Multiclass Archetypes VIII: MCAs Unlimited


Homebrew and House Rules

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@JonathonWilder: Keening Soul is mine, but it's more a placeholder - by all means make another Witch/Bard in the meantime...


Pathfinder Lost Omens Subscriber

I just feel like mentioning what I made so far for the dragon rider.

note: the Rider will basically just be a diminished sorc with a free eschew materials with the dragon, mostly I want something better to call the dragon as a species or group.

Dark Archive

Oceanshieldwolf wrote:
Keening Soul is mine, but it's more a placeholder - by all means make another Witch/Bard in the meantime...

Well my MCA idea might be too similiar to yours given the name you choose, though my name would be 'Alluring Siren' or something similiar. The inspiration being that of witches and similar characters beguiling and deceiving others with their voice. Sirens that lead others to their doom. Enchanting and distracting their enemies with haunting melodies and false images of beauty.

A fair example being the witches of the movie Hocus Pocus, though their are others.


JonathonWilder wrote:

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.

What OSW said.

NOTE To EVERYONE: If a link is blank on the Wiki, it's because I either 1) haven't posted the final version yet or it's first incarnation, or 2) It is a place holder and hasn't been created yet.

I've added all those dibbs to the queues.


NEXT ON THE QUEUE
1) “Name” – Gun/Class or Class/Gun (Christos Gurd)
2) Occult Porcupine – Mag/Wtc (Lindley Court)


Sorry, I don't want to peruse the entire thread. I there a barbarian/rogue combo? Its a thematically favorite of mine. I started to write one a few minutes ago and realized its has probably already been done. Does anyone care to point it out>


Ciaran Barnes wrote:
Sorry, I don't want to peruse the entire thread. I there a barbarian/rogue combo? Its a thematically favorite of mine. I started to write one a few minutes ago and realized its has probably already been done. Does anyone care to point it out>

Shadow Fury is the name of barbarian/rogue build currently built.


Ciaran Barnes wrote:
Sorry, I don't want to peruse the entire thread. I there a barbarian/rogue combo? Its a thematically favorite of mine. I started to write one a few minutes ago and realized its has probably already been done. Does anyone care to point it out>

Yes the Shadow Fury is our current (and only) Bbn/Rog. But I will also point out the Coldblooded Killer (Rog/Bbn) for you too.


Ooooh shove me in initiative wherever for Cavalry Charger too (Cav/Gun)


mrtaco6 wrote:
Ooooh shove me in initiative wherever for Cavalry Charger too (Cav/Gun)

Well make sure it is well different to the Cav/Gun Cavalry Gunman...


JonathonWilder wrote:
Oceanshieldwolf wrote:
Keening Soul is mine, but it's more a placeholder - by all means make another Witch/Bard in the meantime...

Well my MCA idea might be too similiar to yours given the name you choose, though my name would be 'Alluring Siren' or something similiar. The inspiration being that of witches and similar characters beguiling and deceiving others with their voice. Sirens that lead others to their doom. Enchanting and distracting their enemies with haunting melodies and false images of beauty.

Sounds very like the idea I had for the Keening Soul. But you know what - go for it JonathonWilder. The muse has left that shore. She's all yours...

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@ Oceanshieldwolf
You're sure? I feel a bit uncertain as you had call to this MCA combo first.


JonathonWilder wrote:

@ Oceanshieldwolf

You're sure? I feel a bit uncertain as you had call to this MCA combo first.

If OSW said go for it, then do so. Us oldies have done MANY MCAs and sometimes our inspiration from before dissipates and is replaced by new ideas and foci. So go ahead Jon!

Advocates

Pathfinder Adventure, Adventure Path, Maps Subscriber; Starfinder Superscriber

Hey, I'm mostly finished with that Porcupine, so I'll post what I've got. It's been a labor of love!

Occult Porcupine:
Primary: Fighter
Secondary: Witch

Class Skills: The occult porcupine chooses any three skills from the witch skill list and adds them to his class skills, one of which must be Knowledge (Arcana).

Proficiencies: The occult porcupine is proficient with all simple and martial weapons, with armor spikes, with all light, medium, and heavy armor, and with all shields (including tower shields).

Bonded Spines: At 1st level, the occult porcupine forges a bond with a set of armor spikes. These are infused not just with his armor, but with his flesh, connecting him to his patron above all else. These masterwork armor spikes are an intelligent magic item, but do not possess an enhancement bonus until 4th level. This replaces armor training and armor mastery.

Patron Bond: At 4th level, the occult porcupine’s bond to his patron increases even further. His bonded spines gain a +1 enhancement bonus, which increases by +1 at 8th level and every 4 levels thereafter. His bonded spines can be enhanced as normal, but their bonus cannot go above +5.

Starting at 8th level, he can meditate upon his connection to nature for one hour to exchange part of his bonded spines’ enhancement bonus for special abilities. The abilities he can select from are limited by his choice of patron, as shown below. This replaces the bonus feats gained at 4th, 8th, 12th, 16th, and 20th. He must swap out abilities for an equivelant enhancement bonus.

Spoiler:
Agility: Stalking, Speed.

Ancestors: Guardian, Huntsman.

Animals: Benevolent, Furious.

Boundaries: Impervious, Defending.

Death: Deadly, Stalking.

Deception: Cunning, Anarchic.

Devotion: Valiant, Holy.

Dimensions: Planar, Anchoring.

Elements: Flaming, Frost.

Enchantment: Merciful, Allying.

Endurance: Countering, Defending.

Healing: Benevolent, Lifesurge.

Insanity: Furious, Vicious.

Light: Shock, Holy.

Moon: Limning, Glamered.

Occult: Ominous, Defiant.

Peace: Benevolent, Defiant.

Plague: Corrosive, Corrosive Burst.

Portents: Heartseeker, Stalking.

Shadow: Axiomatic, Unholy.

Spirits: Ghost Touch, Invigorating.

Stars: Grayflame, Limning.

Strength: Furious, Furyborn.

Time: Phase Locking, Speed.

Transformation: Dispelling, Dispelling Burst.

Trickery: Vicious, Wounding.

Bonded Spines: The bonded spines of an occult porcupine function similarly to a witch’s familiar, except they’re much more in tune with his patron.

At 1st level, they have an Intelligence score of 10, and Wisdom and Charisma scores of 4. The former increases by 1 at 3rd level an every three levels thereafter, and the latter by 1 at 8th, 14th, and 20th.

The bonded spines’ Ego score is 5 at 1st level, and increases by 1 every odd level thereafter, forever humbled by their connection to the occult porcupine’s patron.

The bonded spines gain an ability based upon the occult porcupine’s patron at 7th level, and again at 15th level. These abilities are listed below.

Patron Abilities:
Agility: At 7th level, the occult porcupine of agility gains the ability to specify a single foe to focus on as a swift action. Until that foe is defeated or he selects another foe as a swift action, he gains a dodge bonus to AC equal to twice his bonded spines’ total enhancement bonus against that one foe, but suffers a dodge penalty to AC equal to hs bonded spines’ enhancement bonus against all other foes.

At 15th level, the occult porcupine of agility gains the ability to dodge attacks at the drop of the hat. As an immediate action usable 3 + his bonded spines’ Intelligence modifier times each day, he may change who he focuses on with his 7th level ability. This may be done in response to an attack from another source, but must be activated before the results of the attack are declared.

Ancestors: At 7th level, the occult porcupine of ancestors can call the spirits of those before him into his bonded spines as a swift action. This improves his bonded spines’ Intelligence score by one-third his class level, rounded down, which lasts for a number of minutes equal to his class level. Additionally, his bonded spines can always make a Knowledge check to identify a foe’s weaknesses as a free action.

At 15th level, the occult porcupine of ancestors has learned the ways of old. He gains Exotic Weapon Proficiency with one weapon of his choice as a bonus feat, and can grant himself an insight bonus on attack and damage rolls equal to his bonded spines’ Intelligence modifier as a swift action, which lasts for a number of rounds equal to half his class level.

Animals: At 7th level, the occult porcupine of animals gains Wild Empathy as a druid of his level. At 15th level, he gains Wild Shape as a druid of half his level.

Boundaries: At 7th level, the occult porcupine of boundaries gains a shield bonus to AC equal to his bonded spines’ enhancement bonus. At 15th level, 3 times each day, he can gain a deflection bonus to AC equal to his bonded spines’ Intelligence modifier, which lasts for a number of rounds equal to half his class level.

Death: At 7th level, the occult porcupine of death can channel negative energy as an evil cleric of his level, no matter his alignment, using his bonded spines’ Intelligence modifier in place of his Wisdom modifier.. At 15th level, he gains Command Undead as a bonus feat.

Deception: At 7th level, the occult porcupine of deception gains Improved Feint and Greater Feint as bonus feats, even if he doesn’t meet the prerequisites. At 15th level, he can gain a bonus on a feint combat maneuver equal to his bonded spines’ Intelligence bonus a number of times each day equal to his class level.

Devotion: At 7th level, the occult porcupine of devotion can designate a number of creatures up to his bonded spines’ Intelligence modifier as people he is devoted to. He gains a bonus equal to one-third his class level on Aid Another checks to assist those allies. At 15th level, he grants an equal luck bonus to AC to all adjacent people he is devoted to.

Dimensions: At 7th level, the occult porcupine of dimensions can use dimension door as a spell-like ability with a caster level equal to his class level twice per day. At 15th level, this increases to four times per day.

Elements: At 7th level, the occult porcupine of elements gains resistance 5 to fire, cold, electricity, and acid. At 15th level, he adds 1d6 energy damage to all confirmed critical hits made with manufactured weapons, the energy type being selected from the four aforementioned energy types.

Enchantment: At 7th level, the occult porcupine of enchantment gains an enhancement bonus on Diplomacy checks equal to his level. At 15th level, he can add his bonded spines’ Intelligence modifier to all Diplomacy checks in place of his Charisma modifier.

Endurance: At 7th level, the occult porcupine of endurance gains a bonus to his maximum hit points equal to his bonded spines’ Intelligence modifier times half his class level. At 15th level, once per day as a full-round action, he can gain temporary hit points equal to thrice his class level, which last for ten minutes.

Healing: At 7th level, the occult porcupine can use cure serious wounds as a spell-like ability a number of times each day equal to 3 + his bonded spines’ Intelligence modifier. At 15th level, he can use mass cure moderate wounds a number of times each day equal to 3 + his bonded spines’ Intelligence modifier.

If we continue down this route, I've still got 14 Patrons to make abilities for. If not, oh well!


Oh yeah, forgot about Cavalry Gunman. Nevermind!

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@Elghinn
Well in that case can I have my Witch/Bard MCA placed after my Astute Sentry?


#Occult Porcupine

I like the look of this class, it's nice to see an MCA that affects a character's armor rather than their weaponry or a familiar. However, if the armor is destroyed, is there a special way to repair it, or a procedure for replacing it?

Also, is there any restrictions on the armor's material or other more physical features?

I also think the work 'porcupine' sounds more fitting for a druid, and kinda makes it sound like a comedy class... that's just my opinion though, don't let it deter you.

I was thinking words like Barbed, Spined, Quilled or Thorny would be more fitting, like 'Barbed Occultist' or 'Quilled Warlock'

Advocates

Pathfinder Adventure, Adventure Path, Maps Subscriber; Starfinder Superscriber

Barbed Warlock, perhaps?


well ill have it up tommorow, but i am going to throw up my Gun summoner, guess which combo that is ;)


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Pathfinder Lost Omens Subscriber
christos gurd wrote:
well ill have it up tommorow, but i am going to throw up my Gun summoner, guess which combo that is ;)

Barbarian/Oracle


# Occult Porcupine

Yep, Barbed- or Spined Warlock is much better. Porcupine makes it seem like a joke class, though it occurs if you were to translate spike or barb or spine into Latin or Greek that might work also... Acanthic Warlock...

* Looks simple enough, and as usual with the fighter there really isn't much to work with. Swaps are thematic - armor mastery/training for the eldritch spiked armor.

* Bonded Spines: Why does the armor suit have an Ego score? The bladebound Magus' blackblade or the Gauntlet Witch's eldritch gauntlet (created by Elghinn and myself for Kobold Quarterly #23) has a suite of powers and a reason to use the Ego mechanic - I see none here, though I do like the general idea obviously...

* Patron Bond I agree this needs the communing with nature part removed and replaced with a link to the patron...

* Animals Patron ability: I would see this limited thematically to spiked, spined, barbed or thorny creatures. It doesn't make sense to me to be able to wear dread spiny armor and the transform into a tiger or wolf, regardless the general nature of the Animals Patron.


Pathfinder Lost Omens Subscriber

#occult Porcupine

why did this have the name porcupine in it's name in the first place? at least give the armor the ability to do 1 point of piercing damage against anyone who attacks you with unarmed and natural attacks.


Bandw2 wrote:

#occult Porcupine

why did this have the name porcupine in it's name in the first place?

Because it isn't a Barbarian/Oracle? Maybe because it's Occult...

bandw2 wrote:
...at least give the armor the ability to do 1 point of piercing damage against anyone who attacks you with unarmed and natural attacks....

I think this is a good idea, and moving forward the bonded spikes needs a little more "oomph".

The Patron isn't providing spells, so is even less like a familiar. Perhaps some sort of Patron derived buff to give the spikes an SLA based on the Patron Bond - the weapon/armor special abilities are OK, but some basic damage buff could be useful.

On that note - it says the OP needs to meditate for an hour to get the current buff, but what is the duration? Until the next rest?

Or is it supposed to be meditate and then receive an hour's worth of buff?


I don't think we need to have intelligent armor spikes. They can just be enchanted, as they are simply a conduit to their patron. Did a bit of reworking.

1) Swapped out bonus feat at 1st, plus armor training 2 and armor training 4 for the Patron Bond.

2) Swapped nonus feats at 4/8/12/16/20 for the enhancement bonuses and ability to add weapon properties to the spikes.

*This still leaves Armor training 1/3/mastery open. Or we can simply leave them. Armor training 3 simply becomes armor training 2 in that case. Though I think we could really use those to give this MCA something more of an oomph, as OSW suggests. Maybe some spell-like abilities to give it more of a warlock/witch feel? How about hexes at those levels, no major hexes though?

BARBED WARLOCK revised:

Primary: Fighter.
Secondary: Witch.
Alignment: Any.
Hit Dice: d10.

Bonus Skills and Ranks: The barbed warlock selects three witch skills to add to his class skills in addition to the normal fighter class skills, one of which must be Knowledge (arcane). The barbed warlock gains a number of ranks at each level equal to 2 + Int modifier.

Weapon and Armor Proficiency: The barbed warlock is proficient with all simple and martial weapons, with all types of armor (heavy, light and medium), and with shields (except tower shields).

Patron Bond (Su): At 1st level, a barbed warlock must also select a witch’s patron. This bond grants him powers and abilities beyond those of a normal fighter. The barbed warlock’s patron does not gain patron spells.

When a barbed warlock selects his patron, he forms a bond with a set of armor spikes. These armor spikes are magically fused to the barbed warlock, connecting him to his patron and the source of his power. If the barbed warlock wears armor, these spikes magically meld with his armor.

Bonded armor spikes grant the barbed warlock a +1 natural armor bonus to AC, a +2 bonus on checks made to grapple a foe and a +2 bonus to his CMD when an opponent attempts to grapple him. If the barbed warlock attempts to pin an opponent, he gains a +4 bonus on the grapple check instead of +2. In addition, any creature that attempts to grapple or pin the barbed warlock, or attacks him with unarmed or natural attacks takes 1 point of piercing damage.

As the barbed warlock advances in levels, he gains additional powers granted by his patron. These abilities are gained at 7th level and 15th level, and are described hereafter.

Agility: At 7th level, the barbed warlock of agility gains the ability to specify a single foe to focus on as a swift action. Until that foe is defeated or he selects another foe as a swift action, he gains a dodge bonus to AC equal to twice his bonded armor spikes’ total enhancement bonus against that one foe, but suffers a dodge penalty to AC equal to his bonded armor spikes’ enhancement bonus against all other foes. At 15th level, the barbed warlock of agility gains the ability to dodge attacks at the drop of the hat. As an immediate action usable 3 + his bonded armor spikes’ Intelligence modifier times each day, he may change who he focuses on with his 7th level ability. This may be done in response to an attack from another source, but must be activated before the results of the attack are declared.

Ancestors: At 7th level, the barbed warlock of ancestors can call the spirits of those before him into his bonded armor spikes as a swift action. This improves his bonded armor spikes’ Intelligence score by one-third his class level, rounded down, which lasts for a number of minutes equal to his class level. Additionally, his bonded armor spikes can always make a Knowledge check to identify a foe’s weaknesses as a free action. At 15th level, the barbed warlock of ancestors has learned the ways of old. He gains Exotic Weapon Proficiency with one weapon of his choice as a bonus feat, and can grant himself an insight bonus on attack and damage rolls equal to his bonded armor spikes’ Intelligence modifier as a swift action, which lasts for a number of rounds equal to half his class level.

Animals: At 7th level, the barbed warlock of animals gains Wild Empathy as a druid of his level. At 15th level, he gains Wild Shape as a druid of half his level, but is limited to only spiked, spined, barbed, or thorny creatures.

Boundaries: At 7th level, the barbed warlock of boundaries gains a shield bonus to AC equal to his bonded armor spikes’ enhancement bonus. At 15th level, 3 times each day, he can gain a deflection bonus to AC equal to his bonded armor spikes’ Intelligence modifier, which lasts for a number of rounds equal to half his class level.

Death: At 7th level, the barbed warlock of death can channel negative energy as an evil cleric of his level, no matter his alignment, using his bonded armor spikes’ Intelligence modifier in place of his Wisdom modifier.. At 15th level, he gains Command Undead as a bonus feat.

Deception: At 7th level, the barbed warlock of deception gains Improved Feint and Greater Feint as bonus feats, even if he doesn’t meet the prerequisites. At 15th level, he can gain a bonus on a feint combat maneuver equal to his bonded armor spikes’ Intelligence bonus a number of times each day equal to his class level.

Devotion: At 7th level, the barbed warlock of devotion can designate a number of creatures up to his bonded armor spikes’ Intelligence modifier as people he is devoted to. He gains a bonus equal to one-third his class level on Aid Another checks to assist those allies. At 15th level, he grants an equal luck bonus to AC to all adjacent people he is devoted to.

Dimensions: At 7th level, the barbed warlock of dimensions can use dimension door as a spell-like ability with a caster level equal to his class level twice per day. At 15th level, this increases to four times per day.

Elements: At 7th level, the barbed warlock of elements gains resistance 5 to fire, cold, electricity, and acid. At 15th level, he adds 1d6 energy damage to all confirmed critical hits made with manufactured weapons, the energy type being selected from the four aforementioned energy types.

Enchantment: At 7th level, the barbed warlock of enchantment gains an enhancement bonus on Diplomacy checks equal to his level. At 15th level, he can add his bonded armor spikes’ Intelligence modifier to all Diplomacy checks in place of his Charisma modifier.

Endurance: At 7th level, the barbed warlock of endurance gains a bonus to his maximum hit points equal to his bonded armor spikes’ Intelligence modifier times half his class level. At 15th level, once per day as a full-round action, he can gain temporary hit points equal to thrice his class level, which last for ten minutes.

Healing: At 7th level, the barbed warlock can use cure serious wounds as a spell-like ability a number of times each day equal to 3 + his bonded armor spikes’ Intelligence modifier. At 15th level, he can use mass cure moderate wounds a number of times each day equal to 3 + his bonded armor spikes’ Intelligence modifier.

(*Lindley has 14 more to do :D)

If bonded armor spikes are damaged, they are restored to full hit points the next time the barbed warlock rests for 8 hours. If the armor spikes are destroyed, they can be replaced after 1 week in a special ritual that costs 200 gp per barbed warlock level plus the cost of the masterwork item. This ritual takes 8 hours to complete. Items replaced in this way do not possess any of the additional enchantments of the previous bonded item. A barbed warlock can designate an existing set of magic armor spikes as his bonded item. This functions in the same way as replacing destroyed armor spikes except that the new magic item retains its abilities while gaining the benefits and drawbacks of becoming a bonded item.

This ability replaces the bonus feat gained at 1st level, armor training 2, and armor training 4.

Arcane Barbs (Su): Upon reaching 4th level, the barbed warlock’s patron bond grants her armor spikes a +1 enhancement bonus. For every four levels beyond 4th, the armor spikes gain another +1 enhancement bonus, to a maximum of +5 at 20th level. These bonuses can also be used to add certain weapon properties (see below). Adding these properties requires 1 minute and consumes an amount of bonus equal to the property's cost (see Table: Melee Weapon Special Abilities). These bonuses are added to any properties the armor spikes already have, but duplicate abilities do not stack.

The barbed warlock can add the bane, cruel, impervious, invigorating, keen weapon properties to his bonded armor spikes, or the following weapon properties as granted according to his chosen patron.

Agility: Stalking, Speed.
Ancestors: Guardian, Huntsman.
Animals: Benevolent, Furious.
Boundaries: Impervious, Defending.
Death: Deadly, Stalking.
Deception: Cunning, Anarchic.
Devotion: Valiant, Holy.
Dimensions: Planar, Anchoring.
Elements: Flaming, Frost.
Enchantment: Merciful, Allying.
Endurance: Countering, Defending.
Healing: Benevolent, Lifesurge.
Insanity: Furious, Vicious.
Light: Shock, Holy.
Moon: Limning, Glamered.
Occult: Ominous, Defiant.
Peace: Benevolent, Defiant.
Plague: Corrosive, Corrosive Burst.
Portents: Heartseeker, Stalking.
Shadow: Axiomatic, Unholy.
Spirits: Ghost Touch, Invigorating.
Stars: Grayflame, Limning.
Strength: Furious, Furyborn.
Time: Phase Locking, Speed.
Transformation: Dispelling, Dispelling Burst.
Trickery: Vicious, Wounding.

The properties granted by the patron can be changed or removed at any time by spending 1 minute of concentration and mediation. An occult porcupines armor spikes can be enhanced as normal, at her cost. This ability replaces the bonus feats gained at 4th, 8th, 12th, 16th, and 20th.

Table: Barbed Warlock
Base
Class Attack Fort Ref Will
Level Bonus Save Save Save Special

1st +1 +2 +0 +0 Patron bond
2nd +2 +3 +0 +0 Bonus feat, bravery +1
3rd +3 +3 +1 +1 Armor training 1
4th +4 +4 +1 +1 Arcane barbs +1
5th +5 +4 +1 +1 Weapon training 1
6th +6/+1 +5 +2 +2 Bonus feat, bravery +2
7th +7/+2 +5 +2 +2 Patron ability
8th +8/+3 +6 +2 +2 Arcane barbs +2
9th +9/+4 +6 +3 +3 Weapon training 2
10th +10/+5 +7 +3 +3 Bonus feat, bravery +3
11th +11/+6/+1 +7 +3 +3 Armor training 2
12th +12/+7/+2 +8 +4 +4 Arcane barbs +3
13th +13/+8/+3 +8 +4 +4 Weapon training 3
14th +14/+9/+4 +9 +4 +4 Bonus feat, bravery +4
15th +15/+10/+15 +9 +5 +5 Patron ability
16th +16/+11/+6/+1 +10 +5 +5 Arcane barbs +4
17th +17/+12/+7/+2 +10 +5 +5 Weapon training 4
18th +18/+13/+8/+3 +11 +6 +6 Bonus feat, bravery +5
19th +19/+14/+9/+4 +11 +6 +6 Armor mastery
20th +20/+15/+10/+5 +12 +6 +6 Arcane barbs +5, weapon mastery


I think the intellegent item spikes was based loosely off bladebonded magus archetype.


Yuri Clovershield wrote:
I think the intellegent item spikes was based loosely off bladebonded magus archetype.

Yep. I alluded to that in my post upthread:

OSW wrote:

* Bonded Spines: Why does the armor suit have an Ego score? The bladebound Magus' black blade or the Gauntlet Witch's eldritch gauntlet (created by Elghinn and myself for Kobold Quarterly #23) has a suite of powers and a reason to use the Ego mechanic - I see none here, though I do like the general idea obviously...

And I agree the intelligent armor spikes is largely superfluous where there are no checks/balances via abilities to create discord/challenge. No spellcasting, so no need for familiar-level intelligence, and no suite of powers to necessitate the Ego.


# Barbed Warlock

Nice work El. Very clean writeup that clarifies the rough edges of Lindley's concept.

* You left in an occult porcupine in the last paragraph before the progression table. ;p

Elghinn Lightbringer wrote:

I don't think we need to have intelligent armor spikes.

They can just be enchanted as they are simply a conduit to their patron.

Quite. No spells/no familiar/no need. I'm not against intelligent armor, just don't think it fits here.

Elghinn Lightbringer wrote:
*This still leaves Armor training 1/3/mastery open. Or we can simply leave them. Armor training 3 simply becomes armor training 2 in that case.

* As for the Armor Training - I would like to see some sort of ease of movement/ACP retained, though it could be only for the bonded spiked armor. Which is going to be auto-assumed most of the time I would imagine.

Elghinn Lightbringer wrote:
Though I think we could really use those to give this MCA something more of an oomph, as OSW suggests. Maybe some spell-like abilities to give it more of a warlock/witch feel? How about hexes at those levels, no major hexes though.

* Sure. I'd like to see more eldritch, just not sure how much design space is left...


where is the wiki, i can't find it.

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Zilfrel Findadur wrote:
where is the wiki, i can't find it.

You can search MC Archetype Masterlist... but here is a link as well: archetype.wikispaces.com/Multiclass+Archetypes+Master+List


Here's a direct link. Multiclass Archetypes Wiki


so i am not going to be able to post for another 8 or 9 hours, if you wanna move me back one spot to get some stuff moving along i will understand.


Okay so this one I am sure is not already done, so put me at the bottom of initiative for Stealth Sieger (Rog/Gun).

#Barbed Warlock

It would be cool for a way to make the spikes more dynamic, rather than just magically enhanced as you go on. Something like making the spikes be able to grow and parry attacks, or give you a bigger AC buff, or even have the ability to snap off a spike and use it as a weapon itself.

I have no idea if any of you watched Ben 10 Alien Force when it was on like 6 or 7 years ago but there was a minor character named Pierce in it who is exactly what I'm picturing a Barbed Warlock to be.


I was kinda thinking Spyke from X-men.


# Barbed Warlock

Shooting a volley of spikes a la a Manticore would be good too. I can imagine the BW curling up in a ball and then voila exploding in a burst of spikes.

Lindley?

Grand Lodge

Hey sorry to bust in here guys, but does anyone know if the Elder Sage archetype for the Witch was ever finished with revisions? Thanks!


#Barbed Warlock
I made some changes based on previous comments.

Add this to Patron bond.

Patron Bond (Su):...
Bonded armor spikes grant the barbed warlock a +1 natural armor bonus to AC, a +2 bonus on checks made to grapple a foe and a +2 bonus to his CMD when an opponent attempts to grapple him. If the barbed warlock attempts to pin an opponent, he gains a +4 bonus on the grapple check instead of +2. Any creature that attempts to grapple or pin the barbed warlock, or attacks him with unarmed or natural attacks takes 1 point of piercing damage. In addition, a barbed warlock’s armor spikes allow him to move at his normal speed while wearing medium armor. At 7th level, a fighter can move at his normal speed while wearing heavy armor.
...

I then replaced Armor Training 1/3/mastery with this. new hexes are open to tweaks on duration, uses per day, etc.

Hex:
At 3rd level, a barbed warlock gains the witch’s hex ability and can select a hex of her choice. At 11th level and again at 19th level, she gains an additional hex. A barbed warlock may choose from any hex available to the witch class, or from the following new hexes restricted to the barbed warlock multiclass archetype.

Spine Volley (Su): A barbed warlock can unleash a volley of four armor spikes (make an attack roll for each spike). This attack deals 1d6 points of damage plus his Strength modifier per spike (1d4 for a Small barbed warlock) and has a range of 30 feet with no range increment. All targets must be within 15 feet of each other. Once loosed, spikes grow back in 1 minute. At 8th level, a barbed warlock can unleash a volley of six armor spikes. A barbed warlock can launch only 24 spikes in any 24-hour period.

Spine Growth (Su): A barbed warlock can increase the size of his armor spikes. His armor spikes damage increase to 1d8 (1d6 if Small), and their range of increases by 10 feet if he uses the spike volley hex while this is in effect. This hex remains in effect for 1 minute per barbed warlock level.

Spine-Staff (Su): A barbed warlock can detach a single armor spike and change it into an iron staff. This staff has the statistics of a quarter staff, but deals 1d8/1d8 points of damage (1d6/1d6 for Small). The spine-staff remains for 10 minutes per barbed warlock level. After which time, it vanishes, and a new armor spike immediately grows in its place. A barbed warlock can use this hex a number of times per day equal to 3 + his Intelligence modifier.

This ability replaces armor training 1, armor training 3, and armor mastery.


Diodric wrote:
Hey sorry to bust in here guys, but does anyone know if the Elder Sage archetype for the Witch was ever finished with revisions? Thanks!

Yes we apparently did. I just revised it on the wiki.

ELDER SAGE

Advocates

Pathfinder Adventure, Adventure Path, Maps Subscriber; Starfinder Superscriber

Those new hexes look amazing. I'll have the rest of the patron abilities done by the end of the next 12 hour period or so (hopefully).

Make that within 45 minutes.

Patron Abilities:
Insanity: At 7th level, the barbed warlock of insanity can block his mind from logical thought as a move action. For 1d4+2 rounds, he is confused, but immune to all mind-affecting effects. He may use this a number of times each day equal to 2 + his bonded armor spikes’ Intelligence modifier. At 15th level, the duration increases to 2d4+2.
Light: At 7th level, the barbed warlock of light can shine with the power of day. This functions as a daylight spell-like ability, centered on himself, and can be used for a number of rounds each day equal to three times his bonded armor spikes’ Intelligence modifier, which must be used in one-round increments. At 15th level, he can produce a flash of light, using up one round of his daylight spell-like ability to blind all creatures within 30 feet of him that can see him for 1d6+1 rounds. Creatures with light sensitivity are blinded for 2d6+1 rounds.
Moon: At 7th level, the barbed warlock of moon can evoke a gloomy strike upon his foes. As a swift action, he brings himself to deal an additional 2d8 damage with all attacks he makes until the start of his next turn. This damage is half-cold, half-untyped. At 15th level, the damage increases to 4d8. He may use this a number of times each day equal to 3 + his bonded armor spikes’ Intelligence modifier.
Occult: At 7th level, the barbed warlock of occult can call upon dark spirits to guard him. This grants him spell resistance 6 + his class level for a number of rounds equal to twice his bonded armor spikes’ Intelligence modifier. He may use this a number of times each day equal to 3 + his bonded armor spikes’ Intelligence modifier. At 15th level, the spell resistance increases to 14 + his class level.
Peace: At 7th level, the barbed warlock of peace can use charm monster as a spell-like ability three times each day. At 15th level, this increases to seven times each day.
Plague: At 7th level, the barbed warlock of peace becomes immune to poison and disease. At 15th level, he can grant all allies within 10 feet a +4 bonus to saves against poison and disease as a swift action. These bonuses last for 1d6+1 rounds, and it can be used a number of times each day equal to his bonded armor spikes’ Intelligence modifier.
Portents: At 7th level, the barbed warlock of portents gains a permanent +1 insight bonus to attack and damage. At 15th level, this bonus increases to +3.
Shadow: At 7th level, the barbed warlock of shadow gains a +2 luck bonus to AC while in areas of dim light or darker. At 15th level, he can give up this bonus until the start of his next turn to make a sneak attack that deals damage as a rogue of half his level.
Spirits: At 7th level, the barbed warlock of spirits can use a swift action when he hits with an attack to imbue his weapon with a split second of spiritual power, causing the weapon to deal an additional +1d6 force damage. At 15th level, this increases to +2d6 force damage, and 2 + his bonded armor spikes’ Intelligence modifier force damage is dealt to all enemies adjacent to the target. This may be used a number of times each day equal to 3 + his bonded armor spikes’ Intelligence modifier.
Stars: At 7th level, the barbed warlock of stars can strike with all the force of a shooting star. He can make a ray attack that deals 3d6 damage, half of which is fire damage and half of which is untyped damage. At 15th level, this increases to 6d6 damage. This may be used a number of times each day equal to 3 + his bonded armor spikes’ Intelligence modifier.
Strength: At 7th level, the barbed warlock of strength can enter a powerful fury as a swift action, granting him a +2 bonus to Strength and Constitution, but suffering a -1 penalty to AC. At 15th level, the bonuses increase to +4. He may use this for a number of rounds each day equal to his class level + twice his bonded armor spikes’ Intelligence modifier. This need not be used all at once, but must be used in one-round increments.
Time: At 7th level, the barbed warlock of time can accelerate his movement. This functions as a haste spell-like ability, useable three times each day. At 15th level, this increases to 6 times each day.
Transformation: At 7th level, the barbed warlock of transformation can use beast shape i as a spell-like ability a number of times each day equal to his bonded armor spikes’ Intelligence modifier. At 15th level, this improves to beast shape ii.
Trickery: At 7th level, the barbed warlock of trickery gains the ability to make a sneak attack as a rogue of half his class level a number of times each day equal to twice his bonded armor spikes’ Intelligence modifier. At 15th level, he deals +2 precision damage for each die of sneak attack damage he deals.

Advocates

Pathfinder Adventure, Adventure Path, Maps Subscriber; Starfinder Superscriber

Oh, and feel free to put me down for the following ACG MCAs:

-Ancestral Expert (Brawler/Sorcerer): Every bloodline has a weapon, and you seek to master your own.
-Rebellion Queen (Hunter/Barbarian): You and your companion work in unity to smash oppression.
-Nanogold Prodigy (Brawler/Sorcerer [Yes, another one]): Your nanites inspire you to greatness.
-Fortune's Fool (Bard/Sleuth [Yes, the Investigator archetype. Yes, I know it's not normal to do that. No, I don't really care. :D]): Your luck is so great, it exudes itself to everyone else.
-Slapstick Warrior (Bard/Brawler): It's funny to see someone you dislike get punched in the face!
-Daring Detective (Investigator/Swashbuckler): Your deeds are almost as robust as your dares.

EDIT: And a normal MCA, as well:
Copper Cannoneer (Cavalier/Gunslinger): Stop, or my horse will shoot!


#Barbed Warlock

For the new Spine Volley Hex, it would be kinda cool if it instead of shooting four big spines individually, just shot a cloud of spines outwards from you, so that it would be like 1d6+Int mod to anyone 10 ft away from you, reflex for half.

Barring that, if it's kept currently it should be changed to 1d6+Int, not 1d6+Str, because it's supposed to be a magical supernatural thing happening, and not literally squeezing your muscles until your skin turns into spines and leaves your body, which would be hilarious though.


mrtaco6 wrote:

#Barbed Warlock

For the new Spine Volley Hex, it would be kinda cool if it instead of shooting four big spines individually, just shot a cloud of spines outwards from you, so that it would be like 1d6+Int mod to anyone 10 ft away from you, reflex for half.

Could just make a different hex (Spine Burst) that did that. A burst that affects all adjacent/within 10 feet is definitely more what I was thinking of.

mrtaco6 wrote:
Barring that, if it's kept currently it should be changed to 1d6+Int, not 1d6+Str, because it's supposed to be a magical supernatural thing happening, and not literally squeezing your muscles until your skin turns into spines and leaves your body, which would be hilarious though.

Eh, as a Fighter primary I'm fine with Str, but I'd rather it be Con...


Lindley Court wrote:


-Fortune's Fool (Bard/Sleuth [Yes, the Investigator archetype. Yes, I know it's not normal to do that. No, I don't really care. :D]): Your luck is so great, it exudes itself to everyone else.

Huh, didn't realise the new classes had Archetypes already, where can I find them?

Grand Lodge

Elghinn Lightbringer wrote:
Diodric wrote:
Hey sorry to bust in here guys, but does anyone know if the Elder Sage archetype for the Witch was ever finished with revisions? Thanks!

Yes we apparently did. I just revised it on the wiki.

ELDER SAGE

Holy crap, that was fast! Thanks, I really appreciate that. You and your team are amazing, keep it up.

Advocates

Pathfinder Adventure, Adventure Path, Maps Subscriber; Starfinder Superscriber
Tyrannical wrote:
Lindley Court wrote:


-Fortune's Fool (Bard/Sleuth [Yes, the Investigator archetype. Yes, I know it's not normal to do that. No, I don't really care. :D]): Your luck is so great, it exudes itself to everyone else.

Huh, didn't realise the new classes had Archetypes already, where can I find them?

They were in the ACG itself, but I dunno where you'd find 'em online at the moment. I shelled out ten bucks for the PDF because I was super-hyped, but I understand not everyone is like that (or can afford that).


Tyrannical wrote:
Lindley Court wrote:


-Fortune's Fool (Bard/Sleuth [Yes, the Investigator archetype. Yes, I know it's not normal to do that. No, I don't really care. :D]): Your luck is so great, it exudes itself to everyone else.

Huh, didn't realise the new classes had Archetypes already, where can I find them?

I don't think you can find them anywhere except in the ACG currently. Given time, they'll all end up on the d20PFSRD site.

#Barbed Warlock
I'll do the Spine Burst up sometime today. Busy...

As for Spine Volley (and Burst) I'm keeping it Str mod, because this is a martial MCA, and even though it is technically a Su ability, I think their Strength and ability to launch the spikes is more in line than Int mod. Maybe Con, but I think we'll stay Str.


How's this?

Spine Burst (Su): A barbed warlock can unleash his armor spikes in a 10-foot burst. All creatures in the burst take 1d6 points of piercing damage + his Strength modifier (Reflex save for half damage). Once loosed, spikes grow back in 1 minute. A barbed warlock can use this hex a number of times per day equal to 3 + 1/2 his barbed warlock level.

What do others think of the use limit? Too much? Too little (change to full level)? Have no limit at all?

Advocates

Pathfinder Adventure, Adventure Path, Maps Subscriber; Starfinder Superscriber

I think the limit is fine, maybe boost it to 3/4 level, but that's just me. :)


Lindley Court wrote:
I think the limit is fine, maybe boost it to 3/4 level, but that's just me. :)

I've never seen a 3/4 level uses for anything. I think we'll keep it at 3 + Int mod.


I can dig no limit on it, since it's really only usable once per combat anyway with the 1 minute timer on it. Maybe after a certain number of times using Spine Burst/Volley both you start taking some penalties? Maybe some bleed damage, or some Con damage, or fatigue or something?


What about a hex that allows the armor spines to "drink" from an opponent fueling more power into the armor? This would fit nicely with a grappler who drains the life from his opponents to transfer the energy to his patron (or so he thinks).
I would think this fits better with an intelligent armor which was nixed above.

Reminds me of the Devil's Armor from "Sword of Angels" by Marco.

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