MultiClass Archetypes III: The Return of the MCA


Homebrew and House Rules

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Here goes a wall of text for the shadow ronin:

Class: samurai/ ninja
HD: d10
BaB: good
Saves: fort, ref
Skills: 6
Weapons: as samurai and ninja
Armor: medium and bucklers, no other shields

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.

Order of the hidden blade: shadow ronin hire themselves out as mercenaries, spy's and assassins, but members of the order of the hidden blade work together on a larger scale to shape the lands to their dark masters purpose.
-challenge: the shadow ronin may add his sneak attack dice to the first successful strike delivered to the target of his challenge even if the opponent is not flat footed.
- hidden blade: @ lvl 2, as a swift action, the shadow ronin can cause an opponent to be denied their dex bonus till the end of their turn. The shadow ronin must have no weapon in hand at the start of their turn in order to accomplish this, but may quick draw and attack as normal after the swift action. (Phrasing help please
- assassins strike: @ lvl 8, the shadow ronin adds 1d6 to their normal sneak attack, and 2d6 to the first successful blow of their challenge strike
- one with the shadows: @ lvl 15, the shadow ronin gains HiPS after the use of Their challenge strike.

Challenge Strike: the shadow ronin only gets 1/2 lvl to damage vs the target of their challenge, this ability otherwise functions as the cavaliers challenge ability.

*Note: ran out of time, will put the lvl chart up later*


Shadow Ronin class ability chart

1) Challenge 1/ day, Ki pool, SA 1d6, order, resolve
2) order ability, poison use
3) ninja trick, ki pool
4) challenge 2/ day
5) SA +1d6, uncanny dodge
6) bonus feat, ninja trick
7) challenge 3/day
8) order ability
9) ninja trick, greater resolve
10) SA +1d6, challenge 4/day
11) *honourable stand*
12) ninja trick, bonus feat
13) challenge 5/ day
14) improved uncanny dodge
15) SA +1d6, order ability, ninja trick
16) challenge 6/day
17) true resolve
18) bonus feat, ninja trick
19) challenge 7/ day
20) hidden master, SA +1d6

*note: need an ability to replace honourable stand*


Shrouded Seer

Class: Oracle/ Ninja
HD: d8
BaB: avg
Saves: good ref and will
Skills: 6
Weapons: as ninja
Armor: light, no shields
Spell progression: as bard

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.

1) Mystery and shadows, oracles curse, orisons, SA +1d6
2) mystery spell
3) revelation
4) ninja trick
5) SA +1d6
6) mystery spell
7)
8) ninja trick
9) revelation
10) mystery spell, SA +1d6
11)
12) master ninja tricks
13)
14) mystery spell,
15) SA +1d6, revelation
16) ninja trick
17)
18) mystery spell
19)
20) hidden master, ninja trick, SA +1d6, revelation

Mystery and shadows: the Shrouded Seer gains they steely class feature, as well as a ki pool.


Ki Mage

Class: ninja/ sorcerer
HD: d8
BaB: avg
Saves: ref, will
Skills: 4
Weapons: as ninja
Armor: light, no shields

Ki Mages are practitioners of a shadow acrcana who can trace their bloodline back to a powerful ancestor. By honing body and mind, they are able to tap into this power to accomplish amazing feats.

1) SA +1d6, ki pool, cantrips, bloodline power
2) ninja trick
3) bloodline power
4) bloodline spell
5) SA +1d6
6) ninja trick
7) bloodline feat
8) bloodline spell
9) bloodline power
10) ninja trick
11) SA +1d6
12) bloodline spell
13) bloodline feat
14) ninja trick
15) bloodline power
16) bloodline spell
17) SA +1d6
18) ninja trick
19) bloodline feat
20) bloodline spell, bloodline power, SA +1d6

Bloodline spell: to cast a bloodline spell cost 1 ki point/ spell lvl.


Still need someone to do up the Onimusha, I have no idea where to begin with that one. But I do have some more samurai, oracle, and ninja MCAs that I am working on.


Should the ki mage get larger ki pool? It would probably end up around 4 at first level at the most, and the bloodline spells share the same resource as most ninja tricks.


I thought about it, but I didn't want it getting too crazy... I'll leave it up to the boys to decide. Maybe a ki pool = to lvl +cha?


Other than that, though, what do you think of them?


Oracle of the Balance

Class: oracle/ cleric
HD: d8
BaB: med
Saves: fort, will
Skills: 4
Weapons: simple
Armor: light and shields (no tower shields)

Oracles of the balance weild the power of life itself. Wether to give, take, or do something altogether different with it, the gods have seen fit to grant the power to hold sway over both life and death itself.

1) balance, orisons, oracles curse, channel 1d6
2) balance spell
3)
4) channel 2d6, balance spell
5) bonus feat
6) balance spell
7) channel 3d6
8) balance spell
9)
10) channel 4d6, balance spell, bonus feat
11)
12) balance spell
13) channel 5d6
14) balance spell
15) bonus feat
16) channel 6d6, balance spell
17)
18) balance spell
19) channel 7d6
20) true balance

Balance: the oracle of the balance gains both the life and death domain.

Channel: the oracle of balance can channel both positive and negative energy as a good and evil cleric.

Balance Spells: the oracle adds the domain spells from both the life and death domain to her list of spells known.

Bonus feat: the oracle of balance must choose a channeling feat that she meets the pre req for.

True balance: once per month, an oracle of balance can choose to resurrect any creature she desires as per the true reassurection spell without paying any costs or components. She may also choose to utterly slay an undead creature of her choice (fort and will save of 10+ 1/2 lvl + cha to take half HP dmg).


Byrdology, while we understand and appreciate your enthusiasm, you've reached the point of spamming out ideas we can't actually use.

Try to take a step back and think MCA ideas through, rather than battering the thread with half-baked eggs, please.

In addition, please consider proper grammar, balance, and filling out the information required for us to work on them.

As for the rest of you- expect something from the main MCA crew soon. I might even post the updated Trick Blade tomorrow for you all to take a peek at, before it hits the wiki! (( We've also got a certain Pirate-y archetype on the way! ))


It's my first time, so be gentle.

The Howler
Primary Class: Druid

Secondary Class: Bard

Alignment Restrictions: Any Neutral

Hit Dice: d8

Bonus Skills and Ranks: The Howler gains skills as a Druid and uses the Druid skill list, but adds 3 skills from the bard's skill list.

Base Attack Bonus: 3/4

Saving Throws: Good saves=Fort and Will.

Weapon and Armor Proficiency: Howlers are proficient with the following weapons: club, dagger, dart, quarterstaff, scimitar, scythe, sickle, shortspear, sling, and spear, plus the shortbow and whip. They are also proficient with all natural attacks (claw, bite, and so forth) of any form they assume with wild shape (see below).

Howlers are proficient with light and medium armor but are prohibited from wearing metal armor; thus, they may wear only padded, leather, or hide armor. A Howler may also wear wooden armor that has been altered by the ironwood spell so that it functions as though it were steel. Howlers are proficient with shields (except tower shields) but must use only wooden ones.

A Howler who wears prohibited armor or uses a prohibited shield is unable to cast druid spells or use any of her supernatural or spell-like class abilities while doing so and for 24 hours thereafter.

Spell Progression: Howlers gain spells as druids, but may incorporate spells from the Bard spell list. Each level the character gains, they may add one bard spell of a level a bard of that level could cast into their spell list. These spells use Wisdom as the relevant stat.

Class Features: The Howler retains all the abilities and features of the druid class with the exception of the Nature's Bond. In return, they gain a Bard's Performance abilities, excepting the Deadly Performance. As a special feature, these abilities can be used while wild shaped using perform: sing, if the shape is a form that can produce sounds.

Capstone Abilities: The Howler's capstone ability is the same as a druid: Wild Shape becomes usable at will.


Welcome aboard, Dreaming.

I think it's a little... unbalanced, actually. Nature's Bond isn't anywhere near as powerful as a near-full Bardic music Progression, and Bard Spells tend to be a bit more than usual level-to-level comparisons with a full caster class (see Heroism, Greater Shout).

I do like the idea of Wild Shape+Singing, though. Hm...


She's not perfect, but you can't not like the idea of turning into a wolf and Inspiring Courage with a howl, or howling a Frightening Tune.

You're right about the Performance being OP. To bring it into line:
1. If the Bardic Performance were limited to 1 round per level +CHA modifier, (rather than 4 rounds at 1st + 2 per level) that would keep it powerful, but make it a much more limited resource.
2. Bardic Performance is ONLY available to the Howler when she is in wild shape.
3. Eliminate Inspire Competence, Fascinate, Suggestion and Mass Suggestion, and Soothing Performances, which don't really have the wild shape feel.
4. Wild Shape would no longer allow elemental or plant forms.

As to spells, I thought adding the spells at the level the bard would gain them covered that, but should add that they are gained at the highest level a druid can cast (so you get a 3rd level bard spell at 7th, but it counts as a 4th level druid spell, you get a 4th level Bard spell at 10th level that counts as a 5th level Druid spell, etc).


We're still talking about areas of spellcasting the Druid doesn't get.

Let's see what Elghinn and maybe OSW have to say, they've usually got the ideas.


I just want to reiterate what Raider has said, and support his comments as a fellow MCP member. As much as this is a thread for the development of MCA ideas, we would prefer well fleshed out, well thought out, tight ideas posted in our MCA format. Including a swap table would also be great, as well as tight and flavorful blurp describing its role. When swapping, try to swap equivalent abilities.

Eg. Smite evil, Challenge, and Judgments are all swapped 1 use for one use, or as a whole ability. So are Bombs and Sneak Attack, etc. You get the idea.

When ideas are posted piecemeal instead of as a coherent, written-out whole, or with a huge influx of MCA ideas posted just for numbers sake

1) it becomes far more difficult for us to help spit and polish them;
2) we become less interested in helping out as we are overburdened with the sheer amount of MCAs;
3) and we become less likely to jump in as our time is precious and is typically being spent on MCA pursuits behind the scnees, tightening up completed MCAs of our own, and other exciting things.

So, please, don't post a bunch of MCAs all at once, we prefer quality over quantity. That said, myself have been guilty of doing so, but then, I've been doing this for 2 years (as have the rest of us). :D

Enthusiam is great, but tight, well thought-out concepts with a flavor all their own is better, and what we expect when you come knocking on our thread. Again, quality over quantity is key, so please one, fully developed, well thought-out MCA at a time please. It makes it much easier for us to tweak them with everything there, as opposed just holes with missing elements.


dreamingdragon wrote:

She's not perfect, but you can't not like the idea of turning into a wolf and Inspiring Courage with a howl, or howling a Frightening Tune.

You're right about the Performance being OP. To bring it into line:
1. If the Bardic Performance were limited to 1 round per level +CHA modifier, (rather than 4 rounds at 1st + 2 per level) that would keep it powerful, but make it a much more limited resource.
2. Bardic Performance is ONLY available to the Howler when she is in wild shape.
3. Eliminate Inspire Competence, Fascinate, Suggestion and Mass Suggestion, and Soothing Performances, which don't really have the wild shape feel.
4. Wild Shape would no longer allow elemental or plant forms.

As to spells, I thought adding the spells at the level the bard would gain them covered that, but should add that they are gained at the highest level a druid can cast (so you get a 3rd level bard spell at 7th, but it counts as a 4th level druid spell, you get a 4th level Bard spell at 10th level that counts as a 5th level Druid spell, etc).

Another way of limiting the bardic performance could be to have one type of performance per animal type. A roaring lion might inspire his allies in a different way than the piercing call of an eagle, for instance.


Apologies to the board! EL, Raider, well put and duely noted. As the above is truly the best I can come up with, I realize I'm a bit out of my league with the packaging and balancing. So I will bow out and cheer from the side lines.

Carry on and keep up the good work!


@dreaming dragon - Welcome to the thread, and a nice idea! Loved the Howler from Wild Cards so this is interestinv to me.
Raider's already helped out a bit, and I can see you've taken the advice.

I like points 1 and 2 - they seem like good ideas.

I'm kinda with Big Lemon on point 3 though, or at least I think I am - I can totally see Fascinate and/or Suggestion for a snake or some birds; in fact I can't really think of any performance we couldn't get in somewhere thematically for some animal...

Point 4 seems ok. Could be a stretch to those forms... Plants scream when...nope not even my favorite little vegepygmies scream...

@Byrdology - you've got a lot going on there but too many of those MCA concepts still seem like multiclass characters, not MCAs - there needs to be that synergy power or ability that really tweaks one or more of both class' powers to grab me. As chassis or skeletal/gestating forms they are ok, they just need more flavor, as well as a lot more work for balance.


Big Lemon wrote:
Another way of limiting the bardic performance could be to have one type of performance per animal type. A roaring lion might inspire his allies in a different way than the piercing call of an eagle, for instance.

Why not limit wild shape to the Best Shape spell? Then you ceate a list of animal groups with related performances, such as Canine (dog, wolf), Reptile (snakes, lizards), Avian (birds), etc. Maybe 4 or 5 main groups. Then whenever the guy shifts into an animal from that group, he can use the related performances (say 3-4 performances) by howling, snake dancing, using a hypnotic stare, etc. May even need to come up with new performances to flavor the lists for each animal group.

As this is a bard, and to coincide with the limiting Wild shape to the Beast Shape effects, we could maybe add in the ability to shift into a bipedal verson of such animals too, based on the Anthropomorphic Animal spell or somthing. This coud replace the loss of access to the elemental body and splant shape effects. Maybe even allow changing into a "were" animal, but lacking the lycanthropic curse, or ophidians, etc. Something like that. The name "Howler" would need to changeto something more generic to fit the ability to change into various anima forms, not just wolves.


First: Wow ...
Raider, Elhinn, BigLemon, Oceanshieldwolf...
All good, helpful suggestions.
Thank you.

Elghinn Lightbringer wrote:
Big Lemon wrote:
Another way of limiting the bardic performance could be to have one type of performance per animal type. A roaring lion might inspire his allies in a different way than the piercing call of an eagle, for instance.

Why not limit wild shape to the Best Shape spell? Then you ceate a list of animal groups with related performances, such as Canine (dog, wolf), Reptile (snakes, lizards), Avian (birds), etc. Maybe 4 or 5 main groups. Then whenever the guy shifts into an animal from that group, he can use the related performances (say 3-4 performances) by howling, snake dancing, using a hypnotic stare, etc. May even need to come up with new performances to flavor the lists for each animal group.

As this is a bard, and to coincide with the limiting Wild shape to the Beast Shape effects, we could maybe add in the ability to shift into a bipedal verson of such animals too, based on the Anthropomorphic Animal spell or somthing. This coud replace the loss of access to the elemental body and splant shape effects. Maybe even allow changing into a "were" animal, but lacking the lycanthropic curse, or ophidians, etc. Something like that. The name "Howler" would need to changeto something more generic to fit the ability to change into various anima forms, not just wolves.

Using different performance abilities per animal type is awesome. Of course snakes would get fascinate, suggestion, mass suggestion. And of course they would use dance instead of singing.

The anthropomorphic animal thing is a good idea too, though I'm not 100% sold on it. If it's just a matter of enabling the bard to play an instrument, I'm ok with limiting them to non-instrumental performance, or even sing and dance, since even the most expressive rhinocerous probably can't qualify for oratory. It does increase the utility, but it's a big change flavorwise.

Another possibility for compensation for the lack of elemental/plant shape would be allowing magical beast shapes (which beast shape 3 and 4 do). Small and medium could come in at 8th level, tiny and large at 12th. I thought of this last night and thought Nah, way too many powers, but then I remembered elemental body and decided that was probably ok.

Last: rather than limiting the uses of Perform as I described above, maybe just take a 3 level penalty on it, since the Druid/Bard wouldn't get it until 4th level, if it's only available in Wild Shape. That in combination with limiting the performance abilities available to each animal group seems like a relatively balanced approach, though it does mean those first levels are substantially weakened. Hmm.

The name probably does need to change. It's a good name, but doesn't really cover all that this MCA should do.


dreamingdragon wrote:

First: Wow ...

Raider, Elhinn, BigLemon, Oceanshieldwolf...
All good, helpful suggestions.
Thank you.

Elghinn Lightbringer wrote:
Big Lemon wrote:
Another way of limiting the bardic performance could be to have one type of performance per animal type. A roaring lion might inspire his allies in a different way than the piercing call of an eagle, for instance.

Why not limit wild shape to the Best Shape spell? Then you ceate a list of animal groups with related performances, such as Canine (dog, wolf), Reptile (snakes, lizards), Avian (birds), etc. Maybe 4 or 5 main groups. Then whenever the guy shifts into an animal from that group, he can use the related performances (say 3-4 performances) by howling, snake dancing, using a hypnotic stare, etc. May even need to come up with new performances to flavor the lists for each animal group.

As this is a bard, and to coincide with the limiting Wild shape to the Beast Shape effects, we could maybe add in the ability to shift into a bipedal verson of such animals too, based on the Anthropomorphic Animal spell or somthing. This coud replace the loss of access to the elemental body and splant shape effects. Maybe even allow changing into a "were" animal, but lacking the lycanthropic curse, or ophidians, etc. Something like that. The name "Howler" would need to changeto something more generic to fit the ability to change into various anima forms, not just wolves.

Using different performance abilities per animal type is awesome. Of course snakes would get fascinate, suggestion, mass suggestion. And of course they would use dance instead of singing.

The anthropomorphic animal thing is a good idea too, though I'm not 100% sold on it. If it's just a matter of enabling the bard to play an instrument, I'm ok with limiting them to non-instrumental performance, or even sing and dance, since even the most expressive rhinocerous probably can't qualify for oratory. It does increase the utility, but it's a big change flavorwise.

Another...

Pack Leader sounds like a good name to me.

Dark Archive

Greetings, I hope that new ideas and new creators are welcome. I have a number of ideas I seek to consider for Multiclass Archetypes many actually taken from multiclass options found the volume IIs of the Quintessential series.


Welcome to the thread Jonathon.

New ideas and creators are always welcome. As has been stated before, this is a thread for the development of MCA ideas, but we prefer to see well fleshed out, well thought out, tight ideas posted in our MCA format. So, please keep this in mind before posting a wall of text for a specific MCA.

Discussion on concepts is also fine. That's what we are here for, to guide you in whatever way we can to develop your ideas. So, let's here some ideas and we can see if we can help you meld them into our MCA process.


I'm just gonna pop in and declare my interest in this thread. Though my personal desires involve seeing more done, perhaps, with the Magus.


Joy X Baker wrote:
I'm just gonna pop in and declare my interest in this thread. Though my personal desires involve seeing more done, perhaps, with the Magus.

Welcome to the thread Joy X Baker! Yes, the Magus is a little under-represented. Although you can see links to six more not-quite polished Magus MCAs on THIS PAGE


Hi, slight issue I may have found; the spellbond slinger (gunslinger|wizard) loses all deeds but still gains the true grit ability at level 20. Would you have any suggested replacement abilities?

Also am I correct in understanding that the bonded gun can be magically improved from 5th level onwards and that it allows you to once per day cast a spell in your spellbook (as it says it behaves similar to the bonded weapon of a wizard)?

Cheers


Thanks, Alfray! We'll look into that and get back to you.

And yes, as far as I can see, it functions just like a bonded item, granting the extra spell per day and can be improved like it too.


My thoughts; would an ability that adds one spell of 7th, 8th and 9th level each to your spellbook as a 6th level spell, with the spells dependent on which type of firearm is your bonded gun, be fair?


Alfray- Depends on the other swaps.

Also, we ain't dead! Just working on something huge!


Raiderrpg wrote:

Alfray- Depends on the other swaps.

Also, we ain't dead! Just working on something huge!

Waiting patiently, excited to see what you guys are cooking up next! Keep up the good work!


We're actually in the last couple stages of it now, but there's no telling just how much longer it'll take.

A week? A month? Two? (Okay, prolly not THAT long...) But you should all find the wait well worth it. ;3


Just FYI: I was looking at the monk/cleric archetype on the website here: http://mcarchetype.wikispaces.com/Healing+Palm
for a certain character and noticed a couple mistakes.
- According to the description, channel energy should be 2d6 at L7, 3d7 at L10, 4d6 at L13, 5d6 at L16, and 6d6 at L18.
- Also the description for flurry of blows says the healing palm gets flurry of blows "as a monk equal to his healing palm level –3" but the table shows them getting the same flurry of blows bonuses as a monk of equal level.
- in the table "stunning strike" should say "stunning fist"

And one thing that's just my opinion: I don't think the access to domains is quite powerful enough to cancel out quite as many monk features as it does, especially as the unarmed damage is also reduced. What cleric ability is gained in exchange for the reduced unarmed damage from the monk?

I like a lot of these multiclass archetypes that I've looked at, thanks for making & sharing them.
(Though for this one, I think I'd allow the character to have the monk's full unarmed damage.)


Welcome to the thread, Will!

Made those changes.

As to swap of all the monk abilities for the domain stuff, that's subjective and up for debate. Remember, he's gaining access to the domain powers, and its spells (one of each elvel 1/day) up to a 9th level spell. Only full casters like Sor/Wiz can typically cast 9th level spells, so the swaps should be pretty fair. Depneding upon the domain, he could be tossing a wail of the banshee, elemental swarm, mass heal, or true resurrection once per day. Consider that.

Thaks for your input and intrest in our work!


I really like all these archetypes, I'm going to use a few of them in my home game. Would it be too powerful to have a Rogue/Monk archetype with Flurry of Sneak Attacks?


Arkady Zelenka wrote:
I really like all these archetypes, I'm going to use a few of them in my home game. Would it be too powerful to have a Rogue/Monk archetype with Flurry of Sneak Attacks?

Welcome to the thread, Arkady! Glad you like what you see. As to a flurry of sneak attacks, that would depend. I think to make something like that work, you'd still need a target to be flat-footed, which would then allow a flurry of unarmed precision attacks, or a flurry of weapon attacks. I'd personally go with unarmed, and use the unarmed damage as precision damage instead. But I'd have to work ot the whole MCA to check for balance, etc.


Am I correct in assuming that the Eldritch Warlock would use their spellcasting ability score for the DC of their hexes, which is normally Cha but can be Int (with the Sage bloodline) or Wis (with the Empyreal bloodline)?


Yes.


Alfray Stryke wrote:
Am I correct in assuming that the Eldritch Warlock would use their spellcasting ability score for the DC of their hexes, which is normally Cha but can be Int (with the Sage bloodline) or Wis (with the Empyreal bloodline)?

When it comes to this sort of thing, complications can abound. The best method is to go exactly by what the bloodline/ability says.

A good example would be a class with a Sorcerer Secondary granting bloodline, like the Blooded Hunter. A 'Sage Bloodline' blooded hunter, for example-

PRD wrote:
You use your Intelligence, rather than your Charisma, to determine all class features and effects relating to your sorcerer class, such as bonus spells per day, the maximum spell level you can cast, the save DCs of your spells, and the number of daily uses of your bloodline powers. You gain a +2 bonus on all Knowledge (arcana) and Spellcraft checks.

In this case, 'relating to the sorcerer class' can be ignored. However, bloodline abilities, bonus spells, maximum spell level, save DC's, and daily uses are specifically called out; thus, use Intelligence for those.

On the other hand, it says NOTHING about Wild Empathy- so you'd still use Charisma for that.

This semi-official Errata should probably get posted on the wiki. Elghinn? Fancy it up and do so, please, you're better at that part than me. ^^;


Will do.


Agreed, I wouldn't let a Blooded Hunter with the Sage bloodline use Intelligence for Wild Empathy. However as I'm using a fair amount of these archetypes for NPCs in my current game, I'm commenting on what I think might make sense from my point of view.


I have some archetypes I wish to work with but...
There's a lot of pages and I've just gotten here.
Itd be helpful if the cast of this group could let me know which of the following concepts have already been done, so I don't waste a bunch of effort making already-done stuff.

Shaman: Druid/Arcane with a focus on elemental stuff, giving up wild shape and animal companion for more elemental oriented things.

Knight Duelist: Cavalier/Rogue(Or gunslinger) Musketeer style knight that focuses on finesse and sword/gun combo rather than horsemanship. (I hate how much that class is focused on riding a damn horse)

Runeblade: Fighter/Magus that focuses on imbuing the warrior spirit into a held weapon instead of focusing their training on a specific weapon type.

Arcane Soul: Magus/Soulknife that, well, is a magus with a mindblade. I don't have thematic flavor for this yet.

Warrior Savant: Fighter/Soulknife, similar concept as the Runeblade, but with a mindblade.

Scarab Sages

Just have to say: This is epic. Everything looks fun and flavorful without being OP. Nicely done, guys.


Welcome to the thread, you two!

We're currently all working on life and a certain big MCA-related project that you'll hear more about in the next... let's say week, week and a half? But don't shout at me if I'm wrong!

Otherwise, we keep peeking in and you can expect us to comment and help you out if you present any clear ideas and concepts. >:3

Iorthol- We're avoiding psionics for now, but who knows about the future. But for the arcane soul... I have been thinking on an Athame-based MCA for Magus/Rogue, compared to my Trick Blade Rogue/Magus. Any good ideas on specific abilities you'd like to see?


Yeah I noticed on the MCArchetypes site that there were no psionics, which I can support.
Soul knife is an exception in my eyes in that there are no manifestations. It's more or less a non-psionic class with psionic friends. Heh.

As for your question, I can't tell if you're asking me what kinds of abilities I would like to write about, or if you're asking what abilities I would like to see in your build.

But yes, is the MCA site a decent list to go to in order to check if any ideas have already been done? I like writing my own things. Especially that Runeblade idea.


The MCA wiki basically has 95% of what we've done on it, with the other 5% being what we're working on at any possible moment- new MCA's, generally.

We usually put stuff up there the moment we're done with it, or at least have it in an acceptable form.


Cool. In that case I'm going to work on the Runeblade and propose a draft when I am done.
It will be sexy. Fans of magic knights will get all gleeful an s++@~

Also, does this particular crew dabble in new/updated base classes other than MC archetypes?
Was just curious as I would like feedback about an update/improvement on Hexblade I made a bit back.


Thaumic Warrior
While most fighters train in the arts and techniques of specific weapons and styles, the thaumic warrior relies on their ability to infuse and empower their weapons with a deep mystical font of power, the warrior's spirit made tangible. These fighters blend inate mystical power with their martial prowess in ways most other warriors cannot.

Primary Class: Fighter

Secondary Class: Magus

Alignment: Any

Hit Dice: d10

Full BAB, Good saves Fort and Will

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

Weapon and Armor Proficiency: Thaumic warriors are proficient with simple and martial weapons. They are proficient with light and medium armor, and later gain proficiency with heavy armor. Thaumic warriors are proficient with shields (except tower shields). He can cast thaumic warrior spells without incuring the normal arcane spell failure chance while wearing armor that does not reduce his normal move speed (Light armor, medium armor at 3rd, and heavy armor at 11th).

Warrior's Spirit: Rather than focusing on a certain kind of weapon like most fighters, a thaumic warrior instead imbues his will into any weapon he wields. At 1st level, the thaumic warrior gains a reservoir of mystical energy that he can draw upon to fuel his powers and enhance his weapon. This mystic pool has a number of points equal to 1/2 his thaumic warrior level (minimum 1) + his Charisma modifier. The thaumic warrior replenishes his Warrior's Spirit by getting 8 hours of sleep and spending 1 hour in meditation to become one with his inner warrior.
At 1st level, a thaumic warrior can expend 1 point from his warrior's spirit as a swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute. At 1st level and every 4 levels beyond 1st, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 17th level. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves.
At 5th level, these bonuses can be used to add any of the following weapon properties: dancing, flaming, flaming burst, frost, icy burst, keen, shock, shocking burst, speed, or vorpal.
Adding these properties consumes an amount of bonus equal to the property’s base price modifier. These properties are added to any the weapon already has, but duplicates do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. These bonuses and properties are decided when the warrior's spirit point is spent and cannot be changed until the next time the thaumic warrior uses this ability. These bonuses do not function if the weapon is wielded by anyone other than the thaumic warrior.
A thaumic warrior can only enhance one weapon in this way at one time. If he uses this ability again, the first use immediately ends.
This ability is considered Arcane Pool for the purposes of prerequisits and requirements.
This ability replaces the bonus feat gained at 1st level.

Innate Magic: At 1st level, the thaumic warrior learns a limited amount of spellcasting. The thaumic warrior learns how to cast 3 cantrips, chosen from the Magus spell list, and learns an additional 1 every 4 levels beyond 1st. These arcane spells are cast like any other spell, but they are not expended when cast and may be used again.
This ability replaces Bravery.

Inner Power: At 2nd level and every 4 levels therafter, the thaumic warrior either selects an arcana from the list of magus arcana, or selects and essense spell. All magus arcana selected by the thaumic warrior use his charisma modifier instead of his intelligence modifier.
Essense spells: The thaumic warrior may select a single 1st level spell from the magus spell list. Each time he chooses an essense spell for his Inner power he selects a new spell. Each essense spell may be cast twice per day. At 6th level he may select 2nd levels spells. At 10th level he may select 3rd level spells. At 14th level he may select 4th level spells. At 18th he may select 5th level spells. He must have an intelligence score of 10+spell level in order to select a spell. Until a thaumic warrior selects his first essense spell, he has no caster level. When he selects his first essense spell, he has a caster level equal to his thaumic warrior level.
This replaces bonus feats normally gained at level 2, 6, 10, 14, and 18.

Armor Training: At 3rd level, the thaumic warrior gains weapon training. This ability is identical to the fighter armor training ability except as noted below:
At 7th level the thaumic warrior gains heavy armor proficiency instead of gaining normal movement in heavy armor. At 11th level the thaumic warrior can move at his normal speed while wearing heavy armor.

Bonus Feats: The thaumic warrior may take Extra Arcana and Extra Arcane Pool in place of a bonus combat feat.

Mystic Edge: At 5th level, the thaumic warrior gains the ability to further empower his weapons and attacks with magical power. He gains the Arcane Strike feat as a bonus feat, and treats his Thaumic Warrior level as his arcane caster level. This ability replaces Weapon Training 1.

Power Impact: At level 9 the thaumic warrior can sacrifice a daily casting of an essense spell as part of an attack action to take -1 to hit and deal 1d8 points of force damage for each level of the spell sacrificed (So a 2nd level spell would take -2 to hit and deal +2d8 points of force damage). This ability can only be used once per round.
If the thaumic warrior has no essense spells, he can instead take -1 to hit and deal +1d6 points of force damage a number of times per day equal to his charisma modifier.
This ability replaces Weapon Training 2

Explosion of Will: At 13th level, the thaumic warrior's fighting spirit gains the ability to manifest far from his body. As a standard action he expends the enhancement bonus granted by his Warrior's Spirit ability and makes a single melee attack roll against each creautre in a 15 foot cone, dealing his normal melee attack damage, +1d6 additional damage for each effective +1 of the expended enhancement. He cannot enhance a weapon with Warrior's Spirit again for 2d4 rounds after using Explosion of Will
This ability replaces Weapon Training 3

Counterstrike: At 17th level the thaumic warrior gains Counterstrike, identical to the magus ability of the same name.
This ability replaces Weapon Training 4

Master Warrior: At 20th level the thaumic warrior gains the fighter ability Weapon Mastery with any weapon imbued with his Warrior's Spirit.

Some Arcana to think about: Arcane Accuracy, Arcane Strike, Hasted Assault, Maneuver Mastery, Augment Physical Prowess, Charge of the Magi, Flattening Strike, Wave of Mutilation.

lvl BAB fort ref will special
1 +1 +2 +0 +2 Warrior's Spirit, Innate Magic
2 +2 +3 +0 +3 Inner Power
3 +3 +3 +1 +3 Armor Training
4 +4 +4 +1 +4 Bonus Feat
5 +5 +4 +1 +4 Mystic Edge
6 +6 +5 +2 +5 Inner Power
7 +7 +5 +2 +5 Armor Training
8 +8 +6 +2 +6 Bonus Feat
9 +9 +6 +3 +6 Power Impact
10 +10 +7 +3 +7 Inner Power
11 +11 +7 +3 +7 Armor Training
12 +12 +8 +4 +8 Bonus Feat
13 +13 +8 +4 +8 Explosion of Will
14 +14 +9 +4 +9 Inner Power
15 +15 +9 +5 +9 Armor Training
16 +16 +10 +5 +10 Bonus Feat
17 +17 +10 +5 +10 Counterstrike
18 +18 +11 +6 +11 Inner Power
19 +19 +11 +6 +11 Armor Mastery
20 +20 +12 +6 +12 Master Warrior, Bonus Feat

I imagine this kind of archetype to pick up arcana from some 3rd party publishers like Flattening Strike, and Charge of the Magi.
Gawd I love the thematics of Charge of the Magi. So much. Maybe I should replace one of the weapon trainings in here with a similar ability...


Welcome Iorthol (and Davor)!

Your concept looks good at first glance, and thank you for posting it in our format, makes things alot easier for us. I'll take a look at it over hte next few days and give some feedback. Like Raiderrpg said, we're knee deep in life and an MCA project soon to be revealed.


Elghinn Lightbringer wrote:
As to swap of all the monk abilities for the domain stuff, that's subjective and up for debate. Remember, he's gaining access to the domain powers, and its spells (one of each elvel 1/day) up to a 9th level spell. Only full casters like Sor/Wiz can typically cast 9th level spells, so the swaps should be pretty fair. Depneding upon the domain, he could be tossing a wail of the banshee, elemental swarm, mass heal, or true resurrection once per day. Consider that.

The reason I don't consider 9th level spells is I've never played a game where 9th levels spells were involved. For that matter, I don't think I've ever played a game where 7th or 8th level spells were involved either. I'm not exactly a long-time gamer, but I don't think I've ever played or GMed a game where the PCs got past character level 10. The high level spells make a big difference for those levels when they're available, but the reduced unarmed damage and bonus feats make a significant different from the beginning.


@will_asher

Part of balancing sometimes means a particular MCA may be a bit weaker at 1st than perhaps a single class. The unarmed damage is reduced by 1 die category (to 1d4), and maxes out at 2d8 instead of 2d10 like a monk. The damage isn't far off. He still has flurry of blows but doesn't gain it until 4th.

At 1st he's only doing d4, but he's getting a 1st level domain spell, the cleric's aura, and BOTH his domain 1st level abilities. Outright unarmed damage has been swapped for versatility in this case.

Nothing says you can't take the Healing Palm and tweak him the way you want. That's what homebrewing is about. We've been at this MCA development thing for over 2 years and have developed a pretty blanced process.

Something to think about, if one ws to use normal multiclassing, say to do a Clr 10/Mnk 10, you'd max out with all monk abilities (including unarmed damage of 1d10) up to 10th level plus all cleric abilities up to 10th level. yo'd get a lot more spells, but you'd be at a lower unarmed damage, AC bonus, flurry attacks, etc., than the MCA.

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