MultiClass Archetypes III: The Return of the MCA


Homebrew and House Rules

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I forgot to mention- part of that spell list should be that they no longer need a spellbook. That way, despite the limitation of a smaller list, they don't need a book for it. May require a holy symbol for some of the spells, though.

RPG Superstar 2013 Top 8

I think divine "spell blending" arcana should not be available to the vanilla magus.

Also, telekinesis is fine... wizards are going to be casting it like 8 levels earlier.


Now Flak, by that logic Fly is a valid 7th level cleric spell and Rangers should get Fireball as a 4th level.

Getting it later doesn't mean get it right ;3

RPG Superstar 2013 Top 8

My point is that it's hardly stepping on anyone's toes with its alleged "power." I wasn't arguing for it, just saying it's not a problem. If it's thematic, keep it.

Silver Crusade

THank you guys for your help on my archetypes, I believe I have learned some valuable lessons on design from this. So I am going to take my archetypes (Except for Consecrated Acolyte since its pretty well balanced and the Theorist which I have decided to scrap all together, meaning that the Bard/Alchemist archetype is open) and go back to my cave to re make them into more balance and non-crippled forms. I'll be back when they are don and when you guys are done with your current MCAs.

tata for now!


@Arcane Templar: I was never a fan of hunter blending for the Arcane Templar. Seemed to stretch in too many directions beyond Magus or Paladin.

@Quintin: To be clear, I liked the concept of the Sonic Theorist, just didn't like the name and it seemed like an archetype, not an MCA.
Also - you still haven't given a reason for the name of Consecrated Acolyte. I'm not saying it can't fit, just that it makes no sense to me...

One last thing - taking on advice and being seen to evaluate it on its relative merits will make me more amenable to collaboration. I don't mind if you disagree with me, even vehemently, but please don't ignore my questions. Call it Consecrated Acolyte if you want, but explain to me why!

Silver Crusade

Oceanshieldwolf wrote:

@Arcane Templar: I was never a fan of hunter blending for the Arcane Templar. Seemed to stretch in too many directions beyond Magus or Paladin.

@Quintin: To be clear, I liked the concept of the Sonic Theorist, just didn't like the name and it seemed like an archetype, not an MCA.
Also - you still haven't given a reason for the name of Consecrated Acolyte. I'm not saying it can't fit, just that it makes no sense to me...

One last thing - taking on advice and being seen to evaluate it on its relative merits will make me more amenable to collaboration. I don't mind if you disagree with me, even vehemently, but please don't ignore my questions. Call it Consecrated Acolyte if you want, but explain to me why!

Okay, it simple. Acolyte is a term used to refer to an assistant or servant of any sort of pagan practice and to consecrate something means to bless it for holy work. THus I imagine the Witch/Cleric is a follower of patronically occult practices (spells, familiars and hexes0 who has been chosen and annointed by his patron for "clerical" work.

does that answer seem fine? if not i'm perfectly open to other ideas, however I liked the name, as did my mother whom I often seek for secondary advice since she's an old player from the D&D 1st edition days.


Nope that's fine. Thanks Quintin! ;)


@Bardess: I'll get to your Arcane Templar this weekend sometime and post my review.


Thanks Elghinn, I'll wait... with OSW there are two votes for replacing/removing, while Flak is for not replacing, I guess. Your vote will be appreciated, and Cartmanbeck's too if possible.

RPG Superstar 2013 Top 8

Wait, what am I for or not for?


Sorry, maybe I misunderstood. Are you for the modifications suggested by Raider, or not? That's what I meant.

RPG Superstar 2013 Top 8

... which modifications? I'm sorry, I think I'm missing something. I'm just going to sit on the sidelines until Elghinn reviews the Arcane Templar, see how that goes, and then reserve any votes (and proofreading!) for the final-est version :)


Arcane Templar

I've looked it over Bardess, and it looks good. just some questions and suggestions.

1) What sort of caster is she? Divine or Arcane,and does she require a spellbook or a holy symbol? Just wondering due to Raider's comment "I forgot to mention- part of that spell list should be that they no longer need a spellbook. That way, despite the limitation of a smaller list, they don't need a book for it. May require a holy symbol for some of the spells, though."

2)What are the weapon and Armor Proficiencies?

3) Re: Temple Arcana - I would simply take out the "blending" arcana from the Temple Arcana list, and add a sentence in that she can also select from any other magus arcana, including any new arcana lisked below. Then you have a small section of NEW MAGUS ARCANA, where the "blending" arcana are listed. I already have a Supplement page on the Wiki where all the new Orders, Domains, Schools, etc are lsited, and I can add a page of New Magus Arcana too.

4)Re:Aura of dispelling - Is the holy protection effect mentioned function like holy aura?

5)Re: Merciful Hand - so its channel energy but with a touch effect like lay on hands is a touch effect, but becomes a burst like the cleric's channel energy at 11th?

6) Re: Spell List - Looks good.

Aside from some writing tweaks, this one looks good.


Re: Faith Bindings - I'm not sure whether this or Merciful Magic is more in flavor of the MCA. Would it be possible to make Faith Bindings an Arcana? Or is it too potet for an Arcana?


1) Is should have been an Arcane Caster with a spellbook, but if we introduce the unique spell list I'd rather use Raider's idea.
2) Weapon and armor proficiencies are as magus.
3) Sorry, I don't understand... this way, would the AT have access to the new blending arcana or not? Would any other magus have access to them, or not? My idea was to make them feasible just for the AT.
4) Yes, that was what I meant. I'll add it in the description if needed.
5) Merciful Hand is a touch effect at 1st level, and after 11th level the AT can choose between a touch or a burst effect (This was Purplefixer's suggestion, if I remember well).
6) Ok, let's take in the spell list then.
7) Re: Faith Bindings- I'm not sure too. If Raider says it's okay, I could certainly make it into an arcana.


3) As a magus MCA, even if you call them Temple Arcana, she should still beable to access any Magus arcana seh wants to. Thus, making the "blending" temple aracana open to all magus's (thus new Magus Arcana) would still allow the arcane templar to select them. That is what i believe raider was suggestiong on the previous page of posts.

7) We'll see what Raider and Flak have to say. Once we have general concensus, I'll go through and reword some of the abilities and post the final version for approval on the thread. If it gets the 4 votes, I'll post it to the wiki.


"That is what i believe raider was suggestiong on the previous page of posts. "

WUT NO.

BY CTHULU NO.
I was suggesting they be changed or removed so that other Magus COULDN'T use them. It'd be horribly broken if they could. >_O

Unless you mean "Oh, he was describing that other Magus could still take them" in which case yay thanks. >:3 But really that can be read either way.

In general, though, the blendings are shattered. Being able to grab stuff like raise dead/shout/etc. would be rather broken for the templar, let alone other Magus. He's already got HP healing, status removal, and battlefield control alongside smiting. Take out the blendings, is my vote.


That's a VERY good point Raider. Yeah, I would remove them completely. What about the rest of the Templar ARcana. Any that you think could/should be available to other Magus?


RE: Evolutionary Stalker

Hey Crimson, here's what I have for True Taint.

True Taint (Su): A 20th level, an evolutionary stalker completely succumbs to his ancestral taint. The evolutionary stalker gains the creature type and the following additional abilities as determined by his ancestral taint. This ability replaces master hunter.

Aberration: The evolutionary stalker’s internal anatomy has become varied from that of a normal individual of his race and has a 50% chance to treat any critical hit or sneak attack against it as a normal hit. He also gains the aberration type, and the amphibious special ability.

Dragon: The evolutionary stalker becomes like a walking dragon. He gains the dragon type and the half-dragon template.

Magical Beast: The evolutionary stalker takes on the qualities of a magical beast. He gains the magical beast type, a +4 enhancement bonus to Strength and Dexterity, a +4 bonus to natural armor, and a +4 competence bonus on all Perception, Stealth, and Survival checks.

Outsider: The evolutionary stalker takes on the qualities of an outsider. He gains the native and outsider types, and either the celestial, entropic, fiendish, or resolute template as determined by his alignment.


While I wait for your final decisions on the Arcane Templar, I'm starting to work on the Redeemer. ^-^ Here's a first taste.

The Redeemer:
It’s not only and always good versus bad, it’s also guilty versus innocent. More often than not, it’s not so simple to discern where the right and wrong lie, and make sure that guilty ones be condemned –even if they’re good– and innocents be saved and protected– even if they’re evil. But there are some gods who don’t stand injustices even in good’s name. And the redeemers are their agents. If a good zealot massacres ruthlessly helpless enemies, he has to be judged. If an evil general is loyal and honorable, he deserves respect– and maybe could, in time, be redeemed and become an ally and a force for good.

Primary Class: Paladin
Secondary Class: Inquisitor
Skills: +6 from Inquisitor class, +4 ranks/level
BAB: full
Saves: GPG
Alignment: LG, NG
Spells: as paladin, both lists
1) Aura of Good, Detect Alignment, Smiting Gaze 1/day
2) Divine Grace, Holy Hunter
3) Aura of Courage, Discern Lies, Merciful Judgment 1/day (Verdict of Absolution)
4) Channel Positive Energy, Smiting Gaze 2/day
5) Justicer bond
6) Merciful Judgment 2/day
7) Smiting Gaze 3/day
8) Improved Merciful Judgment
9) Merciful Judgment 3/day
10) Smiting Gaze 4/day
11) Aura of Justice
12) Merciful Judgment 4/day
13) Smiting Gaze 5/day
14) Aura of Righteous Havoc
15) Merciful Judgment 5/day, Greater Merciful Judgment
16) Smiting Gaze 6/day
17) Aura of Righteousness
18) Merciful Judgment 6/day
19) Smiting Gaze 7/day
20) True Redeemer

Oh, and since Blood of Fiends is out, seems that my Dead Shaman will need some integrations... I'll wait for Blood of Night and make it all at once.


Been a bit busy, myself, but I'll be posting up something soon!


While I'm working on things, can Flak or Elghinn fancy up my monk/wizard for a final review? :o

RPG Superstar 2013 Top 8

I'll do it. For convenience's sake could you email it to me? Thanks!

Also, I won't be posting it anytime soon so as not to flood the thread out, but --

I call Bard/Alchemist!


Sure.

Also OH GAWD OH GAWD OH GAWD OH GAW- *nerdgasm* Bardchemist <3

Any mabi players'll know that reference, heheh.

RPG Superstar 2013 Top 8

I have an idiosyncratic idea ATM. Don't get your hopes up ... or do, if you like the bizarre things I do.


What's it called Flak (Brd/Alc)? So I can put dibs on the Wiki for you.

Also, Raider, I need to know the name of your Mnk/Wiz and Sor/Alc for Dibs on the wiki too. Right now your Sor/Alc is just a ??? Sor/Alc.


Mysterious Sage, it was posted awhile ago xP

RPG Superstar 2013 Top 8

Bard/Alchemist is the Mix Artist.
The first draft is also mostly complete, but I'm going to sit on it for a while. Gotta finish up Raider's Mysterious Sage first! Priorities :)


Here's a link to our call for Artists:

Artists wanted!

We'll be releasing free PDFs for each Primary class of MCAs, and we're looking for artists and illustrators to help us "realise" the vision...

Silver Crusade

Sorry, I have no artistic talent.

Anyway I was making some MCAs and originally I was going to wat to post after making all the ones I had planned for...but I really wanted to share this one with you: my Barbarian/Witch

[spoiler=Wytch Thrall]
While all barbarians are suspicious of magic, for some this suspicion results in a deep sense of curiousity over the myticism surrounding the magical arts.

Primary Class: Barbarian
Secondary Class: Witch
Alignment: Any non-lawful
Hit Die: d8

BAB: Full
Fort: Good
Ref: Poor
Will: Good

Bonus Skills and Ranks: The Wytch Thrall Selects three Witch skills to add to his Skill list. He gains skill points at each level equal to 4+ his Intelligence Modifier.

Superstitious: The Wytch Thrall automatically gains the Superstition rage power at first level. This replaces Fast Movement.

Raging Hex: Due to his obsession with mystic arts the Wytch Thrall learns to channel eldritch power while in the midst of his rage. Starting at 2nd Level and every even level afterwards The Wytch Thrall’s rage power list becomes limited, but he can now learn certain Witch hexes instead of rage powers. Any powers that are used to target specific enemies are only activated when the Wytch thrall makes a successful hit against his enemy. For the sake of Will saves against his hexes he is treated as having a witch level of his class level-2. He must have the Moment of Clarity rage power to learn a Hex. He learns one of the following Hexes instead of his rage powers: Cackle, Evil Eye, Misfortune, Prehensile Hair, Scar.

Starting at 10th Level he adds the following hexes to his Raging Hex list: Agony, Nightmares, and Retribution.

The Wytch Thrall can still gain access to the following Rage Powers: Auspicious Mark, Body Bludgeon, Brawler, Greater Brawler, Chaos Totem tree, Clear Mind, Come and Get Me, Disruptive, Eater of Magic, Elemental Rage tree, Energy Resistance/Absorption/Eruption, Fiend Totem tree, Flesh Wound, Ghost Rager, Intimidating Glare, Moment of Clarity, Perfect Clarity, Renewed Vigor, Renew Vitality, Roused Anger, Scent, Spell Sunder, Spell Breaker, Spirit Totem tree, Superstition, Witch Hunter.

Protect the Squishy: Due to the Wytch Thrall’s obsession with Mystic powers he now learns to protect those who hold the powers that enamor him. Starting at 3rd level the Thrall can perform a 30 minute ritual requiring 100gp in materials with a spellcaster in order to form a strong alliance with them. The Thrall and the spellcaster work out the conditions of their alliance during the ceremony and are expected to follow the terms of agreement, afterwards it takes 12 hours for the effect of the ritual to take place. Once the ritual is in effect the Thrall gains a +1 moral bonus to all saves and AC as long as he is within 20ft of his bonded caster. This bonus increases by +1 and the distance increases by 5ft for every three levels after third to a maximum of +5 and 40ft at 15th level. At 18th level now acts as a living shield for his bonded caster and can now direct any ranged touch attack aimed at his caster to himself by spending a free action. If the Wytch Thrall’s bonded caster ever dies, or if any of them break the terms of their bond the Thrall becomes fatuiged and cannot bond with another caster for 24 hours. This ability replaces Trap Sense.

RPG Superstar 2013 Top 8

I actually kind of like this one—it's super simple, which is always a huge plus in my book. The last ability needs a better name and I haven't checked its balance yet (seems a lot better than trap sense, at least), but still.

Question, do the hex DCs still rely on Int? 'Cause barbs tend not to have high Int. And does the thrall use his full thrall level to determine the effects of his hexes? Or level -2 like the DCs?

p.s. you say he needs moment of clarity to learn a hex; what about to use a hex? Does he need to use moment of clarity, or he can he just use hexes even while raging? If so, I don't think moment of clarity makes sense as a prerequisite.

Silver Crusade

Flak wrote:

I actually kind of like this one—it's super simple, which is always a huge plus in my book. The last ability needs a better name and I haven't checked its balance yet (seems a lot better than trap sense, at least), but still.

Question, do the hex DCs still rely on Int? 'Cause barbs tend not to have high Int. And does the thrall use his full thrall level to determine the effects of his hexes? Or level -2 like the DCs?

p.s. you say he needs moment of clarity to learn a hex; what about to use a hex? Does he need to use moment of clarity, or he can he just use hexes even while raging? If so, I don't think moment of clarity makes sense as a prerequisite.

He does not need to use MoC to use a a hex. Also as for the INT problem if he's learning magical powers then he's obviously smarter than his fellow Barbarians, so what does a little MADing matter if it fits. besides thanks to his Protect the Squishy abiity having a low Dex won't to trade off wont be too bad and will still keep him balanced.

as for for his thrall level for hexes, yes the -2 is used for it.

Now I wonder what wolf's opinion on this class will be?


Like my opinion is the one you should be worried about!??!?!?!

This ol' wolf has no teeth! His bark is way worse than his bite - can't crunch and loooooooves flavour.

I like the Wytch Thrall concept. I've never subscribed to the barbarian superstition/fear of magic thing - I felt it was a hangover from 1e's Unearthed Arcana, itself borrowing to heavily from REH's Conan. This guy sound's more like Slaine, using mystic powers during his warp spasms! (Epic Meepo has a great Warp Spasm Barbarian Archetype btw!)

*Why Wytch Thrall and not Witch Thrall? Seems unnecessary, feel like an attempt to jazz up something that is plain and simple (and ok by the way to be plain and simple) by lending it faux olde world spelinge. Feels less "barbarian-y" to say Wytch than it does 17th Century Puritan...

*Raging Hex: Why level -2, and not Wytch Thrall level? I thought the point was not to make whole class abilities halved or depowered unless to balance the MCA as a whole, or the new power for that which it replaces....Also - why the limitation on which hexes? Is there a thematic reason or mechanical?

*Protect the Squishy: Lol! Great name, but yes, let's find another. Also doesn't quite make sense to me - as written, it's the WT who is getting the bonuses and the spellcaster only gets help until 18th level? Maybe they should both get the bonuses? I mean, you could draw a long bow and say while the WT is alive he can protect his bonded squishy...

RPG Superstar 2013 Top 8

Agree with OSW on all counts :)
p.s. (Re: hex level -- We just have to make sure the swaps are fair.)

Silver Crusade

* I guess we can raname it to Witch instead of Wytch, i just did it that way since it seemed metal at the time.

* I chose the -2 since I felt that if I just had the whole level then the feel would be a little less barbariany and a little too OP. I mean just imagine how overpowering it is having a raging barbarian, well known Master Damagers and tanks, suddenly crushing you with both his hammer and overbearing curses like Evil Eye and Agony. Plus since he's gaining hexes at a later level than a Witch it kinda makes sense flavor wise as well.

* How about the power name changed to True Thrall. as for he bonuses only helping the thrall, well it kinda makes sense since he'ss pretty much gaining bonuses for being withing close proximity of his caster where as the caster ill just be safe to blast to his hearts content. As for the attack drawing at later levels...I couldn't think of anything else to put at that level since I didn't want to go as far as giving him +6 bomuses so I pulled that out of my arse. plus in my opinion it feels balanced and flavorfully it means that the THrall's obsession with magic has finally made him into a Magic Magnet.

RPG Superstar 2013 Top 8

• Witch instead of Wytch for sure.

• That would sort of make sense --- if the barbarian had a witch's Intelligence. But as you said, thanks to MAD, their hexes will be inherently less strong. Also, using the hexes takes a standard action so in any round in which they use hex they're not making us of any of their other class features basically (e.g. their rage & beats). So the opportunity cost for a barbarian's hex is greater than that for a witch's hex, and the hex itself is inherently weaker due to lower Int.

• Don't have time to think about the last ability ATM but I'll have ideas at some point.


I've been looking at the Witch Thrall. Like OSW and Flak, I like it. Its simple and easy. I also belive "Witch" Thrall is the way to go with the name. Drop the -2 to hexes, they are already nerfed enough with a lack of Intelligence (MAD), and an inability to do anything else while using a hex. Here's what I've worked out for tweaks and swaps. Flak can correct me if I have anything unbalanced.

Witch Thrall:

While all barbarians are suspicious of magic, for some this suspicion results in a deep sense of curiousity over the myticism surrounding the magical arts.

Primary Class: Barbarian.
Secondary Class: Witch.
Alignment: Any nonlawful.
Hit Dice: d10.

Bonus Skills and Ranks: The witch thrall may select three witch skills to add to his class skills in addition to the normal barbarian class skills. The witch thrall gains a number of ranks at each level equal to 4 + Int modifier.

Weapon and Armor Proficiency: The witch thrall is proficient with all simple and martial weapons, with light armor, and with shields (except tower shields).

Superstitious (Ex): At 1st level, the witch thrall gains the Superstition rage power. This ability replaces fast movement.

Raging Hex: Due to a witch thrall’s obsession with the mystic arts, he has learned to channel eldritch power while in the midst of his rage. Starting at 4th level, whenever the witch thrall could choose a rage power he can learn one of the following hexes instead: cackle*, evil eye*, misfortune*, prehensile hair**, and scar**. The witch thrall uses his witch thrall level to determine the effects and saves of any hex he chooses. For the purpose of any hex with a level or Will save requirement, he treats his witch level as his witch thrall level. A witch thrall can use a hex while maintaining his rage, as a standard action.

As a result of his change in focus, the witch thrall’s rage powers become limited. He may only select from the following rage powers: auspicious mark†, body bludgeon†, brawler (greater)*, brawler*, celestial totem, celestial totem (greater), celestial totem (lesser), chaos totem*, chaos totem (greater)*, chaos totem (lesser)*, clear mind, come and get me*, disruptive*, eater of magic†, elemental rage*, elemental rage (greater)*, elemental rage (lesser)*, energy absorption*, energy eruption*, energy resistance*, energy resistance (greater)*, evil totem, evil totem (greater), evil totem (lesser), fiend totem (greater)*, fiend totem (lesser)*, fiend totem*, flesh wound*, ghost rager†, good totem, good totem (greater), good totem (lesser), intimidating glare, moment of clarity, perfect clarity†, renewed vigor, renewed vitality†, roused anger, scent, spell breaker*, spell sunder†, spirit totem*, spirit totem (greater)*, spirit totem (lesser)*, sunder enchantment†, superstition, witch hunter*. A rage power used to target a specific enemy can only be activated when the witch thrall makes a successful hit against an enemy.

At 10th level, a witch thrall may select one of the following major hexes whenever he could choose a hex: agony*, nightmares*, and retribution*. (*Advanced Player’s Guide, **Ultimate Magic, †Ultimate Combat; the celestial totem, evil totem, and good totem trees are described on the MCArchetype Wiki)

Protect the Magic: A witch thrall’s obsession with arcane magic compels him to protect those who wield it. Starting at 4th level, the witch thrall can bond with an arcane spellcaster in a ritual that takes 1 minute to perform. Whenever the witch thrall is adjacent to his bonded spellcaster, any attacks made against the spellcaster take a –1 penalty. In addition, the witch thrall treats any creature that threatens and is within 30 feet of his charge as an enemy of the bonded spellcaster, granting him a +1 morale bonus on weapon attack and damage rolls against the creature. This penalty and bonus increase by 1 at 9th level and every five levels thereafter, to a maximum of –4 and +4 respectively at 19th level. If the witch thrall bonds with a witch, the initial penalty and bonus received at 4th level is –2 and +2 respectively. Once made, this bond can only be broken by the mutual agreement of both participants, or the death of either the witch thrall or the bonded spellcaster. If a bonded spellcaster dies while under a witch thrall’s protection, the witch thrall becomes fatigued for 1d4+1 hours and cannot bond with another arcane spellcaster for a 24 hour period. This ability replaces trap sense and rage power at 4th level.

Table: Witch Thrall
Base
Class Attack Fort Ref Will
Level Bonus Save Save Save Special

1st +1 +2 +0 +2 Rage, superstitious
2nd +2 +3 +0 +3 Raging hex, uncanny dodge
3rd +3 +3 +1 +3
4th +4 +4 +1 +4 Protect the magic
5th +5 +4 +1 +4 Improved uncanny dodge
6th +6/+1 +5 +2 +5 Raging hex
7th +7/+2 +5 +2 +5 Damage reduction 1/—
8th +8/+3 +6 +2 +6 Raging hex
9th +9/+4 +6 +3 +6
10th +10/+5 +7 +3 +7 Damage reduction 2/—, raging hex
11th +11/+6/+1 +7 +3 +7 Greater rage
12th +12/+7/+2 +8 +4 +8 Raging hex
13th +13/+8/+3 +8 +4 +8 Damage reduction 3/—
14th +14/+9/+4 +9 +4 +9 Indomitable will, raging hex
15th +15/+10/+5 +9 +5 +9
16th +16/+11/+6/+1 +10 +5 +10 Damage reduction 4/—, raging hex
17th +17/+12/+7/+2 +10 +5 +10 Tireless rage
18th +18/+13/+8/+3 +11 +6 +11 Raging hex
19th +19/+14/+9/+4 +11 +6 +11 Damage reduction 5/—
20th +20/+15/+10/+5 +12 +6 +12 Mighty rage, raging hex

Silver Crusade

hmmmm I like it! simple and effective. Thank you all for the help, we just need the others like Raider to look at it then it can go to the website.


I like it a LOT! Well done.
So what about the Arcane Templar, too? (I'm still working on the Redeemer).


Re: Arcane Templar

I believe we are waiting for Raider's comments and reply.

RPG Superstar 2013 Top 8

And I'm waiting on one last order of business with Raider before posting the cleaned-up mysterious sage, which I expect will get the stamp of approval quite quickly.

And I have a complete draft of my mix artist... but I'm going to sit on it until we clear a few of these off the table.

(LOL it almost feels like I'm active again!)

RPG Superstar 2013 Top 8

Quote:
Raging Hex: Due to a witch thrall’s obsession with the mystic arts, he has learned to channel eldritch power while in the midst of his rage. Starting at 4th level, whenever the witch thrall could choose a rage power he can learn one of the following hexes instead: cackle*, evil eye*, misfortune*, prehensile hair**, and scar**. The witch thrall uses his witch thrall level to determine the effects and saves of any hex he chooses. For the purpose of any hex with a level or Will save requirement, he treats his witch level as his witch thrall level. A witch thrall can use a hex while maintaining his rage, as a standard action.

Disagree with making it a standard action; some of these (like cackle) use different kinds of actions. Let's just take out that last clause—so we'll have something like "The witch thrall can use hexes while raging." Also, that's a very short list of hexes... any other options? These all seem fine to me: charm, feral speech, fortune, healing, nails, slumber, unnerve beasts, and ward.

Quote:
As a result of his change in focus, the witch thrall’s rage powers become limited. He may only select from the following rage powers: auspicious mark†, body bludgeon†, brawler (greater)*, brawler*, celestial totem, celestial totem (greater), celestial totem (lesser), chaos totem*, chaos totem (greater)*, chaos totem (lesser)*, clear mind, come and get me*, disruptive*, eater of magic†, elemental rage*, elemental rage (greater)*, elemental rage (lesser)*, energy absorption*, energy eruption*, energy resistance*, energy resistance (greater)*, evil totem, evil totem (greater), evil totem (lesser), fiend totem (greater)*, fiend totem (lesser)*, fiend totem*, flesh wound*, ghost rager†, good totem, good totem (greater), good totem (lesser), intimidating glare, moment of clarity, perfect clarity†, renewed vigor, renewed vitality†, roused anger, scent, spell breaker*, spell sunder†, spirit totem*, spirit totem (greater)*, spirit totem (lesser)*, sunder enchantment†, superstition, witch hunter*. A rage power used to target a specific enemy can only be activated when the witch thrall makes a successful hit against an enemy.

Why do we limit the rage power options? And what criterion was used? Is there some theme to them that I'm missing? I'm interested is all. Also, what does the last sentence mean? What's an example of a "rage power used to target a specific enemy" and why can it only be activated "when" the witch thrall successfully hits an enemy? What's the timing there? What's the action? I need clarification.

Quote:
At 10th level, a witch thrall may select one of the following major hexes whenever he could choose a hex: agony*, nightmares*, and retribution*. (*Advanced Player’s Guide, **Ultimate Magic, †Ultimate Combat; the celestial totem, evil totem, and good totem trees are described on the MCArchetype Wiki)

Similarly I would add hoarfrost and infect wounds to the list of major hexes... just to expand it a bit.

Quote:
Protect the Magic: A witch thrall’s obsession with arcane magic compels him to protect those who wield it. Starting at 4th level, the witch thrall can bond with an arcane spellcaster in a ritual that takes 1 minute to perform. Whenever the witch thrall is adjacent to his bonded spellcaster, any attacks made against the spellcaster take a –1 penalty. In addition, the witch thrall treats any creature that threatens and is within 30 feet of his charge as an enemy of the bonded spellcaster, granting him a +1 morale bonus on weapon attack and damage rolls against the creature. This penalty and bonus increase by 1 at 9th level and every five levels thereafter, to a maximum of –4 and +4 respectively at 19th level. If the witch thrall bonds with a witch, the initial penalty and bonus received at 4th level is –2 and +2 respectively. Once made, this bond can only be broken by the mutual agreement of both participants, or the death of either the witch thrall or the bonded spellcaster. If a bonded spellcaster dies while under a witch thrall’s protection, the witch thrall becomes fatigued for 1d4+1 hours and cannot bond with another arcane spellcaster for a 24 hour period. This ability replaces trap sense and rage power at 4th level.

This ability is fine by me, but I'm just gonna rewrite it and tweak a few things. I'm also going to remove the witch-specific bonus for now because I don't get it beyond the class's name–would this MCA not be as enamored of a wizard or sorcerer?

Protect the Magic (Ex): The witch thrall's obsession with arcane magic compels him to protect those who wield it. Starting at 4th level, he can bond with an arcane spellcaster in a ritual that takes 1 hour to perform. Whenever the witch thrall is adjacent to his bonded spellcaster, the spellcaster's AC increases by 1. Treat this as a bonus to AC from cover for the purposes of attacks that ignore cover. In addition, the witch thrall treats any creature threatening the bonded spellcaster as an enemy, granting him a +1 morale bonus on weapon attack and damage rolls against that creature for as long as the creature threatens the spellcaster. These bonuses increase by 1 at 9th level and every five levels thereafter, to a maximum of +4 at 19th level. This bond can only be broken by the mutual agreement of both participants or the death of either. If a witch thrall's bonded spellcaster dies, the with thrall becomes fatigued for 1d4+1 hours and cannot bond with another spellcaster for a 24-hour period. This fatigue cannot be removed except with magic. This ability replaces trap sense and the rage power normally received at 4th level.


I like all the tweaks, Flak, including adding in the other hexes. As for the limited rage powers, Quintin will need to answer that question.

The extra bonus to bonding with a witch was because he himself is also a witch. But I'm easy. Just thought it might be nice to have a slight specific bonus above the norm for a witch bonding vs. other arcane spellcasters.

Silver Crusade

the reason i made a limited list of rage powers is because I felt that giving them full access to rage powers woud just make this class a Barbarian+better. so I went through the list of powers and took out those that weren't thematically close enough.

as for the limited hex selection i just took out the ones that weren't useful to the class as a whole

and the whole hit-to-activate thing I felt would also make thematic sense since i honestly cant see a barbarian going "Rawrararwrarwwr-misfortune-rwawrawrwarwrwarawrwarw!" also it was to make it that instead of taking an action to activate it you just need to hit to activate it.

as for the witch-bond-only thing I did not see that edit the first time and I agree with you Flak.

on another note I've fixed up the Fisticar and Cosmic defender some, when should I post those?

....also keep an eye for ny next class the Barb/Mag: Runic Berserker!

RPG Superstar 2013 Top 8

Quote:
and the whole hit-to-activate thing I felt would also make thematic sense since i honestly cant see a barbarian going "Rawrararwrarwwr-misfortune-rwawrawrwarwrwarawrwarw!" also it was to make it that instead of taking an action to activate it you just need to hit to activate it.

What you're describing sounds like spellstrike for hexes. I like that. But what is quoted above is not what you're describing -- it refers to "rage powers" not "hexes", for one. The wording was totally unclear. We need to fix it up.


I've added the hexes and major hexes (if we don't want them they can be removed again), and tweaked Raging Hex as follows (in bold), according to your suggetions Flak. What do we want to do with the italicized statement at the end?

Raging Hex: Due to a witch thrall’s obsession with the mystic arts, he has learned to channel eldritch power while in the midst of his rage. Starting at 4th level, whenever the witch thrall could choose a rage power he can learn one of the following hexes instead: cackle*, charm*, evil eye*, feral speech**, fortune*, healing*, misfortune*, nails**, prehensile hair**, scar**, slumber*, unnerve beasts**, and ward*.

To deliver a hex, the witch thrall must make a single melee attack with his weapon (at his highest base attack bonus). If successful, this melee attack deals its normal damage as well as the effects of the hex. This attack uses the weapon’s critical range, and adds any other special property effects it may possess, but any damage related hex effect only deals ×2 damage on a successful critical hit, while the weapon damage uses its own critical modifier. The witch thrall uses his witch thrall level to determine the effects and saves of any hex he chooses. For the purpose of any hex with a level or Will save requirement, he treats his witch level as his witch thrall level. A witch thrall can use a hex while in rage.

As a result of his change in focus, the witch thrall’s rage powers become limited. He may only select from the following rage powers: auspicious mark†, body bludgeon†, brawler (greater)*, brawler*, celestial totem, celestial totem (greater), celestial totem (lesser), chaos totem*, chaos totem (greater)*, chaos totem (lesser)*, clear mind, come and get me*, disruptive*, eater of magic†, elemental rage*, elemental rage (greater)*, elemental rage (lesser)*, energy absorption*, energy eruption*, energy resistance*, energy resistance (greater)*, evil totem, evil totem (greater), evil totem (lesser), fiend totem (greater)*, fiend totem (lesser)*, fiend totem*, flesh wound*, ghost rager†, good totem, good totem (greater), good totem (lesser), intimidating glare, moment of clarity, perfect clarity†, renewed vigor, renewed vitality†, roused anger, scent, spell breaker*, spell sunder†, spirit totem*, spirit totem (greater)*, spirit totem (lesser)*, sunder enchantment†, superstition, witch hunter*.

A rage power used to target a specific enemy can only be activated when the witch thrall makes a successful hit against an enemy.


Quintin Belmont wrote:
...on another note I've fixed up the Fisticar and Cosmic defender some, when should I post those?

Don't post another MCA until this one is done. It's much easier for all of us if individual posters stick to one MCA until it's either completed, or sent to the reconceptualize pile. That way we aren't spread too thin among too many individual MCAs, and can focus on just one MCA per person.


Quintin Belmont wrote:
....also keep an eye for ny next class the Barb/Mag: Runic Berserker!

Just a heads up Quintin. I have a Wiz/Bbn MCA called the Runescarred Fury completed that hasn't been presented to the MCP crew yet. I realize Bbn/Mag is a different combo, but we may as well try not to overlap the MCAs. Essentailly, the Runescarred Fury is a wizard that can bond with her body or her inner fury. He scribes Runescarrs instead of scrolls, can rage for a limited time, can extend that rage time by expending spell slots, and his "spellbook" consists of permanent runescars on his body that cannot be removed, but due to limited space, he must be selective with his spells.

Anyways, that's just a quick description so you don't go and spend a bunch of time and make something similar to mine. Otherwise, if it's completely different, by all means, have at it! :D

Silver Crusade

my Runic berseker is a specialized warrior who engraves his body and weapons with magical runes that are activated by his raging emotions in battle and each day he must spend in meditation in order to paint, tattoo and engrave his limited spells into his body and weapons. essentially he's like a walking spellbook of destruction.

Also I like the fixes you made with raging hex, very well thought of.

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