Multiclass Archetypes VII: MCAs Forever


Homebrew and House Rules

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Done!


Im sorry i dont have much feedback on this one. Im still an alchemist virgin.


Elghinn Lightbringer wrote:
Done!

Er, it was a feat, not a discovery ^^; But if you want i can reskin it.


Oops, sorry. Fixed!


@Elghinn - someone in a PbP recruitment linked the Apex Warrior as presented on the Pathfinder Community page which presents options for the Draconic affinity's Hunter's Bond:

Pathfinder Community's Apex Warrior wrote:
This is exactly like the ranger ability of the same name, except that an apex warrior must choose the animal companion bond. He must select a bear (ursine affinity), a cheetah, leopard, lion or tiger (feline affinity), a dog, hyena, or wolf (canine affinity), or a faerie dragon, pseudodragon, or Small drake (draconic affinity) as his animal companion, according to his species affinity.

[emphasis mine]

Our MCA Wiki does not list those bolded creatures, nor the draconic affinity at all for the Hunter's bond:

MCA Wiki's Apex Warrior wrote:
Hunter’s Bond (Ex): This is exactly like the ranger ability of the same name, except that an apex warrior must choose the animal companion bond. He must select a bear (ursine affinity), a cheetah, leopard, lion or tiger (feline affinity), or a dog, hyena, or wolf (canine affinity) as his animal companion, according to his species affinity.

Was this a change we made for balance reasons? The draconic affinity is still presented, and its powers, just not the creatures...


Just checked my master doc (the Champions of the Wild pdf prep), the dragon stuff is on it. I believe we added it in as we added on the Draconic affinity. We have a number of other affinities listed on the wiki (avain, reptilian, etc.), but they aren't created yet. As with the Draconic one, I believe, once they are written up, we'd need to add appropriate options for those as well. I'll make the change on the wiki.


Elghinn Lightbringer wrote:
Just checked my master doc (the Champions of the Wild pdf prep), the dragon stuff is on it. I believe we added it in as we added on the Draconic affinity. We have a number of other affinities listed on the wiki (avain, reptilian, etc.), but they aren't created yet. As with the Draconic one, I believe, once they are written up, we'd need to add appropriate options for those as well. I'll make the change on the wiki.

Gaaah. They don't let up. Now they want to know how the draconic options advance.

An interested party wrote:
Certainly a very interesting class, though Im not quite sure I understand how the hunters bond is supposed to work in regards to the dragons as they lack any 'advancement' like a Bear/Cheetah/Wolf or any of the others assuming it's supposed to be treated as the traditional Bond(thus like a Druids companion)

So greedy. Any ideas El? If I remember rightly those more fantastic creatures were your idea. ;p


Wow, Champions of the Wild? I wonder if the Wilderness Knight made it in.


Oceanshieldwolf wrote:
Elghinn Lightbringer wrote:
Just checked my master doc (the Champions of the Wild pdf prep), the dragon stuff is on it. I believe we added it in as we added on the Draconic affinity. We have a number of other affinities listed on the wiki (avain, reptilian, etc.), but they aren't created yet. As with the Draconic one, I believe, once they are written up, we'd need to add appropriate options for those as well. I'll make the change on the wiki.

Gaaah. They don't let up. Now they want to know how the draconic options advance.

An interested party wrote:
Certainly a very interesting class, though Im not quite sure I understand how the hunters bond is supposed to work in regards to the dragons as they lack any 'advancement' like a Bear/Cheetah/Wolf or any of the others assuming it's supposed to be treated as the traditional Bond(thus like a Druids companion)
So greedy. Any ideas El? If I remember rightly those more fantastic creatures were your idea. ;p

Looks Like we'll need to create starting stats and advancement stats for all of them. Too bad there are so many "drakes". Faerie Dragon and Pseudodragon should be easy.

I think, as the peusoddragon and farie dragon have great powers already, we'll just give them a 4th or 7th level advancement with just a two stat ability boost (Baboon and Riding Ants do this) with no size adjustment.

The drakes are various sizes so will need some work. What's the thread link for these guuys? Are they here on the PF threads?


Well, lets not get too sidetracked here...The interested party doesn't seem to be clamoring for it...here's the LINK

Where are we at? Which MCA - still the Synthetic Voice?


Oceanshieldwolf wrote:

Well, lets not get too sidetracked here...The interested party doesn't seem to be clamoring for it...here's the LINK

Where are we at? Which MCA - still the Synthetic Voice?

Yes, still Synthetic Voice.

Advocates

Pathfinder Adventure, Adventure Path, Maps Subscriber; Starfinder Superscriber

I personally think it's about done now, but that's my not-so-expert opinion. It definitely achieves the concept better than I'd originally planned, and I love the implementation.


Dunno much about how this is gonna get reviewed, but I've had an idea for something like this for a long time.

Primal Evoker
PRIMARY: Sorcerer
SECONDARY: Barbarian

Must be chaotic.

3/4 spellcasting from sorcerer/wizard list instead of full.

Sorcerer bloodlines, likely as normal.

Gains Rage at first level, same as Barbarian only based on Charisma instead of Constitution. As well, can sacrifice spells to gain spell level rounds of Rage. At some point in level progression, entering Rage should trigger a Primal Magic event. I want Primal Magic to be a big part of the class features of this too, but haven't worked out specifically how else yet.

New set of Rage Powers, acquisition of which by level I'll figure out sometime. Rage Powers based on magic, primal magic, emotions, all of which I'll create at a later date.

Gain Charisma mod on attack rolls/damage with all magic weapons, perhaps.

Idk, this is mostly a basic idea that I'd like collaboration on to make a reality. I personally think it's a cool idea, not much else in the game actually does anything with Primal Magic, and I love the idea of an emotion/chaos-fueled sorcerer/barbarian.


mrtaco6 wrote:

Dunno much about how this is gonna get reviewed, but I've had an idea for something like this for a long time.

Primal Evoker
PRIMARY: Sorcerer
SECONDARY: Barbarian

Must be chaotic.

3/4 spellcasting from sorcerer/wizard list instead of full.

Sorcerer bloodlines, likely as normal.

Gains Rage at first level, same as Barbarian only based on Charisma instead of Constitution. As well, can sacrifice spells to gain spell level rounds of Rage. At some point in level progression, entering Rage should trigger a Primal Magic event. I want Primal Magic to be a big part of the class features of this too, but haven't worked out specifically how else yet.

New set of Rage Powers, acquisition of which by level I'll figure out sometime. Rage Powers based on magic, primal magic, emotions, all of which I'll create at a later date.

Gain Charisma mod on attack rolls/damage with all magic weapons, perhaps.

Idk, this is mostly a basic idea that I'd like collaboration on to make a reality. I personally think it's a cool idea, not much else in the game actually does anything with Primal Magic, and I love the idea of an emotion/chaos-fueled sorcerer/barbarian.

Welcome to the thread mrtaco6! And to the Paizo PF messageboards. Glad you chose our thread fro your very first posting. I just hope you are actually new to the site and not one of our frequent followers who's created another alias...(you know who you are out there). :D

We use a Queue system here to keep things orderly. I will add you to the queue and when its your turn, be prepared to work on yout MCA concept. As long as you have the Primary/Secondary class mix, a core idea of the flavor, and what abilities you'd like to keep from the primary and add from the secondary, you're good to go.

As this is your first time, you get preferencial treatment. Additional MCAs will go into the que at a regular interval like the others. So you should be up soon, so stay tuned.

And while I'm at it, here's a QUeue update.

QUEUE
Synthesized Voice – Brd/Alc (Lindley Court) *Current
“Name” – Sam/Gun (Taco Man)
“Name” – Sor/Bbn (mrtaco6)
Thaumaturge – Sum/Sor (Gadgeteer Smashwidget)
Rhythmic/Cacophany Blaster – Gun/Brd (Christos Gurd)
Old Wiki MCA (Fell Knight)
Totem Warrior – Ftr or Rgr/Drd (Kuojow)
Hivemind – Sum/Drd or Drd/Sum (Tyrannical)
Xenoswarmer/Xenocite Assailant – Gun/Alc (OSW)
“Name” – Clr/Mnk (Gypsy Rose)
Old Wiki MCA (Fey Mage)
“Name” – Anp/Alc (Arkellus)
Savage Avenger – Drd/Inq (Apraham Lincoln)
Master Arsonist – Alc/Rog (Elghinn)


SYNTHETIC VOICE - Final?:

Some dream of singing, but lack any talent in that field, as their minds are geared towards alchemical pursuits. However, due to the insistent belief that "the show must go on" and their courageous drive to fulfill their dreams, what has often materialized is a unique blend of alchemic and bardic magic. Once these traits are fused, the synthetic voice is created and a new personality emerges on the stage of life.

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

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

Weapon and Armor Proficiency: The synthetic voice is proficient with all simple weapons, bombs, with light armor, but nor with shields.

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.

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.

Alchemy (Su): This is exactly like the alchemist ability of the same name, except that the synthetic voice does not create bombs.

Harmonics (Su): In addition to magical extracts, synthetic voices are adept at unleashing a blast of sonic energy at their enemies. A synthetic voice can use a number of harmonic blasts each day equal to his synthetic 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 synthetic voice's harmonics inflicts 1d6 points of sonic damage + additional damage equal to the synthetic voice's Intelligence modifier. The damage of a synthetic voice's harmonics increases by 1d6 points at every odd-numbered synthetic 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 synthetic voice's level + the synthetic voice’s Intelligence modifier.

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

Resonant Mutagen (Su): At 1st level, a synthetic 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 synthetic 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 synthetic voice's possession becomes inert until a synthetic 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 synthetic voice to become more enigmatic, granting him a +2 alchemical bonus to all Charisma-based skill checks for 10 minutes per synthetic voice level.

In addition, while the resonant mutagen is in effect, the synthetic 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. This aura functions only while the synthetic voice is conscious, not if she is unconscious or dead. A resonant aura has one of the following effects.

Combat Resonance: Allies within the aura gain a +1 morale bonus on all attack rolls, while enemies receive a –1 penalty on attack rolls.

Defensive Resonance: Allies within the aura gain a +1 morale bonus on all saving throws, while enemies receive a –1 penalty on saving throws.

Skill Resonance: Allies within the aura gain a +1 morale bonus on all skill checks, while enemies receive a –1 penalty on skill checks.

A non-synthetic voice who drinks a resonant mutagen must make a Fortitude save (DC 10 + 1/2 the synthetic voice's level + the synthetic voice's Intelligence modifier) or become nauseated for 1 hour—a non-synthetic voice can never gain the benefit of a resonant mutagen, but a synthetic voice can gain the effects of another synthetic voice's resonant mutagen if he drinks it. (Although if the other synthetic 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 synthetic 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 synthetic 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 synthetic voice may choose from the following new discoveries restricted to the Synthetic Voice multiclass archetype.

Bleeding Harmonics (Su): The synthetic voice’s harmonics disrupts the blood vessels with the target’s body. On a direct hit, the target takes 2d6 points of bleed damage each round on his turn, in addition to the damage dealt by the sonic blast. A successful Fortitude save reduces this bleed damage to 1 point. The DC of this save is equal to 10 + 1/2 the synthetic voice's level + the synthetic voice's Intelligence modifier. 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 synthetic voice must sacrifice 2d6 points of damage from his harmonics to use this discovery. The synthetic voice must be at least 12th level to select this discovery.

Blinding Harmonics (Su): The target of a synthetic voice’s harmonics is blinded. On a direct hit, the target becomes 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 synthetic voice's level + the synthetic 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 synthetic voice must sacrifice 4d6 points of damage from his harmonics to use this discovery. The synthetic voice must be at least 16th level to select this discovery.

Crippling Harmonics (Su): The target of a synthetic 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 synthetic voice's level + the synthetic voice's Intelligence modifier. Against creatures with multiple types of movement, the synthetic 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 synthetic voice must sacrifice 2d6 points of damage from his harmonics to use this discovery. The synthetic voice’s harmonics must be at least 14th level to select this discovery.

Deafening Harmonics (Su): The target of a synthetic 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 synthetic voice's level + the synthetic 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 synthetic voice must sacrifice 2d6 points of damage from his harmonics to use this discovery. The synthetic voice’s harmonics must be at least 14th level to select this discovery.

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

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

Grand Resonant Mutagen (Su): The synthetic 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 +3, and the penalty received by an enemy increases to –3. The synthetic voice must have the greater resonant mutagen discovery and be at least 16th level to select this discovery.

Greater Resonant Mutagen (Su): The synthetic voice’s resonant mutagen now grants a +4 alchemical bonus on all Charisma-based skill checks. The bonus gained by an ally from his resonant aura increases to +2, and the penalty received by an enemy increases to –2. The synthetic voice must be at least 12th level to select this discovery.

[i]Nauseating Harmonics (Su): The target of a synthetic voice’s harmonics is nauseated. On a direct hit, the target becomes nauseated for 1 minute. The effects of this discovery do not stack. Additional hits instead add to the effect's duration. The synthetic voice must sacrifice 4d6 points of damage from his harmonics to use this discovery. The synthetic 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 synthetic 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 synthetic voice must sacrifice 2d6 points of damage from his harmonics to use this discovery. The synthetic 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 synthetic 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 synthetic voice's level + the synthetic voice's Intelligence modifier. The effects of this discovery do not stack. Additional hits instead add to the duration. The synthetic voice’s harmonics must be at least 14th level to select this discovery.

Stunning Harmonics (Su): The target of a synthetic 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 synthetic voice's level + the synthetic voice's Intelligence modifier. The effects of this discovery do not stack. Additional hits instead add to the duration. The synthetic voice must sacrifice 6d6 points of damage from his harmonics to use this discovery. The synthetic voice’s harmonics must be at least 18th level to select this discovery.

Tiring Harmonics (Su): The target of a synthetic 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 synthetic voice must sacrifice 2d6 points of damage from his harmonics to use this discovery. The synthetic voice’s harmonics must be at least 14th level to select this discovery.

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.

Sound Resistance (Ex): At 2nd level, a synthetic 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 synthetic 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.

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.

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.

Table: Synthetic 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 Acute hearing, alchemy, brew potion, harmonics 1d6, 1 — — — — —
resonant mutagen,
2nd +1 +3 +3 +0 Discovery, sound resistance +2, scribe scroll 2 — — — — —
3rd +2 +3 +3 +1 Harmonics 2d6, swift alchemy 3 — — — — —
4th +3 +4 +4 +1 Compositions, 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

Dark Archive

Elghinn Lightbringer wrote:

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

I bookmarked it, Post Haste!

Digging y'all's take on the Spellslinger, it's just a better class and fits the flavor better. I'm thinking about running an Android in Iron Gods that uses that Archetype to flavor a tech-based character. The bonded gun being a pistol, and having "Ray of Enfeeblement" be some kind of "Stun Ray" or whatever. Point is, it's sweet, and a ton of the other Archetypes are awesome. The Samurai/Summoner one is going to be the boss battle in the adventure I'm building.


Tabletop Prophet wrote:
The Samurai/Summoner one is going to be the boss battle in the adventure I'm building.

I am delighted *_* Please make me know how my baby behaves in your game! MAJIN-GOO!


@Synthetic Voice

So, if that's all finished, I suppose I'm up on the docket in say, afew hours of this posting, unless someone else has something to add to that pretty girl there?


Yup, I think we're done here. Taco Man feel free to post your MCA up.


Calling it a Bounty Hunter for now, allthough I feel like that would suit a Ranger/Gunslinger more. For the most part, I think the main issue is that he needs a little trimming. And a new name.

Spoiler:
Archetype Name: (Resolute?) Bounty Hunter

On the wild frontiers, many struggle to make a living. Some turn to illicit means, stealing the hard earned profits and tools of others. This is where the Bounty-Hunter comes in. Some serving as simple Lawmen, protecting towns and ranches that hire them on, others live up to their names, tracking and hunting those who make trouble, and cause problems for folks about. Whilst they hunt outlaws, not all are righteous. Some, are in it for justice. Others? The money. And more than afew simply for the thrill of hunting the most dangerous of game. But no matter the cause, all are vicious pursuers.

Primary Class: Samurai
Secondary Class: Gunslinger
Alignment: Any Lawful
Hit Dice: D10

Bonus Skills: The Bounty Hunter may select 3 gunslinger skills to add to their Class Skill list. This must include Knowledge (Engineering)

Weapon and Armor Proficiency: The Bounty Hunter is proficient with all simple and martial weapons, and with all firearms. They are proficient with all light and medium armors.

Gunsmith:
This functions as the Gunslinger ability of the same name

Grit:
This functions indentically to the Gunslinger ability of the same name. This Replaces Resolve

Frontier Challenge:
A Bounty Hunter can challenge a foe to combat. As a swift action, the Bounty Hunter chooses one target within sight to challenge. The Bounty Hunter's ranged attacks deal extra damage when made against the target of his challenge. This extra damage is equal to the Bounty Hunter's level. The Bounty Hunter can use this ability once per day at 1st level, plus one additional time for day for every three levels beyond 1st, to a maximum of seven times per day at 19th level.

Challenging a foe requires much of the Bounty Hunter's concentration. The Bounty Hunter takes a -2 penalty to his Armor Class, -4 against melee attacks, unless the attack comes from the target of his challenge

The Challenge remains in effect until the target is dead or unconcious, or until the combat ends

This ability modifies the standard challenge

Order:
The Bounty Hunter must select either the [X] Order, or to be a Drifter (Ronin/Knight Errant).

Deeds:
At 3rd Level, the Bounty Hunter gains access to 1st level gunslinger deeds. At 7th level, he gains access to 3rd level, deeds, at 11th level, he gains access to 7th level deeds, at 15th level, he gains access to 11th level deeds, at 19th level, he gains access to 15th level deeds.

The Bounty Hunter gains access to the following unique deeds:

Resolved Grit (Ex): At 7th level, the Bounty Hunter gains access to the Resolve abilities Determined, Resolute, and Unstoppable, using Grit in place of Resolve. These replace the Utility Shot Deed.

Shake It Off (Ex):At 11th level, After a critical hit is confirmed against him, the Bounty Hunter can spend one grit point as to treat the critical hit as a normal hit. This replaces the Targeting Deed.

Covering Shot (Ex): At 11th level (or upon gaining access to 7th level deeds), whenever a Bounty Hunter uses the withdraw action while mounted or adjacent to his mount, he can make a single attack at any point during his movement. If any opponent makes a ranged attack against the Bounty Hunter during the withdrawing action, he gains an attack of opportunity against that opponent. This deed replaces startling shot.

Saddle to Saddle (Ex): At 19th Level, As a Standard Action, a Bounty Hunter may make a rapid dismount from their current Mount onto an ajacent vehicle, platform, or mount. If the target space is occupied, a Combat Maneuver Check must be made to Trip, Grapple, or Bullrush the occupant. This Replaces the Slinger's Luck Deed

Deny Death (Ex): At 19th level, once per day, the Bounty Hunter may spend all of his grit (minimum) 1, to avoid death. Regardless of the source of the attack that would have killed him, he is left alive, at -1 hit points, unconcious and stable. This replaces the Evade Deed, and True Resolve

Firearm Expertise:
At 3rd level, the Bounty Hunter gains an unparalleled expertise with his chosen weapons. At 3rd level, the Cowboy Selects one firearm of his choice. The Bounty Hunter can draw the selected weapon as a free action as if he had the Quick Draw feat. In addition, whenever he threatens a critical hit with the selected weapon, he gains a +2 bonus on the confirmation roll. Finally, his Bounty Hunter levels stack with any fighter level he possesses for the purposes of meeting the prerequisites for feats that specifically select his chosen weapon, such as Weapon Specialization.

This ability replaces Weapon Expertise

Rope Tricks:
One of the most useful tools of the frontier: Rope. To a Bounty Hunter, Rope proves to be one of the single most useful items one can posess, capable of being used in a versimilitude of different ways. These Rope Tricks function much the same as deeds, costing one grit apeice to preform, and requiring a rope of atleast 20 feet in length to preform:

Hogtie: At level 5, When attempting to tie up an opponent in a grapple, the Bounty Hunter's penalty is only -4 instead of -10.

Lasso: At Level 9, As a standard action, The Bounty Hunter may throw a coiled length of rope as a ranged weapon. If you hit with a ranged touch attack, the target becomes entangled. It can cut or burst the rope, or escape with a DC 15 Escape Artist check. The rope must be unsecured to use this trick.

Dusty Ride: At Level 17, A tied up subject may be dragged along at a length of 10 feet behind a mounted Bounty Hunter, this deals 1d3 Nonlethal damage per five feet to the target. When moving through difficult terrain, this damage increases to 1d4. This increases the DC of any Escape Artist check to get out of the rope by 10.

These replace Banner and Great Banner.

Mobile Shooter:
At 12th level, the Bounty Hunter gains Trick Riding as a bonus feat. At 14th Level, they gain Mounted Skirmisher as a bonus feat. If her allready has these feats, a grit feat may be selected in their place.

Climactic Showdown:
At 20th level, A Bounty Hunter can make a Climactic Showdown, once per day, whenever he makes a challenge, while this challenge is in effect, all melee and ranged weapons deal the minimum amount of damage to the Bounty Hunter, unless the attack scored is a critical hit. In addition, the Cowboy remains conscious and is not staggered while he is below 0 hit points. While using this ability, the Bounty Hunter cannot be killed by ranged or melee weapons unless they are wielded by the target of his challenge. Whilst this ability is in effect, the Grit costs of 2 deeds of the Bounty Hunter's choice are reduced by 1 point (minimum 0). If this reduces the number of grit points to preform a deed to 0, the Bounty Hunter can preform this deed as long as he has atleast 1 grit point. This ability has no effect on spells, environmental effects, supernatural abilities, or any other source of damage other than melee and ranged weapons. Such sources of damage affect him normally and can kill him (although they do not cause him to fall unconscious or to become staggered if they reduce his hit points below 0). This effect lasts until the challenge ends or the Bounty Hunter takes an offensive action against a target other than the target of his challenge.

This Replaces Final Stand

Class Attack Fort Ref Will Special
Level Bonus Save Save Save
1st +1 +2 +0 +0 Frontier Challenge 1/day, Mount, Order, Grit, Gunsmithing
2nd +2 +3 +0 +0 Order Ability
3rd +3 +3 +1 +1 Firearm Expertise, Deeds
4th +4 +4 +1 +1 Frontier Challenge 2/day, Mounted Archer
5th +5 +4 +1 +1 Rope Trick
6th +6/+1 +5 +2 +2 Bonus Feat
7th +7/+2 +5 +2 +2 Deeds
8th +8/+3 +6 +2 +2 Order Ability
9th +9/+4 +6 +3 +3 Rope Trick
10th +10/+5 +7 +3 +3 Challenge 4/day
11th +11/+6/+1 +7 +3 +3 Honorable Stand, Deeds
12th +12/+7/+2 +8 +4 +4 Trick Riding, Demanding Challenge
13th +13/+8/+3 +8 +4 +4 Challenge 5/day
14th +14/+9/+4 +9 +4 +4 Mounted Skirmisher
15th +15/+10/+5 +9 +5 +5 Order Ability, Deeds
16th +16/+11/+6/+1 +10 +5 +5 Challenge 6/day
17th +17/+12/+7/+2 +10 +5 +5 Rope Trick
18th +18/+13/+8/+3 +11 +6 +6 Bonus Feat
19th +19/+14/+9/+4 +11 +6 +6 Challenge 7/day, Deeds
20th +20/+15/+10/+5 +12 +6 +6 Climactic Showdown

I also feel like the Banner and Greater Banner could have a better replacement than Rope Tricks. Something else tied to durability. I /like/ the rope tricks. Its just I figure, like the name, they'd suit a Ranger/Gunslinger better. Or a Rouge/Gunslinger. Mostly a Ranger/Gunslinger.


Taco Man wrote:

Calling it a Bounty Hunter for now, allthough I feel like that would suit a Ranger/Gunslinger more. For the most part, I think the main issue is that he needs a little trimming. And a new name.

** spoiler omitted **...

I kinda like this, it seems quite simple and elegant. Grit and deeds seem to go together and should replace resolve and greater resolve. The mobile shooter line could replace the bonus feat line (mounted combat, trick riding and mounted skirmisher; 3 feats for 3 feats) At that stage i don't see a problem if the level 18 bonus feat is received at 14 for mounted skirmisher (as its a technical downgrade as there is no choice on feats)

Lasso should work similar to a net but i can see a slightly longer range compensated for by a lower dc to break out (longer rope but only a rope vs a cumbersome net). I really like the dusty ride but im not sure what shinanigans it could enable so im either way on that.
GJ :D


[threadjack]Check THIS post for a list of archetypes coming in the Advanced Class Guide in August.

Also read the blog post at the top of the page for the confirmation that the new classes:

A) are no longer described as "hybrids", and
B) are not restricted from multiclassing from their "parent" classes.

Of course I'm still left wondering if the "parent" class designation will still be used, or if you can multiclass between two of these new classes if they share parent classes. I have a feeling you will be able to...[/threadjack]


Oceanshieldwolf wrote:

[threadjack]Check THIS post for a list of archetypes coming in the Advanced Class Guide in August.

Also read the blog post at the top of the page for the confirmation that the new classes:

A) are no longer described as "hybrids", and
B) are not restricted from multiclassing from their "parent" classes.

Of course I'm still left wondering if the "parent" class designation will still be used, or if you can multiclass between two of these new classes if they share parent classes. I have a feeling you will be able to...[/threadjack]

That's a LOT of archetypes


@Apraham Lincoln

All good ideas. All good feedback, I say!

Well, Part of the reason I put Dusty Ride so g**@*+n high up is, in theory, it doesn't seem like much damage. But have your mount sprint and you're racking up the damage dice /hard/. Haste or Alchemically Quicken that mount and you got yourself some /pain/.

Once again I reiterate, I do feel the rope emphasis, while suiting the flavor, and a bounty hunter, feels more Ranger-Gunslinger than Samurai-Gunslinger. As does the term bounty hunter.

Perhaps "Resolute Lawman", or "Resolute Wrangler" could fit better?


If you can tie the enemy to the horn of your saddle then it may be worth using. If your horse is sprinting then you aren't doing anything else really... pretty hard to do tonnes of damage without taking yourself out of the fight.


Taco Man wrote:

@Apraham Lincoln

All good ideas. All good feedback, I say!

Well, Part of the reason I put Dusty Ride so g#~++!n high up is, in theory, it doesn't seem like much damage. But have your mount sprint and you're racking up the damage dice /hard/. Haste or Alchemically Quicken that mount and you got yourself some /pain/.

Once again I reiterate, I do feel the rope emphasis, while suiting the flavor, and a bounty hunter, feels more Ranger-Gunslinger than Samurai-Gunslinger. As does the term bounty hunter.

Perhaps "Resolute Lawman", or "Resolute Wrangler" could fit better?

resolute wrangler sounds good. So the escape artist check for dusty trail is against the wranglers cmb+30, 1d3 per 5 feet, a light horse does 50 feet, so thats 10d3 per round(20 with a double move). I don't think its that excessive really, and the difficult terrain boost isn't that much either. I think its fine for high level ability, although i think the subjects weight and size "should" factor somehow.


christos gurd wrote:
Taco Man wrote:

@Apraham Lincoln

All good ideas. All good feedback, I say!

Well, Part of the reason I put Dusty Ride so g#~++!n high up is, in theory, it doesn't seem like much damage. But have your mount sprint and you're racking up the damage dice /hard/. Haste or Alchemically Quicken that mount and you got yourself some /pain/.

Once again I reiterate, I do feel the rope emphasis, while suiting the flavor, and a bounty hunter, feels more Ranger-Gunslinger than Samurai-Gunslinger. As does the term bounty hunter.

Perhaps "Resolute Lawman", or "Resolute Wrangler" could fit better?

resolute wrangler sounds good. So the escape artist check for dusty trail is against the wranglers cmb+30, 1d3 per 5 feet, a light horse does 50 feet, so thats 10d3 per round(20 with a double move). I don't think its that excessive really, and the difficult terrain boost isn't that much either. I think its fine for high level ability, although i think the subjects weight and size "should" factor somehow.

Perhaps a subject less than two size catagories lower than the mount slows things down, or takes less damage? For instance, I doubt you could pull this on a Jabberwock, even if you noose around the neck.


Eh? If you put any more restrictions on it and the power becomes window dressing. Full bab classes that focus on ranged combat from a horse and 10d3 non-lethal attacks that prevent you from engaging in combat shouldn't mix.


If some of the rope tricks could focus more on crowd control, this could be a hella mounted herder. Combine Dusty Ride and Covering Shot, and you can withdraw with a person tied to your horse while you take potshots at their friends. If you also had a way to temporarily disable their friends, by something like tying two or more of them together using a rope trick, then it would be awesome for snatch 'n' grab, just like a real bounty hunter. While it does temporarily take you out of the fight, it also absolutely takes someone else out of the fight if you do it correctly.


Perhaps Lasso can be extended to work as a large net with a radius akin to a basic alchemist bomb, tying multiple targets? And I suppose the rope really should only take the off-hand.


Finally getting a chance to look this over. Looks good at first glance, but I'm going to check the swaps/balance, etc.

Right off, I think Rope Tricks shod just be a new deed - replacing utinilit shot, and making it an "at least 1 grit remaining" deed.

I'll get back to you with the rest tomorrow.


Also, for a name, what about Oathbound Hunter? Seems like a better-fitting name for the Samurai portion.


Elghinn Lightbringer wrote:

Finally getting a chance to look this over. Looks good at first glance, but I'm going to check the swaps/balance, etc.

Right off, I think Rope Tricks shod just be a new deed - replacing utinilit shot, and making it an "at least 1 grit remaining" deed.

I'll get back to you with the rest tomorrow.

Rope tricks could indeed be a grit deed as it seems similar to utility shot in scope and usefulness. That still leaves something for banner but my mind is a blank atm.

@tacoman Were you going to make a specific order for [X]?


# Resolute Bounty Hunter
Name: It doesn't have any tracking/investigation abilities, so "hunter" may not be the best fit. The challenge ability suggests a duelist to me, so gunslinger, sharpshooter, or gun duelist could fit. Or such abilities could be added and it could be the manhunter or bounty hunter.

The dusty ride ability; I'd make the damage more static and less dependent on speed. Say 2d6 +1 per 5 ft traveled. I'd also give it a risk of severing the rope or stopping the mount; If the damage is 2d6, perhaps the rope breaks on snakeyes (double one) and the mount stops on boxcars (double 6).

On deeds, I'd like to see an AT that dissects these. At present, some classes get a wide range of abilities, of which they'll only ever use a few (bard, gunslinger), while others get only a choice of abilities/feats (fighter). I'd like to see a gun character built on the second approach. Not saying this should be the bounty hunter, this is more of a general comment.


@ Starfox

As I've been saying, not too keen on the name. Suggested "Resolute Lawman" or "Resolute Wrangler" in it's place. The banner replacements /could/ go in on the Mounted Combat feat lines.


OK, did some clean-up, tweaking, and adding.

Are you wanting to create a new Order Taco Man, or not? If not, then we need to know what other order(s) you want this MCa restricted to, other than the Ronin one.

SWAPS
Resolve, Banner, Greater resolve, Challenge 5/day, True resolve = Deeds (choose only 2, up to 15th), Grit, Gunsmithing
Heavy armor proficiency = Track
Weapons expertise = Firearm expertise
Bonus feat (6) = Trick Riding feat
Challenge 3/day = Relentless pursuit
Bonus feat (12) = Mounted Skirmisher feat
Greater banner = Find Quarry
Bonus feat (18) = Spirited Charge feat
Last Stand = Climatic showdown.

RESOLUTE WRANGLER:

On the wild frontiers, many struggle to make a living. As such, some turn to illicit means, stealing the hard earned profits and tools of others. Enter the resolute wrangler. These wandering gunmen can be found serving as simple lawmen, protecting the towns and ranches that hire them, while others live up to their names, bring those who make trouble and cause problems for the common folk to justice. While many resolute wranglers honorably hunt down outlaws because it the right thing to do, others do so for the money they can earn or for the simple thrill of the hunt. Regardless of the cause, resolute wranglers are ferocious and unrelenting pursuers.

Primary Class: Samurai.
Secondary Class: Gunslinger.
Alignment: Any lawful.
Hit Dice: d10.

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

Weapon and Armor Proficiency: The bounty hunter is proficient with all simple and martial weapons, all firearms, and with light and medium armor, but not with shields.

Deeds: At 1st level, a resolute wrangler gains the gunslinger’s deed ability and can access to her 1st level deeds. Every four levels beyond 1st, the resolute wrangler gains access to each subsequent level of deeds (3rd, 7th, etc.), up to 15th level deeds at 17th level. However, the resolute wrangler may choose only two deeds that he knows of each level.

The two deeds choice helps balance that he has the challenge ability too, as putting two primary class abilities in the same MCA requires this sort of tweaking and balancing, otherwise it can become better than the normal gunslinger. I realize he is only getting access to 15th level deeds, but with everything else, and the ability to use "Cheat Death" deed at 20th is part of the balancing.

A resolute wrangler swaps seven deeds for the following deeds.

Wrangler’s Resolve (Ex): At 1st level, the resolute wrangler can spend 1 grit point to gain one of the following effects.
• Determined: As a standard action, the resolute wrangler can spend one grit point to remove the fatigued, shaken, or sickened condition. If the resolute wrangler is at least 10th level, he can alternatively remove the exhausted, frightened, nauseated, or staggered condition. If the condition has a duration longer than 1 hour or is permanent, this effect removes the condition for 1 hour, at which time the condition returns.
• Resolute: Whenever the resolute wrangler is required to make a Fortitude or Will save, he can spend 1 grit point as an immediate action to roll twice and take the better result. He must decide to use this ability before he rolls the saving throw.
• Unstoppable: When the resolute wrangler is reduced to fewer than 0 hit points but not slain, he can spend 1 grit point as an immediate action to instantly stabilize and remain conscious. He is staggered, but he does not fall unconscious and begin dying if he takes a standard action. He does fall unconscious if he takes additional damage from any source.

The resolute wrangler only gains this deed at 1st level. This deed replaces deadeye, gunslinger’s dodge, and quick clear.

Rope Tricks (Ex): At 5th level (or upon gaining access to 3rd level deeds), a resolute wrangler can utilize a piece of rope in a variety of ways. As long as the resolute wrangler is wielding a rope that is 20 feet in length or more and has at least 1 grit points, he can perform one of the following rope tricks.
• Hogtie: As an immediate action, the resolute wrangler can attempt to tie up an opponent as part of a grapple. The resolute wrangler must make a second grapple check. If the check is successful, the opponent is becomes pinned. The wrangler must have the rope on his person (slung over his shoulder, etc.) and is considered to have two free hands when using this trick
• Lasso: As a standard action, the resolute wrangler can throw a coiled length of rope as a ranged weapon. The resolute wrangle makes a ranged touch attack against his opponent. If the attack is successful, the target becomes entangled. The opponent may attempt to cut or break the rope, or free itself with a successful DC 15 Escape artist check. The rope must be unsecured to use this trick.
• Drag: As a standard action, the resolute wrangle can lasso an opponent from the back of his mount. The resolute wrangle makes a ranged touch attack against his opponent. If the attack is successful, the target becomes entangled. The resolute wrangler immediately spurs his horse to walk and the target takes 1d3 points of nonlethal damage for each round it is dragged. The opponent may attempt to cut or break the rope at a –5 penalty, or free itself with a successful DC 20 Escape artist check. When moving through difficult terrain, this damage increases to 1d4. For each increment that the mount’s speed increases while dragging the opponent (hustle, run x3, run x4), the nonlethal damage increases by an additional 1d3 points of damage, and the cut, break, or Escape Artist checks increase by an additional +2. The rope must be secured to the resolute wrangler’s saddle horn to use this trick. This trick only functions against a target up to 1 size category larger than the resolute wrangler’s mount.

This deed replaces the utility shot deed.

Covering Shot (Ex): At 9th level (or upon gaining access to 7th level deeds), whenever a resolute wrangler uses the withdraw action while mounted or adjacent to his mount, he can make a single attack at any point during his movement. If any opponent makes a ranged attack against the resolute wrangler during the withdrawing action, he gains an attack of opportunity against that opponent. This deed replaces the startling shot deed.

Shake It Off (Ex): At 13th level (or upon gaining access to 11th level deeds), once a critical hit has been confirmed against the resolute wrangler, he can spend 1 grit point as to treat the critical hit as a normal hit. This deed replaces the targeting deed.

Vault From the Saddle (Ex): At 17th level (or upon gaining access to 15th level deeds), a resolute wrangler can make a rapid dismount from his current mount onto an adjacent mount, vehicle, or platform as a standard action. If the target space is occupied, the resolute wrangler must make a successful bulrush, grapple, or trip combat maneuver to occupy the space. This deed replaces the slinger's luck deed
This ability, grit, and gunsmithing replace resolve, banner, greater resolve, challenge 3/day, and true resolve.

Frontier Challenge (Ex): This is exactly like the samurai’s challenge ability, except that the resolute wrangler’s ranged attacks deal extra damage when made against the target of his challenge, instead of his melee attacks.

Grit (Ex): At 1st level, the resolute wrangler gains the gunslinger’s grit ability.

Gunsmith (Ex): At 1st level, the resolute wrangler gains the gunslinger’s gunsmith ability.

Order: This is exactly like the samurai ability of the same name, except that the resolute wrangler must choose the Order of the Ronin or the new Order of the [???].

Track (Ex): At 2nd level, a resolute wrangler adds half his level (minimum 1) to Survival skill checks made to follow tracks. This ability replaces the samurai’s Heavy Armor Proficiency feat.

Firearm Expertise (Ex): At 3rd level, the resolute wrangler gains an unparalleled expertise with his chosen weapons. At 3rd level, the resolute wrangler selects one firearm of his choice. The resolute wrangler can draw the selected weapon as a free action as if he had the Quick Draw feat. In addition, whenever he threatens a critical hit with the selected weapon, he gains a +2 bonus on the confirmation roll. Finally, his resolute wrangler levels stack with any fighter level he possesses for the purposes of meeting the prerequisites for feats that specifically select his chosen weapon, such as Weapon Specialization. This ability replaces weapon expertise.

Spirited Charge (Ex): At 6th level, a resolute wrangler gains Spirited Charge as a bonus feat, even if he does not meet the requirements. Additionally, the resolute wrangler deals double damage when uses a firearm as part of a charge. This ability replaces the bonus feat gained at 6th level.

Relentless Pursuit (Su): At 7th level, a resolute wrangler can harden his body against the stresses of long travel. The resolute wrangler halves the damage caused by hustling and forced marching, and can ignore any fatigue caused by such travel. Once the effect ends, if the resolute wrangler still has any nonlethal damage caused by the hustling or forced march, he becomes fatigued, or exhausted if already fatigued. The resolute wrangler can use this ability for a number of hours per day equal to 1/ his resolute wrangler level. These hours do not need to be consecutive, but must be spent in 1–hour increments. This ability replaces challenge 3/day.

Trick Rider (Ex): At 12th level, a resolute wrangler gains Trick Riding as a bonus feat, even if he does not meet the requirements. This ability replaces the bonus feat gained at 12th level.

Find Quarry (Su): At 14th level, as a full-round action, a resolute wrangler can sense whether a well-known creature he can clearly visualize is within a 20-mile radius of his current location, as well as the distance and direction to the creature in relation to him. A resolute wrangler can also discern whether the creature is moving, and its direction, speed, and mode of movement. The radius the resolute wrangler can sense increases by 5 miles for every two levels he has above 14th (to a maximum of a 35-mile radius at 20th level). The resolute wrangler can use this ability once per day. This ability replaces greater resolve.

Mounted Skirmisher (Ex): At 18th level, a resolute wrangler gains Mounted Skirmisher as a bonus feat, even if he does not meet the requirements. This ability replaces the bonus feat gained at 18th level.

Climactic Showdown (Ex): At 20th level, a resolute wrangler picks two deeds that he has access to and that he must spend grit to perform. He can perform these deeds for 1 grit point fewer (minimum 0) than usual, bit only against the target of his challenge. Against all other targets, he must spend the normal number of grit. If the number of grit points to perform a deed is reduced to 0, the resolute wrangler can perform this deed as long as he has at least 1 grit point. If a deed could already be performed as long as he had at least 1 grit point, he can now perform that deed even when he has no grit points.

In addition, once per day as a standard action, a resolute wrangler can enter a climactic showdown with the target of his challenge. Until the end of the challenge, all melee and ranged attacks made against the resolute wrangler by the target of his challenge deal minimum damage. If the target scores a critical hit, it deals critical damage as normal. If the resolute wrangler is reduced to 0 or fewer hit points while this ability is in effect, he remains conscious and is not staggered. If the resolute wrangler becomes reduced to 0 or fewer hit points by the target of his climatic showdown challenge, he can spend all of his remaining grit points (minimum 1) to instead be reduced to 1 hit point. This ability replaces last stand.

Climatic Showdown was greatly reduced from its previous version. Just mashing two capstone abilites does not make it balanced, but OP, even for a capstone ability. So I tooke the key lements of both and tweaked them into what you see here, and limited the deed grit reduction to challenge targets only instead of all the time, which left room to add in the pieces of Last Stand I incorporated, and the choice to spend all grit to get the effects of the "Cheat Death" deed.

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

1st +1 +2 +0 +0 Deeds (1st), frontier challenge 1/day, grit, gunsmith, mount, order
2nd +2 +3 +0 +0 Order ability, track
3rd +3 +3 +1 +1 Firearms expertise
4th +4 +4 +1 +1 Frontier challenge 2/day, mounted archer
5th +5 +4 +1 +1 Deeds (3rd)
6th +6/+1 +5 +2 +2 Spirited charge
7th +7/+2 +5 +2 +2 Relentless pursuit
8th +8/+3 +6 +2 +2 Order ability
9th +9/+4 +6 +3 +3 Deeds (7th)
10th +10/+5 +7 +3 +3 Frontier challenge 3/day
11th +11/+6/+1 +7 +3 +3 Honorable stand
12th +12/+7/+2 +8 +4 +4 Demanding challenge, trick riding
13th +13/+8/+3 +8 +4 +4 Deeds (11th)
14th +14/+9/+4 +9 +4 +4 Find quarry
15th +15/+10/+5 +9 +5 +5 Order ability
16th +16/+11/+6/+1 +10 +5 +5 Frontier challenge 4/day
17th +17/+12/+7/+2 +10 +5 +5 Deeds (15th)
18th +18/+13/+8/+3 +11 +6 +6 Mounted skirmisher
19th +19/+14/+9/+4 +11 +6 +6 Frontier challenge 5/day
20th +20/+15/+10/+5 +12 +6 +6 Climatic showdown


My Baby is waking up!!!

# Climatic Showdown: I was hoping it'd be nerfed, honestly. I mainly went for flavor, and trust me, if you've ever RP'd with me, I'm /not/ the man to go to for balance. /Subverting/ balance, however....

But for the most part, I /love/ what you've done with the boy/girl.

Now, just some feedback from others to finalize!


#Samurai/Gunslinger

* Sorry for the lack of feedback (and only flavour at that, no crunch) on this one - been busy with Assessments, PbP's and other stuff...

* I don't have a dog in the name race. Frontier Rider?

* If you change the name of Determined to True Grit instead, or a 13th or higher level progression of the same that let's you drag your mutilated body back to the frontier outpost/General store that would seriously rock.

* How about Plain old Code of the Outlaw instead of a new Order?


@Ocean Shield Wolf

Code of the Outlaw or Code of the Frontier!

eh! Eh! ties to either abit more brutal or some old-fasioned frontier justice? Eh?


#Samurai/Gunslinger

Without diving in too deep, what Elghinn made looks good.

Three codes to chose from seems like a minimum. I could definitely see a Code of the Lawman or Law Dog's Code. Basically one chaotic, one neutral, and one lawful code - even if they should not have absolute alignment restrictions, they can have a slant alignment-wise, just like many cavalier/samurai codes do.

So Code of the Law Dog, Code of the Frontier, or Code of the Outlaw.


Starfox wrote:

#Samurai/Gunslinger

Without diving in too deep, what Elghinn made looks good.

Three codes to chose from seems like a minimum. I could definitely see a Code of the Lawman or Law Dog's Code. Basically one chaotic, one neutral, and one lawful code - even if they should not have absolute alignment restrictions, they can have a slant alignment-wise, just like many cavalier/samurai codes do.

So Code of the Law Dog, Code of the Frontier, or Code of the Outlaw.

Where are these orders located?

Cant seem to find anywhere


These are all possible Codes we are proposing Ape.

I think three would definitely work. I like the names too.


I agree. I think leaving the orders to be chosen as they wish, and then having three codes to either choose from with alignment prerequs/restrictions would be good - Law dog (LG/LN/LE), Frontier (NG/N/NE), and Outlaw (CG/CN/CE).

What about the name Hired Gun? As this is a Sam/Gun MCA, it would give a nod to the oldie "The Seven Samurai" and its offspring "The Magnificent Seven". They can each be hired out, and depending upon their code, they go about their job in a certain way.

Then for the Order, just listing that Ronin complements the MCA is enough, but allows for any choice.

EDIT: Yup! I really think the Codes will give it a more focused feel, and give it the flavor and RP opportunity it need to really pop! We just need to make sure there is enough guidelines in the code to give direction, but not enough to hamstring the CMA like a paladin code does.

I'll takea look at various "codes" throughout the Pd20FPFSRD site, and maybe even take a look at the Plethora of Paladins conversion Bardess, OSW, and I did for some inspiration.


My Baby is growing~!

Perhaps Law Dog could focus more on Survivability and Incapacitation, such as the rope tricks. The Lawful side of things playing up the bounty-hunter who'll stop at nothing to get his man. Like an old story about the Mounties, y'know?

Frontier could focus more on retaliatory damage and 'vengeance', Frontier Justice in general, y'know? The kind of stories the Red Dead series and Clint Eastwood's works thrive on, with the Grey and Gray morality.

Outlaw? Brutal leadership, out-right cruelty, and abit of the Order of the Cockatrice's edicts on receiving "Your share.". Alternatively, a focus on the unorthodox, the crazier tricks of more lighthearted heroes or the odd underhandings of crazier mustache-twirlers

EDIT: Yeah... likin the latter for Outlaw abit more.


I dunno about anything else, but pure RP-wise with the Codes, this seems like it might work better as a Gunslinger/Cavalier instead of Gunslinger/Samurai. I know that Samurai has no alignment restrictions, but to me they're inherently lawful and honorbound, and a bounty hunter-type seems a bit off to me. Idk that's just my opinion, this is a super awesome idea for a class in every single other way.


Well, my fellow Taconian, The primary reasoning behind Samurai is Resolve, and Ranged Focus, with Mounted Archery being a powerful little buff, on top of a Samurai's weapon expertise. Cavaliers focus more on their mount's abilities, and leadership.


@metaco6 - this is one of those places where the mechanics can inspire concepts that are at variance with the general flavor of the original class, and what I always point to as a strength of the MCA approach.

Besides, Samurai definitely fills the Ronin/Outlaw we need...


Trufax, trufax. I s'pose it makes sense, yeah, it just fit together kind of weirdly in my brain.

Dark Archive

I would like to suggest a MCA.

Primary: Wizard Secondary: Bard
"The Mystic Poet"

A Wizard that uses his writing and recitations of haiku and other poetic forms to cast spells.

I'm okay with being put on the bottom, you guys are great, and if there's any help you'd like from me, I'm able to help as much as I can.

Keep up the great work!


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