Multiclass Archetypes IV: Ultimate Multiclass Archetypes


Homebrew and House Rules

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#Pumpkin Bomber: Really nice peek behind the curtain, great and powerful Raider. Fun concept with great thematic ideas. Can it stretch further?- I'd like it to, but currently it's hard to tell, without the swaps actually being iterated...

* You mention the free granting of cauldron hex for example, which is fine in total, bit still needs to be made part of a swap or tweak, even in the design - that part wadn't clear enough for me, nor the loss of healing and then re-introduction of healing in the cauldron.

* The cauldron doesn't wash as well thematically for me with Pumpkin "Bomber" but I'm sure we can work that out.

* I like that you identified the stages you use, and the differences between Alchemists and Witches, and how that informed your design path.

* Half BAB - I like it, but I feel it needs a swap, or to form part of one. Maybe.

* As for stretching the concept - how about a lobbing familiar or mutant familiar? How does the familiar fit thematically into this concept ? - I feel it's a big part of witches but thematically feels a little tacked on here currently.

Again, a really exciting, imaginative concept thematically and mechanically. Nice one Raider.


Thanks, OSW.

Also, it's a Witch/Alchemist- so the familiar is already there, along with half BAB. :P

Also, I don't feel Cauldron Infusion is re-introducing healing; rather, it's a support type ability that helps make any kind of potion last- it works on Potions of Fly, Blur, Haste, Displacement, Bull's Strength, et ecetera. I used Cure potions in the example because they provide an easily understandable example for the -2 caster level.

If you want straight swaps, this might give you the idea I'm going for-

Healing Spells- 1d4 Bombs
Healing Hexes- Alchemy
First Level Hex- Cauldron
2 Hexes- Ability to choose discoveries. (Helps balance out bombs, as well.)
4th level Hex- 'Cauldron Infusion'

Ending with a more explosive Witch who can make a good number of buff potions and spread them around.


Oh I know the familiar is already there, which is why I said "thematically" it feels tacked on. Why not swap it out OR play it up somehow, is all. It's completely fine to leave class features unchanged as well, but I'm not getting where the familiar fits into the concept.

Thanks for the swaps...


I like the familiar. It's a classic part of the class that, I feel, ties this to the Pathfinder witch without question.

That said, if you got ideas, I'll be happy to hear'em. Just know I'm attached to keeping the pumpkin bomber with a class-y (HA!) familiar for the purposes of class identity and the classic 'alchemist assistant' trope.

(( Ooh, random fun idea. Give the Familiar the Alchemy ability as well? Simple, easy, plays up that cool assistant vibe without us having to write up and balance a whole buncha stuff. ))


Do they actually grow the bombs as plants? if so changing your familiars type to plant might be fun.


@Toasty: Yup. Pumpkin-bomb lobbing vege-ssistant. Dabble in alchemy, deliver spells in spats. I want to *be* one, never mind the Pumpkin Bomber. And I don't dig casters that muvh so you know there's an ... ahem. Seed of a Good Idea! Nice one again Raider - your pumpkin is growing. Sorry. I love this so much I can't resist.

Anyway, yes, familiars rock people. Lets rock them. Or not, I can totally see a mold/parasite mute symbiont or butler or a carny-trick performing animal or primal savage lil protector.

Love the pumpkin bombing. (wanders off muttering about vegepygmy racial archetypes for Pumpkin Bomber; Botanomancers; Plantdolons, and other crazed notions.)


#Pumpkin Bomber
Thematically, I was thinking that the pumpkin bomber could have an animated jack-o-lantern as a familiar. I don't know what monsters would fit, but a familiar with the plant subtype instead of the animal subtype with fly and perfect manuverability would be pretty sweet.
Additionally sweet if, say
From the vine of the jack-o-lantern familiar grows a number of small pumpkins equal to the number of bombs the pumpkin bomber has per day (Or some smaller specific amount). As long as the familiar is adjacent to the pumpkin bomber, she may, as part of the action required to prepare a bomb, take a pumpkin from the vine and infuse it as a standard bomb, this bomb functions as though the pumpkin bomber had the entangling bomb discovery, except that it also stacks with one other bomb discovery.
Also I just wanted to say that this is a really cool way to mix up alchemist and witch. *Thumbs up!*
Would the cauldron brewed doses of potion be able to be rebottled at the lower CL? Just wondering, trying to get a more full idea of the situational uses of this ability.

Gourd Lantern:
Gourd Lantern
N Tiny plant, Init +2, Senses Darkvision
Str 4 Dex 15 Con 15 Int 1 Wis 14 Cha 5
AC 16 touch 14 flatfooted 14 (+2 dex, +2 size, +2 natural)
hp 6 fort 4 ref 2 will 2
Speed 10ft, fly 40 (perfect)
Melee 2 slams +4 (1d4-2)
Space 2½ft, reach 0ft
BAB +0, CMB +0, CMD 7
Feats: Weapon Finesse. Skills: Fly +6, Perception +3
Special: Thorns, Familiar
Thorns: The vines used in the Gourd Lantern's slam attack have thorns that grant it +1 to damage.
Familiar: When this creature is a Pumpkin Bomber's familiar, it grows a number of Diminutive sized pumpkins along its vine equal to half the number of bombs the Pumpkin Bomber has available per day.

@OSW
When you said "how about a lobbing familiar" my first thought was a sorcerer grabbing his cacodemon familiar and hurling it like a baseball at the badguys xD

#Bloodborn Magus
I can't think of a better name. Bloodborn magus has a cool effect.
I am an innate magus! It's in my blood! *Shakes fist*
I like that arcana, using the arcane pool to fuel his bloodline powers. Very neat.
As for the arcane surge, this is kind of a wordy way of doing it. The whole recalling a spell already cast thing works well for prepared casters since they go by prepared spells rather than expended slots. I think you could simplify it and say that he spends a number of arcane pool points to regain an expended spell slot.
But yeah, spell recall is a really magey class feature for the magus so I would never recommend dropping it if you're MCAing with a full caster. It makes a lot more sense to drop their more fightery abilities than their spellcasting features. Personally I would drop Spellstrike before dropping Spell Recall, but that's just my personal preference. I wouldn't pressure you into making a similar switch.


Iorthol wrote:

#Runeforged Warrior Elg: Honestly, if we can think of a good ability that occurs at level 5 and improves at level 9, that involves consuming the Arcane Pool given enhancement bonus off of a weapon toward some effect, I would take that and just drop spellcasting entirely. That was one of my starting concepts and frankly I just really like the thematics of causing a magical weapon buff to explode off of it or something like that.

Maybe Dispel Magic (CL = Runeforged warrior level) against a number of magic items equal to the number of +1's on the weapon (granted by arcane pool) worn/held by the target of the attack at level 5, and then at level 9, an antimagic zone for a number of rounds equal to the +1's expelled from the weapon.

Or we could just keep the spellcasting starting at level 5 and just have the normal CL-3. Maybe come up with a spell that involves the enhancement bonus removal or something.

#Runeforged Warrior I can't think of anything good to replace the spellcasting. I think if we just keep the rune scribing at level -3 at 5th, and increase spell level access at 9th, 13th and 17th, I think we'll be good.


#Insightful Mind Hey toaster, where are we at with Insightful Mind? Looks like you are wanting to go with paladin spell progression. If so, then we can probably look as reducing the number of ability swaps for the casting.

I'd say get rid of slow fall, high jump, wholeness of body, abundant step, quivering palm, tongue of the sun and moon, and empty body. Keep the others, or swap one or two less flavorful for two new ki powers. May being able to spend ki points to reduce metamagic feat spell slot costs, likely on a 1 for 1 basis to reduce the spell slots. You can maybe call this ability Ki Spells or Ki Metamagic.

I swapped mostly the SU abilities for spells instead. the Ex abilities are a bit more intune with the flavor with the training aspect of this one.

Then we can give him the Illuminated Spellbook.

And we'll need to alter Ki Spell Mastery a bit.

I think we should also reduce Fast Movement of barbarian's version of onlu +1 feet, since he is now spending time studying magic, which would reduce his time for physical training.


#Insightful Mind
@ELG: Wouldn't a monk who is focusing on mystical/magical arts be more inclined to keep the supernatural abilities instead of the extraordinary ones?


Perhaps, but the Su abilities I got rid of can be duplicated with spells from a unique spell list. So getting rid of them avoids any redundencies.
But ultimately it's up to Taoster as to what abilities he wants to ditch.


+5 Toaster wrote:
@iorthol you make a good point for the comparison to ranger/paladin. one thing to note though is that they have a significantly greater variety of spells to choose from. I like the idea of having real spellcasting though, since you could actually cast more spells that way. I have been brainstorming a ki use for spellcasting though. My thought is burning ki to reduce the level adjustment for metamagic, the cost being equal to the total level of the of the spell after the meta-magic cost. I also think they should get a bonus spell of their favored school every time they gain a new spell level. Adding in the fact they treat spells of their favored school as one level lower (somewhat, though not completely balanced by the fact that spells of their neglected school are one level higher), and they could actually be a pretty serious half-caster.

these are where i want to with the casting, though i like the changed swap choices you presented Elghin. What are your thoughts on the illuminated spell book?


#Insightful Mind
That's a fair point, about the redundancies.

I just had a thought. Remember how warlock invocations only had simple somatic components? What if the Insightful Mind had something similar, where it only required the Somatic and expensive material components for the spells?
That would go great with the whole movement/mobility focus of being a monk, turning specific postures, gestures, or series of movements as the somatic for a spell. I can totally see a Tai Chi master using the various postures as parts of completion for a spell.


Iorthol wrote:

#Insightful Mind

That's a fair point, about the redundancies.

I just had a thought. Remember how warlock invocations only had simple somatic components? What if the Insightful Mind had something similar, where it only required the Somatic and expensive material components for the spells?
That would go great with the whole movement/mobility focus of being a monk, turning specific postures, gestures, or series of movements as the somatic for a spell. I can totally see a Tai Chi master using the various postures as parts of completion for a spell.

well ritual chanting is a part of many monasteries practices as well, though i like where your going with this. Maybe a choice of verbal or somatic?


+5 Toaster wrote:
Iorthol wrote:

#Insightful Mind

That's a fair point, about the redundancies.

I just had a thought. Remember how warlock invocations only had simple somatic components? What if the Insightful Mind had something similar, where it only required the Somatic and expensive material components for the spells?
That would go great with the whole movement/mobility focus of being a monk, turning specific postures, gestures, or series of movements as the somatic for a spell. I can totally see a Tai Chi master using the various postures as parts of completion for a spell.

well ritual chanting is a part of many monasteries practices as well, though i like where your going with this. Maybe a choice of verbal or somatic?

That's true. And monks wear all kinds of crazy beads and use incense and crazy stuff.

Ok I guess spellcasting can be left the same in this regard.
It could have been cool!
;-;
Maybe the idea can be recycled for some kind of dancer or something.


Iorthol wrote:
+5 Toaster wrote:
Iorthol wrote:

#Insightful Mind

That's a fair point, about the redundancies.

I just had a thought. Remember how warlock invocations only had simple somatic components? What if the Insightful Mind had something similar, where it only required the Somatic and expensive material components for the spells?
That would go great with the whole movement/mobility focus of being a monk, turning specific postures, gestures, or series of movements as the somatic for a spell. I can totally see a Tai Chi master using the various postures as parts of completion for a spell.

well ritual chanting is a part of many monasteries practices as well, though i like where your going with this. Maybe a choice of verbal or somatic?

That's true. And monks wear all kinds of crazy beads and use incense and crazy stuff.

Ok I guess spellcasting can be left the same in this regard.
It could have been cool!
;-;
Maybe the idea can be recycled for some kind of dancer or something.

you better keep that in your back pocket, its too cool for school. It does make you think what these guys look like casting spells.

"Om mani padre om"(enemies faces melt)


#Runeforged Warrior

Hopefully this cake is done.

Runeforged Warrior Final Draft:
Fighters are often skilled smiths and crafters, in addition to their martial trade. The runeforged warrior takes this trade a step further, enhancing both his craft and his fighting with a flare of arcane might. With the ability to craft and enhance his own equipment, the runeforged warrior takes on the battlefield fully prepared every time.
Primary Class: Fighter.
Secondary Class: Magus.
Alignment: Any.
Hit Dice: d10.
Bonus Skills and Ranks: The runeforged warrior may select three magus skills to add to his class skills in addition to the normal fighter class skills. The runeforged warrior gains a number of ranks at each level equal to 2 + Int modifier.

Weapon and Armor Proficiency: Runeforged warriors are proficient with simple and martial weapons, with light and medium armor, but not with shields. He can cast runeforged warrior spells while wearing light and medium armor without incurring the normal arcane spell failure chance.
Like any other arcane spellcaster, a runeforged warrior wearing heavy armor or using a shield incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass runeforged warrior still incurs the normal arcane spell failure chance for arcane spells received from other classes.

Bonded Weapon (Sp): At 1st level, the runeforged warrior begins play with one bonded weapon at no cost. The bonded weapon must be a melee weapon the runeforged warrior is proficient with. This weapon is of masterwork quality, and is not made of any special materials. A runeforged warrior cannot cast spells without his bonded weapon in hand.
Starting at 5th level, a bonded weapon can be used once per day to cast any one spell that the runeforged warrior has scribed onto his bonded weapon (see Rune Scribing below) and is capable of casting, even if the spell is not prepared. This spell is treated like any other spell cast by the runeforged warrior, including casting time, duration, and other effects dependent on the runeforged warrior's level. This spell cannot be modified by metamagic feats or other abilities.
A runeforged warrior can add additional magic abilities to his bonded object as if he has the required Item Creation Feats and if he meets the level prerequisites of the feat. For example, a runeforged warrior with a bonded dagger must be at least 5th level to add magic abilities to the dagger (see Craft Magic Arms and Armor feat). The magic properties of a bonded weapon, including any magic abilities added to the object, only function for the runeforged warrior who owns it. If a bonded weapon's owner dies, or the item is replaced, the weapon reverts to being an ordinary masterwork weapon of the appropriate type.
If a bonded weapon is damaged, it is restored to full hit points the next time the runeforged warrior prepares his spells. If the weapon is lost or destroyed, it can be replaced after 1 week in a special ritual that costs 200 gp per runeforged warrior level plus the cost of the masterwork item. This ritual takes 8 hours to complete. Items replaced in this way do not possess any of the additional enchantments of the previous bonded weapon. A runeforged warrior can designate an existing magic item as his bonded item. This functions in the same way as replacing a lost or destroyed item except that the new magic item retains its abilities while gaining the benefits and drawbacks of becoming a bonded weapon.

Arcane Pool (Su): At 1st level, the runeforged warrior gains a reservoir of mystical arcane energy that he can draw upon to fuel his powers and enhance his weapon. This arcane pool has a number of points equal to 1/2 his runeforged warrior level (minimum 1) + his Intelligence modifier. The pool refreshes once per day after the runeforged warrior sleeps and meditates for 1 hour. When he later gains spellcasting, the pool refreshes when he prepares his spells for the day.
At 1st level, a runeforged warrior can expend 1 point from his arcane pool as a swift action to grant his bonded weapon he is holding a +1 enhancement bonus for 1 minute. At 5th level and every five levels thereafter, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 20th level. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability on the same weapon do not stack with themselves. It costs 2 points to grant these bonuses to weapons other than his bonded weapon.
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 arcane pool point is spent and cannot be changed until the next time the runeforged warrior uses this ability. These bonuses do not function if the weapon is wielded by anyone other than the runeforged warrior.
Unlike a magus, a runeforged warrior can enhance up to two weapons in this way at one time, one of which must be his bonded weapon. If he uses this ability again, one of the two uses immediately ends. This ability replaces the bonus feat gained at 1st level.

Bonus Feats: this is exactly like the fighter ability of the same name, except that the runeforged warrior gains a bonus feat at 2nd level and at every four level thereafter. At 6th level, he may select item creation feats in addition to the normal combat feats.

Master Smith (Ex): At 3rd level, when using Craft (armor) or Craft (weapons) to create mundane armor, shields, and weapons, a runeforged warrior gains a competence bonus equal to his runeforged warrior level on the Craft (armor) or Craft (weapons) check. A runeforged warrior can use Craft (armor) or Craft (weapons) to identify magical armor or weapon properties as if using detect magic. He must hold the armor or weapon for 1 round to make such a check. In addition, a runeforged warrior gains the Master Craftsman feat for both Craft (armor) and Craft (weapons) even if he does not meet the requirements.
At 9th level, a uneforged warrior uses the 1/10 gp value of armor, shields, and weapons to determine how much time it takes to craft mundane items, and he requires only half the normal amount of time to enchant magical arms and armor. This ability replaces armor training 1 and weapon training 2.

Magus Arcana: At 4th level and every four levels thereafter (8th, 12th, and so on), a runeforged warrior can choose to learn a magus arcana, using his runeforged warrior as his magus level. This ability replaces the bonus feats gained at 4th, 8th, 12th, 16th, and 20th level.

Rune Scribing: Starting at 5th level, a runeforged warrior gains the ability to scribe runes of power onto his bonded weapon, allowing him to cast a limited number of spells per day drawn from the magus spell list. The runeforged warrior's bonded weapon acts as his spellbook, but he does not learn spells in the normal manner. Instead of learning spells like a magus, the runeforged warrior creates magical etching acids from the ashes of the scrolls of spells he wishes to learn. The process creating a magical acid and scribing the appropriate rune onto his bonded weapon requires 1 hour per level of the spell. Only magus spells with a range of “personal” or “touch” can be learned in this way.
At 5th level, a runeforged warrior gains one 1st-level spell slot in which to cast his 1st-level spells, in addition the bonus spell provided by his bonded weapon. At 9th level and every four levels thereafter, he gains one spell slot of each subsequent level up to 4th-level spells at 17th level. A runeforged warrior also gains additional spells per day for a high Intelligence score. A runeforged warrior can scribe detect magic and read magic onto his bonded weapon as 1st-level spells.
While a runforged warrior must always use the method described above to scribe spells onto his bonded weapon, he can use the pages from a magus’s or wizard’s spellbook with the desired spell written upon them in place of a scroll. The pages are consumed in the acid creation process just as if the spell were cast directly from the spellbook. A runeforged warrior cannot scribe spells from an alchemist’s formulae book. However, a magus, wizard, or alchemist can learn any spell scribed onto a runeforged warrior’s bonded weapon into their spellbook or formulae book as long as the spell is on their class spell list or formulae list. Learning these runes is more difficult than learning spells from typical sources. The DC for a magus, wizard, or alchemist to copy spells from a bonded weapon into a spellbook or formulae book increases by 5.
Since the space on a bonded weapon is limited, a runeforged warrior can only have a certain number of spells scribed onto his weapon at any one time. A runeforged warrior can scribe any spell he desires onto his bonded weapon, but cannot exceed a the maximum of six 1st-level spells, four 2nd-level spells, three 3rd-level spells, and two 4th-level spells. A runeforged warrior otherwise prepares and casts spells as a magus equal to his runeforged warrior level -3. This ability replaces weapon training 1.

Spellstrike (Su): At 5th level, a runeforged warrior gains the magus’s spellstrike ability. This ability replaces bravery.

Armor Training: Starting at 7th level, a runeforged warrior learns to be more maneuverable while wearing armor. Whenever he is wearing armor, he reduces the armor check penalty by 1 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by his armor by 1. At level 11 and 15, these bonuses increase by +1 each time, to a maximum –3 reduction of the armor check penalty and a +3 increase of the maximum Dexterity bonus allowed.
In addition, a runeforged warrior can also move at his normal speed while wearing medium armor.

Reforge (Su): At 13th level, as a standard action, a runeforged warrior can restore a number of hit points equal to his runeforged warrior level to a damaged object by touching it and spending 1 point from his arcane pool. Repairing a destroyed object takes 1 minute and materials equal to 1/4 the item’s sale value, and restores the object to 1 hit point.
Restoring the enchantments of a destroyed magical item requires additional points from the runeforged warrior’s arcane pool equal to the item’s caster level. The runeforged warrior gains one temporary negative level if the item’s caster level is lower than his own, two negative levels if equal or greater (or none if the item is his bonded weapon); the save DC to remove these negative levels is equal to 10 + the item’s caster level. This ability replaces weapon training 3.

Destructive Counterstrike (Su): At 17th level, if an opponent activates a magical item while threatened by a runeforged warrior, the opponent provokes an attack of opportunity from the runeforged warrior, even if activating it would not normally provoke an attack of opportunity.
Alternatively, the runeforged warrior can choose to make a sunder attempt against the item instead of making the attack of opportunity against the opponent. If the item is destroyed, its effects are negated. This ability replaces weapon training 4.

Armor Mastery (Ex): At 19th level, a runeforged warrior gains Damage Reduction 5/— whenever he is wearing armor.

Bonded Weapon Mastery (Ex): At 20th level, a runeforged warrior automatically confirms all critical threats and has their damage multiplier increased by 1 (×2 becomes ×3, for example) when using his bonded weapon. In addition, he cannot be disarmed while wielding his bonded weapon.

Table: Runeforged Warrior
Base
Class Attack Fort Ref Will
Level Bonus Save Save Save Special
1st +1 +2 +0 +2 Arcane pool, bonded weapon
2nd +2 +3 +0 +3 Bonus feat
3rd +3 +3 +1 +3 Master smith
4th +4 +4 +1 +4 Magus arcana
5th +5 +4 +1 +4 Rune scribing, spellstrike
6th +6/+1 +5 +2 +5 Bonus feat
7th +7/+2 +5 +2 +5 Armor training 1
8th +8/+3 +6 +2 +6 Magus arcana
9th +9/+4 +6 +3 +6 -
10th +10/+5 +7 +3 +7 Bonus feat
11th +11/+6/+1 +7 +3 +7 Armor training 2
12th +12/+7/+2 +8 +4 +8 Magus arcana
13th +13/+8/+3 +8 +4 +8 Reforge
14th +14/+9/+4 +9 +4 +9 Bonus feat
15th +15/+10/+5 +9 +5 +9 Armor training 3
16th +16/+11/+6/+1 +10 +5 +10 Magus arcana
17th +17/+12/+7/+2 +10 +5 +10 Destructive counterstrike
18th +18/+13/+8/+3 +11 +6 +11 Bonus feat
19th +19/+14/+9/+4 +11 +6 +11 Armor mastery
20th +20/+15/+10/+5 +12 +6 +12 Bonded weapon mastery, magus arcana

NEW MAGUS ARCANA
The following new magus arcana is restricted to the Runeforged Warrior multiclass archetype.

Fortify Bond
A runeforged warrior can make his bonded weapon more durable and resilient to damage.

Prerequisites: Runeforged Warrior 3, Bonded Weapon weapon class feature.

Benefits: A runeforged warrior may spend 1 point from his arcane pool to increase the hardness and hit points of his bonded weapon by an amount equal to his runeforged warrior level. These hit points last until expended or until the runeforged warrior next refreshes his arcane pool. Multiple uses of this ability overlap and do not stack.


#Runeforged Warrior I think it looks good.

#Blood Chemist Here is the "final" version of the Blood Chemist as far as those of us on the Blood Chemist thread can see. Take a look if you so desire.

#Insightful Mind Just a flavor tweak. Keep spellcasting as normal, but specify that the verbal components are always some form of meditation chant and somatic components are always some form of martial arts/unarmed combat style maneuver or motion. Might also consider giving an Arcane Bond (Item only) that must be a necklace, phylactery, etc., or some equally monkish piece of apparel.


#Occult Philologist Hope to look at this tonight or today sometime.

#Pumpkin Bomber Great idea Raider! I also thought that the familiar should be a plant creature that grows the bombs, and as a plant could also supply some other type of plant excretions for other alchemical or class abilities. I'll take a look over it today and do a general write-up for us to work off of.

Maybe be able to make Hex Bombs too, being able to alter the effects of your bombs to deal hexes, either in addition to or instead of the bomb damage. Hmm, what abour plant-based bombs like fly trap bomb - sticky and "entangles" a creature...there are others I'm sure we could come up with.

Advocates

Pathfinder Adventure, Adventure Path, Maps Subscriber; Starfinder Superscriber

#Pumpkin Bomber Oh wow, I absolutely adore the concept! For Elghinn's plant-based bombs concept, perhaps a rose bomb, which doesn't do damage but charms those caught in the blast? Ah, or a dandelion bomb, which has a greater radius but lower damage! There's also the cactus bomb, which causes everything hit to be treated as if covered in caltrops.

#Question in General I've been thinking, and are MCAs that have a component class being a 3rd-part class or archetype of an official Paizo class possible? Furthermore, would archetypes (of either standard or racial varieties) of MCAs be acceptable?

I ask because I have a concept for an MCA comprised of a Gunslinger archetype by Little Red Goblin Games and the Barbarian, and variations on MCAs would be very fun indeed!


Lindley- we prefer to stay away from 3rd party publishers when we do our PDF's or for the wiki, but that doesn't stop them being in the thread >:3

Also, wow, the veggie concept went WAY further than expected... I don't think anyone but me here knows what a pumpkin bomber is xD

Guys, if you want plant-based Bombs, Druid/Alchemist. Pumpkin Bomber is just a trope- think Green Goblin from Marvel or Blair from Soul Eater.

I do like Hex Bombs though, Elghinn...


I got the reference, it just seemed fun to have a literal pumpkin familiar.


OK, here's the

Pumpkin Bomber:

Primary Class: Witch.
Secondary Class: Alchemist.
Alignment: Any.
Hit Dice: d6.

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

Weapon and Armor Proficiency: The pumpkin bomber is proficient with all simple weapons and bombs, but not with any armor or shields.

Spellcasting: A pumpkin bomber casts arcane spells drawn from the witch’s spell list, but removes all cure spells, and the infernal healing, infernal healing (greater), neutralize poison, raise dead, remove blindness/deafness, remove disease, remove sickness, and symbol of healing spells from her list. A pumpkin bomber otherwise learns, prepares, and casts spells as a witch of equal level.

Alchemy (Su): At 1st level, a pumpkin bomber gains the alchemist’s alchemy ability. This ability and bombs replace the pumpkin bombers restricted access to healing-based discoveries, hexes, patron and spells.

Bombs (Su): At 1st level, a pumpkin bomber gains the alchemist’s bomb ability, except that she deals 1d4 points of damage plus an additional 1d4 points of damage every two levels thereafter.

Cauldron (Ex): A pumpkin bomber begins play with a special cauldron at no cost and gains the witch’s cauldron hex. This cauldron is always masterwork quality, but is not made of any special material. If a pumpkin bomber attempts to use Brew Potion without her cauldron, she must make a concentration check or the potion is ruined. The DC for this check is equal to 20 + the spell's level.

A pumpkin bomber can add additional magic abilities to her cauldron as if she has the required Item Creation Feats and must be at least 3rd level to add magic abilities to her cauldron (see Craft Wondrous Items feat). The magic properties of a cauldron, including any magic abilities added to the cauldron, only function for the pumpkin bomber who owns it. If a cauldron's owner dies, or is replaced, the cauldron reverts to being an ordinary masterwork item of the appropriate type.

If a cauldron is damaged, it is restored to full hit points the next time the pumpkin bomber prepares her spells. If the cauldron is lost or destroyed, it can be replaced after 1 week in a special ritual that costs 200 gp per pumpkin bomber level plus the cost of the masterwork item. This ritual takes 8 hours to complete. Cauldrons replaced in this way do not possess any of the additional enchantments of the previous cauldron. A pumpkin bomber can designate an existing magic cauldron as his cauldron. This functions in the same way as replacing a lost or destroyed cauldron except that the new magic item retains its abilities while gaining the benefits and drawbacks of becoming a pumpkin bomber’s cauldron.

Patron: This is exactly like the witch ability of the same name, and can choose any patron except for the Devotion and Healing patrons.

Discovery/Hex: At 2nd level, a pumpkin bomber can gain either an alchemist’s discovery or witch’s hex that she qualifies for. A pumpkin bomber gains an additional discovery or hex of his choice at 6th, 8th, 12th, 14th, and 18th level. A pumpkin bomber is restricted from choosing the healing hex or the spontaneous healing discovery, the major healing major hex, and the life giver grand hex.

Plentiful Potions (Su): Starting at 4th level, a pumpkin bomber can use his cauldron to allow others to benefit from a potion’s effects. Once per day, a pumpkin bomber can pour any one potion or elixir into her cauldron. By spend 1 minute of work, she can dilute the potion, creating two doses of the same potion from one. Diluting a potion in this manner reduces its effective caster level by 2 (minimum 1). For example, a diluted potion of cure moderate wounds created by a 5th level caster would cure 2d8+3 hit points instead of the normal 2d8+5 hit points.

At 7th level and every three levels thereafter, a pumpkin bomber can create 1 additional dose of the potion, up to a maximum of six additional doses at 19th level. A pumpkin bomber can use this ability twice per day at 10th level, and three times per day at 17th level. A potion that has been diluted cannot be diluted again.

A pumpkin bomber must have the cauldron, potion, and a heat source to use this ability. This ability replaces the hexes gained at 4th, 10th, and 17th level.

Major Hex: At 14th level, whenever a pumpkin bomber could choose a hex, she can select a major hex instead.

Grand Discovery/Grand Hex: at 20th level, a pumpkin bomber can choose either a grand discovery or a grand hex. If she chooses a grand hex, she only gains the grand hex, not the additional two normal hexes. This ability replaces the hex gained at 20th level.

NEW DISCOVERIES
The following new discoveries may chosen by the pumpkin bomber or any alchemist that meets the prerequisites.

Hex Bomb
An alchemist can bestow hexes as well as deal damage with his bombs.
Prerequisite: Alchemist 6, hex class feature.
Benefit: When the alchemist creates a bomb, he can choose to have it bestow the effects of one hex that he knows, in addition to his bomb damage. Creatures that take a direct hit from a hex bomb can make the indicated save avoid the effect.

Table: Pumpkin Bomber
Base
Class Attack Fort Ref Will Spells per Day
Level Bonus Save Save Save Special 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th

1st +0 +0 +0 +2 Alchemy, bomb 1d4, cantrips, cauldron, 3 1 — — — — — — — —
patron spells, witch’s familiar
2nd +1 +0 +0 +3 Discovery/hex 4 2 — — — — — — — —
3rd +1 +1 +1 +3 Bomb 2d4 4 2 1 — — — — — — —
4th +2 +1 +1 +4 Plentiful potions 1/day 4 3 2 — — — — — — —
5th +2 +1 +1 +4 Bomb 3d4 4 3 2 1 — — — — — —
6th +3 +2 +2 +5 Discovery/hex 4 3 3 2 — — — — — —
7th +3 +2 +2 +5 Bomb 4d4 4 4 3 2 1 — — — — —
8th +4 +2 +2 +6 Discovery/hex 4 4 3 3 2 — — — — —
9th +4 +3 +3 +6 Bomb 5d4 4 4 4 3 2 1 — — — —
10th +5 +3 +3 +7 Plentiful potions 2/day 4 4 4 3 3 2 — — — —
11th +5 +3 +3 +7 Bomb 6d4 4 4 4 4 3 2 1 — — —
12th +6/+1 +4 +4 +8 Discovery/hex 4 4 4 4 3 3 2 — — —
13th +6/+1 +4 +4 +8 Bomb 7d4 4 4 4 4 4 3 2 1 — —
14th +7/+2 +4 +4 +9 Discovery/hex, major hex 4 4 4 4 4 3 3 2 — —
15th +7/+2 +5 +5 +9 Bomb 8d4 4 4 4 4 4 4 3 2 1 —
16th +8/+3 +5 +5 +10 Plentiful potions 3/day 4 4 4 4 4 4 3 3 2 —
17th +8/+3 +5 +5 +10 Bomb 9d4 4 4 4 4 4 4 4 3 2 1
18th +9/+4 +6 +6 +11 Discovery/hex 4 4 4 4 4 4 4 3 3 2
19th +9/+4 +6 +6 +11 Bomb 10d4 4 4 4 4 4 4 4 4 3 3
20th +10/+5 +6 +6 +12 Grand discovery/grand hex 4 4 4 4 4 4 4 4 4 4

Now, I included the swaps as I saw them, but we can make any changes we need to to acheive the proper balance. I also took liberty on the Plentiful Potions ability, which we can also tweak or change.

Regarding the Familiar: I think the only tweak we should make is allowing the familiar to use the Aid Another action to help its master when using his Alchemy or Brew Potion feat. Doing so grants the +2 bonus from Aid Another on the Craft (alchemy) check. Another would be allowing it to lob his bombs too, if it has the appropriate appendages?


As written, it seems like they can make long-lasting multiples of the potion... I don't really like that. It should be have a pretty short time limit, like 1 round, to drink before the potion can't be used. Otherwise you get easy cheap doubles of utility potions that the party can lug around or sell or whatever, rather than needing the time and the witch to do it right there in the dungeon/forest/whatever.

And the familiar can already do aid another :P But the bomb-lobbing'd be cool.

Like what you did with the actual cauldron!

EDIT: Uh, Elghinn... you should change back the bombs, the class is pretty strong at 1st level like that. And what's the reasoning behind the unsteady hex/discovery gains? It's fine to leave dead levels here at new spell level points, if that's your concern.


#Pumpkin_Bomber

Surely you don't want to give them the entirety of the Alchemist's Alchemy ability? I'd expect the bonus to Craft (alchemy) checks equal to your level and the ability to identity potions should be fine.

I'd also recommend giving Brew Potion as a bonus feat if you can fit it in.

Maybe making plentiful potions last a number of rounds/minutes equal to your Int mod.


Alfray, the Cauldron hex gives brew potion.

And it doesn't really need the higher-level alchemist abilities. Putting those in would require quite a bit of rebalancing, and it's already pretty 'done' as it is- just needs some finagling here and there, maybe a number crunch or two on some of the discoveries possible to figure out how powerful her bombs can get.


Yeah, I missed the text that included the Cauldron hex, my mistake.

The other point I was trying to make is that the Alchemy ability (strictly as written) includes the bonus to craft (alchemy), the ability to identify potions and the ability to make extracts. I meant that it should be limited to not include the extracts.

Otherwise, apologises for any errors made, currently on holiday trying to follow the thread on my phone.

Also I rather like pumpkin bomber MCA and am planing to use it for a NPC or encounter for my current campaign.


just a query but how often do you guys update the website there some i have have been waiting to see how they pan out
namly
Elemental Warden
Arcane Sneak


Alfray- oof, good point on the Extracts. Elghinn'll fix that.

Kyras- we've been a bit slow lately and focused on the thread, but we'll get to it.


Neither the Elemental Warden or Arcane Sneak have gone through the review process. I could put them up there though, since there are others up that are awaiting the review process, and are all marked with the asterisk (*). I'll see about getting those two up for you.


oh don't let me rush the process just had a idea and want to see what has been done before i got to into the idea


Hey guys, I've decided to open the wikispace up a little on a trial basis.

It's as simple as this- non-members can now make posts in the Discussion area of each page. You can find the option by logging into your wikispace account and looking along the top right side- hover over the little bar of icons on the page!

This is on a trial basis, so please don't abuse it. Also note that we'd prefer discussion to be kept towards rule clarifications, balance questions, and the sort- the place for cool ideas and concepts is in here, not the wiki.

Have fun in there >:3


Cheers for that.


Raiderrpg wrote:

Hey guys, I've decided to open the wikispace up a little on a trial basis.

It's as simple as this- non-members can now make posts in the Discussion area of each page. You can find the option by logging into your wikispace account and looking along the top right side- hover over the little bar of icons on the page!

This is on a trial basis, so please don't abuse it. Also note that we'd prefer discussion to be kept towards rule clarifications, balance questions, and the sort- the place for cool ideas and concepts is in here, not the wiki.

Have fun in there >:3

m'kay, ill be good.


so while the Insightful mind is in limbo, I am working on Byrd's Ki mage(ninja/sorcerer) My current thought is to bond a modified version of the Shadow Bloodline to it, as well as allow a series of Darkness themed Spell-like abilities that you can spend Ki points to cast.


Raiderrpg wrote:

As written, it seems like they can make long-lasting multiples of the potion... I don't really like that. It should be have a pretty short time limit, like 1 round, to drink before the potion can't be used. Otherwise you get easy cheap doubles of utility potions that the party can lug around or sell or whatever, rather than needing the time and the witch to do it right there in the dungeon/forest/whatever.

And the familiar can already do aid another :P But the bomb-lobbing'd be cool.

Like what you did with the actual cauldron!

EDIT: Uh, Elghinn... you should change back the bombs, the class is pretty strong at 1st level like that. And what's the reasoning behind the unsteady hex/discovery gains? It's fine to leave dead levels here at new spell level points, if that's your concern.

#Alfray- oof, good point on the Extracts. Elghinn'll fix that.

Re Plentiful Potions: how about a number of rounds equal to Int mod, like someone said up the thread? Or 1 minute. 1 round seems too short to allow anyone to imbibe it other than the bomber.

Re Aid Another: I know the familiar can do aid another, BUT the aid another actioin only specifies a +2 bonus to an attack or AC, not a +2 competence bonus to a Craft check (or any skill check for that matter). I thought it would be a good benefit for the MCA in general.

Glad you like the cauldron. Wanted it to be sort of like a bonded item, not granting spells, but must be used to make potions etc.

Re Bombs & Discoveries/Hexes: To what are you refering when you say change the bombs back? They are at the exact progression that you listed in your write-up. Unless you mean put it back a level to 2nd and every even level therafter.

Yes, I shuffled the discoveries/hexes to fill dead spaces, but they are the same number you specified. The unsteady progression has been done before but we can move it back again. :P

#Alfray: I'll fix that.

EDIT: What about moving Plentiful Potions to 3rd, 9th, and 15th? Fills a few more dead levels and still allows his caster level to be min 1 with potions.


#Insightful mind, wait...should we be using the bard spell progression instead?


#Pumpkin Bomber- I'd prefer the bombs starting at second to avoid a powerful 1-level dip. 1 minute on the plentiful potions should be perfect.

EDIT: I think what I'm going to do is try to have one of these done every 7-14 days; a simple 'rewrite of an old mca' or a 'filler mca'. A lot of oldies can be redone, and there's a number that don't match up to our current standards; plus some easy-to-fill combinations we haven't gotten too, that we can put something in until someone comes up with the real good stuff.

That said, it'd be awesome if someone got to a few before I did ;3


@Elghinn: Apologies, but you can already aid another with skill checks.

Paizo PRD wrote:


You can help someone achieve success on a skill check by making the same kind of skill check in a cooperative effort. If you roll a 10 or higher on your check, the character you're helping gets a +2 bonus on his or her check. (You can't take 10 on a skill check to aid another.) In many cases, a character's help won't be beneficial, or only a limited number of characters can help at once.

In cases where the skill restricts who can achieve certain results, such as trying to open a lock using Disable Device, you can't aid another to grant a bonus to a task that your character couldn't achieve alone. The GM might impose further restrictions to aiding another on a case-by-case basis as well.

Source.


Hm, well, look at that. Found it on the d20pfsrd too.

Then the question is, does it actually apply to familiars? Does it specifically state yes or no anywhere? All the wording says "you", which would denote a PC or humaoid stype creature usually used as a PC or NPC. Anyone have any clarification? May still be good to point it out in the MCA.


I've ruled it that it can apply to any skill a creature can use, provided it has a high enough Int score (3 or greater for human-like intelligence), and the Valet archetype suggests familiars may use the aid another action.

Valet


#Pumpkin Bomber
looking at the hex bomb discovery, I am seeing some interesting combos. Scar bombs sound like a dangerous way way to go sleep or misfortune out on a whole slew of enemies at once...not sure if that's broken or not. However hair bombs seem like a difficult mechanic to explain. Do they have reach?


The hex would only affect the direct target, not splashed targets, unless the hex specifically says that it affects multiple targets around the main target.


Elghinn Lightbringer wrote:
The hex would only affect the direct target, not splashed targets, unless the hex specifically says that it affects multiple targets around the main target.

the problem is it doesn't explicitly say so, only that the primary target gets a save as normal. It also doesn't designate which hexes can be used with it, so I was looking at what kind of shenanigans my players would try to pull with it.


@Raiderrpg

Do you have a list of MCA's that need redoing?

#Clenser of the Faith
I am starting on a Inquisitor/Cleric. Thinking Clenser of the Faith for the name.


Browman wrote:

@Raiderrpg

Do you have a list of MCA's that need redoing?

If it is redone, please post a link to it.


Browman wrote:

@Raiderrpg

Do you have a list of MCA's that need redoing?

#Clenser of the Faith
I am starting on a Inquisitor/Cleric. Thinking Clenser of the Faith for the name.

Any MCA on the wiki site with an asterisk that is posted up on the site is in need of being worked over and is waiting to go through the critiquing stage.


# Cleanser of the Faith

Cleanser of the faith:

Cleanser of the Faith
A Cleanser of the Faith specializes in searching for and removing deviant members of his own faith. These individuals are usually sanctioned by senior members of their church. It is a rare person who does not get nervous when a cleanser of the faith passes through their town.

Inquisitor/ Cleric

Hit die d8

Skills: a Cleanser of the Faith adds 3 cleric skills to his list of class skills, 4+Int modifier skills

Alignment: A Cleanser of the Faith must be within 1 step of his deity’s either along the Law/chaos or good/evil

Weapon and armour proficiency: A cleanser of the faith is proficient with all simple weapons and the favoured weapon of her deity. She is also proficient with light and medium armour and shields (except tower shields)

Spells: A Cleanser of the Faith casts spells as an inquisitor.

Domain: Gain one domain as a cleric including being able to cast the domain spell once a day, if the cleanser of the faith wishes to cast the spell more than once per day it must be on her list of spells known. This replaces the standard inquisitor domain, Cunning Initiative and Track.

Priestly Lore: A Cleanser of the Faith adds her wisdom modifier to any checks made relating to members of any religious group. Replaces monster lore

Channel Energy: A Cleanser of the Faith channels energy as a cleric except that she channels d4s instead of d6. She gains an additional d4 every 3 levels. This replaces solo tactics and teamwork feats

Divine Protection: A Cleanser of the faith treats all her defenses as 2 higher vs divine spells. This replaces Bane

Greater Divine Protection: The Cleanser of the faith’s divine protection increases to +4. This replaces greater bane.

progression table:

Lvl Bab Fort Ref Will Special
1 0 2 0 2 Domain, judgement 1/day, Priestly lore, orisons, stern gaze
2 1 3 0 3 detect alignment
3 2 3 1 3 Channel 1d4
4 3 4 1 4 Judgement 2/day
5 3 4 1 4 Divine protection, discern lies
6 4 5 2 5 Channel 2d4
7 5 5 2 5 Judgement 3/day
8 6 6 2 6 Second judgement
9 6 6 3 6 Channel 3d4
10 7 7 3 7 Judgement 4/day
11 8 7 3 7 Stalwart
12 9 8 4 8 Improved Divine Protection, Channel 4d4
13 9 8 4 8 Judgement 5/day
14 10 9 4 9 Exploit weakness
15 11 9 5 9 Channel 5d4
16 12 10 5 10 Judgement 6/day, third judgement
17 12 10 5 10 Slayer
18 13 11 6 11 Channel 6d4
19 14 11 6 11 Judgement 7/day
20 15 12 6 12 True Judgement

spell table:

1 2 3 4 5 6
1+1
2+1
3+1
3+1 1+1
4+1 2+1
4+1 3+1
4+1 3+1 1+1
4+1 4+1 2+1
5+1 4+1 3+1
5+1 4+1 3+1 1+1
5+1 4+1 4+1 2+1
5+1 5+1 4+1 3+1
5+1 5+1 4+1 3+1 1+1
5+1 5+1 4+1 4+1 2+1
5+1 5+1 5+1 4+1 3+1
5+1 5+1 5+1 4+1 3+1 1+1
5+1 5+1 5+1 4+1 4+1 2+1
5+1 5+1 5+1 5+1 4+1 3+1
5+1 5+1 5+1 5+1 5+1 4+1
5+1 5+1 5+1 5+1 5+1 5+1

spells known:

0 1 2 3 4 5 6
4 2
5 3
6 4
6 4 2
6 4 3
6 4 4
6 5 4 2
6 5 4 3
6 5 4 4
6 5 5 4 2
6 6 5 4 3
6 6 5 4 4
6 6 5 5 4 2
6 6 6 5 4 3
6 6 6 5 4 4
6 6 6 5 5 4 2
6 6 6 6 5 4 3
6 6 6 6 5 4 4
6 6 6 6 5 5 4
6 6 6 6 6 5 5

I am thinking of creating a special domain that can be chosen instead of one of the diety's domains. It would relate to interogation.


Right, so one of my players (who's been playing a ninja) has been having a look over the firearm rules and the gunslinger the last couple of days and wanted some way to use them more effectively than simply taking a dip level in gunslinger or a couple of ninja tricks/feats. So we sat down, looked over the ninja, rogue, gunslinger and various archetypes and MCAs for all three and came up with this;

#Swashbuckling_Assassin:

#Swashbuckling_Assassin

Primary Class: Ninja.
Secondary Class: Gunslinger.

Hit Dice: d8.

Bonus Skills and Ranks: The swashbuckling assassin may select three gunslinger skills to add to her class skills in addition to the normal ninja class skills. The swashbuckling assassin gains a number of ranks at each level equal to 6 + Int modifier.

Weapon and Armor Proficiency: A swashbuckling assassin is proficient with all simple weapons, one-handed firearms, plus the kama, katana, kusarigama, nunchaku, sai, shortbow, short sword, shuriken, siangham, and wakizashi. The swashbuckling assassin must take Exotic Weapon Proficiency (firearms) to gain proficiency with two-handed firearms and firearm siege engines. They are proficient with light armor but not with shields.

Gunsmith (Ex): At 1st level the swashbuckling assassin gains the gunslinger’s gunsmith ability, and must take a pistol when she chooses a battered firearm at 1st level. This replaces poison use.

Sneak Attack (Ex): The swashbuckling assassin gains the rogue's sneak attack ability, except that the extra damage is 1d6 at 1st level and increases by 1d6 every three levels thereafter, up to a maximum of 7d6 at 19th level.

Ninja Trick: This is exactly like the ninja ability of the same name, expect that the swashbuckling assassin gains a ninja trick at 2nd level and every three levels thereafter. The swashbuckling assassin cannot select any ninja tricks that use poison, unless she gains the poison use ability from another class.

The swashbuckling assassin also gains access to the following new trick:

Silence (Su): As a swift action, the swashbuckling assassin can silence herself and her equipment for 1 round per level. This ability functions as the silence spell, except it only targets the swashbuckling assassin and any equipment she has. Using this ability uses up 1 ki point.

Ki Grit (Su): At 3rd level the swashbuckling assassin gains a pool of ki grit, supernatural energy she can use to perform amazing feats of agility or actions in combat. The number of points in a swashbuckling assassin’s ki grit pool is equal to 1/2 her swashbuckling assassin level + her Charisma modifier. This ki grit pool functions both as the gunslinger’s grit and the ninja’s ki pool.

At 3rd level, as long as she has at least 1 point in her ki grit, she treats any Acrobatics skill check made to jump as if she had a running start. At 10th level, she also reduces the DC of Acrobatics skill checks made to jump by 1/2 (although she still cannot move farther than her speed allows).

By spending 1 point from her ki grit, a swashbuckling assassin can make one additional attack at her highest attack bonus, but she can do so only when making a full attack. In addition, she can spend 1 point to increase her speed by 20 feet for 1 round. Finally, a swashbuckling assassin can spend 1 point from her ki pool to give herself a +4 insight bonus on Stealth checks for 1 round. Each of these powers is activated as a swift action. A swashbuckling assassin can gain additional powers that consume points from her ki pool by selecting certain ninja tricks.

At 4th level a swashbuckling assassin can spend ki grit to accompilsh deeds (see Deeds) like a gunslinger. Additionally from 4th level, whenever a swashbuckling assassin reduces a creature to 0 or fewer hit points with a sneak attack made with a one-handed firearm, she regains one ki grit point. Reducing a creature that has fewer hit dice than half her character level to 0 or fewer hit points does not restore ki grit.

The ki grit is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive. This ability changes ki pool.

Deeds: At 3rd level, a swashbuckling assassin gains the gunslinger’s deeds ability, and gains access to 1st level deeds. Every four levels beyond 3rd, the swashbuckling assassin gains access each subsequent level of deeds (3rd, 7th, etc.), up to 15th level deeds at 19th level. However the swashbuckling assassin may choose only two deeds that she knows of each level. This replaces sneak attack 2d6, 6d6, and 10d6, and the ninja tricks gained at 10th and 16th level. In addition a swashbuckling assassin swaps the deadeye deed for the following:

Ki Shot (Su): At 1st level, when the swashbuckling assassin makes an attack with a one-handed firearm that is not making a scatter shot, she can spend 1 ki grit point to deal her sneak attack to the target as extra damage. If she misses with the attack, she grazes the target, and deals 1d4 damage for each dice of sneak attack she posseses to the target. She must choose to spend the ki grit before she makes the attack roll. This deed does not stack with any other sneak attack damage. This deed replaces the deadeye deed.

Deadly Intuition (Ex): At 4th level, a swashbuckling assassin has an uncanny sense of danger. When she acts in the surprise round, she can take a move action, standard action, and swift action during the surprise round, not just a move or standard action. This ability replaces uncanny dodge.

Quickdraw: At 4th level, a swashbuckling assassin gains Quickdraw as a bonus feat. This replaces no trace.

Cunning Eye (Su): Starting from 6th level, a swashbuckling assassin possesses a supernatural awareness of her surroundings. She gains a +1 insight bonus to Peception. Every three levels thereafter this bonus increases by 1, up to a maximum of +5 at 18th level. This replaces the ninja trick gained at 6th level.

Fearsome Flourish (Ex): At 8th level, a swashbuckling assassin can terrify an opponent with a single hit. A number of times per day equal to her Charisma modifier (minimum 1), when a swashbuckling assassin confirms a critical hit and deals sneak attack damage to an opponent, she can choose to make the opponent frightened for a number of rounds equal to her Charisma modifier (minimum 1). She cannot use this ability in conjunction with a critical feat. This ability replaces improved uncanny dodge.

Master Tricks: At 11th level, whenever a swashbuckling assassin could choose a ninja trick, she can choose an master trick instead. In addition she adds the following to the list of master tricks she may select from:

Smoke Shot (Ex): When a swashbuckling assassin creates a smoke bomb, while wielding a firearm, she can make it into the form of an alchemical cartridge suitable for the firearm she is currently wielding. This cartridge can be loaded into the firearm and fired as normal. On a successful attack, the effect of the smoke bomb is centred on the target and the attack deals damage to the target as if using a firearm of one size smaller. The swashbuckling assassin must have the smoke bomb ninja trick before selecting this trick.

True Assassin (Su): At 20th level, a swashbuckling assassin becomes a true master of her art. She can, as a standard action, cast greater invisibility on herself. While invisible in this way, she cannot be detected by any means, and not even invisibility purge, see invisibility, and true seeing can reveal her. She uses her swashbuckling assassin level as her caster level for this ability. Using this ability consumes 3 ki grit points from her pool. In addition she selects one deed. She can perform this deed for 1 ki grit point fewer (minimum 0) than usual. If the number of ki grit points to perform a deed is reduced to 0, the swashbuckling assassin can perform this deed as long as she has at least 1 ki grit point. If a deed could already be performed as long as she had at least 1 ki grit point, she can now perform that deed even when she has no ki grit points. This replaces hidden master.

Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +0 +2 +2 +0 Gunsmith, sneak attack +1d6
2nd +1 +3 +3 +0 Ki grit, ninja trick
3rd +2 +3 +3 +1 Deeds (1st)
4th +3 +4 +4 +1 Quickdraw, sneak attack +2d6, deadly intuition
5th +3 +4 +4 +1 Ninja trick
6th +4 +5 +5 +2 Cunning eye +1
7th +5 +5 +5 +2 Deeds (3rd), sneak attack +3d6
8th +6/+1 +6 +6 +2 Fearsome flourish, ninja trick
9th +6/+1 +6 +6 +3 Cunning eye +2
10th +7/+2 +7 +7 +3 Sneak attack +4d6
11th +8/+3 +7 +7 +3 Deeds (7th), master tricks, ninja trick
12th +9/+4 +8 +8 +4 Cunning eye +3
13th +9/+4 +8 +8 +4 Sneak attack +5d6
14th +10/+5 +9 +9 +4 Ninja trick
15th +11/+6/+1 +9 +9 +5 Cunning eye +4, deeds (11th)
16th +12/+7/+2 +10 +10 +5 Sneak attack +6d6
17th +12/+7/+2 +10 +10 +5 Ninja trick
18th +13/+8/+3 +11 +11 +6 Cunning eye +5
19th +14/+9/+4 +11 +11 +6 Deeds (15th), sneak attack +7d6
20th +15/+10/+5 +12 +12 +6 Ninja trick, true assassin

In summary:
Gains:
Gunsmith (pistol only)
Deeds (1st, 3rd, 7th, 11th, 15th levels, two deeds of each level)
Ki Grit
Deadly Intuition
Quickdraw
Cunning Eye
Fearsome Flourish
True Assassin

Loses:
Poison Use
Ki Pool
No Trace
Uncanny Dodge
Imp. Uncanny Dodge
Hidden Master
+3d6 Sneak Attack Dice
3 Ninja tricks (6th, 10th, 18th)


#swashbuckling Assassin

the first thing i would do is change Ki Grit to something more piratey, Ki grit sounds to much like a mashing of two abilities (which it is but a different name would be better).

for some reason i feel like deadly intuition/ Fearsome Flourish is better than uncanny dodge/ improved uncanny dodge

I would also reduce the weapons available slightly.

Other than those it looks pretty good to me.

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