MultiClass Archetypes III: The Return of the MCA


Homebrew and House Rules

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Alright Dustyboy, here's what I've got for your Wilder Mage. For ease of swaps, etc., I made Wizard the primary and Ranger the secondary. This is just a preliminary posting, so if there is anything different you are looking for, or wanting to change we can work on it.

@ Big Lemon, I'll get to yours as soon as I can. :D

Wilder Mage:

Primary Class: Wizard.

Secondary Class: Ranger.

Hit Dice: d8.

Bonus Skills and Ranks: The wilder mage may select six ranger skills to add to her class skills in addition to the normal wizard class skills. The wilder mage gains a number of ranks at each level equal to 4 + Int modifier.

Weapon and Armor Proficiency: The wilder mage is proficient with all simple weapons, plus the composite longbow, composite short bow, hand crossbow, longbow, and short bow. The wilder mage is also proficient with light armor. She can cast arcane spells while wearing light armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a wilder mage wearing medium armor, heavy armor, or using a shield incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass wilder mage still incurs the normal arcane spell failure chance for arcane spells received from other classes.

Spellcasting: The wilder mage casts arcane spells drawn from the wizard spell list and can cast only a certain number of spells of each spell level per day. Her daily allotment of runes is given on Table: Wilder Mage. She also receives bonus spells per day if she has a high Intelligence score. A wilder mage otherwise learns, prepares, and casts spells as a wizard of equal level.

Focused Arcane School: At 1st level, a wilder mage gains the wizard’s arcane school ability and must select the Arcane Hunter focused arcane school. This ability replaces the ranger’s 1st, 3rd, and 5th favored enemy, and Endurance.

Wild Senses (Ex): At 1st level, a wild mage’s life among the wild has sharpened her senses. She gains low-light vision and a +1 bonus on Perception checks. If she already has low-light vision, she gains a +2 bonus on Perception checks instead. This bonus increases by +1 for every four levels after 1st (to a maximum of +6 at 20th level, or +7 if the character did not gain low-light vision from this ability). This ability replaces the wild empathy.

Combat Style Feats: This is exactly like the ranger’s ability of the same name, except that the wilder mage can only select the Archery or Crossbow* combat style. Alternatively, a wilder mage can select an item creation or metamagic feat in place of a combat style feat. *(Crossbow Style can be chosen and applied to firearms if a wilder mage chooses to use firearms instead of crossbows.)

Magic Arrow (Su): At 3rd level, every nonmagical ammunition a wilder mage fires from a ranged weapon becomes magical, gaining a +1 enhancement bonus. Unlike magic weapons created by normal means, the wilder mage need not spend gold pieces to accomplish this task. However, a wilder mage's magic ammunition only functions for him.

In addition, the wilder mage's ammunition gain a number of additional qualities as she gains additional levels. The elemental and elemental burst qualities can be changed once per day, when the wilder mage prepares spells.

At 8th level, every non-magical arrow fired by a wilder mage gains one of the following elemental themed weapon qualities: flaming, frost, or shock.

At 13th level, every non-magical arrow fired by a wilder mage gains the distance weapon quality.

At 18th level, every non-magical arrow fired by a wilder mage gains one of the following elemental burst weapon qualities: flaming burst, icy burst, or shocking burst. This ability replaces the ability gained at 8th level.

The bonuses granted by a magic ranged weapon apply as normal to ammunition that have been enhanced with this ability. Only the larger enhancement bonus applies. Duplicate abilities do not stack. This ability replaces the 2nd, 3rd, and 4th favored terrain, evasion, and improved evasion.

Favored Terrain (Ex): This is exactly like the ranger ability of the same name, except that a wilder mage selects only one favored terrain at 3rd level. This bonus increases by +1 every six levels beyond 3rd to a maximum of +4 at 15th level.

Arcane Companion (Ex): This is exactly like the ranger’s animal companion bond except for the following changes. The animal companion gains the Deliver Touch Spells, Speak with Master, Speak with Creatures of its Kind, and Scry on Familiar abilities of the wizard’s familiar bond. These replace the Ability Score Increase at 4th and 14th level, and the Devotion ability of the animal companion bond.

Terrain Caster (Ex): At 7th level, a wilder mage adds his favored terrain bonus to any concentration checks, or Knowledge (arcane) and Spellcraft skill checks when within her favored terrain. In addition, the effective caster level of any spell a wilder mage casts while within her favored terrain increases by 1. This ability replaces woodland stride.

Arrow of Death (Sp): At 20th level, a wilder mage can create a special type of slaying ammunition that forces the target, if damaged by the wilder mage’s ammunition’s attack, to make a Fortitude save or be slain immediately. The DC of this save is equal to 20 + the wilder mage's Intelligence modifier. It takes 1 day to make a slaying arrow, and the ammunition only functions for the wilder mage who created it. The slaying arrow lasts no longer than 1 year, and the wilder mage can only have one such arrow in existence at a time. This ability replaces master hunter.

Swap Table
1st/3rd/5th Favored Enemy + Endurance = Focused Arcane School
Wild Empathy = Wild Senses
Hunter’s Bond = Arcane Companion
2nd/3th/4th Favored Terrain, Evasion, Improved Evasion = Arcane Arrow
Woodland Stride = Terrain Casting
Master Hunter = Arrow of death

Table: Wilder Mage
Base
Class Attack Fort Ref Will Spells per Day
Level Bonus Save Save Save Special 1st 2nd 3rd 4th 5th 6th

1st +0 +0 +2 +2 Focused arcane school, track, wild senses 1 — — — — —
2nd +1 +0 +3 +3 Combat style feat 2 — — — — —
3rd +2 +1 +3 +3 Magic arrow, favored terrain 3 — — — — —
4th +3 +1 +4 +4 Arcane companion 3 1 — — — —
5th +3 +1 +4 +4 1st favored enemy 4 2 — — — —
6th +4 +2 +5 +5 Combat style feat 4 3 — — — —
7th +5 +2 +5 +5 Terrain caster 4 3 1 — — —
8th +6/+1 +2 +6 +6 4 4 2 — — —
9th +6/+1 +3 +6 +6 5 4 3 — — —
10th +7/+2 +3 +7 +7 Combat style feat 5 4 3 1 — —
11th +8/+3 +3 +7 +7 Quarry 5 4 4 2 — —
12th +9/+4 +4 +8 +8 Camouflage 5 5 4 3 — —
13th +9/+4 +4 +8 +8 2nd favored enemy 5 5 4 3 1 —
14th +10/+5 +4 +9 +9 Combat style feat 5 5 4 4 2 —
15th +11/+6/+1 +5 +9 +9 5 5 5 4 3 —
16th +12/+7/+2 +5 +10 +10 5 5 5 4 3 1
17th +12/+7/+2 +5 +10 +10 Hide in plain sight 5 5 5 4 4 2
18th +13/+8/+3 +6 +11 +11 Combat style feat 5 5 5 5 4 3
19th +14/+9/+4 +6 +11 +11 Improved quarry 5 5 5 5 5 4
20th +15/+10/+5 +6 +12 +12 Arrow of death 5 5 5 5 5 5


Oh, and here's the Arcane Hunter School

Arcane Hunter School
The arcane hunter school complements the wilder mage multiclass archetype.
Associated School: Conjuration.
Replacement Powers: The following school powers replace the summoner’s charm and acid dart powers of the conjuration school.

Endless Ammunition (Sp): As a standard action, you can conjure forth phantom hands that load a single ranged weapon or firearm with conjured ammunition once per round. This ammunition is standard for its type. At 6th level, this ammunition counts as magical for overcoming damage reduction and attacking incorporeal creatures, but is the standard for its type (a normal bullet or pellets and black powder in the case of firearms). Conjured ammunition ceases to exist 1 round after it is removed from the weapon, or at the end of the duration, whichever comes first. These phantom hands remain for 1 round for every two wizard levels you possess. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

Spell Arrow (Sp): As a standard action, you can place an area spell upon the ammunition of a ranged weapon. When the weapon is fired, the spell's area is centered where the ammunition lands, even if the spell could normally be centered only on the caster. This ability allows you to use the weapons range rather than the spell's range. A spell cast in this way uses its standard casting time and you can fire the weapon as part of the casting. The ammunition must be fired during the round that the casting is completed or the spell is wasted. If the ambition misses, the spell is wasted.


I like it, I was thinking having two different school choices, one for Chaos type " Elemental Wild magic" and one that seemed to be a little more sagely, otherwise not bad.

I was also hoping to get a class feature that allows the Wildermage to reload a crossbow with mage hand as a move action, rapid reload could make it a swift action, and xbow mastery could bring it up to a free action (I love dual xbow builds)


I like it, I was thinking having two different school choices, one for Chaos type " Elemental Wild magic" and one that seemed to be a little more sagely, otherwise not bad.

Sometimes when we create these MCAs, we need to use the abilities inherent to one of the two classes. Thus, wrapping some of your abilities into the arcane school template.

I was also hoping to get a class feature that allows the Wildermage to reload a crossbow with mage hand as a move action, rapid reload could make it a swift action, and xbow mastery could bring it up to a free action (I love dual xbow builds)

Can't have them all. :D But then again, we can just add the following in?

Endless Ammunition (Sp): As a standard action, you can conjure forth phantom hands that load a single ranged weapon or firearm with conjured ammunition once per round. This ammunition is standard for its type. At 6th level, this ammunition counts as magical for overcoming damage reduction and attacking incorporeal creatures, but is the standard for its type (a normal bullet or pellets and black powder in the case of firearms). Conjured ammunition ceases to exist 1 round after it is removed from the weapon, or at the end of the duration, whichever comes first. If you have the Rapid Reload or Crossbow Mastery feat, they also apply to the phantom hands. These phantom hands remain for 1 round for every two wizard levels you possess. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.


@Big Lemon

Ill get to yours tomorrow.

Liberty's Edge

Hi MCA crew and followers,

Thanks for this sweet work. We can now enjoy the benefits of multi-classing without the leveling hassle. :)

Allow me to tell you a little success story of your work with my group.
We are about to start a campaign and were struggling to come up with the game mechanics for the characters we wanted. In my case, I wanted some sort of Sorcerer/Monk combination for my Vudrani tiefling and was already resigned to multi-class. Then we decided to search the message boards for an alternative and were immediately delighted when we found your threads. We even decided to make our campaign 100% MCA.

I still had to do some work to build my Sorcerer/Monk MCA, which I share below. It is based on the Battle Caster and the Mysterious Sage (with a touch of the Arcane Fist). The catch was that I really wanted to preserve the "full-bloodline" abilities while also having a martial artist. Therefore, my swaps start from reducing spell casting and (here's the trick) reducing the gained abilities even further.

Other deviations from (or potential additions to?) the MCA guidelines are using a 5/8 to hit progression, introducing "Fair Saves" (in addition to "Poor" and "Good Saves") and granting a +1 hp per level.

Hope you like the final result, behold the "Arcane Striker"!

Arcane Striker:

Arcane Striker

Primary Class: Sorcerer

Secondary Class: Monk

Hit Dice: d6; Special +1 bonus hp per level.

Class Skills: The arcane striker's class skills are the standard sorcerer skills. In addition, three class skills can be selected from the monk's skills.

Skill Ranks per Level: 4 + Int modifier.

Weapon and Armor Proficiency: Proficient with all simple weapons, all simple eastern weapons and 4 monk or martial eastern weapons of choice. (Armor interferes with casting and martial abilities as usual.)

Diminished Spellcasting: The arcane striker casts arcane spells drawn from the sorcerer/wizards spell list, and both gains and knows one fewer spell of each spell level. If this reduces the number to 0 (minimum 1 for spells known), she may cast spells of that level only if her Charisma allows bonus spells of that level. She otherwise casts spells as a sorcerer of equal level.

Taxing Cantrips: Arcane strikers learn a number of cantrips, or 0-level spells, as Sorcerers. However, arcane strikers need to spend a 1st-level slot to be able to cast most cantrips. Once the spell slot is spent, the arcane striker will be able to cast cantrips for a number of rounds equal to her caster level plus her Charisma bonus. The exceptions being detect magic and read magic which, if known, do not consume any slots when cast and may be used at will.

Bloodline: Each arcane striker has a bloodline selected from the Sorcerer's class bloodlines. (Arcane bloodline is the default.)

Minor Flurry of Blows: Starting at 1st level, an arcane striker can make a flurry of blows as a full-attack action. As per the Monk's ability except as follows:
At 10th level, can make two additional attacks .
At 18th level, can make three additional attacks

Signature and Bonus Feats: At 1st level, the arcane striker is granted a signature combat bonus feat selected from any of the monk bonus or substitute bonus feats, even if she does not meet the feat's prerequisites. The arcane striker receives the standard character advancement feats, which can be used to select feats from the monk's bonus feats. An arcane striker is treated as a monk for the purposes of determining the effects and uses per day of feats like Stunning Fist.

Swap Table

Diminished Spellcasting = Flurry of Blows + Unarmed Strike
Taxing Cantrips = Fast Movement + AC Bonus
Minor Flurry of Blows + Reduced Unarmed Strike = Belated Evasion + Belated Improved Evasion
2 Good Saves = 2 Medium Saves + Signature bonus feat.

Table: Arcane Striker
Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special | Flurry of Blows Attack Bonus | Unarmed Damage | AC Bonus | Fast Movement

1 | +0 | 1 | 1 | 2 | Bloodline power, diminished spellcasting, minor flurry of blows, eschew materials, taxing cantrips, unarmed strike (1d6), signature bonus feat | -2/-2 | 1d6 | 0 | +0 ft.
2 | +1 | 1 | 1 | 3 | | -1/-1 | 1d6 | 0 | +0 ft.
3 | +1 | 2 | 2 | 3 | Bloodline power, bloodline spell, evasion | -1/-1 | 1d6 | 0 | +0 ft.
4 | +2 | 2 | 2 | 4 | Fast movement | +0/+0 | 1d6 | 0 | +10 ft.
5 | +3 | 3 | 3 | 4 | Bloodline spell, unarmed strike (1d8) | +1/+1 | 1d8 | 1 | +10 ft.
6 | +3 | 3 | 3 | 5 | | +1/+1 | 1d8 | 1 | +10 ft.
7 | +4 | 3 | 3 | 5 | Bloodline feat, bloodline spell | +2/+2 | 1d8 | 1 | +10 ft.
8 | +5 | 4 | 4 | 6 | | +3/+3 | 1d8 | 1 | +20 ft.
9 | +5 | 4 | 4 | 6 | Bloodline power, bloodline spell | +3/+3 | 1d8 | 1 | +20 ft.
10 | +6/+1 | 5 | 5 | 7 | Minor flurry of blows, +2 attacks, unarmed strike (1d10) | +4/+4/-1/-1 | 1d10 | 2 | +20 ft.
11 | +6/+1 | 5 | 5 | 7 | Bloodline spell | +4/+4/-1/-1 | 1d10 | 2 | +20 ft.
12 | +7/+2 | 6 | 6 | 8 | Improved evasion | +5/+5/+0/+0 | 1d10 | 2 | +30 ft.
13 | +8/+3 | 6 | 6 | 8 | Bloodline feat, bloodline spell | +6/+6/+1/+1 | 1d10 | 2 | +30 ft.
14 | +8/+3 | 6 | 6 | 9 | | +6/+6/+1/+1 | 1d10 | 2 | +30 ft.
15 | +9/+4 | 7 | 7 | 9 | Bloodline power, bloodline spell, unarmed strike (2d6) | +7/+7/+2/+2 | 2d6 | 3 | +30 ft.
16 | +10/+5 | 7 | 7 | 10 | | +8/+8/+3/+3 | 2d6 | 3 | +40 ft.
17 | +10/+5 | 8 | 8 | 10 | Bloodline spell | +8/+8/+3/+3 | 2d6 | 3 | +40 ft.
18 | +11/+6/+1 | 8 | 8 | 11 | Minor flurry of blows, +3 attacks | +9/+9/+4/+4/-1/-1 | 2d6 | 3 | +40 ft.
19 | +11/+6/+1 | 8 | 8 | 11 | Bloodline feat, bloodline spell | +9/+9/+4/+4/-1/-1 | 2d6 | 3 | +40 ft.
20 | +12/+7/+2 | 9 | 9 | 12 | Bloodline power, unarmed strike (2d8) | +10/+10/+5/+5/+0/+0 | 2d8 | 4 | +50 ft.


Hello there, Almenar! It's nice to hear of people using our work and inspirations >:3

On the Arcane Striker, I'm not sure I at all like the 5/8 or +1 HP per level, and the Fair Saves have been commonly seen before- just not in official material outside of prestige classes. We try to stay true to the way Paizo would do things, except where our own designs and earlier decisions would point elsewhere.

On the class abilities themselves-
You might wish to note the immense difficulty this class would have actually -hitting- anything with unarmed strike. When I was designing the Mysterious Sage, I relegated Unarmed Strike to a very small piece of the class that simply reflected basic training; he has the option and can do fun things during a brawl, but his BAB and hit dice very much said 'no' to doing anything in melee consistently outside of high-level play (boosted, of course, by his spells).

The lower-than-monk BAB hurts any unarmed strike user in the same way, especially considering that even the core monk has difficulty hitting sometimes.

Another note is that no specific features popped out at me with this character.

You may wish to pick a sort of theme- where you wish to go. An example is the Pactbound Thaumaturge, from the wiki- an ability-focused blend of cleric and sorcerer that has benefits from both but plays very smoothly as it's own class. Or the Arcane Templar, an excellent work from one of our contributors who managed to very nicely blend where the Magus and Paladin overlap- while adding in a key ability or two that helped give the class a flavor all her own.

A few ideas for your Arcane Striker are-
*A specialization with Touch Spells.
*Utilizing Ki points for spells, such as the Qigong monk archetype with a broader and more arcane feel.
*A Sorcerer may even choose to perfect their body to match their bloodline, enhancing the bloodline abilities they recieve.

This would add flavor and make the class more interesting, over being a far weaker monk and a diminished sorcerer.

Sorry for making this kind of long, but I wanted to try and guide you to the right track quickly- so that your next submission, and current campaign, can benefit from the lessons the MCA project has learned >:3

I'll pop in again later today to help with any ideas you might have- can't let Elghinn have all the fun, heh.


I'll let Raider work with you on this one Almenar, since he's one of our resident spellcaster experts. I've got Big Lemon on the hook right now, but if there is anything I can contribute once you post your next incarnation I'll give my opinion.

However, for your incarnation of a Sor/Mnk, I would go 3/4 BAB, d8 HD, 2 + Int mod for skill points, base Sorcerer skills + 3 monk skills of the player's choice, Poor Fort, Good Ref/Will, reduce spells to magus progression, and use Wushu Warrior Flurry of Blows/Damage progression.. Then from there see what other abilities you want to keep from Sorcerer and monk.


OK Big Lemon, changed the name to Spirit Binder, and worked some things around.

SPIRIT BINDER:

Sometimes, whether through freak accident or a right of birth, a seemly insignificant individual with only minor magical talents makes an inexplicable connection with a spirit from the outer planes. This spirit may have been an ancestor of the spirit binder in a past life, or he may have some special quality that makes him worthy of its notice. Whatever the case, the spirit binder has the ability to fuse this powerful spirit into his very being, allowing the two to become one being. Over time, as his connection to the spirit grows, the spirit binder may unlock more of it's power.

Primary Class: Summoner.

Secondary Class: Oracle.

Hit Dice: d8.

Bonus Skills and Ranks: The spirit binder may select three oracle skills to add to his class skills in addition to the normal summoner class skills. The spirit binder gains a number of ranks at each level equal to 2 + Int modifier.

Weapon and Armor Proficiency: The spirit binder is proficient with all simple weapons. The spirit binder is proficient with light armor. A spirit binder can cast arcane spells while wearing light armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a spirit binder wearing medium or heavy armor, or using a shield, incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass spirit binder still incurs the normal arcane spell failure chance for arcane spells received from other classes.

Spellcasting: The spirit binder casts arcane spells drawn from the oracle spell list and can cast only a certain number of spells of each spell level per day. His daily allotment of runes is given on Table: Spirit Binder. He also receives bonus spells per day if he has a high Charisma score. A spirit binder otherwise learns, prepares, and casts spells as a summoner of equal level.

Spirit Bond: A spirit binder summons the essence of a powerful outsider to meld with his own being. The spirit binder wears the eidolon like translucent, living armor. The eidolon mimics all of the spirit binder’s movements, and the spirit binder perceives through the eidolon’s senses and speaks through its voice, as the two are now one creature. This functions exactly like the fused eidolon ability of the synthesist summoner archetype, except that the type of outsider that the spirit binder can summon must have an alignment similar to his own as follows: angel (any good), archon (lawful good), agathion (neutral good), azata (chaotic good), inevitable (lawful neutral), aeon (neutral), protean (chaotic neutral), devil (lawful evil), daemon (neutral evil), demon (chaotic evil). This ability replaces eidolon, bond senses, and life bond.

Spirit Link (Su): Starting at 1st level, the spirit binder forms a close bond with his eidolon. Whenever the temporary hit points from his eidolon would be reduced to 0, the spirit binder can, as a free action, sacrifice any number of his own hit points. Each hit point sacrificed this way prevents 1 point of damage done to the eidolon (thus preventing the loss of the spirit binder’s temporary hit points), preventing the eidolon from being killed and sent back to its home plane. This ability replaces life link.

Mystery: At 2nd level, a spirit binder gains the oracle’s ability of the same name, except that the spirit binder may not select a mystery that is in opposition to his alignment. A spirit binder of good alignment is restricted from choosing the Bones, Dark Tapestry, or Juju mystery. A spirit binder of evil alignment is restricted from choosing the Heaven, Nature, or Life mystery.

In addition, at 2nd level and every three levels thereafter, a spirit binder learns an additional spell derived from his mystery. These spells are in addition to the number of spells given on Table: Spirit Binder Spells Known. They cannot be exchanged for different spells at higher levels. This ability and revelations replace summon monster I.

Planar Mastery (Ex): Starting at 3rd level, a spirit binder adds his class level to any Charisma-based checks made when interacting with outsiders or objects created by (or utilizing) outsiders. This includes the checks made to seal a bargain with an outsider when casting planar binding. This ability and binding mastery replace merge forms.

Revelation: At 3rd level, a spirit binder gains the oracle’s ability of the same name, except that the spirit binder may choose a revelation at 3rd level and every six levels thereafter (9th and 15th).

Shielded Meld (Ex): At 4th level, whenever the spirit binder is fused with his eidolon, he gains a +2 shield bonus to his Armor Class and a +2 circumstance bonus on his saving throws. This ability replaces shield ally.

Maker’s Jump (Sp): At 6th level, whenever the spirit binder is fused with his eidolon, the spirit binder can cast dimension door as a spell-like ability using his caster level. This ability only affects the spirit binder and eidolon. The spirit binder can use this ability once per day at 6th level, plus one additional time per day for every six levels beyond 6th. This ability replaces maker’s call and transposition.

Summon Ally (Sp): At 7th level, a spirit binder can summon forth a powerful servant from the outer planes to aid him. This allows the spirit binder to cast lesser planar ally once per day as a spell-like ability, but must pay the material component cost or the servant as normal. This improves to planar ally at 13th level, and to greater planar ally at 19th level. The spirit binder’s caster level for this effect is equal to his angelic knight level. This ability replaces aspect, greater aspect, and gate.

Binding (Sp): At 16th level, a spirit binder may use binding once per day as a spell-like ability, with a caster level equal the spirit binder’s level.

Greater Shielded Meld (Ex): At 12th level, whenever the spirit binder is fused with his eidolon, he gains a +4 shield bonus to his Armor Class and a +4 circumstance bonus on his saving throws. This ability replaces greater shield ally.

Twin Spirit (Su): This is exactly like the summoner’s twin eidolon ability of the same name, except that a copy of the fused eidolon appears in an unoccupied, adjacent space.

Swap Table
Spirit Bond = eidolon, bond senses, life bond
Spirit Link = life link
Mystery, mystery spells, revelations = summon monster I-IX
Planar Mastery & Binding = merge forms
Shielded Meld = shield ally
Maker’s Jump = maker’s call, transposition
Lesser Planar Ally = aspect
Greater Shield Meld = greater shield ally
Plana Ally = greater aspect
Greater planar ally = gate
Twin Spirit = twin eidolon

Table: Spirit Binder
Base
Class Attack Fort Ref Will Spells per Day
Level Bonus Save Save Save Special 1st 2nd 3rd 4th 5th 6th

1st +0 +0 +0 +2 Cantrips, spirit bond, spirit link 1 — — — — —
2nd +1 +0 +0 +3 Mystery, mystery spell 2 — — — — —
3rd +2 +1 +1 +3 Binding mastery, revelation 3 — — — — —
4th +3 +1 +1 +4 Shielded meld 3 1 — — — —
5th +3 +1 +1 +4 Mystery spell 4 2 — — — —
6th +4 +2 +2 +5 Maker’s jump 4 3 — — — —
7th +5 +2 +2 +5 Summon ally I (lesser planar ally) 4 3 1 — — —
8th +6/+1 +2 +2 +6 Mystery spell 4 4 2 — — —
9th +6/+1 +3 +3 +6 Revelation 5 4 3 — — —
10th +7/+2 +3 +3 +7 5 4 3 1 — —
11th +8/+3 +3 +3 +7 Mystery spell 5 4 4 2 — —
12th +9/+4 +4 +4 +8 Greater shielded meld 5 5 4 3 — —
13th +9/+4 +4 +4 +8 Summon ally II (planar ally) 5 5 4 3 1 —
14th +10/+5 +4 +4 +9 Mystery spell 5 5 4 4 2 —
15th +11/+6/+1 +5 +5 +9 Revelation 5 5 5 4 3 —
16th +12/+7/+2 +5 +5 +10 Binding 5 5 5 4 3 1
17th +12/+7/+2 +5 +5 +10 Mystery spell 5 5 5 4 4 2
18th +13/+8/+3 +6 +6 +11 5 5 5 5 4 3
19th +14/+9/+4 +6 +6 +11 Summon ally III (greater planar ally) 5 5 5 5 5 4
20th +15/+10/+5 +6 +6 +12 Twin spirit 5 5 5 5 5 5

Table: Spirit Binder Spells Known
Spells Known
Level 0 1st 2nd 3rd 4th 5th 6th

1st 4 2 — — — — —
2nd 5 3 — — — — —
3rd 6 4 — — — — —
4th 6 4 2 — — — —
5th 6 4 3 — — — —
6th 6 4 4 — — — —
7th 6 5 4 2 — — —
8th 6 5 4 3 — — —
9th 6 5 4 4 — — —
10th 6 5 5 4 2 — —
11th 6 6 5 4 3 — —
12th 6 6 5 4 4 — —
13th 6 6 5 5 4 2 —
14th 6 6 6 5 4 3 —
15th 6 6 6 5 4 4 —
16th 6 6 6 5 5 4 2
17th 6 6 6 6 5 4 3
18th 6 6 6 6 5 4 4
19th 6 6 6 6 5 5 4
20th 6 6 6 6 6 5 5


The new Weekly Boost is up.

Announcement: MultiClass Productions would like to announce that further issues of the Weekly Boost will be posted on a biweekly (every two weeks) basis. Since MCP consists of only 5 members, this will allow for sufficient time for creativity, collaboration, and idea generation so as to maintain our release of high quality products.


Just so you know the Night Shroud class will be in a campaign in two weeks starting at level 1, so as for a playtest it'll be fully operational, though we probably wont hit level 20


Dustyboy wrote:
Just so you know the Night Shroud class will be in a campaign in two weeks starting at level 1, so as for a playtest it'll be fully operational, though we probably wont hit level 20

Excellent! Let us know how it goes.


Yep, liking the Spirit Binder - it seems to be an MCA version of the soulfused class posted here on the homebrew forum a little while back. I gave it quite a bit of feedback then, Elghinn you se to have wrapped it up all very nicely!


Thanks!

Liberty's Edge

Thanks Raider and Elghinn for your comments and suggestions.

I have prepared a couple of new versions of the Arcane Striker taking your feedback in count. The first "compliant version" uses the standard progressions of the MCA guidelines. The second "unabridged variant" still has non-standard to hit, hit point and skills per level progressions. Both of these versions fix the underpowered flurry of blows flaw spotted by Raider.

Here's the "compliant version".

Compliant Arcane Striker:

Summary of changes from original:

Hit Dice: D6 +1HP/level -> D8
BAB: 5/8 -> 1/2
Flurry BAB: 5/8 (-2) -> 3/4 (-2); this affects additional attack levels
Skill Ranks per Level: 4+Int -> 2+Int
Saves: All Good -> Good Ref/Will, Poor Fort

Primary Class: Sorcerer

Secondary Class: Monk

Hit Dice: d8.

Class Skills: The arcane striker's class skills are the standard sorcerer skills. In addition, three class skills can be selected from the monk's skills.

Skill Ranks per Level: 2 + Int modifier.

Weapon and Armor Proficiency: Proficient with all simple weapons, all simple eastern weapons and 4 monk or martial eastern weapons of choice. (Armor interferes with casting and martial abilities as usual.)

Diminished Spellcasting: The arcane striker casts arcane spells drawn from the sorcerer/wizards spell list, and both gains and knows one fewer spell of each spell level. If this reduces the number to 0 (minimum 1 for spells known), she may cast spells of that level only if her Charisma allows bonus spells of that level. She otherwise casts spells as a sorcerer of equal level.

Taxing Cantrips: Arcane strikers learn a number of cantrips, or 0-level spells, as Sorcerers. However, arcane strikers need to spend a 1st-level slot to be able to cast most cantrips. Once the spell slot is spent, the arcane striker will be able to cast cantrips for a number of rounds equal to her caster level plus her Charisma bonus. The exceptions being detect magic and read magic which, if known, do not consume any slots when cast and may be used at will.

Bloodline: Each arcane striker has a bloodline selected from the Sorcerer's class bloodlines. (Arcane bloodline is the default.)

Minor Flurry of Blows: Starting at 1st level, an arcane striker can make a flurry of blows as a full-attack action. As per the Monk's ability except as follows:
At 11th level, can make two additional attacks .
At 20th level, can make three additional attacks.

Signature and Bonus Feats: At 1st level, the arcane striker is granted a signature combat bonus feat selected from any of the monk bonus or substitute bonus feats, even if she does not meet the feat's prerequisites. The arcane striker receives the standard character advancement feats, which can be used to select feats from the monk's bonus feats. An arcane striker is treated as a monk for the purposes of determining the effects and uses per day of feats like Stunning Fist.

Swap Table

Diminished Spellcasting = Flurry of Blows + Unarmed Strike
Taxing Cantrips = Fast Movement + AC Bonus + 2 Good Saves
Minor Flurry of Blows + Reduced Unarmed Strikes + 1 Good Save = Evasion + Improved Evasion + d8 Hit Dice
Reduced Fast Movement + Reduced AC Bonus = Signature bonus feat

Table: Arcane Striker
Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special | Flurry of Blows Attack Bonus | Unarmed Damage | AC Bonus | Fast Movement

1 | +0 | 0 | 2 | 2 | Bloodline power, diminished spellcasting, minor flurry of blows, eschew materials, taxing cantrips, unarmed strike (1d6), signature bonus feat | -2/-2 | 1d6 | 0 | +0 ft.
2 | +1 | 0 | 3 | 3 | | -1/-1 | 1d6 | 0 | +0 ft.
3 | +1 | 1 | 3 | 3 | Bloodline power, bloodline spell, evasion | +0/+0 | 1d6 | 0 | +0 ft.
4 | +2 | 1 | 4 | 4 | Fast movement | +1/+1 | 1d6 | 0 | +10 ft.
5 | +2 | 1 | 4 | 4 | Bloodline spell, unarmed strike (1d8) | +1/+1 | 1d8 | 1 | +10 ft.
6 | +3 | 2 | 5 | 5 | | +2/+2 | 1d8 | 1 | +10 ft.
7 | +3 | 2 | 5 | 5 | Bloodline feat, bloodline spell | +3/+3 | 1d8 | 1 | +10 ft.
8 | +4 | 2 | 6 | 6 | | +4/+4/-1 | 1d8 | 1 | +20 ft.
9 | +4 | 3 | 6 | 6 | Bloodline power, bloodline spell | +4/+4/-1 | 1d8 | 1 | +20 ft.
10 | +5 | 3 | 7 | 7 | Unarmed strike (1d10) | +5/+5/+0 | 1d10 | 2 | +20 ft.
11 | +5 | 3 | 7 | 7 | Bloodline spell, minor flurry of blows, +2 attacks | +6/+6/+1/+1 | 1d10 | 2 | +20 ft.
12 | +6/+1 | 4 | 8 | 8 | Improved evasion | +7/+7/+2/+2 | 1d10 | 2 | +30 ft.
13 | +6/+1 | 4 | 8 | 8 | Bloodline feat, bloodline spell | +7/+7/+2/+2 | 1d10 | 2 | +30 ft.
14 | +7/+2 | 4 | 9 | 9 | | +8/+8/+3/+3 | 1d10 | 2 | +30 ft.
15 | +7/+2 | 5 | 9 | 9 | Bloodline power, bloodline spell, unarmed strike (2d6) | +9/+9/+4/+4/-1 | 2d6 | 3 | +30 ft.
16 | +8/+3 | 5 | 10 | 10 | | +10/+10/+5/+5/+0 | 2d6 | 3 | +40 ft.
17 | +8/+3 | 5 | 10 | 10 | Bloodline spell | +10/+10/+5/+5/+0 | 2d6 | 3 | +40 ft.
18 | +9/+4 | 6 | 11 | 11 | | +11/+11/+6/+6/+1 | 2d6 | 3 | +40 ft.
19 | +9/+4 | 6 | 11 | 11 | Bloodline feat, bloodline spell | +12/+12/+7/+7/+2 | 2d6 | 3 | +40 ft.
20 | +10/+5 | 6 | 12 | 12 | Bloodline power, unarmed strike (2d8), minor flurry of blows, +3 attacks | +13/+13/+8/+8/+3/+3 | 2d8 | 4 | +50 ft.

And for those interested, here's the "unabridged variant":

Unabridged Arcane Striker:

Summary of changes from original:

Flurry BAB: 5/8 (-2) -> 7/8 (-2)
Skill Ranks per Level: 4+Int -> 3+Int

Primary Class: Sorcerer

Secondary Class: Monk

Hit Dice: d6; Special +1 bonus HP per level.

Class Skills: The arcane striker's class skills are the standard sorcerer skills. In addition, three class skills can be selected from the monk's skills.

Skill Ranks per Level: 3 + Int modifier.

Weapon and Armor Proficiency: Proficient with all simple weapons, all simple eastern weapons and 4 monk or martial eastern weapons of choice. (Armor interferes with casting and martial abilities as usual.)

Diminished Spellcasting: The arcane striker casts arcane spells drawn from the sorcerer/wizards spell list, and both gains and knows one fewer spell of each spell level. If this reduces the number to 0 (minimum 1 for spells known), she may cast spells of that level only if her Charisma allows bonus spells of that level. She otherwise casts spells as a sorcerer of equal level.

Taxing Cantrips: Arcane strikers learn a number of cantrips, or 0-level spells, as Sorcerers. However, arcane strikers need to spend a 1st-level slot to be able to cast most cantrips. Once the spell slot is spent, the arcane striker will be able to cast cantrips for a number of rounds equal to her caster level plus her Charisma bonus. The exceptions being detect magic and read magic which, if known, do not consume any slots when cast and may be used at will.

Bloodline: Each arcane striker has a bloodline selected from the Sorcerer's class bloodlines. (Arcane bloodline is the default.)

Minor Flurry of Blows: Starting at 1st level, an arcane striker can make a flurry of blows as a full-attack action. As per the Monk's ability except as follows:
At 10th level, can make two additional attacks .
At 18th level, can make three additional attacks.

Signature and Bonus Feats: At 1st level, the arcane striker is granted a signature combat bonus feat selected from any of the monk bonus or substitute bonus feats, even if she does not meet the feat's prerequisites. The arcane striker receives the standard character advancement feats, which can be used to select feats from the monk's bonus feats. An arcane striker is treated as a monk for the purposes of determining the effects and uses per day of feats like Stunning Fist.

Swap Table

Diminished Spellcasting = Flurry of Blows + Unarmed Strike
Taxing Cantrips = Fast Movement + AC Bonus + 2 Good Saves
Minor Flurry of Blows + Reduced Unarmed Strikes = Evasion + Improved Evasion + 1 HP per level
Reduced Fast Movement + Reduced AC Bonus = Signature bonus feat

Table: Arcane Striker
Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special | Flurry of Blows Attack Bonus | Unarmed Damage | AC Bonus | Fast Movement

1 | +0 | 1 | 1 | 2 | Bloodline power, diminished spellcasting, minor flurry of blows, eschew materials, taxing cantrips, unarmed strike (1d6), signature bonus feat | -2/-2 | 1d6 | 0 | +0 ft.
2 | +1 | 1 | 1 | 3 | | -1/-1 | 1d6 | 0 | +0 ft.
3 | +1 | 2 | 2 | 3 | Bloodline power, bloodline spell, evasion | +0/+0 | 1d6 | 0 | +0 ft.
4 | +2 | 2 | 2 | 4 | Fast movement | +1/+1 | 1d6 | 0 | +10 ft.
5 | +3 | 3 | 3 | 4 | Bloodline spell, unarmed strike (1d8) | +2/+2 | 1d8 | 1 | +10 ft.
6 | +3 | 3 | 3 | 5 | | +3/+3 | 1d8 | 1 | +10 ft.
7 | +4 | 3 | 3 | 5 | Bloodline feat, bloodline spell | +4/+4/-1 | 1d8 | 1 | +10 ft.
8 | +5 | 4 | 4 | 6 | | +5/+5/+0 | 1d8 | 1 | +20 ft.
9 | +5 | 4 | 4 | 6 | Bloodline power, bloodline spell | +5/+5/+0 | 1d8 | 1 | +20 ft.
10 | +6/+1 | 5 | 5 | 7 | Minor flurry of blows, +2 attacks, unarmed strike (1d10) | +6/+6/+1/+1 | 1d10 | 2 | +20 ft.
11 | +6/+1 | 5 | 5 | 7 | Bloodline spell | +7/+7/+2/+2 | 1d10 | 2 | +20 ft.
12 | +7/+2 | 6 | 6 | 8 | Improved evasion | +8/+8/+3/+3 | 1d10 | 2 | +30 ft.
13 | +8/+3 | 6 | 6 | 8 | Bloodline feat, bloodline spell | +9/+9/+4/+4/-1 | 1d10 | 2 | +30 ft.
14 | +8/+3 | 6 | 6 | 9 | | +10/+10/+5/+5/+0 | 1d10 | 2 | +30 ft.
15 | +9/+4 | 7 | 7 | 9 | Bloodline power, bloodline spell, unarmed strike (2d6) | +11/+11/+6/+6/+1 | 2d6 | 3 | +30 ft.
16 | +10/+5 | 7 | 7 | 10 | | +12/+12/+7/+7/+2 | 2d6 | 3 | +40 ft.
17 | +10/+5 | 8 | 8 | 10 | Bloodline spell | +12/+12/+7/+7/+2 | 2d6 | 3 | +40 ft.
18 | +11/+6/+1 | 8 | 8 | 11 | Minor flurry of blows, +3 attacks | +13/+13/+8/+8/+3/+3 | 2d6 | 3 | +40 ft.
19 | +11/+6/+1 | 8 | 8 | 11 | Bloodline feat, bloodline spell | +14/+14/+9/+9/+4/+4/-1 | 2d6 | 3 | +40 ft.
20 | +12/+7/+2 | 9 | 9 | 12 | Bloodline power, unarmed strike (2d8) | +15/+15/+10/+10/+5/+5/+0 | 2d8 | 4 | +50 ft.

Note that neither of these new versions addresses the ask for a "new distinct flavor" beyond the original proposal. Mainly because I find the archetype quite fitting for my original intent - a sorcerer martial artist. Still, if you guys would like to revise any of the previous versions towards a more unique hybrid, please do. I find some of your suggestions quite intriguing and would love to see this work. :)


@Almenar: You'll have my take on your Arcane Striker tomorrow. I think you'll like it.


Stay out of this one, Elghinn! You said you were leaving it to someone else for once, after all!

And I've just about got my own ready...


Arcane Striker:

Primary Class: Sorcerer

Secondary Class: Monk

Hit Dice: d8.

Saves: Good Ref, Good Will.

Class Skills: The arcane striker's class skills are the standard sorcerer skills. In addition, three class skills can be selected from the monk's skills.

Skill Ranks per Level: 2+Int modifier.

Weapon and Armor Proficiency: Proficient with all monk weapons. Wearing Armor of any sort denies the Arcane Striker access to their Monk Training and Arcane Flurry, and may interfere with spellcasting via arcane failure, as normal.

Just simplifies the weapons prof, and there's nothing broken here.

Diminished Spellcasting: The arcane striker casts arcane spells drawn from the sorcerer/wizards spell list, and both gains and knows one fewer spell of each spell level. If this reduces the number to 0 (minimum 1 for spells known), she may cast spells of that level only if her Charisma allows bonus spells of that level. She otherwise casts spells as a sorcerer of equal level.

Gives us wiggle room

Bloodline: The Arcane Striker gains Bloodline powers at one stage later than the Sorcerer. For example, they gain the first ability of the Bloodline at level 3.

More wiggle room for the monk abilities to fit in.

Arcane Flurry: By expending a spell slot of at least first level as a swift action, the Arcane Striker may make an immediate melee attack. This attack and all others made before the Striker's next turn gain a bonus to attack rolls equal to the spell's level.

Simulates flurry of blows, while allowing them to cast spells and attack in the same round. This also provides an easy way to up that attack roll, solving a rather large issue.

Stunning Fist: An arcane striker is treated as a monk for the purposes of determining the effects and uses per day of feats like Stunning Fist, and gains the feat at first level. This ability replaces cantrips; however, the Sorcerer gains Detect Magic and Read Magic, adding them to their spells known as first level spells.

They're already gaining an effective two-three feats with fast movement and unarmed strike, giving another seems kinda off. This also fixes the issue of 'Taxing Cantrips' with a more standardized paizo method.

Bonus Feat: At 7th and evey sixth level after, the Arcane Strike acquires a feat from the monk list or the bloodline feat list, their choice. They may instead choose to gain evasion; if so, they may gain Improved Evasion the next time they gain a bonus feat from this class.

Solves major issues with all the feats bumping around!

Monk Training: An Arcane Striker has recieved training in a monastery, from a master, or from any such source; acquiring many martial arts techniques. They gain an Unarmed Strike of 1d6 (Increasing to 2d6 at 12th level), and fast movement as the monk. In addition, while utilizing their unarmed strike to deliver a touch spell, they deal an additional amount of damage equal to twice that spell's level. This ability replaces Bloodline Spells.

Neat little ability tacked on to a basic unarmed strike. Nothing more, nothing less.

Swap Table:
Bloodline and the loss of Bloodline Spells= Monk Training
Diminished Spellcasting = Arcane Flurry
Stunning Fist = Cantrips

Level | Special
1 | Arcane Flurry, Bloodline, Eschew Materials, Monk Training, Stunning Fist
2 |
3 | Bloodline Power
4 |
5 |
6 |
7 | Bonus Feat
8 |
9 | Bloodline Power
10 |
11 |
12 |
13 | Bonus Feat
14 |
15 | Bloodline Power
16 |
17 |
18 |
19 | Bonus Feat
20 | Bloodline Power

And there- a little flavor and a little bit of work gives this guy a more fluid form, while keeping it very simple and rather balanced.


No problem Raider!


Here's Raider's Arcane Striker all prettied up.

Arcane Striker:

Primary Class: Sorcerer.

Secondary Class: Monk.

Hit Dice: d8.

Bonus Skills and Ranks: The arcane striker may select three monk skills to add to her class skills in addition to the normal sorcerer class skills. The arcane striker gains a number of ranks at each level equal to 2 + Int modifier.

Weapon and Armor Proficiency: The arcane striker is proficient with brass knuckles*, cestus*, club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shortspear, short sword, shuriken, siangham, sling, spear, and temple sword*. The arcane striker is not proficient with any armor or shields. When wearing armor, using a shield, or carrying a medium or heavy load, an arcane striker loses her monk training and arcane flurry abilities, and incurs a chance of arcane spell failure if the spell in question has a somatic component. (*Advanced Player’s Guide)

Diminished Spellcasting: The arcane striker casts arcane spells drawn from the sorcerer/wizards spell list, and both gains and knows one fewer spell of each spell level. If this reduces the number to 0 (minimum 1 for spells known), she may cast spells of that level only if her Charisma allows bonus spells of that level. She otherwise casts spells as a sorcerer of equal level.

Arcane Flurry (Su): By expending a spell slot of at least first level as a swift action, the arcane striker may make an immediate melee attack. This attack and all others made before the arcane striker's next turn gain a bonus to attack rolls equal to the spell's level.

Bloodline: This is exactly like the sorcerer ability of the same name, except that the arcane striker gains his bloodline powers on increment later than usual (her first bloodline power at 3rd level, her second bloodline power at 9th level, and so on).

Monk Training: An arcane striker has been training in the monk’s martial arts techniques, either from the master of a monastery, or other similar source. She gains the monk’s unarmed strike and fast movement abilities. At 1st level, her unarmed strike damage is 1d6. This increases to 2d6 at 12th level. In addition, while utilizing her unarmed strike to deliver a touch spell, she deals an additional amount of damage equal to twice that spell's level. This ability replaces bloodline spells.

Stunning Fist (Ex): An arcane striker is treated as a monk for the purposes of determining the effects and uses per day of feats like Stunning Fist, and gains the feat at 1st level. This ability replaces cantrips, but gains detect magic and read magic and adds them to her spells known as first level spells.

Bonus Feats: At 7th level and every six levels thereafter, an arcane striker receives one bonus feat from the monk list or those listed as her bloodline feat. Alternatively, she may instead the monk’s evasion ability in place of a bonus feat, and may also gain improved evasion when she gains a subsequent bonus feat.

Table: Arcane Striker
Base
Class Attack Fort Ref Will Spells per Day
Level Bonus Save Save Save Special 1st 2nd 3rd 4th 5th 6th 7th 8th 9th

1st +0 +0 +2 +2 Arcane flurry, diminished spellcasting 2 — — — — — — — —
eschew material, monk training, stunning fist
2nd +1 +0 +3 +3 3 — — — — — — — —
3rd +1 +1 +3 +3 Bloodline power 4 — — — — — — — —
4th +2 +1 +4 +4 5 2 — — — — — — —
5th +2 +1 +4 +4 5 3 — — — — — — —
6th +3 +2 +5 +5 5 4 2 — — — — — —
7th +3 +2 +5 +5 Bonus feat 5 5 3 — — — — — —
8th +4 +2 +6 +6 5 5 4 2 — — — — —
9th +4 +3 +6 +6 Bloodline power 5 5 5 3 — — — — —
10th +5 +3 +7 +7 5 5 5 4 2 — — — —
11th +5 +3 +7 +7 5 5 5 5 3 — — — —
12th +6/+1 +4 +8 +8 5 5 5 5 4 2 — — —
13th +6/+1 +4 +8 +8 Bonus feat 5 5 5 5 5 3 — — —
14th +7/+2 +4 +9 +9 5 5 5 5 5 4 2 — —
15th +7/+2 +5 +9 +9 Bloodline power 5 5 5 5 5 5 3 — —
16th +8/+3 +5 +10 +10 5 5 5 5 5 5 4 2 —
17th +8/+3 +5 +10 +10 5 5 5 5 5 5 5 3 —
18th +9/+4 +6 +11 +11 5 5 5 5 5 5 5 4 2
19th +9/+4 +6 +11 +11 Bonus feat 5 5 5 5 5 5 5 5 3
20th +10/+5 +6 +12 +12 Bloodline power 5 5 5 5 5 5 5 5 5


Hello, i'm sorry to bother you guys but I am so lost when it comes to these MCA's.

If it is multiclass why are there 20 levels? Doesn't normal Pathfinder cap at 20?

Do you just take the primary class and this is literally just an archetype that combines the two?

Isn't this more similar to gestalt from DND then it is to multiclassing if what I think above is true?


GM_Artifex wrote:

Hello, i'm sorry to bother you guys but I am so lost when it comes to these MCA's.

If it is multiclass why are there 20 levels? Doesn't normal Pathfinder cap at 20?

Do you just take the primary class and this is literally just an archetype that combines the two?

Isn't this more similar to gestalt from DND then it is to multiclassing if what I think above is true?

Welcome to the thread GM_Artifex!

MultiClass Archetypes are a gestalt approach to the multiclass problems faced by many who want to multiclass, but can't get the right abilities, powers, etc, from both classes. So, yes, these are essentially Archetypes that combine two 20th classes, multiclassed into one 20th level MultiCLass Archetype.

The MultiClass Productions crew has developed and polished the process over the last 2 years. We have about 100+ MCAs on our wiki site to look a HERE. In essence, you are creating a new 20th level class, but it can be as simle as combining the two classes (primary and secondary) and certain class features from each, to developing brand new abilities to bring the two classes together. Ultimately however, is the need to keep it all balanced and not OP.

Everyone may have their own vision on what two classes smashed together mightlook like, and that's what's great about our process, one Ftr/Wiz may look different from another's concept of a Ftr/Wiz. And we can deal with that.

It's the process of Primary/Secondary classes that makes that possible, and governs what happens when you mix say a Ranger/Sorcerer vs. a Sorcerer/Ranger or a Magus/Summoner. HD, skills, saves, etc. are all based, in general, on the primary/secondary class combo. But despite the rules we follow, they are occasionally broken due to a particular MCA's flavor, abilities, concept, or simply the artistic aspect of MCAs that is much a part of developing them as the hard and fast rules we try to adhere to.

Go check out our wiki Site, and read the Creative Guidelines on the side bar navigator for a more detailed idea as to what we are doing. Thanks for your interest! And if you have your own MCA concept and need some help, come back anytime and we'll give you a hand in developing it.


I came across something odd looking at the Absolute Arcanist:

"Absolute arcanists may not cast their wizard spells spontaneously, nor may they prepare their sorcerer spells."

but then

"An absolute arcanist who prepares spells from his sorcerer schools must use two spell slots of that level instead of one."

Is this an error, or am I missing something?


That would be a derp. For the time being, assume the latter is the actual case- we'll have the Arcanist on our list for a look sometime in the near future.


Are you guys planning on having these be worked into Herolab? My friends and I would love to use them in normal games we run. Especially now that we know what they are and how they work.

For a long time we thought that you had to multiclass literally and we didn't understand why there were 20 levels and what not if that was the case.

Thank you guys again for clearing thta up. Many thanks.


We're nowhere near ready, but at some point we may be interested in such.

As it stands, the handy-dandy wiki is the only real consistent source, though we do have PDF's planned.

That said, I believe Hero Labs has an editor built in? If you find it easy to use that feature, let me know and I'll take a look into it >:3


Raiderrpg wrote:

We're nowhere near ready, but at some point we may be interested in such.

As it stands, the handy-dandy wiki is the only real consistent source, though we do have PDF's planned.

That said, I believe Hero Labs has an editor built in? If you find it easy to use that feature, let me know and I'll take a look into it >:3

I'm sure for anyone who has a knack for computers it would be easy. Me, i'm lost with that stuff.

they have tutorial videos that make it quite easy for normal people as well but like I said, it goes over my head.


I work as a technician, so I does have a... 'knack' for it, I suppose.

It's on our list of things to look into, but don't expect it anytime soon. I'll post here if/when we get started on such a thing.


Raiderrpg wrote:

I work as a technician, so I does have a... 'knack' for it, I suppose.

It's on our list of things to look into, but don't expect it anytime soon. I'll post here if/when we get started on such a thing.

That would be amazing, maybe even make a Kickstarter for it. That would be very cool.


We're nowhere near kickstarter. There has been and is -some- small discussion of a donation option (with every penny going to the MCP's funds for software licenses, wikispaces subscription, etc.) at some point, but there's a lot to figure out and do before we're really ready for that.

Maybe in the new year, but who knows? This has been a long-lasting project, and we're just grateful that it's growing. We'd prolly be making this stuff either way, but it's nice to know it's actually seeing use >:3


Raiderrpg wrote:

We're nowhere near kickstarter. There has been and is -some- small discussion of a donation option (with every penny going to the MCP's funds for software licenses, wikispaces subscription, etc.) at some point, but there's a lot to figure out and do before we're really ready for that.

Maybe in the new year, but who knows? This has been a long-lasting project, and we're just grateful that it's growing. We'd prolly be making this stuff either way, but it's nice to know it's actually seeing use >:3

Honestly, for my Summoner World project, I would love to use some of the MCA's in it with permission from you guys when I publish it. I have recently gotten my consignment and I need to have as much stuff for Summoners as Possible.

Summoner Characters take up 10% of the total world populace so having a lot of different kinds of summoners would be awesome.


Our material is Open by nature. Just be sure to mark our material and credit us appropriately.

We've yet to fully discuss this, but for the moment, any material from us should have a mention (in the fine text, of course) on each relevant page; and a mention of us in the legal text.

Also note that we are under the Creative Commons license due to utilizing wikispaces. So basically, attribute the works appropriately and it's all good.


Yeah Artifex,

All our stuff is OGL, so as long as you credit us, it should be good. Just do what Raider said.


I won't say exactly what to avoid spoilers, or when because we aren't sure yet ourselves...

But just so people are aware, we may be moving to 'other products' over the homebrew forums during 2013. >;3


Raiderrpg wrote:

I won't say exactly what to avoid spoilers, or when because we aren't sure yet ourselves...

But just so people are aware, we may be moving to 'other products' over the homebrew forums during 2013. >;3

Sweet.


-----

Mad Bomber:

Sorcerer/Alchemist

HD/BAB: As Sorcerer.
Saves: Good Reflex, Good Will
Skills: 2+Int a day. As Sorcerer, plus three from Alchemist.
Alignment: Any Chaotic

Level | Special
1 | Bloodline, Diminished Spellcasting, Eldritch Kabooms, Eschew Materials
2 | Mayhem +1
3 | Bloodline Power
4 | Bomb Discovery
5 |
6 |
7 | Bloodline Feat
8 | Bomb Discovery
9 | Bloodline Power
10 |
11 | Mayhem +2
12 | Bomb Discovery
13 | Bloodline Feat
14 |
15 | Bloodline Power
16 | Bomb Discovery
17 |
18 |
19 | Bloodline Feat
20 | Bloodline Power, Bomb Discovery, Mayhem +3

Bloodline- You must select the Chemaniac Bloodline.

Diminished Spellcasting: One less spell slot and spell known per level.

Eldritch Kabooms: You like explosions SO MUCH. And you have studied
all seventeen thousand, eight hundred and fourty-two ways to create
them- plus invented at least half that many, in theory. You may
sacrifice a spell slot of any level to create an explosive result
dealing 1d6+Charisma modifier damage per spell level to a target within 30ft, with a reflex save for half damage; and splash damage equal to your charisma modifier, on a failed reflex save. You may produce a number of Eldritch Kabooms equal to half your Mad Bomber level, plus charisma modifier, per day. This ability replaces Cantrips. Add Read Magic and Detect Magic to list of first-level spells.

Bomb Discoveries: At 4th level and every four levels afterwards, you
may select a mutagen or bomb-related discovery from the Alchemist
Discovery list. These apply to your Eldritch Kabooms. Alternatively,
you may choose to add +2 to the damage of your Eldritch Kabooms. This
ability and Mayhem replaces Bonus Spells.

Mayhem: Destruction is your bread and butter, and you live for it. Any
time you deal enough damage to cause a section of wall to collapse, or
to destroy an object worth 1,000 GP or more that you do not own, you
gain a +1 morale bonus to saving throws and the DC of any spells you
cast for one minute. At eleventh level and twentieth level, this bonus
increases by +1.

Chemaniac Bloodline

You come from a long line of master chemists, who over long hours
found ways to distill gold from potatoes, life from salty mucus, and
even the great mystery of splitting the atom- whatever that is. All
you really get is that they sniffed a lot of fumes, giving their
children sorcerous powers.

Class Skill: Knowledge (Arcana)

Bonus Spells: Grease (3rd), Resist Energy (5th), Fireball (7th),
Stoneskin (9th), Fluid Form (11th), Monstrous Physique IV (13th),
Insanity (15th), Polymorph Any Object (17th), Meteor Swarm (19th)

Bonus Feats: Bouncing Spell, Brew Potion, Empower Spell, Great
Fortitude, Improved Sunder, Lightning Reflexes, Maximize Spell, Skill
Focus (Craft Alchemy)

Bloodline Arcana: Your deep, instinctive understanding of chemistry
affords you a bonus equal to half sorcerer level on Craft Alchemy
checks.

Bloodline Powers: Chemaniacs aren't well known for their great wisdom,
but rather their great mistakes. Well, they call them successes...

Pyromania (Sp): Starting at 1st level, you may create a small
5ft-radius fire with 25ft, +1/2ft per caster level.; objects within that radius catch fire immediately, while creatures get a reflex save of DC 10+1/2 sorcerer level+Charisma modifier to avoid it. This fire burns out naturally over time, and you retain no control once it has begun. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Fire at your Feet! (Ex): At 3rd level, you've simply gotten -good- at
avoiding your own explosions. You have improved evasion with regards
to your own spells and abilities.

Impossible Chemistry (Sp): At 9th level, you've learnt the ancient
secret of turning potatoes to gold. Once per day as a minute-long
ritual, you may cast Polymorph Any Object on a single item weighing
less than one pound. This limit increases to 5lbs at 13th level,
followed by 10lbs at level 17.

Completely Insane (Su): At 15th level, you've finally cracked- well,
when you want to. Once per day as an immediate action, you may gain
the benefits of Mind Blank for up to ten rounds; in addition, you may
not be rendered unconcious during this time. During this time, you
must cast at least one spell per round- refraining from such rocks
your mind back into shape, ending the ability and causing 2d6 wisdom
damage as you try to recover. At 18th level, you may use this ability
twice per day.

Immortality (Su): At 20th level, you become a true force of constant
destruction in the multiiverse; by becoming immune to aging and aging
penalties.


-----

For people to take a look at one of the MCA's we're on now! >:3


I assume HD and Armor/Wp Prof as Sorcerer?

Raiderrpg wrote:

Eldritch Kabooms: You like explosions SO MUCH. And you have studied all seventeen thousand, eight hundred and fourty-two ways to create them- plus invented at least half that many, in theory. You may

sacrifice a spell slot of any level to create an explosive result dealing 1d6+Charisma modifier damage per spell level to a target within 30ft, with a reflex save for half damage; and splash damage equal to your charisma modifier, on a failed reflex save. You may produce a number of Eldritch Kabooms equal to half your Mad Bomber level, plus charisma modifier, per day. This ability replaces Cantrips. Add Read Magic and Detect Magic to list of first-level spells.

I have a few comments/questions for clarification:

1) These deal 1d6 damage per spell level + Cha modifier and have a range of 30 feet. (That seems fair)
2) What's the blast radius and effect? Does this deal indicated damage on direct hit, with splash damage to all within 20 feet? Or is it essentially a "fireball"-like effect? (I'd go with this)
3) Is the base damage fire typed like a bomb? (It should be)
4) Do you create a "ball" of fiery energy in the hand and throw it like a bomb, or is it cast like a spell and the effect takes place up to 30 feet away? (I like hand thrown ball of flame)
5) May want to change this to a ranged touch attack if you are using the direct hit and splash damage mechanic. (this would work well with the thrown fireball thing)
6) I'd change the name to Spellbombs or Blastbombs.

Raiderrpg wrote:
Bomb Discoveries: At 4th level and every four levels afterwards, you may select a mutagen or bomb-related discovery from the Alchemist Discovery list. These apply to your Eldritch Kabooms. Alternatively, you may choose to add +2 to the damage of your Eldritch Kabooms. This ability and Mayhem replaces Bonus Spells.

Why mutagen discoveries, he doesn't have any mutagens?

Raiderrpg wrote:
Mayhem: Destruction is your bread and butter, and you live for it. Any time you deal enough damage to cause a section of wall to collapse, or to destroy an object worth 1,000 GP or more that you do not own, you gain a +1 morale bonus to saving throws and the DC of any spells you cast for one minute. At eleventh level and twentieth level, this bonus increases by +1.

I'd put this at 2nd, 10th, and 18th, to fill some dead levels.

Raiderrpg wrote:
Impossible Chemistry (Sp): At 9th level, you've learnt the ancient secret of turning potatoes to gold. Once per day as a minute-long ritual, you may cast Polymorph Any Object on a single item weighing less than one pound. This limit increases to 5lbs at 13th level, followed by 10lbs at level 17.

If this ONLY affects inanimate objects and has a weight limit, that’s a good nerf to the spell for a lower level ability. May need to do its own write-up explanation based on the PAO spell, then say at the end that this ability otherwise functions as PAO spell.

Raiderrpg wrote:
Completely Insane (Su): At 15th level, you've finally cracked- well, when you want to. Once per day as an immediate action, you may gain the benefits of Mind Blank for up to ten rounds; in addition, you may not be rendered unconcious during this time. During this time, you must cast at least one spell per round- refraining from such rocks your mind back into shape, ending the ability and causing 2d6 wisdom damage as you try to recover. At 18th level, you may use this ability twice per day.

You could probably go with a number of rounds equal to ½ his level, scales to 10 rounds at 20th. May or may not want this to use up consecutive. Pretty brutal that he HAS to cast spells during that time. Could you explain the “flavor” reasoning for that? You obviously have one.

Raiderrpg wrote:
Immortality (Su): At 20th level, you become a true force of constant destruction in the multiiverse; by becoming immune to aging and aging penalties.

This is obviously based on the Arcane Discovery of the same name. Becoming completely immune to aging might be a little much, that’s different from the Arcane Discovery, unless I understand this wrong. Otherwise, I’d just use the wording in the Arcane Discovery and tweak it.


The only issue with making it all fire is resistances... but I suppose they can pick a discovery for that!

And I suppose with pyromania, they have an "auto-hit save only", so yeah, let's make it a grenade like ball of fire. :P

Though I'm practically married to the name Eldritch Kabooms. It just feels inane enough to fit the flavor, here...

And Mutagen is a discovery. I wanted them to have the crazy jekyl-and-hyde option.

Moving Mayhem works for me. It's mostly a feel-good ability for doing exactly what this class wants to be doing, blowing stuff up, so there's no real stat-related reasons I tied it to those levels. >:D

Completely Insane's flavor is exactly this: Completely Insane WITH ARCANE POWER. They're basically using magic to fuel their insanity, so having it drop off early hits them like a brick. Could prolly lower that down to 1d6 or even 1d4 wisdom damage, though, if it's a concern? I want them 'ending it early' to hit like a brick, but maybe not be a potential insta-knockout...

Yeah, 1d4 that wisdom damage.

Change to Immortality is fine with me.

Anyone got an idea to make the bombs more attractive than Fireball at higher levels? Besides the potential crit chance?


I still think Eldritch Bomb would be a better name instead of Eldritch Ka-Boom, but it's your MCA. But then again, it is very invocative and image inducing of your crazed spell bomber your're going for. It's actually begun to grow on me.

Anyways, here's what mechanics I think would be good, tweaks, etc.

Mad Bomber:

Primary Class: Sorcerer.

Secondary Class: Alchemist.

Alignment: Any chaotic.

Hit Dice: d6.

Bonus Skills and Ranks: The mad bomber may select three alchemist skills to add to his class skills in addition to the normal sorcerer class skills. The mad bomber gains a number of ranks at each level equal to 2 + Int modifier.

Weapon and Armor Proficiency: The mad bomber is proficient with all simple weapons. A mad bomber is not proficient with any type of armor or shield. Armor interferes with a mad bomber’s gestures, which can cause his spells with somatic components to fail.

Diminished Spellcasting: The mad bomber casts arcane spells drawn from the sorcerer/wizards spell list, and both gains and knows one fewer spell of each spell level. If this reduces the number to 0 (minimum 1 for spells known), he may cast spells of that level only if his Charisma allows bonus spells of that level. He otherwise casts spells as a sorcerer of equal level. A mad bomber casts no cantrips and adds detect magic and read magic to his list of 1st-level spell known.

Bloodline: This is exactly like the sorcerer ability of the same name, except that the mad bomber must select the Chemaniac bloodline.

Eldritch Ka-Booms: A mad bomber is first foremost a pyromaniac at heart, and has studied every known method to create explosions–from small precise detonations to fiery blasts of mass destruction. Starting at 1st level, a mad bomber can create volatile balls of eldritch flame in his hand that he can hurl at his enemies. A mad bomber can create a number of eldritch ka-booms each day equal to his mad bomber level + his Charisma modifier. In order to create an eldritch ka-boom, the mad bomber must sacrifice a spell slot of any level he can cast.

Creating and throwing an eldritch ka-boom requires a standard action that provokes an attack of opportunity. An eldritch ka-boom has a spell range of close (25 feet +5 feet per 2 caster levels) and uses the Throw Splash Weapon special attack. However, unlike an alchemist’s bomb, eldritch ka-booms are not considered weapons and are unaffected by feats such as Point-Blank Shot and Weapon Focus. On a direct hit, a mad bomber’s bomb inflicts 1d6 points of fire damage per level of the spell sacrificed + additional damage equal to the mad bomber’s Charisma modifier (this bonus damage is not multiplied on a critical hit). Splash damage from a mad bomber’s eldritch ka-boom is always equal to the ka-boom’s minimum damage (so if the eldritch ka-boom would deal 2d6+4 points of fire damage on a direct hit, its splash damage would be 6 points of fire damage). Those caught in the splash damage can attempt a Reflex save for half damage. The DC of this save is equal to 10 + 1/2 the mad bomber’s level + the mad bomber’s Charisma modifier. The splash radius of a mad bomber’s eldritch ka-boom increases by an additional 5 feet at 6th level and every six levels thereafter, to a maximum of 20 feet at 18th level.

Mad bombers can create new types of eldritch ka-booms as discoveries (see the Discovery ability) as they level up. This ability replaces cantrips and spells lost due to diminished spellcasting.

Mayhem: The mad bomber lives for wanton destruction. Starting at 2nd level, whenever a mad bomber deals sufficient damage to cause a section of wall to collapse, or to destroy an object worth 1,000 GP or more that he does not own, he gains a +1 morale bonus to all saving throws and the DC of any spells he casts for one minute. This bonus increases to +2 at 10th level, and +3 at 18th level. This ability and discoveries replace bloodline spells.

Discoveries: At 4th level and every four levels thereafter, a mad bomber may select the mutagen discovery (and any subsequent discoveries) or bomb discoveries. Any bomb discovery he chooses is applied to his eldritch bomb. Alternatively, a mad bomber may choose to gain a +2 bonus to his eldritch bomb damage. This bonus can be chosen multiple times and its effects stack up to a maximum of +10.

Chemaniac Bloodline:

You come from a long line of crazed master chemists, who over long hours found ways to create gold from lead, life from salty mucus, and even the great mystery of splitting what some have called the atom (whatever that is). All you really understand is that they inhaled a lot of noxious fumes, thereby granting their offspring strange eldritch powers.

Class Skill: Knowledge (Arcana).

Bonus Spells: grease (3rd), resist energy (5th), fireball (7th), stoneskin (9th), fluid form* (11th), monstrous physique IV** (13th), insanity (15th), polymorph any object (17th), meteor swarm (19th). (*Advanced Player’s Guide, **Ultimate Magic)

Bonus Feats: Bouncing Spell, Brew Potion, Empower Spell, Great Fortitude, Improved Sunder, Lightning Reflexes, Maximize Spell, Skill
Focus (Craft Alchemy).

Bloodline Arcana: You have a deep, instinctive understanding of chemistry which affords you a bonus on all Craft (alchemy) checks equal to 1/2 your sorcerer level.

Bloodline Powers: Although you aren’t well known for your wisdom or common sense when it comes to things with a high volatility, your mistakes have afforded you great power and turned many a failure into a success.

Pyromania (Sp): Starting at 1st level, you can create a small fire up to 25 feet away. This fiery conflagration has a 5 ft-radius + 1/2 foot per caster level. Objects within this radius catch fire immediately, while creatures gain a Reflex save (DC 10 + 1/2 your sorcerer level + your Charisma modifier) to avoid it. This fire burns out naturally over time, and you retain no control once it has commenced. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Fire at your Feet (Ex): At 3rd level, you have become an expert at avoiding explosions, specially your own. You gain improved evasion against any fire-based spells, spell-like abilities, or attacks.

Impossible Chemistry (Sp): At 9th level, you've learned the ancient secret of transforming inanimate objects into something more desirable, such as turning lead into gold. Once per day, you can transform a single object into another object of similar weigh and size as the polymorph any object spell. The object to be transformed can weigh no more than 5 pounds, plus an additional 5 pounds every four levels after 9th. This transformation otherwise functions as the polymorph any object spell.

Completely Insane (Su): At 15th level, you can induce a form of euphoric insanity within yourself. Once per day as an immediate action, you can gain the benefits of mind blank (as the spell) for a number of rounds equal to 1/2 your sorcerer level, at which time you cannot be rendered unconscious. While in this state of euphoria, you are compelled to cast a spell each round you are under its effect. You can resist this compulsory spellcasting by making a Will save (DC 10 + 1/2 your sorcerer level + your Charisma modifier). If you fail, the mind blank affect ends and you take 1d4 points of temporary Wisdom damage for a number of minutes equal to the number of rounds under the mind blank effect. At 18th level, you can use this ability twice per day.

Immortality (Ex): At 20th level, you become a true force of constant destruction in the multiverse. From this point forward you take no penalty to your physical ability scores from advanced age. If you are already taking such penalties, they are removed at this time.

Here's some other possible tweaks

This is essentially the same as above, except with the bolded changes. Makes the Eldritch Ka-Booms more fireball-esque.

Eldritch Ka-Booms: A mad bomber is first foremost a pyromaniac at heart, and has studied every known method to create explosions...Those caught in the splash damage can attempt a Reflex save for half damage. The DC of this save is equal to 10 + 1/2 the mad bomber’s level + the mad bomber’s Charisma modifier. The impact radius of a mad bomber’s eldritch ka-boom increases by an additional 5 feet at 6th level and every six levels thereafter, to a maximum of 20 feet at 18th level. Thus, the eldritch ka-boom of a mad bomber of 18th level or higher that sacrifices a 9th level spell would deal an amount of fire damage equal to 9d6 + his Charisma modifier to all creatures within a 20-foot radius, plus splash damage to anyone caught within its splash radius.
Mad bombers can create new types of eldritch ka-booms as discoveries (see the Discovery ability) as they level up. This ability replaces cantrips and spells lost due to diminished spellcasting.

This would replace the 20th level Chemaniac bloodline power, and think it would be more in flavor with the crazed pyromaniac spellcaster you're going for. It illicits a phoenix-esque image of the bomber releasing his eldritch energy in a huge fiery explosion and rising from the ashes.

Rise from the Ashes (Su): At 20th level, you can draw upon your own eldritch energies to create a massive explosion. As a standard action, you can sacrifice a spell slot of any level you can cast and release its focused energy in a fiery blast that deals 20d6 points of fire damage + 1d6 points of damage per level of the spell to anything within 30 feet. Any creature caught in the blast can make a Reflex save (DC 10 + 1/2 your sorcerer level + your Charisma modifier) for half damage. Immediately after detonation you drop to 1 hit point and become both fatigued and unconscious for a number of rounds equal to 3 plus the level of the sacrificed spell. Once the fatigued condition is removed, you become conscious and gain fast healing 1 for a number of rounds equal to your Charisma modifier.


Pyromania's AOE shouldn't increase- it becomes more powerful than a standard 1st level bloodline power if we do. I think increasing the range is just fine.

Liking the new ka-boom, glad you're starting to like the name. Evocative names (HA, PUN) work out pretty well sometimes >:3

I don't think a phoenix call-out is right for the capstone bloodline power... anyone else have ideas? Let's get a few up here, then pick the best.

Impossible Chemistry caps out at 15lbs... I'm good with this.

And man, keep the Gold from Potatoes line in there. Lead is soooo overused :P

Edit: Oh, for Fire at Your Feet- I think it should relate the sorcerer's own abilities only, and for any element/effect. It just suits more, I suppose? Otherwise they get some free and nifty Improved Evasion.


Pyromania's AOE shouldn't increase- it becomes more powerful than a standard 1st level bloodline power if we do. I think increasing the range is just fine.

I thought the +1/2 feet was to the fire radius, but obviously it was to the range. My bad. I would go with the close range spell mechanic for this then, and make it 25 feet + 5 feet per 2 caster levels.

Liking the new ka-boom, glad you're starting to like the name. Evocative names (HA, PUN) work out pretty well sometimes >:3

Any thoughts on it? Too nasty? Just right? Needs some tweaking?

I don't think a phoenix call-out is right for the capstone bloodline power... anyone else have ideas? Let's get a few up here, then pick the best.

What about being able to expend all remaining spell levels in one big huge blast, that deals 1d6 per spell level sacrificed in a 40 ft-radius blast (like meteor swarm). Becomes fatigued for a number of rounds equal to the the spell levels sacrificed. Doesn't lose HP or go unconscious. Reflex save for 1/2 damage. Might need to put a cap on the number of spell levels sacrificed.

Or we can simply make it a 20d6 damage +1 damage per spell level sacrificed. Thus, a 20th level mad bomber with all his spells slots still intact could completely unload and deal 20d6 + 45 damage or an average of 70 +45 = 115 damage. I think that's pretty good for an all out nuclear attack, but then he'd be out of spells completely. When I thought of this ability originally, I thought of the Balor's death throes. Maybe call it Atom Bomb, Nuclear Inferno, or Thermonuclear Blast or something.

Edit: Something like this.

Thermonuclear Blast (Su): At 20th level, you can draw upon your own eldritch energies to create a massive explosion. As a standard action, you can sacrifice all your remaining spell slots in a fiery 40 foot-radius blast that deals 20d6 points of fire damage + 1 point of damage per spell level sacrificed. Any creature caught in the blast can make a Reflex save (DC 10 + 1/2 your sorcerer level + your Charisma modifier) for half damage, but only against the 20d6 damage, not the bonus damage from spell levels. Immediately after detonation you become both fatigued for a number of rounds equal to the number of spell levels you sacrificed.

Impossible Chemistry caps out at 15 lbs... I'm good with this.

+1

And man, keep the Gold from Potatoes line in there. Lead is soooo overused :P

Fine.

Edit: Oh, for Fire at Your Feet- I think it should relate the sorcerer's own abilities only, and for any element/effect. It just suits more, I suppose? Otherwise they get some free and nifty Improved Evasion.

So, is that Imp Evasion to all his abilities requiring Reflex saves + any fire-based spells or effects, OR to just his own Fire-based effects?


Imp. Evasion to all of his own abilities; For example, Fireballs at his feet, or using himself to move the chain along in Chain Lightning, or sonic-damage kabooms from a discovery.

And I don't think the capstone should be damage-based; he's got tons of ways to deal damage already. I'd rather top it off with something more epic than another handful of d6's, you know?

As far as increasing the power of kabooms, they turn into a sort of higher-DC fireball at higher levels- that's fine, especially if he takes a discovery or two. I think if we feel they might need a little more, we can add mayhem to the damage or something- tie the abilities together, make him REALLY love causing property damage.


Imp. Evasion to all of his own abilities; For example, Fireballs at his feet, or using himself to move the chain along in Chain Lightning, or sonic-damage kabooms from a discovery.

Gotcha! Your going for the crazy "drop a bomb or fireball at his feet" approach. Nice!

And I don't think the capstone should be damage-based; he's got tons of ways to deal damage already. I'd rather top it off with something more epic than another handful of d6's, you know?

Then I would go with something like, immunity to fire (maybe include a cold vulnerability? Or not?). Then you could be able to either draw in any fire-based spell and use it to power his own fire-based spells, or be able to use Spell Turning like a ring of spell turning but only against fire-based spells.

Another option would be gaining the benefits of a rind of fire elemental command, not the spells, but the resilience against planar fire creatures (see ring of elemental command).

OR transform into a fire elemental himself (elemental body IV).

OR gains the Split-Slot Arcane Discovery but for a speontaneous caster.

As far as increasing the power of kabooms, they turn into a sort of higher-DC fireball at higher levels- that's fine, especially if he takes a discovery or two. I think if we feel they might need a little more, we can add mayhem to the damage or something- tie the abilities together, make him REALLY love causing property damage.

You mean if he uses his ka-booms to create structural/property damage he adds his Mayhem bonus to the damage? That might be a nice synergy. that way he's attacking objects vs. creatures al the time.


Hey RAider,
How about your 20th level bloodline power be:

1) Immunity to fire-based seplls and effects (that way he can always drop a ka-boom or firball at his feet, no matter what without any issues to himself.)

2) Then also have him either be able "shape" his fire-based spells, and change the effect (not damage, duration, etc.) into sothing else, say a fireball becomes a ray instead of a spread, or the spread is in a rectangle instead of a sphere, or a 5 foot wall x feet high, or a 5 foot column X feet high. Changes like this cannot exceed the number of squares the original effect has, but you can alter the configuration.

Haven't looked yet because I'm at work, but I'm wondering if there is already a feat or class/PrC ability or mechanic that would allow for it.

Just trying to find a good fit for this bloodline, since you don't want it to be a "damaging"effect.

I'll do some cheking around later tonight. If you have any other suggestions as to what sort of thing you're looking for, let me know. OR we can always just stick with the Immortality and just add fire immunity to it too.


Here's some other fleshed out potions Raider. I think these are probably more in line with what you're looking for. :D

This combines the previous immortality ability with the Derro's MAdness racial feature.

Immortal Madness (Ex): At 20th level, you become a near unstoppable force of destruction in the multi-verse. From this point forward you take no penalty to your physical ability scores from advanced age. If you are already taking such penalties, they are removed at this time. In addition, your insatiable lust for fire and destruction has taken you over. You now use your Charisma modifier on Will saves instead of your Wisdom modifier, and are immune to insanity and confusion effects. Only a miracle or wish can remove this madness.

These have the same name, but combine immunity to fire with two different options. One the ability to change the area of effect of fire spells (based on the old 3.5E Sculpt Spell feat), the other is an adaptation of a red dragon's Maniplulate Flames racial ability.

Master of the Inferno (Su): At 20th level, you gain immunity to fire, including all fire-based spells, abilities, and effects. In addition, you can control any fire spell within 60 feet of you as a standard action. This ability allows you to move any fire effect in the area, as if you were the caster. This also allows you to reposition a stationary fire effect, although the new placement must be one allowed by the spell. Finally, for 1 round following the use of this ability, you can control any new fire spell cast within your area of control, as if you were the caster. You can make all decisions allowed to the caster, including canceling the spell if you so desire.

OR

Master of the Inferno (Su): At 20th level, you gain immunity to fire, including all fire-based spells, abilities, and effects. In addition, you can, as a swift action, modify any area fire spell you cast by changing the area's shape to either a cylinder (10-foot radius, 30 feet high), a 40-foot cone, four 10-foot cubes, a ball (20-foot-radius spread), or a 120-foot line. The fire spell works normally in all respects except for its shape. For example, a fireball whose area is changed to a cone deals the same amount of damage, but affects anyone caught in a 40-foot cone.


I have another one for critique, an Oracle/Monk mix called Elemental Savant that I definitely want to use in my games. I had setting-specific ideas in mind when coming up with it, but it's a general enough class that it could fit into anyone's adventure.

Elemental Savant:
Elemental Savant

Among those that study divine magic, some become devoted to the elements as a spiritual ideal, honing their minds and bodies to exemplify what they see as divine traits in the natural elements of the world. These are Elemental Savants, devout martial artists who wield the divine powers of fire, water, earth, and air.

Primary Class: Oracle
Secondary Class: monk
Hit die: d8
Skills: 4 + Int mod, add 3 Monk class skills to skill list.

Weapon and Armor Proficiency: Oracles are proficient with simple weapons and with light armor (but not with shields). He receives weapon proficiencies based upon his Elemental Mystery (see below). This replaces the Oracle normal weapon and armor proficiencies.

Elemental Mystery: At 1st level, when the Elemental Savant chooses a Mystery, he must choose either Flames, Stone, Wind, or Water. In addition to the bonus spells and Revelations granted by the mystery, the Elemental Savant also gains weapon proficiencies based upon the Mystery chosen:

Flames: shortsword, scimitar, falchion
Stone: greatclub, light flail, heavy flail
Waves: trident, ranseur, nunchaku
Wind: longbow, shortbow, shuriken

Unarmed Strike: An Elemental Savant receives Improved Unarmed Strike as a bonus feat. In addition, his unarmed strikes deal more damage then normal for a creature his size: 1d6 for Medium creatures, 1d4 for Small characters (this damage does not increase as a monk's).

Elemental Curse: An Elemental Savant's close atonement with one element increases makes him vulnerable to his opposing element (Fire opposes Water, Earth opposes Air). At 1st level, the Elemental Savant receives vulnerability to his opposed element's energy type, but gains resistance 5 with his own and +1 damage to all spells and abilities that deal the damage of that same energy type. This replaces the Oracle's Curse ability.

At 5th level, his resistance increases to 10, damage bonus increases to +2, and the DC for saving throws against spells and abilities that deal that energy type damage.

At 10th level, his resistance increases to 20, damage bonus increases to +3, and the save DC increases to +2

At 15th level, he gains immunity to his chosen element, his damage bonus increases to +4, and the save DC increases to +3.

(The rest of the Oracle remains unchanged.)

I felt that losing medium armor and shield proficiency was enough of a sacrifice for the additional weapon proficiencies and the unarmed strike that doesn't increase in power, but I'm not completely sure of this. I would rather maintain the spell and revelation progression of the oracle than the weapons if it ends up being too much.


I just realized that the Elemental Curse's benefit of grantign resistance to your energy type nullifies the benefits of the revelation that does the same thing, so maybe the benefits should be purely offensive, like ignoring a certain amount of energy resistance when you deal damage of that type? It would help when deal with the One Trick Pony syndrome.


Also, what about Wisdom casting, like a sorcerer with the Empyreal bloodline


Big Lemon wrote:
I felt that losing medium armor and shield proficiency was enough of a sacrifice for the additional weapon proficiencies and the unarmed strike that doesn't increase in power, but I'm not completely sure of this. I would rather maintain the spell and revelation progression of the oracle than the weapons if it ends up being too much.

Dropping Medium Armor and Shield Proficiencies is essentially like gaining two open feat slots, so adding those weapons isn't a big deal, since combining Oracle and Monk would could just as easily result in gaining the monk proficiencies.

So Improved Unarmed Strike isn't OP. With normal unarmed attacks being 1d2 (Small) and 1d3 (Medium) normally, and since Monk is the secondary class I would do the following.

Unarmed Strike: At 1st level, an elemental savant gains the monk’s unarmed strike ability, except that the damage he deals with his unarmed strike is 1d4 (1d3 for Small creatures). This unarmed damage increases to 1d6 (1d4) at 4th level, 1d8 (1d6) at 10th level, and 1d10 (1d8) at 16th level.

Big Lemon wrote:
I just realized that the Elemental Curse's benefit of granting resistance to your energy type nullifies the benefits of the revelation that does the same thing, so maybe the benefits should be purely offensive, like ignoring a certain amount of energy resistance when you deal damage of that type? It would help when deal with the One Trick Pony syndrome.

I'd go with this.

Elemental Curse: At 1st level, an elemental savant’s bond with one element him susceptible to his opposing element (Air opposes Earth, Fire opposes Water). The elemental savant gains vulnerability to his opposed element's energy type: Air (electricity), Earth (acid), Fire (fire) Water (cold). In addition, whenever an elemental savant makes a successful unnamed strike, he can choose to deal energy damage against to his target. This attack deals 1d6 points of damage of your energy type + 1 for every two elemental savant levels you possess. The elemental savant can use this ability a number of times per day equal to 3 + your Wisdom modifier. This ability replaces oracle’s curse.

Big Lemon wrote:
Also, what about Wisdom casting, like a sorcerer with the Empyreal bloodline

Do this. Makes it a little less MAD.

Intuitive Mind: Unlike most oracles whose divine magic is powered by force of personality, an elemental savant uses pure willpower to master and fuel his magic. He uses his Wisdom, rather than his Charisma, to determine all class features and effects relating to his oracle class, such as bonus spells per day, maximum spell level he can cast, and the save DCs of his spells.

That's just for a quick look over. I'll get back to you with the rest tomorrow or so, and post it up all nice and pretty-like. :D

Looks like another good one, Big Lemon. You seem to be really getting the concept of these MCAs and what we'er trying to do here.


Thanks! I think about Pathfinder... a lot. "Obession" isn't the right word, since it doesn't adversely affect my ability to concentrate on other things, but whenever I'm walking to Rite Aid or waiting for the bus, i'm thinking about characters, and when I get those rare open-ended illustration assignments I always try to work in elements from my roleplaying.

Now that the Fall semester is over working on my setting and running short campaigns over break is my main focus, and a lot of these MCAs work really well (the Runescarred Fury is perhaps my favorite, I have a tribe of Bear-devoted elves that it would be perfect for).

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