Multiclass Archetypes VI: Even More Ultimate MCAs


Homebrew and House Rules

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Orelius Lionpaw wrote:

IDEA!

How about if Spellstrike only works when the Eidolon is not summoned?
Also, I think we should keep Spell Combat, if only because it is the BASIS of the Magus class.
Also, I think I like the idea of a 'summons/day' eidolon after all - a beast that the Warmage calls in the midst of combat, adding an extra sword-arm when times are dire.

That was`the original point of the summons per day eidolon, quick access to another sword arm, but not a creature that has to be watched over.

EDIT: Well, the question is, then, with the reduction to 16 EPs, do we need the diminished spellcasting with a summons per day eidolon? Or do we increase it back to 21 EPs and keep diminished spellcasting?. Another option is to keep spells normal, keep eidolon as a normal eidolon and do the Ranger version, an eidolon of level -3. Gains the eidolon at 4th? Just some options to consider. We are really close. If Orelius has no issues with diminished spellcasting, then we can just go back to 21

So, it comes to this

1) Summons per day eidolon, 16 EPs, no diminished spellcasting

2) Summons per day eidolon, 21 EPs, diminished spellcasting

3) Summons per day eidolon, normal 26 EP, no diminished spellcasting, eidolon at level -3 like a ranger's animal companion, but we could grant it at 1st, but no progression until 4th lvel. We've done this sort of thing in other MCAs.

What's the most balanced, and what does Orelius prefer?


I think option 2. Option 1 leads to it being more of a caster than fighter. Option 3 just seems unnecessarily complex.


I like option 3, as it works out to be pretty much exactly the same as option two, without the diminished spellcasting.
though it does end up being hard to work roleplaying-wise... I think we should stick with option two.
Also, some ideas:
an Arcana that allows the BWM to spend arcane pool points to grant evolution points temporarily, with a 12th level upgrade to double the rate,
A shield other SLA for the Eidolon, available as a 3-point upgrade.

also, sorry if I've been kind of erratic with what I want the abilities to be with this MCA - I tend to work on things in short bursts and then kind of leave them there to die. This 'project over multiple days' thing is sort of new to me.


Thirding option 2. It just feels the most balanced.


I agree, option 2 is the most balanced.

@Orelius
"...an Arcana that allows the BWM to spend arcane pool points to grant evolution points temporarily, with a 12th level upgrade to double the rate."

You'll need to explain this more. Grant points to who? And what do you mean by 12th level double the rate. Do you mean grant 4 points, for example, and then the 12th level upgrade doubles it to 8? Again, if you are wanting to grant additional EPs to the eidlon, there are spells that do that.

"A shield other SLA for the Eidolon, available as a 3-point upgrade."

Guarded Ally (Sp): The bonded warmage can expend 2 points from his synergy pool to cast shield other on a single creature of his choice.


Thomas, A wrote:

Was there inspection from the master of mask PRC from 3.5?

Do you mean was the Master of Masks examined for this MCA? As I mentioned in the design notes upthread I did look over it - after I mentioned my concept of wearing masks to channel personalities/archetypes, Raiderrpg directed me to the PrC.


OK, here's the final version of the Bonded Warmage. Orelius still need that flavor write-up.

BONDED WARMAGE:

Primary Class: Magus.
Secondary Class: Summoner.
Alignment: Any.
Hit Die: d8.

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

Weapon and Armor Proficiency: The bonded warmage is proficient with all simple and martial weapons. A bonded warmage is also proficient with light armor. He can cast magus spells while wearing light armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a magus wearing medium armor, heavy armor, or a shield incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass bonded warmage still incurs the normal arcane spell failure chance for arcane spells received from other classes.

Diminished Spellcasting: A bonded warmage casts arcane spells drawn from the magus spell list, and gains one fewer spell of each spell level per day. If this reduces the number to 0, he may cast spells of that level only if his Charisma allows bonus spells of that level. A bonded warmage adds the following spells to the magus list at the indicated spell levels: cantrips—resistance; 1st level—life conduit†, magic fang, rejuvenate eidolon (lesser*); 2nd level—evolution surge (lesser)*, restore eidolon (lesser)**; 3rd level—devolution*, evolution surge*, life conduit (improved)†, magic fang (greater), rejuvenate eidolon*, restore eidolon**; 4th level—evolution surge (greater)*, purified calling*, summoner conduit†, transmogrify*; 5th level—life conduit (greater)†, rejuvenate eidolon (greater). (*Advanced Player’s Guide, **Ultimate Magic, †Ultimate Combat)

A bonded warmage otherwise learns, prepares, and casts spells as a magus equal to his bonded warmage level.

Synergy Pool (Su): At 1st level, the bonded warmage gains a reservoir of mystical arcane energy that he can draw upon to fuel his powers, enhance his weapon, and empower his war eidolon. This synergy pool has a number of points equal to 1/2 his bonded warmage level (minimum 1) + his Intelligence modifier. The pool refreshes once per day when the bonded warmage prepares his spells.

At 1st level, a bonded warmage can expend 1 point from his synergy pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute. Likewise, he can expend 1 point from his synergy pool to grant his war eidolon a +1 enhancement to attack and damage rolls to a single bonus natural attack for 1 minute. For every four levels beyond 1st, the weapon or war eidolon gains another +1 enhancement bonus, to a maximum of +5 at 17th level. These bonuses can be added to the weapon or war eidolon’s natural attack, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves.

At 5th level, these bonuses can be used to add any of the following weapon properties: dancing, flaming, flaming burst, frost, icy burst, keen, shock, shocking burst, speed, or vorpal. A war eidolon cannot gain the dancing weapon property.

Adding these properties consumes an amount of bonus equal to the property’s base price modifier. These properties are added to any the weapon or war eidolon already has, but duplicates do not stack. If the weapon or war eidolon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. These bonuses and properties are decided when the synergy pool point is spent and cannot be changed until the next time the bonded warmage uses this ability. These bonuses do not function if the weapon is wielded by another creature or if the war eidolon is under the control of anyone other than the bonded warmage.

A bonded warmage can only enhance one weapon or one of the war eidolon’s natural attacks in this way at one time. If he so chooses, a bonded warmage can enhance both his weapon and one of his war eidolon’s natural attacks simultaneous. Doing so expends 1 point from his synergy pool as normal, but the granted bonus must be split between the weapon and the war eidolon’s natural attack. For example, a 10th level bonded warmage chooses to enhance his weapon and one of his war eidolon’s natural attacks, and gains a maximum enhancement bonus of +3. He chooses to give his weapon a +2 enhancement bonus and his war eidolon’s natural attack a +1 enhancement bonus. He can then choose to consume his weapon bonus to add the flaming burst weapon property and his war eidolon’s natural attack bonus to add the frost weapon property. If he uses this ability again, the first use immediately ends. This ability otherwise functiosn and replaces arcane pool.

War Eidolon: A bonded warmage begins play with the ability to summon to his side a powerful outsider called a war eidolon a number of times per day equal to 3 + his Intelligence modifier. This functions like the summoner’s eidolon ability except for the following changes.

Unlike a summoner’s eidolon, a bonded warmage can summon his war eidolon in a ritual that requires only a full-round action to perform. A war eidolon remains until dismissed by the bonded warmage (a standard action), or after the duration of his summons has expired. Once summoned, a war eidolon remains for 1 minute per bonded warmage level. If the war eidolon is sent back to its home plane due to death, it cannot be summoned again until the following day, even if the bonded warmage has uses of this ability remaining. As a war eidolon is meant to be a combat partner for the bonded warmage, only the biped, quadruped, and serpentine base form may be chosen by the bonded warmage.

While the war eidolon’s physical appearance is up to the bonded warmage, it always appears as some sort of armored or heavily scaled fantastical creature. While the armor or scales grants no additional protection, nor do they hamper the eidolon in any way, it does allow the bonded warmage to enchant the armor or scales at her own cost.

A war eidolon gains only 2 evolutions point at 1st level, plus 1 additional evolution point every level thereafter, up to a maximum of 21 points at 20th level. In addition, a war eidolon also gains the following ability at 4th level.

Deliver Touch Spells (Su): If the bonded warmage is 4th level or higher, a war eidolon can deliver touch spells for him. If the bonded warmage and the war eidolon are in contact at the time the bonded warmage casts a touch spell, he can designate his war eidolon as the “toucher.” The war eidolon can then deliver the touch spell just as the bonded warmage would. As usual, if the bonded warmage casts another spell before the touch is delivered, the touch spell dissipates.

A war eidolon otherwise functions as a summoner’s eidolon. This ability replaces spells lost due to diminished spellcasting.

Magus Arcana: this is exactly like the magus ability of the same name, except that the bonded warmage may also choose from the following new magus arcana that are restricted to the bonded warmage multiclass archetype.

Bonus Feat: The bonded war mage may select a combat feat or teamwork feat that he qualifies for, the Extra Evolution feat, or the Extra Summons feat as a bonus feat. If he chooses the Extra Summons feat, it applies to his war eidolon ability instead. This magus arcana can be selected multiple times. Each time it applies to a new bonus feat.

Evolution (Su): The bonded warmage can expend 2 points from his synergy pool to gain any one evolution whose total cost does not exceed 4 evolution points. The bonded warmage counts his limbs, head, and other body parts for any prerequisites of the selected evolution. This evolution lasts for 1 round per level.

Greater Evolution (Su): The bonded warmage can expend 3 points from his synergy pool to gain any two evolutions whose total cost does not exceed 6 evolution points. The bonded warmage counts his limbs, head, and other body parts for any prerequisites of the selected evolution. This evolution lasts for 1 round per level.

Guarded Ally (Sp): The bonded warmage can expend 2 points from his synergy pool to cast shield other on a single creature of his choice.

Lesser Evolution (Su): The bonded warmage can expend 1 point from his synergy pool to gain any one evolution whose total cost does not exceed 2 evolution points. The bonded warmage counts his limbs, head, and other body parts for any prerequisites of the selected evolution. This evolution lasts for 1 round per level.

Shield Ally (Su): At 6th level, a bonded mage gains the summoner’s shield ally ability. This only functions while the war eidolon is summoned. This ability replaces the bonus feat gained at 5th level.

Maker’s Call (Su): At 7th level, a bonded mage gains the summoner’s maker’s call ability. This only functions while the war eidolon is summoned. This ability replaces the knowledge pool.

Battle Synergy (Ex): At 8th level, a bonded warmage receives a teamwork feat as a bonus feat. He must meet the prerequisites for this feat. Whenever the war eidolon is within 30 feet of the bonded warmage, it also gains the use of this teamwork feat, as well as any gained from his magus arcana. The war eidolon does not need to meet the prerequisites of this teamwork feat.

Upon reaching 10th level, and every two levels thereafter, a bonded warmage can choose to learn a new teamwork feat in place of a teamwork feat he has already learned, whether through this ability, magus arcana, or another similar class feature. In effect, the bonded warmage loses the teamwork feat in exchange for the new one. The old teamwork feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A bonded warmage can only change one teamwork feat at any given level. In addition, while the war eidolon is adjacent to its bonded warmage, his DC to cast defensively is decreased by 2. This ability replaces improved spell combat.

Greater Shield Ally (Su): At 11th level, a boned mage gains the summoner’s greater shield ally ability. This only functions while the war eidolon is summoned. This ability replaces the bonus feat gained at 11th level.

Improved Battle Synergy (Ex): At 14th level, the bonded warmage receives an additional teamwork feat as a bonus feat. He must meet the prerequisites for this teamwork feat. The bonded warmage’s war eidolon gains this teamwork feat, in addition to those gained from battle synergy and magus arcana. In addition, while the war eidolon is adjacent to its bonded warmage, the DC to cast defensively is decreased by 4. This ability replaces greater spell combat.

Greater Battle Synergy (Ex): At 14th level, This ability replaces greater spell combat.

Life Bond (Su): At 17th level, a boned mage gains the summoner’s life bond ability. This only functions while the war eidolon is summoned. This ability replaces the bonus feat gained at 17th level.
Greater Spell Access (Ex): This is exactly like the magus ability of the same name, except that the bonded warmage selects his spells from the summoner spell list instead of the wizard spell list.

True Synergist (Ex): At 20th level, the bonded warmage receives an additional teamwork feat as a bonus feat. He must meet the prerequisites for this teamwork feat. The bonded warmage’s war eidolon gains this teamwork feat, in addition to those gained from battle synergy, improved battle synergy, and magus arcana. In addition, whenever the bonded warmage and war eidolon are within 10 feet of each other, the bonded warmage can choose to use his war eidolon’s initiative roll instead of his, as a swift action. If the bonded warmage uses the war eidolon’s initiative, both the bonded mage and war eidolon gain a +4 bonus to their attack and damage rolls until the end of combat. If the either the bonded warmage or the war eidolon move beyond 10 feet of each other, this bonus immediately ends. This ability replaces true magus.

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

1st +0 +2 +0 +2 Spell combat, synergy pool, war eidolon 0 — — — — —
2nd +1 +3 +0 +3 Spellstrike 1 — — — — —
3rd +2 +3 +1 +3 Magus arcana 2 — — — — —
4th +3 +4 +1 +4 Spell recall 2 0 — — — —
5th +3 +4 +1 +4 Shield ally 3 1 — — — —
6th +4 +5 +2 +5 Magus arcana 3 2 — — — —
7th +5 +5 +2 +5 Maker’s call, medium armor 3 2 0 — — —
8th +6/+1 +6 +2 +6 Battle synergy 3 3 1 — — —
9th +6/+1 +6 +3 +6 Magus arcana 4 3 2 — — —
10th +7/+2 +7 +3 +7 Fighter training 4 3 2 0 — —
11th +8/+3 +7 +3 +7 Greater shield ally, improved spell recall 4 3 3 1 — —
12th +9/+4 +8 +4 +8 Magus arcana 4 4 3 2 — —
13th +9/+4 +8 +4 +8 Heavy armor 4 4 3 2 0 —
14th +10/+5 +9 +4 +9 Improved battle synergy 4 4 3 3 1 —
15th +11/+6/+1 +9 +5 +9 Magus arcana 4 4 4 3 2 —
16th +12/+7/+2 +10 +5 +10 Counterstrike 4 4 4 3 2 0
17th +12/+7/+2 +10 +5 +10 Life bond 4 4 4 3 3 1
18th +13/+8/+3 +11 +6 +11 Magus arcana 4 4 4 4 3 2
19th +14/+9/+4 +11 +6 +11 Greater spell access 4 4 4 4 4 3
20th +15/+10/+5 +12 +6 +12 True synergist 4 4 4 4 4 4


@OSW (and Anyone else)
What do you think of Starfox's? suggestion, adding in some cantrips with each guise? Also, did you swap the skills for some of the guises yet, as you were wanting to? I think we're almost there with Dreadmasque.


Starfox wrote:

# Dreadmasque

Looks pretty good now too. I am sort of falling in love with the weirdness of this AT. A lot of this is musings rather than issues.

No problem. Glad you like it.

Starfox wrote:
@name. When I earlier discussed the name, I did so just after a note saying I like to be a fount of ideas, not all of which are good. I am totally ok with the current name, I just like to ramble.

Nice.

Starfox wrote:
@Cantrips. I sort of miss them. At-will cantrips are really fun and versatile. Perhaps introduce a few (prestidigtiation, daning lights) as spell-like at wills? Or perhaps give each mask a spell-like cantrip at will? Making them spellike makes them easier to use, but not count as spellcasting prerequisites. Mostly a style issue, but still.

I was going to suggest the same thing, though I hadn't thought as far as making them SLAs. Anyone else like this?

Starfox wrote:
@Weapon proficiency mentions deity's favored weapon. But drearmasques are not divine casters and don't really need a patron. I like the idea of assuming a patron's identity by usinng its prefered weapon. Do we need a note on that not all dreadmasques have a patron, but if they don't the weapon prof is lost?

Sure. Even though this is heavily Inquisitor, I really hadn't conceived of *any* holy/divine connection for the Dreadmasque, but a holy theatre warrior is pretty cool. I think that is the great function of archetypes and MCQAs that we can reconcile mechanical amalgamations into new thematic concepts.

Starfox wrote:
@Mask, final section, maybe a note that the ability to adopt a new mask applies to masks that are magic items. As it is, it seems a bit pointless on the first reading.

I'm not sure the new mask needs to be magic. Masterwork perhaps.

Starfox wrote:
On the number of masques you can access, my first impression was that it might be a bit too much too, but it is not a major point to me. Inquisitors have their full selection of judgements from the very start. Either way works. But giving only a limited selection might actually make the class easier to play - less low-level option glut.

Sure.

Starfox wrote:
@Masquerade: The suggestion bardic performance only works on a fascinated target. This either needs to be changed for the dreadmasque, or suggestion will only work with the high inquisitor guise (which should be noted to avoid mistakes). Or maybe just drop suggestion as a masquerade option. This is pretty important.

Hmm. We can look at this I think.

Starfox wrote:
@Dread Strike: it should be noted if the shaken condition can stack withi itself to acheive greater fear effects, see http://www.d20pfsrd.com/gamemastering/special-abilities.

It should be able to stack like a normal shaken condition.


Elghinn Lightbringer wrote:

@OSW (and Anyone else)

What do you think of Starfox's? suggestion, adding in some cantrips with each guise? Also, did you swap the skills for some of the guises yet, as you were wanting to? I think we're almost there with Dreadmasque.

Just replied. Oops, forgot about the skills. I'll get on it...

What do you think about a cantrip as an SLA for each mask?


There's nothing wrong with cantrip sla's, and it adds some more flavor to each mask. +1


Elghinn...
your numbers for Diminished Spellcasting are TOTALLY AND COMPLETELY OFF.
The magus starts with 3 cantrips and one 1st-level spell per day. The BWM would get 2 cantrips and 0 1st-level spells per day (increased by intelligence mod).
Also, the Shield Other ability was supposed to be a new evolution. The Magus only gets ~10 APP for most of his time as an adventurer. It's bad design to have so many abilities playing off of it without increasing the number of arcane pool points gained.
EDIT: Also, the temp evolutions are for the Eidolon.


#Bonded Warmage:

Sorry I've been stuck on the Dreadmasque. This is looking pretty cool.

* Any chance he can get 4 skills/level? 2 is so suckful...

* I don't quite get this:

While the war eidolon’s physical appearance is up to the bonded warmage, it always appears as some sort of armored or heavily scaled fantastical creature. While the armor or scales grants no additional protection, nor do they hamper the eidolon in any way, it does allow the bonded warmage to enchant the armor or scales at her own cost.

Can you clarify?

* I'm not seeing the War Eidolon as equal to diminished casting.

* Magus Arcana:

- I think a caveat that the BW cannot select the familiar arcana is a good idea.

- Evolution, Lesser Evolution, Greater Evolution: first, do these need prereqs as the go from Lesser Evolution to Evolution to Greater Evolution?

- I agree with Starfox - I'm not seeing the Evolutions for the Bonded Warmage, but if Orelius likes it, and it fits his concept, cool.
I'd rather see either a temporary extra evolution per expenditure for the War Eidolon, or a straight choice of the Extra Evolution feat.

- Guarded Ally - is this an SLA?

* Battle Synergy - this says you get a teamwork feat at 8th level. At 10th and every two levels it says you can retrain any teamwork feats you have, no matter where they were gained, including this ability. This is unclear to me - do you only get one teamwork ability from this ability at 8th, or more every two levels? What is meant by "another similar class feature" - Improved Battle Synergy?

I would clarify Battle Synergy and Improved Battle Synergy and Greater Battle Synergy - which doesn't have an ability writeup???

* Greater Shield Ally mentions "boned mage"


I agree, I think if we gave a selection of say 3 cantrips to each guise, either each usable once per day, or the cantrps as a whole usable 3/day + Cha? Limited multi-use?


Orelius Lionpaw wrote:

Elghinn...

your numbers for Diminished Spellcasting are TOTALLY AND COMPLETELY OFF.
The magus starts with 3 cantrips and one 1st-level spell per day. The BWM would get 2 cantrips and 0 1st-level spells per day (increased by intelligence mod).
Also, the Shield Other ability was supposed to be a new evolution. The Magus only gets ~10 APP for most of his time as an adventurer. It's bad design to have so many abilities playing off of it without increasing the number of arcane pool points gained.
EDIT: Also, the temp evolutions are for the Eidolon.

1) Actually, not TOTALLY AND COMPLETELY OFF, I just forgot to reinsert the cantrips column in the spells per day, as it was originally swapped out. All the other columns are correct. :D

2) Oh, then I'll reskin it as an evolution.

3) Temp evos, just use the Evolution Surge spells. There's no reason to create them again as magus arcana.


Oceanshieldwolf wrote:

#Bonded Warmage:

Sorry I've been stuck on the Dreadmasque. This is looking pretty cool.

* Any chance he can get 4 skills/level? 2 is so suckful...

* I don't quite get this:

While the war eidolon’s physical appearance is up to the bonded warmage, it always appears as some sort of armored or heavily scaled fantastical creature. While the armor or scales grants no additional protection, nor do they hamper the eidolon in any way, it does allow the bonded warmage to enchant the armor or scales at her own cost.

Can you clarify?

* I'm not seeing the War Eidolon as equal to diminished casting.

* Magus Arcana:

- I think a caveat that the BW cannot select the familiar arcana is a good idea.

- Evolution, Lesser Evolution, Greater Evolution: first, do these need prereqs as the go from Lesser Evolution to Evolution to Greater Evolution?

- I agree with Starfox - I'm not seeing the Evolutions for the Bonded Warmage, but if Orelius likes it, and it fits his concept, cool.
I'd rather see either a temporary extra evolution per expenditure for the War Eidolon, or a straight choice of the Extra Evolution feat.

- Guarded Ally - is this an SLA?

* Battle Synergy - this says you get a teamwork feat at 8th level. At 10th and every two levels it says you can retrain any teamwork feats you have, no matter where they were gained, including this ability. This is unclear to me - do you only get one teamwork ability from this ability at 8th, or more every two levels? What is meant by "another similar class feature" - Improved Battle Synergy?

I would clarify Battle Synergy and Improved Battle Synergy and Greater Battle Synergy - which doesn't have an ability writeup???

* Greater Shield Ally mentions "boned mage"

Actually, I don't like the evolution arcana - my inner munchkin shut my face when I realized I could get Flight for myself at 5th or 6th level.

Guarded Ally was meant to be a new evolution for the Bonded Warmage's Eidolon, allowing it to use Shield Other as an SLA once per day.
Elghinn, I ask you again - WHY are you tying everything to the Synergy Pool, when it only has a very limited amount of points in it to begin with?


#Dreadmasque

* Guises:

Weeeeelllll, after all that I'm not sure there are that many options for skills- I think you did a great job Elghinn - maybe Infiltrator could have been Stealth, and Investigator could have been Perception, or the Exorcist could have been Spellcraft but those are pretty big in-game useful buffs, so the choices you made are great.

There is only Avenger that I think could be changed - the High Inquisitor, and Enforcer are fine as Intimidate, and the Executioner is probably ok too considering the hooded death visage thing......

The only thing I could think of for the Avenger was Acrobatics...


Elghinn Lightbringer wrote:
Orelius Lionpaw wrote:

Elghinn...

your numbers for Diminished Spellcasting are TOTALLY AND COMPLETELY OFF.
The magus starts with 3 cantrips and one 1st-level spell per day. The BWM would get 2 cantrips and 0 1st-level spells per day (increased by intelligence mod).
Also, the Shield Other ability was supposed to be a new evolution. The Magus only gets ~10 APP for most of his time as an adventurer. It's bad design to have so many abilities playing off of it without increasing the number of arcane pool points gained.
EDIT: Also, the temp evolutions are for the Eidolon.

1) Actually, not TOTALLY AND COMPLETELY OFF, I just forgot to reinsert the cantrips column in the spells per day, as it was originally swapped out. All the other columns are correct. :D

2) Oh, then I'll reskin it as an evolution.

3) Temp evos, just use the Evolution Surge spells. There's no reason to create them again as magus arcana.

Just caught your post. You should remove the Evolution chain and replace it with my thing.


#Dreadmasque

Elghinn Lightbringer wrote:
I agree, I think if we gave a selection of say 3 cantrips to each guise, either each usable once per day, or the cantrps as a whole usable 3/day + Cha? Limited multi-use?

Three per guise may be too many - maybe two? Thoughts anyone?

We could use the original cantrip list and shuffle them among the appropriate guises - there can be double-ups.

Not sure about economy - maybe 3/day + Cha per guise?


#Dreadmasque
Something like this, (with a third cantrip in brackets if folk three are not too much):

Avenger: daze, resistance, (guidance)

Disciple: lullaby, read magic, (stabilize)

Enforcer: flare, daze, (brand)

Executioner: daze, brand, (stabilize)

Exorcist: ghost sound, detect magic, (read magic)

High Inquisitor: brand, sift, (daze)

Infiltrator: virtue, prestidigitation, (know direction)

Investigator: know direction, read magic, (detect magic)

Judge: brand, guidance, (light)

Knight Adamant: guidance, virtue, (light)

Petitioner: message, guidance, (lullaby)


Oceanshieldwolf wrote:

#Bonded Warmage:

Sorry I've been stuck on the Dreadmasque. This is looking pretty cool.

You're forgiven. :D

Oceanshieldwolf wrote:
* Any chance he can get 4 skills/level? 2 is so suckful...

Um, not likely.

Oceanshieldwolf wrote:

* I don't quite get this:

While the war eidolon’s physical appearance is up to the bonded warmage, it always appears as some sort of armored or heavily scaled fantastical creature. While the armor or scales grants no additional protection, nor do they hamper the eidolon in any way, it does allow the bonded warmage to enchant the armor or scales at her own cost.

Can you clarify?

While the eidolon is not allowed to wear armor per se (I know you're wnating to have your summoner MCA allow armor for the eidolon), the bonded warmage can enchant his eidolon's scales/armor like one would a suit of masterwork armor, at her cost. I should probably clarify it more in the description.

Oceanshieldwolf wrote:
* I'm not seeing the War Eidolon as equal to diminished casting.

First, this ISN'T a full blown eidolon. Yes it has the HD of a normal eidolon, but it only gets up to 21 evolution points. Also, it is summoned for only 1 minute per level at a time, and summonable 3 + Int mod per day. It's based off the Summon Monster class feature, but you summon an eidolon. We originally had it swap cantrips, but that wasn't enough, so we went with diminished spellcasting, as it was the only swappable thing left for the MCA. Orelius has also suggested swapping out the 3rd level magus arcana, like for the blackblade magus archetype, which I'm sure you are well acquainted

Oceanshieldwolf wrote:

* Magus Arcana:

- I think a caveat that the BW cannot select the familiar arcana is a good idea.

- Evolution, Lesser Evolution, Greater Evolution: first, do these need prereqs as the go from Lesser Evolution to Evolution to Greater Evolution?

- I agree with Starfox - I'm not seeing the Evolutions for the Bonded Warmage, but if Orelius likes it, and it fits his concept, cool.
I'd rather see either a temporary extra evolution per expenditure for the War Eidolon, or a straight choice of the Extra Evolution feat.

- Guarded Ally - is this an SLA?

1) I will add that; 2) I suppose not, they aren't evolutions, but straight pool point expenditure-good catch; 3) If Orelius really wants these, then we can just make the magus arcan apply to either the bonded warmage OR the war eidlon; 4) Um, I have it as such, aren't abilities that cast spells SLAs?

Oceanshieldwolf wrote:

* Battle Synergy - this says you get a teamwork feat at 8th level. At 10th and every two levels it says you can retrain any teamwork feats you have, no matter where they were gained, including this ability. This is unclear to me - do you only get one teamwork ability from this ability at 8th, or more every two levels? What is meant by "another similar class feature" - Improved Battle Synergy?

I would clarify Battle Synergy and Improved Battle Synergy and Greater Battle Synergy - which doesn't have an ability writeup???

I'll clarify that.

Oceanshieldwolf wrote:
* Greater Shield Ally mentions "boned mage"

Changed!


# Bonded Warmage

Think I'd prefer a weak short-duration eidolon. Does that really need to be balanced against reduced spellcasting.

Also, to make the eidolon more disposable, I think we could let them summon even a dead eidolon, so that it always appears at full hp.


Starfox wrote:

# Bonded Warmage

Think I'd prefer a weak short-duration eidolon. Does that really need to be balanced against reduced spellcasting.

Also, to make the eidolon more disposable, I think we could let them summon even a dead eidolon, so that it always appears at full hp.

No, that doesn't work flavor-wise, as Eidolons are living creatures, and even if the Eidolon is a manifestation of an outsider, it still weakens that outsider enough to have to regenerate for a day.

Plus, shenanigans with Spell Combat and unsummoning/resummoning Eidolons could happen. can't forget that.

ALSO
I DO NOT want the Evolution Arcana.
AT ALL.
EVER.
STOP THINKING THAT I DO.
GAWD.

I have an idea for an arcana...
The Warmage can summon a lesser manifestation of his Eidolon that can use any non-combat abilities it knows, as a full round action. The manifestation remains until it is unsummoned or the Warmage falls asleep. The manifestation is considered an Incorporeal Outsider for all effects related to type. All Hit Points lost while in this form are not regained when summoned normally.
This is meant to fix the problem of Bonded Warmages not being very mobile out of combat when it has something suitable for a mount RIGHT THERE.


#Bonded Warmage

Ok, all understood. I'm not quibbling, just trying to clarify. ;)

Re: Evolution Arcanas: I think Orelius wants these to be temp. Evolutions for the War Eidolon, not the Bonded Warmage?


#Bonded Warmage

Can you clarify Orelius? DO you mean you want the Evolution, Lesser Evolution and Greater Evolution Arcana dropped completely?


Oceanshieldwolf wrote:


#Bonded Warmage

Can you clarify Orelius? DO you mean you want the Evolution, Lesser Evolution and Greater Evolution Arcana dropped completely?

DAAAAAAAAAAAAAAAAAAAAAAAH

*leaves thread to cool off*

I don't think they fit the flavor of the MCA.
And plus, the MCA already has Evolution Surge if needed.


Orelius Lionpaw wrote:
Oceanshieldwolf wrote:


#Bonded Warmage

Can you clarify Orelius? DO you mean you want the Evolution, Lesser Evolution and Greater Evolution Arcana dropped completely?

DAAAAAAAAAAAAAAAAAAAAAAAH

*leaves thread to cool off*

I don't think they fit the flavor of the MCA.
And plus, the MCA already has Evolution Surge if needed.

Neither did Starfox or myself. ;)


#Bonded Warmage
I have an idea for an arcana...
The Warmage can, as a full-round action, summon a lesser manifestation of his Eidolon that can use any non-combat abilities it knows. The manifestation remains until it is unsummoned or the Warmage falls asleep. The manifestation is considered an Incorporeal Outsider for all effects related to type. All Hit Points lost while in this form are not regained when summoned normally.
This is meant to fix the problem of Bonded Warmages not being very mobile out of combat when it has something suitable for a mount right there.


Oceanshieldwolf wrote:
Orelius Lionpaw wrote:
Oceanshieldwolf wrote:


#Bonded Warmage

Can you clarify Orelius? DO you mean you want the Evolution, Lesser Evolution and Greater Evolution Arcana dropped completely?

DAAAAAAAAAAAAAAAAAAAAAAAH

*leaves thread to cool off*

I don't think they fit the flavor of the MCA.
And plus, the MCA already has Evolution Surge if needed.

Neither did Starfox or myself. ;)

*sends Chirp to strangle OSW*


Hashtag bonded warmage
The Eidolon should replace the first two arcana. Otherwise, the class doesn't have quite enough spells to be effective. However, the warmage would still be able to choose Extra Magus Arcana starting at 3rd level.


Oi! So now you want to swap 2 magus arcana instead of diminished spellcasting for the eidolon? If you want to swap magus arcan then you'll likely need to swap at leat 3 of them (3/9/15), maybe even counterstrike. What do others think? Is 3 magus arcana on par with the loss of 1 spell from each level (0th-6th)? If not, what else would need to go?


@Orelius: But… I'm agreeing with you about the flavor?!?!

I think we need to clarify from Orelius exactly how he wants this to look and feel.


I think so. Then we can figure out how much needs to go to get what he wants. This should almost have been Summoner/Magus. Orelius, you can't have your cake and eat it too, though we can get close very often.


OK, from what I understand, Orelius wants an eidolon that can be summoned 3 + Int per day for 1 minute per level per summoning and has reduced EPs (either 16 or 21), normal spellcasting, spellstrike, plus the unique class features. He doesn't want to lose spellcombat or spell recall. So, If we go 16 EPs and swap out fighter training, improved spell recall, counterspell, and geater spell access, we can do it. Though, I'm not sure if 16 or 21 EPs is more balanced in this case.


The ability trade isn't so bad...i would vote for 16 EP (the BW keep all core magus ability and gains an eidolon on the top of that...).


Oceanshieldwolf wrote:

@Orelius: But… I'm agreeing with you about the flavor?!?!

I think we need to clarify from Orelius exactly how he wants this to look and feel.

You took EFFING LONG to understand though.

Eh... diminished spellcasting's okay, I guess.
I get a little carried away with optimizing sometimes.

I *want* this to make it so that the Summoner and Eidolon are more equal in combat. I know about the *can't have your cake* thing. Actually, diminished spellcasting works very well for dual spellcasting classes, even (thinking of the Mystic Theurge-type MCA). Sorry, you all just have very different opinions on how this MCA should be, and I think all the ideas are great.
Diminished Spellcasting should work.


Has anyone looked at the arcana I suggested?
It could even be a class feature gained at, say, 6th level, reducing the Eidolon to 16 EP as a trade.


Your idea for a magus arcana, while interesting makes things uneccessarily complex. Incorporeal anything for an MCA causes balane issues, and we've already spent a bunch of time working out the balance of this one. Trying to incorporate an incorporeal lesser version of your eidolon makes it confusing, at least for me.

If you feel Diminished Spellcasting is fine and you are happy with it, then I think we're done. I'll post a final version. If there are additional things you want to add to this in your own homebrew, feel freee, but as it sits, I feel we have a very balanced MCA here and so I'm calling this one done and we'll move on to the next one in the queue.


#Bonded Warmage
Alright.
I just worked out a major redesign of the class, using the Summoner as the base this time:

The new Bonded Warmage:

Bonded Warmage
Primary class: Summoner
Secondary class: Magus

Hit Die: D8
Skills: A Bonded Warmage takes three Magus skills in addition to the normal Summoner spell list. 4+Int skills per level.
BAB: 3/4 level

Spells: as the current Bonded Warmage (Spellbook, Magus Spells, int based, Eidolon-related spells)
War Eidolon: as the current iteration: minutes long summons per day, Enchantable but nonfunctional plate or scales, 21 EP. At level 10, can be kept summoned permanently as a non-combat mount, but must use summons/day to restore functionality. Hit points lost while in non-combat form are still lost when summoned again.
Spell Combat: replaces Eidolon functionality lost, as the Magus ability.
Deliver Touch Spells: Gained at level 2, replaces Bond Senses, can be upgraded for 2 EP so that spells delivered with Eidolon's natural attacks use that natural attack's critical modifier.
Synergy Pool: As the current iteration, gained at level 3, functions at LV-2 for all purposes except enhancement bonus (this functions at your full level).
Magus Arcana: Gained at every level that is a multiple of 4 (4, 8, 12, 16, 20). Replaces certain Summon Monster abilities.
Shield Ally: gained at level 5.
Greater Shield Ally: gained at level 10.
Life Bond: Gained at level 15.
Battle Synergy and relatedabilities: as the current iteration.
Medium armor training: gained at level 7, replaces Aspect and Greater Aspect.
Heavy Armor Training: gained at level 13, replaces Merge Forms
Greater Spell Access:gained at level 19, replaces Gate and Summon monster IX, can only choose 1 spell from each level (chosen from Summoner spell list)
Spell Recall: Gained at level 9, can only be used twice per day. Replaces certain Summon Monster abilities.

EDIT: ...Gosh darn it, was that hour spent rewriting this wasted?


@Orelius
Perhaps. Unless youlike it better, go ahead and use it. I prefer the Magus/Summoner version myself, and that's what I'll be adding to the wiki.

We're moving on to SAMAS's Avatar MCA (Clr/Sum). I've PMed him, we'll see whether he shows in the next day or so. Otherwise we'll move to the next new MCA after him in the queue.

@Dreadmasque
We're almot there with this. We've added in 3 cantrips per guise, usable 3 + Cha per day, as usggested by OSW up thread. I'll post the most updated version later tonight.


Orelius Lionpaw wrote:

#Bonded Warmage

Alright.
I just worked out a major redesign of the class, using the Summoner as the base this time:

EDIT: ...Gosh darn it, was that hour spent rewriting this wasted?

Building of the summoner might end up being more powerful than building of magus, as the summoner is such a powerful combination of features - trade out out a secondary, but still good ability like "summon monster". Got to keep a close eye on that when building summoner MCAs.

The opposite is sort of true for the weaker classes, like rogue.

And... if you wasted a whole hour... that's not very much time for making a new MCA. :o


Here's the supposed final version of the dReadmasque, unless there are still tweaks that need to be made or additions/fixes required.

DREADMASQUE (Final?):

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

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

Bonus Skills and Ranks: The dreadmasque may select three bard skills to add to her class skills in addition to the normal inquisitor class skills. The dreadmasque gains a number of ranks at each level equal to 6 + Int modifier.

Weapon and Armor Proficiency: The dreadmasque is proficient with all simple weapons, plus the hand crossbow, longbow, repeating crossbow, rapier, shortbow, and short sword. He is also proficient with light armor and with shields (except tower shields).

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

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

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

If a mask is damaged, it is restored to full hit points the next time the dreadmasque chooses her guises. If the mask is lost or destroyed, it can be replaced after 1 week in a special ritual that costs 100 gp per dreadmasque level plus the cost of the masterwork item. This ritual takes 8 hours to complete. Masks replaced in this way do not possess any of the additional enchantments of the previous mask. A dreadmasque can designate an existing mask as her mask, including one that is magical. This functions in the same way as replacing a lost or destroyed mask except that the new mask retains its abilities while gaining the benefits and drawbacks of becoming a mask. This ability replaces the inquisitor's weapon proficiency with her deity’s favored weapon.

Guise: Starting at 1st level, a dreadmasque’s mask allows her to assume a particular persona or guise, much like an actor portrays a role in a play. A guise imbues the dreadmasque with a variety of powers related to the persona that she is attempting to portray. Each guise grants the dreadmasque a spell-like ability, one of two inquisitions, two bardic performances, and three inquisitor judgments, plus an additional skill effect. All inquistion powers and judgments rely on Charisma instead of Wisdom. A dreadmasque uses her level to determine the effects of any inquisition power, bardic performance, or judgment.

A dreadmasque can use bardic performances and judgments from any guise she knows and is currently in effect a number of rounds per day equal to 4 + his Charisma modifier. At each level after 1st a dreadmasque can use bardic performances or judgments for 2 additional rounds per day. Each round, the dreadmasque can produce or use any one of the bardic performances or judgments granted by her currently active guise. Only one bardic performance or judgment can be in effect at a time. If another bardic performance or judgment is activated, the previous one immediately ends.

While a guise is in effect, the dreadmasque gains access to only one of her inquisitions. Each inquisition grants a 1st level power and a second power at 6th or 8th level. If the dreadmasque uses a 1st level power from one inquisition, she continues to access that power until its daily uses have been expended (that is, the power has uses or rounds per day remaining), regardless of what guise is active. Only one 1st level inquisition power and one inquisition power of 6th or 8th level can be accessed each day. Once a 1st level power or a power of 6th or 8th level power has been activated in one inquisition, it cannot be accessed in another inquisition.

Regardless of what guise is in effect, a dreadmasque may pronounce the following dread judgment in place of a granted judgment.

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

At 1st level, a dreadmasque may select two guises from those listed below. Once the choice is made, it cannot be changed. At 3rd level and every two levels thereafter, a dread masque can learn one additional guise. A dreadmasque can only have one guise in effect at a time, but she can change her guise to any other guise that she knows as a move action.

A dreadmasque may select from the following guises.

Avenger: This guise grants the dreadmasque the ability to use daze, guidance and resistance as a spell-like ability a number of times per day equal to 3 + the dreadmasque’s Charisma modifier. The dreadmasque also gains access to the Anger and Vengeance inquisitions, the countersong and inspire courage performances, and the Destruction, Resistance, and Smiting judgments. While the avenger guise is in effect, the dreadmasque adds half her level (minimum 1) to all Acribatics skill checks. In addition, the dreadmasque can cause the target of a successful critical hit with her dread strike to take 1 point of bleed damage for 1d4 rounds. This bleed damage increases to 2 points 8th level, and 3 points at 15th level. The avenger guise might manifest itself as a red mask with glaring eyes, its mouth curled into a snarl, and red and black flames painted along its cheek bones and forehead.

Disciple: This guise grants the dreadmasque the ability to use lullaby, read magic, and stabilize as a spell-like ability a number of times per day equal to 3 + the dreadmasque’s Charisma modifier. The dreadmasque also access to the Conversion and Zeal inquisitions, the countersong and distraction performances, and the Healing, Purity, and Protection judgments. While the disciple guise is in effect, the dreadmasque adds half her level (minimum 1) to all Diplomacy skill checks. In addition, the dreadmasque can cause the target of a successful critical hit with her dread strike to become dazzled for 1d6 rounds. At 15th level, the target becomes blinded for 1d4 rounds. The disciple guise might manifest itself as a sturdy mask with stern eyes, an emotionless expression, and divine symbols etched into its forehead.

Enforcer: This guise grants the dreadmasque the ability to use brand, daze and flare as a spell-like ability a number of times per day equal to 3 + the dreadmasque’s Charisma modifier. The dreadmasque also access to the Fervor and Imprisonment inquisitions, the countersong and inspire courage performances, and the Protection, Resiliency and Smiting judgments. While the enforcer guise is in effect, the dreadmasque adds half her level (minimum 1) to all Intimidate skill checks. In addition, the dreadmasque can cause the target of a successful critical hit with her dread strike to become entangled for 1 round. This increases to 2 rounds at 8th level, and 3 rounds at 15th level. The enforcer guise might manifest itself as a roughly shaped mask with determined eyes, rivets along its forehead, and scratches upon its surface.

Executioner: This guise grants the dreadmasque the ability to use brand, daze and stabilize as a spell-like ability a number of times per day equal to 3 + the dreadmasque’s Charisma modifier. The dreadmasque also access to the Torture and True Death inquisitions, the fascinate and distraction performances, and the Destruction, Justice, and Smiting judgments. While the executioner guise is in effect, the dreadmasque adds half her level (minimum 1) to all Intimidate skill checks. In addition, the dreadmasque can cause the target of a successful critical hit with her dread strike to become staggered for 1d4 rounds. At 8th level, the target gains the cowering condition for 1d4 rounds. At 15th level, the target becomes stunned for 1 round. The executioner guise manifests itself as a smooth, featureless, obsidian mask with only black eye slits to mar its surface.

Exorcist: This guise grants the dreadmasque the ability to use detect magic, ghost sound, and read magic as a spell-like ability a number of times per day equal to 3 + the dreadmasque’s Charisma modifier. The dreadmasque also access to the Banishment and Damnation inquisitions, countersong and distraction performances and the Healing, Purity and Resistance judgments. While the exorcist guise is in effect, the dreadmasque adds half her level (minimum 1) to all Knowledge (planes) skill checks and may make all Knowledge (planes) checks untrained. In addition, the dreadmasque can cause the target of a successful critical hit with her dread strike to become sickened for 1d4 rounds. At 15th level, the target becomes nauseated for 1d4 rounds. The exorcist guise might manifest itself as a well polished angular mask with piercing eyes, an open mouth, and a single rune carved into its forehead.

High Inquisitor: This guise grants the dreadmasque the ability to use brand, daze, and sift as a spell-like ability a number of times per day equal to 3 + the dreadmasque’s Charisma modifier. The dreadmasque also access to the Illumination and Truth inquisitions, fascinate and inspire courage performances and the Justice, Purity, and Smiting judgments. While the high inquisitor guise is in effect, the dreadmasque adds half her level (minimum 1) to all Intimidate skill checks. In addition, the dreadmasque can cause the target of a successful critical hit with her dread strike to become frightened for 1d4 rounds at 8th level, or panicked for 1d4 rounds at 15th level. The high inquisitor guise might manifest itself as a burnished golden mask with its entire surface etched with filigree, piercings of deep emeralds, a frowning mouth, and a large ruby set in its forehead.

Infiltrator: This guise grants the dreadmasque the ability to use know direction, prestidigitation and virtue as a spell-like ability a number of times per day equal to 3 + the dreadmasque’s Charisma modifier. The dreadmasque also access to the Heresy and Possession inquisitions, the distraction and fascinate performances, and the Protection, Purity, and Resistance judgments. While the infiltrator guise is in effect, the dreadmasque adds half her level (minimum 1) to all Bluff skill checks. In addition, the dreadmasque can cause the target of a successful critical hit with her dread strike to become flat-footed for 1d4 rounds. The infiltrator guise might manifest itself as a black mask with contemplative eyes, an overly long expressionless mouth, pointed chin, and thinly painted eyebrows.

Investigator: This guise grants the dreadmasque the ability to use detect magic, know direction and read magic as a spell-like ability a number of times per day equal to 3 + the dreadmasque’s Charisma modifier. The dreadmasque also access to the Fate and Revelation inquisitions, countersong and distraction performances and the Justice, Protection and Purity judgments. While the investigator guise is in effect, the dreadmasque adds half her level (minimum 1) to all Knowledge (local) skill checks and may make all Knowledge (local) checks untrained. In addition, the dreadmasque can cause the target of a successful critical hit with her dread strike to become confused for 1d4 rounds at 8th level. The investigator guise might manifest itself as a reflective, long-chinned mask with a pondering mouth, and deep-set searching eyes.

Judge: This guise grants the dreadmasque the ability to use brand , guidance, and light as a spell-like ability a number of times per day equal to 3 + the dreadmasque’s Charisma modifier. The dreadmasque also access to the Oblivion and Order inquisitions, fascinate and inspire courage performances and the Healing, Justice, and Resiliency judgments. While the judge guise is in effect, the dreadmasque adds half her level (minimum 1) to all Sense Motive skill checks. In addition, the dreadmasque can cause the target of a successful critical hit with her dread strike to become frightened for 1d4 rounds at 8th level, or panicked for 1d4 rounds at 15th level. The judge guise might manifest itself as a polished grey mask with an inscrutable expression of skepticism, pursed lips, and discerning eyes with one eyebrow raised for effect.

Knight Adamant: This guise grants the dreadmasque the ability to use guidance, light, and virtue as a spell-like ability a number of times per day equal to 3 + the dreadmasque’s Charisma modifier. The dreadmasque also access to the Justice and Valor inquisitions, the countersong and inspire courage performances, and the Justice, Protection, and Resiliency judgments. While the knight adamant guise is in effect, the dreadmasque adds half her level (minimum 1) to all Knowledge (nobility) skill checks and may make all Knowledge (nobility) checks untrained. In addition, the dreadmasque can cause the target of a successful critical hit with her dread strike to become fatigued for 1d4 rounds at 8th level, or exhausted for 1d4 rounds at 15th level.The knight adamant guise might manifest itself as the faceplate of a great helm, with visor, eye slits, breathing holes, and rivets placed vertically from crown to chin.

Petitioner: This guise grants the dreadmasque the ability to use guidance, lullaby, and message as a spell-like ability a number of times per day equal to 3 + the dreadmasque’s Charisma modifier. The dreadmasque also access to the Persistence and Tactics inquisitions, fascinate and inspire courage performances and the Healing, Protection, and Purity judgments. While the knight adamant guise is in effect, the dreadmasque adds half her level (minimum 1) to all Knowledge (religion) skill checks and may make all Knowledge (religion) checks untrained. In addition, a dreadmasque can cause the target of a successful critical hit with her dread strike to become fascinated for 1d4 rounds at 8th level. The petitioner guise might manifest itself as a common, unadorned mask with pleading eyes, a hopeful expression, and slight smile.

A dreadmasque has access to any guise she knows and is currently active. This ability and deeper mask replace domain, judgment, and the inquisitor’s spellcasting ability.

Dread Strike (Ex): Starting at 4th level, a dreadmasque can choose one weapon that she is proficient with as her dread weapon. Once chosen, it cannot be changed. Whenever the dreadmasque makes a successful critical hit with her dread weapon, the target must make a Will save (DC 10 + 1/2 the dreadmasque’s level + the dreadmasque’s Charisma modifier) or become shaken for 1d4 rounds. This shaken effect stacks with the effects of other shaken conditions. Alternatively, the dreadmasque can replace this shaken condition with a condition listed her current guise’s description.

At 7th level the dreadmasque can imbue her weapon with the bane weapon property as a swift action as the inquisitor ability of the same name. This effect lasts for a number of rounds per day equal to her dreadmasque level. These rounds do not need to be consecutive. This ability replaces monster lore, bane, greater bane, and slayer.

Masquerade (Su or Ex): At 3rd level and every three levels thereafter, a dread masque can learn a new bardic performance. Each performance can be used in place of a bardic performance granted by her guise. A dreadmasque may select the following bardic performance at the indicated level: 3rd–inspire competence; 6th–suggestion; 9th–dirge of doom; 12th–inspire greatness; 15th–soothing performance; 18th–frightening tune. Alternatively, at each such interval, a dreadmasque can choose a teamwork feat that she qualifies for. This ability otherwise functions as and replaces teamwork feats.

Quick Change (Ex): At 8th level, a dreadmasque can change between her known guises as a swift action. This ability replaces second judgment.
Deeper Mask (Su): At 10th level, a dreadmasque gains access to both the inquisitions associated with her guise, but may only use one 1ss level power or one power of 6th or 8th level per day, as normal.

Second Guise (Su): At 16th level, a dreadmasque can have two different guises active at a time. She still only has access to two inqusitions–either two from one guise on one from each guise, but gains access to any bardic performances and judgments granted by the two guises that are currently in effect. This ability replaces third judgment.

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

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

1st +0 +0 +2 +2 Guise, inscrutable mien, mask
2nd +1 +0 +3 +3 Cunning initiative, detect alignment, track
3rd +2 +1 +3 +3 Guise, masquerade
4th +3 +1 +4 +4 Dread strike
5th +3 +1 +4 +4 Discern lies, guise
6th +4 +2 +5 +5 Masquerade
7th +5 +2 +5 +5 Guise
8th +6/+1 +2 +6 +6 Quick change
9th +6/+1 +3 +6 +6 Guise, masquerade
10th +7/+2 +3 +7 +7 Deeper mask
11th +8/+3 +3 +7 +7 Guise, stalwart
12th +9/+4 +4 +8 +8 Masquerade
13th +9/+4 +4 +8 +8 Guise
14th +10/+5 +4 +9 +9 Exploit weakness
15th +11/+6/+1 +5 +9 +9 Guise, masquerade
16th +12/+7/+2 +5 +10 +10 Second guise
17th +12/+7/+2 +5 +10 +10 Guise
18th +13/+8/+3 +6 +11 +11 Masquerade
19th +14/+9/+4 +6 +11 +11 Guise
20th +15/+10/+5 +6 +12 +12 Death masque


Still no word from SAMAS, so Kelazan, stay tuned, you may be putting your Fencer/Elegant Swordsaman up right away. So, stay tuned.


Right now, I am very busy (my trimester is ending, lots of work ahead). Maybe we should pass to the next one in the queue and return to me next week. My Swashbuckler need some modification to adjust to the MCA pattern (ability swap aren't specified and the base/secondary class aren't cleary defined).

If you want to work on it now, it will be more chaotic and we will have to define these little holes together, but I wont have much time to do so.


Will, do! I'm next after you, so that's fine. Once mine's done, you'll be up, unless we hear from SAMAS. I'm always willing to push people back in the queue if more time is needed.


OK, if I don't hear anything from SAMAS by tomorrow night, expect to see my Quipu Mystic (Wiz/Brd) up for critique.


Looked over the dreadmask. It has an awesome concept. It is pretty hard to understand and to grasp exactly what it can do, since it is so complex. This makes balance is hard to judge - it ought to be fair, but I think only actual play can tell if it works or not.

In my experience, if something is so complex it is hard to judge balance, it is generally weaker than it appears - powers with many conditions on their use lose utility. Since the dreadmasque looks very powerful and high-utility on a casual reading, I think this means it's ok power wise. But its all highly theoretical.

Insofar as any actual playtest experience exists of this or other MCA classes, it would be lovely to hear. Even playtests of old MCA classes are worthwhile, as they can put a stamp of approval on what is otherwise a big house of cards.


Here's my Quipu Mystic. As it was originally based upon a similar concept for spellcasting as the new Arcanist (prepared spells but cast spontaneously), I've incorporated the new casting mechanics from the revised version, as it will like become the official mechanic for such spellcasting. I've also swapped out some of the traditionsal bardic performances in favor of more flavorful ones from bard archetypes that fit the concept better.

QUIPU MYSTIC:

The quintessential wizard is most often portrayed as a book smart, scroll-wielding paragon of magical might. However, there are wizards from the far-flung lands beyond civilization who record their spells within the very oral traditions of their tribes. These quipu mystics serve as both guardians and puissant wilders of their tribal magic, and keepers of the ancient lore of their people. Through the recitation of his oral traditions, the quipu mystic can create magical effects that bolster tribal warriors, compel true confessions, or call forth fallen heros to strike down his enemies. Although many view quipu mystics as eccentric wildmen, they nonetheless possess great power and knowledge that benefit their tribes or those who associate with them. (Inspired by Ascalaphus’ Oral Tradition Wizard archetype)

Primary Class: Wizard.
Secondary Class: Bard.
Alignment: Any.
Hit Dice: d6.

Bonus Skills and Ranks: The quipu mystic may select six bard skills to add to his class skills in addition to the normal wizard class skills, one of which must be Perform (oratory). The quipu mystic gains a number of ranks at each level equal to 4 + Int modifier.

Weapon and Armor Proficiency: The quipu mystic is proficient with all simple weapons. A quipu mystic is not proficient with any type of armor or shield. Armor interferes with a quipu mystic’s gestures, which can cause his spells with somatic components to fail.

Spellcasting: A quipu mystic casts arcane spells drawn from the wizard spell list. He can cast any spell he has knotted into his quipu without preparing it ahead of time. Every quipu mystic spell has a verbal component (reciting), and can never benefit from the Silent Spell metamagic feat. To learn or cast a spell, a quipu mystic must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a quipu mystic’s spell is 10 + the spell level + the quipu mystic’s Charisma modifier. A quipu mystic can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Quipu Mystic. In addition, he receives bonus spells per day if he has a high Charisma score. A quipu mystic may know any spells that are knotted into his quipu.

Like a wizard, a quipu mystic must prepare his spells in advance, but he can cast any spell he has prepared at any time, assuming he has not yet used up his allotment of spells per day for the spell’s level. However, he must get 8 hours of sleep and spend 1 hour reciting his ancient oral traditions in order to regain his daily allotment of spells. A quipu mystic otherwise casts spells as a wizard equal to his quipu mystic level.

Quipus: A quipu mystic does not record his spells in a spellbook, but by reciting the ancient oral traditions handed down to him through the generations. As part of this tradition, a quipu mystic must make and wear a special collar of knotted cords called a quipu. The quipu, also called “talking knots”, is a recording device upon which the quipu mystic keeps the oral history, tales, and mystical spells of his people. A quipu consists of colored, spun, and plied thread or strings made from animal hair or cotton cords. Each cord contains a sequence of knots, the number, type, and design of which convey a specific spell from his oral tradition. A quipu can have as many cord as the quipu mystic desires, but may not exceed 100, with each containing one spell of 1st level or higher, or two 0–level spells.

A quipu mystic begins play with all 0–level wizard spells, plus three 1st–level spells of his choice. These are each knotted into his quipu. The quipu mystic also selects a number of additional 1st-level spells equal to his Charisma modifier to add to the quipu. Due to the daily recitation of his oral tradition, these ancient spells are brought to the quipu mystic’s memory.

At each new quipu mystic level, he gains two new spell cords of any spell level or levels that he can cast (based on his new quipu mystic level) for his quipu, through his oral traditions. At any time, an quipu mystic can also add spells found on scrolls, in another wizards’ spellbooks, or directly from another spellcaster (arcane or divine) through oral recitation. A quipu mystic can only learn new spells that belong to the wizard’s spell list, but may learn a spell from another spellcaster if it is on both of their spell lists.

To learn a spell from another spellcaster, the quipu mystic must spend 10 minutes for each level of the spell, reciting it with the spellcaster. These minutes do not need to be consecutive, but must be spent in 10–minute increments. Once the required time has been invested, the quipu mystic must make a Spellcraft skill check (15 + spell level) to see if he has learned the spell. If he fails, he must spend an equal amount of time in an attempt to learn the spell. If he succeeds, he can add the new spell as a cord with the appropriate knots to his quipu.

While a wizard can have multiple spellbooks from which to study his spells, a quipu mystic cannot have more than one quipu at a time. To overcome this drawback, the quipu mystic can replace a spell that is knotted into his quipu with another. Upon reaching 4th level, and at every even numbered level thereafter (6th, 8th, and so on), the quipu mystic can choose to learn a new spell in place of one he already knotted into his quipu. In effect, the quipu mystic loses the old spell in exchange for the new one. To do this, the quipu mystic must remove the original knots from the cord that represents the spell he has lost, and replace it with a new sequence of knots that represents the spell he has learned. The new spell's level must be the same as that of the spell being exchanged. A quipu mystic qualifies for the Expanded Arcana feat.

While a quipu mystic must prepare his spells in advance (see Table: Quipu Mystic Spells Prepared), he can cast any spell he has prepared for the day at any time, assuming he has not yet used up his allotment of spells per day for the spell’s level. However, he must get 8 hours of rest and recite his oral history for 1 hour per day to regain his daily allotment of spells. The quipu otherwise functions as and replaces the wizard’s spellbook.

Charisma Dependent: Due to the nature and role among his people, the quipu mystic uses Charisma instead of Intelligence when determining the highest level of spells he can cast, his spell save DCs, bonus spells, and any effects of his abilities normally determined by his Intelligence. This also applies to Knowledge (arcana) or Spellcraft skill checks made in regards to spells or spellcasting.

Arcane Bond (Sp): At 1st level, a quipu mystic forms a powerful bond with his quipu. The quipu is always masterwork quality. It occupies a neck slot and must be worn to have effect. This ability otherwise functions as a bonded object from the wizard’s arcane bond ability.

Bardic Knowledge (Ex): At 1st level, a quipu mystic gains the bard’s bardic knowledge ability. This ability replaces scribe scrolls.

Oral Tradition: At 1st level, a quipu mystic gains the bard’s bardic performance ability, except that the quipu mystic can only use the Perform (oratory) skill to create his magical effects. He can choose no other Perform skills. The quipu mystic gains the inspire competence bardic performances, as indicated on Table: Quipu Mystic. A quipu mystic also gains the following bardic performances as his oral traditions.

Tribal Enemy (Ex): At 1st level, a quipu mystic who has identified a creature with a Knowledge check appropriate to its type can use oral tradition to share strategies for defeating it with allies in combat. The quipu mystic and any allies within 30 feet gain a +1 insight bonus to AC and on attack rolls and saving throws against extraordinary, supernatural, and spell-like abilities used by creatures of that specific kind of monster (e.g., frost giants, not all giants or all humanoids). This bonus increases by +1 at 5th level and every six levels thereafter. This language-dependent ability requires visual and audible components. (Naturalist from Archivist archetype)

Compel Secrets (Su): At 9th level, a quipu mystic can use oral tradition to trick a creature into revealing its secrets. Using this ability requires a successful Sense Motive check to see through a Bluff or notice mental compulsion. After 3 continuous rounds of oral traditions, the target must make a Will save (DC 10 + 1/2 the quipu mystic’s level + the quipu mystic’s Cha modifier). Success renders the target immune to this power for 24 hours. On a failed save, a liar inadvertently reveals the lie and the truth behind it. A creature under a charm or compulsion reveals the nature of its enchantment and who placed it (if the creature knows) and gains a new saving throw to break free from the enchantment. This ability is language-dependent and requires audible components. Using this power requires only 2 rounds of oral tradition at 15th level, and 1 round of oral traditions at 20th level. (True Confessions from Detective archetype)

Song of the Fallen (Sp): At 10th level, a quipu mystic can duplicate the effect of a Horn of Valhalla. This effect requires 10 continuous rounds of oral tradition and summons barbarians as a silver horn at 10th level, as a brass horn at 13th level, as a bronze horn at 16th level, and as an iron horn at 19th level. The warriors remain only as long as the quipu mystic continues his oral tradition. This ability requires audible components. (Song of the Fallen from Savage Skald archetype)

A quipu mystic use his oral tradition as a bard equal to his quipu mystic level. This ability replaces arcane school.

Lore Master (Ex): At 2nd level, a quipu mystic gains the bard’s lore master ability, and every six quipu mystic levels thereafter, up to 4/day at 20th level. This ability replaces the wizard’s bonus feats.

Table: Quipu Mystic
Base
Class Attack Fort Ref Will Spells per Day
Level Bonus Save Save Save Special 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th

1st +0 +0 +2 +2 Arcane bond, bardic knowledge, 3 2 — — — — — — — —
cantrips, oral traditions,
tribal enemy +1
2nd +1 +0 +3 +3 Lore master 1/day 4 3 — — — — — — — —
3rd +1 +1 +3 +3 4 4 — — — — — — — —
4th +2 +1 +4 +4 Inspire competence +2 4 4 2 — — — — — — —
5th +2 +1 +4 +4 tribal enemy +2 4 4 3 — — — — — — —
6th +3 +2 +5 +5 4 4 4 2 — — — — — —
7th +3 +2 +5 +5 4 4 4 3 — — — — — —
8th +4 +2 +6 +6 Inspire competence +3, 4 4 4 4 2 — — — — —
lore master 2/day
9th +4 +3 +6 +6 Compel secrets 4 4 4 4 3 — — — — —
10th +5 +3 +7 +7 Song of the fallen (silver horn) 4 4 4 4 4 2 — — — —
11th +5 +3 +7 +7 tribal enemy +3 4 4 4 4 4 3 — — — —
12th +6/+1 +4 +8 +8 Inspire competence +4 4 4 4 4 4 4 2 — — —
13th +6/+1 +4 +8 +8 Song of the fallen (brass horn) 4 4 4 4 4 4 3 — — —
14th +7/+2 +4 +9 +9 Lore master 3/day, 4 4 4 4 4 4 4 2 — —
15th +7/+2 +5 +9 +9 4 4 4 4 4 4 4 3 — —
16th +8/+3 +5 +10 +10 Inspire competence +5, 4 4 4 4 4 4 4 4 2 —
song of the fallen (bronze horn)
17th +8/+3 +5 +10 +10 tribal enemy +4 4 4 4 4 4 4 4 4 3 —
18th +9/+4 +6 +11 +11 4 4 4 4 4 4 4 4 4 2
19th +9/+4 +6 +11 +11 Song of the fallen (iron horn) 4 4 4 4 4 4 4 4 4 3
20th +10/+5 +6 +12 +12 Inspire competence +6, 4 4 4 4 4 4 4 4 4 4
lore master 4/day

Table: Quipu Mystic Spells Prepared
Class Spells per Day
Level 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th

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


I have always think that horn of the valhala's barbarians were worthless at the level a savage skald his able to summon them.

A lvl 2 barbarian is CR 1. Having 2d4+2 of them don't make their BAB better and they are likely to get killed by any burst spell or by a single attack of opportunity from the ennemy. At level 10, you are facing ennemy that these guy can't hit if they don't roll a natural 20. I also think that helpfull barbarian constructs don't fit so much with the flavor of this MCA. The Quipu is more a african grio than a viking sage.

Something more spirit/dead oriented, as the dirge bard, could fit the concept closer imo. The Quipu is the guardian of his tribe memory, and the memory of the dead. You could look to the Ancestor oracle mystery and turn some revelation in a performance like mechanic.

If not, inspire greatness can fit pretty well : the spirits of the fallen ancestors join the fight and posses the body of the young generation, providing them resilience and guiding their blows.


# Quipu Mystic

Name: Quipu are South Amerindian recording devices (had to look that one up). We refused the name Lin Kuei because it was ethnic Chinese (or maybe just because it was obscure). I personally don't at all mind ethnic names and think quipu mystic is cool. Perhaps this could be the ur-wizard?

All the talk about oral traditions is a bit strange, as the quipu are recording devices, effectively script in the form of knots. By definition, a culture that has script does not use oral tradition. Unless English differ in subtle ways from Swedish in how these things are counted. (This has happened before - the English word "steel" and the Swedish "stål" are supposed to mean the same, but there are techno-historical technical differences.)

Skills: Adding 6 class skills seems a lot. You only add 2 skill points, and the wizard already has the knowledge skills that would seem to be the msot relevant.

Making of quipu: Having cotton be a part of quipu seems a bit over-specific, shouldn't any cord do? Wikipedia mentions llama hair as one material.

"A quipu can have as many cord as the quipu mystic desires, but may not exceed 100, with each... " This is confusing. "A quipu can have up to 100 cords, with each..." seems more like it.

100 spells is actually quit limiting at higher levels. A 20th level quipu mysic can know 35 spells simultaneously (counting cantrips as half a spell), so he can only have 3 alternates for each spell. I think this can work, just pointing out that it is a real limitation.

Charisma Dependent: I don't think there is any precedent for changing what attribute a skill gains a bonus from, and sorcerers still use Intelligence for Knowledge (Arcana) or Spellcraft. I see no real reason to make an exception here. Quipu mystics are not expert magic theorists or spell researchers, they can survive being at sorcerer levels of proficiency with this.

Bardic Knowledge: Being Cha-based casters, this is not as useful as it would be to a wizard, but it is still very powerful.

Oral tradition: Other than the name being inappropriate, these abilities seem fair. The last one is a bit weak as noted by Kelazan. Compel secrets could use a note on whether it is subtle or not - does the target realize what is happening before the effect hits. Also, can a charmed creature choose to fail its saving throw against this?

Also note that the q mystic doesn't actually need any ranks in Perform (Oratory) to use oral tradition at present - you may want to base this on ranks in Perform (Oratory) rather than level, with a maximum = class level (for multiclass characters).

Lore Master: Having this and bardic knowledge is too much. Perhaps if it came at levels 12 and 17, it would give the 'mystic some high-level abilities, other abilities stop coming after level 10..

Power Level: Overall, with 4 skill points, 6 extra skills, bardic knowledge, and lore master, this has very high noncombat utility for a 9-level caster class with the wizard list. I feel it needs to lean either more towards bard (more utility, 6 levels of spells) or wizard/arcanist (less utility).

As a final not, maybe we should put this off until we know more about the arcanist - it is hard to balance this against something that is as unknown as that class.

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