Multiclass Archetypes V: More Ultimate MCAs


Homebrew and House Rules

1,001 to 1,050 of 1,070 << first < prev | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 | next > last >>

Probably should, since after 1000 posts, the thread gets clunky and too much to search through.

What does the Starfox Say? (Sorry, had to):

Elghinn Lightbringer wrote:
Stalker Devotions: [...]
Rangers get 4th level spells. This ability extends to 5th level, and the listed 5th level devotions are quite powerful. But I think this is ok - favored sneak strike is weaker than either favored enemy or sneak attack, and this makes up for that.

All the spells are actually 4th level spells or lower, just spread over 1st-5th level. I didn't want to give them any spells above 4th, but as he was gaining spell access at 1st in stead of 4th I spread the higher elvel spells to come in later than 13th, like his 4th level spells normally would.

The cost to use of devotions are now equal to half the level, and you get a pool of 3 + 1/2 his dark stalker level. Wouldn't it be more straightforward to have the cost be one per level, and the pool be 8 + dark stalker level? Basically, double both numbers (with a little extra to account for rounding) to make the system more intuitive? Like this:

To give certain MCAs a spellcasting ability somewhere between 1/2 caster and no caster, we came up with this, the "Arcanum" or "Devotions" mechanic, which is a bit different between the differnt MCAs however, but essentially the same. this functions like amny of the 1st level class features with 3 + main ability modifier uses per day. The cost for different levels is no different that when you are required to spend 1 point, 2, or 3 points to get certain ki pool related abilities. Its a s straightforward as many of those similar features. Alos, these Devotions are caster level = dark stalker elvel, not 1/2 level.

Rogue Talents: [...]I think I'd keep combat style feats as they are and grant a rouge talent every time you'd normally get a favored terrain, but that is pretty minor. Actually, you could allow the dark stalker to keep the combat style feats simply and keep this as is.

One rogue talent is about equal to one increment of the favored terrain, as there is a talent to gain one favored terrain and the related bonuses. Thus only giving 4 rogue talent options. The two combat feats increase it to 6, allowing for a more roguish build, even though talents are a bit less potent than a feat. But it all essentially balances. I feel three increments of combat sytle feats is sufficient, as he could choose any combat feat as a rogue talent as well. This also makes it less ranger (and more focused) and more rogue.

Hunter’s Bond (Ex):
I still worry that even a stealth-styled animal companion will be unable to keep up with the dark stalker in Stealth at higher levels. I think these need an escalating Stealth bonus to stay competitive, or perhaps the ability to share the Dark Stalker's Stealth. Something like this perhaps?

Shared Stealth (Ex): If you and your animal companion start and end the turn within 5 ft. of each other and you are using Stealth to hide, the animal companion can share the result of your Stealth roll and need not make a Stealth roll of it's own to use Stealth this round. Your animal companion cannot use shared stealth in a round in which it makes an attack.

Nothing would spoil a dark stalkers day like having an animal companion give away his position!

Also, if an animal companion shares the dark stalkers favored sneak ability (like a ranger's companion shares the ranger's favored enemy ability), that should be noted. You might also want to note that it does not share favored terrains (as the dark stalker lacks favored terrains).

I totally agree with you on this. I think we need to include this sort of tweak, as this is really the crux of the flavor for the Dark Stalker, a partner hunter that is stealthy.

We seem to read the original ranger quarry ability differently. "except that it corresponds to a specific individual creature, not a creature type" seems nonsensical to me - the target of quarry is always a specific creature.

Yes it is always a specific creature, but as it says in the test, it has to correspond to one of his favored enemy types. It his instance, I wanted these abilities to apply only to an individual creature, whether ist the big blue giant sitting on the wall or Johnny Longlegs the town thief, not restricted to a favored enemy type. So esseitally, I want the favored enemy type restriction gone, and simply have it apply to whatever individual the dark stalker chooses to designate as his quarry at the time, regardless of its creature type or whether it corresponds to a favored enemy type.

Shadow Camouflage (Ex)/Hide in Shadows (Ex):...
This is exactly like the ranger ability camouflage and hide in plain sight respectively - the ranger does not have a "shadow camouflage" or "hide in shadows" ability. Also, it should be dim light or darker conditions.

Just fixed these in a previous post. These are based on the Shadowdancers's version fo the Hide in Plain Sight ability, as the MCA has no favored terrain to tie the abilities to. Now it's tied to areas of dim light or darker.

*I'll have to take a look at the Li Kuei tomorrow.


I added in the following to the Hunter's Bond ability.

Hunter’s Bond (Ex): This is exactly like the ranger ability of the same name, except that the dark stalker must select an animal companion, one specifically adept at stealth, such as a small or big cat, an eagle, or similar animal. The following is a list of typical animal companions that meet this stealth requirement: ant (giant), ape, bat (dire), bird, cat (big), cat, (small), chameleon (giant), dog, hyena, elk, gecko (giant), mantis (giant), monitor lizard, ram, rat (dire), roc, scorpion (giant), snake (constrictor), snake (viper), spider (giant), stag, trumpeter swan , vulture (giant), wasp (giant), weasel (giant), wolf. Additional animals may be added at the GM’s discretion.

Additionally, a dark stalker’s animal companion shares his favored sneak strike ability, just as it would have a ranger’s favored enemy. As a dark stalker has no favored terrain class feature, his companion can only share such a bonus if the dark stalker chooses the Favored Terrain rogue talent. Also, the dark stalker’s animal companion loses its shared spell ability and gains the following ability in stead.

Shared Stealth (Ex): If a dark stalker’s animal companion starts its turn within 10 ft. of its master when its master makes a Stealth check to hide, the companion can use his master’s Stealth check in place of its own. The animal companion cannot use shared stealth in a round in which it makes an attack.


#Dark Stalker:

I like Shared Stealth! Nice range and action caveats...


Browman wrote:
Starfox covered my confusion with shadow camouflage.

I covered Browman with shadow camouflage! Mwahaha!

Also, I only recently noted that your alias is not Bowman. Must say Browman is a cool alias. I am a little bit dyslectic. Dyslectics have more fnu!

Oceanshieldwolf - congrats on 1001 posts (It's the one extra that puts you in a new millenial :)

Dark Stalker looks good now. Nice work all, especially Elghinn in wrangling all disparate ideas together.

Also, I actually started on a Saint of Sinners (Rogue/Cleric) now. It has channel energy and the Sneak Channel ability of the Rogue Cleric, but that is all for now. Fun to work on a project I didn't initiate myself, feels more professional somehow. Still not ready to be queued.


Probably both nitpicking and over-thinking now. Sorry, can't help it.

Elghinn Lightbringer wrote:
Shared Stealth (Ex): If a dark stalker’s animal companion starts its turn within 10 ft. of its master when its master makes a Stealth check to hide, the companion can use his master’s Stealth check in place of its own. The animal companion cannot use shared stealth in a round in which it makes an attack.[/b]

As the Stealth check is an instantaneous action, it is questionable if the animal companion can act "when its master makes a Stealth check to hide". The following might work better: "when its master is using Stealth to hide..." or "In a round when its master is using Stealth to hide..." or even "when the animal companion ends its round within 10 ft. the master".

Hide:

The idea gets across either way, but for someone who fine-grains actions it might be problematic - does the animal companion have to ready an action to pre-empt it's master when he hides? If the animal needs to start its turn within 10 ft., it by necessity moves first. If it needs to end its turn within 10 ft it moves behind. Also, the master and pet has to leapfrog movement, so they will be constantly be moving out of range and back again (unless the master is mounted), so the wording has to accommodate this.

Or one could argue that the stealth check is a continuous action, which makes my argument void. In 3.5, the result of the Stealth check lingered during the entire round and was the Perception difficulty for later Perception checks. In Pathfinder it does not, you make new Stealth checks if people try to spot you.

Perhaps we also need a note that the animal companion also needs to be in cover/concealment to hide.


This Dark Stalker class is... intriguing. I look forward to killing things with a panther by my side.
If I play it, of course.
I think Shared Stealth should be within 100 feet rather than 10, considering the 'leapfrogging' Stairfax brought up - that would get very annoying very quickly.


100ft is way too powerful for shared stealth. At 100ft I can be sitting with a composite longbow safe from almost anything but another archer, while my beefy animal companion uses my stealth to get within charge distance. Which might be cool, but is probably worthy of its own stealth based MCA. 10ft is good as you have to stay with your animal companion and vice versa.


Browman wrote:
100ft is way too powerful for shared stealth. At 100ft I can be sitting with a composite longbow safe from almost anything but another archer, while my beefy animal companion uses my stealth to get within charge distance. Which might be cool, but is probably worthy of its own stealth based MCA. 10ft is good as you have to stay with your animal companion and vice versa.

Well then, we should add something to the ability stating that 'as long as your companion is stealthed using this ability, it can use your stealth skill to oppose any perception checks made to detect it, so long as it stays within 50 feet' or something to that effect.

Because honestly, in a turn-based combat system like Pathfinder, staying within 10 feet of your beefy panther can become very difficult.


But since this is more of a pre-combat ability it is less of an issue, though perhaps saying it must either start or end its turn within 10ft would allow you to move up at a decent rate.


Here.

Shared Stealth (Ex): If a dark stalker’s animal companion starts or ends its turn within 10 ft. of the dark stalker when he is using Stealth to hide, the companion can use the dark stalker’s Stealth check in place of its own. The animal companion cannot use shared stealth in a round in which it makes an attack.


Elghinn Lightbringer wrote:
Shared Stealth (Ex): If a dark stalker’s animal companion starts or ends its turn within 10 ft. of the dark stalker when he is using Stealth to hide, the companion can use the dark stalker’s Stealth check in place of its own. The animal companion cannot use shared stealth in a round in which it makes an attack.

Perfect!

Now send the dark stalker into the grinder.. I mean wiki.


So the dark stalker is done then?


Yes, Dark Stalker is done. At least I am proclaiming it to be. I'll post the next wiki MCA today.

Alright! FINALLY got a chance to look over the Lin Kuei (would like a different name, not sure what?). Anyways, I really like the concept butit suffered from lack of steamlining and random ability placement. So, I've taken what you have here and streamlined it, as well as made some adjustments to abilties and wording.

LIN KUEI Revised:

The lin kuei were once considered evil demons that inhabited the forests and other dark places of the world. However, time has revealed them to be nothing more that stealthy warriors with an extraordinary talent for subterfuge and elusiveness, who focus on secret fighting techniques. Not as pure of spirit as the monk, the lin kuei keeps their secrets to themselves or their clansmen at all costs while laboring to further their cause or that of the clan.

Primary Class: Monk.
Secondary Class: Ninja.
Alignment: Any lawful.
Hit Die: d8.

Bonus Skills and Ranks: The lin kuei may select three ninja skills to add to his class skills in addition to the normal monk class skills. The lin kuei gains a number of ranks at each level equal to 4 + Int modifier.

Weapon and Armor Proficiency: The lin kuei is proficient with brass knuckles*, cestus*, club, crossbow (light or heavy), dagger, handaxe, javelin, kama, katana, kusarigama, nunchaku, quarterstaff, sai, shortspear, shortbow, short sword, shuriken, siangham, sling, spear, temple sword*, and wakizashi. Lin kuei are not proficient with any armor or shields. When wearing armor, using a shield, or carrying a medium or heavy load, a lin kuei loses his AC bonus, as well as his fast movement ability. (*Advanced Player’s Guide)

I've combined both the monk and nija list as they are esentially the same, but totally open to removing some if that is the desire of others.

Lethal Strike (Ex): This is exactly like the monk’s unarmed strike. A lin kuei can only do nonlethal damage with unarmed attack by taking a –4 penalty to his attack roll, as normal. In addition, whenever a lin kuei makes confirms a critical hit with his lethal strike, he deals 1d6 points (1d4 points for a small lin kuei) of additional bludgeoning and slashing damage to his target. This ability replaces the monk's unarmed strike ability.

I think calling this Lethal Strike separates it from the normal Unarmed Strike of a monk. I also changed it to deal the extra damage on a crit instead of whenever he hits. Still makes it more dangerous than a normal unarmed strike.

Just want to note that stunning fist remains as is, and was not required to be swapped out. And as it was originally a choice as a secret technique, I didn't think there was any point to just remove it and add it to the tehcniques since there was no need to swap it out.

Secret Techniques: A lin kuei learns a number of secret techniques. At 1st level, 2nd level, and every 4 levels thereafter, a lin kuei may select a secret technique.

Abundant Step (Su): A lin kuei with this technique gains the monk’s abundant step ability. The lin kuei must be at least 12th level to select this technique.

Bonus Feats: A lin kui may select a bonus feat from the following list: Bludgeoneer†, Catch Off-Guard, Combat Reflexes, Deflect Arrows, Distance Thrower†, Dodge, Exotic Weapon Proficiency, Nimble Moves*, Scorpion Style, Throw and Anything.

At 6th level, the following feats are added to the list: Close Quarter's Thrower†, Gorgon's Fist, Greater Feint, Improved Bull Rush, Improved Disarm, Mobility, Rapid Shot, Snatch Arrows.

At 10th level, the following feats are added to the list: Dimensional Agility†, Dimensional Assault†, Disengaging Flourish†, False Opening†, Medusa's Wrath, Light Step*, Shoot On The Run, Stunning Fist.

A lin kuei need not have any of the prerequisites normally required for these feats to select them. (*Advanced Player's Guide, †Ultimate Combat)
Deceptive Moves (Ex): A lin kuei with this technique can use the Bluff skill to make a feint combat maneuver as a swift action.

Deceptive Shuriken (Ex): As a part of drawing or retrieving one or more shuriken, a lin kuei with this technique can make an opposed Sleight of Hand check against a target’s Perception check. If the check is successful, the target is flat-footed against the lin kuei’s thrown shuriken for 1 round. If the target has the uncanny dodge ability or is otherwise unable to be caught flat-footed, the target is also immune to this technique. If this technique is used again against the same target in a 24-hour period, the lin kuei receives a -10 penalty to his Sleight of Hands check. A lin kuei with this ability can also throw Diminutive objects, including small daggers, darts, bolts, arrows, or even objects that that are normally harmless (such as playing cards, dice, pebbles, coins, etc.) as if they were shuriken. A lin kuei can draw or retrieve such objects if they are within reach as a free action that does not provoke an attack of opportunity.

Diamond Soul (Ex): A lin kuei with this technique gains the monk’s diamond soul ability. The lin kuei must be at least 14th level to select this technique.

Improved Evasion (Ex): A lin kuei with this technique gains the monk’s improved evasion ability. The lin kuei must be at least 10th level to select this technique.

Lethal Flanking (Ex): When flanking an opponent in melee, the lin kuei can use his full damage from his lethal strikes against that opponent.

Light Steps (Ex): A lin kuei with this technique gains the ninja’s light steps ability. The lin kuei must be at least 6th level to select this technique.

Maneuver Training (Ex): A lin kuei with this technique gains the monk’s maneuver training ability. The lin kuei must be at least 4th level to select this technique.

Master Tricks: A lin kuei may select a ninja’s master trick as a secret technique. A lin kuei counts his level as his ninja level for the purpose of determining any level based effects or prerequisites, but cannot choose a master trick based on ninja class feature he does not possess. The lin kuei must be at least 12th level to select this technique.

Ninja Tricks: A lin kuei may select a ninja trick as a secret technique. A lin kuei counts his level as his ninja level for the purpose of determining any level based effects or prerequisites, but cannot choose a ninja trick based on ninja class feature he does not possess.

Slow Fall (Ex): A lin kuei with this technique gains the monk’s slow fall ability. The lin kuei must be at least 4th level to select this technique.

Sudden Charge (Ex): This charge is so sudden that it is hard for the eye to follow. Any target charged by a lin kuei with this technique is flat-footed until the end of the lin kuei's turn. If the target has the uncanny dodge ability or is otherwise unable to be caught flat-footed, the target is also immune to this technique. A lin kuei can continue to move up to twice his speed after attacking during a charge. This movement need not be in a straight line. If this movement ends with the lin kuei in cover or concealment, he may attempt a Stealth check to hide with a –10 penalty to the check.

This ability replaces abundant steps, bonus feats, diamond soul, maneuver training, slow fall, and wholeness of body.

Here's where I steamlined various swapped out class features and the bonus feats into a list of options that can be chosen by the Lin Kuei, allowing for various mutilple builds. Options are always good, especially in this instance, as one Lin Kuei may be completely different form another, allowing for the flavor of different clans to become realized. Also, if anyone thinks that there are abilties listed here thata re not in flavor for the MCA, we can remove it - or add any that fit in. Starfox, this is yours and you seem to have a specific flavor and understanding of the Lin Keui this is based on. That said, this is also a mash-up of the Monk and Ninja

Sneak Attack (Ex): At 1st level, a lin kuei gains the ninja’s sneak attack ability, except this extra damage is 1d6 at 1st level, and increases by 1d6 every three levels thereafter, to a maximum of 7d6 at 19th level. This extra damage is considered “precision damage” and is not multiplied on a critical hit.

In addition, if a lin kuei makes a successful attack against an opponent that is neither denied its Dexterity bonus to AC nor caught flat-footed, he deals an amount of extra damage equal to her minimum lethal strike damage (1 point at 1st level, 2 points at 4th level, and so on). This ability otherwise functions as a ninja’s sneak attack ability and stacks with any class with the sneak attack class feature for the purpose of determining his sneak attack damage. This ability replaces flurry of blows.

This was essentially sneak attack, and we often try to keep the names of similar abilties the same to match with other class abilities. Just the additional caveat of the min precision damage is different, so, I just kept it as sneak attack.

Uncanny Dodge (Ex): At 3rd level, a lin kuei gains the ninja’s uncanny dodge ability. This ability replaces still mind.

Ki Pool (Su): This is exactly like the monk’s ability of the same name, except for the following changes.

By spending 1 point from his ki pool, a lin kuei can also do one of the following:

• Make one additional attack at his highest attack bonus when making a full attack instead of flurry of blows, or
• Reroll a failed Bluff, Sleight of Hand, or Stealth check. The lin kuei must take the second result, even if it is worse. A single check can only be rerolled once by means of this ability.

A lin kuei does not have the flurry of blows ability, and cannot may cannot make an additional attack This is the a modification of the monk's ki pool ability.

Improved Uncanny Dodge (Ex): At 9th level, a lin kuei gains the ninja’s improved uncanny dodge ability. This ability replaces improved evasion.

I swapped this for improved Evasion instead. He's already gaining uncanny dodge 1 level before the ninja does, so moved this one to 9th, one level after the ninja gains it, to balance things out. Also fills the dead level at 9th we would have otherwise had.

Table: Lin Kuei
Base
Class Attack Fort Ref Will AC Fast
Level Bonus Save Save Save Special Bns Move

1st +0 +2 +2 +2 Lethal strike, secret technique, sneak attack +1d6, stunning strike, +0 +0 ft.
2nd +1 +3 +3 +3 Evasion, secret technique +0 +0 ft.
3rd +2 +3 +3 +3 Fast movement, uncanny dodge +0 +10 ft.
4th +3 +4 +4 +4 Ki pool (magic) , secret technique, sneak attack +2d6 +1 +10 ft.
5th +3 +4 +4 +4 High jump, purity of body +1 +10 ft.
6th +4 +5 +5 +5 Secret technique +1 +20 ft.
7th +5 +5 +5 +5 Sneak attack +3d6 +1 +20 ft.
8th +6/+1 +6 +6 +6 Secret technique +2 +20 ft.
9th +6/+1 +6 +6 +6 Improved uncanny dodge +2 +30 ft.
10th +7/+2 +7 +7 +7 Ki pool (lawful), secret technique, sneak attack +4d6 +2 +30 ft.
11th +8/+3 +7 +7 +7 Diamond body +2 +30 ft.
12th +9/+4 +8 +8 +8 Secret technique +3 +40 ft.
13th +9/+4 +8 +8 +8 Sneak attack +5d6 +3 +40 ft.
14th +10/+5 +9 +9 +9 Secret technique +3 +40 ft.
15th +11/+6/+1 +9 +9 +9 Quivering palm +3 +50 ft.
16th +12/+6/+2 +10 +10 +10 Ki pool (adamantine), secret technique, sneak attack +6d6 +4 +50 ft.
17th +12/+7/+2 +10 +10 +10 Timeless body, tongue of the sun and the moon +4 +50 ft.
18th +13/+8/+3 +11 +11 +11 Secret technique +4 +60 ft.
19th +14/+9/+4 +11 +11 +11 Empty body, sneak attack +7d6 +4 +60 ft.
20th +15/+10/+5 +12 +12 +12 Perfect self, secret technique +5 +60 ft.


#Lin Kuei

I think it should be any non-chaotic for alignment given the flavor text.

Also given that his sneak attack works slightly differently it should have a different name to avoid confusion if someone multiclasses with another class granting sneak attack.


With Dark Stalker done, the nex wiki is the Dead Shaman by Bardess. This was one of the MCAs created way in the beginning, so it will need lots of revisions to gain balance and a focus, since we were still in the process of really figuring out the creation process of these things.

So, Bardess, as this is your's you'll need to give us feedback as to where you want to go with this, as has a lot from both classes in it. This may need to be built up again from scratch (well not quite scratch, more a revision of swaps, etc.). May want to rename it too.

EDIT: Also, original staes its a Sorcerer/Oracle, but it seems to be an Oracle/Sorcerer, so we need some clarification Bardess.

DEAD SHAMAN:

Many an oracle serves as a tribe’s priestess, but the dead shaman goes one step further. A dead shaman belongs to a tribe whose blood was contaminated by ancient mating pacts with monsters or extraplanar creatures, and bears the mark of this illicit union on her body. All the tribesmen could be “diverse” or mutated in some degree, but the dead shaman is more so in this diverse society, seen as a loner, bizarre, and perhaps even a bit crazy. Dead shamans rarely choose their rolls freely, as they are primarily chosen at birth when their unnatural heritage becomes evident. They keep contact with the tribe ancestors who give them their strange and mysterious powers, in part from personal devotion, and in part from their evident birthright. The dead shaman serves as an intermediary with the spirits of the dead, capable of casting terrible curses or animating corpses in battle, while serving as the tribe healer who counsels the chief and delivers messages from the ancestors. A dreaded and awed figure, the dead shaman often lives beyond the perimeter of the village–near enough to help her people and listen to their problems, but far enough removed as not to trouble their days and nights with her fell sight.

Primary Class: Sorcerer.
Secondary Class: Oracle.
Alignment: Any.
Hit Dice: d6.

Bonus Skills and Ranks: The dead shaman may select three sorcerer skills to add to her class skills in addition to the normal oracle class skills. The dead shaman gains a number of ranks at each level of the multiclass archetype equal to 4 + Int modifier.

Weapons and Armor Proficiency: The dead shaman is proficient with all simple weapons, with light armor (but only those made of bone, hide, leather, or wood), but not with shields.

Bloodline: At 1st level, a dead shaman gains the sorcerer bloodline ability, and may only choose from the Aberrant, Abyssal, Accursed**, Infernal, or Undead bloodlines. She also gains her bloodline skill, but does not gain her bloodline arcana. (**Ultimate Magic)

Bloodline Curse (Ex): The curse afflicting the shaman is in her bloodline itself. She must choose one of the following bloodline curses, according to her lineage. This ability replaces oracle’s curse.

Breaking Grip: Your unearthly strength is such, that it damages any object you wield or touch. Every time you hold or touch an inanimate object, it must make a saving throw or take 2 point of damage. This effect ignores the object’s hardness. Whenever you cast a spell that deals hit point damage, one target of your choice affected by the spell takes an additional 2 hit points of damage. This damage increases to 3 at 5th level, 4 at 10th level, and 5 at 15th level. This ability affects only spells that deal hit point damage, in whole or in part. Spells that deal only ability damage, or similar effect are unaffected by this ability. The dead shaman must have the abyssal bloodline to select this curse.

Deformed Limb: One of your limbs is permanently misshapen and may a similar appearance to that of some monstrous creature. You either gain the lame oracle’s curse of the same name, or must wield any weapon as if you were not proficient with it (if you are not proficient to begin, the penalties are doubled). Also, you permanently gain one of the benefits listed on the Warped Polymorph Benefits table (see the warped mutated bloodline on page 73 of Ultimate Magic). The bonus granted by this benefit increases by +1 at 5th, and an additional +1 at 10th and 15th level. If you choose the “Quick” benefit, your movement rate bonus increases to +10 ft. at 5th level, +15 ft. at 10th level, and +20 ft. at 15th level. Any benefit you choose may not contradict the penalty you receive. For example, you cannot select the quick benefit and have the lame effect, or lack proficiency in weapons and select the vicious benefit. The dead shaman must have the aberrant bloodline to select this curse.

Diabolical Terror: Your devilish visage causes fear in anyone you gaze upon. You take a –4 penalty on Charisma-based skill checks, except for Intimidate. Every time you cast an enchantment or fear spell, that spell’s DC is increased by 2. This increases to 3 at 5th level, 4 at 10th level, and 5 at 15th level. The dead shaman must have the infernal bloodline to select this curse.

Hag’s Cackle: You have an exceedingly horrid visage which repels anyone you gaze upon. You take a –4 penalty on Charisma-based skill checks, except for Intimidate. You can cackle madly as a move action, just as a witch with the cackle hex, which allows you to extend the duration of any enchantment, curse, or fear spell you cast by 1 round. This bonus increases to 2 rounds at 5th level, 3 rounds at 10th level, and 4 rounds at 15th level. The dead shaman must have the accursed bloodline to select this curse.

Unwholesome Craving: You must eat the flesh or drink the blood of another living humanoid creature, much like a ghoul or vampire, at least once a day that deals 1d4 damage to the victim. If this urge cannot be satiated, you take 1 Constitution damage for the next 24 hours, and an additional 1 Constitution damage for every 24 hours thereafter, to a maximum of 4 Constitution damage on the fourth day. This penalty persists until you can satiate your craving. In addition, whenever you cast a spell from the necromancy school, your effective caster level increases by 1. This increases by 2 at 5th level, 3 at 10th level, and +4 at 15th level. The dead shaman must have the undead bloodline to select this curse.

Mystery: This is exactly like the oracle ability of the same name, except that the dead shaman may only choose from Ancestors**, Bones*, or Dark Tapestry** mystery. (*Advanced Player’s Guide, **Ultimate Magic)

Shamanic Magic: At 1st level, a dead shaman selects his spells known from both the cleric/oracle and sorcerer/wizard spell lists, and can cast any spell he knows without preparing them ahead of time.

Tribal Armor: A dead shaman's spells are all semi-arcane, semi-divine. Due to tradition and his connection to the divine, he can cast dead shaman spells in bone, hide, leather, or wooden armor without incurring a chance of arcane spell failure.

Drawbacks: The dead shaman has one fewer spell known at each level (including cantrips) than an oracle, as shown on the Dead Shaman’s Spells Known table below. Furthermore, the muddled nature of the magic to which the dead shaman is exposed forces him to constantly take some mental effort just to remain focused on his current situation and needs. This leaves him with less mental resolve to deal with external threats. A dead shaman always takes a –2 penalty on Will saves, and is included in his advancement tables.

Mystery Spells: As a normal oracle, the dead shaman adds his mystery's bonus spells to his spells known at 2nd level and every two levels thereafter.

Bloodline Spells: At 3rd level and every two levels thereafter, the dead shaman adds his bloodline's bonus spells to his spells known.

Revelations: Starting at 1st level, a dead shaman gains a new revelation, and an additional revelation at 3rd level and every four levels thereafter. Anytime the dead shaman could pick a revelation, he can instead gain a bloodline power available to sorcerers of his bloodline and level. The dead shaman's levels count as oracle and shaman levels for the purposes of selecting revelations and bloodline powers and determining the effects thereof. Additionally, the dead shaman must take the following revelations at the listed levels.

Wild Dance (Su): You can communicate with the tribal spirits of your blood relatives through a ritual that consists of wild and eccentric dances, eldritch songs, and bizarre rites. The ritual takes 1 minute to perform. After this ritual is completed, you enter a trance that lasts for 10 minutes. You can take no other actions and must remain uninterrupted while in this trance. When the trance ends, you gain mystical insight into the future. At 1st level, this mystical insight functions as an augury spell with 80% effectiveness. At 5th level, it functions as a divination spell with 90% effectiveness. At 8th level, it functions as a commune spell. None of these spell effects require material components. You must take this revelation at 1st level.

Counselor on a Shoulder (Su): You receive Improved Familiar, even if you don’t meet its prerequisites. You gain a small outsider familiar matching your alignment, who acts as your counselor and intermediary with the spirit world. You must take this revelation at 3rd level. Your effective wizard level for the purpose of determining your familiar's abilities is equal to your dead shaman level –2.

Great Monster Armada (Su): You can summon the spirits of your bloodline to attack in a ghostly barrage, which creates physical wounds on any creature within the area through their otherworldly fury. The armada is composed of spectral, frightening shapes of demons, devils, aberrant monsters, ghosts, or cackling crones. These spirits wreak havoc in a 20-foot burst within 100 feet of the dead shaman. Objects and creatures within the burst take 1d8 points damage for every two dead shaman levels you possess. If you select a specific creature type that the spirits can affect–a traditional enemy of your bloodline or tribe–creatures of that type take 1d8 points of damage for every dead shaman level you possess instead. A successful Fortitude save reduces the damage to half. You must take this revelation at 7th level. You can use this ability once per day, plus one additional time per day at 11th level and every four levels thereafter.

Final Bloodline Revelation: A dead shaman is so intimately linked to his unnatural ancestors that he acquires certain bloodline traits in the form of his final bloodline revelation. This replaces the oracle’s normal final revelations. The dead shaman gains the following traits according to his bloodline:

Aberrant: A dead shaman of the aberrant bloodline gains DR 5/magic, 25% chance for normal damage from critical hits or sneak attacks, and a +4 resistance bonus against acid and fire effects. If the dead shaman is slain, he is reborn within 3 days of his death and gains the aberrant type, and takes on some of the visual aspects of that type (such as malformations, horrid appearance, blotchy skin, etc.). The dead shaman is now considered an NPC, and in control of the GM.

Abyssal: A dead shaman of the abyssal bloodline gains DR 5/good, and resist acid 5, cold 5, and fire 5 and a +4 resistance bonus against electricity and poison effects. If the dead shaman is slain, he is reborn within 3 days of his death and gains the native outsider type, and takes on some of the visual aspects of that type (such as skin color, small horns, a prehensile tail, etc.). The dead shaman is now considered an NPC, and in control of the GM.

Accursed: A dead shaman of the accursed bloodline gains DR 5/cold iron and magic, resist cold 5 and fire 5, and a +4 resistance bonus against charm, fear, and sleep effects. If the dead shaman is slain, he is reborn within 3 days of his death and gains the monstrous humanoid type, and takes on some of the visual aspects of that type (such as a bestial appearance, scaly skin, long nails, etc.). The dead shaman is now considered an NPC, and in control of the GM.

Infernal: A dead shaman of the infernal bloodline gains DR 5/good, resist acid 5 and cold 5, and a +4 resistance bonus against fire and poison effects. If the dead shaman is slain, he is reborn within 3 days of his death and gains the native outsider type, and takes on some of the visual aspects of that type (such as skin color, small horns, a prehensile tail, etc.). The dead shaman is now considered an NPC, and in control of the GM.

Undead: A dead shaman of the undead bloodline gains DR 5/bludgeoning and good, resist cold 5, and a +4 resistance bonus against nonlethal damage, physical ability damage, energy drain, exhaustion, fatigue, and poison effects. If the dead shaman is slain, he is reborn within 3 days of his death and gains the undead type, and takes on some of the visual aspects of that type (such as pallid skin, cold to the touch, scent of decay, etc.). The dead shaman is now considered an NPC, and in control of the GM.

Table: Dead Shaman
Base
Class Attack Fort Ref Will Spells per Day
Level Bonus Save Save Save Special 1st 2nd 3rd 4th 5th 6th 7th 8th 9th

1st +0 +0 +0 +0 Bloodline, bloodline curse, drawbacks, mystery, 3 — — — — — — — —
orison, revelation, shamanic magic, tribal armor
2nd +1 +0 +0 +1 Mystery spell 4 — — — — — — — —
3rd +1 +1 +1 +1 Bloodline spell, revelation 5 — — — — — — — —
4th +2 +1 +1 +2 Mystery spell 6 3 — — — — — — —
5th +2 +1 +1 +2 Bloodline spell 6 4 — — — — — — —
6th +3 +2 +2 +3 Mystery spell 6 5 3 — — — — — —
7th +3 +2 +2 +3 Bloodline spell, revelation 6 6 4 — — — — — —
8th +4 +2 +2 +4 Mystery spell 6 6 5 3 — — — — —
9th +4 +3 +3 +4 Bloodline spell 6 6 6 4 — — — — —
10th +5 +3 +3 +5 Mystery spell 6 6 6 5 3 — — — —
11th +5 +3 +3 +5 Bloodline spell, revelation 6 6 6 6 4 — — — —
12th +6/+1 +4 +4 +6 Mystery spell 6 6 6 6 5 3 — — —
13th +6/+1 +4 +4 +6 Bloodline spell 6 6 6 6 6 4 — — —
14th +7/+2 +4 +4 +7 Mystery spell 6 6 6 6 6 5 3 — —
15th +7/+2 +5 +5 +7 Bloodline spell, revelation 6 6 6 6 6 6 4 — —
16th +8/+3 +5 +5 +8 Mystery spell 6 6 6 6 6 6 5 3 —
17th +8/+3 +5 +5 +8 Bloodline spell 6 6 6 6 6 6 6 4 —
18th +9/+4 +6 +6 +9 Mystery spell 6 6 6 6 6 6 6 5 3
19th +9/+4 +6 +6 +9 Bloodline spell, revelation 6 6 6 6 6 6 6 6 4
20th +10/+5 +6 +6 +10 Final bloodline revelation 6 6 6 6 6 6 6 6 6

Dead Shaman Spells Known
Class Spells Known
Level 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st 3 1 — — — — — — — —
2nd 4 1 — — — — — — — —
3rd 4 2 — — — — — — — —
4th 5 2 0 — — — — — — —
5th 5 3 1 — — — — — — —
6th 6 3 1 0 — — — — — —
7th 6 4 2 1 — — — — — —
8th 7 4 2 1 0 — — — — —
9th 7 4 3 2 1 — — — — —
10th 8 4 3 2 1 0 — — — —
11th 8 4 4 3 3 1 — — — —
12th 8 4 4 3 3 1 0 — — —
13th 8 4 4 3 3 2 1 — — —
14th 8 4 4 3 3 2 1 0 — —
15th 8 4 4 3 3 3 2 1 — —
16th 8 4 4 3 3 3 2 1 0 —
17th 8 4 4 3 3 3 2 2 1 —
18th 8 4 4 3 3 3 2 2 1 0
19th 8 4 4 3 3 3 2 2 2 1
20th 8 4 4 3 3 3 2 2 2 2


Browman wrote:

#Lin Kuei

I think it should be any non-chaotic for alignment given the flavor text.

Also given that his sneak attack works slightly differently it should have a different name to avoid confusion if someone multiclasses with another class granting sneak attack.

1) I'm good with non-chaotic. Starfox?

2) The thing is, it does stack with other sneak attacks fropm other classes with the feature. You only gain the min precision damage from this MCA, so it should also stack with other sneak attack damage from other classes. I think keeping it Sneak Attack is best. If anything, a rename to Deadly Sneak Attack or something would be fine. Also, should we state this functions with his Lethal Strike ability? I think so.


Once Lin Kuei and Dead Shaman are done we will be moving to a new thread.


Elghinn Lightbringer wrote:
Browman wrote:

#Lin Kuei

I think it should be any non-chaotic for alignment given the flavor text.

Also given that his sneak attack works slightly differently it should have a different name to avoid confusion if someone multiclasses with another class granting sneak attack.

1) I'm good with non-chaotic. Starfox?

2) The thing is, it does stack with other sneak attacks fropm other classes with the feature. You only gain the min precision damage from this MCA, so it should also stack with other sneak attack damage from other classes. I think keeping it Sneak Attack is best. If anything, a rename to Deadly Sneak Attack or something would be fine. Also, should we state this functions with his Lethal Strike ability? I think so.

I agree it should stack, the issue is creating confusion when 2 classes have the same ability but it has different effects, I wouldn't necessarily pick up the modification to his sneak attack if I wasn't reviewing it. Deadly sneak attack should be fine, people should realize that it is similar to but slightly different from sneak attack.


Deadly Sneak Attack it is.


Elghinn Lightbringer wrote:
Alright! FINALLY got a chance to look over the Lin Kuei (would like a different name, not sure what?).

Rather than discuss specific changes back and forth, I think I'll list the rationale for the abilities as originally posted.

Name Lin kuei are "Chinese ninja", a staple of cheap ninja fiction, manga/anime, and fanfics. It is not a term I invented. Very little is known of them or if they really existed, even less than about the ninja. If you check wikipedia all it says is that they allegedly used stealth and throwing weapons. This and a bunch of cheap movies are the inspiration for the class - with a nod to Adam Warren. That said, I can live with another name - maybe "primal ninja", "Forest Monks", or even "Monk ninja".

Weapon and armor: I wanted the list pretty short and full of poor weapons (except the shuriken). As lin kuei gains no benefit from monk weapons, I felt no need to include all of them here. A short list also encourages the lin kuei to pick new weapons on their own (be cause the original list is crap), and these will most likely be racial and/or exotic weapons which fits the theme. I intentionally stayed away from missile weapons because one of the few things about lin kuei is that they are specifically throwers.

Unarmed Strike: Lin kuei can fight unarmed, but they are not at their best that way. Their unarmed damage does not escalate over levels, but it starts at 1d6, incidentally the same damage as all (or most) of the weapons they start with proficiency with. Additional damage comes from lethal strike, which does more damage even when it is not a successful sneak attack.

I don't really understand the extra damage on a crit part here; does the modified lin kuei deal 1d3 (1d2 if small) on an normal unarmed hit?

Lethal strike: As originally envisioned this is NOT sneak attack. It has no range limit, but doesn't work with missile weapons (ranged weapons have short range, but they sure can strike more than 30' away). It is not precision damage - if you want a motivation for the damage, think of this as being able to put more "omph" into attacks when the target's guard is down - you make such attacks more powerful, not more precise. Also, saying this is not sneak attack allows me to exclude ninja tricks based on sneak attack - which I feel are not thematic for the lin kuei.

{b]Secret techniques and bonus feats[/b]: Secret techniques are intended to be a LOT better than bonus feats. They were all enablers that let the lin kuei get full lethal strike damage in various ways. Unlike the very specific conditions of sneak attack, each lin kuei has unique ways of triggering their lethal strikes. That is why stunning fist and lethal strike on flanking are secret techniques; to make lin keui different from an ordinary rogue/ninja (who will nearly always have to rely on flanking for sneak attacks past the first round).

Deceptive Shuriken is probably the strongest ability as it allows several lethal strikes in one round, but can only be used once against each target.

Sudden Charge is the old standby. It always works, but you cannot attack someone next to you and it only allows a single attack.

Mixing all these abilities into one big pool allows much more focused lin kuei builds, or allows you to spread your abilities widely. Good to a point, but I still feel the secret techniques should remain separate from bonus feats, while bonus feats could become wider to include diamond soul and opther monk/ninja abilities. I actually like the idea of making abundant step a secret technique, but then it should allow a follow-up full-damage lethal strike.

KI strike: The lin kuei is different from the monk, and needs different ki abilities. It lack s Flurry of Blows, so it cannot use the extra attack as outlined, and if it could get extra attacks this way, those should work along with movement - the point of the lin kuei is to stay mobile.

Uncanny Dodge I tought that maybe it would be a little too strong if it could ignore flanking rogues/ninjas. Lin kuei in their own stories/genre would fight a lot of ninja/monks/rogues, and is pretty good at defeating them - I didn't want to make them even better.


Ah yes, alignment. I originally intended lin kuei to have any alignment. The reason they are still lawful only is because of Ki Strike - Lawful. I figure that if monks are always lawful, lin kuei are as well. In my opinion, the Chinese knight (which is the basis of the monk class) is actually a very chaotic element in Chinese myth, so having monks be lawful only is preposterous.

I suspect that the monk is directly based on the old TV series Kung Fu with a martial artist in the wild west. Perhaos the monk can be said to be lawful compared to people in the (extremely chaotic) wild west.


I hope you don't mind me adding one to the Que:

Name: Avatar (NOTE: Has nothing to do with aliens or airbenders)
Primary: Cleric
Secondary: Summoner

Concept:
Unlike the vanilla Summoner, the Avatar links their life essence, indeed their very soul, to that of a servant of their Deity (possibly their Deity him- or herself), or to an otherwise independent Celestial/Fiendish/Elemental/etc... Outsider. Like a Sorcerer Bloodline, the overall effects would vary by what type of Outsider you link to. For example, linking to a Solar or Pit Fiend would only call a weaker aspect of it's power, while a Lantern Archon would not only call the Archon itself, but possibly an increasing number of them to share your power and eventually become something like a permanent Gestalt


SAMAS wrote:

I hope you don't mind me adding one to the Que:

Name: Avatar (NOTE: Has nothing to do with aliens or airbenders)
Primary: Cleric
Secondary: Summoner

** spoiler omitted **

Welcome to the thread SAMAS. I will add you to the queue.


SAMAS wrote:

I hope you don't mind me adding one to the Que:

Name: Avatar (NOTE: Has nothing to do with aliens or airbenders)
Primary: Cleric
Secondary: Summoner

** spoiler omitted **

Inspired-, Divine-, Imbued-, Deity's-, Embodied-, Spiritual-, Chosen-, Fated-, Avatar.


Starfox wrote:


Lethal strike: As originally envisioned this is NOT sneak attack. It has no range limit, but doesn't work with missile weapons (ranged weapons have short range, but they sure can strike more than 30' away). It is not precision damage - if you want a motivation for the damage, think of this as being able to put more "omph" into attacks when the target's guard is down - you make such attacks more powerful, not more precise. Also, saying this is not sneak attack allows me to exclude ninja tricks based on sneak attack - which I feel are not thematic for the lin kuei.

I obviously did see the similarities with Sneak Attack, and if we want to harmonize them a bit that works for me, but I'd prefer to have flanking not be an enabler for lethal strike or deadly sneak attack or whatever. Range, precision damage, and such are minor details, bit not activating on flanking is something I feel gives structure to the lin kuei.

Also, on the name, because these legends are older than legends of tghe ninja and the Chinese (naturally) claim these people taught the first ninja, one name for them could be ur-ninja.


SAMAS wrote:

I hope you don't mind me adding one to the Que:

Name: Avatar (NOTE: Has nothing to do with aliens or airbenders)
Primary: Cleric
Secondary: Summoner

** spoiler omitted **

Making something like a cleric that picks up more and more evolutions over time does kind of make sense, especially if those evolutions have to mimic the evolutions you give your eidolon - in other words you get closer and closer to your spirit patron.


Starfox wrote:
SAMAS wrote:

I hope you don't mind me adding one to the Que:

Name: Avatar (NOTE: Has nothing to do with aliens or airbenders)
Primary: Cleric
Secondary: Summoner

** spoiler omitted **

Making something like a cleric that picks up more and more evolutions over time does kind of make sense, especially if those evolutions have to mimic the evolutions you give your eidolon - in other words you get closer and closer to your spirit patron.

That would probably be the result if you go straight Deity-bonded. Otherwise, it would be the Angel/Devil/Demon/Elemental/Genie/Agathion/etc itself as much if not more than the Summoner.


Hello, would this be the right thread to ask questions about how these NAC work with prestige classes? I am interested to see how the Blood Hunter works with Dragon Disciple. Here is what I have a question with:

Blood of Dragons
A dragon disciple adds his level to his sorcerer levels when determining the powers gained from his bloodline. If the dragon disciple does not have levels of sorcerer, he instead gains bloodline powers of the draconic bloodline, using his dragon disciple level as his sorcerer level to determine the bonuses gained. He must choose a dragon type upon gaining his first level in this class and that type must be the same as his sorcerer type. This ability does not grant bonus spells to a sorcerer unless he possesses spell slots of an appropriate level. Such bonus spells are automatically granted if the sorcerer gains spell slots of the spell's level.

Does this mean that as a DD goes up in levels his sorcerous side of the class also advances? Currently starting a game where I am playing a human Blood Hunter and am interested in becoming a Drag Disciple.

Thanks, also if I am in the wrong thread please direct me to where I should be.


This is definitely the right thread for questions about MCAs. Elghinn Lightbringer should be along presently to answer your query...


Night_Shade wrote:

Hello, would this be the right thread to ask questions about how these NAC work with prestige classes? I am interested to see how the Blood Hunter works with Dragon Disciple. Here is what I have a question with:

Blood of Dragons
A dragon disciple adds his level to his sorcerer levels when determining the powers gained from his bloodline. If the dragon disciple does not have levels of sorcerer, he instead gains bloodline powers of the draconic bloodline, using his dragon disciple level as his sorcerer level to determine the bonuses gained. He must choose a dragon type upon gaining his first level in this class and that type must be the same as his sorcerer type. This ability does not grant bonus spells to a sorcerer unless he possesses spell slots of an appropriate level. Such bonus spells are automatically granted if the sorcerer gains spell slots of the spell's level.

Does this mean that as a DD goes up in levels his sorcerous side of the class also advances? Currently starting a game where I am playing a human Blood Hunter and am interested in becoming a Drag Disciple.

Thanks, also if I am in the wrong thread please direct me to where I should be.

Yes and no. That is to say, it's not an even spread one-to-one for all aspects. You add it directly for Bloodline powers (and as noticed, powers repeated in both classes semi-stack, but spell progression skips a level in some places as noted in Table 11-4. Bloodline Feats are also gained on their own schedule as the table notes.


Night_Shade wrote:

...Does this mean that as a DD goes up in levels his sorcerous side of the class also advances? Currently starting a game where I am playing a human Blood Hunter and am interested in becoming a Drag Disciple.

Thanks, also if I am in the wrong thread please direct me to where I should be.

Welcome to the thread Night_Shade. As OSW said, this is indeed the right thread. Now, as to your question I will attempt to answer it.

First, any MCA, such as the Blooded Hunter, is considered to be the equivalent level of the MCA in both primary and secondary classes. Thus, a 10th level Blooded Hunter is considered to be both a 10th level ranger and 10th level sorcerer in regards to determining its own multiclass features, unless otherwise noted.

Therefore, as the Blooded Hunter has the equalent sorcerer level of its Blooded Hunter level, you would be able to add levels to the MCa to determine Bloodline class features. Doing so may be rather confusing, but not totally, as the MCA also has Ranger or new class features.

Here's how it would work.

Let's take a 10th level Blooded Hunter and has all class features of his MCA up to 10th level, including any Bloodline related abilities.

Adding levels of Dragon Disciple would do the same thing as adding it to a Sorcerer, except that you would gain sorcerer powers according to the MCa, not the Sorcerer Class.

Example 1: A 10th level Sorcerer gains his 1st, 3rd and 9th level powers. If the Sorcerer then gains 5 levels of Dragon Disciple, he would be considered a 15th level Sorcerer level for the purpose of gaining his bloodline powers. He would then gain his 15th level bloodline power, although he does not have 15 levels in the Sorcerer class.

Example 2: In contrast, A 10th level Blooded Hunter gains his 1st and 3rd level bloodline powers (as a 5th and 10th level Blooded Hunter respectively). If he gains 5 levels of Dragon Disciple, he would then gain his 9th level bloodline power, as gained at 15th level by a Blooded Hunter.

So, you would use the Blooded Hunters level to determine what bloodline powers you gain from your Dragon Disciple levels, as he is considered a Sorcerer, but gains bloodline powers at different increments than a true Sorcerer.

Hope that answers your question.


Here's a complete update of the queue. Lots still to work on.

QUEUE UPDATE:

Lin Kieu – Mnk/Nin (Starfox) *Currently working on this one.
Spartan - Ftr/Ora (ecw1701)
??? - Nin/Sor (Browman)
Bonded Warmage – Mag/Sum (Orelius Lionpaw)
Avatar – Clr/Sum (SAMAS)
Quipu Mystic – Wiz/Brd (Elghinn)
“Melee Summoner” – Sum/Ftr (OSW)
Tristam’s Monk Bloodline – (Toaster)
Secret Sect Knight - Cav/Inq (Bardess)
Twice Chose/Chosen Theurge – Ora/Sor (Kyras)
Ki Mage - Nnj/Wiz (Toaster/Byrdology)
Battle Sorcerer– Mag/Sor (Starfox)
Rune Mage – Alc/Mag (Elghinn)
Haunted Gunman – Gun/Wtc (Toaster)
Chosen Apostle - Clr/Ora (Bardess)
Cursed Warrior – Ftr/Ora (Kyras)
Warrior Poet – Rgr/Brd (Starfox)
Wilderland Magus – Mag/Rgr (Elghinn)
Boastful Gallant - Brd/Cav (Bardess)
Saint of Rogues– Rog/Clr (Starfox)
Sacred Illuminary – Alc/Pal (Elghinn)
Lightspeed Master - Mnk/Mag (Bardess)
Relic Hunter – Mag/Rog (Elghinn)

Yup! Fun times tracking where everyone is in the queue. :D


On Dead Shaman
You're right. It was my first one (maybe a couple of years ago?) and must be remade thoroughly, at the very least.
I meant it to be an Oracle/ Sorcerer at first, but as I insisted on the mixed spellcasting, Flak said that it had to be a Sorcerer/Oracle. Which of the two should we rebuild it as?
If it has to be an Ora/Sor again, I'd say:
-Divine spells only
-Mystery + bloodline (with the crossblooded Sorcerer rules for revelations/powers and spells)
-Blood curse and capstone stay the same
-Only light armor, maybe tribal weapons
-Maybe some twist to give him access to some sorcerer spell from time to time?

Queue
Put the Chosen Apostle on top of my schedule, and my new ideas (Mechagolem Pilot Samurai/Summoner and Metamorphic Thespian Summoner/Bard) in tail, please.


I think it should be an Ora/Sor, fits the concept better.

Do you want your two new MCAs to replace the Secret Sect Knight and Boastful Gallant, or just put them at the bottom of the queue?


Oceanshieldwolf wrote:
SAMAS wrote:

I hope you don't mind me adding one to the Que:

Name: Avatar (NOTE: Has nothing to do with aliens or airbenders)
Primary: Cleric
Secondary: Summoner

** spoiler omitted **

Inspired-, Divine-, Imbued-, Deity's-, Embodied-, Spiritual-, Chosen-, Fated-, Avatar.

Just remembered the word I was looking for - I'm currently using this for a similar Base Class concept, but I'm happy to see it used here - "Vessel". As in God-vessel, Divine Vessel etc etc etc...

HERE is a post I just made regarding using a corollary to the Scarred Witchdoctor's Constitution based casting for a Divine caster imbued by godpower.


Elghinn Lightbringer wrote:

Here's a complete update of the queue. Lots still to work on.

** spoiler omitted **

Yup! Fun times tracking where everyone is in the queue. :D

@ El: I'm okay if you drop the "Melee Summoner" out but keep that position as a placeholder for me - I feel having it follow not long after Orelius' Bonded Warmage could get boring real quick for folks. I'll work on it myself.

As for my placeholder I'm working on a few other combinations, I'll let you know as soon as I've decided which one inspires me the most...


#Lin Kuei

@Starfox - thanks for the info on the origins of Lin Kuei. I had wondered about those old cheap movies...


Bardess wrote:

On Dead Shaman

[...]
-Maybe some twist to give him access to some sorcerer spell from time to time?

If you give them a bloodline, they could keep the bloodline spells - that gives them a few sorcerer spells. Then perhaps some mechanic to choose one more each level (a few levels after getting the bloodline spell). 2 sorcerer spells per spell level should give a multiclass sorcerer feel.


Starfox wrote:
Bardess wrote:

On Dead Shaman

[...]
-Maybe some twist to give him access to some sorcerer spell from time to time?
If you give them a bloodline, they could keep the bloodline spells - that gives them a few sorcerer spells. Then perhaps some mechanic to choose one more each level (a few levels after getting the bloodline spell). 2 sorcerer spells per spell level should give a multiclass sorcerer feel.

I would just give them the bloodline spells. Otherwise it gets messy.


# lin Kuei

For their weapons maybe let them pick one martial? Also having uncanny dodge allows them to be good at fighting ninjas and rogues. Otherwise they sneak attack and that starts to hurt quick.


Browman wrote:

# lin Kuei

For their weapons maybe let them pick one martial? Also having uncanny dodge allows them to be good at fighting ninjas and rogues. Otherwise they sneak attack and that starts to hurt quick.

Having regular uncanny dodge means surprise and stealth tactics won't work on them. That is powerful, but acceptable in my view. Having improved uncanny dodge means flanking doesn't work. Considering how hard it is to flank someone as mobile as a monk, I think sneak attack should work on lin kuei if you manage to set up a flanking position.

But in the end, having improved uncanny dodge as an option and improved evasion as another is probably a good idea. Elglin seems to make the lin kuei more into a generic monk/ninja combo an less it's own thing. I kind of want it to be it's own thing, but with both actual rules and spirit burrowed from both monk and ninja.

This is something Sean K Reynolds said about Pazio's MCA program for Advanced Class Guide:

Sean K Reynolds wrote:
We weren't specifically aiming for hybrid classes being exactly down the middle of their two component classes. As we progress with this book, we'd like to see them stand out as something more unique (as the magus does) but still have elements of those two classes, so perhaps more 30% class A/30% class B/40% new class, or something similar.

From what I've seen of other MCAs here, we seem to be on this track as well. Something like 40% class A, 30% class B, 30% new stuff.


@Elghinn
Put the new ideas at the bottom, and Chosen Apostle on top. It will be my next work.


@Bardess - Will do!

Alright, some updates to Lin Kuei/Ur-Ninja/maybe Ur-Warrior...

#LIN KUEI

Alignment

I think the Lin Kuei should of any alignment, or at the best, any nonchaotic, leaving all lawful and nonchaotic neutrals for alignment choices.

Weapon Proficiency
I think either 1) allow him to select one light or one-handed martial weapom, OR 2) allow him to select a monk or ninja weapon of his choice.

I tweaked the original Lethal strike and combined it with Unarmed Strike. I hope its to your liking, though it no longer stacks with sneak attack. But that's OK, makes this one of the unique abilities for the MCA.

Lethal Strike (Ex): At 1st level, a lin kuei gains the monk’s unarmed strike ability, except his unarmed damage is 1d6 (1d4 for a Small lin kuei) and does not increase with level like a monk’s unarmed strike ability. A lethal strike deals both bludgeoning and slashing damage, and can be used with any weapon he is proficient with, in which case the damage type is that of the weapon.

In addition, if a lin kuei can catch an opponent when she is unable to defend herself effectively from his lethal strike, he can strike increase the power of her blows to deal extra damage. The lin kuei’s lethal strikes deal this extra damage anytime his target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), but not when the lin kuei flanks his target. This extra damage is 1d6 at 1st level, and increases by 1d6 every three lin kuei levels thereafter, to a maximum of 7d6 at 19th level. This is not precision damage, but the result of an increased focus and power behind the lin kuei’s blows. Should the lin kuei score a critical hit with a lethal strike, this damage is not multiplied. Ranged attacks made with thrown weapons count as lethal strikes if the target is within 30 feet. Whenever a lin kuei makes a successful melee attack or ranged attack with a thrown weapon against an opponent that is neither denied its Dexterity bonus to AC nor caught flat-footed, he deals an amount of extra damage equal to her minimum lethal strike damage (1 point at 1st level, 2 points at 4th level, and so on). This ability replaces unarmed strike and flurry of blows.

Bonus Feats/Secret Techniques

I you want Bonus feats and Secret Techniques separate, then I would suggest have Bonus feats at 2/6/10/14/18, then secret techniques at 1/4/8/12/16/20. This gives you 5 bonus feats, and 6 secret techiniques.

Also, if there are monk abilities in the current secret techniques list you don't want access to, we can remove those. There are plenty to choose from, whether pertinent monk ablities, ninja tricks, or new secret techniques.

Ki Pool
Starfox, you said there should be unique Ki Pool abilities. Such as what? Until then, here's what I did to tweak it.

Ki Pool (Su): This is exactly like the monk’s ability of the same name, except for the following changes.

At 10th level, whenever a lin kuei makes a ki strike, his lethal strikes are also treated as aligned (chaotic, evil, good, or lawful) according to the lin kuei’s alignment.

By spending 1 point from his ki pool, a lin kuei can also do one of the following:

• Make one additional attack at his highest attack bonus when making a full attack with his lethal strike, or
• Increase his speed by 20 feet for 1 round, or
• Give himself a +4 dodge bonus to AC for 1 round.
• Reroll a failed Bluff, Sleight of Hand, or Stealth check. The lin kuei must take the second result, even if it is worse. A single check can only be rerolled once by means of this ability.

This modifies the monk's ki pool ability.


Bardess wrote:

On Dead Shaman...If it has to be an Ora/Sor again, I'd say:

-Divine spells only
-Mystery + bloodline (with the crossblooded Sorcerer rules for revelations/powers and spells)
-Blood curse and capstone stay the same
-Only light armor, maybe tribal weapons
-Maybe some twist to give him access to some sorcerer spell from time to time?

I think Ora/Sor is the way to go. How about this, based on the Oracle's ability progression table? Go divine caster of course, fits the Shaman angle.

1) Mysterious Bloodline: selects a mystery and a bloodline, but doesn't gain the bloodline arcana).

2) Blood Curse as is.

3) Blood Revelation: either choose a revelation, or a bloodline power, but must be at least equal level or higher to choose the power; this would allow 1st or 3rd level powers to be chosen at their normal elvels, 9th can't be chosen until 11th, and 15th can be chosen at either 15th or 19th, but he never gets his 20th level bloodline power).

4) Blood Mystery Spells: add either his mystery spells or his bloodline spell. OR we just leave mystery spells as is, and just add the bloodline spells to his list of oracle spells, so they wouldn't be free spells known, but he could pick them in one of his Spells Known slots.

5) If we go with Diminsihed Spellcasting, we could also add in some unique abilties if we wanted to.


#dead shaman

I don't think diminished casting for an oracle/ sorcerer is appropriate.

The rest of the stuff Elghinn has for it looks good.

# Lin Kuei

I think Ur-Warrior sounds awesome.

His list of secret techniques looks good to me.


Dead Shaman
What about also adding in Stone Age Weapons (see Weapons on the d20PFSRD)? All primitive or tribal weapon. Might add some flavor as it can only use bone, stone, wood, etc. armor.


Here's an updated Dead Shaman that we can work off of. I added a few more Mysteries to choose from, wondering if we should add in the Wildblooded equivalents of the listed Bloodlines though?

Also, the new revelations that can be chosen in place of revelatios from one's mystery, I made them so they are no longer hardwired choices, but are options with level requirements.

DEAD SHAMAN Revised:

Many an oracle serves as a tribe’s priestess, but the dead shaman goes one step further. A dead shaman belongs to a tribe whose blood was contaminated by ancient mating pacts with monsters or extraplanar creatures, and bears the mark of this illicit union on her body. All the tribesmen could be “diverse” or mutated in some degree, but the dead shaman is more so in this diverse society, seen as a loner, bizarre, and perhaps even a bit crazy. Dead shamans rarely choose their rolls freely, as they are primarily chosen at birth when their unnatural heritage becomes evident. They keep contact with the tribe ancestors who give them their strange and mysterious powers, in part from personal devotion, and in part from their evident birthright. The dead shaman serves as an intermediary with the spirits of the dead, capable of casting terrible curses or animating corpses in battle, while serving as the tribe healer who counsels the chief and delivers messages from the ancestors. A dreaded and awed figure, the dead shaman often lives beyond the perimeter of the village–near enough to help her people and listen to their problems, but far enough removed as not to trouble their days and nights with her fell sight.

Primary Class: Oracle.
Secondary Class: Sorcerer.
Alignment: Any.
Hit Dice: d6.

Bonus Skills and Ranks: The dead shaman may select three sorcerer skills to add to her class skills in addition to the normal oracle class skills. The dead shaman gains a number of ranks at each level of the multiclass archetype equal to 4 + Int modifier.

Weapons and Armor Proficiency: The dead shaman is proficient with all simple weapons, all stone age weapons, with light armor (but only those made of bone, hide, leather, or wood), but not with shields.
Spellcasting: A dead shaman casts divine spells drawn from the cleric/oracle spell list, and adds his bloodline spells to that list at the indicated level. She otherwise learns and casts spells as an oracle equal to her dead shaman level.

Mysterious Bloodline: At 1st level, a dead shaman must choose an oracle mystery and a sorcerer bloodline. A dead shaman may only choose the Ancestors**, Bones*, Dark Tapestry**, Juju†, Occult#, or Outer Rif±t mystery, or the Aberrant, Abyssal, Accursed**, Infernal, or Undead bloodlines. She gains both her mystery and bloodline skills, but does not gain her bloodline arcana. This ability otherwise functions as and replaces mystery. (*Advanced Player’s Guide, **Ultimate Magic, †Pathfinder Adventure Path #39: City of Seven Spears, #Pathfinder Adventure Path #71: Rasputin Must Die! [Reign of Winter 5 of 6], ±Pathfinder Campaign Setting: Inner Sea Magic)

Blood Curse (Ex): The curse afflicting a dead shaman is in her very blood itself. She must choose one of the following blood curses, according to her lineage. This ability replaces oracle’s curse.

Breaking Grip: Your unearthly strength is such, that it damages any object you wield or touch. Every time you hold or touch an inanimate object, it must make a saving throw or take 2 point of damage. This effect ignores the object’s hardness. Whenever you cast a spell that deals hit point damage, one target of your choice affected by the spell takes an additional 2 hit points of damage. This damage increases to 3 at 5th level, 4 at 10th level, and 5 at 15th level. This ability affects only spells that deal hit point damage, in whole or in part. Spells that deal only ability damage, or similar effect are unaffected by this ability. The dead shaman must have the abyssal bloodline to select this curse.

Deformed Limb: One of your limbs is permanently misshapen and may a similar appearance to that of some monstrous creature. You either gain the lame oracle’s curse of the same name, or must wield any weapon as if you were not proficient with it (if you are not proficient to begin, the penalties are doubled). Also, you permanently gain one of the benefits listed on the Warped Polymorph Benefits table (see the warped mutated bloodline on page 73 of Ultimate Magic). The bonus granted by this benefit increases by +1 at 5th, and an additional +1 at 10th and 15th level. If you choose the “Quick” benefit, your movement rate bonus increases to +10 ft. at 5th level, +15 ft. at 10th level, and +20 ft. at 15th level. Any benefit you choose may not contradict the penalty you receive. For example, you cannot select the quick benefit and have the lame effect, or lack proficiency in weapons and select the vicious benefit. The dead shaman must have the aberrant bloodline to select this curse.

Diabolical Terror: Your devilish visage causes fear in anyone you gaze upon. You take a –4 penalty on Charisma-based skill checks, except for Intimidate. Every time you cast an enchantment or fear spell, that spell’s DC is increased by 2. This increases to 3 at 5th level, 4 at 10th level, and 5 at 15th level. The dead shaman must have the infernal bloodline to select this curse.

Hag’s Cackle: You have an exceedingly horrid visage which repels anyone you gaze upon. You take a –4 penalty on Charisma-based skill checks, except for Intimidate. You can cackle madly as a move action, just as a witch with the cackle hex, which allows you to extend the duration of any enchantment, curse, or fear spell you cast by 1 round. This bonus increases to 2 rounds at 5th level, 3 rounds at 10th level, and 4 rounds at 15th level. The dead shaman must have the accursed bloodline to select this curse.

Unwholesome Craving: You must eat the flesh or drink the blood of another living humanoid creature, much like a ghoul or vampire, at least once a day that deals 1d4 damage to the victim. If this urge cannot be satiated, you take 1 Constitution damage for the next 24 hours, and an additional 1 Constitution damage for every 24 hours thereafter, to a maximum of 4 Constitution damage on the fourth day. This penalty persists until you can satiate your craving. In addition, whenever you cast a spell from the necromancy school, your effective caster level increases by 1. This increases by 2 at 5th level, 3 at 10th level, and +4 at 15th level. The dead shaman must have the undead bloodline to select this curse.

Blood Revelations: Starting at 1st level, a dead shaman gains a new revelation from his mystery, and again at 3rd level and every four levels thereafter. Alternatively, a dead shaman may choose his first bloodline at 1st level in place of a revelation, or whenever he could select a revelation thereafter. He may choose each subsequent bloodline power whenever he could select a revelation, but must meet the level prerequisites of the bloodline power. Thus, he can gain his first bloodline power at 1st level or higher, his second bloodline power at 3rd or higher, his third bloodline power at 11th or higher, and his fourth bloodline power at 15th level or higher.

Additionally, a dead shaman can choose one of the following revelations that complement the dead shaman multiclass archetype in place of her mystery revelation.

Wild Dance (Su): The dead shaman can communicate with the tribal spirits of her blood relatives through a ritual that consists of wild and eccentric dances, eldritch songs, and bizarre rites. The ritual takes 1 minute to perform. After this ritual is completed, the dead shaman enters a trance that lasts for 10 minutes. The dead shaman can take no other actions and must remain uninterrupted while in this trance. When the trance ends, she gains mystical insight into the future. At 1st level, this mystical insight functions as an augury spell with 80% effectiveness. At 5th level, it functions as a divination spell with 90% effectiveness. At 8th level, it functions as a commune spell. None of these spell effects require material components.

Counselor on a Shoulder (Su): The dead shaman gains Improved Familiar as a bonus feat, even if she doesn’t meet its prerequisites. She gains a small outsider familiar matching her alignment, who acts as her counselor and intermediary with the spirit world. The dead shaman’s effective wizard level for the purpose of determining her familiar's abilities is equal to her dead shaman level –2. The dead shaman must be at least 3rd level to choose this revelation.

Great Monster Armada (Su): The dead shaman can summon the spirits of her bloodline to attack in a ghostly barrage, which creates physical wounds on any creature within the area through their otherworldly fury. The armada is composed of spectral, frightening shapes of demons, devils, aberrant monsters, ghosts, or cackling crones. These spirits wreak havoc in a 20-foot radius burst within 100 feet of the dead shaman. Objects and creatures within the burst take 1d8 points damage for every two dead shaman levels she possesses. If the dead shaman selects a specific creature type that the spirits can affect–a traditional enemy of her bloodline or tribe–creatures of that type take 1d8 points of damage for every dead shaman level she possesses instead. A successful Fortitude save reduces the damage to half. A dead shaman can use this ability once per day at 7th level, plus one additional time per day at 11th level and every four levels thereafter. The dead shaman must be at least 7th level to select revelation.

Final Bloodline Revelation: A dead shaman is so intimately linked to her unnatural ancestors that she acquires certain bloodline traits in the form of her final blood revelation. This ability replaces the mystery’s final revelation.

The dead shaman gains the following traits according to her chosen bloodline:

Aberrant: A dead shaman of the aberrant bloodline gains DR 5/magic, 25% chance for normal damage from critical hits or sneak attacks, and a +4 resistance bonus against acid and fire effects. If the dead shaman is slain, he is reborn within 3 days of his death, gains the aberration type, and takes on some of the visual aspects of that type (such as malformations, horrid appearance, blotchy skin, etc.). The dead shaman is now considered an NPC, and in control of the GM.

Abyssal: A dead shaman of the abyssal bloodline gains DR 5/good, and resist acid 5, cold 5, and fire 5 and a +4 resistance bonus against electricity and poison effects. If the dead shaman is slain, he is reborn within 3 days of his death and gains the native outsider type, and takes on some of the visual aspects of that type (such as skin color, small horns, a prehensile tail, etc.). The dead shaman is now considered an NPC, and in control of the GM.

Accursed: A dead shaman of the accursed bloodline gains DR 5/cold iron and magic, resist cold 5 and fire 5, and a +4 resistance bonus against charm, fear, and sleep effects. If the dead shaman is slain, he is reborn within 3 days of his death and gains the monstrous humanoid type, and takes on some of the visual aspects of that type (such as a bestial appearance, scaly skin, long nails, etc.). The dead shaman is now considered an NPC, and in control of the GM.

Infernal: A dead shaman of the infernal bloodline gains DR 5/good, resist acid 5 and cold 5, and a +4 resistance bonus against fire and poison effects. If the dead shaman is slain, he is reborn within 3 days of his death and gains the native outsider type, and takes on some of the visual aspects of that type (such as skin color, small horns, a prehensile tail, etc.). The dead shaman is now considered an NPC, and in control of the GM.

Undead: A dead shaman of the undead bloodline gains DR 5/bludgeoning and good, resist cold 5, and a +4 resistance bonus against nonlethal damage, physical ability damage, energy drain, exhaustion, fatigue, and poison effects. If the dead shaman is slain, he is reborn within 3 days of his death and gains the undead type, and takes on some of the visual aspects of that type (such as pallid skin, cold to the touch, scent of decay, etc.). The dead shaman is now considered an NPC, and in control of the GM.

Table: Dead Shaman
Base
Class Attack Fort Ref Will Spells per Day
Level Bonus Save Save Save Special 1st 2nd 3rd 4th 5th 6th 7th 8th 9th

1st +0 +0 +0 +2 Blood curse, blood revelation, 3 — — — — — — — —
mysterious bloodline, orisons
2nd +1 +0 +0 +3 Mystery spell 4 — — — — — — — —
3rd +2 +1 +1 +3 Blood revelation 5 — — — — — — — —
4th +3 +1 +1 +4 Mystery spell 6 3 — — — — — — —
5th +3 +1 +1 +4 6 4 — — — — — — —
6th +4 +2 +2 +5 Mystery spell 6 5 3 — — — — — —
7th +5 +2 +2 +5 Blood revelation 6 6 4 — — — — — —
8th +6/+1 +2 +2 +6 Mystery spell 6 6 5 3 — — — — —
9th +6/+1 +3 +3 +6 6 6 6 4 — — — — —
10th +7/+2 +3 +3 +7 Mystery spell 6 6 6 5 3 — — — —
11th +8/+3 +3 +3 +7 Blood revelation 6 6 6 6 4 — — — —
12th +9/+4 +4 +4 +8 Mystery spell 6 6 6 6 5 3 — — —
13th +9/+4 +4 +4 +8 6 6 6 6 6 4 — — —
14th +10/+5 +4 +4 +9 Mystery spell 6 6 6 6 6 5 3 — —
15th +11/+6/+1 +5 +5 +9 Blood revelation 6 6 6 6 6 6 4 — —
16th +12/+7/+2 +5 +5 +10 Mystery spell 6 6 6 6 6 6 5 3 —
17th +12/+7/+2 +5 +5 +10 6 6 6 6 6 6 6 4 —
18th +13/+8/+3 +6 +6 +11 Mystery spell 6 6 6 6 6 6 6 5 3
19th +14/+9/+4 +6 +6 +11 Blood revelation 6 6 6 6 6 6 6 6 4
20th +15/+10/+5 +6 +6 +12 Final blood revelation 6 6 6 6 6 6 6 6 6

Dead Shaman Spells Known
Class Spells Known
Level 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th

1st 3 1 — — — — — — — —
2nd 4 1 — — — — — — — —
3rd 4 2 — — — — — — — —
4th 5 2 0 — — — — — — —
5th 5 3 1 — — — — — — —
6th 6 3 1 0 — — — — — —
7th 6 4 2 1 — — — — — —
8th 7 4 2 1 0 — — — — —
9th 7 4 3 2 1 — — — — —
10th 8 4 3 2 1 0 — — — —
11th 8 4 4 3 3 1 — — — —
12th 8 4 4 3 3 1 0 — — —
13th 8 4 4 3 3 2 1 — — —
14th 8 4 4 3 3 2 1 0 — —
15th 8 4 4 3 3 3 2 1 — —
16th 8 4 4 3 3 3 2 1 0 —
17th 8 4 4 3 3 3 2 2 1 —
18th 8 4 4 3 3 3 2 2 1 0
19th 8 4 4 3 3 3 2 2 2 1
20th 8 4 4 3 3 3 2 2 2 2


Everything looks good to me with the dead shaman. In mysterious bloodline, it should say can choose from the following mysteries, then and instead of or the following bloodlines.


Yeeeeeeee
Was not expecting to see the bonded warmage so far up the queue.

Dead shaman looks very fine. I would play one if my DM allowed Oracles.
I think the wildblooded versions should be allowed, considering you're already essentially giving the Warped bloodline power through one of the curses. Also, shouldn't nonproficiency apply only to the Malformed Limb given by that curse? Unless, of course, it applied to both arms.


You're only 4th on the queue Orelius. If it's not ready, we can move you down the queue. Its probabaly about 2 weeks a way at the outside, 1 week if things go really well with the two ahead of you. Bumping people back is no issue, it's bumping people forward that people would have an issue with.

1,001 to 1,050 of 1,070 << first < prev | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 | next > last >>
Community / Forums / Pathfinder / Pathfinder First Edition / Homebrew and House Rules / Multiclass Archetypes V: More Ultimate MCAs All Messageboards

Want to post a reply? Sign in.