Multiclass Archetypes VI: Even More Ultimate MCAs


Homebrew and House Rules

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# Infused Hematologist

* Does Blood Mutagen otherwise act at mutagen - uses/day, duration?

Can the IH choose from the entire list, or does he begin only knowing a select number of bloodlines?

Does the IH have to have experience with particular creatures/actual blood from the bloodlines in the list?

* Are Blood Extracts intended to give to others, or for the IH to use once his own bloodline has been suppressed by Blood Mutagen?

* Is there any way for the Bleed Attack to somehow interact with Exsanguination?

* How about some sort of bleed resistance for Sanguine Resistance?


Off-topic:

Do you guys need a wiki monkey? I am more than willing to post new classes up as you guys finalize them. I also noticed there are some places on the wiki where it looks like a previous class name was copied and pasted, but probably changed since. In other words the class name doesn't match the descriptive text.

Let me know if you need help. I'm willing to contribute back. Thanks again for your assistance with the Coldblooded Killer. ;D


christos gurd wrote:
also we should probably wrap up shoguns shadow at some point.

I thought we did.


Oceanshieldwolf wrote:

# Infused Hematologist

* Does Blood Mutagen otherwise act at mutagen - uses/day, duration?

Can the IH choose from the entire list, or does he begin only knowing a select number of bloodlines?

Does the IH have to have experience with particular creatures/actual blood from the bloodlines in the list?

* Are Blood Extracts intended to give to others, or for the IH to use once his own bloodline has been suppressed by Blood Mutagen?

* Is there any way for the Bleed Attack to somehow interact with Exsanguination?

* How about some sort of bleed resistance for Sanguine Resistance?

1) Yes.

2) Entire list, yes, but the blood mutagen list is slightly more restricted, as it needs to be creatures with "blood" or some type of bodily fluid. On that, I'm wondering if I shouldn't remove Ooze, Plant and Undead frm that list for Blood Mutagens. They can be chosen as infsed bloodlines, but as they really ahve no blood as far as we understand them, maybe we should get rid of them. Thoughts?

3) That is the idea. Needs the ingredient to create the blood mutagen. On the flip side, that's why I created the Blood Infusion discovery, which allows him to get one sample just once, and infuse it into his body, so he doesn't need another sample. As the idea of gaining additional bloodlines can be potent, I wanted there to be some thought and work required to obtain the necessary blood type. We could just have it that he can make a blood mutagen of a particular type, and ocne chosen can't be changed? But then I think that removes some of the diversity and RP fun of the MCA. Open to comments and suggestions though.

4) Blood extracts are meant only to grant another creature his own infused bloodline powers, not the bloodline powers of a blood mutagen. They can't grant him his on powers while they are suppressed by a blood mutagen. I should probably state that to clarify. Good catch.

Last paragraph of Blood Extracts description states "An infused hematologist cannot create a blood extract that grants a bloodline power that he does not himself possess, nor can he grant a bloodline power gained from a blood mutagen or his grand discovery ability."

5) Sure, not overtly though. All it says is that you need to deal 2 points of damage to the exsanguinatee, which could be done via bleedng attack. Why, what were you thinking?

6) That might be good too, and likely in addition to the listed stuff? I'd say either the bonus granted (+2/+4/+6/immunity) either applies to bleed attacks, or she gains a "bleed" resistance of 1/2/3/4 at those increments, so reducing bleed damage by 1 point, and up to 4 points at 10th. Thoughts?


Nihilakh wrote:

Off-topic:

Do you guys need a wiki monkey? I am more than willing to post new classes up as you guys finalize them. I also noticed there are some places on the wiki where it looks like a previous class name was copied and pasted, but probably changed since. In other words the class name doesn't match the descriptive text.

Let me know if you need help. I'm willing to contribute back. Thanks again for your assistance with the Coldblooded Killer. ;D

Thanks for the offer, but I take care of that. I have ALL of the MCAs on my master documents. If you want to contribute further, join in on the conversations and hammering out of MCAs on the thread, plus offering your own up too.

Yes, there may be a few that have name changes from the listed text. If you see them, let me know so I can go in and fix them.

*OSW, once we are done these two, I think we will move to the next thread. That'll be #7. Maybe "MCAs Forever".


@Elghinn, sure sounds good. Sounds much better than MCA: 7th Seal/Sign/Wave or 7 (M)Sea(A)s, or Multiclass Archetypes VII: YMCA? or MCAs - 7...ways to a new you... Or MCA Wars Episode 7: A New Thread...

;)

(Will comment/reply to your reply on Infused Hematologist as I can)


Browman wrote:
Oceanshieldwolf wrote:
Elghinn Lightbringer wrote:
Browman wrote:
What if part of the bonding process required the use of an amulet or ring or some other item that took up a good magic item slot and couldn't be enchanted with anything else?
I just saw this. That might be fun. Could incorporate it into the Link ability of the eidolon, but it's a magical link via a ring or amulet, or something. Could make it necessary to command it, or at least, makes it so noone else can command it. If it's gone, he can still command it, but there could be a cumulative chance each day, until he regains it or replaces it, that soemone else can control it?
I like this too, especially if different "control items" in different slots gave a small bonus to something - say a helmet/tinfoil hat gave a bonus to Piloting and goggle slot was Perception etc etc
I figured tieing the golom to an item slot would be cool and make it less over powered.

Nice idea. I wish I thought about that. Some anime "mechagolems" had that too. Maybe the Commander can't give personalized orders or use Battle Commands without the control device. It could be anything from an helm to a necklace or a ring. Or either, a sword!


That totally fits the theme pretty universally I think. :)


Elghinn Lightbringer wrote:
christos gurd wrote:
also we should probably wrap up shoguns shadow at some point.
I thought we did.

is it on the wiki? I thought we benched it cuz raider was freaking out over 1d6 sneak attack at 1st level for a full bab class.


@Oceanshieldwolf

If you're pretty serious about the alchemy-gunner idea, I've got a few ideas of my own when I was testing out mechanics for a Steampunk style pathfinder game not too long ago, so if you'd like you can PM me to go over some ideas? :)

Also, will we be seeing a link to the next MCA chapter here any time soon? I'm awful at forum-navigating~


christos gurd wrote:
Elghinn Lightbringer wrote:
christos gurd wrote:
also we should probably wrap up shoguns shadow at some point.
I thought we did.
is it on the wiki? I thought we benched it cuz raider was freaking out over 1d6 sneak attack at 1st level for a full bab class.

You mean this?

Challenging Strike (Ex):
This is exactly like the samurai’s challenge ability, except that the shogun’s shadow does not deal the normal extra damage against the target of his challenge. Instead, whenever the target of his challenge is unable to defend himself effectively from his attack, he can strike a vital spot for extra damage.

The shogun’s shadow’s attacks deal extra damage anytime his target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the shogun’s shadow flanks his target. This extra damage is 1d6 at 1st level, and increases by 1d6 at 7th level and every six shogun’s shadow levels thereafter, to a maximum of 4d6 at 19th level. Bonus damage from a challenging strike is precision damage. Should the shogun’s shadow score a critical hit with a challenging strike, this precision damage is not multiplied. Ranged attacks do not count as a challenging strike.

With a weapon that deals nonlethal damage (such as a sap, whip, or unarmed strike), a shogun’s shadow can make a challenging strike that deals nonlethal damage instead of lethal damage. He cannot use a weapon that deals lethal damage to deal nonlethal damage in a challenging strike, even with the usual –4 penalty.

The shogun’s shadow must be able to see the target well enough to pick out a vital spot, and must be able to reach this spot. A shogun’s shadow cannot use challenging strike while striking a creature that has concealment.

I think we will be fine. While a 1d6 at 1st may be top heavy (max 6/min 1), by 19th level its only 4d6 (max 24/min4), and its spread out over the levels. Plus, it's only against a creature he challenges, not everyone that is flat-footed or loses Dex bonus, like a rogue would get.

The thing I want to make sure is that this is what we want for the 8th and 15th level Mystic Warrior Order.

Renewed Resolve (Su): At 8th level, the samurai can spend 2 points from his ki pool to regain one use of his resolve ability.

Amend Challenge (Su): At 15th level, the samurai can spend 4 points from his ki pool to change the target of his challenge as a swift action.


Tyrannical wrote:

@Oceanshieldwolf

If you're pretty serious about the alchemy-gunner idea, I've got a few ideas of my own when I was testing out mechanics for a Steampunk style pathfinder game not too long ago, so if you'd like you can PM me to go over some ideas? :)

I'll send you a PM, but it won't be for a few weeks Tyrannical - its Week 3 in my semester, and I have four assignments due in Weeks 4 and 5 that I need to get out of the way. Seeing as the MCA will be waaaaaay down the list we have plenty of time...

Tyrannical wrote:
Also, will we be seeing a link to the next MCA chapter here any time soon? I'm awful at forum-navigating~

Yes, we always provide a link to the next/new thread at the end of the old one....


Elghinn did you add the delphic blade to your queue?


Mechagolem Commander
Just doing some rewriting and shuffling of swaps, should have the revamped version up soon.


Browman wrote:
Elghinn did you add the delphic blade to your queue?

Um...no, what is it?


HERE is Browman's post on the Delphic Blade.

[EDIT - fighter/wizard or wizard/fighter. With Delphic in there I would have thought Oracle.../EDIT]


Infused Hematologist

* I didn't have a particular idea on the Bleed Attack helping Exsanguinate, just thought there was the possibility for cool synergy somewhere...

* I like the second option for Sanguine Resistance - 1/2/3/4 bleed resistance.


Oceanshieldwolf wrote:

Infused Hematologist

* I didn't have a particular idea on the Bleed Attack helping Exsanguinate, just thought there was the possibility for cool synergy somewhere...

* I like the second option for Sanguine Resistance - 1/2/3/4 bleed resistance.

1) I simply made Bleeding Attack work in conjunciton with Swift Exsanguination. Doesn't make sense why it wouldn't. So he can bleed attack someone as a standard actio, then swift exsanguintae him as a swift action. Sweet!

2) I Added this to Sanguine Resistance. Let me know if people think that its too powerful at 2/4/6 and then auto stabilize after 1 round of bleed damage. If so we can just dial it back to a 1/2/3/4.

Sanguine Resistance (Ex): At 2nd level, an infused hematologist gains a +2 bonus on all saving throws against diseases and ingested or injury poisons. This bonus increases to +4 at 5th level and then again to +6 at 8th level. At 10th level, an infused hematologist becomes completely immune to diseases and ingested or injury poisons. In addition, an infused hematologist also gains bleed resistance. At 2nd level, subtract 2 from the damage the infused hematologist takes each time he is dealt bleed damage from a weapon or a natural attack. This bleed resistance increases to 4 at 5th level and to 6 at 8th level. At 10th level, an infused hematologist that takes bleed damage immediately stabilizes after one round and does not lose any further hit points due to bleed effects. This ability replaces poison resistance.


Oceanshieldwolf wrote:

HERE is Browman's post on the Delphic Blade.

[EDIT - fighter/wizard or wizard/fighter. With Delphic in there I would have thought Oracle.../EDIT]

Ah yes, I remember now - thankyou! Added.

Browman, that'll put you about 4 down the current queue.


Elghinn Lightbringer wrote:
Oceanshieldwolf wrote:

HERE is Browman's post on the Delphic Blade.

[EDIT - fighter/wizard or wizard/fighter. With Delphic in there I would have thought Oracle.../EDIT]

Ah yes, I remember now - thankyou! Added.

Browman, that'll put you about 4 down the current queue.

It could be, I was looking at having it use "divinations" to provide short term buffs to combat. So knowing where the enemy is going to attack you, seeing possible futures to find hidden enemies or increase chances of hitting, etc.


#Mechagolem Commander

Alright, after much revising, shuffling swaps around, combining Bardess's ideas with ones I already had worked out for my Clockwork Mage (which have already gone through some revisions with the MCP Crew over the last few years), making the Order of Majin one that can be chosen by any Samurai, and various other things, here's my revised version of the Mechagolem Commander.

One thing I'm still considering is swapping out Last Stand to have the Mechagolem gain the full Construct type. Thoughts? As it sits, the mechagolem isn't totally a construct by 17th level.

Also, Bardess's former "Hatch" evolution is now my Armored Conveyance upgrade, and I removed the Aquatic form as it seemed useless for a construct type eidolon creature.

SWAPS
Mount, Mounted Archer, Demanding Challenge = Mechagolem
Weapon expertise = Puissant eidolon
Banner = Encouraging critical
Bonus feat (6) = Shield ally
Greater resolve = Second form
Honorable stand = Construct ascension I
Bonus feat (12) = Greater shield ally
Greater banner = Greater encouraging critical
True resolve = Construct ascension II
Bonus feat (18) = Third form

MECHAGOLEM COMMANDER:

At times, the noblest of samurai choose not to bond with a mere mount, nor do they enter battle against usual enemies. Born in lands or times where the sciences and magic blend, or where divine powers are needed to defeat supernatural menaces, the mechagolem commander specializes in the arduous art of controlling the mysterious constructs that some call the majin or mechagolems. These mechagolem commanders fight alongside these majestic creatures or pilot them from the inside when their bond becomes strong enough. Evil outsiders, invader aberrations from the outer worlds, and mischevious demigods have learned to recognize and fear the mechagolem’s power and that of their masters, the most powerful of which transform into a majin themselves.

Primary Class: Samurai.
Secondary Class: Summoner.
Alignemnt: Any.
Hit Dice: d10.

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

Weapon and Armor Proficiency: The mechagolem commander is proficient with all simple and martial weapons, plus the katana, naginata, and wakizashi. The mechagolem commander is proficient with all types of armor (heavy, light, and medium), and with shields (except tower shields).

Mechagolem: A mechagolem commander begins play with the ability to summon to his side a powerful but inert outsider from the Plane of Gears called a mechagolem. The mechagolem forms a link with the mechagolem commander through his own life force (see Commander’s Link in the Mechagolem description), who, forever after summons the same creature. This is similar like the summoner’s eidolon ability, except that the mechagolem’s physical appearance is always that of a metal or stone construct-like creature of its base form, although color, minor decorations, and texture are determined by the mechagolem commander.

Unlike a clockwork eidolon that comes from the same plane of origin, a mechagolem is nearly mindless, and can do nothing without orders from its commander. The mechagolem follows instructions explicitly and are incapable of complex strategy or tactics. A mechagolem's commander can command it through its commander’s link (see Commander’s Link in theMechagolem description) or if the mechagolem is within 100 feet and can both see and hear the commander. If uncommanded, or the mechagolem commander is conscious but rendered unable to give commands (dazed, frightened, etc.), a mechagolem usually follows its last instruction to the best of its ability, though if attacked it returns the attack. The mechagolem commander can give the golem a simple command to govern its actions in his absence, or can order the mechagoelm to obey the commands of another, but the mechagolem's commander can always resume control by commanding the mechagolem to obey him alone.

Should a mechagolem become unconscious, fall asleep, or is killed, the mechagolem stops functioning and is effectively helpless until the commander regains consciousness. It takes 1 minute to reactivate a dormant mechagolem, but a mechagolem commander can deactivate an active mechagolem as a standard action if the need should arise.

While a mechagolem is not a construct, it is considered a construct for the purpose of casting the following spells: call construct, control construct, make whole, rapid repair, soothe construct, and unbreakable construct. This ability replaces mount, mounted archer, and demanding challenge.

Order (Ex): This is exactly like the samurai ability of the same name, but the mechagolem commander can select the new Order of the Majin.

Resolve: This exactly like the samurai ability of the same name, except that the mechagolem commander can also spend uses of his resolve to do the following.

Regenerate Golem (Su): As a standard action, the mechagolem commander can spend one use of his resolve to sacrifice a number of his own hit points up to his class level. These hit points are then transferred to his mechagolem. The mechagolem commander cannot use this ability if he has 1 hit point remaining or less, nor can he exceed the mechagolem’s maximum number of hit points.

Puissant Golem (Ex): At 3rd level, the mechagolem commander selects one of his mechagolem’s weapons or natural attacks. Whenever the mechagolem threatens a critical hit with the selected weapon or natural attack, it gains a +2 bonus on the confirmation roll. In addition, 1/2 the mechagolem commander’s levels in any class that grants an animal companion or mount stack with his mechagolem commander levels for the purposes of determining his mechagolem’s abilities. This ability replaces weapon expertise.

Encouraging Critical (Ex): At 5th level, the mechagolem commander’s way of fighting is an example for his allies. Whenever the mechagolem commander his mechagolem delivers a critical hit against a foe, all allies within 60 feet that can see and hear them gain a +2 morale bonus to one saving throw of their choice until the end of combat. At 10th level, and every five levels thereafter, this bonus increases by +1. This ability replaces banner.

Shield Ally (Ex): At 6th level, a mechagolem commander gains the summoner’s shield ally ability. This ability replaces the bonus feat gained at 6th level.

Second Form: At 9th level, a mechagolem commander may choose a third base form for his mechagolem. Whenever the mechagolem commander gains a level, he must decide which of his two base forms his mechagolem will take, and how its upgrade points are spent. The mechagolem’s base form and upgrades are then set until he gains another level of mechagolem commander. This ability replaces greater resolve.

Construct Ascension (Ex): At 11th level, a mechagolem commander begins to transform his mechagolem into a true construct. The mechagolem can only be repaired by spells that affect the construct type such as rapid repair. As such, a mechagolem cannot be raised or resurrected. In addition, it is no longer subject to ability damage, ability drain, fatigue, exhaustion, energy drain, or nonlethal damage. At 17th level, a mechagolem is no longer at risk of death from massive damage. It also gains immunity to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms). This ability replaces honorable stand and true resolve.

Greater Shield Ally (Ex): At 12th level, a mechagolem commander gains the summoner’s greater shield ally ability. This ability replaces the bonus feat gained at 12th level.

Greater Encouraging Critical (Ex): At 14th level, all allies within 60 feet of the mechagolem commander or his mechagolem when they deliver a critical hit against a foe gain a +2 morale bonus on all saving throws against charm and compulsion spells and effects until the end of combat. In addition, in the round following to the critical hit, the mechagolem commander can spend a standard action to issue an encouraging shout of encouragement, granting all allies within 60 feet that can see and hear him an additional saving throw against any one spell or effect that is targeting them. This save is made using the spell’s or effect’s original DC. Spells and effects that do not allow saving throws are unaffected by this ability. An ally cannot benefit from this ability more than once per day. This ability replaces greater banner.

Third Form: At 18th level, a mechagolem commander may choose a third base form for his mechagolem. This ability replaces the bonus feat gained at 18th level.

Last Stand (Ex): This is exactly like the samurai ability of the same name, except that it also applies to the mechagolem commander’s mechagolem.

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

1st +1 +2 +0 +0 Challenge 1/day, mechagolem, order, resolve
2nd +2 +3 +0 +0 Order ability
3rd +3 +3 +1 +1 Puissant mechagolem
4th +4 +4 +1 +1 Challenge 2/day
5th +5 +4 +1 +1 Encouraging critical
6th +6/+1 +5 +2 +2 Shield ally
7th +7/+2 +5 +2 +2 Challenge 3/day
8th +8/+3 +6 +2 +2 Order ability
9th +9/+4 +6 +3 +3 Second form
10th +10/+5 +7 +3 +3 Challenge 4/day
11th +11/+6/+1 +7 +3 +3 Construct Ascension I
12th +12/+7/+2 +8 +4 +4 Greater shield ally
13th +13/+8/+3 +8 +4 +4 Challenge 5/day
14th +14/+9/+4 +9 +4 +4 Greater encouraging critical
15th +15/+10/+5 +9 +5 +5 Order ability
16th +16/+11/+6/+1 +10 +5 +5 Challenge 6/day
17th +17/+12/+7/+2 +10 +5 +5 Construct Ascension II
18th +18/+13/+8/+3 +11 +6 +6 Third form
19th +19/+14/+9/+4 +11 +6 +6 Challenge 7/day
20th +20/+15/+10/+5 +12 +6 +6 Last stand

Order of the Majin:

While most samurai deem their mounts as trusted allies and companions, some form an even deeper bond with his mount or some other magical creature that extends into the realm of the supernatural. A samurai of the order of the majin uphold a proud tradition and heritage, and battle alongside their bonded creature for the glory of good or evil. Samurai who follow the order of the majin are held in the highest regard y their fellow samurai. This order complements the Mechagolem Commander multiclass archetype.

Edicts: The samurai must protect his bonded creature as a trusted friend. He must never retreat from an enemy with whom he is engaged in battle. He must seek to battle his foes in single combat whenever possible, refusing aid from anyone but his bonded creature.

Challenge: Whenever an order of the majin samurai declares a challenge, he can offer a bold and intimidating speech that declares both his and his bonded creature’s names and powers. As long as both the samurai and his bonded creature attack the target of the challenge together, the bonded creature gains a +1 bonus on its CMB against the target of the challenge. This bonus increases by +1 for every four levels the samurai possesses.

Skills: An order of the majin samurai adds Disable Device (Dex) and Knowledge (arcana) (Int) to his list of class skills. He can make Knowledge (arcana) skill checks untrained. In addition, whenever an order of the majin samurai makes a Craft check to repair an item or create a masterwork item, he receives a bonus on the check equal to 1/2 his samurai level (minimum 1).

Order Abilities: An order of the majin samurai gains the following abilities as he increases in level.

Bond Senses (Su): At 2nd level, the samurai gains the summoner’s bond senses ability.

Companion’s Call (Sp): At 8th level, the samurai gains the summoner’s maker’s call ability.

Merge Forms (Sp): At 15th level, the samurai gains the summoner’s merge forms ability. A bonded creature merged with its samurai gains all the benefits of the samurai’s challenge. The samurai can normally use his resolve ability while merged, but any healing spells must specifically target either the samurai or his bonded creature, not both.

MECHAGOLEM
Mechagolems are semi-sentient outsiders whose bodies are constructed from metal or stone mechanisms and given a semblance of life through a combination of magic and precise technologies. Mechagolems that are summoned by mechagolem commanders hail from a little-known plane called the Plane of Gears. Although these mechagolems are not true constructs, and often serve on their home plane as manual workers and laborers, it is only through bonding with a mechagolem commander that they can become such, or as near to one as possible for their kind. As such, it willingly subjects itself to its master’s will in hopes of achieve its true purpose. A mechagolem is considered an outsider for the purpose of what types of spell affect it. Mechagolems have the base statistics as shown on the Mechagolem Base Statistics table. These base statistics can be modified by the mechagoelm’s base form and upgrade pool.

Mechagolem Abilities:

A mechagolem’s abilities are determined by the mechagolem commander’s level and by the choices made using its upgrade pool. Table: Mechagolem Base Statistics determines many of the base statistics of the construct. Each mechagolem possesses a base form that modifies these base statistics. A clockwork construct’s qualities are similar to those described in the Eidolons description block of the Advanced Player’s Guide (see p. 58), except with the following changes.

Hit Dice: This is the total number of 10-sided (d10) Hit Dice the mechagolem possesses.

Bad Saves: These are the mechagolem’s base saving throw bonuses. A mechagolem only possessesbas saves, regardless of the creature’s base form.

Ability Scores: A mechagolem only has an Intelligence of 3 (but gains no penalties or bonuses due to its score), allowing it to receive simple commands, and eventually more complex commands at a higher level. A mechagolem also has no Constitution score. However, due to the bond with its commander, a mechagolem gains bonus hit points per Hit Die equal to its mechagolem commander’s Constitution modifier (if positive).

Skills: A mechagolem gains no skills. However, a mechagolem can attempt any untrained skill using the mechagolem commander’s ranks an ability modifiers. In addition, a mechagolem can always use the aid another action to assist its mechagolem commander with any Strength-based skill checks.

Feats: A mechagolem gains no feats.

Armor Bonus: The mechagolem has only an armor bonus, and cannot split this amount between an armor bonus and a natural armor bonus.
Upgrade Pool: The mechagolem uses upgrades, not evolutions to enhance itself. The clockwork gains a number of upgrade points at each level, as indicated on Table: Mechagolem Base Statistics. The mechagolem’s upgrades otherwise function exactly like evolutions.

Special: This includes a number of new abilities gained by all mechagolems as they increase in power, some that replace those normally gained by an eidolon. Each of these abilities is described below.

Berserk (Ex): When a mechagolem enters combat, there is a cumulative 1% chance each round that it’s metal elemental spirit breaks free of its mechagolem commander’s control and goes berserk. This chance resets to 0% after one minute of inactivity. A berserk mechagolem attacks the nearest living creature (including its commander) or smashes some object smaller than itself if no creature is within reach. Once it goes berserk, the mechagolem commander can attempt to regain control by speaking firmly and persuasively to the mechagolem, which requires a Charisma check with a DC equal to 10 + the mechagolem’s Hit Dice.

Commander’s Link: A mechagolem commander creates a link exactly like the eidolon link ability, except for the following additions. When creating this link, the mechagolem and its mechagolem commander are bound through an object. The mechagolem commander begins play with one at no cost. The object must be something that is worn or held, and falls into one of the following categories: amulet, armor, bracer, ring, or weapon. These objects are always masterwork quality. Armors or weapons acquired at 1st level are not made of any special material. If the object is an amulet, bracer, or ring, it must be worn to have effect. If a mechagolem commander attempts to command or control his mechagolem without his bonded object worn (whether it’s been stolen or lost), he must make a concentration check or lose control of the mechagolem. The DC for this check is equal to 15 + the mechagolem’s Hit Dice. The object occupies the ring or neck slot accordingly.

If a mechagolem commander loses control of his mechagolem, there is a cumulative 1% chance each round that goes berserk. The uncontrolled mechagolem goes on a rampage, attacking the nearest living creature (including the mechagolem commander) or smashing some object smaller than itself if no creature is within reach, then moving on to spread more destruction. The mechagolem's commander, if within 30 feet, can try to regain control by speaking firmly and persuasively to the mechagolem, which requires a Charisma check with a DC equal to 10 + the mechagolem’s Hit Dice. It takes 1 minute of inactivity by the mechagolem to reset the mechagolem's berserk chance to 0%.

Unlike other bonded items, a mechagolem commander cannot add additional magic abilities to his bonded object, however, he can create a new bond with a magical item of the same type. If a bonded object's owner dies, or the item is replaced, the object remains in its normal state.

If a bonded object is damaged, it is restored to full hit points the next time the mechagolem commander rest for 8 hours. These hours do not need to be consecutive. If the object of a mechagolem bond is lost or destroyed, it can be replaced after 1 week in a special ritual that costs 100 gp per mechagolem commander level plus the cost of the masterwork item. During this 1–week period, the paladin takes a –1 penalty on attack and weapon damage rolls. This ritual takes 8 hours to complete. Items replaced in this way do not possess any additional enchantments of the previous bonded item. A mechagolem commander can designate an existing magic item as his bonded item. This functions in the same way as replacing a lost or destroyed item except that the new magic item retains its abilities while gaining the benefits and drawbacks of becoming a bonded item.

Constructed (Ex): While mechagolems are not constructs, they do possess some minor construct-like qualities. For the purposes of effects targeting creatures by type (such as a ranger's favored enemy and bane weapons), mechagolems count as both outsiders and constructs. Mechagolems gain a +4 racial bonus on all saving throws against mind-affecting effects, paralysis, poison, and stun effects, are not subject to fatigue or exhaustion, and are immune to disease and sleep effects. Mechagolems can never gain morale bonuses, and are immune to fear effects and all emotion-based effects. A mechagolem does not breathe, eat, or sleep, unless it wants to gain some beneficial effect from one of these activities. This means that a mechagolem can drink potions to benefit from their effects and can sleep in order to regain spells, but neither of these activities is required for the mechagolem to survive or stay in good health.

Controlled (Ex): A mechagolem cannot go berserk as long as the wearer or wielder of its bonded item is within 30 feet plus 10 feet.

Low-Light Vision (Ex): The mechagolem has low-light vision, enabling it to see twice as far as a human in conditions of dim light.

Share Resolve (Ex): The mechagolem is affected by its mechagolem commander’s resolve ability whenever it is used.

Find Master (Su): As long as the mechagoelm and the mechagoelm commander that summoned it are on the same plane, the mechagoelm can locate its master. This ability replaces evasion.

Guard (Ex): If ordered to do so, a mechagoelm moves to defend the mechagoelm commander. All attacks against the mechagoelm commander take a –2 penalty when the mechagoelm is adjacent to its mechagoelm commander. This ability replaces devotion.

Battle Commands (Ex): A mechagolem can receive specific instructions from its mechagolem commander as a standard action. During combat, a mechagolem commander can name specific attack or powers to use (a weapon attack, a spell–like ability, a natural attack, etc.). This grants the mechagolem a +2 competence bonus on all die rolls for 1 round (attack and damage rolls, save DC, saving throws, skill checks and so on).

Table: Mechagolem Base Statistics
Class Bad Armor Str/Dex Upgrade Max.
Level HD BAB Saves Bonus Bonus Pool Attacks Special

1st 1 +1 +0 +0 +0 1 3 Berserk, commander’s link, constructed,
darkvision, low-light vision, share resolve
2nd 2 +2 +0 +2 +1 2 3 Find master
3rd 3 +3 +1 +2 +1 3 3 —
4th 3 +3 +1 +2 +2 5 4 Guard
5th 4 +4 +1 +4 +2 6 4 Ability score increase
6th 5 +5 +1 +4 +3 7 4 Battle commands
7th 6 +6 +2 +6 +3 8 4 —
8th 6 +6 +2 +6 +4 9 4 —
9th 7 +7 +2 +6 +4 11 5 Multiattack
10th 8 +8 +2 +8 +5 12 5 Ability score increase
11th 9 +9 +3 +8 +5 13 5 —
12th 9 +9 +3 +10 +6 14 5 —
13th 10 +10 +3 +10 +6 15 5 —
14th 11 +11 +3 +10 +7 17 6 —
15th 12 +12 +4 +12 +7 18 6 Ability score increase
16th 12 +12 +4 +12 +8 19 6 —
17th 13 +13 +4 +14 +8 20 6 —
18th 14 +14 +4 +14 +9 21 6 —
19th 15 +15 +5 +14 +9 23 7 —
20th 15 +15 +5 +16 +10 24 7 —

Base Forms
Each mechagolem has one of three base forms that determine its starting size, speed, AC, attacks, and ability scores. All natural attacks are made using the mechagolem’s full base attack bonus unless otherwise noted (such as in the case of secondary attacks). Mechagolem slam attacks add 1-1/2 times the mechagolem’s Strength modifier to the damage roll. If the mechagolem gains additional attacks due to extra limbs, a tail, etc., it adds only its Strength modifier. These base forms also note any free upgrades that base form possesses. The bonuses from these free upgrades are already factored into the starting statistics. A mechagolem commander may select from either the biped, quadruped, or serpentine base forms, and are similar to those listed in the eidolon description of the Advanced Player’s Guide (see p. 60), but use the statistics listed below. The mechagolem commander may also select the new arachnid base for listed below. A mechagolem commander cannot select the aquatic base form.

Alternatively, any one of these base forms can be used to make a Small mechagolem. If the mechagolem is Small it gains a +2 bonus to its Dexterity score and a –4 penalty to its Strength. The mechagolem’s bonus hit points are reduced to 10. It also gains a +1 size bonus to its AC and attack rolls, a –1 penalty to its CMB and CMD scores, a +2 bonus on its Fly skill checks (if they have one), and a +4 bonus on its Stealth skill checks. Reduce the damage of all of its attacks by one step (1d6 becomes 1d4, 1d4 becomes 1d3). If this choice is made, the mechagolem can be made Medium whenever the mechagolem commander can change the mechagolem’s upgrade pool (which causes it to lose these modifiers for being Small)

Biped
Alternate Starting Statistics: Size Medium; Speed 20 ft.; AC +2 armor bonus; Saves bad; Attack 1 slam (1d8); Ability Scores Str 16, Dex 12, Con —, Int 3, Wis 10, Cha 11; Free Upgrades limbs (arms), limbs (legs), slam.

Quadruped
Alternate Starting Statistics: Size Medium; Speed 30 ft.; AC +2 armor bonus; Saves bad; Attack 1 slam (1d8); Ability Scores Str 14, Dex 14, Con —, Int 3, Wis 10, Cha 11; Free Upgrades limbs (legs) (2), slam.

Serpentine
Alternate Starting Statistics: Size Medium; Speed 20 ft., climb 20 ft.; AC +2 armor bonus; Saves bad; Attack 1 slam (1d8), tail slap (1d6); Ability Scores Str 12, Dex 16 Con —, Int 3, Wis 10, Cha 11; Free Upgrades climb, reach (slam), slam, tail, tail slap.

Upgrades:

Like a summoner’s eidolon, a mechagolem receives a number of points that can be spent to give the mechagolem new abilities, powers, and other upgrades. These abilities are called upgrades, not evolutions, and can be changed whenever the mechagolem commander gains a new level, but they are otherwise set. Some upgrades require that the mechagolem have a specific base form or the mechagolem commander be of a specific level before they can be chosen. A number of upgrades grant the mechagolem additional natural attacks.

A mechagolem may select any evolution listed in the Advanced Player’s Guide or Ultimate Magic as an upgrade. Unless otherwise noted here, an upgrade functions exactly like the evolution of the same name. Due to the mechagolem’s nature, the following evolutions have no effect and cannot be added to the mechagolem as an upgrade: channel resistance, gills, incorporeal form, keen scent, scent, swim, undead appearance, and unnatural aura.

The following list includes new upgrades specific to the mechagolem commander multiclass archetype or rule changes to existing ones.

1-Point Upgrades
The following upgrades cost 1 point from the mechagolem’s upgrade pool.

Improved Speed (Ex): One of the mechagolem’s movement modes increases by +10 ft. This upgrade can be selected more than once. Its effects do stack. It can only be applied once to the mechagolem’s speed mode, plus 1 additional time for every 6 levels the mechagolem commander possesses.

Master’s Voice (Ex): The mechagolem commander can use the mechagolem to project his vocalizations. The mechagolem appears to speak, but uses the voice and words of the mechagolem commander. The mechagolem commander can control the volume of his vocalizations as normal.

Piercing Attack (Ex): The mechagolem’s slam attack deals piercing damage instead of bludgeoning damage.

Resourceful (Ex): The mechagolem has a hidden compartment built directly into its chassis. Each compartment can create a single tool worth no more than 25 gp per mechagolem commander level each day. This tool is a temporary item, created inside the mechagolem to make mundane situations easier for his master. This evolution can be selected multiple times. Each time it is chosen it adds one additional compartment to the mechagolem. The mechagolem commander must be at least 6th level before selecting this upgrade.

Slashing Attack (Ex): The mechagolem’s slam attack deals slashing damage instead of bludgeoning damage.

2-Point Upgrades
The following upgrades cost 2 points from the mechagolem’s upgrade pool.

Armored Conveyance (Ex): The mechagolem commander can enter a small chamber within the mechagolem through a hatch somewhere upon its form. The chamber is only large enough for the mechagolem commander or another creature of the same size to sit comfortably. While inside the mechagolem, the mechagolem commander is protected from harm and cannot be the target of spells or effects. All effects and spells currently targeting the mechagolem commander are suspended until the mechagolem commander emerges from the mechagolem (although durations continue to expire). The chamber provides the mechagolem commander safe place, keeping him out of harm’s way as the mechagolem fulfills its master's commands. It requires a full round action to enter or emerge from the mechagolem. The mechagolem commander may only cast touch spells and those that target either him or the mechagolem while within the chamber. The mechagolem commander must use his mechagolem to deliver his touch spells. The mechagolem’s battle commands ability works normally. If the mechagolem is sent to its home plane while carrying a creature or a load, its contents are immediately ejected, taking 4d6 points of damage. The creature is also stunned for 1 round. The mechagolem must have the mount upgrade and be at least one size larger than its mechagolem commander to select this upgrade.

Cleaving Attack (Ex): The mechagolem can make a single attack against a foe within reach. If it hits, it deals damage normally and can make an additional attack against a foe that is adjacent to the first and also within reach. The mechagolem can only make one additional attack per round. The mechagolem also takes a –2 penalty to its Armor Class until its next turn. This upgrade functions exactly like the Cleave feat. The mechagolem commander must be at least 7th level before selecting this upgrade.

Elemental Aura (Ex): The mechagolem’s body generates an intense aura of elemental energy, dealing 1d4 points of damage with its touch. Creatures attacking a mechagolem with unarmed strikes or natural weapons take this same energy damage each time one of their attacks hits. This damage increases to 1d6 once the mechagolem commander reaches 8th level. The mechagolem commander must be at least 4th level before selecting this upgrade.

Gear Grind (Ex): The mechagolem can open a section of his chassis at will. As a standard action, the mechagolem can attempt a grapple combat maneuver once per round. If the grapple is successful, the opponent takes 1d6 points of bludgeoning damage +1 point of damage per Hit Dice of the mechagolem from the exposed rotating gears. The mechagolem commander must be at least 11th level before selecting this upgrade.

Haste (Su): After it has engaged in at least 1 round of combat, a mechagolem can haste itself once per day as a free action. The effect lasts 3 rounds and is otherwise the same as the spell. This upgrade is exactly like the clay golem’s haste ability. The mechagolem commander must be must be at least 5th level before selecting this upgrade.

Lesser Breath Weapon (Su): The mechagolem learns to exhale a cone or line of magical energy, which is usually reflected in its elemental spirit, gaining a breath weapon. Select either acid, cold, electricity, fire, or sonic. The mechagolem can breathe a 30-foot cone (or 60-foot line) that deals 3d6 points of damage of the selected type. Those caught in the breath weapon can attempt a Reflex save for half damage. The DC is equal to 10 + 1/2 the mechagolem’s HD + the mechagolem’s Strength modifier. The mechagolem can use this ability once per day. The mechagolem can use this ability 1 additional time per day by spending an additional 1 upgrade point (maximum 3/day). The mechagolem commander must be at least 9th level before selecting this upgrade.

Shifting Plates (Ex): As a swift action, the mechagolem can alter his shell’s makeup, allowing it to change the damage type of natural attacks to bludgeoning, slashing, or piercing. This evolution can be selected multiple times. Each time it is chosen it changes the damage type to a different natural attack. The mechagolem commander must be at least 6th level before selecting this upgrade.

Silent Gears (Ex): The mechagolem’s internal mechanisms no longer reverberate with grinds and whirls when it moves. Its gears and joints are under the constant effects of a silence spell and gains a +4 bonus to all Stealth checks.

Slow (Su): The mechagolem can use a slow effect, as the spell, as a free action once every 2 rounds. The effect has a range of 10 feet in a burst centered on the mechagolem and a duration of 7 rounds, requiring a DC 17 Will save to negate. The save DC is Constitution-based. This upgrade is exactly like the clay golem’s slow ability. The mechagolem commander must be must be at least 7th level before selecting this upgrade.

3-Point Upgrades
The following upgrades cost 3 points from the mechagolem’s upgrade pool.

Cold Iron (Ex): The mechagolem’s form becomes composed of cold iron and its natural attacks are treated as cold iron for the purpose of bypassing damage reduction. The mechagolem continues to have a hardness of 10. The mechagolem commander must be at least 11th level before selecting this upgrade.

Deadly Critical (Ex): The mechagolem increases the threat multiplier for one natural attack by 1. Its effects do not stack. Each time a mechagolem selects this upgrade, it applies to a different natural attack. The mechagolem commander must be at least 9th level before selecting this upgrade.

Exoskeleton (Ex): The mechagolem’s external structure becomes stronger and more resilient. The mechagolem gains a +4 enhancement bonus to its Armor Class and DR 5/–.

Final Destruction (Ex): When reduced to 0 hit points, the mechagolem shatters in an explosion of jagged shards of metal and gears. All creatures within a 10-foot burst take 6d6 points of slashing damage; a DC 19 Reflex save halves the damage. The save DC is Constitution-based. The mechagolem commander must be at least 13th level before selecting this upgrade.

Focused Critical (Ex): The mechagolem gains a +4 bonus on attack rolls to confirm critical hits. Its effects do not stack. Each time a mechagolem selects this upgrade, it applies to a different natural attack. The mechagolem commander must be at least 9th level before selecting this upgrade.

Limited Intelligence (Ex): The mechagolem develops a greater spark of consciousness that, while still unable of independent thought, gives it a limited control on its own functions. The mechagolem is able to record and relate messages, describe it surroundings, switch itself on and off, and change its ongoing routine without its mechagolem commander’s command. It still can’t take actions outside its programmed routines.

Noxious Breath Weapon (Su): As a free action once every 1d4+1 rounds, the mechagolem can exhale a 10-foot cube of gas. This gas cloud persists for 1 round; any creature within the area when the mechagolem creates it (as well as any creature that passes through the cloud during the remainder of that round) is exposed to the cloud’s poisonous effects. This poison is magically created each time the mechagolem uses this power. Breath weapon—inhaled; save Fort 19; frequency 1/round for 4 rounds; effect 1d4 Constitution damage; cure 2 saves. The save DC is Constitution-based. This upgrade is exactly like the iron golem’s breath weapon ability. The mechagolem commander must be must be at least 11th level before selecting this upgrade.

Powerful Blows (Ex): The mechagolem inflicts -1/2 times its Strength modifier and threatens a critical hit on a 19–20 with its slam attack. This upgrade does not stack. This upgrade is exactly like the iron golem’s powerful blows ability. The mechagolem commander must be must be at least 9th level before selecting this upgrade.

Tricky Gears (Ex): The mechagolem can use one of its natural attacks to deal damage like a thrown weapon with a 15-foot range, effectively functioning as if it had the throwing and returning weapon special abilities. This is natural attack does not have reach. This evolution can be selected multiple times. Each time it is chosen it applies to a different natural attack. The mechagolem commander must be at least 11th level before selecting this upgrade.

4-Point Upgrades
The following upgrades cost 4 points from the mechagolem’s upgrade pool.

Breath Weapon (Su): The mechagolem adds sonic to the list of energy types it can select. This otherwise functions like the eidolon upgrade of the same name.

Combine Forms (Ex): Once mechagolem can join its form with another mechagolem with the same upgrade to create a more powerful mechagolem. Multiple mechagolems can combine their forms, as long as each mechagolem has the combine form upgrade. While combined, one of the mechagolem’s commanders must be chosen as the “team leader”. The combined mechagolems then use the team leader’s mechagolem’s base form and obey his orders. Some combined forms maintain the same team leader, while others change their team leader often. For each mechagolem added to the team leader’s mechagolem, the combined form’s Hit Dice, base attack bonus, saves, armor bonus, Strength/Dexterity bonus, upgrade pool, and maximum attacks increase by 1. It also increases by one size category above that of the team leader’s mechagolem. Each mechagolem commander participant (except the team leader) must expend one use of his resolve every two rounds the combined form is maintained. If one of the mechagolem commander’s expends all his resolve or loses consciousness, the combined form immediately ends, and all mechagolem commanders are fatigued for 1 round for each round the combined form was maintained. The mechagolem commander must be at least 13th level before selecting this upgrade.

Heavy Chassis (Ex): The mechagolem’s internal structure becomes heavier, stronger, and more resilient. The mechagolem’s hit points increase by 20, it gains a +2 enhancement bonus to Strength, and a +4 bonus to its CMD against any bull rush, drag, grapple, overrun, reposition, or sunder attempts.

Large (Ex): The mechagolem does not gain the listed Constitution bonus, due to its lack of a Constitution score. This otherwise functions like the eidolon upgrade of the same name.

Mithral (Ex): The mechagolem’s form becomes composed of mithral, is considered to weigh half its normal weight, and gains a hardness of 15. The mechagolem’s natural attacks are treated as silver for the purpose of bypassing damage reduction. The mechagolem commander must be at least 13th level before selecting this upgrade.

If 6 additional upgrade points are spent, the mechagolem’s form becomes composed of adamantine and gains a hardness of 20. The mechagolem’s natural attacks are treated as adamantine for the purpose of bypassing damage reduction. The mechagolem must have selected the mithral upgrade. The mechagolem commander must be at least 16th level before selecting this upgrade.

Self-Destruction (Su): When reduced to 10% its total hit points or less but still above 0, the mechagolem self-destructs on its next turn, bursting in an explosion of metal scraps and steam that deals 12d6 points of slashing damage plus 12d6 points of fire damage to all creatures within a 20-foot-radius burst. A successful DC 24 Reflex save halves the damage. The save is Constitution-based. The mechagolem commander must be at least 16th level before selecting this upgrade.


# BLOODFUSED HEMATOLOGIST

@ Infused Bloodline

Bloodline spells - many bloodlines contain spells that cannot be turned into infusions. Basically only spells that targets creatures and that are harmless are suitable as infusions. A small minority of bloodline spells match this. You can add other abilities, but you need to explain how you use them with alchemy.

@ Kukri

The kukri is originally a sacrificial knife, specially designed to cut the necks of goats. It is used like an axe and cuts the spinal collumn from above, resulting in instantaneous death. Sure, from a good blow the arteries are severed as eell, allowing the blood to flow over the altar (yes, they still do this in India), but I doubt this is the kind of exsanguination you were thinking about. See photo.


# Mechagolem Pilot (Original Version)

As an old anime fan, I like the idea of a mechagolem pilot, tough it obviously will be hard to balance. The very idea of the mecha genre is to have fighting avatars that set the heroes and villains apart from ordinary people. Sure, d20 adventurers are a breed apart already, but with mecha, you take this one step further.

Another point of the mecha gengre is that once your mecha is destroyed, you are essentially out of the fight. THis creates a whole slew of opportunities for plots, and also makes the characters kind of immortal - just get yourself another mech and you are back in the fight.

If I made a mechajock class to be sued in normal d20, I think I'd make it a Summoner with 1/2 BAB and even more focus on the eidolon. That is, the eidolon fights and the character is its pilot/mechanic/master but not himself a fighter. While building it on a Samurai framework makes sense culturally, the fighting abilities of the samurai seem beside the point here. A mechagolem pilot like this one who has his mecha destroyed still fights as well as a NPC-class warrior, and the samurai order even forces him to not retreat. I feel this clashes heavily with how mecha work in anime.

@ Order of the Majin
"Never retreat before an enemy you challenged, or one who challenged you. Search to fight one–on–one when possible, refusing anyone’s aid except your mechagolem’s." The first part of this is a death sentence, the second is bound to create trouble in your team whenever you fight a single powerful opponent. Even looking at a non-mechagolem samurai, this is not a good edict. For a mechagolem pilot, you should definitely be allowed to concede/withdraw once your golem is defeated.

The challenge benefit is also odd: +1 CMB intimates the gloem is supposed to grab/trip the target while the pilot chops up the helpless target? Not very Bushido.

@ Mechagolems
I find that the construct advantages are not overpowered at all. They are neatly balanced by the fact that this is a physical creature, not one you can handily summon and dismiss. In many situations, you are unlikely to have it around.

One balancing feature I kind of like even if it is a bother, is that your mechagolem regenerates. As a golem, I suppose it is heavy, too heavy for you to carry when it is defeated. That means that if you actually lose a battle and retreat, the opposition has your mechagolem, forcing you to either liberate it or ransom it.

The routines thing is cute, but I'd personally not bother with it. Other similar constructs, such as Shield Guardians, do not have this. I think Bardess has a fondness for it and won't protest its inclusion, but it could perhaps be made more of an option than something mandatory.

# MECHAGOLEM COMMANDER (Elghinn's version)

While more elegantly described, this is an entirely different concept in that it summons it's mecha. This makes much of my balance discussion from above moot. If Bardess is happy with this, by all means go ahead, but if Bardess thinks this is too different, I'd respect her descision.

This version integrates the golem and commander better, making them a fighting team and thus giving a purpose to the characters full BAB. It is also much easier to incorporate in a standard adventuring team, as the eidolon cannot be lost. The order still has the same troubles as above.


Starfox wrote:

# BLOODFUSED HEMATOLOGIST

@ Kukri - See photo.

This might not be a good photo for sensitive people to see - there is violence to animals and some animal blood.


#Mechagolem commander,
I wouldn't mind seeing a transformation upgrade (4points) that lets your mechagolem change to its other base form as a full round action. I know it would need some steep level requirements, but tell me you dont want a transformer.


So many changes, I'd have to take some time to review it bit by bit. One thing I can say is that I liked the golem to be an actual construct, maybe created from ancient or mysterious occult mechanics. Plus, I kept the magic evolutions in order to simulate mecha's energy attacks.
Ah, Christos is right about the transformer.^^


@Bardess
Take a good look over the Mechagolem and Commander. As always, I'm open to reworking things towards what you really want, even if it is a non-summoned construct from 1st level. As always, I try to build within the rules of Pathfinder, but I am always willing to bend and stretch them. This one is a tough one to find all the right balances between the various aspects of a permanent or summoned creature, and the rest of the class features and swaps.

So, Bardess, let me know what you like and what you'd like changed. It won't hurt my feelings. The point as always is to try to get as close to what you want for this MCA. Just remember there are certain strictures as always tied to the PF rules.

Another balancer we could look at is Size restrictions, say, the mechagolem must be Small at the start, can make it Medium by 4th, Large by 8th, and is wanting to, Huge by 12th? Just an idea.

The 4 point "transformer" ability is a good idea.


yay, i helped...admittedly for selfish reasons. hello new bbeg ;)
edit: what if it was a clockwork subtype standard but upgrades could remove it, sort of showing an advancement in technology?


Second and Third Forms are good ideas, but maybe they should be optional upgrades. Not every Commander could want to change their golem's form.


So, start it as a nearl a clockwork construct (but not with the full construct tpe). Give it clockwork subtype, plus the constructed racial ability, then have it upgradable?

Or another thought which might be doable, and allow for the nonsummoned construct that Bardess was afeter, is to make it truly linked to the Mechagolem Commander's life force. As he levels, it becomes easier to control, and its the commander's life force that allows it to evolve, until eventually it becomes a true construct with, perhaps the commander's spriti inhabiting the mechagolem? Or it gains its own elemental spirit. The mechagolem has a spark, but is completely inert unless commanded by a mechagolem commander. So, if he goes unconscious or dies, the mechagolem becomes inert and helpless. While linked of course, it draws upon the commander's life force to regenerate like a bonded item does.

1) A mechagolem is a gift from the Commander's ruling lord. It is a completely inert shell at 1st level, and as long as its linked to the Commander via its ring or whatever, it is powered by the Mechagolem Commander's life force, instead of the usual elemental spirit that powers a golem.

2) I requires commands from its commander, and if not commanded otherwise, it continues doing its previous action untl commanded otherwise.

3) Commander dies/unconscious = inert mechagolem

4) We could have it with the construct type, and is the same size as the commander (Small or Medium) at 1st, able to make it Medium/Large at 4th, Huge at 8th, just to limit when such upgrades can happen, also helping with balance.

5) Commander needs to use his standard or move action to give commands each round (or if he choose not to, it continues on with its current action), improve to a move/swift action, and perhas a swift/free action as he levels, freeing him up to do more in a round? Limits some of the action economy of the Commander for getting his construct at 1st, but there should be some cost to being able to use a construct at 1st level. Essentially, you full attack on your round or you command your golem as a standrad of move action. I'm think move action, so that he can at least command and get in 1 attack each round. Makes for more limiting play, but also strategy can come into play on using your different action types each round.

With this approach, I thikn we can get Bardess what she wants, a construct at 1st, and it can be crafted by mystic metallurgists and wizards. Maybe even give it a "curse" or something to also help balance things. Not an oracle's curse, but something similar to the cursed item info, a penalty for chooseing to obtain such power at a low level.

This would also make it more different from the Cloockwork MAge or Clockwork Eidolon.


Bardess wrote:
Second and Third Forms are good ideas, but maybe they should be optional upgrades. Not every Commander could want to change their golem's form.

We could tie those into the the "transformer" suggestion. Allow it to be taken multiple times, and each time the commander can change the mechagolem into another base form. Pehaps base it off of the transmogrify spell, asn this MCA gets no spells, but that would allow it to change base form and assign new upgrades immediately. Full-round action or 1 minute may be good to do that? Pehaps even make it a once per day upgrade, transform into each one of its alternate form and back to its original once per day. Sort of like how wild shape functions too. Then, the commander can have already stated alternated made as a player.

This would also free up the Greater resolve and True resolve abilities for the MCA. A bit more samurai back into the thing. Again, swaps will depend on that and balance. Maybe swap out two challenge incremenst instead of the Greater adn True resolve? We'll see.

Bardess, its on you as to which way you want to go. I can rebuild this as a constant, nonsummoned construct with drawback to the commmander, and eventual evolution into a true construct with its own elemental spirit. I just need to know where you want me to go with it.


I like the approach. The bonded command object some of the guys proposed is also a great idea.
I'd insist on the Order of the Majin as mandatory fort the Commander too.


Another thought.

We could start the mechagolem as an animated object (see spell), nothing but an inanimate shell that must be constrolled to do anything (concentration checks perhaps?).

As the commander levels, the mechagolem draws more and more life force energy from its commmander, through its link, to begin fueling and building it's own "elemental spirit" to power itself.

Then at a certain level it gains some semblance of self control, until eventually it becomes a true construct with its own elemental spirit, derived from the constant but gradual siphoning of the commander's life force. This siphoning should cause some drawback, but not necessarily something huge. Perhaps the Commander becomes fatigued after combat for a number of rounds equal to the rounds the mechagolem has spent in combat? Sot of like the effects of rage on a barbarian. I think I like this. That way the effect is out of combat, but could also affect him if combat were to start up again. Just running around with the mechagolem doesn't drain him, just when its involved in strenuous actions, such as combat, or or it is required to maintain some action for a long period of time, such as holding an iron gate up, or whatever.

I think a combination of my last few posts would get Bardess what she wants within the established rules.


I think so too. Let's think about it. ^^


Since I'm in the queue for another MCA concept, you guys mind when it gets to my turn I throw the Antipaladin/Druid concept at you guys before the current Alchemist/Paladin idea?

after working it over with @Browman I think it's a more viable and stable idea right now, and perhaps a little more fun and inventive~


Tyrannical wrote:

Since I'm in the queue for another MCA concept, you guys mind when it gets to my turn I throw the Antipaladin/Druid concept at you guys before the current Alchemist/Paladin idea?

after working it over with @Browman I think it's a more viable and stable idea right now, and perhaps a little more fun and inventive~

Yup, I've just swap them around in the queue. You can always swap around what concept you want to present, its really just a place holder for your concept, what you want to present is up to you.


Elghinn Lightbringer wrote:
Tyrannical wrote:

Since I'm in the queue for another MCA concept, you guys mind when it gets to my turn I throw the Antipaladin/Druid concept at you guys before the current Alchemist/Paladin idea?

after working it over with @Browman I think it's a more viable and stable idea right now, and perhaps a little more fun and inventive~

Yup, I've just swap them around in the queue. You can always swap around what concept you want to present, its really just a place holder for your concept, what you want to present is up to you.

Awesome! Thanks for that


Since we're reviewing a summoner-type class, just a quick suggestion;

As there's MCAs listed with things like Alchemist (Bombs) and Cleric (nonevil), could we perhaps incorporate this for Summoners? so we could list them with perhaps something like this?

Summoner (Eidolon)
Summoner (Summons)
Summoner (Synthesist)

I feel as though it may make some things clear when listing MCAs such as the Primal Caller and Primal Avatar.


Tyrannical wrote:

Since we're reviewing a summoner-type class, just a quick suggestion;

As there's MCAs listed with things like Alchemist (Bombs) and Cleric (nonevil), could we perhaps incorporate this for Summoners? so we could list them with perhaps something like this?

Summoner (Eidolon)
Summoner (Summons)
Summoner (Synthesist)

I feel as though it may make some things clear when listing MCAs such as the Primal Caller and Primal Avatar.

Yes, that could be done.

Grand Lodge

Hey guys,
I have nothing to contribute, but I just wanted to pop in here and say that I really enjoy all these archetypes. I'm impressed by all the creativity you guys have churned out the past couple of years. Well done!


Diodric wrote:

Hey guys,

I have nothing to contribute, but I just wanted to pop in here and say that I really enjoy all these archetypes. I'm impressed by all the creativity you guys have churned out the past couple of years. Well done!

Even if you don't contribute any MCA ideas feel free to help refine anything that is worked on, every extra set of eyes helps make them more balanced.


Browman wrote:
Diodric wrote:

Hey guys,

I have nothing to contribute, but I just wanted to pop in here and say that I really enjoy all these archetypes. I'm impressed by all the creativity you guys have churned out the past couple of years. Well done!
Even if you don't contribute any MCA ideas feel free to help refine anything that is worked on, every extra set of eyes helps make them more balanced.

Welcome Diodric! And what Browman said is true. Every additional view point helps refine and balance individual MCAs. Feel free to comment on current MCas of those down the line.


OK, here's the reworked (again) Mechagolem Commander.

SWAPS
Mount, demanding challenge = Mechagolem
Weapon expertise = Puissant eidolon
Mounted archer = Shield ally
Banner = Encouraging critical
Bonus feat (6) = Mechagolem ascension I
Honorable stand = Greater shield ally
Bonus feat (12) = Mechagolem ascension II
Greater banner = Greater encouraging critical
Bonus feat (18) = Mechagolem ascension III
Last Stand = Lasting spark

MECHAGOLEM COMMANDER v.3:

At times, the noblest of samurai choose not to bond with a mere mount, nor do they enter battle against usual enemies. Born in lands or times where the sciences and magic blend, or where divine powers are needed to defeat supernatural menaces, the mechagolem commander specializes in the arduous art of controlling the mysterious constructs that some call the majin or mechagolems. These mechagolem commanders fight alongside these majestic creatures or pilot them from the inside when their bond becomes strong enough. Evil outsiders, invader aberrations from the outer worlds, and mischevious demigods have learned to recognize and fear the mechagolem’s power and that of their masters.

Primary Class: Samurai.
Secondary Class: Summoner.
Alignment: Any.
Hit Dice: d10.

Bonus Skills and Ranks: The mechagolem commander may select three summoner skills to add to his class skills in addition to the normal samurai class skills, one of which must be Spellcraft. The mechagolem commander gains a number of ranks at each level equal to 2 + Int modifier.

Weapon and Armor Proficiency: The mechagolem commander is proficient with all simple and martial weapons, plus the katana, naginata, and wakizashi. The mechagolem commander is proficient with all types of armor (heavy, light, and medium), and with shields (except tower shields).

Mechagolem: A mechagolem commander begins play with a powerful but limited construct called a mechagolem. The mechagolem commander then forms a link with the mechagolem through a bonded item using his own life force. This link allows him to maintain complete control over the mechagolem (see Commander’s Link in the Mechagolem description). This link imbues the mechagolem with mobility and a semblance of life that is similar in effect to the animate objects spell. While a mechagolem is considered an animated object, it is treated as having the same alignment as the mechagolem commander that controls it and understands all of his languages.

The mechagolem’s Hit Dice, saving throws, and abilities are tied to the mechagolem commander’s level and increase as the mechagolem commander gains levels. In addition, each mechagolem receives a pool of upgrade points, based on the mechagolem comander’s level, that can be used to give the mechagolem different abilities and powers. Whenever the mechagolem commander gains a level, he must decide how these points are spent, and they are set until he gains another level of mechagolem commander.

A mechagolem commander maintains control of his mechagolem as long as the link is in effect. Doing so requires a free action each round to maintain. However, maintaining control during combat is taxing on the mechagolem commander. When a mechagolem enters combat, the mechagolem commander requires a standard action (instead of a free action) to control or command the mechagolem. When combat ends, the mechagolem commander is shaken for a number of rounds equal to the number of rounds the mechagolem has spent in combat. A mechagolem can engage combat multiple times during a single encounter while the mechagolem commander is shaken, but the rounds for being shaken from subsequent combat rounds stack.

If a mechagolem commander is conscious but rendered unable to give commands (dazed, frightened, etc.), a mechagolem usually follows its last instruction to the best of its ability, though if attacked it returns the attack. The mechagolem commander can give the golem a simple command to govern its actions in his absence, or can order the mechagoelm to obey the commands of another, but the mechagolem's commander can always resume control by commanding the mechagolem to obey him alone.

A mechagolem immediately becomes inert and helpless if the mechagolem commander become unconscious, fall asleep, or is killed, and remains so until the commander regains consciousness. It takes 1 minute to reactivate a dormant mechagolem, but a mechagolem commander can deactivate an active mechagolem as a standard action if the need should arise.

Crafted by mystic metallurgists and powerful wizards and presented to the mechagolem commander, the mechagolem’s physical appearance is always that of a metal or stone construct-like creature of its base form, although color, minor decorations, and texture are determined by the mechagolem commander. The mechagolem also bears a glowing rune that is identical to a rune that appears on the mechagolem commander’s bonded item as long as the mechagolem is bonded to him. While this rune can be hidden through mundane means, it cannot be concealed through magic that changes appearance, such as alter self or polymorph (although invisibility does conceal it as long as the spell lasts).

A mechagolem that is reduced to 0 or lower hit points, but is not destroyed, gains the broken condition and heals at the rate of 1 hit point per minute. The mechagolem must be fully healed before the broken condition is removed. While in this broken condition, the mechagolem is considered a weapon, and armor for the purpose of determining penalties related to attacks and AC. This healing effect doe not function when the mechagolem is destroyed. The mechagolem is destroyed when reduced to a number of negative hit points equal to or greater than the mechagolem commander’s Constitution score.

Should the mechagolem be destroyed, the mechagolem commander does not gain a replacement mechagolem for 30 days or until he gains a mechagolem commander level, whichever comes first. During this 30-day period, the mechagolem commander takes a –1 penalty on attack and weapon damage rolls.

As the mechagolem is considered a construct, the following spells have the normal effects upon the mechagolem: call construct, control construct, make whole, rapid repair, soothe construct, and unbreakable construct. This ability replaces mount and demanding challenge.

Order (Ex): This is exactly like the samurai ability of the same name, except that the mechagolem commander must choose the new Order of the Majin.

Resolve: This exactly like the samurai ability of the same name, except that the mechagolem commander can also spend uses of his resolve to do the following.

Regenerate Golem (Su): As a standard action, the mechagolem commander can spend one use of his resolve to sacrifice a number of his own hit points up to his level. These hit points are then transferred to his mechagolem. The mechagolem commander cannot use this ability if he has 1 hit point remaining or less, nor can he exceed the mechagolem’s maximum number of hit points through the use of this ability.

Puissant Construct (Ex): At 3rd level, the mechagolem commander selects one of his mechagolem’s weapons or natural attacks. Whenever the mechagolem threatens a critical hit with the selected weapon or natural attack, it gains a +2 bonus on the confirmation roll. In addition, 1/2 the mechagolem commander’s levels in any class that grants an animal companion or mount stack with his mechagolem commander levels for the purposes of determining his mechagolem’s abilities. This ability replaces weapon expertise.

Encouraging Critical (Ex): At 5th level, the mechagolem commander’s way of fighting is an example for his allies. Whenever the mechagolem commander his mechagolem delivers a critical hit against a foe, all allies within 60 feet that can see and hear them gain a +2 morale bonus to one saving throw of their choice until the end of combat. At 10th level, and every five levels thereafter, this bonus increases by +1. This ability replaces banner.

Shield Ally (Ex): At 4th level, a mechagolem commander gains the summoner’s shield ally ability. This ability replaces mounted archer.

Mechagolem Ascension (Ex): At 6th level, a mechagolem has siphoned enough of the mechagolem commander’s to begin its transformation into a true construct. The mechagolem gains a +2 enhancement bonus to Wisdom, and the mechagolem commander now requires a move action to control or command the mechagolem in combat. The mechagolem can also place itself on standby as a standard action. While on standby, a mechagolem cannot move or take any actions. It remains aware of its surroundings but takes a –\4 penalty on Perception checks. A mechagolem can exit standby as a swift action—if it does so to initiate combat, it gains a +4 racial bonus on its Initiative check.

At 12th level, a mechagolem gains an additional +2 enhancement bonus to Wisdom, and the mechagolem commander now requires a swift action to control or command the mechagolem in combat. It can also receive specific commands from its mechagolem commander as a standard action. During combat, a mechagolem commander can name specific attacks or powers to use (a weapon attack, a spell–like ability, a natural attack, etc.). This grants the mechagolem a +2 competence bonus on all dice rolls for 1 round (attack and damage rolls, save DC, saving throws, skill checks, and so on).

At 18th level, a mechagolem gains its final +2 enhancement bonus to Wisdom, and gains bonus hit points as a construct, according to its size (see Table: Construct Size and Bonus hit Points). It also gains DR 5/magic. This ability replaces bonus feats.

Greater Shield Ally (Ex): At 11th level, a mechagolem commander gains the summoner’s greater shield ally ability. This ability replaces honorable stand.

Greater Encouraging Critical (Ex): At 14th level, all allies within 60 feet of the mechagolem commander or his mechagolem when they deliver a critical hit against a foe gain a +2 morale bonus on all saving throws against charm and compulsion spells and effects until the end of combat. In addition, in the round following to the critical hit, the mechagolem commander can spend a standard action to issue an encouraging shout of encouragement, granting all allies within 60 feet that can see and hear him an additional saving throw against any one spell or effect that is targeting them. This save is made using the spell’s or effect’s original DC. Spells and effects that do not allow saving throws are unaffected by this ability. An ally cannot benefit from this ability more than once per day. This ability replaces greater banner.

Lasting Spark (Ex): At 20th level, a mechagolem is no longer tied to the mechagolem commander’s life force. Instead, it now has its own life force equivalent to the elemental spirit of a true construct. The mechagolem gains DR 10/magic and DR 5/adamantine. In addition, if the mechagolem is destroyed, it can reassemble itself and heal 1 hit point per minute. Once its hit points are 1 hit point or higher, it loses the broken condition and can function normally. This ability replaces last stand.

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

1st +1 +2 +0 +0 Challenge 1/day, mechagolem, order, resolve
2nd +2 +3 +0 +0 Order ability
3rd +3 +3 +1 +1 Puissant construct
4th +4 +4 +1 +1 Challenge 2/day, shield ally
5th +5 +4 +1 +1 Encouraging critical
6th +6/+1 +5 +2 +2 Mechagolem ascension I
7th +7/+2 +5 +2 +2 Challenge 3/day
8th +8/+3 +6 +2 +2 Order ability
9th +9/+4 +6 +3 +3 Greater resolve
10th +10/+5 +7 +3 +3 Challenge 4/day
11th +11/+6/+1 +7 +3 +3 Greater shield ally
12th +12/+7/+2 +8 +4 +4 Mechagolem ascension II
13th +13/+8/+3 +8 +4 +4 Challenge 5/day
14th +14/+9/+4 +9 +4 +4 Greater encouraging critical
15th +15/+10/+5 +9 +5 +5 Order ability
16th +16/+11/+6/+1 +10 +5 +5 Challenge 6/day
17th +17/+12/+7/+2 +10 +5 +5 True resolve
18th +18/+13/+8/+3 +11 +6 +6 Mechagolem ascension III
19th +19/+14/+9/+4 +11 +6 +6 Challenge 7/day
20th +20/+15/+10/+5 +12 +6 +6 Lasting spark

MECHAGOLEM Revised:

Mechagolems are constructs whose bodies are constructed from metal or stone mechanisms and given a semblance of life through its mechagoelm commander’s own life force. Mechagolems are constructs that remain inanimate and completely inert until they are bonded with a mechagolem commander, allowing them to act, move, and over time, evolve into a true construct. A mechagolem is considered a construct for the purpose of what types of spell affect it. Mechagolems have the base statistics as shown on the Mechagolem Base Statistics table. These base statistics can be modified by the mechagoelm’s base form and upgrade pool.

MECHAGOLEM ABILITIES
A mechagolem’s abilities are determined by the mechagolem commander’s level and by the choices made using its upgrade pool. Table: Mechagolem Base Statistics determines many of the base statistics of the construct. Each mechagolem possesses a base form that modifies these base statistics. A mechagolem’s qualities are similar to those described in the Eidolons description block of the Advanced Player’s Guide, except with the following changes.

Hit Dice: This is the total number of 10-sided (d10) Hit Dice the mechagolem possesses.

Bad Saves: These are the mechagolem’s base saving throw bonuses. A mechagolem only possessesbas saves, regardless of the creature’s base form.

Ability Scores: A mechagolem only has an Intelligence of 3 (but gains no penalties or bonuses due to its score), allowing it to receive simple commands, and eventually more complex commands at a higher level. A mechagolem also has no Constitution score. However, due to the bond with its commander, a mechagolem gains bonus hit points per Hit Die equal to its mechagolem commander’s Constitution modifier (if positive).

Skills: A mechagolem gains no skills. However, a mechagolem can attempt any untrained skill using the mechagolem commander’s ranks an ability modifiers. In addition, a mechagolem can always use the aid another action to assist its mechagolem commander with any Strength-based skill checks.

Feats: A mechagolem gains no feats.

Armor Bonus: The mechagolem has only an armor bonus, and cannot split this amount between an armor bonus and a natural armor bonus.

Upgrade Pool: The mechagolem uses upgrades, not evolutions to enhance itself. The clockwork gains a number of upgrade points at each level, as indicated on Table: Mechagolem Base Statistics. The mechagolem’s upgrades otherwise function exactly like evolutions.

Special: This includes a number of new abilities gained by all mechagolems as they increase in power, some that replace those normally gained by an eidolon. Each of these abilities is described below.

Commander’s Link: A mechagolem commander creates a link exactly like the eidolon link ability, except for the following additions. When creating this link, the mechagolem and its mechagolem commander are bound through an object. The mechagolem commander begins play with one at no cost. The object must be something that is worn or held, and falls into one of the following categories: amulet, armor, bracer, ring, or weapon. These objects are always masterwork quality. Armors or weapons acquired at 1st level are not made of any special material. If the object is an amulet, armor, bracers, or ring, it must be worn to have effect, and occupies the usual magic item slot accordingly. A mechagolem commander cannot lose control of his mechagolem as long as he wears or wields his bonded item.

Since the mechagolem’s power is tied to the mechagolem commander’s life force, they must remain within 100 feet of one another for the mechagolem to remain at full strength. If the mechagolem is beyond 100 feet but closer than 1,000 feet, its current and maximum hit point totals are reduced by 50%. If the mechagolem is more than 1,000 feet away but closer than 10,000 feet, its current and maximum hit point totals are reduced by 75%. If the mechagolem is more than 10,000 feet away, it immediately becomes inert and helpless. Current hit points lost in this way are not restored when the mechagolem gets closer to its mechagolem commander, but its maximum hit point total does return to normal.

If the mechagolem commander’s bonded item is lost, stolen, or destroyed, he must make a Spellcraft check or the mechagolem become inert and helpless. The DC for this check is equal to 10 + the mechagolem’s Hit Dice. For as long as the mechagolem commander concentrates, he can control the mechagolem as if he were wearing the bonded item. The mechagolem commander must make a Spellcraft check each round to maintain control. If another spellcaster is present and trying to control the mechgolem, whether through a spell or other effect, both her and the mechagolem commander must make opposed Spellcraft checks each round to control the mechagolem. If the mechagolem is more than 1,000 feet away from its mechagolem commander, the mechagolem commander can only control the mechagolem through the use f his bonded item.

Unlike other bonded items, a mechagolem commander cannot add additional magic abilities to his bonded object, however, he can create a new bond with a magical item of the same type. If a bonded object's owner dies, or the item is replaced, the object remains in its normal state.

If a bonded object is damaged, it is restored to full hit points the next time the mechagolem commander rests for 8 hours. These hours do not need to be consecutive. If the object of a mechagolem bond is lost or destroyed, it can be replaced after 1 week in a special ritual that costs 100 gp per mechagolem commander level plus the cost of the masterwork item. During this 1–week period, the paladin takes a –1 penalty on attack and weapon damage rolls. This ritual takes 8 hours to complete. Items replaced in this way do not possess any additional enchantments of the previous bonded item. A mechagolem commander can designate an existing magic item as his bonded item. This functions in the same way as replacing a lost or destroyed item except that the new magic item retains its abilities while gaining the benefits and drawbacks of becoming a bonded item.

Construct Traits: While mechagolems are not true constructs, they gain the construct type and are considered to have all the construct qualities. For the purposes of effects targeting creatures by type (such as a ranger's favored enemy and bane weapons), mechagolems count as a construct.

Low-Light Vision (Ex): The mechagolem has low-light vision, enabling it to see twice as far as a human in conditions of dim light.

Share Resolve (Ex): The mechagolem is affected by its mechagolem commander’s resolve ability whenever it is used.

Limited Sentience (Ex): The mechagolem has gathered enough life force from the mechagolem commander to generate its own spark of consciousness. While still incapable of independent thought, the mechagolem gains limited control on its own functions. The mechagolem’s Wisdom score increases to 5, it can record and recount simple messages, describe it surroundings, and in time, switch itself on and off, and gain more control over its own actions without its mechagolem commander’s command. This ability replaces evasion.

Guard (Ex): If ordered to do so, a mechagoelm moves to defend the mechagoelm commander. All attacks against the mechagoelm commander take a –2 penalty when the mechagoelm is adjacent to its mechagoelm commander. This ability replaces devotion.

Table: Mechagolem Base Statistics
Class Bad Armor Str/Dex Upgrade Max.
Level HD BAB Saves Bonus Bonus Pool Attacks Special

1st 1 +1 +0 +0 +0 2 3 Commander’s link, construct traits, darkvision,
low-light vision, share resolve
2nd 2 +2 +0 +2 +1 3 3 Limited sentience
3rd 3 +3 +1 +2 +1 3 3 —
4th 3 +3 +1 +2 +2 4 4 —
5th 4 +4 +1 +4 +2 5 4 Ability score increase
6th 5 +5 +1 +4 +3 6 4 Guard
7th 6 +6 +2 +6 +3 6 4 —
8th 6 +6 +2 +6 +4 7 4 —
9th 7 +7 +2 +6 +4 8 5 Multiattack
10th 8 +8 +2 +8 +5 9 5 Ability score increase
11th 9 +9 +3 +8 +5 9 5 —
12th 9 +9 +3 +10 +6 10 5 —
13th 10 +10 +3 +10 +6 11 5 —
14th 11 +11 +3 +10 +7 12 6 —
15th 12 +12 +4 +12 +7 12 6 Ability score increase
16th 12 +12 +4 +12 +8 13 6 —
17th 13 +13 +4 +14 +8 14 6 —
18th 14 +14 +4 +14 +9 15 6 —
19th 15 +15 +5 +14 +9 15 7 —
20th 15 +15 +5 +16 +10 16 7 —

Base forms are unchanged, though they all now have no Int or Con score, plus only a Wis and Cha score of 1.

The other listed upgrades remain the same, but I've removed Limited Intelligence and incorporated it into the Mechagolem's abilities as Limite Sentience. Also, below are the new upgrades for selecting alternate base forms, and quick changing the machagolem's form, which is based on the transmogrify spell.

NEW UPGRADES:

3-Point Upgrade
Extra Form (Su): A mechagolem chooses one additional base form. Whenever the mechagolem commander gains a level, he must decide which of his two base forms his mechagolem will take, and how its upgrade points are spent. The mechagolem’s base form and upgrades are then set until he gains another level of mechagolem commander. This upgrade can be chosen twice. Each time it is chosen it applies to a different base form. Th e mechagolem commander must be at least 8th level to select this upgrade.

4-Point Upgrade
Change Form (Sp): The mechagolem commander can change his mechagolem’s base form and upgrades into a new base form and set of upgrades and back again once per day. This upgrade otherwise functions like the transmogrify spell, except that effect lasts for 1 minute per mechagolem commander, or until he changes it back to its original base form. Changing form (to the new base form or back) is a full-round action and doesn't provoke an attack of opportunity. The alternate base form must be one chosen for the extra form upgrade. The mechagolem commander must have the extra form upgrade and be at least 10th level to select this upgrade.


Is there anything further on the Infused Hematologist?

Again, once we finish with the Infused Hematologist and the Mechagolem Commander, we'll be moving to a new thread, as we like to try to keep them around 1000 posts or so.


Pathfinder Rulebook Subscriber

What happened to the Rune Mage (alc/mag) that was in the queue?


sten terrent wrote:
What happened to the Rune Mage (alc/mag) that was in the queue?

Hey sten - your fourth ever post on the boards is here on our thread!!! Nice! ;)

I used the "Search this thread" function for Rune Mage , it's been in the queue on five or six posts since December. Seeing as it's apparently Elghinn's concept, and he's the Keeper of the Queue, I'm sure he'll know.


# MECHAGOLEM COMMANDER v.3

Overall, this is moving in a direction I like. As always, the comments are on things I don NOT like, but each iteration still is an improvement.

Considering how it is now an action for the mecha 'commander to control his golem, I see even less need for the 'commander to have such good personal combat abilities (full BAB).

I feel the mechagolem is away too long when destroyed. My suggestion is that the mechagolem is not destroyed except by effects like disintegrate or being melted down. Mere hp damage just accumulates and takes longer for the mechagolem commander (MGC from now on) to regenerate. Even so, the MGC must retrieve the scrap and spend time and effort repairing it, so it is a lot more complex than just re-summoning an eidolon. If the mechagolem is lost, misplaced, or totally destroyed I agree on the 30-day wait. Compare to how eidolons are never away more than a day.

"While in this broken condition, the mechagolem is considered a weapon, and armor for the purpose of determining penalties related to attacks and AC." - What does this mean?

@ Encouraging Critical (including Greater) - How come this ability? Just a general power down?

@ Puissant construct: The 1/2 level to mechagolem is something a summoner gains fro free from all classes. I feel the MGC can get that as well. Not that it is going to happen - for a pet class to multiclass is more or less suicide.

@ Mechagolem Ascension - What is the advantage of going on standby?

Oceanshieldwolf wrote:
sten terrent wrote:
What happened to the Rune Mage (alc/mag) that was in the queue?

Hey sten - your fourth ever post on the boards is here on our thread!!! Nice! ;)

I used the "Search this thread" function for Rune Mage , it's been in the queue on five or six posts since December. Seeing as it's apparently Elghinn's concept, and he's the Keeper of the Queue, I'm sure he'll know.

New contributors generally get in ahead of old hands, and Elghinn unselfishly pushes his own concepts back most of all.


I like the new Mechagolem Commander. Too bad losing demanding challenge, honorable stand and last stand, but I can live with that.
I'd add helmets to the types of bonding objects allowed. After all, anime mecha pilots have often a bizarre helmet.
I'd also keep the Aquatic form. Some mecha are aquatic, and it would not be a form often used anyway.
All the rest's great. You've improved my original idea by 100 times. I'm envious of your talent. ^^


sten terrent wrote:
What happened to the Rune Mage (alc/mag) that was in the queue?

Of course I know, OSW. I've shuffled my own MCAs around that I want to present, and unfortnately, the Rune Mage is now #32 in the current queue. I assume you were itching to see that one. One thing is, is that the Rune Mage underwent a bunch of revision a while back with some of the MCP Crew memebers, so it should be pretty near completion, but I wanted to run it through the thread mill. What I can do, is post it on our Wiki in its current version and you can look at it HERE.


Starfox wrote:

# MECHAGOLEM COMMANDER v.3

Overall, this is moving in a direction I like. As always, the comments are on things I don NOT like, but each iteration still is an improvement.

Considering how it is now an action for the mecha 'commander to control his golem, I see even less need for the 'commander to have such good personal combat abilities (full BAB).

I feel the mechagolem is away too long when destroyed. My suggestion is that the mechagolem is not destroyed except by effects like disintegrate or being melted down. Mere hp damage just accumulates and takes longer for the mechagolem commander (MGC from now on) to regenerate. Even so, the MGC must retrieve the scrap and spend time and effort repairing it, so it is a lot more complex than just re-summoning an eidolon. If the mechagolem is lost, misplaced, or totally destroyed I agree on the 30-day wait. Compare to how eidolons are never away more than a day.

Well, if the wait is so long, then having full BAB is great! No spells with this guy either. ;)

How about this?

...When activated, the mechagolem’s hit points are unchanged from the last time it was actived. The only exceptions to this are if the mechagolem was reduced to 0 or lower hit points, or was rendered inoperative. The mechagolem does not heal naturally. However, a mechagolem that is reduced to 0 or lower hit points, but is not destroyed, becomes inanimate and gains the broken condition and heals at the rate of 1 hit point per minute until it reaches a number of positive hit points equal to its Hit Dice, at which time it can be reactivated. The mechagolem must be healed up to half its normal hit points before the broken condition is removed. While in this broken condition, the mechagolem is considered a weapon, and armor for the purpose of determining penalties related to attacks and AC. The mechagolem is rendered inoperative when reduced to a number of negative hit points equal to or greater than the mechagolem commander’s Constitution score.

Should the mechagolem be rendered inoperative, it immediately shuts down and cannot be activated again until the next day. During this time, the mechagolem regenerates and can be reactivated the next day with half its normal hit points. If the mechagolem is lost, stolen, or destroyed, the mechagolem commander does not gain a replacement mechagolem for 30 days or until he gains a mechagolem commander level, whichever comes first. During this 30-day period, the mechagolem commander takes a –1 penalty on attack and weapon damage rolls. A mechagolem can only be destroyed by being melted down or is subject to effects like the disintegrate spell...

Starfox wrote:
"While in this broken condition, the mechagolem is considered a weapon, and armor for the purpose of determining penalties related to attacks and AC." - What does this mean?

Did you read the Broken condition description on the d20PFSRD?

The broken condition has the following effects, depending upon the item.

-If the item is a weapon, any attacks made with the item suffer a –2 penalty on attack and damage rolls. Such weapons only score a critical hit on a natural 20 and only deal ×2 damage on a confirmed critical hit.

-If the item is a suit of armor or a shield, the bonus it grants to AC is halved, rounding down. Broken armor doubles its armor check penalty on skills.

Starfox wrote:
@ Encouraging Critical (including Greater) - How come this ability? Just a general power down?

This is the ability that Bardess wanted to replace banner and greater banner with. Didn't think it was bad really, less powerful sure, but different enough and fits the general idea of the MCA. Of course, you could use the Banner abilities but just have it be the Mechagolem that's the banner."

Starfox wrote:
@ Puissant construct: The 1/2 level to mechagolem is something a summoner gains fro free from all classes. I feel the MGC can get that as well. Not that it is going to happen - for a pet class to multiclass is more or less suicide.

Agreed, but the option is there.

Starfox wrote:
@ Mechagolem Ascension - What is the advantage of going on standby?

??? Let's give it one. How about being able to fast heal 1 hp per minute up to its HD? OR something else?

Oceanshieldwolf wrote:
sten terrent wrote:
What happened to the Rune Mage (alc/mag) that was in the queue?

Hey sten - your fourth ever post on the boards is here on our thread!!! Nice! ;)

I used the "Search this thread" function for Rune Mage , it's been in the queue on five or six posts since December. Seeing as it's apparently Elghinn's concept, and he's the Keeper of the Queue, I'm sure he'll know.

New contributors generally get in ahead of old hands, and Elghinn unselfishly pushes his...

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