Multiclass Archetypes VII: MCAs Forever


Homebrew and House Rules

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Y'know, I know I skipped two ahead on the docket, but I thought it was Ark's Alc/Anp up?


Azten wrote:

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

** spoiler omitted **

This would be a great MCA to double for the Shaman of a tribal culture in one part of my homebrew campaign world. Essentially, there are tribal nations spread across a particular area of a continent, which are based upon a variety of Native North American/Central American/South American cultires (Aztecs, Mayans, Great Plains Indians, Amozon Tribes, etc.) Each tribal nation inhabits a specific terrain (jungle, mountains, plains, etc.) and each tribe has a Dragon patron based upon that terrain. Each nation of course has smaller tribes scattered across their specific terrain. The tribal "Shamans" of these tribes possess special dragon masks that grant them certain dragon powers, among which, is the ability to communicate with and even summon their individual small tribe's dragon patron, who typically dwells within the immediate area of their tribal settlement.

As a druid primary, I could see this mask replace the normal Nature's Bond (creating a draconic bond). Then the mask can grant bloodline powers, plus unique abilities, such as certain spells usable X/day to speak with her patron dragon (sort of like a commune spell, but with the dragon patron), able to wild shape into a dragon form (via drgon form spells), etc. I think this could be a very flavorful MCA. I'll need to check, but we could just have it grant up to 15th level draconic bloodline powers, then we can create a unique capstone. We'll need to swap out some other class features though as well, likely some wild shape uses, maybe even go diminished spellcasting. We'll have to see.

It would fit in well with my Tribal Champion MCA which is also based on the tribal champions of the same tribal nations I've mentioned.

Azten, consider yourself up next after we're done with one of Taco Man's MCA. Unless he feel the Black Nokizaru is done, then we can start working on it immediately.

EDIT: We may want to look at the Dragon Druid, and the various terrain Druid archetypes for some ideas if you want to go this route Azten. If not, that's fine, then I'll create my own. Apparently your comcept has inspired me. :D


Taco Man wrote:
Y'know, I know I skipped two ahead on the docket, but I thought it was Ark's Alc/Anp up?

He hasn't showed, despite saying he would. So, we're moving on. Are you good with Black Nokizaru? If so, we can work on Azten's MCA, as he'd be next as a newbie to the thread.


Taco Man wrote:
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.

We could ditch Grand Hex, and replace it with Hidden Master or a unique new Grand Hex or ability. I have a finished version of the Accursed Shinobi which I'll post and we can use to work from.


#Accursed Shinobi
May need a name change though, not sure if it really exemplifies the MCA.

SWAPS
Spells lost = Ki pool, shinobi strike, no trace, light step
Hex = Ninja tricks in place of hex
Major Hex = Master tricks in place of hex

ACCURSED SHINOBI:

Primary: Witch.
Secondary: Ninja.
Alignment: Any.
Hit Dice: d6.

Bonus Skills and Ranks: The accursed shinobi may select six ninja skills to add to her class skills in addition to the normal witch class skills. The accursed shinobi gains a number of ranks at each level equal to 4 + Int modifier.

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

Diminished Spellcasting: The accursed shinobi casts arcane spells drawn from the witch spell lists, 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 patron spells or if her Intelligence allows bonus spells of that level. She otherwise learns, prepares, and casts spells as a witch of equal level.

Witch’s Familiar (Ex): This is exactly like the witch’s ability of the same name, except that at 4th level, the familiar gains a pool of ki points similar to a ninja’s ki pool. This ki pool has a number of ki points equal to 1 + the familiar’s Charisma modifier (minimum 0). The familiar has a ninja level equal to the accursed shinobi’s level –3 for the purpose of qualifying for feats with the ki pool class feature as a prerequisite.

Hex: This is exactly like the witch ability of the same name. In addition, whenever the accursed shinobi could choose a hex, she can select a ninja trick instead. An accursed shinobi’s level is equal to her ninja level for the purpose of qualifying for ninja tricks.

Ki Pool (Su): At 2nd level, an accursed shinobi gains the ninja’s ki pool ability. This ability, shinobi strike, no trace, and light steps replace spells lost due to diminished spellcasting.

Shinobi Strike (Sp): At 3rd level, an accursed shinobi can sacrifice spells to deal precision damage. As a standard action, if the accursed shinobi can catch an opponent when he is unable to defend himself effectively from her attack, she can expend a prepared spell to make a single ranged sneak attack for extra damage. The accursed shinobi gains a bonus to her attack roll equal to 1/2 the spell’s level (maximum +5 for a 9th level spell) and deals extra damage equal to 1d6 per level of the spell expended (maximum 9d6). When the spell is expended (a free action), the accursed shinobi can make the ranged sneak attack at anytime during his turn for a number of rounds equal to her Intelligence modifier. Once the attack is made, the shinobi strike ends. A shinobi strike has a range of 30 feet.

No Trace (Ex): An accursed shinobi gains the ninja’s no trace ability. At 5t level, she learns learns to cover her tracks, remain hidden, and conceal her presence. The DC to track an accursed shinobi using the Survival skill increases by +1. In addition, her training gives her a +1 insight bonus on disguise skill checks and on opposed Stealth checks whenever she is stationary and does not take any action for at least 1 round. Every three levels thereafter, the increase to Survival DCs and the bonuses on Disguise and opposed Stealth checks increase by 1, to a maximum of +6 at 20th level.

Light Steps (Ex): At 9t level, an accursed shinobi gains the ninja’s light steps ability.

Major Hex: This is exactly like the witch ability of the same name. In addition, whenever the accursed shinobi could choose a hex, she can select a master trick instead.

Table: Accursed Shinobi
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 +0 +0 +2 Cantrips, diminished spellcasting, hex, 2 0 — — — — — — — —
patron spells, witch’s familiar
2nd +1 +0 +0 +3 Ki pool 3 1 — — — — — — — —
3rd +1 +1 +1 +3 Shinobi strike 3 1 0 — — — — — — —
4th +2 +1 +1 +4 Hex 3 2 1 — — — — — — —
5th +2 +1 +1 +4 No trace +1 3 2 1 0 — — — — — —
6th +3 +2 +2 +5 Hex 3 2 2 1 — — — — — —
7th +3 +2 +2 +5 3 3 2 1 0 — — — — —
8th +4 +2 +2 +6 Hex, no trace +2 3 3 3 2 1 — — — — —
9th +4 +3 +3 +6 Light steps 3 3 3 2 1 0 — — — —
10th +5 +3 +3 +7 Hex, major hex 3 3 3 2 2 1 — — — —
11th +5 +3 +3 +7 No trace +3 3 3 3 3 2 1 0 — — —
12th +6/+1 +4 +4 +8 Hex 3 3 3 3 2 2 1 — — —
13th +6/+1 +4 +4 +8 3 3 3 3 3 2 1 0 — —
14th +7/+2 +4 +4 +9 Hex, no trace +4 3 3 3 3 3 2 2 1 — —
15th +7/+2 +5 +5 +9 3 3 3 3 3 3 2 1 0 —
16th +8/+3 +5 +5 +10 Hex 3 3 3 3 3 3 2 2 1 —
17th +8/+3 +5 +5 +10 No trace +5 3 3 3 3 3 3 3 2 1 0
18th +9/+4 +6 +6 +11 Hex, grand hex 3 3 3 3 3 3 3 2 2 1
19th +9/+4 +6 +6 +11 3 3 3 3 3 3 3 3 2 2
20th +10/+5 +6 +6 +12 Hex, no trace +6 3 3 3 3 3 3 3 3 3 3


Pathfinder Lost Omens Subscriber

#wyrmkin Druid

could use Dragonrider stuff as a good place to look for some dragon progression like an AC ideas.


1 person marked this as a favorite.

#Black Nokizaru
Yup. All seems good.

#Accursed Shinobi
I was figuring to have it based mostly around Charisma in place of intelligence, and Hidden Master works fine as the Level 20. Perhaps a custom ability to replace the level 18.

Rename Suggestions: "Accursed Shade" "Partnered Shinobi" "Witch of the Winds" or, "Gale Mugwump". Don't know where that last one came from. Was also thinking "Blade of the Night Wind", but that sounds like it would work better for a Ninja/Monk. I'm really leaning towards "Nightshade Occultist" or "Nightshade Warlock"


1 person marked this as a favorite.
Bandw2 wrote:

#wyrmkin Druid

could use Dragonrider stuff as a good place to look for some dragon progression like an AC ideas.

I had thought of that, but if wasn't sure if it would be an even trade with the regular Nature's Bond.

Great ideas for me to fiddle with now though. :)


Bandw2 wrote:

#wyrmkin Druid

could use Dragonrider stuff as a good place to look for some dragon progression like an AC ideas.

Are you suggesting a dragon "animal companion"? I really don't think a dragon companion would be very balanced at all. Unless it was gained far later than 1st level.


A Wyrmling companion?


Azten wrote:
Bandw2 wrote:

#wyrmkin Druid

could use Dragonrider stuff as a good place to look for some dragon progression like an AC ideas.

I had thought of that, but if wasn't sure if it would be an even trade with the regular Nature's Bond.

Great ideas for me to fiddle with now though. :)

I think the best approach is to Swap Nature bond plus some uses of wild shape for the sorcerer's Draconic Bloodline powers (up to 15th) and bloodline spells which would be added to the druid's spell list. Plus some other less potent "dragon-esque" abilities such as those listed under the Dragn Shaman's Totem Transformation ability.


Pathfinder Lost Omens Subscriber
Elghinn Lightbringer wrote:
Bandw2 wrote:

#wyrmkin Druid

could use Dragonrider stuff as a good place to look for some dragon progression like an AC ideas.

Are you suggesting a dragon "animal companion"? I really don't think a dragon companion would be very balanced at all. Unless it was gained far later than 1st level.

you were the one that mentioned summoning dragons and something about nature's bond(which i didn't really understand), I simply showed you some level progression that other people had thought up.

but yeah, it was more along the lines of a temporary dragon that may help you, or just arrive and destroy the entire province side, based on alignment and level.


Taco Man wrote:

#Black Nokizaru

Yup. All seems good.

#Accursed Shinobi
I was figuring to have it based mostly around Charisma in place of intelligence, and Hidden Master works fine as the Level 20. Perhaps a custom ability to replace the level 18.

Rename Suggestions: "Accursed Shade" "Partnered Shinobi" "Witch of the Winds" or, "Gale Mugwump". Don't know where that last one came from. Was also thinking "Blade of the Night Wind", but that sounds like it would work better for a Ninja/Monk. I'm really leaning towards "Nightshade Occultist" or "Nightshade Warlock"

1) Alright then! Azten, you are on the queue now!

2) We could switch to Charisma, but i think the Int and Cha abilities will help keep some balance too. Hidden master would replace Grand Hex, but then be moved to 20th, as it is gained at 20th for the ninja.

3) I like the Nightshade Warlock (or "Witch"). Or what about the Shade Witch? Shinobi Witch? Night Witch?

Taco Man wrote:

A Wyrmling companion?

Yeah, even a wyrmling can have anywhere from 3-7 HD. Just too complicated to try to mix into an MCA.


There is literally nothing Draconic about the Dragon Shaman. It's "lizard shaman with a funny bite".


Bandw2 wrote:
Elghinn Lightbringer wrote:
Bandw2 wrote:

#wyrmkin Druid

could use Dragonrider stuff as a good place to look for some dragon progression like an AC ideas.

Are you suggesting a dragon "animal companion"? I really don't think a dragon companion would be very balanced at all. Unless it was gained far later than 1st level.

you were the one that mentioned summoning dragons and something about nature's bond(which i didn't really understand), I simply showed you some level progression that other people had thought up.

but yeah, it was more along the lines of a temporary dragon that may help you, or just arrive and destroy the entire province side, based on alignment and level.

I've thoroughly looked over the Dragonrider. As a class itself, it's not bad, but trying to incorporate a dragon companion into an MCa will be problematic. I was thinking more of being able to summon a dragon via summon nature's ally/summon monster, not as a companion. Very temporay. More so, the MCA could gain knowledge by communing with his dragon patron and abilities. The Dragon Patron would more or less function as the MCAs source of power, like druids draw their power from nature/a nature god. And again, type related to alignment/terrain. So in the desert, you might have a blue or a brass dragon patron, depending upon alignment. But there are also other dragons in the besiaries we could incorporate, not just the metallics and chromatics. We'll see where Azten wants to go with this.


Restricting it to the Chromatics and Metallucs is the simplest, because I highly doubt we'll see anymore added in future bestiaries. Primal dragons could be a good fit too though.


#Nightshade Warlock

I feel like Nightshade just has a much better ring and flavor than either separately. And "Shinobi Witch" just sounds alittle Tacky.

And a standard witch gets 2 Grand Hexes, EL; "Starting at 18th level, and every two levels thereafter, a witch can choose one of the following grand hexes whenever she could select a new hex."

I know it says "Starting". But lets face it. Who's going to pick a Non-Grand for their 20th level hex?

Hidden Master replacing the 20th level hex is all good, yes, but what of the 18th? Simply no grand hexes, or?


Pathfinder Lost Omens Subscriber
Elghinn Lightbringer wrote:
Bandw2 wrote:
Elghinn Lightbringer wrote:
Bandw2 wrote:

#wyrmkin Druid

could use Dragonrider stuff as a good place to look for some dragon progression like an AC ideas.

Are you suggesting a dragon "animal companion"? I really don't think a dragon companion would be very balanced at all. Unless it was gained far later than 1st level.

you were the one that mentioned summoning dragons and something about nature's bond(which i didn't really understand), I simply showed you some level progression that other people had thought up.

but yeah, it was more along the lines of a temporary dragon that may help you, or just arrive and destroy the entire province side, based on alignment and level.

I've thoroughly looked over the Dragonrider. As a class itself, it's not bad, but trying to incorporate a dragon companion into an MCa will be problematic. I was thinking more of being able to summon a dragon via summon nature's ally/summon monster, not as a companion. Very temporay. More so, the MCA could gain knowledge by communing with his dragon patron and abilities. The Dragon Patron would more or less function as the MCAs source of power, like druids draw their power from nature/a nature god. And again, type related to alignment/terrain. So in the desert, you might have a blue or a brass dragon patron, depending upon alignment. But there are also other dragons in the besiaries we could incorporate, not just the metallics and chromatics. We'll see where Azten wants to go with this.

yeah, I was thinking more of like being able to call on your patron once per level(no resets), as it would be an actual in game character and not say a god or something, and it would do some task, be it a single encounter, travel from one place to another quickly, etc. with no guarantee it would accept.

the dragon is off doing it's own thing at other times.

of course most of my DnD days were spent in ADnD, so this is more of how i think.


Pathfinder Lost Omens Subscriber

if we're not going the AC dragon/patron with favors thing

#Dragonrider
Sor/Sum

A sorcerer with a draconic bloodline tries to be friends with a Eidolon with unexpected results.


Azten wrote:
Restricting it to the Chromatics and Metallucs is the simplest, because I highly doubt we'll see anymore added in future bestiaries. Primal dragons could be a good fit too though.

I was thinking metallic, chromatic, primal, and imperial dragons, as those are the ones considered "True" dragons. Allows for options, but the GMs can restrict it to metallic and chromatic if they want.


Pathfinder Lost Omens Subscriber

can we get another update on who's are up and who are coming along in the queue? i hate having search through the last 4 or so pages for it.


Bandw2 wrote:
can we get another update on who's are up and who are coming along in the queue? i hate having search through the last 4 or so pages for it.

Sure!

Queue Update
Accursed Shinobi – Wtc/Nin (Taco Man) *Current
Wyrmkin Druid – Drd/Sor (Azten) *Current
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)
Crow Druid – Drd/Rog (Apraham Lincoln)
Final Warlord – Cav/Anp or Anp/Cav (Taco Man)
The Whisperer – Drd/Brd (JonathonWilder)
“Name” – Gun/Mnk (Bandw2)


Pathfinder Lost Omens Subscriber

thanks on queue

#accursed Shinobi/Nightshade Warlock/the one that stabs

wait is this thing going to be doing melee at all, or is the shinobi strike and weapon proficiencies for show? they're going to need a bigger buff on that to hit, or have it last a bit longer as they probably won't be disengaging immediately, at least not easily. Also, this doesn't apply well to full attack actions, sneak attack damage is laughable if you can only do 1 of it a round.

my opinion is this needs a buff or anyone will avoid this ability like the plague, any 9th level spell will far out class what you're getting. POSSIBLY, allow it to be a permanent thing for the day if they give up a spell slot for a day. like if they give up a 9th level spell, until they prepare spells again they have +5 to hit and +9d6 sneak attack dice. also maybe give them a single d6 by default.

also wouldn't the familiar gain Ki points at 5th level at -3 the shinobi for qualifiers, or at 4rth level at -2 levels for qualifiers? you don't have ki points or abilities at level 1.

edit: make Shinobi strike:

The CLASS_NAME_HERE may give up a spell slot for a day to gain the following benefit. A +1+spell-slot-level of the spell slot given up to (BAB/it stacks with all other bonuses), and 1+SSLd6 sneak attack dice. This stays in effect until the next time you prepare your spells.

to put it in perspective why it sucked before, true strike would have been an all around better choice than the highest effect of it before, and it's a first level spell...


Bandw2 wrote:

thanks on queue

#accursed Shinobi/Nightshade Warlock/the one that stabs

wait is this thing going to be doing melee at all, or is the shinobi strike and weapon proficiencies for show? they're going to need a bigger buff on that to hit, or have it last a bit longer as they probably won't be disengaging immediately, at least not easily. Also, this doesn't apply well to full attack actions, sneak attack damage is laughable if you can only do 1 of it a round.

my opinion is this needs a buff or anyone will avoid this ability like the plague, any 9th level spell will far out class what you're getting. POSSIBLY, allow it to be a permanent thing for the day if they give up a spell slot for a day. like if they give up a 9th level spell, until they prepare spells again they have +5 to hit and +9d6 sneak attack dice. also maybe give them a single d6 by default.

I had thought about having it function for a number of rounds equal to her Intelligence modifier. At 20th level, a 9th level spell would give the MCA a +15 BAB (just like a ninja), putting her on par (almost) with the ninja in regards to base attack and damage. I think we can go with that, as opposed to the lose a spell slot for the day. It's meant to be a quick temporary reaction ability, not an all day ability. Plus, its ranged, allowing for the MCA to stay out of the fray as it were. So, using a 9th level spell with an Int of 25 (+7), she'd be able to do up to 9d6 per round for 7 rounds, at a 30 foot range. This is a full arcane caster remember. Soem of these abilities are meant to mimic the other class's ability, not necessarily duplicate them exactly.

Losing a 9th level spell for the day to gain an all the time sneak attack at 9d6 +5 to attack is not really a fair swap IMHO.

Bandw2 wrote:
also wouldn't the familiar gain Ki points at 5th level at -3 the shinobi for qualifiers, or at 4th level at -2 levels for qualifiers? you don't have ki points or abilities at level 1.

No. The familiar is gaining ki pool at 4th, using the Magus's bladebound archetypes mechanic for the bladblade's arcane pool (1 + Cha mod). As it is gaining it at 4th, its equaivalent ninja level is equal to ninja level -3. The MCAs equivalent ninja level is equal to its MCA level (regardless of when the MCA gains the ki pool class feature), as both primary and secondary clases count as the MCAs level for most qualifying prereqs.

Bandw2 wrote:

edit: make Shinobi strike:

The CLASS_NAME_HERE may give up a spell slot for a day to gain the following benefit. A +1+spell-slot-level of the spell slot given up to (BAB/it stacks with all other bonuses), and 1+SSLd6 sneak attack dice. This stays in effect until the next time you prepare your spells.

to put it in perspective why it sucked before, true strike would have been an all around better choice than the highest effect of it before, and it's a first level spell...

As i said above. But lets see what others think about the duration in rounds = Int mod, vs. the lose a spell slot for the day.


Pathfinder Lost Omens Subscriber

the thing is, like I said 15 BAB is not worth a 9th level spell... "precision" damage really wants to hit things more than 15 BAB.

OH GOD, I JUST REREAD IT AFTER YOU SAID SOMETHING ABOUT 30 FT.

DO NOT MAKE THIS RANGED ATTACKS. ABORT ABORT!

you can't flank or feint with ranged attacks, = only 1 round, on the surprise round. now, if this was the precision damage on demand, maybe we have another story.

my point is, mimicing something, while neat, if not useful, is just removing something instead of making a good MCA by combining aspects.

you're basically asking people to trade in their +3 flaming vorpal axe for a single gold piece...

other possibilities

make it a swift action to apply precision damage

Allow you to proc sneak attack on spells/certain kinds of spells/hexes

more 3pp examples


Just looking in to say I'm around, but have no specific comments. Looking good, all!


Sorry I was pretty busy with real life. My MCA is not ready to post yet. Please put in the queue at some later point.


Arkellus wrote:
Sorry I was pretty busy with real life. My MCA is not ready to post yet. Please put in the queue at some later point.

Will do! Life happens, thanks for letting us know.


Bandw2 wrote:

the thing is, like I said 15 BAB is not worth a 9th level spell... "precision" damage really wants to hit things more than 15 BAB.

OH GOD, I JUST REREAD IT AFTER YOU SAID SOMETHING ABOUT 30 FT.

DO NOT MAKE THIS RANGED ATTACKS. ABORT ABORT!

you can't flank or feint with ranged attacks, = only 1 round, on the surprise round. now, if this was the precision damage on demand, maybe we have another story.

my point is, mimicing something, while neat, if not useful, is just removing something instead of making a good MCA by combining aspects.

you're basically asking people to trade in their +3 flaming vorpal axe for a single gold piece...

other possibilities

make it a swift action to apply precision damage

Allow you to proc sneak attack on spells/certain kinds of spells/hexes

more 3pp examples

Oooo, how about this?

1) expend a spell (swift action) to add precision damage to melee attacks.

2) Grants a bonus to attack = 1/2 spell level (+5) and up to 10d6 damage (0-level spell = 1d6, 1st = 2d6, etc, up to 9th = 10d6). This will give her the opportunity to use cantrips for this also.

3) Duration of the effect is 3 rounds + the level of the spell. So a 9th level spell would give 12 rounds of sneak attack, essentially, at 10d6.

4) Also, we could add to it (or make is a Greater Shinobi Strike ability, might be better), able to, as you suggested, add on precision damage to a hex when it is initially used against an opponent (but in this case, it is only once). So, say she uses a hex (or major hex) and then expends a 5th level spell, the hex functions as normal but then add on 5d6 precision damage in the round the hex is used.


Greater Shinobi Strike replacing one of the later hexes?

And if we're changing the name (a-gain), perhaps Nightshade Strike? I dunno why, I just like Nightshade here. It's one of my favorite flowers...


Something I'd really like fir the Wyrmkin Druid is a shapeshifting option from level one that's viable later on as well.


Azten wrote:
Something I'd really like fir the Wyrmkin Druid is a shapeshifting option from level one that's viable later on as well.

Unfortunately, that will be very tough, as even the druid can't wild shape until 4th. I'll check and see if any of the archetypes allow for wild shape from 1st level.


Pathfinder Lost Omens Subscriber
Elghinn Lightbringer wrote:
Bandw2 wrote:
stuff

Oooo, how about this?

1) expend a spell (swift action) to add precision damage to melee attacks.

2) Grants a bonus to attack = 1/2 spell level (+5) and up to 10d6 damage (0-level spell = 1d6, 1st = 2d6, etc, up to 9th = 10d6). This will give her the opportunity to use cantrips for this also.

3) Duration of the effect is 3 rounds + the level of the spell. So a 9th level spell would give 12 rounds of sneak attack, essentially, at 10d6.

4) Also, we could add to it (or make is a Greater Shinobi Strike ability, might be better), able to, as you suggested, add on precision damage to a hex when it is initially used against an opponent (but in this case, it is only once). So, say she uses a hex (or major hex) and then expends a 5th level spell, the hex functions as normal but then add on 5d6 precision damage in the round the hex is used.

this is probably much better. It should be precision damage, just so that it's blocked by concealment and the like, but maybe not needing flank or flat footed. otherwise, you're going to get this going well once in a blue moon. especially since lower BAB means worse full round attack.

This should be like the magic making the strike do more damage, so not needing flank and what not. I think this is a fair trade for a spell, but probably a shorter duration.

a d6 hitdice person in melee will need some serious damage to be a good glass cannon.

the Hex thing I think is what makes the most sense.

I think it should be like:

SS:
As a swift Action you can sacrifice a prepared spell to gain the following benefits. +((Spell_Level+1)/2) to BAB round up, and (Spell_level+1)d6 dice of precision damage on the first attack every round for the next 3+(some ability mod) rounds.

GSS:
as a swift action you can sacrifice a Prepared spell to apply half as many d6 of precision damage you would apply for SS, to a target hit by your next hex. This Hex must be cast before the end of your turn.

TABLE:
Spell level/\BAB bonus/\Precision damage
0/\1/\1d6
1/\1/\2d6
2/\2/\3d6
3/\2/\4d6
4/\3/\5d6
5/\3/\6d6
6/\4/\7d6
7/\4/\8d6
8/\5/\9d6
9/\5/\10d6


No Druid archetype does, sadly. The closest thing possible us a Beastmorph Alchemist's Mutagen. :(


#Nightshade Warlock
I feel like the emphasis should be minimal on damage. This is more of an Infiltrator/Debuffer/Mezzer than someone I'm too worried about damage on. I'm thinking this is more someone who keeps their distance and avoids direct melee contact, in general. Less of a glass cannon, more of a support caster no one notices. :P

Perhaps it should be given a stealth caster feature, similar to some of the Rogue/Wizards or Rogue/Clerics, etc?


#Wyrmkin Druid
Hope to have a first draft up tonight.

I think a name change may bee good: Wyrmblood Shaman, Wyrmborn Shaman, even Wyrmkin Shaman.


Wyrmkin Shaman sounds better to me. The other two imply(to me anyway) being a descendant of dragons.


Taco Man wrote:

#Nightshade Warlock

I feel like the emphasis should be minimal on damage. This is more of an Infiltrator/Debuffer/Mezzer than someone I'm too worried about damage on. I'm thinking this is more someone who keeps their distance and avoids direct melee contact, in general. Less of a glass cannon, more of a support caster no one notices. :P

Perhaps it should be given a stealth caster feature, similar to some of the Rogue/Wizards or Rogue/Clerics, etc?

Then, if he's a support, what about buffing his companions. We could use the Shinobi Strike to buff his companons instead of himself? Expend a spell to grant additional damage (precision) to all her allies attacks (melee and ranged) for 1 round (1d6 per spell level, max out to 5t level spells for a +5d6). So a fighter could make full atacks and dealing up to +5d6 per attack?

What "stealth caster" feature are you thinking of? Tricky spells from the Stealth Mage MCA?


Elghinn Lightbringer wrote:


Then, if he's a support, what about buffing his companions. We could use the Shinobi Strike to buff his companons instead of himself? Expend a spell to grant additional damage (precision) to all her allies attacks (melee and ranged) for 1 round (1d6 per spell level, max out to 5t level spells for a +5d6). So a fighter could make full atacks and dealing up to +5d6 per attack?

What "stealth caster" feature are you thinking of? Tricky spells from the Stealth Mage MCA?

1) That...sounds...awesome!

2) Yes. Exactly that. Tricky Spells. Yessir.

3) If we're finished with the Black Nokizaru, are they and their new talents and new hex being added?


Elghinn Lightbringer wrote:
Azten wrote:
Something I'd really like fir the Wyrmkin Druid is a shapeshifting option from level one that's viable later on as well.
Unfortunately, that will be very tough, as even the druid can't wild shape until 4th. I'll check and see if any of the archetypes allow for wild shape from 1st level.

A transmutation version of disguise self that really only makes you look draconian could easily be a 1st level ability. Its mostly flavor. Could then grow into something more like alter self that actually grants advantages, like elemental resistance and natural armor.


#Nightshade Warlock

Here's the final versioin.

SWAPS
Spells lost = Ki pool, nightshade strike, no trace, light step, tricky ki spells.
Hex = Ninja tricks in place of hex
Major Hex = Master tricks in place of hex

NIGHTSHADE WARLOCK:

NEED A FLAVOR BLURP, TACO MAN

Primary: Witch.
Secondary: Ninja.
Alignment: Any.
Hit Dice: d6.

Bonus Skills and Ranks: The nightshade warlock may select six ninja skills to add to her class skills in addition to the normal witch class skills. The nightshade warlock gains a number of ranks at each level equal to 4 + Int modifier.

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

Diminished Spellcasting: The nightshade warlock casts arcane spells drawn from the witch spell lists, 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 patron spells or if her Intelligence allows bonus spells of that level. She otherwise learns, prepares, and casts spells as a witch of equal level.

Witch’s Familiar (Ex): This is exactly like the witch’s ability of the same name, except that at 4th level, the familiar gains a pool of ki points similar to a ninja’s ki pool. This ki pool has a number of ki points equal to 1 + the familiar’s Charisma modifier (minimum 0). The familiar has a ninja level equal to the nightshade warlock’s level –3 for the purpose of qualifying for feats with the ki pool class feature as a prerequisite.

Hex: This is exactly like the witch ability of the same name. In addition, whenever the nightshade warlock could choose a hex, she can select a ninja trick instead. A nightshade warlock’s level is equal to her ninja level for the purpose of qualifying for ninja tricks.

Ki Pool (Su): At 2nd level, an nightshade warlock gains the ninja’s ki pool ability. This ability, nightshade strike, no trace, light steps, and tricky ki spells replace spells lost due to diminished spellcasting.

Nightshade Strike (Sp): At 3rd level, an nightshade warlock can sacrifice spells to allow others deal extra damage. As a standard action, the nightshade warlock can expend a prepared spell. Allies within 30 feet of the nightshade warlock gain a bonus to their attack and damage until the nightshade warlock’s next turn. This extra damage is precision damage. These bonuses are dependent upon the level of spell that is sacrificed, as shown on the table below. The nightshade warlock can affect a number of allies equal to her Intelligence modifier.

Table: Nightshade Strike Bonuses
Spell Attack Damage
Level Bonus Bonus

1st–2nd +1 +1d6
3rd–4th +2 +2d6
5th–6th +3 +3d6
7th–8th +4 +4d6
9th +5 +5d6

No Trace (Ex): A nightshade warlock gains the ninja’s no trace ability. At 5t level, she learns learns to cover her tracks, remain hidden, and conceal her presence. The DC to track a nightshade warlock using the Survival skill increases by +1. In addition, her training gives her a +1 insight bonus on disguise skill checks and on opposed Stealth checks whenever she is stationary and does not take any action for at least 1 round. Every three levels thereafter, the increase to Survival DCs and the bonuses on Disguise and opposed Stealth checks increase by 1, to a maximum of +6 at 20th level.

Light Steps (Ex): At 9th level, a nightshade warlock gains the ninja’s light steps ability.

Major Hex: This is exactly like the witch ability of the same name. In addition, whenever the nightshade warlock could choose a hex, she can select a master trick instead.

Tricky Ki Spells (Su): Starting at 13th level, an nightshade warlock can use her ki to cast her spells without their somatic or verbal components as if using the Still Spell and Silent Spell feats. Spells cast using this ability expends 1 point from her ki pool and do not increase in spell level or casting time. She can use this ability 3 times per day at 13th level and one additional time per every three levels thereafter, to a maximum of 5 times per day at 19th level. The nightshade warlock decides to use this ability at the time of casting.

Table: Nightshade warlock
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 +0 +0 +2 Cantrips, diminished spellcasting, hex, 2 0 — — — — — — — —
patron spells, witch’s familiar
2nd +1 +0 +0 +3 Ki pool 3 1 — — — — — — — —
3rd +1 +1 +1 +3 Nightshade strike 3 1 0 — — — — — — —
4th +2 +1 +1 +4 Hex 3 2 1 — — — — — — —
5th +2 +1 +1 +4 No trace +1 3 2 1 0 — — — — — —
6th +3 +2 +2 +5 Hex 3 2 2 1 — — — — — —
7th +3 +2 +2 +5 3 3 2 1 0 — — — — —
8th +4 +2 +2 +6 Hex, no trace +2 3 3 3 2 1 — — — — —
9th +4 +3 +3 +6 Light steps 3 3 3 2 1 0 — — — —
10th +5 +3 +3 +7 Hex, major hex 3 3 3 2 2 1 — — — —
11th +5 +3 +3 +7 No trace +3 3 3 3 3 2 1 0 — — —
12th +6/+1 +4 +4 +8 Hex 3 3 3 3 2 2 1 — — —
13th +6/+1 +4 +4 +8 Tricky spells 3/day 3 3 3 3 3 2 1 0 — —
14th +7/+2 +4 +4 +9 Hex, no trace +4 3 3 3 3 3 2 2 1 — —
15th +7/+2 +5 +5 +9 3 3 3 3 3 3 2 1 0 —
16th +8/+3 +5 +5 +10 Hex, tricky spells 4/day 3 3 3 3 3 3 2 2 1 —
17th +8/+3 +5 +5 +10 No trace +5 3 3 3 3 3 3 3 2 1 0
18th +9/+4 +6 +6 +11 Hex, grand hex 3 3 3 3 3 3 3 2 2 1
19th +9/+4 +6 +6 +11 Tricky spells 5/day 3 3 3 3 3 3 3 3 2 2
20th +10/+5 +6 +6 +12 Hex, no trace +6 3 3 3 3 3 3 3 3 3 3


#Nightshade Warlock
...Iiit's beautiful~.

"To most witches, working from the shadows is a common thing. To be found a witch is often a horrible thing amongst superstitious communities, and to be pointed out upon a battlefield is often much worse. However, the dark realm of the nightshade warlock takes things farther. Working to discover and harness ki as well as the arcane, they stay obscured in the shadows of society and the battlefield, casting their blessings and curses upon those below, unaware of their presence. Employing all they may to stay out of reach, and out of sight."

That blurb blurby enough for ya?


Taco Man wrote:

#Nightshade Warlock

...Iiit's beautiful~.

"To most witches, working from the shadows is a common thing. To be found a witch is often a horrible thing amongst superstitious communities, and to be pointed out upon a battlefield is often much worse. However, the dark realm of the nightshade warlock takes things farther. Working to discover and harness ki as well as the arcane, they stay obscured in the shadows of society and the battlefield, casting their blessings and curses upon those below, unaware of their presence. Employing all they may to stay out of reach, and out of sight."

That blurb blurby enough for ya?

That'll do! Thought I tweaked it a bit.

For most witches, working from the shadows is a common thing. Yet, to be exposed as such is often viewed by many as abominable, especially amongst the superstitious communities of the land, but to be exposed as such on the battlefield can be disastrous. In direct response to this fear, the dark realm of the nightshade warlock takes things one step further. Laboring to discover and harness their inner ki as well as the arcane, they prefer to keep to the shadows of society and the battlefield, employing their magic from afar on those who are unaware of their presence.


So I suppose my twins are all neatly bundled and ready to be taken home, then?


Taco Man wrote:
So I suppose my twins are all neatly bundled and ready to be taken home, then?

Pretty much! I'll get them up on the wiki soonish.


Don't forget the new hexes and tricks! :D


1 person marked this as a favorite.

OK, finally got the Wyrmkin Shaman put together.Its a wall of text, but I think it work out nicely. Very dragon-y with a unique bond and the incorporation of official druid abilities.

*With alignments, I'm wondering whther we should include a blurp about the dragon patron always being within one step of the Wyrmkin Shaman's alignment, allowing for evil gold dragons, and good green or red dragons? I can't remember of if Paizo has relazed the whole alignment thing with dragons or not? They are no longer "Always X alignment" afterall.

WYRMKIN SHAMAN:

Primary: Druid.
Secondary: Sorcerer.
Alignment: Any.
Hit Dice: d8.

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

Weapon and Armor Proficiency: The wyrmkin shaman is proficient with the club, dagger, dart, quarterstaff, scimitar, scythe, sickle, shortspear, sling, and spear. The wyrmkin shaman is also proficient with all natural attacks (claw, bite, and so forth) of any form she assumes with wild shape (see below). The wyrmkin shaman is proficient with light and medium armor but is prohibited from wearing metal armor; thus, she may wear only padded, leather, or hide armor. A wyrmkin shaman may also wear wooden armor that has been altered by the ironwood spell so that it functions as though it were steel. The wyrmkin shaman is proficient with shields (except tower shields) but must use only wooden ones. A wyrmkin shaman who wears prohibited armor or uses a prohibited shield is unable to cast druid spells or use any of her supernatural or spell-like class abilities while doing so and for 24 hours thereafter.

Spellcasting: The wyrmkin shaman casts spells drawn from the druid spell list and adds the following spells to that list at the indicated spell levels: 1st level–mage armor; 3rd level–fly; 4th level–fear; 5th level–spell resistance; 6th level–form of the dragon I; 7th level– form of the dragon II; 8th level– form of the dragon III; 9th level–wish. The wyrmkin shaman otherwise prepares and casts spells as a druid equal to her wyrmkin shaman level.

Dragon Bond (Su): At 1st level, a wyrmkin shaman forms a bond with a dragon patron within a specific terrain (see Table: Dragon Patron). This dragon serves as the wyrmkin shaman’s patron, granting her a number of abilities. As part of this bond, a wyrmkin shaman begins play with a special dragon mask from her dargon patron at no cost. This mask is not made of any special materials, but is always masterwork quality and crafted in the image of the wyrmkin shaman’s dragon patron.

A dragon mask is badge of honor and respect within the wyrmkin shaman’s culture. When the mask is worn, it magically bonds to the wyrmkin shaman’s face and can only be forcibly removed if a dispel magic spell is cast on the mask, or if she is unconscious or dead. The wyrmkin shaman can wear or remove her dragon mask as a move action that does not provoke attacks of opportunity. A dragon mask immediately becomes inert if it leaves the wyrmkin shaman’s possession, reactivating as soon as it returns to her keeping

A non-wyrmkin shaman who attempts to wear or use a dragon mask must make a Will save (DC 10 + 1/2 the wyrmkin shamans level + the wyrmkin shaman’s Wisdom modifier modifier) or become fascinated by the mask’s powerful magic—a non-wyrmkin shaman can never gain the benefit of a dragon mask, but a wyrmkin shaman can gain the effects of another wyrmkin shaman's mask if she wears it. (Although if the other wyrmkin shaman commands the mask to stop functioning, the effects of the “stolen” dragon mask immediately cease. At the GM’s discretion, the dragon patron of “stolen” mask’s may exact some form of retribution upon the perpetrating wyrmkin shaman for attempting use another wyrmkin shaman’s mask, though doing so should warrant good cause.)

While the dragon mask is worn, the wyrmkin shaman gains the following abilities:
• Cast speak with animals (lizards only) at will.
• Low-light vision
• Darkvision 30 feet. If she already has darkvision, it increases by 30 feet.
• Gains a +4 bonus on Initiative checks and Knowledge (geography), Perception, Stealth, and Survival checks in her dragon patron’s terrain.

Table: Dragon Patron
Terrain Dragon

Cold white
Desert brass, blue
Forest forest, green
Jungle forest, green
Mountains copper (hills), magma, red, silver, sky, sovereign, white
Plains gold
Swamp black
Underground crystal, magma, underworld
Water brine, bronze, sea

As the wyrkin shaman gains levels, she gains the following mask powers. These powers can only be used while the dragon mask is worn.

Dragon Claws (Su): At 3rd level, a wyrmkin druid gains the dragon claws bloodline power from the sorcerer’s draconic bloodline.

Dragon Resistance (Ex): At 5th level, a wyrmkin druid gains the dragon resistance bloodline power from the sorcerer’s draconic bloodline.

Dragon Communion (Sp): At 8th level, a wyrmkin shaman can use her mask to contact her dragon patron and ask questions that can be answered by a simple yes or no. This functions as the commune spell and can be used once per week.

Dragon Breath (Su): At 11th level, a wyrmkin druid gains the breath weapon bloodline power from the sorcerer’s draconic bloodline.

Dragon Wings (Su): At 17th level, a wyrmkin druid gains the wings bloodline power from the sorcerer’s draconic bloodline.

Dragon Might (Su): At 20th level, a wyrmkin druid gains the power of wyrms bloodline power from the sorcerer’s draconic bloodline.

A wyrmkin shaman can add additional magic abilities to his dragon mask as if she has the required Item Creation Feats and if he meets the level prerequisites of the feat. The magic properties of a dragon mask, including any magic abilities added to the mask, only function for the wyrmkin shaman who owns it. If a dragon mask's owner dies, or the mask is replaced, the mask reverts to being an ordinary masterwork item of the appropriate type.

If a dragon mask is damaged, it is restored to full hit points the next time the wyrmkin shaman prepares her spells. If the dragon mask is lost or destroyed, it can be replaced after 1 week in a special ritual that costs 200 gp per wyrmkin shaman level plus the cost of the masterwork item. This ritual takes 8 hours to complete. Dragon masks replaced in this way do not possess any of the additional enchantments of the previous mask. A wyrmkin shaman can designate an existing mask as his dragon mask. This functions in the same way as replacing a lost or destroyed mask except that the new magic item retains its abilities while gaining the benefits and drawbacks of becoming a dragon mask.

This ability replaces nature bond, trackless step, wild shape 1/day, wild shape 4/day, wild shape 7/day, and wild shape (at will).

Spontaneous Casting: This is exactly like the druid ability of the same name. In addition, whenever a wyrmkin shaman casts summon nature’s ally (either as a normal spell or through spontaneous casting) she can summon one of the alternative creatures of the dragon type instead (see Dragon Summoning Options below). The wyrmkin shaman may only summon a dragon of her patron’s type.

Table: Summon Nature’s Ally (Alternatives)
3rd Level Subtype(s) Source

Wyrmling crystal dragon Dragon B2
Wyrmling white dragon Dragon B1

4th Level Subtype(s) Source
Wyrmling black dragon Dragon B1
Wyrmling brass dragon Dragon B1
Wyrmling brine dragon Dragon B2
Wyrmling underworld dragon Dragon B3
Very young crystal dragon Dragon B2
Very young white dragon Dragon B1

5th Level Subtype(s) Source
Wyrmling copper dragon Dragon B1
Wyrmling green dragon Dragon B1
Wyrmling magma dragon Dragon B2
Wyrmling sea dragon Dragon B3
Very young black dragon Dragon B1
Very young brass dragon Dragon B1
Very young brine dragon Dragon B2
Very young underworld dragon Dragon B3
Young crystal dragon Dragon B2
Young white dragon Dragon B1

6th Level Subtype(s) Source
Wyrmling blue dragon Dragon B1
Wyrmling bronze dragon Dragon B1
Wyrmling cloud dragon Dragon B2
Wyrmling forest dragon Dragon B3
Wyrmling red dragon Dragon B1
Wyrmling silver dragon Dragon B1
Wyrmling sky dragon Dragon B3
Wyrmling umbral dragon Dragon B2
Very young copper dragon Dragon B1
Very young dragon Dragon B1
Very young magma dragon Dragon B2
Very young sea dragon Dragon B3
Young black dragon Dragon B1
Young brass dragon Dragon B1
Young brine dragon Dragon B2
Young underworld dragon Dragon B3
Juvenile crystal dragon Dragon B2
Juvenile white dragon Dragon B1

7th Level Subtype(s) Source
Wyrmling gold dragon Dragon B1
Wyrmling sovereign dragon Dragon B3
Very young blue dragon Dragon B1
Very young bronze dragon Dragon B1
Very young cloud dragon Dragon B2
Very young forest dragon Dragon B3
Very young red dragon Dragon B1
Very young silver dragon Dragon B1
Very young sky dragon Dragon B3
Very young umbral dragon Dragon B2
Young adult crystal dragon Dragon B2
Young adult white dragon Dragon B1
Young copper dragon Dragon B1
Young green dragon Dragon B1
Young magma dragon Dragon B2
Young sea dragon Dragon B3
Juvenile black dragon Dragon B1
Juvenile brass dragon Dragon B1
Juvenile brine dragon Dragon B2
Juvenile underworld dragon Dragon B3

8th Level Subtype(s) Source
Very young gold dragon Dragon B1
Very young sovereign dragon Dragon B3
Young blue dragon Dragon B1
Young bronze dragon Dragon B1
Young cloud dragon Dragon B2
Young forest dragon Dragon B3
Young red dragon Dragon B1
Young silver dragon Dragon B1
Young sky dragon Dragon B3
Young umbral dragon Dragon B2
Juvenile copper dragon Dragon B1
Juvenile green dragon Dragon B1
Juvenile magma dragon Dragon B2
Juvenile sea dragon Dragon B3
Young adult black dragon Dragon B1
Young adult brass dragon Dragon B1
Young adult brine dragon Dragon B2
Young adult underworld dragon Dragon B3
Adult crystal dragon Dragon B2
Adult white dragon Dragon B1

9th Level Subtype(s) Source
Young gold dragon Dragon B1
Young sovereign dragon Dragon B3
Juvenile blue dragon Dragon B1
Juvenile bronze dragon Dragon B1
Juvenile cloud dragon Dragon B2
Juvenile forest dragon Dragon B3
Juvenile red dragon Dragon B1
Juvenile silver dragon Dragon B1
Juvenile sky dragon Dragon B3
Young adult copper dragon Dragon B1
Young adult green dragon Dragon B1
Young adult magma dragon Dragon B2
Young adult sea dragon Dragon B3
Adult black dragon Dragon B1
Adult brass dragon Dragon B1
Adult brine dragon Dragon B2
Adult underworld dragon Dragon B3
Mature adult crystal dragon Dragon B2
Mature adult white dragon Dragon B1

Bond Abilities: Starting at 2nd level, a wyrmkin shaman gains one of the following abilities according to her dragon patron’s terrain. These abilities are permanent, and are not dependant on whether the dragon mask is worn.

Aquatic Adaptation (Ex): The wyrmkin shaman of the water terrain gains an insight bonus on Initiative checks and Knowledge (geography), Perception, Stealth, and Swim checks equal to 1/2 her wyrmkin shaman level in aquatic terrain, and she cannot be tracked such environments.

Icewalking (Ex): The wyrmkin shaman of the cold terrain suffers no penalty to speed or on Acrobatics, Climb, or Stealth checks in snowy or icy terrain or weather conditions and can walk across snow crusts or thin ice without breaking through.

Marshwight (Ex): The wyrmkin shaman of the swap terrain gains a bonus on Initiative checks and Knowledge (geography), Perception, Stealth, Swim, and Stealth checks equal to 1/2 her druid level in swamp terrain, and she cannot be tracked in such an environment.

Mountaineer (Ex): The wyrmkin shamans of the mountain terrain gains a bonus on Initiative checks and Climb, Knowledge(geography), Perception, Stealth, and Survival checks equal to half her druid level in mountainous terrain, and she cannot be tracked in such an environment.

Plains Traveler (Ex): The wyrmkin shaman of the plains terrain gains a bonus on Initiative checks and Knowledge (geography), Perception, Stealth, and Survival checks equal to 1/2 her wyrmkin shaman level in plains terrain, and she cannot be tracked in such an environment.

Sandwalker (Ex): The wyrmkin shaman of the desert terrain suffers no penalty to speed or on Acrobatics or Stealth checks when moving through sandy or desert terrain.

Tree Leaper (Ex): The wyrmkin shaman can move easily from tree to tree so long as their branches are within reach. When the distance between trees exceeds twice the wyrmkin shaman’s reach, however, she must make a leap of faith. When climbing or using the Acrobatics skill, the wyrmkin shaman can make an Acrobatics check to leap to another location. If she can move at least 20 feet before leaping (without doubling back), set the DC as though she had a 20-foot running start (don’t double the DC). If the wyrmkin shaman fails her Acrobatics check by 5 or more, she falls as normal. If the wyrmkin shaman fails by less than 5, she can attempt a DC 15 Reflex save to grab a ledge, branch, or wall 5 feet below her target location, so long as some protrusion exists there. A wyrmkin shaman that succeeds on any Acrobatics check (not just a tree leap) must immediately attempt a Acrobatics or Climb check, as appropriate, to land in a climbing or balancing position. The DC for this check is +5 higher than normal. A failure gives the same results as a failure on the Acrobatics check.

Tunnelrunner (Ex): The wyrmkin shaman of the underground terrain can move through areas of rubble or narrow passages that require squeezing at her normal movement rate and without penalty.

Woodland Stride (Ex): The wyrmkin shaman of the forest terrain may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, still affect her.

At 4th level, she gains one of the following bond abilities according to her dragon patron’s terrain.

Arctic Endurance (Ex): The wyrmkin shaman of the cold terrain ignores the effects of a cold climate as if using endure elements. She is also immune to being dazzled.

Desert Endurance (Ex): The wyrmkin shaman of the desert terrain ignores the effects of a hot climate as if using endure elements. She also has a reduced need to eat and drink, as if wearing a ring of sustenance (though normal sleep is still required).

Forest Endurance (Ex): The wyrmkin shaman of the forest terrain gains a +4 bonus on saving throws against the spell-like and supernatural abilities of fey. This bonus also applies to spells and effects that target plants, such as blight, entangle, spike growth, and warp wood.

Nature’s Oceans (Ex): The wyrmkin shaman of the water terrain gains a swim speed equal to half her land speed. In addition, the wyrmkin shaman of the water terrain gains a +4 bonus on saving throws against spells of the water type or the exceptional or supernatural abilities of creatures with the aquatic or water subtype.

Savanna Ambush (Ex): The wyrmkin shaman of the plains terrain gains concealment whenever she is prone in natural surroundings, and can make Stealth checks at no penalty when prone and not moving or at –5 when crawling. A wyrmkin shaman of the plains terrain can stand up from prone as an immediate action during a surprise round.

Spire Walker (Ex): The wyrmkin shaman of the mountain terrain does not lose her Dexterity bonus when climbing. A wyrmkin shaman of the mountain terrain is immune to altitude sickness and ignores the effects of a cold climate as if under the effects of endure elements. She also suffers no penalty to speed or on Acrobatics or Stealth checks when walking across steep slopes, rubble, or scree.

Subterranean Endurance (Ex): The wyrmkin shaman of the underground terrain gains a +2 bonus on saves against extraordinary, supernatural, and spell-like abilities of oozes and aberrations. In addition, the wyrmkin shaman cannot be detected with tremorsense.

Swamp Rat (Ex): The wyrmkin shaman of the swap terrain suffers no penalty to speed or on Acrobatics or Stealth checks in bogs and undergrowth. In addition, the wyrmkin shaman of the swap terrain gains a +4 bonus on saves against disease and the exceptional, supernatural, and spell-like abilities of monstrous humanoids. A wyrmking druid of the swamp terrain also gains DR/— equal to half her wyrmkin shaman level against attacks by swarms. If this damage resistance prevents damage, the druid is unaffected by distraction or other special attacks of the swarm.
Torrid Endurance (Ex): The wyrmkin shaman of the jungle terrain ignores the effects of a hot climate as if under the effects of endure elements. She also gains a +4 bonus on saves against disease and the exceptional abilities of animals and magical beasts.

At 8th level, a wyrmkin shaman gains the one of following bond abilities according to her dragon patron’s terrain.

Camouflage (Ex): The wyrmkin shaman of the forest terrain can use the Stealth skill to hide in forest terrains, even if the terrain doesn't grant cover or concealment.

Canny Charger (Ex): The wyrmkin shaman of the plains terrain can charge through allies’ squares without difficulty (whether mounted or afoot) and can turn up to 90 degrees once during a charge, provided the last 10 feet toward the target are in a straight line. She also gains a +4 dodge bonus to AC against enemy charge attacks and a +4 bonus to damage with a readied action against a charging foe.

Mountain Stance (Ex): The wyrmkin shaman of the mountain terrain gains immunity to petrification and receives a +4 bonus on saving throws or to CMD to resist any attempt to push, pull, bull rush, or drag her, or to resist any other effect that would physically move her from her position (e.g., repel wood, reverse gravity, or being blown away by high winds). This does not protect her against being tripped, grappled, or overrun.

Photosynthesis (Ex): The wyrmkin shaman of the jungle terrain feeds upon nature’s raw essence. Her need to eat and sleep is reduced as if wearing a ring of sustenance, and she gains a +4 racial bonus on saving throws made against poison and sleep effects.

Seaborn (Ex): The wyrmkin shaman of the water terrain gains the aquatic subtype, the amphibious trait, and a swim speed equal to her land speed. She also can endure cold climate effects as if using endure elements.
Shaded Vision (Ex): The wyrmkin shaman of the desert terrain becomes immune to blinding and dazzling effects and gains a +2 bonus on saving throws against gaze attacks and illusions of the figment and pattern subschools.

Snowcaster (Su): The wyrmkin shaman of the cold terrain can see normally in ice storm, sleet storm, or similar natural snowstorms. In addition, she can prepare any druid spell with the fire subtype as a cold spell, with an identical effect but inflicting cold damage instead of fire damage.

Tremorsense (Ex): The wyrmkin shaman of the underground terrain gains tremorsense 30 feet.

Venom immunity (Ex): The wyrmkin shaman of the swamp terrain gains immunity to all poisons.

At 14th level, a wyrmkin shaman gains one of the following bond powers according to her dragon patron’s terrain.

Deep Diver (Ex): The wyrmkin shaman of the water terrain gains DR/slashing or piercing equal to 1/2 her wyrmkin shaman level. This damage reduction also applies against spells and spell-like abilities that inflict damage by grappling or crushing (e.g., black tentacles, crushing hand). She never takes pressure damage from deep water.

Dunemeld (Ex): The wyrmkin shaman of the desert terrain can assume the form of a swirling mass of sand at will. This is equivalent to gaseous form, but the wyrmkin shaman gains a land and burrow speed of 10 feet rather than a fly speed. While in this form, the wyrmkin shaman gains a circumstance bonus on Stealth checks made in desert terrain equal to her wyrmkin shaman level.

Earth Glide (Ex): The wyrmkin shaman of the underground terrain gains the earth glide universal monster ability and can use it to travel at her full base speed through sand, dirt, clay, gravel, or similar materials. If protected against fire damage, the wyrmkin shaman can even burrow through lava. The wyrmkin shaman can burrow through solid stone at 1/2 her base speed.

Evasion (Ex): The wyrmkin shaman of the plains terrain gains evasion when wearing light or no armor and carrying a light load. This functions as the rogue ability of the same name.

Flurry Form (Ex): The wyrmkin shaman of the cold terrain can assume the form of a swirling column of snow equivalent to gaseous form at will. While in this form, she gains a circumstance bonus on Stealth checks made in cold terrain equal to her wyrmkin shaman level.

Forest Walker (Ex): The wyrmkin shaman of the forest terrain can cast tree stride at will.

Mountain Stone (Ex): The wyrmkin shaman of the mountain terrain can transform her body into a weathered stone outcrop and back at will. This effect functions as statue.

Slippery (Ex): The wyrmkin shaman of the swamp terrain gains continuous freedom of movement.

Verdant Sentinel (Ex): The wyrmkin shaman of the jungle terrain can cast tree shape at will.

This ability replaces woodland stride, resist nature’s lure, venom immunity, and a thousand faces.

Wild Shape (Su): This is exactly like the druid ability of the same name except that the wyrmkin shaman’s effective druid level for the ability is equal to her wyrmkin shaman level –2. A wyrmkin shaman cannot use wild shape to assume an elemental or plant form. When taking the form of an animal, the wyrmkin shaman can only assume the form of a crocodilian, dinosaur, lizard, or snake creature. At 6th level, a wyrmkin shaman can use wild shape once per day, plus an additional time per day at 8th, 12th, 14th, and 18th level.

In addition, at 12th level, the wyrmkin shaman can assume the form of a Medium dragon of her dragon patron’s type as if using form of the dragon I. At 14th level, she can assume the form of a Large dragon of her dragon patron’s type as if using form of the dragon II. At 16th level, she may assume the form of a Huge dragon of her dragon patron’s type as if using form of the dragon III.

Table: Wyrmkin Druid
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 Dragon bond, nature sense, 3 1 — — — — — — — —
orisons, wild empathy
2nd +1 +3 +0 +3 Bond ability 4 2 — — — — — — — —
3rd +2 +3 +1 +3 Dragon claws 4 2 1 — — — — — — —
4th +3 +4 +1 +4 Bond ability 4 3 2 — — — — — — —
5th +3 +4 +1 +4 Dragon resistance 4 3 2 1 — — — — — —
6th +4 +5 +2 +5 Wild shape (1/day) 4 3 3 2 — — — — — —
7th +5 +5 +2 +5 Dragon communion 4 4 3 2 1 — — — — —
8th +6/+1 +6 +2 +6 Wild shape (2/day) 4 4 3 3 2 — — — — —
9th +6/+1 +6 +3 +6 4 4 4 3 2 1 — — — —
10th +7/+2 +7 +3 +7 Bond ability 4 4 4 3 3 2 — — — —
11th +8/+3 +7 +3 +7 Dragon breath weapon 4 4 4 4 3 2 1 — — —
12th +9/+4 +8 +4 +8 Wild shape (3/day) 4 4 4 4 3 3 2 — — —
13th +9/+4 +8 +4 +8 4 4 4 4 4 3 2 1 — —
14th +10/+5 +9 +4 +9 Wild shape (4/day) 4 4 4 4 4 3 3 2 — —
15th +11/+6/+1 +9 +5 +9 Timeless body 4 4 4 4 4 4 3 2 1 —
16th +12/+7/+2 +10 +5 +10 Bond ability 4 4 4 4 4 4 3 3 2 —
17th +12/+7/+2 +10 +5 +10 Dragon wings 4 4 4 4 4 4 4 3 2 1
18th +13/+8/+3 +11 +6 +11 Wild shape (5/day) 4 4 4 4 4 4 4 3 3 2
19th +14/+9/+4 +11 +6 +11 4 4 4 4 4 4 4 4 3 3
20th +15/+10/+5 +12 +6 +12 Dragon might 4 4 4 4 4 4 4 4 4 4


Looks much better than the "Dragon" Shaman, but with the heavy restrictions too Wildshape, is the -2 necessary?

Otherwise it's really cool. Thank you sooo much! It was awesome to wake up on my birthday, check the thread, and find the MCA I suggested was here! ^_^


#Wyrmkin Shaman

I think the level -2 helps balance things between all the swaps. Plus with the ability to use from of the dragon is a big thing. the Mountain Druid does this, but uses Giant Form I and II. We'll see what others think.

And Happy Birthday!

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