Multiclass Archetypes IV: Ultimate Multiclass Archetypes


Homebrew and House Rules

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Flavour-wise, he's going for something not quite, but similar to Assassin's Creed's Ezio and Kenway with a dash of Dishonored's Corvo and The Dark Tower's Roland. (we're original here :P)

Deadly Intuition/ Fearsome Flourish are simply renamed versions of the abilities the Bandit archetype grants. Source

Weapons wise, those are all the standard ninja weapons plus one-handed firearms, maybe say simple weapons, one-handed firearms and your choice of 5 of the ninja weapons?


Alfray Stryke wrote:

Flavour-wise, he's going for something not quite, but similar to Assassin's Creed's Ezio and Kenway with a dash of Dishonored's Corvo and The Dark Tower's Roland. (we're original here :P)

Deadly Intuition/ Fearsome Flourish are simply renamed versions of the abilities the Bandit archetype grants. Source

Weapons wise, those are all the standard ninja weapons plus one-handed firearms, maybe say simple weapons, one-handed firearms and your choice of 5 of the ninja weapons?

#swashbuckling Assassin

5 should be good, it just seemed like giving exotic proficiency with guns + a lot of other weapons was slightly too powerful.

I still think Ki Grit should be changed to a different name. Unfortunately I am drawing a blank on a good name.


#Swashbucking_Assassin

In that case, consider every reference to ki grit changed to a supernatural focus, in the class. However it seems foolish to repost it with only that slight change. Additionally Ki Shot has changed name to Focussed Shot.


Ki grit = swagger shot?


#Swashbuckling Assassin

Steel Buccaneer
>:D

Okay, not quite what you're looking at, but maybe some ideas here for you.


Needless to say, the Steel Buccaneer was one of our main influences, for the ninja trick, sneak attack and deed progression. Any opinions on possible balance issue will be appreciated, or ideas for new tricks/deeds.


Here's an updated Pumpkin Bomber. We need to come up with a different name. Ideas?

Pumpkin Bomber:

Primary Class: Witch.
Secondary Class: Alchemist.
Alignment: Any.
Hit Dice: d6.

Bonus Skills and Ranks: The pumpkin bomber may select three alchemist skills to add to her class skills in addition to the normal witch class skills. A pumpkin bomber gains a number of ranks at each level equal to 2 + Int modifier.

Weapon and Armor Proficiency: The pumpkin bomber is proficient with all simple weapons and bombs, but not with any armor or shields.

Spellcasting: A pumpkin bomber casts arcane spells drawn from the witch’s spell list, but removes all cure spells, and the infernal healing, infernal healing (greater), neutralize poison, raise dead, remove blindness/deafness, remove disease, remove sickness, and symbol of healing spells from her list. A pumpkin bomber otherwise learns, prepares, and casts spells as a witch of equal level.

Alchemy (Su): At 1st level, a pumpkin bomber gains the alchemist’s alchemy ability, except that she can only create mundane alchemical substances, not bombs, extracts, or mutagens. This ability and bombs replace the pumpkin bombers restricted access to healing-based discoveries, hexes, patron and spells.

Cauldron (Ex): A pumpkin bomber begins play with a special cauldron at no cost and gains the witch’s cauldron hex. This cauldron is always masterwork quality, but is not made of any special material. If a pumpkin bomber attempts to use Brew Potion without her cauldron, she must make a concentration check or the potion is ruined. The DC for this check is equal to 20 + the spell's level.

A pumpkin bomber can add additional magic abilities to her cauldron as if she has the required Item Creation Feats and must be at least 3rd level to add magic abilities to her cauldron (see Craft Wondrous Items feat). The magic properties of a cauldron, including any magic abilities added to the cauldron, only function for the pumpkin bomber who owns it. If a cauldron's owner dies, or is replaced, the cauldron reverts to being an ordinary masterwork item of the appropriate type.

If a cauldron is damaged, it is restored to full hit points the next time the pumpkin bomber prepares her spells. If the cauldron is lost or destroyed, it can be replaced after 1 week in a special ritual that costs 200 gp per pumpkin bomber level plus the cost of the masterwork item. This ritual takes 8 hours to complete. Cauldrons replaced in this way do not possess any of the additional enchantments of the previous cauldron. A pumpkin bomber can designate an existing magic cauldron as his cauldron. This functions in the same way as replacing a lost or destroyed cauldron except that the new magic item retains its abilities while gaining the benefits and drawbacks of becoming a pumpkin bomber’s cauldron.

Patron: This is exactly like the witch ability of the same name, but the pumpkin bomber can choose any patron except for the Devotion and Healing patrons.

Witch’s Familiar (Ex): This is exactly like the witch’s ability of the same name, except that whenever the pumpkin bomber uses his Alchemy ability or the Brew Potion feat, her familiar can use the Aid Another action to grant the pumpkin bomber a +2 competence bonus on her Craft (alchemy) check made to accomplish the task.

In addition, a pumpkin bomber of 4th level or higher can have her familiar throw bombs for her. If the pumpkin bomber and the familiar are in contact at the time the pumpkin bomber creates a bomb, she can designate her familiar as the “thrower.” The familiar can then throw the bomb as the pumpkin bomber would. The exact method of delivering the bomb (throwing it, dropping it on the target, etc.) is determined by the type of familiar. The familiar has a number of rounds equal to the pumpkin bomber’s Intelligence modifier to deliver the bomb before it becomes inert.

Bombs (Su): At 2nd level, a pumpkin bomber gains the alchemist’s bomb ability, except that she deals 1d4 points of damage plus an additional 1d4 points of damage every two levels thereafter.

Discovery/Hex:At 2nd level, a pumpkin bomber can gain either an alchemist’s discovery or witch’s hex that she qualifies for. A pumpkin bomber gains an additional discovery or hex of his choice at 5th, 8th, 11th, 14th, and 17th level. A pumpkin bomber is restricted from choosing the healing hex or the spontaneous healing discovery, the major healing major hex, and the life giver grand hex.

Plentiful Potions (Su): Starting at 3rd level, a pumpkin bomber can use his cauldron to allow others to benefit from a potion’s effects. Once per day, a pumpkin bomber can pour any one potion or elixir into her cauldron. By spending 1 minute of work, she can dilute the potion, creating two doses of the same potion from one. Diluting a potion in this manner reduces its effective caster level by 2 (minimum 1). For example, a diluted potion of cure moderate wounds created by a 5th level caster would cure 2d8+3 hit points instead of the normal 2d8+5 hit points. At 7th level and every three levels thereafter, a pumpkin bomber can create 1 additional dose of the potion, up to a maximum of six additional doses at 19th level. These additional doses remain potent for 1 minute, after which time they and the original potion become inert.

A pumpkin bomber can use this ability twice per day at 9th level, and three times per day at 15th level. A potion that has been diluted cannot be diluted again. A pumpkin bomber must have the cauldron, potion, and a heat source to use this ability. This ability replaces the hexes gained at 4th, 10th, and 17th level.

Major Hex: At 14th level, whenever a pumpkin bomber could choose a hex, she can select a major hex instead.

Grand Discovery/Grand Hex: at 20th level, a pumpkin bomber can choose either a grand discovery or a grand hex. If she chooses a grand hex, she only gains the grand hex, not the additional two normal hexes. This ability replaces the hex gained at 20th level.

NEW DISCOVERIES
The following new discoveries may chosen by the pumpkin bomber or any alchemist that meets the prerequisites.

Hex Bomb
An alchemist can bestow hexes as well as deal damage with his bombs.
Prerequisite: Alchemist 6, hex class feature.
Benefit: When the alchemist creates a bomb, he can choose to have it bestow the effects of one hex that he knows, in addition to his bomb damage. The effect of a hex bomb is always centered on the target creature.

Table: Pumpkin Bomber
Base
Class Attack Fort Ref Will Spells per Day
Level Bonus Save Save Save Special 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th

1st +0 +0 +0 +2 Alchemy, cantrips, cauldron, patron spells, 3 1 — — — — — — — —
witch’s familiar
2nd +1 +0 +0 +3 Bomb 1d4, discovery/hex 4 2 — — — — — — — —
3rd +1 +1 +1 +3 Plentiful potions 1/day 4 2 1 — — — — — — —
4th +2 +1 +1 +4 Bomb 2d4 4 3 2 — — — — — — —
5th +2 +1 +1 +4 Discovery/hex 4 3 2 1 — — — — — —
6th +3 +2 +2 +5 Bomb 3d4 4 3 3 2 — — — — — —
7th +3 +2 +2 +5 4 4 3 2 1 — — — — —
8th +4 +2 +2 +6 Bomb 4d4, discovery/hex 4 4 3 3 2 — — — — —
9th +4 +3 +3 +6 Plentiful potions 2/day 4 4 4 3 2 1 — — — —
10th +5 +3 +3 +7 Bomb 5d4 4 4 4 3 3 2 — — — —
11th +5 +3 +3 +7 Discovery/hex 4 4 4 4 3 2 1 — — —
12th +6/+1 +4 +4 +8 Bomb 6d4 4 4 4 4 3 3 2 — — —
13th +6/+1 +4 +4 +8 4 4 4 4 4 3 2 1 — —
14th +7/+2 +4 +4 +9 Bomb 7d4, discovery/hex, major hex 4 4 4 4 4 3 3 2 — —
15th +7/+2 +5 +5 +9 Plentiful potions 3/day 4 4 4 4 4 4 3 2 1 —
16th +8/+3 +5 +5 +10 Bomb 8d4 4 4 4 4 4 4 3 3 2 —
17th +8/+3 +5 +5 +10 Discovery/hex 4 4 4 4 4 4 4 3 2 1
18th +9/+4 +6 +6 +11 Bomb 9d4 4 4 4 4 4 4 4 3 3 2
19th +9/+4 +6 +6 +11 4 4 4 4 4 4 4 4 3 3
20th +10/+5 +6 +6 +12 Bomb 10d4, grand discovery/grand hex 4 4 4 4 4 4 4 4 4 4


Well hex bomber seems obvious.


ok so i have two ideas i just felt like saying some thing befor getting to far in to it. will come up with tables for then soon
1)Arcane Archer
-ranger
-wizard
inspiration: The PRC. I have a player who really wants to play this type of PC but the way PRC are done in PFRPG its not the best move i already have note on this one so it should be up soon. with the PRC being a PRC made for people who want to dual class i think it would make a great fit for a MCA
2)Remorseless Assassin
-rogue
-wizard/sorcerer have not decided
inspiration: The 3.5 PRC Assassin. my favorite class in in 3.5 mostly for it spell list. very few damage spells but spells you the assassin could do a lot of damage with (ie.Darkness, Invisibility,Spider Climb, and such)
hardiest goal he will be getting that spell list.


#Remorseless Assassin
Just have the class gain spellcasting at level 4 (Nearly the level you get Assassin anyway) and change the spell chart to Ranger. The chart rounds off at I think 13 (which is just before you level out assassin) and just update/fluff the 3.5 assassin spell list for pathfinder's spell selection.

#Swashbucking Assassin
:I I want to call this NinjaPirate so badly...
I never actually looked at the class so I dunno if you have something like this but, this makes me think back to Outlaw Star and their Castergun thing. This might work better with another MCA setup, but hear me out.
The NinjaPirate can, as a 10min-1hr process at the start of the day, empower a number of bullets per day equal to (1/2 class + cha, 1/lvl, cha+3) by etching a special rune into the round.
And then, with these special Ki bullets, perform special attacks, or use up the special ki bullets in other abilities. Like transforming it into a better-than-masterwork lockpicking kit, or fancy stuff like that.
Yes. Ki Bullets. That would be sweet.
Might work better for a Gunslinger/Wizard or something than the NinjaPirate though.

#Pumpkin Bomber
Siren of Explosions! >8D
Major Hex
Echoes of Destruction
In addition to the normal effects, when the witch uses Cackle the round after she threw a bomb, the point of explosion is within 30ft of her, she can cause an explosion identical to that of the bomb thrown in the square it landed in, for half damage, and half splash damage.
Something to this effect.

#Other
I really want to combine the Conjuration [Teleportation] arcane school with some kind of fighting class like samurai or rogue but I can't decide what to build it with.
I really like the idea of a character with a short range teleportation style mobility. Any suggestions/preferences?

Raiderrpg wrote:

#Swashbuckling Assassin

Steel Buccaneer
>:D

Okay, not quite what you're looking at, but maybe some ideas here for you.

The first thing I would do if I were a player is pick up all of these.

=x
X X X


Here it is again, with some minor change and the new mystery to complement.

Occult Philologist:
Occult Philologist

All wizards believe in the power of words, particularly written words. Words have the power to capture and hold ideas, feelings, magic. The occult philologist takes this a step further: he reveres the written word as something supernatural, a symbol or manifestation of a deity. He deciphers ancient codes and devises new ones, greedly searches lost tomes both of magic and legends, and casts his spell through leaflets of texts. A cabalist, calligrapher, linguist, literate, and scientist– the occult philologist is all this and more.

Primary Class: Wizard
Secondary Class: Oracle
Alignment: Any
Hit Dice: d6
Skills: As wizard, plus the occult philologist adds to his class skills list the bonus skills provided by his chosen mystery (see below); if the mystery provides a skill that he already possesses, he may choose another.
Skill Ranks per Level: 4 + Int
BAB: As wizard
ST: PPG
Weapons and Armor: Wizard weapons, light armor (subject to spell failure), no shields.
Spells: As wizard + mystery spells
Class Features:
1) arcane mystery, cantrips, philology, Scribe Scroll, wordspell bond
5/10/15) Revelation
20) Final Revelation
Arcane Mystery: The occult philologist gains access to an oracle mystery chosen among the following: Ancestor, Dark Tapestry, Heavens, Lore, Occult, Time, Words*. He adds the mystery bonus spells to his spell lists at the appropriate levels. The occult philologist receives an additional spell slot of each spell level he can cast, from 1st on up. Each day, the occult philologist must prepare his mystery spells in that slots. An occult philologist can select a mystery spell modified by a metamagic feat to prepare in his bonus slot, but it uses up a higher–level spell slot. The occult philologist may prepare mystery spells in ordinary spell slots too if he so chooses. An occult philologist must normally select two magic schools as his opposition schools.
The occult philologist receives one revelation from his chosen mystery at 1st level. At 5th, 10th and 15th level, he gains another revelation. At 20th level, the occult philologist receives the final revelation from his mystery. This replaces arcane school and the normal wizard’s bonus feats.
Philology: An occult philologist doesn’t cast spells in the same way that other wizards do. Instead of memorizing spells, he writes them from his spellbook on leaflets and then reads them. These leaflets are written in the unique, personal code of the occult philologist, and he is the only one who can decipher it. In many ways, leaflets behave like spell scrolls, using the occult philologist’s level as the caster level. However, they don’t require the time and cost of actual spell scrolls, and can only be read by the occult philologist who wrote them.
An occult philologist can write only a certain number of leaflets of each level per day. His base daily allotment of leaflets is given on Table: Wizard. In addition, he receives bonus leaflets per day if he has a high Intelligence score. Writing a spell on a leaflet takes 1 minute of work- most occult philologists prepare many leaflets at the start of the day or just before going on an adventure, but it’s not uncommon for an occult philologist to keep some (or even all) of his daily leaflet slots open so that he can prepare leaflets in the field. Using a leaflet cancels all the writing on it. Unused leaflets are cancelled after 24 hours; an occult philologist must re-prepare his leaflets every day.
An occult philologist can prepare leaflets of any spell he knows, and of his mystery spells (see below). A spell on a leaflet is “cast” by reading it, as if reading a normal spell scroll. The occult philologist uses his level as the caster level to determine any effect based on caster level. Creating leaflets consumes raw materials and focuses as for actual spell scrolls. If a spell has a focus requirement, the focus is used in the reading process.
Wordspell Bond: As arcane bond, except that if the occult philologist bonds with an object, this is always his spellbook. If the occult philologist bonds with a familiar, the familiar doesn’t provide the usual bonuses but is instead considered as a bonded object for purposes of spellcasting. An occult philologist’s familiar always can speak one language of his master’s choice as a supernatural ability. The occult philologist adds Arcane mark and Scrivener’s chant to his list of spells known. At 5th level, the occult philologist adds Book ward and Secret page to his list. At 10th level, he can add Mark of justice, and ad 15th level, Spell turning.

* New mystery

Words Mystery:
Words

Class Skills: An oracle with the words mystery adds Linguistics, Perform, and Spellcraft to her list of class skills.

Bonus Spells: comprehend languages (2nd), codespeak (4th), glyph of warding (6th), illusory script (8th), lesser spellcasting contract (10th), greater glyph of warding (12th), spellcasting contract (14th), word of recall (you must write the word instead of saying it) (16th), greater spellcasting contract (18th)

Automatic Writing (Su): Once per day, you can spend a full hour in uninterrupted meditation. During this period, your hands produce mysterious writing that pertains to the future. At 1st level, the prophetic writing manifests as an augury spell with 90% effectiveness. At 5th level, the writing takes the form of a divination with 90% effectiveness. At 8th level, the writing manifests as a casting of commune with no material component required.

Counterword (Su): You may counter magic effects and spells that depend on language or written texts, like a bard does with sound–based ones. This works otherwise as the countersong bardic performance, but may rely on audible or visual components, depending on the countered effect. You could, for example, prevent a symbol spell from working by designing a counter–symbol upon it, or write a counter–poem upon an explosive rune; but also reciting a soothing oration to counter a command spell. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Esoteric Research (Su): Your knowledge of the magic languages allows you to learn incantations usually prohibited to your class. Choose any one class spell list. You may research spells from that list to add to your list as divine oracle spells, as if they were 2 levels less in terms of cost, time and difficulty; any esoteric spell researched is added to your list as if it were 1 level higher (for example, you could research a 7th–level wizard spell as if it were a 5th–level spell for the purpose of research cost, time and difficulty; it should be added to your spell list as an 8th–level spell). You must be at least 7th level to select this revelation.

Inspired Interpreter (Su): You may read and understand written texts in any language as if you were wearing an helm of comprehend languages and magic reading. You don’t gain the ability to speak or understand spoken words in other languages. With a successful Linguistics check, you can activate any spell from a scroll or a book, whether it’s of the correct type and in your spell list, or not. You use your Charisma in place of the requisite ability score for spells.

Read Between the Lines (Su): Reading any script, you can discover many things about its author. You must read a text carefully from beginning to end. You gain information on whoever wrote it as if you made a Diplomacy skill check to gather information, with a result equal to 15 + your oracle level + your Charisma modifier. At 5th level, you know what the author thought and meant when the text was written as if using seek thoughts; at 11th level, you know many things about the author, as if you cast legend lore. This ability works also on text written by long–dead authors. You may use this ability a number of times once per day, plus one additional time per day for every five oracle level you possess.

Say the Word (Ex): You’ve become adept to cast spells just with your words. You gain Eschew Materials as a bonus feat. At 7th level, you gain Still Spell too. At 11th level, thrice per day, you may cast a still spell as a standard action that doesn not increase the level of the spell.

Spontaneous Symbology (Sp): Your knowledge of the secret history of the world has unveiled the mysterious symbols that govern reality. You can cast any “symbol” spell using a spell slot of the appropriate level, even if the spell is not on your list of spell’s known. A symbol spell is any spell with the word “symbol” in its name. You must be at least 11th level to select this revelation.

The Pen Is Mightier Than the Sword (Su): As a swift action, you can enlarge a quill, pen or other tiny writing instrument into a blade similar to a longsword. You can then strike with it as if it were a weapon making a melee attack. For the purpose of this ability, you are proficient with this weapon. You can use the weapon to perform combat maneuvers. You may use with this weapon any combat feats that could be used with a longsword. If you hit, the weapon deals 1d8 points of slashing damage + 1 point for every two oracle levels you possess. After this attack, the quill returns to normal. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Wall of Text (Su): You begin an endless litany which takes the form of a compact wall of solid written words protecting you and your allies from hostile attacks. The wall deflects arrows, bolts, loose debris, and Small or smaller flying creatures like a wind wall spell, except these things rebound harmlessly rather than being directed upward. The relentless flow of words forces creatures within 10 feet of you to a Will save; if they fail, they’re stunned for 2d4 rounds. Touching and passing through the wall stuns a creature for 2d6 round +1 per oracle level. If you evoke the wall so that it appears where creatures are, each creature takes damage as if passing through the wall. An erase spell suppresses the wall within its area as if it were magic writing, but only for a round. This is not a language–dependent effect. You may summon a wall of text a number of times per day equal to your Charisma bonus, and it last as long as you concentrate. The wall works otherwise as a wall of sound. You must be at least 7th level to select this revelation.

Whirlwind Lesson (Ex): You can quickly browse through a magical tome or manual, gaining its benefits with only a single 8-hour study session (rather than the usual 48 hours over a period of 6 days). At 7th level, you may allow another character to join in your study; both of you gain the full benefit of having read the book. At 15th level, you may share your whirlwind lesson with a number of characters equal to your oracle level. The benefits to you are permanent, whereas your students gain the tome or manual’s benefits for a number of days equal to your Charisma modifier but then forget what they have learned.

Final Revelation: Upon reaching 20th level, you have understood the full power of words. You become immune to spells and effects that rely on spoken or written words (like power word, runes or glyph spells). You can use the True Name wizard discovery once per day as if you had cast greater planar binding.


#Pumpkin Bomber
I'll be using that as an NPC in my Reign of Winter game at some point. Echoes of Destruction should be fine for a 14th (or greater) ability.

#Arcane Archer
I higher suggest you have Arcane Bond (Insert_Bow_Here). Going back to ideas from 3.5 (if you're wanting a bit more inspiration), there was the Order of the Shooting Star Ranger and the Sword of the Arcane Order feat. Both might be useful for combining the ranger and wizard.

Remorseless Assassin
The Red Mantis Assassin (from the Inner Sea World Guide), might have some useful features for you to recreate an assassin.

@Iorthol, a teleporting, quickdrawing, finesse class with the Dimensional Agility feat tree unlocked as bonus feats/class features? Maybe go Samurai|Wizard, with 4th level spell progression. Samurai Order based off teleporting and quickdraw of weapons, while stealing/borrowing some of the Sword Saint's features could work. However you don't want to get too close to the Shadow Magus.

Edit (because for some reason my computer didn't post everything):
Swashbucking Assassin

Ki Bullets might be interesting for either a trick/master trick that starts off fairly low powered and can increase later on or as a swap for Fearsome Flourish, I'll have a chat to my player about what he wants.


#Occult Philologist:

Bardess: Words Mystery - Inspired! I love this! Wasn't there another mystery promised?!?

*Love the Counterword revelation - excellent tweak to a bard's countersong!

*Wall of text is fantastic! Great attention to a concept, creating a beautiful visual and effective ability!!!

* Say the Word: so simple, so elegant. Oops. Too many words.

As for the Occult Philologist has anything changed markedly in this treatment?
@Raider - are your concerns clarified/answered in this version or Bardess do you feel it is a playstyle-difference thing?


@OSW- Yes, the Spirits (or Soul) mystery. I'll work it out, but right now another project could take me some time. ;)


@OSW- I didn't really have any 'concerns' needing clarification, I was just pointing out that leaflettes leave you vulnerable, and take away certain tactical options such as Quicken Spell and move-cast. Since you'd asked me to weigh in :P

Overall, I quite like the class- some wording issues, but I'm sure Flak and Elghinn'll get to those. One note-

"Say the Word (Ex): You’ve become adept to cast spells just with your words. You gain Eschew Materials as a bonus feat. At 7th level, you gain Still Spell too. At 11th level, thrice per day, you may cast a still spell as a standard action that doesn not increase the level of the spell."

By RAW, this would allow someone to cast spells with long casting times as a standard action. Better to do:

"Say the Word (Ex): You’ve become adept to cast spells just with your words. You gain Eschew Materials as a bonus feat. At 7th level, you gain Still Spell too. At 11th level, thrice per day, you may apply the Still Spell metamagic feat to a spell without increasing the level."

Or some such. For future reference, Bardess >:3 Good work though!


#Occult Philologist:

That is absurdly awesome.

Did you mean to keep the revelations Cha-based or is it worth switching them to Int-based for this MCA (as the wizard's school powers are Int-based)?


It is possible for multiclassing bards to learn Masterpieces? In this case, the Temple Dancer.


Ok folks, seeing as my first PDF has gone live over at d20PFSRD I'm turning my attention to my next base class, the Symbiont. You can check out the current treatment here:Bio-munitioneer.

BUT, as an MCA design path exercise, I thought I'd streamline it as a Summoner/Gunslinger. Remember how I said streamlined? Well, I am at times hopelessly over complex. Anyway, Elghinn's also to blame for contributing and encouraging me

... Take a look - I'm particularly interested in the amount of chitin rounds (if any) you guys think he should get a day. And Raider, if you could look over the spell list I'd be in your debt. And tear the whole MCA a new rear if you feel inclined! ----{--------------

Symbiote-gunner

Whether forcibly melded with an alien lifeform or connected to a benign associate in a harmonious symbiotic relationship, the addition of a symbiont to a character concept extends the concept of life form or even race. The symbiote-gunner is a combat-heavy, battlefield focused class option – there is little here to offer subterfuge or diplomacy. In combination with his exo-carapace and chrysalis projector, the symbiote-gunner shoots first and asks no questions….

Primary Class: Summoner
Secondary Class: Gunslinger

Saves: Fort and Ref good, Will bad.

Skill Ranks 4 + int modifier. Adds three gunslinger class skills to Summoner list.

Weapon and Armor Proficiency: All simple weapons and light armor.

Bio-Energy:
Bio-energy (Ex): A symbiote-gunner draws upon the combined energy of his symbiosis - this is his bio-energy – a fluctuating measure of the symbiote gunner’s endurance, patience, morale, enthusisasm, mental alacrity and physical fluidity. At the start of each day, a symbiote gunner gains a number of bio-energy points equal to his Constitution modifier (minimum 1). His bio-energy rises and falls throughout the day, but usually cannot go higher than his Constitution modifier (minimum 1), though some fears and magic items may affect this maximum. A symbiote-gunner spends bio-energy to enact manoeuvres (see below) and can regain bio-energy in the following ways:
Critical Hit with Chrysalis Projector: (as gunslinger)
Chrysalis kill: If the symbiote gunner’s chitin round or chrysalis beast reduces a creature to… (as gunslinger)
This ability replaces life link and lost spellcasting and cantrip capabilities.

Bio-enhancements:
Bio-enhancements (Su): At 1st level, as long as he has at least one point remaining in his bio energy pool, the symbiote-gunner can draw on his bio-energy to enhance himself or create physical effects. These enhancements are similar in effect to spells but are of a supernatural nature. Beneficial bio-enhancements with a range of “creature touched” can only be used to buff or enhance the symbiote-gunner or his chrysalis beasts.
A symbiote-gunner performs bio-enhancements drawn from the symbiote-gunner’s bio-enhancement list. He can perform any bio-enhancement he knows without preparing it ahead of time, assuming he has not yet used up his allotment of bio-enhancements per day for the bio-enhancement’s level, or expended all the points in his bio-energy pool.
To learn or create a bio-enhancement, the symbiote-gunner must have a Constitution score equal to at least 10 + the bio-enhancement level. The Difficulty Class for a saving throw against a symbiote-gunner’s bio-enhancement is 10 + the bio-enhancement level + the symbiote-gunner’s Constitution modifier.
A symbiote-gunner can cast only a certain number of enhancements of each enhancement level each day. His base daily enhancement allotment is given on Table: Symbiote-gunner. In addition, he receives bonus enhancements per day if he has a high Constitution score (see Table: Ability Modifiers and Bonus Enhancements).
A symbiote-gunner’s selection of enhancements is extremely limited. A symbiote-gunner begins play knowing four 0-level bio enhancements (motes) and two 1st-level bio-enhancements of the symbiote-gunner’s choice. At each new symbiote-gunner level, he gains one or more new bio-enhancements as indicated on Table: Symbiote-gunner Bio-enhancements Known.
(Unlike bio-enhancements per day, the number of bio-enhancements a symbiote-gunner knows is not affected by his Constitution score. The numbers on Table: Symbiote-gunner Bio-enhancements Known are fixed.)
Upon reaching 5th level, and at every third symbiote-gunner level thereafter (8th, 11th, and so on), a symbiote-gunner can choose to learn a new bio-enhancement in place of one he already knows. In effect, the symbiote-gunner “loses” the old bio-enhancement in exchange for the new one. The new enhancement’s level must be the same as that of the bio-enhancement being exchanged, and it must be at least one level lower than the highest-level symbiote-gunner bio-enhancement he can cast. A symbiote-gunner may swap out only a single bio-enhancement at any given level and must choose whether or not to swap the bio-enhancement at the same time that he gains new bio-enhancements known for the level. This ability replaces the Summoner’s spell use.

Chrysalis Projector:
Chrysalis Projector (Ex) : At 1st level, the symbiote-gunner gains the ability to manifest the bio-plasma within his exo-carapace as a Chrysalis-Accelerating Projector Weapon (CAPW) or chrysalis projector as a full-round action. The chrysalis projector is a two-handed ranged weapon that resembles a large plasma projector, replete with organic cords and cables, chitinous blisters, pods, vents and nodules. The chrysalis projector completely covers and encapsulates one of the symbiote-gunner’s arms, preventing it from being disarmed. His other hand is free to steady the weapon or hold other items – however two hands are needed to fire the weapon.

Firing the chrysalis projector is a standard action, firing the chrysalis projector on all iterative attacks due to BAB is a full round action as normal. The chrysalis projector fires small, cocoon shaped projectiles called chitin rounds that deal 1d6+1 points of bludgeoning damage +1 for every three levels the symbiote-gunner possesses, and have a critical range of 20/x2. The chrysalis projector has a range of 20 feet, plus an additional 5 feet at 2nd level and every two levels thereafter.

A symbiote-gunner can create a number of chitin rounds per day equal to 4 plus his Constitution modifier. At each level after 1st, he can create 2 additional chitin rounds per day. (Temporary increases to Constitution such as those gained from bear’s endurance, do not increase the total number of chitin rounds that a symbiote-gunner can create per day.)

Alternatively the symbiote-gunner may elect to use his chrysalis projector as a melee weapon (either one- or two-handed) that deals 1d6 points of bludgeoning damage, and has a critical range of 20/x2.

The chrysalis projector can be enchanted and enhanced with weapon qualities as a masterwork weapon at the cost of the symbiote-gunner. While manifested, the chrysalis projector takes up one of the symbiote-gunner’s hand and wrist item slots. All abilities of any magical items occupying these slots at the time of the chrysalis projector’s manifestation are temporarily suppressed until it is retracted.

Retracting the chrysalis projector requires a standard action. While the chrysalis projector is subsumed within the exo-carapace the symbiote-gunner receives an extra +1 to his exo-carapace’s natural armor bonus due to the redistribution of bio-matter.

At 7th level, the symbiote-gunner can manifest the chrysalis projector as a standard action, and retract it as a swift action.
At 14th level, the symbiote-gunner can manifest the chrysalis projector as a swift action, and retract it as a free action.
This ability and maneuvers replaces eidolon and the diminished summoning cabability of spawn larvae.

Manoeuvres:
Maneouvres: Symbiote-gunners spend or maintain at least one bio-energy point/s to enact maneouvres… (as gunslinger deeds)
Any maneouvres that require a saving throw has a DC equal to 10 + 1/2 the symbiote-gunner’s level + the symbiote-gunner’s Constitution modifier.

Augmentation: By expending one point of bio-energy the symbiote gunner can add the effect of one mote that he knows to his chitin rounds for 1 round.

Close-shot: As long as the symbiote-gunner has at least one point in his bio-energy pool he is considered to have the Point Blank shot feat.

Damage Modifications: By expending one point of bio-energy the symbiote-gunner can add either the slashing or piercing damage type to his chitin rounds for 1 round.

Enlarged Chrysalis: At 4th level the symbiote-gunner can spend one point from his bio-energy pool to increase his chitin rounds base dice damage to 1d8 for 1 round.

Ballistic Larvae: At 4th level, the symbiote-gunner can meld his larva-chrysalis and chitin rounds for one round. Any larvae chrysalis fired that make a successful attack roll strike the target before unfurling causing damage as a chitin round (1d6 damage +1 for every three symbiote-gunner levels). After striking the target, the unfurled chrysalis beast lands in the nearest adjacent square (or in the same square as the target if tiny) and is staggered for 2 rounds. This maneouvre costs one bio-energy point.

Retriever: At 8th level the symbiote-gunner can modify one chitin round so that it trails a fine filament that connects it directly to the chrysalis projector. On a successful hit, the symbiote-gunner may attempt to grapple the target as if he had the Improved Grapple feat. If the attempt is successful, the retriever chrysalis attaches itself to the target who gains the grappled condition. As a standard action, the symbiote-gunner can draw the target towards himself at the rate of 10 feet per round. As a standard action, a grappled creature can rip the retriever chrysalis free with a DC 20 Strength check. A retriever chrysalis filament is AC 14 (touch 12), has 5 hit points, and has DR 15/slashing. A symbiote-gunner can have only one retriever chrysalis active at a time. This maneouvre costs one bio-energy point.

Spatterbug: At 8th level the symbiote-gunner modifies one larva chrysalis so that it explodes on impact. All creatures occupying or that are adjacent to the impact square receive 1d4 points of piercing damage +1 point of damage for every two levels the symbiote-gunner possesses. Each creature that takes damage can make a Fortitude save for half the damage. If the saving throw fails, the creature takes an additional 1d4 points of acid damage and becomes shaken for 1 round per level of the symbiote-gunner. This maneouvre costs one bio-energy point.

Burrower: At 8th level the symbiote-gunner modifies one chitin round or larva chrysalis so that it can tunnel into the ground. As a standard action, the symbiote-gunner can fire a burrower at a single target within 60 feet. Once fired or ejected, the burrower immediately burrows into the ground, either waiting by the symbiote-gunner’s position or tunneling towards the target with a burrow speed of 20 feet.
If directed to wait, the burrower may be directed to attack any incoming targets, be redirected to a new target within distance or directed to attack when a certain condition is met.
When it emerges from the ground, the chitin round makes an attack on the target directly or the larva chrysalis unfurls and unleashes the chrysalis beast that immediately attacks the target (this may be as a regular attack or as a trip, bull rush or charge action). In either case, the target is flat-footed on the round that the burrower emerges from the ground. The burrower can tunnel through dirt, but not through rock, and does not leave behind tunnels other creatures can use. At 12th level, a burrower can tunnel through rock. This maneouvre costs one bio-energy point.

Leapmine: At 12th level the symbiote-gunner can modify his larva chrysalis transforming them into proximity mines. As a standard action, a symbiote-gunner can fire leapmine chrysalis into an empty square within range or eject them into a square adjacent to him. Once placed, leapmine chrysalis become camouflaged and blend into the surrounding environment for 10 minutes per level of the symbiote-gunner, and appears as a rough hewn stone, discarded piece of chitin, or some other random piece of environment appropriate debris. Creatures must make a successful DC 25 Perception check to identify a leapmine chrysalis. Any creature that enters or moves through its square or a square that is adjacent to it while the leapmine is in effect triggers the leapmine chrysalis.
Once the leapmine is triggered, the chrysalis beast is unfurled and gains an attack of opportunity against the triggering creature with a +2 bonus to its attack roll. The triggeringcreature is considered flat-footed for this attack. If the attack hits, the chrysalis beast deals +1d6 precision damage against the creature, in addition to its normal attack damage. It then functions normally during each subsequent round, attacking the creature until it or the creature is slain. A symbiote-gunner can encode the leapmine chrysalis so that allies do not trigger it when they come within its proximity, prior to it being fired or ejected as a move action.
For every chrysalis beast so transformed (via spawn larvae II or greater) the symbiote-gunner must expend one bio-energy point. A symbiote-gunner can have only one leapmine chrysalis (or squad) active at a time – any subsequent use of spawn larvae renders any extant leapmines inert and lifeless.

Shock Blast: At 12th level the symbiote-gunner can modify one chitin round to deal damage in a burst of bio-electricity. As a standard action, the symbiote-gunner can fire a single chitin round charged with electricity at a single target or into an unoccupied square. If the attack hits a creature or an unoccupied square, the chitin round explodes in a 10 foot burst centered on the target or the square. All creatures caught within the blast (including the target) receive an amount of electricity damage equal to 3d6 + ½ the symbiote-gunner’s level, in addition to its normal damage. Each creature caught in the blast area is pushed away in a straight line up to 5 feet per three symbiote-gunner levels. For every size category of the target above Medium, reduce the distance pushed by 5 feet (–5 feet for Large, –10 feet for Huge, –15 for Gargantuan, and –20 feet for Colossal) to a minimum of 0 feet. A successful Fortitude save negates the movement and halves extra blast damage, but not normal chitin round damage. Shock blast requires the expenditure of two points of the symbiote-gunner’s bio-energy.

Mortar: At 12th level, by expending two points of bio-energy the symbiote-gunner modifies one chitin round, creating a mortar round with the following characteristics:

Firing a mortar round is a standard action. The range increases to (x2) - the symbiote-gunner selects a square within that range to be the drop-zone. The mortar round takes one full round to reach its target – it will not strike the ground until the symbiote-gunner’s next turn. The symbiote-gunner makes a chrysalis projector attack as normal – he receives a -4 penalty to actually strike any creature in the designated drop-zone square – a miss still lands in the drop zone, though if the shot misses by 10 or more or the mortar chrysalis hits a random square adjacent to the drop zone.
Wherever the mortar chrysalis falls, it strikes with a fearsome impact, causing the ground to shudder and sending out a wave of concussive force that inflicts 3d8+1 hp of damage/level of the symbiote-gunner to any creature in the square it landed in – a Reflex save halves this damage. A direct hit inflicts an extra 1 hit point of damage/ level of the bio munitioneer, and the victim must make a Fortitude save or be stunned.
All creatures adjacent to the explosion fall prone and take 3d6 points of non-lethal damage - a Fortitude save with a -4 penalty halves the damage and negates the prone condition.

Juddernaught Pulse: At 16th level, the symbiote-gunner can modify one chitin round to emit a pulse that sickens and staggers his enemies. As a standard action, a symbiote-gunner can fire a single chitin round into the ground within range, creating sonic vibration in a 20-ft. burst. Each creature within the burst must make a Fortitude save or become sickened for 1 round per symbiote-gunner level and staggered for 1 round per two symbiote-gunner levels. If the save is successful, the sickened condition is negated and the duration of the staggered is reduced to 2 rounds. The juddernaught pulse can be also be created by striking the ground at the symbiote-gunner’s feet – the vibration then center’s on the symbiote-gunner’s position – he is immune to its effects, but his allies still remain subject as normal.
Alternatively, the symbiote-gunner can place his chrysalis projector against an inanimate object or make a melee attack against a construct and create a destructive pulse that causes 3d6 damage +1 per symbiote-gunner level. The bio-pool point is still expended in the case of a missed melee attack. Juddernaught pulse requires the expenditure of two points of the symbiote-gunner’s bio-energy.

Chitin Shrapnel Burst: At 16th level, the symbiote-gunner modifies one chitin round so that it creates tremendous concussive explosion on impact. A chitin shrapnel burst functions like a spatterbug chrysalis, except that the damage is 3d6 points of piercing damage +1 point of damage for every level the symbiote-gunner possesses, plus an additional 1d6 points of acid damage, and the target is nauseated for 1 round per three levels of the symbiote-gunner (Fortitude save at -2 halves the damage and negates the condition). In addition, each creature within 10 feet of the impact square (including the impact square) must make a Reflex save or fall prone. Chitin-shrapnel burst requires the expenditure of two points of the symbiote-gunner’s bio-energy.
This ability replaces shield ally, transposition, greater shield ally and merge forms.

Motes:
Motes (Su): Symbiote-gunners learn a number of motes, or 0-level bio-enhancements, as noted on Table: Bio-Enhancements Known. These motes are manifested like any other bio-enhancement, but they are not expended when used and may be used again. This ability alters cantrips.

Spawn Larvae:
Spawn Larvae (Su): Starting at 1st level, a symbiote-gunner can create larvae-infused chrysalises (as described in the spawn larvae lists, below) and unleash them using his chrysalis projector. He can create a number of larvae chrysalises per day equal to 3 + his Constitution modifier. The process of creating and firing a larvae chrysalis is a standard action.
Firing a larvae chrysalis requires a ranged touch attack. If the attack hits, the larvae chrysalis unfurls in a square adjacent to the target (or if tiny, in the target’s square) immediately unleashing the chosen chrysalis beast which attacks the target at the end of the symbiote-gunner’s turn.
If the attack misses, the larvae chrysalis lands in a randomly determined square within 10 feet of the target and unfurls. The chrysalis beast then moves and attacks the nearest enemy at beginning of the symbiote-gunner’s next turn.
A spawned chrysalis beast attacks the symbiote-gunner’s opponents to the best of its ability. Although nominally under the symbiote-gunner’s command, chrysalis beasts generally merely attack the nearest foe – however if the symbiote-gunner can communicate with the chrysalis beast, he can direct it to not attack, to attack particular enemies, or to perform other actions.
The larvae chrysalis unleashes one of the creatures from the 1st Level list on Table: Spawn Larvae. The symbiote-gunner chooses which kind of creature to generate, and he can choose a different one each time he creates a new larvae chrysalis. (Creatures on Table: Spawn Larvae marked with an "*" are always spawned with the advanced template, regardless of its usual statistics. )
At 3rd level, and every 2 levels thereafter, the power of this ability increases by one level, allowing the symbiote-gunner to spawn more powerful creatures (to a maximum of spawn larvae IX at 17th level).
Alternatively,the symbiote-gunner may elect to create multiple weaker creatures (a squad) as in summon monster II et al. The generation and firing of a squad requires a full-round action. The squad is fired as one shot, requiring one attack roll – regardless of a hit or miss, the squad unfurls and arrays themselves as possible in the spaces permitted and attacks as normal – at the end of the symbiote-gunner’s round if a hit, on the next round if a miss.
Spawned larvae remain for a number of rounds equal to the symbiote-gunner’s Constitution modifier + 3.
A symbiote-gunner cannot have more than one use of spawned larvae active in this way at one time. If this ability is used again, any existing chrysalis beasts immediately drop to the ground, lifeless and inert.
A chrysalis beast cannot spawn or otherwise create another creature, nor can it use any teleportation or planar travel abilities. Creatures cannot be spawned into an environment that cannot support them. Creatures spawned using this ability cannot use spells or spell-like abilities that duplicate spells with expensive material components (such as wish).
This ability alters but otherwise functions as summon monster I-IX.

Table: Spawn Larvae:

Table: Spawn Larvae I
1st Level Subtype(s) Source
Fire beetle* (Mining beetle) Vermin B1
Giant centipede* Vermin B1
Greensting scorpion* Vermin UM
King crab* Vermin UM

Table: Spawn Larvae II
2nd Level Subtype(s) Source
Ant, giant (worker)* Vermin B1
Bee, giant* Vermin B2
Beetle, Bombardier Vermin B1
Cockroach, giant* Vermin B1
Giant solifugid* Vermin B2
Giant tick* Vermin B2
Scorpion, cave* Vermin B2
Scorpion, ghost Vermin B3

Table: Spawn Larvae III
3rd Level Subtype(s) Source
Ankheg Magical beast B1
Ant, giant (soldier)* Vermin B1
Cave fisher* Vermin B1
Cockroach swarm* Vermin B2
Fungal crawler Aberration B2

Table: Spawn Larvae IV
4th Level Subtype(s) Source
Ant, giant (drone)* Vermin B1
Centipede, whiptail (giant)* Vermin B2
Giant wasp* Vermin B1
Mantis, giant* Vermin B1
Scorpion, giant* Vermin B1
Wasp, swarm* Vermin B1

Table: Spawn Larvae V
5th Level Subtype(s) Source
Ant, army, swarm* Vermin B1
Bee, queen (giant)* Vermin B2
Beetle, slicer* Vermin B2
Centipede, swarm* Vermin B1
Crab, swarm* Vermin B1
Giant ant lion* Vermin B3
Giant stag beetle* Vermin B1

Table: Spawn Larvae VI
6th Level Subtype(s) Source
Beetle, goliath stag* Vermin B2
Deadfall scorpion* Vermin B3
Giant adult ant lion* Vermin B3
Shark-eating crab* Vermin B3
Slug, giant* Vermin B1

Table: Spawn Larvae VII
7th Level Subtype(s) Source
Centipede, titan* Vermin B2
Spiny eurypterid* Vermin AP 37
Tick swarm* Vermin B2

Table: Spawn Larvae VIII
8th Level Subtype(s) Source
Deadly mantis* Vermin ISB
Shipwrecker crab* Vermin B3

Table: Spawn Larvae IX
9th Level Subtype(s) Source
Azruverda Aberration B3

Exo-carapace:
Exo-Carapace (Ex): Starting at 2nd level, a symbiote-gunner’s symbiotic relationship to his associated organism provides him with a +1 natural armor bonus to armor class. This bonus increases by +1 for every four levels beyond 2nd level. The extra physiognomic mass and knobbly dermal distribution of the exo-carapace hampers the symbiote-gunner’s use of worn armor – unless specially constructed (as per a large creature – 200% cost) regular armor has its armor bonus reduced by one and armor check penalty increased by 2. Increase armored spell failure for spells cast from a spellcasting class by 15%. This ability replaces bond senses, maker’s call and life bond.

Imago:
Imago (Su): At 10th level, a symbiote-gunner gains a greater connection to his bio-energies, prompting a metamorphic change to take place. The symbiote-gunner gains tremorsense out to 30 feet. If he already has tremorsense, the range increases by 30 feet. The symbiote-gunner also gains resist acid 5 and can enter a special hibernation state that allows him to double the rate of his natural healing when he rests.

As his exo-carapace enlarges, the symbiote-gunner’s exo-carapace grows spiky protrusions – these deal 1d4 points of slashing damage on any successful grapple check against another creature. Any creature that grapples the symbiote-gunner or attempts an opposed grapple check to pin, constrict, swallow, or damage the symbiote-gunner takes 1d4 points of slashing and piercing damage.

In addition, the symbiote-gunner can choose one of the following insect forms – by expending one bio-energy point he may make the attendant special attack with his chrysalis projector once per day:

Acid spitter: Ankheg - spit acid – B1 p. 15/ Giant Slug – spit acid B1 p254
Leech bite: Giant leech - leech bite B1 p. 187
Poison sting: Spider – poison – B1 p.258/ Wasp – poison B1 p.275
Mantis Lunge: Giant Mantis – quick lunge B1 p.200
Slicer: Slicer beetle – crippling bite – B2 p.44
Extending Spike: Giant dragonfly nymph – extending jaw B2 p.105
Vomitus spray: Maggot giant – regurgitate – B2 p.124
Dread Stinger: Scorpion (black) – rapid sting B2 p. 240/ Scorpion (deadfall) sudden strike B3 p.237
Tick bite: Tick, giant/tick swarm – grab B2 p. 265
Power Claw: Crab (shipwrecker) - power claw – B3 p.60
Electric Blast: Jellyfish (sapphire) - electric blast– B3 p.155

The symbiote-gunner can make an additional use of this attack per day at 14th and 18th levels.
This ability replaces aspect and greater aspect.

Exo-Apotheosis:
Exo-Apotheosis (Su): At 20th level, a symbiote-gunner can cause the latent insectoid genetic material within him to become dominate, triggering a complete metamorphic change. A symbiote-gunner must expend his maximum allowable bio-energy to encase himself in a metamorphic chrysalis. This encasement requires 1 minute to complete and leaves the symbiote-gunner vulnerable to attacks. While within the chrysalis, the symbiote-gunner begins a metamorphic transformation into a humanoid insect-like creature that requires 1 full day to complete, leaving the symbiote-gunner vulnerable to attack. The metamorphic chrysalis, has the following statistics: HD 20 (110 hit points); AC 30 (+30 natural armor); Special DR 10/magic and adamantine, immunity to acid, and resist cold 10, electricity 10 and fire 10, SR 25. Allies may stand guard during this time to protect their comrade from harm.
Upon completing this transformation, the chrysalis unfurls and the newly transformed symbiote-gunner emerges. Through this metamorphosis, the symbiote-gunner permanently bonds with both his exo-carapace and chrysalis projector, his acid resistance increases to 20, he gains a burrow speed of 20 feet, and his creature type changes to Monstrous Humanoid. In addition, the symbiote-gunner can spit a corrosive stomach acid (either out of his chrysalis projector or head) at an opponent within 30 feet (no range increment) once per day. With a successful ranged touch attack, the target takes 10d6 points of acid damage (Reflex save for half).
This ability replaces twin eidolon.

Bio-Enhancement List:

Symbiote-gunners gain access to the following bio-enhancements. Remember that beneficial bio-enhancements with a range of “creature touched” can only be used to buff or enhance the symbiote-gunner or his chrysalis beasts.
0-Level Symbiote-gunner Bio-enhancements—acid splash, bleed, daze, detect poison, flare, light, resistance, stabilize, touch of fatigue, virtue.
1st-Level Symbiote-gunner Bio-enhancements – ant haul, daze monster, cure light wounds, ear-piercing scream, endure elements, expeditious retreat, feather step, grease, jump, longstrider, remove sickness, spider climb.
2nd-Level Symbiote-gunner Bio-enhancements— acute senses, barkskin, bear’s endurance, blur, bull’s strength, cat’s grace, cure moderate wounds, delay poison, distressing tone, eagle’s splendor, glide, piercing shriek, protection from arrows, resist energy, shatter, tireless pursuit.
3rd-Level Symbiote-gunner Bio-enhancements— continual flame, burrow, burst of speed, contagion, darkvision, displacement, fire shield, fungal infestation, haste, heroism, protection from energy, rage, remove disease, repel vermin, resinous skin, see invisibility, sound burst, spit venom, water breathing.
4th-Level Symbiote-gunner Bio-enhancements— absorb toxicity, age resistance (lesser), cape of wasps, cure serious wounds, darkvision (greater), echolocation, fly, insect plague**, neutralize poison, poison, thorny body.
5th-Level Symbiote-gunner Bio-enhancements—blessing of the salamander, contagion (greater), euphoric tranquility, heroism (greater), planar adaptation, plane shift, repulsion, sonic thrust, stoneskin, touch of slime.
6th-Level Symbiote-gunner Bio-enhancements—age resistance, antipathy, creeping doom, cure critical wounds, discordant blast, epidemic, plague storm, swarm skin, sympathy.

Swaps and Trades:

Where a thematic tweak to a Gunslinger ability occurred the gunslinger ability has been added in brackets after the Symbiote-gunner ability name)
*Bio-energy (grit) replaces life link and lost spell capabilites bio-enhancements and motes
*Bio-enhancements replace spells
*Chrysalis Projector (gunsmithing) replaces eidolon and reduced summoning capability of summon monsters as exemplified by spawn larvae
*Maneouvres (deeds) replace shield ally, transposition, greater shield ally and merge forms
*Motes replace Cantrips
*Spawn larvae alters summon monster
*Exo-carapace (nimble) replaces bond senses, maker’s call, and life bond
*Imago replace aspect and greater aspect
Exo-apotheosis replaces twin eidolon.

A note on names - maneouvres could just as well be capabilities, ammo forms, modifications etc...

Bio-enhancements and motes could be anatomic manipulations, cell-adjustments, atom-binds etc etc


Raoni Luna wrote:
It is possible for multiclassing bards to learn Masterpieces? In this case, the Temple Dancer.

Yes.


Elghinn Lightbringer wrote:
Raoni Luna wrote:
It is possible for multiclassing bards to learn Masterpieces? In this case, the Temple Dancer.
Yes.

Yay!!! As the Temple Dancer was my baby, I'm overjoyed and ready to do a lil dance. What's your reasoning though Elghinn - as a Cleric primary isn't it problematic?


Oceanshieldwolf wrote:
Elghinn Lightbringer wrote:
Raoni Luna wrote:
It is possible for multiclassing bards to learn Masterpieces? In this case, the Temple Dancer.
Yes.
Yay!!! As the Temple Dancer was my baby, I'm overjoyed and ready to do a lil dance. What's your reasoning though Elghinn - as a Cleric primary isn't it problematic?

I was concerned about the ONLY bards can learn marterpieces part. But if Temple Dancers can, it is a lot better for me *_*


ok so first one i think there might be a slight OP problem pretty sure there is not but you know

Arcane Archer:
Arcane Archer
P-Class: Ranger
S-Class: Wizard
HD: D8
Skills: Add 3 of any wizard skills to the ranger list
BAB: ½
Saves Frt-Low, Ref-Good, Wil-Good
Level_ Ability_____________________ Spell Level 1, 2, 3, 4
1: 1st Favored Enemy, Wild Empathy
2: Archery Style Feat
3: Endurance, Enchanted Arrow
4: Archers Bond 0
5:2nd Favored Enemy 1
6: Archery Style Feat, Imbued Arrow 1
7: Spotter for the Shot 1, 0
8: Enchanted Arrow 1, 1
9: Evasion 2, 1
10:3rd Favored Enemy, Archery Style Feat 2, 1, 0
11: Quarry 2, 1, 1
12: 2, 2, 1
13: Enchanted Arrow 3, 2, 1, 1
14: Archery Style Feat 3, 2, 1, 1
15:4th Favored Enemy 3, 2, 2, 1
16: Improved Quarry 3, 3, 2, 1
17: Hide In Plain Sight 4, 3, 2, 1
18: Archery Style Feat, Enchanted Arrow 4, 3, 2, 2
19: Improved Quarry 4, 3, 3, 2
20: 5th Favored Enemy Master Hunter 4, 4, 3, 3
Archery Style Feat: this functions as Combat Style Feat but the Arcane Archer must choose archery this replaces Combat Style Feat.
Enchanted Arrow: At level 3rd and very 5th level after the Arcane Archer arrow becomes more powerful. At level 3 they count as +1 arrow, level 8 every nonmagical arrow fired by an arcane archer gains one of the following elemental themed weapon qualities: flaming, frost, or shock, level13 every nonmagical arrow fired by an arcane archer gains the distance weapon quality, and level 18 every nonmagical arrow fired by an arcane archer gains one of the following elemental burst weapon qualities: flaming burst, icy burst, or shocking burst. This ability replaces the ability gained at 8th level. This replaces Favored Terrain
Spotter for the Shot: Using his bond with his familiar the Arcane Archer he can deny cover from his target by ether lobbing arrow over cover or bounce the arrow off different obstacles. This difficult shot is made at a -4 to attack bonus and with a -30’ to range. At level 12 he has trained his shot he can make the shot with a -2 bonus. This replaces woodland stride and camouflage.
At 4th level, Arcane Archer forms a powerful bond with a flying creature, which acts as familiar in many ways. The changes are noted on the chart. Also the level of other spell casters does not stack with this familiar. This replaces hunters bond
At level 4 Arcane Archermay start a spell book to casts arcane spells drawn from the sorcerer/wizard spell list presented in Spell Lists. An Arcane Archer must choose and prepare his spells ahead of time. To learn, prepare, or cast a spell, the Arcane Archer must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an Arcane Archer's spell is 10 + the spell level + the Arcane Archer's Intelligence modifier. An Arcane Archer can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Arcane Archer. In addition, he receives bonus spells per day if he has a high Intelligence score (see Table: Ability Modifiers and Bonus Spells).A Arcane Archer may know any number of spells. He must choose and prepare his spells ahead of time by getting 8 hours of sleep and spending 1 hour studying his spell book. While studying, the Arcane Archer decides which spells to prepare. Like any other arcane spell caster, a Arcane Archer wearing medium or heavy armor incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass Arcane Archer still incurs the normal arcane spell failure chance for arcane spells received from other classes.
Archer bond
1-2/+1NAB/6int: Alertness, Improved Evasion, Share Spells, Eye to Eye
3-4/+2NAB/7int:
5-6/+3NAB/8int: Speak With Master
7-8/+4NAB/9int: Speak With Animals of Its Kind
9-10/+5NAB/10int:
11-12/+6NAB/11int: Spell Resistance
13-14/+7NAB/12int: Scry On Familiar,
15-16/+8NAB/13int:
17-18/+9NAB/14int:
19-20/+10NAB/15int:

Eye to Eye: The bond between the Arcane Archer and his familiar is strongest between their eyes. When the Arcane Archer closes his eye he can see threw the eye of the familiar the commotion is still similar to the way empathic link works in all other ways


Oceanshieldwolf wrote:
Elghinn Lightbringer wrote:
Raoni Luna wrote:
It is possible for multiclassing bards to learn Masterpieces? In this case, the Temple Dancer.
Yes.
Yay!!! As the Temple Dancer was my baby, I'm overjoyed and ready to do a lil dance. What's your reasoning though Elghinn - as a Cleric primary isn't it problematic?

I should maybe look at the MCA and make sure, but off the cuff, I can't see why he couldn't learn a master piece, as long as the MCa has the same resource that learning a masterpiece uses, and meets the preprequisites. He is a bard too, and uses his MCA level as a bard level for level prereqs unless otherwise noted. That sort of the point of our MCAs. The count, level-wise, as both classes for qualifications.


Elghinn Lightbringer wrote:
Oceanshieldwolf wrote:
Elghinn Lightbringer wrote:
Raoni Luna wrote:
It is possible for multiclassing bards to learn Masterpieces? In this case, the Temple Dancer.
Yes.
Yay!!! As the Temple Dancer was my baby, I'm overjoyed and ready to do a lil dance. What's your reasoning though Elghinn - as a Cleric primary isn't it problematic?
I should maybe look at the MCA and make sure, but off the cuff, I can't see why he couldn't learn a master piece, as long as the MCa has the same resource that learning a masterpiece uses, and meets the preprequisites. He is a bard too, and uses his MCA level as a bard level for level prereqs unless otherwise noted. That sort of the point of our MCAs. The count, level-wise, as both classes for qualifications.

So, yes, the Temple Dancer can learn a bard's masterpiece, since it costs either a feat or a spell known of a certain level, and the TD has spells known and normal feats.


bam two in one day. so bored at work

Remorseless Assassin:
P-Class: Rogue
S-Class: Wizard
HD: D8
Skills: Add 3 of any wizard skills to the Rogue skill list
BAB: ½
Saves Frt-Low, Ref-Good, Wil-Good
Level_ Ability_____________________ Spell Level 1, 2, 3, 4
1st sneak attack +1d6, Poison Use
2nd Evasion, rogue talent
3rd Sneak attack +2d6, favored token,
4th Uncanny dodge, Cantrips, Spells_0
5th Sneak attack +3d6_1
6th Rogue talent, trap sense +2_1
7th Sneak attack +4d6_1, 0
8th Improved uncanny dodge, Death Attack_1, 1
9th Sneak attack +5d6, trap sense +3_2, 1
10th Advanced talents, rogue talent_2, 1, 0
11th Sneak attack +6d6_2, 1, 1
12th Quiet Death _2, 2, 1
13th Sneak attack +7d6_3, 2, 1, 0
14th Rogue talent_3, 2, 1, 1
15th Sneak attack +8d6, trap sense +5_3, 2, 2, 1
16th Swift Death _3, 3, 2, 1
17th Sneak attack +9d6_4, 3, 2, 1
18th Rogue talent, trap sense +6_4, 3, 2, 2
19th Sneak attack +10d6_4, 3, 3, 2
20th Angel of Death _4, 4, 3, 3,
Abilities
Favored Token: The favored token of a killer can take one of two forms a weapon or a small bobble. If the Assassin takes a weapon as his favored token he may gain a luck bonus to one attack equals to his 1/4th his level. He may do this a number of times per day equal to his int bonus. If he chooses a bobble he can raise the DC of a poison he is using equal to his int mod he can add this bonus to a number of poisons equal to 1/4th his level.
Spells: At level 4 An Assassin casts arcane spells drawn from the sorcerer/wizard spell list presented in Spell Lists. An Assassin must choose and prepare his spells ahead of time. To learn, prepare, or cast a spell, the Assassin must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an Assassin's spell is 10 + the spell level + the Assassin's Intelligence modifier. An Assassin can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Assassin. In addition, he receives bonus spells per day if he has a high Intelligence score (see Table: Ability Modifiers and Bonus Spells).A Assassin may know any number of spells. He must choose and prepare his spells ahead of time by getting 8 hours of sleep and spending 1 hour studying his spellbook. While studying, the Assassin decides which spells to prepare.
School of the Assassin: An assassin learns magic as a tool for the kill although he does not trust it to make the kill its self an Assassin may not add spells that do damage to a target or an area.
Spellbooks: An Assassin must study his spellbook each day to prepare his spells. He cannot prepare any spell not recorded in his spellbook, except for read magic, which all Assassin s can prepare from memory. An Assassin begins play with a spellbook containing all 0-level Assassin spells (except those from his prohibited schools, if any; see Arcane Schools) plus one 1st-level spells of his choice. The Assassin also selects a number of additional 1st-level spells equal to his Intelligence modifier to add to the spellbook. At each new Assassin level, he gains two new spells of any spell level or levels that he can cast (based on his new Assassin level) for his spellbook. At any time, an Assassin can also add spells found in other Assassins' spellbooks to his own
Death Attack (Ex): At level 8 If an assassin studies his victim for 3 rounds and then makes a sneak attack with a melee weapon that successfully deals damage, the sneak attack has the additional effect of possibly either paralyzing or killing the target (assassin's choice). Studying the victim is a standard action. If the victim of such a death attack fails a Fortitude save (DC 10 + the assassin's class level + the assassin's Int modifier) against the kill effect, she dies. If the saving throw fails against the paralysis effect, the victim is rendered helpless and unable to act for 1d6 rounds plus 1 round per level of the assassin. If the victim's saving throw succeeds, the attack is just a normal sneak attack. Once the assassin has completed the 3 rounds of study, he must make the death attack within the next 3 rounds. If a death attack is attempted and fails (the victim makes her save) or if the assassin does not launch the attack within 3 rounds of completing the study, 3 new rounds of study are required before he can attempt another death attack.
Quiet Death (Ex): At 12th level, whenever an assassin kills a creature using his death attack during a surprise round, he can also make a Stealth check, opposed by Perception checks of those in the vicinity to prevent them from identifying him as the assailant. If successful, those nearby might not even notice that the target is dead for a few moments, allowing the assassin to avoid detection.
Swift Death (Ex): At 16th level, once per day, an assassin can make a death attack against a foe without studying the foe beforehand. He must still sneak attack his foe using a melee weapon that deals damage.
Angel of Death (Su): At 20th level, the assassin becomes a master of death. Once per day, when the assassin makes a successful death attack, he can cause the target's body to crumble to dust. This prevents raise dead and resurrection (although true resurrection works as normal). The assassin must declare the use of this ability before the attack is made. If the attack misses or the target successfully saves against the death attack, this ability is wasted with no effect.


One at a time please Kyras, even though you are excited.


#Swashbucking Assassin

Changes I've made:
Weapon proficiencies changed to simple, one-handed firearms and five of the ninja's ten exotic weapons.
Ki grit renamed to focus pool.
Swaps no trace for cunning eye at 3rd level (+1 insight bonus to perception/3 levels, maxes out at +6)
Swaps a ninja trick for quickdraw as a bonus feat at 4th level.

@Iorthol:
How's this for a new ninja trick, building off your suggestion (I've not seen that show, so I'm not sure what abilities they have.):

Ki Bullets (Su): By performing a 1 hour ritual, the swashbuckling assassin may infuse her supernatural focus into her ammunition. By carving a unique rune into her bullets, she may combine a firearm bullet and a dose of black powder into a ki bullet. A ki bullet increases the misfire chance of a firearm by 2 and may be loaded into a firearm as a suitable alchemical or metal cartridge. When she creates a ki bullet, she may choose one deed that that requires an attack roll with a one-handed firearm, she may reduce the focus cost of that deed by 1, when using that ki bullet with the selected deed. This does not stack with any other ability that may reduce the cost of her deeds. A ki bullet lasts for 24 hours, or until it hits a target, before it crumbles into dust. This ritual may create a number of ki bullets up to the swashbuckling assassin’s Charisma modifier, may be performed once per day, and costs 1 focus point per ki bullet created.

I figure this might be a tad unbalanced to start with, but was the simplest method I could think of to grant special bullets.

Edit:Changed the ability slight and decided to post exactly which deeds this would apply to:
Focus Shot
Utility Shot
Deadshot
Startling Shot
Targeting
Bleeding Wound
Meancing Shot


#Occult Philologist
The way this is worded makes it sound like this MCA suffers from the same ill of the Alchemist in that, they're not actually a spellcaster.
The description specifies their class level counts as their caster level for level dependant effects, and they 'cast' spells as though reading from scrolls.
So, if I'm understanding this right, this class couldn't take Arcane Strike nor qualify for prestige classes that require arcane spellcasting?

@Alfray
Ooo... I was thinking Samurai just because there weren't a lot of options, but now that you mention it, a haste and blink/teleport based Battojutsu master would be hella cool...
Might end up replacing most of the endurance and mount abilities with teleportation things, leave the weapon mastery things... Hmm...
Now I'm imagining Nightcrawler from Xmen cosplaying Mugen from Samurai Champloo and doing the poof-poof rogue samurai dance.

#Arcane Archer (Thaumic Archer?)
I like how you replaced the normal ranger spellcasting with a more wizardy spellcasting. Nice touch.

#NinjaPirate
I feel like I'm missing something. If you're spending Focus Points to Ki-ify the bullets in the first place, how does that benefit you?
I like the discount part though. I think you could leave it alone with just saying "You can make Cha mod number of Ki Bullets per day, and hey they give discount woo" rather than having them cost Focus to make.


#Cleanser of the Faith

I think this got lost in the flurry of MCA's after it.

Cleanser of the Faith:

A Cleanser of the Faith specializes in searching for and removing deviant members of his own faith. These individuals are usually sanctioned by senior members of their church. It is a rare person who does not get nervous when a cleanser of the faith passes through their town.
Inquisitor/ Cleric
Hit die d8
Skills: a Cleanser of the Faith adds 3 cleric skills to his list of class skills, 4+Int modifier skills
Alignment: A Cleanser of the Faith must be within 1 step of his deity’s either along the Law/chaos or good/evil
Weapon and armour proficiency: A cleanser of the faith is proficient with all simple weapons and the favoured weapon of her deity. She is also proficient with light and medium armour and shields (except tower shields)
Spells: A Cleanser of the Faith casts spells as an inquisitor.
Domain: Gain one domain as a cleric including being able to cast the domain spell once a day, if the cleanser of the faith wishes to cast the spell more than once per day it must be on her list of spells known. This replaces the standard inquisitor domain, Cunning Initiative and Track.
Priestly Lore: A Cleanser of the Faith adds her wisdom modifier to any checks made relating to members of any religious group. Replaces monster lore
Channel Energy: A Cleanser of the Faith channels energy as a cleric except that she channels d4s instead of d6. She gains an additional d4 every 3 levels. This replaces solo tactics and teamwork feats
Divine Protection: A Cleanser of the faith treats all her defenses as 2 higher vs divine spells. This replaces Bane
Greater Divine Protection: The Cleanser of the faith’s divine protection increases to +4. This replaces greater bane.

progression table:

Lvl Bab Fort Ref Will Special
1 0 2 0 2 Domain, judgement 1/day, Priestly lore, orisons, stern gaze
2 1 3 0 3 detect alignment
3 2 3 1 3 Channel 1d4
4 3 4 1 4 Judgement 2/day
5 3 4 1 4 Divine protection, discern lies
6 4 5 2 5 Channel 2d4
7 5 5 2 5 Judgement 3/day
8 6 6 2 6 Second judgement
9 6 6 3 6 Channel 3d4
10 7 7 3 7 Judgement 4/day
11 8 7 3 7 Stalwart
12 9 8 4 8 Improved Divine Protection, Channel 4d4
13 9 8 4 8 Judgement 5/day
14 10 9 4 9 Exploit weakness
15 11 9 5 9 Channel 5d4
16 12 10 5 10 Judgement 6/day, third judgement
17 12 10 5 10 Slayer
18 13 11 6 11 Channel 6d4
19 14 11 6 11 Judgement 7/day
20 15 12 6 12 True Judgement

spells per day:

1 2 3 4 5 6
1+1
2+1
3+1
3+1 1+1
4+1 2+1
4+1 3+1
4+1 3+1 1+1
4+1 4+1 2+1
5+1 4+1 3+1
5+1 4+1 3+1 1+1
5+1 4+1 4+1 2+1
5+1 5+1 4+1 3+1
5+1 5+1 4+1 3+1 1+1
5+1 5+1 4+1 4+1 2+1
5+1 5+1 5+1 4+1 3+1
5+1 5+1 5+1 4+1 3+1 1+1
5+1 5+1 5+1 4+1 4+1 2+1
5+1 5+1 5+1 5+1 4+1 3+1
5+1 5+1 5+1 5+1 5+1 4+1
5+1 5+1 5+1 5+1 5+1 5+1

spells known:

0 1 2 3 4 5 6
4 2
5 3
6 4
6 4 2
6 4 3
6 4 4
6 5 4 2
6 5 4 3
6 5 4 4
6 5 5 4 2
6 6 5 4 3
6 6 5 4 4
6 6 5 5 4 2
6 6 6 5 4 3
6 6 6 5 4 4
6 6 6 5 5 4 2
6 6 6 6 5 4 3
6 6 6 6 5 4 4
6 6 6 6 5 5 4
6 6 6 6 6 5 5


#Swashbucking Assassin
@Iorthol

Good point.

Version the second:

Ki Bullets (Su): By performing a 1 hour ritual, the swashbuckling assassin may infuse her supernatural focus into her ammunition by carving a unique rune into her bullets. She may combine a firearm bullet and a dose of black powder into a ki bullet. A ki bullet is treated as a suitable alchemical or metal cartridge for her firearm. A ki bullet lasts for 24 hours, or until it hits a target, before it crumbles into dust. As part of the ritual she may also expend a number of focus points equal to the number of ki bullets created, these bullets automatically apply the focus shot deed to any attacks made with them. This ritual may create a number of ki bullets up to 3 + her Charisma modifier and may be performed once per day. This trick only costs focus if the swashbuckling assassin decides to imbue the ki bullets with the focus shot deed. This trick requires the focus shot deed to learn.


@Raider
I copied that bit from another revelation. Maybe it was poorly worded, too. :P

@Alfray
I think that revelations should still be based on Charisma. I'll specify it.

@Iorthol
The philologist doesn't cast spells the same way as other wizards, but differently from an alchemist, he must be' considered a spellcaster. After all, he loses both his school powers and bonus feats for access to his mystery, and spell leaflets are a vulnerability in themselves, as Raider already pointed out, so I don't think it's too much.


#Swashbuckling Assassin

Yep, I think focus pool is a better name.

Liking the ki-bullets.

#Cleanser of the Faith feedback:

The name is a bit clunky, though I'm really feeling the concept! Currently it seems a little simple - which is definitely a great thing (note the complete lack of even one comment for my uber-complex symbiote gunner ;p) I just think we can add some more "wow" to it!!!
* Domain - I think perhaps you've swapped too much here - keeping either Cunning Initiative or Track would be totally in keeping with the theme. I'm also not so sure the extra-casting makes sense to me. If you want to cast it extra times you need to have it on your spells known list? If it is, is it stilla Domain spell, and if so why not choose another? I mean I get the extra utility. I guess its utility vs versatility...
* Priestly Lore - nice tweak but wording is slightly vague. A bunch of devout parishioners might be a "religious group".
* Channeling - ok - let's see what other people think - are teamwork feats and solo tactics equal to the proposed channeling? More? Less?
* Divine Protection - interesting and I like it, but - slightly problematic from a design perspective as you've replaced a completely offensive capability with a defensive one, that only works against half of the universe's casters. Great theme, we'll just have to see what people think.
Generally I like it. I think it's mostly fine, a hardworking approach to a well known trope. I just can't quite put my finger on it. I think I want to change the Channel, but that's a very Cleric swap-in.
Nice one Browman!


HOUSEKEEPING GENERAL NOTE

So, we have lots of folks on the thread, with plenty of MCAs. Which can get pretty confusing, and as Browman pointed out, can lead to folks MCAs getting lost in the mix. Now as I said before I personally try to feedback every MCA presented, even if onl a passing remark, opinion, flavor tweak idea or mechanic concept, but it is hard to get to them all. And this isn't the first time we've dealt with a glut!

In previous threads we've instituted a limit to the number being worked on and critiqued at one time - usually four - with a waiting list that Elghinn manages. This serves a number of purposes -

* it focuses all of the available grey matter/noggins on thrashing out each MCA without losing track, focus or momentum and

* it provides a space in which each person's contribution is assessed as well as

* engaging each of you more personally with each other - if we could focus each person on one MCA that would be awesome, and give everyone more experience in critiquin and giving feedback. There's still room of course to say "this doesn't interest me, I'll focus on one of the other three "current" MCAs" - having four to focus on leaves plent of room for interest.

It may seem slower, or process heavy, but it actually moves the MCAs to the wiki-editing table *much* quicker than wallowing about here. It also keeps things simpler for the MCP crew to manage what's currently on the boiler and make straregic decisions for how to proceed for the good of the project.

So Elghinn, Raider, Tyler, Flak - whatchall think? It definitely worked before! Let's whip this thread into shape - find the oldest four concepts presented here, compile a waiting list and let's get going!!!

Silver Crusade RPG Superstar 2014 Top 16

Oceanshieldwolf wrote:

HOUSEKEEPING GENERAL NOTE

So, we have lots of folks on the thread, with plenty of MCAs. Which can get pretty confusing, and as Browman pointed out, can lead to folks MCAs getting lost in the mix. Now as I said before I personally try to feedback every MCA presented, even if onl a passing remark, opinion, flavor tweak idea or mechanic concept, but it is hard to get to them all. And this isn't the first time we've dealt with a glut!

In previous threads we've instituted a limit to the number being worked on and critiqued at one time - usually four - with a waiting list that Elghinn manages. This serves a number of purposes -

* it focuses all of the available grey matter/noggins on thrashing out each MCA without losing track, focus or momentum and

* it provides a space in which each person's contribution is assessed as well as

* engaging each of you more personally with each other - if we could focus each person on one MCA that would be awesome, and give everyone more experience in critiquin and giving feedback. There's still room of course to say "this doesn't interest me, I'll focus on one of the other three "current" MCAs" - having four to focus on leaves plent of room for interest.

It may seem slower, or process heavy, but it actually moves the MCAs to the wiki-editing table *much* quicker than wallowing about here. It also keeps things simpler for the MCP crew to manage what's currently on the boiler and make straregic decisions for how to proceed for the good of the project.

So Elghinn, Raider, Tyler, Flak - whatchall think? It definitely worked before! Let's whip this thread into shape - find the oldest four concepts presented here, compile a waiting list and let's get going!!!

I'm all for it. I've gotten overwhelmed by the recent number of new ones to look at, and haven't looked at any of them because of it. :(


Hope the insightful mind makes, ive been waiting on getting that thing signed off on.


We should hopefully be getting to each and every MCA on this thread - from the first ones posted...


#insightful mind, I do have some new insights when it comes up.


@ Symbiote- gunner
first- love the con based spell casting ( i know its not spells per-say)
second- Zerg?
-Chrysalis Projector:if the idea is that this is his main weapon i would look at the planed damage projected by leveling up with magic items or i would make it comparable able to a alchemist bombs in the lowest damage it could do.
-Bio-Enhancement List: I feel like it could use more transmutation and enchantment spells "with target self" this could add to the whole zergy bio feel plus give a little more spell selection (*note maybe just give the archetype the alchemist spell list?)
-Imago: this stuck out to me because it gives a lot of melee ability to what i see as a ranged archetype. maybe a bump in damage to the Chrysalis Projector level 10 bump to 1d8 at level 18 bump to 2d6. this may fix my first point about damage.

looks cool over all would like to know where you can up with it though


OK, so, what we're going to do, since, as OSW has said, there are a lot of MCAs running on the thread. I will be going over the ones that have emerged, and make a list and post it. We will then run through in order from oldest to knewest - that's the fairest way to do it. Then once one is completed, we'll go on to the next. No it would be appreciated if NO ONE posts any NEW MCAs, and as we go through the current ones, if you have any comments on an MCA that we aren't working on at the moment, hold onto them until we get to it. Thankyou for your cooperation in advance. I'll not likely get to it until later tomorrow, so be patient. We're here to help you, and hopefully this method will allow us to do so.


#Symbiote-gunner:
@Kyras Ausks -
* yep, Con-based "casting" can be/is controversial, but it is very thematic here, and having them as (Su) definitely changes the nature of them...
* I really must get out more, or at least to google. I have no understanding of "zerg".
* re Chrysalis projector: OMG - alchemist's bomb damage - of course!- that is a great idea! The base class this based on is kinda a frankenstein of gunslinger, summoner and alchemist...
* Bio-Enhancements: another good idea, though I was actively trying to delomit such capability as a balancer. Good idea for an archetype of the base class though.
* good point on the imago, though not all of them are strictly straight melee, I was merely trying to give some options, and an imago IS a real insectile event. Your simple damage progression is elegant, and perhaps enough considering the other imago benefits...

Genesis of the Concept:
I imagine it came from a bunch of things - creating the Gauntlet Witch witch archetype in Kobold Quarterly #23 and creating a baker's dozen racial variants on the KQ blog and on my racial archetypes thread - one if which was a tiefling Demonhand Witch that bears a living sentient symbiotic demonic gauntlet, the other a goblin variant that wears a vril-tech (kinda atlantean steampunk) gauntlet/harness that had ballistic capabilities; making a crab race for Kobold Press' Journeys of the West called the k'kin, then wanting to play a k'kin gauntlet witch, which all melded into an arthropod/crustacea concept.
Then I came up with a prestige class concept with Gauntlet Witch and Drake Tamer (base class from Kobold Press' Book of Drakes prereqs called the Draker.
My brain put all those ideas in the blender. Bardess' beastbrewer, the preservationist alchemist archetype, bug shooting guns I think from Unreal 2 and a host of other things turned into the Bio-Munitioneer, who is really just a fancy gauntlet/carapace wearer. Which is really an archetype of a Symbiont Base Class I'm trying to reverse engineer from the archetype. There is no method to this madness, but it is an enjoyable ride!


@Kyras: he forum seems to have eaten your post concerning the Occult Philologist...


1 person marked this as a favorite.

So, I had some spare time and I desperately needed a distraction, so I tracked down all the MCAs posted in MCA4 that had a fully written out class entry. Along with each is the most recent revision on their full class entries I could find. Some of them have some edits done by me to include things mentioned after the most recent page block. Some of them are not edited/updated. I think Elemental Blade probably has the least accurate/updated entry, apologies for that.
Pretty sure I didn't miss any of them but feel free to double check.
Yall should feel proud. Collectively these fill out 111 double spaced Word.doc pages.

Browman's Elemental Blade

Elemental Blade, Iorthol Draft:

Elemental Blade
The majority of fighters are trained solely with martial techniques, elemental blades are fighters with the smallest spark of arcane talent. Their trainers focus this talent into an elemental focus allowing them to cast an extremely limited selection of spells, though this comes at a cost to their martial skills.
Primary Class: Fighter

Secondary Class: Wizard (Elemental)

Alignment: Any

Hit Dice: d8

¾ BAB, Good Fort

Skills: The elemental blade adds his 3 wizard skills to his list of fighter skills. He gains 2+Int modifier ranks each level
Weapon and armour proficiency: An elemental blade is proficient with all simple and martial weapons, light and medium armour, and shields (but not tower shields).

Elemental spells: An elemental blade can cast arcane spells as a wizard, following the spell progression chart below. He learns spells by adding them to his spellbook just like a wizard, however how can only learn and cast spells with the elemental descriptors of Air/Electricity, Earth/Acid, Fire, and Water/Ice. This replaces the bonus feat gained at 1st level. [I think that spellbooks are important thematics to keep with Wizard archetypes]

Elemental Cantrip: An elemental blade can cast the lvl 0 spell of his element at will. This ability replaces Bravery.

Elemental School: In addition to learning spellcasting, at 3rd level the Elemental Blade selects an elemental arcane school from the following: Air, Earth, Fire, Water. This ability replaces Armor Training 1

Abjuration training: Starting at level 7 the elemental blade becomes more attuned with the elements in order to further protect himself. He may sacrifice a prepared spell to gain a bonus on saves against a chosen element from the following: electric, acid, fire, or cold elemental attacks and hazards equal to the spell level sacrificed. In addition he also gains energy resistance 5* the sacrificed spell level against the chosen element. The sacrificed spell is considered to be 1 level higher if it matches his elemental school.

Elemental Vengeance: At level 11, whenever the elemental blade uses his Abjuration training ability, he also gains an elemental shield over his body, similar to Flame Shield. Whenever he is attacked with a non-reach melee weapon, touch attack, or natural attack, the attacker takes 1d6+1 per 2 elemental blade levels worth of damage from the element selected with abjuration training. The elemental blade is considered to be 2 levels higher for the purpose of this ability if the element matches his elemental school.

Elemental Shape: At level 15 the elemental blade can wild shape like a druid, functioning as though he used the Elemental Body II selection of wild shape. At level 19 he can become a large elemental as though benefiting from Elemental Body III.

Warrior Training: At level 5, 9, 13, and 17, the elemental blade may select either Weapon Training or Armor Training, identical to the fighter abilities. At level 20, he selects either Armor Mastery or Weapon Mastery.

Lvl Bab Fort Ref Will Special
1 0 2 0 0 Elemental spells, Elemental Cantrip
2 1 3 0 0 Bonus Feat, Abjuration training
3 2 3 1 1 Abjuration Training
4 3 4 1 1 Bonus Feat
5 3 4 1 1 Warrior Training 1
6 4 5 2 2 Bonus Feat
7 5 5 2 2 Abjuration Training
8 6 6 2 2 Bonus Feat
9 6 6 3 3 Warrior Training 2
10 7 7 3 3 Bonus Feat
11 8 7 3 3 Elemental Vengeance
12 9 8 4 4 Bonus Feat
13 9 8 4 4 Warrior Training 3
14 10 9 4 4 Bonus Feat
15 11 9 5 5 Elemental Shape 1/day (medium)
16 12 10 5 5 Bonus Feat
17 12 10 5 5 Warrior Training 4, Elemental Shape 2/day
18 13 11 6 6 Bonus Feat,
19 14 11 6 6 Elemental Shape 3/day (large)
20 15 12 6 6 Bonus Feat
spell progression:
Spells
1 2 3 4 5 6
0 - - - - -
1 - - - - -
1 - - - - -
2 0 - - - -
2 1 - - - -
2 1 - - - -
2 2 0 - - -
3 2 1 - - -
3 2 1 - - -
3 2 2 0 - -
3 3 2 1 - -
3 3 2 1 - -
3 3 2 2 0 -
3 3 3 2 1 -
3 3 3 2 1 -
3 3 3 2 2 0
3 3 3 3 2 1
3 3 3 3 2 1
3 3 3 3 2 2
3 3 3 3 3 3


Iorthol's Runeforged Warrior
Runeforged Warrior:
Fighters are often skilled smiths and crafters, in addition to their martial trade. The runeforged warrior takes this trade a step further, enhancing both his craft and his fighting with a flare of arcane might. With the ability to craft and enhance his own equipment, the runeforged warrior takes on the battlefield fully prepared every time.
Primary Class: Fighter.
Secondary Class: Magus.
Alignment: Any.
Hit Dice: d10.
Bonus Skills and Ranks: The runeforged warrior may select three magus skills to add to his class skills in addition to the normal fighter class skills. The runeforged warrior gains a number of ranks at each level equal to 2 + Int modifier.
Weapon and Armor Proficiency: Runeforged warriors are proficient with simple and martial weapons, with light and medium armor, but not with shields. He can cast runeforged warrior spells while wearing light and medium armor without incurring the normal arcane spell failure chance.
Like any other arcane spellcaster, a runeforged warrior wearing heavy armor or using a shield incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass runeforged warrior still incurs the normal arcane spell failure chance for arcane spells received from other classes.

Bonded Weapon (Sp): At 1st level, the runeforged warrior begins play with one bonded weapon at no cost. The bonded weapon must be a melee weapon the runeforged warrior is proficient with. This weapon is of masterwork quality, and is not made of any special materials. A runeforged warrior cannot cast spells without his bonded weapon in hand.
Starting at 5th level, a bonded weapon can be used once per day to cast any one spell that the runeforged warrior has scribed onto his bonded weapon (see Rune Scribing below) and is capable of casting, even if the spell is not prepared. This spell is treated like any other spell cast by the runeforged warrior, including casting time, duration, and other effects dependent on the runeforged warrior's level. This spell cannot be modified by metamagic feats or other abilities.
A runeforged warrior can add additional magic abilities to his bonded object as if he has the required Item Creation Feats and if he meets the level prerequisites of the feat. For example, a runeforged warrior with a bonded dagger must be at least 5th level to add magic abilities to the dagger (see Craft Magic Arms and Armor feat). The magic properties of a bonded weapon, including any magic abilities added to the object, only function for the runeforged warrior who owns it. If a bonded weapon's owner dies, or the item is replaced, the weapon reverts to being an ordinary masterwork weapon of the appropriate type.
If a bonded weapon is damaged, it is restored to full hit points the next time the runeforged warrior prepares his spells. If the weapon is lost or destroyed, it can be replaced after 1 week in a special ritual that costs 200 gp per runeforged warrior level plus the cost of the masterwork item. This ritual takes 8 hours to complete. Items replaced in this way do not possess any of the additional enchantments of the previous bonded weapon. A runeforged warrior can designate an existing magic item as his bonded item. This functions in the same way as replacing a lost or destroyed item except that the new magic item retains its abilities while gaining the benefits and drawbacks of becoming a bonded weapon.

Arcane Pool (Su): At 1st level, the runeforged warrior gains a reservoir of mystical arcane energy that he can draw upon to fuel his powers and enhance his weapon. This arcane pool has a number of points equal to 1/2 his runeforged warrior level (minimum 1) + his Intelligence modifier. The pool refreshes once per day after the runeforged warrior sleeps and meditates for 1 hour. When he later gains spellcasting, the pool refreshes when he prepares his spells for the day.
At 1st level, a runeforged warrior can expend 1 point from his arcane pool as a swift action to grant his bonded weapon he is holding a +1 enhancement bonus for 1 minute. At 5th level and every five levels thereafter, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 20th level. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability on the same weapon do not stack with themselves. It costs 2 points to grant these bonuses to weapons other than his bonded weapon.
At 5th level, these bonuses can be used to add any of the following weapon properties: dancing, flaming, flaming burst, frost, icy burst, keen, shock, shocking burst, speed, or vorpal.
Adding these properties consumes an amount of bonus equal to the property’s base price modifier. These properties are added to any the weapon already has, but duplicates do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. These bonuses and properties are decided when the arcane pool point is spent and cannot be changed until the next time the runeforged warrior uses this ability. These bonuses do not function if the weapon is wielded by anyone other than the runeforged warrior.
Unlike a magus, a runeforged warrior can enhance up to two weapons in this way at one time, one of which must be his bonded weapon. If he uses this ability again, one of the two uses immediately ends. This ability replaces the bonus feat gained at 1st level.

Bonus Feats: this is exactly like the fighter ability of the same name, except that the runeforged warrior gains a bonus feat at 2nd level and at every four level thereafter. At 6th level, he may select item creation feats in addition to the normal combat feats.

Master Smith (Ex): At 3rd level, when using Craft (armor) or Craft (weapons) to create mundane armor, shields, and weapons, a runeforged warrior gains a competence bonus equal to his runeforged warrior level on the Craft (armor) or Craft (weapons) check. A runeforged warrior can use Craft (armor) or Craft (weapons) to identify magical armor or weapon properties as if using detect magic. He must hold the armor or weapon for 1 round to make such a check. In addition, a runeforged warrior gains the Master Craftsman feat for both Craft (armor) and Craft (weapons) even if he does not meet the requirements.
At 9th level, a uneforged warrior uses the 1/10 gp value of armor, shields, and weapons to determine how much time it takes to craft mundane items, and he requires only half the normal amount of time to enchant magical arms and armor. This ability replaces armor training 1 and weapon training 2.

Magus Arcana: At 4th level and every four levels thereafter (8th, 12th, and so on), a runeforged warrior can choose to learn a magus arcana, using his runeforged warrior as his magus level. This ability replaces the bonus feats gained at 4th, 8th, 12th, 16th, and 20th level.

Rune Scribing: Starting at 5th level, a runeforged warrior gains the ability to scribe runes of power onto his bonded weapon, allowing him to cast a limited number of spells per day drawn from the magus spell list. The runeforged warrior's bonded weapon acts as his spellbook, but he does not learn spells in the normal manner. Instead of learning spells like a magus, the runeforged warrior creates magical etching acids from the ashes of the scrolls of spells he wishes to learn. The process creating a magical acid and scribing the appropriate rune onto his bonded weapon requires 1 hour per level of the spell. Only magus spells with a range of “personal” or “touch” can be learned in this way.
At 5th level, a runeforged warrior gains one 1st-level spell slot in which to cast his 1st-level spells, in addition the bonus spell provided by his bonded weapon. At 9th level and every four levels thereafter, he gains one spell slot of each subsequent level up to 4th-level spells at 17th level. A runeforged warrior also gains additional spells per day for a high Intelligence score. A runeforged warrior can scribe detect magic and read magic onto his bonded weapon as 1st-level spells.
While a runforged warrior must always use the method described above to scribe spells onto his bonded weapon, he can use the pages from a magus’s or wizard’s spellbook with the desired spell written upon them in place of a scroll. The pages are consumed in the acid creation process just as if the spell were cast directly from the spellbook. A runeforged warrior cannot scribe spells from an alchemist’s formulae book. However, a magus, wizard, or alchemist can learn any spell scribed onto a runeforged warrior’s bonded weapon into their spellbook or formulae book as long as the spell is on their class spell list or formulae list. Learning these runes is more difficult than learning spells from typical sources. The DC for a magus, wizard, or alchemist to copy spells from a bonded weapon into a spellbook or formulae book increases by 5.
Since the space on a bonded weapon is limited, a runeforged warrior can only have a certain number of spells scribed onto his weapon at any one time. A runeforged warrior can scribe any spell he desires onto his bonded weapon, but cannot exceed a the maximum of six 1st-level spells, four 2nd-level spells, three 3rd-level spells, and two 4th-level spells. A runeforged warrior otherwise prepares and casts spells as a magus equal to his runeforged warrior level -3. This ability replaces weapon training 1.

Spellstrike (Su): At 5th level, a runeforged warrior gains the magus’s spellstrike ability. This ability replaces bravery.

Armor Training: Starting at 7th level, a runeforged warrior learns to be more maneuverable while wearing armor. Whenever he is wearing armor, he reduces the armor check penalty by 1 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by his armor by 1. At level 11 and 15, these bonuses increase by +1 each time, to a maximum –3 reduction of the armor check penalty and a +3 increase of the maximum Dexterity bonus allowed.
In addition, a runeforged warrior can also move at his normal speed while wearing medium armor.

Reforge (Su): At 13th level, as a standard action, a runeforged warrior can restore a number of hit points equal to his runeforged warrior level to a damaged object by touching it and spending 1 point from his arcane pool. Repairing a destroyed object takes 1 minute and materials equal to 1/4 the item’s sale value, and restores the object to 1 hit point.
Restoring the enchantments of a destroyed magical item requires additional points from the runeforged warrior’s arcane pool equal to the item’s caster level. The runeforged warrior gains one temporary negative level if the item’s caster level is lower than his own, two negative levels if equal or greater (or none if the item is his bonded weapon); the save DC to remove these negative levels is equal to 10 + the item’s caster level. This ability replaces weapon training 3.

Destructive Counterstrike (Su): At 17th level, if an opponent activates a magical item while threatened by a runeforged warrior, the opponent provokes an attack of opportunity from the runeforged warrior, even if activating it would not normally provoke an attack of opportunity.
Alternatively, the runeforged warrior can choose to make a sunder attempt against the item instead of making the attack of opportunity against the opponent. If the item is destroyed, its effects are negated. This ability replaces weapon training 4.

Armor Mastery (Ex): At 19th level, a runeforged warrior gains Damage Reduction 5/— whenever he is wearing armor.

Bonded Weapon Mastery (Ex): At 20th level, a runeforged warrior automatically confirms all critical threats and has their damage multiplier increased by 1 (×2 becomes ×3, for example) when using his bonded weapon. In addition, he cannot be disarmed while wielding his bonded weapon.

Table: Runeforged Warrior
Base
Class Attack Fort Ref Will
Level Bonus Save Save Save Special
1st +1 +2 +0 +2 Arcane pool, bonded weapon
2nd +2 +3 +0 +3 Bonus feat
3rd +3 +3 +1 +3 Master smith
4th +4 +4 +1 +4 Magus arcana
5th +5 +4 +1 +4 Rune scribing, spellstrike
6th +6/+1 +5 +2 +5 Bonus feat
7th +7/+2 +5 +2 +5 Armor training 1
8th +8/+3 +6 +2 +6 Magus arcana
9th +9/+4 +6 +3 +6 -
10th +10/+5 +7 +3 +7 Bonus feat
11th +11/+6/+1 +7 +3 +7 Armor training 2
12th +12/+7/+2 +8 +4 +8 Magus arcana
13th +13/+8/+3 +8 +4 +8 Reforge
14th +14/+9/+4 +9 +4 +9 Bonus feat
15th +15/+10/+5 +9 +5 +9 Armor training 3
16th +16/+11/+6/+1 +10 +5 +10 Magus arcana
17th +17/+12/+7/+2 +10 +5 +10 Destructive counterstrike
18th +18/+13/+8/+3 +11 +6 +11 Bonus feat
19th +19/+14/+9/+4 +11 +6 +11 Armor mastery
20th +20/+15/+10/+5 +12 +6 +12 Bonded weapon mastery, magus arcana

NEW MAGUS ARCANA
The following new magus arcana is restricted to the Runeforged Warrior multiclass archetype.

Fortify Bond
A runeforged warrior can make his bonded weapon more durable and resilient to damage.

Prerequisites: Runeforged Warrior 3, Bonded Weapon weapon class feature.

Benefits: A runeforged warrior may spend 1 point from his arcane pool to increase the hardness and hit points of his bonded weapon by an amount equal to his runeforged warrior level. These hit points last until expended or until the runeforged warrior next refreshes his arcane pool. Multiple uses of this ability overlap and do not stack.


55hi55's Spirit Warrior
Spirit Warrior:
Spirit Warrior:
Some tribes of Barbarian fuel their rage through more arcane means, instead of channeling into their body with their rage, they instead reach into primal planes and pull, and bring something with them, something only they can control. The Primal Avatar feeds off their rage like a parasite in return for combat powers greater than any mortal.

Primary Class: Barbarian.

Secondary Class: Summoner.

Hit Dice: d12.

Alignment: Any Chaotic

Bonus Skills and Ranks: The primal caller may select three summoner skills to add to their class skills in addition to the normal barbarian class skills. The primal caller gains a number of ranks at each level equal to 2 + INT modifier.

Weapon and Armor Proficiency: The primal caller is proficient with all simple weapons and light armor, as well as all natural weapons. The Spirit Warrior is not proficient with shields.

Primal Avatar: At level one the Spirit Warrior can call his Avatar around him; it appears as translucent, living armor. The Avatar mimics the movements and does not hinder the Spirit Warrior’s senses in any way. The Spirit Warrior can summon his Avatar for a number of rounds equal to 4+ his CON mod and an addition 2 rounds for every level after the first. Temporary increases to CON do not affect the number of rounds a Spirit Warrior can call his Avatar. While the Avatar is summoned the Spirit Warrior is treated as both an outsider and his original type whichever is worse for the Spirit Warrior. The Spirit Warrior gains darkvision 60 feet while the Avatar is summoned.
The Avatar grants the Spirit Warrior bonuses like a summoners Eidolon of the same level. While the Avatar is summoned the Spirit Warrior gains bonuses to STR and DEX, to as well as natural armor as if the Spirit Warrior were an Eidolon of the same level.
A Spirit Warrior gains an evolution pool equal to his Spirit Warrior class level plus his CHA mod. The Spirit Warrior can use the evolution points to gain any evolution an Eidolon of the Spirit Warrior’s level could gain. The Spirit Warrior cannot gain the “large”, “huge” and “ability increase” evolutions; the Spirit Warrior is treated as a bipedal Eidolon in relation to the evolutions the Spirit Warrior qualifies for. At each level the Spirit Warrior can reallocate the evolution points to new or different evolutions.
The Spirit Warrior is limited to the maximum number of natural attacks an Eidolon of his level could have. The Spirit Warrior DOES NOT gain temporary hit points, number of feats, or additional skill ranks from the Avatar. The total number of natural attacks the Spirit Warrior can have while the Avatar is present remains the same; if the Spirit Warrior has more than this the Spirit Warrior must choose which natural attacks to use in any given round.
Due to the intense energy’s the Avatar exposes the Spirit Warrior to, when the Avatar is dismissed the Spirit Warrior is fatigued for a number of rounds equal to two times the number of rounds the Avatar was materialized. However there is a 10% chance (the player must roll percent die) the Spirit Warrior is instead exhausted for a number of rounds equal to the number of rounds the Avatar was materialized.
Summoning the Avatar is a move action that doesn’t provoke Attacks of opportunity. When wearing anything that boosts AC be it armor or a shield or other item or magical item, the Natural Armor Bonus from the Avatar doesn’t apply. The Spirit Warrior can choose to have the Avatar overpower the effects of any AC boosting item, if he does so, any magical ability(s) associated with the item cannot be used and the AC bonus doesn’t apply.
At 9th level the Spirit Warrior gains Multiattack as a bonus feat, even if he doesn’t qualify.
At 10th level the Spirit Warrior can cast Transmogrify as the spell once per day, this only applies to his Primal Avatar.
This ability replaces Rage and all Rage Powers

Aspect: This ability functions as the Summoner ability of the same name. The Spirit Warrior gains this ability at 11th level.
This ability replaces Greater Rage.

Partial Summon: At 17th level the Spirit Warrior can summon only a part of the Avatar, gaining selective abilities. Once per day the Spirit warrior can summon four one-point evolutions; two, two-point evolutions; one three-point evolution, or one four point-evolution that the Avatar has. The Spirit warrior can use these abilities without summoning the Avatar for the rest of the day. Each day the Spirit Warrior can select new evolutions to partially summon. The Avatar must possess these evolutions, when the Avatar is summoned the Partially Summoned evolutions do not stack with the evolutions the Avatar has.
This replaces Tireless Rage.

Greater Aspect: This ability functions the same as the Summoner ability of the same name. The Spirit Warrior gains this ability at 18th level
This replaces Damage Reduction and Trap Sense.

Natural Weapon Mastery or Twin Avatar (by this i mean one or the other, i’m not sure which..)
Natural Weapon Mastery: This functions as the Fighter Ability Weapon Mastery except the Spirit Warrior must chose a natural weapon.
Twin Avatar: As the summoner ability Twin Eidolon, except for each round this ability is used costs two rounds of summoning ability. the avatar uses the Spirit Warrior’s stats as base stats. (I fear this is too powerful)
Either ability replaces Mighty Rage.

Table: Spirit Warrior

Class Level
BAB Armor Bonus Str/Dex Bonus Evolution Pool Max Attacks Special
1st 1 +0 +0 3 3 Spirit Avatar, Fast Movement
2nd 2 +2 +1 4 3 Uncanny Dodge
3rd 3 +2 +1 5 3 —
4th 4 +2 +1 7 4 —
5th 5 +4 +2 8 4 Improved Uncanny Dodge
6th 6 +4 +2 9 4 —
7th 7 +6 +3 10 4 —
8th 8 +6 +3 11 4 —
9th 9 +6 +3 13 5 Multiattack
10th 10 +8 +4 14 5 Transmorgify
11th 11 +8 +4 15 5 Aspect
12th 12 +10 +5 16 5 —
13th 13 +10 +5 17 5 —
14th 14 +10 +5 19 6 —
15th 15 +12 +6 20 6 —
16th 16 +12 +6 21 6 —
17th 17 +14 +7 22 6 Partially Summon
18th 18 +14 +7 23 6 Greater Aspect
19th 19 +14 +7 25 7 —
20th 20 +16 +8 26 7 Natural Weapon Mastery/ Twin Avatar


+5 Toaster's Arcane Venator
Arcane Venator:
ARCANE VENATOR:
While most churches feel secure in their standing in the world, a great many of them recognize the threat of arcane magic. Thus, the Society of Arcane Venators was born. The primary purpose of this organization is to serve as watchdogs over those who wield arcane might. In part, an arcane venator’s duty is to keep a watchful eye over arcane practitioners, counteract any overreaching of their power as a group or individually, and prevent them from seizing worshipers of the divine. *Note: In the Golarion Setting, the Society of Arcane Venators makes a perfect counter-organization to the Razmiran Priesthood.
Primary Class: Inquisitor.
Secondary Class: Wizard.
Alignment: Any.
Hit Dice: d8.

Bonus Skills and Ranks: The arcane venator may select three wizard skills to add to her class skills in addition to the normal inquisitor class skills. The arcane venator gains a number of ranks at each level equal to 4 + Int modifier.

Weapon and Armor Proficiency: The arcane venator is proficient with all simple weapons, plus the hand crossbow, longbow, repeating crossbow, shortbow, and her deity’s favored weapon. She is also proficient with light armor, medium armor, and with shields (except tower shields).

Arcane School (Su): At 1st level, an arcane venator chooses a single school of arcane magic in an attempt to better understand the threat posed by arcane spellcasters. This functions as the wizard class feature of the same name. This ability replaces judgment.

Arcane Lore (Ex): At 1st level, an arcane venator adds her Wisdom modifier to all Knowledge (arcana) and Spellcraft skill checks in addition to her Intelligence modifier. This ability replaces monster lore.

Domain: An arcane venator must choose either the Knowledge or Magic domain, even if her deity does not grant those domains. Alternatively, she may choose the Spellkiller inquisition in place of one of the two domains. This ability modifies the domain class feature.

Detect Magic (Sp): At will, an arcane venator can use detect magic, as the spell. An arcane venator can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is magical, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the arcane venator does not detect magic in any other object or individual within range.

Arcane Bane (Su): This is exactly like the inquisitor’s bane ability, except that the bane special weapon ability property applies only to creatures that can uses arcane spells and spell-like abilities, including those with levels in the an arcane spellcasting class (alchemist, bard, magus, sorcerer, summoner, witch, or wizard).

Disdain Arcane (Ex): At 8th level, an arcane venator gains a +4 morale bonus on saving throws made to resist spells, supernatural abilities, and spell-like abilities used by arcane spellcasters. This ability replaces second judgment.

Greater Arcane Bane (Su): This is exactly like the inquisitor’s ability of the same name, except that the amount of bonus damage dealt by the weapon against creatures that can uses arcane spells and spell-like abilities increases to 4d6.

Arcane Repression (Sp): At 16th level, an arcane venator can use antimagic field as a spell-like ability once per day. Any spells or effects based on divine magic remains unaffected by this ability. This ability replaces third judgment.

Magic Slayer (Ex): At 17th level, an arcane venator gains Disruptive and Spellbreaker as bonus feats. The penalty granted by the Disruptive feat increases to +6 and the arcane venator gains a +2 to hit and damage on any attacks of opportunity granted by Spellbreaker feat. This ability replaces slayer.

Arcane Aspect (Su): At 20th level, whenever an arcane venator applies a metamagic feat to a spell from his arcane school, she can reduce the spell’s effective level by 1 when determining what level spell slot to prepare the spell in. This ability cannot lower the required spell slot below that of the spell’s original level. In addition, whenever an arcane venator successfully makes a saving throw against an arcane spell, he gains a morale bonus on attack and damage rolls equal to the level of that spell against the caster of the spell until the beginning of his next turn. This ability replaces true judgment.

Table: Arcane Venator
Base
Class Attack Fort Ref Will Spells per Day
Level Bonus Save Save Save Special 1st 2nd 3rd 4th 5th 6th
1st +0 +2 +0 +2 Arcane lore, arcane school, domain, orisons, stern gaze 1 — — — — —
2nd +1 +3 +0 +3 Cunning initiative, detect magic, track 2 — — — — —
3rd +2 +3 +1 +3 Solo tactics, teamwork feat 3 — — — — —
4th +3 +4 +1 +4 3 1 — — — —
5th +3 +4 +1 +4 Arcane bane, discern lies 4 2 — — — —
6th +4 +5 +2 +5 Teamwork feat 4 3 — — — —
7th +5 +5 +2 +5 4 3 1 — — —
8th +6/+1 +6 +2 +6 Disdain arcane 4 4 2 — — —
9th +6/+1 +6 +3 +6 Teamwork feat 5 4 3 — — —
10th +7/+2 +7 +3 +7 5 4 3 1 — —
11th +8/+3 +7 +3 +7 Stalwart 5 4 4 2 — —
12th +9/+4 +8 +4 +8 Greater arcane bane, teamwork feat 5 5 4 3 — —
13th +9/+4 +8 +4 +8 5 5 4 3 1 —
14th +10/+5 +9 +4 +9 Exploit weakness 5 5 4 4 2 —
15th +11/+6/+1 +9 +5 +9 Teamwork feat 5 5 5 4 3 —
16th +12/+7/+2 +10 +5 +10 Arcane repression 5 5 5 4 3 1
17th +12/+7/+2 +10 +5 +10 Magic slayer 5 5 5 4 4 2
18th +13/+8/+3 +11 +6 +11 Teamwork feat 5 5 5 5 4 3
19th +14/+9/+4 +11 +6 +11 5 5 5 5 5 4
20th +15/+10/+5 +12 +6 +12 Arcane aspect 5 5 5 5 5 5


+5 Toaster's Monstrous General/Summoner General
Monstrous Genera/Summoner General:
MONSTROUS GENERAL :
Oft times, kingdoms come in conflict with neighbors, invading forces, or even roving mercenary armies in search of fortune and glory. While most rulers have a constant military presence, they must, on occasion, call upon unorthodox forces to win their battles. Thus, such opportunities of for notoriety and military conquest have given birth to a truly remarkable persona, the monstrous general. By establishing an pact with elite groups of monstrous creatures, the monstrous general calmly leads these terrifying forces into the heat of battle, often to the dismay of his foes.
Primary Class: Fighter.
Secondary Class: Summoner.
Alignment: Any.
Hit Dice: d10.

Bonus Skills and Ranks: The monstrous general may select three summoner skills to add to his class skills in addition to the normal fighter class skills. The monstrous general gains a number of ranks at each level equal to 2 + Int modifier.

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

Summoner Training (Ex): Starting at 2nd level, a monstrous general gains a +1 bonus to his caster level when using his summon monster ability. This bonus increases +1 for every 4 levels beyond 2nd. This ability replaces bravery.

Summon Monster (Sp): Starting at 3rd level, a monstrous general can cast summon monster I as a spell-like ability a number of times per day equal to 3 + his Constitution modifier. He can cast this spell as a standard action and the creatures remain for 1 minute per level (instead of 1 round per level). At 7th level, and every 4 levels thereafter, the power of this ability increases, as shown on Table: Monstrous General. This allows him to summon more powerful creatures (to a maximum of summon monster VIII at 19th level). A monstrous general cannot have more than one summon monster spell active in this way at one time. If this ability is used again, any existing summon monster immediately ends. These summon spells are considered to be part of his spell list for the purposes of spell trigger and spell completion items. In addition, he can expend uses of this ability to fulfill the construction requirements of any magic item he creates, so long as he can use this ability to cast the required spell. When using this ability, the monstrous general’s caster level is equal to 1/2 his monstrous level. This ability otherwise functions as the summoner’s summon monster ability and replaces armor training and armor mastery.

So, I changed what abilities were swapped for Summon Monster. I have it increase fron MS II, to MS III, MS V, MS VI, and MS VIII. Going from MS II to MS VIII with just armor training seemed a little too good. So, I spread it over 5 abilities instead of 4, including armor mastery. The progress seemed to call for it. Now it's a bit more balanced, since MS VIII is quite powerful.

Coordinated Attack (Ex): Starting at 5th level, a monstrous general can improve the battle prowess of his summoned creatures. As a standard action, the monstrous general can grant all creatures summoned by his summon monster ability that are within 30 feet of him a +1 bonus to attack rolls. The creatures retain this bonus until the end of the summoning. At 9th level and every four levels thereafter, this bonus increases by +1, up to a maximum of +4 at 17th level. This ability replaces weapon training 1 and weapon training 3.

I changed this a bit. Many abilities use a range f 30 feet, including Tactician, paladin's auras, etc. That's pretty standard, and I think this should also be 30 ft., not 60 ft. I also spread the bonus from +1 to +4 over 5th to 17th level. You get the same bonus at the end, but you get it the same progression that weapon training grants the bonus. Though, you are only gaining half the weapon trainings benefits (bonus to only attack rolls, not damage rolls also). Again, more balanced.

Imparted Methods (Ex): Starting at 9th level, a monstrous general can choose one feat that he possesses. As a standard action, the monstrous general can grant this feat to all creatures summoned by his summon monster ability within 30 feet of him. The creatures retain the use of this feat until the end of the summoning. These creatures do not need to meet the prerequisites of this feat. The monstrous general can use this ability once per day, plus one additional time per day at 12th level and for every three levels thereafter. This ability replaces weapon training 2.

Tweaked this one a bit. This ability is similar to the cavalier Tactician ability, so I used that as a template. The monstrous general needs to use a standard action to grant the feat to all summoned creatures within 30 feet. This is similar to how a cavalier grants his teamwork feats to allies within 30 feet. It can also be used a number of times per day, like tactician, instead of just a constant ability. Since this is similar to tactician, which is a single level ability, we can just swap out weapon training 2 for it instead of both WT 2 and WT 4.

Resilient Stance (Ex): Starting at 17th level, a monstrous general can impart greater resilience to his summoned creatures. As a swift action, a monstrous general can grant damage reduction 3/— to all creatures summoned by his summon monster ability within 30 feet of him. This ability replaces weapon training 4.

Now with the change to Imparted Methods, we can move Resilient Stance to 17th and swap out weapon training 4. I reduced this to DR 3/-, again, for balnce sake.

War Summoner (Ex): At 20th level, whenever a monstrous general confirms a critical hit, he can use his summon monster ability as an immediate action. Whenever the monstrous general gains a flanking bonus from his summoned creatures, he can increase that bonus by an additional +2 until the end of the summoning. In addition, the damage reduction gained by his summoned creatures while they are within 30 feet of him increases to 5/—. The monstrous general also gains damage reduction 5/— until the end of the summoning. This ability replaces weapon mastery

this is pretty much the same, but it increases the DR from resilient Stance up to 5/-, in addition to granting it to the monstrous summoner also. All this is part of the art of creating MCAs.

This then gives us the following progression table.

Table: Monstrous General
Base
Class Attack Fort Ref Will
Level Bonus Save Save Save Special
1st +1 +2 +0 +2 Bonus feat
2nd +2 +3 +0 +3 Bonus feat, summoner training +1
3rd +3 +3 +1 +3 Summon monster II
4th +4 +4 +1 +4 Bonus feat
5th +5 +4 +1 +4 Coordinated attack
6th +6/+1 +5 +2 +5 Bonus feat, summoner training +2
7th +7/+2 +5 +2 +5 Summon monster III
8th +8/+3 +6 +2 +6 Bonus feat
9th +9/+4 +6 +3 +6 Imparted methods
10th +10/+5 +7 +3 +7 Bonus feat, summoner training +3
11th +11/+6/+1 +7 +3 +7 Summon monster V
12th +12/+7/+2 +8 +4 +8 Bonus feat
13th +13/+8/+3 +8 +4 +8
14th +14/+9/+4 +9 +4 +9 Bonus feat, summoner training +4
15th +15/+10/+15 +9 +5 +9 Summon monster VI
16th +16/+11/+6/+1 +10 +5 +10 Bonus feat
17th +17/+12/+7/+2 +10 +5 +10 Resilient stance
18th +18/+13/+8/+3 +11 +6 +11 Bonus feat, summoner training +5
19th +19/+14/+9/+4 +11 +6 +11 Summon monster VIII
20th +20/+15/+10/+5 +12 +6 +12 Bonus feat, war summoner


Vincent Takeda's Fey Mage
Fey Mage:
FEY MAGE
While many believe that the source of the fey’s magic is divine in nature, such as the magic wielded by druids, those with true knowledge understand that the fey draw their magical powers from the arcane. With this enlightenment, some sorcerers choose to persue the path of the fey, striving to become one with the magic of those who come from the First World. With their increase in arcane magic and the ability to summon forth a fey eidolon, fey mages can hold their own either through the spells they wield or the eidolons they command.

Primary Class: Sorcerer.
Secondary Class: Summoner.
Alignment: Any.
Hit Dice: d6.

Bonus Skills and Ranks: The fey mage may select three summoner skills to add to her class skills in addition to the normal sorcerer class skills. The fey mage gains a number of ranks at each level equal to 2 + Int modifier.

Weapon and Armor Proficiency: The fey mage is proficient with all simple weapons, but not with any armor or shields. Armor interferes with fey mage’s gestures, which can cause his spells with somatic components to fail.

Diminished Spellcasting: The fey mage casts arcane spells drawn from the sorcerer spell list, and gains one fewer spell of each spell level per day. She otherwise learns, prepares, and casts spells as a sorcerer of equal level.

Bloodline: This is exactly like the sorcerer ability of the same name, except that the fey mage must choose the planarbound bloodline.

Fey Eidolon: A fey mage possesses an affinity for fey magic. As such, her lesser eidolon ability is changed in the following ways. A fey mage summons an outsider from the First World, inhabited by all types of frolicking spirits and sprites of the fey. As usual, the eidolon’s physical appearance is up to the fey mage, but it always appears as a dryad, nymph, pixie, or satyr. Through evolutions, it often gains insectoid or butterfly wings. An aquatic fey eidolon can be created by adding gills and swim evolutions. To create a true fey eidolon, use the Fey model described in Ultimate Magic. This ability changes the planarbond bloodline’s lesser eidolon power.

Arcane Knowledge: Starting at 2nd level, a fey mage can choose one 1st –level spell of her choice from the druid, sorcerer/wizard, or summoner spell lists, and adds it to her list of spells known. At 4th level and every even level thereafter (up to 18th level), she can choose one spell from each subsequent level of spells and adds it to the list of spells known. If a spell is listed on the summoner list, and on either the druid or sorcerer/wizard spell list, it is added to her list of spells known using the sorcerer’s spell level. If a spell is exclusive to the summoner, it is added to her list of spells known as a spell one level higher than that of the summoner. This ability replaces spells lost due to diminished spellcasting.

Table: Fey Mage
Base
Class Attack Fort Ref Will Spells per Day
Level Bonus Save Save Save Special 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +0 +0 +2 Bloodline power, cantrips, eschew material 2 — — — — — — — —
fey eidolon
2nd +1 +0 +0 +3 Arcane knowledge 3 — — — — — — — —
3rd +1 +1 +1 +3 Bloodline power, bloodline spell 4 — — — — — — — —
4th +2 +1 +1 +4 Arcane knowledge 5 2 — — — — — — —
5th +2 +1 +1 +4 Bloodline spell 5 3 — — — — — — —
6th +3 +2 +2 +5 Arcane knowledge 5 4 2 — — — — — —
7th +3 +2 +2 +5 Bloodline feat, bloodline spell 5 5 3 — — — — — —
8th +4 +2 +2 +6 Arcane knowledge 5 5 4 2 — — — — —
9th +4 +3 +3 +6 Bloodline power, bloodline spell 5 5 5 3 — — — — —
10th +5 +3 +3 +7 Arcane knowledge 5 5 5 4 2 — — — —
11th +5 +3 +3 +7 Bloodline spell 5 5 5 5 3 — — — —
12th +6/+1 +4 +4 +8 Arcane knowledge 5 5 5 5 4 2 — — —
13th +6/+1 +4 +4 +8 Bloodline feat, bloodline spell 5 5 5 5 5 3 — — —
14th +7/+2 +4 +4 +9 Arcane knowledge 5 5 5 5 5 4 2 — —
15th +7/+2 +5 +5 +9 Bloodline power, bloodline spell 5 5 5 5 5 5 3 — —
16th +8/+3 +5 +5 +10 Arcane knowledge 5 5 5 5 5 5 4 2 —
17th +8/+3 +5 +5 +10 Bloodline spell 5 5 5 5 5 5 5 3 —
18th +9/+4 +6 +6 +11 Arcane knowledge 5 5 5 5 5 5 5 4 2
19th +9/+4 +6 +6 +11 Bloodline feat, bloodline spell 5 5 5 5 5 5 5 5 3
20th +10/+5 +6 +6 +12 Bloodline power 5 5 5 5 5 5 5 5 5

FEY EIDOLON:

A fey eidolon has only one base form that determines its starting size, speed, AC, attacks, and ability scores. All natural attacks are made using the eidolon’s full base attack bonus unless otherwise noted (such as in the case of secondary attacks). Unlike a normal eidolon, a fey eidolon is a finesse-based creature and its attacks add the eidolon’s Dexterity modifier to the damage roll (instead of Strength), unless it is its only attack, in which case it adds 1-1/2 times its Dexterity modifier. A fey eidolon’s base form is always Small, unless altered by evolutions, and has the usual size adjustments factored into the base form.
Alternatively, a fey eidolon can be made Tiny. If the fey eidolon is Tiny, it gains a –4 penalty to its Strength and a –2 bonus to its Constitution. It also takes a +2 bonus to its Dexterity score, a +1 size bonus to its AC and attack rolls, a +2 bonus on its Fly skill checks, and a –4 penalty on its Stealth skill checks. It also gains a +1 bonus to its CMB and CMD scores. Reduce the damage of all of its attacks by one step (1d4 becomes 1d3, 1d3 becomes 1d2). If this choice is made, the eidolon can be made Tiny whenever the summoner can change the eidolon’s evolution pool (which causes it to gain these modifiers for changing from Small). This evolution costs 2 points from the fey mage’s evolution pool. The Medium evolution is described below. Increasing the fey eidolon to Large costs twice the normal evolution points. A fey eidolon cannot become Huge.

The fey eidolon is always bipedal and uses the following base form. The fey base form follows all of the normal rules for the eidolon’s base forms.

Fey Base Form (Biped)
Starting Statistics: Size Small; Speed 20 ft.; AC +2 natural armor; Saves Fort (bad), Ref (good), Will (good); Attack 2 claws (1d4); Ability Scores Str 12, Dex 16, Con 13, Int 10, Wis 7, Cha 11; Free Evolutions: basic magic, claws, limbs (arms), limbs (legs), low-light vision.

FEY EIDOLON ABILITIES
A fey eidolon’s abilities are determined by the fey mage’s level and by the choices made using its upgrade pool. Table: Fey Eidolon Base Statistics determines many of the base statistics of the construct. Each fey eidolon possesses a base form that modifies these base statistics. A fey eidolon’s qualities are similar to those described in the Eidolons description block of the Advanced Player’s Guide, except with the following changes.

Hit Dice: This is the total number of 6-sided (d6) Hit Dice the fey eidolon possesses.

Good/Bad Saves: These are the fey eidolon’s base saving throw bonuses. A fey eidolon always possesses a good Reflex and Will saving throw and a bad Fortitude saving throw, regardless of the creature’s base form.

Skills: This lists the fey eidolon’s total skill ranks and receives a number of skill ranks equal to 6 + its Intelligence modifier per HD. The following skills are class skills for fey eidolons: Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Knowledge (planes) (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Knowledge (geography) (Int), Knowledge (local) (Int), Knowledge (nature) (Int), Perception (Wis), Perform (Cha), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), Swim (Str), and Use Magic Device (Cha). Note that fey eidolons with a fly speed receive Fly (Dex) as a free class skill, even if they do not gain a fly speed until a later level. A fey eidolon otherwise follows the same strictures pertaining to skills as the summoner’s eidolon.

Armor Bonus: The fey eidolon has only a natural armor bonus, and cannot split this amount between an armor bonus and a natural armor bonus.

Str/Dex: The fey eidolon does not gain the Strength increase normally afforded an eidolon, but does retain the Dexterity increase.

New Evolutions
The following evolutions can be chosen by the fey mage.

1-Point Evolutions
The following evolution costs 1 point from the fey eidolon’s evolution pool.

Medium (Ex): A fey eidolon grows is size, becoming Medium. The eidolon size changes to Medium and gains a +4 bonus to its Strength and a +2 bonus to its Constitution. It also takes a –2 penalty to its Dexterity score, a –1 size penalty to its AC and attack rolls, a –2 penalty on its Fly skill checks, and a –4 penalty on its Stealth skill checks. It also gains a +1 bonus to its CMB and CMD scores. Increase the damage of all of its attacks by one step (1d3 becomes 1d4, 1d4 becomes 1d6). If this choice is made, the eidolon can be made Medium whenever the summoner can change the eidolon’s evolution pool (which causes it to gain these modifiers for changing from Small). This evolution cost 3 points from the fey mage’s evolution pool.

PLANARBOUND BLOODLINE:

You possess a strange affinity towards summoned creatures, such as eidolons. As such, your obsession with extraplanar beings has become a source of tremendous power, allowing you to call forth a creature from the outer planes to serve you. For you, the planes are where your true home is, but since you can’t go there you bring their inhabitants to you.
Class Skill: Knowledge (Planes).

Bonus Spells: unfetter* (3rd), evolution surge (lesser)* (5th), life conduit (improved)† (7th), evolution surge* (9th), transmogrify* (11th), evolution surge (greater)* (13th), purified calling* (15th), rejuvenate eidolon (greater)* (17th), summon monster XI (19th). (*Advanced Player’s Guide, †Ultimate Combat)

Bonus Feats: Augment Summoning, Extra Evolution, Fey Foundling, Nimble Moves, Sense Link, Spell Focus (conjuration), Silent Spell, Still Spell.

Bloodline Arcana: You have a considerable knack for summoning creatures from other planes which grants you a +1 bonus to your caster level whenever you cast summon monsters or any similar spell that summons extraplanar creatures to the Material plane.

Bloodline Powers: With a strong tie to the planes, you are sought after as a source of knowledge about them, as well as an ally by those in search of powerful extraplanar to assist in their cause.

Sorcerer’s Eidolon (Su): Starting at 1st level, you can summon forth an eidolon. This eidolon otherwise functions as the summoner’s eidolon class feature, except for the following changes. Your eidolon it is not as powerful as that of the summoner. Therefore, you effective summoner level for determining your eidolon’s advancement is equal to your sorcerer level –3 (minimum 1). You use your Intelligence modifier instead of your Charisma modifier to determine any effects pertaining to this feature. You reduce the listed number of evolution points gained at each level by 2 (see Table: Eidolon Base Statistics), and the eidolon’s maximum number of natural attacks never increases above 3.

In addition, due to the power your eidolon expends, you must sacrifice some of your own whenever you summon it. Starting at 4th level, whenever your eidolon is summoned, you lose access to your highest level of spells until it has been dismissed. At 10th level, whenever your eidolon is summoned, you lose access to your two highest levels of spells until it has been dismissed. At 16th level, whenever your eidolon is summoned, you lose access to your three highest levels of spells until it has been dismissed.

Bonded Sense (Su): At 3rd level, you gain the summoner’s bonded sense class feature, but use your Intelligence modifier instead of your Charisma modifier to determine the number of rounds the ability can be used each day.

Summon Monster (Su): At 9th level, you can cast summon monster IV as a spell-like ability once per day. Drawing upon this ability uses up the same power that you use to call your eidolon. As a result, you can only use this ability when your eidolon is not summoned. You can cast this spell as a standard action and the creatures remain for 1 minute per level (instead of 1 round per level). At 12th level, and every 3 levels thereafter, the power of this ability increases by one spell level, allowing you to summon more powerful creatures (to a maximum of summon monster VII at 18th level).

Greater Shield Ally (Su): At 15th level, your eidolon can protect you or your allies. You gain the summoner’s greater shield ally class feature.

Merge Forms (Su): At 20th level, you can become one with your eidolon. You gain the summoner’s merge forms class feature.


Browman's Beast Knight
Beast Knight:
BEAST KNIGHT
The beast knights are an order of druids that focus their abilities on a bond with a powerful animal that is capable of being a mount for them. They are most commonly found in plains or savannas. They often fight against those who over hunt the area.
Primary Class: Druid.
Secondary Class: Cavalier.
Alignment: Any.
Hit Dice: d8.

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

Weapon and Armor Proficiency: The beast knight is proficient with the club, dagger, dart, lance, quarterstaff, scimitar, scythe, sickle, shortspear, sling, and spear, as well as all natural attacks (claw, bite, and so forth) of any form they assume with wild shape. She is proficient with light and medium armor but is prohibited from wearing metal armor; thus, she may wear only padded, leather, or hide armor. A beast knight may also wear wooden armor that has been altered by the ironwood spell so that it functions as though it were steel. See the ironwood spell description. Beast knights are proficient with shields (except tower shields) but must use only wooden ones.

Diminished Spellcasting: The beast knight casts divine spells drawn from the druid spell list, and gains one fewer spell of each spell level per day. If this reduces the number to 0, she may cast spells of that level only if they are domain spells or if her Wisdom allows bonus spells of that level. Shee otherwise learns, prepares, and casts spells as a druid of equal level.

Bestial Bond (Ex): This is exactly like the druid’s nature bond ability, except that the beast knight must choose the animal companion bond. The creature must be one that is suitable as a mount and is at least the same size as the beast knight. If the creature is of equal size, it increases by one size category and gains a +2 bonus to natural armor, +4 bonus to Strength, +2 bonus to Constitution, and natural attacks increase its damage dice by one step. It also takes –2 penalty to its Dexterity score. This ensures that the beast knight is capable of riding her mount. Any creature that is already one size category larger than the beast knight does not gain these benefits.

Order: At 1st level, a beast knight must choose either the Dragon, Lion, or Star cavalier order, or the new Order of the Grand Circle. She gains her first order ability at 5th level and each subsequent order ability every six levels thereafter. This ability replaces spells lost due to diminished spellcasting.

Rider’s Sense (Ex): At 1st level, a beast knight gains a +2 on Handle Animal and Ride skill checks. This ability replaces nature sense.

Trackless Step (Ex): This is exactly like the druid ability of the same name, except that while mounted, the ability also applies to her mount, and can choose to leave a trail if she so desires.

Wild Shape (Su): This is exactly like the druid ability of the same name, except that she can wild shape once per day at 4th level, and an additional time per day every four levels thereafter, to a maximum of five times per day at 20th level. While mounted, a beast knight cannot use her wild shape ability unless her new form is bipedal and at least one size category smaller than her. In such cases, she retains the use of her Ride skill, and any feats or other abilities associated with mounted combat.

Alternatively, a beast knight can use her wild shape to turn her mount into creatures of the animal and magical beast types. At 6th level, she can use wild shape to change her companion into a Medium or Large animal. This functions as beast shape II. At 8th level, she can change her companion into a Huge animal. This functions as beast shape III. A 12th level, she can change her companion into a Medium or Large magical beast. This functions as beast shape IV.

Challenge (Ex): At 4th level, a beast knight gains the cavalier’s challenge ability, except that the beast knight can make a challenge once per day and an additional time per day every four levels thereafter, up to a maximum of four times per day at 18th level. This ability replaces wild shape 2/day, 4/day, 6/da, and 8/day.

Cavalier’s Charge (Ex): At 9th level, a beast knight gains the cavalier’s charge ability. This ability replaces venom immunity.
Greater Shaping (Su): At 13th level, a beast knight can increase the size of her animal companion by one size category for 1 round per level as a standard action. These rounds do not need to be consecutive. This transformation grants the animal companion the giant template, and can be dismissed as a swift action. This ability replaces a thousand faces.

Table: Druid
Base
Class Attack Fort Ref Will Spells per Day
Level Bonus Save Save Save Special 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +2 +0 +2 Bestial bond, rider’s sense, order, 2 0 — — — — — — — —
orisons, wild empathy
2nd +1 +3 +0 +3 Woodland stride 3 1 — — — — — — — —
3rd +2 +3 +1 +3 Trackless step 3 1 0 — — — — — — —
4th +3 +4 +1 +4 Resist nature’s lure, wild shape (1/day) 3 2 1 — — — — — — —
5th +3 +4 +1 +4 Order ability 3 2 1 0 — — — — — —
6th +4 +5 +2 +5 Challenge 1/day 3 2 2 1 — — — — — —
7th +5 +5 +2 +5 3 3 2 1 0 — — — — —
8th +6/+1 +6 +2 +6 Wild shape (2/day) 3 3 2 2 1 — — — — —
9th +6/+1 +6 +3 +6 Cavalier’s charge 3 3 3 2 1 0 — — — —
10th +7/+2 +7 +3 +7 Challenge 2/day 3 3 3 2 2 1 — — — —
11th +8/+3 +7 +3 +7 Order ability 3 3 3 3 2 1 0 — — —
12th +9/+4 +8 +4 +8 Wild shape (3/day) 3 3 3 3 2 2 1 — — —
13th +9/+4 +8 +4 +8 Greater shaping 3 3 3 3 3 2 1 0 — —
14th +10/+5 +9 +4 +9 Challenge 3/day 3 3 3 3 3 2 2 1 — —
15th +11/+6/+1 +9 +5 +9 Timeless body 3 3 3 3 3 3 2 1 0 —
16th +12/+7/+2 +10 +5 +10 Wild shape (4/day) 3 3 3 3 3 3 2 2 1 —
17th +12/+7/+2 +10 +5 +10 Order ability 3 3 3 3 3 3 3 2 1 0
18th +13/+8/+3 +11 +6 +11 Challenge 4/day 3 3 3 3 3 3 3 2 2 1
19th +14/+9/+4 +11 +6 +11 3 3 3 3 3 3 3 3 2 2
20th +15/+10/+5 +12 +6 +12 Wild shape (5/day) 3 3 3 3 3 3 3 3 3 3


Iorthol's Essentia Shaman

Essentia Shaman:
Essentia Shaman
Some extreme druidic orders focus their practice and understanding of the natural world toward the base foundation elements, and through this focus learn to
unleash the raw primal force and fury of these elements to greater potential than their druid peers.
Primary Class: Druid
Secondary Class: Wizard
Alignment: Any Neutral
Hit Dice: d8
Poor BAB, Good saves Fort and Will

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

Weapon and Armor Proficiency: As Druid

Reduced Spellcasting: An essentia shaman casts spells as a druid, except that she has 1 fewer spell per day than normal. If she would gain 0 (not - ) spells per
day she only casts spells of that level if she has a high enough wisdom score for bonus spells.

Orisons: An essentia shaman prepares orisons in the same way that a druid does.

Elemental Bonded Domain: At 1st level the essentia shaman gains an Elemental Domain. This functions as the druid's nature bond, but she must select Nature
Domain, and it must be from the domains of Air, Earth, Fire, or Water.
This ability alters and replaces Nature Bond.

Elemental School: At 1st level the essentia shaman gains an Elemental School. This functions as the wizard's elemental school class feature, but is not optional
and must be selected from Air, Earth, Fire, or Water. It does not need to be the same element selected for her Elemental Bonded Domain, but she may not
select an Elemental School who's opposed element is her Elemental Bonded Domain. The bonus spells per day provided by her elemental school are prepared
as divine spells, even if they do not normally appear on the druid spell list. The essentia shaman gains the bonus spells from her Elemental School at 1st level,
but does not gain any other benefit from her Elemental School until 2nd level. Treat her essentia shaman level as her effective wizard level for all level dependant
effects, and she uses her wisdom score instead of her intelligence score for all Elemental School abilities.
This ability replaces the spells per day lost due to diminished spellcasting.

Elemental Empathy (Ex): An essentia shaman can improve the attitude of an elemental. This ability functions just like a Diplomacy check made to improve the
attitude of an elemental. The essentia shaman rolls 1d20 and adds her essentia shaman level and her Charisma modifier to determine the elemental empathy
check result.
To use elemental empathy, the druid and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an elemental in this way takes 1 minute but, as with influencing people, it might take more or less time.
An essentia shaman can use this ability to influence an elemental with an Intelligence score of 1 or 2 at no penalty, but she takes a –4 penalty on the check if she is trying to influence an elemental with an Intelligence score of 3 or higher.
This ability alters Wild Empathy

Planar Sense (Ex): An essentia shaman gains a +2 bonus on Knowledge (planes) and Survival checks.
This ability alters Nature Sense.

Environmental Stride (Ex): Starting at 3rd level, an essentia shaman may move through an environmental hazard that hampers movement at her normal speed and without taking damage or suffering any other impairment, related to her elemental school and elemental domain.
Fire: Traveling through non-magical fires that do no more than 1d6 damage. This damage is only ignored as long as the essentia shaman starts and ends her
movement outside of the fire. She may also travel through lava in this way, with the same limitation of starting and stopping outside of the lava, but only while
walking. Full submersion in lava still does normal lava damage.
Earth: The essentia shaman travels through earthy and stony debris that counts as rough terrain without penalty, and ignores damage from effects such as Stone
Spikes.
Air: The essentia shaman is considered to be 1 size larger for the purposes of wind effects, and ignores the first 20 feet of falling damage.
Water: The essentia shaman ignores rough terrain effects presented by shallow water, and her movement is not affected while standing and moving on icy
surfaces.
This ability replaces Woodland Stride and Trackless Step

Elemental Resilience (Sp): At 4th level whenever the essentia shaman takes damage from an element type of her Elemental School or Elemental Domain, she
fast healing 5 for 2 rounds, this healing can only occur a number of times per day equal to 1/2 her essentia shaman level, if her Elemental School and Elemental
Domain are of the same element, she instead gains fast healing 5 for 3 rounds. In addition, at 4th level and every 4 levels thereafter, she gains a +1 bonus on her
saves against spells and spell-like abilities with an elemental descriptor matching her elemental school and elemental domain (to a maximum of +5 at level 20) , if
her school and domain element is the same, she instead gains +1 at 4th and level 3 levels thereafter (to a maximum of +6 at level 19).
This ability replaces Resist Nature's Lure and Venom Immunity.

Elemental Wild Shape (Su): At 5th level, an essentia shaman gains the ability to turn herself into a small elemental and back again once per day. This ability
functions like the elemental body I spell, except as noted here. The effect lasts for 1 hour per essentia shaman level, or until she changes back. Changing form
(to elemental or back) is a standard action and doesn't provoke an attack of opportunity. The form chosen must be that of an elemental related to the essentia
shaman's elemental school or elemental domain.
An essentia shaman loses her ability to speak any language besides the primary elemental language of her elemental body. Ignan for fire, Auran for air, Aquan
for water, and Terran for earth.
An essentia shaman can use this ability an additional time per day at 7th level and every two levels thereafter, for a total of eight times at 19th level. At 20th
level, an essentia shaman can use wild shape at will. As an essentia shaman gains in levels, this ability allows the essentia shaman to take on the form of larger
and smaller elementals. Each form expends one daily usage of this ability, regardless of the form taken.
At 7th level, an essentia shaman can use elemental wild shape to change into a Medium elemental. When taking the form of an elemental, the druid's wild shape
now functions as elemental body II.
At 11th level, an essentia shaman can use elemental wild shape to change into a Large elemental. When taking the form of an elemental, the druid's wild shape
now functions as elemental body III.
At 15th level, an essentia shaman can use elemental wild shape to change into a Huge elemental. When taking the form of an elemental, the druid's wild shape
now functions as elemental body IV.
This ability replaces Wild Shape at all levels.

Foundation Speech: At 10th level the essentia shaman learns Ignan Auran Aquan and Terran if she does not already know them.

Wild Element: At level 10, once per Elemental Wild Shape, she may Empower one prepared spell without increasing the spell level, but she must sacrifice a
spell of the same level or higher as the spell being Empowered. At 14th level, she may Maximize a spell instead of Empowering it, but she may still only benefit
from Wild Element once per Elemental Wild Shape. At 18th level, she may apply both Empowered and Maximized to a single spell, or Quicken a single spell,
but in addition to sacrificing a spell of equal or higher level, she must also sacrifice 5 additional spell levels. For example, the essential shaman could Empower
and Maximize a 6th level spell by sacrificing a 6th level spell, and a 2nd and 3rd level spell. This spell must have an elemental subtype matching her elemental
domain and elemental school, and cannot be affected by any additional metamagic effects. When the essentia shaman reaches 20th level, this ability may only be
used 10 times per day, but is still limited to only once per Elemental Wild Shape.
This ability replaces A Thousand Faces.

Timeless Body (Ex): After attaining 15th level, an essentia shaman no longer takes ability score penalties for aging and cannot be magically aged. Any penalties
she may have already incurred, however, remain in place. Bonuses still accrue, and the essentia shaman still dies of old age when her time is up.

Lvl BAB For Ref Wil Special 0 1 2 3 4 5 6 7 8 9
1 +0 +2 +0 +2 Elemental School, Elemental Domain 2 0 - - - - - - - -
2 +1 +3 +0 +3 Planar Sense, Elemental Empathy 3 1 - - - - - - - -
3 +1 +3 +1 +3 Environmental Stride 3 1 0 - - - - - - -
4 +2 +4 +1 +4 Elemental Resistance 3 2 1 - - - - - - -
5 +2 +4 +1 +4 Elemental Wild Shape 3 2 1 0 - - - - - -
6 +3 +5 +2 +5 - 3 2 2 1 - - - - - -
7 +3 +5 +2 +5 Elemental Wild Shape (2/day) 3 3 2 1 0 - - - - -
8 +4 +6 +2 +6 - 3 3 2 2 1 - - - - -
9 +4 +6 +3 +6 Elemental Wild Shape (3/day) 3 3 3 2 1 0 - - - -
10 +5 +7 +3 +7 Foundation Speech, Wild Element 3 3 3 2 2 1 - - - -
11 +5 +7 +3 +7 Elemental Wild Shape (4/day) 3 3 3 3 2 1 0 - - -
12 +6/+1 +8 +4 +8 - 3 3 3 3 2 2 1 - - -
13 +6/+1 +8 +4 +8 Elemental Wild Shape (5/day) 3 3 3 3 3 2 1 0 - -
14 +7/+2 +9 +4 +9 - 3 3 3 3 3 2 2 1 - -
15 +7/+2 +9 +5 +9 Elemental Wild Shape (6/day) 3 3 3 3 3 3 2 1 0 -
16 +8/+3 +10 +5 +10 Timeless Body 3 3 3 3 3 3 2 2 1 -
17 +8/+2 +10 +5 +10 Elemental Wild Shape (7/day) 3 3 3 3 3 3 3 2 1 0
18 +9/+4 +11 +6 +11 - 3 3 3 3 3 3 3 2 2 1
19 +9/+4 +11 +6 +11 Elemental Wild Shape (8/day) 3 3 3 3 3 3 3 3 2 2
20 +10/+5 +12 +6 +12 Elemental Wild Shape (At Will) 3 3 3 3 3 3 3 3 3 3


+5 Toaster's Gun Prophet
Gun Prophet:
Some see the rise in firearms as a natural progression of warfare. For the gun prophet however, firearms are an expression of a new age. Empowered by this recognition, gin prophets use firearms as a symbol for a new age. In fact they tie their very powers to their guns.
Primary: Oracle.
Secondary: Gunslinger.
Alignment: Any.
Hit Dice: d6.

Bonus Skills and Ranks: The gun prophet may select three gunslinger skills to add to her class skills in addition to the normal oracle class skills. The gun prophet gains a number of ranks at each level equal to 4 + Int modifier.

Weapon and Armor Proficiency: The gun prophet proficient with all simple weapons, all firearms, with light armor, medium armor, and with shields (except tower shields). Some oracle revelations grant additional proficiencies.

Diminished Spellcasting: The gun prophet casts divine spells drawn from the cleric/oracle spellist, and gains one fewer spell of each spell level per day. She otherwise learns, prepares, and casts spells as a cleric of equal level.

Divine Grit (Ex): At 1st level, a gun prophet gains the gunslinger’s grit ability, but uses her Charisma modifier to determine her number of grit points. This ability replaces the revelation gained at 1st level.

Mystery of the Gun: A gun prophet combines mysticism with the cold hard steel of firearms. This ability is exactly like the oracle’s mystery ability except for the following changes. A gun prophet replaces associated bonus spells granted by his mystery with the following spells: abundant ammunition (2nd), reloading hands (4th), flash fire (6th), named bullet (8th), named bullet, greater (12th).

At 3rd level, a gun prophet can select a deed from the gunslinger’s list of 1st level deeds in place of a revelation. At 7th level and every four levels thereafter, she can select a deed from each subsequent level of deeds or lower in place of a revelation, up to 15th level deeds.

Deeds: At 3rd level, a gun prophet gains the gunslinger’s deeds ability, and chooses two 1st level deeds. At 5th level and every four levels thereafter, she can select two deeds from each subsequent level of deeds, up to 15th level deeds at 17th level. This ability replaces spell lost due to diminished spellcasting.

NEW ORACLE’S CURSES
The following oracle’s curse may be selected by any oracle.

Gunbound (Ex): An oracle gains the gunslinger's gunsmith ability. When her battered firearm gains the broken condition, the oracle takes a –2 penalty to her caster level until it is repaired. In addition an oracle cannot lower the misfire chance to less than 1. When wielding her battered firearm, an oracle may treat it as a divine focus for the purposes of her oracle spellcasting. At 5th level, an oracle adds half her Charisma modifier to her battered gun damage rolls. At 10th level, she may use her full Charisma modifier. At 15th level, she no longer receives a –2 penalty to her caster level when her battered firearm has the broken condition. In addition, an oracle may reroll a misfire chance with her battered firearm once per day. This ability replaces oracle’s curse.

Table: Gun Prophet
Base
Class Attack Fort Ref Will Spells per Day
Level Bonus Save Save Save Special 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +0 +2 +2 Deeds, diminished spellcasting, divine grit, 2 — — — — — — — —
mystery of the gun, oracle’s curse, orisons
2nd +1 +0 +3 +3 Mystery spell 3 — — — — — — — —
3rd +2 +1 +3 +3 Revelation 4 — — — — — — — —
4th +3 +1 +4 +4 Mystery spell 5 2 — — — — — — —
5th +3 +1 +4 +4 Deeds 5 3 — — — — — — —
6th +4 +2 +5 +5 Mystery spell 5 4 2 — — — — — —
7th +5 +2 +5 +5 Revelation 5 5 3 — — — — — —
8th +6/+1 +2 +6 +6 Mystery spell 5 5 4 2 — — — — —
9th +6/+1 +3 +6 +6 Deeds 5 5 5 3 — — — — —
10th +7/+2 +3 +7 +7 Mystery spell 5 5 5 4 2 — — — —
11th +8/+3 +3 +7 +7 Revelation 5 5 5 5 3 — — — —
12th +9/+4 +4 +8 +8 Mystery spell 5 5 5 5 4 2 — — —
13th +9/+4 +4 +8 +8 Deeds 5 5 5 5 5 3 — — —
14th +10/+5 +4 +9 +9 Mystery spell 5 5 5 5 5 4 2 — —
15th +11/+6/+1 +5 +9 +9 Revelation 5 5 5 5 5 5 3 — —
16th +12/+7/+2 +5 +10 +10 Mystery spell 5 5 5 5 5 5 4 2 —
17th +12/+7/+2 +5 +10 +10 Deeds 5 5 5 5 5 5 5 3 —
18th +13/+8/+3 +6 +11 +11 Mystery spell 5 5 5 5 5 5 5 4 2
19th +14/+9/+4 +6 +11 +11 Revelation 5 5 5 5 5 5 5 5 3
20th +15/+10/+5 +6 +12 +12 Final revelation 5 5 5 5 5 5 5 5 5


+5 Toaster's Insightful Mind
Intellectual Ascetic/Insightful Mind:
A path invented previously by the brightest of elves centuries ago, the Intellectual Ascetic is a monk who uses a combination of mental prowess and physical conditioning to access an internal reservoir of arcane power. Unlike the Magus, the Intellectual Ascetic doesn't just seek to blend magic and combat, but to improve themselves as well. In the Golarion setting, such a process would be invented by elves pursuing the “Brightness”.
Primary Class: Monk
Secondary Class: Wizard

2 skill points per level

Skills: In addition to the monk skill list, you may also add three wizard skills added to your list.

Unarmed Strike: An Intellectual Ascetic uses his monk level -2 to determine his unarmed strike damage (minimum monk level 1)

Kung-Fu Genius: An Intellectual Ascetic gains the canny defense ability. This is identical to the duelist prestige class ability of the same name (Core Rulebook 382), save that he is not required to wield a weapon to gain it's benefits. This bonus to AC also applies to touch and flat-footed AC. This replaces the AC bonus class feature.

Stunning Fist: An Intellectual Ascetic uses his Intelligence Bonus in place of his Wisdom Bonus to determine his Stunning Fist DC. This modifies Stunning Fist.

Ki pool: An Intellectual Ascetic uses his intelligence bonus in place of his wisdom bonus to determine his ki pool. This modifies the Ki Pool class feature.

Ki Spell: At 4th ,5th,7th,11th, 12th, 13th, 15th, 17th, and 19th level An Intellectual Ascetic can select a 1st level spell from the Sorcerer/Wizard spell list to cast as a spell-like ability using a standard action, with a caster level equal to his Intellectual Ascetic level. In addition, he must select a focused school and a neglected school. When selecting spells to learn of the focused school, the Intellectual Ascetic may treat them as one level lower(minimum 1). Likewise when the Intellectual Ascetic are selecting spells of the neglected school to learn, you must treat them as one level higher. He must spend ki equal to the level of the spell to perform this action. At 7th and 11th he may select a 2nd level spell. At 12th and 13th he may select a 3rd level spell. At 15th and 17th level he may select a 4th level spell. At 19th level he may select a 5th level spell. This replaces slow fall, high jump, wholeness of body, diamond body, abundant step, diamond soul, quivering palm, timeless body, tongue of the sun and moon, and empty body.

Ki Magic Master: The Intellectual Ascetic treats all spell-like abilities granted by the Ki Spell Class Feature as Empowered, as if he had the Empower Spell-like ability monster feat. In addition he may Quicken his spell-like abilities (as if he had Quicken Spell-like Ability as a bonus feat), a number of times per day equal to his Intelligence Modifier. This replaces Perfect Self.


Alfray Stryke's Trench Infantryman
Trench Infantryman:
Primary Class: Fighter.
Secondary Class: Gunslinger.
Hit Dice: d10.
Bonus Skills and Ranks: The trench infantryman may select three gunslinger skills to add to his class skills in addition to the normal fighter class skills. The trench infantryman gains a number of ranks at each level equal to 2 + Int modifier.

Weapon and Armor Proficiency: The trench infantryman is proficient with all simple and martial weapons, and with all firearms. They are proficient with light armor, but not with shields.

Gunsmith: At 1st level trench infantryman gains the gunslinger’s gunsmith ability. This ability and grit replace the bonus feat gained at 1st level.

Bonus Feats: This functions as the fighter class ability, except that a trench infantryman may also select grit feats.

Deeds: At 2nd level, a trench infantryman gains the gunslinger’s deeds ability, and gains access to 1st level deeds. Every four levels beyond 2nd, the trench infantryman gains access each subsequent level of deeds (3rd, 7th, etc.), up to 15th level deeds at 18th level. This ability replaces the bonus feats at 2nd, 6th, 10th, 14th, and 18th level.

In addition, a trench infantryman swaps three gunslinger deeds for the following deeds:

Concealment Expert (Ex): At 3rd level, as long as the trench infantryman has 1 grit point, he gains a +5% circumstance bonus to the missed chance granted by concealment or total concealment. This increases to +10% at 11th level, and +15% at 19th level. This deed replaces the utility shot deed.

Prone Shot (Ex): At 7th level, a trench infantryman that has been prone since the end of his last turn can spend 1 grit point as an immediate action to improve his prone fighting expertise with his firearm. Until the beginning of his next turn, his penalty on melee attack rolls decreases to –2. Also, his bonus to Armor Class against ranged attacks increases by +1, and his penalty to AC against melee attacks decreases by –1. At 11th level and every four levels thereafter, his bonus increases and his penalty decreases by 1, to a maximum of +4 and –4 (minimum 0) at 19th level. This deed stacks with the Prone Shooter feat. This deed replaces the startling shot deed.

Camouflage (Ex): At 15th level, a trench infantryman can spend 1 grit point to craft simple but effective camouflage from the surrounding foliage. The trench infantryman needs 1 minute to prepare the camouflage, but once he does, it is good for the rest of the day or until the trench infantryman fails a saving throw against an area effect spell that deals fire, cold, or acid damage, whichever comes first. The trench infantryman gains a +4 bonus on Stealth checks while within terrain that matches the foliage used to make the camouflage. This deed cannot be used in areas without natural foliage. This deed replaces the slinger’s luck deed.

Grit (Ex): At 2nd level the trench infantryman gains the gunslinger’s grit ability.

Infantryman's Crawl (Ex): At 3rd level the trench infantryman may move at half his base speed while prone. This movement provokes attacks of opportunity as normal. In addition he can take a 5-foot step while crawling. This replaces Armor Training 1. Editor's note: This is based off the Rogue Talent "Rogue Crawl".

Trench Warfare (Ex): Starting at 5th level, a trench infantryman can select one specific type of firearm (such as a blunderbuss, musket, or pistol). He gains a bonus equal to his Dexterity modifier on damage rolls when firing that type of firearm. Every 4 levels thereafter (9th, 13th, and 17th), the trench fighter picks up another type of firearm, gaining these bonuses for those types as well. Furthermore, when behind partial, normal, or improved cover, a trench fighter gains an additional +2 AC bonus from the cover. This ability replaces weapon training.

Armor Training (Ex): A trench infantryman gains this ability at 7th level and again at 15th level.

Considered Shot (Ex): At 11th level the trench infantryman can make a ranged attack that ignores concealment (but not total concealment), soft cover, and partial cover as a standard action. This ability replaces Armor Training 3. Editor's note: This is based off the Skirmisher's Trick "Trick Shot".

Cover Mastery (Ex): At 19th level, a trench infantryman may treat cover as one step greater. Partial cover is treated as normal cover, and normal cover is treated as improved cover. This ability replaces armor mastery.

Master Infantryman (Ex): At 20th, a master infantryman chooses a single firearm. Any attacks made with that firearm automatically confirm all critical threats. In addition he selects one deed. He can perform this deed for 1 grit point fewer (minimum 0) than usual. If the number of grit points to perform a deed is reduced to 0, the trench infantryman can perform this deed as long as he has at least 1 grit point. If a deed could already be performed as long as he had at least 1 grit point, he can now perform that deed even when he has no grit points. This ability replaces weapon mastery.

Table: Trench Infantryman
Base
Class Attack Fort Ref Will
Level Bonus Save Save Save Special
1st +1 +2 +2 +0 Gunsmith
2nd +2 +3 +3 +0 Bravery, deeds, grit
3rd +3 +3 +3 +1 Infantryman's crawl
4th +4 +4 +4 +1 Bonus feat
5th +5 +4 +4 +1 Trench warfare 1
6th +6/+1 +5 +5 +2 Deeds
7th +7/+2 +5 +5 +2 Armor training 1
8th +8/+3 +6 +6 +2 Bonus feat
9th +9/+4 +6 +6 +3 Trench warfare 2
10th +10/+5 +7 +7 +3 Deeds
11th +11/+6/+1 +7 +7 +3 Considered shot
12th +12/+7/+2 +8 +8 +4 Bonus feat
13th +13/+8/+3 +8 +8 +4 Trench warfare 3
14th +14/+9/+4 +9 +9 +4 Deeds
15th +15/+10/+15 +9 +9 +5 Armor training 2
16th +16/+11/+6/+1 +10 +10 +5 Bonus feat
17th +17/+12/+7/+2 +10 +10 +5 Trench warfare 4
18th +18/+13/+8/+3 +11 +11 +6 Deeds
19th +19/+14/+9/+4 +11 +11 +6 Camouflage mastery
20th +20/+15/+10/+5 +12 +12 +6 Bonus feat, master infantryman


Bardess' Occult Philologist
Occult Philologist:
Occult Philologist
All wizards believe in the power of words, particularly written words. Words have the power to capture and hold ideas, feelings, magic. The occult philologist takes this a step further: he reveres the written word as something supernatural, a symbol or manifestation of a deity. He deciphers ancient codes and devises new ones, greedly searches lost tomes both of magic and legends, and casts his spell through leaflets of texts. A cabalist, calligrapher, linguist, literate, and scientist– the occult philologist is all this and more.

Primary Class: Wizard
Secondary Class: Oracle
Alignment: Any
Hit Dice: d6
Skills: As wizard, plus the occult philologist adds to his class skills list the bonus skills provided by his chosen mystery (see below); if the mystery provides a skill that he already possesses, he may choose another.
Skill Ranks per Level: 4 + Int
BAB: As wizard
ST: PPG
Weapons and Armor: Wizard weapons, light armor (subject to spell failure), no shields.
Spells: As wizard + mystery spells
Class Features:
1) arcane mystery, cantrips, philology, Scribe Scroll, wordspell bond
5/10/15) Revelation
20) Final Revelation
Arcane Mystery: The occult philologist gains access to an oracle mystery chosen among the following: Ancestor, Dark Tapestry, Heavens, Lore, Occult, Time, Words*. He adds the mystery bonus spells to his spell lists at the appropriate levels. The occult philologist receives an additional spell slot of each spell level he can cast, from 1st on up. Each day, the occult philologist must prepare his mystery spells in that slots. An occult philologist can select a mystery spell modified by a metamagic feat to prepare in his bonus slot, but it uses up a higher–level spell slot. The occult philologist may prepare mystery spells in ordinary spell slots too if he so chooses. An occult philologist must normally select two magic schools as his opposition schools.
The occult philologist receives one revelation from his chosen mystery at 1st level. At 5th, 10th and 15th level, he gains another revelation. At 20th level, the occult philologist receives the final revelation from his mystery. This replaces arcane school and the normal wizard’s bonus feats.
Philology: An occult philologist doesn’t cast spells in the same way that other wizards do. Instead of memorizing spells, he writes them from his spellbook on leaflets and then reads them. These leaflets are written in the unique, personal code of the occult philologist, and he is the only one who can decipher it. In many ways, leaflets behave like spell scrolls, using the occult philologist’s level as the caster level. However, they don’t require the time and cost of actual spell scrolls, and can only be read by the occult philologist who wrote them.
An occult philologist can write only a certain number of leaflets of each level per day. His base daily allotment of leaflets is given on Table: Wizard. In addition, he receives bonus leaflets per day if he has a high Intelligence score. Writing a spell on a leaflet takes 1 minute of work- most occult philologists prepare many leaflets at the start of the day or just before going on an adventure, but it’s not uncommon for an occult philologist to keep some (or even all) of his daily leaflet slots open so that he can prepare leaflets in the field. Using a leaflet cancels all the writing on it. Unused leaflets are cancelled after 24 hours; an occult philologist must re-prepare his leaflets every day.
An occult philologist can prepare leaflets of any spell he knows, and of his mystery spells (see below). A spell on a leaflet is “cast” by reading it, as if reading a normal spell scroll. The occult philologist uses his level as the caster level to determine any effect based on caster level. Creating leaflets consumes raw materials and focuses as for actual spell scrolls. If a spell has a focus requirement, the focus is used in the reading process.
Wordspell Bond: As arcane bond, except that if the occult philologist bonds with an object, this is always his spellbook. If the occult philologist bonds with a familiar, the familiar doesn’t provide the usual bonuses but is instead considered as a bonded object for purposes of spellcasting. An occult philologist’s familiar always can speak one language of his master’s choice as a supernatural ability. The occult philologist adds Arcane mark and Scrivener’s chant to his list of spells known. At 5th level, the occult philologist adds Book ward and Secret page to his list. At 10th level, he can add Mark of justice, and ad 15th level, Spell turning.

* New mystery

Words
Class Skills: An oracle with the words mystery adds Linguistics, Perform, and Spellcraft to her list of class skills.
Bonus Spells: comprehend languages (2nd), codespeak (4th), glyph of warding (6th), illusory script (8th), lesser spellcasting contract (10th), greater glyph of warding (12th), spellcasting contract (14th), word of recall (you must write the word instead of saying it) (16th), greater spellcasting contract (18th)
Automatic Writing (Su): Once per day, you can spend a full hour in uninterrupted meditation. During this period, your hands produce mysterious writing that pertains to the future. At 1st level, the prophetic writing manifests as an augury spell with 90% effectiveness. At 5th level, the writing takes the form of a divination with 90% effectiveness. At 8th level, the writing manifests as a casting of commune with no material component required.
Counterword (Su): You may counter magic effects and spells that depend on language or written texts, like a bard does with sound–based ones. This works otherwise as the countersong bardic performance, but may rely on audible or visual components, depending on the countered effect. You could, for example, prevent a symbol spell from working by designing a counter–symbol upon it, or write a counter–poem upon an explosive rune; but also reciting a soothing oration to counter a command spell. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
Esoteric Research (Su): Your knowledge of the magic languages allows you to learn incantations usually prohibited to your class. Choose any one class spell list. You may research spells from that list to add to your list as divine oracle spells, as if they were 2 levels less in terms of cost, time and difficulty; any esoteric spell researched is added to your list as if it were 1 level higher (for example, you could research a 7th–level wizard spell as if it were a 5th–level spell for the purpose of research cost, time and difficulty; it should be added to your spell list as an 8th–level spell). You must be at least 7th level to select this revelation.
Inspired Interpreter (Su): You may read and understand written texts in any language as if you were wearing an helm of comprehend languages and magic reading. You don’t gain the ability to speak or understand spoken words in other languages. With a successful Linguistics check, you can activate any spell from a scroll or a book, whether it’s of the correct type and in your spell list, or not. You use your Charisma in place of the requisite ability score for spells.
Read Between the Lines (Su): Reading any script, you can discover many things about its author. You must read a text carefully from beginning to end. You gain information on whoever wrote it as if you made a Diplomacy skill check to gather information, with a result equal to 15 + your oracle level + your Charisma modifier. At 5th level, you know what the author thought and meant when the text was written as if using seek thoughts; at 11th level, you know many things about the author, as if you cast legend lore. This ability works also on text written by long–dead authors. You may use this ability a number of times once per day, plus one additional time per day for every five oracle level you possess.
Say the Word (Ex): You’ve become adept to cast spells just with your words. You gain Eschew Materials as a bonus feat. At 7th level, you gain Still Spell too. At 11th level, thrice per day, you may cast a still spell as a standard action that doesn not increase the level of the spell.
Spontaneous Symbology (Sp): Your knowledge of the secret history of the world has unveiled the mysterious symbols that govern reality. You can cast any “symbol” spell using a spell slot of the appropriate level, even if the spell is not on your list of spell’s known. A symbol spell is any spell with the word “symbol” in its name. You must be at least 11th level to select this revelation.
The Pen Is Mightier Than the Sword (Su): As a swift action, you can enlarge a quill, pen or other tiny writing instrument into a blade similar to a longsword. You can then strike with it as if it were a weapon making a melee attack. For the purpose of this ability, you are proficient with this weapon. You can use the weapon to perform combat maneuvers. You may use with this weapon any combat feats that could be used with a longsword. If you hit, the weapon deals 1d8 points of slashing damage + 1 point for every two oracle levels you possess. After this attack, the quill returns to normal. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
Wall of Text (Su): You begin an endless litany which takes the form of a compact wall of solid written words protecting you and your allies from hostile attacks. The wall deflects arrows, bolts, loose debris, and Small or smaller flying creatures like a wind wall spell, except these things rebound harmlessly rather than being directed upward. The relentless flow of words forces creatures within 10 feet of you to a Will save; if they fail, they’re stunned for 2d4 rounds. Touching and passing through the wall stuns a creature for 2d6 round +1 per oracle level. If you evoke the wall so that it appears where creatures are, each creature takes damage as if passing through the wall. An erase spell suppresses the wall within its area as if it were magic writing, but only for a round. This is not a language–dependent effect. You may summon a wall of text a number of times per day equal to your Charisma bonus, and it last as long as you concentrate. The wall works otherwise as a wall of sound. You must be at least 7th level to select this revelation.
Whirlwind Lesson (Ex): You can quickly browse through a magical tome or manual, gaining its benefits with only a single 8-hour study session (rather than the usual 48 hours over a period of 6 days). At 7th level, you may allow another character to join in your study; both of you gain the full benefit of having read the book. At 15th level, you may share your whirlwind lesson with a number of characters equal to your oracle level. The benefits to you are permanent, whereas your students gain the tome or manual’s benefits for a number of days equal to your Charisma modifier but then forget what they have learned.
Final Revelation: Upon reaching 20th level, you have understood the full power of words. You become immune to spells and effects that rely on spoken or written words (like power word, runes or glyph spells). You can use the True Name wizard discovery once per day as if you had cast greater planar binding.


Kyras Ausks' Blood Chemist
Blood Chemist:
Primary Class: Alchemist.
Secondary Class: Sorcerer.
Hit Dice: d8.
Bonus Skills and Ranks: The blood chemist may select three sorcerer skills to add to his class skills in addition to the normal alchemist class skills. A blood chemist gains a number of ranks at each level equal to 4 + Int modifier.

Weapon and Armor Proficiency: The blood chemist is proficient with all simple weapons and bombs, with light armor, but not with shields.

Blood Mutagen (Su): At 1st level, a blood chemist discovers how to create a blood mutagen that he can imbibe in order to gain the benefits of a single sorcerer’s bloodline. It takes 1 hour to brew a dose of blood mutagen, and once brewed, it remains potent until used. A blood chemist can only maintain one dose of blood mutagen at a time—if he brews a second dose, any existing blood mutagen becomes inert. As with an extract or bomb, a mutagen that is not in a blood chemist’s possession becomes inert until a blood chemist picks it up again.

When a blood chemist first brews a blood mutagen, he selects one sorcerer’s bloodline (including wildblooded). Once the bloodline is chosen, it cannot be changed. It’s a standard action to drink a mutagen. Upon being imbibed, the blood mutagen grants the blood chemist his first bloodline power for 10 minutes per blood chemist level. A blood chemist uses his Intelligence instead of charisma to determine any bloodline power effects.

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

At 6th level, upon imbibing his blood mutagen, it grants the blood chemist both his first and second bloodline powers for 10 minutes per blood chemist level. This ability replaces mutagen.

Tainted Blood (Ex): A blood chemist has manipulated his own blood chemistry to such a degree, that it has become tainted. Any creature that bites or imbibes the blood of the blood chemist must make a Fortitude saving throw or be sickened for 1d4 rounds. Should any creature make a melee attack against the blood chemist with a slashing or piercing weapon without reach, the creature must make a Reflex save to avoid being splattered with blood. If the creature fails this Reflex save, it is forced to make the above Fortitude save. The blood chemist does not suffer the effect of the contaminant of his own blood. This ability replaces throw anything.

Discoveries (Su): This is exactly like the alchemist ability of the same name, except that whenever a blood chemist of 6th level or higher could choose a discovery, he can select a bonus feat from his list of bloodline feats instead. A blood chemist may only select a bonus feat in place of a discovery up to three times. The blood chemist may only select a bonus feat three times and must meet the prerequisites for these bonus feats.

In addition, a blood chemist can select the Create Sanguine Elixir as either a bonus feat ot normal feat, and counts his blood chemist level as his sorcerer level when qualifying for it.

Disease Resistance (Ex): At 2nd level, gains a +2 bonus on all saving throws against diseases. This bonus increases to +4 at 5th level and then again to +6 at 8th level. At 10th level, a blood chemist becomes completely immune to disease.

Poison Use (Ex): This exactly like the alchemist ability of the same name, except that the blood chemist may also apply his own blood to a slashing or piercing weapon as a move action. Applying his blood to a weapon in this manner requires that the blood chemist deal 1 point of bleed damage with the slashing or piercing weapon.

Swift Clotting (Ex): At 3rd level, a blood chemist’s enhanced blood chemistry has thickened his blood, allowing it to quickly coagulate and stop bleeding. He only takes bleed damage for 1 minute.

Blood Extracts (Su): Starting at 4th level, a blood chemist can use his own life’s blood to create bloodline extracts. By taking 1 point of Strength or Constitution damage, plus a number of hit points equal to the extract’s level, a blood chemist can create an extract from any bloodline spell that he has access to. He gains access to his first bloodline spell at 4th level and each subsequent spell every three levels thereafter, up to sixth spell at 19th level. Unlike normal ability and hit point damage, those inflicted by blood extracts can be healed only after a full days rest or long term care, and not by magical means. He can use this ability a number of times per day equal to his Intelligence modifier. This ability replaces the lost bomb damage dice and the discovery gained at 4th level.

Swift Poisoning (Ex): This is exactly like the alchemist ability of the same name, except that the blood chemist may also apply his own blood to a slashing or piercing weapon as a swift action. Applying his blood to a weapon in this manner deals 2 points of bleed damage.

Greater Blood Mutagen (Su): At 12th level, upon imbibing his blood mutagen, it grants the blood chemist his first, second, and third bloodline powers for 10 minutes per blood chemist level. This ability replaces the discovery gained at 12th level.

Grand Blood Mutagen (Su): At 16th level, upon imbibing his blood mutagen, it grants the blood chemist his first, second, third, and fourth bloodline powers for 10 minutes per blood chemist level. This ability replaces the discovery gained at 16th level.

Instant Clotting (Ex): At 18th level, a blood chemist only takes bleed damage for 1 round. This ability replaces instant alchemy.

Grand Discovery (Su): This is exactly like the alchemist ability of the same name, except that a blood chemist may select the contagion touch grand discovery.

Table: Blood Chemist
Base
Class Attack Fort Ref Will Spells per Day
Level Bonus Save Save Save Special 1st 2nd 3rd 4th 5th 6th
1st +0 +2 +2 +0 Alchemy, bomb 1d4, brew potion, blood mutagen, 1 — — — — —
tainted blood
2nd +1 +3 +3 +0 Discovery, disease resistance +2, poison use 2 — — — — —
3rd +2 +3 +3 +1 Bomb 2d4, swift clotting 3 — — — — —
4th +3 +4 +4 +1 Blood extracts, discovery 3 1 — — — —
5th +3 +4 +4 +1 Bomb 3d4, disease resistance +4 4 2 — — — —
6th +4 +5 +5 +2 Discovery, swift poisoning 4 3 — — — —
7th +5 +5 +5 +2 Bomb 4d4 4 3 1 — — —
8th +6/+1 +6 +6 +2 Discovery, disease resistance +6 4 4 2 — — —
9th +6/+1 +6 +6 +3 Bomb 5d4 5 4 3 — — —
10th +7/+2 +7 +7 +3 Discovery, disease immunity 5 4 3 1 — —
11th +8/+3 +7 +7 +3 Bomb 6d4 5 4 4 2 — —
12th +9/+4 +8 +8 +4 Greater blood mutagen 5 5 4 3 — —
13th +9/+4 +8 +8 +4 Bomb 7d4 5 5 4 3 1 —
14th +10/+5 +9 +9 +4 Discovery, persistent mutagen 5 5 4 4 2 —
15th +11/+6/+1 +9 +9 +5 Bomb 8d4 5 5 5 4 3 —
16th +12/+7/+2 +10 +10 +5 Grand blood mutagen 5 5 5 4 3 1
17th +12/+7/+2 +10 +10 +5 Bomb 9d4 5 5 5 4 4 2
18th +13/+8/+3 +11 +11 +6 Discovery, instant clotting 5 5 5 5 4 3
19th +14/+9/+4 +11 +11 +6 Bomb 10d4 5 5 5 5 5 4
20th +15/+10/+5 +12 +12 +6 Grand discovery 5 5 5 5 5 5

The following new discoveries may only be chosen by the blood chemist.
Blood Bomb
A blood chemist can mix some of his blood with his bombs.
Prerequisite: Blood chemist 4, blood taint.
Benefit: The blood chemist can infuse a bomb with a bit of his blood. By taking 1d6 points of damage, any creature hit by a blood chemist’s bomb must make a Fortitude saving throw or be sickened for 1d4 rounds.
Special: If a blood chemist has the blood contagion, persistent contagion, or virulent contagion discoveries, their effects are also contracted by any creatures hit by the bomb.

Blood Contagion
A blood chemist’s tainted blood mutates into a deadly disease.
Prerequisite: Blood chemist 8, blood taint.
Benefit: The blood chemist’s blood changes into a true contagion and functions as one of the following diseases: blinding sickness, bubonic plague, cackle fever, filth fever, leprosy, mindfire, red ache, shakes, or slimy doom. Once chosen, it cannot be changed. Any creature that bites the blood chemist, or imbibes or comes in contact with the blood chemist’s blood is subject to the disease’s effects as normal. For more information see Diseases.

Persistent Contagion
The blood chemist’s blood contagion is difficult to cure.
Prerequisite: Blood chemist 14, blood contagion discovery.
Benefit: The disease from a blood chemist’s blood contagion cannot be overcome without magic—making the required number of saves does not cure it. Only a remove disease spell or similar magic can cure the subject of the disease.

Virulent Contagion
The blood chemist’s blood contagion becomes extremely potent.
Prerequisite: Blood chemist 14, blood contagion discovery.
Benefit: The disease from a blood chemist’s blood contagion is contracted immediately (the onset period does not apply). Use the disease's listed frequency and save DC to determine further effects. For more information see Diseases.

The following new grand discoveries may be chosen by the blood chemist.
Contagion Touch
Any creature a blood chemist touches contracts a deadly disease.
Prerequisite: Grand discovery, blood contagion discovery.
Benefit: The blood chemist’s tainted blood grants him a contagious touch, as if under the effects of a contagion spell. However, a creature subject to a contagion touch can only contract the disease carried by his blood contagion. He can suppress or activate this ability as a free action.


Alfray Stryke's Bloodborn Magus
Bloodborn Magus:
Bloodborn Magus:

Primary Class: Magus.
Secondary Class: Sorcerer.

Hit Dice: d8.

Bonus Skills and Ranks: The bloodborn magus may select three sorcerer skills to add to his class skills in addition to the normal magus class skills. The bloodborn magus gains a number of ranks at each level equal to 2 + Int modifier.

Weapon and Armor Proficiency: A bloodborn magus is proficient with all simple and martial weapons. A bloodborn magus is also proficient with light armor. He can cast magus spells while wearing light armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a bloodborn magus wearing medium armor, heavy armor, or a shield incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass bloodborn magus still incurs the normal arcane spell failure chance for arcane spells received from other classes.

Spellcasting: The bloodborn magus casts arcane spells drawn from the magus spell list. He can cast any spell he knows without preparing it ahead of time. To learn or cast a spell, a bloodborn magus must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class (DC) for a saving throw against a bloodborn magus’s spell is 10 + the spell level + the bloodborn magus’s Charisma modifier.

Like other spellcasters, a bloodborn magus can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Bloodborn Magus. In addition, he receives bonus spells per day if he has a high Charisma score.

The bloodborn magus's selection of spells is extremely limited. A bloodborn magus begins play knowing four 0-level spells and two 1st-level spells of the bloodborn magus's choice. At each new bloodborn magus level, he gains one or more new spells, as indicated on Table: Bloodborn Magus Spells Known. (Unlike spells per day, the number of spells a bloodborn magus knows is not affected by his Charisma score.)

Upon reaching 5th level, and at every third bloodborn magus level after that (8th, 11th, and so on), a bloodborn magus can choose to learn a new spell in place of one he already knows. In effect, the bloodborn magus “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least one level lower than the highest-level bloodborn magus spell the bloodborn magus can cast. A bloodborn magus may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.

A bloodborn magus need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the spell’s level.

This modifies the spellcasting ability.

Arcane Pool: A bloodborn magus has a number of points equal to 1/2 his bloodborn magus level (minimum 1) + his Charisma modifier in his arcane pool. This modifies, but otherwise functions as the magus's arcane pool.

Bloodline: At 1st level a bloodborn magus chooses a sorcerer bloodline (or wildblooded bloodline) and adds the bloodline skill to his list of class skills. This ability and bloodline powers replaces spell recall, knowledge pool, fighter training, and improved spell recall.

Eschew Materials: A bloodborn magus gains Eschew Materials as a bonus feat at 1st level. This replaces medium armor gained at 7th level.

Bloodline Arcana: At 3rd level a bloodborn magus gains the bloodline arcana for his chosen bloodline. This replaces the magus arcana gained at 3rd level.

Bloodline Spells: At 4th level and every three levels thereafter (7th, 13th, and so on) the bloodline magus adds his bloodline spells to his spells known, up to the 6th level spell. At 20th level he adds the 7th, 8th and 9th level spells from his bloodline to his spells known as if they were 6th level spells. These spells are cast as if they were magus spells. This replaces greater spell access.

Bloodline Powers: At 4th level a bloodborn magus gains the 1st level bloodline power from his bloodline. At 7th, 13th and 19th he gains his 3rd level, 9th level, and 15th level bloodline powers. This ability and the choice of bloodline at 1st level replaces spell recall, knowledge pool, fighter training, and improved spell recall.

Bonus Feats: A bloodborn magus may choose from his bloodline feats when choosing his bonus feats, however he may not choose any item creation feats. This modifies the bonus feats ability

Arcane Surge: At 11th level, the magus learns to use his arcane pool to recast spells he has already cast. With a swift action he can recall any single magus spell that he has already cast that day by expending a number of points from his arcane pool equal to the spell’s level (minimum 1). The magus gains a temporary spell slot, of the same level of the spell, which may only be used to cast that spell. This spell slot lasts until the spell is cast or the magus refreshes his spells per day. This replaces improved spell recall.

Medium Armor: At 13th level, a bloodborn magus gains proficiency with medium armor. A bloodborn magus can cast magus spells while wearing medium armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a bloodborn magus wearing heavy armor or using a shield incurs a chance of arcane spell failure if the spell in question has a somatic component. This replaces heavy armor.

Table: Bloodborn Magus
Level BAB Fort Save Ref Save Will Save Special Spells per Day
1st 2nd 3rd 4th 5th 6th
1st +0 +2 +0 +2 Arcane pool, cantrips, spell combat, bloodline, eschew materials 1 — — — — —
2nd +1 +3 +0 +3 Spellstrike 2 — — — — —
3rd +2 +3 +1 +3 Bloodline arcana 3 — — — — —
4th +3 +4 +1 +4 Bloodline power, bloodline spell 3 1 — — — —
5th +3 +4 +1 +4 Bonus feat 4 2 — — — —
6th +4 +5 +2 +5 Magus arcana 4 3 — — — —
7th +5 +5 +2 +5 Bloodline power, bloodline spell 4 3 1 — — —
8th +6/+1 +6 +2 +6 Improved spell combat 4 4 2 — — —
9th +6/+1 +6 +3 +6 Magus arcana 5 4 3 — — —
10th +7/+2 +7 +3 +7 Bloodline spell 5 4 3 1 — —
11th +8/+3 +7 +3 +7 Bonus feat, Arcane Surge 5 4 4 2 — —
12th +9/+4 +8 +4 +8 Magus arcana 5 5 4 3 — —
13th +9/+4 +8 +4 +8 Bloodline spell, bloodline power, medium armor 5 5 4 3 1 —
14th +10/+5 +9 +4 +9 Greater spell combat 5 5 4 4 2 —
15th +11/+6/+1 +9 +5 +9 Magus arcana 5 5 5 4 3 —
16th +12/+7/+2 +10 +5 +10 Counterstrike 5 5 5 4 3 1
17th +12/+7/+2 +10 +5 +10 Bonus feat 5 5 5 4 4 2
18th +13/+8/+3 +11 +6 +11 Magus arcana 5 5 5 5 4 3
19th +14/+9/+4 +11 +6 +11 Bloodline spell, bloodline power 5 5 5 5 5 4
20th +15/+10/+5 +12 +6 +12 Bloodline spells (7th, 8th, 9th), true magus 5 5 5 5 5 5

Table: Bloodborn Magus Spells Known
Level 0th 1st 2nd 3rd 4th 5th 6th
1st 4 2 — — — — —
2nd 5 3 — — — — —
3rd 6 4 — — — — —
4th 6 4 2 — — — —
5th 6 4 3 — — — —
6th 6 4 4 — — — —
7th 6 5 4 2 — — —
8th 6 5 4 3 — — —
9th 6 5 4 4 — — —
10th 6 5 5 4 2 — —
11th 6 6 5 4 3 — —
12th 6 6 5 4 4 — —
13th 6 6 5 5 4 2 —
14th 6 6 6 5 4 3 —
15th 6 6 6 5 4 4 —
16th 6 6 6 5 5 4 2
17th 6 6 6 6 5 4 3
18th 6 6 6 6 5 4 4
19th 6 6 6 6 5 5 4
20th 6 6 6 6 6 5 5


+5 Toaster/Byrdology's Shogun's Shadow

Shogun's Shadow:
Shogun's Shadow
Class: samurai/ ninja
HD: d10
BaB: good
Saves: fort, ref
Skills: 6 + int modifier.
Weapon proficiency: as samurai and ninja
Armor Proficiency: Light Armor and bucklers, no other shields
These warriors fill a very specialized role that warlords often need to call upon, one of subtlety and finesse. Sometimes tentative situations call for a warrior whose loyalty is not impacted by abstract concepts of honor. When these situations occur, whether poisoning enemy commanders or slipping between forces on the battlefield to stab them in the eyes, the Shogun's Shadow is ready to mete out their orders.
Order: A Shogun's Shadow typically go for the order of the hidden blade(see below), though freelance Ronin do sometimes appear from time to time.
Sneak Attack: The Shogun's Shadow gains the sneak attack class feature. They deal 1d6 at 1st level, plus an additional 1d6 at 5th level and every 5 levels thereafter. This replaces the Mount and Mounted Archer.
Poison Use: At 2nd level The Shogun's Shadow gains the ninja's poison Use class Feature.
Ninjitsu Arts: The Shogun's Shadow train with Ninja in order to improve their killing potential. At 3rd level they gain the Ninjas Ki pool, and a single Ninja trick. They may only use this pool for the purposes of their Ninja Tricks. They gain an additional Ninja Trick every 3 levels. This replaces Weapon Expertise and Demanding Challenge.
Uncanny Dodge: At 5th level the Shogun's Shadow gains uncanny dodge. At 14th level they gain Improved Uncanny Dodge. These function exactly as the Ninja Class Features of the same name. This replaces Banner and Greater Banner.
Renewed Resolve: At 11th the Shogun's Shadow may substitute two points of his Ki pool to replenish one use of his Resolve ability. This replaces honorable stand.
Hidden Master:This functions as the Ninja ability of the same name. This replaces Last Stand.

Order of the Hidden Blade: Samurai of the Hidden Blade serve as both secret police and assassins, They are always pledged to a master or organization in general. Samurai Of this order are popular among crime organizations and rulers who have a more “clandestine” method of ruler-ship. Samurai with the Shogun's Shadow, and multi-class Rogue/Samurai and Ninja/Samurai typically take this order. Samurai planning on taking a Prestige Class that grants sneak attack also tend toward this order.
-Edicts: A Samurai of the Hidden Blade always keeps their masters secrets. They always follow orders, even when doing so may compromise their personal views. It's difficult (though not impossible) to maintain an alignment different from their masters.
-challenge: the Samurai may add his sneak attack dice(if he has any) to the first successful strike delivered to the target of his challenge even if the opponent is not flat footed.
- hidden blade: @ lvl 2, as a swift action, the Samurai can cause an opponent to be denied their dex bonus till the end of their turn. The Samurai must have no weapon in hand at the start of their turn in order to accomplish this, but may quick draw and attack as normal after the swift action.
- assassins strike: @ lvl 8, the Samurai adds 1d6 to their normal sneak attack(or gains 1d6 if they have none), and 2d6 to the first successful blow of their challenge strike
- one with the shadows: @ lvl 15, the Samurai gains Hide in plain sight ability after the use of Their challenge strike.
Challenge Strike: the Samurai of the Hidden Blade only gets 1/2 lvl to damage vs the target of their challenge, this ability otherwise functions as the cavaliers challenge ability.

Shogun's Shadow class ability chart
1) Challenge 1/ day, Ki pool, SA 1d6, order, resolve
2) order ability, poison use
3) ninja trick, ki pool
4) challenge 2/ day
5) SA +1d6, uncanny dodge
6) bonus feat, ninja trick
7) challenge 3/day
8) order ability
9) ninja trick, greater resolve
10) SA +1d6, challenge 4/day
11) Renewed Resolve
12) ninja trick, bonus feat
13) challenge 5/ day
14) improved uncanny dodge
15) SA +1d6, order ability, ninja trick
16) challenge 6/day
17) true resolve
18) bonus feat, ninja trick
19) challenge 7/ day
20) hidden master, SA +1d6


Raiderrpg's Pumpkin Bomber
Pumpkin Bomber:
Primary Class: Witch.
Secondary Class: Alchemist.
Alignment: Any.
Hit Dice: d6.
Bonus Skills and Ranks: The pumpkin bomber may select three alchemist skills to add to her class skills in addition to the normal witch class skills. A pumpkin bomber gains a number of ranks at each level equal to 2 + Int modifier.

Weapon and Armor Proficiency: The pumpkin bomber is proficient with all simple weapons and bombs, but not with any armor or shields.

Spellcasting: A pumpkin bomber casts arcane spells drawn from the witch’s spell list, but removes all cure spells, and the infernal healing, infernal healing (greater), neutralize poison, raise dead, remove blindness/deafness, remove disease, remove sickness, and symbol of healing spells from her list. A pumpkin bomber otherwise learns, prepares, and casts spells as a witch of equal level.

Alchemy (Su): At 1st level, a pumpkin bomber gains the alchemist’s alchemy ability, except that she can only create mundane alchemical substances, not bombs, extracts, or mutagens. This ability and bombs replace the pumpkin bombers restricted access to healing-based discoveries, hexes, patron and spells.

Cauldron (Ex): A pumpkin bomber begins play with a special cauldron at no cost and gains the witch’s cauldron hex. This cauldron is always masterwork quality, but is not made of any special material. If a pumpkin bomber attempts to use Brew Potion without her cauldron, she must make a concentration check or the potion is ruined. The DC for this check is equal to 20 + the spell's level.

A pumpkin bomber can add additional magic abilities to her cauldron as if she has the required Item Creation Feats and must be at least 3rd level to add magic abilities to her cauldron (see Craft Wondrous Items feat). The magic properties of a cauldron, including any magic abilities added to the cauldron, only function for the pumpkin bomber who owns it. If a cauldron's owner dies, or is replaced, the cauldron reverts to being an ordinary masterwork item of the appropriate type.

If a cauldron is damaged, it is restored to full hit points the next time the pumpkin bomber prepares her spells. If the cauldron is lost or destroyed, it can be replaced after 1 week in a special ritual that costs 200 gp per pumpkin bomber level plus the cost of the masterwork item. This ritual takes 8 hours to complete. Cauldrons replaced in this way do not possess any of the additional enchantments of the previous cauldron. A pumpkin bomber can designate an existing magic cauldron as his cauldron. This functions in the same way as replacing a lost or destroyed cauldron except that the new magic item retains its abilities while gaining the benefits and drawbacks of becoming a pumpkin bomber’s cauldron.

Patron: This is exactly like the witch ability of the same name, but the pumpkin bomber can choose any patron except for the Devotion and Healing patrons.

Witch’s Familiar (Ex): This is exactly like the witch’s ability of the same name, except that whenever the pumpkin bomber uses his Alchemy ability or the Brew Potion feat, her familiar can use the Aid Another action to grant the pumpkin bomber a +2 competence bonus on her Craft (alchemy) check made to accomplish the task.

In addition, a pumpkin bomber of 4th level or higher can have her familiar throw bombs for her. If the pumpkin bomber and the familiar are in contact at the time the pumpkin bomber creates a bomb, she can designate her familiar as the “thrower.” The familiar can then throw the bomb as the pumpkin bomber would. The exact method of delivering the bomb (throwing it, dropping it on the target, etc.) is determined by the type of familiar. The familiar has a number of rounds equal to the pumpkin bomber’s Intelligence modifier to deliver the bomb before it becomes inert.

Bombs (Su): At 2nd level, a pumpkin bomber gains the alchemist’s bomb ability, except that she deals 1d4 points of damage plus an additional 1d4 points of damage every two levels thereafter.

Discovery/Hex:At 2nd level, a pumpkin bomber can gain either an alchemist’s discovery or witch’s hex that she qualifies for. A pumpkin bomber gains an additional discovery or hex of his choice at 5th, 8th, 11th, 14th, and 17th level. A pumpkin bomber is restricted from choosing the healing hex or the spontaneous healing discovery, the major healing major hex, and the life giver grand hex.

Plentiful Potions (Su): Starting at 3rd level, a pumpkin bomber can use his cauldron to allow others to benefit from a potion’s effects. Once per day, a pumpkin bomber can pour any one potion or elixir into her cauldron. By spending 1 minute of work, she can dilute the potion, creating two doses of the same potion from one. Diluting a potion in this manner reduces its effective caster level by 2 (minimum 1). For example, a diluted potion of cure moderate wounds created by a 5th level caster would cure 2d8+3 hit points instead of the normal 2d8+5 hit points. At 7th level and every three levels thereafter, a pumpkin bomber can create 1 additional dose of the potion, up to a maximum of six additional doses at 19th level. These additional doses remain potent for 1 minute, after which time they and the original potion become inert.

A pumpkin bomber can use this ability twice per day at 9th level, and three times per day at 15th level. A potion that has been diluted cannot be diluted again. A pumpkin bomber must have the cauldron, potion, and a heat source to use this ability. This ability replaces the hexes gained at 4th, 10th, and 17th level.

Major Hex: At 14th level, whenever a pumpkin bomber could choose a hex, she can select a major hex instead.

Grand Discovery/Grand Hex: at 20th level, a pumpkin bomber can choose either a grand discovery or a grand hex. If she chooses a grand hex, she only gains the grand hex, not the additional two normal hexes. This ability replaces the hex gained at 20th level.

NEW DISCOVERIES
The following new discoveries may chosen by the pumpkin bomber or any alchemist that meets the prerequisites.

Hex Bomb
An alchemist can bestow hexes as well as deal damage with his bombs.
Prerequisite: Alchemist 6, hex class feature.
Benefit: When the alchemist creates a bomb, he can choose to have it bestow the effects of one hex that he knows, in addition to his bomb damage. The effect of a hex bomb is always centered on the target creature.

Table: Pumpkin Bomber
Base
Class Attack Fort Ref Will Spells per Day
Level Bonus Save Save Save Special 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +0 +0 +2 Alchemy, cantrips, cauldron, patron spells, 3 1 — — — — — — — —
witch’s familiar
2nd +1 +0 +0 +3 Bomb 1d4, discovery/hex 4 2 — — — — — — — —
3rd +1 +1 +1 +3 Plentiful potions 1/day 4 2 1 — — — — — — —
4th +2 +1 +1 +4 Bomb 2d4 4 3 2 — — — — — — —
5th +2 +1 +1 +4 Discovery/hex 4 3 2 1 — — — — — —
6th +3 +2 +2 +5 Bomb 3d4 4 3 3 2 — — — — — —
7th +3 +2 +2 +5 4 4 3 2 1 — — — — —
8th +4 +2 +2 +6 Bomb 4d4, discovery/hex 4 4 3 3 2 — — — — —
9th +4 +3 +3 +6 Plentiful potions 2/day 4 4 4 3 2 1 — — — —
10th +5 +3 +3 +7 Bomb 5d4 4 4 4 3 3 2 — — — —
11th +5 +3 +3 +7 Discovery/hex 4 4 4 4 3 2 1 — — —
12th +6/+1 +4 +4 +8 Bomb 6d4 4 4 4 4 3 3 2 — — —
13th +6/+1 +4 +4 +8 4 4 4 4 4 3 2 1 — —
14th +7/+2 +4 +4 +9 Bomb 7d4, discovery/hex, major hex 4 4 4 4 4 3 3 2 — —
15th +7/+2 +5 +5 +9 Plentiful potions 3/day 4 4 4 4 4 4 3 2 1 —
16th +8/+3 +5 +5 +10 Bomb 8d4 4 4 4 4 4 4 3 3 2 —
17th +8/+3 +5 +5 +10 Discovery/hex 4 4 4 4 4 4 4 3 2 1
18th +9/+4 +6 +6 +11 Bomb 9d4 4 4 4 4 4 4 4 3 3 2
19th +9/+4 +6 +6 +11 4 4 4 4 4 4 4 4 3 3
20th +10/+5 +6 +6 +12 Bomb 10d4, grand discovery/grand hex 4 4 4 4 4 4 4 4 4 4


Browman's Cleanser of the Faith
Cleanser of the Faith:
A Cleanser of the Faith specializes in searching for and removing deviant members of his own faith. These individuals are usually sanctioned by senior members of their church. It is a rare person who does not get nervous when a cleanser of the faith passes through their town.
Inquisitor/ Cleric
Hit die d8
Skills: a Cleanser of the Faith adds 3 cleric skills to his list of class skills, 4+Int modifier skills
Alignment: A Cleanser of the Faith must be within 1 step of his deity’s either along the Law/chaos or good/evil
Weapon and armour proficiency: A cleanser of the faith is proficient with all simple weapons and the favoured weapon of her deity. She is also proficient with light and medium armour and shields (except tower shields)
Spells: A Cleanser of the Faith casts spells as an inquisitor.
Domain: Gain one domain as a cleric including being able to cast the domain spell once a day, if the cleanser of the faith wishes to cast the spell more than once per day it must be on her list of spells known. This replaces the standard inquisitor domain, Cunning Initiative and Track.
Priestly Lore: A Cleanser of the Faith adds her wisdom modifier to any checks made relating to members of any religious group. Replaces monster lore
Channel Energy: A Cleanser of the Faith channels energy as a cleric except that she channels d4s instead of d6. She gains an additional d4 every 3 levels. This replaces solo tactics and teamwork feats
Divine Protection: A Cleanser of the faith treats all her defenses as 2 higher vs divine spells. This replaces Bane
Greater Divine Protection: The Cleanser of the faith’s divine protection increases to +4. This replaces greater bane.

Lvl Bab Fort Ref Will Special
1 0 2 0 2 Domain, judgement 1/day, Priestly lore, orisons, stern gaze
2 1 3 0 3 detect alignment
3 2 3 1 3 Channel 1d4
4 3 4 1 4 Judgement 2/day
5 3 4 1 4 Divine protection, discern lies
6 4 5 2 5 Channel 2d4
7 5 5 2 5 Judgement 3/day
8 6 6 2 6 Second judgement
9 6 6 3 6 Channel 3d4
10 7 7 3 7 Judgement 4/day
11 8 7 3 7 Stalwart
12 9 8 4 8 Improved Divine Protection, Channel 4d4
13 9 8 4 8 Judgement 5/day
14 10 9 4 9 Exploit weakness
15 11 9 5 9 Channel 5d4
16 12 10 5 10 Judgement 6/day, third judgement
17 12 10 5 10 Slayer
18 13 11 6 11 Channel 6d4
19 14 11 6 11 Judgement 7/day
20 15 12 6 12 True Judgement

Spells Per Day
1 2 3 4 5 6
1+1
2+1
3+1
3+1 1+1
4+1 2+1
4+1 3+1
4+1 3+1 1+1
4+1 4+1 2+1
5+1 4+1 3+1
5+1 4+1 3+1 1+1
5+1 4+1 4+1 2+1
5+1 5+1 4+1 3+1
5+1 5+1 4+1 3+1 1+1
5+1 5+1 4+1 4+1 2+1
5+1 5+1 5+1 4+1 3+1
5+1 5+1 5+1 4+1 3+1 1+1
5+1 5+1 5+1 4+1 4+1 2+1
5+1 5+1 5+1 5+1 4+1 3+1
5+1 5+1 5+1 5+1 5+1 4+1
5+1 5+1 5+1 5+1 5+1 5+1

Spells Known
0 1 2 3 4 5 6
4 2
5 3
6 4
6 4 2
6 4 3
6 4 4
6 5 4 2
6 5 4 3
6 5 4 4
6 5 5 4 2
6 6 5 4 3
6 6 5 4 4
6 6 5 5 4 2
6 6 6 5 4 3
6 6 6 5 4 4
6 6 6 5 5 4 2
6 6 6 6 5 4 3
6 6 6 6 5 4 4
6 6 6 6 5 5 4
6 6 6 6 6 5 5


Alfray Stryke's NinjaPirate
NinjaPirate:
Primary Class: Ninja.
Secondary Class: Gunslinger.

Hit Dice: d8.

Bonus Skills and Ranks: The swashbuckling assassin may select three gunslinger skills to add to her class skills in addition to the normal ninja class skills. The swashbuckling assassin gains a number of ranks at each level equal to 6 + Int modifier.

Weapon and Armor Proficiency: A swashbuckling assassin is proficient with all simple weapons, one-handed firearms, plus the kama, katana, kusarigama, nunchaku, sai, shortbow, short sword, shuriken, siangham, and wakizashi. The swashbuckling assassin must take Exotic Weapon Proficiency (firearms) to gain proficiency with two-handed firearms and firearm siege engines. They are proficient with light armor but not with shields.

Gunsmith (Ex): At 1st level the swashbuckling assassin gains the gunslinger’s gunsmith ability, and must take a pistol when she chooses a battered firearm at 1st level. This replaces poison use.

Sneak Attack (Ex): The swashbuckling assassin gains the rogue's sneak attack ability, except that the extra damage is 1d6 at 1st level and increases by 1d6 every three levels thereafter, up to a maximum of 7d6 at 19th level.

Ninja Trick: This is exactly like the ninja ability of the same name, expect that the swashbuckling assassin gains a ninja trick at 2nd level and every three levels thereafter. The swashbuckling assassin cannot select any ninja tricks that use poison, unless she gains the poison use ability from another class.

The swashbuckling assassin also gains access to the following new trick:

Silence (Su): As a swift action, the swashbuckling assassin can silence herself and her equipment for 1 round per level. This ability functions as the silence spell, except it only targets the swashbuckling assassin and any equipment she has. Using this ability uses up 1 ki point.

Ki Focus (Su): At 3rd level the swashbuckling assassin gains a pool of ki focus, supernatural energy she can use to perform amazing feats of agility or actions in combat. The number of points in a swashbuckling assassin’s ki focus pool is equal to 1/2 her swashbuckling assassin level + her Charisma modifier. This ki focus pool functions both as the gunslinger’s grit and the ninja’s ki pool.

At 3rd level, as long as she has at least 1 point in her ki focus, she treats any Acrobatics skill check made to jump as if she had a running start. At 10th level, she also reduces the DC of Acrobatics skill checks made to jump by 1/2 (although she still cannot move farther than her speed allows).

By spending 1 point from her ki focus, a swashbuckling assassin can make one additional attack at her highest attack bonus, but she can do so only when making a full attack. In addition, she can spend 1 point to increase her speed by 20 feet for 1 round. Finally, a swashbuckling assassin can spend 1 point from her ki pool to give herself a +4 insight bonus on Stealth checks for 1 round. Each of these powers is activated as a swift action. A swashbuckling assassin can gain additional powers that consume points from her ki pool by selecting certain ninja tricks.

Ki Bullets (Su): By performing a 1 hour ritual, the swashbuckling assassin may infuse her supernatural focus into her ammunition by carving a unique rune into her bullets. She may combine a firearm bullet and a dose of black powder into a ki bullet. A ki bullet is treated as a suitable alchemical or metal cartridge for her firearm. A ki bullet lasts for 24 hours, or until it hits a target, before it crumbles into dust. As part of the ritual she may also expend a number of focus points equal to the number of ki bullets created, these bullets automatically apply the focus shot deed to any attacks made with them. This ritual may create a number of ki bullets up to 3 + her Charisma modifier and may be performed once per day. This trick only costs focus if the swashbuckling assassin decides to imbue the ki bullets with the focus shot deed. This trick requires the focus shot deed to learn. (I guess this goes here? *Io Note*)

At 4th level a swashbuckling assassin can spend ki focus to accompilsh deeds (see Deeds) like a gunslinger. Additionally from 4th level, whenever a swashbuckling assassin reduces a creature to 0 or fewer hit points with a sneak attack made with a one-handed firearm, she regains one ki focus point. Reducing a creature that has fewer hit dice than half her character level to 0 or fewer hit points does not restore ki focus.

The ki focus is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive. This ability changes ki pool.

Deeds: At 3rd level, a swashbuckling assassin gains the gunslinger’s deeds ability, and gains access to 1st level deeds. Every four levels beyond 3rd, the swashbuckling assassin gains access each subsequent level of deeds (3rd, 7th, etc.), up to 15th level deeds at 19th level. However the swashbuckling assassin may choose only two deeds that she knows of each level. This replaces sneak attack 2d6, 6d6, and 10d6, and the ninja tricks gained at 10th and 16th level. In addition a swashbuckling assassin swaps the deadeye deed for the following:

Ki Shot (Su): At 1st level, when the swashbuckling assassin makes an attack with a one-handed firearm that is not making a scatter shot, she can spend 1 ki focus point to deal her sneak attack to the target as extra damage. If she misses with the attack, she grazes the target, and deals 1d4 damage for each dice of sneak attack she posseses to the target. She must choose to spend the ki focus before she makes the attack roll. This deed does not stack with any other sneak attack damage. This deed replaces the deadeye deed.

Deadly Intuition (Ex): At 4th level, a swashbuckling assassin has an uncanny sense of danger. When she acts in the surprise round, she can take a move action, standard action, and swift action during the surprise round, not just a move or standard action. This ability replaces uncanny dodge.

Quickdraw: At 4th level, a swashbuckling assassin gains Quickdraw as a bonus feat. This replaces no trace.

Cunning Eye (Su): Starting from 6th level, a swashbuckling assassin possesses a supernatural awareness of her surroundings. She gains a +1 insight bonus to Peception. Every three levels thereafter this bonus increases by 1, up to a maximum of +5 at 18th level. This replaces the ninja trick gained at 6th level.

Fearsome Flourish (Ex): At 8th level, a swashbuckling assassin can terrify an opponent with a single hit. A number of times per day equal to her Charisma modifier (minimum 1), when a swashbuckling assassin confirms a critical hit and deals sneak attack damage to an opponent, she can choose to make the opponent frightened for a number of rounds equal to her Charisma modifier (minimum 1). She cannot use this ability in conjunction with a critical feat. This ability replaces improved uncanny dodge.

Master Tricks: At 11th level, whenever a swashbuckling assassin could choose a ninja trick, she can choose an master trick instead. In addition she adds the following to the list of master tricks she may select from:

Smoke Shot (Ex): When a swashbuckling assassin creates a smoke bomb, while wielding a firearm, she can make it into the form of an alchemical cartridge suitable for the firearm she is currently wielding. This cartridge can be loaded into the firearm and fired as normal. On a successful attack, the effect of the smoke bomb is centred on the target and the attack deals damage to the target as if using a firearm of one size smaller. The swashbuckling assassin must have the smoke bomb ninja trick before selecting this trick.

True Assassin (Su): At 20th level, a swashbuckling assassin becomes a true master of her art. She can, as a standard action, cast greater invisibility on herself. While invisible in this way, she cannot be detected by any means, and not even invisibility purge, see invisibility, and true seeing can reveal her. She uses her swashbuckling assassin level as her caster level for this ability. Using this ability consumes 3 ki focus points from her pool. In addition she selects one deed. She can perform this deed for 1 ki focus point fewer (minimum 0) than usual. If the number of ki focus points to perform a deed is reduced to 0, the swashbuckling assassin can perform this deed as long as she has at least 1 ki focus point. If a deed could already be performed as long as she had at least 1 ki focus point, she can now perform that deed even when she has no ki focus points. This replaces hidden master.

Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +0 +2 +2 +0 Gunsmith, sneak attack +1d6
2nd +1 +3 +3 +0 Ki focus, ninja trick
3rd +2 +3 +3 +1 Deeds (1st)
4th +3 +4 +4 +1 Quickdraw, sneak attack +2d6, deadly intuition
5th +3 +4 +4 +1 Ninja trick
6th +4 +5 +5 +2 Cunning eye +1
7th +5 +5 +5 +2 Deeds (3rd), sneak attack +3d6
8th +6/+1 +6 +6 +2 Fearsome flourish, ninja trick
9th +6/+1 +6 +6 +3 Cunning eye +2
10th +7/+2 +7 +7 +3 Sneak attack +4d6
11th +8/+3 +7 +7 +3 Deeds (7th), master tricks, ninja trick
12th +9/+4 +8 +8 +4 Cunning eye +3
13th +9/+4 +8 +8 +4 Sneak attack +5d6
14th +10/+5 +9 +9 +4 Ninja trick
15th +11/+6/+1 +9 +9 +5 Cunning eye +4, deeds (11th)
16th +12/+7/+2 +10 +10 +5 Sneak attack +6d6
17th +12/+7/+2 +10 +10 +5 Ninja trick
18th +13/+8/+3 +11 +11 +6 Cunning eye +5
19th +14/+9/+4 +11 +11 +6 Deeds (15th), sneak attack +7d6
20th +15/+10/+5 +12 +12 +6 Ninja trick, true assassin

In summary:
Gains:
Gunsmith (pistol only)
Deeds (1st, 3rd, 7th, 11th, 15th levels, two deeds of each level)
Ki Focus
Deadly Intuition
Quickdraw
Cunning Eye
Fearsome Flourish
True Assassin

Loses:
Poison Use
Ki Pool
No Trace
Uncanny Dodge
Imp. Uncanny Dodge
Hidden Master
+3d6 Sneak Attack Dice
3 Ninja tricks (6th, 10th, 18th)


Oceanshieldwolf's Symbiote-gunner
Symbiote-gunner:
Symbiote-gunner
Whether forcibly melded with an alien lifeform or connected to a benign associate in a harmonious symbiotic relationship, the addition of a symbiont to a character concept extends the concept of life form or even race. The symbiote-gunner is a combat-heavy, battlefield focused class option – there is little here to offer subterfuge or diplomacy. In combination with his exo-carapace and chrysalis projector, the symbiote-gunner shoots first and asks no questions….

Primary Class: Summoner
Secondary Class: Gunslinger

Saves: Fort and Ref good, Will bad.

Skill Ranks 4 + int modifier. Adds three gunslinger class skills to Summoner list.

Weapon and Armor Proficiency: All simple weapons and light armor.

Bio-energy (Ex): A symbiote-gunner draws upon the combined energy of his symbiosis - this is his bio-energy – a fluctuating measure of the symbiote gunner’s endurance, patience, morale, enthusisasm, mental alacrity and physical fluidity. At the start of each day, a symbiote gunner gains a number of bio-energy points equal to his Constitution modifier (minimum 1). His bio-energy rises and falls throughout the day, but usually cannot go higher than his Constitution modifier (minimum 1), though some fears and magic items may affect this maximum. A symbiote-gunner spends bio-energy to enact manoeuvres (see below) and can regain bio-energy in the following ways:
Critical Hit with Chrysalis Projector: (as gunslinger)
Chrysalis kill: If the symbiote gunner’s chitin round or chrysalis beast reduces a creature to… (as gunslinger)
This ability replaces life link and lost spellcasting and cantrip capabilities.

Bio-enhancements (Su): At 1st level, as long as he has at least one point remaining in his bio energy pool, the symbiote-gunner can draw on his bio-energy to enhance himself or create physical effects. These enhancements are similar in effect to spells but are of a supernatural nature. Beneficial bio-enhancements with a range of “creature touched” can only be used to buff or enhance the symbiote-gunner or his chrysalis beasts.
A symbiote-gunner performs bio-enhancements drawn from the symbiote-gunner’s bio-enhancement list. He can perform any bio-enhancement he knows without preparing it ahead of time, assuming he has not yet used up his allotment of bio-enhancements per day for the bio-enhancement’s level, or expended all the points in his bio-energy pool.
To learn or create a bio-enhancement, the symbiote-gunner must have a Constitution score equal to at least 10 + the bio-enhancement level. The Difficulty Class for a saving throw against a symbiote-gunner’s bio-enhancement is 10 + the bio-enhancement level + the symbiote-gunner’s Constitution modifier.
A symbiote-gunner can cast only a certain number of enhancements of each enhancement level each day. His base daily enhancement allotment is given on Table: Symbiote-gunner. In addition, he receives bonus enhancements per day if he has a high Constitution score (see Table: Ability Modifiers and Bonus Enhancements).
A symbiote-gunner’s selection of enhancements is extremely limited. A symbiote-gunner begins play knowing four 0-level bio enhancements (motes) and two 1st-level bio-enhancements of the symbiote-gunner’s choice. At each new symbiote-gunner level, he gains one or more new bio-enhancements as indicated on Table: Symbiote-gunner Bio-enhancements Known.
(Unlike bio-enhancements per day, the number of bio-enhancements a symbiote-gunner knows is not affected by his Constitution score. The numbers on Table: Symbiote-gunner Bio-enhancements Known are fixed.)
Upon reaching 5th level, and at every third symbiote-gunner level thereafter (8th, 11th, and so on), a symbiote-gunner can choose to learn a new bio-enhancement in place of one he already knows. In effect, the symbiote-gunner “loses” the old bio-enhancement in exchange for the new one. The new enhancement’s level must be the same as that of the bio-enhancement being exchanged, and it must be at least one level lower than the highest-level symbiote-gunner bio-enhancement he can cast. A symbiote-gunner may swap out only a single bio-enhancement at any given level and must choose whether or not to swap the bio-enhancement at the same time that he gains new bio-enhancements known for the level. This ability replaces the Summoner’s spell use.

Chrysalis Projector (Ex) : At 1st level, the symbiote-gunner gains the ability to manifest the bio-plasma within his exo-carapace as a Chrysalis-Accelerating Projector Weapon (CAPW) or chrysalis projector as a full-round action. The chrysalis projector is a two-handed ranged weapon that resembles a large plasma projector, replete with organic cords and cables, chitinous blisters, pods, vents and nodules. The chrysalis projector completely covers and encapsulates one of the symbiote-gunner’s arms, preventing it from being disarmed. His other hand is free to steady the weapon or hold other items – however two hands are needed to fire the weapon.
Firing the chrysalis projector is a standard action, firing the chrysalis projector on all iterative attacks due to BAB is a full round action as normal. The chrysalis projector fires small, cocoon shaped projectiles called chitin rounds that deal 1d6+1 points of bludgeoning damage +1 for every three levels the symbiote-gunner possesses, and have a critical range of 20/x2. The chrysalis projector has a range of 20 feet, plus an additional 5 feet at 2nd level and every two levels thereafter.
A symbiote-gunner can create a number of chitin rounds per day equal to 4 plus his Constitution modifier. At each level after 1st, he can create 2 additional chitin rounds per day. (Temporary increases to Constitution such as those gained from bear’s endurance, do not increase the total number of chitin rounds that a symbiote-gunner can create per day.)
Alternatively the symbiote-gunner may elect to use his chrysalis projector as a melee weapon (either one- or two-handed) that deals 1d6 points of bludgeoning damage, and has a critical range of 20/x2.
The chrysalis projector can be enchanted and enhanced with weapon qualities as a masterwork weapon at the cost of the symbiote-gunner. While manifested, the chrysalis projector takes up one of the symbiote-gunner’s hand and wrist item slots. All abilities of any magical items occupying these slots at the time of the chrysalis projector’s manifestation are temporarily suppressed until it is retracted.
Retracting the chrysalis projector requires a standard action. While the chrysalis projector is subsumed within the exo-carapace the symbiote-gunner receives an extra +1 to his exo-carapace’s natural armor bonus due to the redistribution of bio-matter.
At 7th level, the symbiote-gunner can manifest the chrysalis projector as a standard action, and retract it as a swift action.
At 14th level, the symbiote-gunner can manifest the chrysalis projector as a swift action, and retract it as a free action.
This ability and maneuvers replaces eidolon and the diminished summoning cabability of spawn larvae.

Maneouvres: Symbiote-gunners spend or maintain at least one bio-energy point/s to enact maneouvres… (as gunslinger deeds)
Any maneouvres that require a saving throw has a DC equal to 10 + 1/2 the symbiote-gunner’s level + the symbiote-gunner’s Constitution modifier.
Augmentation: By expending one point of bio-energy the symbiote gunner can add the effect of one mote that he knows to his chitin rounds for 1 round.
Close-shot: As long as the symbiote-gunner has at least one point in his bio-energy pool he is considered to have the Point Blank shot feat.
Damage Modifications: By expending one point of bio-energy the symbiote-gunner can add either the slashing or piercing damage type to his chitin rounds for 1 round.
Enlarged Chrysalis: At 4th level the symbiote-gunner can spend one point from his bio-energy pool to increase his chitin rounds base dice damage to 1d8 for 1 round.
Ballistic Larvae: At 4th level, the symbiote-gunner can meld his larva-chrysalis and chitin rounds for one round. Any larvae chrysalis fired that make a successful attack roll strike the target before unfurling causing damage as a chitin round (1d6 damage +1 for every three symbiote-gunner levels). After striking the target, the unfurled chrysalis beast lands in the nearest adjacent square (or in the same square as the target if tiny) and is staggered for 2 rounds. This maneouvre costs one bio-energy point.
Retriever: At 8th level the symbiote-gunner can modify one chitin round so that it trails a fine filament that connects it directly to the chrysalis projector. On a successful hit, the symbiote-gunner may attempt to grapple the target as if he had the Improved Grapple feat. If the attempt is successful, the retriever chrysalis attaches itself to the target who gains the grappled condition. As a standard action, the symbiote-gunner can draw the target towards himself at the rate of 10 feet per round. As a standard action, a grappled creature can rip the retriever chrysalis free with a DC 20 Strength check. A retriever chrysalis filament is AC 14 (touch 12), has 5 hit points, and has DR 15/slashing. A symbiote-gunner can have only one retriever chrysalis active at a time. This maneouvre costs one bio-energy point.
Spatterbug: At 8th level the symbiote-gunner modifies one larva chrysalis so that it explodes on impact. All creatures occupying or that are adjacent to the impact square receive 1d4 points of piercing damage +1 point of damage for every two levels the symbiote-gunner possesses. Each creature that takes damage can make a Fortitude save for half the damage. If the saving throw fails, the creature takes an additional 1d4 points of acid damage and becomes shaken for 1 round per level of the symbiote-gunner. This maneouvre costs one bio-energy point.
Burrower: At 8th level the symbiote-gunner modifies one chitin round or larva chrysalis so that it can tunnel into the ground. As a standard action, the symbiote-gunner can fire a burrower at a single target within 60 feet. Once fired or ejected, the burrower immediately burrows into the ground, either waiting by the symbiote-gunner’s position or tunneling towards the target with a burrow speed of 20 feet.
If directed to wait, the burrower may be directed to attack any incoming targets, be redirected to a new target within distance or directed to attack when a certain condition is met.
When it emerges from the ground, the chitin round makes an attack on the target directly or the larva chrysalis unfurls and unleashes the chrysalis beast that immediately attacks the target (this may be as a regular attack or as a trip, bull rush or charge action). In either case, the target is flat-footed on the round that the burrower emerges from the ground. The burrower can tunnel through dirt, but not through rock, and does not leave behind tunnels other creatures can use. At 12th level, a burrower can tunnel through rock. This maneouvre costs one bio-energy point.
Leapmine: At 12th level the symbiote-gunner can modify his larva chrysalis transforming them into proximity mines. As a standard action, a symbiote-gunner can fire leapmine chrysalis into an empty square within range or eject them into a square adjacent to him. Once placed, leapmine chrysalis become camouflaged and blend into the surrounding environment for 10 minutes per level of the symbiote-gunner, and appears as a rough hewn stone, discarded piece of chitin, or some other random piece of environment appropriate debris. Creatures must make a successful DC 25 Perception check to identify a leapmine chrysalis. Any creature that enters or moves through its square or a square that is adjacent to it while the leapmine is in effect triggers the leapmine chrysalis.
Once the leapmine is triggered, the chrysalis beast is unfurled and gains an attack of opportunity against the triggering creature with a +2 bonus to its attack roll. The triggeringcreature is considered flat-footed for this attack. If the attack hits, the chrysalis beast deals +1d6 precision damage against the creature, in addition to its normal attack damage. It then functions normally during each subsequent round, attacking the creature until it or the creature is slain. A symbiote-gunner can encode the leapmine chrysalis so that allies do not trigger it when they come within its proximity, prior to it being fired or ejected as a move action.
For every chrysalis beast so transformed (via spawn larvae II or greater) the symbiote-gunner must expend one bio-energy point. A symbiote-gunner can have only one leapmine chrysalis (or squad) active at a time – any subsequent use of spawn larvae renders any extant leapmines inert and lifeless.
Shock Blast: At 12th level the symbiote-gunner can modify one chitin round to deal damage in a burst of bio-electricity. As a standard action, the symbiote-gunner can fire a single chitin round charged with electricity at a single target or into an unoccupied square. If the attack hits a creature or an unoccupied square, the chitin round explodes in a 10 foot burst centered on the target or the square. All creatures caught within the blast (including the target) receive an amount of electricity damage equal to 3d6 + ½ the symbiote-gunner’s level, in addition to its normal damage. Each creature caught in the blast area is pushed away in a straight line up to 5 feet per three symbiote-gunner levels. For every size category of the target above Medium, reduce the distance pushed by 5 feet (–5 feet for Large, –10 feet for Huge, –15 for Gargantuan, and –20 feet for Colossal) to a minimum of 0 feet. A successful Fortitude save negates the movement and halves extra blast damage, but not normal chitin round damage. Shock blast requires the expenditure of two points of the symbiote-gunner’s bio-energy.
Mortar: At 12th level, by expending two points of bio-energy the symbiote-gunner modifies one chitin round, creating a mortar round with the following characteristics:
Firing a mortar round is a standard action. The range increases to (x2) - the symbiote-gunner selects a square within that range to be the drop-zone. The mortar round takes one full round to reach its target – it will not strike the ground until the symbiote-gunner’s next turn. The symbiote-gunner makes a chrysalis projector attack as normal – he receives a -4 penalty to actually strike any creature in the designated drop-zone square – a miss still lands in the drop zone, though if the shot misses by 10 or more or the mortar chrysalis hits a random square adjacent to the drop zone.
Wherever the mortar chrysalis falls, it strikes with a fearsome impact, causing the ground to shudder and sending out a wave of concussive force that inflicts 3d8+1 hp of damage/level of the symbiote-gunner to any creature in the square it landed in – a Reflex save halves this damage. A direct hit inflicts an extra 1 hit point of damage/ level of the bio munitioneer, and the victim must make a Fortitude save or be stunned.
All creatures adjacent to the explosion fall prone and take 3d6 points of non-lethal damage - a Fortitude save with a -4 penalty halves the damage and negates the prone condition.
Juddernaught Pulse: At 16th level, the symbiote-gunner can modify one chitin round to emit a pulse that sickens and staggers his enemies. As a standard action, a symbiote-gunner can fire a single chitin round into the ground within range, creating sonic vibration in a 20-ft. burst. Each creature within the burst must make a Fortitude save or become sickened for 1 round per symbiote-gunner level and staggered for 1 round per two symbiote-gunner levels. If the save is successful, the sickened condition is negated and the duration of the staggered is reduced to 2 rounds. The juddernaught pulse can be also be created by striking the ground at the symbiote-gunner’s feet – the vibration then center’s on the symbiote-gunner’s position – he is immune to its effects, but his allies still remain subject as normal.
Alternatively, the symbiote-gunner can place his chrysalis projector against an inanimate object or make a melee attack against a construct and create a destructive pulse that causes 3d6 damage +1 per symbiote-gunner level. The bio-pool point is still expended in the case of a missed melee attack. Juddernaught pulse requires the expenditure of two points of the symbiote-gunner’s bio-energy.
Chitin Shrapnel Burst: At 16th level, the symbiote-gunner modifies one chitin round so that it creates tremendous concussive explosion on impact. A chitin shrapnel burst functions like a spatterbug chrysalis, except that the damage is 3d6 points of piercing damage +1 point of damage for every level the symbiote-gunner possesses, plus an additional 1d6 points of acid damage, and the target is nauseated for 1 round per three levels of the symbiote-gunner (Fortitude save at -2 halves the damage and negates the condition). In addition, each creature within 10 feet of the impact square (including the impact square) must make a Reflex save or fall prone. Chitin-shrapnel burst requires the expenditure of two points of the symbiote-gunner’s bio-energy.
This ability replaces shield ally, transposition, greater shield ally and merge forms.

Motes (Su): Symbiote-gunners learn a number of motes, or 0-level bio-enhancements, as noted on Table: Bio-Enhancements Known. These motes are manifested like any other bio-enhancement, but they are not expended when used and may be used again. This ability alters cantrips.

Spawn Larvae (Su): Starting at 1st level, a symbiote-gunner can create larvae-infused chrysalises (as described in the spawn larvae lists, below) and unleash them using his chrysalis projector. He can create a number of larvae chrysalises per day equal to 3 + his Constitution modifier. The process of creating and firing a larvae chrysalis is a standard action.
Firing a larvae chrysalis requires a ranged touch attack. If the attack hits, the larvae chrysalis unfurls in a square adjacent to the target (or if tiny, in the target’s square) immediately unleashing the chosen chrysalis beast which attacks the target at the end of the symbiote-gunner’s turn.
If the attack misses, the larvae chrysalis lands in a randomly determined square within 10 feet of the target and unfurls. The chrysalis beast then moves and attacks the nearest enemy at beginning of the symbiote-gunner’s next turn.
A spawned chrysalis beast attacks the symbiote-gunner’s opponents to the best of its ability. Although nominally under the symbiote-gunner’s command, chrysalis beasts generally merely attack the nearest foe – however if the symbiote-gunner can communicate with the chrysalis beast, he can direct it to not attack, to attack particular enemies, or to perform other actions.
The larvae chrysalis unleashes one of the creatures from the 1st Level list on Table: Spawn Larvae. The symbiote-gunner chooses which kind of creature to generate, and he can choose a different one each time he creates a new larvae chrysalis. (Creatures on Table: Spawn Larvae marked with an "*" are always spawned with the advanced template, regardless of its usual statistics. )
At 3rd level, and every 2 levels thereafter, the power of this ability increases by one level, allowing the symbiote-gunner to spawn more powerful creatures (to a maximum of spawn larvae IX at 17th level).
Alternatively,the symbiote-gunner may elect to create multiple weaker creatures (a squad) as in summon monster II et al. The generation and firing of a squad requires a full-round action. The squad is fired as one shot, requiring one attack roll – regardless of a hit or miss, the squad unfurls and arrays themselves as possible in the spaces permitted and attacks as normal – at the end of the symbiote-gunner’s round if a hit, on the next round if a miss.
Spawned larvae remain for a number of rounds equal to the symbiote-gunner’s Constitution modifier + 3.
A symbiote-gunner cannot have more than one use of spawned larvae active in this way at one time. If this ability is used again, any existing chrysalis beasts immediately drop to the ground, lifeless and inert.
A chrysalis beast cannot spawn or otherwise create another creature, nor can it use any teleportation or planar travel abilities. Creatures cannot be spawned into an environment that cannot support them. Creatures spawned using this ability cannot use spells or spell-like abilities that duplicate spells with expensive material components (such as wish).
This ability alters but otherwise functions as summon monster I-IX.

Table: Spawn Larvae I
1st Level Subtype(s) Source
Fire beetle* (Mining beetle) Vermin B1
Giant centipede* Vermin B1
Greensting scorpion* Vermin UM
King crab* Vermin UM
Table: Spawn Larvae II
2nd Level Subtype(s) Source
Ant, giant (worker)* Vermin B1
Bee, giant* Vermin B2
Beetle, Bombardier Vermin B1
Cockroach, giant* Vermin B1
Giant solifugid* Vermin B2
Giant tick* Vermin B2
Scorpion, cave* Vermin B2
Scorpion, ghost Vermin B3
Table: Spawn Larvae III
3rd Level Subtype(s) Source
Ankheg Magical beast B1
Ant, giant (soldier)* Vermin B1
Cave fisher* Vermin B1
Cockroach swarm* Vermin B2
Fungal crawler Aberration B2
Table: Spawn Larvae IV
4th Level Subtype(s) Source
Ant, giant (drone)* Vermin B1
Centipede, whiptail (giant)* Vermin B2
Giant wasp* Vermin B1
Mantis, giant* Vermin B1
Scorpion, giant* Vermin B1
Wasp, swarm* Vermin B1
Table: Spawn Larvae V
5th Level Subtype(s) Source
Ant, army, swarm* Vermin B1
Bee, queen (giant)* Vermin B2
Beetle, slicer* Vermin B2
Centipede, swarm* Vermin B1
Crab, swarm* Vermin B1
Giant ant lion* Vermin B3
Giant stag beetle* Vermin B1
Table: Spawn Larvae VI
6th Level Subtype(s) Source
Beetle, goliath stag* Vermin B2
Deadfall scorpion* Vermin B3
Giant adult ant lion* Vermin B3
Shark-eating crab* Vermin B3
Slug, giant* Vermin B1
Table: Spawn Larvae VII
7th Level Subtype(s) Source
Centipede, titan* Vermin B2
Spiny eurypterid* Vermin AP 37
Tick swarm* Vermin B2
Table: Spawn Larvae VIII
8th Level Subtype(s) Source
Deadly mantis* Vermin ISB
Shipwrecker crab* Vermin B3
Table: Spawn Larvae IX
9th Level Subtype(s) Source
Azruverda Aberration B3

Exo-Carapace (Ex): Starting at 2nd level, a symbiote-gunner’s symbiotic relationship to his associated organism provides him with a +1 natural armor bonus to armor class. This bonus increases by +1 for every four levels beyond 2nd level. The extra physiognomic mass and knobbly dermal distribution of the exo-carapace hampers the symbiote-gunner’s use of worn armor – unless specially constructed (as per a large creature – 200% cost) regular armor has its armor bonus reduced by one and armor check penalty increased by 2. Increase armored spell failure for spells cast from a spellcasting class by 15%. This ability replaces bond senses, maker’s call and life bond.

Imago (Su): At 10th level, a symbiote-gunner gains a greater connection to his bio-energies, prompting a metamorphic change to take place. The symbiote-gunner gains tremorsense out to 30 feet. If he already has tremorsense, the range increases by 30 feet. The symbiote-gunner also gains resist acid 5 and can enter a special hibernation state that allows him to double the rate of his natural healing when he rests.
As his exo-carapace enlarges, the symbiote-gunner’s exo-carapace grows spiky protrusions – these deal 1d4 points of slashing damage on any successful grapple check against another creature. Any creature that grapples the symbiote-gunner or attempts an opposed grapple check to pin, constrict, swallow, or damage the symbiote-gunner takes 1d4 points of slashing and piercing damage.
In addition, the symbiote-gunner can choose one of the following insect forms – by expending one bio-energy point he may make the attendant special attack with his chrysalis projector once per day:
Acid spitter: Ankheg - spit acid – B1 p. 15/ Giant Slug – spit acid B1 p254
Leech bite: Giant leech - leech bite B1 p. 187
Poison sting: Spider – poison – B1 p.258/ Wasp – poison B1 p.275
Mantis Lunge: Giant Mantis – quick lunge B1 p.200
Slicer: Slicer beetle – crippling bite – B2 p.44
Extending Spike: Giant dragonfly nymph – extending jaw B2 p.105
Vomitus spray: Maggot giant – regurgitate – B2 p.124
Dread Stinger: Scorpion (black) – rapid sting B2 p. 240/ Scorpion (deadfall) sudden strike B3 p.237
Tick bite: Tick, giant/tick swarm – grab B2 p. 265
Power Claw: Crab (shipwrecker) - power claw – B3 p.60
Electric Blast: Jellyfish (sapphire) - electric blast– B3 p.155
The symbiote-gunner can make an additional use of this attack per day at 14th and 18th levels.
This ability replaces aspect and greater aspect.

Exo-Apotheosis (Su): At 20th level, a symbiote-gunner can cause the latent insectoid genetic material within him to become dominate, triggering a complete metamorphic change. A symbiote-gunner must expend his maximum allowable bio-energy to encase himself in a metamorphic chrysalis. This encasement requires 1 minute to complete and leaves the symbiote-gunner vulnerable to attacks. While within the chrysalis, the symbiote-gunner begins a metamorphic transformation into a humanoid insect-like creature that requires 1 full day to complete, leaving the symbiote-gunner vulnerable to attack. The metamorphic chrysalis, has the following statistics: HD 20 (110 hit points); AC 30 (+30 natural armor); Special DR 10/magic and adamantine, immunity to acid, and resist cold 10, electricity 10 and fire 10, SR 25. Allies may stand guard during this time to protect their comrade from harm.
Upon completing this transformation, the chrysalis unfurls and the newly transformed symbiote-gunner emerges. Through this metamorphosis, the symbiote-gunner permanently bonds with both his exo-carapace and chrysalis projector, his acid resistance increases to 20, he gains a burrow speed of 20 feet, and his creature type changes to Monstrous Humanoid. In addition, the symbiote-gunner can spit a corrosive stomach acid (either out of his chrysalis projector or head) at an opponent within 30 feet (no range increment) once per day. With a successful ranged touch attack, the target takes 10d6 points of acid damage (Reflex save for half).
This ability replaces twin eidolon.

Bio-Enhancement List:
Symbiote-gunners gain access to the following bio-enhancements. Remember that beneficial bio-enhancements with a range of “creature touched” can only be used to buff or enhance the symbiote-gunner or his chrysalis beasts.
0-Level Symbiote-gunner Bio-enhancements—acid splash, bleed, daze, detect poison, flare, light, resistance, stabilize, touch of fatigue, virtue.
1st-Level Symbiote-gunner Bio-enhancements – ant haul, daze monster, cure light wounds, ear-piercing scream, endure elements, expeditious retreat, feather step, grease, jump, longstrider, remove sickness, spider climb.
2nd-Level Symbiote-gunner Bio-enhancements— acute senses, barkskin, bear’s endurance, blur, bull’s strength, cat’s grace, cure moderate wounds, delay poison, distressing tone, eagle’s splendor, glide, piercing shriek, protection from arrows, resist energy, shatter, tireless pursuit.
3rd-Level Symbiote-gunner Bio-enhancements— continual flame, burrow, burst of speed, contagion, darkvision, displacement, fire shield, fungal infestation, haste, heroism, protection from energy, rage, remove disease, repel vermin, resinous skin, see invisibility, sound burst, spit venom, water breathing.
4th-Level Symbiote-gunner Bio-enhancements— absorb toxicity, age resistance (lesser), cape of wasps, cure serious wounds, darkvision (greater), echolocation, fly, insect plague**, neutralize poison, poison, thorny body.
5th-Level Symbiote-gunner Bio-enhancements—blessing of the salamander, contagion (greater), euphoric tranquility, heroism (greater), planar adaptation, plane shift, repulsion, sonic thrust, stoneskin, touch of slime.
6th-Level Symbiote-gunner Bio-enhancements—age resistance, antipathy, creeping doom, cure critical wounds, discordant blast, epidemic, plague storm, swarm skin, sympathy.

Swaps and Trades:
Where a thematic tweak to a Gunslinger ability occurred the gunslinger ability has been added in brackets after the Symbiote-gunner ability name)
*Bio-energy (grit) replaces life link and lost spell capabilites bio-enhancements and motes
*Bio-enhancements replace spells
*Chrysalis Projector (gunsmithing) replaces eidolon and reduced summoning capability of summon monsters as exemplified by spawn larvae
*Maneouvres (deeds) replace shield ally, transposition, greater shield ally and merge forms
*Motes replace Cantrips
*Spawn larvae alters summon monster
*Exo-carapace (nimble) replaces bond senses, maker’s call, and life bond
*Imago replace aspect and greater aspect
Exo-apotheosis replaces twin eidolon.
A note on names - maneouvres could just as well be capabilities, ammo forms, modifications etc...
Bio-enhancements and motes could be anatomic manipulations, cell-adjustments, atom-binds etc etc


Kyras Ausks' Arcane Archer
Arcane Archer:
Arcane Archer
P-Class: Ranger
S-Class: Wizard
HD: D8
Skills: Add 3 of any wizard skills to the ranger list
BAB: ½
Saves Frt-Low, Ref-Good, Wil-Good
Level_ Ability_____________________ Spell Level 1, 2, 3, 4
1: 1st Favored Enemy, Wild Empathy
2: Archery Style Feat
3: Endurance, Enchanted Arrow
4: Archers Bond 0
5:2nd Favored Enemy 1
6: Archery Style Feat, Imbued Arrow 1
7: Spotter for the Shot 1, 0
8: Enchanted Arrow 1, 1
9: Evasion 2, 1
10:3rd Favored Enemy, Archery Style Feat 2, 1, 0
11: Quarry 2, 1, 1
12: 2, 2, 1
13: Enchanted Arrow 3, 2, 1, 1
14: Archery Style Feat 3, 2, 1, 1
15:4th Favored Enemy 3, 2, 2, 1
16: Improved Quarry 3, 3, 2, 1
17: Hide In Plain Sight 4, 3, 2, 1
18: Archery Style Feat, Enchanted Arrow 4, 3, 2, 2
19: Improved Quarry 4, 3, 3, 2
20: 5th Favored Enemy Master Hunter 4, 4, 3, 3
Archery Style Feat: this functions as Combat Style Feat but the Arcane Archer must choose archery this replaces Combat Style Feat.
Enchanted Arrow: At level 3rd and very 5th level after the Arcane Archer arrow becomes more powerful. At level 3 they count as +1 arrow, level 8 every nonmagical arrow fired by an arcane archer gains one of the following elemental themed weapon qualities: flaming, frost, or shock, level13 every nonmagical arrow fired by an arcane archer gains the distance weapon quality, and level 18 every nonmagical arrow fired by an arcane archer gains one of the following elemental burst weapon qualities: flaming burst, icy burst, or shocking burst. This ability replaces the ability gained at 8th level. This replaces Favored Terrain
Spotter for the Shot: Using his bond with his familiar the Arcane Archer he can deny cover from his target by ether lobbing arrow over cover or bounce the arrow off different obstacles. This difficult shot is made at a -4 to attack bonus and with a -30’ to range. At level 12 he has trained his shot he can make the shot with a -2 bonus. This replaces woodland stride and camouflage.
At 4th level, Arcane Archer forms a powerful bond with a flying creature, which acts as familiar in many ways. The changes are noted on the chart. Also the level of other spell casters does not stack with this familiar. This replaces hunters bond
At level 4 Arcane Archermay start a spell book to casts arcane spells drawn from the sorcerer/wizard spell list presented in Spell Lists. An Arcane Archer must choose and prepare his spells ahead of time. To learn, prepare, or cast a spell, the Arcane Archer must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an Arcane Archer's spell is 10 + the spell level + the Arcane Archer's Intelligence modifier. An Arcane Archer can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Arcane Archer. In addition, he receives bonus spells per day if he has a high Intelligence score (see Table: Ability Modifiers and Bonus Spells).A Arcane Archer may know any number of spells. He must choose and prepare his spells ahead of time by getting 8 hours of sleep and spending 1 hour studying his spell book. While studying, the Arcane Archer decides which spells to prepare. Like any other arcane spell caster, a Arcane Archer wearing medium or heavy armor incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass Arcane Archer still incurs the normal arcane spell failure chance for arcane spells received from other classes.
Archer bond
1-2/+1NAB/6int: Alertness, Improved Evasion, Share Spells, Eye to Eye
3-4/+2NAB/7int:
5-6/+3NAB/8int: Speak With Master
7-8/+4NAB/9int: Speak With Animals of Its Kind
9-10/+5NAB/10int:
11-12/+6NAB/11int: Spell Resistance
13-14/+7NAB/12int: Scry On Familiar,
15-16/+8NAB/13int:
17-18/+9NAB/14int:
19-20/+10NAB/15int:
Eye to Eye: The bond between the Arcane Archer and his familiar is strongest between their eyes. When the Arcane Archer closes his eye he can see threw the eye of the familiar the commotion is still similar to the way empathic link works in all other ways

Kyras Ausks' Remorseless Assassin
Remorseless Assassin:
P-Class: Rogue
S-Class: Wizard
HD: D8
Skills: Add 3 of any wizard skills to the Rogue skill list
BAB: ½
Saves Frt-Low, Ref-Good, Wil-Good
Level_ Ability_____________________ Spell Level 1, 2, 3, 4
1st sneak attack +1d6, Poison Use
2nd Evasion, rogue talent
3rd Sneak attack +2d6, favored token,
4th Uncanny dodge, Cantrips, Spells_0
5th Sneak attack +3d6_1
6th Rogue talent, trap sense +2_1
7th Sneak attack +4d6_1, 0
8th Improved uncanny dodge, Death Attack_1, 1
9th Sneak attack +5d6, trap sense +3_2, 1
10th Advanced talents, rogue talent_2, 1, 0
11th Sneak attack +6d6_2, 1, 1
12th Quiet Death _2, 2, 1
13th Sneak attack +7d6_3, 2, 1, 0
14th Rogue talent_3, 2, 1, 1
15th Sneak attack +8d6, trap sense +5_3, 2, 2, 1
16th Swift Death _3, 3, 2, 1
17th Sneak attack +9d6_4, 3, 2, 1
18th Rogue talent, trap sense +6_4, 3, 2, 2
19th Sneak attack +10d6_4, 3, 3, 2
20th Angel of Death _4, 4, 3, 3,
Abilities
Favored Token: The favored token of a killer can take one of two forms a weapon or a small bobble. If the Assassin takes a weapon as his favored token he may gain a luck bonus to one attack equals to his 1/4th his level. He may do this a number of times per day equal to his int bonus. If he chooses a bobble he can raise the DC of a poison he is using equal to his int mod he can add this bonus to a number of poisons equal to 1/4th his level.
Spells: At level 4 An Assassin casts arcane spells drawn from the sorcerer/wizard spell list presented in Spell Lists. An Assassin must choose and prepare his spells ahead of time. To learn, prepare, or cast a spell, the Assassin must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an Assassin's spell is 10 + the spell level + the Assassin's Intelligence modifier. An Assassin can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Assassin. In addition, he receives bonus spells per day if he has a high Intelligence score (see Table: Ability Modifiers and Bonus Spells).A Assassin may know any number of spells. He must choose and prepare his spells ahead of time by getting 8 hours of sleep and spending 1 hour studying his spellbook. While studying, the Assassin decides which spells to prepare.
School of the Assassin: An assassin learns magic as a tool for the kill although he does not trust it to make the kill its self an Assassin may not add spells that do damage to a target or an area.
Spellbooks: An Assassin must study his spellbook each day to prepare his spells. He cannot prepare any spell not recorded in his spellbook, except for read magic, which all Assassin s can prepare from memory. An Assassin begins play with a spellbook containing all 0-level Assassin spells (except those from his prohibited schools, if any; see Arcane Schools) plus one 1st-level spells of his choice. The Assassin also selects a number of additional 1st-level spells equal to his Intelligence modifier to add to the spellbook. At each new Assassin level, he gains two new spells of any spell level or levels that he can cast (based on his new Assassin level) for his spellbook. At any time, an Assassin can also add spells found in other Assassins' spellbooks to his own
Death Attack (Ex): At level 8 If an assassin studies his victim for 3 rounds and then makes a sneak attack with a melee weapon that successfully deals damage, the sneak attack has the additional effect of possibly either paralyzing or killing the target (assassin's choice). Studying the victim is a standard action. If the victim of such a death attack fails a Fortitude save (DC 10 + the assassin's class level + the assassin's Int modifier) against the kill effect, she dies. If the saving throw fails against the paralysis effect, the victim is rendered helpless and unable to act for 1d6 rounds plus 1 round per level of the assassin. If the victim's saving throw succeeds, the attack is just a normal sneak attack. Once the assassin has completed the 3 rounds of study, he must make the death attack within the next 3 rounds. If a death attack is attempted and fails (the victim makes her save) or if the assassin does not launch the attack within 3 rounds of completing the study, 3 new rounds of study are required before he can attempt another death attack.
Quiet Death (Ex): At 12th level, whenever an assassin kills a creature using his death attack during a surprise round, he can also make a Stealth check, opposed by Perception checks of those in the vicinity to prevent them from identifying him as the assailant. If successful, those nearby might not even notice that the target is dead for a few moments, allowing the assassin to avoid detection.
Swift Death (Ex): At 16th level, once per day, an assassin can make a death attack against a foe without studying the foe beforehand. He must still sneak attack his foe using a melee weapon that deals damage.
Angel of Death (Su): At 20th level, the assassin becomes a master of death. Once per day, when the assassin makes a successful death attack, he can cause the target's body to crumble to dust. This prevents raise dead and resurrection (although true resurrection works as normal). The assassin must declare the use of this ability before the attack is made. If the attack misses or the target successfully saves against the death attack, this ability is wasted with no effect.


Alright!
Looks like Paizo finally worked.
It wouldn't take the post as a whole or in halves. But looks like it could handle thirds.

So yeah, we have 21 active MCAs.

From what I can tell, the finished MCAs at current are Runeforged Warrior, Summoner General, Gun Prophet, Trench Infantryman, Occult Philologist, and Blood Chemist.
Not sure if those 'Final Words' were actually final, but yeah.
There's a bit of work to be done :P


Pumpkin Bomber, I think, can be considered 'done' once Elghinn writes in the 1 minute on plentiful potions. We'll move it to the final process at some point later on- for now, it's wiki-able, I'd say?

Also, Iorthol? Well done. I think you'll be getting my vote once contributor time comes, putting that sort of effort and organization in. Makes things easy for everyone! >:D

*salutes*


Right, I've gone through the thread and found what looks to be the most recent version of the Elemental Blade for you.

Elemental Blade:
ELEMENTAL BLADE MK II:
The majority of fighters are trained solely with martial techniques, elemental blades are fighters with the smallest spark of arcane talent. Their trainers focus this talent into an elemental focus allowing them to cast an extremely limited selection of spells, though this comes at a cost to their martial skills.

Primary Class: Fighter.
Secondary Class: Wizard (elemental).
Alignment: Any.
Hit Dice: d10.

Bonus Skills and Ranks: The elemental blade may select three wizard skills to add to his class skills in addition to the normal fighter class skills. The elemental blade gains a number of ranks at each level equal to 2 + Int modifier.

Weapon and Armor Proficiency: An elemental blade is proficient with all simple and martial weapons, light armor, medium armor, and with shields (except tower shields). An elemental blade can cast arcane spells while wearing light or medium armor and using a shield without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, an elemental blade wearing heavy armor incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass elemental blade still incurs the normal arcane spell failure chance for arcane spells received from other classes.

Cantrips: An elemental blade can prepare a number of cantrips, or 0-level spells, each day, as noted on Table: Elemental Blade under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again. An elemental blade cannot prepare a cantrip from his opposition school.

Elemental School: At 1st level, an elemental blade gains the wizard’s arcane school ability, except that he must choose one of the four elemental schools (Air, Earth, Fire, or Water). He also gains the first listed school power, and each additional listed power at 4th level and 12th level respectively. An elemental blade only gains spells from his elemental school (see Elemental Spells). This ability and elemental spells replace the bonus feat gained at 1st level, armor training, and armor mastery.

Elemental Spells: Beginning at 4th level, an elemental blade gains the ability to cast a small number of arcane spells which are drawn from the wizard spell list of his chosen elemental school. An elemental blade must choose and prepare his spells ahead of time.

Like other spellcasters, an elemental blade can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Elemental Blade. In addition, he receives bonus spells per day if he has a high Intelligence score. When Table: Elemental Blade indicates that the elemental blade gets 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on his Intelligence score for that spell level.

Through 3rd level, an elemental blade has no caster level. At 4th level and higher, his caster level is equal to his elemental blade level –3.

Spellbook: An elemental blade begins play with a spellbook containing all 0-level wizard spells (except those from his opposed elemental school; see Elemental Arcane Schools). At 4th level, he gains three 1st-level spells of his choice from his elemental school spell list. The elemental blade also selects a number of additional 1st-level spells equal to his Intelligence modifier to add to the spellbook. At each new elemental blade level beyond 4th, he gains one new spell of his choice to add to his spellbook. The spell must be of a spell level he can cast, and it must be chosen from his elemental school spell list. At any time, an elemental blade can also add spells from his elemental school found in other wizards' spellbooks to his own.
Energy Defense (Su): Starting at 2nd level, an elemental blade is able to defend himself against energy attacks of the type associated with his elemental school–Air (electricity), Earth (acid), Fire (fire), or Water (cold). He gains a +1 bonus to all savings throws against spells and effects of his school element. This bonus increases by +1 every four levels beyond 2nd. This ability replaces bravery.

Elemental Weapon (Su): Upon reaching 3rd level, an elemental blade forms a powerful bond with a weapon of his choice. If an elemental blade attempts to cast a spell without his bonded weapon in hand, he must make a concentration check or lose the spell. The DC for this check is equal to 20 + the spell's level.

Once per day as a swift action, an elemental blade can wreathe his bonded weapon in elemental energy for 1 minute. While wreathed in energy, the elemental blade’s weapon deals an amount of energy damage of his school type equal to 1d6 plus 1/2 his elemental blade level. At 7th level and every four levels thereafter, an elemental blade can wreathe his weapon in elemental energy an additional time per day.

An elemental blade can add additional magic abilities to his bonded weapon as if he has the required Item Creation Feats and if he meets the level prerequisites of the feat. The magic properties of a bonded weapon, including any magic abilities added to the weapon, only function for the elemental blade who owns it. If a bonded weapon's owner dies, or the weapon is replaced, the weapon reverts to being an ordinary masterwork item of the appropriate type.

If a bonded weapon is damaged, it is restored to full hit points the next time the elemental blade prepares his spells. If the bonded weapon is lost or destroyed, it can be replaced after 1 week in a special ritual that costs 200 gp per elemental blade level plus the cost of the masterwork item. This ritual takes 8 hours to complete. Weapons replaced in this way do not possess any of the additional enchantments of the previous bonded weapon. An elemental blade can designate an existing magic weapon as his bonded item. This functions in the same way as replacing a lost or destroyed item except that the new magic weapon retains its abilities while gaining the benefits and drawbacks of becoming a bonded weapon. This ability replaces the weapon training.

Energy Adaptation (Su): Stating at 4th level, an elemental blade can channel stored spell energy into various energy-based effects, as a swift action. The elemental blade can “lose” any prepared spell in order to gain resistance to the energy type associated with his elemental school for 1 minute per elemental blade level. For each level of the prepared spell, he gains energy resistance 5. For example, a 9th level elemental blade that “loses” a 2nd–level would gain energy resistance 10 to the energy type of his elemental school for 9 minutes.

At 10th level, an elemental can “lose” any prepared spell in order to gain energy resistance to the energy type opposed to his elemental school for 1 round per elemental blade level. For each level of the prepared spell, he gains energy resistance 5. For example, a 12th level elemental blade that “loses” a 3rd–level would gain energy resistance 15 to his opposite energy type for 12 rounds.
At 16th level, an elemental can “lose” any prepared spell in order to create a burst of the energy type associated with his elemental school. This effect is in 30-foot cone-shaped burst that deals 2d6 points of energy damage plus 2d6 points of damage for each level of the prepared spell. Creatures within this cone effect gains a Reflex saving throw (DC 10 + 1/2 the elemental blade’s level + the elemental blade’s Intelligence modifier) for half damage.

This ability replaces bonus feats gained at 4th, 10th and 16th level.

Elemental Weapon Mastery (Ex): At 20th level, any attacks made with the elemental blade’s bonded weapon automatically confirm all critical threats. In addition, when he confirms a critical hit with his elemental weapon, his weapon is treated as having the flaming burst special weapon ability, but deals energy damage of a type associated with his elemental school. This ability replaces weapon mastery.

Table: Elemental Blade
Base
Class Attack Fort Ref Will Spells per Day
Level Bonus Save Save Save Special 0 1st 2nd 3rd 4th
1st +1 +2 +0 +2 Elemental school, school power 2 — — — —
2nd +2 +3 +0 +3 Bonus feat, energy defense 3 — — — —
3rd +3 +3 +1 +3 School power 3 — — — —
4th +4 +4 +1 +4 Energy adaptation 3 0 — — —
5th +5 +4 +1 +4 Elemental weapon 1day 3 1 — — —
6th +6/+1 +5 +2 +5 Bonus feat 4 1 — — —
7th +7/+2 +5 +2 +5 4 1 0 — —
8th +8/+3 +6 +2 +6 Bonus feat 4 1 1 — —
9th +9/+4 +6 +3 +6 Elemental weapon 2day 4 2 1 — —
10th +10/+5 +7 +3 +7 Energy adaptation 4 2 1 0 —
11th +11/+6/+1 +7 +3 +7 School power 4 2 1 1 —
12th +12/+7/+2 +8 +4 +8 Bonus feat 4 2 2 1 —
13th +13/+8/+3 +8 +4 +8 Elemental weapon 3day 4 3 2 1 0
14th +14/+9/+4 +9 +4 +9 Bonus feat 4 3 2 1 1
15th +15/+10/+5 +9 +5 +9 4 3 2 2 1
16th +16/+11/+7/+2 +10 +5 +10 Energy adaptation 4 3 3 2 1
17th +17/+12/+7/+2 +10 +5 +10 Elemental weapon 4day 4 4 3 2 1
18th +18/+13/+8/+3 +11 +6 +11 Bonus feat 4 4 3 2 2
19th +19/+14/+9/+4 +11 +6 +11 4 4 3 3 2
20th +20/+15/+10/+5 +12 +6 +12 Bonus feat, elemental mastery 4 4 4 3 3

and I'll post my most updated Swashbuckling Assassin/Ninja Pirate as there were some changes posted that weren't included in your post.

Swashbuckling Assassin/Ninja Pirate:

Primary Class: Ninja.
Secondary Class: Gunslinger.
Alignment: Any, normally chaotic
Hit Dice: d8.

Bonus Skills and Ranks: The swashbuckling assassin may select three gunslinger skills to add to her class skills in addition to the normal ninja class skills. The swashbuckling assassin gains a number of ranks at each level equal to 6 + Int modifier.

Weapon and Armor Proficiency: A swashbuckling assassin is proficient with all simple weapons, one-handed firearms, plus five of the following exotic weapons; kama, katana, kusarigama, nunchaku, sai, shortbow, short sword, shuriken, siangham, and wakizashi. The swashbuckling assassin must take Exotic Weapon Proficiency (firearms) to gain proficiency with two-handed firearms and firearm siege engines. They are proficient with light armor but not with shields.

Gunsmith (Ex): At 1st level the swashbuckling assassin gains the gunslinger’s gunsmith ability, and must take a pistol when she chooses a battered firearm at 1st level. This replaces poison use.

Sneak Attack (Ex): The swashbuckling assassin gains the rogue's sneak attack ability, except that the extra damage is 1d6 at 1st level and increases by 1d6 every three levels thereafter, up to a maximum of 7d6 at 19th level.

Ninja Trick: This is exactly like the ninja ability of the same name, except that the swashbuckling assassin gains a ninja trick at 2nd level and every three levels thereafter. The swashbuckling assassin cannot select any ninja tricks that use poison, unless she gains the poison use ability from another class.

The swashbuckling assassin also gains access to the following new tricks:

Silence (Su): As a swift action, the swashbuckling assassin can silence herself and her equipment for 1 round per level. This ability functions as the silence spell, except that it only targets the swashbuckling assassin and any equipment she has. Using this ability uses up 1 focus point.

Ki Bullets (Su): By performing a 1 hour ritual, the swashbuckling assassin may infuse her supernatural focus into her ammunition by carving a unique rune into her bullets. She may combine a firearm bullet and a dose of black powder into a ki bullet. A ki bullet is treated as a suitable alchemical or metal cartridge for her firearm. A ki bullet lasts for 24 hours, or until it hits a target, before it crumbles into dust. As part of the ritual she may also expend a number of focus points equal to the number of ki bullets created, these bullets automatically apply the focus shot deed to any attacks made with them. This ritual may create a number of ki bullets up to 3 + her Charisma modifier and may be performed once per day. This trick only costs focus if the swashbuckling assassin decides to imbue the ki bullets with the focus shot deed. This trick requires the focus shot deed to learn.

Focus (Su): At 2nd level the swashbuckling assassin gains focus, a pool of supernatural energy she can use to perform amazing feats of agility or actions in combat. The number of points in a swashbuckling assassin’s focus pool is equal to 1/2 her swashbuckling assassin level + her Charisma modifier. This focus pool functions both as the gunslinger’s grit and the ninja’s ki pool.

At 2nd level, as long as she has at least 1 point in her focus pool, she treats any Acrobatics skill check made to jump as if she had a running start. At 10th level, she also reduces the DC of Acrobatics skill checks made to jump by 1/2 (although she still cannot move farther than her speed allows).

By spending 1 point from her focus pool, a swashbuckling assassin can make one additional attack at her highest attack bonus, but she can do so only when making a full attack. In addition, she can spend 1 point to increase her speed by 20 feet for 1 round. Finally, a swashbuckling assassin can spend 1 point from her focus pool to give herself a +4 insight bonus on Stealth checks for 1 round. Each of these powers is activated as a swift action. A swashbuckling assassin can gain additional powers that consume points from her focus pool by selecting certain ninja tricks.

At 3rd level a swashbuckling assassin can spend focus points to accomplish deeds (see Deeds) like a gunslinger. Additionally from 3rd level, whenever a swashbuckling assassin reduces a creature to 0 or fewer hit points with a sneak attack made with a one-handed firearm, she regains one focus point. Reducing a creature that has fewer hit dice than half her character level to 0 or fewer hit points does not restore focus points.

The swashbuckling assassin’s focus pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive. This ability changes ki pool.

Deeds: At 3rd level, a swashbuckling assassin gains the gunslinger’s deeds ability, and gains access to 1st level deeds. Every four levels beyond 3rd, the swashbuckling assassin gains access each subsequent level of deeds (3rd, 7th, etc.), up to 15th level deeds at 19th level. However the swashbuckling assassin may choose only two deeds that she knows of each level. This replaces sneak attack 2d6, 6d6, and 10d6, and the ninja tricks gained at 10th and 16th level. In addition a swashbuckling assassin swaps the deadeye deed for the following:

Focus Shot (Su): At 1st level, when the swashbuckling assassin makes an attack with a one-handed firearm that is not making a scatter shot, she can spend 1 focus point to deal her sneak attack to the target as extra damage. If she misses with the attack, she grazes the target, and deals 1d4 precision damage for each dice of sneak attack she possesses to the target. She must choose to spend the focus point before she makes the attack roll. This deed does not stack with any other sneak attack damage. This deed replaces the deadeye deed.

Cunning Eye (Su): Starting from 3rd level, a swashbuckling assassin possesses a supernatural awareness of her surroundings. She gains a +1 insight bonus to Perception. Every three levels thereafter this bonus increases by 1, up to a maximum of +6 at 18th level. This replaces no trace.

Deadly Intuition (Ex): At 4th level, a swashbuckling assassin has an uncanny sense of danger. When she acts in the surprise round, she can take a move action, standard action, and swift action during the surprise round, not just a move or standard action. This ability replaces uncanny dodge.

Quickdraw: At 4th level, a swashbuckling assassin gains Quickdraw as a bonus feat. This replaces the ninja trick gained at 4th level.

Fearsome Flourish (Ex): At 8th level, a swashbuckling assassin can terrify an opponent with a single hit. A number of times per day equal to her Charisma modifier (minimum 1), when a swashbuckling assassin confirms a critical hit and deals sneak attack damage to an opponent, she can choose to make the opponent frightened for a number of rounds equal to her Charisma modifier (minimum 1). She cannot use this ability in conjunction with a critical feat. This ability replaces improved uncanny dodge.

Master Tricks: At 11th level, whenever a swashbuckling assassin could choose a ninja trick, she can choose an master trick instead. In addition she adds the following to the list of master tricks she may select from:

Smoke Shot (Ex): When a swashbuckling assassin creates a smoke bomb, while wielding a firearm, she can make it into the form of an alchemical cartridge suitable for the firearm she is currently wielding. This cartridge can be loaded into the firearm and fired as normal. On a successful attack, the effect of the smoke bomb is centred on the target and the attack deals damage to the target as if using a firearm of one size smaller. The swashbuckling assassin must have the smoke bomb ninja trick before selecting this trick.

True Assassin (Su): At 20th level, a swashbuckling assassin becomes a true master of her art. She can, as a standard action, cast greater invisibility on herself. While invisible in this way, she cannot be detected by any means, and not even invisibility purge, see invisibility, and true seeing can reveal her. She uses her swashbuckling assassin level as her caster level for this ability. Using this ability consumes 3 focus points from her pool. In addition she selects one deed. She can perform this deed for 1 focus point fewer (minimum 0) than usual. If the number of focus points to perform a deed is reduced to 0, the swashbuckling assassin can perform this deed as long as she has at least 1 focus point. If a deed could already be performed as long as she had at least 1 focus point, she can now perform that deed even when she has no focus points. This replaces hidden master.

Table: Swashbuckling Assassin
Level Base Attack Bonus Fort Save Ref Save Will Save Special

1st +0 +2 +2 +0 Gunsmith, sneak attack +1d6
2nd +1 +3 +3 +0 Focus pool, ninja trick
3rd +2 +3 +3 +1 Cunning eye +1 , deeds (1st)
4th +3 +4 +4 +1 Quickdraw, sneak attack +2d6, deadly intuition
5th +3 +4 +4 +1 Ninja trick
6th +4 +5 +5 +2 Cunning eye +2
7th +5 +5 +5 +2 Deeds (3rd), sneak attack +3d6
8th +6/+1 +6 +6 +2 Fearsome flourish, ninja trick
9th +6/+1 +6 +6 +3 Cunning eye +3
10th +7/+2 +7 +7 +3 Sneak attack +4d6
11th +8/+3 +7 +7 +3 Deeds (7th), master tricks, ninja trick
12th +9/+4 +8 +8 +4 Cunning eye +4
13th +9/+4 +8 +8 +4 Sneak attack +5d6
14th +10/+5 +9 +9 +4 Ninja trick
15th +11/+6/+1 +9 +9 +5 Cunning eye +5, deeds (11th)
16th +12/+7/+2 +10 +10 +5 Sneak attack +6d6
17th +12/+7/+2 +10 +10 +5 Ninja trick
18th +13/+8/+3 +11 +11 +6 Cunning eye +6
19th +14/+9/+4 +11 +11 +6 Deeds (15th), sneak attack +7d6
20th +15/+10/+5 +12 +12 +6 Ninja trick, true assassin

In summary:
Gains:
Gunsmith (pistol only)
Deeds (1st, 3rd, 7th, 11th, 15th levels, two deeds of each level)
Focus Pool
Deadly Intuition
Quickdraw
Cunning Eye
Fearsome Flourish
True Assassin
Loses:
Poison Use
Ki Pool
No Trace
Uncanny Dodge
Imp. Uncanny Dodge
Hidden Master
+3d6 Sneak Attack Dice
3 Ninja tricks (4th, 10th, 16th)

Since I'm off work today, I'm going to read though the classes and see what thoughts I have. Personally I think we should prioritise the MCAs by how close to completion and how old they are.


I thought the latest elemental blade, summoner general, the fey mage and beast knight were all done?


and the longest post ever award goes to Iorthol (if i open it all up it slows my internet...) thanks though


Looks like it to me. If so that's the the following complete;
Beast Knight (Druid/Cavalier)
Blood Chemist (Alchemist/Sorcerer)
Elemental Blade (Fighter/Wizard (Elemental)
Fey Mage (Sorcerer Summoner)
Gun Prophet (Oracle/Gunslinger)
Occult Philologist (Wizard/Oracle)
Pumpkin Bomber (Witch/Alchemist)
Runeforged Warrior (Fighter/Magus)
Summoner General (Fighter/Summoner)
Trench Infantryman (Fighter/Gunslinger)

I feel that the Swashbuckling Assassin is mostly complete, just need to know if it's balanced (though the player who'll be testing it said he has some ideas for master tricks, I'll post those once the bulk of this has died down)

So that's by my count 10 MCAs left;
Arcane Archer (Ranger/Wizard)
Arcane Venator (Inquisitor/Wizard)
Bloodborn Magus (Magus/Sorcerer)
Cleanser of the Faith (Inquisitor/Cleric)
Essentia Shaman (Druid/Wizard)
Intellectual Ascetic/Insightful Mind (Monk/Wizard)
Remorseless Assassin (Rogue/Wizard)
Shogun's Shadow (Samurai/Ninja)
Spirit Warrior (Barbarian/Summoner)
Symbiote-Gunner (Summoner/Gunslinger)

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