| Elghinn Lightbringer |
I've dibbed Warpriest/Bloodrager, Warpriest/Oracle, and Warpriest/Barbarian.
Okay, so my next could be the Boastful Gallant (Cyrano anyone? Should it be Swashbuckler or Bard primary? Mmm...) or either just the Consecrated Fury (Warpriest/Bloodrager).
So then, what are your top 5 dibbs from your list Bardess? We're limiting it to top 5 for now, and wheneahc gets down to 2, we'll only allow 2 dibbs at a time so there isn't a mass list of dibbs which can restrict the creative pool for everyone.
Sounds like these 4 are in your top 5, so we need another one.
“Name” (Wrp/Bbn) – Bardess
“Name” (Wrp/Ora) – Bardess
“Name” (Wrp/Brg) - Bardess
Boastful Gallant (Swa/Brd or Brd/Swa) - Bardess
| Tyrannical |
Alright! This one has been in development for a long time, way back when it was made for an Alchemist/Paladin build, but when I heard Investigators were on the horizon I made sure to tweak this concept so that it better fits the ACG material.
Originally it was gonna be based off the Chirurgeon and Hospitaler Alchemist and Paladin archetypes, and even though it's Investigator I decided to keep a few bits and pieces.
The aim here is to make a healer that does not rely on holy powers, and instead uses her own intuition and alchemy to replicate the same results, but with a keener medical mind. So, here it is;
While some who follow the ways of science feel called towards the roles of Alchemists and Investigators, Some feel compelled towards the practices of medicine, surgery and first aid. Through rigorous studying in the ways of medical treatment, Physicians are as capable as Paladins in terms of their curative abilities and can evaluate situations with a keen and practiced mind in many emergencies. Not to be underestimated in the heat of battle however, as their knowledge of anatomy and medicine can be a deadly tool when used offensively.
Primary Class: Investigator.
Secondary Class: Paladin.
Alignment: Any Good or Neutral.
Hit Dice: d8
Good Saves: Fort/Will
Poor Save: Ref
Bonus Skills and Ranks: The Physician selects three paladin skills to add to her class skills in addition to the normal alchemist class skills. The Physician gains a number of ranks at each level equal to 6 + Int modifier.
Weapon and Armor Proficiency: The Physician is proficient with all simple weapons, as well as the hand crossbow, dart gun, sap, sword cane, switchblade, sawtooth sabre and short sword. She is also proficient with light and medium armor, but not with shields.
Alchemy: The Physician gains the Alchemy ability of Investigators, though she adds the following Paladin spells to her list of extracts at the following indicated levels; 1st- Detect Poison, Stabilize, Deathwatch. 2nd- Sacred Bond, Martyr’s Bargain, Righteous Vigor. 3rd- Paladin's Sacrifice, Dispell Magic, Remove Curse. 4th- Breath of Life, Sacrificial Oath, Symbol of Healing. 5th- Cure Light Wounds; Mass, Cleanse, Life Bubble, Heal (reduced to 5th from 6th level extract). 6th- Cure Moderate Wounds; Mass, Heal; Mass, Restoration; Greater.
Basically just standard alchemy with some beneficial paladin spells added to the mix
First Aid: The Physician is better trained in basic first aid than a typical Investigator is, and has a broader understanding of anatomy, medicine and healing. The Physician has a First Aid pool equal to 1/2 his Physician level + his Intelligence modifier (minimum 1). He may use First Aid to augment the following skill checks in a similar fashion to Inspiration; Heal, Survival and Knowledge: Nature, without expending points from her pool.
The Physician can instead choose to spend her First Aid pool re-rolling any of these skill checks and takes the higher result. She may also expend a use of her First Aid pool to treat an ally as having a teamwork feat the Physician herself owns.
This ability and Medicine replace Inspiration
In order to balance things out, I made a version of Inspiration that doesn't allow for augmenting all available skills, and just a small few of them. I also made it less combat oriented to better suit the class
Poison Lore: Same as Investigator
Poison and Disease Resistance: At 2nd level, a Physician gains a +2 bonus on all saving throws against poison and disease. This bonus increases to +4 at 5th level, and to +6 at 8th level. At 11th level, the physician becomes completely immune to poison and disease.
This ability replaces Poison Resistance.
I borrowed 'Divine Health' from paladins and added it to poison resistance, it felt fitting rather than just getting immunity at level 3 as paladins do
Investigator Talent: At 3rd level and every 3 levels therafter, a Physician gains an investigator talent. Except where otherwise noted, each investigator talent can only be selected once. She also adds the following Investigator Talents to those available to her;
- Post-Mortem Research: You add the 'Blood-Biography', 'Speak with Dead' and 'Gentle Repose' spells to your formulae list as level 2 Extracts, you also gain +5 to Heal and Knowledge checks to identify causes of death.
- Surgical Treatment: While using any light or one handed weapon that deals piercing or slashing damage (such as daggers), The Physician can inflict normal lethal damage when using his Medical Intervention ability to attack.
- Therapist: You may use your First Aid pool to augment any Knowledge, Diplomacy and Sense Motive skill checks, though must expend a point from her pool to do so.
- Steady Hands: You may use your First Aid pool to augment any Disable Device, Sleight of Hand, Use Magic Device and Escape Artist skill checks, though must expend a point from her pool to do so.
- Extra Medicine: You may pick an additional Medicine from the list available to you, so long as you meet the level requirements. This Talent may be picked multiple times, each time granting another Medicine for use.
Any Talent that would affect Inspiration, Studied Combat or Studied strike affect First Aid, Medical Examination and Medical Intervention respectively, but any that add skills to Inspiration are lost, and the following Investigator Talents are changed;
- Alchemist Discoveries: The Physician can instead choose the following discoveries; combine extracts, dilution, elixir of life, enhance potion, eternal potion, extend potion, infusion, alchemical zombie, healing touch, spontaneous Healing, mummification and preserve organs.
- Rogue Talent: The Physician can instead choose the following rogue talents; assault leader, black market connections, canny observer, charmer, coax information, combat swipe, convincing liar, cunning trigger, deft palm, disease use, fast fingers, false friend, fast picks, firearm training, follow clues, guileful polyglot, grit, hard to fool, hold breath, honeyed words, iron guts, major magic, minor magic, peerless maneuver, philologist, quick disable, quick trapsmith, rapid boost, resilience, rogue crawl, scavenger, stand up, strong stroke.
Infused Curative: At 3rd level, a Physician's extracts of cure spells automatically act as infusions, and can be used by non-Investigators. When a Physician prepares her extracts, she may choose to render any or all of his infused curatives inert and prepare other extracts to replace them (unlike infusions, which continue to occupy the Investigator's daily extract slots until consumed or used).
This replaces Keen Recollection
Borrowing this ability and Anaesthetic from Chirurgeon, yes I know it's an alchemist archetype but it fits nicely regardless
Swift Remedy: At 4th level, a Physician can create alchemical items with astounding speed. It takes a Physician half the normal amount of time to create alchemical items. She also gains the 'Swift Aid' feat as a bonus feat.
This replaces Swift Alchemy
No more benefit to poison, instead a fitting feat to help speed up aid another actions
Medical Examination: With a keen eye and calculating mind, an Physician can assess the physiology in his friends and foes alike. At 4th level, a Physician can use a move action to examine a single enemy or ally that he can see. Upon doing so, he adds 1/2 his Physician level as an insight bonus on melee attack rolls and as a bonus on damage rolls against enemies, and 1/2 his Physician level as an insight bonus on aid another against allies.
This effect lasts for a number of rounds equal to her Intelligence modifier (minimum 1) or until she deals or heals damage with Medical Intervention, whichever comes first. The bonus on damage rolls is precision damage, and is not multiplied on a critical hit.
A Physician can only have one target of Medical Examination at a time, and once a creature has become the target of an Physician's Medical Examination, he cannot become the target again for 24 hours unless the Physician expends one use of First Aid when taking the move action to use this ability.
This ability replaces Studied Combat
Medical Intervention: At 4th level, a Physician can choose to make a Medical Intervention against the target of his Medical Examination as a free action, upon successfully hitting a examined enemy with a melee attack, to deal additional non-lethal 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 Medical Intervention is precision damage and is not multiplied on a critical hit; creatures that are immune to sneak attacks are also immune to Medical Intervention.
If the target of the Physician's Medical Examination is an ally, she can instead heal an additional 1d6 of damage as an aid another action that does not provoke attacks of opportunity, increasing by 1d6 every 2 levels.
The Physician must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A Physician cannot use Medical Intervention against a creature with concealment.
This ability replaces Studied Strike
This and Medical Examination are my attempts at combining Studied Strike and Lay on Hands into a single ability. I felt as though it should prioritize healing, and so to balance it out I removed doing lethal damage (unless a certain talent is selected)
Medicine: At 5th level, and every four levels thereafter (9, 13 and 17), a Physician learns how to specially treat conditions. Whenever the Physician uses Medical Intervention to heal damage to one target, the Physician may expend a point of First Aid so that ally receives the additional effects from all of the Medicines possessed by the Physician. Medicine can remove a condition caused by a curse, disease, or poison without curing the affliction. Such conditions return after 1 hour unless the Medicine actually removes the affliction that causes the condition.
At 5th level, the Physician can select from the following initial medicines.
Fatigued: The target is no longer fatigued.
Bleeding: The target is no longer bleeding.
Sickened: The target is no longer sickened.
At 9th level, a physician adds the following medicines to the list of those that can be selected.
Dazed: The target is no longer dazed.
Diseased: The paladin's lay on hands ability also acts as remove disease, using the paladin's level as the caster level.
Staggered: The target is no longer staggered, unless the target is at exactly 0 hit points.
At 13th level, a Physician adds the following medicines to the list of those that can be selected.
Exhausted: The target is no longer exhausted. The Physician must have the fatigue medicine before selecting this medicine.
Addicted: The target is no longer addicted to a singular drug or substance.
Nauseated: The target is no longer nauseated. The Physician must have the sickened medicine before selecting this medicine.
Poisoned: The Physician's Medical Intervention ability also acts as neutralize poison, using the Physician's level as the caster level.
At 17th level, a Physician adds the following medicines to the list of those that can be selected.
Blinded: The target is no longer blinded.
Deafened: The target is no longer deafened.
Paralyzed: The target is no longer paralyzed.
Stunned: The target is no longer stunned.
Disabled: The target is no longer disabled.
This ability replaces Trapfinding, Trap Sense and Inspiration
If you hadn't guessed these are reskinned Mercies, but instead of being divine they are purely physical/alchemical
Anaesthetic: At 5th level, a Physician learns how to supplement uses of the Heal skill with pain-killing drugs. She gains 'Skill Focus (Heal)' as a bonus feat. Any use of the Heal skill that has a risk of harming the patient (such as extracting a barb) only deals the minimum damage when performed by a Physician.
Pharmaceutist: At 7th Level, the Physician gains the 'Brew Potion' and 'Craft Pharmaceutical' crafting feats as bonus feats, even if she does not meet the prerequisites.
Now, 'Craft Pharmaceutical' is a technology feat, but even in games without technology it benefits from having the 'craft poison' ability of the feat regardless. Even though it's tech related, I feel as though this perk is the least advanced and works well with the investigator's scientific side.
True Physician: At 20th level, a Physician becomes an expert in the field of medicine. She instead adds 2d6 rather than 1d6 to the result of her skill checks augmented by First Aid.
Additionally, she may also spend a point of her First Aid pool to deliver any helpful pharmaceutical or infused curative extract to an ally during her Medical Intervention, as if having the 'Touch Injection' effect. Whenever an ally is healed to maximum health via Medical Intervention, any points of healing that would be wasted are instead added as temporary hit points equal to half the points of healing remaining.
This ability replaces True Inspiration
Still unsure what to properly name this MCA. I was debating it having the word Physician, Healer, Medicinal, Pharmaceutist, Aesculapian, Medical, so on and so forth...
| Noro |
Alright! This one has been in development for a long time, way back when it was made for an Alchemist/Paladin build, but when I heard Investigators were on the horizon I made sure to tweak this concept so that it better fits the ACG material.
As it is a magic-user healer, I think some actual healing power (that can be used on others, not just self) should go to 1st level. At least infusions.
Spell list: stabilize has no point as a 1st level spell. Any cure automatically stabilises.
And the names: definitely not Aesculapian. The name Aesculapius means just as much in most settings as does 'Bigby'. Which is, absolutely nothing :D
I would vote for pharmacist.
Actually, I have some other nomenclature problems here. 'Medical intervention' as a power that does damage sounds weird. Its more like a surgical strike. And 'medicine' sort of suggests to me it works by taking pills, or somesuch. But its more like an acupuncture thingy, is it not?
| Tyrannical |
Tyrannical wrote:Alright! This one has been in development for a long time, way back when it was made for an Alchemist/Paladin build, but when I heard Investigators were on the horizon I made sure to tweak this concept so that it better fits the ACG material.
As it is a magic-user healer, I think some actual healing power (that can be used on others, not just self) should go to 1st level. At least infusions.
Spell list: stabilize has no point as a 1st level spell. Any cure automatically stabilises.
And the names: definitely not Aesculapian. The name Aesculapius means just as much in most settings as does 'Bigby'. Which is, absolutely nothing :D
I would vote for pharmacist.
Actually, I have some other nomenclature problems here. 'Medical intervention' as a power that does damage sounds weird. Its more like a surgical strike. And 'medicine' sort of suggests to me it works by taking pills, or somesuch. But its more like an acupuncture thingy, is it not?
You're right, there does seem to be a lack of healing abilities from level 1, perhaps putting Infused Curative at level 1 might help, and have it replace trapfinding (and therefore Medicine replaces Keen Recollection too).
I did originally have medical intervention listed as 'surgical strike', but given the class is intended to be more about healing, I felt that the term 'intervention' could apply to both attacking enemies and helping allies. Surgical Strike then became the name for the talent that allows for lethal damage. Medical Intervention deals only non-lethal damage, intended to weaken the enemy through striking a pressure point or doping them, whatever the player feels works
As for Medicine? I wanted to keep it broad, it's pretty much up to the player what medicine entails, it could be first aid, using healing drugs or herbs, acupuncture, physical therapy... at the end of the day, it's the Physician healing somebody, that's all that matters.
| Noro |
As for Medicine? I wanted to keep it broad, it's pretty much up to the player what medicine entails, it could be first aid, using healing drugs or herbs, acupuncture, physical therapy... at the end of the day, it's the Physician healing somebody, that's all that matters.
I see. Its just that you introduced the whole ability tree with a melee attack. Maybe I am just too visual here. The medicine works in combat (which is fine), very fast, and not magic, so I keep wondering how to actually imagine it. I tend to do that, even when it would be better not to
| Tyrannical |
Tyrannical wrote:I see. Its just that you introduced the whole ability tree with a melee attack. Maybe I am just too visual here. The medicine works in combat (which is fine), very fast, and not magic, so I keep wondering how to actually imagine it. I tend to do that, even when it would be better not to
As for Medicine? I wanted to keep it broad, it's pretty much up to the player what medicine entails, it could be first aid, using healing drugs or herbs, acupuncture, physical therapy... at the end of the day, it's the Physician healing somebody, that's all that matters.
Ah. Medicine can only be used on allies who have been targeted by Medical Intervention. it's the same functionality as Lay on Hands/Mercies, only you quickly dose them with medicine, or something similar to that theme anyway.
| Apraham Lincoln |
Apraham Lincoln wrote:I think I have Cav/Ska taken (Flag Bearer), but it could easily become Ska/Cav.Im definitely up for a cav/ska as my 1st pick, 1st draft done and ditched, 2nd draft done and ditched. On 3rd draft now :P
From the name i dont think there will be much overlap. It will be intersting to see what different spaces we come up with for 2 similar mcas :)
| Elghinn Lightbringer |
Physician
A few talents questions.
1) Alchemy: adding 5th–cure light wounds (mass), heal (moved from a 6th level extract to a 5th level extract); 6th–cure moderate wounds (mass), heal (mass).
Big issue with the mass spells, as you can't affect more than 1 target with an extract, so these are useless, as much as you might want to add them. Extracts just can't do "mass" spells. Also, I think you should just leave Heal at 6th instead of moving it to 5th. It'll already function as an infused extract when he can first make it.
2) Steady Hands (Ex): The physician can spend 1 point from his first aid pool to augment any Disable Device, Escape Artist, Sleight of Hand, or Use Magic Device skill checks.
How is it augmented/by how much?
3) Surgical Treatment talent rewrite.
Surgical Precision (Ex): While making an attack using a light or one handed weapon that deals piercing or slashing damage (such as daggers), the physician can inflict normal lethal damage when using his medical intervention ability.
4) Therapist (Ex): The physician spend 1 point from his first aid pool to augment any Diplomacy, Knowledge, or Sense Motive skill checks.
How is it augmented/by how much?
5) @Name
First Name = Resolute, Stalwart, Ardent, Steadfast, Gifted, Blessed, Consecrated
Last Name: Physician, Medic, Healer, Surgeon
| Tyrannical |
Tyrannical wrote:PhysicianA few talents questions.
1) Alchemy: adding 5th–cure light wounds (mass), heal (moved from a 6th level extract to a 5th level extract); 6th–cure moderate wounds (mass), heal (mass).
Big issue with the mass spells, as you can't affect more than 1 target with an extract, so these are useless, as much as you might want to add them. Extracts just can't do "mass" spells. Also, I think you should just leave Heal at 6th instead of moving it to 5th. It'll already function as an infused extract when he can first make it.
2) Steady Hands (Ex): The physician can spend 1 point from his first aid pool to augment any Disable Device, Escape Artist, Sleight of Hand, or Use Magic Device skill checks.
How is it augmented/by how much?
3) Surgical Treatment talent rewrite.
Surgical Precision (Ex): While making an attack using a light or one handed weapon that deals piercing or slashing damage (such as daggers), the physician can inflict normal lethal damage when using his medical intervention ability.
4) Therapist (Ex): The physician spend 1 point from his first aid pool to augment any Diplomacy, Knowledge, or Sense Motive skill checks.
How is it augmented/by how much?
5) @Name
First Name = Resolute, Stalwart, Ardent, Steadfast, Gifted, Blessed, Consecrated
Last Name: Physician, Medic, Healer, Surgeon
1) I was thinking 'Mass' spells would work as extracts by being drunk and then spreading the effect to others, but if mechanically this presents problems then these spells could be removed. Are there any other spells that this class could/should add to the extract list that fit?
2) 1d6, like Inspiration, then 2d6 at level 20, any talent that raises the amount of die rolled from Inspiration would affect First Aid and any talents adding skills to it.
3) Looks good to me.
4) Same as question 2.
5) perhaps 'Astute Physician'?
| Tyrannical |
#Astute Physician
Anybody else wanna chip in on this one? anyone see any potential balance issues? clash of abilities? Anything that should be added/removed?
EDIT: Also, my Bar Brawler is probably gonna be Barbarian secondary instead of Skald, unless that clashes with other ideas, in which it'll remain Skald with a few cutbacks/edits.
| Oceanshieldwolf |
#Astute Physician
I've noted your design path, but I'm not getting any thematic reason why this is a Paladin secondary except that there might be some divine OR combat related concept. The mix of divine spells (regardless of whether they are cast divinely or not - I'm guessing the added Paladin spells are still Alchemical/Extracts) and alchemy weirds me out.
This MCA feels like a conceptual stretch (insightful healer, anatomical combatant, battle medic, alchemical pharmacist) that doesn't gel, but that is only me, and no-one else seems to find it anomalous.
I do see Medicine's condition amelioration bringing the Paladin in somewhat, and I guess it is being reskinned as non-divine. Fair enough.
* As for the name, I would only say the Aesculapian is as far as I am concerned no longer tied to classical baggage. I think comparing it to Bigby is in error - Bigbyan means one thing - something Greyhawkian. Aesculapian refers more to a school or approach of medicine.
* There are a bunch of misapplied genders - the Iconic investigator is male, so the AP should be too. Not big deal, Elghinn should be able to fix this up. ;P
* First Aid - I don't see any thematic or Primary/Secondary class-based reason for this part :
She may also expend a use of her First Aid pool to treat an ally as having a teamwork feat the Physician herself owns.
I think it should be dropped.
* Investigator Talent - some of the Rogue Talents do not seem to complement the MCA - convincing liar (maaaybe to lie to patients...), quick disable, quick trapsmith, guileful polyglot/honeyed words (maaaybe at a stretch), rogue crawl. Others I like - scavenger would help the AP to find necessary medicinal tools or ingredients perhaps...
* Medical Intervention -
Just needs to be clarified and reworded to specify adding 1/2 AP level to Aid Another attempts on allies.
| Tyrannical |
#Astute Physician
I've noted your design path, but I'm not getting any thematic reason why this is a Paladin secondary except that there might be some divine OR combat related concept. The mix of divine spells (regardless of whether they are cast divinely or not - I'm guessing the added Paladin spells are still Alchemical/Extracts) and alchemy weirds me out.
...
I do see Medicine's condition amelioration bringing the Paladin in somewhat, and I guess it is being reskinned as non-divine. Fair enough.
The major reason why this is a paladin secondary is because it borrows Mercies from the paladin, as well as reshaping Studied Strike to function a little like Lay on Hands. It also borrows Divine Health in it's own little way.
This MCA feels like a conceptual stretch (insightful healer, anatomical combatant, battle medic, alchemical pharmacist) that doesn't gel, but that is only me, and no-one else seems to find it anomalous.* As for the name, I would only say the Aesculapian is as far as I am concerned no longer tied to classical baggage. I think comparing it to Bigby is in error - Bigbyan means one thing - something Greyhawkian. Aesculapian refers more to a school or approach of medicine.
I tried to do what i could with the investigator's current abilities in order to make them more healer-oriented. unfortunately, Investigator just has so much in the way of varying skills and abilities it's quite a challenge to ensure thematically everything is accounted for.
* First Aid - I don't see any thematic or Primary/Secondary class-based reason for this part :Physician wrote:She may also expend a use of her First Aid pool to treat an ally as having a teamwork feat the Physician herself owns.I think it should be dropped.
First Aid is essentially 'Inspiration' without the affect on ALL skills, just the select few. I'll admit, the bonus to teamwork feats was a bit of a long shot (especially for a class that doesnt offer bonus teamwork feats), but I'm open to changes/substitutions, so long as the bonus to HEal/Survival/Nature remains.
* Investigator Talent - some of the Rogue Talents do not seem to complement the MCA - convincing liar (maaaybe to lie to patients...), quick disable, quick trapsmith, guileful polyglot/honeyed words (maaaybe at a stretch), rogue crawl. Others I like - scavenger would help the AP to find necessary medicinal tools or ingredients perhaps...
There aren't that many rogue talents that fit thematically, I could remove rogue talents as an option, but I'm sure many rogue-lovers out there would hate me for it.
* Medical Intervention -...and 1/2 his Physician level as an insight bonus on aid another against allies.
Just needs to be clarified and reworded to specify adding 1/2 AP level to Aid Another attempts...
I'd say that's more reasonable, indeed!
| Noro |
The mix of divine spells (regardless of whether they are cast divinely or not - I'm guessing the added Paladin spells are still Alchemical/Extracts) and alchemy weirds me out.
Healing spells have always been part of alchemy. In theory... because some of those in the list are definitely problematic. But these are mchanical problems to me, not conceptual
Mass cure spells: alchemists with the infusion discovery can have communal spells. By that logic mass spells could work too.
Symbol of healing: I cannot imagine this for an extract
Sacred bond: the symmetry of the spell doesnt fit the extract concept. The one drinks the extract, is he the one who can heal, or who can be healed?
Same question can be asked about paladins sacrifice and sacrificial oath, though these are not symmetric, at least.
Martyrs bargain: you cannot drink an extract as an immediate action, and without that I dont think it makes sense
| Tyrannical |
#Astute Physician
Yeah, the extracts are gonna need looking at. This was a spell list from a long time ago, like MCA VII times, so I haven't really reviewed it in detail since.
I'm open to suggestions what spells from the Paladin list you guys think would work well as extracts for this particular MCA
| Tyrannical |
so... how does diagnose disease work, do you drink it and now can target one creature, or do you rub it on their skin or else it gets the hose again and it changes color or something?
the same way most alchemist extracts work to affect others, you drink it and then cast it. the 'mass' extracts could do this, at a push, but then again it's in the hands of El with the final say on this.
| Elghinn Lightbringer |
Did some reworking, took into account some of the post's comments.
While some who follow the ways of science feel called towards the roles of alchemists and investigators, some feel compelled to practice medicine, surgery and first aid. Through rigorous studying of medical treatments, astute physicians are as capable as paladins in terms of their curative abilities, and can evaluate situations with a keen and practiced mind in many emergencies. Not to be underestimated in the heat of battle, the astute physician’s knowledge of anatomy and medicine can be a deadly tool when used offensively.
Primary Class: Investigator.
Secondary Class: Paladin.
Alignment: Any nonevil.
Hit Dice: d8.
Bonus Skills and Ranks: The astute physician selects three paladin skills to add to his class skills, in addition to the normal alchemist class skills. The astute physician gains a number of ranks at each level equal to 6 + Int modifier.
Weapon and Armor Proficiency: The astute physician is proficient with all simple weapons, plus the dart gun, hand crossbow, sap, sawtooth sabre, short sword, switchblade, and sword cane. He is also proficient with light and medium armor, but not with shields.
Alchemy: This is exactly like the investigator ability of the same name, except that the astute physician imbues his extracts with a touch of the divine. In addition, the astute physician adds the following paladin spells to his list of extracts at the indicated formulae levels: 1st–bless water, bless weapon, compel hostility, create water, deathwatch, detect poison, enhance water, knight’s calling, sanctify corpse, shield of fortification, virtue; 2nd–abeyance, blessing of courage and life, corruption resistance, honeyed tongue, paladin's sacrifice, veil of positive energy; 3rd–dispel magic, life shield, remove curse, remove paralysis, resilient reservoir, righteous vigor, sacred bond, shield of fortification (greater), vestment of the champion; 5th–cleanse, breath of life, crusader’s edge, life bubble; 6th–bestow grace of the champion, king’s castle, restoration (greater), sacrificial oath.
First Aid (Ex): An astute physician is beyond knowledgeable and skilled in the art of medicine, possessing a broad understanding of anatomy, surgery, and healing that far surpasses the abilities of others. An astute physician typically uses these powers to aid those who are injured, whether friend or foe, but can also use these flashes of insight in their physical conditions.
An astute physician has the ability to augment condition, healing, and injury-related skill checks and ability checks through his brilliant comprehension of physiology and anatomy. The astute physician has a first aid pool equal to 1/2 his astute physician level + his Intelligence modifier (minimum 1). An astute physician's first aid pool refreshes each day, typically after he gets a restful night's sleep. As a free action, he can expend one use of first aid 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 astute physician can only use first aid once per check or roll. The astute physician can use first aid on any Heal, Knowledge (nature), or Survival skill checks without expending a use of first aid, provided he's trained in the skill.
First aid can also be used on nonlethal attack rolls and saving throws against physical injuries and conditions, at the cost of expending two uses of first aid each time from the astute physician's pool. In the case of saving throws, using first aid is an immediate action rather than a free action. This ability replaces inspiration.
Infused Curative (Su): Starting at 1st level, an astute physician can channel stored alchemical energy into healing extracts that he did not prepare ahead of time. The astute physician can “lose” any prepared extract in order to create any cure extract of the same formulae level or lower (a cure extract is any extract with “cure” in its name). Creating these “cure” extracts requires 1 minute or work as normal. In addition, any “cure” extract prepared by the astute physician is considered to be created using the infusion discovery. This ability replaces trapfinding.
Contamination Resistance: This is exactly like the investigator’s poison resistance ability, except that its effect also applies to diseases. This ability alters poison resistance.
Anesthetics (Ex): At 3rd level, an astute physician learns how to supplement uses of the Heal skill with pain-killing drugs. He gains Skill Focus (Heal) as a bonus feat. Any use of the Heal skill that has a risk of harming the patient (such as extracting a barb) only deals the minimum damage when performed by an astute physician. This ability and remedy replace trap sense.
Investigator Talent: This is exactly like the investigator ability of the same name, except that the astute physician may also select from the following new investigator talents, restricted to the Astute Physician multiclass archetype. Unless otherwise noted, each investigator talent can only be selected once.
Alchemist Discovery: The astute physician may choose the following discoveries: alchemical zombie, combine extracts, dilution, elixir of life, enhance potion, eternal potion, extend potion, healing touch, infusion, mummification, preserve organs, spontaneous healing. These replace the normal alchemist discoveries that can be selected by the investigator.
Post-Mortem Research (Ex): The astute physician adds blood-biography, gentle repose and speak with dead to his list of 2nd–level formulae. He also gains a +5 competence bonus to all Heal and Knowledge checks made to determine a creature’s cause of death.
Rogue Talent: The astute physician may choose the following rogue talents: assault leader, black market connections, canny observer, charmer, coax information, combat swipe, deft palm, disease use, follow clues, guileful polyglot, grit, hard to fool, hold breath, honeyed words, iron guts, major magic, minor magic, peerless maneuver, philologist, rapid boost, resilience, scavenger, stand up, strong stroke. These replace the normal rogue talents that can be selected by the investigator.
Steady Hands (Ex): The astute physician can spend 1 point from his first aid pool to augment the result of any Disable Device, Escape Artist, Sleight of Hand, or Use Magic Device skill check.
Surgical Precision (Ex): While making an attack using a light or one handed weapon that deals piercing or slashing damage (such as daggers), the astute physician can inflict normal lethal damage when using his medical intervention ability. He can also use his first aid to augment an attack roll when using surgical precision.
Therapist (Ex): The astute physician can spend 1 point from his first aid pool to augment the result of any Diplomacy, Knowledge, or Sense Motive skill check.
Any talent that would affect an investigator’s inspiration, studied combat, or studied strike abilities instead apply to the astute physician’s first aid, medical examination, and medical intervention abilities respectively. The astute physician does not gain any additional skills added to the inspiration ability through a talent.
Pharmaceuticals (Ex): At 3rd level, an astute physician gains the Brew Potion and Craft Pharmaceutical item crafting feats as bonus feats, even if he does not meet the prerequisites. This ability replaces keen recollection.
Medical Examination (Ex): With a keen eye and calculating mind, an astute physician can assess the physiology of his opponents and allies alike. At 4th level, an astute astute physician can use a move action to examine a single enemy or ally that he can see. Upon doing so, he adds 1/2 his astute physician level as an insight bonus on melee attack rolls and as a bonus on damage rolls against enemies, and 1/2 his astute physician level as an insight bonus when using the aid another action with allies. This effect lasts for a number of rounds equal to her Intelligence modifier (minimum 1) or until she deals or heals damage with medical intervention, whichever comes first. This bonus on damage rolls is considered precision damage, and is not multiplied on a critical hit.
An astute physician can only have one target of medical examination at a time, and once a creature has become the target of an astute physician's medical examination, he cannot become the target again for 24 hours unless the astute physician expends one use of first aid when taking the move action to use this ability. This ability replaces studied combat.
Medical Intervention (Ex): At 4th level, an astute physician can choose to make a medical intervention against the target of his medical examination as a free action, upon successfully hitting an examined enemy with a melee attack, to deal additional nonlethal 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 medical intervention is precision damage and is not multiplied on a critical hit; creatures that are immune to sneak attacks are also immune to medical intervention.
The astute physician 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 astute physician cannot use medical intervention against a creature with concealment.
If the target of the astute physician's medical examination is an ally, she can instead heal an additional 1d6 of damage as part of an aid another action that does not provoke attacks of opportunity. The amount of damage healed increases by 1d6 for every 2 levels thereafter (to a maximum of 9d6 at 20th level). This ability replaces studied strike.
Swift Alchemy (Ex): This is exactly like the investigator’s ability of the same name. In addition, the astute physician gains Swift Aid as a bonus feat.
Remedy (Ex): At 6th level, and every three levels thereafter (9th, 12th, and so on), an astute physician learns how to treat conditions through medical means. Whenever the astute physician uses medical intervention to heal damage to one target, the target also receives the additional effects from all of the remedies possessed by the astute physician. Remedies can remove a condition caused by a curse, disease, or poison without curing the affliction. Such conditions return after 1 hour unless the remedy actually removes the affliction that causes the condition.
At 6th level, the astute physician can select from the following initial remedies.
• Bleeding: The target is no longer bleeding.
• Fatigued: The target is no longer fatigued.
• Sickened: The target is no longer sickened.
At 9th level, an astute physician adds the following remedies to the list of those that can be selected.
• Dazed: The target is no longer dazed.
• Diseased: The astute physician’s medical intervention ability also acts as remove disease, using the astute physician’s level as the caster level.
• Staggered: The target is no longer staggered, unless the target is at exactly 0 hit points.
At 12th level, an astute physician adds the following remedies to the list of those that can be selected.
• Addicted: The target is no longer addicted to a singular drug or substance.
• Exhausted: The target is no longer exhausted. The astute physician must have the fatigue remedy before selecting this remedy.
• Nauseated: The target is no longer nauseated. The astute physician must have the sickened remedy before selecting this remedy.
• Poisoned: The astute physician's medical intervention ability also acts as neutralize poison, using the astute physician's level as the caster level.
At 15th level, an astute physician adds the following remedies to the list of those that can be selected.
• Blinded: The target is no longer blinded.
• Deafened: The target is no longer deafened.
• Disabled: The target is no longer disabled.
• Paralyzed: The target is no longer paralyzed.
• Stunned: The target is no longer stunned.
Master Surgeon (Ex): At 20th level, an astute physician becomes an expert in the field of medicine. He instead adds 2d6 rather than 1d6 to the result of his skill checks augmented by first aid.
In addition, an astute physician may spend a point from his first aid pool to deliver any beneficial extract to an ally when using his medical intervention ability as the touch injection spell. If an ally is healed to full health (maximum hit points) when using medical intervention, half of any of the points of healing that would be wasted are instead gained by the ally as temporary hit points. This ability replaces true inspiration
Table: Physician
Base
Class Attack Fort Ref Will Extracts per Day
Level Bonus Save Save Save Special 1st 2nd 3rd 4th 5th 6th
1st +0 +2 +0 +2 Alchemy, first aid, infused curative 1 — — — — —
2nd +1 +3 +0 +3 Contamination resistance +2, poison lore 2 — — — — —
3rd +2 +3 +1 +3 Anesthetics, investigator talent, pharmaceuticals 3 — — — — —
4th +3 +4 +1 +4 Medical examination, medical intervention +1d6, 3 1 — — — —
swift alchemy
5th +3 +4 +1 +4 Contamination resistance +4, investigator’s talent 4 2 — — — —
6th +4 +5 +2 +5 Medical intervention +2d6, remedy 4 3 — — — —
7th +5 +5 +2 +5 Investigator’s talent 4 3 1 — — —
8th +6/+1 +6 +2 +6 Contamination resistance +6, medical intervention +3d6 4 4 2 — — —
9th +6/+1 +6 +3 +6 Investigator’s talent, remedy 5 4 3 — — —
10th +7/+2 +7 +3 +7 Medical intervention +4d6 5 4 3 1 — —
11th +8/+3 +7 +3 +7 Contamination immunity, investigator’s talent 5 4 4 2 — —
12th +9/+4 +8 +4 +8 Medical intervention +5d6, remedy 5 5 4 3 — —
13th +9/+4 +8 +4 +8 Investigator’s talent 5 5 4 3 1 —
14th +10/+5 +9 +4 +9 Medical intervention +6d6 5 5 4 4 2 —
15th +11/+6/+1 +9 +5 +9 Investigator’s talent, remedy 5 5 5 4 3 —
16th +12/+7/+2 +10 +5 +10 Medical intervention +7d6 5 5 5 4 3 1
17th +12/+7/+2 +10 +5 +10 Investigator’s talent 5 5 5 4 4 2
18th +13/+8/+3 +11 +6 +11 Medical intervention +8d6, remedy 5 5 5 5 4 3
19th +14/+9/+4 +11 +6 +11 Investigator’s talent 5 5 5 5 5 4
20th +15/+10/+5 +12 +6 +12 Master surgeon, medical intervention +9d6 5 5 5 5 5 5
| Tyrannical |
#Astute Physician
I like it, it's not too far from it's original idea and seems to address the concerns of others.
I would wager however to balance out "Swift Alchemy" we remove the aspect of it that allows for faster poisoning, just to make room for the bonus feat it offers. Perhaps to better distinguish it from the original ability we should rename it? "Swift Medicine" maybe?
"Master Surgeon" seems a little strangely named too, since the ability isn't all that surgical, should it remain as "Master Physician?" or perhaps something like "True First Aid"?
I was also thinking of somehow including Auras, addressing OSW's concerns that the class doesn't have all that much Paladin variation. It may be a tight squeeze, but ideas I had were either creating new Talents to deal with it, or perhaps 'Contamination Resistance' itself could be an aura effect. That is to say if we can actually fit auras into this, but of course I don't want to overload the class.
| Elghinn Lightbringer |
Renamed swift alchemy to Swift Aid and removed poisoning stuff for the Swift Aid feat.
Master Surgeon is renamed True First Aid.
Aura to replace Contamination Resistance.
Aura of Purity (Su): At 2nd level, an astute physician is immune to disease (magical or otherwise). Each ally within 10 feet of her gains a +4 morale bonus on saving throws against disease effects. This ability functions only while the astute physician is conscious, not if he is unconscious or dead.
At 8th level, an astute physician is also immune to poison (magical or otherwise). Each ally within 10 feet of her gains a +4 morale bonus on saving throws against poison effects. This ability replaces poison resistance.
If thaose are good, I think we can call this one done. T?
@JonathonWilder
Looks like we've lost Jon, at least for now, so Bandw2 go ahead with your first ACG MCA.
| Tyrannical |
Aura of Purity (Su): At 2nd level, an astute physician is immune to disease (magical or otherwise). Each ally within 10 feet of her gains a +4 morale bonus on saving throws against disease effects. This ability functions only while the astute physician is conscious, not if he is unconscious or dead.
At 8th level, an astute physician is also immune to poison (magical or otherwise). Each ally within 10 feet of her gains a +4 morale bonus on saving throws against poison effects. This ability replaces poison resistance.
Hmm, seems a little off to me, I do like how corruption resistance works in comparison, so maybe this as a nice middleground?
Contamination Resistance: This is exactly like the investigator’s poison resistance ability, except that its effect also applies to diseases. At 8th, so long as the Astute Physician has a point left in his First Aid pool, he may grant a +4 alchemical bonus on saving throws against poison and disease to all allies within 10 feet. This ability functions only while the astute physician is conscious, not if he is unconscious or dead.
| Bandw2 |
#WitshSlayer
Slayer/Arcanist
¾ BAB
good will save
HD - d8
SP 4+int
Gains Use magic Device, Spell craft and Knowledge(Arcana) as class skills.
full casting, as an wizard, but with arcanist spells per day. Can only cast and learn the first 4 level of spells from the sorc/wizard list. this replaces Swift Tracker, Slayer’s Advance, Quarry, improved Quarry, and Master Slayer.
if someone else has a way to make their counterspell proportionally more useful than their spells, or at least their slots can work on higher level spells or some such, i'd, literally, love to hear it.
has Arcane Reservoir, can have up to 3+ Witchslayer level, and starts day with 3+¼ Witchslayer level. This replaces Track.
Counterspell, at 2nd level you gain with Counterspell arcanist exploit. Whenever you counterspell either normally or through this exploit you gain 1 Arcane Reservoir point , if you fail to counterspell the AR point is still expended, however it you succeed you gain a point instead of losing one. this replaces the 2nd level slayer talent.
Studied Target only works on enemies with the ability to cast spells or spell-like abilities. This modifies studied Target.
Silver Bullet, at 3rd level, you can expend a point of Arcane Reservoir and make a ranged touch attack with a ranged weapon. If the target can cast spells or spell-like abilities, then add 1d6 damage. this damage increases by 1d6 every 3 levels. If you Counterspelled a spell within Int-mod rounds, then you may increase the number of dice rolled by 50% by expending one additional Arcane Reservoir point. This damage is of the weapon's type, however at 3rd level The weapon and Silver Bullet's damage becomes silver, at 7th level it counts as magic, at 10th level it counts as Cold iron, and at 16th level it counts as Adamantine, for overcoming damage resistance. This replaces Sneak attack.
I think I might want to replace the progression with the ability to spend spell slots for damage based on spell slot level
Slayer Talents: can choose any arcanist exploit in exchange for a slayer talent, may not exchange an advanced talent for advanced exploits however. This modifies Slayer Talents.
| Bandw2 |
I apologize for disappearing. My phone broke on me, leaving me with no internet, and I have been so busy working I forgot about this completely. What have I missed, where were we when I was last here and what has happened since?
so, we can only have 5 claims at a time, EL will only work on new combos, and your turn is up, right now.
JonathonWilder
|
Only five claims? Well let's see:
Espial Voyageur (Inv/Brd)
Arcane Observer (Inv/Wiz)
Persona Shifter (Inv (Infiltrator)/Sor – Doppleganger bloodline)
Grimm Seeker (Inq/Sla or Inv/Sla)
Star Speaker (Sor/Ora)
I had two or three others but they were not named, so they can wait.
Was my Plague Doctor finished? I cannot remember.
----------------
I would say let's go with either the Grimm Seeker or Star Speaker. Though while I had flavor text for the former, it is stuck on my phone... which I can't use. I would need time to recreate it or make one for the later.
JonathonWilder
|
@Bandw2
Hmm... I see. Well then I will just need to hope no one else claims those I have interest it. Thankfully I don't believe any of my MCAs overlap with others, so that won't be a problem.
----------------------------------
The Grimm Seeker is one knowledgable in monsters and beings often hidden from most, those with powers that make them dangerous or even deadly for any who interact with them. It is the duty of these individuals to seek out, even slay, such creatures so as to protect those who cannot fight such threats.
Yet, Grimm Seekers also understand that not all such creatures seek to threaten or simply wish to be left alone and that some may even be useful in helping to track down those monsters and beings that bringing harm to others or killing without regret. Bargaining or even allying with these supernatural or magical creatures can lead a seeker to finding and killing the true threats.
Knowledgable, skilled, and with the ability to perceive those that use glamours or other illusions, or even alter their appearance through natural or magical means. Yet with such the Grimm Seeker reveals they are a threat and slayer to such creatures.
----------
Sighs, that with have to do... perhaps Elghinn can improve it.
If we go with Investigator, I say lets start with removing Alchemy and Studied Strike so as to help add in a Slayer's combat ability.
For Inquisitor... well I know I would want to keep Monster Lore.
| Elghinn Lightbringer |
oh and it'll eventually stop at 2 claims, as i kinda exploded with claims and with EL's new rule of only working on new combos, he and others felt the need to reduce claims.
Yeah, I don't want a bunch of the combos claimed by a few, then leaving only certain others for people to choose from. At least at this point. I'd like to get as many different combos too, so I'd prefer that there isn't any overlap with combos.
So, we'll get everyone to start with 5 claims, then whittle those done to 2 claims at a time for each person. So Jon, pick another one aside form Star Speaker, as that isn't an ACG combo. then you'll have your 5.
| Noro |
#WitshSlayer
Slayer/Arcanist
Finally, a martial/arcane MCA!
¾ BAB
good will save
HD - d8
SP 4+int
Gains Use magic Device, Spell craft and Knowledge(Arcana) as class skills.full casting, as an wizard, but with arcanist spells per day. Can only cast and learn the first 4 level of spells from the sorc/wizard list. this replaces Swift Tracker, Slayer’s Advance, Quarry, improved Quarry, and Master Slayer.
I am not the expert here, but I think a strong BAB, weak casting combo could be made to work here.
if someone else has a way to make their counterspell proportionally more useful than their spells, or at least their slots can work on higher level spells or some such, i'd, literally, love to hear it.
has Arcane Reservoir, can have up to 3+ Witchslayer level, and starts day with 3+¼ Witchslayer level. This replaces Track.
Counterspell, at 2nd level you gain with Counterspell arcanist exploit. Whenever you counterspell either normally or through this exploit you gain 1 Arcane Reservoir point , if you fail to counterspell the AR point is still expended, however it you succeed you gain a point instead of losing one. this replaces the 2nd level slayer talent.
Perhaps you could pay the difference in AR points. Eg. countering a 6th lvl spell needs a 3rd lvl spell +3 AR.
See magic, spell disruption, and spell resistance would round it out nicely btw.
Silver Bullet, at 3rd level, you can expend a point of Arcane Reservoir and make a ranged touch attack with a ranged weapon. If the target can cast spells or spell-like abilities, then add 1d6 damage. this damage increases by 1d6 every 3 levels. If you Counterspelled a spell within Int-mod rounds, then you may increase the number of dice rolled by 50% by expending one additional Arcane Reservoir point. This damage is of the weapon's type, however at 3rd level The weapon and Silver Bullet's damage becomes silver, at 7th level it counts as magic, at 10th level it counts as Cold iron, and at 16th level it counts as Adamantine, for overcoming damage resistance. This replaces Sneak attack.
I think I might want to replace the progression with the ability to spend spell slots for damage based on spell slot level
As it is an arcane thingy, I think the attack counts as magic from the start. Silver and cold iron should be the same level. Also, some more effects with an arcane flavor would be nice. Like elemental damage, perhaps
| Bandw2 |
Bandw2 wrote:#WitshSlayer
Slayer/ArcanistFinally, a martial/arcane MCA!
Quote:¾ BAB
good will save
HD - d8
SP 4+int
Gains Use magic Device, Spell craft and Knowledge(Arcana) as class skills.full casting, as an wizard, but with arcanist spells per day. Can only cast and learn the first 4 level of spells from the sorc/wizard list. this replaces Swift Tracker, Slayer’s Advance, Quarry, improved Quarry, and Master Slayer.
I am not the expert here, but I think a strong BAB, weak casting combo could be made to work here.
Quote:
has Arcane ReservoirCounterspell
Perhaps you could pay the difference in AR points. Eg. countering a 6th lvl spell needs a 3rd lvl spell +3 AR.
See magic, spell disruption, and spell resistance would round it out nicely btw.
Quote:Silver BulletAs it is an arcane thingy, I think the attack counts as magic from the start. Silver and cold iron should be the same level. Also, some more effects with an arcane flavor would be nice. Like elemental damage, perhaps
the Witchslayer has less AR than an arcanist, if we used the difference method, then he would never gain AR from counterspelling, which is going to be his main way to gain it. at 20th level you wake up with 8 AR points with a max value of 23. if he only has 1/2 casting, he's much more likely to try to keep his spell slots to cast his own spells.
i gave him 3/4 BAB since his primary damage dealer I think is going to be a touch attack.
SR can be gained from items if he so chooses, and spell disruption usually requires melee, which reminds me, his armor proficiency should be down to light, as he has no ability to simply overcome arcane failure rate, and thus he should favor ranged attacks.
maybe to drive this home, give him a spell combat that only works with ranged weapons.
| Oceanshieldwolf |
# Witchslayer
I like the name, but it feels a little specific for the concept. We've also had a bunch of anti-spell/caster hunters (Arcane Venator (Inq/Wizard), Witchfinder (Inq/Witch)) spring to mind. Having a Slayer Primary is a good base for the concept however, so I'm willing to entertain the idea.
I'm going to wait for Elghinn's treatment before making any comments - there's nothing particular I want to add, and I already feel like the Arcanist riffs off the Direlock Base Class I created so I don't really need to reference that any further.
[EDIT - I may be wrong but it feels restrictive tieing the MCA too much too ranged approach to combat. It is a good option, but I would prefer it weren't hardcoded.]
| Oceanshieldwolf |
#Grimm Seeker
Well, seeing as the very first MCA of the thread was an Inv/Slayer, I would recommend changing that - especially as that MCA (Intuitive Combatant) pretty much did exactly what you suggest. ;p
* I'm not a fan of the double "m" Grimm in the name. Is that an intentional reference to the Brothers Grimm?
* Without more to go on I' going to wait for further design treatment. If monster hunting is the thing (and Grimm style monsters) then I think there is a huge potential for an Inquisitor/Slayer. People hereabouts may know I'm quite the Inquisitor fan, so I'm being generous - if it were me I'd be having a lot of fun with it.
| Bandw2 |
# Witchslayer
I like the name, but it feels a little specific for the concept. We've also had a bunch of anti-spell/caster hunters (Arcane Venator (Inq/Wizard), Witchfinder (Inq/Witch)) spring to mind. Having a Slayer Primary is a good base for the concept however, so I'm willing to entertain the idea.
I'm going to wait for Elghinn's treatment before making any comments - there's nothing particular I want to add, and I already feel like the Arcanist riffs off the Direlock Base Class I created so I don't really need to reference that any further.
[EDIT - I may be wrong but it feels restrictive tieing the MCA too much too ranged approach to combat. It is a good option, but I would prefer it weren't hardcoded.]
maybe the ranged is a bit too much, but since he was going to be an arcane caster, and thus not have good armor, and be kinda squishy, it would be best to press upon the guy playing the character, that a sword is a bad idea.
of and i'm kinda using this as the thematic inspiration and his Ult is a ranged attack *shrug*.
JonathonWilder
|
@Oceanshieldwolfe
Ah, well I didn't know that. Yes Inquisitor is fine, though apart from Monster Lore I haven't really decided on what other abilities would be important to keep and which to remove for slayer combat ability. If you want to help me with such details I would be grateful,
I would very much prefer keeping the double "m", as it is in reference to the Brothers Grimm. More particularly the tv series Grimm... which I am in the 2nd season of. It was for this reason I had considered the MCA being an Investigator primary, because the main character is a homicide detective.