| Elghinn Lightbringer |
OK, while we await OSW on to Christos. One of these my man!
“Name” (Sla/Rgr) – Christos
“Name” (Wrp/Wtc) – Christos
Deadly Tracker (Sla/Hun) – Christos
Heritage Overlord (Brg/Sor) – Christos
I'd love to see the Wrp/Wtc, as we haven't seen either of those classes yet in this thread (specifically the warpriest).
| Tyrannical |
#Spell Thief
Thoughts on the MCA's spell list? Need any additions? I think it's pretty good the way it is. Doesn't get too many of the nasty area effect spells, like fireball, etc. But with her spell filching ability, she can gain them.
The spell list looks okay to me, though I think it might have been missed when I suggested that spell filching could steal arcane spells as a whole, not just sorcerer/wizard ones.
I'd love to see the Wrp/Wtc, as we haven't seen either of those classes yet in this thread (specifically the warpriest).
I'm queued for a Hunter/Witch (Hive Master) and Summoner/Warpriest (Arcane Animator) after that if it counts for anything
| Elghinn Lightbringer |
| 1 person marked this as a favorite. |
The spell list looks okay to me, though I think it might have been missed when I suggested that spell filching could steal arcane spells as a whole, not just sorcerer/wizard ones.
No I didn't miss it. At 2nd+, she can filch any arcane spell from any arcane caster, but only if that spell is on the sor/wiz list. As the ST has its own spell list, I think it's find to limit the filched spells to anything on the sor/wiz list, as that gives her a ton of new spells to access. She can also add those to her spellbook through the normal costs/time.
If she takes the Greater Filching greater exploit, then she can filch any arcane spell (bard, summoner, etc.), but is still restricted to adding only spells from the sor/wiz spell list to her spellbook. I don't want her to be able to add cure spells, etc. to her spellbook, buut anything sor/wiz is appropriate. This way she can gain fireball if she wants it, plus a number of other spells that are on the sor/wiz list.
What do others think? Should she be able to filch any arcane spell at 2nd, essentially making Greater Filching the base ability? Or should I leave it as is?
| christos gurd |
It is known that those who've been touched by divinity are forever changed by it. There are enigmatic forces that are not afraid to capitalize on this, targeting former and current agents of the divine such as warpriests. Such warpriest become known as godblade apostates, and wield a twisted form of their former power for their new patrons.
Primary: Warpriest
Secondary: Witch
skills: a godblade apostate selects 3 skills from the witch skill list and adds them to his own as class skills.
Alignment: Any, an apostate doesn’t need to match their deities alignment to retain their class abilities.
Class abilities
Aura: A godblade apostates aura matches his alignment rather than his gods.
Dark Pact: A Godblade apostate selects one witch patron. A godblade adds the corresponding patron spell to his spells known list at the appropriate level. In addition he may expend 2 uses of his blessing class feature to use bestow curse as a spell-like ability, using wisdom in place of charisma. This replaces one of his blessings.
Hex: At 3rd level a godblade apostate gains the witches hex class. He is treated as a witch for the purposes of these hexes, and uses wisdom in place of intelligence for their effects. At 12th level he may choose from the witches major hexes. This replaces bonus feats.
[b]Sidenote, Ex-Warpriests: An Ex-warpriest may trade his ex-warpriest class levels for godblade levels on a 1-1 basis.
| Noro |
I meant no exchange. The weapon or armor _turns into_ a familiar. As in: it starts speaking and teaches witchcraft to the character.
I would rather drop the other blessing and allow them to share sacred weapon and armor with it
I dont understand that. Share the weapon and armor with what, or who?
| Elghinn Lightbringer |
Witch's familiar just doesn't fit here in my opinion. He's still a warpriest at heart, and I can't see him running around with a familiar.
We could have his sacred weapon function as a familiar for the purpose of storing spells, but that's unnecessary any ways, as he casts spells like a cleric (knows all the spell on the list) and doesn't need a repository for his spells.
Am I right Christos?
| christos gurd |
Witch's familiar just doesn't fit here in my opinion. He's still a warpriest at heart, and I can't see him running around with a familiar.
We could have his sacred weapon function as a familiar for the purpose of storing spells, but that's unnecessary any ways, as he casts spells like a cleric (knows all the spell on the list) and doesn't need a repository for his spells.Am I right Christos?
correct.
What does fit then? Witch secondary = cast hexes seems a bit overused to me. But I dont have any more ideas at the moment.
welcome to witch mcas. thats one of the reasons i added bestow curse, for "witchiness", and why i want more unique hexes to help it stand out.
| Tyrannical |
#Godblade Apostate
Just a few questions and suggestions;
- Will the class be using standard warpriest spells and casting, or will it use witch spells?
- Perhaps it may be worth changing Sacred Weapon and Sacred Armor's magical effects to something more witch-like?
- Perhaps an alternate take on Channel Energy/Fervor could be used to better represent with witch secondary? Perhaps a curse-like secondary effect? integration with hexes?
- Custom hexes may be good, especially some divine oriented ones.
- Will a god's favoured weapon be affected?
- I don't see Familiar being much help for this class, unless it is perhaps the connection between the Godblade Apostate and his/her God(s), in which case a Holy/Unholy variant could work.
| christos gurd |
#Godblade Apostate
Just a few questions and suggestions;
- Will the class be using standard warpriest spells and casting, or will it use witch spells?
standard warpriest, as it actually opens the door for subverter role within the religion.
- Perhaps it may be worth changing Sacred Weapon and Sacred Armor's magical effects to something more witch-like?
i want to keep those at least mostly intact although i looked over possible replacement weapon enchantments but didn't see any that were good outside of maybe conductive.
- Perhaps an alternate take on Channel Energy/Fervor could be used to better represent with witch secondary? Perhaps a curse-like secondary effect? integration with hexes?
fervor to swift a hex perhaps?
- Custom hexes may be good, especially some divine oriented ones.
which would also be nice for any other divine primary witch mcas.
- Will a god's favoured weapon be affected?
no ex-warpriests dont lose proficiency so these guys shouldn't either.
- I don't see Familiar being much help for this class, unless it is perhaps the connection between the Godblade Apostate and his/her God(s), in which case a Holy/Unholy variant could work.
me either honestly, this class is about a patron bridging a severed connection or making one without necessarily having the relevant god's permission.
| Tyrannical |
So, ideas for new hexes?
I had an idea for one that when used cuts off an enemies connection to their god or patron, stopping them from being able to uses patron spells, domains, blessings and so on. It would also function as Antimagic Field, but purely for divine spells. Most likely a major/grand hex
Another idea would be one that is a sort of conversion of the enemy. If their creed opposes your own beliefs, you may convert them as 'change alignment', they then for it's duration follow the same faith as you do.
Perhaps a hex that acts as the 'Detect the Faithful' spell, only it can seek any faith, not just your own. The caster must be specific who is sought and can only focus on one faith at a time.
These are just rough ideas, what do you guys think?
| Elghinn Lightbringer |
OK, here's the revised Godsblade Apostate, including new Hexes/Major Hexes. These are all limited to the MCA.
It is known that those who have been touched by the hand of divinity are forever changed by it. There are enigmatic forces that are not afraid to capitalize on this, targeting former and current agents of the divine such as warpriests. Such warpriest become known as godblade apostates, and wield a twisted form of their former power for their new patrons.
Primary Class: Warpriest.
Secondary Class: Witch.
Alignment: Any.
Hit Dice: d8.
Bonus Skills and Ranks: The godsblade apostate may select three witch skills to add to his class skills in addition to the normal warpriest class skills. The godsblade apostate gains a number of ranks at each level equal to 2 + Int modifier.
Weapon and Armor Proficiency: The godsblade apostate is proficient with all simple and martial weapons, and the favored weapon of his deity. He is also proficient with all types or armor (heavy, light, and medium) and with shields (except tower shields). If the godsblade apostate worships a deity with unarmed strike as its favored weapon, the godsblade apostate gains Improved Unarmed Strike as a bonus feat.
Aura (Su): This is exactly like the warpriest’s ability of the same name, except that the godsblade apostate has a particularly powerful aura (as a cleric) corresponding to his own alignment, rather than his deity's alignment.
Divine Patronage: Whenever a godsblade apostate uses his hexes or any witch related ability, he uses his Wisdom instead of his Intelligence to determine the effects of those abilities.
Blessing (Su): This is exactly like the warpriest’s blessing ability, except for the following changes. At 1st level, a godsblade apostate may select only one blessing granted by his deity. He must also select a witch’s patron. This patron is a vague and mysterious force, granting the godsblade apostate additional power for reasons that he might not entirely understand. While these forces need not be named, they typically hold influence over one of the forces listed in the witch’s patron spells class feature. A godsblade apostate cannot select a patron that is in opposition to his chosen blessing. For example, a godsblade apostate that has selected the darkness blessing could not choose the light patron.
At 2nd level, a godsblade apostate’s gains new spells from his patron. These spells are automatically added to the godsblade apostate’s list of spells. The spells gained depend upon the patron chosen. At 2nd level the godsblade apostate adds his first patron spell to his list of 1st-level spells, and each subsequent spell to his next level of spells every three levels thereafter, up to his sixth patron spell at 17th level.
In addition, the godsblade apostate can cast bestow curse (as a spell-like ability) as a minor blessing. At 10th level, he can cast greater bestow curse (as a spell-like ability) as a major blessing.
Sacred Weapon (Su): The godsblade apostate adds conductive to the list of weapon special abilities with which to enhance his sacred weapon.
Hex: At 3rd level, a godsblade apostate gains the witch’s hex ability and may select one hex. Every three levels beyond 3rd, he can choose an additional hex. This ability and major hex replace bonus feats.
The godsblade apostate may choose any hex listed in the witch’s hex class feature that does not oppose his alignment, or from the following hexes restricted to the Godsblade Apostate multiclass archetype.
Deathwatch (Su): A godsblade apostate can determine the condition of creatures near death. This acts as deathwatch, but the effect lasts for 1 minute.
Detect Infidel (Su): A godsblade apostate can detect worshipers of other deities (mortal worshipers, outsider servants, and so on). This acts as detect the faithful, but allows the godsblade apostate to determine the location and presence of worshipers of specific deity. The specific deity is determined when the hex is used.
Divine Investiture (Su): A godsblade apostate can expend two uses of his fervor as part of using this hex to bestow a blessing of divine providence upon a number of allies equal to his Wisdom modifier within 30 feet. This grants the affected allies the benefits of any one of the following currently active class features he possesses: blessing, sacred weapon, sacred armor. This effect lasts for a number of rounds equal to 1/2 the godsblade apostate’s level (minimum 1). Once a creature has benefited from the divine investiture hex, it cannot benefit from it again for 24 hours.
Moral Conviction (Su): A godsblade apostate can release a 30-foot burst of energy that causes any creature of an opposing alignment to become sickened whenever it comes within 30 feet of him. The effect lasts for a number of hours equal to the godsblade apostate’s level. A Fortitude save negates effect. If an affected creature is a member of an enemy sect, the creature is nauseated instead. Once a creature has been subject to the moral conviction hex, it cannot be affected by it again for 24 hours. This hex has no effect on a creature that is already sickened (or nauseated if from an enemy sect). Unlike normal sickened or nauseated conditions, the effect ends as soon as the creature leaves the 30-foot area or the hex’s duration expires, whichever comes first.
Stabilize (Su): A godsblade apostate can release a burst of divine energy that stabilizes a number of allies within 30 feet equal to her Charisma modifier and prevent them from dying. This acts as stabilize, but the target become disabled and its hit points increase to 0. Once a creature has benefited from the stabilize hex, it cannot benefit from it again for 24 hours.
Major Hex: At 12th level, a godsblade apostate gains the witch’s major hex ability. The godsblade apostate may choose any major hex listed in the witch’s major hex class feature that does not oppose her alignment, or from the following major hexes restricted to the Godsblade Apostate multiclass archetype.
Curse Ward (Su): Once per day, whenever the godsblade apostate rolls a saving throw against a curse (such as a witch’s hex, or a bestow curse spell), he may reroll the saving throw as an immediate action. The godsblade apostate must decide to use this hex before the results of the saving throw are revealed. He must take the second roll, even if it is worse.
Delay Curse (Su): A godsblade apaostate can suppress the effects of a single curse on a creature. This acts as abeyance and the effect lasts for 24 hours. Once a creature has benefited from the delay curse major hex, it cannot benefit from it again, even if the hex is used by a different godsblade apostate, or the abeyance spell is cast upon the creature.
Unwilling Conversion (Su): A godsblade apostate can expend two uses of his fervor as part of using this hex to temporarily convert a creature from an enemy sect to his own. This acts as charm person, but the target’s alignment is temporarily changed to that of the godsblade apostate and is considered in all ways as a faithful member of the godsblade apostate’s sect. This effect lasts for a number of minutes equal to his godsblade apostate level. Will save negates this effect. Whether or not the save is successful, a creature cannot be the target of this major hex again for 1 day.
If the target creature casts divine spells (has levels in cleric, warpriest, or other divine spellcasting class), the creature now receives its spells from the godsblade apostate’s deity until the duration of the hex expires. Once this effect ends, the affected creature is considered to have grossly violated the code of conduct of its god and loses all spells and class features, except for its armor, shield, weapon proficiencies, and bonus feats. The creature cannot thereafter gain levels in its divine spellcaster class until it atones for its deeds (see the atonement spell).
Ex-Warpriests: An ex-warpriest can trade any or all his warpriest class levels for an equal number of levels in the Godsblade Apostate multiclass archetype.
Table: Godsblade Apostate
Base Sacred
Class Attack Fort Ref Will Weapon Spells per Day
Level Bonus Save Save Save Special Damage 0th 1st 2nd 3rd 4th 5th 6th
1st +0 +2 +0 +2 Aura, divine patronage, focus weapon, 1d6 3 1 — — — — —
orisons, blessing (minor), sacred weapon
2nd +1 +3 +0 +3 Fervor 1d6 1d6 4 2 — — — — —
3rd +2 +3 +1 +3 Hex 1d6 4 3 — — — — —
4th +3 +4 +1 +4 Channel energy, sacred weapon +1 1d6 4 3 1 — — — —
5th +3 +4 +1 +4 Fervor 2d6 1d8 4 4 2 — — — —
6th +4 +5 +2 +5 Hex 1d8 5 4 3 — — — —
7th +5 +5 +2 +5 Sacred armor +1 1d8 5 4 3 1 — — —
8th +6/+1 +6 +2 +6 Fervor 3d6, sacred weapon +2 1d8 5 4 4 2 — — —
9th +6/+1 +6 +3 +6 Hex 1d10 5 5 4 3 — — —
10th +7/+2 +7 +3 +7 Blessings (major), sacred armor +2 1d10 5 5 4 3 1 — —
11th +8/+3 +7 +3 +7 Fervor 4d6 1d10 5 5 4 4 2 — —
12th +9/+4 +8 +4 +8 Hex, major hex, sacred weapon +3 1d10 5 5 5 4 3 — —
13th +9/+4 +8 +4 +8 Sacred armor +3 2d6 5 5 5 4 3 1 —
14th +10/+5 +9 +4 +9 Fervor 5d6 2d6 5 5 5 4 4 2 —
15th +11/+6/+1 +9 +5 +9 Hex 2d6 5 5 5 5 4 3 —
16th +12/+7/+2 +10 +5 +10 Sacred armor +4, sacred weapon +4 2d6 5 5 5 5 4 3 1
17th +12/+7/+2 +10 +5 +10 Fervor 6d6 2d8 5 5 5 5 4 4 2
18th +13/+8/+3 +11 +6 +11 Hex 2d8 5 5 5 5 5 4 3
19th +14/+9/+4 +11 +6 +11 Sacred armor +5 2d8 5 5 5 5 5 5 4
20th +15/+10/+5 +12 +6 +12 Aspect of war, fervor 7d6, sacred 2d8 5 5 5 5 5 5 5
weapon +5
@Christos
Anythoughts of changing or tweaking Aspect of war? Yeah or nay?
| christos gurd |
Aspect of war still fits so nay. You dont think its too much that they trade one blessing for another static blesding plus bonus spells? I know i debated doing the same as you but i feared i would be told it was too much. I really love the thatic restriction on blending oposing blessings and patrons, nice touch.
| Elghinn Lightbringer |
Aspect of war still fits so nay. You dont think its too much that they trade one blessing for another static blesding plus bonus spells? I know i debated doing the same as you but i feared i would be told it was too much. I really love the thatic restriction on blending opposing blessings and patrons, nice touch.
1) OK
2) The one blessing simply swaps for the bestow curse and greater bestow curse. The warpriest isn't a "spells known" class, so all we are doing is adding her aptron spells to her overall spell list, which is nothing, compared to other MCAs where we've added in 3-6 spells of each level from the secondary class to the spell list. If it was adding them to spells known, then that would require a larger swap. But as it is only adding them to his spell list and he must choose to prepare those patron spells if he wants to use them, then it really isn't a big thing. It's simply enlarging his possible list of spells (1st-6th) by 6 spells over nearly the entire 20 levels.
3) Restricting opposing blessings and patrons seemed fitting.
4) What do you think of the new hexes/major hexes?
| Bardess |
Here to you the
Holy wars must be fought by someone. Paladins and warpriests roam the battlefields crying their holy shouts of war, frightening enemies. The crusading berserker is the most frightening of them all. Possessed by an holy fury, he sets aside his deity’s common blessings to channel the most wrathful and righteous (or unrighteous) aspect of the god. Though outside the battlefield he can be a meek and amiable person, once entered in a fight he transforms in a horrorific sight, a holy killing machine.
Primary Class: Warpriest
Secondary Class: Barbarian
Alignment Restrictions: The crusading berserker must have one alignment aspect in common with his chosen deity. For example, a crusading berserker worshiping a Chaotic Good deity could have any good alignment or any chaotic alignment. A crusading berserker can otherwise have any alignment.
Hit Dice: d10
Bonus Skills: The crusading berserker adds 3 barbarian class skills to his list.
Skill Ranks per Level: 4 + Int modifier.
BAB: ¾
Saving Throws: GPG
Weapons and Armor Proficiency: A crusading berserker is proficient with all simple and martial weapons, as well as the favored weapon of his deity, and with light and medium armor and shields (except tower shields). If the crusading berserker worships a deity with unarmed strike as its favored weapon, he gains Improved Unarmed Strike as a bonus feat.
Spell Progression: As warpriest.
1) Aura, focus weapon, orisons, sacred weapon, shield focus
2) Furious fervor
3) Rage power
4) Sacred weapon +1
5) Uncanny dodge
6) Rage power
7) Sacred shield +1
8) Improved uncanny dodge, sacred weapon +2
9) Rage power
10) Sacred shield +2
11) Greater rage
12) Sacred weapon +3
13) Sacred shield +3
14) Indomitable will
15) Rage power
16) Sacred shield +4, sacred weapon +4
17) Tireless rage
18) Rage power
19) Sacred shield +5
20) Incarnation of fury, sacred weapon +5
Aura: As warpriest.
Focus Weapon: As warpriest.
Orisons: As warpriest.
Sacred Weapon: As warpriest, but a crusading berserker can add the furious and furyborn special abilities to his weapon in addition to those listed. This replaces heavy armor proficiency.
Shield Focus (Ex): A crusading berserker receives the Shield Focus feat as a bonus feat at 1st level. This, greater furious fervor, indomitable will, and tireless rage replace blessings.
Furious Fervor (Su): At 2nd level, a crusading berserker can channel the power of his deity to unleash his rage against the faith’s enemies. He can also use this ability to quickly cast spells that aid in his struggles. A crusading berserker can rage for a number of rounds per day equal to 4 + his Constitution modifier + 2 for each level after 1st he possesses. This functions as the barbarian class feature, treating the crusading berserker’s class level as his barbarian level.
While raging, as a swift action, a crusading berserker can expend 1 round of rage to cast any one warpriest spell he has prepared. When cast in this way, the spell can target only the crusading berserker, even if it could normally affect other or multiple targets. Spells cast in this way ignore somatic components and do not provoke attacks of opportunity. The crusading berserker does not need to have a free hand to cast a spell in this way, but can do so only while he’s in a rage. This modifies fervor.
Rage Powers: At 3rd level, a crusading berserker gains a rage power, as the barbarian class feature. He gains another rage power each three levels after 3rd (to a maximum of six rage powers at 18th level). The crusading berserker must meet the prerequisites for any rage power he selects. This replaces the warpriest’s bonus feats.
Uncanny Dodge: As barbarian. This and improved uncanny dodge replace channel energy.
Sacred Shield (Su): At 7th level, the crusading berserker gains the ability to enhance his shield with divine power as a swift action. This power grants the shield a +1 enhancement bonus. For every 3 levels beyond 7th, this bonus increases by 1 (to a maximum of +5 at 19th level). The crusading berserker can use this ability a number of minutes per day equal to his crusading berserker level. This duration must be used in 1-minute increments, but they don’t need to be consecutive.
These bonuses stack with any existing bonuses the shield might have, to a maximum of +5. The crusading berserker can enhance his shield with any of the following shield special abilities: arrow deflection, bashing, fortification (heavy, light, or moderate), determination, ghost touch, or spell resistance (13, 15, 17, and 19). Adding any of these special abilities replaces an amount of bonus equal to the special ability’s base cost (see Table 15–4 on page 463 of the Core Rulebook). For this purpose, determination counts as a +5 bonus. Duplicate abilities do not stack. The shield must have at least a +1 enhancement bonus before any other special abilities can be added.
The enhancement bonus and shield special abilities are determined the first time the ability is used each day and cannot be changed until the next day. These bonuses apply only while the crusading berserker is wearing the shield, and end immediately if the shield leaves the crusading berserker’s possession. This ability can be ended as a free action at the start of the crusading berserker’s turn. This ability cannot be applied to an armor.
When the crusading berserker uses this ability, he can also use his sacred weapon ability as a free action by expending one use of his furious fervor. This replaces sacred armor.
Improved Uncanny Dodge: As barbarian.
Greater Furious Fervor (Su): At 11th level, when a crusading berserker enters rage, the morale bonus to her Strength and Constitution increases to +6 and the morale bonus on her Will saves increases to +3. In addition, the crusading berserker may cast spells using furious fervor even when he’s not raging.
Indomitable Will: As barbarian.
Tireless Rage: As barbarian.
Incarnation of Fury: At 20th level, when raging, the crusading berserker treats his level as his base attack bonus and can move at his full normal speed regardless of the armor he is wearing or his encumbrance. In addition, the morale bonus to her Strength and Constitution increases to +8 and the morale bonus on her Will saves increases to +4.
| Tyrannical |
Right-o!
Decided to go with the Hive Master update. I never truly felt as though the old version captured what I wanted out of the class, and with the Hunter hybrid class being available I can get around to bringing a little more creativity into the concept.
I struggled to work with a fitting Secondary at first, but after a little work I found Witch fitted the theme thematically and mechanically. So, here she is, the Hive Master V.2
Nature can be grotesque and repugnant, and combined with vile witchcraft one can project their will onto a foul species indeed; insects. The hive master overpowers her enemies with a brood consisting of aggressive vermin that will defend her to the death. The kinship of these vile creatures is strong, showing loyalty as if the hive master were their monarch and following her will without unquestion.
Primary: Hunter
Secondary: Witch
Alignment: Any
Hit Die: d8
Good Saves: Ref/Will
Poor Save: Fort
Spellcasting: The hive master casts arcane spells at spell level 0-6 from the witch spell list, as well as spells from the ranger spell list, modifying spell level in the same way a hunter does. She uses her Wisdom score when calculating bonus spells and abilities, and adds the following spells to the list available at the indicated levels: 1st- Bristle, Feather Fall, Summon Nature's Ally. 2nd- Amplify Stench, Create Pit, Recentering Drone, Scent Trail, Spider Climb, Summon Nature's Ally II, Warp Wood. 3rd- Contagion, Illusory Poison, Spiked Pit, Summon Nature's Ally III, Toxic Gift. 4th- Acid Pit, Antiplant Shell, Bloatbomb, Caustic Blood, Giant Vermin, Repel Vermin, Rusting Grasp, Summon Nature's Ally IV, Thorn Body. 5th- Hungry Pit, Insect Plague, Phantasmal Web, Summon Nature's Ally V, Wall of Thorns. 6th- Antilife Shell, Creeping Doom, Summon Nature's Ally VI.
In addition to the spells gained by hive masters as they gain levels, each hive master also automatically adds all summon nature's ally spells to her list of spells known. These spells are added as soon as the hive master is capable of casting them. The hive master may only summon vermin, and adds the following creatures to the list of those available to summon;
Not quite sure what I have in mind for this yet. There's plenty of insects to summon as it is, though adding in more would be good. I was also thinking Monsters or Aberrations that are insect-like in form too
Vermin Brood: The hive master bonds herself to a brood of vermin companions rather than a single animal companion. A hive master's choices for companions is limited, and are considered to be of the 'vermin' type. Starting at 1st level, the hive master commands a single vermin companion, and from 2nd level and thereafter she may choose to command additional broodlings, dividing her effective hive master level between her brood to determin the levels of each individual broodling (For example, a 4th-level hive master can have one 4th-level broodling, two 2nd-level broodlings, one 3rd-level broodling and one 1st-level broodling, or four 1st-level broodlings).
However, the hive master may reduce the level penalty by 1 by reducing the size category of a broodling, or all broodlings (though he may never have any amount of broodlings higher than his hive master level). In which case, four smaller broodlings are each level 2 instead of 1.
At level 7, the hive master may choose to forgo the size increase that comes with animal companions, reducing the level penalty by 1. This reduction does not stack with the reduction from having broodlings a size category smaller beforehand, though the hive master may choose to keep the original smaller size of his brood regardless.
The hive master may only select one broodling at a time to be under the effects of his Vermin Focus, though may change the broodling targetted by the Vermin Focus as a swift action. This ability otherwise acts as Animal Companion
Available Broodlings: ant (giant), ant (riding), bee (giant), beetle (giant), centipede (giant), cockroach (giant), crab (giant), crab (king), darkling beetle (giant), fly (giant), leech (giant), mantis (giant), scorpion (giant), scorpion (greensting), slug (giant), solifugid (giant), spider (giant), spider (scarlet), wasp (giant) If people can think of any more fitting ones, feel free to suggest them
Nature Training: Remains unchanged
Vermin Empathy: At 1st level, a hive master gains the durid’s wild empathy ability, but instead affect the attitude of creatures of the vermin type, including swarms. This ability replaces Wild Empathy
Vermin Focus: A hive master can take on the aspect of a vermin. This functions as animal focus, but allows only the following choices;
Ant: The creature gains a +2 enhancement bonus to Strength. This bonus increases to +4 at 8th level and +6 at 15th level.
Beetle: The creature gains a +2 enhancement bonus to its natural armor bonus. This bonus increases to +4 at 8th level and +6 at 15th level. (A creature without natural armor has an effective natural armor bonus of +0.)
Centipede: The creature gains a +2 competence bonus on Climb checks and a +2 bonus to CMD against pull, push, reposition, and trip combat maneuvers. These bonuses increase to +4 at 8th level and +6 at 15th level.
Cockroach: The creature gains a +4 bonus on saves against cold dangers, disease, heat dangers, starvation, thirst, and on Constitution checks to avoid suffocation. These bonuses increase to +6 at 8th level and +8 at 15th level.
Crab: The creature gains a +4 competence bonus on Swim checks and a +2 competence bonus on grapple combat maneuver checks. These bonuses increase to +6 and +4 respectively at 8th level, and +8 and +6 at 15th level.
Flea: The creature gains a +4 competence bonus on saves against disease and Acrobatics checks to jump. These bonuses increase to +6 at 8th level and +8 at 15th level.
Fly: The creature gains a +2 bonus on Perception checks and on Acrobatics checks to balance or fall safely. These bonuses increase to +4 at 8th level and +6 at 15th level.
Leech: The creature gains a +2 competence bonus on grapple combat maneuver checks, and deals 1 point of bleed damage every time it succeeds at a grapple combat maneuver check to damage an opponent (this bleed stacks with itself ). These benefits increase to a +4 bonus and 3 points of bleed at 8th level, and a +6 bonus and 5 points of bleed at 15th level. Bleed damage from this ability does not stack with itself.
Mantis: The creature gains a +2 bonus on attack of opportunity attack rolls and a +2 competence bonus on grapple combat maneuver checks. These bonuses increase to +4 at 8th level and +6 at 15th level.
Moth: The creature gains darkvision to a range of 60 feet. At 8th level, the range increases by 30 feet. At 15th level, the creature gains blindsense to a range of 10 feet.
Phasmid: The creature gains low-light vision and a +4 competence bonus on Stealth checks in forests or plains. This bonus increases to +6 at 8th level and +8 at 15th level.
Scorpion: The creature gains a +2 competence bonus on Stealth checks and grapple combat maneuver checks. These bonuses increase to +6 and +4 respectively at 8th level, and +8 and +6 at 15th level.
Spider: The creature gains a +2 competence bonus on Stealth checks, saving throws against web effects (magical or otherwise), and checks to break free of webs. This bonus increases to +4 at 8th level and +6 at 15th level.
Wasp: The creature gains a +4 competence bonus on Perception checks. This bonus increases to +6 at 8th level and +8 at 15th level.
Worm: The creature gains fast healing 1 and a 25% chance to treat any critical hit or sneak attack as a normal hit (as the fortification armor special ability). This increases to fast healing 2 and 50% at 8th level, and fast healing 3 and 75% at 15th level.
This ability replaces animal focus.
Verminous Caster: At 2nd level, a hive master chooses either Vermin Heart or Spider Summoner as a bonus feat. She does not need to meet the prerequisites for this feat.
This ability replaces Precise Companion
Hex: At 3rd level, the hive master benefits from the witch's Hex class feature, and may select a hex from the list of witch hexes available at 3rd and every 3 levels thereafter, using his hive master level in place of his witch level.
This ability replaces Teamwork Feats and Bonus Tricks
Hivemind: At 4th level, the hive master gains an empathic link with her brood. This functions like an empathic link with a familiar, except the hive master can also see through a broodling's eyes as a swift action, maintaining this connection as long as she likes (as long as the companion is within 1 mile) and ending it as a free action. The hive master is blinded while maintaining this connection, and may as a swift action shift his perception to any other broodling available.
This ability replaces Improved Empathetic Link
Swarm Stride: At 5th level, a hive master learns to move through vermin without danger. She can safely pass through swarms of vermin and does not take swarm damage while within a vermin swarm's space. In addition, she is immune to a swarm's distraction ability. If the hive master or his broodlings attack a swarm, they lose this protection against only that swarm.
This ability replaces woodland stride.
Second Vermin Focus: At 8th level, whenever a hive master uses her vermin focus ability, she selects two different animal aspects for herself instead of one, and can assign two aspects to her brood instead of one. As with the brood's previous aspect, the second one does not count against the minutes per day a hive master can take on an aspect.
If the hive master's brood is dead and has applied the brood's vermin aspect to herself, that aspect does not count toward her maximum of two aspects at once. The hive master can still apply only one of her dead brood's aspects to herself, not both.
This ability replaces Second Animal Focus
Swarm Master: At 8th level, as a standard action, a hive master can cause one of his vermin broodlings to become a swarm of his choosing. This effect functions as swarm skin, except that it transforms the chosen broodling into a swarm instead of the hive master. The hive master can command this swarm as if it were one of her broodlings. He can use this ability once per day at 10th level, plus one additional time per day every 3 levels thereafter.
This ability replaces track and swift tracking
Create Hive: At 10th level, a hive master can create a hive that provides him with cover. This functions as the web shelter spell, except the hive has a hardness of 6, and 5 hit points for every 5-foot square of web surface area. A hive master can have 2 broodlings as part of his hive at 8th level, and an additional broodling every four levels thereafter. Each broodling that is part of the hive grants the hive master a +2 shield bonus to AC if it is Small and above or a +1 shield bonus to AC if it is Tiny.
This ability replaces raise animal companion
Speak with Master: remains the same
Major Hex: Starting at 12th level, and every 3 levels thereafter, a hive master can choose a major hexes whenever she could select a new hex.
Greater Hivemind: At 14th level, the range of the hive master's empathic link with her broodlings increases to 10 miles. If a broodling is within 1 mile, the hive master can communicate with it telepathically, though only one broodling at a time.
This ability replaces Greater Empathetic Link
One with the Hive: At 17th level, Any of the hive master's broodlings may deliver touch spells or hexes that the hive master knows through any natural attack. The broodling must be within range and affected by the hive master's 'Hivemind' ability in order to activate this ability, and expends the hive master's spell or limited uses on hexes by doing so.
In addition, the hive master gains a +4 bonus on saving throws against the spell-like and supernatural abilities of vermin and swarms, and becomes immune to any disease and poison effects caused by them.
The hive master and her brood can also attempt to demoralize vermin in the appropriate category to her own as a swift action, rolling 1d20 and adding the hive master's level and her Charisma modifier to determine the Intimidate check result.
This ability replaces One with the Wild and Hunter Tactics
Grand Hex: At 18th level, the hive master may select a grand hex in place of a standard or major hex.
Hive Monarch: At 20th level, the hive master and her broodlings are as one. All of the hive master's broodlings are targetted by Vermin Focus instead of just one whenever a hive master uses his Vermin Focus ability. The hive master may also apply the basic effects of her Vermin Focus (no 8th or 15th level abilities) to any creature summoned with Summon Nature's Ally.
Additionally, each day when the hive master prepares spells, she chooses one vermin focus to be active on herself for the entire day. This focus is in addition to using her vermin focus class ability (including the additional focus ability she is able to use on herself if her brood is dead).
This ability replaces Master Hunter
Changes to Hexes:
- Hidden Home and Witch's Hut can be used on the Hive Master's Create Hive ability.
- Feral Speech instantly allows use of communication with vermin, animals are placed at level 12.
- Animal Skin is removed and replaced with Vermin Carapace (see below)
Carrion Critters: Hex - The witch may cast this hex upon a recently deceased body or created zombie, by doing so the body targeted attracts a swarm of rot grubs, attacking any enemy that comes close.
Tunneling: Hex - The witch gains a burrow speed of 20ft, and at 5th level and every 5 levels thereafter this speed increases by 5ft
Arachnophobia: Major Hex - The witch plagues the mind with arachnophobia, compelling illusionary webs and spiders into existence. This functions as the phantasmal web spell, only the affected targets are frightened instead of nauseated.
Insect Carapace: Major Hex - The witch can become any vermin of a size from Tiny to Large whose shell she wears. This ability is similar to vermin shape II, except she takes on the appearance of the specific individual from which the shell came.
Drider Form: Grand Hex - When this hex is cast, the Witch's lower body takes on a more spiderlike appearance, similar to a Drider. While in this form she gains added climb speed of 20 feet, and gain a +8 racial bonus on Climb checks. Additionally, she also gains a +12 racial bonus to CMD against trip attempts and a +10 foot bonus to her base speed.
Worm Call: Grand Hex - Once per day, the Witch may call upon a great elder worm to do her bidding, this acts as if she cast 'Summon Elder Worm', though it isn't affected by banishing spells.
I'll also post the 'references' I used when creating this class, just so people can see where I got ideas from and for ability balancing purposes;
Verminous Hunter - where I borrowed 'Vermin Focus' and 'Swarm Stride' from
Packmaster - The main idea behind broodlings
Original Hive Master - Speaks for itself
| Elghinn Lightbringer |
CRUSADING BERSERKER
Pretty good as is. I have a few tweaks like wording and swaps, but it's pretty much done if you ask me.
@Hive Master
Working through this one now. I'll get back to you.
For the Summon Nature's Ally spells, we can easily create a Summon Vermin alternate list for those spells, much like I did for other MCAs that summon specific creatures (like elementals only, constructs, etc.)
| Noro |
#Hive master
Now that is weird enough even for me! :)
Create Hive: At 10th level, a hive master can create a hive that provides him with cover. This functions as the web shelter spell, except the hive has a hardness of 6, and 5 hit points for every 5-foot square of web surface area. A hive master can have 2 broodlings as part of his hive at 8th level, and an additional broodling every four levels thereafter. Each broodling that is part of the hive grants the hive master a +2 shield bonus to AC if it is Small and above or a +1 shield bonus to AC if it is Tiny.
Something is not right with the levels: 8th or 10th?
Also, it would be cool if it could crawl along with speed of 5.| Tyrannical |
#Hive master
Now that is weird enough even for me! :)Quote:Create Hive: At 10th level, a hive master can create a hive that provides him with cover. This functions as the web shelter spell, except the hive has a hardness of 6, and 5 hit points for every 5-foot square of web surface area. A hive master can have 2 broodlings as part of his hive at 8th level, and an additional broodling every four levels thereafter. Each broodling that is part of the hive grants the hive master a +2 shield bonus to AC if it is Small and above or a +1 shield bonus to AC if it is Tiny.Something is not right with the levels: 8th or 10th?
Also, it would be cool if it could crawl along with speed of 5.
Just a little error from when I was copying this from it's original design, it should be this;
Create Hive: At 10th level, a hive master can create a hive that provides him with cover. This functions as the web shelter spell, except the hive has a hardness of 6, and 5 hit points for every 5-foot square of web surface area. A hive master can have 2 broodlings as part of his hive at 10th level, and an additional broodling every three levels thereafter. Each broodling that is part of the hive grants the hive master a +2 shield bonus to AC if it is Small and above or a +1 shield bonus to AC if it is Tiny.
As for move speed? the hive is purely static unless someone were to forcibly move it, though it can gain a move speed should the hive Master pick the 'Witch's Hut' grand hex at level 18.
And yeah, this class is a little weird, though I dare not say the weirdest class we have.
| Elghinn Lightbringer |
#Crusading Berserker
If he has to drop to 1d8, so be it. I brought it to 1d10 since the barbarian has 1d12, as per the guidelines.
Also, I forgot to turn some "her" into "his". I noticed it after uploading.
Barbarian is the exception to the "rule". Only a full BAB can have a d12 or d10, all others need to follow their spellcasting type (arcane/divine).
| Elghinn Lightbringer |
They are? How did that happen? (looks) Yup, I guess they are. Looks like its only the barbarian MCAS that we've done that with. Well, let's go d10 then.
What does everyone else think on the the whole HD issue, should they coincide with casting and BAB or shall we have some anomalies like this MCA, the Furious Fist and the Rage Priest? Feedback is welcome.
| Apraham Lincoln |
They are? How did that happen? (looks) Yup, I guess they are. Looks like its only the barbarian MCAS that we've done that with. Well, let's go d10 then.
What does everyone else think on the the whole HD issue, should they coincide with casting and BAB or shall we have some anomalies like this MCA, the Furious Fist and the Rage Priest? Feedback is welcome.
I think that if you are d10 and full bab then you should be 1/3 casting (1-4) like paladin, ranger and bloodrager.
d8 and 3/4 bab would be 2/3 casting (1-6) if arcane and maybe full casting (1-9) if divine| Elghinn Lightbringer |
While anomalous is cool, I think trying to feed them into the normal mechanics is best. one thing we could do with the rage ability is do what monk does with flurry, and grant full BAB while raging? This gives the rage a bit more oomph. And while it would be a d8, the bonus hp from the Con increase knock it up to a d10+ equivalent.
@Hive Master
I'll get to you ASAP. I have something else I'm working on for OSW, a write up for the CB, and I need to come up with your alternate summoning table.
| Elghinn Lightbringer |
How's This? Note level = BAB while raging.
Holy wars must be fought by someone. Most often, paladins and warpriests roam the battlefields shouting their holy cries of war, but the crusading berserker is the most frightening zealot of them all. Possessed by a divinely imbued fury, the crusading berserker sets aside his deity’s common blessings to channel the righteous (or unrighteous) aspect of his god’s wrath. While a crusading berserker can be meek and amiable when off the battlefield, once he enters battle, he transforms into a horrific symbol of a holy killing machine.
Primary Class: Warpriest.
Secondary Class: Barbarian.
Alignment: The crusading berserker must have one alignment aspect in common with his chosen deity. For example, a crusading berserker worshiping a Chaotic Good deity could have any good alignment or any chaotic alignment. A crusading berserker can otherwise have any alignment.
Hit Dice: d8.
Bonus Skills and Ranks: The crusading berserker may select three barbarian skills to add to his class skills in addition to the normal warpriest class skills. The crusading berserker gains a number of ranks at each level equal to 4 + Int modifier.
Weapon and Armor Proficiency: The crusading berserker is proficient with all simple and martial weapons, and the favored weapon of his deity. He is also proficient with light armor, medium armor, and with shields (except tower shields). If the crusading berserker worships a deity with unarmed strike as its favored weapon, the crusading berserker gains Improved Unarmed Strike as a bonus feat.
Sacred Weapon (Su): The crusading berseker adds furious and furyborn to the list of weapon special abilities he can use to enhance his sacred weapon.
Shield Expert (Ex): At 1st level, a crusading berserker gains Shield Focus as a bonus feat. At 4th level, a crusading berserker gains Shield Wall as a bonus feat. This ability replaces heavy armor proficiency.
Furious Fervor (Su): At 2nd level, a crusading berserker can channel the divine power of his deity to unleash his rage against enemies of the faith. He can also use this ability to quickly cast spells that aid in his struggles. A crusading berserker can rage for a number of rounds per day equal to 4 + his Constitution modifier + 2 for each level after 1st he possesses. This functions as the barbarian rage class feature, treating the crusading berserker’s class level as his barbarian level. For the purpose of attacks made while raging, the crusading berserker’s base attack bonus from his crusading berserker class levels is equal to his crusading berserker level. For all other purposes, such as qualifying for a feat or a prestige class, the crusading berserker uses his normal base attack bonus.
While raging, as a swift action, a crusading berserker can expend 1 round of rage to cast any one warpriest spell he has prepared. When cast in this way, the spell can target only the crusading berserker, even if it could normally affect other or multiple targets. Spells cast in this way ignore somatic components and do not provoke attacks of opportunity. The crusading berserker does not need to have a free hand to cast a spell in this way, but can do so only while he’s in a rage. This ability replaces fervor.
Bonus Feats: This is exactly like the warpriest ability of the same name, except that the crusading berserker can select Extra Rage as a bonus feat. In addition, a crusading berserker can choose a rage power in place of a bonus feat. The crusading berserker must meet the prerequisites for any rage power he selects.
Uncanny Dodge (Ex): At 5th level, a crusading berserker gains the barbarian’s uncanny dodge ability. This ability replaces channel energy.
Sacred Shield (Su): This ability functions like the warpriest’s sacred armor ability, except that is applies to the crusading berserker’s shield instead. The crusading berserker can enhance his shield with any of the following armor special abilities: arrow deflection, bashing, determination, energy resistance (normal, improved, and greater), fortification (heavy, light, or moderate), ghost touch, and spell resistance (13, 15, 17, and 19). Adding any of these special abilities replaces an amount of bonus equal to the special ability's base cost. For this purpose, energy resistance counts as +2, improved energy resistance counts as +4, and greater energy resistance counts as +5. Duplicate abilities do not stack. The shield must have at least a +1 enhancement bonus before any other special abilities can be added. This ability cannot be applied to a suit of armor.
Improved Uncanny Dodge (Ex): At 8th level, a crusading berserker gains the barbarian’s improved uncanny dodge ability. This ability, greater fervor, indomitable will, and tireless fervor replace blessing.
Greater Fervor (Ex): At 11th level, a crusading berserker gains the barbarian’s greater rage ability, except that it applies to his furious fervor. In addition, the crusading berserker may cast spells using furious fervor even when he’s not raging.
Indomitable Will (Ex): At 14th level, a crusading berserker gains the barbarian’s indomitable will ability.
Tireless Fervor (Ex): At 17th level, a crusading berserker gains the barbarian’s tireless rage ability, except that it applies to his furious fervor.
Aspect of Fury (Ex): At 20th level, a crusading berserker gains the barbarian’s mighty rage dodge ability, except that is applies to his furious fervor. He can also move at his full normal speed regardless of the armor he is wearing or his encumbrance. In addition, for the purpose of his attacks while using furious fervor, the crusading berserker’s base attack bonus from his crusading berserker levels is equal to his crusading berserker level. For all other purposes, such as qualifying for a feat or a prestige class, the crusading berserker uses his normal base attack bonus.
Table: Crusading Berserker
Base Sacred
Class Attack Fort Ref Will Weapon Spells per Day
Level Bonus Save Save Save Special Damage 0th 1st 2nd 3rd 4th 5th 6th
1st +0 +2 +0 +2 Aura, blessing (minor), focus weapon, 1d6 3 1 — — — — —
orisons, sacred weapon, shield expert
2nd +1 +3 +0 +3 Furious fervor 1d6 4 2 — — — — —
3rd +2 +3 +1 +3 Bonus feat 1d6 4 3 — — — — —
4th +3 +4 +1 +4 Sacred weapon +1 1d6 4 3 1 — — — —
5th +3 +4 +1 +4 Uncanny dodge 1d8 4 4 2 — — — —
6th +4 +5 +2 +5 Bonus feat 1d8 5 4 3 — — — —
7th +5 +5 +2 +5 Sacred shield +1 1d8 5 4 3 1 — — —
8th +6/+1 +6 +2 +6 Improved uncanny dodge, 1d8 5 4 4 2 — — —
sacred weapon +2
9th +6/+1 +6 +3 +6 Bonus feat 1d10 5 5 4 3 — — —
10th +7/+2 +7 +3 +7 Sacred shield +2 1d10 5 5 4 3 1 — —
11th +8/+3 +7 +3 +7 Greater fervor 1d10 5 5 4 4 2 — —
12th +9/+4 +8 +4 +8 Bonus feat, sacred weapon +3 1d10 5 5 5 4 3 — —
13th +9/+4 +8 +4 +8 Sacred shield +3 2d6 5 5 5 4 3 1 —
14th +10/+5 +9 +4 +9 Indomitable will 2d6 5 5 5 4 4 2 —
15th +11/+6/+1 +9 +5 +9 Bonus feat 2d6 5 5 5 5 4 3 —
16th +12/+7/+2 +10 +5 +10 Sacred shield +4, sacred weapon +4 2d6 5 5 5 5 4 3 1
17th +12/+7/+2 +10 +5 +10 Tireless fervor 2d8 5 5 5 5 4 4 2
18th +13/+8/+3 +11 +6 +11 Bonus feat 2d8 5 5 5 5 5 4 3
19th +14/+9/+4 +11 +6 +11 Sacred shield +5 2d8 5 5 5 5 5 5 4
20th +15/+10/+5 +12 +6 +12 Aspect of fury, sacred weapon +5 2d8 5 5 5 5 5 5 5
| Elghinn Lightbringer |
And Hive Master
Nature can be grotesque and repugnant, and combined with vile witchcraft one can project their will onto a foul species indeed; insects. The hive master overpowers her enemies with a brood consisting of aggressive vermin that will defend her to the death. The kinship of these vile creatures is strong, showing loyalty as if the hive master were their monarch and following her will without unquestion.
Primary Class: Hunter.
Secondary Class: Witch.
Alignment: Any.
Hit Dice: d8.
Bonus Skills and Ranks: The hive master may select three witch skills to add to her class skills in addition to the normal hunter class skills. The hive master gains a number of ranks at each level equal to 4 + Int modifier.
Weapon and Armor Proficiency: The hive master is proficient with all simple and martial weapons, with light armor, medium armor, and with shields (except tower shields).
Spellcasting: The hive master casts arcane spells drawn from the ranger and witch spell lists. Only witch spells of 6th level and lower and ranger spells are considered to be part of the hive master spell list. If a spell appears on both the ranger and witch spell lists, the hive master uses the lower of the two spell levels listed for the spell. She also adds the following spells to her spell list at the indicated spell levels: 1st –bristle, feather fall, summon nature's ally I; 2nd–amplify stench, create pit, recentering drone, scent trail, spider climb, summon nature's ally II, warp wood; 3rd–contagion, illusory poison, spiked pit, summon nature's ally VII, toxic gift; 4th–acid pit, antiplant shell, bloatbomb, caustic blood, giant vermin, repel vermin, rusting grasp, summon nature's ally V, thorn body; 5th–hungry pit, insect plague, phantasmal web, summon nature's ally VI, wall of thorns; 6th–antilife shell, creeping doom, summon nature's ally VII. In addition to hive master automatically adds the summon nature's ally spells from her spell list to her list of spells known. These spells are added as soon as the hive master is capable of casting them. When casting summon nature ally spells, the hive master may only summon vermin, and adds the following creatures to the list of those available to summon.
Vermin Summoning Options
Table: Summon Monsters (Alternatives)
1st Level Alternatives Subtype(s) Source
Beetle, fire Vermin B1
Centipede (giant) Vermin B1
Cockroach (giant) Vermin B2
Ghost scorpion Vermin B3
Giant crab spider Vermin B3
Giant flea Vermin B4
Giant maggot Vermin B2
2nd Level Alternatives Subtype(s) Source
Bee (giant) Vermin B2
Death’s head jellyfish Vermin B3
Fly (giant) Vermin B2
Giant solifugid Vermin B2
Giant tick Vermin B2
Giant water strider Vermin B4
Scorpion, cave Vermin B2
Spider (giant) Vermin B1
Spider swarm Vermin B1
3rd Level Alternatives Subtype(s) Source
Ant (giant) Vermin B1
Cave fisher Vermin B1
Cockroach swarm Vermin B2
Crab (giant) Vermin B1
Giant sea anemone Vermin B3
Leech (giant) Vermin B1
Locust swarm Vermin B4
Mammoth flea Vermin B4
4th Level Alternatives Subtype(s) Source
Albino cave sulifugid Vermin B2
Beetle, slicer Vermin B2
Centipede swarm Vermin B1
Centipede, whiptail (giant) Vermin B2
Crab swarm Vermin B1
Dragonfly (giant) Vermin B2
Dragonfly, nymph (giant) Vermin B2
Giant locust Vermin B4
Giant rot grub Vermin B3
Giant stag beetle Vermin B1
Leech swarm Vermin B1
Mantis (giant) Vermin B1
Mosquito swarm Vermin B2
Scorpion (giant) Vermin B1
Spider, black widow (giant) Vermin B2
Wasp (giant) Vermin B1
Wasp swarm Vermin B1
5th Level Alternatives Subtype(s) Source
Ant swarm, army Vermin B1
Bee, queen (giant) Vermin B2
Giant adult ant lion Vermin B3
Giant ant lion Vermin B3
Giant mosquito Vermin B2
Jellyfish swarm Vermin B2
Ogre spider Vermin B3
6th Level Alternatives Subtype(s) Source
Beetle, goliath stag Vermin B2
Deadfall scorpion Vermin B3
Giant tarantula Vermin B2
Hellwasp swarm Vermin B3
Jellyfish (giant) Vermin B2
Rot grub swarm Vermin B3
Shark-eating crab Vermin B3
Slug (giant) Vermin B1
Xenopterid Vermin B4
7th Level Alternatives Subtype(s) Source
Centipede, titan Vermin B2
Tick swarm Vermin B2
8th Level Alternatives Subtype(s) Source
Giant emperor scorpion Vermin B4
Goliath spider Vermin B4
Sapphire jellyfish Vermin B3
9th Level Alternatives Subtype(s) Source
Shipwrecker crab Vermin B3
Vermin Brood (Su):[/b] At 1st level, a hive master must choose a vermin companion instead of an animal companion. The hive master can choose from following vermin companions: ant (giant), ant (riding), bee (giant), beetle (giant), centipede (giant), cockroach (giant), crab (giant), crab (king), darkling beetle (giant), fly (giant), leech (giant), mantis (giant), scorpion (giant), scorpion (greensting), slug (giant), solifugid (giant), spider (giant), spider (scarlet), wasp (giant).
As the hive master gains levels, she can have more than one animal companion, but she must divide her effective druid level between her vermin companions to determine the abilities of each one. For example, a 4th-level hive master can have one 4th-level vermin companion, two 2nd-level vermin companions, one 3rd-level vermin companion and one 1st-level vermin companion, or four 1st-level vermin companions.
When a hive master gains a level, she must decide how to allocate the increase among her animal companions, including whether or not to add a new 1st-level companion. Once a hunter level is allocated to a particular companion, it cannot be redistributed while that companion is in the hive master's service. She must release the companion or wait until the companion dies to allocate its levels to another companion, which she can then do the next time she refreshes her spell slots for the day. The share spells animal companion ability applies to only one vermin companion at a time—the hive master cannot use it to cast a spell that affects only a single target and have the spell affect all of her vermin companions.
A hive master's precise companion, woodland stride, and teamwork feats apply to only one of her animal companions at a time. (For example, a hive master can apply precise companion to one vermin companion, woodland stride to another, and a given teamwork feat to a third, but cannot apply any of those to two vermin companions at once.) As a swift action, she can change which companion gains any or all of these benefits.
This ability replaces animal companion.
Vermin Empathy (Ex): This is exactly like the hunter’s wild empathy ability, except that the hive master can use it only to influence vermin (not animals or magical beasts). This ability alters wild empathy.
Vermin Focus (Su): A hive master can take on the aspect of a vermin. This functions as animal focus, but allows only the following choices.
Ant: The creature gains a +2 enhancement bonus to Strength. This bonus increases to +4 at 8th level and +6 at 15th level.
Beetle: The creature gains a +2enhancement bonus to its natural armor bonus. This bonus increases to +4 at 8th level and +6 at 15th level. (A creature without natural armor has an effective natural armor bonus of +0.)
Centipede: The creature gains a +2 competence bonus on Climb checks and a +2 bonus to CMD against pull, push, reposition, and trip combat maneuvers. These bonuses increase to +4 at 8th level and +6 at 15th level.
Cockroach: The creature gains a +4 bonus on saves against cold dangers, disease, heat dangers, starvation, thirst, and on Constitution checks to avoid suffocation. These bonuses increase to +6 at 8th level and +8 at 15th level.
Crab: The creature gains a +4 competence bonus on Swim checks and a +2 competence bonus on grapple combat maneuver checks. These bonuses increase to +6 and +4 respectively at 8th level, and +8 and +6 at 15th level.
Flea: The creature gains a +4 competence bonus on saves against disease and Acrobatics checks to jump. These bonuses increase to +6 at 8th level and +8 at 15th level.
Fly: The creature gains a +2 bonus on Perception checks and on Acrobatics checks to balance or fall safely. These bonuses increase to +4 at 8th level and +6 at 15th level.
Leech: The creature gains a +2 competence bonus on grapple combat maneuver checks, and deals 1 point of bleed damage every time it succeeds at a grapple combat maneuver check to damage an opponent (this bleed stacks with itself). These benefits increase to a +4 bonus and 3 points of bleed at 8th level, and a +6 bonus and 5 points of bleed at 15th level. Bleed damage from this ability does not stack with itself.
Mantis: The creature gains a +2 bonus on attack of opportunity attack rolls and a +2 competence bonus on grapple combat maneuver checks. These bonuses increase to +4 at 8th level and +6 at 15th level.
Moth: The creature gains darkvision to a range of 60 feet. At 8th level, the range increases by 30 feet. At 15th level, the creature gains blindsense to a range of 10 feet.
Phasmid: The creature gains low-light vision and a +4 competence bonus on Stealth checks in forests or plains. This bonus increases to +6 at 8th level and +8 at 15th level.
Scorpion: The creature gains a +2 competence bonus on Stealth checks and grapple combat maneuver checks. These bonuses increase to +6 and +4 respectively at 8th level, and +8 and +6 at 15th level.
Spider: The creature gains a +2 competence bonus on Stealth checks, saving throws against web effects (magical or otherwise), and checks to break free of webs. This bonus increases to +4 at 8th level and +6 at 15th level.
Wasp: The creature gains a +4 competence bonus on Perception checks. This bonus increases to +6 at 8th level and +8 at 15th level.
Worm: The creature gains fast healing 1 and a 25% chance to treat any critical hit or sneak attack as a normal hit (as the fortification armor special ability). This increases to fast healing 2 and 50% at 8th level, and fast healing 3 and 75% at 15th level.
This ability replaces animal focus.
Verminous Caster: At 2nd level, a hive master chooses either Vermin Heart or Spider Summoner as a bonus feat. She does not need to meet the prerequisites for this feat. This ability replaces precise companion.
Hex: At 3rd level, the hive master gains the witch’s hex ability. She may choose a hex from those listed in the witch class description or from the new hexes listed below. Every three levels beyond 3rd, the hive master can choose an additional hex. The hive master uses her hive master level as her witch level for the purpose of determining the effects of her hexes. In addition, if the hive master chooses the feral speech hex, she can to speak to vermin (as speak to animals) at 1st level, and to animals at 12th level. This ability, major hex, and grand hex replace teamwork feats.
Hivemind (Su): At 4th level, a hive master gains an empathic link with her vermin brood. This functions like an empathic link with a familiar, except the hive master can also see through a vermin companion's eyes as a swift action, maintaining this connection as long as she likes (as long as the companion is within 1 mile) and ending it as a free action. The hive master is blinded while maintaining this connection. The hive master can only see through the eyes of one vermin companion in her brood at a time, but may shift her perception to any other vermin companion as a swift action. This ability otherwise functions as and replaces improved empathetic link
Swarm Stride (Ex): At 5th level, a hive master learns to move through vermin without danger. She can safely pass through swarms of vermin and does not take swarm damage while within a vermin swarm's space. In addition, she is immune to a swarm's distraction ability. If the hive master or her vermin brood attack a swarm, they lose this protection against only that swarm. This ability replaces woodland stride.
Second Vermin Focus (Su): At 8th level, whenever a hive master uses her vermin focus ability, she selects two different animal aspects for herself instead of one, and can assign two aspects to her vermin brood instead of one. Each aspect must be applied to a different companion, unless the hive master has only one vermin companion. As with the brood’s previous aspect, the second one does not count against the minutes per day a hive master can take on an aspect.
If an individual hive master's vermin companion is dead and has applied the companion’s animal aspect to herself, that aspect does not count toward her maximum of two aspects at once. The hive master can still apply only one of her dead vermin companion’s aspects to herself, not both. This ability replaces second animal focus
Swarm Master (Su): At 8th level, as a standard action, a hive master can cause one of his vermin companions to become a swarm of his choosing. This effect functions as swarm skin, except that it transforms the chosen companion into a swarm instead of the hive master. The hive master can command this swarm as if it were one of her vermin companions. He can use this ability once per day at 10th level, plus one additional time per day every 3 levels thereafter. This ability replaces swift tracking and bonus tricks.
Create Hive (Su): At 10th level, a hive master can create a hive that provides him with cover. This functions as the web shelter spell, except the hive has a hardness of 6, and 5 hit points for every 5-foot square of web surface area. A hive master can have 2 vermin companions as part of his hive at 10th level, and an additional companion every four levels thereafter. Each vermin companion that is part of the hive grants the hive master a +2 shield bonus to AC if it is Small or larger, or a +1 shield bonus to AC if it is Tiny. This ability replaces raise animal companion.
Major Hex: At 12th level, a hive master can choose a major hex whenever she could select a hex. She may select from the new major hexes listed below. In addition, the hive master removes animal skin from the list of major hexes she can choose, and may use the hidden home major hex in conjunction with her create hive ability.
Greater Hivemind (Su): At 14th level, the range of the hive master's empathic link with her vermin brood increases to 10 miles. If a vermin companion from her brood is within 1 mile, the hive master can communicate with it telepathically, though only one companion at a time. This ability otherwise functions as and replaces greater empathetic link.
One with the Hive (Su): At 17th level, any of the hive master's vermin companions may deliver touch spells or hexes that the hive master knows through any natural attack. The vermin companion must be within range and affected by the hive master's hivemind ability in order to activate this ability, and expends the hive master's spell or use of the hex ability.
In addition, the hive master gains a +4 bonus on saving throws against the spell-like and supernatural abilities of vermin and swarms, and becomes immune to any disease and poison effects caused by them.
The hive master and her brood can also attempt to demoralize vermin in the appropriate category to her own as a swift action, rolling 1d20 and adding the hive master's level and her Charisma modifier to determine the Intimidate check result. This ability replaces hunter’s tactics and one with the wild.
Grand Hex: At 18th level, a hive master can choose a grand hex whenever she could select a hex. She may select from the new major hexes listed below. In addition, if she selects the witch’s hut grand hex, she can use it in conjunction with her create hive ability.
Hive Monarch (Su): At 20th level, the hive master and her brood are as one. Whenever the hive master uses her vermin focus ability, all of her vermin companions are targeted instead of just one. The hive master may also apply the basic effects of her vermin focus (no 8th or 15th level abilities) to any creature summoned with the summon nature's ally spell.
Additionally, each day when the hive master prepares spells, she chooses one vermin focus to be active on herself for the entire day. This focus is in addition to using her vermin focus class ability (including the additional focus ability she is able to use on herself if a vermin companion is dead). This ability replaces master hunter
Table: Hive Master
Base
Class Attack Fort Ref Will Spells per Day
Level Bonus Save Save Save Special 1st 2nd 3rd 4th 5th 6th
1st +0 +2 +2 +0 Nature training, orisons, vermin brood, vermin empathy, 1 — — — — —
vermin focus
2nd +1 +3 +3 +0 Track, verminous caster 2 — — — — —
3rd +2 +3 +3 +1 Hex, hunter tactics 3 — — — — —
4th +3 +4 +4 +1 Hive mind 3 1 — — — —
5th +3 +4 +4 +1 Swarm stride 4 2 — — — —
6th +4 +5 +5 +2 Hex 4 3 — — — —
7th +5 +5 +5 +2 4 3 1 — — —
8th +6/+1 +6 +6 +2 Second vermin focus, swarm master 4 4 2 — — —
9th +6/+1 +6 +6 +3 Hex 5 4 3 — — —
10th +7/+2 +7 +7 +3 Create hive mind 5 4 3 1 — —
11th +8/+3 +7 +7 +3 Speak with master 5 4 4 2 — —
12th +9/+4 +8 +8 +4 Hex, major hex 5 5 4 3 — —
13th +9/+4 +8 +8 +4 5 5 4 3 1 —
14th +10/+5 +9 +9 +4 Greater hive mind 5 5 4 4 2 —
15th +11/+6/+1 +9 +9 +5 Hex 5 5 5 4 3 —
16th +12/+7/+2 +10 +10 +5 5 5 5 4 3 1
17th +12/+7/+2 +10 +10 +5 One with the hive 5 5 5 4 4 2
18th +13/+8/+3 +11 +11 +6 Grand hex, hex 5 5 5 5 4 3
19th +14/+9/+4 +11 +11 +6 5 5 5 5 5 4
20th +15/+10/+5 +12 +12 +6 Hive monarch
New Hexes
The following new hexes complement the Hive Master multiclass archetype.
Carrion Critters (Su): The witch may use this hex upon a recently deceased body or created zombie. By doing so, the body attracts a swarm of rot grubs that attacks any enemy that comes within range.
Tunneling (Su): The witch gains a burrow speed of 20feet. This increases by 5 feet at 5th level and every 5 levels thereafter.
New Major Hexes
The following new major hexes complement the Hive Master multiclass archetype.
Arachnophobia (Sp): The witch plagues the mind of a creature with arachnophobia, compelling illusionary webs and spiders into existence. This functions as the phantasmal web spell, except that the affected targets are frightened instead of nauseated.
Vermin Carapace (Su): The witch can become any vermin of Tiny to Large size whose shell she wears. This ability is similar to vermin shape II, except she takes on the appearance of the specific creature from which the shell came.
New Grand Hexes
The following new grand hexes complement the Hive Master multiclass archetype.
Drider Form (Su): When this hex is used, the witch's lower body takes on a more spider-like appearance, similar to a drider. While in this form she gains a +8 racial bonus on Climb skill checks and a climb speed of 20 feet. If she already has a climb speed, it increases by +20 feet instead. Additionally, the witch gains a +12 racial bonus to her CMD against trip attempts and a +10 foot bonus to her base speed.
Worm Call (Su): Once per day, the witch may call upon a great elder worm to do her bidding. This functions like the summon elder worm spell, but it isn't affected by banishing spells.
| Tyrannical |
#Hive Master
I'm genuinely surprised there's not much changed from the original concept, I guess I should be flattered!
I did notice however that the list of summons available to the Hive Master goes beyond level 6, which I'm led to believe is the extent of it's ability to use summon nature's ally, unless there's some ability to access the 7, 8 and 9 tiers of summoning I'm unaware of.
How do people feel about the balancing considering the Hive Master's brood? I used what seems to be the standard for dealing with multiple companion characters (based on Packmaster). Do people prefer a custom way of managing multiple companions, or do you guys think this way is the one to go for?
Also, it appears that even with all the changes the ability to use 'Track' still factors in. I'm not too sure I want Track in the class considering Swift Tracking and the Tracking part of the level 20 ability is lost. Perhaps we can create an ability to replace it? Ideas?
| Elghinn Lightbringer |
I forgot he only does up to 6th level spells. But, like the Summoner's Summon Monster spells in his spell list, I gave him up to Summon Monster VIII. I think we could swap out track and swap back in the bonus tricks? I was as trying to decide which one(s) should go, didn't know you didn't want track.
| Tyrannical |
I forgot he only does up to 6th level spells. But, like the Summoner's Summon Monster spells in his spell list, I gave him up to Summon Monster VIII. I think we could swap out track and swap back in the bonus tricks? I was as trying to decide which one(s) should go, didn't know you didn't want track.
Bonus Tricks may be a little difficult to work with when you have more than one broodling, and typically in these kinds of 'pet handling' classes things like feats, tricks and abilities only apply to one of the many companions you may have, making it a little redundant or just plain difficult to manage.
Perhaps we could kill two birds with one stone and replace track with the ability to access 7th, 8th and 9th levels of summoning? or Patrons maybe? perhaps a bit much as a substitute, what do you think?
I had ideas for custom patrons if we can allow them, though if neither or those two options work, I think a new ability could work? I'm not sure what just yet, though