Multiclass Archetypes VII: MCAs Forever


Homebrew and House Rules

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Bandw2 wrote:
Elghinn Lightbringer wrote:

Well, if it really isn't rage, but a divine might of sorts, then let's get rid of the rage altogether. Though we could still keep the rage powers, and just have them manifest during Wrathful Smite. Then we can just go with the normal Smite ability mechanics, but we could also add in the stuff about Sunder - while using Wrathful Smite, he adds his level (instead fo 1/2 level from Destructive) against objects and on sunder attempts, and twice his elvel against constructs.

My complaint is with the fact that smite is good against a single target when they should be doing things like cleaves and attacking multiple enemies. I wanted to be a buff on your character instead of attacking an enemy, hence the Rage like abilities.

Well, we could grant the rage benefits (+2) with a bit lesser damage bonus and have it be simply a per combat ability, up to 7/day, that works against any foe during that combat?


Lindley Court wrote:
Oceanshieldwolf wrote:
there is even a thread over at the Dreamscarred Press site for making Psionic MCAs.
Link?

Psionic MCA thread


# Xenocite Assailant

Elghinn Lightbringer wrote:


SWAPS
1) Alchemy = Grit
2) Extracts = Gunsmith/guntraining (grafted weapon, +1 to attack rolls, -2 penalty to skill checks requiring hands)
3) Bombs = Bomb shot (base effect; also allow use of normal bullets)
4) Discovery (2/6/10/14/18) = Deeds (2 only of 1st to 15th)
5) Mutagen = Xenomutagen (enables XA to fire swarms with 1d6/2d6/3d6/4d6/5d6 as swarm damage over levels; lasts 10 minutes per level,but the XA can switch between bomb shots, normal bullets, or swarm shots as a swift action)
6) Poison use, swift alchemy, swift poisoning, persistent mutagen, instant alchemy = Xenocoating (specific choices for Swarm shot effects). I need a more indepth description to understand this if possible.

This still leaves Brew potion and throw anything left. Maybe swap Brew Potion for Craft Magical Arms and Armor?

Poison Resistance/Immunity could be tweaked to Swarm Resistance (poison resistance to all types of poison, but also disease resistance from swarm types only?)

My swaps

OSW wrote:

:

SWAPS
- Alchemy/Extracts = tweaked gunsmith (start with that swarmgun) and gun training
- Bomb and throw anything becomes the "ammo" swarms, oozes etc...
- Brew potion, poison use, swift alchemy, swift poisoning, instant alchemy swapped for Grit
- Xenocoating (working title) - Mutagen tweaked to options for gaining vermin/ooze/other's attacks, special qualities resistances, natural armor etc
- Discovery and Grand Discovery mashed with Deeds
- Poison Resistance - sure why not. Up for tweaking though...
- Persistent Mutagen as part of xenocoating

Ok, so here's how I see this:

* Mostly we are on the same page, but I want to mash deeds AND discoveries so the XA can choose from some of each, that BOTH work off expending Grit.

* Xenocoating is actually Mutagen reskinned, but yes, let's call it Xenomutagen. I think "coating" confused you to think it was a coating for the ammo, whereas I meant it to be a coating for the XA to take on the aspects, not the ammunition…

* Bombs become the normal shots AND specialized damage. Though we can throw in brew potion...


So I'd amend your swaps to be like so:

1) Alchemy = Grit
2) Extracts = Gunsmith/guntraining (grafted weapon, +1 to attack rolls, -2 penalty to skill checks requiring hands)
3) Bombs and Brew Potion = Bomb shot (base effect - enables XA to fire swarms with 1d6/2d6/3d6/4d6/5d6 as swarm damage over levels; lasts 10 minutes per level,but the XA can switch between bomb shots, normal bullets, or swarm shots as a swift action; also allow use of normal bullets)
4) Discovery = choice of Discovery or Deeds (2/6/10/14/18) from a smaller pool of appropriate choices, either used by expending grit
5) Mutagen and Persistent Mutagen = Xenomutagen: Mutagen tweaked to options for the XA gaining vermin/ooze/other's attacks, special qualities resistances, natural armor etc
6) Poison use, swift alchemy, swift poisoning, instant alchemy = well, I'm not sure - I would likely throw Poison use/swift poisoning in with Bombs as the trade for the swarm/ooze capability, and swift alchemy and instant alchemy in with alchemy for grit.

Which becomes:

1) Alchemy, Swift Alchemy, Instant Alchemy = Grit

2) Extracts = Gunsmith/Guntraining (grafted weapon, +1 to attack rolls, -2 penalty to skill checks requiring hands)

3) Bombs, Brew Potion, Poison use and Swift Poisoning = Bomb shot (base effect - enables XA to fire swarms with 1d6/2d6/3d6/4d6/5d6 as swarm damage over levels; lasts 10 minutes per level,but the XA can switch between bomb shots, normal bullets, or swarm shots as a swift action; also allow use of normal bullets)

4) Discovery = choice of Discoveries or Deeds (2/6/10/14/18) from a smaller pool of appropriate choices, either used by expending grit

5) Mutagen and Persistent Mutagen = Xenomutagen: Mutagen tweaked to options for the XA gaining vermin/ooze/other's attacks, special qualities resistances, natural armor etc


@Elghinn: SO I think there is a slight disconnect between the way I'm envisioning the swarm spray and what you're seeing, and/or what is actually possible in PF.

Here's my swarm example:

Crab Swarm

So:

you have this CR 4 Crab swarm that covers a 10' area, that you can spray out of your swarm gun (at level x). It has AC 18/16/16 and 38 HP, with some saves, and immunities. And does 2d6 damage.

* The XA "sprays" a 10' area with his crab swarm - all the opponents in the area take 2d6 damage from the swarm each round they are in it. No attack needed.

* If the swarm is reduced to 0 HP, it dissipates. Otherwise it persists for as long as the XA can continue holding the spray (TBA) or until he pulls it back into the swarm gun. :)

* The XA can move the sprayed swarm as a full round action, perhaps improving at higher levels (thus swift poisoning, or with new discoveries/deeds). Likely a standard action to draw the swarm back in (again, quicker at high levels).

So:

* How many rounds can the XA keep the swarm out, or is it really dependent upon the HP of the swarm? I was envisioning the swarm's HP being the determinant of use/day. Indefinite as long as it has HP...

* Once the swarm IS destroyed, does the XA get another charge/how many swarms can the XA "fire" a day. I could see grit interacting with this.

OR - should the XA be able to spray the swarm out, and then be free to make normal shots? How many "normal" shots/day? I'd vote for class level plus Int mod like the alchemist.

* What are the "normal" shots? Force blasts? I'm wanting to avoid the flavor of the symbiotic gunner's ammunition…

* Oozes would cover the ground, and likely NOT be able to be pulled back in. Like laying down an oil slick.

* Repeat swarm gun mechanics at higher levels for oozes?

OR

make two streams - one for swarms and one for oozes - so the XA decides what type of special ammo to specialize in…

* In fact I could also see Discoveries/Deeds being wholeheartedly given over to all aspects of special ammo characteristics (swarm, ooze, acid, fire etc) where they aren't discoveries that interact with xenomutagen…

Of course this is all highly complicated, and like the Symbiote Gunner, pushing the MCA to its limits. KISS (Keep it simple, stupid) works too….


#Xenocite Assailant

Towards the KISS aspect, this was my thoughts.

1) The "swarm gun" is still a gun (likely limited to pistol of some sort as a two-hander is going to be wonky). We use the Grafted weapon bonus penalty (+1 attack, -2 to skill checks needing hands). The "gun" can still fire normal bullets, that way, it's still a gunslinger and can replenish his ammo easily (with cash). This would change the gunsmith ability.

2) Xenomutagen: I envision as a goo he drinks, which grants him the ability to create swarm projectiles that unleash swarms in the way you suggest. I understand how you'd launch the swarm and how it works (thus the reference to the increased damage of the swarm of 1d6 to 5d6). My thought here is, like the mutagen, you have the ability to shot swarms for the duration of the mutagen (10 min/level). Damage at 1st is 1d6, increases to 2d6 at 5th, and +1d6 every 4 levels to 5d6 at 17th. Swarm, once shot, remains until destroyed, or the mutagen ends. Swarm can be moved as a full-round action, reduced to standard or move action later? Maybe move, so either he moves of moves his swarm? Only 1 swarm present at a time. Number per day = Int mod, or make it 3 + Int mod/day like other 1st level abilities?

Looking at the use of swarms, it damages only if creatures are in it (which can be very either/or, as targets can move and you'd need to spend actions to move the swarm. Unless we simply make it commandable as a swift action each round, and let the swarm function like a normal swarm otherwise. We'd likely need to list the type of swarm you can create, dependent on level and swarm CR. This isn't a summoner, so this should only be a secondary ability. Bombs and extracts are supposed to be primary abilities, so the bomb shot would be more important. We'dneed a Swarm table, indicating swarm damage (1d6-5d6 according to level), type of swarm he can create (including the HD over levels etc.). Though making it simple to coinside with the damage advance ment by level, I think we could just list what swarms he can create (likely just vermin swarms as the base version, and able to summon other types dependent on discoveries?)

3) Bomb Shot: Essentially, this is the bomb ability, just launched from his "gun", with the same range, number of uses per day, etc.

4) In another direction, we could swap out bombs and mutagen for a swarm shot? Shoots a swarm (still number of times per day as bomb, does bomb damage to anyone in it per round.

Or we could have the bomb shot like above, and the xenomutagen expends 1 bomb use and alters the bomb shot into a swarm shot for the duration of the mutagen. The swarm remains either until its destroyed (HD would increase with level, damage as bomb instead), or mutagen ends. So only 1 swarm, that can be launched or drawn back into the gun, but damage it takes does not heal. So, if the swarm is released again, it has the hp it had at the end of it's previous encounter. If it's destroyed, that ends the mutagen. He could still use bomb shots even while the swarm is around. The swarm HD could increase like an animal companion's of eidolon's HD, and damage as bombs?

5) As discoveries aren't seeming to be so important with this MCA, I still think you could just swap out 5 discoveries for 2 deeds each of 1st-15th level deeds of his choice (like we've done in other MCAs. That still leaves 4 discoveries + the GRand discovery. We could create new deeds, and even new discoveries.

Regardless of what direction we go, this one will be complex, just with the inter play of various abilities. I don't see the ned to have grit play a part in discoveries, unless they are "grit discoveries" that require grit or something. Again, it wold be good to keep one aspect of this MCA (deeds, grit) simple, as the bombs, swarms, etc. will be more complex.


#Ruthless Destroyer

I see no reason for the smite/range hybrid to causer fatuige.


Starfox wrote:

#Ruthless Destroyer

I see no reason for the smite/range hybrid to causer fatuige.

Agreed. I've tweaked Wrathful Smite (changed to Wrathful Strike, as its not exactly smite anymore) and tweaked some other abilities to coinside. As Wrathful strike now affects all targets during his Wrathful Strike (including constructs and objects) I put a 1 minute limit on it. Essentially, its now a burst of divine wrath that he uses to demolish and destroy opponenets and objects in his path.

TWEAKS:

Wrathful Strike (Su): Once per day, a ruthless destroyer can call upon the divine to gain greater strength and ferocity to crush his enemies. As a swift action, the ruthless destroyer is infused with the wrath of his deity. While wrathful strike is in effect, the ruthless destroyer gains a +2 morale bonus to Strength and Constitution, a +1 morale bonus on Will saves, and adds half his ruthless destroyer level (minimum +1) on the damage rolls. The increase to Constitution grants the ruthless destroyer 1 hit point per Hit Dice, but these disappear when the wrathful strike ends and are not lost first like temporary hit points. If the ruthless destroyer targets a construct with his wrathful strike, makes a melee attack that targets an unattended object, or makes a sunder combat maneuver while his wrathful strike is in effect, he adds his Charisma modifier (if positive) on his attack rolls and adds his ruthless destroyer level (minimum +1) on the damage roll (instead of half his level). A ruthless destroyer cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration while making a wrathful strike.

Wrathful strike makes the ruthless destroyer reckless. The ruthless destroyer takes a –2 penalty to his Armor Class, except against attacks made by the current target of his wrath.

The wrathful strike remains in effect for 1 minute, until the combat ends, or the ruthless destroyer falls unconscious.

At 4th level, and at every three levels thereafter, the ruthless destroyer may wrathful strike one additional time per day, as indicated on Table: Ruthless Destroyer, to a maximum of seven times per day at 19th level. This ability replaces smite good.

Greater Wrath (Ex): At 9th level, when a ruthless destroyer uses his wrathful strike ability, the morale bonus to his Strength and Constitution increases to +4, the morale bonus on his Will saves increases to +2, and adds his ruthless destroyer level (minimum +1) on the damage rolls. If the ruthless destroyer targets a construct with his wrathful strike, makes a melee attack that targets an unattended object, or makes a sunder combat maneuver while his wrathful strike is in effect, he adds twice his ruthless destroyer level on the damage roll (instead of his level).

Aura of Wrath (Su): At 11th level, a ruthless destroyer can expend two uses of his wrathful strike ability to grant the ability to all allies within 10 feet, using his bonuses and penalties. Allies must use this wrathful strike ability by the start of the ruthless destroyer’s next turn and the bonuses and penalties last for 1 minute. Using this ability is a free action. Lawful creatures gain no benefit from this ability. This ability replaces aura of vengeance.

Mighty Wrath (Ex): At 17th level, when a ruthless destroyer uses his wrathful strike ability, the morale bonus to his Strength and Constitution increases to +6, the morale bonus on his Will saves increases to +4. If the ruthless destroyer targets a construct, makes a melee attack that targets an unattended object, or makes a sunder combat maneuver while his wrathful strike is in effect, the target or object must make a successful Fortitude save (DC 10 + half the ruthless destroyer’s level + the ruthless destroyer’s Charisma modifier) or gain the broken condition. This ability replaces aura of depravity.

Unholy Devastator (Su): At 20th level, a ruthless destroyer can channel his wrath to completely destroy his opponents. Once per day, a ruthless destroyer can make a single melee attack at his highest attack bonus against an opponent. If the attack is successful, the target instantly takes 10 points of damage per two ruthless destroyer levels. If this damage slays the target, it consumes the remains utterly in unholy fire (but not its equipment or possessions). If the target's Fortitude saving throw succeeds, it instead takes 10d6 points of damage. If the target is a construct, it instead takes 10 points of damage per ruthless destroyer level. If the construct makes a successful Fortitude saving throw, it is also slowed (as the slow spell) and gains the broken condition.

In addition, if the ruthless destroyer targets a construct, makes a melee attack that targets an unattended object, or makes a sunder combat maneuver while his wrathful strike is in effect, it automatically gains the broken condition (no save). This ability replaces unholy champion.


# Xenocite Assailant

Gonna pull this concept, and throw it in as the Swarmgunner with my in-development Symbiote Base Class for Forest Guardian Press...

I don't think the Alc/Gun is gonna cope with everything I want to fit in, and to fair to other threaders let's move on to the next design space. :)

I'll keep the Xenocite Assailant name as a placeholder for a different MCA mix. Throw me back down the queue El…, and thanks for the work you did!!!


# Ruthless Destroyer

Can we get a repost of the current writeup El? I'll try to take a look today, but my final final finalist exam for my degree is tomorrow morning, so I should really be studying...


1 person marked this as a favorite.
Oceanshieldwolf wrote:

# Ruthless Destroyer

Can we get a repost of the current writeup El? I'll try to take a look today, but my final final finalist exam for my degree is tomorrow morning, so I should really be studying...

Then GO STUDY you goon! :D


Well, with OSW pulling his MCA, I'm going to make an executive decision, and skip Gypsy Rose, as she hasn't reappeared at all. If she does, then we'll throw her back in. So that puts an old wiki MCa up next for a look over by everyone.

FEY MAGE:

While many believe that the source of the fey’s magic is divine in nature, such as the magic wielded by druids, those with true knowledge understand that the fey draw their magical powers from the arcane. With this enlightenment, some sorcerers choose to persue the path of the fey, striving to become one with the magic of those who come from the First World. With their increase in arcane magic and the ability to summon forth a fey eidolon, fey mages can hold their own either through the spells they wield or the eidolons they command.

Primary Class: Sorcerer.
Secondary Class: Summoner.
Alignment: Any.
Hit Dice: d6.

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

Weapon and Armor Proficiency: The fey mage is proficient with all simple weapons, but not with any armor or shields. Armor interferes with fey mage’s gestures, which can cause his spells with somatic components to fail.

Diminished Spellcasting: The fey mage casts arcane spells drawn from the sorcerer spell list, and gains one fewer spell of each spell level per day. She otherwise learns, prepares, and casts spells as a sorcerer of equal level.

Bloodline: This is exactly like the sorcerer ability of the same name, except that the fey mage must choose the planarbound bloodline.

Fey Eidolon: A fey mage possesses an affinity for fey magic. As such, her lesser eidolon ability is changed in the following ways. A fey mage summons an outsider from the First World, inhabited by all types of frolicking spirits and sprites of the fey. As usual, the eidolon’s physical appearance is up to the fey mage, but it always appears as a dryad, nymph, pixie, or satyr. Through evolutions, it often gains insectoid or butterfly wings. An aquatic fey eidolon can be created by adding gills and swim evolutions. To create a true fey eidolon, use the Fey model described in Ultimate Magic. This ability changes the planarbond bloodline’s lesser eidolon power.

Arcane Knowledge: Starting at 2nd level, a fey mage can choose one 1st –level spell of her choice from the druid, sorcerer/wizard, or summoner spell lists, and adds it to her list of spells known. At 4th level and every even level thereafter (up to 18th level), she can choose one spell from each subsequent level of spells and adds it to the list of spells known. If a spell is listed on the summoner list, and on either the druid or sorcerer/wizard spell list, it is added to her list of spells known using the sorcerer’s spell level. If a spell is exclusive to the summoner, it is added to her list of spells known as a spell one level higher than that of the summoner. This ability replaces spells lost due to diminished spellcasting.

Table: Fey Mage
Base
Class Attack Fort Ref Will Spells per Day

Level Bonus Save Save Save Special 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +0 +0 +2 Bloodline power, cantrips, eschew material 2 — — — — — — — —
fey eidolon
2nd +1 +0 +0 +3 Arcane knowledge 3 — — — — — — — —
3rd +1 +1 +1 +3 Bloodline power, bloodline spell 4 — — — — — — — —
4th +2 +1 +1 +4 Arcane knowledge 5 2 — — — — — — —
5th +2 +1 +1 +4 Bloodline spell 5 3 — — — — — — —
6th +3 +2 +2 +5 Arcane knowledge 5 4 2 — — — — — —
7th +3 +2 +2 +5 Bloodline feat, bloodline spell 5 5 3 — — — — — —
8th +4 +2 +2 +6 Arcane knowledge 5 5 4 2 — — — — —
9th +4 +3 +3 +6 Bloodline power, bloodline spell 5 5 5 3 — — — — —
10th +5 +3 +3 +7 Arcane knowledge 5 5 5 4 2 — — — —
11th +5 +3 +3 +7 Bloodline spell 5 5 5 5 3 — — — —
12th +6/+1 +4 +4 +8 Arcane knowledge 5 5 5 5 4 2 — — —
13th +6/+1 +4 +4 +8 Bloodline feat, bloodline spell 5 5 5 5 5 3 — — —
14th +7/+2 +4 +4 +9 Arcane knowledge 5 5 5 5 5 4 2 — —
15th +7/+2 +5 +5 +9 Bloodline power, bloodline spell 5 5 5 5 5 5 3 — —
16th +8/+3 +5 +5 +10 Arcane knowledge 5 5 5 5 5 5 4 2 —
17th +8/+3 +5 +5 +10 Bloodline spell 5 5 5 5 5 5 5 3 —
18th +9/+4 +6 +6 +11 Arcane knowledge 5 5 5 5 5 5 5 4 2
19th +9/+4 +6 +6 +11 Bloodline feat, bloodline spell 5 5 5 5 5 5 5 5 3
20th +10/+5 +6 +6 +12 Bloodline power 5 5 5 5 5 5 5 5 5

FEY EIDOLON:

A fey eidolon has only one base form that determines its starting size, speed, AC, attacks, and ability scores. All natural attacks are made using the eidolon’s full base attack bonus unless otherwise noted (such as in the case of secondary attacks). Unlike a normal eidolon, a fey eidolon is a finesse-based creature and its attacks add the eidolon’s Dexterity modifier to the damage roll (instead of Strength), unless it is its only attack, in which case it adds 1-1/2 times its Dexterity modifier. A fey eidolon’s base form is always Small, unless altered by evolutions, and has the usual size adjustments factored into the base form.

Alternatively, a fey eidolon can be made Tiny. If the fey eidolon is Tiny, it gains a –4 penalty to its Strength and a –2 bonus to its Constitution. It also takes a +2 bonus to its Dexterity score, a +1 size bonus to its AC and attack rolls, a +2 bonus on its Fly skill checks, and a –4 penalty on its Stealth skill checks. It also gains a +1 bonus to its CMB and CMD scores. Reduce the damage of all of its attacks by one step (1d4 becomes 1d3, 1d3 becomes 1d2). If this choice is made, the eidolon can be made Tiny whenever the summoner can change the eidolon’s evolution pool (which causes it to gain these modifiers for changing from Small). This evolution costs 2 points from the fey mage’s evolution pool. The Medium evolution is described below. Increasing the fey eidolon to Large costs twice the normal evolution points. A fey eidolon cannot become Huge.

The fey eidolon is always bipedal and uses the following base form. The fey base form follows all of the normal rules for the eidolon’s base forms.

Fey Base Form (Biped)
Starting Statistics: Size Small; Speed 20 ft.; AC +2 natural armor; Saves Fort (bad), Ref (good), Will (good); Attack 2 claws (1d4); Ability Scores Str 12, Dex 16, Con 13, Int 10, Wis 7, Cha 11; Free Evolutions: basic magic, claws, limbs (arms), limbs (legs), low-light vision.

FEY EIDOLON ABILITIES
A fey eidolon’s abilities are determined by the fey mage’s level and by the choices made using its evolution pool. Table: Fey Eidolon Base Statistics determines many of the base statistics of the construct. Each fey eidolon possesses a base form that modifies these base statistics. A fey eidolon’s qualities are similar to those described in the Eidolons description block of the Advanced Player’s Guide, except with the following changes.

Hit Dice: This is the total number of 6-sided (d6) Hit Dice the fey eidolon possesses.

Good/Bad Saves: These are the fey eidolon’s base saving throw bonuses. A fey eidolon always possesses a good Reflex and Will saving throw and a bad Fortitude saving throw, regardless of the creature’s base form.

Skills: This lists the fey eidolon’s total skill ranks and receives a number of skill ranks equal to 6 + its Intelligence modifier per HD. The following skills are class skills for fey eidolons: Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Knowledge (planes) (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Knowledge (geography) (Int), Knowledge (local) (Int), Knowledge (nature) (Int), Perception (Wis), Perform (Cha), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), Swim (Str), and Use Magic Device (Cha). Note that fey eidolons with a fly speed receive Fly (Dex) as a free class skill, even if they do not gain a fly speed until a later level. A fey eidolon otherwise follows the same strictures pertaining to skills as the summoner’s eidolon.

Armor Bonus: The fey eidolon has only a natural armor bonus, and cannot split this amount between an armor bonus and a natural armor bonus.
Str/Dex: The fey eidolon does not gain the Strength increase normally afforded an eidolon, but does retain the Dexterity increase.

NEW EVOLTIONS
The following evolutions can be chosen by the fey mage.

1-Point Evolutions
The following evolution costs 1 point from the fey eidolon’s evolution pool.

Medium (Ex): A fey eidolon grows is size, becoming Medium. The eidolon size changes to Medium and gains a +4 bonus to its Strength and a +2 bonus to its Constitution. It also takes a –2 penalty to its Dexterity score, a –1 size penalty to its AC and attack rolls, a –2 penalty on its Fly skill checks, and a –4 penalty on its Stealth skill checks. It also gains a +1 bonus to its CMB and CMD scores. Increase the damage of all of its attacks by one step (1d3 becomes 1d4, 1d4 becomes 1d6). If this choice is made, the eidolon can be made Medium whenever the summoner can change the eidolon’s evolution pool (which causes it to gain these modifiers for changing from Small). This evolution cost 3 points from the fey mage’s evolution pool.

PLANARBOUND BLOODLINE:

You possess a strange affinity towards summoned creatures, such as eidolons. As such, your obsession with extraplanar beings has become a source of tremendous power, allowing you to call forth a creature from the outer planes to serve you. For you, the planes are where your true home is, but since you can’t go there you bring their inhabitants to you.

Class Skill: Knowledge (Planes).

Bonus Spells: unfetter* (3rd), evolution surge (lesser)* (5th), life conduit (improved)† (7th), evolution surge* (9th), transmogrify* (11th), evolution surge (greater)* (13th), purified calling* (15th), rejuvenate eidolon (greater)* (17th), summon monster XI (19th). (*Advanced Player’s Guide, †Ultimate Combat)

Bonus Feats: Augment Summoning, Extra Evolution, Fey Foundling, Nimble Moves, Sense Link, Spell Focus (conjuration), Silent Spell, Still Spell.

Bloodline Arcana: You have a considerable knack for summoning creatures from other planes which grants you a +1 bonus to your caster level whenever you cast summon monsters or any similar spell that summons extraplanar creatures to the Material plane.

Bloodline Powers: With a strong tie to the planes, you are sought after as a source of knowledge about them, as well as an ally by those in search of powerful extraplanar to assist in their cause.

Sorcerer’s Eidolon (Su): Starting at 1st level, you can summon forth an eidolon. This eidolon otherwise functions as the summoner’s eidolon class feature, except for the following changes. Your eidolon it is not as powerful as that of the summoner. Therefore, you effective summoner level for determining your eidolon’s advancement is equal to your sorcerer level –3 (minimum 1). You reduce the listed number of evolution points gained at each level by 2 (see Table: Eidolon Base Statistics), and the eidolon’s maximum number of natural attacks never increases above 3.

In addition, due to the power your eidolon expends, you must sacrifice some of your own whenever you summon it. Starting at 4th level, whenever your eidolon is summoned, you lose access to your highest level of spells until it has been dismissed. At 10th level, whenever your eidolon is summoned, you lose access to your two highest levels of spells until it has been dismissed. At 16th level, whenever your eidolon is summoned, you lose access to your three highest levels of spells until it has been dismissed.

Bond Senses (Su): At 3rd level, you gain the summoner’s bond senses class feature.

Summon Monster (Su): At 9th level, you can cast summon monster IV as a spell-like ability once per day. Drawing upon this ability uses up the same power that you use to call your eidolon. As a result, you can only use this ability when your eidolon is not summoned. You can cast this spell as a standard action and the creatures remain for 1 minute per level (instead of 1 round per level). At 12th level, and every 3 levels thereafter, the power of this ability increases by one spell level, allowing you to summon more powerful creatures (to a maximum of summon monster VII at 18th level).

Greater Shield Ally (Su): At 15th level, your eidolon can protect you or your allies. You gain the summoner’s greater shield ally class feature.

Merge Forms (Su): At 20th level, you can become one with your eidolon. You gain the summoner’s merge forms class feature.


As per OSW's request...

RUTHLESS DESTROYER - updated:

Antipaladins are typically seen as the hand of all that is evil. However, there are those among their dark ranks who foster a primal need to destroy their surroundings. These ruthless destroyers possess an almost uncontrollable urge to break thinks and brutally exterminate their enemies. As a result of this urge, they are a danger not only to their foes, but also to their allies and the very environment around them. While ruthless destroyers are rarely accepted among their peers, they are secretly feared and grudgingly admired by them.

Primary Class: Antipaladin.
Secondary Class: Barbarian.
Alignment: Chaotic neutral, neutral evil, or chaotic evil.
Hit Die: d10.

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

Weapon and Armor Proficiency: The ruthless destroyer is proficient with all simple and martial weapons, with all types of armor (heavy, light and medium), and with shields (except tower shields).

Destructive (Ex): Whenever the ruthless destroyer makes a melee attack that targets an unattended object or makes a sunder combat maneuver, he adds half his ruthless destroyer level (minimum +1) on the damage roll. This ability replaces detect evil.

Wrathful Strike (Su): Once per day, a ruthless destroyer can call upon the divine to gain greater strength and ferocity to crush his enemies. As a swift action, the ruthless destroyer is infused with the wrath of his deity. While wrathful strike is in effect, the ruthless destroyer gains a +2 morale bonus to Strength and Constitution, a +1 morale bonus on Will saves, and adds half his ruthless destroyer level (minimum +1) on the damage rolls. The increase to Constitution grants the ruthless destroyer 1 hit point per Hit Dice, but these disappear when the wrathful strike ends and are not lost first like temporary hit points. If the ruthless destroyer targets a construct with his wrathful strike, makes a melee attack that targets an unattended object, or makes a sunder combat maneuver while his wrathful strike is in effect, he adds his Charisma modifier (if positive) on his attack rolls and adds his ruthless destroyer level (minimum +1) on the damage roll (instead of half his level). A ruthless destroyer cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration while making a wrathful strike.

Wrathful strike makes the ruthless destroyer reckless. The ruthless destroyer takes a –2 penalty to his Armor Class, except against attacks made by the current target of his wrath.

At 4th level, and at every three levels thereafter, the ruthless destroyer may wrathful strike one additional time per day, as indicated on Table: Ruthless Destroyer, to a maximum of seven times per day at 19th level. Wrathful strike remains in effect for 1 minute, until the combat ends, or the ruthless destroyer falls unconscious. This ability replaces smite good.

Rage Powers (Ex): At 3rd level, a ruthless destroyer gains a barbarian rage power. Every three levels thereafter, he gains another rage power. The ruthless destroyer is restricted from any rage powers that violate his alignment, such as the Celestial Totem rage power. This ability otherwise functions as the barbarian’s rage power ability and replaces cruelty.

Smash (Ex): At 3rd level, a ruthless destroyer gains Smash as a bonus feat, even if he does not meet the requirements. In addition, if the ruthless destroyer destroys a sundered object, he adds his Strength modifier to all Intimidate checks until the end of combat. This ability replaces plague bringer.

Harbinger of Ruin (Ex): At 4th level, a ruthless destroyer gains Improved Sunder as a bonus feat, even if he does not meet the requirements. This ability, demoralizing sunder, greater wrath, paragon of ruin, and sundering strike replace the antipaladin’s spells.

Fiendish Boon (Sp): This is exactly like the antipaladin ability of the same name, except for the following changes. If the ruthless destroyer chooses to bond with a weapon, he removes the vicious and wounding weapon properties and adds furious, furyborn, invigorating, and ominous to the list of weapon properties he can select. If the ruthless destroyer chooses to bond with a fiendish servant, while the ruthless destroyer’s wrathful strike is in effect, he can spend an additional use of the ability to grant his fiendish servant the benefits of his wrathful strike (including greater wrath and mighty wrath) as long as he is mounted or adjacent to it. The ruthless destroyer can elect not to pay this cost, in which case his fiendish servant does not gain the effects of his wrathful strike. In addition, the fiendish servant gains either the advanced or entropic template at 11th level, as chosen by the ruthless destroyer.

Demoralizing Sunder (Ex): At 7th level, the ruthless destroyer gains Iconoclast as a bonus feat, even if he does not meet the requirements. Alternatively, when using the Iconoclast feat, the ruthless destroyer can attempt an Intimidate check to demoralize as a free action if he succeeds at a sunder combat maneuver against a wizard’s bonded item, or against a paladin’s or antipaladin’s bonded weapon. In such cases, only the owner of the item is demoralized. If he destroys the bonded item or weapon, gains a +5 bonus on his Intimidate check.

Greater Wrath (Ex): At 9th level, when a ruthless destroyer uses his wrathful strike ability, the morale bonus to his Strength and Constitution increases to +4, the morale bonus on his Will saves increases to +2, and adds his ruthless destroyer level (minimum +1) on the damage rolls. If the ruthless destroyer targets a construct with his wrathful strike, makes a melee attack that targets an unattended object, or makes a sunder combat maneuver while his wrathful strike is in effect, he adds twice his ruthless destroyer level on the damage roll (instead of his level).

Paragon of Ruin (Ex): At 10th level, the ruthless destroyer gains Greater Sunder as a bonus feat, even if he does not meet the requirements.

Aura of Wrath (Su): At 11th level, a ruthless destroyer can expend two uses of his wrathful strike ability to grant the ability to all allies within 10 feet, using his bonuses and penalties. Allies must use this wrathful strike ability by the start of the ruthless destroyer’s next turn and the bonuses and penalties last for 1 minute. Using this ability is a free action. Lawful creatures gain no benefit from this ability. This ability replaces aura of vengeance.

Sundering Strike (Ex): At 13th level, the ruthless destroyer gains Sundering Strike as a bonus feat, even if he does not meet the requirements.

Mighty Wrath (Ex): At 17th level, when a ruthless destroyer uses his wrathful strike ability, the morale bonus to his Strength and Constitution increases to +6, the morale bonus on his Will saves increases to +4. If the ruthless destroyer targets a construct, makes a melee attack that targets an unattended object, or makes a sunder combat maneuver while his wrathful strike is in effect, the target or object must make a successful Fortitude save (DC 10 + half the ruthless destroyer’s level + the ruthless destroyer’s Charisma modifier) or gain the broken condition. This ability replaces aura of depravity.

Unholy Devastator (Su): At 20th level, a ruthless destroyer can channel his wrath to completely destroy his opponents. Once per day, a ruthless destroyer can make a single melee attack at his highest attack bonus against an opponent. If the attack is successful, the target instantly takes 10 points of damage per two ruthless destroyer levels. If this damage slays the target, it consumes the remains utterly in unholy fire (but not its equipment or possessions). If the target's Fortitude saving throw succeeds, it instead takes 10d6 points of damage. If the target is a construct, it instead takes 10 points of damage per ruthless destroyer level. If the construct makes a successful Fortitude saving throw, it is also slowed (as the slow spell) and gains the broken condition.

In addition, if the ruthless destroyer targets a construct, makes a melee attack that targets an unattended object, or makes a sunder combat maneuver while his wrathful strike is in effect, it automatically gains the broken condition (no save). This ability replaces unholy champion.

Rage Powers: The following rage powers complement the Ruthless Destroyer multiclass archetype: Armor Ripper, Beast Totem (Lesser), Body Bludgeon, Brawler, Brawler (Greater), Crippling Blow, Deathless Frenzy, Ground Breaker, Ground Breaker (Greater), Roused Anger, Smasher, Spell Sunder, Sunder Enchantment.

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

1st +1 +2 +0 +2 Aura of evil, destructive, wrathful strike 1/day
2nd +2 +3 +0 +3 Touch of corruption/mayhem, unholy resilience
3rd +3 +3 +1 +3 Aura of cowardice, rage power, smash
4th +4 +4 +1 +4 Channel negative energy, harbinger of ruin, wrathful strike 2/day
5th +5 +4 +1 +4 Fiendish boon
6th +6/+1 +5 +2 +5 Rage power
7th +7/+2 +5 +2 +5 Demoralizing sunder, wrathful strike 3/day
8th +8/+3 +6 +2 +6 Aura of despair
9th +9/+4 +6 +3 +6 Greater wrath, rage power
10th +10/+5 +7 +3 +7 Paragon of ruin, wrathful strike 4/day
11th +11/+6/+1 +7 +3 +7 Aura of wrath
12th +12/+7/+2 +8 +4 +8 Rage power
13th +13/+8/+3 +8 +4 +8 Sundering strike, wrathful strike 5/day
14th +14/+9/+4 +9 +4 +9 Aura of sin
15th +15/+10/+5 +9 +5 +9 Rage power
16th +16/+11/+6/+1 +10 +5 +10 Wrathful strike 6/day
17th +17/+12/+7/+2 +10 +5 +10 Mighty wrath
18th +18/+13/+8/+3 +11 +6 +11 Rage power
19th +19/+14/+9/+4 +11 +6 +11 Wrathful strike 7/day
20th +20/+15/+10/+5 +12 +6 +12 Unholy devastator


# FEY MAGE
There are a lot of class abilities missing in the table that are not mentioned as being replaced. Some of these are then returned in the bloodline. This is very confusing. As I understand it now, the MCA looks weak.

A fey mage could have proficiency in some bows.

I could see a fey summoner using the bard spell list. It has illusions and charms, and lacks some of the heftiest buffs of the summoner (haste at 2nd level). This would key the MCA down a bit. I don't really see why this has diminished spellcasting either. As a summon/sorcerer, it ought to have lots of spells, and the abilities it gains are not that amazing. True, the bloodline gives it more spells known, but daily spells will be very low.

I'd remove things like bond senses, shield ally, and life bond instead of giving it limited spellcasting, to showcase the capriciousness of a fey creature.

@Bloodline: Why not simply call this ability planarbound instead, and list the abilities directly as class features, if it is the only choice you have? Is it because we want normal sorcerers to have access to it? Also, this bloodline doesn't feel at all fey-like, it is more a sneaky way to give sorcerer's an eidolon on the cheap.
* Does the bloodline arcana work with the Summon Monster's spell-like ability?
* Sorcerer's Eidolon: Overpowered for a sorcerer; an eidolon is much more powerful than a familiar or animal companion. The restrictions are hefty, but the edolon can get you throuigh the early parts of an adventure, and then you dismiss it to take out the heavy guns. If some enemy is highly magic-resistant, you can use it against those. It is a major increase to the sorcerer's arsenal, even with the drawbacks.
* The spell drawback on sorcerer's eidolon are crippling to a summoner.

@Fey Eidolon: This is not well worked out. I suggest either removing the restrictions on appearance, or making it mandatory humanoid base form. My preference is for no restrictions; there are lots of fey creatures with other base forms. Perhaps use some of the characteristic if fey?: d6 hit dice, more skill points, saved, BAB?


# Fey Mage

@El: Was this the MCA crew's version of the Vincent Takeda concept/incident? ;)

[I'm studying, I'm studying. Just took a break is all...]


Oceanshieldwolf wrote:

# Fey Mage

@El: Was this the MCA crew's version of the Vincent Takeda concept/incident? ;)

[I'm studying, I'm studying. Just took a break is all...]

yes it is, now back to work with you.


Pathfinder Lost Omens Subscriber

#ruthless destroyer

I think I like how it turned out. unless other people have anything to say, I think it's done.

#Fey Mage

Useless self mumblings:

wouldn't Arcane knowledge and Sorcerer's diminished casting come out even, isn't this basically a sorcerer beefed up a little with additional spells and a wider repertoire?

I sort of feel this should be toned down a little, like the sorcerer part should be reeled back to summoner levels. maybe a 2/3 spell progression(max level spells of 6th level)?(obviously, alter arcane knowledge) IDK, this feels a bit harsh with the nerfed Eidlon.

this to me, looks like a Sorcerer with a wider spell list and an eidolon added on top.

actually, that's basically what this is, a sorcerer with a new bloodline, this doesn't really feel like a MCA to me. :/


the respective classes don't have much in the way of class abilities to swap... I'd say replace bloodline with a full Eidolon, remove the arcane knowledge thingy, and leave 1/2 level BAB and you have more of a multiclass going on. otherwise your just going to be adding stuff. you gain your arcana power from the fey your bonded too who gets more powerful as you level instead of you. This seems like a fair trade to me.


Bandw2 wrote:


#Fey Mage

wouldn't Arcane knowledge and Sorcerer's diminished casting come out even, isn't this basically a sorcerer beefed up a little with additional spells and a wider repertoire?

Oh, it has 9-level spellcasting. Missed that. Then its is on the strong side, indeed.


Oceanshieldwolf wrote:

# Fey Mage

@El: Was this the MCA crew's version of the Vincent Takeda concept/incident? ;)

[I'm studying, I'm studying. Just took a break is all...]

Yes it is.


if you make it so there is a delay on your getting your spells back when your eidolon is dismissed, like a number of rounds equal to your charisma modifier(kinda like magic backlash) it may be a much more significant drawback, as well as increase the lost spell slots to 2(meaning unless they have a high enough charisma they don't actually recieve 1st level spell slots until second level.)

edit:actually 2 less spell slots per level should about do it, even with the expanded spells known list.
keep in mind about this edidolon,
1.it has 6 + con modifer hp until 5th level, and doesn't get its first stat increases until 6th.
2.restricted to humanoid form, locking out pounce.
3.3 max natural attacks, the eidolons bread and butter of combat builds.


elghinn ithought we all agreed on a half bab eidolon when we were writing this?


christos gurd wrote:
elghinn ithought we all agreed on a half bab eidolon when we were writing this?

I don't remember.

#Fey Mage

I think we can rework this MCA to make it more "Fey". Possible paths are

1) Stay full caster, diminished spellcasting, swapout aspects of the "bloodline" ability, and use the Master Summoner archetype's eidolon base (which is 1/2 level, then if we add in some limitations such as lower max attacks, retc., like Christos suggested, it should be on par with a familiar). Also, use the eidolon stuff described in the First Worlder summoner archetype.

2) Go hybrid caster (6th level), full eidolon, certain bloodline abilities, bard spell list + necessary summoner spells (or unique spell list).

I think we should try to keep this full caster, as this is sorcerer primary. Its always too easy to simply drop a full caster primary to a hybrid caster, just to get room for ability swaps. Might be good to swap out some bloodline stuff for room, even some bloodline powers in favor of more fey powers, but still allowing a player to select any bloodline they wanted, while listing complementary bloodlines.


Elghinn Lightbringer wrote:

#Fey Mage

I think we can rework this MCA to make it more "Fey".

This!

I could see a de-feyified version too, that is more a straight mix of sorcerer and summoner. But as conceived and named now, I feel it should be more fey.


OK. did some refiguring. The eidolon is now !/2 eidolon (as the Master Summoner's eidolon), plus a fey eidolon base (similar to the First Worlder eidolon). Kept the diminished spellcasting, but went with bot a reduction in the number of spells per day, and the number of spells known. Kept Bloodline, spread out the powers a bit, and swapped out the 20th level bloodline power for some eariler fey abilities. Swapped out Bloodline spells for the revised Arcane Knowledge, and Bloodline feats for some summoner class featres.

SWAPS
Spells lost = Fey eidolon
Bloodline power (20) = Fey resistance, fey summoner
Bloodline spells = Arcane knowledge
Bloodline feats (5/11/17) = Shield ally, maker’s call, greater shield ally

FEY MAGE - revised:

While many believe that the source of the fey’s magic is divine in nature, such as the magic wielded by druids, those with true knowledge understand that the fey draw their magical powers from the arcane. With this enlightenment, some sorcerers choose to pursue the path of the fey, striving to become one with the magic of those who come from the First World. With their increase in arcane magic and the ability to summon forth a fey eidolon, fey mages can hold their own either through the spells they wield or the eidolons they command.

Primary Class: Sorcerer.
Secondary Class: Summoner.
Alignment: Any.
Hit Dice: d6.

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

Weapon and Armor Proficiency: The fey mage is proficient with all simple weapons, plus the longbow and shortbow. The fey mage is not proficient with any armor or shields. Armor interferes with fey mage’s gestures, which can cause her spells with somatic components to fail.

Diminished Spellcasting: The fey mage casts arcane spells drawn from the sorcerer spell list, and both gains one fewer spell per day and learns one fewer spell of each spell level. She otherwise learns and casts spells as a sorcerer of equal level.

Bloodline: At 1st level, a fey mage chooses a bloodline from those listed in the sorcerer class description. At 1s level, the fey mage gains her bloodline arcane and adds her bloodline skill to her list of class skills.

At 2nd level, a fey mage gains her first bloodline power. A 6th level and every six levels thereafter, she gains each subsequent bloodline power, up to her fourth bloodline power at 18th level. The fey mage does not gain her bloodline spells or her bloodline feats. The fey bloodline compliments the fey mage multiclass archetype.

This ability otherwise functions as the sorcerer’s bloodline.

Fey Eidolon: A fey mage begins play with the ability to summon to his side a powerful creature called a fey eidolon. The fey eidolon forms a link with the fey mage, who, forever after summons an aspect of the same creature. A fey mage summoner’s class level is halved (minimum 1) for the purposes of determining her fey eidolon’s abilities, Hit Dice, evolution pool, and so on. In addition, instead of an outsider, a fey mage’s eidolon has the fey creature type and the extraplanar subtype. As such, its statistics are changed from a standard eidolon as described in the Fey Eidolon description below. This ability otherwise functions like the summoner’s eidolon and replaces the spells lost due to diminished spellcasting.

Fey Resistance (Ex): At 2nd level, a fey mage gains a +2 bonus on all saving throws against against the spell-like and supernatural abilities of fey. This bonus increases to +4 at 5th level, and then again to +6 at 8th level. At 10th level, a fey mage becomes completely immune to charm spells and effects. This ability and fey summoner replace the sorcerer’s bloodline power gained at 20th level.

Arcane Knowledge: A fey mage all summon monster spells from her list of spell and adds the following spells to her spell list at the indicated spell level: 1st level–bristle, call animal, calm animals, charm animal, detect animals and plants, detect snares and pits, entangle, faerie fire, hide from animals, magic fang, nereid’s grace, pass without trace, rejuvenate eidolon, speak with animals, summon nature’s ally I, unfetter; 2nd level–animal messenger, animal trance, barskin, delay poison, evolution surge (lesser), forest friend, greensight, hold animal, summon eidolon, summon nature’s ally II, warp wood, wilderness soldiers; 3rd level–burst of nettles, devolution, diminish plants, dominate animal, magic fang (greater), neutralize poison, plant growth, restore eidolon (lesser), snare, speak with plants, spike growth, summon nature’s ally III; 4th level–arboreal hammer, blight, command plants, evolution surge, grove of respite, kiss of the first world, rejuvenate eidolon, restore eidolon, summon nature’s ally IV, thorn body; 5th level– animal growth, awaken, commune with nature, purified calling, summon nature’s ally V, transmogrify, tree stride, wall of thorns; 6th level–evolution surge (greater), ironwood, live oak, rejuvenate eidolon (greater), summon nature’s ally VI, transport via plant; 7th level–animate plants, summon nature’s ally VII; 8th level–animal shapes, command plants, summon nature’s ally VIII; 9th level–shambler, summon nature’s ally IX.

Starting at 3rd level, a fey mage can choose one spell of her choice from her 1st–level arcane knowledge spells and adds it to her list of spells known. At 5th level and every two levels thereafter, she can choose one spell from each subsequent level of arcane knowledge spells and adds it to her list of spells known. This ability replaces bloodline spells.

Fey Summoner (Su): At 4th level, a fey mage adds the following creatures to the lists of what she can summon with her summon nature’s ally spells.

Summon nature’s ally II: gremlin (jinkin,pugwampi, or vexgit).
Summon nature’s ally III: gremlin (nuglub).
Summon nature’s ally IV: unicorn.
Summon nature’s ally V: pixie, satyr.
Summon nature’s ally VII: nymph.

Shield Ally (Su): At 4th level, a fey mage gains the summoner’s shield ally ability. This ability, maker’s call, and greater shield ally replace bloodline feats.

Maker’s Call (Su): At 8th level, a fey mage gains the summoner’s shield ally ability.

Greater Shield Ally (Su): At 14th level, a fey mage gains the summoner’s greater shield ally ability.

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

1st +0 +0 +0 +2 Bloodline, cantrips, eschew material, 2 — — — — — — — —
fey eidolon
2nd +1 +0 +0 +3 Bloodline power, fey resistance +2 3 — — — — — — — —
3rd +1 +1 +1 +3 Arcane knowledge 4 — — — — — — — —
4th +2 +1 +1 +4 Fey summoner, shield ally 5 2 — — — — — — —
5th +2 +1 +1 +4 Arcane knowledge, fey resistance +4 5 3 — — — — — — —
6th +3 +2 +2 +5 Bloodline power 5 4 2 — — — — — —
7th +3 +2 +2 +5 Arcane knowledge 5 5 3 — — — — — —
8th +4 +2 +2 +6 Maker’s call, fey resistance +6 5 5 4 2 — — — — —
9th +4 +3 +3 +6 Arcane knowledge 5 5 5 3 — — — — —
10th +5 +3 +3 +7 Fey immunity 5 5 5 4 2 — — — —
11th +5 +3 +3 +7 Arcane knowledge 5 5 5 5 3 — — — —
12th +6/+1 +4 +4 +8 Bloodline power 5 5 5 5 4 2 — — —
13th +6/+1 +4 +4 +8 Arcane knowledge 5 5 5 5 5 3 — — —
14th +7/+2 +4 +4 +9 Greater shield ally 5 5 5 5 5 4 2 — —
15th +7/+2 +5 +5 +9 Arcane knowledge 5 5 5 5 5 5 3 — —
16th +8/+3 +5 +5 +10 5 5 5 5 5 5 4 2 —
17th +8/+3 +5 +5 +10 Arcane knowledge 5 5 5 5 5 5 5 3 —
18th +9/+4 +6 +6 +11 Bloodline power 5 5 5 5 5 5 5 4 2
19th +9/+4 +6 +6 +11 Arcane knowledge 5 5 5 5 5 5 5 5 3
20th +10/+5 +6 +6 +12 5 5 5 5 5 5 5 5 5

Table: Fey Mage Spells Known
Spells Known
Level 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th

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

FEY EIDOLON:

A fey eidolon has only one base form that determines its starting size, speed, AC, attacks, and ability scores. All natural attacks are made using the eidolon’s full base attack bonus unless otherwise noted (such as in the case of secondary attacks). Unlike a normal eidolon, a fey eidolon is a finesse-based creature and its attacks add the eidolon’s Dexterity modifier to the damage roll (instead of Strength), unless it is its only attack, in which case it adds 1-1/2 times its Dexterity modifier. A fey eidolon’s base form is always Small, unless altered by evolutions, and has the usual size adjustments factored into the base form.

Alternatively, a fey eidolon can be made Tiny. If the fey eidolon is Tiny, it takes a –4 penalty to its Strength and a –2 bonus to its Constitution. It also gains a +2 bonus to its Dexterity score, a +1 size bonus to its AC and attack rolls, a +2 bonus on its Fly skill checks, and takes a –4 penalty on its Stealth skill checks. It also gains a +1 bonus to its CMB and CMD scores. Reduce the damage of all of its attacks by one step (1d4 becomes 1d3, 1d3 becomes 1d2). If this choice is made, the eidolon can be made Tiny whenever the summoner can change the eidolon’s evolution pool (which causes it to gain these modifiers for changing from Small). This evolution costs 2 points from the fey mage’s evolution pool. The Medium evolution is described below. Increasing the fey eidolon to Large costs twice the normal evolution points. A fey eidolon cannot become Huge.

The fey eidolon is always bipedal and uses the following base form. The fey base form follows all of the normal rules for the eidolon’s base forms.

Fey Base Form (Biped)
Starting Statistics: Size Small; Speed 20 ft.; AC +2 natural armor; Saves Fort (bad), Ref (good), Will (good); Attack 2 claws (1d4); Ability Scores Str 12, Dex 16, Con 13, Int 10, Wis 7, Cha 11; Free Evolutions: basic magic, claws, limbs (arms), limbs (legs), low-light vision.

FEY EIDOLON ABILITIES
A fey eidolon’s abilities are determined by the fey mage’s level and by the choices made using its evolution pool. However, a fey mage equivalent summoner class level is halved (minimum 1) for the purposes of determining her fey eidolon’s abilities, Hit Dice, evolution pool, and so on. A fey eidolon also has the fey creature type and the extraplanar subtype (instead of the outsider type). As such, its statistics are changed from a standard eidolon as described below. A fey eidolon’s uses Table: Eidolon Base Statistics to determine its base statistics and possesses qualities similar to those described in the Eidolons description block of the Advanced Player’s Guide, except with the following changes.

Hit Dice: This is the total number of 6-sided (d6) Hit Dice the fey eidolon possesses. The fey eidolon’s Hit Dice are equal to 1/2 the normal eidolon’s Hit Dice.

Good/Bad Saves: These are the fey eidolon’s base saving throw bonuses. A fey eidolon always possesses a good Reflex and Will saving throw and a bad Fortitude saving throw, regardless of the creature’s base form.

Skills: This lists the fey eidolon’s total skill ranks and receives a number of skill ranks equal to 6 + its Intelligence modifier per HD. The following skills are class skills for fey eidolons: Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Knowledge (geography) (Int), Knowledge (nature) (Int), Perception (Wis), Perform (Cha), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), Swim (Str), and Use Magic Device (Cha). Note that fey eidolons with a fly speed receive Fly (Dex) as a free class skill, even if they do not gain a fly speed until a later level. A fey eidolon otherwise follows the same strictures pertaining to skills as the summoner’s eidolon.

Armor Bonus: The fey eidolon has only a natural armor bonus, and cannot split this amount between an armor bonus and a natural armor bonus.
Str/Dex: The fey eidolon does not gain the Strength increase normally afforded an eidolon, but does retain the Dexterity increase.

Senses: The fey eidolon’s base form gains low-light vision instead of darkvision. The fey mage can grant the fey eidolon darkvision 60 ft. as a 1-point evolution.

Damage Reduction: If the fey mage chooses this evolution, she may select DR/cold iron instead of one of the alignment-based types of damage reduction.

NEW EVOLUTIONS:

The following evolutions can be chosen by the fey mage.

1-Point Evolutions
The following evolution costs 1 point from the fey eidolon’s evolution pool.

Medium (Ex): A fey eidolon grows is size, becoming Medium. The eidolon size changes to Medium and gains a +4 bonus to its Strength and a +2 bonus to its Constitution. It also takes a –2 penalty to its Dexterity score, a –1 size penalty to its AC and attack rolls, a –2 penalty on its Fly skill checks, and a –4 penalty on its Stealth skill checks. It also gains a +1 bonus to its CMB and CMD scores. Increase the damage of all of its attacks by one step (1d3 becomes 1d4, 1d4 becomes 1d6). If this choice is made, the eidolon can be made Medium whenever the summoner can change the eidolon’s evolution pool (which causes it to gain these modifiers for changing from Small). This evolution cost 3 points from the fey mage’s evolution pool.


Elghinn Lightbringer wrote:

OK. did some refiguring. The eidolon is now !/2 eidolon (as the Master Summoner's eidolon), plus a fey eidolon base (similar to the First Worlder eidolon). Kept the diminished spellcasting, but went with bot a reduction in the number of spells per day, and the number of spells known. Kept Bloodline, spread out the powers a bit, and swapped out the 20th level bloodline power for some eariler fey abilities. Swapped out Bloodline spells for the revised Arcane Knowledge, and Bloodline feats for some summoner class featres.

SWAPS
Spells lost = Fey eidolon
Bloodline power (20) = Fey resistance, fey summoner
Bloodline spells = Arcane knowledge
Bloodline feats (5/11/17) = Shield ally, maker’s call, greater shield ally

** spoiler omitted **...

Theres a few edditing errors i saw.

Arcane KNowledge, does he gain or lose all the summon monster spells?
Tiny size, should be a bonus to stealth and a penalty to cmb/cmd.

Are fey summoner and fey resistance enough to justify the adjustments to bloodline? It seems to situational for warrant the reduction and added complexity of not working like normal bloodline powers (agree drop spells and feats tho)


Apraham Lincoln wrote:


#Fey Mage
Theres a few edditing errors i saw.
Arcane KNowledge, does he gain or lose all the summon monster spells?
Tiny size, should be a bonus to stealth and a penalty to cmb/cmd.

Are fey summoner and fey resistance enough to justify the adjustments to bloodline? It seems to situational for warrant the reduction and added complexity of not working like normal bloodline powers (agree drop spells and feats tho)

Fixed! and it should "removes" all summon monster spells...

Well, I'd like to see what everyone else thinks. I'd be fine keeping full Bloodline powers and combine the Swap of spells lost due to diminished spell casting (both 1 spell per day and spell known of each level) for the 1/2 fey eidolon, fey summoner and fey resistance. But is that balanced. It think it would be. Then we'd just move shield ally to 6th. leaving only 12th and 16th as dead levels.

Unfortunately, there is not much swap room with socrerers. Obviously if we went hybrid caster, we'd have lots of room, but that's not what I want for THIS particular MCA.


#Ruthless Destroyer
...is done! Bandw2 is happy so we are on to Arkellus.

“Name” – Anp/Alc (Arkellus)

So, Arkellus, your MCa is up next! You have until tomorrow evening or so to make an appearance or post, then we move on.


i think you nailed it on this last iteration, there are some harsh nerfs, but this is definitely the class of a utility character not a reality bender or combat specialist.


What about the loss of the 20th level blooldine power? Put it back, or keep it at 15th max?


Get rid of it, kimda plays against the thematic loss of bloodline focus.


capstone idea
master of fey: your spells affect fey as if they were humanoids. you may choose to be treated as if you were of the fey type for the purposes of spells and effects. You gain damage reduction 10/cold iron.


christos gurd wrote:

capstone idea

master of fey: your spells affect fey as if they were humanoids. you may choose to be treated as if you were of the fey type for the purposes of spells and effects. You gain damage reduction 10/cold iron.

So you are suggesting instead to wrap Fey Eidolon, Fey Summoner, and Fey Resistance in to the swap for loss of spells from diminished Spellcasting, and then swap out 20th elve bloodline power for the new Master of Fey?


Yes


I think we could also do the following then, so that he doesn't just get DR 10/cold iron at 20th. I think there is enough to change the swaps a round a bit to do this.

Swaps
Spells lost (diminished spellcasting) = Fey eidolon, fey resistance
Bloodline power (20) = Fey summoner, fey aspect, master of the fey
Bloodline spells = Arcane knowledge
Bloodline feats (5/11/17) = Shield ally, maker’s call, greater shield ally

Looking over some of the other 20th level bloodline powers, Master of the Fey is weak. So I think we can swap that 20th level power for fey summoner (simply options for summon nature's ally spells), fey aspect (see below), and Master fo the Fey.

Then, I think we can wrap fey resitance in with Fey eidolon to replace the lost spells.

We move Greater shield ally to 16th, and put the new Fey Aspect at 14th. Its nothing like the summoner's Aspect ability, but introduces the cold iron Dr and allows the fey mage to appear as fey.

Fey Aspect (Ex): At 14th level, a fey mage can surround herself with disturbing illusions, making her look and sound like a bizarre, insane fey creature. She also gains DR 5/cold iron while this ability is in effect. In addition, the fey mage gains DR 5/cold iron. This effect is similar to the haunted fey aspect spell. A fey mage can use this ability as a swift action or end it as a free action.

Master of the Fey (Su): At 20th level, a fey mage’s spells affect fey creatures as if they were humanoid, and the fey mage may choose to be treated as a fey creature for the purpose of spells that affect her, if doing so is beneficial to her. In addition, when a fey mage uses her fey aspect ability, her damage reduction increases to DR 10/cold iron.

With those additions/changes, I think that's pretty much it. Its still a fullcaster, but less spells, has a fey eidolon (1/2 eidolon), and is much more fey than it was before. I think it's pretty balanced too. De we need one final post of the proposed finali version?


Elghinn Lightbringer wrote:

I think we could also do the following then, so that he doesn't just get DR 10/cold iron at 20th. I think there is enough to change the swaps a round a bit to do this.

Swaps
Spells lost (diminished spellcasting) = Fey eidolon, fey resistance
Bloodline power (20) = Fey summoner, fey aspect, master of the fey
Bloodline spells = Arcane knowledge
Bloodline feats (5/11/17) = Shield ally, maker’s call, greater shield ally

Looking over some of the other 20th level bloodline powers, Master of the Fey is weak. So I think we can swap that 20th level power for fey summoner (simply options for summon nature's ally spells), fey aspect (see below), and Master fo the Fey.

Then, I think we can wrap fey resitance in with Fey eidolon to replace the lost spells.

We move Greater shield ally to 16th, and put the new Fey Aspect at 14th. Its nothing like the summoner's Aspect ability, but introduces the cold iron Dr and allows the fey mage to appear as fey.

Fey Aspect (Ex): At 14th level, a fey mage can surround herself with disturbing illusions, making her look and sound like a bizarre, insane fey creature. She also gains DR 5/cold iron while this ability is in effect. In addition, the fey mage gains DR 5/cold iron. This effect is similar to the haunted fey aspect spell. A fey mage can use this ability as a swift action or end it as a free action.

Master of the Fey (Su): At 20th level, a fey mage’s spells affect fey creatures as if they were humanoid, and the fey mage may choose to be treated as a fey creature for the purpose of spells that affect her, if doing so is beneficial to her. In addition, when a fey mage uses her fey aspect ability, her damage reduction increases to DR 10/cold iron.

With those additions/changes, I think that's pretty much it. Its still a fullcaster, but less spells, has a fey eidolon (1/2 eidolon), and is much more fey than it was before. I think it's pretty balanced too. De we need one final post of the proposed finali version?

please do in case i missed something or someone wants to look at the whole thing.


#Antipaladin/Alchemist

I still have some work to do on the MCA. I will post a first version tomorrow.


Arkellus wrote:

#Antipaladin/Alchemist

I still have some work to do on the MCA. I will post a first version tomorrow.

Sounds good! Also, don't forget, if there is something you're having trouble with, that's where the thread can help.


Heres the final proposed Fey Mage. I'm only posting the the core MCa, the eidolon Description and new evolution are still the same from last posting.

FEY MAGE:

While many believe that the source of the fey’s magic is divine in nature, such as the magic wielded by druids, those with true knowledge understand that the fey draw their magical powers from the arcane. With this enlightenment, some sorcerers choose to pursue the path of the fey, striving to become one with the magic of those who come from the First World. With their increase in arcane magic and the ability to summon forth a fey eidolon, fey mages can hold their own either through the spells they wield or the eidolons they command.

Primary Class: Sorcerer.
Secondary Class: Summoner.
Alignment: Any.
Hit Dice: d6.

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

Weapon and Armor Proficiency: The fey mage is proficient with all simple weapons, plus the longbow and shortbow. The fey mage is not proficient with any armor or shields. Armor interferes with fey mage’s gestures, which can cause her spells with somatic components to fail.

Diminished Spellcasting: The fey mage casts arcane spells drawn from the sorcerer spell list, and both gains one fewer spell per day and learns one fewer spell of each spell level. She otherwise learns and casts spells as a sorcerer of equal level.

Bloodline: At 1st level, a fey mage chooses a bloodline from those listed in the sorcerer class description. At 1s level, the fey mage gains her bloodline arcane and adds her bloodline skill to her list of class skills.

At 2nd level, a fey mage gains her first bloodline power. A 6th level and every six levels thereafter, she gains each subsequent bloodline power, up to her fourth bloodline power at 18th level. The fey mage does not gain her bloodline spells or her bloodline feats. The fey bloodline compliments the fey mage multiclass archetype. This ability otherwise functions as the sorcerer’s bloodline.

Fey Eidolon: A fey mage begins play with the ability to summon to his side a powerful creature called a fey eidolon. The fey eidolon forms a link with the fey mage, who, forever after summons an aspect of the same creature. A fey mage summoner’s class level is halved (minimum 1) for the purposes of determining her fey eidolon’s abilities, Hit Dice, evolution pool, and so on. In addition, instead of an outsider, a fey mage’s eidolon has the fey creature type and the extraplanar subtype. As such, its statistics are changed from a standard eidolon as described in the Fey Eidolon description below. This ability otherwise functions as the summoner’s eidolon. This ability and fey resistance and replace the spells lost due to diminished spellcasting.

Fey Resistance (Ex): At 2nd level, a fey mage gains a +2 bonus on all saving throws against against the spell-like and supernatural abilities of fey. This bonus increases to +4 at 5th level, and then again to +6 at 8th level. At 10th level, a fey mage becomes completely immune to charm spells and effects.

Arcane Knowledge: A fey mage removes all summon monster spells from her list of spell and adds the following spells to her spell list at the indicated spell level: 1st level–bristle, call animal, calm animals, charm animal, detect animals and plants, detect snares and pits, entangle, faerie fire, hide from animals, magic fang, nereid’s grace, pass without trace, rejuvenate eidolon, speak with animals, summon nature’s ally I, unfetter; 2nd level–animal messenger, animal trance, barskin, delay poison, evolution surge (lesser), forest friend, greensight, hold animal, summon eidolon, summon nature’s ally II, warp wood, wilderness soldiers; 3rd level–burst of nettles, devolution, diminish plants, dominate animal, magic fang (greater), neutralize poison, plant growth, restore eidolon (lesser), snare, speak with plants, spike growth, summon nature’s ally III; 4th level–arboreal hammer, blight, command plants, evolution surge, grove of respite, kiss of the first world, rejuvenate eidolon, restore eidolon, summon nature’s ally IV, thorn body; 5th level– animal growth, awaken, commune with nature, purified calling, summon nature’s ally V, transmogrify, tree stride, wall of thorns; 6th level–evolution surge (greater), ironwood, live oak, rejuvenate eidolon (greater), summon nature’s ally VI, transport via plant; 7th level–animate plants, summon nature’s ally VII; 8th level–animal shapes, command plants, summon nature’s ally VIII; 9th level–shambler, summon nature’s ally IX.

Starting at 3rd level, a fey mage can choose one spell of her choice from her 1st–level arcane knowledge spells and adds it to her list of spells known. At 5th level and every two levels thereafter, she can choose one spell from each subsequent level of arcane knowledge spells and adds it to her list of spells known. This ability replaces bloodline spells.

Fey Summoner (Su): At 4th level, a fey mage adds the following creatures to the lists of what she can summon with her summon nature’s ally spells.

Summon nature’s ally II: gremlin (jinkin,pugwampi, or vexgit).
Summon nature’s ally III: gremlin (nuglub).
Summon nature’s ally IV: unicorn.
Summon nature’s ally V: pixie, satyr.
Summon nature’s ally VII: nymph.

This ability, fey aspect, and master of the fey replace the sorcerer’s bloodline power gained at 20th level.

Shield Ally (Su): At 4th level, a fey mage gains the summoner’s shield ally ability. This ability, maker’s call, and greater shield ally replace bloodline feats.

Maker’s Call (Su): At 8th level, a fey mage gains the summoner’s shield ally ability.

Fey Aspect (Ex): At 14th level, a fey mage can surround herself with disturbing illusions, making her look and sound like a bizarre, insane fey creature. She also gains DR 5/cold iron while this ability is in effect. This effect is similar to the haunted fey aspect spell. A fey mage can use this ability as a swift action or end it as a free action.

Greater Shield Ally (Su): At 16th level, a fey mage gains the summoner’s greater shield ally ability.

Master of the Fey (Su): At 20th level, a fey mage’s spells affect fey creatures as if they were humanoid, and the fey mage may choose to be treated as a fey creature for the purpose of spells that affect her, if doing so is beneficial to her. In addition, when a fey mage uses her fey aspect ability, her damage reduction increases to DR 10/cold iron.

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

1st +0 +0 +0 +2 Bloodline, cantrips, eschew material, 2 — — — — — — — —
fey eidolon
2nd +1 +0 +0 +3 Bloodline power, fey resistance +2 3 — — — — — — — —
3rd +1 +1 +1 +3 Arcane knowledge 4 — — — — — — — —
4th +2 +1 +1 +4 Fey summoner, shield ally 5 2 — — — — — — —
5th +2 +1 +1 +4 Arcane knowledge, fey resistance +4 5 3 — — — — — — —
6th +3 +2 +2 +5 Bloodline power 5 4 2 — — — — — —
7th +3 +2 +2 +5 Arcane knowledge 5 5 3 — — — — — —
8th +4 +2 +2 +6 Maker’s call, fey resistance +6 5 5 4 2 — — — — —
9th +4 +3 +3 +6 Arcane knowledge 5 5 5 3 — — — — —
10th +5 +3 +3 +7 Fey immunity 5 5 5 4 2 — — — —
11th +5 +3 +3 +7 Arcane knowledge 5 5 5 5 3 — — — —
12th +6/+1 +4 +4 +8 Bloodline power 5 5 5 5 4 2 — — —
13th +6/+1 +4 +4 +8 Arcane knowledge 5 5 5 5 5 3 — — —
14th +7/+2 +4 +4 +9 Fey aspect 5 5 5 5 5 4 2 — —
15th +7/+2 +5 +5 +9 Arcane knowledge 5 5 5 5 5 5 3 — —
16th +8/+3 +5 +5 +10 Greater shield ally 5 5 5 5 5 5 4 2 —
17th +8/+3 +5 +5 +10 Arcane knowledge 5 5 5 5 5 5 5 3 —
18th +9/+4 +6 +6 +11 Bloodline power 5 5 5 5 5 5 5 4 2
19th +9/+4 +6 +6 +11 Arcane knowledge 5 5 5 5 5 5 5 5 3
20th +10/+5 +6 +6 +12 Master of the fey 5 5 5 5 5 5 5 5 5

Table: Fey Mage Spells Known
Spells Known
Level 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st 3 1 — — — — — — — —
2nd 4 1 — — — — — — — —
3rd 4 2 — — — — — — — —
4th 5 2 1 — — — — — — —
5th 5 3 1 — — — — — — —
6th 6 3 1 1 — — — — — —
7th 6 4 2 1 — — — — — —
8th 7 4 2 1 1 — — — — —
9th 7 4 3 2 1 — — — — —
10th 8 4 3 2 1 1 — — — —
11th 8 4 4 3 2 1 — — — —
12th 8 4 4 3 2 1 1 — — —
13th 8 4 4 3 3 2 1 — — —
14th 8 4 4 3 3 2 1 1 — —
15th 8 4 4 3 3 3 2 1 — —
16th 8 4 4 3 3 3 2 1 1 —
17th 8 4 4 3 3 3 2 2 1 —
18th 8 4 4 3 3 3 2 2 1 1
19th 8 4 4 3 3 3 2 2 2 1
20th 8 4 4 3 3 3 2 2 2 2


[Threadjack]
Two months until ACG!!!

They've posted some ACG class previews on the Paizo blog, worth a read.

Investigator
Swashbuckler
Warpriest

Waiting for the Arcanist...
[/threadjack]


Well i think its fine, actually it might even be a slight downgrade even with the eidolon powerwise. Of course having a build a pet(even a nerfed up one) can lend a lot to versatility.


Doengrade? Would removing the "1 less spell known of each leve"l fix that? Or I could simply make the DR 5/cold iron and DR 10/cold iron permanent, and not conditional to the use of the Fey Aspect. -

Or better yet, we could simply add in a bit to Fey aspect, say a 17th level increase.

Have Fey aspect at 14th functionlike haunted fey aspect (at-will), but gains a DR 2/cold iron, and a +2 bonus to all Acrobatics, Bluff, and Stealth checks while it's active, and also low-light vision and Sylvan as a bonus language, which are not tied to the fey aspect being active. At 17th, DR increases to 5/corld iron, and skill bonus inceases to +4.

Then at 20th DR increases to 10/cold iron, and maybe a +1 caster level on any charm or compulsion spells? (the latter also tied to the fey ascpect being active. This way its a relatively not too powerful progression of the MCA's "fey-ness".

Now, with the fey aspect being an at-will ability, should we perhaps change it if we add in these changes. Perhaps a 10 minute or 1 hour per level? Maybe at-will will be fine? It won't fuinction in an antimagic field.

Thoughts? I think the changes should be added, but it comes down to the duration fo the fey aspect ability. 1) At-will? 2) X/day? 3) 10 min/level (usable in 1-minute increments)? 4) 1 hour/level (usable in 10 minute increments).


charsima mod a day, usable 10minutes a level sounds nice. although dr 2/coldiron isnt THAT great at 14th level, it is still better than not having it.


Pathfinder Lost Omens Subscriber

# new MCA idea
(some name about focus and guns or moving and shooting)"Deadeye" for now
gunslinger/barbar
(it's gonna be about fast movement and shot on the run feat and maybe wind and lightning stances)


That sounds pretty cool. Maybe bonuses to shots made into the 2nd plus increments?

Dark Archive

Bandw2 wrote:

# new MCA idea

(some name about focus and guns or moving and shooting)"Deadeye" for now
gunslinger/barbar
(it's gonna be about fast movement and shot on the run feat and maybe wind and lightning stances)

A gunslinger/barbar.... is there even a barber class?

If not, then I'm confused why you would try creating a MCA with such a combination.

If there is, my apologies, I must have missed it.


@JonathonWilder. Pretty sure Bandw2 means Gunslinger/Barbarian. Was your post serious?


Oceanshieldwolf wrote:
@JonathonWilder. Pretty sure Bandw2 means Gunslinger/Barbarian. Was your post serious?

Thats' what I was wondering.

Bandw2, you're concept is in the queue - it'll be a while though.


OK, I think we can call Fey Mage done. On to Apraham Lincoln and his Savage Avenger (Drd/Inq).

Ape, tomorrow or the next day at the latest. I know you're around.


Pathfinder Lost Omens Subscriber

hahaha, yes barbar = barbarian, they got the name because the greeks thought all non-greek languages sounded like "bar bar bar" to them.

and yeah, I guessed it would be a while, have to add it some time though.


1000!!! :D

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