Multiclass Archetypes IX: ACG Unleashed


Homebrew and House Rules

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Dark Archive

Has anyone claimed the MCA Arcanist/Alchemist?

I'm considering possibly switching out one of the MCAs I have in queue with a different idea, because of watching Full Metal Alchemist (the original, not Brotherhood) again with my 12 year old brother. I'm thinking on how to mimic the power and versatility, yet also flavor, of the alchemists in this series.


You mean my first ACG MCA? :D

Incendiary Arcanist (Arc/Alc) – Elghinn

Could try Alc/Arc?

Dark Archive

Elghinn Lightbringer wrote:

You mean my first ACG MCA? :D

Incendiary Arcanist (Arc/Alc) – Elghinn

Could try Alc/Arc?

Oh... well the Incendiary Arcanist would be more Roy Mustang not the series' alchemists in general.

No, then I can't have the MCA be a full caster.
-----

How about an Arcanist/Investigator? Or if I must Wizard/Investigator?

Dark Archive

Well perhaps full caster is a bit much, but I would have more leeway with 'spell' access if I have a full caster as the primary class and would allow for more swapping potential as well for creating the MCA's core abilities.


I think the next MCA I'll throw at you guys is the long awaited Arcane Animator, I think I've finally nailed it with Summoner/Warpriest, despite Warpriest's being divine in nature I think it works nicely.


Pathfinder Lost Omens Subscriber
Elghinn Lightbringer wrote:
Bandw2 wrote:
yeah, Cloaked schemer seems good, though it won't have many exploits at early levels to make use of all these new exploits. :P

That's one of the issues with using a full caster, small area for design.

Something I think we could do, is make Well-versed an exploit. Opens the 3rd level exploit. Not sure everyone who would play this would want well-versed, but gives them the option.

seems good

we could do the same with Lore master as well, maybe just make it a once per day thing or cost 3 AR or something.


#Espial Voyageur
*Research Notes

I've looked at a bunch of PrCs and have found the following possible abilities. Jon, take a look, and let me know what fits your vision of this guy the best. The secrets would be good additions to Investigator Talents.

Loremaster Prc:

Lore (Ex): At 2nd level, a loremaster adds half his level to all Knowledge skill checks and may make such checks untrained. The bonuses gained from this ability stack with those gained from Bardic Knowledge.

Greater Lore (Ex): At 6th level, a loremaster gains the ability to understand magic items. Whenever a loremaster examines a magic item to determine its properties, he gains a +10 circumstance bonus on his Spellcraft skill check.

True Lore (Ex): At 10th level, a loremaster's knowledge becomes vast indeed. Once per day a loremaster can use his knowledge to gain the effect of a legend lore spell or an analyze dweomer spell. If used to create a legend lore effect, this ability has a casting time of 1 minute, regardless of how much information is already known about the subject in question.

Pathfinder Chronicler PrC:

Deep Pockets (Ex): A Pathfinder chronicler collects items as well as lore, picking up small amounts of this or that throughout her travels. As a result, she may carry unspecified equipment worth up to 100 gp per class level. This can be any kind of gear that can reasonably fit into a backpack, including potions and scrolls (but not any other sort of magic item). As a full-round action, the chronicler may dig through her pockets to retrieve an item she specifies at that time, deducting its value from the allocated amount of cost. This item cannot weigh more than 10 pounds. When the total remaining cost reaches 0, the chronicler can retrieve no more items until she refills her deep pockets by spending a few hours and an amount of gold to bring her total up to 100 gp per class level.

In addition, if she takes 1 hour to pack her gear each day, she gains a +4 bonus to Strength to determine her light encumbrance. This does not affect her maximum carrying capacity. The efficient distribution of weight simply encumbers her less than the same amount of weight normally should. Finally, the Pathfinder chronicler gains a +4 bonus on Sleight of Hand checks made to conceal small objects on her person.

Master Scribe (Ex): A Pathfinder chronicler adds her class level as a bonus on all Linguistics and Profession (scribe) checks, as well as Use Magic Device checks involving scrolls or other written magical items. A Pathfinder chronicler can make Linguistics checks to decipher text as a full-round action and can always take 10 on Linguistics and Profession (scribe) checks, even if distracted or endangered.

Pathfinding (Ex): Beginning at 2nd level, a Pathfinder chronicler develops an excellent sense of direction and skill at leading others through difficult terrain or by following ancient maps. A Pathfinder chronicler gains a +5 bonus on Survival checks made to avoid becoming lost and to Intelligence checks to escape a maze spell. In addition, she always uses the “road or trail” overland movement modifier even when in trackless terrain, whether on foot or mounted. With a DC 15 Survival check, the Pathfinder chronicler can extend this benefit to one companion per class level.

Inspire Action (Su): As a special use of bardic music, a 6th-level pathfinder chronicler can exhort any one ally within hearing to a sudden surge of action, allowing her ally to immediately take an extra move action. This does not count against the ally's number of actions on his own turn.

At 9th level, she can enable an ally to immediately take a standard action instead.

Dark Delver PrC:

Master Explorer (Ex): A Dark Delver adds 1/2 his class level (minimum 1) as a bonus on all Disable Device and Perception checks. A Dark Delver can disable intricate and complex traps in half the normal amount of time (minimum 1 round) and open a lock as a standard action instead of a full-round action. He can always take 10 on Disable Device and Stealth checks, even if distracted or endangered. A delver can use Disable Device to disarm magical traps.

Surefooted (Ex): Starting at 2nd level, a Dark Delver can move through difficult terrain (such as hills, mountains, rubble, ruins, and similar terrain) at his normal speed. Ground that has been magically manipulated to impede motion still affects him normally.

True Seeing (Sp): At 9th level, a Dark Delver can use true seeing once per day. His caster level equals his class level.

Nick of Time (Ex): A Dark Delver has a knack for choosing the best time to act. Once per day at 10th level, a delver can use an immediate action to perform an action that normally requires a standard action to perform.

Sleepless Detective PrC:

Canny Sleuth (Ex): A Sleepless detective adds her Intelligence bonus (if any) on all Perception and Sense Motive checks, as well as on Diplomacy checks made to gather information, in addition to adding her Wisdom or Charisma modifier as normal.

Forensic Thaumaturgy (Su): A Sleepless detective can cast detect magic at will as a spell-like ability (caster level equal to her class level). When using detect magic (or spells that function as detect magic, such as arcane sight), the detective treats recently ended magical effects as though they were one category stronger when determining how long a lingering aura remains, and by concentrating for an additional round can determine exactly how long the lingering aura has been there (effectively allowing the Sleepless detective to learn when the spell or magic item that caused the aura was cast or destroyed, respectively).

Deductive Examination (Sp): At 3rd level, the Sleepless detective can use the spell residual tracking three times per day as a spell-like ability (caster level equal to her class level).

Discern Lies (Sp): At 7th level, a Sleepless detective can use discern lies, as the spell, for a number of rounds per day equal to her class level (caster level equal to her class level). These rounds need not be consecutive. Activating this ability is an immediate action.

Pierce Deception (Sp): At 9th level, a Sleepless detective can see as though under the effect of the spell true seeing for a number of rounds per day equal to her class level (caster level equal to her class level). These rounds need not be consecutive. Activating this ability is a free action.

Scholar Class:

Scholar Secrets: Starting at 2nd level, and every even level thereafter, the scholar may select one of the following secrets. Unless otherwise stated, each secret may be selected only once.

Augury (Sp): The scholar may cast augury, as the spell, once per day.

Call it Out (Ex): One per day as a standard action, a scholar can identify the weaknesses of one creature she can perceive. She must succeed at a Knowledge check to identify the creature. If successful, she and all allies within 30 feet who can hear her gain a knowledge of any special vulnerabilities and weaknesses a creature may have, including what forms of attack defeat its DR and regeneration, and gain a +1 bonus to attack rolls and the DCs of their spells and abilities against that opponent for one minute. Is she has 10 or more ranks in the relevant Knowledge skill for that creature's type, the bonus is doubled to +2.

Careful Search (Ex): The scholar may take 10 on Perception checks, even if it would not normally be allowed. She also gains a +1 on Perception checks to search an area.

Coax Magical Item (Ex): The scholar gains a bonus equal to half her level (minimum 1) on Use Magic Device checks.

Coordinate (Ex): When the scholar spends a full round directing her allies, she provides her allies within 30 feet a +1 morale bonus on their attack rolls and skill checks. The bonus lasts for a number of rounds equal to the scholar’s Charisma modifier.

Creature Focus (Ex): The scholar selects one type of creature from the ranger's favored enemy list. The scholar gains a +3 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of her selected type. Likewise, she gets a +3 bonus on weapon attack and damage rolls against them. If the scholar has 10 or more ranks in the applicable Knowledge skill for the type of creature, these bonuses increase to +6. The scholar may select this secret more than once, each time selecting a different type of creature. If a creature fits more than one category, only the best bonus applies.

Creature Mythology (Ex): When she uses her call it out ability, she and her affected allies also gain +2 to overcome SR against that creature for one minute. The bonus is doubled if she has at least 10 ranks of the relevant Knowledge skill for that creature's type. Prerequisite: Call it Out.

Defensive Training (Ex): The scholar selects one category of foe (from the ranger's favored enemy list). The scholar gains a +2 dodge bonus against opponents of that type. If the scholar has 10 or more ranks in the Knowledge skill that pertains to that creature type, the bonus is doubled, to +4. This talent may be selected more than once, each time choosing a different type of foe. If more than one category applies, the scholar gains only the highest bonus.

Deliberate Accuracy (Ex): When the scholar takes the attack action, she gains +1 on attack rolls.

Detect Magic (Sp): The scholar may use detect magic, as the spell, at will. Prerequisite: Minor Magic or Minor Mysticism.

Exploit Weakness (Ex): Once per day, the scholar may designate one opponent, and gain an insight bonus equal to her Int bonus (minimum +1) on attack rolls against that opponent.

Extracurricular Study (Ex): The scholar selects one skill. That skill is considered a class skill for the scholar and gains a +1 bonus on skill checks.

Improvise Tools (Ex): Choose one skill. The scholar can perform a skill check without proper tools with that skill, without penalty, taking a minimum of a full round action.

Major Magic (Sp): A scholar with this talent gains the ability to cast a 1st-level spell from the sorcerer/wizard spell list two times a day as a spell-like ability. The caster level of this ability is equal to the scholar's level. The save DC for this spell is 11 + the scholar's Intelligence modifier. The scholar must have an Intelligence of at least 11 to select this secret. A scholar may select this secret more than once, choosing a different spell each time. Prerequisite: Minor Magic.

Mental Resolve (Ex): One per day, the scholar may designate one opponent, and gain an insight bonus equal to her Wis bonus (minimum +1) to her saves against all abilities by that opponent.

Mind Trick (Ex): The scholar may add her Intelligence modifier to Bluff checks.

Minor Magic (Sp): A scholar with this talent gains the ability to cast a 0-level spell from the sorcerer/wizard spell list. This spell can be cast three times per day as a spell-like ability. The caster level for this ability is 10 + the scholar's level. The save DC for this spell is 10 + the scholar's Intelligence modifier. The scholar must have an Intelligence of at least 10 to select this talent.

Quick Disable: A scholar who selects this secret can disable a trap in half the normal amount of time using the Disable Device skill (minimum 1 round). Prerequisite: Trapfinding.

Skill Focus: The scholar gains Skill Focus as a bonus feat.
Smart Weapon (Ex): The scholar can use her Int bonus instead of her Str or Dex bonus to hit with any light or one-handed weapon or any crossbow.

Spell-Casting Dilettante (Ex): The scholar casts all spells and spell-like abilities at +1 caster level, to a maximum of her Hit Dice.

Track (Ex): The scholar may add half her level (minimum 1) to Survival checks to find or follow tracks.

Trap Spotter (Ex): Whenever a scholar with this secret comes within 10 feet of a trap, she receives an immediate Perception skill check to notice the trap. This check should be made in secret by the GM. Prerequisite: Trapfinding.

Trapfinding (Ex): A scholar with this secret adds half her class level (minimum 1) to Perception skill checks made to locate traps and to Disable Device skill checks. A scholar can use Disable Device to disarm magic traps.

Weapon Training: The scholar gains Weapon Focus as a bonus feat.

Wise Counsel (Ex): As a full round action, the scholar can aid an ally and grant an insight bonus equal to the scholar's Wis bonus on the check.

Identify Magic Items (Ex): At 3rd level, the scholar may use her knowledge to identify magical items. She may examine the item as with the spell detect magic, and may add her level to the Spellcraft check to determine its properties.

Advanced Scholar Secrets: A scholar of 10th level and higher can select from the following additional secrets whenever she gains a scholar secret.

Dispelling Touch (Sp): Once per day, the scholar can use a targeted dispel magic effect as a touch attack. Her caster level equals her level. Prerequisite: Detect Magic.

Feat: The scholar can select any one feat for which she qualifies.

Jack of All Trades (use untrained) (Ex): A scholar who selects this secret can use any skill, even if the skill normally requires her to be trained.

Jack of All Trades (class skills) (Ex): A scholar with this secret treats all skills as class skills. Prerequisite: Jack of All Trades (use untrained).

Jack of All Trades (mastery) (Ex): A scholar with this secret can take 10 on any skill check, even if it is not normally allowed. Prerequisite: Jack of All Trades (class skills).

Just the Thing (Ex): The scholar may use in the bag twice per round. Prerequisite: In the Bag.

Rummage (Ex): As a full round action, the scholar can treat the result of a Perception check to search an area as though she rolled a twenty. The scholar may use this ability a number of times per day equal to her Int bonus (minimum 1). Prerequisite: Careful Search.

Slippery Mind (Ex): If a scholar with slippery mind is affected by an enchantment spell or effect and fails her saving throw, she can attempt it again 1 round later at the same DC. She gets only this one extra chance to succeed on this saving throw.

Entrepreneur PrC:

Automatic Appraisal (Ex): Entrepreneurs are automatically considered to have rolled a natural 20 for all Appraise skill checks. Furthermore, they can appraise an item as a swift action and can determine the most valuable item in a hoard as standard action.

Knowledge is Power (Ex): Entrepreneurs have an uncanny knack at remembering tidbits of information. This extraordinary memory improves as they level in this class. They gain a +2 aptitude bonus to all Knowledge checks. This bonus increases to +4 at level 4, +6 at level 7, and +8 at level 10.

Treasure Sense (Su): At 7th level, the entrepreneur can sense treasure hoards worth at least 1,000 gp within a range of 200 feet per entrepreneur level. While the entrepreneur does not know the nature or composition of the treasure that he is detecting, he does know the general direction and distance that the treasure is located from him. All treasure within 50 feet of itself can be collectively counted as one treasure hoard. This ability always detects the treasure hoard with the greatest market value. This sense is much like a compass needle; it points directly at the treasure in a straight line, without regard to how to get to the treasure or the safest path. Approximate distance can be estimated with a margin of error of plus or minus 50 feet.

Merchant Shadowcaller MCA:

Subtle Appraisal: At 1st level, a merchant shadowcaller is well-versed at quickly recognizing expensive items carried by those she targets. She gains a +4 circumstance bonus on Appraise checks and on Spellcraft checks to identify magic items.

Master Scrounger (Ex): Once per day, a merchant shadowcaller of 4th level of higher can locate one mundane weapon, piece of armor, or item of adventuring gear of her choice, including those of masterwork quality, but must pay the listed value to obtain it. At 7th level, these items can be obtained for 75% of their listed value.

Master Purveyor (Ex): Once per week, a merchant shadowcaller of 8th level of higher can locate a seller of magic items, no matter what size of settlement she is in. She can locate one magic item of her choice with a value equal to 2,500 gp plus 250 gp per gyspy shadowcaller level. However, the specific item’s availability is still limited by the size of the community the merchant shadowcaller is in, and must pay the listed value to obtain it. At 11th level, the magic item can be obtained for 75% of its listed value.

Once we have an idea of what abilities you'd like, then we can look at what can be swapped out for them.


Bandw2 wrote:
Elghinn Lightbringer wrote:
Bandw2 wrote:
yeah, Cloaked schemer seems good, though it won't have many exploits at early levels to make use of all these new exploits. :P

That's one of the issues with using a full caster, small area for design.

Something I think we could do, is make Well-versed an exploit. Opens the 3rd level exploit. Not sure everyone who would play this would want well-versed, but gives them the option.

seems good

we could do the same with Lore master as well, maybe just make it a once per day thing or cost 3 AR or something.

We could. Selectable 3 times, once at 5th and again every 6 levels.


Pathfinder Lost Omens Subscriber
Elghinn Lightbringer wrote:
Bandw2 wrote:
Elghinn Lightbringer wrote:
Bandw2 wrote:
yeah, Cloaked schemer seems good, though it won't have many exploits at early levels to make use of all these new exploits. :P

That's one of the issues with using a full caster, small area for design.

Something I think we could do, is make Well-versed an exploit. Opens the 3rd level exploit. Not sure everyone who would play this would want well-versed, but gives them the option.

seems good

we could do the same with Lore master as well, maybe just make it a once per day thing or cost 3 AR or something.

We could. Selectable 3 times, once at 5th and again every 6 levels.

that would be fine i guess, seems worded oddly, but i'm sure there's precedent somewhere.

now we just need a new name

I think involving the word lexicon would be nice. like Arcane Lexicon or something.


Yes there is precedence. Various Rogue talents do this.

Lore Master (Ex): The cloaked schemer gains the bard’s lore master ability, and can use the ability once per day. The cloaked schemer must be at least 5t level to select this exploit. She can select this exploit one additional time for every six levels beyond 5th, up to a maximum of three times at 19th level. Each time this exploit is selected, the cloaked schemer can use lore master one additional time per day.

As to the name...

Arcane Lexicon
Eldritch Lexicon
Erudite Lexicon
Scholarly Lexicon
Academic Lexicon
Collegiate Lexicon
Studious Lexicon


Pathfinder Lost Omens Subscriber

Arcane sounds the best to me, rest don't flow as much. so i think this is done unless someone else jumps out with a suggestion.


Arcane Lexicon is up on the wiki.

So that's Taco Man up next! One of the following.

“Name” (Cav/Swa) – Taco Man
“Name” (Brw/Gun) – Taco Man

As these are your only 2 current dibbs, so you can call dibbs on another MCA Taco Man, keeping two at all times.

Dark Archive

Elghinn Lightbringer wrote:

#Espial Voyageur

*Research Notes

I've looked at a bunch of PrCs and have found the following possible abilities. Jon, take a look, and let me know what fits your vision of this guy the best. The secrets would be good additions to Investigator Talents.

I say consider the Loremaster and Scholar with a bit of the Pathfinder Chronicler as well. The Lore abilities, Scholar Secrets, and Pathfinding.

Dark Archive

Hmm, Dark Delver also has some appropriate abilities now that I consider it again. Master Explorer and Surefooted.


ESPIAL VOYAGEUR:

A perceptive traveler who roams the land, a discoverer of lost or forgotten knowledge, and a student of magic learned from the world around him–while these could describe a number of people, they define the espial voyageur to a tee. Seeking lore and artifacts of ancient places, and tapping into magic that he did not know resided inside himself, an espial voyageur gains the skills necessary to take on whatever obstacles or challenges that lay before him. He relies on inspiration to lead him to paths he could not otherwise walk, and often finds himself in strange new worlds or planes of existence as he plods forth on his never ending journey of discovery. It is the promise of new sights and wonders just over the next rise that are ever pushing him to greater heights as he learns of the hidden magic locked within him.

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

Bonus Skills and Ranks: The espial voyageur may select three bard skills to add to his class skills in addition to the normal investigator class skills. The espial voyageur gains a number of ranks at each level equal to 6 + Int modifier.

Weapon and Armor Proficiency: The espial voyageur is proficient with all simple weapons, plus the hand crossbow, longsword, rapier, sap, shortbow, short sword, sword cane, and whip. He is also proficient with light armor, but not with shields. An espial voyageur can cast arcane spells while wearing light armor without incurring the normal arcane spell failure chance.

Spellcasting: An espial voyageur casts arcane spells drawn from the alchemist formulae list and bard spell list, but removes any formula that affects extracts and any spell that affects bardic performances from this list. If a formulae or spell appears on both the alchemist formulae list and bard spell list, the espial voyageur uses the lower of the two spell levels listed for the spell. An espial voyageur must choose and prepare his spells ahead of time.

To learn, prepare, or cast a spell, the espial voyageur must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an espial voyageur’s spell is 10 + the spell level + the espial voyageur’s Intelligence modifier.

An espial voyageur can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Espial Voyageur. In addition, he receives bonus spells per day if he has a high Intelligence score.

An espial voyageur may know any number of spells. He must choose and prepare his spells ahead of time by getting 8 hours of sleep and spending 1 hour studying his spellbook. While studying, the espial voyageur decides which spells to prepare.

Spellbooks: An espial voyageur must study his spellbook each day to prepare his spells. He cannot prepare any spell not recorded in his spellbook except for read magic, which all espial voyageurs can prepare from memory. An espial voyageur begins play with a spellbook containing all 0-level bard spells plus three 1st-level alchemist formulae or bard spells of his choice. The espial voyageur also selects a number of additional 1st-level alchemist formulae or bard spells equal to his Intelligence modifier to add to his spellbook. At each new espial voyageur level, he gains two new alchemist formulae or bard spells of any formulae or spell level or levels that he can cast (based on his new espial voyageur level) for his spellbook. At any time, an espial voyageur can also add spells found in other formulae books or spellbooks to his own.

An espial voyageur can learn spells from an alchemist’s formulae book or a wizard’s spellbook, just as an alchemist or wizard can from an espial voyageur’s spellbook. The spells learned must be on the alchemist formulae list or bard spell list, as normal. An alchemist can learn formulae from an espial voyageur’s spellbook, if the spells are also on the alchemist spell list. This ability replaces the investigator’s extracts.

Bardic Knowledge (Ex): An espial voyageur adds half his level (minimum 1) to all Knowledge skill checks and may make all Knowledge skill checks untrained. This ability and cantrips replace alchemy.

Cantrips: An espial voyageur can prepare a number of cantrips, or 0-level spells, each day, as noted on Table: Espial Voyageur under “Spells per Day.” These spells are drawn from the bard spell list and are cast like any other spell, but they are not expended when cast and may be used again.

Intestinal Fortitude (Ex): At 2nd level, an espial voyageur gains a +2 bonus on all saving throws against exhaustion and fatigue. He also adds this bonus to the number of hours he can go without food and water, and on his Constitution checks made against the effects of starvation and thirst. This bonus increases to +4 at 5th level, and then again to +6 at 8th level. At 10th level, the amount of nonlethal damage the espial voyageur takes from starvation or thirst is reduced to 1d4. This ability replaces poison resistance and poison immunity.

Master Explorer (Ex): At 2nd level, an espial voyageur adds 1/2 his class level (minimum 1) as a bonus on all Disable Device and Perception checks. An espial voyageur can disable intricate and complex traps in half the normal amount of time (minimum 1 round) and open a lock as a standard action instead of a full-round action. He can always take 10 on Disable Device and Stealth checks, even if distracted or endangered. A delver can use Disable Device to disarm magical traps. This ability replaces poison use.

Investigator Talents: An espial voyageur may choose from the following additional talents, which are restricted to the Espial Voyageur multiclass archetype. Unless otherwise noted, each talent may be selected only once.

Alchemist Discovery (Ex): The espial voyageur can only select one of the following alchemist discoveries as an investigator talent: enhance potion, eternal potion, and extend potion. When selecting an alchemist discovery, he must be high enough level to qualify for that discovery, using his espial voyageur level as his alchemist level to determine if he qualifies. This talent can be selected multiple times; each time grants a new alchemist discovery. This changes the normal investigator’s alchemist discovery talent.

Augury (Sp): The espial voyageur may cast augury, as the spell, once per day. The espial voyageur must have the intuition and minor magic rogue talents to select this talent.

Call it Out (Ex): One per day as a standard action, an espial voyageur can identify the weaknesses of one creature he can perceive. He must succeed at a Knowledge check to identify the creature. If successful, he and all allies within 30 feet who can hear him gain a knowledge of any special vulnerabilities and weaknesses a creature may have, including what forms of attack defeat its DR and regeneration, and gain a +1 bonus to attack rolls and the DCs of their spells and abilities against that opponent for one minute. Is he has 10 or more ranks in the relevant Knowledge skill for that creature's type, the bonus is doubled to +2.

Careful Search (Ex): The espial voyageur may take 10 on Perception checks, even if it would not normally be allowed. She also gains a +1 on Perception checks to search an area.

Coax Magical Item (Ex): The espial voyageur gains a bonus equal to half his level (minimum 1) on Use Magic Device checks.

Creature Focus (Ex): The espial voyageur selects one type of creature from the ranger's favored enemy list. The espial voyageur gains a +3 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +3 bonus on weapon attack and damage rolls against them. If the espial voyageur has 10 or more ranks in the applicable Knowledge skill for the type of creature, these bonuses increase to +6. The espial voyageur may select this talent more than once, each time selecting a different type of creature. If a creature fits more than one category, only the best bonus applies.

Creature Mythology (Ex): When he uses his call it out ability, the espial voyageur and his affected allies also gain +2 to overcome SR against that creature for one minute. The bonus is doubled if she has at least 10 ranks of the relevant Knowledge skill for that creature's type. The espial voyageur must have the call it out talent to select this talent.

Defensive Training (Ex): The espial voyageur selects one category of foe (from the ranger's favored enemy list). The espial voyageur gains a +2 dodge bonus against opponents of that type. If the espial voyageur has 10 or more ranks in the Knowledge skill that pertains to that creature type, the bonus is doubled to +4. This talent may be selected more than once, each time choosing a different type of foe. If more than one category applies, the espial voyageur gains only the highest bonus.

Detect Magic (Sp): The espial voyageur may use detect magic, as the spell, at will. The espial voyageur must have the minor magic rogue talent to select this talent.

Extracurricular Study (Ex): The espial voyageur selects one skill. That skill is considered a class skill for the espial voyageur and gains a +1 bonus on skill checks.

Improvise Tools (Ex): Choose one skill. The espial voyageur can perform a skill check without proper tools with that skill, without penalty, taking a minimum of a full round action.

Intuition (Ex): Once per day, the espial voyageur can gain an insight bonus equal to his Int bonus (minimum +1) to any Int-, Wis-, or Charisma-based ability check or skill check.

Jack of All Trades (class skills) (Ex): An espial voyageur with this secret treats all skills as class skills. The espial voyageur must have the jack of all trades (use untrained) talent and be at least 15th level to select his talent.

Jack of All Trades (mastery) (Ex): An espial voyageur with this secret can take 10 on any skill check, even if it is not normally allowed. The espial voyageur must have the jack of all trades (class skills) talent and be at least 19th level to select his talent.

Jack of All Trades (use untrained) (Ex): An espial voyageur who selects this secret can use any skill, even if the skill normally requires her to be trained. The espial voyageur must be at least 11th level to select his talent.

Mental Resolve (Ex): One per day, the espial voyageur may designate one opponent, and gain an insight bonus equal to his Int bonus (minimum +1) to his saves against all abilities by that opponent.

Mind Trick (Ex): The espial voyageur may add his Intelligence modifier to all Bluff skill checks.

Quick Retrieval (Ex): An espial voyageur can retrieve needed items very quickly. Once per round, he may ready an item as a standard action if it would normally be a full round action, a move action if it would normally be a standard action, and a swift action if it would normally be a move action.

Rummage (Ex): As a full round action, the espial voyageur can treat the result of a Perception check to search an area as though she rolled a twenty. The espial voyageur may use this ability a number of times per day equal to her Int bonus (minimum 1). The espial voyageur must have the careful search talent and be at least 11th level to select his talent.

Skill Focus: The espial voyageur gains Skill Focus as a bonus feat.

Smart Weapon (Ex): The espial voyageur can use his Int bonus instead of his Str or Dex bonus to hit with any light or one-handed weapon or any crossbow.

Pathfinding (Ex): Beginning at 3rd level, an espial voyageur develops an excellent sense of direction and skill at leading others through difficult terrain or by following ancient maps. An espial voyageur gains a +5 bonus on Survival checks made to avoid becoming lost and to Intelligence checks to escape a maze spell. In addition, she always uses the “road or trail” overland movement modifier even when in trackless terrain, whether on foot or mounted. With a DC 15 Survival check, the Espial voyageur can extend this benefit to one companion per class level. This ability replaces keen recollection.

Surefooted (Ex): Starting at 4th level, an espial voyageur can move through difficult terrain (such as hills, mountains, rubble, ruins, and similar terrain) at his normal speed. Ground that has been magically manipulated to impede motion still affects him normally. This ability replaces swift alchemy.

Greater Knowledge (Ex): At 9th level, an espial voyageur gains the ability to understand magic items. Whenever an espial voyageur examines a magic item to determine its properties, he gains a +10 circumstance bonus on his Spellcraft skill check. This ability replaces the investigator talent gained at 9th level.

Master Knowledge (Ex): At 17th level, an espial voyageur's knowledge becomes vast indeed. Once per day an espial voyageur can use his knowledge to gain the effect of a legend lore spell or an analyze dweomer spell. If used to create a legend lore effect, this ability has a casting time of 1 minute, regardless of how much information is already known about the subject in question. This ability replaces the investigator talent gained at 17th level.

Table: Espial Voyageur
Base
Class Attack Fort Ref Will Spells per Day
Level Bonus Save Save Save Special 0th 1st 2nd 3rd 4th 5th 6th

1st +0 +0 +2 +2 Bardic knowledge, cantrips, inspiration, trapfinding 3 1 — — — — —
2nd +1 +0 +3 +3 Intestinal fortitude +2, master explorer 4 2 — — — — —
3rd +2 +1 +3 +3 Investigator talent, pathfinding, trap sense +1 4 3 — — — — —
4th +3 +1 +4 +4 Studied combat, studied strike +1d6, surefooted 4 3 1 — — — —
5th +3 +1 +4 +4 Intestinal fortitude +4, investigator’s talent 4 4 2 — — — —
6th +4 +2 +5 +5 Studied strike +2d6, trap sense +2 5 4 3 — — — —
7th +5 +2 +5 +5 Investigator’s talent 5 4 3 1 — — —
8th +6/+1 +2 +6 +6 Intestinal fortitude +6, studied strike +3d6 5 4 4 2 — — —
9th +6/+1 +3 +6 +6 Greater knowledge, trap sense +3 5 5 4 3 — — —
10th +7/+2 +3 +7 +7 Intestinal fortitude (1d4), studied strike +4d6 5 5 4 3 1 — —
11th +8/+3 +3 +7 +7 Investigator’s talent 5 5 4 4 2 — —
12th +9/+4 +4 +8 +8 Studied strike +5d6, trap sense +4 5 5 5 4 3 — —
13th +9/+4 +4 +8 +8 Investigator’s talent 5 5 5 4 3 1 —
14th +10/+5 +4 +9 +9 Studied strike +6d6 5 5 5 4 4 2 —
15th +11/+6/+1 +5 +9 +9 Investigator’s talent, traps sense +5 5 5 5 5 4 3 —
16th +12/+7/+2 +5 +10 +10 Studied strike +7d6 5 5 5 5 4 3 1
17th +12/+7/+2 +5 +10 +10 Master knowledge 5 5 5 5 4 4 2
18th +13/+8/+3 +6 +11 +11 Studied strike +8d6, trap sense +6 5 5 5 5 5 4 3
19th +14/+9/+4 +6 +11 +11 Investigator’s talent 5 5 5 5 5 5 4
20th +15/+10/+5 +6 +12 +12 Studied strike +9d6, true inspiration 5 5 5 5 5 5 5


Well, looks like Taco Man has been sidelined? No peep from him. So, moving onto Lindley Court.

Lindley, you can post any one of your 4 remaining dibbs.

Fortune’s Fool (Brd/Inv [Sleuth]) - Lindley Court
Rebellion Queen (Hun/Bbn) - Lindley Court
Nanogold Prodigy (Brw/Sor) - Lindley Court
Daring Detective (Inv/Swa) - Lindley Court


Pathfinder LO Special Edition, Maps, Pathfinder Accessories, PF Special Edition Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Superscriber

Hm. What class(es) is Nero Wolfe? Archie Goodwin? Lord Darcy? His sidekick Sean O'Lochlainn is clearly a sorcerer.


Looks like I will be up next week. We had no shaman or brawler primaries yet, and I have a draft for both. Anyone has a preference for which one we should do first?

Dark Archive

Elghinn Lightbringer wrote:
ESPIAL VOYAGEUR

Hmm, well you have definitely given me the versatility I was looking for while still offering useful abilities that can come into play at almost any moment. A very handy skill-monkey, with abilities helpful for travel and combat as well as survival.

While I don't see any problems with it the question remains would anyone else play this class?

Noro wrote:
Looks like I will be up next week. We had no shaman or brawler primaries yet, and I have a draft for both. Anyone has a preference for which one we should do first?

How about a Bard/Brawler or Brawler/Bard?

A smart talking hand to hand combatant (or weapon user) who uses taunts or otherwise annoys their enemy and inspires their allies. Using verbal distraction as they beat or cut others bloody.


Pathfinder Lost Omens Subscriber
Noro wrote:
Looks like I will be up next week. We had no shaman or brawler primaries yet, and I have a draft for both. Anyone has a preference for which one we should do first?

Brawler


Noro wrote:
Looks like I will be up next week. We had no shaman or brawler primaries yet, and I have a draft for both. Anyone has a preference for which one we should do first?

I'd say Brawler, it's one I've yet to see


JonathonWilder wrote:


How about a Bard/Brawler or Brawler/Bard?

A smart talking hand to hand combatant (or weapon user) who uses taunts or otherwise annoys their enemy and inspires their allies. Using verbal distraction as they beat or cut others bloody.

Actually, I am interested in spell-like abilities here. My draft is for a brawler/hunter with polymorph powers, inspired by the animal focus abilities of the hunter.

@others:
OK, it will be the brawler then.

Dark Archive

Well it seems those that have spoken, all agree Brawler needs a MCA


Except me. I'd love a Shaman. ^^

Dark Archive

Bardess wrote:
Except me. I'd love a Shaman. ^^

Well if no one else takes shaman/cleric, or a similar combo, I was thinking of making a miko or shrine priestess style MCA later on once I get down to my last two MCAs.

Advocates

Pathfinder Adventure, Adventure Path, Maps, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

Eek! I'm so sorry, I had an incredibly busy past few weeks and have finished none of my MCAs. What's worse, the inspiation I had for all the ones listed in my queue has plummeted. So I guess what I'm trying to say, is to please-oh-please wipe all of my entries from the queue, and put me down for a Slayer/Sorcerer called the Heartbeat Assailant, and I'll do my best to get it up by Monay.


JonathonWilder wrote:
Bardess wrote:
Except me. I'd love a Shaman. ^^
Well if no one else takes shaman/cleric, or a similar combo, I was thinking of making a miko or shrine priestess style MCA later on once I get down to my last two MCAs.

That would work best as a Shaman/Oracle or Oracle/Shaman, I think ^^


Question in another thread:

Guess this would be a question for the MCA crew ... is it possible to take eldritch heritage (harmonics bloodline) as a sorcerer? I have an idea for a sorcerer and this would fit the bill perfectly.


Oceanshieldwolf wrote:

Question in another thread:

Guess this would be a question for the MCA crew ... is it possible to take eldritch heritage (harmonics bloodline) as a sorcerer? I have an idea for a sorcerer and this would fit the bill perfectly.

Have replied a yes with gm approval as is homebrew and not official pathfinder

Dark Archive

Bardess wrote:


That would work best as a Shaman/Oracle or Oracle/Shaman, I think ^^

Hmm, perhaps. It would mean there would be a bit of overlap, given how Shaman is a hybrid class with Oracle.

Dark Archive

@Elghinn Lightbringer
Involving the Espial Voyageur, I forgot to ask (and there is nothing that says the MCA gains any new spells)... does the MCA have access at least to the spell Plane Shift? I did mention I would like to have the MCA gain access to travel spells and if I remember that is something the Bard very much lacks.


Lindley Court wrote:
Eek! I'm so sorry, I had an incredibly busy past few weeks and have finished none of my MCAs. What's worse, the inspiation I had for all the ones listed in my queue has plummeted. So I guess what I'm trying to say, is to please-oh-please wipe all of my entries from the queue, and put me down for a Slayer/Sorcerer called the Heartbeat Assailant, and I'll do my best to get it up by Monay.

Alright!


JonathonWilder wrote:

@Elghinn Lightbringer

Involving the Espial Voyageur, I forgot to ask (and there is nothing that says the MCA gains any new spells)... does the MCA have access at least to the spell Plane Shift? I did mention I would like to have the MCA gain access to travel spells and if I remember that is something the Bard very much lacks.

Yes you did and I was going to add in a "The espial voyageaur also adds the fowlloing spells to his list at the indicated spell levels: blah, blah, blah." entry to the description but forgot. Check your PMs.


Here's the possible spells Jon. Others the Alchemist and Bard already have.

In addition, the espial voyageur adds the following spells to his list at the indicated spell levels: 1st–longstrider, mount; 2nd–mount (communal), slipstream; 3rd–longstrider (greater), fly, phantom chariot, water walk; 4th–overland flight, ride the waves, teleport; 5th–plane shift, teleport (greater); 6th–walk through space.

Dark Archive

Elghinn Lightbringer wrote:

Here's the possible spells Jon. Others the Alchemist and Bard already have.

In addition, the espial voyageur adds the following spells to his list at the indicated spell levels: 1st–longstrider, mount; 2nd–mount (communal), slipstream; 3rd–longstrider (greater), fly, phantom chariot, water walk; 4th–overland flight, ride the waves, teleport; 5th–plane shift, teleport (greater); 6th–walk through space.

Had to look up a few, since I hadn't heard of them, but these spells seem to cover the basics with increasing movement, overcoming water obstacles, summoning mounts, teleporting, planeshifting, exc.

Would these spells unbalance the Espial Voyageur at all?


What do others think? The spells listed are given at the levels they would be given for a hybrid caster (having looked at the summoner, etc.) Plane shift should probably go to 6th, even if summoner gets it at 5th.


#Espial Voyageur

I think these spells work without creating MAJOR balance issues. Though I'd wager that to include such powerful spells, a few cutbacks should be made, maybe reducing Trap Sense a little?

Dark Archive

#Espial Voyageur
Hmm... we can move Planeshift to being a 6th Level spell, and reduce Trap Sense if we must. In many ways the Espial Voyageur is like the Bard, but a 'Jack of Trades' of a different flavor so reducing Trap Sense could be considered doable without hurting the usability of the class (at least I hope).


#Espial Voyageur
One thing to remember is that the MCA gets neither alchemy nor bardic performance, which cancels out a number of formulae/spells that affect one or the other. These "travel" spells can very easily fill those vacancies. He also has to find them too. So, I don't think we need to do anything with Trap Sense. I think we can call this one done.

We're waiting for Lindley's new one, so that puts Apraham up next. Post away Ape!


Muse-touched Bard

Some bards train hard at their craft, some bluff their way along and some are lucky. A rare few are just touched with genius. Never settling on any one medium exclusively, every piece they create reflects some part of the world.

Muse-touched Bard:
Primary: Bard
Secondary: Investigator

Alignment: Any

Hit Dice: d8

Bonus Skills and Ranks: A Muse-touched Bard may select three investigator skills to add to his class skills in addition to the normal bard class skills. The Muse-touched Bard gains a number of ranks at each level equal to 6 + Int modifier.

Spells: A Muse-touched Bard knows one less spell per spell level (apart from cantrips) than normal for a bard of his level. This is shown on Table: Muse-Touched Bards Spells Known.

Inspiration (Ex): This ability is the same as the investigator ability of the same name except as noted here. He uses his charisma modifier instead of intelligence when determining how many inspiration points he has. The Muse-touched Bard can use inspiration on any Perform skills checks and any skill checks where he is able to use versatile performance, without expending a use of inspiration, provided he's trained in the perform skill.

Additionally, at 7th level, a Muse-touched bard can gain temporary knowledge of masterpieces or extra spells known. As a swift action, he can expend a number of inspiration points equal to its spell level (minimum 1) to learn a masterpiece he qualifies for or to add a spell from the bard, cleric, or sorcerer/wizard spell list as if it were one of his Muse-touched Bard’s spells known of the same level. He retains the masterpiece and the extra spells known until he refreshes his inspiration pool.

This replaces the loss of spells known of a bard and bardic knowledge.

Versatile Performance (Ex): This is the same as the bard ability except as noted here. A Muse-touched Bard gains more versatile performances at 5th level and every 3 levels thereafter.

Additionally he can choose from the following 3 extra types of versatile performance; Contraptions (Disable device, Knowledge (Engineering)), Painting (Linguistics, Perception), Sculpture (Appraise, Use Magic Device).

This modifies the versatile performance of a bard and replaces well-versed and lore master.

Amazing Inspiration (Ex): At 10th level, a Muse-touched Bard gains the Amazing Inspiration investigator talent.
This replaces Jack-of-all-trades

Table Muse-touched Bard:

Table: Muse-touched Bard
Class Base Fort Ref Will Spells per Day
Level Attack Bonus Save Save Save Special 1st 2nd 3rd 4th 5th 6th
1st +0 +0 +2 +2 Bardic Performance, cantrips, countersong, distraction, fascinate, inspiration (1d6), inspire courage +1 1
2nd +1 +0 +3 +3 Versatile performance 2
3rd +2 +1 +3 +3 Inspire competence +2 3
4th +3 +1 +4 +4 3 1
5th +3 +1 +4 +4 Inspire courage +2, Versatile performance 4 2
6th +4 +2 +5 +5 Suggestion 4 3
7th +5 +2 +5 +5 Inspire competence +3 4 3 1
8th +6/+1 +2 +6 +6 Dirge of doom, Versatile performance 4 4 2
9th +6/+1 +3 +6 +6 Inspire Greatness 5 4 3
10th +7/+2 +3 +7 +7 Amazing Inspiration (1d8) 5 4 3 1
11th +8/+3 +3 +7 +7 Inspire competence +4, Inspire courage+3, Versatile performance 5 4 4 2
12th +9/+4 +4 +8 +8 Soothing Performance 5 5 4 3
13th +9/+4 +4 +8 +8 5 5 4 3 1
14th +10/+5 +4 +9 +9 Frightening tune, Versatile performance 5 5 4 4 2
15th +11/+6/+1 +5 +9 +9 Inspire competence +5, inspire heroics 5 5 5 4 3
16th +12/+7/+2 +5 +10 +10 5 5 5 4 3 1
17th +12/+7/+2 +5 +10 +10 Inspire courage +4, Versatile performance 5 5 5 4 4 2
18th +13/+8/+3 +6 +11 +11 Mass suggestion 5 5 5 5 4 3
19th +14/+9/+4 +6 +11 +11 Inspire competence +6 5 5 5 5 5 4
20th +15/+10/+5 +6 +12 +12 Amazing Inspiration (2d8), Deadly Performance, Versatile performance 5 5 5 5 5 5

Table: Muse-touched Bard Spells Known:

Table: Muse-touched Bard Spells Known
Class Spells Known
Level 0 1st 2nd 3rd 4th 5th 6th
1st 4 1
2nd 5 2
3rd 6 3
4th 6 3 1
5th 6 3 2
6th 6 3 3
7th 6 4 3 1
8th 6 4 3 2
9th 6 4 3 3
10th 6 4 4 3 1
11th 6 5 4 3 2
12th 6 5 4 3 3
13th 6 5 4 4 3 1
14th 6 5 5 4 3 2
15th 6 5 5 4 3 3
16th 6 5 5 4 4 3 1
17th 6 5 5 5 4 3 2
18th 6 5 5 5 4 3 3
19th 6 5 5 5 4 4 3
20th 6 5 5 5 5 4 4


I could have swore i saw a post from you elghinn but is no longer here but ill respond as back as i can remember.

Losing spells known is made up for the fact he can get more thru inspiration. The ability is delayed until 7th level as the progression of inspiration points is skewed firmly towards 1st level (although thinking about it, it could start at 1st as even with more spells known he doesnt get that many spells per day that early)


#Muse-Touched Bard
I think we could allow Versatile Performance to be used to select certain investigator talents that complement the MCA inplace of a versatile performance. Much like how we let an Alc/Rog select rogue talents in place of discoveries, etc.

I think the following talents fit your concept and flavor.

Alchemist Discovery (enhance potion, eternal potion, and extend potion only)
Applied Engineering
Device Talent
Hidden Agendas
Inspirational Expertise
Inspired Intelligence
Item Lore
Rogue Talent (need to provide a limited choice here)
Tenacious Inspiration,
Unconventional Inspiration
Underworld Inspiration


Apraham Lincoln wrote:

I could have swore i saw a post from you elghinn but is no longer here but ill respond as back as i can remember.

Losing spells known is made up for the fact he can get more thru inspiration. The ability is delayed until 7th level as the progression of inspiration points is skewed firmly towards 1st level (although thinking about it, it could start at 1st as even with more spells known he doesnt get that many spells per day that early)

Yeah I removed it because after thinking about it, loss of spells known probably fits better than spells per day, as that will reduce spells per day to 0 in some instances.

Now upon thinking about it further, if we are using inspiration points to gain extra spells known, or temporary access to masterpieces, than do we really need to swap out any spell slots? whether spells known per spells per day? If the ability is used once per day, and is expending inspiration points, then the strain of the inspiration pool and bardic knowledge should be enough to compensate for the versatility.


Elghinn Lightbringer wrote:

#Muse-Touched Bard

I think we could allow Versatile Performance to be used to select certain investigator talents that complement the MCA inplace of a versatile performance. Much like how we let an Alc/Rog select rogue talents in place of discoveries, etc.

I think the following talents fit your concept and flavor.

Alchemist Discovery (enhance potion, eternal potion, and extend potion only)
Applied Engineering
Device Talent
Hidden Agendas
Inspirational Expertise
Inspired Intelligence
Item Lore
Rogue Talent (need to provide a limited choice here)
Tenacious Inspiration,
Unconventional Inspiration
Underworld Inspiration

I can see no problem with that as its only adding options


I think we can go with this.

MUSE-TOUCHED BARD:

Some bards train hard at their craft, while some bluff their way through their schooling either though luck or skillful deception. However, there are a rare few who are simply touched with extraordinary genius, never settling on any one medium of expression, but every piece they create reflects some part of the expressive world around them. These then, are the mused-touched bards, relying on inherent brilliance to perform their art.

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

Bonus Skills and Ranks: The muse-touched bard may select three investigator skills to add to his class skills in addition to the normal bard class skills. The muse-touched bard gains a number of ranks at each level equal to 6 + Int modifier.

Weapon and Armor Proficiency: The muse-touched bard is proficient with all simple weapons, plus the hand crossbow, longsword, rapier, sap, shortbow, short sword, sword cane, and whip. He is also proficient with light armor and with shields (except tower shields). A muse-touched bard can cast arcane spells while wearing light armor and using a shield without incurring the normal arcane spell failure chance.

Inspiration (Ex): At 1st level, a muse-touched bard gains the investigator’s inspiration ability, but is changed in the following ways. The muse-touched bard uses his Charisma instead of his Intelligence to determine his inspiration pool. He can use inspiration on any Perform skills checks and any skill checks where he can use versatile performance without expending a use of inspiration, provided he is trained in the perform skill.

In addition, a muse-touched bard of 7th level or higher can gain temporary access to masterpieces or greater access to and spells. Once per day as a swift action, the muse-touched bard can learn a single spell from the bard, cleric, or sorcerer/wizard spell list and add it to his list of spells known by spending a number of inspiration points equal to the spell’s level (minimum 1). This spell must be of a level that the muse-touched bard can cast and exceeds his normal number of spells known.

Alternatively, a muse-touched bard can gain a masterpiece by spending a number of inspiration points equal to 1/2 the required perform ranks (rounded up) of the chosen masterpiece. For example, if a muse-touched bard wants to gain the use of the symphony of the Elysian heart masterpiece, she must spend 4 points of inspiration, as the masterpiece requires 7 ranks in Perform (keyboard) or Perform (wind). The muse-touched bard must have a number of ranks in any one Perform skill equal to the number of ranks of the masterpiece’s required Perform skill.

This ability replaces bardic knowledge.

Versatile Performance (Ex): This is exactly like the bard ability of the same name, except that the muse-touched can choose a versatile performance at 2nd level and every 2 levels thereafter, up to 18th level. The muse-touched bard can choose Contraptions (Disable Device, Knowledge [Engineering]), Painting (Linguistics, Perception), or Sculpture (Appraise, Use Magic Device) as one of his versatile performances.

In addition, he can chose one of the following investigator talents in place of a versatile performance: alchemist discovery (enhance potion, eternal potion, and extend potion only), applied engineering, device talent, hidden agendas, inspirational expertise, inspired intelligence, item lore, rogue talent (black market connections, canny observer, charmer, coax information, convincing liar, guileful polyglot, hard to fool, honeyed words only), tenacious inspiration, unconventional inspiration, underworld inspiration.

This modifies the versatile performance and replaces well-versed and lore master.

Amazing Inspiration (Ex): At 10th level, a muse-touched bard gains the investigator’s amazing inspiration talent. When using inspiration, the muse-touched bard rolls a d8 instead of a d6. At 20th level, he rolls 2d8 and adds both dice to the result. This ability replaces jack-of-all-trades

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

1st +0 +0 +2 +2 Bardic performance, cantrips, countersong, distraction, 1 — — — — —
fascinate, inspiration, inspire courage +1
2nd +1 +0 +3 +3 Versatile performance 2 — — — — —
3rd +2 +1 +3 +3 Inspire competence +2 3 — — — — —
4th +3 +1 +4 +4 Versatile performance 3 1 — — — —
5th +3 +1 +4 +4 Inspire courage +2 4 2 — — — —
6th +4 +2 +5 +5 Suggestion, versatile performance 4 3 — — — —
7th +5 +2 +5 +5 Inspire competence +3 4 3 1 — — —
8th +6/+1 +2 +6 +6 Dirge of doom, versatile performance 4 4 2 — — —
9th +6/+1 +3 +6 +6 Inspire greatness 5 4 3 — — —
10th +7/+2 +3 +7 +7 Amazing inspiration, versatile performance 5 4 3 1 — —
11th +8/+3 +3 +7 +7 Inspire competence +4, inspire courage +3 5 4 4 2 — —
12th +9/+4 +4 +8 +8 Soothing performance, versatile performance 5 5 4 3 — —
13th +9/+4 +4 +8 +8 5 5 4 3 1 —
14th +10/+5 +4 +9 +9 Frightening tune, versatile performance 5 5 4 4 2 —
15th +11/+6/+1 +5 +9 +9 Inspire competence +5, inspire heroics 5 5 5 4 3 —
16th +12/+7/+2 +5 +10 +10 Versatile performance 5 5 5 4 3 1
17th +12/+7/+2 +5 +10 +10 Inspire courage +4 5 5 5 4 4 2
18th +13/+8/+3 +6 +11 +11 Mass suggestion, versatile performance 5 5 5 5 4 3
19th +14/+9/+4 +6 +11 +11 Inspire competence +6 5 5 5 5 5 4
20th +15/+10/+5 +6 +12 +12 Deadly performance 5 5 5 5 5 5


Elghinn Lightbringer wrote:

I think we can go with this.

** spoiler omitted **...

Regarding inspiration cost for masterpieces, the masterpiece description includes a level of spell that could be lost to learn knowledge of it. I was kind of using that as a guide as it has a direct correlation with spells known and gaining them thru insp points. other than that i think its good to go. unless anyone else has some input?


Apraham Lincoln wrote:
Elghinn Lightbringer wrote:

I think we can go with this.

** spoiler omitted **...

Regarding inspiration cost for masterpieces, the masterpiece description includes a level of spell that could be lost to learn knowledge of it. I was kind of using that as a guide as it has a direct correlation with spells known and gaining them thru insp points.

I would prefer normal spells cast and less spells known over less spells cast and normal spells known. Allows rooms for inspiration use

other than that i think its good to go. unless anyone else has some input?


Apraham Lincoln wrote:
Elghinn Lightbringer wrote:

I think we can go with this.

** spoiler omitted **...

Regarding inspiration cost for masterpieces, the masterpiece description includes a level of spell that could be lost to learn knowledge of it. I was kind of using that as a guide as it has a direct correlation with spells known and gaining them thru insp points. other than that i think its good to go. unless anyone else has some input?

Oh, I'll need to go read the masterpieces then. If that's the case let's go with that. Much simpler. I'll change it in the writeup.


#Muse-Touched Bard
Revised Inspiration entry.

Inspiration (Ex): At 1st level, a muse-touched bard gains the investigator’s inspiration ability, but is changed in the following ways. The muse-touched bard uses his Charisma instead of his Intelligence to determine his inspiration pool. He can use inspiration on any Perform skills checks and any skill checks where he can use versatile performance without expending a use of inspiration, provided he is trained in the perform skill.

In addition, a muse-touched bard of 7th level or higher can gain temporary access to masterpieces or greater access to and spells. Once per day as a swift action, the muse-touched bard can learn a single spell from the bard, cleric, or sorcerer/wizard spell list and add it to his list of spells known, or gain a masterpiece of his choice. This exceeds his normal number of spells known. The muse-touched bard must spend a number of inspiration points equal to the spell’s level (minimum 1) or the equivalent spell level cost described in masterpiece’s description. The spell or masterpiece spell slot cost must be of a level that the muse-touched bard can cast. For example, if a muse-touched bard wants to gain the use of the symphony of the Elysian heart masterpiece, she must spend 3 points of inspiration, as the masterpiece requires the cost of a 3rd-level spell.

This ability replaces bardic knowledge.


Elghinn Lightbringer wrote:

#Muse-Touched Bard

Revised Inspiration entry.

Inspiration (Ex): At 1st level, a muse-touched bard gains the investigator’s inspiration ability, but is changed in the following ways. The muse-touched bard uses his Charisma instead of his Intelligence to determine his inspiration pool. He can use inspiration on any Perform skills checks and any skill checks where he can use versatile performance without expending a use of inspiration, provided he is trained in the perform skill.

In addition, a muse-touched bard of 7th level or higher can gain temporary access to masterpieces or greater access to and spells. Once per day as a swift action, the muse-touched bard can learn a single spell from the bard, cleric, or sorcerer/wizard spell list and add it to his list of spells known, or gain a masterpiece of his choice. This exceeds his normal number of spells known. The muse-touched bard must spend a number of inspiration points equal to the spell’s level (minimum 1) or the equivalent spell level cost described in masterpiece’s description. The spell or masterpiece spell slot cost must be of a level that the muse-touched bard can cast. For example, if a muse-touched bard wants to gain the use of the symphony of the Elysian heart masterpiece, she must spend 3 points of inspiration, as the masterpiece requires the cost of a 3rd-level spell.

This ability replaces bardic knowledge.

Looks good

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