Multiclass Archetypes VII: MCAs Forever


Homebrew and House Rules

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Bandw2 wrote:

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.

well yeah, it does sound like that to us ;P. Awesome enough that is the same combo, but opposite concept as my focused sniper.


Pathfinder Lost Omens Subscriber
christos gurd wrote:
Bandw2 wrote:

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.

well yeah, it does sound like that to us ;P. Awesome enough that is the same combo, but opposite concept as my focused sniper.

so, I had seen the MCA before but I hadn't read it. That is kinda funny, but he's definitely going to be a gun toting character. I was ALSO going to rename rage to focus. :/ however, he was not going to gain "focus powers" and was going to keep using grit. I thought that maybe during focus the character would gain a ton of grit points and be pressured to spend them as quickly as possible, they'll all go away at the end of the focus.(you need grit points to start focus, instead of not being fatigued)

eventually it slowly mutated into Max Payne esque slow mo, and i was considering making it gunslinger/monk and using flurry of guns, where you could reload a weapon in place of a flurry attack. but I like the idea of rage improving dex and wisdom more.

ACTUALLY

#Bullet-monk
Gunslinger/Monk or Monk/Gunslinger
Uses speed and guns to hamper his enemies as he closes the range and then uses unarmed attacks when in melee, able to use ranged firearm attacks while flurrying. (would use stuff like Improved unarmed, with snap shot, possibly gain a charge bonus to ranged attacks, using the gunfire as a way to help defend himself)

I just remembered a movie I saw, like people took drugs by government mandate to stop emotions. the police are trained to use guns in this crazy melee way, where they fire while doing arm locks and stuff.


We have a gunfu monk actually, btw the movie is equilibrium. The cops were called grammaton clerics.

Dark Archive

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

Oh... that makes more sense.

It was late, I was in bed and tired when I made that post

Just... ignore me for now, I guess.


Pathfinder Lost Omens Subscriber
christos gurd wrote:
We have a gunfu monk actually, btw the movie is equilibrium. The cops were called grammaton clerics.

yeah i noticed the monk/gunsligner after I posted, but after reading it, i think mine would be more interesting than ki grit... uses grit, and flurry, and guns, while in melee, shooting as many people as he can... now i have to see about watching equilibrium again.


# Barber

In Al-Qadim, barber was a rogue kit, and I like the idea so much I made a writeup for a leech archetype for the rogue. Its not an MCA, tough.


Ok, so heres my take on a Druid/Inquisitor, the Savage Avenger.

Savage Avenger

Savage Avenger (by Apraham Lincoln):

It seems that nature is always retreating from the encroachment of agriculture and civilization. Now that it has been pushed back to the most remote of places, nature has had enough. She doesn’t need an arbiter to learn how to live with other races; she was here first, long before even the elves and dragons and demons and gods. She has her own way and those who follow her call are terrifying in their vengeance.
Primary: Druid.
Secondary: Inquisitor
Alignment: Any Neutral.
Hit Dice: d8.
Bonus Skills and Ranks: The savage avenger may select three inquisitor skills to add to her class skills in addition to the normal druid class skills. The nature’s avatar gains a number of ranks at each level equal to 4 + Int modifier. Savage Avengers do not know and cannot learn Druidic.
Weapon and Armour Proficiency: A savage avenger is proficient with all druid armour and weapon proficiencies and must abide by the same restrictions as druids.
Spells: A savage avenger casts divine spells, which are drawn from the both the druid spell list and the inquisitor spell list. For spells that appear on both lists, choose the better spell level. Her alignment may restrict her from casting certain spells opposed to her moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells. A savage avenger must choose and prepare her spells in advance.
To prepare or cast a spell, the savage avenger must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a savage avenger's spell is 10 + the spell level + the savage avenger's Wisdom modifier.
Like other spellcasters, a savage avenger can cast only a certain number of spells of each spell level per day, typically 1 less than a druid of her level. Where it indicates zero spells per day she can only prepare a spell of that level if her wisdom score is high enough to grant a bonus spell of that level. Her base daily spell allotment is given on Table: savage avenger. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table: Ability Modifiers and Bonus Spells).
A savage avenger must spend 1 hour each day in a trance-like meditation on the mysteries of nature to regain her daily allotment of spells. A druid may prepare and cast any spell on the druid or inquisitor spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation. This modifies the normal druid spell lists and spells per day progression.
Judgement Form (Su): At 1st level a savage avenger gains the Judgement ability of an Inquisitor of the same level. At 4th level and every 3 levels afterwards she gains one more use of this ability a day. At 4th level she also gains the wild shape ability of a druid of her level except as noted here. She may split uses of her judgement form ability between uses of Judgement or Wild Shape. If she uses wild shape as a standard action she may activate Judgements as a free action on that round only. This would use up 2 of her daily uses. She has only has access to the Destruction, Justice, Protection, Purity and Smiting Inquisitor judgements. When her Judgement ends (typically at the end of combat), her use of Wild Shape also ends and she reverts to her normal form. This ability counts as the Judgement class ability and the Wild shape class ability for other feats or abilities that rely on or modify it and she counts as a druid and an inquisitor of her level when selecting feats that affect either Judgement or Wild shape. Abilities that grant extra uses of either Wild Shape or Judgement also increase the number of Judgement Forms available to her. This replaces Nature Bond and Spontaneous Casting and modifies Wild Shape abilities
Track (Ex): At 2nd level, a savage avenger adds half her level on Survival skill checks made to follow or identify tracks. This replaces Nature Sense.
Cunning Initiative (Ex): At 4th level, a savage avenger adds her Wisdom modifier on initiative checks, in addition to her Dexterity modifier. This replaces Resist Nature’s Lure.
Swift Justice (Su): At 8th level, whenever a savage avenger uses her judgment form ability, she selects two different judgments instead of one. When her judgment ends she does not have to leave her Wild Shape form. This only consumes one use of her judgment form ability. As a swift action, she can change one of these judgments to another type. This modifies the wild shape ability so that she cannot take the form of elementals or plants.
Bane (Su): At 9th level, a savage avenger can imbue one type of her natural weapons with the bane weapon special ability as a swift action. She must select one creature type when she uses this ability (and a subtype if the creature type selected is humanoid or outsider). Once selected, the type can be changed as a swift action. This ability only functions while the savage avenger is in wild shape form. If she has more than 1 natural attack of the given type (e.g. 2 claw attacks or 8 slam attacks) she must expend an additional round for each extra attack. This ability lasts for a number of rounds per day equal to half the savage avenger’s level. These rounds do not need to be consecutive. This replaces Venom Immunity.
Stalwart (Ex): At 13th level, a savage avenger can use mental and physical resiliency to avoid certain attacks. If she makes a Fortitude or Will saving throw against an attack that has a reduced effect on a successful save, she instead avoids the effect entirely. This ability can only be used if the savage avenger is in wild shape form or wearing light armour, medium armour, or no armour. A helpless savage avenger does not gain the benefit of the stalwart ability. This replaces A Thousand Faces ability.
Greater Bane (Su): At 15th level, whenever a savage avenger uses her bane ability, the amount of bonus damage dealt by the natural attack against creatures of the selected type increases to 4d6. This replaces Timeless Body ability.
Slayer Form (Ex): At 20th level, a savage avenger learns to focus her judgment. Whenever she uses her judgment form ability, she must select one type of judgment or wild shape. She is treated as if she were 5 levels higher for the purposes of determining the bonus granted by this judgment or duration of wild shape. Unlike other types of judgment, the one enhanced by this ability cannot be changed for the remainder of the judgment. Additionally, her swift justice ability improves so that she may choose three different judgements. This still only consumes one use of her judgement form ability. This replaces Wild Shape (at will) ability.

Table: Savage Avenger:

Class Base Fort Ref Will Spells per Day
Level Attack Bonus Save Save Save Special 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +2 +0 +2 Judgement Form (x1/day), Orisons, Track 2 0 — — — — — — —
2nd +1 +3 +0 +3 Woodland Stride 3 1 — — — — — — — —
3rd +2 +3 +1 +3 Trackless Step 3 1 0 — — — — — — —
4th +3 +4 +1 +4 Cunning Initiative, Judgement Form (x2/day) 3 2 1 — — — — — — —
5th +3 +4 +1 +4 3 2 1 0 — — — — — —
6th +4 +5 +2 +5 3 2 2 1 — — — — — —
7th +5 +5 +2 +5 Judgement Form (x3/day) 4 3 2 1 0 — — — — —
8th +6/+1 +6 +2 +6 Swift Justice 4 3 2 2 1 — — — — —
9th +6/+1 +6 +3 +6 Bane 4 3 3 2 1 0 — — — —
10th +7/+2 +7 +3 +7 Judgement Form (x4/day) 4 3 3 2 2 1 — — — —
11th +8/+3 +7 +3 +7 4 3 3 3 2 1 0 — — —
12th +9/+4 +8 +4 +8 4 4 3 3 2 2 1 — — —
13th +9/+4 +8 +4 +8 Judgement Form (x5/day), Stalwart 4 4 3 3 3 2 1 0 — —
14th +10/+5 +9 +4 +9 4 4 4 3 3 2 2 1 — —
15th +11/+6/+1 +9 +5 +9 Greater Bane 4 4 4 3 3 3 2 1 0 —
16th +12/+7/+2 +10 +5 +10 Judgement Form (x6/day) 4 4 4 4 3 3 2 2 1 —
17th +12/+7/+2 +10 +5 +10 4 4 4 4 3 3 3 2 1 0
18th +13/+8/+3 +11 +6 +11 4 4 4 4 4 3 3 2 2 1
19th +14/+9/+4 +11 +6 +11 Judgement Form (x7/day) 4 4 4 4 4 3 3 3 2 2
20th +15/+10/+5 +12 +6 +12 Slayer Form 4 4 4 4 4 4 3 3 3 3


Apraham Lincoln wrote:

Ok, so heres my take on a Druid/Inquisitor, the Savage Avenger.

Savage Avenger

** spoiler omitted **...

Have you thought about tying Judgment directly to wild shape? meaning, to do jugment, she has to wild shape into some creatrue of nature? Thus, a "savage" avenger? Just a thought. I think it would be more in theme. You wouldn't gain any judgment benefits until 4th (when you get wild shape). could leave nature bond alone, swap natrue sense and wild empathy for monster lore and stern gaze at 1st.

Then at 4th, gains the judgement ability, usable only while wild shaping. Likely swap out 3 wild shapes for the comboned version, leavin Judgment form at 5/day max. Then you could also add in a animal companion ability to allow it to share your judgments?

Just thinking out loud.

BTW, your spells per day is wrong, unless you plan on doing diminished spellcasting? (Which may be a good idea as part fot he balance, then we could have judgment form a few more times per day? Even if it is diminished spellcasting, it still isn't quite right.


Elghinn Lightbringer wrote:
Apraham Lincoln wrote:

Ok, so heres my take on a Druid/Inquisitor, the Savage Avenger.

Savage Avenger

** spoiler omitted **...

Have you thought about tying Judgment directly to wild shape? meaning, to do jugment, she has to wild shape into some creatrue of nature? Thus, a "savage" avenger? Just a thought. I think it would be more in theme. You wouldn't gain any judgment benefits until 4th (when you get wild shape). could leave nature bond alone, swap natrue sense and wild empathy for monster lore and stern gaze at 1st.

Then at 4th, gains the judgement ability, usable only while wild shaping. Likely swap out 3 wild shapes for the comboned version, leavin Judgment form at 5/day max. Then you could also add in a animal companion ability to allow it to share your judgments?

Just thinking out loud.

BTW, your spells per day is wrong, unless you plan on doing diminished spellcasting? (Which may be a good idea as part fot he balance, then we could have judgment form a few more times per day? Even if it is diminished spellcasting, it still isn't quite right.

Quick point on the spells per day, ill talk about other points when i get back.

The diminished spell casting is generally 1 less per day, but i allowed that after capping out you max spells per day -1 for 5 levels that to return to full spells per day at that spell level. This only really effects spell levels 1 to 5 and only after a significant delay. Too complicated and likely to be overlooked/forgotten?

I think nature sense for track is a good trade for this MCA.

I think you might be right to have judgement form as one ability rather than have it as 2 with more rules baggage. SO at 4th you would gain Judgement form that allows you to wild shape and gain judgment, both of which cease working when combat is ended like judgements currently do. The reduced time in wild shape form is then a balancing factor against the gaining of the judgement, as well as the more limited uses. I think this could then allow nature bond to come back in and not be swapped out. Sharing judgements with AC could be good. Would it need to be limited choosing AC only and no domain then?

Dark Archive

Anyone lay claim to an MCA that would be a fighter/ranger build?


JonathonWilder wrote:
Anyone lay claim to an MCA that would be a fighter/ranger build?

I don't think there's a claim thing going for what class combos to use, just a preference on filling the gaps on what's not been used yet.


JonathonWilder wrote:
Anyone lay claim to an MCA that would be a fighter/ranger build?

We have a Rgr/Ftr (Apex Warrior), but no Ftr/Rgr, so be my guest.


Ok, so Savage Avenger v1.2

Savage Avenger google docs version

Savage Avenger:

Savage Avenger (by Apraham Lincoln)

It seems that nature is always retreating from the encroachment of agriculture and civilization. Now that it has been pushed back to the most remote of places, nature has had enough. She doesn’t need an arbiter to learn how to live with other races; she was here first, long before even the elves and dragons and demons and gods. She has her own way and those who follow her call are terrifying in their vengeance.

Primary: Druid.
Secondary: Inquisitor
Alignment: Any Neutral.
Hit Dice: d8.

Bonus Skills and Ranks: The savage avenger may select three inquisitor skills to add to her class skills in addition to the normal druid class skills. The savage avenger gains a number of ranks at each level equal to 4 + Int modifier. Savage Avengers do not know and cannot learn Druidic.

Weapon and Armour Proficiency: A savage avenger is proficient with all druid armour and weapon proficiencies and must abide by the same restrictions as druids.

Spells: A savage avenger casts divine spells, which are drawn from the both the druid spell list and the inquisitor spell list. For spells that appear on both lists, choose the better spell level. Her alignment may restrict her from casting certain spells opposed to her moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells. A savage avenger must choose and prepare her spells in advance.
To prepare or cast a spell, the savage avenger must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a savage avenger's spell is 10 + the spell level + the savage avenger's Wisdom modifier.
Like other spellcasters, a savage avenger can cast only a certain number of spells of each spell level per day, typically 1 less than a druid of her level. Where it indicates zero spells per day she can only prepare a spell of that level if her wisdom score is high enough to grant a bonus spell of that level. Her base daily spell allotment is given on Table: savage avenger. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table: Ability Modifiers and Bonus Spells).
A savage avenger must spend 1 hour each day in a trance-like meditation on the mysteries of nature to regain her daily allotment of spells. A druid may prepare and cast any spell on the druid or inquisitor spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation. This modifies the normal druid spell lists and spells per day progression.

Stern Gaze (Ex): Savage Avengers are skilled at sensing deception and intimidating their foes. She receives a morale bonus on all Intimidate and Sense Motive checks equal to 1/2 her Savage Avenger level (minimum +1). This replaces Wild Empathy.

Nature Bond (Ex): A Savage Avenger may choose either an animal companion as a druid of her level or may choose a domain (gaining domain spell slot as usual) or Inquisition. She may choose from Animal, Darkness or any animal or terrain domain or any appropriate Inquisition. If she chooses an animal companion instead of a domain, and it is within 30 feet, it benefits from whatever judgements she may be using. This modifies the Nature Bond ability of a druid.

Track (Ex): At 2nd level, a savage avenger adds half her level on Survival skill checks made to follow or identify tracks. This replaces Nature Sense.

Cunning Initiative (Ex): At 4th level, a savage avenger adds her Wisdom modifier on initiative checks, in addition to her Dexterity modifier. This replaces Resist Nature’s Lure.

Judgement Form (Su): At 4th level a savage avenger gains Judgement Form ability. At 7th level and every 3 levels afterwards she gains one more use of this ability a day to a maximum of 5 uses at 16th level. This functions as the Wild Shape ability of a druid except as noted here. At 4th level it functions as Beast Shape I, at 7th level as Beast shape II and at 10th level as beast shape III. When she wild shapes she also activates, as a free action, a judgment as the Inquisitor ability. She has only has access to the Destruction, Justice, Protection, Purity and Smiting Inquisitor judgements. She can also use the Stalking Judgement described below. Once activated, this ability lasts until the combat ends, at which point all of the bonuses and the wild shape effect immediately end, reverting her to her normal form. She must participate in the combat to gain these bonuses. If she is frightened, panicked, paralyzed, stunned, unconscious, or otherwise prevented from participating in the combat, the ability does not end, but the bonuses do not resume until she can participate in the combat again. This ability counts as the Judgement class ability and the Wild shape class ability for other feats or abilities that rely on or modify it and she counts as a druid and an inquisitor of her level when selecting feats that affect either Judgement or Wild shape and the effects of her judgement. Abilities that grant extra uses of either Wild Shape or Judgement also increase the number of Judgement Forms available to her. This replaces Spontaneous Casting and modifies Wild Shape duration and uses a day.

Stalking: When using this judgement, a Savage Avengers wild shape does not end when combat does. As long as she is either actively tracking, engaged in combat or using stealth whilst pursuing a foe her wild form and this judgement can last as long as 1 hour a level. Other judgements cease at the end of combat as usual. She gains a +1 sacred bonus to perception and stealth checks and survival skill checks made to follow or identify tracks. This bonus increases by +1 for every five savage avenger levels she possesses. At 10th level she also gains the scent ability, no matter her wild shape form. Her foe doesn’t need to be present to activate this ability but tracks must be.

Swift Justice (Su): At 8th level, whenever a savage avenger uses her judgment form ability, she selects two different judgments instead of one. As a swift action, she can change one of these judgments to another type. This modifies the wild shape ability so that she cannot take the form of elementals or plants.

Bane (Su): At 9th level, a savage avenger can imbue one type of her natural weapons with the bane weapon special ability as a swift action. She must select one creature type when she uses this ability (and a subtype if the creature type selected is humanoid or outsider). Once selected, the type can be changed as a swift action. This ability only functions while the savage avenger is in wild shape form. If she has more than 1 natural attack of the given type (e.g. 2 claw attacks or 8 slam attacks) she must expend an additional round for each extra attack. This ability lasts for a number of rounds per day equal to half the savage avenger’s level. These rounds do not need to be consecutive. This replaces Venom Immunity.

Stalwart (Ex): At 13th level, a savage avenger can use mental and physical resiliency to avoid certain attacks. If she makes a Fortitude or Will saving throw against an attack that has a reduced effect on a successful save, she instead avoids the effect entirely. This ability can only be used if the savage avenger is in wild shape form or wearing light armour, medium armour, or no armour. A helpless savage avenger does not gain the benefit of the stalwart ability. This replaces A Thousand Faces ability.

Greater Bane (Su): At 15th level, whenever a savage avenger uses her bane ability, the amount of bonus damage dealt by the natural attack against creatures of the selected type increases to 4d6. This replaces Timeless Body ability.

Slayer Form (Ex): At 20th level, a savage avenger learns to focus her judgment. Whenever she uses her judgment form ability, she must select one type of judgment. She is treated as if she were 5 levels higher for the purposes of determining the bonus granted by this judgment. Unlike other types of judgment, the one enhanced by this ability cannot be changed for the remainder of the judgment. Additionally, her swift justice ability improves so that she may choose three different judgements. This replaces Wild Shape (at will) ability.

Table: Savage Avenger:

Class Base Fort Ref Will Spells per Day
Level Attack Bonus Save Save Save Special 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +2 +0 +2 Nature Bond, Orisons, Track, Stern Gaze 2 0 — — — — — — — —
2nd +1 +3 +0 +3 Woodland Stride 3 1 — — — — — — — —
3rd +2 +3 +1 +3 Trackless Step 3 1 0 — — — — — — —
4th +3 +4 +1 +4 Cunning Initiative, Judgement Form (x1/day) 3 2 1 — — — — — — —
5th +3 +4 +1 +4 3 2 1 0 — — — — — —
6th +4 +5 +2 +5 3 2 2 1 — — — — — —
7th +5 +5 +2 +5 Judgement Form (x2/day) 4 3 2 1 0 — — — — —
8th +6/+1 +6 +2 +6 Swift Justice 4 3 2 2 1 — — — — —
9th +6/+1 +6 +3 +6 Bane 4 3 3 2 1 0 — — — —
10th +7/+2 +7 +3 +7 Judgement Form (x3/day) 4 3 3 2 2 1 — — — —
11th +8/+3 +7 +3 +7 4 3 3 3 2 1 0 — — —
12th +9/+4 +8 +4 +8 4 4 3 3 2 2 1 — — —
13th +9/+4 +8 +4 +8 Judgement Form (x4/day), Stalwart 4 4 3 3 3 2 1 0 — —
14th +10/+5 +9 +4 +9 4 4 4 3 3 2 2 1 — —
15th +11/+6/+1 +9 +5 +9 Greater Bane 4 4 4 3 3 3 2 1 0 —
16th +12/+7/+2 +10 +5 +10 Judgement Form (x5/day) 4 4 4 4 3 3 2 2 1 —
17th +12/+7/+2 +10 +5 +10 4 4 4 4 3 3 3 2 1 0
18th +13/+8/+3 +11 +6 +11 4 4 4 4 4 3 3 2 2 1
19th +14/+9/+4 +11 +6 +11 4 4 4 4 4 3 3 3 2 2
20th +15/+10/+5 +12 +6 +12 Slayer Form 4 4 4 4 4 4 3 3 3 3

A sticking point for me is 4th and 13th levels. Both are levels where 2 abilities are gained and either followed by or preceeded by 2 dead levels. For the trades they are in the right position but how would you feel about spreading out the abilities some what like delaying cunning initiative till 5th level (1 level late) but gaining stalwart at 12th level (1 level early)?

Dark Archive

Elghinn Lightbringer wrote:


We have a Rgr/Ftr (Apex Warrior), but no Ftr/Rgr, so be my guest.

Nice, though that would mean I am in queue for two MCAs.

The idea I am considering is an MCA with a more focused combat... that of both two-weapon and archery. A fighter with some ranger abilities and combat styles, animal companion but no spellcasting. On the fighter side I could see heavy armour, armour training, and some feats being removed. Weapon trainng would be altered to focus on twin blades and bow.


#Savage Avenger

I think we can safely go with this Ape! Gives us only 5 dead levels (still spells though), and we still keep spontaneous casting. I did some tweaking and rewording.

Now, as an avenger, perhaps a different type of spontaneous casting may be more appropriate, instead of the summons spells. Not sure what? Just something to consider.

SWAPS
Wild empathy = Stern gaze
Nature sense = Track
Resist nature’s lure = Cunning initiative
Wild shape + Spells lost = Wild judgment
Venom immunity = Bane
Wild shape 3/day = Second judgment
A thousand faces = Stalwart
Timeless body = Greater bane
Wild shape 7/day = Third judgment
Wild shape (at will) = Vengeful slayer

SAVAGE AVENGER:

It seems that nature is always retreating from the encroachment of agriculture and civilization. Now that it has been pushed back to the most remote of places, nature has had enough. She doesn’t need an arbiter to learn how to live with other races; she was here first, long before even the elves and dragons and demons and gods. She has her own way and those who follow her call are terrifying in their vengeance.

Primary: Druid.
Secondary: Inquisitor.
Alignment: Any neutral.
Hit Dice: d8.

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

Weapon and Armor Proficiency: The savage avenger is proficient with the club, dagger, dart, quarterstaff, scimitar, scythe, sickle, shortspear, sling, and spear. She is also proficient with all natural attacks (claw, bite, and so forth) of any form they assume with wild judgment (see below). The savage avenger is proficient with light and medium armor but is prohibited from wearing metal armor; thus, she may wear only padded, leather, or hide armor. The savage avenger may also wear wooden armor that has been altered by the ironwood spell so that it functions as though it were steel. See the ironwood spell description. The savage avenger is proficient with shields (except tower shields) but must use only wooden ones.

Diminished Spellcasting: The savage avenger casts divine spells drawn from the druid and inquisitor spell list, and gains one fewer spell of each spell level per day. If this reduces the number to 0, she may cast spells of that level only if they are domain spells or if her Wisdom allows bonus spells of that level. If a spell appears on both the druid and inquisitor spell lists, use the druid’s spell level. She otherwise learns, prepares, and casts spells as a druid of equal level.

Stern Gaze (Ex): At 1st level, a savage avenger gains the inquisitor’s stern gaze ability. This ability replaces wild empathy.

Track (Ex): At 2nd level, a savage avenger gains the inquisitor’s track ability. This ability replaces nature sense.

Cunning Initiative (Ex): At 3rd level, a savage avenger gains the inquisitor’s cunning initiative ability. This ability replaces resist nature’s lure.

Wild Judgment (Su): This is exactly like the druid’s wild shape, except that the savage avenger cannot take the form of any elemental creature. A savage avenger can use this ability once per day at 4th level, plus an additional time per day at 6th, 10th, 12th, 16th, and 18th level.

Additionally, once per wild shape, a savage avenger can pronounce judgment upon her foes as a swift action. Starting when the judgment is made, the savage avenger receives a bonus or special ability based on the type of judgment made.

Once activated, the judgment lasts until the combat ends, at which point all of the judgment bonuses and her wild shape immediately end. The savage avenger must participate in the combat to gain these bonuses. If she is frightened, panicked, paralyzed, stunned, unconscious, or otherwise prevented from participating in the combat, the ability does not end, but the bonuses do not resume until she can participate in the combat again.

When the savage avenger uses this ability, she must select one type of judgment to make. As a swift action, she can change this judgment to another type. If the savage avenger is evil, she receives profane bonuses instead of sacred, as appropriate. Neutral savage avengers must select profane or sacred bonuses. Once made, this choice cannot be changed. The savage avenger may only select from the destruction, justice, protection, purity, and smiting judgments or the new stalking judgment described hereafter. This effect otherwise function like the inquisitor’s judgment ability.

Stalking: The savage avenger gains the demeanor and skill of a stalking predator, gaining a +1 sacred bonus to Perception and Stealth checks, and to Survival skill checks made to follow or identify tracks. This bonus increases by +1 for every five savage avenger levels she possesses. At 10th level the savage avenger also gains the scent ability, no matter what her wild shape form is. The foes tracks must be present to activate this ability, though the foe does not. While this judgment is active, if the savage avenger is actively tracking, engaged in combat with, or using Stealth to pursue her foe, her wild shape does not expire when combat ends.

Wild judgment counts as the inquisitor’s judgment and the druid’s wild shape abilities for the purpose of qualifying for feats. This ability replaces wild shape and spells lost due to diminished spellcasting.
Bane (Su): At 7th level, a savage avenger gains the inquisitor’s bane ability. This ability replaces venom immunity.

Second Judgment (Su): At 9th level, a savage avenger gains the inquisitor’s second judgment ability. This ability replaces wild shape 3/day.

Stalwart (Ex): At 13th level, a savage avenger gains the inquisitor’s stalwart ability. This ability replaces a thousand faces.

Greater Bane (Su): At 14th level, a savage avenger gains the inquisitor’s greater bane ability. This ability replaces timeless body.
Third Judgment (Su): At 17th level, a savage avenger gains the inquisitor’s third judgment ability. This ability replaces wild shape 7/day.

Vengeful Slayer (Ex): At 20th level, a savage avenger learns to focus her judgment. Whenever a savage avenger uses judgment while in wild shape, she must select one type of judgment. She is treated as if she were 5 levels higher for the purposes of determining the bonus granted by this judgment. Unlike other types of judgment, the one enhanced by this ability cannot be changed for the remainder of the judgment. This ability replaces wild shape (at will).

Table: Savage Avenger
Base
Class Attack Fort Ref

Will Spells per Day
Level Bonus Save Save Save Special 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th

1st +0 +2 +0 +2 Nature bond, orisons, stern gaze 2 0 — — — — — — — —
2nd +1 +3 +0 +3 Track, woodland stride 3 1 — — — — — — — —
3rd +2 +3 +1 +3 Cunning initiative, trackless step 3 1 0 — — — — — — —
4th +3 +4 +1 +4 Wild judgment (1/day) 3 2 1 — — — — — — —
5th +3 +4 +1 +4 3 2 1 0 — — — — — —
6th +4 +5 +2 +5 Wild judgment (2/day) 3 2 2 1 — — — — — —
7th +5 +5 +2 +5 Bane 3 3 2 1 0 — — — — —
8th +6/+1 +6 +2 +6 3 3 2 2 1 — — — — —
9th +6/+1 +6 +3 +6 Second judgment 3 3 3 2 1 0 — — — —
10th +7/+2 +7 +3 +7 Wild judgment (3/day) 3 3 3 2 2 1 — — — —
11th +8/+3 +7 +3 +7 3 3 3 3 2 1 0 — — —
12th +9/+4 +8 +4 +8 Wild judgment (4/day) 3 3 3 3 2 2 1 — — —
13th +9/+4 +8 +4 +8 Stalwart 3 3 3 3 3 2 1 0 — —
14th +10/+5 +9 +4 +9 Greater bane 3 3 3 3 3 2 2 1 — —
15th +11/+6/+1 +9 +5 +9 3 3 3 3 3 3 2 1 0 —
16th +12/+7/+2 +10 +5 +10 Wild judgment (5/day) 3 3 3 3 3 3 2 2 1 —
17th +12/+7/+2 +10 +5 +10 Third judgment 3 3 3 3 3 3 3 2 1 0
18th +13/+8/+3 +11 +6 +11 Wild judgment (6/day) 3 3 3 3 3 3 3 2 2 1
19th +14/+9/+4 +11 +6 +11 3 3 3 3 3 3 3 3 2 2
20th +15/+10/+5 +12 +6 +12 Vengeful slayer 3 3 3 3 3 3 3 3 3 3


Elghinn Lightbringer wrote:

#Savage Avenger

I think we can safely go with this Ape! Gives us only 5 dead levels (still spells though), and we still keep spontaneous casting. I did some tweaking and rewording.

Now, as an avenger, perhaps a different type of spontaneous casting may be more appropriate, instead of the summons spells. Not sure what? Just something to consider.

SWAPS
Wild empathy = Stern gaze
Nature sense = Track
Resist nature’s lure = Cunning initiative
Wild shape + Spells lost = Wild judgment
Venom immunity = Bane
Wild shape 3/day = Second judgment
A thousand faces = Stalwart
Timeless body = Greater bane
Wild shape 7/day = Third judgment
Wild shape (at will) = Vengeful slayer

** spoiler omitted **...

Looks good (and i never was a fan of the name judgement form but finding a name for that was beyond me :/ Wild judgement is much better)

As it stands it still has access to wild shape plant forms which im not sure is appropriate for this mca. Is this an oversight or intended. If intended maybe trade out for nature bond changes (animal companion shares judgements)
Minor points but otherwise i think its good to go

I was working on 3 different druid based mcas and i was least happy with this one, but now i think its ringing true now :)

Edit: Thinking on the spontaneous casting how about allowing spont casting of domain spells, or if AC is taken sharing the judgement bonus?


Apraham Lincoln wrote:


Looks good (and i never was a fan of the name judgement form but finding a name for that was beyond me :/ Wild judgement is much better)

+1

Apraham Lincoln wrote:

As it stands it still has access to wild shape plant forms which im not sure is appropriate for this mca. Is this an oversight or intended. If intended maybe trade out for nature bond changes (animal companion shares judgements)

Minor points but otherwise i think its good to go

I know you took it out, but I left it in. If you don't think it fits then, that's fine. We can take it out. What about replcing it with something else? Like appropriate level Monstrous Physique spells, or giant form, or form of the dragon? Or we can just leave it as beast shape spoells.

Apraham Lincoln wrote:
I was working on 3 different druid based mcas and i was least happy with this one, but now i think its ringing true now :)

+1

Apraham Lincoln wrote:
Edit: Thinking on the spontaneous casting how about allowing spont casting of domain spells, or if AC is taken sharing the judgement bonus?

I forgot about the shared judgment. We could totally add that in to replace spontaneous casting. That would be a good swap.


Elghinn Lightbringer wrote:
Apraham Lincoln wrote:


Looks good (and i never was a fan of the name judgement form but finding a name for that was beyond me :/ Wild judgement is much better)

+1

Apraham Lincoln wrote:

As it stands it still has access to wild shape plant forms which im not sure is appropriate for this mca. Is this an oversight or intended. If intended maybe trade out for nature bond changes (animal companion shares judgements)

Minor points but otherwise i think its good to go

I know you took it out, but I left it in. If you don't think it fits then, that's fine. We can take it out. What about replcing it with something else? Like appropriate level Monstrous Physique spells, or giant form, or form of the dragon? Or we can just leave it as beast shape spoells.

Apraham Lincoln wrote:
I was working on 3 different druid based mcas and i was least happy with this one, but now i think its ringing true now :)

+1

Apraham Lincoln wrote:
Edit: Thinking on the spontaneous casting how about allowing spont casting of domain spells, or if AC is taken sharing the judgement bonus?

I forgot about the shared judgment. We could totally add that in to replace spontaneous casting. That would be a good swap.

I think exchanging spont cast of sma for spont cast of domain spells (if domain taken) or animal companion gaining judgement bonuses (if ac taken, but not if you take a domain which comes with an ac) is a fair trade and fairly simple.

I think it is right to lose plant form. To replace how about continueing to beast shape 4 and allow to use the magical beast bonuses instead of non-magical beasts of the appropriate size. But am happy to lose plant form for nothing if that would push it over the edge


#Savage Avenger

How's this?

Nature Bond (Ex): This is exactly like the druid ability of the same name, except for the following changes.

If the savage avenger chooses to bond with an animal companion, she gains the following ability.

Share Judgment (Su): At 4th level, while the savage avenger activates her judgment ability, her animal companion gains the same bonuses until the end of combat. The animal companion must participate in the combat to gain these bonuses as normal. If it is frightened, panicked, paralyzed, stunned, unconscious, or otherwise prevented from participating in the combat, the ability does not end, but the bonuses do not resume until she can participate in the combat again.

If the savage avenger chooses to bond with the natural world, she gains the following ability instead.

Spontaneous Domain Casting: A savage avenger can channel stored spell energy into domain spells that she hasn't prepared ahead of time. She can “lose” a prepared spell in order to cast any domain spell spell of the same level or lower.

These abilities replace the druid’s spontaneous casting.

Question: Should we limit the share to only 1 judgment? Or is all active judgments fine (ei. Second and Third Judgment abilities)?

EDIT: Regarding Wild Judgment, I've removed plat shape and added Small magical beast at 10th, and Medium magical beast at 12th. Still functions as beast shape II though. Going to magical beast itself can be potent. Restricting to Small and Medium should balance that. Going to beast shape IV would make the ability OP, as many more abilities are gained from the wild shape creature.


#Savage Avenger
I think we've got it and Apraham Lincoln is happy with how it turned out. Any further comments? If not, we'll move on to the next MCA.

Still waiting for Arkellus's MCA.

Taco Man, your Accursed Shinobi or Black Nokizaru – Nin/Wtc or Wtc/Nin MCA is up next. Or, one of your other ones, whichever you prefer. So, you can post yours up tomorrow, or today if you're ready.


Inquiry, does anyone else have problems viewing older posts on the Paizo Blog on this site? I can get this months, but when I try to see any other posts from January up to May, there's only a blank page. I can still see December on back though.


Elghinn Lightbringer wrote:

#Savage Avenger

How's this?

Nature Bond (Ex): This is exactly like the druid ability of the same name, except for the following changes.

If the savage avenger chooses to bond with an animal companion, she gains the following ability.

Share Judgment (Su): At 4th level, while the savage avenger activates her judgment ability, her animal companion gains the same bonuses until the end of combat. The animal companion must participate in the combat to gain these bonuses as normal. If it is frightened, panicked, paralyzed, stunned, unconscious, or otherwise prevented from participating in the combat, the ability does not end, but the bonuses do not resume until she can participate in the combat again.

If the savage avenger chooses to bond with the natural world, she gains the following ability instead.

Spontaneous Domain Casting: A savage avenger can channel stored spell energy into domain spells that she hasn't prepared ahead of time. She can “lose” a prepared spell in order to cast any domain spell spell of the same level or lower.

These abilities replace the druid’s spontaneous casting.

Question: Should we limit the share to only 1 judgment? Or is all active judgments fine (ei. Second and Third Judgment abilities)?

EDIT: Regarding Wild Judgment, I've removed plat shape and added Small magical beast at 10th, and Medium magical beast at 12th. Still functions as beast shape II though. Going to magical beast itself can be potent. Restricting to Small and Medium should balance that. Going to beast shape IV would make the ability OP, as many more abilities are gained from the wild shape creature.

Looks good and nailed to me. I think small and medium are enough, allows dungeon crawls where space is limited to still scale and function, normal large is good enough elsewhere

I think only 1 judgement, that must be an active one of the avenger, is balanced.


Apraham Lincoln wrote:

Looks good and nailed to me. I think small and medium are enough, allows dungeon crawls where space is limited to still scale and function, normal large is good enough elsewhere

I think only 1 judgement, that must be an active one of the avenger, is balanced.

That's my thought.

Here's the rewrite.

Share Judgment (Su): At 4th level, while the savage avenger activates her judgment ability, her animal companion gains the same bonuses until the end of combat. The animal companion must participate in the combat to gain these bonuses as normal. If it is frightened, panicked, paralyzed, stunned, unconscious, or otherwise prevented from participating in the combat, the ability does not end, but the bonuses do not resume until she can participate in the combat again. When the savage avenger uses this ability, the animal companion gains one type of judgment, and is changed whenever the savage avenger changes her judgment to another type. An animal companion cannot gain the benefits of more than one judgment. When the savage avenger gains her second and third judgment abilities, she must choose a single judgment for her animal companion use. This judgment can be changed as a swift action whenever the savage avenger changes her judgments.


With all the current MCAs done, and while we wait for Arkellus and Taco Man to post, here's a queue update.

QUEUE UPDATE
“Name” – Anp/Alc (Arkellus) *Waiting
Accursed Shinobi or Black Nokizaru – Nin/Wtc or Wtc/Nin (Taco Man) *Waiting
Master Arsonist – Alc/Rog (Elghinn)
Secret Sect Knight - Cav/Inq (Bardess)
Old Wiki MCA (Frontier Huntsman)
Warrior Poet – Rgr/Brd (Starfox)
“Name” – Gun/Class or Class/Gun (Christos Gurd)
Scorpion Knight/Siege Lord – Sum/Gun (Lindley Court)
“Spell Rider” – Mag/Cav (LoneKnave/Gadgeteer Smashwidget)
Bioslinger – Gun/Alc (Koujow)
“Animator” – Wiz/Sum or Sum/Wiz (Tyrannical)
Xenocite Assailant – ?/? (OSW)
Old Wiki MCA (Grenade Zealot)
“Name” – Rgr/Wtc (Gypsy Rose)


BAM!

I have two Ideas, the Black Nokizaru and Accursed Shinobi, as mentioned.

Accursed Shinobi, with proposed New Tricks and Spell Lists

Spoiler:
Accursed Shinobi

Primary: Ninja
Secondary: Witch
Alignment: Any
Hit Dice: D8
Bonus Skills and Ranks: The Accursed Shinobi selects two Witch Skills to add to her class skills in addition to the normal Ninja class skills.

Weapon and Armor Proficiency: Accursed Shinobi are proficient with all simple weapons, plus the kama, katana, kusarigama, sai, nunchaku, shortbow, short sword, shuriken, siangham, and wakizashi. Armor interfere's with the accursed shinobi's gestures, which can cause spells with somatic components to fail.

Spellcasting: An accursed shinobi casts arcane spells drawn from the accursed shinobi's spell list. She can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, an accursed shinobi must have a charisma score equal to at least 10 + the spell level. The DC for a saving throw against an accursed shinobi's spell is 10 + the spell level + the accursed shinobi's Charisma modifier.

Like other spellcasters, an accursed shinobi may only cast a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Accursed Shinobi. In addition, she recieves bonus spells per day if she has a high Charisma score.

An accursed shinobi's spell list is extremely limited. An accursed shinobi begins play knowing two 1st-level spells of the accursed shinobi's choice. At each new level, she gains one or more new spells, as indicated on Table: Accursed Shinobi Spells Known. (Unlike spells per day, this is not affected by her charisma score)

Upon reaching 5th level, and at every third level after that (8th, 11th, etc), an accursed Shinobi can choose to learn a new spell in place of one she allready knows. In effect, the accursed shinobi "loses" the old spell in exchange for the new one. The new spell's level must be the same as that of the spell exchange, and it must be at least one level lower than the highest-level accursed shinobi spell the accursed shinobi can cast. An accursed Shinobi may only swap a single spell at any given level, and must choose whether or not to swap the spell at the same time he gains new spells known for the level.

Patron Bond: At 1st level, an Accursed Shinobi must choose a parton. She also gains the wizards arcane bond, except that the accursed shinobi can form a powerful bond with a weapon or a familiar. Once an accursed shinobi makes this choice, it is permanent and cannot be changed. In addition, at 2nd level, and every three levels thereafter, an accursed shinobi’s patron adds new spells to her list of spells known. Should they be bonded to a familiar, their familiar gains a Ki Pool equal to the accursed shinobi's -2 (minimum 0).

This ability replaces poison use.

Sneak Attack: Damage increases by 1d6 every four ninja levels after first, rather than every second level, maxing out at 5d6 at level 17.

Hex: In place of a Ninja Trick, an Accursed Shinobi may select a Hex. The Save to resist this hex is equal to 10+ 1/2 the accursed shinobi's level + the accursed shinobi's Charisma modifier.

Accursed Strike: At 3rd level, upon preforming a successful sneak attack, An Accursed Shinobi may inflict one known hex on the target. This ability replaces No Trace.

Major Hex: Starting at 10th level, in place of a Ninja Trick, an Accursed Shinobi may select a Major Hex

Grand Hex: At level 20, the accursed Shinobi may select one of the following Grand Hexes: Curse of Nonviolence, Dire Prophecy, Eternal Slumber, Death Curse, or Sudden Wound*. This replaces Silent Master

--------------------

New Ninja Tricks:
Hexed Bomb: Opponents caught within a ninja's smoke bomb are afflicted by one hex the ninja can preform, this effect shall begin to ware off only after the smoke has dissapated. The Ninja must know Smoke Bomb and at least one Hex before selecting this trick.

Familiar Shift (Su): If the ninja's familiar is more than 5 feet from the ninja, they may expend one Ki point to switch places with their familiar. This counts as a 5-Foot step.

Ki Exchange: The ninja may transfer Ki between themselves and their familiar.

Accomplice Clone (Su): The Ninja may, while within 5 feet of their familiar, physically transform their familiar into their likeness, instantaneously. The Familiar loses any forms of movement the ninja does not have. The familiar gains any forms of movement the ninja has, and the ninja's speed. The Familiar's Strength, Constitution, and Dexterity become equal to the Ninja's while in this form. While in this form, the familiar functions as a ninja with access to the same combat feats, ninja tricks, and rogue talents, as the familiar's partner. This costs 2 Ki points from the familiar's Ki Pool per round to maintain.

New Hexes:
Grand Hex: Sudden Wound: As a move action, the witch may select one target they have damaged within the last 5 combat rounds. This target is subjected to a sneak attack, with an additional +2d6 Damage applied to it. In addition, the sneak attack may have up to 3 ninja trick or rogue talents modifiying sneak attacks (e.g. Bleeding Attack, Ki Block, Pressure Points, etc.) applied to it.

----------------------
ACCURSED SHINOBI SPELL LIST

1st-Level Accursed Shinobi Spells-- Air Bubble, Beguiling Gift, Blend, Bungle, Cause Fear, Chill Touch, Charm Person, Detect Secret Doors, Fumbletongue, Ill Omen, Hypnotism, Mudball, Shadow Weapon, Sleep, Sow Thought, Unerring Weapon, Unprepared Combatant

2nd-Level Accursed Shinobi Spells-- Alter Self, Augury, Bestow Insight, Blindness/Deafness, Daze Monster, Delay Poison, Delay Pain, Detect Thoughts, Destabilize Powder, Glide, Glitterdust, Haunting Mists, Hold Person, Hidden Speech, Spectral Hand, Steal Breath, Touch of Idiocy

3rd-Level Accursed Shinobi Spells-- Accursed Glare, Arcane Sight, Armor Lock, Bestow Curse, Dispel Magic, Excruciating Deformation, Harrowing, Ki Leech, Locate Object, Locate Weakness, Ray of Exhaustion, Share Senses, Suggestion, Witness

4th-Level Accursed Shinobi Spells-- Arcane Eye, Battle Trance, Black Spot, Blast Barrier,Curse of Magic Negation, Debilitating Portent, Dimension Door, Divination, Familiar Melding, Locate Creature, Phantasmal Killer, Scrying, Solid Fog

5th-Level Accursed Shinobi Spells-- Blight, Break Enchantment, Cloudkill, Major Curse, Dominate Person, Feeblemind, Hold Monster, Possess Object, Siphon Magic, Suffocation, Teleport, Telepathic Bond

6th-Level Accursed Shinobi Spells-- Dust Form, Cloak of Dreams, Eyebite, Flesh to Stone, Legend Lore, True Seeing, Unconcious Agenda, Vengeful Outrage

Black Nokizaru, Similar, but different!

Spoiler:
Dimished Spellcasting = Ki Pool
Witch's Familiar = Nokizaru's Edge + 4 Ninja Tricks
6th, 12th Hexes = No Trace, Light Steps
Grand Hexes = Master's Trick, ?

Black Nokizaru

Primary: Witch
Secondary: Ninja
Alignment: Any
Hit Dice: D6
Bonus Skills and Ranks: The Black Nokizaru selects three ninja skills to add to her class skills in addition to normal witch class skills. One of these skills must be Stealth. Black nokizaru gain and additional 4 skill ranks per level.

Weapon and Armor proficiency: Black nokizaru are proficient with all simple weapons, plus the kama, katana, kusarigama, nunchaku, sai, shortbow, short sword, shuriken, siangham, and wakizashi. They are not proficient with any type of armor or shield. Armor interferes with a black nokizaru's gestures, which can cause her spells with somatic components to fail.

Diminished Spellcasting: A black nokizaru casts spells drawn from the witch's spell ist, and casts one fewer spell fo each level than normal. If this reduces the number to 0, she may cast spells of that level only if her intelligence allows bonus spells of that level.

Nokizaru's Edge: At 1st level, the black nokizaru forms a bond with their weapon of choice. This weapon may take the form of any melee weapon with which they are proficient. This blade stores the spells of the black nokizaru, similar to how other witches store their spells within their familiar. A nokizaru's edge immediately becomes inert if it leaves the black nokizaru's possesion, and functions as a masterwork weapon of it's type, reawakening as soon as it returns to her keeping. If the black nokizaru's bonded weapon is lost or stolen, they may create a new one using a 24-hour ritual costing 200 gp per black nokizaru level. If a black nokizaru attempts to cast a spell while not in possession of his bonded edge, she must make a concentration check, or expend the spell without effect (DC 20 + spell level).

At 3rd level, and every 5 levels thereafter (8th, 13th, 18th), the black nokizaru gains a ninja trick, which they are able to use only while in possession of their bonded weapon. If a new weapon is chosen, these ninja tricks must be re-allocated.

This ability replaces Witch's Familiar.

Ki Pool: This functions as the ninja ability of the same name, using the black nokizaru's Intelligence modifier in place of a Charisma modifier.

No Trace (Ex):
At 6th level, the black nokizaru learns to cover her tracks, remain hidden, and conceal her presence, the DC to track a black nokizaru using the survival skill increases by +1. She gains a +1 insight bonus on Disguise skill checks and on opposed stealth checks when she is stationary and does not take action for atleast one round. Every 4 levels thereafter, the increase to Survival DC and the bonuses increase by 1, maxing out at +4 at level 18.

This replaces the 6th level Hex.

Light Steps (Ex):
This ability is gained at 12th level, and functions as the Ninja ability of the same name.

This replaces the 12th level hex.

Master's Trick:
At 18th level, the black nokizaru may also select one Master's trick for which she qualifies. This replaces the 18th-level hex.

20th Level swap: ?


I've also acquired 2 MORE MCA Ideas. Yay.

a Bar/Alc based around Booze, taking inspiration from the 3rd Party "Moonshiner" archetype for the Alc.

and a Cavalier/Summoner, who uses a modular mechanical vehicle in place of a mount. Taking inspiration from the Mecha-golem commander.


Stick me back in the queue, by the time it gets round to me again ill have something, probably druidy ;)


Apraham Lincoln wrote:
Stick me back in the queue, by the time it gets round to me again ill have something, probably druidy ;)

You already are Ape! your next is the Crow Druid (Drd/Rog), and after that the Elemental Envoy (Drd/Ora).


Taco Man wrote:

I've also acquired 2 MORE MCA Ideas. Yay.

a Bar/Alc based around Booze, taking inspiration from the 3rd Party "Moonshiner" archetype for the Alc.

and a Cavalier/Summoner, who uses a modular mechanical vehicle in place of a mount. Taking inspiration from the Mecha-golem commander.

Done!


Thoughts on the AS vs the BN?


Pathfinder Lost Omens Subscriber

#Black Nokizaru

I like this one better, however, the BN should get a bonus CMD versus disarm and sunder attempts when wielding her weapon of choice.


# Black Nokizaru
@Bandw2
That would make sense. Would SUCK to lose a bond weapon immediately, eh? Allthough I still like those custom ninja tricks, I do.


Sneaky bugger! Throwing two in at the same time...

We can easily make both, and make them different enough so they don't step on each others toes.

I'm going to start with this one. I have the following suggested changes.

#Accursed Shinobi
1) Go either 1/2 caster or no spells. It's more suitable for a ninja primary IMHO. As your spell list is not large, we can crunch it into four spell levels, likely into a 1st, 2nd/3rd, 3rd/4th, 5th/6th combination. this will let you focus more on hexes, or other nifty new things we can come up with to make a stealthy witch assassin. BTW, what role are you seeing this MCA have? Is it a slayer of wayward coven mebers? Or more of a Ninja that has been cursed by a witch with witchy powers?

Another option is to allow him to cast his patron spells only, each once per day as they gain them (either at 4th/7th/10th/13th up to 4th level spells, or 1st/4th/7th/10th/13th/16th up to 6th level spells)

2) Keep sneak attack at either 10d6 or 7d6 (no lower). More useful when incorporating your accursed strike.

3) With the patron bond, we could tweak the arcane bond (weapon) to be a a semi intelligent weapon, then we can create some witch's athame stuff (or steal them :D). Or simply make the Athame function like a familiar.

I've found some interesting Athame related stuff on the d20PFsrd that we can use/adapt as ki tricks, tricks, or hexes. I'll list them here so you can check them out.

Eldritch Athame
Athame Knowledge
Athame Surge
Necromancer's Athame
Spellblade Arcana


Elghinn Lightbringer wrote:
Sneaky bugger! Throwing two in at the same time...

Well, consider class combinations here! Heheheh!

I think the Athame arcana actually do work good, and could be easily adapted into tricks, that would suit both! All of them, really!

#Accursed Shinobi
With the Accursed Shinobi, the general feel I'm aiming for is a close-quarters Debuffer, ya know? Like a rogue invested in cripples and bleeds, or a Mezzer Witch. So keeping the sneak at 7d6, or 10d6, and further diminishing the spells to Patron Only? And perhaps switch over the bond weapon to this one... yeah.

#Black Nokizaru
With the Black Nokizaru, I was figuring more a stealthy, intelligence-based Debuffer. No sneak attacks, but excellent mobility and great debuffs. With flavor drawing of a ninja harnessing some sort of trapped soul, akin to that gorgeous Haunted Gun, y'all made. However, I'm now realizing that the Familiar angle with the tricks submitted with the Accursed Shinobi would work better for this one.


Adding to confusion, I feel like the I've got the names bass-ackwards as well! That is, the Accursed Shinobi fits the Black Nokizaru's flavor and concept better, and vice-versa. Heh!


#Confusion :D

Well, why don't we make the Patron bond for the Accused Shinobi (current) focus on a weapon, and the Black Nokizaru (current) focus on a familiar, as it is a witch primary. With the Accursed Shinobi as a ninja primary, a weapon that focuses her witch abilities suits the theme and flavor. Let me do some fiddling with the Accursed Shinobi and see what I can come up with for swaps and abilities. We'll leave the other one for later, ocne we get this one nailed down.

Just to clarify:
1) Focus on athame style patron bond, some one-handed melee weapon he's proficiant with.

2) I think we can go with 1/2 casting, and gains up to 4th level patron spells.

3) Adapt the arcana, etc. into tricks.

4) I plan on using two of the Spellblades arcana as replacements for the three damage dice of sneak attack, plus your Accursed Strike.

5) Skills to 6 + Int


Pathfinder Lost Omens Subscriber

can i have my gunslinger/barbar official changed to gunslinger/monk

i just finished watching equilibrium... so many ideas.


# Black Nokizaru (Formerly Accursed Shinobi)
1) Sounds good
2) Sounds good
3) Sounds Good
4) Sounds good
5) Sounds Good


OK, finally got this all together.

SWAPS
Poison Use + No trace = Athame bond
Sneak attack 2d6 = Ki athame
Uncanny Dodge, Light steps, Improved uncanny dodge = 1/2 casting + patron spells
Ninja tricks = Hex in place of trick
Sneak attack 5d6 = Athame parry
Master tricks = Major hex in place of tricks
Sneak attack 8d6 = Throw athame
Hidden master = Grand hex

BLACK NOKIZARU revised:

Primary: Ninja.
Secondary: Witch.
Alignment: Any.
Hit Dice: d8.

Bonus Skills and Ranks: The black nokizaru may select three witch skills to add to her class skills in addition to the normal ninja class skills. The black nokizaru gains a number of ranks at each level equal to 6 + Int modifier.

Weapon and Armor Proficiency: The black nokizaru is proficient with all simple weapons, plus the kama, katana, kusarigama, sai, nunchaku, shortbow, short sword, shuriken, siangham, and wakizashi. The black nokizaru is not proficient with light armor, but not with any type of shield. Like other spellcasters, medium or heavy armor interferes with the black nokizaru's gestures, which can cause her spells with somatic components to fail.

Athame Bond (Su): At 1st level, a black nokizaru forms a close bond with a weapon called an athame, and begins play with one at no cost. An athame acquired at 1st level is not made of any special material, and must be one of the following weapons: dagger, dagger (punching), kama, katana, sai, short sword, sickle, wakizashi. An athame is a sentient weapon that, like a witch’s familiar, teaches her magic and helps to guide her along her path. An athame also aids a black nokizaru by granting her skill bonuses, additional spells, and help with some types of magic. This functions like the witch’s familiar class feature, except as noted below.

A black nokizaru selects one type of familiar (a badger, rat, etc.), and once chosen, it cannot be changed. The athame grants the same skill bonus as the chosen familiar. The athame has the Intelligence and special abilities of a familiar of the black norizaru’s level. However, the athame loses the improved evasion, share spells, and deliver touch spells abilities, and gains the following abilities instead.

Spellhex Strike (Su): If a black nokizaru is 3rd level or higher, her athame can be used to deliver touch spells or hexes for her. Whenever a black nokizaru casts a spell with a range of “touch” from the black nokizaru spell list, or uses a hex, she can deliver the spell through her athame that she wielding as part of a melee attack. Instead of the free melee touch attack normally allowed to deliver the spell, or the standard action to deliver a hex, a black nokizaru can make one free melee attack with her athame (at her highest base attack bonus) as part of casting the spell or using the hex. If successful, this melee attack deals its normal damage as well as the effects of the spell or hex. This attack uses the weapon’s critical range (20, 19–20, or 18–20 and modified by the keen weapon property or similar effects), but the spell effect only deals ×2 damage on a successful critical hit, while the weapon damage uses its own critical modifier.

All other special abilities granted to a familiar instead function for the athame.

A black nokizaru must commune with her athame each day to prepare her spells. Athames store all of the spells that a black nokizaru knows, and a black nokizaru cannot prepare a spell that is not stored by her athame. At 4th level, a black nokizaru’s athame begins storing three 1st level spells of the black nokizaru’s choice. The black nokizaru also selects a number of additional 1st-level spells equal to her Intelligence modifier to store in her athame. At each new black nokizaru level, she adds two new spells of any spell level or levels that she can cast (based on her new black nokizaru level) to her athame. A black nokizaru can also add additional spells to her athame through a special ritual.

An athame can be used once per day to cast any one spell that the black norizaru has stored in her athame and is capable of casting, even if the spell is not prepared. This spell is treated like any other spell cast by the black norizaru, including casting time, duration, and other effects dependent on the black norizaru's level. This spell cannot be modified by metamagic feats or other abilities. The athame cannot be used to cast spells that are not on the black norizaru’s spell list.

A black norizaru can add additional magic abilities to hers athame as if she has the required Item Creation Feats and if she meets the level prerequisites of the feat. For example, a black norizaru with a bonded dagger athame must be at least 5th level to add magic abilities to the dagger (see Craft Magic Arms and Armor feat. The magic properties of an athame, including any magic abilities added to the athame, only function for the black norizaru who owns it. If an athame's owner dies, or the weapon is replaced, the object reverts to being an ordinary masterwork weapon of the appropriate type.

If an athame is damaged, it is restored to full hit points the next time the black norizaru prepares her spells. If the athame is lost or destroyed, it can be replaced after 1 week in a special ritual that costs 200 gp per black norizaru level plus the cost of the masterwork item. This ritual takes 8 hours to complete. Items replaced in this way do not possess any of the additional enchantments of the previous bonded athame. A black norizaru can designate an existing magic weapon as his bonded athame. This functions in the same way as replacing a lost or destroyed athame except that the new magic item retains its abilities while gaining the benefits and drawbacks of becoming a bonded athame.
This ability replaces poison use and no trace.

Patron Spells: At 1st level, when a black nokizaru gains her athame, she must also select a patron. This patron is a vague and mysterious force, granting the black nokizaru power for reasons that she might not entirely understand. While these forces need not be named, they typically hold influence over one of the following forces.

At 4th level, and every three levels thereafter, a black nokizaru’s patron adds new spells to a black nokizaru’s list of spells known, up to her fourth patron spell at 13th level. These spells are also automatically added to the list of spells stored by the athame. The spells gained depend upon the patron chosen. Each patron is listed by its theme. Its actual name is up to the GM and the black nokizaru to decide. This ability and spellcasting replace uncanny dodge, light steps, and improved uncanny dodge.

Sneak Attack (Ex): This is exactly like the ninja ability of the same name, except that this extra damage is 1d6 at 1st level, and increase by 1d6 at 3rd, 7th, 9th, 13th, 15th, and 19th level.

Ninja Tricks: This is exactly like the ninja ability of the same name. In addition, whenever the black nokizaru could choose a ninja trick, she can select a witch’s hex instead. A black nokizaru’s level is equal to her witch level for the purpose of qualifying and using any hexes.

Ki Athame (Su): At 5th level, a black nokizaru can expend 1 point from her ki pool as a swift action to grant her athame she is holding a +1 enhancement bonus for 1 minute. For every ki point the black nokizaru expends, the athame gains another +1 enhancement bonus, to a maximum of +5. These bonuses can be added to the athame, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves. This ability replaces sneak attack +3d6.

Spellcasting: Beginning at 4th level, a black nokizaru gains the ability to cast a small number of arcane spells, which are drawn from the black nokizaru spell list. A black nokizaru must choose and prepare his spells in advance.

To prepare or cast a spell, a black nokizaru must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a black nokizaru's spell is 10 + the spell level + the black nokizaru's Intelligence modifier.

Like other spellcasters, a black nokizaru can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Black Nokizaru. In addition, she receives bonus spells per day if she has a high Intelligence score. When Table: Black Nokizaru indicates that the black nokizaru gets 0 spells per day of a given spell level, she gains only the bonus spells she would be entitled to based on her intelligence score for that spell level.

A black nokizaru may know any number of spells. She must choose and prepare her spells ahead of time by getting 8 hours of sleep and spending 1 hour communing with her athame. While communing, the black nokizaru decides which spells to prepare.

Through 3rd level, a black nokizaru has no caster level. At 4th level and higher, her caster level is equal to her black nokizaru level –3.

Masters Tricks: This is exactly like the ninja ability of the same name. In addition, whenever the black nokizaru could choose a ninja trick, she can select a major hex instead.

Athame Parry (Su): At 11th level, when an enemy makes a melee attack roll against the black nokizaru, as an immediate action the black nokizaru can end her ki athame duration to gain a deflection bonus to her Armor Class until the end of her next turn. This bonus is equal to the number of ki points expended to enhance the athame (maximum +5). This ability replaces sneak attack 5d6.

Throw Athame (Su): At 17th level, as a standard action, a black nokizaru can throw her athame up to 60 feet as a ranged attack (no range penalty). If the athame misses, it returns automatically to the black nokizaru’s hand just before her next turn. If the athame hits, it deals damage and it immediately returns to the black nokizaru; the black nokizaru can choose to spend up to 2 points from her ki pool to increase the thrown athame’s damage by +1d6 for each point spent. This ability replaces sneak attack 8d6.

Grand Hex: At 20th level, a black nokizaru may select one of the following grand hexes: curse of nonviolence, death curse, dire prophecy, eternal slumber, or the new sudden wound grand hex. This ability replaces hidden master.

BLACK NOKIZARU SPELL LIST
Black nokizarus gain access to the following spells.

1st-Level Black Nokizaru Spells—air bubble, beguiling gift, blend, bungle, burning hands, charm person, chill touch, detect secret doors, force quiet, frostbite, fumbletongue, hexward, hypnotism, icicle dagger, ill omen, karmic blessing, mask dweomer, mudball, negative reaction, obscuring mist, shadow weapon, sleep, theft ward, unerring weapon, unprepared combatant, unseen servant, urban grace.

2nd-Level Black Nokizaru Spells—alter self, augury, bestow insight, blindness/deafness, daze monster, delay pain, delay poison, detect thoughts, glide, glitterdust, haunting mist, hidden speech, hold person, levitate, perceive cues, sickening strikes, spectral hand, steal breath, touch of idiocy.

3rd-Level Black Nokizaru Spells—accursed glare, arcane sight, armor lock, bestow curse, charm monster, confusion, countless eyes, deep slumber, dispel magic, harrowing, healing thief, improve trap, ki leech, locate object, locate weakness, shadow step, share sense, spit venom, water walk, witness.

4th-Level Black Nokizaru Spells—break enchantment, cloak of dreams, curse of magic negation, damnation stride, debilitating portent, dimension door, divination, dust form, eyebite, hostile juxtaposition, legend lore, major curse, mind fog, siphon magic, unconscious agenda.

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

1st +0 +0 +2 +2 Athame bond, sneak attack +1d6 — — — —
2nd +1 +0 +3 +3 Ki pool, ninja trick — — — —
3rd +2 +1 +3 +3 Sneak attack +2d6 — — — —
4th +3 +1 +4 +4 Ninja trick, patron spell 0 — — —
5th +3 +1 +4 +4 Ki athame 1 — — —
6th +4 +2 +5 +5 Ninja trick 1 — — —
7th +5 +2 +5 +5 Patron spell, sneak attack +3d6 1 0 — —
8th +6/+1 +2 +6 +6 Ninja trick 1 1 — —
9th +6/+1 +3 +6 +6 Sneak attack +4d6 2 1 — —
10th +7/+2 +3 +7 +7 Master tricks, ninja trick, patron spell 2 1 0 —
11th +8/+3 +3 +7 +7 Athame parry 2 1 1 —
12th +9/+4 +4 +8 +8 Major hex, ninja trick 2 2 1 —
13th +9/+4 +4 +8 +8 Patron spell, sneak attack +5d6 3 2 1 0
14th +10/+5 +4 +9 +9 Ninja trick 3 2 1 1
15th +11/+6/+1 +5 +9 +9 Sneak attack +6d6 3 2 2 1
16th +12/+7/+2 +5 +10 +10 Ninja trick 3 3 2 1
17th +12/+7/+2 +5 +10 +10 Throw athame 4 3 2 1
18th +13/+8/+3 +6 +11 +11 Ninja trick 4 3 2 2
19th +14/+9/+4 +6 +11 +11 Sneak attack +7d6 4 3 3 2
20th +15/+10/+5 +6 +12 +12 Grand hex, ninja trick 4 4 3 3

NEW NINJA TRICKS :

The following new ninja tricks may be chosen by any character with the ninja trick class feature and compliment the Accursed Shinobi or Black Nokizaru multiclass archetype.

Accomplice Clone (Su): The ninja may, while within 5 feet of their familiar, physically transform their familiar into their likeness, instantaneously. The familiar loses any forms of movement the ninja does not have. The familiar gains any forms of movement the ninja has, and the ninja's speed. The familiar's Strength, Constitution, and Dexterity become equal to the ninja's while in this form. While in this form, the familiar functions as a ninja, with access to the same combat feats, ninja tricks, and rogue talents as the familiar's master. This trick costs 2 ki points from the familiar's ki pool per round to maintain.

Eldritch Weapon (Su): The ninja can spend 1 point from her ki pool as a swift action to transforms her weapon into a weapon of pure magical energy for 1 minute per ninja class level. She can cause it to adopt a new form suitable to the opponent at hand. The weapon retains any magical qualities it had in its normal form. The ninja can choose to return it to its normal form before that time. The weapon can become any weapon that is the same size or one category larger or smaller than its base form. The ninja gains proficiency with that specific weapon during that time. A ninja can transform the weapon into a ranged weapon, but she must supply ammunition as normal.

Familiar Shift (Su): If the ninja's familiar is more than 5 feet from the ninja, she may expend one ki point to switch places with her familiar. This counts as a 5-foot step.

Hex Bomb: Opponents caught within a ninja's smoke bomb are afflicted by one hex the ninja can use. The effects of the hex ends once the smoke bomb has dissipated. The ninja must have the smoke bomb ninja trick and know at least one hex before selecting this trick.

Ki Exchange: The ninja and her familiar may transfer ki points between themselves as a free action.

Weapon Knowledge (Su): The ninja forms a much closer relationship with his weapon. The power turns her weapon almost into an extension of his body. The ninja can spend 1 point from her ki pool as a swift action to reach out into the history of the weapon to learn its secrets, casting her mind back through time and space. For a moment, she literally embodies the weapon’s history and use. Consequently, the ninja gains the use of one feat of her choice that directly improves her use of the weapon, such as Weapon Focus or Improved Critical. The ninja must meet all of the feat’s prerequisites to gain it; a ninja with the athame bond ability uses her ninja class level in place of her base attack bonus. The feat remains with her for one minute per ninja class level.

Weapon Surge (Su): A ninja can transform her weapon into a glittering weapon of pure energy by channeling her ki directly into it. The ninja can expend 1 point from her ki pool to increase her weapon’s enhancement bonus on attacks and damage by +1. The ninja can expend additional ki points to increase this bonus (maximum +5). This bonus can improve the weapon’s enhancement bonus on attack rolls and damage rolls, or it can be spent on weapon special abilities that are expressed as an enhancement bonus. This bonus lasts for 1 minute per ninja class level, and the ninja can only expend ki points once in this manner at a time. If a ninja activates this ability while a previous use of it is still in effect, the new bonus replaces the old one—it does not stack. The ninja must be at least 6th level to select this trick.

NEW MASTER TRICKS:

The following new master tricks may be chosen by any character with the master tricks class feature and compliment the Accursed Shinobi or Black Nokizaru multiclass archetype.

Spell Change (Su): A ninja can expend 1 ki point can spontaneously convert any prepared spell spell into any other spell she knows; the desired spell must be of the same school and the same level or lower than the prepared spell. The ninja must be at least 12th level and be able to cast prepared spells to select this master trick.

NEW GRAND HEXES:

The following new grand hexes may be chosen by any character with the grand hex class feature and compliment the Accursed Shinobi or Black Nokizaru multiclass archetype.

Sudden Wound (Ex): As a move action, the witch may select one target she has dealt damage to within the last minute. This target is then subject to a sneak attack that deals +2d6 damage. This stacks with the sneak attack class feature. In addition, this sneak attack can be modified by up to three ninja tricks or rogue talents (bleeding attack, ki block, pressure points, etc.).


Getting to work on Flavor Text!
Love the results Elghinn, love the results!


A unique brand of assassin dwells in the night. Ritualistically bonded to a spirit, sealed within a mystical blade, these enigmatic assailants are a force to be reckoned with. Combining Ki and Dark Magics, the Black Nokizaru silence foes with disturbing precision. Those they fail to slay, are often left with cruel curses, and horrific wounds.

Not the best flavor text, but I think it captures the gist of things, if anyone can think of anything better, I would not be offended if it where posted.


We'll let the Black Nokizaru stew for a while and we'll work on the Accursed Shinobi. What are you wanting for this one, Taco Man?

1) Full caster (diminished spellcasting)
2) d6, 4 skill points, +6 ninja skills
3) Witch's familiar (with own ki pool)
4) Add ki pool, no trace, light steps, and ninja tricks (master tricks)

*So no sneak attack

Consider: A new hex or ability to spend spell levels to make a ranged sneak attack that deals 1d6 per spell level. Witch's Strike?


Pathfinder Lost Omens Subscriber

Don't forget, any class that get's some specific weapon they use tht can't be easily replaced, usually has a 1/2 level bonus to CMD while wielding that weapon. (did the classes actually have their names switched?)

edit: now that I think about it, none of the base or advanced classes have this... but, a bunch of third party stuff does, and it's a good idea regardless


Bandw2 wrote:

Don't forget, any class that get's some specific weapon they use tht can't be easily replaced, usually has a 1/2 level bonus to CMD while wielding that weapon. (did the classes actually have their names switched?)

edit: now that I think about it, none of the base or advanced classes have this... but, a bunch of third party stuff does, and it's a good idea regardless

Yes, the names have been switched. As to the CMD bonus, as it isn't an official thing, we won't be doing that. Not to say people can't when they play them. We try to stay as close to the official rules as possible.


Pathfinder Lost Omens Subscriber

it would be part of the class ability that makes their weapon special, and it would behave like a fighter favored class bonus. it's not really that foreign of a rule.


Soo... I got my idea kind of sorted.

Wyrmkin Druid:

Primary: Druid
Secondary: Sorcerer

Alignment: Must match or be within one step of their Patron Chromatic if Metal dragon.

[i]Most Druid's hear the call of Nature or are taught their skills by more experienced individuals. A few, however, learn from some of the strongest creatures in existence: Dragons.

At the claw of their powerful teachers, Wyrmkin Druids revel in their ability to shapeshift, withstand elemental forces, and even gain the ability to use a breath weapon. They are terrifying forces of nature that earn(or demand) respect from others.


Elghinn Lightbringer wrote:

We'll let the Black Nokizaru stew for a while and we'll work on the Accursed Shinobi. What are you wanting for this one, Taco Man?

1) Full caster (diminished spellcasting)
2) d6, 4 skill points, +6 ninja skills
3) Witch's familiar (with own ki pool)
4) Add ki pool, no trace, light steps, and ninja tricks (master tricks)

*So no sneak attack

Consider: A new hex or ability to spend spell levels to make a ranged sneak attack that deals 1d6 per spell level. Witch's Strike?

Perhaps the proposed ability could act as a replacement for the Black Nokizaru's patron? I feel like the emphasis with this one should be placed around Tricks, Stealth, Deception, and Familiar Cheese, y'know? I also feel like either one or both Grand Hexes should be replaced with a different capper.


Pathfinder Lost Omens Subscriber
Azten wrote:

Soo... I got my idea kind of sorted.

** spoiler omitted **

I assume they have to choose a patron at first level, and then all the abilities will be tied to their patron? including the probable shapeshift.


Yeah. I've been mostly trying to figure out the flavor, since I'm not that good at mechanics. :/


Pathfinder Lost Omens Subscriber

#wyrmkin druid

maybe level 20 the ability to count as a dragon for all spell effects

also, some low level thing that gives you free dragon language, then sometime later the ability to use that feat that lets you use dragon speech on language dependent stuff to effect all people who have a language.(which for the life of me I can no longer find, it might be something else entirely really)

Any Idea on the spell list? druid or sorc, or both?

I think involving these two bloodlines dragon and elemental

while taking a 2/3 caster list with options from druid and sorc at diminished druid spells per day, with stuff or ideas from the two above bloodlines would be nice.

oh and obviously dragon shape X

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