Multiclass Archetypes IX: ACG Unleashed


Homebrew and House Rules

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Publisher, Forest Guardian Press

JonathonWilder wrote:

Persona Shifter - Inv (Infiltrator)/Sor or Sor/Inv (Infiltrator)

New Bloodline: Doppleganger bloodline
Persona Shifters are spies, infiltrators, and deceivers who have within their ancestry a doppelganger somewhere within their family line. More they are those whose blood marks them as different or even tainted, ever changing, and even in young they took to creating disguises to fool others. Yet now that they can finally take on evershifting personas, there is the risk of looking themselves to the personas taken on. If a Persona Shifter is not careful, they can lose all understand of self and truly become the identities they create.
 
Apart from the whole shapeshifting angle I am also considering other details such as the MCA allowing the character to take on new alignments, for not so much immunity to divination spells to identify who they are as that when they take on a persona as that of all information gained through divination would be false, fabricated.
 
Perhaps as part of the level 20 Bloodline Arcana have it that they can count as any alignment, whichever would be most beneficial when it comes to spell effects and interacting with others.
--------------------
 
Also, maybe we can use this 3rd party bloodline for ideas, though understandably not copying it whole cloth:Doppelganger Bloodline

Linkified for you...

Dark Archive

Oceanshieldwolf wrote:
Linkified for you...

Thanks, I edited my post... though given we are on a new page you quoting my post was actually very beneficial, not only for linking the bloodline for me.

Dark Archive

If going with Investigator as Primary it allows me to keep the class' skill list while adding a few skills from the Sorcerer list if they have any skills the other doesn't have. Swap Alchemy and all related abilities for bloodline, maybe even Inspiration, for Bloodline and becoming a half caster.
Benefit: Allows me to keep skill access, better Saves, BAB, Trapfinding, Studied Strike, Investigator talents.

Yet if I go with Sorcerer as Primary it could allow for more spells, perhaps a full caster but a much more limited spell list though I could perhaps go with having a more limited spell list up to 9th level with the above as well.

No matter the path I would like a few altered/unique abilities for the Persona Shifter itself.


Here's the revised-revised abilities of the Occult Clairvoyant.

Spellcasting: An occult clairvoyant casts divine spells drawn from the bard spell list, and adds the following spell to his list at the indicated spell levels: 1st level–bane, bless, detect animals or plants, detect chaos/law/good/evil, detect undead, dream /i]feast; 2nd level–augury, burdened thoughts, guiding star[i; 3rd level–[i]bestow curse, speak with dead, speak with haunt; 4th level–divination, sending; 5th level–ancestral memory, commune, commune with nature, major curse; 6th level–true seeing, find the path.

An occult clairvoyant must choose and prepare his spells in advance. To prepare or cast a spell, an occult clairvoyant must have a Wisdom score equal to at least 10 + the spell's level. The saving throw DC against an occult clairvoyant's spell is 10 + the spell's level + the occult clairvoyant's Wisdom modifier.

Like other spellcasters, an occult clairvoyant can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Occult Clairvoyant. In addition, he receives bonus spells per day if he has a high Wisdom score.
Occult clairvoyants consult their harrow deck to prepare their spells. Each occult clairvoyant must choose a time when he must spend 1 hour each day in quiet consultation with his harrow deck to regain his daily allotment of spells. An occult clairvoyant can prepare and cast any spell on the occult clairvoyant spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily study. This ability replaces the bard’s spellcasting ability.

Hex: Moved to 2/6/10/14/18

Deadly Dealer: Moved to 3rd.

Destiny Seer: Moved to 4th.

Wandering Spirit: Moved to 5th, 12th (greater), 19th (true). He adds his spirit magic spells to his spell list for the day. Changes when spirit is chosen each day.

Wandering Hex: At 10th, 2 hexes at 16th.

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

1st +0 +0 +2 +2 Augur’s vision, bardic knowledge, clairvoyant’s performance, 1 — — — — —
diviner’s deck, orisons
2nd +1 +0 +3 +3 Change fate, hex 2 — — — — —
3rd +2 +1 +3 +3 Deadly dealer, soothsaying +2 3 — — — — —
4th +3 +1 +4 +4 Destiny seer 3 1 — — — —
5th +3 +1 +4 +4 Lore master 1/day, wandering spirit 4 2 — — — —
6th +4 +2 +5 +5 Diviner’s foresight, hex 4 3 — — — —
7th +5 +2 +5 +5 Soothsaying +3 4 3 1 — — —
8th +6/+1 +2 +6 +6 Harrower’s curse 4 4 2 — — —
9th +6/+1 +3 +6 +6 5 4 3 — — —
10th +7/+2 +3 +7 +7 Hex, wandering hex 5 4 3 1 — —
11th +8/+3 +3 +7 +7 Lore master 2/day, soothsaying +4 5 4 4 2 — —
12th +9/+4 +4 +8 +8 Commune with spirits, wandering spirit (greater) 5 5 4 3 — —
13th +9/+4 +4 +8 +8 5 5 4 3 1 —
14th +10/+5 +4 +9 +9 Hex 5 5 4 4 2 —
15th +11/+6/+1 +5 +9 +9 Soothsaying +5 5 5 5 4 3 —
16th +12/+7/+2 +5 +10 +10 Hex, wandering hex (2 hexes) 5 5 5 4 3 1
17th +12/+7/+2 +5 +10 +10 Lore master 3/day 5 5 5 4 4 2
18th +13/+8/+3 +6 +11 +11 Hex, mass foresight 5 5 5 5 4 3
19th +14/+9/+4 +6 +11 +11 Soothsaying +6, wandering spirit (true) 5 5 5 5 5 4
20th +15/+10/+5 +6 +12 +12 Prophecy of doom 5 5 5 5 5 5

So, what does everyone think of the balance? Good, too OP, strong but not OP?

Dark Archive

Small edit from what is give for the Persona Shifter above, the link above to NotNW's Doppelganger Bloodline is being forced to redirected to the Paizo home page.
Here is the fixed link Doppelganger Bloodline

Also in the flavor text it is "losing themselves" not "looking themselves"

Dark Archive

Also, I think the Occult Clairvoyant turned out well. I see no problems with it myself, so I think you did well Elghinn.


@Occult Clairvoyant

Looks good to me! Nice work!


Then with OC done, that's Taco Man up next.


I have an odd question to toss in here: in a gestalt game would you consider allowing one of these archetypes a good or a bad thing? Say, for instance, someone wanted to make a Fighter // Trick Blade or an Oracle / Mystic Theurge // Battle Caster / Daring Champion?

Tossing these out there as gestalt games are something I'm contemplating for smaller groups in the future and I absolutely love these multiclass archetypes.

Also, are you still looking for people to work up archetype concepts?

Dark Archive

Inlaa wrote:
Also, are you still looking for people to work up archetype concepts?

After this thread the main driving force behind Multiclass Archetypes, Elghinn Lightbringer, will be ending his involvement. If the project continues it will have to be by the rest of us, so the question of whether or not this will even continue is uncertain to say the least.


JonathonWilder wrote:
Inlaa wrote:
Also, are you still looking for people to work up archetype concepts?
After this thread the main driving force behind Multiclass Archetypes, Elghinn Lightbringer, will be ending his involvement. If the project continues it will have to be by the rest of us, so the question of whether or not this will even continue is uncertain to say the least.

We're free to continue to make hybrid classes, though they wont strictly be 'MCAs'.

I think El said he would poke his head into the forums now and then if we make a new thread, and would perhaps take some ideas on board to put on the MCA boards (creator willing). That's last I heard anyways.

I'm up for creating more hybrid classes in the future, though it depends on if we got enough people on board and decide from there. It'd be easier just continuing onto MCA: X, but it's El's IP at the end of the day.


Inlaa wrote:

I have an odd question to toss in here: in a gestalt game would you consider allowing one of these archetypes a good or a bad thing? Say, for instance, someone wanted to make a Fighter // Trick Blade or an Oracle / Mystic Theurge // Battle Caster / Daring Champion?

Tossing these out there as gestalt games are something I'm contemplating for smaller groups in the future and I absolutely love these multiclass archetypes.

Also, are you still looking for people to work up archetype concepts?

While MCAs use the archetype mechanic to mash two classes together, they are essentially, 20th level hybrid classes. So, you could gestalt them like any other class, or use PrCs on them, if they meet the prerequ's, or even class archetypes, if they still have the required class features to swap out for the archetype's new features.

as was stated. After we're done the next 4 or so MCA concepts left, I will be taking a long break from MCAs. I've been going full bore for 4 years, and want to step back and do other things. that said, I won't completely nix the idea of me returning after a while. I tend to keep working on things I am good at, and this is something I'm good at. so don't be surprised IF I did start up a 10th thread somewhere down the line again. But, I need a break for a while.

@The Gang

You guys could always start individual threads that work out only a single concept at a time too. Much like many people start a class revision thread, new archetype concept, etc. Then they are all contained in their own individual thread, instead of 30+ on a single thread. Just a thought.


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OK, here's what I've got for the Persona Shapeshifter. I used the Doppleganger blooodline and included some of the Infiltrator.

PERSONA SHIFTER:

Persona shifters are foremost spies, infiltrators, and deceivers who possess the blood of doppleganger’s somewhere in their family line. More so, their blood marks them as tainted and ever changing, for even in their youth they took to creating disguises to fool others. However because of their ever-shifting personas, there is the risk of losing themselves in the personas they assume. If a persona shifter is not careful–deadly careful–they can lose all understanding of self and truly become the identities they create.

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

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

Weapon and Armor Proficiency: The persona shifter is proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, short sword, and sword cane. He is also proficient with light armor, but not with shields.

Spellcasting: A persona shifter casts arcane spells drawn from the alchemist formulae list and the sorcerer spell list. Only sorcerer spells of 6th level and lower and alchemist formulae are considered to be part of the persona shifter’s spell list. If a spell appears on both the sorcerer spell list and the alchemist formulae list, the persona shifter 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 persona shifter must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class (DC) for a saving throw against a persona shifter’s spell is 10 + the spell level + the persona shifter’s Charisma modifier.

Like other spellcasters, a persona shifter can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Persona Shifter. In addition, he receives bonus spells per day if he has a high Charisma score.
The persona shifter’s selection of spells is extremely limited. A persona shifter begins play knowing four 0-level spells and two 1st-level spells of the persona shifter’s choice. At each new persona shifter level, he gains one or more new spells, as indicated on Table: Persona Shifter Spells Known. (Unlike spells per day, the number of spells a persona shifter knows is not affected by his Charisma score.

Upon reaching 5th level, and at every third persona shifter level after that (8th, 11th, and so on), a persona shifter can choose to learn a new spell in place of one he already knows. In effect, the persona shifter “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 persona shifter spell the persona shifter can cast. A persona shifter 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 persona shifter 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 and cantrips replace alchemy and extracts.

Cantrips: Persona shifters learn a number of cantrips, or 0-level spells, as noted on Table: Persona Shifter 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

Doppleganger’s Blood (Su): Somewhere in past generations, a doppelganger infiltrated the persona shifter’s family tree, infusing him with the innate magic of the doppelganger race. At 1st level, a persona shifter adds Disguise to his list of class skills. Whenever a persona shifter casts a polymorph spell on himself, he gains a bonus to Disguise skill checks equal to half his persona shifter level for as long as he remains polymorphed. In addition, he adds the following spell to his list of spells known at the indicated levels: disguise self (3rd), alter self (6th), monstrous physique I (9th), true form (12th), seeming (15th), transformation (18th). This ability replaces studied strike +2d6, +5d6, and +8d6.

Quick Change (Su): At 1st level, a persona shifter can draw upon his doppelganger heritage to assume and change a disguise. Activating this ability is a swift action. A persona shifter gains a +5 bonus on one Disguise check made to impersonate a particular individual and it only requires a swift action to apply his disguise. He can use this ability a number of times per day equal to 3 + his Charisma modifier. This ability replaces trapfinding and swift alchemy.

Mimic Mastery (Su): At 2nd level, when a persona shifter uses disguise self or any polymorph extracts on himself, he is treated as 2 investigator levels higher for the purpose of determining the duration of that extract's effect. He can use these extracts to take the appearance of specific individuals of the type of form he chooses, gaining a +10 to Disguise checks even if that extract does not typically grant such a bonus. Furthermore, these extracts grant the persona shifter a +10 bonus to Disguise checks made as part of his voice mimicry ability. This ability replaces poison resistance.

Voice Mimicry (Ex): At 2nd level, a persona shifter learns to mimic voices and sounds around him. Using this ability requires a special Disguise check, and creatures hearing the voice can make a Perception check to discover the ruse. A persona shifter can attempt to emulate any creature or other sound he's heard clearly for at least 1 minute. The bonuses or penalties to this special Disguise check are modified in the following ways, all of which are cumulative.

• Voice is not your own, but not that of a distinct individual +5
• Voice is that of a different gender –2
• Voice is that of a different race –2
• Voice is that of a different age category –2
• Voice is that of a different size category –5

Also, the creature making the Perception check gains a bonus based on its familiarity with specific voices, just as if it were confronted with a normal disguise. This ability is a language-dependent effect, meaning that if a creature cannot hear or understand what the persona shifter is saying, the ruse fails. Magic items, feats, and traits that affect typical disguises do not affect this disguise check. At 8th level, the persona shifter gains the effects of its master of disguise class feature on this special use of the Disguise skill (no penalty for a voice of a different gender, race, or age category, and only a –3 penalty for a different size category). This ability replaces poison lore.

Mind Reader (Sp): At 3rd level, a persona shifter can read minds as a spell-like ability. This ability acts like detect thoughts, except it lasts only 1 round, it can only be used on a single target as a standard action, and if the target fails its Will save, the persona shifter gains information as if he had concentrated on it for 3 rounds. A persona shifter may use this ability once per day at 3rd level and one additional time per day for every four persona shifter levels he possess beyond 3rd, up to five times per day at 19th level. This ability replaces the investigator talent gained at 3rd level.

Studied Strike (Ex): This is exactly like the investigator ability of the same name, except that the extra damage is 1d6 at 4th level, plus 1d6 every three levels thereafter, up to a maximum of 6d6 at 19th level.

Investigator’s Talent (Ex): This is exactly like the investigator ability of the same name, except that the persona shifter gains a talent at 5t level and every three levels. In addition, whenever a persona shifter gains an investigator talent, he can select one of the following feats instead: Combat Casting, Deceitful, Dodge, Extend Spell, Great Fortitude, Spell Focus (transmutation), Stealthy, Tenacious Transmutation.

Perfect Copy (Ex): At 9th level, a persona shifter can perfectly copy the appearance of specific individuals when he casts polymorph spells or uses abilities which function as polymorph spells on himself. This ability replaces the investigator talent gained at 9th level.

Alter Self (Su): At 15th level, a persona shifter can change his shape into that of any humanoid at will. This ability acts like alter self, except the persona shifter may remain in a chosen form as long as he wants to. This ability replaces the investigator talent gained at 15th level.

True Shapeshifter (Su): At 20th level, a persona shifter gains the shapechanger subtype in addition to the subtypes he already possesses. The persona shifter gains immunity to charm and sleep, darkvision 60 feet (if the persona shifter already possesses darkvision, it increases by 60 feet), and he becomes proficient in all weapons, armor, and shields. Additionally, a persona shifter can use any spell trigger or spell completion item as if the spells were on his spell list. A persona shifter’s caster level for items he normal couldn’t use is equal to his persona shifter level. This ability replaces true inspiration.

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

1st +0 +0 +2 +2 Cantrips, doppleganger’s blood, inspiration, quick change 1 — — — — —
2nd +1 +0 +3 +3 Mimic mastery, voice mimicry 2 — — — — —
3rd +2 +1 +3 +3 Keen recollection, mind reader, trap sense +1 3 — — — — —
4th +3 +1 +4 +4 Studied combat, studied strike +1d6 3 1 — — — —
5th +3 +1 +4 +4 Investigator talent 4 2 — — — —
6th +4 +2 +5 +5 Trap sense +2 4 3 — — — —
7th +5 +2 +5 +5 Studied strike +2d6 4 3 1 — — —
8th +6/+1 +2 +6 +6 Investigator’s talent 4 4 2 — — —
9th +6/+1 +3 +6 +6 Perfect copy, trap sense +3 5 4 3 — — —
10th +7/+2 +3 +7 +7 Studied strike +3d6 5 4 3 1 — —
11th +8/+3 +3 +7 +7 Investigator’s talent 5 4 4 2 — —
12th +9/+4 +4 +8 +8 Trap sense +4 5 5 4 3 — —
13th +9/+4 +4 +8 +8 Studied strike +4d6 5 5 4 3 1 —
14th +10/+5 +4 +9 +9 Investigator’s talent 5 5 4 4 2 —
15th +11/+6/+1 +5 +9 +9 Alter self, traps sense +5 5 5 5 4 3 —
16th +12/+7/+2 +5 +10 +10 Studied strike +5d6 5 5 5 4 3 1
17th +12/+7/+2 +5 +10 +10 Investigator’s talent 5 5 5 4 4 2
18th +13/+8/+3 +6 +11 +11 Trap sense +6 5 5 5 5 4 3
19th +14/+9/+4 +6 +11 +11 Studied strike +6d6 5 5 5 5 5 4
20th +15/+10/+5 +6 +12 +12 Investigator’s talent, true shapeshifter 5 5 5 5 5 5

Dark Archive

#Persona Shifter
Well... that was fast, and you were able to keep more from the Investigator then I thought you would/could. I do worry a little bit about how we used so much of the doppleganger bloodline as closely as you did, not sure if we could get in trouble for such by NotNW. Perhaps I am worrying too much though, I am tired.

Still, it seems I gave you enough resources that you were able to pop this out very quickly, which is nice too see... I will offer more thoughts later, it is almost 3:00 am and I need to go to bed.


As far as I can tell, their stuff is under the OGL license, so we should be fine. We'll just note that the stuff we use is from their info.

Like this.

*Note: Quickchange, Mind Reader, Perfect Copy, Alter Self, True Shapeshifter, and information listed in the Doppleganer’s Blood ability are part of the Doppleganger Bloodline and are the property of Necromancers of the Northwest (http://www.necromancers-online.com/articles/FromtheWorkshop/2011/20110819. html). (Copyright 2010-2012 Necromancers of the Northwest, LLC)

Dark Archive

Well... then yah this came out really well, very nice work Elghinn.

Was this easier because you didn't need to come up with anything from scratch and all the important bits was provided for you? I admit it is interesting how quickly you finished it, a bit surprising how everything fell into place.

Does anyone else anything to offer for the Persona Shifter?
----------------------------

Edit: One thing I might add is a 'Note' is that of suggesting that a player should perhaps come up with a personas they would use often, writing down information and consider personalities for the alias that their character creates to transform into. This MCA is one with a fair amount of roleplaying potential if a player puts in the additional work to write down the personas their character might use, perhaps even one per city at least that they can use again and again.

There were at least in AD&D and D&D notes and suggestions (in a side window option times) involving roleplaying certain options and classes the player may pick.


While I don't like to use stuff wholesale from a 3rd party, I'm not against it when it just fits in. Infiltrator stuff already had swaps, so that was easy. Left out the one ability from it in favor of Quickchange power instead. then I just needed to figure out what to swap out that would help balance things.

PMed Taco Man, we'll give him a day and then move on.

Dark Archive

Edited my last post, didn't realize you would have posted before I added to it.

Oh, seems you added to your post as well. Sure that disclaimer is fine.


Yeah, we could certainly add that in as a side bar.


I'm not sure there is anything we can't use as a non-profit, homebrew project. Then again, all the rest of my family are legal academics, and I'm not. There is a reason for that. ;)


Oceanshieldwolf wrote:
I'm not sure there is anything we can't use as a non-profit, homebrew project. Then again, all the rest of my family are legal academics, and I'm not. There is a reason for that. ;)

+1


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Well, no sign of Taco Man, so that means Lindley Court is next.

Then after her its Apraham Lincoln, Noro, and then myself, who will be wrapping up the thread.

As I said, don't be surprised if after a long break (maybe summer or after the summer) if you see a 10th thread show up. In fact, it may be likely, as MCAs are in my blood. But the break at least for now is needed. So stay tuned. We could just keep this thread open I suppose? You guys could just keep going for the time being. i may pop in now and then. We'll see. MCAs always suck me back in. :/


Elghinn Lightbringer wrote:

Well, no sign of Taco Man, so that means Lindley Court is next.

Then after her its Apraham Lincoln, Noro, and then myself, who will be wrapping up the thread.

As I said, don't be surprised if after a long break (maybe summer or after the summer) if you see a 10th thread show up. In fact, it may be likely, as MCAs are in my blood. But the break at least for now is needed. So stay tuned. We could just keep this thread open I suppose? You guys could just keep going for the time being. i may pop in now and then. We'll see. MCAs always suck me back in. :/

If that's the case, maybe make an MCA 9.5 thread? One purely for working while you're gone and just keeping ideas flowing for 'off the record' hybrid classes?

Just my two copper pieces anyway~


Sorry guys, out of ideas on this front, issues IRL, I haven't been working on this too much. I do support a "9.5" concept for until your return.


That's a good idea.

Dark Archive

Elghinn, one of my players is asking me to explain the Perfect Copy ability of the Persona Shifter.

Isn't that mostly there because Ponymorph spells and effects don't normally allow you to take the appearance of a particular individual? Maybe, since this question was asked, a bit of clarification is needed for that ability.


Yes I believe that is why.

"Unless otherwise noted, polymorph spells cannot be used to change into specific individuals. Although many of the fine details can be controlled, your appearance is always that of a generic member of that creature's type."

Perfect Copy (Ex): At 9th level, you can perfectly copy the appearance of specific individuals when you cast polymorph spells or use abilities which function as polymorph spells on yourself.

Thus, he could transform to look exactly like you or I.

Dark Archive

I honestly find it quite odd that you require some extra ability just to take on the appearance of others. You would think that would be an easy thing for someone using polymorph spells. Admittingly I don't exactly like how Pathfinder has handled polymorph in general, I would have taken a different direction in balancing the subschool. -shakes head-


Yeah, typically you assume a generic form of the creature, but with this ability you can actually take the specific form. Thus, you could take on the exact form of the troll king, or the elder elemental who rules the water elemental's enemy gang. Or assume the kings appearance and take over the kingdom.

Advocates

Pathfinder Adventure, Adventure Path, Maps Subscriber

Sorry for the delay, was without internet briefly.

The lore blaster is not an old tradition, as most skalds observe. It is a new way deeply immersed in that which is ancient. To strike down foes with new-age bullets while cataloguing each kill with a quill, to seek preserved ruins while piercing through armor at the pull of a trigger… that is the way of the lore blaster.

Primary: Skald
Secondary: Gunslinger

Antique Firearm (Ex): At 1st level, the lore blaster gains a battered firearm as a gunslinger. This replaces Scribe Scroll.

Intellectual Spellcaster (Ex): At 1st level, the lore blaster learns to apply his intellect in new ways. He uses Intelligence as his casting modifier for skald spellcasting, but gains one fewer spell per day at each level.

Guile (Ex): At 1st level, the lore blaster gains a guile pool, a measure of his heroic intellect. This allows him to use deeds. He gains and expends guile as a gunslinger does with grit, but uses Intelligence instead of Wisdom to determine the size of his pool.

Raging Deeds (Ex): The lore blaster has the ability to expend guile while performing a raging song to use his deeds. He can only use raging deeds while using certain raging songs. This modifies raging songs.

Furious Shot (Ex): At 1st level, the lore blaster can make two firearm attacks as a single standard action, but each of these attacks takes a -4 circumstance penalty. This is reduced by 1 at 4th level and every 4 levels thereafter, to a minimum of -0 at 16th level. This can only be used while singing Inspired Rage, and replaces the Will save bonus from such.

Pistol-Whip (Ex): At 6th level, the lore blaster can use the gunslinger deed of the same name while singing Song of Strength.

Additionally, the lore blaster may, instead of learning a rage power, learn two gunslinger deeds of his level or lower. He is the only one that can benefit from these, and they may be used during any raging song, but not at any other time.


So, we are using rage song rounds and a grit mechanic. Why not just use raging song rounds instead, and use Int to determine number?

Then with diminished casting, we can have him choose two gunslinger deeds (1st/3rd/7th/11th/15th/19th), usable only while raging. Then there is the rounds necessary to keep the performance, plus additional rounds to use a deed on top of it. Likely, expending twice the number of rage rounds as the required grit. That will streamline the abilities a bit.

Then we can add Furious Shot as a new deed, usable only with inspired rage, and if we want we can tie certain deeds to be used with certain songs? Though that might be rather restrictive.

What is your original idea for the diminished spellcasting? What does he gain by doing that? Just trying to figure out if we need to do it or not. Probably

I think we need to run raging deeds and raging songs off of the raging song rounds mechanic. Raging deeds require a raging song to be active, and cost 2 rounds of raging song per point of grit required.

Then we can go diminished spellcasting, grant 1 deed of each level (1/3/7/11/15/19) of his choice. Then, can choose a second deed as a rage power instead. As the deeds are usable only while raging (like a rage power) I think we can swap a rage power for a deed strait across. Of course, he can only select a deed of a level he can already use. So, he'd never get a 2nd 19th level deed, unless we change master skald to allow a choice of a 19th level deed.

Advocates

Pathfinder Adventure, Adventure Path, Maps Subscriber

I like the second set of options!


#Lore blaster:

This one could use the spell warrior archetype's weapon song, or some variant thereof, limited to guns.

Dark Archive

#Lore blaster
This looks like an interesting MLP, from what has been put together, though I am not really feeling it when it comes to the name.

Dark Archive

MCA not MLP, I have no idea how I make that mistake. ^^;


JonathonWilder wrote:
MCA not MLP, I have no idea how I make that mistake. ^^;

Dear Princess Celestia,

The MCA thread has been an excellent exercise in friendship. I've been working closely with several nice people over the net over the past few months. Occasionally, someone else will drop in and compliment our work, which always makes us feel nice. Me especially.

As you are not an avid Pathfinder or Dungeons & Dragons player, and only ever stick to GURPS, I'm afraid there's not much else I can relay, regardless.

What I've learned about friendship this week, is that it doesn't always have to be close. Many times it can be a simple business relationship, forged from a shared passion over a hobby.

-Your Eccentric Troll Pseudo-student, Taco.

# Lore Blaster
The name might need alittle tinkering, and I'll definitely need to see a more full concept to have some proper feedback, but OOH that FLAVOR. It's SUCCULENT, and STEWS WITHIN MY HEAD. I should definitely have some suggestions by the end of things...


Alright, here's the revised, enhanced version of the lore blaster. I've renamed it the

GUN SKALD:

While most skalds are trained in the oral traditions, a select few deeply immerse themselves in their tribal lore, enabling them to draw upon the heroic deeds of ages past and bolster themselves in battle. Trained in the use of firearms, the gun skald emulates the ancient deeds of heroes long gone to strike down his foes and pierce their defenses from afar. Through his raging song, he performs these deeds with eloquence while preserving his own heroics in poetic verse.

Primary Class: Skald.
Secondary Class: Gunslinger.
Alignment: Any.
Hit Dice: d8.

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

Weapon and Armor Proficiency: The gun skald is proficient with all simple and martial weapons, and with all firearms. He is also proficient with light armor, but not with shields.

Diminished Spellcasting: The gun skald casts arcane spells drawn from the skald’s spell list, but knows one fewer spell of each spell level. He otherwise learns and casts spells as a skald of equal level.

Scholarly Skald: A gun skald learns to apply his intellect in new ways. He uses his Intelligence to determine the effects of his spells and bonus spells per day, as well as his raging song ability.
Antique Firearm: At 1st level, a gun skald possesses an ancient tribal firearm and gains the gunslinger’s gunsmith ability. This ability replaces scribe scroll.

Raging Song: This is exactly like skald ability of the same name, except that the gun skald gains the following raging songs.

Enhance Weapons (Su): At 1st level, the gun skald can grant a +1 enhancement bonus to the weapons (including ammunition) of allies within 60 feet. At 5th level and every 5 levels thereafter, this enhancement bonus increases by 1. The maximum bonus gained is based upon the number of weapons affected: +5 to one weapon, +4 to two weapons, +3 to three weapons, or +2 to four or more weapons. Fifty pieces of ammunition count as one weapon for this purpose.

These bonuses can also be used to add any of the following weapon special abilities to the weapons enhanced by this ability: dancing, defending, distance, flaming, frost, ghost touch, keen, mighty cleaving, returning, shock, seeking, or speed. Adding these weapon special abilities consumes an amount of bonus equal to the special ability's cost (see Table: Melee Weapon Special Abilities). These enhancement bonuses and special abilities overlap with any enhancements or special abilities the weapon already has, though duplicate special abilities do not stack. If an affected weapon is not magical, at least a +1 enhancement bonus must be added before any other special abilities can be.

The bonus and special abilities granted by this raging song are determined when the song begins, and cannot be changed until the raging song ends and another is begun. These bonuses apply to only one end of a double weapon. This ability replaces the inspired rage raging song.

Glorious Epic (Su): At 3rd level, a gun skald learns how to truly extol the virtues and prowess of the heroic figures in his epic tales. By performing for 10 minutes and expending 1 round of raging song, the gun skald can influence opinions positively towards a heroic subject of the gun skald's choice. If the subject of the epic attempts a Diplomacy or Intimidate check against anyone who listened to the full performance, he receives a circumstance bonus on that check equal to +1. This bonus increases by +1 at 4th level and every four levels thereafter, to a maximum of +6 at 20th level. This ability replaces the song of marching raging song.

Raging Deeds: At 3rd level, a gun skald learns the ancient skaldic poems of heroic legends long past. He gains the gunslinger’s deeds ability, and chooses one 1st level deed. At 5th level and every four levels thereafter, he can select one deed from each subsequent level of deeds, up to 15th level deeds at 17th level. To use a deed, a gun skald must expend a number of rounds of raging song equal to twice the number of required grit points. Deeds that require at least 1 grit point to function instead require at least 2 rounds of raging song. A raging deed only function while a raging song is in effect.

In addition, a gun skald adds the following raging deeds restricted to the Gun Skald multiclass archetype to the list of deeds he can select.

Furious Shot (Ex): At 3rd level, the gun skald can spend two rounds of raging song to make two firearm attacks as a single standard action, but each attacks takes a –4 penalty. This penalty is reduced by 1 at 5th level and every 4 levels thereafter, to a minimum of 0 at 17th level.

Studied Aim (Ex): At 3rd level, as a swift action, the gun skald can spend 2 rounds of raging song to gain a bonus on all firearm damage rolls equal to his Intelligence modifier (minimum 1) with all firearm attacks he makes until the end of her turn. If he uses the dead shot deed, he multiplies this bonus by the number of hits he made while rolling the Dead Shot attack.

Heroic Barrier (Su): At 5th level, the gun skald can call upon the spirits of heroes long past to shrug off the most serious of attacks. When the gun skald is wearing light armor and is subject to a critical hit or sneak attack, he can spend 2 rounds of raging song as an immediate action to attempt to negate the critical hit or sneak attack damage. At 5th level, he has a 15% chance of doing so. At 11th level, the chance increases to 25%. At 17th level, the chance increases to 50%. While a gun skald’s barrier does not stack with the fortification armor special ability, it does work in concert with that armor special ability or similar effects, so a gun skald can use this ability even after the armor of fortification has failed to negate the critical hit or sneak attack damage.

Distracting Shot (Ex): At 9th level, a gun skald can spend 2 rounds of raging song and choose to miss a target that he could normally attack within his range with a firearm attack. When he does, the target loses its Dexterity bonus to AC (if any) for 1 round.

Cacophonic Blast (Su): At 13th level, a gun skald can spend 2 rounds of raging song to create a devastating shock wave of energy with his firearm. Once per day, he can discharge his firearm that functions like a horn of blasting (DC = 10 + 1/2 the gun skald's level + his Intelligence bonus). At 17th level, the gun skald can use this deed twice per day and it functions like a greater horn of blasting. Unlike an actual horn of blasting, this deed does not carry the risk of destroying the firearm.

Clipping Shot (Ex): At 13th level, when the gun skald misses with a firearm attack, he can spend 2 rounds of raging song to deal half the damage that attack would have dealt if it were a hit (roll damage normally). He can decide to use this raging deed and spend the rounds of raging song after making the attack. This deed has no effect if the attack used the dead shot deed. The cost of using this deed cannot be reduced with the Signature Deed feat, the edda master class feature, or any similar effect.

Iron Mind (Ex): At 17th level, when the gun skald has at least 2 rounds of raging song and makes a successful Fortitude saving throw against an attack that would deal half damage or have a partial effect, he takes no damage or other effects from that attack. Furthermore, he gains a +2 bonus on all saving throws against fear and mind-affecting effects.

Siege Gun (Su): At 17th level, the gun skald can spend 4 rounds of raging song to shatter massive walls, doors, and other inanimate obstacles by discharging his firearm. This deed works as the shatter spell, except the gun skald can increase the amount of damage and size of the object damaged by taking aim for longer periods. The gun skald can affect objects weighing up to 10 pounds per level, plus an additional 5 pounds per level for each additional round he takes aim. The damage dealt increases by 2d6 per round (to a maximum of 20d6 after 10 rounds). The damage is dealt only after the gun skald discharges his firearm.

This ability replaces spells lost due to diminished spellcasting.

Rage Powers: This is exactly like the skald’s ability or the same name, except that the gun skald can choose an additional gunslinger deeds of a level he has access to in place of a rage power.

Edda Master (Su): At 20th level, a gun skald becomes a master of relaying the ancient heroic legends of his tribe. He gains one 19th level deed from those listed in the gunslinger deeds class feature. He also picks one deed that he has access to and that he must spend rounds of rage to perform. He can perform this deed for 2 fewer rounds of raging song (minimum 0) than usual. If the number of rounds of raging song to perform a deed is reduced to 0, the gun skald can perform this deed as long as he has at least 2 rounds or raging song. If a deed could already be performed as long as he had at least 2 rounds of raging song, he can now perform that deed even when he has no rounds of raging song. In addition, when making a full attack, allies affected by a raging song may make an additional attack each round (as if using a haste effect). This ability replaces master skald.

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

1st +0 +2 +0 +2 Bardic knowledge, diminished spelllcasting, cantrips, 1 — — — — —
enhance weapons (+1), gunsmith, raging song,
2nd +1 +3 +0 +3 versatile performance, well-versed 2 — — — — —
3rd +2 +3 +1 +3 Glorious epic, raging deeds, rage power 3 — — — — —
4th +3 +4 +1 +4 Uncanny dodge 3 1 — — — —
5th +3 +4 +1 +4 Enhance weapons (+2), raging deeds, spell keening 1/day 4 2 — — — —
6th +4 +5 +2 +5 Rage power, song of strength 4 3 — — — —
7th +5 +5 +2 +5 Lore master 1/day, versatile performance 4 3 1 — — —
8th +6/+1 +6 +2 +6 Improved uncanny dodge 4 4 2 — — —
9th +6/+1 +6 +3 +6 Damage reduction 1/—, raging deeds, rage power 5 4 3 — — —
10th +7/+2 +7 +3 +7 Dirge of doom, enhance weapons (+3) 5 4 3 1 — —
11th +8/+3 +7 +3 +7 Spell keening 2/day 5 4 4 2 — —
12th +9/+4 +8 +4 +8 Rage power, versatile performance 5 5 4 3 — —
13th +9/+4 +8 +4 +8 Lore master 2/day, raging deeds 5 5 4 3 1 —
14th +10/+5 +9 +4 +9 Damage reduction 2/—, song of the fallen 5 5 4 4 2 —
15th +11/+6/+1 +9 +5 +9 Enhance weapons (+4), rage power 5 5 5 4 3 —
16th +12/+7/+2 +10 +5 +10 5 5 5 4 3 1
17th +12/+7/+2 +10 +5 +10 Raging deeds, spell keening 3/day, versatile performance 5 5 5 4 4 2
18th +13/+8/+3 +11 +6 +11 Rage power 5 5 5 5 4 3
19th +14/+9/+4 +11 +6 +11 Damage reduction 3/—, lore master 3/day 5 5 5 5 5 4
20th +15/+10/+5 +12 +6 +12 Enhance weapons (+5), master skald 5 5 5 5 5 5

QUEUE
Persona Shifter is done. So, Apraham, you're up!

Advocates

Pathfinder Adventure, Adventure Path, Maps Subscriber

#Gun Skald
I absolutely [u]love[/u] what you've done with this!!! Thanks for helping and expanding on my spur-of-the-moment concept. :D

Dark Archive

#Gun Skald
I agree, it is very well down.

Taco Man wrote:
Dear Princess Celestia

Well, well, well I didn't know there was a fellow brony on this thread. I don't feel so bad about making the mistake I did, as it revealed more then I expected.

I must ask though... why would Celestia only ever play GURPS? Seems like an odd thing to say, as I don't see any reason why she wouldn't play Dungeons & Dragons or Pathfinder.

Advocates

Pathfinder Adventure, Adventure Path, Maps Subscriber

@JW and Taco Man, I don't mean to be rude, but this conversation might be best moved to private messages. Don't want to clutter, after all. :)


Lindley Court wrote:

#Gun Skald

I absolutely [u]love[/u] what you've done with this!!! Thanks for helping and expanding on my spur-of-the-moment concept. :D

Glad you like it. Just sort of ran with the concept, looked for workable deeds already out there and tweaked them.

Mashed True Grit and Master Skald together for Edda Master. (Edda are the old heroic poems of the skalds, thought it fit the concept).

Regarding Threads: Once this thread is done, I'm going to start a 9.5 thread strictly for concept discussion of ANY combinations (Core/Core, Core/Base, Core/ACG, Base/ACG, ACG/ACG, etc.) At least, that's what it sounds like people want.

So please tell me what you want the 9.5 thread to be so that I can start it, then let it go with whoever wants to discuss concepts etc. It'll be up to you guys to do with it as you will, even include stuff from the tech guide,alchemy book, etc. This will allow you to expand concepts and generate interesting ideas.

This will give you guys who want to keep going a forum that is still tied to the MCAs, but will be more of a concept thread where you can discuss ideas, or even work out the concepts on thread like usual if you want. I'll probably pop in a bit, but I'm going to let you guys run with it.


#Gun Skald

Wow. Almost everything I had in mind is already cleared out, except a single Rage Power concept.

Heralding Blasts
Choose a single raging deed you have access to. In the surprise round, the number of rounds of rage expended to use the chosen deed is reduced by two. You may select this rage power multiple times, however it's effects do not stack, instead a new raging deed may be selected to benefit.

Pretty basic

#Brony matters. Not a brony, just know some in-jokes via brony friends, and have brony-hating friends I love to piss off.

Dark Archive

@Lindley
Sorry, I wasn't planning on taking it farther.

@Taco Man
Ah, that explains it.

@Elghinn
I say just make a thread from any combination, I am fine with or without any of the extra bits.


@Taco Man

Added. now has a level 6 Gun Skald prereq though.

@Thread
Everyone one good with just a general thread then? Any combos you want and can be either a discussion and/or work thread.


Sounds good to me El


Should work well for the thread, aye.

Advocates

Pathfinder Adventure, Adventure Path, Maps Subscriber

Sounds wonderful! Thanks a million, El.


Nothing from Ape, so on to Noro and me I guess, and I'll finish off the thread.


All right, here we go:

(havent had the time to fill out all the spirit-dependant thingies)

Bowbound shaman:

Some shamans acquire their companion spirits in the form of weapons instead of animals. Most prevalent of them are the bowbound. More combative than their other kin, they have an affinity to shoot and cast spells simultaneously. Strongly attched to their patron spirits, they forsake the binding of wandering ones.

Primary: shaman
Secondary: magus (bladebound)

Swaps:
Spirit animal + diminished or 2/3 spellcasting? --> Spirit bow
Spirit spells --> Ranged spell combat
Wandering spirit, greater wandering spirit --> Ranged spellstrike

Spirit bow: the bowbound shaman forms a close bond with a spirit in the form of a bow (any kind), which is tied to her spirit type. The spirit bow has the same basic traits and uses the same progression table as the black blade under the bladebound archetype, except the following.

Spirit type:
Battle: the damage die of the bow is one higher than usual (d6 changes to d8, d8 to d10, etc.)
Bone: ?
Flame: nimbus of flames gives off light, bow is immune to fire
Heavens: ?
Life: a damaged bow regenerates as per fast healing 1
Lore: ?
Nature: the bow grows thorns, can be used as a simple melee weapon (damage 1d6, piercing/bludgeoning)
Stone: the bow gains DR 5/adamantine
Waves: ?
Wind: electrical energy gives off light, bow is immune to electricity

At 1st level, a bowbound shaman can expend 1 point the spirit bow's arcane pool as a swift action to grant it a +1 enhancement bonus for 1 minute per level. For every four levels beyond 1st, the bow gains another +1 enhancement bonus, to a maximum of +5 at 17th level. These bonuses can be added to the weapon, stacking with existing spirit bow enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves.
At 5th level, these bonuses can be used to add any of the following weapon properties: dancing, flaming, flaming burst, frost, icy burst, keen, shock, shocking burst, speed. Adding these properties consumes an amount of bonus equal to the property’s base price modifier.
Transfer hex power: at 13th level, once per day, the bowbound shaman can attempt to siphon points from his spirit bow’s arcane pool to activate a limited use hex. Doing so takes a full-round action and the shaman must succeed at a Will saving throw with a DC equal to the spirit bow’s ego. If the bowbound shaman succeeds, she regains one daily use of a hex or may use a hex on the same creature a second time within 24 hours for every point she saps from his spirit bow. If she fails the saving throw, the shaman becomes fatigued (but can try again). If she is fatigued, he becomes exhausted instead. She cannot use this ability if he is exhausted.
Life Drinker: At 19th level, each time the bowbound shaman kills a living creature with the spirit bow, he can pick one of the following effects: the spirit bow restores 2 points to its arcane pool; the spirit bow restores 1 point to its arcane pool and the shaman regains all daily uses of one hex; the shaman gains a number of temporary hit points equal to the spirit bow’s ego (these temporary hit points last until spent or 1 minute, whichever is shorter). The creature killed must have a number of Hit Dice equal to half the bowbound shaman’s character level for this to occur.

Ranged spell combat: At 1st level, a bowbound shaman learns to cast spells and wield his weapons at the same time. This functions much like two-weapon fighting, but the off-hand weapon is a spell that is being cast. To use this ability, the bowbound shaman must use a bow (not necessarily her spirit bow) and may use only spells with no somatic components. As a full-round action, she can make all of his attacks with his bow at a –2 penalty and can also cast a spell with a casting time of 1 standard action (if the spell requires any attack roll, she must use ranged spellstrike to deliver the spell).

Ranged spellstrike: At 4th level, a bowbound shaman can use spellstrike to cast a single-target touch attack ranged spell and deliver it through a ranged weapon attack. Even if the spell can normally affect multiple targets, only a single missile, ray, or effect accompanies the attack.
At 12th level, a bowbound shaman using a multiple-target spell with this ability may deliver one ray or line of effect with each attack when using a full-attack action, up to the maximum allowed by the spell (in the case of ray effects). Any effects not used in the round the spell is cast are lost.

New hexes:

General: Long range: The bowbound shaman can deliver touch spells that feature a touch attack as ranged touch spells. He can use a touch attack spell that targets more than one creature, but he makes only one ranged touch attack to deliver one of these touch effects; additional touch attacks from that spell are wasted and have no effect. These spells can be used with the ranged spellstrike class feature.

Arrow hexes: may be used on any one creature once per 24 hours, delivered by a successful ranged weapon attack
Battle: Deadly arrow: same as the dead shot gunslinger ability
Bone: Bonebreaker arrow: target must make fortitude save or breaks a random limb
Flame:
Heavens: Phase arrow: attack is resolved as ranged touch
Life:
Lore: Seeking arrow: attack ignores partial or full cover and miss chance from spells
Nature:
Stone:
Waves:
Wind:

Alternatively, the bowbound shaman may take any of the following magus arcana instead of a hex, but not as a wandering hex: Arcane accuracy, Critical strike, Dispelling strike, Pool strike (with bow instead of unarmed attack).

Spell list:

0-Level Spells: acid splash, create water, dancing lights, daze, detect magic, detect poison, disrupt undead, guidance, know direction, light, mending, ray of frost, resistance, stabilize, touch of fatigue, virtue.

1st-Level Spells: burning hands, calm animals, cause fear, charm animal, chill touch, comprehend languages, corrosive touch, cure light wounds, dancing lantern, detect animals or plants, detect undead, discern next of kin, endure elements, entangle, frostbite, gentle breeze, heightened awareness, hex vulnerability, hex ward, hydraulic push, inflict light wounds, magic missile, magic weapon, obscuring mist, pass without trace, produce flame, ray of enfeeblement, sense spirit magic, shocking grasp, stone shield, thorn javelin, wave shield.

2nd-Level Spells: acid arrow, animal messenger, animate dead (lesser), barkskin, bear's endurance, beastspeak, bull's strength, burning gaze, cure moderate wounds, darkness, defensive shock, delay poison, eagle eye, elemental touch, fire breath, flame blade, focused scrutiny, fog cloud, ghostbane dirge, imbue with elemental might, inflict moderate wounds, levitate, life pact, owl's wisdom, remove paralysis, resist energy, restoration (lesser), scorching ray, shatter, sickening entanglement, spiritual weapon, tree shape, warp wood, wood shape.

3rd-Level Spells: animate dead, aqueous orb, aura sight, beast shape I, blindness/deafness, call lightning, clairvoyance/clairaudience, cloak of winds, cure serious wounds, daylight, dispel magic, flame arrow, fly, font of spirit magic, hex glyph, inflict serious wounds, mindlocked messenger, protection from energy, ray of exhaustion, remove curse, searing light, sleet storm, speak with dead, speak with haunt, stench of prey, stone shape, stricken heart, thorny entanglement, vampiric touch, ward of the season, water breathing, wind wall.

4th-Level Spells: air geyser, anti-incorporeal shell, ball lightning, beast shape II, command plants, cure critical wounds, dragon's breath, dimensional anchor, dismissal, divination, earth glide, false life (greater), fire shield, firefall, ice storm, imbue with spell ability, inflict critical wounds, magic weapon (greater), neutralize poison, persistent vigor, poison, repel vermin, ride the waves, sands of time, slowing mud, spike stones, spit venom, thorn body, tongues, wall of ice.

5th-Level Spells: acidic spray, baleful polymorph, beast shape III, break enchantment, call lightning storm, commune, commune with nature, control winds, cure light wounds (mass), deafening song bolt (SPECIAL: focus - bow) enervation, feast on fear, flame strike, geyser, ghostbane dirge (mass), hex glyph (greater), inflict light wounds (mass), insect plague, overland flight, rest eternal, stoneskin, true seeing, wall of fire, wall of thorns.

6th-Level Spells: Antilife shell, awaken, banishment, bear's endurance (mass), bull's strength (mass), cat's grace (mass), chain lightning, cone of cold, create undead, cure moderate wounds (mass), disintegrate, dispel magic (greater), find the path, fire seeds, flesh to stone, inflict moderate wounds (mass), slay living, snake staff (SPECIAL: bow not staff), stone to flesh, wall of stone.

7th-Level Spells: Animate plants, contagious flame, creeping doom, cure serious wounds (mass), harm, heal, ice body, inflict serious wounds (mass), liveoak, regenerate, restoration (greater), stone tell, sunbeam, transport via plants, vision, vortex, wind walk.

8th-Level Spells: Animal shapes, blood mist, cure critical wounds (mass), destruction, discern location, earthquake, fire storm, horrid wilting, inflict critical wounds (mass), stormbolts, sunburst, whirlwind.

9th-Level Spells: Elemental swarm, energy drain, etherealness, heal (mass), polar midnight, polar ray, storm of vengeance, tsunami, wail of the banshee, winds of vengeance.


Here's my last one too.

WAR CHEMIST:

While warpriests rely upon the divine energies granted to them by their gods, the war chemist employs both divine might and alchemical knowledge to defeat his opponents. A war chemist can quickly create alchemical substances in the heat of battle, blast his enemies at close range with his bombs, or cast spells to bolster himself and his allies. However, his most potent ability is creating alchemical blanches that enhance his weapons and armor. In a pinch, the war chemist can also create extracts from his spells for personal use or passed to his allies for use at a later time.

Primary Class: Warpriest.
Secondary Class: Alchemist.
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, all alchemical 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.

Spellcasting: A war chemist casts divine spells drawn from the cleric spell list and the alchemist formulae list. If a spell appears on both the warpriest spell list and alchemist formulae list, the war chemist uses the lower of the two spell levels listed for the spell. A war chemist otherwise learns, prepares, and casts spells as a warpriest of his war chemist level. He also gains bonus spells for a high Wisdom.

Essences (Ex): At 1st level, a war alchemist can prepare a number of essences or basic alchemical substances each day, as noted in the 0-level spell column on Table: War Chemist.

Essences are mundane alchemical substances that are quickly created through divine magic. Like an alchemist’s extracts, when a war chemist creates an essence, he infuses the chemicals and reagents in the essence with magic siphoned from his own divine aura. An essence immediately becomes inert if it leaves the war chemist's possession, reactivating as soon as it returns to his keeping—a war chemist cannot normally pass out his essences for allies to use (but see the “infusion” discovery below). An essence, once created, remains potent for 1 day before becoming inert, so a war chemist must re-prepare his essences every day. Mixing an essence takes 1 minutes of work—most war chemists prepare many essences at the start of the day or just before going on an adventure, but it's not uncommon for a war chemist to keep some (or even all) of his daily essence slots open so that he can prepare essences in the field as needed. Each prepared essence yields one dose of his chosen alchemical substance.

At 1st level, a war mage can create the following initial substances at 1st level: acid, alchemist’s fire, fireworks (fire cracker), fireworks (jumping jenny), fireworks (paper candle), fireworks (star candle), holy water, holy weapon balm, keros oil, pellet grenade (iron).

At 3rd level, a war chemist adds the following alchemical creations to his list: alkali flask, bottled lightning, burst jar, fireworks (banshee ballerina), fireworks (skyrocket), fireworks (spirit), flash powder, liquid ice, pellet grenade (cold iron), pellet grenade (silver), sneezing powder, thunder stone, weapon blanch (cold iron), weapon blanch (silver).

At 5th level, a war chemist adds the following alchemical creations to his list: fireworks (flame fountain), fireworks (starfountain), fuse grenade, ghast retch flask, itching powder, pellet grenade (adamantine), weapon blanch (adamantine).

When used, an essence exactly duplicates the alchemical substance upon which it is based, including effect. Creating essences consumes raw materials, but the cost of these materials is insignificant—comparable to the valueless material components of most spells. If an essence normally has a costly material component, that component is expended during the creation of that particular essence. This ability replaces orisons.

War Alchemy (Su): At 1st level, a war chemist gains the alchemist’s alchemy ability. He can use his war alchemy to create mundane alchemical substances, bombs, essences (see Essences), and blanches that he can use against his enemies or to enhance his weapons and armor (see Alchemical Weapon and Alchemical Armor abilities). In addition, war chemist can use Craft (alchemy) to identify weapons and armor as if using detect magic. He must hold the weapon or armor (including shields) for 1 round to make such a check. This ability and weapon blanch replace sacred weapon.

Bomb (Su): At 2nd level, a war chemist gains the alchemist’s bomb ability except that a war chemist’s bomb inflicts 1d6 points of fire damage + additional damage equal to the war chemist’s Wisdom modifier. The damage of a war chemist’s bomb increases by 1d6 points every three levels beyond 2nd, to a maximum of 7d6 at 20th level. This bonus damage is not multiplied on a critical hit or by using feats such as Vital Strike, as normal. This ability replaces fervor.

Bonus Feats: This is exactly like the warpriest’s ability of the same name. In addition, a war chemist can select the following alchemist discoveries in place of a bonus feat: acid bomb, anarchic bomb, axiomatic bomb, blinding bomb, cognatogen, concussive bomb, defoliant bomb, delayed bomb, demolition charge, directed bomb, dispelling bomb, ectoplasmic bomb, explosive bomb, explosive missile, fast bombs, fire brand, force bomb, frost bomb, grand cognatogen, grand mutagen, greater cognatogen, greater mutagen, healing bomb, healing touch, holy bombs, immolation bomb, infusion, lingering spirit, madness bomb, mutagen, precise bombs, profane bombs, ranged baptism, shock bomb, spontaneous healing, sticky bomb, strafe bomb, sunlight bomb, tanglefoot bomb, underwater demolition. A war chemist treats his level as his alchemist level for the purpose of qualifying for discoveries. He must meet the prerequisites of any discovery he selects as normal.

Swift Alchemy (Ex): At 3rd level, a war chemist gains the alchemist’s swift alchemy ability. This ability and divine extracts replaces channel energy.

Divine Extract (Su): At 4th level, a war chemist learns to create extracts drawn from the war chemist’s spell list. When preparing his spells, he can create any extract of a prepared spell that appears on the alchemist’s formulae list and uses a spell slot equal to the alchemist’s formula level. The war chemist can choose to create his extracts at the start of the day, or create them in the field as needed by creating an extract of a prepared spell. In either case, mixing an extract takes 1 minute of work.

Like an alchemist, when a war chemist creates an extract, he infuses the concoction with a tiny fraction of his own magical power (from his aura), binding the effects to himself (the creator). At 4th level, the war chemist can create 1st–level extracts from his spells. Every three levels thereafter, the war chemist can create each subsequent level of extracts from her spells, up to a maximum of 6th–level extracts at 19th level.

A war chemist does not use a formulae book and does not need to reference one to create his extracts.

Weapon Blanch (Su): At 4th level, a war chemist gains the ability to enhance one of his weapons through weapon blanches as a swift action. Applying the blanch grants the weapon a +1 alchemical enhancement bonus to attack and damage rolls, and is treated as magic for the purpose of overcoming damage reduction. For every 4 levels beyond 4th, this bonus increases by 1 (to a maximum of +5 at 20th level). If the war chemist has more than one blanched weapon, he can enhance another on the following round by using another swift action. The war chemist can use this ability a number of minutes per day equal to his war chemist level. This duration must be used in 1-minute increments, but they don't need to be consecutive.

These bonuses stack with any existing enhancement bonuses the weapon might have, to a maximum of +5. The war chemist can enhance a weapon with any of the following weapon special abilities: energy, defending, disruption, flaming, frost, keen, and shock. In addition, if the war chemist is chaotic, he can add anarchic and vicious. If he is evil, he can add mighty cleaving and unholy. If he is good, he can add ghost touch and holy. If he is lawful, he can add axiomatic and merciful. If he is neutral (with no other alignment components), he can add spell storing and thundering. 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 must have at least a +1 alchemical bonus before any other special abilities can be added.

At 7th level, whenever a war chemist applies a weapon blanch, his is also treated as cold iron and silver for the purpose of damage reduction.

At 16th level, whenever a war chemist applies a weapon blanch, his is also treated as adamantine for the purpose of damage reduction.

If multiple weapons are enhanced, each one consumes rounds of use individually. The alchemical 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 war chemist's possession (such as if the weapon is thrown). This ability can be ended as a free action at the start of the war chemist's turn (that round does not count against the total duration, unless the ability is resumed during the same round). If the war chemist uses this ability on a double weapon, the effects apply to only one end of the weapon.

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

These bonuses stack with any existing enhancement bonuses the armor might have, to a maximum of +5. The war chemist 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. 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 alchemical bonus before any other special abilities can be added.

At 10th level, whenever a war chemist applies an armor blanch, his armor is treated as being constructed from cold iron and silver. At 19th level, whenever a war chemist applies an armor blanch, his armor is treated as being constructed from adamantine.

The alchemical 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 war chemist is wearing the armor, and end immediately if the armor is removed or leaves the war chemist's possession. This ability can be ended as a free action at the start of the war chemist's turn. This ability cannot be applied to a shield.

When the war chemist uses this ability, he can also use his weapon blanch ability as a free action by expending one minute of his weapon blanch’s daily duration. This ability replaces sacred armor.

Table: War Chemist
Base
Class Attack Fort Ref Will Spells per Day
Level Bonus Save Save Save Special 0th 1st 2nd 3rd 4th 5th 6th

1st +0 +2 +0 +2 Aura, blessings (minor), essences, focus weapon, 3 1 — — — — —
war alchemy
2nd +1 +3 +0 +3 Bomb 1d6 4 2 — — — — —
3rd +2 +3 +1 +3 Bonus feat, swift alchemy 4 3 — — — — —
4th +3 +4 +1 +4 Divine extracts, weapon blanch +1 (magic) 4 3 1 — — — —
5th +3 +4 +1 +4 Bomb 2d6 4 4 2 — — — —
6th +4 +5 +2 +5 Bonus feat 5 4 3 — — — —
7th +5 +5 +2 +5 Armor blanch +1, weapon blanch (cold iron/silver) 5 4 3 1 — — —
8th +6/+1 +6 +2 +6 Bomb 3d6, weapon blanch +2 5 4 4 2 — — —
9th +6/+1 +6 +3 +6 Bonus feat 5 5 4 3 — — —
10th +7/+2 +7 +3 +7 Armor blanch +2, blessings (major) 5 5 4 3 1 — —
11th +8/+3 +7 +3 +7 Bomb 4d6 5 5 4 4 2 — —
12th +9/+4 +8 +4 +8 Bonus feat, weapon blanch +3 5 5 5 4 3 — —
13th +9/+4 +8 +4 +8 Armor blanch +3 5 5 5 4 3 1 —
14th +10/+5 +9 +4 +9 Bomb 5d6 5 5 5 4 4 2 —
15th +11/+6/+1 +9 +5 +9 Bonus feat 5 5 5 5 4 3 —
16th +12/+7/+2 +10 +5 +10 Armor blanch +4, weapon blanch +4 (adamantine) 5 5 5 5 4 3 1
17th +12/+7/+2 +10 +5 +10 Bomb 6d6 5 5 5 5 4 4 2
18th +13/+8/+3 +11 +6 +11 Bonus feat 5 5 5 5 5 4 3
19th +14/+9/+4 +11 +6 +11 Armor blanch +5 5 5 5 5 5 5 4
20th +15/+10/+5 +12 +6 +12 Aspect of war, bomb 7d6, weapon blanch +5 5 5 5 5 5 5 5

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