| Big Lemon |
Perhaps, instead of Diminish Spellcasting, we replace the witch's familiar and have the the pistol function as the familiar, but the pistol witch gains a hex that allows her to have a familiar as a wizard of lower level, like Eldritch Heritage does? More focus on the gun, but the familiar is still attainable.
Major Hexes:
Bullet Scry: The pistol witch may fire a special bullet from her hex pistol that she may see through as the spell arcane eye, except that the bullet may not be moved from the spot where it lands except by hand. The Witch may only use this hex once per day.
Bullet Time: While in combat, the pistol witch may activate this hex to slow time around her, allowing her to act with super-human speed. This functions as the spell haste, except that the Witch may only use her hex pistols to make the additional attacks.
Engraved Ammunition: The witch may inscribe the name of a creature onto a piece of ammunition that, when fired at the named creature, is considered to have the Bane quality against that creature. The witch must know the creatures real, full name: aliases and nicknames will not work. The witch may only inscribe a given creatures name on one bullet per day. If the bullet is fired and misses, the witch may not inscribe another with that name until the next day.
Grand Hex:
Doom Upon Your House: The witch may fire a single shot at a building or structure that causes it to crumble. If the bullet hits, each subsequent round, the structure takes 6d6 points of damage plus the witches Intelligence modifier. This effect last as long as the pistol witch maintains concentration, up to a maximum number of rounds equal to her level. The pistol witch may use this hex once per day.
| Elghinn Lightbringer |
Liking your new Major/Grand hexes Lemon. AS to the familiar/gun bond. It is well within what we've doe with other MCAs to give this MCA an either familiar/or gun bond. It may not be an option for the real witch, but for MCAs, we use what works for the flavor of the MCA.
I would suggest the usual witch familiar, then a second option gun bond that is either 1) an intelligent gun (see the Magus bladebound archetype, but not all the cool abilities, more like a normal familiar but altered abilities to fit an intelligent, nonmobile gun)or 2) a gun bond like unto the paladin's divine bond or magus's arcane pool, but the weapon abilities that fit the MCA.
| Big Lemon |
Here's my change to the Pistol Witch to allow for the gun bond:
Witch's Conduit: At 1st level, the Pistol Witch receives a conduit through which she communes with her patron. This conduit can take one of two forms: The first option is for the Pistol Witch to gain a familiar, which acts in all ways like the normal witch's familiar.
The second option is to use her pistol itself as a conduit. One of her Hex Pistols becomes an intelligent weapon that functions as and gains all of the abilities of a normal witch's familiar as she advances in levels (except the Improved Evasion and Speak With Others of its Kind abilities). Additionally, the intelligent and warlike nature of the conduit pistol, combined with its empathetic link to its master, keeps the witch constantly alerted to danger. She cannot be caught flat-footed while wielding her conduit pistol.
Also, I finally re-editted the Elemental Savant (I forgot about doing that for awhile). I put it on this googledoc because it was simpler to type up and I intend on putting all the new archetypes/alternate classes appropriate to my campaign setting in that document.
| Elghinn Lightbringer |
Hey Big Lemon,
RE: Elemental Savant
1) I would change the greatclub in the Stone mystery matrial weapon proficiencies to warhammer, or pick, much more stone-related. that's just my preference though.
2) On Elemental Body, I would propose the following level and ability changes, to both fill some dead elvels, and make it more "Elemental". Plus with the loss of 9 spells (diminished spellcasting), I thik you have a bit aof wiggle room to add in some more spell-based type abilities.
Elemental Body: An elemental savant 5th level or higher gain greater power and becomes more attuned to the elemental forces. He gains the following benefits as determined by his elemental mystery.
Air: At 5th level, the elemental savant’s land speed is faster than the norm for his race by +10 feet. This benefit applies only when he is wearing no armor, or light armor, and not carrying a heavy load. Apply this bonus before modifying the elemental savant’s speed because of any load carried or armor worn. This bonus stacks with any other bonuses to the elemental savant’s land speed. At 13th level, the elemental savant can fly (as the spell) for a number of minutes per day equal to his level. These minutes do not need to be consecutive, but must be spent in 1–minute increments.
Earth: At 5th level, the elemental savant gains a +2 natural armor bonus. At 13th level, the elemental savant can use stoneskin (as the spell) for 10 minutes per level each day. These minutes do not need to be consecutive, but must be spent in 10–minute increments. The elemental savant can prevent 10 points of damage per caster level per day.
Fire: At 5th level, the elemental savant gains a +2 damage bonus on all spells and effects that deal fire damage. At 13th level, the elemental savant gains fire resistance for 10 minutes per level each day. These minutes do not need to be consecutive, but must be spent in 10–minute increments. This functions as the energy resistance spell.
Water: At 5th level, the elemental savant gains a +2 insight bonus on all saving throws against spells and effects that deal cold damage. At 13th level, the elemental savant can use water breathing (as the spell) for 2 hours per level each day. These hours do not need to be consecutive, but must be spent in 30–minute increments.
| Big Lemon |
1) I was starting to think that about the weapon proficiency but didn't change it. Warhammer is probably the best bet.
2) If you think these are balanced, I'm all for it! I wasn't sure how much would be going too far when I wrote it up. My only concern is that the Flames mysteries can already grant fire resistance and eventually fire immunity from a revelation.
| Elghinn Lightbringer |
How's this?
Fire: At 5th level, the elemental savant gains a +2 damage bonus on all spells and effects that deal fire damage. At 13th level, the elemental savant can emit an aura that causes the blood of creatures within the aura to ignite upon contact with air. This effect functions as blood blaze, except that the aura has a 10-foot radius, blood spray deals 2d6 points of fire damage, splash damage increases to 2, and the effect lasts for 1 minute per level of the elemental savant. These minutes do not need to be consecutive, but must be spent in 1–minute increments. The elemental savant is immune to the damaging effects of this ability, but is subject to damage caused by other blood blaze spells.
| Big Lemon |
Much better. Fire would be the most offensively focused built, Earth would be the most defensive, and Air and Water would be somewhere in between.
Aside from that the only other thing I can think of is expanding the Water's saving throw bonus to spells with the water descriptor, like Hydraulic Push. There aren't a whole lot of them so it wouldn't change very much in terms of power.
| Elghinn Lightbringer |
Here's the compilation of Pistol Witch. Did some tweaking and reorganizing.
Primary Class: Witch.
Secondary Class: Gunslinger.
Hit Die: d6.
Bonus Skills and Ranks: The pistol witch may select three gunslinger skills to add to her class skills in addition to the normal witch class skills. The pistol witch gains a number of ranks at each level equal to 4 + Int modifier.
Weapon and Armor Proficiency: The pistol witch is proficient with all simple weapons and all one-handed firearms. She is not proficient with any types of armor, or with shields.
Spellcasting: A pistol witch casts arcane spells drawn from the witch spell list, and adds the following spells to that list at the indicated spell levels: 1st level—abundant ammunition†, damp powder†, fabricate bullets†, jury-rig†, weaken powder†; 2nd level—bullet shield†, destabilize powder†, reloading hands†, recoil fire†, ricochet shot†, stabilize powder†; 3rd level—flash fire†; 4th level—named bullet†. A pistol witch does not cast cantrips, but adds detect magic and read magic to her familiar as 1st–level spells. A pistol witch otherwise learns and casts spells as a witch equal to her pistol witch level. (†Ultimate Combat)
Gunsmithing: At 1st level, a pistol witch imbued with a higher calling from the spirits of combustion, metallurgy, and industry. She gains the gunslinger’s gunsmith ability, but must select one of the following one-handed firearms: dragon pistol pepperbox, or pistol. This ability, deeds, and grit replace the witch’s patron.
Witch's Conduit (Ex): At 1st level, a pistol witch forms a powerful bond with her firearm or a creature. This bond creates a conduit for can take one of two forms. Once this bond is chosen, it cannot be changed. The first is for the pistol witch to form close a bond with a familiar. This is exactly like the witch’s familiar.
The second option is to form a close bond with a firearm. Her firearm becomes an intelligent weapon that functions in every way as a normal witch's familiar, but it does not gain the Improved Evasion and Speak with Others of its Kind abilities. However, due to the bonded firearm’s intelligence, warlike nature, and its empathetic link to its master, it keeps the pistol witch constantly alerted to danger. The pistol witch is never considered flat-footed while wielding her bonded firearm.
This aility otherwise functions as and replaces the witch’s familiar.
Deeds: At 3rd level, a pistol witch gains the gunslinger’s deed ability and gains access to 1s level deeds. Like a gunslinger, she spends grit to accomplish these deeds. At 7th level, and every four levels thereafter, the pistol witch gains access to the next higher level of deeds, up to 15th level deeds at 19th level.
Grit: At 3rd level, a pistol witch gains the gunslinger’s grit ability, except that the pistol witch begins each day with only 1 grit point. Her grit goes up or down throughout the day, but cannot go higher than her Intelligence modifier (minimum 1). She also regains grit in the same way as a gunslinger.
Hex Pistol (Su): At 2nd level, a pistol witch can attune her one-handed firearm to a single hex that she knows. Whenever the pistol witch uses this hex, she can deliver the hex through her one-handed firearm as part of a ranged touch attack. As part of the standard action normally used to deliver the hex, a pistol witch can make one free ranged touch attack with her one-handed firearm (at her highest base attack bonus) as part of using this hex. If successful, the ranged touch attack deals the firearm’s normal damage as well as the effects of the hex. This attack uses the weapon’s critical range as normal. At 10th level, a pistol witch can attune her one-handed firearm to a single major hex that she knows. Alternatively, she can attune her firearm to a single spell that has the curse descriptor, and is stored in her familiar. The spell must have a casting time of 1 standard action or less. The pistol witch must choose and attune her one-handed firearm when she communes and prepares her spells. A pistol witch can attune up to two of her one-handed firearms in this manner. Each firearm must be attuned to the same hex or spell. This ability replaces cantrips.
New Hexes
Familiar's Mark: At The Pistol Witch's command, her familiar can lay this hex on an opponent to make them easier to hit. The familiar to make a melee touch attack against the creature she designates. If successful, the target is marked, and the witch gains +1 on attack and damage rolls with her Hex Pistols against that target for a number of rounds equal to her Intelligence modifier. This bonus increases by +1 at 5th level and every six levels therafter (to a maximum of +4 at 17th level). A creature may only be subject to this effect once per day.
Gun Senses: The Pistol Witch's senses around firearms are heightened. She gains a +4 insight bonus on Perception checks to notice concealed firearms and gets a +1 insight bonus on Initiative rolls when at least one enemy is wielding a firearm.
Hex Machine: The Pistol Witch can lay a subtle curse on any device with intricate moving parts (clocks, firearms, etc.) that makes them more prone to breaking. For a number of rounds equal the witch's Intelligence modifier, any time the hexed device is used, it has a 25% chance of gaining the broken condition. Non-magical items do not receive a saving throw against this effect. A device that is broken in this way cannot be subject to this effect again that day.
Major Hexes
Bullet Scry: The pistol witch may fire a special bullet from her hex pistol that she may see through as the spell arcane eye, except that the bullet may not be moved from the spot where it lands except by hand. The Witch may only use this hex once per day.
Bullet Time: While in combat, the pistol witch may activate this hex to slow time around her, allowing her to act with super-human speed. This functions as the spell haste, except that the Witch may only use her hex pistols to make the additional attacks.
Engraved Ammunition: The witch may inscribe the name of a creature onto a piece of ammunition that, when fired at the named creature, is considered to have the Bane quality against that creature. The witch must know the creatures real, full name: aliases and nicknames will not work. The witch may only inscribe a given creatures name on one bullet per day. If the bullet is fired and misses, the witch may not inscribe another with that name until the next day.
Grand Hex
Doom Upon Your House: The witch may fire a single shot at a building or structure that causes it to crumble. If the bullet hits, each subsequent round, the structure takes 6d6 points of damage plus the witches Intelligence modifier. This effect last as long as the pistol witch maintains concentration, up to a maximum number of rounds equal to her level. The pistol witch may use this hex once per day.
Table: Witch
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 +0 +2 Hex, gunsmithing, witch’s conduit 3 1 — — — — — — — —
2nd +1 +0 +0 +3 Hex, hex pistol 4 2 — — — — — — — —
3rd +1 +1 +1 +3 Deeds, grit 4 2 1 — — — — — — —
4th +2 +1 +1 +4 Hex 4 3 2 — — — — — — —
5th +2 +1 +1 +4 4 3 2 1 — — — — — —
6th +3 +2 +2 +5 Hex 4 3 3 2 — — — — — —
7th +3 +2 +2 +5 Deeds 4 4 3 2 1 — — — — —
8th +4 +2 +2 +6 Hex 4 4 3 3 2 — — — — —
9th +4 +3 +3 +6 4 4 4 3 2 1 — — — —
10th +5 +3 +3 +7 Hex, major hex 4 4 4 3 3 2 — — — —
11th +5 +3 +3 +7 Deeds 4 4 4 4 3 2 1 — — —
12th +6/+1 +4 +4 +8 Hex 4 4 4 4 3 3 2 — — —
13th +6/+1 +4 +4 +8 4 4 4 4 4 3 2 1 — —
14th +7/+2 +4 +4 +9 Hex 4 4 4 4 4 3 3 2 — —
15th +7/+2 +5 +5 +9 Deeds 4 4 4 4 4 4 3 2 1 —
16th +8/+3 +5 +5 +10 Hex 4 4 4 4 4 4 3 3 2 —
17th +8/+3 +5 +5 +10 4 4 4 4 4 4 4 3 2 1
18th +9/+4 +6 +6 +11 Hex, grand hex 4 4 4 4 4 4 4 3 3 2
19th +9/+4 +6 +6 +11 Deeds 4 4 4 4 4 4 4 4 3 3
20th +10/+5 +6 +6 +12 Hex 4 4 4 4 4 4 4 4 4 4
| Dustyboy |
Well I hate to bring up gunslinger but I was thinking about a gun druid, animals companion gains ironskin template and uses some sort of grafted firearms, domain restricted to metal, druid can become a sort of golem/iron elemental with specific upgrades.
I was thinking of calling it the "Technorganical Artilleryman" with a vague backstory of "Combining nature with gunsmithing"
but it'd have to be physically balanced for 9th level spells... I'll put more effort into this tomorrow night
| Oceanshieldwolf |
@Big Lemon/Elghinn: Loving the Pistol Witch. Any reason why one handed firearm only? Coulda been a grwat Bullet Witch! Not that that IP is not already out there...
* Witch's Conduit should specify one handed firearm" - second para., first sentence. Just to be ultra clear!!!
@Dusty Boy: weapon grafts for druid's animal companion, you say? Absolutely gonzo! I love it! Reminds me of the cover of Gamma World 2e I got back in circa 1986!!!
I'm not sure the chassis of 9th level casting will leave room for grafts for animals AND graft/golemization of druid/gunslinger... Diminished casting? "Graft" points for animal for a Gunslinger/Druid rather than Druid/Gunslinger? Just throwing out ideas - you've got the concept...
| Dustyboy |
Graft points, hmm
Ok got it!
First off for wild shape, I'd call it "mechanical shape"
Pet transforms into a type of warmech golem beast.. Think a zoid.
When the beast mechanizes it may form more weapon attachments which may be fired as natural attacks by the beast but you must reload with your own actions, at higher levels It grows more attachments and may reload some on its own as part of attack, butt you must still pilot it,
It has a thick sound proof hull, you may not speak to your allies or cast while inside unless you take a feat to do so
You may only use this for 1/2 duration of wild shape
This ability replaces wildshape and venom immunity
Firearm training 1 and 2 replace trackless step and thousand faces
Now how to make grit without losing spells...
| Big Lemon |
Some ideas/suggestions for this metal druid
-Remove all of the spells form her spell lists that deal with water, air, or wood, and instead add some spells from the list of Metal wizard spells
I think if the druid starts become a mecha pilot, it's lost it's druid nature. I'm seeing this as moe of a natural manipulation of metal and nature: the bear is still a bear, but he has metal studs growing on his skin and iron claws. Perhaps something like this.
| Elghinn Lightbringer |
I agree with Lemon, Dustyboy. If you are going to do a Gun/Drd or Drd/Gun, with a tie to metal vs. wood and leather, then I would have the druid proficient with the usual weapons/armor, add firearms, a single martial weapon, and at best, chainshirt or breastplate for metal armors.
Then, for the animal companion, I'd go with the ironskinned template, but also incorporate the Living Steel special material. Read up on it Here. I think it could easily be incorporated into the animal companion, coating the creature or its natural weapons.
The only way I could see a "mech" type companion is to go with what I'll call the "metal cap" method. That's where the living steel could come in also. If you've ever played Super Mario World 64, and seen MArio hit the green bock with the metal caps, then you will get where I'm going. I think you could have an ability (either as part of the druid/gunslinger or the animal companion itself) that allows the companion to become coated by or transformed into living steel for X round or minutes per day, enhancing it's battle capabilities.
I just can't seee a mechanized anything with a druid, otherwise, you lose the druidness. I don't think any druid would ever think a mech animal would be in line with their philosophy. Now, an animal infused with living metal, and able to enhance it's AC, natural weapon attacks, etc., then yeah, that's the only way I could see a druid involved with metal as part of its sphere of influence.
A wizard or sorcerer, absolutely, but not a druid. I did a Sum/Gun MCA called the Seige Marshal who has a Cannon Eidolon, which is essentially an eidolon that is like the cannon golem (I think that what it was) and evolves from one-handed weapons, to two-handed, to cannons. That works too, but a summoner isn't a druid.
I would give gunsmithing, deeds, and grit to the druid, not his companion. The companion would be called a Metal/Steel Companion (or something), which functions as a normal companion, but is infused with living steel which grants it the ironskinned template. Then if we go with diminished spellcasting, that would give us the room to just add the ironskinned template to the animal, and add in a living steel ability to the drudi, allowing him to "awaken" the living steel within his companion to turn it into a living steel animal for X minutes or rounds per day. Then we just swapout various druid abilities for the gunsmithing, deeds (likely 1st to 15th, maybe only 11th?), and grit, pehaps also Guntaraining ! and 2 like you suggested.
Something like this:
Swap Table
Diminished spells = Ironskinned template, Living steel form
Wild shape 2/day, 4/day, 6/day, at will, a thousand faces = Deeds (up to 15th
Trackless step = grit
Timeless body = Metal form
Table: Ironforged Druid
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, nature sense, 2 0 — — — — — — — —
orisons, wild empathy
2nd +1 +3 +0 +3 Woodland stride 3 1 — — — — — — — —
3rd +2 +3 +1 +3 Deeds, grit 3 1 0 — — — — — — —
4th +3 +4 +1 +4 Resist nature’s lure, wild shape (1/day) 3 2 1 — — — — — — —
5th +3 +4 +1 +4 3 2 1 0 — — — — — —
6th +4 +5 +2 +5 Metal form 3 2 2 1 — — — — — —
7th +5 +5 +2 +5 Deeds 3 3 2 1 0 — — — — —
8th +6/+1 +6 +2 +6 Wild shape (2/day) 3 3 2 2 1 — — — — —
9th +6/+1 +6 +3 +6 Venom immunity 3 3 3 2 1 0 — — — —
10th +7/+2 +7 +3 +7 3 3 3 2 2 1 — — — —
11th +8/+3 +7 +3 +7 Deeds 3 3 3 3 2 1 0 — — —
12th +9/+4 +8 +4 +8 Wild shape (3/day) 3 3 3 3 2 2 1 — — —
13th +9/+4 +8 +4 +8 3 3 3 3 3 2 1 0 — —
14th +10/+5 +9 +4 +9 3 3 3 3 3 2 2 1 — —
15th +11/+6/+1 +9 +5 +9 Deeds 3 3 3 3 3 3 2 1 0 —
16th +12/+7/+2 +10 +5 +10 Wild shape (4/day) 3 3 3 3 3 3 2 2 1 —
17th +12/+7/+2 +10 +5 +10 3 3 3 3 3 3 3 2 1 0
18th +13/+8/+3 +11 +6 +11 3 3 3 3 3 3 3 2 2 1
19th +14/+9/+4 +11 +6 +11 Deeds 3 3 3 3 3 3 3 3 2 2
20th +15/+10/+5 +12 +6 +12 Wild shape (5/day) 3 3 3 3 3 3 3 3 3 3
| TheDisgaean |
There's probably something like that already, but a good idea could be a Bard/Gunslinger archetype inspired by the cocky marksmen from the movies that like to hum or sing to themselves while fighting (Often smiling like a maniac). Humming could improve things like accuracy and evasion, or even giving a bonus to Intimidation checks after killing a guy in cold blood.
Oh, and here are some ideas for Pactbound Thaumatheurge options:
Shadow Pact (Shadow Bloodline & Darkness Domain)
Serpent Pact (Serpent Bloodline & Scalykind Domain)
Cosmic Pact (Starsoul Bloodline & Sun Domain)
Grave Pact (Undead Bloodline & Death Domain)
| Dustyboy |
Well while I was looking into the druid I stumbled upon something that really hit me hard
Druid of the uskwood feat, renamed to shadow druid
Basically it creates a druidic archetype that replaces fire spells with necromancy spells (PRetty sweet)
http://www.d20pfsrd.com/feats/general-feats/shade-of-the-uskwood
also look at
Blight druid
http://www.d20pfsrd.com/classes/core-classes/druid/archetypes/paizo---druid -archetypes/blight-druid
finally the plant(Decay) domain
http://www.d20pfsrd.com/classes/core-classes/cleric/domains/paizo---domains /plant-domain/decay
I was considering meshing this with the Undead lord archetype of cleric
http://www.d20pfsrd.com/classes/core-classes/cleric/archetypes/paizo---cler ic-archetypes/undead-lord
My ideas were as follows
Spells limited to necromantic, any spells such as summon natures ally will summon creatures with undead template
animal companion and undead companion combined,
Wild shape replaced with swarm shape
this will be a druid that the horsemen will love.
[spoiler=Blight bond]
one domain of Death(Undeath), scailykind(Serpent), Plant(Decay) Evil
some sort of bond with an animal or swarm, of which is affected by the zombie template but retains its intellect. it works as a familiar
the swarm works as a pool for negative energy, while it may attack, the blighted druid may expend hit dice of it to cast channel negative energy from its location these hit die come back at the end of an extended rest but systematically count as negative levels for the swarm.
or a second domain.
Any animal companion gained by the class will auto-gain the magical beast and unliving template
Any domains chosen must be mirrored if levels are granted by other classes which allow for domains(Unless specifically noted)
Wild shape will be "Blighted aspect"
The blighted hermit gains death aspect,
a blighted hermit with an animal companion may become a variation of that creature he has (Such as an undead werewolf if the blighted druid gains an undead wolf) as per wild shape, and gains more variations as he gains levels
A blighted hermit with a swarm companion may transform into the swarm and boost its potential, when doing so he may not use channel negative energy but instead carries miasma, at 10th level he carries a disease as per contagion, at 17th level he carries a second disease, when he makes an attack against a creature the creature must make a save or is subject to the disease.
http://www.d20pfsrd.com/classes/core-classes/cleric/archetypes/paizo---cler ic-archetypes/undead-lord
Shows an animal companion variation for a necromancer theme, though it is third party.
Other abilities: vermin/animal empathy (Chosen with blighted bond, forfeited with domain choice)
Resist Death's Lure: as original but against death effects/negative energy effects
swap table:
Thousand faces/wild shape-Death Swarm
bab 3/4
spell progression, max of 3+1 (Domain) of 9th level at 20th level
alignment: any non-good.
| Dustyboy |
Not to double post, the website glitched on me so I can't edit the last one to clean it up a bit.
The general idea with that class was to offer a necromantic druid, think magic the gathering swamp decks
what I tried to do was to allow for options for players to choose from, Something between a more traditional fallen nature aspect, such as being an undead beast, to a swarm of all consuming beasts.
Though I want players to choose at first level, I was considering limiting spell progression at later levels depending on how the player chose
| Oceanshieldwolf |
@Dustyboy - although not as exciting as your swarm/blight/necro druid concept, here's my "Bone druid" the Dedicated Ossuarite to look over and mine for ideas....
| Raiderrpg |
There's probably something like that already, but a good idea could be a Bard/Gunslinger archetype inspired by the cocky marksmen from the movies that like to hum or sing to themselves while fighting (Often smiling like a maniac). Humming could improve things like accuracy and evasion, or even giving a bonus to Intimidation checks after killing a guy in cold blood.
Oh, and here are some ideas for Pactbound Thaumatheurge options:
Shadow Pact (Shadow Bloodline & Darkness Domain)
Serpent Pact (Serpent Bloodline & Scalykind Domain)
Cosmic Pact (Starsoul Bloodline & Sun Domain)
Grave Pact (Undead Bloodline & Death Domain)
Bard/Gunslinger like that, eh... I'm doing it. I got something... special in mind, hombre...
As far as Pactbound, glad you like enough to consider more pacts >:D But frankly, we went by the rule of seven for it and we'll prolly stick to those seven if we do PDF.
That said, we're not against adding to the list in general- why don't you take a shot at writing them up? I'll peek in and help with the channeled energies, if you like!
| TheDisgaean |
TheDisgaean wrote:There's probably something like that already, but a good idea could be a Bard/Gunslinger archetype inspired by the cocky marksmen from the movies that like to hum or sing to themselves while fighting (Often smiling like a maniac). Humming could improve things like accuracy and evasion, or even giving a bonus to Intimidation checks after killing a guy in cold blood.
Oh, and here are some ideas for Pactbound Thaumatheurge options:
Shadow Pact (Shadow Bloodline & Darkness Domain)
Serpent Pact (Serpent Bloodline & Scalykind Domain)
Cosmic Pact (Starsoul Bloodline & Sun Domain)
Grave Pact (Undead Bloodline & Death Domain)Bard/Gunslinger like that, eh... I'm doing it. I got something... special in mind, hombre...
As far as Pactbound, glad you like enough to consider more pacts >:D But frankly, we went by the rule of seven for it and we'll prolly stick to those seven if we do PDF.
That said, we're not against adding to the list in general- why don't you take a shot at writing them up? I'll peek in and help with the channeled energies, if you like!
I might just take you up on that. But personally, a better idea would be if you and Cartmanbeck merged your Pactbound with his Warlock and make a Warlock class. His Warlock class is a Witch Archetype I found on the Pathfinder site, here's the link:
http://www.d20pfsrd.com/extras/community-creations/cartmanbeck-s-lab/warloc k-witch-archetype
| David knott 242 |
I have a couple of questions about the Aspect Warrior archetype found here:
1) The text and the table contradict each other as to when additional Aspect points are granted. The text says that he gets this feature at 1st level and every 3 levels thereafter, which would imply that the 2nd instance of Aspect is granted at 4th level, but the table has Aspect granted at 1st level, 3rd level, and every 3 levels thereafter. Which is correct? The latter seems to make more sense if one of your goals is to minimize the number of "dead" levels.
2) Is the Aspect Warrior meant to be totally ineffective when his Mystic Eidolon is not present? So many of his class abilities are tied to the presence of the Mystic Eidolon that he seems to have very little left when it is unavailable. Can he do anything useful besides run away really fast?
| Elghinn Lightbringer |
I have a couple of questions about the Aspect Warrior archetype found here:
1) The text and the table contradict each other as to when additional Aspect points are granted. The text says that he gets this feature at 1st level and every 3 levels thereafter, which would imply that the 2nd instance of Aspect is granted at 4th level, but the table has Aspect granted at 1st level, 3rd level, and every 3 levels thereafter. Which is correct? The latter seems to make more sense if one of your goals is to minimize the number of "dead" levels.
2) Is the Aspect Warrior meant to be totally ineffective when his Mystic Eidolon is not present? So many of his class abilities are tied to the presence of the Mystic Eidolon that he seems to have very little left when it is unavailable. Can he do anything useful besides run away really fast?
Welcome to the thread David, and thanks for the heads up. Good catch. It's great to see people are reading and using our material.
1) It should be what is shown on the table. I've fixed it on my master doc and on the wiki.
2) Yes, apparently he can only use his weapons, AC bonus, evasion, fast movement, improved evasion, and extraplanar enlightenment abilities when his eidolon isn't summoned. That;s kinda bad. Guess we missed that issue in the critique stage.
Fixes are:
Feral Strike will function as monk's unarmed strike (reduced damage to 1d4 instead of 1d6) with increasing damage (to 2d8 at 20th), but also affect natural attacks gained by the Aspect Warrior from evolutions. Natural attacks gained that way will deal initial damage as the evolution describes, but that damage will increas by 1 damage die at 4th and every 4 levels up to 20th. Thus Bite will deal 2d10 and Claws will deal 2d6 at 20th. Same benefit for any other natural attack evolutions.
Aspect Reserve will functions as ki pool (anytime), but also allow points to be spent to generate evolutions as per the lesser, greater and evolution surge spells.
Multi-Attack will still only apply to natural attacks gained from his evolutions.
| Elghinn Lightbringer |
Here's the revamped abilities.
Feral Strike (Ex): At 1st level, an aspect warrior gains the monk’s unarmed strike ability and deals 1d4 points of damage (1d3 for Small aspect warrior). At 4th level and every four levels thereafter, this damage increases to by one damage die, as shown on Table: Aspect Warrior. In addition, whenever the aspect warrior gains a natural attack from an evolution (such as the bite or claw evolution), the natural attack deals damage as described in the evolution’s description. This damage also increases by one damage die at 4th level and every four levels thereafter. The aspect warrior can make a number of natural attacks each round as shown on Table: Aspect Warrior under Max Attacks. This ability replaces cantrips.
Aspect Reserve (Su): At 5th level, an aspect warrior gains a reservoir of supernatural energy he can use to accomplish amazing feats. The number of points in an aspect warrior’s aspect reserve is equal to 1/2 his aspect warrior level + his Charisma modifier. As long as he has at least 1 point in his aspect reserve, he can make a ki strike.
• At 5th level, ki strike allows his unarmed attacks and his natural attacks to be treated as magic weapons for the purpose of overcoming damage reduction.
• At 9th level, his unarmed attacks are also treated as cold iron and silver weapons for the purpose of overcoming damage reduction.
• At 11th level, his unarmed attacks are also treated as lawful weapons for the purpose of overcoming damage reduction.
• At 17th level, his unarmed attacks are treated as adamantine weapons for the purpose of overcoming damage reduction and bypassing hardness.
When the aspect warrior’s eidolon is not summoned, he can spend 1 or more points from his aspect reserve to do one of the following:
• At 7th level, he can spend 1 point from his aspect reserve to grant himself any one evolution whose total cost does not exceed 2 evolution points. This functions as lesser evolution surge, but cannot be used while the aspect warrior’s eidolon is summoned.
• At 13th level, he can spend 2 points from his aspect reserve to grant himself any one evolution whose total cost does not exceed 4 evolution points. This functions as evolution surge.
• At 19th level, he can spend 3 points from his aspect reserve to grant himself any two evolutions whose total cost does not exceed 6 evolution points. This functions as greater evolution surge.
Each of these powers is activated as a swift action. The aspect reserve is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive.
Moved Multiattack to 10th.
Multiattack (Ex): Starting at 10th level, an aspect warrior gains the Multiattack monster feat. This ability only functions with natural attacks gained from evolutions.
| David knott 242 |
I am glad I was able to offer a fresh perspective. Unfortunately, at this point most of my remaining comments would be along the lines of "Hey, this looks great -- when do you think you will finalize it?"
Since I have a summoner who is in fact a bit too intimate with his eidolon, I am really looking forward to seeing the final version of the Evolutionary Stalker to see how their kid(s) could turn out.
My campaign also has a small child, the daughter of an oracle of Pharasma, who is currently under the protection of (and thus being educated by) a coven of witches. She would be a natural for the Fellseer archetype.
One archetype idea I had in the back of my mind was an oracle/summoner combination. So far the only thing I have worked out is the oracle's curse -- it has to be the Tongues curse, with the battle language initially being a language known only to the character and his eidolon. At 5th level, that language has stabilized to the point that others (mainly his allies) can learn it. One idea here is to ensure that the curse has some teeth to it -- in our campaign, the Tongues curse was too easy to get around when the player of the oracle and the other players picked languages so as to minimize the impact of the curse.
| Elghinn Lightbringer |
I am glad I was able to offer a fresh perspective. Unfortunately, at this point most of my remaining comments would be along the lines of "Hey, this looks great -- when do you think you will finalize it?"
Thanks for your great interest in our work, David!
I have the changes under review with the MCP, and will get back to you ASAP.
Since I have a summoner who is in fact a bit too intimate with his eidolon, I am really looking forward to seeing the final version of the Evolutionary Stalker to see how their kid(s) could turn out.
I've just put it up on the Wiki, BUT know that it HAS NOT been checked by the MCP at all. There are more pressing MCAs on the block currently. However, take a look, give it a try and let us know what works and doesn't.
My campaign also has a small child, the daughter of an oracle of Pharasma, who is currently under the protection of (and thus being educated by) a coven of witches. She would be a natural for the Fellseer archetype.
Finished linking up everything for the Fellseer, so go ahead with that one too. There's only smome minor tweaks made to it.
One archetype idea I had in the back of my mind was an oracle/summoner combination. So far the only thing I have worked out is the oracle's curse -- it has to be the Tongues curse, with the battle language initially being a language known only to the character and his eidolon. At 5th level, that language has stabilized to the point that others (mainly his allies) can learn it. One idea here is to ensure that the curse has some teeth to it -- in our campaign, the Tongues curse was too easy to get around when the player of the oracle and the other players picked languages so as to minimize the impact of the curse.
Well, we have no Ora/Sum MCA, so work out your abilities (ones from each calss you want to keep or discard/swap out) and any ideas for possible new abilities, and we can help you work out the balance and tweaks.
As to the curse, there is no reason why we can't create our own new curse, or tweak the Tongues curse to fit the flavor/role of the MCA. If you are worried about others understanding it, then there is the option of tweaking the curse to grant only a secret language known only to the Ora/Sum MCA, like the druid language is to druids. Then, as he advances, that language is automatically understandable by allies (maybe within a certain range), or creates a telepathic language link (via telepathic bond) while in battle.
Like I said, we can create a new variation of the curse so it fits with what you want. I'm assuming what you are looking for here is a secret "battle" language thta the MCA knows, then, can eventually allow him/her to communicate only with allies. It may be easiest to create a new Curse, and base it on the telepathic bond spell, with soem ideas fro the Tongues curse.
| Elghinn Lightbringer |
Well I hate to bring up gunslinger but I was thinking about a gun druid, animals companion gains ironskin template and uses some sort of grafted firearms, domain restricted to metal, druid can become a sort of golem/iron elemental with specific upgrades.
I was thinking of calling it the "Technorganical Artilleryman" with a vague backstory of "Combining nature with gunsmithing"
but it'd have to be physically balanced for 9th level spells... I'll put more effort into this tomorrow night
Here's what I worked out based on comments, my own thoughts, etc.,
IRONFORGED DRUID
Primary Class: Druid.
Secondary Class: Gunslinger.
Hit Die: d8.
Bonus Skills and Ranks: The ironforged druid may select three gunslinger skills to add to her class skills in addition to the normal druid class skills. The ironforged guardian gains a number of ranks at each level equal to 4 + Int modifier.
Weapon and Armor Proficiency: The ironforged druid is proficient with the following weapons: club, dagger, dart, quarterstaff, scimitar, scythe, sickle, shortspear, sling, and spear, with all firearms, and with one martial melee weapon of her choice. She is also proficient with all natural attacks (claw, bite, and so forth) of any form they assume with wild shape (see below). The ironforged druid is proficient with light and medium armor, including those made of metal. A druid may also wear wooden armor that has been altered by the ironwood spell so that it functions as though it were steel. See the ironwood spell description. The ironforged druid is proficient with shields (except tower shields).
Diminished Spellcasting: The ironforged druid casts divine spells drawn from the druid spell list, and gains one fewer spell of each spell level per day. If this reduces the number to 0, she may cast spells of that level only if her Wisdom allows bonus spells of that level. She otherwise casts spells as a druid of equal level.
Gunsmith: At 1st level, an ironfroged druid gains the gunslinger’s gunsmith ability. This ability, deeds, grit, and metal skin replace spells lost due to diminished spellcasting.
Metal Bond: At 1st level, the ironforged druid forms a powerful bond with an animal companion that has been infused with living steel. As such, the animal companion gains the ironskinned template. This otherwise functions as and replaces the animal bond of the druid’s nature bond ability.
Deeds: At 3rd level, an ironforged druid gains the gunslinger’s deed ability and gains access to 1st level deeds. Like a gunslinger, she spends grit to accomplish these deeds. At 7th level, and every four levels thereafter, the ironforged druid gains access to the next higher level of deeds, up to 15th level deeds at 19th level.
Grit: At 3rd level, an ironforged druid gains the gunslinger’s grit ability.
Metal Form (Su): At 6th level, an ironforged druid can awaken the living steel within his animal companion. As a standard action, the animal companion’s body becomes covered in living steel, including its hide and any natural weapons it may possess, for a number of minutes per day equal to his ironforged druid level. These minutes do not need to be consecutive, but must be spent in 1–minute increments. While metal form is in effect, the animal companion gains a +2 enhancement bonus to its natural armor, a +2 bonus to its natural attack rolls, and its natural attacks are considered magical for the purpose of bypassing damage reduction. At 11th level, the ironforged druid can cover the form of her animal companion in metal spikes. This functions as spiked armor. At 16th level, the animal companion’s bonuses to natural armor and natural attack rolls increase to +4, and its natural attack are now considered adamantine for the purpose of by passing damage reduction. This ability replaces wild shape 2/day, 4/day, 6/day, and at will.
Swap Table
Diminished spells = Gunsmithing, Grit, Deeds (up to 15th),
Nature Bond = Metal Bond (Ironskinned template)
Wild shape 2/day, 4/day, 6/day, at will, = metal form
Table: Ironforged Druid
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 Gunsmith, metal bond, nature sense, 2 0 — — — — — — — —
orisons, wild empathy
2nd +1 +3 +0 +3 Woodland stride 3 1 — — — — — — — —
3rd +2 +3 +1 +3 Deeds, grit, trackless step 3 1 0 — — — — — — —
4th +3 +4 +1 +4 Resist nature’s lure, wild shape (1/day) 3 2 1 — — — — — — —
5th +3 +4 +1 +4 3 2 1 0 — — — — — —
6th +4 +5 +2 +5 Metal form 3 2 2 1 — — — — — —
7th +5 +5 +2 +5 Deeds 3 3 2 1 0 — — — — —
8th +6/+1 +6 +2 +6 Wild shape (2/day) 3 3 2 2 1 — — — — —
9th +6/+1 +6 +3 +6 Venom immunity 3 3 3 2 1 0 — — — —
10th +7/+2 +7 +3 +7 3 3 3 2 2 1 — — — —
11th +8/+3 +7 +3 +7 Deeds 3 3 3 3 2 1 0 — — —
12th +9/+4 +8 +4 +8 Wild shape (3/day) 3 3 3 3 2 2 1 — — —
13th +9/+4 +8 +4 +8 A thousand faces 3 3 3 3 3 2 1 0 — —
14th +10/+5 +9 +4 +9 3 3 3 3 3 2 2 1 — —
15th +11/+6/+1 +9 +5 +9 Deeds 3 3 3 3 3 3 2 1 0 —
16th +12/+7/+2 +10 +5 +10 Wild shape (4/day) 3 3 3 3 3 3 2 2 1 —
17th +12/+7/+2 +10 +5 +10 Timeless body 3 3 3 3 3 3 3 2 1 0
18th +13/+8/+3 +11 +6 +11 3 3 3 3 3 3 3 2 2 1
19th +14/+9/+4 +11 +6 +11 Deeds 3 3 3 3 3 3 3 3 2 2
20th +15/+10/+5 +12 +6 +12 Wild shape (5/day) 3 3 3 3 3 3 3 3 3 3
| roleplayingisenforced |
I'm almost too star struck to post.. amazing stuff in here. I was just wondering if there are going to be more additions to the list and if so when? I may have missed some of the "claimed, done and pending" updates; is anyone working on a production version of cleric/monk or vice versa? Also, if it sparks anyones interest, I'm working on an Oread student of stone monk/cleric with granite skin and the healing domain. Concept is in its infancy and I'm not even sure Monk as the primary is the best way to go. Help? Thanks in advance! Again, great work! This whole thread is an inspiration!
| Oceanshieldwolf |
| 1 person marked this as a favorite. |
Hey thanks for the support, roleplayingisenforced! Really were just a bunh of dedicated homebrewers wanting to find and provide new options that are both flavorful and well-balanced...
I'm guessing you've seen the link to our Multiclass Archetypes Wiki in the first post - but there it is again for convenience.
As for your suggestions, IIRC I think there are Cleric/Monk and Monk/Cleric treatments already done (I could be wrong), but if you have a new approach that is significantly different, by all means post it up... [EDIT - according to our wiki there is no Cleric/Monk, but there is a Monk/Cleric: Healing Palm. A Divine Paragon is apparently also in the works. Elghinn will know more...]
Anyway, I look forward to more ideas you cook up!!!
| David knott 242 |
I was thinking of trying to assemble a set of archetypes that have oracle as a secondary class and some other class as the primary class. The character would get all of the disadvantages of the oracle's curse but none of the advantages in exchange for some benefit applicable to their main class. I would try to select the benefit so as to leave as many standard archetypes as possible available to them, and also to be quantifiable for any player who might be crazy enough to select more than one curse.
I could also come up with class appropriate curses, such as the one I mentioned earlier in this thread where a summoner would speak a language known only by his eidolon. I am sure I could come with similar curses for other classes.
Characters with these archetypes would have the option to take feats to gain some of the advantages associated with their curse. The general idea here is to provide interesting options for handicapped characters that do not require them to take actual oracle levels.
For an example of one of these archetypes, a summoner with an archetype would gain an additional hit die that he could add to his eidolon (selecting one to give it to, in the event that he has more than one). I would phrase this benefit so that it clearly does not modify or replace the eidolon class feature. I would then follow the guidelines for creating a summoner primary/oracle secondary MCA to complete the archetype.
The only problam I see with this approach is that it does not seem to be fully compatible with the standard MCA template -- I am basically giving characters a disadvantage from another class in order to give them a bit more of something that helps their primary class.
| roleplayingisenforced |
Thanks Oceanshieldwolf! I took a look at the wiki and it is very very helpfull. Healing Palm is prety much exactly what I need if I stick with Monk as primary. So extra thanks to Elghinn Lightbringer. I have fleshed out the concept a bit more and I'm leaning towards being lazy and sticking with monk/cleric and just adapting healing palm to incorporate student of stone. If I get enough brainwaves and time I would love to submit a cleric/monk. Is it preferable for purposes of simplicity and marketability for me to leave out the Oread part? Or is that the kind of differentiation people are interested in at this point?
| Oceanshieldwolf |
@rpgisenforced - I would suggest leaving out the Oread part. We do try to focus on the broadest possible application of our options - so the more generic you make it the better - yes - as you put it, "simpler" and more "marketable"! You can always tweak it to make it more specific to your needs afterwards...
| Oceanshieldwolf |
@David knott 242: Um, I'm a bit confused by the explanation, but it sounds like a really cool approach. Can you clarify it with a specific example that maybe isn't a summoner?
I'm confused about whether the curses would be specific or open and whether this is one MCA with a lotta options, or a bunch that all have Oracle as secondary - are you wanting to have all these "Secondary Oracle" MCA's follow the same chassis, but have each specific curse themed in flavour with the Primary class?
| Elghinn Lightbringer |
| 1 person marked this as a favorite. |
Thanks Oceanshieldwolf! I took a look at the wiki and it is very very helpfull. Healing Palm is prety much exactly what I need if I stick with Monk as primary. So extra thanks to Elghinn Lightbringer. I have fleshed out the concept a bit more and I'm leaning towards being lazy and sticking with monk/cleric and just adapting healing palm to incorporate student of stone. If I get enough brainwaves and time I would love to submit a cleric/monk. Is it preferable for purposes of simplicity and marketability for me to leave out the Oread part? Or is that the kind of differentiation people are interested in at this point?
Welcome to the thread roleplayingisenforced. Yes, OSW is right, the broader the concept, the better. Racial specific makes it really narrow.
As to Archetypes (racial or otherwise), the rules still apply to our MCAs. If you can swap out the abilities the archetype describes, then you can even use them with our MCAs.
Looked at the Student of Stone.
1) Hard as Stone replaces Evasion (Healing Palm has this still)
2) Strength of Stone replaces Fast Movement(Healing Palm has this still)
3) Bonus feats(Healing Palm doesn't have these anymore)
4) Bones of Stone replaces High Jump (Healing Palm doesn't have this anymore)
5) Body of Stone replaces Improved Evasion (Healing Palm has this still)
6) Soul of Stone replaces Abundant Step (Healing Palm doesn't have this anymore)
7) Stone Self replaces Perfect self (Healing Palm doesn't have this anymore)
Here's what I would suggest to add the Archetype to the Healing Palm.
1) Replace related monk abilities for Hard as Stone, Strength of Stone, and Body of Stone.
2) Replace Sacrifice Self with Stone self, since they replace the same ability (Perfrct Self).
3) Regarding Bonus Feats, I would suggest you A) Allow the character to select the listed feats in the monk's Bonus feats and those in Bones of Stone at the indicated levels or higher without the prerequisites (as per the Monk's Bonus Feats ability) but use normal feat slots gained through level advancement; or B) Replace the Domain Spells and reinstate the Bonus Feat ability. He would still gain the domain powers from both of his domains. A may be the easiest. B removes all spellcasting ability from the MCA.
4) Since Bones of Stone and Soul of Stone replace High Jump and Abundant Step respectively, which are swapped as part of the Channel Energy Ability, I woudld suggest dropping the Channel energy ability and reinnstating the abilities that it replaces, namely ki pool, high jump, wholeness of body, abundant step, and empty body. Then you can use your Ki Pool points to cast the Domain spells (instead of Channel Energy uses) if you go with Option A above, and replace High Jump and Abundant Step with Bones of Stone and Soul of Stone, since you will require the ki pool to power both of those.
5) Channeled Life would be powered by his Ki pool, and require 8 ki points instead of the 6 uses of Channel Energy, since Ki points are 1/2 level + Wis, while Channel Energy was 3 + Cha uses per day.
6) Casting Domain Spells would cost the a number of ki points requl to 1/2 the spells level, rounded up. Thus 1st and 2nd level spells would cost 1 ki point, 3rd and 4th level (2 ki points), 5th and 6th level (3 ki points), 7th and 8th level (4 ki points), 9th level (5 ki points).
With all those changes, you would use the MCAs Saves, BAB, Unarmed attack, Flurry, and AC bonus. The MCA abilities would be organized like this. Then if you wanted to reinstate Bonus Feats (Option A) you still could. I would usggest against that, and just use Option B..
[b]Table: Healing Palm (with Student of the Stone Archetype)
Class
Level Special
1st Aura, bonus feat, domains, stunning strike, unarmed strike
2nd Domain spell (1st), hard as stone
3rd strength of stone, maneuver training
4th Domain spell (2nd), flurry of blows, ki pool
5th Purity of body
6th Domain spell (3rd)
7th Bones of stone (DR 2/magic), wholeness of body
8th Domain spell (4th)
9th Body of Stone
10th Bones of stone (DR 2/chaotic), domain spell (5th)
11th Channeled life
12th Domain spell (6th), soul of stone (tremor sense 15 ft.)
13th
14th Domain spell (7th)
15th Bones of stone (DR 5/chaotic)
16th Domain spell (8th), soul of stone (tremor sense 30 ft.)
17th
18th Domain spell (9th)
19th Empty body
20th Stone self
That all said, if you are looking to submist a CLeric/Monk, by all means, we can give you a hand once you've posted your proposed MCA.
| roleplayingisenforced |
@Elghinn-- Awesome! Much appreciated. # 5 would have stumped me for sure!
@Oceanshieldwolf and Elghinn-- I feel a bit too rusty and out of my depth atm but someday soon when you least expect it BAM! I will drop my Cleric primary/ Monk seccondary MCA on the thread : ) heh. Title is the hardest part... is Browbeater too over the top?
| David knott 242 |
@David knott 242: Um, I'm a bit confused by the explanation, but it sounds like a really cool approach. Can you clarify it with a specific example that maybe isn't a summoner?
I'm confused about whether the curses would be specific or open and whether this is one MCA with a lotta options, or a bunch that all have Oracle as secondary - are you wanting to have all these "Secondary Oracle" MCA's follow the same chassis, but have each specific curse themed in flavour with the Primary class?
I hadn't really thought this one through very far when I posted the idea for an X/Oracle MCA. I suppose it could work as a single archetype if I make it generic enough. Any curse would be allowed, but I would define some extra curses that would work only with this archetype or with multi-classed oracles in certain combinations -- I haven't thought this all the way through yet.
A more obvious example than the one I used would be the fighter version. In exchange for accepting only the bad parts of any single oracle's curse, an "Accursed Fighter" might get an extra bonus combat feat -- although I could limit the choices if the full list of combat feats could lead to an overpowered combination.
If I were to devise a curse tailored for fighters, it might involve the removal of all martial and exotic weapon proficiencies. A prerequisite for this curse would be that the character would otherwise be proficient with all martial weapons. The mitigation factors as the character advances in level (if an oracle) or gains approprieate feats (if using the proposed archetype) could involve minor bonuses to combat with simple weapons.
| Elghinn Lightbringer |
Glad to see some new life in this thread!
Is anyone working on a Fighter/Monk yet? I could see it as image most of us hold of Samurai in our minds: wandering, armor-less warriors that train so diligently with their sword (or other weapon) that it becomes both their weapon and their shield.
No Fighter/Monk yet. Whip one up Lemon and let's see what you've got.
| Elghinn Lightbringer |
I think an MCA would actually fit the niche better. Bravo on the concept!
*starts the slow clap*
Here is that thread, there were some great hybrid abilities that Nightskies came up with.
http://paizo.com/threads/rzs2pfsu?Bardadin-a-PrCs-tale#1
Welcome to the thread Byrdology! I'll see what I can throw together using your concept and those of the others on your other thread.
| Elghinn Lightbringer |
Well, since I'm at home from church with a sick little one, here's your Concepts of the Bard/Paladin from your thread, Byrdology. This is what I envisioned from your suggestions and those of your thread mates.
Behold the
There are many who seek allies to further the cause of good only when their own strength fails them. Such an ally is the canticle knight, a roaming warrior that wields song and sword in the name of her god. Canticle knight have been imbued with divine power. As such, they only unite themselves with those they deem as worthy vessels of righteousness in times of great need, and empower them with divine gifts granted from their deity. With an unwavering conviction in the goodness of their companions, canticle knights refuse to allow others to descend into wickedness and are ever encouraging them through reason and example to maintain their faith. The canticle knights number both men and women among their ranks, all of whom are dedicated to knowledge and purity, bring great glory to their orders, and seek to sanctify the hearts of all who possess a glint of goodwill within them.
Primary Class: Bard.
Secondary Class: Paladin.
Alignment: Any good.
Hit Die: d8.
Bonus Skills and Ranks: The canticle knight may select three paladin skills to add to her class skills in addition to the normal bard class skills. The canticle knight gains a number of ranks at each level equal to 4 + Int modifier.
Weapon and Armor Proficiency: The canticle knight is proficient with all simple weapons and martial weapon, with light armor and shields (except tower shields). A canticle knight can cast arcane spells while wearing light armor and using a shield without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a canticle knight medium armor or heavy armor incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass canticle knight still incurs the normal arcane spell failure chance for arcane spells received from other classes.
Spellcasting: The canticle knight casts arcane spells drawn from the bard spell list, and adds the following paladin spells to that list at the indicated spell levels: 1st level—bless, bless weapon, divine favor, endure elements, protection from chaos/evil/law; 2nd level—blessing of courage and life*, holy shield**, resist energy, shield other, vestment of the champion**; 3rd level—holy whisper*, litany of defense†, litany of eloquence†, sanctify armor*, veil of positive energy; 4th level—ivine arrow†, litany of righteousness†, litany of warding†, sacred bond*; 5th level—archon’s aura**, bestow grace of the champion**, bright blade of victory**; 6th level—blaze of glory*, litany of thunder†, litany of vengeance†.
A canticle knight otherwise casts spells as a bard equal to her canticle knight level. (Advanced Player’s Guide*, Ultimate Magic**, Ultimate Combat†)
Aura of Good (Ex): At 1st level, a canticle knight gains the paladin’s aura of good ability. This ability replaces distraction.
Bardic Performance: A canticle knight gains the following performances in place of those listed in their individual descriptions.
Hymn of Grace (Su): A canticle knight of 3rd level or higher can use her performance to grant an ally improved saving throws. The ally must be within 30 feet and able to see and hear the canticle knight. The ally gains a +2 insight bonus on all saving throws as long as she continues to hear the canticle knight’s performance. This bonus increases by +1 for every four levels the canticle knight has attained beyond 3rd (+3 at 7th, +4 at 11th, +5 at 15th, and +6 at 19th). This performance replaces the inspire competence performance.
Song of Mercy (Su): A canticle knight of 6th level or higher can use her performance to grant mercy to a single ally within 30 feet that is able to see and hear her. The canticle knight selects one mercy from those listed in the paladin’s mercy ability. Whenever the canticle knight uses song of mercy, the target also receives the additional effects from all of the mercies possessed by the canticle knight. A mercy can remove a condition caused by a curse, disease, or poison without curing the affliction. Such conditions return after 1 hour unless the mercy actually removes the affliction that causes the condition.
At 6th level, the canticle knight can select from paladin’s list of 3rd level mercies. At 9th level, the canticle knight adds the paladin’s 6th level mercies to the list of those that can be selected. At 12th level, the canticle knight adds the paladin’s 9th level mercies to the list of those that can be selected. At 15th level, the canticle knight adds the paladin’s 12th level mercies to the list of those that can be selected.
These mercies are cumulative. For example, a 12th-level canticle knight's song of mercy performance might cure fatigued and exhausted conditions as well as removing diseases and neutralizing poisons. Once a condition or spell effect is chosen, it can't be changed. This ability performance replaces the suggestion and mass suggestion performances.
Righteous Refrain (Su): A canticle knight of 14th level or higher can expend four rounds of performance to grant the ability to smite evil to all allies within 10 feet, using her bonuses. Allies must use this smite evil ability by the start of the canticle knight’s next turn and the bonuses last for 1 minute. Evil creatures gain no benefit from this ability. This performance replaces the frightening tune performance.
Miraculous Performance (Su): A canticle knight of 20th level or higher can use his performance to create an effect equivalent to the heal spell, using the canticle knight's level as the caster level. Using this ability requires 6 continuous performance, and the target must be able to see and hear the canticle knight throughout the performance. In addition, the canticle knight gains DR 5/evil and any use of lay on hands to heal a creature heals the maximum possible amount during the performance and for an additional number of rounds afterwards equal to the canticle knight’s Charisma modifier. Miraculous performance relies on audible and visual components. This performance replaces deadly performance.
Detect Evil (Sp): At 1st level, a canticle knight gains the paladin’s detect evil ability. This ability replaces fascinate.
Lay on Hands (Su): Starting at 2nd level, a canticle knight gains the paladin’s lay on hands ability, except that the canticle knight can heal 1d6 points of damage at 2nd level, and an addition 1d6 points of damage very three levels thereafter, to a maximum of 7d6 points of damage. This ability replaces versatile performance.
Smite Evil (Su): At 4th level, a canticle knight gains the paladin’s smite evil ability, except that he can smite evil once per day at 4th level, and an additional time per day every six levels thereafter, to a maximum of three times per day at 16th level. This ability replaces lore master and jack-of-all trades.
Medium Armor (Ex): At 8th level, a magus gains proficiency with medium armor. A magus can cast magus spells while wearing medium armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a magus wearing heavy armor or using a shield incurs a chance of arcane spell failure if the spell in question has a somatic component. This ability replaces the dirge of doom performance.
SWAP TABLE
Distraction = Detect evil
Fascinate = Aura of good
Versatile Performance = Lay on hands up to 7d6
Inspire Competence = Hymn of Grace
Lore Master/Jack-of All-Trades = Smite evil (up to 3/day)
Suggestion/Mass Suggestion = Song of Mercy
Dirge of Doom = Medium Armor
Frightening Tune = Righteous refrain
Deadly Performance = Miraculous Performance
Table: Canticle Knight
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 Aura of good, bardic knowledge, bardic performance, 1 — — — — —
cantrips, countersong, detect evil, inspire courage +1
2nd +1 +0 +3 +3 Lay on hands, well-versed 2 — — — — —
3rd +2 +1 +3 +3 Hymn of grace +2 3 — — — — —
4th +3 +1 +4 +4 Smite evil 1/day 3 1 — — — —
5th +3 +1 +4 +4 Inspire courage +2 4 2 — — — —
6th +4 +2 +5 +5 Song of mercy 4 3 — — — —
7th +5 +2 +5 +5 Hymn of grace +3 4 3 1 — — —
8th +6/+1 +2 +6 +6 Medium armor 4 4 2 — — —
9th +6/+1 +3 +6 +6 Inspire greatness, song of mercy 5 4 3 — — —
10th +7/+2 +3 +7 +7 Smite evil 2/day 5 4 3 1 — —
11th +8/+3 +3 +7 +7 Hymn of grace +4, inspire courage +3 5 4 4 2 — —
12th +9/+4 +4 +8 +8 Song of mercy, soothing performance 5 5 4 3 — —
13th +9/+4 +4 +8 +8 5 5 4 3 1 —
14th +10/+5 +4 +9 +9 Righteous refrain 5 5 4 4 2 —
15th +11/+6/+1 +5 +9 +9 Hymn of grace +5, inspire heroics, song of mercy 5 5 5 4 3 —
16th +12/+7/+2 +5 +10 +10 Smite evil 3/day 5 5 5 4 3 1
17th +12/+7/+2 +5 +10 +10 Inspire courage +4 5 5 5 4 4 2
18th +13/+8/+3 +6 +11 +11 Song of mercy 5 5 5 5 4 3
19th +14/+9/+4 +6 +11 +11 Hymn of grace +6 5 5 5 5 5 4
20th +15/+10/+5 +6 +12 +12 Miraculous performance 5 5 5 5 5 5
| Byrdology |
Great job! It looks perfect! I would switch ref and fort save, because the class is built around protection > evasion, but that is just me. Very nice indeed!
When I get some time, I am going to post up the bones of a concept I have been working on. A paladin/ magus, instead of a divine focus, it will be arcane themed, using magic to bolster defenses as opposed to, well, you'll see. I am not very good at flavor text, but I think I uunderstand how you work the mechanics.