Multiclass Archetypes IX: ACG Unleashed


Homebrew and House Rules

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Welcome to the 9th Multiclass Archetypes thread. Here we are going to focus on new MCAs that incorporate the new hybrid classes as either primary or secondary class, or both.

Again, here's the posting and collaboration process that will be going on in this thread (same as the last ones).
As I said, this thread, while dedicated to new Multiclass Archetypes with ACG hybrid classes, but will also be 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 abilities 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.

I would like to stress that while not every MCA concept may be to everyone’s liking, this is a collaborative thread, and requires as much collaboration, suggestions, and ideas as possible to obtain the best results for a finalized MCA. So, please, give any and all suggestions you might have.

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 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 use the "#" to differentiate between the MCA posts, especially with us working on 2 MCAs simultaneously.


OK, here's the first queue posting for our new thread. I'm going to do this a bit different. I'm just going to list who's up, and individuals can decide what MCA they want to do.

ACG Thread Queue
OSW
Elghinn
Christos
Bardess
Tyrannical
JonathonWilder
Bandw2
Starfox
Taco Man
Yuri Clovershield
Lindley Court
Apraham Lincoln
Diodric
Noro

Here's the actual ACG MCA list.

Insightful Murderer/Intuitive Killer/Educated Butcher (Sla/Inv) – OSW
“Name” (Alc/Swa) – OSW
“Name” (Sla/Inq) – OSW
Hunter Slayer (Hun/Sla) – OSW
“Ascendent ?” (Ska/Inq) - OSW
and Skald/Oracle. ("Ascendant ---") - OSW

Incendiary Arcanist (Arc/Alc) – Elghinn
Spell Thief (Rog/Arc) – Elghinn
Stealth Arcanist (Arc/Rog) – Elghinn
Quipu Mystic (Arc/Brd) – Elghinn
Arcane/Eldritch Champion (Pal/Arc) – Elghinn
Righteous/Virtuous Detective/Inspector/Sleuth/Constable (Inv/Pal) – Elghinn
War Saint (Pal/Wrp) – Elghinn
Virtuous Poet (Ska/Pal) – Elghinn
Holy Slayer (Sla/Pal) – Elghinn
Deadly Assassin (Sla/Gun) – Elghinn

“Name” (Sla/Mnk) – Christos
“Name” (Sla/Rgr) – Christos
Deadly Tracker (Sla/Hun) – Christos
Heritage Overlord (Brg/Sor) – Christos

Dead Shaman (Sha/Wtc or Sha/Ora) – Bardess
Boastful Gallant (Swa/Brd or Brd/Swa) - Bardess
Sectary Sicary (Sla/Inq) - Bardess
“Name” (Swa/Cav) – Bardess
“Name” (Cav/Hun) – Bardess
“Name” (Wrp/Bld) - Bardess
Boastful Gallant (Swa/Cav) – Bardess
Divine Detective (Inq/Inv0 – Bardess

Aesculapian (a better fitting word for Physician) (Inv/Pal) – Tyrannical
“Name” (Sam/Swa) – Tyrannical
Totem Shaman (Sha/Bbn) – Tyrannical
Flag Bearer (Cav/Ska) - Tyrannical
Snake Charmer (Hun/Brd) – Tyrannical
Experimental Munitionist (Inv/Gun) – Tyrannical
Maneuver Master (Inv/Mnk) – Tyrannical
Toxicologist (Inv/Drd) – Tyrannical
Vile Concoctionist/Concocter (Wtc/Inv) – Tyrannical

Espial Voyageur (Inv/Brd) – JonathonWilder
Arcane Observer (Inv/Wiz) – JonathonWilder
Persona Shifter (Inv (Infiltrator)/Sor – Doppleganger bloodline) - JonathonWilder
“Name” (Wrp/Pal) - JonathonWilder
“Name” Sha/Clr or Clr/Sha – JonathonWilder
Grimm Seeke (Inq/Sla or Inv/Sla) – JonathonWilder
“Name” (Sha/Clr) - JonathonWilder

Seer (Inq/Arc) – Bandw2
Abolitionist (Anp/Arc) – Bandw2
“Infused Mage” (change from Alc/Sor to Alc/Arc) – Bandw2/Elghinn
Adventurer (Inv/Brd) – Bandw2
Pugilist (Swa/Inv/Brw) – Bandw2
Vessel (Bld/Arc/Sor) – Bandw2
“Prophet of the Metal Gods” (Brg/Ska) – Bandw2
Spell Champion (Mag/Skald [Spell warrior]) – Bandw2

Busker Mage (Arc/Brd) – Starfox

“Name” (Cav/Swa) – Taco Man
Infernal Bureaucrat (Inv/Ant) – Taco Man
“Name” (Brw/Gun) – Taco Man

Surveyor (Ska/Inv) – Yuri Clovershield

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

“Name” (Sha/Sum) - mrtaco6

Invective Marshal (Cav/Ska) – Apraham Lincoln

“Name” (Inq/Mag) Diodric

Explosive Blade (Swa/Alc) – Noro
“Name” (Brg/Sum) - Noro

So that puts OSW and I up first.


I promised OSW he could be the first one to post a new ACG MCA so, we'll have to wait until he wakes up in Australia before I post mine. :D


Alright, ACG time! been looking forward to playing with the new toys for a good while now, and it'd be cool to see what others come up with using the new material also!


Pathfinder Lost Omens Subscriber

woo


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Ok, new thread!!! Caught me by surprise. I'm on dad-duty today, but I'll post the MCA tonight Oz-time!!!

Advocates

Pathfinder Adventure, Adventure Path, Maps Subscriber

Huzzah! Can't wait for all the awesome stuff I know we'll all be producing. :D


Rant about MCAs:

When we create an MCA we are sometmes creating an archetype that is a fracture off a Base or Core or Alternate class, othertimes we are creating a hybrid-esque class that is more a mix of two (a "Primary" and "Secondary") and occasionally we create a whole new concept that changes the Primary class' BAB or HD (though usually both) and both removes some abilities and adds whole new ones untied to the originals - some spark of inspiration from either or both class leading/combining to the creation of something new. Often I characterise MCAs as "glorified archetypes of the Primary class" when I promote them to new GMs, but "glorified archetypes obtained via an arcane art we call the MCA process" might be closer to the truth. Moreover, given the tweaks and changes, some of these MCAs are well beyond archetypes or even Alternate classes of either their Primary or Secondary class - they are their own base form, a Base Class if you like. Which pleases me, that we can via the one process create a myriad of end products from a frameworked conceptual approach.

Rant about Hybrids and Parent classes:

At some point, Paizo called the ACG classes "Hybrids" - thus they were name in the playtest - it was then proposed that they might drop this for the final release, but in the end they did not. To some extent, parent classes are similar to our Primary/Secondary class concept, only the lack of distinction can aid in creating a much more distinct concept, or if there is lack of tight enough focus, not steer clear enough away from either parent.
I can (obviously) see arguments for both approaches, but regardless of whether this appellation "Parent" should exist for the ACG classes (because it certainly does "officially") it has a certain mechanical resonance - some of the ACG classes borrow heavily from their "Parents" and as such are poor partners for either each other or their Parent classes. Not impossible partners - merely that going forward I would suggest a keen eye be shone on such concepts with a view to thematic originality and mechanical ease.

Thoughts on Slayer/Investigator:

So when approaching the Slayer/Investigator beyond having a vague notion that mixing the Slayer with inspiration would be "wikid", when one examines the two classes more closely you'll see it is indeed wikid but that little else obtains. It might be decided that the final MCA is neither sufficiently different from either class or remarkable in and of itself to be granted existence.

* Both classes have two good saves, and share Reflex as one of those.
* The investigator has a bard or inquisitor-esque weapon group (that is needlessly specific (either for an investigator or an MCA based on it) and light armor to the slayer's more generous all weapons/medium armor approach.
* Then there are their respective class abilities

HMMM

* Swapping inspiration for sneak attack and tracking?
* Melding inspiration into Studied Target seems thematic, especially when you discover that the Investigator's Studied Combat and Studied Strike kind of are Studied Target and Sneak Attack.
* Giving this MCA the ability to choose from all Slayer, Rogue, Ninja and Investigator seems plausible, or rather a selected peppering from that select group - but then you are tailor making a style of uber-studied assassin, without the utility of some of the more outlandish talents - like the alchemist's discovery talent.
* Change the Inspiration pool to the Intuition pool, and have it able to function for ki powers? If the Slayer is reaching down to us from Ranger and Rogue then why not reach across a little further to Ninja?
* Essentially the design space is to create new talents for the MCA and decide what to do with Inspiration. Inspiration's in-combat utility is purposely made expensive...
* Also consider there is a Slayer Archetype (Vanguard) that grants the Cavalier's Tactician ability at 2nd level....

So - after those thoughts, here is the first draft of the Intuitive Combatant. I'd prefer just "Intuitive", but Elghinn won't let us unless it is a portmanteau... Affray Intuitive?

# Intuitive Combatant:

Warriors live in the moment, when the time comes. They breathe with every stroke, shot or cast, one breath at a time. Time might fly, but for the intuitive combatant every flying moment is a chance encounter with fate, with prowess, with perception - every flying moment is a chance to harness the gifts of a wide-open sensory, experiential and, above all random-yet-patterned field, a field that the intuitive combatant seeks to master one breath at a time.

All good saves as Monk.
D8 HP
3/4 BAB

So it can be Investigator Primary/Slayer Secondary for all I care...swaps alchemy, trapfinding for Intuition (ability below) and improved saving throws.

Weapon and Armor Proficiency Medium armor. One fighter weapon group and all simple weapons. So slightly better weapons and better armor than investigator, and slightly worse than the Slayer.

Intuition

Spoiler:
An intuitive combatant can study an opponent he can see as a move action. The intuitive combatant then gains a +1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks attempted against that opponent, and a +1 bonus on weapon attack and damage rolls against it. The DCs of intuitive combatant class abilities against that opponent increase by 1. An intuitive combatant can only maintain these bonuses against one opponent at a time; these bonuses remain in effect until either the opponent is dead or the intuitive combatant studies a new target.

If an intuitive combatant deals sneak attack damage to a target, he can study that target as an immediate action, allowing him to apply his studied target bonuses against that target (including to the normal weapon damage roll).

At 5th, 10th, 15th, and 20th levels, the bonuses on weapon attack and damage rolls, as well as the bonus to intuitive combatant ability DCs against a studied, target increase by 1. In addition, at each such interval, the intuitive combatant is able to maintain these bonuses against an additional studied target at the same time. The intuitive combatant may discard this connection to a studied target as a free action, allowing him to study another target in its place.

At 7th level the intuitive combatant can study an opponent as a move or swift action.

In addition, the intuitive combatant has the ability to perceive and react enhancing his combat and ability checks during combat, or some skill checks out of combat. The intuitive combatant has an inspiration pool equal to 1/2 his intuitive combatant level + his Wisdom modifier (minimum 1). (changed to Wisdom from Intelligence to represent innate intuited information to respond to, not rote learning or ability to engineer or craft concepts after the fact)

An intuitive combatant's intuition pool refreshes each day, typically after he rests for 8 hours (removed the "restful nights sleep" part of Inspiration - although the intuition is still only a limited resource, sleeping on edge and being somewhat feral suits the intuitive combatant's intuitive leaps...)

As a free action the intuitive combatant can expend a use of his intuition pool to add 1d4 to any ability check, attack or saving throw roll during combat, or any roll out of combat. (dropped to d4 given the power of the ability, it's utility in combat and stacking with studied target). This choice is made after the dice is rolled and before the results are revealed. The IC can only use intuition once per check or roll. The IC can use intuition on any Sense Motive (any others?) checks without expending a use of Intuition. Intuition cannot be used with any of the following skills: (so the Knowledge skills - anything that is based on prepared intelligence...). In the case of saving throws, using intuition is an immediate action rather than a free action.

This ability replaces alchemy/extracts, trapfinding; also studied combat (4th level) and swift alchemy (4th level).

Intuitive Touch At 2nd level, the intuitive combatant can use intuition with Handle Animals, Intimidate, Perception, Escape artist (and...) without expending a use of intuition once per day. This increases to 2/day at x level. This ability replaces poison resistance and poison lore; also poison immunity (11th level)).

Talents at 3/5/7/9/11/13/15/17/19 So either open slather or selection of choice from among the Slayer and Investigator Talents (and ninja if we so desire - the slayer talent rogue talent offers many of the combat options). This replaces investigator talent and keen recollection.

Keep trap sense suite

Keep studied strike suite

Continue to 20th level.

Note the nested spoiler for the Intuition ability.


Pathfinder Lost Omens Subscriber

I think we should start using a paradigm i see pop up in archetypes that simply add stuff, where you move the ability back a few levels when it is usually granted at level one. such as Studies Target is gained at 4rth level and you count your levels as slayer levels -3 for purposes of that ability.

or we could replace studied combat with studied target, with the same levels.

as it is we're already trying to push a lot of bonus to hit and damage powers all into one spot, and the slayer already had more than enough.


I'll take a look at the Intuitive Combatant. In the meantime, here's mine.

This one should be pretty easy and straight forward. This is a rebuild of my original Incendiary Mage (Wiz/Alc) that I renamed the Bomber Mage. Arcanist fits better with my original concept, but at the time, the Arcanist didn't exist. Again, arcane reservoir is a very versatile class feature, and can be used to incorporate virtually any other class feature-almost. Also, I've debated whether the Alchemic Studies should be a class feature, or an exploit. I went with class feature as without the ability to use Craft (alchemy) so that he felt like an alchemist. I think its pretty minor for the MCA to get but flavorful .

INCENDIARY ARCANIST:

An incendiary arcanist strives to fuse the consistent techniques of his arcane spellcasting with the volatile science of creating bombs. Unlike the alchemist, the incendiary arcanist uses the arcane energies at his disposable to modify and enhance the effects of these explosive devices and increase the power of their detonation. In addition to his arcane bombs, the incendiary arcanist also employs use of extracts to enhance his arcane capabilities. The incendiary arcanist is essentially a primary spellcaster that can support his allies in combat with ranged incendiaries or with spell effects through extracts, should he exhaust his complement of his spells, or require different tactics to defeat his foe.

Primary Class: Arcanist.
Secondary Class: Alchemist.
Alignment: Any.
Hit Dice: d6.

Bonus Skills and Ranks: The incendiary arcanist may select three alchemist skills to add to her class skills in addition to the normal arcanist class skills. The incendiary arcanist gains a number of ranks at each level equal to 2 + Int modifier.

Weapon and Armor Proficiency: The incendiary arcanist is proficient with all simple weapons, but not with any armor or shields. Armor interferes with an incendiary arcanist’s movements, which can cause his spells with somatic components to fail.

Spellcasting: The incendiary arcanist casts arcane spells drawn from the sorcerer/wizard spell list. An incendiary arcanist must prepare her spells ahead of time, but unlike a wizard, her spells are not expended when they’re cast. Instead, she can cast any spell that she has prepared consuming a spell slot of the appropriate level, assuming she hasn’t yet used up her spell slots per day for that level. She also receives bonus spells per day if he has a high Intelligence score. An incendiary arcanist otherwise learns, prepares, and casts spells as an arcanist of equal level.

Alchemic Studies (Su): At 1st level, an incendiary arcanist gains the alchemist’s alchemy ability, granting her the ability to create mundane alchemical substances such as alchemist’s fire and smokesticks. When using Craft (alchemy) to create an alchemical item, the incendiary arcanist gains a competence bonus equal to her class level on the Craft (alchemy) check. In addition, the incendiary arcanist can use Craft (alchemy) to identify potions as if using detect magic. She must hold the potion for 1 round to make such a check.

Arcane Bombs (Su): At 1st level, an incendiary arcanist must select arcane bombs as her 1st level arcanist exploit.

Arcanist Exploits: An incendiary arcanist may choose any exploit allowed by the arcanist class, or from the new exploits listed below. In addition, an incendiary arcanist may choose one of the following grand discoveries as her 19th level arcanist exploit: awaken intellect, eternal youth, fast healing, philosopher’s stone. If the arcanist chooses a grand discovery, she permanently reduces her arcane reservoir by 4 points.

Alchemical Extracts (Su): At 3rd level, an incendiary arcanist must select alchemical extracts as her 3rd level arcanist exploit.

Metabombs (Sp): At 7th level, an incendiary arcanist must select metabombs as her 7th level arcanist exploit.

NEW ARCANIST EXPLOITS
The following new exploits are restricted to the Incendiary Arcanist multiclass archetype.

Alchemical Extracts (Su): An incendiary arcanist with this exploit can create extracts like an alchemist. While studying her spellbook, she must decide which spells to prepare as spells and which to prepare as extracts. Like an alchemist, when she creates an extract, she infuses the concoction with a tiny fraction of her own magical power (from her arcane reservoir), binding the effects to herself (the creator). For the purpose of these extracts, she considers any spell in her spellbook as a formula, as long as it is on the alchemist’s formulae list. At 1st level, the incendiary arcanist can create extracts from her 1st-level spells. Every three levels thereafter, the incendiary arcanist can create extracts from each subsequent level of spells, up to a maximum of 6th–level spells at 16th level. Unlike wizards, an incendiary arcanist can learn spells from an alchemist’s formula book that are on the sorcerer/wizard spell list and copy them into her spellbook as spells. An incendiary arcanist does not need to decipher arcane writings before copying them. The incendiary arcanist must have the alchemy exploit to select this exploit.

Alchemist Discovery: The incendiary arcanist can select one of the following alchemist discoveries: combine extracts, confusion bomb, delayed bomb, dilution, dispelling bomb, elixir of life, enhance potion, eternal potion, explosive bomb, explosive missile, extend potion, fast bombs, inferno bomb, infusion, poison bomb, precise bomb, sandstone solution, smoke bomb, stink bomb. The incendiary arcanist must meet the prerequisites of any discovery she chooses. The incendiary arcanist has an alchemist level equal to her incendiary arcanist level for the purpose of qualifying for discoveries. The incendiary arcanist must have the related spell written in her spellbook for the purpose of any bomb discovery that creates a spell effect. The incendiary arcanist must have either the alchemical extracts or arcane bomb exploit, or the Brew Potion item creation feat to select this exploit.

Arcane Bombs (Su): As a standard action, an incendiary arcanist can create a bomb similar to an alchemist’s bomb by expending 1 point from her arcane reservoir. However, when the bomb is created, the incendiary arcanist must choose one type of energy from the following list: acid, cold, fire, and electricity. The arcane bomb deals 1d6 points of damage of the chosen energy type + additional damage equal to her Charisma modifier. For every 2 levels beyond 1st, the incendiary arcanist deals an additional 1d6 points of energy damage (to a maximum of 10d6 at 19th level). Splash damage from an arcane bomb is equal to the bomb’s minimum damage. Creatures caught in the splash damage may attempt a Reflex saving throw to halve the damage. The DC of this save is equal to 10 + 1/2 the incendiary arcanist’s level + the incendiary arcanist’s Charisma modifier. The incendiary arcanist must have the alchemy exploit to select this exploit.

Metabombs (Sp): The incendiary arcanist can use metamagic feats to enhance her arcane bombs. The incendiary arcanist can apply any of the following metamagic feats to her arcane bombs: Burning Spell, Concussive Spell, Dazing Spell, Disruptive Spell, Enlarge Spell, Flaring Spell, Rime Spell, Sickening Spell, Thundering Spell. Adding a metamagic feat to an arcane bomb reduces its damage by 1d6 for each level increase of the metamagic feat. The incendiary arcanist may only apply a metamagic feat with an effect similar to the bomb. For example, a 12th level incendiary arcanist wants to use the Flaring Spell metamagic feat on her arcane bomb, which only affects spells with the electricity, fire, or light descriptor. Flaring Spell has a +1 level increase. She must create either an electricity bomb of fire bomb to be able to apply the Flaring Spell metamagic feat to the bomb, and must reduce her bomb damage by 1d6. Applying a metamagic feat to an arcane bomb is a free action. The incendiary arcanist must be at least 7th level and have the arcane bombs exploit to select this exploit.

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

1st +0 +0 +2 +2 Alchemic studies, arcane 2 — — — — — — — —
bombs, arcane reservoir,
cantrips, consume spells
2nd +1 +0 +3 +3 3 — — — — — — — —
3rd +1 +1 +3 +3 Alchemical extracts 4 — — — — — — — —
4th +2 +1 +4 +4 4 2 — — — — — — —
5th +2 +1 +4 +4 Arcanist exploit 4 3 — — — — — — —
6th +3 +2 +5 +5 4 4 2 — — — — — —
7th +3 +2 +5 +5 Metabombs 4 4 3 — — — — — —
8th +4 +2 +6 +6 4 4 4 2 — — — — —
9th +4 +3 +6 +6 Arcanist exploit 4 4 4 3 — — — — —
10th +5 +3 +7 +7 4 4 4 4 2 — — — —
11th +5 +3 +7 +7 Arcanist exploit, greater exploits 4 4 4 4 3 — — — —
12th +6/+1 +4 +8 +8 4 4 4 4 4 2 — — —
13th +6/+1 +4 +8 +8 Arcanist exploit 4 4 4 4 4 3 — — —
14th +7/+2 +4 +9 +9 4 4 4 4 4 4 2 — —
15th +7/+2 +5 +9 +9 Arcanist exploit 4 4 4 4 4 4 3 — —
16th +8/+3 +5 +10 +10 4 4 4 4 4 4 4 2 —
17th +8/+3 +5 +10 +10 Arcanist exploit 4 4 4 4 4 4 4 3 —
18th +9/+4 +6 +11 +11 4 4 4 4 4 4 4 4 2
19th +9/+4 +6 +11 +11 Arcanist exploit 4 4 4 4 4 4 4 4 3
20th +10/+5 +6 +12 +12 Magical supremacy 4 4 4 4 4 4 4 4 4

Table: Incendiary Arcanist Spells Prepared
Level 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th

1st 4 2 — — — — — — — —
2nd 5 2 — — — — — — — —
3rd 5 3 — — — — — — — —
4th 6 3 1 — — — — — — —
5th 6 4 2 — — — — — — —
6th 7 4 2 1 — — — — — —
7th 7 5 3 2 — — — — — —
8th 8 5 3 2 1 — — — — —
9th 8 5 4 3 2 — — — — —
10th 9 5 4 3 2 1 — — — —
11th 9 5 5 4 3 2 — — — —
12th 9 5 5 4 3 2 1 — — —
13th 9 5 5 4 4 3 2 — — —
14th 9 5 5 4 4 3 2 1 — —
15th 9 5 5 4 4 4 3 2 — —
16th 9 5 5 4 4 4 3 2 1 —
17th 9 5 5 4 4 4 3 3 2 —
18th 9 5 5 4 4 4 3 3 2 1
19th 9 5 5 4 4 4 3 3 3 2
20th 9 5 5 4 4 4 3 3 3 3


#Incendiary arcanist

Elghinn Lightbringer wrote:


Alchemical Extracts (Su): An incendiary arcanist with this exploit can create extracts like an alchemist. While studying her spellbook, she must decide which spells to prepare as spells and which to prepare as extracts.

OK, this is one of those questions I just love overcomplicating. How does the arcanist spell slot system combine with extracts?

Say, I have 5 prepared 1st level spells and 4 slots to cast them. I prepare 2 extracts and 3 spells. Can I use one of my extracts 4 times, as per the arcanist rules? Does it mean both extracts was created in 4 doses? If I drink 2 doses of one of them, what happens to my other extract: I cannot have more than 2 doses of it at that point, right? Or do I prepare some kind of universal extract, the drinking of which can result in either of my prepared-as-extract spell to activate? And what if I cast a spell? Does that mysteriously destroy one dose of all my prepared extracts of that level?

Or are extracts simply an exlusion from the arcanist casting rules and work as traditional slot-by-slot preparation? If so, what advantage do they give me?

There are practical considerations, btw: what if one of your extracts got stolen? Do you lose a spell slot, or a prepared spell, for example?


Noro wrote:

OK, this is one of those questions I just love overcomplicating. How does the arcanist spell slot system combine with extracts?

Say, I have 5 prepared 1st level spells and 4 slots to cast them. I prepare 2 extracts and 3 spells. Can I use one of my extracts 4 times, as per the arcanist rules? Does it mean both extracts was created in 4 doses? If I drink 2 doses of one of them, what happens to my other extract: I cannot have more than 2 doses of it at that point, right? Or do I prepare some kind of universal extract, the drinking of which can result in either of my prepared-as-extract spell to activate? And what if I cast a spell? Does that mysteriously destroy one dose of all my prepared extracts of that level?

Or are extracts simply an exlusion from the arcanist casting rules and work as traditional slot-by-slot preparation? If so, what advantage do they give me?

First, I hate people like you who bring up these kinds of questions. Can't just be easy, huh? :D

Seriously though, that's a very good question, and that's why we post these things here, so we can work out the kinks. As arcanists prepare spell, but cast them spontaneously, essentially, from his daily chosen prepared spell list, we'll need to come up with a fait and concrete rule.

So, we have two ways to go.

1) He prepares either spells or extracts in his prepared slots. Then he can either cast spells or create extracts with his daily spell slots. However, he can only cast spell of those spells prepared as spells, and create only extracts of those prepared as extracts. So if he prepared an invisibility extracts, he couldn't then cast it as a spell, he'd HAVE TO prepare it as an extract. This would keep the prepared numbers unchanged, but allocation of prepared spell slots as spells or extracts would need to be tracked.

OR

2) Any prepared extract simply uses up one open spell slot of that level, like the alchemists. So if an IA prepared 3 spells and 2 extracts, 2 of his daily open spell slots would be filled by those two prepared extracts, leaving the rest open for spontaneous casting of his prepared spells. Now you ask what advantage does this give him? First, he can prepare extracts, just as an alchemist would. Second, he could take the Infusion discovery and pass them around to his friends to be used by them whenever, but they would still occupy his daily slots until used.

So, I'm not sure which way to go. I think mechanics-wise, we should go with number two, as that allows the IA to simply prepare extracts instead of spells like an alchemist. #1 makes it spontaneous extracts, though limited to the prepared extracts. Of course, you could still share them with the Infusion discovery. What does everyone else think? Either would work, but #1 works within the arcanist's spellcasting mechanics, while #2 simply incorporates the normal alchemist extract mechanics, and has a bit more restriction, in that it forces the IA to be sure about whether or not to prepare extracts and what ones to prepare.

I'm going to bed, its 12:47 AM.


Well, I just woke up, its 9 AM in Europe :D

So option 1) means when I "prepare extracts" I dont actually brew them, but prepare the knowledge/ability to spontaneously brew them today. I think that could work, just need to set how much time it takes to spontaneously make up one extract. (I suppose a little longer than just drinking it)

And after you create them spontaneously, but not drink it, the extract will still be potent for the remaining part of the day, occupying a spell slot. Which brings us to option 2), so I think we can make it work with both. The player could choose if he wants them ready to use, which takes up a daily slot, or leave the slots open and mix them on the fly, which takes more time.


Hmmm. What to do first. Maybe my first one will be the Lone Rider (Swa/Cav). I'm honestly surprised that nobody created a mounted Zorro yet. ^_^


#Incendiary Arcanist

just for balance reasons, I'll just pop this here for looking at;

Alchemist wrote:
An alchemist can study a wizard's spellbook to learn any formula that is equivalent to a spell the spellbook contains. A wizard, however, cannot learn spells from a formula book.

I know it may seem picky, but having a spellcaster who can learn from formulae books might be a little overpowered in some regards. I'd wager any spell that exist on both the Alchemist and Arcanist spell lists he can trade between being spells or extracts, but otherwise extracts that aren't on the arcanist spellbook shouldn't be able to be casted, they must be made into extracts.

This way, you aren't making one method of spellcasting redundant, and you're keeping to the rules somewhat. That's just my two cents.


#Incendiary Arcanist
OK, I think I've got Noro's and T's concerns covered. Alchemists can already either prepare extracts at the beginning of the day, or on the fly in the field. In either case, it requires 1 minute of work to create an extract. The incendiary arcanist would be no different - there isn't any "spontaneous" extracts, just a choice of preparing them right at the beginning of the day or later on. The following essentially allows the IA to create extracts exactly like an alchemist from his prepared spells, but only those spells that are on both the wizard spell list and alchemist formulae list can be created as extracts - plus they use up a spell slot equal to the extract's level instead of the spell's level. This way, we don't nullify the actual alchemist class.

Alchemical Extracts (Su):
An incendiary arcanist with this exploit can create extracts drawn from the wizard spell list. While studying her spellbook, she prepares her spells as normal. She can create any extract of a prepared spell, but the spell must appear on both the wizard spell list and the alchemist formulae list. Only wizard spells found on the alchemist formulae list of 6th level and lower can be made into extracts, and uses a spell slot equal to the alchemist’s formula level. For example, if a 1st–level wizard spell is also a 2nd–level alchemist extract, then the incendiary arcanist must use a 2nd–level spell slot to create an extract of that spell. The incendiary arcanist can choose to create her extracts at the start of the day, or create them in the field as needed by using an open spell slot of the appropriate formula’s level. In either case, mixing an extract takes 1 minute of work.

Like an alchemist, when an incendiary arcanist creates an extract, she infuses the concoction with a tiny fraction of her own magical power (from her arcane reservoir), binding the effects to herself (the creator). At 1st level, the incendiary arcanist can create 1st–level extracts from her spells. Every three levels thereafter, the incendiary arcanist can create each subsequent level of extracts from her spells, up to a maximum of 6th–level extracts at 16th level.

Unlike wizards, an incendiary arcanist can learn spells from an alchemist’s formula book that are on the wizard spell list and copy them into her spellbook as spells, but only if they are on both the wizard spell list and the alchemist formulae list. If an extract is found only on the alchemist formulae list and not on the wizard spell list, it can only be prepare as an extract. If a spell is found only on the wizard spell list and not on the alchemist formulae list, it can only be prepare as a spell. An incendiary arcanist does not need to decipher arcane writings before copying them.

*Another option would be to make it so that when making a spell into an extract, his equivalent alchemist level is equal to her incendiary arcanist level -2. She is already restricted to getting the exploit at 3rd anyways, but perhaps the arcanist level -3 would be a good balancer. That would move allow her to create 1st elvel extracts at 3rd, and each subsequent level of extract every three levels therafter, up to 6th level extracts at 18th (instead of 16th). I think that's might be the way to go. I think a 2 level delay is a good balancer with a full spellcaster who can create extracts from those spells also. Not as good as the alchemist, but gets pretty close (within 2 levels), so it would max out the extracts to 18th level caster instead of 20th. Keeps spells as the primary proponent of the MCA.

What do others think?

Also, I think I'm going to get rid of the "New Exploits" and just hardwire tehm into the MCa as class featrues, as they are restricted to the MCA only anyways. Sort of silly to have them as exploit since they must be chosen at certain levels. I'll do a rewrite and post later today or tomorrow.


#Incendiary arcanist
well i can dig that rewrite myself and i dont think the level penalty is necessary.

#intuitive combatant, curse you OSW that was the angle i was going for with the slayer/monk ;P oh well. I do think i need a table to process this one better.


Here's my rewrite.

INCENDIARY ARCANIST v2:

An incendiary arcanist strives to fuse the consistent techniques of his arcane spellcasting with the volatile science of creating bombs. Unlike the alchemist, the incendiary arcanist uses the arcane energies at his disposable to modify and enhance the effects of these explosive devices and increase the power of their detonation. In addition to his arcane bombs, the incendiary arcanist also employs use of extracts to enhance his arcane capabilities. The incendiary arcanist is essentially a primary spellcaster that can support his allies in combat with ranged incendiaries or with spell effects through extracts, should he exhaust his complement of his spells, or require different tactics to defeat his foe.

Primary Class: Arcanist.
Secondary Class: Alchemist.
Alignment: Any.
Hit Dice: d6.

Bonus Skills and Ranks: The incendiary arcanist may select three alchemist skills to add to her class skills in addition to the normal arcanist class skills. The incendiary arcanist gains a number of ranks at each level equal to 2 + Int modifier.

Weapon and Armor Proficiency: The incendiary arcanist is proficient with all simple weapons, but not with any armor or shields. Armor interferes with an incendiary arcanist’s movements, which can cause his spells with somatic components to fail.

Spellcasting: The incendiary arcanist casts arcane spells drawn from the sorcerer/wizard spell list. An incendiary arcanist must prepare her spells ahead of time, but unlike a wizard, her spells are not expended when they’re cast. Instead, she can cast any spell that she has prepared consuming a spell slot of the appropriate level, assuming she hasn’t yet used up her spell slots per day for that level. She also receives bonus spells per day if he has a high Intelligence score. An incendiary arcanist otherwise learns, prepares, and casts spells as an arcanist of equal level.

Alchemic Studies (Su): At 1st level, an incendiary arcanist gains the alchemist’s alchemy ability, granting her the ability to create mundane alchemical substances such as alchemist’s fire and smokesticks. When using Craft (alchemy) to create an alchemical item, the incendiary arcanist gains a competence bonus equal to her class level on the Craft (alchemy) check. In addition, the incendiary arcanist can use Craft (alchemy) to identify potions as if using detect magic. She must hold the potion for 1 round to make such a check.

Arcane Bombs (Su): At 1st level, as a standard action, an incendiary arcanist can create a bomb similar to an alchemist’s bomb by expending 1 point from her arcane reservoir. However, when the bomb is created, the incendiary arcanist must choose one type of energy from the following list: acid, cold, fire, and electricity. The arcane bomb deals 1d6 points of damage of the chosen energy type + additional damage equal to her Charisma modifier. For every 2 levels beyond 1st, the incendiary arcanist deals an additional 1d6 points of energy damage (to a maximum of 10d6 at 19th level). Splash damage from an arcane bomb is equal to the bomb’s minimum damage. Creatures caught in the splash damage may attempt a Reflex saving throw to halve the damage. The DC of this save is equal to 10 + 1/2 the incendiary arcanist’s level + the incendiary arcanist’s Charisma modifier. This ability replaces the arcanist exploit gained at 1st level.

Arcanist Exploits: This is exactly like the arcanist ability of the same name, except that the incendiary arcanist may select one of the following alchemist discoveries in place of an exploit: combine extracts, confusion bomb, delayed bomb, dilution, dispelling bomb, elixir of life, enhance potion, eternal potion, explosive bomb, explosive missile, extend potion, fast bombs, inferno bomb, infusion, poison bomb, precise bomb, sandstone solution, smoke bomb, stink bomb. The incendiary arcanist must meet the prerequisites of any discovery she chooses. The incendiary arcanist has an alchemist level equal to her incendiary arcanist level for the purpose of qualifying for discoveries. The incendiary arcanist must have the related spell written in her spellbook for the purpose of any bomb discovery that creates a spell effect.

In addition, an incendiary arcanist may choose one of the following grand discoveries as her 19th level arcanist exploit: awaken intellect, eternal youth, fast healing, philosopher’s stone. If the arcanist chooses a grand discovery, she permanently reduces her arcane reservoir by 4 points.

Alchemical Extracts (Su): At 3rd level, an incendiary arcanist learns to create extracts drawn from the wizard spell list. While studying her spellbook, she prepares her spells as normal. She can create any extract of a prepared spell, but the spell must appear on both the wizard spell list and the alchemist formulae list. Only wizard spells found on the alchemist formulae list of 6th level and lower can be made into extracts, and uses a spell slot equal to the alchemist’s formula level. For example, if a 1st–level wizard spell is also a 2nd–level alchemist extract, then the incendiary arcanist must use a 2nd–level spell slot to create an extract of that spell. The incendiary arcanist can choose to create her extracts at the start of the day, or create them in the field as needed by using an open spell slot of the appropriate formula’s level. In either case, mixing an extract takes 1 minute of work.

Like an alchemist, when an incendiary arcanist creates an extract, she infuses the concoction with a tiny fraction of her own magical power (from her arcane reservoir), binding the effects to herself (the creator). At 3rd level, the incendiary arcanist can create 1st–level extracts from her spells. Every three levels thereafter, the incendiary arcanist can create each subsequent level of extracts from her spells, up to a maximum of 6th–level extracts at 18th level.

Unlike wizards, an incendiary arcanist can learn spells from an alchemist’s formula book that are on the wizard spell list and copy them into her spellbook as spells, but only if they are on both the wizard spell list and the alchemist formulae list. If an extract is found only on the alchemist formulae list and not on the wizard spell list, it can only be prepare as an extract. If a spell is found only on the wizard spell list and not on the alchemist formulae list, it can only be prepare as a spell. An incendiary arcanist does not need to decipher arcane writings before copying them. This ability replaces the arcanist exploit gained at 3rd level.

Metabombs (Sp): At 7th level, an incendiary arcanist can use metamagic feats to enhance her arcane bombs. The incendiary arcanist can apply any of the following metamagic feats to her arcane bombs: Burning Spell, Concussive Spell, Dazing Spell, Disruptive Spell, Enlarge Spell, Flaring Spell, Rime Spell, Sickening Spell, Thundering Spell. Adding a metamagic feat to an arcane bomb reduces its damage by 1d6 for each level increase of the metamagic feat. The incendiary arcanist may only apply a metamagic feat with an effect similar to the bomb. For example, a 12th level incendiary arcanist wants to use the Flaring Spell metamagic feat on her arcane bomb, which only affects spells with the electricity, fire, or light descriptor. Flaring Spell has a +1 level increase. She must create either an electricity bomb of fire bomb to be able to apply the Flaring Spell metamagic feat to the bomb, and must reduce her bomb damage by 1d6. Applying a metamagic feat to an arcane bomb is a free action. This ability replaces the arcanist exploit gained at 7th level.

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

1st +0 +0 +2 +2 Alchemical studies, arcane bombs, arcane 2 — — — — — — — —
reservoir, cantrips, consume spells
2nd +1 +0 +3 +3 3 — — — — — — — —
3rd +1 +1 +3 +3 Alchemical extracts 4 — — — — — — — —
4th +2 +1 +4 +4 4 2 — — — — — — —
5th +2 +1 +4 +4 Arcanist exploit 4 3 — — — — — — —
6th +3 +2 +5 +5 4 4 2 — — — — — —
7th +3 +2 +5 +5 Metabombs 4 4 3 — — — — — —
8th +4 +2 +6 +6 4 4 4 2 — — — — —
9th +4 +3 +6 +6 Arcanist exploit 4 4 4 3 — — — — —
10th +5 +3 +7 +7 4 4 4 4 2 — — — —
11th +5 +3 +7 +7 Arcanist exploit, greater exploits 4 4 4 4 3 — — — —
12th +6/+1 +4 +8 +8 4 4 4 4 4 2 — — —
13th +6/+1 +4 +8 +8 Arcanist exploit 4 4 4 4 4 3 — — —
14th +7/+2 +4 +9 +9 4 4 4 4 4 4 2 — —
15th +7/+2 +5 +9 +9 Arcanist exploit 4 4 4 4 4 4 3 — —
16th +8/+3 +5 +10 +10 4 4 4 4 4 4 4 2 —
17th +8/+3 +5 +10 +10 Arcanist exploit 4 4 4 4 4 4 4 3 —
18th +9/+4 +6 +11 +11 4 4 4 4 4 4 4 4 2
19th +9/+4 +6 +11 +11 Arcanist exploit 4 4 4 4 4 4 4 4 3
20th +10/+5 +6 +12 +12 Magical supremacy 4 4 4 4 4 4 4 4 4

Table: Incendiary Arcanist Spells Prepared
Level 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th

1st 4 2 — — — — — — — —
2nd 5 2 — — — — — — — —
3rd 5 3 — — — — — — — —
4th 6 3 1 — — — — — — —
5th 6 4 2 — — — — — — —
6th 7 4 2 1 — — — — — —
7th 7 5 3 2 — — — — — —
8th 8 5 3 2 1 — — — — —
9th 8 5 4 3 2 — — — — —
10th 9 5 4 3 2 1 — — — —
11th 9 5 5 4 3 2 — — — —
12th 9 5 5 4 3 2 1 — — —
13th 9 5 5 4 4 3 2 — — —
14th 9 5 5 4 4 3 2 1 — —
15th 9 5 5 4 4 4 3 2 — —
16th 9 5 5 4 4 4 3 2 1 —
17th 9 5 5 4 4 4 3 3 2 —
18th 9 5 5 4 4 4 3 3 2 1
19th 9 5 5 4 4 4 3 3 3 2
20th 9 5 5 4 4 4 3 3 3 3


#Intuitive Combatant
Why 3 good saves? Just curious. Does it warrant it with medium armor?

Here's what I've got as a starting point.

INTUITIVE COMBATANT:

Warriors live in the moment, when the time comes. They breathe with every stroke, shot or cast, one breath at a time. Time might fly, but for the intuitive combatant every flying moment is a chance encounter with fate, with prowess, with perception - every flying moment is a chance to harness the gifts of a wide-open sensory, experiential and, above all random-yet-patterned field, a field that the intuitive combatant seeks to master one breath at a time.

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

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

Weapon and Armor Proficiency: The intuitive combatant is proficient with all simple weapons, plus one weapon group from the fighter class. He is also proficient with light and medium armor, but not with shields.

Intuition (Ex): An intuitive combatant can study an opponent he can see as a move action. The intuitive combatant then gains a +1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks attempted against that opponent, and a +1 bonus on weapon attack and damage rolls against it. The DCs of intuitive combatant class abilities against that opponent increase by 1. An intuitive combatant can only maintain these bonuses against one opponent at a time; these bonuses remain in effect until either the opponent is dead or the intuitive combatant studies a new target.

If an intuitive combatant deals sneak attack damage to a target, he can study that target as an immediate action, allowing him to apply his studied target bonuses against that target (including to the normal weapon damage roll).

At 5th, 10th, 15th, and 20th levels, the bonuses on weapon attack and damage rolls, as well as the bonus to intuitive combatant ability DCs against a studied target increase by 1. In addition, at each such interval, the intuitive combatant is able to maintain these bonuses against an additional studied target at the same time. The intuitive combatant may discard this connection to a studied target as a free action, allowing him to study another target in its place.

At 7th level the intuitive combatant can study an opponent as a move or swift action.

In addition, the intuitive combatant has the ability to perceive and react, enhancing his combat and ability checks during combat, or some skill checks out of combat. The intuitive combatant has an intuition pool equal to 1/2 his intuitive combatant level + his Wisdom modifier (minimum 1).

An intuitive combatant's intuition pool refreshes each day, typically after he rests for 8 hours. As a free action the intuitive combatant can expend a use of his intuition pool to add 1d4 to any ability check, attack or saving throw roll during combat, or any roll out of combat. This choice is made after the dice is rolled and before the results are revealed. The intuitive combatant can only use intuition once per check or roll. The intuitive combatant can use intuition on any Perception, Sense Motive, and Survival checks without expending a use of Intuition. Intuition cannot be used with any Knowledge skill checks. In the case of saving throws, using intuition is an immediate action rather than a free action.

This ability replaces alchemy, extracts, intuition, trapfinding; studied combat, and swift alchemy.

Intuitive Touch (Ex): At 2nd level, the intuitive combatant can use intuition with Bluff, Escape Artist, Handle Animals, and Intimidate without expending a use of intuition once per day. The intuitive combatant can use this ability one additional time per day at 7th level and every five levels thereafter. This ability replaces poison resistance and poison lore.

Investigator’s Talent: This is exactly like the investigator’s ability of the same name, except that the intuitive combatant may also select a slayer talent as an investigator’s talent.

Table: Intuitive Combatant
Base
Class Attack Fort Ref Will
Level Bonus Save Save Save Special

1st +0 +2 +2 +2 Intuition
2nd +1 +3 +3 +3 Intuitive touch 1/day
3rd +2 +3 +3 +3 Investigator talent, keen recollection, trap sense +1
4th +3 +4 +4 +4 Studied strike +1d6
5th +3 +4 +4 +4 Investigator’s talent
6th +4 +5 +5 +5 Studied strike +2d6, trap sense +2
7th +5 +5 +5 +5 Intuitive touch 2/day, investigator’s talent
8th +6/+1 +6 +6 +6 Studied strike +3d6
9th +6/+1 +6 +6 +6 Investigator’s talent, trap sense +3
10th +7/+2 +7 +7 +7 Studied strike +4d6
11th +8/+3 +7 +7 +7 Investigator’s talent
12th +9/+4 +8 +8 +8 Intuitive touch 3/day, studied strike +5d6, trap sense +4
13th +9/+4 +8 +8 +8 Investigator’s talent
14th +10/+5 +9 +9 +9 Studied strike +6d6
15th +11/+6/+1 +9 +9 +9 Investigator’s talent, traps sense +5
16th +12/+7/+2 +10 +10 +10 Studied strike +7d6
17th +12/+7/+2 +10 +10 +10 Intuitive touch 4/day, investigator’s talent
18th +13/+8/+3 +11 +11 +11 Studied strike +8d6, trap sense +6
19th +14/+9/+4 +11 +11 +11 Investigator’s talent
20th +15/+10/+5 +12 +12 +12 Studied strike +9d6, true inspiration


#Intuitive Combatant

The three saves was more just looking at the two Primary/Secondary classes, and not seeing somewhere to drop a save thematically. But I would say perhaps Fortitude would be the least thematic if you had to drop the current version to two good saves. I'd be happier with dropping to light armor and keeping the three good saves...

* Intuition - I was personally hesitant about the "free use of Intuition" for any ubiquitous utility skills - as thematic as it might be, I think granting a d4 bonus to every Perception check might not fly with any GM… Survival works for me though…

* I note that we both c+p'ed this:

Intuitive Combatant wrote:
If an intuitive combatant deals sneak attack damage to a target, he can study that target as an immediate action, allowing him to apply his studied target bonuses against that target (including to the normal weapon damage roll).

Seeing as the IC doesn't get sneak attack per se, but gets the Studied Strike ability:

Studied Strike wrote:
At 4th level, an investigator can choose to make a studied strike against the target of his studied combat as a free action, upon successfully hitting his studied target with a melee attack, to deal additional damage. The damage is 1d6 at 4th level, and increases by 1d6 for every 2 levels thereafter (to a maximum of 9d6 at 20th level). The damage of studied strike is precision damage and is not multiplied on a critical hit; creatures that are immune to sneak attacks are also immune to studied strike.

So we:

a: need to reference Intuition instead of Studied Combat to make Studied Strike work and
b: work out how Intuition resolves with Studied Strike.

Personally there is some notion in me that thinks separating Intuition (Inspiration) from the Slayer's Studied Target would be helpful - then Studied Strike would just reference Studied Target and vice versa.

* No, I'm not missing the fact that "Intuition/Intuitive" and "Studied" are thematically disconnected. You still get a feel for your foe, and you can enhance that feel by a moment's study. This is experiential, learned AND intuitive, not completely primal reaction. :)


christos gurd wrote:
#intuitive combatant, curse you OSW that was the angle i was going for with the slayer/monk ;P oh well. I do think i need a table to process this one better.

Well, you should still be able to use the same theme, tweaked a bit, and with major mechanical differences. The big thing here is that this is an Investigator/Slayer, so if you are Slayer Primary your monk abilities will be necessarily hampered. But a Monk/Slayer could be interesting. Or a Monk/Investigator - the old inspirational (or intuitive if THAT flavor's the thing) flurry??? Even spending two points of inspiration wouldn't be bad if it applied to your whole flurry. And if Studied Target were mixed with Flurry your Monk/Slayer (or Slayer/Monk if you find the swap-space) would rawk!! ;)


Out of curiosity, what do you guys see a vehicle themed MCA being? I'm thinking Cavalier/Something, maybe Rogue or Swashbuckler secondary? I noticed out of all the MCAs we have there's not much in the 'Wheelman' territory.

As a vague idea, the class will take mount abilities and use them for vehicles instead, and have a little emphasis on vehicle combat (such as chariots and ships) but the secondary class has me stumped. Ideas?


@Tyrranical - perhaps Ranger. Favored Terrain could be tweaked for vehicular navigation/driving. Or Alchemist or Investigator for any tech requirements. Investigator might be good for Inspiration buffs to skill checks...


Pathfinder Lost Omens Subscriber

what kind of vehicles?


Bandw2 wrote:
what kind of vehicles?

That's up to the player. Typically I would be aiming for small personal vehicles like chariots, wagons, small boats and perhaps in steampunk or tech settings, motorised vehicles.

I might extend it to the likes of naval ships, large ground vehicles and air vehicles, so the skills go further than what you start with. I may be leaning towards Ranger for it's terrain skills, as well as bonus feats that could help with combat.

Though I don't want the class to be -too- reliant on vehicles, just as cavalier and hunter don't rely on their animals all the time. I may include proficiency for siege weapons, since they are typically associated with vehicles for transport/deployment.


Pathfinder Lost Omens Subscriber

yeah, i am not seeing the mechanical advantage... of course i don't know any rules on chariots and the like either.

a boat captain though, now that I can get behind.


#Intuitive Combatant
Here's the changes. Droped Medium armor, kept the 3 good saves.

INTUITIVE COMBATANT:
Warriors live in the moment, when the time comes. They breathe with every stroke, shot or cast, one breath at a time. Time might fly, but for the intuitive combatant every flying moment is a chance encounter with fate, with prowess, with perception - every flying moment is a chance to harness the gifts of a wide-open sensory, experiential and, above all random-yet-patterned field, a field that the intuitive combatant seeks to master one breath at a time.

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

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

Weapon and Armor Proficiency: The intuitive combatant is proficient with all simple weapons, plus one weapon group from the fighter class. He is also proficient with light armor, but not with shields.

Studied Target (Ex): At 1st level, an intuitive combatant gains the slayer’s studied target ability, except that it applies to his studied strike damage instead of sneak attack damage. This ability replaces alchemy, extracts, trapfinding; studied combat, and swift alchemy.

Intuition (Ex): At 1st level, an intuitive combatant has the ability to perceive and react, enhancing his combat and ability checks during combat or some skill checks out of combat. The intuitive combatant has an intuition pool equal to 1/2 his intuitive combatant level + his Wisdom modifier (minimum 1).

An intuitive combatant's intuition pool refreshes each day, typically after he rests for 8 hours. As a free action the intuitive combatant can expend a use of his intuition pool to add 1d4 to any ability check, attack or saving throw roll during combat, or any roll out of combat. This choice is made after the dice is rolled and before the results are revealed. The intuitive combatant can only use intuition once per check or roll. The intuitive combatant can use intuition on any Perception, Sense Motive, and Survival checks without expending a use of Intuition. Intuition cannot be used with any Knowledge skill checks. In the case of saving throws, using intuition is an immediate action rather than a free action. This ability replaces inspiration.

Intuitive Touch (Ex): At 2nd level, the intuitive combatant can use intuition with Bluff, Escape Artist, Handle Animals, and Intimidate without expending a use of intuition once per day. The intuitive combatant can use this ability one additional time per day at 7th level and every five levels thereafter. This ability replaces poison resistance and poison lore.

Investigator’s Talent: This is exactly like the investigator’s ability of the same name, except that the intuitive combatant may also select a slayer talent in place of an investigator’s talent.
Studied Strike (Ex): This is exactly like the investigator ability of the same name, except that the intuitive combatant can make a studied strike against the target of his studied target ability as a free action instead.

Table: Intuitive Combatant
Base
Class Attack Fort Ref Will
Level Bonus Save Save Save Special

1st +0 +2 +2 +2 Intuition, studied target
2nd +1 +3 +3 +3 Intuitive touch 1/day
3rd +2 +3 +3 +3 Investigator talent, keen recollection, trap sense +1
4th +3 +4 +4 +4 Studied strike +1d6
5th +3 +4 +4 +4 Investigator’s talent
6th +4 +5 +5 +5 Studied strike +2d6, trap sense +2
7th +5 +5 +5 +5 Intuitive touch 2/day, investigator’s talent
8th +6/+1 +6 +6 +6 Studied strike +3d6
9th +6/+1 +6 +6 +6 Investigator’s talent, trap sense +3
10th +7/+2 +7 +7 +7 Studied strike +4d6
11th +8/+3 +7 +7 +7 Investigator’s talent
12th +9/+4 +8 +8 +8 Intuitive touch 3/day, studied strike +5d6, trap sense +4
13th +9/+4 +8 +8 +8 Investigator’s talent
14th +10/+5 +9 +9 +9 Studied strike +6d6
15th +11/+6/+1 +9 +9 +9 Investigator’s talent, traps sense +5
16th +12/+7/+2 +10 +10 +10 Studied strike +7d6
17th +12/+7/+2 +10 +10 +10 Intuitive touch 4/day, investigator’s talent
18th +13/+8/+3 +11 +11 +11 Studied strike +8d6, trap sense +6
19th +14/+9/+4 +11 +11 +11 Investigator’s talent
20th +15/+10/+5 +12 +12 +12 Studied strike +9d6, true inspiration

Do we need to make changes to true inspiration = True Intuition?


Tyrannical wrote:

Out of curiosity, what do you guys see a vehicle themed MCA being? I'm thinking Cavalier/Something, maybe Rogue or Swashbuckler secondary? I noticed out of all the MCAs we have there's not much in the 'Wheelman' territory.

As a vague idea, the class will take mount abilities and use them for vehicles instead, and have a little emphasis on vehicle combat (such as chariots and ships) but the secondary class has me stumped. Ideas?

If its an alchemist buffing vehicles with quasi-magic, I am interested :)


@Vehicle based MCA
The only way it would work, is to make abilities generic enough to work with each type of vehicle (air, land, water), or specific to each type. Likely, they'd have to choose one type of vehicle (air, land, water), resulting in essentially an Airship Commander/Chariot Driver/Naval Captain style MCA.

However, it may be better suited to either a multiple (not multi) class archetype or a template. Ranger's favored terrain is definitely suitable, possibly even the Horizon Walker PrC's other Terrain class features. I could see this functioning with numerous classes, like the Fighter (charioteer), Gunslinger,Ranger, or Swashbuckler (naval captain/pirate), or even a Magus (airship commander). the difficulty is that vehicles are quite limited in most, if not all games.

This would almost be an MCA suited as a new class, as it would likely benefit from class features from a number of other classes.

Certainly the Ranger would be a good primary class. Favored Terrain is good, perhaps the combat feats could be changed to include a new style (Vehicle related), change hunter's bond to a bond with one type of terrain vehicle (either air, land or water).

Could combine it with the swashbuckler, using deeds to provide specific vehicle related deeds. Plus, the swashbuckler is a daring and exciting class, suitable for the rigors and excitement of being a charioteer, or an airship or water vessel captain. Could also include some inspiration type ability as a deed that requires grit?

Or you could use the alchemist and extracts/mutagen as a magical engine or power source for propelling the vehicle (phantom mounts for chariots, gust of wind for air or water vessels). Not sure what else from the alchemist would be useful though.


Elghinn Lightbringer wrote:


Or you could use the alchemist and extracts/mutagen as a magical engine or power source for propelling the vehicle (phantom mounts for chariots, gust of wind for air or water vessels). Not sure what else from the alchemist would be useful though.

Everything, really :) Bombs as onboard weapons, Extracts modified as mystic fuel or oil or paint or whatever so they work on the vehicle as it was a creature. Or even better, make it a summoner/alchemist, so the vehicle is a mechanical eidolon, and share extracts/mutagens with it.


# Intuitive Combatant

* Remove Keen Recollection - it can add to the swaps for Studied Target or combat utility of Intuition

* Still has Perception as a free-use-of-Intuition. I think it's definitely on-theme, but perhaps OP.

* I would clarify/tighten the wording of Studied Target to:

"This is exactly the same as the Slayer's Studied Target ability except that any reference to sneak attack is replaced by/applies to Studied Strike instead."

Otherwise it could be read as only applying to Studied Strike.


# Incendiary Arcanist

Sorry, I have little understanding of arcanists or Arcanists, so any discussion of type of casting is beyond me.


A very old idea of mine for a vehicle based MCA was called 'grand charioteer', which combined Cavalier and Summoner. The chariot would be fully upgradable through a system similar to evolutions. from that I kinda wanted to branch out into other vehicles to make it more practical.

Things like hardness, mounted weapons, siege compatibility and propulsion were taken into consideration, taking inspiration from the Siege Marshal and Mechagolem Commander.

So far what I see working for this class are;
- Ranger's Favored Terrain and Woodland Stride
- Cavalier's mount functionality
- Summoner's evolution system
- Gunslinger's mechanical aptitude
- Alchemist's tech savvy features

Advocates

Pathfinder Adventure, Adventure Path, Maps Subscriber

#Vehicle MCA/Class
I actually started working on a Mario Kart-inspired base class yesterday. Wanna compare notes, Tyrannical? I don't have much so far, and they'd probably be drastically different takes, but I'd love to see what a collab between us could churn out. :D


Lindley Court wrote:

#Vehicle MCA/Class

I actually started working on a Mario Kart-inspired base class yesterday. Wanna compare notes, Tyrannical? I don't have much so far, and they'd probably be drastically different takes, but I'd love to see what a collab between us could churn out. :D

Sure! I'll keep it over PM's so the thread isn't flooded with drive-by ramblings.


Oceanshieldwolf wrote:

# Intuitive Combatant

* Remove Keen Recollection - it can add to the swaps for Studied Target or combat utility of Intuition

* Still has Perception as a free-use-of-Intuition. I think it's definitely on-theme, but perhaps OP.

* I would clarify/tighten the wording of Studied Target to:

"This is exactly the same as the Slayer's Studied Target ability except that any reference to sneak attack is replaced by/applies to Studied Strike instead."

Otherwise it could be read as only applying to Studied Strike.

Keen Recollection is gone. I think we can keep Perception, even if it is OP, it's on theme, and in this case, I think we'll let it ride. Unless others have a real issue.

I've reworded Studied Target. Takes care of studied strike or sneak attack.

Studied Target (Ex): At 1st level, an intuitive combatant gains the slayer’s studied target ability, except that it applies to his studied strike damage. If the intuitive combatant gains the sneak attack ability, it also applies to his sneak attack damage. Studied strike and sneak attack stack for the purpose of this ability. This ability replaces alchemy, extracts, trapfinding; studied combat, and swift alchemy.

*Also, what about true inspiration, do we need to tweak/change it?

#Incendiary Arcanist
Anything else? If not we'll move on.


Tyrannical wrote:
Sure! I'll keep it over PM's so the thread isn't flooded with drive-by ramblings.

Awesome! :D


Pathfinder Lost Omens Subscriber

#intuitive combatant

studied target, seems weird. and confusing. too much has studied in the front of it. I don't like the way that it can use sneak attack if you happen to gain it.


Bandw2 wrote:

#intuitive combatant

studied target, seems weird. and confusing. too much has studied in the front of it. I don't like the way that it can use sneak attack if you happen to gain it.

It originally can be used with sneak attacks. The MCA just happens to get it use it with studied strike. So, if the MCA gains sneak attack from another class, then I don't see what he couldn't use it with Studied Target, as that's what it was originally tied to. Studied strike and sneak attack are all precision damage attacks. its no different than if the rogue and ninja stack sneak attack damage.


Pathfinder Lost Omens Subscriber
Elghinn Lightbringer wrote:
Bandw2 wrote:

#intuitive combatant

studied target, seems weird. and confusing. too much has studied in the front of it. I don't like the way that it can use sneak attack if you happen to gain it.

It originally can be used with sneak attacks. The MCA just happens to get it use it with studied strike. So, if the MCA gains sneak attack from another class, then I don't see what he couldn't use it with Studied Target, as that's what it was originally tied to. Studied strike and sneak attack are all precision damage attacks. its no different than if the rogue and ninja stack sneak attack damage.

because class abilities, in general, don't use abilities not in their class.

the IT doesn't gain or have sneak attacks, thus doesn't use or mention them.


Precedence that class features refer to stacking of same/similar class featrues.

Assassin Prc
Sneak Attack (Ex): This is exactly like the rogue ability of the same name. The extra damage dealt increases by +1d6 every other level (1st, 3rd, 5th, 7th, and 9th). If an assassin gets a sneak attack bonus from another source, the bonuses on damage stack.

Precedence of other sources of precision damage (including class features) stack.

Precise Strike (Combat, Teamwork)
...
Benefit: Whenever you and an ally who also has this feat are flanking the same the creature, you deal an additional 1d6 points of precision damage with each successful melee attack. This bonus damage stacks with other sources of precision damage, such as sneak attack. This bonus damage is not multiplied on a critical hit.

Precision damage is precision damage, and can stack. The class feature of the IC indicates that it is so. No different than other class features in other MCAs indicating caveates and changes to rules or class features. You may not like it, but its not broken (as there is presidence) nor is it OP for the MCA. The MCA has to multiclass with another class to gain sneak attack to do so, but the ability to do so should be stated openly.

ACG MCA Queue
As it appears the Incendiary Arcanist is done, next up is Christos Gurd and one of his Hybrid MCAs

If there's nothing further on the IC by tomorrow afternoon or so, we'll move on from it as well.


OK Incendiary Arcanist and Intuitive Combatant are dubbed "done".

Next ACG MCA's
Christos Gurd
Bardess

Just look through the second post for what your most recent list of MCAs is, and choose one.


Pathfinder Lost Omens Subscriber

OH, i confused this with the investigators flat static bonus to attack rolls. :/ i was confused, sorry.(and i forgot that investigators gain d6s of precision damage.)


Happens! Probably not the last time something like this happens with these relatively new classes and their features. :D


Pathfinder Lost Omens Subscriber

well, this is especially annoying since i am currently playing a level 4 investigator...


Doh!


I got a question. The Formbender abilities write-up is quite a bit unclear to me. What I think it should say is this:
She gains evolutions like she were an eidolon. Some these are permanent (called 'aspect'), the others can only be summoned for short times (called 'manifestation'). For some reason, the aspect evos switch off when the manifestation is on.
Did I get it halfway right?


Insightful Killer:
Not all slayers are content to only hide in the shadows. There are those that enjoy facing an opponent head on, luring them into exposing their weak points so as to take them apart. Often trained in more “openminded” monasteries these deadly assassins incorporate many of monks specialized techniques into their reportoire.
Insightful Killer
Primary:Slayer
Secondary:Monk
Good Saves: Ref and Will
Skills: The Insightful Killer adds Escape Artist, Knowledge(history), and knowledge(religion) to his class skills.

Class Abilities

Studied Target: An Insightful Killer loses the ability to trigger Studied target on a sneak attack. If the insightful killer successfully uses his stunning fist on a target he can study that target as an immediate action, allowing him to apply his studied target bonuses against that target (including to the normal weapon damage roll). This modifies Studied Target.

Slip By: An Insightful Killer adds half his level (minimum 1) to bluff checks made to feint. This replaces track.

Stunning fist: At 3rd level the Insightful Killer gains the monks stunning fist class feature, using his slayer level as his monk level. The Insightful Killer adds his Studied Target bonus to his stunning fist save DC.

New slayer Talents: The insightful Killer may choose from the following new slayer talents.

Monastery Techniques: The Insightful Killer may gain any one feat from those listed as monk bonus feats, using his slayer level as his monk level to determine which feats are available to him. He does not need to meet the prerequisites for this feat. At 6th and every 4 levels thereafter he may select this talent again choosing another monk bonus feat. This replaces Ranger Combat Style.

Unarmed Specialty: The Insightful Killer gains the monk’s unarmed strike class feature, dealing unarmed damage as a monk half his slayer level. This replaces rogue talent.

Slowing Strike: An insightful killer may apply the effects of his slowing strike to a successful stunning fist. This alters slowing strike.

Ki Pool: At 7th level, the inightful killer gains a ki pool. This functions as the monk class feature, using the insightful killers level – 3 as his monk level when determining the number of points in his pool and bonuses granted to his unarmed strike.

Advanced Talents:
Assassin's Dim Mak: The Insightful Killer activates his assassinate of a stunning fist instead a sneak attack. The save Dc for assassinate uses his Wisdom modifier in place of Intelligence. This modifies Assassinate.

Dodgy: The Insightful Killer gains the monks Evasion class feature. Taking this talent again grants the improved evasion class feature. This replaces Rogue and Ninja advanced talents.

Greater Unarmed Speciality: An Sightful Killer with this talent uses his full slayer level as his monk level to determine what his unarmed strike damage. The Insightful Killer must have Unarmed Speciality to select this talent. This replaces slayer camouflage.

Prying eyes: The Insightful Killer may always take 10 on any sense motive check. This replaces swift tracker.

Master Slayer: The insightful Killer uses wisdom in place of intelligence to determine the difficulty check of this class feature.


The Flamboyant Challenger's not done yet. Give me 24 hours, and if I can't finish it, pass to the next while I finish writing. ^^


Pathfinder Lost Omens Subscriber

#insightful killer
honestly it seems to be pretty well done and balanced.

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