Multiclass Archetypes VIII: MCAs Unlimited


Homebrew and House Rules

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christos gurd wrote:
christos gurd wrote:
let the eldritch gun go before me, im curious to see how it is set up.
if for some reason noro cannot i will go ahead with my mca. That being said id like to see the new guy get a shot.

Thanks, I am ready, just say when.


Noro wrote:
christos gurd wrote:
christos gurd wrote:
let the eldritch gun go before me, im curious to see how it is set up.
if for some reason noro cannot i will go ahead with my mca. That being said id like to see the new guy get a shot.
Thanks, I am ready, just say when.

When! Just post it in the way we do.


Taco Man wrote:
Huh...Me n'Jon'r Double'd Up! Yay!

Actually, you two will need to decide which one you're doing, UNLESS others are OK with you guys doubling up.


Eldritch Gun:

Spoiler:
Eldritch Guns consider themselves the next logical step in the progress of warfare, the fusion of metal and wizardry. They call on raw magic, as well as old-fashioned spells, to boost their fighting prowess. The combination of firearms and arcane forces gives them an uncanny link to the element of fire.

Primary: Gunslinger
Secondary: Magus

Class Skills: add Knowledge (arcana), Spellcraft and Use Magic Device to the Gunslinger class skill list.

Arcane Grit: the powers of the Eldritch Gun are fueled part by mystical arcane energy and part by pure willforce coming from the fullfillment of daring deeds. His Arcane Grit pool starts each day with a number of points equal to 1 for every 3 class levels (1 at 3rd, 2 at 6th, and so on) + his Intelligence modifier (minimum 1). One point can be regained by making a killing blow with a firearm or a spell, or by confirming a critical hit with a firearm.

The Eldritch Gun may take the Extra Arcana feat to learn any Magus arcana, unless it relies on a Magus ability the archetype does not have access to. His effective magus level is equal to his class level. Arcane Grit is used whenever points from Arcane Pool would be required. He can use Arcana only if he has at least one Arcane Grit point in reserve. Spellcasting-related arcana are not applicable until 4th level.
This replaces normal Grit.

Deeds: change as following.

Arcane Gun (Su): At 1st level an Eldritch Gun can expend 1 Arcane Grit point as a swift action to grant any firearm he is holding a +1 enhancement bonus for 1 round per level. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 17th level. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves.
This replaces all 1st level deeds.

Eyes of Fire (Su): At 3rd level an Eldritch Gun can expend 1 Arcane Grit point as a move action to move his point of view into a fire within 30 feet. This deed can be used to spy on a closed room or to ignore partial cover in combat. Duration is one round, during which the Eldritch Gun is considered flat-footed. Combined with the Ricochet Shot Deed feat the Eldritch Gun has to pay no Grit point to ignore full cover.
This replaces the Pistol Whip deed.

Far Spellstrike (Su): At 7th level, as long as he has one Arcane Grit point in reserve, the Eldritch Gun can use Far Spellstrike to cast a touch attack spell and deliver it through a firearm attack. Even if the spell can normally affect multiple targets or has a duration longer than instantaneous, this deed can deliver only one attack. The spell is transferred by the bullet shot from the gun, so an unloaded firearm cannot be used to deliver a Far Spellstrike. This is a ranged touch attack, even beyond the range where the gun would normally make ranged touch attacks.
This replaces the Targeting deed.

Gun of Magic (Su): At 11th level, the bonuses from Arcane Gun ability can be used to add any of the following weapon properties: Distance, Flaming, Flaming Burst, Frost, Icy Burst, Reliable, Seeking, Shock, Shocking burst. This ability works like the 5th level addition to Arcana Pool under the Magus class, except the duration is 1 round per level. Because of the Eldritch Gun's affinity to fire, the Flaming ability is free whenever the Arcane Gun deed is active, unless another elemental property is chosen. (So a flaming shock weapon would still consume a +2 bonus.) For the same reason, Flaming Burst consumes only the bonus of +1, unless combined with another elemental property.
This replaces the Bleeding Wound and Expert Loading deeds.

Quadruple Bullet (Su): At 16th level, for the cost of one Arcane Grit point, the Eldritch Gun can twist space and cause one bullet to be four places at the same time. He can make a full attack targeting four different targets within 20 feet of each other, and send one aspect of the same bullet to different targets. If there are less than four eligible targets, the remaining attacks can be directed to one or more targets already attacked once.
This replaces the Slingers Luck deed from 15th level.

Spells: starting at 4th level, the Eldritch Gun gains the ability to cast a small number of arcane spells, which are drawn from the Magus spell list (levels 1-4 only). All rules follow the Magus class (uses spellbook, Intelligence bonus for maximum spell level, DC and bonus spells, and prepares in advance).
When wearing light armor, the Eldritch Gun incures no arcane spell failure chances.
This replaces all levels of Gun Training.

Bonus Feats: the Eldritch Gun adds Extra Arcana to his list of eligible bonus feats. Also, the bonus feats are relocated to 5th, 8th, 12th, 17th and 20th levels.

Nimble: the +3 rank of the ability is moved to 9th level.

Greater Spell Access: At 19th level the Eldritch Gun can learn any Wizard/Sorcerer spells with the Fire descriptor.
This replaces the Cheat Death deed.

True Grit: the Eldritch Gun may choose an Arcana he has access to as one of his two deeds. Otherwise unchanged.

New Arcana: the Eldritch Gun may take the following Arcana.

Powder Mage (Su): when casting a spell with the Fire descriptor, and using one dose of black powder (value of 10 gp) as an additional material component, the Eldritch Gun casts the spell as he was 2 levels higher.

Bonus advancement: same as Gunslinger
Spell advancement: same as Paladin/Ranger
Special advancement:
1: Gunsmith, Arcane Grit, Arcane Gun deed
2: Nimble +1
3: Deeds (modified list)
4: Spells
5: Bonus feat
6: Nimble +2
7: Deeds (modified list)
8: Bonus feat
9: Nimble +3
10: -
11: Deeds (modified list)
12: Bonus feat
13: -
14: Nimble +4
15: Deeds (diminished list)
16: Quadruple Bullet deed
17: Bonus feat
18: Nimble +5
19: Deeds (diminished list), Greater Spell Access
20: Bonus feat, True grit (modified)


(I reallocated Nimble and feats to minimize empty levels. 10 and 13 come with new spell levels, so this seems optimal to me)


Elghinn Lightbringer wrote:

Queue Update

Lightspeed Master - Mnk/Mag (Bardess)* current
“Name” – Gun/Class or Class/Gun (Christos Gurd)* current
Eldritch Gun – Gun/Mag (Noro) - new guy
Copper Cannoneer – Cav/Gun (Lindley Court)
Old Wiki MCA (Infused Mage)
Powder Bomber – Gun/Alc (Tyrannical)
Spectral Fist – Mag/Monk or Mnk/Mag (Apraham Lincoln)
Marked Ninja – Nin/Sor (Taco Man)
Final Warlord – Cav/Anp or Anp/Cav (Taco Man)
Exanimate Evoker – Sum/Sor “Evil” (mrtaco6)
“KeeningSoul” – Wtc/Brd (JonathonWilder)
Star Speaker – Sor/Ora (JonathonWilder)
Possessed Scion – Bbn/Clr maybe Bbn/Ora (Bandw2)
Ambrose Knight – Cav/Alc (Elghinn + Dustyboy)

Aww, am I not doubled up anymore? ah well.


I think for greater spell access you could be open to any evocation, and the same could be said about powder mage.

Dark Archive

@Elghinn If I must choose I will pick Star Speaker as the next class.


Pathfinder Lost Omens Subscriber

#Theologist
Cleric/Wizard or Wizard/Cleric

New Idea

uses a spell book and gains spells like a spell book, but casts divine spells. thinking of making schools of magic for it as well.

After thinking on it some more, i really want it to be a wizard/Cleric/Bard. All spells have verbal stuff, but cloth only and spell book, and uses divine spells. :/


Bandw2 wrote:

#Theologist

Cleric/Wizard or Wizard/Cleric

New Idea

uses a spell book and gains spells like a spell book, but casts divine spells. thinking of making schools of magic for it as well.

After thinking on it some more, i really want it to be a wizard/Cleric/Bard. All spells have verbal stuff, but cloth only and spell book, and uses divine spells. :/

your best bet would perhaps be Bard/Oracle or Oracle/Bard. Then you retain divine casting and have your verbal components, and the Mysteries are somewhat close to Arcane schools in terms of exclusive features.


Pathfinder Lost Omens Subscriber
Tyrannical wrote:
Bandw2 wrote:

#Theologist

Cleric/Wizard or Wizard/Cleric

New Idea

uses a spell book and gains spells like a spell book, but casts divine spells. thinking of making schools of magic for it as well.

After thinking on it some more, i really want it to be a wizard/Cleric/Bard. All spells have verbal stuff, but cloth only and spell book, and uses divine spells. :/

your best bet would perhaps be Bard/Oracle or Oracle/Bard. Then you retain divine casting and have your verbal components, and the Mysteries are somewhat close to Arcane schools in terms of exclusive features.

meh I just remembered clerics get to know all their spells. so no real mechanical advantage to spell books. I wanted to base my idea off of the Imams from Islam who focused on higher education and study of more than just religion. found it. but now I can't think of many mechanical benefits.


Pathfinder Lost Omens Subscriber

let's replace the Possessed Scion on the list with Theologist for now.


christos gurd wrote:
I think for greater spell access you could be open to any evocation, and the same could be said about powder mage.

I suppose power-wise I could, but I want to keep that specialization in fire.

But I just realized a mistake: I havent checked most how touch spells work. They do low damage for a longer duration. Shooting an elemental touch with Far Spellstrike and doing mere 1d6 dmg is just not worth it.
So how about this:

Far Spellstrike (correction!):

Spoiler:
At 7th level, as long as he has one Arcane Grit point in reserve, the Eldritch Gun can use Far Spellstrike to cast a touch attack spell and deliver it through a firearm attack.

Even if the spell can normally affect multiple targets or has a duration longer than instantaneous, this deed can deliver only one attack. Spells with a duration of one round per level and no extra die of damage at higher levels have their intensities focussed into one strike: multiply basic damage by 1/3 caster level. So an Elemental Touch (basic damage 1d6) cast at 12th level inflict 4d6 damage in an instantaneous ranged touch attack. Spells with a duration of one minute per level are multiplied by 1/2 caster level. So a Stone Fist cast at 6th level (basic damage 1d6) with Far Spellstrike does 3d6 damage.

The spell is transferred by the bullet shot from the gun, so an unloaded firearm cannot be used to deliver a Far Spellstrike. This is a ranged touch attack, even beyond the range where the gun would normally make ranged touch attacks.

I hope its not to complicated.


Bandw2 wrote:


meh I just remembered clerics get to know all their spells. so no real mechanical advantage to spell books.

Actually that would be a nice limitation when you need one, like instead of diminished spellcasting.


JonathonWilder wrote:

New idea considered because of my investigator mistake

Persona Shifter
Infiltrator (Investigator)/Bard...

You do realize you already ahve this?

Espial Voyageur (Inv/Brd) – JonathonWilder


Noro wrote:
christos gurd wrote:
I think for greater spell access you could be open to any evocation, and the same could be said about powder mage.

I suppose power-wise I could, but I want to keep that specialization in fire.

But I just realized a mistake: I havent checked most how touch spells work. They do low damage for a longer duration. Shooting an elemental touch with Far Spellstrike and doing mere 1d6 dmg is just not worth it.
So how about this:

Far Spellstrike (correction!):** spoiler omitted **

I hope its not to complicated.

well if you go with a fire focus, you could stand to have a few more deeds to play with fire, perhaps one similar to the fire alchemist exploit so they can deal fire damage when out of ammo.


christos gurd wrote:
well if you go with a fire focus, you could stand to have a few more deeds to play with fire, perhaps one similar to the fire alchemist exploit so they can deal fire damage when out of ammo.

You are right there. I cant find fire alchemist, and free fire damage is sort of already covered under the gun of magic deed, but I like this one from iron bombardier (alch/gun):

"Powder Burns (Ex): At 6th level, when an iron bombardier successfully hits an adjacent foe with a ranged firearm attack, she may spend 1 grit point to deal an additional 1d6 points of fire damage from the muzzle flash of her weapon. The target must also make a Reflex save (DC 10 + 1/2 the iron bombardier’s level + the iron bombardier’s Intelligence modifier) or catch on fire."

And maybe some fire resistance.

Dark Archive

Elghinn Lightbringer wrote:
JonathonWilder wrote:

New idea considered because of my investigator mistake

Persona Shifter
Infiltrator (Investigator)/Bard...

You do realize you already ahve this?

Espial Voyageur (Inv/Brd) – JonathonWilder

I do? Could you perhaps copy and repost the Espial Voyageur, I completely forgot.

Dark Archive

Wait, I never offered a focus or introduction to the class the idea for Espial Voyageur though they would be more along the lines of a researcher of the arcane, of archaic texts, and of strange potions.

Lets go with this:
Shifting Persona/Persona Shifter (Infiltrator/Sorcerer)
More lets have it tied do doppelgangers being somewhere in the blood.


Pathfinder Lost Omens Subscriber
Noro wrote:
christos gurd wrote:
I think for greater spell access you could be open to any evocation, and the same could be said about powder mage.

I suppose power-wise I could, but I want to keep that specialization in fire.

But I just realized a mistake: I havent checked most how touch spells work. They do low damage for a longer duration. Shooting an elemental touch with Far Spellstrike and doing mere 1d6 dmg is just not worth it.
So how about this:

Far Spellstrike (correction!):** spoiler omitted **

I hope its not to complicated.

well... stone fist isn't a touch attack, neither is elemental touch. they both effect your hands, so you can instead say any spell that gives you a melee touch attack or alters your unarmed attack can instead be cast upon your firearm.

so you can have elemental touch cause your firearm to glow like a torch and do some fire damage.


I see I am so tardy and flip-floppy I am no longer on the queue. *sniff*

Just kidding.

@El - can you put me down somewhat soonish for an Inquisitor/Oracle instead of Xeno Hunter (Sam/Alc).

Also, can we make sure the wiki is linked in the initial post of the next thread!!!


Bandw2 wrote:


well... stone fist isn't a touch attack, neither is elemental touch. they both effect your hands, so you can instead say any spell that gives you a melee touch attack or alters your unarmed attack can instead be cast upon your firearm.

so you can have elemental touch cause your firearm to glow like a torch and do some fire damage.

Wouldnt it be nice if a spell called "touch" was actually a touch spell...? ^^

Thanks for the warning. Lets just call this a dead end, and I rewrite Far spellstrike again. I will go with "harmful touch spells with creature as target" and check the list of spells tonight.


Pathfinder Lost Omens Subscriber
Noro wrote:
Bandw2 wrote:


well... stone fist isn't a touch attack, neither is elemental touch. they both effect your hands, so you can instead say any spell that gives you a melee touch attack or alters your unarmed attack can instead be cast upon your firearm.

so you can have elemental touch cause your firearm to glow like a torch and do some fire damage.

Wouldnt it be nice if a spell called "touch" was actually a touch spell...? ^^

Thanks for the warning. Lets just call this a dead end, and I rewrite Far spellstrike again. I will go with "harmful touch spells with creature as target" and check the list of spells tonight.

"Any spell that requires you to roll a ranged or melee touch attack" would be a better qualifier.


JonathonWilder wrote:

Wait, I never offered a focus or introduction to the class the idea for Espial Voyageur though they would be more along the lines of a researcher of the arcane, of archaic texts, and of strange potions.

Lets go with this:
Shifting Persona/Persona Shifter (Infiltrator/Sorcerer)
More lets have it tied do doppelgangers being somewhere in the blood.

So is this in addition to or in place of Espial Voyageur? Also, did you mean Investigator/Sorcerer?


Oceanshieldwolf wrote:

I see I am so tardy and flip-floppy I am no longer on the queue. *sniff*

Just kidding.

@El - can you put me down somewhat soonish for an Inquisitor/Oracle instead of Xeno Hunter (Sam/Alc).

Also, can we make sure the wiki is linked in the initial post of the next thread!!!

Yup! Right after Bardess and Noro.

Dark Archive

Elghinn Lightbringer wrote:


So is this in addition to or in place of Espial Voyageur? Also, did you mean Investigator/Sorcerer?

In addition to, place Persona Shifter towards th end of my list of MCA.

Yes the Investigator class, though the Infiltrator archetype.

Edit: Laughs, it would seem I now have an Investigator primary MCA idea for each of the main three arcane casters.

Arcane Observer (Inv/Wiz)
Espial Voyageur (Inv/Brd)
Persona Shifter (Inv/Sor)


And I for a martial...heh...

Infernal Bureaucrat (Inv/Anti)

...I love antipaladins.


Here is version 1.1: I put some emphasis on the link to fire, and hopefully put the spellshooting stuff right.

Eldritch Gun:

Spoiler:
Eldritch Guns consider themselves the next logical step in the progress of warfare, the fusion of metal and wizardry. They call on raw magic, as well as old-fashioned spells, to boost their fighting prowess. The combination of firearms and arcane forces gives them an uncanny link to the element of fire.

Primary: Gunslinger
Secondary: Magus

Class Skills: add Knowledge (arcana), Spellcraft and Use Magic Device to the Gunslinger class skill list.

Spark: the Eldritch Gun can use the Spark cantrip as a move action at will.

Arcane Grit: the powers of the Eldritch Gun are fueled part by mystical arcane energy and part by pure willforce coming from the fullfillment of daring deeds. His Arcane Grit pool starts each day with a number of points equal to 1 for every 3 class levels + his Intelligence modifier (minimum 1). One point can be regained by making a killing blow with a firearm or a spell, or by confirming a critical hit with a firearm.

The Eldritch Gun may take the Extra Arcana feat to learn any Magus arcana, unless it relies on a Magus ability the archetype does not have access to. His effective magus level is equal to his class level. He can use Arcana only if he has at least one Arcane Grit point in reserve. Arcane Grit points are spent whenever points from Arcane Pool would be required. Spellcasting-related arcana are not applicable until 4th level.
This replaces normal Grit.

Deeds: change as following.

Arcane Gun (Su): At 1st level an Eldritch Gun can expend one Arcane Grit point as a swift action to grant any firearm he is holding a +1 enhancement bonus for 1 round per level. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 17th level. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves.
This replaces all 1st level deeds.

Eyes of Fire (Su): At 3rd level an Eldritch Gun can expend one Arcane Grit point as a move action to move his point of view into a fire within 30 feet. This deed can be used to spy on a closed room or to ignore partial cover in combat. Duration is one round, during which the Eldritch Gun is considered flat-footed. Combined with the Ricochet Shot Deed feat the Eldritch Gun has to pay no Grit point to ignore full cover.
This replaces the Pistol Whip deed.

Far Spellstrike (Su): At 7th level, as long as he has one Arcane Grit point in reserve, the Eldritch Gun can as a standard action cast a spell that requires a touch or ranged touch attack, and deliver it through a firearm attack. Even if the spell can normally affect multiple targets, this deed delivers only one attack. The spell is transferred by the bullet shot from the gun, so an unloaded firearm cannot be used to deliver a Far Spellstrike. This is a ranged touch attack, even beyond the range where the gun would normally make ranged touch attacks.
This replaces the Targeting deed.

Fire Supremacy (Su): At 9th level, as long as he has one Arcane Grit point in reserve, the Eldritch Gun gains Fire Resistance 5. At 18th level this resistance increases to 10. In addition, he can spend an Arcane Grit point to ignite a dose of black powder in his hand (this inflicts no damage) and create an aura of fire around himself for 1 round per 2 levels as a swift action. Anyone striking him with a non-reach melee weapon or unarmed strike takes an amount of fire damage equal to 1/2 his class level.
This replaces the Startling Shot deed from 7th level.

Gun of Magic (Su): At 11th level, the bonuses from Arcane Gun deed can be used to add any of the following weapon properties: Distance, Flaming, Flaming Burst, Frost, Icy Burst, Reliable, Seeking, Shock, Shocking burst. This ability works like the 5th level addition to Arcana Pool under the Magus class, except the duration is 1 round per level.
Because of the Eldritch Gun's affinity to fire, the Flaming ability is free whenever the Arcane Gun deed is active, unless another elemental property is chosen. (So a flaming shock weapon would still consume a +2 bonus.) For the same reason, Flaming Burst consumes only the bonus of +1, unless combined with another elemental property.
This replaces the Bleeding Wound and Expert Loading deeds.

Dancing Flame (Su): At 13th level the Eldritch Gun can spend an Arcane Grit point to move any nonmagical fire up to 30 feet as a move action. If the fire has no fuel at the new location, it is extinguished after one round.
This replaces the Evasive deed from 15th level.

Quadruple Bullet (Su): At 16th level, for the cost of one Arcane Grit point, the Eldritch Gun can twist space and cause one bullet to be four places at the same time. He can make a full attack targeting four different targets within 20 feet of each other, and send one aspect of the same bullet to different targets. If there are less than four eligible targets, the remaining attacks can be directed to one or more targets already attacked once.
This replaces the Slingers Luck deed from 15th level.

Spells: starting at 4th level, the Eldritch Gun gains the ability to cast a small number of arcane spells, which are drawn from the Magus spell list (levels 1-4 only). All rules follow the Magus class (uses spellbook, Intelligence bonus for maximum spell level, DC and bonus spells, and prepares in advance).
Add the following spells to the class list from UC: Brow Gasher*, Fabricate Bullets, Named Bullet, Reloading Hands. Also add the following touch spells: Touch of Fatigue (considered level 1), Touch of Gracelessness (APG), Touch of Idiocy, Cushioning Bands (UM), Touch of Slime (UM), Calcific Touch (APG).
When wearing light armor, the Eldritch Gun incures no arcane spell failure chances.
(*The Brow Gasher spell can be cast on a firearm by this archetype only.)
This replaces all levels of Gun Training.

Bonus Feats: the Eldritch Gun adds Extra Arcana to his list of eligible bonus feats. Also, the bonus feats are relocated to 5th, 8th, 12th, 17th and 20th levels.

Greater Spell Access: At 19th level the Eldritch Gun can learn any Wizard/Sorcerer spells with the Fire descriptor.
This replaces the Cheat Death deed.

True Grit: the Eldritch Gun may choose an Arcana he has access to as one of his two deeds. Otherwise unchanged.

New Arcana: the Eldritch Gun may take the following Arcana.

Powder Mage (Su): when casting a spell with the Fire descriptor, and using one dose of black powder (value of 10 gp) as an additional material component, the Eldritch Gun casts the spell as he was 2 levels higher.

Bonus advancement: same as Gunslinger
Spell advancement: same as Paladin/Ranger
Special advancement:
1: Arcane Grit, Arcane Gun deed, Gunsmith, Spark
2: Nimble +1
3: Deeds (+Eyes of Fire)
4: Spells
5: Bonus feat
6: Nimble +2
7: Deeds (+Far Spellstrike)
8: Bonus feat
9: Fire Supremacy deed
10: Nimble +3
11: Deeds (+Gun of Magic)
12: Bonus feat
13: Dancing Flame deed
14: Nimble +4
15: Deeds (reduced list)
16: Quadruple Bullet deed
17: Bonus feat
18: Nimble +5
19: Deeds (reduced list), Greater Spell Access
20: Bonus feat, True grit (modified)


Am away for the next week (also sorry for not posting anything recently) so bump me if spectral fist comes up before then.
Back soon

Apraham


it appears I tend to be using Investigator quite a bit too

Inv/Pal - Aesculapian (a better fitting word for Physician)
Inv/Gun - Experimental Munitionist
Inv/Monk - Maneuver Master
Inv/Druid - Toxicologist
Witch/Inv - Vile Concoctionist

I love alchemy and guile... this class makes me feel like a kid in a candy store!


Noro wrote:

Here is version 1.1: I put some emphasis on the link to fire, and hopefully put the spellshooting stuff right.

Eldritch Gun:** spoiler omitted **...

Looks like you got to a revised version before I did! :D

I've done some streamlining and tweaking, and I've added in your new deeds too. So here's my revised version.

ELDRITCH GUN v1.2:

Eldritch guns consider themselves the next logical step in the progress of warfare through the fusion of metal and magic. They call on raw magic, as well as old-fashioned spells, to boost their fighting prowess. The combination of firearms and arcane forces gives them an uncanny link to the element of fire.

Primary Class: Gunslinger.
Secondary Class: Magus.
Alignment: Any.
Hit Dice: d10.

Bonus Skills and Ranks: The eldritch gun selects three magus skills to add to her class skills in addition to the normal gunslinger class skills, one of which must be Spellcraft (Int). The eldritch gun gains a number of ranks at each level equal to 4 + Int modifier.

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

Arcane Grit (Ex): The powers of an eldritch gun are fueled in part by mystical arcane energy in conjunction with pure force of will through the acts of daring deeds. His Arcane Grit pool starts each day with a number of points equal to 1 for every 3 class levels (1 at 3rd, 2 at 6th, and so on) + his Intelligence modifier (minimum 1). One point can be regained by making a killing blow with a firearm or a spell, or by confirming a critical hit with a firearm.

At 3rd level and every four levels thereafter (7th, 11th, and so on), an eldritch gun can choose the Extra Arcana feat as a normal feat to learn any magus arcana that she qualifies for. Her effective magus level is equal to her eldritch gun level for the purpose of qualifying for magus arcana, and she may use arcane grit points whenever arcane pool points are required. She can also choose the following new powder mage magus arcana, restricted to the eldritch gun multiclass archetype.

Powder Mage (Su): When casting a spell with the Fire descriptor and using one dose of black powder (value of 10 gp) as an additional material component, the eldritch gun casts the spell as if she were 2 levels higher.

The eldritch gun must have at least 1 arcane grit point remaining to use her magus arcana. Any spell-related arcana do not take effect until 4th level. This ability otherwise functions as and replaces grit.

Deeds: This is exactly like the gunslinger ability of the same name, except that the eldritch gun swaps 12 deeds for the following deeds.

Arcane Gun (Su): At 1st level, an eldritch gun can spend 1 grit point as a swift action to grant any single barrel of a firearm she is holding a +1 enhancement bonus for 1 round per level. For every four levels beyond 1st, the firearm gains another +1 enhancement bonus, to a maximum of +5 at 17th level. These bonuses can be added to the weapon, stacking with existing firearm enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves.

At 5th level, these bonuses can be used to add any of the following weapon properties: distance, flaming, flaming burst, frost, icy burst, reliable, reliable (greater), seeking, shock, shocking burst, thundering, and wounding.

Adding these properties consumes an amount of bonus equal to the property’s base price modifier. These properties are added to any the weapon already has, but duplicates do not stack. If the firearm is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. These bonuses and properties are decided when the grit point is spent and cannot be changed until the next time the eldritch gun uses this ability. These bonuses do not function if the weapon is wielded by anyone other than the magus.

An eldritch gun can only enhance one barrel of a firearm in this way at one time. If she uses this ability again, the first use immediately ends. This deed replaces all 1st–level deeds.

Eyes of Fire (Su): At 3rd level, an eldritch gun can spend 1 grit point as a move action to move his point of view into a fire source within 30 feet for 1 round, during which time she is considered flat-footed. This allows the eldritch gun to spy on a closed room or to ignore partial cover in combat. When used in conjunction with the Ricochet Shot Deed feat, she can ignore full cover without spending the additional 1 grit point required by the feat. This deed replaces the pistol whip deed.

Far Spellstrike (Su): At 7th level, whenever an eldritch gun magus casts a spell with a range of “touch” from the magus spell list, she can deliver the spell through any firearm she is wielding as part of a ranged attack. Instead of the free melee touch attack normally allowed to deliver the spell, an eldritch gun can make one free attack with her firearm (at her highest base attack bonus) as part of casting this spell. If successful, this firearm attack deals its normal damage as well as the effects of the spell. This attack uses the firearm’s critical range (×2, ×3, or ×4 and modified by the keen weapon property or similar effects), but the spell effect only deals ×2 damage on a successful critical hit, while the firearm damage uses its own critical modifier. If the spell can normally affect multiple targets, or has a duration longer than instantaneous, the firearm can deliver only one attack. An eldritch gun can use the brow gasher spell with this deed. This deed replaces the targeting deed.

Fire Supremacy (Su): At 7th level, as long as the eldritch gun has at least 1 grit point, she gains resist fire 5. This increases to resist fire 10 at 15th level. In addition, the eldritch gun can spend 1 grit point as a swift action to ignite a dose of black powder in his hand (this inflicts no damage to the eldritch gun) and creates an aura of fire around her for 1 round per two eldritch gun levels. Anyone striking the eldritch gun with a non-reach melee weapon or unarmed strike takes an amount of fire damage equal to 1/2 her eldritch gun level. This deed replaces the startling shot deed.

Conflagrated Viewing (Su): At 11th level, an eldritch gun can spend 1 grit point as a standard action to allow remote viewing through a single fire source within 250 feet of her location. The eldritch gun can view and listen to events within a 20-foot radius of the associated fire source; this radius follows the fire source if it moves. Unlike a true scrying spell, no other spells operate through the associated fire. This effect produces no indication of its activity on the target and cannot be discovered by normal methods of magical detection. This deed replaces the expert loading deed.

Dancing Flame (Su): At 15th level, an eldritch gun can spend 1 grit point to move any nonmagical fire up to 30 feet as a move action. If the fire has no fuel at the new location, it is extinguished after one round. This deed replaces the evasive deed.

Quadruple Shot (Su): At 15th level, the eldritch gun can spend 2 grit points to twist space and hit four targets with a single shot. As a full attack action, the eldritch gun can designate four different targets. These targets must be within 20 feet of each other. The eldritch gun makes an attack roll against each target at her highest attack bonus. If the attack is successful, the target is hit by an aspect of the same bullet and takes firearm damage as normal. If there are less than four targets, the remaining attacks can be directed at one or more targets already designated. This deed can be used in conjunction with the arcane gun deed. This deed replaces the slingers luck deed.

Spellcasting: Beginning at 4th level, an eldritch gun gains the ability to cast a small number of arcane spells, which are drawn from the magus spell list. Only magus spells of 4th level and lower are considered to be part of the eldritch gun’s spell list. The eldritch gun also adds the following spells to her list at the indicated spell levels: 1st–abundant ammunition, damp powder, fabricate bullets, reinforce armaments, touch of fatigue, touch of gracelessness, weaken powder; 2nd–bullet shield, cushioning bands, destabilize powder, make whole, recoil fire, ricochet shot, stabilize powder, thunder fire, touch of idiocy; 3rd–flash fire, named bullet; 4th–calcific touch, named bullet (greater), touch of slime.

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

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

An eldritch gun may know any number of spells. She must choose and prepare her spells ahead of time by getting 8 hours of sleep and spending 1 hour studying her spellbook. While studying, the eldritch gun decides which spells to prepare. Through 3rd level, an eldritch gun has no caster level. At 4th level and higher, her caster level is equal to her eldritch gun level –3.

Spellbooks: An eldritch gun must study her spellbook each day to prepare her spells. She cannot prepare any spell not recorded in hers spellbook except for read magic, which all eldritch guns can prepare from memory. An eldritch gun begins play with a spellbook containing three 1st-level magus spells of her choice plus detect magic and read magic, which she adds to her spell list as 1st–level spells. The eldritch gun also selects a number of additional 1st-level magus spells equal to her Intelligence modifier to add to her spellbook. At each new eldritch gun level beyond 4th, she gains two new magus spells of any spell level or levels that she can cast (based on her new eldritch gun level) for her spellbook. At any time, an eldritch gun can also add spells found in other spellbooks to her own.

An eldritch gun can learn spells from a magi’s or wizard’s spellbook, just as a magi or wizard can from an eldritch gun’s spellbook. The spells learned must be on the magus spell list, as normal. An alchemist can learn formulae from an eldritch gun’s spellbook, if the spells are also on the alchemist spell list. An eldritch gun cannot learn spells from an alchemist. This ability replaces the bonus feats gained at 4th, 12th, and 20th level.

Eldritch Gun Training (Su): At 5th level, an eldritch gun can select one specific type of firearm (such as an axe musket, blunderbuss, musket, or pistol). She gains a bonus equal to her Dexterity modifier on damage rolls when firing that type of firearm. Furthermore, when she misfires with that type of firearm, the misfire value of that firearm increases by 2 instead of 4.

In addition, an eldritch gun can imbue her chosen firearm with arcane energies, transforming it into an arcane gun. Her arcane gun is a normal one-handed or two-handed firearms in the hands of others, as it was a normal firearm before she imbued it with magic. In the hands of an eldritch gun, it both fires projectiles (bullets and pellets) and casts magic. Spells fired through an arcane gun that require an attack roll have a ×3 critical hit multiplier.

An eldritch gun can cast any ranged touch attack, cone, line, or ray spells through her arcane gun. When she casts through the arcane gun, the gun’s enhancement bonus (if any) is a bonus to the spell’s attack rolls or to the spell’s saving throw DCs. Yet there are dangers inherent to this method. If any of the spells’ attack rolls result in a natural 1 (a misfire), or a natural 20 is rolled on any saving throw made against the spell by a target (an overload), the arcane gun gains the broken condition. If the arcane gun already has the broken condition, the gun explodes. When a gun explodes, it lets loose a blast of force, or if the spell has the acid, cold, electricity, or sonic descriptor, it deals that type of energy damage instead. In the case of spells with multiple descriptors, roll randomly among the descriptors to determine the type of damage dealt by the blast. The blast is centered on a single intersection within the eldritch gun’s space (eldritch gun’s choice) and deals 1d6 points of the appropriate energy damage or force damage per level of the spell cast. Any creature within the blast other than the eldritch gun can make a Reflex saving throw to halve the damage. The Reflex save DC is calculated using the spell level of the spell being sacrificed.

The eldritch gun can attune another firearm of the same type as her arcane gun at the start of each day. This attunement lasts until the eldritch gun attunes to a new gun of the same type, even if a formally attuned gun is destroyed. An eldritch gun can have only one firearm attuned in this way at a time. This ability replaces gun training 1 and gun training 2.

Bonus Feats: This is exactly like the gunslinger ability of the same name, except that the eldritch gun only gains a bonus feat at 8th and 16th level, and may choose Extra Arcana as a bonus feat, using her gunslinger level as her magus level for any magus arcana with level requirements.

Fighter Training (Ex): Starting at 13th level, an eldritch gun counts 1/2 her total eldritch gun level as her fighter level for the purpose of qualifying for feats. If she has levels in fighter, these levels stack. This ability replaces gun training 3.

Greater Spell Access: At 17th level, an eldritch gun gains access to an expanded spell list. She learns and places 8 spells from the wizard’s spell list into her spellbook as magus spells of their wizard level. She gains two of each of the following wizard spells not on the magus spell list: 1st-level, 2nd-level, 3rd-level, and 4th-level. She can ignore the somatic component of these spells, casting them without the normal chance of spell failure. This ability replaces gun training 4.

True Grit (Ex): This is exactly like the gunslinger ability of the same name, except that the eldritch gun can choose a magus arcana that she has access to as one of her deeds.

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

1st +1 +0 +2 +2 Arcane grit, deeds, grit, gunsmith — — — —
2nd +2 +0 +3 +3 Nimble +1 — — — —
3rd +3 +1 +3 +3 Deeds — — — —
4th +4 +1 +4 +4 Spells 0 — — —
5th +5 +1 +4 +4 Eldritch gun training 1 — — —
6th +6/+1 +2 +5 +5 Nimble +2 1 — — —
7th +7/+2 +2 +5 +5 Deeds 1 0 — —
8th +8/+3 +2 +6 +6 Bonus feat 1 1 — —
9th +9/+4 +3 +6 +6 2 1 — —
10th +10/+5 +3 +7 +7 Nimble +3 2 1 0 —
11th +11/+6/+1 +3 +7 +7 Deeds 2 1 1 —
12th +12/+7/+2 +4 +8 +8 2 2 1 —
13th +13/+8/+3 +4 +8 +8 Fighter training 3 2 1 0
14th +14/+9/+4 +4 +9 +9 Nimble +4 3 2 1 1
15th +15/+10/+5 +5 +9 +9 Deeds 3 2 2 1
16th +16/+11/+6/+1 +5 +10 +10 Bonus feat 3 3 2 1
17th +17/+12/+7/+2 +5 +10 +10 Greater spell access 4 3 2 1
18th +18/+13/+8/+3 +6 +11 +11 Nimble +5 4 3 2 2
19th +19/+14/+9/+4 +6 +11 +11 Deeds 4 3 3 2
20th +20/+15/+10/+5 +6 +12 +12 True grit 4 4 3 3

Now I can take a look at the Lightspeed Master.


Pathfinder Lost Omens Subscriber
Tyrannical wrote:

it appears I tend to be using Investigator quite a bit too

Inv/Pal - Aesculapian (a better fitting word for Physician)
Inv/Gun - Experimental Munitionist
Inv/Monk - Maneuver Master
Inv/Druid - Toxicologist
Witch/Inv - Vile Concoctionist

I love alchemy and guile... this class makes me feel like a kid in a candy store!

i know at least one of mine has investigator, i need to write a list of the things i've come up with down.


Elghinn Lightbringer wrote:

Looks like you got to a revised version before I did! :D

I've done some streamlining and tweaking, and I've added in your new deeds too. So here's my revised version.

** spoiler omitted **...

I see your version is closer to official stuff than mine is :) Thats why you left out the "flaming property for free" from under arcane gun, or was it just too strong?

Also, you put wounding weapon on the list there. Thats fine, but I think bleeding wound deed becomes partially redundant then. How about swapping it at 11th level and keeping expert loading instead?

And quadruple shot: you have just 3 attacks at 15th level, not 4. Have to move it to 16th or simply change the name and description.


Been trying to clean up my back log of unposted MCAs on the wiki. The Nature Whisperer, Possessed Prophet, and Grammaton Gunman are all up now.

Hope to get the Astute Sentry, Barbed Warlock, Dracontine Electus, Elemental Envoy, and Scroll Warrior up tomorrow.

Noro wrote:
I see your version is closer to official stuff than mine is :) Thats why you left out the "flaming property for free" from under arcane gun, or was it just too strong?

Oops, missed that. I've added it back in. I always try to stay as true to the official stuff as possible, but bend things when necessary.

Noro wrote:
Also, you put wounding weapon on the list there. Thats fine, but I think bleeding wound deed becomes partially redundant then. How about swapping it at 11th level and keeping expert loading instead?

Done!

Noro wrote:
And quadruple shot: you have just 3 attacks at 15th level, not 4. Have to move it to 16th or simply change the name and description.

Hmm, oh yeah. We'll rename it Split Shot and reword it to work with its number of iterative attacks.

Split Shot (Su): At 15th level, the eldritch gun can spend 2 grit points to twist space and hit multiple targets with a single shot. As a full attack action, the eldritch gun can designate a number of targets equal to her number of iterative attacks. These targets must be within 20 feet of each other. The eldritch gun makes an attack roll against each target at her highest attack bonus. If the attack is successful, the target is hit by an aspect of the same bullet and takes firearm damage as normal. If there are fewer targets than her number of iterative attacks, the remaining attacks can be directed at one or more targets already designated. This deed can be used in conjunction with the arcane gun deed. This deed replaces the slingers luck deed.

Any other things you found?


Elghinn Lightbringer wrote:


Any other things you found?

Looks fine to me :)

I am announcing its counterpart then:
Flintlock Saint
Primary: gunslinger
Secondary: cleric


Ok if the Eldritch Gun is done…

Dire Harbinger:

#Dire Harbinger

Divinely inspired heralds of pain and adjudication, dire harbingers channel the anger and wrath of their deities in glorious punishment. Able to impart their own suffering to their foes, the dire harbinger can also gift their visions and blessings of power to certain allies to further their divine agency. This power comes at great personal cost - the path to power can burn the flesh and wrack the soul, and those wishing to share the divine harbingers' benisons must accept the baleful with the benign.

Primary: Inquisitor
Secondary: Oracle

Saves: G/P/G (as Inquisitor)

Armor and Weapons All simple weapons plus favored weapon of diety. Light and Medium armor and shields (except tower shields).

Spellcasting: As Inquisitor

Tweaks and Swaps:
Mystery for Domain (see below)
Malady (Oracle's Curse)
Dark Demeanour (Stern Gaze) (see below)
Punishment - Oracles' Curses rolled/mashed into Judgment (see below)
Affliction (Bane) imparts the DH's maladies.
Shared Revelation/Revelation - replaces Solo Tactics/Teamwork Feats should allow the DH to share some of her Mystery revelation.

Drop: Monster Lore, the Sense Motive participle of Stern Gaze, Cunning Initiative, Track, Detect Alignment and Discern Lies.

1 Mystery, revelation, malady (Oracle's Curse), Punishment (tweaked Judgment), orisons, dark demeanour (tweaked Stern Gaze),
2 Revelation
3 Shared revelation, revelation (replaces Solo tactics and teamwork feats)
4 Punishment 2/day
5 Affliction (tweaked Bane)
6 Revelation
7 Punishment 3/day
8 Second Punishment
9 Revelation
10 Punishment 4/day
11 Stalwart
12 Greater Affliction, revelation
13 Punishment 5/day
14 Exploit Weakness
15 Revelation
16 Punishment 6/day
17 Slayer
18 Revelation
19 Punishment 7/day
20 Dire Punishment

Mystery - At 1st level the Dire Harbinger chooses a Mystery as an Oracle, but doesn't get bonus spells (in the same way Inquisitors do not get Domain spells).

Revelation. As Oracle.

Malady - This can work two ways - either a straight up Oracle's Curse OR the Punishments meted out dictate the malady the DH currently suffers. So for each penalty you place on your foes, you also receive a small penalty. See Punishment below.

Punishment (or Wrack)- I'd like to replace the usual Judgments with a set of Punishments that are thematically linked to Oracle Curses - in effect, rather than buffing the DH, her foes are subject to conditions and penalties.

- Either an aura, or affects a number of foes equal to the DH's Charisma modifier or similar.

- As mentioned in Malady, whichever malady you impart to your foes, you will receive a penalty/malady of some sort in return.

Dark Demeanour - straight up adds 1/2 level to Intimidate only, losing the Sense Motive bonus.

Shared Revelation: This allows the DH to share her revelation with a limited amount of allies, and would be limited to certain revelations. This could also be reliant on proximity to DH or the aforementioned aura.

- Design possibility - those receiving the shared revelation in the aura are also subject to/receive the same small penalty the DH receives from whatever Punishment is current.

- Obviously needs to be handled with utmost care as some revelations should not be broadcast...

Affliction (or Ruin): Tweaked Bane, this would impart a more heavy duty malady on a successful strike.


Pathfinder Lost Omens Subscriber

I think applying a malady should be saveable and directed at a target or number of targets.


# Dire Harbinger

@Bandw2 - thanks for the comment.

- Yep the Punishment/Wrack ability would use the Revelation DC.

- A number of targets equal to Cha modifier + 1/2 level (min. 1) OR an aura that grows with higher levels is my preferred.

********************
Ok, so here is a brainstorm for the Punishment/Wrack ability - these are to give folks a general idea of what I'm trying to achieve. The DH should only receive a small penalty to simulate the sacrifice being made, the foes' penalties should progress/increase like the Inquisitor's Judgments.

(definitely up for more than just these Curses as design inspiration, any more Curses (3PP or otherwise) would be welcomed...)

Clouded Vision penalty to foes attacks; penalty to DH Reflex save

Deaf penalty to foes concentration checks, social skills; penalty to DH's concentration checks.

Haunted imparts the shaken condition and penalty to all saves; penalty to DH's attacks

Lame: causes affected foes to treat all movement as if in difficult terrain; DH's speed reduced by 5 feet

Tongues: foes are unable to share communication or raises the DC of the DH's verbal spells; DH is treated as the Oracle curse (only speaks or understandsone language from select list...

Wasting: foes take penalty to Fort saves and as rounds continue become fatigued; DH takes penalty to Fort or Reflex save.


Pathfinder Lost Omens Subscriber

for inspiration


@Bandw2 - already quite familiar with Malefactor and Direlock... ;)


Always with the conditions, eh, OSW? :D

Still plugging through the Lightspeed Master. Then I'll get to yours. Though I've been looking over the swaps. Though I am wondering why the DH gets penalties with the punishments. Really, they should just be the reverse of what they do with judgements. If the inquisitor gets a +1 to +5 on attacks against the target with a judgment, is it really any different if the target takes a penalty to AC? Though, I guess if the penalty is against all attacks, that's big, but if its only against the attacks of the DH, then isn't it really the same thing, just different? Also, if you want to add conditions, couldn't you use the antipaladin's cruelties mechanics to add them to the judgments/punishments?

For the punishments, just reverse the judgments (increases from -1 to -5).

1) Destruction/Blunted: bestows a -1 penalty on the target's damage rolls against DH.
2) Healing/Bleeding: takes 1 point of bleed damage per round.
3) Justice/Incompetence: bestows -1 penalty to attack rolls against DH.
4) Piercing/Distracted: takes -1 penalty on concentration and caster level checks made to overcome DH's spell resistance.
5) Protection/Exposed or Defenseless: takes -1 penalty to AC from attacks from DH.
6) Purity/Taint: -1 penalty to saves against DH's spells/effects.
7) Resiliency/Fragile: Takes 1 point extra damage from magic weapons/aligned weapons at 10th.
8) Resistance/Susceptibility: Takes 2 points of extra energy damage from type of energy attacks (max of 14; though this should likley de reduced to 1 every three levels).
9) Smiting/Impenetrable: DH treated as having DR/magic or DR/aligned for the purpose of the target bypassing damage reduction. Maybe DR equal to 1/2 DH level?

Then, add the effects you want to bestow from the oracle's curse. Simply make it a save for the target to avoid this secondary curse effect.


Pathfinder Lost Omens Subscriber
Elghinn Lightbringer wrote:


1) restoration: bestows a -1 penalty on the target's damage rolls against DH.
2) Decaying: takes 1 point of bleed damage per round.
3) Corruption: bestows -1 penalty to attack rolls against DH.
4) Severing: takes -1 penalty on concentration and caster level checks made to overcome DH's spell resistance.
5) Insecurity: takes -1 penalty to AC from attacks from DH.
6) Impurity: -1 penalty to saves against DH's spells/effects.
7) Delicate: Enemies count their DR/magic as 1 less, at 10th level this also effects alignment DR.
8) Susceptibility: Enemies count any Resistances as 2 lower.
9) Mundanity: Weapons or attacks used to attack the DH lose any ability to bypass resistances or DR (affecting the appropriate DR as listed at the levels in smiting)

fixed (i jest)


Feral Mercenary (Sam/Bar) and Marked Ninja (Nin/Wiz) drafts finished.

Final Warlord Draft and Concept: Lost and Forgotten. Really, do replace the Final Warlord in the queue. It got drawn off its initial inspiration into being too similar to the Ruthless Destroyer.


# Dire Harbinger

Sorry for the late response, weekend and all.

@El - good points, and I'll look at that approach for a more clarified version. Always with the "why don't we use the antipaladin's Cruelties" eh El? ;p

Like we discovered with the direlock, the difference is whether the negative effects are universally applied (i.e. against all enemies) or only agsinst the DH. I think I prefer the former, which is why limiting the number affected will be key.

I'll post tonight Oz-time.

@Bandw2 - I'll definitely be using some of those. Good fix. ;)


OK, tweaked and streamlined the lightspeed master. Also renamed it the Velocity Master.

VELOCITY MASTER:

The monk’s search for self–perfection takes many forms. For some, this implies a desire to become living embodiments of speed, like lightning on the battlefield, striking at enemies before they can react or see the attack coming. These individuals sacrifice physical strength and endurance and renounce their oath of self–discipline to tap into arcane magic and enhance their mobility with all existing means. It is these who become velocity masters.

Primary Class: Monk.
Secondary Class: Magus.
Alignment: Any.
Hit Dice: d8.

Bonus Skills and Ranks: The velocity master selects three magus skills to add to his class skills in addition to the normal monk class skills, one of which must be Spellcraft (Int). The velocity master gains a number of ranks at each level equal to 4 + Int modifier.

Weapon and Armor Proficiency: The velocity master is proficient with all simple and martial weapons, plus the kama, nunchaku, sai, shuriken, siangham, and temple sword. A velocity master is also proficient with light armor. She can use spell-related ki powers while wearing light armor without incurring the normal arcane spell failure chance. When wearing medium armor, light armor, armor, using a shield, or carrying a medium or heavy load, a velocity master loses his AC bonus, as well as his fast movement and flurry of blows abilities. Like any other arcane spellcaster, a velocity master wearing medium armor, heavy armor, or using a shield incurs a chance of arcane spell failure if the spell-related ki power in question has a somatic component. A multiclass velocity master still incurs the normal arcane spell failure chance for arcane spells received from other classes.

Arcane Ki Pool (Su): At 1st level, a the velocity master gains a reservoir of mystical arcane energy that he can draw upon to fuel his ki powers, enhance his weapon or unarmed attacks, and use spell-like abilities. This arcane ki pool has a number of points equal to 1/2 his velocity master level (minimum 1) + his Wisdom modifier.

By spending 1 point from his ki pool, a velocity master can do one of the following:

• Make one additional attack at his highest attack bonus when making a flurry of blows attack, or
• Increase his speed by 20 feet for 1 round, or
• Give himself a +4 dodge bonus to AC for 1 round.

Each of these powers is activated as a swift action.

At 1st level, a velocity master can expend 1 point from his arcane ki pool as a swift action to grant his unarmed strikes or any weapon he is holding a +1 enhancement bonus for 1 minute. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 17th level. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves.

At 5th level, these bonuses can be used to add any of the following weapon properties: dancing, flaming, flaming burst, frost, icy burst, keen, shock, shocking burst, speed, or vorpal.

Adding these properties consumes an amount of bonus equal to the property’s base price modifier. These properties are added to any the weapon already has, but duplicates do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. These bonuses and properties are decided when the arcane pool point is spent and cannot be changed until the next time the velocity master uses this ability. These bonuses do not function if the weapon is wielded by anyone other than the velocity master.

A velocity master can only enhance one weapon in this way at one time. If he uses this ability again, the first use immediately ends. The arcane ki pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive. This ability modifies ki pool.

This ability replaces stunning fist and ki pool.

Arcane Ki Powers: At the indicated levels, a velocity master chooses an arcane ki power. Arcane ki powers are abilities that draw on the power of a velocity master’s arcane ki, enhancing his mobility and physical prowess. At 16th level or higher, a velocity master may select the following new ability as a ki power.

High Speed Attack (Su): A velocity master can grab and drag an opponent with himself at high speed, disorienting and dazing him or her. When the velocity master successfully uses the grapple maneuver on an opponent, he can attempt to move himself and the opponent at full speed in his next turn. The target takes 2 point of damage per velocity master level and is rendered unconscious for 1 round per velocity master level by the stress of the sprint unless it makes a Fortitude saving throw (DC 10 + 1/2 the monk's level + the monk's Wis modifier). If the save is successful, the target’s merely stunned for the same time.

Arcane ki powers are divided into five categories: feats, magus abilities, magus arcana, monk abilities, and spells.

Feats: These arcane ki powers duplicate the effects of specific feats. A velocity master does not need to qualify for a feat to select it as an arcane ki power. For example, a velocity master can select Spring Attack as an arcane ki power even if she doesn’t meet the prerequisites for selecting Spring Attack as a feat. Activating one of these arcane ki powers is a free action on the velocity master’s turn; until the start of her next turn, the velocity master is treated as if she had that feat. Some of these arcane ki powers that duplicate feats may also be activated as an immediate action; these powers are noted in the arcane ki powers list.

Magus Abilities: This category contains one arcane ki power: arcane movement. The ability works using the velocity master’s level as his magus level.

Magus Arcana: These arcane ki powers duplicate the effects of some magus arcana. If an arcana has a prerequisite, the velocity master doesn’t need to meet it, but he must be of the required level to choose a specific arcana as an arcane ki power. The abilities work using the velocity master’s level as his magus level.

Monk Abilities: Some arcane ki powers are standard monk abilities. Even if a velocity master selects a different ki power in place of a standard monk ability, she can select that monk ability later as one of her arcane ki powers.

Spells: These arcane ki powers duplicate the effects of a spell, and are spell-like abilities. A velocity master’s class level is the caster level for these spell-like abilities, and she uses Wisdom to determine her concentration check bonus.

Requirements: All arcane ki powers have a minimum velocity master level requirement to select them. A velocity master who does not meet this requirement cannot select that arcane ki power.

Activation: Most arcane ki powers require the velocity master to spend arcane ki points; the exact amount is listed after the arcane ki power. Arcane ki powers that cost 0 arcane ki do not require the velocity master to have any arcane ki points in her arcane ki pool to use the ability.

1st Level
Arcane accuracy (magus arcana, 1 ki point)
Deny Death (feat, 0 ki points)
Expeditious retreat (spell, 1 ki point)
Ki Stand (feat, 0 ki points)
Lightning finish (monk of the seven winds archetype ability, 0 ki points)
Redirection (flowing monk archetype ability, 0 ki points)
Stunning fist (standard monk ability, level 1, 0 ki points)
Windy escape (spell, 1 ki point)

4th Level
Acrobatic Steps (feat, 1 ki point)
Bladed dash (spell, 2 ki points)
Cat’s grace (spell, 2 ki points)
Disorienting Maneuver (feat, 2 ki points)
Effortless armor (spell, 2 ki points)
Feather step (spell, self only, 1 ki point)
Flowing dodge (flowing monk archetype ability, 0 ki points)
Ki arrow (spell, 1 ki point)
Maneuver training (standard monk ability, level 3, 0 ki points)
Quick Draw (feat, 1 ki point)
Slow fall (standard monk ability, level 4, 0 ki points)
Still mind (standard monk ability, level 3, 0 ki points)
True strike (spell, self only, 1 ki point)

6th Level
Arcane movement (spell dancer magus archetype ability, 1 ki point)
Disengaging Feint (feat, 3 ki points)
High jump (standard monk ability, level 5, 1 ki point)
Landing Roll (feat, 3 ki points)
Purity of body (standard monk ability, level 5, 2 ki points)
Sidestep (feat, 1 ki point)
Snatch Arrows (feat, 1 ki point)
Spring Attack (feat, 1 ki point)

8th Level
Blink (spell, 3 ki points)
Burst of speed (spell, 3 ki points)
Channel vigor (spell, 3 ki points)
Elusive target (flowing monk archetype ability, 2 ki points)
Gliding Steps (1 ki point)
Haste (spell, self only, 3 ki points)
Quick Reposition (feat, 4 ki points)
Spider Step (feat, 1 ki point)
Whirlwind Attack (feat, 2 ki points)
Wholeness of body (standard monk ability, level 7, 2 ki points)

10th Level
Accurate strike (magus arcana, 2 ki points)
Greater Bull Rush (feat, 2 ki points)
Hasted assault (magus arcana, 2 ki points)
Leaping Shot (feat, 5 ki points)
Lunge (feat, 1 ki point)
Prescient defense (magus arcana, 2 ki points)
Shadow step (spell, 1 ki point)
Step Up and Strike (feat, 2 ki points)
Wind Stance (feat, 2 ki points)

12th Level
Abundant step (standard monk ability, level 12, 2 ki points)
Cartwheel Dodge (feat, 2 ki points)
Diamond body (standard monk ability, level 11, 0 ki points)
Greater arcane redoubt (magus arcana, 3 ki points)
Ki Throw (feat, 2 ki points)
Shadow walk (spell, 3 ki points)

14th Level
Cloud Step (3 ki points)
Dimensional Agility (1 ki point)
Greater bladed dash (spell, 5 ki points)
Improved Ki Throw (2 ki points)
Slow time (monk of the four winds archetype ability, 6 ki points)

16th Level
Borrowed time (spell), 6 ki points
Dimensional Assault (2 ki points)
High speed attack (new, 2 ki points)
Lightning Stance (3 ki points)
Quivering palm (standard monk ability, level 15, 0 ki points)
Volley spell (flowing monk ability, ki points cost variable)

18th Level
Dimensional Dervish (3 ki points)
Dimensional Maneuvers (4 ki points)
Dimensional Savant (4 ki points)
Empty body (standard monk ability, level 19, 3 ki points)
Timeless body (standard monk ability, level 17, 0 ki points)
Tongue of the sun and the moon (standard monk ability, level 17, 0 ki points)

The saving throw against a velocity master’s ki power, if any, is equal to 10 + 1/2 the velocity master’s level + the velocity master’s Wisdom bonus. This ability replaces all bonus feats, still mind, slow fall, maneuver training, high jump, purity of body, abundant step, quivering palm, timeless body, and tongue of the sun and the moon.

Mystic Knowledge Pool (Su): At 7th level, when a velocity master replenishes his arcane ki pool spells, he can decide to expend 1 or more arcane ki points, up to his Wisdom bonus. He can choose any combination of arcane ki powers up to that cost, and treat them as if they were on his list of possessed arcane ki powers for that day. He loses these temporary arcane ki powers the next time he replenishes his arcane ki pool. This replaces wholeness of body.

Unstoppable Body (Su): At 11th level, a velocity master gains immunity to slowing effects of all kinds. This replaces diamond body.

Unconquerable Body (Su): At 15th level, all effects from any source that enhance a velocity master’s movement stack. This replaces diamond soul.

Greater Arcane Ki Pool (Su): At 19th level, the velocity master’s arcane ki pool is now equal to his velocity master level + his Wisdom modifier. This ability replaces empty body.

Time Warp (Su): At 20th level, the velocity master achieves the quintessence of movement. He gains a +2 bonus on Dexterity and can always move up to his speed in a round as an immediate in addition to any other movement. In addition, the velocity master can cast time stop as a spell–like ability, spending all his remaining arcane ki points (minimum 10 points).

Table: Velocity Master
Base
Class Attack Fort Ref Will Unarm AC Fast
Level Bonus Save Save Save Special Flurry of Blows Dmg* Bns Move

1st +0 +2 +2 +2 Arcane ki pool (+1), flurry of blows, –1/–1 1d6 +0 +0 ft.
ki power, unarmed strike
2nd +1 +3 +3 +3 Evasion, ki power +0/+0 1d6 +0 +0 ft.
3rd +2 +3 +3 +3 Fast movement, ki power +1/+1 1d6 +0 +10 ft.
4th +3 +4 +4 +4 Ki power +2/+2 1d8 +1 +10 ft.
5th +3 +4 +4 +4 Arcane ki pool (+2) +3/+3 1d8 +1 +10 ft.
6th +4 +5 +5 +5 Ki power +4/+4/–1 1d8 +1 +20 ft.
7th +5 +5 +5 +5 Ki power, mystic knowledge pool +5/+5/+0 1d8 +1 +20 ft.
8th +6/+1 +6 +6 +6 Ki power +6/+6/+1/+1 1d10 +2 +20 ft.
9th +6/+1 +6 +6 +6 Arcane ki pool (+3), +7/+7/+2/+2 1d10 +2 +30 ft.
improved evasion
10th +7/+2 +7 +7 +7 Ki power +8/+8/+3/+3 1d10 +2 +30 ft.
11th +8/+3 +7 +7 +7 Ki power, unstoppable body +9/+9/+4/+4/–1 1d10 +2 +30 ft.
12th +9/+4 +8 +8 +8 Ki power +10/+10/+5/+5/+0 2d6 +3 +40 ft.
13th +9/+4 +8 +8 +8 Arcane ki pool (+4) +11/+11/+6/+6/+1 2d6 +3 +40 ft.
14th +10/+5 +9 +9 +9 Ki power +12/+12/+7/+7/+2 2d6 +3 +40 ft.
15th +11/+6/+1 +9 +9 +9 Ki power, unconquerable body +13/+13/+8/+8/+3/+3 2d6 +3 +50 ft.
16th +12/+6/+2 +10 +10 +10 Ki power +14/+14/+9/+9/+4/+4/–1 2d8 +4 +50 ft.
17th +12/+7/+2 +10 +10 +10 Arcane ki pool (+5) +15/+15/+10/+10/+5/+5/+0 2d8 +4 +50 ft.
18th +13/+8/+3 +11 +11 +11 Ki power +16/+16/+11/+11/+6/+6/+1 2d8 +4 +60 ft.
19th +14/+9/+4 +11 +11 +11 Greater arcane ki pool, ki power +17/+17/+12/+12/+7/+7/+2 2d8 +4 +60 ft.
20th +15/+10/+5 +12 +12 +12 Time warp +18/+18/+13/+13/+8/+8/+3 2d10 +5 +60 ft.

SWAPS
Bonus feat (1) = Ki power
Stunning fist = Arcane ki pool (+1)
Bonus feat (2) = Ki power
Still mind (3) = Ki power
Ki pool (magic) (4) = Arcane ki pool (+2)
Slow fall (4) = Ki power
Maneuver training (4) = Ki power
High jump (5) = Ki power
Purity of Body (5) = Ki power
Bonus feat (6) = Ki power
Ki pool (cold iron/silver) (7) = Arcane ki pool ( +3)
Wholeness of body (7) = Mystic knowledge pool
Bonus feat (10) = Ki power
Ki pool (lawful) (10) = Arcane ki pool (+4)
Diamond body (11) = Unstoppable body
Abundant step (12) = Ki power
Bonus feat (14) = Ki power
Quivering palm (15) = Ki power
Ki pool (adamantine) (16) = Arcane ki pool (+5)
Timeless body (17) = Ki power
Tongue of the sun and the moon (17) = Ki power
Bonus feat (18) = Ki power
Empty body = Greater arcane ki pool
Perfect self = Time warp


Oceanshieldwolf wrote:

# Dire Harbinger

Sorry for the late response, weekend and all.

@El - good points, and I'll look at that approach for a more clarified version. Always with the "why don't we use the antipaladin's Cruelties" eh El? ;p

Like we discovered with the direlock, the difference is whether the negative effects are universally applied (i.e. against all enemies) or only agsinst the DH. I think I prefer the former, which is why limiting the number affected will be key.

I'll post tonight Oz-time.

@Bandw2 - I'll definitely be using some of those. Good fix. ;)

I guess we both have our thing right? You like conditions, I like the mercy/cruelty mechanics to apply conditions and arcane pools.

If you want to apply the curse related penalties, I'd make it a radius (20 or 30 feet), but affects a max number equal to his Wisdom modifier. Could call it a Dire Aura, Curse Aura, Wracking Aura?


#Velocity Master
Good for me.


#Velocity Master

Nice reflection of the superspeed warrior trope. Would be awesome to see a party composed of all the temporal/time warriors we have created so far.

* As a monk Primary I'm leery of him getting a ki-pool at 1st level, regardless of the Magus Secondary. Even being MAD, if you manage to have a +3 Wis mod you are getting 4 ki points at 1st level, and five of the 1st level Arcane Ki Power abilities cost No ki points AND one choice is Stunning FIst which the Arcane Ki Pool ability apparently (in part) replaces?!?!?

Then again I'm playing a Core only 15 point-buy monk in a PbP and it sucketh the big one. Comparing anything to the Core monk will make it looked overpowered...

* Unconquerable Body should be renamed to reflect the stackability, as it stands it sounds defensive, not (pro)active.


#Dire Harbinger

@El - go with your reversed Judgments. Though the idea of basing them off Oracle Curse's is creative, I don't have the time right now to do such a treatment justice, and your solution is elegant and (almost) effortless.

*** So, Judgment is now Wrack, and uses a reversal of the Judgment mechanic as proposed above by Elghinn.

*** The big question is how, who and where to apply the Maladies (Oracle's Curses) and Wrack(s) to. Here's an option.

Give the DH an aura. All those in the aura receive the Wrack penalty universally (i.e. not just against the DH, but against any of the DH's allies as well, though perhaps these allies should also be in the aura). The DH then receives the Maladies (detailed upthread by me) as a balance for the multiple foes affected.

OR

Have the DH's Wrack affect a limited number of foes within an aura, and the effects relate only to the foes efforts to attacks on or defenses against the DH; PLUS those foes must save against the Maladies or receive that effect as well.

OR

Something else. ;)

*** When we have decided that we can look at Shared Revelation, and decide upon what if any deleterious effect any allies receive for gaining the revelation's effects.


Pathfinder Lost Omens Subscriber

perhaps, have an aura which effects everyone equally. then apply maladies to any specific individual that is effected by your aura as a standard. he has to save, etc.


The Powder Bomber seems to have taken a turn somewhat and has drifted into being more of an Alchemist/Magus, using bombs to deliver AoE spells, but having a more alchemical/combat focus than that of the Detonator Mage. It may be named 'Catalyst Grenadier'.

Also, a while back I had planned out an Barbarian/Alchemist with a drunken theme, though Taco Man beat me to the punch (with a better version at that), and since I've developed the idea into a Brawler/Skald by the name of 'Bar Brawler', a drinking, taunting, fist-fighter who fights with underhanded tactics and a merry drunken rage, so expect moar drunk combatants on the MCA boards eventually!

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