Multiclass Archetypes IX: ACG Unleashed


Homebrew and House Rules

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#Bowbound Shaman

I like the look of this, though I'm curious about the focus on bows specifically. In my head this class could work for any weapon, or at least any ranged weapon, but otherwise looks pretty good.

#War Chemist

A little overpowered in my opinion, I don't think having Bombs and Weapon Blanch at the same time is a good fit, because you have two different abilities that can improve your damage output, when Alchemist and Warpriest have but one.

Personally I'd swap Bombs in as a replacement for Sacred Weapon (or weapon blanch in this case). The way we handled Alchemist/Magus in the Catalyst Grenadier MCA may help here, since Warpriest will forever in my eyes be the Divine version of Magus.


Tyrannical wrote:

#War Chemist

A little overpowered in my opinion, I don't think having Bombs and Weapon Blanch at the same time is a good fit, because you have two different abilities that can improve your damage output, when Alchemist and Warpriest have but one.

Personally I'd swap Bombs in as a replacement for Sacred Weapon (or weapon blanch in this case). The way we handled Alchemist/Magus in the Catalyst Grenadier MCA may help here, since Warpriest will forever in my eyes be the Divine version of Magus.

An alchemist could drink a mutagen and throw bombs together. Weapon blanch doesn't affect bombs, they are two seperate abilities that can't be used simultaneously. He can either use a blanched weapon in combat, or throw a bomb. There are no blanched bombs. Thus the need to spend bonus feats for discoveries to enhance any bombs. I don;t really see an issue.

However, as bombs should likely be a secondary option to his weapon and armor blanches, what about this swap change.

1) Keep Fervor
2) Swap the Bonus Feat at 3rd for Divine Extracts and Swift Alchemy
3) Swap Channel Energy for Channel Bombs. This gives the bomb option at the cost of two uses of fervor. Sort of a "Holy Hand Grenade", but not holy unless he takes the right discovery. :D.


# Bowbound Shaman

Suggestions for the unfilled Hexes and Spirit-Powers

Bows
Bones: The bow deals an additional 1 point of bleed damage
Heavens: All range intervals are doubled
Lore: Upon striking a target who does not threaten the Bowbound Shaman, the Bowbound Shaman may attempt to study or identify the target, using a knowledge check, as a free action.
Waves: Against all logic and reason, the bow functions normally underwater.

Hexes
Flame: Scorching arrow: If the target fails a reflex saving throw (DC 12+ Your shaman level), they are set ablaze, dealing fire damage equal to half your level (minimum 1) for 1d4 rounds.
Life: Numbing arrow: The target must make a fortitude save (DC 12+ your shaman level) or be stunned for 1d4 rounds
Stone: Steelbreaker Arrow: You may attempt a ranged sunder against the target's armor or an item in the target's possession, at a bonus of half your shaman level (minimum +1)
Waves: Bonechill Arrow: The target must make a fortitude save (DC 12+ your shaman level) or suffer 1d4 Ability damage to their dexterity for a number of rounds equal to 3+ your charisma modifier (Minimum 0)
Wind: Windsong Arrow: The arrow ignores all concealment and weather penalties to hit the target, and is resolved as if the target was one range interval closer for long-distance shooting.

Looking over Warchemist Now.


# War Chemist

Perhaps there could be some sort of method of the War Chemist applying bomb discoveries to their Essences? I feel like that would work as a sort of "Destructive Admixture", y'know?


#Bowbound Shaman

I like Taco Man's ideas, helps fill in the blanks for sure, though doubling range intervals is a little much, not many things can do that from level 1.

#War Chemist

I'm all for no. 3, seems to fit a little easier into the class, perhaps maybe it starts with either the Holy, Profane, Anarchic or Axiomatic bomb discoveries, depending on alignment?


Tyrannical wrote:

#Bowbound Shaman

I like the look of this, though I'm curious about the focus on bows specifically. In my head this class could work for any weapon, or at least any ranged weapon, but otherwise looks pretty good.

Ranged combat is the core idea. And the bladebound magus is limited to one-handed slashing weapons. Hence the bows here. True, allowing other ranged weapons wouldnt do any harm to the concept, but I have never seen a PC using either a crossbow or a sling, when a bow was available :)


So, then, how tied to the whole "bows" concept here. Because I've been working on revisions that allow melee or ranged weapons for this MCA. You can still go "bow" if you want, but it also allows for any single weapon of her choice that she is proficient with. Which I think is the way we should go IMO. That way, is someone wants a melee MCa, they can, but also allows for your original concept too, using a bow.


Well, even the base magus class is limited in spell combat (one-handed melee weapon only) and spellstrike (touch spells or spells converted to touch range only). I want to make a counterpart for that, thats why I tried to rewrite those two abilities in the first place.

Also I dont think the MCA should be more versatile than the original class we use as secondary.

So "ranged weapon" was the concept, yes.


Why no Mammoth spirit stuff? Did you miss it or leave it out on purpose?


OK, here's the revised Bowbound Shaman. Changed the name to Spiritbound Shaman.

SPIRITBOUND SHAMAN:

Some shamans acquire their companion spirits in the form of weapons instead of animals. Most prevalent of them are the spiritbound shaman. More combative than their other kin, spiritbound shamans have an affinity to shoot and cast spells simultaneously. Strongly attached to their patron spirits, they forsake the binding of wandering ones.

Primary Class: Shaman.
Secondary Class: Magus.
Alignment: Any.
Hit Dice: d8.

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

Weapon and Armor Proficiency: The spiritbound shaman is proficient with all simple weapons, and with light and medium armor. The spiritbound shaman is also proficient with the favored ranged weapon of her chosen spirit.

Spellcasting: A spiritbound shaman casts divine spells drawn from the spiritbound shaman spell list. A spiritbound shaman otherwise learns, prepares, and casts spells as a shaman of her spiritbound shaman level. She also gains bonus spells for a high Wisdom.

Hex: This is exactly like the shaman ability of the same name. At 4th level or higher, whenever the spirit boundshaman gains a hex, she can choose one of the following magus arcana that she qualifies for instead of a hex: arcane accuracy, critical strike, dispelling strike, pool strike (with her spirit weapon instead of an unarmed attack).

Ranged Spell Combat (Su): At 1st level, a spiritbound shaman gains the magus spell combat ability, except that the spiritbound shaman can only use this ability with a ranged weapon (including her spirit weapon). If a spell requires an attack roll, she must use far spellstrike to deliver the spell. This ability and spirit weapon replace spirit animal, wandering spirit, and wandering hex.

Spirit Weapon (Su): At 1st level, a spiritbound shaman forms a close bond with a ranged weapon tied to her chosen spirit. This weapon is bound to her chosen spirit and is her conduit to the spirit world, guiding her along the path to enlightenment. The spirit weapon also aids a shaman by granting her a special ability. A shaman must commune with her spirit weapon each day to prepare her spells. While the spirit weapon does not store the spells like a witch's familiar does, the spirit weapon serves as her conduit to divine power. If a spiritbound shaman's spirit weapon is destroyed, she cannot prepare new spells or use her spirit magic class feature until the spirit weapon is replaced.

A spiritbound shaman may choose any ranged weapon that she is proficient with as her spirit weapon, including her spirit’s favored ranged weapon. The following is a list of each spirit’s favored ranged weapon: battle (longbow or shortbow), bone (throwing axe), flame (chakram), heavens (starknife), life (bola), lore (halfling sling-staff), nature (thorn bow), stone (light hammer), waves (trident), wind (boomerang).

By communing with the incredible powers of her spirit, the spiritbound shaman forges a cherished bond with one specific ranged weapon—known as a spirit weapon. A spirit weapon is a weapon chosen by a spiritbound shaman to serve as a conduit, allowing her to more fully access the magic of her spirit on a daily basis. The spiritbound shaman's spirit weapon also grants her special powers. This ability uses the same rules as the bladebound magus archetype’s black blade class feature and is treated as a familiar, except as noted below.

A spiritbound shaman uses her level as her effective magus level when determining the abilities of her spirit weapon. A spiritbound shaman can select any ranged weapon that she is proficient with to serve as her spirit weapon, although her spirit weapon is augmented by the power of her chosen spirit. Once selected, the spirit weapon cannot be changed. Although a spiritbound shaman's spirit weapon uses the statistics of a specific weapon, it is treated as an outsider with the native subtype for the purposes of spells and abilities that affect it.

Levels of different classes that are entitled to familiars stack with spiritbound shaman levels for the purpose of determining any spirit weapon abilities that depend on the spiritbound shaman's level. If a spiritbound shaman possesses such levels in other classes, her spirit weapon always uses the spiritbound shaman rules for spirit weapons, not those used by familiars of other classes (such as witches, wizards, or sorcerers with the arcane bloodline). If the spiritbound shaman has witch levels, her spirit weapon also serves as the conduit to her patron and stores her witch spells. The spiritbound shaman's spirit weapon is treated as a magical weapon for the purposes of all spells, effects, and abilities that affect weapons.

At 1st level, a spiritbound shaman gains the magus’ arcane pool ability except that the number of points in her pool is equal to 1/3 her level (minimum 1) plus her Wisdom modifier.

A spiritbound shaman’s spirit weapon also gains the following ability according to her chosen spirit.

Battle: The spirit weapon looks like a fiercer version of its type. It increases its critical threat range by 1 and its range by 10 feet.

Bones: The spirit weapon gives off a ghostly glow and seems nearly transparent. While the spirit weapon is held, the spiritbound shaman is under the constant effects of blur, with a caster level equal to the spiritbound shaman's level.

Flame: The spirit weapon is surrounded by a nimbus of flame that gives off light like a candle. This nimbus is warm to the touch, but doesn't cause any damage. The spirit weapon is immune to fire damage, but is vulnerable to cold damage.

Heavens: The spirit weapon’s surface accurately reflects the stars that would be visible in the night sky, no matter where the spirit weapon is or the time of day. Due to this, it can be used as a star map. In addition, while the spirit weapon is held, the spiritbound shaman gains a fly speed of 5 feet. While the spiritbound shaman is flying, a small nimbus of light surrounds her.

Life: The spirit weapon always appears to be especially vibrant and like new. The weapon is warded from normal damage and decay. A metallic weapon cannot rust and a wooden weapon cannot rot or warp, even by magical or supernatural means. The weapon grants a +2 bonus to the weapon’s break DC and to the spiritbound shaman’s combat maneuver defense against sunder maneuvers made against the spirit weapon.

Lore: The spirit weapon grants the spiritbound shaman a +2 bonus on Initiative checks and a +4 bonus on Stealth checks.

Mammoth: The spirit weapon is larger and more savage in appearance than an ordinary weapon of its kind. It deals damage as a weapon one size category larger than normal (Small as Medium, Medium as Large, and so on).

Nature: The spirit weapon looks feral (moss-covered, thorns, etc.) and appears to be in perfect condition. While the spirit weapon is held, the spiritbound shaman can move through any sort of undergrowth or natural difficult terrain at its normal speed without taking damage or suffering any other impairment. If the spiritbound shaman has a fly speed, she can ignore the penalty on Fly skill checks for winds up to windstorm strength, but only while the weapon is in hand.

Stone: The spirit weapon looks as though it's made out of earth and stone, with tiny gemstones embedded in its surface. The spirit weapon gains DR 5/adamantine.

Waves: The spirit weapon appears to constantly distort, much as a pond's surface ripples when drops of water fall gently into it. While the spirit weapon is held, the spiritbound shaman gains Mobility as a bonus feat. The spiritbound shaman doesn't need to meet the prerequisites for this feat. In addition, the spiritbound shaman can breathe underwater, but only while the weapon is in hand.

Wind: The spirit weapon crackles with electrical energy when it is wielded, giving off light like a candle. This electricity deals no damage to the weapon or the spiritbound shaman or any creature that touches the weapon. While the spirit weapon is held, the spiritbound shaman gains electricity resistance 10.

At 3rd level, and at subsequent levels, a spiritbound shaman's spirit weapon gains the statistics and abilities of a Black Blade, as described in the bladebound magus archetype description (see the Bladebound magus archetype in Ultimate Magic). These abilities affect the spirit weapon and grant it special abilities that can aid it in serving the spiritbound shaman and the spirit it represents and is connected to. A spirit weapon gains all the additional statistics and abilities of a black blade, except as noted hereafter.

Spirit Weapon Strike (Sp): At 3rd level, as a free action, the spiritbound shaman can spend a point from the spirit weapon’s arcane pool to grant the spirit weapon a +1 bonus on damage rolls for 1 minute. For every four levels beyond 1st, this ability gives the spirit weapon another +1 on damage rolls. She can add any of the following weapon properties: corrosive, corrosive burst, dancing, flaming, flaming burst, frost, icy burst, keen, shock, shocking burst, speed, thundering. Adding these properties consumes an amount of bonus equal to the property’s base price modifier. This ability replaces the black blade strike ability.

Transfer Hex Power (Su: At 13th level, once per day, the spiritbound shaman can attempt to siphon points from his spirit bow’s arcane pool to activate a limited use hex. Doing so takes a full-round action and the spiritbound shaman must succeed at a Will saving throw with a DC equal to the spirit weapon’s ego. If the spiritbound shaman succeeds, she regains one daily use of a hex or may use a hex on the same creature a second time within 24 hours for every point she saps from her spirit weapon. If she fails the saving throw, the spiritbound shaman becomes fatigued (but can try again). If she is fatigued, she becomes exhausted instead. She cannot use this ability if she is exhausted. This ability replaces the black blade’s transfer arcana ability.

Life Drinker (Su): The spiritbound shaman can regain all daily uses of one hex when using the life drinking black blade ability.

Far Spellstrike (Su): At 3rd level or higher, whenever a spiritbound shaman casts a spell with a range of “touch” from the spiritbound shaman’s spell list or uses a hex, she can deliver the spell or hex through her spirit weapon she is wielding as ranged attack. Instead of the free melee touch attack normally allowed to deliver the spell, a spiritbound shaman can make one free ranged attack with her spirit weapon (at her highest base attack bonus) as part of casting this spell or activating the hex. If successful, this ranged attack deals its normal damage as well as the effects of the spell or hex. This attack uses the spirit weapon’s critical range (20, 19–20, or 18–20 and modified by the keen weapon property or similar effects), but the spell effect only deals ×2 damage on a successful critical hit, while the weapon damage uses its own critical modifier. This ability replaces the deliver touch spells ability granted by the spirit class feature.

Table: Spiritbound Shaman
Base
Class Attack Fort Ref Will Spells per Day
Level Bonus Save Save Save Special 0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th

1st +0 +0 +0 +2 Orisons, ranged spell combat, spirit, 3 1 — — — — — — — —
spirit magic, spirit weapon
2nd +1 +0 +0 +3 Hex 4 2 — — — — — — — —
3rd +2 +1 +1 +3 4 2 1 — — — — — — —
4th +3 +1 +1 +4 Hex 4 3 2 — — — — — — —
5th +3 +1 +1 +4 4 3 2 1 — — — — — —
6th +4 +2 +2 +5 4 3 3 2 — — — — — —
7th +5 +2 +2 +5 4 4 3 2 1 — — — — —
8th +6/+1 +2 +2 +6 Hex, spirit (greater) 4 4 3 3 2 — — — — —
9th +6/+1 +3 +3 +6 4 4 4 3 2 1 — — — —
10th +7/+2 +3 +3 +7 Hex 4 4 4 3 3 2 — — — —
11th +8/+3 +3 +3 +7 4 4 4 4 3 2 1 — — —
12th +9/+4 +4 +4 +8 Hex 4 4 4 4 3 3 2 — — —
13th +9/+4 +4 +4 +8 4 4 4 4 4 3 2 1 — —
14th +10/+5 +4 +4 +9 4 4 4 4 4 3 3 2 — —
15th +11/+6/+1 +5 +5 +9 4 4 4 4 4 4 3 2 1 —
16th +12/+7/+2 +5 +5 +10 Hex, spirit (true) 4 4 4 4 4 4 3 3 2 —
17th +12/+7/+2 +5 +5 +10 4 4 4 4 4 4 4 3 2 1
18th +13/+8/+3 +6 +6 +11 Hex 4 4 4 4 4 4 4 3 3 2
19th +14/+9/+4 +6 +6 +11 4 4 4 4 4 4 4 4 3 3
20th +15/+10/+5 +6 +6 +12 Hex, manifestation 4 4 4 4 4 4 4 4 4 4

NEW HEXES:

The following new hexes are restricted to the Spiritbound Shaman multiclass archetype.

Long Range (Ex): The spiritbound shaman can deliver touch spells that feature a touch attack as ranged touch spells. She can use a touch attack spell that targets more than one creature, but she makes only one ranged touch attack to deliver one of these touch effects; additional touch attacks from that spell are wasted and have no effect. These spells can be used with the spirit spellstrike class feature.

Spirit Hex (Su): The spiritbound shaman can use this hex once in a 24-hour period. The hex’s effect is determined by the spiritbound shaman’s chosen spirit and is delivered with a successful attack roll using her spirit weapon.

Battle: The spiritbound shaman can use the gunslinger’s deadshot deed. When using this hex, the spiritbound shaman’s base attack bonus is equal to that of a gunslinger of her spiritbound shaman level.

Bones: The target of the spiritbound shaman’s attack must make a Fortitude saving throw or breaks one random limb.
Flame: The target of the spiritbound shaman’s attack must make a successful Reflex saving throw or catch on fire, taking fire damage equal to half the spiritbound shaman’s level (minimum 1) for 1 d4 rounds.

Heavens: The spiritbound shaman resolves all ranged attacks made with her spirit weapon as ranged touch attacks until the beginning of her next turn.

Life: The target of the spiritbound shaman’s attack must make a Fortitude saving throw or be stunned for 1d4 rounds.

Lore: The spiritbound shaman’s ranged attacks made with her spirit weapon ignore partial or full cover and miss chance from spells (such as blur or displacement) until the beginning of her next turn.

Mammoth: The target of the spiritbound shaman’s attack must make a successful Will saving throw. If the save fails, the taget’s weight is multiplied by 8 and it is slowed (as the slow spell) for 1d6 rounds.

Nature: The target of the spiritbound shaman’s attack must make a successful Reflex saving throw or become entangled for a number of rounds equal to half the spiritbound shaman’s level (minimu 1).

Stone: The spiritbound shaman may attempt a ranged sunder against the target's armor or an item in the target's possession. She gains a bonus to her combat maneuver bonus on the sunder attempt equal to half her spiritbound shaman level (minimum +1).

Waves: The target of the spiritbound shaman’s attack must make a Fortitude save or take 1d4 points of Dexterity damage for a number of rounds equal to 3+ the spiritbound shaman’s Charisma modifier (Minimum 0).

Wind: The spiritbound shaman ignores all concealment and weather penalties to her attack rolls made against the target with her spirit weapon. Each attack roll is resolved as if the target was one range interval closer for long-distance shooting.

SPIRITBOUND SHAMAN SPELL LIST:

The spiritbound shaman gains the following spells.

0-Level Spells–acid splash, create water, dancing lights, daze, detect magic, detect poison, disrupt undead, guidance, know direction, light, mending, ray of frost, resistance, stabilize, touch of fatigue, virtue.

1st-Level Spells–burning hands, calm animals, cause fear, charm animal, chill touch, comprehend languages, corrosive touch, cure light wounds, dancing lantern, detect animals or plants, detect undead, discern next of kin, endure elements, entangle, frostbite, gentle breeze, heightened awareness, hex vulnerability, hex ward, hydraulic push, inflict light wounds, magic missile, magic weapon, obscuring mist, pass without trace, produce flame, ray of enfeeblement, sense spirit magic, shocking grasp, stone shield, thorn javelin, wave shield.

2nd-Level Spells–acid arrow, animal messenger, animate dead (lesser), barkskin, bear's endurance, beastspeak, bull's strength, burning gaze, cure moderate wounds, darkness, defensive shock, delay poison, eagle eye, elemental touch, fire breath, flame blade, focused scrutiny, fog cloud, ghostbane dirge, imbue with elemental might, inflict moderate wounds, levitate, life pact, owl's wisdom, remove paralysis, resist energy, restoration (lesser), scorching ray, shatter, sickening entanglement, spiritual weapon, tree shape, warp wood, wood shape.

3rd-Level Spells–animate dead, aqueous orb, aura sight, beast shape I, blindness/deafness, call lightning, clairvoyance/clairaudience, cloak of winds, cure serious wounds, daylight, dispel magic, flame arrow, fly, font of spirit magic, hex glyph, inflict serious wounds, mindlocked messenger, protection from energy, ray of exhaustion, remove curse, searing light, sleet storm, speak with dead, speak with haunt, stench of prey, stone shape, stricken heart, thorny entanglement, vampiric touch, ward of the season, water breathing, wind wall.

4th-Level Spells–air geyser, anti-incorporeal shell, ball lightning, beast shape II, command plants, cure critical wounds, dragon's breath, dimensional anchor, dismissal, divination, earth glide, false life (greater), fire shield, firefall, ice storm, imbue with spell ability, inflict critical wounds, magic weapon (greater), neutralize poison, persistent vigor, poison, repel vermin, ride the waves, sands of time, slowing mud, spike stones, spit venom, thorn body, tongues, wall of ice.

5th-Level Spells–acidic spray, baleful polymorph, beast shape III, break enchantment, call lightning storm, commune, commune with nature, control winds, cure light wounds (mass), deafening song bolt, enervation, feast on fear, flame strike, geyser, ghostbane dirge (mass), hex glyph (greater), inflict light wounds (mass), insect plague, overland flight, rest eternal, stoneskin, true seeing, wall of fire, wall of thorns.

6th-Level Spells–antilife shell, awaken, banishment, bear's endurance (mass), bull's strength (mass), cat's grace (mass), chain lightning, cone of cold, create undead, cure moderate wounds (mass), disintegrate, dispel magic (greater), find the path, fire seeds, flesh to stone, inflict moderate wounds (mass), slay living, snake staff, stone to flesh, wall of stone.

7th-Level Spells–animate plants, contagious flame, creeping doom, cure serious wounds (mass), harm, heal, ice body, inflict serious wounds (mass), liveoak, regenerate, restoration (greater), stone tell, sunbeam, transport via plants, vision, vortex, wind walk.

8th-Level Spells–animal shapes, blood mist, cure critical wounds (mass), destruction, discern location, earthquake, fire storm, horrid wilting, inflict critical wounds (mass), stormbolts, sunburst, whirlwind.

9th-Level Spells–elemental swarm, energy drain, etherealness, heal (mass), polar midnight, polar ray, storm of vengeance, tsunami, wail of the banshee, winds of vengeance.


Taco Man wrote:

# War Chemist

Perhaps there could be some sort of method of the War Chemist applying bomb discoveries to their Essences? I feel like that would work as a sort of "Destructive Admixture", y'know?

Not sure that would work.

So, here's the revised abilities.

1) Divine Extracts moved to 3rd/6th/9th/12th/15th/18th. This and Swift Alchemy replace Bonus feat at 3rd.

2) Put Fervor back in.

3) Swapped Channel Energy for Channel Bombs. This way, bombs are secondary to the blanches and uses fervor as a resource, helping to balance things.

Channel Bombs (Su): At 4th level, a war chemist can channel the power of his faith to create bombs. This ability functions as the alchemist’s bomb ability, except that a war chemist’s bombs inflict damage equal to his fervor damage dice and splash damage is equal to the bomb’s minimum damage + the war chemist’s Wisdom modifier (if any). Using this ability is a standard action that expends two uses of fervor. At 6th level, the war chemist gains the anarchic bombs, axiomatic bombs, holy bombs, or profane bombs discovery, as determined by his alignment. This ability replaces channel energy.


Wow, pretty dead. Easter Weekend I suppose.


Yeah, gonna be a bit slow on my end, will give a little more input when I can!


As for the mammoth spirit, its not in my book, so I tend to forget it entirely.

Overall, I have just one thing to add: can we change spirit hex from "once in a 24-hour period" to "the same creature cannot be the target of this hex again for 24 hours"? I dont think they are that powerful.


I agree.


So are we done? If so, I actually have one more MCA post. A lurker to our threads (for a very long time) PMed me with his concept, which he has had for a few years now, and couldn't realize it properly until the Hunter and Slayer came out. So, I'm going to post it here for a final look over, as I've already streamlined it and everything behind the scenes. Just need to know that it is balanced according to everyone else.

This is from Onyewu on the forums. A number of the abilities come form the Beastskin Warrior MCA we built for Noro.

FERAL INHERITOR:

Connected to all living things, predatory instincts drive feral Inheritors to consume the energy of those they stalk. The inner spirit of their prey fuels the feral inheritor with life, who absorbs the experiences of their victims and channels it into powerful effects.

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

Bonus Skills and Ranks: The feral inheritor selects three hunter skills to add to her class skills in addition to the normal brawler class skills. The feral inheritor gains a number of ranks at each level equal to 6 + Int modifier.

Weapon and Armor Proficiency: The feral inheritor is proficient with all simple and martial weapons plus the aklys, bolas, dan bong, lasso, and net. The feral inheritor is also proficient with light armor, light shields, and bucklers.

Studied Target (Ex): This is exactly like the slayer ability of the same name, except that the feral inheritor deals no sneak attack damage, and loses the ability to study her target as an immediate action. If the feral inheritor gains the sneak attack ability from another class, she remains this aspect of the studied target ability.

Feral Focus (Su): At 2nd level, a feral inheritor gains a limited ability to change her shape into hybrid animal forms. This functions as the hunter’s animal focus class feature, except that the feral inheritor applies the animal aspect to herself, and there is no limit to this ability's duration. She can end this ability as a free action. A feral inheritor may activate or end her beast affinity ability simultaneously with her feral focus.

When a feral inheritor uses this ability, her body takes on cosmetic aspects of an animal, such as furry skin, longer nails, elongated teeth, and oddly colored eyes; these changes do not grant her any abilities other than what is stated in the animal focus, and end when she takes on a different aspect or ends the ability. This physical change is a polymorph effect, though the effects of the animal focus are not. This ability replaces the slayer talent gained at 2nd level.

Bestial Aspect (Ex): At 3rd level, a feral inheritor gains Aspect of the Beast as a bonus feat, even if she does not meet the prerequisites, and must choose the claws of the beast manifestation. She can select Aspect of the Beast as a normal feat, and may choose an additional manifestation from those listed in the Aspect of the Beast feat.

Legacy (Su): At 4th level, a feral inheritor can draw upon the powers and experience of her studied opponents to enhance her own. At 4th level, and again at 8th, 12th, and 16th level, the feral inheritor can select one legacy. Once chosen, it cannot be changed. Whenever the feral inheritor deals damage against a studied target, the target is also affected by one of the legacies possessed by the feral inheritor. This choice is made when the attack is made. The target receives a Fortitude save to avoid this legacy. If the save is successful, the target takes the damage as normal, but not the effects of the legacy. The DC of this save is equal to 10 + 1/2 the feral inheritor’s level + the feral inheritor’s Wisdom modifier.

Once a legacy is activated, it lasts until the combat ends, at which point all of the benefits immediately end. As a swift action, she can change this legacy to another type she possesses. The feral inheritor must participate in the combat to gain these benefits. If she is frightened, panicked, paralyzed, stunned, unconscious, or otherwise prevented from participating in the combat, the ability does not end, but the benefits do not resume until she can participate in the combat again. The target cannot be of a higher level or Hit Dice than the feral inheritor.

At 4th level, the feral inheritor can select from the following initial legacies.

Feat Training: The feral inheritor gains one feat of her choice from the studied target. The feral inheritor does not need to meet the prerequisites of the feat. The feral inheritor may choose this legacy up to three times. Each time this legacy is chosen, the feral inheritor gains one additional feat of her choice from her studied target.

Healing Strike: The feral inheritor is healed for a number of hit points of damage equal to her feral inheritor level. Once a creature is the target of this legacy, it cannot be targeted by that feral inheritor’s healing strike legacy for 24 hours.

Trait Stealer: The feral inheritor gains one racial trait of her choice from the studied target. The feral inheritor does not need to meet the racial requirements of the trait. The feral inheritor may choose this legacy up to three times. Each time this legacy is chosen, the feral inheritor gains one additional racial trait of her choice from her studied target.

At 8th level, a feral inheritor adds the following cruelties to the list of those that can be selected.

Ability Training: The feral inheritor gains one class feature or special ability of her choice from the studied target. The feral inheritor’s effective class level or creature Hit Dice for the purpose of determining the effects of the ability (damage, range, uses per day, save DCs, etc.) is equal to her feral inheritor level –3. If the feral inheritor chooses a spell like ability, it must be of a spell that a spellcaster of 8th level or lower can cast, and it can only be used during combat. A feral inheritor cannot choose the spellcasting ability class feature with this legacy. The feral inheritor may choose this legacy up to three times. Each time this legacy is chosen, it applies to a different class feature or ability of 8th level or lower.

Damage Reduction: The feral inheritor gains one type of damage resistance of her choice from the studied target. She can choose from the following types of damage reduction: adamantine, aligned (chaotic, evil, good, or lawful), cold iron, or silver. The feral inheritor may choose this legacy up to three times. Each time this legacy is chosen, it applies to a different type of damage reduction.

Resistance: The feral inheritor gains one type of resistance of her choice from the studied target. She can choose from the following types of resistance when activating this legacy: disease, energy (acid, cold, electricity, or fire), poison, or spells. The feral inheritor may choose this legacy up to three times. Each time this legacy is chosen, it applies to a different type of resistance.

At 12th level, a feral inheritor adds the following cruelties to the list of those that can be selected.

Ability Mastery: This legacy functions like the ability thief legacy, except that the feral inheritor gains one class feature or special ability of 12th level or lower. If the feral inheritor chooses a spell like ability, it must be of a spell that a spellcaster of 12th level or lower can cast, and it can only be used during combat. The feral inheritor may choose this legacy up to two times. Each time this legacy is chosen, it applies to a different class feature or ability of 12th level or lower.

Immunity: The feral inheritor gains one type of immunity of her choice from the studied target. She can choose from the following types of immunity when activating this legacy: disease, energy (acid, cold, electricity, or fire), poison, or spells. The feral inheritor may choose this legacy up to three times. Each time this legacy is chosen, it applies to a different type of immunity.

Unless otherwise noted, these abilities are not cumulative. For example, a 12th-level feral inheritor that deals damage against a studied target might gain feats, resistance to acid and disease, or gain a creature’s damage reduction. This ability replaces the slayer talent gained at 4th, 8th, 12th, 16th and 20th level.

Improved Feral Focus (Su): At 6th level, a feral inheritor gains the following additional benefits when using her feral focus ability. Any secondary attacks that are gained take a –5 penalty to their attack rolls and deal damage as a creature of her size.

Bat: gains bat wings with a fly speed of 20 feet (good), and her blind sense increases to 20 feet.

Bear: gains a primary bite attack, and Endurance as a bonus feat.

Bull: gains 2 secondary hooves attacks, and Improved Bull Rush as a bonus feat.

Falcon: gains a primary bite attack, and bird wings with a fly speed of 30 feet (average).

Frog: gains the amphibious special quality, and a swim speed of 20 feet.

Monkey: gains a bonus to all Acrobatics skill checks made to attempt high jumps or long jumps equal to her level, and a climb speed of 30 feet.

Mouse: gains a climb speed of 10 feet, a swim speed of 10 feet, and can use reduce person (self only) for a number of minutes per day equal to her level. These minutes do not need to be consecutive, but must be spent in 1-minute increments.

Owl: gains low-light vision, darkvision 30 feet (+30 feet if she already has darkvision), and bird wings with a fly speed of 30 feet (average).

Snake: gains the grab special ability, and a poisonous bite (poison—injury; save Fort DC 10 + 1/2 the feral inheritor’s level + her Con modifier; frequency1/round for 6 rounds; effect 1d2 Con; cure 1 save; usable once every 3 rounds).

Stag: gains 2 secondary hooves attacks, and Trample as a bonus feat, even if he does not meet the prerequisites.

Tiger: gains a primary bite attack, and the grab special ability.
Wolf: gains Improved Trip as a bonus feat, and deals 1 point of bleed damage with its bite attack.

This ability only affects the animal a feral inheritor has chosen as her beast affinity. This ability replaces sneak attack +1d6 and sneak attack +2d6.

Second Feral Focus (Su): At 8th level, a feral inheritor gains the hunter’s second animal focus ability. A feral inheritor’s improved feral focus has no affect on her second animal focus. This ability replaces sneak attack +3d6 and sneak attack +4d6.

Multiattack (Ex): At 11th level, a feral inheritor gains the Multiattack monster feat as a bonus feat. This ability replaces swift tracker.

Greater Feral Focus (Su): At 15th level, a feral inheritor gains the following gains the following additional benefits when using her feral focus ability.

Bat: her fly speed increases to 30 feet, and she can use echolocation for a number of minutes per day equal to her level. These minutes do not need to be consecutive, but must be spent in 1-minute increments.

Bear: gains Improved Grapple as a bonus feat, and is treated as one size category a larger when attempting a grapple combat.

Bull: ignores difficult terrain when making a charge, and gains Charge Through as a bonus feat, even if he does not meet the prerequisites.

Falcon: gains Flyby Attack as a bonus feat, and her fly speed increases to 40 feet.

Frog: and she gains the grab special ability.

Monkey: gains the brachiation and tree leaper special abilities (see the Aboreal Creature template).

Mouse: gains a disease bite (Filth fever—injury; save Fort DC 10 + 1/2 the feral inheritor’s level + her Con modifier; onset 1d3 days; frequency 1/day; effect 1d3 Dex damage and 1d3 Con damage; cure 2 consecutive saves), and her climb and swim speeds increase to 20 feet.

Owl: gains a bonus to all Perception skill checks equal to her level, and her fly speed increases to 40 feet.

Snake: gains the constrict special ability (2d6 + Str modifier per round), and is able to spit her poison in a 10-foot line.

Stag: ignores difficult terrain when making a charge, and gains Greater Overrun as a bonus feat, even if he does not meet the prerequisites.

Tiger: gains the pounce and rake special abilities.

Wolf: gains a bonus to all intimidate skill checks equal to her level, and gains Greater Trip as a bonus feat.

This ability only affects the animal a feral inheritor has chosen as her beast affinity, and has no affect on his second animal focus. This ability replaces sneak attack +5d6 and sneak attack +6d6.

Final Legacy (Su): At 20th level, a feral inheritor gains her crowning legacy. She immediately learns two additional legacies chosen from those listed in the legacy ability. Also, she can always move at full speed while using Survival to follow tracks without penalty. |In addition, after she has rested for the day, she chooses one feral to be active on herself for the entire day. This focus is in addition to using her feral focus class ability (including the additional focus ability she is able to use on herself from her second feral focus). This ability replaces master slayer.

Table: Feral Inheritor
Base
Class Attack Fort Ref Will
Level Bonus Save Save Save Special

1st +1 +2 +2 +0 1st second studied target, track
2nd +2 +3 +3 +0 Feral focus, slayer talent
3rd +3 +3 +3 +1 Bestial aspect
4th +4 +4 +4 +1 Legacy
5th +5 +4 +4 +1 2nd studied target
6th +6/+1 +5 +5 +2 Improved feral focus, slayer talent
7th +7/+2 +5 +5 +2 Stalker
8th +8/+3 +6 +6 +2 Legacy
9th +9/+4 +6 +6 +3 Second feral focus
10th +10/+5 +7 +7 +3 3rd studied target, advanced talents, slayer talent
11th +11/+6/+1 +7 +7 +3 Multiattack
12th +12/+7/+2 +8 +8 +4 Legacy
13th +13/+8/+3 +8 +8 +4 Slayer’s advance 1/day
14th +14/+8/+4 +9 +9 +4 Quarry, slayer talent
15th +15/+10/+5 +9 +9 +5 4th studied target, greater feral focus
16th +16/+11/+6/+1 +10 +10 +5 Legacy
17th +17/+12/+7/+2 +10 +10 +5 Slayer’s advance 2/day
18th +18/+13/+8/+3 +11 +11 +6 Slayer talent
19th +19/+14/+9/+4 +11 +11 +6 Improved quarry
20th +20/+15/+10/+5 +12 +12 +6 5th studied target, final legacy


After this one is done. I'll be closing this thread and starting the 10th thread.


I like the changes to the past two MCAs, makes them a little more versatile and rounded, nice job :)

#Feral Inheritor

I like this, reminds me a little of Synthesist, though without all the broken over-powered issues and redundant abilities, I'll certainly be trying this when I want a more bestial shapeshifter.


Thanks for letting me jump in here with my concept. I love so many of the MCA's all of you have done and appreciate the work all of you do with these, especially El. You guys/gals have some serious cool and crazy going on.

If anyone has any ideas to add to the FI that would be great. If not...I can't wait to try out my first Inheritor!

Thanks, EL! You are the best!


No problem! And thanks to all who worked on this thread. Alright, lets close this thread.


STOP! DO NOT POST ON THIS THREAD!

This thread has now moved to the new Multiclass Archetypes X: The Melting Pot thread. Find us there. If you post here, you will receive no response.

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