Multiclass Archetypes IX: ACG Unleashed


Homebrew and House Rules

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Elghinn Lightbringer wrote:

1,000!!!

Wondering if Improved Damage evolution should stack with sacred Weapon damage (I don't think so), or if the higher of the two should supersede the other (which is what I think)? Thoughts?

** spoiler omitted **...

I think you are right in that it should be the higher of the 2, but i also wouldnt mind the PV not being able to choose that evolution altogether as i envisage that he would be using sacred weapon damage with any natural attacks and it should be superior.

I like twin aspect very much.

I dont think there many summoner spells needed really, most buffs are covered by cleric and doesnt need the eidolon heals or transmogrify line either. better to keep it simple.

Looking at large evolution again, the stat bonuses would have to be halved really or its really overpowered (large currently adds +8 str, +4 con and +2 nat arm with -2 dex) or is that ok for a limited times a day buff from 8th?

edit - or just ditch large as a problem child, a warpriest has other ways to get to large sized.


Apraham Lincoln wrote:


I think you are right in that it should be the higher of the 2, but i also wouldnt mind the PV not being able to choose that evolution altogether as i envisage that he would be using sacred weapon damage with any natural attacks and it should be superior.

I like twin aspect very much.

I dont think there many summoner spells needed really, most buffs are covered by cleric and doesnt need the eidolon heals or transmogrify line either. better to keep it simple.

Looking at large evolution again, the stat bonuses would have to be halved really or its really overpowered (large currently adds +8 str, +4 con and +2 nat arm with -2 dex) or is that ok for a limited times a day buff from 8th?

edit - or just ditch large as a problem child, a warpriest has other ways to get to lrage sized.

1) I think we should simply ditch Improved Damage evolution, and let Sacred Weapon Damage do the job. Perhaps we could add a new evolution (2 pt) that allows him to choose Weapon Focus with a natural attack, thus allowing multiple natural attacks gain the sacred weapon damage. Or we can just let them do that through normal and bonus feats. Might be better to do that. Don't want to give too many easy options to increase natural attack damage.

2) Twin Aspect: Excellent! Thought it gave it a bit more of a summoner feel.

3) Spells: Sounds good!

4) In the past, with MCAs that allow evolutions on the player character, we've restricted the Large size, because its such a big boost. I say we do the same, as he can always use enlarge person or whatever spells he's got to do it. I know there are cleric spells to do it.

5) We still need a flavor blurp Ape.


Planar Vessel - Powerful denizens of the outer planes come in a myriad of forms and shapes. Where other warpriests find the weapons and armour enchanted by their faith, a planar vessel channels some aspect of a particular denizen of his gods plane, assuming an otherworldly mantle.


Elghinn Lightbringer wrote:
Oceanshieldwolf wrote:

# Exultant Beast

Nice Elghinn - let's keep it like that - still keeps Animal Focus, and gets the Ravaging Scourge at 3rd. The EB can always choose teamwork feats as part of regular progression...

* Still wanting the spellcasting to be Charisma based.

* Likewise wanted the Ravaging Scourge ability to be Charisma based.

* Shared resilience feels overpowered compared to woodland stride. I prefer it to be more based on a shared ability to resist things that are affecting both of them, not a bonus to saves against any effect just due to proximity. Also my ability had a /day use to bring the power down a little.

1) Actually, no, animal focus and second animal focus are swapped out for Vicious Proximity.

Ah - well then that is supremely underpowered compared to Animal Focus by which you could buff both you AND your AC's Str or Con or Dex etc to improve your combat prowess/power/capability for every round of combat...

I'd prefer to drop spellcasting altogether to keep Animal Focus...

Elghinn Lightbringer wrote:
2/3) Changed those to Cha based.

Yay!

Elghinn Lightbringer wrote:

4) How about this?

Shared Resilience (Su): At 5th level, once per day when an exultant beast and her animal companion are within 10 feet of each other, they gain a bonus equal to the exultant beast’s Charisma bonus (if any) to one saving throw. The exultant beast can use this ability twice per day at 11t elvel, and three times per day at 17th level. This ability replaces woodland stride.

Well that doesn't require an effect in question to necessarily have targeted both of them either. I was trying to make the ability thematically have them both shrugging off a blast/AoE/burst. But this will work. "Keep it simple".


Great! I think that's the Planar Vessel done.

So that puts me up next.

I believe, once we go through this set of ACG MCAs, we'll do one more round. So not including OSWs current MCA, every will get 2 more kicks at the MCA cat, then I'm done. So, pick your last two and lets drive for the finish.

BLOODBLAST RAGER:

Bloodragers are dangerous opponents, employing their bloodrage and martial training with deadly skill. However, there are those who have learned to focus their bloodrage internally and unleash it in a tremendous blast of fire. These bloodblast ragers as they have come to be known can change the types of energy that is released, based upon their chosen bloodline. Resilient and persistent, bloodblast ragers are powerful warriors, and are even deadlier in close quarters.

Primary Class: Bloodrager.
Secondary Class: Alchemist.
Alignment: Any.
Hit Dice: d10.

Bonus Skills and Ranks: The bloodblast rager may select three alchemist skills to add to his class skills in addition to the normal bloodrager class skills. The bloodblast rager gains a number of ranks at each level equal to 4 + Int modifier.

Weapon and Armor Proficiency: The bloodblast rager is proficient with all simple and martial weapons, with light armor, medium armor, and with shields (except tower shields). A bloodblast rager can cast bloodrager spells while wearing light or medium armor without incurring the normal arcane spell failure chance. This does not affect the arcane spell failure chance for arcane spells received from other classes. Like other arcane spellcasters, a bloodblast rager wearing heavy armor or using a shield incurs a chance of arcane spell failure if the spell in question has somatic components.

Fireblood Bomb (Su): Starting at 1st level, a bloodblast rager can focus his bloodrage into a volatile explosion that he can release to blast nearby enemies. While in a bloodrage, a bloodblast rager can spend 2 extra rounds of bloodrage to focus and unleash a fireblood bomb a number of times per day equal to 1/2 his bloodblast rager + his Charisma modifier. Focusing his energy, expending the rounds of bloodrage, and releasing the blast requires a standard action that provokes an attack of opportunity. A bloodblast rager’s fireblood bomb inflicts 1d6 points of fire damage to all adjacent creatures, but also deals an amount of fire damage to the bloodblast rager equal to the blast’s minimum damage (so if the fireblood bomb would deal 2d6+4 points of fire damage, it would deal 6 points of fire damage to the bloodblast rager). The damage of a bloodblast rager's fireblood bomb increases by 1d6 points at 4th level and every three levels thereafter (this additional damage is not multiplied on a critical hit or by using feats such as Vital Strike).

At 6th level, a fireblood bomb can make an adjacent, unattended Fine flammable objects catch on fire and works as if he were using flint and steel except that functions in any sort of weather and takes much less time to actually ignite an object. This affects Diminutive objects at 8th, and Small objects at 10th level. A bloodblast rager can learn new types of fireblood bombs discoveries (see the Blast Discovery ability) as he levels up. This ability replaces the bloodline power gained at 1st level.

Bloodline: This is exactly like the bloodrager’s ability of the same name, except that whenever the bloodblast rager gains a bloodline power, he can choose to gain the power granted at the indicated level or a power granted at a previous level.

Fire Resistance (Su): At 2nd level, a bloodblast rager gains a +2 bonus on all saving throws against fire spells, spell-like abilities, and effects. This bonus increases to +4 at 5th level, and then again to +6 at 8th level. At 10th level, a bloodblast rager becomes completely immune to fire. This ability replaces damage reduction.

Bloodline Blast (Su): At 3rd level, a bloodblast rager can change the effect of his fireblood bomb. He gains one of the following bomb discoveries according to his chosen bloodline, even if he does not meet the prerequisites: Abberant (tanglefoot bomb), Abyssal (profane bomb), Arcane (dispelling bomb), Black Blood (psychoactive bomb), Celestial; (holy bomb), Destined (force bomb), Draconic (breath weapon bomb), Elemental (acid bomb, frost bomb, or shock bomb), Fey (confusion bomb), Infernal (profane bomb), Kyton (plague bomb), Undead (boneshard bomb). This ability replaces blood sanctuary.

Blast Discovery: Starting at 6th level, a bloodblast rager makes an incredible discovery that alters the effects of his fireblood bomb. He can choose one of the following alchemist bomb discoveries in place of a bloodline feat: acid bomb, anarchic bomb, blinding bomb, breath weapon bomb, concussive bomb, defoliant bomb, delayed bomb, demolition charge, ectoplasmic bomb, fast bombs, fire brand, force bomb, frost bomb, healing bomb, holy bomb, immolation bomb, profane bomb, scrap bomb, shock bomb, sunlight bomb. Unless otherwise noted, the bloodblast rager cannot select an individual bomb discovery more than once. For the purpose of these discoveries, a fireblood bomb is treated as an alchemist’s bombs. Bombs that are marked with an asterisk (*) do not stack. Only one such discovery can be applied to a bloodblast rager’s fireblood bomb. The DC of any saving throw called for by a discovery is equal to 10 + 1/2 the bloodblast rager’s level + the alchemist's Charisma modifier. A bloodblast rager must meet the requirements of any bomb discovery he chooses and treats his bloodblast rager level as his alchemist level for the purpose of level prerequisites.

NEW FIREBLOOD BOMB DISCOVERIES
The following blood bomb discoveries are restricted to the Bloodblast Rager multiclass archetype.

Thunderblast Bomb
The bloodblast rager’s blood bomb creates a peal of thunder that can knock down enemies.
Prerequisites: Fireblood bomb class feature, bloodblast rager 6.
Benefits: When the bloodblast rager unleashes a fireblood bomb, he creates a thunderous report. All creatures adjacent to the bloodblast rager must succeed at a Fortitude save or be deafened for 1 minute. Any creature wielding or carrying the firearm takes a –4 penalty on this saving throw, and her misfire range increases by 1 for 1d4 rounds. If the firearm was loaded when it was targeted by this effect, that ammunition is wasted. If the creature fails its Fortitude save by 10 or more, it is also knocked prone.

Table: Bloodblast Rager
Base
Class Attack Fort Ref Will Spells per Day
Level Bonus Save Save Save Special 1st 2nd 3rd 4th

1st +1 +2 +0 +0 Bloodline, bloodrage, fast movement, fireblood bomb 1d6 — — — —
2nd +2 +3 +0 +0 Fire resistance +2, uncanny dodge — — — —
3rd +3 +3 +1 +1 Bloodline blast — — — —
4th +4 +4 +1 +1 Bloodcasting, bloodline power, fireblood bomb 2d6 1 — — —
eschew materials
5th +5 +4 +1 +1 Fire resistance +4, improved uncanny dodge 1 — — —
6th +6/+1 +5 +2 +2 Blast discovery, bloodline feat 1 — — —
7th +7/+2 +5 +2 +2 Bloodline spell, fireblood bomb 3d6 1 1 — —
8th +8/+3 +6 +2 +2 Bloodline power, fire resistance +6 1 1 — —
9th +9/+4 +6 +3 +3 Bloodline feat 2 1 — —
10th +10/+5 +7 +3 +3 Bloodline spell, fireblood bomb 4d6, immunity to fire 2 1 1 —
11th +11/+6/+1 +7 +3 +3 Greater bloodrage 2 1 1 —
12th +12/+7/+2 +8 +4 +4 Bloodline feat, bloodline power 2 2 1 —
13th +13/+8/+3 +8 +4 +4 Bloodline spell, fireblood bomb 5d6 3 2 1 1
14th +14/+9/+4 +9 +4 +4 Indomitable will 3 2 1 1
15th +15/+10/+5 +9 +5 +5 Bloodline feat 3 2 2 1
16th +16/+11/+6/+1 +10 +5 +5 Bloodline power, bloodline spell, fireblood bomb 6d6 3 3 2 1
17th +17/+12/+7/+2 +10 +5 +5 Tireless bloodrage 4 3 2 1
18th +18/+13/+8/+3 +11 +6 +6 Bloodline feat 4 3 2 2
19th +19/+14/+9/+4 +11 +6 +6 Fireblood bomb 7d6 4 3 3 2
20th +20/+15/+10/+5 +12 +6 +6 Bloodline power, mighty bloodrage 4 4 3 2


Oceanshieldwolf wrote:

Ah - well then that is supremely underpowered compared to Animal Focus by which you could buff both you AND your AC's Str or Con or Dex etc to improve your combat prowess/power/capability for every round of combat...

I'd prefer to drop spellcasting altogether to keep Animal Focus...

I have a solution. If you are willing to drop spellcasting to keep Animal Focus, then you're willing to drop 3/4 casting to 1.2 casting. So let's do this.

1) Keep Animal Focus and Second Focus and forget vicious proximity.

2) Drop Hunter (6th level) casting to Antipaladin casting (4th level). Then give Ravaging Scourge as is, up to 6/day. I don't feel diminished casting is a fair swap for essentially the antipaladin's signature ability, but I think a drop to antipaladin casting can do it.

Edit
I think you'd like to keep Vicious Proximity so let me see what else I can do with swaps. Yeah, let's swap Improved and Greater Empathic Link for Vicious Proximity +2 at 4th, and +4 at 14th.


Elghinn Lightbringer wrote:

Great! I think that's the Planar Vessel done.

So that puts me up next.

I believe, once we go through this set of ACG MCAs, we'll do one more round. So not including OSWs current MCA, every will get 2 more kicks at the MCA cat, then I'm done. So, pick your last two and lets drive for the finish.

** spoiler omitted **...

I like the idea of a "popping" tank very much :)

Just a couple of ideas/questions.

Fireblood bomb: if it costs 2 rounds of rage to explode, does it really need a limiter of number of times a day? in the early levels you could potentially burst more times than you have rage rounds for (if you cha is higher than your con). maybe it could be a once a rage kind of power

Bloodline bomb: some of those bomb discoveries seem to come online early compared to when an alchemist could grab them. some have level 8 and some dont have any at all. are there some power considerations?

Fire resistance: is there a reason its not actual fire resistance? if it were we could also ignore the part about him taking damage from his own bursts as his fire res should be better than his splash/min damage

Can we make thunderblast bomb a proper asterix discovery that is choosable. means its open to other alchemists too


# Exultant Beast

Yup, let's go with your EDIT idea. ;)


#Bloodblast Rager

I would put the bomb discoveries a little later, as Ape said some of those discoveries only come around level 8 or so.

perhaps offer a little variation to the choices too? elementalist has a choice of three while all others have only the one. There are some alignment related bombs that could be useful, and plenty more in our own MCA supplements to make use of


Oceanshieldwolf wrote:

# Exultant Beast

Yup, let's go with your EDIT idea. ;)

Here's the Final version of the Exultant Beast hen. just so everyone is aware of the changes. Goes from d8, 3/4 BAB, 3/4 caster to d10, full BAB, 1/2 caster.

EXULTANT BEAST:

There are dark and fiendish hunters who follow the paths others revile, those often deemed as bloodthirsty and in some cases evil. Exultant beasts train their companions to be engines of destruction and pain, rooting out and relentlessly destroying those who follow kinder paths of kinship.

Primary Class: Hunter.
Secondary Class: Antipaladin.
Alignment: Any nongood.
Hit Dice: d10.

Bonus Skills and Ranks: The exultant beast may select three antipaladin skills to add to her class skills in addition to the normal hunter class skills. The exultant beast gains a number of ranks at each level equal to 4 + Int modifier.

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

Spellcasting: An exultant beast casts divine spells drawn from the druid and ranger spell list. Only druid spells of 1st to 4th level and ranger spells are considered to be part of the exultant beast’s spell list. If a spell appears on both the druid and ranger spell lists, the exultant beast uses the lower of the two spell levels listed for the spell. For instance, reduce animal is a 2nd-level druid spell and a 3rd-level ranger spell, making it a 2nd-level exultant beast spell. An exultant beast also adds the following antipaladin spells at the indicated levels: 1st level–bane, blood blaze, death knell, doom, inflict light wounds, litany of weakness; 2nd level–agonizing rebuke, corruption resistance, litany of entanglement; 3rd level–deadly juggernaut, inflict moderate wounds; 4th level–fear, inflict serious wounds, litany of madness, litany of thunder, litany of vengeance, resounding blow, slay living. The exultant beast can cast any spell she knows without preparing it ahead of time. Any spell that affects an ally can also affect the exultant beast’s animal companion.

To learn or cast a spell, an exultant beast must have a Charism score equal to at least 10 + the spell's level. The Difficulty Class for a saving throw against an exultant beast's spell is 10 + the spell's level + the exultant beast's Charisma modifier.

An exultant beast cannot use spell completion or spell trigger magic items (without making a successful Use Magic Device check) of druid spells of 5th level or higher. Her alignment may restrict her from casting certain spells opposed to her moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells below.

Like other spellcasters, an exultant beast can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Exultant Beast. In addition, she receives bonus spells per day if she has a high Charisma score.

Unlike druids and rangers, an exultant beast's selection of spells is extremely limited. An exultant beast begins play knowing four 0-level spells and two 1st-level spells of her choice. At each new exultant beast level, she gains one or more new spells, as indicated on Table: Exultant Beast Spells Known. Unlike spells per day, the number of spells an exultant beast knows is not affected by her Charisma score; the numbers on Table: Exultant Beast Spells Known are fixed.

In addition to the spells gained by exultant beasts as they gain levels, each exultant beast also automatically adds all summon nature's ally spells to her list of spells known. These spells are added as soon as the exultant beast is capable of casting them.

At 8th level and at every 3 levels thereafter, an exultant beast can choose to learn a new spell in place of one she already knows. In effect, the exultant beast loses the old spell in exchange for the new one. The new spell's level must be the same as that of the spell being exchanged. An exultant beast may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that she gains new spells known for the level. She cannot swap any summon nature's ally spells.

Unlike a druid or ranger, an exultant beast need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her spells per day for that spell level. Through 3rd level, an exultant beast has no caster level. At 4th level and higher, her caster level is equal to her exultant beast level –3.

Animal Companion (Su): This is exactly like the hunter ability of the same name, except that at 11th level an exultant beast’s animal companion gains the dire creature template. This ability otherwise functions as animal companion and replaces bonus tricks and swift tracker.

Primal Sense (Su): At will, an exultant beast can, as a move action, concentrate on a single individual within 60 feet and determine its general intent, physical well-being, and morale. The exultant beast also gains a bonus to any Knowledge and Sense Motive skill checks made against the target equal to half her level. If her animal companion makes a successful aid another action, she gains an additional +4 bonus on such checks. While focusing on one individual, the exultant beast cannot use her primal sense on any other individual within range. This ability replaces wild empathy.

Deadly Partners (Ex): At 2nd level, an exultant beast can select Hurtful, Outflank as a bonus feat. This ability replaces precise companion.

Ravaging Scourge (Su): At 3rd level, once per day, an exultant beast can use the awesome ferocity of a well coordinated companion attack to crush her foes. As a swift action, the exultant beast chooses one target within sight to ravage. As long as the exultant beast’s animal companion is within 10 feet of her, she adds her Charisma bonus (if any) on her attack rolls and adds her exultant beast level on all damage rolls made against the target of her ravaging scourge. If the target of the ravaging scourge is also targeted by the exultant beast’s animal companion, the bonus to damage on the first successful attack increases to 2 points of damage per level the exultant beast possesses. Regardless of the target, ravaging scourge attacks automatically bypass any DR the target might possess.

In addition, while ravaging scourge is in effect, the exultant beast and her animal companion gain a deflection bonus equal to her Wisdom modifier (if any) to their AC against attacks made by the target of the ravaging scourge.

The ravaging scourge effect remains until the target is dead or the next time the exultant beast rests and regains her uses of this ability. At 6th level, and at every three levels thereafter, the exultant beast may use scourge one additional time per day, as indicated on Table: Exultant Beast, to a maximum of six times per day at 18th level. This ability replaces teamwork feats.

Vicious Proximity (Su): At 4th level, when an exultant beast and her animal companion are within 10 feet of each other, they receive a +2 morale bonus against Intimidate checks and spells with the emotion descriptor. They also add the exultant beast’s level to damage rolls on the first attack each round that is made against an animal companion, eidolon, familiar, or summoned creature. At 14th level, her morale bonus against Intimidate checks and spells with the emotion descriptor increases to +4. This ability replaces improved empathic link and greater empathic link.

Shared Resilience (Su): At 5th level, once per day when an exultant beast and her animal companion are within 10 feet of each other, they gain a bonus equal to the exultant beast’s Charisma bonus (if any) to one saving throw. The exultant beast can use this ability twice per day at 11th level, and three times per day at 17th level. This ability replaces woodland stride.

Table: Exultant Beast
Base
Class Attack Fort Ref Will Spells per Day
Level Bonus Save Save Save Special 1st 2nd 3rd 4th

1st +1 +2 +2 +0 Animal companion, animal focus, nature training, — — — —
orisons, primal sense
2nd +2 +3 +3 +0 Deadly partners, track — — — —
3rd +3 +3 +3 +1 Hunter tactics, ravaging scourge 1/day — — — —
4th +4 +4 +4 +1 Vicious proximity +2 0 — — —
5th +5 +4 +4 +1 Shared resilience 1 — — —
6th +6/+1 +5 +5 +2 Ravaging scourge 2/day 1 — — —
7th +7/+2 +5 +5 +2 1 0 — —
8th +8/+3 +6 +6 +2 Second animal focus 1 1 — —
9th +9/+4 +6 +6 +3 Ravaging scourge 3/day 2 1 — —
10th +10/+5 +7 +7 +3 Raise animal companion 2 1 0 —
11th +11/+6/+1 +7 +7 +3 Speak with master 2 1 1 —
12th +12/+7/+2 +8 +8 +4 Ravaging scourge 4/day 2 2 1 —
13th +13/+8/+3 +8 +8 +4 3 2 1 0
14th +14/+9/+4 +9 +9 +4 Vicious Proximity +4 3 2 1 1
15th +15/+10/+5 +9 +9 +5 Ravaging scourge 5/day 3 2 2 1
16th +16/+11/+6/+1 +10 +10 +5 3 3 2 1
17th +17/+12/+7/+2 +10 +10 +5 One with the wild 4 3 2 1
18th +18/+13/+8/+3 +11 +11 +6 Ravaging scourge 6/day 4 3 2 2
19th +19/+14/+9/+4 +11 +11 +6 4 3 3 2
20th +20/+15/+10/+5 +12 +12 +6 Master hunter 4 4 3 3


Apraham Lincoln wrote:

I like the idea of a "popping" tank very much :)

Just a couple of ideas/questions.

Fireblood bomb: if it costs 2 rounds of rage to explode, does it really need a limiter of number of times a day? in the early levels you could potentially burst more times than you have rage rounds for (if you cha is higher than your con). maybe it could be a once a rage kind of power

Hmm, we could limit to once per rage. That might be a better way of limiting its use. Essentially, for him to use it, he'd have to rage for at least 1 round and then spend the 2 rounds to explode. What do others think? Once per rage ability? That's what I'm leaning towards.

Apraham Lincoln wrote:
Bloodline bomb: some of those bomb discoveries seem to come online early compared to when an alchemist could grab them. some have level 8 and some dont have any at all. are there some power considerations?

Yeah, I know there are 8th level req discoveries there. I didn't figure it mattered, as they were all part of the flavor of each individual bloodline. I think what I'll do is just extend Blast Discovery ability to include 3rd level, and not worry about specifics for each bloodline.

So it will read thus. And note the caveat that the BR must meet the prereqs for the discovery, which was there in the original Blast Discovery ability. Only the Bloodline Blast discoveries forwent prereqs to meet the falvor requirement I wanted. But that's now null and void.

Blast Discovery: Starting at 3rd level, a bloodblast rager makes an incredible discovery that alters the effects of his fireblood bomb. He can choose one of the following alchemist bomb discoveries: acid bomb, anarchic bomb, blinding bomb, boneshard bomb, breath weapon bomb, concussive bomb, confusion bomb, defoliant bomb, delayed bomb, demolition charge, dispelling bomb, ectoplasmic bomb, fast bombs, fire brand, force bomb, frost bomb, healing bomb, holy bomb, immolation bomb, plague bomb, psychoactive bomb, profane bomb, scrap bomb, shock bomb, sunlight bomb, tanglefoot bomb. A bloodblast rager must meet the requirements of any bomb discovery he chooses and treats his bloodblast rager level as his alchemist level for the purpose of level prerequisites.

At 6th level and every three levels thereafter, a bloodblast rager can select another bomb discovery he qualifies for in place of a bloodline feat. Unless otherwise noted, the bloodblast rager cannot select an individual bomb discovery more than once. For the purpose of these discoveries, a fireblood bomb is treated as an alchemist’s bombs. Bombs that are marked with an asterisk (*) do not stack. Only one such discovery can be applied to a bloodblast rager’s fireblood bomb. The DC of any saving throw called for by a discovery is equal to 10 + 1/2 the bloodblast rager’s level + the alchemist's Charisma modifier. This ability replaces blood santuary.

Apraham Lincoln wrote:
Fire resistance: is there a reason its not actual fire resistance? if it were we could also ignore the part about him taking damage from his own bursts as his fire res should be better than his splash/min damage

I debated about that for a while when I did this ability, whether to go with actual fire resitance of a bonus to saves. I went with this because one of the balancers to the fireblood bombs is taking self inflicted damage, and giving him fire resistance seemed like a cop out. But if others are OK with it, I'll change it to one of these versions. I'm leaning to the second one.

1) Fire Resistance (Su): At 2nd level, a bloodblast rager gains a resistance to fire 5. This resistance to fire increases to 10 at 5th level, and then again to 15 at 8th level. At 10th level, a bloodblast rager becomes completely immune to fire. This ability replaces damage reduction.

2) Fire Resistance (Su): At 7th level, a bloodblast rager gains a resistance to fire 5. This resistance to fire increases to 10 at 11th level, and to 15 at 15th level. At 19th level, a bloodblast rager becomes completely immune to fire. This ability replaces damage reduction.

Apraham Lincoln wrote:
Can we make thunderblast bomb a proper asterix discovery that is choosable. means its open to other alchemists too

I could do that. Done!

Thunderblast Bomb
The alchemist’s bomb creates a peal of thunder that can knock down enemies.

Prerequisites: Bomb class feature, alchemist 6.

Benefits: When the alchemist uses a bomb, he creates a thunderous report. All creatures adjacent to the bombs blast must succeed at a Fortitude save or be deafened for 1 minute. Any creature wielding or carrying the firearm takes a –4 penalty on this saving throw, and her misfire range increases by 1 for 1d4 rounds. If the firearm was loaded when it was targeted by this effect, that ammunition is wasted. If the creature fails its Fortitude save by 10 or more, it is also knocked prone.

Tyrannical wrote:

#Bloodblast Rager

I would put the bomb discoveries a little later, as Ape said some of those discoveries only come around level 8 or so.

Resolved. See above.

Tyrannical wrote:
perhaps offer a little variation to the choices too? elementalist has a choice of three while all others have only the one. There are some alignment related bombs that could be useful, and plenty more in our own MCA supplements to make use of.

Again, resolved. See above.


Elghinn Lightbringer wrote:

I believe, once we go through this set of ACG MCAs, we'll do one more round. So not including OSWs current MCA, every will get 2 more kicks at the MCA cat, then I'm done. So, pick your last two and lets drive for the finish.

** spoiler omitted **...

I put up my Samurai/Oracle "Sightless Kensei", and my recent Brawler/Antipaladin "Heartless Ravager" concept!!!

*Slams ax into table for some reason*

Advocates

Pathfinder Adventure, Adventure Path, Maps Subscriber; Starfinder Superscriber

Can we get an update on who's up next? I had an idea for an MCA, but it's pretty in-depth and I want to make sure I have time to make it.

...Actually, it's probably better as a full-blown hybrid class. An update of who goes when would still be nice, though.


Elghinn Lightbringer wrote:
Apraham Lincoln wrote:

I like the idea of a "popping" tank very much :)

Just a couple of ideas/questions.

Fireblood bomb: if it costs 2 rounds of rage to explode, does it really need a limiter of number of times a day? in the early levels you could potentially burst more times than you have rage rounds for (if you cha is higher than your con). maybe it could be a once a rage kind of power

Hmm, we could limit to once per rage. That might be a better way of limiting its use. Essentially, for him to use it, he'd have to rage for at least 1 round and then spend the 2 rounds to explode. What do others think? Once per rage ability? That's what I'm leaning towards.

I think once a rage is a good compromise and less book-keeping involved too

Elghinn Lightbringer wrote:

Apraham Lincoln wrote:
Bloodline bomb: some of those bomb discoveries seem to come online early compared to when an alchemist could grab them. some have level 8 and some dont have any at all. are there some power considerations?

Yeah, I know there are 8th level req discoveries there. I didn't figure it mattered, as they were all part of the flavor of each individual bloodline. I think what I'll do is just extend Blast Discovery ability to include 3rd level, and not worry about specifics for each bloodline.

So it will read thus. And note the caveat that the BR must meet the prereqs for the discovery, which was there in the original Blast Discovery ability. Only the Bloodline Blast discoveries forwent prereqs to meet the falvor requirement I wanted. But that's now null and void.

Blast Discovery: Starting at 3rd level, a bloodblast rager makes an incredible discovery that alters the effects of his fireblood bomb. He can choose one of the following alchemist bomb discoveries: acid bomb, anarchic bomb, blinding bomb, boneshard bomb, breath weapon bomb, concussive bomb, confusion bomb, defoliant bomb, delayed bomb, demolition charge, dispelling bomb, ectoplasmic bomb, fast bombs, fire brand, force bomb, frost bomb, healing bomb, holy bomb, immolation bomb, plague bomb, psychoactive bomb, profane bomb, scrap...

Looks good, although some discoveries still wont be attainable or make no sense such as boneshard bomb (needs alchemichal zombie) and delay bomb (but i want to explode now!)
Elghinn Lightbringer wrote:

I debated about that for a while when I did this ability, whether to go with actual fire resitance of a bonus to saves. I went with this because one of the balancers to the fireblood bombs is taking self inflicted damage, and giving him fire resistance seemed like a cop out. But if others are OK with it, I'll change it to one of these versions. I'm leaning to the second one.

1) Fire Resistance (Su): At 2nd level, a bloodblast rager gains a resistance to fire 5. This resistance to fire increases to 10 at 5th level, and then again to 15 at 8th level. At 10th level, a bloodblast rager becomes completely immune to fire. This ability replaces damage reduction.

2) Fire Resistance (Su): At 7th level, a bloodblast rager gains a resistance to fire 5. This resistance to fire increases to 10 at 11th level, and to 15 at 15th level. At 19th level, a bloodblast rager becomes completely immune to fire. This ability replaces damage reduction.

2nd options looks good to me too, immunity at level 10 feels too early
Elghinn Lightbringer wrote:

Thunderblast Bomb

The alchemist’s bomb creates a peal of thunder that can knock down enemies.

Prerequisites: Bomb class feature, alchemist 6.

Benefits: When the alchemist uses a bomb, he creates a thunderous report. All creatures adjacent to the bombs blast must succeed at a Fortitude save or be deafened for 1 minute. Any creature wielding or carrying the firearm takes a –4 penalty on this saving throw, and her misfire range increases by 1 for 1d4 rounds. If the firearm was loaded when it was targeted by this effect, that ammunition is wasted. If the creature fails its Fortitude save by 10 or more, it is also knocked prone.

Nice, i would just change adjacent to splash area and a nice way to disarm those pesky gunslingers.


The Queue Order is this.

Christos
Bardess
Tyrannical
Jon
Taco Man
Lindley
Ape
Noro
OSW

Elghinn
Christos
Bardess
Tyrannical
Jon
Taco Man
Lindley
Ape
Noro
OSW

Done!


Apraham Lincoln wrote:
Elghinn Lightbringer wrote:
Blast Discovery: Starting at 3rd level, a bloodblast rager makes an incredible discovery that alters the effects of his fireblood bomb. He can choose one of the following alchemist bomb discoveries: acid bomb, anarchic bomb, blinding bomb, boneshard bomb, breath weapon bomb, concussive bomb, confusion bomb, defoliant bomb, delayed bomb, demolition charge, dispelling bomb,

Looks good, although some discoveries still wont be attainable or make no sense such as boneshard bomb (needs alchemichal zombie) and delay bomb (but i want to explode now!)

Crap! Forgot some of them had other prereqs other than level. I'm going to change the ability slightly then. I think we can still keep level prereqs, but ignore the other discovery prereqs by the MCA depending on bloodline choice. Like if you choose undead, then you can pick boneshard bomb at 8th. I'll post the exact update later.

EDIT
Looking over all the other discoveries, I added a few like smoke bomb and poison bomb to the list. The only one that requires any special consideration is the boneshard bomb, and it should be possible to get for at least an undead bloodline bloodblast rager. So, I'm simply adding in the following sentence.

"A bloodblast rager with the Undead bloodline is treated as having the alchemical zombie discovery for the purpose of selecting the boneshard bomb discovery."

Also, changed the Thunderblast Bomb entry like you suggested.


Taco Man wrote:
Elghinn Lightbringer wrote:

I believe, once we go through this set of ACG MCAs, we'll do one more round. So not including OSWs current MCA, every will get 2 more kicks at the MCA cat, then I'm done. So, pick your last two and lets drive for the finish.

** spoiler omitted **...

I put up my Samurai/Oracle "Sightless Kensei", and my recent Brawler/Antipaladin "Heartless Ravager" concept!!!

*Slams ax into table for some reason*

*Slams ax into table for some reason*

Your Sightless Kensei still isn't an ACG MCA. :D
Anyone against Taco Man doing his Sam/Ora as his last MCA on this thread?


I'm fine, but only if everyone else sticks to ACG mashups...


# Exultant Beast

Nice work El. As usual I'm not quite satisfied with waiting until 4th level to get vicious proximity, but swapping it for going back to d8 HD doesn't seem to work either.

The only thing really different at 1st level is the +1 BAB (hello Power Attack I guess) and d10 HD with a tweak to wild empathy...

Which, really is what I always wanted from the Hunter - no spell-casting for Full BAB/d10 HD and animal companion.

4th level casting is on theme for this MCA - though you should probably move Spellcasting in the description to after vicious proximity/before shared resilience.


Elghinn Lightbringer wrote:

Your Sightless Kensei still isn't an ACG MCA. :D
Anyone against Taco Man doing his Sam/Ora as his last MCA on this thread?

I'm fine with it, sure :)


OK, I think my MCA and the EB are done. So that's Christos and Bardess next.

Dark Archive

I completely missed this whole other page, I didn't release we had gotten o a new page and was waiting for replies. -sheepish laugh-

I will say the last three all seemed interesting, with me especially liking the Exultant Beast. Bloodblast Rager and Planer Vessal are also good. ^^


Here to you the

Consecrated Fury:

Many bloodragers don’t know where their powers come from. A consecrated fury knows at least that, either by choice or chance or fate, a deity intermixed its power with the power in his blood. His patron may ask relatively little in exchange of this favor, like completing a quest or two once in a while, or may request that the consecrated fury become the leader of its church’s fighting arm. Either way, he is a dreadful sight on the battlefield– a slayer and a healer, a warning for his god’s enemies and a symbol of victory for the members of his flock.

Primary Class: Bloodrager
Secondary Class: Warpriest
Alignment Restrictions: None. A consecrated fury is wild and free, and can have a very different alignment from the deity that grants him power.
Hit Dice: d10.
Bonus Skills: A consecrated fury adds 3 warpriest skills to her list of class skills.
Skill Ranks Per Level: 2 + Int modifier.
BAB: Full.
Saving Throws: GPG
Weapon and Armor Proficiency: A consecrated fury is proficient with all simple and martial weapons, as well as the favored weapon of his deity, and with with light armor, medium armor, and shields (except tower shields). If the consecrated fury worships a deity with unarmed strike as its favored weapon, he gains Improved Unarmed Strike as a bonus feat.
A consecrated fury can cast any spell in his spell list while wearing light armor or medium armor without incurring the normal arcane spell failure chance. This does not affect the arcane spell failure chance for arcane spells received from other classes. Like other arcane spellcasters, a consecrated fury wearing heavy armor or wielding a shield incurs a chance of arcane spell failure if the spell in question has somatic components.
Spell Progression: As bloodrager.

1) Blessed bloodline, bloodline power, fast movement, sacred bloodrage
2) Focus weapon
3) Blood sanctuary
4) Bloodline power, sacred weapon +1
5) Blood casting
6) Bonus feat
7) Sacred armor +1
8) Bloodline power, sacred weapon +2
9) Bonus feat
10) Sacred armor +2
11) Greater bloodrage
12) Bloodline power, bonus feat, sacred weapon +3
13) Sacred armor +3
14) Indomitable will
15) Bonus feat
16) Bloodline power, sacred armor +4, sacred weapon +4
17) Tireless bloodrage
18) Bonus feat
19) Sacred armor +5
20) Aspect of fury, bloodline power, sacred weapon +5

Blessed Bloodline: The granted powers from the consecrated fury’s deity interfere with the natural powers coming from his bloodline. At 1st level, a consecrated fury chooses one bloodline and one blessing granted from his patron deity. The chosen blessing must be related to his bloodline, as per the following table. The consecrated fury replaces two bloodline powers with the minor and major power of his blessing. He can choose to replace his 1st, 4th or 8th–level bloodline power with his minor blessing, and his 12th or 16th–level bloodline power with his major blessing. The consecrated fury can use his blessing powers during a bloodrage, and their effect lasts for all the bloodrage’s duration. Moreover, the consecrated fury doesn’t gain bonus spells from his chosen bloodline. This modifies bloodline.

Aberrant Bloodline: Animal, Destruction, Madness, Void
Abyssal Bloodline: Chaos, Destruction, Evil, Strength, War
Arcane Bloodline: Artifice, Knowledge, Magic, Rune
Black Blood Bloodline: Darkness, Death, Madness
Celestial Bloodline: Chaos, Glory, Good, Healing, Law, Protection, Sun, War
Destined Bloodline: Community, Glory, Nobility, Repose, Strength, War
Draconic Bloodline: Air, Earth, Fire, Scalykind, Water
Elemental Bloodline: Air, Earth, Fire, Water, Weather
Fey Bloodline: Charm, Liberation, Luck, Plant, Travel, Trickery
Infernal Bloodline: Evil, Fire, Law, War
Kyton Bloodline: Destruction, Evil, Madness, War
Undead Bloodline: Death, Repose

Fast Movement: As bloodrager.
Sacred Bloodrage (Su): The mix of arcane and divine power in the consecrated fury’s blood leaves him more vulnerable to distractions and mind–affecting attacks. A consecrated fury takes a –2 penalty to all Will saving throws at all times, and does not gain the +2 morale bonus on Will saving throws while bloodraging—though he does gain a +1 morale bonus on Will saving throws when he gains the greater bloodrage class feature, which increases to a +2 morale bonus on saving throws upon gaining the aspect of fury class feature. This modifies bloodrage.
Focus Weapon: As warpriest. This replaces uncanny dodge.
Blood Sanctuary: As bloodrager.
Sacred Weapon (Su): At 4th level, weapons wielded by a consecrated fury are charged with the power of his blessed blood. In addition to the favored weapon of his deity, the consecrated fury can designate a weapon as a sacred weapon by selecting that weapon with the Weapon Focus feat; if he has multiple Weapon Focus feats, this ability applies to all of them. The consecrated fury can enhance one of his sacred weapons with divine power as a swift action. This power grants the weapon a +1 enhancement bonus. For every 4 levels beyond 4th, this bonus increases by 1 (to a maximum of +5 at 20th level). If the consecrated fury has more than one sacred weapon, he can enhance another on the following round by using another swift action. The consecrated fury can use this ability a number of rounds per day equal to his consecrated fury level, but these rounds need not be consecutive.
These bonuses stack with any existing bonuses the weapon might have, to a maximum of +5. The consecrated fury can enhance a weapon with any of the following weapon special abilities: bane (one kind of creature corresponding to the consecrated fury’s bloodline, as per the table below), blooded (the weapon functions as an amulet of the blooded of the appropriated bloodline), blood–hunting (the same as above), conductive, defending, furious, invigorating. In addition, if the consecrated fury is chaotic, he can add anarchic. If he is evil, he can add unholy. If he is good, he can add holy. If he is lawful, he can add axiomatic. If he is neutral (with no other alignment components), he can add thundering. The consecrated fury can also add another ability depending from his bloodline, as per the table below.
Adding any of these special abilities replaces an amount of bonus equal to the special ability's base cost. Duplicate abilities do not stack. The weapon must have at least a +1 enhancement bonus before any other special abilities can be added.
If multiple weapons are enhanced, each one consumes rounds of use individually. The enhancement bonus and special abilities are determined the first time the ability is used each day, and cannot be changed until the next day. These bonuses do not apply if another creature is wielding the weapon, but they continue to be in effect if the weapon otherwise leaves the consecrated fury's possession (such as if the weapon is thrown). This ability can be ended as a free action at the start of the consecrated fury’ s turn (that round does not count against the total duration, unless the ability is resumed during the same round). If the consecrated fury uses this ability on a double weapon, the effects apply to only one end of the weapon. This replaces eschew materials and all the bloodline bonus spells.

Bloodline Bane Blooded/Bloodhunting Special Weapon Property
Aberrant Aberrations Aberrant Virulent
Abyssal Evil outsiders Abyssal Planar
Arcane Magical beasts Accursed/Arcane Spell Storing
Black Blood Undead Undead Ominous
Celestial Good outsiders Celestial Merciful
Destined Humanoids (wielder’s subtype) Destined Called
Draconic Dragons Draconic Corrosive, flaming, frost or shock
Elemental Fire outsiders Elemental Corrosive, flaming, frost or shock
Fey Fey Fey Glamered
Infernal Evil outsiders Infernal Planar
Kyton Evil outsiders Accursed/Impossible Cruel
Undead Undead Undead Greyflame

Blood Casting: A consecrated fury gains blood casting at 5th level, and casts spell as a bloodrager of his level –1.
Bonus Feats: At 6th level and every 3 levels thereafter, a consecrated fury gains a bonus feat. These bonus feats must be selected from those listed as combat feats, or those granted by the consecrated fury’s bloodline. The consecrated fury must meet the prerequisites for these feats. For the purposes of these feats, the consecrated fury can select feats that have a minimum number of fighter levels as a prerequisite, treating his consecrated fury level as his fighter level. This modifies bloodline feats.
Sacred Armor: As warpriest. This replaces improved uncanny dodge and damage reduction.
Greater Bloodrage: As bloodrager.
Indomitable Will: As bloodrager.
Tireless Bloodrage: As bloodrager.
Aspect of Fury (Su): At 20th level, when a consecrated fury enters a bloodrage, the morale bonus to his Strength and Constitution increases to +8, and the morale bonus on his Will saves increases to +2 (see Sacred Bloodrage). Furthermore, the spell he can apply to himself at the beginning of a bloodrage due to the greater bloodrage class feature is not limited to only spells of 2nd level or lower. Lastly, during a bloodrage, the consecrated fury gains DR 10/— and can move at his full normal speed regardless of the armor he is wearing or his encumbrance. This replaces mighty bloodrage.

Spells: The consecrated fury adds the following warpriest spells to his spell list at the indicated levels:
1st Level– ant haul, bane, bleed, bless, compel hostility, cure light wounds, detect magic, divine favor, doom, inflict light wounds, liberating command, mighty fist of the earth, moment of greatness, read magic, reinforce armaments, remove fear, resistance, shield of faith, shield of fortification, stalwart resolve, stunning barrier, swallow your fear, weapons against evil
2nd Level– align weapon, ancestral communion, bestow weapon proficiency, blessing of courage and life, blood of the martyr, death knell, effortless armor, ghostbane dirge, grace, instant armor, instrument of agony, life shield, martyr’s bargain, sacred bond, spiritual weapon, surmount affliction
3rd Level– archon’s aura, aura of cannibalism, badger’s ferocity, battle trance, black sword of war, blood rage, cure moderate wounds, deadly juggernaut, inflict moderate wounds, magic vestment, magic weapon, greater, prayer, shield of fortification, greater, storm of blades, stunning barrier, greater, summon ancestral guardian, wrathful mantle
4th Level– ancestral gift, ancestral memory, aura of doom, blade barrier, boneshatter, crusader’s edge, cure serious wounds, death ward, deathless, disrupting weapon, divine power, forceful strike, freedom of movement, holy smite, inflict serious wounds, persistent vigor, righteous might, spell immunity, wrathful weapon

For my last one, I'll make the Spirit Guardian (Ranger/Shaman)


#Consecrated Fury

I would add Water to the Black Blood Bloodline and War and Evil to the Undead bloodline, just to give them a little more variation and keep them as viable as the others.

Other than that, looking fairly balanced already


I could easily move in my Cavalier/Swashbuckler if people object to the Sam/Ora. I propose a JoJo's Bizarre Adventure-inspired Summoner/Brawler if people take issue, instead.


Should i post my arcane pugilist (brawler/arcanist) or redone primalist bloodrager(bldrger/barb, pretty simple adjustment) OR bulletstorm(brawler, gunslinger).

Advocates

Pathfinder Adventure, Adventure Path, Maps Subscriber; Starfinder Superscriber

@Christos: Bulletstorm!


christos gurd wrote:
Should i post my arcane pugilist (brawler/arcanist) or redone primalist bloodrager(bldrger/barb, pretty simple adjustment) OR bulletstorm(brawler, gunslinger).

tough choice, since we have an equal amount of bloodrager and brawler primaries right now... hmm, tempted to say arcane pugilist or bulletstorm, since they're newer concepts...

perhaps Bulletstorm?

Dark Archive

#Consecrated Fury
Seems to be a good start so far, nothing really pops out as a problem.

christos gurd wrote:
Should i post my arcane pugilist (brawler/arcanist) or redone primalist bloodrager(bldrger/barb, pretty simple adjustment) OR bulletstorm(brawler, gunslinger).

Bulletstorm!


Think since I've two more MCA's I'm tempted to add a member to our little family of brew-based classes with an Alchemist/Skald (Reveling Brewmaster) and maybe a Fungal based class (likely Druid/Investigator) that generates spores that affect the mind and body.

Thoughts on what to go for first?


Heheh. I'm always up for a brewer, and we tend to work good together when one of us brings up a more disgusting idea, Tyr.... I mean, just look at the Faceless Thrall and Ichormancer. Those two are practically brothers! :D


Taco Man wrote:

Heheh. I'm always up for a brewer, and we tend to work good together when one of us brings up a more disgusting idea, Tyr.... I mean, just look at the Faceless Thrall and Ichormancer. Those two are practically brothers! :D

I do aim to use those great rage powers you came up with, if that's cool? ;D


Mhmhmhm. Well, truth be told, as I blatantly stated, I adapted those from the Moonshiner 3rd Party Alc Arch. Although I've had some ideas for afew new ones that could get Retcon'd in...

Dark Archive

I think it would be interesting to see a Slayer/Gunslinger much after the style of Alucard from Hellsing or other gunslingers skilled in the art of slaying many opponents with guns.


Well, Alucard loved his gunslinging, and had high enough BaB as a Teir 10 Mythic Fighter 20/Inquisitor 20 with a Dread Vampire template to be able to just fire indiscriminately as long and accurate as he could enjoy without grit, his main build was in all and any methods of killing. Any way he thought fun.


OK, made some tweaks and fixes. Essentially the same. Only major differences are Weapon Focus replaces Blood Sanctuary, leaving Uncanny dodge alone. Sacred armor swaps only DR (leaving Impr Unc Dodge). Got rid of the penalty to the caster level. Its a 1/2 caster already, no need to make him worse. Also, moved the "blooded" sacred weapon special ability to sacred armor instead, as it fits better as an armor ability vs. weapon ability. Also added some to the list to Blessings one can choose according to bloodline, and streamlined the whole Bane/Blood-Hunting stuff.

CONSECRATED FURY Revised:

Many bloodragers neither know nor understand from whence their powers come. However, the consecrated fury knows, either by choice or chance or fate that a deity has been bestowed a portion of its power to infuse his blood with divine energy. While a consecrated fury’s deity may ask for little recompense for its divine favor, it may ask that he fulfill a sacred quest or become the leader of its church’s fighting arm. In any case, the consecrated fury is a feared when upon on the battlefield. A slayer and healer, the consecrated fury serves as a warning to his god’s enemies and a symbol of hope and victory to the members of his flock.

Primary Class: Bloodrager.
Secondary Class: Warpriest.
Alignment: Any; a consecrated fury is wild and free and can have an alignment that is very different from that of his deity.
Hit Dice: d10.

Bonus Skills and Ranks: The consecrated fury may select three warpriest skills to add to his class skills in addition to the normal bloodrager class skills. The consecrated fury gains a number of ranks at each level equal to 4 + Int modifier.

Weapon and Armor Proficiency: The consecrated fury is proficient with all simple and martial weapons, as well as the favored weapon of his deity, and with light armor, medium armor, and shields (except tower shields). If the consecrated fury worships a deity with unarmed strike as its favored weapon, he gains Improved Unarmed Strike as a bonus feat. A consecrated fury can cast bloodrager spells while wearing light armor or medium armor without incurring the normal arcane spell failure chance. This does not affect the arcane spell failure chance for arcane spells received from other classes. Like other arcane spellcasters, a consecrated fury wearing heavy armor or wielding a shield incurs a chance of arcane spell failure if the spell in question has somatic components.

Blessed Bloodline: The granted powers from the consecrated fury’s deity interfere with the natural powers coming from his bloodline. At 1st level, a consecrated fury chooses one bloodline and one blessing granted from his patron deity. The chosen blessing must be related to his bloodline, as shown on the following table.

Bloodline Blessings
Aberrant Animal, Charm, Destruction, Madness, Void
Abyssal Chaos, Darkness, Destruction, Evil, Strength, War
Arcane Artifice, Knowledge, Magic, Protection, Rune
Black Blood Darkness, Death, Madness, Void, Water
Celestial Chaos, Glory, Good, Healing, Law, Protection, Sun, War
Destined Community, Glory, Nobility, Repose, Strength, War
Draconic Air, Artificer, Earth, Fire, Magic, Scalykind, Water
Elemental Air, Earth, Fire, Strength, Water, Weather
Fey Animal, Charm, Liberation, Luck, Plant, Travel, Trickery
Infernal Darkness, Evil, Fire, Law, War
Kyton Darkness, Destruction, Evil, Madness, War
Undead Darkness, Death, Evil, Repose, War

The consecrated fury can choose to replace either his bloodline power gained at 1st, 4th, or 8th level with his minor blessing, and either his bloodline power gained at 12th or 16th level with his major blessing. A consecrated fury can use his blessings while in bloodrage, and their effect lasts for the bloodrage’s duration. This modifies bloodline.

Sacred Bloodrage (Su): The mix of arcane and divine power in the consecrated fury’s blood leaves him more vulnerable to distractions and mind–affecting attacks. AS such, the consecrated fury does not gain the normal +2 morale bonus on all Will saving throws. At 11th level, when the consecrated fury gains his greater bloodrage ability, he gains only a +1 bonus to Will saving throws. At 20th level, when the consecrated fury gains his aspect of fury ability, this bonus increases to +2. This modifies bloodrage.

Focus Weapon: At 3rd level, a consecrated fury gains the warpriest’s focus weapon ability. This ability replaces blood sanctuary.

Sacred Weapon (Su): At 4th level, the weapons wielded by a consecrated fury are charged with the power of his blessed blood. In addition to the favored weapon of his deity, the consecrated fury can designate a weapon as a sacred weapon by selecting that weapon with the Weapon Focus feat; if he has multiple Weapon Focus feats, this ability applies to all of them. The consecrated fury can enhance one of his sacred weapons with divine power as a swift action. This power grants the weapon a +1 enhancement bonus. For every 4 levels beyond 4th, this bonus increases by 1 (to a maximum of +5 at 20th level).

These bonuses stack with any existing bonuses the weapon might have, to a maximum of +5. The consecrated fury can enhance a weapon with any of the following weapon special abilities: bane (see table below), blood–hunting (see table below), conductive, defending, furious, invigorating. In addition, if the consecrated fury is chaotic, he can add anarchic. If he is evil, he can add unholy. If he is good, he can add holy. If he is lawful, he can add axiomatic. If he is true neutral, he can add thundering.

In addition, the consecrated fury can add the following special weapon abilities to his sacred weapon according to his bloodline: Aberrant (menacing), Abyssal (planar), Arcane (spell storing), Black Blood (ominous), Celestial (merciful), Destined (called), Draconic (corrosive, flaming, frost, shock), Elemental (corrosive, flaming, frost, shock), Fey (glamered), Infernal (planar), Kyton (cruel), Undead (greyflame).

If the consecrated fury adds the bane or blood-hunting special weapon ability to his sacred weapon, the weapon functions against one of the following creature types or bloodlines, as shown on the following table.

Bloodline Bane/Blood-Hunting Weapon
Aberrant Animal or fey/choose Dragon or Fey
Abyssal Outsider (good)/ choose Celestial, Destined, or Dragon
Arcane Construct or magical beast/choose Arcane or Destined
Black Blood Fey or plant/choose Dragon or Fey
Celestial Outsider (evil)/choose Abyssal, Infernal, Kyton, or Undead
Destined Humanoid (choose one)/choose Abyssal, Celestial, Infernal, or Kyton
Draconic Dragon/choose Black Blood or Undead
Elemental Outsider (opposing element; air/earth, fire/water)/choose Arcane or Dragon
Fey Aberration or vermin/choose Aberration or Black Blood
Infernal Outsiders (good)/choose Celestial or Destined
Kyton Outsider (chaotic or good)/choose Celestial or Destined
Undead Humanoid (choose one) or monstrous humanoid/choose Celestial or Dragon

This ability otherwise functions as the warpriest’s sacred weapon ability and replaces eschew materials and bloodline spells.

Spellcasting: The consecrated fury adds the following warpriest spells to his spell list at the indicated spell levels: 1st level–ant haul, bane, bleed, bless, compel hostility, cure light wounds, detect magic, divine favor, doom, inflict light wounds, liberating command, mighty fist of the earth, moment of greatness, read magic, reinforce armaments, remove fear, resistance, shield of faith, shield of fortification, stalwart resolve, stunning barrier, swallow your fear, weapons against evil; 2nd level–align weapon, ancestral communion, bestow weapon proficiency, blessing of courage and life, blood of the martyr, death knell, effortless armor, ghostbane dirge, grace, instant armor, instrument of agony, life shield, martyr’s bargain, sacred bond, spiritual weapon, surmount affliction; 3rd level–archon’s aura, aura of cannibalism, badger’s ferocity, battle trance, black sword of war, blood rage, cure moderate wounds, deadly juggernaut, inflict moderate wounds, magic vestment, magic weapon, greater, prayer, shield of fortification, greater, storm of blades, stunning barrier, greater, summon ancestral guardian, wrathful mantle; 4th level–ancestral gift, ancestral memory, aura of doom, blade barrier, boneshatter, crusader’s edge, cure serious wounds, death ward, deathless, disrupting weapon, divine power, forceful strike, freedom of movement, holy smite, inflict serious wounds, persistent vigor, righteous might, spell immunity, wrathful weapon. A consecrated fury otherwise learns and casts spells of as a bloodrager equal to his consecrated fury level. He also gains bonus spells if he has a high Charisma score.

Bloodline Feats: This is exactly like the bloodrager ability of the same name, except that the consecrated fury can also select a combat feat that he meets the requirements in place of a bloodline feat. For the purposes of qualifying these feats, the consecrated fury treats his consecrated fury level as his fighter level.

Sacred Armor: At 7th level, a consecrated fury gains the warpriest’s sacred armor ability. A consecrated fury can also adds the new blooded special armor ability to his armor. Adding this property consumes sacred armor bonus as a +3 special armor ability. The blooded property functions like an amulet of the blooded, granting him the benefits of the amulet according to his bloodline. A consecrated fury that has the Arcane bloodline gains the Accursed bloodline benefits, while a consecrated fury of the Kyton bloodline gains the benefits of the Infernal bloodline. This ability replaces damage reduction.

Aspect of Fury (Su): At 20th level, when a consecrated fury enters a bloodrage, the morale bonus to his Strength and Constitution increases to +8, and the morale bonus on his Will saves increases to +2 (see Sacred Bloodrage). Furthermore, the spell he can apply to himself at the beginning of a bloodrage due to the greater bloodrage class feature is no longer limited to spells of 2nd level or lower. Lastly, during a bloodrage, the consecrated fury gains DR 10/— and can move at his full normal speed regardless of the armor he is wearing or his encumbrance. This replaces mighty bloodrage.

Table: Consecrated Fury
Base Sacred
Class Attack Fort Ref Will Weapon Spells per Day
Level Bonus Save Save Save Special Damage 1st 2nd 3rd 4th

1st +1 +2 +0 +2 Blessed boodline, bloodline power, 1d6 — — — —
fast movement, sacred bloodrage
2nd +2 +3 +0 +3 Uncanny dodge 1d6 — — — —
3rd +3 +3 +1 +3 Focus weapon 1d6 — — — —
4th +4 +4 +1 +4 Bloodcasting, bloodline power, 1d6 1 — — —
sacred weapon +1
5th +5 +4 +1 +4 Improved uncanny dodge 1d8 1 — — —
6th +6/+1 +5 +2 +5 Bloodline feat 1d8 1 — — —
7th +7/+2 +5 +2 +5 Sacred armor +1 1d8 1 1 — —
8th +8/+3 +6 +2 +6 Bloodline power, sacred weapon +2 1d8 1 1 — —
9th +9/+4 +6 +3 +6 Bloodline feat 1d8 2 1 — —
10th +10/+5 +7 +3 +7 Sacred armor +2 1d10 2 1 1 —
11th +11/+6/+1 +7 +3 +7 Greater bloodrage 1d10 2 1 1 —
12th +12/+7/+2 +8 +4 +8 Bloodline feat, bloodline power, 1d10 2 2 1 —
sacred weapon +3
13th +13/+8/+3 +8 +4 +8 Sacred armor +3 1d10 3 2 1 1
14th +14/+9/+4 +9 +4 +9 Indomitable will 1d10 3 2 1 1
15th +15/+10/+5 +9 +5 +9 Bloodline feat 2d6 3 2 2 1
16th +16/+11/+6/+1 +10 +5 +10 Bloodline power, sacred armor +4, 2d6 3 3 2 1
sacred weapon +4
17th +17/+12/+7/+2 +10 +5 +10 Tireless bloodrage 2d6 4 3 2 1
18th +18/+13/+8/+3 +11 +6 +11 Bloodline feat 2d6 4 3 2 2
19th +19/+14/+9/+4 +11 +6 +11 Sacred armor +5 2d6 4 3 3 2
20th +20/+15/+10/+5 +12 +6 +12 Aspect of fury, bloodline power, 2d8 4 4 3 2
sacred weapon +5

That's all for now. Goodnight!


Since it's already a full-BAB archetype, I had removed the sacred weapon special damage progression. Do you want to put it back? If so, okay.


Hmm, that's true. What do others think? So no special damage, just the increase to enhancements (+1 to +5, plus the weapon properties). That might actually be a fairer swap without the additional damage, jut the +1 to +5 enhancement. Let's go with that. So, I'll take out the damage column.


#Consecrated Fury

Looking good to me. Balances out rather nicely

Dark Archive

#Consecrated Fury
I agree, seems to balance out well.


ok so everyone voted for the one that needs the most work so far, so here it is.

Bulletstorm:

something something gun toting wildmen/women who also punch faces.
Primary brawler
secondary Gunslinger
skills: add 3 skills from gunslinger list to brawler list
Class abilities
weapon proficiency: a bulletstorm is automatically proficient in her battered firearm and treats as a weapon of the close group. thsi modifies proficiencies.

Gunsmith: At 1st level, a bulletstorm gainsa free pistol. Her starting weapon is battered, and only she knows how to use it properly. All other creatures treat her gun as if it had the broken condition. If the weapon already has the broken condition, it does not work at all for anyone else trying to use it. This starting weapon can only be sold for scrap (it’s worth 4d10 gp when sold). The gunslinger also gains Gunsmithing as a bonus feat. This replaces brawlers cunning.

Unarmed strike: A bulletstorm treats only half her levels as gunslinger levels for the purposes of determining her unarmed strike damage. This modifies unarmed strike.

grit:as gunslinger, replaces brawlers cunning
Deeds: as gunslinger, replaces martial flexibility.

raining lead: At 2nd level a bulletstorm can unleash a hail of bullets upon her enemies. One handed firearms count as weapons in the close group for the purposes of her brawlers flurry. When making a firearm attack as part of brawlers flurry, the penalty to your attacks rolls increases from -2 to minus 4. this replaces the 2nd level bonus feat.

Bulletstorm: At 16th level whenever the bulletstorm makes a standard action firearm attack with their battered firearm they may treat their firearm as if it had the scatter weapon quality. They must still spend a number of ammunition equal to the number of attacks rolls they make. reloading between attacks is a free action. They do not take a -2 penalty to attack rolls from the scatter quality when using bulletstorm. this replaces awesome blow.

Improved Bulletstorm: At 20th level when using bulletstorm they may instead use their brawlers flurry against every enemy in the cone.


so a couple different im considering, not necessarily all in conjunction.

1. full on replacing brawlers flurry with bulletstorm and building new bulletstorm advancement from there.
2.bring back martial flexibility and have it pick up deeds and grit feats instead.
3. let them instead grab deeds with bonus feats, best used in conjunction with option 2.
4. trading maneuver training with alternating bonus to hit and reduction in misfires, like a halfway gun training.
5.increasing the unarmed damage back to normal and since, they dont have gun training.

thats just some up in the air stuff right now.

Advocates

Pathfinder Adventure, Adventure Path, Maps Subscriber; Starfinder Superscriber

#Bulletstorm

I like options 1-3, personally. Martial flexibility is a big part of the brawler (at least for me), and while some archetypes do replace it, I feel the ability has a lot of potential. :)


Make some changes, tweaks, and additions.

Bullet Storm revised:

Primary Class: Brawler.
Secondary Class: Gunslinger.
Alignment: Any.
Hit Dice: d10.

Bonus Skills and Ranks: The bullet storm may select three gunslinger skills to add to her class skills in addition to the normal brawler class skills. The bullet storm gains a number of ranks at each level equal to 4 + Int modifier.

Weapon and Armor Proficiency: The bullet storm is proficient with all simple weapons and one-handed firearms, plus the handaxe, short sword, and weapons from the close fighter weapon group. She is also proficient with light armor, but not with shields.

Deeds: At 1st level, a bullet storm gains the gunslinger’s deeds ability. She may selects three deeds of each level from those listed in the gunslinger’s deed ability. In addition, she can choose from the following deeds restricted to the Bullet Storm multiclass archetype.

Precise Unarmed Strike (Ex): At 1st level, when a bullet storm hits a target with a one-handed firearm that is not making a scatter shot, she can spend 1 grit point to deal 1d6 points of extra damage on her next successful unarmed attack made in the same turn (including brawler’s flurry). This is precision damage and is not multiplied if the attack is a critical hit. This precision damage increases to 2d6 at 6th level, to 3d6 at 11th level, and to 4d6 at 16th level. This precision damage stacks with sneak attack and other forms of precision damage.

Swift Shot (Ex): At 3rd level, as long as the bullet storm has at least 1 grit point, she is treated as having the Quick Draw feat with her one-handed firearm.

Fire and Charge (Ex): At 7th level, as long as a bullet storm has at least 1 grit point, she can fire a one-handed firearm, draw a weapon from the close fighter weapon group, and then charge. Both attacks are made at the bullet storm’s highest base attack bonus with a +2 bonus to her charge attack. The bullet storm cannot use this deed if her movement speed is reduced by armor or encumbrance.

Double Shot Knockdown (Ex): At 11th level, when a bullet storm hits a single target with two or more one-handed firearm attacks during her turn, she can spend 1 grit point as an immediate action to make a single unarmed attack with a weapon from the close fighter weapon group. If the attack hits, the target is knocked prone. She can choose to spend the grit point after the attacks are made.

Bullet Spray (Ex): At 15th level, a bullet storm can make an attack with a one-handed firearm as a standard action and treats her firearm as if it had the scatter weapon quality. She must spend a number of ammunition equal to the number of enemy within the cone. Reloading her firearm between attacks is a free action. The bullet storm does not take a –2 penalty to attack rolls from the scatter quality when using storm of bullets. The bullet storm must spend 2 grit points to perform this deed.

[i]Storm of Bullets (Ex)[i/]: At 19th level, when a bullet storm uses the bullet spray deed, she can instead make a brawler’s flurry against each enemy within the cone. She must spend a number of ammunition equal to the number of firearm attacks made against each target within the cone. Reloading her firearm between attacks is a free action, as normal. The bullet storm must spend 4 grit points to perform this deed.

This ability replaces martial flexibility and maneuver training.

Grit: At 1st level, a bullet storm gains the gunslinger’s grit ability. This ability replaces brawler’s cunning.

Gunsmith: At 1st level, a bullet storm gains the gunslinger’s gunsmith ability, but must select the pistol as his starting weapon. This ability replaces martial training.

Unarmed Strike (Ex): A bullet storm counts only half her level for the purpose of determining her unarmed strike damage. She applies her unarmed damage to her firearm attacks if it is higher than the firearm’s normal damage die. This modifies unarmed strike.

Brawler’s Flurry (Ex): This is exactly like the brawler’s ability of the same name. The bullet storm can use her one-handed firearm as part of her brawler’s flurry, but can only make one firearm attack per flurry. At 8th level, she can make two firearms attacks per flurry. At 15th level, she can make three firearm attacks per flurry. When using her firearm as part of her brawler’s flurry, she can reload her one-handed firearm as a free action between attacks.

Raining Lead (Ex): At 2nd level, a bullet storm can unleash a hail of bullets upon her enemies. One-handed firearms count as weapons in the close fighter weapon group for the purposes of her unarmed strike, brawler’s flurry, brawler’s strike, awesome blow, and improved awesome blow abilities. When making a firearm attack as part of a brawler’s flurry, the penalty to her attacks rolls increases from –2 to –4. This ability replaces the bonus feat gained at 2nd level.

Gun Training (Ex): Starting at 6th level, a bullet storm can select one specific type of one-handed firearm (such as a pistol, dragon pistol, or pepperbox). She gains a bonus equal to her Dexterity modifier on damage rolls when firing that type of firearm. Furthermore, when she misfires with that type of firearm, the misfire value of that firearm increases by 2 instead of 4. Every six levels thereafter (12th and 18th), the bullet storm picks up another type of firearm, gaining these bonuses for those types as well. This ability replaces the bonus feats gained at 5th, 11th, and 17th level.

Table: Bullet Storm
Base
Class Attack Fort Ref Will
Level Bonus Save Save Save Damage Special

1st +1 +2 +0 +0 1d6 Deeds, grit, gunsmith, unarmed strike
2nd +2 +3 +0 +0 1d6 Brawler’s flurry (Two-Weapon Fighting), raining lead
3rd +3 +3 +1 +1 1d6 Deeds
4th +4 +4 +1 +1 1d6 AC bonus +1, knockout 1/day
5th +5 +4 +1 +1 1d6 Brawler’s strike (magic), close weapon mastery
6th +6/+1 +5 +2 +2 1d6 Gun training 1
7th +7/+2 +5 +2 +2 1d6 Deeds
8th +8/+3 +6 +2 +2 1d8 Bonus feat, brawler’s flurry (Improved Two-Weapon Fighting)
9th +9/+4 +6 +3 +3 1d8 AC bonus +2, brawler’s strike (cold iron and silver)
10th +10/+5 +7 +3 +3 1d8 Knockout 2/day
11th +11/+6/+1 +7 +3 +3 1d8 Deeds
12th +12/+7/+2 +8 +4 +4 1d8 Brawler’s strike (alignment), gun training 2
13th +13/+8/+3 +8 +4 +4 1d8 AC bonus +3
14th +14/+9/+4 +9 +4 +4 1d8 Bonus combat feat
15th +15/+10/+5 +9 +5 +5 1d8 Brawler’s flurry (Greater Two-Weapon Fighting), deeds
16th +16/+11/+6/+1 +10 +5 +5 1d10 Awesome blow, knockout 3/day
17th +17/+12/+7/+2 +10 +5 +5 1d10 Brawler’s strike (adamantine) , gun training 3
18th +18/+8/+13/+3 +11 +6 +6 1d10 AC bonus +4
19th +19/+14/+9/+4 +11 +6 +6 1d10 Deeds
20th +20/+15/+10/+5 +12 +6 +6 1d10 Bonus combat feat, improved awesome blow

Just read Lindley's post. Another option is to replace bonus feats + maneuver training (instead of the martial flexibility ability) for deeds, and knockout for gun training (at 5th/11th/17th) as an alternative swap.


#Consecrated Fury
This MCAs done, so on to Tyrannical.


I think dropping the dex to damage from guntraining and droping the unarmed strike reduced damage is a good idea. How about a delayed progression martial flexibility that replaces knockout?

Dark Archive

#Bullet Storm, interestingly enough, leads me to think of Barret Wallace

Seems pretty cool actually, of any case


So use the current version I posted, get rid of the diminished unarmed strike damage (put it back to normal level not 1/2 level), drop the dex damage with gun training, and replace knockout with marital flexibility? Likely maxing at free action, and not gaining the "any number" version.


Yeah


Right, I present to you the Reveling Brewmaster, I sincerely apologize for all the puns.

REVELING BREWMASTER:

The Reveling Brewmaster exists to keep spirits high and inhibitions low, mixing the ability to craft potent and alchemically imbued drink with drunken cheer and tenacity. An expert moonshiner capable of concocting the most liver-challenging drinks of the realm, all to serve as a potent fuel for his inebriated abilities.

Primary: Alchemist
Secondary: Skald
Alignment: Any Non-Lawful
Hit Die: d8
Good Saves: Fort/Will
Poor Save: Ref

Ale-chemy: While not as skilled and smart as his Alchemist cousins, the Reveling Brewmaster has a small extract list that uses his Charisma instead of his Intelligence to create. These extracts are laced with liquor and count as an alcoholic beverage for the purposes of feats and abilities.

The Reveling Brewmaster may also use Craft: (Alchemy) create alcoholic beverages listed in the Adventuring Gear: Beverages (Alcoholic) table.
This ability replaces Alchemy

Brewtagen: The Reveling Brewmaster is able to craft a potent drought that serves as the fuel for his performances. Once imbibed, the reveling Brewmaster gains a number of rounds per day of Raging Song equal to 3 + his Charisma modifier. For each level thereafter, he can use raging song for 2 additional rounds per day. He may further fuel his Drunken Song by another round by consuming an alcoholic beverage, For each alcoholic drink consumed while ragingsong is active, the barbarian is nauseated for 1 round when it expires.
- Drunken Rage: This acts as the Inspired Rage performance, though allies must drink an alcoholic beverage to be affected, rather than relying on audible components.
- X:
- X:
- X:
- X:

This ability replaces mutagen, persistent mutagen, swift poisoning at level 5 and 6 extracts.

Mean Drunk: While outside of his drunken rage, the Reveling Brewmaster benefits from the Drunken Brawler feat.
This ability replaces brew potion.

Throw Anything: Remains the same

Molotov Cocktail: Not being as chemically crafty as normal Alchemists, the Reveling Brewmaster resorts to old tricks to expand his arsenal. The Reveling Brewmaster can sacrifice a round of his performances to instead turn his Brewtagen into an improvised flaming cocktail. The damage of this splash weapon remains the same, though due to it's simple nature, it is only affected by the following discoveries; Anarchic Bomb, Breath Weapon Bomb, Explosive Bomb, Fast Bombs, Fire Brand, Immolation Bomb, Inferno Bomb, Smoke Bomb or Stink Bomb.
This ability replaces Bombs.

Inebriated Mind: At 2nd level, the Reveling Brewmaster becomes resistant to mental attack. He gains a +4 alchemical bonus against Bardic Performance, Mind Affecting and Fear effects when under the effects of alcohol.
This ability replaces poison use.

Discovery: At 3rd level and every 3 levels thereafter, a Reveling Brewmaster may learn an alchemist discovery. She may also pick from the following Rage Powers in place of a discovery, coming into effect during her Drunken Rage; boasting taunt, focused liberation, good for what ails you, greater hurling, hurling, internal fortitude, lesser hurling, liquid courage, moment of clarity, noxious belch, perfect clarity, roaring drunk, savage dirty trick, staggering drunk, staggering stupor, strength surge.

Swift Brewing: The Reveling Brewmaster benefits from the Alchemist's Swift Alchemy ability, though trades his ability apply poison as a move action with the 'Potion Glutton' feat.

Spell Kegging:At 5th level, the Reveling Brewmaster gains the Spell Kenning ability of Skalds, and can expend an extract for an equal level spell from the Skald, Bloodrager or Ranger spell lists. At 11th level, he can use this ability twice per day. At 17th level, he can use this ability three times per day.
This ability replaces 3 discoveries.

Drunken Resilience: At 9th level, a Reveling Brewmaster gains damage reduction 1 and poison resistance 3. At 14th and 19th levels, this damage reduction increases by 1 and the poison by another 3. Additionally, the reveling brewmaster grants this bonus to all allies affected by his drunken rage.
This replaces poison resistance/immunity

Instant Brewing: at 18th level, the Reveling Brewmaster gains the Instant Alchemy, though trades his ability to apply poison as an immediate action with the ability to reduce his nauseated condition with sickened when drinking alcohol to fuel his drunken rage.

Master Reveler: At 20th level, a Reveling Brewmaster's drunken rage no longer gives allies a penalty to AC, nor limits what skills or abilities they can use. Allies with rage class abilities may use features dependent on those abilities without restriction, such as a barbarian's rage powers and a bloodrager's blood casting and bloodline abilities. Finally, affected allies benefit from X
This ability replaces Grand Discovery

Didn't quite finish this one on time as you can tell, a few gaps that I'm still working on, but wanted to present what I got so far so you guys didn't have to wait too long for me.

As for the formulae list, I'm thinking the same that's featured in @Taco Man's 'Roaring Drunk'

I was also thinking of replacing drunken song with the ability that replaces mutagen in THIS 3pp archetype. What do you guys think?

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