Terek

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Sorry I was pretty busy with real life. My MCA is not ready to post yet. Please put in the queue at some later point.


#Antipaladin/Alchemist

I still have some work to do on the MCA. I will post a first version tomorrow.


#Battlefield Chirurgeon

Quote:
Rapid Healer (Ex): The medic eidolon can, as a free action once per round, apply 1 round’s effect of its healer’s touch ability to itself as if it had the fast healing ability; this counts toward its fast healer limit for the day. The medic eidolon’s daily limit for hit points healed by rapid healer is only 5 for every two Hit Dice. If the medic eidolon falls unconscious because of hit point damage and it still has healing available from its healer’s touch evolution, this evolution activates automatically each round until it is conscious again or the healer’s touch evolution is depleted for the day. The battlefield chirurgeon must be at least 12th level and have the fast healer evolution to select this evolution. This evolution is a 4–point evolution.

Did you mean the fast healing evolution or the healer's touch evolution as a prerequisite? Also, it is too expensive at 4 evolution points, imho. I'd change it to 5 hp for every hit die for 2(?) evolution points.

Maybe change the cost of Merciful Touch to 2 + 1 evolution point per additional condition.

Transposition should allow the eidolon to teleport a touched ally to the BC's position.

I like the idea of Twin Chirurgeon. It could give the eidolon access to the BC's spells known for one minute per level and all healing spells cast by the BC or the eidolon should affect the ally and either the BC or the eidolon (as temporary hp?). E.g.: If he eidolon heals an ally for 10 hp, then the BC also (re-)gains 10 (temporary?) hp.


#Formbender

Quote:

A formbender also deals more damage with his natural attacks than a normal person would, as shown above on Table: Formbender. The feral damage values listed on Table: Formbender is for Medium formbenders using a natural attack that normally deals 1d4 damage. For natural attacks that deal more than 1d4 damage, simply increase the damage dice by one category. A Small formbender deals less damage than the amount given there with his unarmed attacks, while a Large formbender deals more damage; see Table: Small or Large Formbender Unarmed Damage.

The formbender can make one natural attack at his normal base attack bonus like normal melee attacks, but does not take the normal attack –5 penalty for a secondary attack. The formbender does not make unarmed attacks. This ability replaces stunning fist and unarmed strike.

Table: Small or Large Formbender Feral Damage
Level Damage (Small Formbender) Damage (Large Formbender)
1s-5th 1d4 1d8
6th-10th 1d6 1d10
11th-15th 1d8 2d6
16th-20th 1d10 2d8

I think you meant 1D6 on Table: Formbender in the text above, the table above shows the 1D4 and 1D8 progression. Also, why not move the damage increases around to levels 4/8/12 or 2/10/18. Then the Formbender gets an increase to his natural attack prowess at almost every level?

Primal Flurry: At first I thought this was redundant. After closer reading I realized it allows to attack with the same natural attack up to 5 times. Here is an example: A 6th level Formbender with bite, slam and improved damage(slam) evolutions has a normal full attack of bite 1D8/slam 2D6. Using primal flurry he could have slam 2D6 x 3, correct?


I think this would take too many ki points with 1 ki per round. I like my version better :)


Does feral combat training increase the damage dice of the natural attacks? The feat talks about effects that augment unarmed strikes. That is what I want for the formbender. Like a monk who always trains to improve his unarmed strikes the formbender does the same with natural attacks.


Primal flurry is meant to replace flurry of blows. Instead of 7 attacks with flurry of blows, he gets 5 natural attacks at full BAB (-2/-5 with secondary attacks).


#Formbender (again)

Sorry, but I was thinking it over and I am not quite satisfied with primal flurry.

How about this:

Give the Formbender 3 increases to the die size of all his natural attacks, allow the improved damage evolution, but not the improved natural attack feat. Maybe give the increases at the levels 4/8/12 or 2/10/18, so he improves his natural attack capabilities at almost every level. The max number of attacks and evo points should stay the same as the original primal flurry. This should replace the normal unarmed attacks.

With this, the Formbender using slam can get the same damage as a Monk at the cost of taking more evolutions points/arms than with the claws evolution (Claws gives two attacks with two arms while Slam needs two arms for one attack).

#Body Mechanik

This looks great. I like it almost as much as my Formbender ;)


I like the new Primal Flurry (and the rest of the Formbender).


Quote:
Starting at 1st level, a formbender manifests one natural attack evolution of his choice from his aspect manifestation while in his normal form. This natural attack must be a 1-point evolution. Once the natural attack is chosen, it cannot be changed until he gains a new formbender level and decides how his evolution points are spent. The formbender must have the appropriate number and type of limbs or appendages in his natural form to gain the natural attack. For every four levels beyond 1st level (5th, 9th, 13th, and 17th), the formbender can manifest one additional natural attack from his aspect manifestation.

The claws evolution gives two natural attacks, so I'd like the formbender to start with a max of two attacks, +1 every five levels beyond 1st (or some other progression starting with two and ending with five). This gives the option to start with two attacks doing 1D4 each or one doing 1D8 (Slam).

Quote:
As the formbender gains levels, he can manifest more powerful natural attacks. At 6th level, a formbender can manifest 2-point natural attack evolutions. At 11th level, a formbender can manifest 3-point natural attack evolutions. At 15th level, a formbender can manifest 4-point natural attack evolutions.

There are no 3- and 4-point natural attack evolutions. My take:

As the formbender gains levels, he can manifest more powerful natural attacks. At 6th level, a formbender can spend two evolution points on natural attack evolutions. At 11th level, a formbender can spend 3 points on natural attack evolutions. At 15th level, a formbender can spend 4 points on natural attack evolutions (maybe 1/2/4/6 points).

Example: At 6th level the formbender can choose the following: Claws + Bite giving 1D4/1D4/1D6; Claws + improved damage giving 1D6/1D6; Bite x2 giving 1D6 + 1.5 x Str, ... Lots of options :)

Quote:

Natural attacks manifested through feral flurry deal their normal base damage, adjusted by the improved damage evolution or the Improved Natural Attack feat. The formbender uses his highest attack bonus for each natural attack if it a primary attack, but takes a –5 penalty if any natural attack is a secondary attack, as normal. A formbender cannot use his unarmed attacks as part of his feral flurry, or his natural attacks as part of his normal attacks.

This ability replaces flurry of blows and stunning fist.

We can also remove the improved unarmed strike feature of the monk, the formbender does not need, he always uses natural attacks, imho.


#Formbender

1. Let's go with Formbender.

2. I'd like to allow the large evolution. We could change the stat boni to work like enlarge person.

3. I agree that flurry of blows makes things more (too?) complicated. I suggest reducing the max number of natural attacks by one. 6 attacks at +15 is still better than 7 attacks at +18/18/13/13/8/8/3.

4. Perfect merge removes the ki cost from aspect manifestation, doesn't it? It is not clear in the write up.

5. Aspect manifestation should mention the extra evolution feat and allow it for the Formbender.


#Formbender
Looks great, I like it very much :)

Name: Some more ideas: Ascetic Formbender/Warshaper, Ascetic Metamorph, Metamorphic Warrior/Master, Master Morph ;) ...

@Elghinn: Here are my suggestions/questions:

Freeform Magic: Transmogrify should be usable while not manifesting.

AC Bonus: May be too much with improved natural armor evolutions

Feral Strike: Do all natural attacks do the Formbender's unarmed damage? What about Slam? 1D8 or 1D6 at 1st level? At 20th level a Formbender could have the following attacks with the large and improved natural attack evolutions: Bite/Gore/Clawsx4/Slam doing 4D8/4D8/4D6x4/4D10 with a +15 attack bonus (all primary attacks) or using the unarmed damage for all 4D8 x 7. I like the first option better, gives more interesting choices. Or is it supposed to be like this: Unarmed Strike/Bite/Clawsx4/Slam doing 4D8/2D6/1D8x4/2D8?


Apraham Lincoln wrote:
Quote:

I agree settling on a single form is a good idea, I intended it to work like the summoner's eidolon: Choose a single form, change it with each level up. Aspect Manifestation then allows you to manifest evolutions of the chosen form.

At 14th level you can grow large as swift action for one hour for one ki point. After the hour you can spend another ki point for another hour, and so on.

I meant that at 8th level (missed the level req) when you could choose Large evolution, it is a swift action and at 4 evolution points would that cost 4 ki and last 40 mins (math was off but does that mean at 14th level it would last 4 hours)

Does it cost 1 ki per evol point of the manifested evolution, or 1 ki per evolution, no matter the evol point cost?

1 ki per use of Aspect Manifestation. So your eidolon has 5 different evolution costing 2 evolution points each and you are a 4th level Monk/Summoner. Then you can manifest all 5 evolutions for 1 ki/40 minutes (1 ki for 10 minutes per class level) . It takes 5 standard actions (5 swift actions after 5th level) to manifest the 5 evolutions. If you spend 1 more ki after the 40 minutes, the evolutions last for another 40 minutes without having to re-manifest them.

Edit:
Sorry, I forgot that the duration was intended to be 10 minutes per class level in my first answer.


Apraham Lincoln wrote:
Arkellus wrote:

Here is my Monk/Summoner(Synthesist):

** spoiler omitted **...

Hi there, 1st of i like the idea that animal style monks are viable and begin to take on physical aspects of say the tiger or monkey or even dragon or phoenix. (also reminds me of Manimal for older folk ;))

The one thing i worry about at 1st glance is that with all options to customize on the fly thru evolution surge, aspect manifestaion and transmogrify can leave you with way too many options to consider for a martial character.
I think settling on a single form would free up a lot of tabletop time.

Does aspect manifestation allow the <class> to grow to large as a swift action for an hour? What happens after the hour, is the use of those evolutions reset or is this a once a day kind of thing?

More to come as i consider them

I agree settling on a single form is a good idea, I intended it to work like the summoner's eidolon: Choose a single form, change it with each level up. Aspect Manifestation then allows you to manifest evolutions of the chosen form.

At 14th level you can grow large as swift action for one hour for one ki point. After the hour you can spend another ki point for another hour, and so on.


Oceanshieldwolf wrote:

# Monk/Summoner (Synthesist)

Name brainstorming: Warform/Battleform, Formbender/Warshaper, Imbued, Enhanced, Aspect Warrior, Coalescent Warrior, Warfused/Fused...

* As for this:

Arkellus wrote:

Feral Strike: Through the connection with the outsider the <class> learns to alter his body. He gains one of the attacks from the list of 1 point evolutions. At level 4 and every 4 levels thereafter he can increase the die size of all his natural attacks by one. This ability replaces Unarmed Strike and Flurry of Blows.

[Emphasis mine] - is this intended to give a new natural attack at each 4th level as well as an increased die, or does this stack with other natural attacks the MCA might already have due to race or other classes. I do like this base concept - the loss of Flurry is kinda made up for by Multiattack...

* That's all I have time for for now, be back later... ;)

It stacks with other natural attacks most likely gained through evolutions. E.g., The Monk/Summoner chooses the claws evolution for Feral Strike and uses Aspect Manifestation to gain the bite evolution. Now he has three natural attacks for 1D4/1D4/1D6 (claw/claw/bite). At fourth level this increases to 1D6/1D6/1D8.

This may be too powerful with the improved damage and Large evolutions.

Level Bite Damage
1st 1D6
4th 1D8
8th 1D10
12th 2D6
16th 2D8
20th 2D10
4D6 with improved damage or large
4D8 with both

What do you guys think?


Here is my Monk/Summoner(Synthesist):

Spoiler:

Fluff: Something about Monks establishing a connection with a mystic entity called eidolon during meditation and taking on aspects of the outsider through this mystic connection.

Primary Class: Monk
Secondary Class: Summoner
Aligment: Any lawful
Hit Dice: D8

Bonus Skills: The <class> may select three summoner skills to add to his class skills in addition to the normal monk class skills. The <class> gains a number of ranks at each level equal to 4 + Int modifier.

Weapon and Armor Proficiency: The <class> 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, temple sword*, and all natural attacks. The <class> is not proficient with any armor or shields. When wearing armor, using a shield, or carrying a medium or heavy load, the <class> loses his AC bonus, as well as his fast movement ability. (*Advanced Player’s Guide)

AC Bonus: When unarmored and unencumbered, the <class> adds his wisdom bonus (if any) to his AC and his CMD. This bonus to AC applies even against touch attacks or when the <class> is flat-footed. He loses this bonus when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.

Feral Strike: Through the connection with the outsider the <class> learns to alter his body. He gains one of the attacks from the list of 1 point evolutions. At level 4 and every 4 levels thereafter he can increase the die size of all his natural attacks by one. This ability replaces Unarmed Strike and Flurry of Blows.

Ki Pool The <class> gains a pool of ki point equal to ½ class level + his wisdom bonus (Min. 1 ki).

At level 2 the <class> can spend 1 point from his ki pool to cast the spell Lesser Rejuvenate Eidolon to heal himself
At level 4 Lesser Evolution Surge for 1 ki points
At level 7 Evolution Surge and Rejuvenate Eidolon for 2 ki points
At level 10 Greater Evolution Surge for 3 ki points
At level 13 Greater Rejuvenate Eidolon for 3 ki points and Transmogrify for 4 points

Otherwise this ability functions like the Monk's Ki Pool class feature. This ability replaces Wholeness of Body and Stunning Fist.

Aspect Manifestation: The <class> has learned to manifest aspects of his Eidolon. He gains an evolution pool and a max. number of natural attacks as an Eidolon of a Summoner of his class level. The time to manifest his evolutions is one standard action per evolution and the same time to revert the evolution. The evolutions last for 10 minutes/level for each ki point spent. At 5th level evolutions can be manifested with a swift action. At 14th level evolutions last for 1 hour/level. This ability replaces purity of body, high jump, maneuver training, 2 increments of fast movement and 1st, 2nd and 14th level bonus feats.
Comment: I am not sure about this ability. Too weak, too strong? Options: No ki point costs, one less natural attack, less evolution points, Eidolon's Str/Dex adjustment?

Shielded Meld: Functions like the Synthesist ability of the same name and replaces the 6th level bonus feat and slow fall.

Multiattack: Functions like the Eidolon ability and replaces one increment of fast movement.

Aspect: The <class> can use 2 evolutions point from his evolution pool to permanently gain evolutions. This ability replaces the 10th level bonus feat.

Greater Shielded Meld: Like the Synthesist’s ability. Replaces Diamond Soul.

Split Forms: Same as the Synthesist’s ability. Replaces quivering palm.

Greater Aspect: The <class> can use evolutions from his Eidolon worth 6 evolution points permanently. This replaces the 18th level bonus feat.

Perfect Merge: At 20th level, a <class> becomes a magical creature. He is forevermore treated as an outsider rather than as a humanoid (or whatever the <class>'s creature type was) for the purpose of spells and magical effects. Additionally, the <class> gains damage reduction 10/chaotic, which allows him to ignore the first 10 points of damage from any attack made by a nonchaotic weapon or by any natural attack made by a creature that doesn't have similar damage reduction. Unlike other outsiders, the <class> can still be brought back from the dead as if he were a member of his previous creature type. Additionally, a <class> can use Aspect Manifestation free of a ki point cost and he can manifest any number of evolutions as a swift action.

Table: Monk/Summoner(Synthesist)
Class Attack Fort Ref Will
Level Bonus Save Save Save Special

1st +0 +2 +2 +2 AC Bonus, Feral Strike, Ki Pool, Aspect Manifestation
2nd +1 +3 +3 +3 Evasion, Ki Pool (Lesser Rejuvenate)
3rd +2 +3 +3 +3 Fast Movement +10, Still Mind
4th +3 +4 +4 +4 Ki Pool (Lesser Evolution Surge), Feral Strike
5th +3 +4 +4 +4 Swift Fusion
6th +4 +5 +5 +5 Shielded Meld
7th +5 +5 +5 +5 Ki Pool (Evolution Surge, Rejuvenate Eidolon)
8th +6 +6 +6 +6 Multiattack, Feral Strike
9th +6 +6 +6 +6 Improved Evasion, Fast Movement +10
10th +7 +7 +7 +7 Aspect (2), Ki Pool (Greater Evolution Surge)
11th +8 +7 +7 +7 Abundant Step
12th +9 +8 +8 +8 Greater Shielded Meld, Feral Strike
13th +9 +8 +8 +8 Ki Pool (Transmogrify, greater Rejuvenate Eidolon)
14th +10 +9 +9 +9 Fusion 1 Ki/Hr
15th +11 +9 +9 +9 Split Forms
16th +12 +10 +10 +10 Fast Movement +10, Feral Strike
17th +12 +10 +10 +10 Timeless Body, Tongue of Sun and Moon
18th +13 +11 +11 +11 Greater Aspect (6)
19th +14 +11 +11 +11 Empty Body
20th +15 +12 +12 +12 Perfect Merge, Feral Strike


Inspiring Warlord, maybe? I think that is a build option for the 4E Warlord.

@Christos Gurd: I am interested in your archetype, where can I have a look at it?


Hi,

I have been following your work for the last two threads and I like it a lot.

Here are my ideas for two new MCAs:

Monk/Summoner(Synthesist) - replaces monk abilities with Evolutions.

Antipaladin/Alchemist - a warrior addicted to a special mutagen that turns him into chaotic evil Mr. Hyde.

I have got both of them mostly fleshed out, but need some help with a few abilities and the class names :)