Multiclass Archetypes IV: Ultimate Multiclass Archetypes


Homebrew and House Rules

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#Swashbuckling Assassin
-just name wise Blackpowder Assassin.....i just don't see much Swashing of buckles
-Silence:is this meant to silence the sound of a gunshot? if so it should be clearer.
-focus:I think this is the only why this was going to work is to smush deeds and ki-pool
-powerwise its right where sould be.


#Swashbuckling Assassin

Blackpowder Assassin is a far better name, thanks :)

Silence it's meant to mimic the silence spell, here except only on the character and her equipment, as if it was a personal spell. Allowing her to sneak silently, fire guns without causing loud noises, etc...

Not sure what you mean there as the focus pool does act as both the ninja's ki pool (from 2nd level) and the gunslinger's grit pool (from 3rd level), except you only regain focus by killing a target with a sneak attack (again from 3rd level only)

Glad to hear that others agree that power-wise it's balanced. Although with having both deeds and ninja tricks to power with the focus pool, could the amount in it be a little too low?


#Blackpowder Assassin/Swashbuckling Assassin

Alfray Stryke wrote:


Not sure what you mean there as the focus pool does act as both the ninja's ki pool (from 2nd level) and the gunslinger's grit pool (from 3rd level), except you only regain focus by killing a target with a sneak attack (again from 3rd level only)

sorry i meant to point out that fusing the 2 was most likely the best way to have it work. 2 pools of any kind would be confusing.

Alfray Stryke wrote:


Glad to hear that others agree that power-wise it's balanced. Although with having both deeds and ninja tricks to power with the focus pool, could the amount in it be a little too low?

ninja is a small amount of op as it stands, I think this could balance out the class more.


#blackpowder assassin

The way the focus pool looks right now is fine to me. In fact the MCA as a whole looks pretty good.


#Blackpowder Assassin (final changes)

Right I got a message from my player about the following as a master trick and a couple of deed changes.

New Master Trick for the BPA:
Ki Bullet Mastery (Su) : This trick functions as the ki bullets trick (see above), however the focus cost is now 1 focus point per two ki bullets you make. This trick requires the ki bullets trick.

Deed changes:
At 11th level the BPA loses the startling shot deed and instead gains the deadeye deed (as the pistolero)

At 19th level the BPA loses the menancing shot deed and instead gains the following:

Show Stopper: At 19th level, the blackpowder assassin can spend a move action and 1 focus point to study a target within 30 ft. The next attack she makes, with a one-handed firearm, against that target within the next round gains the following effects; it cannot misfire, is unaffected by concealment (but not total concealment). A normal hit with this deed against the target is considered to be a critical hit and deals extra damage equal to the blackpowder assassin’s Charisma modifier (this bonus damage is not multiplied on a critical hit). A natural critical hit deals the same extra damage, but that damage is multiplied due to the critical. If the target succeeds on a reflex save, to dodge the attack, with a DC of 10 + 1/2 the blackpowder assassin’s level + her Charisma modifier, all effects of this deed are negated. This deed replaces the menacing shot deed.

Note: Menacing shot mimics the fear spell, which is 4th level. Thus I've based the above deed off the Named Bullet spell, which is the same level.

I've posted the write up below in a spoiler for those interested, assuming the deed changes are fine I'm thinking this is done.

Blackpowder Assassin, Final Version:

Blackpowder Assassin
Primary Class: Ninja.
Secondary Class: Gunslinger.
Alignment: Any, although blackpowder assassins tend to be chaotic.
Hit Dice: d8.

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

Weapon and Armor Proficiency: A blackpowder assassin is proficient with all simple weapons, one-handed firearms, plus five of the following exotic weapons; kama, katana, kusarigama, nunchaku, sai, shortbow, short sword, shuriken, siangham, and wakizashi. The blackpowder 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 blackpowder 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 blackpowder 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, except that the blackpowder assassin gains a ninja trick at 2nd level and every three levels thereafter. The blackpowder assassin cannot select any ninja tricks that use poison, unless she gains the poison use ability from another class.

The blackpowder assassin also gains access to the following new tricks:

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

Ki Bullets (Su): By performing a 1 hour ritual, the blackpowder assassin may infuse her supernatural focus into her ammunition by carving a unique rune into her bullets. She may combine a firearm bullet and a dose of black powder into a ki bullet. A ki bullet is treated as a suitable alchemical or metal cartridge for her firearm. A ki bullet lasts for 24 hours, or until it hits a target, before it crumbles into dust. As part of the ritual she may also expend a number of focus points equal to the number of ki bullets created, these bullets automatically apply the focus shot deed to any attacks made with them. This ritual may create a number of ki bullets up to 3 + her Charisma modifier and may be performed once per day. This trick only costs focus if the blackpowder assassin decides to imbue the ki bullets with the focus shot deed. This trick requires the focus shot deed to learn.

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

At 2nd level, as long as she has at least 1 point in her focus pool, 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 focus pool, a blackpowder 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 blackpowder assassin can spend 1 point from her focus 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 blackpowder assassin can gain additional powers that consume points from her focus pool by selecting certain ninja tricks.

At 3rd level a blackpowder assassin can spend focus points to accomplish deeds (see Deeds) like a gunslinger. Additionally from 3rd level, whenever a blackpowder assassin reduces a creature to 0 or fewer hit points with a sneak attack made with a one-handed firearm, she regains one focus point. Reducing a creature that has fewer hit dice than half her character level to 0 or fewer hit points does not restore focus points.

The blackpowder assassin’s focus pool 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 blackpowder assassin gains the gunslinger’s deeds ability, and gains access to 1st level deeds. Every four levels beyond 3rd, the blackpowder assassin gains access each subsequent level of deeds (3rd, 7th, etc.), up to 15th level deeds at 19th level. However the blackpowder 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 blackpowder assassin swaps access to three gunslinger deeds for the following:

Focus Shot (Su): At 1st level, when the blackpowder assassin makes an attack with a one-handed firearm that is not making a scatter shot, she can spend 1 focus 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 precision damage for each dice of sneak attack she possesses to the target. She must choose to spend the focus point before she makes the attack roll. This deed does not stack with any other sneak attack damage. This deed replaces the deadeye deed.

Deadeye (Ex): At 11st level, the blackpowder assassin can resolve an attack against touch AC instead of normal AC when firing beyond her firearm’s first range increment. Performing this deed costs 1 grit point per range increment beyond the first. The gunslinger still takes the –2 penalty on attack rolls for each range increment beyond the first when she performs this deed. This deed replaces the startling shot deed.

Show Stopper (Ex): At 19th level, the blackpowder assassin can spend a move action and 1 focus point to study a target within 30 ft. The next attack she makes, with a one-handed firearm, against that target within the next round gains the following effects; it cannot misfire, is unaffected by concealment (but not total concealment). A normal hit with this deed against the target is considered to be a critical hit and deals extra damage equal to the blackpowder assassin’s Charisma modifier (this bonus damage is not multiplied on a critical hit). A natural critical hit deals the same extra damage, but that damage is multiplied due to the critical. If the target succeeds on a reflex save, to dodge the attack, with a DC of 10 + ½ the blackpowder assassin’s level + her Charisma modifier, all effects of this deed are negated. This deed replaces the menacing shot deed.

Cunning Eye (Su): Starting from 3rd level, a blackpowder assassin possesses a supernatural awareness of her surroundings. She gains a +1 insight bonus to Perception. Every three levels thereafter this bonus increases by 1, up to a maximum of +6 at 18th level. This replaces no trace.

Deadly Intuition (Ex): At 4th level, a blackpowder 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 blackpowder assassin gains Quickdraw as a bonus feat. This replaces the ninja trick gained at 4th level.

Fearsome Flourish (Ex): At 8th level, a blackpowder assassin can terrify an opponent with a single hit. A number of times per day equal to her Charisma modifier (minimum 1), when a blackpowder 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 blackpowder 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:

Ki Bullet Mastery (Su): This trick functions as the ki bullets trick (see above), however the focus cost is now 1 focus point per two ki bullets you make. This trick requires the ki bullets trick.

Smoke Shot (Ex): When a blackpowder 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 blackpowder assassin must have the smoke bomb ninja trick before selecting this trick.

True Assassin (Su): At 20th level, a blackpowder 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 blackpowder assassin level as her caster level for this ability. Using this ability consumes 3 focus points from her pool. In addition she selects one deed. She can perform this deed for 1 focus point fewer (minimum 0) than usual. If the number of focus points to perform a deed is reduced to 0, the blackpowder assassin can perform this deed as long as she has at least 1 focus point. If a deed could already be performed as long as she had at least 1 focus point, she can now perform that deed even when she has no focus points. This replaces hidden master.

Level Base Attack Fort Ref Will Special
Bonus Save Save Save

1st +0 +2 +2 +0 Gunsmith, sneak attack +1d6
2nd +1 +3 +3 +0 Focus pool, ninja trick
3rd +2 +3 +3 +1 Cunning eye +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 +2
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 +3
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 +4
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 +5, 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 +6
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)
Focus Pool
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 (4th, 10th, 16th)


#NinjaPirate
I don't think a reflex save is necessary. This is a 19th level ability afterall. Especially since this means you're only getting 1 attack that turn.

@Raider
Thanks for the vote of confidence.
I wanted to make the list anyway when I saw posts about the cleanup, and then wanted to do it quickly to save Elgh some time.


And that you did, Iorthol! Thanks!

#Elemental Blade MkII is the most up-to-date, that's what I have on my master doc.

As far as finished, we have elemental Blade, Arcane Venerator, Runeforged Warrior, Summoner General, Beast Knight, Gun Prophet, Trench Infantryman, Fey Mage, Blood Chemist, and Pumpkin Bomber (with my fix).

I had thought Arcane Venator was done, but perhaps not. therefore, the working list is as follows, in order of appearance. So, we're going to work on the first one, then move one at a time on to the next. Otherwise there's going to be a flurry again.

Arcane Venator (+5 Toaster)
Spirit Warrior (55hi55)
Insightful Mind (+5 Toaster)
Essentia Shaman (Iorthol)
Bloodborn Magus (Alfray)
Occult Philologist (Bardess)
Shogun’s Shadow (+5 Taoster/Byrdology)
Cleanser of the Faith (Browman)
Swashbuckling Assassin (Alfray)
Arcane Archer (Kyras)
Remorseless Assassin (Kyras)
Symbiote Gunner (OSW)


OK, let's start with Arcane Venator. No MCA line jumping please, until we get through these. So stay focused on one at a time.

So, is there anything anyone has issues with, power levels, balance, OP, underpowered, etc.? Toaster, this is yours, how do you feel about it?

ARCANE VENATOR (Inq/Wiz):

While most churches feel secure in their standing in the world, a great many of them recognize the threat of arcane magic. Thus, the Society of Arcane Venators was born. The primary purpose of this organization is to serve as watchdogs over those who wield arcane might. In part, an arcane venator’s duty is to keep a watchful eye over arcane practitioners, counteract any overreaching of their power as a group or individually, and prevent them from seizing worshipers of the divine. *Note: In the Golarion Setting, the Society of Arcane Venators makes a perfect counter-organization to the Razmiran Priesthood.

Primary Class: Inquisitor.
Secondary Class: Wizard.
Alignment: Any.
Hit Dice: d8.

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

Weapon and Armor Proficiency: The arcane venator is proficient with all simple weapons, plus the hand crossbow, longbow, repeating crossbow, shortbow, and her deity’s favored weapon. She is also proficient with light armor, medium armor, and with shields (except tower shields).

Arcane School (Su): At 1st level, an arcane venator chooses a single school of arcane magic. She casts spells from this school as divine spells, and are gained through her study and investigation of arcane magic. School powers are likewise drawn from the arcane venator’s divine source. This ability otherwise functions as the wizard class feature of the same name and replaces judgment.

Arcane Lore (Ex): At 1st level, an arcane venator adds her Wisdom modifier to all Knowledge (arcana) and Spellcraft skill checks in addition to her Intelligence modifier. This ability replaces monster lore.

Domain: An arcane venator must choose either the Knowledge or Magic domain, even if her deity does not grant those domains. Alternatively, she may choose the Spellkiller inquisition in place of one of the two domains. This ability modifies the domain class feature.

Detect Magic (Sp): At will, an arcane venator can use detect magic, as the spell. An arcane venator can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is magical, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the arcane venator does not detect magic in any other object or individual within range. This ability replaces detect alignment.

Arcane Bane (Su): This is exactly like the inquisitor’s bane ability, except that the bane special weapon ability property applies only to creatures that can uses arcane spells and spell-like abilities, including those with levels in the an arcane spellcasting class (alchemist, bard, magus, sorcerer, summoner, witch, or wizard).

Disdain Arcane (Ex): At 8th level, an arcane venator gains a +4 morale bonus on saving throws made to resist spells, supernatural abilities, and spell-like abilities used by arcane spellcasters. This ability replaces second judgment.

Greater Arcane Bane (Su): This is exactly like the inquisitor’s ability of the same name, except that the amount of bonus damage dealt by the weapon against creatures that can uses arcane spells and spell-like abilities increases to 4d6.

Arcane Repression (Sp): At 16th level, an arcane venator can use antimagic field as a spell-like ability once per day. Any spells or effects based on divine magic remains unaffected by this ability. This ability replaces third judgment.

Magic Slayer (Ex): At 17th level, an arcane venator gains Disruptive and Spellbreaker as bonus feats. The penalty granted by the Disruptive feat increases to +6 and the arcane venator gains a +2 to hit and damage on any attacks of opportunity granted by Spellbreaker feat. This ability replaces slayer.

Arcane Aspect (Su): At 20th level, whenever an arcane venator applies a metamagic feat to a spell from his arcane school, she can reduce the spell’s effective level by 1 when determining what level spell slot to prepare the spell in. This ability cannot lower the required spell slot below that of the spell’s original level. In addition, whenever an arcane venator successfully makes a saving throw against an arcane spell, he gains a morale bonus on attack and damage rolls equal to the level of that spell against the caster of the spell until the beginning of his next turn. This ability replaces true judgment.

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

1st +0 +2 +0 +2 Arcane lore, arcane school, domain, orisons, stern gaze 1 — — — — —
2nd +1 +3 +0 +3 Cunning initiative, detect magic, track 2 — — — — —
3rd +2 +3 +1 +3 Solo tactics, teamwork feat 3 — — — — —
4th +3 +4 +1 +4 3 1 — — — —
5th +3 +4 +1 +4 Arcane bane, discern lies 4 2 — — — —
6th +4 +5 +2 +5 Teamwork feat 4 3 — — — —
7th +5 +5 +2 +5 4 3 1 — — —
8th +6/+1 +6 +2 +6 Disdain arcane 4 4 2 — — —
9th +6/+1 +6 +3 +6 Teamwork feat 5 4 3 — — —
10th +7/+2 +7 +3 +7 5 4 3 1 — —
11th +8/+3 +7 +3 +7 Stalwart 5 4 4 2 — —
12th +9/+4 +8 +4 +8 Greater arcane bane, teamwork feat 5 5 4 3 — —
13th +9/+4 +8 +4 +8 5 5 4 3 1 —
14th +10/+5 +9 +4 +9 Exploit weakness 5 5 4 4 2 —
15th +11/+6/+1 +9 +5 +9 Teamwork feat 5 5 5 4 3 —
16th +12/+7/+2 +10 +5 +10 Arcane repression 5 5 5 4 3 1
17th +12/+7/+2 +10 +5 +10 Magic slayer 5 5 5 4 4 2
18th +13/+8/+3 +11 +6 +11 Teamwork feat 5 5 5 5 4 3
19th +14/+9/+4 +11 +6 +11 5 5 5 5 5 4
20th +15/+10/+5 +12 +6 +12 Arcane aspect 5 5 5 5 5 5


The Arcane Venator looks pretty good to me. The only thing I see that is unclear is with the domain, I assume we want to it to work like how an inquisitor domain does but right now the wording leaves it unclear if it is a full domain or only the domain abilities without the bonus spells.

The last sentance should probably be: This ability otherwise works the same as an inquisitor's domain.


Yup. How's this? Otherwise I think we're pretty good.

Domain: An arcane venator must choose either the Knowledge or Magic domain, even if her deity does not grant those domains. Alternatively, she may choose the Spellkiller inquisition in place of one of the two domains. This ability otherwise functions as the inquisitor’s domain ability.


#Arcane Venator
- Disdain Arcane: What about creatures that have arcane spells for spell-like abilities who are not also arcane spellcasters? For example, tieflings Darkness ability.

- What if Greater Bane, instead of dealing an extra 2d6 damage ontop of normal Magebane, instead caused the target to lose a number of spell slots available/prepared and/or spell-like ability uses per day? Or perhaps causing the target to lose the ability to use spells and spell-like abilities for 1d4 rounds? I just feel like there could be more flavor than just a greater amount of beatsticking.
For example, on my Hexblade base class, it has a class-exclusive weapon enhancement called Siphoning, which does 2d4 damage (that is returned to the attacker as temp HP) and also causes the target to lose 1d4 spell levels.

- I agree with the limited domains, considering they gain access to school.


I don't think Disdain Arcane should apply to spell-like abilities, because they aren't actually spells.
I like the spell loss option though it is important that it applies only to arcane spell casting.


@Kyras: Elemental Warden and Arcane Sneak are up on the wiki.

#Arcane Venator
-Disdain Arcane: I think that's what it includes, even dragons. I think "arcane spellcasters" include anyone with an arcane spellcasting class, and those that are arcane in nature and use spell-like abilities, etc. Anyone else know for sure?

- Isn't there a spell or something that does that? Expend? Could adapt it into the Greater Arcane Bane ability oinstead. Or your Hexblade idea might also work.


well to use tieflings as an example, darkness appears on both cleric and sor/wiz spell lists at the same level. They have a racial trait that supports arcane casting, but are descended from divine based creatures. the Daylight spell has the same issue.


#Arcane Venator
Elgh I used to think it was Venerator too :P It took a while to figure out it was Venator when I was doing a thread search and nothing came up for Venerator.
Anyway back to business.

Arcane Bane (Su): This is exactly like the inquisitor’s bane ability, except that the bane special weapon ability property applies only to creatures that have levels in arcane spellcasting classes (including alchemist), creatures that cast arcane spells racially, and/or creatures identified with Knowledge Arcana (Constructs, Dragons, Magical Beasts.)

Disdain Arcane: At 8th level, an arcane venator gains a +4 morale bonus on saving throws made to resist spells, supernatural abilities, and spell-like abilities used by arcane spellcasters, and creatures identified using Knowledge Arcana (Constructs, Dragons, Magical Beasts.) This ability replaces second judgment.

Greater Arcane Bane (Su): Starting at level 12, whenever an arcane venator successfully damages a creature vulnerable to her Arcane Bane ability, that creature must make a will save DC 10+ ½ Arcane Venator level + wis? or lose 1 use of a limited use ability, and an additional 1 for every time the creature was damaged in this way by the same arcane venator in the same 24 hour period. These abilities include spell slots, prepared spells, limited use spell-like abilities, and limited use supernatural abilities. Abilities with the most number of uses are reduced first.
(I looked at Expend, which is an area effect, and altered it to function as an additional bane ability. I'm tempted to also suggest that the bonus to hit from bane stacks up to a max of +5 for each consecutive hit, but that might be overdoing it with the already decently powerful Expend style bane effect)


I'm wondering about the Bane ability. Essentially, as it is, the Venator gains the Bane weapon property 3 times-constructs, dragons, magical beasts-since each bane property is only allows for one of those creature types, but he's gaining it against 3 separate types. But then again, the Inquisitor's Bane ability allows her to switch the type as a swift action, so giving 3 static types is probably balanced.

For Greater Arcane Bane, I think the Will save or expend ability uses is enough, and the Greater Bane ability doesn't increase the bonus to attack against the target, so I don't think we should in this case.


I feel like spellcasters and the 3 static types is more balanced than what was written before. I looked online and it turns out that every SLA that is not specifically not on the Wiz/Sorc spell list counts as Arcane. Which would include all tieflings, gnomes, and handfulls of other humanoids.


Iorthol wrote:
I feel like spellcasters and the 3 static types is more balanced than what was written before. I looked online and it turns out that every SLA that is not specifically not on the Wiz/Sorc spell list counts as Arcane. Which would include all tieflings, gnomes, and handfulls of other humanoids.

well that's neat and convenient.


#Arcane Venator
@Iorthol: I think that's a valid point on SLAs, just not sure how to extend it without losing applicability focus.

* As for the spell siphon, not a bad idea, it's what I used for the Direlock Base Class Ravening Strike ability. Steals spell-levels from the victim, which she can then use to gain buffs. Not sure that the spell stealing suits the Arcane Venator, but I do like the idea of making the victim unable to use their spells.


wait, quite a few angels have daylight...


Alternative to the Spell Slot Damage version of Greater Arcane Bane

Greater Arcane Bane: At 12th level and above, whenever an arcane venator damages a creature vulnerable to Arcane Bane, that creature must make a will save DC 10+½ arcane venator level+ wis mod. On a failed save, that creature cannot cast spells or use spell-like abilities and supernatural abilities for 1d4 rounds.

The previously mentioned version has the flavor of actually burning away the arcane power off of a creature, whereas this version's flavor is more like blocking that power, with violence.

With the Expend version, if an arcane critter fails all their saves against a TWFing arcane venator with haste, they would lose 1, then 2 (3), then 3 (6), then 4 (10), then 5 (15). So in an optimally failtastic round of will saves vs an astounding round of attack rolls could burn out 15 uses of abilities. Against a sorcerer that would burn through all of their limited bloodline powers, all their 1st level spells, and a few of their 2nd level spells. (Not to mention taking 10d6+4xstr+5xWeapon's worth of damage to the face)
In that same setup, the suggested alternative, would mean the arcane critter would need to make 5 will saves per round (of optimally successful attacks from a 3/4 bab warrior) in order to not have all their special stuff crippled for a few rounds.

It's a pretty vicious setup, but against a limited range of targets and still not so dangerous as it's coming from a 3/4 bab class.

Personally I like the name Magebane better than Arcane bane.


In a separate, and considerably less important note...

Iorthol's shameless self promotion!
Come look at my class. I've had it in its current draft for like, a year and a half now, with almost no feedback, critique, nor playtesting.
So if yall are bored and not working on MCAs for a moment, I'd love if you could come poke and prod at my update of the 3.5 classic, Hexblade! <-- Link is here.


From a DM'ing point of view, disabling spells and spell-like abilities (I'm not Su should count, unless someone can point me towards the rules where they count as arcane?) is a far better approach as it'll streamline that ability.

Magebane strikes me a much better name.


#Arcane Venator
I would like to add something to this look over for the Arcane Venator
but I realy got nothing except to say should if fill more wizardy being a Inq/Wiz MCA ..... may be if some thing needs to change we caould swop it out with a counterspell like feacher useing the dispellmagic spell as a spell like abilty .... other then that I got nothen it looks fairly soild but I have not have many Inq in my games so I dont have a feel for them.
my 2cp


Elghinn Lightbringer wrote:

@Kyras: Elemental Warden and Arcane Sneak are up on the wiki.

sweet

Silver Crusade RPG Superstar 2014 Top 16

#Arcane Venator looks great to me, I'd say it's ready to move on!


#Arcane Venator I'm still bothered that solar Angels are now valid targets for magebane, but if everyone wants to move on, i wont hold up the thread.


it is a good point i think there is a thread lately about the argument. what's the rule on anti-mage field could we make it parallel that?


"Magebane" as a name doesn't do it for me. It's not mages, its arcanists. I'm easy though.

I'm also not really sure what has or hasn't been included from these posts. ;) I guess we can edit it after it hits the wiki holding pattern.


Actually now I'm wondering about the Su abilities too. Should we restrict the ability to just spells and spell-like abilities? Otherwise I think it's good too.


Whisk it away El! Can't get bogged down in minutiae! We can argue the toss later...

What's next? Spirit Warrior? The person who posted that never came back...


Oceanshieldwolf wrote:
minutiae

hope you are happy with your self made me look that up....making me learn english :P


Someone want to post Spirit Warrior from Iorthol's post above, I've got to run. Name will need to be changed, as we have a "Spirit Warrior" already.


Something I think is a good idea if we're moving onto the next MCA; one of the actual members of the inner group posting a finalised version of the one we just finished, if that's a reasonable request?


Spirit Warrior:
Spirit Warrior:
Some tribes of Barbarian fuel their rage through more arcane means, instead of channeling into their body with their rage, they instead reach into primal planes and pull, and bring something with them, something only they can control. The Primal Avatar feeds off their rage like a parasite in return for combat powers greater than any mortal.
Primary Class: Barbarian.

Secondary Class: Summoner.

Hit Dice: d12.

Alignment: Any Chaotic

Bonus Skills and Ranks: The primal caller may select three summoner skills to add to their class skills in addition to the normal barbarian class skills. The primal caller gains a number of ranks at each level equal to 2 + INT modifier.

Weapon and Armor Proficiency: The primal caller is proficient with all simple weapons and light armor, as well as all natural weapons. The Spirit Warrior is not proficient with shields.

Primal Avatar: At level one the Spirit Warrior can call his Avatar around him; it appears as translucent, living armor. The Avatar mimics the movements and does not hinder the Spirit Warrior’s senses in any way. The Spirit Warrior can summon his Avatar for a number of rounds equal to 4+ his CON mod and an addition 2 rounds for every level after the first. Temporary increases to CON do not affect the number of rounds a Spirit Warrior can call his Avatar. While the Avatar is summoned the Spirit Warrior is treated as both an outsider and his original type whichever is worse for the Spirit Warrior. The Spirit Warrior gains darkvision 60 feet while the Avatar is summoned.
The Avatar grants the Spirit Warrior bonuses like a summoners Eidolon of the same level. While the Avatar is summoned the Spirit Warrior gains bonuses to STR and DEX, to as well as natural armor as if the Spirit Warrior were an Eidolon of the same level.
A Spirit Warrior gains an evolution pool equal to his Spirit Warrior class level plus his CHA mod. The Spirit Warrior can use the evolution points to gain any evolution an Eidolon of the Spirit Warrior’s level could gain. The Spirit Warrior cannot gain the “large”, “huge” and “ability increase” evolutions; the Spirit Warrior is treated as a bipedal Eidolon in relation to the evolutions the Spirit Warrior qualifies for. At each level the Spirit Warrior can reallocate the evolution points to new or different evolutions.
The Spirit Warrior is limited to the maximum number of natural attacks an Eidolon of his level could have. The Spirit Warrior DOES NOT gain temporary hit points, number of feats, or additional skill ranks from the Avatar. The total number of natural attacks the Spirit Warrior can have while the Avatar is present remains the same; if the Spirit Warrior has more than this the Spirit Warrior must choose which natural attacks to use in any given round.
Due to the intense energy’s the Avatar exposes the Spirit Warrior to, when the Avatar is dismissed the Spirit Warrior is fatigued for a number of rounds equal to two times the number of rounds the Avatar was materialized. However there is a 10% chance (the player must roll percent die) the Spirit Warrior is instead exhausted for a number of rounds equal to the number of rounds the Avatar was materialized.
Summoning the Avatar is a move action that doesn’t provoke Attacks of opportunity. When wearing anything that boosts AC be it armor or a shield or other item or magical item, the Natural Armor Bonus from the Avatar doesn’t apply. The Spirit Warrior can choose to have the Avatar overpower the effects of any AC boosting item, if he does so, any magical ability(s) associated with the item cannot be used and the AC bonus doesn’t apply.
At 9th level the Spirit Warrior gains Multiattack as a bonus feat, even if he doesn’t qualify.
At 10th level the Spirit Warrior can cast Transmogrify as the spell once per day, this only applies to his Primal Avatar.
This ability replaces Rage and all Rage Powers

Aspect: This ability functions as the Summoner ability of the same name. The Spirit Warrior gains this ability at 11th level.
This ability replaces Greater Rage.

Partial Summon: At 17th level the Spirit Warrior can summon only a part of the Avatar, gaining selective abilities. Once per day the Spirit warrior can summon four one-point evolutions; two, two-point evolutions; one three-point evolution, or one four point-evolution that the Avatar has. The Spirit warrior can use these abilities without summoning the Avatar for the rest of the day. Each day the Spirit Warrior can select new evolutions to partially summon. The Avatar must possess these evolutions, when the Avatar is summoned the Partially Summoned evolutions do not stack with the evolutions the Avatar has.
This replaces Tireless Rage.

Greater Aspect: This ability functions the same as the Summoner ability of the same name. The Spirit Warrior gains this ability at 18th level
This replaces Damage Reduction and Trap Sense.

Natural Weapon Mastery or Twin Avatar (by this i mean one or the other, i’m not sure which..)
Natural Weapon Mastery: This functions as the Fighter Ability Weapon Mastery except the Spirit Warrior must chose a natural weapon.
Twin Avatar: As the summoner ability Twin Eidolon, except for each round this ability is used costs two rounds of summoning ability. the avatar uses the Spirit Warrior’s stats as base stats. (I fear this is too powerful)
Either ability replaces Mighty Rage.

Table: Spirit Warrior

Class Level
BAB Armor Bonus Str/Dex Bonus Evolution Pool Max Attacks Special
1st 1 +0 +0 3 3 Spirit Avatar, Fast Movement
2nd 2 +2 +1 4 3 Uncanny Dodge
3rd 3 +2 +1 5 3 —
4th 4 +2 +1 7 4 —
5th 5 +4 +2 8 4 Improved Uncanny Dodge
6th 6 +4 +2 9 4 —
7th 7 +6 +3 10 4 —
8th 8 +6 +3 11 4 —
9th 9 +6 +3 13 5 Multiattack
10th 10 +8 +4 14 5 Transmorgify
11th 11 +8 +4 15 5 Aspect
12th 12 +10 +5 16 5 —
13th 13 +10 +5 17 5 —
14th 14 +10 +5 19 6 —
15th 15 +12 +6 20 6 —
16th 16 +12 +6 21 6 —
17th 17 +14 +7 22 6 Partially Summon
18th 18 +14 +7 23 6 Greater Aspect
19th 19 +14 +7 25 7 —
20th 20 +16 +8 26 7 Natural Weapon Mastery/ Twin Avatar


@Alfray: I'm sure Elghinn will post it to the wiki when he has a moment - he tends to do the gathering and collating...


# ok so what i see is Synthesist mix with a barbarian
-I like what's going on with Primal Avatar but i think its worth more than just rage/ rage powers. may be i am just cruel

-I also like Aspect for greater rage but I think greater aspect should be a trade for timeless rage just make more sense to me.

-Partial Summon does not do it for me if he already has aspect

-I would give back trap sense and DR or take it for something that grows as he levels

- with rewording twin avatar and it would be good to go.


#Spirit Warrior
ok I read over it a few more times these are the changes I would make

-Primal Avatar: I pretty sure this is good however i would take way the armor proficiency. the armor bouse this guy could build up could be nasty and if this class ends up broken AC will be one of the first things to make a dm never allow this MCA

-Aspect/Greater Aspect: for Greater Rage/Timeless Rage, level seems right maybe this would make Aspect come late I would maybe bump it up to level 10

-Avatar's skills:starting at level 3 and every 3 levels the Spirit Warrior gains a +1 enchant bouse to a skill he must choose this skill at level 3 and it must be a skill he can do wile in his avatar form that is either str or dex based.

-Transmogrify: don't know how this got in here but i would take it out

-Multiattack: for all DR gain it at level 7

Twin Avatar: i got nothin capstones are hard


Kyras: In regard to armor, we could apply something I do in my own games for synthesists.
In order to better balance Synthesist, I reduce the armor and temp HP provided by the eidolon by 1/2 and require the eidolon to be the same size as the one wearing it.
So halving the AC bonus for the primal avatar would better balance it against medium barbarian armor.

Also, in regard to the Spirit Warrior's name...
Primal Avatar is a pretty sweet name. We could replace the ability name with something like Merge with Avatar or Avatar Possession or Avatar Rage.


#Spirit Warrior

1) Name change to Primal Avatar is good.

2) change the "Primal Avatar" ability to Primal Spirit.

3) Aspect/Greater Aspect - what is the point of these abilities, since the "primal spirit" grants all the eidolon-esque qualities, including the evolution pool to the character herself. They're pointless. You're diverting points from the spirit (who is already granting the evolution points to the character) to the primal avatar. Does everyone see my point? The evolutions and ability bonuses are replacing rage and rage powers, and only remain for as long as a barbarian would normally rage anyways.

I would suggest replacing Trapsense and Greater Rage with Shield Ally (4th)and Greater Shield Ally (12th) but they grant the bonus to AC/saves to any ally that is adjacent to her.

4) Give Transposition at 8th, usable only while the primal spirit is summoned, and can swap places not with his spirit obviously, but one designated ally.

5) Then replace Tireless Rage with Tireless Spirit (same effect, but doesn't get fatigued from summoning his primal spirit).

6) Leave DR as is so he's got something usable when his spirit isn't summoned.

7) Anyone have a problem with the d12? Reduce to d10, or are we good? I think with the reduction to light armor we should probably leave it at d12, and I think she should still get martial weapon proficiency. Much of her abilities are based on her spirit being present. She should still be able to swing a greatsword if she wants to.

Here's what I propose as the tweaked

PRIMAL AVATAR:

Some barbarians fuel their rage through arcane means. Instead of channeling their rage internally, they draw energy from the primal plane and form it into something only they can control. This spirit avatar feeds off its master’s rage like a parasite. In turn, the primal avatar gains great combat prowess, more than any mortal might normally obtain.

Primary Class: Barbarian.
Secondary Class: Summoner.
Alignment: Any chaotic.
Hit Dice: d12.

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

Weapon and Armor Proficiency: The spirit warrior is proficient with all simple and martial weapons, with natural weapons, and with light armor, but not with shields.

Primal Spirit: A primal avatar begins play with the ability to summon a powerful creature called a primal spirit. The spirit forms a link with the primal avatar, has the same alignment as the primal avatar that calls it, and can speak all of her languages. A primal avatar can summon his spirit for a number of rounds per day equal to 4 + her Constitution modifier. At each level after 1st, she can summon her primal spirit for 2 additional rounds. Temporary increases to Constitution, such as those gained from rage and spells like bear's endurance, do not increase the total number of rounds that a primal avatar can summon her spirit per day. A primal avatar can summon her primal spirit as a move action that does not provoke an attack of opportunity. The total number of rounds of summoning her primal spirit per day is renewed after resting for 8 hours, although these hours do not need to be consecutive. Unlike an eidolon, a primal spirit is not treated as summoned creatures, and is not subject to banishment, or similar effects that affect summoned creatures.

While a primal spirit is summoned, the primal avatar is treated as both an outsider and his original creature type. The spirit grants the primal avatar darkvision 60 feet, a number of temporary hit points equal to 1/2 her primal avatar level (minimum 1) + her Constitution modifier, and a bonus to Strength, Dexterity equal to a summoner’s eidolon of her level, but grants her half the listed bonus to natural armor. It also grants her the same maximum number of natural attacks as an eidolon of her level. If the primal avatar has more natural attacks than the maximum number, she must choose which natural attacks to use in any given round.

It also grants her an evolution pool equal to that of an eidolon of her level, but subtracts 2 from the listed total of evolution points at each level. For example, she gains only one evolution point at 1st level, two at 2nd level, three at 3rd, and so on. A primal avatar can spend evolution points to gain any evolution an eidolon of her level has access to except for the Large, Huge, and Ability Increase evolutions.

Whenever the primal avatar gains a level, she must decide how these points are spent, and they are set until she gains another level of primal avatar. She is also treated as having the bipedal base form for the purpose of what evolutions she qualifies for. The primal spirit does not grant the primal avatar a bonus to her base attack bonus, skill points, feats, or special abilities normally gained by to the eidolon (see Table: Primal Spirit Base Statistics).

At 9th level, a primal avatar gains the Multiattack feat whenever her primal spirit is summoned.

Due to the exposure of intense energy’s generated by summoning her primal spirit, the primal avatar becomes fatigued for a number of rounds equal to two times the number of rounds the primal spirit was summoned.

If the primal avatar should wear an item or come under the effects of a spell that increases her natural armor bonus while her primal spirit is summoned, only the highest bonus from either the armor, spell, or her spirit applies. This ability replaces rage and rage powers.

Shield Ally (Su): At 4th level, whenever a primal avatar summons her primal spirit, any ally that is adjacent to her receives a +2 shield bonus to his Armor Class and a +2 circumstance bonus on his saving throws. This bonus does not apply if the primal avatar is grappled, helpless, paralyzed, stunned, or unconscious. This ability replaces trapsense.

Transposition (Su): At 8th level, while her primal spirit is summoned, a primal avatar can swap locations with a single ally within 30 feet. If the ally is larger than her, she can appear in any square occupied by the ally. The ally must occupy the square that was occupied by the primal avatar if able, or as close as possible if it is not able. She can use this ability a number of times per day equal to her Charisma modifier.

Greater Shield Ally (Su): At 12th level, whenever an ally is adjacent to the primal avatar when her primal spirit is summoned, the ally receives a +4 shield bonus to its Armor Class and a +4 circumstance bonus on its saving throws. This bonus does not apply if the primal avatar is grappled, helpless, paralyzed, or unconscious. This ability replaces greater rage.

Tireless Spirit: Starting at 17th level, a primal avatar no longer becomes fatigued when her primal spirit is dismissed. This ability replaces tireless rage.

Twin Avatar (Su): At 20th level, a primal avatar can manifest his primal spirit in corporeal form. As a standard action, the primal avatar can create a duplicate of his primal spirit, copying all of her evolutions, form, and abilities. Its Strength, Dexterity, and Constitution scores change to match the base scores of the primal avatar. The duplicate spirit does not have any gear that the primal avatar is carrying, including magical items. The primal spirit also gains none of the primal avatar’s class features. The primal avatar can maintain this duplicate spirit form by expending 2 rounds of summoning per round. This duration does not need to be consecutive, but it must be spent in 2 round increments. The primal avatar can end this effect as a free action. This ability replaces mighty rage.

Table: Primal Avatar
Base
Class Attack Fort Ref Will
Level Bonus Save Save Save Special

1st +1 +2 +0 +0 Fast movement, primal spirit
2nd +2 +3 +0 +0 Uncanny dodge
3rd +3 +3 +1 +1
4th +4 +4 +1 +1 Shield ally
5th +5 +4 +1 +1 Improved uncanny dodge
6th +6/+1 +5 +2 +2
7th +7/+2 +5 +2 +2 Damage reduction 1/—
8th +8/+3 +6 +2 +2 Transposition
9th +9/+4 +6 +3 +3
10th +10/+5 +7 +3 +3 Damage reduction 2/—
11th +11/+6/+1 +7 +3 +3
12th +12/+7/+2 +8 +4 +4 Greater guard ally
13th +13/+8/+3 +8 +4 +4 Damage reduction 3/—
14th +14/+9/+4 +9 +4 +4 Indomitable will
15th +15/+10/+5 +9 +5 +5
16th +16/+11/+6/+1 +10 +5 +5 Damage reduction 4/—
17th +17/+12/+7/+2 +10 +5 +5 Tireless spirit
18th +18/+13/+8/+3 +11 +6 +6
19th +19/+14/+9/+4 +11 +6 +6 Damage reduction 5/—
20th +20/+15/+10/+5 +12 +6 +6 Twin avatar

Table: Primal Spirit Base Statistics
Class Temporary Armor Str/Dex Evolution Max.
Level Hit Points Bonus Bonus Pool Attacks Special

1st +0 +0 +0 1 3 Darkvision 60 ft.
2nd +1 +1 +2 2 3 —
3rd +1 +1 +2 3 3 —
4th +2 +1 +2 5 4 —
5th +2 +2 +2 6 4 —
6th +3 +2 +2 7 4 —
7th +3 +3 +2 8 4 —
8th +4 +3 +4 9 4 —
9th +4 +3 +4 11 5 Multiattack
10th +5 +4 +4 12 5 —
11th +5 +4 +4 13 5 —
12th +6 +5 +4 14 5 —
13th +6 +5 +4 15 5 —
14th +7 +5 +6 17 6 —
15th +7 +6 +6 18 6 —
16th +8 +6 +6 19 6 —
17th +8 +7 +6 20 6 —
18th +9 +7 +6 22 6 —
19th +9 +7 +6 23 7 —
20th +10 +8 +8 24 7 —


#Primal avatar, looks pretty good over here elghin, good work as usual


#Insightful Mind, I actually think borrowing the magus spellcasting mechanic for this might be thematic.


#PrimalmAvatar:
Yep I like what you did there Elghinn. My concerns:

* d12HD + Primal Spirit - maybe. I guess Rage does a similar thing, and is good that it doesn't gain the other eidolon progression abilities apart from Darkvision and... multiattack (see final comment).
What are the complicatoria from giving the evolutions on top of

" a number of temporary hit points equal to 1/2 her primal avatar level (minimum 1) + her Constitution modifier, and a bonus to Strength, Dexterity equal to a summoner’s eidolon of her level, but grants her half the listed bonus to natural armor"

Anyone care to build and bust this? Try and munchkin up a mega-barbarian!!!

* Shield Ally - I love this - and is excellent that it is only when the spirit is present. I'd want to limit the number of allies she could give this bonus to. Although, I guess it'sma tactical, situational thing. If you want the bonus, stick close to the Primal Avatar! (Gonzo here - how about an expansion at Greater Shield Ally that applies the bonus out to 10' if the Spirit has the reach evolution? (Maybe that's good for a feat...)

* Transposition - hmm, flavorwise I'm not feeling this at all. Why/how is she able to do this? If it was called Spirit-swap, or Spirit-Leap - but even then it's a thematic stretch. Imbuing the ally with your spirit for a number of rounds, or drawing forth your ally's spirit while yours fades out for a number of rounds I can see, just not the whole swapping places thing.

* Is a Primal Spirit imbued Primal Avatar multiattacking with a greatsword a problem at all? :)

Generally, I really like this MCA concept!!! I want to play one - and that's always a good sign from OSW!!!


+5 Toaster wrote:
#Insightful Mind, I actually think borrowing the magus spellcasting mechanic for this might be thematic.

Let's not jump the gun, +5! We'll get there...


Transposition: I'd personally rather change that to Primal Leap, and just get Dimension Door like a Synthesist. I don't see how shielding allies and switching places with allies fits the theme here. I would rather see those abilities dropped for a return of barbarian abilities or replaced with other things provided by synthesist/summoner.
Greater Bladed Dash would be a cool thing to include in somewhere as a limited/day charge ability.


Iorthol wrote:

Transposition: I'd personally rather change that to Primal Leap, and just get Dimension Door like a Synthesist. I don't see how shielding allies and switching places with allies fits the theme here. I would rather see those abilities dropped for a return of barbarian abilities or replaced with other things provided by synthesist/summoner.

Greater Bladed Dash would be a cool thing to include in somewhere as a limited/day charge ability.

maybe as osw said, he can imbue his teammates temporarily. Also don't we average the hit dice when they are 2 steps apart?


+5 Toaster wrote:
Maybe as osw said, he can imbue his teammates temporarily. Also don't we average the hit dice when they are 2 steps apart?

Ususally, but not always. Some MCAs have retained their Primary HD, all depends on the swap balances.


The Aspect and Greater Aspect I think fit the theme, after 10-18 levels of channeling this great spirit, it leaves side effects in the form of evolutions/mutations. It doesn't even detract from the eidolon, in some respect, because they benefit from those 2-6 points when the eidolon is there as well as when its not, but I agree with this being dropped to maintain DR, which is a pretty signature feature of the barbarian, which should be kept since they're losing rage.

I still find it really strange to assign ally-assistance abilities to this. It doesn't feel like it fits the style of the class at all, to me. The purpose of Shield Ally in the first place was to keep the eidolon and summoner close to each other, which is completely unnecessary when they're fused as 1 being. Extending this class-selfish ability randomly into a support ability for any ol' party member just seems pretty strange.

Ok, so in Synthesist Shield Ally gains the synthesist a shield bonus while fused, that is excessive since the eidolon gives enough AC as it is, so how about, since you can't raise stats with evolution points, we give some of the rage feel back to the Primal Avatar's primal spirit.

Resilient Meld (ex): At 4th level, whenever the primal titan is using primal spirit, he gains a +2 morale bonus to Constitution and a +2 circumstance bonus on will saves while using primal spirit.
Nix trap sense.

Primal Jump (Sp): At 8th level, whenever the primal titan is using primal spirit, he can cast dimension door as a spell-like ability using his caster level. This ability only affects the primal titan and his eidolon. The primal titan can use this ability once per day at 8th level, plus one additional time per day for every five levels beyond 8th.

Greater Resilient Meld (ex): At 12th level, whenever the primal titan is using primal spirit, the bonuses from Resilient Meld improve to +4 morale bonus to Constitution and +3 circumstance bonus to will saves. Nix greater rage.


i see what you are saying Iorthol but the party support abilitys are a great way to make a class srtonger with out overpowering the reast of the party *like who no one will ever say the bard is over pwoer because it stander move helps every one so the bump to every partys hp my be a good fit say that for this guy "inpowering the sprits aournd him"


Whoops looks like my edit came in too late. *Points up at it!*

I get that it's a spiffing support move, but it just makes no sense to me. The shield ally ability is a selfish ability, and the barbarian is a beat stick. I don't see how selfish+beatstick=Team player. Especially since nothing in the thematics of the class suggest that it should be dealing out support. This is a barbarian and a summoner's eidolon, which are both front-line offensive ideas.
I dunno, shielding buddies and switching with buddies just seems like a huge segue. That kind of thing sounds more like what a Paladin Summoner of the same kind of idea would do, not a barbar summoner.

Normal barbar= I hit it with a stick and ANGER
Primal Avatar= I hit it with a stick and A GOD

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