Multiclass Archetypes VI: Even More Ultimate MCAs


Homebrew and House Rules

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Elghinn Lightbringer wrote:
Starfox wrote:
I see some problems with channeled devotion. First, 5d6 of either damage or healing at lvl 17 is negligible, at least in combat.

3) Any suggestions for more offensive abilities, devotion point related or otherwise?

Channel energy goes to 9d6. If the Wuxia priest gets the ability at 5 and progresses at +1/2 levels, it ends up at 7d6, which seems reasonable.

The improved BAB ability addresses many of my concerns. But very many abilities key off the devotion pool. A bigger pool, or some way to replenish the pool (like the Gunslinger's Grit) would be nice.
* 1 point for every creature defeated
* 1 point every time a creature is healed to more than half hit points.
* One point for striking at creature while neither the wuxia priest or the creature is adjacent to any ally of the wuxia priest. (This is to encourage solo heroics)


Kelazan wrote:

Insightful Strike could allow the Wuxia Priest to instead replaces Strength or Dexterity modifier on attack rolls by Wisdom (it made the class less MAD and help our Wuxia priest to hit, now that he can afford to get an higher Wisdom score). This is similar to the zen archer's zen archery.

Don't forget that our monk-cleric can cast spell, so he can use some self buff according to his deity domains spells list. Divine favor, heroism and the like will help him to hit a little better too if he have access to them.

I think I like that better than the current version I wrote. This way it's not stacking with any Str or Dex modifiers.

Kelazan wrote:
About the domains, I would personally give it at 1st level to follow the inquisitor / cleric pattern, but I understand you don't want to move the devotion pool at latter level.

There is no room to add in domain abilities directly. However, i have devised a way to get access to doamin powers. I'll Show this below.

Kelazan wrote:

About Channeled Devotion : the +2 resistance bonus against mind-affecting isn't very significant at 5th level. All the protection from X spell gives +2 resistance bonus, and almost all gods get alignment domains and these spells in their domains list. This bonus should be a sacred/profane bonus, as an inquisitor judgment.

Also, do the channeled devotion and greater channeled devotion abilities use swift or standard actions ? Channel energy is a standard for the cleric, but using the devotion pool is normally swift. This should be clarified.

Made some of those changes.

OK, here's my suggested changes, including the issue with so many abilities tied to the Devotion Pool.

1) Changing Mystic Invocations from an (Su) ability to straight spell casting. It's essentially a half power 1/2 caster progression, adapted from the Arcane Sneak's Mage Arcanum ability. This way, it's not too potent, and doesn't draw upon the Devotin Pool.

Mystic Invocations: A wuxia priest casts divine spells drawn from all his deity’s domain spells. These spells can be cast without preparing them ahead of time. To cast a spell, the wuxia priest must have a Wisdom score equal to at least 10 + the spell level. The save DC for a saving throw against an arcane sneak's spell is 10 + the spell level + the wuxia priest's Wisdom modifier.

A wuxia priest can cast only a certain number of mystic invocation spells of each spell level per day. At 1st level, he can only cast detect magic, guidance, or stabilize.

At 4th level, the wuxia priest can cast his 1st–level domain spells and each subsequent level of spells every three levels thereafter, up to a maximum of 6th-level spells at 19th level.

A wuxia priest of 1st level or higher can cast three cantrips per day. At 4th level, a wuxia priest gains one spell slot for each level of spells he can cast, from 1st on up. Each day, a wuxia priest can cast one domain spell in that slot. At 13th level, a wuxia priest can cast his 1st, 2nd, and 3rd level spells twice per day. A wuxia priest need not prepare is spells in advance. He can cast any spell from his list of domain spells at any time, assuming he has not yet used up his spell slot for that spell level. A wuxia priest has a caster level equal to his wuxia priest level and regains his daily allotment of spells by getting 8 hours of sleep and spending 1 hour in meditation. This ability replaces replaces flurry of blows, still mind, wholeness of body, and empty body.

2) Changes Insightful Strike to Kelazaon's suggestion. I think it fits better. Plus it doesn't stack with Str/Dex modifiers to attack and damage rolls, but can replace it.

Insightful Strike (Ex): At 2nd level, whenever a wuxia priest is wearing light or no armor and not using a shield, he can add his Wisdom bonus (if any) to his attack rolls while making an unarmed strike, or while wielding a monk weapon or his deity’s favored weapon, instead of his Strength or Dexterity bonus. This ability and fast movement replaces the monk’s fast movement class feature.

3) Additions to Channeled Devotion and Greater Channeled Devotion in bold. Note the changes to the effects' durations from round equal to Wis modifier to a flat 1 minute.

Channeled Devotion (Su): At 5th level, a wuxia priest can use his devotion pool to increase his divine power and strength of will. By spending 1 point from his devotion pool, a wuxia priest can do one of the following.

• Increase his base attack bonus to equal to his wuxia level for 1 minute.
• Grant himself a +2 sacred (or profane) bonus against all mind-affecting spells and effects for 1 minute. At 10th level this bonus increases to +4.
• Choose one domain granted by his deity. Once the choice is made it cannot be changed. The wuxia priest can gain one use of his first domain power.
• Release a wave of channeled energy from his body in a 30-ft. burst. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted. This functions as the cleric’s channel energy ability, except that the amount of damage dealt or healed is equal to 2d6 points of damage plus 1d6 points of damage for every four wuxia priest levels beyond 5th (3d6 at 9th, 4d6 at 13th, and so on), up to a maximum of 5d6 at 17th level. This counts as the cleric’s channel energy ability for the purpose of qualifying for channeling feats. Spending the devotion point and using the ability is a standard action.

This ability replaces purity of body and diamond body.

Greater Channeled Devotion (Su): At 11th level, a wuxia priest can use his devotion pool to increase his prowess in battle. By spending 2 points from his devotion pool, a wuxia priest can do one of the following.

• Make a flurry of blows as a monk equal to his wuxia priest level for 1 minute.
• Gain one use of his second domain power for a number of rounds equal to 1/2 his wuxia priest level.
• Gain a +2 bonus to confirm critical hits with his unarmed strikes or favored weapon for 1minute. This increases to +4 at 17th level.

This ability replaces abundant step and diamond soul.

4) I also tweaked Perfect Devotion to coinside with the above changes and additions.

Perfect Devotion (Su): At 20th level, a wuxia priest becomes one with the power of his deity. He can use the domain powers from his chosen domain (see Channeled Devotion) without spending points from his devotion pool, and uses then normally as a cleric equal to his wuxia priest level. He does not gain a domain spell slot for each spell level he can cast. In addition, he gains DR 10/chaotic (lawful neutral), DR 10/evil (lawful good), or DR 10/good (lawful evil). This ability replaces perfect self.


Note on the post before this: my comments applied before Elghinn's post that is just above mine.

#Illusion Walker
I strove to not merely criticize here, but give constructive options too.

Think they might as well get the bloodline class skill, it is almost more of a bother to change this and to keep it, and for a few bloodlines it is quite thematic. This is a tiny change either way. I suggest letting the illusion walker get the additional class skill from the bloodline.

Bloodline arcana often but not always applies to spells. For classes that lack spells, removing the bloodline arcana makes sense. The illusion walker has spells, so I suggest they keep the bloodline arcana.

Like Elghinn I'd also like more explanation of what illusory strike is, and perhaps some rules consequences of that. Perhaps it is an illusion/shadow effect and allows a saving throw to reduce the effect? Perhaps it is an illusion/phantasm and mind affecting (which makes a lot of critters immune). I intensely like the idea that this works against anyone who "is affected by an illusion spell or is unaware of the illusion walker’s location", but both "is affected by an illusion spell" and "unaware of the illusion walker’s location" needs to be defined. The second part is easiest; simply use the old "denied his Dexterity bonus to AC", because it is very close to being the same. The first part about illusion spells is harder, when are you "affected by" ghost sound or mirage arcana, and should the illusion walker really do extra damage against someone under a blur spell? "Someone who has failed a Will save to disbelieve an illusion, while the illusion is still in existence" could work.

Depending on how hard it is to achieve, this might be good going up to 7d6 damage or need to go all the way to 9d6 like the rogue. Conditional attacks that require setup generally need to be very, very good to be worthwhile.

Ki Pool: It should be specified what the illusory weapon you create is. I suggest it is much the same as the oracle revelations that create weapons. See Iron Weapon. As a simpler alternative, this could merely affect a weapon you are already wielding, or at least have that as an option. Affecting a weapon you already wield keeps down on book-keeping (all stats stay the same), but the ability to create a basic weapon in a pinch is cool.


For the illusionary strike it should be set up so the illusion walker can use it when he is stealthed or invisible or when the target is negatively affected by an illusion spell.

As for the weapon creation I was thinking of just saying it was a wakizashi. So something to the effect of: in addition to the normal uses of a ninja's ki pool, the illusion walker can create an illusionary blade that has the stats of a wakizashi. This weapon lasts for a number of rounds equal to the illusion walker's charisma bonus and is created as a swift action. His illusionary strike damage will always apply to attacks made by this weapon.


Browman wrote:

# illusion walker

I am fine with losing the bloodline arcana. As I stated in the spell description the illusion walker only gains access to sorcerer illusion spells and his bloodline spells.

As for illusionary strike I am fine with it being will save based instead, I was actually considering doing it that way, but what would the save be? 10+ cha bonus + 1/2 lvl?

I've gone through swaps and ability placement on the table. Here's what I've got for a much more balanced approach.

Swaps
*2 ninja tricks, +2d6, +5d6, +8d6 = Hybrid casting (limited to Illusions)
*poison use, 2 ninja tricks, Hidden master = Bloodline powers (1/3/9/15)
*No trace = Bloodline spells
*Light steps = Effortless trickery
*Ninja trick = Illusory poison.

Here's my revised version. Thoughts? Issues. Let me know what you think Browman. I even incorporated a magical poison effect just for you. I think restricting to illusion spells makes abig difference in the ballanceing too.

ILLUSION WALKER:

The Illusion walkers are an order of assassins that are rumored to draw their power from the very blood within their veins, to power their abilities.

Primary: Ninja.
Secondary: Sorcerer.
Alignment: Any.
Hit Dice: d8.

Bonus Skills and Ranks: The illusion walker selects three sorcerer skills to add to his class skills in addition to the normal ninja class skills. The illusion walker gains a number of ranks at each level equal to 6 + Int modifier.

Weapon and Armor Proficiency: The illusion walker is proficient with all simple weapons, plus the kama, katana, kusarigama, nunchaku, sai, short bow, short sword, shuriken, siangham, and wakizashi. An illusion walker is proficient with light armor, but not with shields. An illusion walker can cast arcane spells while wearing light armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, an illusion walker wearing medium, heavy armor, or using a shield incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass illusion walker still incurs the normal arcane spell failure chance for arcane spells received from other classes.

Spellcasting: An illusion walker casts arcane spells drawn from the illusion school of the sorcerer/wizard spell list. She can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, an illusion walker must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class (DC) for a saving throw against an illusion walker’s spell is 10 + the spell level + the illusion walker’s Charisma modifier.

Like other spellcasters, an illusion walker can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Illusion Walker. In addition, he receives bonus spells per day if she has a high Charisma score.

The illusion walker’s selection of spells is extremely limited. An illusion walker begins play knowing four 0-level spells and two 1st-level spells of the illusion walker’s choice. At each new illusion walker level, she gains one or more new spells, as indicated on Table: Illusion Walker Spells Known. (Unlike spells per day, the number of spells an illusion walker knows is not affected by her Charisma score.

Upon reaching 5th level, and at every third illusion walker level after that (8th, 11th, and so on), an illusion walker can choose to learn a new illusion spell in place of one she already knows. In effect, the illusion walker “loses” the old illusion spell in exchange for the new one. The new illusion spell’s level must be the same as that of the spell being exchanged, and it must be at least one level lower than the highest-level illusion walker spell the illusion walker can cast. An illusion walker may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that she gains new spells known for the level.

An illusion walker need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up his allotment of spells per day for the spell’s level. This ability replaces sneak attack +2d6, +5d6, +8d6, and ninja tricks gained at 4th and 12th level.

Illusionary Strike: This is exactly like the ninja’s sneak attack ability, except that this attack is quasi-real. Whenever an illusion walker makes a successful illusionary strike, the target can make a Will save (DC 10 + 1/2 the illusion walker’s level + the illusion walker’s Charisma modifier) to disbelieve it; if the save fails, the attack deals precision damage normally, if the save is success, the target only takes normal weapon damage plus 1 point of precision damage. This ability replaces sneak attack.

Bloodline: At 1st level, an illusion walker may select one bloodline of her choice. Once made, this choice cannot be changed. She gains her bloodline class skill, but not her bloodline arcana.

At 3rd level, and every three levels thereafter, an illusion walker gain a bloodline spell, up to her 6th level bloodline spell. These spells are in addition to the number of spells given on Table: Illusion Walker Spells Known. These spells cannot be exchanged for different spells at higher levels.

In addition, at 3rd level, an illusion walker gains her first bloodline power, and each subsequent bloodline power at 9th, 15th, and 20th level, up to her fourth bloodline power. An illusion walker uses her illusion walker level as her sorcerer level to determine the effects of her bloodline powers. This ability replaces poison use, the ninja tricks gained at 8th, and 20th level, and hidden master.

Ki Pool (Su): This is exactly the same as a ninja’s ki pool, except that the illusion walker can also spend 1 point from her ki pool to cast shadow weapon as a swift action. This spell lasts for 1 minute, but otherwise uses the illusion walker’s level to determine its effect. This weapon can be used with illusionary strike.

Phantasmal Poison (Su): At 11th level, an illusion walker can spend 1 point from her ki pool to cast illusory poison as a swift action. As the illusion walker gains levels, the potency of this poison increases. At 15th level, the damage of her phantasmal poison increases to 1d4 Strength damage. At 19th level, the damage of her phantasmal poison increases to 1d6 Strength damage. This ability replaces light steps.

Effortless Trickery (Ex): Starting at 14th level, an illusion walker’s knack for illusions and deception allows her to maintain concentration on one spell of the illusion school as a swift action. This has no effect on illusion spells with durations that don’t depend on her active concentration. The illusion walker can only maintain one spell as a swift action, but she can take a move and standard action to maintain an additional illusion spell, as normal. This ability replaces the ninja trick gained at 14th level.

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

1st +0 +0 +2 +2 Bloodline, illusionary strike +1d6 1 — — — — —
2nd +1 +0 +3 +3 Ki pool, ninja trick 2 — — — — —
3rd +2 +1 +3 +3 Bloodline power, bloodline spell 3 — — — — —
4th +3 +1 +4 +4 Illusionary strike +2d6, uncanny dodge 3 1 — — — —
5th +3 +1 +4 +4 Ninja trick 4 2 — — — —
6th +4 +2 +5 +5 Bloodline spell 4 3 — — — —
7th +5 +2 +5 +5 Illusionary strike +3d6 4 3 1 — — —
8th +6/+1 +2 +6 +6 improved uncanny dodge 4 4 2 — — —
9th +6/+1 +3 +6 +6 Bloodline power, bloodline spell, ninja trick 5 4 3 — — —
10th +7/+2 +3 +7 +7 Illusionary strike +4d6 5 4 3 1 — —
11th +8/+3 +3 +7 +7 Phantasmal poison 5 4 4 2 — —
12th +9/+4 +4 +8 +8 Bloodline spell 5 5 4 3 — —
13th +9/+4 +4 +8 +8 Illusionary strike +5d6, ninja trick 5 5 4 3 1 —
14th +10/+5 +4 +9 +9 Effortless trickery 5 5 4 4 2 —
15th +11/+6/+1 +5 +9 +9 Bloodline power (3rd), bloodline spell 5 5 5 4 3 —
16th +12/+7/+2 +5 +10 +10 Illusionary strike +6d6 5 5 5 4 3 1
17th +12/+7/+2 +5 +10 +10 Ninja trick 5 5 5 4 4 2
18th +13/+8/+3 +6 +11 +11 Bloodline spell 5 5 5 5 4 3
19th +14/+9/+4 +6 +11 +11 Illusionary strike +7d6 5 5 5 5 5 4
20th +15/+10/+5 +6 +12 +12 Bloodline power (4th) 5 5 5 5 5 5

EDIT: I'll have to address Starfox and Browman's comments later. Gotta go! That's what happens when our writing a response and people post new posts. :D


Elghinn the problem with the will save version of illusionary strike it that it is outright worse than sneak attack, the way it is written right now all the downsides of sneak attack apply and the target gets a will save vs the damage. The version that starfox and I are looking at will have different requirements for dealing the damage.

Also how much damage does phantasmal poison deal initially? I love the idea.

Also how do people feel about allowing the illusion walker to take light steps as part of their list of a ninja tricks.


Browman wrote:

Elghinn the problem with the will save version of illusionary strike it that it is outright worse than sneak attack, the way it is written right now all the downsides of sneak attack apply and the target gets a will save vs the damage. The version that starfox and I are looking at will have different requirements for dealing the damage.

Also how much damage does phantasmal poison deal initially? I love the idea.

Also how do people feel about allowing the illusion walker to take light steps as part of their list of a ninja tricks.

1) I'm fine with changing Illusionary Strike. I know it's worse than sneak attack. I think if you make Illusionary Strike usable either all the time, or with vary few exceptions, then the Will save balances it out. So like you said, If it's usable when using Stealth, or while the Illusion Walker is under the effects of an illusion spell (blur, invisibility, etc), or the target is adversely affected by an illusion spell (ghost sound, hallucinatory terrain, etc.), then the Will save would be a good balancer. It wouldn't be precision damage per say, but more like a surprise attack due to the above effects.

2) Phantasmal Poison (this is the illusory poison spell) does 1d3 Str damage initially. I figure it should increase since the MCA is illusion based, AND a ninja for that matter.

3) Taking Light Steps as a ninja trick would be just fine. However, like what we've done with Rogue MCAs that remove the Evasion, Uncanny Dodge, and Improved Uncanny Dodge abilities, they can choose them as Advanced Talents. So, it would need to be chosen as a Master Trick. Speaking of I forgot to put that in the Table.

@STARFOX
4) I don't think they should get the Bloodline Arcana, they're getting 4 bloodline powers, plus the class skill, and what they're swapping, that's pretty fair. Bloodline powers tend to be more powerful than ninja tricks and poison use, while Hidden Master is quite good. So they balance IMHO.

5) Ki Pool: If he can use his ki pool (1 point) to cast shadow weapon for 1 minute, the spell itself states that its any weapon of the caster's choice that she is proficient with-so that leaves it open to any ninja weapon or simple weapon. Allows for versatility depending upon the situation (slashing, piercing, or bludgeoning damage). Then it can also funciton as a minor magical weapon in a pinch.


1) seems reasonable

2) that should work

3) good, it allows for more ninja like builds.

4) I am fine with the illusion walker not getting bloodline arcana.

5) it working as the spell is probably the easiest


1/2/3/4/5 = That's what I thought.


I've tweaked Illusionary Strike. I based it on your suggestions and the shadow evocation spells. I think the way it functions is very flavorful, and should balance out the greater versatility of the attack.

Illusionary Strike: At 1st level, an illusion walker can draw upon her powers of illusion to deal quasi-real damage to her enemies. Whenever an illusion walker is using Stealth or is herself under the affects of an illusion spell (such as blur or invisibility), or if the illusion walker’s target is adversely affected by an illusion spell (such as ghost sounds or hallucinatory terrain), would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or is flanked by the illusion walker, she can strike a vital spot for extra damage.

The illusion walker’s attacks deal extra damage. This extra damage is 1d6 at 1st level, and increases by 1d6 every three illusion walker levels thereafter, to a maximum of 7d6 at 19th level. Bonus damage from illusionary strike is precision damage. Should the illusion walker score a critical hit with an illusionary strike, this precision damage is not multiplied. Ranged attacks count as illusionary strikes only if the target is within 30 feet.

With a weapon that deals nonlethal damage (such as a sap, whip, or unarmed strike), an illusion walker can make an illusionary strike that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in an illusionary strike, even with the usual –4 penalty.

The illusion walker must be able to see the target well enough to pick out a vital spot, and must be able to reach this spot. An illusion walker cannot illusionary strike while striking a creature that has concealment.

A successful illusionary strike deals precision damage as normal, unless the target succeeds on a Will save (DC 10 + 1/2 the illusion walker’s level + the illusion walker’s Charisma modifier) to disbelieve the attack. A disbelieving creature takes only one-fifth damage (or 20%) from the illusionary strike damage (minimum 1) plus normal weapon damage. As the illusion walker gains levels, her illusionary strike damage becomes more difficult to ignore. At 8th level, a disbelieving creature takes two-fifths damage (or 40%) from the illusionary strike. At 15th level, a disbelieving creature takes three-fifths damage (or 60%) from the illusionary strike.

All damage dealt by illusionary strike stacks with sneak attack damage from other classes with the sneak attack class features, but only if the target is denied its Dexterity bonus to AC or is flanked by the illusion walker. In such cases, only precision damage from the illusionary strike this ability is subject to a Will save. This ability otherwise functions as and replaces sneak attack.

* Does everyone want me to post an updated version of the entier MCA? Of course they do.


ILLUSION WALKER v.2:

The Illusion walkers are an order of assassins that are rumored to draw their power from the very blood within their veins, to power their abilities.

Primary: Ninja.
Secondary: Sorcerer.
Alignment: Any.
Hit Dice: d8.

Bonus Skills and Ranks: The illusion walker selects three sorcerer skills to add to his class skills in addition to the normal ninja class skills, once of which must be Spellcraft. The illusion walker gains a number of ranks at each level equal to 6 + Int modifier.

Weapon and Armor Proficiency: The illusion walker is proficient with all simple weapons, plus the kama, katana, kusarigama, nunchaku, sai, short bow, short sword, shuriken, siangham, and wakizashi. An illusion walker is proficient with light armor, but not with shields. An illusion walker can cast arcane spells while wearing light armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, an illusion walker wearing medium, heavy armor, or using a shield incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass illusion walker still incurs the normal arcane spell failure chance for arcane spells received from other classes.

Spellcasting: An illusion walker casts arcane spells drawn from the illusion school of the sorcerer/wizard spell list. She can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, an illusion walker must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class (DC) for a saving throw against an illusion walker’s spell is 10 + the spell level + the illusion walker’s Charisma modifier.

Like other spellcasters, an illusion walker can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Illusion Walker. In addition, he receives bonus spells per day if she has a high Charisma score.

The illusion walker’s selection of spells is extremely limited. An illusion walker begins play knowing four 0-level spells and two 1st-level spells of the illusion walker’s choice. At each new illusion walker level, she gains one or more new spells, as indicated on Table: Illusion Walker Spells Known. (Unlike spells per day, the number of spells an illusion walker knows is not affected by her Charisma score.

Upon reaching 5th level, and at every third illusion walker level after that (8th, 11th, and so on), an illusion walker can choose to learn a new illusion spell in place of one she already knows. In effect, the illusion walker “loses” the old illusion spell in exchange for the new one. The new illusion spell’s level must be the same as that of the spell being exchanged, and it must be at least one level lower than the highest-level illusion walker spell the illusion walker can cast. An illusion walker may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that she gains new spells known for the level.

An illusion walker need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up his allotment of spells per day for the spell’s level. This ability replaces sneak attack +2d6, +5d6, +8d6, and ninja tricks gained at 4th and 12th level.

Bloodline: At 1st level, an illusion walker may select one bloodline of her choice. Once made, this choice cannot be changed. She gains her bloodline class skill, but not her bloodline arcana.

At 3rd level, and every three levels thereafter, an illusion walker gain a bloodline spell, up to her 6th level bloodline spell. These spells are in addition to the number of spells given on Table: Illusion Walker Spells Known. These spells cannot be exchanged for different spells at higher levels.

In addition, at 3rd level, an illusion walker gains her first bloodline power, and each subsequent bloodline power at 9th, 15th, and 20th level, up to her fourth bloodline power. An illusion walker uses her illusion walker level as her sorcerer level to determine the effects of her bloodline powers. This ability replaces poison use, the ninja tricks gained at 8th, and 20th level, and hidden master.

Illusionary Strike: At 1st level, an illusion walker can draw upon her powers of illusion to deal quasi-real damage to her enemies. Whenever an illusion walker is using Stealth or is herself under the affects of an illusion spell (such as blur or invisibility), or if the illusion walker’s target is adversely affected by an illusion spell (such as ghost sounds or hallucinatory terrain), would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or is flanked by the illusion walker, she can strike a vital spot for extra damage.

The illusion walker’s attacks deal extra damage. This extra damage is 1d6 at 1st level, and increases by 1d6 every three illusion walker levels thereafter, to a maximum of 7d6 at 19th level. Bonus damage from illusionary strike is precision damage. Should the illusion walker score a critical hit with an illusionary strike, this precision damage is not multiplied. Ranged attacks count as illusionary strikes only if the target is within 30 feet.

With a weapon that deals nonlethal damage (such as a sap, whip, or unarmed strike), an illusion walker can make an illusionary strike that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in an illusionary strike, even with the usual –4 penalty.

The illusion walker must be able to see the target well enough to pick out a vital spot, and must be able to reach this spot. An illusion walker cannot illusionary strike while striking a creature that has concealment.

A successful illusionary strike deals precision damage as normal, unless the target succeeds on a Will save (DC 10 + 1/2 the illusion walker’s level + the illusion walker’s Charisma modifier) to disbelieve the attack. A disbelieving creature takes only one-fifth damage (or 20%) from the illusionary strike damage (minimum 1) plus normal weapon damage. As the illusion walker gains levels, her illusionary strike damage becomes more difficult to ignore. At 8th level, a disbelieving creature takes two-fifths damage (or 40%) from the illusionary strike. At 15th level, a disbelieving creature takes three-fifths damage (or 60%) from the illusionary strike.

All damage dealt by illusionary strike stacks with sneak attack damage from other classes with the sneak attack class feature, but only if the target is denied its Dexterity bonus to AC or is flanked by the illusion walker. In such cases, only precision damage from the illusionary strike this ability is subject to a Will save. This ability otherwise functions as and replaces sneak attack.

Ki Pool (Su): This is exactly the same as a ninja’s ki pool, except that the illusion walker can also spend 1 point from her ki pool to cast shadow weapon as a swift action. This spell lasts for 1 minute, but otherwise uses the illusion walker’s level to determine its effect. This weapon can be used with illusionary strike.

Ninja Tricks: This is exactly like the ninja ability of the same name, except that the illusion walker gains a ninja trick at 2nd level and again at 5th level and every four levels thereafter.

Phantasmal Poison (Su): At 11th level, an illusion walker can spend 1 point from her ki pool to cast illusory poison as a swift action. As the illusion walker gains levels, the potency of this poison increases. At 15th level, the damage of her phantasmal poison increases to 1d4 Strength damage. At 19th level, the damage of her phantasmal poison increases to 1d6 Strength damage. Only one phantasmal poison can be in effect at a time. This ability replaces light steps.

Advanced Talents: This is exactly like the ninja ability of the same name, except that the illusion walker adds the following ninja abilities to the list of advanced talents she may select: Light Steps and No Trace.

Effortless Trickery (Ex): Starting at 14th level, an illusion walker’s knack for illusions and deception allows her to maintain concentration on one spell of the illusion school as a swift action. This has no effect on illusion spells with durations that don’t depend on her active concentration. The illusion walker can only maintain one spell as a swift action, but she can take a move and standard action to maintain an additional illusion spell, as normal. This ability replaces the ninja trick gained at 14th level.

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

1st +0 +0 +2 +2 Bloodline, illusionary strike +1d6 1 — — — — —
2nd +1 +0 +3 +3 Ki pool, ninja trick 2 — — — — —
3rd +2 +1 +3 +3 Bloodline power, bloodline spell 3 — — — — —
4th +3 +1 +4 +4 Illusionary strike +2d6, uncanny dodge 3 1 — — — —
5th +3 +1 +4 +4 Ninja trick 4 2 — — — —
6th +4 +2 +5 +5 Bloodline spell 4 3 — — — —
7th +5 +2 +5 +5 Illusionary strike +3d6 4 3 1 — — —
8th +6/+1 +2 +6 +6 improved uncanny dodge 4 4 2 — — —
9th +6/+1 +3 +6 +6 Bloodline power, bloodline spell, ninja trick 5 4 3 — — —
10th +7/+2 +3 +7 +7 Illusionary strike +4d6 5 4 3 1 — —
11th +8/+3 +3 +7 +7 Phantasmal poison 5 4 4 2 — —
12th +9/+4 +4 +8 +8 Bloodline spell 5 5 4 3 — —
13th +9/+4 +4 +8 +8 Illusionary strike +5d6, master tricks, ninja trick 5 5 4 3 1 —
14th +10/+5 +4 +9 +9 Effortless trickery 5 5 4 4 2 —
15th +11/+6/+1 +5 +9 +9 Bloodline power (3rd), bloodline spell 5 5 5 4 3 —
16th +12/+7/+2 +5 +10 +10 Illusionary strike +6d6 5 5 5 4 3 1
17th +12/+7/+2 +5 +10 +10 Ninja trick 5 5 5 4 4 2
18th +13/+8/+3 +6 +11 +11 Bloodline spell 5 5 5 5 4 3
19th +14/+9/+4 +6 +11 +11 Illusionary strike +7d6 5 5 5 5 5 4
20th +15/+10/+5 +6 +12 +12 Bloodline power (4th) 5 5 5 5 5 5


I approve it ended up being very close to how I envisioned the class and the fact that Elghinn found a way to add poison into it is awesome.


#Illusion Walker

Hum...
I find the illusionary strike ability a bit too weak to worth it. The damages scales slower than sneak attack and the opponent can disbelieve it, which cause this ability to be very unreliable and not so flavorful. It look like a bad sneak attack.

Here is my suggestion. The Illusion Walker is a master of illusion, right ? Lets his illusions be more dangerous.

Illusionary Strike:

At 1st level, an illusion walker can draw upon her powers of illusion to deal quasi-real damage to her enemies. Whenever the illusion walker use figment or shadow spell to create an illusory creature, this creature treat the squares adjacent to it and can provide flanking. Furthermore, once per round, each illusion maintained by the illusion walker can perform an illusory strike, with an attack bonus equal to the illusion walker level + her Charisma modifier. The illusion walker must declare which opponent the creature is targeting a the time of casting, and can switch the creature target by using a move action.

This illusionary strike deal quasi real physical damage corresponding to the shape of the figment creature (GM discretion). This damage is 1d6 at 1st level, and increases by 1d6 every three illusion walker levels thereafter, to a maximum of 7d6 at 19th level.

The illusion walker must be able to see the target well enough to use illusionary strike himself or with a illusion creature. An illusion walker cannot illusionary strike while attacking a creature that has concealment.

A successful illusionary strike deals damage as normal, unless the target succeeds on a Will save (DC 10 + 1/2 the illusion walker’s level + the illusion walker’s Charisma modifier) to disbelieve the attack. A disbelieving creature takes only one-fifth damage (or 20%) from the illusionary strike damage (minimum 1). Disbelieving the attack doesn't have any effect on the illusion itself. As the illusion walker gains levels, her illusionary strike damage becomes more difficult to ignore. At 8th level, a disbelieving creature takes two-fifths damage (or 40%) from the illusionary strike. At 15th level, a disbelieving creature takes three-fifths damage (or 60%) from the illusionary strike.

When under the effect of an illusion spell such blur, invisibility or mirror image or when flanking with one of her illusion creature, the illusion walker may add his illusionary strike damage as a bonus precision damage on hit. This damage isn't multiplied on a critical hit, and can be disbelieved.

Do you know Zed from League of Legends game ? This is what I am thinking about - dangerous and badass illusion clone.


Kelazan wrote:

#Illusion Walker

Hum...
I find the illusionary strike ability a bit too weak to worth it. The damages scales slower than sneak attack and the opponent can disbelieve it, which cause this ability to be very unreliable and not so flavorful. It look like a bad sneak attack.

Here is my suggestion. The Illusion Walker is a master of illusion, right ? Lets his illusions be more dangerous.

** spoiler omitted **...

Couple of things with Illusionary strike.

A) MCA's rarely have full sneak attack.

B) Illusionary Strike is useable whenever sneak attack would be + any time either the illusion walker or his target is effected by an illusion spell. So drop blur on yourself and your enemies are making a will save every time you hit them or getting rocked.


Starfox wrote:
Elghinn Lightbringer wrote:
Starfox wrote:
I see some problems with channeled devotion. First, 5d6 of either damage or healing at lvl 17 is negligible, at least in combat.

3) Any suggestions for more offensive abilities, devotion point related or otherwise?

Channel energy goes to 9d6. If the Wuxia priest gets the ability at 5 and progresses at +1/2 levels, it ends up at 7d6, which seems reasonable.

The improved BAB ability addresses many of my concerns. But very many abilities key off the devotion pool. A bigger pool, or some way to replenish the pool (like the Gunslinger's Grit) would be nice.
* 1 point for every creature defeated
* 1 point every time a creature is healed to more than half hit points.
* One point for striking at creature while neither the wuxia priest or the creature is adjacent to any ally of the wuxia priest. (This is to encourage solo heroics)

My only problem with this is that it changes the fundamental nature of the Ki-mechanic which was not designed to replenish in the same way as Grit.

Specifically here:

"1 point for every creature defeated"
* Was the defeated creature completely defeated just by the WP; and how many HD does it need to have or is a bag full of bashed rats giving you a bag full of Devotion?

"1 point every time a creature is healed to more than half hit points."
* Can the WP heal the creature from 1 point under half to one point over and thus get the Devotion points?

"One point for striking at creature while neither the wuxia priest or the creature is adjacent to any ally of the wuxia priest. (This is to encourage solo heroics)"
* Do you need to hit? Does the creature need to be a particular HD, or can the WP toss down a bag full of rats again?

I don't think these are bad starting points at all (and I really like the solo heroic encouraging concept), I'm just not keen on the devotion replenishing in the first place, and even if I were, these would need to be tight. Thoughts folks?


Browman wrote:


I approve it ended up being very close to how I envisioned the class and the fact that Elghinn found a way to add poison into it is awesome.

I aim to please, within the restrictions of swaps and balance of course.

@OSW
Replenishing points for a ki pool, arcane, or the like doesn't happen, not in Paizo (at least not from what I've seen). And we likely won't change that. Its about having a large pool resource (similar to other base classes) and deciding how to use them with the options given. As muuch as we alter change, and tweak things, we also try to stay as true to mechanics as we can.

@Kelazan.

Um, yeah, Illusionary Strike is at first glance more powerful than normal sneak, as there are far more ways to engage the precision damage into an attack. That's what the save is for, to balance that it is initially overpowered.

Quick Note to the New Guys (or anyone else that doesn't understand what we're about here on the MCA thread)
Multiclass Archetypes are not just new base classes. They use swaps, like archetypes do, to remove certain class features (or parts there of) from a Primary class and insert class features from a Secondary class, creating a gestalt-esque version of two multiclassed classes. As Browman said, rarely does a feature from the secondary class appear in full in an MCA.

I think those who have participated on our threads for a while understand the processes by which we try to balance the MCA, by swapping similar powered abilities for others. A process developed (and near perfected) over three years between the five of us who constitute Multiclass Productions - namely Cartmanbeck, Flak, Raiderrpg, Oceanshieldwolf, and myself.

We've had lots of experience in deciding what is OP, underpowered, and balanced as we've done over 100 of these things, and many with the participation of those who come to the thread.

Now this is not to slam anyone, because, like us, we had to learn how to balance as we went along. Those new to the thread, just eed to note what we are doing, if you have questions about the swaps (we include these at the end of every ability's entry) we have no problem explaining why X = Y or a+b+c = Z. As much of the process is balance, there is also an aspect of the artistic.

Creating these MCAs is an artform all itself, trying to find balance, flavor, and new ways to change, tweak, or completely change a mechnic, or interject a completly different one in a new way.

If anyone has questions as to why, how, or what we are doing along the process, feel free to ask. Also, HERE is the "guidelines" we use to create these, again developed over time. And rest asured, they are guidelines, but by trying to stick to these guidelines MCAs usually result in balanced, flavorful, goodness. Of course, that's not ti say that we don't sometimes change them up for the sake of flavor of a particular MCA. Again its an artform.

Anyways, let's keep going! I'm glad you like your Illusion Walker, Browman, we try to create what you want, and with the injection of ideas from many sources, they tend to result in MCAs far superior than if it were just one or two of use doing them. Flavor and orginal concepts are key, without them, you often don't have a direction for swaps and new abilities meant to round them out.


Given that grit is really the only mechanic that replenishes during a day I think we should stay away from spreading that to other classes.


Browman wrote:
Given that grit is really the only mechanic that replenishes during a day I think we should stay away from spreading that to other classes.

Ditto!

So, Browman, as we say among the MCP cew, are you +1-ing the Illusion Walker? It sounds like it. If so, and you are happy with it, we shall move on to the next thread MCA.


#Illusion Walker
This is looking very cool now. My suggestions below are more for concept/rules clarity than balance. Not sure about balance yet, but this looks strong, perhaps even very strong.

# Illusory Strike
I'd say that illusory creatures can help provide flanking, but that it is the illusion walker himself that does the attack. Actually flanking by illusions is a very nice illusory strike enabler and might suffice. It creates interesting tactical choices even if you know you are facing illusions - do you attack the illusion (and thus interact with it, getting a save) or do you focus on the illusion walker himself?
I'd also remove concealment as a defense or the verbage about being able to reach a vital spot. And not make it precision damage. This is not sneak attack anymore. It is still additional damage, so it is not multiplied on a crit.
The damage on a successful save could be 1 point per die to make the calculation easier. On the other hand, this might be a bit too powerful - it is after all very easy to trigger.
If we keep flanking as a triggering condition for illusory strike, it needs a note that it works as sneak attack with respect to improved uncanny dodge.
Should Spell Focus (Illusion) help with Illusory Strike save DC?

# Phantasmal Poison
This needs a full poison writeup - Fort DC, Onset, Frequency, Effect, and Cure. I suggest making this an Illusion (phantasm) effect, and use Will save instead of Fort. It also fits the name nicely. Either that, or make it shadow, with a separate Will save, but that seems like a lot of work during play.


I am +1ing the Illusion walker

Starfox I think adding in shadows to the illusory strike will just complicate things unnecessarily. Though perhaps such an idea could be filed away for later.

Phantasmal poison is as per this spell Illusory Poison except that over time the poison gets stronger. The double save is a little wonky and leaves the ability somewhat weak as most creatures will have either a good will or good fort so actually poisoning something could be hard.

Elghinn and I need to stop posting simultaneously, it is getting confusing


#Wuxia Priest

Note the entire time I was against the grit-style replenishing. ;)

#Illusion Walker

Ooh. Flanking shadows does sound like a fantastic concept. As Browman said, file it away for later folks - definitely seeing a Shadow Bloodlined Rogue, Rogue/Ranger, Rogue/Druid Summoner/Rogue - really anything with conjuration, animal companion or familiar.


My next MCA will be a sorcerer (I spelled it right this time)/ something. He will gain bloodline abilities from drinking blood from a creature, either fresh or that he collected from something he killed for later.


Browman wrote:

I am +1ing the Illusion walker...

Elghinn and I need to stop posting simultaneously, it is getting confusing

Indeed! We seem to be on at the same time and then comment before the other comments about the same thing...:P

@Illusion creature flankers
Yup, file that away from another MCA. If Browman is happy, and it's balanced, then we have accomplished the purpose of his posting his concept. I do like it, and I think OSW may be perculating a new concept in his brain for a new MCA. Maybe even incorporate it into the Mirror Blade :D.

BTW, Illusory Strike is sneak attack, plus somet. Thus the reverencing I put in the ability and specifications as to how it stacks with normal sneak atttack and how it doesn't.

@Phantasmal Poison
What Browman said, its simply the Illusory Poison spell, tweaked to have its damage increase with level, thus making it more potent as a class feature.


Browman wrote:
My next MCA will be a sorcerer (I spelled it right this time)/ something. He will gain bloodline abilities from drinking blood from a creature, either fresh or that he collected from something he killed for later.

Nice and dread! If he can improve on the awesome concept but poor mechanics of the Sin Eater Inquisitor archetype I'd be happy!!!

Or if he gained different bloodlines' powers depending on the creature Type - that could be cool. Sorcerer/Alchemist perhaps?

BTW I prefer Sorceror, sounds more archaic. Rather than one who sorces. Pratchett had it right with Sourcery....


Elghinn Lightbringer wrote:
Browman wrote:

I am +1ing the Illusion walker...

Elghinn and I need to stop posting simultaneously, it is getting confusing

Indeed! We seem to be on at the same time and then comment before the other comments about the same thing...:P

@Illusion creature flankers
Yup, file that away from another MCA. If Browman is happy, and it's balanced, then we have accomplished the purpose of his posting his concept. I do like it, and I think OSW may be perculating a new concept in his brain for a new MCA...

Nah. Leave it for someone else. I did the shadow conjuration thing with the Dreamweaver. I'm happy for someone else to explore it.

Flanking, or at least something akin to it is a good idea for the Mirror Blade, or my Melee Summoner or Orelius' Magus/Summoner...


Starfox wrote:
Should Spell Focus (Illusion) help with Illusory Strike save DC?

I think that Illusory strike DC should be improved with Ability Focus, since it is not a spell but an illusion supernatural ability.

@ Elghinn Lightbringer

It wasn't my intention to show any disrespect for your work here. MCA are fantastic and well designed, and I just want to take part in it ^^

My comments can sound kinda rude. I apologize, I am a French speaker and sometime, my sentences suffer from it -_-

About the Illusionary strike, I was trying to open a side utility with the illusions, but if you find it too powerfull to allow flanking/attacking shadows (with sneak attack opportunity limited to balance it), I will follow Oceanshiedwolf suggestion and keep it in bank for latter.


Browman wrote:
My next MCA will be a sorcerer (I spelled it right this time)/ something. He will gain bloodline abilities from drinking blood from a creature, either fresh or that he collected from something he killed for later.

Cool! Blood Mage-esque. Actually, Dustyboy (previous multiple poster) had a Blood Mage (Mag/Sor) in the queue but he disappeared and never got back to my PM. Let me know the name and secondary class, but I'll put it in the queue as is.

Speaking of Queue, here it is.

Bonded Warmage – Mag/Sum (Orelius Lionpaw)
Avatar – Clr/Sum (SAMAS)
Fencer/Elagant Swordsman – Cav/Gun (Kelazan)
Quipu Mystic – Wiz/Brd (Elghinn)

Yay! I finally get to post an MCA concept of my own soon! :D

Looks like OSW is also posting when I am.


Oceanshieldwolf wrote:
Browman wrote:
My next MCA will be a sorcerer (I spelled it right this time)/ something. He will gain bloodline abilities from drinking blood from a creature, either fresh or that he collected from something he killed for later.

Nice and dread! If he can improve on the awesome concept but poor mechanics of the Sin Eater Inquisitor archetype I'd be happy!!!

Or if he gained different bloodlines' powers depending on the creature Type - that could be cool. Sorcerer/Alchemist perhaps?

BTW I prefer Sorceror, sounds more archaic. Rather than one who sorces. Pratchett had it right with Sourcery....

The plan was different bloodlines depending on what blood he has available. Need to be a blaster in this fight? Use that red drake blood you have stored away for a rainy day. Need to be sneaky? down the shadow essence in your bag of holding. ect


@Kelazan - It was Browman who first suggested filing it away for later, perhaps less for concerns of power and more for keeping the ability streamlined and less complicated.

And kudos to you for your efforts in general - I can't speak another language currently, let alone parse RPG stuff in another language. You are doing quite well and I have no problems understanding. With Starfox being Swedish, Bardess an Italian and yourself we are quite the international thread at the moment.


Kelazan wrote:
Starfox wrote:
Should Spell Focus (Illusion) help with Illusory Strike save DC?
I think that Illusory strike DC should be improved with Ability Focus, since it is not a spell but an illusion supernatural ability.

[ooc]I don't know. 1) He's not a monster (though we've made exceptions like this on other MCAs, so it's not an out there concept Kelazan), and 2) the DC already increases with level. I think it's already pretty good, and that would put it even further above the normal sneak attack. Thoughts from others?

Kelazan wrote:

@ Elghinn Lightbringer

It wasn't my intention to show any disrespect for your work here. MCA are fantastic and well designed, and I just want to take part in it ^^

My comments can sound kinda rude. I apologize, I am a French speaker and sometime, my sentences suffer from it -_-

No worries Kelazan, I know you're just jumping into the process with both feet. France huh? Well we are offically a very multinational thread then. I'm Canadian, OSW is Australian, Bardess is from Spain, I belive Starfox said he was Swedish? you're from France, and others from the USA...pretty good for a homebrew thread, adds lots of different cultural viewpoints, ideas, and experiences to the discussion.

As I said earlier in my long post up thread, it wasn't meant to slam anyone, just want everyone to know what our goal on the thread is. one of my talents is taking numerous ideas that may not seemingly fit together, and finding a way to amalgamate them. I think OSW can attest to that. We want everyone to feel free to offer their own concepts, ideas, and suggestions, just within the uidelines we've developed. Ultimately, it comes down to the original concept poster and myself or one of the other MCPs as thread "masters" to say "Done" when we reach a good balance and concensus. So keep going as you are Kelazan, no worries from my end.

Kelazan wrote:
About the Illusionary strike, I was trying to open a side utility with the illusions, but if you find it too powerfull to allow flanking/attacking shadows (with sneak attack opportunity limited to balance it), I will follow Oceanshiedwolf suggestion and keep it in bank for latter.

Once thing we learned over the last three years, is that its better to keep these MCA concepts favlorly and conceptually tight, otherwise, with too many things, they get overwhelmingly clutterd like triple-classing in 2E. :D We try to take in as many suggestions as possible, but then just trust that we are trying to keep them as tight as possible, but still allow for versatility within the conceptual flavor.

EDIT: Aaah! Ninja-ed by OSW again!


err, how far down is my gunslinger/witch?


Elghinn what part of Canada are you from? I have lived in 4 different provinces at various times, mostly Ontario.


Browman wrote:
The plan was different bloodlines depending on what blood he has available. Need to be a blaster in this fight? Use that red drake blood you have stored away for a rainy day. Need to be sneaky? down the shadow essence in your bag of holding. ect

May need to be blood or essence of particular creature types, as some creatures don't have "blood" per se.

I really like that, probably a Sor/Alc or Alc/Sor combo would be best? OR not, up to you. Tweak mutagens or extracts, grants the bloodline powers of the imbibed bloodline creature (undead, devils, abberations, etc.) up to the bloodline powers gained according to the advancement table fo the MCA. Think you better get on that one Browman, sounds like a really fun one. If you want to work on it behind the scenes to get the first draft, I'm willing, just like I did with Orelius and his Bonded Warmage. Or not...whatever you want to do.


In fact I am a Quebecer (French Canadian), not from France ;)

About Ability focus, I have see a lot of well known Optimization Guide using it as a Spell focus like feat with supernatural ability such Hexes, Cruelty or alchemist bombs. I didn't know it was still controversial.


I believe my Illusion walker has inspired much ninja-like behavior on this thread.


@Christos
You've been absent. I know, you've been on the Playtest thread, and I think that's where a lot of the most recent threadies are.

Your Gun/Wtc is currently 16th in the thread, but you have "Tristam's Monk Bloodline" MCA concept at 7th. If you want to swap them, we can do that.

@Browman
Been all my life in Alberta.

@Ability Focus
It's not controversional, as it's just not often used in that manner by us. :D Again, it would be up to Browman to decide if he want's to go that route. I don't know if it fits this though, as this is essentially sneak attack, and doesn't need more oomph than it has.


I think Illusionary strike is good where it is. Ability focus is probably a bit much. This MCA uses Cha for a lot of stuff so it could get pretty high.


Elghinn Lightbringer wrote:

@Christos

You've been absent. I know, you've been on the Playtest thread, and I think that's where a lot of the most recent threadies are.

Your Gun/Wtc is currently 16th in the thread, but you have "Tristam's Monk Bloodline" MCA concept at 7th. If you want to swap them, we can do that.

@Browman
Been all my life in Alberta.

@Ability Focus
It's not controversional, as it's just not often used in that manner by us. :D Again, it would be up to Browman to decide if he want's to go that route. I don't know if it fits this though, as this is essentially sneak attack, and doesn't need more oomph than it has.

actually I first requested the gun/witch about two or three threads ago, but tristams monk bloodline is definitely almost done, save for bonus spells. So that should definitely go first.


Then we'll leave Monk Bloodline where it is.


OK, Wuxia Priest is done, as is Illusion Walker. So, up next for the wiki is OSW's Dreadmasque.

DREADMASQUE:

Life is a performance; and in this performance, we all wear masks of various kinds and to varying degrees, whether social, professional, emotional or spiritual. Dreadmasques are versed in the performance of life, training either under a learned master or in a troupe to better express the essential archetypes of a life of vagaries and hardship, peril and pain, joy and abandon. When wearing her wyrd mask the dreadmasque taps into the archetypal roles of heroes and villains of yore, accessing their power and utilizing their numerous capabilities. In this performance, the dreadmasque is the mistress of the power of myth.

Primary Class: Inquisitor.
Secondary Class: Bard.
Alignemnt: Any.
Hit Dice: d8.

Bonus Skills and Ranks: The dreadmasque may select three bard skills to add to her class skills in addition to the normal inquisitor class skills. The dreadmasque gains a number of ranks at each level equal to 6 + Int modifier. (Shouldn’t this be +4)

Weapon and Armor Proficiency: The dreadmasque is proficient with all simple weapons, plus the hand crossbow, longbow, repeating crossbow, rapier, shortbow, short sword, and the favored weapon of his deity. He is also proficient with light armor and with shields (except tower shields). A dreadmasque can cast cantrips while wearing light armor and using a shield without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a dreadmasque wearing medium or heavy armor incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass dreadmasque still incurs the normal arcane spell failure chance for arcane spells received from other classes.

Inscrutable Mien (Ex): Dreadmasques are skilled at deceiving and misleading their foes. A dreadmasque receives a morale bonus on all Bluff and Disguise checks equal to 1/2 her dreadmasque level (minimum +1). This ability replaces stern gaze.

Cantrips (Sp): A dreadmasque learns a number of cantrips, or 0-level spells, which are cast like any other spell, but they do not consume any slots and may be used again. A dreadmasque can cast any cantrip she knows without preparing it ahead of time, as long as she has not yet used up her allotment of catrips per day for the spell’s level. To learn or cast a cantrip, a dreadmasque must have a Charisma score equal to at least 10. The Difficulty Class (DC) for a saving throw against a dreadmasque’s cantrips is 10 + the dreadmasque’s Charisma modifier.

The dreadmasque’s selection of cantrips is extremely limited. A dreadmasque begins play knowing four 0-level spells. At 2nd level she knows five 0-level spells, and at 3rd level or higher she knows six 0-level spells. A dreadmasque may learn any cantrip from the following list: brand, detect magic, daze, flare, ghost sound, guidance, know direction, light, lullaby, message, prestidigitation, read magic, resistance, sift, stabilize, virtue.

Upon reaching 5th level, and at every third dreadmasque level after that (8th, 11th, and so on), a dreadmasque can choose to learn a new cantrips in place of one she already knows. In effect, the dreadmasque “loses” the old cantrip in exchange for the new one. A dreadmasque may swap only a single cantrip at any given level, and must choose whether or not to swap the cantrip at the same time that she gains new cantrips known for the level. A dreadmasque otherwise learns and casts cantrips as a bard of equal level. This ability otherwise replaces and functions as orisons.

Dreadmask (Su): A dreadmasque begins play with a masterwork mask, often made of iron, porcelain, wood, or similar material. This dreadmask forms a special bond between the dreadmasque and the power of myth and mystery, allowing her to enact an eldritch masque and assume a variety of personas or guises (see Guise). The dreadmask’s physical appearance changes according to the guise that is currently in effect, but it always appears as some sort of visage or facial covering.

The dreadmask always remains attached to the dreadmasque’s face and can be freely removed by the dreadmasque. The dreadmask does not hamper the dreadmasque’s vision or perception in any way. Another creature can attempt to remove the dreadmask if it makes a successful grapple check against the dreadmask. For the purpose of this grapple check, the dreadmask is considered to have a Strength score of 20 + 1/2 the dreadmasque’s level, and a size of Large. A creature may also attempt to sunder the dreadmask. If it becomes broken or is destroyed, it falls to the ground. The dreadmask has a hardness of 20, and a number of hit points equal to 10 + the dreadmasque’s level + his Charisma modifier. The dreadmask can be easily removed if the dreadmasque is unconscious or dead.

If a dreadmask is damaged, it is restored to full hit points the next time the dreadmasque chooses her guises. If the dreadmask is lost or destroyed, it can be replaced after 1 week in a special ritual that costs 200 gp per dreadmasque level plus the cost of the masterwork item. This ritual takes 8 hours to complete. Dreadmasks replaced in this way do not possess any of the additional enchantments of the previous dreadmask. A dreadmasque can designate an existing mask as her dreadmask. This functions in the same way as replacing a lost or destroyed dreadmask except that the new dreadmask retains its abilities while gaining the benefits and drawbacks of becoming a dreadmask. This ability replaces the inquisitor's weapon proficiency with her deity’s favored weapon.

Masque (Su): At 1st level, when a dreadmasque is wearing her mask, she can enter or enact a masque once per day as a standard action. At 4th level and every three levels thereafter, the dreadmasque can use this ability one additional time per day, up to a maximum of seven times per day at 19th level. Enacting a masque is a swift action at 4th level, and a free action at 8th level.

Once activated, a masque lasts for a number of rounds equal to 4 + the dreadmasque’s Charisma modifier, at which point all of the benefits of the masque end. A masque cannot be interrupted once it has been manifested, but immediately ends if the dreadmasque is killed, paralyzed, stunned, or unconscious.

While the masque is in effect, (requiring a free action each round) a dreadmasque may use the abilities imparted by the particular guise she has chosen - inquisition powers, bardic performances, or judgments. Only one each of these powers, performances, or judgments can be in effect at a time, though they must still conform to the action economy specified for each. Once enacted, if an ability (inquisition, judgment or performance) is superseded by the choice of a new ability, it can be resumed during the same masque (and at the point at which it was stopped if it has a duration in rounds) as a move action. This supersedes the most recent ability enacted.

In addition, whenever the dreadmasque pronounces a judgment granted by her guise, she may pronounce the following dread judgment instead.

Dread: This judgment deals 1d6 points of precision damage on a successful attack. This damage increases by +1 every four dreadmasque levels she possesses. At 10th level, the target is also shaken for 1 round on a successful attack (no save).

This ability and guise replace domain, judgment, and the inquisitor’s spellcasting ability.

Guise: Starting at 1st level, a dreadmasque can assume a guise as a swift action, as long as her masque ability is in effect. When the guise is manifested, the dreadmasque gains access to one of two inquisitions; two bardic performances, and a limited number of judgments. All inquistion powers and judgments rely on Charisma instead of Wisdom.

At 1st level can choose one guise from those listed below. Once chosen it cannot be changed. At 5th level and every four levels thereafter, a dread masque can choose an additional guise, up to a maximum of five guises at 17th level. A dreadmasque can change guises as a move action. At 7th level, changing guises is a swift action.

A dreadmasque may select from the following guises.

Avenger: This guise grants the dreadmasque access to the Anger and Vengeance inquisitions, the inspire courage and countersong performances, and the Destruction, Resistance, and Smiting judgments. In addition, the dreadmasque can cause the target of a successful critical hit with her dread strike to take 1 point of bleed damage for 1d4 rounds. This bleed damage increases to 2 points 8th level, and 3 points at 15th level. The avenger guise might manifest itself as a red mask with glaring eyes, its mouth curled into a snarl, and red and black flames painted along its cheek bones and forehead.

Disciple: This guise grants the dreadmasque access to the Conversion and Zeal inquisitions, the countersong and distraction performances, and the Healing, Purity, and Protection judgments. In addition, the dreadmasque can cause the target of a successful critical hit with her dread strike to become dazzled for 1d6 rounds. At 15th level, the target becomes blinded for 1d4 rounds. The disciple guise might manifest itself as a sturdy mask with stern eyes, an emotionless expression, and divine symbols etched into its forehead.

Enforcer: This guise grants the dreadmasque access to the Fervor and Imprisonment inquisitions, the countersong and inspire courage performances, and the Protection, Resiliency & Smiting judgments. In addition, the dreadmasque can cause the target of a successful critical hit with her dread strike to become entangled for 1 round. This increases to 2 rounds at 8th level, and 3 rounds at 15th level. The enforcer guise might manifest itself as a roughly shaped mask with determined eyes, rivets along its forehead, and scratches upon its surface.

Executioner: This guise grants the dreadmasque access to the Torture and True Death inquisitions, the fascinate and distraction performances, and the Destruction, Justice, & Smiting judgments. In addition, the dreadmasque can cause the target of a successful critical hit with her dread strike to become staggered for 1d4 rounds. At 8th level, the target gains the cowering condition for 1d4 rounds. At 15th level, the target becomes stunned for 1 round. The executioner guise manifests itself as a smooth, featureless, obsidian mask with only black eye slits to mar its surface.

Exorcist: This guise grants the dreadmasque access to the Banishment and Damnation inquisitions, countersong and distraction performances and the Healing, Purity & Resistance judgments. In addition, the dreadmasque can cause the target of a successful critical hit with her dread strike to become sickened for 1d4 rounds. At 15th level, the target becomes nauseated for 1d4 rounds. The exorcist guise might manifest itself as a well polished angular mask with piercing eyes, an open mouth, and a single rune carved into its forehead.

High Inquisitor: This guise grants the dreadmasque access to the Illumination and Truth inquisitions, fascinate and inspire courage performances and the Justice, Purity, & Smiting judgments. In addition, the dreadmasque can cause the target of a successful critical hit with her dread strike to become frightened for 1d4 rounds at 8th level, or panicked for 1d4 rounds at 15th level. The high inquisitor guise might manifest itself as a burnished golden mask with its entire surface etched with filigree, piercings of deep emeralds, a frowning mouth, and a large ruby set in its forehead.

Infiltrator: This guise grants the dreadmasque the Heresy and Possession inquisitions, the distraction and fascinate performances, and the Protection, Purity, and Resistance judgments. In addition, the dreadmasque can cause the target of a successful critical hit with her dread strike to become flat-footed for 1d4 rounds. The infiltrator guise might manifest itself as a black mask with contemplative eyes, an overly long expressionless mouth, pointed chin, and thinly painted eyebrows.

Investigator: This guise grants the dreadmasque access to the Fate and Revelation inquisitions, countersong and distraction performances and the Justice, Protection and Purity judgments. In addition, the dreadmasque can cause the target of a successful critical hit with her dread strike to become confused for 1d4 rounds at 8th level. The investigator guise might manifest itself as a reflective, long-chinned mask with a pondering mouth, and deep-set searching eyes.

Judge: This guise grants the dreadmasque access to the Oblivion and Order inquisitions, fascinate and inspire courage performances and the Healing, Justice, & Resiliency judgments. In addition, the dreadmasque can cause the target of a successful critical hit with her dread strike to become frightened for 1d4 rounds at 8th level, orpanicked for 1d4 rounds at 15th level. The judge guise might manifest itself as a polished grey mask with an inscrutable expression of skepticism, pursed lips, and discerning eyes with one eyebrow raised for effect.

Knight Adamant: This guise grants the dreadmasque access to the Justice and Valor inquisitions, the countersong and inspire courage performances, and the Justice, Protection, & Resiliency judgments. In addition, the dreadmasque can cause the target of a successful critical hit with her dread strike to become fatigued for 1d4 rounds at 8th level, or exhausted for 1d4 rounds at 15th level.The knight adamant guise might manifest itself as the faceplate of a great helm, with visor, eye slits, breathing holes, and rivets placed vertically from crown to chin.

Petitioner: This guise grants the dreadmasque access to the Persistence and Tactics inquisitions, fascinate and inspire courage performances and the Healing, Protection, and Purity judgments. In addition, a dreadmasque can cause the target of a successful critical hit with her dread strike to become fascinated for 1d4 rounds at 8th level. The petitioner guise might manifest itself as a common, unadorned mask with pleading eyes, a hopeful expression, and slight smile.

Dread Strike (Ex): Starting at 2nd level, during a masque, one weapon of the dreadmasque’s choice is treated as having a +1 enhancement bonus. If the dreadmasque makes a successful critical hit during the masque with this weapon, the target must make a Will save (DC 10 + 1/2 the dreadmasque’s level + the dreadmasque’s Charisma modifier) or become shakenfor 1d4 rounds.

Alternatively, while a particular guise is in effect during a masque, the dreadmasque can replace the shaken condition normally bestowed on a successful critical hit with her dread strike with a condition listed in the guise description.

At 5th level the dreadmasque can imbue her weapon with the bane property during a masque as a swift action as the inquisitor ability of the same name, but the duration is limited to that of the masque performance.
This ability replaces monster lore, bane, greater bane, and slayer.

Inspire Competence (Su): At 3rd level, a dread masque can use the inspire competence bardic performance in place of a performance granted by her guise. This ability replaces the teamwork feat gained at 3rd level.

Suggestion (Su): At 6th level, a dread masque can use the suggestion bardic performance in place of a performance granted by her guise. This ability replaces the teamwork feat gained at 6th level.

Deeper Masque (Su): At 8th level, a dreadmasque gains access to both the inquisitions associated with her guise. This ability replaces second judgment.

Dirge of Doom (Su): At 9th level, a dreadmasque can use the dirge of doom bardic performance in place of a performance granted by her guise. This ability replaces the teamwork feat gained at 9th level.

Inspire Greatness (Su): At 12th level, a dread masque can use the inspire greatness bardic performance in place of a performance granted by her guise. This ability replaces the teamwork feat gained at 12th level.

Soothing Performance (Su): At 15th level, a dreadmasque can use the soothing performance bardic performance in place of a performance granted by her guise. This ability replaces the teamwork feat gained at 15th level.

Second Guise (Su): At 16th level, a dreadmasque can have two different guises active at a time. She still only has access to two inqusitions–either two from one guise on one from each guise. This ability replaces third judgment.

Frightening Tune (Su): At 18th level, a dread masque can use the frightening tune bardic performance in place of a performance granted by her guise. This ability replaces the teamwork feat gained at 18th level.

Death Masque (Su): At 20th level, a dreadmasque can call dreadful judgment down upon a foe during combat. Whenever a dreadmasque uses her guise ability, the dreadmasque can invoke dreadful judgment on a foe in place of a normal judgment, as a swift action. Once declared, the dreadmasque can make a single melee (or ranged attack, if the foe is within 30 feet) against the target. If the attack hits, it deals double his dread strike damage and the target must make a Will save or become frightened for 2d6 rounds. The DC of this save is equal to 10 + 1/2 the dreadmasque's level + the dreadmasque's Charisma modifier. If the creature makes a successful save, it is shaken for 2 rounds. Regardless of whether or not the save is made, the target creature is immune to the dreadmasque's dreadful judgment ability for 24 hours. Once this ability has been used, it cannot be used again for 1d4 rounds. This ability replaces true judgment.

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

1st +0 +0 +2 +2 Cantrips, dreadmask, guise, inscrutable mien, masque,
2nd +1 +0 +3 +3 Cunning initiative, detect alignment, dread strike, track
3rd +2 +1 +3 +3 Inspire competence, teamwork feat
4th +3 +1 +4 +4 Masque 2/day
5th +3 +1 +4 +4 Discern lies, guise
6th +4 +2 +5 +5 Suggestion
7th +5 +2 +5 +5 Masque 3/day
8th +6/+1 +2 +6 +6 Deeper masque
9th +6/+1 +3 +6 +6 Dirge of doom, guise
10th +7/+2 +3 +7 +7 Masque 4/day
11th +8/+3 +3 +7 +7 Stalwart
12th +9/+4 +4 +8 +8 Inspire greatness
13th +9/+4 +4 +8 +8 Guise, masque 5/day
14th +10/+5 +4 +9 +9 Exploit weakness
15th +11/+6/+1 +5 +9 +9 Soothing performance
16th +12/+7/+2 +5 +10 +10 Masque 6/day, second guise
17th +12/+7/+2 +5 +10 +10 Guise
18th +13/+8/+3 +6 +11 +11 Frightening tune
19th +14/+9/+4 +6 +11 +11 Masque 7/day
20th +15/+10/+5 +6 +12 +12 Death masque


Next up is Orelius with his Bonded Warmage.


The dreadmask is awesome. I don't think much will need to change with this.


Also I believe my next class will be called the blood hunter and be a ranger/ sorcerer or perhaps the other way around. I will see where it takes me.


#Dreadmasque

While I had it at 6 Skill points/level, I think 4 points/level is doable - Performance, Intimidate, Bluff and maybe Diplomacy for example would suit...


Browman wrote:
Also I believe my next class will be called the blood hunter and be a ranger/ sorcerer or perhaps the other way around. I will see where it takes me.

There is already a Blooded Hunter (Rgr/Sor). :D Just saying.


Sorcerer / ranger it is, and I will need a different name


Sor/Rgr is good! I assume you will imbibe the blood/essence of your favored enemies to gain their related bloodline (or wildblood bloodline)? :D So, hybrid caster, d8 HD, good Ref/Will saves? Name, we'll have to work on.

Illusion Walker and Wuxia Priest are on the wiki.


Elghinn Lightbringer wrote:
Next up is Orelius with his Bonded Warmage.

Oh, we still need to figure out the War Eidolon. We'll post tomorrow or Wednesday.


The Dreadmasque is awesome, but I see a little problem with inspire competence as a guise related effect. It means you have to expend a masque to use it ? I wouldn't expend my core ability precious use per day to give my teammates a small bonus on Sense motive or Bluff. And I don't see the Dreadmasque as so teamwork oriented.

- Boosting my puppets in combat? Maybe yes. Helping them to do better out of fight ? No, I prefer to do it myself.

I think we should look at some passive ability to replaces inspire competence here, maybe something form a bard archetype that is already used to replace inspire competence. Combat casting ? I don't know...will be back on this tomorrow.


Browman wrote:
Sorcerer / ranger it is, and I will need a different name

So is this the same blood-of-creatures giving different bloodline powers as before? If so, and if taking the Ranger's animal companion, how about giving the animal companion different bloodline powers too? ;)

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