Multiclass Archetypes X: The Melting Pot


Homebrew and House Rules

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Welcome to the 10th Multiclass Archetypes thread. This thread will be a bit different from the rest, in that this thread has been created for the purpose of discussing new MCA concept combinations of all kinds (Core, Base, ACG, etc.), and not necessarily a work space for creating them. Though, if those who participate in this thread wish to do so, they may.

This thread will also be left to the fans of MCAs. Though I am starting this thread, I will be stepping away form the project for a well deserved break. I will likely pop in from time to time. As requested by participants from the previous thread, this thread will be left to them to discuss ideas, concepts, builds, etc, for their own MCAs. Its time for the teacher to step back and let the students work on their own. That was the point of creating the MCA concept originally.

So, let the discussing and collaborating commence.


Thanks a bunch for all the hard work you (and everyone else) have put into this. They're a great source of inspiration, and I've been trying for a long while now to get my players to check out the threads. They're just a little afraid of the forums...


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Hey guys, what about witch and summoner?

Maybe something along the lines of a voodoo puppet maker. She trades in her familiar for the ability to summon a voodoo puppet that can place certain hexes on enemies, become the target of spells aimed at the witch, etc.

Correct me if I'm regurgitating an existing idea. I'm new here.


Nice one El!

@Throwawaysoul19 - we did two Witch/Summoners and a Summoner/Witch but all are quite different from that concept. A concept that I like quite a bit - especially the part where the puppet is a stand in for effects targeting the puppet maker.


Yeah, basically the summowitch isn't worth her weight in dirt essentially unless she has a puppet out. Granted she should be able to function without it, but that's her whole point, is this voodoo magic hexing stuff.

Just not sure on how to really iron out the concept. Especially since There's no familiar, so there's no spell storage, etc. Maybe the familiar is kept? I'm not sure, the more I think the more it feels like a witch archetype...what can we do to make it a multiclass that is viable?


After thinking about it a little, maybe having it to where the voodoo doll is near golem size proportion and extremely strong. To draw a comparison, Annie and tibbers from league of legends (even though I hate to pull that reference into here.)

Basically, the evolution points are reskinned as needles. Every needle allows for a certain hex or ability to be used by the doll a limited amount of times per day or whatever. It's your typical lumbering silent oaf type. You can also stick a needle in it to channel damage away from you to it; maybe the needles will reduce damage to you by an amount and deal it to the doll instead.
Also, mmaybe tossing in the bonded witch idea of having an item. That way you can allow communing. Although I'm not sure how to balance it out.


I think there's a witch archtype that replaces the familiar with a doll. The doll is the familiar. If you want to hybridize it with summoned, maybe give it animate object as a hex and the ability to enhance the doll with certain evolutions. Things that are more magical in nature, like the spell casting or maybe physical ones that only manifest in combat, like the spirit in the doll breaking into the real world. It'd be hilarious for a tiny doll to suddenly sprout a dozen tentacles and eat someone.


I think that's a really good idea. I was thinking you could spend the evo points (referred to as needles) on evolutions. Maybe have one ability where the witch can take a rapier (perhaps have that one of the few proficiencies too) and stab the doll and make it go all lovecraftian on some unfortunate dungeon employee...


This is falling into anime levels of madness... And that's awesome.

Dark Archive

Nice, a new thread. I am glad to see this.


Puna'chong wrote:
Thanks a bunch for all the hard work you (and everyone else) have put into this. They're a great source of inspiration, and I've been trying for a long while now to get my players to check out the threads. They're just a little afraid of the forums...

I'm glad to see some new faces popping on the threads. Just tell your players to jump on the tread. Its a friendly environment where you can discuss concepts and builds, and there are enough people who have been doing it for a while (last thread and longer) who are still around and are open to new people and concepts. They don't need to be afraid of this thread. (Now, nobody prove me wrong please. :D)

I'd love to know how many people actually check out our MCAs threads and wiki, and just lurk in the back. Perhaps I should make a thread for that purpose. I'd love to know how many people check out and use our MCAs, and what they think in general.


Should we take this to another thread to really discuss integrating aspects of both classes?


You could probably get away with a voodoo doll style class by using Shaman, if you think that would work? the spirit would reside in the doll, and replaces the spirit animal part.

I've been looking to make a flight themed MCA too, the kind that makes use of aerial combat. I was considering making it a Monk primary for the mobility inspired abilities, as for the second class to enhance upon it? I'm not sure, perhaps Alchemist, starting with the flight discovery from level 1, and using bombs as an Aerial Bomber style class?

I was also considering swashbuckler, and create some sort of hybrid of Ki and Deeds to create a pool of stored aerial energy to perform stunts and attacks in the air. What do you guys think?


Throwaway Soul wrote:
Should we take this to another thread to really discuss integrating aspects of both classes?
Elghinn Lightbringer wrote:
As requested by participants from the previous thread, this thread will be left to them to discuss ideas, concepts, builds, etc, for their own MCAs. Its time for the teacher to step back and let the students work on their own.

Just do it here. That's the point of this thread Throwaway Soul. Discuss away.


I'll take that into account, Tyrannical.

And I apologize, Elghinn. I just didn't know how much detail you would have us go into here. Seeing as this isn't "Voodoo Dolls: The Thread", I didn't want to clutter the space up with that.

I mean, I have another idea, if you guys would appreciate it. Now I don't really have much of a good grasp on this one, seeing as I don't have experience with wizard or sorcerer. But what about a primary cavalier with some kind of magus, wizard, or sorcerer flair? Like I said please excuse me if I'm repeating ideas, there's just such a vast range of material here...


it's more of a continuous collab thread if anything. The thread isn't dedicated to any single concept, just as it has been in the past 9 or so threads, but to encourage idea generation and refinement.


No apologies necessary.

I think if you focus on one of your ideas at a time, then discussions can go as far as you need them to go. Then you can go onto your next concept. As the OP says, if you want to go as far as to build it here on the thread, do so. That's what the last 9 threads did.

If something is a build or topic that's been covered, I think there are enough of us from previous threads to point that out. So, do what you need to do to realize your concept.

While the wiki has tons of MCAs, you can search by Primary class and see what mash-ups there are. That will at least give you an idea. There are multiples of the same combo though too, but completely different focus and build.


I'm looking over Monk, here are some of the abilities I'm interested in keeping:

Evasion
Improved Evasion
Slow Fall (10ft - 90ft)
Fast Movement
Maneuver Training
High Jump

I was going to replace flurry of blows and stunning fist with flight, or rather an incremental quality of flight, so you can't just go around ace pilot style from the very start.

So that kinda leaves something to replace Ki Pool, Unarmed Damage and Bonus Feats. any ideas? Bombs and Bomb Discoveries may fit, if we're going alchemist, as could many other things.


Do you have any flavor themes you want this to orient toward? Or are you just looking for max effectiveness? I can already see it now, the monk delivering flying kicks and extreme uppercuts...


I'm sorta thinking a versatile aerial combatant. The idea is the class uses flight via wings, jetpacks, or even just magic to navigate the battlefield to do fly-by attacks, divebombing, and using sheer momentum to charge the enemy.

Alchemist fits as it has a Flight discovery, and air bombing could be a nice way of providing damage, though I'm trying to branch off from alchemists a little, I've made so many Alchemist MCA's already~

that being said, it's not completely off the table. I also had Swashbuckler and Cavalier in mind, for the momentum-based attacks and such.


If you wanted to go for an overlord of all type feel, you could use an arcane class. It could power his flight and he could use It to augment his melee prowess similar to how the magus has spellstrike. The only reason I didn't suggest magus is because I feel like that's simply too easy!
Give the class some sort of spellstrike-ish ability along with some buff/debuff spells.

I do like your idea of cavalier with the momentum attacks. Maybe make it something to do with the air currents and being able to manipulate them? (dammit, it feels like avatar now.) the only place that would be an issue is in a stagnant underground dungeon or something of the sort, but even then the monk has offensive capability.


Tyrannical wrote:

I'm looking over Monk, here are some of the abilities I'm interested in keeping:

Evasion
Improved Evasion
Slow Fall (10ft - 90ft)
Fast Movement
Maneuver Training
High Jump

I was going to replace flurry of blows and stunning fist with flight, or rather an incremental quality of flight, so you can't just go around ace pilot style from the very start.

So that kinda leaves something to replace Ki Pool, Unarmed Damage and Bonus Feats. any ideas? Bombs and Bomb Discoveries may fit, if we're going alchemist, as could many other things.

I like the Monk/Alchemist mashup for a flyer. Here's a brain dump of sketches I've had for something similar. I could see some of these being monk or ki powers and others showing up as alchemist abilities or discoveries.

Falcon-fast, slashing divebomber, flurry of blows
Owl-stealthy, perceptive, sneak attack?
Vulture--scent/track, death/disease attacks & resistance
Raven-bluff, illusions, mindchemist?
Eagle-intimidate/diplomacy, strong, rake/shred
Phoenix-fire, healing, raise dead?
Dark Phoenix-necro, undeath
Thunderbird-thunder, lightning powers, rage?


I assume you want to use flight from 1st level. That will be rather OP. What about a levitation ability (perhaps ki related) at 2nd, and use the slow fall ability as the base of your fly. Gain fly at 4th (10 feet, average), increases by 10 feat every 2 levels, maneuverability increases to good at 10th. Might need to cap speed at 60 feet though, as it is flight. Maybe increase speed to 10 at 4th, +10 every three levels? 20@ 7th, 30 @10th, 40 @13th, 50 @ 16th, 60 @ 19th. Might need to be ki related for balance too. Could replace slow fall altogether.


Elghinn Lightbringer wrote:
I assume you want to use flight from 1st level. That will be rather OP. What about a levitation ability (perhaps ki related) at 2nd, and use the slow fall ability as the base of your fly. Gain fly at 4th (10 feet, average), increases by 10 feat every 2 levels, maneuverability increases to good at 10th. Might need to cap speed at 60 feet though, as it is flight. Maybe increase speed to 10 at 4th, +10 every three levels? 20@ 7th, 30 @10th, 40 @13th, 50 @ 16th, 60 @ 19th. Might need to be ki related for balance too. Could replace slow fall altogether.

I was thinking along those lines, yeah. Levitation from level 1 would be a fair fit, and then gradually gaining greater speed and maneuverability as he levels up. I didn't realize flight was capped at 60ft, I'm not to used to running campaigns where characters fly most the time, most characters that do are victims of catapult malfunction.

I was thinking of having it so flying replaces the Ki pool, and would cost an allotment of flight power to be able to fly and pull off other stunts. As for the main damage dealing aspect of the class? not so sure I want it to be unarmed damage, and certainly not spells. Most spell-slingers have some means of magical flight one way or another.

I'd prefer the class to be mostly martial, though some degree of mysticism isn't unlike monks, so the option of minor magical abilities could be of use, though if so I'm leaning towards aerial style magic for sure.


How much flying are you wanting? Duration-wise? If you look at Levitate, Fly, and Overland Flight spells, the first two are 1 min/level, and OLF is 1 hour per level. I think, If you keep in those parameters, you should be safe. You could also get rid of the monk's land speed increase as part of this too.

1) Give him the barbarian's fast movement at 1st level.

Ability called Aerial Mastery (or whatever)? Progresses like this...
2) Gains levitation (as the spell) at 3rd, for 1 minute per level.
3) At 5th, can instead fly (as the spell), but only 20 feet with average maneuverability. This increases to 30 @ 8th, 40 at 11th, 50 at 14th, 60 at 17th.
4) Gains good maneuverability (fly) at 8th.
5) Duration increases to 1 hour/level at 14th.

This can replace the ki pool and the normal increase to speed.

All used in 1-minute increments, maxed at 1 min/level/day or later 1 hour/level/day. Maybe a Aerial Pool? 1 point = 1 minute of levitate/fly (later 1 hour). By 14th then, it'd be the equivalent of being able to cast Overland Flight 1/day.

There was a thread I saw about a flying archetype or something too, that had a good ideas on how to balance flight. Such as limiting distance from ground, etc.

Dark Archive

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I say allow flying at 1st level, but only 20 ft with clumsy maneuverability in which cannot be used in medium or heavy armour. At certain levels the movement and/or maneuverability is increased (+10 for movement and +1 step for maneuverability.


I agree to keep levitation at level one but increase the flight speed/maneuverability at earlier levels--an alchemist at 6th level with the wings discovery can fly faster with better maneuverability and as long in the current proposal.

As for damage output, maybe attacks with increasing damage die (from monk) the faster you fly, representing the inertia behind the blow.

Grand Lodge

Elghinn Lightbringer wrote:

I'm glad to see some new faces popping on the threads. Just tell your players to jump on the tread. Its a friendly environment where you can discuss concepts and builds, and there are enough people who have been doing it for a while (last thread and longer) who are still around and are open to new people and concepts. They don't need to be afraid of this thread. (Now, nobody prove me wrong please. :D)

I'd love to know how many people actually check out our MCAs threads and wiki, and just lurk in the back. Perhaps I should make a thread for that purpose. I'd love to know how many people check out and use our MCAs, and what they think in general.

Well I would be one said lurker. I'm always on the wiki looking for updates and trying to keep tabs on the threads, but I always get cold feet to post anytime I think of an MCA idea, heh!

I think the MCA's are fantastic, I don't have anyone currently using them in any games, but I always include a link to the wiki in my character creation docs I send out. They are an approved resource if that means anything, lol.


Diodric wrote:
Elghinn Lightbringer wrote:

I'm glad to see some new faces popping on the threads. Just tell your players to jump on the tread. Its a friendly environment where you can discuss concepts and builds, and there are enough people who have been doing it for a while (last thread and longer) who are still around and are open to new people and concepts. They don't need to be afraid of this thread. (Now, nobody prove me wrong please. :D)

I'd love to know how many people actually check out our MCAs threads and wiki, and just lurk in the back. Perhaps I should make a thread for that purpose. I'd love to know how many people check out and use our MCAs, and what they think in general.

Well I would be one said lurker. I'm always on the wiki looking for updates and trying to keep tabs on the threads, but I always get cold feet to post anytime I think of an MCA idea, heh!

I think the MCA's are fantastic, I don't have anyone currently using them in any games, but I always include a link to the wiki in my character creation docs I send out. They are an approved resource if that means anything, lol.

Awesome! That's the kid of feedback we like to hear. And no need to get cold feet. Just jump in with both feet. The MCA threads are very easy and welcoming.


Yeah. This is one of the first places I posted.

Tomorrow morning, when I'm not mmentally drained, I'm most definitely ready to really flesh out this idea of mine with the doll witch. I love some of the spitballing we have already had!


Onyewu wrote:

I agree to keep levitation at level one but increase the flight speed/maneuverability at earlier levels--an alchemist at 6th level with the wings discovery can fly faster with better maneuverability and as long in the current proposal.

True, BUT this is also going to be a martial MCA, not a magic based MCA. Also, that one discovery increment.

Then why not go

1) +10 feet at 1st (barbarian fast movement)
2) Levitation as spell 1 minute/level at 2nd
3) Fly at 5th (as fly but only 30 feet, avg maneuverability) and 1 minute/level
4) Increase to 60 feet, good maneuverability at 8th.
5) Increase to 10 minutes/level at 11th.
6) Increase to perfect maneuverability at 14th.
7) Increase to 1 hour/level at 17th.
8) Fly at will at 20th (plus something else)

Replaces slow fall (with levitation no need for it), fast movement, and perfect self.


Throwaway Soul wrote:

Yeah. This is one of the first places I posted.

Tomorrow morning, when I'm not mentally drained, I'm most definitely ready to really flesh out this idea of mine with the doll witch. I love some of the spitballing we have already had!

Might want to take a look at the Hexing Doll (magic item) and Soulbound Doll (monster CR2) for some ideas for adapting the witch's familiar. I'd definitely make the doll a familiar, maybe even an animated, sentient one, with familiar stats, but its a tiny construct.

Picture a voodoo doll that can run around, deliver hexes/spells by touch, and then incorporate the voodoo aspect in too, with the pins. Perhaps, allow the doll to make a connection with a creature (must touch the creature), then that connection functions like the voodoo pin thing, allowing hexes and maybe spell to affect that individual. The connection can last either 24 hours, or until a new connection is made. Probably should have a range of say 1 mile or maybe less.

This could alter the deliver touch spells/hexes ability of the witch's familiar. The mechanic could be something as simple as making a melee touch attack (the doll), and target allowed a Will save (Hex save DC). If the save fails, the connection is made for 24 hours. Only one connection at a time. Could simply make this a 1st level hardwired hex. Call it Voodoo Magic hex or something.


Just can't help yourself, can you El? ;)


Hmm....I really like that, El. So are we looking at making this just a witch archetype? If so I'll take it to another post so we can focus on MCAs.


Hmm, might be better as a witch archetype.


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Oceanshieldwolf wrote:
Just can't help yourself, can you El? ;)

But the difference here is I don't feel obligated to comment. This time, I felt like it, and don't feel the need to work everything out. I'm just offering suggestions. :D

Dark Archive

I would like to see the rest of your homebrew classes and archetypes added to the wiki at least, chuckles -hint, hint-

It is good to see you still a part of this.

Dark Archive

One idea I had was for an Investigator/Shaman, an 'investigator of the supernatural' as it were who could contact and interact with spirits. With that even seek their aid in figuring out a problem with a more 'psychic' feel to them in that is sensing and divination. Perhaps a revision of the inspiration mechanic to have a bonus relate to the sort spirit contacted. I... don't believe this idea has been done with another MCA.

Another idea I have is a sacred slayer, a paladin and slayer mix for a class tasked with hunting down the worse of evil. One with a bit more... 'relaxed' code in that killing or destroying evil is the focus their mission or any who would bring harm to other. Better to kill one if it means saving saving many more. On note is the disregard of the laws of others if it would prevent them from taking down evil. Perhaps something a a Batman mentality but with paladin smiting.


JonathonWilder wrote:

I would like to see the rest of your homebrew classes and archetypes added to the wiki at least, chuckles -hint, hint-

It is good to see you still a part of this.

Working on that when I can.


JonathonWilder wrote:

One idea I had was for an Investigator/Shaman, an 'investigator of the supernatural' as it were who could contact and interact with spirits. With that even seek their aid in figuring out a problem with a more 'psychic' feel to them in that is sensing and divination. Perhaps a revision of the inspiration mechanic to have a bonus relate to the sort spirit contacted. I... don't believe this idea has been done with another MCA.

I had an idea like this a while back, an Occult Investigator, it WAS gonna be Investigator/Oracle, but as time went by it slowly turned into the Occult Clairvoyant instead, the Bard/Shaman class.

Ideas I had were a modified version of inspiration, where instead of being able to add bonuses to the conventional skills, you would instead add it onto your chosen Mystery's bonus skills. I was gonna replace studied strike and investigator talents with Revelations, but keep the other Investigator abilities and Alchemy with it.

originally it was gonna be restricted to the Ancestor, Bones, Lore, Occult, Outer Rifts and Juju Mysteries, though I guess any mystery would do really. I was also considering replacing the trap and poison based abilities with more occultish abilities, like sensing unnatural beings or magic


I kind of want to do a fighter witch....
Something along the lines of how the hexing doll works, but with a chosen weapon. The witch patron "blesses" it and makes it impossible for the weapon to be sundered, disarmed, etc. Basically whenever an enemy takes damage from the weapon, you can choose to focus your hexes on it. Hexes against them get a +2 cumulative bonus at 1st, 2nd, 4th, 8th, 12th, 16th, and 20th level or something like that.

I'm not sure, I just want to see a fighter witch.


I'm thinking of keeping Slow Fall in the class, since it requires no Ki or Rolls to do so, and would mean if you're ever knocked out of flight or have no more energy to do so, you may fall softer than you would normally. Maybe remove the requirement of being close to a wall?

EDIT: I'm debating making this a druid secondary, and giving it a limited spellcasting using it's 'Aerial Pool' in place of a daily allotment of spells. I would also add a limited amount of sky-themed domains to it, and borrow some inspiration from the druid archetypes provided by Paizo.

What do people think?


Made a quick list of abilities I've been making note of and came up with this so far. It's mostly the Skeleton of what I want from the Monk class, with room in there for a secondary class to flesh it out with some flavor.

Flying Class Prototype:

1 Levitation, AC Bonus, Avian
2 Evasion, Flight (Clumsy, 20ft)
3 Fast Movement (flight only), Manuever Training, Airborne
4 Slow Fall 20ft
5 High Jump, Flight (poor)
6 Slow Fall 30ft, Cloudsight
7 Negate Winds (Light)
8 Slow Fall 40ft, Flight (Average)
9 Improved Evasion, Negate Winds (Moderate)
10 Slow Fall 50ft
11 Flight (Good), Negate Winds (Strong)
12 Slow Fall 60ft, Sky Step
13 Negate Winds (Severe)
14 Slow Fall 70ft, Flight (Perfect)
15 Negate Winds (Windstorm)
16 Slow Fall 80ft
17 Negate Winds (Hurricane)
18 Slow Fall 90ft
19 Negate Winds (Tornado)
20 Slow Fall Any Distance

Avian: Adds class level to all fly checks and can make fly checks untrained

Levitation: replaces Flurry of Blows, able to levitate for a number of hours per day equal to level

Flight: Replaces Flurry of Blows, Able to fly for a number of minutes equal to level + Wisdom modifier, starts at clumsy and 20ft fly speed

Airborne: Gain thr Hover and Flyby Attack monster feats as bonus feats

Fast Movement: The same, though only affects flight speed.

Aerial Pool: Uses the Ki Pool's secondary effects (additional attack, speed bonus, dodge bonus)

Slow Fall: Can be performed anywhere, no longer restriced to walls

Cloudsight: Replaces Purity of Body, Able to see through natural vision impairment such as clouds, fog, smoke and steam

Negate Winds: No longer suffer the penalties of winds when flying, making range attacks, or using certain abilities and spells (unsure what/how many things this would replace)

Sky Step: As Abundant Step, uses Aerial Pool

THINGS NEEDED TO SWAP:

Unarmed Strike - Some form of scaling damage, perhaps ranged weapon focus?

Stunning Fist - Some form of secondary effect delivered through attack?

Bonus Feats - Something along the lines of discoveries, talents and powers?

Ideas are always welcome. Nothing's off the table, though I'm trying not to repeat any classes already taken in the Monk Primary MCAs so this class has a little more appeal.

Dark Archive

Honestly, I'm not sure if I like the idea a class dedicated to flying as I find it a bit excessive. Flying shouldn't be something that requires a whole class focused on it. It just feels... off to me.

Sorry for not being much help ^^;


You could be right there Jon, there is a bit of a heavy focus on the flight part, though Monk has already a very mobility-based class as it is, I may tweak the idea so there's less focus on the flying, but some degree of aerial superiority at least.

It may sound abstract to say so, but think of superheroes. Flying is impressive, but alone it's not very interesting for them, is it? I'm kinda looking for some sort of complimentary set of abilities to flesh it out to be more than 'flying person'.


Tyrannical wrote:

You could be right there Jon, there is a bit of a heavy focus on the flight part, though Monk has already a very mobility-based class as it is, I may tweak the idea so there's less focus on the flying, but some degree of aerial superiority at least.

It may sound abstract to say so, but think of superheroes. Flying is impressive, but alone it's not very interesting for them, is it? I'm kinda looking for some sort of complimentary set of abilities to flesh it out to be more than 'flying person'.

If you wanted to go with Monk/Cavalier, you could incorporate the cavalier charge, greater charge and mighty charge abilities, but make them aerial charges instead. That would give the fly aspect a combat focus. Now, whether you go Monk or Cav primary, that's up to you.

Then give a list of style feats that complement the build too.


If this thread is referencing the MCA's Im thinking it is, then I am quite excited to see what kind of ideas people come up with. I've been skimming the list of MCA's on and off for a while, and there's a fair few I'd love to play, such as the Spectral Fist Magus/Monk and the Fell Magus.

Dark Archive

A couple of archetypes that may be useful in plundering for a flying related MCA: Here is a Link


DHAnubis wrote:
If this thread is referencing the MCA's Im thinking it is, then I am quite excited to see what kind of ideas people come up with. I've been skimming the list of MCA's on and off for a while, and there's a fair few I'd love to play, such as the Spectral Fist Magus/Monk and the Fell Magus.

Welcome DHAnubis. Yes, that is us. Almost all the MCAs on thae wiki site are due to collab threads like this one. All 9 previous ones.


hmm, just going over ideas for what secondary class to put in, how do people feel about these secondaries?

Cavalier - Able to use flying to charge enemies, as you would on a mount

Druid/Wizard/Sorcerer/Arcanist - Able to command wind, like the Air Nomads of 'Avatar', somewhat

Alchemist - Special bombs that must be dropped instead of thrown.

Swashbuckler - a form of aerial deeds, to perform airborne stunts and attacks.

Magus/Warpriest - Throwing themed weapon buffs and a small pool of spells. Scaling weapon damage as these classes would offer.

Oracle/Shaman - Some spiritual connection to the heavens, sun, moon, stars or wind that allows for flight, and uses hexes/revelations

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