| Noro |
@All
Any thoughts or comments at all? Would any of you ever see yourself wanting to play a Grim Seeker?
... more, would anyone here consider playing any of my characters?
I intend to slowly but steadily go through the wiki and try a bunch of MCAs as NPC. So far I havent tried any of yours, but I will say when I do. (Right now I am going for the exotic and weird ones, I dont know if its a good or bad sign for you :)
JonathonWilder
|
@Noro I will consider it a good sign, while I like flavorful and interesting ideas they will most often be straight forward or the sort that could fit in a wider verity of settings/stories.
For example, take the Faceless Thrall: it is an interesting MCA... but a bit too strange for me to ever consider playing. That and I don't much care for oozes in general, seeing them as too distasteful and icky for me to really like having them play a role with any of my characters.
| Tyrannical |
Just going to make an update to my list of upcoming MCAs, made some amends to what's currently working out for the best, and want to try a few more inventive concepts, here's what's up;
Hive Master v2 (Hunter/Witch)
Arcane Animator (Summoner/Warpriest)
Bar Brawler (Brawler/Barbarian)
Toxicologist (Investigator/Druid)
| Elghinn Lightbringer |
hmm I expected Arcane assault to be where he spends his points. so that he would perform counterspells and then line up a AA.
Would you rather he spend 1 point to arcane assault within 3 rounds of the counterspell?
Or we can have that when you use the Counter Assault exploit, you deal minimum damage and then absorb the spell energy. That would make it more fitting for a nonpoint-expenditure exploit. So either min damage and absorb after a counterspell, or spend 1 point to do a normal arcane assault.
Another question with the design of the Counterspell and Arcane Assault synergy. Would you rather have successful counterspells (Enhanced Counterspell, Counterspell Supremacy) regain you you AR points, or would you rather that it be your Arcane Assault that regains you AR points.
So, we'd still have a successful counterspell (greater, or even supremacy) only glean you 1 AR point. Then with the Counter Assault exploit, he can make an arcane assault attack withing 3 rounds of a successful counterspell to deal min damage and regain any spent AR points.
I think we should go with the following changes. She only gains 1 point from successful counterspells (2 in the case of counterspell supremacy). If using Counter Assault, she regains points equal to 1/2 the countered spell's level (or the countered spell's level at 20th).
This way, the regaiiniging of large numbers of AR points is tied to a use of counterspell and a successful arcane assault attack.
Counterspell (Su): At 1st level, a mage bane gains the arcanist’s counterspell exploit. Whenever the mage bane makes a successful counterspell attempt (with the counterspell exploit or by normal counterspelling means), she regains 1 arcane reservoir point from the energy she absorbs from the countered spell. In the case of her counterspell ability, the initial arcane reservoir point is not expended. Her arcane reservoir points cannot exceed its normal daily total. Any extra points are lost. If the counterspell ability fails, she still expends her initial arcane reservoir point. This ability replaces the arcanist exploit gained at 1st level.
Arcane Exploits: This is exactly like the arcanist ability of the same name. Whenever the mage bane could choose an arcanist exploit, she can select a slayer talent that she qualifies for instead. In addition, the mage bane can choose one of the following new exploits restricted to the Mage Bane multiclass archetype.
Counter Assault (Su): Whenever the mage bane successfully uses her counterspell ability against a studied target, she can make an arcane assault attack against that target without expending a reservoir point to absorb the energy of the countered spell. This arcane assault attack must be made within 3 rounds of a successful counterspell attempt. If the arcane assault attack is successful, the mage bane deals the arcane assault’s minimum damage, but regains a number of arcane reservoir points equal to half the level of the countered spell (minimum 1). If the absorbed spell energy exceeds her maximum number of arcane reservoir points, the extra points are lost as normal.
Enhance Counterspell (Su): At 6th level, a mage bane can expend 1 additional point from her arcane reservoir as part of her counterspell ability to counter a spell one level higher than the level of the spell expended. For example, if a mage bane wants to counter a 2nd level spell, she must spend 1 point from her arcane reservoir and expend a spell of 3rd level or higher. If the mage bane chooses to enhance her counterspell by expending an additional point from his arcane reservoir, she can counter a 3rd level spell instead of a 2nd level spell.
For every six levels beyond 6th, the level of spell a mage bane can counter when using his counterspell ability increases by 1, up to a maximum of 3 at 18th level. The mage bane must expend a number of additional points from his arcane reservoir equal to the increase in spell level he is attempting to counter. Thus, an 18th level mage bane must expend 1 point from his arcane reservoir to use greater counterspell, expend a 6th–level spell, and spend 3 additional points from his arcane reservoir to increase the equivalent spell level by 3 to counter a 9th–level spell.
If the mage bane makes a successful counterspell attempt while using her enhanced counterspell ability, she gains 1 arcane reservoir point, but any additional points are still expended. Her arcane reservoir points cannot exceed its normal total. Any extra points are lost, as normal. If the counterspell fails, the initial point is expended, in addition to any additional points used to counter a higher level spell.
Greater Counterspell (Su): At 11th level, a mage bane gains the arcanist’s greater counterspell greater exploit. This ability replaces the arcanist exploit gained at 11th level.
Counterspell Supremacy (Su): At 20th level, a mage bane becomes a master at counterspelling. Whenever the mage bane uses her counterspell ability, she no longer needs to expend an arcane reservoir point, whether the attempt is successful or not. On a successful counterspell attamept, (with the counterspell exploit or by normal counterspelling means), she gains 2 arcane reservoir points instead of 1.
If the mage bane has the counter assault exploit and makes a successful arcane assault attack within 3 rounds of a successful counterspell attempt, the mage bane deals the arcane assault’s minimum damage, but regains a number of arcane reservoir points equal to the level of the countered spell (minimum 1). If the absorbed spell energy exceeds her maximum number of arcane reservoir points, the extra points are lost as normal. If the counterspell fails, any additional points (such as those from the enhanced counterspell ability) are still expended.
In addition, the mage bane gains a +4 bonus to all Spellcraft skill checks made to identify a spells as it is being cast. This ability replaces magical supremacy.
Consume spell is definitely a bit too much. i think the greater AR ability goes nicely with his reliance on other spellcasters to fuel him.
Then the consume spells option is gone. That's sort of how I felt too, with the counter assault exploit option. Regains points but is more flavorful to the MCA.
| jesterkingclown |
In a campaign I'm running, I had a character who comes from a place where everyone who use magic gained it from their blood. So I came up with a lot of /sorcerer(s), but I haven't really flushed them out.
-Blood Priest (Cleric/Sorcerer) * bless with bloodline power by whom they worship
-Reaver (Paladin/Sorcerer) * Devoted to their Bloodlines power source
-Chronicler (Bard/Sorcerer)
-Bloodhound (Druid/Sorcerer) * wildshape limited/expanded by bloodline
-Blood Warrior (Fighter/Sorcerer) * no spell but they gain abilites from their bloodline
-Blood Saint (Monk/Sorcerer) * uses ki to focuse their bloodline spells
-Wild Warrior (Ranger/Sorcerer)
-Blood Trickster (Rogue/Sorcerer)
-Unblessed (Alchemist/Sorcerer) * their bloodline powers are so faint they need the the aid of alchemy
-Blood Knight (Cavalier/Sorcerer)
-Bloodslinger (Gunslinger/Sorcerer) * uses grit to cast spells
-Headhunter (Inquisiter/Sorcerer)
-Bloodmage (Mangus/Sorcerer)
-Shadow Warrior (Ninja/Sorcerer)
-Blood Sion (Oracle/Sorcerer)
-Warlock (Summoner/Sorcerer) * make a pact to gain bloodline powers
-Cursed Blood (Witch/Sorcerer) * bloodline powers are corrupted into hexes
| Bandw2 |
Bandw2 wrote:hmm I expected Arcane assault to be where he spends his points. so that he would perform counterspells and then line up a AA.Would you rather he spend 1 point to arcane assault within 3 rounds of the counterspell?
Or we can have that when you use the Counter Assault exploit, you deal minimum damage and then absorb the spell energy. That would make it more fitting for a nonpoint-expenditure exploit. So either min damage and absorb after a counterspell, or spend 1 point to do a normal arcane assault.
Another question with the design of the Counterspell and Arcane Assault synergy. Would you rather have successful counterspells (Enhanced Counterspell, Counterspell Supremacy) regain you you AR points, or would you rather that it be your Arcane Assault that regains you AR points.
So, we'd still have a successful counterspell (greater, or even supremacy) only glean you 1 AR point. Then with the Counter Assault exploit, he can make an arcane assault attack withing 3 rounds of a successful counterspell to deal min damage and regain any spent AR points.
I think we should go with the following changes. She only gains 1 point from successful counterspells (2 in the case of counterspell supremacy). If using Counter Assault, she regains points equal to 1/2 the countered spell's level (or the countered spell's level at 20th).
This way, the regaiiniging of large numbers of AR points is tied to a use of counterspell and a successful arcane assault attack.
** spoiler omitted **...
I think the AA would be more interesting if it did more damage after a coutnerspell. maybe a bit too complicated (in how you would word it), but maybe adding something like a die per AR spent in he coutnerspell, or adding a static bonus equal to the enhanced counterspell price for each die.
you can still only spend 1 at 6th level, 2 at 12th, and such so i don't see it as a huge problem.
OR as I mentioned earlier but was kinda buried under the counterspell debate, to have AA do damage based on AR spent. (such as usually doing d4 for 1 point, d6 for 2, d8 for 3)
this is purely my thematic intention though (that AA do high burst damage after a counterspell or by spending lots of AR) as the character I based this MCA off of, uses the ability rarely as it's really expensive but has the ability to drain mana so he can shoot it off mid battle. however, if you think it would be better to keep it simple with the AC then that's fine(min damage regain AR).
JonathonWilder
|
@Jesterkingclown
1. I would recommend looking into what has already been made before offering so many MCAs, especially since I am certain there is already an MCA for some of these combos.
2. A new rule has been implemented where a member can have no more then two MCAs in queue at a time, unless they had more before the rule was put into place as they then had to pick five MCAs to work on before going to having only two.
3. Since you are new, it may possibly be allowed you can having more then two MCAs but that is up to Elghinn Lightbringer.
4. Lastly, because of the Advanced Classes Guide, the MCAs being worked on must have one of the new hybrid classes as either a primary or secondary class.
JonathonWilder
|
In a campaign I'm running, I had a character who comes from a place where everyone who use magic gained it from their blood. So I came up with a lot of /sorcerer(s), but I haven't really flushed them out.
-Blood Priest (Cleric/Sorcerer)
We have the MCA Pactbound Thaumaturge-Reaver (Paladin/Sorcerer)
We have the MCA Mystic Defender
-Bloodhound (Druid/Sorcerer)
We have both the MCAs Mystic, and the Wyrmkin Shaman
-Blood Warrior (Fighter/Sorcerer)
We have the MCA Bloodborn Warrior
-Blood Saint (Monk/Sorcerer)
We have the MCA Mystic Striker
-Wild Warrior (Ranger/Sorcerer)
We have the MCA Blooded Hunter
-Blood Trickster (Rogue/Sorcerer)
We have the MCA Blood Bandit
-Unblessed (Alchemist/Sorcerer)
We have the MCAs Blood Chemist, Infused Hematologist, and Infused Mage
-Blood Knight (Cavalier/Sorcerer)
We have the MCA Bloodborn Knight
-Bloodslinger (Gunslinger/Sorcerer)
We have the MCA Gunspell
-Headhunter (Inquisiter/Sorcerer)
We have the MCA Arcane Assertor
-Bloodmage (Mangus/Sorcerer)
We have the MCAs Bloodborn Magus, and Bloodline Magus
-Shadow Warrior (Ninja/Sorcerer)
We have the MCAs Illusion Walker, and Ki Mage
-Blood Sion (Oracle/Sorcerer)
We gave the MCAs Chosen Theurge, and Dead Shaman
-Warlock (Summoner/Sorcerer)
We have the MCA Element Caller
-----------------------------
The only two without an MCA already made are:
-Cursed Blood (Witch/Sorcerer)
-Chronicler (Bard/Sorcerer)
| Elghinn Lightbringer |
jesterkingclown wrote:In a campaign I'm running, I had a character who comes from a place where everyone who use magic gained it from their blood. So I came up with a lot of /sorcerer(s), but I haven't really flushed them out.
-----------------------------
The only two without an MCA already made are:
-Cursed Blood (Witch/Sorcerer)
-Chronicler (Bard/Sorcerer)
You beat me to it. And yes this thread is all about ACG MCAs.
| Taco Man |
All-righty-O (Cracks knuckles)
The Hells are tyranny. They are monotony. They are organized mass evil. And they are efficient. Some awe at this efficiency. Some gaze upon it and seek to learn the inner mechanisms from which The Hells gain their power. These cold, machine-hearted men harness the knowledge of the devils, and the cruel lash of hellfire, for their nefarious gain.
Alchemy = Spellcasting
Studied Combat = Infernal Judgement
Trapfinding = Devil's Tongue
Trap Sense, Poison Lore, Poison Resistance = Hellish Cunning
Archetype: Infernal Bureaucrat
Primary: Investigator
Secondary: Inquisitor
Alignment: Lawful Evil
Spellcasting
An infernal bureaucrat casts divine spells drawn from the infernal bureaucrat spell list. An infernal bureaucrat must choose and prepare their spells in advance. An must choose a time at which he must spend 1 hour each day in quiet contemplation or supplication, to regain his daily allotment of spells. Time spent resting has no effect on whether an infernal bereaucrat can prepare spells. An infernal bureaucrat may prepare and cast any spell on the infernal bureaucrat spell list
To learn, prepare, or cast a spell, the infernal bureaucrat must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a magus’s spell is 10 + the spell level + the infernal bureaucrat’s Intelligence modifier.
An infernal bureaucrat can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Infernal Bureaucrat. In addition, he receives bonus spells per day if he has a high Intelligence score.
This ability replaces Alchemy.
Domain:
An infernal bureaucrat must select one of the following domains:
Artifice (Toil), Destruction (Torture and Hatred), Evil (Devil, Fear, and Corruption), Fire (Ash and Smoke), Law (Devil, Judgement, Loyalty, Slavery, and Tyranny), Nobility (Aristocracy and Leadership), and Trickery (Deception, Greed, and Innuendo)
Each domain grants a number of domain powers, depending on the level of the infernal bureaucrat. An infernal bureaucrat does not gain the bonus spells listed for each domain, nor does she gain bonus spell slots. The infernal bureaucrat uses her level as his effective cleric level when determining the power and effect of his domain powers. If the infernal bureaucrat has cleric levels, one of his two domain selections must be the same domain selected as an infernal bureaucrat. Levels of cleric and infernal bureaucrat stack for the purpose of determining domain powers and abilities, but not for bonus spells.
Devil's Tongue (Ex)
An Infernal Bureaucrat adds 1/2 of his level to all Linguistic skill checks
Infernal Judgement (Su)
An infernal bureau. This applies a debuff which lasts until combat ends. When the infernal bureaucrat uses this ability, he must select one type of judgement to make:
[Inverted Debuff Judgements, we've done this before]
Hellish Cunning (Su)
An Infernal Bureaucrat's knack for wording and language grows sharper as he grows stronger. At 2nd level, he gains Skill Focus (Linguistics) as a bonus feat, At 5nd level, he gains Orator as a bonus feat. At 8th level, he gains Esoteric Linguistics as a Bonus Feat.
Investigator Talents: Certain to be restricted, afew to be made.
| Elghinn Lightbringer |
I think the AA would be more interesting if it did more damage after a coutnerspell. maybe a bit too complicated (in how you would word it), but maybe adding something like a die per AR spent in he coutnerspell, or adding a static bonus equal to the enhanced counterspell price for each die.
you can still only spend 1 at 6th level, 2 at 12th, and such so i don't see it as a huge problem.
OR as I mentioned earlier but was kinda buried under the counterspell debate, to have AA do damage based on AR spent. (such as usually doing d4 for 1 point, d6 for 2, d8 for 3)
this is purely my thematic intention though (that AA do high burst damage after a counterspell or by spending lots of AR) as the character I based this MCA off of, uses the ability rarely as it's really expensive but has the ability to drain mana so he can shoot it off mid battle. however, if you think it would be better to keep it simple with the AC then that's fine(min damage regain AR).
The thing is, a normal exploit like Acid Jet or Flame Arc costs 1 point and deals 1d6 per 2 levels (10d6 max). So, arcane assault is balanced (though not as damaging) with other exploits.
What we could do, give counter assault an optional set of effects. One, that allows min damage and a regain of AR points, the second makes arcane assault more potent, dealing normal arcane assault damage plus additional damage per level of the spell countered. This way we can scale this up to the equivalent of the other exploits that deal 10d6 damage.
Like this.
Counter Assault (Su): Whenever the mage bane successfully uses her counterspell ability against a studied target, she can make an arcane assault attack against that target without expending an arcane reservoir point. If the arcane assault attack is successful, she can choose one of the following effects:
• deal minimum arcane assault damage and regain a number of arcane reservoir points equal to half the level of the countered spell (minimum 1). If the absorbed spell energy exceeds her maximum number of arcane reservoir points, the extra points are lost as normal.
• deal normal arcane assault damage, plus 1 point of extra damage per level of the spell countered. This extra damage increases to 2 points per level of the countered spell at 10th level.
This arcane assault attack must be made within 3 rounds of a successful counterspell attempt.
And the capstone would be tweaked like this.
Counterspell Supremacy (Su): At 20th level, a mage bane becomes a master at counterspelling. Whenever the mage bane uses her counterspell ability, she no longer needs to expend an arcane reservoir point, whether the attempt is successful or not. On a successful counterspell attamept, (with the counterspell exploit or by normal counterspelling means), she gains 2 arcane reservoir points instead of 1. If the absorbed spell energy exceeds her maximum number of arcane reservoir points, the extra points are lost as normal. If the counterspell fails, any additional points (such as those from the enhanced counterspell ability) are still expended.
If the mage bane has the counter assault exploit and chooses to deal minimum arcane assault damage, she regains a number of arcane reservoir points equal to the level of the countered spell (minimum 1). If she chooses to deal normal arcane assault damage, she deals extra damage equal to 3 per level of the countered spell.
In addition, the mage bane gains a +4 bonus to all Spellcraft skill checks made to identify a spells as it is being cast. This ability replaces magical supremacy.
Damage Numbers
1) Acid jet/Flame Arc
At 8th, 4d6 avg dmg = 14
At 12th,6d6 avg dmdg = 21
At 19th, 10d6 avg dmg = 35
2) Arcane Assault
At 8th, 3d6 + 1/spell level (4th) = 14
At 12th, 4d6 + 2/spell lvl (6th) = 33
At 20th, 6d6 + 3/spell lvl (9th) = 48
Its more potent than acid jet/flame arc, but it also requires a counterspell to use.
EDIT
Bandw2, we also need a flavor blurp for the mage bane.
| Elghinn Lightbringer |
Sorry, I didn't mean to suggest they be added, I just found the thread and wanted to share concepts I came up with, feel free to disregard them.
Well, thanks for the interest, and your share of concepts. When we hit the 1000 post mark in this thread we'll be starting a new one like always. That one will include ACG and other MCA combos, so feel free to jump on board with your concepts on that one. Or if you have ACG concepts, feel free to jump in here.
Also, feel free to check out out 200+ MCAs on our wiki (link is on first post of this thread).
| Bandw2 |
#Mage Bane
Class seems done
"Many choose to study the magical arts to empower themselves or those around them, attempting to gain power few mortals could comprehend. There are also those who wish to see magic abashed and resist it purely through their will. The Mage Bane combines these two aspects into one, instead Studying magic to gain better understanding of the power that can so easily be abused, and to rectify any who dare abuse it."
| Apraham Lincoln |
Taco Man wrote:I'm sorry but this MCA seems to almost demand some sort of bonus to Bluff, also maybe Diplomacy... perhaps adding this into Devil's Tongue?All-righty-O (Cracks knuckles)
Infernal Bureaucrat
I agree with this, especially as there are so many linguistic feats included, plus you are not getting the extra languages known for the bonus points (i think you only get them for each skill point invested) and it isant a super skill like perception that demands being maxed out. Diplomacy and bluff are both good skills tho and im not sure this is supposed to be more bluff-y than a bard or rogue. Maybe limiting any bluff/diplomacy bonus against lawful targets/"officials"?
What does domain replace from the investigator? Maybe each domain power could replace an investigator talent?
Im not adverse to inverted judgements but do want to see how they play out. In some cases an equivalent de-buff is better than the opposed buff and some dont make sense (fast healing?)
| Noro |
#Infernal bureaucrat
I'm sorry but this MCA seems to almost demand some sort of bonus to Bluff, also maybe Diplomacy... perhaps adding this into Devil's Tongue?
But Devils tongue is (via the orator feat) about using linguistics in the place of those skills. If all of them are maxed, what is the point?
I never liked these replacing tricks, btw. Like with the bard versatile performance, you practically have to take care not advancing certain skills, because at some point they become halfway redundant.
On unrelated matter: if studied combat goes, so does studied strike and a bunch of talents by default
JonathonWilder
|
#Infernal bureaucrat
But Devils Tongue is (via the orator feat) about using linguistics in the place of those skills. If all of them are maxed, what is the point?I never liked these replacing tricks, btw. Like with the bard versatile performance, you practically have to take care not advancing certain skills, because at some point they become halfway redundant.
Then perhaps add an ability like the Inquisitor's Stern Gaze but related the interaction skills Bluff and/or Diplomacy.
The reason I am saying this is two fold: the name of this MCA and with it their role... when considering their connection to the Nine Hells. What is a bureaucrat? What could be assumed with thier infernal connection to the Nine Hells?
That they are cunning and well spoken individuals able to get others to see things thier way.
| Taco Man |
I made a mistake! I had intended the judgments to replace studied strike, not studied combat. Sorry! In addition, I was figuring that certain investigator talents pertaining to studied strike (Blinding Strike, Timed Strike, Domino Effect, Etc) could be replaced with say, the inquisitor's Second judgement, Third Judgement, and Slayer abilities, with level restriction. In addition, I was figuring that the judgments could be sort of... inverted, akin to the Dire Harbinger.
I also feel that with the options lost in Studied Strike talents, afew Hellfire-related talents could be added in their place.
Sorry about things, RL has suddenly seized down on my free time.
| Elghinn Lightbringer |
I made a mistake! I had intended the judgments to replace studied strike, not studied combat. Sorry! In addition, I was figuring that certain investigator talents pertaining to studied strike (Blinding Strike, Timed Strike, Domino Effect, Etc) could be replaced with say, the inquisitor's Second judgement, Third Judgement, and Slayer abilities, with level restriction. In addition, I was figuring that the judgments could be sort of... inverted, akin to the Dire Harbinger.
I also feel that with the options lost in Studied Strike talents, afew Hellfire-related talents could be added in their place.
Sorry about things, RL has suddenly seized down on my free time.
I don't like that studied strike is replaces by judgments. I think a better option is to keep studied strike, but then create a new talent, "Studied Judgment", where the IB can sacrifice studied strike damage to gain a reversed judgment effect until he deals studied strike damage, or the studied combat rounds end.
I also think, as this is an Infernal/Hell based MCA, that he should have another new talent that allows him to replace his studied strike damage with hellfire damage in the form of an infernal lash (whip). Still functions like a studied strike, but the damage is 1/2 fire, 1/2 divine, not precision. Plus possibly some type of condition is added, such as shaken or staggered (save throw of course) for X rounds after a successful hit. Maybe it costs 1 use of inspiration? Or not.
| Elghinn Lightbringer |
OK, here's what I've amalgamated.
The Hells are full of tyranny, monotony, and masses of efficient, organized evil. Some gaze upon this place in awe, seeking to learn the inner mechanisms from which the Hells gain their power. These cold, machine-hearted men called infernal bureaucrats, harness the knowledge of the devils, and the cruel lash of hellfire for their nefarious gain.
Primary Class: Investigator.
Secondary Class: Inquisitor.
Alignment: Lawful evil.
Hit Dice: d8.
Bonus Skills and Ranks: The infernal bureaucrat selects three inquisitor skills to add to his class skills, in addition to the normal investigator class skills. The infernal bureaucrat gains a number of ranks at each level equal to 6 + Int modifier.
Weapon and Armor Proficiency: The infernal bureaucrat is proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, short sword, and sword cane. He is also proficient with light armor, but with not shields. He can cast inquisitor spells while wearing light armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a infernal bureaucrat wearing medium armor, heavy armor, or using a shield incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass infernal bureaucrat still incurs the normal arcane spell failure chance for arcane spells received from other classes.
Spellcasting: An infernal bureaucrat casts divine spells drawn from the inquisitor spell list. He can cast any spell he knows at any time without preparing it ahead of time, assuming he has not yet used up his allotment of spells per day for the spell’s level.
To learn or cast a spell, an infernal bureaucrat must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an infernal bureaucrat’s spell is 10 + the spell level + the infernal bureaucrat’s Intelligence modifier.
An infernal bureaucrat can cast only a certain number of spells of each spell level each day. His base daily spell allotment is given on Table: Infernal Bureaucrat. In addition, he receives bonus spells per day if he has a high Intelligence score.
An infernal bureaucrat’s selection of spells is extremely limited. An infernal bureaucrat begins play knowing four 0-level spells and two 1st-level spells of the infernal bureaucrat’s choice. At each new infernal bureaucrat level, he gains one or more new spells as indicated on Table: Infernal Bureaucrat Spells Known. (Unlike spells per day, the number of spells an infernal bureaucrat knows is not affected by his Intelligence score. The numbers on Table: Infernal Bureaucrat Spells Known are fixed.)
Upon reaching 5th level, and at every third infernal bureaucrat level thereafter (8th, 11th, and so on), an infernal bureaucrat can choose to learn a new spell in place of one he already knows. In effect, the infernal bureaucrat “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least one level lower than the highest-level infernal bureaucrat spell he can cast. The infernal bureaucrat may swap out only a single spell at any given level and must choose whether or not to swap the spell at the same time that he gains new spells known for the level. This ability replaces extracts.
Devil's Tongue (Ex): An infernal bureaucrat adds 1/2 of his level to all Linguistic skill checks. This ability replaces trapfinding.
Domain: At 1st level, an infernal bureaucrat gains the inquisitor’s domain ability and must select from the following domains (or subdomains): Artifice (Toil), Destruction (Hatred, Torture), Evil (Corruption, Devil, Fear), Fire (Ash, Smoke), Law (Devil, Judgment, Loyalty, Slavery, Tyranny), Nobility (Aristocracy, Leadership), and Trickery (Deception, Greed, Innuendo).
Alternatively, he can choose from the following inquisitions: Anger, Conversion, Damnation, Heresy, Justice, Torture, Vengeance, Zeal. This ability replaces alchemy and trap sense.
Persuasion (Ex): This is exactly like the investigator’s inspiration ability, except that the infernal bureaucrat can use inspiration on any Bluff, Diplomacy, or Knowledge skill checks without expending a use of inspiration, provided he's trained in the skill. This changes the investigator’s inspiration class feature.
Hellish Cunning (Su): An infernal bureaucrat's knack for wording and language grows sharper as he gains experience. At 2nd level, the infernal bureaucrat gains Skill Focus (Linguistics) as a bonus feat, At 5nd level, he gains Orator as a bonus feat. At 8th level, he gains Esoteric Linguistics as a Bonus Feat. This ability replaces poison lore, poison resistance, and swift alchemy.
Investigator’s Talent (Ex or Su): An infernal bureaucrat may select the following new talents, restricted to the Infernal Bureaucrat multiclass archetype.
Infernal Lash (Su): An infernal bureaucrat with this talent can create a fiery lash from the very fabric of Hell itself. While his studied combat ability is in effect, the infernal bureaucrat can form a 10-foot whip of hellfire as a swift action. As a standard action, he can then make an infernal lash attack in place of his studied strike. This lash functions in all ways as a scorpion whip, including damage and special qualities. The infernal bureaucrat is considered proficient with the lash. When an infernal bureaucrat makes a successful attack with his infernal lash, it deals normal damage as a scorpion whip, plus an amount of hellfire damage equal to his studied strike damage. Half the damage is fire damage, but the other half results directly from divine power and is therefore not subject to being reduced by resistance to fire-based attacks. The target can make a Reflex save (DC 10 + 1/2 the infernal bureaucrat’s level + the infernal bureaucrat’s Intelligence modifier) for half the fire damage. When the the infernal lash attack is made, the studied combat ends as normal. In addition, the target is shaken for a number of rounds equal to 1/2 the infernal bureaucrat’s level.
Second Punishment (Ex): Whenever an infernal bureaucrat uses his studied punishment talent, he selects two different punishments that he knows, instead of one. This only consumes one use of his persuasion ability. As a swift action, he can change one of these punishments to another type. The infernal bureaucrat must be at least 9th level and have the studied punishment talent to select this talent.
Studied Punishment (Su): When the infernal bureaucrat uses his studied combat ability, he can spend one use of his persuasion ability as a swift action to gain the effects of one punishment that he knows. This punishment lasts until his studied combat ends, or he deals studied strike damage, whichever comes first. The infernal bureaucrat may select from the following punishments.
• Blunted: The target’s attacks are blunted when directed against the infernal bureaucrat. The target receives a –1 sacred (or profane) penalty on all weapon damage rolls made against the infernal bureaucrat. This penalty increases by –1 for every three infernal bureaucrat levels he possesses.
• Corruption: The target becomes tainted by the divine energies that surround the infernal bureaucrat. The target receives a –1 sacred (or profane) penalty on all saving throws against attacks, spells, and effects from the infernal bureaucrat. This penalty increases by –1 for every five infernal bureaucrat levels she possesses. At 10th level, the penalty is doubled against curses, diseases, and poisons.
• Defenseless: The target is less able to defend himself against the infernal bureaucrat’s attacks. The target receives a –1 sacred penalty to Armor Class against the infernal bureaucrat’s attacks. This penalty increases by –1 for every five infernal bureaucrat levels she possesses. At 10th level, this penalty is doubled against attack rolls made to confirm critical hits against the infernal bureaucrat.
• Distracted: The target becomes distracted when focusing his magic against the infernal bureaucrat. The target receives a –1 sacred penalty on concentration checks and caster level checks made to overcome the infernal bureaucrat’s spell resistance (if any). This penalty increases by –1 for every three infernal bureaucrat levels she possesses.
• Hemorrhaging: The target becomes susceptible to any slashing or piercing attacks made by the infernal bureaucrat. This causes the target to take 1 point of bleed damage each round as long as the infernal bureaucrat is alive and the punishment lasts. The amount of bleed damage increases by 1 point for every three infernal bureaucrat levels she possesses. This bleed damage does not stack with additional slashing or piercing attacks from the infernal bureaucrat, but it does stack with bleed damage from other sources.
• Impeded: The target’s weapons are impeded from bypassing the infernal bureaucrat’s damage reduction. The target’s magical weapons no longer count as magic for the purposes of bypassing the infernal bureaucrat’s damage reduction. At 6th level, the target’s magical weapons no longer count as aligned (chaotic, evil, good, or lawful) for the purpose of bypassing the infernal bureaucrat’s damage reduction. The type must match one of the infernal bureaucrat’s alignments. If the infernal bureaucrat is neutral, she does benefit from this penalty. At 10th level, the target’s magical weapons no longer count as adamantine for the purpose of overcoming the infernal bureaucrat’s damage reduction (but not for reducing hardness).
• Inaccuracy: The target’s attacks are less true when directed against the infernal bureaucrat. The target receives a –1 sacred penalty on all attack rolls made against the infernal bureaucrat. This penalty increases by –1 for every five infernal bureaucrat levels she possesses. At 10th level, this penalty is doubled on all attack rolls made to confirm critical hits.
• Penetrable: The target becomes less resilient to the infernal bureaucrat’s attacks. The target’s DR/magic is treated as 1 less (minimum 0) against the harbinger’s dire attacks. This penalty to DR increases by 1 for every five levels she possesses. At 10th level, this DR includes an alignment (chaotic, evil, good, or lawful) that is opposite the infernal bureaucrat’s. If she is neutral, the infernal bureaucrat does not receive this increase.
• Vulnerability: The target becomes vulnerable to the infernal bureaucrat’s energy attacks. The target’s energy resistance against one energy type (acid, cold, electricity, fire, or sonic) is treated as 2 lower (minimum 0), chosen when the punishment is pronounced. The protection decreases by 2 for every three infernal bureaucrat levels she possesses.
This talent can be chosen multiple times. Each time the infernal bureaucrat chooses a different punishment. The infernal bureaucrat must have the studied combat ability to select this talent.
Third Punishment (Ex): Whenever an infernal bureaucrat uses his punishment ability, he selects three different punishments than he knows, instead of just two. This only consumes one use of his persuasion ability. As a swift action, the infernal bureaucrat can change one of these punishments to another type. The infernal bureaucrat must be at least 17th level and have the second punishment talent to select this talent.
Polyglot (Ex): At 3rd level, an infernal bureaucrat can attempt all Linguistics skill checks untrained. This ability replaces keen recollection.
True Punishment (Su): At 20th level, whenever an infernal bureaucrat uses his studied combat ability, the infernal bureaucrat can invoke true punishment on a foe as a swift action. Once declared, the infernal bureaucrat can make a single studied strike against the target. If the attack hits, it deals damage normally and the target must make a Fortitude save or become subject to a symbol of pain spell. The DC of this save is equal to 10 + 1/2 the infernal bureaucrat's level + the infernal bureaucrat's Intelligence modifier. Regardless of whether or not the save is made, the target creature is immune to the infernal bureaucrat's studied strike ability for 24 hours. Once this ability has been used, it cannot be used again for 1d4 rounds.
In addition, an infernal bureaucrat can use persuasion on all skill checks—even ones he isn't trained in—and all ability checks without spending persuasion. This ability replaces true inspiration.
Table: Infernal Bureaucrat
Base
Class Attack Fort Ref Will Spells per Day
Level Bonus Save Save Save Special 1st 2nd 3rd 4th 5th 6th
1st +0 +0 +2 +2 Devil’s tongue, persuasion 1 — — — — —
2nd +1 +0 +3 +3 Hellish cunning (Skill Focus) 2 — — — — —
3rd +2 +1 +3 +3 Investigator talent, polyglot 3 — — — — —
4th +3 +1 +4 +4 Studied combat, studied strike +1d6 3 1 — — — —
5th +3 +1 +4 +4 Hellish cunning (Orator), investigator’s talent 4 2 — — — —
6th +4 +2 +5 +5 Studied strike +2d6 4 3 — — — —
7th +5 +2 +5 +5 Investigator’s talent 4 3 1 — — —
8th +6/+1 +2 +6 +6 Hellish cunning (Esoteric Linguisitcs), studied strike +3d6 4 4 2 — — —
9th +6/+1 +3 +6 +6 Investigator’s talent 5 4 3 — — —
10th +7/+2 +3 +7 +7 Studied strike +4d6 5 4 3 1 — —
11th +8/+3 +3 +7 +7 Investigator’s talent 5 4 4 2 — —
12th +9/+4 +4 +8 +8 Studied strike +5d6 5 5 4 3 — —
13th +9/+4 +4 +8 +8 Investigator’s talent 5 5 4 3 1 —
14th +10/+5 +4 +9 +9 Studied strike +6d6 5 5 4 4 2 —
15th +11/+6/+1 +5 +9 +9 Investigator’s talent 5 5 5 4 3 —
16th +12/+7/+2 +5 +10 +10 Studied strike +7d6 5 5 5 4 3 1
17th +12/+7/+2 +5 +10 +10 Investigator’s talent 5 5 5 4 4 2
18th +13/+8/+3 +6 +11 +11 Studied strike +8d6 5 5 5 5 4 3
19th +14/+9/+4 +6 +11 +11 Investigator’s talent 5 5 5 5 5 4
20th +15/+10/+5 +6 +12 +12 Studied strike +9d6, true punishment 5 5 5 5 5 5
| Noro |
In addition, I was figuring that certain investigator talents pertaining to studied strike (Blinding Strike, Timed Strike, Domino Effect, Etc) could be replaced with say, the inquisitor's Second judgement, Third Judgement, and Slayer abilities, with level restriction.
But these dont work by the same logic. One strike talent is equal to any particular judgement (defenseless, distracted, etc), not broad abilities like multiple judgementing.
I think a better option is to keep studied strike, but then create a new talent, "Studied Judgment", where the IB can sacrifice studied strike damage to gain a reversed judgment effect until he deals studied strike damage, or the studied combat rounds end.
Or several, one for each judgement. (EDIT: OK, thats done already) But I think reverse judgements work best with longer durations than that. Buying them separately as talents should pay for an extended duration
@JonathonWilder: http://paizo.com/pathfinderRPG/prd/advancedClassGuide/feats.html
Actually, bluff doesnt turn totally redundant, but enough to make the whole swap thing less interesting.
| Elghinn Lightbringer |
Or several, one for each judgement. (EDIT: OK, thats done already) But I think reverse judgements work best with longer durations than that. Buying them separately as talents should pay for an extended duration
Why does that necessitate a longer duration?
Judgement typically lasts until combat ends. Studied combat lasts until a studied strike attack is made, or X rounds go by. Studied combat has NO limit to its uses. Thus the persuasion pool cost to use a punishment, which allows for a limit to their uses. Otherwise, he could use them limitlessly with his Studied Combat. Now, I suppose we could make punishments last longer, even with that. But we need to make sure we balance the inquisitor's uses per day and durations, with the IB's uses and durations. Mind you he is limited in the number of punishments. What sort of extended duration are you thinking? What about 1 minute? Or until studied strike/end of studied combat + rounds = Int mod?
| Noro |
Noro wrote:
Or several, one for each judgement. (EDIT: OK, thats done already) But I think reverse judgements work best with longer durations than that. Buying them separately as talents should pay for an extended duration
Why does that necessitate a longer duration?
Judgement typically lasts until combat ends. Studied combat lasts until a studied strike attack is made, or X rounds go by. Studied combat has NO limit to its uses.
Except working once per day against any given target, ignored with spending pool points. With the existing system its better for the IB not to inflict damage until the last round, so the judgement works longer. It definitely requires a fixed time period.
| Elghinn Lightbringer |
Wow, slow night (day, whatever)
I would vote for #2, because it sounds simpler
Very slow. Do you thin 1/2 level + Int, or level + Int?
I'm thinking 1/2 level + Int.Like this.
Studied Punishment (Su): When the infernal bureaucrat uses his studied combat ability, he can spend one use of his persuasion ability as a swift action to gain the effects of one punishment that he knows. This punishment lasts for a number of rounds equal to 1/2 his infernal bureaucrat level + his Intelligence modifier, allowing it to function after his studied combat ends, or he deals studied strike damage. The infernal bureaucrat may select from the following punishments.
....
| Noro |
Noro wrote:Wow, slow night (day, whatever)
I would vote for #2, because it sounds simpler
Very slow. Do you thin 1/2 level + Int, or level + Int?
I'm thinking 1/2 level + Int.
I wont feign a level of gaming experience enough to decide on that one :) But I suppose half will do. The principle seems sound, either way
JonathonWilder
|
i vote level + int, the IF doesn't actually look like it wants or needs high int, so might as well keep that up.
I would think Intellegence would be quite important given the MCA's name, plane it is connected to, and abilities. So I vote half level and tying many abilities to Intellegence.
| Tyrannical |
#Infernal Bureaucrat
I'm really liking this MCA so far, it's a nice change from our current evil themed classes, more delicacy and tact than raw destructive power.
Does the class still receive Rogue Talents and Alchemist Discoveries as options for his Investigator Talents? if so, it may be an idea to go through what those two classes have to offer and tweak what's available (as I did in Astute Physician).
I know for a fact Rogue possesses many talents that affect his speechcraft and some even have ties to shadowy forces as it is. Alchemist however may be tricky, though Cognatogen, Collective Memory and Pickled Quasit come to mind.
on an unrelated sidenote...
Indecisiveness and mental-blocks are making the Mutant Radiologist difficult to work with, so I'm gonna remove that from my list and keep Totem Shaman after all.
| Elghinn Lightbringer |
Here's the final IB, unless there is something else we need.
Oh, one question, I currently have spellcasting divine and Intelligence based. Should we just keep Wisdom based? A bit MAD but, not overly so I think. Makes for an intelligent and wise MCA.
Also, I opened the MCA to LE and LN. LAwful Good doesn't quite fit, but LN does.
The Hells are full of tyranny, monotony, and masses of efficient, organized evil. Some gaze upon this place in awe, seeking to learn the inner mechanisms from which the Hells gain their power. These cold, machine-hearted men called infernal bureaucrats, harness the knowledge of the devils, and the cruel lash of hellfire for their nefarious gain.
Primary Class: Investigator.
Secondary Class: Inquisitor.
Alignment: Lawful neutral and lawful evil.
Hit Dice: d8.
Bonus Skills and Ranks: The infernal bureaucrat selects three inquisitor skills to add to his class skills, in addition to the normal investigator class skills. The infernal bureaucrat gains a number of ranks at each level equal to 6 + Int modifier.
Weapon and Armor Proficiency: The infernal bureaucrat is proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, short sword, and sword cane. He is also proficient with light armor, but with not shields. He can cast inquisitor spells while wearing light armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a infernal bureaucrat wearing medium armor, heavy armor, or using a shield incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass infernal bureaucrat still incurs the normal arcane spell failure chance for arcane spells received from other classes.
Spellcasting: An infernal bureaucrat casts divine spells drawn from the inquisitor spell list. He can cast any spell he knows at any time without preparing it ahead of time, assuming he has not yet used up his allotment of spells per day for the spell’s level.
To learn or cast a spell, an infernal bureaucrat must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an infernal bureaucrat’s spell is 10 + the spell level + the infernal bureaucrat’s Intelligence modifier.
An infernal bureaucrat can cast only a certain number of spells of each spell level each day. His base daily spell allotment is given on Table: Infernal Bureaucrat. In addition, he receives bonus spells per day if he has a high Intelligence score.
An infernal bureaucrat’s selection of spells is extremely limited. An infernal bureaucrat begins play knowing four 0-level spells and two 1st-level spells of the infernal bureaucrat’s choice. At each new infernal bureaucrat level, he gains one or more new spells as indicated on Table: Infernal Bureaucrat Spells Known. (Unlike spells per day, the number of spells an infernal bureaucrat knows is not affected by his Intelligence score. The numbers on Table: Infernal Bureaucrat Spells Known are fixed.)
Upon reaching 5th level, and at every third infernal bureaucrat level thereafter (8th, 11th, and so on), an infernal bureaucrat can choose to learn a new spell in place of one he already knows. In effect, the infernal bureaucrat “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least one level lower than the highest-level infernal bureaucrat spell he can cast. The infernal bureaucrat may swap out only a single spell at any given level and must choose whether or not to swap the spell at the same time that he gains new spells known for the level. This ability replaces extracts.
Devil's Tongue (Ex): An infernal bureaucrat adds 1/2 of his level to all Linguistic skill checks. This ability replaces trapfinding.
Domain: At 1st level, an infernal bureaucrat gains the inquisitor’s domain ability and must select from the following domains (or subdomains): Artifice (Toil), Destruction (Hatred, Torture), Evil (Corruption, Devil, Fear), Fire (Ash, Smoke), Law (Devil, Judgment, Loyalty, Slavery, Tyranny), Nobility (Aristocracy, Leadership), and Trickery (Deception, Greed, Innuendo). Alternatively, he can choose from the following inquisitions: Anger, Conversion, Damnation, Heresy, Justice, Torture, Vengeance, Zeal. This ability replaces alchemy and trap sense.
Persuasion (Ex): This is exactly like the investigator’s inspiration ability, except that the infernal bureaucrat can use inspiration on any Bluff, Diplomacy, or Knowledge skill checks without expending a use of inspiration, provided he's trained in the skill. This changes the investigator’s inspiration class feature.
Hellish Cunning (Su): An infernal bureaucrat's knack for wording and language grows sharper as he gains experience. At 2nd level, the infernal bureaucrat gains Skill Focus (Linguistics) as a bonus feat, At 5nd level, he gains Orator as a bonus feat. At 8th level, he gains Esoteric Linguistics as a Bonus Feat. This ability replaces poison lore, poison resistance, and swift alchemy.
Investigator’s Talent (Ex or Su): An infernal bureaucrat may select the following new talents, restricted to the Infernal Bureaucrat multiclass archetype.
Infernal Lash (Su): An infernal bureaucrat with this talent can create a fiery lash from the very fabric of Hell itself. While his studied combat ability is in effect, the infernal bureaucrat can form a 10-foot whip of hellfire as a swift action. As a standard action, he can then make an infernal lash attack in place of his studied strike. This lash functions in all ways as a scorpion whip, including damage and special qualities. The infernal bureaucrat is considered proficient with the lash. When an infernal bureaucrat makes a successful attack with his infernal lash, it deals normal damage as a scorpion whip, plus an amount of hellfire damage equal to his studied strike damage. Half the damage is fire damage, but the other half results directly from divine power and is therefore not subject to being reduced by resistance to fire-based attacks. The target can make a Reflex save (DC 10 + 1/2 the infernal bureaucrat’s level + the infernal bureaucrat’s Intelligence modifier) for half the fire damage. When the the infernal lash attack is made, the studied combat ends as normal. In addition, the target is shaken for a number of rounds equal to 1/2 the infernal bureaucrat’s level.
Second Punishment (Ex): Whenever an infernal bureaucrat uses his studied punishment talent, he selects two different punishments that he knows, instead of one. This only consumes one use of his persuasion ability. As a swift action, he can change one of these punishments to another type. The infernal bureaucrat must be at least 9th level and have the studied punishment talent to select this talent.
Studied Punishment (Su): When the infernal bureaucrat uses his studied combat ability, he can spend one use of his persuasion ability as an immediate action to gain the effects of one punishment that he knows. This punishment lasts for a number of rounds equal to infernal bureaucrat level + his Intelligence modifier, even after his studied combat ends, or he deals studied strike damage. The infernal bureaucrat may select from the following punishments.
• Blunted: The target’s attacks are blunted when directed against the infernal bureaucrat. The target receives a –1 sacred (or profane) penalty on all weapon damage rolls made against the infernal bureaucrat. This penalty increases by –1 for every three infernal bureaucrat levels he possesses.
• Corruption: The target becomes tainted by the divine energies that surround the infernal bureaucrat. The target receives a –1 sacred (or profane) penalty on all saving throws against attacks, spells, and effects from the infernal bureaucrat. This penalty increases by –1 for every five infernal bureaucrat levels she possesses. At 10th level, the penalty is doubled against curses, diseases, and poisons.
• Defenseless: The target is less able to defend himself against the infernal bureaucrat’s attacks. The target receives a –1 sacred penalty to Armor Class against the infernal bureaucrat’s attacks. This penalty increases by –1 for every five infernal bureaucrat levels she possesses. At 10th level, this penalty is doubled against attack rolls made to confirm critical hits against the infernal bureaucrat.
• Distracted: The target becomes distracted when focusing his magic against the infernal bureaucrat. The target receives a –1 sacred penalty on concentration checks and caster level checks made to overcome the infernal bureaucrat’s spell resistance (if any). This penalty increases by –1 for every three infernal bureaucrat levels she possesses.
• Hemorrhaging: The target becomes susceptible to any slashing or piercing attacks made by the infernal bureaucrat. This causes the target to take 1 point of bleed damage each round as long as the infernal bureaucrat is alive and the punishment lasts. The amount of bleed damage increases by 1 point for every three infernal bureaucrat levels she possesses. This bleed damage does not stack with additional slashing or piercing attacks from the infernal bureaucrat, but it does stack with bleed damage from other sources.
• Impeded: The target’s weapons are impeded from bypassing the infernal bureaucrat’s damage reduction. The target’s magical weapons no longer count as magic for the purposes of bypassing the infernal bureaucrat’s damage reduction. At 6th level, the target’s magical weapons no longer count as aligned (chaotic, evil, good, or lawful) for the purpose of bypassing the infernal bureaucrat’s damage reduction. The type must match one of the infernal bureaucrat’s alignments. If the infernal bureaucrat is neutral, she does benefit from this penalty. At 10th level, the target’s magical weapons no longer count as adamantine for the purpose of overcoming the infernal bureaucrat’s damage reduction (but not for reducing hardness).
• Inaccuracy: The target’s attacks are less true when directed against the infernal bureaucrat. The target receives a –1 sacred penalty on all attack rolls made against the infernal bureaucrat. This penalty increases by –1 for every five infernal bureaucrat levels she possesses. At 10th level, this penalty is doubled on all attack rolls made to confirm critical hits.
• Penetrable: The target becomes less resilient to the infernal bureaucrat’s attacks. The target’s DR/magic is treated as 1 less (minimum 0) against the harbinger’s dire attacks. This penalty to DR increases by 1 for every five levels she possesses. At 10th level, this DR includes an alignment (chaotic, evil, good, or lawful) that is opposite the infernal bureaucrat’s. If she is neutral, the infernal bureaucrat does not receive this increase.
• Vulnerability: The target becomes vulnerable to the infernal bureaucrat’s energy attacks. The target’s energy resistance against one energy type (acid, cold, electricity, fire, or sonic) is treated as 2 lower (minimum 0), chosen when the punishment is pronounced. The protection decreases by 2 for every three infernal bureaucrat levels she possesses.
This talent can be chosen multiple times. Each time the infernal bureaucrat chooses a different punishment. The infernal bureaucrat must have the studied combat ability to select this talent.
Third Punishment (Ex): Whenever an infernal bureaucrat uses his punishment ability, he selects three different punishments than he knows, instead of just two. This only consumes one use of his persuasion ability. As a swift action, the infernal bureaucrat can change one of these punishments to another type. The infernal bureaucrat must be at least 17th level and have the second punishment talent to select this talent.
Polyglot (Ex): At 3rd level, an infernal bureaucrat can attempt all Linguistics skill checks untrained. This ability replaces keen recollection.
True Bureaucracy (Su): At 20th level, whenever an infernal bureaucrat uses his studied combat ability, the infernal bureaucrat can invoke true punishment on a foe as a swift action. Once declared, the infernal bureaucrat can make a single studied strike against the target. If the attack hits, it deals damage normally and the target must make a Fortitude save or become subject to a symbol of pain spell. The DC of this save is equal to 10 + 1/2 the infernal bureaucrat's level + the infernal bureaucrat's Intelligence modifier. Regardless of whether or not the save is made, the target creature is immune to the infernal bureaucrat's studied strike ability for 24 hours. Once this ability has been used, it cannot be used again for 1d4 rounds.
In addition, an infernal bureaucrat can use persuasion on all skill checks—even ones he isn't trained in—and all ability checks without spending persuasion. This ability replaces true inspiration.
Table: Infernal Bureaucrat
Base
Class Attack Fort Ref Will Spells per Day
Level Bonus Save Save Save Special 1st 2nd 3rd 4th 5th 6th
1st +0 +0 +2 +2 Devil’s tongue, orisons, persuasion 1 — — — — —
2nd +1 +0 +3 +3 Hellish cunning (Skill Focus) 2 — — — — —
3rd +2 +1 +3 +3 Investigator talent, polyglot 3 — — — — —
4th +3 +1 +4 +4 Studied combat, studied strike +1d6 3 1 — — — —
5th +3 +1 +4 +4 Hellish cunning (Orator), investigator’s talent 4 2 — — — —
6th +4 +2 +5 +5 Studied strike +2d6 4 3 — — — —
7th +5 +2 +5 +5 Investigator’s talent 4 3 1 — — —
8th +6/+1 +2 +6 +6 Hellish cunning (Esoteric Linguisitcs), studied strike +3d6 4 4 2 — — —
9th +6/+1 +3 +6 +6 Investigator’s talent 5 4 3 — — —
10th +7/+2 +3 +7 +7 Studied strike +4d6 5 4 3 1 — —
11th +8/+3 +3 +7 +7 Investigator’s talent 5 4 4 2 — —
12th +9/+4 +4 +8 +8 Studied strike +5d6 5 5 4 3 — —
13th +9/+4 +4 +8 +8 Investigator’s talent 5 5 4 3 1 —
14th +10/+5 +4 +9 +9 Studied strike +6d6 5 5 4 4 2 —
15th +11/+6/+1 +5 +9 +9 Investigator’s talent 5 5 5 4 3 —
16th +12/+7/+2 +5 +10 +10 Studied strike +7d6 5 5 5 4 3 1
17th +12/+7/+2 +5 +10 +10 Investigator’s talent 5 5 5 4 4 2
18th +13/+8/+3 +6 +11 +11 Studied strike +8d6 5 5 5 5 4 3
19th +14/+9/+4 +6 +11 +11 Investigator’s talent 5 5 5 5 5 4
20th +15/+10/+5 +6 +12 +12 Studied strike +9d6, true bureaucracy 5 5 5 5 5 5
Table: Infernal Bureaucrat Spells Known
Class Spells Known
Level 0th 1st 2nd 3rd 4th 5th 6th
1st 4 1 — — — — —
2nd 5 2 — — — — —
3rd 6 3 — — — — —
4th 6 3 1 — — — —
5th 6 4 2 — — — —
6th 6 4 3 — — — —
7th 6 4 3 1 — — —
8th 6 4 4 2 — — —
9th 6 5 4 3 — — —
10th 6 5 4 3 1 — —
11th 6 5 4 4 2 — —
12th 6 5 5 4 3 — —
13th 6 5 5 4 3 1 —
14th 6 5 5 4 4 2 —
15th 6 5 5 5 4 3 —
16th 6 5 5 5 4 3 1
17th 6 5 5 5 4 4 2
18th 6 5 5 5 5 4 3
19th 6 5 5 5 5 5 4
20th 6 5 5 5 5 5 5
| Elghinn Lightbringer |
#Infernal Bureaucrat
Does the class still receive Rogue Talents and Alchemist Discoveries as options for his Investigator Talents? if so, it may be an idea to go through what those two classes have to offer and tweak what's available (as I did in Astute Physician).I know for a fact Rogue possesses many talents that affect his speechcraft and some even have ties to shadowy forces as it is. Alchemist however may be tricky, though Cognatogen, Collective Memory and Pickled Quasit come to mind.
That's a good point.
Yes, he can still gets access to rogue talents, but as he's lost alchemy and extracts, so I can't see how he'd gain discoveries. But I'll take a look. And I'll go through the rogue talents too.
| Tyrannical |
Hmm, that is a nice looking class... at least many of the abilities are nice. Does make me wish there was a non-infernal bureaucrat because I like those social related abilities a lot, laughs.
If you wish it then make it, plenty of open room to work on a socialite style class. my guess is Investigator/Bard might be your best bet, or the other way around. Unless that is taken, of course.
| Elghinn Lightbringer |
I didn't really see anything that couldn't be used with the rogue talents. Changes some of the alchemist discoveries though.
Alchemist Discovery (Ex): The infernal bureaucrat can select one of the following alchemist discoveries as an investigator talent: cognatogen, collective memory, concentrate poison, dilution, elemental mutagen, enhance potion, eternal potion, extend potion, inspiring cognatogen, lingering spirit, pickled quasit, mutagen, and poison conversion. When selecting an alchemist discovery, he must be high enough level to qualify for that discovery, using his infernal bureaucrat level as his alchemist level to determine if he qualifies. This talent can be selected multiple times; each time grants a new alchemist discovery. This changes the alchemist discovery investigator’s talent.
JonathonWilder
|
If you wish it then make it, plenty of open room to work on a socialite style class. my guess is Investigator/Bard might be your best bet, or the other way around. Unless that is taken, of course.
Well I have on queue an Investigator/Bard, my Espel Voyagor, but I have a somewhat different idea for that class but I may either be able to incorporate social abilities similar to the Infernal Bureaucrat or try a Bard/Investigator later on.