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MultiClass Archetypes III: The Return of the MCA


Suggestions/House Rules/Homebrew

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Surprisingly fair. Hexes aren't as 'powerful' as spells, after all, and it's use of their abilities.

Plus, it's actually just re-distribution of equipment at that level- instead of bracers, they grab armor. It can be assumed as 3-4 points of 'free AC', so equivalent to a second level spell 'always on' in most situations. (( Remember, mage armor is not free AC- it's restrictive ))

Silver Crusade

I noticed Witch Blade listed but with no entry on the wiki. Does that mean someone is working on it now but it just hasn't been finalized, or just that it's a good name for any Fighter/Witch MCA someone comes up with?

If it's in progress and needs testing, I might be able to give it a shot in a campaign starting soon.

Dedicated Voter 2013, Dedicated Voter 2014, Dedicated Voter 2015

Pathfinder Adventure Path, Roleplaying Game Subscriber

Okay well apart from one little niggle I'm happy with the Consecrated Acolyte:

Change the flavor writeup for Pup Familiar: "Since the Acolyte has such a strong personal bond with his patron his Familiar is somewhat diminished." upon first reading this didn't make sense - seems like he is getting a diminished familiar due to not because of..if that makes sense. If I had a strong personal bond with my patron I'd be askin for a better familiar, not "I'm too busy chilling with Dreadlord Muckamuk to develop a kickin' familiar... I'm sure Elghinn or myself can clean up the spelling errors and formatting on the wiki. I do like thus MCA.

@Cosmic Defender. I'm really not liking the name of this one, or Cosmic Backlash. Sounds like a superhero in spandex tights with a fin on his head and kewl powarz. Got any other names Quintin? I like the concept and really liking the other abilities' names. Haven't had time to look over the mechanics...

Dedicated Voter 2013, Dedicated Voter 2014, Dedicated Voter 2015

Pathfinder Adventure Path, Roleplaying Game Subscriber

@Scottbert: I'm pretty sure Witchblade is Elghinn's. Knowing him it's probably developed. Though it may need refining...

Star Voter 2015

@Scottbert: Yes, Witch Blade is mine. no it hasn't been developed yet, but is in the planning stage, general ideas, etc. With all the other things I haven't gotten to it yet, but hope to soon.

FYI Everyone who Roams the Wiki: Any MCA listed on the wiki without a link is either being developed, or is in the refining stages (prelimiary streamlining, or concentrated critique by the MCP crew). Also, a number of the currently linked Advanced MCAs will undergo updates in the near future.

Star Voter 2015

@Crimson Seeker: I've been running through your ideas. I do like the evolutionist concept. I have some suggetions, questions, and need some clarification on things, but I'll get to you with those tomorrow. Time for bed.

Star Voter 2014

At first sight, I'd remove the Consecrated Acolyte's second domain to balance armor. But medium armor, maybe, it's too much... a witch/cleric should have just light armor proficiency for me.

@Raider: Okay, let's empower, though maximizing was more paladin-like... so the final version should be like this (except, perhaps, for the unique spell-list):

Arcane Templar:
Some divine agents are followers of exoteric sects venerating gods of magic, and use both arcane comprehension and mystic gifts, along with their frightening prowess in battle, to further their god’s ends and the cause of good, be it in the light of law or in the dark of chaotic secret wars. Enforcer and spy, public defender and dirty worker, the arcane templar is a strange hybrid: faithful yet independent, he thinks with his own head, can cast arcane spells as well as channeling divine energy, goes wherever he’s needed to be and does what needs to be done and no other could do.
Primary Class: Magus
Secondary Class: Paladin
Skills: +3 from Paladin class
BAB: ¾
Saves: GPG
Spells: as magus but see Merciful Magic
Alignment: Any Good
1) Aura of Good, Cantrips, Divine Spirit, Spell Combat
2) Spellstrike
3) Templar Arcana
4) Merciful Hand
5) Aura of Courage
6) Templar Arcana
7) Knowledge Pool, Medium Armor
8) Improved Spell Combat
9) Templar Arcana
10) Aura of Resolve
11) Merciful Burst
12) Templar Arcana
13) Heavy Armor, Improved Merciful Hand
14) Greater Spell Combat
15) Templar Arcana
16) Insightful Prayer
17) Aura of Dispelling
18) Templar Arcana
19) Merciful Magic
20) Templar Champion
New Arcana: Arcane Commune, Arcane Mercy, Arcane Spirit, Champion Blending, Faithful Blending, Graceful Spirit, Hunter Blending, Merciful Gaze
Aura of Good (Ex): as paladin.
Divine Spirit (Su): At 1st level, the arcane templar’s magic studies and unswerving faith attract the attention of an agent of his deity, a being of pure magic called an archanangel. Communion with this guardian spirit, which he alone can sense and communicate with, grants the arcane templar a reservoir of divine power, which slowly meshes with his arcane powers as he advances in level. The powers granted by the spirit are divine in nature, and effects that can cut a paladin off from using his lay on hands, channel energy, or divine spellcasting function against the powers of the divine spirit as well. However, this energy pool counts as an arcane pool for all prerequisites, feats, and abilities.
The divine spirit reservoir has a number of points equal to ½ the arcane templar’s level (minimum 1) + his Charisma modifier. The pool refreshes once per day when the arcane templar prepares his spells.
At 1st level, the arcane templar can expend 1 point from the divine spirit pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute. A weapon charged in this way glows like a torch. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 17th level. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves.
At 5th level, these bonuses can be used to add any of the following weapon properties: brilliant energy, dancing, defending, disruption, flaming, flaming burst, frost, holy, icy burst, speed.
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 divine spirit pool point is spent and cannot be changed until the next time the arcane templar uses this ability. These bonuses do not function if the weapon is wielded by anyone other than the templar, and apply to only one end of a double weapon.
An arcane templar can only enhance one weapon in this way at one time. If he uses this ability again, the first use immediately ends.
Cantrips: As magus.
Spell Combat (Ex): As magus.
Spellstrike (Su): As magus.
Templar Arcana: As magus arcana, plus the arcane templar has access to the following new arcana.
Arcane Commune:The archanangel uses the arcane templar's familiar as a conduit to interact more directly with its mortal charge, giving him wise advice. Once per week, the templar may use this link to cast commune as a spell-like ability, at a caster level equal to his arcane templar level. The archanangel speaks to his charge via his familiar or via telepathic contact. To choose this arcana, the arcane templar must be at least 9th level and have the familiar arcana.
Arcane Mercy (Su): The arcane templar chooses one paladin mercy that he can add to his channel positive energy power. This mercy follows all the rules of a paladin mercy, and the arcane templar is considered a paladin of his arcane templar level for all its effects. He can’t choose a mercy that a paladin of his level could not use. The arcane templar must be at least 6th level to choose this arcana.
Arcane Spirit (Ex): The arcane templar’s divine spirit is more powerfully bound to the forces of arcane magic. The arcane templar adds half his Intelligence modifier (round down) to his divine spirit pool. This arcana can be selected up to two times.
Champion Blending (Ex): When an arcane templar selects this arcana, he must select one spell from the paladin list that is at least two level lower than the highest magus spell level he can cast. He adds this spell to his spellbook and list of magus spells known as a magus spell two level higher than its paladin spell level. He can instead select two spells to add in this way, but both must be at last three levels lower than the highest-level magus spell he can cast. An arcane templar can select this magus arcana more than once.
Faithful Blending (Ex): When an arcane templar selects this arcana, he must select one spell from the cleric spell list that is at least one level lower than the highest magus spell level he can cast. He adds this spell to his spellbook and list of magus spells known as a magus spell one level higher than its cleric spell level. He can instead select two spells to add in this way, but both must be at least two levels lower than the highest-level magus spell he can cast. An arcane templar can select this magus arcana more than once.
Graceful Spirit (Ex): By spending one point from the divine spirit pool as an immediate action the arcane templar gains an untyped bonus to all saving throws equal to his charisma modifier for a number of rounds equal to his intelligence modifier. This bonus cannot stack with itself.
Hunter Blending (Ex): When an arcane templar selects this arcana, he must select one spell from the inquisitor spell list that is at least one level lower than the highest magus spell level he can cast. He adds this spell to his spellbook and list of magus spells known as a magus spell one level higher than its inquisitor spell level. He can instead select two spells to add in this way, but both must be at least two levels lower than the highest-level magus spell he can cast. An arcane templar can select this magus arcana more than once.
Merciful Gaze (Su): The arcane templar can channel energy through his gaze. The arcane templar’ eyes become pure white-gold and he can use his channel energy power on a single target within 30 feet of him. The amount of damage healed or caused is ½ the touch attack’s effect. An arcane templar must be at least 6th level to select this arcana.
Merciful Hand (Su): At 4th level, the arcane templar can expend 2 points of his divine spirit pool to channel positive energy with his touch. This functions like a paladin’s ability, except it can be used on a single touched creature. Touching a creature against its will requires an unarmed attack. Using this ability is a standard action unless the arcane templar targets himself, in which case it is a swift action. Feats and effects that modify the channel energy ability (like Channeling Smite or Turn Undead) affect this power too, except they specifically require an area of effect. This power doesn't work in conjunction with spell combat or spellstrike.
Aura of Courage (Su): As paladin.
Knowledge Pool (Su): As magus.
Medium Armor (Ex): As magus.
Improved Spell Combat (Ex): As magus.
Aura of Resolve (Su): As paladin.
Merciful Burst (Su): At 11th level, the arcane templar can expend 3 points from his divine spirit pool and use his channeling power to release a burst of energy, similar to a cleric channeling effect. Channeling energy in this way heals or inflicts ½ the damage of the merciful hand attack.
Heavy Armor (Ex): As magus.
Improved Merciful Hand (Su): At 13th level, the connection between the Arcane Templar and the archanangel grows so strong that channeling energy with touch costs only 1 point from the divine spirit pool, while the merciful burst power costs 2 points. Further, the Arcane Templar can use his merciful hand power in conjunction with the spell combat and spellstrike abilities (these still won't work with Merciful Burst).
Greater Spell Combat (Ex): As magus.
Insightful Prayer (Su): At 16th level, the archanangel suggests to the arcane templar a few divine incantations that he can use together with his arcane spells. When the templar prepares his magus spells, he can decide to expend 2 or more points from his divine spirit pool up to his Charisma modifier. For each 2 points he expends, he may treat any one spell from the paladin spell list as if it were a magus spell in his spellbook and can prepare that spell as normal that day. If he does not cast spells prepared in this way before the next time he prepares spells, he loses those spells.
Aura of Dispelling (Su): At 17th level, the templar gains resistance to enemy spells and can grant the same resistance to his friends too. The arcane templar can expend 2 points of his divine spirit pool to grant all his allies within 10’ an holy protection from magic for 1 minute. When a creature with this bonus makes a successful attack against an enemy who’s casting a spell or is under a spell effect, that opponent is subject to a targeted dispel magic attempt as if cast by the arcane templar. If an ally leaves the aura’s range, he can’t benefit of the protection until he re-enters it.
Merciful Magic (Su): At 19th level, the arcane templar gains access to an expanded spell list. He learns and places 8 spells from the paladin’s spell list into his spellbook as magus spells two level higher than their paladin spell level. He gains two of each of the following paladin spells not on the magus spell list:
1st-level, 2nd-level, 3rd-level, and 4th-level.
Templar Champion (Su): At 20th level, the arcane templar becomes a true receptacle of divine wrath and arcane power. Whenever he uses his spell combat ability, he does not need to make a concentration check to cast the spell defensively. Whenever the magus uses his merciful hand ability in conjunction with spell combat and the target of merciful hand is the same creature as his melee attacks, as long as the enemy's evil, he can choose to either increase the DC to resist the positive energy by +2, inflict 150% of the normal positive energy damage, or grant himself a +2 circumstance bonus on all attack rolls made against the target during his turn.

@OSW: you got mail

Dedicated Voter 2013, Dedicated Voter 2014, Dedicated Voter 2015

Pathfinder Adventure Path, Roleplaying Game Subscriber

@Bardess: got no mail. Check address again:

email:
cumanannan@hotmail.com

*Consecrated Acolyte: I agree medium armor may seem unlikely for Witch/Cleric and more inline with Cleric/Witch, but I like my witches armored, so as long as the swaps are in and balanced I'm happy...

Silver Crusade

Oceanshieldwolf wrote:

Okay well apart from one little niggle I'm happy with the Consecrated Acolyte:

Change the flavor writeup for Pup Familiar: "Since the Acolyte has such a strong personal bond with his patron his Familiar is somewhat diminished." upon first reading this didn't make sense - seems like he is getting a diminished familiar due to not because of..if that makes sense. If I had a strong personal bond with my patron I'd be askin for a better familiar, not "I'm too busy chilling with Dreadlord Muckamuk to develop a kickin' familiar... I'm sure Elghinn or myself can clean up the spelling errors and formatting on the wiki. I do like thus MCA.

@Cosmic Defender. I'm really not liking the name of this one, or Cosmic Backlash. Sounds like a superhero in spandex tights with a fin on his head and kewl powarz. Got any other names Quintin? I like the concept and really liking the other abilities' names. Haven't had time to look over the mechanics...

THe reason for the weakened familiar is due to the fact that the Acolyte is gaining more DIRECT power from his patron than through his familiar, meaning there is less power going through the familiar than the actual spell caster. Granted the familiar is still there to act as an emmissary between the too, but it weaker than a normal witch that relies mostly on her own skill.

As for Cosmic defender being a superhero's name...isn't that what Paladins already are? Plus he pretty much does get super powers from his mysteries and I find the name to be quite bad-arse.


So the monk/wizard was turning more and more wizardly! I ended up with this, which I think is a cool and slightly unexpected version of the class combination:

Mysterious Sage:

Mysterious Sage

Wizard/Monk

HP: d6
BAB: +1/2
Skills: Add 3 monk
Saves: All Good.
Alignment: Any Lawful

Meditate: A number of times per day equal to his Wisdom Modifier, a Mysterious Sage may enter a deep trance for 1d6+2 rounds. During this time, he adds his Wisdom Modifier to AC and does not provoke attack of opportunities while casting. In addition, he may expend the meditative state to gain a +2 bonus to the DC of a spell cast that round. At tenth level, the duration extends to 2d6+4 rounds and he may ignore DR/Magic during his trance. This replaces Arcane Bond.

School of the Fist: A Mysterious Sage has forgone traditional arcane methods, seeking to channel the energy of his very soul and body instead. He forfeits some of his studies, and must select three opposition schools. This replaces Arcane Bond and Cantrips; however, the Mysterious Sage gains Detect Magic and Read Magic as 1-st level spells and adds them to their spellbook.

Improved Unarmed Strike: As a monk of half Mysterious Sage level, minimum 1. In addition, they may take the Stunning Fist feat and act as though their Mysterious Sage level was their monk level. This replaces Scribe Scroll.

Perfection of Body and Mind: Channeling arcane power through their very bodies, the Mysterious Sage gains a variety of unusual powers. They may utilize these powers a number of times per day equal to 3+their wisdom modifier. This replaces the bonus feats usually gained by a Wizard at fifth, tenth, fifteenth and twentieth level.

At first level, the Mysterious Sage may expend a spell slot of at least first level to cast 'True Strike' or 'Feather Fall' as a swift action.

At fifth level, they may expend a spell slot of at least third level as a swift action to enhance their bodies. For two rounds, they gain DR X/- or a bonus to saving throws equal to X, where X is the level of the spell slot expended.

At tenth level, they may expend a spell slot of at least 5th level to move 40 ft as a swift action, as the spell dimension door; or to cast Magic Missile as a swift action.

At fifteenth level, they may gain the effects of Mind Blank for 1 round as an immediate action, or expend a spell slot of at least 7th level to recover HP equal to twice that spell slot's level.

At twentieth level, a Mysterious Sage has learned an even deeper art. During a meditative State, they may spend a full round to become incorporeal, their bodies forming into more arcane 'matter'. During this time all spells they cast affect incorporeal and corporeal beings equally, but they themselves reap the benefits and other drawbacks of being incorporeal.

Thoughts? Likes? Dislikes? General opinions? >:3

Dedicated Voter 2013, Dedicated Voter 2014, Dedicated Voter 2015

Pathfinder Adventure Path, Roleplaying Game Subscriber

[EDIT] Sorry Bardess, I did get your mail. My smartphone doesn't alert me to junk mail, where your message went. Replying....


Alright. This is the spell list for the Arcane Templar:

Right here!:

Level 1: Shocking Grasp, Magic Weapon, Burning Hands, Floating Disk, Sleep, Sanctify Corpse, Frostbite, Know the Enemy, Lock Gaze, Mirror Strike, Returning Weapon, Bless Weapon, Magic Weapon, Grease

Level 2: Spiritual Weapon, Bull's Strength, Sound Burst, Levitate, Shatter, Bear's Endurance, Effortless Armor, Holy Shield, Word of Resolve, Vestment of the Champion, Defensive Shock, Frigid Touch, Daylight, Cure Light Wounds, Lesser Restoration, Litany of Defense, Litany of Entanglement

Level 3: Magic Circle Against Chaos/Evil, Prayer, Scorching Ray, Force Hook Charge, Bestow Curse, Lightning Bolt, Dispel Magic, Locate Weakness, Litany of Warding, Litany of Righteousness, Cure Moderate Wounds, Water Breathing, Deep Slumber

Level 4: Cure Serious Wounds, Haste, Ice Storm, Beast Shape II, Black Tentacles, Litany of Sight, Wall of Sound, Wall of Fire, Archon's Aura, Stoneskin, King's Castle, Remove Curse, Wall of Ice

Level 5: Mark of Justice, Stoneskin, Flame Strike, Telekinesis, Dispel Evil, Cure Critical Wounds, Restoration, Mass Cure Light Wounds, Litany of Thunder, Litany of Vengeance

Level 6: Holy Sword, Mass Bear's Endurance, Cone of Cold, Overland Flight, Word of Recall, Beast Shape III, Wall of Force, Greater Dispel Magic, Mass Cure Moderate Wounds, Stone to Flesh

I've kept it small and accurate. We can prolly add about 1-2 more per level, but I think a good balance for the class is a small but versatile spell list that aids in a number of ways without really being very good at any. It's important the class doesn't gain proper access to Fly or certain other spells for obvious reasons.

That said, what the class IS good at is a combination of battlefield control (Lock Gaze, certain Litanies, Black Tentacles, King's Castle, Wall spells) that no other class has access too. I think it's good; a Paladin DOES wanna be on top of the battlefield, and a Magus can certainly do that job. It also has a good number of the 'nifty but obvious' buffs.

In exchange for it losing the best of the touch spells, Vampiric Touch, I decide to add Litany spells- they seem like a good, if powerful, way to boost the class and there's a few rather fitting effects.

So overall thoughts?

Dedicated Voter 2013, Dedicated Voter 2014, Dedicated Voter 2015

Pathfinder Adventure Path, Roleplaying Game Subscriber

@Mysterious Sage:

I like the flavor.

*Meditate: so this brings the mage-fu trance to bear, and during the (1d6+2)rounds of the trance, he rocks (+ Wis to AC and no AoO), or he can expend the remaining rounds to gain +2 DC to a spell? Interesting and I like it What's to stop him waiting until the last round to expend it? I know he *may* need it before then, but we should look at the actual, not the possible....

*School of the fist is a nice idea too - three opposition schools 0 reminds me of the dedicated martial artist from Palladium's Ninjas and Superspies who got less skills but more martial arts.

*Perfection of body and mind: I like the "unusual powers". I'd like to see more options though - some cinematic wuxia mysterious sage powers...

The last unusual power has me a bit confused in the last sentence - "but they themselves reap..." I'm also thinking it could be a capstone, rather than a cap of the Perfection of Body and Mind abilities....

Dedicated Voter 2013, Dedicated Voter 2014, Dedicated Voter 2015

Pathfinder Adventure Path, Roleplaying Game Subscriber

@Arcane Templar spell list: I like it! Nice touch spells, cool buffs, offensive and defensives, a bit of control/strategy (walls, slumber, telekinesis). Makes me think both magus and paladin....


"Meditate: so this brings the mage-fu trance to bear, and during the (1d6+2)rounds of the trance, he rocks (+ Wis to AC and no AoO), or he can expend the remaining rounds to gain +2 DC to a spell? Interesting and I like it What's to stop him waiting until the last round to expend it? I know he *may* need it before then, but we should look at the actual, not the possible...."

Nothing at all. The wait -is- the cost; expend early or keep his buff. In most cases, you're right, they'd need a reason -not- to wait to the last round. In this case, he certainly can use his +2 right away for the important spell- or wait till the last round and use something good then.

In this case, it's a tactical option and the buff is good enough that it balances the ability to just toss +2 at the end. The +2 is an aspect of the ability, not the core. >:3

"The last unusual power has me a bit confused in the last sentence - "but they themselves reap..." I'm also thinking it could be a capstone, rather than a cap of the Perfection of Body and Mind abilities...."

The last power -is- the capstone, just under a different heading. It'd be nice to give it a funky name, but couldn't think of one. :<

Also just edited in that the Perfection replaces the Bonus Feats of the wizard, because I'm a dork and forgot that part.

Also also, glad you like the spell list! >:3 Good to know it gives off the right feel.

Star Voter 2014

I'd add Protection from Chaos/Evil/Law at 1st level for the Arcane Templar, and Magic Circle against Law too (as there can be CG templars too).
So what do you all think? Do we keep the list? Do we keep Merciful Magic? Do we keep both (maybe modifying Merciful Magic to include other spells?)

Mysterious Sage: cool name, any modifications to the spell list?


Those are good spells to learn.

And I say toss Merciful Magic out the window if we go with this.

If we keep Merciful Magic, it's gonna need a lot of fixing- some paladin spells are perfect at the level they are, some could go down a level, some could go up -two-. It's honestly not worth the massive wall of text to keep it balanced. :\

In addition, this helps make up for the fact the Arcane Templar can heal- usually, that'd be very busted with the offensive/utility/control spell list of the Magus.

This spell list is designed to be capable, but not very powerful in either healing or damage; but it's pretty darn sweet in other areas that fit both classes.

Star Voter 2014

If we toss away Merciful Magic, though, should we replace it with something else or leave a level without any special ability?
Well, anyone?

Dedicated Voter 2013, Dedicated Voter 2014, Dedicated Voter 2015

Pathfinder Adventure Path, Roleplaying Game Subscriber

Well it depends on whether something was traded for it... If it replaced an ability you can put that ability back in, or try and create another ability to replace it. [EDIT: I see it replaces greater spell access. Well, Merciful magic was a 19th level ability that was traded. I'd either leave greater spell access, or try to modify it again so it isn't problematic, or create something entirely new that is comparable...]

RPG Superstar 2013 Top 8

Mysterious Sage is super cool, Raider. I approve. ^^
I can't help but wonder, though, if it shouldn't be 3/4 BAB and maybe diminished spellcasting? Unless you're true striking, you're going to have a hard time hitting things. Then again, maybe you're not supposed to be hitting things in combat.

I have no problem with the trance, I think it's really flavorful and neat.

2 things -
1. trading a feat for 2 spontaneous spells known seems... super good. especially when they're swift actions! I like power, and I think a lot of MCAs need it, but I'm a bit surprised to see these swaps from you. Then again, it's 3+WIS mod/day, and they still need INT for spellcasting, so yay MAD. I'm not sure what to think but I love these abilities.

2. magic missile's damage dice should be equal to the mysterious sage's unarmed strike. =3

Star Voter 2015

@Crimson Seeker

Finally got a chance to go over your MCA. I hope you'll forgive my various changes but I think I;ve kept your initial idea, just adjusted things so they wfit within the various abilities and mechanics that Pathfinder already employs.

Your initial flavor description was off, because it sounded more like a Ranger/Alchemist with the infusion that began the whole morph-ball rolling. I made it more in line with what might occur with a more summoner-based origin.

Anyways here it is. Also changed the name a bit and offered variants of it.

MorphForm/Hereditary/Evolutionary Stalker:

There are those spellcasters who delve too deeply into the realm of summoning magic, calling forth powerful creatures from other planes of existence, and become enamored by the power they can bestow upon them. Such infatuation often evolves in a physical relationship between the summoner and the summoned creature, and resulting in a strange, half-breed offspring. Over the years, this ancestral bloodline becomes diluted but never truly disappears. On occasion, those of this bloodline possess innate mystical powers or ties to the magical art. But, such spellcasters are not necessarily proud of the heritage they carry in their veins, and a limited few even harbor a deep resentment and turn that hatred outwards. Despite their umbrage, these descendants come to embrace the hereditary gifts given to them through this repulsive union of long ago. Through the subtle stimulation their blood-infused flesh and tissues, they have learned to unlock hereditary powers in the form of physical manifestations that more easily enable them hunt those of the same race as their long dead descendant. Calling themselves evolutionary stalkers, they become more and more like the abhorrent creatures they detest, evolutionary stalkers come to understand their quarry more fully. It is embracing that which they hate, even becoming like their enemy that makes evolutionary stalkers the perfect candidates to hunt and destroy them.

Primary Class: Ranger.
Secondary Class: Summoner.
Hit Dice: d10.

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

Weapon and Armor Proficiency: The evolutionary stalker is proficient with all simple and martial weapons, all natural attacks (claw, bite, and so forth), and with light armor, but not with shields.

Spellcasting: The evolutionary stalker casts divine spells drawn from the ranger’s spell lists (see below), and adds the following summoner spells to that list at the indicated levels: 1st level–daze monster, protection from chaos/evil/good/law; 2nd level–evolution surge (lesser), protection from energy, spider climb; 3rd level–charm monster, displacement, evolution surge; 4th level–evolution surge (greater), hold monster. The evolutionary stalker’s otherwise learns, prepares, and casts spells as a ranger equal to his evolutionary stalker level. He also receives bonus spells per day if he has a high Wisdom score.

Favored Enemy (Ex): This is exactly like the ranger’s ability of the same name, except that the evolutionary stalker must select his ancestral taint (aberration, dragon, magical beast, or outsider) as his first favored enemy. In addition, his first favored enemy must always have the highest bonus according to the favored enemy ability.

Ancestral Taint (Ex): An evolutionary stalker’s hereditary bloodline has been polluted by the blood of another creature, either an aberration, dragon, magical beast, or outsider. Outwardly, an evolutionary stalker appears normal for one of his race, but his body and tissues are dependent upon the fusion of this supernatural creature’s blood with his. This ancestral taint grants an evolutionary stalker the ability to assume the base form of his ancestral taint. The evolutionary stalker can assume his base form a number of times per day equal to 3 + his Constitution modifier, as a standard action. An evolutionary stalker can assume his base form for a number of minutes per day equal to his level + his Constitution modifier. These minutes do not need to be consecutive. This ability replaces Endurance and wild empathy.

The evolutionary stalker gains darkvision 60 feet and the following base form (see Base Forms in the Eidolon entry of the Summoner class description) according to his ancestral taint.
Aberration: The evolutionary stalker gains the aquatic base form.
Dragon: The evolutionary stalker gains the serpentine base form.
Magical Beast: The evolutionary stalker’s gains the quadruped base form.
Outsider: The evolutionary stalker gains the biped base form and darkvision 30 feet (or +30 feet if the evolutionary stalker has darkvision).

Adaptation (Ex): Beginning at 3rd level, an evolutionary stalker learns how to copy the unusual abilities of his prey. He gains the adaptation ability from the ranger’s infiltrator archetype (see p.126 of the Advanced Player’s Guide), but must select his ancestral taint as his first adaptation. This ability replaces favored terrain.
Evolution: Starting at 2nd level, the evolutionary stalker becomes more like his ancestral taint. He gains an evolution pool with a number of points as shown on Table: Evolutionary stalker. Points from this pool can be spent on evolutions, like a summoner’s eidolon, but these evolutions are applied to the evolutionary stalker’s base form. These choices are not set. The evolutionary stalker can change them whenever he gains a level where the number in this pool increases. In addition, while in this evolved form, the evolutionary stalker gains a +2 bonus to his natural armor, and a +1 bonus to his Strength and Dexterity scores. These bonuses increase by +2 and +1 respectively at 6th level and every four levels thereafter, to a maximum of +12 to natural armor, and +6 to Strength and Dexterity at 18th level. This ability replaces combat style feats.

An evolutionary stalker can select the following evolutions are determined by his ancestral taint.
Aberration:
Dragon:
Magical:
Outsider:

Swift Morph: At 8th level, an evolutionary stalker can assume his base form as a swift action. This ability replaces swift tracker.

Quarry (Ex): This is exactly like the ranger’s ability of the same name, except that the evolutionary stalker gains a +4 insight bonus on attack rolls made against creatures of his ancestral taint instead of the normal +2.

Camouflage (Ex): This is exactly like the ranger’s ability of the same name, except that the evolutionary stalker can use this ability in any terrain, but only against a favored enemy.

Hide in Plain Sight (Ex): This is exactly like the ranger’s ability of the same name, except that the evolutionary stalker can use this ability in any terrain, but only against a favored enemy.

Improved Quarry (Ex): This is exactly like the ranger’s ability of the same name, except that the evolutionary stalker’s insight bonus on attack rolls made against creatures of his ancestral taint increase to +6.

True Taint (Su): A 20th level, an evolutionary stalker completely succumbs to his ancestral taint. The evolutionary stalker gains the creature type and the following additional abilities as determined by his ancestral taint.
Aberration:
Dragon:
Magical:
Outsider:

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

1st +1 +0 +2 +2 1st favored enemy, ancestral taint, track — — — —
2nd +2 +0 +3 +3 Evolution (3 points) — — — —
3rd +3 +1 +3 +3 Adaptation — — — —
4th +4 +1 +4 +4 Hunter’s bond 0 — — —
5th +5 +1 +4 +4 2nd favored enemy 1 — — —
6th +6/+1 +2 +5 +5 Evolution (6 points) 1 — — —
7th +7/+2 +2 +5 +5 Woodland stride 1 0 — —
8th +8/+3 +2 +6 +6 Adaptation, swift morph 1 1 — —
9th +9/+4 +3 +6 +6 Evasion 2 1 — —
10th +10/+5 +3 +7 +7 3rd favored enemy, evolution (9 points) 2 1 0 —
11th +11/+6/+1 +3 +7 +7 Quarry 2 1 1 —
12th +12/+7/+2 +4 +8 +8 Camouflage 2 2 1 —
13th +13/+8/+3 +4 +8 +8 Adaptation 3 2 1 0
14th +14/+9/+4 +4 +9 +9 Evolution (12 points) 3 2 1 1
15th +15/+10/+5 +5 +9 +9 4th favored enemy 3 2 2 1
16th +16/+11/+7/+2 +5 +10 +10 Improved evasion 3 3 2 1
17th +17/+12/+7/+2 +5 +10 +10 Hide in plain sight 4 3 2 1
18th +18/+13/+8/+3 +6 +11 +11 Adaptation, evolution (15 points) 4 3 2 2
19th +19/+14/+9/+4 +6 +11 +11 Improved quarry 4 3 3 2
20th +20/+15/+10/+5 +6 +12 +12 5th favored enemy, true taint 4 4 3 3

Swaps
Wild empathy/Endurance = Ancestral taint
Combat style feat (2/6/10/14/18) = Evolution/evolution pool (points 3/6/9/12/15)
Favored terrain = Adaptation
Hunter’s bond = Must select companion bond, grants favored enemy bonuses.
Swift tracker = Swift morph
Quarry = Keep
Camouflage = Keep
Hide in plain sight = Keep
Improved quarry = Keep
Master hunter = True taint

As you can see there are blanks with the Evolution and True Taint abilities. now you have some additional work to do. If you want to go through the evolutions and just list the ones that best suit each base form and its eventual full evolution form, I'll figure out the additional True Taint benefits.

Let me know what you think.


Wow, this is awesome for want of a better term !

As you can imagine for my first attempt I didn't want to, or perhaps didn't know how to scale the class as a full merge.

Thank you for taking the time to work through it and balance it properly. In all honestly its far stronger than I had expected it to be, but then with the time limitation factor upon shifting the scaling seems right to have increased.

I'll begin working on the evolution listings tomorrow and get them posted up for you to look over.

Thanks again.

Star Voter 2015

We'll see what the rest of the crew think. I tend to OP things and they're good at whittling things down to size, but I think I have it pretty good.

Silver Crusade

Hey, anyone have any advice on crunch for my Cosmic Defender? Because I'm pretty sure that his stats are probably unbalanced.


Flak wrote:

Mysterious Sage is super cool, Raider. I approve. ^^

I can't help but wonder, though, if it shouldn't be 3/4 BAB and maybe diminished spellcasting? Unless you're true striking, you're going to have a hard time hitting things. Then again, maybe you're not supposed to be hitting things in combat.

I have no problem with the trance, I think it's really flavorful and neat.

2 things -
1. trading a feat for 2 spontaneous spells known seems... super good. especially when they're swift actions! I like power, and I think a lot of MCAs need it, but I'm a bit surprised to see these swaps from you. Then again, it's 3+WIS mod/day, and they still need INT for spellcasting, so yay MAD. I'm not sure what to think but I love these abilities.

2. magic missile's damage dice should be equal to the mysterious sage's unarmed strike. =3

Eh, I want them to feel like casters- and diminished spellcasting REALLY hurts when you've got three opposition schools, too.

Plus, in a case like this, unarmed strike is more of a 'gotcha'. You're never gonna get this guy unarmed, and giving him a good amulet of mighty fists for the like means that he can at least punch out the occasional guard or bear with his bare hands.

As far as the swift spells, I considered it carefully. Feather fall is ALREADY a swift, and True Strike is by no means overpowered as a swift action in the hands of a non-melee, non-ranged class that's unable to have any attack bonus LOWERING effects if they want to hit reasonably, even with a +20.

Plus, you know me. When it comes to magic, I know what I'm doing xP

MWHAAHAHAHAHAHAAAAA! </evil lich laugh>


Re: Merciful magic, I think I have something useful.

Faith Bindings: Anytime the Arcane Templar casts a spell with a duration of at least 1 round per level, he may spend a point from his divine spirit pool to increase the duration by a number of rounds equal to his wisdom modifier.

Thoughts? Gives Walls a little longer, buffs a little longer, etc. Who doesn't like a 24-round wall of fire? 48 when extended >:3 This would basically let him 'peak' as a battlefield caster able to do stuff the reg magus or wizzy can't do within the appropriate limitations.


Re: Evolutionary stalker

I... would like to note 'natural weapons' isn't something you technically need proficiency over.

In fact, all that does is give him a technically-arguable proficiency with unarmed strikes.

Also, 15 points is too many for a 'warrior' class, and make sure to limit the number of maximum natural attacks heavily, as he still technically gains a full attack bonus + Bite + Tail + Wing Buffet, etc. See the problem?

It's a good start. I'd say max near 8 evolution points, max at one natural attack, make him work on gaining other evolutions.

Also, take out the Size changing evolutions, maybe? Possibly?

Actually... a LOT could be solved by dropping him to 3/4 BAB and d8 hit dice. Consider it!

Silver Crusade

Oceanshieldwolf wrote:

@Bardess: got no mail. Check address again:

** spoiler omitted **

*Consecrated Acolyte: I agree medium armor may seem unlikely for Witch/Cleric and more inline with Cleric/Witch, but I like my witches armored, so as long as the swaps are in and balanced I'm happy...

Well it kinda is since the Witch will be loosing grand Hexes from the second domain and the armor replaces a hex. plus the Consecrated acolyte has diminished spell casting and a wimpy familiar. However if you wish he can lose his final two hexes as well.

Now as for the cosmic defender so far the only complaint I've had is his name. Personally I'd like some more substantial advice since I know this character will be a bit too odd for some peopple. Here he is again

Cosmic Defender:

Primary Class: Paladin
Secondary Class: Oracle
Alignment: Lawful Good

Hit Dice: D10
BAB: Full
Fort:Good
Ref:Poor
Will:Good

Spells:(see Magia Concentretus)

Bonus Skills/Ranks: The Cosmic Defender selects three Oracl skills to add to his class skills in addition to the normal paladin class skills. The Consecrated Acolyte gains a number of ranks at each level equal to 2 + Int modifier.

Weapons/Armour Proficiencies: All Simple and Martial weapons, All armors, No shields

Initiatus Astartes: Starting at 2nd Level the Cosmic defender is able to goin access to mystery powers. at levels 2, 3, 8, 11, 14, and 17 they can chooses any one mystery power from the Mysteries of Ancestor, Bones, Dark Tapestry, Heavens, Life (except for channel),and Time. this replaces Divine Grace, Aura of Courage, Aura of Resolve, Aura of Justice, Aura of Faith, and Aura of Righteousness.

Stygian Achilles: As a price for channeling so much power the Defender recieves Cosmic Backlash. Starting at 2nd level The Cosmic Defender takes twice as much damage from Negative energy.

Psyke Warp: Starting at 2nd level whenever the Cosmic Defender fails a Will save there is a 50% chance of the contracting a form of Insanity without a save against it. He can only have 1 form of Insanity at a time and it lasts for 1d4 days with only a Wish spell being able to cure it it prematurely. If he continues to fail his saves there is a 50% percent chance of increasing the DC for the Insanity by 2 and increasing the duration of the insanity by 1 day. If the Divine Defender fails more than 5 times in a day he passes out for 1d6 hours.

Control the Wheel: A Cosmic Defender uses the Fate Varient Channeling for his Positive Energy Channeling.

Magia Concentretus: A Cosmic Defender gains one more spell per day for each spell level than a normal Paladin. see below

Lvl-1,2,3,4
4th-1
5th-2
6th-2
7th-2,1
8th-2,2
9th-3,2
10t-3,2,1
11t-3,2,2
12t-3,3,2
13t-4,3,2,1
14t-4,3,2,2
15t-4,3,3,2
16t-4,4,3,2
17t-5,4,3,2
18t-5,4,3,3
19t-5,4,4,3
20t-5,5,4,4

Star Voter 2015

Re: Evolutionary stalker

I... would like to note 'natural weapons' isn't something you technically need proficiency over.

In fact, all that does is give him a technically-arguable proficiency with unarmed strikes.

Well, if it doesn't make much of a difference, we'll leave it alone.Maybe add in a caveate like the Druid, that it's only natural attacks while in his baseor evolved form.

Also, 15 points is too many for a 'warrior' class, and make sure to limit the number of maximum natural attacks heavily, as he still technically gains a full attack bonus + Bite + Tail + Wing Buffet, etc. See the problem?

I've lowered it to 2 points per evolution ability (2/4/6/8/10). As for the natural attacks, we c an simply limit it to his BAB. Max 4 at 16th. Those that can actually use weapons can use either weapon attacks or natural attacks, but again no more than a max of 4 at 16th+. That will restrict the number of attacks, noral or natural.

It's a good start. I'd say max near 8 evolution points, max at one natural attack, make him work on gaining other evolutions.

Also, take out the Size changing evolutions, maybe? Possibly?

Actually... a LOT could be solved by dropping him to 3/4 BAB and d8 hit dice. Consider it!


Sorc/Alch is about ready.

Prepare for ze booomz! >3 Also got a Barbarian/Wizard concepted.

Star Voter 2015

Raiderrpg wrote:

Sorc/Alch is about ready.

Prepare for ze booomz! >3 Also got a Barbarian/Wizard concepted.

Me too!!!

But mines a Wizard/Barbarian: the Rage Mage/Fury Mage??

Essentially he'll be have to select an elemental school (air, earth, fire, water, wood, or metal), and gains an elemental aura. His raging will be powered by elemental energies (will likely use the elemental based rage powers. Also thought about having him power his rage by expending spell slots. Might create a new rage scholl for it. Don't know yet.

Awaiting your Sor/Alc...:D


My Barbarian/Wizard is of a different sort, but I might switch him to Magus if you're going for something...

Barbarian/Magus, ooooh... that could actually work. ^^

Star Voter 2014

Raiderrpg wrote:

Re: Merciful magic, I think I have something useful.

Faith Bindings: Anytime the Arcane Templar casts a spell with a duration of at least 1 round per level, he may spend a point from his divine spirit pool to increase the duration by a number of rounds equal to his wisdom modifier.

Thoughts? Gives Walls a little longer, buffs a little longer, etc. Who doesn't like a 24-round wall of fire? 48 when extended >:3 This would basically let him 'peak' as a battlefield caster able to do stuff the reg magus or wizzy can't do within the appropriate limitations.

It could go for me, but I'm wondering... giving away Merciful Magic means that I'd have to wipe out the Champion Blending, Faith Blending and Hunter Blending arcana too?

Silver Crusade

Raiderrpg wrote:

My Barbarian/Wizard is of a different sort, but I might switch him to Magus if you're going for something...

Barbarian/Magus, ooooh... that could actually work. ^^

I was actually thinking about that some time ago and I had an interesting idea about enscribing runes into the weapon so that whenever you raged and hit some one a spell would activate...but that's just me

anyway....no comments on comsic defender? I'm pretty certain he's not balanced, but I have no crunch capabilities.

Anyway, Comming soon! the Sonic THeorist (Bard/Alchemist)!


Pathfinder Modules Subscriber

Something amuses me about the idea of calling it the Music Theorist instead. Probably all those classes I took in college.

Silver Crusade

blahpers wrote:
Something amuses me about the idea of calling it the Music Theorist instead. Probably all those classes I took in college.

that was my original plan, but it dind't feel cool enough.

anyway its almost done, will be up soon.

Silver Crusade

Well, here's my next big work

Sonic Theorist:

Primary Class:Bard
Secondary Class:Alchemist

HP: D8
BAB: 3/4
Skills: add Three Alchemist skills, gain skill points at 4+int per level
Fort:Poor
Ref:Good
Will:Good
Alignment: Any

Weapon and Armor Proficiency: A Sonic Theorist is proficient in only Simple weapons and no armor or shields.

Extracts: Rather than learn how to cast spells instead the Sonic Theorist learns how to unlock the power of his magic through alchemical reactions. At the beginning of each day the THeorist must spend prepare his spells by infusing the proper alchemical ingredients into his instrument in the same way an alchemist prepares his extracts for the day. Whenever he wishes to cast a spell he must be able to play his instrument of choice in order to activate the magic infused into it. The target of the spell need not be able to hear it unless otherwise noted. The Theorist keeps his spells recorded in a formulae book that functions like an alchemist's. His bonus spells per day and spell DC rely on his Intelligence score rather than his charisma. Thireplaces the normal Bard Spell selection.

Compose Sheet Music: THis functions as the Scribe Scroll Feat, however the Sonic Theorist may use the feat to write the spell in the form of sheet music. THe THeorist can memorise the enchanted melody from the music for a time limit of 10 hours. It can only be played once and if it isn't used by the alloted time it disapates as if it where used up. THis replaces Cantrips.

Pedantic Perfectionist: If The Sonic Theorist is attacked while making a bardic performance he must make a concentration check with a DC equal to 10+damage taken+half your bardic level (minimum of 1) to avoid being inturrupted. Failure results in being stunned for a number a rounds equal to 1d8+ his level while he tries to recollect himself.

Subito Forte: THe Sonic Theorist's knowledge of Hormonic/magical mechanics has allowed him to weaponize the very sound he makes through the use of of enchanted riffs and chords. At first level he can use his bardic performance to blast the opponant with concussive sound that deals 1d6 Sonic damage+half his Intelligence modifier and half his Charisma modifier worth of damage each round within a 15 foot square area. This damage increases by 1d6 every four levels. A successful Fortitude ave halves the damage, the DC is 10+1/2 Theorist's level+ his Intelligence modifier. THis performance requires audible componants. THis replaces distraction and facinate.

Virtuoso: At 2nd level picks one instrument based performance skill. He now substitutes half his Charisma modifier for half his Intelligence Modifier (both rounded down, discern if negative)when using that skill. at 6th level and every four levels after that he can choose wheather to add another instrument based perform or add a culmulative +1 bonus to any one instrumental perform skill. THis replaces Versatile performance.

Fermata: At 6th level you learn Countersong's enhanced cousin, Once aftivated this performance blankets the battle field in immutable silence. Any and all sound within 30 feet of you is instantly nullified, preventing all sound based powers and abilities as well as spells with audible componants and even audible communication. All creatures within the area are treated as being deafened. The range of this performance is increased by 5 feat every even level after 6th. at 18th level you are able to control which sounds can be made and who makes them in the silence. THis relies on audible componants that are not canceled out by the performance. This replaces suggestion and Mass suggestion.

Ritardando: One enemy becomes under the effect of a Slow spell for the duration of the performance. The save for the performance is the same as the spell, except the Theorist's caster level is treated as his level+2. at every four levels after 8th you can effect an addition target. This performance relies on audible componants. Replaces Dirge of doom.

Inspire Greatness: As normal except requires only audible componants

Soothing performance: As normal except requires only audible componants

Inspire Heroics: As normal except requires only audible componants

Full Symphony: at 20th Level the Sonic Theorist is the master of sound. When he starts a Bardic performance he can simultainiously activate as many of his performances as he can, however no matter how many he chooses his performance only lasts about half the time it normally would. This replaces deadly performance.


Quintin, slow down.

Seriously. Slow the heck down.

We'll get to classes one at a time, and creating a backlog is -not- a good idea. Just leave it at the ones presented and wait for us to get to them.


Took a proper look at Cosmic Defender.

'mystery power?' I assume you mean Revelations, from the mention of channel. In which case, this is extremely unbalanced- wide range of powerful choices and free pick to create even more powerful combinations? Toss it or limit it to one line only.

"Stygian Achilles", "Psyke Warp"... I don't think you understand just how many 'pathfinder design' rules these break. Giving a player a large drawback for playing a class isn't usually a good idea or a way to make them want to play it.

"Magia Concentretus" Fine, opposite of diminished casting. Workable on a 4-level caster, but you really should be trading something powerful for this.

Overall, overpowered and with a drawback that doesn't work to draw people to play it. This'd be a class for someone who found broken combinations, not for someone who wanted to play a paladin/oracle.


Took a look at Sonic Theorist.

Extracts- eh, not the best way to put them, but I suppose it's just a matter of explaining your flavoring here.

Compose Sheet Music- Weaker scribe scroll with time limit? Hm. Can't see anything too wrong with it, except that they're giving up -cantrips- for an extremely weak ability. Strong for weak doesn't turn out well.

Pedantic Perfectionist- Please stop giving your classes these kinds of 'drawbacks'. They don't work.

Virtuoso- I think I see where you're going with this. Decent, but too much math involved for the beginning player. Try to simplify it.

Fermata- EXTREMELY powerful. I could see this at a higher level or as a near-capstone.

Ritardando- Drop the caster level boost, increase the duration directly instead.

Full Symphony- Broken in an extremely large number of ways. Drop it, maybe allow 'doubling up' in another way.

Dedicated Voter 2013, Dedicated Voter 2014, Dedicated Voter 2015

Pathfinder Adventure Path, Roleplaying Game Subscriber

@Sonic Theorist:
*Apart from the Extracts as musical spells there's nothing Alchemist about this guy. It seems to be a Bard archetype.

*Following on from previous comment: a note about naming conventions. Mostly we stick to Secondary/Primary as in Battle Adept (Cleric/Fighter) and Holy Rager (Barbarian/Paladin). Sometimes this guideline is dropped and that's okay... I couldn't see a Secondary/Primary name alternative for this concept which further led me to see it as an archetype as opposed to an MCA.

*the odd thing about Pedantic Perfectionist is that the DC gets harder as the ST rises in level (one could argue that greater songs require greater concentration, but...) AND the 1d8+ stun rounds is hectic! Way worse than a lot of foes do, this guy allows it to happen to himself. I used to find drawbacks roleplay-compelling and "thematic" - just ask the MCP crew. Now I find them, while often creative, mostly a veiled attempt to balance out OP abilities, and at times, more broken themselves. I agree with Raiderrpg on this one.

*Lastly, I agree with Raiderrpg - limit yourself to the one MCA we're working on at a time. By all means work away at your own pace. Other folk here are also posting their MCA ideas for comment/help. You obviously have a lot of ideas - let them simmer and polish them based on the guidelines on the MCA wiki and the comments posted here. Personally I haven't like your names for Cosmic Defender, Consecrated Acolyte** or Sonic Theorist but I appreciate your passion, your creativity and your approach to attempting mechanics, however unbalanced. I thought the Hand of Fate inspired...even if I have a soft spot for Paladin/Monks...

**I actually do like this name, but not for the MCA you've attached it to...Consecrated is still too related to worship/clericy, as is acolyte. So -Cleric/Cleric. No witch. No like. ;)

Star Voter 2014

I feel Music Theorist as a good concept (anointing the instrument to make magical effects is very original), but I have to agree with OSW: this is very little an Alchemist. If I were to make a Bard/Alchemist, I'd make it as a tavern chanter, a consumate drunken brawler who finds magic, performances and strength in drinking alcohol, potions and extracts.
And I agree with Raider- please, let's examine one MCA at a time for person!

@Raider
Ok, so if you answer my last question and if nobody has other objections, I think I could add the Arcane Templar to the wiki. Should I wipe off my new blending arcana, or not?


I'm honestly thinking on that, Bardess. Let's get some opinions from Flak/Elghinn/Cartmanbeck/OSW, then maybe look to posting it up Sunday for a final review and vote. I'm sure we can find something rather handy to add in place of the blending.

(( Sidenote- as far as adding things to the wiki, don't link anything to the master documents or lists, evaaaarz. That's Elghinn's job, basically. But if something has gotten or is extremely near the voting process and you're set to post, feel free to make a page for it. Just to clarify how it all works for you and future contributors~ ))

Star Voter 2014

Ok (and don't worry, I know that new pages have to be unlinked). ^-^ So I'll wait till Sunday and then add the page if nobody has other comments.
One way or another, next week I'll start working on the Redeemer at last!

Dedicated Voter 2013, Dedicated Voter 2014, Dedicated Voter 2015

Pathfinder Adventure Path, Roleplaying Game Subscriber

@Bardess: Can you post your latest version of the Arcane Templar here for review?

Star Voter 2015

Yes, please repost Bardess. Then I can look ove it. I've been focusing on Crimson's Evolutionary Stalker as of late (among other things), and will allow me to see where its sitting.

Star Voter 2014

Okay, this should be my last version:

Arcane Templar:
Some divine agents are followers of exoteric sects venerating gods of magic, and use both arcane comprehension and mystic gifts, along with their frightening prowess in battle, to further their god’s ends and the cause of good, be it in the light of law or in the dark of chaotic secret wars. Enforcer and spy, public defender and dirty worker, the arcane templar is a strange hybrid: faithful yet independent, he thinks with his own head, can cast arcane spells as well as channeling divine energy, goes wherever he’s needed to be and does what needs to be done and no other could do.
Primary Class: Magus
Secondary Class: Paladin
Skills: +3 from Paladin class
BAB: ¾
Saves: GPG
Spells: as magus but see Merciful Magic
Alignment: Any Good
1) Aura of Good, Cantrips, Divine Spirit, Spell Combat
2) Spellstrike
3) Templar Arcana
4) Merciful Hand
5) Aura of Courage
6) Templar Arcana
7) Knowledge Pool, Medium Armor
8) Improved Spell Combat
9) Templar Arcana
10) Aura of Resolve
11) Merciful Burst
12) Templar Arcana
13) Heavy Armor, Improved Merciful Hand
14) Greater Spell Combat
15) Templar Arcana
16) Insightful Prayer
17) Aura of Dispelling
18) Templar Arcana
19) Merciful Magic
20) Templar Champion
New Arcana: Arcane Commune, Arcane Mercy, Arcane Spirit, Champion Blending, Faithful Blending, Graceful Spirit, Hunter Blending, Merciful Gaze
Aura of Good (Ex): as paladin.
Divine Spirit (Su): At 1st level, the arcane templar’s magic studies and unswerving faith attract the attention of an agent of his deity, a being of pure magic called an archanangel. Communion with this guardian spirit, which he alone can sense and communicate with, grants the arcane templar a reservoir of divine power, which slowly meshes with his arcane powers as he advances in level. The powers granted by the spirit are divine in nature, and effects that can cut a paladin off from using his lay on hands, channel energy, or divine spellcasting function against the powers of the divine spirit as well. However, this energy pool counts as an arcane pool for all prerequisites, feats, and abilities.
The divine spirit reservoir has a number of points equal to ½ the arcane templar’s level (minimum 1) + his Charisma modifier. The pool refreshes once per day when the arcane templar prepares his spells.
At 1st level, the arcane templar can expend 1 point from the divine spirit pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute. A weapon charged in this way glows like a torch. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 17th level. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves.
At 5th level, these bonuses can be used to add any of the following weapon properties: brilliant energy, dancing, defending, disruption, flaming, flaming burst, frost, holy, icy burst, speed.
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 divine spirit pool point is spent and cannot be changed until the next time the arcane templar uses this ability. These bonuses do not function if the weapon is wielded by anyone other than the templar, and apply to only one end of a double weapon.
An arcane templar can only enhance one weapon in this way at one time. If he uses this ability again, the first use immediately ends. This replaces Arcane Pool.
Cantrips: As magus.
Spell Combat (Ex): As magus.
Spellstrike (Su): As magus.
Templar Arcana: As magus arcana, plus the arcane templar has access to the following new arcana.
Arcane Commune:The archanangel uses the arcane templar's familiar as a conduit to interact more directly with its mortal charge, giving him wise advice. Once per week, the templar may use this link to cast commune as a spell-like ability, at a caster level equal to his arcane templar level. The archanangel speaks to his charge via his familiar or via telepathic contact. To choose this arcana, the arcane templar must be at least 9th level and have the familiar arcana.
Arcane Mercy (Su): The arcane templar chooses one paladin mercy that he can add to his channel positive energy power. This mercy follows all the rules of a paladin mercy, and the arcane templar is considered a paladin of his arcane templar level for all its effects. He can’t choose a mercy that a paladin of his level could not use. The arcane templar must be at least 6th level to choose this arcana.
Arcane Spirit (Ex): The arcane templar’s divine spirit is more powerfully bound to the forces of arcane magic. The arcane templar adds half his Intelligence modifier (round down) to his divine spirit pool. This arcana can be selected up to two times.
Champion Blending (Ex): When an arcane templar selects this arcana, he must select one spell from the paladin list that is at least two level lower than the highest magus spell level he can cast. He adds this spell to his spellbook and list of magus spells known as a magus spell two level higher than its paladin spell level. He can instead select two spells to add in this way, but both must be at last three levels lower than the highest-level magus spell he can cast. An arcane templar can select this magus arcana more than once.
Faithful Blending (Ex): When an arcane templar selects this arcana, he must select one spell from the cleric spell list that is at least one level lower than the highest magus spell level he can cast. He adds this spell to his spellbook and list of magus spells known as a magus spell one level higher than its cleric spell level. He can instead select two spells to add in this way, but both must be at least two levels lower than the highest-level magus spell he can cast. An arcane templar can select this magus arcana more than once.
Graceful Spirit (Ex): By spending one point from the divine spirit pool as an immediate action the arcane templar gains an untyped bonus to all saving throws equal to his charisma modifier for a number of rounds equal to his intelligence modifier. This bonus cannot stack with itself.
Hunter Blending (Ex): When an arcane templar selects this arcana, he must select one spell from the inquisitor spell list that is at least one level lower than the highest magus spell level he can cast. He adds this spell to his spellbook and list of magus spells known as a magus spell one level higher than its inquisitor spell level. He can instead select two spells to add in this way, but both must be at least two levels lower than the highest-level magus spell he can cast. An arcane templar can select this magus arcana more than once.
Merciful Gaze (Su): The arcane templar can channel energy through his gaze. The arcane templar’ eyes become pure white-gold and he can use his channel energy power on a single target within 30 feet of him. The amount of damage healed or caused is ½ the touch attack’s effect. An arcane templar must be at least 6th level to select this arcana.
Merciful Hand (Su): At 4th level, the arcane templar can expend 2 points of his divine spirit pool to channel positive energy with his touch. This functions like a paladin’s ability, except it can be used on a single touched creature. Touching a creature against its will requires an unarmed attack. Using this ability is a standard action unless the arcane templar targets himself, in which case it is a swift action. Feats and effects that modify the channel energy ability (like Channeling Smite or Turn Undead) affect this power too, except they specifically require an area of effect. This power doesn't work in conjunction with spell combat or spellstrike. This replaces Spell Recall.
Aura of Courage (Su): As paladin. This replaces the 5th-level magus bonus feat.
Knowledge Pool (Su): As magus.
Medium Armor (Ex): As magus.
Improved Spell Combat (Ex): As magus.
Aura of Resolve (Su): As paladin. This replaces Fighter Training.
Merciful Burst (Su): At 11th level, the arcane templar can expend 3 points from his divine spirit pool and use his channeling power to release a burst of energy, similar to a cleric channeling effect. Channeling energy in this way heals or inflicts ½ the damage of the merciful hand attack. This replaces the 11th-level magus bonus feat.
Heavy Armor (Ex): As magus.
Improved Merciful Hand (Su): At 13th level, the connection between the Arcane Templar and the archanangel grows so strong that channeling energy with touch costs only 1 point from the divine spirit pool, while the merciful burst power costs 2 points. Further, the Arcane Templar can use his merciful hand power in conjunction with the spell combat and spellstrike abilities (these still won't work with Merciful Burst). This replaces Improved Spell Recall.
Greater Spell Combat (Ex): As magus.
Insightful Prayer (Su): At 16th level, the archanangel suggests to the arcane templar a few divine incantations that he can use together with his arcane spells. When the templar prepares his magus spells, he can decide to expend 2 or more points from his divine spirit pool up to his Charisma modifier. For each 2 points he expends, he may treat any one spell from the paladin spell list as if it were a magus spell in his spellbook and can prepare that spell as normal that day. If he does not cast spells prepared in this way before the next time he prepares spells, he loses those spells. This replaces Counterstrike.
Aura of Dispelling (Su): At 17th level, the templar gains resistance to enemy spells and can grant the same resistance to his friends too. The arcane templar can expend 2 points of his divine spirit pool to grant all his allies within 10’ an holy protection from magic for 1 minute. When a creature with this bonus makes a successful attack against an enemy who’s casting a spell or is under a spell effect, that opponent is subject to a targeted dispel magic attempt as if cast by the arcane templar. If an ally leaves the aura’s range, he can’t benefit of the protection until he re-enters it. This replaces the 17th-level magus bonus feat.
Merciful Magic (Su): At 19th level, the arcane templar gains access to an expanded spell list. He learns and places 8 spells from the paladin’s spell list into his spellbook as magus spells two level higher than their paladin spell level. He gains two of each of the following paladin spells not on the magus spell list:
1st-level, 2nd-level, 3rd-level, and 4th-level. This replaces Greater Spell Access.
Templar Champion (Su): At 20th level, the arcane templar becomes a true receptacle of divine wrath and arcane power. Whenever he uses his spell combat ability, he does not need to make a concentration check to cast the spell defensively. Whenever the magus uses his merciful hand ability in conjunction with spell combat and the target of merciful hand is the same creature as his melee attacks, as long as the enemy's evil, he can choose to either increase the DC to resist the positive energy by +2, inflict 150% of the normal positive energy damage, or grant himself a +2 circumstance bonus on all attack rolls made against the target during his turn. This replaces True Magus.
Notes: Rumors speak of an evil branch of Arcane Templars with antipaladin powers, called the Purple Templars :P

Raider proposed to introduce this unique spell list:

Arcane Templar spell list:
Level 1: Bless Weapon, Burning Hands, Floating Disk, Frostbite, Grease, Know the Enemy, Lock Gaze, Magic Weapon, Mirror Strike, Protection from Chaos/Evil/Law, Returning Weapon, Sanctify Corpse, Shocking Grasp, Sleep

Level 2: Bear's Endurance, Bull's Strength, Cure Light Wounds, Daylight, Defensive Shock, Effortless Armor, Frigid Touch, Holy Shield, Lesser Restoration, Levitate, Litany of Defense, Litany of Entanglement, Shatter, Sound Burst, Spiritual Weapon, Vestment of the Champion, Word of Resolve

Level 3: Bestow Curse, Cure Moderate Wounds, Deep Slumber, Dispel Magic, Force Hook Charge, Lightning Bolt, Litany of Righteousness, Litany of Warding, Locate Weakness, Magic Circle Against Chaos/Evil/Law, Prayer, Scorching Ray, Water Breathing

Level 4: Archon's Aura, Beast Shape II, Black Tentacles, Cure Serious Wounds, Haste, Ice Storm, King's Castle, Litany of Sight, Remove Curse, Stoneskin, Wall of Fire, Wall of Ice, Wall of Sound

Level 5: Cure Critical Wounds, Dispel Evil, Flame Strike, Litany of Thunder, Litany of Vengeance, Mark of Justice, Mass Cure Light Wounds, Restoration, Stoneskin, Telekinesis

Level 6: Beast Shape III, Cone of Cold, Greater Dispel Magic, Holy Sword, Mass Bear's Endurance, Mass Cure Moderate Wounds, Overland Flight, Stone to Flesh, Wall of Force, Word of Recall

(I posted it with some modification on my part- maybe there are three or four spells more I'd like to add)
He also proposed to replace Merciful Magic with this:

Faith Bindings:
Anytime the Arcane Templar casts a spell with a duration of at least 1 round per level, he may spend a point from his divine spirit pool to increase the duration by a number of rounds equal to his wisdom modifier.

I'm not opposed to it, but I wonder if in that case I should remove some of my new arcana (namely, Champion Blending, Faithful Blending, and Hunter Blending) or not.


And looking them over, we should take out the Faithful Blending and Hunter Blending, yeah. Especially considering that these arcana should be selectable by a normal Magus.

Edit: GAH! I really can't decide whether they should get Telekinesis or not. I keep mentally flip-flopping on it...

On the one hand, it's a VERY powerful utility spell with loads of versatility, combat applications, etc.

On the other, they do need a strong fifth level utility. :\ Anyone have a better idea for that spot? If not, may as well let them have it.

Star Voter 2014

Not necessarily. There are some arcana selectable only by one specific archetype.
Would you take out Champion Blending too?

Edit: I'd keep Telekinesis...


Where possible, it's best to keep options available to all classes who could theoretically take those options.

So yeah, take out those blendings.

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