Multiclass Archetypes IV: Ultimate Multiclass Archetypes


Homebrew and House Rules

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Alright, with the lanch of our first free MCA pdf, and the previous MCA thread so huge, we've decided to start a new thread.

The PDFs can be found HERE on our wiki site at MCArchetype .

Give us your thoughts on new MCAS and let us help develop them, or give us feedback on existing MCAs, our pdfs, or anything else related to the MCA project.

Alright let the fun begin (or continue)!!!


We've also announced our new free pdf HERE.


Reposting the Elemental blade that I put in the last thread, warning wall of text in spoiler.

elemental Blade:

Elemental Blade
The majority of fighters are trained solely with martial techniques, elemental blades are fighters with the smallest spark of arcane talent. Their trainers focus this talent into an elemental focus allowing them to cast an extremely limited selection of spells, though this comes at a cost to their martial skills.

Primary Class: Fighter

Secondary Class: Wizard (Elemental)

Alignment: Any

Hit Dice: d8

¾ BAB, Good Fort

Skills: The elemental blade adds his 3 wizard skills to his list of fighter skills. He gains 2+Int modifier ranks each level

Weapon and armour proficiency: An elemental blade is proficient with all simple and martial weapons, light and medium armour and light and heavy shields (but not tower shields).

Elemental spells: An elemental blade can cast spells following the spell progression listed below, and he chooses one of the following elements: air, earth, fire, and water. His spells are drawn from the elemental wizard spell list of his element. He knows all spells from this list for any levels he can cast, but must prepare his spells once a day as a prepared spellcaster. He has no spell failure chance while casting these spells. He uses his Intelligence to cast spells and gains bonus spells following the normal table.

Elemental Cantrip: An elemental blade can cast the lvl 0 spell of his element at will.

Abjuration training: The elemental blade learns to channel his training into defending himself from the energies of his opposing element, he can sacrifice a spell to gain resistance equal to his level against these energies for a number of rounds equal to the level of the spell used. Air provides resist acid, Earth provides resist electricity, Fire provides resist cold, and Water provides resist fire.

Lvl Bab Fort Ref Will Special
1 0 2 0 0 Elemental spells, Elemental Cantrip
2 1 3 0 0 Bonus Feat, Abjuration training
3 2 3 1 1 Armour Training 1
4 3 4 1 1 Bonus Feat
5 3 4 1 1 guarded spells
6 4 5 2 2 Bonus Feat
7 5 5 2 2
8 6 6 2 2 Bonus Feat
9 6 6 3 3 Weapon Training 2
10 7 7 3 3 Bonus Feat
11 8 7 3 3 Armour Training 3
12 9 8 4 4 Bonus Feat
13 9 8 4 4
14 10 9 4 4 Bonus Feat
15 11 9 5 5
16 12 10 5 5 Bonus Feat
17 12 10 5 5 Weapon Training 4
18 13 11 6 6 Bonus Feat,
19 14 11 6 6
20 15 12 6 6 Bonus Feat

spell progression:

Spells
Lvl 1 Lvl 2 Lvl 3 Lvl 4 Lvl 5 Lvl 6
1
1
2
2 1
3 1
3 2
4 2 1
4 3 1
4 3 2
4 4 2 1
4 4 3 1
4 4 3 2
4 4 4 2 1
4 4 4 3 1
4 4 4 3 2
4 4 4 4 2 1
4 4 4 4 3 1
4 4 4 4 3 2
4 4 4 4 4 3
4 4 4 4 4 4

I know that I am missing a capstone but currently drawing a blank on what to give the elemental blade. Also some abilities can probably be moved around to provide better flow. But I think the tradeoff of abilities is somewhat reasonable and still allows one to make a decent fighter with all the available feats.

All names are easily able to be changed as needed.


Elghinn Lightbringer wrote:
We've also announced our new free pdf HERE.

Not to make a big deal of this but WOW OMG! What is this - a free brand spankin' new beautifully layed out proofed and edited selection of Divine Champion Multiclass Archetypes that presages our entire cast of MCAs presented in downloadable format!!!!

FANTASTIC!!!

Also: Wow - after a development phase of almost two years, roughly three thousand thread posts in three threads and even more emails behind the scenes: "That thing's operational" is a massive understatement.

Well done Elghinn. You should be very proud of this achievement. On to more awesome.

@Browman: Nice one, and glad to see you're with us on the continuing journey!!!


Congrats! It looks beautiful! Good job guys!


Oceanshieldwolf wrote:
Elghinn Lightbringer wrote:
We've also announced our new free pdf HERE.

Not to make a big deal of this but WOW OMG! What is this - a free brand spankin' new beautifully layed out proofed and edited selection of Divine Champion Multiclass Archetypes that presages our entire cast of MCAs presented in downloadable format!!!!

FANTASTIC!!!

Also: Wow - after a development phase of almost two years, roughly three thousand thread posts in three threads and even more emails behind the scenes: "That thing's operational" is a massive understatement.

Well done Elghinn. You should be very proud of this achievement. On to more awesome.

@Browman: Nice one, and glad to see you're with us on the continuing journey!!!

Indeed! But I (we) wouldn't be here if you, Raider, Flak, and Cartmanbeck hadn't jump on the band wagon and joined me on this amazing adventure! Congratz to all of us!!


If you really want to impress me, team up with some of the people over at the Hero Labs forums & get somebody to make a file for this. :P


You two are so corny.

:P


Thank you guys for your awesome contributions to the game.


We got even more coming, Toaster.

We've also got some smaller projects that may or may not be presented as part of MCP, but that we'll definitely post on here whether or not we make them as part of the main project.


xorial wrote:
If you really want to impress me, team up with some of the people over at the Hero Labs forums & get somebody to make a file for this. :P

Okaaaaay. I'll consider you unimpressed then! ;p

Srsly though, we have looked into Herolab, I think Raider was the tech-savvy one there. He'll know the lowdown on where we got with that.

@Raider: Corn is as corn does! ;) "Let's keep rawkin the oarsum" or something equally infamous. Big credit goes to you for setting up the Wiki!!!


Gonna make a condensed post on the stuff I wanna bring over from last thread

Possible Error in Esoteric Chemist:
The spell progression for Esoteric Chemist is likely off. In the 3rd spell level column, the class gets 3rd level spells at level 4, but then doesn't get 4th level spells until level 7.

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

Primary Class: Fighter

Secondary Class: Magus

Alignment: Any

Hit Dice: d10

Full BAB, Good saves Fort and Will

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

New Magus Arcana:
-Arcane Chakrams-
Pre: Magus 3, TWF, Point Blank Shot
The magus is especially proficient in the use of fighting with Chakrams. When using their arcane pool to infuse chakrams, they benefit from the Split Arcana magus arcana, even if they do not qualify for or poses the arcana. In addition, whenever the magus enhances a Chakram with his arcane pool, they gain the Returning quality as a bonus.
(I figured it was okay to give Chakram an extra edge like this since they're very poor melee weapons and a magus can't can't spells normally while using 2 anyway)

-Spellstorm Blades-
Pre: Magus 6, Arcane Chakrams
The magus can complete the somantic components of his spells while holding a Chakram in each hand, as long as at least one of them is enhanced using his arcane pool. In addition, the Magus can perform Spell Combat while duel wielding Chakrams, and may use his Spellstrike class feature to deliver a single touch attack effect per round within the first range increment when throwing a Chakram, even if the spell would allow extra touch attacks, such as Elemental Touch or Chill Touch.

Also congratulations on getting that (those?) fancy PDFs finished~ That's awesome work :3


Esoteric Chemist - fixed!


Woo I helped!


Uh I'm new and I would like to contribute very much. I made a Barbarin/summoner. (I realize that there is one, but it seemed too powerful to me, natural attacks are really strong before you throw in rage, in addition it's not complete and- once again my opinion- too complicated.) So I Made a simpler one. I hope you guys like it!
Um new to the site not sure how to make a drop down box-thingy so i'll just post a link to a google doc's site that has the class stuff on it.
https://docs.google.com/document/d/1-lT5tzk1ivTwmPXr8j9NzpU5mXaEGAOJXbeskj- ieAM/edit


Right, Thaumic Warrior first look.

Warrior's Spirit... I don't see why we're turning to charisma for this. And we can probably just do the actual Arcane Bond here. Either way, stronger than it seems you've accounted for in the build.

Inner Power... He gets Arcana before the Magus itself does. That's a no-no and it needs to be shifted back.

Essence Spells takes away a lot of what makes the fighter class tick.

Power Impact seems rather abusable...

Explosion of Will seems made just to give him a AOE attack.

Overall, I don't see much fighter left in this guy; instead you've tacked on a lot of pseudo-Magus and a pair of anime-esque abilities to a full BAB/HD chassis, which worries me.

I don't know where you're going with this or what makes it a Magus/Fighter.

OSW, you got any comments on this one?


As a note to avoid warding you off or such, Iorthol- we do have to be pretty darn harsh even among ourselves in first drafts, because it can often define if the class works well enough or not to go any further.

So don't take it personally and wait for the others to comment- they might see stuff I missed or angles we can work this guy towards to make him a proper MCA >:3 It is your first try, after all, and no one should expect perfection.


LINK to 55hi55's Spirit Warrior MCA.

Busy right now. I'll get back to the Element Blade.


Perhaps you could lend me suggestions then?
The basic concept is using the Arcane Pool class feature from Magus to replace Weapon Training to reflect the fact that the fighter is focusing on the essense of being a fighter rahter than in a specific sword art.

Pretty much everything beyond replacing some element of the weapon training feature with the arcane pool weapon enhancement and the use of magus arcana is disposable in this.

The impact and explosion things were supposed to replace weapon trainings in the same way that, say, the TWFer replaces weapon training with specific tricks, but I was trying to make it a magical kind of shtick.

The Explosion itself is because I wanted some kind of effect that actually expels the arcane pool enhancement, in an offensive manner. I just like the thematics of infusing an item with power, and then bursting it off again at the badguys in a pinch.

Spells are because I didn't know if I had enough magus in it.

SO, now that you know what I was going for, perchance you can lay down some suggestions or altered comments.

Here's a new draft.

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

Secondary Class: Magus

Alignment: Any

Hit Dice: d10

Full BAB, Good saves Fort and Will

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

Weapon and Armor Proficiency: Thaumic warriors are proficient with simple and martial weapons. They are proficient with light armor, and he later gains proficiency with medium armor. Thaumic warriors are proficient with shields (Except tower shields)

Arcane Pool: At 1st level the Thaumic Warrior gains Arcane Pool, identical to the magus ability of the same name. This ability replaces the bonus feat granted at level 1.

Arcana: At 3rd level, the thaumic warrior may select 1 arcana from the list of Magus Arcana. His effective magus level is equal to his thaumic warrior level. At level 7, 11, and 15 he selects another magus arcana. This replaces the normal occurance of armor training 1 2 3 and 4

Armor Training: At 5th level,the thaumic warrior gains the benefits of armor training 1 except as noted below; The thaumic warrior instead of moving his normal speed in medium armor, gains medium armor proficiency. At 9th level, the thaumic warrior gains the benefit of armor training 2 except as noted below; instead of moving at normal speed in heavy armor, he instead gains the ability to move at normal speed in medium armor. This ability replaces weapon training 1 and 2.

Mystery level 13 ability

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

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

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

lvl BAB fort ref will special
1 +1 +2 +0 +2 Arcane Pool
2 +2 +3 +0 +3 Bonus Feat
3 +3 +3 +1 +3 Arcana
4 +4 +4 +1 +4 Bonus Feat
5 +5 +4 +1 +4 Armor Training 1
6 +6 +5 +2 +5 Bonus Feat
7 +7 +5 +2 +5 Arcana
8 +8 +6 +2 +6 Bonus Feat
9 +9 +6 +3 +6 Armor Training 2
10 +10 +7 +3 +7 Bonus Feat
11 +11 +7 +3 +7 Arcana
12 +12 +8 +4 +8 Bonus Feat
13 +13 +8 +4 +8 Explosion of Will
14 +14 +9 +4 +9 Bonus Feat
15 +15 +9 +5 +9 Arcana
16 +16 +10 +5 +10 Bonus Feat
17 +17 +10 +5 +10 Counterstrike
18 +18 +11 +6 +11 Bonus Feat
19 +19 +11 +6 +11 Armor Mastery, Arcana
20 +20 +12 +6 +12 Master Warrior, Bonus Feat


@Browman/elemental blade: You need to specify the armored spell failure stuff in the weapon and armor proficiencies.

Guarded spells appears in your progression table but is missing???

The abjuration stuff is interesting - it feels like there could be plenty more elemental tricks here based on movement, armor, combat tricks etc...

I find the spells at 1st level unnerving. ;)

There isn't really a lot for me to comment on here - Fighters have so little thematically to swap, and the synergies are difficult. With the Battle Scion just released the gish-concept as arcane blaster comes to mind too...

@Iorthol: I feel this is really a Full BAB Spell-less Magus. He's getting Magus stuff at Magus levels, but no spells.

As above, the fighter is a tricky beast - and the magus is more about mechanics of being a fighting arcanist. Perhaps tweak the arcane pool to work with the fighter's CMB, bravery, weapon/armor training? Just brainstorming here...

The concept of Fighter/Magus is kinda weird to me. I'm sorry I don't have anything more positive to say - I'm more the flavour/theme kinda guy, and there isn't really much of that here. Elghinn might have some ideas...


Hopefully I'll have a chance to take a look at both MCAs today or so. Been busy with life.

I'll see what I can come up with to make the Ftr/Mag more unique. Problem is, the Magus is essentially a Ftr/Wiz already, so combining Fighter and Magus may be difficult. We ourselves have had to abandon a few attempts at certain combos, so if this ends up not being a workable combination Iorthol, it does happen even to us.

One thing to help me and the rest of us is to really narrow dow the flaovr and the role of this guy. What do you want to accomplish? What is his niche, what strange or unique tweaks can be made to make him fun to play. One thing I always do is roam the d20pfsrd and take a look at archetypes from both classes I'm combining, as well as similar type classes from either Paizo or 3rd party publishers. This can often spark ideas, and there may be one or two abilities that one can borrow from them too. This is a trick I suggest anyone that is building an MCA should do, especially if they are stuck on a concept.

Anyways, as I said, I'll take a good look over your Thaumic Warrior and get back to you. Thankyou for your interest and involvement. I always like eager fans who want to work with us on the thread.


OK, here's my thoughts on the Thaumic Warrior.

HD: d10
Skills: 2+Int
Armor and Wp Prof: All simple and martial weapons, light and medium armor, no shields.

Thaumic Magic: At 2nd level, gains a spellbook, adds all cantrips into it, can cast 3 cantrips per day.

At 5th and every 4 levels thereafter, gains access to the higher level spells (up to 4th at 17th), but only gains 1 spell slot for each level he can cast. He also adds one spell of a level he can cast at each of these increments (5th/9th/13th/17th) unless he pays to add more like a normal magus.

I think a Thaumic Warrior spell list is in order, one that has ONLY "touch" spells to make the spellstrike ability the focus here. I'd have to do some work to figure out what spells of 1st to 4th are touch spells.

Thaumic magic replaces bonus feat at 2nd, bravery, armor training 2, armor traiing 4.

Arcane Pool: As magus, but at 4th level. Replaces bonus feat at 4th.

Spellstrike: As magus but at 5th level; same time as he gets his 1st level spells. Replaces weapon training 1.

Arcana: As magus, at 8, 12, 16, and 20. Replaces bonus feats at 8/12/16/20.

Spell Recall: As magus, but at 9th. Replaces weapon training 2.

Heavy Armor: As magus at 13th. Replaces Weapon training 3.

Counterstrike: As magus at 17th. Replaces weapon training 4.

Thaumic Mastery: Gains weapon mastery when weapon is using arcane pool and when using spellstrike.


Elg: It looks good but I think it suffers from issues already said. A little too magus, and not really with its own unique thematics. When I went to make a Fighter/Magus my main objective was to make the magus fighting style, using arcana and arcane pool, as a fighter focused fighting style, dropping the whole spellcasting thing entirely.

But I thought about what you said. What is the niche I'm going for? What is the theme? What can stand out and make this unique?
So I stopped and thought about it. This idea I have is really about enhancing the equipment (and a few arcana tricks), so I thought, what does that? Artificers do that. There's a magus archetype that's kinda magusy. Oh snap I could make a fighter who's a magic blacksmith!

So there's my new thematics. I'm going to use the Soul Forger magus archetype to make a magic fighter who makes/enhances gear.

I'll flesh it out and come up with something later today or tomorrow most likely.


I think some incarnum mechanics could be borrowed.


Raiderrpg wrote:

Right, Thaumic Warrior first look.

Warrior's Spirit... I don't see why we're turning to charisma for this. And we can probably just do the actual Arcane Bond here. Either way, stronger than it seems you've accounted for in the build.

I don't get what you mean with Arcane Bond. It's more like a Synthesist Summoner that a Wizards familiar, not sure if i made that clear enough. As to why CHA is involved, i wanted to tie in a little more to the summoner than just the Evolution points, and i didn't want a set amount of evolution points, but at the same time I didn't want to make it STR ('cause that makes no sense) DEX (for the same reason) CON (because that's what controls rounds of summon), leaving only the mental stats, INT- it's a barbarian archetype- that defies nature (seriously an INT based BARBARIAN can you imagine? WIS would be a good choice so i can change to that.

As to overpowered it's just as strong as an eidolon. But with (potentially) more Hit points and more magic items. If you notice armor and this class clash rather badly, by design. Which (I think) weakens it a lot. If it's overpowered i would love to get it up and running at a good level, i just need to know what to fix.
It's also underpowered at lower levels, at first level all it gets are 3 natural attacks for at most 9 rounds a day.


Umm, 55hi55 - Raider's feedback was for Iorthol's Thaumic Warrior - that early incarnation has an ability called Warrior's Spirit.

Am I confused, or are you? :)

Sorry, haven't had a chance to look at your Spirit Warrior yet...


OH talking about the Thaumic Warrior! My bad, dang second time posting and I done ducked up.


Don't worry. You'll see it happens a lot... ;)


@ 55hi55: It happens ALL the time.

@Iorthol: I shall await your rebuild. Often, we start an MCA with the two base calsses and the flaor concept, then work friom there, so you're on the right track with what you're doing.


Awright!
I've got some thematic changes and even a namechange.

Runeforged Warrior:
Runeforged Warrior
Fighters are often skilled smiths and crafters, in addition to their martial trade. The runeforged warrior takes this trade a step further, enhancing both his craft and his fighting with a flare of arcane might. With the ability to craft and enhance his own equipment, the runeforged warrior takes on the battlefield fully prepared every time.

Primary Class: Fighter

Secondary Class: Magus

Alignment: Any

Hit Dice: d10 (Maybe d8?)

Full BAB, Good saves Fort and Will

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

Weapon and Armor Proficiency: runeforged warriors are proficient with simple and martial weapons (And their bonded weapon? Maybe they should be proficient in it first). They are proficient with light and medium armor, but not shields. He ignores the arcane spell failure chance when wearing light armor for the purpose of casting runeforged warrior spells.

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

Arcane Pool (Su): Arcane Pool (Su): At 1st level, the runeforged warrior gains a reservoir of mystical arcane energy that he can draw upon to fuel his powers and enhance his weapon. This arcane pool has a number of points equal to 1/2 his runeforged warrior level (minimum 1) + his Intelligence modifier. The pool refreshes once per day after the runeforged warrior sleeps and meditates for 1 hour. When he later gains spellcasting, the pool refreshes when he prepares his spells for the day.
At 1st level, a runeforged warrior can expend 1 point from his arcane pool as a swift action to grant his bonded weapon weapon he is holding a +1 enhancement bonus for 1 minute. For every four (Maybe switch this to 5?) levels beyond 1st, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 17th (+4 at 16th?) level. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves. It costs 2 points to grant these bonuses to weapons other than his bonded weapon.
At 5th(6th?) level, these bonuses can be used to add any of the following weapon properties: dancing, flaming, flaming burst, frost, icy burst, keen, shock, shocking burst, speed, or vorpal.
Adding these properties consumes an amount of bonus equal to the property’s base price modifier. These properties are added to any the weapon already has, but duplicates do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. These bonuses and properties are decided when the arcane pool point is spent and cannot be changed until the next time the runeforged warrior uses this ability. These bonuses do not function if the weapon is wielded by anyone other than the runeforged warrior.
A runeforged warrior can only enhance one weapon in this way at one time. If he uses this ability again, the first use immediately ends.

Bonus Feat: At 2nd level, and at every even level thereafter, a runeforged warrior gains a bonus feat in addition to those gained from normal advancement (meaning that the runeforged warrior gains a feat at every level). These bonus feats must be selected from those listed as Combat Feats, sometimes also called “fighter bonus feats.”
Upon reaching 4th level, he may also select Item Creation Feats in addition to Combat Feats. At 4th level and every four levels thereafter (8th, 12th, and so on), a runeforged warrior can choose to learn a Magus Arcana in place of a bonus feat.

Master Smith (Ex): At 3rd level the runeforged warrior gains the Master Craftsman feat even if he does not meet the requirements. For the purpose of this ability, he is considered to have a number of ranks in both Craft Weapons and Craft Armor equal to his runeforged warrior level -3, or his actual ranks in these skills, whichever is higher.
In addition, he adds his runeforged warrior class level on Craft checks to manufacture armor, shields, and weapons. This bonus applies on skill checks required when using Craft Magic Arms and Armor.
At 9th level, a soul forger uses the 1/10 gp value of armor, shields, and weapons to determine how much time it takes to craft mundane items, and he requires only half the normal amount of time to enchant magical arms and armor. This ability replaces armor training 1 and weapon training 2.

Rune Scribing: At level 5, the Runeforged Warrior gains the ability to scribe runes of power into their bonded weapon, allowing them to cast a limited number of spells per day drawn from the magus spell list. He gains no spells per day, however he can cast bonus spells gained from a high intelligence score, as well as casting the bonus spell provided by his bonded weapon. He otherwise casts spells in the same way a magus would. He can cast 1st level spells starting at level 5. At level 9 he gains access to 2nd level spells, at 13th level he gains access to 3rd level spells, and at 17 level he gains access to 4th level spells.
The runeforged warrior's bonded weapon acts as he spellbook. He does not learn spells as he progresses in level, instead he creates magical smithing oils out of the ashes of a scroll of the spell he wishes to learn. This process takes 1 hour per spell level to create the magical oil and scribe the appropriate runes into his weapon. Only magus spells with a range of Touch or Personal can be learned.
Because of the limited amount of space, the runeforged warrior can only have a certain number of spells scribed into their weapon at any one time. A light weapon can hold 2 spells per spell level, a one handed weapon can hold 3 spells per spell level, and a two handed weapon can hold up to 5 spells per spell level. Understanding runes is more difficult than from normal spellbooks, the DC for a character to copy spells from a bonded weapon into a spellbook or formulae book increases by 5.

Spellstrike (Su): At 5th level, whenever a runeforged warrior casts a spell with a range of “touch” from the runeforged warrior spell list, he can deliver the spell through his bonded weapon as part of a melee attack. Instead of the free melee touch attack normally allowed to deliver the spell, a runeforged warrior can make one free melee attack with his bonded weapon (at his highest base attack bonus) as part of casting this spell. If successful, this melee attack deals its normal damage as well as the effects of the spell. This attack uses the weapon’s critical range (20, 19–20, or 18–20 and modified by the keen weapon property or similar effects), but the spell effect only deals ×2 damage on a successful critical hit, while the weapon damage uses its own critical modifier.

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

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

Destructive Counterstrike (Su): At 17th level, an opponent who activates a magical item while threatened by a runeforged warrior provokes an attack of opportunity, either against the target or to sunder the item. If the item is destroyed, its effects are negated. This ability replaces weapon training 4.

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

Enhanced Weapon Mastery (Ex): At 20th level, a runeforged warrior automatically confirms all critical threats and has their damage multiplier increased by 1 (×2 becomes ×3, for example) when using a weapon enhanced by his arcane pool. In addition, he cannot be disarmed while wielding a weapon enhanced by his arcane pool. (Thinking about changing this to Bonded Weapon Mastery, and having the abilities work on the bonded weapon.)

lvl BAB fort ref will special
1 +1 +2 +0 +2 Arcane Pool, Bonded Weapon
2 +2 +3 +0 +3 Bonus Feat
3 +3 +3 +1 +3 Master Smith 1
4 +4 +4 +1 +4 Bonus Feat/Arcana
5 +5 +4 +1 +4 Rune Scribing, Spellstrike
6 +6 +5 +2 +5 Bonus Feat
7 +7 +5 +2 +5 Armor Training 1
8 +8 +6 +2 +6 Bonus Feat/Arcana
9 +9 +6 +3 +6 Master Smith 2
10 +10 +7 +3 +7 Bonus Feat
11 +11 +7 +3 +7 Armor Training 2
12 +12 +8 +4 +8 Bonus Feat/Arcana
13 +13 +8 +4 +8 Reforge
14 +14 +9 +4 +9 Bonus Feat
15 +15 +9 +5 +9 Armor Training 3
16 +16 +10 +5 +10 Bonus Feat/Arcana
17 +17 +10 +5 +10 Destructive Counterstrike
18 +18 +11 +6 +11 Bonus Feat
19 +19 +11 +6 +11 Armor Mastery
20 +20 +12 +6 +12 Enhanced Weapon Mastery, Bonus Feat/Arcana

New Magus Arcana

Fortify Bond
Magus 3, Bonded Weapon
Runeforged warrior may spend 1 point from his arcane pool to increase the hardness and hit points of his bonded weapon by an amount equal to his runeforged warrior level. These hit points last until expended or until the runeforged warrior next refreshes their arcane pool. Multiple uses of this ability overlap and do not stack. (Yeah it's kinda cheap to make a class feature into an archetype but, it's cool)


I am also open for suggestions for alternative names for Bonded Weapon, Runeforged Warrior, Enhanced Weapon Mastery, and Rune Scribing.
*Apologies for double post, thought of this after the edit time expired*

Huh. I just realized I could have just written Master Smith differently.
Here's an edit for that.

Arcane Smith:
Arcane Smith (Ex): At 3rd level the runeforged warrior adds his runeforged warrior class level on Craft checks to manufacture armor, shields, and weapons. This bonus applies on skill checks required when using Craft Magic Arms and Armor. In addition, his ranks in Craft Weapons or Craft Armor are considered to be his caster level for the purpose of qualifying for item creation feats and crafting magical weapons shields and armor.
At 9th level, a soul forger uses the 1/10 gp value of armor, shields, and weapons to determine how much time it takes to craft mundane items, and he requires only half the normal amount of time to enchant magical arms and armor. This ability replaces armor training 1 and weapon training 2.

Maybe I could start that at level 1. I dunno. I mean technically they can start taking item creation feats at level 5 anyway since thats when they gain access to spells. Hmm...
Oh!
*The runeforged warrior's caster level is equal to his class level -4.
Yeah I better keep it to ranks in a craft skill, the natural caster level of the class for spells is too crappy.


Sorry didn't realize guarded spells somehow missed getting tranfered.

guarded spells: trained to combine the spells and weapons the elemental blade learns to cast while threatened by his enemies, he gains the ability to cast a spell as a full round action but not provoke opportunity attacks while doing so

Armour proficency: An elemental blade is proficient with all simple and martial weapons, light and medium armour and all shields (except tower shields). They do not suffer arcane spell failure for elemental blade spells while in light or medium armour.

It looks like most people are suggesting to lessen spellcasting and have the elemental blade gain more elemental specific abilities. What would people suggest? Elemental forms of movement?


Browman: I altered your last draft with my own suggestions. Advancing abjuration training into something a little more potent, giving him wild shape as though selecting the elemental body options of wild shape, and granting an elemental arcane school. Here check it out and see what you like/dislike.

Elemental Blade, Iorthol Draft:
Elemental Blade
The majority of fighters are trained solely with martial techniques, elemental blades are fighters with the smallest spark of arcane talent. Their trainers focus this talent into an elemental focus allowing them to cast an extremely limited selection of spells, though this comes at a cost to their martial skills.

Primary Class: Fighter

Secondary Class: Wizard (Elemental)

Alignment: Any

Hit Dice: d8

¾ BAB, Good Fort

Skills: The elemental blade adds his 3 wizard skills to his list of fighter skills. He gains 2+Int modifier ranks each level
Weapon and armour proficiency: An elemental blade is proficient with all simple and martial weapons, light and medium armour, and shields (but not tower shields).

Elemental spells: An elemental blade can cast arcane spells as a wizard, following the spell progression chart below. He learns spells by adding them to his spellbook just like a wizard, however how can only learn and cast spells with the elemental descriptors of Air/Electricity, Earth/Acid, Fire, and Water/Ice. This replaces the bonus feat gained at 1st level. [I think that spellbooks are important thematics to keep with Wizard archetypes]

Elemental Cantrip: An elemental blade can cast the lvl 0 spell of his element at will. This ability replaces Bravery.

Elemental School: In addition to learning spellcasting, at 3rd level the Elemental Blade selects an elemental arcane school from the following: Air, Earth, Fire, Water. This ability replaces Armor Training 1

Abjuration training: Starting at level 7 the elemental blade becomes more attuned with the elements in order to further protect himself. He may sacrifice a prepared spell to gain a bonus on saves against a chosen element from the following: electric, acid, fire, or cold elemental attacks and hazards equal to the spell level sacrificed. In addition he also gains energy resistance 5* the sacrificed spell level against the chosen element. The sacrificed spell is considered to be 1 level higher if it matches his elemental school.

Elemental Vengeance: At level 11, whenever the elemental blade uses his Abjuration training ability, he also gains an elemental shield over his body, similar to Flame Shield. Whenever he is attacked with a non-reach melee weapon, touch attack, or natural attack, the attacker takes 1d6+1 per 2 elemental blade levels worth of damage from the element selected with abjuration training. The elemental blade is considered to be 2 levels higher for the purpose of this ability if the element matches his elemental school.

Elemental Shape: At level 15 the elemental blade can wild shape like a druid, functioning as though he used the Elemental Body II selection of wild shape. At level 19 he can become a large elemental as though benefiting from Elemental Body III.

Warrior Training: At level 5, 9, 13, and 17, the elemental blade may select either Weapon Training or Armor Training, identical to the fighter abilities. At level 20, he selects either Armor Mastery or Weapon Mastery.

Lvl Bab Fort Ref Will Special
1 0 2 0 0 Elemental spells, Elemental Cantrip
2 1 3 0 0 Bonus Feat, Abjuration training
3 2 3 1 1 Abjuration Training
4 3 4 1 1 Bonus Feat
5 3 4 1 1 Warrior Training 1
6 4 5 2 2 Bonus Feat
7 5 5 2 2 Abjuration Training
8 6 6 2 2 Bonus Feat
9 6 6 3 3 Warrior Training 2
10 7 7 3 3 Bonus Feat
11 8 7 3 3 Elemental Vengeance
12 9 8 4 4 Bonus Feat
13 9 8 4 4 Warrior Training 3
14 10 9 4 4 Bonus Feat
15 11 9 5 5 Elemental Shape 1/day (medium)
16 12 10 5 5 Bonus Feat
17 12 10 5 5 Warrior Training 4, Elemental Shape 2/day
18 13 11 6 6 Bonus Feat,
19 14 11 6 6 Elemental Shape 3/day (large)
20 15 12 6 6 Bonus Feat
spell progression:
Spells
1 2 3 4 5 6
0 - - - - -
1 - - - - -
1 - - - - -
2 0 - - - -
2 1 - - - -
2 1 - - - -
2 2 0 - - -
3 2 1 - - -
3 2 1 - - -
3 2 2 0 - -
3 3 2 1 - -
3 3 2 1 - -
3 3 2 2 0 -
3 3 3 2 1 -
3 3 3 2 1 -
3 3 3 2 2 0
3 3 3 3 2 1
3 3 3 3 2 1
3 3 3 3 2 2
3 3 3 3 3 3

I was up late last night working on a druid/wizard mystic theurge elemental shaman doohicky. I totally didn't steal ideas from that for my suggestions on your archetype. <<
>>

Also

MCA cast, I had a thought.
Have you guys ever thought about browsing or commissioning art for your MCA concepts from artists, like on deviant art for example?
You could ask for permission, or ask them to create new art for the wiki space. Have a link to the artist's galleries up in the articles so that they get more exposure in exchange for yall lookin prettier.


Iorthol wrote:

MCA cast, I had a thought.

Have you guys ever thought about browsing or commissioning art for your MCA concepts from artists, like on deviant art for example?
You could ask for permission, or ask them to create new art for the wiki space. Have a link to the artist's galleries up in the articles so that they get more exposure in exchange for yall lookin prettier.

Yep we have. We:

Started a thread looking for artists, created an email for contacts and have had some communications with emerging freelance artists.

Result: Zero.

I personally PM'ed an artist here and on their DA asking for commission rates for my own 3PP - to no avail. I'm sure there are artists on DeviantArt who would be up for it - really it's up to Elghinn to track them down/liaise as he creates the PDFs.

As for funds, we don't have any so it's really a case of exposure being the lure for artists, and no-one seems to be knocking down our door - seems Behance and DeviantArt get them enough gigs...


Let me know, I can do some pencil sketches for you. My Deviant tag is also byrdology, free/ fan art never hurts.

If you have the computer skills, scanning and coloring shouldn't be too far off.


I want to Jump on this Band Wagon how do you Start Making Stuff is there rules for designing classes?


I just got involved myself but the wiki has a bunch of examples and a list of MCAs that have already been done. Find one pairing that interests you and start brainstorming, maybe throw your general idea on here to get some other points of view.


Welcome Reecy. The wiki shows all the guidelines, as does our Divine Champions free pdf on the site (both links at the top of the thread). Any combination is fine, but it would also be useful to select combinations that haven't been done yet. There is a fairly up-to-date chart on the wiki here that lists all the combinations that have been done. There are still lots of combinations undone.

@Browman: I hope to have some comments and suggestions on your Elemental balde today. Stay tuned.


Oh Snap Elghinn Be prepared because Craziness is about to Ensue


So. Question for everyone. Which MCA fits you best?

I lean at lot to the runic berserker. Passionate and furious in battle, with a scholarly inclination on the side.


I AM a Divine Emissary. It's based upon my most favorite character ever.


Battle Adapt, my go to character is a melee battle cleric.


Canticle Knight... Bardadin all the way. As a soldier, medic, theologian, artist, and scoundrel I think this MCA is all about me ;)


Erudite Bard.

If you can't guess why, you haven't been paying NEARLY enough attention. :P


I don't know if I'm invited to this, but the mysterious sage definitely hit a personal note with me. Truth be told, I think I wanna try my hand at one of these. Maybe an Inquisitor/Wizard called the Scripture Enforcer? Something with scripture in it.


Go for it. Could give em the Charm or Abjuration arcane schools.

I'm a big fan of secondary wizards bringing arcane schools to the mixer.


really most of the arcane schools could make sense for a Inquisitor/wizard.


Would an arcana school be relatively in sync power-wise with an inquisition? It doesn't feel equal...


probably somewhat close, remember that an inquisitor can also chose a domain, though not gain the domain spells. Perhaps you could remove something else and grant the MCA the ability to add 1 spell of its arana school per level to its spell list?


Browman wrote:
probably somewhat close, remember that an inquisitor can also chose a domain, though not gain the domain spells. Perhaps you could remove something else and grant the MCA the ability to add 1 spell of its arana school per level to its spell list?

that may work, also looking at tweaking monster lore. Will sleep on it and come back tomorrow.

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