Multiclass Archetypes X: The Melting Pot


Homebrew and House Rules

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Sightless Blademaster Lore Blurb:

Sight is a tool, like all other senses and weapons. Some are not as reliant on this tool as others. The sightless blademaster, by choice or by fate, forsakes this tool, honing their other senses into tools far too powerful to fool. Exploiting their humble appearance to lead to enemies grossly underestimating them.


So El, is there a final version of the Trapmaster? And could it go onto the MCA wiki? :)


Yes and yes, when I have some time. :D


Nice, thanks :D


SIGHTLESS BLADEMASTER:

Vision is a tool, like all other senses and weapons, but some are not as reliant on it as others. Whether by choice or by fate, the sightless blademaster forsakes his sense of vision in favor of honing his other senses into tools far too powerful to fool. Sightless blademasters use their humble appearance and apparent weakness to provoke their enemies into grossly underestimating their battle prowess.

Primary Class: Samurai.
Secondary Class: Oracle.
Alignment: Any.
Hit Dice: d10.

Bonus Skills and Ranks: The zatoichi blademaste selects three oracle skills to add to his class skills in addition to the normal samurai class skills. The sightless blademaster gains a number of ranks at each level equal to 4 + Int modifier.

Weapon and Armor Proficiency: The sightless blademaster is proficient with all simple and martial weapons, plus the double walking stick katana, katana, naginata, sword cane, wakizashi, zatoichi-bo, and zatoichi-hanbo. This proficiency also extends to a sword cane’s, zatoichi-bo’s, and zatoichi-hanbo’s scabbard, should they be used in combat. The sightless blademaster is proficient with all types of armor (heavy, light, and medium), but not with shields.

Blind: A sightless blademaster is blind and automatically fails any visual Perception checks. He cannot use scrolls or any other magical item requiring reading or functioning eyes. However, he is immune to gaze attacks and other effects which target the eyes. The sightless blademaster is trained to use his other senses to perceive the world around him, particularly his ears, and gains a +10 competence bonus to all auditory Perception checks. A trained sightless blademaster's other senses are so acute that, unless a target succeeds on a Stealth check, he can identify, by sound (and sometimes smell), any creature within 20 feet and suffers no penalties in melee combat from being blind or when attacking invisible creatures. A sightless blademaster can target creatures he can identify with spells or ranged attacks but all creatures outside of the sightless blademaster’s sensory range benefit from full concealment. All Disguise skill checks made against him suffer a –10 penalty. An effect which nullifies sound or renders a sightless blademaster deaf suppresses this ability. A sightless blademaster's ability to audibly discern an individual's location and identity improves by 5 feet at 5th level and every five levels thereafter, to a maximum of 40 feet at 20th level. This ability and blind fight replace mount.

Blind Fight: At 1st level, a sightless blademaster is an expert at blind fighting and gains Blind Fight as a bonus feat.

Stratagem (Ex): Starting at 1st level, a sightless blademaster’s enhanced senses grants him great insight and mental focus which allows him to learn certain abilities meant to increase his prowess in battle. These abilities are similar to an oracle’s revelations, but are extraordinary in nature. At 1st level and every three levels thereafter, the zatocihi blademaster may select one of the following stratagems.

Battlecry (Ex): As a standard action, you can unleash an inspiring battlecry. All allies within 100 feet who hear your cry gain a +1 morale bonus on attack rolls, skill checks, and saving throws for a number of rounds equal to your Charisma modifier. At 10th level, this bonus increases to +2. You can use this ability once per day, plus one additional time per day at 5th level and for every five levels thereafter.

Battlefield Clarity (Ex): Once per day, as an immediate action, whenever you fail a saving throw that causes you to become deafened, frightened, panicked, paralyzed, shaken, or stunned, you may attempt that saving throw again, with a +4 insight bonus on the roll. You must take the second result, even if it is worse. At 7th and 15th level, you can use this ability one additional time per day.

Dance of the Blades (Ex): Your base speed increases by 10 feet. At 7th level, you gain a +1 bonus on attack rolls with either part of a sword cane or its scabbard in any round in which you move at least 10 feet. This bonus increases by +1 at 11th level, and every four levels thereafter. At 11th level, as a move action, you can maneuver your weapon to create a shield of whirling steel and wood around yourself until the start of your next turn; non-incorporeal melee and ranged attacks against you have a 20% miss chance while the shield is active. You must be wielding a sword cane, and its scabbard to use this ability.

Focused Trance (Ex): You can enter a deep meditation, blocking out visual and auditory stimuli and allowing you to concentrate on a single problem, philosophical issue, or memory. This trance lasts 1d6 rounds, during which time you can only take move actions. During this period, you gain a bonus equal to your level on all saves against sonic effects and gaze attacks. When you come out of your trance, you may make a single Intelligence-based skill check with a +20 circumstance bonus. You may enter your focused trance a number of times per day equal to your Charisma modifier.

Maneuver Mastery (Ex): Select one type of combat maneuver. When performing the selected maneuver, you add half your sightless blademaster level to your base attack bonus when determining your CMB. At 7th level, you gain the Improved feat (such as Improved Trip) that grants you a bonus when performing that maneuver. At 11th level, you gain the Greater feat (such as Greater Trip) that grants you a bonus when performing that maneuver. You do not need to meet the prerequisites to receive these feats.

Resiliency (Ex): You are not disabled and you do not gain the staggered condition if you are reduced to exactly 0 hit points. At 7th level, you gain Diehard as a bonus feat. At 11th level, you do not lose a hit point when you take a standard action while disabled. You do not need to meet the prerequisite to receive the Diehard feat.

Surprising Charge (Ex): Once per day, you can move up to your speed as an immediate action. You can use this ability one additional time per day at 7th level and 15th level.

Swift of Foot (Ex): Gain 5 feet to your base land speed. At 12th level, you gain an additional 5 feet, at 18th level, you gain an additional 10 feet.

Unstoppable Overrun (Ex): You can attempt overrun combat maneuvers against opponents that are up to two size categories larger than you. At 5th level, you gain Improved Overrun as a bonus feat. At 10th level, you gain Greater Overrun as a bonus feat. You don't need to meet the prerequisites to gain these feats.

War Sight (Ex): Whenever you roll for initiative, you can roll twice and take either result. At 7th level, you can always act in the surprise round, but if you fail to notice the ambush, you act last, regardless of your initiative result (you act in the normal order in following rounds). At 11th level, you can roll for initiative three times and take any one of the results.

This ability replaces resolve, banner, greater resolve, demanding challenge, and true resolve.

Weapon Expertise (Ex): The sightless blademaster adds the sword cane, zatoichi-bo, and zatoichi-hanbo to the list of weapons he can select with this ability.

Blindsight (Ex): At 4th level, a sightless blademaster gains blindsight up to 30 feet. This increases to 40 feet at 9th level, 50 feet at 14th level, and 60 feet at 19th level. This ability replaces mounted archer and greater banner.

Improved Blind Fight: At 6th level, a sightless blademaster gains Improved Blind Fight as a bonus feat, even if he does not meet the requirements. This ability replaces the bonus feat gained at 6th level.

Greater Blind Fight: At 12th level, a sightless blademaster gains Greater Blind Fight as a bonus feat, even if he does not meet the requirements. This ability replaces the bonus feat gained at 12th level.

Master Blind Fight: At 18th level, a sightless blademaster gains Teleport Tactician as a bonus feat, even if he does not meet the requirements. This ability replaces the bonus feat gained at 18th level.

Perfect Clarity (Ex): At 20th level, a sightless blademaster may enter a trance of sorts, focusing in on every minute detail of his surroundings, taking in and perfectly defining all they can. Whenever the sightless blademaster declares a challenge, his blindsight increases to 100 feet until the end of combat, he gains the scent ability, and tremorsense 40 feet. If he already has scent or tremorsense ability, the range of that ability is doubled. All critical hits made against the target of his challenge are automatically confirmed, and all corporeal attacks directed at the sightless blademaster have a 50% chance of being completely avoided. This ability replaces last stand.

NEW WEAPONS

EXOTIC WEAPONS
Light
Melee Weapon Cost Dmg (S) Dmg (M) Critical Range Weight Type Special

Zatoichi-hanbo 50 gp 1d4 or1d4 1d6 or1d6 x2 or 18-20/x2 — 4 lbs B/P or S monk, trip/deadly

Two-Handed
Melee Weapon Cost Dmg (S) Dmg (M) Critical Range Weight Type Special

Zatoichi-bo 65 gp 1d4/1d4 or1d6 1d6/1d6 or 1d8 x2 or 18-20/x2 — 10 lbs. B/P or S blocking, double, monk/deadly

New Weapon Descriptions
The following new weapons complement the Spirit Knight multiclass archetype.

Zatoichi-Bo: Similar to a sword cane, this single case is similar to a quarterstaff, but conceals a katana and is slightly more slender and tapered at one end. When the blade is concealed in its case, this weapon can be used as a bo staff. You can draw the blade from the staff as a swift action (or a free action if you have the Quick Draw feat). An observer must make a DC 20 Perception check to realize an undrawn zatoichi-bo is a weapon rather than a walking staff; the DC decreases to 10 if the observer is able to handle the weapon. You can use the Weapon Finesse feat to apply your Dexterity modifier instead of your Strength modifier to attack rolls with a zatoichi-bo sized for you, even though it isn't a light weapon. You can wield a zatoichi-bo in two hands in order to apply 1-1/2 times your Strength modifier to damage.

Zatoichi-Hanbo: This light weapon is similar to a sword cane, but conceals a wakizashi blade within. The blade lies within a wooden container that serves as both its scabbard and hiding place. You can draw the blade from the hanbo as a swift action (or a free action if you have the Quick Draw feat). An observer must make a DC 20 Perception check to realize an undrawn zatoichi-hanbo is a weapon rather than a walking stick or hanbo; the DC decreases to 10 if the observer is able to handle the weapon. You can use the Weapon Finesse feat to apply your Dexterity modifier instead of your Strength modifier to attack rolls with a sword cane sized for you, even though it isn't a light weapon. You can't wield a zatoichi-handbo in two hands in order to apply 1-1/2 times your Strength modifier to damage.

Table: Sightless Blademaster
Base
Class Attack Fort Ref Will
Level Bonus Save Save Save Special

1st +1 +2 +0 +0 Blind, blind fight, challenge 1/day, order, stratagem
2nd +2 +3 +0 +0 Order ability
3rd +3 +3 +1 +1 Weapons expertise
4th +4 +4 +1 +1 Blindsense (30 ft.), challenge 2/day
5th +5 +4 +1 +1 Stratagem
6th +6/+1 +5 +2 +2 Improved blind fight
7th +7/+2 +5 +2 +2 Challenge 3/day
8th +8/+3 +6 +2 +2 Order ability
9th +9/+4 +6 +3 +3 Blindsense (40 ft.), stratagem
10th +10/+5 +7 +3 +3 Challenge 4/day
11th +11/+6/+1 +7 +3 +3 Honorable stand
12th +12/+7/+2 +8 +4 +4 Greater blind fight, demanding challenge
13th +13/+8/+3 +8 +4 +4 Challenge 5/day, stratagem
14th +14/+9/+4 +9 +4 +4 Blindsense (50 ft.)
15th +15/+10/+5 +9 +5 +5 Order ability
16th +16/+11/+6/+1 +10 +5 +5 Challenge 6/day
17th +17/+12/+7/+2 +10 +5 +5 Stratagem
18th +18/+13/+8/+3 +11 +6 +6 Master blind fight
19th +19/+14/+9/+4 +11 +6 +6 Blindsense (60 ft.), challenge 7/day
20th +20/+15/+10/+5 +12 +6 +6 Perfect clarity

I'll put Deadly Trapmaster up in a bit.


DEADLY TRAPMASTER:

As long as mortals have hunted quarry, and waged war, there have been tales of great clashes, heroic encounters, horrific bloodshed, honorable sacrifice, and hard-fought victory. And for a slightly lesser period of time, there have been those who know the pointlessness of such endeavors, and the value of simply knowing the battlefield, knowing the land, and how to manipulate it to one's advantage. No matter the foe or quarry, the deadly trapmasters pride themselves on their powers of preplanning, forethought, and cleverly calculated manipulation of the geometries of their battlefield. As grandiose as the image of a lone warrior, bloodied, beaten, and cleaving his way through countless foes while only inches away from death himself, these keen souls take satisfaction in knowing they can manage the same degree of effectiveness, without ever directly engaging a foe.

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

Bonus Skills and Ranks: The deadly trapmaster selects three ranger skills to add to his class skills in addition to the normal investigator class skills. The deadly trapmaster gains a number of ranks at each level equal to 6 + Int modifier.

Weapon and Armor Proficiency: The deadly trapmaster is proficient with all simple weapons, plus the bola, garrote, hand crossbow, lasso, longbow, net, shortbow, and whip. The deadly trapmaster is proficient with light and medium armor, but not with shields.

Inspiration (Ex): This is exactly like the investigator’s ability of the same name, except that the deadly trapmaster can only use inspiration to augment Disable Device, Knowledge (dungeoneering), Knowledge (engineering), Knowledge (geography), Stealth, Survival, and Use Magic Device skill checks. The deadly trapmaster can use inspiration on any Disable Device, Knowledge, or Survival skill checks without expending a use of inspiration, provided he's trained in the skill.

Trap: At 1st level, a deadly trapmaster learns how to create a snare trap and one other ranger trap of his choice. At 2nd level and every level thereafter, he learns another trap. The deadly trapmaster can use these traps a total number of times per day equal to 1/2 his deadly trapmaster level + his Intelligence modifier. Once a trap is learned, it can’t be unlearned and replaced with a different type of trap. The deadly trapmaster cannot select an individual trap more than once. When using Craft (traps) to create a trap, a deadly trapmaster gains a competence bonuse qual to his class level on the skill check. In addition, a deadly trapmaster can use Craft (trap) to identify traps as if using detect magic. He must study the trap for 1 round to attempt such a check. This ability replaces the investigator’s alchemy and extracts class features.

Track (Ex): At 2nd level, a deadly trapmaster gains the ranger’s track ability. This ability replaces poison lore.

Trap Opportunist (Ex): At 2nd level, a deadly trap master can make an attack of opportunity as an immediate action against an opponent who has just been entangled, grappled, immobilized, or tripped by one of his traps. The deadly trapmaster gains a +2 circumstance bonus on this attack. This attack counts as an attack of opportunity for that round. Even a deadly trapmaster with the Combat Reflexes feat can't use this ability more than once per round. This ability replaces poison resistance +2 and poison resistance +4.

Masterwork Traps (Ex): At 3rd level, any trap that a deadly trapmaster creates is of masterworkwork quality. This increases the melee attack roll and save DC of all his traps by +1. This ability replaces keen recollection.

Investigator’s Talent: This is exactly like the investigator ability of the same name, except that deadly trapmaster may not choose any alchemist discoveries. In addition, he can chose from the following new talents restricted to the Deadly Trapmaster multiclass archetype.

Combine Traps (Ex): When the deadly trapmaster creates a trap, he can join two traps into one. When the combined trap is triggered, both traps take effect. Using this talent requires 10 minute of work and the new trap has a save DC 2 points higher than the higher DC of the two traps. The deadly trapmaster must be at least 7th level to select this talent.

Eternal Trap (Ex): The deadly trapmaster can create traps that reset themselves. This requires a special mechanism (cost 500 gp) and 1 hour of work. Once the trap is triggered, it resets itself as an immediate action. The trap can only be reset once in a 24-hour period. The deadly trapmaster must be at least 15th level and have the Improved Trap investigator talent to select this talent.

Fortify Trap (Ex): The deadly trapmaster can combine two traps of the same type to increase their effects. This requires two traps of the same type and 10 minutes of work. When completed, the deadly trapmaster has one trap of the same type. The duration of any effect bestowed by the trap (if any) is extended by 50% and the save DC increases by +2.

Improved Trap (Ex): The deadly trapmaster can increase the save DC of any trap by 4 and doubles the duration of any effects (for example, a burning trap’s fire damage lasts 2d4 rounds instead of 1d4 rounds and a lazurite trap lasts 20 minutes per deadly trapmaster level instead of 10 minutes). This requires 10 minutes of work. The deadly trapmaster must be at least 9th level to select this talent.

Lethal Trap (Ex): The deadly trapmaster can double the damage of any trap. For example, a bludgeoning trap deals 2d6 points of bludgeoning damage for every 4 levels the ranger possesses (minimum 2d6) instead of 1d6, and an exploding trap deals fire damage equal to 2d6 + the deadly trapmaster’s level instead of 1d6 + 1/2 the deadly trapmaster’s level. This requires 10 minutes of work. The deadly trapmaster must be at least 11th level to select this talent.

Rogue Talent (Ex): A deadly trapmaster can select one of the following rogue talents in place of an investigator talent: assault leader, black market connections, camouflage, canny observer, cunning trigger, disabling stunt, fast picks, firearm training, grit, hold breath, last ditch effort, quick disable, quick trapsmith, rogue crawl, rope master, stand up, snap shot, surprise attack, trap spotter, weapon training. This replaces the investigator’s normal selection of rogue talents.

Trapper Feats: A deadly trapmaster can select one of the following feats in place of an investigator talent: Advanced Ranger Trap, Extra Ranger Traps, Expansive Trap Ability*, Field Repair, Light Step*, Master Craftsman, Nimble Moves, Patient Strike, Trapper's Setup, Trap Spotter, Trap Wrecker. The deadly trapmaster is treated as the required race for any trapper feat with a racial requirement. He must meet the remaining prerequisites of the feat as normal.

Undetectable Trap (Ex): The deadly trapmaster can, as a full-round action, to conceal and otherwise make his traps more difficult to detect through Perception skill checks or divination spells such as find traps. The DC of any Perception check made to find the trap increases by 5 + 1/2 the deadly trapmaster’s level. If a divination is attempted against the undetectable trap, the caster of the divination must succeed on a caster level check (1d20 + caster level) against a DC of 11 + the deadly trapmaster’s level. If the trap is on the deadly trapmaster’s person or an item currently in his possession, the DC is 15 + the deadly trapmaster’s level. Using this talent increases the Craft (trap) DC of any trap he creates by +5. The deadly trapmaster must be at least 5th level to select this talent.

Studied Terrain (Ex): With a keen eye and calculating mind, a deadly trapmaster can assess the terrain around him so as to take advantage of its natural landscape. At 4th level, a deadly trapmaster can use a move action to study the terrain within 60 feet that he can see. Upon doing so, he can set a trap within the studied area and adds 1/2 his deadly trapmaster level as an insight bonus on the trap’s melee attack roll and bonus on the damage roll (if applicable) made against the triggering creature. This effect lasts until the trap is triggered. The bonus on damage rolls is precision damage, and is not multiplied on a critical hit.

A deadly trapmaster can only have one trap affected by his studied terrain at a time, and once a creature has become the target of a deadly trapmaster's studied terrain, he cannot become the target of the same deadly trapmaster's studied terrain again for 24 hours unless the deadly trapmaster expends one use of inspiration when taking the move action to use this ability. This ability replaces studied combat.

Studied Strike (Ex): This is exactly like the investigator ability of the same name, except that the deadly trapmaster applies his studied strike damage to traps set using his studied terrain ability.

Swift Trap (Ex): At 4th level, a deadly trapmaster can set traps with astounding speed. He can set a trap as standard action instead of a full-round action. This ability replaces swift alchemy.

Favored Terrain (Ex): At 7th level, a deadly trapmaster gains the ranger’s favored terrain ability, and can select his 1st favored terrain at 7th level, and an additional favored terrain every six levels thereafter. In addition, whenever the deadly trapmaster uses his studied terrain ability to set a trap, the trap receives a bonus to its saving throw DC and the DC on any Perception check made to notice the trap equal to his favored terrain bonus. This ability replaces the investigator’s talents gained at 7th, 13th, and 19th level.

Swift Tracker (Ex): At 8th level, a deadly trapmaster gains the ranger’s swift tracker ability. This ability replaces poison resistance +6.

Launch Trap (Ex): At 11th level, a deadly trapmaster can affix a magical ranger trap to an arrow, crossbow bolt, or thrown weapon, allowing him to set the trap remotely or use it as a direct attack. Attaching the trap to the projectile is part of the action of creating or setting a new trap. The trapped projectile is fired or thrown in the normal manner. If fired at a square, the trap is treated as if the deadly trapmaster had set the trap in that square, except the DC is 5 lower than normal. If fired at a creature, the target takes damage from the ranged weapon and is treated as if it had triggered the trap (saving throw applies, if any). The attack has a maximum range of 60 feet, and range increments apply to the attack roll. The duration of the trapped projectile starts from when it is created, not from when it is used. This ability replaces poison immunity.

NEW RANGER TRAPS
The following new traps can be selected by any class with the ranger trap class feature and complements the Deadly Trapmaster multiclass archetype.

Destructive Trap (Ex or Su)
Effects:
A ranger can only add this to a trap that deals damage. The target takes greater damage when the trap is triggered. The damage die of the trap increases by one category (1d4 to 1d6, 1d6 to 1d8, and so on). Any objects adjacent to the trap when it is triggered take double the initial listed damage.

Shattering Trap (Ex or Su)
Effects:
A ranger can only add this to a trap that deals damage. If the target fails his saving throw against the trap or the trap successfully hits the target, the trap immediately attempts a sunder combat maneuver against the target’s armor. The trap’s combat maneuver bonus for the sunder is equal to the ranger’s level + his Wisdom modifier.

Table: Deadly Trapmaster
Base
Class Attack Fort Ref Will
Level Bonus Save Save Save Special

1st +0 +0 +2 +2 Inspiration, trap, trapfinding
2nd +1 +0 +3 +3 Track, trap opportunist
3rd +2 +1 +3 +3 Investigator talent, masterwork traps, trap sense +1
4th +3 +1 +4 +4 Studied terrain, studied strike +1d6, swift trap
5th +3 +1 +4 +4 Investigator’s talent
6th +4 +2 +5 +5 Studied strike +2d6, trap sense +2
7th +5 +2 +5 +5 1st favored terrain
8th +6/+1 +2 +6 +6 Studied strike +3d6, swift tracker
9th +6/+1 +3 +6 +6 Investigator’s talent, trap sense +3
10th +7/+2 +3 +7 +7 Studied strike +4d6
11th +8/+3 +3 +7 +7 Investigator’s talent, launch trap
12th +9/+4 +4 +8 +8 Studied strike +5d6, trap sense +4
13th +9/+4 +4 +8 +8 2nd favored terrain
14th +10/+5 +4 +9 +9 Studied strike +6d6
15th +11/+6/+1 +5 +9 +9 Investigator’s talent, traps sense +5
16th +12/+7/+2 +5 +10 +10 Studied strike +7d6
17th +12/+7/+2 +5 +10 +10 Investigator’s talent
18th +13/+8/+3 +6 +11 +11 Studied strike +8d6, trap sense +6
19th +14/+9/+4 +6 +11 +11 3rd favored terrain
20th +15/+10/+5 +6 +12 +12 Studied strike +9d6, true inspiration


Both looking good to me!


Both are on the wiki.


Blah, been distracted, just got into Mutants and Masterminds XD. Regardless, shall I post more Weeaboo-Goodness?


Sure.


Jonathan Joestar - His Youth!:

INSPIRATION

In a small village, isolated village, upon a mountain, a single wise man discovered a way to harness the power of the sun and the heavens through his breath. He refined this sacred technique, this glorious light, into a powerful tool of both healing and purifying. This was the beginning of the ripple. An esoteric and versatile power, the formal disciples of the ripple take it within them to use this holy light to protect the innocent and the natural, and banish the unholy and abominable from this world.

Archetype Name: Disciple of the Ripple
Primary Class: Monk
Secondary Class: Paladin
Alignment: Lawful Good
Hit Dice: D10

Overdrive (Su)
Once per day, a disciple of the ripple may channel the power of the sun through their breath into their fists. As a swift action, the disciple of the ripple chooses one target within sight to strike with a ripple overdrive. While overdrive is in effect, the first successful attack against the target of their overdrive deals bonus points of damage equal to the disciple's monk level, and automatically bypasses any DR the creature posesses. If the creature's DR would already be bypassed by a standard ripple strike, the bonus damage increases to 2 points of damage per level.

The overdrive lasts until the target of the overdrive is dead, or the next time the disciple of the ripple rests. At 4th level, and every three levels thereafter, the disciple may activate an overdrive one additional time per day, to a maximum of seven times per day at 19th level.

This replaces Stunning fist

Ripple Pool (Su)
At 4th level, a disciple of the ripple gains a pool of ripple points, supernatural energy drawn from the sun and harness through his breath to push his body beyond mortal limits. These function as Ki points for all intents and purposes, however the mechanics as they apply to the monk are somewhat different. The number of points in a disciple of the ripple's reservoir is equal to 1/2 his monk level + his Con modifier. As long as he has at least 1 point in his ripple pool, he may make a ripple strike.
-At 4th level, ripple strike allows his unarmed attacks to be treated as magic weapons for the purpose of overcoming damage reduction
-At 7th level, his unarmed attacks are also treated as silver and good weapons for the purpose of overcoming damage reduction
-At 10th level, his unarmed attacks are also treated as lawful and cold iron weapons for the purpose of overcoming damage reduction
-At 16th level, his unarmed attacks are also treated as adamantine and fire weapons for the purpose of overcoming damage reduction and bypassing hardness.

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

- Make one additional attack at his highest attack bonus when making a flurry of blows attack, or
- Treat his unarmed strike as if it bears the ghost touch quality, or
- Treat his unarmed strike as bearing the reach quality for 1 round, or
- gain a bonus equal to his charisma modifier (minimum 1) on all saving throws for 1 round, or
- replicate the effects of lay on hands, treating their disciple of the ripple level -4 as their paladin level.

This modifies, and functions overwise as, Ki Pool.

Focus-Tinted Overdrive (Su):
At 4th level, the disciple learns to better focus and control their ripple and body to enhance their overdrives. When activating an overdrive, they may spend a single point from their ripple pool to further enhance it into a focus-tinted overdrive. The disciple chooses a single weapon, be it a natural, improvised, or manufactured weapon, they are treated as being fully proficient with this weapon for as long as the overdrive lasts, and this weapon is treated as bearing the "monk" quality. At 5th level, this chosen weapon is granted a +1 enhancement bonus for as long as the overdrive remains in effect. For every three levels beyond 5th, the weapon gains an additional +1 enchantment bonus, to a maximum of +6 at 20th level. These bonuses can be added to the weapon, stacking with existing weapon bonuses to a maximum of +5, or they can be used to add any of the following weapon properties: anchoring, brilliant energy, defending, disruption, flaming, glorious, grounding, guardian, impact, ki focus, ki intensifying, and neutralizing. Adding these properties consumes an amount of bonus equal to the property's cost. These bonuses are added to any properties the weapon already has, but duplicate abilities do not stack. If the weapon is not magical, atleast a +1 enhancement bonus must be added before any other properties can be added. The bonus and properties granted by the overdrive are determind when the overdrive is activated and cannot be changed until another overdrive is activated.

This replaces the 6th level bonus feat, diamond body, diamond soul, quivering palm, and Tongue of Sun and Moon.

Aura of life (Su):
At 10th level, the ripple user is such a powerful conduit for the ripple that so long as they have atleast 1 point in their ripple pool, any undead or abberration within 10ft of them has any natural fast healing or regeneration effects negated, and cannot be healed by channeled negative energy.

This replaces the 10th level bonus feat.

Master of the Ripple (Su):
At 19th level, the disciple of the ripple gains DR 10/evil and immunity to compulsion spells and spell-like abilities, as well as spell resistance equal to his disciple of the ripple level.

Final Ripple (Su):
At 20th level, when brought to 0 health or lower, a disciple of the ripple may attempt an all-in gambit, expelling all their ripple energy in a single desperate act. They may choose one of the following abilities to use:
-Desperate Overdrive: If not already engaged, the disciple of the ripple is treated as having activated overdrive, with all hostiles treated as the target of this overdrive. When using a flurry of blows action, they may expend 2 points from their ripple pool to launch another attack at their highest base attack bonus against the target, this may be done any number of times per attack. They may also spend 1 point from their ripple pool to automatically confirm any critical hits.
-Cling to Life: The disciple of the ripple expends 2 points from their ripple pool each round to remain concious and alive for an extended period of time. So long as they have at least 1 point in their ripple pool, they are immune to the following conditions: dead, stunned, nasueated, exhausted, frightened, panicked, paralysized, and unconcious. Once their ripple reaches 0, all effects apply as normal. They remain alive and mobile even if unable to attack or in a state where they'd normally be unable to move (I.E. just a severed a head). They may exhaust an additional 1 point of ripple energy a round to benefit from Fast Healing equal to their constitution modifier.
-Empowering Death: The disciple may, as a full-round action, pass on their ripple and strength to an ajacent and willing ally. They pass their life, soul, and ripple into the target, expelling all points from their ripple pool, and inflicting twice their total Disciple of the Ripple levels to themselves as negative levels. For every point expelled from their ripple pool, the target gains 1 point of ki, and 2 temporary HP, for every 4 negative levels inflicted, the target gains a permanent +1 bonus to 3 stats of their choice, and a single level in Disciple of the Ripple. For one minute per level lost, these effects are temporarily doubled, and the target is considered as having no maximum amount of Ki.
If the Disciple of the Ripple dies whilst this power is in effect, the death is final, their ripple and soul burnt out and passed on to nature, or their comrades. Nothing short of a Wish or Miracle can bring the Disciple of the Ripple back to life.


A hand-to-hand, holy bruiser of sorts.

Joseph Joestar - His Proud Lineage:

INSPIRATION
In a small village, isolated village, upon a mountain, a single wise man discovered a way to harness the power of the sun and the heavens through his breath. He refined this sacred technique, this glorious light, into a powerful tool of both healing and purifying. This was the beginning of the ripple. An esoteric and versatile power, the hamon artist takes the ripple within themselves, and weaponizes it by mixing the ancient art with sheer audacity. Focusing more on fluid and physiology than raw prowess, these adventurers bear a dizzying array of bizarre powers.

Archetype Name: Hamon Artist
Primary Class: Ninja
Secondary Class: Paladin
Alignment: Any Good
Hit Dice: D8

Weapon and Armor Proficiency
Hamon Artists are proficient with all simple weapons, plus a number of exotic or martial weapons of their choosing equal to their intelligence modifier. They are proficient with light armor, but not with shields.

Improvisation (Ex):
At 1st level, a hamon artist gains Catch Off-Guard and Throw Anything as bonus feats. At 6th level, they gain improvised weapon master, regardless of wether or not she meets the prerequisites. At 9th level, and every 3 levels thereafter, she gains a +1 to hit and to damage when using an improvised or exotic weapon.

This Replaces Poison use and No Trace

Ripple Pool (Su)
At 2nd level, a Hamon Artist gains a pool of ripple points, supernatural energy harnessed from the sun, through her breath. The number of points in the hamon artist's ripple pool is equal to 1/2 her ninja level + her Charisma modifier. This functions identically to a ninja's Ki pool, however in place of spending 1 ki to gain a +4 insight bonus on stealth checks, she may spend 1 ripple to gain a +4 bonus on Sleight of Hand checks.

Ripple Technique
As the Hamon Artist advances in their mastery of the ripple, they learn a number of strange maneuvers and interesting uses for their versatile powers. Starting at 2nd level, a hamon artist gains one Ripple Technique. She gains one additional ripple technique for every 2 levels attainted after 2nd. Unless otherwise noted, she cannot select an individual ripple technique more than once:

Bubble Wall (Su): By manipulating the ripple within fluid, a hamon artist may expend 1 point from their ripple pool, and atleast 1 liter of fluid, to surround themselves with a 15ft aura of unusually dense bubbles, granting 20% concealment, and qualifying this radius as difficult terrain, for a number of rounds equal to their charisma modifier. This time is halved or quartered by scaling wind conditions.

Carbonated Bang (Ex): By using the ripple to create pressure inside the container, the hamon artist spends 1 point from their ripple pool to treat a sealed bottle, vial, or jar of fluid as an improvised weapon, propelling the cork or stopper at a target as a swift action. This deals damage as a medium pistol, and a perception check with a DC = to the hamon artist's level + their sleight of hand modifier to detect. If the attack is undectected, this is resolved against the target's touch AC, rather than their full AC. The liquid contained within is expelled from the container during this attack, and is considered wasted. At 8th level, and every 6 thereafter, the effective size catagory of the damage dealt increases.

Muted Resonance (Ex): You may, as a standard action, attempt a feint combat maneuver or sleight of hand check whilst passing by a creature to covertly strike them with a ripple-infused weapon, or plant a ripple-infused object on their person. The target is considered as currently interacting with the ripple-infused object or weapon for the purpose of ripple infusion's detonation. This requires the ripple infusion technique.

Ninja Trick: The hamon artist may select one of the following ninja tricks in place of a ripple technique: Acrobatic Master, Fast Stealth, Flurry of Stars, Hidden Weapons, High Jumper, Ki Block*, Slow Metabolism, Slow Reactions, Unarmed Combat Trainingm Wall Climber

Purify System (Ex): The hamon artist's mastery of the ripple renders them immune to all disease, including supernatural and magical diseases.

Rogue talent: The hamon artist may select one of the following rogue talents in place of a ripple technique: Befuddling strike*, canny observer, convincing lie, deft palm, false friend, fast fingers, Grit, hold breath, ledge walker, most ancient family technique+, positioning attack, scavenger, underhanded*, without a trace

Shining Bubbles (Su): The hamon artist may, as a swift action, invest their energy into infusing their wall of bubbles with ripple energy. These bubbles now refract the energy of the sun, dealing 1d6 holy damage per 5 hamon artist levels to all susceptible creatures in the radius. This expends 2 ripple points. The hamon artist must know the Ripple Infusion and Bubble Wall techniques before learning this technique.

Overdrive Surge (Su)
At 5th level, the Hamon artist can expend 2 points from their ripple pool to mimic the effect of a lay-on-hands as a swift action, treating half their Hamon artist levels as paladin levels. This can be activated on a target who would be damaged when a target is dealt precision damage by one of the Hamon Artist's abilities.

This replaces Sneak Attack +3d6 and Sneak Attack +8d6

Ripple Infusion (Su): At 6th level, as a swift action, The hamon artist may invest their energy into charging a weapon or object with ripple energy. This expends 1 ripple point, and the charge remains up to 1 minute per hamon artist level. When a creature interacts with or is struck by the ripple-infused focus, the hamon artist may treat the target creature as being within touch-range for the purpose of her overdrive surge ability. This replaces the ripple technique at 6th level.

Master Techniques:
At 10th level, when a hamon artist could select a ripple technique, she may instead select one of the following Master Techniques:

Advanced Talents: A hamon artist may select one of the following Advanced Rogue talents in place of a ripple technique: Another Day, Confounding Blades*, defensive roll, fast tumble, hard to fool, improved evasion, opportunist, Weapon Snatcher

Carbonated Boom (Ex): The hamon artist can spend 4 points from their ripple pool, to create a heavy bubbling within atleast a gallon of sealed fluid as a standard action. This causes the keg, barrel, or crate's lid to explode off as an improvised weapon wherever the hamon artist aims, dealing damage as a large cannon. Targets must make a perception check with a DC = to the hamon artist's level + their sleight of hand modifier to detect. If the attack is undectected, this is resolved against the target's touch AC, rather than their full AC. At 18th level, damage is resolved as a huge cannon. The hamon artist must know the carbonated bang technique before selecting this technique.

Frozen Wave (Su): By manipulating the ripple within their bubbles, the hamon artist may expend 2 ripple points whilst they have an active bubble wall to launch a wave of condensed, frozen, sharpened bubbles at the target. This functions as a Silver Darts spell, treating the hamon artist's caster level as half their hamon artist level, dealing additional cold damage equal to the hamon artist's charisma modifier. The hamon artist must know the bubble wall technique before selecting this technique.

Master Tricks: A hamon artist may select one of the following master tricks in place of a ripple technique: Deadly Shuriken, Evasion, See the Unseen, Unarmed Combat Mastery

Ray of the Sun (Su): As a standard action, a hamon artist may focus their ripple into concentrated beams of raw burning heat. This functions as a scorching ray spell, using her hamon artist level as her effect caster level, and requires either a gemstone worth at least 2500gp or an active Shining Bubbles technique to be used as a focus, as well as access to either sunlight, or 5d6 channeled positive energy. this expends a minimum of 4 ripple points, however, additional ripple points may be spent, each point counting as an additional caster level.

Ripple Surge (Su): The hamon artist may spend 4 ripple points to channel positive energy as a cleric equal to her hamon artist level -4.

Overdrive Detonation (Su): At 12th level, as a swift action, when a creature is affected by ripple infusion, the hamon artist may spend an additional 2 ripple points to detonate the ripple in an incredibly volatile and painful manner. This deals precision damage equal to the hamon artist's sneak attack. This replaces the 12th level ripple technique.

Master of the Ripple (Ex):
At 20th level, the hamon artist has truely mastered the art of the ripple, with the holy waves flowing through their blood as a great coursing river. They gain DR 10/evil, and no longer suffer aging penalties. When a target is damaged by the hamon artist's Overdrive Surge ability or lay-on-hands, their unnatural nature is torn from the ripple for good, subjecting them to a Flesh to Stone spell, using her hamon artist level as the caster level. In addition, whenever she deals precision damage to a target, she may choose to do the maximum amount as nonlethal damage. Finally, by focusing their breath, as a full round action, they may regenerate a number of ripple points equal to their charisma modifier.

Aaand more of a holy, fluid-based trickster.


Looks good to me, though I think it will be better if we disassociate it from the JoJo franchise a little, and more interlinked with the material from Pathfinder so players find it easier to adapt to.

I like the idea of a fluid based caster (kinda bias considering the Ichormancer, being a... fluid based caster), and I like some of the abilities, just the terminology is a little staggering at most. :)


just got some notes on the final version of trapmaster while I got a chance to look it over;

- Inspiration looks a little funny. it should be pretty much the same, and the 'free' uses are Disable Device, Knowledge (dungeoneering), Knowledge (engineering), Knowledge (geography), Stealth, Survival, and Use Magic Device. Instead it's limited only to those.. which kinda hurts on the variety of inspiration based talents out there.

- Swift Trap should allow the trapmaster to craft traps at half the amount of time, as Swift Alchemy does, in addition to setting traps quicker.

- Masterwork Traps should affect all trap attack rolls, as not all traps hit via melee.

Other than that, looking all in order to me.

I also realized that quite a few of the classes I've been making have been very artifice and crafting focused, so I'm gonna endeavor to make some that aren't so similar to that concept in the future.


@Tyrannical
I'll make those changes.

@Taco Man
I've gone over Disciple of the Ripple, and will have a revised version for you either tonight or tomorrow.


Since I'm probably going to focus on less craftsman-oriented classes for a while, I got some old concepts still on the table;

Standard Bearer - Samurai/Skald (combines a polearm and banner to make the mighty battle-standard, inspiring fear or courage)
Dirty Brawler - Brawler/Rogue (an underground fighter with a penchant for underhanded techniques and take-downs)
Naval Raider - Cavalier/Slayer (Pirate, Privateer, Admiral, Viking... a class designed for a seaworthy stalker)

Dark Archive

Beguiling Siren
Bard/Sorcerer (Fey Bloodline), Bard/Witch
Specially trained, sirens are alluring and seductive singers of exceptional skill who use music and song to enchant or beguile. Most often female, these bards have been trained in the art musical magic of the voice by a prestigious school or guild. The sirens can use their enchanting voice on the enemy to hypnotize them and lure them into danger. They can sing songs of courage and valor to uplift the morale of their allies as other bards, but lack the versatility of their more common kin because of their specialized focus. More telling is that unlike those not among their number, they lack useful combat training and must rely on others for protection in battle.


I like that idea Jonothan, I'd personally go with Bard/Sorcerer, but maybe instead of being restricted to the Fey Bloodline, allow for a choice of the Destined, Dreamspun, Fey, Harrow or Maestro bloodlines?

Dark Archive

Sure, we can have the available bloodlines be Destined, Dreamspun, Fey, Harrow, and Maestro... perhaps a new bloodline as well, one we can call the Mesmeric bloodline?

It can be worked that it is a bloodline that complements the MCA but isn't required.


I'd gladly be on board for the idea... I wish something like this went around when I did my male parody of the "Slutty sorceress" stereotype. I played him completely straight, had him wear constant skimpy outfits, always default to seduction as his tactic, have incredibly low (moral and aesthetic) standards with his lovers, and sling out innuendos constantly. 't'worked out both hilarious and powerful. Vicious Night Hag the heroes are supposed to deal with gets creepily flirty as Night Hags are wont to do? "Don't worry. I'll handle this."


Sorry took so long. Here's a revised Disciple of the Ripple. Is would suggest the name be changed to The Disciple of the Sun or the Disciple of the Radiant Star, in keeping with your sun theme. Ripple, just make no sense.

Disciple of the Ripple/Sun/Radiant Star:

In a small, isolated village on the top of a remote mountain, a single wiseman discovered a way to harness the power of the sun and the heavens through his breath. He refined this sacred technique, this glorious light, into a powerful tool of both healing and purifying. This was the beginning of the ripple. An esoteric and versatile power, the formal disciples of the ripple take it within them to use this holy light to protect the innocent and the natural, and banish the unholy and abominable from this world.

Primary Class: Monk.
Secondary Class: Paladin.
Alignment: Lawful good.
Hit Dice: d8.

Bonus Skills and Ranks: The disciple of the sun selects three paladin skills to add to his class skills in addition to the normal monk class skills. The disciple of the sun gains a number of ranks at each level equal to 4 + Int modifier.

Weapon and Armor Proficiency: The disciple of the sun is proficient with the brass knuckles, cestus, club, crossbow light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shortspear, short sword, shuriken, siangham, sling, spear and temple sword. The disciple of the sun is not proficient with any armor or shields. When wearing armor, using a shield, or carrying a medium or heavy load, a disciple of the sun loses his AC bonus, as well as his fast movement and flurry of blows abilities.

Radiant Strike (Su): At 1st level, a disciple of the ripple absorbs the energy of the sun and stores it in his body. As a swift action, the disciple of the ripple can channel the sun’s energy into his fists to make a radiant strike. The disciple of the ripple must declare that he is using this ability before he makes his attack roll (thus, a failed attack roll ruins the attempt). The disciple of the ripple adds his Cha bonus (if any) to his attack and damage rolls until the beginning of his next turn. If the target is evil, he adds his disciple of the ripple level to the damage roll of his first successful attack made against the target of his strike. If the target of the radiant strike is an outsider with the evil subtype, an undead creature, or any creature with vulnerability to sunlight (or the daylight spell or similar effect), the bonus to damage on the first successful attack increases to 2 points of damage per level the disciple of the ripple possesses. Regardless of the target, radiant strike automatically bypass any DR the creature might possess.

The disciple of the ripple may attempt a radiant strike a number of times per day equal to his disciple of the ripple level + his Charisma modifier.

At 4th level or higher, radiant strike forces a foe damaged by the disciple of the ripple’s unarmed attack to make a Fortitude saving throw (DC 10 + 1/2 the disciple of the ripple’s character level + his Charisma modifier), in addition to dealing damage normally. A defender who fails this saving throw is dazzled for 1 minute (until just before the disciple of the ripple’s turn).

At 8th level, a disciple of the ripple can make the target blinded for 1 round. This condition replaces dazzling the target for 1 minute, and a successful saving throw still negates the effect.

At 12th level, he can make the target blinded for 1d6+1 rounds.

At 16th level, he can permanently blind the target.

The disciple of the ripple must choose which condition will apply before the attack roll is made. These effects do not stack with themselves (a creature dazzled by a radiant strike cannot become blinded if hit by radiant strike again), but additional hits do increase the duration. This ability replaces stunning fist.

Ki Pool (Su): This is exactly like the monk ability of the same name, except with the following changes. The number of points in a disciple of the ripple’s ki pool is equal to 1/2 his disciple of the ripple level + his constitution modifier.

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

• Make one additional attack at his highest attack bonus when making a flurry of blows attack, or
• Treat his unarmed strike as if it had the ghost touch special weapon ability, or
• Treat his unarmed strike as having the reach weapon quality for 1 round, or
• Gain a bonus equal to his Charisma modifier (minimum 1) on all saving throws for 1 round, or
• Replicate the effects of lay on hands with an equivalent paladin level equal to his disciple of the ripple level –4.

This modifies ki pool.

Focused Radiance (Su): At 4th level, a disciple of the sun learns to focus the radiant energy within him. When using his radiant strike, a disciple of the sun may spend 1 point from his ki pool as a free action to treat any improvised, manufactured, or natural weapon as having the monk weapon quality, allowing him to use it with his unarmed strike and flurry of blows. He is also considered to be proficient with that weapon.

At 5th level, this chosen weapon is granted a +1 enhancement bonus. For every three levels beyond 5th, the weapon gains an additional +1 enchantment bonus, to a maximum of +6 at 20th level. These bonuses can be added to the weapon, stacking with existing weapon bonuses to a maximum of +5, or they can be used to add any of the following weapon properties: anchoring, brilliant energy, defending, disruption, flaming, glorious, grounding, guardian, impact, ki focus, ki intensifying, and neutralizing. Adding these properties consumes an amount of bonus equal to the property's cost. These bonuses are added to any properties the weapon already has, but duplicate abilities do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. The bonus and properties granted by the radiant strike are determined when the ability is activated and cannot be changed until the ability is used again.

This ability replaces the bonus feat gained at 6th and 10th level, quivering palm, and tongue of sun and moon.

Aura of Life (Su): At 10th level, a disciple of the sun becomes a powerful conduit for the energy of the sun. As long as the disciple of the sun has at least 1 point in his ki pool, any creature within 10 feet of him with fast healing or regeneration has these abilities negated and cannot be healed by magical means (“cure” or “inflict” spells, channeled energy, etc.), only by natural means. This ability replaces diamond body and diamond soul.

Master of the Sun (Su): At 19th level, a disciple of the sun gains DR 5/evil and immunity to compulsion spells and spell-like abilities, as well as spell resistance equal to his disciple of the sun level. This ability replaces timeless body, empty body.

Final Radiance (Su): At 20th level, he can channel his radiant energy into one final desperate act. By expend all his remaining ki points, the disciple of the sun can perform one of the effects:

• His radiant strike ability is immediately activated for 1 minute and treats all opponents as having an evil alignment. This can be used with his flurry of blows, and any critical hit is automatically confirmed.

• When he is reduced to 0 hit points of lower, he is instead reduced to 1 hit point and becomes immune to the dead, exhausted, frightened, nauseated, panicked, paralyzed, stunned, and unconscious conditions for 1 minute. He remains alive and mobile even if unable to attack or in a state where he’d normally be unable to move (such as a severed head, etc.). If the disciple of the sun is alive after the 1 minute has expired, he immediately gains fast healing 5 for 1 minute.

• As a standard action, he gains 1 negative level for every ki point expended, and in turn grants an adjacent and willing ally 1 ki point and 2 temporary hit points for every ki point expended. The ally also gains a permanent +1 enhancement bonus to 3 separate ability scores of her choice and becomes a 1st level disciple of the sun. If the disciple of the sun dies while this ability is in effect, its effects are doubled for 1 minute, and the ally is considered to have unlimited ki points. Only a wish or miracle spell, or divine intervention can return the disciple of the sun back to life.

This ability replaces perfect self.

Table: Disciple of the Sun/Radiant Star
Base
Class Attack Fort Ref Will Flurry of Blows Unarm AC Fast
Level Bonus Save Save Save Special Attack Bonus Dmg* Bns Move

1st +0 +2 +2 +2 Bonus feat, flurry of blows, –1/–1 1d6 +0 +0 ft.
radiant strike, unarmed strike
2nd +1 +3 +3 +3 Bonus feat, evasion +0/+0 1d6 +0 +0 ft.
3rd +2 +3 +3 +3 Fast movement, maneuver training, +1/+1 1d6 +0 +10 ft.
still mind
4th +3 +4 +4 +4 Focused radiance, ki pool (magic), +2/+2 1d8 +1 +10 ft.
slow fall 20 ft.
5th +3 +4 +4 +4 High jump, purity of body +3/+3 1d8 +1 +10 ft.
6th +4 +5 +5 +5 Slow fall 30 ft. +4/+4/–1 1d8 +1 +20 ft.
7th +5 +5 +5 +5 Ki pool (cold iron/silver), +5/+5/+0 1d8 +1 +20 ft.
wholeness of body
8th +6/+1 +6 +6 +6 Slow fall 40 ft. +6/+6/+1/+1 1d10 +2 +20 ft.
9th +6/+1 +6 +6 +6 Improved evasion +7/+7/+2/+2 1d10 +2 +30 ft.
10th +7/+2 +7 +7 +7 Ki pool (lawful), slow fall 50 ft. +8/+8/+3/+3 1d10 +2 +30 ft.
11th +8/+3 +7 +7 +7 Aura of life +9/+9/+4/+4/–1 1d10 +2 +30 ft.
12th +9/+4 +8 +8 +8 Abundant step, slow fall 60 ft. +10/+10/+5/+5/+0 2d6 +3 +40 ft.
13th +9/+4 +8 +8 +8 +11/+11/+6/+6/+1 2d6 +3 +40 ft.
14th +10/+5 +9 +9 +9 Bonus feat, slow fall 70 ft. +12/+12/+7/+7/+2 2d6 +3 +40 ft.
15th +11/+6/+1 +9 +9 +9 +13/+13/+8/+8/+3/+3 2d6 +3 +50 ft.
16th +12/+7/+2 +10 +10 +10 Ki pool (adamantine), slow fall 80 ft. +14/+14/+9/+9/+4/+4/–1 2d8 +4 +50 ft.
17th +12/+7/+2 +10 +10 +10 Master of the sun +15/+15/+10/+10/+5/+5/+0 2d8 +4 +50 ft.
18th +13/+8/+3 +11 +11 +11 Bonus feat, slow fall 90 ft. +16/+16/+11/+11/+6/+6/+1 2d8 +4 +60 ft.
19th +14/+9/+4 +11 +11 +11 +17/+17/+12/+12/+7/+7/+2 2d8 +4 +60 ft.
20th +15/+10/+5 +12 +12 +12 Final radiance, slow fall any distance +18/+18/+13/+13/+8/+8/+3 2d10 +5 +60 ft.


Excellent draft, I'd say, and I'd gladly take the name change, I brought it here for the selfish reason to have it balanced, and I can insert the rather specific flavor I want when I present this as a campaign option. XD

What about the Radiant Trickster (I suppose it could be called)?


Sure! Not very monk or paladin naming but whatever.


Well, the Radiant Trickster emphasizes the ninja side more than the paladin side, being a Ninja/Paladin. It's the second build I put up. :P The Disciple of the Radiant Star works excellent for this one.


Oh! Then yes. Still have to look over the Nin/Pal.


# Disciple of the Radiant Star

Why is the lay on hands portion of ki pool equal to level -4?

Only interested as I played a Monk/Paladin through the entire Neverwinter Nights PC game, and the self-healing abilities of both (as well as the "no-equipment-necessary, even as a naked prisoner I rock" concept) were what attracted me to the multiclass...


Because it normally is an ability all its own (takes a 1 level increment), and ki pool includes a number of different effects from the get go. While not as potent as the paladin's it still maxes out to 8d6.


I'm in the early planning stages of a MCA using third-party material... I have no idea what is/is not considered OGL safe, though the product I'm using (Thunderscape- The World of Aden) does have the OGL in it.

Basically, I want to make an Unchained Monk/Golemoid Warrior. Working title is "SteelSoul Monk."

Would that be something that could be added to the wiki (assuming I get it to a point I like)? Or is it primarily for Paizo-only classes?


Think it's just Paizo material for the classes, though on occasion there has been use of 3rd party material such as archetypes and supplements to help construct a class, but not directly using 3pp classes.


Hmm... Ah, well. I'll keep at it for home use, regardless.


We can probably take a look at it either way, though chances are it might not be fitting for the wiki since it's using material outside paizo, but that's up to you if you still wanna submit it :)


I think the challenge may be, unless they own a copy of the Thunderscape book, I don't know how well someone would be able to check the balance of my proposal. I'm pretty sure I can't post up the Golemoid's manite implants, which is sort of the core feature that I'm porting over, or the actual progression table (since I'm borrowing it from one of the archetypes in their book), so it may not be possible anyway...


Stalchild wrote:

I think the challenge may be, unless they own a copy of the Thunderscape book, I don't know how well someone would be able to check the balance of my proposal. I'm pretty sure I can't post up the Golemoid's manite implants, which is sort of the core feature that I'm porting over, or the actual progression table (since I'm borrowing it from one of the archetypes in their book), so it may not be possible anyway...

Hey Stalchild - I own a copy of Thunderscape, and posted my Hybrid/MCA Golemoid/Seer HERE.

I also submitted a bunch of Seer archetypes and Hybridesque classes to Kyoudai Games.

I think rolling the Golemoid's Steam points into the Monk's ki pool could be one design path, in much the same way I rolled the Seer's pool into the Golemoid - the question then becomes one of a shared resource, and the concomitant flavoring of same - this resulted in a nice tweak for a botanical mystic insight/manite mix for my reskinned Ghoran character, but the class ould be reskinned again an infinite number of ways...


Just because something uses primarily 3rd party, doesn't mean we won't/can't help you out. Likely, it won't go on the wiki, but we can help you build it nonetheless. I do not have Thunderscape, so I'll leave this with OSW and help where I can. Once I see the completed build, then I can gage balance/function, regardless of whether I have the resource book.

MCAs are meant to be for anyone using any resource, but we will only post them on the wiki if they are primarily Pathfinder official stuff. But we can still help with the build like I said.


Oceanshieldwolf wrote:

I think rolling the Golemoid's Steam points into the Monk's ki pool could be one design path, in much the same way I rolled the Seer's pool into the Golemoid - the question then becomes one of a shared resource, and the concomitant flavoring of same - this resulted in a nice tweak for a botanical mystic insight/manite mix for my reskinned Ghoran character, but the class ould be reskinned again an infinite number of ways...

That is actually very close to what I have, though I just went the route of full-on replacing the Unchained Monk's ki pool/power progression with the equivalent of the Mechanized Ranger's steam points and implant progression. I also replaced unarmed strike with the golemoid's basic juggernaut combat specialization (though only for light armor, with med. armor added at 7th, and still being able to flurry/fast movement n armor (half fast movement in med.)).

I also thought the golemoid's capstone fit better, so I swapped that over, too.

My other idea was to essentially add implants as quinggong power choices, using ki instead of steam for power, but I feel like individual implants aren't really on par with the ki powers available.


Here's what I've got right now:

Steelsoul Monk (Unchained Monk Archetype):

Skills: A steelsoul monk gains Disable Device, Fly, Knowledge (Engineering), and Knowledge (Arcana) as class skills, and loses Escape Artist and Stealth as class skills.

Weapon and Armor Proficiency: A steelsoul monk is proficient with light armor. A steelsoul monk may still use his Flurry of Blows and Fast Movement abilities while wearing armor he is proficient with. This replaces AC Bonus.

Way of the Steel Fist:The steelsoul monk's arms, legs, and body are reinforced with powerful metal plates. The steelsoul monk gains a natural slam attack that inflicts 1d10 damage (for a Medium monk, or 1d8 for a Small monk). This slam attack applies 1 1/2 times the steelsoul monk’s Strength bonus to damage rolls. Magical weapon enhancements and abilities may be added to the monk’s slam attack as if it were a weapon. (Unlike other natural attacks, a steelsoul monk’s slam attack may be used to make multiple attacks per round if the steelsoul monk’s base attack is high enough. If multiple attacks are made in this manner, any of the steelsoul monk’s other natural attacks count as secondary attacks.) This ability counts as a golemoid's combat specialization (juggernaut) for the purpose of feat prerequisites. This ability replaces Unarmed Strike.

True Golemoid: The steelsoul monk gains a minor manite implant at 1st level. His steam reserve is equal to his Wisdom modifier + 1/2 his class level. He develops more implants just as a golemoid does, as per Table: Shining Knight and Mechanized Ranger Implants. A steelsoul monk may not take any implants that would be treated as gunner implants. This ability replaces the monk's ki powers and stunning fist abilities

Steam Mastery (Su): In addition to using steam points to power his various implants, a steelsoul monk can also spend a steam point to do any of the following:
- Cast detect magic as a spell-like ability, using the steelsoul monk's class level as his caster level. This is a standard action.
- Release a burst of steam from his body as a swift action, granting the monk a +2 deflection bonus to Armor Class until the beginning of his next turn.
- Gain a +4 morale bonus to his attack rolls or Strength checks to break inanimate objects, and ignores the first 5 points of hardness when breaking objects. This is a swift action.
- Release a burst of steam from his feet as a free action, allowing him to make any Acrobatics check to jump as if from a running start.
This ability replaces ki pool and stunning fist

Medium Armor: At 7th level, a steelsoul monk gains proficiency with medium armor. A steelsoul monk's fast movement bonus is halved while wearing medium armor (even if using the Integrated Armor implant)

Perfection of Design (Ex): At 20th level, the steelsoul monk is virtually indistinguishable from a true golem. He becomes immune to critical hits and mind-affecting effects. He may choose to count as either a construct or as his original type – whichever is more beneficial to him - whenever he encounters an effect that specifically targets one or the other type. This ability replaces perfect self


#Steelsoul Monk

From first glance it looks pretty good, I'd wager it would easily work as a Monk/Summoner or Monk/Wizard maybe? what do other's think? can the mechanics apply to any class combinations we can think of without tweaking it so much?

___________________________

*threadjack*

I lied when I said I'd give crafty-potiony-explosivey classes a rest for a bit, because while looking at the MCA list I realized we don't have a Gunslinger/Alchemist yet! And since I've been playing Killing Floor and Team Fortress 2 I've got that itch for pyrotechnics that just seems like a perfect application/excuse to make a flamethrower wielding MCA as I've always dreamed of.

In short; Dibs on Gunslinger/Alchemist, I will be making a flameslinger... gunburner... something flamethrower based!

*endthreadjack*

Dark Archive

Might I ask/suggest consideration of Jinx from League of Legends for yoru MCA Tyrannical?
-----------------------------------

On my Beguiling Siren, I have been trying to come up with class abilities even looking for other classes or archetypes to draw from, not much luck. Heh ^^;

I will try to throw something together today and/or tomorrow.


JonathonWilder wrote:
Might I ask/suggest consideration of Jinx from League of Legends for yoru MCA Tyrannical?

Funnily enough that was the inspiration for the experimental munitionist~

Dark Archive

Tyrannical wrote:
JonathonWilder wrote:
Might I ask/suggest consideration of Jinx from League of Legends for yoru MCA Tyrannical?
Funnily enough that was the inspiration for the experimental munitionist~

Oh... heh, sorry for not realizing that there was already an MCA for Jinx.


it's okay! it's not easy keeping track of each and every MCA we have :)


Tempted to throw the rough version of the 'Flameslinger' up if things are this quiet~


*quickly drops something interesting*

Unchained Classes

What does everone make of this? ignore it and focus on the originals? make light use of some of it's material? allow full use of it as a new class? replace the older versions?


@Stalchild/#Steelsoul Monk

Well, without any flavor text this doesn't make a lot of sense to me beyond a group if unrelated mechanics that replace monk abilities.

* Nor why the steel soul monk gets the light armor proficiency. I appreciate that this contributes to making the class less spiritual and perhaps less MAD, but it still gets Fast Movement and can flurry in Light armor?

* Is the d10 Slam attack still usable with Flurries?

* As far as I can tell, Steam Mastery has not been altered at all from the golemoid. If you look at my linked Wyldmeld you can see I tweaked the detect magic to detect animals and plants, and changed the action economy of the Strength buff and tweaked the flavor of the jump and armor buff.

Why does this concept need to detect magic? In Aden the golemoid's place in the world makes clear thematic reasoning for detect magic. Devoid of Thunderscape lore, this concept doesn't.

Given that, I would call this a Steamsoul Monk...

Dark Archive

Tyrannical wrote:

*quickly drops something interesting*

Unchained Classes

What does everyone make of this? ignore it and focus on the originals? make light use of some of it's material? allow full use of it as a new class? replace the older versions?

I say for certain, change over to the Unchained Rogue since it is a straight upgrade that can still use all the archetypes available to it.

Unchained Monk is very divisive at the moment and likely to be such for quite some time, so my advice is leave this unchained class alone completely.

Unchained Summoner seems to be considered a much more balanced, though there is upset over how Eidolons work and how there is a smaller evolution pool. I say perhaps use some or all of it.

Unchained Barbarian seems to have received mostly positive reception though raging and rage powers works a bit differently, all in all though I think it can be strongly considered switching over.

Dark Archive

Hello, anyone still here?


I haven't looked over the Unchained stuff on the srd yet.


I'm here! just not wanting to hog the forums~


I just had an idea about a Shaman/Summoner. But I have to think about it. I'll be back.

Dark Archive

Elghinn, I have a question for you... why is the Vicious Conniver being credited to Tyrannical?

If memory serves me well, the MCA was my idea and mine in concept.


Yup! Oops! Fixed!

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