Multiclass Archetypes VII: MCAs Forever


Homebrew and House Rules

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Bard/Wizard... I should have some good feedback on this one I'd hope, as a spoonier player.


Am up for considering 2 at a time. You can tell the time differences between posters as it really slows down the flow of conversation


I agree, reviewing two MCAs at once will make everything go a lot quicker, so long as people tag which MCA they're talking about each time.

#primalevoker
Unfortunately, purely for balance, it probably wouldn't work out well enough to have Primal Rage based on Charisma. Having everything tied to one stat means you only have to have one real high stat, the rest can be meh and you can still get away with it. Thematically, it fits beautifully, but basing it off Constitution makes you basically need to have more than one good stat.

Not that anyone ever dumps Constitution anyway, hehe.


The primal invoker is looking good atm, i cant't really think its unbalanced in anyway and the rules and mechanics look good. Is chaotic energy a type of damage?


@Apraham Lincoln

Aye. Anarchic is a weapon modifier in line with Holy and Unholy.


Yes, chaotic damage = Anarchic (akin to axiomatic, holy, unholy).

If we're staying with Con-based (which I agree with) then I think we're done with the Primal Evoker.

So that means we're waiting for...

Mystic Poet – Wiz/Brd (Tabletop Prophet)
Thaumaturge – Sum/Sor (Gadgeteer Smashwidget)

You have until tomorrow to post your individual MCA concepts, then we'll move on. The list is huge and i can't wait days for people anymore. So, either you're following the thread and watching for your spot, or you're not.

We'll see if Raider shows, as these are both spellcasters, and one with a bard to boot.


Elghinn Lightbringer wrote:

Yes, chaotic damage = Anarchic (akin to axiomatic, holy, unholy).

If we're staying with Con-based (which I agree with) then I think we're done with the Primal Evoker.

So that means we're waiting for...

Mystic Poet – Wiz/Brd (Tabletop Prophet)
Thaumaturge – Sum/Sor (Gadgeteer Smashwidget)

You have until tomorrow to post your individual MCA concepts, then we'll move on. The list is huge and i can't wait days for people anymore. So, either you're following the thread and watching for your spot, or you're not.

We'll see if Raider shows, as these are both spellcasters, and one with a bard to boot.

+1


Preeeeeetty sure you can have Aligned damage as a thing, at least on the law/chaos axis.

EDIT: yeah, okay, three new posts since I last refreshed. Whoops. Anyway, yeah, I think I'm done with Primal Evoker. Y'all good with it, anyway?

Dark Archive

1 person marked this as a favorite.

I've already sent Light a message regarding this, but I was unaware at how quickly my turn was going to come up. I thought I'd asked to be placed further down the list, but maybe I didn't, I don't remember.

Point is, you can feel free to move on from my concept, and I'll re-suggest it later when I've had time to actually put more than a theoretical effort into it. Prepping for a complex AP (WotR) and writing a full on module basically for 2nd level characters is completely occupying my time.

I apologize for any inconvenience/disappointment, and I will continue to follow this thread and post in it when I have relevant feedback (for example how the Summoner/Samurai works out in play).

You guys rock, and I just don't want to half-ass something I'm genuinely excited about contributing to your awesome material.

Arigatou Gozaimasu!

`Tabletop Prophet


@Elghinn, according to THIS POST Gadgeteer may be and have been offline for a while...


Elghinn Lightbringer wrote:


We'll see if Raider shows, as these are both spellcasters, and one with a bard to boot.

I'm keeping an eye on things, no worries. Just busy lately (With my own campaign world @_@ 33 pages and counting...)


Hmm, OK. Well, we'll move on to the next two then.

TP, we'll get you when you're redy. Just let me know when and we'll throw you in.

The next two are...

Rhythmic/Cacophany Blaster – Gun/Brd (Christos Gurd)
Old Wiki MCA (Fell Knight) *Guess that's me. I'll post this later sometime.


Or now! :D

So this is an old wiki MCA. Pretty simple and polished, but just want some feedback, comments, suggestions how to make it better, etc., just like the other old wiki MCAs.

FELL KNIGHT:

Witch covens are typically viewed with fear and suspicion, as are those who choose to befriend them. However, there are those among the ranks of the noble cavalier who have taken up their sword in defense of these oft maligned and mysterious individuals. By word and deed, these cavaliers become accepted within a particular coven, and granted certain powers to serve as protectors and harbingers of their cause. The fell knight wields sword and spell on behalf of witches and covens throughout the land, though their loyalty is to but one such faction. In the interest of protecting his coven and those placed under his protection, the fell knight charges his foes, unleashing devastation with the point of his lance and the blast of a spell.

Primary Class: Cavalier.
Secondary Class: Witch.
Alignment: Any.
Hit Dice: d8.

Bonus Skills and Ranks: The fell knight may select three witch skills to add to his class skills in addition to the normal cavalier class skills, and those he gains from his order. The fell knight gains a number of ranks at each level equal to 4 + Int modifier.

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

Spellcasting: A fell knight casts a small number of arcane spells drawn from the witch spell list. Like other spellcasters, a fell knight can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Fell Knight. In addition, he receives bonus spells per day if he has a high Charisma score. The fell knight otherwise learns and casts spells as a witch, but has a caster level equal to his fell knight level –3. This ability replaces tactician, banner, greater tactician, greater banner, and master tactician.

Fell Mount (Ex): This is exactly like the cavalier’s ability of the same name, except that the fell knight also treats his mount as his witch’s familiar for the purpose of storing and preparing his spells. The mount gains no other benefits of the witch’s familiar.
Order: This is exactly like the cavalier ability of the same name, except that the fell knight may choose the Order of the Cauldron in addition to any other order.

Patron: At 4th level, a fell knight gains the witch’s patron ability and must select a patron from those listed in the Patron Spells entry (see p.70) of the Advanced Player’s Guide. He adds the spells from his chosen patron to his spell list at the indicated levels as shown on Table: Fell Knight. These patron spells are in addition to the fell knight’s spells stored within his fell mount. This ability replaces expert trainer, and challenge 2/day and 6/day.

Fell Weapon (Su): At 5th level, a fell knight forms a special bond with the otherworldly powers of his coven. The fell knight’s weapons are treated as magic for the purpose of overcoming damage reduction. At 11th level, the cavalier’s weapon is treated as having the keen weapon ability. At 17th level, the cavalier’s weapon is treated as adamantine for the purpose of bypassing damage reduction. This ability replaces mighty charge and challenge 4/day.

Hex: At 6th level, the fell knight gains the witch’s hex ability. He may choose a hex at 6th level and every four levels thereafter. At 18th level, the fell knight may choose a major hex in place of a hex. A fell knight’s effective witch level when using hexes is equal to his fell knight level. This ability replaces the bonus feats gained at 6th, 12th and 18th level.

Medium Armor (Ex): At 9th level, a fell knight gains proficiency with medium armor. A fell knight can cast arcane spells while wearing medium armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a fell knight wearing heavy armor or using a shield incurs a chance of arcane spell failure if the spell in question has a somatic component.

Defensive Challenge (Ex): At 12th level, whenever a fell knight declares a challenge, his target must pay particular attention to him and his ability to intercept attacks. As long as the target is within the threatened area of the fell knight, it takes a –2 penalty on attack rolls against anyone other than the fell knight. This ability replaces demanding challenge.

Fell Charge (Su): This is exactly like the cavalier’s supreme charge ability, except that whenever the fell knight confirms a critical hit on a charge, the target is either subject to two simultaneous hexes or a single major hex of the fell knight’s choice instead. This ability otherwise functions as and replaces supreme charge.

Table: Fell Knight
Base
Class Attack Fort Ref Will Spells per Day
Level Bonus Save Save Save Special 1st 2nd 3rd 4th

1st +0 +2 +0 +2 Challenge 1/day, fell mount, order — — — —
2nd +1 +3 +0 +3 Order ability — — — —
3rd +2 +3 +1 +3 Cavalier’s charge — — — —
4th +3 +4 +1 +4 Patron spell 0 — — —
5th +3 +4 +1 +4 Fell weapon (magic) 1 — — —
6th +4 +5 +2 +5 Hex 1 — — —
7th +5 +5 +2 +5 Challenge 2/day, patron spell 1 0 — —
8th +6/+1 +6 +2 +6 Order ability 1 1 — —
9th +6/+1 +6 +3 +6 Medium armor 2 1 — —
10th +7/+2 +7 +3 +7 Patron spell 2 1 0 —
11th +8/+3 +7 +3 +7 Fell weapon (keen) 2 1 1 —
12th +9/+4 +8 +4 +8 Defensive challenge, hex, major hex 2 2 1 —
13th +9/+4 +8 +4 +8 Challenge 3/day, patron spell 3 2 1 0
14th +10/+5 +9 +4 +9 3 2 1 1
15th +11/+6/+1 +9 +5 +9 Order ability 3 2 2 1
16th +12/+7/+2 +10 +5 +10 3 3 2 1
17th +12/+7/+2 +10 +5 +10 Fell weapon (adamantine) 4 3 2 1
18th +13/+8/+3 +11 +6 +11 Hex 4 3 2 2
19th +14/+9/+4 +11 +6 +11 Challenge 4/day 4 3 3 2
20th +15/+10/+5 +12 +6 +12 Fell charge 4 4 3 3

ORDER OF THE CAULDRON:

A cavalier who belongs to this order dedicates his life to the service of a witch’s coven, protecting their interests above all else, defending them from the salacious attacks of the superstitious, and fulfilling whatever duties they are commanded to perform. Cavaliers of this order tend to be overprotective, strong willed, and unswerving in their duties to their coven. This order complements the fell knight multiclass archetype.

Edicts: The cavalier must be ever watchful for the foes of his coven, perform his duty without unflinching loyalty, and strive to further the cause of those he serves. He must always place the good of the coven before his own safety or the safety of his allies. The cavalier must take every opportunity to obtain new resources, whether magical or mundane for the benefit of his coven, seek out his foes and destroy them, and provide protection for those with whom he is allied.

Challenge: Whenever an order of the cauldron cavalier issues a challenge, he can select one ally as his ward (typically a witch or member of his coven) for the duration of the challenge. Whenever the cavalier is adjacent to his ward, he takes a –1 penalty to Armor Class, while the ward receives a +1 dodge bonus to AC. This dodge bonus increases by an additional +1 every six levels after 1st, to a maximum of +4 at 19th level.

Skills: An order of the cauldron cavalier adds Knowledge (nature) (Int) and Knowledge (planes) (Int) to his list of class skills. In addition, an order of the cauldron cavalier adds his Charisma modifier to any saves against charm and compulsion spells and effects.

Order Abilities: A cavalier that belongs to the order of the cauldron gains the following abilities as he increases in level.

Hex: At 2nd level, the cavalier can select one of the following witch hexes: Beast of Ill Omen**, Evil Eye*, Feral Speech**, Fortune*, Misfortune*, and Ward*. Any hex requiring a witch’s familiar uses the cavalier’s mount instead. The cavalier’s effective witch level when using this hex is equal to his cavalier level. (*Advanced Player’s Guide, **Ultimate Magic)

Protector (Ex): At 8th level, the cavalier learns to better disrupt the attacks made against his ward. He gains Bodyguard as a bonus feat, even if he does not meet the prerequisite. In addition, whenever the cavalier uses the aid another action to increase an ally’s Armor Class, the bonus to Armor Class granted by the aid another action increases by +1.

Warded Charge (Ex): At 15th level, the cavalier can flash across the battlefield to protect his ward against the target of his challenge. Whenever the target of the cavalier’s challenge makes an attack against his ward, the cavalier can move up to his speed and make a single melee attack against the target of his challenge as an immediate action. If the attack hits, the cavalier deals extra damage equal to his level. This movement and attack can be made as a charge if the movement qualifies.


phone restricted currently, will post on the morrow!


Elghinn Lightbringer wrote:

Or now! :D

So this is an old wiki MCA. Pretty simple and polished, but just want some feedback, comments, suggestions how to make it better, etc., just like the other old wiki MCAs.

** spoiler omitted **...

I like it and seems pretty polished too (assuming unbolded order is a copy/paste error)

The the that leaps out to me is that having a spellbook (and half you class) wrapped up in a large, mortal creature seems restricting (even if it only takes 24 hours to replace). In any environment where you cant use your mount (indoor/dungeon/bar) you also lose your spellcasting, limited as it is. Maybe it can be polymorphed once a day to a familiar form and back (effectively you would get both a familiar and a mount but only 1 at a time and 1 choice a day. they wouldnt have to share a stat block or feats/archetype) Would it fit the concept of taking something like a lowly newt and transforming it into a noble steed?

With the order of the cauldron, would you ever use the warded charge once you have the protector ability? Seems counter-intuative to leave your ward so you can flash back in. (Also would this effect his mount too?)


#Fell Knight

Hmm, I think the newt to noble stted is very much within a witchy-themed warrior. Perhaps a 1/day up to 3 or 4/day, spread out. Sort of like the Druid's wild shape, can transform it into familar/back to steed 1/day.

Warded Charge, its an immediate action, which means, i believe, he could do even if he already did a full-attack action. If not, then i would suggest that is how it should work. Its essentially a retributive strike against the target of his challenge. I realize he may not be far from his ward at any rate, so it might be redundant. Any suggestions for replacing or fixing Warded Charge?


As a side note, is #PrimalEvoker going to be added to the wiki proper? I know Resolute Wrangler was added up to it fairly quickly, just want to know if it's on the docket for it.


mrtaco6 wrote:
As a side note, is #PrimalEvoker going to be added to the wiki proper? I know Resolute Wrangler was added up to it fairly quickly, just want to know if it's on the docket for it.

Yes.


Elghinn Lightbringer wrote:

#Fell Knight

Hmm, I think the newt to noble stted is very much within a witchy-themed warrior. Perhaps a 1/day up to 3 or 4/day, spread out. Sort of like the Druid's wild shape, can transform it into familar/back to steed 1/day.

Warded Charge, its an immediate action, which means, i believe, he could do even if he already did a full-attack action. If not, then i would suggest that is how it should work. Its essentially a retributive strike against the target of his challenge. I realize he may not be far from his ward at any rate, so it might be redundant. Any suggestions for replacing or fixing Warded Charge?

Warded charge could easily become

Retribution (Ex) At 15th level, the cavalier can take retribution on those who dare to strike his ward. Whenever an enemy makes a successful melee attack against the cavalier or his ward, the enemy provokes an attack of opportunity from the cavalier. The cavalier receives a +2 morale bonus on the attack of opportunity and may add his CHA modifier to the damage. If the attack made by the enemy was a critical hit, the cavalier may treat the enemy as the target of his challenge for the attack of opportunity. The cavalier can use this ability once per round. (is basicly tweaked retribution from order of star)

The mount ability could read
Ignoble Steed: This is exactly like the cavalier’s ability of the same name, except as noted here. The fell knight also treats his mount as his witch’s familiar for the purpose of storing and preparing his spells. Choose a familiar as a witch would as well. Once a day, your mount may transform between its Mount form (treat as a standard mount of its cavalier level) and its familiar form (or back again)(treat as a familiar, treating its cavalier levels as witch levels) When it is in Mount form it loses all familiar abilities apart from Intelligence and storing the fell knights spells(making this 1 smart mount). When it is in familiar form it loses all Mount abilities (including feats, skills, ability increases and anything else gained as part of being an animal companion) It may change form (M=>F or F=>M) 1/Day plus once more at 5th level and every 5 levels afterwards (5 times at 20th level) It is highly recommended that the player have 2 seperate stat sheets for each form.


I kind of like the original versions of Warded Charge and Fell Mount better than the proposed changes. MCAs can be pretty niche specific, and this is a cavalier variant; you and your GM knew your mount was important, presumably the GM will either let you bring your mount or warn you it is going to be a problem.

Now, the ability to have a cat familiar that transforms into a giant cat mount now and then is very cool too. If the mount/familiar spent most of its time being small, I'd not have a problem with the ability. Perhaps on a witch/cavalier.


#Fell Knight
I like those.


Starfox wrote:

I kind of like the original versions of Warded Charge and Fell Mount better than the proposed changes. MCAs can be pretty niche specific, and this is a cavalier variant; you and your GM knew your mount was important, presumably the GM will either let you bring your mount or warn you it is going to be a problem.

Now, the ability to have a cat familiar that transforms into a giant cat mount now and then is very cool too. If the mount/familiar spent most of its time being small, I'd not have a problem with the ability. Perhaps on a witch/cavalier.

Admittedly any environment that prohibits the use of mounts hoses all cavaliers and giving this one an ability to not be penalized so badly gives this an extra leg up over a normal cavalier beyond the normal swaps balance. As an additional balance maybe it should be a familiar that has the ability to turn into a mount (and as expensive to replace as a familiar), keeping the 2 separate stat blocks as i suggested, with limited changes or time limited.

The only problem i had with warded charge was that it didnt play well with protected charge/body guard feat (or maybe it does, it does afterall allow you to leave your wards side and then flash back to protect)


#Fell Knight
I think we can probably leave Warded Charge.

For the familiar/mount transformation, as this is a Cav primary, it should be mount based, not familiar based. What about this. Mount gets Intelligence of familiar, and is treated as familiar for purpose of storing/preparing spells. Then gains the ability to shrnk it into a smaller version (say up to 2 sizes smaller; Large = Small, Med = Tiny), for 1 hour per day/level of Fell Knight. Or better yet, we could just make it a new Hex, allowing the Fell knight to essentially cast Reduce Animal on its mount. I think we'll go with that.

How's this?

Fell Mount (Ex): This is exactly like the cavalier’s ability of the same name, except that the fell knight’s mount gains the Intelligence score of a familiar of his level and is treated as a familiar for the purpose of storing and preparing his spells and what spells or hexes can affect it. The mount gains no other benefits of the witch’s familiar.

NEW HEXES
The following new hex complements the Fell Knight multiclass archetype.

Reduce Familiar (Sp): The witch can reduce the size of her familiar as a standard action. This functions as the reduce animal spell, but can only affect her familiar.

This gives the Fell Knight the mount size reduction option at the cost of a hex.


#cacophonic blaster
Hurry up Christos, I'll feel bad if we only get to mine quicker by skippin ahead!

#Fell Knight
Seems like good plans, seems like good ideas.


I'll give Christos some extra time, he's chimed in, and plus, technical difficulties isn't his fault. :D


Elghinn Lightbringer wrote:

#Fell Knight

I think we can probably leave Warded Charge.

For the familiar/mount transformation, as this is a Cav primary, it should be mount based, not familiar based. What about this. Mount gets Intelligence of familiar, and is treated as familiar for purpose of storing/preparing spells. Then gains the ability to shrnk it into a smaller version (say up to 2 sizes smaller; Large = Small, Med = Tiny), for 1 hour per day/level of Fell Knight. Or better yet, we could just make it a new Hex, allowing the Fell knight to essentially cast Reduce Animal on its mount. I think we'll go with that.

How's this?

Fell Mount (Ex): This is exactly like the cavalier’s ability of the same name, except that the fell knight’s mount gains the Intelligence score of a familiar of his level and is treated as a familiar for the purpose of storing and preparing his spells and what spells or hexes can affect it. The mount gains no other benefits of the witch’s familiar.

NEW HEXES
The following new hex complements the Fell Knight multiclass archetype.

Reduce Familiar (Sp): The witch can reduce the size of her familiar as a standard action. This functions as the reduce animal spell, but can only affect her familiar.

This gives the Fell Knight the mount size reduction option at the cost of a hex.

You right with the hex route, i was overthinking it and making it way more complicated than it needed to be


loving the fell knight, course i've been immersed in witchy stuff lately so that always seems cool.
anyways here is what i got so far.
what im looking for,
1. more stuff for deeds swaps, particularly with sound damage or more utility with harmonizer gun.
2.it may need cleaer wording on perrformance, they should be getting inspire greatness at level 18.
3.need to make sure all the swaps are balanced.


Alright, lets take a look at Christos's MCA, and in the mean time, I think mine is done and we'll move on to...

Totem Warrior – Ftr or Rgr/Drd (Kuojow)


christos gurd wrote:

loving the fell knight, course i've been immersed in witchy stuff lately so that always seems cool.

anyways here is what i got so far.
what im looking for,
1. more stuff for deeds swaps, particularly with sound damage or more utility with harmonizer gun.
2.it may need cleaer wording on perrformance, they should be getting inspire greatness at level 18.
3.need to make sure all the swaps are balanced.

Thought about combining Bardic Performance and Grit/Deeds? Something like Performance Deeds? Use the bard's performances, give the normal number of rounds per day of a bard (or reduce it to 2 + Cha and +1 round every level instead?), then include whatever performances (new or old), and incorporate select deeds as performances, costing X rounds of performance instead of grit points.

As this MCA seems to be keeping both Bardic Performance and Grit/Deeds (both the key abilities of each class), we usually try to combine them into one ability, running off a single resource. Having both key abilities running off their own resource is a bit wonky. I'd say 2-4 rounds = 1 grit point, depending upon the deed. Obviously, deeds that are "at least 1 grit points" deeds would be "at least 1 round pf performance" - or we can simply spend 1 round of performance for those, and 2-3 ronds for any other deeds that require grit? Thoughts?


Just placing the notes on the MCA here as I prefer to keep everything on thread as much as possible. Links get broken and moved, and having everything where we can all see them is nice - I have in the past had trouble viewing googledocs specifically on my smartphone...

Cacophony Blaster
There are those that seek out the way of the gun, not because of its deadly potential, but because thee find music in its booms and bangs. Channeling the power of the inner music of firearms, these eccentric artist are more dangerous than many may believe. studious and deadly, they carve their own niche into the world, demanding an audience.

Primary: Gunslinger
Secondary: Bard

Alignment: any

Bonus Skills and Ranks: The Cacophony blaster may select three bard skills to add to her class skills in addition to the normal barbarian class skills. The cacophony blaster gains a number of ranks at each level equal to 2 + Int modifier.

Weapon and Armor Proficiency: The cacophony blaster is proficient with all simple and martial weapons, all firearms, and with light and medium armor.

Harmonizer Gun(Su): The cacophony blaster uses a unique type of firearm, known as a harmonizer gun. This functions in all ways as the gunslingers battered firearm, except as follows. Half of all damage dealt by a harmonizer gun is sonic type damage. If a harmonizer gun is used in an area that removes sound, such as a zone of silence or even having the silence spell cast upon it, then it doesn’t deal any sonic damage(but still deals half the the normal damage). This modifies battered firearm.

Performance Gunman: The cacophony blaster gains the bardic performance class feature. however she treats ½ her cacophony blaster level as her bard level to determine the strength of her performances and when she receives them. The cacophony blaster may substitute rounds of performance for for an equal number of grit to activate her deeds, and may activate deeds that require having at least one point grit if she has at least one round of performance. This replaces grit.

New deeds: the cacophony blaster exchanges several deeds for the ones listed below.

Bardic Knowledge: at 3rd level, as long as the cacophony blaster has at least one point of grit they gain the benefits of the bardic knowledge class feature. This replaces utility shot.

Lore Master: at 7th level, as long as the cacophony blaster has at least one point of grit they receive the benefits of the lore master class feature, as a bard of their level. This replaces startling shot.


Elghinn Lightbringer wrote:
christos gurd wrote:

loving the fell knight, course i've been immersed in witchy stuff lately so that always seems cool.

anyways here is what i got so far.
what im looking for,
1. more stuff for deeds swaps, particularly with sound damage or more utility with harmonizer gun.
2.it may need cleaer wording on perrformance, they should be getting inspire greatness at level 18.
3.need to make sure all the swaps are balanced.

Thought about combining Bardic Performance and Grit/Deeds? Something like Performance Deeds? Use the bard's performances, give the normal number of rounds per day of a bard (or reduce it to 2 + Cha and +1 round every level instead?), then include whatever performances (new or old), and incorporate select deeds as performances, costing X rounds of performance instead of grit points.

As this MCA seems to be keeping both Bardic Performance and Grit/Deeds (both the key abilities of each class), we usually try to combine them into one ability, running off a single resource. Having both key abilities running off their own resource is a bit wonky. I'd say 2-4 rounds = 1 grit point, depending upon the deed. Obviously, deeds that are "at least 1 grit points" deeds would be "at least 1 round pf performance" - or we can simply spend 1 round of performance for those, and 2-3 ronds for any other deeds that require grit? Thoughts?

actually it exchanges grit for performance, and only gains the performances of a bard half their level. so the lose a resource that is replenishable(and eventually larger as well) for one that has more function. I did leave it open for if they gain grit from another source to be usable though.


christos gurd wrote:
Elghinn Lightbringer wrote:
christos gurd wrote:

loving the fell knight, course i've been immersed in witchy stuff lately so that always seems cool.

anyways here is what i got so far.
what im looking for,
1. more stuff for deeds swaps, particularly with sound damage or more utility with harmonizer gun.
2.it may need cleaer wording on perrformance, they should be getting inspire greatness at level 18.
3.need to make sure all the swaps are balanced.

Thought about combining Bardic Performance and Grit/Deeds? Something like Performance Deeds? Use the bard's performances, give the normal number of rounds per day of a bard (or reduce it to 2 + Cha and +1 round every level instead?), then include whatever performances (new or old), and incorporate select deeds as performances, costing X rounds of performance instead of grit points.

As this MCA seems to be keeping both Bardic Performance and Grit/Deeds (both the key abilities of each class), we usually try to combine them into one ability, running off a single resource. Having both key abilities running off their own resource is a bit wonky. I'd say 2-4 rounds = 1 grit point, depending upon the deed. Obviously, deeds that are "at least 1 grit points" deeds would be "at least 1 round pf performance" - or we can simply spend 1 round of performance for those, and 2-3 ronds for any other deeds that require grit? Thoughts?

actually it exchanges grit for performance, and only gains the performances of a bard half their level. so the lose a resource that is replenishable(and eventually larger as well) for one that has more function. I did leave it open for if they gain grit from another source to be usable though.

also i already have them spending performance rounds as grit.


#Cacophany Blaster (Consider Cacophonic Blaster)

1. What deeds do you want to keep?
2. What performances do you want to add?

Then I can go from there.


well i would like to keep the inspire line, and i already took out the deeds i didn't like. could do with some thematic replacements for things like menacing shot(maybe one of the inspires?) or bleeding shot. these guys are showmen, so flashy grandstanding is a must.


christos gurd wrote:
well i would like to keep the inspire line, and i already took out the deeds i didn't like. could do with some thematic replacements for things like menacing shot(maybe one of the inspires?) or bleeding shot. these guys are showmen, so flashy grandstanding is a must.

May I suggest you look through the various Bard archetypes for possible "flashy" performances, as will I.

EDIT: I'd suggest the Buccaneer, Dervish Dancer, and Street Performer for possibilities.


Will check over.

Dark Archive

I would like to try my hand at on of this, a Rogue/Druid directly inspired by the multiclass in the Mongoose Publishing Quintessential Rogue II called Blackthron.
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Blackthorn (Rogue/Druid)

Nature is deceptive. Animals evolve camouflage, plants pretend to be luscious and inviting when they are really insect-digesting carnivores and creatures emulate the appearance of others in order to fool predators. The rogue is not antithetical to nature but part of it. Although most rogues are urban and are not comfortable operating in the wilderness, there are those rogues who serve the wild and venture into the settled regions in order to redress the balance and strike at the forces that choke nature at the roots. Not all of the druids’ sacred trust involves defence; it is also necessary to attack and when attacking it is sometimes best to employ subterfuge.
A rogue who has made a religious commitment to druidry, undergoing and surviving the necessary initiations, is given the special title of a blackthorn. These characters train themselves in the rogues’ pursuits, learning to further the cause of nature through stealth and guile. They model themselves upon animals that use (or are associated with) cunning, patience and trickery rather than direct force; a blackthorn is more likely to honour the spirit of the fox, cat, monkey, coyote or raven than the bear or the wolverine.


JonathonWilder wrote:

I would like to try my hand at on of this, a Rogue/Druid directly inspired by the multiclass in the Mongoose Publishing Quintessential Rogue II called Blackthron.

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Blackthorn (Rogue/Druid)

Nature is deceptive. Animals evolve camouflage, plants pretend to be luscious and inviting when they are really insect-digesting carnivores and creatures emulate the appearance of others in order to fool predators. The rogue is not antithetical to nature but part of it. Although most rogues are urban and are not comfortable operating in the wilderness, there are those rogues who serve the wild and venture into the settled regions in order to redress the balance and strike at the forces that choke nature at the roots. Not all of the druids’ sacred trust involves defence; it is also necessary to attack and when attacking it is sometimes best to employ subterfuge.
A rogue who has made a religious commitment to druidry, undergoing and surviving the necessary initiations, is given the special title of a blackthorn. These characters train themselves in the rogues’ pursuits, learning to further the cause of nature through stealth and guile. They model themselves upon animals that use (or are associated with) cunning, patience and trickery rather than direct force; a blackthorn is more likely to honour the spirit of the fox, cat, monkey, coyote or raven than the bear or the wolverine.

Welcome JonathanWilder, I will add you to the queue.


I think I will return to my wiz/bard ideas mentioned as an alternate possibility for the synthetic musician - a wiz/bard or bard/wiz that uses a music box to play pre-manufacured note cards to magical effect.


Well, no sign of Koujow, hasn't posted since mid May either. So, moving on to the next MCA. That puts our new guy JonathanWilder and his Blackthorn (Rog/Drd) up next.

So, JonathanWilder, do you understand how to post your concept in the proprer format (as shown on the first post of this thread)? Or are we building this from scratch based upon your flavorful description? Either is fine, just need to know so we know how to proceed.


Queue Update?


Queue Update

Cacophony Blaster - Gun/Brd (Christos Gurd) *Current
Blackthorn - Rog/Drd (JonathanWilder) *Current
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)
....(and about 32 more after this one)


Elghinn Lightbringer wrote:
....(and about 32 more after this one)

!!!


Just wait and see how much the queue's going to grow after August.^^ I want to do an Investigator/Inquisitor, a Paladin/Swashbuckler, a Shaman/Witch, a Shaman/Oracle, a Bard/Swashbuckler, a Swashbuckler/Rogue...^^


We better hurry! I want to punch through the Accursed Shinobi, the Black Nokizaru, the Final Warlord, and another I have in mind before that flood! I'll be too busy experimenting with Swashbuckler and Investigator to do anything here!


...and a Bloodrager/Warpriest, and a Cavalier/Hunter...^^


August is gonna be one hell of an idea rush, I have a fair few ideas myself, but hopefully I'll be able to throw the Ichormancer at you guys before the classes come in.

its a Druid/Alchemist, kinda a mixture of the cave and aquatic druids to create a kind of ooze theme, and a few alchemist discoveries that'll certainly define the class's flavor.

So, if you could throw that onto the list for later, I'll have it refined a little and ready for use. Though if it ends up around August when it gets to me expect a new class MCA :)

Ideas in mind are Investigator/Paladin, Shaman/Barbarian, Sorcerer/Shaman and Cavalier/Skald.


Slayers man, all the slayers.


# Ichormancer. Be willing to let that slide ahead of the Accursed Shinobi.

Slayer/Paladin. Swashbuckler/Gunslinger. Swashbuckler/Antipaladin. Swashbuckler/Bard! Sexy SwashBardSlingNinjAdins!


Taco Man wrote:

# Ichormancer. Be willing to let that slide ahead of the Accursed Shinobi.

If you're sure? I don't mind waiting, I'm due an MCA after the current ones anyway, but I certainly appreciate the generosity!

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