Multiclass Archetypes V: More Ultimate MCAs


Homebrew and House Rules

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Hello,

I've been looking a class for my character and have stumbled over the Divine Warden. First I thought it might be interesting for me, but my DM said "no" and I kinda overlooked the little detail that you have to use your deity's favoured weapon, which wouldn't fit into the character concept in my case.
mcarchetype.wikispaces.com/Divine+Warden

However, my actual question is that according the class description, the Divine Warden's spellcasting ability replaces the Ranger's. But it is a lot more powerful than that of a ranger, more spells per day, a higher range, a higher caster level, from a lower level on... How can this be an equal replacement. Wouldn't it be more appropriate to use the magus spells/day table, give them the cleric spell list and 3/4 base attack bonus progression, just like the magus? That would be the same progression as a cleric, but I don't see how else there could be a fair replacement.

I've previously posted a few different comment in an old predecessor thread, in which I misunderstood some of the concepts of multi-class archetype (I was under the impression that it was a replacement template for, say, ranger 12 / cleric 8, so that you take some ranger and some cleric levels using the archetype).


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Quote:
Arcane Training: An arcane assertor learns to manipulate arcane energies. Starting at 1st level, an arcane assertor adds one spell from the sorcerer/wizard spell list to the inquisitor spell list. This spell must be of a level that she can cast. At 3rd level and every two levels thereafter, she can add one additional spell from the sorcerer/wizard spell list to her list. To cast any of these spells, she must know the spell as normal.

I would replace the last sentence with "To cast any of these spells, she must first pick them as one of her known spells".

"know the spell as normal" is clear if you know what this is all about, but still a bit unclear.

Do we need to mention that even without making it a known spell, she can use it will spell trigger and spell completion items?

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

Missed one "venator" at the end of this text.

I also worry a little about locking down the concept of the class too hard - this could also be a fanatic, using the powers of sorcery to hunt down sorcerers. I'd remove "trained" in the intro and push the haphazard nature of sorcery.


thanks for catching that stuff starfox, I do want to preserve the flavor of this, but maybe I could make a designers note about reflavoring if people wish.

Arcane Venator:
The arcane venator burst into the room sword drawn. Looking around, instead of seeing the lab supplies of a dangerous wizard, he instead sees a bare room with a man in light armor rocking in a chair in the corner. “If your looking for my employer, he has long since fled”, the man quietly said “however if you are looking for entertainment, I will be happy to provide you some.” “How dare you support such heathenism” said the venator “tell where the necromancer is now!” The man smiled, stood up, and said “I guess you will have to make me.” The man's eyes began to glow an unearthly light. The venator lunged forward only to stop, screaming, as hundreds of skeletal hands ripped up from the floorboards to tear at his flesh.
Just as the arcane venator exists to ensure arcane magic is kept in check, arcane assertors exist to protect it from the forces that seek to suppress it. The arcane assertors are chosen from among young sorcerers who have not yet developed their arcane potential. Instead of focusing their magic on arcane forces, they instead are taught the ways of combat and subterfuge. Sometimes called battle sorcerers, they often lend their considerable talents to arcane spellcasters as personal bodyguards, though some take to the protector role naturally.

Primary Class: Inquisitor.
Secondary Class: Sorcerer.
Alignment: Any.
Hit Die: d8.

Bonus Skills and Ranks: The arcane assertor adds Appraise and Use Magical Device to her class skills in addition to the normal inquisitor class skills. The arcane assertor gains a number of ranks at each level equal to 4 + Int modifier.

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

Spellcasting: The arcane assertor casts arcane spells drawn from the inquisitor spell list, but uses her Charisma instead of her Wisdom to determine the save DCs of her spells and her bonus spells. She otherwise learns and casts her spells as an inquisitor of equal level.

Allied Spellcaster: At 1st level, an arcane assertor gains Allied Spellcaster as a bonus feat. This ability replaces monster lore.

Arcane Training: An arcane assertor learns to manipulate arcane energies. Starting at 1st level, an arcane assertor adds one spell from the sorcerer/wizard spell list to the inquisitor spell list. This spell must be of a level that she can cast. At 3rd level and every two levels thereafter, she can add one additional spell from the sorcerer/wizard spell list to her list. To cast any of these spells, she must first pick them as one of her known spells.

Bloodline: At 1st level, an arcane assertor gains the sorcerer’s bloodline ability. She gains his bloodline arcane and adds his bloodline skill to her list of class skills.

At 2nd level, an arcane assertor gains her first bloodline power and each subsequent bloodline power at 4th, 10th, 16th, and 20th level.

At 4th level, an arcane assertor gains her 1st–level bloodline spell and adds it to her list of spells known. Every three levels thereafter, she gains each subsequent level of bloodline spell and adds it to her list of spells known, up to her 6th–level bloodline spell. These spells are in addition to the number of spells given on Table: Inquisitor Spells Known. These spells cannot be exchanged for different spells at higher levels.

In addition, whenever she would gain a bonus teamwork feat, she may instead select a feat from her list of bloodline bonus feats. She must qualify for any bloodline feat she selects, as normal. An arcane assertor may choose any bloodline listed in the sorcerer’s bloodline ability description, as well as any of their associated mutated bloodlines listed in the wildblooded archetype (see Ultimate Magic). This ability replaces domain, judgment, and true judgement.

Cantrips: The arcane assertor learns a number of cantrips, or 0-level spells, in place of orisons, as noted on Table: Inquisitor Spells Known under “Spells Known.” These spells are cast like any other spell, but they do not consume any slots and may be used again. This ability replaces orisons.

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

Medium Armor: At 8th level, an arcane assertor gains medium armor proficiency as a bonus feat and can cast arcane spells without incurring the normal arcane spell failure chance. This ability replaces second judgment.

Greater Allied Spellcaster: At 9th level, the competence bonus granted from the Allied Spellcaster feat increase by 2, and the bonus to caster level increases by 1. This ability replaces third judgment.

Arcane Surge (Ex): At 17th level, an arcane assertor learns to focus the arcane power within her blood. Once per day as a swift action, whenever an arcane assertor uses her 1st level bloodline power, she is treated as if she were 5 levels higher for the purposes of determining the effects granted by this power. This effect last for 1 round per level of the arcane assertor. She can use this ability twice per day at 20th level. This ability replaces slayer.


I should probably figure out how to add my MCAs to the website. I think I am up to 5 now, but I only have 2 up there.


@Feuerrabe: Welcome to the thread and thanks for your interest and feedback.

#Divine Warden

* BAB: As a Ranger Primary/Cleric Seconday his BAB (Full / 3/4) will not change from the Ranger Base class. If there were a reason within the trades and swaps made then perhaps there would be a reason to drop the BAB. If the BABs (and HD) of the two Primary/Secondary classes are more than one step removed we generally move them to within one step of each other. So Full/Half becomes 3/4 as does Half/Full.

*Spells:
- As far as progression/level/rate/start of casting goes he does have improved spellcasting compared to a "vanilla" (Base) ranger. I'm not sure what the balancer is for this as part of the whole Multiclass Archetype, but I'm sure Elghinn will pop in soon with some replies to your (and your GM's) concerns.

- as far as it being more "appropriate" to give him cleric spells, that's really up to the flavor and theme of the concept and the creator of the MCA. I kinda think it being Ranger Primary, and the addition of domain spells that the Ranger list is totally in line with the concept. A Ranger/Cleric MCA with cleric spells might be a completely different (though allied thematically) concept, and a Cleric/Ranger MCA with Ranger spells, or a Cleric/Ranger MCA with cleric spells completely different (though again, perhaps allied thematically) again.

Hope some of this helps yur understanding and perhaps appreciation of the MCA concept until Elghinn comes in with some of what you are actually looking for!!! ;)


OSW was right...here I am. :D

Feuerrabe wrote:

Hello,

I've been looking a class for my character and have stumbled over the Divine Warden. First I thought it might be interesting for me, but my DM said "no" and I kinda overlooked the little detail that you have to use your deity's favoured weapon, which wouldn't fit into the character concept in my case.
mcarchetype.wikispaces.com/Divine+Warden

He just gains proficiency wiht his deity's favored weapon, doesn't mena he has to use it.

F wrote:
However, my actual question is that according the class description, the Divine Warden's spellcasting ability replaces the Ranger's. But it is a lot more powerful than that of a ranger, more spells per day, a higher range, a higher caster level, from a lower level on... How can this be an equal replacement. Wouldn't it be more appropriate to use the magus spells/day table, give them the cleric spell list and 3/4 base attack bonus progression, just like the magus? That would be the same progression as a cleric, but I don't see how else there could be a fair replacement.

You need to understand the process of creating these MCA. This is a concept designed and tested over the last 3 years. We are designing an amalgamation of two full 20th elvel classes into a new 20th level class via the archetype creation mechanics (swapping in secondary class abilities for the primary class abilities). We've taken the following approach, which has worked out well.

Primary - Ranger (d10 HD, 1/2 caster, good Fort/Ref)
Secondary - Cleric (d8, full caster, good Fort/Will)

We only alter primary class statistics if the secondary's statistics are separated by 2 steps. Primary d10 isonly 1 step from Secondary d8, so it stays at d10. !/2 cast is two steps from full aster, so it shifts to hybrid casting. Wills, we simply decide which combination is best for the flavor and concept fot he MCA. In this case, we went with good Fort/Will.

Now, yes, he's a d10 HD hybrid caster, and yes he's also getting his spells earlier, and higher level spells. However, his entire spell list includes all ranger spells at their normal levels (1st-4th), but then he only adds all spells from his deity's domains, up to his 6th level domains spells. So, all he's gaining is 4-6 spells for each spell level, depending on the number of domains the deity has.

Also, notice he uses an extrapolated ranger spell advancement (with a "0" at certain levels), he doesn't gain as many spells as quickly as a cleric with the normal hybrid casting progression. Thus the Divine Warden's 20th level spell progession of 4+1/4+1/4+1/3+1/3+1/3+1 vs. a Clr/Rgr hybrid's 20th level progression of 5+1/5+1/5+1/5+1/5+1/5+1. Overall, he loses 9 spells (1 each of 1st-3rd, 2 each of 4th-6th), plus the limitations of the Ranger spell list + deity's domain spells. So, a combination of using the extrapolated ranger spel progression and limitations of spells helps balance things.

If he had have been a Clr/Rgr MCA (vs a Rgr/Clr MCA) he would have ended up with d8 HD, and hybrid casting, and would likely have used cleric spells and then we sould have added in specific ranger spells to round out the list.

Now, further balancing of the MCA also takes place in the other swaps. That's how this works, we try to work out a good balance between the two classes, and as such some things may be better in one aspect (spellcasting in this case, even with the d10 HD). We also almalgamate class features from either class into a new amalamated ability. Look at Channel Favored Enemy. It functions like favored enemey, but the +2 bonus of previous enemies doesn't increase, but stays a static +2. But then we incorporated the channel energy of the cleric, which is 1d6, and increases by 1d6 for each chosen enemy (replacing the +2 bonus increase normally done) . So, here we've swapped in a ranged damage of 1-6, and removed the static +2, or +4, or even +6 that can be given through the normal favored enemy ability. But this ability is gaind by swapping out both favored enemy and favored terrain.

F wrote:
I've previously posted a few different comment in an old predecessor thread, in which I misunderstood some of the concepts of multi-class archetype (I was under the impression that it was a replacement template for, say, ranger 12 / cleric 8, so that you take some ranger and some cleric levels using the archetype).

1) the previous threads are no longer active, we only work on the most current one.

2) You are essentially correct, with the idea of a Rgr12/Clr8 approach, but for us we look at a Rgr20/Clr20, but then balance it. With some give and take from either classes. Our apporach was created to solve the problems of normal multiclassing, with IMHO results in very subpar characters with weak abilities from every class involved, compared to others, wheere we've incorporated a gestalt approach, but more balanced than the old gestalt process. This may or may not result in an MCA that is more powerful/less powerful than the primary class, but so what. None of the the core or base classes are truly balanced with each other, some are more powerful, and some less, but that's part of the RPG aspect, play what you want, and deal with the strengths and weakneesses of the class you choose. That's the appraoch we also take here, though we do try to balance things as best as we can.

*This is my opinion, but I think everyone needs to start worrying so much about how weak (rouges for exmple) or powerful (paladins for example) a class is, and just deal with the strengths and handicaps that come. It's up to the DM to deal with that stuff. I've played both rogues and paladins, and enjoyed both. It's all about being using what you have, and trying to compensate in new and inventive ways for your weaknesses. After all, noone in real life is really on an even playing field, and as far as I'm concerned, that how the RPG woorld should be, within limits of course, along a fair continuum.

So, I hope that explains some things. Now, nothing says you can't take the Divine Warden and tweak it to yours and your DM's approach or rule set. Its OGL after all.


well said i would think of rewording this and adding that to the website as an example of the thought proses

Elghinn Lightbringer wrote:

*This is my opinion, but I think everyone needs to start worrying so much about how weak (rouges for example) or powerful (paladins for example) a class is, and just deal with the strengths and handicaps that come. It's up to the DM to deal with that stuff. I've played both rogues and paladins, and enjoyed both. It's all about being using what you have, and trying to compensate in new and inventive ways for your weaknesses. After all, none in real life is really on an even playing field, and as far as I'm concerned, that how the RPG world should be, within limits of course, along a fair continuum

also +1 this opinion so hard, glade to see other people champing this thought


I hate to disagree or derail any further, but there is one or two things of importance to note:

skip this if you aren't interested:

1- there is a power scale that is in a current state of imbalance
A) some classes will be stronger than others and at different power lvls. I am ok with this, but the rogue never catches up past lvl 3-4 (if even that).
B) a good dm can make this up to a player, but by the same token, a good dm could make playing a commoner fun.
C) a good and balanced product shouldn't have to count on a good and balanced dm to make a severely sub-optimal class be able to contend with the rest of the classes that are leaps and bounds (mechanically) within the same scale.

2- rogues have no niche
A) skills, trapfinding, and supplemental dmg skirmishing can be done better and by more diverse classes than the rogue
B) while the rogue does have strengths compared to other classes (skill versatility), it's glaring weaknesses (combat viability) more than hold this class back from the rest of the group

I love rogues, I always have... But there is just no place for them in pathfinder (with the exception of a few choice MCA's). The math just doesn't add up in favor of the rogue as written. Just because a player can find enjoyment in playing one (myself included) doesn't mean that it doesn't have major developmental issues.


While I agree on the basic premise of rogue's being weak, I think that discussion belongs elsewhere. I'd be interested in reading and perhaps joining such a discussion.


Yes, on to the MCAs!

#Arcane Assertor
Anything furhter on this one? Toaster, how you feeling about it?
Did you want to do something about Solo Tactics? I think there's already a lot that's been swapped, but that's me.

Cleanser of the Faith
I think we'll move on with this one.


Im good, the solo tactics thought was for the cleanser.


Oh! So grant teamwork metamagic feats instead to Cleanser of the Faith?


If Toaster's good, then Byrd, your WuXing Assassin is up next! Post away.


Toasty has my notes.

what I have:
Hd: 8
Skills: 6
BaB: med
Saves: ref/ will
Weapon/ armor: as ninja + dieties favored weapon

Swap table:
SA for channel energy
Light steps, no trace, and poison use for domain
- can cast a domain spell of appropriate lvl for 1 ki/ spell lvl
- gain channel feats as additional ninja tricks (adds to, not takes away)
Uncanny dodge for versatil channel (without the penalty)
Imp Uncanny Dodge for channel combat
- gain a bonus to hit/dmg or ac = to channel dice


The black flame zealot prc looks like a good comparative framework for this mca.


I see that a lot of classes uses the mechanic of losing one spell of each level you can cast. Offical AT's from pazio use this too, particularly for the magus. I was never fond of the mechanic, but have thought some more about it lately and I think I am reconsidering.

If we see the ATs we make here as an updated version multiclassing, it makes sense that a character combining two classes should have to split their efforts between the two. And reducing the number of spells per day without significantly reducing the maximum level achievable might do just that - because you cannot use a spell each round or at each problem, you are forced to rely on the abilities you get from "multiclassing". This is different from making a class like the magus that casts spells of level 0-6 as such a class never acheives the highest level of magical power.

Question is if it is too strong. But in my experience 1E multiclassing worked really well and did just about this. Because of the action economy, you can never outshine two characters even if you have all the abilities those two characters have. And if you give up on the edge of specialization in one class, you need to get more back in the other class than what you gave up because you are giving up the edge that made you the best at what you did. In other words, it takes 2/3 fighter plus 2/3 wizard to equal a full wizard or full fighter in power. And losing one spell of each level you can cast might be to be a 2/3 spellcaster.

But I have never played such a class. If you here have, perhaps you can tell me of your experiences with it and if my reasoning above is sound or if I am barking up the wrong tree?


The reason I like diminished spellcasting for MCAs is that it is a way of keeping the proper caster type (full or hybrid) while being able to get some other abilities in there. Most Full casters have a large portion of their abilities tied up in their casting so without reducing the casting in some way it can be hard to make something that isn't just an archetype.


so when i was look for the Black Zealot in the wrong book and ran across the Domain Feats from Complete Champion something to this power level might be cooler than just channel feats to add to ki uses.
(dame WotC and not leaving every thing in the UGL)

also side thought, should ki and channel energy be one pool of resource


No, they are fuel separate things even if they use the same stat. You get all the ninja-ey goodness, but he channels energy in a burst or smite instead of taking advantage of weak spots like a SA. It's more reliable than SA, but limited in uses and allow sv for half dmg.


I like how it had unique flavorful abilities to set it apart from being an "assassin with divine spells". link


i talked to Byrdology about this before he added it to the Q-list this class could easy go in to a Japaneses priest from folklore (think Kagome and Mirōku from InuYasha) i think Byrdology's view may be closer to Black Zealot image.so i might have to self this idea for a monk/cleric later


I need to actually see a write-up before I comment on anything. That's the format we've been using from the beginning.


Skip it, then. I don't have the time to write it up. That's why I gave all my notes to toasty and Tom.


Then have them write it up, I can't do it everytime. :D

So we're looking at is a Ninja/Cleric right?:

SWAPS
Sneak attack = Channel energy (maybe channel strike?)
Light steps, no trace, and poison use = domain (full domain right?)
Uncanny dodge = Versatile channel w/o penalty
Ki pool = cast domain spells using ki (1 ki point/spell level)
Ninja tricks = Able to choose channel feats also as tricks
Improved Uncanny Dodge = Channel Combat (atk/dmg bonus = channel dice)


If I wasn't on my phone right now I would be all over this.


I did think we should take a hint from the shades spell and allow some kind of "Shadow Channel", deals damage and lowers the light category in the room. ninja tricks could possibly be exchanged for half-caster progression.


Yeah, had thought about giving him 1/2 caster progression too. Limits him to cleric spells of 1st-4th, and his domain spells of those levels too.


to easy to do a wright up i will knock it out at work(so bord) frist thing if no one beats me to it


Replacing sneak attack with melee channeling should work quite well - the damage is the same. Saving throw and daily uses are a problem, but can be changed.


That's why I was shooting for a burst or smite style channel. 30ft burst heal or harm makes up the difference and makes it an even swap out IMO. Managing a ki pool and channels/day is a little more resource intensive than a ninja is use to, but that's the beauty of the balance in this MCA.

I'm a little concerned about the imp UCD trade out and how that would work (I was thinking about the holy vindicator's ability there). Burn a channel for a bonus to hit/ dmg or ac... Just not completely sure.


doing up the wright up now what kinda spell casting are we look at bard or ranger?
i am assuming ranger...


Ranger most likely, though bard is doable within the guidelines, but we'll need to swap a lot for it, depending on spells list though.


table:
1st Channel energy +1d6_-_-_-_-
2nd Ki pool, WuXing Assassin trick, domains spell power _-_-_-_-
3rd Channel energy +2d6_-_-_-_-
4th uncanny dodge, domains spell power _0_-_-_-
5th Channel energy +3d6_1_-_-_-
6th WuXing Assassin trick, domains spell power _1_-_-_-
7th Channel energy +4d6_1_0_-_-
8th Improved uncanny dodge, domains spell power _1_1_-_-
9th Channel energy +5d6_2_1_-_-
10th Master tricks, WuXing Assassin trick, domains spell power _2_1_0_-
11th Channel energy +6d6_2_1_1_-
12th domains spell power _2_2_1_-
13th Channel energy +7d6_3_2_1_0
14th WuXing Assassin trick, domains spell power _3_2_1_1
15th Channel energy +8d6_3_2_2_1
16th WuXing Assassin trick, domains spell power _3_3_2_1
17th Channel energy +9d6_4_3_2_1
18th WuXing Assassin trick, domains spell power _4_3_2_2
19th Channel energy +10d6_4_3_3_2
20th Hidden master, WuXing Assassin trick, domains spell power _4_4_3_3

class ability :
Weapon and Armor Proficiency: WuXing Assassin are proficient with all simple weapons, plus the kama, katana, kusarigama, nunchaku, sai, shortbow, short sword, shuriken, siangham, and wakizashi. They are proficient with light armor but not with shields.

Channel Smite (Su): Regardless of alignment, any WuXing Assassin can release a wave of energy by channeling the power of her faith through her weapon or hand. This energy can be used to cause or heal damage, depending on how it used.

Before you make a melee attack roll or make a friendly use of your channel smite, you can choose to spend one use of your channel energy ability as a swift action. You can channel positive energy or negative and you hit a creature, that creature takes an amount of additional damage equal to the damage dealt by your channel smite ability. You can use this without attack donning so must be done to a willing target which is healed equal to your channel smite ability.. Your target can make a Will save, as normal, to halve this additional damage. If your attack misses, the channel energy ability is still expended with no effect.

A cleric may use her channel smite a number of times per day equal to 3 + her Charisma modifier.

Ki Pool (Su): At 2nd level, a WuXing Assassin gains a pool of ki points, supernatural energy she can use to accomplish amazing feats. The number of points in the ninja's ki pool is equal to 1/2 her WuXing Assassin level + her Charisma modifier. As long as she has at least 1 point in her ki 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 ki pool, a WuXing 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 WuXing Assassin can spend 1 point from her ki pool to give herself a +4 insight bonus on Stealth checks for 1 round. Each of these powers is activated as a swift action. A WuXing Assassin can gain additional powers that consume points from her ki pool by selecting certain WuXing Assassin tricks.

The ki pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive. If the WuXing Assassin possesses levels in another class that grants points to a ki pool, WuXing Assassin levels stack with the levels of that class to determine the total number of ki points in the combined pool, but only one ability score modifier is added to the total. The choice of which score to use is made when the second class ability is gained, and once made, the choice is set. The WuXing Assassin can now use ki points from this pool to power the abilities of every class she possesses that grants a ki pool.

Domain Spell power: A WuXing Assassin chooses two domains from among those belonging to her deity. A WuXing Assassin can select an alignment domain (Chaos, Evil, Good, or Law) only if her alignment matches that domain. If a WuXing Assassin is not devoted to a particular deity, she still selects two domains to represent her spiritual inclinations and abilities (subject to GM approval). The restriction on alignment domains still applies. Where the cleric gains domain spell add to her spell list the WuXing Assassin may spend a number of Ki point to cats the spells as spell like ability’s. She must spend a number of ki points equal to the spell level.

WuXing Assassin: As a ninja continues her training, she learns a number of tricks that allow her to confuse her foes and grant her supernatural abilities. Starting at 2nd level, a WuXing Assassin gains one ninja trick, she gains one additional ninja trick for every 4 levels attained after 2nd. Unless otherwise noted, a ninja cannot select an individual ninja trick more than once. A WuXing Assassin may take any feat that has the Channel energy class feature emplace of a ninja trick she use her uses of channel smite emplace of Channel energy.

Uncanny Dodge (Ex): Starting at 4th level, a WuXing Assassin can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dexterity bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A WuXing Assassin with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action against her.

If a WuXing Assassin already possesses uncanny dodge from a different class, she automatically gains improved uncanny dodge instead.

Spells: Beginning at 4th level, a WuXing Assassin gains the ability to cast a small number of divine spells, which are drawn from the cleric spell list. A WuXing Assassin must choose and prepare his spells in advance.

To prepare or cast a spell, a WuXing Assassin must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a ranger's spell is 10 + the spell level + the ranger's Wisdom modifier.

Like other spellcasters, a WuXing Assassin can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table. In addition, he receives bonus spells per day if he has a high Wisdom score (see Table: Ability Modifiers and Bonus Spells). When Table: WuXing Assassin indicates that the WuXing Assassin gets 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on his Wisdom score for that spell level.

A WuXing Assassin must spend 1 hour per day in quiet meditation to regain his daily allotment of spells. A WuXing Assassin may prepare and cast any spell on the WuXing Assassin spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation.

Through 3rd level, a WuXing Assassin has no caster level. At 4th level and higher, his caster level is equal to his WuXing Assassin level – 3

Improved Uncanny Dodge (Ex): At 8th level, a WuXing Assassin can no longer be flanked. This defense denies another WuXing Assassin (or rogue) the ability to sneak attack the WuXing Assassin by flanking her, unless the attacker has at least four more WuXing Assassin (or rogue) levels than the target does.

If a character already has uncanny dodge from another class, the levels from the classes that grant uncanny dodge stack when determining the minimum WuXing Assassin (or rogue) level required to flank the character.

Hidden Master (Su): At 20th level, a WuXing 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 WuXing Assassin level as her caster level for this ability. Using this ability consumes 3 ki points from her ki pool. In addition, whenever the WuXing Assassin deals sneak attack damage, she can sacrifice additional damage dice to apply a penalty to one ability score of the target equal to the number of dice sacrificed for 1 minute. This penalty does not stack with itself and cannot reduce an ability score below 1.

so this is what i got from the above notes i did this with the point of dry and flat so we can get the idea then add flavor. i used cleric spell list with ranger casting.


Why spells? Other than domain spells, he has a suped up weaponized channel.


easy drop i did not think spells where part of it but was not sure i think we could better then adding spells


I don't need this kind of channel needs a save for half damage. Not only does this make it weaker than sneak attack, it also adds an additional die roll to every attack. And this even has a regular attack roll, not a touch attack.


i was think that it needed to be scaled better with number uses thats why i suggested combining ki and channel uses


I got an idea...

1) channel burns ki. Take extra ki (feat) to extend your battery life.

2) add Ninja talents that let you burn ki (channel) to get a to hit/dmg bump, ac bump, save bump, skill bump, reroll a d20 (as an immediate) etc... Bonuses Equal to your channel dice where applicable.

3)Leave the mechanics of channel as is (30ft burst) and add the channel feats to ninja trick pool as well. Save for half isn't bad vs everyone in a 30ft burst.

4) only spells are domain spells and cost 1 ki/ spell lvl

5) new domain focused on channeling (clerics can take it as well).
Domain powers:
- versatile channel with no penalty
- ?
- maximized channel
Domain spells: ? thinking about a running cure/ inflict theme. It would be the only domain that grants two spells/ spell lvl though.


so something like,
Channel Domain
Deities, [insert balance deity here
Granted Powers: You can manipulate both positive and negative energies to a higher degree.
Improved channel versatility: You gain versatile channel as a bonus feat. When channel you deal an additional point of energy for every 2 cleric levels you possess. You may change you type a number of times per day equal to 3+your wisdom modifier.

Maximized Channel: At 8th level you may treat your channeling dice as if you you had rolled the highest possible result. For every 4 levels hereafter you may use this an additional time per day.


Pretty much, yeah. One thing though...

As written:

versatil channeler:
Prerequisites: Channel energy class feature, necromancer or neutrally aligned cleric (see below).

Benefit: You may make a choice whenever you use your channel energy class feature.

If you normally channel positive energy, you may choose to channel negative energy as if your effective cleric level were 2 levels lower than normal.

If you normally channel negative energy, you may choose to channel positive energy as if your effective cleric level were 2 levels lower than normal.

Having this feat means you qualify for feats and abilities that have "channel positive energy" or "channel negative energy" as a prerequisite (for example, you qualify for the Command Undead feat and the Turn Undead feat).

Note: This feat only applies to necromancers, neutral clerics who worship neutral deities, or neutral clerics who do not worship a deity -- characters who have the channel energy class ability and have to make a choice to channel positive or negative energy at 1st level. Clerics whose alignment or deity makes this choice for them cannot select this feat.

With versatile channel, you can channel both, but if your primary is pos, then you channel neg at a -2 cleric lvl. I am just proposing to drop the -2 cleric lvl.


I meant to put "without reducing your effective cleric level"


Mythic +10 Artifact Toaster wrote:
I meant to put "without reducing your effective cleric level"

I think that limiting it to wis +3/ day is a bit unnescisary and in outages unneeded madness.


Jorriko Krail wrote:
Mythic +10 Artifact Toaster wrote:
I meant to put "without reducing your effective cleric level"
I think that limiting it to wis +3/ day is a bit unnescisary and in outages unneeded madness.

I have that opinion about all domain powers with that restriction.


The feat doesn't limit it, so I figured that an imp version shouldn't either... Just my 2 cents.


Jorriko Krail wrote:
The feat doesn't limit it, so I figured that an imp version shouldn't either... Just my 2 cents.

the limited use is just for removing the penalties, the feat is still constantly available.


here let me put it together right
Channel Domain
Deities, [insert balance deity here]
Granted Powers: You can manipulate both positive and negative energies to a higher degree.
Improved channel versatility: You gain versatile channel as a bonus feat. When channel you deal an additional point of energy for every 2 cleric levels you possess. You may change your type without reducing your effective cleric level a number of times per day equal to 3+your wisdom modifier.
Maximized Channel: At 8th level you may treat your channeling dice as if you you had rolled the highest possible result. For every 4 levels hereafter you may use this an additional time per day.


what would be the domain spells of the channel domain?


Hi, sorry for having disappeared, but I've been quite busy these days and forgot about the Zealot! :) Thanks for having taken the project forward in my absence anyway.

Just to focus on the "feeling" i desired for this characther, I'll post some PMs I've exchanged with Kyras Auskas on the concept.

Quote:

Hi, thanks for the interest.

I was reading some old manuals, and trampled in a concept that may be usefulf: Champion of Gwynharwyf, p. 56 of ths book of exalted deeds.

This is basically a barbarian prestige class with some paladin abilities.
The rage progresses as a 3.5 barbarian, and damage reduction do so too, it gains energy resistance (we could drop it), smite evil and spells as a Paladin. It keeps the barbarian HD.
As I guess it was playtested, we could keep this track instead of mixing too much different abilities (as an example: the strenght bonus applies only against the smite target?).

About the concept: the guy has a fatalistic view, much in a classical (Homeric like) view. There's destiny, there's Hubrys and Nemesis, but there's also a roman-like cult of the honor of the ancestors, as he has been raised in his mothers religion (a Bedine, a beduine like culture of Anauroch desert).
His divine abilities come as ward on him by his ancestors, while rage and the like are more like an individual sentiment much like a classical hero's Mania.

I'd like to limit the use of rage, and strip the player of its activation: to me it should be more like an uncontrollabe reaction to a frustrating event (damage taken, a fallen comrade, testimony of a very evil act): again an hubrys against the fate that risks to activate a nemesis.

Lay on hands could be dropped for damage reduction, after all.

What do you think?

The name could be something like Destined Champion, or maybe Ancient's Vindicator.

Let me know what you think about it!


here is what we came up with sorry if its is a bit far from you concept but it looks really balanced and fun

Zealot:

Primary Class: Paladin.
Secondary Class: Barbarian.
Alignment: Any.
Hit Dice: d10.
Bonus Skills and Ranks: The zealot may select three barbarian skills to add to her class skills in addition to the normal paladin class skills. The zealot gains a number of ranks at each level equal to 2 + Int modifier.

Weapon and Armor Proficiency: The zealot is proficient with all simple and martial weapons, with light and medium armor, and with shields (except tower shields).

Aura (Su): A zealot of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity's alignment (see detect evil for details). The power of a zealot’s aura is equal to her zealot level. This ability otherwise functions as and replaces aura of good.

Detect Alignment (Sp): At will, a zealot can use detect chaos, detect evil, detect good, or detect law. She can only use one of these at any given time. This ability otherwise functions as and replaces detect evil.

Divine Fury (Su): Once per day, a zealot can call upon her deity to grant her greater strength, ferocity, and battle prowess to carry out her god’s divine will. As a swift action, the zealot chooses one target within sight. If this target has an alignment that is in opposition to that of her deity’s on either the chaos/lawful or evil/good axis (or both), the zealot can enter a divine fury as a free action. While in divine fury, a zealot gains a +4 morale bonus to her Strength and Constitution, but she takes a –2 penalty to Armor Class. For example, a zealot with a deity that has a Chaotic Good alignment can enter a divine fury if her target is lawful, evil, or lawful evil. The increase to Constitution grants the zealot 2 hit points per Hit Dice, but these disappear when the divine fury ends and are not lost first like temporary hit points. While in a divine fury, a zealot cannot cast spells, nor can she use any Charisma–, Dexterity–, or Intelligence–based skills (except Acrobatics, Fly, Intimidate, and Ride) or ability that requires patience or concentration.

If the zealot is hindered in any way from engaging with her target, either by a creature or a situation that draws her attention away, she may attack the creature or deal with the situation for the sole purpose of removing those obstacles from her imminent path. However, the zealot must forfeit any attacks of opportunity granted to her against enemies that are not the target of her fury.

Once a zealot has engaged her target directly, if she attacks anyone other than her target or if her target is not of the right alignment, the divine fury ends and is wasted. Regardless of the target, attacks made using divine fury automatically bypass any DR the creature might possess. If a zealot falls unconscious, her divine fury immediately ends, placing her in peril of death.

A zealot can end her divine fury as a free action and is fatigued after the fury for 2 rounds per Hit Dice of the target. A zealot cannot enter a new divine fury while fatigued or exhausted but can otherwise enter divine fury multiple times during a single encounter or combat.

The divine fury effect remains until the target of the fury is dead or until the end of combat, whichever comes first. At 4th level, and at every three levels thereafter, the zealot may use divine fury one additional time per day, as indicated on Table: Divine Fury, to a maximum of seven times per day at 19th level.

In addition, a zealot’s weapons can bypass damager reduction while he is in divine fury. At 7th level, the zealot’s weapons are treated as silver for the purpose of by passing damage reduction. At 10th level, his weapons are treated as cold iron for the purpose of bypassing damage reduction.

This ability replaces smite evil.

Unstoppable Advance (Ex): At 2nd level, as long as a zealot is taking the shortest path to the target of her divine fury, she can make a free overrun maneuver against any creature that obstructs or hinders her. She adds her Charisma modifier to her CMB and provokes no attacks of opportunity while making this overrun maneuver. This ability, rage powers, and damage reduction replace lay on hands and mercy.

Rage Power (Su): At 3rd level, a zealot gains a blessing while using divine fury and gains a rage power of her choice. She gains another rage power for every 6 levels of zealot attained after 3rd level. A zealot gains the benefits of rage powers only while using divine fury, and some of these powers require the zealot to take an action first. Unless otherwise noted, a zealot cannot select an individual power more than once.

Damage Reduction (Ex): At 6th level, a zealot gains damage reduction. Subtract 1 from the damage the zealot takes each time she is dealt damage from a weapon or a natural attack. At 12th level, and again at 18th level, this damage reduction rises by 1 point. Damage reduction can reduce damage to 0 but not below 0.

Greater Divine Fury (Ex): At 11th level, when a zealot enters divine fury, the morale bonus to her Strength and Constitution increases to +6. This ability replaces channel energy.

Aura of Zeal (Su):At 11th level, a Zealot can expend two uses of her divine fury ability to grant the ability to divine fury to all allies within 10 feet, using her bonuses. Allies must choose their targets for this divine fury ability by the start of the zealot's next turn and the bonuses last for 1 minute. The targets chosen must be of the alignment that the Zealot chose at level 1. Using this ability is a free action. Creatures of the zealot’s opposition alignment cannot benefit from this ability.

Aura of Devotion (Su): At 14th level, a zealot’s weapons are treated as aligned (chaotic, evil, good, or lawful) for the purposes of overcoming damage reduction. Her weapons have the same alignment as her aura. For example, if the zealot has a lawful aura, then her weapons are treated as lawful. Any attack made against an enemy within 10 feet of her is treated as aligned for the purposes of overcoming damage reduction.

Champion of Fury (Su): At 20th level, a zealot becomes a conduit for the fury of her god. Her DR increases to 5/—. Whenever she uses divine fury and successfully strikes a target of her divine fury that is an outsider of her opposition alignment, the outsider is also subject to a banishment, using her zealot level as the caster level (her weapon and holy symbol automatically count as objects that the subject hates). After the banishment effect and the damage from the attack is resolved, the divine fury immediately ends. In addition, while her divine fury is in effect, she is considered to have the Diehard feat, but does not become staggered until her divine fury ends.

Table: Zealot
Base
Class Attack Fort Ref Will Spells per Day
Level Bonus Save Save Save Special 1st 2nd 3rd 4th
1st +1 +2 +0 +2 Aura, detect opposition alignment, divine fury 1/day — — — —
2nd +2 +3 +0 +3 Divine grace, unstoppable advance — — — —
3rd +3 +3 +1 +3 Aura of courage, divine health, rage power — — — —
4th +4 +4 +1 +4 Divine fury 2/day 0 — — —
5th +5 +4 +1 +4 Divine bond 1 — — —
6th +6/+1 +5 +2 +5 Damage reduction 1/— 1 — — —
7th +7/+2 +5 +2 +5 Divine fury 3/day (silver) 1 0 — —
8th +8/+3 +6 +2 +6 Aura of resolve 1 1 — —
9th +9/+4 +6 +3 +6 Rage power 2 1 — —
10th +10/+5 +7 +3 +7 Divine fury 4/day (cold iron) 2 1 0 —
11th +11/+6/+1 +7 +3 +7 Aura of zeal, greater divine fury 2 1 1 —
12th +12/+7/+2 +8 +4 +8 Damage reduction 2/— 2 2 1 —
13th +13/+8/+3 +8 +4 +8 Divine fury 5/day 3 2 1 0
14th +14/+9/+4 +9 +4 +9 Aura of devotion 3 2 1 1
15th +15/+10/+5 +9 +5 +9 Rage power 3 2 2 1
16th +16/+11/+7/+2 +10 +5 +10 Divine fury 6/day 3 3 2 1
17th +17/+12/+7/+2 +10 +5 +10 Aura of righteousness 4 3 2 1
18th +18/+13/+8/+3 +11 +6 +11 Damage reduction 3/— 4 3 2 2
19th +19/+14/+9/+4 +11 +6 +11 Divine fury 7/day 4 3 3 2
20th +20/+15/+10/+5 +12 +6 +12 Champion of fury 4 4 3 3


#zealot

I like the look of things so far though to me spells don't fit this guy. Not sure what should replace it.

Also, losing powers. I feel that the paladin code is a bit harsh for this guy so perhaps cleric type requirements to regain or lose powers.

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