Multiclass Archetypes VII: MCAs Forever


Homebrew and House Rules

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Your Saint of Sinners (original) concept I feel is more a new base class than an MCA.

Alright, I thikn we're moving on!

Lindley, you're up! Post your MCA and we can start.

Advocates

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

Ah, sorry, mother's day celebrations have prevented me from getting the write-up up here. I'll probably be ready in two hours at the absolute most.


No worries, Lindley! It's Mother's day, don't worry about it 'til tomorrow.

Advocates

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

Alright, my swaps wound up being the entirety of bardic performance in exchange for the vocal set and personages, and the entirety of versatile performance in exchange for the personage upgrades.

Spoiler:

Class Skills: The synthesized voice has all class skills from the bard skill list, and adds any three of Disable Device, Fly, Heal, and Survival. However, she loses Perform as a class skill.

Spellcasting: This functions as the bard’s spellcasting as normal, but the bard uses her Intelligence in place of her Charisma.

Vocal Set (Ex): At 1st level, the synthesized voice gains a special technological device which can sing in a variety of tones and manners. This device is built into a special headband with speakers, and cannot be removed or sundered. The vocal set has a bonus on Perform (Sing) checks equal to the synthesized voice’s bonus on Craft (Technology) checks, but must be directed by the synthesized voice to perform as a standard action, at which point it does not stop performing until directed to stop as a swift action.

Personages (Su): Rather than honing a variety of musical talents herself, the synthesized voice programs her vocal set to take on different personages that elicit different magical effects by harmonizing its soundwaves with magical frequencies.

At 1st level, the vocal set has two personages, selected from the following list. At 3rd level and every odd level thereafter, she gains one additional personage. At 2nd level and every even level thereafter, the synthesized voice increases the bonus or penalty provided by one of her personages by one. Each personage may only be active for a number of rounds each day equal to 2 + her Intelligence modifier, which increases by 1 round at every level after 1st. Each personage has its own pool of rounds for which it may be active.

This replaces bardic performance and versatile performance.

Amplified Personage: The vocal set sings powerfully, causing all spells cast within 20 feet of the synthesized voice to have its range increased by 5 feet. Boosting this personage causes the range increase to increase by 5 feet.

Boisterous Personage: The vocal set sings aggressively, providing a +1 morale bonus on attack rolls to all allies within 20 feet.

Cheerful Personage: The vocal set sings cheerfully, providing a +1 morale bonus on skill checks to all allies within 20 feet.

Depressing Personage: The vocal set sings morosely, causing a -1 morale penalty on skill checks to all enemies within 20 feet.

Energetic Personage: The vocal set sings energetically, giving all allies that start their turns within 20 feet of the synthesized voice a +10 foot morale bonus to their land speed.

Faltering Personage: The vocal set sings weakly, causing all enemies within 20 feet to suffer a -1 morale penalty to AC.

Greedy Personage: The vocal set sings with a tone of avarice, providing a +1 morale bonus on all steal and disarm maneuvers to allies within 20 feet.

Hazardous Personage: The vocal set sings a song of warnings, providing allies within 20 feet a +1 morale bonus to Initiative checks.

Irate Personage: The vocal set sings furiously, providing all creatures within 20 feet with a +1 morale bonus on Strength and Constitution, but causing them to suffer a -1 morale penalty to AC. Upgrading this personage increases both bonuses by +1 and increases the penalty by -1.

Jealous Personage: The vocal set sings with a frenzy of envy, causing all enemies within 20 feet to suffer a -1 penalty on steal and disarm combat maneuvers.

Killer Personage: The vocal set sings a tune of death and slaying, causing all enemies within 20 feet to take 1d4 sonic damage. Upgrading this personage increases the damage dealt by 1d4.

Loving Personage: The vocal set sings a sweet little love song, causing all Diplomacy checks made within 20 feet to gain a +1 morale bonus.

Majestic Personage: The vocal set sings with a refined grace, causing all allies within 20 feet to gain a +1 morale bonus to Charisma.

Nocturnal Personage: The vocal set sings a tune of nightlife and darkness, causing all creatures within 20 feet to gain darkvision out to 30 feet. A creature that already has darkvision increases its darkvision’s range by 10 feet. Upgrading this personage increases the gained darkvision to increase by 15 feet and the increased darkvision to increase by 5 feet.

Opulent Personage: The vocal set sings a song of money and wealth, causing all allies within 20 feet to gain a +2 morale bonus on checks to haggle. Upgrading this personage increases the bonus by +2.

In case it wasn't obvious, it's based heavily on Vocaloids, and is basically a bard that doesn't perform, using the Vocaloid in his headset to perform for him.


# Synthesised Voice

Is this a bard/alchemist? I don't see any alchemist here except perhaps a tinker/technological flavor. Now as folk will know I like me some sci-fi, but this needs a lot more.

Is it necessary to define the synthesiser as being located on a headband? Does it take up the headband slot? Makes more sense to me to locate the synthesiser on or near the throat (neck slot).

*** Honestly, I don't think this is an MCA. It's a bard archetype. To be an MCA I'd like to see a lot more integration of the alchemist...

To that end:

* Discoveries could integrate with the synthesiser. Discoveries that allow for audio weaponry/vibration effects - like pinpointing an enemies organs and scrambling them from range.

* Mutagen could be reskinned as sonar/vibration powers/buffs/upgrades.

* You'd still need to work out what bit of the bard you'd drop - spellcasting perhaps? ;)

On that note, I'm sure someone could come up with an interesting twist to those vocal spells when passed through the snthesiser - like metamagic feats.

I could definitely see some sort of Frank Herbert's Dune series Fremen sound warfare, or Bene Gesserit use of the Voice...


I agree with OSW. This needs a lot more swapping and integration of alchemist to be a true MCA.

Your vocal set and personages could be a replacement for the Mutagen/Greater Mutagen/Grand Mutagen stream. A drink, once imbibed, allows the drinker to vocally perform the effects. Doing so would likely replace mutagen, a few discoveries, and then also we'd create a Greater and Grand version of them. We'd also likley have a list of different personaes to choose from (sort of like how mercies work with lay on hands) to spread out the effects. I'd also propose combining like but opposite effects into one personage. For example, the Cheerful and Depressing could easily be combined, with the sining granting a bonus to allies and a penalty to enemies. Thus, similarly combining all similar opposing personages into one. This will reduce the number closer to that of the bard's performances.

So to visionalize on the advancement table, you'd get the "Vocal Mutagen" (for lack of a better term right now) at 1st, with two or three different personages that can be imbued into the mutagen. Then we'd allow additional personages to be chosen as discoveries, and s Greater Vocal Mutagen and Grand Vocal Mutagen choice for discoveries, increasing the bonuses granted by the mutagen. Likely we'd have th initial mutagen grant a +2 bonus/-2 penalty, and the others a +4/-4 and +6/-6 respectfully? It would still use the the mutagens 10 min/level duration, allow the MCa to use the ability as a standard action each round, but limits it to onlyone of the personages each time a mutagen is created.

I also like OSW's idea of the mutagen as a sonic weapon. However, I think we could just replace bombs with that aspect of the idea. Essentially, instead of bombs per day, he can unleash a sonic "shout" X/day, like bombs. We keep the damage increment (10d6 at 19th), but change the effect to that of a cone effect like the shout spell. Then we'd also have discoveries for the "Shout" ability, allowing his should to do additional effects, like sleep, stun, paralyze, etc. just some ideas, as sound waves can be used in this way in the comics.

This sonic shout combined with a Vocal Mutagen that he can use to unleash different effects that buff allies/debuff enemies would be a huge step to making this more an MCA and less an archetype.

Would likely need to look at adding in some more bard-y extracts, as well as change the poison resistance and swift poisoning abilities into something else more bard-y, such as a sonic resistance instead of poison, maybe replace swift poisoning with "swift shout"? anyways, just throwing some ideas out there.

EDIT: Lindley, what is this supposed to be? Brd/Alc or Alc/Brd? It matters as to what chassis we start with for the swaps and stuff. We already have a Brd/Alc (Mix Artist), and I thikn Alc/Brd suits your concept the most.


#"Synthesised Voice"

This all really depends on Lindley's desired flavor. If any alchemist abilities are used they could be reflavored as anything, so drinking extracts or quaffing mutagen may not apply - it could just be done automatically via mindlink with the synthesiser (free action), or.... something [mindblank].

Bombs may not be necessary, nor extracts, nor mutagens. But there has to be something from Alchemist or this as I said above is just a Bard archetype.

Lindley - any more flavor forthcoming? You say variously that there is a "special technological device" that can harmonize with "magical frequencies". So we have some magitech, and some personalities that can be invoked.

* The danger in device related MCAs, or classes is always that there is focus on the device as power rather than class with power, and where the dividing line is - is this a class, or should it more probably be a magic weapon/armor/wondrous item. (As I can attest - Gauntlet Witch, Symbiote Gunner, Direlock (partly), Dreadmasque - probably others...though the Symbiote Gunner got around that by being attached to a gun-symbiote... my upcoming Xenocite Assailant MCA also focuses on a "special weapon/device").
Can the synthesiser be removed/grappled by foes? If so, what happens? I guess we'd need to give it an AC, hardness, hp etc - the Dreadmasque had some stuff like that, likely tweaked/copied by Elghinn from somewhere else...


Well in POST Lindley proposed it as Bard/Alc.

Alc/Bard does seem to be in keepig with how I see it. But again, that's just me. An augmented sound warrior/mixer. Could:

* drop extracts (spells) for the sound hijinks/personages, and

* place the more damage/sonic weaponry stuff in the bombs place. Maybe a cone shape rather than thrown splash weapon. Collateral damage might be a problem but you could get a discovery or feat to make it more accurate/pinpoint/sweep over allies without damaging them...

* mutagens could be reflavoured as either specialised condition inducing changes to the sonic weaponry, or somer sound based buff....

Brings to mind my idea for a wingless harpy playable class with alternate race traits of different sonic cries... (see Cave Harpy in Wayfinder #9...)

Advocates

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

Ah, thanks a ton for your advice. Yeah, it was a Bard/alc, but alc/bard could work better. I think that going with OSW's suggestions for how it would work would be amazing.

As for flavor, I see it as using magical effects by way of sound waves and how they interact with magical effects and auras, as well as being someone who never could perform, but wanted to.

I don't have access to a computer at this moment (posting this from my cell), but I'll try to rework it today (if El doesn't beat me to it, of course.)


I'll let you do it, Lindley, I'm pretty busy today.


# Synthesized Voice

This looks like a fine example of what I just said above - a half-thought idea that can fit the MCA process better than something finished.

I feel the concept here is closer to a wizard/bard, as the character itself would probably lack almost any physical ability (much like a wizard) but would have a plethora of magical abilities. Replace the school and arcane bond with synthesized voice abilities and change the spell list around a bit, probably by simply removing some schools of magic. Int-based casting seems right for something synthetic.

I'd prefer the source of the synthesized voice to be something more tangible. A barrel organwould be lovely. Just look at the pretty pictures. Dragging something like that along would obviously be a disadvantage, and we're not always good at recognizing the value of disadvantages here. Something like the bonded item version of the wizard's arcane bond would be a place to start.

A smaller music box could be used, which would make this much closer to a regular class, with less advantages and disadvantages. Perhaps the music box is the basic option, but an optional barrel organ can be used to amplify the effects? A higher-level version of Summon Instrument could create a barrel organ out of thin air. The music personages described above could work as musical scores on a barrel organ.

Using alchemical substances to create various special effects from the barrel organ would make sense, such as smoke, flashes, and perhaps electricity. These are most easily represented as spells. So far it fits the original alchemist theme, but neither the alchemist's or the bard's spell list is a good match for these kinds of abilities, I'm afraid it needs a new list or maybe the wizard list?

To create a mechanical feel to the synthesized voice abilities, I'd suggest they do not have a limited number of rounds per day, instead being limited by the attention they draw and actions you have to spend to keep them coming.

Maybe this is too far of the intended track, Lindley, in which case it might work as a future MCA in its own right.

Edit: See also the hurdy-gurdy, apparently a medieval instrument by the artwork provided, and very cute. However, it doesn't play prerecorded melodies.


Once my Hivemind is all polished and created, I think I'll throw my Druid/Alchemist at you.

Ichormancer: An alchemical warlock who specialises in creating, manipulating and storing Oozes to do his or her bidding, along with handling liquid substances of a virulent and dangerous nature. It also has a unique Wild Shape variant to suit his grotesque nature.

So! throw that onto the list for my next MCA if you could~


# Divergent Saint/Saint of Sinners/ Wayward Saint/ Whatever Its called now

This bad boy going to be added to the main list soon? :)

# Synthesized Voice

I feel like things could take a tip or two of sorts from Louis Porter's Machinesmith especially the Greatworks portion of it, with different upgrades coming as the levels do, more and more ways to enhance and improve the "Personas" as it is. In addition, I feel that perhaps

Side Note: Having not seen Vocaloid, I read this as "Autotune Bard + Some good Midi-Skills and Mix Skills" :P


I think I fall more on the "love" side of something most players have a strong Love/Hate relationship with. Options. Options. Options.


Options are good, but they need to be balanced. That'swhat we do here. Just need to wait for Lindley's updated version, thenwe can continue to work on it.


Rogue Saint is up on the wiki.

Advocates

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

Sorry for the delay, family things happened. Here ya go!

Spoiler:
Alchemist/Bard

Class Skills: The synthesized voice chooses any three skills from the Bard skill list, but cannot select perform.

Reduced Extracts: The synthesized voice may create one fewer extract of each level per day. If this would reduce the number of extracts available to zero, he only receives the bonus extracts for a high Intelligence score.

Synthetic Sonar (Su): The synthesized voice’s synthetic sonar is created in the same way as a normal alchemist’s mutagens, except instead of providing a bonus to his physical attributes and penalizing his mental ones, he imbibes a potion filled with tiny bits of sonic energy to grant him singing prowess. For a number of rounds equal to his level plus his Intelligence modifier, he provides all creatures that can hear him with one of the following effects:

Combat Sonar: +2 morale bonus on attack rolls to allies, -2 morale penalty on attack rolls to enemies.
Defensive Sonar: +2 morale bonus on saving throws to allies, -2 morale penalty on saving throws to enemies.
Skillful Sonar: +2 morale bonus on skill checks to allies, -2 morale penalty on skill checks to enemies.

This replaces mutagens.

Digitized Bellow (Su): The synthesized voice can, as a standard action usable a number of times each day equal to his class level + his Intelligence modifier, shout powerfully, dealing 1d6 sonic damage to all creatures in a 15-foot cone. This increases by 1d6 damage at 3rd level and every odd level thereafter.

This replaces the bomb class feature.

Discovery: this functions as normal for an alchemist, but the synthesized voice cannot select any discoveries that would modify bomb or mutagens, but instead has access to the following discoveries:

Sleeping Song:[/b] This functions as the [i]sleep spell with a caster level equal to the synthesized voice class level, but it affects all creatures caught in his digitized bellow, and he must sacrifice 2d6 points of damage from his digitized bellow to use this discovery. He must be at least 5th level to select this discovery.

[i]Superior Sonar:[/b] The bonuses provided by the synthesized voice’s synthetic sonar increase by +2, and the penalties provided by the same increase by -2. He must be at least 12th level to select this discovery.

[i]Superlative Sonar:[/b] The bonuses provided by the synthesized voice’s synthetic sonar increase by a further +2, and the penalties provided by the same increase by a further -2. He must be at least 16th level and have the superior sonar discovery to select this discovery.


# Synthesised Voice

Nice work LC! Much more streamlined with a clear focus. I like it so far, but I miss the personages - though perhaps not the name "personages".

* Digitized Bellow - this is a good start, and I guess discoveries could alter it like the sleeping song discovery you have provided. I guess I was thinking of something more versatile that could work as both a healing frequency or a damaging vibration as a base. Seeing as it replaces bombs I can see that might be a little harder to balance... You could always get a discover to change the digitized bellow to an aura heal...

* Extracts - could these be reskinned somehow? I know singing and drinking both use the throat, and singers might quaff stuff to ease the stress of singing, but still... Nothig comes to mind yet except chants or ditties or similar...which would be vebal spells...perhaps with a difficult Spellcraft DC to identify. Yeah, no...


# synthesized voice

Curious what you'll make of the infusions


Oceanshieldwolf wrote:

# Synthesised Voice

Nice work LC! Much more streamlined with a clear focus. I like it so far, but I miss the personages - though perhaps not the name "personages".

* Digitized Bellow - this is a good start, and I guess discoveries could alter it like the sleeping song discovery you have provided. I guess I was thinking of something more versatile that could work as both a healing frequency or a damaging vibration as a base. Seeing as it replaces bombs I can see that might be a little harder to balance... You could always get a discover to change the digitized bellow to an aura heal...

* Extracts - could these be reskinned somehow? I know singing and drinking both use the throat, and singers might quaff stuff to ease the stress of singing, but still... Nothig comes to mind yet except chants or ditties or similar...which would be vebal spells...perhaps with a difficult Spellcraft DC to identify. Yeah, no...

perhaps instead of potions the Synthesised voice could instead use song sheets? each one having a different verbal component that creates a new effect, and must be written before use. Similar in effect to using scrolls, perhaps?

Advocates

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

Ooh, I very much like your suggestion, Tyrranical! Scrolls in place of potions... wonderful! I'll see if I can whip something up of that variety soon.


Tyrannical wrote:
Oceanshieldwolf wrote:

# Synthesised Voice

Nice work LC! Much more streamlined with a clear focus. I like it so far, but I miss the personages - though perhaps not the name "personages".

* Digitized Bellow - this is a good start, and I guess discoveries could alter it like the sleeping song discovery you have provided. I guess I was thinking of something more versatile that could work as both a healing frequency or a damaging vibration as a base. Seeing as it replaces bombs I can see that might be a little harder to balance... You could always get a discover to change the digitized bellow to an aura heal...

* Extracts - could these be reskinned somehow? I know singing and drinking both use the throat, and singers might quaff stuff to ease the stress of singing, but still... Nothig comes to mind yet except chants or ditties or similar...which would be vebal spells...perhaps with a difficult Spellcraft DC to identify. Yeah, no...

perhaps instead of potions the Synthesised voice could instead use song sheets? each one having a different verbal component that creates a new effect, and must be written before use. Similar in effect to using scrolls, perhaps?

Or quaffing beers for extra loud belches perhaps?

But seriously maybe flavoured as liquid sound that you release through drinking?


Lindley Court wrote:

Sorry for the delay, family things happened. Here ya go!

** spoiler omitted **...

I like digitized bellow but as sonic damage it should be 1D4 damage as basically unresistable and matches the alchemist discovery, i dont think it needs the status rider for balance.

I think a name like Harmonics is better than synthetic sonar as unless you are granting echolocation with this then it isant sonar (SOund Navigation And Ranging). It could last as long as a mutagen and grant similar effects to bard songs such as competence, doom, courage, heroics. A cross between background music and sound warfare experiments for the negative effects.

A rider allowing him to turn off for free but allow to restart and/or change the effect a number of times a day equal to INT modifier would keep him versatile.

I dont think there is any harm in wholesale changing the whole alchemist spell list for the bard spell list. I'm not sure there is a need for him to have less spells than usual though as hes not gaining too much from this and bard and alchemist spell progression is the same

Something for mundane alchemy and poison parts of alchemist to trade for something flavourful is still needed, or trade out for different type of sonar/harmonics. This would mean it would last as long as a mutagen, use discoveries as grand/greater to increase the bonus/penalty and increments of poison resist for different bard song effects (they couldnt scale with level as that is for grand/greater discoveries)

Add some custom discoveries and bam, you're done


I will be posting some tweaks and changes, including ability name changes (as I had the same thoughts as Apr did), plus additional discoveries. Frankly, just because sonic is harder to resist, I don't see the reason why it should be reduced to 1d6. If you use it like the ki shout ability (target 1 creature), but then add a Fort save to target and adjacent creatures to avoid a knock prone effect, I think its just as even as bombs with the same damage, and the splash damage to adjacent creatures.

Also, I had a thought on the extracts. Just leave them alone, and then at 4th level he can also prepare extracts as "composition spells", essentially functioning as normal spells, but are reduced to only verbal and material components (no somatic) and are a tonal set of notes that must be sung to cast them. Then, we also add suitable bard spells to the list, primarily anytihg related to sound.

So, like the Incendiary Mage MCA, who casts spells, but as a Wiz/Alc can later create extracts from his spells, the sythesized voice can start casting these composition spells (using his extract slots) at 4th (1st level only), then every 3 levels therafter, can cast the next higher level extracts as these compositions. This will give him the option of extracts, or spells. Though, we may want to limit it to a max of 4th level extracts instead of up to 6th, as the Incendiary Mage (a full caster) maxed out at 6th level spells turned into extracts.

Anyways, hold tight and I should have things up in a bit.


#synthesised voice
I liked the personages but find the more alchemist flavor fits better than the magitech stuff.

Here's an idea you can use if you'd like:

Spoiler:
what about mutated a mutated alchemical ooze (synthosonic harmonicyte?) that coats the vocal chords and changes the Synthesised Voice's singing. The "synthosonic harmonicyte" could require "essential oils" he brews in order to produce more potent vibrations, the emotional characteristics of the voice based on the humors and alchemical oils used. That way you can bring back the personages in a different form.

I could also see the harmonicyte granting a bonus on charisma based checks too.

It could be something like
Synthesize Harmonicyte (Ex): the synthetic voice has turned to alchemy to transmute his aweful singing into something worthy of his intellect. The result is a synthosonic harmonicyte, an ooze alchemically engineered to tune his vocal chords forming a symbiotic partnership.

Synthesising Preformance (Su): the synthetic voice can feed his harmonicyte various mixtures of essential oils and alchemical reagents to boost its performance abilities, allowing him to make stirring performances while the brew's effects last. The brew is delivered by spritzer but otherwise is subject to the creation method, duration, and limitations on number prepared and time that choices must be made as alchemist's mutagen class feature.
While under the effects of a brew he may sing for a number of rounds equal to 4 + his intelligence modifier at 1st level. At second level and every level thereafter he may preform an additional 2 rounds. These rounds of Preformance are recovered once per day when he prepares his extracts by giving his harmonicyte a snack.
Essence of [emotional state x] (Su):


I also like the idea of his extracts being delivered by spritzer like old-timey vocal spray, but can't think of a significant mechanical change that would necessitate.


Welcome Archemedes! Great ideas BTW, especially the Synthesize Harmonicyte concept. However, the Synthesizing Performance will likely not make it into this MCA, as Lindley already has said she wants no Bardic Performance mechanics in this MCA.

My thought about these is that, as we have Throw Anything and Poison Use still usable as swaps, we could certainly incoporate the Harmonicyte idea, and possibly reincorporate the Personages (which would likely be renamed Dynamics or Intonations to be more musical).

We'll see what others think. In the mean time, here's y tweaked Synthesized Voice, and remember, we still have Throw ANything and Poison Use to swap out, as they are essentially useless abilities now.

Thoughts on changing Synthesized Voice to Synthetic Voice?

SYNTHESIZED VOICE v2:

Still need a flavor blurp too Lindley!

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

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

Weapon and Armor Proficiency: The synthesized voice is proficient with all simple weapons, bombs, with light armor, but nor with shields.
Alchemy (Su): This is exactly like the alchemist ability of the same name, except that the synthesized voice does not create bombs.

Harmonics (Su): In addition to magical extracts, synthesized voices are adept at unleashing a blast of sonic energy at their enemies. A synthesized voice can use a number of harmonic blasts each day equal to his synthesized voice level + his Intelligence modifier. Releasing a harmonic blast requires a standard action that provokes an attack of opportunity. Harmonics is a ray effect that can be used to target one creature and has a range of 30 feet. On a direct hit, a synthesized voice's harmonics inflicts 1d6 points of sonic damage + additional damage equal to the synthesized voice's Intelligence modifier. The damage of a synthesized voice's harmonics increases by 1d6 points at every odd-numbered synthesized voice level (this bonus damage is not multiplied on a critical hit or by using feats such as Vital Strike).

In addition to sonic damage, a harmonic blast creates a concussive burst that affects the target’s square and all squares adjacent to it. Those caught in the burst can attempt a Reflex save or be knocked prone. The DC of this save is equal to 10 + 1/2 the synthesized voice's level + the synthesized voice’s Intelligence modifier.

Synthesized voices can add additional effects to their harmonics as discoveries (see the Discovery ability) as they level up. This ability replaces bombs.

Thoughts on the Resonant Mutagen's +4 to Cha-based skill checks combined with the aura effects?

Resonant Mutagen (Su): At 1st level, a synthesized voice discovers how to create a mutagen that he can imbibe in order to heighten his vocal power and influence. It takes 1 hour to brew a dose of resonant mutagen, and once brewed, it remains potent until used. A synthesized voice can only maintain one dose of resonant mutagen at a time—if he brews a second dose, any existing resonant mutagen becomes inert. As with an extract or synthetic harmonics, a resonant mutagen that is not in a synthesized voice's possession becomes inert until a synthesized voice picks it up again.

When a synthetic voice brews a resonant mutagen, he selects one of the following resonances—combat, defensive, or skills. It's a standard action to drink a resonant mutagen. Upon being imbibed, the resonant mutagen causes the synthesized voice to become more enigmatic, granting him a +4 alchemical bonus to all Charisma-based skill checks for 10 minutes per synthesized voice level. In addition, while the resonant mutagen is in effect, the synthesized voice emits a 10-foot aura of sound waves that grants bonuses to his allies and bestows penalties upon his enemies, dependent upon his chosen resonance. Individual resonances have the following effects.

Combat Resonance: Allies within the aura gain a +2 morale bonus on all attack rolls, while enemies receive a –2 penalty on attack rolls.

Defensive Resonance: Allies within the aura gain a +2 morale bonus on all saving throws, while enemies receive a –2 penalty on saving throws.

Skill Resonance: Allies within the aura gain a +2 morale bonus on all skill checks, while enemies receive a –2 penalty on skill checks.

A non-synthesized voice who drinks a resonant mutagen must make a Fortitude save (DC 10 + 1/2 the synthesized voice's level + the synthesized voice's Intelligence modifier) or become nauseated for 1 hour—a non-synthesized voice can never gain the benefit of a resonant mutagen, but a synthesized voice can gain the effects of another synthesized voice's resonant mutagen if he drinks it. (Although if the other synthesized voice creates a different resonant mutagen, the effects of the “stolen” resonant mutagen immediately cease.) The effect of a resonant mutagen do not stack. Whenever a synthesized voice drinks a resonant mutagen, the effects of any previous resonant mutagen immediately end. This ability otherwise functions as and replaces mutagen.

Discoveries: This is exactly like the alchemist ability of the same name, except that the synthesized voice cannot select any bomb discoveries. He can choose the cognatogen or mutagen discoveries, and any associated discoveries, though mutagen discoveries have no effect on a resonant mutagen. The synthesized voice may choose from the following new discoveries restricted to the Synthesized Voice multiclass archetype.

The Harmonics discoveries are based off the Critical feats of the same names. Should they be Su or Ex? I think Su, as its coming from the effects of the harmonics ability.

Bleeding Harmonics (Su): The synthesized voice’s harmonics disrupts the blood vessels with the target’s body. The target takes 2d6 points of bleed damage each round on his turn, in addition to the damage dealt by the sonic blast. Bleed damage can be stopped by a DC 15 Heal skill check or through any magical healing. This stacks with other bleed damage effects. The synthesized voice must be at least 12th level to select this discovery.

Blinding Harmonics (Su): The target of a synthesized voice’s harmonics is blinded. A successful Fortitude save reduces this to dazzled for 1d4 rounds. The DC of this Fortitude save is equal to 10 + 1/2 the synthesized voice's level + the synthesized voice's Intelligence modifier. This discovery has no effect on creatures that do not rely on eyes for sight or creatures with more than two eyes (although multiple hits with sonic blasts might cause blindness, at the GM's discretion). Blindness can be cured by heal, regenerate, remove blindness, or similar abilities. The synthesized voice must be at least 16th level to select this discovery.

Crippling Harmonics (Su): The target of a synthesized voice’s harmonics is slowed. On a direct hit, the target’s speed is halved for 1 minute. A successful Fortitude save reduces this duration to 1d4 rounds. The DC of this save is equal to 10 + 1/2 the synthesized voice's level + the synthesized voice's Intelligence modifier. Against creatures with multiple types of movement, the synthesized voice must choose which movement type to affect. A flying creature hit by this attack must make a DC 10 Fly check to remain airborne, and has its maneuverability reduced by one step. The synthesized voice must sacrifice 2d6 points of damage from his harmonics to use this discovery. The synthesized voice’s harmonics must be at least 14th level to select this discovery.

Deafening Harmonics (Su): The target of a synthesized voice’s harmonics is deafened. On a direct hit, the target is permanently deafened. A successful Fortitude save reduces the deafness to 1 round. The DC of this Fortitude save is equal to 10 + 1/2 the synthesized voice's level + the synthesized voice's Intelligence modifier. This discovery has no effect on deaf creatures. This deafness can be cured by heal, regeneration, remove deafness, or a similar ability. The synthesized voice must sacrifice 2d6 points of damage from his harmonics to use this discovery. The synthesized voice’s harmonics must be at least 14th level to select this discovery.

Drowsy Harmonics (Sp): The target of a synthesized voice’s harmonics becomes sleepy. On a direct hit, the target is affected by a sleep spell, with a caster level equal to the synthesized vice’s level. The synthesized voice must sacrifice 2d6 points of damage from his harmonics to use this discovery. The synthesized voice must be at least 6th level to select this discovery.

Exhausting Harmonics (Su): The target of a synthesized voice’s harmonics is exhausted. On a direct hit, the target immediately becomes exhausted. This discovery has no effect on exhausted creatures. The synthesized voice must sacrifice 4d6 points of damage from his harmonics to use this discovery. The synthesized voice’s harmonics must have the tiring harmonics discovery and be at least 16th level to select this discovery.

Grand Resonant Mutagen (Su): The synthesized voice’s resonant mutagen now grants a +8 alchemical bonus on all Charisma-based skill checks. The bonus gained by an ally from his resonant aura increases to +6, and the penalty received by an enemy increases to –6. The synthesized voice must have the greater resonant mutagen discovery and be at least 16th level to select this discovery.

Greater Resonant Mutagen (Su): The synthesized voice’s resonant mutagen now grants a +6 alchemical bonus on all Charisma-based skill checks. The bonus gained by an ally from his resonant aura increases to +4, and the penalty received by an enemy increases to –4. The synthesized voice must be at least 12th level to select this discovery.

Nauseating Harmonics (Su): The target of a synthesized voice’s harmonics is nauseated. On a direct hit, the target becomes nuseated for 1 minute. The effects of this discovery do not stack. Additional hits instead add to the effect's duration. The synthesized voice must sacrifice 4d6 points of damage from his harmonics to use this discovery. The synthesized voice’s harmonics must have the sickening harmonics discovery and be at least 16th level to select this discovery.

Sickening Harmonics (Su): The target of a synthesized voice’s harmonics is sickened. On a direct hit, the target becomes sickened for 1 minute. The effects of this discovery do not stack. Additional hits instead add to the effect's duration. The synthesized voice must sacrifice 2d6 points of damage from his harmonics to use this discovery. The synthesized voice’s harmonics must have the tiring harmonics discovery and be at least 12th level to select this discovery.

Staggering Harmonics (Su): The target of a synthesized voice’s harmonics is staggered. On a direct hit, the target becomes staggered for 1d4+1 rounds. A successful Fortitude save reduces the duration to 1 round. The DC of this Fortitude save is equal to 10 + 1/2 the synthesized voice's level + the synthesized voice's Intelligence modifier. The effects of this discovery do not stack. Additional hits instead add to the duration. The synthesized voice’s harmonics must be at least 14th level to select this discovery.

Stunning Harmonics (Su): The target of a synthesized voice’s harmonics is stunned. On a direct hit, the target is stunned for 1d4 rounds. A successful Fortitude save reduces this to staggered for 1d4 rounds. The DC of this Fortitude save is equal to 10 + 1/2 the synthesized voice's level + the synthesized voice's Intelligence modifier. The effects of this discovery do not stack. Additional hits instead add to the duration. The synthesized voice must sacrifice 4d6 points of damage from his harmonics to use this discovery. The synthesized voice’s harmonics must be at least 18th level to select this discovery.

Tiring Harmonics (Su): The target of a synthesized voice’s harmonics is fatigued. On a direct hit, the target becomes fatigued. This feat has no additional effect on a fatigued or exhausted creature. The synthesized voice must sacrifice 2d6 points of damage from his harmonics to use this discovery. The synthesized voice’s harmonics must be at least 14th level to select this discovery.

Sound Resistance (Ex): At 2nd level, a synthesized voice gains a +2 bonus on all saving throws against sonic-based and deafening effects, as well as effects that prevent him from making sound, such as the silence spell. This bonus increases to +4 at 5th level, and then again to +6 at 8th level. At 10th level, a synthesized voice gains resist sonic 10. He also becomes completely immune to the deafened condition and any spells or effects that prevent him from making sound, such as the silence spell. This ability replaces poison resistance.

Composition Spells: Beginning at 4th level, a synthesized voice learns to cast his extracts as spells, similar to a wizard. While studying his formulae book, a synthesized voice decides which extracts to memorize as spells and which to prepare as extracts. Like a wizard, when a synthesized voice prepares a spell, he can cast it any time during the day. At 4th level, a synthesized voice can prepare spells from his 1st-level extracts. Every three levels thereafter, a synthesized voice can prepare spells from each subsequent level of spells, up to a maximum of 4th–level spells at 13th level.

Composition spells are cast in the same way as other prepared spells, and consumes the normal component of a similar spell. However, they always have verbal components in the form of tonal notes that must be sung at the time of casting. If an extract normally has a costly material component, that component is expended during the casting of that particular spell. An incendiary mage can prepare a spell of any extract he has in his formulae book. The Difficulty Class for a saving throw against a synthesized voice’s spell is 10 + the spell level + the a synthesized voice's Intelligence modifier.

Unlike other alchemists, a synthesized voice can learn spells from a wizard or bard that is on the alchemist formulae list and copy them into his formulae book as extracts. A synthesized voice does not need to decipher arcane writings from a wizard’s spellbook before copying them. A synthesized voice’s spells otherwise function like a wizard’s spells. This ability replaces swift poisoning.

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

1st +0 +2 +2 +0 Alchemy, brew potion, harmonics 1d6, resonant mutagen, 1 — — — — —
throw anything
2nd +1 +3 +3 +0 Discovery, sound resistance +2, poison use 2 — — — — —
3rd +2 +3 +3 +1 Harmonics 2d6, swift alchemy 3 — — — — —
4th +3 +4 +4 +1 Composition spells, discovery 3 1 — — — —
5th +3 +4 +4 +1 Harmonics 3d6, sound resistance +4 4 2 — — — —
6th +4 +5 +5 +2 Discovery 4 3 — — — —
7th +5 +5 +5 +2 Harmonics 4d6 4 3 1 — — —
8th +6/+1 +6 +6 +2 Discovery, sound resistance +6 4 4 2 — — —
9th +6/+1 +6 +6 +3 Harmonics 5d6 5 4 3 — — —
10th +7/+2 +7 +7 +3 Discovery, sound immunity 5 4 3 1 — —
11th +8/+3 +7 +7 +3 Harmonics 6d6 5 4 4 2 — —
12th +9/+4 +8 +8 +4 Discovery 5 5 4 3 — —
13th +9/+4 +8 +8 +4 Harmonics 7d6 5 5 4 3 1 —
14th +10/+5 +9 +9 +4 Discovery, persistent mutagen 5 5 4 4 2 —
15th +11/+6/+1 +9 +9 +5 Harmonics 8d6 5 5 5 4 3 —
16th +12/+7/+2 +10 +10 +5 Discovery 5 5 5 4 3 1
17th +12/+7/+2 +10 +10 +5 Harmonics 9d6 5 5 5 4 4 2
18th +13/+8/+3 +11 +11 +6 Discovery, instant alchemy 5 5 5 5 4 3
19th +14/+9/+4 +11 +11 +6 Harmonics 10d6 5 5 5 5 5 4
20th +15/+10/+5 +12 +12 +6 Grand discovery 5 5 5 5 5 5


[OT]
I just thought about a new feat for the Master Metamorph. It's similar to Extra Bombs or Extra Mercy.

Extra Metamutagen

Your metamutagen allows you to assume another form.

Prerequisites: metamutagen class feature.

Benefit: Select one additional metamutagen spell effect for which you qualify. Your metamutagen can function as that spell effect.

Special: You can gain this feat multiple times. Its effects do not stack. Each time you take this feat, select a new spell effect for your metamutagen.

[/OT]


Tyrannical wrote:
perhaps instead of potions the Synthesised voice could instead use song sheets? each one having a different verbal component that creates a new effect, and must be written before use. Similar in effect to using scrolls, perhaps?

I like this too - it stays vaguely alchemical while allowing a spell list that affects others. Perhaps a side effect of casting spells thus way is that he CANNOT affect himself - like alchemy in reverse?

I can see a punchcard being slotted into a music box to play magical tunes, very charming.

Advocates

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

Ooh, I really like all the changes that have been made. I do like the idea of the spell sheets that Tyrannical suggested, and I think it fits a bard better than wizardly casting.

For the flavor blurb...

"Some dream of singing, but lack any talent in that field, their mind being geared towards alchemical pursuits. But their insistence on "the show going on" and courageous drive to their dreams leads to a blending of alchemy and bardic magic. When these traits are merged, a synthetic voice is produced."

And yeah, I think Synthetic Voice would be a better name.


This is some tasty tasty flavour it is!


Elghinn Lightbringer wrote:

Welcome Archemedes! Great ideas BTW, especially the Synthesize Harmonicyte concept. However, the Synthesizing Performance will likely not make it into this MCA, as Lindley already has said she wants no Bardic Performance mechanics in this MCA.

My thought about these is that, as we have Throw Anything and Poison Use still usable as swaps, we could certainly incoporate the Harmonicyte idea, and possibly reincorporate the Personages (which would likely be renamed Dynamics or Intonations to be more musical).

We'll see what others think. In the mean time, here's y tweaked Synthesized Voice, and remember, we still have Throw ANything and Poison Use to swap out, as they are essentially useless abilities now.

Thoughts on changing Synthesized Voice to Synthetic Voice?

** spoiler omitted **...

The harmonic discoveries based on the critical line of feats. They do require a confirmed critical to land but these dont? Seems better than it should be, but its late here and ill read again in the morning but it definitely feels like it needs more hoops to jump through for the effects(Agree on Su though)

Needs a cone effect modifier discovery like breath weapon bomb, like a shout
Just needs to see which bard spells are appropriate


Apraham Lincoln wrote:
Elghinn Lightbringer wrote:

Welcome Archemedes! Great ideas BTW, especially the Synthesize Harmonicyte concept. However, the Synthesizing Performance will likely not make it into this MCA, as Lindley already has said she wants no Bardic Performance mechanics in this MCA.

My thought about these is that, as we have Throw Anything and Poison Use still usable as swaps, we could certainly incoporate the Harmonicyte idea, and possibly reincorporate the Personages (which would likely be renamed Dynamics or Intonations to be more musical).

We'll see what others think. In the mean time, here's y tweaked Synthesized Voice, and remember, we still have Throw ANything and Poison Use to swap out, as they are essentially useless abilities now.

Thoughts on changing Synthesized Voice to Synthetic Voice?

** spoiler omitted **...

The harmonic discoveries based on the critical line of feats. They do require a confirmed critical to land but these dont? Seems better than it should be, but its late here and ill read again in the morning but it definitely feels like it needs more hoops to jump through for the effects(Agree on Su though)

Needs a cone effect modifier discovery like breath weapon bomb, like a shout
Just needs to see which bard spells are appropriate

We could certainly keep the critical hit requirements, but they are also gained a bit later, and require the sacrifice of damage dice from the harmonics ability. They also have sav es to negate or reduce the effect. But still, they could be more potent then the feats. That's why we have the thread, right?

What do people think of the Resonant Mutagne, specifically the combination of bonuses and penalties with the bonus to Cha skill hcecks for the Synthetic Voice and the 10 minutes per level durations?

Also, Im going to make a change to the Composition Spells ability, making it more a temporary "scroll" type ability instead of just prepared spells.


# Synthetic Voice

@Elghinn, perhaps +2 initially, and then +4 later?

I'm also not sure why you are giving the allies a buff and foes a nerf. And do they last for the ten minutes/level? Surely he has to use an action to get it to work, like a shout or similar… As writte, you drink the resonant mutagen and then you buff your party for +2 for 10 mins level, and nerf all foes by +2 for 10/minutes/level, even during new combats, if you are unconscious, gagged etc….

Unless I'm totally missing something...


Here's the tweakd Compositions ability.

Compositions:
Beginning at 4th level, a synthetic voice learns to create temporary magical writings called compositions in which to store his extract effects, similar to scribing a scroll. While studying his formulae book, a synthetic voice decides which formulae to prepare as extracts and which to record as compositions. When a synthetic voice writes a composition, he infuses the inscription with a tiny fraction of his own magical power, binding the effects to the creator. At 4th level, a synthetic voice can create compositions from his 1st-level extracts. Every three levels thereafter, a synthetic voice can create compositions from each subsequent level of extracts, up to a maximum of 4th–level extracts at 13th level.

Writing compositions consumes raw materials, but the cost of these materials is insignificant—comparable to the valueless material components of most spells. If an extract normally has a costly material component, that component is expended during the creation of that particular composition. A synthetic voice casts his compositions in the same way as other prepared scrolls. However, compositions always have a verbal component in the form of notes and intonations that must be sung at the time of casting.

A composition immediately becomes inert if it leaves the synthetic voice's possession, reactivating as soon as it returns to his keeping. A composition, once created, remains potent for 1 day before becoming inert, so a synthetic voice must re-prepare his compositions every day. Creating a composition takes 1 minute of work.

Unlike other alchemists, a synthetic voice can learn spells from a wizard or bard that is on the alchemist formulae list and copy them into his formulae book as extracts. A synthetic voice does not need to decipher arcane writings from a wizard’s spellbook before copying them. A synthetic voice’s spells otherwise function like a wizard’s spells. This ability replaces swift poisoning.

Also, how are these for replacements to Throw Anything and Poison Use?

Acute Hearing (Ex) A synthetic voice has a keen sense of hearing, allowing him to discriminate between a wide variety of sounds and tones. At 1st level, a synthetic voice ignores up to –5 in penalties due to distance on audible Perception checks, allowing him to hear accurately at much greater distances than most. This ability replaces throw anything.

Scribe Scroll: At 2nd level, a synthetic voice gains scribe scroll as a bonus feat. He can use scribe scroll to create scrolls of his extract formulae, which are consumed when making the associated extract. This ability replaces poison use.


Oceanshieldwolf wrote:

# Synthetic Voice

@Elghinn, perhaps +2 initially, and then +4 later?

Hm, perhaps, Since the normal mutagen grants a +4 to a stat, increasing the modifier by only +2; +2, then +4 with Greater and +6 with Grand Resonant Mutagen? Thoughts from others?

Oceanshieldwolf wrote:

I'm also not sure why you are giving the allies a buff and foes a nerf. And do they last for the ten minutes/level? Surely he has to use an action to get it to work, like a shout or similar… As writte, you drink the resonant mutagen and then you buff your party for +2 for 10 mins level, and nerf all foes by +2 for 10/minutes/level, even during new combats, if you are unconscious, gagged etc….

Unless I'm totally missing something...

The resonant mutagen lasts for 10 min/level, the buffs and nerfs are dependent on ally/enemy position. The allies or enemies must be within the 10 foot aura to take effect. Once an enemy or ally moves beyond the area, the buff/nerf disappears. It functions similar to a paladin's/antipaladin's aura. Though, we can certainly add in the "unconscious" thing from the paladin's auras to clarify its function.

Now, with the bonus/penalty, is 2/4/6 too much of an increase with the Greater/Grand versions? OR should these be reduced to 1/2/3 as it is providing both a bonus and penalty to two different types of people (allies/enemies).


Elghinn Lightbringer wrote:
Oceanshieldwolf wrote:

I'm also not sure why you are giving the allies a buff and foes a nerf. And do they last for the ten minutes/level? Surely he has to use an action to get it to work, like a shout or similar… As writte, you drink the resonant mutagen and then you buff your party for +2 for 10 mins level, and nerf all foes by +2 for 10/minutes/level, even during new combats, if you are unconscious, gagged etc….

Unless I'm totally missing something...

The resonant mutagen lasts for 10 min/level, the buffs and nerfs are dependent on ally/enemy position. The allies or enemies must be within the 10 foot aura to take effect. Once an enemy or ally moves beyond the area, the buff/nerf disappears. It functions similar to a paladin's/antipaladin's aura. Though, we can certainly add in the "unconscious" thing from the paladin's auras to clarify its function.

Now, with the bonus/penalty, is 2/4/6 too much of an increase with the Greater/Grand versions? OR should these be reduced to 1/2/3 as it is providing both a bonus and penalty to two different types of people (allies/enemies).

Ok, so it is a audio effect that can be heard, or a low/high frequency/vibration beyond human detection? That would make more sense to me, though I don't think it matters mechanically, except that if it is constant its going to play havoc with Stealth.

I would go with the latter as it does both buff and nerf...


Elghinn Lightbringer wrote:
Oceanshieldwolf wrote:

I'm also not sure why you are giving the allies a buff and foes a nerf. And do they last for the ten minutes/level? Surely he has to use an action to get it to work, like a shout or similar… As writte, you drink the resonant mutagen and then you buff your party for +2 for 10 mins level, and nerf all foes by +2 for 10/minutes/level, even during new combats, if you are unconscious, gagged etc….

Unless I'm totally missing something...

The resonant mutagen lasts for 10 min/level, the buffs and nerfs are dependent on ally/enemy position. The allies or enemies must be within the 10 foot aura to take effect. Once an enemy or ally moves beyond the area, the buff/nerf disappears. It functions similar to a paladin's/antipaladin's aura. Though, we can certainly add in the "unconscious" thing from the paladin's auras to clarify its function.

Now, with the bonus/penalty, is 2/4/6 too much of an increase with the Greater/Grand versions? OR should these be reduced to 1/2/3 as it is providing both a bonus and penalty to two different types of people (allies/enemies).

Ok, so it is a audio effect that can be heard, or a low/high frequency/vibration beyond human detection? That would make more sense to me, though I don't think it matters mechanically, except that if it is a constant audible/audio noise its going to play havoc with Stealth.

I would go with the latter as it does both buff and nerf...


@Ape - Something to consider too with the critical feat adaptations for Harmonics discoveries, is that unlike a fighter who can possibly crit whenever he makes an attack (p to 4 times per round at 16th), Harmonics is a limited resource usable X/day plus there is the sacrifice of damage dice.

Also, look at the Antipaladin's cruelties. He can fatigue, exhaust, deafen, blind, sicken, nauseate, or stun enemies with his touch of corruption, also a limited resource. The harmonics discoveries also have a lower duration than the antipaladin's cruelties do, and with the same save DC.


Double post Wolf, get rid of one. :D


Elghinn Lightbringer wrote:
Double post Wolf, get rid of one. :D

Too late.

Elghinn Lightbringer wrote:
Double post Wolf, get rid of one. :D

Too late.

;P


Elghinn Lightbringer wrote:

@Ape - Something to consider too with the critical feat adaptations for Harmonics discoveries, is that unlike a fighter who can possibly crit whenever he makes an attack (p to 4 times per round at 16th), Harmonics is a limited resource usable X/day plus there is the sacrifice of damage dice.

Also, look at the Antipaladin's cruelties. He can fatigue, exhaust, deafen, blind, sicken, nauseate, or stun enemies with his touch of corruption, also a limited resource. The harmonics discoveries also have a lower duration than the antipaladin's cruelties do, and with the same save DC.

I agree its a resource limited thing, but not all sacrifice damage for the effect and those that do are inconsistant, how about half the damage outright (for ease of remembering at game table) to apply the status rider. As it is the bleeding and blinding are all upside (unless its a simple omission)Do all the harmonics have saves or are some supposed to be automatically applied, no save?

I had the same thoughts about brew potion into scribe scroll, can we do something similar for swift/instant alchemy for making more scrolls in a day (mundane affect on non-magical alchemy into mundane scroll becomes redundant)?


Bleeding should have a Fort save too, and a 2d6 damage expense.

Blinding should have a 4d6 damage expense, it already has the Fort save.

A flat 1/2 damage for all greatly reduces the damage, and the effects aren't all equal either. Being stunnned isn't the same as being staggered. I think we'll also increase Stunned to a 6dg cost as its the most brutal of the effects and can get someon killed outright.

I don't think scrolls should be the major focus, as this is Alc primary, I think swift alchemy and instant alchmy are fine. Though, we could add in that he can cut down the time to creae scrolls as part of swift alchemy? Speed up the time abit for them.


Elghinn Lightbringer wrote:

Bleeding should have a Fort save too, and a 2d6 damage expense.

Blinding should have a 4d6 damage expense, it already has the Fort save.

A flat 1/2 damage for all greatly reduces the damage, and the effects aren't all equal either. Being stunnned isn't the same as being staggered. I think we'll also increase Stunned to a 6dg cost as its the most brutal of the effects and can get someon killed outright.

I don't think scrolls should be the major focus, as this is Alc primary, I think swift alchemy and instant alchmy are fine. Though, we could add in that he can cut down the time to creae scrolls as part of swift alchemy? Speed up the time abit for them.

Ok, im on board with the harmonics with the saves and reduced damage.

I think slightly faster production on scrolls is ok, its looking in good shape now. I have loads of thoughts for scrolls now but you are right about not pulling focus


Here's the additional spells to the extract list.

Extracts: The synthetic voice adds the following bard spells to his list of extracts:

1st level–adoration, borrow skill, chord of shards, ear-piercing scream, horn of pursuit, innocence, play instrument, read weather, restful sleep, solid note, ventriloquism;

2nd level–bestow insight, calm emotions, distressing tone, gallant inspiration, honeyed tongue, piercing shriek, silence, whispering wind;

3rd level–clairaudience/clairvoyance, glibness, haunting choir, illusory script, jester’s jaunt, thundering drums, witness;

4th level–denounce, discordant blast, dominate person, echolocation, nixie’s lure, primal scream, shout, sonic thrust, wall of sound, zone of silence;

5th level–bard’s escape, cloak of dreams, deafening song bolt, foe to friend, frozen note, joyful rapture, ki shout, music of the spheres, resonating word, song of discord;

6th level–brilliant inspiration, dirge of the victorious knights, fool’s forbiddance, getaway, pied piping, overwhelming presence, shout (greater), sympathetic vibration, waves of ecstasy.

And here is the adjust ment ot swift alchemy.

Swift Alchemy: This is exactly like the alchemist ability of the same name. In addition, the synthetic vice can create scrolls more quickly. Scribing a scroll now takes 1 hour if its base price is 250 gp or less, an only 12 hours for each 1,000 gp of its base price if it is greater than 250 gp.

Dark Archive

Excellent stuff guys! I'm going to be using some of this in an adventure I'm writing!


1 person marked this as a favorite.

Welcome Tabletop! Might want to check out our wiki if you haven't, there's over 100 MCAs to be found. You can search according to Primary class or alphebetically.

Multiclass Archetype Wiki


Ah, the silence of a long weekend....


Wish for a rainy sunday and there will be lots of posts ;)


Maybe you can use this time to put my new feat on the wiki ;P

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