Multiclass Archetypes X: The Melting Pot


Homebrew and House Rules

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I love the druid idea.
Either that or the wizard. Something with a wise air sage feeling you know?


I'm tempted to go for Oracle. Allowing for the Dark Tapestry, Heavens, Lunar, Solar and Wind Mysteries, having the Monk transcend the skies and free himself from the earth's bindings, allowing him to soar and harmonize with the skies themselves.

The only problem is each of these Mysteries has in some way a revelation that grants the power of flight. is it a simple case of disallowing it or do we allow for it?


Tyrannical wrote:

I'm tempted to go for Oracle. Allowing for the Dark Tapestry, Heavens, Lunar, Solar and Wind Mysteries, having the Monk transcend the skies and free himself from the earth's bindings, allowing him to soar and harmonize with the skies themselves.

The only problem is each of these Mysteries has in some way a revelation that grants the power of flight. is it a simple case of disallowing it or do we allow for it?

If you are already incorporating the levitation and flight stuff suggested up thread, I'd disallow, simply make a blanket statement in the Revelation entry that says, "The MCA is restricted from selecting the following revelations from their associated mysteries: "revelation" (mystery), next, next...

After all, levitation and flight would make such revelations redundant.

THREADJACK
Hate threadjacking, but everyone I'd ask is here any ways.

I'm building a new racial archetype for my pixie PC race that focuses on the pixie's magical arrows. (All my stuff posted can be found on the MCA wiki under the "Additional Works..." at the bottom of the navigation bar under disclaimer)

I will be incorporating Arcane Archer PrC aspects with the enchanted arrows from the pixie monster description. I'm just not sure whether to make it a bard, magus, or ranger archetype. Even thought about hunter for the spells, but much of that class doesn't really fit what I want.

Right now I'm leaning towards ranger or magus, but bard already has a mass of enchantment spells and abilities built into it. I like the ranger's wilderness-y aspects and combat style feats (focus archer or crossbow). But I also like the magus with the arcane pool mechanic (YES, I know OSW), spellstrike (changed to far spellstrike), and spell recall.

I suppose I could take the arcane pool and spellstrike and incorporate it into the ranger to make an arcane style ranger. Replace the favored enemy stuff with "favored arrow" with enchantment spells tied to the arrows, gaining bonus similar to favored enemy when using a particular arrow perhaps. Then instead of ranger spell list, maybe go with bar spell list, OR just add some spells to the list that fit the concept.

I'll be calling it either the Fairy Archer or Enchanted Archer. Maybe Gossamer Sniper or Gossamer ARcher. I'll have to think about it. I think Ranger with those tweaks might just fit the bill.

Thoughts from others?

END THREADJACK

As you were...


Tyrannical wrote:

hmm, just going over ideas for what secondary class to put in, how do people feel about these secondaries?

Cavalier - Able to use flying to charge enemies, as you would on a mount

Druid/Wizard/Sorcerer/Arcanist - Able to command wind, like the Air Nomads of 'Avatar', somewhat

Alchemist - Special bombs that must be dropped instead of thrown.

Swashbuckler - a form of aerial deeds, to perform airborne stunts and attacks.

Magus/Warpriest - Throwing themed weapon buffs and a small pool of spells. Scaling weapon damage as these classes would offer.

Oracle/Shaman - Some spiritual connection to the heavens, sun, moon, stars or wind that allows for flight, and uses hexes/revelations

I vote cavalier, swashbuckler or alchemist.

Could use the Orders as a framework for different types of flyers maybe. Charger, wind controller, bomber, aerial acrobatic, etc. It gets the flight from monk and different combat styles from cavalier orders.

Panache and ki could work to pull off aerial stunts more easily.

Alchemist feels more versatile with bombs and a mutagen effect to pump up the combat. Wouldn't necessarily tie you to one style like the aforementioned orders could.


I think Cavalier or Swashbuckler would be the funnest to do. And like Onyewu said, you could create different Orders to make all your ideas and aerial styles available. Just make sure you clump the right abilities together, and keep the core ones as static abilities in the MCA, not tied to orders.

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Actually I think I will PM you Elghinn


hmm, for your pixie idea, I'm more drawn to Magus. Some class archetypes have before changed from one spell list to another, so I would think maybe a Magus focus, but with Bard spells instead?

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I voted for the ranger myself, a pixie archer with an animal companion.


dot

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I would like to be put down for a Wizard/Paladin, as I just realized we don't have one.

My thoughts being that they would defender of knowledge and learning, champions against the misuse and abuse of magic. That they would seek out magical abominations, summoners of demons and devils, and tyrants of magic who use magic for selfish their own selfish desires. To bring down those who taint the sanctity of magic and learning so that others my enjoy it.


Pathfinder Maps, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber

One idea I have been meaning to work out would be eidolin hybrids for a summoner archetype. The basic concept is not a multiclass archetype -- it would simply be having the eidolon rather than the summoner cast spells. But what if the eidolon was a sorcerer, a druid, or an alchemist instead of the standard melee beast? I would probably wait until we have the Pathfinder Unchained summoner to flesh this out more, since I have heard that it will suggest ways to provide appropriate themes for eidolons.


JonathonWilder wrote:

I would like to be put down for a Wizard/Paladin, as I just realized we don't have one.

My thoughts being that they would defender of knowledge and learning, champions against the misuse and abuse of magic. That they would seek out magical abominations, summoners of demons and devils, and tyrants of magic who use magic for selfish their own selfish desires. To bring down those who taint the sanctity of magic and learning so that others my enjoy it.

I agree with most of your thoughts on wizard/Paladin, I see them as being lawful or at least not-chaotic, probably masters of abjuration with side orders of enchantment and transmutation, but I tend to like casters who focus on specific schools of magic. I would look at some of anti-magic abilities that some classes can get like disruptive and spellbreaker from fighters or maybe spell resistance against spells they don't cast.

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Browman wrote:
JonathonWilder wrote:

I would like to be put down for a Wizard/Paladin, as I just realized we don't have one.

My thoughts being that they would defender of knowledge and learning, champions against the misuse and abuse of magic. That they would seek out magical abominations, summoners of demons and devils, and tyrants of magic who use magic for selfish their own selfish desires. To bring down those who taint the sanctity of magic and learning so that others my enjoy it.

I agree with most of your thoughts on wizard/Paladin, I see them as being lawful or at least not-chaotic, probably masters of abjuration with side orders of enchantment and transmutation, but I tend to like casters who focus on specific schools of magic. I would look at some of anti-magic abilities that some classes can get like disruptive and spellbreaker from fighters or maybe spell resistance against spells they don't cast.

I could see your suggestions benefiting the MCA, particularly for focus on adjuration for sure, anti-magic abilities, and being lawful or at least not non-chaotic. Even enchantment I could see as useful for the idea... though I am curious to way you suggestion transmutation.


JonathonWilder wrote:
Browman wrote:
JonathonWilder wrote:

I would like to be put down for a Wizard/Paladin, as I just realized we don't have one.

My thoughts being that they would defender of knowledge and learning, champions against the misuse and abuse of magic. That they would seek out magical abominations, summoners of demons and devils, and tyrants of magic who use magic for selfish their own selfish desires. To bring down those who taint the sanctity of magic and learning so that others my enjoy it.

I agree with most of your thoughts on wizard/Paladin, I see them as being lawful or at least not-chaotic, probably masters of abjuration with side orders of enchantment and transmutation, but I tend to like casters who focus on specific schools of magic. I would look at some of anti-magic abilities that some classes can get like disruptive and spellbreaker from fighters or maybe spell resistance against spells they don't cast.
I could see your suggestions benefiting the MCA, particularly for focus on adjuration for sure and being lawful or at least not non-chaotic. Even enchantment I could see as useful for the idea... though I am curious to way you suggestion transmutation.

Transmutation has lots of self-buffs that can help put a beating on some of the tougher magic users out there and I can see a class like this being very self-reliant and doing their own buffing. Kind of hard to lay down the law on that demon summoner if you can't carve your way through it's demonic minions.

Just so we are relatively on the same page what are you thinking for hit dice, BAB, spell level and proficiencies?


I came up with a possible rough copy of a Monk/Oracle, I'm thinking of calling it 'Sky Strike Monk'. Here's a quick flavor blurb;

The Sky Strike Monk has learned how to loosen his bonds to the earth and instead reaches to the sky to become learned in the forces of the world above. By becoming one with the sky, he learns how to become weightless, his body gaining the ability to float, and then eventually soar. Masters of the Sky Strike style are superior airborne combatants, versed in the mystical arts of the Sky above, and are known to be deadliest from above.

Sky Strike Monk:

1 Levitation, AC Bonus, Unarmed Strike, Flurry of Blows, Bonus Feat, Revelation, Mystery (Dark Tapestry, Heavens, Lunar, Solar or Wind)
2 Evasion, Flight (Clumsy, 30ft base speed, 1min per level), Bonus Feat
3 Fast Movement (flight only), Manuever Training, Revelation, Sky Ki (1st)
4 Slow Fall 20ft
5 High Jump, Flight (poor), Sky Ki (2nd)
6 Slow Fall 30ft, Bonus Feat
7 Revelation, Sky Ki (3rd)
8 Slow Fall 40ft, Flight (Average), Revelation
9 Improved Evasion, Sky Ki (4th)
10 Slow Fall 50ft, Bonus Feat
11 Flight (Good, 10mins per level). Revelation, Sky Ki (5th)
12 Slow Fall 60ft, Abundant Step, Revelation
13 Sky Ki (6th)
14 Slow Fall 70ft, Flight (Perfect, 1hr per level), Bonus Feat
15 Revelation, Sky Ki (7th)
16 Slow Fall 80ft
17 Sky Ki (8th)
18 Slow Fall 90ft, Bonus Feat
19 Revelation, Sky Ki (9th)
20 Slow Fall Any Distance*, Flight (At will), Final Revelation

Levitation: replaces Quivering Strike. Allows for the levitation spell 1hr per level.

Flight: replaces Stunning Strike, scales in duration and quality. Bonus to fly checks equal to Monk level

Flurry of Blows: Functions the same, though instead must be used with ranged or throwing weapons.

Bonus Feat: Feat options are;
1st level - Hover, Flyby Attack, Dodge, Combat reflexes,
6th level - Mobility, ?
10th level - Spring Attack, ?

Slow Fall: no longer needs a nearby surface to perform.

Sky Ki: replaces and acts as the Ki Pool. Uses Ki in order to replicate Mystery Spells. each 1-3 spell costs 1 ki and can be used 3 times per day. Each 4-6 spell costs 2 ki and can be used twice per day. Each 7-9 spell costs 3 ki and can be used once per day. Caster level is equal to monk level. May also;
- Use his flight or levitation ability for an extra 1 round
- Increase his flight speed by 20 feet for 1 round, or
- Give himself a +4 dodge bonus to AC for 1 round.

Revelation: replaces Still Mind, Purity of Body, Wholeness of Body, Diamond Body, Diamond Soul, Timeless Body, Tongue of the Sun and Moon and Empty Body

Final Revelation: replaces Perfect Self

*I kept this ability along with Flight (at will) since slow fall doesn't require a fly check, allowing for a safe landing without making rolls

Perhaps Bonus Feats and Mystery Spells could be banded together in the same fashion as the Quinggong Monk? Using them instead as Ki Powers? (4th level to 20th, meaning we have space for all spells from 1-9)

What do people think? I'm thinking the class needs some serious streamlining, it's a bit of a mess at the minute~

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Browman wrote:
JonathonWilder wrote:
Browman wrote:
JonathonWilder wrote:

I would like to be put down for a Wizard/Paladin, as I just realized we don't have one.

My thoughts being that they would defender of knowledge and learning, champions against the misuse and abuse of magic. That they would seek out magical abominations, summoners of demons and devils, and tyrants of magic who use magic for selfish their own selfish desires. To bring down those who taint the sanctity of magic and learning so that others my enjoy it.

I agree with most of your thoughts on wizard/Paladin, I see them as being lawful or at least not-chaotic, probably masters of abjuration with side orders of enchantment and transmutation, but I tend to like casters who focus on specific schools of magic. I would look at some of anti-magic abilities that some classes can get like disruptive and spellbreaker from fighters or maybe spell resistance against spells they don't cast.
I could see your suggestions benefiting the MCA, particularly for focus on adjuration for sure and being lawful or at least not non-chaotic. Even enchantment I could see as useful for the idea... though I am curious to way you suggestion transmutation.

Transmutation has lots of self-buffs that can help put a beating on some of the tougher magic users out there and I can see a class like this being very self-reliant and doing their own buffing. Kind of hard to lay down the law on that demon summoner if you can't carve your way through it's demonic minions.

Just so we are relatively on the same page what are you thinking for hit dice, BAB, spell level and proficiencies?

Well now there is a tough one, given how Wizard is the Primary class the best we would get is medium BAB and perhaps one step higher on hit dice. Because of this I would perhaps suggestion that the MCA's smiting and attack would be through magic or perhaps ranged smiting. Have them be sacred blaster and abjurer, not one who uses a weapon or be heavily armoured.


So D8 hit dice, 3/4 BAB, good will, light armour and simple weapons?

But keep in mind that just because it is wizard primary doesn't mean it can't do combat there are several D8 3/4 BAB classes that can do melee and with Paladin secondary I feel like you should at least have the option of getting some old-fashioned smite going on and wading into your enemy with a greatsword after dropping some buffs on yourself.

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#Sky Strike Monk
I would say it is coming along, as though it may be a bit messing a rough around the edges it is becoming something interesting. Laughs, admittingly the class wouldn't really work for a races that already have flying... which can be found in my campaign. As such, when this is finished, I am sorry to say I wont be able to playtest it. ^^;


Tyrannical wrote:

I came up with a possible rough copy of a Monk/Oracle, I'm thinking of calling it 'Sky Strike Monk'. Here's a quick flavor blurb;

The Sky Strike Monk has learned how to loosen his bonds to the earth and instead reaches to the sky to become learned in the forces of the world above. By becoming one with the sky, he learns how to become weightless, his body gaining the ability to float, and then eventually soar. Masters of the Sky Strike style are superior airborne combatants, versed in the mystical arts of the Sky above, and are known to be deadliest from above.
** spoiler omitted **...

Does his flight speed ever increase except for with sky ki?

Also are you keeping the damage increase/ dr bypassing? Perhaps only if you move at least 10 feet in that round?

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Browman wrote:

So D8 hit dice, 3/4 BAB, good will, light armour and simple weapons?

But keep in mind that just because it is wizard primary doesn't mean it can't do combat there are several D8 3/4 BAB classes that can do melee and with Paladin secondary I feel like you should at least have the option of getting some old-fashioned smite going on and wading into your enemy with a greatsword after dropping some buffs on yourself.

Hmm... perhaps. Lets see what everyone else has to say before deciding on that though.

I could see by having a limited spell list mostly of abjuration, enchantment, and transmutation through such it being reasonable to up the combativeness of the MCA for some old fashioned smiting through having D8 hit dice, 3/4 BAB, good will, light armour and simple weapons. I just want to make sure that we keep a balance so that it stays a wizard Primary MCA.

I even consider Gandalf and his "Thou Shall Not Pass!" during his fight with a Balrog and how he becomes 'Gandalf the White'. -chuckles-


JonathonWilder wrote:

I would like to be put down for a Wizard/Paladin, as I just realized we don't have one.

My thoughts being that they would defender of knowledge and learning, champions against the misuse and abuse of magic. That they would seek out magical abominations, summoners of demons and devils, and tyrants of magic who use magic for selfish their own selfish desires. To bring down those who taint the sanctity of magic and learning so that others my enjoy it.

You mean this? Eldritch Warder (Wiz/Pal)

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Ponyfeathers, I must of missed that... well so much for that idea.

Unless I change up the idea and have it be something else like an Arcanist/Paladin or a Paladin/Wizard.


You could go Paladin/wizard D8, 3/4 BAB, 6th level caster, medium or even heavy armour, martial swords and go down the arcane smite idea.


There is room for other Wiz/Pal MCAs. Especially if you go d8, 3/4 BAB, hybrid casting. Gives you a lot more build room. I think there is definitely a niche for a d8/, 3/4 bab, 3/4 caster Wiz/Pal. I like the idea of the "You Shall Not Pass" image. An arcane guardian who stand in the path of enemy spellcasters or evil arcane monsters?

I'd give him

1) Paladin + wizard spell list, but stay arcane caster (not divine, use Int).
2) Light armor, simple weapons, + favored deity weapon.
3) Maybe keep smite?
4) Arcane bond at 1st. Keep item bond, but replace familiar with with an arcane version of the Divine Defender paladin archetype's Divine Bond (armor).
5) Use auras, but new ones? Have them focus on hampering other casters?

Incorporate your ideas.

Could go Pal/Wiz as Browman suggested. Either way, I'll be helping with this one. No surprise as the paladin guy, right? I have an old class I built called the Arcaknight (my version of the mageknight) a while back. Might be things there we can mine for ideas.

BTW, welcome back Browman, been a while.


Tyrannical wrote:

I came up with a possible rough copy of a Monk/Oracle, I'm thinking of calling it 'Sky Strike Monk'. Here's a quick flavor blurb;

The Sky Strike Monk has learned how to loosen his bonds to the earth and instead reaches to the sky to become learned in the forces of the world above. By becoming one with the sky, he learns how to become weightless, his body gaining the ability to float, and then eventually soar. Masters of the Sky Strike style are superior airborne combatants, versed in the mystical arts of the Sky above, and are known to be deadliest from above.
** spoiler omitted **...

I'd call it the Skystriker Monk. Flows better.

I'm still not sure about having flight so early. Though, your version at 2nd is based on the racial trait (Fly 30, clumsy). I'd start it at 20 feet. Still not sure about when to gain flight and levitation. I'll need to take a better look at it.


Elghinn Lightbringer wrote:

There is room for other Wiz/Pal MCAs. Especially if you go d8, 3/4 BAB, hybrid casting. Gives you a lot more build room. I think there is definitely a niche for a d8/, 3/4 bab, 3/4 caster Wiz/Pal. I like the idea of the "You Shall Not Pass" image. An arcane guardian who stand in the path of enemy spellcasters or evil arcane monsters?

I'd give him

1) Paladin + wizard spell list, but stay arcane caster (not divine, use Int).
2) Light armor, simple weapons, + favored deity weapon.
3) Maybe keep smite?
4) Arcane bond at 1st. Keep item bond, but replace familiar with with an arcane version of the Divine Defender paladin archetype's Divine Bond (armor).
5) Use auras, but new ones? Have them focus on hampering other casters?

Incorporate your ideas.

Could go Pal/Wiz as Browman suggested. Either way, I'll be helping with this one. No surprise as the paladin guy, right? I have an old class I built called the Arcaknight (my version of the mageknight) a while back. Might be things there we can mine for ideas.

BTW, welcome back Browman, been a while.

Thanks, I got burned out on MCAs for a while and have been busy working on other stuff. I figured a new thread was a good time to get back into MCAs, and it is great that you still do this.

I think basing an MCA around "You shall not pass" is a great idea and as always Elghinn has brilliant insight on how to implement it. Definitely keep smite, perhaps auras that weaken enemy spells cast at or near you? Lowering DCs, spell resistance, lower caster levels or reduced duration all come to mind.


BTW, I'm going with Ranger for my pixie.

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Browman wrote:
Elghinn Lightbringer wrote:

There is room for other Wiz/Pal MCAs. Especially if you go d8, 3/4 BAB, hybrid casting. Gives you a lot more build room. I think there is definitely a niche for a d8/, 3/4 bab, 3/4 caster Wiz/Pal. I like the idea of the "You Shall Not Pass" image. An arcane guardian who stand in the path of enemy spellcasters or evil arcane monsters?

I'd give him

1) Paladin + wizard spell list, but stay arcane caster (not divine, use Int).
2) Light armor, simple weapons, + favored deity weapon.
3) Maybe keep smite?
4) Arcane bond at 1st. Keep item bond, but replace familiar with with an arcane version of the Divine Defender paladin archetype's Divine Bond (armor).
5) Use auras, but new ones? Have them focus on hampering other casters?

Incorporate your ideas.

Could go Pal/Wiz as Browman suggested. Either way, I'll be helping with this one. No surprise as the paladin guy, right? I have an old class I built called the Arcaknight (my version of the mageknight) a while back. Might be things there we can mine for ideas.

BTW, welcome back Browman, been a while.

Thanks, I got burned out on MCAs for a while and have been busy working on other stuff. I figured a new thread was a good time to get back into MCAs, and it is great that you still do this.

I think basing an MCA around "You shall not pass" is a great idea and as always Elghinn has brilliant insight on how to implement it. Definitely keep smite, perhaps auras that weaken enemy spells cast at or near you? Lowering DCs, spell resistance, lower caster levels or reduced duration all come to mind.

These are all great ideas, and yes on the "arcane guardian who stand in the path of enemy spellcasters or evil arcane monsters". I admit that the "You Shall Not Pass!" was largely meant humorously though it does make for a great image.


@Wizard/Paladin

I just looked over my Arcaknight. He has an aura ability sort of like the old 3.5E Marshal class from Mini's Battle System. Essentially, instead of Aura of good, its an Aura of magic, so, if some one detects magic, he read like an item would, according to level. Then he gains additional auras at certain intervals, tied to his Aura of Magic. He'd also have Detect Magic instead of detect evil. Though, he'd likely be able to determine type of aura (enchantment, divination, etc.) and maybe even alignment also of the user at later levels.

If we wanted to incorporate the idea, they'd likely be based on the mercy mechanic, where he can choose a new aura effect at 3rd, 6th, 9th, etc. (or at whatever interval). So all auras would function simultaneous, but we'd have to check power levels. Perhaps a Second Aura and Third Aura ability (like Inquisitor's Second and Third Judgement) so not all are in effect all the time. Maybe switch them as a swift action like judgments.

Anyways, some of my auras function like metamagic feats, allowing allied casters to benefit from his auras (such as Maximize, Silent, Still, Empower, etc.). We could maybe narrow that to a single Aura, such as a Metamagic Aura (allows him to allow allies to benefit from a single metamagic feat he has, this would help to manage the balance of this type of aura). Then we could have other auras that reduce the caster level of enemy casters, reduce spell resistance of creatures in the aura (like the old 2E Lower Spell Resistance spell), a magic dampener aura that negates Spell-like abilities (sort of like a minor globe of invulnerability or globe of invulnerability effect), etc.

EDITActually, the non metamagic auras I used with the Eldritch Warder. Maybe we could make the aura's metamagic based, in that it functions like a metamagic feat for allied casters, but has the reversed effect on enemy casters. So maximized for allies, would be minimized for enemies. Maybe limit the enemy effect to a single enemy spell each round. Has to choose which enemy as a swift action?

Smite Evil could be changed to Smite Magic, which would affect any arcane spellcaster (including Spell-like ability monsters, such as dragons, etc.).


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JonathonWilder wrote:
These are all great ideas, and yes on the "arcane guardian who stand in the path of enemy spellcasters or evil arcane monsters". I admit that the "You Shall Not Pass!" was largely meant humorously though it does make for a great image.

"None Shall Pass" can be the capstone. Able to stand toe to to with an arcane beast. Gains BAB equal to level, gains temp hp equal to level or level x2 or something. Becomes fatigued after the battle ends. Able to banish outsiders with his Smite Magic. If he dies standing in the way of a BBEG spellcaster, he returns from the dead as an outsider of some sort, or gains the half-celestial template and becomes a servant of the god of magic. Just throwing ideas out.


Elghinn Lightbringer wrote:

I'm still not sure about having flight so early. Though, your version at 2nd is based on the racial trait (Fly 30, clumsy). I'd start it at 20 feet. Still not sure about when to gain flight and levitation. I'll need to take a better look at it.

JonathonWilder wrote:

#Sky Strike Monk

I would say it is coming along, as though it may be a bit messing a rough around the edges it is becoming something interesting. Laughs, admittingly the class wouldn't really work for a races that already have flying... which can be found in my campaign. As such, when this is finished, I am sorry to say I wont be able to playtest it. ^^;

I did consider a few things when choosing flight for this hybrid class. No races in the material found in d20PFSRD (other than a strange additional race I've never heard of until now) actually has flight from level 1, though they do have access to racial feats from an early point that allow them to fly through various ways (Tengu, Aasimar and Sylph mostly). So they just need not take those feats, and instead invest feats elsewhere, unless those kind of feats would stack in this case?

Most Revelations place flight at level 7, while Witch can gain it at 5, and Alchemist at 6. I'm thinking of bumping Flight to level 4, considering compared to the other sources it begins with clumsy maneuverability. Levitation I think works fine at level 1, but perhaps limit it to minutes, before it eventually upgrades to flight.

Browman wrote:

Does his flight speed ever increase except for with sky ki?

Also are you keeping the damage increase/ dr bypassing? Perhaps only if you move at least 10 feet in that round?

Yep, the flight speed increases with Fast Movement, which would normally only increase land speed, but it is instead replaced with flight speed.

The unarmed damage would increase, yeah, but not sure if it'll have DR bypassing


I would have voted Swashbuckler. I myself was thinking about a flying Rogue/Swashbuckler archetype.
A thing that went on my mind for quite a while was an unarmed ranger. It would trade combat style feats with unarmed style feats. No feast movement or fancy immunities, so it would be better ad a Ranger/Brawler than a Ranger/Monk. What other swaps could it have?

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I've been lurking in the shadows of this thread for quite some time, but figured I might as well hop on in again and try to avert my "lurk-until-I'm-relevant" policy.

So I've got this idea in my head for a fighter/ranger that makes weapons and armor from the bodies of his foes. Basically a crafting-focused fighter that's actually viable. It would allow a weapon to be made from any foe that the MCA has helped in slaying (GM's judgment on that one), and higher-CR foes would permit higher damage, or the damage could be dropped to allow for mundane special abilities (from crit range and multiplier expansion to stuff like blocking, brace, reach, etc.)

What do people think?


Lindley Court wrote:

I've been lurking in the shadows of this thread for quite some time, but figured I might as well hop on in again and try to avert my "lurk-until-I'm-relevant" policy.

So I've got this idea in my head for a fighter/ranger that makes weapons and armor from the bodies of his foes. Basically a crafting-focused fighter that's actually viable. It would allow a weapon to be made from any foe that the MCA has helped in slaying (GM's judgment on that one), and higher-CR foes would permit higher damage, or the damage could be dropped to allow for mundane special abilities (from crit range and multiplier expansion to stuff like blocking, brace, reach, etc.)

What do people think?

I love that! It has a very monster hunter-esque feel to it. The PC is like a trophy hunter, going after gigantic beasts to reap prizes of flesh and bone, or they just learned how to utilize every part of the beast, whether it's for survival or to sell exotic and custom items. Maybe it can manipulate the craft skill in some unforeseen way. Such as, every time it kills some sort of enemy (maybe the favored enemy) it can temporarily craft essentially anything possible from the corpse or something akin to that.


Tyrannical wrote:

hmm, just going over ideas for what secondary class to put in, how do people feel about these secondaries?

Cavalier - Able to use flying to charge enemies, as you would on a mount

Druid/Wizard/Sorcerer/Arcanist - Able to command wind, like the Air Nomads of 'Avatar', somewhat

Alchemist - Special bombs that must be dropped instead of thrown.

Swashbuckler - a form of aerial deeds, to perform airborne stunts and attacks.

Magus/Warpriest - Throwing themed weapon buffs and a small pool of spells. Scaling weapon damage as these classes would offer.

Oracle/Shaman - Some spiritual connection to the heavens, sun, moon, stars or wind that allows for flight, and uses hexes/revelations

Do all of them. Alchemist bombers, Magus fighter jets, Druids specialized in turning into birds or bird hybrids, Swashbucklers masters of aerial acrobatics, Cavalier air jousters, Oracles of sky. Make a whole party of flying characters.


VM mercenario wrote:
Tyrannical wrote:

hmm, just going over ideas for what secondary class to put in, how do people feel about these secondaries?

Cavalier - Able to use flying to charge enemies, as you would on a mount

Druid/Wizard/Sorcerer/Arcanist - Able to command wind, like the Air Nomads of 'Avatar', somewhat

Alchemist - Special bombs that must be dropped instead of thrown.

Swashbuckler - a form of aerial deeds, to perform airborne stunts and attacks.

Magus/Warpriest - Throwing themed weapon buffs and a small pool of spells. Scaling weapon damage as these classes would offer.

Oracle/Shaman - Some spiritual connection to the heavens, sun, moon, stars or wind that allows for flight, and uses hexes/revelations

Do all of them. Alchemist bombers, Magus fighter jets, Druids specialized in turning into birds or bird hybrids, Swashbucklers masters of aerial acrobatics, Cavalier air jousters, Oracles of sky. Make a whole party of flying characters.

Oh I wish I could, but even one is proving difficult, Monk really isn't my specialty at all! where's Christos when you need him, huh? :P

So far Monk/Oracle is going to be the focus, I may go into making another flight based character, I did think about making an Alchemist/Monk who used a jetpack, using the Technology guidebook.

Dark Archive

Elghinn Lightbringer wrote:
"None Shall Pass" can be the capstone. Able to stand toe to to with an arcane beast. Gains BAB equal to level, gains temp hp equal to level or level x2 or something. Becomes fatigued after the battle ends. Able to banish outsiders with his Smite Magic. If he dies standing in the way of a BBEG spellcaster, he returns from the dead as an outsider of some sort, or gains the half-celestial template and becomes a servant of the god of magic. Just throwing ideas out.

Sure, that is fine.


Tyrannical wrote:

I did consider a few things when choosing flight for this hybrid class. No races in the material found in d20PFSRD (other than a strange additional race I've never heard of until now) actually has flight from level 1, though they do have access to racial feats from an early point that allow them to fly through various ways (Tengu, Aasimar and Sylph mostly). So they just need not take those feats, and instead invest feats elsewhere, unless those kind of feats would stack in this case?

Most Revelations place flight at level 7, while Witch can gain it at 5, and Alchemist at 6. I'm thinking of bumping Flight to level 4, considering compared to the other sources it begins with clumsy maneuverability. Levitation I think works fine at level 1, but perhaps limit it to minutes, before it eventually upgrades to flight.

Then I'd go

1 = Levitation, 20 feet, 1 minute/level
2 = Levitation, 30 feet
3 = Fly (40 feet, clumsy), 1 min/level
6 = Fly (50 feet, average)
9 = Fly (60 feet, 10 min/level)
12 = Fly (70 feet, good)
15 = Fly (80 feet, 1 hour/level)
18 = Fly (90 feet, perfect)


That works for me, El. I'm assuming at level 20 it would be Flight at will?

And how do people feel of using the Ki Powers variant, like Quiggong Monk? I know a few MCA's in the past have already used it, it may be a simpler way of streamlining the class and it;s abilities at least


Tyrannical wrote:

That works for me, El. I'm assuming at level 20 it would be Flight at will?

And how do people feel of using the Ki Powers variant, like Quiggong Monk? I know a few MCA's in the past have already used it, it may be a simpler way of streamlining the class and it;s abilities at least

Yeah, at will at 20th. So with quiggong, you mean, at certain levels, just allow individuals pick their powers? I think that's a good way to go, as the flying and levitation will use up a good amount of swap space.


Elghinn Lightbringer wrote:

Then I'd go
1 = Levitation, 20 feet, 1 minute/level
2 = Levitation, 30 feet
3 = Fly (40 feet, clumsy), 1 min/level
6 = Fly (50 feet, average)
9 = Fly (60 feet, 10 min/level)
12 = Fly (70 feet, good)
15 = Fly (80 feet, 1 hour/level)
18 = Fly (90 feet, perfect)

I second this--only alternative to suggest is move high jump to level one.

Using Quiggong sounds like a good way to streamline with revelations, spells and the like from Oracle.


Ooo, I like that. What about giving Levitation at 2nd and High Jump at 1st?


Lindley Court wrote:

I've been lurking in the shadows of this thread for quite some time, but figured I might as well hop on in again and try to avert my "lurk-until-I'm-relevant" policy.

So I've got this idea in my head for a fighter/ranger that makes weapons and armor from the bodies of his foes. Basically a crafting-focused fighter that's actually viable. It would allow a weapon to be made from any foe that the MCA has helped in slaying (GM's judgment on that one), and higher-CR foes would permit higher damage, or the damage could be dropped to allow for mundane special abilities (from crit range and multiplier expansion to stuff like blocking, brace, reach, etc.)

What do people think?

Great idea!

Suggestions.

1) Body parts (bones, etc) used to make weapons should be based on creature size. Small creatures can make Small weapons, Medium make Medium, Large make Large. So, a Medium creatures thigh bone could make a Medium mace, while a Large creature's would make a Large mace; etc. So size = weapon size, except in the case of two-handed weapons, which require creature 1 size smaller (Large to make a Greatsword, etc), and maybe Small creatures to create light weapons?

2) Perhaps an ability to magically warp/form the weapons from the actual bones/body parts. Perhaps a pool that allows this ability and others? So, he could spend a point, and take a large creature's femur, spend 1 minute/10 minutes (depending on the time we want this to take) to create a longspear, greatclub, etc.

3) In conjunction with ability above, give a scaling ability to reinforce the weapons/change their quality. The weapon can be enchanted or gains the benefits of the weapon training ability. Weapon functions as a cold iron/silver weapon, adamantine weapon, etc.

4) Able to create special armors too. Dragon hide, etc.

OR you could go a different direction. You caould amke it so he can create special weapons/armor from those he kills, but this could be a minor ability, like mundane alchemical items of an Alchemist. So he'd gain Master Crafter or similar feats to do this. Then he can enhance these items when made (spending appropriate time and costs to do so).

Higher level abilities ca include bestowing resistances, special attacks, or special qualities from the slain creature for short amount of time. Or made bane weapons against those creatures.

Again, just throwing some ideas out.

Dark Archive

I'm thinking to call my MCA idea the 'Twilight Guard'.


JonathonWilder wrote:
I'm thinking to call my MCA idea the 'Twilight Guard'.

The Wiz/Pal? I like the name. Twilight (between the light and dark). Sort of like standing between the good/innocent and evil.

Have you decided what you want to go with? Wiz/Pal, or pal/Wiz. I think using paladin and wiz spell lists too.

What about spellcasting mechanic? Arcane + spellbook? Divine and no spellbook?

Dark Archive

Yes exactly, though I admit is it for other reasons counting how if divine is day and arcane is night the Twilight Guard is a warrior between the two... that and because of consider a certain character with Twilight in her name.

I would prefer Wiz/Pal, though I can work with Pal/Wiz. That and going Paladin as primary could allow for more interesting considerations when it comes to twisting or altering the focus the class is normally known for.

On spellcasting I would say Arcane + spellbook, largely so they could perhaps learn spells from a wizard's spellbook. A small problem is that Paladins only learn up to level 4 spells, and I admit learning up to level 5 spells would be nice. Perhaps a custom spell list?


JonathonWilder wrote:

Yes exactly, though I admit is it for other reasons counting how if divine is day and arcane is night the Twilight Guard is a warrior between the two... that and because of consider a certain character with Twilight in her name.

I would prefer Wiz/Pal, though I can work with Pal/Wiz. That and going Paladin as primary could allow for more interesting considerations when it comes to twisting or altering the focus the class is normally known for.

On spellcasting I would say Arcane + spellbook, largely so they could perhaps learn spells from a wizard's spellbook. A small problem is that Paladins only learn up to level 4 spells, and I admit learning up to level 5 spells would be nice. Perhaps a custom spell list?

Wiz/Pal would be fine, especially since you could keep everything from the wizard, go 3/4 BAB, hybrid caster (6th), leaves lots of room still to add in stuff from paladin.

Weird thought. What about a divine spellbook using caster? Just an idea. No need to consider it. What would you want from Wiz and Pal? Then we cn see what room we have for new stuff.


Maybe do a magus/paladin, split the spell slots between divine and arcane(maybe also give a single school and domain line of spells), and combine the aspects of the two in interesting ways.

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