Multiclass Archetypes VIII: MCAs Unlimited


Homebrew and House Rules

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Maybe Herald of the March?


mrtaco6 wrote:

I like Drum Major. The other names are kinda weird.

What I was talking about with wanting to keep it nonmagical though is that even without spells, a Bard's performance is still magical. I want it to just be like "your heavy drumming inspires your friends to fight on!" which I guess is basically Inspire Courage I guess, but other performances are clearly magic.

Not necessarily. Inspire Greatness, Inspire Heroics, Frightening Tune, and Soothing Performance could easily be adapted into Ex abilities aswell, and the others could easily be replaced with performances that emphasize the Drum Major as a tactician and a leader....

For instance:
Move as One (Ex): A drum major may use his performance to stir a rush of energy in his troops, allowing all allies affected by his performance an extra move action during his performance, using his base speed in place of their own, if higher.

Strike the Heart (Ex) The drum major may use his performance to guide his troops against a single target. The drum major designates a single target, inspired allies gain a morale bonus equal to the drum major's level on checks to hit the designate target, and to confirm critical hits against


Herald of the March...that works goooooodd


#Fife and Drum/Drum Major/xxx

@mrtaco6:

OSW wrote:
...the rest can be (Su) or (Ex) or SLAs depending on the theme.

Like I said here - no reason to necessarily be magical. It can all be reskinned how you like, within reason of course...


Long day, I'll finish up and post sometime tomorrow. Still no Jon, huh? Should I post his or move on until he shows up?

Dark Archive

Elghinn Lightbringer wrote:
Long day, I'll finish up and post sometime tomorrow. Still no Jon, huh? Should I post his or move on until he shows up?

Oh, it is my turn? I apologize I hadn't been paying attention to this page having other things to focus on.


Did you want me to post up what we did with the Astute Sentry?

Dark Archive

Elghinn Lightbringer wrote:
Did you want me to post up what we did with the Astute Sentry?

Yes


Here's JonathonWilder's MCA. Jon you need a flavor blurp for this one.

ASTUTE SENTRY:

Primary Class: Fighter.
Secondary Class: Ranger.
Alignment: Any.
Hit Dice: d10.

Bonus Skills and Ranks: The astute sentry selects six ranger skills to add to his class skills in addition to the normal fighter class skills. The astute sentry gains a number of ranks at each level equal to 4 + Int modifier.

Weapon and Armor Proficiency: The astute sentry is proficient with all simple and martial weapons, with light and medium armor, and with shields (including tower shields).

Track (Ex): At 1st level, an astute sentry gains the ranger’s track ability. This ability replaces the bonus feat gained at 1st level.

Favored Combat Style Feat (Ex): At 2nd level, an astute sentry gains the ranger’s combat style feat ability and selects one style of combat to pursue. He may select from any combat style option described in the ranger’s ability description. The astute sentry’s favored style expertise manifests in the form of bonus feats at 2nd, 6th, 10th, 14th, and 18th level. He can choose feats from his selected combat style, even if he does not have the normal prerequisites. The benefits of the ranger's chosen style feats apply only when he wears light, medium, or no armor. He loses all benefits of his combat style feats when wearing heavy armor. Once a ranger selects a favored combat style, it cannot be changed. This ability replaces the bonus feats gained at 2nd, 6th, 10th, 14th and 18th level.

Endurance (Ex): At 3rd level, an astute sentry gains Endurance as a bonus feat. This ability replaces armor training 1.

Secondary Combat Style Feat (Ex): At 4th level, an astute sentry selects a second style of combat to pursue. He may select from any combat style option described in the ranger’s ability description that he has not already chosen. The astute sentry’s secondary style expertise manifests in the form of bonus feats at 4th, 8th, 12th, 16th, and 20th level. He can choose feats from his selected combat style, even if he does not have the normal prerequisites. The benefits of the astute sentry’s secondary style feats apply only when he wears light, medium, or no armor. He loses all benefits of his secondary combat style feats when wearing heavy armor. Once a ranger selects a secondary combat style, it cannot be changed. This ability replaces the bonus feats gained at 4th, 8th, 12th, 16th, and 20th level.

Weapon Style Training (Ex): This is exactly like the fighter’s weapon training ability, except that the astute sentry must choose either his favored or secondary combat style. He gains a +1 bonus on attack and damage rolls with weapons from his chosen combat style weapon group. Every four levels thereafter (9th, 13th, and 17th), an astute sentry gains an additional +1 bonus on attack and damage rolls when using a weapon from this style group. He also adds this bonus to any combat maneuver checks made with weapons from this style group. This bonus also applies to the astute sentry’s Combat Maneuver Defense when defending against disarm and sunder attempts made against weapons from this style group. An astute sentry does not gain any bonuses with any additional weapon style groups.

Weapon style groups are defined as follows (GMs may add other weapons to these groups, or add entirely new groups), and refer to those listed in the fighter’s weapon training class feature:

Archery: This style group includes all weapons from the Bows weapon group. At GM’s discretion, it can be expanded to include weapons from the Firearm and Throwing weapon groups.

Crossbow: This style group includes all weapons from the Crossbows weapon group.

Mounted Combat: This group includes all weapons from the Polearms and Spears weapon groups, plus any weapon with the reach special weapon feature.

Natural Weapon: This group includes all weapons from the Natural weapon group.

Two-Handed: This group includes all two-handed melee weapons from the Axe, Blades (Heavy), Double, Flails, Hammer, Polearms, and Spears weapon groups.

Two-Weapon: This group includes all one-handed melee weapons from the Axe, Blades (Heavy), Blades (Light), Flails, and Hammers weapon groups.

Sword and Shield: This group includes all shields and all one-handed melee weapons the Axe, Blades (Heavy), Blades (Light), Flails, Hammers, and Spears weapon groups.

Evasion (Ex): At 7th level, an astute sentry gains the ranger’s evasion ability. This ability replaces armor training 2.

Quarry (Ex): At 11th level, and astute sentry gains the ranger’s quarry ability. This ability replaces armor training 3.

Improved Evasion (Ex): At 15th level, an astute sentry gains the ranger’s improved evasion ability. This ability replaces armor training 4.

Improved Quarry (Ex): At 19th level, and astute sentry gains the ranger’s improved quarry ability. This ability replaces armor mastery.

Weapon Style Mastery (Ex): This is exactly like the fighter’s weapon mastery ability, except that the astute sentry chooses one weapon from the combat style weapon group chosen for his weapon style training class feature. Any attacks made with the chosen weapon automatically confirms all critical threats and has its damage multiplier increased by 1 (×2 becomes ×3, for example). In addition, he cannot be disarmed while wielding a weapon of this type.

Table: Astute Sentry
Base
Class Attack Fort Ref Will
Level Bonus Save Save Save Special

1st +1 +2 +2 +0 Track
2nd +2 +3 +3 +0 Favored combat style feat, bravery +1
3rd +3 +3 +3 +1 Endurance
4th +4 +4 +4 +1 Secondary combat style feat
5th +5 +4 +4 +1 Weapon style training 1
6th +6/+1 +5 +5 +2 Favored combat style feat, bravery +2
7th +7/+2 +5 +5 +2 Evasion
8th +8/+3 +6 +6 +2 Secondary combat style feat
9th +9/+4 +6 +6 +3 Weapon style training 2
10th +10/+5 +7 +7 +3 Favored combat style feat, bravery +3
11th +11/+6/+1 +7 +7 +3 Quarry
12th +12/+7/+2 +8 +8 +4 Secondary combat style feat
13th +13/+8/+3 +8 +8 +4 Weapon style training 3
14th +14/+9/+4 +9 +9 +4 Favored combat style feat, bravery +4
15th +15/+10/+15 +9 +9 +5 Improved evasion
16th +16/+11/+6/+1 +10 +10 +5 Secondary combat style feat
17th +17/+12/+7/+2 +10 +10 +5 Weapon style training 4
18th +18/+13/+8/+3 +11 +11 +6 Favored combat style feat, bravery +5
19th +19/+14/+9/+4 +11 +11 +6 Improved quarry
20th +20/+15/+10/+5 +12 +12 +6 Weapons style mastery

#Herald of the March/Fife and Drum

I hope to get it posted tonight. Been busy with life, and still need to do a few things. Might post it anyways and get some other ideas from the threadies. :D


OK, here's the first full draft of the

HERALD OF THE MARCH:

With new battlefield technologies being developed every day, relaying commands to one’s troops has become an arduous task. The fog of war from discharged firearms obscure signal flags, while the blast of cannons and clashing of steel drown out even the loudest voice. Thus enters the herald of the march. With his trusty fife or drum, the herald of the march relays orders from his superiors to his comrades by using specific cadences of his instrument. Not only can the herald of the march induce a surge of energy in the average soldier, his music can rally the troops and bring them back to full fighting speed, often turning the tide of an otherwise lost battle.

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

Bonus Skills and Ranks: The herald of the march may select three bard skills to add to his class skills, in addition to the normal cavalier class skills, one of which must be Perform. The herald of the march gains a number of ranks at each level equal to 4 + Int modifier.

Weapon and Armor Proficiency: The herald of the march is proficient with all simple and martial weapons, with light armor, medium armor, and with shields.

Challenge (Ex): This is exactly like the cavalier ability of the same name, except that the herald of the march can make a challenge once per day at 1s level, plus an additional time per day at 4th, 10th, 13th, and 19th level.

Fife and Drums: At 1st level, a herald of the march gains the bard’s bardic performance ability, except that he can only use it with the Perform (percussion) or Perform (wind instruments) skills. This ability, the demoralize performance replace tactician.

The herald of the march gains the following bardic performances.

Demoralize (Ex): At 1st level, a herald of the march can spend 3 continuous rounds of performance to fill his enemies with self-doubt. After 3 rounds, all enemy with 30 feet of the herald of the march must make a Will save (DC 10 + 1/ the herald of the march’s level + the herald of the march’s Charisma modifier). Each creature to be demoralized must be within 60 feet, able to see and hear the herald of the march, and capable of paying attention to him. The herald of the march must also be able to see the creatures affected. If a creature’s saving throw succeeds, the herald of the march cannot attempt to demoralize that creature in this way again for 24 hours. Any creature that fails its save becomes shaken for 1 minute per herald of the march level. Allies and creatures without an Intelligence score are unaffected. For every 2 additional rounds of performance the herald of the march expends, the radius of this performance increases by 5 feet and the save DC increases by 1. Demoralize relies on audible components. This performance

Inspire Courage (Ex): At 1st level, a herald of the march gains the inspire courage bardic performance. This performance replaces challenge 3/day.

Inspire Competence (Ex): At 3rd level, a herald of the march gains the inspire courage bardic performance. This performance replaces expert trainer.

Song of Marching (Ex): At 3rd level, a herald of the march can use his performance to inspire his allies to move faster without suffering from fatigue. By expending 1 round of fife and drum, the herald of the march invigorates allies within 60 feet, who may hustle for the next hour; this movement counts as a walk (not a hustle) for the purpose of accruing nonlethal damage and fatigue. The herald of the march must continue to perform the song for the remainder of the hour, otherwise its effects end, but only 1 round of fife and drum is expended for that hour. This performance replaces cavalier’s charge.

Dirge of Doom (Su): At 9th level, a herald of the march gains the dirge of doom bardic performance. This performance replaces greater tactician.

Inspire Greatness (Su): At 11th level, a herald of the march gains the inspire greatness bardic performance. This performance replaces mighty charge.

Inspire Heroics (Su): At 16th level, a herald of the march gains the inspire heroics bardic performance. This performance replaces challenge 6/day.

Irresistible Dance (Su): At 17th level, a herald of the march can use his performance to subject one creature to an irresistible dance spell. This effect makes it impossible for the creature to do anything other than caper and prance in place and imposes a –4 penalty to Armor Class and –10 penalty on Reflex saves, as well as negating any Armor Class bonus granted by a shield the target holds. The dancing creature provokes attacks of opportunity each round on its turn. A successful Will save negates reduces this effect to 1 round. For each round this performance is maintained, the herald of the march must expend two rounds of performance. This performance replaces master tactician.

Supreme Cadence (Su): At 20th level, a herald of the march’s can use his performance to break solid rock. As a full-round action that expends six rounds of performance, the herald of the march can use his performance to create a tremor identical to an earthquake spell. Each time the herald of the march uses this performance, he must expend an additional six rounds of performance. This performance replaces supreme charge.

Fleet of Foot (Ex): At 1st level, a herald of the march gains fast movement, as the barbarian class feature of the same name. If the herald of the march gains fast movement from another class, the bonuses to his speed do not stack. Whenever he makes long overland journeys alone or with only his mount, the distance a herald of the march can travel each day increases by 20%. This ability and mount replace the cavalier’s normal mount ability.

Order: This is exactly like the cavalier ability of the same name, except that the herald of the march may also choose from the new Order of the Drum Major or the Order of the Fife Marshal.

Mount (Ex): This is exactly like the cavalier’s mount ability, except that the herald of the march’s druid level for the purpose of determining his mount is equal to his herald of the march level –3.

Banner (Ex): This is exactly like the cavalier ability of the same name, except that the herald of the march can use his percussion or wind instrument as his banner. As long as the herald of the march’s instrument is clearly visible and being played (even without the use of the fife and drums ability), all allies within 60 feet receive the benefits of this ability.

Bonus Feat: This is exactly like the cavalier ability of the same name, except that the herald of the march can select bonus feats from those listed as combat feats and performance feats.

Table: Herald of the March
Base
Class Attack Fort Ref Will
Level Bonus Save Save Save Special

1st +1 +2 +0 +0 Challenge 1/day, demoralize, fife and drums, fleet of foot, inspire courage +1, order
2nd +2 +3 +0 +0 Order ability
3rd +3 +3 +1 +1 Inspire competence +2, song of marching
4th +4 +4 +1 +1 Challenge 2/day, mount
5th +5 +4 +1 +1 Banner, inspire courage +2
6th +6/+1 +5 +2 +2 Bonus feat
7th +7/+2 +5 +2 +2 Inspire competence +3
8th +8/+3 +6 +2 +2 Order ability
9th +9/+4 +6 +3 +3 Dirge of doom
10th +10/+5 +7 +3 +3 Challenge 4/day
11th +11/+6/+1 +7 +3 +3 Inspire competence +4, inspire courage +3, inspire greatness
12th +12/+7/+2 +8 +4 +4 Bonus feat, demanding challenge
13th +13/+8/+3 +8 +4 +4 Challenge 5/day
14th +14/+9/+4 +9 +4 +4 Greater banner
15th +15/+10/+5 +9 +5 +5 Inspire competence +5, order ability
16th +16/+11/+6/+1 +10 +5 +5 Inspire heroics
17th +17/+12/+7/+2 +10 +5 +5 Inspire courage +4, irresistible dance
18th +18/+8/+13/+3 +11 +6 +6 Bonus feat
19th +19/+14/+9/+4 +11 +6 +6 Challenge 7/day, inspire competence +6
20th +20/+15/+10/+5 +12 +6 +6 Supreme cadence

And here are two new Orders. Not quite finished with these, need some ideas for their Edicts, and Challenge benefits.

Order of the Drum Major:

A cavalier who belongs to this order devotes his time to perfecting his drum playing, allowing him to embolden his allies, create a burst of rolling thunder, and strike fear in hearts of his foes. Cavaliers of this order tend to be disciplined, stalwart, and brave in the heat of battle. This order complements the Herald of the March multiclass archetype.

Edicts: ??

Challenge: ??

Skills: An order of the drum major cavalier adds Perform (percussion) (Cha) and Knowledge (nobility) (Int) to his list of class skills. In addition, an order of the drum major cavalier adds 1/2 his cavalier level to all Perform (percussion) skill checks.

Order Abilities: A cavalier that belongs to the order of the drum major gains the following abilities as he increases in level.

Advance and Retreat (Ex): At 2nd level, the cavalier can use his drums to increase the run speed of allied creatures within 120 feet as if they had the Run feat. This is a standard action that requires a DC 20 Perform (percussion) check. As long as the cavalier continues to play, the effect remains. Maintaining the playing is a free action if the cavalier is riding or running. If the cavalier stops playing the drum, the enhanced running speed ends. This ability can be used for up to 10 minutes per cavalier level. This duration does not need to be consecutive, but must be used in 1-minute increments.

Roar of Thunder (Su): At 8th level, the cavalier can strike his drum, filling a 15-foot cone shaped burst in front of him with the thunder of pounding drums. Any creature in the area takes 1d6 points of sonic damage per two cavalier levels (maximum 5d6) and is knocked prone. A successful Fortitude save halves the damage and negates being knocked prone. The cavalier can use this ability once per day at 8th level, plus an additional time per day every four levels thereafter, up to four times per day at 20th level.

Dread Beat (Su): At 15th level, as a standard action, the cavalier can sound his drum with a powerful cadence. This sounding caused all creatures within 120 feet (with the exception of those within a 20-foot-radius safe zone around the cavalier) to become affected as by a fear spell, unless a successful Will save is made (DC 10 + 1/ the cavalier’s level + the cavalier’s Charisma modifier). The cavalier can use this ability once per day at 15th level and twice per day at 18th level.

Order of the Fife Marshal:

A cavalier who belongs to this order devotes his time to perfecting his fife playing, allowing him to fascinate his foes, quicken his allies, and blast his enemies from afar. Cavaliers of this order tend to be spirited, confident, and quick thinking in the heat of battle. This order complements the Herald of the March multiclass archetype.

Edicts: ??

Challenge: ??

Skills: An order of the fife marshal cavalier adds Knowledge (nobility) (Int) and Perform (wind instruments) (Cha) to his list of class skills. In addition, an order of the fife marshal cavalier adds 1/2 his cavalier level to all Perform (wind instrument) skill checks.

Order Abilities: A cavalier that belongs to the order of the fife marshal gains the following abilities as he increases in level.

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

Shifting Tempo (Su): At 8th level, the cavalier can play a melody by making a DC 15 Perform (wind instruments) check as a standard action. If the check is successful, the cavalier can play a grave melody to cast slow or an allegro melody to cast haste. This affect functions as the indicated spell and affects up to five creatures per use, as chosen by the cavalier. The cavalier can use this ability once per day, plus an additional time per day every six levels.

Note of Resound (Su): At 15th level, the cavalier can use his fife (or other wind instrument) to create a devastating shock wave of energy that functions like a horn of blasting (DC = 10 + 1/2 the cavalier’s level + his Charisma modifier). The cavalier can use this ability once per day at 15th level and twice per day at 18th level. At 18th level, this ability functions like a greater horn of blasting. Unlike an actual horn of blasting, this ability does not carry the risk of destroying the fife.


I'm not so sure that I want it to have Challenge. It seems a little off flavor-wise for the class. I did kinda like the Battlefield Knowledge thing I had before, because this class is supposed to be basically Bard but strategy. Maybe turn Challenge into a higher level performance?

Otherwise I absolutely love this. It's pretty much perfect.


WE could change Challenge 1/day to your Battlefield Knowledge ability (or something similar), then just have Challenge up to 3/day. So Challenge at 4th, 10th, and 16th. Then also change challenge 5/day into a new ability that fits.


#Herald of the March
Perhaps something similar to the Order of the Shield could be done, with something just outright replacing the challenge through the two new orders?

#Faceless Thrall + Slimy Spells
Spell Feedback and Wikiplacement?


#Herald of the March
I was thinking of the Paladin: Oath of Loyalty/Holy Shield's replacement of Smite...derp....BUT NONETHELESS!


Taco Man wrote:

#Herald of the March

Perhaps something similar to the Order of the Shield could be done, with something just outright replacing the challenge through the two new orders?

#Faceless Thrall + Slimy Spells
Spell Feedback and Wikiplacement?

Order of the Shield doesn't have something replacing Challenge. I really don't think challenge needs to be removed here. Reduced in number? Sure! Though it could be modified to make it more bard-y if we wanted to.

As I said, I think puting Battlefield Knowledge at 1st (replacing Challenge 1/day), Then keep Challenge at 4th, 10th, and 16th, and replace Challenge increment at 13th with something more MCA worthy, then we'd be good. That would reduce Challenge to 3/day max, and allow a lot of use of the bardic performance, but still allow for some cavalier challenging which is their primary ability. Just need to figure out what to put at 13th?

#Faceless Thrall
I'll take a look at the spells tonight.

I hope to get the MCA we've finished up on the wiki over the next few days.


I'm okay with keeping challenge, definitely. I mostly wanted Battlefield Knowledge thrown in there too.

I do like the idea too of putting in Tactician (and subsequent upgrades) as performances too, but I'm not 100% sure how balanced it would end up being. As as it is, it would be good if there was another performance thrown in at level 5 or 6, if only because 3 to 9 is a pretty big gap in performances without the bard's incremental spellcasting to make up for it.

As well, I kind of like the idea of Fleet of Foot only working when the Herald of the March is wearing his drum, or holding his fife in one hand, and having it incrementally getting better at 5, 10, 15, and 20, for an end total of +25 movement speed while his instrument is equipped.

Also, I support changing the name of Fleet of Foot to Speed of Sound but that's just because I'm a huge nerd.

EDIT: I also suddenly just thought of a performance or class feature or something in which you use your drum sticks to drum on an opponent instead of your drums, which will do x bludgeoning damage (probably 1d6), demoralize them, and activate a performance. Definitely a higher level one though.

EDIT EDIT: Actually, I really like the activating a performance on an enemy idea. Instead of using your instruments though, it could be something like at level 15 or so whenever you deal bludgeoning damage to a target using a melee weapon, you may choose to activate a performance. Any performance activated this way will last for a number of rounds equal to the bludgeoning damage, and will use up a number of rounds of performance equal to half the number of rounds it lasts.


#Herald of the March
Made a few changes, added a 6th level performance that coincides with demoralize, tweaked and renamed Fleet of Foot, finished the orders, and tweaked a few other things.

HERALD OF THE MARCH - final:

With new battlefield technologies being developed every day, relaying commands to one’s troops has become an arduous task. The fog of war from discharged firearms obscure signal flags, while the blast of cannons and clashing of steel drown out even the loudest voice. Thus enters the herald of the march. With his trusty fife or drum, the herald of the march relays orders from his superiors to his comrades by using specific cadences of his instrument. Not only can the herald of the march induce a surge of energy in the average soldier, his music can rally the troops and bring them back to full fighting speed, often turning the tide of an otherwise lost battle.

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

Bonus Skills and Ranks: The herald of the march may select three bard skills to add to his class skills, in addition to the normal cavalier class skills, one of which must be Perform. The herald of the march gains a number of ranks at each level equal to 4 + Int modifier.
Weapon and Armor Proficiency: The herald of the march is proficient with all simple and martial weapons, with light armor, medium armor, and with shields.

Battle March (Ex): At 1st level, a herald of the march land speed is faster than the norm for her race by +5 feet. This improves by +5 feet at 5th level and every four levels thereafter (9th, 13th, and 17th) to a maximum of +25 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying the herald of the march's speed because of any load carried or armor worn. This bonus stacks with any other bonuses to the herald of march’s land speed. If the herald of the march is mounted, he loses this bonus to his land speed. However, the distance a herald of the march can travel each day while mounted increases by 20%. This ability and mount replace the cavalier’s normal mount ability.

Fife and Drum: At 1st level, a herald of the march begins play with a masterwork instrument of his choice. . This instrument serves as both a symbol and rallying point on the battlefield. This instrument must be a percussion or wind instrument, but is not made of any special material. Whenever the herald of march uses this instrument, her gains a +2 bonus on all Diplomacy and Intimidate skill checks for a number of rounds following its most recent use equal to his Charisma modifier. If a herald of the march uses a different instrument, he does not gain this bonus. If the instrument is lost or destroyed, it can be replaced at a cost of 50 gp per herald of the march level plus the cost of the masterwork item.

In addition, the herald of the march gains the bard’s bardic performance ability, except that it can only be used with the Perform (percussion) or Perform (wind instruments) skills.

The herald of the march gains the following bardic performances.

Demoralize (Ex): At 1st level, a herald of the march can spend 3 continuous rounds of performance to fill his enemies with self-doubt. After 3 rounds, all enemy with 30 feet of the herald of the march must make a Will save (DC 10 + 1/ the herald of the march’s level + the herald of the march’s Charisma modifier). Each creature to be demoralized must be within 60 feet, able to see and hear the herald of the march, and capable of paying attention to him. The herald of the march must also be able to see the creatures affected. If a creature’s saving throw succeeds, the herald of the march cannot attempt to demoralize that creature in this way again for 24 hours. Any creature that fails its save becomes shaken for 1 minute per herald of the march level. Allies and creatures without an Intelligence score are unaffected. For every 2 additional rounds of performance the herald of the march expends, the radius of this performance increases by 5 feet and the save DC increases by 1. Demoralize relies on audible components. This performance and fife and drum replace tactician.

Inspire Courage (Ex): At 1st level, a herald of the march gains the inspire courage bardic performance. This performance replaces challenge 2/day.

Inspire Competence (Ex): At 3rd level, a herald of the march gains the inspire courage bardic performance. This performance replaces expert trainer.

Song of Marching (Ex): At 3rd level, a herald of the march can use his performance to inspire his allies to move faster without suffering from fatigue. By expending 1 round of fife and drum, the herald of the march invigorates allies within 60 feet, who may hustle for the next hour; this movement counts as a walk (not a hustle) for the purpose of accruing nonlethal damage and fatigue. The herald of the march must continue to perform the song for the remainder of the hour, otherwise its effects end, but only 1 round of fife and drum is expended for that hour. This performance replaces cavalier’s charge.

Song of Surrender (Su): At 6th level, a herald of the march can use his performance to encourage an enemy to surrender already demoralized by his performance. Using this ability does not disrupt the demoralize effect, but it does require a standard action to activate (in addition to the free action to continue the demoralize effect). To be affected, an enemy must be within 30 feet and be able to see and hear the herald of the march’s performance. An affected enemy feels the irresistible urge to drop any held weapons and fall prone. This effect lasts for 1 round—essentially, the affected enemy takes no actions on its next turn other than to lie-prone, although it is not considered flat-footed or helpless. A Will saving throw (DC 10 + 1/2 the herald of the march’s level + the herald of the march’s Charisma modifier) negates the effect. This ability affects only a single creature. Song of surrender is an enchantment (compulsion), mind-affecting, language-dependent ability and relies on audible components. This performance replaces challenge 4/day.

Dirge of Doom (Su): At 9th level, a herald of the march gains the dirge of doom bardic performance. This performance replaces greater tactician.

Inspire Greatness (Su): At 11th level, a herald of the march gains the inspire greatness bardic performance. This performance replaces mighty charge.

Inspire Heroics (Su): At 16th level, a herald of the march gains the inspire heroics bardic performance. This performance replaces challenge 6/day.

Irresistible Dance (Su): At 17th level, a herald of the march can use his performance to subject one creature to an irresistible dance spell. This effect makes it impossible for the creature to do anything other than caper and prance in place and imposes a –4 penalty to Armor Class and –10 penalty on Reflex saves, as well as negating any Armor Class bonus granted by a shield the target holds. The dancing creature provokes attacks of opportunity each round on its turn. A successful Will save negates reduces this effect to 1 round. For each round this performance is maintained, the herald of the march must expend two rounds of performance. This performance replaces master tactician.

Supreme Cadence (Su): At 20th level, a herald of the march’s can use his performance to break solid rock. As a full-round action that expends six rounds of performance, the herald of the march can use his performance to create a tremor identical to an earthquake spell. Each time the herald of the march uses this performance, he must expend an additional six rounds of performance. This performance replaces supreme charge.

Heraldic Knowledge (Ex): At 1st level, a herald of the ,arch gains the bard’s bardic knowledge ability, except that it applies only to Knowledge (engineering), Knowledge (history), Knowledge (local), and Knowledge (nobility) skill checks. This ability replaces challenge 1/day.

Order: This is exactly like the cavalier ability of the same name, except that the herald of the march may also choose from the new Order of the Drum Major or the Order of the Fife Marshal.

Challenge (Ex): This is exactly like the cavalier ability of the same name, except that the herald of the march can make a challenge once per day at 4t level, and every size levels thereafter.

Mount (Ex): This is exactly like the cavalier’s mount ability, except that the herald of the march’s druid level for the purpose of determining his mount is equal to his herald of the march level –3.

Banner (Ex): This is exactly like the cavalier ability of the same name, except that the herald of the march can use his percussion or wind instrument as his banner. As long as the herald of the march’s instrument is clearly visible and being played (even without the use of the fife and drum ability), all allies within 60 feet receive the benefits of this ability.

Bonus Feat: This is exactly like the cavalier ability of the same name, except that the herald of the march can select bonus feats from those listed as combat feats and performance feats.

Table: Herald of the March
Base
Class Attack Fort Ref Will
Level Bonus Save Save Save Special

1st +1 +2 +0 +0 Battle march, demoralize, fife and drums, heraldic knowledge,
inspire courage +1, order
2nd +2 +3 +0 +0 Order ability
3rd +3 +3 +1 +1 Inspire competence +2, song of marching
4th +4 +4 +1 +1 Challenge 1/day, mount
5th +5 +4 +1 +1 Banner, inspire courage +2
6th +6/+1 +5 +2 +2 Bonus feat, song of surrender
7th +7/+2 +5 +2 +2 Inspire competence +3
8th +8/+3 +6 +2 +2 Order ability
9th +9/+4 +6 +3 +3 Dirge of doom
10th +10/+5 +7 +3 +3 Challenge 2/day
11th +11/+6/+1 +7 +3 +3 Inspire competence +4, inspire courage +3, inspire greatness
12th +12/+7/+2 +8 +4 +4 Bonus feat, demanding challenge
13th +13/+8/+3 +8 +4 +4 Challenge 5/day
14th +14/+9/+4 +9 +4 +4 Greater banner
15th +15/+10/+5 +9 +5 +5 Inspire competence +5, order ability
16th +16/+11/+6/+1 +10 +5 +5 Challenge 3/day, Inspire heroics
17th +17/+12/+7/+2 +10 +5 +5 Inspire courage +4, irresistible dance
18th +18/+8/+13/+3 +11 +6 +6 Bonus feat
19th +19/+14/+9/+4 +11 +6 +6 Inspire competence +6
20th +20/+15/+10/+5 +12 +6 +6 Supreme cadence

Order of the Drum:

A cavalier who belongs to this order devotes his time to perfecting his drum playing, allowing him to embolden his allies, create a burst of rolling thunder, and strike fear in hearts of his foes. Cavaliers of this order tend to be disciplined, stalwart, and brave in the heat of battle. This order complements the Herald of the March multiclass archetype.

Edicts: An order of the drum cavalier must seek to induce fear in the hearts of his enemies and embolden his allies upon the field of battle. He must strives to distress his foes, and takes every action to bring honor and victory to his allies through his music.

Challenge: Whenever an order of the drum cavalier issues a challenge, all allies within 30 feet gain a +1 circumstance bonus to all Will saves made against enchantment (compulsion) spells and effects used by the target of the challenge. This bonus increases by 1 for every 4 cavalier levels.

Skills: An order of the drum cavalier adds Perform (percussion) (Cha) and Knowledge (nobility) (Int) to his list of class skills. When the cavalier uses Perform (percussion), he gains a bonus on the check equal to 1/2 his cavalier level (minimum +1).

Order Abilities: A cavalier that belongs to the order of the drum gains the following abilities as he increases in level.

Advance and Retreat (Ex): At 2nd level, the cavalier can use his drums to increase the run speed of allied creatures within 120 feet as if they had the Run feat. This is a standard action that requires a DC 20 Perform (percussion) check. As long as the cavalier continues to play, the effect remains. Maintaining the playing is a free action if the cavalier is riding or running. If the cavalier stops playing the drum, the enhanced running speed ends. This ability can be used for up to 10 minutes per cavalier level. This duration does not need to be consecutive, but must be used in 1-minute increments.

Roar of Thunder (Su): At 8th level, the cavalier can strike his drum, filling a 15-foot cone shaped burst in front of him with the thunder of pounding drums. Any creature in the area takes 1d6 points of sonic damage per two cavalier levels (maximum 5d6) and is knocked prone. A successful Fortitude save halves the damage and negates being knocked prone. The cavalier can use this ability once per day at 8th level, plus an additional time per day every four levels thereafter, up to four times per day at 20th level.

Thrum of Dread (Su): At 15th level, as a standard action, the cavalier can sound his drum with a powerful cadence. This sounding caused all creatures within 120 feet (with the exception of those within a 20-foot-radius safe zone around the cavalier) to become affected as by a fear spell, unless a successful Will save is made (DC 10 + 1/ the cavalier’s level + the cavalier’s Charisma modifier). The cavalier can use this ability once per day at 15th level and twice per day at 18th level.

Order of the Fife:

A cavalier who belongs to this order devotes his time to perfecting his fife playing, allowing him to fascinate his foes, quicken his allies, and blast his enemies from afar. Cavaliers of this order tend to be spirited, confident, and quick thinking in the heat of battle. This order complements the Herald of the March multiclass archetype.

Edicts: An order of the fife cavalier must seek to bolster his companions and bring victory to his allies. He must strive to embolden his allies, lighten their spirits, and enhance their prowess in battle through his music.

Challenge: Whenever an order of the fife cavalier issues a challenge, all allies within 30 feet gain a +1 circumstance bonus to all Will saves made against enchantment (charm) spells and effects used by the target of the challenge. This bonus increases by 1 for every 4 cavalier levels.

Skills: An order of the fife cavalier adds Knowledge (nobility) (Int) and Perform (wind instruments) (Cha) to his list of class skills. When the cavalier uses Perform (wind instrument), he gains a bonus on the check equal to 1/2 his cavalier level (minimum +1).

Order Abilities: A cavalier that belongs to the order of the fife gains the following abilities as he increases in level.

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

Shifting Tempo (Su): At 8th level, the cavalier can play a melody by making a DC 15 Perform (wind instruments) check as a standard action. If the check is successful, the cavalier can play a grave melody to cast slow or an allegro melody to cast haste. This affect functions as the indicated spell and affects up to five creatures per use, as chosen by the cavalier. The cavalier can use this ability once per day, plus an additional time per day every six levels.

Note of Resound (Su): At 15th level, the cavalier can use his fife (or other wind instrument) to create a devastating shock wave of energy that functions like a horn of blasting (DC = 10 + 1/2 the cavalier’s level + his Charisma modifier). The cavalier can use this ability once per day at 15th level and twice per day at 18th level. At 18th level, this ability functions like a greater horn of blasting. Unlike an actual horn of blasting, this ability does not carry the risk of destroying the fife.


Another slimespell, just out of bitterment, and rage (And totally not the fact that I forgot it)

Pudding Ride:

Antipaladin 2, Cleric/Oracle 2, Sorceror/Wizard 2, Alchemist 2, Shaman 3, Witch 3

Casting Time: 1 Standard Action

Duration: 1 hour/Level
Range: Touch/Self
Saving Throw: None
--------------
The caster may designate an adjacent freindly slime a minimum of one size catagory larger than themselves. The caster is sucked, harmlessly, into a rapidly forming air-bubble in the slime. The slime is now considered the caster's mount for the purpose of movement, and any feats the caster bears. The caster is treated as being swallowed whole for the purpose of attempts to cast spells on, or land attacks on, the caster.


We need some feedback on Taco Man's spells (I like them, just need to check balance and effects), and Jon's Astute Sentry MCA.


I wish I had some feedback on the Astute Sentry....I feel abit bad that I don't....

...But believe it or not Invocation of the Faceless Lord is actually a heavily nerfed from the ability of the Consort of Jubilex I based it on.


Just want to say I love the ooze/pudding/slime spells. I'll be posting feedback on those soonish...


I too like these new spells,

@Taco Man, mind if I use these spells in some of the classes I made, and perhaps use them to tweaks some of the domains I have? I'll be making a small revision to some since now have new spells from the new ACG book


Pathfinder Lost Omens Subscriber

#astute sentry
this seems pretty solid, it doesn't anything special except extra bonus feats, which is the fighters forte so it makes sense.

Also, I thought up another MCA

#Weapons Master
Fighter/Magus

Most veterans find that to compete with the strongest of enemies they need to constantly have their gear enchanted and thus are prone to being horrendously weakened if they lose their equipment. Weapon Masters have found a way to get around this weakness and train in every Weapon you can imagine and can turn any weapon they pick up into a very deadly weapon, both through martial skill and through Arcane magic.


Taco Man's Spells - Tweaked

Ooze Wound:

School conjuration; Level alchemist 3, antipaladin 2, cleric/oracle 3, druid 3, shaman 3, witch 3, wizard/sorcerer 3; Domain slime 3

CASTING
Casting Time 1 standard action
Components S, M (varies; see table below)

EFFECT
Range touch
Duration 1 minute/level
Saving Throw Fortitude negates; Spell Resistance no

DESCRIPTION
While ooze wound is in effect, if the subject takes bleed or slashing/piercing damage, an ooze (or swarm) spawns in an adjacent square from the drops of blood at the start of the next round. This ooze creature has a number of hit points equal to the amount of bleed, slashing, or piercing damage dealt, and moves with the subject in an adjacent square. Any additional bleed, slashing, or piercing damage taken by the target of the spell while it is in effect is added to the ooze creature as additional hit points.

The type of ooze or swarm the spawns is determined by the spell’s material component as shown on the following table.

Table: Material Component Options
Components Creature

50 gp Giant amoeba or amoeba swarm
Acid (1 flask) Choleric ooze swarm
Blood (1 vial) + 25 gp Sanguine ooze swarm
Bottled filth (1 flask) +25 gp Boilborn
Liquid Ice (1 flask) Melancholic ooze swarm
Poison (1 vial; Wis or Int damage) Amber ooze
Unholy Water (1 vial) Phlegmatic ooze swarm

Ichorous Rupture:

School conjuration; Level alchemist 2, antipaladin 2, cleric/oracle 2, shaman 2, witch 2, wizard/sorcerer 2

CASTING
Casting Time 1 standard action
Components V, S, M (glass vial of acid)

EFFECT
Target area (5 ft. radius)
Range close (25 ft. + 5 ft//2 levels
Duration 1 round/2 levels
Saving Throw none (see below); Spell Resistance no

DESCRIPTION
The caster crushes or breaks the vial of acid on the ground, creating a small crag in the ground. A corrosive slime immediately emerges from the crap and attempts to grapple a random creature with 5 feet of the crag. The slime has 1 Hit Dice per 2 caster levels and a combat maneuver bonus equal to 20 + the caster’s level. Any creature that the ooze attempts to grapple can make a combat maneuver defense check against the ooze’s grapple check. Any creature grappled by the slime, and any metal equipment it is wearing suffers 1d6+2 points of acid damage each round.

Ooze Burst:

School transmutation; Level alchemist 3, antipaladin 2, cleric/oracle 3, druid 3, witch 3;
Domain death 3, mudbog 3, ooze 3, slime 3, volcanic 3

CASTING
Casting Time 1 standard action
Components V, S

EFFECT
Range touch/self
Target single ooze
Duration 1 round/level
Saving Throw Fortitude negates or Reflex save for half damage (see below); Spell Resistance no

DESCRIPTION
The caster imbues a single ooze of Small or greater size with the following special ability.

Death Throes (Su)
When killed, the ooze bursts in a 5-foot radius (+5 feet per size category above Small) that deals an amount of energy damage (acid, cold, electricity, or fire; type determined by the caster) per size category (see table below), plus 1 damage per caster level. A successful Reflex save (DC 15 + caster level) halves damage. In addition, if the ooze is of neutral or better demeanor towards the caster, each round, the caster may attempt to burst the slime as a free action, dealing an amount of damage to the ooze equal to the ooze’s burst damage +2d6 points of damage per 3 caster levels.

Table: Slime Burst Energy Damage
Size Burst Damage

Small 5 ft. 1d6
Medium 10 ft. 2d6
Large 15 ft. 3d6
Huge 20 ft. 4d6
Gargantuan 25 ft. 5d6
Colossal 30 ft. 6d6

Invocation of the Faceless Lord:

School conjuration (chaotic, evil); Level alchemist 6, antipaladin 4, cleric/oracle 7, druid 7, sorcerer/wizard 8;
Domain evil 7, mudbog 7, ooze 7, slime 7

CASTING
Casting Time 1 hour
Components V, S, M (500 gp, or an equivalent in gems or goods), F (15-ft ritual circle, made of filth, sludge, or acid)

EFFECT
Range close (25 ft. + 5 ft./2 levels)
Effect one summoned creature (see below)
Duration 6 hours
Saving Throw none; Spell Resistance no

DESCRIPTION
The caster creates a 15-foot radius circle made of foul, noxious substances on the ground. The caster must then make a monetary tribute to an ancient, demonic ooze deep within the fouls layers of the Abyss. Once the casting is complete, the demonic ooze spews forth a number of ooze swarms as listed below

Summoned Swarms
2d4 choleric ooze swarms
1d6+2 melancholic ooze swarms
3d4+1 phlegmatic ooze swarms
2d6+2 sanguine ooze swarms

All summoned swarms have the apocalypse swarm template, and remain for 6 hours before returning to the Abyss. Once summoned, the swarms move to patrol a 500-foot radius area around the ritual circle. These swarms are hostile to all non-oozes (excluding the caster), and immediately attack any creatures that enter the patrol area. If no creatures are encountered, the swarms devour all foliage within the 500-foot patrol area, and nothing will grow in this area again without magical or divine intervention.

Touch of Ooze:

School conjuration (creation) [disease]; Level alchemist 4, antipaladin 3, cleric/oracle 4, shaman 5, witch 5;
Domain mudbog 4, ooze 4, slime 4, venom 4

CASTING
Casting Time 1 standard action
Components V, S, M (a drop of acid and a black glass sphere)

EFFECT
Range close (25 ft. + 5 ft./2 levels)
Target living creature touched
Duration instantaneous
Saving Throw Fortitude negates; Spell Resistance yes

DESCRIPTION
This spell functions as the touch of slime spell, except that if the target fails its saving throw, it suffers an additional amount of acid damage equal to 2d6 + the caster’s level and is infused with an amber ooze.

Ooze Rider:

School conjuration; Level alchemist 4, antipaladin 2, cleric/oracle 2, shaman 3, sorcerer/wizard 2, witch 3;

CASTING
Casting Time 1 standard action
Components V, S, M (a drop of acid and a black glass sphere)

EFFECT
Range touch/self
Duration 1 hour/level
Saving Throw none; Spell Resistance yes

DESCRIPTION
The caster designates one friendly ooze adjacent to him that is at least one size category larger than the caster. The caster is harmlessly drawn into a rapidly forming air-bubble within the ooze. The ooze is now considered the caster's mount for the purpose of movement, and any feats the caster has. Also, the caster is treated as being swallowed whole for the purpose of making attacks and casting spells against the caster.


Great, now these spells are revised, I'd personally like them added to the Ichormancer especially, as well as the Scourge Champion and Hive Master.

As for replacing/adding spells in my Domains:

Domain Stuff:

Ooze:
3rd - Ooze Wound
4th - Touch of Ooze
7th - Invocation of the Faceless Lord

Slime:
2nd - Ichorous Rapture
3rd - Resinous Skin
4th - Touch of Slime

Mudbog:
4th - Slowing Mud (new ACG spell)

Volcanic:
3rd - Molten Orb (new ACG spell)

I would also like to see about adding a 'Sludge' Subdomain to the Ooze and Poison domains, including the new 'Sickening Entanglement' and 'Nauseating Trail' spells at 2nd and 3rd levels respectively, perhaps with 'Ray of Sickening' as the first spell? What do you guys think?


Well i think taco will be the person i go to when i need custom spells on my mcas.


D'awww...Yer makin'm'blush, Christos....

...So with the Herald finished and the AS seeming pretty solid....

....Who's next?


For slime spells, there's a 3pp level 9 sorc/wiz spell called Pudding Mob that summons 1d4+1 Black Puddings. Maybe something like that would work too.


Well, that'sn't one we made, is it?


Tyrannical wrote:

Great, now these spells are revised, I'd personally like them added to the Ichormancer especially, as well as the Scourge Champion and Hive Master.

As for replacing/adding spells in my Domains:

** spoiler omitted **

I would also like to see about adding a 'Sludge' Subdomain to the Ooze and Poison domains, including the new 'Sickening Entanglement' and 'Nauseating Trail' spells at 2nd and 3rd levels respectively, perhaps with 'Ray of Sickening' as the first spell? What do you guys think?

Are all these replacing the current spell swaps? So just ignore the swaps we currently have and replace them with these? Or are this added to the current swaps, replacing any swaps of the same level with these?

@Sludge Subdomain
Go for it!


So, nothing on the Astute Sentry huh? Alright!

The next two MCAs are

Dragon Rider – Sor/Sum (Bandw2)
Scroll Warrior – Wiz/Sam (Elghinn)


Here's my scroll warrior. This uses much of the wizard's Scrollmaster archetype, plus some stuff from the Cyphermage and SSG's Spellhammer.

Could reskin this as a 3/4 BAB hybrid (6th level) caster, though I do like the full caster-ness of this one.

SWAPS
Arcane bond = Arcane resolve, weapon expertise
Arcane school = Master of the Scroll School (Scroll Blade, Scroll Shield, Arcane Challenge, Scroll Banner)
Bonus feats = Scroll mastery (Spelldrive from SSG’s Spellhammer, others from the Cypher Mage; Imp Scroll Casting - Scrollmaster)

SCROLL WARRIOR:

Although scrolls are simply a tool for most wizards, to the scroll warrior, it is more–it’s a deadly weapon that can be wielded like a blade or cast to unleash its magic with devastating effect. Scroll warriors are an interesting combination of wizardry and the martial training of the samurai, able to use scrolls to attack or protect, even improve the effectiveness of his signature ability, his scroll blade. Few full spellcasters approach the deadly combat training of the scroll warrior. While scroll warriors enter battle armed with scrolls and use combat techniques that often resemble some form of monk martial arts, their weakness is the very thing that grants him his power. Without a scroll at their beckon call, scroll warriors are little more than specialized wizards, though their spellcasting makes up for this deficiency whenever it occurs.

Primary: Wizard.
Secondary: Samurai.
Alignment: Any.
Hit Dice: d6.

Bonus Skills and Ranks: The scroll warrior selects three samurai skills to add to his class skills in addition to the normal samurai class skills. The scroll warrior gains a number of ranks at each level equal to +2 Int modifier.

Weapon and Armor Proficiency: The scroll warrior is proficient with the club, dagger heavy crossbow, light crossbow, and the quarterstaff, plus the katana, naginata, and wakizashi. A scroll warrior is not proficient with any type of armor or shield. Armor interferes with a scroll warrior's movements, which can cause his spells with somatic components to fail.

Spellbook: A scroll warrior’s spellbook consists of a number of rolled parchments and scrolls, rather than a bound book. Under extreme circumstances, this allows the scroll warrior to retrieve a “page” of his book of scrolls as a t a moment’s notice, though doing so will often results in any spells on the scroll being lost from his spellbook. A scroll warrior’s scroll book otherwise functions as a normal wizard’s spellbook.

Master of the Scroll School: At 1st level, a scroll warrior must choose the new Master of the Scroll School. This ability otherwise functions as and replaces arcane school.

Arcane Resolve (Su): At 1st level, a scroll warrior gains arcane resolve that he can call upon to enhance his ability in combat and with written magic. A scroll warrior can use this ability once per day at 1st level, plus one additional time per day every two levels beyond 1st. The scroll warrior can use this arcane resolve in one of the following ways.

• As a standard action, you can spend one use of your arcane resolve to remove any dazzled, fascinated, or shaken condition bestowed by a spell, supernatural, or spell-like ability. If you are at least 8th level, you can alternatively remove any blinded, confused, deafened, or frightened condition bestowed by a spell, supernatural, or spell-like ability. If the condition has a duration longer than 1 hour or is permanent, this ability removes the condition for 1 hour, at which time the condition returns.
• Whenever you are required to make a Fortitude or Will save against a spell or spell-like ability, you can spend one use of your arcane resolve as an immediate action to roll twice and take the better result. You must decide to use this ability before you roll the saving throw.
• When you are reduced to fewer than 0 hit points by a spell, supernatural attack, or spell-like ability, but not slain, you can spend one use of your resolve as an immediate action to instantly stabilize and remain conscious. You are staggered, but you do not fall unconscious and begin dying if you take a standard action. You do fall unconscious if you take additional damage from any source.

At 5th level, a scroll warrior can use his arcane resolve in the following ways.

• As a swift action, a scroll warrior can spend one use of his arcane resolve to gain a +4 bonus to Spellcraft checks made to decipher a written spell, whether on a scroll or in a spellbook. In addition, a scroll warrior’s chance of arcane spell failure when activating a scroll or casting a spell while wearing armor decreases by 20%.
• As a standard action, a scroll warrior can spend one use of his arcane resolve to create a self-destructing trap on a single scroll. When the scroll is opened without first deactivating the trap (through a Disable Device check) it bursts into flame, effectively destroying the scroll and burning the one who activated it. Effect: 1d6 fire damage + 1 point per 2 wizard levels; DC 15 Reflex save for half; multiple targets (all targets within 5 ft. of rack). This trap lasts until triggered.
• Whenever a scroll warrior activates a scroll, he can spend one use of his arcane resolve as a swift action to cast the spell as if it had been cast using one of the following metamagic feats: Elemental Spell, Enlarge Spell, Extend Spell, Silent Spell, Still Spell.

This ability and weapon expertise replaces arcane bond.

Weapon Expertise (Ex): At 3rd level, a scroll warrior gains an unparalleled expertise with his chosen weapon. At 3rd level, the scroll warrior selects either the katana, naginata, or wakizashi. The scroll warrior can draw the selected weapon as a free action as if he had the Quick Draw feat.

In addition, whenever he threatens a critical hit with the selected weapon, he gains a +2 bonus on the confirmation roll. Finally, his samurai levels stack with any fighter levels he possesses for the purposes of meeting the prerequisites for feats that specifically select his chosen weapon, such as Weapon Specialization. In addition, whenever a scroll warrior wields his scroll blade, it also acts as his chosen weapon, including damage, increased threat range, reach, the deadly weapon quality, and all the granted benefits described above.

Scroll Mastery: Starting at 5th level, as a scroll warrior gains levels, he begins mastering magic scrolls. At 5th level and every five levels thereafter, the scroll warrior learns a new way to enhance his scroll magic, as chosen from the following list.

Analyze Scroll (Su): As a free action, a scroll warrior can automatically discern the contents of a magic scroll, as if he were using read magic. He gains an insight bonus equal to his scroll warrior level on Use Magic Device checks made to cast spells from scrolls.
Defensive Scrollcaster (Ex): A scroll warrior gains a +4 bonus on concentration checks to cast defensively when casting spells from scrolls.

Enhance Scroll (Su): As a swift action, a scroll warrior can cause any scroll spell he reads to function using his caster level rather than the scroll’s caster level. He can use this ability a number of times per day equal to 1/4 his scroll warrior level (minimum 1).

Extended Scroll (Su): As a swift action, a scroll warrior can double the duration of any scroll spell he reads as if the spell were modified by the Extend Spell feat. He can use this ability a number of times per day equal to 1/4 his scroll warrior level (minimum 1).

Focused Scroll (Su): As a swift action, a scroll warrior can add a bonus equal to twice his Intelligence modifier on any caster level checks made with a scroll spell, including checks to overcome spell resistance. He can use this ability a number of times per day equal to 1/4 his scroll warrior level (minimum 1).

Improved Scribe Scroll (Ex): Once per day, a scroll warrior can spend hasten the task of scribing a scroll. Whenever a scroll warrior creates a scroll of a spell that he knows, it requires only 1 hour if its base price is 250 gp or less, otherwise scribing the scroll takes 12 hours for each 1,000 gp in its base price. To scribe a scroll, a scroll warrior must use up raw materials costing half of this base price as normal.

Improved Scroll Casting (Su): The scroll warrior can cast a wizard spell from a scroll and use his own Intelligence score and relevant feats to set the DC for the spell, and can use his own caster level if it is higher than that of the scroll (similar to a caster using a staff). The scroll warrior must have already deciphered the writing on the scroll to use this ability. The scroll warrior must be at least 10th level to select this scroll mastery.

Insightful Scroll (Su): As a swift action, a scroll warrior can alter a spell he’s casting from a scroll to use his Intelligence score and relevant feats to set the DC for the spell. He can use this ability a number of times per day equal to 1/3 his scroll warrior level (minimum 1).

Spelldrive (Su): As a swift action, when a scroll warrior hits a target with his scroll blade, he may expend a spell slot to deal additional damage to the target. The additional damage is equal to one die per level of the spell expended. Beginning at 1st level, the damage dice are d4s. When a scroll warrior reaches 6th level, the damage dice are d6s. At 12th level, the damage dice are d8s. At 16th level, the damage dice are d10s. At 20th level, the damage dice are d12s. The additional damage is added directly to the scroll blade's damage and is of the same type that the scroll blade normally does. For example, a cold iron longsword delivering a spelldrive deals additional dice of slashing cold iron damage. In addition, a scroll warrior gains a luck bonus to AC and saving throws against attacks, spells, and abilities from the target of spelldrive damage. The bonus is equal to the level of the spell expended for the spelldrive and lasts for 2 rounds.

Swift Scrivener (Ex): The scroll warrior may scribe up to two scrolls per day, so long as the total market price of all scrolls scribed that day does not exceed 1,000 gp. The scroll warrior reduces the casting time of all symbol spells to 1 minute.

Swift Scroll (Ex): The scroll warrior does not provoke attacks of opportunity when retrieving a stored scroll. If the scroll warrior moves at least 10 feet, he may retrieve a scroll as a free action as part of his move.

This ability replaces the bonus feats gained at 5th, 10th, 15th, and 20th level.

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

1st +0 +0 +0 +2 Arcane resolve, cantrips, 3 1 — — — — — — — —
master of the scroll school,
scribe scroll
2nd +1 +0 +0 +3 4 2 — — — — — — — —
3rd +1 +1 +1 +3 Weapon expertise 4 2 1 — — — — — — —
4th +2 +1 +1 +4 4 3 2 — — — — — — —
5th +2 +1 +1 +4 Scroll mastery 4 3 2 1 — — — — — —
6th +3 +2 +2 +5 4 3 3 2 — — — — — —
7th +3 +2 +2 +5 4 4 3 2 1 — — — — —
8th +4 +2 +2 +6 4 4 3 3 2 — — — — —
9th +4 +3 +3 +6 4 4 4 3 2 1 — — — —
10th +5 +3 +3 +7 Scroll mastery 4 4 4 3 3 2 — — — —
11th +5 +3 +3 +7 4 4 4 4 3 2 1 — — —
12th +6/+1 +4 +4 +8 4 4 4 4 3 3 2 — — —
13th +6/+1 +4 +4 +8 4 4 4 4 4 3 2 1 — —
14th +7/+2 +4 +4 +9 4 4 4 4 4 3 3 2 — —
15th +7/+2 +5 +5 +9 Scroll mastery 4 4 4 4 4 4 3 2 1 —
16th +8/+3 +5 +5 +10 4 4 4 4 4 4 3 3 2 —
17th +8/+3 +5 +5 +10 4 4 4 4 4 4 4 3 2 1
18th +9/+4 +6 +6 +11 4 4 4 4 4 4 4 3 3 2
19th +9/+4 +6 +6 +11 4 4 4 4 4 4 4 4 3 3
20th +10/+5 +6 +6 +12 Scroll mastery 4 4 4 4 4 4 4 4 4 4

Master of the Scroll School:

The master of the scroll wizard is trained in the use of tapping his magical reserves to increase the power and effectiveness of his scrolls. The master of the scroll school complements the Scroll Warrior multiclass archetype.

Arcane Challenge (Ex): At 1st level, you can challenge a foe to combat. As a swift action, you can choose one target within sight to challenge. Your scroll blade melee attacks and touch spells deal extra damage when made against the target of your challenge. This extra damage is equal to your level. You can use this ability once per day at 1st level, plus one additional time per day for every eight levels beyond 1st, to a maximum of three times per day at 17th level. Challenging a foe requires much of your concentration. You take a –2 penalty to you Armor Class, except against attacks made by the target of your challenge. The challenge remains in effect until the target is dead or unconscious, or until the combat ends.

Scroll Blade (Su): Starting at 1st level, you can wield any paper, parchment, or cloth scroll as if it were a melee weapon a. In your hands, the scroll acts as a short sword with an enhancement bonus equal to 1/2 the level of the highest-level wizard spell on the scroll; a scroll with only a cantrip or 1st-level spell on it counts as a masterwork short sword. You are proficient in this weapon, and feats and abilities that affect short swords (such as Weapon Focus) apply to this weapon. You cannot wield two scroll blades at the same time.
Activating this ability is a free action. A scroll blade only retains its abilities in your hands. The scroll blade has hardness 0 and hit points equal to the highest-level wizard spell on the scroll. Each successful hit by the scroll blade reduces its hit points by 1; this damage cannot be repaired, but does not affect casting from the scroll. When its hit points reach 0, the scroll is destroyed. If a scroll contains a spell with a metamagic feat, this ability uses the original spell level of the spell (a scroll of empowered fireball counts as a 3rd-level spell).

At 3rd level, when using a 4th-level or higher wizard scroll as a scroll blade, you can choose to reduce its enhancement bonus by 1 (minimum +1 enhancement bonus) to treat it as a reach weapon. For example, you could use a scroll of charm monster (a 4th-level wizard spell) as either a +2 short sword or a +1 short sword with reach.

At 5th level, when using a 4th-level or higher wizard scroll as a scroll blade, you can choose to reduce its enhancement bonus (to a minimum of a +1 enhancement bonus) to give any of the following weapon properties: defending, frost, icy burst, keen, ki focus, shock, shocking burst, speed. Adding any of these properties consumes an amount of enhancement bonus equal to the property’s cost. You must know the prerequisite spell or spells to craft the weapon property in question (for example, you must know haste to be able to give your scroll blade the speed property).

Scroll Shield (Su): At 1st level, you can wield any paper, parchment, or cloth scroll as if it were a light wooden shield. In your hands, the scroll grants a +1 shield bonus with an enhancement bonus equal to 1/2 the level of the highest-level wizard spell on the scroll; a scroll with only a cantrip or 1st-level spell counts as a masterwork light shield sword. The scroll shield has no armor check penalty, arcane spell failure chance, or maximum Dexterity bonus. You are considered proficient in this shield. You can use a scroll blade in one hand and a scroll shield in the other hand.

Activating this ability is a free action. A scroll shield only retains its abilities in your hands. The scroll shield has hardness 0 and hit points equal to the highest-level wizard spell on the scroll. Each successful attack roll against you reduces the scroll shield’s hit points by 1; this damage cannot be repaired, but does not affect casting from the scroll. When its hit points reach 0, the scroll is destroyed.

At 5th level, when using a 3rd-level or higher wizard scroll as a scroll shield, you can choose to reduce its enhancement bonus (to a minimum of a +1 enhancement bonus) to give it any of the following shield properties: ghost touch, light fortification, moderate fortification. Adding any of these properties consumes an amount of bonus equal to the property’s cost (see Table 15–5: Shield Special Abilities in the Core Rulebook). You must know the prerequisite spell or spells to craft the shield property in question (for example, you must know limited wish to be able to give his scroll the fortification property).

If a scroll contains a spell with a metamagic feat, this ability uses the original spell level of the spell (a scroll of empowered fireball counts as a 3rd-level spell).

Scroll Banner (Su): At 8th level, you become a symbol of inspiration to your allies and companions. As long as you wield a scroll as either a scroll blade or scroll shield, and it is clearly visible, all allies within 60 feet receive a +2 morale bonus on saving throws against fear and a +1 morale bonus on attack rolls made as part of a charge. For every five levels beyond 8th, these bonuses increase by +1. The scroll must be carried or wielded by you.

Master of the Scroll Spells
1st—comprehend languages, erase, identify, lock gaze†, magic aura, memory lapse*, transfer tattoo‡.
2nd—book ward#, codespeak%, hidden knowledge%, locate object, obscure object, symbol of mirroring**, tattoo potion‡.
3rd—arcane sight, explosive runes, glyph of warding, illusory script, secret page.
4th—symbol of revelation**, symbol of slowing**.
5th—break enchantment, symbol of pain, symbol of scrying**, symbol of sleep, symbol of striking†.
6th—glyph of warding (greater), sign of wrath@, symbol of fear, symbol of persuasion, symbol of sealing**.
7th—arcane sight (greater), power word blind, resonating word**, symbol of stunning, symbol of weakness.
8th—power word stun, symbol of death, symbol of insanity, word of recall.
9th—power word kill, symbol of strife**, symbol of vulnerability.

(*Advance Player’s Guide, **Ultimate Magic, †Ultimate Combat, ‡Pathfinder Campaign Setting: Inner Sea Magic, #Pathfinder Chronicles: Seeker of Secrets, %Pathfinder Companion: Second Darkness Player’s Guide, @Pathfinder Adventure Path: Rise of the Runelords Anniversary Edition)


so you made a read or die class, nice


I get a very Alexander Anderson vibe from this guy, first read-over.


I will say this about it, while there seems to be ways to pile on damage, there isnt alot of accuracy boosts. Not that the class needs a lot, but my experience with battle wizards in general is that it is a resource heavy concept. Something like a scroll mastery that grants +2 to hit with a scroll blade should be just barely enough to keep it MAD friendly.


Pathfinder Lost Omens Subscriber

#Dragonrider

There is a species of Dragons that are unlike most others. Most dragons are already greatly at the whim of their instincts, but none more so than these. These dragon's forms reflect their will manifest(thus these dragons have yet to gain a name as they reflect other kinds of dragons commonly), however the change that happens as their ego grows and changes is painful. They overcome this by bonding with other lesser races as this can solidify their mind. This bond can be forced or made in good will, changing from dragon to dragon.

what I did for the dragon.

I expect that the actual Dragonrider to be a sorcerer without a bloodline, instead gaining his magic from his steed. Maybe if you think it's applicable, to at higher levels gain physical resemblance of his dragon, such as twin eidolon or Aspect.

Dark Archive

Elghinn Lightbringer wrote:
So, nothing on the Astute Sentry huh?

A fact that frustrates me a bit but perhaps it just means that the MCA is perfect as is.

I will see to creating a flaver blurb this week.


Elghinn Lightbringer wrote:
Tyrannical wrote:

Great, now these spells are revised, I'd personally like them added to the Ichormancer especially, as well as the Scourge Champion and Hive Master.

As for replacing/adding spells in my Domains:

** spoiler omitted **

I would also like to see about adding a 'Sludge' Subdomain to the Ooze and Poison domains, including the new 'Sickening Entanglement' and 'Nauseating Trail' spells at 2nd and 3rd levels respectively, perhaps with 'Ray of Sickening' as the first spell? What do you guys think?

Are all these replacing the current spell swaps? So just ignore the swaps we currently have and replace them with these? Or are this added to the current swaps, replacing any swaps of the same level with these?

@Sludge Subdomain
Go for it!

I wasn't aware there were new swaps until now, I wasn't really told... I'd rather ignore them if you don't mind? I didn't get much input on it, and had my own plans, heh....

So as it stands the swaps I proposed are going to be the ones used to tweak the domains, if it's agreeable?

Anyone got any ideas on what special ability or spells we could put into the Sludge domain?


Tyrannical wrote:
Elghinn Lightbringer wrote:
Tyrannical wrote:

Great, now these spells are revised, I'd personally like them added to the Ichormancer especially, as well as the Scourge Champion and Hive Master.

As for replacing/adding spells in my Domains:

** spoiler omitted **

I would also like to see about adding a 'Sludge' Subdomain to the Ooze and Poison domains, including the new 'Sickening Entanglement' and 'Nauseating Trail' spells at 2nd and 3rd levels respectively, perhaps with 'Ray of Sickening' as the first spell? What do you guys think?

Are all these replacing the current spell swaps? So just ignore the swaps we currently have and replace them with these? Or are this added to the current swaps, replacing any swaps of the same level with these?

@Sludge Subdomain
Go for it!

I wasn't aware there were new swaps until now, I wasn't really told... I'd rather ignore them if you don't mind? I didn't get much input on it, and had my own plans, heh....

So as it stands the swaps I proposed are going to be the ones used to tweak the domains, if it's agreeable?

Anyone got any ideas on what special ability or spells we could put into the Sludge domain?

Whatever you want to do.

Take a look at the current versions of the Domains/Subdoamins and the domain spells and swapped subdomain spells in the Supplement section of the wiki. They are still unchanged from their original conception. Then let me know what you want to do exactly with the domain spells (what stays what you want to swap with the new spells (Taco Man's or from ACG) We can do this all via PMing so we aren't eating the thread posts.

Obviously, I think you are wanting to replace the current domain spells with what you listed above, it's the subdomains I'm wonderng about, as they usually only swap a few. So I just need to know if your posted subdomain spell swpas are superceding the current ones (wiki), or are added to, and just replacing any current swaps of the same levels.


christos gurd wrote:
so you made a read or die class, nice

What do you mean? :D

christos gurd wrote:
I will say this about it, while there seems to be ways to pile on damage, there isnt alot of accuracy boosts. Not that the class needs a lot, but my experience with battle wizards in general is that it is a resource heavy concept. Something like a scroll mastery that grants +2 to hit with a scroll blade should be just barely enough to keep it MAD friendly.

So, you think it's pretty balanced? Just needs a bit more oomph, like the scroll mastery you are suggesting?

Or would this be better reskinned as 3/4 BAB hybrid caster?


Soap, I guess the Sentry, Thrall, and Herald are all up for Wiki-Fication, and I'm tossing a vote for 3/4 BAB Hybrid Caster, A-La Magus, drawing from the wizard spell list.


Elghinn Lightbringer wrote:
christos gurd wrote:
so you made a read or die class, nice

What do you mean? :D

christos gurd wrote:
I will say this about it, while there seems to be ways to pile on damage, there isnt alot of accuracy boosts. Not that the class needs a lot, but my experience with battle wizards in general is that it is a resource heavy concept. Something like a scroll mastery that grants +2 to hit with a scroll blade should be just barely enough to keep it MAD friendly.

So, you think it's pretty balanced? Just needs a bit more oomph, like the scroll mastery you are suggesting?

Or would this be better reskinned as 3/4 BAB hybrid caster?

well you could take a page from the arcanist and have a scroll mastery that bases your school off cster level. On one hand 3/4ths is easier to balance, on the other it being a 9th level combat caster makes it interesting and less done to death.

Dark Archive

((New Idea))

Plague Doctor
Alchemist/Rogue
Any Non-Good
-------------------------
Focused on healing, nercomany, poison making, and storing disease to later use either as a thrown weapon or with an altered backstab ability. A chirurgeon style trickster alchemist that people will come to fear, respect, or even hate.

Inspired by the historical plague doctors as well as characters that mix necromany and alchemy from a more dark standpoint as well as those with a willingness to harm and deceive others while playing the part of healer. To take money for cures that may not even work, especially from th rich, and discover how to bottle the very diseases that they are charged to cure... using them to harm those that cross him


JonathonWilder wrote:

((New Idea))

Plague Doctor
Alchemist/Rogue
Any Non-Good
-------------------------
Focused on healing, nercomany, poison making, and storing disease to later use either as a thrown weapon or with an altered backstab ability. A chirurgeon style trickster alchemist that people will come to fear, respect, or even hate.

Inspired by the historical plague doctors as well as characters that mix necromany and alchemy from a more dark standpoint as well as those with a willingness to harm and deceive others while playing the part of healer. To take money for cures that may not even work, especially from th rich, and discover how to bottle the very diseases that they are charged to cure... using them to harm those that cross him

looks interesting, I know alchemist already has plenty disease and poison style discoveries, and some necromancy ones that are coming into play, so there's plenty material available for use.


Custom Necromantic Alchemist Discoveries in the brewing!??!?!

Putitup-putitup-putitup-putit- Ahhh, we got some more to get through the docket first.


christos gurd wrote:
Elghinn Lightbringer wrote:
christos gurd wrote:
so you made a read or die class, nice

What do you mean? :D

christos gurd wrote:
I will say this about it, while there seems to be ways to pile on damage, there isnt alot of accuracy boosts. Not that the class needs a lot, but my experience with battle wizards in general is that it is a resource heavy concept. Something like a scroll mastery that grants +2 to hit with a scroll blade should be just barely enough to keep it MAD friendly.

So, you think it's pretty balanced? Just needs a bit more oomph, like the scroll mastery you are suggesting?

Or would this be better reskinned as 3/4 BAB hybrid caster?

well you could take a page from the arcanist and have a scroll mastery that bases your school off cster level. On one hand 3/4ths is easier to balance, on the other it being a 9th level combat caster makes it interesting and less done to death.

I think I'll keep it a full caster.

Dark Archive

Taco Man wrote:

Custom Necromantic Alchemist Discoveries in the brewing!??!?!

Putitup-putitup-putitup-putit- Ahhh, we got some more to get through the docket first.

Glad you like my idea. We could always place the Plague Doctor as my next MCA.

Dark Archive

Tyrannical wrote:
Looks interesting, I know alchemist already has plenty disease and poison style discoveries, and some necromancy ones that are coming into play, so there's plenty material available for use.

That is why I choose Alchemist, though part of me does wonder whether Rogue is the best secondary class. I have considered both a Cleric and Antipaladin as alternatives.


Alchemist/Antipaladin sounds abit more Apropos.

Dark Archive

Taco Man wrote:
Alchemist/Antipaladin sounds abit more Apropos.

Hmm... but would I be able to still have the Plague Doctor be "any nongood" if I changed the MCA to Alchemist/Antipaladin?

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