Multiclass Archetypes VIII: MCAs Unlimited


Homebrew and House Rules

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@Ichormancer

Alright then, all that looks good to me, I look forward to the next update on the MCA! :)


Anything on the Grenade Zealot? Fixes? Additions?


Pathfinder Lost Omens Subscriber

I'm not that familiar with inquisitor to know what exactly to add to it.


Just posting the tweaks to the class features in BLUE.

ICHORMANCER Additions/Revisions:

1) Tweaked domains part of the Ichor Bond.

Ichor Bond (Su): This is exactly like the druid’s nature bond ability, except fot the following changes. If the ichormancer chooses to bond with the natural world, the ichormancer chooses from the following cleric domains and animal and terrain domains...

An ichormancer gains one domain extract slot for each level of alchemist extract she can create, from 1st on up. Each day, an ichormancer can prepare one of the spells from her domain in that slot. If a domain spell is not on the alchemist formulae list, an ichormancer can prepare it only in her domain extract slot. Domain spells cannot be used to create extracts spontaneously. In regards to domain spells, the ichormancer treats her 1st and 2nd level domains spells as 1st– and 2nd–level extracts, but treats her 3rd and 4th level domain spells as 3rd–level extracts, 5th and 6th level domain spells as 4th–level extracts, 7th level domain spell as a 5th–level extract, and 8th level domain spell as a 6th–level extract. If an ichormancer has a spell granted by her domain on her formulae list already, she uses the spell as an extract at its earliest level.
...

2) Added this in at 1st. Costs normal feats, not bonus feats to select them.

Studied Alchemy: An ichormancer can choose one of the following alchemist discoveries in place of a normal feat: combine extracts, concentrate poison, dilution, enhance potion, eternal potion, extend potion, infusion, malignant poison, poison conversion, sticky poison. She must meet the prerequisites of a selected discovery as normal.

3) Moved Craft Ooze to 2nd.

4) Rewrote Slime Resistance to resemble the alchemist's poison resistance progression.

Sludge Resistance (Ex): At 3rd level, an ichormancer gains a +2 bonus on all saving throws against poison and acid resistance 5. This bonus increases to +4 and acid resistance increases to 10 at 5th level, and then again to +6 and acid resistance 15 at 7th level. At 9th level, an ichormancer becomes completely immune poison and gains acid resistance 20. This ability replaces venom immunity.

5) Added this to make the MCA more "ooze-esque"

Ooze Anatomy (Su): Starting at 5th level, an ichormancer’s internal body becomes more amorphous and gains the preserve organs alchemist discovery. This grants her a 25% of negating critical wounds and sneak attack damage. At 11th level, and again at 17th level, she gains the preserve organs one additional time, increase her chance of negating critical hits and sneak attack damage to 50% and 75% respectively. This ability, deadly excretions, and nauseating flesh replace the druid’s 7th, 8th, and 9th level spells.

6) Added these two.

Deadly Excretions (Ex): At 7th level, an ichormancer can excrete toxin from her skin. She gains the deadly excretion alchemist discovery, even if she does not meet its prerequisites.

Nauseating Flesh (Ex): At 15th level, an ichormancer gains the nauseating flesh alchemist discovery.

7) Moved Instant Alchemy to 19th to fill dead level.

Table: Ichormancer
Base
Class Attack Fort Ref Will Extracts per Day
Level Bonus Save Save Save Special 1st 2nd 3rd 4th 5th 6th

1st +0 +2 +0 +2 Alchemy, bottled ooze, brew potion, ichor bond, 1 — — — — —
ooze empathy, studied alchemy
2nd +1 +3 +0 +3 Craft ooze, poison use 2 — — — — —
3rd +2 +3 +1 +3 Sludge resistance +2, swift alchemy 3 — — — — —
4th +3 +4 +1 +4 Amorphous shape (1/day), resist slimy malignance 3 1 — — — —
5th +3 +4 +1 +4 Ooze anatomy I, sludge resistance +4 4 2 — — — —
6th +4 +5 +2 +5 Amorphous shape (2/day) 4 3 — — — —
7th +5 +5 +2 +5 Deadly excretions, sludge resistance +6 4 3 1 — — —
8th +6/+1 +6 +2 +6 Amorphous shape (3/day) 4 4 2 — — —
9th +6/+1 +6 +3 +6 Sludge immunity 5 4 3 — — —
10th +7/+2 +7 +3 +7 Amorphous shape (4/day) 5 4 3 1 — —
11th +8/+3 +7 +3 +7 Ooze anatomy II 5 4 4 2 — —
12th +9/+4 +8 +4 +8 Amorphous shape (5/day) 5 5 4 3 — —
13th +9/+4 +8 +4 +8 Ooze insight 5 5 4 3 1 —
14th +10/+5 +9 +4 +9 Amorphous shape (6/day) 5 5 4 4 2 —
15th +11/+6/+1 +9 +5 +9 Ichor blood, nauseating flesh 5 5 5 4 3 —
16th +12/+7/+2 +10 +5 +10 Amorphous shape (7/day) 5 5 5 4 3 1
17th +12/+7/+2 +10 +5 +10 Ooze anatomy III 5 5 5 4 4 2
18th +13/+8/+3 +11 +6 +11 Amorphous shape (8/day) 5 5 5 5 4 3
19th +14/+9/+4 +11 +6 +11 Instant alchemy 5 5 5 5 5 4
20th +15/+10/+5 +12 +6 +12 Amorphous shape (at will) 5 5 5 5 5 5


Elghinn Lightbringer wrote:
Anything on the Grenade Zealot? Fixes? Additions?

im a fan of that last revision.


Say, where are we with the acg mcas, i cannot remember which slayer ones i called.


Pathfinder Lost Omens Subscriber

got another archetype idea, it's similar to the ruthless destroyer

#Abolitionist
Primary: Anti-paladin
Secondary: Arcanist

The idea is he focuses on the ability to destroy things, and radiates destruction. It may end up being a cleric as primary instead as well.


I called a Swashbuckler/Bard (Boastful Gallant) and a Slayer/Inquisitor (Sectary Sicary), for sure. When I see the final shaman, I'll decide with which other classes to couple it.


@Ichormancer

Perfect! looking good to me, I think it's about finished and ready for posting

EDIT: Also, when are the new classes up for use? I have a few plans for new MCA's with them.

Investigator/Paladin (Physician)
Shaman/Barbarian (Totem Shaman)
Cavalier/Skald (Flagbearer)


Sorry for missing my post for the Xenocite Assailant. My new job has me so tired at nights I'm barely staying awake, and I can no longer post from the 1hr train-ride to school coz I got that higher education degree and now I'm back to humping tools and wood chips…;)

# Ichormancer

Any class that has the Resist Slimy Malignance ability must be awesome. I like the additions of the alchemist's more physiognomic discoveries.

Very niche concept, but I love it, and the execution is nice.

* I don't get why the Slime Domain gets web at 2nd level, and then a web SLA at 8th - maybe the range or area is different. Reagrdless, perhaps a different spell at 2nd level or change the SLA?

Slimebreath - cone of corrosive slimy reflux slime that destroys stuf/affects hardness and lingers on the body causing damage/bleed damage….


[threadjack]]If anyone is looking for more ideas, check THIS thread out.

By all means direct them to our wiki to let them know we have done versions of/covered like a bazillion of their ideas. It can't just be me always championing MCAs outside this thread… I feel like more of a broken record than Marc Radle and his New Paths Compendium classes… ;)
[/threadjack]

Dark Archive

I had called dibs on making an investigator/Wizard or Investigator/Bard


For everyone's Pleasure

ACG MCA Dibbs/Rebuilds
Spell Thief (Rog/Arc) – Elghinn
Incendiary Mage (Arc/Alc) - Elghinn
“Name” (Sla/Mnk) – Christos
“Name” (Sla/Rgr) – Christos
Dead Shaman (Sha/Wtc or Sha/Ora) – Bardess
Boastful Gallant (Swa/Brd or Brd/Swa) - Bardess
Sectary Sicary (Sla/Inq) - Bardess
“Name” (Swa/Cav) – Bardess
“Name” (Alc/Swa) – OSW
“Name” (Sla/Inq) – OSW
“Name” (Sla/Inv) – OSW
“Name” (Inv/Pal) – Tyrannical
“Name” (Sam/Swa) – Tyrannical
Physician (Inv/Pal) - Tyrannical
Totem Shaman (Sha/Bbn) - Tyrannical
Flag Bearer (Cav/Ska) - Tyrannical
“Name” (Inv/Brd) – JonathonWilder
“Name” (Inv/Wiz) – JonathonWilder
Seer (Ftr/Arc) – Bandw2
Abolitionist (Anp/Arc) – Bandw2
Busker Mage (Arc/Brd) - Starfox

As to when we'll start on these, I think we need to give it a month or two fro everyone (especially me) to familiarize themselves with the new classes, and allow the threads to post any anomalies and issues they find in balance and play. So, likely mid-September or so.


Oceanshieldwolf wrote:

[threadjack]]If anyone is looking for more ideas, check THIS thread out.

By all means direct them to our wiki to let them know we have done versions of/covered like a bazillion of their ideas. It can't just be me always championing MCAs outside this thread… I feel like more of a broken record than Marc Radle and his New Paths Compendium classes… ;)
[/threadjack]

Just posted on that thread OSW, with a basic overview of what we do and what we have. We'll see if anyone checks us out.


Well slayer is popular.


Oceanshieldwolf wrote:

Sorry for missing my post for the Xenocite Assailant. My new job has me so tired at nights I'm barely staying awake, and I can no longer post from the 1hr train-ride to school coz I got that higher education degree and now I'm back to humping tools and wood chips…;)

# Ichormancer

Any class that has the Resist Slimy Malignance ability must be awesome. I like the additions of the alchemist's more physiognomic discoveries.

Very niche concept, but I love it, and the execution is nice.

* I don't get why the Slime Domain gets web at 2nd level, and then a web SLA at 8th - maybe the range or area is different. Reagrdless, perhaps a different spell at 2nd level or change the SLA?

Slimebreath - cone of corrosive slimy reflux slime that destroys stuf/affects hardness and lingers on the body causing damage/bleed damage….

How about this?

Digestive Fluids (Su): At 8th level, you may spew a spout of corrosive digestive fluids in a 30-foot cone, as a standard action. The acid does 2d6 points of acid damage (Reflex save for half damage). The target must use a full-round action to clean off the acid or take an additional 1d3 points of damage each round it remains. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.


Works for me. Though the Slime domain is less 'alive' than typical Ooze, it's simply slime as a chemical substance, so Digestive Fluids may be a little unfitting, perhaps Corrosive Slime?


Tyrannical wrote:
Works for me. Though the Slime domain is less 'alive' than typical Ooze, it's simply slime as a chemical substance, so Digestive Fluids may be a little unfitting, perhaps Corrosive Slime?

Sure!


OK, I think that does it for Grenade Zealot and Ichormancer.

So, that means Xenocite Assailant – ?/? (OSW) and Crow Druid – Drd/Rog (Apraham Lincoln) are up next! OSW, if your good to go, greate, if work requires the Xeno to be pushed back, we can do so. Just let me know.


Grenade Zealot and Ichormancer are up on the Wiki.

Dark Archive

Elghinn Lightbringer wrote:


“Name” (Inv/Brd) – JonathonWilder
“Name” (Inv/Wiz) – JonathonWilder

Arcane Observer* (Inv/Wiz)

Espial Voyageur* (Inv/Brd)
*tentative names

Espial meaning:
n. A spy; a scout.
n. Act of noticing or observing.
n. The fact of noticing or observing; a discovery.


I Return.


I tentatively call a slayer/hunter(deadly tracker)


So where in the coming queue will my shit slide back in? Or are we taking a break for Advanced MCA's?


Taco Man wrote:

So where in the coming queue will my s@&~ slide back in? Or are we taking a break for Advanced MCA's?

Queue Update

Xenocite Assailant – ?/? (OSW)*awaiting post
Crow Druid – Drd/Rog (Apraham Lincoln) *awaiting post
Roaring Drunk – Bbn/Alc (Taco Man)
The Whisperer – Drd/Brd (JonathonWilder)
“Name” – Gun/Mnk (Bandw2)
Heretic Priest – Rog/Clr (Elghinn)

No we aren't taking a break...


Mmm, I'll call a Cavalier/Hunter then... hope the Hunter alignment restriction has been waived...


Allrighty!


Push me back until after the Heretic Priest. I did a betabuild MCA last night - I do like it but it isn't quite the XA I was looking for. It may still work...


I was gonna call Bloodrager, but I'd have to see it first. And think of something besides Druid(it's my favorite) to mix with it.


So I guess with OSW stepping off the docket, I'm up?


Taco Man wrote:
So I guess with OSW stepping off the docket, I'm up?

Yup! Roaring Drunk AWAAAAAAY!

@Ape: You have until tomorrow night to post. Or if you need us to push you back, we can do so. Let us know ASAP.


Oceanshieldwolf wrote:
Push me back until after the Heretic Priest. I did a betabuild MCA last night - I do like it but it isn't quite the XA I was looking for. It may still work...

How far after? Right after? Can always gmail me if there are things to work out?


First Draft. Primary inspirations being the Moonshiner alchemist Archetype and ... well... This trope: http://tvtropes.org/pmwiki/pmwiki.php/Main/BoozeBasedBuff

Spoiler:
Roaring Drunk

Primary: Barbarian
Secondary: Alchemist
Alignment: Any Non-Lawful
Hit Dice: D12

Weapon and Armor Proficieny:
A roaring drunk is proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields).

Drunken Rage (Ex)
A roaring drunk, when indulging in their namesake vice, enters a drunken stupor that enhances their combat prowess. This functions as a standard Rage, however, all morale bonuses are replaced with Alchemical bonuses.

While raging, the roaring drunk can drink a potion, or a tankard of ale or similar quantity of alcohol, as a move action that does not provoke attacks of opportunity. A potion has its normal effect, while an alcoholic drink allows the barbarian to maintain her rage that round without expending a round of rage for the day (instead of the alcohol’s normal effects). For each alcoholic drink consumed while raging, the barbarian is nauseated for 1 round when her rage expires, in addition the normal fatigue that follows a rage. Tireless rage does not negate this nauseated condition but the internal fortitude rage power does.

Rage Powers (Ex)
The Roaring Drunk gains access to the follow ranged powers:

Noxious Belch: While in a drunken rage, the roaring drunk may expend 2 rounds of her rage to expel noxious fumes from her stomach into an adjacent opponent's face. The target must make a Fortitude save (DC 10 + 1/2 the roaring drunk's level + her Strength modifier), or be nauseated for 1d4+1 rounds. If the save succeeds, the creature is instead sickened for 1 round.

Staggering Stupor: While in a drunken rage, a roaring drunk may move 5 feet as a swift action. This movement does not count against the moonshiner's ability to make a 5-foot step. Furthermore, she gains a +1 dodge bonus to AC against attacks of opportunity for each alcoholic drink she has consumed during her stupor (including the drink that initiated the drunken rage), to a maximum of +1 per four roaring drunk levels.

Focused Libation: While in a drunken rage, the roaring drunk gains a +1 morale bonus on saving throws against mind-affecting and fear effects for each alcoholic drink she consumes during her rage (including the drink that initiated the drunken rage), to a maximum of +1 per four barbarian levels.

The Roaring Drunk may also select the following Alchemistl Discoveries, in place of a Rage Power (These are only active whilst raging): Extend Potion, Enhance Potion, Eternal Potion, Infusion, Lingering Spirit, Nauseating Flesh

Recipe List (Ex)
At 3rd level, the roaring drunk gains a Recipe List. This functions as an Alchemist's formulae book, drawing from the Roaring Drunk Formulae list. This replaces Trap Sense.

Brewer's Fortune (Ex)
At 7th level, a roaring drunk gains the ability to craft an alcoholic beverage as a swift action, the roaring drunk is capable of infusing this beverage with any 1st-level Extract they know. At 10th level, they may infuse any 2nd-Level Extract they know. At 13th, they may infuse any 3rd-level Extract they know. Finally, at 16th level, this expands to include any 4th-level Extracts they know.

This ability replaces Damage Reduction 1/-, 2/-, 3/-, and 4/-

Intoxicated Valor (Ex)
At 11th, when a roaring enters a rage, the alchemical bonus to her Strength and Constitution increases to +6, and the alchemical bonus on her will saves increases to +3.

Hearty Moonshine (Ex)
At 19th level, the roaring drunk may infuse 2 Special Brews at once into a single alcoholic beverage. This replaces Damage Reduction 5/-

Mighty Stupor
At 20th level, when a roaring drunk enters a rage, the alchemical bonus to her Strength and Constitution increases to +8, and the alchemical bonus to her will saves increases to +4

Roaring Drunk Formulae List

1st-
2nd-
3rd-
4th-

Table: Roaring Drunk
Level BAB Fort Ref Will Extracts Per Day Special
1st 2nd 3rd 4th
1st +1 +2 +0 +0 - - - - Drunken Rage
2nd +2 +3 +0 +0 - - - - Rage Power, Uncanny Dodge
3rd +3 +3 +1 +1 0 - - - Recipe List
4th +4 +4 +1 +1 1 - - - Rage Power
5th +5 +4 +1 +1 1 - - - Improved Uncanny Dodge
6th +6/+1 +5 +2 +2 1 0 - - Rage Power
7th +7/+2 +5 +2 +2 1 1 - - Brewer's Fortune 1
8th +8/+3 +6 +2 +2 2 1 - - Rage Power
9th +9/+4 +6 +3 +3 2 1 0 -
10th +10/+5 +7 +3 +3 2 2 1 - Rage Power, Brewer's Fortune 2
11th +11/+6/+1 +7 +3 +3 3 2 1 0 Intoxicated Valor
12th +12/+7/+2 +8 +4 +4 3 2 2 1 Rage Power
13th +13/+8/+3 +8 +4 +4 3 3 2 2 Brewer's Fortune 3
14th +14/+9/+4 +9 +4 +4 4 3 3 2 Rage Power, Indomitable Will
15th +15/+10/+5 +9 +5 +5 4 4 3 3
16th +16/+11/+6/+1 +10 +5 +5 4 4 4 3 Rage Power, Brewer's FOrtune 4
17th +17/+12/+7/+2 +10 +5 +5 4 4 4 4 Tireless Rage
18th +18/+13/+8/+3 +11 +6 +6 4 4 4 4 Rage Power
19th +19/+14/+9/+4 +11 +6 +6 5 4 4 4 Hearty Moonshine
20th +20/+15/+10/+5 +12 +6 +6 5 5 4 4 Mighty Stupor, Rage Power


Elghinn Lightbringer wrote:
Oceanshieldwolf wrote:
Push me back until after the Heretic Priest. I did a betabuild MCA last night - I do like it but it isn't quite the XA I was looking for. It may still work...
How far after? Right after? Can always gmail me if there are things to work out?

Yes right after, or if anyone else skips out before now and then. Had a further brainstorm - I might email if I have a moment tonight...


I'm making an Oracle/Witch while I wait for August. Put the Possessed Prophet in my next slot in queue, please. ^_^

Dark Archive

@Bandw2
I'm curious, what does a Fighter have to do with being a Seer?

I would think an Oracle/Arcanist, an Oracle/Sorcerer(Wizard), an Oracle/Cleric, Cleric/Arcanist(Sorcerer)(Wizard), or even Oracle/Paladin would be better fits, not so much a Fighter/Arcanist though.

Dark Archive

Starsoul Sorcerer/Stargazer (Heavens Oracle)

Star Speaker
One chosen to see the past and the future, with the ability to hear and understand the stars. To learn from their experience and sight. An MCA focused on divination, communicating with stars (or deity connected to the stars) for guidance, prophetic dreams and seeing what others cannot though at the limitation that such powers are at their strongest only on clear nights

Have the bloodline and mystery blended to make something new.


OK so heres my take on a druid/rogue

Here's the Crow Druid on google docs

And re-produced here. I will use the ooc type to explain my thinking for vaious swaps.

Crow Druid
Thieves, spies, scoundrels, rabble rousers and worse epithets but don’t be fooled by their stature, these tenacious little thieves go by many names; Crow, Coyote, Raven, Racoon, Squirrel. They have no particular affinity with crows but rather represent all cunning thieves of the animal kingdom. They use their guile and small size and the help of many tiny paws and claws to rob you clean of your valuables, and your secrets. They have eyes everywhere and know all the treasures and bolt-holes of where they live. More domesticated than most other druids, they have been known to feel the allure gems and fine jewellery and often have well appointed, if well hidden, lairs. Oppressive tyrants who ravage the land and other bullies who use their strength to terrorize those smaller most often draw the ire of the Crow Druid. It won’t be a huge, angry tyrannosaurus rex they will have to look out for but every set of tiny eyes. Will they ever feel truly safe again?

Crow Druid:

Primary Class: Druid
Secondary Class: Rogue.
Alignment: Any neutral.
Hit Dice: d8.

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

Weapon and Armour Proficiency: crow druids are proficient with the following weapons: club, dagger, dart, quarterstaff, scimitar, scythe, sickle, short spear, sling, and spear. They are also proficient with all natural attacks (claw, bite, and so forth) of any form they assume with wild shape (see below). Crow druids are proficient with light armour but are prohibited from wearing metal armour. A crow druid may also wear wooden armour that has been altered by the ironwood spell so that it functions as though it were steel. A crow druid who wears prohibited armour or uses a prohibited shield is unable to cast crow druid spells or use any of her supernatural or spell-like class abilities while doing so and for 24 hours thereafter. This modifies the normal druid weapon and armour proficiencies.

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

Chaotic, Evil, Good, and Lawful Spells: A crow druid can't cast spells of an alignment opposed to her own or her deity's (if she has one). Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions.

Additionally the crow druid counts her divine spells as arcane for the purposes of qualifying for the arcane trickster prestige class.

A relatively minor change but i thought it might be nice if a divine caster could qualify for the arcane trickster class through this mca. Much like the way kobolds with access to the dragon domain can qualify for the dragon disciple PrC with a feat.

Orisons (Sp): Crow druids can prepare a number of orisons, or 0-level spells, each day, as noted on Table: Crow druid under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again.

Bonus Languages (Ex): A crow druid's bonus language options include Sylvan, the language of woodland creatures. This choice is in addition to the bonus languages available to the character because of her race. A crow druid also knows Druidic, a secret language known only to druids. Crow druids are forbidden to teach this language to nondruids. Druidic has its own alphabet.

Crow Domain: A crow druid must choose a domain, gaining additional domain spell slots as a cleric, and must choose the crow domain presented below. The crow domain is available to any druid. This replaces Nature Bond.

Druids with a devious mind learn the shadow arts from the wise trickster Crow.

Granted Powers:

Familiar: A crow druid may choose a familiar from the following list; Cat, Crow (as Raven; Master gains a +3 bonus on Sense Motive checks), Fox, Parrot, Racoon, Rat, Raven, Squirrel and Weasel. Her effective wizard level for this ability is equal to her crow druid level. These familiars are considered dextrous enough to manipulate tiny objects but not weapons. Her crow druid level stacks with levels from other classes that grant familiars when determining the powers of her familiar. She may only add either the celestial, entropic, fiendish or resolute templates to their familiar if they take the Improved Familiar feat.

Feather-Light Touch (Su): As a free action, you may add a competence bonus equal to half your Crow druid level (minimum of +1) on one Fly, Disable Device, Sleight of Hand or Stealth check. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Ranged Legerdemain (Su): At 6th level, you can use the Disable Device and Sleight of Hand skills at a range of 30 feet. Working at a distance increases the normal skill check DC by 5, and you cannot take 10 on this check. Any object to be manipulated must weigh 5 pounds or less. You can only use this ability if you have at least 1 rank in the skill being used. If she gains this ability from another source (e.g. Arcane Trickster prestige class), she no longer increases the DC by 5.

Domain Spells: 1st— vocal alteration, 2nd—invisibility, 3rd—nondetection, 4th—shadow step, 5th— telekinesis, 6th—mislead, 7th— ethereal jaunt, 8th — mind blank , 9th—time stop.

This is essentially a mash-up of the monkey domain abilities (slightly tweaked) and the trickery (sub)domain spells. I think calling out exactly how dexterous an intelligent familiar is would help both gms and players and prevent misunderstandings. This domain could/should be available to any druid really

Sixth Sense (Ex): A crow druid gains a +2 bonus on Perception checks and Sense Motive checks. This replaces Nature Sense.

Trickster’s Secrets (Ex): Crow rewards his followers with a greater range of spells. She removes all Summon Nature’s Ally spells from the druid spell list and starting at 1st level, and each time she gains a crow druid level, she may add one of the following spells to her druid spell list. It must be of a level that she can cast.

0th Level - Mage Hand, Message, Sift
1st Level - Comprehend Languages, Disguise Self, Summon Nature's Ally I, Vanish
2nd Level - Pilfering Hand, Rope Trick, Silence, Summon Nature's Ally II
3rd Level - Bestow Curse, Seek Thoughts, Share senses, Summon Nature's Ally III
4th Level - Discern Lies, Greater Invisibility, Phantasmal Killer, Summon Nature's Ally IV
5th Level - Curse, major, Prying Eyes (except they are tiny birds), Secret Chest, Summon Nature's Ally V
6th Level - Envious Urge, Getaway, Legend Lore, Summon Nature's Ally VI
7th Level - Hungry Darkness, Mage’s Magnificent Mansion, Summon Nature's Ally VII, Walk Through Space
8th Level - Mass Invisibility, Nine Lives, Discern Location, Summon Nature's Ally VIII
9th Level - Etherealness, Freedom, Imprisonment, Summon Nature's Ally IX

This replaces medium armour proficiency, spontaneous casting and Summon Nature’s Ally spells.

This is similar to the Naga Aspirant ability, but obviously extended in scope. I think is is fairly traded for with the extra loss of SNA spells and armour proficiency

Uncanny Dodge (Ex): A crow druid gains the rogue ability of the same name. This replaces Resist Nature’s Lure.

Wild Shape (Su): At 4th level a crow druid is granted the power to wild shape. This functions as the druid ability of the same name except as noted here. If she takes the form of a medium or smaller creature the duration is 2 hours a level. At 6th level when she would learn to take the form of a large animal she instead learns to take the form of a larger version of a medium or smaller creature as though it were a large creature. The duration in this form is 1 minute a level. At 8th level, when she would learn to change into a huge animal she instead gains bonuses to medium and small creatures. She uses the modifiers for a small or medium magical beast instead of a small or medium animal when changing into a small or medium animal. At 10th level, these bonuses extend to tiny magical beasts and large magical beasts when taking the form of tiny animals or a large version of a medium or smaller animal as beast shape 4. This modifies the druid wild shape ability.

Extending the time of wildshape in small forms is a trait i think. Limiting the top end size duration off-sets this i think. Initially it may seem odd but i think players and gms will soon realize how it is supposed to work (eg, you cant take a large animal, but you could be a large rabbit). The extended stats to magical beasts in stead of animals (but without allowing the abilities of magical animals or those listed in beast shape 4) are about the same as a huge animal but without the large natural attack forms

Sneak Attack (Ex): This is exactly like the rogue ability of the same name. It increases by 1d6 every 4 levels (i.e. 2d6 at 10th level, 3d6 at 14th and 4d6 at 18th level). A crow druid's familiar can also deal sneak attack damage as appropriate to foes as long as it is within 30 feet of her (though only Small and larger creatures may flank enemies, as usual). This replaces the ability to wild shape into an elemental of any size.

The fact that it starts at 6th level and is quite slow in progression means its not stepping on rogue toes too much. Allows arcane trickster at 10th level. Allowing familiars to gain Sneak attack is mollified by the fact that they often wont be able to flank as all allowable familiars are sized tiny or smaller.

Rogue Talent: At 8th level she learns a rogue talent. At 12th and 16th level she may learn another. At 20th level she may choose an advanced rogue talent. This replaces the ability to wild shape into a plant of any size.

The late start and slow progression means this is not stepping on rogue toes again

Evasion (Ex): At 9th level, the crow druid learns to escape from perilous situations a lot. She gains the Evasion ability of a rogue. This replaces venom immunity.

Inconspicuous (Su): At 13th level, whenever the crow druid is wild shaped into the form of a medium or smaller animal she is treated as though under the effect of nondetection spell cast at her level. If she is not wild shaped she can change her appearance at will, as if using the disguise self spell. This replaces A Thousand Faces.

ALter self is a level 2 spell that comes with a stat boost and is a polymorph spell, where disguise self is level 1 glamer spell. Small difference but i think it accentuates the more spell crafty nature of the mca, more useful for this one particularly and easier to foil. The nondetection was inspired by the pilferer ac for familiars (which i thought many crow druids might take for their familiar) Its a late ability and i think it flavourful. It will have been a domain spell for 8 levels by now.

Natural Spell (Sp or Su): A crow druid gains Natural Spell as a bonus feat even if she does not meet the requirements. If she already has the Natural Spell feat she may also cast her druid spells as though they were spell-like abilities instead of casting normally whilst she is wild shaped. This means casting her spells cannot be countered and cannot have metamagic feats applied to them. This replaces Timeless Body.

This is either a free feat, or a neat ability with a feat tax. Its more of a stealth skill as it come with benefits and penalties and i think seeing a mouse dance to cast a spell whilst squeaking breaks verisimilitude. AT 15th level i dont think its game breaking but its not a concept ive seen before so do let me know if ive missed anything broken about this ability. Ive called out the most pertinent changes this effects.

Table: Crow Druid:

Table: Crow Druid
Class Base Attack Fort Ref Will Spells per Day
Level Bonus Save Save Save Special 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +0 +2 +2 Crow Domain, Orisons, Sixth Sense, Trickster’s Secrets, Wild Empathy 3 1 — — — — — — — —
2nd +1 +0 +3 +3 Woodland Stride 4 2 — — — — — — — —
3rd +2 +1 +3 +3 Trackless Step 4 2 1 — — — — — — —
4th +3 +1 +4 +4 Uncanny Dodge, Wild Shape (x1/day) 4 3 2 — — — — — — —
5th +3 +1 +4 +4 4 3 2 1 — — — — — —
6th +4 +2 +5 +5 Sneak Attack (1d6), Wild Shape ( x2/day) 4 3 3 2 — — — — — —
7th +5 +2 +5 +5 4 4 3 2 1 — — — — —
8th +6/+1 +2 +6 +6 Rogue Talent, Wild Shape (x3/day) 4 4 3 3 2 — — — — —
9th +6/+1 +3 +6 +6 Evasion 4 4 4 3 2 1 — — — —
10th +7/+2 +3 +7 +7 Sneak Attack (2d6), Wild Shape (x4/day) 4 4 4 3 3 2 — — — —
11th +8/+3 +3 +7 +7 4 4 4 4 3 2 1 — — —
12th +9/+4 +4 +8 +8 Rogue Talent, Wild Shape (x5/day) 4 4 4 4 3 3 2 — — —
13th +9/+4 +4 +8 +8 Inconspicuous 4 4 4 4 4 3 2 1 — —
14th +10/+5 +4 +9 +9 Sneak Attack (3d6), Wild Shape (x6/day) 4 4 4 4 4 3 3 2 — —
15th +11/+6/+1 +5 +9 +9 Natural Spell 4 4 4 4 4 4 3 2 1 —
16th +12/+7/+2 +5 +10 +10 Rogue Talent, Wild Shape (x7/day) 4 4 4 4 4 4 3 3 2 —
17th +12/+7/+2 +5 +10 +10 4 4 4 4 4 4 4 3 2 1
18th +13/+8/+3 +6 +11 +11 Sneak Attack (4d6), Wild Shape (x8/day) 4 4 4 4 4 4 4 3 3 2
19th +14/+9/+4 +6 +11 +11 4 4 4 4 4 4 4 4 3 3
20th +15/+10/+5 +6 +12 +12 Advanced Rogue Talent, Wild Shape (at will) 4 4 4 4 4 4 4 4 4 4

I chose the name Crow Druid for a few reasons, although its not really tied to the crow particularly. Previous animal based druids were called shaman but with new ACG coming out going back to druid seemed more appropriate. Any other thief type animal would apply but works well with the crow domain.


Pathfinder Lost Omens Subscriber
JonathonWilder wrote:

@Bandw2

I'm curious, what does a Fighter have to do with being a Seer?

I would think an Oracle/Arcanist, an Oracle/Sorcerer(Wizard), an Oracle/Cleric, Cleric/Arcanist(Sorcerer)(Wizard), or even Oracle/Paladin would be better fits, not so much a Fighter/Arcanist though.

it's a fighter who fights through divination instead of skill, aptitude or luck. I couldn't think of a good name for it, but it's primarily a martial with I think 1/2 arcane casting, and ability to apply int to hit, and later to damage(so long as they have those arcane points or what ever). with the ability to spend points to get increased crit range and bonuses to other things.

(edit:if I remember I was going to have it AC->too-hit->saves->damage->crit-range, and it will progress in place of weapon focus, with the older ones getting a higher max applicable value to use on that. so at level 5 you have +5 int mod, but you only have +4 AC from the ability and +2 to-hit)

It's going to have 3/4 BAB, but the int too-hit, is added on top of strength(or dex) and doesn't replace.

it will have a lot of divination things in its spell list, with I think some support abilities.

Dark Archive

@Bandw2
Thank for the information, though I might suggest deciding on a name that better fits the idea.

@Apraham Lincoln
Hmm, I would actually say the Crow Druid seems more exciting and unique than my Blackthorn. More I will need to recheck my MCA as I'm finding your seems to have more goodies.


Pathfinder Lost Omens Subscriber

maybe Progignōskein, which is greek for prognosis.

not to mention the idea is based on warhammer 40k and the farseerers...

#crow druid

I fear for those who must face huge rabbits...


Taco Man wrote:


First Draft. Primary inspirations being the Moonshiner alchemist Archetype and ... well... This trope: http://tvtropes.org/pmwiki/pmwiki.php/Main/BoozeBasedBuff
** spoiler omitted **...

Does this have 1/2 caster (paladin/ranger) extracts?


Aye, that was the intention. And possibly a more customized Extract List to choose from for their "Specialty Brews", as I suddenly feel they should be called. :P

I also have a concept for a Samurai/Barbarian, "Black Swordsman", that I'd like to try out, next on my queue slot, Big blades and damage focus, with fair support for mounted combat, over mounted focus, and focus on F$!#SHITUP over much else. And an Advanced Class MCA concept in the form of the "White Hawk", Cavalier/Swashbuckler, based around precision and leadership. Both inspired by the franchise "BERSERK"


Roaring Drunk Limited Extract List Suggestion #1

Spoiler:

1st- Ant Haul, Anticipate Peril, Crafter's Fortune, Comprehend Languages, Endure Elements, Enlarge Person, Jump, Keen Senses, Linebreaker, Longshot, Polypurpose Panacea, Savage Maw, Touch of the Sea, True Strike

2nd- Acute Senses, Aid, Bear's Endurance, Bestow Weapon Proficiency, Bull's Strength, Cat's Grace, Certain Grip, Darkvision, Delay Disease, Delay Poison, Eagle's Splendor, Fire Breath, Fox's Cunning, Heroic Fortune, Imbue with Addiction, Owl's Wisdom, Perceive Cues, Transmute Potion to Poison

3rd- Amplify Elixir, Battle Trance, Bloodhound, Burrow, Burst of Speed, Haste, Heroism, Orchid's Drop, Paragon Surge, Protection from Energy, Rage, Remove Blindness/Deafness, Remove Disease

4th- Restoration, Spell Resistance, True Seeing, Greater Darkvision, Discern Lies, Echolocation, Freedom of Movement, Neutralize Venom, Heal


Taco Man wrote:


First Draft. Primary inspirations being the Moonshiner alchemist Archetype and ... well... This trope: http://tvtropes.org/pmwiki/pmwiki.php/Main/BoozeBasedBuff
** spoiler omitted **...

I like this. I've got some tweaking going on, I'll get back to you.

Dark Archive

Another for the queue, making this the forth MCA idea I have:

Umbral Weaver (Bard)/Shadowcaster (Wizard)

Shadowed Dimir
So many have said they understand and control the shadows, that they can create reality by infusing illusions with that of the Plane of Shadows. Yet none are like the Shadowed Dimir, who slowly take within themselves the very shadows used in their magic.

The masters of shadow magic, sacrificing versatility to dedicate themselves to the study of shadows, lost and hidden lore, as well as dark charm. Life becoming mutable and changing as they gather knowledge and unlock secrets of magic, illsions, and darkness.


Here's a tweaked version of the Roaring Drunk.

SWAPS
Rage/fast movement = Drunken rage
Trap sense = Specialty brews
Greater rage = Greater stupor
Indomitable will = Indomitable drunk
Mighty rage = Mighty stupor

ROARING DRUNK:

Need a flavor blurp Taco Man!

Primary Class: Barbarian.
Secondary Class: Alchemist.
Alignment: Any non-lawful.
Hit Dice: d10.

Bonus Skills and Ranks: The roaring drunk selects three alchemist skills to add to her class skills in addition to the normal barbarian class skills. The roaring drunk gains a number of ranks at each level equal to 4 + Int modifier.

Weapon and Armor Proficiency: The roaring drunk is proficient with all simple and martial weapons, with light and medium armor, and with shields (except tower shields).

Drunken Rage (Ex): A roaring drunk is perpetually intoxicated, fortifying her inner reserves of strength and ferocity with strong drink. Thus, she is always on the verge of a drunken rage. This functions like the barbarian’s rage ability except that all morale bonuses granted by the rage are alchemical bonuses instead. While in rage, a roaring drunk can also enter a drunken stupor to fortify her reserves of inner strength and ferocity. As a move action that does not provoke an attack of opportunity, a roaring drunk can drink a potion or a tankard or ale or similar quantity of strong alcohol. Drinking a potion grants the roaring drunk its normal effect, while imbibing alcohol allows the roaring drunk to maintain her rage for 1 round without expending a round of rage (instead of the alcohol’s normal effect). She can consume a number of alcoholic drinks to maintain her rage in this way equal to her Constitution modifier (unadjusted by her rage) each day. For each alcoholic drink consumed while raging, the roaring drunk is nauseated for 1 round when her rage expires, in addition to the normal fatigued effect. Tireless rage does not negate this nauseated condition, but the internal fortitude rage power does. This ability replaces rage and fast movement.

Rage Powers: A roaring drunk gains access to the following rage powers restricted to the Roaring Drunk multiclass archetype.

Focused Libation (Ex): While in a drunken rage, the roaring drunk gains a +1 morale bonus on saving throws against mind-affecting and fear effects for each alcoholic drink she consumes during her rage (including the drink that initiated the drunken stupor), to a maximum of +1 per four roaring drunk levels.

Noxious Belch (Ex): While in a drunken rage, the roaring drunk may expend 2 rounds of her rage to expel noxious fumes from her stomach into an adjacent opponent's face. The target must make a Fortitude save (DC 10 + 1/2 the roaring drunk's level + her Strength modifier), or be nauseated for 1d4+1 rounds. If the save succeeds, the creature is instead sickened for 1 round.

Staggering Stupor (Ex): While in a drunken rage, a roaring drunk may move 5 feet as a swift action. This movement does not count against the roaring drunk's ability to make a 5-foot step. Furthermore, she gains a +1 dodge bonus to AC against attacks of opportunity for each alcoholic drink she has consumed during her stupor (including the drink that initiated the drunken stupor), to a maximum of +1 per four roaring drunk levels.

In addition, a roaring drunk may also select the following alchemist discoveries in place of a rage power: extend potion, enhance potion, eternal potion, infusion, lingering spirit, nauseating flesh. These discoveries activate only while the roaring drunk is in rage. The roaring drunk treats her roaring drunk level as her alchemist level for the purpose of qualifying for discoveries. She must otherwise meet the prerequisites she selects.

I wanted to give a nod to your comment on Specialty Brews as a rename for extracts. Thus the renamed and reworked Brewer's Fortune. Also, I thought I could use the mutagen mechanic a bit here, with the 10 minutes of work thing, but you can cerate more of them, since the effects are so temporary, and I think its balanced with trap sesnse which is a permanent bonus.

Specialty Brews (Ex): Starting at 3rd level, a roaring drunk gains the ability to create alcoholic drinks at great speed. Once per day, a roaring drunk can brew one tankard of powerful grog by mixing various alchemical ingredients. It requires 10 minutes of work to brew a tankard of grog (or similar quantity of strong alcohol). The grog remains potent for 24 hours, at which time it becomes inert and must be brewed again. At 6th level and every three levels thereafter, the roaring drunk can brew one additional tankard of grog per day, up to six times per day at 18th level. In addition, when the roaring drunk creates an extract she can infuse that extract into an alcoholic beverage (including her grog). When consumed, this specialty brew is treated as both an extract and an alcoholic drink. At 19th level, the roaring drunk may infuse two extracts into an alcoholic beverage. She can infuse any combination of extracts into an alcoholic beverage, but may not exceed a total of four extract levels (two 1st–level extracts, one 1st–level and one 2nd–level extract, two 2nd–level extracts, or one 1st–level and one 3rd–level extract). When creating a specialty brew, one tankard of grog or similar quantity of strong alcohol is consumed in the process. This ability replaces trapsense.

Extracts: Beginning at 4th level, a roaring drunk gains the ability to create a small number of extracts, which are drawn from the roaring drunk formulae list. A roaring drunk must choose and prepare her extracts in advance.

To prepare or use an extract, a roaring drunk must have an Intelligence score equal to at least 10 + the extract level.

Like other alchemists, a roaring drunk can create only a certain number of extracts of each formula level per day. Her base daily extract allotment is given on Table: Roaring Drunk. In addition, she receives bonus extracts per day if she has a high Intelligence score. When Table: Roaring Drunk indicates that the roaring drunk gets 0 extracts per day of a given formula level, she gains only the bonus extracts she would be entitled to based on her Intelligence score for that extract level.
A roaring drunk must spend 1 minute of work per extract to create her daily allotment of extracts. A roaring drunk may prepare any extract on the roaring drunk formulae list that is recorded in her formulae book spell, provided that she can create extracts of that level.

Through 3rd level, a roaring drunk has no caster level. At 4th level and higher, her caster level is equal to her roaring drunk level –3. She otherwise learns, prepares, and uses extracts an alchemist. This ability replaces damage reduction.

Greater Stupor (Ex): At 11th level, when a roaring enters a drunken rage, the alchemical bonus to her Strength and Constitution increases to +6, and the alchemical bonus on her Will saves increases to +3. This ability otherwise functions and replaces greater rage.

Felt we could tweak Indomitable Will, and this is what I came up with. Essentially, it's Indomitable Will, plus you gain the benefits of the Drunken Brawler feat while in rage and you drink an alcoholic beverage. One can still take the feat, but I think, overall, this one is better.

Indomitable Drunk (Ex): This is exactly like the barbarian’s indomitable will ability. In addition, whenever a roaring drunk consumes a tankard of grog or strong alcohol while in rage, she takes a –2 penalty on Reflex saving throws, but gains a number of temporary hit points equal to her roaring drunk level, and gains a +2 alchemical bonus on Fortitude and Will saving throws. These bonuses last until the temporary hit points gained by this effect are lost or the rage ends, whichever occurs first. Regardless, the penalty lasts for a number of rounds equal to the number of rounds in rage.

Mighty Stupor (Ex): At 20th level, when a roaring drunk enters a rage, the alchemical bonus to her Strength and Constitution increases to +8, and the alchemical bonus to her will saves increases to +4. In addition, drinking an alcoholic beverage while in rage allows the roaring drunk to maintain her rage for 2 rounds without expending rounds of rage (instead of the alcohol’s normal effect). This ability otherwise functions as and replaces mighty rage.

Table: Roaring Drunk
Base
Class Attack Fort Ref Will Extracts per Day
Level Bonus Save Save Save Special 1st 2nd 3rd 4th

1st +1 +2 +0 +2 Drunken rage — — — —
2nd +2 +3 +0 +0 Rage power, uncanny dodge — — — —
3rd +3 +3 +1 +1 Specialty brews 1/day — — — —
4th +4 +4 +1 +1 Rage power 0 — — —
5th +5 +4 +1 +1 Improved uncanny dodge 1 — — —
6th +6/+1 +5 +2 +2 Rage power, specialty brews 2/day 1 — — —
7th +7/+2 +5 +2 +2 1 0 — —
8th +8/+3 +6 +2 +2 Rage power 1 1 — —
9th +9/+4 +6 +3 +3 Specialty brews 3/day 2 1 — —
10th +10/+5 +7 +3 +3 Rage power 2 1 0 —
11th +11/+6/+1 +7 +3 +3 Greater stupor 2 1 1 —
12th +12/+7/+2 +8 +4 +4 Rage power, specialty brews 4/day 2 2 1 —
13th +13/+8/+3 +8 +4 +4 Indomitable drunk 3 2 1 0
14th +14/+9/+4 +9 +4 +4 Rage power 3 2 1 1
15th +15/+10/+5 +9 +5 +5 Specialty brews 5/day 3 2 2 1
16th +16/+11/+7/+2 +10 +5 +5 Rage power 3 3 2 1
17th +17/+12/+7/+2 +10 +5 +5 Tireless rage 4 3 2 1
18th +18/+13/+8/+3 +11 +6 +6 Rage power, specialty brews 6/day 4 3 2 2
19th +19/+14/+9/+4 +11 +6 +6 4 3 3 2
20th +20/+15/+10/+5 +12 +6 +6 Mighty stupor, rage power 4 4 3 3

ROARING DRUNK EXTRACT LIST:

Roaring drunks gain access to the following extracts.

1st-Level Roaring Drunk Extracts—ant haul, anticipate peril, comprehend languages, crafter’s fortune, endure elements, enlarge person, expeditious retreat, jump, keep senses, linebreaker, longshot, savage maw, stone fist, touch of the sea.

2nd-Level Roaring Drunk Extracts—acute senses, aid, bear’s endurance, bestow weapon proficiency, bull’s strength, cat’s grace, certain grip, darkvision, delay disease, delay poison, fire breath, heroic fortune, imbue with addiction (alcohol only), perceive cues, resist energy, restoration (lesser), transmute potion to poison.

3rd-Level Roaring Drunk Extracts—absorb toxicity, ale to water*, amplify elixir, battle trance, bloodhound, burst of speed, haste, heroism, orchid’s drop, paragon surge, protection from energy, rage, remove blindness/deafness, remove disease, resinous skin. water to ale*. (*These function as acid to water and water to acid, but transmute an equal volume of alcoholic beverage in to water, or water in alcoholic beverage.)

4th-Level Roaring Drunk Extracts—absorbing inhalation, dragon’s breath, freedom of movement, neutralize poison, restoration, stoneskin, universal formula.


I love it-love it-Love it!

Flavor Blurb: Alcohol. The demon drink. The sauce. The giggle-water. The most common and varied of all drugs across the realms. The beverage of relaxing soldiers. The retreat of the desperate. And on rare occasion, the power of the cunningly reckless. The roaring drunk is not an alcoholic, she is a booze-fueled engine of destruction, harnessing the mental liberation of libation, along with the numbing and nauseating elements of alcohol, to enhance their strength and durability beyond known limits.

New Extract/Spell Suggestion:
Hair of the Dog: Alchemist 2, Sorceror/Wizard 2, Ranger 2, Roaring Drunk 2, Druid 2

School: Transmutation

Components: S, M (Minimum 2oz of Alcohol)

Range: Personal
Target: You
Duration: 1d4 Rounds +1 Round per 3 Caster Levels.

The subject imbibes alcohol, to stave off negative effects often associated with alcohol. The drinker gains a +10 vs Sickening, and becomes merely Sickened when they would otherwise be Nauseated, for 1d4 Rounds +1 round per 3 caster levels.


Apraham Lincoln wrote:

OK so here's my take on a druid/rogue

Crow Druid ** spoiler omitted **...

Question, is the Crow Druid limited to only selecting the Crow domain, or can she choose any domain? If this is the case, it might just be better to exchange Nature Bond for a static small stealthy familiar, and the Crow domain abilities. Though, I don't really like the idea of no choice for a domain.

Perhaps we can go with this option.
1) Choose a single domain; gains normal abilities and domain spells.
2) Also gains a stealthy familiar (swap something else to gain this, maybe diminished spellcasting).

I think a normal animal companion doesn't fit here, and a familiar style animal does (which I believe is your thinking).

Wild Shape: So, limited to animals and magical beasts of the Small, Medium, Tiny, and Large size? Perhaps it should be Tiny, Small and Medium (no large), and then the additional stat adjustments at the other levels where one would gain the Large and Huge animals, or the elemental and plant forms.


Elghinn Lightbringer wrote:
Apraham Lincoln wrote:

OK so here's my take on a druid/rogue

Crow Druid ** spoiler omitted **...

Question, is the Crow Druid limited to only selecting the Crow domain, or can she choose any domain? If this is the case, it might just be better to exchange Nature Bond for a TASTY small stealthy familiar, and the Crow domain abilities.

inspirition isn't striking me on this one, but i have to share that this is how i initially read that sentence.

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