Multiclass Archetypes V: More Ultimate MCAs


Homebrew and House Rules

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not going to lie...I want one of those. I love it.


Lindley Court, if you're still tracking, your Wondrous Detonator (Mag/Alc) is up!

Coven Agent is on the wiki too.

While we're waiting for that, here's the next wiki MCA, by Bardess.

COVEN CHAMPION:

Not every witch coven is malevolent, nor does witchcraft itself have to be evil, though these are the most commonly held opinions of the people. Contrary to this misconception, small covens of goodly witches secretly labor to defend the boundaries of this world from the vile horrors lying beyond our mortal realm, while simultaneously enduring the hate and prejudice of those they seek to protect. Thus, there are those who stand as guardians with the sole responsibility of protecting these holy covens, and charged to teach the outside world through their deeds that witches can become friends and allies in the common struggle against wickedness. The coven champion, blessed by mysterious eldritch powers, is such as these, for she stands as a model of virtue while operating in an unorthodox yet holy manner.

Primary Class: Paladin.
Secondary Class: Witch.
Alignment: Lawful good.
Hit Dice: d8.

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

Weapon and Armor Proficiency: The coven champion is proficient with all simple and martial weapons, with all types of armor (heavy, light, and medium), and with shields (except tower shields).

Spellcasting: The coven champion casts divine spells drawn the paladin spell list, and adds the following witch spells to her list of the indicated levels: 1st level—cause fear, charm person, command, hex ward**, hypnotism, identify, ill omen*, lock gaze†, mask dweomer*, peacebond†, remove sickness**; 2nd level—adoration†, augury, daze monster, delay pain**, enthrall, gentle repose, ghostly disguise**, hold person, qualm†, scare, see invisibility; 3rd level—arcane sight, clairaudience/clairvoyance, fly, glyph of warding, heroism, locate weakness†, remove disease, share senses*, suggestion, twilight knife*, witness**; 4th level—age resistance (lesser)**, charm monster, confusion, curse of magic negation**, debilitating portent†, detect scrying, divination, fear, locate creature, minor creation.

In addition, the coven champion gains the following as her 5th and 6th level spell lists: 5th level—ancestral memory‡, atonement, banish seeming*, breath of life, cleanse*, commune, contact other planes, cure critical wounds, disrupting weapon, flame strike, hallow, hold monster, holy ice**, hostile juxtaposition†, pillar of life*, planar ally (lesser), raise dead, reprobation**, rest eternal*, righteous might, serenity**, spell immunity, spell resistance, telepathic bond, undeath ward±; 6th level—age resistance**, animate objects, banishment, dispel magic (greater), find the path, forbiddance, geas/quest, glyph or warding (greater), guards and wards, heroes’ feast, heroism (greater), holy word, joyful rapture**, legend lore, bull’s strength (mass), cure light wounds (mass), eagle’s splendor (mass), owl’s wisdom (mass), suggestion (mass), overwhelming presence**, symbol of persuasion, symbol of sealing**, true seeing, undeath to death. (*Advanced Player’s Guide, **Ultimate Magic, †Ultimate Combat, ‡The Inner Sea World Guide, ±Dungeons of Galorian)

A coven champion otherwise learns, prepares and casts spells as a paladin equal to her coven champion level. She also receives bonus spells per day if she has a high Charisma score.

Coven (Ex): A coven champion can join to a witch’s coven as if she had the coven hex at 1st level. The coven champion’s coven can’t contain hags and must be formed by good-aligned witches and other characters only. Whenever the paladin’s within 30 feet of another characters with this ability, she can use the aid another action to grant a +1 bonus to the other spellcaster’s caster level for 1 round. This ability and detect magic replace divine health.

Detect Magic (Sp): At will, a coven champion can use detect magic, as the spell. A coven champion can, as a move action, concentrate on a single item or individual within 60 feet and determine if it radiates magic, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the paladin does not detect magic in any other object or individual within range.

Smite Evil (Su): This is exactly like the paladin ability of the same name, except that a coven champion gains a bonus to damage on the first successful attack against evil fey creatures instead of evil undead.

Detect Evil (Sp): This is exactly like the paladin ability of the same name, except that the coven champion gains this ability at 2nd level.

Merciful Hex: A coven champion may select any witch hex in place of a mercy. At 12th level, she may select a hex or major hex. At 18th level, a coven champion can select a hex, major hex, or grand hex. She cannot select any hex more than once, unless specifically stated. Using a hex consumes one use of the coven champions’ lay on hands ability, without further effects. A coven champion cannot select the following hexes: blight, poison steep, unnerve beasts, cook people, infected wounds, waxen image, dire prophecy. If hexes from any other source are in use, the coven champion cannot select any hex of a chaotic or evil nature. This otherwise functions as and replaces mercy.

Eldritch Bond (Sp): Upon reaching 5th level, a coven champion forms a bond with the divine forces which grant her powers. This bond can take one of two forms. Once the form is chosen, it cannot be changed.

The first type of bond is with a consecrated weapon. The coven champion’s bonded weapon counts as an athame, or witch’s ceremonial dagger, for the purpose of participating to coven rites that have an athame as its prerequisite.

This form of bond allows the coven champion to enhance her weapon as a standard action by calling upon the aid of an eldritch spirit for 1 minute per paladin level. When called, the spirit causes the weapon to shed light as a torch. At 5th level, this spirit grants the weapon a +1 enhancement bonus. At 8th level, and every three levels thereafter, the weapon gains another +1 enhancement bonus, to a maximum of +6 at 20th level. These bonuses can be added to the weapon, stacking with existing weapon bonuses to a maximum of +5.

At 5th level, these bonuses can be used to add any of the following weapon properties: axiomatic, brilliant energy, cunning, hexing#, hexing burst#, holy, keen, merciful, speed, spell storing, and transformative*. Adding these properties consumes an amount of bonus equal to the property's cost (see Table: Melee Weapon Special Abilities). These bonuses are added to any properties the weapon already has, but duplicate abilities 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. (*Advanced Player’s Guide, #Rite Publishing’s 101 Weapon Properties)

At 9th level, the coven champion’s weapon can receive the powers of any magical athame% for a number of rounds equal to 1/2 the coven champion’s level. (%Super Genius Games’ #1 With a Bullet Point: 5 Magic Witch’s Daggers)

The bonus and properties granted by the spirit are determined when the spirit is called and cannot be changed until the spirit is called again. The eldritch spirit imparts no bonuses if the weapon is held by anyone other than the coven champion but resumes giving bonuses if returned to the coven champion. These bonuses apply to only one end of a double weapon. A coven champion can use this ability once per day at 4th level, twice per day at 9th level, and one additional time per day for every four levels thereafter, to a total of four times per day at 17th level.

If a weapon bonded with an eldritch spirit is destroyed, the coven champion loses the use of this ability for 30 days, or until she gains a level, whichever comes first. During this 30-day period, the paladin takes a –1 penalty on attack and weapon damage rolls and cannot use any hex except coven. The ritual of bonding with a new consecrated weapon costs 200 gp per coven champion’s level.

The second type of bond allows a coven champion to gain the service of a magic steed which also serves as an intermediary between her and her eldritch patron. The eldritch mount must be a CR 2 magical beast, fey animal or fey creature suitable as a mount (like a blink dog or hippogriff), and is always LG, regardless of its normal alignment. Once selected, the choice is set, but it may be changed whenever the coven champion gains a level. At 7th level, she can summon a CR 3 creature (mobat, pegasus, unicorn), and each level thereafter the CR of her mount increases by one, to a maximum of CR 14 at 18th level (such as a young phoenix). Once per day, as a full-round action, a coven champion may magically call his magical mount to his side. This ability is the equivalent of a spell of a level equal to one-third the coven champion’s level. The mount immediately appears adjacent to the coven champion. A coven champion can use this ability once per day at 4th level, twice per day at 9th level, and one additional time per day for every four levels thereafter, for a total of four times per day at 17th level.

At 11th level, the eldritch familiar gains the celestial template.

At 15th level, the eldritch familiar gains spell resistance equal to the coven champion’s level + 11.

A coven champion’s eldritch familiar otherwise functions as a witch’s familiar, teaching spells to and storing spells for its master. It also gains the empathic link, store spells, deliver touch spells, and scry on familiar abilities at the indicated levels (p. 83 of the Core Rulebook), and counts both as a familiar and a bonded mount for all prerequisites. Should the eldritch familiar die or be banished, the coven champion may not summon another familiar for 30 days or until she gains a level, whichever comes first. During this 30-day period, the coven champion takes a –1 penalty on attack and weapon damage rolls and can’t cast any spells. The ritual for summoning a new eldritch familiar costs 200 gp per coven champion’s level. This ability replaces divine bond.

Channel Positive Energy (Su): This is exactly like the paladin ability of the same name, except that the coven champion gains channel positive energy at 5th level.

Aura of Vengeful Curse (Sp): At 11th level, a coven champion can expend two uses of her smite evil ability to cast bestow curse on all evil enemies within 10 feet, as a free action. Each enemy can be affected by a different curse, with each effect lasting for 1 minute. This ability replaces aura of justice.

Aura of Witchcraft (Su): At 14th level, a coven champion’s weapons are treated as magic for the purposes of overcoming damage reduction. Any attack made against an enemy within 10 feet of her is treated as magic for the purposes of overcoming damage reduction. This ability functions only while the coven champion is conscious, not if she is unconscious or dead. This ability replaces aura of faith.

Aura of Eldritch Virtue (Su): At 17th level, a coven champion gains DR 5/magic and immunity to compulsion spells and spell-like abilities. Each ally within 10 feet of her gains a +4 morale bonus on saving throws against compulsion effects. This ability functions only while the coven champion is conscious, not if she is unconscious or dead. This ability replaces aura of righteousness.

Chosen of Holy Magic (Su): At 20th level, the coven champion’s DR increases to 10/magic. Whenever she uses smite evil and successfully strikes an evil outsider or fey, the creature is also subject to a single-target holy word with a caster level equal to 10 + her coven champion’s level. After the banishment effect and the damage from the attack are resolved, the smite immediately ends. In addition, whenever she uses lay on hands to heal a creature, she heals the maximum possible amount. This ability replaces holy champion.

New Mercy
The following new mercy may be selected by any creature with the mercy class feature as a 12th-level mercy.

Asleep: The paladin’s lay on hands acts as break enchantment on any sleep spell or effect, included the eternal slumber witch’s hex.

Transmuted: The paladin’s lay on hands acts as break enchantment on any transmutation spell or effect, such as baleful polymorph.

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

1st +0 +2 +0 +2 Aura of good, coven, detect magic, smite evil 1/day — — — — — —
2nd +1 +3 +0 +3 Detect evil, divine grace, lay on hands — — — — — —
3rd +2 +3 +1 +3 Aura of courage, merciful hex — — — — — —
4th +3 +4 +1 +4 Channel positive energy, smite evil 2/day — — — — — —
5th +3 +4 +1 +4 Eldritch bond 1 — — — — —
6th +4 +5 +2 +5 Merciful hex 1 — — — — —
7th +5 +5 +2 +5 Smite evil 3/day 1 — — — — —
8th +6/+1 +6 +2 +6 Aura of resolve 1 1 — — — —
9th +6/+1 +6 +3 +6 Merciful hex 2 1 — — — —
10th +7/+2 +7 +3 +7 Smite evil 4/day 2 1 1 — — —
11th +8/+3 +7 +3 +7 Aura of vengeful curse 2 1 1 — — —
12th +9/+4 +8 +4 +8 Merciful hex 2 2 1 1 — —
13th +9/+4 +8 +4 +8 Smite evil 5/day 3 2 1 1 — —
14th +10/+5 +9 +4 +9 Aura of witchcraft 3 2 2 1 1 —
15th +11/+6/+1 +9 +5 +9 Merciful hex 3 2 2 1 1 —
16th +12/+7/+2 +10 +5 +10 Smite evil 6/day 3 3 2 2 1 1
17th +12/+7/+2 +10 +5 +10 Aura of eldritch virtue 4 3 2 2 1 1
18th +13/+8/+3 +11 +6 +11 Merciful hex 4 3 3 2 2 1
19th +14/+9/+4 +11 +6 +11 Smite evil 7/day 4 3 3 2 2 1
20th +15/+10/+5 +12 +6 +12 Chosen of holy magic 4 4 3 3 2 2


I am wary of the magical beast bond, although it SEEMS ok. flaws of the challenge rating system and whatnot. I don't know...


Realistically, issues with challenge rating balance can be sorted out by a GM. And lets be serious who doesn't what their PC to have a baby Phoenix as a pet.


The CR of the bonded creature is taken from the anti-paladin demon servant.

Advocates

Pathfinder Adventure, Adventure Path, Maps, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

With an admirable (or perhaps admonishable) sense of self-sacrifice, there is a certain variety of magical soldier, who devotes himself not to a sword, but to explosives. With an alchemical talent for blasting through foes, alongside an inner powderkeg of magical prowess, the wondrous detonator is a truly powerful combatant.

Hit Dice: d10
Skill Ranks/Level: 2 + INT Modifier
Class Skills: The magus adds three skills from the alchemist’s class skill list to his list of class skills.

Arcane Keg (Su): With an explosive prowess hidden within, a detonator is able to create mighty bombs when needed, and enhance their abilities when needed. He gains the Bomb class feature of an alchemist, progressing in damage at 3rd level and every 3 levels thereafter. Additionally, as part of the action he spends creating and using a bomb, he can expend one point from his arcane pool to grant his bomb a +1 bonus to attack, damage, and splash damage.

Furthermore, beginning at 7th level, the detonator may choose to apply multiple discoveries to his bombs, spending two points from his arcane pool for each additional discovery. This modifies and otherwise functions as the arcane pool class feature, and replaces the spell combat and medium armor class features.

Discovery (Ex): From third level on, the detonator may choose to gain an Alchemist discovery that applies to bombs instead of a magus arcana. This modifies and otherwise functions as the magus arcana class feature.

Intrinsic Rupture (Su): Beginning at 8th level, a detonator has managed to blend his prowess with explosives with his natural arcane might. As a full-round action that provokes attacks of opportunity and expends one point from his arcane pool, he deals the damage of his bombs to all creatures within 15 feet. He may expend two additional arcane points to apply a single discovery to this attack, as if it were a bomb. However, he takes 1d6 damage for every point he expends in the use of this ability, which cannot be reduced in any way.

At 14th level, he gains the ability to expend two further arcane points to apply a second discovery to his intrinsic rupture. As a whole, this replaces the improved spell combat and greater spell combat class features.

Medium Armor (Ex): This functions as the magus feature of the same name, but is gained at 13th level rather than at 7th level. This replaces the heavy armor class feature.


#Wondrous Detonator
1) Need to get a better name than Wondrous Detonator. Something like Eldritch Grenadier, Eldritch Artillerist, Munitions Mage, Detonator Mage, or Barrage Mage?

2) HD should be d8 not d10.

3) Is the Arcane Keg adding all this to the arcane pool, without removing stuff? Thus all arcane keg + arcane pool's ability to enhance his weapon?

4) Intrisnsic Rapture: I like the idea od increasing the arcane bomb's area by expending an arcane point. However, there is no reason to expend a point to add one discovery to the Intrinsic Rapture effect. Two, yes, but not one, as the arcane bomb is considered an alchemist's bomb (only one bomb discovery can be added to a bomb at a time), and Intrinsic Rapture is not a discovery, they combine without the need to expend an additional point to add a discovery to an arcane bomb with an increased radius. I would also separate the two abilities here.

5) If the MCA is receiving Medium Armor, give it at 7th, as normal, and swap out Heavy Armor at it's level. Their's no pint in waiting until 13th for him to gain Medium Armor.

There's some great ideas here, but they need some tweaking, and possibly a few more ALchemist additions to the MCa, such as the Alchemy ability (no mutagens, only bombs, and eventually some extracts) Extracts will need to be swapped in though if that's something you want. this would be similar to the Incendiary Mage's ability to create extracts and cast spells, but expends his spell slots to do both; has to choose whether the slot is a spell or an extract. May also want to add in a few other unique abilites or abilities from appropriate archetypes.

I think Arcane Pool could be changed to power the creation of arcane bombs (up to 6d6), and be able to enhance the bombs up to +5, and be able to add the energy-based weapon properties listed in arcane pool to the bombs (plus a few others not listed) by consuming the bonus. Though we may want to reduce to max Bonus to +4 or so.

EDIT: Thinking we should swap out True Magus, as all the Spell combat abilities are gone anyways, and make him create a detonation of explosive energy from his body. Call it "True Detonation".


Ahhh, the dreaded weekend halt! Anyways, been doing some thinking and reworking and renaming. Wanted to keep the idea of the Wondrous Detonator alive so I've chosen to rename him the Detonator Mage (just the working rename, not permanent-though I do like it). Anyways, added in some more Alchemist,a nd streamlined things, also did a bit more swapping as I didn't feel the swaps were quite balanced, especially with the bombs swap in. And again, FYI, this does not mean it needs to be like this. I just happen to work best tweaking abilities by fleshing them out totally. Very willing to totally scrap things if they aren't what the creator is looking for...

DETONATOR MAGE:

Certain magical soldiers devote themselves to warfare; not to the sword, but to explosives and all manner of volatile substances. With an admirable (or perhaps cautious) sense of self-sacrifice, the detonator mage sports the alchemist’s talent for blasting through foes, while possessing an inner powder keg of volatile magical prowess that swells and grows until it culminates in the ability to unleash it in a single explosive blast. Detonator mages have a knowledge of alchemical substances, weaponry, and spells, making them a truly powerful and versatile in combat.

Primary Class: Magus.
Secondary Class: Alchemist.
Alignment: Any.
Hit Dice: d8.

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

Weapon and Armor Proficiency: The wondrous detonator is proficient with all simple and martial weapons, bombs, and with light armor, but not with shields.

Alchemy (Su): At 1st level, a detonator mage gains the alchemist’s ability to create mundane alchemical substances such as alchemist’s fire and smokesticks. When using Craft (alchemy) to create an alchemical item, a detonator mage gains a competence bonus equal to her class level on the Craft (alchemy) check. In addition, a detonator mage can use Craft (alchemy) to identify potions as if using detect magic. She must hold the potion for 1 round to make such a check. This ability and extracts replace spell combat.

Munitions Pool (Su): At 1st level, a detonator mage gains a reservoir of mystical arcane energy that he can draw upon to fuel his powers and create explosive effects. This munitions pool has a number of points equal to 1/2 his detonator mage level (minimum 1) + his Intelligence modifier. The pool refreshes once per day when the detonator mage prepares his spells.

At 1st level, a detonator mage can expend 1 point from his arcane pool to create an arcane bomb. Arcane bombs are unstable, and if not used in the round they are created, they are wasted. Spending the point, creating, and throwing an arcane bomb requires a standard action that provokes an attack of opportunity. Thrown bombs have a range of 20 feet and use the Throw Splash Weapon special attack. Bombs are considered weapons and can be selected using feats such as Point-Blank Shot and Weapon Focus. On a direct hit, a detonator mage’s arcane bomb inflicts 1d6 points of fire damage + additional damage equal to the detonator mage’s Intelligence modifier. The damage of a detonator mage’s bomb increases by 1d6 points at 4th level and every three detonator mage levels thereafter (this bonus damage is not multiplied on a critical hit or by using feats such as Vital Strike). Splash damage from a detonator mage’s arcane bomb is always equal to the bomb’s minimum damage (so if the bomb would deal 2d6+4 points of fire damage on a direct hit, its splash damage would be 6 points of fire damage). Those caught in the splash damage can attempt a Reflex save for half damage. The DC of this save is equal to 10 + 1/2 the detonator mage’s level + the detonator mage’s Intelligence modifier. An arcane bomb otherwise functions as an alchemist’s bomb.

At 3rd level, a detonator mage can expend 1 additional munitions point when creating an arcane bomb as a swift action to grant it a +1 enhancement bonus. For every five levels beyond 3rd, the bomb gains another +1 enhancement bonus, to a maximum of +4 at 18th level. 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: corrosive, corrosive burst, flaming, flaming burst, frost, icy burst, shock, shocking burst, or thundering.

Adding these properties consumes an amount of bonus equal to the property’s base price modifier. These properties can only be added to an arcane bomb, but duplicates do not stack. If the bomb 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 munitions pool point is spent and cannot be changed until the next time the detonator mage uses this ability. These bonuses do not function if the arcane bomb is wielded by anyone other than the detonator mage.

A detonator mage can only enhance one arcane bomb in this way at one time. If he uses this ability again, the first use immediately ends. This ability modifies the magus’s arcane pool and replaces improved spell recall, knowledge pool, improved spell recall, and heavy armor.

Explosive Spellstrike: This is exactly like the magus’s spellstrike ability, except that the when a detonator mage casts a spell with the range of “touch”, he choose to deliver the spell by making a successful ranged attack with his arcane bomb instead.

Magus Arcana: This is exactly like the magus ability of the same name, except that a detonator mage may select an alchemist bomb discovery in place of a magus arcana. At 6th level, a detonator mage may select an alchemist extract discoveries in place of a magus arcana.

Extracts: Beginning at 4th level, a detonator mage learns to fashion magical potionlike extracts in which to store his spell effects, like an alchemist. While studying his spellbook, a detonator mage decides which spells to memorize as spells and which to prepare as extracts. Like an alchemist, when a detonator mage creates an extract, he infuses the concoction with a tiny fraction of his own magical power, binding the effects to the creator. At 4th level, a detonator mage can create extracts from his 1st-level spells. Every three levels thereafter, a detonator mage can create extracts from each subsequent level of spells, up to a maximum of 6th–level spells at 19th level.

Creating extracts consumes raw materials, but the cost of these materials is insignificant—comparable to the valueless material components of most spells. If a spell normally has a costly material component, that component is expended during the consumption of that particular extract. Extracts cannot be made from spells that have focus requirements (detonator mage extracts that duplicate divine spells never have a divine focus requirement). A detonator mage can prepare an extract of any spell he has in his spellbook. The Difficulty Class for a saving throw against a detonator mage’s extract is 10 + the extract level + the detonator mage’s Intelligence score.

Unlike other magi, a detonator mage can learn spells from an alchemist’s formula book that are on the sorcerer/wizard spell list and copy them into his spellbook as spells. A detonator mage does not need to decipher arcane writings before copying them. A detonator mage’s extracts otherwise function like an alchemist’s extracts.

Intrinsic Rupture (Su): At 8th level, a detonator has learned to blend his prowess with explosives with his natural arcane might. As a swift action, a detonator mage can expend 1 point from his munitions pool to increase the range of his arcane bomb’s range to 30 feet and its damage area to include all creatures within 5 feet of the target. In addition, a detonator mage may expend 2 additional munitions points to apply a second bomb discovery to his arcane bombs. This ability replaces improved spell combat.

Greater Intrinsic Rupture (Su): At 14th level, a detonator mage can expend 1 point from his munitions pool to increase the range of his arcane bomb’s range to 40 feet and its damage area to include all creatures within 10 feet of the target. In addition, a detonator mage can expend 2 additional munitions points to apply a third bomb discovery to his arcane bombs. This ability replaces greater spell combat.

True Detonation (Su): At 20th level, a detonator mage can release the volatile energies within him. As a standard action, a detonator mage can expend 4 munitions points to create a fiery explosion that erupts from his body. This explosion is similar to the fireball spell, except that it detonates in 40-foot-radius spread that deals 20d6 points of fire damage (Reflex save for half damage). Using this ability is physically taxing, and the detonator mage takes a –2 penalty to his AC and Reflex saves for 1d6 rounds. Multiple uses of this ability while suffering these taxing effects cause these penalties to stack. This ability replaces true magus.

Table: Detonator Mage
Base
Class Attack Fort Ref Will Spells per Day
Level Bonus Save Save Save Special 0 1st 2nd 3rd 4th 5th 6th

1st +0 +2 +0 +2 Alchemy, arcane bomb 1d6, cantrips, 3 1 — — — — —
munitions pool
2nd +1 +3 +0 +3 Explosive spellstrike 4 2 — — — — —
3rd +2 +3 +1 +3 Magus arcana 4 3 — — — — —
4th +3 +4 +1 +4 Arcane bomb 2d6, extracts 4 3 1 — — — —
5th +3 +4 +1 +4 Bonus feat 4 4 2 — — — —
6th +4 +5 +2 +5 Magus arcana 5 4 3 — — — —
7th +5 +5 +2 +5 Arcane bomb 3d6, medium armor 5 4 3 1 — — —
8th +6/+1 +6 +2 +6 Intrinsic rapture 5 4 4 2 — — —
9th +6/+1 +6 +3 +6 Magus arcana 5 5 4 3 — — —
10th +7/+2 +7 +3 +7 Arcane bomb 4d6, fighter training 5 5 4 3 1 — —
11th +8/+3 +7 +3 +7 Bonus feat 5 5 4 4 2 — —
12th +9/+4 +8 +4 +8 Magus arcana 5 5 5 4 3 — —
13th +9/+4 +8 +4 +8 Arcane bomb 5d6 5 5 5 4 3 1 —
14th +10/+5 +9 +4 +9 Greater intrinsic rapture 5 5 5 4 4 2 —
15th +11/+6/+1 +9 +5 +9 Magus arcana 5 5 5 5 4 3 —
16th +12/+7/+2 +10 +5 +10 Arcane bomb 6d6, counterstrike 5 5 5 5 4 3 1
17th +12/+7/+2 +10 +5 +10 Bonus feat 5 5 5 5 4 4 2
18th +13/+8/+3 +11 +6 +11 Magus arcana 5 5 5 5 5 4 3
19th +14/+9/+4 +11 +6 +11 Arcane bomb 7d6, greater spell access 5 5 5 5 5 5 4
20th +15/+10/+5 +12 +6 +12 True detonation 5 5 5 5 5 5 5

Thoughts about the changes? Especially from Lindley...


The bomb spellstrike should probably specify that the spell only affects the direct target. Allowing touch spells as aoe's (yes i know arcane archer but still) seems really dangerous.


Also i just realized this gets both spells and extracts, yeah that's alot.


Christos, spells and extracts yes, but they are burning the same resource, and as a prepared caster, they have to choose whther their spells are spells or extracts when they prepare them. So if he has 4 1st level spells, he can have any combination of 1st level spells and extracts equalling 4 (1+3, 2+2, 3+1, or 4). So its not a lot, its the same number of resources, just different ways of expending them. Plus he can only make extracts out 1st level spells at 4th level, while still being able to cast 2nd level spells as spells only. Gives it some versatility. Looking it over though, perhaps I should change it to specify that he can only make extracts of spell from his spellbook IF it is also on the alchemist's formuale list, as the formulae list tends to focus on spells that can become potions/extracts. That way we're not getting crazy wired extracts created.

@Explosive Spellstrike: I'll make that change.


So I've made this change to Extracts. Still need to hear from Lindley what she likes and doesn't like with the changes.

Extracts:
Beginning at 5th level, a detonator mage learns to fashion magical potionlike extracts in which to store his spell effects, like an alchemist. While studying his spellbook, a detonator mage decides which spells to memorize as spells and which to prepare as extracts. Like an alchemist, when a detonator mage creates an extract, he infuses the concoction with a tiny fraction of his own magical power, binding the effects to the creator. At 5th level, a detonator mage can create extracts from his 1st-level spells. Every four levels thereafter, a detonator mage can create extracts from each subsequent level of spells, up to a maximum of 4th–level spells at 17th level.

Creating extracts consumes raw materials, but the cost of these materials is insignificant—comparable to the valueless material components of most spells. If a spell normally has a costly material component, that component is expended during the consumption of that particular extract. Extracts cannot be made from spells that have focus requirements (detonator mage extracts that duplicate divine spells never have a divine focus requirement). A detonator mage can prepare an extract of any spell he has in his spellbook, as long as that spell is also on the alchemist’s formulae list. The Difficulty Class for a saving throw against a detonator mage’s extract is 10 + the extract level + the detonator mage’s Intelligence score.

Unlike other magi, a detonator mage can learn spells from an alchemist’s formula book that are on the sorcerer/wizard spell list and copy them into his spellbook as spells. A detonator mage does not need to decipher arcane writings before copying them. A detonator mage’s extracts otherwise function like an alchemist’s extracts.

Edit: Looked over the Incendiary Mage Extract ability, and it allows him to make extracts from up to only 6th level spells, and this is a full caster (9th-level spells). So, as a hybrid caster, he should probably only be anbe to make extracts from 4th level spells or lower, that wat its not quite on par with the alchemist. Made that change too.

Another option would be to move it to 5th/9th/13th/17th, maxing out at with 4th-level extracts. In fact lets go with that. That's what's been alterd most recently.

Advocates

Pathfinder Adventure, Adventure Path, Maps, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

Ah, sorry about that disappearance, real life occurred. I really like what you've done! However, I don't fully see why he has to have extracts? I get that it adds in more "alchemist"-type stuff, but from what I recall, there were two MCAs with the same primary and an alchemist secondary, one for extracts/mutagens and one for bombs (I believe it was the witch). And while I certainly like the concept, alongside the various new things, I just don't get why it has to have extracts?

My personal recommendation would be to play up the fact that the class is supposed to survive long enough to blow up and keep fighting, and give it mutagens that can give DR/-, provide AC, or boost CON. I'm not 100% certain of how to write it out, and spells + extracts seems really cool, just... not for this specific archetype.

Oh, and as a random thought, maybe there could be a mutagen that gives temporary munitions points that have to be used up within X rounds or they disappear, and drinking too many of that mutagen in a day makes you really sick?


Detonator Mage
Excellent feedback, Lindley! No, it doesn't need the extracts, and with your explanation of the MCA's flavor (which always helps), I can see we don't want extracts at all. As to the mutagen, that's a nifty idea. Let me sit and ponder and figure out how to approach that aspect.


Thought, how about a mutagen that grants a benefit, but can also be used to unleash a fiery blast from the body? Something like, A mutagen that grants the Detonator Mage an attack that does 1d6 fire damage per level up to 15d6 (like a fireball)? Imbibe the mutagen, and you can either 1) breath a gout of fire that deals xd6 damage (must be in 1d6 increments), or create a burst of fire from body, unleashing all remaining fire damage dice. So, a 10th level Detonator Mage that imbibes a "Volatile" Mutagen gains the ability to deal up to 10d6, either in the form of a fire breath attack or in a single blast of fire. The breath weapon could be expended in what ever combination of d6s totally 10d6 (say 3 gouts over the period the mutagen is in effect, each dealing 4d6, 3d6, and 3d6 damage) at which time the mutagen is done. OR unleash it all at once in a blast dealing the remaining damage in a 5-ft burst at first, increasing to 10 ft, 15 ft, then 20 ft at its pinnacle.

Then with the 20th level ability, this is like a culmination of all the fiery energy within him, and he can simply ceate a 40-ft-radius-blast that deals 20d6 fire damage. Should probably make its use a bit more detrimental to the user, say becomes fatigued for x rounds.


That sounds awesome. Now i could play nitro.


#Detonator Mage

Definitely needs more work on the risk/sickness of the blasto-mutagen.

I'd be interested in seeing a different flavoring for that than "mutagen", though still something suitably pseudo-scientific - "pyrocausticity", "bioblast", "powderkin", "blastform" etc...


Elghinn Lightbringer wrote:
How's this?

Looking good.

Did you guys see this: Advanced Class Guide

Quote:
This 256-page rulebook will contain 10 new classes, each a mix of two existing classes, taking a bit from each class and adding new mechanics to give you a unique character. Around the office we're calling them "hybrid classes." You can think of the magus (from Ultimate Magic) as our first test of this concept. It takes some rules from the fighter, some rules from the wizard, and then adds its own unique mechanics.


Starfox wrote:
Elghinn Lightbringer wrote:
How's this?

Looking good.

Did you guys see this: Advanced Class Guide

Quote:
This 256-page rulebook will contain 10 new classes, each a mix of two existing classes, taking a bit from each class and adding new mechanics to give you a unique character. Around the office we're calling them "hybrid classes." You can think of the magus (from Ultimate Magic) as our first test of this concept. It takes some rules from the fighter, some rules from the wizard, and then adds its own unique mechanics.

Err yes. Definitely a case of interesting parallel design, and I take it as a kind of justification of Elghinn's vision.

I've been all over the ACG Paizoblog thread linking people to our wiki, threads and PDF. Even before I did that there were posters saying the ACG was very reminiscent of MCAs. :)

Before the final four class hybrids were known and folks were positing their hybrids wishes and predictions, it was fun to see which ones we had already covered.

Between us, the ACG and The Genius Talented Guide line, folks are spoilt for options...

I'm up for creating a Hunter/Brawler next year sometime... ;)

[EDIT - a Bard/Brawler capoierdubsteparkourista! I win the thread!]


Elghinn Lightbringer wrote:
Coven (Ex): A coven champion can join to a witch’s coven as if she had the coven hex at 1st level. The coven champion’s coven can’t contain hags and must be formed by good-aligned witches and other characters only. Whenever the paladin’s within 30 feet of another characters with this ability, she can use the aid another action to grant a +1 bonus to the other spellcaster’s caster level for 1 round. This ability and detect magic replace divine health.

This is actually quite a complex and powerful ability, and one that does not work.

* Since an ordinary witch can only join a coven if it contains a hag, and a coven champion can only join a coven if it does NOT contain a hag, witches and coven champions cannot share a coven. This means the coven champion can only form a coven with other coven champions (and possibly classes with coven variants without hags).

* Coven is actually a quite powerful ability, allowing the casing of a lot of spoells, among them Vision, which is 7th level. This is to powerful an ability for first level.

This is my suggested edit:

Coven (Ex): At 10th level the coven champion can act as a hag to create a coven of witches. This is similar to the coven hex, but there can and need be no hag in a coven champion's coven and it must be formed by good-aligned witches and other characters only. Whenever the paladin’s within 30 feet of another characters with this ability, she can use the aid another action to grant a +1 bonus to the other spellcaster’s caster level for 1 round. This ability and replaces aura of justice.

Quote:
Smite Evil (Su): This is exactly like the paladin ability of the same name, except that a coven champion gains a bonus to damage on the first successful attack against evil fey creatures instead of evil undead.

The Smite Evil ability has changed since this was written, it no longer gives a bonus on only one attack, and it provides an increased bonus against all undead, not merely evil undead. thus:

Smite Evil (Su): This is like the paladin ability of the same name, except that a coven champion gains an increased bonus to damage against evil fey creatures instead of undead.

Quote:
Eldrich Bond:

* It should be clarified if the athame need to be a dagger or not.

* "fey creature suitable as a mount (like a blink dog or hippogriff)" does not work out. Fey is a creature type. Hippogriffs and blink dogs are magical beasts, not fey. I suggest avoiding the words "fey creature" and adding something clearer but more convoluted (or just say "magical beast". Also, does the mount/animal companion rules work with such creatures? Each type of animal companion in Pathfinder has an unique advancement patterns, and there are no such advancement pattern for the blink dog. There might be one for the hippogriff, as there is a ranger Pathfinder AT (sable marine) that uses the hippogriff as a mount.

Quote:
A coven champion’s eldritch familiar otherwise functions as a witch’s familiar, teaching spells to and storing spells for its master.

How does this work with a consecrated weapon? Consecrated weapon can normally enhance any weapon in the paladin's possession - it is not a specific weapon. This ability seems to indicate the coven champion has one specific bonded weapon, but that is never said. And does the spirit need to be manifested during spell preparation (i suppose not, but might need to be mentioned).


Lindley Court wrote:
Arcane Keg (Su): With an explosive prowess hidden within, a detonator is able to create mighty bombs when needed, and enhance their abilities when needed. He gains the Bomb class feature of an alchemist, progressing in damage at 3rd level and every 3 levels thereafter.

As bomb is a stand-alone attack, the damage is not that impressive. On the other hand, this is on top of normal magus spellcasting. For a class that has access to "fireball", this seems a bit redundant.

Lindley Court wrote:
Additionally, as part of the action he spends creating and using a bomb, he can expend one point from his arcane pool to grant his bomb a +1 bonus to attack, damage, and splash damage.

Should this bonus increase in the same manner as the bonus granted by the magus' arcane pool ability?

Lindley Court wrote:
Furthermore, beginning at 7th level, the detonator may choose to apply multiple discoveries to his bombs, spending two points from his arcane pool for each additional discovery.

This seems horribly expensive.

Lindley Court wrote:
Intrinsic Rupture (Su): Beginning at 8th level, a detonator has managed to blend his prowess with explosives with his natural arcane might.

Is "arcane might" really "natural"? :o

Lindley Court wrote:
As a full-round action that provokes attacks of opportunity and expends one point from his arcane pool, he deals the damage of his bombs to all creatures within 15 feet. He may expend two additional arcane points to apply a single discovery to this attack, as if it were a bomb. However, he takes 1d6 damage for every point he expends in the use of this ability, which cannot be reduced in any way.

I have a bomber alchemist AT that had an ability similar to that, but in play that did not work out well; it was too different from the normal bombs.

The splash damage can then be increased in radius normally. Based on my experiences with the bomber, I'd suggest this wording:

As a full-round action that provokes attacks of opportunity, he can make a bomb attack that deals full bomb damage instead of normal splash damage. A Reflex saving throw halves this damage as normal.

With this variant, discoveries are applied to Intrinsic Rupture just as it is to a normal bomb.


Elghinn Lightbringer wrote:
Extracts:

This seems like overthinking; if we go this route I suggest we make this an alchemist/magus MAC instead of a magus/alchemist.

Otherwise this post contains many useful ideas. My comments above were made independent of this post, which I think is good as it offers several independent perspectives.


Oceanshieldwolf wrote:
Between us, the ACG and The Genius Talented Guide line, folks are spoilt for options...

Well, class systems can never offer the infinite options of a free point build. Thereis a point where more classes feel like glut more than options. Class systems run into this barrier sooner or later, with the less flexible classes (like those of 4E) hitting it sooner.

That said, classes do have advantages. When you create characters from large building blocks (classes rather than a smorgasbord of separate abilities), you can include more sorts of design elements, like class restrictions.


Sorry if the Coven Agent comments were late, been busy the last week.


Also, see Jason Bulmahn Spills the Beans about PATHFINDER'S Advanced Class Guide!


Starfox wrote:
Is "arcane might" really "natural"? :o

Yes. A better word might be "inherent" or "inner" or "integral". But it is indicating the Detonator Mage's natural ability to be a mighty arcanist. Whether through learning/study, dedication, mental prowess, genetic predisposition, fate, random selection, universal oddity... Different from natural "the sorceric bloodline".


Starfox wrote:

* Since an ordinary witch can only join a coven if it contains a hag, and a coven champion can only join a coven if it does NOT contain a hag, witches and coven champions cannot share a coven. This means the coven champion can only form a coven with other coven champions (and possibly classes with coven variants without hags).

* Coven is actually a quite powerful ability, allowing the casing of a lot of spoells, among them Vision, which is 7th level. This is to powerful an ability for first level.

This is my suggested edit:

Coven (Ex): At 10th level the coven champion can act as a hag to create a coven of witches. This is similar to the coven hex, but there can and need be no hag in a coven champion's coven and it must be formed by good-aligned witches and other characters only. Whenever the paladin’s within 30 feet of another characters with this ability, she can use the aid another action to grant a +1 bonus to the other spellcaster’s caster level for 1 round. This ability and replaces aura of justice.

The coven hex is a 1st-level hex for a witch. What about keeping it at 1st level, but with this fix?

Coven (Ex): A coven champion can join to a holy witch’s coven as if she had the coven hex at 1st level. The coven champion’s coven can’t contain hags and must be formed by good-aligned witches and other characters only. Any good-aligned witch counts as an hag for the purpose of creating a holy coven. Whenever the paladin’s within 30 feet of another characters with this ability, she can use the aid another action to grant a +1 bonus to the other spellcaster’s caster level for 1 round. This ability and detect magic replace divine health.

Quote:
Smite Evil (Su): This is like the paladin ability of the same name, except that a coven champion gains an increased bonus to damage against evil fey creatures instead of undead.

Okay.

Quote:

Eldrich Bond:

* It should be clarified if the athame need to be a dagger or not.
* "fey creature suitable as a mount (like a blink dog or hippogriff)" does not work out. Fey is a creature type. Hippogriffs and blink dogs are magical beasts, not fey. I suggest avoiding the words "fey creature" and adding something clearer but more convoluted (or just say "magical beast". Also, does the mount/animal companion rules work with such creatures? Each type of animal companion in Pathfinder has an unique advancement patterns, and there are no such advancement pattern for the blink dog. There might be one for the hippogriff, as there is a ranger Pathfinder AT (sable marine) that uses the hippogriff as a mount.

*It needs not.

*Actually, it says "magical beast, fey animal or fey creature suitable as a mount"^^
There's no specific advancement table. Consider the eldritch mount as an antipaladin's demon servant. When the coven champion gains a level, he acquires a new steed, or her existing steed improves to enhance its CR to the given number.

Quote:
Quote:
A coven champion’s eldritch familiar otherwise functions as a witch’s familiar, teaching spells to and storing spells for its master.
How does this work with a consecrated weapon? Consecrated weapon can normally enhance any weapon in the paladin's possession - it is not a specific weapon. This ability seems to indicate the coven champion has one specific bonded weapon, but that is never said. And does the spirit need to be manifested during spell preparation (i suppose not, but might need to be mentioned).

Uh?! That's the eldritch steed, not the bonded weapon it's speaking about.


Bardess wrote:
Coven (Ex): A coven champion can join to a holy witch’s coven as if she had the coven hex at 1st level. The coven champion’s coven can’t contain hags and must be formed by good-aligned witches and other characters only. Any good-aligned witch counts as an hag for the purpose of creating a holy coven. Whenever the paladin’s within 30 feet of another characters with this ability, she can use the aid another action to grant a +1 bonus to the other spellcaster’s caster level for 1 round. This ability and detect magic replace divine health.

Is holy witch another class or AT that creates covens? Or is it a civen that contains a coven headed by a coven champion? Either is good, but it should be clear what is meant.

The core of my comment is that at least one member of a coven needs to be of a level that makes casting 7th level spells not ridicolously powerful - around level 10. As long as some member of the coven is around this level, I'm ok with it.

Quote:
Eldrich Bond:

Ok, how does a coven champion with with a bonded weapon learn/store spells?


*For holy coven is intended the coven a Champion belongs to (she has not to be actually the coven's leader, and in fact she often isn't).
* Good question. Maybe they're stored in her athame weapon.


#Coven Champion
I think the folowing things will help clarify.

Let's change the Coven ability to this.

Holy Coven (Ex): A coven champion counts as a witch for the purpose of joining a holy coven. A holy coven may consist only of good-aligned witches (including multiclass witches) or coven agents, coven champions, and other witch multiclass archetypes, and must have at least one coven champion or witch of 10th level or higher to serve as the coven’s leader. In addition, whenever the coven champion is within 30 feet of another coven champion or witch with the coven hex, she can use the aid another action to grant a +1 bonus to the other coven champion’s or witch’s caster level for 1 round. This bonus applies to the coven champion’s or witch’s spells and all of her hexes. This ability and detect magic replace divine health.

The weapon issue with learning spells.

Eldritch Bond (Su):...A coven champion must commune with the eldritch spirit within his consecrated weapon to learn and prepare her spells, as a witch would her familiar.
...

Now, as to the CR thing we have described for the eldritch mount, if it is based on the Antipaladin's Fiendish Servant, then we should just usre the wording and description used in the Antipaladin.

Eldritch Bond...
The second type of bond allows a coven champion to gain the service of an eldritch mount which also serves and an intermediary between her and her eldritch patron. This functions as summon monster III, except the duration is permanent and the coven champion can only gain the service of a single creature and that creature must be a magical beast or it must be a fey animal. Once selected, the choice is set, but it may be changed whenever the coven champion gains a level. Upon reaching 7th level, and every two levels thereafter, the level of the summon monster spell increases by one, to a maximum of summon monster IX at 17th level. Once per day, as a full-round action, a coven champion may magically call his magical mount to his side. This ability is the equivalent of a spell of a level equal to one-third the coven champion’s level. The mount immediately appears adjacent to the coven champion. A coven champion can use this ability once per day at 4th level, twice per day at 9th level, and one additional time per day for every four levels thereafter, for a total of four times per day at 17th level.
...

This will solve a lot of issues.


Looks good, Elglin. Or we drop the coven rules from the hag description and just give the ability to buff others' caster level? I think a coven champion could have that ability towards any other spellcaster she reagularily teams with.


Starfox wrote:
Looks good, Elglin. Or we drop the coven rules from the hag description and just give the ability to buff others' caster level? I think a coven champion could have that ability towards any other spellcaster she reagularily teams with.

[Emphasis mine] Interesting, but I'd be up for divine casters (and maybe only plains, inquisitors and clerics, druids at a pinch for a wilderness/wild holy coven) or witches only if that were to happen. And you might have to specify the regularity in terms of rounds in combat, time associated, maybe some Spellcraft checks out of combat...


How about this?

Holy Coven (Ex): A coven champion counts as a witch for the purpose of joining a holy coven. A holy coven may consist only of good-aligned witches (including multiclass witches) or coven agents, coven champions, and other witch multiclass archetypes, and must have at least one coven champion or witch of 10th level or higher to serve as the coven’s leader. In addition, whenever the coven champion is within 30 feet of another coven champion, witch with the coven hex, or an allied divine spellcaster, she can use the aid another action to grant a +1 bonus to the other coven champion’s or witch’s caster level for 1 round. This bonus also applies to the coven champion’s or witch’s hexes. This ability and detect magic replace divine health.


What if we say that any character with the coven ability can join a holy coven or be its leader?


This?

Holy Coven (Ex): A coven champion counts as a witch for the purpose of joining a holy coven. A holy coven may consist only of good-aligned witches (including multiclass witches) or coven agents, coven champions, and other witch multiclass archetypes, and must have at least one coven champion or witch of 10th level or higher to serve as the coven’s leader. Any good-aligned creature with the coven hex or the holy coven ability that is at least 10th level or has 10 or more Hit Dice may join a holy coven or become its leader. In addition, whenever the coven champion is within 30 feet of another coven champion, witch with the coven hex, or an allied divine spellcaster, she can use the aid another action to grant a +1 bonus to the other coven champion’s or witch’s caster level for 1 round. This bonus also applies to the coven champion’s or witch’s hexes. This ability and detect magic replace divine health.

#Detonator Mage
Got an idea for the mutagen, just need to flesh it out. Think "Conflagragen", grants fire resistance, radiates a heat aura, and sets off a volatile explosion when the imbiber is struck, takes "X" damage, or reaches "x" hp, but also gains cold vulnerability while it's in use. :D


Just a thought, but couldn't we just have the covent champion count as a hag for the purposes of joining a good coven, it seems more straight forward to me.


"Any good-aligned creature with the coven hex or the holy coven ability may join a holy coven, or become the coven's leader if they are at least 10th level or has 10 or more Hit Dice".

Anyone can join, but you must be 10th-level to be the leader.


Yes Christos, if this is to be the hag coven power, it needs a reference to hags somewhere in the text

Hag wrote:

Hag Covens

When three hags of any type gather, they can form a coven to gain increased magical ability. Any combination of hags can form a coven, but green hags are the most common members of such foul gatherings.

Whenever all three hags of a particular coven are within 10 feet of one another, all three of them can work together to use any of the following spell-like abilities: animate dead, baleful polymorph (DC 18), blight (DC 17), bestow curse (DC 17), clairaudience/clairvoyance, charm monster (DC 17), commune, control weather, dream, forcecage, mind blank, mirage arcana (DC 18), reincarnate, speak with dead, veil (DC 19), vision.

All three hags must take a full-round action to take part in this form of cooperative magic. All coven spell-like abilities function at CL 9th (or at the highest CL available to the most powerful hag in the coven). The save DCs are Charisma-based, and function as if with a Charisma score of 16 unless one of the hags has a higher Charisma score, in which case the spell-like ability DCs are adjusted by that hag's Charisma modifier.

At the GM's discretion, certain more powerful hag covens might have additional spell-like abilities.


The hag issue is, when do you run into a good-aligned hag coven? Likely VERY rarly, if never. Hags tend to be evil after all.

So, do we allow other good-aligned witches to create a coven, or simply say that the coven champion counts as a hag for the purpose of joining a hag coven, but only if the coven contains good-aligned creatures?

So this:

Holy Coven (Ex): A coven champion counts as a witch for the purpose of joining a hag coven. However, the coven must consist only of good-aligned creatures, otherwise the coven champion is forbidden to join it. In addition, whenever the coven champion is within 30 feet of another coven champion, witch with the coven hex, or an allied divine spellcaster, she can use the aid another action to grant a +1 bonus to the other coven champion’s or witch’s caster level for 1 round. This bonus also applies to the coven champion’s or witch’s hexes. This ability and detect magic replace divine health.


I think that the hag thing is wrong from the start. Good (and EVIL) witches should be able to create covens of their own.


Bardess wrote:
I think that the hag thing is wrong from the start. Good (and EVIL) witches should be able to create covens of their own.

but that's what i am trying to get at though. As it stands a coven can only exist with hags, making good covens unlikely to ever happen. By making the CC count as a hag for the purposes of a coven, you essentially allow the formation of good aligned covens. Rather than a rewrite of the coven rules, this works within them.


I've been quiet here lately, but I thought I'd pop in to say...

It's Coming.

Let the speculation about It commence. >:3


christos gurd wrote:
Bardess wrote:
I think that the hag thing is wrong from the start. Good (and EVIL) witches should be able to create covens of their own.
but that's what i am trying to get at though. As it stands a coven can only exist with hags, making good covens unlikely to ever happen. By making the CC count as a hag for the purposes of a coven, you essentially allow the formation of good aligned covens. Rather than a rewrite of the coven rules, this works within them.

I see your point, and I like it. But in my mind, coven champions are rare. Good witches are not. Good witches should be able to have a coven even if a coven champion is not a member.

And...
This is It ^_^


Oh, Raider, always the mysterious guy.

@Christos: I totally get what you are saying.

Holy Coven
Why don't we do this? Let's create Holy Coven rules based on the Hag Coven. Alter who can belong (good witches only), requires at least a witch of 10th level or higher as the leader, I think 5 good witches should be required (vs 3 for Hags), and let the Coven Champion count as a "hag" for joining or establishing a holy coven. This way, we can introduce the otpion of allowing "good" witches to choose the Coven hex, and establish good covens. Another option is, is there any creatrues of good alignment that could be considered as a hag's good-aligned equivalent? Similar to how devils/demons oppose angels/archons/etc.? Then we can reskin the Hag Coven as a "X" Coven with a good-aligned creature at the center.

OR we can build it to allow higher level witches to establish "good" covens for the purpose of opposing Hag Covens. We always need an opposition in everything. It hink this would give us the opportunity to create something new and flavorful, not just for thsi CMA, but for the Witch class too.

Thoughts?

EDIT: OK, just dd a check, there are no "good" montous humanoids out there, at least in the Bestiaries (1, 2, 3), so let's go with witches as the base. Must have a good witch of 10th level (maybe even 12th or 15th as these are possible PCs) as the leader, can use the Coven hex to join or establish a Holy Coven. So this would allow witches (multiclass or otherwise) of good alignment to create or join HolyCovens, which would also be quite rare.

We may as well incorporate what is already there, and allowing good witches to choose the Coven hex to belong to or establish a Holy Coven is a good PF sytem tweak. So I say let's hammer this out, and this way there will be a mechanic to allow good witches to create covens within the rule set.


DETONATOR MAGE
OK, here's my tweked mutagen, and i had to make some swap changes. Alchemy is now swapping out Cantrips, and the Conflagragen swaps out
Spell Combat.

Conflagragen (Su):
At 1st level, a detonator mage discovers how to create a conflagragen, mutagen-like mixture that he can imbibe in order to enhance his naturally occurring volatile energies. It takes 1 hour to brew a dose of conflagragen, and once brewed, it remains potent until used. A detonator mage can only maintain one dose of conflagragen at a time—if he brews a second dose, any existing conflagragen becomes inert. As with a bomb, a conflagragen that is not in a detonator mage’s possession becomes inert until a detonator mage picks it up again.

Once a detonator mage brews a conflagragen, it’s a standard action to drink it. Upon being imbibed, the conflagragen causes the arcane energies within the detonator mage to surge, granting him resist fire 10 and a fire aura that deals 1d6 points of fire damage to any creature that make a successful attack against him for 10 minutes per detonator mage level. While the conflagragen is in effect, the detonator mage gains vulnerability to cold. When the duration of a conflagragen ends, it results in a fiery blast in a 5-foot-radius spread that deals 1d6 points of fire damager per level of the detonator mage (maximum 5d6). A detonator mage can choose to end his conflagragen as a standard action at anytime, prior to its expiration. Any creature that takes damage from the fire aura or is caught in the blast of an expired conflagragen can make a Reflex saving throw (DC 10 + 1/2 the detonator mage’s level + the detonator mages Intelligence modifier) for half damage.

A non-detonator mage who drinks a conflagragen must make a Fortitude save (DC 10 + 1/2 the detonator mage’s level + the detonator mages Intelligence modifier) or become nauseated for 1 hour—a non-detonator mage can never gain the benefit of a conflagragen, but a detonator mage can gain the effects of another detonator mage’s conflagragen if he drinks it. (Although if the other detonator mage creates a different conflagragen, the effects of the “stolen” conflagragen immediately cease.) The effects of a conflagragen do not stack. Whenever a detonator mage drinks a mutagen, the effects of any previous conflagragen immediately end. The infuse mutagen discovery and the persistent mutagen class ability apply to conflagragens. This ability replaces spell combat.

Made changes to True Detonation to coincide better with the Conflagragen.

True Detonation (Su):
At 20th level, a detonator mage’s volatile energies reach their pinnacle. The detonator mage gains fire immunity. In addition, as a standard action, a detonator mage can expend 4 munitions points to gather the volatile energies within him and release it in a fiery blast that erupts from his body. Once the munitions points are expended, the detonator mage can immediately trigger the explosion, or delay it for up to 4 rounds, at which time it is released. This blast is similar to the fireball spell, except that it detonates in 40-foot-radius spread that deals 20d6 points of fire damage (Reflex save for half damage). Using this ability is physically taxing, causing the detonator mage to become fatigued for 2d6 rounds. If the detonator mage uses this ability while fatigued, he immediately becomes exhausted and takes 1 point of temporary Constitution damage. This ability replaces true magus.

Also made a few new discoveries to go with the Conflagragen class feature.

NEW DISCOVERIES:

The following new discoveries may be selected only by the detonator mage multiclass archetype.

Grand Conflagragen (Su): The detonator mage’s conflagragen now grants fire resistance 30, his fire aura deals 32d6 points of fire damage, and his fiery blast deals 1d6 points of fire damager per detonator mage level (max 15d6) in a 20-foot-radius spread. The detonator mage gains vulnerability to cold as long as the conflagragen persists. A detonator mage must be at least 16th level and have the greater conflagragen discovery to select this discovery.

Greater Conflagragen (Su): The detonator mage’s conflagragen now grants fire resistance 20, his fire aura deals 2d6 points of fire damage, and his fiery blast deals 1d6 points of fire damager per detonator mage level (max 10d6) in a 10-foot-radius spread. The detonator mage gains vulnerability to cold as long as the conflagragen persists. A detonator mage must be at least 12th level and have the conflagragen class feature to select this discovery.

Alternate names for the "conflagragen": infernogen, pyrogen...any others?

I'll get to the Holy Coven later tonoght.


Holy Coven
I'm all for it! Let's do it!

Coven Leader (major hex)
As Coven, but the witch counts as an hag for the purpose of creating a coven, regardless of her alignment.


#DETONATOR MAGE
Damage caps is generally for spells. Class abilities that are not spells, like the conflagren detonation, rarely have damage caps.

I also feel cold vulnerability might be a bit harsh, but since you can end the conflagren anytime, it might be ok.

On Grand Conflagragen, I suppose 32d6 damage from fire aura is a simple typo.

Bardess wrote:

Holy Coven

Coven Leader (major hex)
As Coven, but the witch counts as an hag for the purpose of creating a coven, regardless of her alignment.

Looks good. And as a hex, it doesn't have to crowd anything out.


Many complex problems have simple solutions that people just don't see (Cristoforo Colombo)^^


Starfox wrote:

#DETONATOR MAGE

Damage caps is generally for spells. Class abilities that are not spells, like the conflagren detonation, rarely have damage caps.

I also feel cold vulnerability might be a bit harsh, but since you can end the conflagren anytime, it might be ok.

On Grand Conflagragen, I suppose 32d6 damage from fire aura is a simple typo.

Bardess wrote:

Holy Coven

Coven Leader (major hex)
As Coven, but the witch counts as an hag for the purpose of creating a coven, regardless of her alignment.

Looks good. And as a hex, it doesn't have to crowd anything out.

Yes, that should be 3d6...:D

I'll have somethig for the Holy Coven today.


Finally! Figured out how to reskin Hag Coven and incorporate Holy Covens through hexes and a unique benefit for the Coven Champion.

Feedback on the Holy Coven spell choices would be nice. And, should the Coven Champion count as two or three witches for the purpose of forming/establishing a Holy Coven?

Holy Coven (Ex): The coven champion gains the holy coven hex (see New Hexes) and may join a holy coven (see Holy Covens). For the purpose of joining or establishing a holy coven, a coven champion counts as two witches. The coven champion requires the coven leader hex to establish a holy coven (see New Hexes), as normal. This ability replaces the hex gained at 1st level.

NEW HEXES:

The following new hexes may be selected by any creature with the hex class feature.

Coven Leader (Ex): The witch counts as a hag for the purpose of creating a hag’s coven. If the witch is of good alignment, she may form a holy coven and serve as its coven leader. The witch must have the coven or the holy coven hex to choose this major hex.

Holy Coven (Ex): The witch is considered a member of a holy coven (see Holy Covens). This holy coven must contain at least one witch of 10th level or higher with the coven leader hex. In addition, whenever the witch with this hex is within 30 feet of another witch with this hex or an allied divine spellcaster of good alignment, she can use the aid another action to grant a +1 bonus to the other witch’s or divine spellcaster’s caster level for 1 round. This bonus applies to the witch’s spells and all of her hexes.

HOLY COVENS:

Covens are typically malevolent gatherings meant to enhance the power of hags or those who join it. With such a threat to the common good of all peoples, new covens have arisen whose soul purpose is to battle against these foul servants of dark patrons.

Holy covens consist of powerful witches who serve the patrons of light and vehemently battle against the darkness. Only good-aligned witches may belong to a holy coven. When five witches of any good alignment gather, they can form a holy coven to gain increased magical ability. Any combination of good-aligned witches can form a coven, but only a good-aligned witch of 10th level or higher with the coven leader hex may serve as the coven leader of such holy gatherings.

Whenever all five witches of good-alignment of a particular coven are within 10 feet of one another, all five of them can work together to use any of the following spell-like abilities: break enchantment, breath of life, clairaudience/clairvoyance, commune, contact other plane, control weather, curse of magic negation (DC 17), divine illumination (DC 16), divinination, euphoric tranquility (DC 21), forbiddance (DC 19), foresight, grove of respite, remove curse, serenity (DC 19), speak with dead, vision.

All five witches must take a full-round action to take part in this form of cooperative magic. All coven spell-like abilities function at CL 9th (or at the highest CL available to the most powerful witch in the coven). The save DCs are Intelligence-based, and function as if with a Intelligence score of 16 unless one of the witches has a higher Intelligence score, in which case the spell-like ability DCs are adjusted by that witch's Intelligence modifier.

At the GM's discretion, certain more powerful holy covens might have additional spell-like abilities.

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