Multiclass Archetypes IX: ACG Unleashed


Homebrew and House Rules

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100 OVERBOARD!!!

Also, general heads-up guys, I'm going under medication for an upcoming surgery, so uhh, I may be kind of loopy, on and just after the 3rd of the month...so...yeeahh. Warnin' there. I may also be out afew days. Those are some big fat mays, but they're there.

Dark Archive

Well seems things are going a bit longer then planned but everything is slowly being taken care of.

Thanks for telling us Taco, I hope the surgery goes well and you stay well and safe.


Yeah, we could do that (remove cure replace with inflict).

Dark Archive

#All
Any other thoughts involving the Vicious Conniver or is the MCA good to go?


That's what I was going to ask. I think its done Jon, and Mercenary Commander too.

So that puts Lindley and ape up next.


Both look good to me :)


:D


Hot crowd. Hot crowd.

Dark Archive

I am still here


We could flood the thread with a Two-Man Rave!

GETsomeSTROBEgoinon!!

Edit: throw in some Darude!

Wayfinders

Pathfinder Adventure, Adventure Path, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

ey, so this MCA is a Slayer/Bard. Hope it’s good!

Adoration Infiltrator:
Some slayers seek not to mask their presence. Instead, they make themselves available to their target, allowing an invitation to be extended. And, in the throes of such encounters, these adoration infiltrators make their move to ensure their target never moves again.
Primary: Slayer
Secondary: Bard
Class Skills: The adoration infiltrator adds three skills from the bard’s class skill list and adds them to his own.
Weapon and Armor Proficiencies: The adoration infiltrator does not have proficiency in any form of armor. This alters the slayer’s standard armor proficiencies.
Studied Adoration (Ex): The adoration infiltrator’s studied target ability provides a bonus 1 lower than normal, to a minimum of +0. Effects that require a target to be studied still function as normal However, if he is in physical contact with his target when he studies them, and they are unaware of his intent, studied target provides a bonus 1 higher than normal. This alters studied target.
Charming Mien (Su): At 3rd level, the adoration infiltrator gains the ability to add his Charisma bonus (minimum +1) to his AC as a deflection bonus. This replaces his armor proficiency and sneak attack +1d6.
Escort (Ex): At 7th level, the adoration infiltrator gains twice studied target bonus on Diplomacy checks against his studied target. This replaces stalker.
Word Gets Around (Ex): At 11th level, it takes one-third as long as normal for the adoration infiltrator to gather information by way of Diplomacy. This replaces swift tracker.

Dark Archive

#Taco
Chuckles, I don't think a two man rave is possible my friend. That and being online means there wouldn't be enough sound, music, or lights. (I am purposefully ruining fun with logic) :P


Lindley Court wrote:

ey, so this MCA is a Slayer/Bard. Hope it’s good!

** spoiler omitted **

Pretty simple.

I think we can move Charming Mien to 1st, and it need only swap out armor and shield proficiency, no need to swap out sneak attack +1d6. While gaining a deflection bonus at 1st equal to Cha mod is pretty good, losing armor and shield prof for a full BAB MCA also prevents him from wearing enchanted armors, unless he takes armor proficiencies (a feat cost).

Renamed Word Gets Around to Swift Erudition.

Do you want more added to this MCA? I know you have your flavor blurp, but its pretty general. What role and function do you see this one performing? Do you want to add in performances as talents, with a limited amount of performance rounds?

Possible Additions
Bardic Performance at 1/2 level (2 rounds +1 round per level) with Fascinate, Suggestion, Mass suggestion
Lore master = same, but to Diplomacy checks to gain info

Anyone else have suggestions? I thik it needs a bit more to round out the MCA and give it a bit more robustness. Otherwise its more of an archetype than an MCA IMHO.


#Adoration Infiltrator

Maybe abilities or performances that duplicate the effects of these spells?

- Unnatural Lust

- Reckless Infatuation


It comes to mind that there are no spellcasting slayer MCAs yet.


Noro wrote:
It comes to mind that there are no spellcasting slayer MCAs yet.

It'd be a 1/2 caster if Lindley wanted to go that route. But I sense she doesn't want spells.

Dark Archive

Hey Elghinn, any chance my Blackthorn MCA could be changed into a Slayer/Druid instead of a Rogue/Druid?


Sure, if you want to change it, but that will count as your last ACG MCA. :D

Dark Archive

Elghinn Lightbringer wrote:
Sure, if you want to change it, but that will count as your last ACG MCA. :D

... might I make the changes on my own and not have it count as my last MCA?

I would rather my last ACG MCA be my shapeshifting infiltrator.

Wayfinders

Pathfinder Adventure, Adventure Path, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

I like Tyr's recommendation! Also, performance talents could be a good idea.


JonathonWilder wrote:
Elghinn Lightbringer wrote:
Sure, if you want to change it, but that will count as your last ACG MCA. :D

... might I make the changes on my own and not have it count as my last MCA?

I would rather my last ACG MCA be my shapeshifting infiltrator.

Sure, or just email/PM me.

Dark Archive

#Elghinn Thanks


Back, recovering.
#A.I.

Perhaps rip off the Love, Lust, and Charm domain powers as possible talent choices?

Suggestion: Inexplicable Amiability
As a swift action, the Adoration Infiltrator may select a single target adjacent to themselves, the target is treated as being affected by the unwitting ally spell for a number of rounds equal to the Adoration Infiltrator's Charisma modifier (Minimum 1), the Adoration Infiltrator may have a number of enemies affected by this ability equal to 1/4 his Adoration Infiltrator level.


# Adoration Infiltrator
Incase we decide in favor of making this thing a Semi-Caster...
Spell list suggestion:

Spoiler:

1st- Adjuring Step, Adoration, Aspect of the Nightingale, Beguiling Gift, Borrow Skill, Comprehend Languages, Cultural Adaptation, Fumbletongue, Hideous Laughter, Hypnotism, Share Language, Tap Inner Beauty, Unnatural Lust, Ventriloquism, Vocal Alteration

2nd- Alter Self, Anonymous Interaction, Compassionate Ally, Eagle's Splendour, Enthrall, Fox's Cunning, Gallant Inspiration, Heroic Fortune, Heroism, Hidden Speech, Qualm, Reckless Infatuation, Seducer's Eyes, Unadulterated Loathing

3rd- Apparent Master, Charm Monster, Clairaudience, Confusion, Daze (Mass), Denounce, Dominate Person, Envious Urge, False Alibi, Glibness, Heroic Fortune (Mass), Haunting Choir, Lover's Vengeance, Scrying, Tongues (Communal)

4th- Charm Monster (Mass), Covetous Aura, Eagle's Splendor (Mass), Euphoric Tranquility, Foe to Friend, Heroism (Greater), Seeming, Suggestion (Mass), Veil, Vengeful Outrage

And of course,

Rogue Talent: The adoration infiltrator can select one of the following Rogue Talents in place of a slayer talent: Befuddling Strike, Camoflage, Coax Information, Convincing Lie, Escaping Stunt, Face in the Crowd, False Friend, Honeyed Words, Obfuscate Story, Philogist, or Steal the Story. These replace the rogue talents a standard Slayer has access to.

Advanced Talents: The adoration infiltrator can select one of the following Advanced Rogue Talents in place of an Advanced Slayer Talent: Hard to Fool, Hide in Plain Sight, Rumormonger, Thoughtful Re-examining, Unwitting Ally, Weapon Snatcher. These treplace the advanced rogue talents a standard slayer has access to.


Y'd'think everyone else just went in for even more intensive surgery than I did, with how quiet it is here!


OK, here's the revised version of the Adoration Infiltrator. Not sure about the name though.

#Taco Man: The Slayer doesn't get advanced rogue talents.

ADORATION INFILTRATOR Revised:

Some slayers seek not to mask their presence, but instead, they make themselves known to their targets, inviting their foes to react. During the throes of such encounters, adoration infiltrators make their move, ensuring their targets never move again.

Primary Class: Slayer.
Secondary Class: Bard.
Alignment: Any.
Hit Dice: d10.

Bonus Skills and Ranks: The adoration infiltrator may select three bard skills to add to his class skills in addition to the normal slayer class skills, one of which must be Perform (oratory). The adoration infiltrator gains a number of ranks at each level equal to 6 + Int modifier.

Weapon and Armor Proficiency: The adoration infiltrator is proficient with all simple and martial weapons, but not with any types of armor or shields.

Charming Mien (Su): At 1st level, an adoration infiltrator adds his Charisma bonus (if any) to his Armor Class as a deflection bonus. This ability replaces his armor and shield proficiencies.

Studied Target (Ex): This is exactly like the slayer ability of the same name, except that the bonus to attack and damage rolls granted by studied target is reduced by 1 (minimum 0). However, if the adoration infiltrator is adjacent to or in physical contact with his studied target at the time the target is studied, the adoration infiltrator gains a +2 bonus to his attack and damage rolls against that target. This bonus does not stack with his normal bonus. This alters studied target.

Alluring Performance (Su): At 2nd level, an adoration infiltrator gains the bard’s bardic performance ability, except that he can use this ability for a number of rounds per day equal to 2 + his Charisma modifier. At each level after 2nd a bard can use alluring performance for 1 additional round per day. Each round, the adoration infiltrator can produce any one of the following alluring performances that he has mastered, as indicated by his level. This ability, fascinate, unwitting ally, reckless infatuation, and denounce replace the slayer talents gained at 2nd, 6th, and 12th level.

Fascinate (Su): At 2nd level, an adoration infiltrator gains the bard’s fascinate performance.

Unwitting Ally (Sp): At 2nd level, an adoration infiltrator can spend 1 round of alluring performance to make an unwitting ally (as the spell) of a single creature that he has already fascinated (see above). He can affect one additional creature at 7th level and every five levels thereafter.

Using this ability does not disrupt the fascinate effect, but it does require a standard action to activate (in addition to the free action to continue the fascinate effect). An adoration infiltrator can use this ability more than once against an individual creature during an individual performance.

A Will saving throw (DC 10 + 1/2 the adoration infiltrator’s level + the adoration infiltrator’s Charisma modifier) negates the effect. Creatures targeted by this performance are affected for only one round. This performance can be maintained for additional rounds by spending a number of rounds of performance equal to the number of affected creatures for each round the performance is maintained.
Unwitting ally is an enchantment (charm), mind-affecting, language-dependent ability and relies on audible components.

Reckless Infatuation (Sp): At 6th level, an adoration infiltrator can use his alluring performance ability to fill a target that he has already fascinated with feelings of intense infatuation for a specific individual (as the reckless infatuation spell). For each round of performance spent (a free action), this effect is maintained for a number of rounds equal to the adoration infiltrator’s Charisma modifier. An adoration infiltrator can use this ability more than once against an individual creature during an individual performance.

A Will saving throw (DC 10 + 1/2 the adoration infiltrator’s level + the adoration infiltrator’s Charisma modifier) negates the effect. Creatures targeted by this performance are affected for only one round. This performance can be maintained for additional rounds by spending a number of rounds of performance equal to the number of affected creatures for each round the performance is maintained.

Denounce (Sp): At 12th level, an adoration infiltrator can use his alluring performance ability to denounce (as the spell) and speak out against a single creature with the power of his voice and conviction. The targets must be within 30 feet and able to understand the adoration infiltrator. For each round of performance spent (a free action), this effect is maintained for a number of rounds equal to the adoration infiltrator’s Charisma modifier. A Will saving throw (DC 10 + 1/2 the adoration infiltrator’s level + the adoration infiltrator’s Charisma modifier) negates the effect.

Slayer Talents: The adoration infiltrator can select one of the following rogue talents in place of a slayer talent: befuddling strike, camouflage, coax information, convincing lie, escaping stunt, face in the crowd, false friend, honeyed words, obfuscate story, philologist, steal the story. This replaces the rogue talents normally granted by the slayer talent class feature.

Escort (Ex): At 7th level, an adoration infiltrator doubles his studied target bonus on all Diplomacy checks made against his studied opponent. This ability replaces stalker.

Swift Erudition (Ex): At 11th level, whenever the adoration infiltrator uses Diplomacy to gather information, it requires only one-third of the required time. This ability replaces swift tracker.

Negotiations Master (Ex): At 13th level, an adoration infiltrator becomes a master of negotiations and can take 10 on Diplomacy skills. An adoration infiltrator can choose not to take 10 and can instead roll normally. In addition, once per day, the adoration infiltrator can take 20 on any Diplomacy skill check as a standard action. He can use this ability one additional time per day at 17th level.

Table: Adoration Infiltrator
Base
Class Attack Fort Ref Will
Level Bonus Save Save Save Special

1st +1 +2 +2 +0 1st studied target, charming mien, track
2nd +2 +3 +3 +0 Alluring performance, fascinate, unnatural lust
3rd +3 +3 +3 +1 Sneak attack +1d6
4th +4 +4 +4 +1 Slayer talent
5th +5 +4 +4 +1 2nd second studied target
6th +6/+1 +5 +5 +2 Reckless infatuation, sneak attack +2d6
7th +7/+2 +5 +5 +2 Escort
8th +8/+3 +6 +6 +2 Slayer talent
9th +9/+4 +6 +6 +3 Sneak attack +3d6
10th +10/+5 +7 +7 +3 3rd studied target, advanced talents, slayer talent
11th +11/+6/+1 +7 +7 +3 Swift erudition
12th +12/+7/+2 +8 +8 +4 Denounce, sneak attack +4d6
13th +13/+8/+3 +8 +8 +4 Negotiations master 1/day
14th +14/+8/+4 +9 +9 +4 Quarry, slayer talent
15th +15/+10/+5 +9 +9 +5 4th studied target, sneak attack +5d6
16th +16/+11/+6/+1 +10 +10 +5 Slayer talent
17th +17/+12/+7/+2 +10 +10 +5 Negotiations master 2/day
18th +18/+13/+8/+3 +11 +11 +6 Slayer talent, sneak attack +6d6
19th +19/+14/+9/+4 +11 +11 +6 Improved quarry
20th +20/+15/+10/+5 +12 +12 +6 5th studied target, master slayer, slayer talent


# Adoration Infiltrator
Actually, they do: Deadly Sneak, Knock-Out Blow, Master of Disguise, Opportunist, Stealthy Sniper, Hunter's Suprise, or the Evasion Class Feature.

http://www.d20pfsrd.com/classes/hybrid-classes/slayer#TOC-Advanced-Talents

Regardless, the work you've done seems quite lovely.

Name suggestions:
Guileful Seductress, Calculating Seducer, Passionate Assailant, Alluring Assailant, or Seductive Infiltrator.


Taco Man wrote:

# Adoration Infiltrator

Actually, they do: Deadly Sneak, Knock-Out Blow, Master of Disguise, Opportunist, Stealthy Sniper, Hunter's Suprise, or the Evasion Class Feature.

http://www.d20pfsrd.com/classes/hybrid-classes/slayer#TOC-Advanced-Talents

Regardless, the work you've done seems quite lovely.

Name suggestions:
Guileful Seductress, Calculating Seducer, Passionate Assailant, Alluring Assailant, or Seductive Infiltrator.

Oh, that's right. It's the Investigator that doesn't get advanced rogue talents. I'll add in those Advanced Talents then. Good catch.

Dark Archive

"Guileful Seductress, Calculating Seducer, Passionate Assailant, Alluring Assailant, or Seductive Infiltrator."
Those names so make me feel this could be a MCA I would want to use for one of my characters.


When is the most recent batch being put up on the wiki? And WHERE IS EVERYONE ELSE?!

Dark Archive

I am here, I just don't have much to say about the Adoration Infiltrator, or whatever the MCA is called, until I see a more complete idea.

I will say this, I would love to see the mix of a James Bond style spy with that of master of disguise, charming liar. Someone who is good at what they do, know they are good at what they do, and put aside some time for fun even when 'on the job'.


I'm here! I think it looks rather nice, and the new names are kinda cool~


Reporting for duty, Taco!
My vote is for Seductive Infiltrator or Alluring Assailant although the other names aren't bad either.
This is definitely a class I've wanted for a while. Nice work team!


So, still no Apraham huh? Well, Let's move on. I think we'll go with the Seductive Infiltrator as the name. I think its pretty finished, but I'd like to get some feedback from Lindley.

So, next up is Noro and OSW and OSW will be starting the last round of MCAs.

Dark Archive

@Elghinn
Wait... you have it completed? I have only seen bits and pieces of the Seductive Infiltrator unless I missed something. Can you repost the MCA in full?


im sort of here, i do my posting mostly at home if i got the energy, i just check in from time to time on my phone at work to see if i have anything worthwhile to contribute(that hasn't already been stated and addressed.)

Dark Archive

Nevermind... I say it not but a few posts above, forget I said anything. ^^;


Alright!

THE WHEEL OF FATE IS TURNING
FINAL ROUND
LET'S ROCK!


I am here, though real life is sort of against me these days...

Just realized that I havent used my favorite class yet, which is the alchemist. So here comes the:

Explosive fist:

Some alchemists enjoy the fight close and personal. They spend only the absolutely necessary time in the lab, and become superb brawlers instead. They invent alchemical oils which greatly advance their unarmed capabilities.

Primary: Alchemist
Secondary: Brawler

Swaps:
bombs --> alchemist’s oil
Throw anything --> Improved unarmed strike
Bomb damage 8d6-10d6 --> Brawler unarmed damage

BAB progression: full
Spellcasting progression: half (alchemist spells 1-4)

Alchemist’s oil: explosive fists are adept at swiftly mixing various volatile chemicals and infusing them with their magical reserves to create oils that they can apply to their hands. Oils grant special effects to unarmed attacks and can only be used by the explosive fist herself. An explosive fist can use a number of dose of oils each day equal to her class level + her Intelligence modifier. Oils are unstable, and if not used in the round they are created, they degrade and become inert. Once a dose of oil is applied to the hands, its magic automatically activates and remains in effect for one minute. The explosive fist can only have one active oil applied to her skin at any given time.
The basic oil adds 1d6 fire damage to unarmed strikes, plus an additional 1d6 at 4th level and every three levels, with a maximum of 7d6 at 19th level.
This replaces bomb 1d6 to 7d6.

Unarmed Strike: At 1st level, the explosive fist gains Improved Unarmed Strike as a bonus feat. Her unarmed damage advances as a brawler.
This replaces throw anything and bomb 8d6 to 10d6.

Discoveries:

Acid oil: When the explosive fist creates an oil, she can choose to have it inflict acid damage. Creatures that take a hit from an acid oil take an additional 1d6 points of acid damage 1 round later. This is not cumulative even if the target takes several acid hits in a round.

Concussive oil: When the explosive fist creates an oil, she can choose to have it inflict sonic damage. Concussive oil deals 1d4 points of sonic damage instead of every 1d6. Creatures that take a hit from concussive oil are deafened for 1 minute unless they succeed at a Fortitude save. An explosive fist must be at least 6th level before selecting this discovery.

Dispelling oil: When the explosive fist creates an oil, she can choose to have it dispel magic effects instead of deal damage. Creatures that take a hit from a dispelling oil are subject to a targeted dispel magic spell, using the fist level as the caster level. This cannot be used to target a specific spell effect. The explosive fist must be at least 6th level before selecting this discovery.

Explosive oil: The explosive fist's oils now have a splash radius of 5 feet, doing minimum damage to every target (including the explosive fist) around the creature hit. Creatures that take a direct hit from an explosive oil attack catch fire, taking 1d6 points of fire damage each round until the fire is extinguished.

Force oil: When the explosive fist creates an oil, she can choose to have it inflict force damage. Force oils deal 1d4 points of force damage instead of every 1d6. Creatures that take a hit from a force oil are knocked prone unless they succeed on a Reflex save. An explosive fist must be at least 8th level before selecting this discovery.

Frost oil: When the explosive fist creates an oil, she can choose to have it inflict cold damage. Creatures that take a hit from a frost oil are staggered on their next turn unless they succeed on a Fortitude save.

Madness oil: The explosive fist's oils do more than sear flesh—they sear the mind. A creature that takes a hit from a madness oil takes damage from the oil plus 1d4 points of Wisdom damage. Reduce the amount of normal damage dealt by the oil by 2d6. The amount of Wisdom damage dealt by a madness oil is reduced by 1 for each madness oil attack that hit the target in the past 24 hours, to a minimum of 1 point of Wisdom damage. An explosive fist must be at least 12th level before selecting this discovery.

Permeating oil: The explosive fist’s oils permeate armor. Her unarmed attacks are resolved as touch attacks. An explosive fist must be at least 6th level before selecting this discovery.

Two-fisted alchemist: the explosive fist can apply two different oils to herself - one to the right hand and one to the left. With a full attack she may use different oil effects against her target for every successful hit. An explosive fist must be at least 8th level before selecting this discovery.


Now, depending on wether or not you want Poison to be worked into the Exploding Fist, I have two build change suggestions:

A) Poison Wanted:

Diminished Alchemy -> Adder's Strike feat at 3rd level. Bonus Feats at 7th level, and every 4 thereafter.

B) Poison Unwanted:

Poison Use, Poison Resistance, and Swift Poisoning -> Brawler's Flurry (At a heightened progression, say 4, 12, and 18, instead of 2, 8, and 15.)

Oil Balance Suggestion:
The oils, as is, are overpowered as f+$&. A flat +7d6 to all strikes, even for a minute, is far too much. I suggest that the oils be used in a manner similar to, say, a Paladin/Antipaladin's weapon bond. Adding up to +5 effects to the unarmed strike, from a select list. This would also trim down the need for discoveries to be spent on effect change.

Alchemical Coating (Ex): Add a +1 bonus to unarmed strike, plus another +1 for every 4 levels beyond first, totaling out to +5 at level 17. Options: Flaming, Corrosive, Shock, Frost, Keen, Disruption, Vicious, Cruel, or Cunning.

and, to keep the "Explosive" in "Explosive Fist":
Detonate Fist (Ex): As a standard action, the explosive fist may end their Oil's usage early, to detonate their fists, as a Bomb.

Very Disco suggestions:

Adhesive Coating (Ex): In place of an oil, an explosive fist can choose to create an adhesive coating. The Explosive fist gains a bonus to all grapple checks equal to half his explosive fist level.

Launching Blast (Ex): When using the Detonate Fist ability, the explosive fist may choose to launch the target as if he possessed the Brawler's Awesome Blow ability. The explosive fist must be atleast 16th level to select this discovery.


Grand Discovery Suggestions:

Absolute Blast (Ex): When using the detonate fist ability, the explosive fist is treated as having the Improved Awesome Blow brawler ability. The explosive fist must have the Launching Blast discovery to select this grand discovery.

Name Change suggestions:
Chemical Pugilist, Alchemical Fist, Volatile Pugilist, Volatile Armsman, Alchemical Boxer, Augmented Pugilist.


Now, depending on wether or not you want Poison to be worked into the Exploding Fist, I have two build change suggestions:

A) Poison Wanted:

Diminished Alchemy -> Adder's Strike feat at 3rd level. Bonus Feats at 7th level, and every 4 thereafter.

B) Poison Unwanted:

Poison Use, Poison Resistance, and Swift Poisoning -> Brawler's Flurry (At a heightened progression, say 4, 12, and 18, instead of 2, 8, and 15.)

Oil Balance Suggestion:
The oils, as is, are overpowered as f~*!. A flat +7d6 to all strikes, even for a minute, is far too much. I suggest that the oils be used in a manner similar to, say, a Paladin/Antipaladin's weapon bond. Adding up to +5 effects to the unarmed strike, from a select list. This would also trim down the need for discoveries to be spent on effect change.

Alchemical Coating (Ex): Add a +1 bonus to unarmed strike, plus another +1 for every 4 levels beyond first, totaling out to +5 at level 17. Options: Flaming, Corrosive, Shock, Frost, Keen, Disruption, Vicious, Cruel, or Cunning.

and, to keep the "Explosive" in "Explosive Fist":
Detonate Fist (Ex): As a standard action, the explosive fist may end their Oil's usage early, to detonate their fists, as a Bomb.

Very Disco suggestions:

Adhesive Coating (Ex): In place of an oil, an explosive fist can choose to create an adhesive coating. The Explosive fist gains a bonus to all grapple checks equal to half his explosive fist level.

Launching Blast (Ex): When using the Detonate Fist ability, the explosive fist may choose to launch the target as if he possessed the Brawler's Awesome Blow ability. The explosive fist must be atleast 16th level to select this discovery.


Grand Discovery Suggestions:

Absolute Blast (Ex): When using the detonate fist ability, the explosive fist is treated as having the Improved Awesome Blow brawler ability. The explosive fist must have the Launching Blast discovery to select this grand discovery.

Name Change suggestions:
Chemical Pugilist, Alchemical Fist, Volatile Pugilist, Volatile Armsman, Alchemical Boxer, Augmented Pugilist.


Sorry, will have MCA up in a few hours...


Ok, here is the Inspired Exalt (Warptiest/Investigator)

Only did the class abilities up to 7th level, as that is really all that happens without progressions taking up the rest of the progression table. Also, if you have ideas for tweaking the ability names that are only slightly tweaked if at all (studied strike and studied combat) then fine – I had studied strike as “godseye”, and I’m fine changing “divine x” abilities to sacred or some other divine/inspired/sacred word…

Inspired Exalt:

Primary Warpriest
Secondary: Investigator

HD d8
BAB ¾
Saves: G/P/G (as warpriest)

[Skills] – The inspired Exalt adds three investigator skills to their list of class skills. (actually, I could drop this part – the class has a focus on Wisdom and Wisdom skills, it doesn’tfit thematically (for me) to gian, say Knowledge skills, but I’m nt the arbiter of any campaign’s flavor, so probably best to leave this in for variety)

Class Features
The following are the class features of the inspired exalt.

Weapon and Armor Proficiencies: An inspired exalt is proficient with all simple and martial weapons, as well as the favored weapon of his deity, and with all armor (heavy, light, and medium) and shields (except tower shields). If the inspired exalt worships a deity with unarmed strike as its favored weapon, the inspired exalt gains Improved Unarmed Strike as a bonus feat.

Aura (Ex): An inspired exalt of a chaotic, evil, good, or lawful deity has a particularly powerful aura (as a cleric) corresponding to the deity’s alignment

Blessings (Su): An inspired exalt’s deity influences his alignment, what magic he can perform, his values, and how others see him. Each inspired exalt can select two blessings from among those granted by his deity (each deity grants the blessings tied to its domains). An inspired exalt can select an alignment blessing (Chaos, Evil, Good, or Law) only if his alignment matches that domain. If an inspired exalt isn’t devoted to a particular deity, he still selects two blessings to represent his spiritual inclinations and abilities, subject to GM approval. The restriction on alignment domains still applies.

Each blessing grants a minor power at 1st level and a major power at 10th level. A inspired exalt can call upon the power of his blessings a number of times per day (in any combination) equal to 3 + 1/2 his inspired exalt level (to a maximum of 13 times per day at 20th level). Each time he calls upon any one of his blessings, it counts against his daily limit. The save DC for these blessings is equal to 10 + 1/2 the inspired exalt’s level + the inspired exalt’s Wisdom modifier.

If an inspired exalt also has levels in a class that grants cleric domains, the blessings chosen must match the domains selected by that class. Subject to GM discretion, the inspired exalt can change his former blessings or domains to make them conform.

Focus Weapon: At 1st level, an inspired exalt receives Weapon Focus as a bonus feat (he can choose any weapon, not just his deity’s favored weapon).

Inspired (Ex): An inspired exalt is beyond intuitive and crafty—he also possesses keen powers of observation and deduction that far surpass the mortal abilities of others. An inspired exalt typically uses these powers to aid in their investigations, but can also use these flashes of inspiration in other situations.
An inspired exalt has the ability to augment skill checks and ability checks through his divine gift. The inspired exalt has an inspired pool equal to 1/2 his inspired exalt level + his Wisdom modifier (minimum 1). An inspired exalt’s inspired pool refreshes each day, typically after he gets a restful night’s sleep.

As a free action, he can expend one use of inspiration from his pool to add 1d6 to the result of that check, including any on which he takes 10 or 20. This choice is made after the check is rolled and before the results are revealed. An inspired exalt can only use inspired once per check or roll. The inspired exalt can use inspired on any Wisdom based skill checks without expending a use of inspired, provided he’s trained in the skill.
Inspired can also be used on attack rolls and saving throws, at the cost of expending two uses of inspired each time from the inspired exalt’s pool. In the case of saving throws, using inspired is an immediate action rather than a free action.
This ability replaces spell use and sacred weapon.

Divine Shield: The inspired exalt is protected from the divine ministrations of other deities - at 2nd level, an inspired exalt gains a +2 bonus on all saving throws against channelling except that which is derived from their chosen god. This bonus increases to +4 at 5th level, and to +6 at 8th level. At 11th level, the inspired exalt becomes completely immune to channeling.

This ability replaces orisons

So the inspired exalt would have to roll to overcome their resistance and receive positive channelling?

Intervention (Su): At 2nd level, a inspired exalt can draw upon the power of his faith to heal his own wounds (only). He can also use this ability to share his divine inspiration with those that share his struggles. This ability can be used a number of times per day equal to 1/2 his inspired exalt level + his Wisdom modifier. By expending one use of this ability, a good inspired exalt (or one who worships a good deity) can heal himself of 1d6 points of damage, plus an additional 1d6 points of damage for every 3 inspired exalt levels he possesses above 2nd (to a maximum of 7d6 at 20th level). Using this ability is a swift action.

Alternatively, as a swift action, a warpriest can expend one use of this ability to gift one use of inspired to an ally he can touch as a standard action.

Additionally, the inspired exalt may expend one use of intervention as a free action to use inspired on a Charisma skill check without expending a point of inspired.

Divine Gift: At 3rd level and every 3 levels thereafter, a inspired exalt gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as combat feats. The inspired exalt must meet the prerequisites for these feats, but he treats his inspired exalt level as his base attack bonus for these feats (in addition to base attack bonuses gained from other classes and racial Hit Dice). Finally, for the purposes of these feats, the inspired exalt can select feats that have a minimum number of fighter levels as a prerequisite, treating his inspired exalt level as his fighter level.
Alternatively the inspired exalt may choose any investigator talent he qualifies for.

Studied Combat (Ex): With a keen eye and calculating mind, an inspired exalt can assess the mettle of his opponent to take advantage of gaps in talent and training. At 4th level, an inspired exalt can use a move action to study a single enemy that he can see. Upon doing so, he adds 1/2 his inspired exalt level as an insight bonus on melee attack rolls and as a bonus on damage rolls against the creature. This effect lasts for a number of rounds equal to his Intelligence modifier (minimum 1) or until he deals damage with a studied strike, whichever comes first. The bonus on damage rolls is precision damage, and is not multiplied on a critical hit.
An inspired exalt can only have one target of studied combat at a time, and once a creature has become the target of an inspired exalt’s studied combat, he cannot become the target of the same inspired exalt’s studied combat again for 24 hours unless the inspired exalt expends one use of inspiration when taking the move action to use this ability. This ability replace all sacred weapon +1 - +5.

Studied Strike (Ex): At 4th level, an inspired exalt can choose to make a studied strike against the target of his studied combat as a free action, upon successfully hitting his studied target with a melee attack, to deal additional damage. The damage is 1d6 at 4th level, and increases by 1d6 for every 2 levels thereafter (to a maximum of 9d6 at 20th level). The damage of studied strike is precision damage and is not multiplied on a critical hit; creatures that are immune to sneak attacks are also immune to studied strike. If the inspired exalt’s attack used a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), he may choose to have the additional damage from studied strike be nonlethal damage instead of lethal damage. If the inspired exalt chose to make an attack with a lethal weapon instead deal nonlethal damage (with the usual –4 penalty), the studied strike damage may also deal nonlethal damage. The inspired exalt must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. An inspired exalt cannot use studied strike against a creature with concealment This ability replaces channel energy and lost functionality of fervor (intervention).

Sacred Armor (Su): At 7th level, the warpriest gains the ability to enhance his armor with divine power as a swift action. This power grants the armor a +1 enhancement bonus. For every 3 levels beyond 7th, this bonus increases by 1 (to a maximum of +5 at 19th level). The warpriest can use this ability a number of minutes per day equal to his warpriest level. This duration must be used in 1-minute increments, but they don’t need to be consecutive.

These bonuses stack with any existing bonuses the armor might have, to a maximum of +5. The warpriest can enhance armor any of the following armor special abilities: energy resistance (normal, improved, and greater), fortification (heavy, light, or moderate), glamered, and spell resistance (13, 15, 17, and 19). Adding any of these special abilities replaces an amount of bonus equal to the special ability’s base cost (see Table 15–4 on page 463 of the Core Rulebook). For this purpose, glamered counts as a +1 bonus, energy resistance counts as +2, improved energy resistance counts as +4, and greater energy resistance counts as +5. Duplicate abilities do not stack. The armor must have at least a +1 enhancement bonus before any other special abilities can be added.
The enhancement bonus and armor special abilities are determined the first time the ability is used each day and cannot be changed until the next day. These bonuses apply only while the warpriest is wearing the armor, and end immediately if the armor is removed or leaves the warpriest’s possession. This ability can be ended as a free action at the start of the warpriest’s turn. This ability cannot be applied to a shield.
When the warpriest uses this ability, he can also use provide a bonus to one saving throw as a free action by expending one use of his fervor. The inspired exalt gains a +1 resistance bonus to one of his saving throws (Fortitude, Reflex, or Will). The inspired exalt may change the affected saving throw by spending a use of fervor as a standard action. The bonus affects the chosen saving throw until the inspired exalt spends another use of fervor to change it again.”
The bolded part is a c+p of the Thunderscape Campaign Setting Golemoid base class minor resistance generator ability

1 aura, blessings, focus weapon, inspired
2 divine shield, intervention 1d6
3 divine gift
4 studied combat, studied strike – (for channel energy and sacred weapon enhancement) – could drop the studied strike damage to d4’s
5 intervention 2d6
6 divine gift
7 sacred armor with use of fervor to apply it to saving throws:
8 intervention 3d6
9 divine gift
10
11 intervention 4d6
12 divine gift
13
14 intervention 5d6
15 divine gift
16
17 intervention 6d6
18 divine gift
19
20 intervention 7d6

Dark Archive

#Explosive Fist
Very interesting concept, I hope this goes far.

#Inspired Exalt
This is awesome, I love it! :)


I'll take a look at these over the next two days. May be quite busy.


Taco Man wrote:
Now, depending on wether or not you want Poison to be worked into the Exploding Fist, I have two build change suggestions:

I think Adder's strike would fit in nicely, but I took half spellcasting advancement already for the good BAB. So diminishing it too, that would hardly leave any spells left.

More like, it should be work as a discovery:

Poisoning hands: take adder's strike or one of its dependent feats as bonus feats.

Quote:

Oil Balance Suggestion:

The oils, as is, are overpowered

You may be right there. I had no free time to check, honestly.

The simplest way here should be swapping every d6 to a simple +1 damage bonus.

Quote:
Alchemical Coating (Ex): Add a +1 bonus to unarmed strike, plus another +1 for every 4 levels beyond first, totaling out to +5 at level 17. Options: Flaming, Corrosive, Shock, Frost, Keen, Disruption, Vicious, Cruel, or Cunning.

Well, its still an alchemist, not a paladin or magus. So I think bomb-equivalent discoveries are more fitting. But if Elghinn too finds this the simplest way, I wont argue (much:)

Quote:

and, to keep the "Explosive" in "Explosive Fist":

Detonate Fist (Ex): As a standard action, the explosive fist may end their Oil's usage early, to detonate their fists, as a Bomb.

I like that!

Bought.

Quote:
Very Disco suggestions:

Yes, awesome blow works as a discovery nicely here.

Plus, I was thinking of adding this this:

Master brawler's oil: the explosive fist can concoct an oil that when applied to the temples gives a spark of sudden martial insight. She can take a move action to gain the benefit of a combat feat she doesn't possess. She must meet all the feat prerequisites. At 10th level she can use two daily doses of oil to gain the benefits of two feats at the same time.

Thanks for the feedback!


Noro wrote:
Taco Man wrote:
Now, depending on wether or not you want Poison to be worked into the Exploding Fist, I have two build change suggestions:

I think Adder's strike would fit in nicely, but I took half spellcasting advancement already for the good BAB. So diminishing it too, that would hardly leave any spells left.

More like, it should be work as a discovery:

Poisoning hands: take adder's strike or one of its dependent feats as bonus feats.

Quote:

Oil Balance Suggestion:

The oils, as is, are overpowered

You may be right there. I had no free time to check, honestly.

The simplest way here should be swapping every d6 to a simple +1 damage bonus.

Quote:
Alchemical Coating (Ex): Add a +1 bonus to unarmed strike, plus another +1 for every 4 levels beyond first, totaling out to +5 at level 17. Options: Flaming, Corrosive, Shock, Frost, Keen, Disruption, Vicious, Cruel, or Cunning.

Well, its still an alchemist, not a paladin or magus. So I think bomb-equivalent discoveries are more fitting. But if Elghinn too finds this the simplest way, I wont argue (much:)

Quote:

and, to keep the "Explosive" in "Explosive Fist":

Detonate Fist (Ex): As a standard action, the explosive fist may end their Oil's usage early, to detonate their fists, as a Bomb.

I like that!

Bought.

Quote:
Very Disco suggestions:

Yes, awesome blow works as a discovery nicely here.

Plus, I was thinking of adding this this:

Master brawler's oil: the explosive fist can concoct an oil that when applied to the temples gives a spark of sudden martial insight. She can take a move action to gain the benefit of a combat feat she doesn't possess. She must meet all the feat prerequisites. At 10th level she can use two daily doses of oil to gain the benefits of two feats at the same time.

Thanks for the feedback!

Didn't notice the halved casting, but I feel like just adding up to +7 damage to strikes wouldn't be particularly powerful or fun...


Seems like a scaling problem then. +1 damage per level? 1d6 per five levels? Something like that must be fitting.


Alternatively it could scale as Monk/Brawler Unarmed/Warpriest Favored weapon.


#EXPLOSIVE FIST
Just going through this. Yes, the oil is OP - much so. I think the best option is that each unarmed strike attack that hits deals 1d6 damage of fire or whatever energy that is used (frost, acid, etc.), up to a number of attacks that total the listed damage (so 7 unarmed strikes at 1d6 each at 19th or higher). Then give him the already build in ability to detonate his charge as a single bomb explosion. He can do so at any time until the damage dice ar completed. So, he could use a 7d6 fist to hit twice (1d6 +1d6) leaving 5d6 remaining in the charge. He could then make a single attack that does 5d6 as a bomb. Bit more complicated than normal bombs but more flavorful to the MCA. This allows for a slow bleed of the "oils" damage or a single explosive blast.

Also, for discoveries, just use the bomb discoveries and apply them to the fist attacks. Easiest.

I'll get back to you on this once I figure it all out.

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