Multiclass Archetypes XI: Resurgence


Homebrew and House Rules

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Welcome to the 11th Multiclass Archetypes thread! Elghinn Lightbringer is stepping down from his role of thread moderator and the wikipedia page has been closed and it's contents moved to the PF community site. Previous work can still be found via the links below;

For the dump, CLICK HERE

For the completed integrated work CLICK HERE

and for PDF format of all collected work CLICK HERE

I'll be taking over the moderation of this thread in Elghinn's stead, but don't think of me as the authority on what passes for a finalized class, collaboration is encouraged by all participants! I'll be working alongside the other contributors on the Pathfinder Community in order to send functioning classes over to be posted for all to see and use alongside the collective works already made.

As always, one or two ideas will be worked on at a time, and it's encouraged that classes be made from combinations that have not yet been used. I'll also encourage use of the Hybrid and Occult classes, as there are few MCAs using the material.

Since this time we have no posting order, the order will go off first come first served to start, and I'll create a list as more people present ideas that I'll post up every now and again. I'd ask that an outline of classes are posted first, and then when we're ready to go we'll ask for the whole idea.

So! If anyone has any ideas to offer up, go ahead!


Is there a good way to get a list of what combos have been done?


Until the PF community list is complete it's hard to tell what is and isn't taken. all I would recommend is looking into the 'Critiques' PDF files and looking to see if the combo you had in mind has already been used.


I am thinking some kind of dinosaur knight, Cavalier/something.

no challenge

more mount related stuff


I don't think Cavalier/Hunter has been covered, so there's that option


Tyrannical wrote:
I don't think Cavalier/Hunter has been covered, so there's that option

Nope, hasn't been done.


Nice to see you back. Thinking caps on


Has anyone done gunslinger/sorcerer and bard/sorcerer? I have ideas for both, but it would require separate types of bloodlines, like with the bloodrager.


AVoltoro wrote:
Has anyone done gunslinger/sorcerer and bard/sorcerer? I have ideas for both, but it would require separate types of bloodlines, like with the bloodrager.

Hi AVoltoro,

Neither of those combinations have been done according to the PDF Critiques, so either are up for grabs. Creating new Bloodlines is fine, as many of our previous classes have done so before, highlighted under the 'Suppliments' section, and in the general dump.


I am then starting work on the Bloodgunner (Gunslinger/Sorcerer) but it will take a long time before it is done.


Since Browman and AVoltoro may take a while tweaking their concepts, I'll post up one of my own MCAs in the meantime, and whenever either concept is ready to be posted they'll be up next!

I could use a little help ironing out the creases if anyone wants to take a look;

Prowling Poisoner:

Poison has been used by both scoundrel and scholar for purposes both noble and nefarious. It is the tool of choice when wishing to end a life with little bloodshed or evidence as to who the culprit is, often finding it's way into the goblets of nobles and heroes who have been deemed marked for death. While poison is a grim weapon by nature, it may also be used to painlessly fend off attackers or incapacitate your opponent before they can unleash their assault upon you. The Prowling Poisoner is an expert toxitician and wields poison as his weapon of choice, whether for good or evil.

Primary Class: Investigator
Secondary Class: Ranger
Alignment: Any
Hit Die: d8

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

Weapon and Armor Proficiency: The Prowling Poisoner is proficient with all simple weapons, plus the switchblade, short sword, syringe spear, shortbow, flask thrower, hand crossbow, launching crossbow and dart gun.

Toxic Alchemy: This ability functions identically to the Investigator's Alchemy ability, with the addition of the following extracts; (I'll add some extracts here soon, they'll fit an enemy poisoning theme). These select extracts are augmented by the 'Touch Injection' spell.

Poison Lore: The Prowling Poisoner gains this ability at 1st level instead of 2nd.

Favored Enemy: At 1st, 5th, 10th, 15th and 20th level, the Prowling Poisoner may choose a Ranger Favored Enemy. This ability replaces Inspiration.

Toxitician: At 2nd level, the Prowling Poisoner adds 1/2 his level (minimum 1) to Sleight of Hand and Stealth skill checks when attempting to secretly poison an object or creature. In addition, he may cast 'Detect Poison' as a spell-like ability at will. This ability replaces Trapfinding and Trap Sense

Poison Resistance/Immunity: As normal

Investigator Talent: As normal (there will be more added and some tweaks to the current ones to fit the class)

Infuse Poison: At 3rd level, the Prowling Poisoner gains the Infuse Poison feat, using his extracts in place of spells. This ability replaces Keen Recollection.

Tailored Toxin: At 4th level, the Prowling Poisoner can create Tailored Toxins. To craft a Tailored Toxin, the Prowling Poisoner designates one of his Favored Enemies while crafting any poison, and from then on that poison gains an increase to the DC of saving throws to resist the poison equal to the Favored Enemy bonus (default +2). This bonus only applies to the Favored Enemy designated while creating the Tailored Toxin, though the poison can still be used normally against other enemies. This ability replaces Studied Combat.

Toxic Strike: At 4th level, the Prowling Poisoner can make a Toxic Strike against an enemy, enhancing upon the virulent nature of the poison in use, becoming increasingly deadly or narcotic. Making a Toxic Strike requires the Prowling Poisoner to attack with a poisoned weapon, and should the target fail the saves against both the initial attack and the poison, it is subject to additional Acid or Non-lethal damage (decided when the Prowling Poisoner Makes the Attack).

The damage is 1d6 at 4th level, and increases by 1d6 for every 2 levels thereafter (to a maximum of 9d6 at 20th level). Enemies immune to poison, or non-lethal or acid damage types are not affected. This ability replaces Studied Strike.

Swift Alchemy: As Normal

Poison Master: At 20th level, the Prowling Poisoner becomes a master in the arts of poisoning. He may apply poison to a weapon as an immediate action, and may bypass the normal poison resistances of any of his Favored Enemies. Enemies are still subject to a normal save to escape the effects, and may still be resistant to the effects of the poison (such as Undead resisting Constitution damage).


Toxic strike seems to be weirdly worded and I had to read it a couple of times to figure out. What is the DC of the save vs Toxic strike?


Browman wrote:
Toxic strike seems to be weirdly worded and I had to read it a couple of times to figure out. What is the DC of the save vs Toxic strike?

Same saves as the initial attack plus the poison, so two separate saves to land the hit.


Tyrannical wrote:
Browman wrote:
Toxic strike seems to be weirdly worded and I had to read it a couple of times to figure out. What is the DC of the save vs Toxic strike?
Same saves as the initial attack plus the poison, so two separate saves to land the hit.

That is not clear to me from the current way it is written.


Browman wrote:
Tyrannical wrote:
Browman wrote:
Toxic strike seems to be weirdly worded and I had to read it a couple of times to figure out. What is the DC of the save vs Toxic strike?
Same saves as the initial attack plus the poison, so two separate saves to land the hit.
That is not clear to me from the current way it is written.

changed it to be more comprehensible;

Toxic Strike: At 4th level, the Prowling Poisoner can make a Toxic Strike against an enemy, enhancing upon the virulent nature of the poison in use, becoming increasingly deadly or narcotic. Making a Toxic Strike requires the Prowling Poisoner to attack with a poisoned weapon, and should the target fail the saves against both the initial attack and the poison, it is subject to additional Acid or Non-lethal damage (decided when the Prowling Poisoner Makes the Attack).


I devised a list of Investigator Talents available to the prowling poisoner and the expanded extract list;

Talents:

Alchemist Discovery: This functions as the talent of the same name, though instead the Prowling Poisoner has access to the following discoveries; Celestial Poisons, Chameleon, Combine Extracts, Concentrate Poison, Deadly Excretions, Dilution, Enhance Potion, Eternal Potion, Extend Potion, Infusion, Malignant Poison, Nauseating Flesh, Poison Conversion, Sticky Poison.

Rogue Talent: This functions as the talent of the same name, though instead the Prowling Poisoner has access to the following rogue talents; Black Market Connections, Combat Swipe, Cunning Trigger, Deft Palm, Disease Use, Green Tongue, Hold Breath, Iron Guts, Lasting Poison, Trap Spotter, Wild Magic.

Untraceable Poison: With this talent, you are able to conceal any poison you create from mundane or magical means of identification or discovery (such as the Detect Poison spell or Poison Lore ability) for as many hours equal to 1/2 your Investigator level. At 10th level, this ability instead lasts a number of days equal to 1/2 your Investigator level instead. You may choose not to use the full duration, but the ability must be spend in hour (or day) long intervals.

Toxicology: You are able to use the Wild Empathy Ranger ability against animals, vermin, plants or magical beasts with the 'Poison' natural ability, using your Investigator level as your Ranger level.

Extracts:

1st level extracts: Decompose Corpse, Endothermic Touch, Frostbite, Itching Curse.
2nd level extracts: Accelerate Poison, Feast of Ashes, Frigid Touch, Pernicious Poison, Pox Pustules, Unshakable Chill.
3rd level extracts: Aggravate Affliction, Contagion, Cup of Dust, Fungal Infestation, Poison, Stench of Prey.
4th level extracts: Touch of Slime.
5th level extracts: Greater Contagion, Poisonous Balm.
6th level extracts: Epidemic, Overwhelming Poison.

The extracts are treated as both a poison and an extract, and are affected as such for all Prowling Poisoner abilities and talents.


I've been tossing around a spiritualist/witch hybrid for a while. has it been worked on yet?


I haven't had much time to work on my idea and what time I have had hasn't been productive. If other people have stuff it should be looked at rather than waiting for my idea.

Advocates

Pathfinder Adventure, Adventure Path, Maps Subscriber

There are no MCAs for the occult classes or vigilante.

At least, not yet.


Hi Denorism,

As Lindley said there's no occult classes just yet, so spiritualist/witch is up for grabs. If you have a working idea, feel free to post it up.

I'll be working on a refined version of the Prowling Poisoner soon, does anyone have any input for it in it's current form?


It will be quite a while before the Bloodgunner gets finished (starting Uni very soon) so I though it would be better to post what I have done, and then carry on some time around December/January (Also, I apologise for the lack of formatting on the table. I still hope you can make out what I am trying to do.)

Bloodgunner (Gunslinger/Sorcerer)

While many folk with magical blood choose to master arcane powers or martial prowess, others take a very different path. One of tenacity, determination and grit that is more energetic than those of their peers. For them, the way of the gun is more attractive, and a Bloodgunner is made of them.

Bloodgunners use their mystical bloodline to manipulate their guns, ammunition and even themselves, performing seemingly impossible feats on gunmanship on the battlefield.

Alignment: Any

Starting wealth: 5d6 × 10 gp (average 175 gp.) In addition, each character begins play with an outfit worth 10 gp or less and the Bloodgunner begins with her starting firearm.

Class skills: Bluff (Cha), Craft (Int), Intimidate (Cha), Knowledge (Arcana) (Int), Knowledge (Local) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Sleight of hand (Dex), Spellcraft (Int).

Skill ranks per level: 4 + Int modifier.

Hit die: D12.
Spells per day
Level Base attack bonus Fort save Ref save Will save Special 1 2 3 4
1 +1 +2 +0 +0 Bloodgrit, Bloodline, Bloodline power, Gunsmith, - - - -
2 +2 +3 +0 +0 Nimble +1 - - - -
3 +3 +3 +1 +1 Bloodline power - - - -
4 +4 +4 +1 +1 Bloodline feat, Eschew Materials 1 - - -
5 +5 +4 +1 +1 Gun training 1 1 - - -
6 +6/+1 +5 +2 +2 Nimble +2 1 - - -
7 +7/+2 +5 +2 +2 Bloodline power, Bloodline spell 1 1 - -
8 +8/+3 +6 +2 +2 Bloodline feat 1 1 - -
9 +9/+4 +6 +3 +3 Gun training 2 2 1 - -
10 +10/+5 +7 +3 +3 Bloodline spell, Nimble +3 2 1 1 -
11 +11/+6/+1 +7 +3 +3 Bloodline power 2 1 1 -
12 +12/+7/+2 +8 +4 +4 Bloodline feat 2 2 1 1
13 +13/+8/+3 +8 +4 +4 Bloodline spell, Gun training 3 3 2 1 1
14 +14/+9/+4 +9 +4 +4 Nimble +4 3 2 1 1
15 +15/+10/+5 +9 +5 +5 Bloodline power 3 2 2 1
16 +16/+11/+6/+1 +10 +5 +5 Bloodline spell, Bloodline feat 3 3 2 1
17 +17/+12/+7/+2 +10 +5 +5 Gun training 4 4 3 2 2
18 +18/+13/+8/+3 +11 +6 +6 Bloodline power 4 3 2 2
19 +19/+14/+9/+4 +11 +6 +6 Nimble +5 4 3 3 2
20 +20/+15/+10/+5 +12 +6 +6 Bloodline feat, True Bloodgrit 4 4 3 2

Bloodgrit
All Bloodgunners, due to the determination and strength of character produced by their bloodline, have a fluctuating measure of finesse and arcane power called Bloodgrit. At the start of each day, a Bloodgunner gains a number of Bloodgrit points equal to her Charisma modifier (minimum 1). Her Bloodgrit goes up or down throughout the day, but usually cannot go higher than her Charisma modifier (minimum 1), though some feats and magic items may affect this maximum. A Bloodgunner spends Bloodgrit to use her Bloodline powers, and regains it in the following ways.

Critical Hit with a Firearm: Each time the Bloodgunner confirms a critical hit with a firearm attack while in the heat of combat, she regains 1 Bloodgrit point. Confirming a critical hit on a helpless or unaware creature or on a creature that has fewer Hit Dice than half the gunslinger’s character level does not restore grit.

Killing Blow with a Firearm: When the Bloodgunner reduces a creature to 0 or fewer hit points with a firearm attack while in the heat of combat, she regains 1 Bloodgrit point. Destroying an unattended object, reducing a helpless or unaware creature to 0 or fewer hit points, or reducing a creature that has fewer Hit Dice than half the gunslinger’s character level to 0 or fewer hit points does not restore any grit.

Unlike Grit, Bloodgrit cannot be combined with Luck, Panache or Grit into a single pool. It is always considered separate and can only be used on Bloodgunner Bloodline powers.


normally for class skills we do Main class + 3 from secondary.

Bloodgrit needs to change name to something else and works entirely wrong. Many bloodline powers are always active and those that aren't tend to have individual pools for each ability

I assume from the table that this class is a 4th level caster? Using the sorceror spell list?

So no deeds?

I feel like at this point it feels too much like a mix of the two classes and not its own thing. It might actually be weaker than simply taking 10 levels of each class. Then I would have more spells per day, 5th level spells and 1st, 3rd and 7th level deeds. Plus grit that I could actually stack with luck or other things if I want to.

Sorry if I come across as being all negative. There is definitely I good idea here that I want to see properly developed.

What do want this class to be able to do? Be the gun version of an Arcane archer? Have weird and mystical powers that make him a better shot? Be able to nova damage like a magus?


Alright here my try at it.

Side note: Wow II never realized just how many dang class features the spiritualist has until now. even though it seems like they have so little they can do the just have tons of text explaining their many many terrible options.

My idea was to spin the spiritualist/summoner concept on its head. instead of the phantom being the melee combatant and the spiritualist hiding in the back, I want the phantom to be in the back throwing hexes and spells while the spiritualist stands in front.

The Cursebound:

In life, the master of the arcane arts wield great and terrible power. They hone their minds and the spirits to master the magic of the universe, but what about in death? Not all go willingly to the next plane of existence, some fight, claw and struggle against the dark and their spirits go astray from the path of the afterlife, becoming wandering phantoms on the mortal world. Be they in their final moments of life, or somehow after death, they latch their own souls to the willing or unsuspecting and in doing so curse their host to live a life bound to the soul of another.

Primary Class: Spiritualist
Secondary Class: Witch

Alignment: Any

Starting Wealth: 2d6 × 10 gp (average 70 gp.) In addition, each character begins play with an outfit worth 10 gp or less.

Class Skills: The Cursebound class skills are Bluff (Cha), Craft (Int), Fly (Dex), Heal (Wis), Intimidate (Cha), Knowledge (all) (Int), Linguistics (Int), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), and Use Magic Device (Cha).

Skill Ranks: 4+Int

HD- D8
BAB- 3/4ths
Saves- Good Fort and Will, poor Reflex

Levels and Class Features-
1. Esoteric Tether, Knacks, Esoteric Phantom, Shared Consciousness
2. Bonded senses
3. Arcane Bonded Manifestation
4. Esoteric Interfearence
5. Detect Undead
6. Phantom Recall 1/day
7. Arcane Understanding
8. Bonded Manifestation Increase
9. See Invisibility
10. Fused consciousness, phantom recall 2/day
11. Arcane Understanding
12. Greater Esoteric Interference
13. Bonded Manifestation increase
14. Phantom Recall 3/day Spiritual bond
15. Arcane understanding
16. Call Spirit
17. Dual Bond
18. Bonded Manifestation increase, phantom recall 4/day
19. Arcane Understanding
20. Empowered consciousness

Esoteric Phantom (Su)- Cursebound are intrinsically linked to the spirit of a powerful arcane caster. This ability works in all ways like the phantom ability of a normal spiritualist save for the following differences. Esoteric phantoms are not born out of a strong emotion or feeling, but rather cursed magic. Rather than gain an emotional focus, Esoteric phantoms gain a small portion of the magical ability they once had in life. This manifest itself in the form of the ability to hex targets of their choosing. At 1st, 3rd, 7th, 11th, 15th and 19th levels the phantom learns any one witch hex of the phantom’s choice. While manifested incorporeally, the phantom may hex any target within range, even corporeal foes. Starting at 11th level, it may also select from the list of major hexes available to witches. The DC for any hex cast by a phantom is 10 + ½ the cursebound’s level + the phantom’s charisma modifier.

Though at one point they may have been powerful spell casters, esoteric phantoms have been reduced, literally, to a shade of their former spells. Their spell knowledge is limited, and as such they act as a patron to the host they are bound to. At 1st level the cursebound selects one patron from the list of witch patrons. She gains the esoteric spells and bonus spells known, though only those from 1st-6th level. Any others are unable to be cast by the spiritualist nor count as being on her class spell list.

In addition, the esoteric phantom gains a number of ranks in Spellcraft and Knowledge (Arcana) equal to its hit dice. While bound to the cursebound’s subconscious, it grants it host skill focus in each of those skills.

This alters Phantom

Esoteric Tether (Su)- Esoteric phantoms are weaker than normal spiritualist phantoms due to their method of creation. While they lack the strength of will to become manifested in ectoplasmic form, they are suited to different strengths. While incorporeally manifested, an esoteric phantom may spontaneously cast any spell from its list of esoteric spells known itself, using its charisma modifier to determine the DC of the spell. Casting a spell this way requires and sacrifices a spell slot capable of casting it from the cursebound host.

An esoteric phantom, however, can never be manifested in ectoplasmic form.

This alters Etheric Tether.

Arcane Bonded Manifestation- When using bonded manifestation, a cursebound cannot use an ectoplasmic bond. However, the strength of two casters is united together. In addition to the normal effects of an incorporeal bonded manifestation, while active the cursebound receives a +1 bonus to the caster level and DC of any spell she casts. This bonuses increases by 1 at 8th, 13th, and 18th levels, to a maximum of +4.

This alters Bonded Manifestation.

Esoteric Interference (Su)- At 4th level, as long as the cursebound is within 30ft of her incorporeally manifested phantom, she gains a +2 bonus on saves verses spells and spell-like abilities.

This ability replaces Spiritual Interference.

Arcane Understanding- Starting at 7th level and every 4 levels thereafter, the cursebound begins to understand more about the arcane arts her phantom use to practice and how to create her own. She can add any two witch spells to her list of spells known and cast them as psychic spells. These spells must be of a level that the spiritualist can cast.

This replaces Calm Spirit.

Greater Esoteric Interference (Su)- At 12th level, whenever allies are within 30ft of the cursebound’s phantom, they gain a +2 bonus on their saves versus spells and spell-like abilities. For the cursebound herself, this bonus increases to +4.

This ability replaces Greater Spiritual Interference.


Browman wrote:

normally for class skills we do Main class + 3 from secondary.

Bloodgrit needs to change name to something else and works entirely wrong. Many bloodline powers are always active and those that aren't tend to have individual pools for each ability

I assume from the table that this class is a 4th level caster? Using the sorceror spell list?

So no deeds?

I feel like at this point it feels too much like a mix of the two classes and not its own thing. It might actually be weaker than simply taking 10 levels of each class. Then I would have more spells per day, 5th level spells and 1st, 3rd and 7th level deeds. Plus grit that I could actually stack with luck or other things if I want to.

Sorry if I come across as being all negative. There is definitely I good idea here that I want to see properly developed.

What do want this class to be able to do? Be the gun version of an Arcane archer? Have weird and mystical powers that make him a better shot? Be able to nova damage like a magus?

Hello Browman. I think it would be wise for me to explain things further.

The Bloodgunner will have it's own separate Bloodlines, with all there powers functioning in a similar way to deeds (so for example spending 1 Bloodgrit to activate or being passivly active so long as you haven't ran out of Bloodgrit).

When it comes to how I want this class to function, I was thinking of it having weird and mystical powers revolving around gunplay and the bloodlines, so for example spending grit to make the gun shoot positive energy if celestial, or slow down and freeze foes if Boreal.

If you still see any issues please let me know and I will see what I can do.


I forgot to add for the Cursebound-

Spellcasting- A cursebound casts spontaneous psychic spells drawn primarily from the spiritualist spell list. To cast any spell, a cursbound requires an intelligence score of at least 10 plus the spell's level, and the dc for any saving throw against such spells are 10 + the spell's level + the cursebound's intelligence modifier.

This alters spellcasting.

I forgot to change their casting stat. Spiritualist primarily use wisdom as their stat, which is befitting for a arcane theme class. Plus it bring a more witchy feel to the class anyways.


Bloodgunner

I think I understand what you mean AVoltoro, and if this is the case, I think it may be more fitting for the class to be a Gunslinger/Bloodrager, and combining the Grit and Bloodrage abilities into a single 'point spend' system. Bloodrager also has more combat-oriented bloodline powers that would compliment the Bloodgunner theme.

The Cursebound

This class seems fairly well balanced to start off with, though it does need a little tweaking to fit.

I would suggest that the Arcane Understanding ability instead allows the Cursebound to sacrifice 2 of her spells per day from any level (1-6) to instead cast a Witch spell of equal spell level.

I'd also say that allowing an incorporeal phantom limitless spellcasting may be a bit overpowered, even if it spends the Cursebound's spells per day. I'd suggest that spells cast by the Cursebound's Phantom are weaker somehow, since they cannot properly manifest themselves physically. Maybe if they were to work at -2 caster level in addition to spending Cursebound spells per day it may be more balanced.


Tyrannical wrote:


The Cursebound

This class seems fairly well balanced to start off with, though it does need a little tweaking to fit.

I would suggest that the Arcane Understanding ability instead allows the Cursebound to sacrifice 2 of her spells per day from any level (1-6) to instead cast a Witch spell of equal spell level.

I'd also say that allowing an incorporeal phantom limitless spellcasting may be a bit overpowered, even if it spends the Cursebound's spells per day. I'd suggest that spells cast by the Cursebound's Phantom are weaker somehow, since they cannot properly manifest themselves physically. Maybe if they were to work at -2 caster level in addition to spending Cursebound spells per day it may be more balanced.

These are really good suggestions. You might be right about the phantom's spellcasting might be a bit too much, so I definitely would let them be cast at -2 caster level. In the same vein, I would go further and base the phantom's hex dcs off 1/2 the phantom's own hd rather than 1/2 the spiritualists level, to be more on par with other phantom dcs. Its a nerf, sure, but its not that punishing.

As for arcane understanding, what you are suggesting is basically spontaneous access to most of the entire witch spell list at a cost for two spellslots? isn't that a bit much?


Denorisn wrote:

Alright here my try at it.

Side note: Wow II never realized just how many dang class features the spiritualist has until now. even though it seems like they have so little they can do the just have tons of text explaining their many many terrible options.

My idea was to spin the spiritualist/summoner concept on its head. instead of the phantom being the melee combatant and the spiritualist hiding in the back, I want the phantom to be in the back throwing hexes and spells while the spiritualist stands in front.

** spoiler omitted **...

Like it very much. Simple and themeatic.

Couple of thoughts.
Arcane bonded manifestation. +4 to dcs is quite high for all it spells. maybe consider restriciting to its patron spells.
Arcane Understanding. I know it replaces calm spirit but in the interests of word count maybe just say you can choose from both witch and spiritualist spells lists (if on both use the lower spell level)


Denorisn wrote:


These are really good suggestions. You might be right about the phantom's spellcasting might be a bit too much, so I definitely would let them be cast at -2 caster level. In the same vein, I would go further and base the phantom's hex dcs off 1/2 the phantom's own hd rather than 1/2 the spiritualists level, to be more on par with other phantom dcs. Its a nerf, sure, but its not that punishing.

As for arcane understanding, what you are suggesting is basically spontaneous access to most of the entire witch spell list at a cost for two spellslots? isn't that a bit much?

Hmm. perhaps if the Cursebound were to trade a Spiritualist spell to cast a lower witch spell? (trading a 5th level spiritualist spell for a 4th level witch spell for example)


I remember there being a Monk/Oracle one that wasn't Elemental Savant. I think it was like Closed Eyed Oracle or something and there was a Zen Mystery. What happened to it?


Dread Knight wrote:
I remember there being a Monk/Oracle one that wasn't Elemental Savant. I think it was like Closed Eyed Oracle or something and there was a Zen Mystery. What happened to it?

It was an Oracle/Monk called the Open Eyed Oracle.

Zen Mystery:

This mystery compliments the open eyed oracle multiclass archetype.

Class Skills: An oracle with the zen mystery adds Acrobatics, Perception, and Stealth to her list of class skills.

Bonus Spells: feather fall (2nd), spider climb (4th), haste (6th), resilient sphere (8th), break enchantment (10th), heroism (greater) (12th), ethereal jaunt (14th), mind blank (16th), mage’s disjunction (18th).

Revelations: An oracle with the zen mystery can choose from any of the following revelations.

Cleansing Blood: Your very lifeblood grants you the ability to resist the effects of toxins and poisons. At 1st level, you gains a +2 bonus on all saving throws against poisons. This bonus increases to +4 at 4th level, and then again to +6 at 8th level. At 12th level, you gain immunity to all poisons.

Meridian Strike: With a single touch you can stun a foe. You make a single melee touch attack. If successful, the target gains the stunned condition for one round. The target is allowed a Fortitude saving throw (DC 10 + your Charisma modifier + 1/2 your oracle level). A successful save negates the effect. You can use this ability a number of times per day equal to 1/2 your level.

Zen Aloofness: You gain a better sense of surrounding danger. You may add your Charisma modifier instead of your Dexterity modifier when determining your Armor Class and CMD. If you gain any conditions that would cause you to lose your Dexterity modifier to your Armor Class, you lose your Charisma modifier to your Armor Class.

Zen Fists: Your fists harden into living weapons. You gain the monk's Unarmed Strike class feature and have an effective monk level equal to your level –4 (minimum 1) when determining your Unarmed strike damage.

Zen Fortune: When making a Fortitude, Reflex, or Will save, you may replace the normal ability modifier with your Charisma Modifier. You can use this ability a number of times per day equal to your oracle level.

Zen Grace: As a swift action, you can grant yourself a +20 bonus to all Acrobatic’s skill checks made to jump for 1 round. If you have the ki pool class feature, this bonus does not stack with any bonus to Acrobatics skill checks granted by the pool. You can use this ability a number of times per day equal to your Charisma modifier.

Zen Maneuvers: You add your Charisma modifier to all CMB checks.

Zen Spirit: You gain spell resistance equal to 5 + your oracle level. You can use this ability for 10 minutes per day for every oracle level you possess. These minutes do not need to be consecutive but must be used in 10–minute increments.

Zen Tread: Your land speed increases by +10 feet. Your land speed increases by an additional +5 feet at 8th level, and again at 16th level, up to a maximum of +20 feet. This benefit applies only when you are wearing no armor, light armor, and not carrying a heavy load. Apply this bonus before modifying your speed because of any load carried or armor worn. This bonus stacks with any other bonuses to your land speed.

Zen Weaponry: You gain proficiency with all weapons with the monk weapon quality.

Final Revelation: Upon reaching 20th level, you become a zen master. Free from the constraints of reality, you become immune to compulsion and mind-influencing spells and effects. In addition, you become immune to fatigue and exhaustion effects.


Elghinn Lightbringer wrote:
Dread Knight wrote:
I remember there being a Monk/Oracle one that wasn't Elemental Savant. I think it was like Closed Eyed Oracle or something and there was a Zen Mystery. What happened to it?

It was an Oracle/Monk called the Open Eyed Oracle.

** spoiler omitted **...

Ah yes thank you do you or anyone else know where a full write up for Open Eyed Oracle can be found?


Dread Knight wrote:
Elghinn Lightbringer wrote:
Dread Knight wrote:
I remember there being a Monk/Oracle one that wasn't Elemental Savant. I think it was like Closed Eyed Oracle or something and there was a Zen Mystery. What happened to it?

It was an Oracle/Monk called the Open Eyed Oracle.

** spoiler omitted **...

Ah yes thank you do you or anyone else know where a full write up for Open Eyed Oracle can be found?

if i can find the doc where all my mcas were kept i'll post it up.


christos gurd wrote:
Dread Knight wrote:
Elghinn Lightbringer wrote:
Dread Knight wrote:
I remember there being a Monk/Oracle one that wasn't Elemental Savant. I think it was like Closed Eyed Oracle or something and there was a Zen Mystery. What happened to it?

It was an Oracle/Monk called the Open Eyed Oracle.

** spoiler omitted **...

Ah yes thank you do you or anyone else know where a full write up for Open Eyed Oracle can be found?
if i can find the doc where all my mcas were kept i'll post it up.

Got you covered! It can be found here in the Divine Champions PDF Critique


Here's a quick revision of the Cursebound I devised working in some of the proposed tweaks.

The Cursebound:

In life, the master of the arcane arts wield great and terrible power. They hone their minds and the spirits to master the magic of the universe, but what about in death? Not all go willingly to the next plane of existence, some fight, claw and struggle against the dark and their spirits go astray from the path of the afterlife, becoming wandering phantoms on the mortal world. Be they in their final moments of life, or somehow after death, they latch their own souls to the willing or unsuspecting and in doing so curse their host to live a life bound to the soul of another.

Primary Class: Spiritualist
Secondary Class: Witch
Alignment: Any
Hit Die: D8

Class Skills: The Cursebound may select three Witch skills to add to his class skills in addition to the normal Spiritualist class skills. The Cursebound gains a number of ranks at each level equal to 4 + Int modifier.

Weapon and Armor Proficiency: The Cursebound is proficient with all simple weapons, kukris, saps, and scythes, as well as with light armor.

Spellcasting: A Cursebound uses their Intelligence in place of Wisdom when learning or casting spells, in addition to calculating DC for saving throws against the Cursebound's spells.

Esoteric Phantom: (Su) Cursebound are intrinsically linked to the spirit of a powerful arcane caster. This ability works in all ways like the phantom ability of a normal spiritualist save for the following differences. Esoteric phantoms are not born out of a strong emotion or feeling, but rather cursed magic. Rather than gain an emotional focus, Esoteric phantoms gain a small portion of the magical ability they once had in life. This manifest itself in the form of the ability to hex targets of their choosing. At 1st, 3rd, 7th, 11th, 15th and 19th levels the phantom learns any one witch hex of the phantom’s choice. While manifested incorporeally, the phantom may hex any target within range, even corporeal foes. Starting at 11th level, it may also select from the list of major hexes available to witches. The DC for any hex cast by a phantom is 10 + ½ the cursebound’s level + the phantom’s charisma modifier.

Though at one point they may have been powerful spell casters, esoteric phantoms have been reduced, literally, to a shade of their former spells. Their spell knowledge is limited, and as such they act as a patron to the host they are bound to. At 1st level the cursebound selects one patron from the list of witch patrons. She gains the esoteric spells and bonus spells known, though only those from 1st-6th level.

In addition, the esoteric phantom gains a number of ranks in Spellcraft and Knowledge (Arcana) equal to its hit dice. While bound to the cursebound’s subconscious, it grants it host skill focus in each of those skills.

This alters Phantom

Esoteric Tether: (Su) Esoteric phantoms are weaker than normal spiritualist phantoms due to their method of creation. While they lack the strength of will to become manifested in ectoplasmic form, they are suited to different strengths. While incorporeally manifested, an esoteric phantom may spontaneously cast any spell from its list of esoteric spells known itself, using its charisma modifier to determine the DC of the spell. Casting a spell this way requires and sacrifices a spell slot capable of casting it from the cursebound host.

Spells cast by the phantom (with the exception of Patron spells) are cast at -2 caster level, as the phantom's ability to manifest itself is limited, and lacks an ectoplasmic form.

This alters Etheric Tether.

Arcane Bonded Manifestation: When using bonded manifestation, a cursebound cannot use an ectoplasmic bond. However, the strength of two casters is united together. In addition to the normal effects of an incorporeal bonded manifestation, while active the cursebound receives a +1 bonus to the caster level and DC of any patron spell she casts. This bonuses increases by 1 at 8th, 13th, and 18th levels, to a maximum of +4.

This alters Bonded Manifestation.

Esoteric Interference: (Su) At 4th level, as long as the cursebound is within 30ft of her incorporeally manifested phantom, she gains a +2 bonus on saves verses spells and spell-like abilities.

This ability replaces Spiritual Interference.

Arcane Understanding: Starting at 7th level, the Cursebound may trade one of her Spiritualist spells per day to instead spontaneously cast a witch spell of a lower level (such as trading a 4th level Spiritualist spell for a 3rd level Witch spell). Every 4 levels thereafter, the Cursebound may trade an additional Spiritualist spell per day.

This replaces Calm Spirit.

Greater Esoteric Interference: (Su) At 12th level, whenever allies are within 30ft of the cursebound’s phantom, they gain a +2 bonus on their saves versus spells and spell-like abilities. For the cursebound herself, this bonus increases to +4.

This ability replaces Greater Spiritual Interference.


So since the wikispaces sight got taken down is there anywhere I can find the rest of the created content other than what's in the dump since the dump only seems to contain A-M?


sage miller wrote:
So since the wikispaces sight got taken down is there anywhere I can find the rest of the created content other than what's in the dump since the dump only seems to contain A-M?

Until the old content is put up on the community page, most of what we have can be found in the PDFs labelled 'critiques'.


Tyrannical wrote:

Here's a quick revision of the Cursebound I devised working in some of the proposed tweaks.

** spoiler omitted **...

This is great actually. it looks like this archetype is really nearing completion. Just a few things to note:

1. Its funny, but the spiritualist already has every single class skill that the witch possesses. keeping the line about adding three class skills thus becomes redundant because, well, you can't.

2. I see what you meant about the phantom's legitimate spellcasting. I think I put a typo somewhere, but I meant for the phantom to only be able to cast patron spells, not every spell the cursebound knows as well. Although, when you add this in, it really does drive home the witchy feel of the phantom. I'm prone to keeping it. it really adds to the diversity of what the phantom can do. This way, the phantom has hexs, patron spells, and a weaker list to chose from and cements the idea of the caster phantom.

3. Arcane understanding. I like this version. I think we should keep it. A floating witch spell known once to 4 times a day really does improve upon versatility, but since the witch spell list isn't as broken as the wizard it's not too op.

4. Perhaps we could change the 20th level capstone? Instead of what spiritualists normally gets, make it something like Greater Arcane Understanding, which allows them to freely cast ANY witch spell (including 9th) once per day, without using a slot.

5. The curse bound is by far heavily reliant on their spell slots, more so than the base class or really a lot of other 6th level casters. Would it be possible to give them an extra spell per day of each level or is that too much? if we did push them that route I'd remove their bonus weapon proficiencies beyond normal.


Denorisn wrote:
Tyrannical wrote:

Here's a quick revision of the Cursebound I devised working in some of the proposed tweaks.

** spoiler omitted **...

This is great actually. it looks like this archetype is really nearing completion. Just a few things to note:

1. Its funny, but the spiritualist already has every single class skill that the witch possesses. keeping the line about adding three class skills thus becomes redundant because, well, you can't.

2. I see what you meant about the phantom's legitimate spellcasting. I think I put a typo somewhere, but I meant for the phantom to only be able to cast patron spells, not every spell the cursebound knows as well. Although, when you add this in, it really does drive home the witchy feel of the phantom. I'm prone to keeping it. it really adds to the diversity of what the phantom can do. This way, the phantom has hexs, patron spells, and a weaker list to chose from and cements the idea of the caster phantom.

3. Arcane understanding. I like this version. I think we should keep it. A floating witch spell known once to 4 times a day really does improve upon versatility, but since the witch spell list isn't as broken as the wizard it's not too op.

4. Perhaps we could change the 20th level capstone? Instead of what spiritualists normally gets, make it something like Greater Arcane Understanding, which allows them to freely cast ANY witch spell (including 9th) once per day, without using a slot.

5. The curse bound is by far heavily reliant on their spell slots, more so than the base class or really a lot of other 6th level casters. Would it be possible to give them an extra spell per day of each level or is that too much? if we did push them that route I'd remove their bonus weapon proficiencies beyond normal.

1. Noted, I'll put it in the next revision.

2. If the phantom can only cast patron spells, then we can remove the -2 caster level nerf, since it's spellcasting is already limited.

3. Glad you like it, it should bring more witch-related magics into the class!

4. Perhaps instead of immunity to mind-effecting spells, the Cursebound is immune to spells with the Curse descriptor, as well as hostile witch Hexes?

5. I think with the ability to exchange Spiritualist spells for Witch spells, in addition to access to patron spells, may make additional spell slots per day may be overpowered.

However, I'd wager if you really wanted to go down that route, we should trade the bonus to Caster Level the Arcane Bonded Manifestation ability grants.


Has Paladin/Alchemist been done? Trading out a lot of the magic of the paladin for alchemic devices that acomplish much the same sounds really cool.


AnonMD wrote:
Has Paladin/Alchemist been done? Trading out a lot of the magic of the paladin for alchemic devices that acomplish much the same sounds really cool.

I'm afraid Paladin/Alchemist has been done, in the form of the 'Sacred Illuminary'. Though Alchemist/Paladin has not yet been done.

That being said, there is an Investigator/Paladin of my own design called the 'Astute Physician' that focuses on replicating the abilities of the paladin through alchemical medicine.

--

Also, regarding the Bloodgunner, I'm thinking from what's been said that Gunslinger/Bloodrager is the best direction to go for what
AVoltoro is looking for, but if there's no word from him soon I'll post up the revision of the Prowling Poisoner (which will be Ranger/Investigator, given Investigator/Ranger has been done before)


AnonMD wrote:
Has Paladin/Alchemist been done? Trading out a lot of the magic of the paladin for alchemic devices that accomplish much the same sounds really cool.

The Sacred Illuminary was one I did. Swaps out smite for sunstrike, lay on hands for phosphorus bomb (think Van Helsing with that phosphorus incendiary in the movie that destroys tons of vampires), spells for formulae, and mercies for illuminations (discoveries). they are essentially Undead Slayers, but with bombs and alchemy. Here it is if you want a look.

SACRED ILLUMINARY:

Primary Class: Paladin.
Secondary Class: Alchemist.
Alignment: Any good.
Hit Dice: d10.

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

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

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

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

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

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

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

Illumination (Su): At 3rd level, and every three levels thereafter, a sacred illuminary can select one illumination. Each illumination adds a light effect to the sacred illuminary's phosphorus bombs, alters a bomb’s effect, or enhances her extracts in some manner. Whenever a sacred illuminary uses a phosphorus bomb, the target also receives the additional effects from one of the illuminations possessed by the sacred illuminary. Each bomb-related illumination adds an effect to the sacred illuminary’s phosphorus bomb ability. Whenever the sacred illuminary uses a phosphorus bomb to deal damage to one target, the target also receives the additional effect from one of the bomb related illuminations possessed by the sacred illuminary, while some illuminations affect multiple creatures within a certain radius. This choice is made when the bomb is used. The target receives a Fortitude save to avoid this illumination. If the save is successful, the target takes the damage as normal, but not the effects of the illumination. The DC of this save is equal to 10 + 1/2 the sacred illuminary’s level + the sacred illuminary’s Charisma modifier.

At 3rd level, the sacred illuminary can select from the following initial illuminations.
• Revealing Light: The sacred illuminary’s bomb erupts in a 5-foot burst of violet light. This reveals hidden and invisible creatures within the burst to all. The light outlines such creatures for 1 round per sacred illuminary level, imposing a –20 penalty on Stealth checks on those creatures. This illumination replaces the normal effects of the phosphorus bomb.
• Enhance Potion: The sacred illuminary gains the alchemist’s Enhance Potion* discovery.
• Explosive Missile: The sacred illuminary gains the alchemist’s Explosive Missile† discovery.
• Extend Potion: The sacred illuminary gains the alchemist’s Extend Potion* discovery.
• Precise Bombs: The sacred illuminary gains the Precise Bombs* discovery. This illumination alters the effect of the phosphorus bomb ability.

At 6th level, a sacred illuminary adds the following illuminations to the list of those that can be selected.
• Dispelling Bomb: The sacred illuminary gains the alchemist’s Dispelling Bomb discovery. This illumination replaces the normal effects of the phosphorus bomb.
• Infusion: When the sacred illuminary creates an extract, she can infuse it with an extra bit of her own magical power. The extract created now persists even after the sacred illuminary sets it down. As long as the extract exists, it continues to occupy one of the sacred illuminary’s daily extract slots. An infused extract can be imbibed by a non-alchemist to gain its effects.
• Protecting Light: The sacred illuminary’s bomb erupts in a 5-foot burst of blue light. This grants allies in the burst a +2 sacred bonus to AC and CMD, and a +4 bonus to AC against critical confirmation attack rolls for 1 round per caster level. This illumination replaces the normal effect of the phosphorus bomb ability.
• Underwater Demolition: The sacred illuminary gains the alchemist’s Underwater Demolition± discovery.

At 9th level, a sacred illuminary adds the following illuminations to the list of those that can be selected.
• Combine Extracts: The sacred illuminary gains the alchemist’s Combine Extracts* discovery.
• Fast Bombs: The sacred illuminary gains the alchemist’s Fast Bombs* discovery.
• Healing Light: The sacred illuminary’s bomb erupts in a 5-foot burst of white light. Allies in the burst regain a number of hit points equal to 1d8 plus 1d8 per four levels the sacred illuminary has attained + the sacred illuminary’s Charisma modifier. This illumination replaces the normal effect of the phosphorus bomb and expends two uses of her sunstrike ability.
• Penetrating Light: The sacred illuminary’s bomb erupts in a 5-foot burst of red light. This reduces the spell resistance of enemies within the burst by 5 for 1 round per sacred illuminary level. This illumination is added to the normal effects of the phosphorus bomb.

At 12th level, a sacred illuminary adds the following illuminations to the list of those that can be selected.
• Dilution: The sacred illuminary gains the alchemist’s Dilution* discovery.
• Disrupting Light: The sacred illuminary’s bomb erupts in a 5-foot radius burst of yellow light. Enemies in the burst take 4d8 points of damage and become shaken for 1d4 rounds. A successful Will saving throw halves the damage and negates the shaken effect. Any undead in the burst take 8d8 points of damage and must succeed on a DC 14 Will save or be destroyed. This illumination replaces the normal effects of the phosphorus bomb.
• Resilient Light: The sacred illuminary’s bomb erupts in a 5-foot burst of green light. This grants allies within the burst DR 5/magic or DR 5/evil for 1 round per sacred illuminary level. This illumination replaces the normal effects of the phosphorus bomb.
• Resistant Light: The sacred illuminary’s bomb erupts in a 5-foot burst of orange light. This grants allies within the burst energy resistance 5 against acid, cold, fire, or electricity, (as chosen by the sacred illuminary) for 1 round per sacred illuminary level. This illumination replaces the normal effect of the phosphorus bomb.

These abilities are not cumulative. For example, a 12th-level sacred illuminary's phosphorous bomb might also cure damage, grant protection, or reveal invisible enemies. Once an illumination is chosen, it can't be changed. This ability replaces mercy. (*Advanced Player’s Guide, **Ultimate Magic, †Ultimate Combat, ±Advanced Race Guide)

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

Extracts: Beginning at 4th level, a sacred illuminary prepares extracts like an alchemist, drawn from the sacred illuminary formulae list. However, unlike an alchemist, the sacred illuminary does not keep a formula book. Instead, she must prepare her formulae in advance, just as a paladin does her spells. He can then create an extract of any formula she has prepared for that day. For example, a sacred illuminary of 10th level gains two 1st–level extracts per day. She can prepare two different 1st–level extracts for the day, but when she creates them, she can create either one of each formula, or two of the same formula.

To prepare a formula, a sacred illuminary must have a Charisma score equal to at least 10 + the formula level. The Difficulty Class for a saving throw against a sacred illuminary’s extract is 10 + the extract level + the sacred illuminary’s Charisma modifier.

Like an alchemist, a sacred illuminary can prepare only a certain number of extracts of each formula level per day, as shown on Table: Sacred Illuminary. She also receives bonus extracts per day if she has a high Charisma score. When Table: Sacred Illuminary indicates that she gets 0 extracts per day of a given formula level, she gains only the bonus extracts she would be entitled to based on his Charisma score for that spell level. A sacred illuminary otherwise prepares her extracts as an alchemist equal to her sacred illuminary level –3. This ability replaces the paladin’s spellcasting ability.

Divine Bond (Su): Upon reaching 5th level, a sacred illuminary forms a divine bond with her phosphorus bombs. This bond allows the sacred illuminary to infuse her phosphorus bombs with divine power as a swift action. At 5th level, this divine power grants the bomb a +1 enhancement bonus. For every three levels beyond 5th, the bomb gains another +1 enhancement bonus, to a maximum of +6 at 20th level. These bonuses can be used to add any of the alchemist discoveries listed hereafter to a single phosphorus bomb. Adding these discoveries consumes an amount of bonus equal to the discoveries equivalent bonus, as follows: Acid Bomb* (+1), Concussive Bomb* (+2), Delayed Bomb* (+2), Directed Bomb†† (+1), Explosive Bomb* (+1), Force Bomb* (+2), Frost Bomb* (+1), Holy Bombs# (+2), Radiant Bomb‡ (+5), Shock Bomb* (+1), Sticky Bomb* (+3), Strafe Bomb** (+1), and Sunlight Bomb** (+3). These discoveries are added to a single phosphorus bomb, but duplicate effects do not stack. If the bomb is not magical, at least a +1 enhancement bonus must be added before any discoveries can be added. The bonus and discoveries granted by this divine power are determined when the bomb is infused and cannot be changed until another bomb is used. This divine power imparts no bonuses if the bomb is held by anyone other than the sacred illuminary, but resumes giving bonuses if returned to the sacred illuminary.

The following new Radiant Bomb discovery is restricted to the sacred illuminary multiclass archetype.

Radiant Bomb: A sacred illuminary can infuse her phosphorous bombs with the radiant energy of the divine heavens. When the bomb detonates, it releases its energy in the form of a 10-foot radius burst that deals 1d8 points of damage per caster level against undead, incorporeal creatures, and other creatures susceptible to sunlight (maximum 15d8), but only deals 1d4 points of damage per caster level against all other creatures (maximum 15d4). This damage replaces the normal bomb damage. A successful Reflex saving throw (DC 10 + 1/2 the sacred illuminary’s level + the sacred illuminary’s Charisma modifier) halves the damage. This effect is similar to the flame strike spell. This effect consumes an amount of bonus equal to +5.

A sacred illuminary can use this ability once per day at 5th level, and one additional time per day for every two levels beyond 5th, to a total of eight times per day at 19th level. This ability otherwise functions as and replaces divine bond. (*Advanced Player’s Guide, **Ultimate Magic, ‡Divine Champions: Multiclass Archetypes, #Pathfinder Player Companion: Champions of Purity, ††Pathfinder Player Companion: Magical Marketplace)

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

Aura of Radiance (Su): At 11th level, a sacred illuminary can expend two uses of his sunstrike ability to grant it to all allies within 10 feet, using his bonuses, but not the searing radiance effect. Allies must use this sunstrike ability by the start of the sacred illuminary’s next turn and the bonuses last for 1 minute. Using this ability is a free action. Evil creatures gain no benefit from this ability. This ability replace aura of justice.

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

In addition, a sacred illuminary can focus the power of the sun into the ultimate destructive force against undead. Once per day, the sacred illuminary can spend six uses of her sunstrike ability to cause a globe of searing radiance to explode silently from a point that she selects. Drawing the sun’s energies to create this effect requires a full-round action that provokes an attack of opportunity. This effect functions as the sunburst spell (DC 10 + 1/2 the sacred illuminary’s level + the sacred illuminary’s Charisma modifier) with a caster level equal to the sacred illuminary’s level. This ability replaces holy champion.

SACRED ILLUMINARY FORMULAE LIST
Sacred illuminaries gain access to the following formulae.

1st-Level Sacred Illuminary Formulae—
Alchemist:
ant haul, anticipate peril, bomber’s eye, comprehend languages, crafter’s fortune, cure light wounds, endure elements, expeditious retreat, identify, jump, keen senses, light, longshot, see alignment, shield, targeted bomb admixture, true strike,

Paladin: bless water, bless weapon, bless, detect charm, detect magic, detect poison, detect undead, diagnose disease, divine favor, ghostbane dirge, grace, honeyed tongue, knight’s calling, know the enemy, magic weapon, protection from chaos/evil, read magic, resistance, restoration (lesser), sanctify corpse, sun metal, tactical acumen, veil of positive energy, virtue, word of resolve,

2nd-Level Sacred Illuminary Formulae—
Alchemist:
ablative barrier, aid, alchemical allocation, bear’s endurance, bestow weapon proficiency, bull’s strength, bullet shield, cat’s grace, cure moderate wounds, delay poison, eagle’s splendor, fox’s cunning, invisibility, kinetic reverberation, levitate, owl’s wisdom, protection from arrows, resist energy, see invisibility, shadow bomb admixture, undetectable alignment,

Paladin: arrow of law, aura of courage (greater), bestow grace, bestow weapon proficiency, blessing of courage and life, corruption resistance, divine arrow, effortless armor, holy shield, instant armor, light lance, litany of defense, litany of righteousness, paladin’s sacrifice, saddle surge, sanctify weapon, shield other, vestment of the champion, virtuous vigor, wake of light, weapon of awe, zone of truth,

3rd-Level Sacred Illuminary Formulae—
Alchemist:
absorbing touch, age resistance (lesser), amplify elixir, arcane sight, burst of speed, cure serious wounds, draconic reservoir, elemental aura, fly, gaseous form, haste, heroism, lightning lash bomb admixture, nondetection, protection from energy, remove blindness/deafness, remove curse, remove disease, resinous skin, tongues, water breathing,

Paladin: archon’s aura, blade of bright victory, daybreak arrow, daylight, deadly juggernaut, discern lies, dispel magic, divine transfer, holy whisper, litany of sight, magic circle against chaos/evil, magic weapon (greater), sanctify armor, wrathful mantle,
.
4th-Level Sacred Illuminary Formulae—
Alchemist:
age resistance, cure critical wounds, death ward, fire shield, freedom of movement, invisibility (greater), neutralize poison, restoration, spell immunity, stoneskin, universal formula,

Paladin: bestow grace of the champion, blaze of glory, break enchantment, dispel chaos, dispel evil, holy sword, king’s castle, litany of thunder, litany of vengeance, resounding blow, sacrificial oath, stay the hand, symbol of healing,

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

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


Has a Rogue/Monk or Monk/Rogue been done? I was thinking about doing a Gambler/Scoundrel type class that blended them giving a luck pool instead of ki, and based around Charisma.


Iceman1077 wrote:

Has a Rogue/Monk or Monk/Rogue been done? I was thinking about doing a Gambler/Scoundrel type class that blended them giving a luck pool instead of ki, and based around Charisma.

Hi Icemann1077

Rogue Monk has been done, though I believe Monk/Rogue is up for grabs


Okay, since there's no word from AVoltoro for a while now, I'll go ahead and post up the revision of the Prowling Poisoner for anyone that would care to see it, feel free to suggest anything that would help balance it out or improve upon the running theme.

Prowling Poisoner:

While the sword has been used as a tool to wage war, poison has been used as a tool to end it. Whether a laced goblet of wine or unsuspecting arrow from the dark, the power of a potent poison has the potential to end a battle before it's even begun. Operating from the shadows, the Prowling Poisoner uses venoms and toxins to lethal effect, whether through a debilitating direct attack or contaminating food and drink as a deadly trap.

Primary Class: Ranger
Secondary Class: Investigator
Alignment: Any
Hit Die: d10

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

Weapon and Armor Proficiency: The Prowling Poisoner is proficient with all simple and martial weapons and with light armor, medium armor, and shields (except tower shields).

Favored Enemy (Ex): As normal

Track (Ex): As normal

Poison Lore (Ex): At 1st level, The Prowling Poisoner gains the Poison Lore ability of Investigators. This ability replaces Wild Empathy.

Poisoner's Talent (Ex or Su): At 2nd level, the Prowling Poisoner gains access to a small pool of Bonus Feats, Rogue Talents and Alchemist Discoveries that augment his abilities. At 2nd, 6th, 10th, 14th, and 18th level, he may choose one feat, talent or discovery from this pool;

Bonus Feats: Adder Strike, Poison Focus*, Powerful Poisoning
Alchemist Discoveries: Concentrate Poison, Enhance Potion, Extend Potion
Rogue Talents: Disease Use, Lasting Poison, Deft Palm

At 6th level, he adds;
Bonus Feats: Pinpoint Poisoner, Infuse Poison*, Subtle Poisoner
Alchemist Discoveries: Poison Conversion, Sticky Poison, Bottled Ooze
Rogue Talents: Iron Guts, Fast Fingers, Hold Breath

At 10th level, he adds;
Bonus Feats: Toxic Spell*, Deep Toxin
Alchemist Discoveries: Celestial Poisons, Malignant Poison
Rogue Talents: Deadly Cocktail, Frugal Trapsmith
*Feats marked with an asterisk use extracts in place of spells
This ability replaces Bonus Combat Feats.

Poison Resistance (Ex): At 2nd level, the Prowling Poisoner gains a +2 bonus on all saving throws against poison. This bonus increases to +4 at 5th level, and to +6 at 8th level. At 11th level, the Prowling Poisoner becomes completely immune to poison. This ability replaces Evasion and Improved Evasion.

Favored Poison (Ex): At 3rd level, a Prowling Poisoner may select a type of poison delivery (contact, ingested, inhaled, or injury). Once chosen, any poisons of that delivery type used by the Prowling Poisoner have their material cost, crafting time and crafting DC reduced by 10%.

At 8th level and every five levels thereafter, the Prowling Poisoner may select an additional favored poison. In addition, at each such interval, the reduced crafting requirements in any one favored poison (including the one just selected, if so desired), decrease by a further 10% (to a maximum of 40%)

Endurance: As normal

Tailored Toxin (Ex): At 4th level, the Prowling Poisoner can create Tailored Toxins. To create a Tailored Toxin, the Prowling Poisoner designates one of his Favored Enemies when crafting any poison, this poison becomes especially deadly against them. This poison works as normal against most foes, though when used against the designated Favored Enemy it increases the saving throw DC by +2, and the amount of saves needed to cure it by +1.

The increase in the DC of the saving throw extends by another +2 and cure saves by +1 for each time the Favored Enemy is chosen (to a maximum of +10 DC and +5 saves to cure). This ability replaces Hunter's Bond.

Toxic Alchemy (Su): At 4th level, the Prowling Poisoner gains the Alchemy ability of Investigators, using his Prowling Poisoner level -3 in place of Investigator levels. However, he cannot use 5th and 6th level extracts, and loses all 'cure' extracts and instead gains the following extracts augmented by the 'touch injection' spell.

1st level Extracts: Decompose Corpse, Endothermic Touch, Frostbite, Itching Curse
2nd level Extracts: Accelerate Poison, Feast of Ashes, Frigid Touch, Pernicious Poison, Pox Pustules, Unshakable Chill
3rd level Extracts: Aggravate Affliction, Contagion, Cup of Dust, Fungal Infestation, Poison, Stench of Prey
4th level Extracts: Blight, Touch of Slime, Poisonous Balm, Greater Contagion

The Prowling Poisoner uses his Wisdom score in place of his Intelligence score when calculating bonus extracts per day and saving throws against his extracts. He gains extracts per day at the same rate a Ranger normally gets his spells per day. This ability replaces Spellcasting.

Swift Alchemy (Ex): At 7th level, the Prowling Poisoner gains the Swift Alchemy ability of Investigators. This ability replaces Woodland Stride.

Swift Tracker (Ex): As normal

Quarry (Ex): As normal

Sly Poisoner (Ex): At 12th level, a Prowling Poisoner may secretly poison objects, or people, without rousing awareness of his actions. For each rank in a Favored Poison, he gains a +3 competence bonus to Sleight of Hand and Stealth skill checks to subtly apply poison to his weapon, food and drink items, small objects, or unsuspecting creatures with his Favored Poison (to a maximum of +12). This ability replaces Camouflage

Clandestine Poisoner (Ex and Su): At 17th level, a Prowling Poisoner can apply poison to his weapon as an immediate action. In addition, he may augment his Sly Poisoner ability to ensure the poison is untraceable by magic and mundane means of detection (such as the Detect Poison spell, or Poison Lore ability). This ability replaces Hide in Plain Sight.

Improved Quarry (Ex): As normal

Master Poisoner (Sp and Ex): At 20th level, The Prowling Poisoner may track any creature that has successfully been poisoned by him as if under the effects of the 'Locate Creature' spell. In addition, when a Favored Enemy is subjected to a Tailored Toxin, the cumulative effects of the poison strike instantly, ignoring the onset time and relaying all the ability damage over time in a single round if he so desires, allowing them to make a single saving throw to resist it's effects, or suffer them all at once. Tailored Toxins also bypass Poison Resistance and Immunity, but are still subject to normal saving throws, and certain effects may still be negated (such as constitution damage to undead).


Tyrannical wrote:
Okay, since there's no word from AVoltoro for a while now,

But wait I'm back! I was busy working on the Boreal Bloodline for the Bloodgunner, and it is near complete. It has no feats and I have done no balance, but all the powers and spells are fully complete.

Also, I will have to hand it on to someone else for them to finish it. With univerisy just around the corner I simply wont have time to complete it. Before I go on an share with you my Boreal Bloodline though, I want to explain what I would like to sees from it. I would like the Bloodgunner to be about both damage and utility, able to keep foes at bay as well as shoot them from afar. So with out further ado...

Boreal

Your ancestors hail from creatures and monsters that dwell in the coldest of temperatures, and your blood is as cold as the Artic seas. It chills you to the bone, and infuses you with mastery over ice and snow.

Bloodline feats

(Help me!)

Bloodline spells

Ice Armor (7th), Ice slick (10th), Ice spears (13th), Ice storm (16th)

Bloodline powers

Crippling cold
At 1st level, a Boreal Bloodgunner may spend 1 Bloodgrit point to imbue her next bullet with a terrible cold, changing the damage types of her next bullet to Cold and giving it the Frost special ability. At 11th level, a Boreal Bloodgunner may spend 2 Bloodgrit points to give her next bullet the Icy burst special ability.

Frostbite bullet
At 3rd level, a Boral Bloodgunner may spend 1 Bloodgrit point to cripple an enemy’s movement with unflinching cold. This works like the Targeting Gunslinger deed, except it may only target legs and wings. Further, the Boreal Bloodgunner always has resist cold 5, regardless of her Bloodgrit points.

Snowball shooter
At 7th level a Boral Bloodgunner may spend Bloodgrit points near an area of snow to create Snow ammunition. This snow ammunition deals Cold damage and has the Seeking (may be to op: Impact?) and Shattering special abilities. 2 Bloodgrit point creates 1 Snow ammunition bullet, removes a 5 feet cube of snow and takes a successful craft check with a DC of 20. If the check fails, the Bloodgrit point is wasted. The Crippling Cold bloodline power can’t be used on Snow ammunition until 20th level.

Snow walker
At 11th level, a Boral Bloodgunner may spend 1 Bloodgrit point on a bullet that will impact the ground. If she does, she will create an area of dense snow around the bullet, in a radius of 10 feet per level. This area counts as cold for all purposes, including the purposes of favoured terrain. The Boreal Bloodgunner gains the favoured terrain ability for cold terrain only as a Ranger of your level -2. This ability lasts for 1d10 rounds in cold temperatures, 1d6 round in normal temperatures and 1d4 rounds in hot temperatures. Further, all enemies standing in the snow walker terrain move 5 feet slower. This increases to 10 feet at 15th level and 15 feet at 20th level (Is this ability to OP?). The Bloodgunner always has resist cold 10, regardless of her Bloodgrit points.

Frozen foe
At 15th level, a Boreal Bloodgunner can freeze an opponent for 1d6 rounds by spending 1 Bloodgrit point if they are successfully hit by one of her bullets. In this state, the opponent can’t move but can still attack and use spells. The effect immediately end if the opponent takes more than 40 points of fire damage. (Underpowered?)

Blizzard born
At 20th level, the Bloodgunner gains the Cold subtype, additionally gaining immunity to fatigue and exhaustion, regardless of the amount of the amount of Bloodgrit she has. This also gives her a vulnerability to fire.

Please take good care of my Bloodgunner. I had a lot of fun designing and creating it, especially this Bloodline, and while it wasn't clear what is was supposed to do or how it was supposed to work, I think I did a tremendous job considering it was my first time. Wish me luck and I will be back around December-November time.

:)


Does anybody have backups of the Hive Master's Tunneling, Vermin Carapace, Vermin Soverign, and Worm Call hexes? I've been wanting to play one but I can't find those hexes.


sage miller wrote:
Does anybody have backups of the Hive Master's Tunneling, Vermin Carapace, Vermin Soverign, and Worm Call hexes? I've been wanting to play one but I can't find those hexes.

Hi Sage Miller,

The Hive Master and it's new Hexes and be found in this PDF, the Hexes are highlighted after the class abilities.

Champions of the Wild Critique PDF

--

@AVoltoro

As for the Bloodgunner, from what it seems is you're looking to make a series of combat oriented bloodlines, which itself may take a while. I'd suggest what I mentioned before, and instead of using Gunslinger/Sorcerer we use Gunslinger/Bloodrager, and use the Bloodrager's bloodlines to fit the combat niche of the class, while forming "Bloodgrit" from both Bloodrage and Grit.


Hey MCA, it's been a while.
Was wondering what it would take to get the Wiki up and running again, its been ages since I submitted content and participated in workshop, I'd still like to help out.


Tyrannical wrote:


@AVoltoro

As for the Bloodgunner, from what it seems is you're looking to make a series of combat oriented bloodlines, which itself may take a while. I'd suggest what I mentioned before, and instead of using Gunslinger/Sorcerer we use Gunslinger/Bloodrager, and use the Bloodrager's bloodlines to fit the combat niche of the class, while forming "Bloodgrit" from both Bloodrage and Grit.

See I looked into that in my free time. For the bloodgunner, we're looking at Something that just uses grit points to spend on rounds of bloodrage?

Most bloodrager bloodlines are melee oriented in nature, we gleem this from the Abyssal and Draconic bloodlines, which give access to claws as melee weapons. Gunslingers avoid melee at almost all costs, so what good would these first level powers do? I'm kinda on the fence about this concept, as I don't see it working unless one made up entirely new bloodlines.

My suggesting would be to keep full soceror bloodlines for the class. have the 4th level spellcasting be based of the bloodrager's spell list, and add a new ability in, though it might turn them slightly into a magus copy.

For 1 point of grit, have the bloodgunner be able to channel any spell or bloodline ability with the range of "touch" or "ranged Touch" through his gun's next attack. Essentially make this a ranged version of a magus's spellstrike. this allows the gunner to feel like they are enchanting their bullets with arcane energies. Unlike bloodrager bloodlines, sorc bloodlines are full of ranged touch effects.

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