Multiclass Archetypes VII: MCAs Forever


Homebrew and House Rules

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Currently working on the three codes for the Resolute Wrangler. They will be the Law Dog (LG/LN/LE), Frontier Judge (NG/N/NE), and Vigilante (CG/CN/CE), then within each of those there will be sub-codes for each of the three alignments within each code.

Here's the general Code of Conduct entry, and the Law Dog code so far. Hope to have the other 2 up tomorrow.

Code of Conduct:

As a hired lawman, the resolute wrangler follows a code of conduct while performing his contractual duties. However, not all resolute wranglers follow the same code, and even those who do, the method by which they go about fulfilling their contracts can vary based upon their own personal philosophies and moral convictions. A resolute wrangler must choose one of the following legal codes.

Law Dog: Law dogs dispense justice according to the laws of the land, government, or liege to whom they contractually bound. The law dog is of lawful good, lawful neutral, or lawful evil alignment. Reliability, respect for authority, duty, and adherence to the laws are vital qualities in fulfilling his sworn duty. The law dog strives to fulfill all contracts, and once complete, delivers his quarries to the proper authorities for sentencing and fit punishment. While law dogs live by strict adhere to the law, the way they dispense justice can differ greatly.

• A lawful good resolute wrangler tempers justice with compassion, dispensing judgment and punishment with leniency. He often holds a belief that there is good in all people, and gives them the benefit of the doubt as to their intensions for their criminal actions. While willing to grant mercy to those who break the law, he is ready to bring those of evil intent to heel under the full weight of legal authority bestowed upon him.

• A lawful neutral resolute wrangler maintains a strict observance to laws and regulations, and seeks to dispense judgment according to the strict letter of the law–nothing more, nothing less. Whether one is good or evil has no bearing on his decisions, only whether the crime has been committed and the perpetrators have been brought to justice.

• A lawful evil resolute wrangler dispenses justice with cold, calculated precision, and in the most brutal manner possible within the limits of the law. He often bends the laws to ensure that criminals receive the cruelest punishments available and enjoys using excessive force when apprehending them should the opportunity presents itself.

I've also been thinking about incorporating Social traits into the codes, such as being able to choose a free trait from a specific list of applicable socal traits for each code.


Not sure about making the codes so specific. The cavalier orders have strictures, but they are pretty loose and not locked into alignments. Your alignment codes are descriptions of how a typical member of that order and alignment would act. They're nice as examples, but seem a bit restrictive as rules.


That's not really how someone of that alignment needs to act if they choose that code; it's more how someone of that alignment would generally act. It's not actually describing what is necessary, more what is likely to happen anyway.

Besides that, the Cavalier/Samurai Orders all come with concrete bonuses and negatives, as well as clear descriptions of what is necessary to maintain that Order. Maybe include something like that? I think it was mentioned earlier that Law Dog could have a bonus to nonlethal damage, and perhaps a minus to... something. Bluff checks to convince someone you're the wrong alignment? Lol it's early and I have literally no idea what the minus could be.


Hey El, you get my email?


Oceanshieldwolf wrote:
Hey El, you get my email?

Yes.


I had a question on the Beastbrewer. What table is used for the Experimental Beast, Eidolon or Animal Companion, and what rate does it get evolution points, if any?


Animal companion.
And it gets evolutions points as indicated in the Experimental Beast page (it's essentally 1/2 of an eidolon).


Ah, I wasn't looking on the wikia, but on pathfindercommunity.net. Thanks!


I'm going to wait on Taco Man's feedback of the codes. They can be altered of course, and are really meant as RP guidelines vs. a true code, as not sticking with it doesn't reslt in a loss of class features. Though, you do gain a bonus social trait according to your alignment, which is really mostly flavor and character building. As such, we might want to call it something else instead of Code of Conduct, as that class feature tends to result in negative consequences when they are broken. Perhaps this instead?

Wrangler's Code:

As a hired lawman, the resolute wrangler follows a generic code while performing his contractual duties. However, not all resolute wranglers follow the same code, and even those who do, the method by which they go about fulfilling their contracts can vary based upon their own personal philosophies and moral convictions. These convictions and philosophies are often shaped through their upbringing, hardships, and life experiences, resulting in certain traits that are beneficial in their endeavors to hunt down criminals and outlaws on behalf of local authorities. The following codes provide additional guidelines in roleplaying a resolute wrangler. A resolute wrangler must choose one of the following legal codes.

Law Dog: Law dogs dispense justice according to the laws of the land, government, or liege to whom they contractually bound. The law dog is of lawful good, lawful neutral, or lawful evil alignment. Reliability, respect for authority, duty, and adherence to the laws are vital qualities in fulfilling his sworn duty. The law dog strives to fulfill all contracts, and once complete, delivers his quarries to the proper authorities for sentencing and fit punishment. While law dogs live by strict adhere to the law, the way they dispense justice can differ greatly.

• A lawful good resolute wrangler tends to temper justice with compassion, dispensing judgment and punishment with leniency. He often holds a belief that there is good in all people, and gives them the benefit of the doubt as to their intensions for their criminal actions. While willing to grant mercy to those who break the law, he is ready to bring those of evil intent to heel under the full weight of legal authority bestowed upon him.

• A lawful neutral resolute wrangler prefers a strict observance to laws and regulations, and seeks to dispense judgment according to the strict letter of the law–nothing more, nothing less. Whether one is good or evil has no bearing on his decisions, only whether the crime has been committed and the perpetrators have been brought to justice.

• A lawful evil resolute wrangler typically dispenses justice with cold, calculated precision, and in the most brutal manner possible within the limits of the law. He often bends the laws to ensure that criminals receive the cruelest punishments available and enjoys using excessive force when apprehending them should the opportunity presents itself.

Law dogs gain one of the following bonus social traits: affable, ambitious, bruising intellect, charming, civilized, clever wordplay, contagious mettle, friends in high places, gregarious, hardly a fool, inexorable authority, influence, law enforcer, life of toil, natural-born leader, orphaned, prince/princess, supportive, suspicious, trustworthy, truth’s agent, veiled discipline, weathered emissary.

Frontier Judge: Frontier judges dispense justice according to the natural order of things. While neither strict followers nor breakers of the law, they view officially established regulations as guidelines, and not as binding as they fulfill their sworn duties. The frontier judge is of neutral good, neutral, or neutral evil alignment. Mutual compromise, impartiality for or against the law, investigative reasoning, and reliance upon the dictates of their own conscience are important qualities of the frontier judge. Frontier judges, though similar in nature, often differ in their personal philosophy towards crime and punishment.

• A neutral good resolute wrangler finds various crimes abhorrent, such as slavery, regardless of whether a particular community or culture finds them acceptable or not. When dispensing justice, they prefer to hear both sides of the story, and make their decisions based upon the knowledge at hand. They tend to value life over death where punishment is concerned, and do all they can within their power to ensure their quarry is apprehended with the least amount of injury to them.

• A neutral resolute wrangler dispenses justice in whatever way seems to be a good idea at the time. He does not feel strongly one way or the other when it comes to good vs. evil or law vs. chaos, and as such, may exhibit a lack of conviction. While most would deem good as being better than evil, some may view good, evil, law, and chaos as prejudices and dangerous extremes. Such resolute wranglers advocate a balanced approached when fulfilling a contract or apprehending a criminal.

• A neutral evil resolute wrangler dispenses justice in whatever manner he can get away with without being caught himself. Typically, it is for profit and the sport that spurs him on to fulfill his contracts, and rarely sheds a tear for those he kills or harms in the process of apprehending his mark. Such resolute wranglers have no love for order, laws, traditions, or codes. However, he is committed to completing his charge, often without honor or concern for others wellbeing.

Frontier judges gain one of the following bonus social traits: amiable, bastard, bruising intellect, bully, calculated bribe, charming, competitive, convincing liar, cynical ear, double speak, fast talker, friend in every town, gregarious, life of toil, mediator, memorable, ordinary, poverty-stricken, orphaned, suspicious, veiled discipline.

Vigilante: Vigilantes believe that those who enforce the laws of the land are lazy or uncaring to effectively punish evildoers, or that their hands are tied by the law. They seek to deliver justice to wrongdoers at their own hands instead of those who are lawfully appointed to do so, and often serve as both judge and punisher. Flexibility, unpredictability, the ability to maintain one’s individual freedom, and the use of unorthodox methods to fulfill a contract are important qualities for the vigilante.

• A chaotic good vigilante values justice that is delivered by his own hands, and is motivated by his own desire for vengeance to punish evildoers. When dispensing justice, he disregards laws to fulfill his contracts. Therefore, he is just as often a wanted individual like those he seeks to apprehend. For the resolute wrangler, justice must be delivered at all costs, and willingly risks his own life and freedom to keep the lives of the innocent safe and secure.

• A chaotic neutral resolute wrangler follows his whims and fancies, and is an individualist at the expense of everything else. When dispensing justice, he values his own liberty but doesn't strive to protect others' freedom. Whenever possible, he avoids authority, resents restrictions, and challenges traditions. While many view such resolute wrangler’s as random and unpredictable, there is often some method to the madness he depicts.

• A chaotic evil resolute wrangler dispenses justice according to what his greed, hatred, and lust for destruction drive him to do. He is vicious in his methods of apprehending and punishing his quarry, and can be arbitrarily violent and unpredictable when faced with unexpected setbacks to his plans. Ruthless and brutal, these resolute wranglers are rarely called upon to full contracts, save when the need to battle evil with evil is necessary.

Vigilantes gain one of the following bonus social traits: ambitious, amiable, bastard, bully, calculated bribe, canter, charming, child of the streets, chip on your shoulder, convincing liar, criminal, enemy of slavers, free spirit, friends in low places, grim optimistic, life of toil, mercenary, nonchalant thuggery, ordinary, orphaned, poverty-stricken, savage, secret-keeper, seeker, suspicious, unabashed gall, unpredictable, veiled discipline.


I like that Elghinn. Less restrictive and the social traits are a great add. Nice (and voluminous) work as ever.


I like 'em myself. Allthough sadly, I'm still struggling to come up with the actual abilities and modifiers for the Codes/Orders individually. I'm trying, mind you, really am. Perhaps I should just post whatever abilities I can come up with, and get some help sorting them and filling in the blanks?


Taco Man wrote:
I like 'em myself. Allthough sadly, I'm still struggling to come up with the actual abilities and modifiers for the Codes/Orders individually. I'm trying, mind you, really am. Perhaps I should just post whatever abilities I can come up with, and get some help sorting them and filling in the blanks?

Glad you like them.

I wouldn't worry about coming up with anything further on the Codes, as they are meant more to be RP guidelines, with a bit of a benefit for having to choose one of the codes. The Orders have their own listd benefits, unless you are developing a new Order that complements this MCA. If there was more to the Codes than what I've included, then it'd be lik having both an Order and an Arcane School or Bloodline (if thsi were a Sam/Wz or Sam/Sor. Adding more will be too much, IMO.

If you go through the social traits I've listed, I've tried to list them in each code as those that most complement the code anyways, and add some benefits to roleplaying them according to their codes. However, with the lists, it allows the palyer to mould his MCA to a the role and function he wants it to be. One thought I had is actually allowing 2 traits to selected, as 2 traits is = to 1 feat. A bonus feat in turn for trying to follow a code I think is a fair trade, and evens each other out as a zero sum. Thoughts? Even toght about throwing in drawbacks too, but I'll leave that to individuals to do.

Why don't you post the abilities you have Taco Man, and lets see if we can't create one of two new Orders from them?


Playstyle hints are good. When I make an archetype, I like to put something like that in the Alignment section; how does a lawful XXX act, how does a chaotic one express his individuality, and so on. Similar to this, but less verbose.


Well. It would appear I failed to properly save the document the abilities where on. Yay. I feel horrible now.

Dark Archive

Elghinn Lightbringer wrote:
You're in the queue TP!

Thanks! So some of the ideas I had, if they help:

  • The Dimensional Occultist Witch archetype's replacement to it's 2nd level Hex works pretty similar to how I imagine this working. Like replacing existing somatic, verbal, and focus components with the writing and reciting of the haiku/poem, but making it take longer.
  • I was thinking the spellcasting form would replace existing material components up to a certain gp value, and then the things above that have an option for using expensive ink equaling the value of the replaced material components.
  • Probably still 1/2 BAB
  • Something to do with Perform (Oratory) or Linguistics checks, maybe a check as a part of casting that acts as the bluff check for hiding the fact that you're casting a spell?

    Just thought it would help y'all out if you knew kinda what I was thinking when I had the idea. Again, totally willing to help write things, but I'm bad at the syntax Paizo uses for these sorts of things.


  • So, Taco Man, where we sitting here? Are we good with the MCA features and codes?


    I suppose I'm good with it! Ronin complements nicely, and if I ever recall or dig up those old abilities, an order could be peiced together at a later date! And of course, the current Edicts could be applied based on what traits are chosen.

    TO THE OTHER TACO'S IDEA!


    Alright mrtaco6, you're up next!


    Ooooh boy. Okay, gimme a bit to actually sit down and craft the full class, as I haven't really yet. I've only sat down and got a smattering of class features in my head. I should have a preliminary class set up soonish today.


    So me and Lindley being added to the wiki in the interim?


    Yes, you will be.


    I saw the new finished product on the sight. great work really love the way it looked


    So can anyone suggest an idea or do they have to be able to make the full class too?


    Thomas, A wrote:
    I saw the new finished product on the sight. great work really love the way it looked

    What one? I just put up the Resolute Wrangler and Synthetic Voice.


    It's alive... ITS ALIIIIVE! Now, I just have to hope someone decides to try one out in a game where their DM allows these babies. Then I have to hope they give feedback and I can hear about my baby's first steps n' words n' bullets tanked n' headshots shrugged off n' pursuits of bloody violent vengeance in the words of the law and the morals of the bloody frontier.


    Elghinn Lightbringer wrote:
    Thomas, A wrote:
    I saw the new finished product on the sight. great work really love the way it looked
    What one? I just put up the Resolute Wrangler and Synthetic Voice.

    Don't know yet, just wondering.


    Azten wrote:
    So can anyone suggest an idea or do they have to be able to make the full class too?

    Welcome Azten! I think you got tangled up between two posts. I was asking Thomas A. the question about the new finished product he saw on our Wiki, not you. You apparently popped in while I was typing my question to him.

    As to you question, you are welcome to suggest any MCA concept you want (prefereably in the format shown in the first post of this thread), but don't necessarily need to make the full MCA yourself. That's what the thread's for - the power of mutiple minds/concets/ideas. We can all work to realize your concept together. However, we do expect the one who provides the concept to be a part of the creation process.

    We do need to know the following to get things rolling:

    1) Your Primary Class.
    2) Your Secondary Class.
    3) Your general concept, including its role, function, or purpose, and its niche/flavor in the RPG world.
    4) What primary class features you want to keep, and what secondary class features you want to add.

    Once we have these, then the thread monsters can start constructing. We use a queue system on this thread. As a newcomer, your concept will get preferential treatment, so you'll be up within the next few MCAs. If you have additional ones, then you'll get thrown into the normal cycle of the queue.


    I've had an idea for something like this for a loooong time, and I'm super happy to finally put pen to paper for it, metaphorically.

    Class:

    PRIMAL EVOKER (name?)

    Born from the wild, many people live their lives in small tribes. When a child is born with innate magical abilities in a tribe, it tends to make waves. Of course, despite their special stature, they are still working for the village, and must learn to fight. The Primal Evoker is what happens when that magical child learns to blend magic, chaos, and blade into one explosion of emotion and death.

    Primary: Sorcerer
    Secondary: Barbarian
    Alignment: Any chaotic
    Hit Die: d8

    Bonus Skills: The Primal Evoker may add Survival, Knowledge (nature), and Perception to her class skills.

    Armor and Weapon Proficiency: A Primal Evoker is proficient with all simple and martial weapons, and all armor. A Primal Evoker may wear light armor without incurring an Arcane Spell Failure chance while casting Primal Evoker spells. Any heavier armor, or if casting from a multiclassed spell list, incurs the normal spell failure chance.

    Bloodline: As the Sorcerer ability of the same name, but you must choose the Stormborn, Starsoul, Impossible, or Protean bloodlines. The Primal Evoker gains bloodline feats and powers as a Sorcerer, but increase the level by 1 for determining when a Primal Evoker gets a bloodline spell.

    Rage: As the Barbarian ability of the same name, but for every level after 1st you gain one extra round of rage, not two.

    Spells: A Primal Evoker gains new spells and spells per day as a Bard does (3/4 casting). They draw from the Sorcerer/Wizard spell list. A Primal Evoker gains spells per day if her Charisma score is high enough, according to the ability modifier table. A Primal Evoker may cast any spell she knows without preparing it ahead of time.

    Aligned Casting: The Primal Evoker may not cast any spells with the Lawful type.

    Fury Casting: At 2nd level, a Primal Evoker may cast spells while Raging. She may cast a number of spells equal to her Charisma modifier while raging.

    Rage Powers: At 3rd level, and every third level beyond, a Primal Evoker gains Rage Powers from the Barbarian list. Alternatively, every time she could pick a Rage Power, she may pick a metamagic feat instead, as long as she meets the requirements for it.

    Chaotic Sorcery: At 4th level, once per day, when entering Rage, the Primal Evoker infuses the area around her with Primal Magic. The area is now considered subject to Primal Magic. The CR for the event is equal to the Primal Evoker's level. The Primal Magic area dissipates completely after CR minutes, with a DC 25 Spellcraft check to discover the Primal Magic area, with the DC going up by 1 for every minute past its dissipation.

    Uncanny Dodge: At 5th level, the Primal Evoker gains the Barbarian ability of the same name.

    Damage Reduction: At 6th level and every third level beyond, a Primal Evoker gains DR 1/law, up to DR 5/law at level 18.

    Entropic Rage: At 7th level, when entering Rage for the first time that day, a Primal Evoker releases waves upon waves of chaotic force. Every object and creature within 20 feet of the Primal Evoker when she starts Raging takes 1d6 + the Primal Evoker's Charisma mod. Fortitude save for half damage. Any object or creature destroyed by these waves of entropy are immediately turned into dust, as the Disintegrate spell. The dice damage goes up by one step every fourth level, to 1d8 at 11th, 1d10 at 15th, and ending at 1d12 at 19th level.

    Greater Rage: As the Barbarian ability of the same name, at 11th level.

    Magical Exertion: At 12th level, the Primal Evoker may push herself for that extra bit of energy. She can roll to regain a round of Rage, or a spent spell slot, or to merely move faster in a single round a number of times per day equal to her Constitution modifier. She must make a DC 20+rounds already gained this way Constitution check to gain an additional round of rage, a DC 18+spell level Constitution check to regain a lost spell, or a DC 18+distance/5 Constitution check to move more in a single round. If more Rage rounds are gained via Magical Exertion, then at the end of Rage a Primal Evoker is exhausted rather than fatigued. Casting a spell regained through Magical Exertion requires a DC 20 Concentration check, and is subject to all Arcane Armor penalties, even if she is wearing light armor. If moving an extra distance, the next round she can move her normal move distance minus the distance traveled via Magical Exertion plus an extra five feet. So if a Primal Evoker has a move speed of 30 and she moved 10 extra feet last round, she may move 15 feet this round.

    Dying Chaos: At 12th level, if the Primal Evoker is reduced to negative hit points, for every round she is dying she sends out a wave of entropic force 10 feet away from her, as Entropic Rage. Allies are immune to this damage, unless they are Lawful Outsiders.

    Chaotic Critical: At 15th level, when scoring a critical hit with a melee weapon against an enemy, the hit does an additional class level + Charisma mod Chaotic damage to the target. This extra damage bypasses Damage Reduction.

    Tireless Rage: A 17th level, the Primal Evoker gains the Barbarian power of the same name. When ending a Rage in which extra round of Rage were gained via Magical Exertion, she is fatigued instead of exhausted.

    The Power Of Chaos: At 20th level, the Primal Evoker has become chaos incarnate. She is treated as being a Chaotic Outsider no matter what her current racial subtype is. In addition, her Entropic Rage does maximum damage. As well, the chaos pounding in her veins keeps her body fresh, preventing her from aging past her current age. Any age modifiers are permanently in place now.

    Mighty Rage: At 20th level, the Primal Evoker gains the Barbarian power of the same name.

    Not too shabby if I do say so myself. I'd like you guys to absolutely tear into it though, as this is the first time I've ever crafted a class before.


    Woops, I see where I messed up now. Heh, my mistake.

    Thanks for the explanation! I'll try and think of something and get back to thread about it.


    mrtaco6 wrote:

    I've had an idea for something like this for a loooong time, and I'm super happy to finally put pen to paper for it, metaphorically.

    ** spoiler omitted **...

    Taken a look at it. Looks pretty good. Some things will have to go for balance sake, and redced in power.

    Initial thoughts:
    1) Max 15th level bloodline power

    2) Rage = Primal rage (only a +2 bonus like the rage spell, and instead of fatigued when it ends, he gerenates a primal event in his square, and it lasts for 4 runds +1 round per level after 2nd, which is where we'll put it). Greater primal rage will increase to +4, and at 20th it'll increase to +6 as part of the capstone ability.

    3) No mighty rage, as he'll get Power of Chaos as his capstone.

    4) Replace tireless rage (as there is no fatigue) with Entropic Rage, makes more sence. The Dying Chaos is before that. I see this gal as a primal magic battery or leak. Her primal rage is powered by primal energy. So, before she can unleash waves of entropic energy upon entering a rage, she bleeds it when she's dying. More a progressional interval towards the Power of Chaos ability.

    5) Rage powers at levels 4/6/10/12/16/18, and can choose a bloodline feat at 6/12/18 instead.

    6) Amor/Weapons: Simple and martial weapons, light armor only (maybe medium max), and no shields.

    7) Instead of Magical Exertion, I think an ability to either expend rage rounds to cast spells, or expend spells to gain extra rounds of primal rage.

    8) Advancement table will change too.

    I'll type things up and post up my proposed changes in full so everyone can see them either tonight or tomorrow.

    Advocates

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

    Hey, for my Siege Lord MCA that's somewhere in the future of the queue, could you change the name to "Scorpion Knight"? It's still a Sum/Gun, but I've been struck with inspiration that prompts a name-change.


    Lindley Court wrote:
    Hey, for my Siege Lord MCA that's somewhere in the future of the queue, could you change the name to "Scorpion Knight"? It's still a Sum/Gun, but I've been struck with inspiration that prompts a name-change.

    Done!


    sorry arcane masters pdf


    OK, here's the revised Primal Evoker.

    SWAPS
    Bloodline feats = fury casting, primal surge, entropic rage
    Bloodline spells (9) = uncanny dodge, primal sorcery, Improved uncanny dodge, chaotic critical
    Spells (7th-9th) = Primal rage, rage powers (6), greater primal rage, primal hemorrhage
    Bloodline power (20) = Primal power

    PRIMAL EVOKER:

    Born from the wild, many people live their lives in small tribes, and when a child is born with innate magical abilities, it tends to make waves. Despite the special status such children obtain, they are often taught to work for the good of the tribe, and must learn to fight. The result of such training is the primal evoker, a servant of the people that blends her innate magical talents, chaos, and the combat training of tribal life into an explosion of emotion and death.

    Primary Class: Sorcerer.
    Secondary Class: Barbarian.
    Alignment: Any chaotic.
    Hit Dice: d8.

    Bonus Skills and Ranks: The primal evoker may select three barbarian skills to add to her class skills in addition to the normal sorcerer class skills. The primal evoker gains a number of ranks at each level equal to 4 + Int modifier.

    Weapon and Armor Proficiency: The primal evoker is proficient with all simple and martial weapons, with light armor, but not with shields. She can cast sorcerer spells while wearing light armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a primal evoker wearing medium armor, heavy armor, or using a shield incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass primal evoker still incurs the normal arcane spell failure chance for arcane spells received from other classes.

    Spellcasting: A primal evoker casts arcane spells drawn from the sorcerer spell list, but she is restricted from casting spells of the lawful subtype. She can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, a primal evoker must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class (DC) for a saving throw against a primal evoker’s spell is 10 + the spell level + the primal evoker’s Charisma modifier.

    Like other spellcasters, a primal evoker can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Primal Evoker. In addition, she receives bonus spells per day if she has a high Charisma score.

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

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

    A primal evoker need not prepare her spells in advance. she can cast any spell she knows at any time, assuming she has not yet used up her allotment of spells per day for the spell’s level.

    Chaos Bloodline: This is exactly like the sorcerer ability of the same name, except that the primal evoker must choose the Abyssal, Accursed, Impossible, Protean, Starsoul, or Stormborn bloodline. At 1st level, a primal evoker gains her bloodline arcana and her 1st level bloodline power. At 6th level and every three levels thereafter, she gains each subsequent bloodline power, up to her 15th level bloodline power at 19th level.

    At 6th level, and again at 12th and 18th level, a primal evoker can choose a bloodline feat in place of a rage power. She must meet the prerequisites of the feat as normal. The primal evoker does not gain bloodline spells.

    Primal Rage (Su): Starting at 2nd level, a primal evoker can focus the primal energies that surge through her to enter a primal rage. This is similar to a barbarian’s rage, except that the primal evoker can rage for a number of rounds per day equal to 4 + her Constitution modifier, plus 1 additional round every level beyond 2nd. While in primal rage, a primal evoker gains only a +2 morale bonus to her Strength and Constitution, and a +1 morale bonus on Will saves, but takes a –2 penalty to Armor Class. The increase to Constitution grants the primal evoker 1 hit point per Hit Dice, but these disappear when the primal rage ends and are not lost first like temporary hit points. While in primal rage, a primal evoker cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.

    While a primal evoker rages, she creates a build-up of primal energies. When she ends her primal rage (a free action), she unleashes this energy, triggering a primal event in her square (see Primal Magic in Pathfinder Campaign Setting: Inner Sea Magic) that lasts for a number of rounds equal to the number of rounds spent in the primal rage. A primal evoker cannot enter a new primal rage while a primal event created by ending her rage but can otherwise enter rage multiple times during a single encounter or combat. If a primal evoker falls unconscious while in primal rage, it immediately ends, triggering a primal event in a 5-foot radius and placing her in peril of death.

    Uncanny Dodge (Ex): At 3rd level, a primal evoker gains the barbarian’s uncanny dodge ability. This ability, primal sorcer, improved uncanny dodge, and chaotic critical replace bloodline spells.

    Rage Powers (Ex): Starting at 4th level, a primal evoker gains a barbarian rage power. She gains another rage power at 6th, 10th, 12th, 16th, and 18th level. Alternately, at 6th, 12th, and 18th level, a primal evoker can choose a bloodline feat that she qualifies for in place of a rage power.

    Fury Casting (Ex): At 5th level, a primal evoker can cast spells while in a primal rage. She can use this ability a number of times per day equal to her Charisma modifier. This ability, primal surge, and entropic rage replace bloodline feats.

    Primal Sorcery (Su): At 8th level, a primal evoker may attempt to channel primal magic as a swift action to cast a spell she knows without losing that spell slot. Essentially, a primal evoker is forcing primal magic into the world and attempting to shape it into a specific spell effect.

    To use this ability, she casts the spell as she would normally, but as the spell’s effect takes place, she makes a concentration check (DC 20 + double the spell’s level). If she fails this check, she expends the spell slot normally as if she had cast it, but its actual effects are replaced by a primal magic event in a 10-foot radius centered on the target and she is staggered for 1 round per level of the spell. The CR for the event is equal to the primal evoker's level. The primal magic event area dissipates completely after a number of minutes equal to the primal evoker’s level. A successful Spellcraft check (DC 20 + the level of the spell) allows the event to be discovered.

    If the primal evoker makes this check, she casts the spell normally and spell slot is not expended from her daily allotment of spells, allowing her to cast that spell again at a later point. A primal evoker can use primal sorcery once per day at 8th level, and an additional time per day every five levels thereafter.

    Improved Uncanny Dodge (Ex): At 9th level, a primal evoker gains the barbarian’s improved uncanny dodge ability.

    Greater Primal Rage (Su): At 11th level, when a primal evoker enters primal rage, the morale bonus to her Strength and Constitution increases to +4 and the morale bonus on her Will saves increases to +2. In addition, whenever a primal evoker triggers a primal magic event, she rolls the percentile dice twice to determine the event that occurs and chooses which one of the two possible events occurs. She also becomes resistant to the effects of primal magic events. Anytime an event would affect her, the GM rolls 1d20 + the event’s CR against a DC of 11 + her primal evoker level. If this roll fails, the event does not affect her, similar to a creature with spell resistance ignoring magical effects with an SR check. If the primal magic event is duplicating the effects of a spell that does not allow spell resistance (such as create pit), this resistance does not apply.

    Primal Hemorrhage (Su): At 14th level, whenever the primal evoker is reduced to lower than 0 hit points, she releases a burst of entropic energy. Each round she remains below 0 hit points, all opponents with 10 feet of her take an amount of chaotic damage equal to her Charisma modifier. This “bleeding” of primal energy ceases once the primal evoker dies or is healed up to 0 hit points or more. Allies are unaffected by this effect, unless they are outsiders of the lawful subtype.

    Chaotic Critical (Su): At 15th level, when a primal evoker scores a critical hit with a melee weapon against an opponent, she deals an amount of chaotic damage equal to her primal evoker level + her Charisma modifier. This extra damage bypasses damage reduction.

    Entropic Rage (Su): At 17th level, when entering a primal rage, a primal evoker releases a wave of entropic energy. Any object or creature within 20 feet of her when she enters her rage takes 2d6 points of chaotic damage plus her Charisma modifier. If the creature is of the lawful subtype, it takes 4d6 points of chaotic damage plus her Charisma modifier. Any creature within the area can make a Fortitude saving throw for half damage. Once a creature has been the target of an entropic rage, regardless of whether or not the save is made, that creature is immune to that primal evoker’s entropic rage for 24 hours. Chaotic creatures only take damage equal to the primal evoker’s Charisma modifier.

    Primal Power (Su): At 20th level, a primal evoker becomes chaos incarnate. When a primal evoker enters a primal rage, the morale bonus to her Strength and Constitution increases to +6, the morale bonus on her Will saves increases to +3. In addition, due to the primal energies coursing through her body, she gains the chaotic creature subtype, regardless of her actual alignment. Also, she no longer takes penalties to her ability scores for aging and cannot be magically aged. Any such penalties that he has already taken, however, remain in place. Age bonuses still accrue, and the primal evoker still dies of old age when her time is up. This ability replaces the bloodline power gained at 20th level.

    Table: Primal Evoker
    Base
    Class Attack Fort Ref Will Spells per Day
    Level Bonus Save Save Save Special 0 1st 2nd 3rd 4th 5th 6th

    1st +0 +2 +0 +2 Bloodline power, cantrips, chaos bloodline 3 1 — — — — —
    2nd +1 +3 +0 +3 Primal rage 4 2 — — — — —
    3rd +2 +3 +1 +3 Uncanny dodge 4 3 — — — — —
    4th +3 +4 +1 +4 Rage power 4 3 1 — — — —
    5th +3 +4 +1 +4 Fury casting 4 4 2 — — — —
    6th +4 +5 +2 +5 Rage power 5 4 3 — — — —
    7th +5 +5 +2 +5 Bloodline power 5 4 3 1 — — —
    8th +6/+1 +6 +2 +6 Primal sorcery 5 4 4 2 — — —
    9th +6/+1 +6 +3 +6 Improved uncanny dodge 5 5 4 3 — — —
    10th +7/+2 +7 +3 +7 Rage power 5 5 4 3 1 — —
    11th +8/+3 +7 +3 +7 Greater primal rage, primal surge 5 5 4 4 2 — —
    12th +9/+4 +8 +4 +8 Rage power 5 5 5 4 3 — —
    13th +9/+4 +8 +4 +8 Bloodline power 5 5 5 4 3 1 —
    14th +10/+5 +9 +4 +9 Primal hemorrhage 5 5 5 4 4 2 —
    15th +11/+6/+1 +9 +5 +9 Chaotic critical 5 5 5 5 4 3 —
    16th +12/+7/+2 +10 +5 +10 Rage power 5 5 5 5 4 3 1
    17th +12/+7/+2 +10 +5 +10 Entropic rage 5 5 5 5 4 4 2
    18th +13/+8/+3 +11 +6 +11 Rage power 5 5 5 5 5 4 3
    19th +14/+9/+4 +11 +6 +11 Bloodline power 5 5 5 5 5 5 4
    20th +15/+10/+5 +12 +6 +12 Primal power


    Yeah that sounds solid. I completely forgot about the actual advancement table, whoops. I like the idea of being the primal magic leak kind of character, I meant for it to be a burster.


    She bursts, but not until later levels. :D

    Let's see what others think.


    Whoof. I like it a lot. That was posted just before I put up my other post, so I hadn't seen the revised version of it yet.

    A thing though. Why'd you add Abyssal and Accursed bloodlines? Not that I'm opposed to it, but they seem like interesting choices.

    Also, I've been thinking about it a bit, and it might be good for the Primal Evoker to gain the barbarian movement buff too, so they can rage, sprint in, make primal magic, and sprint the heck out after.

    It may also be prudent to make it so that you can pick a bloodline feat at 4th, 10th, and 16th level instead of 6th, 12th, and 18th so that there isn't the overlap between that and metamagic, unless you wanted it that way :P


    mrtaco6 wrote:

    Whoof. I like it a lot. That was posted just before I put up my other post, so I hadn't seen the revised version of it yet.

    A thing though. Why'd you add Abyssal and Accursed bloodlines? Not that I'm opposed to it, but they seem like interesting choices.

    Glad you like what I did. I tried to keep it as close to your original concept, but made changes to ensure balance and flexability.

    The new bloodlines fit the "Chaos" theme. Accursed seemed to fit as its related to Hags (CE), and Abyssal = CE outsiders.

    mrtaco6 wrote:
    Also, I've been thinking about it a bit, and it might be good for the Primal Evoker to gain the barbarian movement buff too, so they can rage, sprint in, make primal magic, and sprint the heck out after.

    There really isn't any room to add in additional class features. That's the point of the swaps, just like class archetypes do. If he wants, he can always use the expeditious retreat spell.

    mrtaco6 wrote:

    It may also be prudent to make it so that you can pick a bloodline feat at 4th, 10th, and 16th level instead of 6th, 12th, and 18th so that there isn't the overlap between that and metamagic, unless you wanted it that way :P

    I removed the metamagic feat choice. Sorcerers don't get that either, unless they use their normal feats. I put the bloodline feats at 6/12/18 becsue a socerer get them at 7/13/19. that's on par as to when the primary gets her choices to pick them.


    Right on, makes sense. Aight, I like it!


    Seems awesome. Seems awesome! If I where a Barbarian guy or a Sorcerer guy I'd probably have some feedback. It looks awesome either way though! (Did I mention it seems awesome?)

    I've also recently got a set of Ideas in my little (Understanding at any accusations of being a weeaboo) brain. A Ninja/Witch. A Witch/Ninja. and a Antipaladin/Samurai or Samurai/Antipaladin, don't know which would work Better.

    "Majutsu Shinobi" or "Accursed Shinobi" for the the NIN/WIT

    "Wretched Shade" or "Black Nokizaru" for the WIT/NIN

    "Kishin Warlord" for the ANPL/SAM or SAM/ANPL


    Taco Man wrote:

    Seems awesome. Seems awesome! If I where a Barbarian guy or a Sorcerer guy I'd probably have some feedback. It looks awesome either way though! (Did I mention it seems awesome?)

    I've also recently got a set of Ideas in my little (Understanding at any accusations of being a weeaboo) brain. A Ninja/Witch. A Witch/Ninja. and a Antipaladin/Samurai or Samurai/Antipaladin, don't know which would work Better.

    "Majutsu Shinobi" or "Accursed Shinobi" for the the NIN/WIT

    "Wretched Shade" or "Black Nokizaru" for the WIT/NIN

    "Kishin Warlord" for the ANPL/SAM or SAM/ANPL

    Well, those are all combos we don't have yet. For the Nin/Wtc or Wtc/Nin, it will depend on what you are going for - a sneaky assassin with soine withcery, or a witch with the capability to assassinate. sometimes you don't find out until you give it a try, they find the other way works better. For example, I built my Venom Blade as a Rog/Alc, but then found the swaps worked better as an Alc/Rog. I'll throw you in the queue and you can decide once you're up again.


    And on that note, here's a Queue Update.

    QUEUE UPDATE
    Primal Evoker – Sor/Bbn (mrtaco6) *Current
    Mystic Poet – Wiz/Brd (Tabletop Prophet) *Next up
    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)
    Accursed Shinobi or Black Nokizaru – Nin/Wtc or Wtc/Nin (Taco Man)
    Savage Avenger – Drd/Inq (Apraham Lincoln)
    Master Arsonist – Alc/Rog (Elghinn)


    Actually, I have both concepts in mind, with swaps in mind, for the Black Nokizaru and the Accursed Shinobi! Spark of dual inspiration!


    Actually, a thing that would be pretty cool and make sense is for at some point the Primal Rage switches from Constitution-based to Charisma-based, to show that the inner Primal Magic is more powerful than the "host"'s body. Or something. Idk, it makes sense in my head haha.


    mrtaco6 wrote:
    Actually, a thing that would be pretty cool and make sense is for at some point the Primal Rage switches from Constitution-based to Charisma-based, to show that the inner Primal Magic is more powerful than the "host"'s body. Or something. Idk, it makes sense in my head haha.

    Well, if it where Charisma based from the start, it would make thematic sense, and wouldn't result in any possible build-shifts being required. If it goes from Con to Cha as your level, Play styles will be disrupted or jolt-shifted! No Buenos! You always want to trim your M.A.D. (Multiple Ability Dependence), whenever you can!

    Side note: Accursed Shinobi is the one with the most progress done out of the 3 I've been working on with the obsessive enthusiasm of a Gnome/Kender crossbreed.

    Hells, I've even got some new ninja tricks and hexes!


    Hmm, I know in the past we've had issues with doing two MCA's at a time, though now we're doing one at a time progress in the queue (and perhaps the thread) has slowed down.

    Is there a away we can handle two at a time without the difficulties? Not that I'm impatient, but I've seen this thread more active when we had a couple of concepts on the table rather than the one, then if there's one we feel we can't help with we can chip in with the other, and help progress things along as such.

    Of course, that's just my opinion, so whether or not we go back to 2 or remain at 1 is up to you guys. Either way, I'll still be around chipping in when I can.


    We could go back to 2 at a time. Thoughts from others? Typically when we do, the two MCA are very different from one another.


    mrtaco6 wrote:
    Actually, a thing that would be pretty cool and make sense is for at some point the Primal Rage switches from Constitution-based to Charisma-based, to show that the inner Primal Magic is more powerful than the "host"'s body. Or something. Idk, it makes sense in my head haha.

    We could certainily go Cha-based, as it is a Sorcerer primary. More a magically based primal reage vs. a Constitution-based barbarian's internal fury-rage. What do others think? Will it be balanced for the Primal Evoker to go Cha-based for Primal rage?


    Elghinn Lightbringer wrote:
    We could go back to 2 at a time. Thoughts from others? Typically when we do, the two MCA are very different from one another.

    I prefer two at a time. Sometimes I have nothing to add/further to say on a particular MCA - keeping two running ensures some turn around and more folk able to interject, add, comment etc etc... as well as cross-pollination of ideas regardless of how differentthe current two are...

    Also, there will generally be differences in development time, so essentially it is more a cycle than a distinct 2 at a time. As long as it is no more than 2 at once, it has worked fine in the past...

    People just need to make sure which MCA they are referring to:

    # Generic Discussioner


    Alright! Then, Table top prophet, you can post your MCa plese.

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