Multiclass Archetypes IX: ACG Unleashed


Homebrew and House Rules

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OK, how's this for a revised version?

EXPLOSIVE FIST Revised:

Some alchemists enjoy the fight to be close and personal. They only spend the absolute necessary amount of time in the lab, and in turn, become superb brawlers instead. The explosive fist invents alchemical oils that greatly advance his unarmed capabilities, and allows him to create additional effects with his fists.

Primary Class: Alchemist.
Secondary Class: Brawler.
Alignment: Any.
Hit Dice: d10.

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

Weapon and Armor Proficiency: The explosive fist is proficient with all simple weapons, plus the handaxe, short sword, and weapons from the close fighter weapon group. He is also proficient with light armor, but not with shields.

Alchemical Fist (Su): Explosive fists are adept at swiftly mixing various volatile chemicals and infusing them with their magical reserves to create oils that they can apply to their hands, in addition to mutagens and extracts. These oils grant special effects to unarmed attacks and can only be used by the explosive fist himself. An explosive fist can use a number of doses of oil each day equal to his class level + his Intelligence modifier. Oils are unstable, and if not used in the round they are created, they degrade and become inert. Once a dose of oil is applied to the hands, its magic automatically activates and remains until all the latent alchemical energy of the oil has been expended.

At 1st level, an explosive fist’s alchemical fist deals a total of 1d6 points of fire damage, plus an additional 1d6 of fire damage at 4th level and every three levels, to a maximum of 7d6 at 19th level. An alchemical fist attack deals 1d6 fire damage for each successful unarmed attack, up to a number of successful strikes equal to the number of damage dice granted by the ability. For example, at 10th level, the alchemical fist ability can deal a total of 4d6 damage. He can make up to four successful unarmed attacks, each dealing 1d6 points of fire damage, before his oil is expended. The explosive fist can apply only one oil to his hands at any given time.

Alternatively, whenever an explosive fist makes a successful unarmed attack against a single target, he can end his alchemical fist ability as an immediate action. This releases the latent alchemical energy in his fists in a single explosion that deals damage like an alchemist’s bomb (including splash damage). The explosion deals damage to the target equal to the explosive fist’s remaining alchemical fist damage, but deals no damage to the explosive fist. For example, a 10th level explosive fist could make two successful unarmed strikes, with each dealing 1d6 points of fire damage to the target. On his next successful unarmed attack, he can choose to release the remaining 2d6 points of fire damage as a bomb effect against his target.

An explosive fist’s alchemical fist ability can also be altered through bomb discoveries (see Discoveries below). This ability and unarmed strike replace bomb.

Martial Mutagen (Su): At 1st level, an explosive fist discovers how to create a mutagen that he can imbibe in order to heighten his combat knowledge and prowess in battle. It takes 1 hour to brew a dose of martial mutagen, and once brewed, it remains potent until used. An explosive fist can only maintain one dose of martial mutagen at a time—if he brews a second dose, any existing mutagen becomes inert. As with an extract or bomb, a mutagen that is not in an explosive fist's possession becomes inert until an explosive fist picks it up again.

When an explosive fist imbibes a martial mutagen, he gains greater understanding of combat techniques. It’s a standard action to drink a martial mutagen. Upon being imbibed, the mutagen allows the explosive fist to take a move action to gain the benefit of a combat feat he doesn't possess. This effect lasts for 1 minute. The explosive fist must meet all the feat's prerequisites. He may use this ability a number of times per day equal to 3 + 1/2 his explosive fist level (minimum 1).

The explosive fist can use this ability again before the duration expires in order to replace the previous combat feat with another choice.

If a combat feat has a daily use limitation (such as Stunning Fist), any uses of that combat feat while using this ability count toward that feat's daily limit.

At 6th level, an explosive fist can use this ability to gain the benefit of two combat feats at the same time. She may select one feat as a swift action or two feats as a move action. She may use one of these feats to meet a prerequisite of the second feat; doing so means that she cannot replace a feat currently fulfilling another's prerequisite without also replacing those feats that require it. Each individual feat selected counts toward her daily uses of this ability.

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

Unarmed Strike (Ex): At 1st level, an explosive fist gains the brawler’s unarmed strike ability and gains Improved Unarmed Strike. He also deals unarmed damage as shown on Table: Explosive Fist.

Discoveries: An explosive fist can choose from the following bomb discoveries and add their effects to his alchemist fist ability: acid bomb, anarchic bomb, axiomatic bomb, blinding bomb*, concussive bomb, confusion bomb*, dispelling bomb, explosive bomb*, force bomb, frost bomb, grease bomb*, holy bomb, inferno bomb*, madness bomb*, plague bomb*, poison bomb*, profane bomb, shock bomb, smoke bomb*, sticky bomb*, stink bomb*, sunlight bomb*. Discoveries marked with an asterisk (*) only take effect when an alchemical fist is detonated. An explosive fist’s alchemist fists count as the bomb class feature for the purpose of qualifying for feats and discoveries.

In addition, an explosive fist can choose one of the following feats as a bonus feat in place of a discovery: Adder’s Strike, Belier’s Bite, Deflect Arrows, Elemental Fist, Greater Grapple, Improved Grapple, Perfect Strike, Pinning Knockout, Pinpoint Poisoner, Punishing Strike, Snatch Arrows, Stunning Fist. He must qualify for these feats as normal.

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

1st +1 +2 +2 +0 Alchemical fist 1d6, alchemy, brew potion, 1d6 — — — —
mutagen, unarmed strike
2nd +2 +3 +3 +0 Discovery, poison resistance +2, poison use 1d6 — — — —
3rd +3 +3 +3 +1 Swift alchemy 1d6 — — — —
4th +4 +4 +4 +1 Alchemical fist 2d6, discovery 1d6 0 — — —
5th +5 +4 +4 +1 Poison resistance +4 1d8 1 — — —
6th +6 +5 +5 +2 Discovery, second oil 1d8 1 — — —
7th +7 +5 +5 +2 Alchemical fist 3d6 1d8 1 0 — —
8th +8/+1 +6 +6 +2 Poison resistance +6 1d8 1 1 — —
9th +9/+1 +6 +6 +3 1d8 2 1 — —
10th +10/+2 +7 +7 +3 Alchemical fist 4d6, discovery, poison immunity 1d10 2 1 0 —
11th +11/+3 +7 +7 +3 1d10 2 1 1 —
12th +12/+9/+4 +8 +8 +4 Discovery 1d10 2 2 1 —
13th +13/+9/+4 +8 +8 +4 Alchemical fist 5d6 1d10 3 2 1 0
14th +14/+10/+5 +9 +9 +4 Discovery, persistent mutagen 1d10 3 2 1 1
15th +15/+6/+1 +9 +9 +5 2d6 3 2 2 1
16th +16/+12/+7/+2 +10 +10 +5 Alchemical fist 6d6, discovery 2d6 3 3 2 1
17th +17/+12/+7/+2 +10 +10 +5 2d6 4 3 2 1
18th +18/+13/+8/+3 +11 +11 +6 Discovery, instant alchemy 2d6 4 3 2 2
19th +19/+14/+9/+4 +11 +11 +6 Alchemical fist 7d6 2d6 4 3 3 2
20th +20/+15/+10/+5 +12 +12 +6 Grand discovery 2d8 4 4 3 3

NEW DISCOVERIES:

The following new discoveries are restricted to the Explosive Fist multiclass archetype.

Greater Unarmed Strike (Ex)
The explosive fist can unleash a tremendous blow that knocks your opponents to the ground.
Prerequisites: Explosive Fist 16, unarmed strike class feature.
Benefits: When making an unarmed attack as a standard action, the explosive fist can choose to make an awesome blow maneuver. He gains the brawler’s awesome blow ability.

Immediate Emollient (Su)
The explosive fist can use two different oils as part of his alchemical fist attacks.
Prerequisites: Explosive Fist 16.
Benefits: The explosive fist can use his martial mutagen to gain the benefit of one combat feat as an immediate action or three combat feats as a swift action. Each individual feat selected counts toward his daily uses of his martial mutagen.

Penetrating Oil (Su)
The explosive fist’s oil penetrate an opponent’s armor.
Prerequisites: Explosive Fist 6, alchemical fist class feature.
Benefits: When the explosive fist makes an alchemical fist attack, the oil seeps into his opponent’s armor. The effects of the explosive fist’s oil are persistent and continue to damage creatures for 1 round after the initial damage. Creatures that take a direct hit from a penetrating oil take the minimum damage 1 round later (1 + the explosive fist’s Intelligence modifier). If the explosive fist detonates his alchemical fist, the creature takes splash damage 1 round later. If a bomb discovery has an effect that would normally occur 1 round later, it instead occurs 2 rounds later.

Second Emollient (Su)
The explosive fist can use two different oils as part of his alchemical fist attacks.
Prerequisites: Explosive Fist 8.
Benefits: The explosive fist can expend two uses of his alchemical fist to apply two different types of oil simultaneously, one to each of his hands. When making an unarmed attack, he chooses which hand and oil to use. The effects of each oil is depleted separately as normal and can each be used to create a detonation effect.

Swift Emollient (Su)
The explosive fist’s can use two different oils as part of his alchemical fist attacks.
Prerequisites: Explosive Fist 10.
Benefits: The explosive fist can use his martial mutagen to gain the benefit of three combat feats at the same time. He may select one feat as a free action, two feats as a swift action, or three feats as a move action. He may use one of the feats to meet a prerequisite of the second and third feats, and use the second feat to meet a prerequisite of the third feat. Each individual feat selected counts toward his daily uses of his martial mutagen.

NEW GRAND DISCOVERIES:

The following new discoveries are restricted to the Explosive Fist multiclass archetype.

Grand Unarmed Strike (Ex)
You can repeatedly unleash tremendous blows that knock your opponents to the ground
Prerequisites: Explosive Fist 20, greater unarmed strike discovery.
Benefits: When making an awesome blow maneuver as an attack. He gains the brawler’s improved awesome blow ability.

I think a name change would be good too. Here's Taco Man's Name Change suggestions: Chemical Pugilist, Alchemical Fist, Volatile Pugilist, Volatile Armsman, Alchemical Boxer, Augmented Pugilist. I would add Emollient Fist or Emollient Pugilist. Emollient is another word for oil.

Also, I restricted the 20th level benefit, as that's the purveiw of the brawler. I also made the 10th and 12th level aspects of the ability as Mutagen discoveries.

Dark Archive

Very nice


That looks pretty good. No objections from me :)

For the name, I think I like Volatile Pugilist best.

I will try to combine my other two favorite classes, shaman and magus, in the last turn.


I like either volatile or emollient pugilist.


I've gone with Volatile Pugilist. Now looking at OSW's Inspired Exalt. Name change is required I think. At least slightly. Have to take a better look, but with the swaps, it might be better to go with this as an Inv/Wrp vs. Wrp/Inv, but let me take a closer look.


# Inspired Exalt

@Elghinn:

Chosen of their deities, blessed and anointed, inspired exalts are the vanguards of spiritual power. Eschewing the more mystical and outward displays of divine power, inspired exalts rather forge a direct connection to the spark of divinity that provides intuition, prescience and acumen both in battle and in daily tasks.

There's the flavor text. Name works fine.

Not wanting Inv/War. Happy to discuss swaps - you can see on the rough progression table I posit dropping the Studied Combat to d4s. Other thoughts appreciated.


(i brought it over to this page)

inspired exalt:
Primary Warpriest
Secondary: Investigator

HD d8
BAB ¾
Saves: G/P/G (as warpriest)

[Skills] – The inspired Exalt adds three investigator skills to their list of class skills. (actually, I could drop this part – the class has a focus on Wisdom and Wisdom skills, it doesn’tfit thematically (for me) to gian, say Knowledge skills, but I’m nt the arbiter of any campaign’s flavor, so probably best to leave this in for variety)

Class Features
The following are the class features of the inspired exalt.

Weapon and Armor Proficiencies: An inspired exalt is proficient with all simple and martial weapons, as well as the favored weapon of his deity, and with all armor (heavy, light, and medium) and shields (except tower shields). If the inspired exalt worships a deity with unarmed strike as its favored weapon, the inspired exalt gains Improved Unarmed Strike as a bonus feat.

Aura (Ex): An inspired exalt of a chaotic, evil, good, or lawful deity has a particularly powerful aura (as a cleric) corresponding to the deity’s alignment

Blessings (Su): An inspired exalt’s deity influences his alignment, what magic he can perform, his values, and how others see him. Each inspired exalt can select two blessings from among those granted by his deity (each deity grants the blessings tied to its domains). An inspired exalt can select an alignment blessing (Chaos, Evil, Good, or Law) only if his alignment matches that domain. If an inspired exalt isn’t devoted to a particular deity, he still selects two blessings to represent his spiritual inclinations and abilities, subject to GM approval. The restriction on alignment domains still applies.

Each blessing grants a minor power at 1st level and a major power at 10th level. A inspired exalt can call upon the power of his blessings a number of times per day (in any combination) equal to 3 + 1/2 his inspired exalt level (to a maximum of 13 times per day at 20th level). Each time he calls upon any one of his blessings, it counts against his daily limit. The save DC for these blessings is equal to 10 + 1/2 the inspired exalt’s level + the inspired exalt’s Wisdom modifier.

If an inspired exalt also has levels in a class that grants cleric domains, the blessings chosen must match the domains selected by that class. Subject to GM discretion, the inspired exalt can change his former blessings or domains to make them conform.

Focus Weapon: At 1st level, an inspired exalt receives Weapon Focus as a bonus feat (he can choose any weapon, not just his deity’s favored weapon).

Inspired (Ex): An inspired exalt is beyond intuitive and crafty—he also possesses keen powers of observation and deduction that far surpass the mortal abilities of others. An inspired exalt typically uses these powers to aid in their investigations, but can also use these flashes of inspiration in other situations.
An inspired exalt has the ability to augment skill checks and ability checks through his divine gift. The inspired exalt has an inspired pool equal to 1/2 his inspired exalt level + his Wisdom modifier (minimum 1). An inspired exalt’s inspired pool refreshes each day, typically after he gets a restful night’s sleep.

As a free action, he can expend one use of inspiration from his pool to add 1d6 to the result of that check, including any on which he takes 10 or 20. This choice is made after the check is rolled and before the results are revealed. An inspired exalt can only use inspired once per check or roll. The inspired exalt can use inspired on any Wisdom based skill checks without expending a use of inspired, provided he’s trained in the skill.
Inspired can also be used on attack rolls and saving throws, at the cost of expending two uses of inspired each time from the inspired exalt’s pool. In the case of saving throws, using inspired is an immediate action rather than a free action.
This ability replaces spell use and sacred weapon.

Divine Shield: The inspired exalt is protected from the divine ministrations of other deities - at 2nd level, an inspired exalt gains a +2 bonus on all saving throws against channelling except that which is derived from their chosen god. This bonus increases to +4 at 5th level, and to +6 at 8th level. At 11th level, the inspired exalt becomes completely immune to channeling.

This ability replaces orisons

So the inspired exalt would have to roll to overcome their resistance and receive positive channelling?

Intervention (Su): At 2nd level, a inspired exalt can draw upon the power of his faith to heal his own wounds (only). He can also use this ability to share his divine inspiration with those that share his struggles. This ability can be used a number of times per day equal to 1/2 his inspired exalt level + his Wisdom modifier. By expending one use of this ability, a good inspired exalt (or one who worships a good deity) can heal himself of 1d6 points of damage, plus an additional 1d6 points of damage for every 3 inspired exalt levels he possesses above 2nd (to a maximum of 7d6 at 20th level). Using this ability is a swift action.

Alternatively, as a swift action, a warpriest can expend one use of this ability to gift one use of inspired to an ally he can touch as a standard action.

Additionally, the inspired exalt may expend one use of intervention as a free action to use inspired on a Charisma skill check without expending a point of inspired.

Divine Gift: At 3rd level and every 3 levels thereafter, a inspired exalt gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as combat feats. The inspired exalt must meet the prerequisites for these feats, but he treats his inspired exalt level as his base attack bonus for these feats (in addition to base attack bonuses gained from other classes and racial Hit Dice). Finally, for the purposes of these feats, the inspired exalt can select feats that have a minimum number of fighter levels as a prerequisite, treating his inspired exalt level as his fighter level.
Alternatively the inspired exalt may choose any investigator talent he qualifies for.

Studied Combat (Ex): With a keen eye and calculating mind, an inspired exalt can assess the mettle of his opponent to take advantage of gaps in talent and training. At 4th level, an inspired exalt can use a move action to study a single enemy that he can see. Upon doing so, he adds 1/2 his inspired exalt level as an insight bonus on melee attack rolls and as a bonus on damage rolls against the creature. This effect lasts for a number of rounds equal to his Intelligence modifier (minimum 1) or until he deals damage with a studied strike, whichever comes first. The bonus on damage rolls is precision damage, and is not multiplied on a critical hit.
An inspired exalt can only have one target of studied combat at a time, and once a creature has become the target of an inspired exalt’s studied combat, he cannot become the target of the same inspired exalt’s studied combat again for 24 hours unless the inspired exalt expends one use of inspiration when taking the move action to use this ability. This ability replace all sacred weapon +1 - +5.

Studied Strike (Ex): At 4th level, an inspired exalt can choose to make a studied strike against the target of his studied combat as a free action, upon successfully hitting his studied target with a melee attack, to deal additional damage. The damage is 1d6 at 4th level, and increases by 1d6 for every 2 levels thereafter (to a maximum of 9d6 at 20th level). The damage of studied strike is precision damage and is not multiplied on a critical hit; creatures that are immune to sneak attacks are also immune to studied strike. If the inspired exalt’s attack used a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), he may choose to have the additional damage from studied strike be nonlethal damage instead of lethal damage. If the inspired exalt chose to make an attack with a lethal weapon instead deal nonlethal damage (with the usual –4 penalty), the studied strike damage may also deal nonlethal damage. The inspired exalt must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. An inspired exalt cannot use studied strike against a creature with concealment This ability replaces channel energy and lost functionality of fervor (intervention).

Sacred Armor (Su): At 7th level, the warpriest gains the ability to enhance his armor with divine power as a swift action. This power grants the armor a +1 enhancement bonus. For every 3 levels beyond 7th, this bonus increases by 1 (to a maximum of +5 at 19th level). The warpriest can use this ability a number of minutes per day equal to his warpriest level. This duration must be used in 1-minute increments, but they don’t need to be consecutive.

These bonuses stack with any existing bonuses the armor might have, to a maximum of +5. The warpriest can enhance armor any of the following armor special abilities: energy resistance (normal, improved, and greater), fortification (heavy, light, or moderate), glamered, and spell resistance (13, 15, 17, and 19). Adding any of these special abilities replaces an amount of bonus equal to the special ability’s base cost (see Table 15–4 on page 463 of the Core Rulebook). For this purpose, glamered counts as a +1 bonus, energy resistance counts as +2, improved energy resistance counts as +4, and greater energy resistance counts as +5. Duplicate abilities do not stack. The armor must have at least a +1 enhancement bonus before any other special abilities can be added.
The enhancement bonus and armor special abilities are determined the first time the ability is used each day and cannot be changed until the next day. These bonuses apply only while the warpriest is wearing the armor, and end immediately if the armor is removed or leaves the warpriest’s possession. This ability can be ended as a free action at the start of the warpriest’s turn. This ability cannot be applied to a shield.
When the warpriest uses this ability, he can also use provide a bonus to one saving throw as a free action by expending one use of his fervor. The inspired exalt gains a +1 resistance bonus to one of his saving throws (Fortitude, Reflex, or Will). The inspired exalt may change the affected saving throw by spending a use of fervor as a standard action. The bonus affects the chosen saving throw until the inspired exalt spends another use of fervor to change it again.”
The bolded part is a c+p of the Thunderscape Campaign Setting Golemoid base class minor resistance generator ability

1 aura, blessings, focus weapon, inspired
2 divine shield, intervention 1d6
3 divine gift
4 studied combat, studied strike – (for channel energy and sacred weapon enhancement) – could drop the studied strike damage to d4’s
5 intervention 2d6
6 divine gift
7 sacred armor with use of fervor to apply it to saving throws:
8 intervention 3d6
9 divine gift
10
11 intervention 4d6
12 divine gift
13
14 intervention 5d6
15 divine gift
16
17 intervention 6d6
18 divine gift
19
20 intervention 7d6


i noticed you traded sacred weapon for both inspired and studied combat. it SEEMS like a fair trade in theory but i havent done the math for studied combat to see for sure.


# Inspired Exalt

Well actually the swaps are a little more artistic across the whole package - Inspired replaces the base Sacred Weapon functionality gained at level 1 AND ALL spellcasting.

Studied Combat replaces the buffs to Sacred Weapon gained later (+1-+5).

The two abilities should be considered as part of the whole. ;)


Hmmm i didn't notice the spellcasting loss. Hmm thats a big loss of versatility. Hmmm


I wouldn't chop out full casting, after all, both classes are Light-casters...


Hey guys sorry to interrupt your work flow. I just wanted to praise all your work and let you know I love it. I really love the Shadow Magus and if you take requests I'd love to see a similar class that's more ninja than magus but if not that's cool. Thanks for doing all you do.


Taco Man wrote:
I wouldn't chop out full casting, after all, both classes are Light-casters...

Noted. But I did, and that is the MCA being created here. Regardless of what the parent classes were, this MCA is a non-caster, powered by the divine gifts of their deity as it says in the flavor text.

If you think the class needs more power or better progressions I'm all ears.

All good saves would definitely work for the theme - divine auspice to succeed for the faith....


1 person marked this as a favorite.
Tayse wrote:
Hey guys sorry to interrupt your work flow. I just wanted to praise all your work and let you know I love it. I really love the Shadow Magus and if you take requests I'd love to see a similar class that's more ninja than magus but if not that's cool. Thanks for doing all you do.

Hey Tayse - not interrupting at all! Welcome to the thread(s)! And thanks for the support and kind words!!! We always like to hear people's experiences with MCAs.


Sorry (in Canadian), it's turning out to be a pretty busy week for work and family this week. I'll hopefully have something in the enxt day or two. Hopefully. :D


No problem, eh!?! ;)


what if they got investigater talents instead of spells? like one at each spell level.


#Inspired Exalt

They already have the choice of investigator talents OR bonus feats. Though this would give them more. Hmmm… Not a bad idea though, maybe for another Wpt/Inv… :)


I was mostly suggesting in place of that as well.


#Inspired Exalt

christos gurd wrote:
I was mostly suggesting in place of that as well.

So still vanilla warpriest bonus feats and progression of same, but replace spell casting with investigator talent suite?


yes


Sorry I've not been around! been busy with university work, I've had a quick read of the new classes.

#Explosive Fist
I do like my alchemists, and this one does look rather interesting, good to see the balance of unarmed damage and bombs. looks to be in working order now I think.

#Inspired Exalt
I like the flavor of this one, though I'd merge studied strike and intervention into one ability to better keep track of die rolling and expending inspiration. I did a similar thing with Astute Physician by having the main offensive ability able to do healing instead

-

EDIT: I've got my final class almost ready. But I can't decide between it being a Skald/Witch or a Bard/Shaman for now, I know for sure it'll have bardic performance and hexes.


#Inspired Exalt

* I see what you are getting at Tyr, but Inspired has a finite pool-esque resource as does Intervention, and Studied strike needs Studied combat as a prereq to function.

Apart from them dealing d6's I don't see them as two sides of the same coin as with the Astute Physician - or as in the Hybrid of the Thunderscape Campaign Setting's Seer and Golemoid base classes I posted HERE (posted as a Golemoid archetype for clarity of trades) - the pools there were combined, but two abilities draw from the one resource.

Now the shenanigans here is that as currently written, you could burn two uses of Inspired to buff your Studied Combat. But you still have to burn those uses, and the class has no spellcasting or channeling. It's a blessed combat monster.

* I did notice however that Studied Combat should key off Wisdom.


OK, finally got to it.

INSPIRED EXALT Revise:

Chosen, blessed, and anointed by their deities, inspired exalts are the vanguards of spiritual power. Eschewing the more mystical and outward displays of divine magic, inspired exalts instead forge a direct connection to the spark of divinity that provides intuition, prescience, and acumen both in battle and in mundane tasks.

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

Bonus Skills and Ranks: The inspired exalt may select three investigator skills to add to his class skills in addition to the normal warpriest class skills. The inspired exalt gains a number of ranks at each level equal to 6 + Int modifier.

Weapon and Armor Proficiency: The inspired exalt is proficient with all simple and martial weapons, plus the favored weapon of his deity. He is also proficient withal types of armor (heavy, light, and medium) and with shields (except tower shields). If the inspired exalt worships a deity with unarmed strike as its favored weapon, the inspired exalt gains Improved Unarmed Strike as a bonus feat.

Divine Inspiration (Ex): At 1st level, an inspired exalt gains the investigator’s inspiration ability, except that the inspired exalt uses his Wisdom (instead of Intelligence) to determine the number of uses in his inspiration pool. He can also use inspiration on any Wisdom-based skill check instead of Knowledge, and Spellcraft checks. This ability replaces orisons.

Divine Shield (Su): Starting at 2nd level, an inspired exalt becomes protected from the divine ministrations of other deities. He gains a +2 resistance bonus on Will saves made against channeled energy and adds this to any Will saves made to halve the damage and resist the effect. A good inspired exalt (or one who worships a good deity) gains this bonus against channeled negative energy. An evil inspired exalt (or one who worships an evil deity) gains this bonus against channeled positive energy. A neutral inspired exalt who worships a neutral deity (or one who is not devoted to a particular deity) must choose whether he gains this bonus against channeled positive or negative energy. This bonus increases to +4 at 5th level, +6 at 8th level, and +8 at 11th level. At 14th level, the inspired exalt becomes completely immune to his chosen channeled energy. Due to the nature of this ability, an inspired exalt that is resistant to positive energy is instead treated as undead for the purpose of how channeled negative energy affects him. This ability replaces channel energy.

Fervor (Su): This is exactly like the warpriest ability of the same name, except that the inspired exalt can only use this ability to heal himself, and not other creatures. An inspired can use this ability to harm undead or living creatures as normal, according to his alignment (or that of his chosen deity).

In addition, an inspired exalt can spend 1 use of his fervor as a free action to gain a resistance bonus equal to his sacred armor bonus on a single saving throw, or to gain the benefits of his divine inspiration on a single Charisma-based skill check without expending a use of inspiration. He can also expend one use of his fervor as a standard action to grant the benefits of his divine inspiration to a single ally. Doing so also expends one use of his divine inspiration. This alters fervor.

Divine Gift: This is exactly like the warpriest’s bonus feat ability, except that the inspired exalt can also select an investigator talent that he qualifies for in place of bonus feat.

Studied Combat (Ex): At 4th level, an inspired exalt gains the investigator’s studied combat ability, except that the inspired exalt uses his Wisdom to determine its effects. This ability replaces sacred weapon.

Studied Strike (Ex): At 4th level, an inspired exalt gains the investigator’s studied strike ability, except that his studied strike damage is 1d6 at 4th level, plus an additional 1d6 every three levels thereafter, up to a maximum of 6d6 at 19th level. This ability replaces the warpriest’s spellcasting ability.

Table: Inspired Exalt
Base
Class Attack Fort Ref Will
Level Bonus Save Save Save Special

1st +0 +2 +0 +2 Aura, blessings (minor), divine inspiration, focus weapon
2nd +1 +3 +0 +3 Divine shield (+2), fervor 1d6
3rd +2 +3 +1 +3 Divine gift
4th +3 +4 +1 +4 Studied combat, studied strike +1d6
5th +3 +4 +1 +4 Divine shield (+4), Fervor 2d6
6th +4 +5 +2 +5 Divine gift
7th +5 +5 +2 +5 Sacred armor +1, studied strike +2d6
8th +6/+1 +6 +2 +6 Divine shield (+6), fervor 3d6
9th +6/+1 +6 +3 +6 Divine gift
10th +7/+2 +7 +3 +7 Blessings (major), sacred armor +2, studied strike +3d6
11th +8/+3 +7 +3 +7 Divine shield (+8), Fervor 4d6
12th +9/+4 +8 +4 +8 Divine gift
13th +9/+4 +8 +4 +8 Sacred armor +3, studied strike +4d6
14th +10/+5 +9 +4 +9 Divine shield (immunity), fervor 5d6
15th +11/+6/+1 +9 +5 +9 Divine gift
16th +12/+7/+2 +10 +5 +10 Sacred armor +4, studied strike +5d6
17th +12/+7/+2 +10 +5 +10 Fervor 6d6
18th +13/+8/+3 +11 +6 +11 Divine gift
19th +14/+9/+4 +11 +6 +11 Sacred armor +5, studied strike +6d6
20th +15/+10/+5 +12 +6 +12 Aspect of war, fervor 7d6


So, Noro is done, which means I'm up, but I'm going to go very last instead. However, I need some input as to which one I should do. What do people think?

Consecrated Inspector (Pal/Inv)
Holy/Unholy Slayer (Sla/Pal/Anp)
Battle/War Chemist (Wrp/Alc)

I have the Consecrated Inspector done, but we already have one of those combos. Personaly I'm leaning to Battle/War Chemist. Just trying to narrow down an angle.

1) Swap fervor for bombs

2) Add discoveries to bonus feats (bomb discoveries for sure, mutagen and cognatogen dicoveries too?)

3) Able to cast spells from warpriest and alchemist lists (use lower level of the two is identical spells occur, like other classes that do this)

4) Add in option to create extracts (must be on the alchemist's formulae list) in place of Channel energy

5) Swap Aspect of War for something.

6) I plan on designing one (or more?) new blessing based on alchemy too.

7) I'm going to swap in the Alchemy ability (probably for orisons?), but as this is a war chemist, I want/need a good angle for "war" related alchemy/chemistry. I suppose we could change Sacred Armor and Weapon to "Chemistry" Armor and Weapon, using blanches or oils to apply the bonuses to weapons and armor. Actually that sounds like a good tweak.

STILL, I would like to find a new angle with war chemistry, just not sure what. I'll take a look at the new Alchemical stuff on the d20pfsrd site. Open to suggestions though.

SO, with me on hold, that means Christos is up next. Last MCA Christos, make it a good one.


@Elghinn

I'm a sucker for Alchemists, and have grown to like Warpriest, so War Chemist certainly has my vote.

- I'd swap Sacred Weapon for Bombs, as they're both progressing means of damage, with elemental enhancements. It's more of a fair swap in my opinion.

- Discoveries mixing with bonus feats sounds fair, I'd instead swap the ability to create extracts with fervor though, since extracts are a self single-target ability, just as fervor is.

- As for the War themed version of alchemy. You could instead have it so that your character can identify magic weapons and armor, rather than potions, and have bonuses to craft magic arms and armor?

- Aspect of War still seems to fit nice, though if you can squeeze mutagen in somewhere (possibly by removing one blessing) you could perhaps tie those in together somehow, like 'War Mutagen' or something.

EDIT: Settled on Bard/Shaman for my last MCA - "Spiritual Clairvoyant"


Actually, fervor for bombs is more fair, as they are both use per day abilities. Sacred weapon is rounds per day. Sacred weapon with be replaced by alchemy (with your weapon armor identification tweak) and weapon blanche (+1 to +5). I might change the duration of the blanche to 1 minute per level as there is the loss of the weapon damage increase.

Brd/Sha should be fun.


I gonna second war chemist. Be up in about 12 hours


# Inspired Exalt

Very clean El!!!

* Just a formatting aside: I would make Divine Inspiration replace Sacred Weapon, and Studied Strike and Studied Combat together replace orisons and spellcasting.

* I note the skill points are 6/level. Should be 4 as the Inv gets 6 and the War gets 2. I forgot to specify this at all so...

* Fervor: The saving throw buff should be an immediate action or if kept as a free action specify that it lasts until used or the IE rests. I also intended that it be a specific saving throw (either Fort, Ref or Will), but I'm fine with it as is.

* I think the MCA is still weaker, or at least as Christos pointed out, a lot less versatile than the vanilla Warpriest - losing Spellcasting, and orisons (I've seen guidance spammed at low levels) as well as Channeling, regardless of divine inspiration/studied combat/studied strike synergy.

I therefore argue for leaving the Studied Strike progression as every two levels rather than every three.


Spoiler:
Spirit Boxer
Some brawlers channel ancient forces through their fists to defeat their enemies. These people are known as spirit boxers.
Primary: Brawler
Secondary: Shaman
skills: The spirit boxer adds 3 skills from the shaman skill list as class skills.

Class abilities
Spirit channel: A spirit boxer makes contact with an ancient force, like a shaman. At 1st level the spirit boxer receives the spirit ability granted by her chosen spirit. At 8th level she recives the greater spirit power. At 16th level, the shaman gains the abilities listed for the true version of her selected spirit. This replaces martial flexibility.

Direct contact: The spirit boxer counts as her own spirit animal and gains the spirit animal benefit granted by her spirit. This replaces brawlers cunning.

Hex: At 2nd level the spirit boxer gains the shamans hex class feature. This replaces bonus feats.

Hex Strike: At 2nd level the spirit boxer gains the hex strike feat.

Spells: At 4th level the spirit boxer gains the ability to cast a small number of divine spells. The spirit boxer casts spells from the shaman spell list using the paladins spells per day and spells known progression. This replaces brawlers flurry and knockout.

Manifestation: Upon reaching 20th level, a spirit boxer undergoes a transformation as she manifests as a pinnacle of her main spirit. The nature of this manifestation depends on the shaman's spirit, and is described in its entry. This replaces improved awesome blow.

so beyond the usual organization stuff i need more appropriate general hexes to be suitable for this one. stuff thats damage dealing for example to help with the loss of brawlers flurry.

Dark Archive

I think Inspired Exalt came out well ^^

I third War Chemist

Spirit Boxer is amusing, potentially a good option but I would need to se more


Spirit Boxer is everything I thought about regarding my JoJo concept, so, that's scrapped. Had some good ideas regarding a Sha/Nin or a War/Nin, regardless...

#Inspired Exalt
I agree with OSW on the Inspired Strike de-nerf.

EDIT: I'd like to see the war chemist as your last drop. Alchemy is always fun.


I will be doing the war chemist.

I also agree we can go with full strike damage (9d6), and then that should be it. I'll also make those other changes you suggested. Will look at the Spirit Boxer later. Busy, busy, busy...


Elghinn Lightbringer wrote:
Busy, busy, busy...

not unlike the beaver, which is one of your Canadian spirit animals.


Indeed!


#Spirit Boxer

Looks like a nice clean combo to me, though maybe you could add in some melee-oriented spells into the mix too? I know some of our caster based monk, fighter and barbarian classes certainly have some nice examples.


#SPIRIT BOXER
Are there spells the SB doesn't get with the Shaman Spell list (max 4th) that you'd like to have access to that we might be able to convert into a hex? OR certain feats? Need some suggestion for additional hexes (damaging) as you suggested Christos.

With OSW's pretty much done. That puts Bardess up for her last ACG MCA.

Dark Archive

Everyone still around? It has been very quite.


right?
edit: new hex idea, imposing penalties to nat armor equal to your unarmed strike damage. can be used multiple times but does not stack, simply overlaps.


Not many ideas for Spirit Boxer, alas melee classes aren't my specialty, heh... mostly alchemists, druids and investigators~

No word from Bardess yet? I know they're up next, though haven't heard too much of them this time around

Dark Archive

Perhaps we can consider that by taking within a spirit, the Spirit Boxer gains certain effects like elemental damage or effects such as daze/paralyze/sickening?


JonathonWilder wrote:
Perhaps we can consider that by taking within a spirit, the Spirit Boxer gains certain effects like elemental damage or effects such as daze/paralyze/sickening?

I had the idea that each Spirit grants a different Style

http://www.d20pfsrd.com/feats/style-feats

Dark Archive

That would work too


So each Shaman spirit would grant a spirit boxer a specific set of style feats? That could be good. I'll take a look at your idea above Christos and see what I can do.

No Bardess, so, on to Tyrannical.


Alrighty, since it's the last one I've gone for something suitably different, one I was working on ages ago and didn't really have much luck until now. So...

SPIRITUAL CLAIRVOYANT:

Primary: Bard
Secondary: Shaman
Alignment: Any
Hit Die: d8

Spellcasting: Bard 0-6 casting, with some Divination spells from Shaman. Need to be prepared ahead of time unlike Bard's spontaneous casting.

Weapon and Armor Proficiency: Simple Weapons, Light Armor. Loses Bard's Extra weapons for the 'Deadly Dealer' feat

Deliver Touch Spells: Same as this class. this replaces spontaneous casting

Bardic Knowledge: Stays the same

Lore Master: Stays the same

Clairvoyant's Performance: This acts as Bardic Performance, though instead it trades instruments for the use of a Harrow Deck, Crystal Ball, Dice, or similar divining tool. Uses the 'Use Magic Device' skill in place of perform.

- Augur's Vision: Level 1 performance, acts as the 'Augury' spell, though starts at 80% meaningful response instead of 70% (to a maximum of 100%), replaces distraction

- Change Fate: level 2 performance, transfers one hex or curse from an ally to an enemy, replaces countersong

- Harrow Reader: level 4 performance, acts as the 'Harrowing' spell, though any negative effects are inflicted upon enemies instead. Replaces fascinate.

- Harrowing Curse: level 8 performance, acts as the 'harrowing curse' major hex. replaces inspire greatness

- Spiritual Commune: level 12 performance, acts as the 'Ancestral Memory' spell, though starts at 80% meaningful response instead of 70% (to a maximum of 100%), replaces soothing performance

- Diviner's Foresight: level 16 performance, Grants a +4 luck bonus on saving throws and cannot be cought flat-footed, replaces inspire heroics

- Dire Prophecy: level 20 performance, acts as the 'Dire Prophecy' grand hex, replaces deadly performance

Destiny Seer: Gain the Fortune Teller and Harrower feats, replaces well-versed

Hex: Gained at level 3 and every 3 levels thereafter, replaces the other missing performances and requires a round of performance to use

Wandering Spirit: as the Shaman ability, replaces versatile perfromance and jack of all trades

Wandering Hex: as the Shaman ability, replaces versatile performance and jack of all trades

Sorry it's a little bare bones. Been a long day here, but wanted to throw the basics up so progress is underway, I'll be back when I can to write some better descriptions and class blurb.

EDIT: I don't think my previous MCA is up on the wiki just yet, Reveling Brewmaster? surprised I caught up on the forums before it was put up~


I've been busy.


That's fine, no rush! :)


I'm here, sorry. No much time these days, but my last one is ready.

Spirit Sentinel:

Bound by a deep love to their chosen terrains, spirit sentinels scout the borderline between the worlds of men and spirits. Seeing a soul in all the living and unliving parts of their environment, they firmly believe in the need for balance between all the world’s denizens, and go to great lengths in order to help, heal, nurture and protect both nature and humanoid beings –the ones from the others, if needed– and act as intermediaries between the wilderness and civilization, so that they can come to understand and learn from each other.

Primary Class: Ranger
Secondary Class: Shaman
Alignment: Any
Hit Die: d10
Bonus Skills: A spirit sentinel adds three shaman skills to his list of class skills.
Skill Ranks per Level: 4 + Int modifier.
BAB: Full
Saving Throws: GPG
Weapon and Armor Proficiency: A spirit sentinel is proficient with all simple and martial weapons, as well as with light armor and medium armor, but not with shields.
Spell Progression: As ranger.

1) 1st favored terrain, track, wild empathy
2) Combat style feat
3) Friendship with spirits, terrain spirit
4) Terrain spirit animal
5) 2nd favored terrain
6) Combat style feat
7) Woodland stride
8) Hex, swift tracker
9) Greater terrain spirit
10) 3rd favored terrain, combat style feat
11) Quarry
12) Wandering terrain spirit
13) Hex
14) Combat style feat
15) 4th favored terrain
16) Wandering terrain spirit hex
17) Wandering terrain spirit, greater
18) Combat style feat, hex
19) Improved quarry
20) 5th favored terrain, emissary of spirits

Favored Terrain: The spirit sentinel gains his first favored terrain at 1st level. This will influence his choice of spirit and spirit abilities. He gains another favored terrain at 5th level and every 5 levels thereafter. This replaces favored enemy.
Track: As ranger.
Wild Empathy: As ranger.
Combat Style Feats: As ranger.
Friendship With Spirits (Su): At 3rd level, the spirit sentinel is attuned with the spirits of nature inhabiting the world’s terrains. Whenever he is in one of his favored terrains, he can use all hexes and spirit spells granted by spirits linked to that terrain (see below) as if he was 2 levels higher of his effective spirit sentinel level. This replaces endurance.
Terrain Spirit (Su): At 3rd level, the spirit sentinel chooses one spirit related to his first favored terrain to bond with (see the table below). He gains the spirit ability granted by his chosen spirit. The spirit sentinel also adds the 1st-4th level spells granted by his chosen spirit to his ranger spells list. At 9th level, he gains his spirit’s greater ability. This replaces the first favored terrain and evasion abilities.

Cold: Waves
Desert: Flame
Forest: Nature
Jungle: Mammoth, Nature
Mountain: Stone, Wind
Plains: Mammoth, Nature
Planes: Heavens
Swamp: Bones
Underground: Stone
Urban: Lore
Water: Waves

Terrain Spirit Animal: At 4th level, a spirit sentinel gains an animal companion as per the ranger ability. The spirit sentinel’s animal companion gain the spirit animal abilities granted by his chosen spirit. This modifies hunter’s bond.
Woodland Stride: As ranger.
Hex: At 8th level, and again at 13th and 18th level, the spirit sentinel gains a hex granted by his chosen spirit. He can’t select hexes from the generic shaman hex list. This replaces the 2nd, 3rd and 4th favored terrain.
Quarry: As ranger.
Wandering Terrain Spirit (Su): At 12th level, the spirit sentinel can temporarily bond with a spirit related to another of his favored terrains. He must make the selection each day when preparing his spells. While this feature is active, he gains the spirit ability granted by the spirit. He also adds the 1st–4th level spells granted by that spirit to his list of ranger spells. At 17th level, the spirit sentinel gains the greater spirit ability of his wandering spirit. This replaces camouflage and hide in plain sight.
Wandering Terrain Spirit Hex: At 16th level, a spirit sentinel can temporarily gain the use of one of the hexes possessed by either one of his spirits. He must make this selection each day when he prepares his spells. For the purposes of this ability, he can select any hex possessed by his terrain spirit or wandering spirit. If he selects it from his wandering spirit, he loses the hex immediately if he bonds with another spirit, although he can then select a different hex to gain using this ability, from either his spirit or his new wandering spirit. This replaces improved evasion.
Improved Quarry: As ranger.
Emissary of Spirits: At 20th level, a spirit sentinel gains the true spirit ability granted by his chosen spirit. If the spirit sentinel’s chosen spirit is Mammoth or Nature, his spirit animal companion is granted all the abilities of a spirit familiar in addition to those of an animal companion, using the spirit sentinel’s level as his effective shaman level. Moreover, the spirit sentinel can always move at full speed while using Survival to follow tracks without penalty. This replaces master hunter.

Spells: A spirit sentinel adds the following shaman spells to his spell list:
1st Level: guidance, hex vulnerability, hex ward, know direction, produce flame, purify food and drink, sense spirit magic, spirit call, wave shield.
2nd Level: beastspeak, calm emotions, claraudience/clairvoyance, create food and water, flame blade, font of spirit magic, imbue with elemental might, wood shape.
3rd Level: air breathing, aura sight, bloody arrows, call lightning, control water, dominate animal, hex glyph, mantle of calm, nauseating trail, remove blindness/deafness, stone shape, thorn body, tongues, water breathing.
4th Level: ancestral memory, awaken, baleful polymorph, bestow curse, blight, cone of cold, control winds, divination, earth glide, elemental swarm, giant vermin, hex glyph, ice storm, imbue hex, poison, remove curse, speak with haunt, spike stones, stoneskin, wall of fire, wall of stone, wall of thorns.


I don't mind putting my MCA on hold so we can do Bardess' class. They were supposed to be up before me, and it gives me a little time to write up the abilities and stuff a little better.


OK we'll focus on Bardess's.

Here's a revised (again) Spirit Boxer.

SPIRIT BOXER Final?:

Some brawlers channel ancient forces through their fists to defeat their enemies. By focusing the power of wandering spirits, these spirit boxers can enhance their combat prowess and use hexes to empower their allies or hinder their foes.

Primary Class: Brawler.
Secondary Class: Shaman.
Alignment: Any.
Hit Dice: d10.

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

Weapon and Armor Proficiency: The spirit boxer is proficient with all simple weapons, plus the handaxe, short sword, and weapons from the close fighter weapon group. She is also proficient with light armor, but not with shields.

Spirit Bond (Su): At 1st level, a spirit boxer forms a mystical bond with the spirits of the world. The spirit boxer gains the shaman’s spirit ability and must choose a spirit from those listed in the shaman’s spirit ability. She receives the spirit abilities granted by her chosen spirit at 1st level, the abilities granted by the greater spirit version at 8th level, and the abilities granted by her true spirit version at 16th level. This ability replaces martial flexibility.

Spirit Self (Ex): At 1st level, a spirit boxer forms a close bond with a spirit animal tied to her chosen spirit. This functions as the shaman’s spirit animal ability except that the spirit boxer is bonded to her chosen spirit animal. Henceforth, the spirit boxer is treated as an animal spirit for the purpose of gaining benefits granted to a spirit animal. She also serves as her own conduit to her patron, allowing her to prepare her spells and use her spirit magic. This replaces brawlers cunning.

Spirit Style Feats: This is exactly like the brawler’s bonus combat feat ability, except that the spirit boxer adds Accused Hex, Dispelling Fist, and Malicious Eye to the list of feats he can choose. Alternatively, a spirit boxer can choose a hex from those listed in the shaman’s hex ability or from her chosen spirit in place of a bonus combat feat.

In addition, starting at 2nd level, a spirit boxer may select a style feat granted by his chosen spirit. She can choose feats from her selected spirit style, even if she does not have the normal prerequisites. The benefits of these style feats apply only when she wears light or no armor. She loses all benefits of her spirit style feats when wearing medium or heavy armor, or using a shield. Once a spirit boxer selects a spirit style feat, it cannot be changed.
A spirit boxer can choose from the following style feats according to her chosen spirit.

Battle Spirit Style: At 2nd level, the spirit boxer can choose the Panther Style or Tiger Style feat whenever she gains a spirit style feat. At 5th level, she adds Panther Claw and Tiger Claw to the list. At 8th level, she adds Panther Parry Master and Tiger Pounce to the list.

Bones Spirit Style: At 2nd level, the spirit boxer can choose the Mantis Style or Pummeling Style feat whenever she gains a spirit style feat. At 5th level, she adds Mantis Wisdom and Pummeling Bully to the list. At 8th level, she adds Mantis Torment and Pummeling Charge to the list.

Flame Spirit Style: At 2nd level, the spirit boxer can choose the Efreeti Style or Snake Style feat whenever she gains a spirit style feat. At 5th level, she adds Efreeti Stance and Snake Sidewind to the list. At 8th level, she adds Efreeti Touch and Snake Fang to the list.

Heavens Spirit Style: At 2nd level, the spirit boxer can choose the Archon Style or Janni Style feat whenever she gains a spirit style feat. At 5th level, she adds Archon Diversion and Janni Tempest to the list. At 8th level, she adds Archon Justice and Janni Rush to the list.

Life Spirit Style: At 2nd level, the spirit boxer can choose the Grabbing Style or Jabbing Style feat whenever she gains a spirit style feat. At 5th level, she adds Grabbing Drag and Jabbing Dancer to the list. At 8th level, she adds Grabbing Master and Jabbing Master to the list.

Lore Spirit Style: At 2nd level, the spirit boxer can choose the Kirin Style or Monkey Style feat whenever she gains a spirit style feat. At 5th level, she adds Kirin Strike and Monkey Moves to the list. At 8th level, she adds Kirin Path and Monkey Shine to the list.

Mammoth Spirit Style: At 2nd level, the spirit boxer can choose the Dragon Style or Tiger Style feat whenever she gains a spirit style feat. At 5th level, she adds Dragon Ferocity and Tiger Claw to the list. At 8th level, she adds Dragon Roar and Tiger Pounce to the list.

Nature Spirit Style: At 2nd level, the spirit boxer can choose the Boar Style or Wolf Style feat whenever she gains a spirit style feat. At 5th level, she adds Boar Ferocity and Wolf Trip to the list. At 8th level, she adds Boar Shred and Wolf Savage to the list.

Stones Spirit Style: At 2nd level, the spirit boxer can choose the Earth Child Style or Shaitan Style feat whenever she gains a spirit style feat. At 5th level, she adds Earth Child Topple and Shaitan Skin to the list. At 8th level, she adds Earth Child Binder and
Shaitan Earthblast to the list.

Waves Spirit Style: At 2nd level, the spirit boxer can choose the Marid Style or Snapping Turtle Style feat whenever she gains a spirit style feat. At 5th level, she adds Marid Spirit and Snapping Turtle Clutch to the list. At 8th level, she adds Marid Coldsnap and Snapping Turtle Shell to the list.

Wind Spirit Style: At 2nd level, the spirit boxer can choose the Crane Style or Djinni Style feat whenever she gains a spirit style feat. At 5th level, she adds Crane Wing and Djinni Spirit to the list. At 8th level, she adds Crane Riposte and Djinni Spin to the list.

Hex Strike (Su): At 2nd level, a spirit boxer gains Hex Strike as a bonus feat.

Spellcasting: Beginning at 4th level, a spirit boxer gains the ability to cast a small number of divine spells, which are drawn from the shaman spell list. Only shaman spells of 4th level and lower are considered to be part of the spirit boxer’s spell list. A spirit boxer must choose and prepare her spells in advance.

To prepare or cast a spell, a spirit boxer must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a spirit boxer's spell is 10 + the spell level + the spirit boxer's Wisdom modifier.

Like other spellcasters, a spirit boxer can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Spirit Boxer. In addition, she receives bonus spells per day if she has a high Wisdom score. When Table: Spirit Boxer indicates that the spirit boxer gets 0 spells per day of a given spell level, she gains only the bonus spells she would be entitled to based on her Wisdom score for that spell level.

A spirit boxer must spend 1 hour per day in quiet meditation to regain her daily allotment of spells. A spirit boxer may prepare and cast any spell on her spell list provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.

Through 3rd level, a spirit boxer has no caster level. At 4th level and higher, her caster level is equal to her spirit boxer level –3. This ability replaces brawler’s flurry.

Spirit Magic: At 4th level, a spirit boxer can spontaneously cast a limited number of spells per day beyond those she prepared ahead of time and gains the shaman’s spirit magic ability. This ability replaces knockout.

Manifestation: At 20th level, a spirit boxer undergoes a transformation as she manifests as a pinnacle of her main spirit. She gains the shaman’s manifestation ability. This ability replaces improved awesome blow.

Table: Spirit Boxer
Base
Class Attack Fort Ref Will Spells Per Day
Level Bonus Save Save Save Damage Special 1st 2nd 3rd 4th

1st +1 +2 +0 +0 1d6 Martial training, spirit, spirit self, unarmed strike — — — —
2nd +2 +3 +0 +0 1d6 Hex strike, spirit style feat — — — —
3rd +3 +3 +1 +1 1d6 Maneuver training 1 — — — —
4th +4 +4 +1 +1 1d8 AC bonus +1, spirit magic 0 — — —
5th +5 +4 +1 +1 1d8 brawler’s strike (magic), close weapon mastery, 1 — — —
spirit style feat 1 — — —
6th +6/+1 +5 +2 +2 1d8
7th +7/+2 +5 +2 +2 1d8 Maneuver training 2 1 0 — —
8th +8/+3 +6 +2 +2 1d10 Spirit (greater), spirit style feat 1 1 — —
9th +9/+4 +6 +3 +3 1d10 AC bonus +2, brawler’s strike (cold iron and silver) 2 1 — —
10th +10/+5 +7 +3 +3 1d10 2 1 0 —
11th +11/+6/+1 +7 +3 +3 1d10 Maneuver training 3, spirit style feat 2 1 1 —
12th +12/+7/+2 +8 +4 +4 2d6 Brawler’s strike (alignment) 2 2 1 —
13th +13/+8/+3 +8 +4 +4 2d6 AC bonus +3 3 2 1 0
14th +14/+9/+4 +9 +4 +4 2d6 Spirit style feat 3 2 1 1
15th +15/+10/+5 +9 +5 +5 2d6 Maneuver training 4 3 2 2 1
16th +16/+11/+6/+1 +10 +5 +5 2d8 Awesome blow, spirit (true) 3 3 2 1
17th +17/+12/+7/+2 +10 +5 +5 2d8 Brawler’s strike (adamantine), spirit style feat 4 3 2 1
18th +18/+8/+13/+3 +11 +6 +6 2d8 AC bonus +4 4 3 2 2
19th +19/+14/+9/+4 +11 +6 +6 2d8 Maneuver training 5 4 3 3 2
20th +20/+15/+10/+5 +12 +6 +6 2d10 Manifestation, spirit style feat 4 4 3 3

New Hexes:

The following hexes are restricted to the Spirit Boxer multiclass archetype.

Breach Armor (Su)
Physical attacks can penetrate an opponent’s armor more easily.

Effect: The spirit boxer can cause the armor of a creature within 30 feet to become fragile for 1 round. The base armor bonus granted by the affected creature’s manufactured armor (hide, chain shirt, scale mail, etc.) is reduced by a number equal to the spirit boxer’s Wisdom modifier (minimum armor bonus of 0). The armor is also considered to have the fragile armor quality. A spirit boxer knows when an affected creature is no longer under the hex’s effect. A spirit boxer can have only one breach armor hex active at a time. If the spirit boxer uses this ability again, the previous curse immediately ends. At 8th level and 16th level, the duration of this hex is extended by 1 round. A creature can only be the target of this hex once in a 24 hour period.

Hide Breaker Curse (Su)
The spirit boxer can lower the natural defense of her opponents.

Effect: The witch can cause a creature within 30 feet to suffer from a weakening of its natural defenses. The affected creature’s natural armor bonus is reduced by 2 (minimum 0). This curse lasts until the affected creature is hit. A spirit boxer knows when an affected creature is no longer under the hex’s effect. A spirit boxer can have only one hide breaker hex active at a time. If the spirit boxer uses this ability again, the previous curse immediately ends. At 8th level and 16th level, the creature’s natural armor bonus is further reduced by 1.

Dark Archive

Very nice, great job Elghinn

Bardess' Spirit Sentinel is also nice/interesting

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