Multiclass Archetypes IX: ACG Unleashed


Homebrew and House Rules

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Oh yeah, so it is, dunno how I missed that.

my mistake!


Tyrannical wrote:

Oh yeah, so it is, dunno how I missed that.

my mistake!

Anything else with the EM?


#Experimental Munitionist

Hmm, I think if we add some of the Discoveries from the #Cunning Gadgeteer I did a while back we could have a working 'Alchemist Discovery' innovation


Figure out which ones and let me know.


I was thinking Camouflage Device, Enhanced Camouflage, Launch Trap, Remote Trigger, Reprogram and Sensor Evasion


Those should work.


Not getting much group feedback recently, heh, tough crowd~


Another reason I'm stopping the threads.


Understandable I guess.

I believe the Experimental Munitionist is complete then.

Dark Archive

Sorry for not offering much feedback, the last two seem solid enough to me and I really have nothing to offer in changing them or fixing them up. Sorry ^ ^;


OK, I think the EM and the DD are both done. So that means Jon and Lindley are up next.

Advocates

Pathfinder Adventure, Adventure Path, Maps Subscriber; Starfinder Superscriber

Sorry for the lack of feedback, school and therapy have been super-intense as of late. I'll have the depth champion (bloodrager/alchemist) up soon.

Dark Archive

Elghinn has already seen this but I thought I would post it here.
--------------------------------------------

Star Speakers (Oracle/Shaman)
The heavens have been nearly inscrutable, many do not even consider the night sky as they focus on other things they believe more important. The druids were the first to notice subtle connections between the movements of stars and the celestial affairs of this world. Next would come the shamans and oracles who were first to learn how to step through the veils that lead to the divine, the dreaming, and the spirit world.

Each could be considered the beginning for the Star Speakers that would develop over time by mixing the mystic paths that came before. Those who gaze into the sky night after night, watching and recording the sighs that would lead to insight and understanding as they awaited dreams that would grant revelations of the future. Those with a connection to nature, the divine, and spirits of the world. These Star Speakers, by guiding journeyers and heroes with their visions, averted many catastrophes and brought understanding to the night sky so many ignored.

New Mystery: Astrologia (Latin root for both Astronomy and Astrology)
This mystery would share much in common with the Heaven mystery but more focused on divination, in seeing the past and the future. It would include such revelations involved with knowledge, sense motive, and perception. Also bonuses to saves and AC, revelations involving astrological signs, and perhaps a few actual Heaven revelations.

Advocates

Pathfinder Adventure, Adventure Path, Maps Subscriber; Starfinder Superscriber

Depth Champion:
Primary: Bloodrager
Secondary: Alchemist

Class Skills: The depth champion adds three skills from the alchemist class skill list and adds them to her class skills.

Lessened Bloodrage (Su): The depth champion has a more controlled demeanor to his anger. He only gains a +2 bonus to his Strength and Constitution while bloodraging, which increases to +4 when he gains greater bloodrage and to +6 when he gains mighty bloodrage. This alters bloodrage, greater bloodrage, and mighty bloodrage.

Bloody Alchemy (Su): At 4th level, the depth champion can channel her bloody power into a potion. He can expend four rounds of bloodrage and one 1st-level spell slot as a full-round action to create an extract of any one 1st-level alchemist extract. This functions as an alchemist extract with a caster level equal to her class level. At 10th level he can expend six rounds of bloodrage and a 2nd-level spell slot to create an extract of any one 2nd-level alchemist extract, following the same rules. At 16th level he can expend eight rounds of bloodrage and a 3rd-level spell slot to create an extract of any one 3rd-level alchemist extract, following the same rules as before.

Depth Charge (Su): At 6th level, the depth champion can expend two rounds of bloodrage as a standard action to charge, following the same rules as a normal charge. However, he also adds twice the highest level bloodrager spell he knows to his attack and damage rolls. This replaces the bloodline feat gained at 6th level.

Charging Master (Su): At 7th level, the depth champion can charge for an additional ten feet than would normally be possible. At 13th level, he can make up to two 90 degree turns while charging. At 19th level, he can charge through solid objects with less than 10 hardness and less than 15 hit points. This replaces damage reduction 1, 3, and 5.

Dark Archive

Involving the Depth Champion
Interesting abilities, though what is this MCA exactly? The theme and information about it I mean.

I am guessing Lessened Bloodrage is so that you can have other things? Seem weakening an ability would be for such a reason.

Bloody Alchemy makes me think of an ability requiring the drawing of blood or being wounded in some way, not so much what you have it as. Perhaps a change in the ability's name? It could be useful, being able to expend bloodrage round to cast extracts.

Hmm, Depth Charge is an interesting ability as it allows higher uses of bloodline spells though how this is an advantage I'm not sure.

Charging master I really like, don't often see abilities that allow you to break though walls and other large objects.


I'll work on the Consecrated Fury anyway. And even if the threads stop, I hope someone will open them up again later.

Dark Archive

Bardess wrote:
I'll work on the Consecrated Fury anyway. And even if the threads stop, I hope someone will open them up again later.

Well... while I may not be as much help in building MCAs but I will offer what moral support and thoughts/advise I can. Whatever that is worth ^^;

Advocates

Pathfinder Adventure, Adventure Path, Maps Subscriber; Starfinder Superscriber

Woops, totally forgot the fluff! The depth cchampion is one who possesses a great personal depth, and expresses their anger in a thoughtful essence. However, that doesn't mean they don't charge in, it just means they think it through first.


As far as I know, when Elghinn leaves, that's the official end to the MCA thread, but we're free to go onto doing more Hybrid Classes.

I just wish there was a way to keep the Wiki updated at that point, so anything new we come up with has a place to be accessed.

Dark Archive

If I remember correctly though Elghinn did say we could continue making MCAs even though he wont be a part of it, that someone else would have to make a new thread.


You could always just keep a running google doc of any new ones people make once the official threads end. The point was for anyone to learn to build these, then go and do their own wherever and whenever they want. You don't NEED me or even the wiki to just go build whatever combos you want.

If you guys start a new thread series, you may or may not see me pop in. I just don't want to be tied down to running a thread and updating the wiki site. If there are good viable one, I would consider putting them on the wiki, but I think the 150+ MCAs currently there are a good resource as is. You guys could always do a google link doc for people to down load or whatever.

Now, all that said, who knows, I may come back to it again, or not. All I know is I need a break from it and want to work on some of my own things.

@New MCAs
I'll finally get a chance to look at the DC and SS tomorrow night or so. Weekend is really busy though with work, Valentines, etc.


Looks like I missed out a turn, but if the thread is still on, I would like to put in one more MCA, a hunter primary with arcane magic.


Noro wrote:
Looks like I missed out a turn, but if the thread is still on, I would like to put in one more MCA, a hunter primary with arcane magic.

Good! so far the only Hunter MCA is mine, it'd be a shame if we closed with just the one~


Noro wrote:
Looks like I missed out a turn, but if the thread is still on, I would like to put in one more MCA, a hunter primary with arcane magic.

Actually, you and Ape are up after Lindley and Jon. I'm still following the list posted on the OP. I've just removed all the people who have dropped off, like Taco Man, Bandw2, etc.

and to be clear, we aren't done until I say we're done. And I'll do one more final round with everyone when its time to go.


Cleaned up the language a bit but the abilities are pretty much the same. What's replacing the lost +2 bonus to Str/Con from bloodrage? I don't see anything.?

Depth Champion as a name doesn't seem to suit the MCA. Maybe Blood Charger or Depth Charger? :D

I think we could add some alchemy extracts to her list of spells too. Need to decide what ones.

Depth Champion Rework:

Bloodrage (Su): This is exactly like the bloodrager’s bloodrage ability, except that the depth champion gains a +2 bonus to her Strength and Constitution instead of +4. This increases to +4 at 11th level, and +6 at 20th level. This alters bloodrage, greater bloodrage, and mighty bloodrage.

Blood Alchemy (Su): At 3rd level, a depth champion gains the alchemist’s alchemy ability. She can create mundane alchemical substances such as alchemist's fire and smokesticks. When using Craft (alchemy) to create an alchemical item, a depth champion gains a competence bonus equal to her class level on the Craft (alchemy) check. In addition, a depth champion can use Craft (alchemy) to identify potions as if using detect magic. She must hold the potion for 1 round to make such a check.

At 5th level, a depth champion can also channel her bloodrage to fashion magical potion-like extracts in which she can store spell effects. When creating an extract, she can infuse the concoction with a tiny fraction of his own magical power—this enables the creation of powerful effects, but also binds the effects to the creator. By expending two rounds of bloodrage and an unused 1st-level spell slot as a full-round action, she can create an extract of any 1st-level bloodrager spell she knows. This functions as an alchemist extract with a caster level equal to her bloodrager caster level. At 8th level, she can expend four rounds of bloodrage and an unused 2nd-level spell slot to create an extract of any 2nd-level bloodrager spell. At 11th level, she can expend six rounds of bloodrage and an unused 3rd-level spell slot to create an extract of any 3rd-level bloodrager spell. At 14th level, she can expend four rounds of bloodrage and an unused 4th-level spell slot to create an extract of any 4th-level bloodrager spell. This ability replaces blood sanctuary.

Depth Charge (Su): At 6th level, a depth champion can expend two rounds of bloodrage as a standard action to make an immediate charge attack. When making a depth charge, she gains a bonus to attack and damage rolls equal to twice her highest level of spells she can cast. For example, a 10th level depth champion can cast 3rd-level spells and gains a +3 bonus to her charge’s attack and damage rolls. This ability replaces the bloodline feat gained at 6th level.

Charge Mastery (Su): At 7th level, when a depth champion makes a charge, she can move an additional 10 feet further than normal. At 13th level, she can make up to two 90 degree turns while making a charge. At 19th level, she can charge through solid objects with a hardness of less than 10 and less than 15 hit points. This ability replaces damage reduction 1/—, damage reduction 3/—, and damage reduction 5/—.

For Charge Mastery, I'd get rid of the rest of the DR from the bloodrager, and just have this.

Charge Mastery (Su): At 7th level, when a depth champion makes a charge, she can move an additional 10 feet further than normal. This increases by an additional 10 feet at 13th and 19th level. At 10th level, she can make up to two 90 degree turns while making a charge. At 16th level, she can charge through solid objects with a hardness of less than 10 and less than 15 hit points. This ability replaces damage reduction.


Not sure yet where to go with the Star Speaker.

Dark Archive

Elghinn Lightbringer wrote:
Not sure yet where to go with the Star Speaker.

Perhaps you can start with these two archetypes for the Shaman and the Oracle?

Visionary: http://www.d20pfsrd.com/classes/hybrid-classes/shaman/archetypes/paizo---sh aman-archetypes/visionary
Stargazer: http://www.d20pfsrd.com/classes/base-classes/oracle/archetypes/paizo---orac le-archetypes/stargazer

Also lets have all Hexes and Wandering Hex be two of the things removed... or in turn since the MCA will have a full Mystery with access to revelations so perhaps swapping out Wandering Spirits.


The sunshine based MCA im working on is gelling at all, it either feels underwhelming or isant an MCA but just a plain old archetype, but ill keep working on it

Advocates

Pathfinder Adventure, Adventure Path, Maps Subscriber; Starfinder Superscriber

Blood alchemy replaces the bloodrage bonus, and I think depth charger is a better name too. Like what you did with it~


Just jumping in to say hi, and I have a Hunter/Antipaladin when you are ready El...


Apraham Lincoln wrote:
The sunshine based MCA im working on is gelling at all, it either feels underwhelming or isant an MCA but just a plain old archetype, but ill keep working on it

We can always hammer it out on the thread, Ape. Figure out what you can and we can help after.


Lindley Court wrote:
Blood alchemy replaces the bloodrage bonus, and I think depth charger is a better name too. Like what you did with it~

Then we'll go with Depth Charger. And I'll make the swap changes. Anything else on this one? Pretty straightforward.


Oceanshieldwolf wrote:
Just jumping in to say hi, and I have a Hunter/Antipaladin when you are ready El...

I'll probably throw you in at your usual spot at the top of the queue, which is after Ape and Noro, who are next after the Depth Charger and Star Speaker.


JonathonWilder wrote:
Elghinn Lightbringer wrote:
Not sure yet where to go with the Star Speaker.

Perhaps you can start with these two archetypes for the Shaman and the Oracle?

Visionary: http://www.d20pfsrd.com/classes/hybrid-classes/shaman/archetypes/paizo---sh aman-archetypes/visionary
Stargazer: http://www.d20pfsrd.com/classes/base-classes/oracle/archetypes/paizo---orac le-archetypes/stargazer

Also lets have all Hexes and Wandering Hex be two of the things removed... or in turn since the MCA will have a full Mystery with access to revelations so perhaps swapping out Wandering Spirits.

I thought this was an Oracle/Shaman, not a Shaman/Oracle? Which it the premise I've used to approach the build.

Dark Archive

Elghinn Lightbringer wrote:
I thought this was an Oracle/Shaman, not a Shaman/Oracle? Which it the premise I've used to approach the build.

Sorry, must have gotten it mixed up in my head. well that makes it easier.... kind off. Hmm, perhaps have the Mystery offer some of what the Shaman has such as Hexs and Wandering Spirits (Wandering Star Motes?). A 'Star Mote' being tiny piece of a star that offers the Star Speaker similar effects to Wandering Spirits do? Hmm, though it can be asked if that really relate with the idea I originally pitched to you.

Sighs, just throwing ideas your way Elghinn

Edits: Seems that there is a spell called Wandering Star Motes, I did not do that on purpose.


What I'm working on is creating the Astrologia Mystery. I have a bunch of possible revelations, and will post those when I can. Pretty busy today and tomorrow. One of them (a new one) is revelation called Astrological Signs/Horoscopic Signs that grants the ability to cast certain spells as spell-like abilities based on a specific astrological sign (Ares, Taurus, etc; but generalized to the Bull, the Goat, etc.).
I have like 20 or so possible revelation, which I'll post eventually to have you cut down the number to 10 that are thematic to you.

Then I'll be adding various divination spells to the spell list (augury, vision, etc.)

Also, allowing choices of specific general hexes and hexes from the Heavens spirit hex list in place of a revelation.

No worries, it's coming along, just lots of material to work through. :D

Dark Archive

Sounds exciting, I look forward to seeing them! ^^


STAR SPEAKER

OK Jon, here what we have to choose from. Read carefully and let me know what you want to keep. Others are welcome to give their opinions too.

Astrology Mystery

Revelations:

An oracle with the astrology mystery can choose from any of the following revelations.

These I think are good ones for the Mystery. But we'll see what Jon thinks

Dweller in Darkness (Sp): Once per day, you cast your psyche into the void of space to attract the attention of a terrible otherworldly being. The dweller in darkness behaves in all ways as if you had cast phantasmal killer. At 17th level, the dweller in darkness can be perceived by more than one creature, as if you had cast weird. You must be at least 11th level to choose this revelation.

Fate of the Stars (Sp): You can use augury as a spell-like ability, once per day. At 5th level, when you use this ability, you also gain a benefit that lasts until the end of your next combat. If the result was “weal,” all curing effects used on you cure an additional +1d10 hit points. If the result was “woe,” your melee attacks deal an additional +1d6 points of damage. If the result is “weal and woe” or “nothing,” you gain a +2 insight bonus to your Armor Class. At 10th level, these effects increase to +2d6 hit points, +1d8 points of damage, and +4 insight bonus to your Armor Class.

Guiding Star (Su): Whenever you can see the open sky at night, you can determine your precise location. When the night sky is visible to you, you may also add your Charisma modifier to your Wisdom modifier on all Wisdom-based checks. In addition, once per night while outdoors, you can cast one spell as if it were modified by the Empower Spell, Extend Spell, Silent Spell, or Still Spell feat without increasing the spell’s casting time or level.

Improved Divination (Su): You become more adept at divination magic. When you casts the augury spell, your chance for an accurate answer is automatically the maximum of 90%. Likewise, when you cast divination, you have the maximum 90% chance of an accurate answer. Finally, you can prepare scrying as a 4th-level spell, and it requires only 1 minute to cast. You also have a 10% chance per caster level to cast the spells listed in the scrying spell description, instead of 5% per caster level (to a maximum of 100%). You must still know these spells to receive these benefits. You must be at least 7th level to select this revelation.

Signs in the Heavens (Sp): You can draw upon the signs in the heavens above to gain a portion of their power. Choose one of the following astrological signs. You can cast one of the listed spells once per day as a spell-like ability. Your caster level is equal to your oracle level.

• The Goat: At 1st level you can cast feather step. At 5th level you can cast certain grip. At 10th level you can cast tireless pursuers.
• The Water Bearer: At 1st level you can cast wave shield. At 5th level you can cast fog cloud. At 10th level you can cast hydrophobia.
• The Fish: At 1st level you can cast touch of the sea. At 5th level you can cast slipstream. At 10th level you can cast water breathing.
• The Ram: At 1st level you can cast anticipate peril. At 5th level you can cast tactical acumen. At 10th level you can cast burst of speed.
• The Bull: At 1st level you can cast linebreaker. At 5th level you can cast bull’s strength. At 10th level you can cast thunderstomp (greater).
• The Twins: At 1st level you can cast gentle breeze. At 5th level you can cast eagle’s splendor. At 10th level you can cast nixie’s lure.
• The Crab: At 1st level you can cast hydraulic push. At 5th level you can cast effortless armor. At 10th level you can cast shifting sands.
• The Lion: At 1st level you can cast keen senses. At 5th level you can cast savage maw. At 10th level you can cast heroism.
• The Virgin: At 1st level you can cast peacebond. At 5th level you can cast escaping ward. At 10th level you can cast lover’s vengeance.
• The Scales: At 1st level you can cast alter winds. At 5th level you can cast owl’s wisdom. At 10th level you can cast nondetection.
• The Scorpion: At 1st level you can cast long arm. At 5th level you can cast pernicious poison. At 10th level you can cast poison.
• The Centaur: At 1st level you can cast longshot. At 5th level you can cast arrow eruption. At 10th level you can cast flame arrow.

Star Chart (Ex): Your copious notes contain a working model of the night sky expressed in artistic scribbles and arcane mathematical formulae. Once per day, you may spend 10 minutes contemplating your star chart to gain the benefit of the spell commune. You must be at least 7th level to select this revelation.

These are additional revelations/abilities we can convert to revelations for this mystery. We need to narrow the total to 10.

Combat Precognition (Su): Your insight into the future grants you an advantage in combat. At 3rd level and every 4 levels thereafter, you gain a +1 insight bonus on initiative checks.

Conviction (Su): At 15th level, you can reroll any one ability check, attack roll, skill check, or saving throw you just made. You must decide to use this ability after the die is rolled, but before the results are revealed by the GM. You must take the second result, even if it is worse. You can use this ability once per day.

Eye of the Moon (Su): Your connection to the moon makes you supernaturally perceptive. You gain darkvision to a range of 60 feet. At 11th level, as a standard action, you can focus on a specific object or area (the size of which can be no greater than a 10-foot-by-10-foot square) and see it as though with true seeing as long as the moon is shining on it. Moonless nights, cloudy skies, and shadows interfere with this ability.

Fated (Su): Starting at 3rd level, you gain a +1 luck bonus on all of your saving throws and to your AC during surprise rounds (see Combat) and when you are otherwise unaware of an attack. At 7th level and every four levels thereafter, this bonus increases by +1, to a maximum of +5 at 19th level.

Knowledge of the Ages (Su): You can search through time to recall some bit of forgotten lore or information. You can retry any Knowledge skill check you have made within the past minute, gaining an insight bonus on the check equal to your Charisma modifier. You can use this ability a number times per day equal to your Charisma modifier.

Lore Keeper (Sp): You can touch a creature to learn about its abilities and weaknesses. With a successful touch attack, you gain information as if you made the appropriate Knowledge skill check with a result equal to 15 + your cleric level + your Wisdom modifier.

Lure of the Heavens (Su): Your connection to the skies above is so strong that your feet barely touch the ground. At 1st level, you no longer leave tracks. At 5th level, you can hover up to 6 inches above the ground or even above liquid surfaces, as if levitating. At 10th level, you gain the ability to fly, as per the spell, for a number of minutes per day equal to your oracle level. This duration does not need to be consecutive, but it must be spent in 1-minute increments.

Momentary Glimpse (Su): Once per day, you can gain a glimpse into your immediate future. On the round after you use this ability, you gain a +2 insight bonus on a single attack roll, saving throw, or skill check or to your Armor Class until the start of your next turn. At 5th level, and every four levels thereafter, you can use this ability one additional time per day.

Remote Viewing (Sp): Starting at 6th level, you can use clairvoyance/clairaudience at will as a spell-like ability using your cleric level as the caster level. You can use this ability for a number of rounds per day equal to your cleric level. These rounds do not need to be consecutive.

Rewind Time (Su): Once per day as an immediate action, you can reroll any one d20 roll that you have just made before the results of the roll are revealed. You must take the result of the reroll, even if it’s worse than the original roll. At 11th level, and every four levels thereafter, you can use this ability an additional time per day. You must be at least 7th level to select this revelation.

Spontaneous Symbology (Sp): Your knowledge of the secret history of the world has unveiled the mysterious symbols that govern reality. You can cast any “symbol” spell using a spell slot of the appropriate level, even if the spell is not on your list of spell’s known. A symbol spell is any spell with the word “symbol” in its name. You must be at least 11th level to select this revelation.

Temporal Celerity (Su): Whenever you roll for initiative, you can roll twice and take either result. At 7th level, you can always act in the surprise round, but if you fail to notice the ambush, you act last, regardless of your initiative result (you act in the normal order in following rounds). At 11th level, you can roll for initiative three times and take any one of the results.

The Stars Are Right (Su): If you prepare your cleric spells while the stars are visible to you, you may spontaneously cast any of your Stars subdomain spells by swapping out a spell of an equal spell level. Any Stars subdomain spell that you cast while the stars are visible to you heals you of an amount of hit point damage equal to the spell's level; this effect happens as you cast the spell.

Time Hop (Su): As a move action, you can teleport up to 10 feet per oracle level that you possess per day. This teleportation must be used in 5-foot increments. This movement does not provoke attacks of opportunity. You must have line of sight to your destination to use this ability. You can bring other willing creatures with you, but you must expend an equal amount of distance for each creature brought. You must be at least 7th level to select this revelation.

Time Shift (Sp): Beginning at 8th level, once per week you can briefly shift time backwards. You can shift back no further than 4 combat rounds, or 1 minute outside of combat. Any actions that took place during the time you shift back before are considered to have not taken place, and all actions pick up from the point you shift back to.

Time Sight (Su): You can peer through the mists of time to see things as they truly are, as if using the true seeing spell. At 15th level, this functions like moment of prescience. At 18th level, this functions like foresight. You can use this ability for a number of minutes per day equal to your oracle level, but these minutes do not need to be consecutive. You must be at least 11th level to select this revelation.

Also need to come up with a Final Revelation.

Dark Archive

How about this? I took out the revelation Dweller in the Dark though I may be convinced to take it back.

Astrology Mystery

Spoiler:
Signs in the Heavens (Sp): You can draw upon the signs in the heavens above to gain a portion of their power. Choose one of the following astrological signs. You can cast one of the listed spells once per day as a spell-like ability. Your caster level is equal to your oracle level.
• The Goat: At 1st level you can cast feather step. At 5th level you can cast certain grip. At 10th level you can cast tireless pursuers.
• The Water Bearer: At 1st level you can cast wave shield. At 5th level you can cast fog cloud. At 10th level you can cast hydrophobia.
• The Fish: At 1st level you can cast touch of the sea. At 5th level you can cast slipstream. At 10th level you can cast water breathing.
• The Ram: At 1st level you can cast anticipate peril. At 5th level you can cast tactical acumen. At 10th level you can cast burst of speed.
• The Bull: At 1st level you can cast linebreaker. At 5th level you can cast bull’s strength. At 10th level you can cast thunderstomp (greater).
• The Twins: At 1st level you can cast gentle breeze. At 5th level you can cast eagle’s splendor. At 10th level you can cast nixie’s lure.
• The Crab: At 1st level you can cast hydraulic push. At 5th level you can cast effortless armor. At 10th level you can cast shifting sands.
• The Lion: At 1st level you can cast keen senses. At 5th level you can cast savage maw. At 10th level you can cast heroism.
• The Virgin: At 1st level you can cast peacebond. At 5th level you can cast escaping ward. At 10th level you can cast lover’s vengeance.
• The Scales: At 1st level you can cast alter winds. At 5th level you can cast owl’s wisdom. At 10th level you can cast nondetection.
• The Scorpion: At 1st level you can cast long arm. At 5th level you can cast pernicious poison. At 10th level you can cast poison.
• The Centaur: At 1st level you can cast longshot. At 5th level you can cast arrow eruption. At 10th level you can cast flame arrow.

Fate of the Stars (Sp): You can use augury as a spell-like ability, once per day. At 5th level, when you use this ability, you also gain a benefit that lasts until the end of your next combat. If the result was “weal,” all curing effects used on you cure an additional +1d10 hit points. If the result was “woe,” your melee attacks deal an additional +1d6 points of damage. If the result is “weal and woe” or “nothing,” you gain a +2 insight bonus to your Armor Class. At 10th level, these effects increase to +2d6 hit points, +1d8 points of damage, and +4 insight bonus to your Armor Class.

Guiding Star (Su): Whenever you can see the open sky at night, you can determine your precise location. When the night sky is visible to you, you may also add your Charisma modifier to your Wisdom modifier on all Wisdom-based checks. In addition, once per night while outdoors, you can cast one spell as if it were modified by the Empower Spell, Extend Spell, Silent Spell, or Still Spell feat without increasing the spell’s casting time or level.

Improved Divination (Su): You become more adept at divination magic. When you casts the augury spell, your chance for an accurate answer is automatically the maximum of 90%. Likewise, when you cast divination, you have the maximum 90% chance of an accurate answer. Finally, you can prepare scrying as a 4th-level spell, and it requires only 1 minute to cast. You also have a 10% chance per caster level to cast the spells listed in the scrying spell description, instead of 5% per caster level (to a maximum of 100%). You must still know these spells to receive these benefits. You must be at least 7th level to select this revelation.

Star Chart (Ex): Your copious notes contain a working model of the night sky expressed in artistic scribbles and arcane mathematical formulae. Once per day, you may spend 10 minutes contemplating your star chart to gain the benefit of the spell commune. You must be at least 7th level to select this revelation.

Eyes of the Stars (Su): Your connection to the stars makes you supernaturally perceptive. You gain darkvision to a range of 60 feet. At 11th level, as a standard action, you can focus on a specific object or area (the size of which can be no greater than a 10-foot-by-10-foot square) and see it as though with true seeing as long as the moon is shining on it. Cloudy skies, starless nights, and shadows interfere with this ability.

Celestial Insight: Whenever you roll for initiative, you can roll twice and take either result. At 7th level, you can always act in the surprise round, but if you fail to notice the ambush, you act last, regardless of your initiative result (you act in the normal order in following rounds). At 11th level, you can roll for initiative three times and take any one of the results.

Spontaneous Symbology (Sp): Your knowledge of the secret history of the world has unveiled the mysterious symbols that govern reality. You can cast any “symbol” spell using a spell slot of the appropriate level, even if the spell is not on your list of spell’s known. A symbol spell is any spell with the word “symbol” in its name. You must be at least 11th level to select this revelation.

Coat of Many Stars (Su): You conjure a coat of starry radiance that grants you a +4 armor bonus. At 7th level, and every four levels thereafter, this bonus increases by +2. At 13th level, this armor grants you DR 5/slashing. You can use this coat for 1 hour per day per oracle level. The duration does not need to be consecutive; it can instead be spent in 1-hour increments.

Knowledge of the Stars (Su): You can listen to the stars to learn some forgotten lore or information. You can retry any Knowledge skill check you have made within the past minute, gaining an insight bonus on the check equal to your Charisma modifier. You can use this ability a number times per day equal to your Charisma modifier.

Final Revelation:
At 20th level very few things are hidden from you. You automatically pierce all mundane disguises and see through all illusions. You cast all divination spells as if you were a caster four levels higher. You receive a bonus on all saving throws equal to your Charisma modifier, and can take twenty on all Knowledge, Perception, and Sense Motive checks.


I think that looks good!

Now are you forcing a choice of the astrology mystery, or are we giving him a limited choice from the oracle mysteries, plus the Astrology one? I think the latter is better.


The four caster levels higher thing might be a tad overpowered, especially mixed in with the other abilities of the final revelation. I'd personally dial it down just a touch more so other mysteries aren't underpowered compared to it?


Tyrannical wrote:
The four caster levels higher thing might be a tad overpowered, especially mixed in with the other abilities of the final revelation. I'd personally dial it down just a touch more so other mysteries aren't underpowered compared to it?

I think we could tone it down to 2 levels higher. And that should be sufficient. A lot of the mysteries are allowing 9th level spells (wish, time stop, etc.) to be cast 1/day, plus other things.


As these two MCas are more or less done, I believe, I'll put out the call to Ape and Noro next.

Dark Archive

Honestly, I feel the Final Revelation could still use cleaning up, lowing the caster level bonus only being the first thing. Also I am fine with a limited number of mysteries access, though I feel only the Heavens, Dark Tapestry, and Lunar mysteries really work.

Also what do you plan on doing to make it so that the Star Speaker is an actual MCA and not just a Oracle with a new mystery?


She can select hexes in place of revelations from the Heavens spirit, or a list of general hexes. This one doesn't have much room, unless we get rid of revelation increments for permanent abilities or hexes. But there's only what? six revelation increments? I think we could also allow a choice between mystery spell or spirit spells from the Heaven spirit. So her mystery spell at 2nd level can be chosen from her 1st level mystery spell or the Heaven spirit 1st level spell.

Dark Archive

Hmm, choosing hex in place of revelations from the Heaven's spirit perhaps or perhaps spell swaps. Do what you feel is right Elghinn, I trust that you can get it to work, I just don't want it to be a Oracle with a new mystery.

Do you think you can post an update of the MCA when you have it together, so I can give it a final look over?


Here!

STAR SPEAKER:

The heavens have ever been enigmatic, and as such, few consider the night sky to of any importance. While the druids were the first to discover the subtle connections between the motion of stars and the celestial affairs of the world, it was the shamans and oracles that learned how to step through the imperceptible veils that lead to the worlds of the divine, dreams, and spirits. Thus came into being the star speaker, one who combines the mystic paths of both the shaman and the oracle. Star speakers gaze into the sky night after night, noting the signs that will grant them insight and understanding pertaining to dreams and revelations of the future. This connection to nature, the divine, and the world of spirits allows the star speaker to guide travelers and heroes with their visions, avert many catastrophes, and bring understanding to the night sky so many choose to ignore.

Primary Class: Oracle.
Secondary Class: Shaman.
Alignment: Any.
Hit Dice: d8.

Bonus Skills and Ranks: The star speaker may select three shaman skills to add to her class skills in addition to the normal oracle class skills. The star speaker gains a number of ranks at each level equal to 2 + Int modifier.

Weapon and Armor Proficiency: The star speaker is proficient with all simple weapons, with light and medium armor, and with shields (but not tower shields).

Spellcasting: A star speaker adds the following spells to her list of spells at the indicated spell levels: see alignment (1st), see invisibility (2nd), clairaudience/clairvoyance (3rd), detect scrying (4th), prying eyes (5th), analyze dweomer (6th), arcane sight (greater) (7th), moment of prescience (8th), foresight (9th). She otherwise learns and casts spells as an oracle equal to her star speaker level. She also gain bonus spells if she has a high Charisma.

Mystery: This is exactly like the oracle ability of the same name, except for the following changes. A star speaker may only select from the Heavens, Dark Tapestry, Lore, or Lunar mysteries, or the new Astrology mystery.

Alternatively, the star speaker can choose from the following spirit magic spells of the shaman’s Heaven spirit in place of her mystery spell: color spray (2nd), hypnotic pattern (4th), daylight (6th), rainbow pattern (8th), overland flight (10th), chain lightning (12th), prismatic spray (14th), sunburst (16th), meteor swarm (18th).

Revelation: This is exactly like the oracle ability of the same name, except that the star speaker may select a hex from those listed in the shaman’s Heavens spirit or one of the following general hexes in place of a revelation: evil eye, fortune, misfortune, soothsayer, tongues. When using a hex, the star speaker uses her star speaker level as her shaman level, and uses her Charisma instead of her Wisdom to determine the effects of a hex.

Table: Star Speak
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 Mystery, oracle’s curse, orisons, revelation 3 — — — — — — — —
2nd +1 +0 +0 +3 Mystery spell 4 — — — — — — — —
3rd +2 +1 +1 +3 Revelation 5 — — — — — — — —
4th +3 +1 +1 +4 Mystery spell 6 3 — — — — — — —
5th +3 +1 +1 +4 6 4 — — — — — — —
6th +4 +2 +2 +5 Mystery spell 6 5 3 — — — — — —
7th +5 +2 +2 +5 Revelation 6 6 4 — — — — — —
8th +6/+1 +2 +2 +6 Mystery spell 6 6 5 3 — — — — —
9th +6/+1 +3 +3 +6 6 6 6 4 — — — — —
10th +7/+2 +3 +3 +7 Mystery spell 6 6 6 5 3 — — — —
11th +8/+3 +3 +3 +7 Revelation 6 6 6 6 4 — — — —
12th +9/+4 +4 +4 +8 Mystery spell 6 6 6 6 5 3 — — —
13th +9/+4 +4 +4 +8 6 6 6 6 6 4 — — —
14th +10/+5 +4 +4 +9 Mystery spell 6 6 6 6 6 5 3 — —
15th +11/+6/+1 +5 +5 +9 Revelation 6 6 6 6 6 6 4 — —
16th +12/+7/+2 +5 +5 +10 Mystery spell 6 6 6 6 6 6 5 3 —
17th +12/+7/+2 +5 +5 +10 6 6 6 6 6 6 6 4 —
18th +13/+8/+3 +6 +6 +11 Mystery spell 6 6 6 6 6 6 6 5 3
19th +14/+9/+4 +6 +6 +11 Revelation 6 6 6 6 6 6 6 6 4
20th +15/+10/+5 +6 +6 +12 Final revelation 6 6 6 6 6 6 6 6 6

NEW MYSTERIES:

The following mystery complements the Star Speaker multiclass archetype.

ASTROLOGY
Class Skills:
An oracle with the astrology mystery adds Knowledge (nature), Knowledge (planes), Perception, and Survival to her list of class skills.

Bonus Spells: embrace destiny (2nd), augury (4th), blood biography (6th), divination (8th), ancestral memory (10th), legend lore (12th), scrying (greater) (14th), vision (16th), time stop (18th).

Revelations: An oracle with the astrology mystery can choose from any of the following revelations.

Celestial Insight (Su): Whenever you roll for initiative, you can roll twice and take either result. At 7th level, you can always act in the surprise round, but if you fail to notice the ambush, you act last, regardless of your initiative result (you act in the normal order in following rounds). At 11th level, you can roll for initiative three times and take any one of the results.

Coat of Many Stars (Su): You conjure a coat of starry radiance that grants you a +4 armor bonus. At 7th level, and every four levels thereafter, this bonus increases by +2. At 13th level, this armor grants you DR 5/slashing. You can use this coat for 1 hour per day per oracle level. The duration does not need to be consecutive; it can instead be spent in 1-hour increments.

Eyes of the Stars (Su): Your connection to the stars makes you supernaturally perceptive. You gain darkvision to a range of 60 feet. At 11th level, as a standard action, you can focus on a specific object or area (the size of which can be no greater than a 10-foot-by-10-foot square) and see it as though with true seeing as long as the moon is shining on it. Cloudy skies, starless nights, and shadows interfere with this ability.

Fate of the Stars (Sp)[/i]: You can use augury as a spell-like ability, once per day. At 5th level, when you use this ability, you also gain a benefit that lasts until the end of your next combat. If the result was “weal,” all curing effects used on you cure an additional +1d10 hit points. If the result was “woe,” your melee attacks deal an additional +1d6 points of damage. If the result is “weal and woe” or “nothing,” you gain a +2 insight bonus to your Armor Class. At 10th level, these effects increase to +2d6 hit points, +1d8 points of damage, and +4 insight bonus to your Armor Class.

Guiding Star (Su): Whenever you can see the open sky at night, you can determine your precise location. When the night sky is visible to you, you may also add your Charisma modifier to your Wisdom modifier on all Wisdom-based checks. In addition, once per night while outdoors, you can cast one spell as if it were modified by the Empower Spell, Extend Spell, Silent Spell, or Still Spell feat without increasing the spell’s casting time or level.

Improved Divination (Su): You become more adept at divination magic. When you casts the augury spell, your chance for an accurate answer is automatically the maximum of 90%. Likewise, when you cast divination, you have the maximum 90% chance of an accurate answer. Finally, you can prepare scrying as a 4th-level spell, and it requires only 1 minute to cast. You also have a 10% chance per caster level to cast the spells listed in the scrying spell description, instead of 5% per caster level (to a maximum of 100%). You must still know these spells to receive these benefits. You must be at least 7th level to select this revelation.

Knowledge of the Stars (Su): You can listen to the stars to learn some forgotten lore or information. You can retry any Knowledge skill check you have made within the past minute, gaining an insight bonus on the check equal to your Charisma modifier. You can use this ability a number of times per day equal to your Charisma modifier.

Signs in the Heavens (Sp): You can draw upon the signs in the heavens above to gain a portion of their power. Choose one of the following astrological signs. You can cast one of the listed spells once per day as a spell-like ability. Your caster level is equal to your oracle level.

• The Goat: At 1st level you can cast feather step. At 5th level you can cast certain grip. At 10th level you can cast tireless pursuers.
• The Water Bearer: At 1st level you can cast wave shield. At 5th level you can cast fog cloud. At 10th level you can cast hydrophobia.
• The Fish: At 1st level you can cast touch of the sea. At 5th level you can cast slipstream. At 10th level you can cast water breathing.
• The Ram: At 1st level you can cast anticipate peril. At 5th level you can cast tactical acumen. At 10th level you can cast burst of speed.
• The Bull: At 1st level you can cast linebreaker. At 5th level you can cast bull’s strength. At 10th level you can cast thunderstomp (greater).
• The Twins: At 1st level you can cast gentle breeze. At 5th level you can cast eagle’s splendor. At 10th level you can cast nixie’s lure.
• The Crab: At 1st level you can cast hydraulic push. At 5th level you can cast effortless armor. At 10th level you can cast shifting sands.
• The Lion: At 1st level you can cast keen senses. At 5th level you can cast savage maw. At 10th level you can cast heroism.
• The Virgin: At 1st level you can cast peacebond. At 5th level you can cast escaping ward. At 10th level you can cast lover’s vengeance.
• The Scales: At 1st level you can cast alter winds. At 5th level you can cast owl’s wisdom. At 10th level you can cast nondetection.
• The Scorpion: At 1st level you can cast long arm. At 5th level you can cast pernicious poison. At 10th level you can cast poison.
• The Centaur: At 1st level you can cast longshot. At 5th level you can cast arrow eruption. At 10th level you can cast flame arrow.

Spontaneous Symbology (Sp): Your knowledge of the secret history of the world has unveiled the mysterious symbols that govern reality. You can cast any “symbol” spell using a spell slot of the appropriate level, even if the spell is not on your list of spell’s known. A symbol spell is any spell with the word “symbol” in its name. You must be at least 11th level to select this revelation.

Star Chart (Ex): Your copious notes contain a working model of the night sky expressed in artistic scribbles and arcane mathematical formulae. Once per day, you may spend 10 minutes contemplating your star chart to gain the benefit of the spell commune. You must be at least 7th level to select this revelation.

Final Revelation: At 20th level very few things are hidden from you. You automatically pierce all mundane disguises, and can see through illusions and similar magic as the true seeing spell. Whenever you cast divination spells, you are considered to be two levels higher. You can also take 20 on all Knowledge, Perception, and Sense Motive skill checks.

Dark Archive

Hmm... thank you, that will do. You're awesome!

One small edit, on the revelation Eyes of the Stars where it mentions the moon... have that changed to the stars.

I admit, part of me still worries about the balance of the final revelation.


Roaring Hunter

Spoiler:
Some hunters have an affinity towards the arcane, feeling that magic is a part of nature. Lacking both sorcerous blood and wizardic training, they access the arcane via emulating the wilderness, which they believe to be the source of all power. Their songs incorporate the drumming of rain or the howl of the wolf, more primal than the wildest skalds, and inspire animals or beasts to outdo themselves in combat.

Primary: Hunter
Secondary: Skald

Swaps:
Druidic spellcasting --> Bardic spellcasting (diminished, if necessary)
Animal Focus, Second Animal Focus --> Animal Song
Precise Companion, Woodland Stride --> Charming Song
Teamwork feats --> Rage powers
Raise animal companion --> Extra Summoning
One with the Wild --> Remote Song

Spells: the Roaring Hunter casts arcane spells from the bard spell list like a Skald. She adds the following spells to her class list: Summon Nature's Ally I-VI, Calm Animal, Charm Animal, Magic Fang, Hold Animal, Dominate Animal, Greater Magic Fang, Reduce Animal, Animal Growth.

Animal Song: the Roaring Hunter instictively uses wild, inarticulate music and similar performances to inspire her nonhuman allies to feats of strength and ferocity. At 1st level, a roaring hunter can use this ability for a number of rounds per day equal to 3 + her Charisma modifier. For each level thereafter, she can use animal song for 2 additional rounds per day.
Animal song works just like other bardic performance variants, but affects only animals, magical beasts and the roaring hunter herself.
Animal song imparts the effect of Inspired Rage (same as skald) on its targets, plus one Animal Focus ability from the Hunter class. All targets gain the same kind of animal focus. At 8th level the song imparts two animal focus abilities on all targets.
The roaring hunter's animal companion is always affected if within the range of the Empathic link ability.
This replaces animal focus and second animal focus.

Charming Song: at 2nd level the roaring hunter's animal song works like a charm animal spell on all targets, with a Will DC of 10+half of class level+CHA modifier. Duration is as long as the song. At 5th level the charm affects magical beasts as well. This replaces Precise Companion and Woodland Stride.

Rage powers: At 3rd level and every 3 levels thereafter, a roaring hunter learns a rage power that affects the hunter and any allies under the influence of her inspired rage. This works same as for the skald.
This replaces teamwork feats.

Extra Summoning: At 10th level the roaring hunter gains one extra daily use of the highest level summon monster or summon nature's ally spell she knows. This can be activated as a spell-like ability and cannot be modified by metamagic. This replaces Raise animal companion.

Remote Song: at 17th level, when the animal companion is outside hearing range, but within the range of greater empathic link, it can howl a "song" itself. This imparts the effects of animal song on the animals and magical beasts around the animal companion like it were the roaring hunter. Remote song reduces the daily number of rounds for the ability normally. This replaces One with the Wild.


I return, sorry for my disappearance, gang! Still have my BERSERK-based Swashbuckler/Cavalier, my Sasaki Kojiro-influenced Swashbuckler/Samurai, and my Zatoichi-Inspired Samurai/Oracle... things are abit crazy at the moment, but hey! Life. I've also recently gained an idea for an Arcanist/Investigator based around absolute empiricism...

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