MultiClass Archetypes III: The Return of the MCA


Homebrew and House Rules

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Maybe he could acquire his bloodline powers via mutagens, or brew mutagens from his own blood to share them with others, as for the Create Sanguine Elixir feat.


How about an Alc/Sor that uses mutagens to grant various bloodlines temporarily, for the duration of the mutagen?


Elghinn Lightbringer wrote:
How about an Alc/Sor that uses mutagens to grant various bloodlines temporarily, for the duration of the mutagen?

You beat me to the punch! I began working on this last night :)

Infused Mage:

Sample flavor: Most sorcerers can be considered lucky, owing their powers to forces outside themselves. Some are different. Products of dangerous curiosity or reckless ambition, Infused Mages have discovered the essence of the arcane... and through alchemy applied it to themselves. Infused Mages constantly and tirelessly refine their formulas situations, seeking to master themselves and the world around them.

HD: d6
Base Attack Bonus: poor
Fort Save: poor
Ref Save: poor
Will Save: good
Skills: 2
Weapon Proficiency: Simple
Armor Proficiency: None

Levels
1st: Alchemy, Brew Potion, Cantrips, Diminished Spellcasting, Eldritch Mutagen
2nd: Discovery, Poison Resistance +2, Poison Use
3rd: Swift alchemy
4th: Discovery
5th: Poison Resistance +4
6th: Discovery, Swift Poisoning
7th:
8th: Discovery, Poison Resistance +6
9th:
10th: Discovery, Poison Immunity
11th:
12th: Discovery
13th:
14th: Discovery, Persistent Mutagen
15th:
16th: Discovery
17th:
18th: Discovery, Instant Alchemy
19th:
20th: Grand discovery

Diminished Spellcasting: The Infused Mage 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 Intelligence allows bonus spells of that level. He otherwise casts spells as a sorcerer of equal level.

Eldritch Mutagen (Su): At 1st level, an Infused Mage discovers how to create a mutagen that he can imbibe in order to grant him strange magical mutations. It takes 1 hour to brew a dose of Eldritch Mutagen, and once brewed, it remains potent until used. An Infused Mage can only maintain one dose of eldritch mutagen at a time—if he brews a second dose, any existing mutagen becomes inert. As with an extract or bomb, a mutagen that is not in an Infused Mage's possession becomes inert until an Infused Mage picks it up again.
When an Infused Mage brews an Eldritch Mutagen, he selects a 1st level Sorcerer bloodline power. It's a standard action to drink an Eldritch Mutagen. Upon being imbibed, the eldritch mutagen causes the Infused Mage to take on traits associated with the Sorcerer bloodline. While the Eldritch Mutagen is in effect, the Infused Mage may use the 1st level Sorcerer bloodline power. An Infused Mage uses his Intelligence in place of Charisma when using bloodline powers.
A non-Infused Mage who drinks an Eldritch Mutagen must make a Fortitude save (DC 10 + 1/2 the Infused Mage's level + the Infused Mage's Intelligence modifier) or become nauseated for 1 hour—a non-Infused Mage can never gain the benefit of an Eldritch Mutagen, but an Infused Mage can gain the effects of another Infused Mage's mutagen if he drinks it. (Although if the other Infused Mage creates a different Eldritch Mutagen, the effects of the “stolen” Eldritch Mutagen immediately cease.) The effects of an Eldritch Mutagen do not stack. Whenever an Infused Mage drinks an Eldritch Mutagen, the effects of any previous Eldritch Mutagen immediately end.

Sample Discoveries:

Improved Eldritch Mutagen
Prerequisite: Caster level 3rd, eldritch mutagen
Benefit: The eldritch mutagen now also grants a 3rd level Sorcerer bloodline power.

Greater Eldritch Mutagen
Prerequisite: Caster level 9th, improved eldritch mutagen discovery
Benefit: The eldritch mutagen now also grants a 9th level Sorcerer bloodline power.

Grand Eldritch Mutagen
Prerequisite: Caster level 15th, greater eldritch mutagen discovery
Benefit: The eldritch mutagen now also grants a 15th level Sorcerer bloodline power.

True Eldritch Mutagen
Prerequisite: Grand discovery, grand eldritch mutagen discovery
Benefit: The eldritch mutagen now also grants a 20th level Sorcerer bloodline power.

Eldritch Evolution
Prerequisite: Caster level 4th, eldritch mutagen
Benefit: Once every 7 days, upon imbibing an eldritch mutagen you may choose to learn a new spell in place of one already known. In effect, the you lose the old spell in exchange for the new one. The new spell's level must be the same as that of the spell being exchanged.


Bloodline powers at full rate, easier spell exchange, turned full-caster with reduced per-day, access to full-range non-bomb discoveries... Which, sidenote, would include cognatogen...

Good start, but you've basically made a sorcerer who has a few less spells in exchange for higher DC's, fast healing, and so on. Need to cut down on that rate of discovery... maybe move them to 3rd, 6th, 9th, etc? Still allows for that precious +8 alchemical to charisma, though... hm.

Silver Crusade RPG Superstar 2014 Top 16

Raiderrpg wrote:

Bloodline powers at full rate, easier spell exchange, turned full-caster with reduced per-day, access to full-range non-bomb discoveries... Which, sidenote, would include cognatogen...

Good start, but you've basically made a sorcerer who has a few less spells in exchange for higher DC's, fast healing, and so on. Need to cut down on that rate of discovery... maybe move them to 3rd, 6th, 9th, etc? Still allows for that precious +8 alchemical to charisma, though... hm.

I agree with Raider, this is probably a bit OP as it's written. I'll attack it more later tonight and get back with what I think you should do to pare it down a bit.


Raiderrpg wrote:

Bloodline powers at full rate, easier spell exchange, turned full-caster with reduced per-day, access to full-range non-bomb discoveries... Which, sidenote, would include cognatogen...

Good start, but you've basically made a sorcerer who has a few less spells in exchange for higher DC's, fast healing, and so on. Need to cut down on that rate of discovery... maybe move them to 3rd, 6th, 9th, etc? Still allows for that precious +8 alchemical to charisma, though... hm.

Hmm, true, I had forgotten about Cognatogen, which would be pretty broken for a Sorcerer. I am still toying with the idea of making spellcasting directly tied to the mutagen (i.e. in order to cast spells at all, you must be under the effects of the mutagen), but then I would want to greatly increase the length mutagen is active. This would fix the cognatogen problem because mutagens don't stack. Maybe give Persistent Mutagen at level 1? I'm not sure.

Otherwise, I would want to add a stipulation, "due to the delicate balance of an Infused Mage's physiology, mutagens and cognatogens impede an Infused Mage's ability to cast spells."

I'm open to slowing down the rate of Discovery (since the class is not a full alchemist), but I'd also like to point out that since bloodline powers are tied to mutagen, they are not active 24/7 like normal Sorcerers. So I was hoping that and Diminished Casting would help keep the powerlevel in check.


@Madak: Very nice work on formatting your first MCA on the thread - it's good to see you've paid attention to saves, BAB, weapon and armor etc; providing the sample discoveries is a nice touch - they are really kind of must-picks for this MCA though.

Also you left off the Primary/Secondary class. Luckily I know its Alc/Sor...

As for the Infused Mage, I'll defer to Raider and Cartmanbeck on the mechanic implications - though I think the point you made about the duration of the eldritch mutagen is a good one.

While I think the flavor of "physiological/psychological instability" is on theme I feel there may be some other workaround. Having the spellcasting incumbent upon the mutagen is an interesting option. 
Neither am I that encouraged by diminishing the rate of discoveries. Hmm.

Hang on, wait!

Question: Is there a way to make an Eldritch Mutagen "hold" its charge, so the the Infused Mage could carry more than one bloodline eldritch mutagen at a time? So initially quaffing one, then later quaffing a second which negates the first upon imbibing? That would be cool, though perhaps a higher level discovery...something like:

(Don't hate me Raider, I...just...couldn't...stop...the terrible, terrible, fabulous most likely OP ideas... I think I drank something strauoange!)

Discoveries:
Second Brew: The infused mage may create and carry a second, differing Eldritch Mutagen. This second dose takes the same amount of time to brew as a normal Eldritch mutagen and otherwise follows the regular guidelines for eldritch mutagen with regard to duration and leaving the infused mage's possession.
If a second eldritch mutagen is imbibed the effects of the first immediately cease and are replaced by the bloodline power(s) of the second. An infused mage must be at least (x level) before selecting this discovery.

Ooh, ooh! - and then:

Double Brew: This discovery is as Second Brew, but the infused mage may create and carry two doses of the same Eldritch Mutagen. The infused mage must be at least (x level) to select this discovery.

OMG, OSW's off on a gonzo trip now folks:

Miscible Brew: The infused mage learns  to exploit the miscibility of his eldritch mutagens -  through the admixture of two different eldritch mutagens the infused mage may choose bloodline powers from either imbibed extract mutagen's bloodline powers. The duration of the first eldritch mutagen is unchanged - once it has expired the effects of this discovery end. The infused mage must have the second brew discovery and must be at least (x level) to select this discovery.

@ A last minute thought - Generally, it may be a good idea to limit the number of bloodlines the infused mage has access to, akin to spells known, and/or create a list of mutually exclusive bloodlines if miscible brew were to be allowed...


This is why we don't let OSW out without his leash very often...

:P


Been going through the Infused Mage and came up with this. If it's an Alc/Sor, then it should probably look more like this.

Now as the MCA advances, he would normally gain the Persistant Mutagen ability, which effectively allows the bloodline to remain in effect for 20 hours at 20th level, but I swapped it out, restricting the bloodline mutagen effect for only 10 minutes per level, and thus lowering the power of the eledritch mutagen. He can still choose the mutagen discovery to gain normal mutagens, but they will also be restricted to the 10 minutes per level.

Infused Mage:

Most alchemists are considered lucky, surviving their experimentations through sheer force of will. However, some are quite different from their peers. Whether a product of dangerous curiosity or reckless ambition, infused mages have discovered the essence of the arcane. Through a complex procedure, the infused mage suffuses this essence within an eldritch mutagen which, upon imbibing it, grants him the benefits of a single arcane bloodline for a short period of time. Focused and creative in their endeavors, infused mages constantly and tirelessly refine these eldritch mutagens in an attempt to master the arcane energies distilled within.

Primary Class: Alchemist.
Secondary Class: Sorcerer.
Hit Die: d8.

Bonus Skills and Ranks: The infused mage may select three sorcerer skills to add to his class skills in addition to the normal alchemist class skills. The infused mage gains a number of ranks at each level equal to 4 + Int modifier.

Weapon and Armor Proficiency: The infused mage is proficient with all simple weapons. He is also proficient with light armor, but not with shields.

Eldritch Mutagen (Su): At 1st level, an infused mage discovers how to create a mutagen that he can imbibe in order to grant him strange magical powers. It takes 1 hour to brew a dose of eldritch mutagen, and once brewed, it remains potent until used. An infused mage can only maintain one dose of mutagen at a time (eldritch or otherwise)—if he brews a second dose, any existing mutagen becomes inert. As with an extract or bomb, an eldritch mutagen that is not in an infused mage's possession becomes inert until an infused mage picks it up again.
When an infused mage of 1st level brews an eldritch mutagen, he selects a sorcerer bloodline from those listed in the Sorcerer class description. It's a standard action to drink an eldritch mutagen. Upon being imbibed, the eldritch mutagen causes the infused mage to take on traits associated with the sorcerer bloodline. While the eldritch mutagen is in effect, the infused mage gains the arcana, bloodline powers, and bloodline spells from his chosen bloodline. An infused mage uses his Intelligence in place of Charisma when using his bloodline powers. An infused mage cannot choose any bloodlines from those listed as wildblooded bloodlines.

At 1st level, whenever an infused mage imbibes an eldritch mutagen, he only gains his bloodline arcana while the eldritch mutagen is in effect.

At 3rd level, the infused mage gains his first bloodline spell and each subsequent bloodline spell every three levels thereafter, up to his sixth bloodline spell at 18th level. An infused mage can create extracts from any bloodline spell he has access to while the eldritch mutagen is in effect.

At 4th level, an infused mage gains his first bloodline power and each subsequent bloodline power every four levels thereafter, up to his fifth bloodline power at 20th level. An infused mage can use any bloodline power he has access to while the eldritch mutagen is in effect.

A non-Infused mage who drinks an eldritch mutagen must make a Fortitude save (DC 10 + 1/2 the infused mage's level + the infused mage's Intelligence modifier) or become nauseated for 1 hour—a non-infused mage can never gain the benefit of an eldritch mutagen, but an infused mage can gain the effects of another infused mage's mutagen if he drinks it. (Although, if the other infused mage creates a different eldritch mutagen, the effects of the “stolen” eldritch mutagen immediately cease.) The effects of an eldritch mutagen do not stack. Whenever an infused mage drinks an eldritch mutagen, the effects of any previous eldritch mutagen immediately end. This ability replaces mutagen, discoveries gained at 4th, 8th, 12th, and 16th, and grand discovery.

Discoveries: This is exactly like the alchemist ability of the same name, except that an infused mage gains a discovery at 3rd level and an additional discovery every four levels thereafter. An infused mage may select the mutagen discovery to create normal mutagen.

Second Bloodline: At 7th level, an infused sorcerer chooses a second bloodline with which to infuse his eldritch mutagen. Only one bloodline can be infused within a single dose of eldritch mutagen at a time. This ability, third bloodline, and fourth bloodline replace bomb 2d6, 4d6, 6d6, 8d6, and 10d6.

Third Bloodline: At 13th level, and infused mage chooses a third bloodline with which to infuse his eldritch mutagen.

Fourth Bloodline: At 19th level, an infused mage chooses a fourth bloodline with which to infuse his eldritch mutagen.

Swap Table
Discoveries (5), mutagen, throw anything, grand discovery = Eldritch mutagen (bloodline arcana, bloodline powers + bloodline spells)
Bombs, persistent mutagen = Second bloodline, third bloodline, and fourth bloodline.

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

1st +0 +2 +2 +0 Alchemy, brew potion, eldritch mutagen, 1 — — — — —
2nd +1 +3 +3 +0 Poison resistance +2, poison use 2 — — — — —
3rd +2 +3 +3 +1 Bloodline spell, discovery, swift alchemy 3 — — — — —
4th +3 +4 +4 +1 Bloodline power 3 1 — — — —
5th +3 +4 +4 +1 Poison resistance +4 4 2 — — — —
6th +4 +5 +5 +2 Bloodline power, bloodline spell, swift poisoning 4 3 — — — —
7th +5 +5 +5 +2 Discovery, second bloodline 4 3 1 — — —
8th +6/+1 +6 +6 +2 Bloodline power, poison resistance +6 4 4 2 — — —
9th +6/+1 +6 +6 +3 Bloodline spell 5 4 3 — — —
10th +7/+2 +7 +7 +3 Poison immunity 5 4 3 1 — —
11th +8/+3 +7 +7 +3 Discovery 5 4 4 2 — —
12th +9/+4 +8 +8 +4 Bloodline power, bloodline spell 5 5 4 3 — —
13th +9/+4 +8 +8 +4 Third bloodline 5 5 4 3 1 —
14th +10/+5 +9 +9 +4 5 5 4 4 2 —
15th +11/+6/+1 +9 +9 +5 Bloodline spell, discovery 5 5 5 4 3 —
16th +12/+7/+2 +10 +10 +5 Bloodline power 5 5 5 4 3 1
17th +12/+7/+2 +10 +10 +5 5 5 5 4 4 2
18th +13/+8/+3 +11 +11 +6 Bloodline spell, instant alchemy 5 5 5 5 4 3
19th +14/+9/+4 +11 +11 +6 Discovery, fourth bloodline 5 5 5 5 5 4
20th +15/+10/+5 +12 +12 +6 Bloodline power 5 5 5 5 5 5


Only gaining arcana at 1st level? Not sure how useful that's going to be - Abyssal arcana gives a buff to summoned creatures - you may not be able to summon at all...

No bloodline powers until 4th level? When Sorcerors get them at 1st AND this MCA loses the fairly powerful mutagen power - also gained usually at 1st? Hardly made up for by getting arcana... I'm not convinced.

What's the problem with getting the bloodline power at 1st? It's not even permanent...


Yeah thought about it last night, I think powers at 1/5/10/15/20 will work better. I'll rework it and post later tonight.


I think this is a better progression. Gets bloodline powers at the same levels as sorcerer. Gets discovereries at 2nd and every four levels thereafter. Gets bloodline spells later than the sorcerer to fill in more dead levels. Only leaves 2 dead levels now, and we could fill one of them with something new and cool for the MCA. Also, reduced it to only second and third bloodlines, no fourth choice anymore. If those are too OP we can drop the additional bloodline choices.

Alright, off to move a friend!

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

1st +0 +2 +2 +0 Alchemy, bloodline power, brew potion, eldritch mutagen 1 — — — — —
2nd +1 +3 +3 +0 Discovery, Poison resistance +2, poison use 2 — — — — —
3rd +2 +3 +3 +1 Bloodline power, swift alchemy 3 — — — — —
4th +3 +4 +4 +1 Bloodline spell (1st) 3 1 — — — —
5th +3 +4 +4 +1 Poison resistance +4 4 2 — — — —
6th +4 +5 +5 +2 Discovery, swift poisoning 4 3 — — — —
7th +5 +5 +5 +2 Bloodline spell (2nd) 4 3 1 — — —
8th +6/+1 +6 +6 +2 Poison resistance +6 4 4 2 — — —
9th +6/+1 +6 +6 +3 Bloodline power, second bloodline 5 4 3 — — —
10th +7/+2 +7 +7 +3 Bloodline spell (3rd), discovery, poison immunity 5 4 3 1 — —
11th +8/+3 +7 +7 +3 5 4 4 2 — —
12th +9/+4 +8 +8 +4 5 5 4 3 — —
13th +9/+4 +8 +8 +4 Bloodline spell (4th) 5 5 4 3 1 —
14th +10/+5 +9 +9 +4 Discovery 5 5 4 4 2 —
15th +11/+6/+1 +9 +9 +5 Bloodline power 5 5 5 4 3 —
16th +12/+7/+2 +10 +10 +5 Bloodline spell (5th) 5 5 5 4 3 1
17th +12/+7/+2 +10 +10 +5 Third bloodline 5 5 5 4 4 2
18th +13/+8/+3 +11 +11 +6 Discovery, instant alchemy 5 5 5 5 4 3
19th +14/+9/+4 +11 +11 +6 Bloodline spell (6th) 5 5 5 5 5 4
20th +15/+10/+5 +12 +12 +6 Bloodline power 5 5 5 5 5 5


And Jim manages to exacerbate the issue. Now not only does he still get cognatogen, but he doesn't use up discoveries for the bloodline powers.

Let alone the spell level issues now present from a drop to a hybrid progression. Come on, Jim, you know I'm getting frustrated at having to explain that one...

This guy can -still- pump his DC's about a point or so higher than a full sorcerer without heighten spell. He's got a broadly higher AC than a sorc, and if he selects a regular mutagen, can easily use the higher-rate sor/wiz buffs to match a Magus in combat.

Sorry, but this is the wrong route.

Looking back at Esoteric Chemist, how Flak and I solved this issue was by limiting the possible discoveries to a very small list- going that way might be a better option here, removing the higher mutagens from the process?

We could also drop the 20th bloodline power, leaving that to a sorcerer, and then flavor up an ability similar to mutagen for the other powers- allowing him to make a mutagen to match a bloodline, gain those powers for 10min/level, and then capstone him for 1/hour a level.

First Power at fourth level- Second power at tenth... you get the idea?


Raider,

1) The bloodline powers do use up discoveries, they're part of the ability swap. I do concur that restricting to the 15th level power as max is good. I think using the progression of 3rd/9th/15th/20th is what we should use. Then I think we could keep persitent mutagen at 14th.

An alchemist must spend 2 discoveries and the grand discovery ability to gain Greater Mutagen, Grand mutagen, and True mutagen for a normal mutagen.

The infused mage gains the first 4 bloodline powers while giving up 4 discoveries, throw anything, and Grand Discovery (which includes the grand discovery choice plus 2 additional normal discoveries). Plus the effects all last for only 10 min/level (without persistent mutagen). So thats a grand total of 6 discoveries, 1 grand discovery, and the throw anything feat to infuse himself with the powers of a single bloodline. We can also throw bombs 2d6/4d6/6d6/8d6/10d6 into the swap too.

I think we should drop my idea of the second/third bloodline abilities. If we wanted to keep those as an option, I think those would need to be Discoveries, allowing him to infuse a second or third bloodline as options. That is, he couldn't infuse a mutagen with two or three bloodlines simultaneously, instead, he would need to choose which single bloodline he wanted to infuse the mutagen with. But it may just be easier to keep it restricted to 1 bloodline since that is the how sorcerers work-but do like the versatility of the idea.

2) My version of the Infused Mage is using Extracts, the Alchemist's formulae list, and all based on Int. This baby isn't gaining access to sorcerer spells like Madak's version, except those spells from his bloodline, and only for as long as the eldritch mutagen is in effect. But if yopu really think its OP to gai access to up to 6 extra spells while the eldritch mutagen is in effect, then we don't need to include blodline spells.

3) Since the Eldritch Mutagen is a "mutagen", only one can be in effect at a time, as per the rules of mutagens. I'm really not understanding the issue with being able to select the Cognatogen or Mutagen dicoveries.

An alchemist can, and if the infused mage did drink a cognatogen while his eldritch mutagen is in effect, he loses all his bloodline powers and spells in favor of that Cognatogen effect. Again, only one mutagen (Mutagen, Cognatogen, or Elritch Mutagen) can be in effect at any given time. There is no way to do otherwise. If he wants to spend more discoveries on Greater/Grand Mutagen/Cognatogen, so what. He can only have one mutagenic effect active at one time. Period!

Another balancing option could be to add in a penalty, since this is a mutagen, just like the normal mutagen and cognatogen, which grant a penalty to an ability score while its in effect. So either an ability penalty or a -1 penalty to caster level or something while its in effect.

4) With the loss of the second/thrid bloodline ability, I think we could keep a lesser version of the bombs ability, since he doesn't really have anything other than his extracts and mutagens. I was thinking 1d6 at 4th, +1d6 every four levels up to 5d6 at 20th.

5) I think restricting the choices of discoveries is a good idea. Something like this: Acid Bomb, Cognatogen, Cold Bomb, Combine Extracts, Concussive Bomb, Dilution, Enhance Potion, Eternal Potion, Extend Potion, Force Bomb, Infuse Mutagen, Infusion, Mutagen, Shock Bomb.

I still think the Greater and Grand versions of the Mutagen and Cognatogen discoveries would be fine.

6) Finally, my name is Elghinn or El. :P


You had bloodline powers alongside discoveries in the by-level chart, so confuddling there.

I think we need to keep bombs off of this guy, personally... he'll already be gaining resistances, flight, and other potential abilities.

Keeping to alchemist extracts solves some problems. Good.

If we keep cognatogen, we have to drop bloodline spells. If we drop bloodline spells, we can keep cognatogen. It's really an either/or situation, sadly... it'd take some fumbling around indeed for them to co-exist.

And sorry, El! You'd think I'd keep a closer eye on that sort of thing... ^^;


Raiderrpg wrote:

I think we need to keep bombs off of this guy, personally... he'll already be gaining resistances, flight, and other potential abilities.

While I can see some sense in this it's not really a done deal that any particular bloodline will be chosen, and flight could be gained numerous other ways - even with a vanilla alchemist - winged race, multiclassed into witch with flying hex-stuff, magic items etc - either bombs themselves are broken, or there's some other issue. I'm happy to argue the toss.

For me the issue here isn't what the bloodline might be coupled with, it's this: how much is a bloodline extract worth compared to what it is swapped for - in this case the very useful mutagen, a bunch of discoveries and grand discovery.

* I admit that taking/creating more than a few bloodlines is gonna harsh sorceror-philes, but unless this MCA gets something "exciting" (not necessarily powerful) then he's lacking, as far as I'm concerned.

* I wasn't really interested in the spells or arcana anyway - gaining the bloodline powers seemed a thematic swap for mutagen, and at first level. Swap mutagen for a bloodline power. Simple. Easy. Distilling *all* of the benefits of a bloodline seems not so much overpowered as overwrought.

*I think a penalty of some kind is a good idea, not sure what though and I'm definitely keen to avoid any sort of blood payment. I just don't get the "bleed self for power" abilities - there were a *lot* of those items in RPGSS this year...


OK, I think I have a balanced approach that gives us what we are loking for, not OP,and a fair swap for things. I agree with Morgan, if one was to use an alternate race, one could gain a variety of other abilities.

I've gone to Morgan's suggestion (and Madak's original idea) with having the Eldritch Mutagen just grant the 1st level bloodline power. Then, he has to select additional discoveries to gain the 3rd, 9th, and 15th level powers, much like the Grand/Greater/True Mutagens.

I've also included the ability to choose a second bloodline (not usable simultaneously, its either this one or that one infused into the eldritch mutagen). The question is, should it be a different bloodline altogether, or should it be an associated bloodline (aka an associated wildblooded bloodline).

I still think bombs should remain, otherwise he becomes a one trick horse with mutagens (plus extracts too). Iv'e reduced it to 6d6 max, and if that's still too much, we could always reduce then to d4 damage die instead, since he's not so focused on bombs?

Also, dropped the bloodline spells, but created a discovery to gain those if he wants to expend dscoveries at the rate of 1 discovery to gain 1 bloodline spell he has access to, and can only choose up to 4 bloodline spells.

Anyways, let's hear any problematic issues anyone sees.

Infused Mage v.3:

Most alchemists are considered lucky, surviving their experimentations through sheer force of will. However, some are quite different from their peers. Whether a product of dangerous curiosity or reckless ambition, infused mages have discovered the essence of the arcane. Through a complex procedure, the infused mage suffuses this essence within an eldritch mutagen which, upon imbibing it, grants him the benefits of a single arcane bloodline for a short period of time. Focused and creative in their endeavors, infused mages constantly and tirelessly refine these eldritch mutagens in an attempt to master the arcane energies distilled within.

Primary Class: Alchemist.
Secondary Class: Sorcerer.
Hit Die: d8.

Bonus Skills and Ranks: The infused mage may select three sorcerer skills to add to his class skills in addition to the normal alchemist class skills. The infused mage gains a number of ranks at each level equal to 4 + Int modifier.

Weapon and Armor Proficiency: The infused mage is proficient with all simple weapons. He is not proficient with any armor or with shields.

Eldritch Mutagen (Su): At 1st level, an infused mage discovers how to create a mutagen that he can imbibe in order to grant him strange magical powers. It takes 1 hour to brew a dose of eldritch mutagen, and once brewed, it remains potent until used. An infused mage can only maintain one dose of mutagen at a time (eldritch or otherwise)—if he brews a second dose, any existing mutagen becomes inert. As with an extract or bomb, an eldritch mutagen that is not in an infused mage's possession becomes inert until an infused mage picks it up again.

At 1st level, an infused mage selects a sorcerer bloodline from those listed in the Sorcerer class description. An infused mage cannot choose any bloodlines from those listed as wildblooded bloodlines. Whenever the infused mage brews an eldritch mutagen, it is infused with traits associated with that sorcerer bloodline. Upon being imbibed, the infused mage gains his chosen bloodline’s arcana. He also gains his first level power while the eldritch mutagen persists or until all daily uses of the power have been expended, whichever comes first. It's a standard action to drink an eldritch mutagen. An infused mage uses his Intelligence in place of Charisma to determine the effects and uses of his bloodline power. While the eldritch mutagen persists, the infused mage receives a -2 penalty to his Intelligence score.

A non-Infused mage who drinks an eldritch mutagen must make a Fortitude save (DC 10 + 1/2 the infused mage's level + the infused mage's Intelligence modifier) or become nauseated for 1 hour—a non-infused mage can never gain the benefit of an eldritch mutagen, but an infused mage can gain the effects of another infused mage's mutagen if he drinks it. (Although, if the other infused mage creates a different eldritch mutagen, the effects of the “stolen” eldritch mutagen immediately cease.) The effects of an eldritch mutagen do not stack. Whenever an infused mage drinks an eldritch mutagen, the effects of any previous eldritch mutagen immediately end. This ability replaces mutagen and throw anything.

Discoveries: This is exactly like the alchemist ability of the same name, except that an infused mage gains a discovery at 2nd level and an every three levels thereafter. An infused mage may only choose from the following discoveries: Acid Bomb, Cognatogen, Cold Bomb, Combine Extracts, Concussive Bomb, Dilution, Enhance Potion, Eternal Potion, Extend Potion, Force Bomb, Infuse Mutagen, Infusion, Mutagen, and Shock Bomb.

In addition, the following new discoveries can be chosen only by the infused mage.

Eldritch Arcana: The infused mage adds one of his bloodline spells to his list of formulae. The infused mage must be able to create extracts of the spell’s level (maximum his 6th level bloodline spell) and be at least the indicated level at which the spell is granted to select the bloodline spell. Each time it is selected it applies to a different bloodline spell. The infused mage can choose the bloodline spell from his first or second chosen bloodline. An infused mage can select this discovery up to four times.

Grand Eldritch Mutagen (Su): TThe infused mage’s eldritch mutagen grants him his fifteenth level bloodline power, in addition to his first, third, and ninth level bloodline powers. In addition, while his eldritch mutagen persists, the infused mage’s effective caster level is now equal to his level –3 (minimum 1st level). The infused mage must be at least 16th level and have the Greater Eldritch Mutagen discovery to select this discovery.

Greater Eldritch Mutagen (Su): The infused mage’s eldritch mutagen grants him his ninth level bloodline power, in addition to his first and third level bloodline powers. In addition, while his eldritch mutagen persists, the infused mage’s effective caster level is now equal to his level –2 (minimum 1st level). The infused mage must be at least 10th level and have the Improved Eldritch Mutagen discovery to select this discovery.

Improved Eldritch Mutagen (Su): The infused mage’s eldritch mutagen grants him his third level bloodline power, in addition to his first level bloodline power. In addition, while his eldritch mutagen persists, the infused mage’s effective caster level is equal to his level –1 (minimum 1st level). The infused mage must be at least 4th level to select this discovery.

Bombs (Su): This is exactly like the alchemist ability of the same name, except that the infused mage deals 1d6 points of fire damage at 3rd level, and an additional 1d6 points of fire damage at 7th, 10th, 13th, 15th, and 19th level.

Infused Bombs (Su): At 6th level, an infused mage can choose one bloodline power gained from his eldritch mutagen that he can use to affect a single opponent. If the infused mage makes a successful bomb attack against an opponent, in addition to dealing his bomb damage, he can spend a swift action to deliver the effects of the chosen bloodline power to that opponent. Doing so provokes no attacks of opportunity. An infused mage’s eldritch mutagen must be in effect to use this ability. This ability replaces the discovery gained at 6th level.

Second Bloodline: At 11th level, an infused sorcerer may choose a second bloodline. He can choose to infuse his eldritch mutagen with the traits of this second bloodline or those of the bloodline he selected at 1st level. Only one bloodline can be infused within a single dose of eldritch mutagen. This ability replaces bomb 2d6, 4d6, 6d6, and 8d6, the discovery gained at 14th level, and grand discovery.

Swap Table
Mutagen, Throw anything = Eldritch mutagen
Discovery (6th level) = Infused bombs
Bomb (2d6/4d6/6d6/8d6), discovery (14th level), grand discovery = Second bloodline

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

1st +0 +2 +0 +2 Alchemy, brew potion, eldritch mutagen, throw anything 1 — — — — —
2nd +1 +3 +0 +3 Discovery, poison resistance +2, poison use 2 — — — — —
3rd +2 +3 +1 +3 Bomb 1d6, swift alchemy 3 — — — — —
4th +3 +4 +1 +4 Discovery 3 1 — — — —
5th +3 +4 +1 +4 Poison resistance +4 4 2 — — — —
6th +4 +5 +2 +5 Infused bomb, swift poisoning 4 3 — — — —
7th +5 +5 +2 +5 Bomb 2d6 4 3 1 — — —
8th +6/+1 +6 +2 +6 Discovery, poison resistance +6 4 4 2 — — —
9th +6/+1 +6 +3 +6 Bomb 3d6 5 4 3 — — —
10th +7/+2 +7 +3 +7 Discovery, poison immunity 5 4 3 1 — —
11th +8/+3 +7 +3 +7 Second bloodline 5 4 4 2 — —
12th +9/+4 +8 +4 +8 Discovery 5 5 4 3 — —
13th +9/+4 +8 +4 +8 Bomb 4d6 5 5 4 3 1 —
14th +10/+5 +9 +4 +9 Persistent mutagen 5 5 4 4 2 —
15th +11/+6/+1 +9 +5 +9 Bomb 5d6 5 5 5 4 3 —
16th +12/+7/+2 +10 +5 +10 Discovery 5 5 5 4 3 1
17th +12/+7/+2 +10 +5 +10 5 5 5 4 4 2
18th +13/+8/+3 +11 +6 +11 Discovery, instant alchemy 5 5 5 5 4 3
19th +14/+9/+4 +11 +6 +11 Bomb 6d6 5 5 5 5 5 4
20th +15/+10/+5 +12 +6 +12 Discovery 5 5 5 5 5 5

Now, as you see, I gave the Infused Mage a -2 penalty to Intelligence while the Eldritch Mutagen persists, which will reduce the numer of daily uses, etc., balancing them out vs. a Sorcerer. I aslo included a -1 penalty to caster level (min 1st level) while the eldritch mutagen is in effect if he chooses Improved Eldritch Mutagen. This penalty increase by -1 for each additional Eldritch Mutagen discovery, just like they do with the higher level mutagen/cognatogen discoveries. This maxes out at a -3, effectively making his caster level equal to his level -3, like a ranger/paladin while his Eldritch Mutagen is going, if he has all four levels of bloodline powers.

Any thoughts?


OSW, Elghinn!!! Yes everyone, as it states on my profile, my...real...name... is Morgan. I am however not, nor have I ever been, an infused mage. Though sometimes I'm tempted to drink energy drinks. No, not really, those things are alchemical broths of pure poison...


Oi! :D


Nothing huh? No comments on my changes?

Dark Archive

Greetings, I was wondering which Multiclass Archetype combinations are still open and which still need a lot of work?


Welcome to the thread JonathonWilder!

Here is the LINK to our Multiclass Archetypes wiki. On the front page you'll find a link to our Ultimate Multiclass Archetypes - the almost 100 polished, edited and approved MCAs. Other links in the sidebar on the left will take you to lists of ALL our MCAs, either Ultimate, unedited/works in progress or idea/name placeholders.

As to your first question - any multiclass combination is "open" to you to create - though we prefer new combinations here, or if a repeat combination, a different take mechanically and themewise - focusing on different aspects of either or both classes:

Take the Fighter/Alchemist - you'll find three takes on this one combination of Primary Fighter/Secondary Alchemist - the Alchemical Blade kind of imbues weapons and armor with powers like extracts, the Demolitionist is an explosives expert and the Physiomorph Marauder mutates and destroys stuff. (Note he Physiomorph Marauder is unpolished as yet).

As for "which still need a lot of work?" well, if you mean which classes haven't we covered - then the Oracle, Samurai and Ninja spring to mind immediately, but the wiki will show you. If you mean which MCAs on the wiki need work, you'll find in the Alphabetised OR Primary class list MCAs with an asterisk - these are still awaiting our MCP (Multiclass Productions) group final edit - if you find problems with any of those then let us know here. Similarly, if you see a glaring error in any of our Ultimate Multiclass Archetypes, by all means alert us.

Hope that helps and hopefully you'll bring the MCAwesome here soon!


Welcome JonathonWilder! Here is the MCA Creation Table on out Wiki site. This will let you know what hasn't been completed, created, or theorized.

And as OSW said, bring it on! This is a thread open to theories, ideas, and anything related to customized MCAs. We're here to help you realize your MCA ideas.


Shadow Ronin

Samurai/ Rogue: Good fort and reflex, d10, 6skills.

Swaps: challenge for sneak attack, banner and greater banner for uncanny dodge and greater, and mount for trapfinding and a rogue talent @ 5, 10, and 15.

These warriors fill the roll of both the traditional samurai on the battlefield, and the stealthy assassin who moves behind the scenes. Adept at subterfuge, espionage, assassination, and martial prowess alike; many shogun have a few of these ronin on retainer. Wether they be freelance or members of their own clandestine organization is unsure... Few who dare to inquire too much, often simply disappear never to be heard from again.

*Edit: swap trapfinding for poison use and ki pool, and rogue talents for ninja talents and you have something a bit more thematic... I just love rogues... It's one of my main player flaws.


Shrouded Seer

Oracle/ Ninja: good ref and will, d8, 6skills

Swaps: mysteries for ninja tricks and ki pool, revelations for sneak attack, and final revelation for hidden master. Spell progression as a bard

The Shrouded Seer is granted insight into the universe and divine power to accomplish their main purpose: they are assassins of fate. Wether to maintain balance or to tip the cosmic scales to the will of their patrons, these deadly mystics use their skill and magic to take out key individuals or groups and accomplish missions dictated by the Divines.

The concept for these guys comes from the movie "Wanted".


I have another idea for a samurai/ synthesis summoner, the Onimusha (demon warrior). Unfortunately, I don't know alot about summoners... But I would trade out the mount obviously, and banner and "stand" abilities. I think it could be epic if you can find someone to pull it off.

By the same token, you could have a samurair who trades their order and resolve for a sorcerer's bloodline, and it could have a similar feel.


Those are cool concepts, Byrd, especially since we have few Samurai and Ninja MCAs. I have some concepts for Samurai primary MCAs myself. Maybe I'll post them here. Names tend to be the hardest thing.

Also, I plan on posting my Alternate Arcane School-based spellcasters on another thread and will post the link here.


Byrdology wrote:

Shadow Ronin

Samurai/ Rogue: Good fort and reflex, d10, 6skills.

Swaps: challenge for sneak attack, banner and greater banner for uncanny dodge and greater, and mount for trapfinding and a rogue talent @ 5, 10, and 15.

These warriors fill the roll of both the traditional samurai on the battlefield, and the stealthy assassin who moves behind the scenes. Adept at subterfuge, espionage, assassination, and martial prowess alike; many shogun have a few of these ronin on retainer. Wether they be freelance or members of their own clandestine organization is unsure... Few who dare to inquire too much, often simply disappear never to be heard from again.

*Edit: swap trapfinding for poison use and ki pool, and rogue talents for ninja talents and you have something a bit more thematic... I just love rogues... It's one of my main player flaws.

You can probably swap Mount for trapfinding, and 5 rogue talents. Mount is a major ability for the cavalier. You'll probably need to restrict him to medium armor too, maybe even light, making him a quick and deadly frontline warrior.

For what you are swapping, you may want to consider Rogue/Samurai instead. Then you can swap out rogue talents, sneak damage and other abilities for cavalier stuff, since you are already getting rid of Challenge, Mount, and the Banner/Greater Banner abilities, all signiture abilities. With those gone, it's not much of a Cavalier anymore, since you also need to get rid of mounted archery.

If you go Rog/Sam, you could swap in Order, and other cavalier abilities, since the remaining cavalier abilities aren't signature ones. Just a thought.


I'm definitely interesting in seeing some more samurai and ninja MCAs. I've told my players the next adventure I'm running is going to take place in the Eastern area of my game world (which is only minimally developed so far, since no one has gone there and only one player has had it as part of their backstory). It would be nice to have more archetypes to give them as flavorful options. The Weeping Executioner I really like the look of, and will probably use for an NPC for this setting.


Well I was working on that ONI- hunter samurai/ ranger, but samurai does that fine by itself with maybe a 1-2 lvl dip in ranger... Certainly not MCA worthy.

About the Shadow Ronin: full BaB is a draw here. I'd rather mix some things around to keep it as a samurai prime MCA. I know they are a bit light.


Here's my Samurai/Paladin. Of course this WOULD be my first Samurai MCA as the MCP's resident paladin lover.

TADASHII SAMURAI:

While samurais hold to a form of personal honor, not all are of noble or virtuous heart. As such, there are those who seek to purify themselves, becoming a vessel of the divine and serving in the capacity of a holy champion. Thus enters the tadashii samaurai or “righteous servant”, imbued with holy power to strike down the enemies of mankind, and those of his god. Whether standing against a vile fiend of the outer planes or a tyrannical warlord bent of grinding the commoners of his realm underfoot, the tadashii samurai holds the line in the cause of light and virtue.

Primary Class: Samurai.
Secondary Class: Paladin.
Alignment: Any good.
Hit Dice: d10.

Bonus Skills and Ranks: The tadashii samurai may select three paladin skills to add to his class skills in addition to the normal samurai class skills. The tadashii samurai gains a number of ranks at each level equal to 4 + Int modifier.

Weapon and Armor Proficiency: The tadashii samurai is proficient with all simple and martial weapons, plus the katana, naginata, and wakizashi. The tadashii samurai is also proficient with all types of armor (heavy, light, and medium, and with shields (except tower shields).

Aura of Good (Su): At 1st level, a tadashii samurai gains the paladin’s aura of good. The power of a tadashii samurai’s aura of good (see the detect good spell) is equal to his tadashii samurai level.

Order: The Order of the Virtuous Heart complements the Tadashii Samurai multiclass archetype.

Smiting Challenge (Su): This is exactly like the samurai’s challenge ability, except that if the target of the tadashii samurai’s challenge is evil, he adds his Charisma modifier to all damage rolls made against the target of his challenge. If the target of his challenge is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage on the first successful attack increases to twice the tadashii samurai’s Charisma modifier. Regardless of the target, smiting challenge attacks automatically bypass any DR the evil creature might possess. Smiting challenge is counts for feats with challenge or smite evil as prerequisites. This ability otherwise functions as and replaces challenge.

Holy Banner (Su): This is exactly like the samurai’s banner ability, except that a tadashii samurai can use his banner to prevent allies from being affected by certain conditions. As a swift action, a tadashii samurai can expend one use of his resolve ability to allow a number of allies equal his Charisma modifier to become immune to a single condition for 10 minutes per tadashii samurai level. Each ally must be within 10 feet of the tadashii samurai to be affected. This effect also suspends an already existing condition. Such conditions return after the effect has expired. A tadashii samurai can select from the following initial conditions: fatigued, shaken, or sickened. At 11th level, a tadashii samurai adds the following conditions to the list of those that can be selected: exhausted, frightened, and staggered.

Divine Health (Su): At 6th level, a tadashii samurai gains the paladin’s divine health ability. This ability replaces the bonus feat gained at 6th level.

Lay on Hands (Su): At 9th level, a tadashii samurai gains the paladin’s lay on hands ability. Using this ability consumes one use of his resolve ability. With one use of this ability, a tadashii samurai can heal 1d6 hit points of damage for every two tadashii samurai levels he possesses. Using this ability is a standard action, unless the tadashii samurai targets himself, in which case it is a swift action. This ability otherwise functions as lay on hands and replaces greater resolve and the bonus feat gained at 12th level.

Greater Holy Banner (Su): This is exactly like the samurai’s greater banner ability, except that a tadashii samurai can expend one use of his resolve ability to allow allies within 10 feet of him to become immune to two conditions.

Greater Resolve (Ex): A tadashii samurai gains greater resolve at 18th level. This ability replaces the bonus feat gained at 18th level.

Aura of Righteousness (Su): At 17th level, a tadashii samurai gains the paladin’s aura of righteousness ability. This ability replaces true resolve.

Table: Tadashii Samurai
Base
Class Attack Fort Ref Will
Level Bonus Save Save Save Special

1st +1 +2 +0 +2 Aura of good, mount, order, resolve, smiting challenge 1/day
2nd +2 +3 +0 +3 Order ability
3rd +3 +3 +1 +3 Weapons expertise
4th +4 +4 +1 +4 Smiting challenge 2/day, mounted archer
5th +5 +4 +1 +4 Holy banner
6th +6/+1 +5 +2 +5 Divine health
7th +7/+2 +5 +2 +5 Smiting challenge 3/day
8th +8/+3 +6 +2 +6 Order ability
9th +9/+4 +6 +3 +6 Lay on hands
10th +10/+5 +7 +3 +7 Smiting challenge 4/day
11th +11/+6/+1 +7 +3 +7 Honorable stand
12th +12/+7/+2 +8 +4 +8 Demanding challenge
13th +13/+8/+3 +8 +4 +8 Smiting challenge 5/day
14th +14/+9/+4 +9 +4 +9 Greater holy banner
15th +15/+10/+5 +9 +5 +9 Order ability
16th +16/+11/+6/+1 +10 +5 +10 Smiting challenge 6/day
17th +17/+12/+7/+2 +10 +5 +10 Aura of righteousness
18th +18/+13/+8/+3 +11 +6 +11 Greater resolve
19th +19/+14/+9/+4 +11 +6 +11 Smiting challenge 7/day
20th +20/+15/+10/+5 +12 +6 +12 Last stand

ORDER OF THE VIRTUOUS HEART (SAMURAI):

A samurai who belongs to the order of virtuous heart has dedicated himself to both a lord and to the faith of one of the deities of good. Samurai of this order seek to protect the innocent, live a life of devotion and honor, and ensure the freedoms of all who live within the borders or their realm. This order complements the Tadashii-Kushi Samurai multiclass archetype and is among those most commonly orders chosen by them.

Edicts: The samurai must be of good alignment, adhere to the strictures of the faith, uphold the honor of his lord, be just and honorable at all times, show compassion to those in need, defend the weak, and destroy the enemies of righteousness.

Challenge: Whenever an order of the virtuous heart samurai issues a challenge, he receives a +1 morale bonus on attack and damage rolls made against the target of his challenge if the target makes an attack against a target other than the samurai. This bonus lasts for 1 minute. The bonus increases by +1 for every four levels the samurai possesses.

Skills: An order of the virtuous heart samurai adds Knowledge (nobility) (Int) and Knowledge (religion) (Int) to his list of class skills. An order of the virtuous heart samurai can make Knowledge (nobility) skill checks untrained. If he has ranks in the skill, he receives a bonus on the check equal to 1/2 his samurai level (minimum +1) when making attempts to identify military standards, family crests, or heraldry emblems or symbols.

Order Abilities: A samurai belonging to the order of the virtuous heart gains the following abilities as he increases in level.

Divine Grace (Su): At 2nd level, the samurai gains a bonus equal to her Charisma bonus (if any) on all Saving Throws.

Holy Blade (Su): At 8th level, the samurai can channel holy power from his deity into his weapon. The weapon acts as a holy weapon that deals an extra 2d6 damage against evil opponents. It also grants the samurai a protection from evil effect (as the spell). This holy blade effect lasts for a number of minutes per day equal to the samurai’s level. These minutes do not need to be consecutive, but must be spent in 1-minute increments.

Arms of Faith (Su): At 15th level, the samurai’s weapons are treated as good-aligned for the purposes of overcoming damage reduction. Any attack made against an enemy within 10 feet of him is treated as good-aligned for the purposes of overcoming damage reduction. This ability functions only while the samurai is conscious, not if he is unconscious or dead.


Here's my Samurai/Wizard

SHENGI-CHI WARRIOR:

Most samurais tend to shun the arcane arts, seeking those who practice the art only under the direst of circumstances. However, there are those few who possess a curiosity or talent towards magic, and fewer still who engage in its practice. The shen-chi warrior wields both sword and magic in the pursuit of fulfilling his duty. These warrior-wizards focus upon the elemental magic, similar to the eccentric wu jen of arcane fame, and must enter into an arcane order to both learn and harness these elemental energies. In obtaining such arcane powers, the sheng-chi warrior must sacrifice some of the practices taught by the way of the warrior, but in turn can infuse his blades with elemental energy

Primary Class: Samurai.
Secondary Class: Wizard.
Hit Dice: d8.

Bonus Skills and Ranks: The sheng-chi warrior may select three wizard skills to add to his class skills in addition to the normal samurai class skills. The sheng-chi warrior gains a number of ranks at each level equal to 4 + Int modifier.

Weapon and Armor Proficiency: The sheng-chi warrior is proficient with all simple and martial weapons, plus the katana, naginata, and wakizashi. The sheng-chi warrior is proficient with light armor, but not with shields. He can cast arcane spells from his school wearing light armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a sheng-chi warrior wearing medium armor, heavy armor, or a shield incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass sheng-chi warrior still incurs the normal arcane spell failure chance for arcane spells received from other classes.

Spellcasting: A sheng-chi warrior casts arcane spells which are drawn from his elemental school spell list. He must choose and prepare his spells in advance, and in the same manner as a wizard. A sheng-chi warrior can cast only a certain number of spells of each spell level per day according to his daily allotment, as shown on the Table: Sheng-Chi Warrior. The sheng-chi warrior gains bonus spells for a high Intelligence score. This ability replaces challenge 2/day, 4/day, 6/day, bonus feats, greater banner, and last stand.

Arcane Order: The sheng-chi warrior must select the Order of the Spell and can only choose one of the following five elemental schools as his arcane school (Air, Fire, Metal, Water, or Wood). This ability otherwise functions as and replaces order.

School Strike (Su): At 3rd level, whenever a sheng-chi warrior make a successful melee strike against an opponent, he can use a swift action to deliver the effects of one arcane school power, in addition to dealing his weapon damage. The school power can affect no more than one opponent. Doing so provokes no attacks of opportunity. This ability replaces weapons expertise.

Mount (Ex): This is exactly like the samurai’s ability of the same name, except that the sheng-chi warrior 's effective druid level is equal to his sheng-chi warrior level –3.

Elemental Weapon (Su): At 5th level, the sheng-chi warrior selects either the katana, longbow, naginata, or wakizashi. As a swift action, a sheng-chi warrior can By expend one use of his resolve ability to channel elemental energy into his chosen weapon for 1 minute. When channeling elemental energy, his weapon gains the following property, as determined by his elemental school: Air (shock), Fire (flaming), Metal (adamantine), Water (frost), Wood (keen). The indicated property can stack with existing weapon properties and bonuses to a maximum of +6, but duplicate abilities do not stack. The weapon imparts no benefit if it is held by anyone other than the sheng-chi warrior but resumes giving benefits if returned to the sheng-chi warrior. This ability replaces banner.

Medium Armor (Ex): At 9th level, a sheng-chi warrior gains proficiency with medium armor. A sheng-chi warrior can cast arcane spells while wearing medium armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a sheng-chi warrior 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 greater resolve.

Elemental Challenge (Su): At 12th level, for every round that target of a sheng-chi warrior’s challenge is within the threatened area of the sheng-chi warrior, the target takes 2 points of damage of the sheng-chi warrior’s elemental energy type. This ability replaces demanding challenge.

Heavy Armor (Ex): At 17th level, a sheng-chi warrior gains proficiency with heavy armor. A sheng-chi warrior can cast arcane spells while wearing heavy armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a sheng-chi warrior gus using a shield incurs a chance of arcane spell failure if the spell in question has a somatic component. This ability replaces true resolve.

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

1st +0 +2 +0 +2 Arcane order, challenge 1/day, resolve 0 — — — — —
2nd +1 +3 +0 +3 Order ability 1 — — — — —
3rd +2 +3 +1 +3 School strike 1 — — — — —
4th +3 +4 +1 +4 Mount, mounted archer 1 0 — — — —
5th +3 +4 +1 +4 Elemental weapon 1 1 — — — —
6th +4 +5 +2 +5 2 1 — — — —
7th +5 +5 +2 +5 Challenge 2/day 2 1 0 — — —
8th +6/+1 +6 +2 +6 Order ability 2 1 1 — — —
9th +6/+1 +6 +3 +6 Medium armor 3 2 1 — — —
10th +7/+2 +7 +3 +7 3 2 1 0 — —
11th +8/+3 +7 +3 +7 Honorable stand 3 2 1 1 — —
12th +9/+4 +8 +4 +8 Elemental challenge 3 2 2 1 — —
13th +9/+4 +8 +4 +8 Challenge 3/day 4 3 2 1 0 —
14th +10/+5 +9 +4 +9 4 3 2 1 1 —
15th +11/+6/+1 +9 +5 +9 Order ability 4 3 2 2 1 —
16th +12/+7/+2 +10 +5 +10 4 3 3 2 1 0
17th +12/+7/+2 +10 +5 +10 Heavy armor 4 4 3 2 1 1
18th +13/+8/+3 +11 +6 +11 4 4 3 2 2 1
19th +14/+9/+4 +11 +6 +11 Challenge 4/day 4 4 3 3 2 2
20th +15/+10/+5 +12 +6 +12 4 4 4 3 3 3


And here's my Samurai/Cleric. Stil working on my Samurai/Ninja, the Shinobi Warrior.

YAMABUSHI:

Few samurai are worshippers of any greater power, though some venerate the spirits of their ancient ancestors. However, those who do seek the priestly path must sacrifice much in order to obtain forbearance and the blessing of wielding the power of the divine. Yamabushis are warrior priests, trained in the battle arts and endowed from above with divine power. They enter into divine orders to increase their devotion, obtain greater power, and receive special training at the hands of their order’s superiors. While not as powerful a warrior as other samurais, the yamabushi can hold his own, combining blade and devotion to defeat their enemies.

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

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

Weapon and Armor Proficiency: The yamabushi is proficient with all simple weapons, plus the katana, naginata, and wakizashi. The yamabushi is proficient with light armor, medium armor, but not with shields.

Spellcasting: A yamabushi casts divine spells which are drawn from the cleric spell list. His alignment, however, may restrict him from casting certain spells opposed to his moral or ethical beliefs (see Chaotic, Evil, Good, and Lawful Spells). A yamabushi must choose and prepare his spells in advance. A yamabushi can cast only a certain number of spells of each spell level per day according to his daily allotment, as shown on the Table: Yamabushi. The yamabushi gains bonus spells for a high Wisdom score. This ability replaces challenge 2/day, 4/day, 6/day, bonus feats, greater banner, and last stand.

Divine Order: This is exactly like the samurai’s order ability, except that the yamabushi must select a divine order of his choice. This ability otherwise functions as and replaces order.

Vow of Poverty: A yamabushi takes a vow of poverty. This vow is exactly like the monk’s vow of the same name, except that in addition to the six items normally allowed by the vow, a yamabushi can own a mount, one suit of armor (masterwork or magical), one weapon (masterwork or magical), one other significant item of magical power, and a banner.

Spontaneous Casting: At 3rd level, a yamabushi gains the cleric’s spontaneous casting ability. This ability replaces weapon expertise.

Channel Energy (Su): At 4th level, a yamabushi gains the supernatural ability to channel energy like a cleric. Using this ability consumes two uses of his resolve ability. A yamabushi uses his level as his effective cleric level when channeling energy. This is a Charisma-based ability. This ability replaces greater resolve and true resolve.

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

1st +0 +2 +0 +2 Challenge 1/day, divine order, resolve, vow of poverty 1 — — — — —
2nd +1 +3 +0 +3 Order ability 2 — — — — —
3rd +2 +3 +1 +3 Spontaneous casting 3 — — — — —
4th +3 +4 +1 +4 Channel energy 3 1 — — — —
5th +3 +4 +1 +4 Banner 4 2 — — — —
6th +4 +5 +2 +5 4 3 — — — —
7th +5 +5 +2 +5 Challenge 2/day 4 3 1 — — —
8th +6/+1 +6 +2 +6 Order ability 4 4 2 — — —
9th +6/+1 +6 +3 +6 5 4 3 — — —
10th +7/+2 +7 +3 +7 5 4 3 1 — —
11th +8/+3 +7 +3 +7 Honorable stand 5 4 4 2 — —
12th +9/+4 +8 +4 +8 5 5 4 3 — —
13th +9/+4 +8 +4 +8 Challenge 3/day 5 5 4 3 1 —
14th +10/+5 +9 +4 +9 Greater banner 5 5 4 4 2 —
15th +11/+6/+1 +9 +5 +9 Order ability 5 5 5 4 3 —
16th +12/+7/+2 +10 +5 +10 5 5 5 4 3 1
17th +12/+7/+2 +10 +5 +10 5 5 5 4 4 2
18th +13/+8/+3 +11 +6 +11 5 5 5 5 4 3
19th +14/+9/+4 +11 +6 +11 Challenge 4/day 5 5 5 5 5 4
20th +15/+10/+5 +12 +6 +12 5 5 5 5 5 5


And here's the link to my Alternate Arcane School Base Classes.


Samurific!

How awesome would an oracle who Chanel's energy like a cleric be? Give them a bunch of blast templates and boosts like the 3.5 warlock.


Here is one last morsel of food for thought: the Ki Mage. Ninja/ Sorcerer who uses ki to cast spells instead of ninja tricks. I'm sure you could fit a bloodline in there, but its not needed really. It'd be kinda like the minor and major rogue talents, but 1-2 lvl spells can be selected from lvl 1-10, and 3-4 lvl spells at 11-20 th lvl. Mull it around and see what you think.


Wooah Elghinn, nice Samurai MCAs!

Just watch the Yamabushi's skills - a bit of a copy pasta there - alchemist and summoner skills???

@Byrd: Yep - great concepts. I'm particularly a fan of the Onimusha - my Gauntlet Witch archetype and its racial variants were likened by one poster to Onimusha, which I had to then go and look up on wikipedia!!! Personally I don't think I've truly captured a Demon Gauntlet class - yet!

The Electus base class and Living Weapon Summoner archetypes that made a splash here in Homebrew a few months ago came closer methinks...


Oops! The Yamabushi should read...

Bonus Skills and Ranks: The yamabushi may select three cleric skills to add to his class skills in addition to the normal samurai class skills. The yamabushi gains a number of ranks at each level equal to 4 + Int modifier.


Here's an idea I've been thinking about:

Ninja/Druid (Woodland Spy), who steps in and out of innocuous animal forms (small or tiny animals only) as disguises to move silently and infiltrate areas.

Poison Use -> Speak with animals at will
4th level Ninja Trick -> Woodland Form: By spending 1 ki point, the woodland spy can assume the form of an innocuous woodland creature, such as a squirrel, fawn, or small dog, as per wildshape, except that the ability is purely defensive; if the woodland spy attacks, or is struck in combat, the ability ends and the woodland spy resumes his normal form. When he breaks the form by making an attack, the target of the attack is flat-footed.

Needs more swaps, but that's all I've thought of currently.


How about an animal companion from the ranger list? @ 8th lvl you get a companion at -3 like the ranger, and at 12 and 16 you get a team work trick that applies to you both. Maybe switch the companion and wild shape ability at 4 and 8?

Cool idea!


The Druid/Ninja gets an animal companion or familiar, so I'm not sure if that should be included in the Ninja/Druid. Familiar animals might be good though, since it's mostly those that the woodland spy would be turning into.

No Trace could be replaced with an "Animal Instinct" that grants a bonus to Perception, Survival, and Stealth while in wilderness terrain.


Shadow ronin:

Here is an idea for the challenge/ sneak attack. The challenge deals 1/2 lvl damage and 1d6 sneak attack @ 1, 5, 10, 15, and 20. The first attack of the challenge adds SA damage, but regular rules apply otherwise.

Shadow Seer:

Just add ninja tricks to the list of mysteries instead of a straight swap.

Onimusha:

Resolve- element strike* add 1/2 or 1/3 lvl element damage for 1 round
Elemental resolve* add 1/2 or 1/3 lvl to element resist for rounds/ cha mod

Ki Mage:

Still working on some details here...


Might be time for an MCA IV thread...


I think the Shadow Seer could use more than just that. Diminished Spellcasting in favor of a ki pool and some shadow abilities, maybe a unique curse.


Shrouded seer was supposed to get a ki pool to go with the ninja tricks, my bad. I was thinking about a curse to go with it, but I didn't want to shoe horn people into it.

Once we get these cleared, I want to work on some more oracle MCAs


Make sure you post your MCAs in the proper format so that we can get a good look at all the abilities, wher they fall on the advancement chart etc.

We're all working on some improtant things right now (not that you guys aren't important) so you may hear from us a more intermitently than usual. :D


EL- you want to start a new thread, and we will transfer what we are working on in formatted style?


Actually, we're remaining on this thread until the MCP figure out how we're going to move forward with the MCA project. We do plan on starting a new thread, but need to work some things out and finalize a few things. Then we'll start a new thread with some exciting announcements.

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