Multiclass Archetypes IX: ACG Unleashed


Homebrew and House Rules

401 to 450 of 1,321 << first < prev | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | next > last >>

hmm, I was going over a few quick ideas, ones that came to mind is instead of being able to track, perhaps the ability to use the tremorsense or web monster abilities?

Poison Use is always an option, I know this MCA doesn't descend from a parent class with Poison use (unless you count the veneficius witch), but plenty insects have venom.

perhaps the ability to count the Hive Master's broodlings as a swarm whenever they flank opponents? or maybe allow for resistance to mind-effecting spells so long as they are within reach of Hivemind?

Just some rough ideas, others are certainly welcome.


how about a small bonus to wild empathy checks specifically for vermin with the swarm subtype?


What about poison resistance? +2 at 2nd, +4 at 5th, +6 at 8th, immunity at 10th like the alchemist? I'd see her more being resistant to poison than necessarily a user. More nature-based and fits the vermin thing. Or perhaps disease resistance - or both poison and disease resistance?


#Crusading Berserker
That's OK, but if you want to give him BAB = level while raging from level 2, then cancel it from Aspect of Fury at level 20.


Elghinn Lightbringer wrote:
What about poison resistance? +2 at 2nd, +4 at 5th, +6 at 8th, immunity at 10th like the alchemist? I'd see her more being resistant to poison than necessarily a user. More nature-based and fits the vermin thing. Or perhaps disease resistance - or both poison and disease resistance?

At level 17 the Hive Master becomes immune to the disease and poison effects of vermin as it is.

maybe Christos is onto something with the swarm thing, I was thinking a while back of an ability to transmit hexes via a controlled swarm, so once a hex is cast they're space becomes occupied by a swarm too?

I was also thinking of an ability that allows the Hive Master to be able to bypass the 'Mindless' feature of vermin and swarms, so the Hive Master can use mind-affecting spells and hexes on them without penalty.

if not, maybe the ability to inflict full damage to swarms with area-of-effect or splash abilities, rather than the 50% penalty?

Dark Archive

What have I missed? I haven't been on because of my move to Kentucky and because of Thanksgiving.


Elghinn Lightbringer wrote:

How's This? Note level = BAB while raging.

** spoiler omitted **...

For furious fervour, seeing as a standard WP gets half level +wis and this gets 2xlevel +con, using just 1 round to quick cast seems too good, maybe 2 or even 3 rounds of rage to quick cast would be more balanced.


Bardess wrote:

#Crusading Berserker

That's OK, but if you want to give him BAB = level while raging from level 2, then cancel it from Aspect of Fury at level 20.

Let's do that. Then this will give the MCA a bit more oomph, more a barbarian aspect from early levels.


Tyrannical wrote:
Elghinn Lightbringer wrote:
What about poison resistance? +2 at 2nd, +4 at 5th, +6 at 8th, immunity at 10th like the alchemist? I'd see her more being resistant to poison than necessarily a user. More nature-based and fits the vermin thing. Or perhaps disease resistance - or both poison and disease resistance?

At level 17 the Hive Master becomes immune to the disease and poison effects of vermin as it is.

maybe Christos is onto something with the swarm thing, I was thinking a while back of an ability to transmit hexes via a controlled swarm, so once a hex is cast they're space becomes occupied by a swarm too?

I was also thinking of an ability that allows the Hive Master to be able to bypass the 'Mindless' feature of vermin and swarms, so the Hive Master can use mind-affecting spells and hexes on them without penalty.

if not, maybe the ability to inflict full damage to swarms with area-of-effect or splash abilities, rather than the 50% penalty?

17th is a long ways to wait for poison/disease immunity. But whatever. See what you can come up with to replace track.

For the mindless bypass, mindless are completely unaffected by mind-affecting spells. So why not grant a 25% to affect them as an Intelligent creature at 2nd, 50% at 5th, 75% at 8th, and treat them as intelligent (100%) at 10th? This is useing the poison resistance level progression. Of course this would apply only to Vermin types, not constructs, etc. or anything else that is mindless. This will be good both against vermin, and for your own vermin companion, being able to use mindaffecting spell to your benefit with your companion/brood.


Apraham Lincoln wrote:
Elghinn Lightbringer wrote:

How's This? Note level = BAB while raging.

** spoiler omitted **...

For furious fervour, seeing as a standard WP gets half level +wis and this gets 2xlevel +con, using just 1 round to quick cast seems too good, maybe 2 or even 3 rounds of rage to quick cast would be more balanced.

I agree, far more rounds of rage than fervor. Fervor = 10 + 5 (Wis 20) = 15. Rage = 4 +5 Con (Con 20) +2/level (2-20) = 4 +38 +5= 47.

So I propose a cost of 1 round of rage per level of spell, OR 1 ropund of rage per 2 spell levels (1 rnd = 1st/2nd, 2 rnds = 3rd/4th, 3 rnds = 5th/6th). I think this latter one would work best, though we could go 1 round per level?


Elghinn Lightbringer wrote:


17th is a long ways to wait for poison/disease immunity. But whatever. See what you can come up with to replace track.

For the mindless bypass, mindless are completely unaffected by mind-affecting spells. So why not grant a 25% to affect them as an Intelligent creature at 2nd, 50% at 5th, 75% at 8th, and treat them as intelligent (100%) at 10th? This is useing the poison resistance level progression. Of course this would apply only to Vermin types, not constructs, etc. or anything else that is mindless. This will be good both against vermin, and for your own vermin companion, being able to use mindaffecting spell to your benefit with your companion/brood.

I like this, it's got a nice balance to it and ties into the class rather well. what shall we name this ability? perhaps something like 'Insectoid Will' or 'Compel Vermin'?

As for poison/disease immunity being pretty high up, I do see your point. it was brought in to replace the ability to make animals of the same foci passive towards the Hunter. I felt if the Hive Master could easily exploit this ability by having multiple vermin of different foci, rendering any or all types of vermin passive.

What you see now is probably quite underpowered, yeah... perhaps we can move the poison/disease immunity to say... level 13? we can use the old Hive Master's ability to do so;

"Toxin Immunity (Ex): At 8th level, a hive master gains immunity to all types of poison, as well as the disease effects of vermin and swarms. This ability replaces transposition."

Then in it's place, we could maybe come up with a different bonus to complete what's left of One with the Hive?... Ideas?


#Hive Master

How do these abilities sound?

Insectoid Will/Compel Vermin: At 2nd level, the Hive Master may ignore 25% of the penalty of the 'Mindless' ability of low intelligent Vermin and Vermin Swarms when using mind-affecting spells and abilities. At 5th level, this increases to 50%, and at 8th level again increases to 75%. At 10th level, Vermin are no longer counted as Mindless to the Hive Master. This ability replaces track.

Toxin Immunity (Ex): At 13th level, a hive master gains immunity to all types of poison, as well as the disease effects of vermin and swarms. This ability and One with the Hive replaces One with the Wild.

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.

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.


Elghinn Lightbringer wrote:
Apraham Lincoln wrote:
Elghinn Lightbringer wrote:

How's This? Note level = BAB while raging.

** spoiler omitted **...

For furious fervour, seeing as a standard WP gets half level +wis and this gets 2xlevel +con, using just 1 round to quick cast seems too good, maybe 2 or even 3 rounds of rage to quick cast would be more balanced.

I agree, far more rounds of rage than fervor. Fervor = 10 + 5 (Wis 20) = 15. Rage = 4 +5 Con (Con 20) +2/level (2-20) = 4 +38 +5= 47.

So I propose a cost of 1 round of rage per level of spell, OR 1 ropund of rage per 2 spell levels (1 rnd = 1st/2nd, 2 rnds = 3rd/4th, 3 rnds = 5th/6th). I think this latter one would work best, though we could go 1 round per level?

I think 1 round per spell level is more elegant and easier to remember. With 40+ rounds of rage at high level thats quick casting close to 2 spells of every level he can cast.


Apraham Lincoln wrote:
Elghinn Lightbringer wrote:
Apraham Lincoln wrote:
Elghinn Lightbringer wrote:

How's This? Note level = BAB while raging.

** spoiler omitted **...

For furious fervour, seeing as a standard WP gets half level +wis and this gets 2xlevel +con, using just 1 round to quick cast seems too good, maybe 2 or even 3 rounds of rage to quick cast would be more balanced.

I agree, far more rounds of rage than fervor. Fervor = 10 + 5 (Wis 20) = 15. Rage = 4 +5 Con (Con 20) +2/level (2-20) = 4 +38 +5= 47.

So I propose a cost of 1 round of rage per level of spell, OR 1 ropund of rage per 2 spell levels (1 rnd = 1st/2nd, 2 rnds = 3rd/4th, 3 rnds = 5th/6th). I think this latter one would work best, though we could go 1 round per level?

I think 1 round per spell level is more elegant and easier to remember. With 40+ rounds of rage at high level thats quick casting close to 2 spells of every level he can cast.

That's true, as spells become exponentially better as they increase in level. Let's go with that.

Anything else on the CB? If not, we'll move to the next MCA.


Tyrannical wrote:

#Hive Master

How do these abilities sound?

I like them. However I would rewrite them like this, and have Toxin Resistance before the ability to compel Vermin.

Then we just have the Toxin Resistance replace track, Compel Vermin replaces Hunter's Tactics, and One with the Hive replaces One with the Wild.

Compel Vermin is restricted to Compulsion spells, and I made it so that vermin are treated as having animal intelligence for those spells.

All this also helps fill some dead levels, leaving only 16th and 19th dead, except for spell increases.

Toxin Resistance(Ex): At 2nd level, a hive master gains a +2 bonus on all saving throws against poison, and against the disease effects of vermin and vermin swarms. This bonus increases to +4 at 5th level, and then again to +6 at 8th level. At 10th level, a hive master becomes completely immune to poison and the disease effects of vermin and vermin swarms. This ability replaces track.

Compel Vermin (Su): Starting at 3rd level, a hive master can use compulsion spells or effects against vermin and vermin swarms. Such creatures are treated as having animal intelligence (an Intelligence score of 1 or 2) and have a 25% chance of affecting them. The chance of compulsion spells and effects affecting vermin and vermin swarms increases to 50% at 7th level, and again to 75% at 11th level. At 13th level, compulsion spells and effects affect vermin and vermin swarms like any other creature of animal intelligence. This effect supersedes the normal mindless trait of vermin and vermin swarms. Vermin affected by compulsion spells can still make a Will save to negate the effect. This ability replaces hunter’s tactics.

One with the Hive (Su): At 17th level, the hive master can use any of her vermin companions to deliver touch spells or hexes that she knows through any of the companions’ natural attacks. The vermin companion must be within range and affected by the hive master's hivemind ability in order to activate this ability. Using this ability expends the chosen spell or use of the chosen hex.

The hive master and her vermin 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.


#Hive Master

Those skills look okay to me, unless level 16 and 19 need to be filled in then I'd say this one is about done. If anything, the best way I can see to fill in those two dead levels is have the 'Create Hive' ability improve every 3 levels instead of 4, so it'd span over level 10, 13, 16 and 19.


Godsblade Apostate and Crusading Berserker are up on the wiki.

EDIT
@Hive Master
I thinks she's about done T. A couple dead levels isn't major, even the Hunter has one. I think we're good.


Alright! With Crusading Berserker and Hive Master done, these are next!

1) JonathonWilder (pick one)
Espial Voyageur (Inv/Brd) – JonathonWilder
Arcane Observer (Inv/Wiz) – JonathonWilder
Persona Shifter (Inv [Infiltrator]/Sor [Doppleganger bloodline]) – JonathonWilder
Star Speaker (Arc [Blood Arcanist]/Ora) –JonathonWilder

2) Bandw2 (Pick one)
Cloaked Schemer (Arc/Brd) – Bandw2
Whirlwind Warrior (Ska[Spell Warrior]/Sum) – Bandw2
“Prophet of the Metal Gods” (Brg/Ska) – Bandw2
Graceful Assassin (Arc/Rog/Swa) – Bandw2

Dark Archive

Espial Voyageur (Inv/Brd)
I will consider a flavor text and post it tomorrow or Monday if I get the chance.

Basically though I was considering an adaptive traveller in search of items, lore, and knowledge of ancient places. One who uses his magic and inspired talent to get to where he wishes, no matter the challenges or obstacles in his way. A skillful spellcaster seeking understanding and lost things, learning that which others have given up on.

Perhaps giving up everything alchemy related and a few other abilities, keeping inspiration abilities, and adding a more limited spell list made up of mostly divination and and other bard spells... as well as access to travel related spells. Hopefully with access to some 5th level spells as well at least.


Oh we are done with hive master? To be honest im not fond of a 1 in 4 chance of wasting a spell slot on a group of spells that typically allow saves on top. How about the dirge bard/undead bloodline approach and just granting full bypassing? If you need a scaling ability then dr against swarm attacks could work.


christos gurd wrote:
Oh we are done with hive master? To be honest im not fond of a 1 in 4 chance of wasting a spell slot on a group of spells that typically allow saves on top. How about the dirge bard/undead bloodline approach and just granting full bypassing? If you need a scaling ability then dr against swarm attacks could work.

I guess it's a gamble... though you do raise a point, if it's a chance of affecting them on top of the chance of them resisting it anyway then mathematically the odds aren't in favor of the Hive Master.

Is full bypassing really too much to gain from level 3? perhaps at first a -4 penalty on making the attack/spell for vermin and swarms, then just a penalty for swarms at a higher level, then eventually the hive master can overcome that too. How's that?


thats a bit more fair, and i meant a 1 in 4 to succeed. i honestly dont think bypassing that at level 3 is really that much an issue but to make it a fair exchange an ever decreasing penalty is a good idea.


So wait? What's the -4 we're talking about? What's it for. I agree with your thought of allowing bypass right at 3rd, as spells will scale with level anyways.

Why not just give the vermin/swarm a reducing scaling bonus to their saving throw to denote the Hive Master's improved skil with compulsion spells over the levels? A +6 to saves against compulsion spells at 3rd, then only +4 at 7th, +2 at 11th, and no bonus at 13th?


Elghinn Lightbringer wrote:

So wait? What's the -4 we're talking about? What's it for. I agree with your thought of allowing bypass right at 3rd, as spells will scale with level anyways.

Why not just give the vermin/swarm a reducing scaling bonus to their saving throw to denote the Hive Master's improved skil with compulsion spells over the levels? A +6 to saves against compulsion spells at 3rd, then only +4 at 7th, +2 at 11th, and no bonus at 13th?

I think if we allow the full bypass from 3rd level then we can pretty much leave it at that. though only allow it for Vermin. Then at 7th level, allow him to use it on vermin swarms too? It seems like the least complicated way to do it anyway, though that's just my two cents.


Sure. Easy is always good.

Compel Vermin (Su): Starting at 3rd level, a hive master can use compulsion spells or effects against vermin and are treated as having animal intelligence (an Intelligence score of 1 or 2) for the purpose of such spells. At 7th level, a hive master can use compulsion spells and effects against vermin swarms as though they had animal intelligence. This effect supersedes the normal mindless trait of vermin and vermin swarms. Vermin affected by compulsion spells can still make a Will save to negate the effect. This ability replaces hunter’s tactics.


#Hive Master

Cool, and with that I think it's done and dusted!


JonathonWilder wrote:

Espial Voyageur (Inv/Brd)

I will consider a flavor text and post it tomorrow or Monday if I get the chance.

Basically though I was considering an adaptive traveller in search of items, lore, and knowledge of ancient places. One who uses his magic and inspired talent to get to where he wishes, no matter the challenges or obstacles in his way. A skillful spellcaster seeking understanding and lost things, learning that which others have given up on.

Perhaps giving up everything alchemy related and a few other abilities, keeping inspiration abilities, and adding a more limited spell list made up of mostly divination and and other bard spells... as well as access to travel related spells. Hopefully with access to some 5th level spells as well at least.

I'll wait for your flavor text to start work on anything.


JonathonWilder wrote:

Espial Voyageur (Inv/Brd)

So it combines bardic spellcasting with investigator talents, with a unique spell list, basically?


JonathonWilder wrote:

Espial Voyageur (Inv/Brd)

I will consider a flavor text and post it tomorrow or Monday if I get the chance.

Basically though I was considering an adaptive traveller in search of items, lore, and knowledge of ancient places. One who uses his magic and inspired talent to get to where he wishes, no matter the challenges or obstacles in his way. A skillful spellcaster seeking understanding and lost things, learning that which others have given up on.

Perhaps giving up everything alchemy related and a few other abilities, keeping inspiration abilities, and adding a more limited spell list made up of mostly divination and and other bard spells... as well as access to travel related spells. Hopefully with access to some 5th level spells as well at least.

I'm working on a bard/investigator so i hope i dont step on your toes but judging from your flavour blurb i dont think so. Im thinking of a muse-touched bard, using inspiration for performaces and expanding versatile performance.

If this is an issue i can put on the back-burner and work on something else :)


Ok, next I'm working on another Warpriest archetype, the Sybilline General (Warpriest/Oracle). Should be fairly simple to do.

Dark Archive

Elghinn Lightbringer wrote:
I'll wait for your flavor text to start work on anything.

That is fair, I will get it up ASAP

Noro wrote:
JonathonWilder wrote:

Espial Voyageur (Inv/Brd)

So it combines bardic spellcasting with investigator talents, with a unique spell list, basically?

Pretty much yes, though with inspiration mixed in as well.

Apraham Lincoln wrote:

I'm working on a bard/investigator so i hope i dont step on your toes but judging from your flavour blurb i dont think so. Im thinking of a muse-touched bard, using inspiration for performaces and expanding versatile performance.

If this is an issue I can put it on the back-burner and work on something else :)

Since I don't want my Espiel Voyageur to have anything to do with bardic performance abilities or versatile performance, I don't believe we should step on each others' toes too much. Though given how Investigator is primary I will likely be a bit weaker in spellcasting then I would prefer.

-----------------------------

Update, here is the flavor text:
A traveler who roams the land, discovering lost or forgotten knowledge and gaining magic as he learns of the world around him. Seeking lore and artifacts of ancient places, tapping into magic that he did not know he had inside himself, an Espial Voyageur gains the skills necessary to take on the obstacles and challenges found before him. Inspiration leading him to paths he could not otherwise access, even finding himself in strange new worlds or planes as he continues a never ending journey of discovery. New sights and wonders pushing him to greater heights as he learns of the magic locked inside himself.


So are we looking at a 3/4 BAB, 3/4 Caster? No extracts right?

Dark Archive

Elghinn Lightbringer wrote:
So are we looking at a 3/4 BAB, 3/4 Caster? No extracts right?

Sure, if such can be balanced that would be fine. Definantly on there being no extracts.


Pathfinder Lost Omens Subscriber
Elghinn Lightbringer wrote:


2) Bandw2 (Pick one)
Cloaked Schemer (Arc/Brd) – Bandw2
Whirlwind Warrior (Ska[Spell Warrior]/Sum) – Bandw2
“Prophet of the Metal Gods” (Brg/Ska) – Bandw2
Graceful Assassin (Arc/Rog/Swa) – Bandw2

oh god I've been gone the last few days, not due to thanksgiving, I was preparing to GM a session. XD

let's do Cloaked Schemer - Name up for change, it was simply a reminder for who I was basing it on.

So, it's a Caster that uses only/requires verbal components (which is why it's attached to the Bard)

The key difference between most casters and this one, is he must always have his spell book in his hand, and then casts them like scrolls from his spellbook.

I'm actually thinking Base Bard might be better.

so let's make it brd/arc

Proficiencies use a Bards but only have simple weapons as an arcanist.

Spells use Intelligence and I think I want full casting on sorcerer spell list, but if that's too much for light armor, we can knock it down to 2/3 with 3/4 BAB. Prepare as a Arcanist (Prepared spells per day and have spells per day). Must "wield" your spellbook (Called a Lexicon) in at least one-hand to cast spells, while doing this you can cast while wearing light armor, if you try to cast without your book you gain normal spell failure rate and must make a concentration check.

"A bard can cast bard spells while wearing light armor and using a shield without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a bard wearing medium or heavy armor incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass bard still incurs the normal arcane spell failure chance for arcane spells received from other classes."

Replace Bardic performances with Arcanist exploits normal for an arcanist of the same level.

replace jack of all trades with Arrcanist's Magical Supremecy

replace Versatile Performance with Arcane Reservoir as an Arcanist.

the Cloaked Schemer keeps Bardic knowledge, well versed, and Lore Master. (or possibly replace one of these with the ability to still spells for AR if the light armor option is too good)

also, I want to work in a late game ability possibly to have your Book only need to be within 10 feet, open, and the ability to see it to be able to make use of it's ability. such that you can drop it, have it levitate and follow you, or any other things people can come up with.

Main concerns, can a full caster cast spells in light armor without gaining arcane spell failure rate, if he holds something in his hand constantly, still be balanced? he still has 1/2 BAB

-------------------------------------------

Lore fluff:
While most Arcane Wizards focus on Mathematics and understanding to make their spells work. Other's who are less of the Mathematically skilled have tried to find other ways to have their spells work for them. One of these alternate branches are a school of wizardry that focus on the Lexicon of the universe and instead try to force the universe to obey carefully written rules. Such memorization of these rules is nigh impossible and as such must be referenced and spoken while casting for the spell to be successful.


#cloaked schemer

Sounds like an arcanist primary to me. All the numerical advancement stuff comes from that class, and way more than half of the abilities too.

Name: something related to books, or learning, I suppose. Scholar? Librarian?


#Cloaked Schemer
1) I agree with Noro, Arcanist is the best class for the primary.

2) Light armor full caster may be possible, but there will be a big lack of design space. You may want to seriously consider a 3/4 caster with 3/4 BAB, depending upon what sorts of new abilities you want.

I think it would be helpful if you could list specifically what bard features you want. That will help decide what route to go - 1/2 BAB full caster or 3/4 BAB 3/4 caster. So far I see you want Bardic Knowledge, Well-versed, and Lore master.

3) A bonded spellbook would be the best approach, using the wizard's Arcane Bond ability, but then we could tweak it if need be.


Pathfinder Lost Omens Subscriber

# cloaked schemer
I simply thought it would be easier to replace stuff on a bard than an arcanist, but okay. Mostly I wanted the part about spells needing verbal components, but then liked the knowledge bonus as well. like basically, how they're spell mechanics worked is what i wanted, and then just using arcanist casting style.

also, verbal components just go really well with armor, which is why i thought it'd be nice to involve it.

this was mainly designed in my head as a full caster, so it's abilities were mostly going to be arcanist exploits or AR and spells, with the new book mechanic.


#Cloaked Schemer
So, I think we can swap 1st level arcane exploit for a Bonded Spellbook, consume spells for Bardic Knowledge, 2nd level arcane exploit for Well-Versed (plus an ability to spend 1 arcane reservoir point to change a spell's energy type to sonic), and the 7th, 13th, and 19th level arcane exploits for Lore Master.

Give her light armor, verbal required casting (maybe even a restriction that it must be spoken aloud, can't be whispered, etc?).

This also needs some more unique abilities, likely new exploits related to word magic, linguistic skills, etc? So this is stuff you'll need to think about, or anyone else, so we can make it a bit more unique instead of just an arcanist with bard abilities.

Perhaps we could give the spellbook a "link" like a familiar, allowing the CS to "communicate" with the book? Prepares spells without opening it or having it in hand. Then at 10th, can cast spells without it in hand as long as its within 10 feet, or must make concentration checks.

We'll also want to add bard spells to the spell list.


Pathfinder Lost Omens Subscriber

#cloaked schemer

I did try to think about this, but a making a lexicon based caster is hard to pull off meaningfully in PF.

however, how about an ability to act like you have the ALL spells on your classes spell list for purposes of spell completion when using scrolls(thus basically not requiring to make the UMD check of DC 20+spell level).

The best uses of lexicon in media i can think of is for traps, so any floor or rune based spells should be more effective, maybe +1-2 to caster level.

also probably add linguistics onto bardic knowledge?

this is a full caster, it shouldn't be covered in class abilities.

though maybe some exploits to turn his elemental exploit attacks into traps, or to make traps in general.

abilities to apply status effects to people.

also, command as an exploit would be neat, and the various other types of command spells as advanced exploits.


How's this? Need a good name though.

Most of the new exploits are lifted right from the Cyphermage PrC. We can ditch anything you feel doesn't fit, though i think they all pretty much do.

CLOAKED SCHEMER:

While most arcane wizards focus on mathematics and understanding to make their spells work, those who are less mathematically inclined seek other ways to make their spell function. One of these alternate branches of magic is a school of wizardry that focuses on the lexicon of the universe. It is cloaked schemers who study this form of magic, using logic in an attempt to force the universe to obey carefully written rules. The memorization of these rules is nigh impossible, and as such, must they must be kept in written form and spoken while casting for the spells to be successful.

Primary Class: Arcanist.
Secondary Class: Bard.
Alignment: Any.
Hit Dice: d6.

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

Weapon and Armor Proficiency: The cloaked schemer is proficient with all simple weapons, plus the longsword, rapier, sap, short sword, shortbow, and whip. She is also proficient with light armor, but not with shields. A cloaked schemer can cast arcane spells while wearing light armor without incurring the normal arcane spell failure chance.

Spellcasting: The cloaked schemer learns, prepares, and casts spells like an arcanist and gains bonus spells if she has a high Intelligence score. However, every spell the cloaked schemer casts has a verbal component (singing, reciting, or music). In addition, the cloaked schemer adds the following bard spells to her list of spells at the indicated spell level: 0th–lullaby, unwitting ally; 1st–chord of shards, confusion (lesser), fumbletongue, restful sleep, solid note, timely inspiration; 2nd–allegro, anonymous interaction, bladed dash, cacophonous call, distressing tone, focused scrutiny, hidden speech, honeyed tongue, marching chant, muffle sound, piercing shriek, resounding clang, silence, sound burst; 3rd–coordinated effort, haunting choir, thundering drums; 4th–kiss of the first world, zone of silence; 5th–bard’s escape, bladed dash, dance of a hundred cuts, deafening song bolt, disconcordant blast, friend to foe, frozen note, hymn of mercy, primal scream; 6th–brilliant inspiration, cacophonous call (mass), music of the spheres, song of discord; 7th–dance of a thousand cuts, pied piping, sympathetic vibrations; 8th–dirge of the victorious knights.

Bardic Knowledge (Ex): At 1st level, a cloaked schemer gains the bard’s bardic knowledge ability, but adds Linguistics to the list of skills he can affect using the ability. This ability replaces consume spells.

Bonded Spellbook (Su): At 1st level, a cloaked schemer forms a powerful bond with her spellbook. This bond allows the cloaked schemer to use her spellbook to cast additional spells or to serve as a magical item. The cloaked schemer begins play with a spellbook at no cost. This spellbook is always masterwork quality, but is not made of any special material. The spellbook must be held in one hand for it to have any effect. If a clocked schemer attempts to cast a spell without her bonded spellbook in hand, she must make a concentration check or lose the spell. The DC for this check is equal to 20 + the spell's level.

A bonded spellbook can be used once per day to cast any one spell that the cloaked schemer has in her spellbook and is capable of casting, even if the spell is not prepared. This spell is treated like any other spell cast by the cloaked schemer, including casting time, duration, and other effects dependent on the cloaked schemer's level. This spell cannot be modified by metamagic feats or other abilities.

A wizard can add additional magic abilities to his bonded spellbook as if she has the required Item Creation Feats and if she meets the level prerequisites of the feat. For example, a cloaked schemer with a bonded spellbook must be at least 3rd level to add magic abilities to the spellbook (see Craft Wondrous Items feat). The magic properties of a bonded spellbook, including any magic abilities added to the spellbook, only function for the cloaked schemer who owns it. If a bonded spellbook's owner dies, or the spellbook is replaced, it reverts to being an ordinary masterwork spellbook.

If a bonded spellbook is damaged, it is restored to full hit points the next time the cloaked schemer prepares her spells. If the spellbook is lost or destroyed, it can be replaced after 1 week in a special ritual that costs 200 gp per cloaked schemer level plus the cost of the masterwork item. This ritual takes 8 hours to complete. Bonded spellbooks replaced in this way do not possess any of the additional enchantments of the previous bonded spellbook. A cloaked schemer can designate an existing spellbook as her bonded spellbook. This functions in the same way as replacing a lost or destroyed bonded spellbook except that the new spellbook retains its magical properties and abilities while gaining the benefits and drawbacks of becoming a bonded spellbook.

While not intelligent, the cloaked schemer has a link with her bonded spellbook to a 1 mile distance. The cloaked schemer can communicate empathically with the spellbook, but cannot “see” anything nearby. This allows the cloaked schemer to prepare her spells, even if the spellbook is not open or out of reach, as long as it is within 1 mile of her location. At 10th level, a cloaked schemer is no longer required to have her spellbook in hand when casting spells, but it must be within 10 feet, or she must make concentration checks to cast her spells.

This ability replaces the arcanist exploit gained at 1st level.

Well-Versed (Ex): At 3rd level, a cloaked schemer gains the bard’s well-versed ability. In addition, a cloaked schemer can spend 1 point from her arcane reservoir to change energy type of a single spell to sonic. This ability replaces the arcanist exploit gained at 3rd level.

Arcanist Exploits: The cloaked schemer may select from the following new exploits, restricted to the Cloaked Schemer multiclass archetype.

Analyze Scroll (Su): As a free action, the cloaked schemer can automatically discern the contents of a magic scroll, as if she were using read magic. She gains an insight bonus equal to her cloaked schemer level on Use Magic Device checks made to cast spells from scrolls.

Bypass Symbol (Su): When the cloaked schemer makes a save against a magical glyph, symbol, sigil, or similar written trap, as an immediate action she spend 1 point from her arcane reservoir and attempt a Spellcraft check against the same DC to delay the trap’s effects for 1d6 rounds. Once the delay is over, the trap has its normal effect. The cloaked schemer must be at least 9th-level to select this exploit.

Defensive Scrollcaster (Ex): The cloaked schemer gains a +4 bonus on concentration checks to cast defensively when casting spells from scrolls.

Enhance Scroll (Su): As a swift action, the cloaked schemer can cause any scroll spell he reads to function using her caster level rather than the scroll’s caster level. This exploit expends 1 point from her arcane reservoir.

Extended Scroll (Su): As a swift action, the cloaked schemer can double the duration of any scroll spell she reads as if the spell were modified by the Extend Spell metamagic feat. This exploit expends 1 point from her arcane reservoir.

Focused Scroll (Su): As a swift action, the cloaked schemer can add a bonus equal to twice her Intelligence modifier on any caster level checks made with a scroll spell, including checks to overcome SR. This exploit expends 1 point from her arcane reservoir.

Glyph Finder (Ex): The cloaked schemer can locate glyphs of warding, symbols, and similar magical spell traps that utilize writing as if he were a rogue. By spending 1 point from her arcane reservoir, she can use Perception or Knowledge (arcana) to notice such traps, and can use Disable Device or Spellcraft to disable these types of traps.

Insightful Scroll (Su): As a swift action, the cloaked schemer can spend 1 point from her arcane reservoir to alter a spell she’s casting from a scroll to use her own spellcasting ability score (Intelligence) and relevant feats to set the DC for the spell.

Magic Trap (Su): The cloaked schemer chooses one of the following magic glyph traps to learn: acid trap, burning trap, distraction trap, exploding trap, fire trap, freeze trap, poison trap, rust monster trap, sleet trap. By spending 1 point from her arcane reservoir, she can create one magic trap that she knows. Once a magic trap is learned, it can’t be unlearned and replaced with a different type of magic trap. The cloaked schemer cannot select an individual magic trap more than once. This exploit can be taken multiple times. Each time she selects this exploit, it applies to a different magic trap.

Rune Trap (Ex): Whenever the cloaked schemer casts a spell that creates a trap that uses magical writing (such as explosive runes, illusory script, sepia snake sigil, or a symbol), as a swift action she spend 1 point from her arcane reservoir to include runes in the writing. This adds +4 to the Perception DCs to notice it, Disable Device DCs to disarm it, and caster level DCs to dispel it. The cloaked schemer must be at least 5th-level to select this exploit.

Swift Scrivener (Ex): By spending 1 point from his arcane reservoir, the cloaked schemer may scribe up to two scrolls per day, so long as the total market price of all scrolls scribed that day does not exceed 1,000 gp. The cloaked schemer reduces the casting time of all symbol spells to 1 minute.

Swift Scroll (Ex): By spending 1 point from his arcane reservoir, the cloaked schemer does not provoke attacks of opportunity when retrieving a stored scroll. If the cloaked schemer moves at least 10 feet, he may retrieve a scroll as a free action as part of her move.

Word of Command (Su): The cloaked schemer can use his verbal expertise to give commands to other creatures. Choose one of the following spells: command, command undead, liberating command, murderous command. As a standard action, the cloaked schemer can spend 1 point from her arcane reservoir to cast her chosen spell. This exploit can be taken multiple times. Each time it is selected, it applies to a different spell.

Lore Master (Ex): At 7th level, a cloaked schemer gains the bard’s lore master ability. She can use this ability once per day at 7th level, and again every six levels thereafter, to a maximum of three times per day at 19th level. This ability replaces the arcanist exploits gained at 7th, 13th, and 19th level.

Greater Exploits: cloaked schemer may select from the following new exploits, restricted to the Cloaked Schemer multiclass archetype.

Greater Word of Command (Su): The cloaked schemer can use his verbal expertise to give greater commands to other creatures. Choose one of the following spells: apparent master, control summoned creature, dominate animal, greater command. As a standard action, the cloaked schemer can spend 2 points from her arcane reservoir to cast her chosen spell. This greater exploit can be taken multiple times. Each time it is selected, it applies to a different spell.

Table: Cloaked Schemer
Base
Class Attack Fort Ref Will Spells per Day
Level Bonus Save Save Save Special 1st 2nd 3rd 4th 5th 6th 7th 8th 9th

1st +0 +0 +2 +2 Arcane reservoir, bardic knowledge, 2 — — — — — — — —
bonded spellbook, cantrips
2nd +1 +0 +3 +3 3 — — — — — — — —
3rd +1 +1 +3 +3 Well-versed 4 — — — — — — — —
4th +2 +1 +4 +4 4 2 — — — — — — —
5th +2 +1 +4 +4 Arcanist exploit 4 3 — — — — — — —
6th +3 +2 +5 +5 4 4 2 — — — — — —
7th +3 +2 +5 +5 Lore master 1/day 4 4 3 — — — — — —
8th +4 +2 +6 +6 4 4 4 2 — — — — —
9th +4 +3 +6 +6 Arcanist exploit 4 4 4 3 — — — — —
10th +5 +3 +7 +7 4 4 4 4 2 — — — —
11th +5 +3 +7 +7 Arcanist exploit, greater exploits 4 4 4 4 3 — — — —
12th +6/+1 +4 +8 +8 4 4 4 4 4 2 — — —
13th +6/+1 +4 +8 +8 Lore master 2/day 4 4 4 4 4 3 — — —
14th +7/+2 +4 +9 +9 4 4 4 4 4 4 2 — —
15th +7/+2 +5 +9 +9 Arcanist exploit 4 4 4 4 4 4 3 — —
16th +8/+3 +5 +10 +10 4 4 4 4 4 4 4 2 —
17th +8/+3 +5 +10 +10 Arcanist exploit 4 4 4 4 4 4 4 3 —
18th +9/+4 +6 +11 +11 4 4 4 4 4 4 4 4 2
19th +9/+4 +6 +11 +11 Lore master 3/day 4 4 4 4 4 4 4 4 3
20th +10/+5 +6 +12 +12 Magical supremacy 4 4 4 4 4 4 4 4 4


JonathonWilder wrote:
Elghinn Lightbringer wrote:
So are we looking at a 3/4 BAB, 3/4 Caster? No extracts right?
Sure, if such can be balanced that would be fine. Definitely on there being no extracts.

I'll get looking at your's Jon. Going to mine a bunch of PrC and Classes for ideas.

Liberty's Edge

I have a question about the Hive Master's Summon Nature's Ally spells. The entry in the wiki seems to have two lists of vermin. Why is that?

It also lists options for the 3rd, 6th, and 9th level versions of SNA, even those spells aren't included in the class's spell list?


Elghinn Lightbringer wrote:

How's this? Need a good name though.

Most of the new exploits are lifted right from the Cyphermage PrC. We can ditch anything you feel doesn't fit, though i think they all pretty much do.

** spoiler omitted **...

Looks pretty good and balanced, cant see anything that even looks like a red flag :)

Dark Archive

Elghinn Lightbringer wrote:
I'll get looking at your's Jon. Going to mine a bunch of PrC and Classes for ideas.

Thanks Elghinn

Also, I think the Cloaked Schemer is interesting and it doesn't seem to have any problems.


Greatbear wrote:

I have a question about the Hive Master's Summon Nature's Ally spells. The entry in the wiki seems to have two lists of vermin. Why is that?

It also lists options for the 3rd, 6th, and 9th level versions of SNA, even those spells aren't included in the class's spell list?

Because I haven't finished transferring the Hive Master's list to the prefab table yet (replacinf the other stuff there). And yes I realize it doesn't have the 3rd/6th/9th level SNA spells in his list.


Greatbear wrote:

I have a question about the Hive Master's Summon Nature's Ally spells. The entry in the wiki seems to have two lists of vermin. Why is that?

It also lists options for the 3rd, 6th, and 9th level versions of SNA, even those spells aren't included in the class's spell list?

It'll be fixed eventually. Along with a few other issues.

As for the 3rd and 6th level SNA spells, it's my belief that you can summon entities that are steps lower than your SNA level. So, you could use Summon Nature's Ally 7 to summon a better version of creatures from Summon Nature's Ally 6. At least, that's how it went in D&D 3.5e if I recall correctly.

as for SNA 9? I think it's there just to complete the set, unless the class somehow gains SNA 9 through other means, in which they can access it. I'm not entirely sure... hmm... El, any ideas with this one? we could easily make SNA 9 acquired via a Grand Hex for this class?


Pathfinder Lost Omens Subscriber

yeah, Cloaked schemer seems good, though it won't have many exploits at early levels to make use of all these new exploits. :P


Bandw2 wrote:
yeah, Cloaked schemer seems good, though it won't have many exploits at early levels to make use of all these new exploits. :P

That's one of the issues with using a full caster, small area for design.

Something I think we could do, is make Well-versed an exploit. Opens the 3rd level exploit. Not sure everyone who would play this would want well-versed, but gives them the option.


Tyrannical wrote:
Greatbear wrote:

I have a question about the Hive Master's Summon Nature's Ally spells. The entry in the wiki seems to have two lists of vermin. Why is that?

It also lists options for the 3rd, 6th, and 9th level versions of SNA, even those spells aren't included in the class's spell list?

It'll be fixed eventually. Along with a few other issues.

As for the 3rd and 6th level SNA spells, it's my belief that you can summon entities that are steps lower than your SNA level. So, you could use Summon Nature's Ally 7 to summon a better version of creatures from Summon Nature's Ally 6. At least, that's how it went in D&D 3.5e if I recall correctly.

as for SNA 9? I think it's there just to complete the set, unless the class somehow gains SNA 9 through other means, in which they can access it. I'm not entirely sure... hmm... El, any ideas with this one? we could easily make SNA 9 acquired via a Grand Hex for this class?

We could do that. Once per day ability? And yes, you can summon 1 creature of current SNA level, or 2 (maybe 3?) of one level lower.

Vermin Sovereign (Sp): Once per day, the witch can cast summon nature’s ally XI to summon a vermin of 13 HD. The effect of this hex lasts for 1 minute per level.


Elghinn Lightbringer wrote:
Tyrannical wrote:
Greatbear wrote:

I have a question about the Hive Master's Summon Nature's Ally spells. The entry in the wiki seems to have two lists of vermin. Why is that?

It also lists options for the 3rd, 6th, and 9th level versions of SNA, even those spells aren't included in the class's spell list?

It'll be fixed eventually. Along with a few other issues.

As for the 3rd and 6th level SNA spells, it's my belief that you can summon entities that are steps lower than your SNA level. So, you could use Summon Nature's Ally 7 to summon a better version of creatures from Summon Nature's Ally 6. At least, that's how it went in D&D 3.5e if I recall correctly.

as for SNA 9? I think it's there just to complete the set, unless the class somehow gains SNA 9 through other means, in which they can access it. I'm not entirely sure... hmm... El, any ideas with this one? we could easily make SNA 9 acquired via a Grand Hex for this class?

We could do that. Once per day ability? And yes, you can summon 1 creature of current SNA level, or 2 (maybe 3?) of one level lower.

Vermin Sovereign (Sp): Once per day, the witch can cast summon nature’s ally XI to summon a vermin of 13 HD. The effect of this hex lasts for 1 minute per level.

That works for me!

401 to 450 of 1,321 << first < prev | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | next > last >>
Community / Forums / Pathfinder / Pathfinder First Edition / Homebrew and House Rules / Multiclass Archetypes IX: ACG Unleashed All Messageboards

Want to post a reply? Sign in.