Multiclass Archetypes IV: Ultimate Multiclass Archetypes


Homebrew and House Rules

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Wow, pretty dead. So, 55hi55, anything further on the Primal Avatar? Otherwise I think we're moving on before the thread dies.


Thread's just slow 'cause without someone giving the final word on things we're just stuck talking about the same stuff over and over. I think.

Not to mention, submitting new ideas is part of the appeal of being active.
So, we've got Primal Avatar and Shogun's Shadow up on the table needing finishing right now?


I'm pretty sure we decided to leave Shogun's Shadow for edits later. As I said on the previous page, if we are done with the PA it's time for the Browman's Cleanser of the Faith.


I'm good on PA as soon as I convince my dungeon master to let me play the class ;).
Really though it's great thank you guys for this. It's like a non-overpowered synthesist summoner which was the inspiration for the class.


Yes, on to Cleanser of the Faith. Iorthol, want to post that one? I'm currently knee deep in bathroom renos so don't have time. I'll get to you guys when I can, I have some ideas on CotF.


OK, I'll post it now that I have time.

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.

Primary Class: Inquisitor.
Secondary Class: Cleric.
Alignment: A cleanser of the faith’s alignment must be within 1 step of her deity’s, along either the law/chaos or good/evil axis.
Hit Dice: d8.

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

Weapon and Armor Proficiency: The cleanser of the faith is proficient with all simple and the favored weapon of her deity. A cleanser of the faith is also proficient with light armor, medium armor, and with 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.

[b]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.

Table: Cleanser of the Faith
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

Spells per Day
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

Browman had a Spells Known table, but it's not nedded as this is a normal divine caster.

Also, reposting this too.

OSW Feedback on Cleanser of the Faith:

The name is a bit clunky, though I'm really feeling the concept! Currently it seems a little simple - which is definitely a great thing (note the complete lack of even one comment for my uber-complex symbiote gunner ;p) I just think we can add some more "wow" to it!!!

* Domain - I think perhaps you've swapped too much here - keeping either Cunning Initiative or Track would be totally in keeping with the theme. I'm also not so sure the extra-casting makes sense to me. If you want to cast it extra times you need to have it on your spells known list? If it is, is it stilla Domain spell, and if so why not choose another? I mean I get the extra utility. I guess its utility vs versatility...

* Priestly Lore - nice tweak but wording is slightly vague. A bunch of devout parishioners might be a "religious group".

* Channeling - ok - let's see what other people think - are teamwork feats and solo tactics equal to the proposed channeling? More? Less?

* Divine Protection - interesting and I like it, but - slightly problematic from a design perspective as you've replaced a completely offensive capability with a defensive one, that only works against half of the universe's casters. Great theme, we'll just have to see what people think.

Generally I like it. I think it's mostly fine, a hardworking approach to a well known trope. I just can't quite put my finger on it. I think I want to change the Channel, but that's a very Cleric swap-in.
Nice one Browman!


Now, here's my changes.

The name could definitely be changed. Maybe Grand Purifier? Divine Purifier? Grand Inquisitor? But then maybe it's growing on me.

Anyways...

CLEANSER OF THE FAITH MKII:

A cleanser of the faith specializes in searching for and removing deviant members of his 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.

Primary Class: Inquisitor.
Secondary Class: Cleric.
Alignment: A cleanser of the faith’s alignment must be within 1 step of her deity’s, along either the law/chaos or good/evil axis.
Hit Dice: d8.

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

Weapon and Armor Proficiency: The cleanser of the faith is proficient with all simple and the favored weapon of her deity. A cleanser of the faith is also proficient with light armor, medium armor, and with shields (except tower shields).

Domain: This is exactly like the inquisitor’s domain ability, except that the cleanser of the faith gains the bonus spells listed for each domain and the related bonus spell slots. This ability replaces cunning initiative and domain.

Priestly Lore (Ex): This is exactly like the inquisitor’s monster lore ability, except that the cleanser of the faith adds her Wisdom modifier on Knowledge checks in addition to her Intelligence modifier, when making skill checks to identify the abilities and weaknesses of a special servant (cleric, inquisitor, oracle, or paladin) of a religious sect.

Channel Energy (Su): When a cleanser of the faith reaches 3rd level, she gains the supernatural ability to channel energy like a cleric. A cleanser of the faith can use this ability a number of times per day equal to 3 + her Charisma modifier. A cleanser of the faith uses her level as her effective cleric level when channeling energy. This ability replaces teamwork feats.

Channel Smite: At 5th level, a cleanser of the faith gains Channel Smite as a bonus feat.

Divine Protection (Su): At 8th level, a cleanser of the faith gains a +2 bonus (sacred or profane) to all saving throws against spells cast by a divine spellcaster. This ability replaces second judgment.

Cleansing Smite (Su): At 12th level, instead of the normal effects of her channel energy ability, a cleanser of the faith can choose to have her channel energy heal her allies or harm infidels (an enemy of her faith or a heretic of her church). She must make this choice each time she uses channel energy. If a cleanser of the faith chooses to heal allies or harm infidels, her channel energy has no effect on other creatures. The amount of damage healed or dealt and the DC to halve the damage is otherwise unchanged. This ability replaces greater bane.

Greater Divine Protection (Su): At 16th level, a cleanser of the faith’s bonus (sacred or profane) to saving throws against spells cast by divine spellcasters increases to +4. This ability replaces third judgment.

Table: Inquisitor
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 Domain, judgment 1/day, priestly lore, orisons, stern gaze 1+1 — — — — —
2nd +1 +3 +0 +3 Detect alignment, track 2+1 — — — — —
3rd +2 +3 +1 +3 Channel energy, solo tactics 3+1 — — — — —
4th +3 +4 +1 +4 Judgment 2/day 3+1 1+1 — — — —
5th +3 +4 +1 +4 Channel smite, discern lies 4+1 2+1 — — — —
6th +4 +5 +2 +5 4+1 3+1 — — — —
7th +5 +5 +2 +5 Judgment 3/day 4+1 3+1 1+1 — — —
8th +6/+1 +6 +2 +6 Divine protection 4+1 4+1 2+1 — — —9th +6/+1 +6 +3 +6 5+1 4+1 3+1 — — —
10th +7/+2 +7 +3 +7 Judgment 4/day 5+1 4+1 3+1 1+1 — —
11th +8/+3 +7 +3 +7 Stalwart 5+1 4+1 4+1 2+1 — —
12th +9/+4 +8 +4 +8 Cleansing channel 5+1 5+1 4+1 3+1 — —
13th +9/+4 +8 +4 +8 Judgment 5/day 5+1 5+1 4+1 3+1 1+1 —
14th +10/+5 +9 +4 +9 Exploit weakness 5+1 5+1 4+1 4+1 2+1 —
15th +11/+6/+1 +9 +5 +9 5+1 5+1 5+1 4+1 3+1 —
16th +12/+7/+2 +10 +5 +10 Greater divine protection, judgment 6/day 5+1 5+1 5+1 4+1 3+1 1+1
17th +12/+7/+2 +10 +5 +10 Slayer 5+1 5+1 5+1 4+1 4+1 2+1
18th +13/+8/+3 +11 +6 +11 5+1 5+1 5+1 5+1 4+1 3+1
19th +14/+9/+4 +11 +6 +11 Judgment 7/day 5+1 5+1 5+1 5+1 5+1 4+1
20th +15/+10/+5 +12 +6 +12 True judgment 5+1 5+1 5+1 5+1 5+1 5+1


Channeling feats instead of teamwork feats maybe? Also is there gonna be an issue with the guided hand feat?


Why? He meets all the prereqs at X level, and casts spells using Wis. So, it shouldn't be affected.


Elghinn Lightbringer wrote:
Why? He meets all the prereqs at X level, and casts spells using Wis. So, it shouldn't be affected.

we posted at the same time so i had yet to see your rendition, I do like it. I guess guided hand wouldn't be too much of a problem or clerics wouldn't get it.


#Cleanser of the Faith:

* Priestly Lore: I see this guy as a Divine version of the Arcane Venator or Witchfinder - perhaps Priestly lore could be expanded thematically to include Outsider (or any other) servants of religious sects. Nailing just what is meant by religious sect will be important here of course.

* How about Channeling feats OR teamwork feats. No reason to limit either option for building a range of different CotFs...

* As for the name, eh, I'm easy really. I do find it a little clunky, it is growing on me too, I just think there could be something really WOW to use instead.

* Divine Protection - similar to Priestly Lore - what about Angels/Devils/Demons etc, whether of religious sects or not, but obviously thematically divine...


I have no issues with changing the name if that is the consensus. I do feel that their abilties should apply to more than just clerics, oracles, paladins and inquisitors. But I do feel that access to full level channel + bonus channel and/or teamwork feats would be a bit much.


I've adjusted some of the abilities as per OSW's and Browman's suggestions.

As for channeling feats and teamwork feats, there just isn't any swapping room to have Channeling feats or teamworks feats. However, she can still use her normal level advancement feat slots to choose teamwork or channel feats, now that she has the channel ability.

Priestly Lore (Ex): This is exactly like the inquisitor’s monster lore ability, except that the cleanser of the faith adds her Wisdom modifier on Knowledge checks in addition to her Intelligence modifier, when making skill checks to identify the abilities and weaknesses of special servants (cleric, inquisitor, oracle, or paladin) of religious sects. This bonus also applies to any outsiders of the angel, archon, azata, daemon, demons, or devil subtypes, who often serve as agents of divine powers.

Divine Protection (Su): At 8th level, a cleanser of the faith gains a +2 bonus (sacred or profane) to all saving throws against spells cast by a divine spellcaster or outsiders of the angel, archon, azata, daemon, demon, or devil subtype. This ability replaces second judgment.

Greater Divine Protection (Su): At 16th level, a cleanser of the faith’s bonus (sacred or profane) to saving throws against spells cast by divine spellcasters and the listed outsiders increases to +4. This ability replaces third judgment.


All those changes look excellent to me.


+5 Toaster wrote:

Hey I made it to the wiki, yay! Also I necro'd a couple threads that had the MCA spirit.

Zen Mystery
Monk bloodline
obviously these have to wait, but getting awareness up now could help, especially since they got their own threads.

the zen mystery will be finished tomorrow with an accompanied simple archetype. I do want to make sure these make it on the agenda.


@Browman: I think we can move on to the Swashbuckling Assassin/Blackpowder Assassin.

BLACKPOWDER ASSASSIN:

We need a flavor blurp here Alfray.

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: The blackpowder 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 blackpowder assassin must take Exotic Weapon Proficiency (firearms) to gain proficiency with two-handed firearms and firearm siege engines. The blackpowder assassin is proficient with light armor, but not with shields.

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

Sneak Attack (Ex): This is exactly like the ninja ability of the same name, except that a blackpowder assassin's 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. A 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, a 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 expends 1 focus point from her focus pool.

Ki Bullets (Su): By performing a 1 hour ritual, a 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 points if the blackpowder assassin decides to imbue her ki bullets with the focus shot deed. The black powder assassin must have the focus shot deed to select his trick.

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 a gunslinger’s grit pool and a ninja’s ki pool.

At 2nd level, as long as she has at least 1 point in her focus pool, a blackpowder assassin 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 replaces 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 + 1/2 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 ability 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 ability 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), whenever 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 a master trick instead. In addition, she adds the following to the list of master tricks she may select:

Ki Bullet Mastery (Su): This trick functions as the ki bullets trick (see above), except that the blackpowder assassin spends only 1 focus point per two ki bullets she makes. The black powder assassin must have the ki bullets ninja trick before selecting this trick.

Smoke Shot (Ex): While wielding a firearm, whenever a blackpowder assassin creates a smoke bomb 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 centered 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 focus 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 ability replaces hidden master.

Table: Blackpowder Assassin
Base
Class Attack Fort Ref Will
Level Bonus Save Save Save Special

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
4th +3 +4 +4 +1 Deadly intuition, quickdraw, sneak attack +2d6
5th +3 +4 +4 +1 Ninja trick
6th +4 +5 +5 +2 Cunning eye +2
7th +5 +5 +5 +2 Deeds, 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, 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
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, sneak attack +7d6
20th +15/+10/+5 +12 +12 +6 Ninja trick, true assassin


+5 Toaster wrote:
+5 Toaster wrote:

Hey I made it to the wiki, yay! Also I necro'd a couple threads that had the MCA spirit.

Zen Mystery
Monk bloodline
obviously these have to wait, but getting awareness up now could help, especially since they got their own threads.
the zen mystery will be finished tomorrow with an accompanied simple archetype. I do want to make sure these make it on the agenda.

I've got it slotted here.

Swashbuckling Assassin/Blackpowder Assassin (Alfray)
Arcane Archer (Kyras)
Remorseless Assassin (Kyras)
Symbiote Gunner (OSW)
Zen Mystery/Archetype (Toaster)


#Blackpowder Assassin

I like this MCA generally, and I like the Focus tweak to the Grit mechanic.

* Do we need the alignment comment? Why would they be chaotic?

Seems like more of a tweak and synergy to the Ninja than a straight (or even complicated) swap for the most part, which is a nice design path. I'll take another look in a little bit, but I am curious about this one:

* Does Focus Shot just dispense with the usual tactical prereqs by expending a Focus point?


The Blackpowder assassin looks pretty good to me.


Right, back - sorry work's been busy the last few days and I was travelling for several hours yesterday.

Here's the most recent version that's been play tested, at level 4 (though only for one session).

BLACKPOWDER ASSASSIN:

Some ninjas deviate from their path of a silent assassin and explore the use of firearms mixed with their deadly skills. In doing so they learn an impressive range of combat arts to ensure they have an upper hand at all times. The more traditional ninjutsu orders will abandon those who are tempted the allure of firearms, leading those who aim to combine these skills to do so single-handedly or to be taught by a master. Able to arm themselves in a blink of an eye and with almost supernatural awareness and reactions, blackpowder assassins seem to react to combat before it even starts.

Primary Class: Ninja
Secondary Class: Gunslinger
Alignment: Any, normally 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 ninja 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. This modifies sneak attack.

Ninja Tricks: 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. This modifies ninja tricks

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, carving a unique rune into her bullets, the blackpowder assassin may infuse her supernatural focus into her ammunition. 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, a blackpowder assassin can regain one focus point in the following ways.

Sneak Attack Kill with a One-Handed Firearm: When the 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 the blackpowder assassin's character level to 0 or fewer hit points does not restore any focus.

Critical Hit with a Firearm: Each time the blackpowder assassin confirms a critical hit with a firearm attack while in the heat of combat, she regains 1 focus point. Confirming a critical hit on a helpless or unaware creature or on a creature that has fewer Hit Dice than half the blackpowder assassin's character level does not restore focus.

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 modifies 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 (Ex): 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 use this deed 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 level (max 20, 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, with a DC of 10 + 1/2 the blackpowder assassin’s level + her Charisma modifier, all extra damage is halved. Once a creature has been targeted with this deed, regardless if it succeeded on the saving throw, it cannot be targeted for 24 hours. 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 Quick Draw 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. This modifies master tricks. 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 half a focus point per ki bullets you make (rounding up). 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

Loses:
Poison Use
No Trace
Uncanny Dodge
Imp. Uncanny Dodge
Hidden Master

Modified:
Weapon Proficiencies
Sneak Attack
Ninja Tricks
Ki Pool
Master Tricks

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

New Feat:
Extra Focus
You can use your focus pool more times per day than most.
Prerequisites: Must have a focus pool.
Benefit: Your focus pool increases by 2.
Special: You can gain Extra Focus multiple times. Its effects stack.

I've limited the number of weapon proficiencies you gain from the MCA to five of the ninja weapons as one of the comments I received on this earlier was that the MCA might grant too many weapon proficiencies. (However my games run with a houserule that you can swap exotic weapon proficiencies from your class to another suitable weapon.)

We added back in the ability to regain focus by critting with a firearm, considering the chance is fairly low and the other method requires the killing blow to have dealt sneak attack damage - unlike the gunslinger's method which has no limitations aside from the HD of the target.

Showstopper was tweaked a bit (it's based off the Named Bullet spell), increasing the damage to the same level as the spell and making the reflex save less extreme, due to considering at what level the deed is gained.

@OSW:
I based Focus Shot off the Up Close and Deadly deed from the Pistolero archetype. My aim is that you expend a focus point and can deal your sneak damage. I should include that this is limited to the normal range of your sneak attack or the first range increment of the firearm (which every seems more fair).

We could remove the text on alignment, my player and I (who came up with the MCA together) based our original design off characters from Assassin's Creed and The Dark Tower who were mostly chaotic in nature.


#Blackpowder Assassin

1) Sorry, don't see the issue with having too many proficiencies. This is an assassin, and should beable to choose her method of dealing death to her targets. I think simple, all one-handed firearms, plus the ninja specific weapons it just fine.

2)Alignment: just change it to Any.

3) I don't think there should be a way to regain focus points. The focus pool is as big as a ki pool (1/2 level + Cha, up to 15+ at 20th), not as small as grit (Wis mod only, 7-8 at 20th, if maxing Wis vs. other abilities). We should just go with the larger pool size and allow the MCA to choose between ki and grit type expenditures. Regaining focus is overkill IMO. So, I would suggest removing the Sneak Attack with a One-Handed Firearm and Critical Hit with A Firearm from the Focus Pool ability.

Also, with focus, if we add in the following...

"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 counts as both the grit class feature and ki pool class feature for the purpose of choosing feats with prerequisites. This ability replaces ki pool. "

...there is no need for the Extra Focus feat you created. He can just choose the Extra Grit or Extra Ki feats instead, which do the same thing.

4) I would rewrite Focus Shot like this:

Focus Shot (Su): At 1st level, when the blackpowder assassin hits a target with a one-handed firearm that is not making a scatter shot, she can spend 1 focus point to deal her sneak attack damage as extra damage on a hit. If she misses with the attack, she grazes the target, dealing half the extra damage anyway. She must choose to spend the focus point before she makes the attack roll. This is precision damage and is not multiplied if the attack is a critical hit. This precision damage increases as her sneak attack damage increases. This deed replaces the deadeye deed.

and Show Stopper like this:

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 against the target of this deed with a one-handed firearm cannot misfire, and is unaffected by concealment (but not total concealment). This deed must be used within 1 round of spending the focus point. 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 level (max 20, 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, with a DC of 10 + 1/2 the blackpowder assassin’s level + her Charisma modifier, all extra damage is halved. Once a creature has been targeted with this deed, regardless if it succeeded on the saving throw, it cannot be targeted for 24 hours. This deed replaces the menacing shot deed.


Blackpowder Assassin
1) Fair enough, given my initial plan had all weapons granted I'm fine with that.

2) Agreed.

3) Considering your point of view, that seems entirely fair, except that the Mythic Pistoleer (Monk/Gunslinger) has a Ki Grit pool of 1/2 level + Wis mod and recovers as a gunslinger. Thus I'm tempted to leave it for the moment. Otherwise treating focus and both ki and grit for anything that would require them (feats, magic items, etc..) should be included.

4) Both rewrites I like.

Otherwise, I'll think of the focus pool size/recovery issue, but I'm heading to bed soon - will check the forums again in the morning.


Hmm, your right, Mystic Pistoleer does regain his points. Let's see what everyon else thinks, if no one else objects, I say we leave them in then. Sometimes, with all the MCAs we've done, I forget what we have and haven't done with ceratin class features. :D

So, anyone else have a view on the recovery issue for the Focus Pool?


I would say not being able to regain is better, having access to both ki and grit is pretty powerful in and of itself.


Right, I'm going to say leave the recovery method in for the moment; as regaining focus on a killing blow (with a sneak attack) likely means you're either spending focus on Focus Shot or Vanish at low levels and firearms only have a 5% chance of critting, unless you take Improved Critical (which will boost it to 10%).

Granted at higher levels you can do a full attack (say with a pepperbox) in the surprise round and get 3 (or 4 with haste) or 6 (or 8 with haste) (with two-weapon fighting) attacks off. That'll mean you'll recover 1 point of focus in the surprise round? You're not getting Dex to damage, so chances are you're going to want to be using focus to gain sneak attack damage on each attack, and Focus Shot is per attack roll, not per round, so it'll add up quickly.

Changes I've made to the version I have on Google Docs;
Alignment: Any

All ninja weapons granted proficiency.

Focus counts as Ki Pool and Grit for all prerequisites.

Focus Shot (Ex): At 1st level, when the blackpowder assassin hits a target with a one-handed firearm that is not making a scatter shot, she can spend 1 focus point to deal her sneak attack damage as extra damage on a hit. If she misses with the attack, she grazes the target, dealing half the extra damage anyway. She must choose to spend the focus point before she makes the attack roll. This attack must be within the range allowed by her sneak attack. This is precision damage and is not multiplied if the attack is a critical hit. This precision damage increases as her sneak attack damage increases. This deed replaces the deadeye 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 against the target of this deed with a one-handed firearm cannot misfire, and is unaffected by concealment (but not total concealment). This deed must be used within 1 round of spending the focus point. 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 level (max 20, 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, with a DC of 10 + 1/2 the blackpowder assassin’s level + her Charisma modifier, all extra damage is halved. Once a creature has been targeted with this deed, regardless if it succeeded on the saving throw, it cannot be targeted for 24 hours. This deed replaces the menacing shot deed.


Elghinn, remember to put the Heretic Theologist on schedule too. Though I had to make very few changes to the last version that you sent me, so we shouldn't take long to finish it this time.


I do wish the blackpowder assassin had a decent method of obtaining dimensional step. It really is the only thing stopping it from being corvo from dishonored. cest la vie


A few levels in Shadowdancer should fix that or a multiclass Shadow Magus (Magus/Ninja MCA) and Gunslinger :P Or a magic item that grants limited teleportation (Gloves of Shadow Hand, using Shadow Jaunt, should do the trick - from Tome of Battle). Otherwise I'm tempted to try and triple MCA for that.


Idea: what if we open the MCA to 3PP classes?^^ I'd like to see a Justicar/Paladin...


Bardess, I was already thinking that once I have my copy of Ultimate Psionics I might start on some MCAs using psionic classes.

Advocates

Pathfinder Adventure, Adventure Path, Maps Subscriber; Starfinder Superscriber

I had actually asked about 3PP classes at one point, and I believe the answer was that we could make them, just not PDF'ify them. Speaking of, I have some random MCAs (and other homebrews) to finish, which I'll probably wind up posting...eventually. uvu


Hah i asked last thread too. Been working with some dragonrider stuff. Hey osw is the direlock ogl?

Advocates

Pathfinder Adventure, Adventure Path, Maps Subscriber; Starfinder Superscriber

@Toaster: While I can't speak for OSW, I'd guess that it is, given the presence of the OGL rules on the last page of the PDF.~

Hm... would an MCA whose primary is a (racial) archetype - rather than the standard incarnation of the class - be feasible? Because I've got some plans for the Kobold Bushwhacker... })


@Lindley; I can't see any harm basing a MCA off an existing racial archetype. My Trench Infantryman was originally based off the Trench Fighter archetype. What are you planning to combine Bushwhacker with?

Advocates

Pathfinder Adventure, Adventure Path, Maps Subscriber; Starfinder Superscriber

In response to Alfray: To be honest, I was thinking the El Fuego Adentro Mage from Swashbuckling Arcana by Alderac Entertainment. Just think, you could have a flamethrower pistol, and still be an ambusher~

Also, I get to use the term "Flamearm", because fire-shooting firearms and weird bad puns that don't really make sense.

Also, I'm putting the finishing touches on an MCA of Dork Night's Pack Hunter and the Barbarian. Which reminds me, I need to finish off that MCA of Little Red Goblin Games's Cowboy archetype and the Barbarian...


@+5
can dimensional step be made in toa ki ability? not requiring this MCA so it is available to more classes


Hmmm… the monk gains Abundant Step at 12th level, with a cost of 2 Ki points - that might work as a master trick for ninja MCAs


Right, quick draft

New Master Trick:

Shadow Step (Su): A ninja can slip magically between spaces, as if using the spell dimension door. Using this ability is a move action that consumes 2 points from her ki pool. Her caster level for this effect is equal to her ninja level. She cannot take other creatures with her when she uses this ability. This trick counts as Abundant Step for any prerequisites.


Perfect


and thats one level before my Remorseless Assassin which fits for balance


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Right, I hope nobody minds me doing this, but I've copied the completed MCAs from the Iorthol's list earlier in the thread to a Google Doc and started adding the most up to date versions of the other MCAs as we've progressed. I think so far I'm missing two (Arcane Venator and Primal Avatar, but they've been posted on the MCA wiki, if there are any others that are missing let me know) and I'm pretty sure I need to tidy up a bit more of the formatting. I've also fixed a couple of typo's and minor errors (such as Gun Prophet stating that it casts as a cleric instead of oracle)

MCA GOOGLE DOC LINK


*blinks* Shadow Strike.

So Monks can become even MORE useless. :P But seriously, there's no need to give random dimension door/teleporting abilities to every class, or there's just no point to the abilities anymore, y'know?

If EVERYONE can cast fireball, then fireball is no longer awesome.


Alfray Stryke wrote:

Right, I hope nobody minds me doing this, but I've copied the completed MCAs from the Iorthol's list earlier in the thread to a Google Doc and started adding the most up to date versions of the other MCAs as we've progressed. I think so far I'm missing two (Arcane Venator and Primal Avatar, but they've been posted on the MCA wiki, if there are any others that are missing let me know) and I'm pretty sure I need to tidy up a bit more of the formatting. I've also fixed a couple of typo's and minor errors (such as Gun Prophet stating that it casts as a cleric instead of oracle)

MCA GOOGLE DOC LINK

Nice work Alfray - that should help Elghinn transpose them to the MCA wiki...


#General note on 3PPs , Archetypes and MCAs:

- Part- or Whole- 3PP Class MCAs - As mentioned above we are really trying to make a resource for the Core, Base and Alternate classes in the PF rules - attempting to fuse other classes from 3PP supplements, while personally very exciting is currently beyond the scope of Multiclass Archetypes Productions. Which isn't to say you can't do it, just we won't be particularly interested in working on them on this thread - we may not be familiar with the 3PP class and can't condone c+p'ing it here - obviously.

- Archetypes within an MCA - Basically the MCA is an archetype, so you would just need to make the same swap the archetype already makes without detailing the archetype in the Primary (or Secondary) class - so for example, using the Armored Hulk barbarian archetype to create an Uberhard Smasher (Barbarian/Fighter) MCA - the Armored Hulk's heavy armor gained at 1st level would be ported straight into the Uberhard Smasher MCA - there is no need to specify Barbarian (Armored Hulk)/ Fighter. [EDIT - while it might save space to leave the Armored Hulk in, so the ability(ies) doesn't need to be specified in the MCA description, the search of a spread of reference material (even in this era of d20PFSRD) means I would prefer to lift the ability wholesale and reprint it - thoughts Elghinn/Raider/cartmanbeck/Flak?]

We have made MCAs that are predicated on bloodlines or alignments (Life Giver/Grave Caller spring to mind).


[slightly off-topic]@+5 Toaster/Lindley Court - Yes, the Direlock is 100% OGL - I'm very pleased you are both familiar with it!!! By all means mash it into whatever you like - archetypes/MCAs etc...

And, if you have the time, pop on over and review it!!!
[/end slightly off-topic]


Oceanshieldwolf wrote:

#General note on 3PPs , Archetypes and MCAs:

- Part- or Whole- 3PP Class MCAs - As mentioned above we are really trying to make a resource for the Core, Base and Alternate classes in the PF rules - attempting to fuse other classes from 3PP supplements, while personally very exciting is currently beyond the scope of Multiclass Archetypes Productions. Which isn't to say you can't do it, just we won't be particularly interested in working on them on this thread - we may not be familiar with the 3PP class and can't condone c+p'ing it here - obviously.

- Archetypes within an MCA - Basically the MCA is an archetype, so you would just need to make the same swap the archetype already makes without detailing the archetype in the Primary (or Secondary) class - so for example, using the Armored Hulk barbarian archetype to create an Uberhard Smasher (Barbarian/Fighter) MCA - the Armored Hulk's heavy armor gained at 1st level would be ported straight into the Uberhard Smasher MCA - there is no need to specify Barbarian (Armored Hulk)/ Fighter. [EDIT - while it might save space to leave the Armored Hulk in, so the ability(ies) doesn't need to be specified in the MCA description, the search of a spread of reference material (even in this era of d20PFSRD) means I would prefer to lift the ability wholesale and reprint it - thoughts Elghinn/Raider/cartmanbeck/Flak?]

We have made MCAs that are predicated on bloodlines or alignments (Life Giver/Grave Caller spring to mind).

well I would start a new thread under compatible products for 3pp. I suppose I could ponder over something for a direlock review.


@Toaster - still falls under Homebrew, regardless of its source - Compatible Products from 3PP's is mostly for announcements about 3PP products - more rarely specific questions regarding them. I think it might be frowned upon to start a homebrewing thread in the Compatible products sub-forum. Either that, or the 3PPs concerned would love it!!! But I think not.

You could make an announcement there that you are busy mashing 3PP classes in that subforum, linkifying to your thread in this Homebrew subforum...


@Raiderrpg, I would highly suggest that the master trick I wrote not be published on the wiki, however my writing it was a suggestion for those that want to use it in home games. It's why I'd rather use existing rules (such as a wand of Dimension Door (Summoner has it as a 3rd level spell), Gloves of Shadow Hand attuned to the Shadow Jaunt manoeuvre (if you're willing to import stuff from 3.5) or use the Shadow Magus to build Corvo and take the Firearm Training Ninja Talent).

@OSW, that was the plan, aside from also using the document for my own games, so that I didn't need to search through the thread for all the different MCAs.

#Blackpowder Assassin,

Are we done with this? I'm happy with it and would be willing to move on.


I am good with the blackpowder assassin


Alright, then let's call the Blackpowder Assassin done. I'm happy with it too.

Kyras, your Arcane Archer is up next. Want to post that up!

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