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![]() I'm okay with keeping challenge, definitely. I mostly wanted Battlefield Knowledge thrown in there too. I do like the idea too of putting in Tactician (and subsequent upgrades) as performances too, but I'm not 100% sure how balanced it would end up being. As as it is, it would be good if there was another performance thrown in at level 5 or 6, if only because 3 to 9 is a pretty big gap in performances without the bard's incremental spellcasting to make up for it. As well, I kind of like the idea of Fleet of Foot only working when the Herald of the March is wearing his drum, or holding his fife in one hand, and having it incrementally getting better at 5, 10, 15, and 20, for an end total of +25 movement speed while his instrument is equipped. Also, I support changing the name of Fleet of Foot to Speed of Sound but that's just because I'm a huge nerd. EDIT: I also suddenly just thought of a performance or class feature or something in which you use your drum sticks to drum on an opponent instead of your drums, which will do x bludgeoning damage (probably 1d6), demoralize them, and activate a performance. Definitely a higher level one though. EDIT EDIT: Actually, I really like the activating a performance on an enemy idea. Instead of using your instruments though, it could be something like at level 15 or so whenever you deal bludgeoning damage to a target using a melee weapon, you may choose to activate a performance. Any performance activated this way will last for a number of rounds equal to the bludgeoning damage, and will use up a number of rounds of performance equal to half the number of rounds it lasts. ![]()
![]() I'm not so sure that I want it to have Challenge. It seems a little off flavor-wise for the class. I did kinda like the Battlefield Knowledge thing I had before, because this class is supposed to be basically Bard but strategy. Maybe turn Challenge into a higher level performance? Otherwise I absolutely love this. It's pretty much perfect. ![]()
![]() I've had this happen in a game before. A coplayer wanted to build a pirate-type character, and we were building it semi-together because we both agreed that pirates are cool, and we eventually settled on a 2 weapon fighting pistol/cutlass fighting style. We also decided that he'd have 10 strength and 20 dex (pretty sure he was a tengu, I don't remember anymore though. We built him as a Swashbuckler), for the extra pistol ability and acrobatics stuff. I wanted to give him Weapon Finesse so that he wouldn't suck with the cutlass, but then I realized that it wouldn't apply to a cutlass. We talked to our GM and he decided that we could think of it like a cutlass as long as we kept the rapier's stats, because cutlasses are just so much more pirate-y than rapiers are. This is also a very minor example compared to bow vs. sling, because the only difference in the end was a single feat's eligibility, compared to feat taxes and trash for damage. ![]()
![]() I like Drum Major. The other names are kinda weird. What I was talking about with wanting to keep it nonmagical though is that even without spells, a Bard's performance is still magical. I want it to just be like "your heavy drumming inspires your friends to fight on!" which I guess is basically Inspire Courage I guess, but other performances are clearly magic. ![]()
![]() It's real sparse, I hadn't fleshed it out as much as I could've. I might give back the mount to make it more combat-esque, and so you could like strap a drum to the horse (or scorpion or whatever your mount is). I mostly picked the name because of the historical Fife and Drum Corps, there could definitely be something with it in there though. The only problem is that there were multiple people in each Corps historically, generally a couple for drumming and a couple for fifing, because it's hard to do both at the same time haha. I thought about giving proficiency with a firearm, because of the fact that actual Fife and Drum Corpsmen were in fact a part of the regular army and most carried a backup pistol to the front lines, but that feels a little out there. It could be a Bard/Cavalier, the only problem with that really is that I don't want it to be magical, I want it to be "you are a symbol for your men, and your beating of the drum helps your allies with the beating of the enemies". EDIT: Also a lot of the reason that it's real sparse is because both Cavalier and Bard get a couple of low-level abilities that are supposed to be your bread and butter, and then pretty much nothing between level 6 and level 20. Like, Cavaliers get Greater/Mighty versions of stuff they got at low level, and Bards get new performances and more spells. @OSW: Yeah, okay, Inspiring Commander is pretty much what I wanted out of this. Maybe a little less "lead from the front", maybe a little more strategic music instead of just inspiration, but it's pretty much it. I actually forgot to mention too in the thing that I wanted to turn Tactician into a performance. That's a big thing that I forgot, oops. ![]()
![]() WOOOO okay With new battlefield technologies being developed every second, giving commands to soldiers is becoming more and more of an arduous task. Smoke from firearms obscures signal flags, and the sounds of cannon and steel clashing drown out any lone voice. That is where the Fife & Drummer comes in. With his trusty drum, he relays orders from his superiors to his comrades via drumming patterns. As well, drumming can induce a primal thrum in the average soldier, and his drumming can rally the troops and bring them back to full fighting speed, often turning the tide of lost battles. Fife & Drummer:
Weapon and Armor Proficiency: Fife & Drummers are proficient with all simple and martial weapons, as well as light and medium armor. Heavy armor interferes with the precise handiwork necessary to properly play the drum. Drum Performance: This is exactly like Bardic Performance, except it is based on the Fife & Drummer's Intelligence score instead of Charisma. A list of performances can be found at the bottom. A drum performance takes both hands for the duration of it, though it is still possible to cast spells whilst doing a drum performance if the Fife & Drummer receives spells from another class. This replaces the Cavalier's Challenge and Demanding Challenge ability. Drum Kit: At 1st level, the Fife & Drummer receives a single large drum, worn over the chest. If this is ever lost or destroyed, he must spend 50 gp per Fife & Drummer level to replace it. A Fife & Drummer without his drum kit cannot use his Drum Performance ability. The drum kit is very large and unwieldy, and any attacks made with it equipped take a -2. This replaces the Cavalier's Mount and Expert Trainer ability. Order: This is exactly like the Cavalier ability of the same name. Additional orders are listed at the bottom(?)(not sure if I want to make more orders or not.) Battlefield Knowledge: Gained at 3rd level, this is otherwise exactly like the Bard ability Bardic Knowledge, except it only applies to Knowledge (Local), Knowledge (Engineering), Knowledge (Arcana), and Knowledge (History). This replaces the Cavalier's Charge and Mighty Charge ability. Banner, Greater Banner: This is exactly like the Cavalier ability of the same name. Bonus Feat: At 6th level, and every 6 levels after, the Fife & Drummer gains a bonus feat. This feat must be either a combat or performance feat. durr: At 20th level, the Fife & Drummer gains some kinda capstone ability, idk what yet though. Drum Performances: Not a full list, but I'm keeping Inspire Courage, Inspire Competence, Distraction, Dirge of Doom (rename), Inspire Greatness, Inspire Heroics, Frightening Tune, and Deadly Performance. I haven't fully fleshed out what I want for performances to replace the bard ones I don't want to keep. That kind of stuff I'd absolutely love to take suggestions on.
This needs a lot of work. ![]()
![]() Slightly off topic, but why does it say on the MCA Wiki that I need to log in to view certain MCAs? Just got it on the Trench Infantryman page, along with a couple others before that I forget now. ![]()
![]() Oh yeah, since I'm pretty sure no one's claimed it yet, dibs on a Shaman/Summoner. Either way! With the revisions we've been talking about, I think that once a real revised version of Faceless Thrall is posted it should be done or very nearly done. We need to revise Elemental Envoy and get it gooood now. ![]()
![]() I love the new idea for the capstone, but I think instead of taking slashing damage, it should be when your health drops below 0, and then each half starts out at half of your total max HP. Maybe they can even split one more time, so you can have 4 Tiny (if you're Medium) slimes to control that eventually morph back into you, or something. I'm just thinking about fighting slimes in say Final Fantasy or Minecraft or something, once you kill the big one it just splits into more. Also, regarding being an ooze: would Natural Casting or whatever the name of that feat that lets you cast spells while Wildshaping work while being an ooze? It would also be kind of cool if at the beginning you picked either the Water or Earth domain, and based on that became an acidic or alkali ooze, respectively. I only remembered that because in a game I'm playing in now, we fought an ooze and I had some flasks of alkali solution on me and we killed it with chemistry and it was tight. ![]()
![]() #Faceless Thrall Real neat idea, but a few things. First off, the text for the Sticky Toxicity is just one of the most confusing things I've ever read. Secondly, what stat caster is this? The Smite Law/Good says Charisma, and so does Squishy Tunnelworm, but the Pudding Punch and Slimeball Toxicity is based on Wisdom. Also for Pudding Punch, I feel like it should heal more than 1d6 for oozes, because honestly how often are you going to find a friendly ooze? It's not really like healing undead, because there are ways to make undead and command them, but I'm pretty sure the only way to make oozes is Conjure Black Pudding, a 9th level spell that may or may not be third party, I don't remember. Maybe 2d6*level/3 would work. Is Gooey Exhaust just always, or some kind of action with a time and use limit? If it's just always, that's A) gross, and B) OP. It would help at least a little bit to throw in a blurb at level 4 about the Faceless Thrall's spellcasting, even if it's the same as antipaladin. Why does Squishy Tunnelworm provide bonus CMD to being tripped? Wouldn't it make more sense as a bonus against grappling? Anyway, great idea for a class, but it def needs some work before it's legit, as I'm sure you know. ![]()
![]() #Hallowed Gunman I love the new deed. Super minor thing, it should be reloadable up to an immediate action, unless there's a specific reason you stopped it at free. As well, it should be that if it Channeling Shot results in a misfire, the Channel is wasted but the firearm does not gain the broken condition, or explode. I like to think thematically that the Channel just absorbs the explosion and that's why it's wasted, but obvs that's not how it would actually work. ![]()
![]() #Hallowed Gunman How about something like if the Hallowed Gunman does damage to an evil creature with Channel Positive Energy, the Holy Gun can spend a grit point to be able to reload his gun one step faster (standard to move, move to swift; stacks with Rapid Reload) for a number of rounds equal to the damage dealt via CPE to the evil creature divided by 2, round down. ![]()
![]() #Hallowed Gunman A good grit re-gainer too could be gaining a grit point every time a use of Channel Positive Energy revives a dying ally. What kind of save is Impeding Shot? Fortitude? Does Merciful Shot give any to-hit penalties like dealing nonlethal damage with melee weapons? For Channeling Shot, it would be kind of cool if on a misfire, it expends the use of Channel Positive Energy, but instead in a 15 ft. burst does Channel Negative Energy. Of course, there would probably have to be some kind of buff to it for it to have this negative, but I like the idea of a Channeling Misfire. ![]()
![]() #Barbed Warlock
It would also be neat if there was a Hex to make the spines do more damage somehow (Bleed damage? Increase as if one size larger?) but then make them give an arcane spell failure chance for spells with somatic components, stacking with any that the regular armor gives. Perhaps another Hex too that lets you, as a standard action, make an attack with your spines, and you can choose the type of damage you want it to do. Piercing, you use your Strength mod for attack and damage, for the brute stabby-stabby force. Slashing, you subtly morph the spines into thin blades, and use your Dex mod for attack/damage, because slicing using your entire body will use some very precise movements. Bludgeoning, you subtly flatten the tips of the spines into basically tiny clubs, and because of their new use, the denser you can make them with flesh the harder they hit, so you use your Con mod for attack/damage. Idk the first Hex I mentioned is probably more balanced and overall better than the second one, but I just thought of the second one on a whim and it sounded kinda cool so I farted it onto here. EDIT: Okay I realized on the second Hex I didn't really explain why the Bludgeoning/Con connection worked. Basically I imagine it as you using more of your flesh to make the spines denser, and just smacking people with them. The higher your Constitution, the more flesh you can pack into each spine, and the harder they hit. ![]()
![]() #Barbed Warlock For the new Spine Volley Hex, it would be kinda cool if it instead of shooting four big spines individually, just shot a cloud of spines outwards from you, so that it would be like 1d6+Int mod to anyone 10 ft away from you, reflex for half. Barring that, if it's kept currently it should be changed to 1d6+Int, not 1d6+Str, because it's supposed to be a magical supernatural thing happening, and not literally squeezing your muscles until your skin turns into spines and leaves your body, which would be hilarious though. ![]()
![]() Okay so this one I am sure is not already done, so put me at the bottom of initiative for Stealth Sieger (Rog/Gun). #Barbed Warlock It would be cool for a way to make the spikes more dynamic, rather than just magically enhanced as you go on. Something like making the spikes be able to grow and parry attacks, or give you a bigger AC buff, or even have the ability to snap off a spike and use it as a weapon itself. I have no idea if any of you watched Ben 10 Alien Force when it was on like 6 or 7 years ago but there was a minor character named Pierce in it who is exactly what I'm picturing a Barbed Warlock to be. ![]()
![]() #XenoHunter Idk, I see the item as a power working. Alchemists get their own weapon (Alchemist's bomb) as a class feature, why shouldn't Xeno Hunters? It'd probably count as an exotic weapon that only the Xeno Hunter is proficient with, even other Xeno Hunters can't use it because of its customization. Also on the harness, I like the idea of the chain attached to the projectile doing stuff too. Maybe have a discovery so that it can act as a spell conduit, so that someone can touch it with a touch spell (i.e. shocking grasp, chill touch, cure light wounds) and have it affect all those touching the chain, with the Xeno Hunter being able to switch on and off a "blocker" or something on the harness as an immediate action to receive or not receive the spell. For damaging spells, if the damage of it would bypass the chain's hardness, the item could make a Fort save or be destroyed, leaving its projectile in the enemy (or on the ground if you miss, heh), but no way to reel it back in. Idk, that got a little rambly, just an idea for it though. ![]()
![]() Actually, you know what, if I'm in the initiative order at all for MCAs, change mine from Zealous Sniper (Inquisitor/Gunslinger) to Fife & Drummer (Cavalier/Bard). I like Zealous Sniper as an idea, but I reeeeally love the idea of a Cavalier using war drums to give buffs and commands and such. You can have it back, Yuri! ![]()
![]() # Xeno Hunter You know, I don't play psionic stuff much if at all, I had no idea about half-giant. I guess it could be okay, it just seems like it could be exploited in some way. Thinking about it more though, I like the A option more for Xenomorph, it's like casting Gravity Bow or Lead Blades on your entire body, which is funny to me for some reason. You almost might want to have Xenomorph have some sort of progression though, to keep in line with the discoveries that progress mutagen. Maybe take a look at the Aberrant bloodline for Sorcerer for thematic ideas for its progression, it's got some cool stuff. ![]()
![]() If there were some new discoveries or something that you could take to buff the projectile harness, like to give it elemental damage or something, that would be something cool with it. As well, I like Xenoform A better than B, though it might get a little OP with melee weapons and the harness if a party member casts Enlarge on you, you're essentially a Huge creature without the space or AC penalty of it, which is pretty crazy for a frontline fighter. ![]()
![]() Ooooh I think I've got a pretty good one. Demoniac Captain, Antipaladin/Summoner For when I'm up in initiative in the thread, basically the idea is "Summon demons, lead them, your eidolon is a daemon or devil". Edit: ARGH okay I didn't see Nefarious Convoker before, and my idea is probably too similar to coexist with it. Oh well! I've got another one. Zealous Sniper, Inquisitor/Gunslinger. Flavor: There are two types of people who fight. The first type is those who stand by honor, sportsmanship, and the so-called "rules of war" when fighting. The second type is those who win fights. The Zealous Sniper is dedicated to eliminating those who pose threats to their order, by any means necessary. Stats: Expand solo tactics, fuse Judgements and Deeds, limit spells somewhat, nerf the "interrogation" bits of inq. ![]()
![]() I agree, reviewing two MCAs at once will make everything go a lot quicker, so long as people tag which MCA they're talking about each time. #primalevoker
Not that anyone ever dumps Constitution anyway, hehe. ![]()
![]() Whoof. I like it a lot. That was posted just before I put up my other post, so I hadn't seen the revised version of it yet. A thing though. Why'd you add Abyssal and Accursed bloodlines? Not that I'm opposed to it, but they seem like interesting choices. Also, I've been thinking about it a bit, and it might be good for the Primal Evoker to gain the barbarian movement buff too, so they can rage, sprint in, make primal magic, and sprint the heck out after. It may also be prudent to make it so that you can pick a bloodline feat at 4th, 10th, and 16th level instead of 6th, 12th, and 18th so that there isn't the overlap between that and metamagic, unless you wanted it that way :P ![]()
![]() I've had an idea for something like this for a loooong time, and I'm super happy to finally put pen to paper for it, metaphorically. Class:
PRIMAL EVOKER (name?) Born from the wild, many people live their lives in small tribes. When a child is born with innate magical abilities in a tribe, it tends to make waves. Of course, despite their special stature, they are still working for the village, and must learn to fight. The Primal Evoker is what happens when that magical child learns to blend magic, chaos, and blade into one explosion of emotion and death. Primary: Sorcerer
Bonus Skills: The Primal Evoker may add Survival, Knowledge (nature), and Perception to her class skills. Armor and Weapon Proficiency: A Primal Evoker is proficient with all simple and martial weapons, and all armor. A Primal Evoker may wear light armor without incurring an Arcane Spell Failure chance while casting Primal Evoker spells. Any heavier armor, or if casting from a multiclassed spell list, incurs the normal spell failure chance. Bloodline: As the Sorcerer ability of the same name, but you must choose the Stormborn, Starsoul, Impossible, or Protean bloodlines. The Primal Evoker gains bloodline feats and powers as a Sorcerer, but increase the level by 1 for determining when a Primal Evoker gets a bloodline spell. Rage: As the Barbarian ability of the same name, but for every level after 1st you gain one extra round of rage, not two. Spells: A Primal Evoker gains new spells and spells per day as a Bard does (3/4 casting). They draw from the Sorcerer/Wizard spell list. A Primal Evoker gains spells per day if her Charisma score is high enough, according to the ability modifier table. A Primal Evoker may cast any spell she knows without preparing it ahead of time. Aligned Casting: The Primal Evoker may not cast any spells with the Lawful type. Fury Casting: At 2nd level, a Primal Evoker may cast spells while Raging. She may cast a number of spells equal to her Charisma modifier while raging. Rage Powers: At 3rd level, and every third level beyond, a Primal Evoker gains Rage Powers from the Barbarian list. Alternatively, every time she could pick a Rage Power, she may pick a metamagic feat instead, as long as she meets the requirements for it. Chaotic Sorcery: At 4th level, once per day, when entering Rage, the Primal Evoker infuses the area around her with Primal Magic. The area is now considered subject to Primal Magic. The CR for the event is equal to the Primal Evoker's level. The Primal Magic area dissipates completely after CR minutes, with a DC 25 Spellcraft check to discover the Primal Magic area, with the DC going up by 1 for every minute past its dissipation. Uncanny Dodge: At 5th level, the Primal Evoker gains the Barbarian ability of the same name. Damage Reduction: At 6th level and every third level beyond, a Primal Evoker gains DR 1/law, up to DR 5/law at level 18. Entropic Rage: At 7th level, when entering Rage for the first time that day, a Primal Evoker releases waves upon waves of chaotic force. Every object and creature within 20 feet of the Primal Evoker when she starts Raging takes 1d6 + the Primal Evoker's Charisma mod. Fortitude save for half damage. Any object or creature destroyed by these waves of entropy are immediately turned into dust, as the Disintegrate spell. The dice damage goes up by one step every fourth level, to 1d8 at 11th, 1d10 at 15th, and ending at 1d12 at 19th level. Greater Rage: As the Barbarian ability of the same name, at 11th level. Magical Exertion: At 12th level, the Primal Evoker may push herself for that extra bit of energy. She can roll to regain a round of Rage, or a spent spell slot, or to merely move faster in a single round a number of times per day equal to her Constitution modifier. She must make a DC 20+rounds already gained this way Constitution check to gain an additional round of rage, a DC 18+spell level Constitution check to regain a lost spell, or a DC 18+distance/5 Constitution check to move more in a single round. If more Rage rounds are gained via Magical Exertion, then at the end of Rage a Primal Evoker is exhausted rather than fatigued. Casting a spell regained through Magical Exertion requires a DC 20 Concentration check, and is subject to all Arcane Armor penalties, even if she is wearing light armor. If moving an extra distance, the next round she can move her normal move distance minus the distance traveled via Magical Exertion plus an extra five feet. So if a Primal Evoker has a move speed of 30 and she moved 10 extra feet last round, she may move 15 feet this round. Dying Chaos: At 12th level, if the Primal Evoker is reduced to negative hit points, for every round she is dying she sends out a wave of entropic force 10 feet away from her, as Entropic Rage. Allies are immune to this damage, unless they are Lawful Outsiders. Chaotic Critical: At 15th level, when scoring a critical hit with a melee weapon against an enemy, the hit does an additional class level + Charisma mod Chaotic damage to the target. This extra damage bypasses Damage Reduction. Tireless Rage: A 17th level, the Primal Evoker gains the Barbarian power of the same name. When ending a Rage in which extra round of Rage were gained via Magical Exertion, she is fatigued instead of exhausted. The Power Of Chaos: At 20th level, the Primal Evoker has become chaos incarnate. She is treated as being a Chaotic Outsider no matter what her current racial subtype is. In addition, her Entropic Rage does maximum damage. As well, the chaos pounding in her veins keeps her body fresh, preventing her from aging past her current age. Any age modifiers are permanently in place now. Mighty Rage: At 20th level, the Primal Evoker gains the Barbarian power of the same name.
Not too shabby if I do say so myself. I'd like you guys to absolutely tear into it though, as this is the first time I've ever crafted a class before. ![]()
![]() That's not really how someone of that alignment needs to act if they choose that code; it's more how someone of that alignment would generally act. It's not actually describing what is necessary, more what is likely to happen anyway. Besides that, the Cavalier/Samurai Orders all come with concrete bonuses and negatives, as well as clear descriptions of what is necessary to maintain that Order. Maybe include something like that? I think it was mentioned earlier that Law Dog could have a bonus to nonlethal damage, and perhaps a minus to... something. Bluff checks to convince someone you're the wrong alignment? Lol it's early and I have literally no idea what the minus could be. ![]()
![]() I dunno about anything else, but pure RP-wise with the Codes, this seems like it might work better as a Gunslinger/Cavalier instead of Gunslinger/Samurai. I know that Samurai has no alignment restrictions, but to me they're inherently lawful and honorbound, and a bounty hunter-type seems a bit off to me. Idk that's just my opinion, this is a super awesome idea for a class in every single other way. ![]()
![]() If some of the rope tricks could focus more on crowd control, this could be a hella mounted herder. Combine Dusty Ride and Covering Shot, and you can withdraw with a person tied to your horse while you take potshots at their friends. If you also had a way to temporarily disable their friends, by something like tying two or more of them together using a rope trick, then it would be awesome for snatch 'n' grab, just like a real bounty hunter. While it does temporarily take you out of the fight, it also absolutely takes someone else out of the fight if you do it correctly. ![]()
![]() Dunno much about how this is gonna get reviewed, but I've had an idea for something like this for a long time. Primal Evoker
Must be chaotic. 3/4 spellcasting from sorcerer/wizard list instead of full. Sorcerer bloodlines, likely as normal. Gains Rage at first level, same as Barbarian only based on Charisma instead of Constitution. As well, can sacrifice spells to gain spell level rounds of Rage. At some point in level progression, entering Rage should trigger a Primal Magic event. I want Primal Magic to be a big part of the class features of this too, but haven't worked out specifically how else yet. New set of Rage Powers, acquisition of which by level I'll figure out sometime. Rage Powers based on magic, primal magic, emotions, all of which I'll create at a later date. Gain Charisma mod on attack rolls/damage with all magic weapons, perhaps. Idk, this is mostly a basic idea that I'd like collaboration on to make a reality. I personally think it's a cool idea, not much else in the game actually does anything with Primal Magic, and I love the idea of an emotion/chaos-fueled sorcerer/barbarian. |