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MultiClass Archetypes III: The Return of the MCA


Suggestions/House Rules/Homebrew

401 to 450 of 1,173 << first < prev | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | next > last >>

I agree, Flak. As a paladin enthusiast, that's probably why I never developed one yet. That said, I think a Pal/Ftr or Ftr/Pal would likely lose its spellcasting in favor of more militant abilities, combat maneuvers, batttefield abilities, sort of like the old 3E Marshal from the Miniatures book, or sort of like my Supreme Warlord. I would think he would grant divine benefits to combat, or able to grant more of his abilities to his allies, like his Aura of Justice does. Perhaps a number of new auras? I shall have to think about it. Maybe Flak and I can come up with something.


You can make the fighter/ranger the apex warrior and make the ranger/fighter the warbound fighter (which would focus on a bound with allies in his/her party)

EDIT: Know that i think about it, i think the Warbound fighter might be a mix between the ranger and inquisitor...


@Elghinn: stellar feedback on the Ranger/Fighter. I've synthesised my thoughts on your options and sent you an email on how I want to proceed... Should be fairly simple, emulate some fighter flavor and be much more flexible than the initial proto-Warwolf. ;) i'm going with Apex Warrior at the moment...


@Bardess: Covenant Champion looks really good! I like it...and I'm not seeing any glaring problems with it as yet...


@Bardess: I agree with OSW. The Coven Champion looks good! Only a few questions/issues.

1) Why did you swap the levels that Channel Positive Energy and Eldritch Bond are gained by the Coven Champion? Wouldn't it have been easier to just leave them where they were? Just curious.

2) In the Eldritch Bond: Why is the coven champion able to gain a kreshar (though a neutral beasties, he's pretty ugly, but not really an issue) and at later levels a mantai or vulchling (which is really the issue) since they are Ne and CE respectively? Shouldn't you find more goodly creatures for the coven champion to summon? I do get the idea that even if she's good, she could get "ugly" creatures to serve her, but, not outright evil. So, if you could explain your reasoning, that would be great.

3) Why is she a Full BAB MCA? Ususally, when you combine a 1/2 BAB with a Full BAB, you get a 3/4 BABA with d8 HD. Just wondering? It should be a 3/4 BAB according to the guidelines. We can still have it be heavily armored though, since its casting divine spells.


1) Since the Coven Champion's eldritch mount also serves as her familiar, she needs to gain it at the same level when she gains her spells. Either this, or delaying her spellcasting to 5th level, and that didn't seem suitable for this archetype. So, having to move the bond back, I moved the channeling forward.

2) At 4th level, the eldritch mount has to be a CR 1 monster, and there aren't many suitable monsters of the right size at that level. However, I specified that the mount's alignment becomes LG... and for a witchy paladin is suitable having an ugly-but-good mount, like you said.

3) Ok, let's make it 3/4 BAB then... I left full BAB since she's an armored defender, and I saw that some other archetypes waived that rule... but it doesn't really matter.


I wasn't really looking for an ultratank type of deal. That was just the first thing that came to my mind. I like the manuvers idea, but do you guys use the Archtypes like the Crossbowman or are these just base classes?

@Bardess: I like that class. Very interesting.

Edit: Aha. I remember why I asked this. I was looking at the Gunslinger and wondered if you could take the Gun Tank and combine it with an alchemist for what is a slow moving fortress of BOOM!


[Sits bolt upright] Ooops - I totally overlooked the Coven Champion's BAB. I agree with Elghinn - there's nothing particularly heavyweight about the CC's offensive capabilities to engender a full BAB... Heavy armor and two handed weapons is cool though!


Ok, here- I made some slight change to the spell list too, and introduced a new "Charming Prince/ss" mercy. This way it should be okay.

The Coven Champion:
Not every witch coven is evil. Neither witchraft itself has necessarily to be evil. In any land there are a number of misunderstood good witches, secretly working to defend the boundaries of this world from the horrors lying beyond- but more often than not, they have to defend themselves from hate and prejudice before. Someone has to take responsibility for protecting a holy coven, and teaching the outside world that witches may be friends and heroes. This someone is a paladin blessed by mysterious eldritch powers, a model of virtue who operates in heterodox but always holy ways: the Coven Champion.

Primary Class: Paladin
Secondary Class: Witch
Alignment: LG
Hit Dice: d8
Skills: no bonus
BAB: 3/4
Saves: GPG
Weapon/Armor: as paladin
1) Aura of good, coven, detect magic, smite evil 1/day
2) Detect evil, divine grace, lay on hands
3) Aura of courage, merciful hex
4) Eldritch bond, smite evil 2/day
5) Channel positive energy
6) Merciful hex
7) Smite evil 3/day
8) Aura of resolve
9) Merciful hex
10) Smite evil 5/day
11) Aura of vengeful curse
12) Merciful hex
13) Smite evil 5/day
14) Aura of witchcraft
15) Merciful hex
16) Smite evil 6/day
17) Aura of eldritch virtue
18) Merciful hex
19) Smite evil 7/day
20) Chosen of Holy Magic

Aura of Good: as paladin.
Coven (Ex): A coven champion can join to a witch’s coven as if she had the coven hex at 1st level. The coven champion’s coven can’t contain hags and must be formed by good-aligned witches and other characters only. Whenever the paladin’s within 30 feet of another characters with this ability, she can use the aid another action to grant a +1 bonus to the other spellcaster’s caster level for 1 round. This and detect magic replace divine health.
Detect Magic (Sp): At will, a coven champion can use detect magic, as the spell. A coven champion can, as a move action, concentrate on a single item or individual within 60 feet and determine if it radiates magic, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the paladin does not detect magic in any other object or individual within range. This and coven replace divine health.
Smite Evil (Su): As paladin, except that a coven champion doesn’t gain a bonus to damage on the first successful attack against evil undead. She instead gains the same bonus against evil creatures of the fey type.
Detect Evil (Sp): As paladin, except that the coven champion gains this ability at 2nd level.
Divine Grace (Su): As paladin.
Lay On Hands (Su): As paladin.
Aura of Courage (Su): As paladin.
Merciful Hex: A coven champion may select any witch hex in place of a mercy. At 12th level, she may select a hex or major hex. At 18th level, a coven champion can select a hex, major hex, or grand hex. She cannot select any hex more than once, unless specifically stated. Using a hex consumes one use of the coven champions’ lay on hands ability, without further effects.
A coven champion cannot select the following hexes: blight, poison steep, unnerve beasts, cook people, infected wounds, waxen image, dire prophecy. If hexes from any other source are in use, the coven champion cannot select any hex chaotic or evil in its nature.
Eldritch Bond (Sp): Upon reaching 4th level, a coven champion forms a bond with the eldritch divine forces which grant her powers. This bond can take one of two forms. Once the form is chosen, it cannot be changed.
The first type of bond is with a consecrated weapon. The coven champion’s bonded weapon counts as an athame (witchcraft’s ceremonial dagger) for all prerequisites and is considered an athame for the purpose of participating to every coven rite.
This form of bond allows the coven champion to enhance her weapon as a standard action by calling upon the aid of an eldritch spirit for 1 minute per paladin level. When called, the spirit causes the weapon to shed light as a torch. At 4th level, this spirit grants the weapon a +1 enhancement bonus. At 8th level, and every three levels thereafter, the weapon gains another +1 enhancement bonus, to a maximum of +6 at 20th level. These bonuses can be added to the weapon, stacking with existing weapon bonuses to a maximum of +5.
At 5th level, these bonuses can be used to add any of the following weapon properties: axiomatic, brilliant energy, cunning, hexing*, hexing burst*, holy, keen, merciful, speed, spell storing, and transformative (*see Rite Publishing’s 101 Weapon Properties). Adding these properties consumes an amount of bonus equal to the property's cost (see Table: Melee Weapon Special Abilities). These bonuses are added to any properties the weapon already has, but duplicate abilities 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.
At 9th level, the coven champion’s weapon can receive the powers of any magic athame (see Super Genius Games’ #1 With a Bullet Point: 5 Magic Witch’s Daggers) for a number of rounds equal to ½ the coven champion’s level.
The bonus and properties granted by the spirit are determined when the spirit is called and cannot be changed until the spirit is called again. The eldritch spirit imparts no bonuses if the weapon is held by anyone other than the coven champion but resumes giving bonuses if returned to the coven champion. These bonuses apply to only one end of a double weapon. A coven champion can use this ability once per day at 4th level, twice per day at 9th level, and one additional time per day for every four levels thereafter, to a total of four times per day at 17th level.
If a weapon bonded with an eldritch spirit is destroyed, the coven champion loses the use of this ability for 30 days, or until she gains a level, whichever comes first. During this 30-day period, the paladin takes a –1 penalty on attack and weapon damage rolls and cannot use any hex except coven. The ritual of bonding with a new consecrated weapon costs 200 gp per coven champion’s level.
The second type of bond allows a coven champion to gain the service of a magic steed which also serves as an intermediary between her and her eldritch patron. The eldritch mount must be a CR 1 magical beast, fey animal or fey creature suitable as a mount, and is always LG, regardless of its normal alignment. Once selected, the choice is set, but it may be changed whenever the coven champion gains a level. For example, a 4th–level Small coven champion could gain the service of a cooshee or krenshar, while a Medium coven champion could gain an hippocampus or giant mantari/vulchling (see the Tome of Horrors Complete). Upon reaching 5th level, the coven champion can summon a CR 2 mount (like a blink dog or hippogriff); at 7th level, she can summon a CR 3 creature (mobat, pegasus, unicorn), and each level thereafter the CR of her mount increases by one, to a maximum of CR 14 at 18th level (a young phoenix or fey dragon). Once per day, as a full-round action, a coven champion may magically call his magical mount to her side. This ability is the equivalent of a spell of a level equal to one-third the coven champion’s level. The servant immediately appears adjacent to the coven champion. A coven champion can use this ability once per day at 4th level, twice per day at 9th level, and one additional time per day for every four levels thereafter, for a total of four times per day at 17th level.
At 11th level, the mount gains the celestial template. At 15th level, a coven champion’s steed gains spell resistance equal to the coven champion’s level + 11.
Furthermore, the coven champion’s mount also functions as a witch’s familiar, teaching and storing spells for its master; it gains the empathic link, store spells, deliver touch spells and scry on familiar abilities, and counts both as a familiar and a bonded mount for all prerequisites. Should the mount die or be banished, the coven champion may not summon another mount for 30 days or until he gains a level, whichever comes first. During this 30-day period, the coven champion takes a –1 penalty on attack and weapon damage rolls and can’t cast any spell. The ritual of bonding with another magical mount costs 500 gp per coven champion’s level.
This replaces divine bond.
Spells: as paladin, plus the coven champion gains access to some witch spells: 1st– cause fear, charm person, command, hex ward, hypnotism, identify, ill omen, lock gaze, mask dweomer, peacebond, remove sickness; 2nd– adoration, augury, daze monster, delay pain, enthrall, gentle repose, ghostly disguise, hold person, qualm, scare, see invisibility; 3rd– arcane sight, clairaudience–clairvoyance, fly, glyph of warding, heroism, locate weakness, remove disease, share senses, suggestion, twilight knife, witness; 4th– age resistance, charm monster, confusion, curse of magic negation, debilitating portent, detect scrying, divination, fear, geas–quest, locate creature, minor creation.
Channel Positive Energy (Su): As paladin, except that the coven champion gains this ability at 5th level.
Aura of Resolve (Su): As paladin.
Aura of Vengeful Curse (Sp): At 11th level, a coven champion can expend two uses of her smite evil ability to cast bestow curse on all evil enemies within 10 feet. Each enemy may be affected by a different curse, lasting for 1 minute. Using this ability is a free action.
Aura of Witchcraft (Su): At 14th level, a coven champion’s weapons are treated as magic for the purposes of overcoming Damage Reduction. Any attack made against an enemy within 10 feet of her is treated as magic for the purposes of overcoming Damage Reduction.
This ability functions only while the paladin is conscious, not if she is unconscious or dead.
Aura of Eldritch Virtue (Su): At 17th level, a coven champion gains DR 5/magic and immunity to compulsion spells and spell-like abilities. Each ally within 10 feet of her gains a +4 morale bonus on saving throws against compulsion effects.
This ability functions only while the paladin is conscious, not if she is unconscious or dead.
Chosen of Holy Magic (Su): At 20th level, the coven champion’s DR increases to 10/magic. Whenever she uses smite evil and successfully strikes an evil outsider or fey, the creature is also subject to a single-target holy word, using her coven champion’s level + 10 as the caster level. After the banishment effect and the damage from the attack are resolved, the smite immediately ends. In addition, whenever she uses lay on hands to heal a creature, she heals the maximum possible amount.

New Mercies
The following new mercies are available to any class with the mercy feature as 12th-level mercies.

Asleep: The paladin’s lay on hands acts as break enchantment on any sleep spell and effect, included the eternal slumber witch’s hex.

Transmuted: The paladin’s lay on hands acts as break enchantment on any transmutation spell and effect, such as baleful polymorph.

I leave tomorrow for a short journey. See you in a few days.^-^


RipfangOmen wrote:

I wasn't really looking for an ultratank type of deal. That was just the first thing that came to my mind. I like the manuvers idea, but do you guys use the Archtypes like the Crossbowman or are these just base classes?

Edit: Aha. I remember why I asked this. I was looking at the Gunslinger and wondered if you could take the Gun Tank and combine it with an alchemist for what is a slow moving fortress of BOOM!

MCAs are a method of combining two classes (Core or Advanced) in a gestalt style using the Archetype framework. Thus, they are NOT new base classes, they are MCAs (MultiClass Archetypes). Our method takes care of many of the issues of the old gestalt style of multiclassing by combining certain abilities from both classes in a balanced manner so that they aren't OP. This way, you can have, as with the Stealth Mage (Wiz/Rog) MCA, you have a full arcane caster (with diminished spellcasting), with sneak attack, rogue feats, and its own special Arcane School and Arcane bond.

Regarding Guntank, etc., on occasion, we use abilities from classes or their archetypes to create our MCAs. It is doable. I actually have an Alchemist/Gunslinger MCA called the Iron Bombardier (among other Gunslinger MCAs) that can launch bombs with a scatter quality firearm and loves to blow things up. Just hasn't bee posted to the Wiki yet.


Bardess wrote:

Ok, here- I made some slight change to the spell list too, and introduced a new "Charming Prince/ss" mercy. This way it should be okay.

** spoiler omitted **...

I still think this one's good! And your explanations to my concerns are sufficient. I still don't like the two evil creatures he can have as a mount(and yes I know they would be LG when he gets them), but if that's all you can find (which can often be the issue), then so be it. I would still try and find an alternate to the mantai or vulchling though. Maybe I'll take a look.


You're welcome. I'd like something prettier too, but it's very difficult to find a Large CR 1 magical beast in the monster lists!
(And when you think this is finished, I have the Gnostic Philosopher done and ready to be posted)^-^


Not sure if this is an MCA because I just want to fix the duelist to be functional, but you guys are usually on the ball when it comes to balancing stuff.

Wailing Blade:

Some who follow the path of song and sword eschew the knowledge and compulsion that is intrinsic in their calling and follow a more martial path. These rare few emulate the fearsome banshee and woe to those that stand in their way.

Wailing blade (W/B)
H/D D8
BAB 3/4
saves B/G/G
skills 6+int

Base is bard

Weapon and Armor Proficiency: A wailing blade is proficient
with all simple weapons, plus the longsword, rapier,
sap, short sword, shortbow, whip, and one martial weapon of choice. Bards are also proficient with light armor and shields (except tower
shields). A W/B can cast bard spells while wearing light
armor and use a shield without incurring the normal
arcane spell failure chance. Like any other arcane
spellcaster, a W/B wearing medium or heavy armor
incurs a chance of arcane spell failure if the spell in
question has a somatic component. A multiclass W/B
still incurs the normal arcane spell failure chance for
arcane spells received from other classes.

Arcane Bond (Ex): At 1st level, a wailing blade gains the
arcane bond ability as a wizard, using a weapon as his bonded
item. He may not choose a familiar or other type of bonded
item. He may use the hand holding his bonded weapon for
somatic components. This ability replaces lore master.

Rallying Cry (Su): At 1st level, a W/B can use
performance to rally dispirited allies. Each round he
makes an Intimidate check. Any ally (including the bard)
within 30 feet may use this check in place of his own saving
throw against fear and despair effects. Those already
under a fear or despair effect can attempt a new save each
round using the W/B's Intimidate check. Rallying cry
does not work on effects that don’t allow saves. This is
a mind-affecting ability that uses audible components.
This performance replaces countersong

Harmonic weapon (Su): At 6th level, the W/B's bonded weapon begins to vibrate and hum whenever the wailing blade uses a performance. This effect lasts as long as the W/B performs and deals 1D6 sonic damage. Every three levels after sixth, the potency of the effect increases by one dice category (1D8 at 9th, 1d10 at 12th, 2D6 at 15th) up to 2D8 at 18th. The effect increases into epic levels. This performance replaces suggestion.

Mass Harmonics (Su): at eighteenth level, the bonded weapon of the W/B generates sympathetic vibrations in the weapons of the W/B's allies. This effect functions as harmonic weapon minus six levels. (so at level 18 it would add 1D10 sonic to allies) This ability replaces mass suggestion.

Bonded weapon training (Su): Starting at 3rd level, a W/B can
take weapon training with their bonded weapon. Whenever he
attacks with his bonded weapon, he gains a +1 bonus
on attack and damage rolls.
Every four levels thereafter (7th, 11th, and 15th), the
bonuses granted by weapon training increases by
+1 each. For example, when a wailing blade reaches 7th level,
he receives a +2 bonus on attack and damage rolls with
his bonded weapon. A wailing blade also adds this bonus to any combat maneuver checks made his bonded weapon. This bonus
also applies to the wailing blades Combat Maneuver Defense
when defending against disarm and sunder attempts
made against his bonded weapon. This replaces bardic knowledge.

Bonus Feats: A W/B weaves might and
magic in his combat style, gaining the following bonus
feats at 2nd level and every four levels thereafter: 2nd
level—Combat Casting, 6th level—Disruptive, 10th
level—Spellbreaker, 14th level—Penetrating Strike, 18th
level—Greater Penetrating Strike. This ability replaces
versatile performance and well-versed.

Arcane Armor (Ex): At 8th level, a wailing blade gains
Medium Armor Proficiency and can cast bard spells in
medium armor with no chance of arcane spell failure.
This ability replaces jack of all trades.

I was also thinking of adding a secondary effect to dirge of doom and calling it Wailing Doom. something like dirges effect with a secondary fort save or con damage. Not sure though


@Bardess: Have you thought about leaving Channel positive energy at 4th, and Eldritch Bond at 5th. You could then change the Eldritch Bond to this.

Eldritch Bond (Sp):

Upon reaching 5th level, a coven champion forms a bond with the divine forces which grant her powers. This bond can take one of two forms. Once the form is chosen, it cannot be changed.

The first type of bond is with a consecrated weapon. The coven champion’s bonded weapon counts as an athame, or witch’s ceremonial dagger, for the purpose of participating to coven rites that have an athame as its prerequisite.

This form of bond allows the coven champion to enhance her weapon as a standard action by calling upon the aid of an eldritch spirit for 1 minute per paladin level. When called, the spirit causes the weapon to shed light as a torch. At 5th level, this spirit grants the weapon a +1 enhancement bonus. At 8th level, and every three levels thereafter, the weapon gains another +1 enhancement bonus, to a maximum of +6 at 20th level. These bonuses can be added to the weapon, stacking with existing weapon bonuses to a maximum of +5.

At 5th level, these bonuses can be used to add any of the following weapon properties: axiomatic, brilliant energy, cunning, hexing#, hexing burst#, holy, keen, merciful, speed, spell storing, and transformative*. Adding these properties consumes an amount of bonus equal to the property's cost (see Table: Melee Weapon Special Abilities). These bonuses are added to any properties the weapon already has, but duplicate abilities 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. (*Advanced Player’s Guide, #Rite Publishing’s 101 Weapon Properties)

At 9th level, the coven champion’s weapon can receive the powers of any magical athameǂ for a number of rounds equal to 1/2 the coven champion’s level. (ǂSuper Genius Games’ #1 With a Bullet Point: 5 Magic Witch’s Daggers)

The bonus and properties granted by the spirit are determined when the spirit is called and cannot be changed until the spirit is called again. The eldritch spirit imparts no bonuses if the weapon is held by anyone other than the coven champion but resumes giving bonuses if returned to the coven champion. These bonuses apply to only one end of a double weapon. A coven champion can use this ability once per day at 4th level, twice per day at 9th level, and one additional time per day for every four levels thereafter, to a total of four times per day at 17th level.

If a weapon bonded with an eldritch spirit is destroyed, the coven champion loses the use of this ability for 30 days, or until she gains a level, whichever comes first. During this 30-day period, the paladin takes a –1 penalty on attack and weapon damage rolls and cannot use any hex except coven. The ritual of bonding with a new consecrated weapon costs 200 gp per coven champion’s level.

The second type of bond allows a coven champion to gain the service of a familiar (see the Wizard’s Arcane Bond), which also serves as an intermediary between her and her eldritch patron. The eldritch familiar must be a fey animal or magical beast, and is always LG, regardless of its normal alignment. If the familiar is of sufficient size, it may also be used as a mount by the coven champion. Upon reaching 5th level, the coven champion can select any fey animal or magical beast with 3 HD or less, as his eldritch familiar.

As the coven champion gains levels, he may select a new familiar in place of his previous one, but it must always be a fey animal or magical beast. For the purpose of this new eldritch familiar, the coven champion is considered to have the Improved Familiar feat.

At 8th level, the coven champion may select a fey animal or magical beast with 5 HD or less as his eldritch familiar. The maximum Hit Dice of the coven champion’s familiar increase by 2 every three levels beyond 8th (7 HD at 11th, 9 HD at 14th, 11 HD at 17th, and 13 HD at 20th). The coven champion uses the basic statistics for a creature of the familiar's kind (Hit Dice, hit points, base attack bonus, saving throws, and skills), or uses the rules described in the Familiar Basics section of the Wizard description (p. 82 of the Core Rulebook), whichever gives the familiar the higher value. Once per day, as a full-round action, a coven champion may magically call his eldritch familiar to his side. This ability is the equivalent of a spell of a level equal to one-third the coven champion’s level. The familiar immediately appears adjacent to the coven champion. A coven champion can use this ability once per day at 5th level, an additional time per day every four levels thereafter, to a maximum of four times per day at 17th level.

At 11th level, the eldritch familiar gains the celestial template.

At 15th level, the eldritch familiar gains spell resistance equal to the coven champion’s level + 11.

A coven champion’s eldritch familiar otherwise functions as a witch’s familiar, teaching spells to and storing spells for its master. It also gains the empathic link, store spells, deliver touch spells, and scry on familiar abilities at the indicated levels (p. 83 of the Core Rulebook), and counts both as a familiar and a bonded mount for all prerequisites. Should the eldritch familiar die or be banished, the coven champion may not summon another familiar for 30 days or until she gains a level, whichever comes first. During this 30-day period, the coven champion takes a –1 penalty on attack and weapon damage rolls and can’t cast any spells. The ritual for summoning a new eldritch familiar costs 200 gp per coven champion’s level. This ability replaces divine bond.

You could then create a new spell progression, even up to 6th-level spells, with spells of 4/4/3/3/2/2 at 20th? More spells less combat, since it is a 3/4 BAB. Like this? It's based on the paladin sell progression (at least the numbers, but without the "0") but uses the sorcerer spell progression to be able to fit in the 6th level spells properly (3 level gap between 1st and 2nd, then 2 levels between the rest).

Table: Coven Champion
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 Aura of good, coven, detect magic, smite evil 1/day — — — — — —
2nd +1 +3 +0 +3 Detect evil, divine grace, lay on hands — — — — — —
3rd +2 +3 +1 +3 Aura of courage, merciful hex — — — — — —
4th +3 +4 +1 +4 Channel positive energy, smite evil 2/day — — — — — —
5th +3 +4 +1 +4 Eldritch bond 1 — — — — —
6th +4 +5 +2 +5 Merciful hex 1 — — — — —
7th +5 +5 +2 +5 Smite evil 3/day 1 — — — — —
8th +6/+1 +6 +2 +6 Aura of resolve 1 1 — — — —
9th +6/+1 +6 +3 +6 Merciful hex 2 1 — — — —
10th +7/+2 +7 +3 +7 Smite evil 4/day 2 1 1 — — —
11th +8/+3 +7 +3 +7 Aura of vengeful curse 2 1 1 — — —
12th +9/+4 +8 +4 +8 Merciful hex 2 2 1 1 — —
13th +9/+4 +8 +4 +8 Smite evil 5/day 3 2 1 1 — —
14th +10/+5 +9 +4 +9 Aura of witchcraft 3 2 2 1 1 —
15th +11/+6/+1 +9 +5 +9 Merciful hex 3 2 2 1 1 —
16th +12/+7/+2 +10 +5 +10 Smite evil 6/day 3 3 2 2 1 1
17th +12/+7/+2 +10 +5 +10 Aura of eldritch virtue 4 3 2 2 1 1
18th +13/+8/+3 +11 +6 +11 Merciful hex 4 3 3 2 2 1
19th +14/+9/+4 +11 +6 +11 Smite evil 7/day 4 3 3 2 2 1
20th +15/+10/+5 +12 +6 +12 Chosen of holy magic 4 4 3 3 2 2


Alright, here's a new MCA that OSW cooked up, and that I helped him develop. Let us know what you think.

APEX WARRIOR:

Primary Class: Ranger.

Secondary Class: Fighter.

Hit Dice: d10.

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

Weapon and Armor Proficiency: The apex warrior is proficient with all simple and martial weapons, with light and medium armor, and with shields (except tower shields). If the apex warrior selects the ursine species affinity, he is also proficient with heavy armor.

Affinity Traits (Ex): An apex warrior exhibits the traits of his species affinity. At 1st level, and again at 4th level and every four levels thereafter, an apex warrior can select one trait according to his chosen affinity (see individual Species Affinities below). An apex warrior of the canine or feline affinity can only use his affinity traits while wearing medium armor or lighter, while one of the ursine affinity can use them in any type of armor. This ability replaces favored enemy and improved evasion.

Species Affinity (Ex): At 1st level, an apex warrior must either Canine (dogs, hyenas, wolves), Feline (lions, panthers, tigers), or Ursine (black bears, grizzly bears) as his species affinity (see Species Affinities below). Once chosen, it cannot be changed. He gains a +2 circumstance bonus on Handle Animal and wild empathy checks with animals of his species affinity, and he can communicate with them as if using a continual speak with animals spell-like ability, but this ability is non-magical. This ability otherwise functions as and replaces wild empathy.

Combat Style Feats: This is exactly like the ranger’s ability of the same name, except that the apex warrior must select either the Natural Weapon style below or a combat styles listed in his species affinity. This ability otherwise functions as and replaces combat style feats.

Natural Weapon Style: If the apex warrior selects natural weapon style, he can choose from the following list whenever he gains a combat style feat: Aspect of the Beast, Improved Natural Weapon#, Rending Claws*, and Weapon Focus. At 6th level, he adds Eldritch Claws and Vital Strike to the list. At 10th level, he adds Multiattack# and Improved Vital Strike to the list. (*Advanced Player’s Guide, #Bestiary)

Apex Powers: At 3rd level, and every three levels thereafter, apex warrior may select one apex power according to his chosen affinity (see Species Affinities below). An apex warrior of the canine or feline affinity can only use his apex powers (or advanced powers) while wearing medium armor or lighter, while one of the ursine affinity can use them in any type of armor. This ability and advanced powers replace the ranger’s spellcasting ability.

Hunter’s Bond (Ex): This is exactly like the ranger ability of the same name, except that an apex warrior must choose the animal companion bond and must select a bear (ursine affinity), a lion or tiger (feline affinity), or a wolf (canine affinity) as his animal companion according to his species affinity.

Greater Species Affinity (Ex): At 5th level, an apex warrior gains a +2 insight bonus on wild empathy checks with animals of his species affinity, and he may use wild empathy to duplicate an Intimidate check rather than a Diplomacy check. In addition, he can influence lycanthropes and magical beasts related to his species affinity with wild empathy, if their Intelligence score is 1 or 2, or they do not possess an Intelligence score. For example, an apex warrior with the canine affinity could influence a werewolf or a blink dog with this ability. Once the apex warrior chooses the type of creature, it cannot be changed. This ability replaces evasion.

Advanced Powers: At 12th level, and every three levels thereafter, an apex warrior can choose an advanced power in place of an apex power, according to his affinity.

SPECIES AFFINITIES
Through years of dwelling among and living as a single species of animal, the apex warrior has come to resemble it, and has even developed a special kinship with its kind. This affinity determines the apex warrior’s affinity traits, choice of combat style feats, and apex powers, all which allow him to emulate his affinity animal’s behaviors and abilities. The Canine, Feline, and Ursine affinities are described in detail hereafter.

Canine Affinity :

An apex warrior with the canine affinity exhibits the traits and behaviors of dogs, hyenas, wolves, and other canine species. He tends to be unkempt and ragged in appearance though muscled, snaps at friends and foes alike, and possesses a pack mentality that applies to both his allies and his tactics in combat. The following affinity traits, combat style feats, and apex powers emulates creatures of the canine species.

Affinity Traits: An apex warrior with the canine affinity may select from the following traits.

Agile Moves: The apex warrior gains a +2 bonus on Acrobatics and Climb checks.

Cave Born: The apex warrior gains a +2 bonus on Knowledge (dungeoneering) and Survival checks made underground.

Fleet-Footed: The apex warrior gains Run as a bonus feat and a +2 bonus on initiative checks. The apex warrior must have the canine or feline affinity to select this trait.

Hardy: The apex warrior gains a +2 bonus on saving throws against poison (magical or otherwise). The apex warrior must have the canine or ursine affinity to select this trait.

Improved Flanker: The apex warrior gains a +4 bonus when his opponent is flanked by an ally instead of the normal +2. The apex warrior must have the canine affinity to select this trait.

Improved Scent (Ex): The apex warrior gains the Keen Scent ability. The apex warrior must have the scent trait to select this trait.

Keen Senses: The apex warrior gains a +2 bonus on Perception checks.

Natural Swimmer: The apex warrior gains a +2 bonus on Swim checks.

Night Vision: The apex warrior gains low-light vision. If the apex warrior already has low-light vision, its range doubles.

Scent (Ex): The apex warrior gains the Scent ability.

Sprinter: The apex warrior gains a 10-foot bonus to his speed when using the charge, run, or withdraw actions. The apex warrior must have the canine or feline affinity to select this trait.

Sure-Footed: The apex warrior does not lose his Dexterity bonus to AC when making Climb or Acrobatics checks to cross narrow or slippery surfaces. The apex warrior must have the canine or feline affinity to select this trait.

Toothy: The apex warrior grows large, sharp teeth, granting a bite attack. This is a primary natural attack that deals 1d4 points of piercing damage.

Tough Hide (Ex): The apex warrior gains a +1 bonus to his natural armor.

Unwilling Flanker: The apex warrior gains a +2 flanking bonus when his current opponent is adjacent to another opponent. The apex warrior must have the canine affinity and the improved flanker trait to select this trait.

Wildcraft: The apex warrior gains a +2 bonus on Knowledge (nature) and Survival checks made above ground.

Combat Style Feats: An apex warrior with the canine affinity may select the Natural Weapon style (see above) or one of the following Combat Styles.

Canine Style: If the apex warrior selects canine style, he can choose from the following list whenever he gains a combat style feat: Greater Feint, Greater Trip, Spring Attack, and Underfoot*. At 6th level, he adds Crippling Critical and Disengaging Flourish† to the list. At 10th level, he adds Lightning Stance and Pinning Rend† to the list. (*Advanced Player’s Guide, †Ultimate Combat)

Pack Master Style: If the apex warrior selects pack master style, he can choose from the following list whenever he gains a combat style feat: Improved Back to Back†, Outflank*, Paired Opportunist*, and Team Up*. At 6th level, he adds Combat Patrol* and Seize the Moment† to the list. At 10th level, he adds Coordinated Charge† and Improved Feint Partner† to the list. (*Advanced Player’s Guide, †Ultimate Combat)

Apex Powers: An apex warrior with the canine affinity may select from the following powers.

Counterstrike (Ex): When an enemy that is adjacent to the apex warrior hits an ally with a melee or ranged attack, the apex warrior can make a single melee attack with a natural weapon or melee weapon at his highest base attack bonus against the creature who attacked his ally. The apex warrior must have the toothy trait to be able to use this power with natural weapons.

Covered Retreat (Ex): When the apex warrior takes a move action, the square he starts out in is not considered threatened by any opponent it can see, and therefore visible enemies do not get attacks of opportunity against him when he moves from that square. The apex warrior must end this movement in a square adjacent to an ally.

Distracting Attack (Ex): The apex warrior can make a single attack with a natural weapon or melee weapon, as a free action. If the attack hits, the target takes a –2 penalty on all attack rolls for 1 round. The apex warrior must have the toothy trait to use this power with natural weapons.

Evasion (Ex): The apex warrior gains the ranger’s evasion ability.
Improved Natural Weapon (Ex): The apex warrior’s natural weapon increases by one damage die (1d3 to 1d4, 1d4 to 1d6, and so on). The apex warrior may select this power multiple times, but each time it applies to a different natural weapon.

Natural Savagery (Ex): An apex warrior gains a +2 bonus on attack and damage rolls with natural weapons. This bonus also applies to CMB and CMD for grappling.

Pack Leader (Ex): The apex warrior’s allies are treated are considered to have the same teamwork feats that he has for the purpose of determining whether he receives a bonus from his teamwork feats. The apex warrior’s allies do not receive any bonuses from these feats unless they actually possess the feats themselves. The allies’ positioning and actions must still meet the prerequisites listed in the teamwork feat for the apex warrior to receive the listed bonus.

Rend (Ex): The apex warrior gains the Rend special attack (see Universal Monster Rules) and can use it with either his natural weapons or a single melee weapon. The apex warrior must have the toothy trait to use this power with natural weapons.

Savage: The apex warrior deals +1d6 extra points of damage on his first attack in a round against a prone opponent.

Take Down (Ex): When the apex warrior succeeds on a Trip attack, the target is pinned for 1d4+1 rounds. The apex warrior must have the Trip power to select this power.

Trip (Ex): The apex warrior gains the Trip special attack. The apex warrior must have the canine affinity to select this power.
Uncanny Dodge (Ex): The apex warrior gains the rogue’s uncanny dodge ability.

Advanced Powers: An apex warrior with the canine affinity may select from the following advanced powers.

Greater Savage Charge (Ex): When using savage charge, the AC penalty is reduced to 1/4 his apex warrior level instead of 1/2 his apex warrior level. In addition, the apex warrior can charge through friendly creatures and difficult terrain. The apex warrior must have the savage charge power to select this power.

Impromptu Flanking (Ex): Whenever the apex warrior misses with an attack on a flanked opponent, he can designate a single ally who is also flanking the target that his attack missed. That ally can make a single melee attack against the opponent as an immediate action. The apex warrior can use this power once per day at 9th level, and an additional time per day every three levels thereafter.

Improved Evasion (Ex): The apex warrior gains the ranger’s evasion ability. The apex warrior must have the evasion power and be at least 15th level to select this power.

Improved Uncanny Dodge (Ex): The apex warrior gains the rogue’s improved uncanny dodge ability. The apex warrior must have the uncanny dodge power to select this power.

Opportunist (Ex): Once per round, the apex warrior can make an attack of opportunity against an opponent who has just been struck for damage in melee by another character. This attack counts as an attack of opportunity for that round. Even an apex warrior with the Combat Reflexes feat can't use the opportunist ability more than once per round.

Rapid Attack (Ex): The apex warrior can combine a full-attack action with a single move. He must forgo the attack at his highest bonus but may take the remaining attacks at any point during his movement. This movement provokes attacks of opportunity as normal.

Ruthless Hunter (Ex): Once per day, the apex warrior can designate a single enemy he is adjacent to as his prey. Until the end of his next turn, he can add his apex warrior level as bonus damage to all his attacks made against his prey.

Savage Charge (Ex): Whenever an apex warrior attacks with a natural weapon at the end of a charge, he gains a bonus on his natural weapon attack rolls equal to 1/2 his apex warrior level, while suffering a penalty to his AC equal to 1/2 his apex warrior level. These replace the normal attack roll bonus and AC penalty for charging. This bonus also applies to his CMB for a bull rush or overrun combat maneuvers made when charging. The apex warrior must have the clawed trait or the toothy trait to use this power with natural weapons.

Vicious Bite (Ex): When the apex warrior attacks with a natural weapon, he treats all 1s and 2s on his natural weapon damage rolls as 3s.

Feline Affinity:

An apex warrior with the feline affinity exhibits the traits and behaviors of lions, panthers, tigers, and other feline species. He tends to be sleek and neatly kept, possesses a cat-like grace, superhuman agility, prefers to do things alone, and possesses a self-assured, nearly arrogant view of his skills. The following affinity traits, combat style feats, and apex powers emulates creatures of the feline species.

Affinity Traits: An apex warrior with the feline affinity may select from the following traits.

Agile Moves: The apex warrior gains a +2 bonus on Acrobatics and Climb checks.

Agile Step: The apex warrior ignores difficult terrain when he takes a 5-foot step. The apex warrior must have the canine or feline affinity to select this trait.

Cave Born: The apex warrior gains a +2 bonus on Knowledge (dungeoneering) and Survival checks made underground.

Clawed: The apex warrior grows claws at the ends of his finger, granting 2 claw attacks. This is a primary natural attack that deals 1d4 points of slashing damage. The apex warrior must have the feline or ursine affinity to select this trait.

Fleet-Footed: The apex warrior gains Run as a bonus feat and a +2 bonus on initiative checks. The apex warrior must have the canine or feline affinity to select this trait.

Improved Scent (Ex): The apex warrior gains the Keen Scent ability. The apex warrior must have the scent trait to select this trait.

Keen Senses: The apex warrior gains a +2 bonus on Perception checks.

Natural Swimmer: The apex warrior gains a +2 bonus on Swim checks.

Night Vision: The apex warrior gains low-light vision. If the apex warrior already has low-light vision, its range doubles.

Scent (Ex): The apex warrior gains the Scent ability.

Silent Hunter: The apex warrior reduces the penalty for using Stealth while moving by 5 and can make Stealth checks while running at a –20 penalty (this number includes the penalty reduction from this trait). The apex warrior must have the feline affinity to select this trait.

Sprinter: The apex warrior gains a 10-foot bonus to his speed when using the charge, run, or withdraw actions. The apex warrior must have the canine or feline affinity to select this trait.

Sure-Footed: The apex warrior does not lose his Dexterity bonus to AC when making Climb or Acrobatics checks to cross narrow or slippery surfaces. The apex warrior must have the canine or feline affinity to select this trait.

Toothy: The apex warrior grows large, sharp teeth, granting a bite attack. This is a primary natural attack that deals 1d4 points of piercing damage.

Tough Hide (Ex): The apex warrior gains a +1 bonus to his natural armor.

Wildcraft: The apex warrior gains a +2 bonus on Knowledge (nature) and Survival checks made above ground.

Combat Style Feats: An apex warrior with the feline affinity may select the Natural Weapon style (see above) or one of the following Combat Styles.

Feline Style: If the apex warrior selects feline style, he can choose from following list whenever he gains a combat style feat: Attuned to the Wild††, Feline Grace††, Guardian of the Wild††, and Nimble Striker††. At 6th level, he adds Claw Pounce†† and Spirit of the Wild†† to the list. At 10th level, he adds Bleeding Critical and Rapid Grappler† to the list. (†Ultimate Combat, ††Advanced Race Guide)

Two-Weapon Combat Style: If the apex warrior selects two-weapon combat style, he can choose from the following list whenever he gains a combat style feat: Double Slice, Improved Shield Bash, Quick Draw, and Two-Weapon Fighting. At 6th level, he adds Improved Two-Weapon Fighting and Two-Weapon Defense to the list. At 10th level, he adds Greater Two-Weapon Fighting and Two-Weapon Rend to the list.

Apex Powers: An apex warrior with the feline affinity may select from the following powers.

Agility (Ex): The apex warrior gains a +2 bonus on saving throws made against effects that cause him to become paralyzed, slowed, or entangled.

Counterstrike (Ex): When an enemy that is adjacent to the apex warrior hits an ally with a melee or ranged attack, the apex warrior can make a single melee attack with a natural weapon or melee weapon at his highest base attack bonus against the creature who attacked his ally. The apex warrior must have the clawed or toothy trait to be able to use this power with natural weapons.

Defensive Swipes (Ex): When the apex warrior makes a full-attack with both claw attacks or with his primary and secondary melee weapon, he gains a +2 dodge bonus to AC against melee attacks until the beginning of his next turn. The apex warrior must have the clawed trait to use this power with natural weapons.

Evasion (Ex): The apex warrior gains the ranger’s evasion ability.

Improved Natural Weapon (Ex): The apex warrior’s natural weapon increases by one damage die (1d3 to 1d4, 1d4 to 1d6, and so on). The apex warrior may select this power multiple times, but each time it applies to a different natural weapon.

Leap: The apex warrior adds 1/2 his apex warrior level to all Acrobatics checks made to jump, and is always treated as if he had a running start when jumping.

Leaping Attack (Ex): Whenever an apex warrior moves at least 5 feet prior to attacking, he gains a +2 bonus on attack and damage rolls.
Pounce (Ex): The apex warrior gains the Pounce special attack (see Universal Monster Rules) and can use it with either his natural weapons or the Two- Weapon style. The apex warrior must have the clawed trait to use this power with natural weapons.

Rake (Ex): The apex warrior gains the Rake special attack (see Universal Monster Rules) and can use it with either his natural weapons or the Two-Weapon style. The apex warrior must have the clawed trait to use this power with natural weapons.

Rend (Ex): The apex warrior gains the Rend special attack (see Universal Monster Rules) and can use it with either his natural weapons or the Two-Handed Weapon style or the Two-Weapon style. The apex warrior must have the clawed trait or toothy trait to use this power with natural weapons.

Swift Attack (Ex): When using a natural weapon to attack a creature, the apex warrior adds his Dexterity modifier to his damage rolls in addition to his Strength modifier. The apex warrior must have the feline affinity and be at least 10th level to select this power. The apex warrior must have the clawed or toothy trait to use this power with natural weapons.
Uncanny Dodge (Ex): The apex warrior gains the rogue’s uncanny dodge ability.

Advanced Powers: An apex warrior with the feline affinity may select from the following advanced powers.

Agile Defender (Ex): When an apex warrior makes a full-attack with both his natural weapons or with his primary and secondary melee weapons, every creature that hits him with a melee attack before the beginning of his next turn provokes an attack of opportunity from the warrior. The apex warrior must have the doublestrike and deft doublestrike powers to select this power. The apex warrior must also have the clawed trait and the toothy trait to use this power with natural weapons.

Deft Doublestrike (Ex): When the apex warrior hits an opponent with both of his natural weapons or with his primary and secondary melee weapons, he can make a disarm or sunder attempt (or trip, if one or both natural weapons can be used to trip) against that opponent as an immediate action that does not provoke attacks of opportunity. The apex warrior must have the doublesrike power to select this power. The apex warrior must have the clawed and toothy trait to use this power with natural weapons.

Doublestrike (Ex): As a standard action, an apex warrior can make one attack with both of his natural weapons or with his primary and secondary melee weapons. The penalties for attacking with two weapons apply normally. The apex warrior must have the clawed and toothy trait to use this power with natural weapons.

Graceful Faller: The apex warrior has an amazing sense of balance and keen knowledge of their own center of gravity. He always lands on his feet even when they take lethal damage from a fall. Furthermore, the apex warrior can fall up to 10 feet without taking falling damage, plus another 10 feet for every four levels beyond 9th.

Greater Savage Charge (Ex): When using savage charge, the AC penalty is reduced to 1/4 his apex warrior level instead of 1/2 his apex warrior level. In addition, the apex warrior can charge through friendly creatures and difficult terrain. The apex warrior must have the savage charge power to select this power.

Improved Evasion (Ex): The apex warrior gains the ranger’s evasion ability. The apex warrior must have the evasion power to select this power.

Improved Uncanny Dodge (Ex): The apex warrior gains the rogue’s improved uncanny dodge ability. The apex warrior must have the uncanny dodge power to select this power.

Rapid Attack (Ex): The apex warrior can combine a full-attack action with a single move. He must forgo the attack at his highest bonus but may take the remaining attacks at any point during his movement. This movement provokes attacks of opportunity as normal.

Savage Charge (Ex): Whenever an apex warrior attacks with a natural weapon at the end of a charge, he gains a bonus on his natural weapon attack rolls equal to 1/2 his apex warrior level, while suffering a penalty to his AC equal to 1/2 his apex warrior level. These replace the normal attack roll bonus and AC penalty for charging. This bonus also applies to his CMB for a bull rush or overrun combat maneuvers made when charging. The apex warrior must have the clawed trait or the toothy trait to use this power with natural weapons.

Ursine Affinity:

An apex warrior with the ursine affinity exhibits the traits and behaviors of black bears, grizzly bears, dire bears, and other ursine species. He tends to be large grizzled in appearance, powerfully built, ill-tempered, protective of friends and allies, and prefers battle tactics that rely upon strength and brute force. The following affinity traits, combat style feats, and apex powers emulates creatures of the ursine species.

Affinity Traits: An apex warrior with the ursine affinity may select from the following traits.

Agile Moves: The apex warrior gains a +2 bonus on Acrobatics and Climb checks.

Cave Born: The apex warrior gains a +2 bonus on Knowledge (dungeoneering) and Survival checks made underground.

Clawed: The apex warrior grows claws at the ends of his finger, granting 2 claw attacks. This is a primary natural attack that deals 1d4 points of slashing damage. The apex warrior must have the feline or ursine affinity to select this trait.

Force of Will: The apex warrior gains a +2 bonus on rolls to stabilize when dying.

Hard Body (Ex): The apex warrior has a dense body. His natural armor bonus increases to +2. The apex warrior must have the ursine affinity and the tough hide trait to select this trait.

Hardy: The apex warrior gains a +2 bonus on saving throws against poison (magical or otherwise). The apex warrior must have the canine or ursine affinity to select this trait.

Improved Scent (Ex): The apex warrior gains the Keen Scent ability. The apex warrior must have the scent trait to select this trait.

Keen Senses: The apex warrior gains a +2 bonus on Perception checks.

Natural Swimmer: The apex warrior gains a +2 bonus on Swim checks.

Night Vision: The apex warrior gains low-light vision. If the apex warrior already has low-light vision, its range doubles.

Relentless: The apex gains a +2 bonus on combat maneuver checks made to bull rush or overrun an opponent. This bonus only applies while both the apex warrior and his opponent are standing on the ground. The apex warrior must have the ursine affinity to select this trait.

Scent (Ex): The apex warrior gains the Scent ability.

Stability: The apex warrior gains a +4 bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground. The apex warrior must have the ursine affinity to select this trait.

Toothy: The apex warrior grows large, sharp teeth, granting a bite attack. This is a primary natural attack that deals 1d4 points of piercing damage.

Tough Hide (Ex): The apex warrior gains a +1 bonus to his natural armor.

Wildcraft: The apex warrior gains a +2 bonus on Knowledge (nature) and Survival checks made above ground.

Combat Style Feats: An apex warrior with the ursine affinity may select the Natural Weapon style (see above) or one of the following Combat Styles.

Two-Handed Weapon Style: If the apex warrior selects two-handed weapon style, he can choose from the following list whenever he gains a combat style feat: Cleave, Power Attack, Pushing Assault*, and Shield of Swings*. At 6th level, he adds Furious Focus and Great Cleave to the list. At 10th level, he adds Dreadful Carnage and Improved Sunder to the list.

Ursine Style: If the apex warrior selects ursine style, he can choose from following list whenever he gains a combat style feat: Charge Through*, Grudge Fighter††, Resilient Brute††, and Toxic Recovery††. At 6th level, he adds Cleave Through†† and Improved Cleaving Finish† to the list. At 10th level, he adds Awesome Blow and Staggering Critical to the list. (*Advanced Player’s Guide, †Ultimate Combat, ††Advanced Race Guide)

Apex Powers: An apex warrior with the ursine affinity may select from the following powers.

Backslap (Ex): When the apex warrior makes a single claw attack (with the attack action or a charge) or a melee attack with a two-handed weapon, he adds double his Strength bonus on damage rolls. The apex warrior must have the ursine affinity and be at least 6th level to select this power. The apex warrior must have the clawed trait to use this power with natural weapons.

Bear Hug: The apex warrior deals +1d6 extra points of damage when he makes a grapple check to damage a creature.

Counterstrike (Ex): When an enemy that is adjacent to the apex warrior hits an ally with a melee or ranged attack, the apex warrior can make a single melee attack with a natural weapon or melee weapon at his highest base attack bonus against the creature who attacked his ally. The apex warrior must have the clawed or toothy trait to be able to use this power with natural weapons.

Fearsome Growl: The apex warrior can unleash a deep, guttural growl to demoralize his foes as a free action. He then makes an Intimidate check with a +2 bonus to demoralize his target. If he is successful, the target is shaken for a number of rounds equal to his Constitution modifier (minimum 1). If he succeeds his check by 5 or more, his target is frightened for 1 round, as well as being shaken for a number of rounds equal to this Constitution modifier.

Grab (Ex): The apex warrior gains the Grab attack. The apex warrior must have the clawed or toothy trait to select this power.
Hard to Kill: The apex warrior gains Die Hard as a bonus feat, even if he doesn’t normally qualify.

Improved Natural Weapon (Ex): The apex warrior’s natural weapon increases by one damage die (1d3 to 1d4, 1d4 to 1d6, and so on). The apex warrior may select this power multiple times, but each time it applies to a different natural weapon.

Natural Savagery (Ex): An apex warrior gains a +2 bonus on attack and damage rolls with natural weapons. This bonus also applies to CMB and CMD for grappling.

Rend (Ex): The apex warrior gains the Rend special attack (see Universal Monster Rules) and can use it with either his natural weapons or the Two-Handed Weapon style. The apex warrior must have the clawed or toothy trait to use this power with natural weapons.

Sudden Rage (Ex): When the apex warrior takes damage in combat, on his next turn he can fly into a rage as a free action. He gains +2 Constitution and +2 Strength, but takes a –2 penalty to his AC. The rage lasts as long as the battle or 1 minute, whichever is shorter. The apex warrior cannot end his rage voluntarily.

Sundering Strike (Ex): The apex warrior gains a +2 bonus to CMB and CMD on sunder attempts and on damage rolls made against objects with a claw attack or a two-handed melee weapon.

Uncanny Dodge (Ex): The apex warrior gains the rogue’s uncanny dodge ability.

Advanced Powers: An apex warrior with the ursine affinity may select from the following advanced powers.

Crippling Blow (Ex): The apex warrior can attack with such power that his blows weaken and hamper his opponents. An opponent damaged by one of the apex warrior’s natural weapon or two-handed melee weapon attacks also takes 2 points of Strength damage.

Greater Backslap (Ex): When an apex warrior makes a full-attack with his claw attacks or a two-handed melee weapon, he adds double his Strength bonus on damage rolls for all attacks after the first. The apex warrior must have the backslap power and be at least 9th level to select this power. The apex warrior must have the clawed trait to use this power with natural weapons.

Greater Savage Charge (Ex): When using savage charge, the AC penalty is reduced to 1/4 his apex warrior level instead of 1/2 his apex warrior level. In addition, the apex warrior can charge through friendly creatures and difficult terrain. The apex warrior must have the savage charge power to select this power.

Improved Uncanny Dodge (Ex): The apex warrior gains the rogue’s improved uncanny dodge ability. The apex warrior must have the uncanny dodge power to select this power.

Iron Resiliency (Ex): Once per day, an apex warrior can gain a number of temporary hit points equal to the apex warrior’s level. Activating this ability is an immediate action that can only be performed when he is brought to below 0 hit points. This ability can be used to prevent him from dying. These temporary hit points last for 1 minute. If the apex warrior’s hit points drop below 0 due to the loss of these temporary hit points, he falls unconscious and is dying as normal.

Knock-Out Blow (Ex): Once per day, the rogue can forgo the damage from one of his attacks in an attempt to knock out an opponent. He must declare the use of knock-out blow before he makes the attack. If the attack hits, it does nonlethal damage and the target falls unconscious for 1d4 rounds. A successful Fortitude save reduces this effect to staggered for 1 round. The DC of this save is equal to 10 + 1/2 the apex warrior’s level + the apex warrior’s Strength modifier.

Powerful Surge (Ex): As a standard action, the apex warrior can make a single attack with his claw or a two-handed melee weapon. If the attack hits, he may make a bull rush or trip combat maneuver against the target of his attack as a free action that does not provoke an attack of opportunity. The apex warrior must have the backslap and greater backslap powers to select this power. The apex warrior must have the clawed trait to use this power with natural weapons.

Rapid Attack (Ex): The apex warrior can combine a full-attack action with a single move. He must forgo the attack at his highest bonus but may take the remaining attacks at any point during his movement. This movement provokes attacks of opportunity as normal.

Savage Charge (Ex): Whenever an apex warrior attacks with a natural weapon at the end of a charge, he gains a bonus on his natural weapon attack rolls equal to 1/2 his apex warrior level, while suffering a penalty to his AC equal to 1/2 his apex warrior level. These replace the normal attack roll bonus and AC penalty for charging. This bonus also applies to his CMB for a bull rush or overrun combat maneuvers made when charging. The apex warrior must have the clawed trait or the toothy trait to use this power with natural weapons.

Swap Table
Wild empathy = Species Affinity
Combat feats = Combat style feats (Canine, Feline, Ursine)
Evasion = Greater Species Affinity
Favored Enemy/Improved Evasion = Affinity powers
Spellcasting = Affinity traits

Table: Apex Warrior
Base
Class Attack Fort Ref Will
Level Bonus Save Save Save Special

1st +1 +2 +2 +0 Affinity trait, species affinity, track
2nd +2 +3 +3 +0 Combat style feat
3rd +3 +3 +3 +1 1st favored terrain, apex power, Endurance
4th +4 +4 +4 +1 Affinity trait, hunter’s bond
5th +5 +4 +4 +1 Greater species affinity
6th +6/+1 +5 +5 +2 Apex power, combat style feat
7th +7/+2 +5 +5 +2 Woodland stride
8th +8/+3 +6 +6 +2 2nd favored terrain, affinity trait, swift tracker
9th +9/+4 +6 +6 +3 Apex power
10th +10/+5 +7 +7 +3 combat style feat
11th +11/+6/+1 +7 +7 +3 Quarry
12th +12/+7/+2 +8 +8 +4 Affinity trait, apex power, camouflage
13th +13/+8/+3 +8 +8 +4 3rd favored terrain
14th +14/+9/+4 +9 +9 +4 Combat style feat
15th +15/+10/+5 +9 +9 +5 Apex power
16th +16/+11/+7/+2 +10 +10 +5 Affinity trait
17th +17/+12/+7/+2 +10 +10 +5 Hide in plain sight
18th +18/+13/+8/+3 +11 +11 +6 4th favored terrain, apex power, combat style feat
19th +19/+14/+9/+4 +11 +11 +6 Improved quarry
20th +20/+15/+10/+5 +12 +12 +6 Affinity trait, master hunter


Hey maybe the favored terrain should be related to the chosen animal affinity?


Vero wrote:
Hey maybe the favored terrain should be related to the chosen animal affinity?

As in the choices of his favored terrain? Such as Arctic, Forest, Mountain, Plains for Wolf? Essentially giving some limitation to the terrains depending upon the affinity? I know technically not each affinity animal would be found in every terrain. Might be an idea. We'll need to see what OSW thinks, this is his baby.


@Elghinn
Could be good... so a Medium coven champion could start directly with an hippogriff/fey horse... ^-^ Of course in this case we'd have to write a customized spell list!


Now I noticed that you altered the CR I gave for the eldritch mount. I made those equal to the antipaladin's demon servant CR, so I should rather keep them as they were... and I'd retain the "mount only" quality of the beast too.


love the write up on the apex warrior. you do good work man.


greater backslap and backslap might be a bit overpowered for a two hander specialist. In fact, the whole idea of a guy with a two hander getting strength and a half multiplied by two with power attack is frightening.


Trogdar wrote:
greater backslap and backslap might be a bit overpowered for a two hander specialist. In fact, the whole idea of a guy with a two hander getting strength and a half multiplied by two with power attack is frightening.

Then I guess we better tell Paizo, 'cause Backslap and Greater Backslap are the same as the Overhand Chop and Backswing abilities from the Two-Handed Fighter archetype for the Fighter class. And to clarify, it's not 1.5 Str bonus x2, it's simply Str bonus x2. You get to do double Str instead of only 1.5 Str bonus.

I'm glad you like the MCA! It was a great collaboration between me and OSW. :D


Bardess wrote:
Now I noticed that you altered the CR I gave for the eldritch mount. I made those equal to the antipaladin's demon servant CR, so I should rather keep them as they were... and I'd retain the "mount only" quality of the beast too.

OK. I didn't realize you had used the Antipaladin's Fiendish Boon as the basis for this ability. Well, we could just go with your version, but removing the 4th level stuff.


Like this.

Eldritch Bond (Sp):

Upon reaching 5th level, a coven champion forms a bond with the divine forces which grant her powers. This bond can take one of two forms. Once the form is chosen, it cannot be changed.

The first type of bond is with a consecrated weapon. The coven champion’s bonded weapon counts as an athame, or witch’s ceremonial dagger, for the purpose of participating to coven rites that have an athame as its prerequisite.

This form of bond allows the coven champion to enhance her weapon as a standard action by calling upon the aid of an eldritch spirit for 1 minute per paladin level. When called, the spirit causes the weapon to shed light as a torch. At 5th level, this spirit grants the weapon a +1 enhancement bonus. At 8th level, and every three levels thereafter, the weapon gains another +1 enhancement bonus, to a maximum of +6 at 20th level. These bonuses can be added to the weapon, stacking with existing weapon bonuses to a maximum of +5.

At 5th level, these bonuses can be used to add any of the following weapon properties: axiomatic, brilliant energy, cunning, hexing#, hexing burst#, holy, keen, merciful, speed, spell storing, and transformative*. Adding these properties consumes an amount of bonus equal to the property's cost (see Table: Melee Weapon Special Abilities). These bonuses are added to any properties the weapon already has, but duplicate abilities 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. (*Advanced Player’s Guide, #Rite Publishing’s 101 Weapon Properties)

At 9th level, the coven champion’s weapon can receive the powers of any magical athameǂ for a number of rounds equal to 1/2 the coven champion’s level. (ǂSuper Genius Games’ #1 With a Bullet Point: 5 Magic Witch’s Daggers)

The bonus and properties granted by the spirit are determined when the spirit is called and cannot be changed until the spirit is called again. The eldritch spirit imparts no bonuses if the weapon is held by anyone other than the coven champion but resumes giving bonuses if returned to the coven champion. These bonuses apply to only one end of a double weapon. A coven champion can use this ability once per day at 4th level, twice per day at 9th level, and one additional time per day for every four levels thereafter, to a total of four times per day at 17th level.

If a weapon bonded with an eldritch spirit is destroyed, the coven champion loses the use of this ability for 30 days, or until she gains a level, whichever comes first. During this 30-day period, the paladin takes a –1 penalty on attack and weapon damage rolls and cannot use any hex except coven. The ritual of bonding with a new consecrated weapon costs 200 gp per coven champion’s level.

The second type of bond allows a coven champion to gain the service of a magic steed which also serves as an intermediary between her and her eldritch patron. The eldritch mount must be a CR 2 magical beast, fey animal or fey creature suitable as a mount (like a blink dog or hippogriff), and is always LG, regardless of its normal alignment. Once selected, the choice is set, but it may be changed whenever the coven champion gains a level. At 7th level, she can summon a CR 3 creature (mobat, pegasus, unicorn), and each level thereafter the CR of her mount increases by one, to a maximum of CR 14 at 18th level (such as a young phoenix). Once per day, as a full-round action, a coven champion may magically call his magical mount to his side. This ability is the equivalent of a spell of a level equal to one-third the coven champion’s level. The mount immediately appears adjacent to the coven champion. A coven champion can use this ability once per day at 4th level, twice per day at 9th level, and one additional time per day for every four levels thereafter, for a total of four times per day at 17th level.

At 11th level, the eldritch familiar gains the celestial template.

At 15th level, the eldritch familiar gains spell resistance equal to the coven champion’s level + 11.

A coven champion’s eldritch familiar otherwise functions as a witch’s familiar, teaching spells to and storing spells for its master. It also gains the empathic link, store spells, deliver touch spells, and scry on familiar abilities at the indicated levels (p. 83 of the Core Rulebook), and counts both as a familiar and a bonded mount for all prerequisites. Should the eldritch familiar die or be banished, the coven champion may not summon another familiar for 30 days or until she gains a level, whichever comes first. During this 30-day period, the coven champion takes a –1 penalty on attack and weapon damage rolls and can’t cast any spells. The ritual for summoning a new eldritch familiar costs 200 gp per coven champion’s level. This ability replaces divine bond.


no way. Somebody clearly wants two handers to be the win in 3.5+. Not as bad as I thought though.


Ok. ^-^ That leaves just the spell list problem. Should I take some 5th and 6th level spells from the cleric and witch lists, or do we remake it completely from scratch?


I love the idea of MCA's, but over three threads it's a lot. Is their a list somewhere, Preferably with links?


Tiny Coffee Golem wrote:
I love the idea of MCA's, but over three threads it's a lot. Is their a list somewhere, Preferably with links?

Opening post of this thread. Go to the wiki.


Bardess wrote:
Ok. ^-^ That leaves just the spell list problem. Should I take some 5th and 6th level spells from the cleric and witch lists, or do we remake it completely from scratch?

I think we can just add some spells to the 5th and 6th level from the cleric and witch. Just make sure they have a narrow focus, and are paladiny and witchy for lack of better terms.


Elghinn Lightbringer wrote:
Tiny Coffee Golem wrote:
I love the idea of MCA's, but over three threads it's a lot. Is their a list somewhere, Preferably with links?
Opening post of this thread. Go to the wiki.

Thank you.


Look at this. I took the spells from the cleric, witch and inquisitor lists.

5th level spells: ancestral memory, atonement, banish seeming, banishment, breath of life, cleanse, contact other planes, cure critical wounds, disrupting weapon, geas–quest, hallow, hold monster, holy ice, hostile juxtaposition, pillar of life, raise dead, righteous might, serenity, spell immunity, spell resistance, telepathic bond, undeath ward

6th level spells: animate objects, blade barrier, greater dispel magic, find the path, forbiddance, greater glyph of warding, greater heroism, greater suggestion, guards and wards, heroes’ feast, holy word, joyful rapture, legend lore, mass bull’s strength, mass cure light wounds, mass eagle’s splendor, mass owl’s wisdom, overwhelming presence, stone to flesh, symbol of persuasion, symbol of sealing, transformation, true seeing, undeath to death


@Re: Apex Warrior - I'm fine with allocating specific terrains to each animal affinity - though I'm not sure it won't be adding needless complexity or diminishing the versatility of the MCA - considering it was originally posited as a "guy and his war-dog" in my mind, it's much more versatile. If you want to take a stab at it Elghinn, go ahead.


...I forgot Commune as a 5h-level spell.


Oceanshieldwolf wrote:
@Re: Apex Warrior - I'm fine with allocating specific terrains to each animal affinity - though I'm not sure it won't be adding needless complexity or diminishing the versatility of the MCA - considering it was originally posited as a "guy and his war-dog" in my mind, it's much more versatile. If you want to take a stab at it Elghinn, go ahead.

I actually figured it out already. :D Here:

Favored Terrain (Ex): An apex warrior may select from the following terrains according to his affinity.
Canine Affinity: Cold, Desert, Forest, Mountain, Plains, Underground.
Feline Affinity: Cold, Desert, Forest, Jungle, Mountain.
Ursine Affinity: Cold, Forest, Mountain, Plains, Underground.

Canine ended up having one more than the others. These are the ones that fit with the animals, essentially where you might find them. That said, we may want to just leave it for the reason you suggested. Additional complexity for no real reason. Then it leaves it more versatile.


Bardess wrote:

Look at this. I took the spells from the cleric, witch and inquisitor lists.

5th level spells: ancestral memory, atonement, banish seeming, banishment, breath of life, cleanse, contact other planes, cure critical wounds, disrupting weapon, geas–quest, hallow, hold monster, holy ice, hostile juxtaposition, pillar of life, raise dead, righteous might, serenity, spell immunity, spell resistance, telepathic bond, undeath ward

6th level spells: animate objects, blade barrier, greater dispel magic, find the path, forbiddance, greater glyph of warding, greater heroism, greater suggestion, guards and wards, heroes’ feast, holy word, joyful rapture, legend lore, mass bull’s strength, mass cure light wounds, mass eagle’s splendor, mass owl’s wisdom, overwhelming presence, stone to flesh, symbol of persuasion, symbol of sealing, transformation, true seeing, undeath to death

Here's what we should probably have as the spell list:

1st level–cause fear, charm person, command, hex ward**, hypnotism, identify, ill omen*, lock gaze†, mask dweomer*, peacebond†, remove sickness**;

2nd level–adoration†, augury, daze monster, delay pain**, enthrall, gentle repose, ghostly disguise**, hold person, qualm†, scare, see invisibility;

3rd level–arcane sight, clairaudience/clairvoyance, fly, glyph of warding, heroism, locate weakness†, remove disease, share senses*, suggestion, twilight knife*, witness**;

4th level–age resistance (lesser)**, charm monster, confusion, curse of magic negation**, debilitating portent†, detect scrying, divination, fear, locate creature, minor creation.

5th level–ancestral memory‡, atonement, banish seeming*, breath of life, cleanse*, commune, contact other planes, cure critical wounds, disrupting weapon, flame strike, hallow, hold monster, holy ice**, hostile juxtaposition†, pillar of life*, planar ally (lesser), raise dead, reprobation**, rest eternal*, righteous might, serenity**, spell immunity, spell resistance, telepathic bond, undeath ward±;

6th level–age resistance**, animate objects, banishment, dispel magic (greater), find the path, forbiddance, geas/quest, glyph of warding (greater), guards and wards, heroes’ feast, heroism (greater), holy word, joyful rapture**, legend lore, bull’s strength (mass), cure light wounds (mass), eagle’s splendor (mass), owl’s wisdom (mass), suggestion (mass), overwhelming presence**, symbol of persuasion, symbol of sealing**, true seeing, undeath to death.

What I did
3rd level-removed glyph of warding (paladin doesn’t get it)

4th level-added age resistance (lesser); moved age resistance and geas/quest to 6th (both in line with witch spells)

5th level-added flame strike, planar ally (lesser), reprobation, and rest eternal; moved banishment, and raise dead (in line with witch spells) to 6th, removed spell immunity and spell resistance (although great spells, not in line with the paladin side).

6th level-removed blade barrier, stone to flesh, and transformation. These don’t feel in line with the MCA or paladins.

RPG Superstar 2013 Top 8

I'm for reducing needless complexity. =)


No objection. Obviously, we should specificate that the first four levels spells are "added" to the paladin's normal spell list, while the 5th-6th level spells are entirely new. Otherwise, I fear that someone could misunderstand.


Bardess wrote:
No objection. Obviously, we should specificate that the first four levels spells are "added" to the paladin's normal spell list, while the 5th-6th level spells are entirely new. Otherwise, I fear that someone could misunderstand.

Ignore my 3rd level thing, I kept glyph and greater glyph because they come from the witch spells, not the cleric spells.

Yeah, I think we can do that Bardess.

Spellcasting: The coven champion casts divine spells drawn the paladin spell list, and adds the following witch spells to her list of the indicated levels: 1st level–cause fear, charm person, command, hex ward**, hypnotism, identify, ill omen*, lock gaze†, mask dweomer*, peacebond†, remove sickness**; 2nd level–adoration†, augury, daze monster, delay pain**, enthrall, gentle repose, ghostly disguise**, hold person, qualm†, scare, see invisibility; 3rd level–arcane sight, clairaudience/clairvoyance, fly, glyph of warding, heroism, locate weakness†, remove disease, share senses*, suggestion, twilight knife*, witness**; 4th level–age resistance (lesser)**, charm monster, confusion, curse of magic negation**, debilitating portent†, detect scrying, divination, fear, locate creature, minor creation.

In addition, the coven champion gains the following as her 5th and 6th level spell lists: 5th level–ancestral memory‡, atonement, banish seeming*, breath of life, cleanse*, commune, contact other planes, cure critical wounds, disrupting weapon, flame strike, hallow, hold monster, holy ice**, hostile juxtaposition†, pillar of life*, planar ally (lesser), raise dead, reprobation**, rest eternal*, righteous might, serenity**, spell immunity, spell resistance, telepathic bond, undeath ward±; 6th level–age resistance**, animate objects, banishment, dispel magic (greater), find the path, forbiddance, geas/quest, glyph or warding (greater), guards and wards, heroes’ feast, heroism (greater), holy word, joyful rapture**, legend lore, bull’s strength (mass), cure light wounds (mass), eagle’s splendor (mass), owl’s wisdom (mass), suggestion (mass), overwhelming presence**, symbol of persuasion, symbol of sealing**, true seeing, undeath to death. (*Advanced Player’s Guide, **Ultimate Magic, †Ultimate Combat, ‡The Inner Sea World Guide, ±Dungeons of Galorian)

A coven champion otherwise learns, prepares and casts spells as a paladin equal to her coven champion level. She also receives bonus spells per day if she has a high Charisma score.


Flak wrote:
I'm for reducing needless complexity. =)

I'll take that as a vote for not giving a Terrain list for the Apex Warrior.


Trogdar wrote:

Not sure if this is an MCA because I just want to fix the duelist to be functional, but you guys are usually on the ball when it comes to balancing stuff.

** spoiler omitted **...

Made some adjustments. Added diminished spellcasting because Bonded Weapon Training is pretty good, and much better than bardic knowledge which it is swapping with. Also moved some abilities around (different levels), such as bonded weapon traininig. 1st level is too soon, since a full fighter gets it at 5th, even though it is only one weapon, it does increase to a +4 bonus. Anyways, see what you think. I also replaced Deadly Performance with a more Wailing Blade style performance.

Wailing Blade v.2:

Some who follow the path of song and sword eschew the knowledge and compulsion that is intrinsic in their calling and follow a more martial path. These rare few emulate the fearsome banshee and woe to those that stand in their way.

Primary Class: Bard.

Secondary Class: Fighter.

Hit Dice: d8.

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

Weapon and Armor Proficiency: The wailing blade is proficient with all simple weapons, plus the longsword, rapier, sap, short sword, shortbow, whip, and one martial weapon of choice. The wailing blade is also proficient with light armor and shields (except tower shields). A wailing blade can cast bard spells while wearing light armor and using a shield without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a wailing blade wearing medium or heavy armor incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass wailing blade still incurs the normal arcane spell failure chance for arcane spells received from other classes.

Diminished Spellcasting: The wailing blade casts arcane spells drawn from the bard spell list, and casts one fewer spell of each level than normal. If this reduces the number to 0 (minimum 1 for spells known), he may cast spells of that level only if his Charisma allows bonus spells of that level. He otherwise learns and casts spells as a bard of equal level.

Arcane Bond (Ex): At 1st level, a wailing blade gains the wizard’s arcane bond ability, but may only select the bonded object, using his weapon as his bonded item. He can continue to wield his weapon and cast spells with somatic components without restriction. This ability replaces lore master.

Bardic Performance: A wailing blade replaces three performances with the following new performances.

Rallying Cry (Su): At 1st level, a wailing blade can use his performance to rally dispirited allies. Each round he makes an Intimidate check. Any ally (including the bard) within 30 feet may use this check in place of his own saving throw against fear and despair effects. Those already under a fear or despair effect can attempt a new save each round using the wailing blade's Intimidate check. Rallying cry does not work on effects that don’t allow saves. This is a mind-affecting ability that uses audible components. This performance replaces countersong.

Harmonic weapon (Su): At 4th level, whenever the wailing blade uses performance, his bonded weapon vibrates and hums with harmonic resonance. Whenever the wailing blade makes a successful attack while making a performance, he deals an additional 1d6 points of sonic damage.
At 7th level, and every three levels thereafter, this sonic damage increases one dice category (1d6 at 7th, 1d8 at 10th, 1d10 at 13th, 2d6 at 16th, and 2d8 at 19th). This performance replaces suggestion.

Mass Harmonics (Su): At 16th level, whenever the wailing blade uses performance, his bonded weapon generates sympathetic vibrations in the weapons of his allies. Whenever the wailing blade uses his performance, any allies within 10 feet of him deal an additional 1d10 points of sonic damage on a successful attack. This effect remains until the performance ends. This performance replaces mass suggestion.

Shrieking Performance (Su): At 20th level, a wailing blade can use her performance to cause one enemy to possibly die from a terrible, soul-chilling scream. To be affected, the target must be able to hear the wailing blade perform for 1 full round and be within 30 feet. The target receives a Will save (DC 10 + 1/2 the wailing blade’s level + the wailing blade’s Charisma modifier) to negate the effect. If a creature’s saving throw succeeds, the target is frightened for 1d4 rounds, and the wailing blade cannot use shrieking performance on that creature again for 24 hours. If a creature's saving throw fails, it takes 10 points of damage per caster level. This otherwise functions like the wailing banshee spell. Shrieking performance is a death effect that relies on audible components. This performance replaces deadly performance.

Bonus Feats: At 2nd level and every four levels thereafter, a wailing blade learns to weave might and magic into his combat style. He gains the following as bonus feats at the indicated levels: Combat Casting (2nd), Disruptive (6th), Spellbreaker (10th), Penetrating Strike (14th), Greater Penetrating Strike (18th). This ability replaces versatile performance and well-versed.

Bonded Weapon Training (Su): Starting at 5th level, a wailing blade can take weapon training with his bonded weapon. Whenever he attacks with his bonded weapon, he gains a +1 bonus on attack and damage rolls. Every four levels thereafter (9th, 13th, and 17th), he gains an additional +1 bonus to his attack and damage rolls with his bonded weapon. For example, when a wailing blade reaches 9th level, he receives a +2 bonus on attack and damage rolls with his bonded weapon.

A wailing blade also adds this bonus to any combat maneuver checks made with his bonded weapon. This bonus also applies to the wailing blades Combat Maneuver Defense when defending against disarm and sunder attempts made against his bonded weapon. This ability replaces bardic knowledge.

Medium Armor (Ex): At 8th level, a wailing blade gains proficiency with medium armor. A wailing blade can cast bard spells while wearing medium armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a wailing blade wearing heavy armor incurs a chance of arcane spell failure if the spell in question has a somatic component. This ability replaces jack of all trades.

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

1st +0 +0 +2 +2 Arcane bond, bardic knowledge, cantrips, distraction, 0 — — — — —
fascinate, inspire courage +1, rally cry
2nd +1 +0 +3 +3 Bonus feat (Combat Casting) 1 — — — — —
3rd +2 +1 +3 +3 Inspire competence +2 2 — — — — —
4th +3 +1 +4 +4 Harmonic weapon 2 0 — — — —
5th +3 +1 +4 +4 Bonded weapon training 1, inspire courage +2 3 1 — — — —
6th +4 +2 +5 +5 Bonus feat (Disruptive) 3 2 — — — —
7th +5 +2 +5 +5 Inspire competence +3 3 2 0 — — —
8th +6/+1 +2 +6 +6 Dirge of doom, medium armor 3 3 1 — — —
9th +6/+1 +3 +6 +6 Bonded weapon training 2, inspire greatness 4 3 2 — — —
10th +7/+2 +3 +7 +7 Bonus feat (Spellbreaker) 4 3 2 0 — —
11th +8/+3 +3 +7 +7 Inspire competence +4, inspire courage +3 4 3 3 1 — —
12th +9/+4 +4 +8 +8 Soothing performance 4 4 3 2 — —
13th +9/+4 +4 +8 +8 Bonded weapon training 3 4 4 3 2 0 —
14th +10/+5 +4 +9 +9 Bonus feat (Penetrating Strike), frightening tune 4 4 3 3 1 —
15th +11/+6/+1 +5 +9 +9 Inspire competence +5, inspire heroics 4 4 4 3 2 —
16th +12/+7/+2 +5 +10 +10 Mass harmonics 4 4 4 3 2 0
17th +12/+7/+2 +5 +10 +10 Bonded weapon training 4, inspire courage +4 4 4 4 3 3 1
18th +13/+8/+3 +6 +11 +11 Bonus feat (Greater Penetrating Strike) 4 4 4 4 3 2
19th +14/+9/+4 +6 +11 +11 Inspire competence +6 4 4 4 4 4 3
20th +15/+10/+5 +6 +12 +12 Wailing performance 4 4 4 4 4 4

Table: Wailing Blade Spells Known
Spells Known
Level 0 1st 2nd 3rd 4th 5th 6th

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


Then I daresay that the Coven Champion is finished ^-^


Bardess wrote:
Then I daresay that the Coven Champion is finished ^-^

I think so, unless Flak, OSW, Cartmanbeck, or Raider (and anyone else) has something to add? BTW, Your Arcane Templar in on the wiki.


WE shall go with no listing of Terrains for the Apex Warrior. Other than that, anything else? Comments, etc. on the Apex Warrior?


I was wondering about the bear animal companion, the other two can become large while the bear becomes medium. Any thoughts bout making the bear large?


Alright, we have the Apex Warrior and Wailing Blade on the boards, and Coven Champion I believe is done. So, I am posting one of my own MCAs for review.

Sacred Illuminary:

Primary Class: Paladin.

Secondary Class: Alchemist.

Alignment: Any good.

Hit Dice: d10.

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

Weapon and Armor Proficiency: The sacred illuminary is proficient with all simple and martial weapons, plus bombs. The sacred illuminary is also proficient with light and medium armor, but not with shields.

Alchemy (Su): At 1st level, a sacred illuminary gains the alchemist’s alchemy ability, except that she can only create mundane alchemical items, bombs, and extracts, not mutagens.

Sunstrike (Su): Once per day per sacred illuminary level, a sacred illuminary can draw upon the power of the radiant sun. As a swift action, he treats his melee attacks until the beginning of his next turn (whether armed or unarmed) as magical with a +1 bonus on attack and damage rolls, as well as on combat maneuver checks. This bonus also applies to his CMD if he or his target is standing in direct sunlight or a spell of equivalent effect (such as the daylight spell). This bonus increases by +1 at 5th level and every 5 levels thereafter.

In addition, whenever a sacred illuminary makes a successful suntrike attack, he can choose to emit a searing radiance in a 5 foot-radius burst equivalent to that of sunlight, as a free action. Creatures in the burst are blinded for 1 minute unless they succeed at a Fortitude save (DC 10 + 1/2 the sacred illuminary level + the sacred illuminary’s Charisma modifier). This is a light effect. Undead, fungi, molds, oozes, slimes, and creatures to which sunlight is harmful or unnatural take +2 damage per level of the sacred illuminary. Undead that are harmed by sunlight and that fail their saves against the sunstrike are staggered for 1 round. This ability replaces smite evil.

Phosphorous Bombs (Su): At 2nd level, a studious illuminary gains the alchemist’s bomb ability, except that the studious illuminary’s bombs are specially designed to work best against undead. Phosphorous is an alchemical material that radiates a searing white light that harms undead and other creatures. Against undead, phosphorous bombs deal 1d8 points of damage, plus 1d8 points of damage at 4th level and every three levels thereafter instead of 1d6. Against all other creatures, phosphorous bombs deal 1d4 points of force damage, plus 1d4 points of force damage at 4th level and every three levels thereafter.

In addition, creatures that take a direct hit from a phosphorous bomb are blinded for 1 round unless they succeed at a Fortitude save (DC 10 + 1/2 the sacred illuminary’s level + the sacred illuminary’s Charisma modifier). Creatures in the splash area that fail their saves against the bomb are dazzled for 1 round. This is a light effect. This ability replaces lay on hands.

Discovery (Su): At 3rd level, a sacred illuminary gains the alchemist’s discovery and may select a discovery at 3rd level and every six levels thereafter. The sacred illuminary can choose from the following discoveries: Blinding bomb**, Breath Weapon Bomb (fire only)**, Combine Extracts*, Delayed Bomb*, Dilution*, Elixir of Life*, Enhance Potion*, Eternal Potion*, Explosive Bomb*, Explosive Missile†, Extend Potion*, Fast Bombs*, Precise Bombs*, Sticky Bomb*, Strafe Bomb**, Sunlight Bomb**, and Underwater Demolition††. This ability replaces mercy. (*Advanced Player’s Guide, **Ultimate Magic, ††Advanced Race Guide)

Channel Positive Energy (Su): This is exactly like the paladin ability of the same name, except that channeling positive energy consumes 2 uses of his sunstrike ability.

Extracts: Beginning at 4th level, a sacred illuminary prepares extracts like an alchemist, drawn from the sacred illuminary formulae list. However, unlike an alchemist, the sacred illuminary does not keep a formula book. Instead, she must choose her formulae in advance, just as a paladin does her spells. He can then prepare an extract of any formula she has selected for that day.

To prepare a formula, a sacred illuminary must have a Charisma score equal to at least 10 + the formula level. The Difficulty Class for a saving throw against a sacred illuminary’s extract is 10 + the extract level + the sacred illuminary’s Charisma modifier. Like an alchemist, a sacred illuminary can prepare only a certain number of extracts of each formula level per day, as shown on Table: Sacred Illuminary. He also receives bonus spells extracts per day if he has a high Charisma score. When Table: Sacred Illuminary indicates that he gets 0 extracts per day of a given formula level, he gains only the bonus extracts he would be entitled to based on his Charisma score for that spell level.

A sacred illuminary otherwise prepares his extracts as an alchemist equal to his sacred illuminary level –3. This ability replaces the paladin’s spellcasting ability.

Divine Bond (Su): This is exactly like the paladin’s ability of the same name, except that the sacred illuminary forms a bond between his bombs and the radiant power of the sun. As a free action, a sacred illuminary of 5th level or higher can imbue a phosphorous bomb with his sunstrike ability. The bomb is considered magical and gains the same bonus on attack and damage rolls and combat maneuvers as sunstrike. The sacred illuminary may also have his bomb emit the sunstrike’s searing radiance upon detonation, but must choose for it to do so at the beginning of his turn. This sunstrike effect remains until the bomb is used. This consumes one use of his sunstrike ability.

Every three levels beyond 5th, a sacred illuminary can choose to imbue his phosphorus bombs with an additional effect. A bomb must have the sunstrike effect added to it before any additional effects can be added. The sacred illuminary may add one of the following effects to a bomb as a swift action. Only one of these effects may be active at a time. Each effect stacks with the initial sunstrike effect and is activated when the bomb is used.

At 8th level, a sacred illuminary can channel positive energy into his phosphorus bombs. Each bomb explodes in a 30-foot burst and deals the same damage as his channeled positive energy ability (instead of its normal light or force damage). This consumes an amount of bonus equal to +1 and two uses of his sunstrike ability.

At 11th level, a sacred illuminary can add one of the following light effects to his phosphorus bombs. Each of these effects consumes an amount of bonus equal to +2 and two uses of his sunstrike ability.

Disruption: The bomb erupts in a 5-foot radius burst of red light. Enemies in the burst take 4d8 points of damage and become shaken for 1d4 rounds. A successful Will saving throw halves the damage and negates the shaken effect. Any undead in the burst take 8d8 points of damage and must succeed on a DC 14 Will save or be destroyed.

Enlightenment: The bomb erupts in a 5-foot burst of blue light. This reveals hidden and invisible creatures within the burst to all. The light outlines such creatures for 1 round per sacred illuminary level, imposing a –20 penalty on Stealth checks on those creatures.

Healing: The bomb erupts in a 5-foot burst of green light. Allies in the burst regain a number of hit points equal to 3d8 + the sacred illuminaryr’s Charisma modifier.

Purity: The bomb erupts in a 5-foot burst of white light. This allows each ally within the burst to attempt a saving throw against a single effect that allows a saving throw with a +2 sacred bonus on the roll.

At 14th level, a sacred illuminary can add one of the following light effects to his phosphorus bombs. Each of these effects consumes an amount of bonus equal to +2 and three uses of his sunstrike ability.

Penetration: The bomb erupts in a 5-foot burst of violet light. This reduces the spell resistance of enemies within the burst by 5 for 1 round per sacred illuminary level.

Protection: The bomb erupts in a 5-foot burst of amber light. This grants allies in the burst a +2 sacred bonus to AC and CMD, and a +4 bonus to AC against critical confirmation attack rolls for 1 round per caster level.

Resiliency: The bomb erupts in a 5-foot burst of golden light. This grants allies within the burst DR 5/magic or DR 5/evil for 1 round per sacred illuminary level.

Resistance: The bomb erupts in a 5-foot burst of copper light. This grants allies within the burst energy resistance 5 against acid, cold, fire, or electricity, (as chosen by the sacred illuminary) for 1 round per sacred illuminary level.

At 17th level, a sacred illuminary can, as a move action, imbue his phosphorus bombs with the power of the sun itself. When the bomb detonates, it releases this energy in the form of a 10-foot radius ray of searing sunlight that shine down from the sky (or the ceiling if inside a structure). This sun ray otherwise functions like the flame strike spell, except that it deals 1d8 points of light damage per caster level against undead and creature susceptible to sunlight (maximum 15d8), but only deals 1d4 points of damage per caster level against all other creatures (maximum 15d4). This effect consumes an amount of bonus equal to +3 and four uses of his sunstrike ability.

Aura of Life (Su): At 8th level, the sacred illuminary gains a +4 morale bonus on saves against attacks that grant negative levels and saves to overcome negative levels. Each ally within 10 feet of her gains a +2 morale bonus on these saves. This ability functions only while the sacred illuminary conscious, not if he is unconscious or dead. This ability replaces aura of resolve.

Aura of Radiance (Su): At 11th level, a sacred illuminary can expend two uses of his sunstrike ability to grant the ability to all allies within 10 feet, using his bonuses. Allies must use this sunstrike ability by the start of the sacred illuminary’s next turn and the bonuses last for 1 minute. Using this ability is a free action. Evil creatures gain no benefit from this ability. This ability replace aura of justice.

Holy Eradicator (Su): At 20th level, a sacred illuminary becomes a conduit for the power of his god. His DR increases to 10/evil, the radius of the his suntrike’s radiance increases to 10 feet, the number of minutes a creature is blinded increases to 2, the damage that undead and creatures to which sunlight is harmful or unnatural take increases to +4, and the number of rounds an undead that fails his save is staggered for increases to 2.

In addition, a sacred illuminary can focus the power of the sun into the ultimate destructive force against undead. Once per day, the sacred illuminary can expend six uses of his sunstrike ability to cause a globe of searing radiance to explode silently from a point that he selects. Drawing the sun’s energies to create this effect requires a full-round action that provokes an attack of opportunity. This effect functions as the sunburst spell with a caster level equal to the sacred illuminary’s level. This ability replaces holy champion.

Swap Table
Smite evil = Sunstrike
Lay on hands = bombs
Mercy = discoveries
Divine Bond = Bombs + light effects
Aura of Resolve = Aura of life
Aura of Justice = Aura of radiance
Holy champion = Holy eradicator

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

1st +1 +2 +0 +2 Alchemy, aura of good, detect evil, sunstrike — — — —
2nd +2 +3 +0 +3 Phosphorous bomb +1d8, divine grace — — — —
3rd +3 +3 +1 +3 Aura of courage, discovery, divine health — — — —
4th +4 +4 +1 +4 Phosphorous bomb +2d8, channel positive energy 0 — — —
5th +5 +4 +1 +4 Divine bond 1 — — —
6th +6/+1 +5 +2 +5 1 — — —
7th +7/+2 +5 +2 +5 Phosphorous bomb +3d8 1 0 — —
8th +8/+3 +6 +2 +6 Aura of life 1 1 — —
9th +9/+4 +6 +3 +6 Discovery 2 1 — —
10th +10/+5 +7 +3 +7 Phosphorous bomb +4d8 2 1 0 —
11th +11/+6/+1 +7 +3 +7 Aura of radiance 2 1 1 —
12th +12/+7/+2 +8 +4 +8 2 2 1 —
13th +13/+8/+3 +8 +4 +8 Phosphorous bomb +5d8 3 2 1 0
14th +14/+9/+4 +9 +4 +9 Aura of faith 3 2 1 1
15th +15/+10/+5 +9 +5 +9 Discovery 3 2 2 1
16th +16/+11/+7/+2 +10 +5 +10 Phosphorous bomb +6d8 3 3 2 1
17th +17/+12/+7/+2 +10 +5 +10 Aura of righteousness 4 3 2 1
18th +18/+13/+8/+3 +11 +6 +11 4 3 2 2
19th +19/+14/+9/+4 +11 +6 +11 Phosphorous bomb +7d8 4 3 3 2
20th +20/+15/+10/+5 +12 +6 +12 Holy eradicator 4 4 3 3

A few things I'm wondering is whether this MCA could handle 10dx bombs instead of 7dx without being OP. Also, should the Divine Bond with bombs consume bonus from the bomb and sunstrike uses (above the initial 1 use consumed to enchant bombs), or it should just use bonus and not extra sunstrike uses? Just trying to find the right balance of available resources and resource consumption.

Perhaps only the initial sunstrike use per bomb to enchant it, then consuming bonus from the bomb to power the other effects is sufficient.

1) He gets Sunstrike a number of times per day equal to his level (max 20/day at 20th level).
2) Channeling positive energy consumes 2 uses of Sunstrike.
3) Enchanting a bomb with the Divine Bond consumes 1 use.
4) He gets bombs per day equal to level + Int mod (min 20/level + Int mod at 20th).

A 10th level Sacred Illuminary has 10 uses of Suntrike. He has 10 bombs/day at that level (no Int modifier). If he wants to enchant all his bombs, he'd consume all his Sunstrike uses for the day, that's without using any Channel energy or actual Sunstrike uses in combat.

Maybe the Divine Bond 8th level and 17th level powers can consume Sunstrike uses, while the 11th and 14th level powers can consume bonus from the bomb's initial enchantment?

That would be:

At 5th: Enchant bomb = consume 1 use of Sunstrike.
At 8th: Channel positive energy = Consumes inintial Sunstrike use + 2 additional uses (3 total).
At 11th: Consumes +2 bonus from bombs and initial Sunstrike use
At 14th: Consumes +3 bonus from bombs and initial Sunstrike use.
At 17th: Consumes initial Sunstrike use + 4 Additional uses (5 total).

Even with that, I just wonder if the consumptions of Sunstrike are still too much? May be at 8th it can consume initial Sunstrike use +1 additional use to get the Channel Positive Energy effect? That equal to the same cost using Channel Energy normally. There should be some benefit by combining the Divine Bond with Sunstrike (a synergistic effect if you will).

Maybe this instead?

At 5th: Enchant bomb = consume 1 use of Sunstrike (enchants bombs).
At 8th: Channel positive energy = Consumes inintial Sunstrike use + 1 additional uses (2 total). Same as Channel Energy
At 11th: Consumes +2 bonus from bombs and initial Sunstrike use.
At 14th: Consumes +3 bonus from bombs and initial Sunstrike use.
At 17th: Consumes initial Sunstrike use + 3 Additional uses (4 total).

Then his Holy Eradicator power to create a sunburst spell efect would still consume 6 uses of Sunstrike (still only once per day).

Thoughts? Isn't it great whet the creator of an MCA starts working things out right on the thread just as he's posting it? :D


Alright, we have the Apex Warrior and Wailing Blade on the boards, and Coven Champion I believe is done. So, I am posting one of my own MCAs for review.

Sacred Illuminary:

Primary Class: Paladin.

Secondary Class: Alchemist.

Alignment: Any good.

Hit Dice: d10.

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

Weapon and Armor Proficiency: The sacred illuminary is proficient with all simple and martial weapons, plus bombs. The sacred illuminary is also proficient with light and medium armor, but not with shields.

Alchemy (Su): At 1st level, a sacred illuminary gains the alchemist’s alchemy ability, except that she can only create mundane alchemical items, bombs, and extracts, not mutagens.

Sunstrike (Su): Once per day per sacred illuminary level, a sacred illuminary can draw upon the power of the radiant sun. As a swift action, he treats his melee attacks until the beginning of his next turn (whether armed or unarmed) as magical with a +1 bonus on attack and damage rolls, as well as on combat maneuver checks. This bonus also applies to his CMD if he or his target is standing in direct sunlight or a spell of equivalent effect (such as the daylight spell). This bonus increases by +1 at 5th level and every 5 levels thereafter.

In addition, whenever a sacred illuminary makes a successful suntrike attack, he can choose to emit a searing radiance in a 5 foot-radius burst equivalent to that of sunlight, as a free action. Creatures in the burst are blinded for 1 minute unless they succeed at a Fortitude save (DC 10 + 1/2 the sacred illuminary level + the sacred illuminary’s Charisma modifier). This is a light effect. Undead, fungi, molds, oozes, slimes, and creatures to which sunlight is harmful or unnatural take +2 damage per level of the sacred illuminary. Undead that are harmed by sunlight and that fail their saves against the sunstrike are staggered for 1 round. This ability replaces smite evil.

Phosphorous Bombs (Su): At 2nd level, a studious illuminary gains the alchemist’s bomb ability, except that the studious illuminary’s bombs are specially designed to work best against undead. Phosphorous is an alchemical material that radiates a searing white light that harms undead and other creatures. Against undead, phosphorous bombs deal 1d8 points of damage, plus 1d8 points of damage at 4th level and every three levels thereafter instead of 1d6. Against all other creatures, phosphorous bombs deal 1d4 points of force damage, plus 1d4 points of force damage at 4th level and every three levels thereafter.

In addition, creatures that take a direct hit from a phosphorous bomb are blinded for 1 round unless they succeed at a Fortitude save (DC 10 + 1/2 the sacred illuminary’s level + the sacred illuminary’s Charisma modifier). Creatures in the splash area that fail their saves against the bomb are dazzled for 1 round. This is a light effect. This ability replaces lay on hands.

Discovery (Su): At 3rd level, a sacred illuminary gains the alchemist’s discovery and may select a discovery at 3rd level and every six levels thereafter. The sacred illuminary can choose from the following discoveries: Blinding bomb**, Breath Weapon Bomb (fire only)**, Combine Extracts*, Delayed Bomb*, Dilution*, Elixir of Life*, Enhance Potion*, Eternal Potion*, Explosive Bomb*, Explosive Missile†, Extend Potion*, Fast Bombs*, Precise Bombs*, Sticky Bomb*, Strafe Bomb**, Sunlight Bomb**, and Underwater Demolition††. This ability replaces mercy. (*Advanced Player’s Guide, **Ultimate Magic, ††Advanced Race Guide)

Channel Positive Energy (Su): This is exactly like the paladin ability of the same name, except that channeling positive energy consumes 2 uses of his sunstrike ability.

Extracts: Beginning at 4th level, a sacred illuminary prepares extracts like an alchemist, drawn from the sacred illuminary formulae list. However, unlike an alchemist, the sacred illuminary does not keep a formula book. Instead, she must choose her formulae in advance, just as a paladin does her spells. He can then prepare an extract of any formula she has selected for that day.

To prepare a formula, a sacred illuminary must have a Charisma score equal to at least 10 + the formula level. The Difficulty Class for a saving throw against a sacred illuminary’s extract is 10 + the extract level + the sacred illuminary’s Charisma modifier. Like an alchemist, a sacred illuminary can prepare only a certain number of extracts of each formula level per day, as shown on Table: Sacred Illuminary. He also receives bonus spells extracts per day if he has a high Charisma score. When Table: Sacred Illuminary indicates that he gets 0 extracts per day of a given formula level, he gains only the bonus extracts he would be entitled to based on his Charisma score for that spell level.

A sacred illuminary otherwise prepares his extracts as an alchemist equal to his sacred illuminary level –3. This ability replaces the paladin’s spellcasting ability.

Divine Bond (Su): This is exactly like the paladin’s ability of the same name, except that the sacred illuminary forms a bond between his bombs and the radiant power of the sun. As a free action, a sacred illuminary of 5th level or higher can imbue a phosphorous bomb with his sunstrike ability. The bomb is considered magical and gains the same bonus on attack and damage rolls and combat maneuvers as sunstrike. The sacred illuminary may also have his bomb emit the sunstrike’s searing radiance upon detonation, but must choose for it to do so at the beginning of his turn. This sunstrike effect remains until the bomb is used. This consumes one use of his sunstrike ability.

Every three levels beyond 5th, a sacred illuminary can choose to imbue his phosphorus bombs with an additional effect. A bomb must have the sunstrike effect added to it before any additional effects can be added. The sacred illuminary may add one of the following effects to a bomb as a swift action. Only one of these effects may be active at a time. Each effect stacks with the initial sunstrike effect and is activated when the bomb is used.

At 8th level, a sacred illuminary can channel positive energy into his phosphorus bombs. Each bomb explodes in a 30-foot burst and deals the same damage as his channeled positive energy ability (instead of its normal light or force damage). This consumes an amount of bonus equal to +1 and two uses of his sunstrike ability.

At 11th level, a sacred illuminary can add one of the following light effects to his phosphorus bombs. Each of these effects consumes an amount of bonus equal to +2 and two uses of his sunstrike ability.

Disruption: The bomb erupts in a 5-foot radius burst of red light. Enemies in the burst take 4d8 points of damage and become shaken for 1d4 rounds. A successful Will saving throw halves the damage and negates the shaken effect. Any undead in the burst take 8d8 points of damage and must succeed on a DC 14 Will save or be destroyed.

Enlightenment: The bomb erupts in a 5-foot burst of blue light. This reveals hidden and invisible creatures within the burst to all. The light outlines such creatures for 1 round per sacred illuminary level, imposing a –20 penalty on Stealth checks on those creatures.

Healing: The bomb erupts in a 5-foot burst of green light. Allies in the burst regain a number of hit points equal to 3d8 + the sacred illuminaryr’s Charisma modifier.

Purity: The bomb erupts in a 5-foot burst of white light. This allows each ally within the burst to attempt a saving throw against a single effect that allows a saving throw with a +2 sacred bonus on the roll.

At 14th level, a sacred illuminary can add one of the following light effects to his phosphorus bombs. Each of these effects consumes an amount of bonus equal to +2 and three uses of his sunstrike ability.

Penetration: The bomb erupts in a 5-foot burst of violet light. This reduces the spell resistance of enemies within the burst by 5 for 1 round per sacred illuminary level.

Protection: The bomb erupts in a 5-foot burst of amber light. This grants allies in the burst a +2 sacred bonus to AC and CMD, and a +4 bonus to AC against critical confirmation attack rolls for 1 round per caster level.

Resiliency: The bomb erupts in a 5-foot burst of golden light. This grants allies within the burst DR 5/magic or DR 5/evil for 1 round per sacred illuminary level.

Resistance: The bomb erupts in a 5-foot burst of copper light. This grants allies within the burst energy resistance 5 against acid, cold, fire, or electricity, (as chosen by the sacred illuminary) for 1 round per sacred illuminary level.

At 17th level, a sacred illuminary can, as a move action, imbue his phosphorus bombs with the power of the sun itself. When the bomb detonates, it releases this energy in the form of a 10-foot radius ray of searing sunlight that shine down from the sky (or the ceiling if inside a structure). This sun ray otherwise functions like the flame strike spell, except that it deals 1d8 points of light damage per caster level against undead and creature susceptible to sunlight (maximum 15d8), but only deals 1d4 points of damage per caster level against all other creatures (maximum 15d4). This effect consumes an amount of bonus equal to +3 and four uses of his sunstrike ability.

Aura of Life (Su): At 8th level, the sacred illuminary gains a +4 morale bonus on saves against attacks that grant negative levels and saves to overcome negative levels. Each ally within 10 feet of her gains a +2 morale bonus on these saves. This ability functions only while the sacred illuminary conscious, not if he is unconscious or dead. This ability replaces aura of resolve.

Aura of Radiance (Su): At 11th level, a sacred illuminary can expend two uses of his sunstrike ability to grant the ability to all allies within 10 feet, using his bonuses. Allies must use this sunstrike ability by the start of the sacred illuminary’s next turn and the bonuses last for 1 minute. Using this ability is a free action. Evil creatures gain no benefit from this ability. This ability replace aura of justice.

Holy Eradicator (Su): At 20th level, a sacred illuminary becomes a conduit for the power of his god. His DR increases to 10/evil, the radius of the his suntrike’s radiance increases to 10 feet, the number of minutes a creature is blinded increases to 2, the damage that undead and creatures to which sunlight is harmful or unnatural take increases to +4, and the number of rounds an undead that fails his save is staggered for increases to 2.

In addition, a sacred illuminary can focus the power of the sun into the ultimate destructive force against undead. Once per day, the sacred illuminary can expend six uses of his sunstrike ability to cause a globe of searing radiance to explode silently from a point that he selects. Drawing the sun’s energies to create this effect requires a full-round action that provokes an attack of opportunity. This effect functions as the sunburst spell with a caster level equal to the sacred illuminary’s level. This ability replaces holy champion.

Swap Table
Smite evil = Sunstrike
Lay on hands = bombs
Mercy = discoveries
Divine Bond = Bombs + light effects
Aura of Resolve = Aura of life
Aura of Justice = Aura of radiance
Holy champion = Holy eradicator

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

1st +1 +2 +0 +2 Alchemy, aura of good, detect evil, sunstrike — — — —
2nd +2 +3 +0 +3 Phosphorous bomb +1d8, divine grace — — — —
3rd +3 +3 +1 +3 Aura of courage, discovery, divine health — — — —
4th +4 +4 +1 +4 Phosphorous bomb +2d8, channel positive energy 0 — — —
5th +5 +4 +1 +4 Divine bond 1 — — —
6th +6/+1 +5 +2 +5 1 — — —
7th +7/+2 +5 +2 +5 Phosphorous bomb +3d8 1 0 — —
8th +8/+3 +6 +2 +6 Aura of life 1 1 — —
9th +9/+4 +6 +3 +6 Discovery 2 1 — —
10th +10/+5 +7 +3 +7 Phosphorous bomb +4d8 2 1 0 —
11th +11/+6/+1 +7 +3 +7 Aura of radiance 2 1 1 —
12th +12/+7/+2 +8 +4 +8 2 2 1 —
13th +13/+8/+3 +8 +4 +8 Phosphorous bomb +5d8 3 2 1 0
14th +14/+9/+4 +9 +4 +9 Aura of faith 3 2 1 1
15th +15/+10/+5 +9 +5 +9 Discovery 3 2 2 1
16th +16/+11/+7/+2 +10 +5 +10 Phosphorous bomb +6d8 3 3 2 1
17th +17/+12/+7/+2 +10 +5 +10 Aura of righteousness 4 3 2 1
18th +18/+13/+8/+3 +11 +6 +11 4 3 2 2
19th +19/+14/+9/+4 +11 +6 +11 Phosphorous bomb +7d8 4 3 3 2
20th +20/+15/+10/+5 +12 +6 +12 Holy eradicator 4 4 3 3

A few things I'm wondering is whether this MCA could handle 10dx bombs instead of 7dx without being OP. Also, should the Divine Bond with bombs consume bonus from the bomb and sunstrike uses (above the initial 1 use consumed to enchant bombs), or it should just use bonus and not extra sunstrike uses? Just trying to find the right balance of available resources and resource consumption.

Perhaps only the initial sunstrike use per bomb to enchant it, then consuming bonus from the bomb to power the other effects is sufficient.

1) He gets Sunstrike a number of times per day equal to his level (max 20/day at 20th level).
2) Channeling positive energy consumes 2 uses of Sunstrike.
3) Enchanting a bomb with the Divine Bond consumes 1 use.
4) He gets bombs per day equal to level + Int mod (min 20/level + Int mod at 20th).

A 10th level Sacred Illuminary has 10 uses of Suntrike. He has 10 bombs/day at that level (no Int modifier). If he wants to enchant all his bombs, he'd consume all his Sunstrike uses for the day, that's without using any Channel energy or actual Sunstrike uses in combat.

Maybe the Divine Bond 8th level and 17th level powers can consume Sunstrike uses, while the 11th and 14th level powers can consume bonus from the bomb's initial enchantment?

That would be:

At 5th: Enchant bomb = consume 1 use of Sunstrike.
At 8th: Channel positive energy = Consumes inintial Sunstrike use + 2 additional uses (3 total).
At 11th: Consumes +2 bonus from bombs and initial Sunstrike use
At 14th: Consumes +3 bonus from bombs and initial Sunstrike use.
At 17th: Consumes initial Sunstrike use + 4 Additional uses (5 total).

Even with that, I just wonder if the consumptions of Sunstrike are still too much? May be at 8th it can consume initial Sunstrike use +1 additional use to get the Channel Positive Energy effect? That equal to the same cost using Channel Energy normally. There should be some benefit by combining the Divine Bond with Sunstrike (a synergistic effect if you will).

Maybe this instead?

At 5th: Enchant bomb = consume 1 use of Sunstrike (enchants bombs).
At 8th: Channel positive energy = Consumes inintial Sunstrike use + 1 additional uses (2 total). Same as Channel Energy
At 11th: Consumes +2 bonus from bombs and initial Sunstrike use.
At 14th: Consumes +3 bonus from bombs and initial Sunstrike use.
At 17th: Consumes initial Sunstrike use + 3 Additional uses (4 total).

Then his Holy Eradicator power to create a sunburst spell effect would still consume 6 uses of Sunstrike (still only once per day).

Thoughts? Isn't it great whet the creator of an MCA starts working things out right on the thread just as he's posting it? :D

EDIT: Sorry for the BIG wall of text.


OK I've worked it out. I've changed things a bit and made it more streamline, so I'm just going to post the blasted MCA again. So Ignore the previous post. I really wish I could delete it, but I can't.

Again, take note of the consumption rate of sunstrike ability throughout the MCA for various effects/abilites. Let me know if you think it's fair, balanced, or unbalanced. I know it can be tough to balance resources available and resource consumption.

SACRED ILLUMINARY:

Primary Class: Paladin.

Secondary Class: Alchemist.

Alignment: Any good.

Hit Dice: d10.

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

Weapon and Armor Proficiency: The sacred illuminary is proficient with all simple and martial weapons, plus bombs. The sacred illuminary is also proficient with light and medium armor, but not with shields.

Alchemy (Su): At 1st level, a sacred illuminary gains the alchemist’s alchemy ability, except that she can only create mundane alchemical items, bombs, and extracts, not mutagens.

Sunstrike (Su): Once per day per sacred illuminary level, a sacred illuminary can draw upon the power of the radiant sun. As a swift action, he treats his melee or ranged attacks until the beginning of his next turn (whether armed or unarmed) as magical with a +1 bonus on attack and damage rolls, as well as on combat maneuver checks. This bonus also applies to his CMD if he or his target is standing in direct sunlight or a spell of equivalent effect (such as the daylight spell). This bonus increases by +1 at 5th level and every 5 levels thereafter.

In addition, whenever a sacred illuminary makes a successful sunstrike attack, he can choose to emit a searing radiance in a 5 foot-radius burst equivalent to that of sunlight, as a free action. Creatures in the burst are blinded for 1 minute unless they succeed at a Fortitude save (DC 10 + 1/2 the sacred illuminary level + the sacred illuminary’s Charisma modifier). This is a light effect. Undead, fungi, molds, oozes, slimes, and creatures to which sunlight is harmful or unnatural take +2 damage per level of the sacred illuminary. Undead that are harmed by sunlight and that fail their saves against the sunstrike are staggered for 1 round. This ability replaces smite evil.

Phosphorous Bombs (Su): At 2nd level, a studious illuminary gains the alchemist’s bomb ability, except that the studious illuminary uses his Charisma modifier to determine the number of bombs per day he can create, and their saving throws. Phosphorous is an alchemical material that radiates a searing white light that harms undead and other creatures. Against undead, phosphorous bombs deal 1d8 points of damage, plus 1d8 points of damage at 4th level and every three levels thereafter instead of 1d6. Against all other creatures, phosphorous bombs deal 1d4 points of force damage, plus 1d4 points of force damage at 4th level and every three levels thereafter.

In addition, creatures that take a direct hit from a phosphorous bomb are blinded for 1 round unless they succeed at a Fortitude save (DC 10 + 1/2 the sacred illuminary’s level + the sacred illuminary’s Charisma modifier). Creatures in the splash area that fail their saves against the bomb are dazzled for 1 round. This is a light effect. This ability replaces lay on hands.

Discovery (Su): At 3rd level, a sacred illuminary gains the alchemist’s discovery and may select a discovery at 3rd level and every six levels thereafter. The sacred illuminary can choose from the following discoveries: Blinding bomb**, Breath Weapon Bomb (fire only)**, Combine Extracts*, Delayed Bomb*, Dilution*, Elixir of Life*, Enhance Potion*, Eternal Potion*, Explosive Bomb*, Explosive Missile†, Extend Potion*, Fast Bombs*, Precise Bombs*, Sticky Bomb*, Strafe Bomb**, Sunlight Bomb**, and Underwater Demolition††. This ability replaces mercy. (*Advanced Player’s Guide, **Ultimate Magic, ††Advanced Race Guide)

Channel Positive Energy (Su): This is exactly like the paladin ability of the same name, except that channeling positive energy consumes 2 uses of his sunstrike ability.

Extracts: Beginning at 4th level, a sacred illuminary prepares extracts like an alchemist, drawn from the sacred illuminary formulae list. However, unlike an alchemist, the sacred illuminary does not keep a formula book. Instead, she must choose her formulae in advance, just as a paladin does her spells. He can then prepare an extract of any formula she has selected for that day. To prepare a formula, a sacred illuminary must have a Charisma score equal to at least 10 + the formula level. The Difficulty Class for a saving throw against a sacred illuminary’s extract is 10 + the extract level + the sacred illuminary’s Charisma modifier. Like an alchemist, a sacred illuminary can prepare only a certain number of extracts of each formula level per day, as shown on Table: Sacred Illuminary. He also receives bonus spells extracts per day if he has a high Charisma score. When Table: Sacred Illuminary indicates that he gets 0 extracts per day of a given formula level, he gains only the bonus extracts he would be entitled to based on his Charisma score for that spell level. A sacred illuminary otherwise prepares his extracts as an alchemist equal to his sacred illuminary level –3. This ability replaces the paladin’s spellcasting ability.

Divine Bond (Su): This is exactly like the paladin’s ability of the same name, except that the sacred illuminary forms a bond between his bombs and the radiant power of the sun. As a free action, a sacred illuminary of 5th level or higher can imbue his phosphorous bombs with his sunstrike ability, creating a sunstrike bomb. The bomb is considered magical and gains the same bonus on attack and damage rolls and combat maneuvers as sunstrike. The sacred illuminary may also have his bomb emit the sunstrike’s searing radiance upon detonation, but must choose for it to do so at the beginning of his turn. This sunstrike effect remains until the bomb is used. This consumes one use of his sunstrike ability.

At 8th level, a sacred illuminary can channel positive energy into his bombs. Each bomb explodes in a 30-foot burst of positive energy that deals an amount of damage equal to his channel positive energy ability (instead of his normal bomb damage). The bomb is also imbued with the sunstrike ability as described above. This consumes two uses of his sunstrike ability.

At 11th level, a sacred illuminary can create bombs with one of the following light effects. Only the described effect is triggered when the bomb is detonated. Each effect consumes two uses of his sunstrike ability.

Disruption: The bomb erupts in a 5-foot radius burst of red light. Enemies in the burst take 4d8 points of damage and become shaken for 1d4 rounds. A successful Will saving throw halves the damage and negates the shaken effect. Any undead in the burst take 8d8 points of damage and must succeed on a DC 14 Will save or be destroyed.

Enlightenment: The bomb erupts in a 5-foot burst of blue light. This reveals hidden and invisible creatures within the burst to all. The light outlines such creatures for 1 round per sacred illuminary level, imposing a –20 penalty on Stealth checks on those creatures.

Healing: The bomb erupts in a 5-foot burst of green light. Allies in the burst regain a number of hit points equal to 3d8 + the sacred illuminary’s Charisma modifier.

Purity: The bomb erupts in a 5-foot burst of white light. This allows each ally within the burst to attempt a saving throw against a single effect that allows a saving throw with a +2 sacred bonus on the roll.

At 14th level, a sacred illuminary adds the following light effects to the list of those that can be selected. Each effect consumes three uses of his sunstrike ability.

Penetration: The bomb erupts in a 5-foot burst of violet light. This reduces the spell resistance of enemies within the burst by 5 for 1 round per sacred illuminary level.

Protection: The bomb erupts in a 5-foot burst of amber light. This grants allies in the burst a +2 sacred bonus to AC and CMD, and a +4 bonus to AC against critical confirmation attack rolls for 1 round per caster level.

Resiliency: The bomb erupts in a 5-foot burst of golden light. This grants allies within the burst DR 5/magic or DR 5/evil for 1 round per sacred illuminary level.

Resistance: The bomb erupts in a 5-foot burst of copper light. This grants allies within the burst energy resistance 5 against acid, cold, fire, or electricity, (as chosen by the sacred illuminary) for 1 round per sacred illuminary level.

At 17th level, a sacred illuminary can imbue his bombs with the power of the sun itself. When the bomb detonates, it releases this energy in the form of a 10-foot radius burst of searing sunlight that deals 1d8 points of damage per caster level against undead and creatures susceptible to sunlight (maximum 15d8), but only deals 1d4 points of damage per caster level against all other creatures (maximum 15d4). A successful Reflex saving throw halves the damage. This effect consumes four uses of his sunstrike ability.

Aura of Life (Su): At 8th level, the sacred illuminary gains a +4 morale bonus on saves against attacks that grant negative levels and saves to overcome negative levels. Each ally within 10 feet of her gains a +2 morale bonus on these saves. This ability functions only while the sacred illuminary conscious, not if he is unconscious or dead. This ability replaces aura of resolve.

Aura of Radiance (Su): At 11th level, a sacred illuminary can expend two uses of his sunstrike ability to grant the ability to all allies within 10 feet, using his bonuses. Allies must use this sunstrike ability by the start of the sacred illuminary’s next turn and the bonuses last for 1 minute. Using this ability is a free action. Evil creatures gain no benefit from this ability. This ability replace aura of justice.

Holy Eradicator (Su): At 20th level, a sacred illuminary becomes a conduit for the power of his god. His DR increases to 10/evil, the radius of the his suntrike’s radiance increases to 10 feet, the number of minutes a creature is blinded increases to 2, the damage that undead and creatures to which sunlight is harmful or unnatural take increases to +4, and the number of rounds an undead that fails his save is staggered for increases to 2.

In addition, a sacred illuminary can focus the power of the sun into the ultimate destructive force against undead. Once per day, the sacred illuminary can expend six uses of his sunstrike ability to cause a globe of searing radiance to explode silently from a point that he selects. Drawing the sun’s energies to create this effect requires a full-round action that provokes an attack of opportunity. This effect functions as the sunburst spell with a caster level equal to the sacred illuminary’s level. This ability replaces holy champion.

Swap Table
Smite evil = Sunstrike
Lay on hands = bombs
Mercy = discoveries
Divine Bond = Bombs + light effects
Aura of Resolve = Aura of life
Aura of Justice = Aura of radiance
Holy champion = Holy eradicator

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

1st +1 +2 +0 +2 Alchemy, aura of good, detect evil, sunstrike — — — —
2nd +2 +3 +0 +3 Phosphorous bomb +1d8, divine grace — — — —
3rd +3 +3 +1 +3 Aura of courage, discovery, divine health — — — —
4th +4 +4 +1 +4 Phosphorous bomb +2d8, channel positive energy 0 — — —
5th +5 +4 +1 +4 Divine bond 1 — — —
6th +6/+1 +5 +2 +5 1 — — —
7th +7/+2 +5 +2 +5 Phosphorous bomb +3d8 1 0 — —
8th +8/+3 +6 +2 +6 Aura of life 1 1 — —
9th +9/+4 +6 +3 +6 Discovery 2 1 — —
10th +10/+5 +7 +3 +7 Phosphorous bomb +4d8 2 1 0 —
11th +11/+6/+1 +7 +3 +7 Aura of radiance 2 1 1 —
12th +12/+7/+2 +8 +4 +8 2 2 1 —
13th +13/+8/+3 +8 +4 +8 Phosphorous bomb +5d8 3 2 1 0
14th +14/+9/+4 +9 +4 +9 Aura of faith 3 2 1 1
15th +15/+10/+5 +9 +5 +9 Discovery 3 2 2 1
16th +16/+11/+7/+2 +10 +5 +10 Phosphorous bomb +6d8 3 3 2 1
17th +17/+12/+7/+2 +10 +5 +10 Aura of righteousness 4 3 2 1
18th +18/+13/+8/+3 +11 +6 +11 4 3 2 2
19th +19/+14/+9/+4 +11 +6 +11 Phosphorous bomb +7d8 4 3 3 2
20th +20/+15/+10/+5 +12 +6 +12 Holy eradicator 4 4 3 3


Not sure if I'm reading this right, is the cost of using his abilities increasing with levels? Doesn't that kind of hamstring him? If you are using 4 uses of Sunstrike to throw bombs at 17th, your not going to be able to do it much.

Thanks for the wailing blade write up by the way. I think the reason I had weapon training at 3 was because I was working off the weaponmaster, not the fighter base.

Also, Harmonic weapon functions as the discordant voice feat. It only functions for the wailing blade at first though, so I made it scale up. I figure it works out to 3 feats roughly when you account for mass harmonics.

Discordant voice:
Benefit: Whenever you are using bardic performance to create a spell-like or supernatural effect, allies within 30 feet of you deal an extra 1d6 points of sonic damage with successful weapon attacks. This damage stacks with other energy damage a weapon might deal. Projectile weapons bestow this extra damage on their ammunition, but the extra damage is dealt only if the projectile hits a target within 30 feet of you.


oh wait, Sunstrike just adds effects to bombs. never mind


I like very much your latest idea! I'll take some time to read it thoroughly.

And if you give me your OK, here's the Gnostic Philosopher.

Gnostic Philosopher:

Heresy comes in several different forms inside a church. Most religions have an history of stakes and epurations against those perverted or bold souls who didn’t accept or live by the letter of their dogma. Some heretics proclaim their diversity and wage real intestine wars against the ecclesiastical hierarchy; some others try to live hidden and pose as much as they can as normal clerics, avoiding the purges of inquisitors.
The Gnostic Philosopher is not necessarily opposed to the chiefs of his faith, but believes to have found a different way to honour his deity, one that deals with mysteries, pacts and secret initiations, and claims to reveal a less–known divine aspect. He continues to receive spells from his god, but at the same time has access to more mysterious and witchy abilities, whose source, he says, is the same god. More often than not he thinks, right or wrong, to embody a good aspect of an evil god, maybe redeeming the same corrupt divine principle he worships– or the other way round, of course. There could be something true in his beliefs, or maybe he’s empowered by some other deceptive enemy of his deity. A gnostic philosopher can bring a true renewal in a church– or he can be painfully executed when his heresy is exposed to the superiors.

Primary Class: Cleric
Secondary Class: Witch
Alignment: Any. Due to his unorthodox view of faith and religion, a gnostic philosopher can have a very different alignment from his deity, without losing his powers. However, an evil cleric of a good deity would soon attract the wrath of his church once discovered (and the other way round).
Hit Dice: d8
Skills: no bonus
BAB: 3/4
Saves: GPG
Weapon/Armor: A gnostic philosopher is proficient with all simple weapons, light armor, medium armor, and shields (except tower shields). He’s also proficient with the favored weapon of her deity. A gnostic philosopher can cast witch spells while wearing light armor and using a shield without incurring the normal arcane spell failure chance, due to his intense training to hide his true nature to his church. A gnostic philosopher wearing medium or heavy armor incurs a chance of arcane spell failure when casting witch spells, if the spell in question has a somatic component.
Spells: as cleric, but see below
1) Aura, domain, familiar, hex, orisons, patron, spontaneous casting
2) ––
3) Channel energy 1d6
4) ––
5) Channel energy 2d6
6) Hex
7) Channel energy 3d6
8) ––
9) Channel energy 4d6
10) ––
11) Channel energy 5d6
12) Hex, major hex
13) Channel energy 6d6
14) ––
15) Channel energy 7d6
16) ––
17) Channel energy 8d6
18) Hex, grand hex
19) Channel energy 9d6
20) ––

Aura: As cleric.
Domain: A gnostic philosopher gains access only to a single domain granted by his deity. Though a gnostic philosopher can choose any domain, typical domains favored are Knowledge, Luck, Magic, Madness, and Rune. The gnostic philosopher has access to the new Witchcraft subdomain detailed below).
Familiar (Ex): A gnostic philosopher gains a familiar at 1st level. The familiar teaches to the gnostic philosopher a number of cantrips from the witch’s list equal to his Intelligence modifier at 1st level. At each new gnostic philosopher level, he adds an equal number of witch spells to his spell list, as cleric spells of the same level. These spells must be of a level that the gnostic philosopher can cast. The gnostic philosopher’s familiar functions as a witch’s familiar, except that it stores only his witch spells. If the familiar is lost or dies, the gnostic philosopher can’t cast any witch spell until he replaces it. The new familiar knows all the witch spells known by the previous familiar. This replaces the 1st–level channel energy increment.
Hex: The gnostic philosopher learns a witch hex at 1st level, and another at 6th, 12th and 18th level. At 12th level, he may select a hex or major hex. At 18th level, a gnostic philosopher can select a hex, major hex, or grand hex. This and patron replace the second cleric domain.
Patron: The gnostic philosopher chooses a witch patron at 1st level. He adds the patron spells to his list as domain spells. This and hex replace the second cleric domain.
Spontaneous Casting: The gnostic philosopher does not gain the ability to spontaneously cast cure or inflict spells by sacrificing prepared spells. However, a gnostic philosopher can spontaneously cast domain/patron spells by sacrificing a prepared spell of the noted level or above.
Diminished Channeling: The gnostic philosopher only gains the channel energy ability at 3rd level, and it functions at his cleric level -2.

New Subdomain
The following new subdomain is available to every character with the domain class ability.

Witchcraft Subdomain
Associated domain: Magic

Replacement Power: The following granted power replaces the dispelling touch power of the Magic domain.
Esoteric Knowledge (Su): At 8th level, you choose any one witch hex. At 12th and 16th level, you can choose another hex (not a major or grand hex). You can use these hexes as if you were a witch of ½ your cleric level.

Replacement Domain Spells: 2nd– owl’s wisdom, 3rd– bestow curse, 6th– major curse.

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