+9/+9/+4/+4/–1
17th +17/+12/+7/+2 +5 +10 +10 Ki grit (adamantine) +15/+15/+10/+10/+5/+5/+0
18th +18/+13/+8/+3 +6 +11 +11 AC bonus (+4) +16/+16/+11/+11/+6/+6/+1
19th +19/+14/+9/+4 +6 +11 +11 Deeds +17/+17/+12/+12/+7/+7/+2
20th +20/+15/+10/+5 +6 +12 +12 Bonus feat, true grit +18/+18/+13/+13/+8/+8/+3


JonathonWilder wrote:

@Elghinn

Yes a name change is in order as even with the performances there is more to the MCA then just animals. Lets go with Nature Whisperer for now.

I admit, I am having trouble finding something that I feel must be changed. You seemed to cover all the points I desired and put together an annoyingly well done first draft.

No wait, I can come up with one thing. The Call of the Wild performance. I would like to see it scale when it comes to size more with level... perhaps up to medium creatures or is that too much to ask? Or perhaps you only had it go up to Small animals at 7th level because other performances or spells take care of larger animals/creatures?

Also, I was wondering it there could be a performance that controls plant growth and movement?

All in all, your experiance in this shines through, making it hard for me to offer any strong complaint or critism... again though maybe I am too easy to please.

I added in Medium animals at 11th. As for plant growth/control, there really isn't any room for another performance. That can be done with spells. Unless you want to get rid of healing voice for a performance like that? Or we can swap out venom immunity and a thousand faces for a 9th level plant growth/control performance?

Dark Archive

@Elghinn Hmm, I would rather not give up either Healing Voice or Venom Immunity... yes lets leave it to spells then.

Anyone like to comment on the MCA?


JonathonWilder wrote:

@Elghinn Hmm, I would rather not give up either Healing Voice or Venom Immunity... yes lets leave it to spells then.

Anyone like to comment on the MCA?

Sounds good!

Yes, additional feedback would be nice.


Wow, dead thread.


Pathfinder Lost Omens Subscriber
Elghinn Lightbringer wrote:

OK, here's the first draft of "Steve". We need more "Z" names for MCAs, so went with the following. Still need a flavor blurp.

** spoiler omitted **...

I didn't want Ki grit, He's a gunslinger, not a monk. I just wanted him to flurry and run around in clothing. He has to deal with buying his variety of bullets and guns just as much as the next guy.

otherwise it's pretty good. though, I want his name to have a more religious connotation I think, than zen gunman, or at least dedication. Oh, and maybe restrict them to lawful alignments like monks, or at least non-chaotics.

"The NAME_HERE is a gunslinger who realized when he started his training, that getting as many rounds out in a given amount of time as you can is crucial, and then took that to the next level. They hone their skills to the enth degree allowing them to possess gain reflexes and the knowledge necessary to reload their firearms in a flash. Name_HERE usually specializes in superb mental focus along with quick reflexes to allow them to gain this level of skill and precision."

also, I've recently started work, so I can't visit as often as I used to. :P


Maybe grammaton gunman, in honor of equilibrium?


Bandw2 wrote:

I didn't want Ki grit, He's a gunslinger, not a monk. I just wanted him to flurry and run around in clothing. He has to deal with buying his variety of bullets and guns just as much as the next guy.

otherwise it's pretty good. though, I want his name to have a more religious connotation I think, than zen gunman, or at least dedication. Oh, and maybe restrict them to lawful alignments like monks, or at least non-chaotics.

"The NAME_HERE is a gunslinger who realized when he started his training, that getting as many rounds out in a given amount of time as you can is crucial, and then took that to the next level. They hone their skills to the enth degree allowing them to possess gain reflexes and the knowledge necessary to reload their firearms in a flash. Name_HERE usually specializes in superb mental focus along with quick reflexes to allow them to gain this level of skill and precision."

also, I've recently started work, so I can't visit as often as I used to. :P

So, you want no bypassing DR or ability to make an extra attack, extra speed, etc? that only leaves AC bonus and hail of bullets from the monk. So put Gun Training back? What do others think.

Acetic, Devoted, Dedicated...Gunman?


Pathfinder Lost Omens Subscriber
christos gurd wrote:
Maybe grammaton gunman, in honor of equilibrium?

in all honesty i just like the idea too much to say no.

and mostly, I just don't want him to be related to Ki or to give his guns magical powers. I guess Guntraining could be worked back in, I thought it was traded for flurry, but you swapped something else for it.


OK, renamed it Grammaton Gunman, and replaced the ki grit stuff at 5th/9th/13th/17th with an improved Fast Movement. Fleet Foot is a feat that adds +5 to land speed, and I think each increment of Gun Training is equal to a a feet. Thus the 5 ft. increase to Fast Movement at each increment.

Fast Movement (Ex): A grammaton gunman’s land speed is faster than the norm for her race by +10 feet. At 5th level and every four levels thereafter, this bonus increases by an additional +5 feet, to a maximum of +30 feet at 17th level. This benefit applies only when she is wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying the grammaton gunman's speed because of any load carried or armor worn. This bonus stacks with any other bonuses to the grammaton gunman's land speed. This ability replaces light armor proficiency and gun training.

Table now looks like this.

Table: Grammaton Gunman
Base
Class Attack Fort Ref Will
Level Bonus Save Save Save Special Hail of Bullets

1st +1 +0 +2 +2 Deeds, fast movement (+10 ft.), grit, gunsmith –1/–1
2nd +2 +0 +3 +3 AC bonus (Wisdom) +0/+0
3rd +3 +1 +3 +3 Deeds +1/+1
4th +4 +1 +4 +4 Bonus feat +2/+2
5th +5 +1 +4 +4 Fast movement (+15 ft.) +3/+3
6th +6/+1 +2 +5 +5 AC bonus (+1) +4/+4/–1
7th +7/+2 +2 +5 +5 Deeds +5/+5/+0
8th +8/+3 +2 +6 +6 Bonus feat +6/+6/+1/+1
9th +9/+4 +3 +6 +6 Fast movement (+20 ft.) +7/+7/+2/+2
10th +10/+5 +3 +7 +7 AC bonus (+2) +8/+8/+3/+3
11th +11/+6/+1 +3 +7 +7 Deeds +9/+9/+4/+4/–1
12th +12/+7/+2 +4 +8 +8 Bonus feat +10/+10/+5/+5/+0
13th +13/+8/+3 +4 +8 +8 Fast movement (+25 ft.) +11/+11/+6/+6/+1
14th +14/+9/+4 +4 +9 +9 AC bonus (+3) +12/+12/+7/+7/+2
15th +15/+10/+5 +5 +9 +9 Deeds +13/+13/+8/+8/+3/+3
16th +16/+11/+6/+1 +5 +10 +10 Bonus feat +14/+14/+9/+9/+4/+4/–1
17th +17/+12/+7/+2 +5 +10 +10 Fast movement (+30 ft.) +15/+15/+10/+10/+5/+5/+0
18th +18/+13/+8/+3 +6 +11 +11 AC bonus (+4) +16/+16/+11/+11/+6/+6/+1
19th +19/+14/+9/+4 +6 +11 +11 Deeds +17/+17/+12/+12/+7/+7/+2
20th +20/+15/+10/+5 +6 +12 +12 Bonus feat, true grit +18/+18/+13/+13/+8/+8/+3


Pathfinder Lost Omens Subscriber

it looks good, sorry about the lack of z archetypes though.


hmm... things that start with Z to use in pathfinder...

Zealous, Zealot, Zombie, Zodiac, Zen, Zephyr, Zero...

Harder than it looks...


Pathfinder Lost Omens Subscriber
Tyrannical wrote:

hmm... things that start with Z to use in pathfinder...

Zealous, Zealot, Zombie, Zodiac, Zen, Zephyr, Zero...

Harder than it looks...

#Zombie Master

Cleric/Summoner

flavor blurp: "'cause this be thriller"


"Zizzybalooba" (We'll see if anyone gets the reference)

Well, if there are no more comments on either the Gammaton Gunman or Nature Whisperer, let's move on.

Next up are

Heretic Priest – Rog/Clr (Elghinn
Xenocite Assailant – ?/? (OSW)

Here's my Heretic Priest. Wanted Starfox to get his Saint of Sinners done first before I posted my Rog/Clr MCA.

HERETIC PRIEST:

Numerous are those who follow the path of the thief. While most are numbered among the urchins of the streets, the downtrodden, or those down on their luck, some choose to enter this life of their own volition. Of these, there are fewer still that choose to employ their skills on behalf of the divine. These heretic priests use their divinely imbued power to infiltrate enemy sects, weeding out traitors among their own sect and obtaining the deeply hidden secrets of their enemies. While not as powerful as a true priest, the heretic priest can use their versatility to appear as enemy priests, even when interrogated by physical and magical means.

Primary: Rogue.
Secondary: Cleric.
Alignment: Any.
Hit Dice: d8.

Bonus Skills and Ranks: The heretic priest selects three cleric skills to add to his class skills in addition to the normal rogue class skills. The heretic priest gains a number of ranks at each level equal to 6 + Int modifier.

Weapon and Armor Proficiency: The heretic priest is proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, short sword, and her deity’s favored weapon. The heretic priest is proficient with light armor and with shields (except tower shields).

Orisons: A heretic priest can prepare a number of orisons, or 0-level spells, each day, as noted on Table: Heretic Priest under “Spells per day.” These spells are treated like any other spell, but they are not expended when cast and may be used again.

Spellcasting: At 1st level, a heretic priest gains the ability to cast a small number of divine spells which are drawn from the cleric spell list. A heretic priest must choose and prepare her spells in advance.

To prepare or cast a spell, a heretic priest must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a heretic priest's spell is 10 + the spell level + the heretic priest's Wisdom modifier.

Like other spellcasters, a heretic priest can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Heretic Priest. In addition, she receives bonus spells per day if she has a high Wisdom score. When Table: Heretic Priest indicates that the heretic priest gets 0 spells per day of a given spell level, she gains only the bonus spells she would be entitled to based on her Wisdom score for that spell level.

A heretic priest must spend 1 hour each day in quiet prayer and meditation to regain her daily allotment of spells. A heretic priest may prepare and cast any spell on the cleric spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation. A heretic priest’s caster level is equal to her heretic priest level –3 (minimum 1). This ability and orisons replace evasion, uncanny dodge, and improved uncanny dodge.

Expert Deception (Ex): At 1st level, a heretic priest adds her class level to any Bluff check made as part of a lie or deception. In addition, whenever she is subject to a spell or special ability that can discern whether or not he is telling the truth, she is automatically aware of such magic. She is not immune to such spells or abilities, but she can choose to remain silent or avoid answering questions. This ability replaces trapfinding.

Heretical Rites: At 1st level, a heretic priest gains the cleric’s domain ability, except that the heretic priest may only select one domain from her deity’s domain list, and gains access to the powers and spells of that domain. Heretic priests can select the Infiltration Domain, Stealth Domain, or the Trickery domain or any of their subdomains in place of one of her deity’s domains.

At 4th level, each day when the heretic priest prepares her spells, she may choose an alternate domain not on her deity’s domain list. This domain is chosen from the domain list of a deity whose church she is attempting to infiltrate, or the Infiltration, Stealth, or Trickery domains mentioned above. However, this domain cannot be an alignment domain that doesn’t match that of the heretic priest or her deity. For example, a lawful good heretic priest of a neutral good deity cannot choose the Chaos or Evil domain with this ability, but can select the Law domain even though her deity isn’t lawful. Granted powers from this alternate domain functions as if the heretic’s level, Wisdom, and Charisma were 2 lower than normal (minimum 1) in terms of effect, DC, and uses per day. This also means the heretic priest doesn’t gain the domain’s higher-level ability until 2 levels higher than normal. If this alternate domain grants additional class skills, the heretic priest gains these as normal.

When the heretic priest prepares her spells for the day, she can choose to substitute her alternate domain for her normal domain until the next time she prepares her spells. This ability replaces the rogue talents gained at 4th, 12th, 16th, and 20th level.

Misdirection (Sp): At 1st level, each day when the heretic priest prepares her spells, she may choose an alignment. She detects as that alignment as if she had used misdirection on a creature with that alignment (this does not change any divination results about her other than her alignment). This ability replaces trap sense.

Sneak Attack (Ex): This is exactly like the rogue ability of the same name, except that the heretic priest’s extra damage is 1d6 at 1st level, and increases by 1d6 at 3rd, 7th, 9th, 13th, 15th, and 19th level.

Versatile Channeling (Su): At 4th level, a heretic priest gains the supernatural ability to channel energy like a cleric a number of times per day equal to her Wisdom modifier. A heretic priest’s effective cleric level is equal to 1/2 her heretic priest level when channeling energy. This is a Charisma-based ability. In addition, each day when the heretic priest prepares her spells, she can choose to channel positive energy or negative energy. Her choice is dependent upon the church she is attempting to infiltrate, but is most often associated with the alignment chosen for her misdirection ability. Once chosen, it cannot be changed until the next time she prepares her spells. This ability replaces sneak attack +3d6, +6d6, and +9d6.

Heretical Lore (Ex): At 5th level, a heretic priest learns how to cast spells from an opposing church. A heretic priest can cast spells of an alignment opposed to her or her deity (ignoring the restriction in the Chaotic, Evil, Good, and Lawful Spells class ability). This ability replaces the rogue talent gained at 8th level.

Heretical Strike (Ex): This is exactly like the rogue’s master strike ability, except that that each time the heretic priest deals sneak attack damage or use her channel energy ability, she can choose to add one of the three effects granted by the master strike ability to her attack.

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

1st +0 +2 +0 +2 Expert deception, heretical rites, misdirection, — — — —
sneak attack +1d6
2nd +1 +3 +0 +3 Rogue talent — — — —
3rd +2 +3 +1 +3 Sneak attack +2d6 — — — —
4th +3 +4 +1 +4 Versatile channeling 0+1 — — —
5th +3 +4 +1 +4 Heretical lore 1+1 — — —
6th +4 +5 +2 +5 Rogue talent 1+1 — — —
7th +5 +5 +2 +5 Sneak attack +3d6 1+1 0+1 — —
8th +6/+1 +6 +2 +6 1+1 1+1 — —
9th +6/+1 +6 +3 +6 Sneak attack +4d6 2+1 1+1 — —
10th +7/+2 +7 +3 +7 Rogue talent 2+1 1+1 0+1 —
11th +8/+3 +7 +3 +7 2+1 1+1 1+1 —
12th +9/+4 +8 +4 +8 2+1 2+1 1+1 —
13th +9/+4 +8 +4 +8 Sneak attack +5d6 3+1 2+1 1+1 0+1
14th +10/+5 +9 +4 +9 Rogue talent 3+1 2+1 1+1 1+1
15th +11/+6/+1 +9 +5 +9 Sneak attack +6d6 3+1 2+1 2+1 1+1
16th +12/+7/+2 +10 +5 +10 3+1 3+1 2+1 1+1
17th +12/+7/+2 +10 +5 +10 4+1 3+1 2+1 1+1
18th +13/+8/+3 +11 +6 +11 Rogue talent 4+1 3+1 2+1 2+1
19th +14/+9/+4 +11 +6 +11 Sneak attack +7d6 4+1 3+1 3+1 2+1
20th +15/+10/+5 +12 +6 +12 Heretical strike 4+1 4+1 3+1 3+1

NEW DOMAIN:

Clerics that have Trickery as one of their deity’s domains can instead chose the new Infiltrator domain. The following new domain complements the Heretic Priest multiclass archetype.

INFILTRATION DOMAIN
Granted Powers: You are a master of infiltrating enemy sects and using unorthodox approaches to fulfill the edicts of your own faith.
Bluff, Disable Device, and Sleight of Hand are class skills.

Hand of the Deity: You add mage hand to your list of orisons.

Master of Deception (Su): You can deceive truth-detecting magic. Whenever a creature uses this sort of magic against you, you must succeed on a caster level check against a DC of 15 + your cleric level to succeed (as if she were under the effect of a glibness spell); failure means the magic doesn’t detect your lies or forces you to speak only the truth. This ability does not give you the glibness spell’s bonus on Bluff checks. This ability can be used as an immediate action. You can use this power a number of times each day equal to 3 + your Wisdom modifier.

Ranged Legerdemain (Su): At 8th level, you can use Disable Device and Sleight of Hand 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 you have at least 1 rank in the skill being used.

Domain Spells: 1st—disguise self, 2nd—undetectable alignment, 3rd—nondetection, 4th—geas (lesser), 5th—reprobation, 6th—legend lore, 7th—project image, 8th—euphoric tranquility, 9th—dominate monster.


Zealous Gunmen

Inquisitor/Gunslinger

A religious shooter. This seems like a good one to make as my first MCA.


Yuri Clovershield wrote:

Zealous Gunmen

Inquisitor/Gunslinger

A religious shooter. This seems like a good one to make as my first MCA.

Then you'll be up after mine or OSW's MCA is done.


Expert deception should probably be 1/2 level (minimum 1) then it would give the same bonus as trapfinding. and should probably also be to sense motive to detect lies if they are supposed to be weeding out traitors and that makes it affect two skills like trapfinding does. Otherwise it seems fine.


Elghinn Lightbringer wrote:

Then you'll be up after mine or OSW's MCA is done.

Yay! That should give me plenty of time.


Yuri Clovershield wrote:
Expert deception should probably be 1/2 level (minimum 1) then it would give the same bonus as trapfinding. and should probably also be to sense motive to detect lies if they are supposed to be weeding out traitors and that makes it affect two skills like trapfinding does. Otherwise it seems fine.

Done!


* Ping

Having some dental trouble, and I also got addicted to Wildstar, but still trying to keep in touch.


Elghinn Lightbringer wrote:

"Zizzybalooba" (We'll see if anyone gets the reference)

Well, if there are no more comments on either the Gammaton Gunman or Nature Whisperer, let's move on.

Next up are

Heretic Priest – Rog/Clr (Elghinn
Xenocite Assailant – ?/? (OSW)

Here's my Heretic Priest. Wanted Starfox to get his Saint of Sinners done first before I posted my Rog/Clr MCA.

** spoiler omitted **...

It looks good to me so far


Bardess wrote:
I called a Swashbuckler/Bard (Boastful Gallant) and a Slayer/Inquisitor (Sectary Sicary), for sure. When I see the final shaman, I'll decide with which other classes to couple it.

@Bardess: THIS post in the ACG thread mentions an inquisitor archetype called the Sanctified Slayer that gets sneak attack and slayer talents...


Apparently there is also a fighter with mutagen…and discoveries. Parallel design is….interesting. :)


# Xenocite Assailant

Because it starts with "X", and it ends with you being a pile of goo.

Right. So this was if folks remember a Gunslunging/Alchemist/Summoner freakout. I've revised it thematically, and I am for the first time, prepared to let other people's ideas influence the design path. Perhaps. :) If my awful ego can cope. I am a small, bitter person. ;)

Okay, so I'm thinking Samurai/Alchemist for this. It's a front-line warrior that wears a spear/harpoon-projecting harness and that is/can transform into a hulking brute, similar to my (much) earlier Physiomorph Marauder. I'm really wanting a more sci-fi lean to this, but I don't think I'm going to get it from this. Also no-one can reasonably pinpoint any Warframe inspiration here - I only saw my friend playing it for about 3 minutes.

1st:
- Projectile Harness (see below) for Challenge
- Xenoform (see below) for Mount
- Order of the Xeno – (see below)
- Resolve
2nd: Order of the Xeno ability
3rd: Bombstrike – Weapon Expertise mashed with Projectile Harness…, Projectile 2dx
4th: Discovery for mounted archer
5th : Banner, Projectile 3dx
6th: Discovery OR bonus feat
7th: Projectile 4dx
8th: Order ability
9th: Greater resolve
10th: Proejctile 5dx
11th: Honorable stand
12th: blah blah blah - nothing else really from Alchy except discoveries where suitable in progression chart and where existing used Samurai suite doesn't intrude, and progressing harpoon damage.

Projectile Launcher Harness This is a shoulder or arm mounted projectile with a chain for dragging in the prey. I would think the chain needs hardness, AC and HP, and a mechanic for reeling in foes. As it replaces Challenge that swap needs to be taken into account for uses of projectile, though I was thinking of just using the bomb frequency (class level + ability modifier - not sure which ability), with perhaps a different damage dice. I also considered tying the Xenoform transformation to the projectile, but that is less preferred - see note on Xenoform regarding this.

I actually see a lot of potential for the projectile-harness, particularly if you take into account the recent Flying Pincushion Games thread on what types of ammunition you'd want to see...

Xenoform allows the XA to do one of two things depending on what people think is ok:

Xenoform Option A: The physical stature of a xenocite assailant functions in many ways as if it were one size category larger. Whenever a xenomorphed xenocite assailant 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 xenocite assailant is treated as one size larger if doing so is advantageous to him. A xenocite assailant 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 xenocite assailant 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. This ability stacks with the effects of powers, abilities, and spells that change the subject's size category. (This is pretty much the Half Giant from DSP's Powerful Build ability)

OR

Xenoform Option B: Just make it act like enlarge person for duration = what people think is suitable

It's a bit messy, but hopefully you get the picture. I'd be up for using Xenomorph option A as an always-on class ability that did not require a "transformation" - this would allow the Projectile Harness to thematically exist/make sense at all times, and not corner the class into a limited duration change to function in that thematic fashion.

Also, if people think Cavalier would work better than Samurai I'm all for that - Samurai's resolve just seems to work better - I'm not really needing Banner or a Cavalier's Tactics…

Order of the Xeno A hunting themed Order that mashes Harpoon with melee - I've been toying with feats that allow the mixing of iterative attacks - thrown weapon attacks with (subsequently) quick drawn melee attack for greater total punch - if the former hits, the latter does extra damage. The same would apply here - at 8th level, iterative attacks could be split between projectile and melee. Or, make such an ability of the projectile harness base, and use the Order to improve it.

Also, last note, if the Projectile Harness gave a shield bonus to armor class that would be great - it would partly take the place of a shield after all. Damn lorica manicas and gauntlet witches…

Think you can work with that scramble El/folks?


ok i think i can throw some ideas together after i let it stew, but i prefer option A myself.


Ooooh I think I've got a pretty good one.

Demoniac Captain, Antipaladin/Summoner

For when I'm up in initiative in the thread, basically the idea is "Summon demons, lead them, your eidolon is a daemon or devil".

Edit: ARGH okay I didn't see Nefarious Convoker before, and my idea is probably too similar to coexist with it. Oh well! I've got another one.

Zealous Sniper, Inquisitor/Gunslinger.

Flavor: There are two types of people who fight. The first type is those who stand by honor, sportsmanship, and the so-called "rules of war" when fighting. The second type is those who win fights. The Zealous Sniper is dedicated to eliminating those who pose threats to their order, by any means necessary.

Stats: Expand solo tactics, fuse Judgements and Deeds, limit spells somewhat, nerf the "interrogation" bits of inq.


btw guys, based on what has been leaked about the archetypes, there are going to be a TON of psuedo mcas in the advanced class guide. btw put me down for bldrger/sorc(heritage overlord). no spells, 3/4ths bab, one each of the bloodrager and sorcerer bloodlines.


mrtaco6 wrote:

Ooooh I think I've got a pretty good one.

Demoniac Captain, Antipaladin/Summoner

For when I'm up in initiative in the thread, basically the idea is "Summon demons, lead them, your eidolon is a daemon or devil".

Edit: ARGH okay I didn't see Nefarious Convoker before, and my idea is probably too similar to coexist with it. Oh well! I've got another one.

Zealous Sniper, Inquisitor/Gunslinger.

Flavor: There are two types of people who fight. The first type is those who stand by honor, sportsmanship, and the so-called "rules of war" when fighting. The second type is those who win fights. The Zealous Sniper is dedicated to eliminating those who pose threats to their order, by any means necessary.

Stats: Expand solo tactics, fuse Judgements and Deeds, limit spells somewhat, nerf the "interrogation" bits of inq.

Well you seem to have the idea more thought out then I do so I guess I will think of something else for my first MCA. Remove me from the quee until I think of something else please.


Oh yoooo I didn't mean to step on your toe on that, I completely missed your post. Jeez, now I feel like a douche. Want to help work on it with me, at least? So we can both claim it?


mrtaco6 wrote:
Oh yoooo I didn't mean to step on your toe on that, I completely missed your post. Jeez, now I feel like a douche. Want to help work on it with me, at least? So we can both claim it?

It's fine don't worry about it. I'm still new to this, so you take charge and I'll watch and learn.


Pathfinder Lost Omens Subscriber
Yuri Clovershield wrote:
mrtaco6 wrote:
Oh yoooo I didn't mean to step on your toe on that, I completely missed your post. Jeez, now I feel like a douche. Want to help work on it with me, at least? So we can both claim it?
It's fine don't worry about it. I'm still new to this, so you take charge and I'll watch and learn.

I think she is too, but I have no idea. I definitely don't recognize her.


Pfffff I'm super new too. I submitted one MCA like a month ago, but that doesn't count for a whole lot. Since you had the idea first though, I'd love to at least hear what you were thinking about it, even just the general idea rather than specifics.


Just realised I've still got the Gadgeteer (or Munitionist, for a better name) that would have been an earlier MCA, Ranger/Alchemist or Alchemist/Ranger. Which is more close to complete than the current Powder Bomber.

So I guess I should actually post that one at some point, I guess I'll do that one next.


Tyrannical wrote:

Just realised I've still got the Gadgeteer (or Munitionist, for a better name) that would have been an earlier MCA, Ranger/Alchemist or Alchemist/Ranger. Which is more close to complete than the current Powder Bomber.

So I guess I should actually post that one at some point, I guess I'll do that one next.

Lurker Alert! I've been waiting to see what this one will be for some time now.

Please show me some Alchy/Ranger(or Rangery/Alchem) goodness!


Oceanshieldwolf wrote:
Bardess wrote:
I called a Swashbuckler/Bard (Boastful Gallant) and a Slayer/Inquisitor (Sectary Sicary), for sure. When I see the final shaman, I'll decide with which other classes to couple it.
@Bardess: THIS post in the ACG thread mentions an inquisitor archetype called the Sanctified Slayer that gets sneak attack and slayer talents...

Saw it. If it has trapfinding too, I'll just fall in love.


#Xenocite Assailant

Ohhhh, OSW! Always the sci-fi wierdness with you isn't it? :D

1) Swap challenge directly for the Projectile Harness. What are you shooting with this? A harpoon? Goo? energy? And you want to be able to use it as a "drag" or "pull" weapon too. It's essentially a gauntlet or lorica manica (again)? So, you are thinking of having it usable x/day = alchemist's bombs per day? probably doable. Damage increase? Likely. I'd fit it right into the challenge increment slots, maxing at 7d6 at 19th. that'll balance well with this being a d10 and armored MCA.

2) Xenoform should follow option A (powerful Build) and swap out mount. then have the form increase over levels. Not sure how or what? you'll need to give a bit more on about how much of a hulking brute this guy is. Perhaps you can simply have the Powerful Build be constant, then tie in a "mutagen" style effect that he can use for a certain time period per day (maybe 10 minutes per day, usable in 1 minute increments). Maybe stat increase like a mutagen, or some other benefit. No mutagen though, just a natural "mutagenic" or xenomorphic ability. You'll need to narrow down what benefits you might like to gain with a mutagenic style ability.

3) Weapon Expertise - simply add projectile harness in as an additional weapon, so he'd pick one of the 4 original weapons, but also gains expertise with projectile harness. Or simply add in an "In addition, ...blah" statement about the benefits he gains with his harness, in addition to the expertise with his chosen weapon.

4) Swap bonus feats for Discoveries

5) Swap Banner for Improved Projectile Harness, and Greater Banner for Greater Projectile Harness. Not suer what improvements should be added, maybe range, type of projectiles,


christos gurd wrote:
ok i think i can throw some ideas together after i let it stew, but i prefer option A myself.

What ideas you have Christos? I'd like to hear what others have for ideas too.

#Heretic Priest
So, anything else on this MCA suggested by Yuri? Or is it perfect? :D Is one domain swapped for 4 talents good? Or could I get away with 2 domains, one from his deity's list (permanent), and one that can be chosen from the Stealth, Trickery, and Infiltration domains, but can also be swapped at the time of preparing spells for a domain from an enemy sect? Or is that too much?


mrtaco6 wrote:
Pfffff I'm super new too. I submitted one MCA like a month ago, but that doesn't count for a whole lot. Since you had the idea first though, I'd love to at least hear what you were thinking about it, even just the general idea rather than specifics.

I was thinking of mainly of like you said combining the grit and judgements so that only get the same amount of judgements per day but there are specific ways to regain it and changing what judgements they have. Change stern gaze to perception and sense motive. And what you said makes sense nerf the spells and focus on solo tactics. Anyways we should wait our turn before we continue making this.


Elghinn Lightbringer wrote:
christos gurd wrote:
ok i think i can throw some ideas together after i let it stew, but i prefer option A myself.

What ideas you have Christos? I'd like to hear what others have for ideas too.

#Heretic Priest
So, anything else on this MCA suggested by Yuri? Or is it perfect? :D Is one domain swapped for 4 talents good? Or could I get away with 2 domains, one from his deity's list (permanent), and one that can be chosen from the Stealth, Trickery, and Infiltration domains, but can also be swapped at the time of preparing spells for a domain from an enemy sect? Or is that too much?

I think you can get away with the 2 domains looking at it but if you are swapping domains all the time would you be swapping both for one or just one for one?


Yuri Clovershield wrote:
Elghinn Lightbringer wrote:
christos gurd wrote:
ok i think i can throw some ideas together after i let it stew, but i prefer option A myself.

What ideas you have Christos? I'd like to hear what others have for ideas too.

#Heretic Priest
So, anything else on this MCA suggested by Yuri? Or is it perfect? :D Is one domain swapped for 4 talents good? Or could I get away with 2 domains, one from his deity's list (permanent), and one that can be chosen from the Stealth, Trickery, and Infiltration domains, but can also be swapped at the time of preparing spells for a domain from an enemy sect? Or is that too much?

I think you can get away with the 2 domains looking at it but if you are swapping domains all the time would you be swapping both for one or just one for one?

The first domains from her deity's list would be static, and the second would change. If I go this way, the second must bee the Stealth, Infiltration, or Trickery domain, and that's the one that would be swapped at spell preparing time each day for one in an enemy god's list. Going with the 2 domains though, I'm really wondering if it isn't too much for swapping 4 talents? But then maybe not.

What do others think is balanced?

1) 4 talents for 1 domain that can be swapped out for an enemy domain when preparing spells.

or

2) 4 talents for a permanent domain, plus one domain from the Infiltration, Stealth or Trickery domains. Then, that domain can be swapped when preparing spells for an enemy domain.

*Note: I should probably put in a limitation that to be able to swap the domain (in either case) the MCA is actually on a mission to infiltrate an enemy sect. Or some other restriction so she isn't just swapping the domain each day. Any ideas for a limitation or restriction? Or do you think being able to swap her one domain each day is fine, regardless of situation withou any restrictions?


Onyewu wrote:
Tyrannical wrote:

Just realised I've still got the Gadgeteer (or Munitionist, for a better name) that would have been an earlier MCA, Ranger/Alchemist or Alchemist/Ranger. Which is more close to complete than the current Powder Bomber.

So I guess I should actually post that one at some point, I guess I'll do that one next.

Lurker Alert! I've been waiting to see what this one will be for some time now.

Please show me some Alchy/Ranger(or Rangery/Alchem) goodness!

I've actually got two versions of this, depending how people feel about it. one following alchemist primary format and the other ranger primary. hopefully I can throw the two versions out when it's my turn, see what people prefer.

Thanks for taking an interest in my MCA!


#HERETIC PRIEST
This would be the alternate write-up for the two domains option. I've also moved some things around to fill some dead levels.

Heretical Rites: At 2nd level, a heretic priest gains the cleric’s domain ability, except that the heretic priest may select one domain from her deity’s domain list, and a second domain from either the Infiltration, Stealth, or Trickery domain or any of their subdomains. She gains access to the powers and spells of her chosen domains as normal.

Starting at 4th level, a heretic priest may select an alternate domain. This domain must be chosen from the domain list of a deity whose church she is attempting to infiltrate, the Infiltration, Stealth, or Trickery domains, or an alignment domain associated with the alignment chosen for her misdirection ability, even if this domain doesn’t match her alignment or that of her deity. When the heretic priest prepares her spells for the day, she can substitute this alternate domain for the Infiltration, Stealth, or Trickery domain chosen at 2nd level. Granted powers from this alternate domain function as if the heretic’s level, Wisdom, and Charisma were 2 lower than normal (minimum 1) in terms of effect, DC, and uses per day. Thus, the heretic priest doesn’t gain the domain’s higher-level ability until 2 levels higher than normal. The heretic priest gains her domain spells or any additional class skills granted by this alternate domain as normal for as long as it is active.

This ability replaces the rogue talents gained at 2nd, 10th, 14th, and 18th level.

New Advancement Table

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

1st +0 +2 +0 +2 Expert deception, misdirection, orisons, — — — —
sneak attack +1d6
2nd +1 +3 +0 +3 Heretical rites, versatile channeling 1d6 — — — —
3rd +2 +3 +1 +3 Sneak attack +2d6 — — — —
4th +3 +4 +1 +4 Rogue talent 0+1 — — —
5th +3 +4 +1 +4 Heretical lore 1+1 — — —
6th +4 +5 +2 +5 Versatile channeling 2d6 1+1 — — —
7th +5 +5 +2 +5 Sneak attack +3d6 1+1 0+1 — —
8th +6/+1 +6 +2 +6 Rogue talent 1+1 1+1 — —
9th +6/+1 +6 +3 +6 Sneak attack +4d6 2+1 1+1 — —
10th +7/+2 +7 +3 +7 Versatile channeling 3d6 2+1 1+1 0+1 —
11th +8/+3 +7 +3 +7 2+1 1+1 1+1 —
12th +9/+4 +8 +4 +8 Rogue talent 2+1 2+1 1+1 —
13th +9/+4 +8 +4 +8 Sneak attack +5d6 3+1 2+1 1+1 0+1
14th +10/+5 +9 +4 +9 Versatile channeling 4d6 3+1 2+1 1+1 1+1
15th +11/+6/+1 +9 +5 +9 Sneak attack +6d6 3+1 2+1 2+1 1+1
16th +12/+7/+2 +10 +5 +10 Rogue talent 3+1 3+1 2+1 1+1
17th +12/+7/+2 +10 +5 +10 4+1 3+1 2+1 1+1
18th +13/+8/+3 +11 +6 +11 Versatile channeling 5d6 4+1 3+1 2+1 2+1
19th +14/+9/+4 +11 +6 +11 Sneak attack +7d6 4+1 3+1 3+1 2+1
20th +15/+10/+5 +12 +6 +12 Heretical strike, rogue talent 4+1 4+1 3+1 3+1


Tyrannical wrote:
Onyewu wrote:
Tyrannical wrote:

Just realised I've still got the Gadgeteer (or Munitionist, for a better name) that would have been an earlier MCA, Ranger/Alchemist or Alchemist/Ranger. Which is more close to complete than the current Powder Bomber.

So I guess I should actually post that one at some point, I guess I'll do that one next.

Lurker Alert! I've been waiting to see what this one will be for some time now.

Please show me some Alchy/Ranger(or Rangery/Alchem) goodness!

I've actually got two versions of this, depending how people feel about it. one following alchemist primary format and the other ranger primary. hopefully I can throw the two versions out when it's my turn, see what people prefer.

Thanks for taking an interest in my MCA!

Sometimes it comes down to which one allows you to swap things more easily. I reworked my Venom Blade (Alc/Rog) from its original Rog/Alc build. I found as an Alc/Rog, it gave me more wiggle room and leeway for swaps and building it the way I wanted it.


#HERETIC PRIEST

Looking to rename this one with the following.

1) Sect Agent
2) Heathen Agent
3) Devoted Infidel
4) Devout Infidel
5) Faithful Infidel

It isn't really a heretic priest, as it has permission to act as enemy priests in its mission to infiltrate enemy sects. I'm leaning to either 3, 4, or 5, as these juxtapose the ideas of devotion and infidelity to a sect to do what she needs to do in her charge. I think Devoted Infidel is most apt to this concept.


Elghinn Lightbringer wrote:

#HERETIC PRIEST

Looking to rename this one with the following.

1) Sect Agent
2) Heathen Agent
3) Devoted Infidel
4) Devout Infidel
5) Faithful Infidel

It isn't really a heretic priest, as it has permission to act as enemy priests in its mission to infiltrate enemy sects. I'm leaning to either 3, 4, or 5, as these juxtapose the ideas of devotion and infidelity to a sect to do what she needs to do in her charge. I think Devoted Infidel is most apt to this concept.

I think the one alternating domain is more balanced. Leaving a blank domain available is possibly too open to abuse. I think a hard choice weather to be sneaky domain or "fits right in" domain is better.

I like the name of sect agent


Heathen Agent has my vote. Or Heathen Infiltrator....


Apraham Lincoln wrote:
Elghinn Lightbringer wrote:

#HERETIC PRIEST

Looking to rename this one with the following.

1) Sect Agent
2) Heathen Agent
3) Devoted Infidel
4) Devout Infidel
5) Faithful Infidel

It isn't really a heretic priest, as it has permission to act as enemy priests in its mission to infiltrate enemy sects. I'm leaning to either 3, 4, or 5, as these juxtapose the ideas of devotion and infidelity to a sect to do what she needs to do in her charge. I think Devoted Infidel is most apt to this concept.

I think the one alternating domain is more balanced. Leaving a blank domain available is possibly too open to abuse. I think a hard choice weather to be sneaky domain or "fits right in" domain is better.

I like the name of sect agent

Just to clarify, you are saying the 1 domain that can be swapped out for an alternate domain, not the 2 domains with 1 that can be swapped for an alternate domain?

Anyone else have a comment on this?


Sect agent or Devout Infedel for me.


I think as much as I want to go with 2 domains, I'm going to go with one domain. Sect Agent or Devoted Infidel are also my choices.

Here's another one, what about Sect Infiltrator? I think I may like that one even better. After all, that's what this baby does.

151 to 200 of 1,033 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Community / Forums / Pathfinder / Pathfinder First Edition / Homebrew and House Rules / Multiclass Archetypes VIII: MCAs Unlimited All Messageboards

Want to post a reply? Sign in.