Multiclass Archetypes VIII: MCAs Unlimited


Homebrew and House Rules

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guys you can go ahead and skip me this time, i got several kickstarters i gotta work on, so i am going to be very busy.


Elghinn Lightbringer wrote:
Elghinn Lightbringer wrote:

#Gadgeteer

...
Also, thought about making it a Alc/Rgr instead of Rgr/Alc?

You are swapping out most, almost all the Ranger stuff for almost all Alchemist stuff (or derivatives of those abilities). I think you would be better served using a Alchemist as the primary class. I found the same thing when I first made my Venom Blade, originally a Rog/Alc, but found it fit better as a Alc/Rog.

Another question, why are you granting Gunsmithing and Craft Wondrous Item as bonus feats as part of the Gadgetry ability? I could see Craft Magical Item, but why Gunsmithing? This really doesn't need the whole firearm angle. The MCA could do that by simply taking a Gunsmithing as a normal feat, and Exotic Weapon Proficiency (firearm). Shouldn't be that easy to access firearms or make ammunition as its not a gunslinger anything.

The Gadgeteer is a bit overpowered for now, yes, it hasn't changed much from it's original rough concept which was written up quite some time ago, before I had as much a grasp on writing MCAs as I do now. As I remember I was having trouble with it, I think you guys can see why now~

I would think a more suitable thing would be to remove Ranger Style Feats, and instead allow them to pick a style in place of an upgrade instead (kinda like how Slayer does).

As for the gunsmithing feature? it's mostly because the Gadgeteer can select a firearm as his primary weapon, and it would fit in nicely with the theme of creating weaponry. But if it's too much I'm okay with removing it.

As for the Galvanic Saboteur archetype, I'm more hoping for the 'Reprogram' ability than anything else, perhaps 'sensor evasion' should the Enhanced Camouflage be a little too much. I would easily agree to swapping 'Trapfinding' for Reprogram, and putting Trapfinding as a discovery

I wouldn't mind the bomb/trap damage decreasing and the amount of upgrades also being lowered, I hadn't realised I set it to such high amounts back then, yikes.


Guess it's gonna be a quiet weekend?


Pathfinder Lost Omens Subscriber

#gadgeteer

i'm still unsure of exactly what he is supposed to be, a mechanic or a combatant using mechanical or technological stuff to fight.


Well, the main focus of the class is the array of gadgets, bombs and traps available to them. I've tried to keep it open for different playstyles, as ranger and alchemist do, so the direction of the class can vary into a support, sabotage, pure offense or utility playstyles.

So depending on the choices made, this class can probably be a bomb crazed pyromaniac, a technologically advanced soldier, a devious trap setting mastermind, or a high-tech crossbowman, it all depends on what upgrades and abilities are chosen throughout.


OK, I've gone and reworked the Gadgeteer, making it an Alchemist/Ranger instead of a Ranger/Alchemist. I believe I've found a good balance between the two, but it has mostly an alchemist's feel, as most of its abilities were alchemist based anyways. Let me know what you think. Also added in some additional gadgets to the gadgetry list, some from Sor/Wiz and Ranger that seemed to fit. And a few more from alchemist. In any case, they are ones that, to me seemed doable as mechanical devices. Also made a bit of a name change/addition.

WAYFARING GADGETEER:

The wayfaring gadgeteer specializes in creating and using all manner of devices that are magical, alchemical or mechanical. This gleeful tinkerer prides himself in his ability to delve into the fray utilizing a vast arsenal of gadgets–traps, bombs, other such whimsical creations–that impede an enemy’s ability to fight back. The wayfaring gadgeteer excels at always having the right tool for the right job, and prefers guile and trickery to straightforward combat. Even in situations that require direct confrontation, the wayfaring gadgeteer can prove quite the challenging opponent.

Primary Class: Ranger.
Secondary Class: Alchemist.
Alignment: Any.
Hit Die: D8.

Bonus Skills and Ranks: The wayfaring gadgeteer removes Handle Animal, Spellcraft and Knowledge (nature) from his list of ranger class skills, and adds Disable Device, Knowledge (Engineering), and Use Magic Device to his list of class skills. The wayfaring gadgeteer may also select three alchemist skills to add to his class skills in addition to the normal ranger class skills. The wayfaring gadgeteer gains a number of ranks at each level equal to 6 + Int modifier.

Weapon and Armor Proficiency: The wayfaring gadgeteer is proficient with all simple and martial weapons, plus an exotic crossbow of his choice. The gadeteer is also proficient with light armor and with shields (except tower shields).

Gadgetry (Ex or Su): A wayfaring gadgeteers are not only masters of creating mundane alchemical substances such as alchemist’s fire and smokesticks, but also of fashioning mechanical traps and devices that duplicate certain spell effects. In effect, a wayfaring gadgeteer prepares his spells by crafting mechanical components into a number of gadgets, and then “casts” his spells by activating or employing them. When a wayfaring gadgeteer creates a gadget or bomb, he infuses the device with a tiny fraction of his own energy—this enables the creation of powerful effects, but also binds the effects to the creator. When using Craft (alchemy) to create an alchemical item or Craft (traps) to create a ranger trap, a wayfaring gadgeteer gains a competence bonus equal to his class level on the Craft (alchemy) or Craft (traps) check. He also adds this competence bonus to any Knowledge (engineering) checks. In addition, a wayfaring gadgeteer can use Craft (alchemy) or Craft (traps) to identify magical mechanical devices (siege engines, etc.) or traps as if using detect magic. He must hold the item for 1 round to make such a check.

A wayfaring gadgeteer can create three special types of alchemical or mechanical items—gadgets, bombs, and ranger traps.

Gadgets are the most varied of the three. In many ways, they behave like spells (or extracts) but in mechanical form, and as such their effects cannot be dispelled by effects like dispel magic , but can be rendered inert like any other supernatural ability, using the wayfaring gadgeteer's level as the caster level. While gadgets duplicate spell effects, they are alchemical or mechanical devices, and can be broken or destroyed, ending the gadgets effect. The gadget must be targeted directly, has a hardness of 5, and has a number of hit points equal to the wayfaring gadgeteer’s level + the gadget’s level.

A wayfaring gadgeteer can create only a certain number of gadgets of each level per day. His base daily allotment of gadgets is given on Table: Wayfaring Gadgeteer. In addition, he receives bonus gadgets per day if he has a high Intelligence score, in the same way a wizard receives bonus spells per day. When a wayfaring gadgeteer assembles a gadget, he infuses the mechanisms in the gadget with magic siphoned from his own magical aura. A gadget immediately becomes inert if it leaves the wayfaring gadgeteer's possession, reactivating as soon as it returns to his keeping—a wayfaring gadgeteer cannot normally pass out his gadgets for allies to use (but see the “infusion” discovery below). A gadget, once assembles, remains active for 1 day before becoming inert, so a wayfaring gadgeteer must re-create his gadgets every day. Assembling a gadget takes 1 minute of work—most wayfaring gadgeteers assemble many gadgets at the start of the day or just before going on an adventure, but it's not uncommon for a wayfaring gadgeteer to keep some (or even all) of his daily gadget slots open so that he can assemble gadgets in the field as needed.

Although the wayfaring gadgeteer doesn't actually cast spells, he does have a schematics list that determines what gadgets he can create. A wayfaring gadgeteer can utilize spell-trigger items if the spell appears on his schematics list, but not spell-completion items (unless he uses Use Magic Device to do so). A gadget is “cast” by activating or deploying it, as if using a magical device—the effects of a gadget exactly duplicate the spell upon which its schematic is based, save that the spell always affects only the activating wayfaring gadgeteer. The wayfaring gadgeteer uses his level as the caster level to determine any effect based on caster level. Creating gadgets consumes raw materials, but the cost of these materials is insignificant—comparable to the valueless material components of most spells. If a spell normally has a costly material component, that component is expended during the consumption of that particular gadget. Gadgets cannot be made from spells that have focus requirements (wayfaring gadgeteer extracts that duplicate divine spells never have a divine focus requirement). A wayfaring gadgeteer can assemble a gadget of any schematics he knows. To learn or assemble a gadget, a wayfaring gadgeteer must have an Intelligence score equal to at least 10 + the gadget’s level. The Difficulty Class for a saving throw against a wayfaring gadgeteer's gadget is 10 + the gadget level + the wayfaring gadgeteer's Intelligence modifier. A wayfaring gadgeteer may know any number of schematics. He stores his schematics in a special tome called a shcematics book. He must refer to this book whenever he assembles a gadget but not when he activates or deploys it. A wayfaring gadgeteer begins play with two 1st level schematics of his choice, plus a number of additional schematics equal to his Intelligence modifier. At each new wayfaring gadgeteer level, he gains one new schematics of any level that he can create. A wayfaring gadgeteer can also add schematics to his book just like a wizard adds spells to his spellbook, using the same costs and time requirements. A wayfaring gadgeteer can study a wizard's spellbook or alchemist’s formulae book to learn any schematics that is equivalent to a spell or formulae the spellbook or formulae book contains. A wizard, however, cannot learn spells from a schematics book, though an alchemist can learn formulae from a schematics book. A wayfaring gadgeteer does not need to decipher arcane writings before copying them.

Any gadget that affects a wayfaring gadgeteer’s bombs may also be applied to ranger traps. This ability otherwise functions as and replaces the alchemist’s standard extract ability.

Munitions (Ex or Su): At 1st level, a wayfaring gadgeteer can create alchemical and mechanical gadgets called munitions. He can create bombs and snare traps (as the Trapper ranger archetype). A wayfaring gadgeteer can create a number of munitions per day (either bombs or traps) equal to his wayfaring gadgeteer level + his Intelligence modifier.

Drawing the components, creating, and using or deploying munitions (bombs or traps) requires a standard action that provokes an attack of opportunity. A wayfaring gadgeteer’s bombs deal 1d6 points of damage at 3rd level, plus an additional 1d6 points of damage every three levels thereafter, up to a maximum of 7d6 at 19th level. Ranger traps that deal slashing, piercing, bludgeoning, or energy damage (acid, cold, electricity, or fire) now deal 1d6 points of damage of the indicated type, plus an additional 1d6 points of damage every three levels thereafter. If the trap deals damage beyond the round in which it is triggers, it only deals this increased damage in the first round. For example, a 7th level wayfaring gadgeteer that uses a burning traps would deal 3d6 points of fire damage to the triggering creature in the first round, but only 1d6 points of additional fire damage for any additional rounds that traps continues to burn.

Like bombs, a wayfaring gadgeteer does not need to provide the materials necessary for ranger traps, as his munitions, like his other gadgets require only simple components, much like a wizard’s common spell components. This ability otherwise functions as and replaces bombs.

Wayfinder (Ex): A wayfaring gadgeteer uses a mechanical device called a wayfinder. This device duplicates the ranger’s track ability, but instead of making a Survival skill check, the wayfaring gadgeteer must make a Use Magic Device skill check, using the Survival skill’s DCs for tracking. He adds half his level (minimum 1) to Use Magic Device skill checks made to follow tracks. In addition, the wayfaring gadgeteer can use his wayfinder to determine his current direction. By concentrating for 3 consecutive rounds, he can determine true North as if he had cast the know direction spell. This ability replaces brew potion.

Discoveries: This is exactly like the alchemist ability of the same name, except that the wayfaring gadgeteer gains a discovery at 1st level and again every three levels thereafter. He may only select bomb discoveries, or the tentacle, vestigial arm, and wings discoveries, though the latter three take the form of mechanical devices that can be worn or removed. The wayfaring gadgeteer may also select from the following new technology-based discoveries restricted to the Wayfaring Gadgeteer multiclass archetype.

Camouflage Device (Ex): The wayfaring gadgeteer can use the Stealth skill to make use of a camouflaging device. This device allows him to hide in any location so long as he stands still, even if it does not grant cover or concealment. He may use this device a number of rounds per day equal to his wayfaring gadgeteer level + Intelligence modifier. The wayfaring gadgeteer must be at least 11th level to select this discovery.

Enhanced Camouflage (Ex): A wayfaring gadgeteer can use his camouflage device even when moving at half his base speed without penalty. When he stands still and uses the camouflage device, he is completely invisible as if under the effects of the invisibility spell. The wayfaring gadgeteer must have the camouflage device discovery and be at least 17th level to select this discovery.

Launch Trap (Ex): The wayfaring gadgeteer can affix a ranger trap to an arrow, crossbow bolt, one-handed firearm bullet, or thrown weapon, allowing him to set the trap remotely or use it as a direct attack. Attaching the trap to the projectile is part of the action of creating a new trap. The trapped projectile is fired or thrown in the normal manner. If fired at a square, the trap is treated as if the wayfaring gadgeteer had set the trap in that square, except the DC is 5 lower than normal. If fired at a creature, the target takes damage from the ranged weapon and is treated as if it had triggered the trap (saving throw applies, if any). The attack has a maximum range of 60 feet, and range increments apply to the attack roll. The duration of the trapped projectile starts from when it is created, not from when it is used.
If the wayfaring gadgeteer selects this discovery, she also gains the explosive missile discovery for the purpose of affixing bombs to similar ammunition in the same manner. Likewise, if the wayfaring gadgeteer selects the Explosive missile discovery, he also gains the launch trap discovery. The wayfaring gadgeteer must be at least 5th level to select this discovery.

Ranger Trap (Ex or Su): The wayfaring gadgeteer can learn one of the ranger traps listed in the ranger’s Trapper archetype.

Remote Trigger (Ex): A wayfaring gadgeteer may, as swift action, set off any trap within 30 feet that he constructed. This discovery functions as the Remote Bomb feat if the wayfaring gadgeteer has the delayed bomb discovery.

Reprogram (Ex): The wayfaring gadgeteer can improve the initial attitude of a mindless construct. This ability functions as wild empathy, except only against mindless constructs. The wayfaring gadgeteer can use this ability against constructs with an Intelligence score, but he takes a –4 penalty on the check.

Sensor Evasion (Su): The wayfaring gadgeteer has mastered the art of evading technological and magical observation. He can use the Stealth skill against constructs and magical sensors (such as those created by arcane eye or clairaudience/clairvoyance) even while being observed. The wayfaring gadgeteer must have the camouflage device discovery and be at least 17th level to select this discovery.

Mechanical Aptitude (Su): At 2nd level, a wayfaring gadgeteer gains the ranger’s favored enemy ability and must select Constructs from the ranger’s favored enemies table. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of the Construct type, as well as machines and siege engines. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A wayfaring gadgeteer may make Knowledge skill checks untrained when attempting to identify these creatures. These bonuses do not increase as the wayfaring gadgeteer gains levels, nor does he gain any other favored enemy. This ability replaces poison immunity.

Trapfinding (Ex): At 2nd level, a wayfaring gadgeteer adds 1/2 his class level on Perception skill checks made to locate traps and on Disable Device skill checks (minimum +1). A wayfaring gadgeteer can use Disable Device to disarm magic traps. This ability replaces poison use.

Swift Assembly: At 3rd level, a wayfaring gadgeteer can create alchemical items and standard non-ranger traps with astounding speed. It takes a wayfaring gadgeteer half the normal amount of time to create any item using the Craft (alchemy) or Craft (traps) skill. This ability replaces swift alchemy.

Gadgeteer's Bond (Su): At 4th level, a wayfaring gadgeteer forms a bond with a mechanical device of his choice. This bond can take one of two forms. Once the form is chosen, it cannot be changed.

The first option is to form a close bond with a clockwork companion. The wayfaring gadgeteer gains Craft Construct as a bonus feat and may only choose from the following list of ranger's animal companions: badger, bird, cat (small), dire rat, or snake (viper or constrictor). The companion loses the Animal type but gains the Construct type and Clockwork subtype, and is henceforth functions like a familiar (see the Familiar description of the wizard’s Arcane bond class feature). For the purpose of this clockwork companion, the wayfaring gadgeteer’s effective wizard level is equal to his wayfaring gadgeteer level –3. A wayfaring gadgeteer’s clockwork companion shares his mechanical aptitude bonuses.

The second option is to form a bond with a device called an enhancer. An enhancer is a device that duplicates the effects of an alchemist’s mutagen. It requires one hour to construct an enhancer, and only one enhancer may be created at a time. When in use, the enhancer provides a +4 enhancement bonus to any one ability (physical or mental) and provides a +2 natural armor bonus to the wayfaring gadgeteer’s AC for 10 minutes per wayfaring gadgeteer level. During this time, the wayfaring gadgeteer suffers a –2 penalty to an opposed ability, similar to a mutagen or a cognatogen. In addition, the wayfaring gadgeteer is treated as having the mutagen and cognatogen discoveries for the purpose of selecting discoveries with mutagen or cognatogen as a prerequisite. For the purpose of this ability, the wayfaring gadgeteer’s effective alchemist level is equal to his wayfaring gadgeteer level –3.
This ability otherwise functions and replaces mutagen.

Combat Style Feat: At 6th level, a wayfaring gadgeteer gains the ranger’s combat style feat ability, but only gains a combat style feat at 6th, 12th and 18th level. The wayfaring gadgeteer may select any combat style listed in the ranger’s combat style feat class description, or he can select the new Grenadier combat style restricted to the Wayfaring Gadgeteer multiclass archetype described below.

Grenadier Combat Style: If the wayfaring gadgeteer selects grenadier style, he can choose from the following list whenever he gains a combat style feat: Throw Anything, Weapon Focus (Bombs), Point Blank Shot, Rapid Shot and Precise Shot.
• At 6th level, he adds Charging Hurler, Close-Quarters Thrower, Distance Thrower, Parting Shot, and Ricochet Splash Weapon to the list.
• At 10th level, he adds Improved Charging Hurler and Splash Weapon Mastery to the list.

This ability replaces the discoveries gained at 6th, 12th, and 18th level.

Swift Tracker: Beginning at 8th level, a Wayfaring gadgeteer can move at his normal speed while using his Tracking Wayfinder to follow tracks without taking the normal –5 penalty. He takes only a –10 penalty (instead of the normal –20) when moving at up to twice normal speed while tracking. This ability replaces swift poisoning.
Persistent Bond (Su): At 15th level, a wayfaring gadgeteer

Instant Assembly: At 19th level, an Wayfaring gadgeteer can create alchemical items and standard non-ranger traps with almost supernatural speed. He can create these items as a full-round action if he succeeds at the Craft: alchemy or Craft: traps check and has the appropriate resources at hand to fund the creation. This ability replaces instant alchemy.

Master Gadgeteer: A wayfaring gadgeteer of 20th level becomes a master gadgeteer. He can always move at full speed while using his wayfinder to follow tracks without penalty. He can, as a standard action, make a single attack against a construct, machine or siege weapon at his full attack bonus. If the attack hits, the target takes damage normally and must make a Fortitude save or be destroyed. The DC of this save is equal to 10 + 1/2 the wayfaring gadgeteer's level + the wayfaring gadgeteer’s Intelligence modifier. A wayfaring gadgeteer can choose instead to deal an amount of nonlethal damage to a construct equal to the creature's current hit points, or simply apply the 'broken' quality to machinery and siege weapons. A successful save negates this damage. A wayfaring gadgeteer can use this ability once per day against each construct, machine, or siege weapon he encounters, but not against the same creature or device more than once in a 24-hour period. This ability replaces master hunter.

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

1st +0 +2 +2 +0 Gadgetry, munitions 1d6, throw anything, wayfinder 1 — — — — —
2nd +1 +3 +3 +0 Discovery, mechanical aptitude, trapfinding 2 — — — — —
3rd +2 +3 +3 +1 Swift assembly 3 — — — — —
4th +3 +4 +4 +1 Munitions 2d6, gadgeteer’s bond 3 1 — — — —
5th +3 +4 +4 +1 Discovery 4 2 — — — —
6th +4 +5 +5 +2 Combat style feat 4 3 — — — —
7th +5 +5 +5 +2 Bomb 3d6 4 3 1 — — —
8th +6/+1 +6 +6 +2 Discovery 4 4 2 — — —
9th +6/+1 +6 +6 +3 Swift wayfinder 5 4 3 — — —
10th +7/+2 +7 +7 +3 Bomb 4d6 5 4 3 1 — —
11th +8/+3 +7 +7 +3 Discovery 5 4 4 2 — —
12th +9/+4 +8 +8 +4 Combat style feat 5 5 4 3 — —
13th +9/+4 +8 +8 +4 Bomb 5d6 5 5 4 3 1 —
14th +10/+5 +9 +9 +4 Discovery 5 5 4 4 2 —
15th +11/+6/+1 +9 +9 +5 Enhanced bond 5 5 5 4 3 —
16th +12/+7/+2 +10 +10 +5 Bomb 6d6 5 5 5 4 3 1
17th +12/+7/+2 +10 +10 +5 Discovery 5 5 5 4 4 2
18th +13/+8/+3 +11 +11 +6 Combat style feat, instant assembly 5 5 5 5 4 3
19th +14/+9/+4 +11 +11 +6 Bomb 7d6 5 5 5 5 5 4
20th +15/+10/+5 +12 +12 +6 Discovery, master gadgeteer 5 5 5 5 5 5

WAYFARING GADGETEER SCHEMATICS LIST:

Wayfaring gadgeteers gain access to the following gadgets.

1st-Level Wayfaring Gadgeteer’s Gadgets—abundant ammunition, air bubble, alarm, alchemical tinkering, bomber's eye, call animal, calm animals, chill metal, crafter's fortune, detect metal, detect secret doors, endure elements, expeditious retreat, fabricate bullets, find trap, flare, gravity bow, heat metal, hide from animals, hold portal, jump, jury-rig, keen senses, light, lighten object, longshot, make whole, message, obscuring mist, pass without trace, phantom trap, read weather, reinforce armaments, residual tracking, shocking grasp, spark, speak with animals, targeted bomb admixture.

2nd-Level Wayfaring Gadgeteer’s Gadgets—acid arrow, blur, bullet shield, chameleon stride, darkvision, defensive shock, destabilize powder, effortless armor, elemental touch, fire breath, fog cloud, glitterdust, hunter’s eye, invisibility, levitate, magic siege engine, masterwork transformation, protection from arrows, recoil fire, reloading hands, resist energy, shadow bomb admixture, spider climb, stabilize powder, tactical acumen, unseen engineers, web.

3rd-Level Wayfaring Gadgeteer’s Gadgets—armor lock, bloodhound, burst of speed, daylight, fire trap, flame arrow, flash fire, fly, haste, improve trap, lightning lash bomb admixture, malfunction, minor creation, protection from energy, rapid repair, reinforce armaments (communal), rusting grasp, venomous bolt, water breathing.

4th-Level Wayfaring Gadgeteer’s Gadgets—apparent master, darkvision (greater), detonate, echolocation, magic siege engine (greater), major creation, named bullet, pellet blast, soothe construct, symbol of sealing, trap ward, viper bomb admixture, wall of fire.

5th-Level Wayfaring Gadgeteer’s Gadgets—arcane cannon, blast barrier, energy siege shot, fabricate, hardening, languid bomb admixture, leashed shackles, lighten object (mass), sending, unbreakable construct, wall of iron.

[b]6th-Level Wayfaring Gadgeteer’s Gadgets—analyze dweomer, antimagic field, blade barrier, call construct, control construct, energy siege shot (greater), mislead, named bullet (greater), salvage, true creation.

SWAPS
Alchemy = Gadgetry
Bombs = Munitions (Bombs 7d6 + Traps 7d6)
Brew potion = Wayfinder (track)
Throw Anything = Keep
Discoveries (7) = Discoveries (7)
Poison resistance = Mechanical aptitude
Poison use = Trapfinding
Swift alchemy = Swift assembly
Mutagen = Gadgeteer’s bond
Discovery (6/12/18) = Combat style feat
Swift poisoning = Swift tracker
Instant alchemy = Instant assembly
Grand discovery = Master gadgeteer


#Wayfaring Gadgeteer

I see what you mean by Alchemist being am ore fitting base for the class, it's certainly taken better shape than when it was Ranger primary!

I would say that 'Cunning', 'Devious' or 'Crafty' may be a more fitting title for the Gadgeteer than 'Wayfaring', perhaps?

Everything seems good so far, I especially like the additional gadgets added into the list of ones available. The new discoveries are a nice way of keeping some of the desirable abilities in the MCA without filling up to much space, and I guess it also means there's more choice when it comes to discoveries with so many being removed from use.

I would wager that we could perhaps remove 'Throw Anything' from the list of abilities, as it also appears on the 'Grenadier' combat style, or instead simply remove it from the Combat Style itself.

I would also say that in place of the Combat Style feats, we could allow the Gadgeteer to choose the following crafting feats?

Technologist, Craft Wondrous Item, Craft Construct, Gunsmithing, Craft Cybertech, Craft Technological Item and Craft Technological Arms and Armor


#Gadgeteer

If you don't want Wayfaring, then I would go with Cunning Gadgeteer. Easy fix on my doc.

I'd keep Throw Anything in the Grenadier Style, as it could just be used by any other Rangers, who won't have Throw Anything anyways. The MCA then has a leg up, already having that feat.

Yes, I think we can certainly give the optional choice of those feats in place of a Combat Style feat. Or we can create a "Crafters" discovery, allowing the choice of one of those each time the discovery is chosen? Either is fine.


Elghinn Lightbringer wrote:

#Gadgeteer

Yes, I think we can certainly give the optional choice of those feats in place of a Combat Style feat. Or we can create a "Crafters" discovery, allowing the choice of one of those each time the discovery is chosen? Either is fine.

The discovery option sounds good, perhaps 'Masterful Crafting' would be a fitting name?

Also, this stuff is fairly new, and I'm not going to be offended if you guys don't want it included. But, perhaps at the start, along with the option of a one-handed firearm or exotic crossbow, the option of a single weapon from THIS list? Of course, this feels ballsy, so do feel free to hit me with the 'no' hammer with this one.


Tyrannical wrote:
Elghinn Lightbringer wrote:

#Gadgeteer

Yes, I think we can certainly give the optional choice of those feats in place of a Combat Style feat. Or we can create a "Crafters" discovery, allowing the choice of one of those each time the discovery is chosen? Either is fine.

The discovery option sounds good, perhaps 'Masterful Crafting' would be a fitting name?

Also, this stuff is fairly new, and I'm not going to be offended if you guys don't want it included. But, perhaps at the start, along with the option of a one-handed firearm or exotic crossbow, the option of a single weapon from THIS list? Of course, this feels ballsy, so do feel free to hit me with the 'no' hammer with this one.

I'll add Masterful Crafting to the discovereis.

Consider yourself hit with the "NO" hammer.

If you didn't notice, I actually removed the one-handed firearm from the proficiency list. I really feel if he wants a gun, he should spend a feat. Just like spending a discovery to get the gunsmithing feat. This is a bombs/traps crafter, not a gun crafter.


Elghinn Lightbringer wrote:


I'll add Masterful Crafting to the discovereis.

Consider yourself hit with the "NO" hammer.

If you didn't notice, I actually removed the one-handed firearm from the proficiency list. I really feel if he wants a gun, he should spend a feat. Just like spending a discovery to get the gunsmithing feat. This is a bombs/traps crafter, not a gun crafter.

Alright then, I suppose the tech stuff is kinda new territory. Will we be incorporating any of it's major features into any future MCAs? I've noticed a few class archetypes appearing that incorporate the new material like cybernetics and so on into their playstyle, but I'm unsure what the rules for them here are... are things available to work with? is there a limit to what we can use? or are we putting it aside in a similar way to psychic rules and so on?

Aside from that, I think the Cunning Gadgeteer is practically done in my opinion, everything looking smoothed over and ready for use.

And with that, to the queue once more! Time to get working with the new classes~


Pathfinder Lost Omens Subscriber

with cybernetics, it's weird, mostly it's just your run of the mill +x physical or mental stat based on head or torso slot, with a few but arguably worse other options, like a liver filter giving + against poison and disease saves.

there is a fighter archetype that allows additional uses of the slots though at 10th level I believe though, so there are things an MCA could do with cybernetics.


Bandw2 wrote:

with cybernetics, it's weird, mostly it's just your run of the mill +x physical or mental stat based on head or torso slot, with a few but arguably worse other options, like a liver filter giving + against poison and disease saves.

there is a fighter archetype that allows additional uses of the slots though at 10th level I believe though, so there are things an MCA could do with cybernetics.

Yeah, there's also the ranger archetype I used in the Cunning Gadgeteer. I believe that Gunslinger also has a class dedicated to the use of this new technology.


Pathfinder Lost Omens Subscriber
Tyrannical wrote:
Bandw2 wrote:

with cybernetics, it's weird, mostly it's just your run of the mill +x physical or mental stat based on head or torso slot, with a few but arguably worse other options, like a liver filter giving + against poison and disease saves.

there is a fighter archetype that allows additional uses of the slots though at 10th level I believe though, so there are things an MCA could do with cybernetics.

Yeah, there's also the ranger archetype I used in the Cunning Gadgeteer. I believe that Gunslinger also has a class dedicated to the use of this new technology.

I have the book, there's basically one for each base class along with the prestige class.

the rogue one was, i think, the most unique with the ability to stop/improve glitches

edit: looking now, there's 5, way off, 4 are base 1 is gunslinger. (fighter, rogue, cleric, and barbarian) and the barbarian is set up to dual wield a pistol and a sword.

on that note:
#Powderblade
Gunslinger/fighter


Tyrannical wrote:


Alright then, I suppose the tech stuff is kinda new territory. Will we be incorporating any of it's major features into any future MCAs? I've noticed a few class archetypes appearing that incorporate the new material like cybernetics and so on into their playstyle, but I'm unsure what the rules for them here are... are things available to work with? is there a limit to what we can use? or are we putting it aside in a similar way to psychic rules and so on?

Aside from that, I think the Cunning Gadgeteer is practically done in my opinion, everything looking smoothed over and ready for use.

And with that, to the queue once more! Time to get working with the new classes~

The tech stuff is generally how I view psionics. That said, IF a particular MCA warrant a certain elvel of tech, then by all means, much like OSW often does buggy/alien-esque MCAs.

This will be my last post until I'm back on Wednesday. As to ACG MCAs, T, we're going to give it a month or more, to let the classes settle in. I figure we can finish off this thread with the normal MCAs, until we hit the customary 1000-ish posts. Then I'll start another one, and that's when we can start working on the ACG MCAs, or whatever ones people want to work on. Trust me, I look forward to working on them as I have 8 concepts myself, but I'd like to finish this thread with just the usual MCAs.

QUEUE UPDATE
Elemental Envoy – Drd/Ora (Apraham Lincoln)
Faceless Thrall/Slime Lord – Drd/Anp (Taco Man)
Fife & Drum – Cav/Brd (mrtaco6)
Astute Sentry – Ftr/Rgr (JonathonWilder)
Dragon Rider – Sor/Sum (Bandw2)
Scroll Warrior – Wiz/Sam (Elghinn)
Xeno Hunter – ?/? (OSW)
Old Wiki MCA (Hand of Faith)
Lightspeed Master - Mnk/Mag (Bardess)
“Name” – Class/Class (Starfox)
“Name” – Gun/Class or Class/Gun (Christos Gurd)
Copper Cannoneer – Cav/Gun (Lindley Court)
Old Wiki MCA (Highwayman)
Powder Bomber – Gun/Alc (Tyrannical)


Alright, so, I'm at a con most of the day tomorrow, but when I get home, I'll put up m'Faceless Thrall.


Pathfinder Lost Omens Subscriber

also, I change my powderblade to gunslinger/monk
...

I just did a gunslinger monk... garb darg it

also @starfox... what is your "name" - Class/Class?


Expect Elemental envoy sometime later today, just tidying up a few parts.

Watch this space


Elghinn Lightbringer wrote:

The tech stuff is generally how I view psionics. That said, IF a particular MCA warrant a certain elvel of tech, then by all means, much like OSW often does buggy/alien-esque MCAs.

This will be my last post until I'm back on Wednesday. As to ACG MCAs, T, we're going to give it a month or more, to let the classes settle in. I figure we can finish off this thread with the normal MCAs, until we hit the customary 1000-ish posts. Then I'll start another one, and that's when we can start working on the ACG MCAs, or whatever ones people want to work on. Trust me, I look forward to working on them as I have 8 concepts myself, but I'd like to finish this thread with just the usual MCAs.

Sure, I guess this new material needs a little time to be revised and looked over before we put it to use. I guess this whole technology thing is a little difficult to balance out too, considering there's weapons and armor that seem quite powerful in comparison to the traditional gear, and the new items? other than a few bits and pieces, it seems like complex stuff.

Don't mind me though, when new stuff like this gets released I'm like a child with a new toy, I'll eventually see reason once the dust of mad-scientist style class building clears~


Here is the Elemental Envoy (with ooc to show some thinking)

Elemental Envoy

Some druids seem to have forgotten the fundamental basis on which nature seems to thrive. If it weren’t for the bedrock of earth, the breath of air, nurturing water and cleansing fire there would be no natural world. Elemental envoys recognise this and seek to strengthen ties between the material plane and their chosen plane. Fortunate are those deemed fit by the elemental lords.

Elemental Envoy:

Primary Class: Druid

Secondary Class: Oracle

Alignment: Any Neutral

Hit Dice: d8

Bonus Skills and Ranks: The elemental envoy may select three oracle skills to add to her class skills in addition to the normal druid class skills, one of which must be Knowledge (Planes). The elemental envoy gains a number of ranks at each level equal to 4 + Int modifier.

Weapon and Armour Proficiency: Elemental envoys are proficient with the same druid weapon and armour proficiencies. They must also abide by the same restrictions except as noted here.

Air: Also proficient with bows and simple throwing weapons.
Earth: Are not prohibited from wearing metal armour.
Fire: Gains proficiency with one exotic melee weapon of her choice.
Water: Also proficient with the harpoon, long spear, net and trident.

This modifies the normal druid weapon and armour proficiencies and replaces nature sense.

This main came about because it didnt really make sense that earth centered EEs couldnt use metal armour. The other elements had to gain something to make up for this. I dont think its particularly over-the-top or unbalanced

Elemental Bond (Su): At 1st level an elemental envoy must choose one of the four elemental planes; air, earth, fire or water. Once this choice made, it is set and cannot be changed. Choose an elemental domain or one of its subdomains according to your choice. When determining the powers and bonus spells granted by this domain, the elemental envoy's effective cleric level is equal to her elemental envoy level. An elemental envoy 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. This replaces Nature Bond.

Spells (Sp): An elemental envoy casts divine spells which are drawn from the druid spell list.

Additionally an elemental envoy removes summon nature’s ally from her spell list but adds certain spells (at the indicated spell level) according to her element.

Air: shocking grasp (1st), protection from arrows (2nd), lightning bolt (3rd), greater invisibility (4th), lightning arc (5th), forceful hand (6th), jolting portent (7th), greater shout (8th), ride the lightning (9th).

Earth: corrosive touch (1st), acid arrow (2nd), spiked pit (3rd), calcific touch (4th), acidic spray (5th), disintegrate (6th), statue (7th), iron body (8th), imprisonment (9th).

Fire: sun metal (1st), scorching ray (2nd), fireball (3rd), scorching ash form (4th), fire snake (5th), chains of fire (6th), delayed blast fireball (7th), scintillating pattern (8th), meteor swarm (9th).

Water: icicle dagger (1st), blur (2nd), stinking cloud (3rd), wall of ice (4th), icy prison (5th), fluid form (6th), ice body (7th), polar ray (8th), mass icy prison (9th).

She also adds elemental touch (2nd) and elemental aura (3rd) but is limited to her element.

This modifies the normal druid spell list and replaces Spontaneous Casting.

It was really hard to find elemental themed spells that werent already on the druid or domain lists and that werent also just another blast spell. I had to be a bit creative for some levels and elements

Bonus Language (Ex): An elemental envoy adds Aquan, Auran, Ignan or Terran as a bonus language depending on her chosen element. This replaces Druidic as a bonus language.

Elemental Burden (Ex): An elemental envoy is marked with a burden from the element of their choice. The effects persist through any kind of polymorph affect or any attempts to disguise or hide them. This functions as the Oracle’s Curse class feature except as noted here.

Gustlings (Air): The elemental envoy is plagued by tiny gusts of wind at all times. Over time she learns to tame, if only for a short time, these creatures. This functions as the Haunted curse. She is freed from the negative effects of the gustlings on the elemental plane of air.

Lead Feet (Earth): The elemental envoy is burdened with the weight of the plane. This functions as the Lame curse. As an earth elemental she only loses 5 feet of movement. She loses the movement penalty on the elemental plane of earth.

Shark’s Smile (Water): The mouth of the elemental envoy is filled with rows of sharp teeth and although these can be hidden by not smiling or talking, they do interfere with the delicate pronunciation required of some spells. It does not interfere with any speech in Aquan (although spell failure chance remains the same no matter the language). This functions as the Wolfscarred Face curse and persists when under any polymorph effect (this includes elemental form; adjust damage for size as usual), replacing any bite attack that form would have. If using the vortex ability of a water elemental she may substitute her bite damage for slam damage. She may cast spells normally on the elemental plane of water.

Smokey (Fire): The elemental envoy constantly smells of smoke that is mildly toxic and irritates the senses of those nearby but the constant exposure starts to render her immune to the effects and provide a toxic environment against disease. This functions as the Wasting curse. She doesn’t suffer a Charisma skill penalty against creatures with the fire subtype.

This replaces Wild Empathy.

Elemental Stride (Su): Her elemental ties grant a boon to how she travels the world.

Air: The elemental envoy can use feather fall at will. At 3rd level, she can cast levitate once per day. At 5th level, she can fly, as per the spell, for a number of minutes per day equal to her level. These minutes do not need to be consecutive, but they must be spent in 1-minute increments.

Earth: The elemental envoy counts movement across difficult terrain caused by rubble, debris or other stone or earth feature as normal movement. At 5th level she can now charge and run up and down steep slopes without penalty as long as the ground is unworked sand, earth or rock. At 7th level she can pass through stone, dirt, or almost any other sort of earth except worked stone and metal as easily as a fish swims through water. If protected against fire damage, she can even glide through lava. She glides at her base land speed. While gliding, she breathes stone as if it were air (you do not need to hold your breath). Her burrowing leaves behind no tunnel or hole, nor does it create any ripple or sign of her presence. A move earth spell cast on an area where she is flings her back 30 feet, stunning her for 1 round unless she succeeds on a DC 15 Fortitude save. Activating this ability is a free action. She can glide for 1 minute per day per elemental envoy level. This duration does not need to be consecutive, but it must be spent in 1-minute increments. She can bring other creatures with you when she glides, but each passenger costs an additional minute per minute of travel.

Fire: The elemental envoy’s base speed increases by 10 feet. At 5th level, she receives Nimble Moves as a bonus feat. At 10th level, she receives Acrobatic Steps as a bonus feat. She does not need to meet the prerequisites to receive these feats.

Water: The elemental envoy can walk on liquid as if it were a solid surface. Walking on the liquid does not harm her; she can walk on acid or even lava (as if walking on a solid temporary crust), though she would still take fire damage from being near the lava. She can move across this surface at her normal land speed. At 7th level, while this ability is in effect, she can instead go underwater, gaining a swim speed of 60 feet, the ability to breathe water and darkvision 120 feet but only underwater. She can use this ability for 1 hour per day per elemental envoy level. This duration does not need to be consecutive, but it must be spent in 1-hour increments.

This replaces Woodland Stride and Trackless Step abilities.

These are basically the elemental movements revelations from oracles (apart from air with is witch fly hex) some had to be tweaked a little so that the level they come on line is consistent and were still a little useful if in elemental form

Elemental Sight (Su): At 4th level an elemental envoy’s sight is unhindered by her chosen element.

Air: She ignores penalties on Perception checks based on wind and the first 100 feet of distance. At 7th level, as a standard action, she can see and hear into any area (as if using clairaudience and clairvoyance) within range as long as there is an unobstructed path for air to travel between her and the target area (this does not require line of effect, meaning the path can turn corners and go through spaces no smaller than 1 inch in diameter). She can use this ability a number of rounds per day equal to her elemental envoy level, but these rounds do not need to be consecutive.

Earth: She can see through stone, earth, or sand as easily as if it were transparent crystal. Her gaze can penetrate a number of feet equal to her elemental envoy level, or 1/12th this thickness of metal. She can use this ability a number of rounds per day equal to her elemental envoy level, but these rounds do not need to be consecutive.

Fire: She can see through ash, fire, fog and smoke without penalty as long as the light is sufficient to allow her to see normally. At 7th level, she can gaze through any source of flame within 10 feet per elemental envoy level, as if using clairvoyance. She can use this ability for a number of rounds per day equal to your elemental envoy level, but these rounds do not need to be consecutive.

Water: She can see through cloud, fog and mist without penalty as long as there is enough light to allow her to see normally. At 7th level, she can use any calm pool of water at least 1 foot in diameter as a scrying device, as if using the scrying spell. At 15th level, this functions like greater scrying. She can use the scrying abilities for a number of rounds per day equal to her elemental envoy level, but these rounds do not need to be consecutive.

This replaces Resist Nature’s Lure and delays Wild Shape ability.

Again. the various sight revelations from oracles. Much less work here

Elemental Conduit (Su): At 6th level an elemental becomes a living conduit to her plane. Each time she uses this ability it can manifest in one of 3 ways.

Elemental Form (Su): This works as the wild shape ability as a druid of her level but she is limited to one elemental type. She also gains the natural spell and eschew materials feats whilst in this form and may speak normally (excepting Shark’s Smile above). You gain the appropriate elemental subtype whilst changed.

The natural spell and eschew materials is mainly because of table varience about exactly what you can and cant do in elemental form. This just allows you to cast if so changed and has no effect if not changed

Elemental Summons (Sp): She may summon 1 or more elementals from her patron plane. This functions as summon monster III. At 8th level and every 2 levels thereafter, the power of this ability increases by one spell level, allowing her to summon more powerful elementals. Elementals summoned this way last for 1 minute per level and are summoned as though you had the augmented summoning feat.

The removal of SNA (because of the poor elemental summoning on it compared to SM) and the very limited nature of the summons (as well as limited uses exclusive with other abilities) meant that Augment summoning felt right here

Elemental Bolster (Su): At 9th level an elemental envoy can expend a use of her elemental conduit to bolster her familiar. The familiar is polymorphed as though successfully targeted by the elemental body spell equal to your Elemental Form ability. If slain whilst changed, the spell is instead immediately dispelled and the familiar is left behind, stable and unconscious but at zero hit points. This lasts as long as long as she could maintain elemental form or until dismissed.

Elemental form is not on the spell list (although could be added), just allows similar targetting of polymorph spells onto familiars. The rider is so that EE are not coy about sending in familiars to do battle like an AC would
These abilities are exclusive. Using one of these abilities whilst another is already in effect causes the earlier effect to be immediately dismissed.

This modifies the standard wild shape ability of a druid and replaces the beast shape and plant shape aspects of it. At 9th level it also modifies the share spell ability of familiars.

At this stage you can either 1) be an elemental with a small familiar, 2) be a EE with a familiar and a string summon 3) be a druid with a strong, smart familiar. Because of the limited uses and exclusivity of uses (using 1 dispells any current effects) makes this feel as though you have choices but is not unbalanced one way or another

Elemental Confidant (Su): At 9th level the elemental envoy is rewarded for her loyalty and service and is granted an elemental aide who she can consult and confide in. She gains a small elemental as a familiar and treats her elemental envoy level as her wizard of her level. She may not choose the Improved Familiar feat.

This replaces Venom Immunity.

Deep Plane Authority (Su): At 13th level an elemental envoy learns to channel as a cleric of her level except as noted here. She can channel to either heal or rebuke and she may freely choose either one each time she uses this ability. She can only heal creatures with the appropriate subtype (including herself if in elemental form) or to rebuke them (similar to using the Turn Undead feat against undead). The DC to save against this ability is equal to 10 + 1/2 her elemental envoy level + her Charisma modifier. She can take other feats that add to this ability, such as Extra Channel and Improved Channel, but not feats that alter this ability, such as Elemental Channel and Alignment Channel. She may channel energy in this way equal to one plus her Charisma modifier (minimum once a day). This is a standard action that does not provoke an attack of opportunity. She does not need to present a holy symbol to use this ability.
This replaces A Thousand Faces ability.

Diplomatic Passage (Sp): Once per day, she can cast plane shift as a spell-like ability to transport herself and willing targets to an elemental plane that is appropriate to her or back to her native plane. While on that plane, she and anyone transported with her are treated as though under the effect of the spell planar adaptation. This replaces Timeless Body.

Ambassador (Su): At 20th level an elemental envoy doubles the duration of her Elemental Conduit powers. If this takes the duration beyond 24 hours, this can be maintained indefinitely. She can also now rebuke all elementals, regardless of their subtype, using her Deep Plane Authority ability and is immune to attempts to rebuke her from other Elemental Envoys. Her creature type becomes native outsider with subtype appropriate to her chosen plane. This replaces Wild shape (at will).

Table:Elemental Envoy:

Table: Elemental Envoy
Class Base Fort Ref Will Spells per Day
Level Attack Bonus Save Save Save Special 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +2 +0 +2 Elemental Bond, Orisons, Elemental Burden 3 1 — — — — — — — —
2nd +1 +3 +0 +3 Elemental Stride 4 2 — — — — — — — —
3rd +2 +3 +1 +3 4 2 1 — — — — — — —
4th +3 +4 +1 +4 Elemental Sight 4 3 2 — — — — — — —
5th +3 +4 +1 +4 4 3 2 1 — — — — — —
6th +4 +5 +2 +5 Elemental Conduit (elemental form I;SMA III; x1/day) 4 3 3 2 — — — — — —
7th +5 +5 +2 +5 4 4 3 2 1 — — — — —
8th +6/+1 +6 +2 +6 Elemental Conduit (elemental form II; SMA IV; x2/day) 4 4 3 3 2 — — — — —
9th +6/+1 +6 +3 +6 Elemental Confidant 4 4 4 3 2 1 — — — —
10th +7/+2 +7 +3 +7 Elemental Conduit (elemental form III; SMA V; x3/day) 4 4 4 3 3 2 — — — —
11th +8/+3 +7 +3 +7 4 4 4 4 3 2 1 — — —
12th +9/+4 +8 +4 +8 Elemental Conduit (elemental form IV; SMA VI: x4/day) 4 4 4 4 3 3 2 — — —
13th +9/+4 +8 +4 +8 Deep Plane Authority 4 4 4 4 4 3 2 1 — —
14th +10/+5 +9 +4 +9 Elemental Conduit (SMA VII; x5/day) 4 4 4 4 4 3 3 2 — —
15th +11/+6/+1 +9 +5 +9 Diplomatic Passage 4 4 4 4 4 4 3 2 1 —
16th +12/+7/+2 +10 +5 +10 Elemental Conduit (SMA VIII; x6/day) 4 4 4 4 4 4 3 3 2 —
17th +12/+7/+2 +10 +5 +10 4 4 4 4 4 4 4 3 2 1
18th +13/+8/+3 +11 +6 +11 Elemental Conduit (SMA IX; x7/day) 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 Ambassador; Elemental Conduit (x8/day) 4 4 4 4 4 4 4 4 4 4


#Elemental Envoy

I like it. Though from first glance I'd say that an Elemental Envoy who picks Earth as their element should also gain proficiency with hammmers and picks, perhaps fire could also be proficient in the Torch, Battle Poi, or Flambarde? They're the most fiery weapons I could think of.

Perhaps the Elemental Envoy would also benefit from the bonus class skills mentioned in the Flame, Wind, Stone and Waves oracle mysteries?


Pathfinder Lost Omens Subscriber

#Elemental Envoy

I'm seeing a lot of free feats being thrown around when you're using some ability.

Dark Archive

@Elghinn Question, does the hybrid classes from the ACG count as 'being out' if it seems d20pfsrd.com has them on their site? Classes, Archetypes and maybe Feats (I haven't checked that part)...perhaps they got it early? I just find it odd yet exciting, especially with some of the archetypes offered.

http://www.d20pfsrd.com/classes/hybrid-classes
----------

I will say the Pathfinder Arcanist kind if makes the MCA Absolute Arcanist obsolete, especially since two of the archetypes offers that which the MCA cannot. One offers full access to a Sorcerer's Bloodline, while another offers full access to a Wizard's Arcane School Focus. More a third offers tossing out Spellbooks for a Familiar and switching out the Wizard/Sorcerer spell list for the Witch's spell list.

The Brawler offers a Captain America archetype while the Investigator offers a Sherlock Holmes archetype (truer to form then the Bard's Detective archetype).
-------------

But yah, given access to the archetypes, Pathfinder's Arcanist I feel my well offer more the the MCA Absolute Arcanist.


Pathfinder Lost Omens Subscriber
JonathonWilder wrote:

@Elghinn Question, does the hybrid classes from the ACG count as 'being out' if it seems d20pfsrd.com has them on their site? Classes, Archetypes and maybe Feats (I haven't checked that part)...perhaps they got it early? I just find it odd yet exciting, especially with some of the archetypes offered.

http://www.d20pfsrd.com/classes/hybrid-classes
----------

I will say the Pathfinder Arcanist kind if makes the MCA Absolute Arcanist obsolete, especially since two of the archetypes offers that which the MCA cannot. One offers full access to a Sorcerer's Bloodline, while another offers full access to a Wizard's Arcane School Focus. More a third offers tossing out Spellbooks for a Familiar and switching out the Wizard/Sorcerer spell list for the Witch's spell list.

The Brawler offers a Captain America archetype while the Investigator offers a Sherlock Holmes archetype (truer to form then the Bard's Detective archetype).
-------------

But yah, given access to the archetypes, Pathfinder's Arcanist I feel my well offer more the the MCA Absolute Arcanist.

he won't be here til wednesday, also when exactly are we going to start the ACG hybrid classes MCAs?

Dark Archive

@Bandw2, Elghinn said when it came out on September 8 if I remember correctly, but checking the Pathfinder wiki it seems to say August 2013 so it could very well already be out. Perhaps that was to give it time to be looked through and condidered.


Faceless Thrall, first draft.

Spoiler:

Faceless Thrall

Primary: Antipaladin
Secondary: Druid
Hit Die: d10
Alignment: Within 1 step of Chaotic Evil

Smite Lawful/Smite Good (Su):
This functions as the antipaladin ability of the same name, however, a Chaotically-aligned Faceless Thrall may choose to smite Lawful targets in place of Good targets. This uses the faceless thrall's Wisdom modifier in place of their Charisma modifier.

Pudding Punch (Ex):
Beginning at 2nd Level, a faceless thrall may cause their hand to become rubbery, translucent, and resinous, seeping terrible toxins into the flesh of those he touches. Each day he can use this ability a number of times equal to 1/2 his faceless thrall level + his wisdom modifier. As a touch attack, a faceless thrall may cause 1d6 points of damage for every 3 faceless thrall levels he possesses. Using this ability is a standard action that does not provoke attacks of opportunity.

Alternatively, a faceless thrall can use this power to heal Ooze creatures, restoring 1d6 hit points for every three levels the faceless thrall possesses. This ability is modified by any feat, spell, or effect that specifically works with the lay on hands paladin class feature.

This modifies Touch of Corruption.

Squishy Tunnelworm (Ex):
At 2nd level, a faceless thrall's skin becomes slick, and slimy. They can move through areas of rubble or narrow passages that require squeezing at their normal rate, without penalty. Their anatomy is different enough from their kin to reduce any critical hit or sneak attack damage scored against them. (+5% * Charisma Modifier).

At 4th level, they gain a +1 to escape artist checks and CMD to resist being tripped. This increases by an additional +1 per 2 levels afterwords, maxing out at +8 by level 20

This replaces Unholy Resistance

Ooze Empathy (Ex):
At 3rd level, a Faceless Thrall can improve the attitude of an ooze, or certain similar aberrations. This ability functions just like a Diplomacy check made to improve the attitude of a person. The faceless thrall rolls 1d20 and adds her faceless thrall level and her Charisma modifier to determine the ooze empathy check result.

Typical oozes have a starting attitude of indifferent towards the faceless thrall, while aberrations are usually unfriendly.

To use Ooze empathy, the faceless thrall and the ooze must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an ooze in this way takes 1 minute but, as with influencing people, it might take more or less time.

This replaces Aura of Cowardice.

Slimeball Toxicity (Ex):
At 3rd level, and every three levels thereafter, the faceless thrall begins to gain the natural toxins of a slime, and may select a toxicity. Toxicities function the same as Cruelties, using the faceless thrall's wisdom modifier in place of their charisma modifier. A faceless thrall does NOT gain access to the Shaken, Frightened, or Cursed cruelties. In addition to the base cruelties, a faceless thrall gains access to the following toxicities:

At level 6:
Corrosive: The target is drenched in caustic chemicals; If unarmored, they take 1d4 points of additional acid damage per round, for a number of rounds equal to the 1/4th the faceless's level + Their wisdom modifier. Armor or Clothing worn by the creature takes 1d8 + the faceless thrall's level in acid damage, with a additional damage per round equal to the faceless thrall's wisdom modifier. This lasts for 1 round per 4 levels of the faceless thrall. DC 10 + Faceless thrall's level + faceless thrall's wisdom modifier Reflex Save to negate damage to clothing.

Draining: The target suffers 1d4 Strength Damage. This lasts a number of rounds equal to the faceless thrall's level.

Slowing: The target suffers 1d4 Dexterity Damage. This lasts a number of rounds equal to the faceless thrall's level.

Sapping: The target suffers 1d4 Constitution Damage. This lasts a number of rounds equal to the faceless thrall's level.

At Level 9:
Sticky: The target is afflicted with a tarry, ropey tendril of sludge affixed to them. Those affect by the tendrils cannot move more than 5 feet away from the faceless thrall and cannot move away as long as they are stuck. The tendril can be removed by making an opposed strength check as a standard action, or by dealing 1 point per 2 levels the faceless thrall has of slashing damage (AC 11, does not deplete the Faceless Thrall's actual health), The faceless thrall cannot move more than 5 feet away from a bound target, but can release the tendril as a free action. There is no limit to the number of tendrils in use beyond a faceless thrall's limit of Pudding Punches, however, only one tendril can affect one individual target at a time. A faceless thrall has a +4 to attack opponents that have its tendrils affixed to them.

At Level 12:
Maddening: The target suffers 1d6 Wisdom damage. This lasts a number of rounds equal to the faceless thrall's level.

Repressing: The target suffers 1d6 Charisma damage. This lasts a number of rounds equal to the faceless thrall's level.

Stressing: The target suffers 1d6 Intelligence damage. This lasts a number of rounds equal to the faceless thrall's level.

At level 15:
Stuttering: The target begins seizing up randomly, they recieve a penalty equal to the faceless thrall's wisdom modifier to all hit checks, and any spell bearing verbal or somatic components has a 50% chance of failure. This lasts 1 round per 5 faceless thrall levels.

Sludgebound (Su):
Upon reaching 5th level, the faceless thrall recieves a boon from their faceless lord. This takes one of two forms:

The first form is to form a tie with the nature of oozes, and the environment they exist in. The faceless thrall may select either the: Poison, Ooze (Slime Subdomain Only), Mudbog, Earth (Radiation Subdomain Only), Water (Rivers Subdomain Only), or Cave Domains. Their faceless lord level -4 is used to calculate their cleric level for the purpose of domain abilities. 1st, 2nd, and 3rd level domain spells are calculated as level 1 Antipaladin Spells, 4th, 5th, and 6th level spells are counted as 2nd level antipaladin spells, 7th and 8th level spells are counted as 3rd level antipaladin spells, and 9th level spells, are gained as 4th level antipaladin spells.

The second form is bonding with an ooze servant This functions as Summon Monster III, Except the duration is permanent, and the faceless thrall can only gain the service of a single ooze of the table: Summon Ooze. The Ooze gains either the Fiendish or Entropic template. This otherwise functions as a standard Fiendish Boon.

Gooey Exhaust (Ex)
At 8th level, a 10-foot radius around the faceless thrall is encompassed in a tarry exhaust the faceless thrall can exhert minor control over, inhibiting the movement of hostiles around them. The 10ft radius around the faceless thrall is considered difficult terrain for all hostiles attempting to maneuver through or out of the radius. In addition, if more than a single round is spent in this radius, those affected risk being entangled (DC: 5+ faceless thrall level, STR check).

This Ability replaces Aura of Despair

Slurry Descent(Su):
Level 20: Work Needed

This Replaces Unholy Champion

Swaps:
Unholy Champion = ?
Aura of Sin = ?
Aura of Vengeance = ?
Aura of Depravity = ?
Aura of Despair = Gooey exhaust
Feindish Boon = Sludgebound
Cruelties = Toxicity
Unholy Resistance = Squishy Tunnelworm


Touch of Corruption = Pudding Punch


#Faceless Thrall

Real neat idea, but a few things. First off, the text for the Sticky Toxicity is just one of the most confusing things I've ever read.

Secondly, what stat caster is this? The Smite Law/Good says Charisma, and so does Squishy Tunnelworm, but the Pudding Punch and Slimeball Toxicity is based on Wisdom.

Also for Pudding Punch, I feel like it should heal more than 1d6 for oozes, because honestly how often are you going to find a friendly ooze? It's not really like healing undead, because there are ways to make undead and command them, but I'm pretty sure the only way to make oozes is Conjure Black Pudding, a 9th level spell that may or may not be third party, I don't remember. Maybe 2d6*level/3 would work.

Is Gooey Exhaust just always, or some kind of action with a time and use limit? If it's just always, that's A) gross, and B) OP.

It would help at least a little bit to throw in a blurb at level 4 about the Faceless Thrall's spellcasting, even if it's the same as antipaladin.

Why does Squishy Tunnelworm provide bonus CMD to being tripped? Wouldn't it make more sense as a bonus against grappling?

Anyway, great idea for a class, but it def needs some work before it's legit, as I'm sure you know.


Bandw2 wrote:

#Elemental Envoy

I'm seeing a lot of free feats being thrown around when you're using some ability.

I assume you are talking about elemental form and the elemental summons.

These are traditionally 2 favoured styles of druid (summoning and wild shaping) and are worth devoting feats to them. As they are so limited in scope, if you were to spend a feat on either aug summons or natural spell you would feel a little cheated and it would force you into the style you had chosen the feat for. By giving the feats when you activate the abilities for free, you no longer feel cheated and it actually gives you more options as more play options are avaliable without being below par. As the abilities are mutually exclusive (furthering the feeling of being cheated by spending a feat) there is no double-dipping


Taco Man wrote:


Faceless Thrall, first draft.
** spoiler omitted **...

Bleurch, i feel sick now..

I like it :)

Comments to come


Pathfinder Lost Omens Subscriber
mrtaco6 wrote:


Why does Squishy Tunnelworm provide bonus CMD to being tripped? Wouldn't it make more sense as a bonus against grappling?

things without legs, like a tunnelworm, gain immunity to trip.


Bandw2 wrote:
JonathonWilder wrote:

@Elghinn Question, does the hybrid classes from the ACG count as 'being out' if it seems d20pfsrd.com has them on their site? Classes, Archetypes and maybe Feats (I haven't checked that part)...perhaps they got it early? I just find it odd yet exciting, especially with some of the archetypes offered.

http://www.d20pfsrd.com/classes/hybrid-classes
----------

I will say the Pathfinder Arcanist kind if makes the MCA Absolute Arcanist obsolete, especially since two of the archetypes offers that which the MCA cannot. One offers full access to a Sorcerer's Bloodline, while another offers full access to a Wizard's Arcane School Focus. More a third offers tossing out Spellbooks for a Familiar and switching out the Wizard/Sorcerer spell list for the Witch's spell list.

The Brawler offers a Captain America archetype while the Investigator offers a Sherlock Holmes archetype (truer to form then the Bard's Detective archetype).
-------------

But yah, given access to the archetypes, Pathfinder's Arcanist I feel my well offer more the the MCA Absolute Arcanist.

he won't be here til wednesday, also when exactly are we going to start the ACG hybrid classes MCAs?

Elghinn made it pretty clear just a few posts above you guys:

Elghinn Lightbringer wrote:
This will be my last post until I'm back on Wednesday. As to ACG MCAs, T, we're going to give it a month or more, to let the classes settle in. I figure we can finish off this thread with the normal MCAs, until we hit the customary 1000-ish posts. Then I'll start another one, and that's when we can start working on the ACG MCAs, or whatever ones people want to work on. Trust me, I look forward to working on them as I have 8 concepts myself, but I'd like to finish this thread with just the usual MCAs.

Emphasis mine.

Dark Archive

That is fine


mrtaco6 wrote:

#Faceless Thrall

Real neat idea, but a few things. First off, the text for the Sticky Toxicity is just one of the most confusing things I've ever read.

Basically, if selected, it makes it so you bind enemies hit by your Pudding Punch (hate that name) to you, unless they either make the strength check, or can cut the "rope" now tethering you two.

Alternatively, this could be an ability used to replace one of the unreplaced auras, and removed from the toxicity list, and cost an extra usage of pudding punch to be expended for the effect to occur.

Secondly, what stat caster is this? The Smite Law/Good says Charisma, and so does Squishy Tunnelworm, but the Pudding Punch and Slimeball Toxicity is based on Wisdom.

"This functions as the antipaladin ability of the same name, however, a Chaotically-aligned Faceless Thrall may choose to smite Lawful targets in place of Good targets. This uses the faceless thrall's Wisdom modifier in place of their Charisma modifier. "
Although I do feel it could use a new name. As fun as Pudding Punch is

Also for Pudding Punch, I feel like it should heal more than 1d6 for oozes, because honestly how often are you going to find a friendly ooze? It's not really like healing undead, because there are ways to make undead and command them, but I'm pretty sure the only way to make oozes is Conjure Black Pudding, a 9th level spell that may or may not be third party, I don't remember. Maybe 2d6*level/3 would work.

Actually, you may note that Sludgebound mentions "table: Summon Ooze", that is in fact a nod over to the summoning chart Elghinn and I made for Tyrannical's Ichormancer .
Now I do feel that one should not be allowed to take Swarms as their bond-creature, but still. In addition, there IS a first party Craft Ooze feat, as well as Touch of Slime, and afew concepts for spells I hope to add to the list for this guy once the abilities are worked out.

Is Gooey Exhaust just always, or some kind of action with a time and use limit? If it's just always, that's A) gross, and B) OP.
1) Perhaps it could replace a different aura, but I like the vision of the tacky excess constantly streaming from the inside of the man as his body grotesquely morphs to a strange, oozepacted hybrid abomination beneath.
2) Of course it's gross! IT'S AN ANTIPALADIN SPIN-OFF THAT WORSHIPS SLIME! He LOVES the stuff. Considers it the pinnacle of being. That jazz.

It would help at least a little bit to throw in a blurb at level 4 about the Faceless Thrall's spellcasting, even if it's the same as antipaladin.

Why does Squishy Tunnelworm provide bonus CMD to being tripped? Wouldn't it make more sense as a bonus against grappling?
Perhaps Trip AND Grapple CMD bonus. Y'see, slimes can't be tripped amigo.

Anyway, great idea for a class, but it def needs some work before it's legit, as I'm sure you know.

Dark Archive

This MCA is like Muk from Pokemon in unpleasantness... I wouldn't want to be within 50 ft of it. Eww

Not sure if I can be much help mechanically but I am willing to give it a try. Just give me a moment.


#Faceless Thrall

I'm liking this idea so far! I was a little worried that my oozy MCA the Ichormancer and my own Antipaladin/Druid class would make it difficult for this MCA to breathe , but I'm glad that there's some big differences here.

I like that you've incorporated the Domains I designed too, I'm glad to see they're getting use beyond my own personal MCAs!

As for the 'Slurry Descent' ability, I may have an idea that's reflective of the Antipaladin somewhat;

Slurry Descent: At 20th level, the faceless thrall embraces an oozy form, and gains DR 10/Slashing. Whenever his is attacked by a slashing attack, he may split into two. This functions as the 'Vomit Twin' spell, only it lowers both the Faceless Thrall and it's twin by one size catagory. He may remain like this for 10 minutes before merging once more, he may choose to merge any time before those ten minutes are up. However, he may only use this ability once every 24 hours, though retains his damage resistance regardless.


Well, in fairness, you Co-Opted my summoning chart!

#Slurry Descent. That sounds awesome.


Ugh, just got ANOTHER MCA Idea, for a Samurai/Swashbuckler based off Sasaki Kojiro.


I love the new idea for the capstone, but I think instead of taking slashing damage, it should be when your health drops below 0, and then each half starts out at half of your total max HP. Maybe they can even split one more time, so you can have 4 Tiny (if you're Medium) slimes to control that eventually morph back into you, or something. I'm just thinking about fighting slimes in say Final Fantasy or Minecraft or something, once you kill the big one it just splits into more.

Also, regarding being an ooze: would Natural Casting or whatever the name of that feat that lets you cast spells while Wildshaping work while being an ooze?

It would also be kind of cool if at the beginning you picked either the Water or Earth domain, and based on that became an acidic or alkali ooze, respectively. I only remembered that because in a game I'm playing in now, we fought an ooze and I had some flasks of alkali solution on me and we killed it with chemistry and it was tight.


# Faceless Thrall
Really, the main thing I want to do with this guy is convert most of the Su abilities, the auras in particular, into Ex powers that occur "naturally", from their disturbing bonds with an oozy entity. Think Jubilex.


Soon as the new classes are available for use I think I'll do a revision to the Hive Master. From what I've been tinkering with it may end up a Hunter/Witch MCA, given that Hunter has all I had in mind in my Summoner/Druid build, and the Witch part goes nicely with the theme conceptually and mechanically.


OK, I'm back, give me a day or so to go through everything and absorb the different MCAs and comments.


Hello all, I wanted to make a comment about the Bloodborn Warrior class (fighter/sorcerer). It shows that at level 11 the class looses its fighter bonus feat for sorcerous strike. Reading on the feat, it would seem as if you are taking away a feat to place something that requires the player to spend a feat to use. Sorcerous strike requires that you have the unarmed strike (there is no mention that this could be used with natural attacks). Meaning that the player would have to invest in a feat to make use of this 11th level ability. If it could work with natural attacks, then you are also forcing the player to choose a blood-line that grants claws to make use of this (or use a feat for the unarmed strike to make use of it).

Can you enlighten me on this please... planning on having my son play this class in his first game with some of my friends.

Thanks


Wow this project is still very alive! That's awesome~
Is the wikispace still the go-to for updated class compliation?
I was looking for a fighter/druid.
Also the Runeforged Warrior page is blank.


Oh yeah, since I'm pretty sure no one's claimed it yet, dibs on a Shaman/Summoner.

Either way! With the revisions we've been talking about, I think that once a real revised version of Faceless Thrall is posted it should be done or very nearly done. We need to revise Elemental Envoy and get it gooood now.


First time posting in one of your many threads regarding MCAs, but I've always been a fan. Anyway:

Eldritch Knight
Primary:
Fighter.
Secondary: Wizard.

Hopefully, I submitted properly.


Iorthol wrote:

Wow this project is still very alive! That's awesome~

Is the wikispace still the go-to for updated class compliation?
I was looking for a fighter/druid.
Also the Runeforged Warrior page is blank.

Of course it is.

Your Runeforged Warrior is up. We don't have a Ftr/Drd but we do have a Drd/Ftr called the Wild Aegis


...May wanna rename, as it allready exists as pretty much /the/ original prestige class. Likely either Eldritch Knight or Draconic Disciple was most veteran's first prestige.


Da'ath wrote:

First time posting in one of your many threads regarding MCAs, but I've always been a fan. Anyway:

Eldritch Knight
Primary:
Fighter.
Secondary: Wizard.

Hopefully, I submitted properly.

Yes you did! And welcome!

You'll be next up once one of our current MCAs is done. Likely a name change is in order too, as the Eldritch Knight is already a PrC. You are added to the queue.


Thanks to both of you - very valid point on the name - and glad I didn't miss anything in posting. As for the name change, I think this will suit for the name change - I couldn't find anything else using it:
Praetorian Knight
Primary:
Fighter.
Secondary: Wizard.


Da'ath wrote:

Thanks to both of you - very valid point on the name - and glad I didn't miss anything in posting. As for the name change, I think this will suit for the name change - I couldn't find anything else using it:

Praetorian Knight
Primary:
Fighter.
Secondary: Wizard.

That's better!

Also, not to dash your hopes, but to make you aware, there are already the following Ftr/Wiz MCAs. So if your concept is like one of these, then you may want to look at making something else or change your flavor/role. If it's different, then by all means continue.

Dimensional Warrior
Elemental Blade

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