Elghinn Lightbringer wrote:
This is a continuation of the previous thread MULTICLASS ARCHETYPES, which was becoming too long. So we have begun a second thread, and will continue to do so as long as our work continues and each thread becomes too long
This is a collaborative development thread for the Multiclass ARchetypes concept presented in the previous thread. Anyone is welcome to make suggestions, give feedback, and try our playtests. Many of the MCAs (Multiclass Archetypes) are under reconstruction to be more in line with our most recent adjusted guidelines for creating them.
We now return you to your regularly scheduled developmental thread.
This is the most current paytest document for any one wishing to see what we are doing, or to actually playtest them.
Core and Base Multiclass Archetypes Playtest Document
For additional or previous documents go HERE, and go to the Multiclass Archetypes folder.
Wizard/Druid - Arcane Heirophant
Hit Die: d6
Requirements
• Base Attack Bonus: +4
• Feats: Arcane Armor Training
• Skills: Knowledge (arcana) 5, Knowledge (nature) 5
• Spells: Able to cast 2nd level arcane spells and 2nd level divine spells
• Special: Arcane Bond and Hunters Bond or Nature Bond class feature
Class Skills
The Arcane Hierophant's class skills (and the key ability for each skill) are Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Knowledge (arcana) (Int), Knowledge (nature) (Int), Perception (Wis), Ride (Dex), Spellcraft (Int), Survival (Wis), Swim (Str).
Skill Ranks at Each Level: 4 + Int modifier.
Weapon and Armor Proficiency: You gain no proficiency in any weapons or armor. You abide by the same armor restrictions that druids do, and you lose your divine spellcasting ability and supernatural or spell-like class abilities if you wear prohibited armor or carry a prohibited shield.
Arcane Armor Mastery: When casting an arcane spell, the Arcane Hierophant can reduce the arcane spell failure chance for any non-metallic light or medium armor. You learn to cast arcane spells while wearing the types of armor that druids favor. You gain Arcane Armor Mastery as a virtual bonus feat when wearing non-metallic armor.
Spellcasting: At each level, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in an arcane spellcasting class and a level in a divine spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other class feature a character of that class would have gained. If you had more than one arcane spellcasting class or more than one divine spellcasting class before becoming an arcane hierophant, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.
Eldritch Bond: The Arcane Heirophant gains certain abilities based on her Arcane Bond/Nature Bond/Hunters Bond class Features.
the Arcane Hierophant strengthens her connection to a special animal or Bonded Item and Domain or School. At 1st level, choose either an existing animal companion, Familiar or Bonded object and if she has both a animal companion and arcane familiar she must choose one to release (though she takes no penalty for doing so).
She must also choose to continue focus on either her domain powers or her arcane school powers as part of this choice. If she chooses her arcane school she may choose her current school powers or a sub-school to advance in and gains the improved arcane bond ability with a bonded object. If choosing a Domain, she may choose to continue advancing in her current domain or gain a second domain with its related powers. If she does not have bonded object or animal, this ability does not grant her one, but improves on the choice she already made.
Levels in arcane hierophant stack with those of the class providing the companion or familiar for the purposes of determining the creature's Hit Dice, natural armor adjustment, and Strength/Dexterity adjustment, special abilities, stats, tricks and so on from the Animal Companion table (Core Rules). Treat her arcane class levels as druid levels for determining the eldritch companions abilities for a familiar on this table.
In addition, your eldritch companion (if any) gains many of the abilities that a familiar would normally possess. You add your arcane hierophant class level to your arcane spellcasting class level, and determine the Intelligence bonus and additional special abilities of your eldritch companion accordingly, taking the better of the two when needed. (Intelligence, improved evasion, share spells, empathic link, deliver touch spells, speak with master, devotion, and speak with animals of its kind.)
The Hit Dice, hit points, attack bonus, saving throws, feats, and skills of the eldritch companion are determined as normal for an animal companion. Due to the eldritch companion’s unusual Intelligence score, it may very well have more skill points than other animals of its kind.
The eldritch companion is a magical beast (augmented animal), but you can bestow harmless spells on your eldritch companion as if it were an animal instead of a magical beast.
If the arcane hierophant instead chose a Cleric domain or Arcane School with a Bonded Object instead of an eldritch companion, she gives up any animal she has from any base class and her levels stack when determining the powers and bonus spells granted by this domain or her arcane school. She may not retain a lower level animal companion/arcane familiar from her base class when making this choice.
In either case the Arcane Hierophant’s effective level is equal to her base class level plus her Arcane Hierophant class levels. (Any feat taken to increase animal companion or familiar level stack for the purposes of increasing the powers and levels.)
Wild Shape (Su): If the Divine class used to qualify for the Arcane Hierophant does not have this class ability, you do not gain the ability to wild shape. However, you add your Arcane Hierophant level to your Druid level to determine the limits of wild shape ability and gaining the Wild Shape ability if you do not already possess the ability from your Druid class. You must have at least three levels in druid to take advantage of this ability.
Improved Arcane Bond:
The wizard may Spontaneously cast one additional spell per day for every 5 class levels (1 additional at 1st, 5th, 10th) from any spell she has in her spellbook; She loses this ability if she possesses a familiar or animal companion at 1st level in place of continuing her arcane school or domain. If the Wizard specializes in an arcane school, this second spell must come from that school. This additional spell otherwise follows all the rules of the standard arcane bond ability.
Combined Summoning (Su)
Starting at 1st level, a Arcane Heirophant can channel stored arcane or divine spell energy from her spell casting classes into summoning spells that she hasn't prepared ahead of time.
She can "lose" a prepared spell from either a arcane class or divine class in order to cast either a {i}summon monster or summon natures ally{/i} spell of the same level or lower. Using arcane for {i}summon monster{/i} and divine for {i}summon natures ally.{/i}
She can cast this spell as a full round action or {b}standard action{/b} if she shares the creatures alignment subtype. Any creatures summoned in this manner remain for {b}1 minutes plus a number of minutes equal to 1/2 her caster level (minimum 1{/b};instead of 1 round per level). This increase is not doubled by {i}Extend Spell{/i}.
At 2nd level, she gains the augment summoning feat as a bonus feat even if she does not meet the prerequisites.
At 3rd Level, the Arcane Heirophant may expend a spell one level higher from her arcane class to cast a {i}summon nature ally{/i} spell or from divine class to cast a {i}summon monster{/i} spell. When doing so, she summons one additional creature of the same kind (This does not stack with the Master Summoner Feat).
At 4th Level, When casting a summoning spell from either {i}summon natures ally or from summon monster{/i}, if the creatures shares her alignment subtype (good, neutral, evil), these summoned creatures are granted the Diehard feat. Creatures not of her alignment do not gain the feat. (note, per spell description for summoning, any creature not listed with an alignment shares your alignment subtype.)
At 4th/6th/8th class Level, she adds {i}lesser planar ally, planar ally, greater planar ally, lesser planar binding, planar binding, greater planar binding{/i} to her spell list and can cast these spontaneously as above. (she must pay the normal material component and gold piece value as normal.)
{i}These spells and the summon spells are considered to be part of his spell list in addition to any other spells gained each level and for the purposes of spell trigger and spell completion items. In addition, she can expend uses of this ability to fulfill the construction requirements of any magic item he creates, so long as he can use this ability to cast the required spell.{/i}
At 10th class level, you can change the duration of one {i}summon natures ally/summon monster{/i} spell to permanent. You can have no more than one {i}summon monster{/i} spell made permanent in this way at one time.
When she gains 9th level spells, this ability can be used to add gate to her list of spells she may spontaneously cast. If used for gate, the Arcane Heirophant must pay any required material components as normal.
Spell Conduit (Bond Senses) (Su)
Starting at 3rd level, a arcane heirophant can, as a standard action establish an empathic link to passively share the senses of the creatures she summons, hearing, seeing, smelling, tasting, and touching everything the summoned creature does as per the spell magic jar.
She may on the following round as a full round action possess control of the creature, creature is considered willing. Unlike magic jar, the creatures soul is not displaced, but is just unconscious during the possession and is unharmed.
She can use this ability a number of times per day equal to 1/2 her class level, minimum 1 (as long as the creature is within 30 feet & the effect ends if she goes beyond 1 mile of her body) and she may end this effect as a swift action. This effect last 1 round per caster level. If the creature is under her control at the time the creature is slain or the summoning spell ends, this effect ends and she is returned to her own body, she takes 4d6 points of damage, stunned for 1 round and the creature departs as normal. However, if she is merely passively sharing senses at the time, she takes no damage and is stunned for one round.
as a swift action the arcane heirophant can expend a daily use to shift her perception to her companion or familiar, allowing her to experience what it sees, hears, and so on. On the following round, once she establishes the link to her companion or familiar, she may as a standard action take control as per the spell magic jar to share the body. She can maintain this connection as long as she likes (she must be within 1 mile to start this effect, but may move beyond this area once doing so) and end it as a free action. If her companion or familiar is slain while in control within 1 mile of her own body, she may return to her own body and the effect ends with 4d6 damage and stunned for 1 round (see above). If slain beyond 1 mile, both you and your companion/familiar die.
The arcane heirophant can only use this ability on one creature at a time, and cannot see, hear, or smell with her own body while maintaining this connection and while she is transferred to a summoned creature, companion or familiar her body is, as near as anyone can tell, dead. She may switch from control to passive as a free action but must take a full round or standard to take control once again.
During a possession keep your Intelligence, Wisdom, Charisma, level, class, base attack bonus, base save bonuses, alignment, and mental abilities. The
body retains its Strength, Dexterity, Constitution, hit points, natural abilities, and automatic abilities. The creature's spells and spell-like
abilities do not stay with the body. You do gain access to the creature extraordinary abilities and supernatural abilities (like evasion and smite).
If the creature does not possess the ability to speak, you may apply your feats like natural spell that are normally used with wild shape while in this
form. While in this form, any spells cast with a target of you are cast upon the creature, companion or familiar and stay with the body when the effect is ended. if her body is slain while using this effect, she is considered slain and the link is broken, ending the effect.
Bonus Feats: At 1st, 5th and 10th, an Arcane Hierophant gains a bonus feat. At each such opportunity, he can choose a metamagic feat, an item creation feat, General Feat (summoning, animal companion, or wild shape), Spell Focus feats, Arcane feat, Natural Spell or Spell Mastery. The character need not meet the prerequisites for a bonus feat. These bonus feats are in addition to the feats that a character of any class gets from advancing levels.
Totemic Summoning: At 6th level, an arcane hierophant may cast summon nature’s ally or summon monster as a standard action when summoning any creature with a simple template. The summon creatures hit points are maximized and they gain temporary hit points equal to her caster level.
She can apply the young template to reduce the level of the summoning spell required by one. She can apply the all simple or totem templates without level increase. She can also increase the level of summoning required by one in order to apply either the dire template, or two simple templates. (If expending a divine spell for summons monster or arcane spell for summon natures ally, you may subtract one from level required and all creatures acquire the same templates, * see note.)
*Note: When using any feat or ability to modify the summoned creature with additional templates, other than those noted in the description (i.e. dire, celestial, advanced, or augmented), the casting time increases to a full round action casting time. Any feat that is usable with {i} Summon Monster or Summon Natures Ally {/i}, stacks with this ability.
Assume Control (Su)
At 8th level, you can attempt to gain control over a summoned creature by disrupting the bond between it and the caster who summoned it. You must make a caster level check (1d20 + caster level) equal to 10 + the summoning caster’s level. If you know the summoned creature’s name, you receive a +2 circumstance bonus on the check. If the check is successful, you can control the summoned creature as if you had summoned it for a number of rounds equal to 1/2 your wizard level (minimum 1 round). This does not increase the duration of the original summoning. The original summoning caster can attempt to regain control of the summoned creature as a standard action by making a caster level check against your caster level + 10. When your control ends, the creature reverts to the control of its summoner. When you gain control in this way, the creature is treated as having changed alignment to your alignment subtype and as if under effects of dominate monster. you can use this ability to bargain with called creatures as if you were the caster who conjured them. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
10 Level: Master Summoner: She gains the ability to summon creatures using Totemic Summons with no level increase. Casting time is decreased for all summoning spells to a standard action and as a full round action the arcane heirophant may cast to summoning spells gaining 1d3+1 creatures per spell, without a level increase. She may choose one summoned creature to make permanent.
10 level: Wild Shape at will.