Multiclass Archetypes VII: MCAs Forever


Homebrew and House Rules

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SCORPION KNIGHT revised - (Rgr/Sum):

When some develop their talent for summoning, they find their eidolon is pulled from the Plane of Siege. This long-range partner, in some cases, leads to the summoner developing his melee talents, to form a perfect duo. These are the scorpion knights, and they are mighty.

Primary Class: Ranger.
Secondary Class: Summoner.
Alignment: Any.
Hit Dice: d10.

Bonus Skills and Ranks: The scorpion knight gains Knowledge (engineer) and selects two summoner skills to add to his class skills in addition to the normal ranger class skills. The scorpion knight gains a number of ranks at each level equal to 4 + Int modifier.

Weapon and Armor Proficiency: The scorpion knight is proficient with all simple and martial weapons, plus the ballista siege engine, double crossbow, hand crossbow, repeating crossbow, and scorpion whip. He is also proficient with. The scorpion knight is also proficient with the light and medium armor, and with shields (except tower shields).

Siege Gunner (Ex): At 1st level, a scorpion knight gains Siege Gunner as a bonus feat, even if he does not meet the prerequisites. This ability replaces wild empathy.

Siege Commander (Ex): At 3rd level, a scorpion knight gains Siege Commander as a bonus feat, even if he does not meet the prerequisites. This ability replaces wild endurance.

Arbalest Eidolon: A scorpion knight begins play with the ability to summon to his side a powerful outsider from the Plane of Sieges called an arbalest eidolon. The arbalest eidolon forms a link with the scorpion knight, who, forever after summons an aspect of the same creature. This is exactly like the summoner’s eidolon ability except for the changes described in the Arbalest Eidolon entry below.

Spellcasting: The scorpion knight adds the following spells to the ranger’s spell list at the indicated spell levels: 1st Level–jury-rig, life conduit, rejuvenate eidolon (lesser); 2nd Level–evolution surge (lesser), magic siege engine*, restore eidolon (lesser), summon eidolon; 3rd Level–arcane ballista**, devolution, evolution surge, life conduit (improved), magic siege engine (greater)*, rejuvenate eidolon, restore eidolon, transmogrify, 4th Level–evolution surge (greater), life conduit (greater), purified calling, rejuvenate eidolon (greater). A scorpion knight otherwise prepares and casts spells as a ranger equal to his scorpion knight level.

*Note: If a scorpion knight casts magic siege engine or greater magic siege engine, it can also affect ballistae.

**New spell.

Shield Ally (Ex): At 5th level, a scorpion knight gains the summoner’s shield ally ability. This ability replaces 2nd favored enemy.

Expose Weakness (Ex): At 7th level, whenever the scorpion knight confirms a critical attack against a foe, his arbalest eidolon gains a +4 bonus to its attacks against the same creature until the beginning of the scorpion knight’s next turn. If the arbalest eidolon has precise shot, this attack may be a ranged attack. This ability replaces woodland stride.

Siege Engineer (Ex): At 8th level, a scorpion knight gains Siege Commander as a bonus feat, even if he does not meet the prerequisites. This ability replaces swift tracker.

Aspect (Su): At 10th level, a scorpion knight gains the summoner’s aspect ability. This ability replaces 3rd favored enemy.

Master Siege Engineer (Ex): At 13th level, a scorpion knight gains Master Siege Engineer as a bonus feat, even if he does not meet the prerequisites.

Greater Shield Ally (Ex): At 15th level, a scorpion knight gains the summoner’s greater shield ally ability. This ability replaces 4th favored enemy.

Greater Aspect (Su): At 20th level, a scorpion knight gains the summoner’s greater aspect ability. This ability replaces 5th favored enemy.

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

1st +1 +2 +2 +0 1st favored enemy, siege gunner, track — — — —
2nd +2 +3 +3 +0 Combat style feat — — — —
3rd +3 +3 +3 +1 Siege commander — — — —
4th +4 +4 +4 +1 Arbalest eidolon 0 — — —
5th +5 +4 +4 +1 Shield ally 1 — — —
6th +6/+1 +5 +5 +2 Combat style feat 1 — — —
7th +7/+2 +5 +5 +2 Expose weakness 1 0 — —
8th +8/+3 +6 +6 +2 Siege engineer 1 1 — —
9th +9/+4 +6 +6 +3 Evasion 2 1 — —
10th +10/+5 +7 +7 +3 Aspect, combat style feat 2 1 0 —
11th +11/+6/+1 +7 +7 +3 Quarry 2 1 1 —
12th +12/+7/+2 +8 +8 +4 Camouflage 2 2 1 —
13th +13/+8/+3 +8 +8 +4 Master siege engineer 3 2 1 0
14th +14/+9/+4 +9 +9 +4 Combat style feat 3 2 1 1
15th +15/+10/+5 +9 +9 +5 Greater shield ally 3 2 2 1
16th +16/+11/+7/+2 +10 +10 +5 Improved evasion 3 3 2 1
17th +17/+12/+7/+2 +10 +10 +5 Hide in plain sight 4 3 2 1
18th +18/+13/+8/+3 +11 +11 +6 Combat style feat 4 3 2 2
19th +19/+14/+9/+4 +11 +11 +6 Improved quarry 4 3 3 2
20th +20/+15/+10/+5 +12 +12 +6 Greater aspect Master hunter 4 4 3 3

ARBALEST EIDOLON:

Arbalest eidolons are living mechanisms of shifting flesh that are summoned by scorpion knights from a little-known plane called the Plane of Sieges. Like an eidolon, an arbalest eidolon is subject to its scorpion knight’s will and functions in all ways as an eidolon, except for the changes described hereafter.

ARBALEST EIDOLON ABILITIES
An arbalest eidolon’s abilities are determined by the scorpion knight’s level and by the choices made using its evolution pool. An arbalest eidolon’s qualities are similar to those described in the Eidolons description block of the Advanced Player’s Guide, except with the following changes.

Special: The following new abilities are gained by all arbalest eidolons as they increase in power. Each of these bonuses is described below.

Heavy Crossbow: The arbalest eidolon is summoned with a heavy crossbow as part of its permanent form. A heavy crossbow counts as one of the eidolon’s natural attacks and is treated as both a natural attack and a manufactured weapon. The heavy crossbow reduces the eidolon’s total evolution point by two (only 1 point at 4th level, 2 points at 5th level and so on, up to a maximum of 20 at 20th level).

Endless Bolts (Sp): The arbalest eidolon is under the constant effects of an abundant ammunition spell (see the Spells chapter of Ultimate Combat). When summoned, the heavy crossbow of an arbalest eidolon comes into existence loaded. Each round thereafter, the arbalest eidolon must reload its heavy crossbow using the appropriate action. A sufficient number of bolts are conjured to load the arbalest eidolon’s heavy crossbow each round, and therefore it does not need to carry a supply of ammunition.

Rapid Reload (Ex): The arbalest eidolon gains Rapid Reload as a bonus feat. If the arbalest eidolon has the ballista evolution, this reduces the ballista’s reload time from two full-round actions to a full-round action. This ability replaces evasion.

Combat Style Feats (Ex): An arbalest eidolon gains the ranger’s combat style feat ability, but must choose the crossbow combat style. The eidolon’s expertise manifests itself in the form of bonus feats at 6th, 10th, 14th, and 18th level. The arbalest eidolon can choose from the following list whenever its gains a combat style feat: Deadly Aim, Focused Shot, Precise Shot, and Rapid Reload. At 10th level, it adds Crossbow Mastery and Improved Precise Shot to the list. At 14th level, it adds Pinpoint Targeting and Shot on the Run to the list. This ability replaces the ranger’s favored terrain.

Heavy Crossbow Training (Ex): An arbalest eidolon adds its Dex modifier to the damage dealt by its heavy crossbow. This ability replaces devotion.

Lightning Reload (Ex): The arbalest eidolon reduces its heavy crossbow’s reload time from a move action to a free action. If the arbalest eidolon has the ballista evolution, it reduces its reload time from a full-round action to a standard action. This ability replaces improved evasion.

Base Forms
Each arbalest eidolon must choose the aquatic, quadruped, or serpentine form as its base form. Each of these forms otherwise function as those listed in the eidolon description of the Advanced Player’s Guide. A scorpion knight cannot select the biped base form.

EVOLUTIONS
An arbalest eidolon may select any evolution listed in the Advanced Player’s Guide or Ultimate Magic. However, the arbalest eidolon is restricted to the following evolutions: ability increase, blindsense, blindsight, burrow, climb, damage reduction, energy attacks, fast healing, frightful appearance, gills, grab, immunity, improved damage, improved natural armor, keen scent, large (huge), limbs , low-light vision, magic attacks, mount, no breath, pincers, poison, push, reach, resistance, scent, skilled, spell resistance, sting, tail, tail slap, trample, tremorsense, unnatural aura. The improved damage evolution does affect the arbalest eidolon’s heavy crossbow, but has no effect on the ballista evolution.

The following list includes new evolutions specific to the Scorpion Knight multiclass archetype or rule changes to existing ones.

1-Point Evolutions
The following evolutions cost 1 point from the scorpion knight’s evolution pool.

Knockback Shot (Ex): When an arbalest eidolon with this evolution confirms a critical hit with its heavy crossbow attack, the target is automatically knocked back 5 feet. By spending an additional 2 evolution points, targets are knocked back 10 feet instead on a confirmed critical hit. If the scorpion knight has the ballista evolution, this evolution causes the target to be knocked back 10 feet (15 feet with 2 additional evolution points) with a light ballista, and 15 feet (20 feet) with a heavy ballista.

2-Point Evolutions
The following evolutions cost 2 points from the scorpion knight’s evolution pool.

Energy Bolts (Su): An arbalest eidolon with this evolution deals 2d6 points of energy damage of the chosen type on a successful hit. The scorpion knight must be at least 8th level and have the energy attack evolution before selecting this evolution.

Piercing Shot (Ex): An arbalest eidolon with this evolution adds its Strength modifier to all damage rolls and increases its critical multiplier to x3 when a successful attack (or critical hit) is made with its heavy crossbow natural attack.

3-Point Evolutions
The following evolutions cost 3 points from the scorpion knight’s evolution pool.

Improved Energy Bolts (Su): An arbalest eidolon with this evolution deals 3d6 points of energy damage of the chosen type on a successful hit. The scorpion knight must be at least 12th level and have the energy bolt evolution before selecting this evolution.

4-Point Evolutions
The following evolutions cost 4 points from the scorpion knight’s evolution pool.

Greater Energy Bolts (Su): An arbalest eidolon with this evolution deals 4d6 points of energy damage of the chosen type on a successful hit. The scorpion knight must be at least 16th level and have the improved energy bolt evolution before selecting this evolution.

Ballista (Ex): An arbalest eidolon with this evolution improves its heavy crossbow to a light ballista. The ballista now counts as two natural attacks. As part of the eidolon, the light ballista moves at the same speed as the eidolon, and the arbalest eidolon is considered to have a full crew for the purpose of loading and using the ballista. The ballista otherwise functions as a normal light ballista. The scorpion knight must have the Large evolution before selecting this evolution.
If the eidolon spends 6 additional evolution points. The light ballista improves to a heavy ballista. This heavy ballista now counts as three natural attacks. The scorpion knight must have the Huge evolution before selecting this evolution.

NEW SPELLS:

The following spells is added to the spell list of the Scorpion Knight multiclass archetype.

Arcane Ballista
School transmutation; Level sorcerer/wizard 4
CASTING
Casting Time 1 round
Components V, S, F (an ornate miniature ballista crafted from iron wood that costs 1,000 gp)
EFFECT
Range close (25 ft. + 5 ft./2 levels)
Effect one magically animated ballista
Duration 1 round/level
Saving Throw none; Spell Resistance no

DESCRIPTION
Your focus becomes a ballista that appears in an unoccupied square within the spell’s range. If no unoccupied square is within range, the spell fails. The ballista comes into existence loaded. Each round thereafter, the ballista can either fire or load. A ballista must be loaded to fire. You do not need to supply ammunition for the ballista. On your turn, you can spend a move action to direct the ballista to wheel itself to a new location, moving the ballista up to 30 feet. If the arcane ballista ever leaves your line of sight, it winks out of existence, and the spell’s duration ends. The ballista has a range increment of 60 feet. It uses a normal range attack in all range increments, and it has no misfire chance. The ballista acts as a weapon with the keen special weapon ability. The ballista’s attack bonus is equal to your caster level + your Intelligence bonus or your Charisma bonus (for wizards or sorcerers, respectively) with an additional +1 per four caster levels (maximum +5 at 20th level). On a hit, the ballista deals 3d8 damage. The arcane ballista attacks have a critical modifier of 18-20/×2.

The ballista has AC 10, hardness 5, and 50 hit points. If the ballista is subject to a spell or effect that requires a save, it uses your saving throw modifiers. The ballista never provokes attacks of opportunity. If the ballista is destroyed, so is your focus.


Christos, tweaks to the Student of Evocations? what are they?

Advocates

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

The much-revised Scorpion Knight is beautiful! I love what you've done with it. :) I don't have too much input at the moment (I'm still getting into a collegiate rhythm), but I do quite enjoy how it's working out.


I'll take that as "You're happy with it".

There are Apes old deeds, should we look at adapting them into new evolutions instead, or just leave them?

Arbalest Armor (Ex): At 3rd level, the scorpion knight can expend 1 point of grit as an immediate action to cause his arbalest eidolon to suffer a –2 penalty to AC until the start of his next turn. In return, the scorpion knight gains a +4 armor bonus to AC against one attack. At 9th level, he gains this bonus against the next two attacks, and at 15th level he gains this bonus against the next three attacks. The scorpion knight cannot use this deed in the same round as a deed that lowers his AC.

Claw Shielding (Ex): At 3rd level, the scorpion knight can expend 1 point of grit as a move action to gain DR X/magic until the start of his next turn, where X is equal to his shield's total bonus to AC. At 9th level, this improves to DR X/silver, and at 15th level this improves to DR X/–.

Scorpion Sting (Ex): At 3rd level, when the scorpion knight makes a melee attack against an adjacent target, he can expend 1 grit point as a free action to take a –1 penalty to his AC and gain a +4 bonus on all damage rolls until the start of his next turn. At 9th level, this penalty and bonus increase to –2 and +8, and at 15th level they increase to –3 and +12. The scorpion knight cannot use this deed in the same round as a deed that increases his AC.

Beady Eyes (Ex): At 7th level, the scorpion knight can expend 1 point of grit as a full-round action to deal an extra 1d6 points of precision damage on all attacks made against a single target until the target is unconscious or dead. This deed can only affect one creature at a time, and immediately ends if another creature is targeted by this deed.
Chitin Slam (Ex): At 7th level, the scorpion knight can expend 1 point of grit as a standard action to make a shield bash attack with a +4 competence bonus to the attack roll.

Pincer Tactics (Ex): At 7th level, the scorpion knight can expend 1 point of grit as a swift action while flanking to gain an additional +2 circumstance bonus to attack and damage rolls. This bonus ends when his current target is no longer flanked.


Prior to moving to a new thread, I'm doing a shout out to see if any of the following are still following.

Gadgeteer Smashwidget
Koujow
Gypsy Rose
Arkellus

If you are still following along, pipe in, or we'll just remove your MCAs from the queue.


Elghinn Lightbringer wrote:
Christos, tweaks to the Student of Evocations? what are they?

drop the penalties to identifying and casting spells of other schools.

Edit: btw sorry about the lateness, crazy day at work.


Pathfinder Lost Omens Subscriber

#scorpion knight
I move to have him renamed as Siege Master, or possibly Siege Lion, or Siege Knight... or just Siege...

How many MCAs can we have in queue? if i can put one for when the ACG comes out

#Seer
Primary: Fighter
Secondary: Arcanist

(this concept is based on a mage build in tabletop Warhammer 40k, in which you can go melee using Divination to reflexively move out of the way of attacks about to happen and later on to place attacks into the correct spot)

There are myths of fighters who fight with such innate power that they flow through battle reacting at the perfect moments. Some think these people rely on pure skill others think the gods have graced them with an innate luck. The truth, as usual, is much more complex, whether the person in question is aware of it or not, their minds seep into the moments of time around the present, allowing their minds to reflexively react to the future.

Advocates

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

Eh, I'd say make them into evolutions. Probably wouldn't be too difficult.


# Scorpion Knight
I kind of like the current name. If I recall correctly, "scorpion" is a type of ballista.

The writeup looks good except it needs some language edits.


Elghinn Lightbringer wrote:
** spoiler omitted **...

If the eidolon keeps its natural attack as a xbow then as it increases in size or takes increased damage its damage will scale up appropriately as a ballista (Large xbow = light ballista, huge xbow = heavy balista and huge xbow + inproved damage = gate crasher ballista). Coupled with pinpoint targeting (which the eidolon could only get thru ranger combat style) means you have an effective ballista but you only have to use the rules for a xbow, losing a lot of siege weapon rules baggage.

Advocates

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

yup, scorpion and arbalest are synonyms for light ballista.


Apraham Lincoln wrote:
Elghinn Lightbringer wrote:
** spoiler omitted **...
If the eidolon keeps its natural attack as a xbow then as it increases in size or takes increased damage its damage will scale up appropriately as a ballista (Large xbow = light ballista, huge xbow = heavy balista and huge xbow + inproved damage = gate crasher ballista). Coupled with pinpoint targeting (which the eidolon could only get thru ranger combat style) means you have an effective ballista but you only have to use the rules for a xbow, losing a lot of siege weapon rules baggage.

Hmm, that is a very good point. I think we should go with that. Let's leave the actual true "siege" weapons to the Magic Ballista spell, and to real siege weapons. As you said, if he takes Improved Damage (1d10 to 2d8) and then takes the Large (2d8 to 3d8) and Huge (3d8 to 4d8) evolutions, its the same damage as light and heavy ballistas, without the siege engine problems. Then with his Siege bonus feats, he can use siege engines effectively.

As to name, I think Scorpion Knight is very fitting, as a scorpion is a type of ballista.

I also rewrote the MCAs flavor blurp.

"While most rangers develop their talent for tracking and wilderness lore, there are those who instead focus on the use of direct-fire siege engines, and how to employ them in both city and wilderness alike. As part of their learning, some develop magic that allows them to summon an eidolon from the Plane of Sieges. With his long-range partner at his side, the scorpion knight, as they have been called, utilize their training with the ballista to great effect. In the eyes of many, scorpion knights deliver a powerful sting to their enemies, making them truly powerful and mighty. "


christos gurd wrote:
Elghinn Lightbringer wrote:
Christos, tweaks to the Student of Evocations? what are they?

drop the penalties to identifying and casting spells of other schools.

Edit: btw sorry about the lateness, crazy day at work.

OK, here's two options for a rewrite of the Student of Evocation ability. The second simply spreads the school powers to 2nd/6th/10th level to fill dead levels, instead of 2nd/2nd/8th.

Student of Evocation: Starting at 2nd level, a gun sage gains the school powers of the evocation school as a wizard equal to her gun sage level. She gains her first two school powers at 2nd level and her third power at 8th level. Alternatively, the gun sage may choose to gain the powers of either the admixture or generations subschool. However, the gun sage does not choose any opposition schools and therefore does receive the penalties associated with opposition spells. This ability replaces nimble.

OR

Student of Evocation: Starting at 2nd level, a gun sage gains the school powers of the evocation school as a wizard equal to her gun sage level. She gains her first school power at 2nd level and each subsequent power at 6th and 10th level. Alternatively, the gun sage may choose to gain the powers of either the admixture or generations subschool. However, the gun sage does not choose any opposition schools and therefore does receive the penalties associated with casting or creating magic items with opposition spells. This ability replaces nimble.


Apraham Lincoln wrote:
Elghinn Lightbringer wrote:
** spoiler omitted **...
If the eidolon keeps its natural attack as a xbow then as it increases in size or takes increased damage its damage will scale up appropriately as a ballista (Large xbow = light ballista, huge xbow = heavy balista and huge xbow + inproved damage = gate crasher ballista). Coupled with pinpoint targeting (which the eidolon could only get thru ranger combat style) means you have an effective ballista but you only have to use the rules for a xbow, losing a lot of siege weapon rules baggage.

Got rid of the Ballista evolution and just adapted the Large/Huge evolutions like this.

Large (Ex): If an arbalest eidolon takes this evolution, the damage dice of its heavy crossbow increase by one step to 2d8 (3d8 if it has the improved damage evolution). The heavy crossbow now counts as two natural attacks. The arbalest eidolon’s crossbow attacks otherwise functions as a heavy crossbow.

If the eidolon spends 6 additional evolution points for to become Huge, the damage dice of its heavy crossbow increases by two steps to 3d8 (4d8 if it has the improved damage evolution). The heavy crossbow now counts as three natural attacks and its range increases to 180 feet.. The arbalest eidolon’s crossbow attacks otherwise functions as a heavy crossbow.

Also here's the deeds rewritten as evolutions. Just need suggestions for what evo points they should cost.

Arbalest Armor (Ex): An arbalest eidolon with this evolution can, as an immediate action, take a –2 penalty to AC to grant the scorpion knight a +4 armor bonus to his AC against the next single attack until the start of its next turn. At 8th level, the scorpion knight gains this bonus against the next two attacks, and at 14th level against the next three attacks.

Pincer Tactics (Ex): While an arbalest eidolon with this evolution is flanking an opponent, it gains an additional +2 circumstance bonus to attack and damage rolls against the flanked target. This bonus ends when the current target is no longer flanked. The scorpion knight must be at least 6th level before selecting this evolution.

Precision Sting (Ex): An arbalest eidolon with this evolution deals 1d6 points of precision damage on all natural attacks (including its heavy crossbow attack) made against a single target. If the arbalest eidolon attacks a different target, or if the target is unconscious or dead, this effect immediately ends. This evolution can only be used once per combat. The scorpion knight must be at least 6th level before selecting this evolution.

Scorpion Sting (Ex): When an arbalest eidolon with this evolution that makes a natural attack against an adjacent target, it can, as a swift action, take a –1 penalty to his AC to gain a +2 bonus on all damage rolls until the start of its next turn. This increases to –2 and +4 at 8th level, –3 and +6 at 12th level, –3 and +6 at 16th level, and –5 and +10 at 20th level. The scorpion knight must be at least 4th level before selecting this evolution.

Shielding Claw (Ex): When an arbalest eidolon with this evolution is adjacent to its scorpion knight who is wielding a shield, the scorpion knight gains damage reduction (magic) equal to the shield bonus (including enhancement bonuses). At 10th level, this increases to DR/silver, and at 14th level to DR/–. The scorpion knight must be at least 6th level to before selecting this evolution.

Scorpion Slam (Ex): When an arbalest eidolon with this evolution is adjacent to its scorpion knight who is wielding a shield, the scorpion knight can, as a standard action, make a shield bash attack with a +4 competence bonus to the attack roll and gains the benefits of the Improved Shield Bash feat. The scorpion knight must be at least 8th level before selecting this evolution.


Bandw2 wrote:


#Seer
Primary: Fighter
Secondary: Arcanist

Done!

You can have any number in the queue.


Pathfinder Lost Omens Subscriber
Starfox wrote:

# Scorpion Knight

I kind of like the current name. If I recall correctly, "scorpion" is a type of ballista.

The writeup looks good except it needs some language edits.

oh yeah, i forgot about that.


I think the second option fits better, so thats my choice.


christos gurd wrote:
I think the second option fits better, so thats my choice.

Then I think we're done!

Only the Scorpion Knight left.


Elghinn Lightbringer wrote:
Apraham Lincoln wrote:
Elghinn Lightbringer wrote:
** spoiler omitted **...
If the eidolon keeps its natural attack as a xbow then as it increases in size or takes increased damage its damage will scale up appropriately as a ballista (Large xbow = light ballista, huge xbow = heavy balista and huge xbow + inproved damage = gate crasher ballista). Coupled with pinpoint targeting (which the eidolon could only get thru ranger combat style) means you have an effective ballista but you only have to use the rules for a xbow, losing a lot of siege weapon rules baggage.

Got rid of the Ballista evolution and just adapted the Large/Huge evolutions like this.

Large (Ex): If an arbalest eidolon takes this evolution, the damage dice of its heavy crossbow increase by one step to 2d8 (3d8 if it has the improved damage evolution). The heavy crossbow now counts as two natural attacks. The arbalest eidolon’s crossbow attacks otherwise functions as a heavy crossbow.

If the eidolon spends 6 additional evolution points for to become Huge, the damage dice of its heavy crossbow increases by two steps to 3d8 (4d8 if it has the improved damage evolution). The heavy crossbow now counts as three natural attacks and its range increases to 180 feet.. The arbalest eidolon’s crossbow attacks otherwise functions as a heavy crossbow.

Also here's the deeds rewritten as evolutions. Just need suggestions for what evo points they should cost.

Arbalest Armor (Ex): An arbalest eidolon with this evolution can, as an immediate action, take a –2 penalty to AC to grant the scorpion knight a +4 armor bonus to his AC against the next single attack until the start of its next turn. At 8th level, the scorpion knight gains this bonus against the next two attacks, and at 14th level against the next three attacks.

Pincer Tactics (Ex): While an arbalest eidolon with this evolution is flanking an opponent, it gains an additional +2 circumstance bonus to attack and damage rolls against the flanked target....

With the ballista/xbow rules in place for this, the improved energy bolts seems almost out of place (it allows the eidolon to do equivalent energy damage for less points, but at a later rate). Maybe we copuld change energy bolts (2 pt evolution, avaliable at 8th level) to as a standard action, allow the standard attack to substitute some kind of elemental damage (fire/cold/electric) instead of physical damage.


How about having the arbalest eidolon have one rate of fire if it shoots on its own, and twice that rate of fire if the scorpion knight does the shooting as a gunner?


Pathfinder Lost Omens Subscriber
Starfox wrote:
How about having the arbalest eidolon have one rate of fire if it shoots on its own, and twice that rate of fire if the scorpion knight does the shooting as a gunner?

maybe just give eidolon 1/2 bab, and knight full bab.


#Arbalest Eidolon

Apraham Lincoln wrote:
With the ballista/xbow rules in place for this, the improved energy bolts seems almost out of place (it allows the eidolon to do equivalent energy damage for less points, but at a later rate). Maybe we copuld change energy bolts (2 pt evolution, avaliable at 8th level) to as a standard action, allow the standard attack to substitute some kind of elemental damage (fire/cold/electric) instead of physical damage.

Energy Bolts (Su): An arbalest eidolon with this evolution can, as a standard action, substitute two damage dice of his heavy crossbow for 2d6 points of additional energy damage of the chosen type on a successful hit with its heavy crossbow. The scorpion knight must be at least 8th level and have the energy attack and improved damage evolutions before selecting this evolution.

Greater Energy Bolts (Su): An arbalest eidolon with this evolution can, as a standard action, substitute four damage dice of his heavy crossbow for 4d6 points of additional energy damage of the chosen type on a successful hit with its heavy crossbow. The scorpion knight must be at least 16th level and have the energy attack, improved damage, and huge evolutions before selecting this evolution.

FYI, getting to a crossbow that deals 4d8 damage requires improved damage, large, and huge evolutions (2+4+6 evo points = 12); getting the +4d6 energy points with heavy crossbow requires energy attacks, energy bolts, imp EB, and Greater eb (2+2+3+4 = 11 energy points). But with the old version, it's imposible to do, as the eidolon maxes out at 20 evo points, and you'd require 23 points. So it's a good suggestipn to change how they work.

Starfox said wrote:
How about having the arbalest eidolon have one rate of fire if it shoots on its own, and twice that rate of fire if the scorpion knight does the shooting as a gunner?

I think that will make things too complicated. I say leave it to the eidolon to fire his own heavy crossbow.

Bandw2 wrote:
maybe just give eidolon 1/2 bab, and knight full bab.

The Scorpion Knight has full BAB, and the eidolon has 3/4 bab, like a normal eidolon. Just like an animal companion does. But it's also an eidolon at level -3, like the ranger's animal companion. So it's running 3/4 BAB but maxing at +12 at 20th instead of +15.

*If the revised Energy Bolts and Greater Energy Bolts look good, I think we're done.


Elghinn Lightbringer wrote:

#Arbalest Eidolon

Apraham Lincoln wrote:
With the ballista/xbow rules in place for this, the improved energy bolts seems almost out of place (it allows the eidolon to do equivalent energy damage for less points, but at a later rate). Maybe we copuld change energy bolts (2 pt evolution, avaliable at 8th level) to as a standard action, allow the standard attack to substitute some kind of elemental damage (fire/cold/electric) instead of physical damage.

Energy Bolts (Su): An arbalest eidolon with this evolution can, as a standard action, substitute two damage dice of his heavy crossbow for 2d6 points of additional energy damage of the chosen type on a successful hit with its heavy crossbow. The scorpion knight must be at least 8th level and have the energy attack and improved damage evolutions before selecting this evolution.

Greater Energy Bolts (Su): An arbalest eidolon with this evolution can, as a standard action, substitute four damage dice of his heavy crossbow for 4d6 points of additional energy damage of the chosen type on a successful hit with its heavy crossbow. The scorpion knight must be at least 16th level and have the energy attack, improved damage, and huge evolutions before selecting this evolution.

FYI, getting to a crossbow that deals 4d8 damage requires improved damage, large, and huge evolutions (2+4+6 evo points = 12); getting the +4d6 energy points with heavy crossbow requires energy attacks, energy bolts, imp EB, and Greater eb (2+2+3+4 = 11 energy points). But with the old version, it's imposible to do, as the eidolon maxes out at 20 evo points, and you'd require 23 points. So it's a good suggestipn to change how they work.

Starfox said wrote:
How about having the arbalest eidolon have one rate of fire if it shoots on its own, and twice that rate of fire if the scorpion knight does the shooting as a gunner?
I think that will make things too complicated. I say leave it to the eidolon to fire his own heavy crossbow....

Im quite looking foreward to rolling one of these out :)


Pathfinder Lost Omens Subscriber

then it will probably work out to have the knight attacking at double rate anyway?


Bandw2 wrote:
then it will probably work out to have the knight attacking at double rate anyway?

????

Alright! I think that is it! Now, we'll move to a new thread. However, I'm just wondering if we shouldn't wait. I'll be leaving Monday until Friday evening, without internet access. That only gives us Fri, Sat, Sun for any new MCAs on a new thread, and then I'm gone for those 5 days. So, I'm thinking of taking a hiatus until next Friday, and starting a new thread when I get back, as I know some of you hate "twiddling" your thumbs when I'm gone. May as well wait 'til I'm around to start the next thread. Thoughts? Or shall we start the new one right away?


Lets wait till you get back.


+1

Then feel free to use this thread to scheme, propose ideas (current or ACG), or discuss things until the new one is up.


Pathfinder Lost Omens Subscriber
Elghinn Lightbringer wrote:
Bandw2 wrote:
then it will probably work out to have the knight attacking at double rate anyway?

????

if the Scorpion knight has full BAB and the eidolon has 3/4 at -3, it will probably stay with the SK having double the attack speed of the eidolon.


Bandw2 wrote:
Elghinn Lightbringer wrote:
Bandw2 wrote:
then it will probably work out to have the knight attacking at double rate anyway?

????

if the Scorpion knight has full BAB and the eidolon has 3/4 at -3, it will probably stay with the SK having double the attack speed of the eidolon.

Actually, it depends on the number of natural attacks the eidolon has, which includes its heavy crossbow attacks. The SK has 1 attack at 1st, 2 at 6th, 3 at 11th, and 4 at 16th. The eidolon gets up to 3 natural attacks at 4th, 4 at 7th, 5 at 12th, and 6 at 17th. And all these natural attacks are made at its current BAB, not as iterative attacks.


Pathfinder Lost Omens Subscriber
Elghinn Lightbringer wrote:
Bandw2 wrote:
Elghinn Lightbringer wrote:
Bandw2 wrote:
then it will probably work out to have the knight attacking at double rate anyway?

????

if the Scorpion knight has full BAB and the eidolon has 3/4 at -3, it will probably stay with the SK having double the attack speed of the eidolon.
Actually, it depends on the number of natural attacks the eidolon has, which includes its heavy crossbow attacks. The SK has 1 attack at 1st, 2 at 6th, 3 at 11th, and 4 at 16th. The eidolon gets up to 3 natural attacks at 4th, 4 at 7th, 5 at 12th, and 6 at 17th. And all these natural attacks are made at its current BAB, not as iterative attacks.

soooooooo....... this thing is covered in scorpion turrets by lvl 17?


No, you can only use an individual natural attack once, each counting against its total. It can only have 1 heavy crossbow attack, because there is no evolution to gain another one, only the initial one it has at 4th. So at 4th level (1 HD eidolon) it could have 3 natural attacks, but it only gets 1 evo point + the heavy crossbow. So it would really have only 2, say, the crossbow + a bite, all at +1 BAB. At 12th level (8 HD eidolon), it could have 5 natural attacks (say heavy crossbow, 2 claws, a bite, and a tail slap) all at +7 BAB, while the SK can make 3 melee or ranged attacks at +12/+8/+2. But, most eidolons don't necessarily max out their natural attacks, prefering to diversify into resistances, energy attacks, etc.


Pathfinder Lost Omens Subscriber

that's... horribly unoptimized, will it provoke AOO due to making ranged attacks? if so, why would it want to use it's bite? I say replace something to allow the SK to use the Ballista if he's mounted on his eidolon.


Its not intended to really get into melee combat but a bite can still be used for attacks of opportunity. From the description i thought the eidolon would not necessarily be in melee combat whilst the knight would be. The eidolon probably has better things to spend its evol points on than other nat attacks.

The various xbow feats it gets will probably mean it doesnt provoke either from firing or re-loading.

I dont think there is anything from preventing an eidolon that is mounted(and is the mount, not the rider) from using its xbow attack apart from action economy.


Elghinn Lightbringer wrote:
Bandw2 wrote:
then it will probably work out to have the knight attacking at double rate anyway?

????

Alright! I think that is it! Now, we'll move to a new thread. However, I'm just wondering if we shouldn't wait. I'll be leaving Monday until Friday evening, without internet access. That only gives us Fri, Sat, Sun for any new MCAs on a new thread, and then I'm gone for those 5 days. So, I'm thinking of taking a hiatus until next Friday, and starting a new thread when I get back, as I know some of you hate "twiddling" your thumbs when I'm gone. May as well wait 'til I'm around to start the next thread. Thoughts? Or shall we start the new one right away?

We could still post some builds that are due in the queue, gives some time for some theorycrafting them....


Apraham Lincoln wrote:
We could still post some builds that are due in the queue, gives some time for some theorycrafting them....

We can totally do that. May a well put the rest of this thread to use.

The next MCAs are

1) “Animator” – Wiz/Sum or Sum/Wiz (Tyrannical)

2) Xenocite Assailant – ?/? (OSW)

3) Old Wiki MCA (Grenade Zealot) - go look it up on the wiki

4) Crow Druid – Drd/Rog (Apraham Lincoln)

5) Roaring Drunk – Bbn/Alc (Taco Man)

6) The Whisperer – Drd/Brd (JonathonWilder)

Theorycraft away!


Any time I see a Druid/Bard I think of this.


So what're we calling VIII? MCAs: The Reckoning? MCAs Strike Back? MCAs Unearthed?


Unchained?


MCA: Final Crisis ?


Pathfinder Lost Omens Subscriber

MCA: The MCA from future's past?


MCA VIII: MCA Takes Manhattan? MCA: VIII: Freddy vs Jason? ...We should try and figure out what MCA would best replicate a slasher movie monster.


Pathfinder Lost Omens Subscriber

?


MCA VIII: MCAWorld


Pathfinder Lost Omens Subscriber

MCA VIII: Live Young, Die Hard

MCA and the VIII Ronin.


Really? What happened to the theory crafting?

Multiclass Archetypes VIII: MCAs - There and Back Again

Multiclass Archetypes VIII: MCAs Unlimited

Multiclass Archetypes VIII: MCAs Unbound


Mca VII: multiclass fate.


MCA IX: The Search for MCA VIII

MCA VIII: Numerals are becoming hard

MCA VIII: em see ay vee eye eye eye

As for my next MCA, I don't think I'll go for 'animator' just yet. Since there's potential to make it Arcanist/Summoner. So, for my next one I'll throw the Ichormancer at you, my Druid/Alchemist, since I predict it'll get to my turn again come August and in come the new classes!

So, what do you want me to put exactly? :P


Nothing. Until I get back after my holidays, this thread can be used to simply discuss and theory craft the upcoming MCAs, (with the original conceptualizer's input of course).

So, "T", if you want to discuss your concept (Ichormancer Drd/Alc), ideas, get feedback from others feel free. I won't want a post up until I start the new thread (Next Friday or so). Heck you guys can even discuss ideas for ACG MCAs if you want, there just won't be any real building and organized development of MCAs until I start the new thread.

Same goes with anyone on the queue list I posted above.


As to the scorpion knight's eidolon having a lower summoner level, that means we have to watch out for feats (or perhaps introduce feats) like this one: http://www.d20pfsrd.com/feats/general-feats/boon-companion


Starfox wrote:
As to the scorpion knight's eidolon having a lower summoner level, that means we have to watch out for feats (or perhaps introduce feats) like this one: http://www.d20pfsrd.com/feats/general-feats/boon-companion

No we don't, because boon companion specifically states that Animal Companion or Familiar is a prereq. An eidolon is neither, and I don't think there are any eidolon friendly versions of this feat. If there is, so be it, I'm not here to metagame, that's up to the GM.

If you are saying that the SK should be able to up his eidolon via such a fat, we could smiply add into the description that "For the purpose of the Boon Companion" feat, the scorpion knight's arbalest eidolon is treated as a ranger's animal companion, and his effective summoner level is treated as his effective druid level.

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