Multiclass Archetypes


Homebrew and House Rules

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Silver Crusade RPG Superstar 2014 Top 16

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Elghinn Lightbringer wrote:
cartmanbeck wrote:
Elghinn Lightbringer wrote:

Or maybe something like this? Similar to the eidolon’s evolutions but only affect the wild shape form.

Nature’s Fury (Su): At 13th level, and every two levels thereafter, the land master may choose one of the following transformations. These transformations only affects the land master while in her while shape animal form. Once a transformation is chosen, it cannot be changed. This replaces a thousand faces.....

The problem with a lot of those evolutions that you showed there is that a lot of them are covered by the Beast Shape abilities, so if you pick an animal with "pounce", for example, you can use pounce already.
Oh! See, I've never played a druid, so I've never really knew that. As you seem to know the whole wildshape better, just scrap anything that is redundant.

Final-ish version?

Land Master:

A land master learns to understand and connect with the land beneath her feet, allowing her to protect her home and that of her forest-dwelling patrons. She eventually becomes so in tune with her surroundings that she can begin to shape them with a thought.
Primary Class: Druid.
Secondary Class: Ranger.
Alignment: Any neutral.
Hit Dice: d8.

Bonus Skills and Ranks: Land masters may select three ranger skills to add to her class skills in addition to the normal druid class skills. The land master gains a number of ranks at each level equal to 4 + Int modifier.

Weapon and Armor Proficiency: Land masters gain no more proficiency with weapons, armor, or shields.

Diminished Spellcasting: A land master casts divine spells, which are drawn from both the druid and ranger spell lists. Alignment restrictions still apply. She casts one less spell of each level than a normal druid, as shown on the table below. She learns, prepares, and casts her spells as a druid of her level, but cannot exceed her base daily allotment of spells. In addition, she receives bonus spells per day if she has a high Wisdom score.

Nature Bond (Ex): A land master must select the animal companion form of the nature bond class ability.

Wild Shape (Su): This is exactly like the druid ability of the same name.

Favored Terrain: This is exactly like the ranger ability of the same name, except that the land master selects a favored terrain at 5th level and every four levels thereafter. This ability replaces nature’s lure.

Bonded Shape (Su): Beginning at 7th level, the land master’s connection with the world around him is so strong that he can extend his wild shape ability to his animal companion. Once per day, when within one of his favored terrains, the land master can expend one use of his wild shape to wild shape his animal companion into another animal native to that terrain. This ability functions like the beast shape I spell, and otherwise follows the same restrictions as the druid’s wild shape ability. At 13th level, this ability now functions as beast shape II, and may expend one use of wild shape to use this ability twice per day. At 19th level, this ability now functions as beast shape III, and may expend one use of wild shape to use this ability three times per day.

Camouflage Shape (Su): Starting at 9th level, when the land master uses the wild shape ability within any of her favored terrains, any animal that she turns into gains a camouflage pattern on its skin or fur, allowing her to blend in with her surroundings. The land master can then use the Stealth skill to hide in her favored terrain, even without cover or concealment. This replaces venom immunity.

Nature’s Fury (Su): At 13th level, the land master may choose any one of the following benefits each time she uses her wild shape ability. This replaces a thousand faces.

Ability Focus (Ex): The land master may choose one special attack of the creature he is wild shaping into. He adds +2 to the DCs for all saving throws against that special attack.

Eldritch Claws (Su): The land master gains the effects of the Eldritch Claws feat without having to meet any prerequisites.

Energy Attacks (Su): The land master's attacks become charged with energy. Pick one energy type: acid, cold, electricity, or fire. All of the land master’s natural attacks deal 1d6 points of energy damage of the chosen type on a successful hit.

Flyby Attack (Ex): If the creature that the land master is wild shaping into has a fly speed, he gains the benefits of the Flyby Attack feat, without having to meet any prerequisites.

Improved Natural Armor (Ex): The land master's natural armor bonus while wild shaping increases by 1.

Improved Natural Attack (Ex): The land master chooses one natural attack of the animal she is wild shaping into. That attack deals damage as if it were one size category larger.

Improved Beast Shape (Su): The land master may use the list of special abilities listed in Beast Shape IV (Instead of Beast Shape III) when determining what abilities he gains while in wild shape, including any elemental resistances and vulnerabilities. This does not allow him to wild shape into a Large or Tiny magical beast, and the wild shape ability still functions as Beast Shape III in all other ways.

Multiattack (Ex): The land master gains the benefits of the Multiattack feat, without having to meet any prerequisites.

Poison (Ex): The land master secretes toxic venom, gaining a poison attack. Pick one bite or sting attack. Whenever the selected attack hits, the target is poisoned. This poison has the following statistics: Type poison (injury); Save Fort negates; Frequency 1/round for 4 rounds; Effect 1d4 Str damage; Cure 1 save. The save DC is equal to 10 + 1/2 the land master's level + his Constitution modifier. This poison can be used no more than once per round.

Tremorsense (Ex): The land master becomes attuned to vibrations in the ground, gaining tremorsense out to a range of 30 feet. This works like blindsense, but only if both the land master and the creature to be pinpointed are in contact with the ground.

Hide in Plain Sight (Su): This is exactly like the ranger ability of the same name, except that it functions only when the land master uses wild shape within one of her favored terrains. This ability replaces timeless body.

Land Mastery (Su): The land master attains a true melding with the world around her, allowing her to shape nature and herself in incredible ways. When within one of her favored terrains, she may use polymorph any object once per day as a spell-like ability, treating her land master level as her caster level. In addition, whenever she uses her wild shape ability while within one of her favored terrains, it does not count against her daily use limit for wild shape. This ability replaces wild shape (at will).

Table: Land Master
Base
Class Attack Fort Ref Will Spells per Day
Level Bonus Save Save Save Special 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +2 +0 +2 Nature bond (animal only), nature sense, 2 0 — — — — — — — —
orisons, wild empathy
2nd +1 +3 +0 +3 Woodland stride 3 1 — — — — — — — —
3rd +2 +3 +1 +3 Trackless step 3 1 0 — — — — — — —
4th +3 +4 +1 +4 Wild shape (1/day) 3 2 1 — — — — — — —
5th +3 +4 +1 +4 1st favored terrain 3 2 1 0 — — — — — —
6th +4 +5 +2 +5 Wild shape (2/day) 3 2 2 1 — — — — — —
7th +5 +5 +2 +5 Bonded shape (1/day) 3 3 2 1 0 — — — — —
8th +6/+1 +6 +2 +6 Wild shape (3/day) 3 3 2 2 1 — — — — —
9th +6/+1 +6 +3 +6 2nd favored terrain, Camouflage shape 3 3 3 2 1 0 — — — —
10th +7/+2 +7 +3 +7 Wild shape (4/day) 3 3 3 2 2 1 — — — —
11th +8/+3 +7 +3 +7 Nature’s fury 3 3 3 3 2 1 0 — — —
12th +9/+4 +8 +4 +8 Wild shape (5/day) 3 3 3 3 2 2 1 — — —
13th +9/+4 +8 +4 +8 3rd favored terrain, Bonded shape (2/day) 3 3 3 3 3 2 1 0 — —
14th +10/+5 +9 +4 +9 Wild shape (6/day) 3 3 3 3 3 2 2 1 — —
15th +11/+6/+1 +9 +5 +9 Hide in plain sight 3 3 3 3 3 3 2 1 0 —
16th +12/+7/+2 +10 +5 +10 Wild shape (7/day) 3 3 3 3 3 3 2 2 1 —
17th +12/+7/+2 +10 +5 +10 4th favored terrain 3 3 3 3 3 3 3 2 1 0
18th +13/+8/+3 +11 +6 +11 Wild shape (8/day) 3 3 3 3 3 3 3 2 2 1
19th +14/+9/+4 +11 +6 +11 Bonded shape (3/day) 3 3 3 3 3 3 3 3 2 2
20th +15/+10/+5 +12 +6 +12 Land mastery 3 3 3 3 3 3 3 3 3 3

RPG Superstar 2013 Top 8

@Land Master the bonded shaping still works like wild shape i.e. you AND your animal companion can be morphed all day long. As I said, this is problematic.

@Temple Dancer very cool, though deadly dance is a pretty flavor-appropriate capstone. I'd avoid changing it if I were you.

Also, over 900 posts wuuuut

Silver Crusade RPG Superstar 2014 Top 16

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Flak wrote:

@Land Master the bonded shaping still works like wild shape i.e. you AND your animal companion can be morphed all day long. As I said, this is problematic.

@Temple Dancer very cool, though deadly dance is a pretty flavor-appropriate capstone. I'd avoid changing it if I were you.

Also, over 900 posts wuuuut

I still don't really see why that is an issue, because it's still all banking on being in a favored terrain. But, I'm fine with shortening the duration for the companion. Here's the new wording:

Bonded Shape (Su): Beginning at 7th level, the land master’s connection with the world around him is so strong that he can extend his wild shape ability to his animal companion. Once per day, when within one of his favored terrains, the land master can expend one use of his wild shape to wild shape his animal companion into another animal native to that terrain. This ability functions like the beast shape I spell, and otherwise follows the same restrictions as the druid’s wild shape ability. At 13th level, this ability now functions as beast shape II, and may expend one use of wild shape to use this ability twice per day. At 19th level, this ability now functions as beast shape III, and may expend one use of wild shape to use this ability three times per day. The bonded animal can remain in its new shape for 1 minute per land master level, or until the land master dismisses the effect. If the land master wishes to change the bonded animal into a new form while it is currently wild shaped, he must expend another use of Wild Shape to do so, and the duration starts over.


Leaving for holidays in 2 hours. Hopefully I can post my changes to Forest Patriarch before...if not, later this weekend.

@Aegis Lancer.

Looks good. I like it. Again, will comment more when I have time. With Flak back (I think) and all the other able and creative guys on this thread, just keep things going while I'm gone. Like I said, I'll pop in when I can.

I like the change to Bonded Shape too.


cartmanbeck wrote:
Elghinn Lightbringer wrote:
cartmanbeck wrote:
Elghinn Lightbringer wrote:

Or maybe something like this? Similar to the eidolon’s evolutions but only affect the wild shape form.

Nature’s Fury (Su): At 13th level, and every two levels thereafter, the land master may choose one of the following transformations. These transformations only affects the land master while in her while shape animal form. Once a transformation is chosen, it cannot be changed. This replaces a thousand faces.....

The problem with a lot of those evolutions that you showed there is that a lot of them are covered by the Beast Shape abilities, so if you pick an animal with "pounce", for example, you can use pounce already.
Oh! See, I've never played a druid, so I've never really knew that. As you seem to know the whole wildshape better, just scrap anything that is redundant.

Final-ish version?

** spoiler omitted **...

Aslo, I'd add this into Nature's Fury, unless they are already considerd magical weapons.

Magic Attacks (Su): The wild shape form becomes infused with magic, allowing it to treat all of its natural attacks as if they were magic for the purpose of overcoming damage reduction. If the land master is 16th level, all of her wild shape form’s natural attacks are treated as her alignment for the purpose of overcoming damage reduction.

Everything looks pretty good. You still have Trackless Step on the table, and it's not in the Favored Terrain swap along side resit natur's lure? Should be gone, right? That leave one dead level at 3rd? Anything minor we can put there? From what I understand, Favored Terrain work much like trackless step, but just in the favored terrain, so it's a rather redundant ability.

Thoughts?

RPG Superstar 2013 Top 8

You could give favored terrain the world walker's favored terrain progression, which is also the ranger's (3, 8, 13, 18). I dunno if that fixes progressions. If that doesn't fly, you could just give some minor bonus at 3rd level like dwarf-esque resistance to being removed from the ground.


Here's the Terrain PAtriarch (changed the name as Flak suggested)

TERRAIN PATRIARCH:

Terrain patriarchs are the masters of the woodland realms, bestowed with divinely invested power to serve as a guardian and protector of wildlife. A terrain patriarch is a staunch opponent of everything that ravages or destroys woodland regions. Whether it is creatures, organizations, greater powers, the terrain patriarch will protect his homeland terrain through whatever means necessary and hunt down those who seek to destroy it.

Primary Class: Cleric.
Secondary Class: Ranger.
Hit Dice: d8.

Bonus Skills and Ranks: Terrain patriarchs may select six ranger skills to add to his class skills in addition to the normal cleric class skills. The terrain patriarch gains a number of ranks at each level equal to 4 + Int modifier.

Weapon and Armor Proficiency: Terrain patriarchs are proficient with all simple and martial weapons, with light armor, medium armor, and with shields (except tower).

Diminished Spellcasting: The terrain patriarch chooses only one domain and gains one fewer spell of each spell level per day. If this reduces the number to 0, he may cast spells of that level only if they are domain spells or if his Wisdom allows bonus spells of that level. He otherwise learns, prepares, and casts spells as a cleric of equal level.

Domains: This is exactly like the cleric ability of the same name, except the terrain patriarch must select one domain from among the Terrain domains presented in Ultimate Magic (or the Forest domain presented in this book), and his other domain from either the Animal or Plant domain. These domains supersede any domains the terrain patriarch’s deity normally grants access to.

Favored Realm (Ex): At 1st level, the terrain patriarch is an unwavering defender and protector of his homeland realm. As such, the terrain patriarch gains the ranger favored terrain ability, except that the terrain patriarch may select only one type of terrain from Table: Ranger Favored Terrains (see page 65 in the Core Rulebook), to the exclusion of all others. At 6th level and every five levels thereafter, the skill bonus and initiative bonus in his favored terrain increases by +2, to a maximum of +8 at 16th level. The terrain patriarch adds this bonus to any Knowledge skill checks when attempting to identify creatures within his favored terrain. He may make these checks untrained. Likewise, he gains this bonus on weapon attack and damage rolls against any creature actively defiling his favored terrain, and uses his terrain patriarch level in place of his base attack bonus when making attack rolls against any opponent when within his favored terrain.

Whenever the terrain patriarch is within an environment other than his favored terrain, these bonuses are reduced to +2 only, and he no longer uses his terrain patriarch level as his base attack bonus. This ability replaces channel energy 2d6, 4d6, 6d6, 8d6, 10d6.

Track (Ex): This is exactly like the ranger ability of the same name.

Channel Energy (Su): This is exactly like the cleric ability of the same name, except that the amount of damage dealt or healed by the terrain patriarch is equal to 1d6 points of damage at 2nd level plus 1d6 points of damage for every four terrain patriarch levels beyond 2nd, to a maximum of 5d6 at 18th level.

Wild Empathy (Ex): This is exactly like the ranger ability of the same name.

Woodland Stride (Ex): This is exactly like the ranger ability of the same name.

Terrain Stride (Su): At 5th level, a terrain patriarch can step into a land feature such as a tree, a boulder, or a stream, as determined by his terrain domain, and magically infuses himself with it. Once within this feature, the terrain patriarch you can teleport from that particular feature to another feature of the same kind. The effect lasts until the terrain patriarch exits the feature, or after a number of minutes have passed equal to the terrain patriarch’s level, whichever comes first. Each transport is a full-round action. Terrain stride has a transport range of 1,500 feet within the terrain patriarch’s favored terrain, and only 500 feet when outside of it. This ability otherwise functions like the tree stride spell. The terrain patriarch can use this ability a number of times per day equal to 3 + his Wisdom modifier.

Swift Tracker (Ex): This is exactly like the ranger ability of the same name.

Evasion (Ex): This is exactly like the ranger ability of the same name, except that it only functions within the terrain patriarch’s favored terrain.

Favored Strike (Su): At 11th level, the weapons of the terrain patriarch gain the conductive weapon special ability (see page 286 in Ultimate Magic) allowing him to channel his divine energy when attacking any opponent when within his favored terrain. This ability replaces spontaneous casting.

Quarry (Ex): This is exactly like the ranger ability of the same name.

Camouflage (Ex): This is exactly like the ranger ability of the same name, except that it only functions within the terrain patriarch’s favored terrain.

Improved Evasion (Ex): This is exactly like the ranger ability of the same name, except that it only functions within the terrain patriarch’s favored terrain.

Hide in Plain Sight (Ex): This is exactly like the ranger ability of the same name, except that it only functions within the terrain patriarch’s favored terrain.

Patriarch’s Strike (Su): A terrain patriarch of 20th level becomes a true hunter of those who wantonly cause destruction in his favored terrain. He can always move at full speed while using Survival to follow tracks without penalty, but only within in his favored terrain. He can, as a standard action, make a single attack against a favored enemy at his full attack bonus. If the attack hits, the target takes an amount of divine damage equal to twice the damage dealt by his channel energy ability. The target can make a Will save (DC 10 + 1/2 the terrain patriarch’s level + the terrain patriarch’s Charisma modifier), as normal, to halve this additional damage. A terrain patriarch can use this ability once per day against each favored enemy type he possesses, but not against the same creature more than once in a 24-hour period.

NEW DOMAIN
Clerics that have Animal or Plant as one of their deity’s domains can instead choose the new Forest domain. This domain is added to the list of Terrain domains presented in Ultimate Magic.

Forest Domain

Granted Powers: You are a master of the forest terrain, a father of the trees, and able to travel through the landscape quickly and quietly. Knowledge (geography), Perception, Stealth, and Survival are class skills.

Forest Step (Su): You ignore the adverse movement effects of difficult terrain, and can even take 5-foot steps in difficult terrain while within a forest terrain.

Leaf Armor (Su): At 6th level, you can cause a layer of flexible, scale-like leaves to cover from your skin as a free action. While leaf armor is in effect, you gain a +1 natural armor bonus to your AC. This natural armor bonus increases by +1 at 9th level and every three cleric levels thereafter to a maximum of +5 at 18th level. You can use this ability for a number of rounds per day equal to your cleric level. These rounds do not need to be consecutive.

Domain Spells: 1st— speak with animals, 2nd— barkskin, 3rd— plant shape (as stone shape, but affects trees and shrubs), 4th— summon natures ally IV (animals only), 5th— awaken, 6th— summon natures ally VI (animals only, 7th— liveoak, 8th— summon nature’s ally VIII (animals only), 9th— transport via plant.

Table: Terrain Patriarch
Base
Class Attack Fort Ref Will Spells per Day
Level Bonus Save Save Save Special 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +0 +2 +2 1st favored enemy, aura, diminished casting, 2 0+1 — — — — — — — —
domain, favored realm, orisons, track
2nd +1 +0 +3 +3 Channel energy 1d6, wild empathy 3 1+1 — — — — — — — —
3rd +2 +1 +3 +3 3 1+1 0+1 — — — — — — —
4th +3 +1 +4 +4 Woodland stride 3 2+1 1+1 — — — — — — —
5th +3 +1 +4 +4 Terrain stride 3 2+1 1+1 0+1 — — — — — —
6th +4 +2 +5 +5 Channel energy 2d6 3 2+1 2+1 1+1 — — — — — —
7th +5 +2 +5 +5 3 3+1 2+1 1+1 0+1 — — — — —
8th +6/+1 +2 +6 +6 Swift tracker 3 3+1 2+1 2+1 1+1 — — — — —
9th +6/+1 +3 +6 +6 Evasion 3 3+1 3+1 2+1 1+1 0+1 — — — —
10th +7/+2 +3 +7 +7 Channel energy 3d6 3 3+1 3+1 2+1 2+1 1+1 — — — —
11th +8/+3 +3 +7 +7 Quarry 3 3+1 3+1 3+1 2+1 1+1 0+1 — — —
12th +9/+4 +4 +8 +8 Camouflage 3 3+1 3+1 3+1 2+1 2+1 1+1 — — —
13th +9/+4 +4 +8 +8 3 3+1 3+1 3+1 3+1 2+1 1+1 0+1 — —
14th +10/+5 +4 +9 +9 Channel energy 4d6 3 3+1 3+1 3+1 3+1 2+1 2+1 1+1 — —
15th +11/+6/+1 +5 +9 +9 Improved favored strike 3 3+1 3+1 3+1 3+1 3+1 2+1 1+1 0+1 —
16th +12/+7/+2 +5 +10 +10 Improved evasion 3 3+1 3+1 3+1 3+1 3+1 2+1 2+1 1+1 —
17th +12/+7/+2 +5 +10 +10 Hide in plain sight 3 3+1 3+1 3+1 3+1 3+1 3+1 2+1 1+1 0+1
18th +13/+8/+3 +6 +11 +11 Channel energy 5d6 3 3+1 3+1 3+1 3+1 3+1 3+1 2+1 2+1 1+1
19th +14/+9/+4 +6 +11 +11 3 3+1 3+1 3+1 3+1 3+1 3+1 3+1 2+1 2+1
20th +15/+10/+5 +6 +12 +12 Patriarch’s strike 3 3+1 3+1 3+1 3+1 3+1 3+1 3+1 3+1 3+1
Note: “+1” represents the domain spell slot


Flak wrote:
You could give favored terrain the world walker's favored terrain progression, which is also the ranger's (3, 8, 13, 18). I dunno if that fixes progressions. If that doesn't fly, you could just give some minor bonus at 3rd level like dwarf-esque resistance to being removed from the ground.

I like the dwarf-esque thing. Gottat go! Check in in a few days, hopefully!!

RPG Superstar 2013 Top 8

Oh I totally forgot about the UM terrain domains! Okay, cool =)

Silver Crusade RPG Superstar 2014 Top 16

Elghinn Lightbringer wrote:
Flak wrote:
You could give favored terrain the world walker's favored terrain progression, which is also the ranger's (3, 8, 13, 18). I dunno if that fixes progressions. If that doesn't fly, you could just give some minor bonus at 3rd level like dwarf-esque resistance to being removed from the ground.
I like the dwarf-esque thing. Gottat go! Check in in a few days, hopefully!!

Land Master:

Land Master:

A land master learns to understand and connect with the land beneath her feet, allowing her to protect her home and that of her forest-dwelling patrons. She eventually becomes so in tune with her surroundings that she can begin to shape them with a thought.
Primary Class: Druid.
Secondary Class: Ranger.
Alignment: Any neutral.
Hit Dice: d8.
Bonus Skills and Ranks: Land masters may select three ranger skills to add to her class skills in addition to the normal druid class skills. The land master gains a number of ranks at each level equal to 4 + Int modifier.

Weapon and Armor Proficiency: Land masters gain no more proficiency with weapons, armor, or shields.

Diminished Spellcasting: A land master casts divine spells, which are drawn from both the druid and ranger spell lists. Alignment restrictions still apply. She casts one less spell of each level than a normal druid, as shown on the table below. She learns, prepares, and casts her spells as a druid of her level, but cannot exceed her base daily allotment of spells. In addition, she receives bonus spells per day if she has a high Wisdom score.

Nature Bond (Ex): A land master must select the animal companion form of the nature bond class ability.

Wild Shape (Su): This is exactly like the druid ability of the same name.

Favored Terrain: This is exactly like the ranger ability of the same name, except that the land master selects a favored terrain at 5th level and every four levels thereafter. This ability replaces nature’s lure.

Well-Grounded (Ex): The land master's power comes from the earth beneath his feet, and this makes him difficult to uproot. At 3rd level, the land master gains a +2 to his CMD and saving throws against any combat maneuver or special attack which would remove his feet from the ground (including trip, bull rush, grapple by a flying creature, etc. at the DM's discretion). This bonus increases to +4 at 7th level and +6 at 11th level.
If a creature is grappling the land master, and tries to use a special attack which does not normally grant a save and would remove his feet from the ground, he may make a free CMB check to try to break the grapple. This free CMB check does not gain the benefit of the +6 bonus listed above.
In addition, a land master cannot be lifted into the air by a whirlwind special attack.
A land master takes a -4 penalty to all Fly checks, even when using Wild Shape.
Example of the free grapple check: Land master Garth is being grappled by a Behir in its mouth, which is size Huge and has the Swallow Whole special attack. Normally, at the start of the Behir's turn, if it is grappling a creature with its mouth, it automatically swallows the creature whole. However, Garth may make a free CMB check to try to break free before being swallowed, since being swallowed would remove his feet from the ground.

Bonded Shape (Su): Beginning at 7th level, the land master’s connection with the world around him is so strong that he can extend his wild shape ability to his animal companion. Once per day, when within one of his favored terrains, the land master can expend one use of his wild shape to wild shape his animal companion into another animal native to that terrain. This ability functions like the beast shape I spell, and otherwise follows the same restrictions as the druid’s wild shape ability. At 13th level, this ability now functions as beast shape II, and may expend one use of wild shape to use this ability twice per day. At 19th level, this ability now functions as beast shape III, and may expend one use of wild shape to use this ability three times per day. The bonded animal can remain in its new shape for 1 minute per land master level, or until the land master dismisses the effect. If the land master wishes to change the bonded animal into a new form while it is currently wild shaped, he must expend another use of Wild Shape to do so, and the duration starts over.

Camouflage Shape (Su): Starting at 9th level, when the land master uses the wild shape ability within any of her favored terrains, any animal that she turns into gains a camouflage pattern on its skin or fur, allowing her to blend in with her surroundings. The land master can then use the Stealth skill to hide in her favored terrain, even without cover or concealment. This replaces venom immunity.

Nature’s Fury (Su): At 13th level, the land master may choose any one of the following benefits each time she uses her wild shape ability. This replaces a thousand faces.

Ability Focus (Ex): The land master may choose one special attack of the creature he is wild shaping into. He adds +2 to the DCs for all saving throws against that special attack.

Eldritch Claws (Su): The land master gains the effects of the Eldritch Claws feat without having to meet any prerequisites.

Energy Attacks (Su): The land master's attacks become charged with energy. Pick one energy type: acid, cold, electricity, or fire. All of the land master’s natural attacks deal 1d6 points of energy damage of the chosen type on a successful hit.

Flyby Attack (Ex): If the creature that the land master is wild shaping into has a fly speed, he gains the benefits of the Flyby Attack feat, without having to meet any prerequisites.

Improved Natural Armor (Ex): The land master's natural armor bonus while wild shaping increases by 1.

Improved Natural Attack (Ex): The land master chooses one natural attack of the animal she is wild shaping into. That attack deals damage as if it were one size category larger.

Improved Beast Shape (Su): The land master may use the list of special abilities listed in Beast Shape IV (Instead of Beast Shape III) when determining what abilities he gains while in wild shape, including any elemental resistances and vulnerabilities. This does not allow him to wild shape into a Large or Tiny magical beast, and the wild shape ability still functions as Beast Shape III in all other ways.

Multiattack (Ex): The land master gains the benefits of the Multiattack feat, without having to meet any prerequisites.

Poison (Ex): The land master secretes toxic venom, gaining a poison attack. Pick one bite or sting attack. Whenever the selected attack hits, the target is poisoned. This poison has the following statistics: Type poison (injury); Save Fort negates; Frequency 1/round for 4 rounds; Effect 1d4 Str damage; Cure 1 save. The save DC is equal to 10 + 1/2 the land master's level + his Constitution modifier. This poison can be used no more than once per round.

Tremorsense (Ex): The land master becomes attuned to vibrations in the ground, gaining tremorsense out to a range of 30 feet. This works like blindsense, but only if both the land master and the creature to be pinpointed are in contact with the ground.

Hide in Plain Sight (Su): This is exactly like the ranger ability of the same name, except that it functions only when the land master uses wild shape within one of her favored terrains. This ability replaces timeless body.

Land Mastery (Su): The land master attains a true melding with the world around her, allowing her to shape nature and herself in incredible ways. When within one of her favored terrains, she may use polymorph any object once per day as a spell-like ability, treating her land master level as her caster level. In addition, whenever she uses her wild shape ability while within one of her favored terrains, it does not count against her daily use limit for wild shape. This ability replaces wild shape (at will).

Table: Land Master
Base
Class Attack Fort Ref Will Spells per Day
Level Bonus Save Save Save Special 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +2 +0 +2 Nature bond (animal only), nature sense, 2 0 — — — — — — — —
orisons, wild empathy
2nd +1 +3 +0 +3 Woodland stride 3 1 — — — — — — — —
3rd +2 +3 +1 +3 Well-grounded 3 1 0 — — — — — — —
4th +3 +4 +1 +4 Wild shape (1/day) 3 2 1 — — — — — — —
5th +3 +4 +1 +4 1st favored terrain 3 2 1 0 — — — — — —
6th +4 +5 +2 +5 Wild shape (2/day) 3 2 2 1 — — — — — —
7th +5 +5 +2 +5 Bonded shape (1/day) 3 3 2 1 0 — — — — —
8th +6/+1 +6 +2 +6 Wild shape (3/day) 3 3 2 2 1 — — — — —
9th +6/+1 +6 +3 +6 2nd favored terrain, Camouflage shape 3 3 3 2 1 0 — — — —
10th +7/+2 +7 +3 +7 Wild shape (4/day) 3 3 3 2 2 1 — — — —
11th +8/+3 +7 +3 +7 Nature’s fury 3 3 3 3 2 1 0 — — —
12th +9/+4 +8 +4 +8 Wild shape (5/day) 3 3 3 3 2 2 1 — — —
13th +9/+4 +8 +4 +8 3rd favored terrain, Bonded shape (2/day) 3 3 3 3 3 2 1 0 — —
14th +10/+5 +9 +4 +9 Wild shape (6/day) 3 3 3 3 3 2 2 1 — —
15th +11/+6/+1 +9 +5 +9 Hide in plain sight 3 3 3 3 3 3 2 1 0 —
16th +12/+7/+2 +10 +5 +10 Wild shape (7/day) 3 3 3 3 3 3 2 2 1 —
17th +12/+7/+2 +10 +5 +10 4th favored terrain 3 3 3 3 3 3 3 2 1 0
18th +13/+8/+3 +11 +6 +11 Wild shape (8/day) 3 3 3 3 3 3 3 2 2 1
19th +14/+9/+4 +11 +6 +11 Bonded shape (3/day) 3 3 3 3 3 3 3 3 2 2
20th +15/+10/+5 +12 +6 +12 Land mastery 3 3 3 3 3 3 3 3 3 3

@Elghinn regarding Magic Attacks: Eldritch claws covers that.

@Everyone: what do you think of the Well-grounded ability?

RPG Superstar 2013 Top 8

I like well-grounded, but I think maybe it should be a flat +4 like the similarly-named well-versed. Also the free CMB check to resist special attacks is a bit fiddly in my opinion. Overall well-done though!

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Flak wrote:
I like well-grounded, but I think maybe it should be a flat +4 like the similarly-named well-versed. Also the free CMB check to resist special attacks is a bit fiddly in my opinion. Overall well-done though!

I agree with your assessment that's it's "fiddly" but I wanted to make it so that a mean DM couldn't get around the bonus by saying "The dragon bites and grapples you in the mouth, but doesn't try to lift you up." *NEXT TURN* "The dragon swallows you whole, no save."

LOL

Anywho, flat +4 sounds fine, and that's what I originally had. I think i'll drop the penalty to Fly to a -2 in that case, though. Cool?

RPG Superstar 2013 Top 8

Sure. I don't think the ability needs to defend against dragons swallowing you :P


@well grounded. I think this ability rocks ( sorry for the pun) my only thoughts were maybe a bonus to fort saves vs similarly grounded creatures (i.e. On the same earth) and a minus to ref saves vs aerial attacks.


Oceanshieldwolf wrote:

Thanks purplefixer, I hadn't seen those two before. purplefixer - as it is, how do you like it? Pros/cons?

Temple Dancer Review:

Stick the class to Sarenrae, who already has this flavored idea in her portfolio.

HD: Good.
Proficiencies: Change Weapon Proficiency to Scimitar and Kukri to replace rapier and whip.
Saves: P/G/G. Doesn't sound 'tough' enough to warrant high fort save.
Skills: 4/ level? + Heal only (The only skill that clerics get that bards don't)
Spells: Why not just use -cleric- spells? This is obviously a divine class with divine leanings and divine properties, just give them spontaneous divine spells and be done with it. Full up cleric casting with the bard spells known and spell progression. A secondary divine caster with combat abilities based on the dervish ideal of the girl married to Shiva.
Bards and Clerics both share the buff/social aspects of spellcasting, and there's no reason not to hand over both unless you really want to go with a spell-less version. Having full cleric access means an even and full progression from Stabilize to Heal. It's all balanced just fine as it stands.

Cantrips becomes Orisons.

Aura: Yes.

(From Dawnflower Dervish)
Temple Dance: Replace with Battle Dance from Inner Sea Magic p34. Or leave it called temple dance, but flat replace the language. This replaces bardic performance (sort of).

(From Dawnflower Dervish)
Replace Temple Knowledge with: Dervish Dance (Ex): A Temple Dancer gains the Dervish Dance feat (Inner Sea World Guide 286) as a bonus feat. This ability replaces bardic knowledge.

(From Dervish Dancer)
Versatile Dance (Ex): At 2nd level, a temple dancer gains a bonus equal to half his level on Perform (dance) checks. He can use his bonus for his Perform (dance) skill in place of his bonus for Acrobatics. This ability replaces versatile performance.

(Just for you)
Dance of the Rising Sun (Su): At 2nd level a temple dancer can spin in place as a move action while performing his temple dance to release a wave of positive energy. This energy heals all living creatures within 30' for 1d6 points of damage, or to damage all undead creatures within 30' for 1d6 points of damage. This damage increases by 1d6 every 4 levels thereafter, to a maximum of 5d6 at 18th level. Creatures that take damage from the Dance of the Rising Sun receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the dancer’s level + the dancer’s Charisma modifier. Creatures healed by the dance cannot exceed their maximum hit point total—all excess healing is lost. A dancer may execute a Dance of the Rising Sun a number of times per day equal to 3 + his Charisma modifier. During the round this dance is performed, and until the end of his next turn, the dancer sheds bright light for 30 feet, as the daylight spell. The temple dance MUST be continued during rounds when this ability is used, which means using both the move action and a free action.
This ability replaces well versed and jack-of-all-trades.

(From Dawnflower Dervish)
Spinning Spellcaster (Ex): At 5th level, a Temple Dancer gains a +4 bonus on concentration checks to cast spells defensively. This ability replaces lore master.

(From Dawnflower Dervish)
Meditative Whirl (Ex): At 8th level, when using battle dance, the Temple Dancer can enter a trance-like state where his spinning motion represents the movement of the planets around the sun, and his spirit is attuned to the healing aspects of Sarenrae. By spending a move action focusing on his whirling, the dancer can apply the Quicken Spell feat to any cure spell he is about to cast (effectively spending a move action and swift action to cast the spell). This does not alter the level of the spell or the casting time. The dancer can use this ability once per day at 8th level and one additional time per day for every two dancer levels he has beyond 8th. This ability replaces the dirge of doom bardic performance.

(From Dervish Dancer)
Battle Fury (Su): At 20th level, the dervish dancer can unleash a whirlwind of blows while performing a battle dance. As a full-round action, he can take a single move action and unleash a single attack
at his highest bonus against each target within his reach during any point of his move, up to a maximum number of attacks equal to the dervish dancer’s character level. This movement provokes attacks of opportunity as normal, and replaces deadly performance.

Not much other room for feats, I'm afraid. You could give up spellcasting altogether for them, but then this ceases to have much divine flavor at all, really.

This character benefits from either the Panther Style feat chain or the 2WF feat chain, and I highly suggest taking either or both. (Weapon Finesse, Combat Reflexes, Improved Unarmed Strike, Panther Style, Panther Claw, Panther Parry, Two-Weapon Fighting, Improved Two-Weapon Fighting, Greater Two-Weapon Fighting, and Improved Critical (Scimitar or Kukri))

At first glance the unarmed damage seems to be fairly pointless, but remember how much bonus damage you're getting from spells like Bull's Strength and the Inspire Courage performance you're likely to default to in your dancing. With a ridiculously high dexterity, the damage from the scimitar will be mind-boggling (thanks to dervish dance), and the number of attacks with 2WF will be fearsome. You will slash your way across the field, occaisionally stopping to spin into your comrades and heal them and yourself. A classic dex-tank with divine focus and support.

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Oceanshieldwolf wrote:
@well grounded. I think this ability rocks ( sorry for the pun) my only thoughts were maybe a bonus to fort saves vs similarly grounded creatures (i.e. On the same earth) and a minus to ref saves vs aerial attacks.

Eh, I'd shy away from making it too complicated...


Aegis Lancer Review

This is a 3/4 BAB class? Ouch.
Hit Die: If this is a 3/4 BAB class, good. If not: Bad.
Saves: Good.
Skills: Bad.

Skills: Should require Spellcraft, but okay.

1: Challenge, Mount, Order: Good.
Sage Arcana:
*Bonded Item: Uhm. Whut? No spellcasting, the Aegis Lancer can cast one additional spell he knows? No dice. He has to make a concentration check (without caster level) to cast any spell without his bonded object? More no dice. He can enchant the bonded item as if he had the feat... but no caster level? This is badly done.
*Mystic Studies: Uses his BAB as caster level? Except at 1st?
Magic Circle: Okay. Why? Specifically to ward off summoned critters? For protection from mind-control in an area? Seems like the attachment to an alignment is a bit pointless. An evil spellcaster can summon up a Ghaele just as easily as a good one.
Minor Globe: Appropriate.
SR: Nice. Too nice to replace a 5/day use of Tactician.

3: Bulwark: Replaces Mighty Charge. Nice. I would have linked it to Cha, but this works well for the 'abjurer' focus. But let's compare to Holy Shield:
Duration: B: 1/2 level rounds | HS: 3+ Cha mod rounds
Effect: B: Int Mod Deflection (+13 max w/ items)| HS: Shield bonus (+9 max with a feat)
Range: B: 10'@3, 30'@9, 60'@15 | HS: 5'@4, 10'@11, 20'@20 (CLEAR advanage Bulwark)
Frequency: 3+Int | 2 lay on hands, shared with lay on hands uses.

Bulwark ALSO grants energy resistance, an unnamed bonus to all saves, temporary hit points, and at L20, possibly a +26!!! deflection bonus to AC!?!?!

As of level 6, this power is in use at all times during every fight. A natural 20 is needed to hit everyone in the party, and it never even took an action to turn on. (Intelligence 20 at creation, because why would you take anything else...?)

I think this is borked.

Bonus Feats: Good.

Elemental Warder: This is fine.

This is not the way I would have gone for a Cavalier Wizard archetype. I probably would have started with Paladin and done a full power-replacement. The Bulwark is WAY OP.

A specific abjuration/conjuration spell-list or just flat out wizard spells up to L4 or L6 depending on the caster-method you go with is likely a better approach. Guards and Wards! Sepia Sigil! Alarm! Dimensional Anchor! So much good iconic stuff to choose from, that won't be terribly over powered.


I'll make additional responses, as well as getting to the Land Master and Forest Patriarch tomorrow!


@ Temple Dancer

purplefixer wrote:
stuff

Wow purplefixer, that's good. Just not the same flavour I'm looking for.

I think spontaneous cleric spells is good.
I like versatile dance, spinning spellcaster and meditative whirl. Thanx for dance of the rising sun. I may just rename them - I'm trying to create something different thematically from dervish and whirling analogy, and not keen on just sticking to Sarenrae. Your post appears to say only sarenrae as deity!?! Am i misreading?

I have to check battle dance and dervish dance, and am working on an alternative to battle fury.

EDIT: also: nice re scimitar and kukri. May also add temple sword! Definitely had twf and thf in mind.

I can see how you see the fit, and mechanically it works elegantly. I'm trying for something a bit less spindeath healer and more lithestep performer. I'm leaning more towards what cartmanbeck and i have so far, with the possible inclusion of the feats you suggested. Will definitely list the feat chains you posted as complementing the archetype. It is a pity i don't just agree with you, as i said above it is an elegant fit, and what i have now is perhaps clunkier. Still, that is the nature of the creative process.

Anyone else like to wade in on temple dancer? Raiderrpg, flak?


Yep. Most of that flavor is -straight- from the Dawnflower Dervish from the Inner Sea Magic book that came out a little while ago. The Dawnflower keeps all her spelly performance stuff, her regular bardic music buffs just only affect her, so she whirls along killing the tar out of things with her augmented death-song, which isnt as strong as the straight Dervish from UC.

Sarenrae is listed as having that kind of relationship with her temple-goers, but no one else, apparently, is. Likely has to do with the scimitar favored weapon thing. You can't dervish dance with a Star Knife or Longbow or Trident. Panther Style is one of the style feat chains that doesn't require an open hand, just an unarmed strike (kick!).

The two dervish dance styles are different, with the Dawnflower being much more magically inclined than the other. I actually wrote a review for the Inner Sea Magic book. It was worth buying.

Get a comprehensive, accurate description of the flavor of these people and I'll see about gelling more with you. These threads are getting LONG.

I'm not exactly sure where you're getting at with 'lithe step performer'. This is a character who's dancing is a holy trance that stuns and terrifies and kills. Who can't be stopped on the battlefield because the holy fervor is all consuming and incredibly deadly.

Then again, maybe 'spindeath marauder' isn't a bad concept for a bard-barian...?

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Temple dancer doesn't seem to be at a point where I can offer easy criticism on a draft of a final product, so I'm going to wait while you guys work out the flavor and such if you don't mind. One thing I will say is, Oceanshieldwolf: work out exactly the flavor you want, and make that clear to purplefixer! You don't want a dawnflower dervish, right? So figure out exactly what you do want, both in terms of the purely flavor aspects but also in the mechanics that will set your class apart from the dervishes which exist.

Aegis Lancer feedback in another post.

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Aegis Lancer.

It's not a multiclass archetype. It's a very cool cavalier archetype, and two very cool orders. But it has very little to do with playing a multiclassed cavalierwizard. That's my thoughts at this moment.


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Purplefixer wrote:


This is a 3/4 BAB class? Ouch.
Hit Die: If this is a 3/4 BAB class, good. If not: Bad.
Saves: Good.
Skills: Bad.

Skills: Should require Spellcraft, but okay.

Full Class + Half class means 3/4 class. I put in the little bit for a possible full BAB version already.

Purplefixer wrote:


1: Challenge, Mount, Order: Good.
Sage Arcana:
*Bonded Item: Uhm. Whut? No spellcasting, the Aegis Lancer can cast one additional spell he knows? No dice. He has to make a concentration check (without caster level) to cast any spell without his bonded object? More no dice. He can enchant the bonded item as if he had the feat... but no caster level? This is badly done.

I'm already working on how to fix this up. It IS a first version :P But yes, I agree this needs work.

Purplefixer wrote:


*Mystic Studies: Uses his BAB as caster level? Except at 1st?
Magic Circle: Okay. Why? Specifically to ward off summoned critters? For protection from mind-control in an area? Seems like the attachment to an alignment is a bit pointless. An evil spellcaster can summon up a Ghaele just as easily as a good one.
Minor Globe: Appropriate.
SR: Nice. Too nice to replace a 5/day use of Tactician.

The Alignment fits the flavor. And at level 18, static spell resistance 25 isn't exactly a whole lot... Equal level casters make that most of the time -without- a feat investment.

Purplefixer wrote:


3: Bulwark: Replaces Mighty Charge. Nice. I would have linked it to Cha, but this works well for the 'abjurer' focus. But let's compare to Holy Shield:
Duration: B: 1/2 level rounds | HS: 3+ Cha mod rounds
Effect: B: Int Mod Deflection (+13 max w/ items)| HS: Shield bonus (+9 max with a feat)
Range: B: 10'@3, 30'@9, 60'@15 | HS: 5'@4, 10'@11, 20'@20 (CLEAR advanage Bulwark)
Frequency: 3+Int | 2 lay on hands, shared with lay on hands uses.

Bulwark ALSO grants energy resistance, an unnamed bonus to all saves, temporary hit points, and at L20, possibly a +26!!! deflection bonus to AC!?!?!

As of level 6, this power is in use at all times during every fight. A natural 20 is needed to hit everyone in the party, and it never even took an action to turn on. (Intelligence 20 at creation, because why would you take anything else...?)

I think this is borked.

Point on the double, I'll have to switch that up. Also, you're comparing a single spell to an ability meant to replace most of wizardly casting.

... Yeah. xP

Good to toss a cap on that deflection bonus, though. I'll probably do around +5. (And my bad on the saves, was supposed to be an enhancement bonus)

Purplefixer wrote:


This is not the way I would have gone for a Cavalier Wizard archetype. I probably would have started with Paladin and done a full power-replacement. The Bulwark is WAY OP.

A specific abjuration/conjuration spell-list or just flat out wizard spells up to L4 or L6 depending on the caster-method you go with is likely a better approach. Guards and Wards! Sepia Sigil! Alarm! Dimensional Anchor! So much good iconic stuff to choose from, that won't be terribly over powered.

But then you'd have done a -Paladin-/Wizard archetype. xP

Bulwark isn't OP after fixes. And it's a good replacement for that casting which makes sense for the Aegis Lancer and the trope. (( Seriously, a multiclass wizard type shouldn't -need- wizard casting (School abilities and so on!) ))

RPG Superstar 2013 Top 8

Quote:
(( Seriously, a multiclass wizard type shouldn't -need- wizard casting (School abilities and so on!) ))

I disagree*. Arcane bonds make no sense for the archetype, arcane discoveries are useless, wizard bonus feats do nothing—so when you take away spellcasting, you're left with 3 school abilities.

Resistance, Protective Ward, and Energy Absorption.

Cool abilities, and flavorful, but it's the tiniest fraction of what an abjurer is.

Unfortunately, the vast majority of what an abjurer is is linked to casting abjuration spells, which this guy doesn't do. I love the flavor of what you're going for. I just want to reiterate that this is not a multiclass archetype in the style in which we've been doing them.

More technical feedback...
1. don't give them an option to get d10 hit dice... if you want to make 2 archetypes with different levels of combat focus, do that. Don't make them one thing with a confusing option.
2. bulwark is ridiculously powerful. don't compare it to spells. compare it to what the cavalier is losing for it. oh, and also compare it to similar abilities, like, say, Protective Ward. You know... the abjurer ability?

*By I disagree, I didn't mean to say it should be a paladin/wizard multiclass archetype. I just disagree with your analysis of its position within the multiclass archetype context.


Yep. The flavor on the Aegis Lancer is really cool, but it needs to go back to design. It's not replacing spellcasting because the Cavalier doesn't have spell-casting.

If you treat the class like paladin, but replace every single thing the paladin gets, you end up with a Fort/Will high primary fighter with minor spell-casting and school-like abilities, and a challenge. Just like the cavalier, but with some abjuration spellcasting tossed in. You're going to lose out on a few things, but that's basically the entire point of the MC ideal, you trade one thing out for another.

Cavalier is already a pretty weak option, since virtually everything he does slips into the Paladin's points while letting the pally keep his spell-casting untouched.

Smite = Challenge
Detect Evil & Mercies = Bonus Feats?
Lay on Hands = Tactician?
CPE = Banner
Divine Grace = Charging Powers (Cavaliers, Mighty, Supreme)
Divine Bond > Mount
Auras = Orders and Challenge Increases
Spellcasting = Profit?

Some of these = are really weak, mind you. They're not really comparable. The Cavalier is the master of the mounted charge and a front-line leader. The Paladin is a synergistic self-healing war machine of holy power, unstoppable by design and implacable by nature.

The versatility of tactician is nice and all, but people seem to find it unsatisfying, and the bonuses and abilities it grants seem to leave people wanting more. Whereas the Paladin says "Hey guys! At this level, EVERYONE gets to use my Smite Evil!" and the party stares at him in open-mouthed slack-jawed munchkin-lust.


Fine, fine, back to devel it goes. But I'd like to keep the Bulwark concept, so how about this?

We give the Aegis Lancer the spellcasting, same rate as Trick Blade (yay, cantrips!) or as the ranger/pally (yay, more familiar!) and change the bulwark to a sort of spell aura that gives a flat bonus like +deflection to AC and the ability to cast 'touch' spells on any ally in that range?

And then give him access to, say, Abjuration plus his choice of Illusion and Transmutation or Evocation and Enchantment or some such.

Thoughts?

RPG Superstar 2013 Top 8

Or if you don't want him to cast spells, just write him up as an archetype and don't worry about his role in this production? IDK...


It's not that I don't -want- spellcasting, it's that I wanted to experiment and see if we could find a way to do a /wizard without requiring proper spellcasting per se :P

But it's not working out, so m'taking a step on back from that idea for now. Maybe try it on a different archetype later.

Anyway, thoughts on the above?


@re purplefixer: yeah i'd like to get inner sea magic... Not sure why pdf and print price so similar. Might look for print copy locally.
Anyway, after sleeping on it i think it may be incumbent upon me to follow your design path. Our design philosophy of KISS and trade or replace is paramount in keeping a balanced approach to mc archetypes. I think i can strike a middle ground between using paizos existing mechanics and retaining the flavour i'm after. Thanks pf. (btw re: spindeath marauder... Sounds good, and horrifyingly deadly. I like "Bardbarian" too! :p)

@re flak: point taken re flavour clarity. As for review of temple dancer i was more seeking the group's opinions on which way to take the design. As you can see the sheer elegance of purplefixer's idea and it's use of existing mechanics, however derivative, is winning me over. With a few tweaks, i think we can all be happy with the result.

(cracks knuckles, flexes fingers, opens books/pdfs) "now, you temple dancer!"


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@Aegis Lancer
Well, wizards only get four things. They get a school, they get bonus feats, they get spells, they get the arcane bond. One of these things is OBVIOUSLY worth more than one ability slot... or even three!

I just did an Adamant Interceptor (Paladin/Cavalier) that exchanges spell-casting for a special ability mechanic but I want to keep it proprietary. Further, I've been talking with Elghinn about taking this -whole idea- proprietary, and moving from this 900+ post thread onto a list-serve to continue refining, polishing, and adding content, until we're happy with what we have, and then either going to a publisher, or waiting until my own publishing set-up is ready to rock and publishing through PA Games.

So, digressing from the Aegis Lancer, and asking for the attention of Cartmanbeck, RaiderRPG, Flak, and all the others who have contributed to this thread:

What do you guys think about assembling this content, possibly into more bite-sized chunks, and either pitching the parts to a 3PP, or helping me to launch my own 3PP with custom art for each of the archetypes?

I've just enrolled in university for game design theory courses and creative writing, I'm looking at PDF Publishing suites and racking up the money to purchase the one I'll need, and now I'm trying to bank content. I'd love to have a dedicated team of friends, accomplices, and partners to help me with such a massive undertaking as this. Are you guys interested in professional third party design? If you don't want to get any more involved than you already have, do we/I have permission to use the ideas you've already given us, with proper credits to you?

SO MUCH good content has come out of our thread here, I'm really impressed. I'd like to see everyone get the recognition they deserve here, and I'd -love- to make this more than a casual thing or assembly of home-brew rules.


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TOTALLY in for that, if Elghinn is. He's the guy who started this; if he sayeth no, then I sayeth no. If he sayeth yes, then I sayeth OH YES LET'S DO IT! :P

Also, got a version of Aegis Lancer half-done. Almost a total rework of what I had; I think people will like it better, though.

Purple, jump in IRC when you can, I have a couple of ideas on where we could store this if needed.


One down... and my evil plans are almost complete... muah... muahahah... MUAHAHAHAHAHAHAAH!

*ahem*

Erm...

Back to your regularly scheduled thread. >.>


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Ok purplefixer, you got me too. I'm up for 3pp or with you in your imprint. Actually prefer to work with you rather than 3pp. I agree, the work here has been impressive.
I have a slew of archetypes, prcs, items, creatures, encounter/tactical settings and adventure plots to contribute. I'll email you. ( i'm enrolling in bcomms/writing next year as well).

As far as mc archetypes go i agree with raiderrpg - it's elghinn's call.

Silver Crusade RPG Superstar 2014 Top 16

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Purplefixer wrote:

@Aegis Lancer

Well, wizards only get four things. They get a school, they get bonus feats, they get spells, they get the arcane bond. One of these things is OBVIOUSLY worth more than one ability slot... or even three!

I just did an Adamant Interceptor (Paladin/Cavalier) that exchanges spell-casting for a special ability mechanic but I want to keep it proprietary. Further, I've been talking with Elghinn about taking this -whole idea- proprietary, and moving from this 900+ post thread onto a list-serve to continue refining, polishing, and adding content, until we're happy with what we have, and then either going to a publisher, or waiting until my own publishing set-up is ready to rock and publishing through PA Games.

So, digressing from the Aegis Lancer, and asking for the attention of Cartmanbeck, RaiderRPG, Flak, and all the others who have contributed to this thread:

What do you guys think about assembling this content, possibly into more bite-sized chunks, and either pitching the parts to a 3PP, or helping me to launch my own 3PP with custom art for each of the archetypes?

I've just enrolled in university for game design theory courses and creative writing, I'm looking at PDF Publishing suites and racking up the money to purchase the one I'll need, and now I'm trying to bank content. I'd love to have a dedicated team of friends, accomplices, and partners to help me with such a massive undertaking as this. Are you guys interested in professional third party design? If you don't want to get any more involved than you already have, do we/I have permission to use the ideas you've already given us, with proper credits to you?

SO MUCH good content has come out of our thread here, I'm really impressed. I'd like to see everyone get the recognition they deserve here, and I'd -love- to make this more than a casual thing or assembly of home-brew rules.

I'm up for it, but only if Elghinn is. If Elghinn has a problem with it, I think it would be unfair to use any of the original ideas without him. But yeah, count me in if he's in!

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A few thoughts...

- Anything I make and share on these forums is OGL as necessary with no copyright attached to my original contributions.
- I'm against "taking this -whole idea- proprietary" because why.
- Ew.
- Why would we move development out of the public eye?
- Why.

"Elghinn's call" - yes...

Hm.

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Flak wrote:

A few thoughts...

- Anything I make and share on these forums is OGL as necessary with no copyright attached to my original contributions.
- I'm against "taking this -whole idea- proprietary" because why.
- Ew.
- Why would we move development out of the public eye?
- Why.

"Elghinn's call" - yes...

Hm.

It can still be completely OGL and still be publishable. It just means we get to take the time to make the content much more usable and well-written, and we get a little bit of money for our time and effort in doing so. I would be more than happy just making it completely free to download, for that matter, but to put it on the Paizo download page you have to have a publishing company and an OGL license written up.

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cartmanbeck wrote:
Flak wrote:

A few thoughts...

- Anything I make and share on these forums is OGL as necessary with no copyright attached to my original contributions.
- I'm against "taking this -whole idea- proprietary" because why.
- Ew.
- Why would we move development out of the public eye?
- Why.

"Elghinn's call" - yes...

Hm.

It can still be completely OGL and still be publishable. It just means we get to take the time to make the content much more usable and well-written, and we get a little bit of money for our time and effort in doing so. I would be more than happy just making it completely free to download, for that matter, but to put it on the Paizo download page you have to have a publishing company and an OGL license written up.

Oh, and Purplefixer, if you're interested in seeing some other, more "official" stuff I've written about Pathfinder, here are links to the three articles I've put out in the past few months on a forum called The Unsung Heroes:

http://www.the-ush.com/index.php?topic=3132.0
http://www.the-ush.com/index.php?topic=3245.0
http://www.the-ush.com/index.php?topic=3398.0

You may have to sign up to see the images, but it's free to do so.

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Quote:
It can still be completely OGL and still be publishable. It just means we get to take the time to make the content much more usable and well-written, and we get a little bit of money for our time and effort in doing so. I would be more than happy just making it completely free to download, for that matter, but to put it on the Paizo download page you have to have a publishing company and an OGL license written up.

Oh for sure, but it's not like we don't have time if we keep the forum thread! I just don't see why there's this sudden push toward secretive dev...? Doing stuff in the open is how we all met each other through the project, after all. Does purplefixer not want to meet more cool people? :P

RPG Superstar 2013 Top 8

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Flak wrote:
Does purplefixer not want to meet more cool people? :P

Sorry, that came across sounding more like an impish joke than anything. But what I meant was. One of the great things about this thread and its contents, at least as far as I can tell, is that anyone and everyone was invited to participate, and the process evolved, and we all worked together to make stuff good/better/best. We're nowhere near the end and there's no telling who else might join.

Silver Crusade RPG Superstar 2014 Top 16

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Flak wrote:
Flak wrote:
Does purplefixer not want to meet more cool people? :P
Sorry, that came across sounding more like an impish joke than anything. But what I meant was. One of the great things about this thread and its contents, at least as far as I can tell, is that anyone and everyone was invited to participate, and the process evolved, and we all worked together to make stuff good/better/best. We're nowhere near the end and there's no telling who else might join.

Good point, Flak. Duly noted.


My only thoughts re: the current thread, aside from what happens outside of it, is that perhaps we could limit tge number of archetypes we are working on at any one time and not move on until the current batch is finalised. Just a thought.

Flak: i agree about the benefits of the public thread, and i don't see why it can't remain, alongside any other approach. It's how i met all you guys, and your help has been invaluable as a foil for my thoughts and crap crunch.

Speaking of which- i'm at work now, temple dancer writeup tonight....


I had been planning on launching my own 3PP with the multiclass feats I had been working on. I'm trying more and more to keep abreast of community opinion and always looking for inspiration and innovation to help me along, and so I ran across this thread just a few weeks after I had started on my feats. Which I have since completely thrown out. This way is better. But that also means that I've wasted weeks of work, and will be otherwise retreading ground that the community has made free. I think with professional art, professional layout, and an organized, professional effort, we can turn this into an actual publication, and recoup our costs. Possibly even make some money. Moreover, as a legitimate publication, it will reach more people than our little community effort. Homebrew is generally poor quality, and usually looked down on by the players at large, while professional efforts are taken more seriously and reach a much larger audience.

However, 'cool people' aside, I've been spending many hours working on other peoples projects here, when I should have been spending more on my own. I've approached three archetypes, instead of the 12 I should have had finished by now. Two of the three things I've finished haven't been reviewed by anyone. The third one I'm -keeping- for my own proprietary publishing needs. There's a saying you may have heard: "Too many chefs spoil the soup." We have too many chefs. With a concerted and organized effort, we could be turning out more polished and more interesting MCAs, and then press them into a form that will reach hundreds more than the community project we're currently working on.

Sharing our work with the community is all well and good, but other 3PPs won't take it if it's been spoiled out by being developed on the forums, and -we- won't recoup our costs if the entire development can be peeled piecemeal off these forums.

RPG Superstar 2013 Top 8

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Purplefixer wrote:

I had been planning on launching my own 3PP with the multiclass feats I had been working on. I'm trying more and more to keep abreast of community opinion and always looking for inspiration and innovation to help me along, and so I ran across this thread just a few weeks after I had started on my feats. Which I have since completely thrown out. This way is better. But that also means that I've wasted weeks of work, and will be otherwise retreading ground that the community has made free. I think with professional art, professional layout, and an organized, professional effort, we can turn this into an actual publication, and recoup our costs. Possibly even make some money. Moreover, as a legitimate publication, it will reach more people than our little community effort. Homebrew is generally poor quality, and usually looked down on by the players at large, while professional efforts are taken more seriously and reach a much larger audience.

However, 'cool people' aside, I've been spending many hours working on other peoples projects here, when I should have been spending more on my own. I've approached three archetypes, instead of the 12 I should have had finished by now. Two of the three things I've finished haven't been reviewed by anyone. The third one I'm -keeping- for my own proprietary publishing needs. There's a saying you may have heard: "Too many chefs spoil the soup." We have too many chefs. With a concerted and organized effort, we could be turning out more polished and more interesting MCAs, and then press them into a form that will reach hundreds more than the community project we're currently working on.

Sharing our work with the community is all well and good, but other 3PPs won't take it if it's been spoiled out by being developed on the forums, and -we- won't recoup our costs if the entire development can be peeled piecemeal off these forums.

If you think you would be better off on your own, work on your own. Which of our "chefs" are "too many" ? Who's "we" and what are "our costs" ? I feel like there's a vast philosophical gap here.

Professional 'art,' 'layout,' and 'organized effort' won't make homebrew material good. Maybe it'll trick some people into thinking it's good. Like Super Genius Games chaff that gets churned out by the bucketload with borderline decent production values. But cruft is cruft. Your suggestions have nothing to do with making good content. You just want to make money by taking Elghinn's efforts and monetizing them. I personally haven't reviewed your MCAs because they don't interest me and are, in my mind, lame. Reducing the number of chefs won't improve the quality of your homebrewing. I apologize if my comments are harsh, but seriously. What's your plan? Who's your team? Who's your artist? Who's your layout designer? Who's your market person? Whence comes your business strategy?

And who—who, purplefixer—who are your chefs?

Silver Crusade RPG Superstar 2014 Top 16

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Flak wrote:

If you think you would be better off on your own, work on your own. Which of our "chefs" are "too many" ? Who's "we" and what are "our costs" ? I feel like there's a vast philosophical gap here.

Professional 'art,' 'layout,' and 'organized effort' won't make homebrew material good. Maybe it'll trick some people into thinking it's good. Like Super Genius Games chaff that gets churned out by the bucketload with borderline decent production values. But cruft is cruft. Your suggestions have nothing to do with making good content. You just want to make money by taking Elghinn's efforts and monetizing them. I personally haven't reviewed your MCAs because they don't interest me and are, in my mind, lame. Reducing the number of chefs won't improve the quality of your homebrewing. I apologize if my comments are harsh, but seriously. What's your plan? Who's your team? Who's your artist? Who's your layout designer? Who's your market person? Whence comes your business strategy?

And who—who, purplefixer—who are your chefs?

Yeah I agree with Flak that your comments were a bit out of line. If you were looking for people to help you start a publishing company, you could have said so from the start. If you felt that participation in this forum was a waste of your time, then you should definitely use that time to work on your own stuff instead of complaining of how much time you're wasting.


Purplefixer wrote:

I had been planning on launching my own 3PP with the multiclass feats I had been working on. I'm trying more and more to keep abreast of community opinion and always looking for inspiration and innovation to help me along, and so I ran across this thread just a few weeks after I had started on my feats. Which I have since completely thrown out. This way is better. But that also means that I've wasted weeks of work, and will be otherwise retreading ground that the community has made free. I think with professional art, professional layout, and an organized, professional effort, we can turn this into an actual publication, and recoup our costs. Possibly even make some money. Moreover, as a legitimate publication, it will reach more people than our little community effort. Homebrew is generally poor quality, and usually looked down on by the players at large, while professional efforts are taken more seriously and reach a much larger audience.

However, 'cool people' aside, I've been spending many hours working on other peoples projects here, when I should have been spending more on my own. I've approached three archetypes, instead of the 12 I should have had finished by now. Two of the three things I've finished haven't been reviewed by anyone. The third one I'm -keeping- for my own proprietary publishing needs. There's a saying you may have heard: "Too many chefs spoil the soup." We have too many chefs. With a concerted and organized effort, we could be turning out more polished and more interesting MCAs, and then press them into a form that will reach hundreds more than the community project we're currently working on.

Sharing our work with the community is all well and good, but other 3PPs won't take it if it's been spoiled out by being developed on the forums, and -we- won't recoup our costs if the entire development can be peeled piecemeal off these forums.

... I was all for the idea, until I read this post. It is true homebrew has a bit of a... shall we say, 'reputation', and getting a 3pp set up would spread out this project further. It's surprising what a brand name'll do to people sometimes.

But to say you're 'wasting hours' working on other peoples projects? No time can be considered wasted. Gathering experience, helping people out, making yourself known and even liked in the community goes a -LONG- way, and to say that it's a waste of time just... it's just insulting, is what it is.

And too many chefs? No matter how we look at it, -this- work here, the multiclass archetypes, is an open project. Anyone can come and toss in, if they like and they do good work. That's part of the appeal, and honestly, if there ever is a case where someone is detrimental to the project; well, I'm sure we'll deal with it in as mature a manner as we can.

And might I tell you of a little project developed wonderfully on forums (perhaps not to this degree, but STILL)? It's called The Pathfinder Roleplaying Game. Fun stuff, monks still suck but rogues get cool stuff. I'd say it's done rather well, despite the Reference Document with all the rules being out for -free-.

As much as I'd love to be working with a 3pp (or, should pigs fly, paizo itself~), that sort of attitude turns me right off.

-----
On a different topic; playtest was undo-able this weekend due to lacking a player. Still have Divine Duelist and Mutagenic Brute set for the next session.

On yet -another- topic; remind me, do we have a wizard/alchemist yet? I know there's an official archetype for the bombs, so I thought I'd go a different route... (Aegis Lancer is currently in stasis while I clear my head and look over options.)


Um, wow. Ok so we almost made it to 1000 posts without collapsing in a pile of squabble. Yay for us! Ah.... so let's return to what we were doing, and see if we can continue to

a: come up with neat ideas
b: review each others work, and honestly and openly assess such work on it's own merits re: flavour and crunch
c: try to inject humour into OUR shared experience so we can
d: have fun through
e: interacting as maturely and NON F#@%ING SNEETCHILY as possible. That's right, I said sneetchily, and I mean it this time. You all know who you are.

Shheeesh. Remember I know how old some of you purport to be on your profiles! I may have the crunch of a 1st Edition veteran (not 1st level fighter!) and may be a "weak link" as far as "constructive" ideas but I get on here not because I love Pathfinder, which I may honestly say I do, but because I dig
1 hearing new ideas
2 learning how to develop fluff into crunch
3 working with others in a consensus based approach to anything.

Yep. I'm old school. I've played Halflings when they were a CLASS. It doesn't make me better, or hard. It doesn't make me old. It means I'm old, and tired of:
Feat: Sneetch
Prerequisites: PC or Mac, large brain, small heart
Benefit: None that can be measured positively.
How do you like that for crunch? I'm off to hang with my 6 month old son, ruminate on the Temple Dancer which I love, the poor old Aegis Lancer and a myriad of creative ideas I've found out about over the last few weeks. Over it and out. OSW

P.S. What does everyone think of

Oceanshieldwolf wrote:
perhaps we could limit tge number of archetypes we are working on at any one time and not move on until the current batch is finalised. Just a thought.


How about Team Sh!tstorm! It's got a real ring to it. :P


If we're gonna have a team name, let's make it something people can say in a schoolhouse :P

Also- randomly wrote this up to get the design flowing.

Arcane Chemist:

Arcane Chemist
Arcane Chemists are well-known for their mystical elixers, potent spells, and explosive results.

HD: D6

Saves: Good Reflex, Good Will. (She's used to being nearly blown up by her own experiments- good reflexes! ;3)

Skills: 2+Int, add three Alchemist.

Wizard/Alchemist

Concept- A wizard who studies alchemy. Yeah.

Level: Special:
1 - Cantrips, Chemist, Brew Potion, Scribe Scroll
2 -
3 - Swift Alchemy
4 -
5 - Potion Bomb
6 -
7 -
8 -
9 -
10 - Bonus Feat
11 -
12 -
13 - Poison Immunity
14 -
15 -
16 -
17 -
18 - Instant Alchemy
19 -
20 - Bonus Feat

Chemist: The Arcane Chemist studies both book and vial, utilizing alchemy as a secondary means of power. They must select two opposition schools at first level; this school may not be Transmutation. This ability replaces Arcane School and Arcane Bond.
-Life and Passion: Thanks to her studies, the chemist is privy to unusual techniques and recipes most arcane scholars would pass over unknowingly.
-- At First level, the Chemist is considered to know Cure Light Wounds and Stabilize for the purpose of creating potions.
-- At Third level, she is considered to know Cure Moderate Wounds and Lesser Restoration for the purpose of creating potions.
-- At Fifth level, she is considered to know Cure Serious Wounds, Neutralize Poison, Remove Blindness/Deafness and Remove Disease for the purpose of creating potions.

-Potion for Everything: A chemist always seems to have just the right vial up their sleeve. At first level, they are assumed to have 100 GP of unknown potions or alchemy supplies (such as Acid or Sunrods) in their possession; this amount increases at the rate of 100 gp per 2 levels, up to a maximum of 1900 at 20th level. At any time, as a full-round action, they may search their robes and packs for a potion of their choice and deduct the cost from their current total. This amount can only be renewed by spending the appropriate amount of GP while 'gathering and preparing' in a location of at least city-size population. With the GM's discretion, two weeks in another appropriate area may also renew this total with or without using the GP required.

-MetaMixture: At eighth level, the Arcane Chemist may sacrifice a spell slot to create a potion of that spell. This potion remains until the Arcane Chemist prepares a new spell in that slot; she may store a spell of up to fifth level in this way, up to one such potion per 4 levels (Maximum of 5 at 20th level).

Potion Bomb: As a Standard Action, the Arcane Chemist can infuse a potion with incredible arcane energy. She must sacrifice a spell slot of at least 1st level as a part of this action; the resulting bomb has a range of 20 feet, and is considered a weapon for the purpose of such feats as Point Blank Shot and Weapon Focus. She may create a number of potion bombs per day equal to 3+ her int modifier.

The potion bomb may be thrown as a part of this action, using a ranged touch attack roll. On a direct hit, the Potion Bomb deals damage equal to 1d6 per spell level of the potion, plus an additional bonus equal to the level of the spell sacrificed. This bonus is also used as the resulting splash damage.

Example: A Potion Bomb of Cure Moderate Wounds with a second-level spell sacrificed would deal 2d6+2 damage, with a splash damage of 2.

Bonus Feat: At tenth and twentieth level, the Arcane Chemist may select a metamagic feat, arcane discovery, or an alchemist discovery. They may -not- apply bomb discoveries to the potion bomb.

Thoughts? It's a Wizard who can randomly pull potions and alchemists fire out of non-shiny places. Might need a little balancing, but should be solid otherwise.

RPG Superstar 2013 Top 8

For the sake of easy balancing and flavor, I think I would try to make the [arcane chemist]'s replacement powers follow the same sort of trajectory as school powers. Also, 'arcane chemist' isn't a great name because the alchemist is an arcane chemist. Otherwise it's a neat idea... though I'm not hooked on bombs, because, as you said, there's already the arcane bomber.

I would straight-up replace scribe scroll with brew potion.

ex.
Brew Potion: At 1st level, the [arcane chemist] gains Brew Potion as a bonus feat. This ability replaces Scribe Scroll.

For the chemistry stuff I'd try to model an arcane school:

ex.
Chemistry School (Su): The [arcane chemist] receives a bonus on Craft (alchemy) skill checks made to create alchemical items equal to 1/2 his class level. He counts as an alchemist for the purpose of imbibing mutagenic and cognatogenic elixirs. In addition, he receives an additional 'spell slot' of each level, as from a school, except that he must use it to prepare an extract (as an alchemist). [An arcane chemist] may prepare an extract of any spell he knows if it could be made into a potion (regardless of spell level), though he may also add alchemist formulae to his spellbook and use those (see Arcane Magical Writings). [An arcane chemist] may not cast formulae as spells. This ability, along with potion for everything and metamixture, replaces arcane school.

And then make a few of your abilities follow the school pattern...

ex.
Potion for Everything (Ex): The [arcane chemist] is assumed to have any number of elixirs, just-add-water potions, and vials of reagents up his sleeve. He gains an 'alchemy pool' expressed in gold pieces which can hold up to 50 gp per [arcane chemist] level. Between adventures the [arcane chemist] may spend time finding reagents and the appropriate amount of gold to refill his alchemy pool. As a standard action he may produce and use any potion or alchemical substance weighing up to 1 lb. and costing less than the wealth remaining in his alchemy pool. When he does this, he deducts its cost from his alchemy pool. He may use this ability a number of times per day equal to 3 + his Intelligence bonus.

ex.
Metamixture (Su): At 8th level, the [arcane chemist] can prepare any wizard spell he knows as a special extract called a metamixture that does not need to be drunk to take effect. The metamixture can be quaffed as normal for an extract if the spell upon which it is based could ordinarily be prepared as an extract; otherwise, it must be thrown as a splash weapon attack. If the spell targets an area, the area is centered on the target of the attack; if the spell targets one or more creatures, it only affects the creature it hits. Metamixtures may be prepared in higher-level slots using metamagic. The [arcane chemist] can prepare 2 metamixtures per day, using his normal spell slots to do so. At 12th, 16th, and 20th levels, he gains an additional daily use of this ability.

And then I'd probably just take the other stuff you want (swift alchemy, instant alchemy, poison resistance, and maybe an automatic infusion discovery?), figure out a good progression for those abilities, and say they replace arcane bond and maybe the 5th and 15th level bonus feats since you're already giving those up. Oh, and 'potion bombs' ? I'd drop it.

Sorry—not to domineer your efforts—just trying to get back into the feedback & collab spirit =)

RPG Superstar 2013 Top 8

My previous thoughts on the 'arcane chemist' wrote:

Collapsed is my original post on this topic in case it got lost on the previous page.:
For the sake of easy balancing and flavor, I think I would try to make the [arcane chemist]'s replacement powers follow the same sort of trajectory as school powers. Also, 'arcane chemist' isn't a great name because the alchemist is an arcane chemist. Otherwise it's a neat idea... though I'm not hooked on bombs, because, as you said, there's already the arcane bomber.

I would straight-up replace scribe scroll with brew potion.

ex.
Brew Potion: At 1st level, the [arcane chemist] gains Brew Potion as a bonus feat. This ability replaces Scribe Scroll.

For the chemistry stuff I'd try to model an arcane school:

ex.
Chemistry School (Su): The [arcane chemist] receives a bonus on Craft (alchemy) skill checks made to create alchemical items equal to 1/2 his class level. He counts as an alchemist for the purpose of imbibing mutagenic and cognatogenic elixirs. In addition, he receives a bonus spell slot at each spell level he can cast, as from an arcane school, except that he must use it to prepare an extract (as an alchemist). [An arcane chemist] may prepare an extract of any spell he knows if it could be made into a potion (regardless of spell level), though he may also add alchemist formulae to his spellbook and use those (see Arcane Magical Writings). [An arcane chemist] may not cast formulae as spells. This ability, along with potion for everything and metamixture, replaces arcane school.

And then make a few of your abilities follow the school pattern...

ex.
Potion for Everything (Ex): The [arcane chemist] is assumed to have any number of elixirs, just-add-water potions, and vials of reagents up his sleeve. He gains an 'alchemy pool' expressed in gold pieces which can hold up to 50 gp per [arcane chemist] level. Between adventures the [arcane chemist] may spend time finding reagents and the appropriate amount of gold to refill his alchemy pool. As a standard action he may produce and use any potion or alchemical substance weighing up to 1 lb. and costing less than the wealth remaining in his alchemy pool. When he does this, he deducts its cost from his alchemy pool. He may use this ability a number of times per day equal to 3 + his Intelligence bonus.

ex.
Metamixture (Su): At 8th level, the [arcane chemist] can prepare any wizard spell he knows as a special extract called a metamixture that does not need to be drunk to take effect. The metamixture can be quaffed as normal for an extract if the spell upon which it is based could ordinarily be prepared as an extract; otherwise, it must be thrown as a splash weapon attack. If the spell targets an area, the area is centered on the target of the attack; if the spell targets one or more creatures, it only affects the creature it hits. Metamixtures may be prepared in higher-level slots using metamagic. The [arcane chemist] can prepare 2 metamixtures per day, using his normal spell slots to do so. At 12th, 16th, and 20th levels, he gains an additional daily use of this ability.

And then I'd probably just take the other stuff you want (swift alchemy, instant alchemy, poison resistance, and maybe an automatic infusion discovery?), figure out a good progression for those abilities, and say they replace arcane bond and maybe the 5th and 15th level bonus feats since you're already giving those up. Oh, and 'potion bombs' ? I'd drop it.

Sorry—not to domineer your efforts—just trying to get back into the feedback & collab spirit =)

More thoughts on replacing the arcane bond for the [arcane chemist]:

Remember that arcane bond is worth -roughly- a feat. Alchemists can pick up a familiar with a discovery (which is feat-equivalent) and rogues can get one at level - 3 strength as an advanced talent (which is weak for an advanced talent). A bonded object essentially gifts you a masterwork item and one item creation feat, along with a floating spell (but with a sizable drawback). So I think it's safe to say that arcane bond is NOT strong enough to be traded for a slew of alchemist abilities. However, we could do this...

Discovery: At 1st level, the [arcane chemist] selects one alchemist discovery, using his [arcane chemist] level as his alchemist level for the purposes of qualifying for discoveries and determining their effects and DCs. He may not take discoveries which interact with abilities he does not have (such as bomb modifications). This ability replaces arcane bond.

(This allows [an arcane chemist] to take a tumor familiar if he wants, or infusion, or mutagen, or cognatogen, or w/e.)

Bonus Feats: Whenever the [arcane chemist] could select a wizard bonus feat, he may instead choose a discovery as an alchemist of his level. This follows the same rules outlined in the discovery ability. He adds swift alchemy, swift poison, poison immunity, persistent mutagen, and instant alchemy (as the alchemist abilities by the same names) to his list of available discoveries. Taking each requires an effective alchemist level equal to the level at which an alchemist could obtain the ability, and any abilities upon which it is predicated. So, for instance, instant alchemy requires level 18 and swift alchemy, while persistent mutagen requires level 14 and mutagen.

(This bonus feat progression would then be unchanged and remain at 5th, 10th, 15th, and 20th levels.)

If you think the [arcane chemist] should trade something for the discovery options & versatility, we can revoke his access to item creation or arcane discoveries from bonus feats. Or we could go the distance and just replace his bonus feats with discoveries (and the listed alchemist abilities) at 5th, 10th, 15th, and 20th levels.

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