Multiclass Archetypes VIII: MCAs Unlimited


Homebrew and House Rules

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Welcome to the 8th Multiclass Archetypes thread both old and new posters. Again, the last thread was up over 1,000 posts, so here we are on the next one.

Again, here's the posting and collaboration process that will be going on in this thread (same as the last two).

This thread, while dedicated to new Multiclass Archetypes, is also dedicated to getting the unfinalized MCAs (*) on the Multiclass Archetype Wiki closer to their finalized form. All those who join us in this process, know that it will be greatly appreciated by the members of MCP. Your input will allow us to improve our concepts, as well as your own.

As always, new posters, concepts, and ideas are always welcome. With the unfinalized (*) MCAs from the Wiki, we wish to maintain as much of the core concepts and abilties as possible, but we also are seeking any new and awesome ideas that could improve it, and any feedback on balance issues, or whatever you might see as problematic.

The posting process will be as follows, so please attempt to keep to these guidelines as much as possible to maintain a cohesive process.

READ
1) Please post "concepts" for new MCAs first (not the whole detailed MCA), as holding places, in the following format.

"Name"
Primary: "X"
Secondary: "Y"

These will be placed in the queue as they are posted (including those from myself or any other MCP member), but will not be looked at until they come up in the queue. So, feel free to work on them alone, or amongst yourselves (or even MCP members) via email or whatever until your turn comes.

I'll give the go ahead with each new MCA just to keep things orderly.
I will also post the new MCA queue every so often so everyone knows what's coming up.

2) Depending on how things progress, two NEW MCAs will be posted at a time, with a wiki MCA revision thrown in every so often. To allow for fairness, if if you've recently posted, let someone else post theirs. So, don't post two MCAs in a row. We would prefer MCA class combos that HAVE NOT been created yet, so that we don't double up on already existing MCAs. However, we won't interfere in your creativity process, do as you must, but the previous would be most appreciated.

3) I will post the unfinalized MCAs (*) according to alphabetical order on the Wiki, as this will allow for the most diverse approach, otherwise we may get a little bored working on MCAs with the same primary class over numerous postings.

4) If someone pops up on the thread with feedback on an old MCA, that will becomes the next "unfinalized" (*) MCA that we take a look at, even if it is out of alphabetical order, to address any concerns ASAP.

5) As before, please us the "#" to differentiate between the MCA posts, especially with us working on 2 MCAs simultaneously.

Note:As the release date for the Advanced Class Guide (ACG) approaches, many of us are excited to start creating MCAs with the new ACG base classes. I believe it would be prudent to wait a few months after release before we start cranking out ACG MCAs, to allow for familiarization with the classes, and for the threads to work out any issues with them. Likely, we'll start on the ACG MCAs in thread MCA thread IX.


QUEUE UPDATE
“Animator” – Wiz/Sum or Sum/Wiz (Tyrannical)* Tyrannical, I know you have a different MCA concept for this posting, so go ahead with it. I'll change it in the queue once you do.
Xenocite Assailant – ?/? (OSW)


Hooray!


As you can see, we had a real productive week ;)


THE LIGHTBRINGER RETURNS and I believe Ty-guy was slinging out his Goopy Druid/Alchemist?


Yes I believe so.


...Wonder where Tyrie is...


Nice new thread. I'll get something together tonight...got a few ideas simmering...


An angry drunk is an impatient one. :P

And my Roaring Drunk is on queue!


* Enters thread and spoor-marks it, then hides again

(I use my own post list to keep track of threads here at Paizo, so having posted here lets me find the thread easily).


Pathfinder Lost Omens Subscriber

I, honestly, don't like the idea of a crazed man in the wood going around herding oozes...


Bandw2 wrote:
I, honestly, don't like the idea of a crazed man in the wood going around herding oozes...

What's wrong with that? Ichromancers can be the "cleaners" of the woods, using their oozes and slimes to clean up all the dead and decomposing critters.


#Ichormancer
So, Tyrannical, from the previous thread, you want this to be Druid primary, changing spells to extracts (9th level?), a choice of new domains/ooze companion as nature bond, and wild shape to "ooze" shape.

1) Probably need to reduce this MCAs Extracts to 6th level, and give it the Summoner's increment of Summon Nature's Ally (but oozes also) in his extract list. Maybe we could give it a version of the Summoner's Summon Monster ability, but Summon oozes I-IX (3/day + Wis mod). Maybe even tie it into the Craft ooze and Bottled Ooze discoveries?

There is no 9th level extract lists, so I think a reduction to 6th level, like the alchemist, and possibly a unique or adjusted extract list would be most appropriate.

2) A thousand faces should become Disease Immunity.

3) Spontaneous casting is replaced with the Craft Ooze and Bottles Ooze discoveries, plus the Infusion Discovery? Maybe tied to the Summon Monster variant ability I mentioned above.

4) Wild Empathy also affects oozes/slimes.

5) I assume your Wild Shape/Ooze Shape is limited to oozes (no animals, elementals, or plants?). This will allow for some additional abilities, such as Alchemy, Swift Alchemy, and Instant Alchemy. Maybe not Instant Alchemy, we'll see. May want to keep normal animal shape, and exchange ooze shape for elemental and plant shape. Might even want to keep elemental and limit it to water (they're sort of ooze-ish?). Hard thing to do will be figuring out how to decide what abilities he gains while in ooze shape. Likely we can just use elemental body and plant shape spells as guidelines.

6) Ooze/Slime Summoning, we can use Taco Man's summon list as a base and create our own alternate summoning list. In doing so, you have to compare CR of current summon nature ally creatures according to spell level (I to IX), and just slot in an equivalent CR of oozes and slimes. I've had lots of experience doing this for construct and other creature type based alternate summoning tables.

Just some food for thought.


I did indeed account for equivalent CR on all spell levels but IX. Because IX.


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The summon Monster/Summon Nature's Ally spells use the following level/CR comparison.

Level = CR
1 = 1/3, 1/2
2 = 1
3 = 2
4 = 3- 4
5 = 5-6
6 = 7-8
7 = 9-10
8 = 11-12
9 = 13

I went through your list (and the PFd20SRD) and the Ooze summoning table should look like this. Some of yours were off by a level, and some of your IX level oozes were too powerful.

Table: Summon Nature’s Ally Alternatives:

1st Level Subtype(s) Source
Phlegmatic ooze swarm Ooze AP43
Sanguine ooze swarm Ooze AP43

2nd Level Subtype(s) Source
Amoeba, giant Ooze B2
Amoeba swarm Ooze B2
Boilborn Ooze B4
Melancholic ooze swarm Ooze AP43
Ooze, amber Ooze ToHC

3rd Level Subtype(s) Source
Choleric ooze swarm Ooze AP43
Diger Ooze ToHC
Gelatinous orb Ooze RR
Jelly, tar Ooze RR
Jelly, whip Ooze ToHC
Mold, slime Ooze B2
Ooze, garden Ooze B3

4th Level Subtype(s) Source
Cube, frost Ooze DDR
Cube, gelatinous Ooze B1
Freezing flow Ooze B4
Hungry flesh Ooze B4
Jelly, stun Ooze ToHC
Lightning bladder Ooze ToH4
Mudbog Ooze ToHC
Ooze, crystal Ooze B1
Ooze, emerald Ooze RR
Ooze, gray Ooze B1
Ooze, hag eye Ooze AP72
Ooze, id Ooze B1
Ooze, mercury Ooze ToHC
Sewer sludge Ooze ToH4
Slime mold Ooze ToHC
Slithering tracker Ooze B2

5th Level Subtype(s) Source
Cube, ebony Ooze DDR
Cube, electric Ooze DDR
Ectoplasm Ooze THC
Globster Ooze B3
Hungry fog Ooze B3
Jelly, jolly Ooze TH4
Jelly, ochre Ooze B1
Livestone Ooze THC
Ooze, ebon Ooze TH4
Ooze, glacial Ooze THC
Ooze, metallic Ooze THC
Ooze, undead Ooze THC
Ooze, vendurous Ooze AP35
Pudding, blood Ooze THC
Pudding, white Ooze THC
Sea scourge Ooze IS
Spawn of Jubelix Ooze TH4
Tear of burning flame Ooze LCG
Tear of nuruu’gal Ooze LCG

6th Level Subtype(s) Source
Jelly, mustard Ooze THC
Ooze, brain Ooze B3
Ooze, deathtrap Ooze B3
Ooze, magma Ooze B2
Ooze, vampiric Ooze THC
Pudding, black Ooze B1
Pudding, brown Ooze THC
Pudding, dun Ooze THC
Shard slag Ooze B4
Trapper Ooze FF

7th Level Subtype(s) Source
Color out of space Ooze B4
Jelly, tyrant Ooze B4
Living mirage Ooze OLP
Ooze, coven Ooze AP72
Ooze, entropic Ooze THC
Pudding, stone Ooze THC

8th Level Subtype(s) Source
Ooze, capacitor Ooze NLFS
Ooze, carnivorous crystal Ooze B3
Ooze, greater vendruous Ooze AP35
Ooze, putrid Ooze AP76
Vespergaunt Ooze ISB

9th Level Subtype(s) Source
Carnivorous blob Ooze B2
Living monolith Ooze TH4

*AP (Adventure Path), B1 (Bestiary), B2 (Bestiary 2), B3 (Bestiary 3), B4 (Bestiary 4), DDR (Dungeon Denizens Revisited), FF (Forgotten Foes), IS (Isle of Shackles), ISB (Inner Sea Bestiary), LCG (Lost Cities of Galorian), NLFS (Pathfinder Campaign Setting: Numeria, Land of Fallen Stars ), OLP (Pathfinder Campaign Setting: Osirion, Legacy of Phoarohs ), RR (Remarkable Races: Compendium of Unusual PC Races, Pathway to Adventure Edition), TH4 (Tome of Horrors 4), THC (Tome of Horrors Complete)


I lllliiiiike it!


Of course, we may remove all the 3rd party oozes from the list. Still leaves quite a few.

Now if Tyrannical and OSW would post their stuff, we can get moving.


Perhaps if they fail to post something in the next 12 hours, we could notch them back a click in the queue and do some tinkering on the Grenade Zealot?

Dark Archive

Glad go see us on a new thread.


What IS the current queue?


Totally dotting.


Here, barring absentees.

QUEUE
Ichormancer – Drd/Alc (Tyrannical)
Xenocite Assailant – ?/? (OSW)
Old Wiki MCA (Grenade Zealot)
“Name” – Rgr/Wtc (Gypsy Rose)
“Name” – Anp/Alc (Arkellus)
Crow Druid – Drd/Rog (Apraham Lincoln)
Roaring Drunk – Bbn/Alc (Taco Man)
The Whisperer – Drd/Brd (JonathonWilder)
“Name” – Gun/Mnk (Bandw2)
Heretic Priest – Rog/Clr (Elghinn)


I have idea notes to contribute to the gunslinger monk when it comes up if bandw2 is interested.


Pathfinder Lost Omens Subscriber

I already have a bunch of my own.

however, these last 2 seem to be going really slowly... due to lack of presence.


once again I suggest we examine the Grenade Zealot.


Its the weekend, it's always slow. If Ichormancer and Xenocite Assailant aren't posted by tomorrow, we'll move on to the next two and push them back in the queue.


Sorry all, got swamped with Dad's Daycare Duties on the weekend while wife working. If I don't post something in the next 8 hrs move me down the queue. ;)


Will do!


Do I have a spot in the queue? Current idea, which I deliberately left pretty undeveloped to collaborate on, is a busker mage (preferably an arcanist/bard) and uses a music box or barrel organ to play magic tunes. It could use a better name. English doesn't seem to have a word for the Swedish "positivhalare" - someone busking using a music box.


Pathfinder Lost Omens Subscriber
Starfox wrote:
Do I have a spot in the queue? Current idea, which I deliberately left pretty undeveloped to collaborate on, is a busker mage (preferably an arcanist/bard) and uses a music box or barrel organ to play magic tunes. It could use a better name. English doesn't seem to have a word for the Swedish "positivhalare" - someone busking using a music box.

this definitely couldn't easily turn into nightmare fuel...


Interesting, Bandw2. I didn't see that angle, but the connection between horror and mechanical instruments is there, via circuses and evil clowns.

http://en.wikipedia.org/wiki/Puella_Magi_Madoka_Magica


Starfox wrote:
Do I have a spot in the queue? Current idea, which I deliberately left pretty undeveloped to collaborate on, is a busker mage (preferably an arcanist/bard) and uses a music box or barrel organ to play magic tunes. It could use a better name. English doesn't seem to have a word for the Swedish "positivhalare" - someone busking using a music box.

I can throw this in the ACG queue list.

Now, are you "back" Starfox, because before you wanted us to move your Warrior Poet down the queue. If you are back, then I believe you'll be up immediately with that one.

In fact, I'll be posting the Grenade Zealot, and Fox, you can do your Warrior Poet, or another one of your ideas (Not ACG) right now, as we don't see Ty or OSW's posts. They'll get moved to the next queue slots.


This one was done quite a while ago and needs some MCA love. This was originally presented by Vero.

I think its in need of some more balanced swaps perhaps, unique abilities, a bit more alchemist, etc. But then, it is pretty simple. Open to anything here. Perhaps bombs more than 6d6, though that might be good with this MCA. This also has no flavor blurp, so no direction to go on.

GRENADE ZEALOT:

Primary Class: Inquisitor.
Secondary Class: Alchemist.
Alignment: Any.
Hit Dice: d8.

Bonus Skills and Ranks: The grenade zealot may select three alchemist skills to add to his class skills in addition to his normal inquisitor class skills. The grenade zealot gains a number of ranks at each level equal to 6 + Int modifier.

Weapon and Armor Proficiency:[/b] A grenade zealot is proficient with all simple weapons and bombs, plus the hand crossbow, longbow, repeating crossbow, shortbow, and the favored weapon of her deity. She is also proficient with light armor, medium armor, and shields (except tower shields).

Spellcasting: The grenade zealot cast divine spells from the inquisitor spell list, and otherwise learns, prepares, and cast spells like as an inquisitor equal to her grenade zealot level. He also receives additional spells per day if she has a high Wisdom score.

Alchemy (Su): Beginning at first level, a grenade zealot gains the alchemist's alchemy class ability, allowing her to create mundane alchemy items and bombs only. She gains a competence bonus equal to 1/2 her grenade zealot level on Craft (alchemy) checks when crafting these items. This replaces stern gaze.

Brew Potions (Ex): At 1st level, a grenade zealot gains Brew Potion as a bonus feat. This replaces monster lore.

Bombs (Su): At 1st level, a grenade zealot gains the ability to create bombs. This functions like alchemist bombs except that a grenade zealot’s bombs deal 1d6 points of damage at 1st level, and an additional 1d6 points of damage at 4th level and every four levels thereafter, to a maximum of 6d6 at 20th level. This replaces domain.

Judgment (Su): This is exactly like the inquisitor ability of the same name, except that at 4th level or higher, whenever a grenade zealot uses his judgment ability, he can select one of the following new judgments that affect only his bombs. Any saves or checks related to these judgments have a DC equal to 10 + the grenade zealot’s level + the grenade zealot’s Wisdom modifier.

Damning Testimony: The target of a grenade zealot’s bombs must make a Will save or become shaken for a number of rounds equal to his Wisdom modifier.

Fearful Indictment: The target of a grenade zealot’s bombs must make a Will save or become frightened for a number of rounds equal to his Wisdom modifier.

Final Verdict: The target of a grenade zealot’s bombs must make a Will save or become staggered for a number of rounds equal to his Wisdom modifier.

Stay of Execution: The grenade zealot deals nonlethal bomb damage to his target and all creatures adjacent to it. The target must also make a Fortitude save or be knocked prone. When using this judgment, a grenade zealot’s bomb does not deal splash damage.

Unshakable Guilt: The grenade zealot adds his Wisdom modifier to his bomb damage instead of his Intelligence modifier, including splash damage.

Teamwork Feat: This is exactly like the inquisitor ability of the same name, except that whenever the grenade zealot could select a teamwork feat, she can select an alchemist discovery that she qualifies for. A grenade zealot may only select bomb related discoveries.

Swift Alchemy (Ex): At 3rd level, a grenade zealot gains the alchemist’s swift alchemy ability. This ability replaces solo tactics.

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

1st +0 +2 +0 +2 Alchemy, bomb 1d6, brew potions, judgment 1/day, orisons 1 — — — — —
2nd +1 +3 +0 +3 Detect alignment, track 2 — — — — —
3rd +2 +3 +1 +3 Solo tactics, swift alchemy, teamwork feat 3 — — — — —
4th +3 +4 +1 +4 Bomb 2d6, judgment 2/day 3 1 — — — —
5th +3 +4 +1 +4 Bane, discern lie 4 2 — — — —
6th +4 +5 +2 +5 Teamwork feat 4 3 — — — —
7th +5 +5 +2 +5 Judgment 3/day 4 3 1 — — —
8th +6/+1 +6 +2 +6 Bomb 3d6, second judgment 4 4 2 — — —
9th +6/+1 +6 +3 +6 Teamwork feat 5 4 3 — — —
10th +7/+2 +7 +3 +7 Judgment 4/day 5 4 3 1 — —
11th +8/+3 +7 +3 +7 Stalwart 5 4 4 2 — —
12th +9/+4 +8 +4 +8 Bomb 4d6, greater bane, teamwork feat 5 5 4 3 — —
13th +9/+4 +8 +4 +8 Judgment 5/day 5 5 4 3 1 —
14th +10/+5 +9 +4 +9 Exploit weakness 5 5 4 4 2 —
15th +11/+6/+1 +9 +5 +9 Teamwork feat 5 5 5 4 3 —
16th +12/+7/+2 +10 +5 +10 Bomb 5d6, judgment 6/day, third judgment 5 5 5 4 3 1
17th +12/+7/+2 +10 +5 +10 Slayer 5 5 5 4 4 2
18th +13/+8/+3 +11 +6 +11 Teamwork feat 5 5 5 5 4 3
19th +14/+9/+4 +11 +6 +11 Judgment 7/day 5 5 5 5 5 4
20th +15/+10/+5 +12 +6 +12 Bomb 6d6, true judgment 5 5 5 5 5 5


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Not Brother Maynard wrote:

And Saint Attila raised the hand grenade up on high, saying, "O Lord, bless this thy hand grenade, that with it thou mayst blow thine enemies to tiny bits, in thy mercy." And the Lord did grin. And the people did feast upon the lambs, and sloths, and carp, and anchovies, and orangutans, and breakfast cereals, and fruit bats, and large chu...

Brother Maynard: Skip a bit, Brother...

Cleric: And the Lord spake, saying, "First shalt thou take out the Holy Pin. Then shalt thou count to three, no more, no less. Three shall be the number thou shalt count, and the number of the counting shall be three. Four shalt thou not count, neither count thou two, excepting that thou then proceed to three. Five is right out. Once the number three, being the third number, be reached, then lobbest thou thy Holy Hand Grenade of Antioch towards thy foe, who, being naughty in My sight, shall snuff it.


I could bring up the warrior poet, but honestly it doesn't seem all that interesting - I'm pretty settled on how I want that one and butting heads over detail isn't all that productive.

As for the hurdy gurdy mage, I think that one better wait for the advanced class guide and the finalized arcanist.

Just put me at the end of the queue.


@Grenade Zealot

Overall, it feels a bit anemic, but I have no real experience with the Inquisitor, so I am not really competent to say so. But having a prime attack ability (bombs) that peaks at 6d6 does feel a bit low, even tough the bomb-specific inquisitions are very powerful. Maybe this is more of a controller than a damage dealer?

Could stick closer to Alchemist on ranged weapons (no martial ranged weapons) because its main ranged weapon will be bombs.

Judgement: The save DC should be based on 1/2 level. Even so, the bomb-specific inquisitions are very powerful. Actually, these bomb judgements need a not that they cannot be used with discoveries marked *, or be made into discoveries themselves. Combining these with controllery discoveries, thus forcing 2 saves to avoid 2 effects, would be too much

Tactical Feats: I think there shouldn't be an option to retain the tactical feats; allow only discoveries. Suggested discoveries cannibalized from one of my alchemist archetypes:

A Grenade Zealot can only select discoveries with "bomb" or "bombs" in the name, as well as the following discoveries: demolition charge, explosive missile, fire brand, and ranged baptism. In addition, the Grenade Zealot has access to the following discoveries:

Extra Bombs: The Grenade Zealotc can select the Extra Bombs feat as a discovery. This discovery can be selected multiple times.

Fire Brand: The Grenade Zealot can select the Fire Brand feat as a discovery and need not be a goblin to do so.

Possibly a discovery that uses positive/negative energy and is anti-undead? But inquisitors are not very anti-undead themselves.

@ Brother Maynard: Giggle.


Pathfinder Lost Omens Subscriber
Apraham Lincoln wrote:
Not Brother Maynard wrote:

And Saint Attila raised the hand grenade up on high, saying, "O Lord, bless this thy hand grenade, that with it thou mayst blow thine enemies to tiny bits, in thy mercy." And the Lord did grin. And the people did feast upon the lambs, and sloths, and carp, and anchovies, and orangutans, and breakfast cereals, and fruit bats, and large chu...

Brother Maynard: Skip a bit, Brother...

Cleric: And the Lord spake, saying, "First shalt thou take out the Holy Pin. Then shalt thou count to three, no more, no less. Three shall be the number thou shalt count, and the number of the counting shall be three. Four shalt thou not count, neither count thou two, excepting that thou then proceed to three. Five is right out. Once the number three, being the third number, be reached, then lobbest thou thy Holy Hand Grenade of Antioch towards thy foe, who, being naughty in My sight, shall snuff it.

if the grenade zealot spends his move action to chant over his grenade he should get double the number of damage dice against opposed outsiders/undead.


I think the unshakable guilt judgement should just be baseline built into their bombs, and adding in most of starfoxes suggestions as well. I only don't agree that they need any form of channeling.


Hello! Sorry, I didn't expect things to take off so soon, I was on a micro holiday!

You just let me know when and I'll throw the Ichormancer at you, sorry for the delay, I don't mind waiting until the current MCAs are looked over first :)

EDIT: As far as the changes to Domains go, they all sound okay to me. I'd personally get rid of the fire damage and keep the poison effect from the 'Volcanic Gases' power, it's more towards what I was going for than damage


It would seem I'm unable to post for the next three days! If it comes time and I ain't here, give my slot to Tyr!


Tyrannical wrote:

Hello! Sorry, I didn't expect things to take off so soon, I was on a micro holiday!

You just let me know when and I'll throw the Ichormancer at you, sorry for the delay, I don't mind waiting until the current MCAs are looked over first :)

EDIT: As far as the changes to Domains go, they all sound okay to me. I'd personally get rid of the fire damage and keep the poison effect from the 'Volcanic Gases' power, it's more towards what I was going for than damage

Post it up.


Apraham Lincoln wrote:
Not Brother Maynard wrote:

And Saint Attila raised the hand grenade up on high, saying, "O Lord, bless this thy hand grenade, that with it thou mayst blow thine enemies to tiny bits, in thy mercy." And the Lord did grin. And the people did feast upon the lambs, and sloths, and carp, and anchovies, and orangutans, and breakfast cereals, and fruit bats, and large chu...

Brother Maynard: Skip a bit, Brother...

Cleric: And the Lord spake, saying, "First shalt thou take out the Holy Pin. Then shalt thou count to three, no more, no less. Three shall be the number thou shalt count, and the number of the counting shall be three. Four shalt thou not count, neither count thou two, excepting that thou then proceed to three. Five is right out. Once the number three, being the third number, be reached, then lobbest thou thy Holy Hand Grenade of Antioch towards thy foe, who, being naughty in My sight, shall snuff it.

Yes, I actually thought about that when I was posting about its lack of a flavor blurp. :)


Okay then! Here's the Ichormancer, sorry for the delay (I know Taco Man has probably been giddy for a while :P)

Anything greyed out ooc style is content that I've implemented that I'm unsure of, mostly because I think there could be a better substitute, or I've used the current ability as a filler for now. So feel free to suggest any improvements on those abilities especially, and any other abilities you guys feel could be tweaked.

Ichormancer:

ICHORMANCER

Ichormancers are estranged practitioners of science and magic that combine the fundementals of druidry with alchemy, forming a close bond with the middleground of the two; controlling ichorous substances and creating strange creatures from the gifts of science and nature. Ichormancers gain great understanding of oozes, slimes and all matter of alchemical creatures, able to create an arsenal of vile substances and creatures to help or hinder.

Primary Class: Druid
Secondary Class: Alchemist
Alignment: Any
Hit Dice: d8

Bonus Skills and Ranks: The Ichormancer may select three Alchemist skills to add to his class skills in addition to the normal Druid class skills. The Ichormancer gains a number of ranks at each level equal to 4 + Int modifier.

Weapon and Armor Proficiency: The Ichormancer is proficient with all simple weapons and with all natural attacks. They are proficient with light and medium armor, but not with shields.

Extracts: An Ichormancer prepares and uses extracts much like an Alchemist does, and adds the following spells to his list of available Extracts; 1st- Grease, Hydraulic Push, Mudball, Ray of Sickening, Web Bolt 2nd- Accelerate Poison, Pernicious Poison, Slipstream, Tar Ball, Web, Web Shelter 3rd- Aqueous Orb, Hydraulic Torrent, Spit Venom 4th- Poison, Web Cloud 5th- Blessing of the Salamander, Tar Pool
The Ichormancer removes all 'Bomb' related extracts (such as Shadow Bomb Admixture and Bombers Eye) from his list of extracts.

Ichor Bond: An Ichormancer may select a bond to his vile nature. This bond can take one of two forms. The first option is to select a domain as a Druid can, though is restricted to the following Cleric Domains and Animal and Terrain Domains;

Domains: Earth, Plant, Water or the new Ooze and Poison domains, as well as the Venom (Scalykind), Blood (War), Slime (Ooze) and Brew (Poison/Artifice) subdomains.
Animal and Terrain Domains: Aquatic, Cave, Frog, Swamp, Jungle or the new Mudbog and Volcanic Domains.

Spells gained from domains are added to the Ichormancers list of extracts and added every two levels (1st at 2nd level, 2nd at 4th level, 3rd at 6th level, etc.). Thier caster levels are adjusted to the following;
1st, 2nd and 3rd; unchanged
4th and 5th; extract level 4
6th and 7th; extract level 5
8th and 9th; extract level 6

The Second option is for the Ichormancer to instead gain alchemist discoveries, though is restricted to what discoveries he may select. The ichormancer cannot choose any discoveries relating to bombs or mutagens, and gains a discovery at 1st level, and every 3 levels thereafter (4th, 7th, 10th and so on). The ichormancer treats his ichormancer level as his alchemist level when meeting the prerequisites of discoveries.
This ability replaces Nature Bond.

Alchemy: At 1st level, the Ichormancer gains the alchemist’s alchemy ability, but he cannot create mutagens or bombs. He also gains the Brew Potion feat.
This ability replaces Nature Sense.

Ooze Empathy: an Ichormancer can influence creatures as if using Wild Empathy, though he instead influences oozes. He may also improve the attitude of animals, but he takes a –4 penalty on the check. An Ichormancer also gains a bonus to Knowledge: Dungeoneering equal to 1/2 his class level when identifying oozes.
This ability replaces Wild Empathy.

Poison Use: Ichormancers are trained in the use of poison and starting at 2nd level, cannot accidentally poison themselves when applying poison to a weapon.
This ability replaces Woodland Stride.

Create Ooze: At 3rd Level, the Ichormancer gains the 'Craft Ooze' item creation feat as a bonus feat. Oozes crafted by the Ichormancer have a starting attitude of friendly rather than unfriendly when using Ooze Empathy. At 6th level, the Ichormaster also gains the 'Bottled Ooze' Alchemist discovery, allowing him to trade any prepared extract to create an ooze of similar power to the extract's level.
This ability replaces Trackless Step and Resist Nature's Lure

Ichorous Shape: Beginning at 4th level, the Ichormancer can assume the form of an amorphous alchemical creature, and is treated as being under the 'Rag Doll Mutagen' and 'Tentacle' alchemist discoveries whenever he uses Ichorous Shape. At first, the Ichormancer can assume the form of a Small or Medium slime, as if using vermin shape I, and at 6th level that of a Tiny or Large slime as if using vermin shape II (he replaces beast shape I and beast shape II with this ability).

At 6th level, the Ichormancer may take on the form of a mud elemental (as earth elemental), magma elemental (as fire elemental) or a water elemental, functioning as elemental body I. At 8th level, he may become a Medium elemental as if using elemental body II. at 10th level, he may become a Large elemental as if using elemental body III. Finally, at 12th level, he may assume the form of a Huge elemental as if using elemental body IV. The Ichormancer cannot become an air elemental.

At 8th level, the Ichormancer can become a full ooze, assuming the form of a Small or Medium ooze as if using beast shape III, and at 12th level that of a Tiny or Large ooze as if using beast shape IV (treating the ooze as if it were a magical beast without a natural armor bonus).
Regardless of what form the Ichormancer takes, he has no discernible anatomy and is immune to poison, sneak attacks, and critical hits. Though he is treated as an ooze for the purposes of spells and abilities that would affect him.
This ability replaces Wild Shape

Ichorous Immunity: At 9th level, a Ichormancer gains immunity to all poisons and a +4 bonus on saves against exceptional, supernatural, and spell-like abilities of oozes.
This ability replaces Venom Immunity

Alchemical Insight: At 13th level, an Ichormancer can create alchemical items, oozes and poisons with astounding speed. It takes an Ichormancer half the normal amount of time to create these items. He may also apply a dose of poison to a weapon as a swift action.
This ability replaces A Thousand Faces.

Ichorblood: At 15th level, the Ichormancer's blood has turned into the life ichor of oozes and slimes. He gains immunity to nonlethal damage, sleep effects, paralysis, polymorph, and stunning regardless of what form he is occupying. The Ichormancer is henceforth treated as an ooze when targetted by spells and special abilities, including those that would negatively affect him.
This ability replaces Timeless Body.

on't forget to check the previous forum for the new domains included in this MCA, these domains can be used for anything else too, so feel free to include them in any past or future MCA's of your own.

Domains and Stuff!

As for the other abilities I'm unsure of, there's a few things I was going over that I thought might be a little more fitting;
Ooze/Slime/Alchemical Golems
Natural Weapons/Attacks
Chemical Weapons
Oozy Summons
Poison Lore (The ability from Investigator)
Capturing Oozes alive


Tyrannical wrote:

Okay then! Here's the Ichormancer, sorry for the delay (I know Taco Man has probably been giddy for a while :P)

Anything greyed out ooc style is content that I've implemented that I'm unsure of, mostly because I think there could be a better substitute, or I've used the current ability as a filler for now. So feel free to suggest any improvements on those abilities especially, and any other abilities you guys feel could be tweaked.

** spoiler omitted **...

Questions/Comments

1) Extracts: Are you using the druid spell list or alchemist extract list? Are you doing 9th or 6th level extracts?

2) Ichor Bond: I like the changes to the druid's usual Domain option. For the other one, I think You should wrap the Create Ooze ability and discoveries into the second option. Instead of having an ooze companion, instead he creates ("summons") oozes, and uses discoveries to enhance that, or his extracts. We can essentially, use the Create Ooze feat as a way of summoning certain creatures via the "Summon Nature's Ally spell, sort of like the summoner's Summon Monster ability. Then we can incorporate my/Taco Man's revised Ooze alternative Summon Nature's Ally table.

That will leave Trackless Step (which still functions for the MCA, or can be exchanged for something else, like leaving a gooey trail of ichorous ooze like a snail or something instead) and Resist Nature's Lure (which I think could just be tweaked to function against Ooze types instead of Fey).

3) Weapons/Armor: No druid restrictions? I'm fine with that.


Elghinn Lightbringer wrote:

Questions/Comments

1) Extracts: Are you using the druid spell list or alchemist extract list? Are you doing 9th or 6th level extracts?

2) Ichor Bond: I like the changes to the druid's usual Domain option. For the other one, I think You should wrap the Create Ooze ability and discoveries into the second option. Instead of having an ooze companion, instead he creates ("summons") oozes, and uses discoveries to enhance that, or his extracts. We can essentially, use the Create Ooze feat as a way of summoning certain creatures via the "Summon Nature's Ally spell, sort of like the summoner's Summon Monster ability. Then we can incorporate my/Taco Man's revised Ooze alternative Summon Nature's Ally table.

That will leave Trackless Step (which still functions for the MCA, or can be exchanged for something else, like leaving a gooey trail of ichorous ooze like a snail or something instead) and Resist Nature's Lure (which I think could just be tweaked to function against Ooze types instead of Fey).

3) Weapons/Armor: No druid restrictions? I'm fine with that.

1) The class will use the Alchemist Extract List, with some druid spells and a few additional spells ported over, so typical 1-6 level extracts

2) That could work, Though I had merged resisting ooze into the venom immunity ability too. We could separate the two so we only need to worry about Trackless step if you prefer? I was thinking combining the Nauseating Flesh and Deadly Excretions alchemist discoveries into a single ability to replace it; Slimy Skin

3) Since certain metals can be alchemically made or imbued, restricting the use of metal armor may be a bit of a handicap in some cases

I was also debating the extracts to be a mix of both brewing and casting? so they could spontaneously create the extract with magic, and bottle it for later should they wish, or use it instantly.


I have some tweaking and streamlining ideas. I'll get back to everyone.


OK, here's a tweaked and streamlined Ichormancer.

ICHORMANCER:

Ichormancers are estranged practitioners of science and magic that combine the fundamentals of druidic practices with alchemy. In doing so, they form a close bond with an amalgam of the two, granting them control over gooey substances and the ability to create strange creatures through the gifts of science and nature. Ichormancers gain great understanding of oozes, slimes, and all manner of alchemical creatures, able to create an arsenal of vile matter and creatures to help or hinder.

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

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

Weapon and Armor Proficiency: The ichormancer is proficient with all simple weapons, natural attacks, light and medium armor, and with shields (except tower shields).

Extracts: At 1st level, an ichormancer gains the ability to create extracts as an alchemist of equal level, and gains extra extracts per day if she has a high intelligence score. An ichormancer removes all “bomb” extracts from the alchemist’s formulae list (such as Shadow Bomb Admixture and Bombers Eye), and adds the following spell to her formulae list at the indicated extract levels: 1st–grease, hydraulic push, mudball, ray of sickening, summon nature’s ally I*, web bolt; 2nd–accelerate poison, pernicious poison, slipstream, summon nature’s ally II*, tar ball, web, web shelter; 3rd–aqueous orb, hydraulic torrent, spit venom, summon nature’s ally IV*; 4th–poison, summon nature’s ally V*, web cloud; 5th–blessing of the salamander, summon nature’s ally VII*, tar pool; 6th–summon nature’s ally VIII*. *(An ichormancer can only summon oozes with summon nature’s ally extracts, and must use the Summon Monster Alternatives table below). This ability replaces the druid’s spellcasting ability.

Alchemy (Su): At 1st level, an ichormancer gains the alchemist’s alchemy ability, except that she can only create mundane alchemical items and extracts. The ichormancer cannot create bombs or mutagens. This ability and brew potion replace nature sense.

Bottled Ooze (Su): At 1st level, an ichormaster gains the bottled ooze alchemist discovery, allowing her to trade any prepared extract to create an ooze of similar power to the extract's level. This ability replaces spontaneous casting.

Brew Potion (Ex): At 1st level, an ichormancer gains Brew Potion as a bonus feat.

Ichor Bond (Su): This is exactly like the druid’s nature bond ability, except fot the following changes. If the ichormancer chooses to bond with the natural world, the ichormancer chooses from the following cleric domains and animal and terrain domains

Domains: The ichormancer can choose from the Earth, Plant, or Water domains, the new Ooze or Poison domains, the Venom (Scalykind) or Blood (War) subdomains, or the new Slime (Ooze) and Brew (Poison/Artifice) subdomains.

Animal and Terrain Domains: The ichormancer can choose from the Aquatic, Cave, Frog, Jungle, or Swamp domains, or the new Mudbog and Volcanic domains.

The ichormancer adds domains spells to her list of extracts, but only up to her 6th level domain spell.

As the second option, the ichormancer can choose to bond with the power of oozes and slimes instead of gaining an animal companion. At 1st level, the ichormancer gains a specially prepared bottle called an ichor jar. When preparing her daily extracts, an ichormancer can use her ichor jar to prepare a special bottled ooze. As a standard action that does not provoke attacks of opportunity, an ichormancer can release this ooze from the jar to fight at her side. While in the jar, the ooze heals naturally, as would a druid’s animal companion. An ichormancer can also use “cure” extracts to heal her ooze magically. To do so, she must either pour or prepare the “cure” extract directly into the ichor jar for it to take effect. Once released, the ooze remains until placed back into the ichor jar by the ichormance (a standard action) or is slain. If the ooze is slain, it is immediately sent back to its ichor jar and cannot be summoned again until the following day.

When an ichormancer uses her ichor jar, she can prepare an ooze as if she had cast summon nature’s ally I using Table: Summon Nature’s Ally Alternatives (see below). The type of ooze must be chosen when the ooze is prepared. Once prepared, the ooze cannot be changed until the next time she prepares it. At 3rd level, and every 2 levels thereafter, the power of this ability increases by one spell level, allowing her to prepare more powerful oozes (to a maximum of summon monster IX at 17th level). An ichormancer cannot have more than one prepared ooze active in this way at one time.

If an ichor jar is damaged, it is restored to full hit points the next time the ichormancer prepares her extracts spells. If the ichor jar is lost or destroyed, it can be replaced 1 week later through a special ritual that costs 200 gp per ichormancer level plus the cost of the masterwork jar. This ritual takes 8 hours to complete. Ichor jars replaced in this way do not possess any of the additional enchantments of the previous ichor jar, if they’ve been enchanted. An ichormancer can designate an existing magic bottle or similar container as her ichor jar. This functions in the same way as replacing a lost or destroyed ichor jar except that the new magic jar retains its abilities while gaining the benefits and drawbacks of becoming an ichor jar.

Ooze Empathy (Ex): This is exactly like the druid’s wild empathy ability, except that the ichormancer can influence and creatures of the ooze type instead of animals. In addition, the ichormancer adds Knowledge (dungeoneering) to her list of class skills and gains a competence bonus on all Knowledge (dungeoneering) skill checks to identify oozes equal to 1/2 her ichormancer level.

Poison Use (Ex): At 2nd level, an ichormancer gains the alchemist’s poison use ability. This ability replaces woodland stride.

Craft Ooze (Su): At 3rd level, an ichormancer gains the Craft Ooze item creation feat as a bonus feat, even if she does not meet the prerequisites. Oozes crafted by the ichormancer have a starting attitude of friendly rather than unfriendly when using ooze empathy. This ability replaces trackless step.

Discovery: At 3rd level, an ichormancer gains the alchemist’s discovery ability, but gains a discovery at 3rd level and every four levels thereafter. An ichormancer may only choose from the following discoveries: alchemical simulacrum, chameleon, combine extracts, concentrate poison, deadly excretions, dilution, doppelganger simulacrum, enhance potion, eternal potion, extend potion, greater alchemical simulacrum, infusion, lingering spirit, malignant poison, nauseating flesh, poison conversion, preserve organs, sticky poison.
The ichormancer must meet the prerequisites of any discovery she chooses, and treats her ichormancer level as her alchemist level for the purpose of qualifying for discoveries. This ability replaces the druid’s 7th, 8th, and 9th level spells.

Swift Alchemy (Ex): At 3rd level, an ichormancer gains the alchemist’s swift alchemy ability. This ability and instant alchemy replace orisons.

Resist Slimy Malignance (Ex): Starting at 4th level, an ichormancer gains a +4 bonus on saving throws against the extraordinary, spell-like, and supernatural abilities of ooze. This bonus also applies to spells and effects that target ooze. This ability replaces resist nature’s lure.

Wild Shape (Su): This is exactly like the druid ability of the same name, except for the following changes. At 4th level, the ichormancer can assume the form of an amorphous alchemical creature, and is treated as being under the rag doll mutagen and tentacle alchemist discoveries whenever he uses the wild shape ability.

At 4th level, an ichormancer gains the ability to turn herself into any Small or Medium slime and back again once per day. This ability functions like the vermin shape I spell. An ichormancer loses her ability to speak while in ooze form because she is limited to the sounds that a normal, untrained ooze can make, but she can communicate normally with other oozes of the same general grouping as her new form.
As an ichormancer gains in levels, this ability allows the ichormancer to take on the form of larger and smaller vermin, oozes, and elementals. Each form expends one daily usage of this ability, regardless of the form taken.

At 6th level, an ichormancer can use wild shape to change into a Large or Tiny slime or a Small magma, mud, or water elemental. When taking the form of a slime, an ichormancer's wild shape now functions as vermin shape II. When taking the form of an elemental, the ichormancer's wild shape functions as elemental body I.

At 8th level, an ichormancer can use wild shape to change into a Small or Medium ooze, or a Medium magma, mud or water elemental. When taking the form of an ooze, an ichormancer's wild shape now functions as beast shape III, treating the ooze as if it were a magical beast without a natural armor bonus. When taking the form of an elemental, the ichormancer's wild shape now functions as elemental body II.

At 10th level, an ichormancer can use wild shape to change into a Large magma, mud, or water elemental. When taking the form of an elemental, the ichormancer's wild shape now functions as elemental body III.

At 12th level, an ichormancer can use wild shape to change into a Tiny or Large ooze, or a Huge magma, mud, or water elemental. When taking the form of an ooze, an ichormancer's wild shape now functions as beast shape IV, treating the ooze as if it were a magical beast without a natural armor bonus. When taking the form of an elemental, the ichormancer's wild shape now functions as elemental body IV.

Regardless of what form the ichormancer takes, she has no discernible anatomy and is immune to poison, sneak attacks, and critical hits. Though she is treated as an ooze for the purposes of spells and abilities that would affect her. An ichrormancer cannot assume the form of an animal, plant, or other creature not described above.

Amorphous Insight (Ex): At 13th level, an ichormancer can craft oozes with astounding speed. It takes an ichormancer half the normal amount of time to craft oozes. This ability replaces a thousand faces.

Ichor Blood (Su): At 15th level, an ichormancer's blood transforms into the life ichor of oozes and slimes. She gains immunity to nonlethal damage, sleep effects, paralysis, polymorph, and stunning regardless of what form she assumes. In addition, the ichormancer is forevermore treated as an ooze for the purpose rather than as a humanoid (or whatever the ichormancer’s creature type was) for the purpose of spells and magical effects. This ability replaces timeless body.

Instant Alchemy (Ex): At 18th level, an ichormancer gains the alchemist’s instant alchemy ability. In addition, it takes an ichormancer one-quarter the normal amount of time to craft oozes.

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

1st +0 +2 +0 +2 Alchemy, bottled ooze, brew potion, ichor bond, 1 — — — — —
ooze empathy
2nd +1 +3 +0 +3 Poison use 2 — — — — —
3rd +2 +3 +1 +3 Craft ooze, discovery, swift alchemy 3 — — — — —
4th +3 +4 +1 +4 Resist slimy malignance, wild shape (1/day) 3 1 — — — —
5th +3 +4 +1 +4 4 2 — — — —
6th +4 +5 +2 +5 Wild shape (2/day) 4 3 — — — —
7th +5 +5 +2 +5 Discovery 4 3 1 — — —
8th +6/+1 +6 +2 +6 Wild shape (3/day) 4 4 2 — — —
9th +6/+1 +6 +3 +6 Venom immunity 5 4 3 — — —
10th +7/+2 +7 +3 +7 Wild shape (4/day) 5 4 3 1 — —
11th +8/+3 +7 +3 +7 Discovery 5 4 4 2 — —
12th +9/+4 +8 +4 +8 Wild shape (5/day) 5 5 4 3 — —
13th +9/+4 +8 +4 +8 Amorphous insight 5 5 4 3 1 —
14th +10/+5 +9 +4 +9 Wild shape (6/day) 5 5 4 4 2 —
15th +11/+6/+1 +9 +5 +9 Discovery, ichor blood 5 5 5 4 3 —
16th +12/+7/+2 +10 +5 +10 Wild shape (7/day) 5 5 5 4 3 1
17th +12/+7/+2 +10 +5 +10 5 5 5 4 4 2
18th +13/+8/+3 +11 +6 +11 Instant alchemy, wild shape (8/day) 5 5 5 5 4 3
19th +14/+9/+4 +11 +6 +11 Discovery 5 5 5 5 5 4
20th +15/+10/+5 +12 +6 +12 Wild shape (at will) 5 5 5 5 5 5

Table: Summon Nature’s Ally Alternatives:

1st Level Subtype(s) Source
Phlegmatic ooze swarm Ooze AP43
Sanguine ooze swarm Ooze AP43

2nd Level Subtype(s) Source
Amoeba, giant Ooze B2
Amoeba swarm Ooze B2
Boilborn Ooze B4
Melancholic ooze swarm Ooze AP43
Ooze, amber Ooze THC

3rd Level Subtype(s) Source
Choleric ooze swarm Ooze AP43
Diger Ooze THC
Gelatinous orb Ooze RR
Jelly, tar Ooze RR
Jelly, whip Ooze THC
Mold, slime Ooze B2
Ooze, garden Ooze B3

4th Level Subtype(s) Source
Cube, frost Ooze DDR
Cube, gelatinous Ooze B1
Freezing flow Ooze B4
Hungry flesh Ooze B4
Jelly, stun Ooze THC
Lightning bladder Ooze TH4
Mudbog Ooze THC
Ooze, crystal Ooze B1
Ooze, emerald Ooze RR
Ooze, gray Ooze B1
Ooze, hag eye Ooze AP72
Ooze, id Ooze B1
Ooze, mercury Ooze THC
Sewer sludge Ooze TH4
Slime mold Ooze THC
Slithering tracker Ooze B2

5th Level Subtype(s) Source
Cube, ebony Ooze DDR
Cube, electric Ooze DDR
Ectoplasm Ooze THC
Globster Ooze B3
Hungry fog Ooze B3
Jelly, jolly Ooze TH4
Jelly, ochre Ooze B1
Livestone Ooze THC
Ooze, ebon Ooze TH4
Ooze, glacial Ooze THC
Ooze, metallic Ooze THC
Ooze, undead Ooze THC
Ooze, vendurous Ooze AP35
Pudding, blood Ooze THC
Pudding, white Ooze THC
Sea scourge Ooze IS
Spawn of Jubelix Ooze TH4
Tear of burning flame Ooze LCG
Tear of nuruu’gal Ooze LCG

6th Level Subtype(s) Source
Jelly, mustard Ooze THC
Ooze, brain Ooze B3
Ooze, deathtrap Ooze B3
Ooze, magma Ooze B2
Ooze, vampiric Ooze THC
Pudding, black Ooze B1
Pudding, brown Ooze THC
Pudding, dun Ooze THC
Shard slag Ooze B4
Trapper Ooze FF

7th Level Subtype(s) Source
Color out of space Ooze B4
Jelly, tyrant Ooze B4
Living mirage Ooze OLP
Ooze, coven Ooze AP72
Ooze, entropic Ooze THC
Pudding, stone Ooze THC

8th Level Subtype(s) Source
Ooze, capacitor Ooze NLFS
Ooze, carnivorous crystal Ooze B3
Ooze, greater vendruous Ooze AP35
Ooze, putrid Ooze AP76
Vespergaunt Ooze ISB

9th Level Subtype(s) Source
Carnivorous blob Ooze B2
Living monolith Ooze TH4

*AP (Pathfinder RPG Adventure Path), B1 (Bestiary), B2 (Bestiary 2), B3 (Bestiary 3), B4 (Bestiary 4), DDR (Dungeon Denizens Revisited), FF (Forgotten Foes), IS (Isle of Shackles), ISB (Inner Sea Bestiary), LCG (Lost Cities of Galorian), NLFS (Pathfinder Campaign Setting: Numeria, Land of Fallen Stars ), OLP (Pathfinder Campaign Setting: Osirion, Legacy of Pharaohs ), RR (Remarkable Races: Compendium of Unusual PC Races, Pathway to Adventure Edition), TH4 (Tome of Horrors 4), THC (Tome of Horrors Complete)

Made the changes that Starfox suggested to the domains.

NEW DOMAINS:

The following new domains and subdomains can be chosen by any class that has the domain class feature and may complement one or more multiclass archetypes.

MUDBOG DOMAIN
Granted Powers: You can command the powers of bogs and mires, weakening structures and sinking foundations at a whim.

Trudger (Ex): For a number of minutes equal to 3 + your Wisdom modifier, you can pass through muddy terrain without impairment, and are protected from sinking or becoming stuck in such conditions. These minutes need not be consecutive, but must be spent in one minute increments.

Mudslide (Ex): At 8th level, you can cause a mudslide to occur within a 30 feet cone ahead of you. Targets hit by the mudslide take 2d6 bludgeoning damage (Reflex save for half) and are subject to a bull rush combat maneuver. Your CMB for this bull rush is equal to your caster level plus your Wisdom modifier. This ability can be used once per day.

Domain Spells: 1st—mudball, 2nd—soften earth and stone, 3rd—binding earth, 4th—earth glide, 5th—transmute stone to mud, 6th—move earth, 7th—binding earth (mass), 8th—earthquake, 9th—world wave.

OOZE DOMAIN
Granted Powers: You command the powers of slimes, oozes, and jellies, and can manipulate their strange powers to hinder your foes.

Sludge Ball (Su): As a standard action, you may fling a ball of sludge towards an opponent within 30ft as a ranged touch attack. The sludge ball causes targets to become sickened for one round per cleric level (DC equal to 10 + 1/2 your cleric level + your Wisdom modifier). At 10th level, the target becomes nauseated for 1 round per two cleric levels. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Ooze Companion (Su): at 4th level, you gain the service of an ooze companion (as an ooze form of a giant leech). Your effective druid level for this ooze companion is equal to your cleric level – 3. (Druids who take this ability through their nature bond class feature use their druid level –3 to determine the abilities of their animal companions).

Domain Spells: 1st—grease, 2nd—vomit twin, 3rd—resinous skin, 4th—touch of slime, 5th—conjure black pudding, 6th—flesh to ooze, 7th—creeping doom (diminutive sized oozes only), 8th—caustic eruption, 9th—shambler (as the verdurous ooze).

POISON DOMAIN
Granted Powers: Poison has been the bane of kings and tool of many assassins, now you command its vile power.

Poisoner's Pride (Ex): You may apply poison to a weapon as if having the poison use class feature. If your class or race already gives this ability, the poison applied to your weapon lasts an additional round before the weapon is clean.

Control Poison (Su): At 4th level, you are able to control the poison within ones’ body. You can cast delay poison or accelerate poison as spell-like abilities a number of times a day equal to your Wisdom modifier.

Domain Spells: 1st—poisoned egg, 2nd—spit venom, 3rd—stinking cloud, 4th—poison, 5th—miasmatic form, 6th—cloudkill, 7th—finger of death, 8th—blood mist, 9th—transmute blood to acid.

VOLCANIC DOMAIN
Granted Powers: You can draw the powers of the Earth's molten substances, and create an unrivalled volcanic fury.

Spit Magma (Su): As a standard action, you may spit a blob of molten magma towards an opponent within 30 feet as a ranged touch attack. The magma does 1d6 points of fire damage and causes targets to immediately catch on fire (see rules for catching on fire). The target must use a standard action to clean off the magma or take an additional 1d3 points of damage each round it remains. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Volcanic Gas (Su): Once per day, you may create a crack in the earth and cause volcanic fumes to rise up from its depths. The cloud of gas functions like fog cloud, but all those in the cloud also take 1d3 points of temporary Constitution damage as a poison effect unless they make a successful Fortitude save (DC equal to 10 + 1/2 your cleric level + your Wisdom modifier).

Domain Spells: 1st—produce flame, 2nd—tar ball, 3rd—ash storm, 4th—volcanic storm, 5th—obsidian flow, 6th—geyser, 7th—tar pool, 8th—wall of lava, 9th—meteor swarm.

BREW SUBDOMAIN
Replacement Powers: The following power replaces the Poisoner's Pride power of the Poison Domain and the Artificer's Touch power of the Artifice Domain

Hold your Liquor (Ex): If you are subject to any saves against the negative side effects of alcohol consumption, you may roll twice and take the higher score. You can use this ability up to three times a day.

Replacement Domain Spells: 1st—enhance water, 2nd—pick your poison, 3rd—imbue with addiction (ale only), 5th—freedom's toast.

SLIME SUBDOMAIN
Replacement Powers: The following power replaces the Ooze Companion power of the Ooze Domain.

Sticky Patch: At 8th level, as a standard action, you can create a 30-foot sticky patch of slime to entangle all foes within its area. This effect functions as the web spell. If any creature reenters the slime patch, it must make an additional Reflex save to avoid its effect.

Replacement Domain Spells: 2nd—web, 5th—touch of the salamander, 7th—binding earth (mass).


Updated Grenade Zealot. Still need to write up a flavor blurp. There's still room for a few swaps, maybe something more "zealot" to add flavor. Not sure what though.

GRENADE ZEALOT:

Primary Class: Inquisitor.
Secondary Class: Alchemist.
Alignment: Any.
Hit Dice: d8.

Bonus Skills and Ranks: The grenade zealot may select three alchemist skills to add to his class skills in addition to his normal inquisitor class skills. The grenade zealot gains a number of ranks at each level equal to 6 + Int modifier.

Weapon and Armor Proficiency: A grenade zealot is proficient with all simple weapons and bombs, plus the favored weapon of her deity. She is also proficient with light armor, medium armor, and shields (except tower shields).

Alchemy (Su): At 1st level, a grenade zealot gains the alchemist's alchemy class ability. However, she can only create mundane alchemy items and bombs. She cannot create extracts or mutagens. In addition, a grenade zealot gains a competence bonus equal to 1/2 her grenade zealot level on Craft (alchemy) checks when crafting these items. This ability replaces stern gaze.

Unshakable Faith (Ex): At 1st level, a grenade zealot gains the Throw Anything feat as a bonus feat. A grenade zealot adds her Wisdom modifier to damage done with splash weapons, including the splash damage if any. This bonus damage is already included in the bomb class feature. This ability replaces monster lore.

Bombs (Su): At 1st level, a grenade zealot gains the alchemist’s bomb ability, except that a grenade zealot can use a number of bombs each day equal to her grenade zealot level + her Wisdom modifier, and the save DC of her bombs is equal to 10 + 1/2 the grenade zealot’s level + the grenade zealot’s Wisdom modifier. A grenade zealot’s bombs deal 1d6 points of damage at 1st level, and an additional 1d6 points of damage at 4th level and every three levels thereafter, to a maximum of 7d6 at 20th level. This ability replaces the inquisitor’s domain, greater bane, and third judgment.

Judgment (Su): This is exactly like the inquisitor ability of the same name, except that whenever a grenade zealot uses the destruction, justice, or smiting judgment, she also applies the bonuses to her bombs while they are in effect.

Discoveries: At 3rd level and every three levels thereafter, a grenade zealot gains one alchemist discovery. The grenade zealot may only select bomb discoveries, or the demolition charge, explosive missile, fire brand, and ranged baptism discovery. A grenade zealot counts as a goblin for any discovery with a racial prerequisite. A grenade zealot must otherwise meet the prerequisites for these discoveries as normal.

A grenade zealot may also choose from the following new discoveries restricted to the Grenade Zealot multiclass archetype, and have a save DC equal to 10 + 1/ the grenade zealot’s level + the grenade zealot’s Wisdom modifier.

Final Verdict (Su): A grenade zealot can sacrifice 2d6 points of bomb damage. The target must make a successful Will save or become staggered for 1 round per two levels of grenade zealot. The grenade zealot must be at least 6th level to select this discovery.

Stay of Execution (Su): A grenade zealot with this discovery deals nonlethal bomb damage to her target and all creatures adjacent to it. The target must also make a Fortitude save or be knocked prone. When using this discovery, a grenade zealot’s bomb does not deal splash damage.

Word of Accusation (Su): A grenade zealot can sacrifice 1d6 points of bomb damage. The target must make a successful Will save or become shaken for 1 round per level of grenade zealot.

Word of Condemnation (Su): A grenade zealot can sacrifice 2d6 points of bomb damage. The target must make a successful Will save or become frightened for 1 round per two levels of grenade zealot. The grenade zealot must be at least 6th level and have the word of accusation discovery.

Word of Damnation (Su): A grenade zealot can sacrifice 3d6 points of bomb damage. The target must make a successful Will save or become panicked for 1 round per three levels of grenade zealot. The grenade zealot must be at least 12th level and have the word of condemnation discovery.

In addition, a grenade zealot may also select the Extra Bombs feat in place of a discovery. This ability replaces teamwork feats.

Swift Alchemy (Ex): At 3rd level, a grenade zealot gains the alchemist’s swift alchemy ability. This ability replaces solo tactics.

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

1st +0 +2 +0 +2 Alchemy, bomb 1d6, judgment 1/day, orisons, 1 — — — — —
unshakable faith
2nd +1 +3 +0 +3 Cunning initiative, detect alignment, track 2 — — — — —
3rd +2 +3 +1 +3 Bomb 2d6, discovery, swift alchemy 3 — — — — —
4th +3 +4 +1 +4 Judgment 2/day 3 1 — — — —
5th +3 +4 +1 +4 Bane, discern lies 4 2 — — — —
6th +4 +5 +2 +5 Discovery 4 3 — — — —
7th +5 +5 +2 +5 Bomb 3d6, judgment 3/day 4 3 1 — — —
8th +6/+1 +6 +2 +6 Second judgment 4 4 2 — — —
9th +6/+1 +6 +3 +6 Bomb 4d6, discovery 5 4 3 — — —
10th +7/+2 +7 +3 +7 Judgment 4/day 5 4 3 1 — —
11th +8/+3 +7 +3 +7 Stalwart 5 4 4 2 — —
12th +9/+4 +8 +4 +8 Discovery 5 5 4 3 — —
13th +9/+4 +8 +4 +8 Bomb 5d6, judgment 5/day 5 5 4 3 1 —
14th +10/+5 +9 +4 +9 Exploit weakness 5 5 4 4 2 —
15th +11/+6/+1 +9 +5 +9 Bomb 6d6, discovery 5 5 5 4 3 —
16th +12/+7/+2 +10 +5 +10 Judgment 6/day 5 5 5 4 3 1
17th +12/+7/+2 +10 +5 +10 Slayer 5 5 5 4 4 2
18th +13/+8/+3 +11 +6 +11 Discovery 5 5 5 5 4 3
19th +14/+9/+4 +11 +6 +11 Bomb 7d6, judgment 7/day 5 5 5 5 5 4
20th +15/+10/+5 +12 +6 +12 True judgment 5 5 5 5 5 5


@Ichormancer

I like what you've done! The Ichor Jar is especially a very nice idea! It's looking far better than what it was originally. I do have a few suggestions to shape the class a little;

1) Perhaps 'Venom Immunity' can carry with it a resistance/immunity to Acid? The main source of attack from most oozes?

2) I would instead remove discoveries, as there's a lot going on already, instead the combination of the Deadly Excretions and Nauseating Flesh discoveries might be fitting. Something like 'Slimy Skin' or 'Oozy Flesh' may be good here.

3) I'd personally like the class to be able to access 7th, 8th and 9th level spells from domains somehow, so the domains option doesn't fall short compared to the Ichor Jar option.

4) Perhaps we could make it so the Ichormancer must imbibe a special extract, or the Ichor Jar itself, in order to enter Wild Shape (I'd also like it to be called Amorphous Shape, since it sounds more fitting)


Tyrannical wrote:

@Ichormancer

I like what you've done! The Ichor Jar is especially a very nice idea! It's looking far better than what it was originally. I do have a few suggestions to shape the class a little;

Glad you like it.

Tyrannical wrote:
@Ichormancer1) Perhaps 'Venom Immunity' can carry with it a resistance/immunity to Acid? The main source of attack from most oozes?

If we do that, I would do a progresional resistance up to immunity, like the alchemist. +2/+4/+6/immunity to acid and poison attacks.

Tyrannical wrote:
@Ichormancer2) I would instead remove discoveries, as there's a lot going on already, instead the combination of the Deadly Excretions and Nauseating Flesh discoveries might be fitting. Something like 'Slimy Skin' or 'Oozy Flesh' may be good here.

So, more of a narrowed progression of specific discoveries or effects instead of the outright choice of discoveries. I have an idea.

Tyrannical wrote:
@Ichormancer3) I'd personally like the class to be able to access 7th, 8th and 9th level spells from domains somehow, so the domains option doesn't fall short compared to the Ichor Jar option.

I have an idea there too. I'll post it, and see what other think. Getting up to 9th level spells as a 6th level caster doesn't really happen in any of the classes though, no mater what.

Tyrannical wrote:
@Ichormancer4) Perhaps we could make it so the Ichormancer must imbibe a special extract, or the Ichor Jar itself, in order to enter Wild Shape (I'd also like it to be called Amorphous Shape, since it sounds more fitting)

That may as well be a mutagen, I think wild shape mechanic as is is just fine, as it signifies their power and affinity to oozes, etc.

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