Multiclass Archetypes IX: ACG Unleashed


Homebrew and House Rules

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Elghinn Lightbringer wrote:

Looked them both over, looks like they are both nice and simple.

Did some reconfiguring with the Heritage Overlord ability placements and a tweak with swaps, but otherwise its was really good. The HO (Ho,Ho...:D) now has hybrid casting with no dead levels. I'll post the revised version tomorrow.

The Patroned Arcanist (renamed it the Patron Mage) is pretty straight forward too. Just working through it now and should have it posted up by sometime tomorrow afternoon or evening. but no promises on either as its Christmas eve. :D

noice


HERITAGE OVERLORD:

Between the reality-bending sorcerer and the mystically furious bloodrager lays a sort of medium existence. Focused to a greater extent on their bloodline, the heritage overlord finds a middle ground of true devotion to his heritage.

Primary Class: Bloodrager.
Secondary Class: Sorcerer.
Alignment: Any.
Hit Dice: d8.

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

Weapon and Armor Proficiency: The heritage overlord is proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields). A heritage overlord can cast heritage overlord spells while wearing light armor or medium armor without incurring the normal arcane spell failure chance. This does not affect the arcane spell failure chance for arcane spells received from other classes. Like other arcane spellcasters, a heritage overlord wearing heavy armor or wielding a shield incurs a chance of arcane spell failure if the spell in question has somatic components.

Spellcasting: A heritage overlord casts arcane spells drawn from the sorcerer/wizard spell list and the bloodrager spell list. Only sorcerer/wizard spells of 6th level and lower are considered to be part of the heritage overlord spell list. If a spell appears on both the sorcerer/wizard and bloodrager spell lists, the heritage overlord uses the lower of the two spell levels listed for the spell. He can cast any spell he knows without preparing it ahead of time.

To learn or cast a spell, a heritage overlord must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class (DC) for a saving throw against a heritage overlord’s spell is 10 + the spell level + the heritage overlord’s Charisma modifier.

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

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

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

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

This ability replaces uncanny dodge, the bloodrager’s spellcasting ability, and improved uncanny dodge.

Awakening State (Su): A heritage overlords source of internal power grants him the ability to unleash power similar to a bloodrage. At 1st level, an heritage overlord can enter an awakening state for a number of rounds per day equal to 4 + his Charisma modifier. At each level after 1st, he can maintain his awakening state for 2 additional rounds per day. Temporary increases to Charisma (such as those gained from spells like eagles splendor) don't increase the total number of rounds that a heritage overlord can be in awakened state per day. The total number of rounds of awakened state per day is renewed after resting for 8 hours, although these hours need not be consecutive.

A heritage overlord can enter an awakened state as a free action. While in an awakened state, a heritage overlord gains a +4 morale bonus to his Constitution and Charisma, as well as a +2 morale bonus on Will saves. In addition, he takes a –2 penalty to Armor Class. The increase to Constitution grants the heritage overlord 2 hit points per Hit Die, but these disappear when the awakening ends and are not lost first like temporary hit points. Using his 1st level bloodline power during his awakening state does not count towards his daily uses of that bloodline power.

A heritage overlord can end his awakening state as a free action. When the awakening state ends, he's fatigued for a number of rounds equal to twice the number of rounds spent in the awakening state. A heritage overlord cannot enter a new awakening state while fatigued or exhausted, but can otherwise enter awakening state multiple times during a single encounter or combat. If a heritage overlord falls unconscious, his awakening state immediately ends, placing him in peril of death.

Awakening state counts as the barbarian's rage or the bloodrager’s bloodrage class features for the purpose of feat prerequisites, feat abilities, magic item abilities, and spell effects. This ability replaces bloodrage.

Bloodline: Like a bloodrager or sorcerer, a heritage overlord has a source of magic somewhere in his heritage that empowers his awakening, powers, bonus feats, and bonus spells. Sometimes this source reflects a distant blood relationship to a powerful being, or is due to an extreme event involving such a creature somewhere in his family's past. Regardless of the source, this influence manifests in a number of ways. A heritage overlord must pick one bloodline upon taking his first level of bloodrager. Once made, this choice cannot be changed. Though his bloodline empowers him, it doesn't dictate or limit his thoughts and behavior.

At 1st level, the heritage overlord gains the class skill and arcana listed in the sorcerer’s bloodline description. He also gains his 1st level bloodline power and may choose the 1st level bloodline power from either the bloodrager bloodline or the associated sorcerer bloodline. The bloodlines must be the same type, and once chosen it cannot be changed. At 3rd level, he can choose either the sorcerer’s 3rd level bloodline power or the bloodrager’s 4th level bloodline power. At 9th level, he can choose either the sorcerer’s 9th level bloodline power, or the bloodrager 8th or 12th level bloodline power. At 15th level, he can choose either the sorcerer’s 15th level bloodline power, or the bloodrager’s 12th or 16th level bloodline power. At 20th level, he can choose either the sorcerer or bloodrager 20th level bloodline power. The bloodline powers a heritage overlord gains are described in his chosen bloodline. For all spell-like bloodline powers, treat the character's heritage overlord level as the caster level.

At 2nd, 5th, 8th, 11th, 14th, and 17th levels, a heritage overlord learns an additional spell derived from his bloodline. These spells are in addition to the number of spells given on Table: Heritage Overlord Spells Known. These spells cannot be exchanged for different spells at higher levels.

At 6th level and every six levels thereafter, a heritage overlord receives one bonus feat chosen from a list specific to each bloodline. The heritage overlord must meet the prerequisites for these bonus feats and may choose from those listed in either the bloodrager or sorcerer bloodline description.

If the heritage overlord takes levels in another class that grants a bloodline, the bloodlines must be the same type, even if that means that the bloodline of one of the classes must change. Subject to GM discretion, the heritage overlord can change his former bloodline to make them conform. This replaces the bloodrager’s bloodline.

Cantrips (Sp): Heritage orverlords learn a number of cantrips, or 0-level spells, as noted on Table: Heritage Overlord Spells Known under "Spells Known." These spells are cast like any other spell, but they do not consume any slots and may be used again. This ability replaces fast movement and blood sanctuary.

Eschew Materials: A heritage overlord gains Eschew Materials as a bonus feat at 1st level.

Greater Awakening (Su): At 11th level, when the heritage overlord enters an awakening state, the morale bonus to his Charisma and Constitution increases to +6 and the morale bonus on his Will saves increases to +3.

In addition, upon entering an awakening state, the heritage overlord can apply the effects of a bloodrager or sorcerer spell he knows of 3rd level or lower to himself. The spell must have a range of touch or personal. If the spell's duration is greater than 1 round, it instead lasts for the duration of the awakening state. This use consumes a heritage overlord spell slot of the appropriate level, as if he had cast the spell; he must have the spell slot available to take advantage of this effect.

Greater awakening counts as the barbarian's greater rage or the bloodrager’s greater bloodrage abiliiesy for the purposes of feat prerequisites, feat abilities, magic item abilities, and spell effects. This ability replaces greater bloodrage.

Indomitable Form (Ex): At 14th level, a heritage overlord gains a +4 bonus on Will saves to resist polymorph effects while in an awakening state. This bonus stacks with all other modifiers, including the morale bonus on Will saves he also receives during his awakening state. This ability replaces indomitable will.

Effortless Awakening (Su): At 17th level, a heritage overlord no longer becomes fatigued at the end of his awakening state. This ability replaces tireless bloodrage.

Mighty Awakening (Su): At 20th level, when a heritage overlord enters an awakening state, the morale bonus to his Charisma and Constitution increases to +8, and the morale bonus on his Will saves increases to +4. Furthermore, the spell he can apply to himself at the beginning of an awakening state may be of 6th level or lower, and must be from the bloodrager or sorcerer spell list as normal. This ability replaces mighty bloodrage.

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

1st +1 +2 +0 +0 Awakening, bloodline, bloodline power, 1 — — — — —
cantrips,eschew materials
2nd +2 +3 +0 +0 Bloodline spell 2 — — — — —
3rd +3 +3 +1 +1 Bloodline power 3 — — — — —
4th +4 +4 +1 +1 Bloodcasting 3 1 — — — —
5th +5 +4 +1 +1 Bloodline spell 4 2 — — — —
6th +6/+1 +5 +2 +2 Bloodline feat 4 3 — — — —
7th +7/+2 +5 +2 +2 Damage reduction 1/— 4 3 1 — — —
8th +8/+3 +6 +2 +2 Bloodline spell 4 4 2 — — —
9th +9/+4 +6 +3 +3 Bloodline power 5 4 3 — — —
10th +10/+5 +7 +3 +3 Damage reduction 2/— 5 4 3 1 — —
11th +11/+6/+1 +7 +3 +3 Bloodline spell, greater awakening 5 4 4 2 — —
12th +12/+7/+2 +8 +4 +4 Bloodline feat 5 5 4 3 — —
13th +13/+8/+3 +8 +4 +4 Damage reduction 3/— 5 5 4 3 1 —
14th +14/+9/+4 +9 +4 +4 Bloodline spell, indomitable form 5 5 4 4 2 —
15th +15/+10/+5 +9 +5 +5 Bloodline power 5 5 5 4 3 —
16th +16/+11/+6/+1 +10 +5 +5 Damage reduction 4/— 5 5 5 4 3 1
17th +17/+12/+7/+2 +10 +5 +5 Bloodline spell, effortless awakening 5 5 5 4 4 2
18th +18/+13/+8/+3 +11 +6 +6 Bloodline feat 5 5 5 5 4 3
19th +19/+14/+9/+4 +11 +6 +6 Damage reduction 5/— 5 5 5 5 5 4
20th +20/+15/+10/+5 +12 +6 +6 Bloodline power, mighty awakening 5 5 5 5 5 5

Table: Heritage Overlord Spells Known
Class Spells Known
Level 0th 1st 2nd 3rd 4th 5th 6th

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


PATRON MAGE:

While arcanists are most often associated with personal power, there are relatively few that are touched by divine or infernal influences, but they do exist. Those who are touched by such influences are occasionally given guidance from their divine or infernal source, making them somewhat reminiscent of the oracles and witches of old. However, there are those who turn their back on such a responsibility, while others embrace it and make it their sole purpose in life. In either case, these patron mages wield powers that other arcanists are unable to obtain.

Primary Class: Arcanist.
Secondary Class: Cleric.
Alignment: A patron mage's alignment must be within one step of her deity's, along either the law/chaos axis or the good/evil axis.
Hit Dice: d6.

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

Weapon and Armor Proficiency: The patron mage is proficient with all simple weapons, as well as the favored weapon of her deity. The patron mage is not proficient with any types of armor or shields. Armor interferes with the patron mage’s gestures, which can cause her spells with somatic components to fail.

Cantrips (Sp): This is exactly like the arcanist ability of the same name, except that the patron mage can choose her 0-level spells from both the sorcerer/wizard spell list and the cleric/oracle spell list.

Divine Patronage: A patron mage is an arcanist touched by the gods and granted divine powers to serve on their behalf. The patron mage must choose a deity to worship. The patron mage’s alignment must be within one step of her chosen deity's, along either the law/chaos axis or the good/evil axis. The patron mage also begins play with a holy symbol (or unholy symbol ) at no cost. This symbol is made of wood or iron and is of masterwork quality, but is not constructed of any special material.

Domain: At 1st level, a patron mage gains the cleric’s domain ability and selects one domain granted by her deity. She gains her first domain power at 1st level, and her second domain power at 7th level. In addition, the patron mage adds her domain spells to her spell list. She adds her first domain spell at 1st level, and each subsequent spell at 4th level and every two levels thereafter. These spells are added at the appropriate spell levels. This ability replaces the arcanist exploits gained at 1st and 7th level, and consume spells.

Spontaneous Healer (Su): At 3rd level, a good patron mage (or neutral patron mage of a good deity) can expend 1 point from her arcane reservoir to use one of her spell slots to cast a “cure” or spell (any spell with "cure" in its name) from the cleric spell list as if it were on her spell list and prepared. The spell must be of a level the patron mage can cast.

An evil patron mage (or a neutral patron mage of an evil deity) can expend 1 point from her arcane reservoir to use one of her spell slots to cast a “inflict” or spell (any spell with "inflict" in its name) from the cleric spell list as if it were on her spell list and prepared.

A patron mage who is neither good nor evil and whose deity is neither good nor evil can expend 1 point from her arcane reservoir to use one of her spell slots to cast a “cure” or “inflict” spell (player’s choice) from the cleric spell list as if it were on her spell list and prepared. Once the choice is made, it cannot be reversed. This choice also determines whether the patron mage channels positive or negative energy (see the Channel Energy arcanist exploit).

At 10th level, a good patron mage, a neutral patron mage of a good deity, or a neutral patron mage that has chosen to cast “cure” spells can expend 5 points from her arcane reservoir and a spell slot of at least 5th level to cast breath of life. An evil patron mage, a neutral patron mage of an evil deity, or a neutral patron mage that has chosen to cast “inflict” spells can expend 5 points from her arcane reservoir and a spell slot of at least 5th level to cast slay living. This ability replaces the arcanist exploits gained at 3rd and 9th level.

New Arcanist Exploits
The following new arcanist exploit is restricted to the Patron Mage multiclass archetype.

Channel Energy (Su): The patron mage can release a wave of energy by channeling the power of her faith through her holy (or unholy) symbol. By spending 2 points from her arcane reservoir and presenting her holy symbol, the patron mage channels energy that causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the patron mage. The type of energy channeled is determined by the patron mage’s choice for her spontaneous healing ability. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two patron mage levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric's level + the cleric's Charisma modifier. This ability otherwise functions like the cleric’s channel energy ability. The patron mage must be at least 5th level to select this exploit.

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

1st +0 +0 +0 +2 Arcane reservoir, cantrips, divine patronage, 2 — — — — — — — —
domain power, domain spell (1st)
2nd +1 +0 +0 +3 3 — — — — — — — —
3rd +1 +1 +1 +3 Spontaneous healing 4 — — — — — — — —
4th +2 +1 +1 +4 Domain spell (2nd) 4 2 — — — — — — —
5th +2 +1 +1 +4 Arcanist exploit 4 3 — — — — — — —
6th +3 +2 +2 +5 Domain spell (3rd) 4 4 2 — — — — — —
7th +3 +2 +2 +5 Domain power 4 4 3 — — — — — —
8th +4 +2 +2 +6 Domain spell (4th) 4 4 4 2 — — — — —
9th +4 +3 +3 +6 4 4 4 3 — — — — —
10th +5 +3 +3 +7 Domain spell (5th) 4 4 4 4 2 — — — —
11th +5 +3 +3 +7 Arcanist exploit, greater exploits 4 4 4 4 3 — — — —
12th +6/+1 +4 +4 +8 Domain spell (6th) 4 4 4 4 4 2 — — —
13th +6/+1 +4 +4 +8 Arcanist exploit 4 4 4 4 4 3 — — —
14th +7/+2 +4 +4 +9 Domain spell (7th) 4 4 4 4 4 4 2 — —
15th +7/+2 +5 +5 +9 Arcanist exploit 4 4 4 4 4 4 3 — —
16th +8/+3 +5 +5 +10 Domain spell (8th) 4 4 4 4 4 4 4 2 —
17th +8/+3 +5 +5 +10 Arcanist exploit 4 4 4 4 4 4 4 3 —
18th +9/+4 +6 +6 +11 Domain spell (9th) 4 4 4 4 4 4 4 4 2
19th +9/+4 +6 +6 +11 Arcanist exploit 4 4 4 4 4 4 4 4 3
20th +10/+5 +6 +6 +12 Magical supremacy 4 4 4 4 4 4 4 4 4

Table: Patron Mage Spells Prepared
Class Spells Prepared
Level 0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th

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


Both the new classes look balanced and easy to work with.

I'm kinda stumped on what to say for now, they look pretty well rounded, though I would say the inclusion of new domains and bloodlines always makes me giddy!

EDIT: That being said, I'm always game for coming up with more, so if anyone needs a domain, bloodline, patron, mystery and so on so forth, I'm available~


Elghinn Lightbringer wrote:
Patron Mage

I like a lot of the changes. I think it was made a bit more powerful then the standard base class then I was expecting. It looks like you 'almost' made a full gestalt mix of the two classes, giving almost all the powers of both.

One nit pick is that nowhere does it show what class of spells it normally casts.

May I ask why you changed the Domain's access was not changed to how I was imagining it to be a direct modification of the spontaneous healing of White Mages?


Shain Edge wrote:
Elghinn Lightbringer wrote:
Patron Mage

I like a lot of the changes. I think it was made a bit more powerful then the standard base class then I was expecting. It looks like you 'almost' made a full gestalt mix of the two classes, giving almost all the powers of both.

One nit pick is that nowhere does it show what class of spells it normally casts.

May I ask why you changed the Domain's access was not changed to how I was imagining it to be a direct modification of the spontaneous healing of White Mages?

1) MCAs are based on a gestalt mix of two classes using the archetype mechanics. However, the amount of gestalt class mixing can vary from MCA to MCA. If all you wanted was the spontanteous healing exploit from the white mage then you may as well just use the ACG archetype instead.

2) Like other archetypes, if something isn't changed, its not included. She casts spells like an arcanists, nothing different. Only thing is that domain spells are added to her spell list (not directly to her spell book).

3) What do you mean it wasn't changed how you thought?

She gains one domain (with its two domain powers) in place of two exploits, which is a fair trade. Spells are added to spell list, not to spellbook, which may or may not expand the spell list by a whole 9 spells over 16 levels 9depneding if the spells are or are not already on the sorcerer/wizard spell list), which is minimal.

Then I gave her the Spontaneous Healing exploit outright as a class feature replacing the 3rd and 9th level exploits. I changed this ability to reflect the "Any" alignment of this MCA, as it isn't restricted to Good only. There needed to be some benefit to a neutral or evil patron mage.

Overall, it really isn't much more powerful than an arcanist. If you look at the School Savant arcanist archetype, it gains full arcane school abilities (two 1st level and a 6th-8th level power, plus the addition spells) all for 3 exploits (1st, 3rd, 7th). Thus, gaining the two domain powers should be worth the two exploits they swapped out.


Elghinn Lightbringer wrote:
Heritage Overlord Stuff

ok i see you removed a lot of the nerfs i threw in there for safety overkill. im happy they weren't needed.


christos gurd wrote:
ok i see you removed a lot of the nerfs i threw in there for safety overkill. im happy they weren't needed.

I didn't think I took much out of your original version.


Elghinn Lightbringer wrote:
Shain Edge wrote:
Elghinn Lightbringer wrote:
Patron Mage

I like a lot of the changes. I think it was made a bit more powerful then the standard base class then I was expecting. It looks like you 'almost' made a full gestalt mix of the two classes, giving almost all the powers of both.

One nit pick is that nowhere does it show what class of spells it normally casts.

May I ask why you changed the Domain's access was not changed to how I was imagining it to be a direct modification of the spontaneous healing of White Mages?

1) MCAs are based on a gestalt mix of two classes using the archetype mechanics. However, the amount of gestalt class mixing can vary from MCA to MCA. If all you wanted was the spontanteous healing exploit from the white mage then you may as well just use the ACG archetype instead.

2) Like other archetypes, if something isn't changed, its not included. She casts spells like an arcanists, nothing different. Only thing is that domain spells are added to her spell list (not directly to her spell book).

3) What do you mean it wasn't changed how you thought?

She gains one domain (with its two domain powers) in place of two exploits, which is a fair trade. Spells are added to spell list, not to spellbook, which may or may not expand the spell list by a whole 9 spells over 16 levels 9depneding if the spells are or are not already on the sorcerer/wizard spell list), which is minimal.

Then I gave her the Spontaneous Healing exploit outright as a class feature replacing the 3rd and 9th level exploits. I changed this ability to reflect the "Any" alignment of this MCA, as it isn't restricted to Good only. There needed to be some benefit to a neutral or evil patron mage.

Overall, it really isn't much more powerful than an arcanist. If you look at the School Savant arcanist archetype, it gains full arcane school abilities (two 1st level and a 6th-8th level power, plus the addition spells) all for 3 exploits (1st, 3rd, 7th). Thus, gaining the two...

1) "Actually" I was 'replacing' the healing with the Domain's spells. That was basically the trade off. So, instead of having the ability to be able to heal, instead, would have Artificing spells or some other domain of spells. You could practically re-make the White Mage by taking the Healing Domain.

2) Clear on that.

3) Well, I thought that the change was pretty direct and clear. The Patron Mage doesn't get the healing power, instead, that healing power, all of it, is directly replaced with the domain spells. That includes the cost of using the Arcanist pool to be able to spontaneously cast the spells while using a spell slot. That should pretty much keep the power level effectively the same.

Though, I imagine, if we gave up all the exploits, we could shoehorn two domains and the Channel Energy ability?


My original didnt include choice of bloodline powers and arcana, mostly due to caution. The draft before the one i posted also restricted DR to awakened state and had awakened state grant enhancement bonuses instead of morale. I really wanted to play it safe considering i was dead set on combined spell lists.


Shain Edge wrote:

1) "Actually" I was 'replacing' the healing with the Domain's spells. That was basically the trade off. So, instead of having the ability to be able to heal, instead, would have Artificing spells or some other domain of spells. You could practically re-make the White Mage by taking the Healing Domain.

2) Clear on that.

3) Well, I thought that the change was pretty direct and clear. The Patron Mage doesn't get the healing power, instead, that healing power, all of it, is directly replaced with the domain spells. That includes the cost of using the Arcanist pool to be able to spontaneously cast the spells while using a spell slot. That should pretty much keep the power level effectively the same.

Though, I imagine, if we gave up all the exploits, we could shoehorn two domains and the Channel Energy ability?

1) I went back and reread your original version. Your right, the domain spells replaced the whole Spontaneous Healing thing. We can totally change that back. I must have misread things. Happens. I suggest we keep the domain powers (you also included those in your version) which would replace the 1st and 7th level exploits. then why don't we just give her Spontaneous Domain Casting, allowing her to expend spell slots to spontaneously cast her domain spells instead of directly adding them to her spell list. Or we could do both, as spontaneously casting cure spells with a cleric doesn't restrict him from using cure spells.

So,

a) We keep domain powers as is.
b) We add domain spells to spell list (not spellbook).
c) We replace the Spontaneous Healing with Spontaneous Casting (domain spells), casting them by spending an arcane reservoir point and appropriate level spell slot.

2) +1

3) I wouldn't scrap all the exploits for 2 domains and channel energy. I think its good the way it is. If anything (and I forgot I had worked this with another MCA somewhere), channel energy should target only one person (so a ray, not a wave) plus the patron Mage if she wishes. All the energy type exploits target one individual and do up to 10d6 damage, so channel energy should do the same. A wave is too big of an effect. Unless we made a Channel Energy (Ray) for a normal exploit, and a Channel Energy (wave) greater exploit. The normal exploit would cost 1 point, while the other would cost 2?


christos gurd wrote:
My original didnt include choice of bloodline powers and arcana, mostly due to caution. The draft before the one i posted also restricted DR to awakened state and had awakened state grant enhancement bonuses instead of morale. I really wanted to play it safe considering I was dead set on combined spell lists.

Overall, I think its balanced. Yes there are options, but you simply pick from them. Still limited to 5 powers over 20 levels, yes you gain the arcana and skill, but that's replacing the 6th bloodrager bloodline power you lose in the swaps. You lose 2 feats from Bloodrager, but gain two bloodline spells, fair swap again.

There are many new hybrids that combine spell lists, but they limit to 6th.

Does anyone have any balance issues with the current version of the HO?


Oh i agree with your version is balanced. Its just that lately ive been designing with the intention of adding to balance rather than trying to nail it on the first try. That way if someone has a cool idea to add to it i dont have to consider what i need to lose. This definitely where i want it though strengthwise.


PATRON MAGE Revised:

While arcanists are most often associated with personal power, there are relatively few that are touched by divine or infernal influences, but they do exist. Those who are touched by such influences are occasionally given guidance from their divine or infernal source, making them somewhat reminiscent of the oracles and witches of old. However, there are those who turn their back on such a responsibility, while others embrace it and make it their sole purpose in life. In either case, these patron mages wield powers that other arcanists are unable to obtain.

Primary Class: Arcanist.
Secondary Class: Cleric.
Alignment: A patron mage's alignment must be within one step of her deity's, along either the law/chaos axis or the good/evil axis.
Hit Dice: d6.

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

Weapon and Armor Proficiency: The patron mage is proficient with all simple weapons, as well as the favored weapon of her deity. The patron mage is not proficient with any types of armor or shields. Armor interferes with the patron mage’s gestures, which can cause her spells with somatic components to fail.

Cantrips (Sp): This is exactly like the arcanist ability of the same name, except that the patron mage can choose her 0-level spells from both the sorcerer/wizard spell list and the cleric/oracle spell list.

Divine Patronage: A patron mage is an arcanist touched by the gods and granted divine powers to serve on their behalf. The patron mage must choose a deity to worship. The patron mage’s alignment must be within one step of her chosen deity's, along either the law/chaos axis or the good/evil axis. The patron mage also begins play with a holy symbol (or unholy symbol ) at no cost. This symbol is made of wood or iron and is of masterwork quality, but is not constructed of any special material.

Domain: At 1st level, a patron mage gains the cleric’s domain ability and selects one domain granted by her deity. She gains her first domain power at 1st level, and her second domain power at 7th level. The patron mage also adds her domain spells to her spell list. She adds her first domain spell at 1st level, and each subsequent spell at 4th level and every two levels thereafter. These spells are added at the appropriate spell levels. This ability replaces the arcanist exploits gained at 1st and 7th level, and consume spells.

Spontaneous Casting (Su): At 3rd level, a patron mage can spend 1 point from her arcane reservoir to channel stored spell energy into domain spells that she did not prepare ahead of time. The patron mage can “lose” any prepared spell that is not a cantrip in order to cast any domain spell of the same spell level or lower. This ability replaces the arcanist exploits gained at 3rd and 9th level.

New Arcanist Exploits
The following new arcanist exploit is restricted to the Patron Mage multiclass archetype.

Channeling Ray (Su): The patron mage can release divine energy by channeling the power of her faith through her holy (or unholy) symbol. By spending 1 point from her arcane reservoir and presenting her holy symbol, the patron mage channels energy that causes a ray that affects one creature of one type (either undead or living) within 30 feet of the patron mage. The type of energy channeled is determined by the patron mage’s alignment. A good patron mage (or neutral patron mage of a good deity) can channel positive energy. An evil patron mage (or a neutral patron mage of an evil deity) channels negative energy. A patron mage who is neither good nor evil and whose deity is neither good nor evil must choose which type of energy to channel. Once chosen, it cannot be changed. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two patron mage levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). A creature that takes damage from channeling ray receives a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the patron mage's level + the patron mage's Charisma modifier. This ability otherwise functions like the cleric’s channel energy ability. The patron mage must be at least 5th level to select this exploit.

New Greater Arcanist Exploits
The following new greater arcanist exploit is restricted to the Patron Mage multiclass archetype.

Channeling Burst (Su): This functions like the channeling ray exploit except that the patron mage can release a wave of energy that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the patron mage. Using this exploit expends 2 points from her arcane reservoir. The patron mage must be at least 11th level and have the channeling ray arcanist exploit to select this exploit.

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

1st +0 +0 +0 +2 Arcane reservoir, cantrips, divine patronage, 2 — — — — — — — —
1st domain power, domain spells
2nd +1 +0 +0 +3 3 — — — — — — — —
3rd +1 +1 +1 +3 Spontaneous casting 4 — — — — — — — —
4th +2 +1 +1 +4 4 2 — — — — — — —
5th +2 +1 +1 +4 Arcanist exploit 4 3 — — — — — — —
6th +3 +2 +2 +5 4 4 2 — — — — — —
7th +3 +2 +2 +5 2nd domain power 4 4 3 — — — — — —
8th +4 +2 +2 +6 4 4 4 2 — — — — —
9th +4 +3 +3 +6 4 4 4 3 — — — — —
10th +5 +3 +3 +7 4 4 4 4 2 — — — —
11th +5 +3 +3 +7 Arcanist exploit, greater exploits 4 4 4 4 3 — — — —
12th +6/+1 +4 +4 +8 4 4 4 4 4 2 — — —
13th +6/+1 +4 +4 +8 Arcanist exploit 4 4 4 4 4 3 — — —
14th +7/+2 +4 +4 +9 4 4 4 4 4 4 2 — —
15th +7/+2 +5 +5 +9 Arcanist exploit 4 4 4 4 4 4 3 — —
16th +8/+3 +5 +5 +10 4 4 4 4 4 4 4 2 —
17th +8/+3 +5 +5 +10 Arcanist exploit 4 4 4 4 4 4 4 3 —
18th +9/+4 +6 +6 +11 4 4 4 4 4 4 4 4 2
19th +9/+4 +6 +6 +11 Arcanist exploit 4 4 4 4 4 4 4 4 3
20th +10/+5 +6 +6 +12 Magical supremacy 4 4 4 4 4 4 4 4 4

Table: Patron Mage Spells Prepared
Class Spells Prepared
Level 0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th

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


christos gurd wrote:
Oh i agree with your version is balanced. Its just that lately ive been designing with the intention of adding to balance rather than trying to nail it on the first try. That way if someone has a cool idea to add to it i dont have to consider what i need to lose. This definitely where i want it though strengthwise.

+1

Then I assume we are we done with this one and can move on.

Then that puts Tyrannical up next!


Elghinn Lightbringer wrote:
** spoiler omitted **...

This looks good, a lot closer to how I originally envisioned it.


Alrighty, I'll throw the Arcane Animator at you guys. Because the holiday season I wasn't able to complete it, but here it is nonetheless;

ARCANE ANIMATOR:

It takes a witty and wise practitioner of magic to find use for the mundane, and the Arcane Animator is a master of the art. By enchanting items with animate power, the Arcane Animator can bring life to the objects around him to fight for his purpose, even using his own armament as an extension of his magic, assembling a great improvised fighting force from the unattended objects around him.

Primary: Summoner
Secondary: Warpriest
Alignment: Any
Hit Die: D8

Spellcasting: Same as Summoner (With perhaps some suitable animation themed and warpriest spells?)

Proficiencies: Light/Medium Armor, Simple/Martial Weapons and shields (except tower shields)

Animate Objects: The main source of the Arcane Animator's power is his ability to bring life to the objects around him. From level 1, The Arcane Animator gains Animate Objects as a spell like ability and may animate a number of HD worth of objects equal to X, every 2 levels, the number of HD of objects the Arcane Animator can animate increases by Y. (Wasn't exactly sure how to measure this, hence X and Y being placeholders for actual numerical values)
This ability replaces Summon Monster I-IX and Gate.

Construct Points: When an Arcane Animator brings life to the objects around him, he gains a number of Construct Points as he progresses. He gains a number of Construct points to distribute amongst his Animate Objects equal to the number of Evolution points a summoner of his level would allow. In addition, he also may choose the following Summoner Evolutions in addition to the Construct Properties he may possess, treating their Evolution point cost as Construct Points;

Basic Magic, Improved Natural Armor, Mount, Channel Resistance, Energy Attacks, Immunity, Minor Magic, Poison, Damage Reduction, Major Magic, Breath Weapon, Ultimate Magic.

The Arcane Animator uses the Construct Points listed HERE, and may also choose Construction Flaws, but may only select one flaw per level.
This ability replaces Evolution Points.

Improvised Arms: From first level, The Arcane Animator becomes adept at finding not only objects to animate, but extends his ability to improvise to finding weapons. He gains the Catch Off-Guard and Improved Weapon Mastery feats as bonus feats, and may use any improvised weapon or shield as a focus for his 'Arcane Armament' ability.
This ability replaces Life Link

Animate Armament: Every object the Arcane Animator enchants with his arcane power is a weapon, but some more literally so than others. Any weapon or shield the Arcane Animator possesses (including improvised) can be enhanced with arcane power as a +1 enhancement bonus. For every 4 levels beyond 4th, this bonus increases by 1 (to a maximum of +5 at 20th level).

Additionally, the Arcane Animator may designate any one weapon as his Arcane Weapon, dealing damage based on his level and not his weapon type (as shown in the table below), The Arcane Animator can decide to use the weapon's base damage instead of the arcane weapon damage—this must be declared before the attack roll is made. (If the weapon's base damage exceeds the arcane weapon damage, its damage is unchanged.) This increase in damage does not affect any other aspect of the weapon, and doesn't apply to alchemical items, bombs, or other weapons that only deal energy damage.

The Arcane Animator may also enhance any weapon with the Dancing special weapon property, and shields with the Animated armor property. Initially he may only enhance any two arms he posesses, be it two weapons, a weapon and shield, or even two shields if he is capable. Every 4 levels beyond 4th he may animate an additional weapon or shield, improvised or otherwise. The weapon or shield must have at least a +1 enhancement bonus before any other special abilities can be added. (This is a version of the Warpriest's Sacred Weapon and Sacred Shield, changing it a little to suit the class theme, the Arcane Weapon also uses the Warpriest's Sacred Weapon damage values)
This ability Replaces Eidolon.

Bonus Feats: At 3rd level and every 3 levels thereafter, a arcane animator gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as combat feats or crafting feats. The Arcane Animator must meet the prerequisites for these feats, but he treats his Arcane Animator level as his base attack bonus for these feats.

Shield Ally: This ability acts as it's summoner counterpart, though instead uses a designated Animated Object as the target instead of an Eidolon.

Maker's Call: This ability acts as it's summoner counterpart, though instead uses a designated Animated Object as the target instead of an Eidolon.

Transposition: This ability acts as it's summoner counterpart, though instead uses a designated Animated Object as the target instead of an Eidolon.

Animate Form: At level 10, the Arcane Animator may project his own essense into a nearby object, similar to the 'Possess Object' spell, only while in this form the Arcane Animator does not suffer the restrictions to casting spells or speaking. The Arcane Animator may inhabit and animate any object equal to the extent of his Animate Objects ability, but may only possess a single object. While in this form he may not use his Animate Objects ability.

At 14th level, the Arcane Animator gains a seperate pool of Construct Points to use on himself while in this form, equal to half the amount designated to his Animate Objects. The object loses these points as soon as the Arcane Animator ends his Animate Form and replenish when his Animate Form ability does. The Arcane Animator may also make use of any weapons or shields he possesses so long as they are under the effects of the dancing or animate properties.

At 18th level, the Arcane Animator's Construct Points pool is equal to the amount designated to his Animate Objects. The Arcane Animator may now also use his Animate Objects ability while in this form without penalty.
This ability replaces Aspect, Greater Aspect and Merge Forms

Greater Shield Ally: This ability acts as it's summoner counterpart, though instead uses a designated Animated Object as the target instead of an Eidolon.

This is all I have so far.

There are some abilities I plan to replace which are Bond Senses, Life Bond and Twin Eidolon.


Oooooo, I like this one.


it's one I got stumped on multiple time, hence it being delayed over two chapters. As you can guess the main idea is to swap summoning out for animating, and I figured the ability to animate weapons would be cool, especially ones that are just as improvised as the minions.

I'm a little stuck on how to word most of it, or calculate fair values, I've still got Bond Senses, Life Bond and Twin Eidolon to replace, so I'm all ears for suggestions!


Working on it.


Heh i remember saying we should do an mca that uses CP. I like this one but ill wait for elghinns edits.


This one's going to take some time, as there are a number of nuances and certain aspects have to jive with each other, but its going well.

Dark Archive

So what have I missed while away for the holiday week?


@Arcane Animator
Thought maybe a slight name change to War Animator or Battler Animator? Just to give it a more Warpriest tie.

I also made it so that the Animate Object ability can't be used simultaneously with the arcane arms ability. I figured, just like no summon monsters and eidolon at the same tie, those two should be either/or, and not at the same time. Helps to balance that the animated objects are essentially constructs.

ARCANE ANIMATOR revised:

It takes a witty and wise practitioner of magic to find use for the mundane. By enchanting items with animate power, the arcane animator is a master of that very art. The arcane animator uses his magic to infuse a semblance of life into the inanimate, allowing him to assemble an improvised and perfectly obedient army from the unattended objects around him. He then uses this control to force these animated objects to fight on his behalf, using them as an extension of his own armaments and magic.

Primary Class: Summoner.
Secondary Class: Warpriest.
Alignment: Any.
Hit Dice: d8.

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

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

Spellcasting: An arcane animator casts arcane spells drawn from the summoner spells list, and adds the following spells to that list: 1st–forbid action, refine improvise weapon, sun metal; 2nd–alchemical tinkering, align weapon, effortless armor, instant armor, make whole, returning weapon; 3rd–align weapon (communal), disable construct, locate object, returning weapon (communal); 4th–apparent master, soothe construct; 5th–animate objects, forbid action (greater), rapid repair, sabotage construct, unbreakable construct/i]; 6th–[i]control construct. An arcane animator otherwise learns and casts spells as a summoner of equal level. He also gains bonus spells if he has a high Charisma score.

Animate Object (Sp): Starting at 1st level, a summoner can cast animate object as a spell-like ability a number of times per day equal to 3 + his Charisma modifier. Drawing upon this ability uses up the same power as the arcane animator uses to enhance his arcane arms. As a result, he can only use this ability when his weapons or shield are not enhanced. He can cast this spell as a standard action and the animated objects remain for 1 minute per level (instead of 1 round per level).

At 1st level, an arcane animator can animate one Tiny or smaller non-magical objects. Such objects must be constructed from wood, or a similar material, but not stone, metal, or any other special material. At 3rd level, and every 2 levels thereafter, the power of this ability increases, allowing him to animate a corresponding number of larger objects, or objects made of special materials. At 3rd level, an arcane animator can animate a one Small object or two Tiny or smaller objects. At 5th level, he can animate one Medium or two Small objects. At 9th level, he can animate one Large (equal to four Small objects) or two Medium objects. At 11th level, he can animate one Huge (equal to eight Small objects) or two Large objects. At 15th level, he can animate one Gargantuan (equal to 16 Small objects) or two Huge objects. At 19th level, he can animate one Colossal (equal to 32 Small objects) or two Gargantuan objects. An arcane animator can also animate any combination of smaller objects as long as the total number does not exceed his maximum number of Small or smaller objects. For example, an 11th level arcane animator could animate one Large object, two Medium objects, one Medium and two Small objects, four Small objects, or even eight Tiny or Smaller objects. (For the statistic of individual animated objects, see each Animated Object description in the Bestiary, according to its size).

The arcane animator can change the designated target or targets as a move action, as if directing an active spell. An arcane animator cannot have more than one animate object spell active in this way at one time. If this ability is used again, any existing animate object immediately ends. Objects carried or worn by a creature cannot be affected by this ability. The animate object spell is considered to be part of his spell list for the purposes of spell trigger and spell completion items. In addition, he can expend uses of this ability to fulfill the construction requirements of any magic item he creates, so long as he can use this ability to cast the required spell.

This ability and construction pool replace summon monster and gate.

Arcane Arms (Su): At 1st level, an arcane animator gains the warpriest’s sacred weapon ability, except that the weapons wielded by an arcane animator are charged with the power of his magic.

At 4th level, the arcane animator gains the ability to enhance one of his arcane weapons or his shield with arcane power as a swift action. This power grants the weapon or shield a +1 enhancement bonus. For every 4 levels beyond 4th, this bonus increases by 1 (to a maximum of +5 at 20th level). If the arcane animator has more than one arcane weapon, he can enhance another on the following round by using another swift action. The arcane animator can use this ability for a number of minutes per day equal to his arcane animator level. These minutes need not be consecutive, but must be spent in 1-round increments.

These bonuses stack with any existing bonuses the weapon or shield might have, to a maximum of +5. The arcane animator can enhance a weapon with any of the weapon special abilities listed in the warpriest’s sacred weapon ability and adds dancing to that list.
Alternatively, the arcane animator can enhance a shield with any of the armor special abilities listed in the warpriest’s sacred armor ability and adds animated to that list.

Adding any of these special abilities replaces an amount of bonus equal to the special ability's base cost. Duplicate abilities do not stack. The weapon or shield must have at least a +1 enhancement bonus before any other special abilities can be added.

If multiple weapons or shields are enhanced, each one consumes minutes of use individually. The enhancement bonus and special abilities are determined the first time the ability is used each day, and cannot be changed until the next day. These bonuses do not apply if another creature is wielding the weapon, but they continue to be in effect if the weapon otherwise leaves the arcane animator's possession (such as if the weapon is thrown). The bonuses applied to his shield only function while the arcane animator is wielding the shield, and ends immediately if it is removed or leaves the arcane animator’s possession. This ability can be ended as a free action at the start of the arcane animator's turn (that round does not count against the total duration, unless the ability is resumed during the same round). If the arcane animator uses this ability on a double weapon, the effects apply to only one end of the weapon.

This ability and focus weapon replace eidolon.

Construction Pool (Su): At 1st level, the arcane animator gains a reservoir of mystical arcane energy that he can draw upon to enhance his animated objects with upgrades. This construction pool has a number of points equal to his arcane animator level (minimum 1) + his Charisma modifier. The pool refreshes once per day when the arcane animator rests to regain his spells.

At 1st level, an arcane animator can expend 1 point from his construction pool as a swift action to grant any object he has animated through his animate object ability the selected upgrades for 1 minute per arcane animator level (or the duration of the animate object ability). Multiple uses of this ability do not stack with themselves.

Only a certain number of construction points can be spent on each size of animated object (see Table: Animated Object Statistics). The arcane animator can also gain additional construction points by giving construction flaws to his animated objects. Each flaw grants the arcane animator one additional construction point, which must be spent at the time the flaw is bestowed. The maximum number of construction points and flaws that the arcane animator can spend on or add to an individual animated object is also shown on Table: Animated Object Statistics.

At 3rd level, an arcane animator’s animated objects are treated as magic for the purpose of bypassing damage reduction. At 7th level, his animated objects are treated as cold iron and silver for the purpose of bypassing damage reduction. At 13th level, his animated objects are treated as mithral for the purpose of bypassing damage reduction. At 17th level, his animated objects are treated as adamantine for the purpose of bypassing damage reduction.

This ability replaces life link.

Focus Weapon: At 1st level, an arcane animator gains the warpriest’s focus weapon ability. This ability applies to any weapon, including improvised weapons.

Improvised Arms (Ex): At 2nd level, the arcane animator is adept at finding not only objects to animate, but at improvising weapons. He gains Catch Off-Guard and Improved Weapon Mastery as bonus feats, and may use any improvised weapon or shield as a focus for his arcane arms ability. This ability replaces bond senses.

Shield Ally (Ex): This is exactly like the summoner ability of the same name, except that it applies to his animated objects. The arcane animator or an ally can only gain the bonuses from these abilities once, regardless of how many animated objects are within reach.

Bonus Feats: At 5th level and every six levels thereafter, an arcane animator gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as combat feats or crafting feats. The arcane animator must meet the prerequisites for these feats, but he treats his arcane animator level as his base attack bonus for combat feats. This ability replaces life bond and twin eidolon.

Maker's Call (Su): This is exactly like the summoner ability of the same name, except that it applies to his animated objects. The arcane animator can only call one animated object to his side with each use of this ability.

Transposition (Su): This is exactly like the summoner ability of the same name, except that it applies to his animated objects. The arcane animator swaps his location with that of one animated object with each use of this ability.

Animate Form (Su): At 10th level, an arcane animator may project his own essence into a nearby object, similar to the possess object spell, except that it only functions while he is in this form and the arcane animator does not suffer the restrictions to casting spells or speaking. The arcane animator may inhabit and animate any size object that he can animate with his animate object ability, but he may only possess a single object. While in this form, he cannot use his animate objects ability. This ability replaces aspect.

Greater Shield Ally (Ex): This is exactly like the summoner ability of the same name, except that it applies to his animated objects.

Greater Form (Su): At 14th level, an arcane animator gains a separate pool of construct points equal to half his normal construction pool to use on his animate form. The object loses these points as soon as this ability ends. This pool replenishes when she rests to regain her spells. The arcane animator can continue to use any weapons or shields he possesses as long as they are under the effects of the dancing or animated properties. This ability replaces greater aspect.

Master Animate Form (Su): At 18th level, an arcane animator's construct pool for his animate form ability is equal to his normal construction pool. The arcane animator can now use his animate objects ability while in this form without penalty. This ability replaces aspect, greater aspect, and merge forms.

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

1st +0 +2 +0 +2 Animate object (Tiny), arcane arms, cantrips, 1d6 1 — — — — —
construction pool, focus weapon

2nd +1 +3 +0 +3 Improvised weapons 1d6 2 — — — — —
3rd +2 +3 +1 +3 Animate object (Small 1d6 3 — — — — —
4th +3 +4 +1 +4 Arcane arms +1, construction pool (magic), 1d6 3 1 — — — —
shield ally
5th +3 +4 +1 +4 Animate object (Medium), bonus feat 1d8 4 2 — — — —
6th +4 +5 +2 +5 Maker’s call 1d8 4 3 — — — —
7th +5 +5 +2 +5 Construction pool (cold iron/silver) 1d8 4 3 1 — — —
8th +6/+1 +6 +2 +6 Arcane arms +2, transposition 1d8 4 4 2 — — —
9th +6/+1 +6 +3 +6 Animate object (Large) 1d8 5 4 3 — — —
10th +7/+2 +7 +3 +7 Animate form 1d10 5 4 3 1 — —
11th +8/+3 +7 +3 +7 Animate object (Huge), bonus feat 1d10 5 4 4 2 — —
12th +9/+4 +8 +4 +8 Arcane arms +3 1d10 5 5 4 3 — —
13th +9/+4 +8 +4 +8 Construction pool (mithral) 1d10 5 5 4 3 1 —
14th +10/+5 +9 +4 +9 Greater animate form 1d10 5 5 4 4 2 —
15th +11/+6/+1 +9 +5 +9 Animate object (Gargantuan) 2d6 5 5 5 4 3 —
16th +12/+7/+2 +10 +5 +10 Arcane arms +4 2d6 5 5 5 4 3 1
17th +12/+7/+2 +10 +5 +10 Bonus feat, construction pool (adamantine) 2d6 5 5 5 4 4 2
18th +13/+8/+3 +11 +6 +11 Master animate form 2d6 5 5 5 5 4 3
19th +14/+9/+4 +11 +6 +11 Animate object (Colossal) 2d6 5 5 5 5 5 4
20th +15/+10/+5 +12 +6 +12 Arcane arms +5 2d8 5 5 5 5 5 5

ANIMATED OBJECT:

An animated object’s size and abilities are determined by the arcane animator’s level and by the choices made using his construction pool. Table: Animated Object Statistics Base Statistics determine some of the base statistics of the animated object. Each animated object also possesses a base form according to its size, in addition to these base statistics (see Animated Objects in the Bestiary). Animated objects are considered constructs for the purpose of determining which spells affect them.

Size: This is the object’s size and determines its base form statistics (see Animated Object in the Bestiary).
Sample Object: This is the standard type of object of the object’s size.

Hit Dice: This is the number of Hit Dice (d10) and bonus hit points of the object.

Max Points: This is the maximum number of points that the arcane animator can spend on an individual object.

Max Points: This is the maximum number of flaws that the arcane animator can bestow upon an individual object.

Table: Animated Object Base Statistics
Object’s Sample Max. Max.
Size Object Hit Dice Points Flaws

Tiny Candelabra 1d10 1 0
Small Chair 2d10+10 1 1
Medium Cage 3d10+20 2 1
Large Statue 4d10+30 3 2
Huge Wagon 7d10+40 4 2
Gargantuan Catapult 10d10+60 5 3
Colossal Ship 13d10+80 6 3

UPGRADES
The arcane animator receives a number of points that can be spent to give his animated objects new abilities, powers, and other upgrades. These abilities are called upgrades, and can be added whenever the arcane animator uses his animate object ability. Some upgrades require that the animated objects meet certain requirements before they can be chosen.

A number of upgrades grant an animated object additional natural attacks. Natural attacks listed as primary are made using the animated object’s full base attack bonus and add the animated object’s Strength on damage rolls. Natural attacks listed as secondary are made using the object’s base attack bonus – 5 and add 1/2 the animated object’s Strength modifier on damage rolls (if positive). If the animated object only has a single natural attack, the attack is made using its full base attack bonus and it adds 1-1/2 times its Strength modifier on damage rolls made with that attack, regardless of the attack’s type.

Upgrades are grouped by their cost in construction points. Unless otherwise noted, each upgrade can only be selected once per animated object. An arcane animator may choose from the following list of upgrades specific to his animated objects and are arranged according to their construction point costs.

1-Point Upgrades
The following upgrades cost 1 point from the arcane animator’s construction pool.

Additional Attack (Ex): The object gains an additional slam attack.

Additional Movement (Ex): The object gains a new mode of movement (burrow, climb, fly [clumsy], or swim) at a speed equal to its base speed.

Additional Natural Attack (Ex): The object gains an additional natural attack. The object must have an appropriate appendage or part for the natural attack.

Augmented Critical (Ex): The object increases the threat range for its melee attacks by 1 or the threat multiplier by 1. This upgrade cannot be combined with itself or with the piercing attack or slashing attack upgrades.

Basic Magic (Sp): The object can cast a basic spell as a spell-like ability. Select one spell from the following list: acid splash, dancing lights, daze, detect magic, flare, ghost sound, light, mage hand, ray of frost, stabilize, or touch of fatigue. This spell can be cast once per day as a spell-like ability. At 4th level, this spell can be cast three times per day by spending 2 additional upgrade points. The caster level for this upgrade is equal to the object’s Hit Dice. The save DC for this spell is 10 + the arcane animator’s Charisma modifier. The arcane animator must have a Charisma score of at least 10 to take this upgrade. This upgrade can be selected more than once. Each time an object selects this upgrade, it applies to a new spell.

Burn (Ex): The object gains the burn (1d6) special attack with its slam attacks. This upgrade can be applied multiple times. Its effects stack.

Constrict (Ex): The object gains the constrict special attack with its slam attacks. The object must have the grab upgrade to select this upgrade.

Exceptional Reach (Ex): The object gains +5 feet of reach with one melee attack. If the arcane animator spends 1 additional construction point, the reach for all the object’s attacks is increased by +5 feet.

Faster (Ex): The object increases one of its movement modes by +10 ft.

Grab (Ex): The object gains the grab special attack with slam attacks.

Improved Attack (Ex): The object improves a single melee or ranged attack damage as though it were one size category larger.

Improved Natural Armor (Ex): The object’s outer surface becomes harder, granting a +2 bonus to its natural armor. This upgrade can be added once for every five levels the arcane animator possesses.

Mount (Ex): The object is properly skilled and formed to serve as a combat-trained mount. The object must be at least one size category larger than the arcane animator and have the appropriate appendages for movement. This upgrade is only available to objects that are quadrupeds (such as a chair or table) or serpentine in nature (such as a rope).

Piercing Attack (Ex): the object replaces one melee attack that does the same amount of piercing damage and has a ×3 multiplier. If the arcane animator spends 1 additional construction point, he can replace all the object’s melee attacks. Object abilities that specify slam attacks do not work on piercing attacks.

Pull (Ex): The object gains the pull (5 feet) special attack with slam attacks. The object must have grab upgrade before it can select this upgrade.

Slashing Attack (Ex): the object replaces one slam attack with an attack that does slashing damage and has either a 19–20 threat range (for blade-like attacks) or a ×3 threat multiplier (for axe- or scythe-like attacks). If the arcane animator spends 1 additional construction point, he can replace all the object’s melee attacks. Object abilities that specify slam attacks do not work on slashing attacks.

Stone (Ex): The object is made of stone or crystal. Its hardness increases to 8 and it gains a +1 increase to its natural armor bonus.

2-Point Upgrades
The following upgrades cost 2 points from the arcane animator’s construction pool.

Energy Attacks (Su): The object’s attacks become charged with energy. Pick one energy type: acid, cold, electricity, or fire. All of the object’s natural attacks deal 1d6 points of energy damage of the chosen type on a successful hit. The arcane animator must be at least 5th level before selecting this upgrade.

Metal (Ex): The object is made of common metal. Its hardness increases to 10, and it gains a +2 increase to its natural armor bonus.

If 1 additional construction point is spent, the animated object is instead made of cold iron or silver, and its attacks by pass the appropriate damage reduction.

If 2 additional construction points are spent, the animated object is instead made of mithral, gains hardness 15, receives a +4 increase to natural armor, and its attacks by pass the appropriate damage reduction.

If 4 additional construction points are spent, the animated object is instead made of adamantine, gains hardness 20, receives a +6 increase to natural armor, and its attacks by pass the appropriate damage reduction.

Minor Magic (Sp): The object can cast a minor spell as a spell-like ability. Select one spell from the following list: burning hands, comprehend languages, cure light wounds, detect chaos/evil/good/law, magic missile, obscuring mist, silent image, vanish (self only), or ventriloquism. This spell can be cast once per day as a spell-like ability. At 7th level, this spell can be cast three times per day by spending 2 additional upgrade points. The caster level for this upgrade is equal to the object’s Hit Dice –2. The save DC for this spell is 10 + 1/2 the object’s Hit Dice + the arcane animator’s Charisma modifier. The arcane animator must have a Charisma score of at least 11 and must possess the basic magic upgrade to take this upgrade.

The arcane animator must be at least 4th level before selecting this upgrade. This upgrade can be selected more than once. Each time an arcane animator selects this upgrade, it applies to a new spell from the above list.

Poison (Ex): The object secretes toxic venom, gaining a poison attack. Pick one bite or sting attack. Whenever the selected attack hits, the target is poisoned.

Poison—type poison (injury); save Fort negates; frequency 1/round for 4 rounds; effect 1d4 Str damage; cure 1 save.

The save DC is equal to 10 + 1/2 the object’s HD + the arcane animator’s Constitution modifier.

For 2 additional construction points, this poison deals Constitution damage instead. This poison can be used no more than once per round. The arcane animator must be at least 7th level before selecting this upgrade.

Ranged Attack (Ex): The object replaces one slam attack with a ranged attack. It does the same amount of damage, and has a range of 20 feet. If the arcane animator spends 2 additional construction points, he can replace all the object’s slam attacks. Object abilities that specify slam attacks do not work on ranged attacks.

Resistance (Ex): The object gains resistance 5 to one type of damage (acid, cold, electricity, or fire) chosen at the time of the object’s animation. This upgrade can be applied multiple times. Its effects do not stack; each time it is applied, it applies to a different type of damage.

Trample (Ex): The object gains the trample special attack.

Trip (Ex): The object gains the trip special ability with one of its slam attacks.

3-Point Upgrades
The following upgrades cost 3 points from the arcane animator’s construction pool.

Damage Reduction (Su): The object’s body becomes resistant to harm, granting it damage reduction. Choose one alignment: chaotic, evil, good, or lawful. The object gains DR 5 that can be bypassed by weapons that possess the chosen alignment. The alignment must be opposite to one of the alignments possessed by the object. At 12th level, this protection can be increased to DR 10 by spending 2 additional upgrade points. The arcane animator must be at least 9th level before selecting this upgrade.

Immunity (Su): The object’s body becomes extremely resilient to one energy type, gaining immunity to that type. Pick one energy type: acid, cold, electricity, fire, or sonic. The object gains immunity to that energy type. This upgrade can be selected more than once. Its effects do not stack. Each time it applies to a different energy type. The object must be at least 7th level before selecting this upgrade.

Major Magic (Sp): The object can cast a major spell as a spell-like ability. Select one spell from the following list: acid arrow, cure moderate wounds, darkness, daze monster, glide, invisibility (self only), lesser restoration, levitate, minor image, scorching ray, see invisibility, or spider climb. This spell can be cast once per day as a spell-like ability.

At 10th level, this spell can be cast three times per day by spending 2 additional upgrade points. The caster level for this evolution is equal to the object’s Hit Dice –2. The save DC for this spell is 10 + 1/2 the object’s Hit Dice + the arcane animator’s Charisma modifier. The arcane animator must have a Charisma score of at least 12 and must possess the minor magic upgrade to take this upgrade. The arcane animator must be at least 7th level before selecting this upgrade. This evolution can be selected more than once. Each time an arcane animator selects this upgrade, it applies to a new spell from the above list.

4-Point Upgrades
The following upgrades cost 4 points from the arcane animator’s construction pool.

Breath Weapon (Su): The object can exhale a cone or line of magical energy, gaining a breath weapon. Select either acid, cold, electricity, or fire. The object can breathe a 30-foot cone (or 60-foot line) that deals 1d6 points of damage of the selected type per Hit Dice it possesses. Those caught in the breath weapon can attempt a Reflex save for half damage. The DC is equal to 10 + 1/2 the object’s Hit Dice + the arcane animator’s Constitution modifier. The object can use this ability once per day. The object can use this ability 1 additional time per day by spending an additional 1 upgrade point (maximum 3/day). The arcane animator must be at least 9th level before selecting this upgrade.

Ultimate Magic (Sp): The object can cast a powerful spell as a spell-like ability. Select one spell from the following list: arcane sight, create food and water, cure serious wounds, daylight, fireball, fly, gaseous form, lightning bolt, major image, stinking cloud, tongues, or water breathing. This spell can be cast once per day as a spell-like ability. The caster level for this upgrade is equal to the object’s Hit Dice –2. The save DC for this spell is 10 + 1/2 the object’s Hit Dice + the arcane animator’s Charisma modifier. The arcane animator must have a Charisma score of at least 13 and must possess the major magic upgrade to take this upgrade.

The arcane animator must be at least 11th level before selecting this upgrade. This upgrade can be selected more than once. Each time an arcane animator selects this upgrade, it applies to a new spell from the above list.

FLAWS
The arcane animator can gain more construction points by applying flaws to his animated objects, which hamper the object but provide additional construction points to spend on beneficial abilities. The construction points gained in this way must be spent on beneficial abilities immediately.

Brittle (Ex): The object gains vulnerability to cold.

Cloth (Ex): The object is made of thick cloth. Its hardness decreases to 0.

Clunky (Ex): Treat the object as though it had the staggered special quality.

Flammable (Ex): The object gains vulnerability fire.

Haunted (Ex): The object is haunted by a malevolent spirit. It takes damage from positive energy as if it were an undead creature and can be detect by detect undead.

Slower (Ex): One of the object’s movement modes decreases by – 10 ft.


I think we can call Patron Mage done too.

So, that's means Jon is up! Good timing.

Dark Archive

Keen/Arcane Observer
Arcanist/Investigator or perhaps Alchemist 

A studier of arcane theorisms and alchemistical processes, researchers and spellcasters of a more scientific bent. The Keen/Arcane Observer combines the study of the physical and mystical world, using a more ritual style casting that allow stronger effects when using magic to alter, transform, or create using that which is around them though only by having all spells require semantic casting.

Transmutation and evocation will be the major schools focused on with necromancy spells related to body, harming and healing as well. Also item related conjuration could be considered to mix in as well with all 'physical' or buff/debuff considered


JonathonWilder wrote:

Keen/Arcane Observer

Arcanist/Investigator or perhaps Alchemist 

I think we did the alchemist version. And what would you take from the investigator here? Inspiration options useable with spells? Some kind of "studied spellcasting"?


#Arcane Animator

Those changes look good to me so far, and I think the name 'War Animator' might be a more fitting name too.

I like the new spells added too, they seem to be rather fitting and not too overpowered, and you did a pretty great job balancing out the Animate Objects ability!

originally, I had intended Bonus Feats to replace the normal feats and bonus abilities an Eidolon would receive, so I don't think we need to make a swap as large as Twin Eidolon for them. I'd rather keep a penultimate level 20 ability of some sorts... I'm just not sure what.

As for Animate Arms, I'm not too certain I want to use the Warpriest's weapon and armor abilities, I'd rather have more animate themed ones, maybe like cunning, throwing, called, returning, and dancing of course. How do people feel about this idea? would it be more a hindrance or would it thematically work out for the best?


Tyrannical wrote:

#Arcane Animator

Those changes look good to me so far, and I think the name 'War Animator' might be a more fitting name too.

I like the new spells added too, they seem to be rather fitting and not too overpowered, and you did a pretty great job balancing out the Animate Objects ability!

originally, I had intended Bonus Feats to replace the normal feats and bonus abilities an Eidolon would receive, so I don't think we need to make a swap as large as Twin Eidolon for them. I'd rather keep a penultimate level 20 ability of some sorts... I'm just not sure what.

As for Animate Arms, I'm not too certain I want to use the Warpriest's weapon and armor abilities, I'd rather have more animate themed ones, maybe like cunning, throwing, called, returning, and dancing of course. How do people feel about this idea? would it be more a hindrance or would it thematically work out for the best?

1) Excellent!

2) I tried to keep spells thematic and useful too.

3) Hmm, well, we could probably throw feats into the swap with eidolon. And yes, this MCA probably does need a capstone. Not suer what either? Perhaps being able to have your Animate Objects remain for 10 minutes per level and can function while arcane arms is in play? It is a capstone after all.

4) We can totally replace weapon/shield abilities. Take a look and see what you'd like to have for the weapons and the shield, and I can make the changes.

Dark Archive

Noro wrote:
I think we did the alchemist version. And what would you take from the investigator here? Inspiration options useable with spells? Some kind of "studied spellcasting"?

Well my ideas was to get more Investigator MCA in, so that is fine. The reason I offered Alchemist as a secondary class is because the bit thing I would want to take from the secondary class was alchemy use. Not studied strike, this MCA will have the combat ability of a wizard... meaning no offensive ability but that which is taken from magic and alchemy.


#War Animator

I think for the weapon abilities the following work; cunning, throwing, dancing, returning, seeking and heartseeker.

for shields; animate, balanced, fortification (light, moderate and heavy) and impervious

as for the level 20 ability, perhaps each of his animate objects will gain either an improvised weapon or shield matching it's size, which is under the effects of either dancing or animate. the Animate Object is counted as being proficient with it's use.

Dark Archive

Keen/Arcane Observer
I was considering using the Arcanist exploits ability to effect both magic and alchemy, perhaps even find a way to combine the two in some way. Where both can be used together or have a mixed effect but an increased casting time that lessens as the MCA goes up in level. Allowing for a degree of versatility and adaptability between the two for an alchemical spellcasting.


Tyrannical wrote:

#War Animator

I think for the weapon abilities the following work; cunning, throwing, dancing, returning, seeking and heartseeker.

for shields; animate, balanced, fortification (light, moderate and heavy) and impervious

as for the level 20 ability, perhaps each of his animate objects will gain either an improvised weapon or shield matching it's size, which is under the effects of either dancing or animate. the Animate Object is counted as being proficient with it's use.

1) I replaced all the weapon abilities with those you listed, but I kept the abilities for the armor, except glamered, and added in impervious and animated. I think the armor abilities are just fine for the MCA.

2) As for the capstone, what about this? Its a tweak of the merge form ability and think its in flavor with the MCA.

Aspect of the Animator (Su):
At 20th level, an arcane animator can merge with an animated object. As a full-round action, an arcane animator can touch one of his animated objects (usually the largest) and the two can merge forms. This transformation includes all of the arcane animator’s gear. While merged in this way, the arcane animator is protected from harm and cannot be the target of spells or effects. All effects and spells currently targeting the arcane animator are suspended until the arcane animator emerges from the animated object (although durations continue to expire).

The arcane animator can cast spells while inside the animated object by taking control of the object for the duration of the casting. Any material components used for these spells are taken from the arcane animator’s gear, even though they are otherwise inaccessible. The arcane animator can direct all of the animated object’s actions while merged, can perceive through its senses, and can speak through its voice. In addition, the arcane animator can activate his arcane arms ability while merged. Any bonuses normally granted to a weapon or shield is instead bestowed upon the animated object for the duration of the aspect of the animator ability, but counts against his daily rounds of arcane arms.

The arcane animator can use this ability for a number of rounds per day equal to his arcane animator level. He can end this effect at any time as a swift action. The arcane animator emerges in a square adjacent to the animated object if able. If the animation of the object ends while the arcane animator is merged with it, the arcane animator is immediately ejected, taking 4d6 points of damage, and is stunned for 1 round. This ability replaces twin eidolon.


#War Animator

Not entirely sure I like the idea of Aspect of the Animator, it seems a little redundant with Animate Form being present in the MCA. Twin Eidolon was already a little redundant itself sometimes.

Perhaps we can take concepts from Warpriest to devise an ability with a little more utility? Perhaps he may expend uses of his Animate Weapon to create an improvised weapon that's much larger than he is? for example, giving a log the dancing property which would usually only be wieldable by giant characters? or perhaps using a huge castle door as a shield with the animate property? though by doing so he halves the amount of objects he may animate and may not have any other Animate Arms at the time?


I think that's rather situational and vague for a capstone. What about this, also based on Aspect of War from the Warpriest.

Machine of War (Su):
At 20th level, a war animator can channel his arcane energy into one of his animated objects to transform it into a machine of war. After activating this ability, for 1 minute the designated object treats the war animator’s level as its base attack bonus, gains DR10/—, and can move its full normal speed regardless of any spells or effects that affect its movement. In addition, the war animator can use his arcane arms ability to grant his machine of war the weapon or shield special abilities of his choice. The animated shield ability and dancing weapon ability have no effect on the object. The animated object is treated as the designated weapon or shield for the purpose of these special abilities, and is considered non-magical for the purpose enhancing the object. While his war machine is enhanced in this way, he cannot then enhance one of his weapons or shields. If he use arcane arms again, this use ends. This ability replaces twin eidolon.

I think this gives a single animated object a good boost at 20th, and it fits the war construct aspect of the MCA very well.


#War Animator

Works for me, I'd just make note that for the purposes of arming the Animated Object, it gains the use of the War Animator's Improvised Arms ability to locate suitable weaponry.

Other than that, seems to be just about done to me


Tyrannical wrote:

#War Animator

Works for me, I'd just make note that for the purposes of arming the Animated Object, it gains the use of the War Animator's Improvised Arms ability to locate suitable weaponry.

Other than that, seems to be just about done to me

No need, as the animated object is treated as the weapon or shield when enhanced, so it doesn't need to find a suitable weapon or shield-like object to enchant, its the object that is.


Elghinn Lightbringer wrote:
Tyrannical wrote:

#War Animator

Works for me, I'd just make note that for the purposes of arming the Animated Object, it gains the use of the War Animator's Improvised Arms ability to locate suitable weaponry.

Other than that, seems to be just about done to me

No need, as the animated object is treated as the weapon or shield when enhanced, so it doesn't need to find a suitable weapon or shield-like object to enchant, its the object that is.

Sounds fair, guess it's about finished then~


@Arcane Observer
So...what are we doing with this exactly. I need a bit more than what you've given Jon.

1) What did you decide on as your Primary/Secondary combo?
2) What do you want to keep from those?
3) You mention alchemy, which obvioiusly could come from the investigator. How exactly are you wanting to employ that ability? Are you spellcasting or doing extracts?

**If War Animator is done, then that means Bandw2 is upnext.

Dark Archive

Elghinn Lightbringer wrote:

@Arcane Observer

So...what are we doing with this exactly. I need a bit more than what you've given Jon.

1) What did you decide on as your Primary/Secondary combo?
2) What do you want to keep from those?
3) You mention alchemy, which obvioiusly could come from the investigator. How exactly are you wanting to employ that ability? Are you spellcasting or doing extracts?

1) Arcanist/Investigator is what I am considering most strongly

2) Most of Arcanist spellcasting, but limited as I offered above "Transmutation and evocation will be the major schools focused on with necromancy spells related to body, harming and healing as well. Also item related conjuration could be considered to mix in as well with all 'physical' or buff/debuff considered"

Arcanist exploits, though perhaps expanded to allowed for one to somehow mix spells and extracts or to be cast at the same time. As I said have the ability "to effect both magic and alchemy, perhaps even find a way to combine the two in some way. Where both can be used together or have a mixed effect but an increased casting time that lessens as the MCA goes up in level. Allowing for a degree of versatility and adaptability between the two for an alchemical spellcasting."

3) Investigator Alchemy, though perhaps offer a way for a spell to be made into an extract if it still takes up a spell slot? Also, as I have already said above.

II hope this helps, I felt I have already said what I can to explain my thinking for the class but I am open for suggestions or ideas that work in a similar way ir have a similar result but work differently.


JonathonWilder wrote:

@Arcane Observer

2) Most of Arcanist spellcasting, but limited as I offered above "Transmutation and evocation will be the major schools focused on with necromancy spells related to body, harming and healing as well. Also item related conjuration could be considered to mix in as well with all 'physical' or buff/debuff considered"

I suppose that would either be a specialized spell list (which I am too lazy even to think about), or some variation on the School understanding exploit. Perhaps combined with some DC or class level bonuses limited to schools.

Quote:
3) Investigator Alchemy, though perhaps offer a way for a spell to be made into an extract if it still takes up a spell slot? Also, as I have already said above.

As far as I got that, it has been done with the Incendiary arcanist. Which summed up the 'arcanist magic meets alchemy' topic pretty well, I think.


@QUEUE
Looks like no word from Bandw2? On to Lindley then.

#Arcane Observer
I shall ponder what to do with the Arcane Observer. While I don't want it to be too much like my Incendiary Arcanist, I think we can come up with something to help it fit its of niche.


#Arcane Observer
Jon, what about going the Inv/Arc route? I can only see a Arc/Inv as stepping all over the toes of the Incendiary Arcanist (Arc/Alc).

With an Inv/Arc, we can have it be an extract maker, but then using inspiration, she could cast alchemical spells. We could then create a unique spell list (or add to it), use inspiration pool to power arcanist exploits, choose certain exploits as talents (no greater exploits), then some unique abilities to replace some of the studied strike damage (not sure what?). Maybe some necro stuff, or transmutation or evocation related abilities.

Dark Archive

#Arcane Observer
Hmm... how about we go with my original combination of a Wiz/Inv or Inv/Wiz?

Perhaps where the Arcane Observer becomes more of a researcher and potionmaker to go along with the Investigator's alchemy and through Inspiration creates more advanced extracts enhanced by metamagic? Again, through with the wizard focuses on more 'physical' magics such as transmutation, evocation, and necromancy. Perhaps giving up access to specialization and lessening spell versatility/access.

Advocates

Pathfinder Adventure, Adventure Path, Maps Subscriber

Okay, so as I was thinking on the tundra crusader, I realized it was in a similar situation to the digging deterrent. I was basing it on a single, very specific character, rather than trying to make it its own concept. So, the tundra crusader is now the Clan Crusader, but still a bloodrager/paladin.

Clan Crusader:
Primary: Bloodrager.
Secondary: Paladin.
HD: d10

Class Skills: The clan crusader selects three skills from the paladin skill list and adds them to his own. This list must include Knowledge (Nobility).

Rival’s Smite (Su): At 1st level, the clan crusader can direct his lineage’s fury at a single enemy of his clan. He may, as a swift action, declare a rival’s smite against a single creature within 30 feet that he an see. The creatures he can target with this ability vary with his bloodline. He gains a bonus equal to his Charisma modifier on attack rolls and a bonus equal to his class level on damage rolls against that creature.

The list of rivals that he can smite are as follows:
>Aberrant Bloodline: Outsiders with the native subtype, lawful humanoids.
>Abyssal Bloodline: Good creatures.
>Arcane Bloodline: Arcane casters.
>Black Blood Bloodline: Plants, creature with the fire subtype.
>Boreal Bloodline: Creatures with the fire subtype.
>Celestial Bloodline: Evil creatures.
>Destined Bloodline: Creatures benefitting or suffering from a luck bonus or penalty.
>Draconic Bloodline: Metallic dragons for chromatic draconic bloodlines, chromatic dragons for metallic draconic bloodlines.
>Elemental Bloodline: Creatures with the fire subtype for the water bloodline, the cold or water subtype for the fire bloodline, the air subtype for the earth bloodline, and the earth subtype for the air bloodline.
>Fey Bloodline: Lawful creatures.
>Infernal Bloodline: Good creatures.
>Kyton Bloodline: Chaotic creatures.
>Undead Bloodline: Divine casters.

The clan crusader can initiate a rival’s smite once per day at 1st level, and once more each day at 5th level and every four levels thereafter, to a maximum of five times per day at 19th level.

Reduced Bloodrage: The clan crusader can only bloodrage for 2 rounds per day plus his Constitution modifier at 1st level, and one more round each day at every level after first.

Defensive Armaments (Ex): At 2nd level, the clan crusader gains a +2 shield bonus to AC and a +2 morale bonus to Fortitude saves so long as he is wielding a two-handed melee weapon. These bonuses increase by +1 at 5th level, and again at 7th level and every 3 levels thereafter. This replaces uncanny dodge, improved uncanny dodge, and damage reduction.

Inherited Vigilance (Su): At 3rd level, the clan crusader gains a +2 morale bonus to Initiative when a creature that he could target with rival’s smite is on the opposing side in the battle. He also gain a +2 morale bonus to all saving throws against the abilities of creatures he could target with rival’s smite, which increases by +2 when they are the target of his rival’s smite.

Boreal Bloodrager Bloodlne:
Your icy and enormous ancestors have graced you with a powerful form that can only be matched by your heart of ice.
Bonus Feats: Endurance, Great Fortitude, Greater Bull Rush, Improved Bull Rush, Iron Will, Power Attack, Toughness.
Bonus Spells: enlarge person (7th), bull’s strength (10th), sleet storm (13th), wall of ice (16th).
Bloodline Powers: Strong, unwavering, and with all the power of a raging blizzard, you cannot be stopped.
Great Power (Su): At 1st level, three times per day as a swift action, you may cause a single melee weapon you are wielding to do damage as if it was one size category larger for two rounds. At 8th level, you may do this five times per day. At 20th level, this is always in effect.
Frostbitten Hide (Su): At 4th level, you gain cold resistance 5 and a +1 natural armor bonus to AC. The cold resistance improves by 5 at 8th level and again at 16th level, and the natural armor bonus improves by +1 at the same levels.
Enormous Resilience (Su): At 8th level, you count as one size category larger for the purposes of determining your CMB and CMD. A 20th level, you count as being two size categories larger for the same purposes.
Incredible Endurance (Su): At 12th level, your Constitution bonus from your bloodrage increases by an additional +2. At 20th level, this increase to a further +4 increase.
Critical Mass (Su): At 16th level, when you confirm a critical hit with a melee attack, you automatically bull rush the target 10 feet without needing to move.
Impossible Tundra (Su): At 20th level, you become immune to cold damage and critical hits.

Dark Archive

#Clan Crusader
I like this MCA, it is very nice. Though perhaps it is because one of my favorite settings was Frostburn.


#Arcane Observer
Just working on Arcane Observer. I'll try to have my initial build up tomorrow. Then we can go from there.

#Clan Crusader
I like it too. I'll get to it in a day or two.


Didn't check if these were covered/taken. Feel free to use/improve/discuss if you like.

Cavalier/Slayer and Skald/Rogue


#Clan Crusader

I especially like the rival smite system you have here. I considered the same when I was going over the idea of a Ranger/Paladin hybrid, a sort of Favoured Enemy Smite.

I think Defensive Armaments need only replace Damage Reduction if anything, so we could maybe keep Uncanny Dodge and Improved Uncanny Dodge, or work on replacement abilities.


ARCANE OBSERVER - First Draft:

Arcane observers are students of both arcane theories and alchemical processes. They spend their off-time researching spells in more scientific way by seeking to combine the study of the physical and mystical world. By using a more ritualistic style of casting, the arcane observer creates stronger effects when using magic to alter, transform, or create, using that which is around them.

Primary Class: Wizard.
Secondary Class: Investigator.
Alignment: Any.
Hit Dice: d6.

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

Weapon and Armor Proficiency: The arcane observer is proficient with all simple weapons, but not with any type of armor or shield. Armor interferes with an arcane observer’s movements, which can cause his spells with somatic components to fail.

Spellcasting: An arcane observer casts arcane spells drawn from the wizard/sorcerer spell list and the alchemist formulae list. If a spell appears on both the wizard spell list and the alchemist formulae list, the arcane observer uses the wizard spell level. For instance, ablative barrier is a 2nd-level alchemist formula and a 3rd-level wizard spell, making it a 3rd-level arcane observer spell. If a spell appears only on the wizard spell list, it can only be prepared as a spell (see Arcane Alchemy). Furthermore, if an extract (spell) only appears on the alchemist’s formulae list, it can only be prepared as an extract.

In addition, due to their methodology, an arcane observer’s spells always have a somatic component. An arcane observer otherwise casts spells as a wizard of equal level. He also gains bonus spells if he has a high Intelligence score.

Arcane Alchemy (Su): At 1st level, an arcane observer gains the investigator’s alchemy ability and can create alchemical substances and potion-like extracts. When using Craft (alchemy) to create an alchemical item, an arcane observer gains a competence bonus equal to his class level on the skill check. In addition, an arcane observer can use Craft (alchemy) to identify potions as if using detect magic. He must hold the potion for 1 round to attempt such a check.

At 3rd level, an arcane observer learns to create extracts drawn from the wizard spell list. While studying his spellbook, he prepares his spells as normal. He can create any extract of a prepared spell, but the spell must appear on both the wizard spell list and the alchemist formulae list. Only wizard spells found on the alchemist formulae list can be made into extracts, and uses a spell slot equal to the wizard’s spell level instead of the alchemist’s formula level. For example, if a 1st–level wizard spell is also a 2nd–level alchemist extract, then the arcane observer must use a 1st–level spell slot to create an extract of that spell. The arcane observer can choose to create his extracts at the start of the day, or create them in the field as needed by using an open spell slot of the appropriate formula’s level. In either case, mixing an extract takes 1 minute of work.

Like an alchemist, when an arcane observer creates an extract, he infuses the concoction with a tiny fraction of her own magical energy, binding the effects to him (the creator). At 3rd level, the arcane observer can create 1st–level extracts from her spells. Every two levels thereafter, the arcane observer can create each subsequent level of extracts from his spells, up to a maximum of 9th–level extracts at 19th level. An arcane observer can also create extracts of the following wizard spells at their indicated spell levels, in addition to any normal alchemist formulae: 7th–arcane sight (greater), control construct, control undead, elemental body IV, ethereal jaunt, form of the dragon II, ice body, magnetic field, plant shape III, polymorph (greater), spell turning; 8th–discern location, form of the dragon III, frightful aspect, giant form II, iron body, moment of prescience, protection from spells, undead anatomy VI; 9th–fiery body, foresight, shapechange.

Unlike wizards, an arcane observer can learn spells from an alchemist’s formula book that are on the wizard spell list and copy them into his spellbook as spells, but only if they are on both the wizard spell list and the alchemist formulae list. If an extract is found only on the alchemist formulae list and not on the wizard spell list, it can only be prepare as an extract using the formula’s level as the spell level. If a spell is found only on the wizard spell list and not on the alchemist formulae list, it can only be prepare as a spell. An arcane observer does not need to decipher arcane writings before copying them. This ability replaces arcane bond.

Inspiration (Ex): At 1st level, an arcane observer gains the investigator’s inspiration ability and can augment skill checks and ability checks through his brilliant inspiration. His inspiration pool is equal to 1/2 his arcane observer level + his Intelligence modifier (minimum 1). An arcane observer's inspiration pool refreshes each day, typically after he gets a restful night's sleep. An arcane observer’s inspiration pool cannot be used on attack rolls. This ability replaces scribe scroll.

Dual Specialist (Su): This ability is exactly like the wizard’s arcane school ability, except that the arcane observer specializes in both the transmutation and evocation schools. As such, the arcane observer must select four schools as his opposition schools (excluding the necromancy spell). At 1st level, the arcane observer can gain both his 1st level power from a single school (evocation or transmutation) or one from each school. He may not gain equivalent powers from both schools. For example, if the arcane observer gains the Intense Spells power from the evocation school, he cannot also gain the Physical Enhancement power from the transmutation school. At 8th level he gain either his evocation or transmutation school power.

In addition, the arcane observer receives an additional spell slot of each spell level he can cast, from 1st on up. Each day, an arcane observer can prepare a spell from one of his specialty schools in that slot. This spell must be in the arcane observer's spellbook and must be on the wizard’s spell list. An arcane observer can select a spell modified by a metamagic feat to prepare in his school slot, but it uses up a higher-level spell slot.

Swift Extracts (Su): Starting at 5th level, an arcane observer can create his extracts with astounding speed. By spending 1 point from his inspiration pool, an arcane observer can create an extract of a 1st-level spell that is on the alchemist formula list as a standard action. Every three levels thereafter (8th, 11th, 14th, and so on), he can use this ability to create extracts of each subsequent level up to 6th level spells at 20th level. This ability replaces the bonus feat gained at 5th level.

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

1st +0 +0 +0 +2 Arcane alchemy, cantrips, 3 1 — — — — — — — —
dual specialist, inspiration
2nd +1 +0 +0 +3 4 2 — — — — — — — —
3rd +1 +1 +1 +3 4 2 1 — — — — — — —
4th +2 +1 +1 +4 4 3 2 — — — — — — —
5th +2 +1 +1 +4 Swift extracts 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 Bonus feat 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 Bonus feat 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 Bonus feat 4 4 4 4 4 4 4 4 4 4

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