| Tyrannical |
Okay! So, after some tinkering I came up with the first version of the Flameslinger (Gunslinger/Alchemist). So, here's the draft, I tried to ensure there were no dead levels;
FLAMESLINGER
While some who have handled firearms focus on the bullet, others have more interest in the powder. Flamelsingers have a penchant for pyrotechnics, using the basic fundamentals of incidiary chemistry to create a weapon capable of spreading flames with a simple pull of the trigger. This weapon is simple and effective, but in the hands of the Flameslinger, becomes a versatile crowd-control weapon with many practical applications.
Primary: Gunslinger
Secondary: Alchemist
Alignment: Any
Hit DIe: d10
Proficiencies: Light and Medium Armor, All Firearms, Simple Weapons and the Handaxe, Machete, Shortsword, Battle Axe and Great Axe.
Flamethrower: The Flameslinger begins with a scatter firearm of her choice (such and blunderbus, dragon pistol or culverin). Her starting weapon is battered, and only she knows how to use it properly. All other creatures treat her gun as if it had the broken condition. If the weapon already has the broken condition, it does not work at all for anyone else trying to use it.
This weapon is then enhanced upon to serve the purpose of the flameslinger, stripping redundant parts and adding additional pipes and valves until it becomes a Flamethrower. The weapon loses it's ability to use standard ammunition, and instead uses Alchemist's fire, or a mixture of Gunpowder and Keros Oil, as a weaponised fuel. The Flamethrower uses the base weapon's range and spread, though instead now fires a gout of alchemical flame, dealing fire damage in place of it's original damage. The weapon is also capable of holding alchemical cartridges, though only the dragon's breath and flare cartridges are affected by the Flameslinger's deeds.
The Flameslinger also gains the Gunsmithing feat. This ability replaces Gunsmith
Grit: Same as Gunslinger
Pyrotechnics: At level 2, the Flameslinger learns how to craft Pyrotechnics. This is exactly like the alchemist’s 'alchemy' ability except that the Flameslinger is restricted to creating mundane alchemical substances from the 'oils and flamables' and 'special equipment' sections, as well as all alchemical weapons and weapon blanches. This ability replaces Nimble 1.
Deeds:
1 - Deadeye (Same as Gunslinger)
1 - Flameshield: By spending 1 point of Grit, the Flameslinger may as a standard action use the heat vented from her Flamethrower to create a barrier against fiery and cold attacks, acting as the 'Fire Shield' spell. The Flameslinger is only protected from attacks fron in front of her.
1 - Quick Clear (Same as Gunslinger)
3 - Pistol Whip (Same as Gunslinger)
3 - Flameslinger Initiative (same as Gunslinger's Initiative)
3 - Utility Flame
- Welding Flame: The Flameslinger may use a small but intense flame to weld metals back into shape. The Flameslinger can repair metal objects by 2hp per round, spending 1 grit for every 2hp repaired. The Flameslinger may also weld metal objects shut, but must spend 2 full-round actions to do so, increasing the hardness by 5 and adds 10 to sunder or disable device checks made to open it.
- Torchlight: By using a bright yet safe flame, the Flameslinger may provide light as bright as a torch so long as she has 1 grit left that day. The flame uses 1 ammunition per minute, providing light for it;s duration and cannot be extinguished normally like a standard torch.
- Stop Bleeding (same as Gunslinger)
7 - Smokescreen: By venting the smoke and smog from the flamethrower, the Flameslinger may blanket an area in thick smock that hinders vision, acting like the 'fog cloud' spell. To do so, she must spend 2 grit, but does not expend ammunition.
7 - Overheat: By focusing a continous flame on her enemies, the Flameslinger may increase the environmental heat each round, so long as each round she makes a standard attack on her enemies. Each round she expends 1 grit, and raises the environmental heat by one factor, beginning at very hot (90° F), then severe heat (110° F) and then finally extreme heat (140° F). This deed only affects targets who are hit each round continously.
7 - Fire Flare: The Flameslinger may attempts to Dazzle her enemies with a bright but harmless flame. To do so she spends 1 grit and expends one shot of fuel. (blind enemies, reduced damage)
11 - Immolate: By spending 1 round of grit per target, the Flameslinger may cause targets hit by her Flamethrower to catch fire (see rules for catching fire).
11 - Expert Loading (same as Gunslinger)
11 - Lightning Reload (Same as Gunslinger)
15 - Liquid Fire: If the Flameslinger spends 2 grit, she may create a patch of continuously burning flame on a surface, spreading a gout of burning fuel as if the area was targetted by the 'Wall of Fire' Spell.
15 - Meltdown: The Flameslinger may use an intense flame to target any metal object with the 'heat metal' spell, for a maximum of 5 rounds (from warm to searing). Once the metal is searing, it also gains the fragile quality, if the metal has a low melting point, such as lead, gold, copper, silver, and bronze, it instead melts. Each round requires 1 grit and a use of fuel.
15 - Explosive Blast: By building up pressure in her Flamethrower and then releasing it, the Flameslinger may release an explosive blast of flames that deals double damage, half of which being bludgeoning damage' and knocks back enemies, adding +5 alchemical bonus to her CMB to make the knockback attempt. The Flameslinger must spend 2 grit points, and increases her misfire value by 2 performing this deed.
19 - Rolling Flames: The Flameslinger may unleash a deadly rolling flame in an area she designates, expelling a large cloud of fire that acts as the 'incendiary cloud' spell, using 2 grit and 5 uses of fuel.
19 - Incinerate: At 19th level, when the Flameslinger scores a critical hit, she can spend 1 grit point to deal normal damage, and the target must succeed at a Fortitude saving throw with a DC equal to 10 + 1/2 the Flameslinger's level + the gunslinger’s Dexterity modifier. On a failed saving throw, the target dies and it's remains are reduced to smoldering ash and cinder. This is a death attack. Performing this deed does not allow the Flameslinger to regain grit from confirming a critical hit or making a killing blow.
19 - Cheat Death (same as Gunslinger)
Fireproof: At 5th level, and every 4 levels therafter, the Flameslinger gains +5 resistance to fire damage of any kind, so long as she is wearing light or medium armor. This ability replaces Gun Training
Swift Pyrotechnics: At 6th level, a Flameslinger can create alchemical weapons and volatile substances with astounding speed. It takes a Flameslinger half the normal amount of time to create alchemical substances and weapons, and can apply weapons blanches and similar substances as a move action. This ability replaces Nimble 2.
Honed Flamethrower: at 9th level, the Flamelsinger's personal Flamethrower gains a bonus equal to her Dexterity modifier on damage rolls when firing her firearm. Furthermore, when she misfires her flamethrower, the misfire value of that firearm increases by 2 instead of 4. This ability replaces Nimble 3.
Fuel Efficiency: At 14th level, the Flameslinger may fire two times per dose of fuel (excluding deeds that require fuel). This ability replaces Nimble 4.
Instant Pyrotechnics: At 18th level, a Flameslinger can create alchemical weapons and substances with almost supernatural speed. He can create any alchemical weapon or substance as a full-round action if he succeeds at the Craft (alchemy) check and has the appropriate resources at hand to fund the creation. This ability replaces Nimble 5.
Bonus feats: same as Gunslinger
True Grit: the same as Gunslinger
On a sidenote, I'm thinking of going into Gunslinger's and Swashbucklers a little in the future, the first project I'm thinking is a Gunslinger/Fighter, the Bayonet Knight. It'll allow the player to wield a two-handed firearm as a polearm in melee combat, and allows it to be affected by more combat feats.
| Tyrannical |
Just to clarify a few things as well, as I left some abilities uncertain or flawed;
- Overheat isn't the temperature of the flame, but the local environment, essentially this ability would make it feel as though the enemies are in a scorching desert by venting out excess heat from the gun over time, dealing non-lethal damage should they fall to the environmental factors.
- Flameshield acts as the Fire Shield spell but only in the direction the weapon is facing. To do so the Flameslinger has to fire his weapon during an attack of opportunity, or he may do so as a defensive action without doing any damage at all. (perhaps? I dunno what people think about this)
- Meltdown, Incinerate and Welding Flame only affect a single entity at a time.
| spkypirate |
Hi! I'm really new, and I have no idea if this is where I'm supposed to post stuff like this, but I have an idea for a MC archetype.
I was thinking of a magus/summoner fusion. The idea is that there is an outsider that, after his summoner partner dies, finds a new one to be their eidolan. Over the years he has mastered many of the martial and magical arts, and he fuses himself with you, as a summoner synthesist would with their eidolan. You gain his magical and martial skills as a result of this pairing, because the eidolan would have the classic magus abillities.
Then when you inevitably die, he will find another mortal to pair with, having learned even more magical and martial secrets while in your company.
| Elghinn Lightbringer |
Welcome skypirate.
So a Mag/Sum (Synthesist). Essentially you swap abilities? The eidolon is the Magus and the magus is the eidolon? Its a rather largess concept. Not sure it would work, without more to go off of, such as what abilities are you swapping out to gin an eidolon and abilities tied to the summoner. We've done a Mag/Sum pairing I believe. take a look and see what I mean about swapping out fair abilities for certain things. I need a better description as to what you are wanting here. Currently, it sound way out there, with the eidolon learning magic from the magus and seeking out a new master if the old one dies.
| Tyrannical |
I like the look of your stuff, El, though the female only thing has me a little skeptical, but I understand where you're coming from... that being said, I always assumed a Valkyrie to be a celestial creature, not an occupation.
Warlock already exists as a 4e/5e class in D&D I believe, not really anything major just a heads up if you wanted to disassociate from the 'rival' tabletop game.
I like the custom races, adds quite a bit of versatility, in my time making homebrew from before my time here in the MCA forums I came up with two of my own races;
Sythian, an offshoot serpent race related to nagas and salamanders, serpentine humanoids with the lower half of a snake, a scaled reptilian torso, and a slightly anthropomorphic face.
Zorahn, a hive race of insect-like humanoids, they bare resemblance to hornets, bees, wasps and yellowjackets, having a mix of furred plumed and chitinous skin, having four arms, though much thinner limbs.
| spkypirate |
I guess Summoning is more the primary class, with Magus being the secondary one.
So I was thinking the Eidolan has the magus abilities (due to his experience with being the eidolan to other adventurers) and the summoner wears the magus eidolan, basically being a synthesist summoner who can channel spells through his weapon or natural weapons.
I was thinking that when you wear the Eidolan, you can cast spells from your diminished summoning spell list using your charisma stat, or you can cast spells form your Eidolans diminished Magus spell list using your Eidolans intelligence stat.
The stuff about him learning from you and finding a new host was just fluff.
I think some weaknesses of the class would be, you are mostly helpless without your Eidolan, the Eidolan only lets you summon monsters with a alignment up to one step away from his, your Eidolan is ancient and set in his ways so some evolutions are restricted, and both your summoning spell list and your eidolans magus spell list will be diminished.
Strengths would be having the melee combat abilities and utility of both synthesist summoners and magi.
Is using the unchained version of the summoner an option? It would probably fit fairly well with the concept I had in mind. If not, that's fine.
I'll get to looking at what abilities I'd trade and other details. Maybe making some examples of what the eidolan/summoner relationship would be like would help make the concept less vague, from a story standpoint.
| spkypirate |
Ive thought of what abilities would be replaced by what.
Chosen Soul-bound
(functions as a synthesist summoner except for where noted)
summon-> You can no longer summon a monster whose alignment is more than one step away from your Soul-Bound Eidolan.
Summoner spells-> After first level, your spells per day, spells known, and caster level are treated as if you are one level lower then you are.
Eidolan->Soul-Bound Eidolan. This functions as a fused Eidolan except for where noted. You choose an alignement for your soul-bound Eidolan at first level. This can't be more than one step away from yours. You must choose the biped base form. Your soul-bound eidolan has different stat progressions and abillities then a fused eidolan. These are detailed below. Your Eidolan is not sent to another plane when banished or dismissed. It resides in your soul when not in use. As such, you can speak telepathically.
Makers call->weapon experience: You gain the benefit of the exotic proficiency feat
Makers Jump->Skilled Eidolan: You can choose to use your Eidolans mental scores in place of yours, when making a skill check.
Aspect->improved weapon experience: You gain the benefit of the improved critical feat. If you already have it, you gain the bleeding critical feat instead.
Greater aspect-> You gain the benefit of the weapon focus and weapon specialization feats. If you already have one or both of these, you gain the greater versions instead.
twin eidolan-> You fuse permanently with your Eidolan. You keep your fusion when you are unconsious, and your health points are combined. You keep the attribute stat of your Soul-bound chosen or soul-bound eidolan, whichever is higher. If you die, because soul is combined with the eidolan, you find another summoner whose alignment is within one step of yours and become his eidolan. You now play as this character. This effect functions as the reincarnate spell, except you have a random new alignment within one step of your old one, and you have a new personality and set of memories.
Soul-bound Eidolan
Darkvision and devotion->arcane pool (this functions as the magus abillity)
link->Spell combat (as the magus abillity)
Share spells->Your Eidolan has the abillity to cast spells as a magus that is one level less than the Eidolans HD. while fused with your Soul-bound chosen, you can cast spells as the eidolan, using the eidolans intelligence, or as the soul-bound chosen, using the chosens charisma. Either works with spell combat and spell strike. Any spell cast by the soul-bound chosen, or soul-bound eidolan works on either.
Evasion->spell strike
Multiattack->improved spell combat
improved evasion->greater spell combat
After level one, your eidolan functions as an eidolan one HD less than it is.
Examples of story ideas for Soul-bound Chosen
Hervor, The Angel of Swans, was a force to be reckoned with on the battlefield. Wielding a combination of magic, steel, and her own divine might, she destroyed armies of demons singlehanded. When she finally was captured by the demon king, and forced into the realm of pure arcana, the elemental forces tore her body apart. Nations mourned. Despite this, numerous times has it been documented, when a young priest is studying the outer planes and the way they connect with the world, and when disaster strikes, he turns from meek theologian to divine champion, wearing the form of Hervor herself, as armor.
Jakob was investigating (robbing) the home of a wealthy mage who had died recently. In his tower he found many books of strange secrets, and reading them, he found he could understand them easily. In one of the deeper, darker places in the home of the dead wizard, he found something amazing. There was a circle, written on the floor in chalk, and strange symbols all around. Inside the circle was the bones of a demon. A strange vapor twisted above it, moving constantly from one side of the circle to the other. Jakob, curious, stepped forward and scuffed the chalk with his boot. Suddenly the vapor took the shape of a terrible demon, and it shreaked, for joy of being free, as it possessed it's savior. Ever since then, when Jakob needed to (or wanted to) he could take on the form of the demon and lay waste to his enemies with magic and claw.
A certain powerful lightning Azata had been kicked out of his home when he had proven to his father that he was not worthy of his power. His identity was put into his own hammer and thrown to midgard. When Dr. Donald Blake found the hammer, he felt instantly a strange presence. When he picked the hammer up, the precence forced itself inside his body, and turned it to a form that suited its purpose. He became THOR! GOD OF THUNDER!
Diodric
|
When someone has a minute or two, I had an idea for an archetype I'd like to try to put together. The basic idea is a Swashbuckler/Inquisitor that's basically the stand in for a paladin of Cayden. I was thinking full bab and 4 lvs of delayed Inquisitor spells. I thought an alcoholic-related inquisition would be fun too, if its not trope or over done yet.
Diodric
|
The Inquisitor to me is the half that's the divine gift from Cayden. Its fast and lose approach to higher morals, hence why I went Inquisitor instead of Paladin. It's also a small portion of Cayden's sellsword origin with abilities like Monster Lore and Stern Gaze, like "I've seen this before and I know how to push them."
| Elghinn Lightbringer |
While those who handle firearms often focus on the bullet, others have a greater interest in the powder used to create them. Flameslingers have a penchant for pyrotechnics, using the basic fundamentals of incendiary chemistry to create a weapon capable of spouting flames with a simple pull of the trigger. While this weapon is simple and effective, in the hands of the flameslinger in becomes a versatile weapon used for crowd control and other practical applications.
Primary Class: Gunslinger.
Secondary Class: Alchemist.
Alignment: Any.
Hit Dice: d10.
Bonus Skills and Ranks: The flameslinger may select three alchemist skills to add to her class skills in addition to the normal gunslinger class skills, one of which must be Craft (alchemy). The flameslinger gains a number of ranks at each level equal to 4 + Int modifier.
Weapon and Armor Proficiency: The flameslinger is proficient with all simple weapons, all firearms, plus the battleaxe, greataxe, handaxe, machete, and short sword. She is also proficient with light and medium armor.
Flamethrower: This is exactly like the gunslinger’s gunsmith ability, except that a flameslinger gains one of the following firearms with the scatter quality instead: blunderbuss, culvern, or dragon pistol. However, this scatter firearm is specially altered to serve the purposes of a flameslinger, and loses the capability to use normal ammunition. Instead, the flameslinger can use a dose of alchemist fire or a mixture of gunpowder and keros oil (hereafter referred to as fuel) that creates a gout of flame that hits all creatures within the cone area of her chosen scatter firearm. The firearm is also capable of using alchemical cartridges, though only dragon’s breath and flare cartridges are affected by the flameslinger’s deeds.
Pyrotechnics (Ex): At 2nd level, a flameslinger learns how to craft pyrotechnics. This is exactly like the alchemist’s alchemy ability, except that the flameslinger may only create mundane alchemical substances from the oils and flammables categories, special equipment section, and alchemical weapons and weapon blanches. This ability replaces nimble +1.
Deeds: This is exactly like gunslinger’s ability of the same name, except that the flameslinger swaps eleven deeds for the following deeds. Any deed that duplicates the effects of a spell uses the flameslinger’s level as her caster level to determine its effects.
Flame Shield (Su): At 1st level, a flameslinger can spend 1 grit point as a standard action to use the heat vented from her flamethrower to create a barrier against fire- and cold-based attacks. This deed functions like the fire shield spell but only protects her from attacks directly in front of her. This deed replaces the gunslinger’s dodge deed.
Smokescreen (Ex): At 3rd level, a flameslinger can spend 1 grit point to vent his flamethrower firearm and blanket an area in thick smoke that hinders vision. This effect functions like the fog cloud spell, and uses the flameslinger’s level as his caster level to determine its effect. This deed replaces the pistol-whip deed.
Utility Shot (Ex): This is exactly like the gunslinger’s deed of the same name, except for the following changes.
• Welding Flame: The flameslinger may use a small but intense flame to weld metals back into shape. The flameslinger can repair metal objects (as the mending spell) at a rate of 2 hit points per round. Alternatively, she can spend 1 grit point to weld metal objects shut (such as metal doors, chests, etc.), increasing the object’s hardness by 5, and the Disable Device DC and sunder check of the object by 10. Doing this requires a full-round action. This effect replaces blast lock.
• Torchlight: The flameslinger can use his scatter firearm to create a bright yet safe flame that provides light as a torch. This flame functions as the light spell, but cannot be extinguished like a standard torch. This effect expends 1 dose of gunpowder and replaces shoot unattended object.
Flash Fire (Ex): At 7th level, the flameslinger can spend 1 grit point and 1 dose of fuel to dazzle her opponents with a blinding flash. This functions as the flash fire spell, but any creature that is adjacent to the flameslinger when she uses this deed takes a –4 penalty on this saving throw. This deed does not affect the flameslinger. This deed replaces the targeting deed.
Immolate (Ex): At 7th level, a flameslinger can spend 1 point of grit and 1 dose of fuel to cause her target to catch fire (see rules for catching fire). This effect functions like the spontaneous immolation spell. This deed replaces the dead shot deed.
Overheat (Ex): At 7th level, a flameslinger can spend 1 grit point and 1 dose of fuel to focus a continuous hot flame and increase the environmental temperature in a 30-foot cone for 1 minute. In the initial round that the deed is used, the temperature in the cone increases to very hot (90° F). Any creature within the area must make a Fortitude saving throw (DC 15) or take 1d4 points of nonlethal damage. For each additional round the effect is maintained, the temperature increase.
In the second round, the area generates severe heat (110° F). Any creature within the cone during this round must make a Fortitude saving throw (DC 15, +1 for each previous check) or take 1d6 points of nonlethal damage.
In the third round (and each subsequent round thereafter), the area generates extreme heat (140° F). Any creature within the cone during this round must make a Fortitude saving throw (DC 15, +1 for each previous check) or take takes 1d6 points of fire damage (no save). For each minute a creature remains in the affected area, it must make an additional Fortitude saving throw. In addition, each creature must make a Fortitude save every 5 minutes (DC 15, +1 per previous check) or also take 1d4 points of nonlethal damage.
Any creature affected by this deed that is wearing heavy clothing or any sort of armor takes a –4 penalty on their saves. The deed can be maintained for additional minutes by expending additional grit points.
This deed requires a standard action to initiate, plus a swift action to maintain it for each additional round thereafter. This deed replaces the startling shot deed.
Liquid Fire (Ex): At 11th level, a flameslinger can spend 1 grit point and 2 doses of fuel to create a sheet of flame up to 40 ft. long or a ring of fire with a radius of 15 ft, with either form 20 ft. high. This effect otherwise functions as the wall of fire spell. This deed replaces the bleeding wound deed.
Back Blast (Ex): At 15th level, a flameslinger can spend 1 grit points and 2 dosed of fuel to create a build-up of pressure in her flamethrower and then release it in a devastating blast of flames that deals double damage and pushes the target back 5 feet. The flameslinger gains a +5 alchemical bonus to her CMB to make the knockback attempt. Performing this deed increases her misfire value by 2. The deed’s cost cannot be reduced by the true grit class ability, the Signature Deed feat, or any other effect that reduces the amount of grit a deed costs. This deed replaces the slinger’s luck deed.
Meltdown (Ex): At 15th level, a flameslinger can spend 2 grit points and 2 dose of fuel create an intense flame that weakens the integrity of metal objects. This effect functions as the heat metal spell. Once the targeted metal object reaches the searing point, it gains the fragile quality and its hardness is reduced by 5. If the metal has a low melting point (such as lead, gold, copper, silver, and bronze), it melts instead. This deed replaces the menacing shot deed.
Roiling Flames (Ex): At 19th level, a flameslinger can spend 2 grit points and 4 doses of fuel to unleash a burst of deadly flames in an area she designates. This effect functions as the incendiary cloud spell. This deed replaces the stunning shot deed.
Incinerate (Ex): At 19th level, when a flameslinger scores a critical hit with her flamethrower, she can spend 1 grit point to deal normal damage, and the target must succeed at a Fortitude saving throw with a DC equal to 10 + 1/2 the flameslinger's level + the flameslinger’s Dexterity modifier. On a failed saving throw, the target dies and its remains are reduced to smoldering ash and cinder. This is a death attack. Performing this deed does not allow the flameslinger to regain grit from confirming a critical hit or making a killing blow. This deed replaces the death’s hot deed.
Fire Resistance (Su): At 5th level, a flameslinger becomes resilient to heat and flame. She gains resist fire 5. Every four levels thereafter, this resistance to fire increases by 5, to a maximum of resist fire 20 at 17th level. This ability replaces gun training
Swift Pyrotechnics (Ex): At 6th level, a flameslinger can create alchemical weapons and volatile substances with astounding speed. It takes a flameslinger half the normal amount of time to create alchemical substances and weapons, and can apply weapons blanches and similar substances as a move action. This ability replaces nimble +2.
Honed Flamethrower (Ex): At 10th level, a flameslinger's scatter firearm gains a bonus equal to her Dexterity modifier on damage rolls when firing her firearm. Furthermore, when she misfires her scatter firearm, the misfire value of that firearm increases by 2 instead of 4. This ability replaces nimble +3.
Efficient Fuel (Ex): At 14th level, a flameslinger can fire her flamethrower twice per dose of fuel (excluding deeds that require fuel). This ability replaces nimble +4.
Instant Pyrotechnics (Ex): At 18th level, a flameslinger can create alchemical weapons and substances with almost supernatural speed. He can create any alchemical weapon or substance as a full-round action if he succeeds at the Craft (alchemy) check and has the appropriate resources at hand to fund the creation. This ability replaces nimble +5.
Table: Flameslinger
Base
Class Attack Fort Ref Will
Level Bonus Save Save Save Special
1st +1 +2 +2 +0 Deeds, grit, flamethrower
2nd +2 +3 +3 +0 Pyrotechnics
3rd +3 +3 +3 +1 Deeds
4th +4 +4 +4 +1 Bonus feat
5th +5 +4 +4 +1 Fireproof (resist fire 5)
6th +6/+1 +5 +5 +2 Swift pyrotechnics
7th +7/+2 +5 +5 +2 Deeds
8th +8/+3 +6 +6 +2 Bonus feat
9th +9/+4 +6 +6 +3 Fireproof (resist fire 10)
10th +10/+5 +7 +7 +3 Honed flamethrower
11th +11/+6/+1 +7 +7 +3 Deeds
12th +12/+7/+2 +8 +8 +4 Bonus feat
13th +13/+8/+3 +8 +8 +4 Fireproof (resist fire 15)
14th +14/+9/+4 +9 +9 +4 Efficient fuel
15th +15/+10/+5 +9 +9 +5 Deeds
16th +16/+11/+6/+1 +10 +10 +5 Bonus feat
17th +17/+12/+7/+2 +10 +10 +5 Fireproof (resist fire 20)
18th +18/+13/+8/+3 +11 +11 +6 Instant pyrotechnics
19th +19/+14/+9/+4 +11 +11 +6 Deeds
20th +20/+15/+10/+5 +12 +12 +6 Bonus feat, true grit
JonathonWilder
|
This may not be possible, especially if one were to try and cover every aspect of the classes or go beyond them... but now that we have what is essentially the Pyro, I wonder what MCA combos would work in trying to bring the Team Fortess 2 classes into Pathfinder?
Heh, probably a silly consideration. ^^;
JonathonWilder
|
@Tyrannical
Hmm, one consideration though is that arguably every Team Fortress 2 MCA would need to have gunslinger as their primary or secondary give how the game is a First person Shooter.
------------------------------------------------
A Master Apothecary could work for the Medic, yet even this class has a gun. Admittingly, in this case, it is a gun that buffs and heals allies instead of deal damage so perhaps one can work about this without having its secondary class be gunslinger.
A Trick Blade could perhaps work for the Spy, maybe even my own Persona shifter since we need to consider how the the class is able to take on the appearance of others. The Spy I believe would be the class with the least focus on using a gun, so I believe you could get away with him not having gunslinger somewhere.
A Bullet Storm or a Grammaton Gunmancould be an interesting consideration for the Heavy, though mostly from consideration of the autofire of the weapon.
An Unseen Marksman or Focused Sniper could work for the Sniper.
A Iron Bombardier could possibly work for the Demoman.
A Cunning Gadgeteer could be considered for the Engineer.
| Lastoutkast |
Not sure if I'm posting in the right area, but would this be over powered ?
Hunter archetype
Primal Transformation (Su)
At first level, a primal companion hunter can awaken a primal creature from within his animal companion as a swift action. The animal companion gains a pool of evolution points that can be used to temporarily give the companion evolutions as if it were an eidolon. A primal companion hunter uses her hunter level to determine the number of evolution points gained, limitations on how often an evolution can be selected, and so on. Whenever she gains a level, she must decide how these points are spent, and they are set until she gains another level.
Activating these evolutions on the animal companion is a swift action. A primal companion hunter can use this ability for 1 minute per day per hunter level. This duration need not to be consecutive, but it must be spent in 1-minute increments. An animal companion transformed in this way cannot exceed the maximum number of attacks available to the eidolon of a summoner whose class level equals that of the hunter. While transformed in this way, the animal companion's type changes to magical beast, though the primal companion hunter still treats it as an animal for the purpose of the Handle Animal skill.
If a primal companion hunter's animal companion is dead, she can apply these evolutions to herself instead of to her animal companion. Uses of this ability count toward the hunter's maximum daily duration of evolution use. This ability replaces animal focus.
Domain
At 3rd level, a divine hunter learns to call upon the power of her deity. The divine hunter must select one domain from those available to her deity. She gains the granted powers of this domain, using her hunter level – 2 as her cleric level for determining when the powers are gained and what effects they have. Once she chooses this domain, it cannot be changed.
If the divine hunter selects the animal domain, she does not gain a second animal companion upon reaching an effective cleric level of 4th. When the divine hunter would gain that ability, her animal companion instead gains two ability score increases (gaining +1 to two different ability scores or +2 to one ability score). If her animal companion dies or is released, when she gains a new one, it benefits from this ability score increase.
In addition, the divine hunter adds the 1st-level domain spell from her domain to her list of spells known. She adds the 2nd-level domain spell at 6th level, the 3rd-level domain spell at 9th level, the 4th-level domain spell at 12th level, the 5th-level domain spell at 15th level, and the 6th-level domain spell at 18th level.
This ability replaces teamwork feats
Primal Surge (Su)
At 8th level, once per day as a swift action, a primal companion hunter can touch her animal companion and grant it one evolution that costs up to 4 evolution points. The companion must meet the prerequisites of the selected evolution. Unlike the evolutions from primal transformation, this evolution is not set; it can be changed each time the hunter uses this ability. Using primal surge activates the primal transformation ability on the companion if it isn't already active. This effect lasts until the hunter ends the primal transformation. This does not allow a companion to exceed its maximum number of natural attacks.
This ability can grant only one evolution at a time, even if the chosen evolution could be selected multiple times.
This ability can grant an evolution that allows additional evolution points to be spent to upgrade that evolution (such as damage reduction or flight), and any points left over can be spent on such upgrades. This ability cannot be used to grant an upgrade to an evolution that the companion already possesses. This ability replaces second animal focus.
Wild Shape (Su)
At 4th level, a feral hunter gains the ability to change shape. This ability functions like the druid wild shape ability, except the hunter can take only animal forms (not elemental or plant forms). The hunter's effective druid level is equal to her class level. This ability replaces the bonus tricks, improved empathic link, greater empathic link, master of the wild, and raise animal companion class abilities
Primal Master (Su)
At 20th level, a primal companion hunter becomes in tune with his primal nature. He can activate his companion's primal aspect as a free action. When using primal surge, he can grant his companion two evolutions instead of one (each costing up to 4 evolution points). This ability replaces master hunter
| Tyrannical |
Welcome Lastoutkast!
From first glance I can see you're looking for a hunter primary, though I'm seeing bits and pieces of other classes, like summoner, druid and cleric. Usually we like to keep to a combination of two classes, or at least borrowing class features or inspiration from archetypes already existing.
First thing I can suggest right off the bat is perhaps shaping it up to be a Hunter/Druid, if you're aiming to keep an animal companion, choice of domains and wild shape in there, the only problem is you typically cannot have both a full leveled animal companion AND domain at the same time (some domains offer companions at a -4 effective level).
So, like Druid, we could shape it up so that the Archetype bonds to a domain, is able to use wild shape on herself, as well as the animal aspects if she so chooses, otherwise she may bond with an animal companion, and allow it to use the wild shape instead of her.
Anybody else got ideas?
| Lastoutkast |
Thanks Tyrannical !
All these ability's are taken from hunter archetypes. What i would love is keeping the primal focus for the character and not have a animal companion or basically never use it. A a little bit of wild shape, small and medium animals would be just fine and 9th lvl druid/ranger casting if possible.
I'm going for "a man who thinks he is a beast or a beast who thinks he is a man ?"
RP swampthing but an animal.
| Lastoutkast |
Thanks Tyrannical !
All these ability's are taken from hunter archetypes. What i would love is keeping the primal focus for the character and not have a animal companion or basically never use it. A a little bit of wild shape, small and medium animals would be just fine and 9th lvl druid/ranger casting if possible.
I'm going for "a man who thinks he is a beast or a beast who thinks he is a man ?"
RP swampthing but an animal.
What about the feral shifter druid archtype but swich out animal focus for primal focus ?
| Tyrannical |
hmm, then it may be best to work as a Druid primary, so a Druid/Hunter. How does this sound?
1) Domain, Wild Empathy, Animal Focus, Nature Sense
2) Track
3) Trackless Step
4) Resist Nature's Lure, Wild Shape (1/day)
5) Woodland Stride
6) Wild Shape (2/day)
7) -
8) Second Animal Focus, Wild Shape (3/day)
9) Venom Immunity
10) Wild Shape (4/day)
11) Swift Tracking
12) Wild Shape (5/day)
13) A Thousand Faces
14) Wild Shape (6/day)
15) Timeless Body
16) Wild Shape (7/day)
17) One With the Wild
18) Wild Shape (8/day)
19) -
20) Master Hunter, Wild Shape (At will)
Casting would most likely be standard hunter progression (0-6) in order to better squeeze in some of the abilities from hunter, and ensure the class isn't overpowered.
| Lastoutkast |
it may be a little OP, this is just the first thing that came to mind, there may have to be a few things removed (Venom Immunity and Timeless Body maybe) in order for it to feel a bit more fair in comparison to both classes, even with the reduced casting and sacrifice of animal companions
No, its awesome, i just need to tweak it a bit for a later campaign.
maybe for now 4th lvl druid and the rest hunter.
| Elghinn Lightbringer |
If you went 3/4 caster, its not OP at all.
However, while it may be a bit on the OP side, you could probably go with this and keep the full caster.
1) Domain, Nature Sense, Orisons, Wild empathy
2) Animal Focus, Track
3) Trackless Step
4) Wild Shape (1/day)
5) Woodland Stride
6)
7) Wild Shape (2/day)
8) Second Animal Focus
9)
10) Wild Shape (3/day)
11) Swift tracker
12)
13) Wild Shape (4/day)
14)
15) Timeless Body
16) Wild Shape (5/day)
17) One With the Wild
18)
19) Wild Shape (6/day)
20) Master Hunter
SWAPS
Animal companion = Domain
Resist nature’s lure = Animal focus
Woodland stride = Track
Wild shape 2/day = Woodland stride
Venom immunity = Second animal focus
A thousand faces = Swift tracker
Wild shape 5/day = One with the wild
Wild shape (at will) = Master hunter
JonathonWilder
|
@SyrioForel
A bender I would offer being probably a Monk/Druid (or Monk/Oracle perhaps taking an Element related Mystery), though to stay true to the series the MCA should only have access to a single element.
--------------------------
Laughs, the Avatar would I feel to a Template or maybe a feat chain and Prestige Class. Something that would show its one of a kind nature, though that is beyond Multiclass Archetypes.
| Elghinn Lightbringer |
@Air Bender Idea
Actually, you could build one that allows the choice of one of four element benders (air, earth, fire, water). I've never watched the Last Airbender (cartoon or movie), so I don't have a good knowledge base to work off of for abilities. Mnk/Sor (elemental boodline), Mnk/Wiz (elementalists), and Mnk/Ora (flames/stone/waves/wind) are your best options I think. Check the various bloodline/elemental school/mysteries to see if they fit your concept.
I would then also look at the racial feats/traits of the Ifrit/Udine/Slyph/Oread for additional abilities, and possibly the abilities of specific elementals (air/earth/fire/water). Also spells that are elemental based, like glide, meld with stone, stone shape, water breathing, etc.
| Herald of Multiclass Archetypes |
[threadjack]@Elghinn - came across your purloin'd Blood Witch Half-Orc racial archetype after stumbling across the source material thread, and had some ideas.
Why not give the Blood Witch the ability to inflict bleed damage with weapons in the athame ability, and then give the Blood Witch a +1 to hex DCs against foes suffering from bleed.
Then, give the familiar the ability to also inflict bleed damage with natural attacks.
If you're worried about toosing something for balance, you could always make a bleed hex (sharp slice, bleeding cuts, claret cut or similar) that endows the ability.
Another method would be to cause the blood witch to take on the bleeding condition to empower her own weapons with the bleed inflicting descriptor, or just to give her a +1 to hex DCs.
* Another hex idea would be blood spray, allowing the blood witch to cause bleeding creatures (including herself or her familar) to create an obfuscating spray of blood for an AC buff (if self or familiar) or attack penalty or AC penalty (foes). This would be a visual effect.
To put it another way - I don't think you took the blood far enough. ;)[/threadjack]