Multiclass Archetypes VIII: MCAs Unlimited


Homebrew and House Rules

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Never liked min/maximng, never will. I min/max as I advance., not from the get go.

Mount huh? What about it slowly becoming "immortal" too? I'll take a look at the templates and see if anything fits. Could tie that into replacing Banner/Greater Banner. I had another option for those abilities as I fell asleep last night. I'll see if I can remember.

...OH YEAH! What about an ability to share his Ambrosia with 1 ally in place of Banner, then for greater banner, he can share it with a number of allies equal to his Int mod.

For the first one, he has to split the duration and bonus between himself and his one ally. And the ally would also gain the benefits of whatever discovery is tied to the ambrosia, but only while the ambrosia is in effect.

For "Greater Share Ambrosia", he still splits the bonuses in half, but can share the benefits to Int mod allies instead. However, the duraiton is split between all allies + the AK.

So at 20th, an Ambrosia Knight splits the effects of his Ambrosia in half (+4 Str, +3 Cha, -2 Wis), and grants Lingering Spirit, Spontaneous Healing, and Preserve Organs discoveries for duration of ambrosia, which would be 20 hours split between say the AK and 4 allies = 4 hours each.

Thoughts? Or we could simply limit the duration of the ambrosia for anyone but the AK to 10 minutes, period?


Gulian wrote:

I claim the 1000th post in my name.

Thumbs up for this thread! I've used some of the MCAs in a few games.

...

That will be all.

*Flies off into the sunset.*

1001 Knights? Who was that masked..person. Anyhoo, thanks for the support Gulian, and we are glad to know you are getting enjoyment from our creations!!!! If you have any stories to share of MCA character exploits, or have any feedback on a particular MCA we are more than happy to receive it!


Gulian wrote:

I claim the 1000th post in my name.

Thumbs up for this thread! I've used some of the MCAs in a few games.

...

That will be all.

*Flies off into the sunset.*

Which ones and how did they work out? Feedback would be nice! :) And welcome to the thread!


# Ambrose Knight

I definitely like the sharing of the Ambrosia concept to replace something - either Tactician or Banner.


Pathfinder Lost Omens Subscriber
Noro wrote:

#Ambrose knight

I like the idea. But what is a high charisma good for in practice?

Some orders have cha-based abilities, but not all. 4 out of 6, from the APG, if I am not mistaken. One simple option would be building a very charismatic (sic) exclusive order for them.

Also, banner could be swapped (I never liked it anyway) with some kind of charismatic aura, giving morale bonuses based on cha.

Bandw2 wrote:
I think we can go deeper with this class and make his extracts charisma based and spontaneous, give him diminished casting obviously. just call all of his extracts Aspects of Gods, distilled from his Ambrosia.

I toyed with that too, but sounds a bit weird. I mean, how would you imagine spontaneously cooking up extracts? When the power comes from inside you, what is the point of releasing it into an external medium, and then drinking it.

Though I suppose he could brew potions and/or infusions from his own blood, when he is "on" ambrosia, swapping material costs for hit point or maybe Con. damage.

Finally, the name Ambrosia Knight sounds a lot more serious to me.

well the idea was it was a distilled ambrosia that gave him the ability to mimic a very specific portion of godhood upon drinking. what happens is based on what the AK wants at the time of drinking.

and i don't know, an AK doesn't strike me as someone who is stereo-typically especially intelligent, and has no real reason to be other than to be an alchemist, which he isn't really.


#Ambrose Knight
Perhaps Granting the Mythical template to his mount?, but spreading it over the levels, say at 5th/10th/15th/20th. Or, the mount gains the benefits of his ambrosia as well? Including gaining the discoveries? That would be more in line to this MCA than the template I think. so at 20th, the "immortal" knight also has his "immortal" mount.


# Flintlock Gravewalker

As an undead fanbone, I want to like this, but Wizard and Gunslinger are somewhat difficult designspace wise to make swaps for - so kudos to you Noro for the good work!

As written it feels very specialised as an undead killer/commander - I'd like to see more utility or flavor effects, I know Gunslingers are really combat oriented (with some flavorful deeds) while the Wizard's utility comes from the casting I guess, so you're not really going to see much on the abilities or progression table.

What I'd really like to see are some scaling undead traits for the FG or undead sense but most of all an arcane bond with a gun carved out of bone or similar - a bonespitter pistol or soul-stripping shotgun - something to ooze the flavor of the necrotic shootist. As it is it feels like a good start but a little bare - as I saidf, that is partly a function of the two classes design....

Then again I'm a complete gonzo so what would I know...


#Ambrosia Knight

So this for the mount.

Mount (Ex): This is exactly like the cavalier’s ability of the same name, except for the following changes. Starting at 1st level, the ambrose knight can share his ambrosia with his mount, instead of drinking it himself. This ability does not allow the mount to share abilities that are not ambrosia. At 4th level, the mount gains the benefits of the Lingering Spirit alchemist discovery (see Ambrosia). At 9th level, the mount gains the benefits of the Spontaneous Healing alchemist discovery (see Greater Ambrosia). At 17th level, the mount gains the benefits of the Preserve Organs alchemist discovery (see Grand Ambrosia). At 20th level, he benefits from the ambrose knight’s resistance to age effects and can come back to life if slain (see Immortal Knight).

@Intelligent AK.
The AK has searched and researched, and come to learn the secrets process of making ambrosia, or at least a derivative of it. Requiring he exercise his intelligence and knowledge. IMO. Yes cavalier's may have/need a strong aura of presence (Cha) but it isn't necessary. I personally do not see the need to make him Charisma based, when everything he gains is alchemical knowledge based and tied to Intelligence and learning. He may not be the most intelligent knight, he only needs a 14 to beable to use all his extracts. But it isn't necessary. Again, it depends on how others want to advance the character's stats.

@Ambrosia mechanics
I think I understand what you're suggesting. You have a dose of ambrosia, but depending on "how" its made, he gains a certain aspect of godhood. Sort of like the mutagen/cognotagen. Perhaps even 6 options based on granting different bonuses to two stats and a penalty to one. One would grant tremendous Strength, one endurance and constitution, one agility and Dexterity, another vast Intelligence, another Wisdom, and the last awesome presence and Charisma. That would make them far more versatile, and we could likely scrap the extracts all together in favor of the multiple options for Ambrosia effects. He'd be able to create custom ambrosia based on the need. That's very doable and versatile.

Thoughts from everyone on this one? Go with the versatile Ambrosia mechanic and loose the Extracts? I think this might be a flavorful way to go. Each version of ambrosia might also grant effects of a specific extract too at higher levels. This would still allow for the Intelligent AK, and no need to go with Cha, but he could use the "cha" based ambrosia to become an awesome battlefield general, etc. We'd just need to figure out the combination of stats that would be affected with each one.


Pathfinder Lost Omens Subscriber

it's more like i looked at the extracts

extracts:

1st-Level Ambrose Knight Extracts—ant haul, anticipate peril, comprehend languages, crafter’s fortune, cure light wounds, detect secret doors, endure elements, expeditious retreats, jump, keen sense, longshot, touch of the sea.

2nd-Level Ambrose Knight Extracts—aid, alchemical allocation, barkskin, bear’s endurance, bestow weapon proficiency, bullet shield, bull’s strength, cure moderate wounds, darkvision, delay poison, eagle’s splendor, false life, kinetic reverberation, levitate, protection from arrows, resist energy, spider climb, undetectable alignment.

3rd-Level Ambrose Knight Extracts—absorb toxicity, amplify elixir, arcane sight, burrow, burst of speed, cure serious wounds, heroism, nondetection, protection from energy, remove blindness/deafness, remove curse, remove disease, tongues, water breathing.

4th-Level Ambrose Knight Extracts—cure critical wounds, darkvision (greater), death ward, detonate, discern lies, false life (greater), fire shield, fluid form, freedom of movement, neutralize poison, stoneskin, universal formula, vitriolic mist.

and thought they all made good examples of things a god could do.

but we could do hat as well :P


Oceanshieldwolf wrote:

# Flintlock Gravewalker

As written it feels very specialised as an undead killer/commander - I'd like to see more utility or flavor effects, I know Gunslingers are really combat oriented (with some flavorful deeds) while the Wizard's utility comes from the casting I guess, so you're not really going to see much on the abilities or progression table.

I suppose the arcanum spells do the "utility" part. For deeds, I am open to suggestions. The best I can come up right now is some negative energy effect.

Quote:

What I'd really like to see are some scaling undead traits for the FG or undead sense but most of all an arcane bond with a gun carved out of bone or similar - a bonespitter pistol or soul-stripping shotgun - something to ooze the flavor of the necrotic shootist. As it is it feels like a good start but a little bare - as I saidf, that is partly a function of the two classes design....

Undead traits: some immunities can work, if there is place for them. Fort save types, not will save types.

Arcane bond: I dont think that ability is a big deal in itself, but flavor-wise I like the suggestion. Something like this:

Craft Dread Gun: the gravewalker can modify an existing firearm with bone fetishes and dark runes. This requires one hour(?), but he may never have more than one such weapon. Creating a new one effectively turns the old gun back to normal. The channeling and deadkiller abilities can only be used with this firearm. He can add weapon enhancement and necromantic properties like he were a wizard of 1/2 his level(?). The weapon may fire bone shard instead of normal bullets (which results in some cool magical thing, but I dont know what at the moment :)
This replaces gunsmithing.


Elghinn Lightbringer wrote:


@Ambrosia mechanics
I think I understand what you're suggesting. You have a dose of ambrosia, but depending on "how" its made, he gains a certain aspect of godhood. Sort of like the mutagen/cognotagen. Perhaps even 6 options based on granting different bonuses to two stats and a penalty to one. One would grant tremendous Strength, one endurance and constitution, one agility and Dexterity, another vast Intelligence, another Wisdom, and the last awesome presence and Charisma. That would make them far more versatile, and we could likely scrap the extracts all...

Regardless of having one or multiple ambrosia types, I vote for mixed bonuses. The alchemist does either physical bonuses (mutagens) or mental bonuses (cognatogens), so lets do something else here. Ambrosia enhancing Str&Cha or Dex&Int or whatever combinations would be a new variation on the theme.


Pathfinder Lost Omens Subscriber

well i have alluded in other threads that charisma is mental strength, that wisdom is mental dexterity, and intelligence is mental constitution.


Bandw2 wrote:
well i have alluded in other threads that charisma is mental strength, that wisdom is mental dexterity, and intelligence is mental constitution.

How about this combo? Based on the mutagen bonus/penalty.

+4 Str/+2 Wis/-2 Int
+4 Dex/+2 Cha/-2 Wis
+4 Con/+2 Int/-2 Cha

This way only one stat of either physical or mental Strength, Dexterity or Constitution is increased or decreased. Also, only one saving throw benefit with each group too.

Or we can come up with a set of 6.

+4 Str/+2 Con/-2 Int
+4 Dex/+2 Str/-2 Wis
+4 Con/+2 Dex/-2 Cha
+4 Int/+2 Cha/-2 Str
+4 Wis/+2 Int/-2 Dex
+4 Cha/+2 Wis/-2 Con

Or we can just leave it and keep the extracts.


And how's this to replace Banner and Greater Banner.

Share Ambrosia (Su): Starting at 5th level, an ambrose knight can, share any one doe of ambrosia with a single ally (including his mount). Doing so, the ally gains half the ambrosia’s bonuses and penalty for 10 minutes. The ambrose knight continues to gain the normal bonuses and penalty for the normal duration. For example, if a 6th level ambrose knight shares his ambrosia with an ally, he gains the normal +4 bonus to the primary ability, +2 bonus to the secondary ability, and a –2 penalty to the associated ability for 60 minutes, while the his ally gains only a +2 bonus to the primary ability, a +1 bonus to the secondary ability, and a –1 penalty to the associated ability for 10 minutes. This ability replaces banner.

Greater Sharing (Su): At 14th level, an ambrose knight can share any one doe of ambrosia with a number of allies equal to his Intelligence modifier (unadjusted by his ambrosia). All allies gain half the bonuses and penalty of the ambrosia for 10 minutes. This ability replaces greater banner.

Just wondering if we should limit to 1/day, or just leave it, as only 1 dose can be made at a time, unless he takes the Infuse Mutagen discovery, and then he's spending a discovery for that anyways.


#Flintlock Gravewalker
Working on this one - tweaking, streamlining, etc. I'll get back to everyone once I've figured it all out.


Elghinn Lightbringer wrote:
And how's this to replace Banner and Greater Banner.

Fits the concept, I think. I would leave the usage frequency as it is.

Maybe some selected spell effects could be worked into the ambrosia too. Instead of extracts.

Or, if we keep extracts, brew potion and infusion should be on the bonus feat list.


Thematically, by far my favourite was the Temple Assassin (Inquisitor/Rogue). However some things seemed out of place thematically while I played, and some things were rather situationally useless, despite their flavour.

So first off, Versatile Domain was cool, but the problem with it was that my character belonged to a specific faith, who's god allowed only a specific list of domains. That cut down on what this ability could do clean in half. When I played, me and my GM agreed on switching that out for Versatile Inquisition, which instead of domains, allowed me to change up my inquisitions as needed. I found that thematically more appropriate for the "Vengeful Hunter of the Wicked" shtick I was doing with this character.

I absolutely LOVED the teamwork feat or rogue talent thing. It was awesome and allowed me to customize my character the way I wanted to. I was an absolute master of flanking and dirty, honourless fighting.

One thing that I found, once again, thematically useless, was how Cunning Initiative and all the Wisdom related abilities worked. The problem with them was, wisdom was no longer something you would get over 10 or 12 because you had no spells to cast, something I also regret. I think granting this class 4 levels of casting wouldn't hurt it all that much.

I'm not saying you should bring back bane, because that would bring the total damage this character is able to put out in a single sneak attack to 11d6 (4d6 bane), which is broken, but Enemy Faith is... it's not going to work unless the entire campaign is about rivaling religions.

It seemed quite a bit useless and streamlined the class into a very niche role of being "that guy that hunts down heretics, period". I'd all-together remove it from the class or just switch it up with a sacred enhancement bonus of some sort. Perhaps making it an hour-long ritual where the Temple Assassin designates a single individual/monster/creature and so on, and gains a sacred bonus to his weapon against that individual? Something like: "My blade is guided by my God. Long as I have faith, it shall not miss your heart, heathen."

Something like that~.


Gulian wrote:

Thematically, by far my favourite was the Temple Assassin (Inquisitor/Rogue). However some things seemed out of place thematically while I played, and some things were rather situationally useless, despite their flavour.

So first off, Versatile Domain was cool, but the problem with it was that my character belonged to a specific faith, who's god allowed only a specific list of domains. That cut down on what this ability could do clean in half. When I played, me and my GM agreed on switching that out for Versatile Inquisition, which instead of domains, allowed me to change up my inquisitions as needed. I found that thematically more appropriate for the "Vengeful Hunter of the Wicked" shtick I was doing with this character.

I absolutely LOVED the teamwork feat or rogue talent thing. It was awesome and allowed me to customize my character the way I wanted to. I was an absolute master of flanking and dirty, honourless fighting.

One thing that I found, once again, thematically useless, was how Cunning Initiative and all the Wisdom related abilities worked. The problem with them was, wisdom was no longer something you would get over 10 or 12 because you had no spells to cast, something I also regret. I think granting this class 4 levels of casting wouldn't hurt it all that much.

I'm not saying you should bring back bane, because that would bring the total damage this character is able to put out in a single sneak attack to 11d6 (4d6 bane), which is broken, but Enemy Faith is... it's not going to work unless the entire campaign is about rivaling religions.

It seemed quite a bit useless and streamlined the class into a very niche role of being "that guy that hunts down heretics, period". I'd all-together remove it from the class or just switch it up with a sacred enhancement bonus of some sort. Perhaps making it an hour-long ritual where the Temple Assassin designates a single individual/monster/creature and so on, and gains a sacred bonus to his weapon against that individual? Something like: "My...

Great feedback thanks!


Noro wrote:
Elghinn Lightbringer wrote:
And how's this to replace Banner and Greater Banner.

Fits the concept, I think. I would leave the usage frequency as it is.

Maybe some selected spell effects could be worked into the ambrosia too. Instead of extracts.

Or, if we keep extracts, brew potion and infusion should be on the bonus feat list.

I've added Brew Potion and Infusion to the list of bonus feat choices.


Here's the tweaked Flintlock Gravewalker. Not sure about the name, but can't think of anything better yet. Maybe Grim Gravewalker? Don't know.

FLINTLOCK GRAVEWALKER:

Primary Class: Gunslinger.
Secondary Class: Wizard (necromancy school).
Alignment: Any.
Hit Dice: d10.

Bonus Skills and Ranks: The flintlock gravewalker selects three wizard skills to add to her class skills in addition to the normal gunslinger class skills. The flintlock gravewalker gains a number of ranks at each level equal to 4 + Int modifier.

Weapon and Armor Proficiency: The flintlock gravewalker is proficient with all simple and martial weapons, with all firearms, and with light armor.

Dread Gunsmith: This is exactly like the gunslingers gunsmith ability, except that the flintlock gravewalker can also create a special bond with his chosen firearm by modifying it with bone fetishes and dark runes.

A bonded firearm can be used a number of times per day equal to is Charisma modifier to cast any one cantrip from the wizard’s spell list. As she gains level, he can also use it to cast any one wizard spell that she is capable of casting once per day, even if the spell is not prepared. This spell is treated like any other spell cast by the flintlock gravewalker, including casting time, duration, and other effects dependent on the flintlock gravewalker 's level. This spell cannot be modified by metamagic feats or other abilities.

If a bonded firearm is damaged, it is restored to full hit points the next time the flintlock gravewalker rests to regain his grit. If the bonded firearm is lost or destroyed, he can bond to another firearm in a special ritual that costs 100 gp per flintlock gravewalker level plus the cost of the masterwork firearm. This ritual takes 8 hours to complete. Bonded firearms replaced in this way do not possess any of the additional enchantments of the previous bonded firearm (if any). A flintlock gravewalker can designate an existing magic firearm as his bonded firearm. This functions in the same way as replacing a lost or destroyed item except that the new magic firearm retains its abilities while gaining the benefits and drawbacks of becoming a bonded item. The flintlock gravewalker’s channeling shot deed and dead killer ability can only be used when wielding his bonded firearm.

Deeds: The flintlock gravewalker swaps ten deeds for the following deeds.

Channeling Shot (Su): At 1st level, a flintlock gravewalker can use his firearm to affect undead creatures. The flintlock gravewalker gains Command Undead (evil or neutral alignment) or Turn Undead (neutral or good alignment). Once chosen it cannot be changed. By spending 1 grit point, the flintlock gravewalker channels either negative energy (evil) or positive energy (good) into his firearm and can make a single firearm attack against an undead creature as a standard action. If the attack is successful, the undead creature takes firearm damage as normal and must make a Will save (DC 10 + 1/2 the flintlock gravewalker’s level + the flintlock gravewalker’s Charisma modifier). If the save fails, the creature is affected by the Command Undead or Turn Undead feat, as chosen by the flintlock gravewalker. This deed remains in effect until the flintlock gravewalker makes this attack. At 9th level, a successful firearm attack creates a 30 foot burst that affects a number of undead equal to the flintlock gravewalker’s Wisdom modifier, centered on the target of the attack. At 20th level, undead cannot add their channel resistance to the save against this deed. This deed replaces the deadeye deed.

First Black Arcana (Sp): At 1st level, a flintlock gravewalker learns to cast a small number of wizard spells. She selects three 1st-level spells from the wizard’s necromancy school. Once chosen they cannot be changed. By spending 1 grit point, the flintlock grave walker can cast one of his 1st-level spells with a caser level equal to his flintlock gravewalker level. This deed replaces the quick clear deed.

Grave Shot (Sp): At 3rd level, as long as the flintlock gravewalker has 1 grit point, she can make a single firearm attack as a standard action that causes a living creature to become shaken for a number of rounds equal to 1/2 her flintlock gravewalker level (minimum 1). If the flintlock gravewalker uses this deed against a shaken creature, it becomes frightened for 1 round if it has fewer Hit Dice than her flintlock gravewalker level. The flintlock gravewalker use this ability a number of times per day equal to her Wisdom modifier. This deed replaces the utility shot deed.

Second Black Arcana (Sp): At 3rd level, a flintlock gravewalker selects three 2nd-level spells from the wizard’s necromancy school. Once chosen they cannot be changed. By spending 1 grit point, the flintlock grave walker can cast one of his 2nd-level spells with a caser level equal to his flintlock gravewalker level. This deed replaces the pistol-whip deed.

Grim Dead Shot (Ex): This deed functions like the dead shot deed. Alternatively, when the flintlock gravewalker uses dead shot against an undead creature, she can forego one of her damage dice to deal an amount of Strength or Dexterity damage equal to her Dexterity modifier to the creature. She must choose which type of ability damage she will deal when the grit point is spent. If the flintlock gravewalker spends 2 grit points, she can deal Intelligence or Charisma damage instead. This deed otherwise functions as dead shot.

Life Sight (Su): At 7th level, as long as the flintlock gravewalker has at least 1 grit point, she gains blindsight to a range of 10 feet for a number of rounds per day equal to her flintlock gravewalker level. This ability only allows the flintlock gravewalker to detect living creatures and undead creatures. This sight also tells her whether a creature is living or undead. Constructs and other creatures that are neither living nor undead cannot be seen with this ability. The range of this ability increases by 10 feet at 11th level, and by an additional 10 feet for every four levels beyond 11th. These rounds do not need to be consecutive. This deed replaces the startling shot deed.

Third Black Arcana (Sp): At 7th level, a flintlock gravewalker selects two 3rd-level spells from the wizard’s necromancy school. Once chosen they cannot be changed. By spending 2 grit points, the flintlock grave walker can cast one of his 3rd-level spells with a caser level equal to his flintlock gravewalker level. This deed replaces the targeting deed.

Fourth Black Arcana (Sp): At 11th level, a flintlock gravewalker selects two 4th-level spells from the wizard’s necromancy school. Once chosen they cannot be changed. By spending 2 grit points, the flintlock grave walker can cast one of his 4th-level spells with a caser level equal to his flintlock gravewalker level. This deed replaces the bleeding wounds deed.

Fifth Black Arcana (Sp): At 15th level, a flintlock gravewalker selects one 5th-level spells from the wizard’s necromancy school. Once chosen it cannot be changed. By spending 3 grit points, the flintlock grave walker can cast one of his 5th-level spells with a caser level equal to his flintlock gravewalker level. This deed replaces the menacing shot deed.

Sixth Black Arcana (Sp): At 19th level, a flintlock gravewalker selects one 6th-level spells from the wizard’s necromancy school. Once chosen it cannot be changed. By spending 3 grit points, the flintlock grave walker can cast one of his 6th-level spells with a caser level equal to his flintlock gravewalker level. This deed replaces the stunning shot deed.

Grave Touched (Ex): Starting at 2nd level, a flintlock gravewalker gains a +1 resistance bonus against the special attacks and the supernatural or spell-like abilities of undead creatures. This bonus increases by +1 for every four levels beyond 2nd level (to a maximum of +5 at 18th level). This ability replaces nimble.

Quicken the Dead (Sp): Starting at 4th level, a flintlock gravewalker can perform a special ritual to cast summon monster I as a spell-like ability a number of times per day equal to 3+ his Charisma modifier. Only undead creatures can be summoned in this manner. To perform this ritual, the flintlock gravewalker deals an amount of bleed damage to himself equal to 1/2 his flintlock gravewalker level. For each additional round, he takes only 1 point of bleed damage. Performing this ritual and casting the spell requires a standard action and the undead creatures remain for 1 minute plus 1 round for each additional round the flintlock gravewalker continues to take self-inflicted bleed damage, up to a number of rounds equal to his flintlock gravewalker level. He may stop this bleed damage as a swift action.

As the flintlock gravewalker increases in level, the power of this ability increases, allowing him to summon more powerful creatures. At 8th level, it increases to summon monster II, to summon monster IV at 12th level, summon monster V at 16th level, and summon monster VII at 20th level. A flintlock gravewalker cannot have more than one summon monster spell active in this way at one time. If this ability is used again, any existing summon monster immediately ends. The flintlock gravewalker can summon the following undead creatures according to the indicated spell level: 1st—human skeleton, human zombie, plague zombie; 2nd—ghoul, human juju zombie, skeleton champion; 4th—shadow, wight, zombie lord; 5th—mummy, wraith, revenant, ghost; 7th— greater shadow, spectre, vampire. This ability replaces bonus feats.

Undead Training (Ex): Starting at 5th level, a flintlock gravewalker learns to ignore the defenses of undead creatures. Her firearm is treated as slashing and bludgeoning for the purpose of bypassing the damage reduction of undead creatures. Every four levels thereafter (9th, 13th, and 17th), the flintlock gravewalker can ignores additional undead defenses. At 9th level, her firearm is treated as magic for the purpose of bypassing the damage reduction of undead creatures. At 13th level, her firearm is treated as aligned for the purpose of bypassing the damage reduction of undead creatures. At 17th level, her firearm is treated as having the ghost touch weapon quality for the purpose of hitting incorporeal undead creatures. This ability replaces gun training.

Table: Flintlock Gravewalker
Base
Class Attack Fort Ref Will
Level Bonus Save Save Save Special

1st +1 +2 +2 +0 Dread gunsmith, deeds, grit
2nd +2 +3 +3 +0 Grave touched +1
3rd +3 +3 +3 +1 Deeds
4th +4 +4 +4 +1 Quicken the dead I
5th +5 +4 +4 +1 Undead training (slashing/bludgeoning)
6th +6/+1 +5 +5 +2 Grave touched +2
7th +7/+2 +5 +5 +2 Deeds
8th +8/+3 +6 +6 +2 Quicken the dead II
9th +9/+4 +6 +6 +3 Undead training (magic)
10th +10/+5 +7 +7 +3 Grave touched +3
11th +11/+6/+1 +7 +7 +3 Deeds
12th +12/+7/+2 +8 +8 +4 Quicken the dead III
13th +13/+8/+3 +8 +8 +4 Undead training (aligned)
14th +14/+9/+4 +9 +9 +4 Grave touched +4
15th +15/+10/+5 +9 +9 +5 Deeds
16th +16/+11/+6/+1 +10 +10 +5 Quicken the dead IV
17th +17/+12/+7/+2 +10 +10 +5 Undead training (ghost touch)
18th +18/+13/+8/+3 +11 +11 +6 Grave touched +5
19th +19/+14/+9/+4 +11 +11 +6 Deeds
20th +20/+15/+10/+5 +12 +12 +6 Quicken the dead V, true grit


Elghinn Lightbringer wrote:

Here's the tweaked Flintlock Gravewalker. Not sure about the name, but can't think of anything better yet. Maybe Grim Gravewalker? Don't know.

** spoiler omitted **...

The name is too long, I give you that. It could be just gravewalker. Unless someone has even more "zombified" MCA idea :)

I was a little afraid of putting everything under deeds. This will burn a lot of grit. Needs to shoot a lot of people to fuel his powers. Which, actually, fits the concept pretty well... :evil grin:

From under the gunsmith power:

Quote:
As she gains level, he can also use it to cast any one wizard spell that she is capable of casting once per day, even if the spell is not prepared.

as there is no spell preparation here, I suppose thats a copypaste error?

And another one later:

Quote:
The flintlock gravewalker’s channeling shot deed and dead killer ability can only be used when wielding his bonded firearm.

You renamed dead killer to undead training. But if its training, should it be tied to the bonded weapon?


Noro wrote:


The name is too long, I give you that. It could be just gravewalker. Unless someone has even more "zombified" MCA idea :)

I was a little afraid of putting everything under deeds. This will burn a lot of grit. Needs to shoot a lot of people to fuel his powers. Which, actually, fits the concept pretty well... :evil grin:

Well, I think the grit burning is well within parameters. She has to manage her resources like normal. We might want to add in an additional grit gaining method via something to do with undead.

Like this.

Grit (Ex): The flintlock gravewalker can regain grit in the following additional way.

Resist Undead Creature: Each time the flintlock gravewalker makes a successful saving throw against an undead creature’s special attack, or a supernatural or spell-like ability, she regains 1 grit point. Such effects include a ghoul’s disease, a wraith’s energy drain, or a vampire’s dominate ability.

Noro wrote:

From under the gunsmith power:

Quote:
As she gains level, he can also use it to cast any one wizard spell that she is capable of casting once per day, even if the spell is not prepared.
as there is no spell preparation here, I suppose thats a copypaste error?

Yup! Gone!

Noro wrote:

And another one later:

Quote:
The flintlock gravewalker’s channeling shot deed and dead killer ability can only be used when wielding his bonded firearm.
You renamed dead killer to undead training. But if its training, should it be tied to the bonded weapon?

Yup! Undead Training won't be tied to the gun.


Bandw2 wrote:


well the idea was it was a distilled ambrosia that gave him the ability to mimic a very specific portion of godhood upon drinking. what happens is based on what the AK wants at the time of drinking.

and i don't know, an AK doesn't strike me as someone who is stereo-typically especially intelligent, and has no real reason to be other than to be an alchemist, which he isn't really.

I agree with this--I see a cavalier as a charasmatic character and the AK, in his self-belief creates his ambrosia with a touch of his own will (charisma) generating the future effects.

An Alchemist would create the same effect but through research (intelligence).

The mechanics of using intelligence fit the game, but the flavor of using charisma fits the story.


#Ambrose Knight
I've relented. I think this should be Cha based vs. Int based. I've changed the flavor a bit to a knight qho quests after the secrets and myths f immortality, and finally discovers it, resulting in the secret of ambrosia being bestowed upon him through a divine source vs. knowledge and research. Changing the extracts to Cha also.


The Feral Mercenary, Plague Doctor, Spectral Fist, Studied Theologist, and all other older recent MCAs are up on the wiki. Even added the Heretic Theologist too Bardess.


Elghinn Lightbringer wrote:


Well, I think the grit burning is well within parameters. She has to manage her resources like normal. We might want to add in an additional grit gaining method via something to do with undead.

Like this.

Grit (Ex): The flintlock gravewalker can regain grit in the following additional way.

Resist Undead Creature: Each time the flintlock gravewalker makes a successful saving throw against an undead creature’s special attack, or a supernatural or spell-like ability, she regains 1 grit point. Such effects include a ghoul’s disease, a wraith’s energy drain, or a vampire’s dominate ability.

I think I have nothing more to bring up

Blurb:
"Some gunslingers are not satisfied with weapons, but tinker with magic like they would dismantle and rebuild a gun. The gravewalker is a modern dabbler in the art of necromancy. Her arcane power comes from part sheer conviction and part her very life force, focused into a smattering of wizardly magic, acquired by various means. A perfect hunter of the undead, who is not afraid of fighting death magic with death magic."


If there is nothing more on the Gravewalker and Ambrose Knight, we can move to the last two.

OK, final two for this thread is

“Name” – Nin/Brd (Dusty Boy)
Exanimate Evoker – Sum/Sor “Evil” (mrtaco6)

If we don't hear from either of these by tomorrow, we'll move to the new ACG thread.


I have a small proposal in the meantime:

The synthetic voice discoveries are based on the critical focus feats, I suppose, seeing the very high level prerequisites. From BAB minimum +1, in most cases.

But shouldnt these abilities be easier for a spellcasting MCA?
Just check out the antipaladin: it can sicken and fatigue at 3rd level instead of 12-14th. Exhaust and nauseate at 9th instead of 16th. Stun at 12th instead of 18th. I suggest lowering the necessary levels.


Noro wrote:

I have a small proposal in the meantime:

The synthetic voice discoveries are based on the critical focus feats, I suppose, seeing the very high level prerequisites. From BAB minimum +1, in most cases.

But shouldnt these abilities be easier for a spellcasting MCA?
Just check out the antipaladin: it can sicken and fatigue at 3rd level instead of 12-14th. Exhaust and nauseate at 9th instead of 16th. Stun at 12th instead of 18th. I suggest lowering the necessary levels.

I suppose that's possible. Thoughts from others? Lindley, this is your MCA. What do you think?

Advocates

Pathfinder Adventure, Adventure Path, Maps Subscriber; Starfinder Superscriber

Yeah, lowering the prerequisite levels... probably a very good idea. :D


Lets lower them to this:

Bleeding (8th)
Blinding (12th)
Crippling (10th)
Deafening (12th)
Drowsy (6th)
Exhausting (10th)
Nauseating (10th)
Sickening (4th)
Staggering (6th)
Stunning (12th)
Tiring (4th)

These are typically same level or 1 level higher than the antipaladin's cruelties. Plus, these all have saves, while the actual criticals do not.


OK, going to open up the new ACG thread! We are officially done on this thread.


STOP! DO NOT POST ON THIS THREAD!

This thread has now moved to the new Multiclass Archetypes IX: ACG Unleashed thread. Find us there. If you post here, you will receive no response.

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