Multiclass Archetypes IX: ACG Unleashed


Homebrew and House Rules

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I had a few ideas for performances, nothing really solid, but hopefully you guys can help:
- some sort of drunken jig, maybe affecting enemies with 'irresistible dance'?
- a sort of tall-tale style performance
- some sort of buffoonery or prank on the enemy
- maybe something to do with the 'Freedom's Toast' spell?
- inebriating/tempting the enemy with alcohol
- cracking a joke that ends up with enemies suffering from 'hideous laughter'?
- death by hangover
- intimidating the enemy with sheer drunken might
- a challenge to a drinking game.

Dark Archive

- Intimidating the enemy with sheer drunken might is workable I say
- I would see a performance that offers an effect like the spell Freedom's Toast though I might suggest it being a group affecting ability not a single target.
- Some sort of buffoonery or prank on the enemy would be interesting, though perhaps as a distraction or otherwise debuff of some sort.

What do you mean by a 'tale-tail style' performance?

Some of these I feel may be a bit harder to pull off those unless you say that the MCA brings drunkenness to the enemy via the nature of the performance since getting them to willingly drink could be difficult to pull off.


I'll work on this a little more tomorrow (UK time), I'll revisit the ability descriptions and try to flesh out the content a little more. All of this is a sorta framework so far, a skeleton to work from.


Problem is, unless you start dropping a bunch of discoveries or going diminished extracts, there isn't much room for a whole lot more performances.

You'll need to decide whether you want to go with my tweaked version fo the Mutagen, or the moonshiner's version of the mutagen. I've done a bunch of tweaking, rewording etc, as I always do. I'm only going to post what I've done with Alchemy (extracts), Molotov Cocktails, and Mutagen.

Distilled Alchemy (Su):
A reveling brewmaster is a master of creating alcoholic beverages instead of mundane alchemical substances such as alchemist’s fire and smokesticks. He is also trained in fashioning magical potion-like extracts in which they can store spell effects, but each extract is laced liquor and count as an alcoholic beverage for the purpose of qualifying for feats and abilities. When using Craft (alchemy) to create an alcoholic beverage (see Alcoholic Beverages listed in the Adventuring Gear section of Ultimate Equipment), a reveling brewmaster gains a competence bonus equal to his class level on the Craft (alchemy) check. In addition, a reveling brewmaster can use Craft (alchemy) to identify potions as if using detect magic and alcoholic beverages by making a DC 10 Craft (alchemy) check. He must hold the potion or beverage for 1 round to make such a check.

A reveling brewmaster creates extracts drawn from the alchemist formulae list. He can prepare an extract of any formula he knows without referring to a formula book. To learn or use an extract, a reveling brewmaster must have a Charisma score equal to at least 10 + the extract's level. The Difficulty Class for a saving throw against a reveling brewmaster's extract is 10 + the extract level + the reveling brewmaster's Charisma modifier.

Like other alchemists, a reveling brewmaster can create only a certain number of extracts of each level per day. His base daily extract allotment is given on Table: Reveling Brewmaster. In addition, he receives bonus extracts per day if he has a high Charisma score.

The reveling brewmaster's selection of extracts is limited. A reveling brewmaster begins play knowing two 1st-level extracts of the reveling brewmaster's choice. At each new reveling brewmaster level, he gains one or more new extracts, as indicated on Table: Reveling Brewmaster Extracts Known. Unlike extracts per day, the number of extracts a reveling brewmaster knows isn't affected by his Charisma score; the numbers on Table: Reveling Brewmaster Extracts Known are fixed.

At 5th level and every 3 levels thereafter, a reveling brewmaster can choose to learn a new extract in place of one he already knows. In effect, the reveling brewmaster loses the old extract in exchange for the new one. The new extractsl's level must be the same as that of the extract being exchanged, and it must be at least 1 level lower than the highest-level reveling brewmaster extract the reveling brewmaster can create. A reveling brewmaster may swap only a single extract at any given level, and must choose whether or not to swap the extract at the same time that he gains new extracts known for the level.

A reveling brewmaster need not prepare his extract in advance, but he can do so if he so chooses. He can create any extract he knows at any time, assuming he has not yet used up his allotment of extracts per day for the extract 's level.

A reveling brewmaster can also create mutagens (see rotgut mutagen) and a form of improvised bombs (see Molotov Cocktail). This ability otherwise functions as and replaces alchemy.

Rotgut Mutagen (Su):
At 1st level, a reveling brewmaster discovers how to create a special alcoholic mutagen that he can imbibe in order to fuel his performances. It takes 1 hour to brew a dose of rotgut mutagen, and once brewed, it remains potent until used. A rotgut mutagen functions like a normal mutagen except for the following changes.

Upon being imbibed, the reveling brewmaster gains a number of rounds of the skald’s raging song equal to 3 + his Charisma modifier, plus an additional 2 rounds for each level beyond 1st. These rounds last for 24 hours, or until he creates another rotgut mutagen, whichever comes first. While his raging song is in effect, a reveling brewmaster can imbibe an alcoholic beverage to extend his raging song by 2 additional rounds. However, for each alcoholic beverage imbibed while his raging song is active, he is nauseated for 1 round once the raging song expires.

Starting a raging song is a standard action, but it can be maintained each round as a free action. A raging song cannot be disrupted, but it ends immediately if the reveling brewmaster is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action each round to maintain it. A raging song counts as the bard's bardic performance special ability for any effect that affects bardic performances. A reveling brewmaster may learn bard masterpieces.

A raging song has audible components, but not visual components. Affected allies must be able to hear the reveling brewmaster for the song to have any effect. A deaf reveling brewmaster has a 20% chance to fail when attempting to use a raging song. If he fails this check, the attempt still counts against his daily limit. Deaf creatures are immune to raging songs.

If a raging song affects allies, when the reveling brewmaster begins a raging song and at the start of each ally's turn in which they can hear the raging song, the reveling brewmaster's allies must decide whether to accept or refuse its effects. This is not an action. Unconscious allies automatically accept the song. If accepted, the raging song's effects last for that ally's turn or until the song ends, whichever comes first.

At 7th level, a reveling brewmaster can start a raging song as a move action instead of a standard action. At 13th level, a reveling brewmaster can start a raging song as a swift action instead.

A non-reveling brewmaster who drinks a rotgut mutagen must make a Fortitude save (DC 10 + 1/2 the reveling brewmaster's level + the reveling brewmaster's Charisma modifier) or become nauseated for 1 hour—a non-reveling brewmaster can never gain the benefit of a rotgut mutagen, but a reveling brewmaster can gain the effects of another reveling brewmaster's rotgut mutagen if he drinks it. (Although if the other reveling brewmaster creates a different mutagen, the effects of the “stolen” mutagen immediately cease.) The effects of a rotgut mutagen do not stack. Whenever a reveling brewmaster drinks a rotgut mutagen, the effects of any previous rotgut mutagen immediately end.

A reveling brewmaster gains the following raging songs.

Drunken Rage Song (Su): This functions as the skald’s inspired rage song. This song and rotgut mutagen replace mutagen.

Molotov Cocktail (Su): At 1st level, as a standard action, a reveling brewmaster can spend two rounds of raging song to regurgitate a portion of his rotgut mutagen into an empty bottle, jar, or similar container and hurl it at his foes, creating an improvised flaming cocktail that explodes on impact. The damage of this improvised splash weapon is equal to an alchemist’s bomb. However, due to its simple nature, it is only affected by the following bomb discoveries: anarchic bomb, breath weapon bomb, explosive bomb, fast bombs, fire brand, immolation bomb, inferno bomb, smoke bomb, stink bomb. This ability otherwise functions as and replaces bombs.

Fire Belcher (Ex): At 6th level, a reveling brewmaster can spend 1 round of raging song once per drunken rage song to belch forth a portion of his rotgut mutagen and ignite it with any source of fire he has in hand (a torch, tinder twig, etc.). This creates a gout of flames in a 15-foot cone that deals a number of 1d6 points of damage equal to his Charisma modifier. A successful Reflex save (DC 10 + 1/2 the reveling brewmaster’s level + the reveling brewmaster’s Charisma modifier) halves the damage. Expelling the rotgut mutagen and igniting it is a standard action that provokes attacks of opportunity. This ability replaces swift poisoning.

You also need to finish off your Master Revel capstone ability.


#Reveling Brewmaster

I think in order to have at least a few performances we could reduce the total damage of molotov cocktails from 10d6 to 7d6, and ensure that a round of performance is spent creating it. We've alreadt restricted extracts to 1-4 only, so removing levels 5 and 6 should free up some space to squeeze things in too?

as for the Mutagen? I think I'd prefer something similar to this, which I was aiming for; Drunken Brute, I also think having allies need to drink alcohol themselves to benefit from it makes more sense.

I was also thinking on performances, and I think the area 'freedom's toast' effect is a nice idea, could probably replaces song of the fallen. as for the remaining 3 performances? perhaps one that's subjects the enemy to a 'dirty trick', one that acts as a mass 'enhance water', and one that causes enemies to feel sickened or nauseated?

as for the Master Reveler capstone, I'm unsure what I want for it. I want the second part of it to relate to the main content, but since said content is still being decided upon I'm not entirely sure what to do with it.

Also, you don't like the puns? I'm hurt~ :P


Tyrannical wrote:

#Reveling Brewmaster

I think in order to have at least a few performances we could reduce the total damage of molotov cocktails from 10d6 to 7d6, and ensure that a round of performance is spent creating it. We've alreadt restricted extracts to 1-4 only, so removing levels 5 and 6 should free up some space to squeeze things in too?

So far, I have not reduced extracts to only 4th. I know you did, but I wanted to see what we could do without doing that. I'm thinking of doing diminished extracts, and with reduction to 7d6 for the molotov cocktail, I thik we may be good. Though, if you really want only 4th level extracts, we can totally go with that.

Tyrannical wrote:
as for the Mutagen? I think I'd prefer something similar to this, which I was aiming for; Drunken Brute, I also think having allies need to drink alcohol themselves to benefit from it makes more sense.

Sort of a drunken brotherhood thing. That makes sense. So with mutagen, do you want what the Moonshiner has, or go more with the Drunken Brute thing? Just want to narrow what direction to go, which can also determine other aspects of the MCA.

Tyrannical wrote:
I was also thinking on performances, and I think the area 'freedom's toast' effect is a nice idea, could probably replaces song of the fallen. as for the remaining 3 performances? perhaps one that's subjects the enemy to a 'dirty trick', one that acts as a mass 'enhance water', and one that causes enemies to feel sickened or nauseated?

We can adapt Freedom's Toast I think. Maybe an Inebriation performance, enemies are affected as if extremely drunk (whatever that effect might be).

Tyrannical wrote:
as for the Master Reveler capstone, I'm unsure what I want for it. I want the second part of it to relate to the main content, but since said content is still being decided upon I'm not entirely sure what to do with it.

Yeah, let's figure out the two big abilities first, then we can do the capstone.

Tyrannical wrote:
Also, you don't like the puns? I'm hurt~ :P

I have pun immunity, I grew up with my best friend's dad who was a punster. They just role off my back. :D


1) 7d6 bomb damage and capped at 4th level extracts sounds like a fair trade to me

2) I'd prefer to go to the drunken brute route, it's a little simpler

3) The freedom's toast thing is good. as for the other 3 performances? her's some quick ideas;
- a mass 'enhance water', to keep the ale flowing
- a performance that inebriates the enemy, as a poison effect, giving them THIS template effect
- perform a dirty-trick on one enemy, while his friends suffer from hideous laughter.

4) I agree.

5) I think the puns give the class it's charm~


Here's a little something I was working on for the performances:

Ale Flow: at 3rd level, the revelling brewmaster can use his raging song to turn water into alcohol, in the same fashion as the 'enhance water' spell. He may turn 2 gallons of water within a 30ft radius into alcohol, equal to a cask. at 5th level, he may transmute 10 gallons, equal to a keg. At 8th level, me may transmute 44 gallons, equal to a barrel. Finally at 12th level, he may transmute 88 gallons, equal to a hogshead. The water resumes it's normal state when the revelling brewmaster ends his performance. Any alcohol imbibed that is under the effect of this performance does not resume it's normal state, however, and remains as alcohol within the consumer's system.

Drunken Stupor: At 6th level, the revelling brewmaster can use his raging song to attempt to inebriate an enemy. This is a magical poison effect, and should the enemy fail to resist he gains the 'Drunk' template for the next 3 rounds.

Drunkard's Prank: At 10th level, the reveling brewmaster can target a single foe with his raging song and magically attack him with a 'dirty-trick' manuever. Any enemies who witness their allie being pranked burst into 'hideous laughter' for one round.

Toast to Revelry: At 15th level, the rveling brewmaster may use his raging song to duplicate the effects of the 'Freedom's Toast' spell, though instead affects all allies being affected by his drunken rage. Additionally, allies gain the effects of the revelling brewmaster's 'inebriated mind' ability until he ends this performance.


Tyrannical wrote:


Drunken Stupor: At 6th level, the revelling brewmaster can use his raging song to attempt to inebriate an enemy. This is a magical poison effect, and should the enemy fail to resist he gains the 'Drunk' template for the next 3 rounds.

EDIT: Enemies who have willingly or unwillingly drank alcohol prior to this performance have a -4 penalty to save against it's effects.


So, we need to clarify the main Performance ability then. Are you wanting the "Drunken Rage" to be like the Drunken Brute archetype ability, wher he drinks a pint and gains X rounds of performance (essentially) for the encounter, or are you wanting to go with the X rounds per day by imbibing an altered mutagen that gives the raging song? I assume the base performance is based on Inspired Rage, or do you want it based on the Drunken Brute's thing, but its shared with allies? This all needs to be decided on first, 'cause I'm not exactly sure what you are wanting for your rounds of rage mechanic (daily rounds, or per encounter rounds) or your base performance.

The Performances you have here look great, and I'll go over them and tweak them when I have time.


Elghinn Lightbringer wrote:

So, we need to clarify the main Performance ability then. Are you wanting the "Drunken Rage" to be like the Drunken Brute archetype ability, wher he drinks a pint and gains X rounds of performance (essentially) for the encounter, or are you wanting to go with the X rounds per day by imbibing an altered mutagen that gives the raging song? I assume the base performance is based on Inspired Rage, or do you want it based on the Drunken Brute's thing, but its shared with allies? This all needs to be decided on first, 'cause I'm not exactly sure what you are wanting for your rounds of rage mechanic (daily rounds, or per encounter rounds) or your base performance.

The Performances you have here look great, and I'll go over them and tweak them when I have time.

Yeah, guess I was being a little unclear... hmm..

Brewtagen = Raging Song (The means to perform)
Drunken Rage = Inspired Rage (The first performance)

Drinking Brewtagen is essentially a replacement for the whole performance mechanic. drinking a Brewtagen gives X amount of performance rounds per day, similar to Raging Song. The main difference between this and raging song is allies do not rely on audible components, but need to drink in order to benefit. Drinking more alcohol during this time gives more rounds, with the drawback of being nauseated afterwards.

Drunken Rage is essentially the same as Inspired Rage, only instead of ending up fatigued, you instead end up nauseated.

Does this make sense?


+1


Wow. I love this! I actually would have liked to create something like this for so much time!
May I suggest something? Since there seem to be so many performances and special abilities to put in, make some of them into formulae/spells/masterworks...


#Bullet Storm
Are we done this one, Christos?

Here's my revised version of Reveling Brewmaster (Changed to Reveling Brewer). Have a partial suggestion for the capstone - Grand Brewmaster

REVELING BREWER revised:

The reveling brewer exists to keep spirits high and inhibitions low, mixing the ability to craft potent and alchemically imbued drink with drunken cheer and tenacity. As an expert moonshiner capable of concocting the most liver-challenging drinks of the realm, his libations serve as a potent fuel for his inebriated abilities.

Primary Class: Alchemist.
Secondary Class: Skald.
Alignment: Any nonlawful.
Hit Dice: d8.

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

Weapon and Armor Proficiency: The reveling brewer is proficient with all simple weapons and bombs. He is also proficient with light armor, but not with shields.

Alcogen (Su): At 1st level, a reveling brewer discovers how to create a special alcoholic mutagen that he can imbibe in order to fuel his performances. It takes 1 hour to brew a dose of alcogen, and once brewed, it remains potent until used. An alcogen functions like a normal mutagen except for the following changes.

Upon being imbibed, the reveling brewer gains a number of rounds of the skald’s raging song equal to 3 + his Charisma modifier, plus an additional 2 rounds for each level beyond 1st. These rounds last for 24 hours, or until he creates another alcogen, whichever comes first.

While using raging song, the reveling brewer can drink a potion, an extract, or a tankard of ale or similar quantity of alcohol, as a move action that does not provoke attacks of opportunity. A potion or extract has its normal effect, while an alcoholic drink allows the reveling brewer to maintain his raging song that round without expending a round of raging song to maintain a particular performance (instead of the alcohol's normal effects). For each alcoholic drink consumed while using raging song, the reveling brewer is nauseated for 1 round once it ends. The reveling brewer cannot use raging song while nauseated.

Starting a raging song is a standard action, but it can be maintained each round as a free action. A raging song cannot be disrupted, but it ends immediately if the reveling brewer is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action each round to maintain it. A raging song counts as the bard's bardic performance special ability for any effect that affects bardic performances. A reveling brewer may learn bard masterpieces.

A raging song has audible components, but not visual components. Affected allies must be able to hear the reveling brewer for the song to have any effect. A deaf reveling brewer has a 20% chance to fail when attempting to use a raging song. If he fails this check, the attempt still counts against his daily limit. Deaf creatures are immune to raging songs.

If a raging song affects allies, when the reveling brewer begins a raging song and at the start of each ally's turn in which they can hear the raging song, the reveling brewer's allies must decide whether to accept or refuse its effects. This is not an action. Unconscious allies automatically accept the song. If accepted, the raging song's effects last for that ally's turn or until the song ends, whichever comes first.

At 7th level, a reveling brewer can start a raging song as a move action instead of a standard action. At 13th level, a reveling brewer can start a raging song as a swift action instead.

A non-reveling brewer who drinks an alcogen must make a Fortitude save (DC 10 + 1/2 the reveling brewer's level + the reveling brewer's Charisma modifier) or become nauseated for 1 hour—a non-reveling brewer can never gain the benefit of an alcogen, but a reveling brewer can gain the effects of another reveling brewer's alcogen if he drinks it. (Although if the other reveling brewer creates a different mutagen, the effects of the “stolen” mutagen immediately cease.) The effects of an alcogen do not stack. Whenever a reveling brewer drinks an alcogen, the effects of any previous alcogen immediately end. An alcogen otherwise functions as and replaces mutagen.

A reveling brewer gains the following performances.

Drunken Rage (Su): At 1st level, a reveling brewer gains the skald’s inspired rage song. At 7th level or higher, all allies under the effects of his drunken rage song also gain the benefits of his inebriated mind ability. This benefit continues as long as the performance is maintained. This ability replaces bomb 2d6, 5d6, and 8d6, and swift poisoning.

Mead Hall (Sp): At 3rd level, a reveling brewer can use his raging song to transform water into an alcoholic beverage of his choice (typically ale, beer, mead, or wine) as the enhance water spell. As a standard action, he can spend 1 round of raging song to transform 1 pint of water per level in a 30-foot radius into an equal amount of alcohol (a cask). At 5th level, he can spend 2 rounds of raging song to transform 1 gallon of water per level into an equal amount of alcohol (a keg). At 8th level, he can spend 3 rounds of raging song to transform 3 gallons of water per level into an equal amount of alcohol (a hogshead). Any unconsumed alcohol reverts back to normal water when the tap the keg performance ends. Alcohol consumed prior to the end of the performance remains potent and affects the imbiber as normal.

Baleful Libations (Su): At 6th level, a reveling brewer can us his raging song to temporarily become intoxicated, causing them to become sickened. This only affects enemies that are within 30 feet and able to hear the reveling brewer’s performance. The effect persists for as long as the enemy is within 30 feet and the reveling brewer continues his performance. If a creature is already sickened, he becomes nauseated instead. At the end of the performance, all affected creatures must make a Fortitude save (DC 10 + 1/2 the reveling brewer’s level + the reveling brewer’s Charisma modifier). If the save is successful, the creatures remain sickened for a number of additional rounds equal to the reveling brewer’s Charisma modifier. If the save fails, the creatures remain sickened for 1 hour after the performance ends. This is a mind-affecting fear effect, and relies on audible components.

Drunkard’s Prank (Su): At 10th level, a reveling brewer can target a single enemy with his raging song and make a dirty trick combat maneuver. Any of the target’s allies who witness the dirty trick immediately burst out in laughter (as the hideous laughter spell) for one round. This performance relies on visual components.

Toast of Revelry (Sp): At 15th level, the reveling brewer can spend 6 rounds of raging song as a standard action to cause one ally to become subject to the freedom’s toast spell.

Brewing (Su): A reveling brewer is a master of creating alcoholic beverages instead of mundane alchemical substances such as alchemist’s fire and smokesticks. He is also trained in fashioning magical potion-like extracts in which they can store spell effects, but each extract is laced liquor and counts as an alcoholic beverage for the purpose of qualifying for feats and abilities. When using Craft (alchemy) to create an alcoholic beverage (see Alcoholic Beverages listed in the Adventuring Gear section of Ultimate Equipment), a reveling brewer gains a competence bonus equal to his class level on the Craft (alchemy) check. In addition, a reveling brewer can use Craft (alchemy) to identify potions as if using detect magic and alcoholic beverages by making a DC 10 Craft (alchemy) check. He must hold the potion or beverage for 1 round to make such a check. This ability otherwise functions as and replaces alchemy.

Drunken Brawler (Ex): At 1st level, a reveling brewer gains Drunken Brawler as a bonus feat, even if he does not meet the requirements. This ability replaces brew potion.

Molotov Cocktail (Su): In addition to magical extracts, reveling brewers are adept at swiftly making improvised bombs from alcoholic beverages and infusing them with their magical reserves to create powerful molotov cocktails that they can hurl at their enemies. A reveling brewer can create a number of molotov cocktails each day equal to his class level + his Charisma modifier. Molotov cocktails are unstable and volatile, and if not used in the round they are created, they explode—their method of creation prevents large volumes of explosive material from being created and stored. In order to create a molotov cocktail, the reveling brewer must use a small glass or ceramic bottle containing an ounce or more of alcoholic beverage—the reveling brewer can create a molotov cocktail from small amounts of chemicals from an alchemy lab, and these supplies can be readily refilled in the same manner as a spellcaster's component pouch.

Drawing the components of, creating, lighting, and throwing a molotov cocktail requires a standard action that provokes an attack of opportunity. Thrown molotov cocktails have a range of 20 feet and use the Throw Splash Weapon special attack. Molotov cocktails are considered weapons and can be selected using feats such as Point-Blank Shot and Weapon Focus. On a direct hit, a reveling brewer's molotov cocktail inflicts 1d6 points of fire damage + additional damage equal to the reveling brewer's Charisma modifier. The damage of a reveling brewer's molotov cocktail increases by 1d6 points at 4th level and every three reveling brewer level (this bonus damage is not multiplied on a critical hit or by using feats such as Vital Strike). Splash damage from a reveling brewer molotov cocktail is always equal to the molotov cocktail's minimum damage (so if the molotov cocktail would deal 2d6+4 points of fire damage on a direct hit, its splash damage would be 6 points of fire damage). Those caught in the splash damage can attempt a Reflex save for half damage. The DC of this save is equal to 10 + 1/2 the reveling brewer's level + the reveling brewer's Charisma modifier.

Reveling brewers can learn new types of molotov cocktails as bombs discoveries (see the Discovery ability) as they level up. A reveling brewer's molotov cocktails, like an extract, becomes inert if used or carried by anyone else. This ability alters bombs.

Inebriated Mind (Ex): At 2nd level, a reveling brewer becomes resistant to mental attacks. He gains a +4 alchemical bonus against bardic performances, as well as mind-affecting and fear effects while under the effects of alcohol. This ability replaces poison use.

Discovery: This is exactly like alchemist ability of the same name, except that a reveling brewer gains a discovery at 3r level and every three levels thereafter. In addition, he can choose one of the following rage powers in place of a discovery: boasting taunt, focused liberation, good for what ails you, greater hurling, hurling, internal fortitude, lesser hurling, liquid courage, moment of clarity, noxious belch, perfect clarity, roaring drunk, savage dirty trick, staggering drunk, staggering stupor, strength surge. Rage powers only take effect when drunken stupor is active.

Swift Brewing (Ex): This is exactly like the alchemist’s swift alchemy ability. However, the reveling brewer loses the ability to apply poisons as a move action and instead gains Potion Glutton as a bonus feat.

Extracts (Su): Starting at 4th level, a reveling brewer creates extracts drawn from the alchemist formulae list. Only extracts of 4th level or lower are considered to be on the reveling brewer’s formulae list. A reveling brewer also adds the following spells to his list of extracts at the indicated levels: 1st level–enhance water; 4th level–freedom’s toast. He can prepare an extract of any formula he knows without referring to a formula book.

To learn or use an extract, a reveling brewer must have a Charisma score equal to at least 10 + the extract's level. The Difficulty Class for a saving throw against a reveling brewer's extract is 10 + the extract level + the reveling brewer's Charisma modifier.
Like other alchemists, a reveling brewer can create only a certain number of extracts of each level per day. His base daily extract allotment is given on Table: Reveling Brewer. In addition, he receives bonus extracts per day if he has a high Charisma score.

The reveling brewer's selection of extracts is limited. A reveling brewer begins play knowing two 1st-level extracts of the reveling brewer's choice. At each new reveling brewer level, he gains one or more new extracts, as indicated on Table: Reveling Brewer Extracts Known. Unlike extracts per day, the number of extracts a reveling brewer knows isn't affected by his Charisma score; the numbers on Table: Reveling Brewer Extracts Known are fixed.

At 8th level and every 3 levels thereafter, a reveling brewer can choose to learn a new extract in place of one he already knows. In effect, the reveling brewer loses the old extract in exchange for the new one. The new extract's level must be the same as that of the extract being exchanged, and it must be at least 1 level lower than the highest-level reveling brewer extract the reveling brewer can create. A reveling brewer may swap only a single extract at any given level, and must choose whether or not to swap the extract at the same time that he gains new extracts known for the level.

A reveling brewer need not prepare his extract in advance, but he can do so if he so chooses. He can create any extract he knows at any time, assuming he has not yet used up his allotment of extracts per day for the extract's level. Through 3rd level, a reveling brewer has no caster level. At 4th level and higher, his caster level is equal to his reveling brewer level –3.

Spell Kegger (Ex): At 5th level, a reveling brewer can imbibe a pint or more of alcoholic beverage once per day to gain the skald’s spell kenning ability. He can create an extract of any spell from the bloodrager, ranger, or skald spell lists as if it were one of this extracts known, expending an extract slot of the same level to create an extract of the desired spell. Creating an extract with spell kegging always has a minimum casting time of 1 full round, regardless of the casting time of the spell. At 11th level, a reveling brewer can use this ability twice per day. At 17th level, he can use this ability three times per day. This ability replaces the discoveries gained at 4th, 10th, and 16th level.

Drunken Resilience (Ex): At 9th level, whenever a reveling brewer is under the effects of an alcoholic beverage, he gains damage reduction 1. At 14th and 19th level, this damage reduction increases by 1. Additionally, the reveling brewer grants this bonus to all allies affected by his drunken rage song. This ability replaces the persistent mutagen.

Instant Brewing (Ex): This functions exactly like alchemist ability of the same name, except that the reveling brewer loses the ability to apply poison as an immediate action, and is no longer sickened when drinking alcohol to fuel his drunken rage. If he is already sickened when he enters a drunken rage, her remains sickened and does not gain the nauseated condition.

Grand Brewmaster (Su): At 20th level, a reveling brewer is can drink any amount of alcoholic beverage without any ill effect, and can no longer become sickened or nauseated. Once per day, whenever the reveling brewer uses his mead hall performance, he can cast the heroes’ feast spell as a move action. Only allies affected by the mead hall performance can benefit from this effect. In addition, …Need to complete this

This ability replaces grand discovery.

Table: Reveling Brewer
Base
Class Attack Fort Ref Will Extracts per Day
Level Bonus Save Save Save Special 1st 2nd 3rd 4th

1st +0 +2 +2 +0 Alcogen, brewing, drunken brawler, drunken rage +1 (+2 Str/Con), — — — —
molotov cocktail 1d6, throw anything
2nd +1 +3 +3 +0 Drunken rage +2, inebriated mind, poison resistance +2 — — — —
3rd +2 +3 +3 +1 Discovery, mead hall, swift brewing — — — —
4th +3 +4 +4 +1 Molotov cocktail 2d6 1 — — —
5th +3 +4 +4 +1 Poison resistance +4, spell kegger 1/day 1 — — —
6th +4 +5 +5 +2 Baleful libations, biscovery 1 — — —
7th +5 +5 +5 +2 Molotov cocktail 3d6 1 1 — —
8th +6/+1 +6 +6 +2 Drunken rage +3 (+4 Str/Con), poison resistance +6 1 1 — —
9th +6/+1 +6 +6 +3 Discovery, drunken resilience (DR 1/—) 2 1 — —
10th +7/+2 +7 +7 +3 Drunkard’s prank, molotov cocktail 4d6, poison immunity 2 1 1 —
11th +8/+3 +7 +7 +3 Spell kegger 2/day 2 1 1 —
12th +9/+4 +8 +8 +4 Discovery, drunken rage +4 2 2 1 —
13th +9/+4 +8 +8 +4 Molotov cocktail 5d6 3 2 1 1
14th +10/+5 +9 +9 +4 Drunken resilience (DR 2/—) 3 2 1 1
15th +11/+6/+1 +9 +9 +5 Discovery, toast of revelry 3 2 2 1
16th +12/+7/+2 +10 +10 +5 Drunken rage +5 (+6 Str/Con), molotov cocktail 6d6 3 3 2 1
17th +12/+7/+2 +10 +10 +5 Spell kegger 3/day 4 3 2 1
18th +13/+8/+3 +11 +11 +6 Discovery, instant brewing 4 3 2 2
19th +14/+9/+4 +11 +11 +6 Molotov cocktail 7d6, drunken resilience (DR 3/—) 4 3 3 2
20th +15/+10/+5 +12 +12 +6 Drunken rage +6, grand brewmaster 4 4 3 2

Table: Reveling Brewmaster Extracts Known
Class Extracts Known
Level 1st 2nd 3rd 4th

1st — — — —
2nd — — — —
3rd — — — —
4th 2 — — —
5th 3 — — —
6th 4 — — —
7th 4 2 — —
8th 4 3 — —
9th 5 4 — —
10th 5 4 2 —
11th 5 4 3 —
12th 6 5 4 —
13th 6 5 4 2
14th 6 5 4 3
15th 6 6 5 4
16th 6 6 5 4
17th 6 6 5 4
18th 6 6 6 5
19th 6 6 6 5
20th 6 6 6 5


yeah we are good


Then Jonathon is up next! And after the REveling Brewer is done, its Taco Man.


Man, I feel dissapointed with how little I've had to directly add since my return... THE FORCE. IT ISN'T STRONG IN ME.

Dark Archive

I have come up with a new MCA idea involving that of a counterpart to the Astute Physician, but instead of helping and healing others this MCA brings harm and pain to others.
I admit, I came up with this concept by listening to the song Alive over and over again from the Dr. Jekyll and Mr. Hyde musical: https://www.youtube.com/watch?v=zUBU6Hjkm-0
------------------------------------------------------------------

Pitbound Conniver
Brutal and cruel, yet with a devilish charm others cannot deny these scoundrels take what they want with selfish pursuit of their own pleasure and callous disregard for others. With a keen mind and a love for schemes, these individuals are twisted by dark influence. They take a perverse pleasure in bringing harm or even death to others, often prolonging such acts for their own enjoyment by breaking that which is good and lovely.
Primary Class: Investigator
Secondary Class: Antipaladin
Alignment: Any nongood

Keep Alchemy... yet with twisted purpose by adding spells from the Antipaladin list as extracts, while removing extracts that do not fit the theme of the MCA such as those that heal or aid others
Have the Pitbound Conniver be knowledgeable and skilled in the ways of pain and torture, of bringing agony and twisting the body or mind of their victim. The creator of poisons that bring a slow death or weaken others into helplessness. Cruelties would be a good start for this though those here may have have other ideas for such.
An enhancement to charm, deception, to hide one's intention behind lies and get into position hidden from those the could stop them. Fearmongers that bring suffering and glee in in seeing other cower before them so intimidation would be understandable.
Those are just thoughts though that can be drawn from the antipaladin in some way. Also consideration for Investigator abilities and Talents deriving from Charisma not Intelligence, though Strength I feel could also be fairly important.
Removing both Trapfinding and Trap Sense for certain, perhaps delay Investigator talent progression.

Brutal Cunning: I am thinking perhaps a bonus to all Intimidation, Bluff, and Stealth checks equal to a Pitbound Conniver class level.
Studied Cruelty: A blend of Studied Strike and the Anipaladin's ability Cruelty, where for perhaps lessened progression the Pitbound Conniver can gain the benefit of Cruelties in addition to the damage of the attack.
Tainted Alchemy: Perhaps allowing for the Pitbound Conniver to take gain the Fiendish template when transforming as well as allow extracts count as evil for bypassing damage reduction.


#Reveling Brewmaster

Seems to be almost finished, I do have a few notes to add in that should round it off;

1) I think I prefer the names 'Brewtagen' and 'Spell Kegging', they tend to roll off the tongue and sounds more like the abilities they're based off. and 'Reveling Brewmaster' sounds a little more dynamic for the class name

2) Molotov Cocktail should use Brewtagen as a component, as ale, mead, wine and beer isn't actually flammable (whisky and vodka is however). I figured Brewtagen to have a high proof content, powerful enough to throw you into a drunken rage, and powerful enough to be flammable. This way it directly removes a round of performance in a way that makes sense. Drunken Rage's bonus should also be an Alchemical Bonus rather than Morale bonus

3) I'd prefer to keep poison resist in the MCA, though not necessarily poison immunity. Even if it's only to a maximum of +6 and the bonus to DR replaces the +8 cap and Poison Immunity. I think somebody who drinks ale all day is bound to have a liver tolerant of a few toxins.

4) The amount of alcohol Ale Flow/Mead Hall can produce was based off THIS, I figured it'd be more rounded and saves time counting when you can just base the amount off an already established item. I'd prefer to keep these measurements for ease of use

5) 'Toast To Revelry' seems a little underpowered compared to the Song of the Fallen. I'd of thought that using the freedom's toast spell in a 30ft radius would make it a little more of a fair substitute.

6) I completely forgot to add performance skills. The Reveling brewmaster gains Comedy, Dance, Oratory, Percussion and Sing as performance skills.

7) Baleful Libations seems a little complex. I think I'd prefer the idea I had with 'Drunken Stupor', where one enemy targeted gains the Drunk template for 1d3 rounds, if it's all the same to you :)

8) I really like the new capstone ability. I think maybe to finish it off this could work; "-In addition, allies who drink the ale benefit from the Reveling Brewmaster's 'Inebriated Mind' ability until they are sober, or cease being affected by the drunken rage performance" (thus removing Inebriated Mind from Drunken Rage at level 2, for fairness/balance)

Sorry if I'm being Nitpicky, I know I can be a pain :P

Dark Archive

#Reveling Brewmaster
I will say like like it, though I have done so little in the way of helping get this MCA together. I could see a very interesting all Dwarf Party with a Forgemaster, Foehammer, and Stonelord perhaps even with the Reveling Brewmaster a part of the party.


Tyrannical wrote:

#Reveling Brewmaster

Seems to be almost finished, I do have a few notes to add in that should round it off;

1) I think I prefer the names 'Brewtagen' and 'Spell Kegging', they tend to roll off the tongue and sounds more like the abilities they're based off. and 'Reveling Brewmaster' sounds a little more dynamic for the class name

OK.

Tyrannical wrote:
2) Molotov Cocktail should use Brewtagen as a component, as ale, mead, wine and beer isn't actually flammable (whisky and vodka is however). I figured Brewtagen to have a high proof content, powerful enough to throw you into a drunken rage, and powerful enough to be flammable. This way it directly removes a round of performance in a way that makes sense

So, requires 1 round from the Brewtagen. That's doable. Do we keep a max daily usage? I think so, or he could essentially create 40+ of them at 20th level.

Tyrannical wrote:
3) I'd prefer to keep poison resist in the MCA, though not necessarily poison immunity. Even if it's only to a maximum of +6 and the bonus to DR replaces the +8 cap and Poison Immunity. I think somebody who drinks ale all day is bound to have a liver tolerant of a few toxins.

Uh...poison resistance/immunity IS there. Read the table carefully.

Tyrannical wrote:
4) The amount of alcohol Ale Flow/Mead Hall can produce was based off THIS, I figured it'd be more rounded and saves time counting when you can just base the amount off an already established item. I'd prefer to keep these measurements for ease of use

Note to everyone: If you are proposing abilities that are BASED on other already established mechnics in PF, PLEASE let me know. I always prefer to use established rules vs. made up ones. I thought you had randomly cerated those numbers, but if they are in PF, then I'm fine going with those, though they are actually incorrect as to the number of gallons a keg and hogshead actually are. :D

Tyrannical wrote:
5) 'Toast To Revelry' seems a little underpowered compared to the Song of the Fallen. I'd of thought that using the freedom's toast spell in a 30ft radius would make it a little more of a fair substitute.

But the spell itself only affects a single creature. If you want to have it affect multiple targets, then I say we do 6 rounds for the 1st target, plus 2 additional rounds for each additional target, up to a max number of targets equal to his Cha mod. So, a RB with Cha 20 could affect 5 targets, costing him a total of 14 rounds. If we are going to expand beyond the normal spell mechanics and effect (like hall mead) then there needs to be additional round costs in my opinion.

Tyrannical wrote:
6) I completely forgot to add performance skills. The Reveling brewmaster gains Comedy, Dance, Oratory, Percussion and Sing as performance skills.

OK.

Tyrannical wrote:
7) Baleful Libations seems a little complex. I think I'd prefer the idea I had with 'Drunken Stupor', where one enemy targeted gains the Drunk template for 1d3 rounds, if it's all the same to you :)

Sure.

Tyrannical wrote:
8) I really like the new capstone ability. I think maybe to finish it off this could work; "-In addition, allies who drink the ale benefit from the Reveling Brewmaster's 'Inebriated Mind' ability until they are sober, or cease being affected by the drunken rage performance" (thus removing Inebriated Mind from Drunken Rage at level 1, for fairness/balance)

So take away the Inebriated Mind benefit with Drunken Rage at 7th, and just put it into the capstone. Can do.

Tyrannical wrote:
Sorry if I'm being Nitpicky, I know I can be a pain :P

It's part of the process.


#Reveling Brewmaster

I did notice Poison Resistance was in the table, but I kinda figured it was left in by accident, my bad! I kinda bundled DR and Poison Resist together so we could squeeze DR in in the first place, but if you think the swaps are good no complaints here.

Everything else you said seems fair, looks to be in working order with all those tweaks. :)


DR is swapping 3 discoveries. That's more than fair. Discoveries are a level equivalent benefit, as is one increment of DR.

Then I think we're good to go! That means Taco Man is now up too.


#Pitbound Conniver

You may like to see this for a little inspiration;

Master Chymist

Dark Archive

Tyrannical wrote:

#Pitbound Conniver

You may like to see this for a little inspiration;

Master Chymist

While the League of Extraordinary Gentlemen may have taken a similar view of the subject as the PrC, I'm not exactly going that direction... especially since I want the MCA to be the counterpart to Astute Physician.

Sheepish smile, yes I did offer a link to a song from the Dr. Jekyll and Mr. Hyde musical. The story being the inspiration of Master Chymist and the song being what inspired me when creating the Pitbound Conniver... but I don't want the focus to really be the Mutagen ability.

Though, we could have it that the MCA plays nice with the PrC when it comes to a player taking it as part of their build.

As the Antipaladin is to the Paladin, I want the Pitbound Conniver to be towards the Astute Physician


Here we be, here we be.

White Hawk:

Many take to the battlefield for fame and glory, but to the white hawk, these come not from one's prowess in combat, but in leadership. Born to lead, fight, and conquer, these natural-born officers lead with stunning grace, prowess, and a prodigious tactical mind.

Name: White Hawk
Primary: Cavalier
Secondary: Swashbuckler
Hit Die: D10

Commander (Ex)
As a move action, the white hawk can issue orders to a number of allies up to 1/2 his character level who are within 30 feet and can see, hear, and understand him. As long as at least one selected ally obeys the white hawk's orders during that round, the white hawk and each compliant ally all gain a +1 competence bonus on attack rolls, weapon damage rolls, and saving throws and to Armor Class for 1 round. Affected allies are not under any obligation to obey these commands, but do not gain the bonuses if they choose to ignore the commands. At 4th level, this bonus increases to +2. At 7th level, a white hawk can use authoritative command as a swift action. This bonus increases by an additional +1 at 11th level, and every 3 levels thereafter.
This replaces Challenge

Panache (Ex)
As the Swashbuckler ability of the same name.

Deeds (Ex)
A white hawk gains deeds as a swashbuckler of the same level, at the appropriate level. In addition, they gain access to the following deeds:

Ordered Strike (Ex)
At 3rd level, as a standard action, so long as the white hawk has atleast one point of panache, the white hawk can grant one ally within 30 feet an attack action that must be taken immediately with a melee weapon. This does not use up any of the ally's actions, nor does it change the initiative order. The attack is resolved at the ally's full base attack bonus.

This replaces the Kip-Up deed

Hold the Line (Ex)
At 7th level, if a creature takes a 5-foot step out of an area both adjacent to and threatened by a white hawk, and an ally, or if the creature withdraws from the area, it provokes an attack of opportunity from him.

This replaces the Swashbuckler's Grace deed.

Battlefield Strategist (Ex)
At 11th level, as a standard action, the white hawk can grant one ally within 30 feet a single move action. By spending a point of panache as a free action, the white hawk can activate this ability with a move action.

This replaces the Evasive deed

Inspiring Words (Ex)
At 19th level, when using their Commander ability, a white hawk can spend one panache point per target to grant each target the effects of Greater Heroism.

Deeds replace demanding challenge, cavalier's charge, banner, mighty charge, and greater banner

Born to Lead (Ex)
At 20th level, you gain a bonus teamwork feat. In addition, whenever you use your Commander ability, all compliant allies are treated as sharing two teamwork feats of your choice, whilst the bonus granted lasts.


#Pitbound Conniver

Hmm, for Astute Physician I combined Lay on Hands with Studied strike, but considering the Antipaladin version is damage anyway, perhaps something like this may work;

Mark of Corruption: acts as studied combat

Corruption Strike: Combines Touch of Corruption and Studied Strike

Blightbearer: Combines Plague Bringer and Poison Resistance together


#Pitbound Conniver
Random Ability/Discovery suggestions

Torture Technician (Ex) The pitbound conniver is an expert in many means of medical cruelty. He gains Skill Focus (Heal) as a bonus feat, and may use his heal skill in place of his intimidate skill.

Vicious Cruelty (Ex) A pitbound conniver adds the following extracts to their Formulae Book:
1st- Doom, Forbid Action, Lock Gaze, Bungle, Death Knell, Murderous Command
2nd-Qualm, Touch of Idiocy, Enemy's Heart, Scare, Silence, Unadulterated Loathing
3rd- ?
4th- ?
5th- ?
6th- ?

Adapted/Stolen from Tyr's Astute Physician:
Fragile Minds (Ex) as Therapist

Steady Hands (Ex) As is

Post-Mortem Research(Ex) As is


@Pitbound Conniver
What about changing the Astute Physician's First Aid ability to Agony,where he gain s the insight 1d6 bonus on Heal checks, but only to toture, prevent recovery, etc., plus an additional thing where he can touch an injured individual, charging him with "bad" energy, and anyone who attempts to use the Heal skill to do first aid, speed recovery,etc.,takes a 1d6 penalty to the skill checks for a number of rounds equal to the Pitbound Conniver's level? Could even extend it to lessen any cure spells by 1d6 too?

I want to see what other suggestions people give for the PC before I start assembling him.

Edit Taco's got some good ideas, since this is a mirror image of the Astute Physician, some of their abilities should overlap/match.

@White Hawk
Doing some tweaking and ability shifts. Not sure about the name. Doesn't really evoke what the MCA is all about. Also changed the Commander ability to Battlefield Command,and altered its mechanic to function more like the Stonelord's Stonestrike ability or what ever its called.

WHITE HAWK revised:

Many take to the battlefield for fame and glory, but to the white hawk, these come not from one's prowess in combat, but in leadership. Born to lead, fight, and conquer, these natural-born officers lead with stunning grace, prowess, and a prodigious tactical mind.

Primary Class: Cavalier.
Secondary Class: Swashbuckler.
Alignment: Any.
Hit Dice: d10.

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

Weapon and Armor Proficiency: The white hawk is proficient with all simple and martial weapons, with all types of armor (heavy, light, and medium), and with shields (except tower shields).

Battlefield Command (Ex): Once per day per level, a white hawk can draw upon his experience and leadership to issue commands to his allies on the battlefield. As a swift action, he can grant a +1 bonus on all attack and damage rolls, saving throws, and Armor Class to himself and a number of allies within 30 feet that can see, hear, and understand him equal to his Charisma modifier (minimum 1) until the beginning of his next turn. This bonus increases by +1 at 5th level and every 5 levels thereafter. This ability replaces challenge.

Panache (Ex): At 1st level, a white hawk gains the swashbukcler’s panache ability. This ability and deeds replace tactician, greater tactician, master tactician, cavalier's charge, and mighty charge

Deeds (Ex): At 1st level, a white hawk gains the swashbuckler deeds ability and gains access to each level of deeds at the indicated levels.

In addition, the white hawk swap four deeds for the following deeds.

Ordered Strike (Ex): At 3rd level, as a standard action, so long as the white hawk has at least 1 panache point, he can grant one ally within 30 feet a single melee attack at his highest attack bonus as an immediate action. This attack is in addition to any attacks or action the ally has, and does not change the initiative order. This deed replaces the kip-up deed.

Hold the Line (Ex): At 7th level, if a creature takes a 5-foot step out of or withdraws from a square that is adjacent to and threatened by a white hawk and one of his allies, the creature provokes an attack of opportunity from both the white hawk and his ally. This deed replaces the swashbuckler's grace deed.

Battlefield Strategist (Ex): At 11th level, as a move action, a white hawk can grant one ally within 30 feet an additional move action. This extra move action must be used before the beginning of his next turn. If the white hawk spends 1 point of panache, he can grant this extra move action as a swift action instead. This deed replaces the evasive deed

Inspiring Words (Ex): At 19th level, when using his battlefield command ability, a white hawk can grant a number of allies within 30 feet the benefits of greater heroism (as the spell). He can affect a number of allies equal to his Charisma modifier and must spend 1 panache point per ally affected by this deed. This deed replaces stunning stab.

Tactician (Ex): At 5th level, a white hawk gains the cavalier’s tactician ability. This ability replaces banner.

Greater Tactician (Ex): At 14th level, a white hawk gains the cavalier’s greater tactician ability. This ability replaces greater banner.

Born to Lead (Ex): At 20th level, the white hawk gains two bonus teamwork feats. In addition, whenever he uses his battlefield command ability, all allies are treated as sharing two teamwork feats of his choice for the duration of the ability. This ability replaces supreme charge.

Table: White Hawk
Base
Class Attack Fort Ref Will
Level Bonus Save Save Save Special

1st +1 +2 +0 +0 Battlefield command, deeds, mount, order, panache
2nd +2 +3 +0 +0 Order ability
3rd +3 +3 +1 +1 Deeds
4th +4 +4 +1 +1 Expert trainer
5th +5 +4 +1 +1 Tactician
6th +6/+1 +5 +2 +2 Bonus feat
7th +7/+2 +5 +2 +2 Deeds
8th +8/+3 +6 +2 +2 Order ability
9th +9/+4 +6 +3 +3
10th +10/+5 +7 +3 +3
11th +11/+6/+1 +7 +3 +3 Deeds
12th +12/+7/+2 +8 +4 +4 Bonus feat
13th +13/+8/+3 +8 +4 +4
14th +14/+9/+4 +9 +4 +4 Greater tactician
15th +15/+10/+5 +9 +5 +5 Deeds, order ability
16th +16/+11/+6/+1 +10 +5 +5
17th +17/+12/+7/+2 +10 +5 +5
18th +18/+8/+13/+3 +11 +6 +6 Bonus feat
19th +19/+14/+9/+4 +11 +6 +6 Deeds
20th +20/+15/+10/+5 +12 +6 +6 Born to lead

Dark Archive

#Pitbound Conniver
I like Corruption Strike but perhaps call it Tainted Strike, and Blightbrearer is fine though offers an amusing thought given how the Conniver would be the worst of criminals. Diseased and vile indeed.

I think Taco's suggestion of Torture Technician mixed with Elghinn's Agony would make an good combo while Vicious Cruelty is a start on getting antipaladin spells in as extracts... though what of the Cruelty class feature?

Fragile Mind and Steady Hands would both work as a refluffed abilities, though effected by Agony not First Aid.

Post-Mortem Research seems a bit out of place since the class will be the killer not one trying to know how another died. Perhaps if refluffed it could work, such as Secrets of the Dead.


#Cav/Swa:

"White Hawk" was a working name, taken from the title of the character I based this on. In general, it's based around glory and leadership. I feel like the flavor text could be expanded a fair bit, aswell as a name change, and either a replacement for orders altogether (Bonus feats to default to), or a homebrew order based around leadership, and precision. I should have a barebones order concept finished by the end of the day...

Perhaps reword Born To Lead as granting an additional two feats to their Tactician ability.

I also feel like Derring-Do could be replaced for a more people oriented ability, say:
Natural Officer: At 1st level, a [Name] can spend 1 panache point when he makes a Perform (Oratory), Diplomacy, Sense Motive, Ride, or Knowledge (Nobility) to roll 1d6 and add the result to the check. He can do this after he makes the check but before the result is revealed. If the result of the d6 roll is a natural 6, he rolls another 1d6 and adds it to the check. He can continue to do this as long as he rolls natural 6s, up to a number of times equal to his Charisma modifier (minimum 1).

Name Suggestions: Masterful Strategist, Inspiring Commander, Whitehawk Mercenary, Mercenary Commander.

Flavor Text Revising: Many take to the battlefield for fame and glory, but to the [name], these come not from one's prowess in combat, but in leadership. Making names for themselves as mercenary commanders, upstart rebels, and celebrated officers, they lead their forces by example, and charisma. They fight alongside their men to inspire them, and to gain their trust and loyalty. A [name] knows what sacrifices to make, and who to send where. Born to lead, fight, and conquer, these natural-born officers lead with stunning grace, prowess, and a prodigious tactical mind.

#Pitbound Conniver:

I'm getting a fairly MENTAL image of this one....

Forgot to contribute this concept for an ability. Two ideas to it really, one based on the psychological aspect of the cahracter, the other on the physical.
Cruel Memories (Su) : A pitbound conniver may spend one point of agony to make an intimidate check against a target. Upon success that target is wracked with horrible thoughts and memories, possibly not their own, functioning as a Doom spell, for 1d4 turns.
Alt spell-effects: Qualm, Forbid Action, or simply a basic Stun effect.

Cruel Anatomy (Ex) : Upon landing a successful melee attack, a pitbound conniver may spend one point of agony to make an intimidate check against the target. Upon success, that target is wracked with crippling pain, and is stunned for 1d4 turns.

And, new ability idea, abit esoteric, but nonetheless, excellent for indirect/noncombat takedowns/eliminations of targets, for a high-level PC:
Maddening Gaslight (Ex) : If a pitbound conniver uses their Mark of Cruelty ability on a target not engaged in combat, they may begin working to slowly crush the target's sanity. Slowly the mark begins to take action on their mind. Every hour the mark remains, the pitbound conniver may make an intimidate check against their target. If this check succeeds, the target takes a -4 to all further hourly checks. This stacks each time. When a total of a -20 has accumulated, the mark is spent, and the target is inflicted with a Madness of the pitbound conniver's choice.

Dark Archive

#Pitbound Conniver
All great ideas Taco ^^

Edit: Also I am considering Vicious Conniver as a name change given the direction this MCA is going.... mainly because, at this time, there isn't anything that really gives it an infernal connection.


Looking forward to seeing a first version of the Pitbound/Vicous Conniver before making any suggestions...


#Pitbound/Vicious Conniver

happened across this when looking for things that could help;

Vivisectionist


God I love me the vivisectionist....

Dark Archive

Hmm, we can add this:
Torturer’s Eye
At 2nd level, a vivisectionist adds deathwatch to his formula book as a 1st-level extract.

Maybe also
Bleeding Attack
A vivisectionist may select the bleeding attack rogue talent in place of a discovery.

Anything else would need the rogue focus neither the Investigator nor the Antipaladin has.


Taco Man wrote:

"White Hawk" was a working name, taken from the title of the character I based this on. In general, it's based around glory and leadership. I feel like the flavor text could be expanded a fair bit, aswell as a name change, and either a replacement for orders altogether (Bonus feats to default to), or a homebrew order based around leadership, and precision. I should have a barebones order concept finished by the end of the day...

Perhaps reword Born To Lead as granting an additional two feats to their Tactician ability.

I also feel like Derring-Do could be replaced for a more people oriented ability, say:
Natural Officer: At 1st level, a [Name] can spend 1 panache point when he makes a Perform (Oratory), Diplomacy, Sense Motive, Ride, or Knowledge (Nobility) to roll 1d6 and add the result to the check. He can do this after he makes the check but before the result is revealed. If the result of the d6 roll is a natural 6, he rolls another 1d6 and adds it to the check. He can continue to do this as long as he rolls natural 6s, up to a number of times equal to his Charisma modifier (minimum 1).

Name Suggestions: Masterful Strategist, Inspiring Commander, Whitehawk Mercenary, Mercenary Commander.

Flavor Text Revising: Many take to the battlefield for fame and glory, but to the [name], these come not from one's prowess in combat, but in leadership. Making names for themselves as mercenary commanders, upstart rebels, and celebrated officers, they lead their forces by example, and charisma. They fight alongside their men to inspire them, and to gain their trust and loyalty. A [name] knows what sacrifices to make, and who to send where. Born to lead, fight, and conquer, these natural-born officers lead with stunning grace, prowess, and a prodigious tactical mind.

1) Check some of the general orders on the Wiki. there are a few that may fit, or at least give you some ideas.

2) Changed born to lead.

Born to Lead (Ex): At 20th level, the mercenary commander gains two additional teamwork feats as bonus feats. He must meet the prerequisites for these feats. The mercenary commander can grant these feat to his allies using the tactician ability. Whenever the mercenary commander uses the tactician ability, he grants any two teamwork feats that he knows. He can select from any of his teamwork feats, not just his bonus feats. In addition, whenever the mercenary commander uses his battlefield command ability, he and his allies add his Charisma modifier to their damage rolls. This ability replaces supreme charge.

3) Added Natural Officer.

4) Went with Mercenary Commander.

5) Added flavor blurp.

Many take to the battlefield for fame and glory, but to the mercenary commander, these come not from one's prowess in combat, but in leadership. Born to lead, fight, and conquer, these natural-born officers lead with stunning grace, prowess, and a prodigious tactical mind.


Just starting to compile everything for the Vicious Conniver.


Here you are, Lightbringer-Senpai!

Order of the Hawk:

Edicts: A cavalier of the order of the hawk must make any sacrifice necessary to succeed and thrive. Be it the lives of their men for the success of a mission, or their own dignity to secure resources. They must work to make their way upwards in the world, and to rule objectively above all else.

Challenge: Whenever a cavalier of the order of the hawk declares a challenge, all allies within 30ft of them gain a +1 morale to all saves vs the any abilities of the target of the cavalier's challenge. This bonus increases by +1 for every 4 levels the cavalier posesses

Skills: A cavalier of the order of the hawk adds Perform (Oratory) and Knowledge (Nobility) to their class skill list. An order of the hawk cavalier can make Perform (Oratory) checks untrained. A Cavalier of the hawk may substitute their Perform (Oratory) skill for the purpose of Intimidate, Bluff, or Diplomacy checks.

Order Abilities
Fascinate (Ex): At 2nd level, the cavalier can use the Perform skill to cause one or more creatures to become fascinated with him. This acts as the fascinate bardic perform ability, except the save DC is 10 + 1/2 the cavalier’s level + his Charisma modifier, and it lasts for 1 round per cavalier level. The cavalier can use this ability once per day, plus an additional time per day for every five levels beyond 2nd.

Natural Leader (Ex): At 8th level, the cavalier gains Leadership as a bonus feat. If they already have Leadership, they gain a +4 to their leadership score

Sacrifices Must Be Made (Ex): At 15th level, the cavalier's men trust that all their leader does is for the greater good. Once per day, as a swift action, the cavalier may gain access to one betrayal feat of their choice for one minute. A number of allies within 30 feet equal to the cavalier's charisma modifier (minimum 1) may be treated as possessing this feat, for the duration of its effects. At 19th level, the cavalier may use this ability an additional time per day. The cavalier may work as the instigator for the purpose of shared feats whilst this ability is in use.

And of course, the challenge bonus doesn't actually effect a Mercenary Commander..

Dark Archive

I say the White Hawk looks most interesting indeed ^^
---------------------

Also, Elghinn, when was the Sword of Redemption made?
I don't recognize it, nor do I remember it being created here... but maybe I just missed it.
https://mcarchetype.wikispaces.com/Sword+of+Redemption


@Taco: I shall look it over. OK did that. Looks good, needs a flavor blurp for the order. :D

@Jon: I made it a while back, but hasn't made it to the threads yet. In fact, there are about 15-ish MCAs (not ACG) that I've created, and haven't made it to the threads. I've been going over them, and if they seem pretty balanced, then I've started adding them to the wiki, even though they haven't gone through the thread critique gauntlet. I figure its my prerogative, as I'm the one overseeing the wiki. A number of them are Samurai MCAs (primary or secondary), plus some others I've been wanting to get on the wiki.

VICIOUS CONNIVER 1st Draft:

Brutal and cruel, yet possessed of a devilish charm that others cannot deny, these scoundrels take what they want in a selfish pursuit of their own pleasures with a callous disregard for others. Vicious connivers possess an insatiable love for schemes and a keen mind that has been twisted by dark influences. They take perverse pleasure in bringing pain or even death to others, often prolonging such acts for their own enjoyment.

Primary Class: Investigator.
Secondary Class: Antipaladin.
Alignment: Any nongood.
Hit Dice: d8.

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

Weapon and Armor Proficiency: The vicious conniver is proficient with all simple weapons, plus the dart gun, hand crossbow, sap, sawtooth sabre, short sword, switchblade, and sword cane. He is also proficient with light and medium armor, but not with shields.

Agony (Ex): A vicious conniver is beyond knowledgeable and skilled in the art of invasive medicine, possessing a broad understanding of anatomy, surgery, and pain that far surpasses the abilities of others. A vicious conniver typically uses these powers to torture those who are injured, whether friend or foe, but can also use these flashes of insight to better understand their physical conditions.

A vicious conniver has the ability to prolong condition, pain, and injury-related skill checks and ability checks through his brilliant comprehension of physiology and anatomy. The vicious conniver has an agony pool equal to 1/2 his astute physician level + his Intelligence modifier (minimum 1). A vicious conniver's agony pool refreshes each day, typically after he gets a restful night's sleep. As a free action, he can expend one use of agony from his pool to add 1d6 to a Heal check meant to prevent recovery, torture, cause deep hurting, prevent fast healing, or erode willpower, including any on which he takes 10 or 20. This choice is made after the check is rolled and before the results are revealed. A vicious conniver can only use agony once per check or roll. The vicious conniver can use agony on any Heal (only those listed above), Knowledge (nature), or Survival skill checks without expending a use of agony, provided he's trained in the skill.

Agony can also be used on nonlethal attack rolls and saving throws against physical injuries and conditions, at the cost of expending two uses of agony each time from the vicious conniver's pool. In the case of saving throws, using agony is an immediate action rather than a free action.

Alternatively, a vicious conniver can reduce the effectiveness of any beneficial Heal checks made to help another creature. At the cost of expending two uses of agony, the vicious conniver can touch an injured or dying creature. Any Heal checks made to render first aid, stabilize, or otherwise help the creature survive its injuries takes a 1d6 penalty to the skill check. This penalty lasts a number of rounds equal to the vicious conniver. This ability replaces inspiration.

Dark Alchemy (Su): This is exactly like the investigator ability of the same name, except that the vicious conniver imbues his extracts with a touch of the divine. Whenever a creates an extract, he can choose to imbue it with a portion of his divine energy, granting it the “evil” descriptor. In addition, the vicious conniver adds the following spells to his list of extracts at the indicated formulae levels: 1st–bane, cause fear, curse water, deathwatch, doom, murderous command; 2nd–blindness/deafness, corruption resistance, death knell, disrupt link, pernicious poison, scare, touch of bloodletting; 3rd–agonizing rebuke, blade of dark triumph, bloody arrows, contagion, desecrate; 4th–defile armor, fear, poison, sadomasochism; 5th–resounding blow, slay living.

Tainted Strike (Su): This is exactly like investigator’s studied strike. Alternatively, a vicious conniver’s can choose to surrounds his weapon with a fiendish flame, causing terrible wounds to open on those he hits. This attack deals damage equal to his studied strike damage. Each day he can use this ability a number of times equal to 1/2 his vicious conniver level + his Charisma modifier. This portion of the tainted strike ability is modified by any feat, spell, or effect that specifically works with the lay on hands paladin class feature. For example, the Extra Lay On Hands feat grants a vicious conniver 2 additional uses of the tainted strike class feature. This ability counts as the antipaladin’s touch of corruption ability for the purpose of qualifying for feats.

Torture Technician (Ex): A vicious conniver is an expert in many means of medical cruelty. He gains Skill Focus (Heal) as a bonus feat and may use the Heal skill in place of the Intimidate skill. This ability replaces trapfinding.

Investigator Talent: This is exactly like the investigator ability of the same name, except that the vicious conniver may also select from the following new investigator talents, restricted to the Vicious Conniver multiclass archetype. Unless otherwise noted, each investigator talent can only be selected once.

Alchemist Discovery: The vicious conniver may choose the following discoveries: alchemical zombie, combine extracts, deadly excretions, dilution, enhance potion, eternal potion, extend potion, infusion, malignant poison, mummification, nauseating flesh, preserve organs. These replace the normal alchemist discoveries that can be selected by the investigator.

Fragile Mind (Ex): The vicious conniver can spend 1 point from his agony pool to augment the result of any Diplomacy, Knowledge, or Sense Motive skill check.

Rogue Talent: The vicious conniver may choose the following rogue talents: black market connections, bleeding attack, canny observer, charmer, coax information, combat swipe, deft palm, disease use, follow clues, guileful polyglot, hard to fool, hold breath, honeyed words, iron guts, major magic, minor magic, peerless maneuver, rapid boost, resilience, scavenger, stand up, strong stroke. These replace the normal rogue talents that can be selected by the investigator.

Secrets of the Dead (Ex): The vicious conniver adds decompose corpse, restore corpse, and sculpt corpse to his list of 2nd–level formulae, and animate dead to his 4th–level formulae. He also gains a +5 competence bonus to all Heal and Knowledge checks made to determine a creature’s cause of death.

Steady Hands (Ex): The vicious conniver can spend 1 point from his first aid pool to augment the result of any Disable Device, Escape Artist, Sleight of Hand, or Use Magic Device skill check.

Plague Bearer (Ex): At 3rd level, a vicious conniver gains the antipaladin’s plague bringer ability. This ability replaces trap sense.

Cruel Memories (Su): At 5th level, a vicious conniver can spend 1 point from his agony pool to make an Intimidate check against a target. If the check is successful, target is wracked with horrible thoughts and memories and is immediately affected by the doom, forbid action, or qualm spell for 1d4 rounds. The choice is made when the check is made. This ability replaces the investigator talent gained at 5th level.

Cruel Anatomy (Ex): At 9th level, whenever a vicious conniver makes a successful melee attack, he can spend 1 point from his agony pool to make an Intimidate check against the target as an immediate action. If the check is successful, the target is wracked with crippling pain and is affected by the pain strike spell for 1d6 rounds. This ability replaces the investigator talent gained at 9th level.

True Agony (Su): At 20th level, a vicious conniver it a master at mental torment and can slowly crush the target's sanity. Whenever a vicious conniver makes a successful tainted strike attack, he can spend 4 points from his agony pool to make an Intimidate check against the target as an immediate action. He gins a +4 bonus to this check. If the check is successful the target’s mental faculties begin to deteriorate and he becomes shaken. At the beginning of the target’s next turn, the target must make a Will save (DC 10 + 1/2 the vicious conniver’s level + the vicious conniver’s) or suffers from a madness of the vicious conniver’s choice for 10 minutes. The target takes a –4 penalty on this save. This ability replaces true inspiration.

Table: Vicious Conniver
Base
Class Attack Fort Ref Will Extracts per Day
Level Bonus Save Save Save Special 1st 2nd 3rd 4th 5th 6th

1st +0 +0 +2 +2 Agony, dark alchemy, torture technician 1 — — — — —
2nd +1 +0 +3 +3 Poison lore, poison resistance +2 2 — — — — —
3rd +2 +1 +3 +3 Investigator talent, keen recollection, plague bringer 3 — — — — —
4th +3 +1 +4 +4 Studied combat, swift alchemy, tainted strike +1d6 3 1 — — — —
5th +3 +1 +4 +4 Cruel memories, poison resistance +4 4 2 — — — —
6th +4 +2 +5 +5 Tainted strike +2d6 4 3 — — — —
7th +5 +2 +5 +5 Investigator’s talent 4 3 1 — — —
8th +6/+1 +2 +6 +6 Poison resistance +6, tainted strike +3d6 4 4 2 — — —
9th +6/+1 +3 +6 +6 Cruel anatomy 5 4 3 — — —
10th +7/+2 +3 +7 +7 Tainted strike +4d6 5 4 3 1 — —
11th +8/+3 +3 +7 +7 Investigator’s talent, poison immunity 5 4 4 2 — —
12th +9/+4 +4 +8 +8 Tainted strike +5d6 5 5 4 3 — —
13th +9/+4 +4 +8 +8 Investigator’s talent 5 5 4 3 1 —
14th +10/+5 +4 +9 +9 Tainted strike +6d6 5 5 4 4 2 —
15th +11/+6/+1 +5 +9 +9 Investigator’s talent 5 5 5 4 3 —
16th +12/+7/+2 +5 +10 +10 Tainted strike +7d6 5 5 5 4 3 1
17th +12/+7/+2 +5 +10 +10 Investigator’s talent 5 5 5 4 4 2
18th +13/+8/+3 +6 +11 +11 Tainted strike +8d6 5 5 5 5 4 3
19th +14/+9/+4 +6 +11 +11 Investigator’s talent 5 5 5 5 5 4
20th +15/+10/+5 +6 +12 +12 Tainted strike +9d6, true agony 5 5 5 5 5 5

Dark Archive

#Vicious Conniver
Smiles... ah yes, this is deliciously dark and twisted though only the first draft. The Vicious Conniver I feel makes for a wonderful counterpart to Astute Physician, and I hope the others agree.

On the MCAs you will be adding I look forward to seeing all of them.


# Vicious Conniver
I feel like a proud uncle, seeing my ideas implemented here! I feel like this MCA had THREE Daddies! :D

# Order of the Hawk Blurb Suggestion:

What could be behind TAB #1?!:
Cavaliers who swear themselves to the order of the hawk, do not unite under a single banner, but a single ideal. The ideal that to achieve success, and to rule, one must be willing to sacrifice everything. This loose-knit guild is built up of men and women who have pledged themselves to the simple dream, of one day having a castle, regardless of the means to that end.

Dark Archive

#Vicious Conniver
Wait, I just noticed a few things... proficiency with a sword cane and switchblade? Since when was there a sword cane in Pathfinder that one could gain as a weapon? Also a switchblade seems a bit modern and I don't remember seeing as a weapon one could choose.

I am a bit surprised I admit with these choices, though I am not saying they should be removed just I don't remember them being available.

@Tacoman
Well perhaps not all that, chuckles, though admittingly while I may have come up with the initial idea... I have you and Elghinn to thank for making it a reality.

Dark Archive

Hmm, interesting... laughs, well I know what weapon one of my characters will have. A sword cane is perfect for the gentleman seeking to keep a weapon with them at all times yet keep it hidden from sight or attention.

I did not know they were weapons and now I do.


Sword cane comes with the investigator (read the Wp profs). Switchblade can go, though, it might be good for this guy. Astute Physician has it too. Think Sweeny Todd.

Dark Archive

The weapon proficiencies are fine, I just didn't know they were actual weapons.

Also, I have been considering, what of extracts? Are there not any that could be considered out of place for the Vicious Conniver or is is simply the swaps made are good and there is no reason to remove some extract choices?


I think leaving the extracts as is from the Alchemist list, is fine, it will allow for more custom builds. Then adding those in the Dark Alchemy description add antipaladin flavor. Not sure if we want to add in the inflict spells, which would essentially become touch weapon extracts.

Dark Archive

Elghinn Lightbringer wrote:
I think leaving the extracts as is from the Alchemist list, is fine, it will allow for more custom builds. Then adding those in the Dark Alchemy description add antipaladin flavor. Not sure if we want to add in the inflict spells, which would essentially become touch weapon extracts.

I feel it would be fitting, perhaps removing cure spells if they are extracts or other healing related extracts for them. This MCA is about harming not healing.

Dark Archive

As is remove cure spells and add inflict spells as extracts.

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