Multiclass Archetypes VIII: MCAs Unlimited


Homebrew and House Rules

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That sounds pretty good, here's some new deed ideas.

Spoiler:

Deeds
Branding Blast (Su): at 1st level, the zealous gunmen can brand a living Humaniod with holy energy. To do so he must spend 1 grit point and must make a range touch attack within 30 feet with her weapon. If she hits she deals her weapon damage + her charisma modifier damage to the target and burns her personal symbol in the humaniod creatures flesh or bone. From that point onward, the zealous gunmen can sense the creature as if it were the target of a locate creature spell (caster level equal to 1/2 the zealous gunmen's zealous gunmen's level.) A brand lasts until the Humaniod creature is destroyed or untill the zealous gunmen uses this ability on another creature. The brand cannot be tracked if the zealous gunmen has no grit left.

Truth Brand (Su) : At 3rd level, the zealous gunmen can tell with whether or not her branded target is lying. Well the branded target is within earshott and the zealous gunmen has atleast 1 grit left. The zealous gunmen treats the branded target as though the she had discern lies, as per the spell, always active. This effect only counts for the branded target. (I feel like this can replace discern lies ability)

Inclusive Brand (Su): at 7th level the zealous gunmen can start branding more then just her fellow humanoids. Her brand shot deed can also be used against outsiders and monstrous humanoids

Bane Shot (Su): At 5th level the zealous gunmen gains the inquisitor Bane ability with a few changes. this functions the same as inquisitors bane but animals and magical beast cannot be choosen and it costs 1 grit per round to keep active with no limit. (I think this should replace bane.)

Luck of the Divine (Su) at 3rd level, the zealous gunmen can notice when there guns are about to fail them and avoid serious damage it. As long as the Zealous gunmen has atleast 1 grit left whenever she rolls a misfire she can choose to roll again if she rolled above her misfire number her weapon doesn't can the broken condition, still uses the original roll to see if the attack hits or not.

I'd like to have something with brand shot each time they gain new deeds. Hope none of these seem broken

Let's go with 3 deeds each time and see if we can get some good inquisitorisk to fill them all.


Those are a good start, though, I think we should just leave Bane and Greater Bane as is, as they are already part of the Inquisitor build.

I'll take a look at the Deeds and see what would be good to keep.


Another deed.

Spoiler:

Dual Brand at 9th level, the zealous gunmen can have an additional target affected by her brand shot deed at a time. If she targets a third target with brand shot the earliest one hit loses their brand. Maybe this can replace the bonus teamwork feat as this seems about as strong as one.


Elghinn Lightbringer wrote:

Those are a good start, though, I think we should just leave Bane and Greater Bane as is, as they are already part of the Inquisitor build.

I'll take a look at the Deeds and see what would be good to keep.

K though at most I'd say keep one gunslinger deed per group.

Edit: oh you meant out of the ones I suggested that makes more sense now


Pathfinder Lost Omens Subscriber
Bandw2 wrote:


#Possessed Scion
Barbarian/Cleric(or maybe oracle)

I never got a confirm on this.


Bandw2 wrote:
Bandw2 wrote:


#Possessed Scion
Barbarian/Cleric(or maybe oracle)
I never got a confirm on this.

Yup!


...Wait so yeah I just lost myself here, what's the queue?


Taco Man wrote:
...Wait so yeah I just lost myself here, what's the queue?

Last post on the previous page.

#Zealous Gunman
Yuri, I'm think we should do the following to make this baby a bit more unique.

1) Replace Cunning Initiative with Branding Shot (usable 3/day + Wis mod)
2) Replace Discern Lies with Truth Shot (tied to Branding Shot)
3) Replace Teamwork feat at 9th level with Wracking Shot

Wracking Shot (Su): At 9th level, a zealous gunman can make a firearm attack against the target of her judgment as a standard action. If the attack is successful, the target must make a successful Fortitude save (DC 10 + 1/2 the zealous gunman’s level + the zealous gunman’s Wisdom modifier) or become staggered for 2d6 rounds from the overwhelming grief and pain of her sins. In addition, the zealous gunman rolls her firearm damage twice if the target’s alignment is opposite the zealous gunman, along either the law/chaos axis or the good/evil axis. If the target’s alignment is opposite the zealous gunman along both the law/chaos axis and the good/evil axis, she deals triple damage with her firearm attack. A zealous gunman can use this ability once per day against each target of her judgment, but not against the same creature more than once in a 24-hour period. This ability replaces the teamwork feat gained at 9th level.

Then we leave the other new deeds or any other new deeds we can come up with as deeds. Though doing this will negate the Dual Brand deed.


That's fine I like the wracking shot. Though we still have a total of 15 deeds including the ones we have already included to make so I'll go back to thinking of others.des that mean branding shot is gained at level 2 then.


So deeds so far

Spoiler:

Level 1
Religous Testing (Su)

Level 3
Luck of the divine (su)

Level 7
Inclusive Brand (su) (not a deed itself but ties to branding shot, this could be removed)

Level 11
Dual brand (su) (not a deed itself but ties to branding shot, this could be removed)

Level15

Here's the new one.

Spoiler:

Religous testing (Su) at 1st level, the zealous gunmen gains the ability to test the faith of others. The zealous gunmen can make a range touch attack against anyone creature within range as a standard action by spending a grit. If the creature follows the same deity as the zealous gunmen or represents that deity then they only receive non-lethal damage and no mark is left, the gunmen then takes half that damage as lethal damage. Otherwise the target takes damage as normal and is visibly mark.

Any suggestions?


#Zealous Gunman
I've tweaked the deeds you've posted. I also removed Dual Brand and simply added the effect to the Second and Third Judgment abilities.

So here's what we have thus far. Looking into some new deeds.

ZEALOUS GUNMAN revised:

Primary: Inquisitor.
Secondary: Gunslinger.
Alignment: Any.
Hit Dice: d8.

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

Weapon and Armor Proficiency: The zealous gunman is proficient with all simple, all firearms, plus the hand crossbow, longbow, repeating crossbow, shortbow, and the favored weapon of her deity. She is also proficient with light armor, medium armor, and shields (except tower shields).

Diminished Spellcasting: The zealous gunman casts divine spells drawn from the inquisitor spell list, and gains one fewer spell of each spell level per day. If this reduces the number to 0, she may cast spells of that level only if they are domain spells or if her Wisdom allows bonus spells of that level. She otherwise learns, prepares, and casts spells as an inquisitor of equal level.

Gunsmith (Ex): At 1st level, a zealous gunman gains the gunslinger’s gunsmith ability. This ability replaces monster lore and stern gaze.

Divine Brand (Su): At 2nd level, as a standard action, a zealous gunman can brand a living creature of the Humanoid type with divine energy a number of times per day equal to 3 + her Wisdom modifier. The zealous gunman must make a firearm attack within her first range increment. If the attack is successful, she deals normal firearm damage, plus an additional amount of damage equal to her Charisma modifier to the target and brands its skin or another exposed part of the creature with her personal mark. Henceforth, the zealous gunman can track her target as if it had left a permanent trail in soft ground. Should the target come within 60 feet of the zealous gunman, she can detect its presence and location (as the detect evil spell) as if she had studied it for 3 rounds, regardless of its alignment. The brand remains until the creature is slain, or the zealous gunman uses this ability to brand another creature, ending the previous effect. This replaces cunning initiative.

Deeds: At 3rd level, a zealous gunman gains the gunslinger’s deed ability, and gains access to her 1st–level deeds. At 7th level and every four levels thereafter, she gains access to each subsequent level of deeds, up to 15th–level deeds at 19th level. In addition, a zealous gunman swaps X deeds for the following deeds.

Test of the Faithful (Su): At 3rd level, a zealous gunman can test the faith and conviction of her opponents. As a standard action, a zealous gunman can make a single firearm attack against a creature within the first range increment. If the creature worships or follows the zealous gunman’s deity, the attack deals nonlethal damage instead of lethal damage. The zealous gunman also takes an amount of nonlethal damage equal to half of the damage dealt by the attack. If the target is not of the same faith, it takes damage as normal. If the target is of an enemy faith, it takes additional damage equal to the zealous gunman’s Wisdom modifier and is visibly marked as per the brand spell. Performing this deed costs 1 grit point. This deed replaces the deadeye deed.

Inclusive Brand (Su): At 7th level, as long as the zealous gunman has at least 1 grit point, she adds creatures of the Magical Beast and Monstrous humanoid type to the types of creatures she can affect with her divine brand. This deed replaces the gunslinger’s initiative deed.

Luck of the Divine (Su): At 7th level, a zealous gunman can recognize when her gun is about to misfire and avoid it from being damaged. As long as the zealous gunman has at least 1 grit point, whenever she rolls a misfire, she can make a second roll. If this roll is higher than her misfire chance, she avoids her firearm from gaining the broken condition. The first rolls still counts as the zealous gunman’s attack roll. This deed replaces the utility shot deed.

Comprehensive Brand (Su): At 11th level, a zealous gunman can use her divine brand on creatures of the Aberration, Construct, and Fey type. Performing this deed costs 1 grit point. This deed replaces the startling shot deed.

All-Encompassing Brand (Su): At 15th level, a zealous gunman can affect creatures of the Dragon, Outsider, and Undead types when using divine brand. Performing this deed costs 2 grit points. This deed replaces the expert reloading deed.

This ability and grit replace solo tactics, the teamwork feats gained at 3rd and 15th level, judgment 3/day and 6/day, stalwart, and spells lost due to diminished spellcasting.

Grit: At 3rd level, a zealous gunman gains the gunslinger’s grit ability.

Brand of Truth (Su): At 5th level, a zealous gunman on any creature under the effects of her divine brand. When a creature under the affects of her divine brand comes within 30 feet of the zealous gunman, she is considered to be under the effects of a discern lies spell. This ability replaces discern lies.

Bonus Feats: At 6th level, and again at 12th and 18th level, a zealous gunman gains a bonus feat. These feats must be chosen from those considered combat feats, and she must qualify for any feat she selects. This ability replaces the teamwork feat gained at 6th, 12th, and 18th level.

Divine Retribution (Su): At 9th level, a zealous gunman can exact divine retribution upon her enemies. As a standard action, a zealous gunman can make a single firearm attack against the target of her judgment as a standard action. If the attack is successful, the target must make a successful Fortitude save (DC 10 + 1/2 the zealous gunman’s level + the zealous gunman’s Wisdom modifier) or become staggered for 2d6 rounds from the overwhelming grief and pain of its sins.

In addition, the zealous gunman rolls her firearm damage twice if the target’s alignment is opposite the zealous gunman, along either the law/chaos axis or the good/evil axis. For example, a zealous gunman with a lawful good alignment would deal double firearm damage against a target of her judgment with a chaotic good, chaotic neutral, or lawful evil alignment. If the target’s alignment is opposite the zealous gunman along both the law/chaos axis and the good/evil axis, she deals triple damage with this firearm attack. For example, a zealous gunman with a lawful good alignment would only deal triple firearm damage against a target of her judgment with a chaotic evil alignment. A zealous gunman can use this ability once per day against each target of her judgment, but not against the same creature more than once in a 24-hour period. This ability replaces the teamwork feat gained at 9th level.

Second Judgment (Su): This is exactly like the inquisitor ability of the same name. In addition, the zealous gunman can use divine brand on two creatures simultaneously. Any additional uses end the most previous use.

Third Judgment (Su): This is exactly like the inquisitor ability of the same name. In addition, the zealous gunman can use divine brand on three creatures simultaneously. Any additional uses end the most previous use.

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

1st +0 +2 +0 +2 Diminished spellcasting, domain, judgment 1/day, 0 — — — — —
gunsmith, orisons
2nd +1 +3 +0 +3 Detect alignment, divine brand, track 1 — — — — —
3rd +2 +3 +1 +3 Deeds, grit 2 — — — — —
4th +3 +4 +1 +4 Judgment 2/day 2 0 — — — —
5th +3 +4 +1 +4 Bane, brand of truth 3 1 — — — —
6th +4 +5 +2 +5 Bonus feat 3 2 — — — —
7th +5 +5 +2 +5 Deeds 3 2 0 — — —
8th +6/+1 +6 +2 +6 Second judgment 3 3 1 — — —
9th +6/+1 +6 +3 +6 Divine retribution 4 3 2 — — —
10th +7/+2 +7 +3 +7 Judgment 3/day 4 3 2 0 — —
11th +8/+3 +7 +3 +7 Deeds 4 3 3 1 — —
12th +9/+4 +8 +4 +8 Greater bane, bonus feat 4 4 3 2 — —
13th +9/+4 +8 +4 +8 Judgment 4/day 4 4 3 2 0 —
14th +10/+5 +9 +4 +9 Exploit weakness 4 4 3 3 1 —
15th +11/+6/+1 +9 +5 +9 Deeds 4 4 4 3 2 —
16th +12/+7/+2 +10 +5 +10 Third judgment 4 4 4 3 2 0
17th +12/+7/+2 +10 +5 +10 Slayer 4 4 4 3 3 1
18th +13/+8/+3 +11 +6 +11 Bonus feat 4 4 4 4 3 2
19th +14/+9/+4 +11 +6 +11 Deeds, judgment 5/day 4 4 4 4 4 3
20th +15/+10/+5 +12 +6 +12 True judgment 4 4 4 4 4 4


Elghinn Lightbringer wrote:

#Zealous Gunman

I've tweaked the deeds you've posted. I also removed Dual Brand and simply added the effect to the Second and Third Judgment abilities.

So here's what we have thus far. Looking into some new deeds.

** spoiler omitted **...

I like the changes and you made the deeds much clearer and sound a lot better. The bonus feat should say combat or grit feat though. Anyways back to thinking up some deeds I'll try to have some new ones up tomorrow. Any suggestions are also welcome.


Wracking Shot Concept:
+1dX nonlethal damage per Y levels to one shot.
Damage scales for every step away from your alignment the target is, Base d4. Assuming Lawful Good shooter, d6's vs Lawful Neutral or Neutral Good target, D8's vs Lawful Evil, True Neutral, or Chaotic Good target, d10's vs Neutral Evil or Chaotic Neutral target, d12's vs Chaotic Evil Target.


#Zealous Gunman

Are these brands removable? Are they visible? Not sure what goes already, but I think they should be curses and removable as such. I suggest they use the arcane mark rules for visibility.

Also, I think I'll wait for the ACG for my next MCA.

Dark Archive

1 person marked this as a favorite.

@Bandw2
You know there is already a impressive Dragonrider class?
Can be found here: http://www.d20pfsrd.com/classes/3rd-party-classes/super-genius-games/dragon rider

Perhaps you can use this as a base for your idea?
----------------

Also... RIP Robin Williams, I will miss you.


Taco Man wrote:

Wracking Shot Concept:

+1dX nonlethal damage per Y levels to one shot.
Damage scales for every step away from your alignment the target is, Base d4. Assuming Lawful Good shooter, d6's vs Lawful Neutral or Neutral Good target, D8's vs Lawful Evil, True Neutral, or Chaotic Good target, d10's vs Neutral Evil or Chaotic Neutral target, d12's vs Chaotic Evil Target.

Why nonlethal damage? Does she have to to take the -4 penalty to the attack?

I like this concept better, not so damage powerful. I'd still want the staggered condition as the primary effect though.

Like this.

Divine Retribution (Su): At 9th level, a zealous gunman can exact divine retribution upon her enemies. As a standard action, a zealous gunman can make a single firearm attack against the target of her judgment as a standard action. If the attack is successful, the target must make a successful Fortitude save (DC 10 + 1/2 the zealous gunman’s level + the zealous gunman’s Wisdom modifier) or become staggered for 2d6 rounds from the overwhelming grief and pain of its sins.

In addition, the zealous gunman deals additional damage depending on the target’s alignment. If the target’s alignment is one step removed from the zealous gunman’s alignment, she deals an additional 1d6 points of nonlethal damage to the target. For example, a lawful good zealous gunman would deal 1d6 points of nonlethal damage to any target with the lawful neutral or neutral good alignment. For each additional step the target’s alignment is removed from the zealous gunman’s, the extra damage increases by one damage die category (1d8 to a chaotic good, neutral, or lawful evil target, 1d10 to a chaotic neutral or neutral evil target, and 2d6 to a chaotic evil target). If the target has the same alignment as the zealous gunman, the target takes no nonlethal damage. A zealous gunman can use this ability once per day against each target of her judgment, but not against the same creature more than once in a 24-hour period. This ability replaces the teamwork feat gained at 9th level.

EDIT
Here's some other deeds, which are adapted archetype abilities.

Divine Precision (Ex): At 3rd level, as long as she has at least 1 grit point, she gains the benefits of the Precise Shot feat when using a firearm. This deed replaces the gunslinger’s dodge deed.

Deadly Precision (Ex): At 11th level, a zealous gunman gains the benefits of the Deadly Aim and Improved Precise Shot feats with her firearm for 1 minute. Performing this deed costs 1 grit point. This deed replaces the targeting deed.

Divine Shot (Su): At 15th level, as long as the zealous gunman has at least 1 grit point, her firearms are treated as aligned (chaotic, evil, good, or lawful according to the zealous gunman’s alignment) for the purposes of overcoming damage reduction. This ability functions only while the zealous gunman is conscious. This deed replaces the bleeding wounds deed.

I'm open to arguments as to whether a particular deed should be an "at least 1 grit" or "cost 1 grit" deed. Specifically talking about Divine Shot. Wondering if it should be a cost 1 grit instead of an at least 1 grit deed.

Also, still trying to figure out two 19th level (aka 15th level gunslinger) deeds.


A new deed to add to the list.

Spoiler:

Zealous Retort (Ex): At 7th level, the zealous gunmen has a knack for returning what was given to her. When a ranged attack is made against the zealous gunmen, she can spend 1 grit point to make an attack against attacker as an immediate action. This attack provokes an attack of opportunity even if the zealous gunmen had feats or abilities that negate them. This replaces Pistol Whip.

Divinity (Su): At 19th level, when the zealous gunmen has atleast at least 1 grit point, she gains the benefit of the Divine Grace, Divine Health, and Aura of resolve paladin class features. This deed replaces Evasive.

Also isn't there three we need to choose for 19th level.


Yes, but I don't see why we would replace every deed, when there are still perfectly good gunslinger deeds for the MCA, as it is a gunslinger secondary. Removing all of them just make extra work for us. Replacing some is one thing, all is overboard IMHO.


Elghinn Lightbringer wrote:
Yes, but I don't see why we would replace every deed, when there are still perfectly good gunslinger deeds for the MCA, as it is a gunslinger secondary. Removing all of them just make extra work for us. Replacing some is one thing, all is overboard IMHO.

Thats true we should keep menacing shot it feels inquisitory. So we need something to replace slinger's luck.


Here's a revised Possessed Prophet.

POSSESSED PROPHET:

The gifts of the gods are rarely given without a price, even to those who seek them. The possessed prophet is an unfortunate mortal who’s been reluctantly chosen (often from birth) as the vessel for the reincarnated soul of a powerful servant of her patron from times past for the purpose of relaying its commands and to bring about the ends of the church throughout the world at large. This entity can have a very different alignment from that of its host body. As such, the forced cohabitation of vessel and entity, along with the eldritch visions of past and future can cause infinite anguish to the possessed prophet, ultimately driving her mad. When a possessed prophet is born into the world, she is most often seen as a harbinger of the great apocalypse.

Primary: Oracle.
Secondary: Witch.
Alignment: Any.
Hit Dice: d8.

Bonus Skills and Ranks: The possessed prophet selects three witch skills to add to her class skills in addition to the normal oracle class skills. The possessed prophet gains a number of ranks at each level equal to 4 + Int modifier.

Weapon and Armor Proficiency: The possessed prophet is proficient with all simple weapons, light armor, and with shields (except tower shields). Some possessed prophet’s revelations grant additional proficiencies.

Spellcasting: A possessed prophet adds the following spells from the witch spell list to her own, at the indicated spell levels: 1st–fumbletongue, hex ward, ill omen; 2nd–death candle, disfiguring touch, fury of the sun, hidden speech, seducer’s eye; 3rd–accursed glare, bestow curse, bleed glory, cackling skull, eldritch fever, harrowing, marionette possession, nature’s exile, project weakness; 4th–curse of magic negation, fleshworm infestation; 5th–curse (major), curse of disgust, magic jar, mark of justice, old salt’s curse, possess object, rest eternal; 7th–black mark; 8th–prediction of failure; 9th–cursed earth. A possessed prophet otherwise learns and casts spells as an oracle equal to her possessed prophet level. She also gains bonus spells is she has a high Charisma.

Mysterious Patron: This is exactly like the oracle’s mystery ability, except that the possessed prophet may also choose the new Spirit or Word mystery. Alternatively, a possessed prophet can choose one of the following associated witch’s patrons according to her chosen mystery.

Ancestor: Ancestors, Boundaries, Death, Devotion, Enchantment, Fertility, Hearth, Portents, Spirits, Strength, Time, Vengeance, Wisdom.
Battle: Agility, Devotion, Endurance, Strength, Vengeance.
Bones: Ancestors, Death, Occult, Plague, Spirits.
Dark Tapestry: Dimensions, Insanity, Occult, Portents, Shadow, Stars, Transformation.
Flame: Elements, Fire, Summer, Vengeance.
Heavens: Ancestors, Devotion, Dimensions, Light, Moon, Stars.
Juju: Death, Fertility, Insanity, Occult, Plague, Spirits.
Life: Devotion, Endurance, Fertility, Healing, Nourishment, Peace, Spring.
Lore: Ancestors, Portents, Time, Wisdom.
Lunar: Agility, Animals, Light, Moon, Shadow, Stars, Transformation.
Metal: None.
Nature: Agility, Animals, Endurance, Fertility, Nourishment, Transformation.
Occult: Ancestors, Boundaries, Deception, Dimensions, Insanity, Occult, Shadow, Spirits, Transformation.
Outer Rifts: Boundaries, Dimensions, Insanity, Occult, Vengeance.
Solar: Fire, Light, Summer.
Spellscar: Insanity, Transformation, Trickery.
Spirits: Ancestors, Boundaries, Death, Dimensions, Occult, Spirits.
Stone: Earth, Elements.
Time: Dimensions, Time.
Waves: Elements, Water.
Wind: Air, Autumn, Elements.
Winter: Elements, Winter.
Wood: Spring.
Words: Ancestors, Portents, Time, Wisdom.

At 2nd level, and every two levels thereafter, a possessed prophet learns an additional spell known derived from either her mystery or her patron, as chosen at 1st level.

Possessed Curse (Ex): This is exactly like the oracle’s curse class feature, except that the possessed prophet must choose the new Possessed oracle’s curse (see below). As such, the possessed prophet is possessed by the disembodied spirit of an outsider. This spirit always has one aspect of its alignment the same, and the other aspect of its alignment in opposition to that of the possessed prophet, along either the evil/good, or chaos/law axis. For example, a lawful good possessed prophet may have either a lawful evil or chaotic good spirit possessing her. Due to this inherent internal conflict, whenever the possessed prophet makes a decision based upon her moral (good) or social (lawful) outlook, she must make a successful Will save (DC 10 + 1/2 the possessed prophet’s level + the possessed spirit’s Cha modifier) or become influenced by the possessing spirit’s opposing aspect of its alignment. In addition, a possessed prophet gains the Possessed magic trait as a bonus trait.

Revelation Hex: This is exactly like the oracle’s revelation ability. Alternatively, a possessed prophet may select a witch’s hex in place of a revelation. At 10th level, a possessed prophet may select a major hex in place of a revelation. If the possessed prophet has the Summon Spirit hex, she can use it to manifest her possessing spirit in order to communicate with it directly.

Spirit Aptitude (Su): Starting at 5th level, whenever a possessed prophet rests to regain her spells, she can choose to suppress one revelation or hex until the next time she rests to regain her daily allotment of spells. Instead, she can choose to gain one trait related to her possessing spirit’s type, as shown below. Every four levels thereafter (9th, 13th, and 17th level), she can choose to suppress an additional revelation or hex per day to gain one additional traits for a 24-hour period.

A possessed prophet can choose from the following traits according to her possessing spirit’s alignment.

Lawful Good: A lawful good spirit is the disembodied soul of an archon from the plane of Heaven. A possessed prophet can choose from the following archon traits.
• +4 bonus to saves against poison
• aura of menace
• darkvision 60 feet and lowlight vision
• daylight (3/day)
• detect evil (at will)

At 10th level, a possessed prophet adds the following traits to the list.
• DR 5/evil
• immunity to electricity
• immunity to petrification
• teleport (1/day)
• true speech

Chaotic Good: A chaotic good spirit is the disembodied soul of an azata from the plane of Elysium. A possessed prophet can choose from the following azata traits.
• charm person (3/day)
• darkvision 60 feet and lowlight vision
• detect evil (at will)
• resist cold 10
• resist fire 10

At 10th level, a possessed prophet adds the following traits to the list.
• DR 5/cold iron and evil
• freedom of movement (3/day)
• immunity to electricity
• immunity to petrification
• true speech

Lawful Neutral: A lawful neutral spirit is the disembodied soul of an inevitable from the plane of Utopia. A possessed prophet can choose from the following inevitable traits.
• command (3/day)
• detect chaos (at will)
• immunity to disease and poison
• immunity to fatigue (and exhaustion at 7th level)
• lowlight vision

At 10th level, a possessed prophet adds the following traits to the list.
• +4 bonus to saves against death and mind-affecting effects
• dimension door (2/day)
• DR 5/chaotic
• regeneration 2 (per minute; chaotic)
• true speech

Chaotic Neutral: A chaotic neutral spirit is the disembodied soul of a protean from the plane of Limbo. A possessed prophet can choose from the following protean traits.
• 25% chance to negate sneak attacks and critical hits
• blindsense 30 feet
• detect law (at will)
• dispel magic (3/day)
• resist electricity 10
• resist sonic 10

At 10th level, a possessed prophet adds the following traits to the list.
• chaos hammer (1/day)
• DR 5/lawful
• polymorph (2/day)
• immunity to acid
• tongues (at will)

Lawful Evil: A lawful evil spirit is the disembodied soul of a devil from the plane of Hell. A possessed prophet can choose from the following devil traits.
• darkvision 60 feet
• detect good (at will)
• immunity to poison
• resist acid 10
• resist cold 10

At 10th level, a possessed prophet adds the following traits to the list.
• DR 5/good
• fear (2/day)
• immunity to fire
• summon monster IV (devils only; 1/day)
• telepathy

Chaotic Evil: A chaotic evil spirit is the disembodied soul of a demon from the plane of the Abyss. A possessed prophet can choose from the following protean traits.
• darkvision 60 feet
• detect good (at will)
• immunity to poison
• resist acid 10
• resist fire 10

At 10th level, a possessed prophet adds the following traits to the list.
• DR 5/good
• immunity to electricity
• summon monster IV (demons only; 1/day)
• telepathy
• true seeing (at will)

Final Communion: This is exactly like the oracle’s final revelation ability. Alternatively, the possessed prophet may select a grand hex in place of her final revelation. Should the possessed prophet be slain, she is reborn three days later as an incarnation of her patron’s portfolio (treat as the reincarnate spell).

Table: Possessed Prophet
Base
Class Attack Fort Ref Will Spells per Day
Level Bonus Save Save Save Special 1st 2nd 3rd 4th 5th 6th 7th 8th 9th

1st +0 +0 +0 +2 Mysterious patron, possessed curse, 3 — — — — — — — —
orisons, revelation hex
2nd +1 +0 +0 +3 Mystery or patron spell 4 — — — — — — — —
3rd +2 +1 +1 +3 Revelation hex 5 — — — — — — — —
4th +3 +1 +1 +4 Mystery or patron spell 6 3 — — — — — — —
5th +3 +1 +1 +4 Spirit aptitude 6 4 — — — — — — —
6th +4 +2 +2 +5 Mystery or patron spell 6 5 3 — — — — — —
7th +5 +2 +2 +5 Revelation hex 6 6 4 — — — — — —
8th +6/+1 +2 +2 +6 Mystery or patron spell 6 6 5 3 — — — — —
9th +6/+1 +3 +3 +6 Spirit aptitude 6 6 6 4 — — — — —
10th +7/+2 +3 +3 +7 Mystery or patron spell 6 6 6 5 3 — — — —
11th +8/+3 +3 +3 +7 Revelation hex 6 6 6 6 4 — — — —
12th +9/+4 +4 +4 +8 Mystery or patron spell 6 6 6 6 5 3 — — —
13th +9/+4 +4 +4 +8 Spirit aptitude 6 6 6 6 6 4 — — —
14th +10/+5 +4 +4 +9 Mystery or patron spell 6 6 6 6 6 5 3 — —
15th +11/+6/+1 +5 +5 +9 Revelation hex 6 6 6 6 6 6 4 — —
16th +12/+7/+2 +5 +5 +10 Mystery or patron spell 6 6 6 6 6 6 5 3 —
17th +12/+7/+2 +5 +5 +10 Spirit aptitude 6 6 6 6 6 6 6 4 —
18th +13/+8/+3 +6 +6 +11 Mystery or patron spell 6 6 6 6 6 6 6 5 3
19th +14/+9/+4 +6 +6 +11 Revelation hex 6 6 6 6 6 6 6 6 4
20th +15/+10/+5 +6 +6 +12 Final communion 6 6 6 6 6 6 6 6 6

NEW ORACLE’S CURSE:

The following new oracle’s curse can be chosen by any class with the oracle’s curse class feature. This curse complements the Possessed Prophet multiclass archetype.

POSSESSED
You are possessed by the reincarnated soul of an outsider.

Effect
You choose one madness other than amnesia (see Types of Insanity). At the beginning of each day, you must make a saving throw against that madness, but take a –10 penalty to your roll. If you fail, you are affected by that madness for a 24-hour period. If the saving throw is successful, you are unaffected by the madness for a 24-hour period, but lose access to your mystery spells and must make a concentration check to cast any other spell. In addition, whenever you fail a morale check or a saving throw against mind–affecting spells or effects, you can attempt a new check or saving throw in the next round.

At 5th level, you are immune to the dazed and fascinated conditions.

At 10th level, you can take 20 on any Knowledge check three times per day.

At 15th level, you add legend lore to your list of known spells.

NEW PATRONS:

The following new patrons can be chosen by any class with the patron class feature. These patrons complements the Possessed Prophet multiclass archetype.

Air: 2nd—feather fall, 4th—gust of wind, 6th—cloak of winds, 8th—air walk, 10th—control winds, 12th—elemental body III (air only), 14th—elemental body IV (air only), 16th—whirlwind, 18th—winds of vengeance.

Autumn: 2nd—alter winds, 4th—resist energy (electricity only), 6th—call lightning, 8th—river of wind, 10th—call lightning storm, 12th—wind walk, 14th—control weather, 16th—stormbolts, 18th—winds of vengeance.

Earth: 2nd—expeditious excavation, 4th—soften earth and stone, 6th—meld into stone, 8th—stone shape, 10th—move earth, 12th—elemental body III (earth only), 14th—elemental body IV (earth only), 16th—repel metal or stone, 18th—world wave.

Fertility: 2nd—goodberry, 4th—bear’s endurance, 6th—neutralize poison, 8th—death ward, 10th—kiss of the first world, 12th—mass bear’s endurance, 14th—regenerate, 16th—polymorph any object, 18th—wish.

Fire: 2nd—produce flame, 4th—burning gaze, 6th—fire trap, 8th—firefall, 10th—fire seeds, 12th—elemental body III (fire only), 14th—elemental body IV (fire only), 16th—incendiary cloud, 18th—meteor swarm.

Hearth: 2nd—detect secret doors, 4th—arcane lock, 6th—tiny hut, 8th—secure shelter, 10th—stone wall, 12th—guards and wards, 14th—mage’s magnificent mansion, 16th—create demiplane, 18th—greater create demiplane.

Nourishment: 2nd—goodberry, 4th—allfood, 6th—create food and water, 8th—grove of respite, 10th—major creation (edible items only), 12th—heroes’ feast, 14th—restoration (greater), 16th—true creation (edible items only), 18th—wish.

Possession: 2nd—protection from chaos/evil/good/law (as per your alignment), 4th—marionette possession, 6th—enter image, 8th—possess object, 10th—magic jar, 12th—animate objects, 14th—monstrous physique IV, 16th—cloak of chaos/holy aura/shield of law/unholy aura (as per your alignment), 18th—divine vessel.

Spring: 2nd—goodberry, 4th—greensight, 6th—invigorate (mass), 8th—create food and water, 10th—wall of thorns, 12th—ironwood, 14th—plant shape III, 16th—resurrection, 18th—wooden phalanx.

Summer: 2nd—flare burst, 4th—fury of the sun, 6th—daylight, 8th—healing warmth, 10th—wall of fire, 12th—sirocco, 14th—fire storm, 16th—sunburst, 18th—fiery body.


Pathfinder Lost Omens Subscriber
JonathonWilder wrote:

@Bandw2

You know there is already a impressive Dragonrider class?
Can be found here: http://www.d20pfsrd.com/classes/3rd-party-classes/super-genius-games/dragon rider

Perhaps you can use this as a base for your idea?

I am aware but that is more of a martial, while i'm aiming for a sorcerer that gains his magic from bonding with a dragon-like entity.

# zealous gunman

I read up more on the inquisitor, I think if we did something thematically like this where you have a new judgement added and could replace teamwork feats with stuff that make the judgement better.

like that new ability, maybe have it only work if she makes it her judgement, and then can do it as much as she wants for the whole encounter.


#PP Ohohoh she's a pretty girl, innit'she? 'bit troubled but I love the way I could roll me some storywork....


Taco Man wrote:
#PP Ohohoh she's a pretty girl, innit'she? 'bit troubled but I love the way I could roll me some storywork....

Glad you like it. Bardess, what thinkest thou?

I don't think Spirit Aptitude is Op, just provides from tasty options, and are generally on par with revelations and hex/major hexes.


What happens if the Possessed Prophet is true neutral? Plus, I stated that she can choose the Possession patron whatever her mystery is.
Beyond that, I like the result- very possessed flavor!


Pathfinder Lost Omens Subscriber

about my possessed scion, i'm thinking i want to instead have the posessing spirit behave like a familiar or an eidolon or something, but I can't think of a class that has this and uses divine casting.


Bardess wrote:

What happens if the Possessed Prophet is true neutral? Plus, I stated that she can choose the Possession patron whatever her mystery is.

Beyond that, I like the result- very possessed flavor!

Neutral? Hmmm, I hate you. How about this added into the Possessed Curse descritpion?

"A possessed prophet with a neutral good alignment may choose any nongood aligned spirit, one of neutral evil alignment may choose any nonevil aligned spirit, while one of true neutral alignment may choose a spirit with one of the four extreme alignments."

I'll fix the Possession patron thing.

Glad you like it.

Anything else on this one? Otherwise tomorrow we can move on to the next in the queue.

Dark Archive

What about Lawful Neutral and Chaotic Neutral?


JonathonWilder wrote:
What about Lawful Neutral and Chaotic Neutral?

According to the description, there is always one aspect the same, along wither the good/evil or law/chaos aspect. Thus, lawful neutral can go with CN, LG, or LE. Chaotic neutrals can go with LN, CG, or CE.

The NG, N, and NE are the only ones that don't fit the mould.


Elghinn Lightbringer wrote:
JonathonWilder wrote:
What about Lawful Neutral and Chaotic Neutral?

According to the description, there is always one aspect the same, along wither the good/evil or law/chaos aspect. Thus, lawful neutral can go with CN, LG, or LE. Chaotic neutrals can go with LN, CG, or CE.

The NG, N, and NE are the only ones that don't fit the mould.

Couldn't a NG or NE go with a LE/G NE/G or CE/G though N makes no sense. why not add the restriction no true neutral?


# Possessed Prophet

Right now, the flexibility of the MCA, primarily the Spirit Aplitude but also the wide range of choices, is balanced by a very nasty curse with no upside at 1st level. Depending on how the GM interprets insanity, that curse might be so nasty its unplayable. It also lacks any kind of upside at level 5.

I think the class would be improved (and the curse definitely would be) by making the curse be more in line with other oracle's curses, so that it can be an option for other oracles to take, and by balancing the other class abilities by themselves, giving the possessed oracle the option to pick any curse but especially recommending the new one.


Wait nevermind I missed a few posts


Bandw2 wrote:

# zealous gunman

I read up more on the inquisitor, I think if we did something thematically like this where you have a new judgement added and could replace teamwork feats with stuff that make the judgement better.

like that new ability, maybe have it only work if she makes it her judgement, and then can do it as much as she wants for the whole encounter.

Ahh, missed this post somewhere. I think this was what Yuri was propbably basing the original version fot he brand ability on, but as I didn't have an official mechanic/ability refeerence, I thought it was OP. But, here it is, essentially in a nut shell, as a 1st level ability (via judgment).

So! I've swapped destruction judgement for this ability, instead of Cunning Initiative.

Judgment (Su): This is exactly like the inquisitor’s ability of the same name, except that the zealous gunman replaces the destruction judgment with the following new judgment.

Zealot’s Brand (Su): At 1st level, a zealous gunman gains the zealout’s brand judgment. When using this judgment, the zealous gunman gains the ability to brand humanoid creatures with divine (positive or negative energy). To do so, she must make a successful ranged touch attack or a firearm attack against the humanoid creature. This attack deals an amount of positive energy damage equal to 1d6 + the zealous gunman’s Charisma score, and burns her personal symbol into the humanoid creature’s flesh or another exposed part of the creature’s body. From that point onward, the zealous gunman can sense the existence of the branded creature as if it were the target of a locate creature spell (caster level equal to 1/2 the zealous gunman level). A zealot’s brand lasts until the humanoid creature is slain or until the zealous gunman uses this ability on another creature. This ability replaces the destruction judgment.

*Then I've tweaked Brand of Truth, Divine Retribution, related deeds, and Second and Third Judgment to jive with this change. I think this works better than my version.


Starfox wrote:

# Possessed Prophet

Right now, the flexibility of the MCA, primarily the Spirit Aplitude but also the wide range of choices, is balanced by a very nasty curse with no upside at 1st level. Depending on how the GM interprets insanity, that curse might be so nasty its unplayable. It also lacks any kind of upside at level 5.

I think the class would be improved (and the curse definitely would be) by making the curse be more in line with other oracle's curses, so that it can be an option for other oracles to take, and by balancing the other class abilities by themselves, giving the possessed oracle the option to pick any curse but especially recommending the new one.

What would you suggest as a fix for the Possessed curse? It is a curse that any oracle can choose. But obviously, you feel it is unbalanced with its cost/benefits aspect.

EDIT
I'm wondering if we shouldn't just simply incorporate the confusion or lesser confusion spell in place of one of the madnesses. Something like this?

POSSESSED:

You are possessed by the reincarnated soul of an outsider.

Effect
During times of stress, your mind is filled with strange memories that are not your own. At the beginning of each day, you must make a Will saving throw (DC 10 + 1/2 the possessed prophet’s level + the possessed prophet’s Charisma modifier). If you fail, during your first encounter of the day, you become confused for 1d6 rounds. This confusion takes effect 1d4 rounds after the encounter begins. For the duration of this confusion effect, you lose access to your mystery spells and must make a concentration check to cast any spell. If the saving throw is successful, you are not at risk of becoming confused for a 24-hour period. In addition, whenever you fail a morale check or a saving throw against mind–affecting spells or effects, you can attempt a new check or saving throw in the next round.

At 5th level, you are immune to the dazed and fascinated conditions.

At 10th level, you can take 20 on any Knowledge check three times per day.

At 15th level, you add legend lore to your list of known spells.

It was debating whether the Will save should be made at the start of every encounter, as that tends to be the most stressful and inopportune time for that to occur?

Then again, I wonder if the Will save should be daily, but with a fail, during every encounter of the day, she becomes confused for 1d6 rounds.

Thoughts?

Here's the other version. Bold is the only difference.

"During times of stress, your mind is filled with strange memories that are not your own. At the beginning of each day, you must make a Will saving throw (DC 10 + 1/2 the possessed prophet’s level + the possessed prophet’s Charisma modifier). If you fail, during each encounter of the day, you become confused for 1d6 rounds. This confusion takes effect 1d4 rounds after the encounter begins. For the duration of this confusion effect, you lose access to your mystery spells and must make a concentration check to cast any spell. If the saving throw is successful, you are not at risk of becoming confused for a 24-hour period. In addition, whenever you fail a morale check or a saving throw against mind–affecting spells or effects, you can attempt a new check or saving throw in the next round. "


Confusion durino encounters was in my first draft of the curse. I like the first version better, however.


Bardess wrote:
Confusion durino encounters was in my first draft of the curse. I like the first version better, however.

So, daily save, fail = confused for 1d6 rounds in your first encounter of the day.

Anyone else?


Oops, I misread. I meant that a save should be made at the beginning of every encounter.
Or maybe: a save when subjected to a mind-affecting spell, or an Intimidate/Diplomacy/Bluff attempt by another character?


@El - PM for you...


Elghinn Lightbringer wrote:
Bandw2 wrote:

# zealous gunman

I read up more on the inquisitor, I think if we did something thematically like this where you have a new judgement added and could replace teamwork feats with stuff that make the judgement better.

like that new ability, maybe have it only work if she makes it her judgement, and then can do it as much as she wants for the whole encounter.

Ahh, missed this post somewhere. I think this was what Yuri was propbably basing the original version fot he brand ability on, but as I didn't have an official mechanic/ability refeerence, I thought it was OP. But, here it is, essentially in a nut shell, as a 1st level ability (via judgment).

That's the ability I was basing it off of. Though I might keep the Deed version around incase I ever do a gun/inq instead of inq/gun.

I don't really want to keep the slingers luck deed, it doesn't feel inquisitorisk at all. After I or someone else thinks of a good replacement for it, the zealous gunmen should be pretty much done. Though a name change might be in order.


Can we get a Queue update. Pwetty Pwease, dear Lightbringer? *Flirtatious tone its not recommended a man take with a paladin*


Taco Man wrote:
Can we get a Queue update. Pwetty Pwease, dear Lightbringer? *Flirtatious tone its not recommended a man take with a paladin*

QUEUE Update.

Possessed Prophet – Oracle/Witch (Bardess)
“Name” – Inq/Gun (Yuri)
“Name” – Gun/Class or Class/Gun (Christos Gurd)
Occult Porcupine – Magu/Wtc (Lindley Court)
Old Wiki MCA (Hallowed Gunman)
Elementalist – Drd/Sum (Gadgeteer Smashwidget)
Yabusame – Sam/Ftr or Rgr (Koujow)
Munitionist/Gadgeteer – Rgr/Alc (Tyrannical)
Elemental Envoy – Drd/Ora (Apraham Lincoln)
Faceless Thrall/Slime Lord – Drd/Anp (Taco Man)
Fife & Drum – Cav/Brd (mrtaco6)
Astute Sentry – Ftr/Rgr (JonathonWilder)
Dragon Rider – Sor/Sum (Bandw2)
Scroll Warrior – Wiz/Sam (Elghinn)


Bardess wrote:

Oops, I misread. I meant that a save should be made at the beginning of every encounter.

Or maybe: a save when subjected to a mind-affecting spell, or an Intimidate/Diplomacy/Bluff attempt by another character?

I think this one nice and simple. Every day you make a Will save. Fail, you have to deal with confusion during every encounter. Plus, due the possession, he's getting a reroll on every mind-affecting spell anyways. Encounters will occur more often than mind effecting spells, and I think it makes more sense, as an encounter immediately thrusts her into a stressful situation. Thus, triggering the onset of the confusion between the two minds.


Yuri Clovershield wrote:

I don't really want to keep the slingers luck deed, it doesn't feel inquisitorisk at all. After I or someone else thinks of a good replacement for it, the zealous gunmen should be pretty much done. Though a name change might be in order.

How about replacing it with this?

Castigation Brand (Su): At 19th level, while using her zealot’s brand judgment, a zealous gunman can project a 30-foot-radius emanation for a number of rounds per day equal to her zealous gunman level. Any creature within this emanation that is of the same type as a creature currently under the effects of her zealot’s brand becomes sickened, or sickened and nauseated if the creatures’ Hit Dice are equal to or less than half the zealous gunman’s level. Performing this deed costs 2 grit points. This deed replaces the slinger’s luck deed.

Do we need to give a duration to the sickened/nauseated effect? Or not?

This is a rework of the Inquisitor's dwarven Exarch racial archetype's Aura of Reversion ability.


Elghinn Lightbringer wrote:
Yuri Clovershield wrote:

I don't really want to keep the slingers luck deed, it doesn't feel inquisitorisk at all. After I or someone else thinks of a good replacement for it, the zealous gunmen should be pretty much done. Though a name change might be in order.

How about replacing it with this?

Castigation Brand (Su): At 19th level, while using her zealot’s brand judgment, a zealous gunman can project a 30-foot-radius emanation for a number of rounds per day equal to her zealous gunman level. Any creature within this emanation that is of the same type as a creature currently under the effects of her zealot’s brand becomes sickened, or sickened and nauseated if the creatures’ Hit Dice are equal to or less than half the zealous gunman’s level. Performing this deed costs 2 grit points. This deed replaces the slinger’s luck deed.

Do we need to give a duration to the sickened/nauseated effect? Or not?

This is a rework of the Inquisitor's dwarven Exarch racial archetype's Aura of Reversion ability.

That works and I don't think we need to add a duration.


#Zealous Gunman
If you want a name change, then we need to still do that, otherwise, I belive its done.

#Possessed Prophet
With that change (confused every encounter if Will save for the day fails), then I think this one is done too.


I guess the name works. Thanks for the help with my first MCA, I'll probably wait until we start the ACG classes untill I queue up again, unless I get something really good. I'll stay around though to learn and help out.
Anyways dibs reminder
Surveyor Ska/Inv


Elghinn Lightbringer wrote:


#Possessed Prophet
With that change (confused every encounter if Will save for the day fails), then I think this one is done too.

Good for me. :)


And while I'm here, let me call a Divine Detective (Inquisitor/Investigator). The world itself WANTS that!


DOG-GAMMIT MORE INSPIRATION ON THE LIST. STUPID HORROR MOVIE MARATHONS.

Antipaladin/Bard Idea: Some kinda monster-clown. "Dire Clown"? "Cruel Carny?" "Wicked Jester"? "Warped Jester".

Antipaladin/Rogue Idea: "Infernal Brigand"

Rogue/Antipaladin Idea: "Heartless Murderer"


...Along with these two kinda nuts-sounding ideas:

Antipaladin/Paladin: "Cataclysmic Crusader", Evil-Restricted, with a focus on buffing allies, rather than debuffing enemies.

Paladin/Antipaladin: "Gray Guard" Lawful-Good Restricted, with a focus on brutalizing enemies, rather than Debuffing allies.

In theory, swapping and recoloring abilities in the opposite lights.

In practice, there'll hopefully be a bit more to it....

Dark Archive

Who has claimed the Witch/Bard MCA?

I saw the name Keening Soul as a Witch/Bard on the Master List, but when I clicked the link the page is blank.

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