Multiclass Archetypes X: The Melting Pot


Homebrew and House Rules

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@StrayChowChow
I'll take a look at the Wild Conservationist and your ideas.

@Unchained
The MCAs were built using all the original versions of barbarians, rogues, monks, etc. Updating all of them is going to be a big headache. If you are going to build MCAs using the unchained material, then I think making new ones is the best way to go.

The old versions are still the official version, while unchained material is till an option for players/GMs. I would even start a new thread with Unchained builds if I was you guys. Any currently created MCAs on the wiki or in my docs will not be updated via Unchained. The unchained versions are different enough that, as I said, it will be murder to try and go through all the MCAs with those classes in them and try to update them.

As for the unchained stuff my self, meh! While there were problems with the classes Unchained attempts to address, I still have no issues with the old ones-classes aren't meant to be at the same power levels, and even in 2E, that was part of the fun. You had to be create to make certain classes work well. I did that, especially the old thief class.

On the MCA front, I am offically bowing out. It doesn't really hold much interest to me right now. I'm moving on to do my own stuff, work on my novels, and other things. So, when you guys feel this thread has run it's course, close it down, and if you want, you can start a new line of MCA threads if you so desire, or do individual threads on specific MCAs you want to work on. The wiki will be kept going by Multiclass Productions, but aside from that, I think MCP is finally finished with the MCAs. There isn't relaly must more to do with them, then allow others to use our knowledge and wiki to create their own, which was essentially the main idea in the first place.

@OSW
I'll take a look.


Just stumbled upon this thread today and I love the work you guys do on these MCA's I will post ideas of archetypes I can think of in the future and also sidenote.

J4RH34D said wrote:
the style is dr jackyl and mr hyde

Didn't they already cover this as a prestige class in I think it was the APG? maybe I am not taking the druid part into consideration and I haven't read all of your guys' MCA's yet on your wiki.

end sidenote.


Sad to see you go, El. It's been good working with you.

I'm still interested in creating MCAs for now, I don't think it'll ever bore me to be fair, so I'll be here for a while helping out where I can and posting my own builds up from time to time.

Especially with Vigilante around the corner, I'm, eager to try my hand at it, it seems a fairly interesting class, lots I can do with it I'm sure.

EDIT:

@El

Maybe we can continue to use the wiki? I don't mind volunteering to moderate/edit the pages as we go along, if it means still being able to keep a record of our work somewhere for public access?


Just afew basic concepts... I want to expand on them alot more.

Spellblight Templar:

Touch of Corruption, Cruelties = Spell Combat, Spell Strike, Improved Spell

Combat, Greater Spell Combat
Smite Good, Aura of Cowardice, Aura of Despair, Aura of Sin, Aura of Depravity = Conduit of the Spellblight
Antipaladin Spell list = Spellblight Templar Spell List
Fiendish Boon = Spellbreaker
Detect Good, Aura of Evil = Detect Magic

As long as arcana has been tampered with, Spellblights have been a balance between terror, and inconvience, to those who wield arcana. And the spellblight templar, has become the one to enforce this cruel fate as their whim. Perhaps as a curse of birth, or perhaps by mystical mistake, these select few souls have the unnatural ability to channel a bizarre anti-magic, and to damn other casters with their mere presence.

Archetype Name: Spellblight Templar
Primary Class: Antipaladin
Secondary Class: Magus
Hit Dice: D10
Alignment: Any Non-Good

Detect Magic (Sp)
At will, a spellblight templar can use detect magic, as the spell. A spellblight

templar can, as a move action, concentrate on a single Item or individual within

60 feet and determine if it is good, learning the strength of its aura as if

having studied it for 3 rounds. While focusing on one individual or object, the

spellblight templar does not detect good in any other object or individual within

range.

Conduit of the Spellblight (Ex)
Once per day, the spellblight templar can channel their unnatural gift to curse

those who tamper in the domain of arcana. As a swift action, the spellblight

templar chooses one target to blight. If this target has a caster level, the spellblight templar adds his Charisma bonus (if any) on his attack rolls and adds his spellblight templar level on all damage rolls made against the target of his smite. Upon striking the caster, they are inflicted with a random minor spellblight.

At 3rd level, an additional minor spellblight is afflicted upon the target. At 8th level, one of these minor spellblights instead becomes a major spellblight. At 14th level, an additional minor spellblight is gained. Finally, at 17th level, an additional major spellblight is added to the effect.

At 4th level, and at every three levels thereafter, the spellblight templar may channel the spellblight one additional time per day, to a maximum of seven times per day at 19th level.

This replaces Smite Good, Aura of Cowardice, Aura of Despair, Aura of Sin, and Aura of Depravity.

Spellbreaker (Ex)
When casting Bestow Curse, Dispel Magic, Greater Dispel Magic, or Antimagic Field,

add half your Spellblight Templar level to your total caster level.

At 5th level, the spellblight templar gains Disruptive as a bonus feat, wether or

not they meet the prerequisites. At 8th level, they gain Spellbreaker as an

additional bonus feat. At 11th level, they gain Shatterspell as an additional

bonus feat. At 14th level, you gain Banishing Critical as an additional bonus

feat. At 17th level, you gain Destructive Dispel as a bonus feat

This replaces Fiendish Boon

Abyssal Brute:
Martial Training, Brawler's Flurry, Unarmed Strike= Touch of Corruption
Maneuver Training = Cruelties
Brawler's Strike, Abyssal Savaging = Fiendish Boon

Many martial styles take inspiration from beings outside the reaches of civilization. Be it the earthly, yet striking power of the tiger. Or the selfless sacrifice of the archon. These savage pugilists, however, take a much darker inspiration. Infusing themselves with the essence of the very beings that inspire them, and working unholy anatomy into an arsenal of martial stylings, based around the cruel techniques of demon-kind. The abyssal brute fights with wicked efficiency, and wanton cruelty

Archetype Name: Abyssal Brute
Primary Class: Antipaladin
Secondary Class: Brawler
Alignment: Chaotic Evil
Hit Dice: D10

Weapon and Armor Proficiencies (Ex)
Abyssal Brutes are proficient with all simple and martial weapons, and light armor

Martial training (Ex):
As Brawler

This, Unarmed Strike, and Abyssal Flurry, replace Touch of Corruption

Unarmed Strike (Ex):
As Brawler

Abyssal Flurry (Ex):
As Brawler's Flurry

Toxic Opportunist (Ex)
At 3rd level, the abyssal brute gains Adder Strike as a bonus feat.

This replaces Plague Bringer.

Brawler's Strike (Su)
At 5th level, as a brawler

Abyssal Savaging (Su)
At 5th level, the abyssal brute can learn one method of Savaging. Whenever he makes an abyssal flurry, he may designate one of his attacks as an abyssal savaging. This attack is resolved as normal, but has an additional effect depending on the type of savaging chosen. The abyssal brute begins to take dark inspiration from the devious techniques of demon-kind. At 8th level, and every 3rd level thereafter, the abyssal brute may select an additional savaging. At 14th level, he can designate up to two of his savagings in a round.

-Balor's Edge (Su):
The brute channels the blasphemous power of the balor's blade into his own strike. For the purpose of this single attack, the active weapon (including an unarmed strike) is treated as having the vorpal quality.

-Coloxus's Bite (Su):
The abyssal brute imbues his strike with the cruel, vane, consuming sting of the coloxus. If the attack hits, the target must make a fortitude save (DC 15 + the attacker's abyssal brute level) or suffer 1d4 points of charisma damage for every 5 abyssal brute levels.

-Gibrileth's Filth (Su):
The abyssal brute strikes the target with a festering, gangrenous, unholy scar upon their body. If the attack hits, the target must make a fortitude save (DC 15 + The attacker's abyssal brute level), or be infected with a disease as if the abyssal brute had cast contagion, using his abyssal brute level as his caster level.

-Glabrezu's Trickery (Su):
They abyssal brute channels the treacherous essence of a glabrezu into their fist, imbuing it with an unholy wave of distortion. If this attack hits, the target must make a will save, or be affected as if by a Confusion spell, treating the attacker's abyssal brute level as his caster level.

-Herensugue's Horror (Su):
The abyssal brute's strike leaves a maddening din of unholy taint, endlessly whispering the target's darkest fears. If the attack hits, the target must make a will save (DC 15 + the attacker's abyssal brute level) or be Paralyzed for 1d4 rounds per 5 abyssal brute levels. This is a mind-affecting fear effect.

-Hezrou's Funk (Su):
The abyssal brute bursts with breif growths, which pop on impact, creating a noxious stench. If the attack hits, the target of this strike must make a DC 15 + the attacker's abyssal brute level, or be nauseated for one minute. This savaging must be done with an unarmed strike.

-Marilith's Embrace (Su):
The abyssal brute extends their limb of attack, unnaturally, to strangle their target into submission. If the attack hits, the abyssal brute may make a free grapple attempt against the target of this attack, at a +5 Bonus.

-Nalfahsee's Visions (Su):
The abyssal brute directs before the eyes of their victims a haze of maddening images. If the attack hits, the target must make a will save (DC 15+ the attacker's abyssal brute level) or be dazed for 1d4 rounds per 4 abyssal brute levels.

-Quasit's Venom (Su):
The abyssal brute garners the sick sting of the feeble quasit. If the attack hits, the target must make a fortitude save (DC 15+ the attacker's abyssal brute level) or suffer 1d2 Dexterity damage every round, for 1d4 rounds per abyssal brute level.

-Succubus's Kiss (Su):
The abyssal brute forgoes a punch, or kick, or a slice of the blade, for a much more unorthodox attack, an unholy kiss. If the attack hits, it deals no damage, instead the target must make a Fortitude save (D 20 + The attacker's abyssal brute level) Or suffer one negative level per five abyssal brute levels.

-Vrock's Cry (Su):
The abyssal brute's weapon splits, like some crude beak, and lets out a horrid, unnatural shreik. If the attack hits, the target must make a Fortitude save (DC 15 + The attacker's abyssal brute level) or be stunned for 1 round.

This, along with Brawler's Strike, replaces Feindish Boon

To Do:
- Lots of work on the Abyssal Brute, replacing Auras.
- Capstone and Spell List for the Spellblight Templar (Spell-resistance abilities as well...)


Sad to hear that you guys are finishing up with the MCA's. I personally love them (Spellgun Magus and Zealous Myrmidon are my favorites).

BTW Elghinn, I've actually created a racial archetype for your Zealous Myrmidon for my homebrew. I wanted a spell-less paladin class, and the ZM fit perfectly.

Good luck in your future ventures.

Liberty's Edge

How about a Parkourcerer? Basically a sorcerer who runs around the battlefield really fast, all "get in and get out" style, using a mix of spells and martial combat?


And yeah, I've been suggesting passing on the torch for Moderating/Editing of pages to one of the regulars if you want to leave the project, Lightbringer-Senpai. You've been a great provider of input, reworking, and excellent original concepts on your own. We wish you luck. I'm not leaving this. Over 10'000 posts now. This is a nice little chunk of fan culture. It'd be sad to see it die.

Advocates

Pathfinder Adventure, Adventure Path, Maps Subscriber

I'm not leaving either. I know I haven't been the most active member, but I check in every day and have a few projects stewing. I'll be here.


I check in mostly on my phone but I will post stuff here when I get the chance.

@ Seth Dresari

Do you mean like a quinggong monk? or more like the sorcerer is the primary class and the monk is there as an addition to give things like evasion and stuff?


@Seth, I could see a Arcanist/Ninja, gaining mobility options in their arcana, losing out on spells, gaining spell strike like a magus, and gaining mobility options akin to ninja ki-powers as available exploits.


@Taco Man

I especially like the Abyssal Brute, those Abyssal Savaging abilities look rather interesting, though I would say that if you're keeping cruelties, Adder Strike may not be necessary as you can inflict poison via 9th level cruelties.

I do like Spellblight Templar, it seems to be a good anti-magic based class, rather than just anti-good. would it affect divine or arcane casting in particular, or both?

Dark Archive

I'm not leaving either, though I have not offered anything new except ideas or a few words on others MCAs.

I want this to continue, and to continue being a part of this, though I do understand Elghinn wanting to move onto others things (I look forward to him updating his homebrews on the site, especially the specialist classes).


I will return eventually too... I have dedicated to other projects recently but you can count on me if needed.


Tyrannical wrote:

@Taco Man

I especially like the Abyssal Brute, those Abyssal Savaging abilities look rather interesting, though I would say that if you're keeping cruelties, Adder Strike may not be necessary as you can inflict poison via 9th level cruelties.

I do like Spellblight Templar, it seems to be a good anti-magic based class, rather than just anti-good. would it affect divine or arcane casting in particular, or both?

Well, Spellblights tend to occur within the regions of the arcane. You've just inspired me to a concept for a pure-divine hater. Warpriest/Barbarian. "Godless Apostate" or "Godless Crusader". Be fun.

Yet another reason I think someone else needs wiki access. XD

#Abyssal Brute
Cruelties and Touch of Corruption are cut out for the base brawler Martial Training and Unarmed/Flurry abilities.

I've also garned an idea for an Antipaladin/Witch, based around Hexes replacing cruelties, and Smite and Boon being replaced by some sort of bond-item, and enhanced casting.


Antipaladin/Witch sounds intersting indeed, I'm suprised it hasn't been done yet.

I was thinking of making another Antipaladin of my own; the Necromantic Overlord, it would most likely be an Antipaladin/Summoner, beginning with a unique Flesh Golem, and being able to raise the dead and summon skeletons and such.


Tyrannical wrote:
Antipaladin/Witch sounds intersting indeed, I'm suprised it hasn't been done yet.

To be fair the Plague Bringer on the wiki is a Witch/Antipaladin with d8 HD and 3/4 BAB, mixes light armored witch and antipaladin list spellcasting and hex/cruelties.

Taco Man's concept at least sounds like it might introduce some new mechanics or extra ideas.


Tyrannical wrote:

Antipaladin/Witch sounds intersting indeed, I'm suprised it hasn't been done yet.

I was thinking of making another Antipaladin of my own; the Necromantic Overlord, it would most likely be an Antipaladin/Summoner, beginning with a unique Flesh Golem, and being able to raise the dead and summon skeletons and such.

Ahh, Flesh Golems. The most fun of Golemkind. I once partied up with a man who ran mute a Fleshgolem Shaman/Monk, in a party with my Dhampire Oracle of Bones/Holy Gun Paladin. It was a weird group on the whole, really.


Before I go into the necromancy character still got some old concepts I should really get out there and finished, so, anybody interested in the following?

Standard Bearer - Skald/Cavalier, a flagstaff themed hero who uses his banner as a weapon and a tool of inspiration

Deadly Mariner - Cavalier/Slayer, a seaworthy slayer with a nautical theme, bonuses to sailing and ship-combat. featuring the order of the black flag.

Toxicologist - Investigator/Druid, a poison themed herbalist with the ability to apply 'venom extracts' to his weapon to replicate touch spells, and has a few druidy tricks on hand.

Snake Charmer - Skald/Druid, a tamer of serpents and thrilling entertainer, able to hypnotize foes with a serpent-like performance and strike just as quick.


Toxicologist and Deadly Mariner seem fun....


Okay, here's some raw builds;

Toxicologist:

Herbalism: Replaces Alchemy (WIS isntead of INT)

Nature Bond: Able to pick any animal companion with the poison racial feature or the Scalykind, Frog, Serpent, Jungle, Poison, Ooze, or Vermin domains and their available subdomains, or the Decay, Radiation and Brew subdomains. This ability replaces Trapsense and Trapfinding.

Natural Inspiration: Acts as inspiration, applies only to Knowledge: Nature, Knowledge: Dungeoneering, Knowledge: Geography, Heal and Survival

Wild Empathy: Only usable on animals, plants and vermin with the poison racial feature, may do so to any animal, plant or vermin at -4 penalty. Replaces Keen Recollection

Poison Lore: as normal

Poison Resistance/Immunity: as normal

Swift Alchemy: as normal

Investigator Talent: The Same, with the following changes;
- Alchemist Discovery: May pick Celestial Poisons, Concentrate Poison, Deadly Excretions, Malignant Poison, Poison Conversion, Sticky Poison, Combine Extracts, Dilution, Enhance Potion, Eternal Potion, Infusion

Venom Combat: You are able to create specially tailored poisons that act as extracts, these touch-based extracts are automatically infusions and can be used with the touch-injection spell/extract to relay their effects. The following spells become extracts for use; (insert spell list here). This ability replaces Studied Combat.

Venom Strike: You may apply a touch-spell extract to your blade as part of your next attack, doing so requires you to expend a move action, the extract persists on your weapon until you make the attack. This ability replaces Studied Strike.

True Inspiration: The Same

Deadly Mariner:

Order: The same, Order of the Jolly Roger also available (see below)

Studied Target: Replaces Challenge, extends to ship combat also

Tactician: The same

Naval Training: Gain a competence bonus equal to 1/2 your level on Swim, Survival, Knowledge: Geography, Knowledge: Nature, Ride, Profession: Sailor/Boater, Acrobatics and Climb while aboard sea vessels or in water terrain. This ability replaces Mount.

Ship Combat: Gain a +4 on attack rolls with siege weapons and ramming attacks while on board a ship, you also gain a +2 competence on grapple and acrobatics checks against ships to board. This ability replaces cavalier's charge

Slayer Talents: Must Pick the Terrain Mastery (Water) Rogue Talent at level 2. May pick another talent at level 5 and every 3 levels thereafter. This ability replaces bonus feats, challenge and demanding challenge.

Track: Replaces expert trainer.

Banner: The same, though may instead be presented upon a ship.

Greater Tactician: The same

Swift Tracker: Replaces mighty charge

Greater Banner: The same

Master Tactician: The same

Master Mariner: Functions as Master Slayer, targets that are ships can instead gain the Broken, Sinking or render them motionless

I'll come up with stuff for the order of the jolly roger another time


#Toxicologist

Venom Combat:
1st - Endothermic Touch, Frostbite, Touch of Bloodletting
2nd - Aboleth's Lung, Accelerate Poison, Feast of Ashes, Frigid Touch, Pox Pustules, Unshakeable Chill
3rd - Aggravate Affliction, Contagion, Cup of Dust
4th - Blight, Touch of Slime
5th - Greater Contagion, Old Salt's Curse
6th - Epidemic

#Deadly Mariner

Marked Vessel (Ex):
A deadly mariner may study a vehicle they have sight on for a single round. The mariner, their crew, and their ship, gain a +1 on all attack, damage, and sailing checks against the targeted vehicle. The deadly mariner's own vessel gains a +1 to AC and Hardness against the targeted vehicle.

At 5th, 10th, 15th, and 20th level, these bonuses increase by an additional +1.

The Black Flag (Ex): At Fifth Level, the flag flown by the deadly mariner's vessel becomes a proud declaration of their certainty in the actions of their vessel. This functions as a cavalier's Banner, but may instead be flown from the mast of a ship, or embroidered upon a sail of the vessel. This benefit extends to all allies aboard the ship, rather than all allies within a 60ft radius of the banner.

This modifies Banner

Hoist the Colors (Ex): At 14th level, the flag of the vessel becomes a grim reminder of the fates before those who view it. All foes aboard the deadly mariner's vessel, or a vessel locked in combat with the deadly mariner's vessel, suffer a -2 penalty to all Combat Maneuver Checks, and a -5 to all concentration checks.

This replaces Greater Banner


@Taco Man

I like what you've suggested, fleshes out the concepts much better :)

I'm thinking the Deadly Mariner loses the typical cavalier proficiency in heavy armor to instead become proficient with the rapier, boarding gaff, grappling hook and one light siege weapon of their choosing.


I'm thinking of adding challenge back in, since it's a big part of orders, just dunno how...

anyway, her's Order of the Jolly Roger;

Skills: Gain Knowledge: Geography, Survival, Acrobatics and Appraise as class skills

Challenge: Gain a +1 to attack rolls against a challenged opponent when on board a ship, either your own or the challenged opponent's

Abilities:
- Powder and Shot: At 2nd level, gain Gunsmithing as a bonus feat, and a one-handed firearm of your choosing to become proficient with. You gain ab eaten version of this firearm that only you know how to use, in the hands of others it gains the broken condition.

- Boarding Party: At 8th level, gain +2 to initiative when beginning direct combat with a ship's crew. you also gain a +1 to attack rolls when using the boarding gaff, boarding pike, boarding axe and grappling hook.

- Captain of the Seas: At 15th level, gain Vile Leadership as a bonus feat, and grant +1 to AC and Attack Rolls to all crew members under your command.


Seem real quiet these days :P

Advocates

Pathfinder Adventure, Adventure Path, Maps Subscriber

yeah. I'm working on a bunch of 3rd-party projects, but I do have some MCAs that incorporate 3rd-party stuff into them on my endless "to-do" list.

Advocates

Pathfinder Adventure, Adventure Path, Maps Subscriber

I'm back with an occult MCA!

The haunted survivor is a daunting foe, able to tap into their phantom’s emotions to find their foes quicker then ever before, while their phantom takes up a weapon born from their own feelings. A dynamic duo of the ages, these warriors are undeniable.

Haunted Survivor:
Primary: Spiritualist
Secondary: Hunter

Hit Dice: D8.

Skill Ranks per Level: 4 + Int mod.
Additional Class Skills: The haunted survivor picks three hunter class skills and adds them to her class skill list.

Weapon and Armor Proficiencies: The haunted survivor gains proficiency with all martial weapons and with medium armor. This and empathic bond replace the spells lost to impaired spellcasting.

Impaired Spellcasting: The haunted survivor knows one fewer spell of each level she has access to.

Empathic Bond (Su): At 1st level, the haunted survivor is able to tap into her phantom’s emotions to gain powerful boons. For a number of minutes each day equal to her class level, she can gain the following empathic bond bonus associated with her phantom’s emotional focus. These minutes need not be consecutive, but must be spent in one-minute increments. All bonuses are morale bonuses unless otherwise stated.

Anger: Gain +2 melee damage. Increase to +3 at 8th level and +4 at 16th level.
Dedication: Gain +2 AC. Increase to +3 at 8th level and +4 at 16th level.
Despair: Gain +1 to all Will saves. Increase to +2 at 8th level and +3 at 16th level.
Fear: Gain +4 to resist fear effects. Increase to +6 at 8th level and +8 at 16th level.
Hatred: Gain +2 melee attack. Increase to +3 at 8th level and +4 at 16th level.
Jealousy: Gain +1 to all Reflex saves. Increase to +2 at 8th level and +3 at 16th level.
Zeal: Gain +1 to all Fortitude saves. Increase to +2 at 8th level and +3 at 16th level.

Phantom Edge (Su): At 1st level, the haunted survivor’s phantom gains a single weapon made of their own essence. This weapon is treated as a normal instance of itself for all purposes except for damage, for its damage is equal to that of a spiritualist’s phantom of three fewer hit dice (minimum 1). Each phantom has a different weapon based on its emotional focus, as shown below. All references to slam attacks in a phantom’s abilities instead rely on abilities with its phantom edge.

Anger: Battleaxe
Dedication: Spiked Heavy Shield
Despair: Whip
Fear: Shortsword
Hatred: Dagger
Jealousy: Spear
Zeal: Shortbow


They brought out new classes? hype!

I'll have to have a read over them and review, then I'll get back with some feedback and some ideas of my own quite likely! :)


from what I can see your Haunted Survivor is looking nice and balanced, nice use of the hunter's buffs, though perhaps you could incorporate more of the hunter into it, such as the pet-style abilities? Will the class be able to apply aspects to her spirit/phantom ally?

EDIT: I may have to remake my Spiritual Clairvoyant at some point to incorporate the more fitting material (probably Medium/Shaman)

Though for now, I got these concepts;

Necromantic Convoker - Spiritualist/Antipaladin
Astute Mentalist - Psychic/Investigator
Phantasmal Assassin - Mesmerist/Ninja
Voodoo Shaman - Occultist/Oracle

Dark Archive

I haven't had the chance to look at Occult Adventures myself, though it seems interesting.


I would love to see an archetype based around combat maneuvers.
My thoughts would be to take the Brawler and have the archetype change Martial Flexibility so that it can only be used to take feats that directly relate to combat maneuvers, but you are considered to have the following feats for qualifying for feat prerequisites: Power Attack, Combat Expertise and Combat Reflexes.
At 6th level (or 10th maybe?), a Maneuver Brawler can make any combat maneuver without provoking an AoO and is considered to have any Improved combat maneuver feat for qualifying for feat prerequisites.
At 10th level (or 12th if the above was bumped to 10th), if you have a Greater Combat Maneuver feat, when you are attacked by someone with that maneuver, you can spend 1 point from your Martial Flexibility pool to have that person provoke an AoO from you. At 12th level, using this ability doesn't cost a point to be spent. At 20th level, all combat maneuvers always provoke an AoO from you.

I'm also thinking of throwing in a way to use a combat maneuver as an AoO, but I'm not sure how to make that balanced.


Okay! So, I got this idea done so far for an Occult MCA, I'll expand upon it soon.

ELEMENTAL FUSIONIST:
Kinetecist/Wizard

Dual Elemental Focus: An Elementalist Fusionist picks two elemental focuses instead of one, but may not pick Aether. She cannot pick an expanded element as one of her choices. She may take wild talents from either of her elemental focuses. This ability replaces Elemental Overflow and Expanded Element.

Versatile Evocation: at 2nd level, The Elemental Fusionist gains the Versatile Evocation school power from the Admixture Wizard School. This ability replaces Elemental Defense.

Elemental Fusion: At 5th level, the Elemental Fusionist learns how to better combine elemental energies, gaining the Elemental Commixture feat as a bonus feat. By accepting 1 point of burn, she may treat an ally as also having the Elemental Commixture feat too. At 9th level, by expending 2 points of burn, she treats herself as having the Solo Tactics class feature when using Elemental Commixture. at 13th level, by expending 3 points of burn, she needs only cast one spell to use Elemental Commixture alone, acting as though a secondary element of her choosing has been cast alongside it. This ability replaces Metakenesis.

Elemental Manipulation: at 8th level, The Elemental Fusionist gains the Elemental Manipulation school power from the Admixture Wizard School. This ability replaces Elemental Defense. This ability and Dual Elemental Focus replaces Expanded Element.


@Tyrannical: I don't think having two elements at first level is a big enough offset to losing Elemental Overflow. It affects attack and damage directly, but also gives you a scaling chance to ignore crit and precision damage, as well as multiple size bonuses to your physical ability scores which further increase your attack and damage. While you have two elements you can pick up talents from at full level, you still don't get more talents. In addition to losing Elemental Overflow, you're also losing Elemental Defense, a triple whammy to defenses.

By losing Elemental Defense, you lose one defensive aspect of the class.
Elemental Overflow gone means no more size bonuse that contribute to defense (higher base Con for HP and less Dex for AC).
Elemental Overflow gone also means no scaling Fortification ability.

All this to be able to pick talents from two elements instead of one with your still limited amount of Wild Talents.

Elemental Fusion looks like it completely ignores Composite Blasts. Plus, you gain it at 5th level with a very real chance, depending on your party's makeup, that you won't be able to use it until at least 13th level. At 13th level a standard Kineticist would have Quicken as a Metakinesis and pull out two Composite Blasts if he wanted, each using multiple riders that are similar enough to Elemental Commixture's riders.

What are we giving up for Elemental Manipulation? Things we gave up earlier in progression?

My suggestions::

Elemental Foci: At level 1, you gain two Elemental Foci, neither of which can be Aether nor the same element. You gain one Simple Blast Wild Talent from both elements, plus one Composite Blast Wild Talent you qualify for. This modifies Elemental Focus and replaces the Infusion Wild Talent gained at 1st level.

Elemental Admixture: At level 2, you gain the first level school power of the Wizard's Admixture School. You may use this ability with your Simple or Composite Blast Wild Talents. This replaces the level 2 Utility Wild Talent.

Elemental Fusion: At 5th level you gain the Elemental Commixture feat as a 2nd level Substance Infusion Wild Talent, costing 2 points of Burn. You may use your Simple or Composite Blast Wild Talents in place of a spell for this feat. You may use this feat with no other allies as if you had the Solo Tactics class feature, but must create the effects using an appropriate Composite Blast Wild Talent. This replaces the 5th level Infusion Wild Talent.

Expanded Element: This ability functions as the Expanded Element class feature with the following exceptions: you must choose a different element than your Elemental Foci, you must choose an element at 15th level that is not the same as your Elemental Foci or the element you gained at 7th level, and you may not choose Aether either time as your Expanded Element.

Elemental Manipulation: At 8th level you gain the 8th level Wizard Admixture School ability. You may use this ability with your Simple or Composite Blast Wild Talents. This replaces the Utility Wild Talent gained at 8th level.

You are also missing an appropriate capstone unless you think Omnikinesis works here.


Hmm, looks much fairer to me, sure. As for the capstone, Omnikinesis suits fine for me.

here's the flavor blurb: Elemental Fusionists forgo the focus on one specific element and instead focus on combining the elements together to devastating effect. Masters of manipulating elemental energies, these talented Kineticists begin with a firm understanding of two, then eventually all elements, but lose the ability to use Aether, or expand upon a single element. Enemies should beware the diverse and unpredictable elemental arsenal at the Elemental Fusionist's disposal.


Hello everyone. Just learned about your guys work and wanted to say awesome stuff.

Was going to suggest another archetype that could be worked on.

Kenshinzen-Samurai/Monk

Not sure how to go about it and it's been a long time since I've done any PF class work. So ill try to write up a starter and post it later once it's decent enough.


I would like to see an occultist able to use/identify class based weapons/items like the paladin/war-priest/bladebound Magus's(dependent on the characters alignment with their original owners views/beliefs), any ideas on a good way to do that?


M1k31 wrote:
I would like to see an occultist able to use/identify class based weapons/items like the paladin/war-priest/bladebound Magus's(dependent on the characters alignment with their original owners views/beliefs), any ideas on a good way to do that?

I was thinking of an Occultist/Magus class that used different weapons instead of different implements. The could begin with a blade that could only use necromancy, abjuration or any other single school of spells, and could cast them in a similar way to Magus, through normal means or as a touch attack with the weapon


Okay, revising the class a little and made some adjustments to smooth it out;

Elemental Foci: At level 1, you gain two Elemental Foci, neither of which can be Aether nor the same element. You gain one Simple Blast Wild Talent from both elements, plus one Composite Blast Wild Talent you qualify for. This modifies Elemental Focus and replaces the Infusion Wild Talent gained at 1st level.

Elemental Admixture: At level 2, you gain the 'Versatile Evocation' Admixture school power of the Wizard's Admixture School. You may use this ability with your Simple or Composite Blast Wild Talents, but may only convert damage type to an element you picked as a focus or expanded element. This replaces the level 2 Utility Wild Talent.

Composite Wild Talents: In addition to standard wild talents, the Elmental Fusionist also gains exclusive composite wild talents, in addition to those gained normally. to qualify, the Elemental Fusionist must have the prerequisite two elemental foci. (I'll make a list later, in addition to some more composite blasts to make up for the lack of Aether, though I'm open to ideas)

Elemental Fusion: At 5th level you gain the Elemental Commixture feat as a 2nd level Substance Infusion Wild Talent, costing 2 points of Burn. You may use your Simple or Composite Blast Wild Talents in place of a spell for this feat. You may use this feat with no other allies as if you had the Solo Tactics class feature, but must create the effects using an appropriate Composite Blast Wild Talent. This replaces the 5th level Infusion Wild Talent.

Expanded Element: This ability functions the same, though you may not pick Aether as an element.

Elemental Manipulation: At 8th level you gain the 'Elemental Manipulation' Admixture School ability. You may use this ability with your Simple or Composite Blast Wild Talents, like the Elemental Admixture ability, you may only convert damage type to an element you have picked as a focus or expanded element. This replaces the Utility Wild Talent gained at 8th level.

Composite Specialization: This ability is gained at 11th level instead of 16th.

Supercharge: This ability is gained at 16th level instead of 11th.


right, got some basic ideas here, I noticed that for an elemental based class, the Kineticist gets no acid damage whatsoever, so I change that, as well as adding in the option of non-lethal and sonic damage types too.

New and Changed blasts/infusions:

New Standard Blasts:
Acid Blast - Earth - Acid Damage: You torrent an enemy with acidic liquid
Heat Blast - Fire - Non-Lethal Damage: you pummel an enemy with non-lethal waves of heat
Sonic Blast - Air - Sonic Damage: you cause a sonic wave to blast your foe

New Composite Blasts:
Chemical Blast - Earth and Fire - Half Acid, Half Fire: Your blast carries with it a volatile chemical
Corrosive Gas Blast - Earth and Air - Half Non-Lethal, Half Acid: you blast a foe with corrosive mist
Boiling Blast - Fire and Water - Half Fire, Half Non-Lethal: you send boiling water at your foe
Ash Blast - Fire and Air - Half Non-Lethal, Half Fire: you blast ashes at your enemy
Thundercrack Blast - Air and Expanded Air - Half Sonic, Half Bludgeoning: your blast cracks like thunder towards your foe
Acid Jet Blast - Earth and Expanded Earth - Half Acid, Half Bludgeoning: your blast cascades deadly acid with high impact
Snow Blast - Water and Expanded Water - Half Cold, Half Non-Lethal: you batter your foe with snow
Explosive Blast - Fire and Air - Half fire, Half Sonic: Your blast explodes on impact

Changes to Infusion Wild Talents:
Brilliant Infusion: Allows for Explosive and Ash Blasts
Burning Infusion: Allows for Explosive, Ash or Chemical Blast
Chilling Infusion: Allows for Snow Blasts
Cloud Infusion: Allows for Corrosive Gas, Ash and Snow Blasts
Cyclone Infusion: Allows for Ash, Snow or Thundercrack Blasts
Deadly Earth Infusion: Allows for Acid or Corrosive Gas Blasts
Eruption Infusion: Allows for Boiling, Ash, Heat or Chemical Blasts
Explosion Infusion: Allows for Heat, Explosive and Chemical Blasts
Flash Infusion: Allows for Ash or Explosive Blasts
Gusting Infusion: Allows for Ash or Snow Blasts
Pushing Infusion: Allows for Heat, Ash, Thundercrack, Sonic, SNow and Explosive Blasts
Spray Infusion: Allows for Boiling Blast
Thundering Infusion: Allows for Sonic, Thundercrack or Explosive Blasts
Torrent Infusion: Allows for Heat, Chemical, Corrosive Gas, Boiling, Ash and Snow Blasts


Actually, forget my last post, it's going to be extremely awkward to manage. Instead, I'm proposing an ability that replaces Elemental Overflow:

Fusion Overflow: At 3rd level, an Elemental Fusionist' body surges with energy from her chosen elements whenever she accepts burn, causing her to glow with molten heat, swirl with sandy winds, or experience some other thematic effect. In addition, she receives a bonus on her attack rolls with composite blasts equal to the total number of points of burn she currently has, to a maximum bonus of +1 for every 3 Elemental Fusionist levels she possesses. She also receives a bonus on damage rolls with her composite blasts equal to double the bonus on attack rolls. The Elemental Fusionist can suppress the visual effects of elemental overflow by concentrating for 1 full round, but doing so suppresses all of this ability's other benefits, as well. The next time the Elemental Fusionist uses any wild talent, the visual effects and benefits return instantly.

At 5th level, the Elemental Fusionist may choose the Defense Wild Talent of her second Elemental Focus, she may swap between which one is active as a swift action. The elemental Fusionist also gains spell resistance to the corresponding spell descriptors (earth for earth, fire or fire, etc) depending on what Defense Wild Talents she is using. The spell resistance is equal to the amount of burn the Elemental Fusionist is suffering.

At 11th level, the Elemental Fusionist may have both Defense Wild Talents active simultaneously, and expands the spell descriptors she has resistance to;
Earth (Earth and Acid Descriptors)
Fire (Fire and Light Descriptors)
Water (Water and Cold Descriptors)
Air (Air and Electricity Descriptors)

At 16th level, the Elemental Fusionist's spell resistance is double the amount of burn she is suffering


Got word from Elghinn on how we might go about continuing the future of MCAs, and allowed me to relay the message here so everyone can say what they think on the matter.

Elghinn Lightbringer wrote:

So, MCP has made a decision as to what we're going to do in regards to the continuation of the MCA project.

None of us want to require any involvement of ourselves in the continuation of the project (unless we want to a community members only), and only maintain the current wiki as is. This keeps the core base of the whole MCA project from being inundated with a bunch of mew MCAs that don't have our involvement with their construction. This is to protect the integrity of the work we've compiled over the years, and for those community members who enjoy the resource.

As none of us will be directly involved with the ongoing work of MCA project and you and the others would like to run with it, here's our proposal.

The current MCA wiki will be maintained as is. No further MCAs will be added directly to it. And I will not start a new MCA thread.

This then allows you to do the following:

1) You guys can start a new "Community Multiclass Archetypes" wiki. Wikispaces (the current MCA wiki host) no long provides free wikis to noneducational, base model cost $50/year (Wikispaces). You could always find a free provider too. Whatever you want. This will allow you guys to build and maintain a community-based wiki as you wish to, without our involvement. This would be linked to the current MCA wiki and visa-versa.

OR

2) Compile any new MCAs you guys create into a google docs folder/file. The folder could then be linked to current MCA wiki.

In either case, I think you should start a new Community MCA thread, and continue like I have with new incarnations of the thread as they reach the 1000-1200 post mark. This will allow you guys to establish yourselves as continuing the project as community fans, and put you guys in charge instead of me or other MCP members.

As you guys will be continuing it, you need to establish yourselves as the next "generation" moving the project forward, however you wish. Which was the original intention of the the MCA project - develop a great process, then let the community do their own thing, just like the PF community homebrew boards do with PF in general.

Advocates

Pathfinder Adventure, Adventure Path, Maps Subscriber

I definitely agree with that idea. I'm personally partial to a google docs folder/file and a new thread, and I would like to start working more intensely on MCAs again.

I would also like to know if MCAs involving third-party classes, or other potentially "niche" MCAs would be viable. Given this will be community-driven, I'd like to be able to expand the limits of what is allowed in MCAs, to show how far we've come and how far we're willing to go. Thoughts?


As this would be a new Community-driven thread, you can do whatever you want. We simply wanted to keep things tight and uncomplicated.

I think the best way to go is to start the new Community MCA thread, which I can begin, and explain that the MCA stuff is going open community and the new stuff is getting handed off to new people to direct.

Then I'd go with the google docs like Lindley suggested, which allows for editing by anyone connected the google docs file. Plus, its free. But it's up to you guys.

Advocates

Pathfinder Adventure, Adventure Path, Maps Subscriber

Hm... I can start the google docs folder. Those of you who are interested in getting involved in this project can send me a private message with the email you use for google drive and I'll share the folder with you.

My plan for it is to have a WIP folder, a Brainstorm folder, and a Completed folder; all within the main folder. Those who are exceptionally prolific in MCA creating might get their own folders within those. Sound like a plan?

And I think that if you'd be willing to start the Community MCA thread. Elghinn, I would be very grateful. I'll make the second post in it with the "hey PM me for the folder" thing. Sound good?


There's still a few others we need to hear from Lindley, but you can probably prep the doc folders. Let's see what the others want to do. Tyrannical was the one who approached me with all this to begin with.

Advocates

Pathfinder Adventure, Adventure Path, Maps Subscriber

True, true. Sorry for my overeagerness, haha


Well, that overeagerness will be a good thing once the new thread moves forward. It requires someone to push things ahead.


I think the idea of sticking with a Google Docs folder would probably be a sounder approach, I'd finance the new Wiki myself, but alas I'm not the best person at handling and managing web pages. This way we can remain free and stay connected the the Original MCA forum, easier to navigate that way too.

And I may have approached El with the idea, but I'm not the new boss, god no :P


Then you may want to let Lindley head up the new Community MCA band. She's been in the process for a LONG time. But that's up to you to you people to decide.

Advocates

Pathfinder Adventure, Adventure Path, Maps Subscriber

I'd be happy to promote myself from lurker to organizer. I've been meaning to get more leadership under my belt anyways. Tyrannical, I'll PM you the folder soon. I have a ridiculously huge project of a monk/medium mca and it's gonna take a while for me to feel like I've done everything I can for it

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