Multiclass Archetypes X: The Melting Pot


Homebrew and House Rules

151 to 200 of 429 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | next > last >>

@AnonMD I think we where working on something like that afew threads back, then the "Creative Director" of the project, the guy who came up with it, backed out due to not wanting another Evolution Pool MCA. Still something I'm interested in, however.


I like the theme your going for with Sightless Blademaster, though it seems a little more like a Monk than a Samurai, not a bad thing of course but that's my two cents anyway!

Personally, I think you could easily go Samurai/Swashbuckler, and still use the material you have. I know Oracle comes in with it's Blind Curse, though I'm sure blindness isn't exclusive to just them.


@Taco Man Oh, cool. I was kind of thinking growing off the Bladebound Magus Archetype, pretty much a Magus that managed to completely dominate the Blade, and is now just able to freely mold it however they choose. Downside is that they loose almost all casting, but hey, you've got a neat subservient monster-weapon now. Change the Arcane Pool a bit, give it a choice of style, either melee or ranged, but I'm at a loss for Spell Combat.


Okay, heres some quick notes from Trapmaster (Investigator/Ranger) Since people showed interest:

It's a trap!:

Proficiencies: Light and Medium Armor. All Simple Weapons, the Lasso, Net, Bolas, Whip, Hand Crossbow, Sword Cane and Garrote.

Traps: At 1st level, the Trapmaster gains the use of two Ranger Traps. He may use these traps as many times a day equal to 1/2 his level + intelligence modifier (minimum 1). The Trapmaster need not fund the construction of these traps, but he does need pay for any significant component noted in it's description. The Trapmaster may learn one new Ranger Trap each level, though this does not change his allotment of traps per day. This ability replaces Alchemy

Trapfinding: The Same

Trapper's Inspiration: Functions the same as inspiration, though influences the Kno: Geography, Kno: Dungeoneering, Kno: Engineering, Use Magic Device, Disable Device, Stealth and Survival skills. This ability replaces Inspiration

Trap Sense: The Same

Track: Replaces Poison Lore

Investigator Talent: The same (though I will make a revision to what's available)

Swift Assembly: Crafting traps now takes half the time, traps can be deployed as a standard action, instead of a full-round action.

Hazardous Traps: At 3rd level, the Trapmaster's traps may instead threaten a 2x2 area of 4 contiguous squares when deployed if he so chooses to. At 8th level, they may also threaten a 3x3 area of 9 contiguous squares when deployed. This ability replaces Keen Recollection

Studied Terrain: At 4th level, a Trapmaster selects a Favored Terrain from the list of Ranger terrains available, At 8th level and every five levels thereafter, the Trapmaster may select an additional favored terrain.

While in this terrain, he may as a standard action assess the location, upon doing so, he adds 1/2 his Trapmaster level as an enhancement bonus on any attack rolls and stealth checks made by Traps within this terrain. The area his Studied terrain covers is a surrounding area of 30ft. Each time the Trapmaster selects a new favored terrain, he may add another 10ft to whichever terrain he chooses.

Traps may be set any time before or after studied terrain, but a victim of a trap's Studied Strike once. Additionally, a Trapmaster traveling through his favored terrain normally leaves no trail and cannot be tracked (though he may leave a trail if he so chooses).

Studied Strike: This acts as the Investigator ability of the same name, though it's bonus to damage is applied to any traps within the Trapmaster's Studied Terrain.

Watchful Step: Gained at 7th level, The Trapmaster may move through any difficult terrain without impairment, so long as it is one of his his favored terrains and it has been studied. This replaces Poison Resistance

Swift Tracker: Gained at level 8, Replaces Poison Lore

Launch Trap: Replaces Poison Immunity

True Inspiration: The Same


Always love me some trap builds... muahahahah.


Tyrannical wrote:

Okay, here's some quick notes from Trapmaster (Investigator/Ranger) Since people showed interest:

** spoiler omitted **...

Love the concept!

First Comment
If Traps is replacing alchemy, I assume its also replacing extracts? Just remember that trapper ranger archetype gains the ability at 5th level and replaces all his spellcasting (1/2 caster, and caster level -3), which is the equivalent of replacing 3 feats, or class abilities like uncanny dodge, evasion, and improved uncanny dodge. Also the archetype only gets a trap at 5th and every odd level thereafter, so getting it at 1st and every level, despite no increase to uses per day is still over double the normal traps ability.

Ranger
Gets spells at 4/7/10/13; max 4th level; max caster level 17th; 4 1st, 4 2nd, 3 3rd, 3 4th level spells (total of 14 spells per day).

Investigator
Gets extracts at 1/4/7/10/13/16; caster level 20th; 5 1st, 5 2nd, 5 3rd, 5 4th, 5 5th, and 5 6th level extracts (total of 30 extracts per day)

So just make sure you are swapping enough to balance it out. As 3/4 caster gets spell at 1st, gets more spells per day, gets 5th & 6th level spells (extracts in this case), and uses his full caster level, you could probably get away with swapping it for all the investigator's alchemy/extracts.

Second Comment
On the Studied Terrain, when you first described the MCA to me, I thought what you'd do with this is, essential Studied Combat, but instead he studies the terrain he is in (regardless of what terrain) as a move action, and he can place a trap in the studied area, which grants the trap the insight bonus to its attack (or increases the traps save DC). Then when the trap is tripped, it deals the studied strike damage, to the triggering target, in addition to the trap's effect.

You could also incorporate the Favored Terrain ranger ability in place of a few investigator talents, and adding the bonus granted by the favored terrain to the trap's save, perception, or whatever DC's, as opposed to the character getting the benefits. Then you can get additional favored terrains and your traps become deadlier in various terrains.

So in conclusion, I would strongly suggest the following:

1) Swap alchemy/extracts for traps (1st level, and a trap every level thereafter).
2) Make Studied Terrain your primary ability (based on Studied Combat, as suggested above), tied to studied strike damage.
3) Make a Favored Trap ability (based on Favored Terrain) that grants the favored terrain ability to the specific trap, sort of an increased expertise with an individual trap. Then choose a different one at different levels, and the bonus increases at each increment to a previous trap. Much like the terrain bonus increases. I would replace Investigator talents for this, like only 3, as the ranger gets 4 favored terrains. Likely at 7th, 13th, and 19th. Or if you go with 4 favored traps, go 7/11/15/19.

I think this would really streamline and cement your concept. Then add in your other stuff to complement these core abilities.


Blurb suggestion:
As long as mortals have hunted quarry, and waged war, there have been tales of great clashes, heroic encounters, horrific bloodshed, honorable sacrifice, and hard-fought victory. And for a slightly lesser period of time, there have been those who know the pointlessness of such endeavors, and the value of simply knowing the battlefield, knowing the land, and how to manipulate it to one's advantage.
No matter the foe or quarry, the trapmaster prides themselves on their powers of preplanning, forethought, and clever, calculated manipulation of the geometries of their battlefield. As grandiose as the image of a lone warrior cleaving his way, bloodied, beaten, and inches from death out of the bodies of countless foes, these keen souls take satisfaction in knowing they can manage the same degree of effectiveness, without ever directly engaging a foe.

No real mechanical feedback ATM sadly, ironing out my own re-typed concepts.


AH, I did intend traps to replace both Alchemy AND Extracts, I forgot to make note of that. He also gains an insight bonus to Craft: Traps in the same way the Investigator gains a bonus to Craft: Alchemy.

How you described Studied Terrain is pretty much how it is now, only the Trapmaster has to choose what terrain he specializes in by choosing Favored Terrain as a Ranger does. we could remove that restriction if you prefer?

I just wanted to keep the choice of terrain specialization in the class. Favored Terrains instead enhance the range of the Studied Terrain rather than grant skill buffs (because inspiration already does so), but they could do more, sure.

Not sure how I feel about Favored Trap, though I do like the idea of granting the bonus to Studied/Favored Terrain to other abilities. It already affects Watchful Step, but perhaps it could modify Hazardous Trap?


OK, you know me when I'm on a concept. I got rid of favored trap and added in Favored Terrain with a bit of a tweak. Studied terrain is a bit different than you're idea, but I think Studied Terrain and Favored Terrain mesh pretty good.

Let me know what you think.

Oh! Also, I think you should ditch swordcane as a weapon, and add in shortbow and longbow. They fit better IMO.

Also called him the Deadly Trapmaster too, but that's open to change as always.

DEADLY TRAPMASTER:

As long as mortals have hunted quarry, and waged war, there have been tales of great clashes, heroic encounters, horrific bloodshed, honorable sacrifice, and hard-fought victory. And for a slightly lesser period of time, there have been those who know the pointlessness of such endeavors, and the value of simply knowing the battlefield, knowing the land, and how to manipulate it to one's advantage. No matter the foe or quarry, the deadly trapmasters pride themselves on their powers of preplanning, forethought, and cleverly calculated manipulation of the geometries of their battlefield. As grandiose as the image of a lone warrior, bloodied, beaten, and cleaving his way through countless foes while only inches away from death himself, these keen souls take satisfaction in knowing they can manage the same degree of effectiveness, without ever directly engaging a foe.

Primary Class: Investigator.
Secondary Class: Ranger.
Alignment: Any.
Hit Dice: d8.

Bonus Skills and Ranks: The deadly trapmaster selects three ranger skills to add to his class skills in addition to the normal investigator class skills. The deadly trapmaster gains a number of ranks at each level equal to 6 + Int modifier.

Weapon and Armor Proficiency: The perceptive deadly trapmaster is proficient with all simple weapons, plus the bola, garrote, hand crossbow, lasso, longbow, net, shortbow, and whip. The deadly trapmaster is proficient with light and medium armor, but not with shields.

Inspiration (Ex): This is exactly like the investigator’s ability of the same name, except that the deadly trapmaster can only use inspiration to augment Disable Device, Knowledge (dungeoneering), Knowledge (engineering), Knowledge (geography), Stealth, Survival, and Use Magic Device skill checks. The deadly trapmaster can use inspiration on any Disable Device, Knowledge, or Survival skill checks without expending a use of inspiration, provided he's trained in the skill.

Trap: At 1st level, a deadly trapmaster learns how to create a snare trap and one other ranger trap of his choice. At 2nd level and every level thereafter, he learns another trap. The deadly trapmaster can use these traps a total number of times per day equal to 1/2 his deadly trapmaster level + his Intelligence modifier. Once a trap is learned, it can’t be unlearned and replaced with a different type of trap. The deadly trapmaster cannot select an individual trap more than once. When using Craft (traps) to create a trap, a deadly trapmaster gains a competence bonuse qual to his class level on the skill check. In addition, a deadly trapmaster can use Craft (trap) to identify traps as if using detect magic. He must study the trap for 1 round to attempt such a check. This ability replaces the investigator’s alchemy and extracts class features.

Hazardous Traps (Ex): At 3rd level, a deadly trapmaster can designate any trap he sets to occupy up to 4 contiguous squares (2x2) of his choice. When the trap is activated, the effect is centered on whichever square the triggering creature first enters. If more than one square is entered simultaneously, choose at random. At 8th level, this increases to 9 contiguous squares (3x3) of his choice. This ability replaces keen recollection.

Studied Terrain (Ex): With a keen eye and calculating mind, a deadly trapmaster can assess the terrain around him so as to take advantage of its natural landscape. At 4th level, a deadly trapmaster can use a move action to study the terrain within 60 feet that he can see. Upon doing so, he can set a trap within the studied area and adds 1/2 his deadly trapmaster level as an insight bonus on the trap’s melee attack roll and bonus on the damage roll (if applicable) made against the triggering creature. This effect lasts until the trap is triggered. The bonus on damage rolls is precision damage, and is not multiplied on a critical hit.

A deadly trapmaster can only have one trap affected by his studied terrain at a time, and once a creature has become the target of a deadly trapmaster's studied terrain, he cannot become the target of the same deadly trapmaster's studied terrain again for 24 hours unless the deadly trapmaster expends one use of inspiration when taking the move action to use this ability. This ability replaces studied combat.

Studied Strike (Ex): This is exactly like the investigator ability of the same name, except that the deadly trapmaster applies his studied strike damage to traps set using his studied terrain ability.

Swift Trap (Ex): At 4th level, a deadly trapmaster can set traps with astounding speed. He can set a trap as standard action instead of a full-round action. This ability replaces swift alchemy.

Favored Terrain (Ex): At 7th level, a deadly trapmaster gains the ranger’s favored terrain ability, and can select his 1s favored terrain at 7th level, and an additional favored terrain every four levels thereafter. In addition, whenever the deadly trapmaster uses his studied terrain ability to set a trap, the save DC of the trap and the DC of any Perception check made to notice the trap increase by the bonus granted by that terrain. This ability replaces the investigator’s talents gained at 7th, 11th, 15th, and 19th level.

Woodland Stride (Ex): At 7th level, a deadly trapmaster gains the ranger’s woodland stride ability. This ability replaces poison resistance +2 and poison resistance +4.

Swift Tracker (Ex): At 8th level, a deadly trapmaster gains the ranger’s swift tracker ability. This ability replaces poison resistance +6.

Launch Trap (Ex): At 10th level, a deadly trapmaster can affix a magical ranger trap to an arrow, crossbow bolt, or thrown weapon, allowing him to set the trap remotely or use it as a direct attack. Attaching the trap to the projectile is part of the action of creating or setting a new trap. The trapped projectile is fired or thrown in the normal manner. If fired at a square, the trap is treated as if the deadly trapmaster had set the trap in that square, except the DC is 5 lower than normal. If fired at a creature, the target takes damage from the ranged weapon and is treated as if it had triggered the trap (saving throw applies, if any). The attack has a maximum range of 60 feet, and range increments apply to the attack roll. The duration of the trapped projectile starts from when it is created, not from when it is used. This ability replaces poison immunity.

Table: Deadly Trapmaster
Base
Class Attack Fort Ref Will
Level Bonus Save Save Save Special

1st +0 +0 +2 +2 Inspiration, trap, trapfinding,
2nd +1 +0 +3 +3 Track
3rd +2 +1 +3 +3 Hazardous traps, investigator talent, trap sense +1
4th +3 +1 +4 +4 Studied terrain, studied strike +1d6, swift trap
5th +3 +1 +4 +4 Investigator’s talent
6th +4 +2 +5 +5 Studied strike +2d6, trap sense +2
7th +5 +2 +5 +5 1st favored terrain, woodland stride
8th +6/+1 +2 +6 +6 Studied strike +3d6, swift tracker
9th +6/+1 +3 +6 +6 Investigator’s talent, trap sense +3
10th +7/+2 +3 +7 +7 Launch trap, studied strike +4d6
11th +8/+3 +3 +7 +7 2nd favored terrain
12th +9/+4 +4 +8 +8 Studied strike +5d6, trap sense +4
13th +9/+4 +4 +8 +8 Investigator’s talent
14th +10/+5 +4 +9 +9 Studied strike +6d6
15th +11/+6/+1 +5 +9 +9 3rd favored terrain, traps sense +5
16th +12/+7/+2 +5 +10 +10 Studied strike +7d6
17th +12/+7/+2 +5 +10 +10 Investigator’s talent
18th +13/+8/+3 +6 +11 +11 Studied strike +8d6, trap sense +6
19th +14/+9/+4 +6 +11 +11 4th favored terrain
20th +15/+10/+5 +6 +12 +12 Studied strike +9d6, true inspiration


That all looks good to me, think this is the best fit for the concept, awesome :)


Tyrannical wrote:
That all looks good to me, think this is the best fit for the concept, awesome :)

I'm glad you like it! I could totally visualize what you were trying to accomplish with this, sort of a battlefield control, secondary combatant role. I also wanted to keep most of your ideas, as they seemed spot on, just needed a bit of a tweak here and there and some ability/concept streamlining, which I think has been accomplished.

There are also some other good "trap feats out there, if you haven't seen them. Also, still waiting for your list of what investigator talents you want to restrict this build to. Might be good to add in a list of the appropriate rogue talents too, like the ones that mimic ranger abilities, etc.


That's a good point, totally forgot to add the updated list of rogue talents in. I'll also add a new investigator talent called 'Trapper Feat', which has a choice of feats available as bonus feats, in place of the now redundant Alchemist Discovery talent.

Rogue Talents; Assault Leader, Black Market Connections, Camouflage, Canny Observer, Cunning Trigger, Disabling Stunt, Fast Picks, Firearm Training, Grit, Hold Breath, Last Ditch Effort, Quick Disable, Quick Trapsmith, Rogue Crawl, Rope Master, Stand Up, Snap Shot, Surprise Attack, Trap Spotter, Weapon Training.

Trapper Feats; Advanced Ranger Trap, Extra Ranger Traps, Expansive Trap Ability*, Trapper's Setup, Patient Strike, Nimble Moves, Light Step*, Master Craftsman, Field Repair.

*These feats somewhat replicate the effects of Hazardous Traps and Woodland Stride. Do we remove them, or keep them and create room for new abilities?

I also debated adding feats for improving trip and grapple attempts, as well as weapon feats for the net and whip, maybe?


Tyrannical wrote:

That's a good point, totally forgot to add the updated list of rogue talents in. I'll also add a new investigator talent called 'Trapper Feat', which has a choice of feats available as bonus feats, in place of the now redundant Alchemist Discovery talent.

Rogue Talents; Assault Leader, Black Market Connections, Camouflage, Canny Observer, Cunning Trigger, Disabling Stunt, Fast Picks, Firearm Training, Grit, Hold Breath, Last Ditch Effort, Quick Disable, Quick Trapsmith, Rogue Crawl, Rope Master, Stand Up, Snap Shot, Surprise Attack, Trap Spotter, Weapon Training.

Trapper Feats; Advanced Ranger Trap, Extra Ranger Traps, Expansive Trap Ability*, Trapper's Setup, Patient Strike, Nimble Moves, Light Step*, Master Craftsman, Field Repair.

*These feats somewhat replicate the effects of Hazardous Traps and Woodland Stride. Do we remove them, or keep them and create room for new abilities?

I also debated adding feats for improving trip and grapple attempts, as well as weapon feats for the net and whip, maybe?

I like those.

Yes, I think we could just drop Hazardous Traps and Woodland Stride for different abilities, and leave talents to select Light Step or Expansive Trap Ability. I'll see what other abilities we could replace those with.

I also think we should reduce favored terrain to only 3 increments (7/13/19). this gives us talents at 3/5/9/11/15/17. Giving us 6 talents to customize with. I think 3 favored terrains is sufficient, as it is a secondary ability that helps support and enhance the trap class feature.


I like those ideas El, I had some ideas on how we could replace Hazardous Traps and Woodland Stride;

1) turning hostile traps against your enemies
2) rigging traps to other objects, such as furniture, containers, and vehicles
3) hiding traps from magical detection
4) being able to combine two traps to relay both effects
5) making traps masterwork quality automatically


Hmm, those are interesting ideas.

1) Not sure how to do that? Unless you have it so that the MCA can use Disable Device to alter the direction/effect of a trap, so if it's pointed to the PCs, he can change it to affect enemies in another direction?

2) That may be doable. Probably requires a full-round action or maybe a full 1 minute (not affected by swift trap though)

3) Maybe the nondetection spell can be adapted to a nonmagical effect.

4) I'll take a look at the alchemy discoveries to see what I can adapt (Combine Extracts, Concentrate Poisons, maybe Enhance Potion, Eternal Potion [make traps permanent], Malignant Poison). Many of these will likely become new Talents or something though. We'll see.

5) Maybe call it Master Trapsmith; When using Craft (traps) to create traps, the traps are treated as masterwork traps. But what does this do? Making it a masterwork trap does what? Grant a +1 to tis attack roll and DC save?


1) Perhaps use Disable Device to alter specific-trigger traps to trigger on enemies rather than allies?

3) Talent Suggestion: Traps gain the effect of Nondetection, DC15+ Trapmaster level?


Here's some new talents.

Not sure if these should be 10 minutes or work or 1 minute of work? Or the 1 hour of work should be more for the eternal trap. Thoughts?

Combine Traps (Ex): When the deadly trapmaster creates a trap, he can join two traps into one. When the combined trap is triggered, both traps take effect. Using this talent requires 10 minute of work and the new trap has a save DC 2 points higher than the higher DC of the two traps. The deadly trapmaster must be at least 7th level to select this talent.

Eternal Trap (Ex): The deadly trapmaster can create traps that reset themselves. This requires a special mechanism (cost 500 gp) and 1 hour of work. Once the trap is triggered, it resets itself as an immediate action. The trap can only be reset once in a 24-hour period. The deadly trapmaster must be at least 15th level and have the Improved Trap investigator talent to select this talent.

Fortify Trap (Ex): The deadly trapmaster can combine two traps of the same type to increase their effects. This requires two traps of the same type and 10 minutes of work. When completed, the deadly trapmaster has one trap of the same type. The duration of any effect bestowed by the trap (if any) is extended by 50% and the save DC increases by +2.

Improved Trap (Ex): The deadly trapmaster can increase the save DC of any trap by 4 and doubles the duration of any effects (for example, a burning trap’s fire damage lasts 2d4 rounds instead of 1d4 rounds and a lazurite trap lasts 20 minutes per deadly trapmaster level instead of 10 minutes). This requires 10 minutes of work. The deadly trapmaster must be at least 9th level to select this talent.

Lethal Trap (Ex): The deadly trapmaster can double the damage of any trap. For example, a bludgeoning trap deals 2d6 points of bludgeoning damage for every 4 levels the ranger possesses (minimum 2d6) instead of 1d6, and an exploding trap deals fire damage equal to 2d6 + the deadly trapmaster’s level instead of 1d6 + 1/2 the deadly trapmaster’s level. This requires 10 minutes of work. The deadly trapmaster must be at least 11th level to select this talent.

Undetectable Trap (Ex): The deadly trapmaster can, as a full-round action, to conceal and otherwise make his traps more difficult to detect through Perception skill checks or divination spells such as find traps. The DC of any Perception check made to find the trap increases by 5 + 1/2 the deadly trapmaster’s level. If a divination is attempted against the undetectable trap, the caster of the divination must succeed on a caster level check (1d20 + caster level) against a DC of 11 + the deadly trapmaster’s level. If the trap is on the deadly trapmaster’s person or an item currently in his possession, the DC is 15 + the deadly trapmaster’s level. Using this talent increases the Craft (trap) DC of any trap he creates by +5. The deadly trapmaster must be at least 5th level to select this talent.


How's these?

Opportunistic Evasion (Ex): At 2nd level, when a deadly trapmaster succeeds at a Reflex saving throw against an effect that still deals damage on a successful save, he can spend two uses of his inspiration as an immediate action to instead take no damage for that effect. This ability replaces poison resistance +2 and poison resistance +4.

Masterwork Traps (Ex): At 3rd level, any trap that a deadly trapmaster creates is of masterworkwork quality. This increases the melee attack roll and save DC of all his traps by +1. This ability replaces keen recollection.


I like those new talents, pretty nice work! I like the Masterwork Traps ability too, though for the other ability I was thinking that we could offer something more offensive based considering a lot of the content is watch and wait.

Perhaps an ability that improves his ability to trip and grapple his opponents, a sort of 'Trapper's Takedown' ability?

if not that, how about an improvement on attack rolls against enemies immobilized, grappled, tripped, or otherwise 'trapped' by any of his traps?

Also had an idea inspired by my Path of Exile character, using a trap based build. There is a particular shield that is essentially a buckler with a bear trap on it. Perhaps the Trapmaster could arm a shield with a trap to counter-attack with a deadly surprise? probably a bit silly, I know~


Tyrannical wrote:


Also had an idea inspired by my Path of Exile character, using a trap based build. There is a particular shield that is essentially a buckler with a bear trap on it. Perhaps the Trapmaster could arm a shield with a trap to counter-attack with a deadly surprise? probably a bit silly, I know~

Sounds like a gimmick a whole new MCA could be based around, if you ask me.


How about this?

Trap Opportunist (Ex): At 2nd level, a deadly trap master can make an attack of opportunity as an immediate action against an opponent who has just been entangled, grappled, immobilized, or tripped by one of his traps. The deadly trapmaster gains a +2 circumstance bonus on this attack. This attack counts as an attack of opportunity for that round. Even a deadly trapmaster with the Combat Reflexes feat can't use this ability more than once per round. This ability replaces poison resistance +2 and poison resistance +4.


I like it!


Seems fairly nice!

@Derailing
back to some of our older work, I discovered something WONDERFUL about my Roaring Drunk MCA. It makes an Android Barbarian viable! :D The power of Alcoholism!

@Trapmaster
But honestly, this Trapmaster is just beautiful. Working on a Kobold dungeon right now, definitely gonna wait until this is fully fledged so I can slap it on the boss. :3

New Ranger Trap Suggestions
Destructive Trap (Ex or Su)*: The trap deals double damage to vehicles and objects struck by it.
-somewhat situational, but options are always nice.
Shattering trap (Ex or Su)*:If the triggering creature fails its saving throw against the trap or is struck by the trap's attack, the trap also attempts a sunder combat maneuver against the triggering creature's armor, if any. The trap's CMB for the sunder is equal to the ranger's level + his Wisdom modifier.
-A simple rip of the Dirty Trick Trap, but functional, and useful, eh?

@Selfishness
Any feedback on my creator's pet- Sightless Swordsman, Lightbringer-Senpai?


...Such a busy, busy thread.... A guy who lost his computer and a guy who said he was going on Haitus, with Dear Tyr-kun. :P


I'm still here! Just up to my neck in coursework, uni being a drag right now... heh.

I like those new traps, would certainly bring more utility to the class.

As for the sightless blademaster? looks good, though doesn't feel much like a samurai mechanically, more like monk or swashbuckler.


I made it before the swashbuckler existed, XD.


NEW RANGER TRAPS
The following new traps can be selected by any class with the ranger trap class feature and complements the Deadly Trapmaster multiclass archetype.

Destructive Trap (Ex or Su)
Effects: A ranger can only add this to a trap that deals damage. The target takes greater damage when the trap is triggered. The damage die of the trap increases by one category (1d4 to 1d6, 1d6 to 1d8, and so on). Any objects adjacent to the trap when it is triggered take double the initial listed damage.

Shattering Trap (Ex or Su)
Effects: A ranger can only add this to a trap that deals damage. If the target fails his saving throw against the trap or the trap successfully hits the target, the trap immediately attempts a sunder combat maneuver against the target’s armor. The trap’s combat maneuver bonus for the sunder is equal to the ranger’s level + his Wisdom modifier.

Not sure what you are looking for with the Dirty Trick trap you suggested.

@Sightless Blademaster
Unfortunately I haven't really looked at it. However, on quick glance, I think you should add in a couple more "sword cane" style weapons. Specifically a katana-cane and the wakizashi-cane. This will give them concealed versions of the katana and wakizashi, the primary weapons of the samurai. Function just like a normal sword cane, but one is a cane that has a wakizashi, and the other is more the size of a short staff with a katana inside.

Is "Blind, But Not Unseeing" anything like blindsense or blindsight? If not, then it might be something to give it to him and gradually increase the power.


I believe the dirty trick trap is an already existing one


Elghinn Lightbringer wrote:

NEW RANGER TRAPS

The following new traps can be selected by any class with the ranger trap class feature and complements the Deadly Trapmaster multiclass archetype.

Destructive Trap (Ex or Su)
Effects: A ranger can only add this to a trap that deals damage. The target takes greater damage when the trap is triggered. The damage die of the trap increases by one category (1d4 to 1d6, 1d6 to 1d8, and so on). Any objects adjacent to the trap when it is triggered take double the initial listed damage.

Shattering Trap (Ex or Su)
Effects: A ranger can only add this to a trap that deals damage. If the target fails his saving throw against the trap or the trap successfully hits the target, the trap immediately attempts a sunder combat maneuver against the target’s armor. The trap’s combat maneuver bonus for the sunder is equal to the ranger’s level + his Wisdom modifier.

Not sure what you are looking for with the Dirty Trick trap you suggested.

@Sightless Blademaster
Unfortunately I haven't really looked at it. However, on quick glance, I think you should add in a couple more "sword cane" style weapons. Specifically a katana-cane and the wakizashi-cane. This will give them concealed versions of the katana and wakizashi, the primary weapons of the samurai. Function just like a normal sword cane, but one is a cane that has a wakizashi, and the other is more the size of a short staff with a katana inside.

Is "Blind, But Not Unseeing" anything like blindsense or blindsight? If not, then it might be something to give it to him and gradually increase the power.

Aye, Dirty Trick Trap already exists.

And I could've sworn I had Blindsight in there. In my intitial full draft before recovery I had Blind but not Unseeing grant Blindsight up to 20ft at first, then 40, then blindsense 20, then Blindsight 60, Blindsense 40.

As for the sword-cane concepts,

Blind Man's Cane (Ex): At 1st level, the sightless blademaster selects one of the following weapons, gaining proficiency with it, it's sheath, and it's sheathed form. Each of these weapons can be separated between cane (blunt weapon) or sword (slashing weapon) and sheath (off-hand blunt weapon), as a standard action. Any feats tied to the weapon (Weapon Focus, Weapon Specialization, Etc.) Affect all aspects of the weapon, as well as qualifying as any mentioned weapons in certain forms for the purpose of feats.

-Sword Cane, Double Walking Stick Katana, (Insert some homebrew options I'm too tired to figure out right now here. XD)


I think you could easily make Blind Man's Cane apply to all "sword cane" variants you add. I think all that's needed is a sword cane (normal), a wakizashi-cane variant, and a katana walking stick variant. Give proficiency with these two new versions also, then he's proficient with all aspects, is he not? just like someone that was proficient sword cane. Then just put the wakizashi-cane and katana-staff stats at the end. That way you don't need all the write-up you did above.

Now, with the blind aspect. Are you using the Clouded Vision oracle's curse, or are you wanting to actually go true blindness, and then enhance hearing, touch, etc? Easiest would be to go with Clouded Vision curse, but I get the feeling you really want this MCA to be BLIND, like the condition.

When you brought this MCA up on the thread, I remembered a blind monk character a friend of mine had, and is in one of my novels, and she's BLIND, not just clouded vision. This was back in 3.5E. The way around it was she had true seeing spectacles, which i used to override the blindness. Now, if you are wanting to go true blindness with this, I'm sure we can work out the mechanics for compensating senses, and what special abilities and feats we can incorporate in to allow the MCA to be able to "see" while being blind.

The truly blind hero (I think of Dare Devil) is one of those tropes that, to me, haven't been totally explored yet. His friend Stick is similar, but he doesn't have Dare Devil's heat vision, but he is an exceptional fighter also. Maybe we need to resurrect the old version of infrared vision here, but still can't be blinded bright lights. So immunity to light blindness, etc also. Totally willing to work this out with you if you want. Once that's done, then we can start looking at the MCA class features.

Its somewhat selfish on my part, as I need a similar mechanic for my blind monk MCA/archetype (not sure which yet).

So, are we going Clouded Vision curse route, or true blindness? that's the first question to be answered.

Blindsense/Blindsight and Tremorsese are likely you most usable abilities to overcome the blindness. One or the other, or even both.


Strangely enough there is a Blind Monk concept discussion thread here we can plumb for the blindness ideas.
HERE


I'll admit, I'm every bit as Matt Murdoch inspired as Zatoichi inspired in terms of things here, with enhanced senses, with Stick being, in essence, an Anti-villainous expy of Anti-Hero Zatoichi. I want True Blindness here.

Again, Rite Publishing helps us with our Weeaboo needs, in terms of where I ripped the Blind text from. Guess I forgot to save the Blindsense/Sight option into my draft. Xd

http://www.d20pfsrd.com/classes/core-classes/bard/archetypes/rite-publishin g---bard-archetypes/moso


@Zatoichi Blademaster

Excellent, BLIND it is. Just starting to read through all the abilities, checking out swaps, balance, etc. So i'll get to you on it in a day or two?

On another note, whether the regular MCA gang is interested I have a bunch of my work up on the wiki that is not MCA stuff, but other races, archetypes, classes, etc. They may all have links, but some are still unposted on the wiki as I'm still working on them. I plan on posting them on their own thread to get some feedback at some point here soon. So when I do that, I'll let the gang know.

Elghinn Lightbringer's Page


I'll gladly provide feedback on them, on the condition you let me cut in any Racial Archetypes I get fixed into my brain-case! Quid-pro-quo! :P


I think Trapmaster is about done, if you want it on the MCA wiki be my guest, anything I make here is pretty much fair game if you want it there :)


@Taco Man
Sure, I can take a look at any archetypes you come up with.


Warning. I've been on a productive roll recently...and with it seeming to just be me, you, and Tyr chatting, I'm afraid you two may wind up a captive audience. :P I have quite afew MCA drafts! And am now thinking on the Racial....

Muahahah.


I was originally gonna do a bunch of racial alchemist and investigator classes, like giving Vishkanya a venomous style concoctionist, but I prefer my MCAs, since they can be used by any race~


ZATOICHI BLADEMASTER revised:

As long as mortals have hunted quarry, and waged war, there have been tales of great clashes, heroic encounters, horrific bloodshed, honorable sacrifice, and hard-fought victory. And for a slightly lesser period of time, there have been those who know the pointlessness of such endeavors, and the value of simply knowing the battlefield, knowing the land, and how to manipulate it to one's advantage. No matter the foe or quarry, the deadly trapmasters pride themselves on their powers of preplanning, forethought, and cleverly calculated manipulation of the geometries of their battlefield. As grandiose as the image of a lone warrior, bloodied, beaten, and cleaving his way through countless foes while only inches away from death himself, these keen souls take satisfaction in knowing they can manage the same degree of effectiveness, without ever directly engaging a foe.

Primary Class: Samurai.
Secondary Class: Oracle.
Alignment: Any.
Hit Dice: d10.

Bonus Skills and Ranks: The zatoichi blademaste selects three oracle skills to add to his class skills in addition to the normal samurai class skills. The zatoichi blademaster gains a number of ranks at each level equal to 4 + Int modifier.

Weapon and Armor Proficiency: The zatoichi blademaster is proficient with all simple and martial weapons, plus the double walking stick katana, katana, naginata, sword cane, wakizashi, zatoichi-bo, and zatoichi-hanbo. This proficiency also extends to a sword cane’s, zatoichi-bo’s, and zatoichi-hanbo’s scabbard, should they be used in combat. The zatoichi blademaster is proficient with all types of armor (heavy, light, and medium), but not with shields.

Blind: A zatoichi blademaster is blind and automatically fails any visual Perception checks. He cannot use scrolls or any other magical item requiring reading or functioning eyes. However, he is immune to gaze attacks and other effects which target the eyes. The zatoichi blademaster is trained to use his other senses to perceive the world around him, particularly his ears, and gains a +10 competence bonus to all auditory Perception checks. A trained zatoichi blademaster's other senses are so acute that, unless a target succeeds on a Stealth check, he can identify, by sound (and sometimes smell), any creature within 20 feet and suffers no penalties in melee combat from being blind or when attacking invisible creatures. A zatoichi blademaster can target creatures he can identify with spells or ranged attacks but all creatures outside of the zatoichi blademaster’s sensory range benefit from full concealment. All Disguise skill checks made against him suffer a –10 penalty. An effect which nullifies sound or renders a zatoichi blademaster deaf suppresses this ability. A zatoichi blademaster's ability to audibly discern an individual's location and identity improves by 5 feet at 5th level and every five levels thereafter, to a maximum of 40 feet at 20th level. This ability and blind fight replace mount.

Blind Fight: At 1st level, a zatoichi blademaster is an expert at blind fighting and gains Blind Fight as a bonus feat.

Stratagem (Ex): Starting at 1st level, a zatoichi blademaster’s enhanced senses grants him great insight and mental focus which allows him to learn certain abilities meant to increase his prowess in battle. These abilities are similar to an oracle’s revelations, but are extraordinary in nature. At 1st level and every three levels thereafter, the zatocihi blademaster may select one of the following stratagems.

Battlecry (Ex): As a standard action, you can unleash an inspiring battlecry. All allies within 100 feet who hear your cry gain a +1 morale bonus on attack rolls, skill checks, and saving throws for a number of rounds equal to your Charisma modifier. At 10th level, this bonus increases to +2. You can use this ability once per day, plus one additional time per day at 5th level and for every five levels thereafter.

Battlefield Clarity (Ex): Once per day, as an immediate action, whenever you fail a saving throw that causes you to become deafened, frightened, panicked, paralyzed, shaken, or stunned, you may attempt that saving throw again, with a +4 insight bonus on the roll. You must take the second result, even if it is worse. At 7th and 15th level, you can use this ability one additional time per day.

Dance of the Blades (Ex): Your base speed increases by 10 feet. At 7th level, you gain a +1 bonus on attack rolls with either part of a sword cane or its scabbard in any round in which you move at least 10 feet. This bonus increases by +1 at 11th level, and every four levels thereafter. At 11th level, as a move action, you can maneuver your weapon to create a shield of whirling steel and wood around yourself until the start of your next turn; non-incorporeal melee and ranged attacks against you have a 20% miss chance while the shield is active. You must be wielding a sword cane, and its scabbard to use this ability.

Focused Trance (Ex): You can enter a deep meditation, blocking out visual and auditory stimuli and allowing you to concentrate on a single problem, philosophical issue, or memory. This trance lasts 1d6 rounds, during which time you can only take move actions. During this period, you gain a bonus equal to your level on all saves against sonic effects and gaze attacks. When you come out of your trance, you may make a single Intelligence-based skill check with a +20 circumstance bonus. You may enter your focused trance a number of times per day equal to your Charisma modifier.

Maneuver Mastery (Ex): Select one type of combat maneuver. When performing the selected maneuver, you add half your zatoichi blademaster level to your base attack bonus when determining your CMB. At 7th level, you gain the Improved feat (such as Improved Trip) that grants you a bonus when performing that maneuver. At 11th level, you gain the Greater feat (such as Greater Trip) that grants you a bonus when performing that maneuver. You do not need to meet the prerequisites to receive these feats.

Resiliency (Ex): You are not disabled and you do not gain the staggered condition if you are reduced to exactly 0 hit points. At 7th level, you gain Diehard as a bonus feat. At 11th level, you do not lose a hit point when you take a standard action while disabled. You do not need to meet the prerequisite to receive the Diehard feat.

Surprising Charge (Ex): Once per day, you can move up to your speed as an immediate action. You can use this ability one additional time per day at 7th level and 15th level.

Swift of Foot (Ex): Gain 5 feet to your base land speed. At 12th level, you gain an additional 5 feet, at 18th level, you gain an additional 10 feet.

Unstoppable Overrun (Ex): You can attempt overrun combat maneuvers against opponents that are up to two size categories larger than you. At 5th level, you gain Improved Overrun as a bonus feat. At 10th level, you gain Greater Overrun as a bonus feat. You don't need to meet the prerequisites to gain these feats.

War Sight (Ex): Whenever you roll for initiative, you can roll twice and take either result. At 7th level, you can always act in the surprise round, but if you fail to notice the ambush, you act last, regardless of your initiative result (you act in the normal order in following rounds). At 11th level, you can roll for initiative three times and take any one of the results.
This replaces resolve, banner, greater resolve, demanding challenge, and true resolve.

Weapon Expertise (Ex): The zatoichi blademaster adds the sword cane, zatoichi-bo, and zatoichi-hanbo to the list of weapons he can select with this ability.

Blindsight (Ex): At 4th level, a zatoichi blademaster gains blindsight up to 30 feet. This increases to 40 feet at 9th level, 50 feet at 14th level, and 60 feet at 19th level. This ability replaces mounted archer and greater banner.

Improved Blind Fight: At 6th level, a zatoichi blademaster gains Improved Blind Fight as a bonus feat, even if he does not meet the requirements. This ability replaces the bonus feat gained at 6th level.

Greater Blind Fight: At 12th level, a zatoichi blademaster gains Greater Blind Fight as a bonus feat, even if he does not meet the requirements. This ability replaces the bonus feat gained at 12th level.

Master Blind Fight: At 18th level, a zatoichi blademaster gains Teleport Tactician as a bonus feat, even if he does not meet the requirements. This ability replaces the bonus feat gained at 18th level.

Perfect Clarity (Ex): At 20th level, a zatoichi blademaster may enter a trance of sorts, focusing in on every minute detail of his surroundings, taking in and perfectly defining all they can. Whenever the zatoichi blademaster declares a challenge, his blindsight increases to 100 feet until the end of combat, he gains the scent ability, and tremorsense 40 feet. If he already has scent or tremorsense ability, the range of that ability is doubled. All critical hits made against the target of his challenge are automatically confirmed, and all corporeal attacks directed at the zatoichi blademaster have a 50% chance of being completely avoided. This ability replaces last stand.

NEW WEAPONS

EXOTIC WEAPONS
Light
Melee Weapon Cost Dmg (S) Dmg (M) Critical Range Weight Type Special

Zatoichi-hanbo 50 gp 1d4 or1d4 1d6 or1d6 x2 or 18-20/x2 — 4 lbs B/P or S monk, trip/deadly

Two-Handed
Melee Weapon Cost Dmg (S) Dmg (M) Critical Range Weight Type Special

Zatoichi-bo 65 gp 1d4/1d4 or1d6 1d6/1d6 or 1d8 x2 or 18-20/x2 — 10 lbs. B/P or S blocking, double, monk/deadly

New Weapon Descriptions
The following new weapons complement the Spirit Knight multiclass archetype.

Zatoichi-Bo: Similar to a sword cane, this single case is similar to a quarterstaff, but conceals a katana and is slightly more slender and tapered at one end. When the blade is concealed in its case, this weapon can be used as a bo staff. You can draw the blade from the staff as a swift action (or a free action if you have the Quick Draw feat). An observer must make a DC 20 Perception check to realize an undrawn zatoichi-bo is a weapon rather than a walking staff; the DC decreases to 10 if the observer is able to handle the weapon. You can use the Weapon Finesse feat to apply your Dexterity modifier instead of your Strength modifier to attack rolls with a zatoichi-bo sized for you, even though it isn't a light weapon. You can wield a zatoichi-bo in two hands in order to apply 1-1/2 times your Strength modifier to damage.

Zatoichi-Hanbo: This light weapon is similar to a sword cane, but conceals a wakizashi blade within. The blade lies within a wooden container that serves as both its scabbard and hiding place. You can draw the blade from the hanbo as a swift action (or a free action if you have the Quick Draw feat). An observer must make a DC 20 Perception check to realize an undrawn zatoichi-hanbo is a weapon rather than a walking stick or hanbo; the DC decreases to 10 if the observer is able to handle the weapon. You can use the Weapon Finesse feat to apply your Dexterity modifier instead of your Strength modifier to attack rolls with a sword cane sized for you, even though it isn't a light weapon. You can't wield a zatoichi-handbo in two hands in order to apply 1-1/2 times your Strength modifier to damage.

Table: Zatoichi Blademaster
Base
Class Attack Fort Ref Will
Level Bonus Save Save Save Special

1st +1 +2 +0 +0 Blind, blind fight, challenge 1/day, order, stratagem
2nd +2 +3 +0 +0 Order ability
3rd +3 +3 +1 +1 Weapons expertise
4th +4 +4 +1 +1 Blindsense (30 ft.), challenge 2/day
5th +5 +4 +1 +1 Stratagem
6th +6/+1 +5 +2 +2 Improved blind fight
7th +7/+2 +5 +2 +2 Challenge 3/day
8th +8/+3 +6 +2 +2 Order ability
9th +9/+4 +6 +3 +3 Blindsense (40 ft.), stratagem
10th +10/+5 +7 +3 +3 Challenge 4/day
11th +11/+6/+1 +7 +3 +3 Honorable stand
12th +12/+7/+2 +8 +4 +4 Greater blind fight, demanding challenge
13th +13/+8/+3 +8 +4 +4 Challenge 5/day, stratagem
14th +14/+9/+4 +9 +4 +4 Blindsense (50 ft.)
15th +15/+10/+5 +9 +5 +5 Order ability
16th +16/+11/+6/+1 +10 +5 +5 Challenge 6/day
17th +17/+12/+7/+2 +10 +5 +5 Stratagem
18th +18/+13/+8/+3 +11 +6 +6 Master blind fight
19th +19/+14/+9/+4 +11 +6 +6 Blindsense (60 ft.), challenge 7/day
20th +20/+15/+10/+5 +12 +6 +6 Perfect clarity


I like the look of the Blademaster, though I'm curious where oracle fits in (besides being blind similar to the curse)


Love it! Although you put in the trapmaster flavor for some reason! XD

Have some feedback when I have time to look over the full draft!


@Taco Man
Oops! Copy/paste error. We don't actually have a blurp. So, you need to write one Taco.

@Tyr
The Stratagem are, AFAIK (trusting Taco Man), a selection of revelations from the various mysteries.


# Sightless Blademaster

Seems fairly good, I'd restrict the proficiencies to Light/Medium Armor, though, and take Zatoichi out of the name. Zatoichi would be the nick-name the primary inspiration was given, a blurring of "Zato no Ichi", or "The Blind Person: Ichi" to get as close to a literal translation of the name. Doesn't really work to name the class that, as it would mean every g$!+~+n man, woman, and child to fill this class is named Ichi! :P

Regardless, the build works great, as does the working-in of the blindness and blind-feats. Should have a flavor blurb soon.


+1


I had one idea while i was making Trapmaster, I was gonna include it but I decided against it. it could be a Summoner/Warrior or Gunslinger/Summoner (since those aren't taken)

essentially... Turrets!

simple deployable constructs that replicate crossbows initially, then guns, then light siege weapons. They would use the base weapon's hardness, HP, attacks and other qualities, and can only aim and fire, nothing else.

Standard Turrets would be the replacement for Summon Monster. The thing that replaces Eidolon... hmm, perhaps an automated siege weapon of some sort?


Interesting. Maybe take a look at the Siege Marshal (Sum/Gun) just to make sure your concept is different enough from that one. I think it is, but good to make sure.


I may in hindsight instead make 'turrets' a replacement for the construct creature option in 'cunning gadgeteer', and make some other tweaks to better refine the class with the newer material and help streamline it.

I wanted to modify 'munitions' a little too, so that if you wanted to make both bombs and traps to do different energy damage, you wont need to acquire both the acid trap and acid bomb features.

I'll think over it a little, it's always a class I liked but felt could be improved.


I like how Sightless Blademaster is looking. Especially the increasing senses as he progresses, feels very much like Kenshi and Daredevil's lovechild~

More eastern style weapons the better, I feel there's a distinct lack of variety, I was surprised to see basic Pathfinder doesn't make use of wrist claws and chinese style crossbows and firearms~


Welp, I feel pretty much done with the Sightless Blademaster, shall I post up another Draft?

And hey, maybe we could collaborate on a little book of weapons? After say, we make acouple of those races and racial archetypes together, put together some new weapons, we make afew little cheap dime sourcebooks, throw the MCAs as a big'un, pitch'em to Paizo, split the profits? :P

Dark Archive

@Taco Man
Oh, little book of weapons? There has been this idea I have had for years of a weapon, but have never been sure how to have it implemented into roleplay or even what the weapon should be called.

151 to 200 of 429 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | next > last >>
Community / Forums / Pathfinder / Pathfinder First Edition / Homebrew and House Rules / Multiclass Archetypes X: The Melting Pot All Messageboards

Want to post a reply? Sign in.