I think Vigilante is a stand-alone concept that could make very fun D&D games. The structure makes it so a complete 4 person party could all be vigilantes and have a medieval fantasy super hero game in pathfinder, which I think is Great.
I also agree with most people in here that it's not a very unique class, it's not very powerful, and it's not really up to snuff.
One of the main things that hybrid classes get in pathfinder is greater action economy than full BAB and full caster classes. Magus gets spell combat, bloodrager gets bloodrage spells, Warpriest gets fervor, Summoner has a powerful companion, as does Hunter. Bard can still fight while bardic music if singing, and alchemist... Could also use some work in this regard.
I agree with Pixie in one big point. Vigilante almost touches on a very cool niche, the master spy shadow dancer, but it doesn't quite do it very well, because of how heavily the class is invested into the hero/alt ego concept.
The most populated city in europe in the 1400s (A decent era to compare to medieval fantasy) had 240,000 people living in it. The average City came closer to 50,000 people.
So at level 9, you have an attitude improvement and an intimidate bonus with 1/10th of the entire population of a sizable city, which is pretty damn awesome.
I think a lot of people forget that in medieval times, there just weren't that many people around.
In a setting in which the world is more populated than a relative real world historical era would suggest, just ask the DM to have that increase in available people be reflected in the numbers for the ability. If your average city is more like 100,000, then scale the ability up to 10-20k at level 9.
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The alchemist discovery Alchemical Simulacrum allows you to create a lesser simulacrum that is a creature rather than an illusory construct.
My question is, since this is a creature and not a spell effect, does that mean you can heal it with magic like you could any other creature, or can it only be healed going through the expensive magical lab process?
My instincts are going with yes, it can be healed, because it's a creature, but I would like some feedback.
I think Warping without cost or action during a rush, and gaining an extra attack per turn (at the cost of your turn's swift action) is a nice capstone. The coup isn't really needed.
Ok, so concepts for Phase Arts.
I'm thinkin there should be categories of abilities. Warp arts, Rush arts, and Misc Arts. Warp arts and Rush arts can only have 1 ability used per warp or active at any 1 time as part of the Rush, in additional to other side-line abilities.
Rush Arts could be similar to Rage Powers in that they are abilities that can only be used during a Rush, some only usable 1/rush.
Warp Arts should be ways to make Warp more functional as a warrior type character. Some ideas I had was, gaining the benefits of Charge whenever they warp and attack in the same turn, leading to Charge based characters after level 5 when they get Agile Warp (So a level 6 minimum). Also things like Impact, which causes force damage in the start and end location of the Warp.
Examples Examples
Phase Arts:
Rush Arts
-Burning Rush: Half of all damage delt during a Burning Rush is fire damage. The Phase takes 1d6 fire damage per round of Burning Rush.
-Burnout: The Phase may end their Rush prematurely, dealing 1d6 extra fire damage on their attacks, and an extra 1d6 fire damage for each round of Rush sacrificed this way. The Phase takes the full duration of their Burning Rush damage, for example, if Burnout is used on the First round of Burning Rush, the Phase takes 3d6 fire damage, and deals +3d6 fire damage on each attack. Uses one Inertia pool point.
-Hastened Rush: Gains an extra attack while Rushed, -2 to hit on all attacks. Does not stack with Haste
-Tactical Rush: The Phase also gains a bonus on CMB during a Rush equal to their bonus to hit granted by Rush.
-Instant Maneuver: Once per rush, the Phase may make a Trip, Bullrush, Disarm, Sunder, or Dirty Trick combat maneuver as a free action that does not provoke attacks of opportunity.
-Lightning Defenses: Increases the dodge bonus to AC provided by Rush by 50% while fighting defensively or using Combat Expertise, double it while using a total defense action.
-Enduring Rush: A rush lasts for 4 rounds instead of 3.
-Eternal Rush: A rush lasts for 5 rounds instead of 4.
Warp Arts
-Impact: Deals 1d4+ 1 per 2 Phase levels, force damage to all adjacent creature at the start and end of a Warp movement. Creatures adjacent to the start and end point of a movement only take damage once.
-Momentum: If the Phase uses Warp and travels no more than 5ft, roll their weapon damage dice twice for their attacks that round.
-Distracting Warp: When you Warp, you leave behind an illusion of yourself for 1 round, plus 1 additional round for every 4 Phase levels you posess. You must decide what this illusion does before you use Distracting Warp.
-Warp Armor: Convert the first X damage (x = phase level) into nonlethal damage for 1 round after using Warp, half this conversion for each round past the first during the same Rush.
-Blink Strike: Make a single attack against a target that is in the line of effect of your Warp as a full round action.
-Forceful Entry: Make a bull rush combat maneuver against each opponent adjactent to your Warp destination, using your Cha in place of your Str for your CMB, and your Phase level in place of your BAB. Costs 1 point from inertial pool.
-Drudge: Rather than gaining a Rush, opponents adjacent to the Warp destination make a will save DC 10+1/2Phase+Chamod or be Slowed as the spell for the same duration as your Rush.
I feel like this is a very good structure for the Phase's base concept. It has it's main 3 abilities, Inertia Pool, Warp, and Rush, to form the basis of it's combat, similar to weapon/armor training, rage, and smite evil. From there, all the other mentioned abilities can be added as Phase Arts, or into the empty levels 9, 13, 17, and 20 (capstoooone)
I suggest for phase arts that the ability have a required phase level, like magus arcana, alchemist discoveries, and rage powers.
Maybe for a capstone, you could have greater teleport + coup de poop
*Trollface*
Weapon and Armor Proficiencies: The Phase is proficient with simple and martial weapons and light armor. He is not proficient with shields.
Warp: At level 1 the Phase gains the ability to teleport short distances as a standard action as if using Dimension Door (meaning the Phase cannot take actions after using Warp). This movement does not provoke attack of opportunity. The Phase cannot use Warp in the same turn that they use their move action to move. You must have line of sight to your destination, and you cannot take other creatures with you when you use this ability. You can move 5ft, plus 5ft per two Phase levels you possess. This ability costs 1 point from your Inertia Pool to use. Warp can only be used while wearing light or no armor, and while carrying no more than a light load.
Inertia Pool: Phase draws his power from a pool of magical and physical energy in order to produce effects. The number of points in a Phase's Inertia Pool is equal to his Phase level + his Charisma modifier. In addition to allowing them to use Warp, the Inertia Pool is used to fuel many of a Phase's Phase Arts, and a few other abilities listed below. As a swift action the Phase may:
*Gain a +1 damage bonus to attacks for 1 round. For every 5 Phase levels you possess, gain an additional +1 damage. This ability does not stack with the Arcane Strike feat (Because that's what it is dur hur)
*Take a 5-foot step. This does not count as your normal 5-foot step for the turn. This movement provokes attacks of opportunity as normal.
Planar Knowledge: The Phase is educated in Planar space, ranging from the ethereal and shadow to the elemental and outer planes. They recieve a bonus to Knowledge [Planes] checks equal to 1/2 their Phase level.
Phase Art: As a Phase develops their skill, they learn specialized skills that improve their extrodinary arts of speed and teleportation. Starting at 2nd level, a Phase gains a Phase Art, and an additional Phase Art at each even level beyond 2nd.
Rush: Starting at 3rd level, whenever a Phase uses their Warp ability, or spends a point from their Inertia Pool as a swift action, they become Rushed for 3 rounds, gaining a +1 competence bonus to hit and Reflex saves, a +1 dodge bonus to AC, and a +10ft bonus to move speed. While Rushed, a Phase may spend a point from his Inertia Pool as a free action to extend his Rush by another 3 rounds, starting at the beginning of his next turn. This bonus to hit, reflex saves, and AC increases by +1, and gains another +10ft bonus to move speed every 4 levels beyond 3rd (7, 11, 15, 19). Rush can only be used while wearing light or no armor, and while carrying no more than a light load.
Agile Warp: At 5th level the Phase's warp ability can be used as a move action. In addition he gains Dimensional Agility as a bonus feat even if he does not meet the prerequisits. The Phase's Warp ability is considered Dimension Door for the purposes of Dimensional Agility.
Distortion: Because the Phase constantly alters local space, at level 5, the Phase gains a companion in the form of a distortion in dimensional space. This Distortion has no intelligence or personality and follows the Phase's mental commands as though it were an extension of his being. The Distortion moves at the Warp's speed and may travel to the Phase's space whenever he teleports.
The Distortion is not coporeal or incoporeal, and cannot be attacked or damaged in any way. It can however be dispelled, which banishes it for 24 hours, at which point it reappears in the Phase's space, treat the Phase's caster level as his Phase level -3.
The space adjacent to the Distortion is considered rough terrain, and creatures in that space take a -2 penalty to AC and saves. This ability ceases to function while the Distortion shares a space with another creature. If Distortion shares a space with another creature, they must make a will save DC equals 10+ 1/2 the Phase's level + his Charisma Modifier or becomes Sickened or Shaken (The Phase's choice) as long as they share a space with the Distortion. If the creature leave the Distortion's space, the Sickened or Shaken effect continues as long as the Distortion moves into that creature's space again before the start of that creature's next turn. If the creature saves it cannot be affected by sharing a space with the Distortion for 1 minute.
Swift Warp: Starting at 10th level the Phase gains the ability to use Warp as a swift action. This ability cannot be used during a full round attack.
Deft Warp: At 15th level the Phase can use Warp as a free action up to twice per turn. This ability can be used during a full round attack.
-I would drop medium armor, or give it an armor progression like the Magus.
-I would be wary of using "planes" in your description of how the character teleports, because that just sounds like it would confuse players. I think "Shifting through space" is sufficient.
-For Warp, I would suggest looking at the Wizard ability from the Conjuration [Teleportation] Arcane school ability Shift, as it's a straightforward starting point and is already written into an existing class. Also, I would suggests against using an ability stat to determine distance, a more standard rate would work better I think, and then leveling + feats for increased amounts of distance.
-Line of sight is a good requirment, though the additional information about cover vs partial cover isn't needed, that's more something for range attacks rather than movement.
-The limitations on carrying capacity/extra creatures is overly specific and complex. A simpler progression would be "Can only be used with a light load. Additionally at level 5, the Distortion Warrior may bring a single willing creature with them, and then an additional willing creature per 5 levels, for a total of 4 at level 20" or using the progression from the conjuration [teleportation] school, where more creatures decreases total travel distance.
-Warp should not be usable for malicious teleportation (aka teleporting unwilling creautres) until level 10, at which point it should recieve a specific ability for that purpose. Additionally, an easier method for teleporting while grappled would be making a combat maneuver for it, possibly a CMB modified to use Int/Cha instead of Str.
-For Rift Aura, I would have it start as a 5ft aura, then become 10, then 20, as the ability progresses. Instead of +1 to damage and -1 to opposing AC, another idea could be that the area of the Rift Aura gives a 10%, 20%, then 30% miss chance, and also cause the area of the distortion to be treated as rough terrain that cannot be cancled.
Another idea for Rift Aura, would be to change it thematically to be Temporal Rift, or such like that, where the point of origin and destination leave a 5-15 foot radius spread with the Rift Aura effects in that area.
-Going back to Warp and Dimensional Agility at level 5: Warp, as far as I've read, never becomes shorter than a standard action *Typing as they read* so gaining Dimensional Agility just gives them... More movement on that turn, I guess. It's rather pointless unless at some point before level 5, Warp becomes a move action. Generally speaking, the Warp ability is fairly useless to a warrior based class unless it allows attacks before/after the movement (Which is generally the strategy of a teleportation warrior)
-I really like the idea of using the warp aura to disrupt spellcasting, but I don't like that particular execution.
-Twisted Impact is a really cool ability idea. I feel like a better wording for a fantasy setting would be "A distortion warrior may touch an object and distort it's being, dealing damage" or something like that. Chemical makeup is a little sci-fi. This ability should happen in the build, but should be useful for damaging creatures too, such as something that is MORE effective against objects but still gives this warrior an ability to deal non-weapon damage to things.
-Dimensional Anchor is definitely a must-have for this kind of character. Yes yes.
-Rift Sunder is a cool ability, though I feel like 12th level is a little high.
-Shattering Touch, same comments as with Twisted Impact
-At 16th level you could bump this up to a Resilience Sphere.
-Dimensional Slash is a little complicated. "The Dimensional Warrior may make an attack as an immediate action once per round against an adjacent foe. This attack deals force damage instead of weapon damage." or something along those lines.
Other comments, I feel like a lot of these abilities could be put in a list of abilities to be selected every 2-3 levels, like Rogue Talents or Rage Powers, many of them are circumstantial and/or flavorful that seem like they would work better in selectable tiers like rage totems and whatnot. That would allow a character to specialize their particular style of time/space agility.
Additionally, I personally like the idea of a magic warrior of this variety combining Teleportation and Haste, because bursts of speed just make sense to me about this kind of magic. You could potentially add things like that into the build.
And as I said, Warp needs to progress in action type, Rift Aura could use work, and the offensive abilities would generally work better as selectables.
This is a really cool concept but the overall execution needs some work. I can see this working better as a 3/4 BAB class since in general the powers associated with this concept are more powerful, magical, and dynamic than what you would see in a normal full BAB class.
Edit: There are also WAY too many dead levels in this build. This is pathfinder! We don't deal in dead levels~
Title pretty much says it. I'm a player looking for a D&D group and game that uses skype as it's main medium for play. I don't really get Play By Post and I'm not sure I would have the patience for it.
Anyone looking for players or interested in starting such a Skype based group?
So, I had some spare time and I desperately needed a distraction, so I tracked down all the MCAs posted in MCA4 that had a fully written out class entry. Along with each is the most recent revision on their full class entries I could find. Some of them have some edits done by me to include things mentioned after the most recent page block. Some of them are not edited/updated. I think Elemental Blade probably has the least accurate/updated entry, apologies for that.
Pretty sure I didn't miss any of them but feel free to double check.
Yall should feel proud. Collectively these fill out 111 double spaced Word.doc pages.
Browman's Elemental Blade
Elemental Blade, Iorthol Draft:
Elemental Blade
The majority of fighters are trained solely with martial techniques, elemental blades are fighters with the smallest spark of arcane talent. Their trainers focus this talent into an elemental focus allowing them to cast an extremely limited selection of spells, though this comes at a cost to their martial skills.
Primary Class: Fighter
Secondary Class: Wizard (Elemental)
Alignment: Any
Hit Dice: d8
¾ BAB, Good Fort
Skills: The elemental blade adds his 3 wizard skills to his list of fighter skills. He gains 2+Int modifier ranks each level
Weapon and armour proficiency: An elemental blade is proficient with all simple and martial weapons, light and medium armour, and shields (but not tower shields).
Elemental spells: An elemental blade can cast arcane spells as a wizard, following the spell progression chart below. He learns spells by adding them to his spellbook just like a wizard, however how can only learn and cast spells with the elemental descriptors of Air/Electricity, Earth/Acid, Fire, and Water/Ice. This replaces the bonus feat gained at 1st level. [I think that spellbooks are important thematics to keep with Wizard archetypes]
Elemental Cantrip: An elemental blade can cast the lvl 0 spell of his element at will. This ability replaces Bravery.
Elemental School: In addition to learning spellcasting, at 3rd level the Elemental Blade selects an elemental arcane school from the following: Air, Earth, Fire, Water. This ability replaces Armor Training 1
Abjuration training: Starting at level 7 the elemental blade becomes more attuned with the elements in order to further protect himself. He may sacrifice a prepared spell to gain a bonus on saves against a chosen element from the following: electric, acid, fire, or cold elemental attacks and hazards equal to the spell level sacrificed. In addition he also gains energy resistance 5* the sacrificed spell level against the chosen element. The sacrificed spell is considered to be 1 level higher if it matches his elemental school.
Elemental Vengeance: At level 11, whenever the elemental blade uses his Abjuration training ability, he also gains an elemental shield over his body, similar to Flame Shield. Whenever he is attacked with a non-reach melee weapon, touch attack, or natural attack, the attacker takes 1d6+1 per 2 elemental blade levels worth of damage from the element selected with abjuration training. The elemental blade is considered to be 2 levels higher for the purpose of this ability if the element matches his elemental school.
Elemental Shape: At level 15 the elemental blade can wild shape like a druid, functioning as though he used the Elemental Body II selection of wild shape. At level 19 he can become a large elemental as though benefiting from Elemental Body III.
Warrior Training: At level 5, 9, 13, and 17, the elemental blade may select either Weapon Training or Armor Training, identical to the fighter abilities. At level 20, he selects either Armor Mastery or Weapon Mastery.
Fighters are often skilled smiths and crafters, in addition to their martial trade. The runeforged warrior takes this trade a step further, enhancing both his craft and his fighting with a flare of arcane might. With the ability to craft and enhance his own equipment, the runeforged warrior takes on the battlefield fully prepared every time.
Primary Class: Fighter.
Secondary Class: Magus.
Alignment: Any.
Hit Dice: d10.
Bonus Skills and Ranks: The runeforged warrior may select three magus skills to add to his class skills in addition to the normal fighter class skills. The runeforged warrior gains a number of ranks at each level equal to 2 + Int modifier.
Weapon and Armor Proficiency: Runeforged warriors are proficient with simple and martial weapons, with light and medium armor, but not with shields. He can cast runeforged warrior spells while wearing light and medium armor without incurring the normal arcane spell failure chance.
Like any other arcane spellcaster, a runeforged warrior wearing heavy armor or using a shield incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass runeforged warrior still incurs the normal arcane spell failure chance for arcane spells received from other classes.
Bonded Weapon (Sp): At 1st level, the runeforged warrior begins play with one bonded weapon at no cost. The bonded weapon must be a melee weapon the runeforged warrior is proficient with. This weapon is of masterwork quality, and is not made of any special materials. A runeforged warrior cannot cast spells without his bonded weapon in hand.
Starting at 5th level, a bonded weapon can be used once per day to cast any one spell that the runeforged warrior has scribed onto his bonded weapon (see Rune Scribing below) and is capable of casting, even if the spell is not prepared. This spell is treated like any other spell cast by the runeforged warrior, including casting time, duration, and other effects dependent on the runeforged warrior's level. This spell cannot be modified by metamagic feats or other abilities.
A runeforged warrior can add additional magic abilities to his bonded object as if he has the required Item Creation Feats and if he meets the level prerequisites of the feat. For example, a runeforged warrior with a bonded dagger must be at least 5th level to add magic abilities to the dagger (see Craft Magic Arms and Armor feat). The magic properties of a bonded weapon, including any magic abilities added to the object, only function for the runeforged warrior who owns it. If a bonded weapon's owner dies, or the item is replaced, the weapon reverts to being an ordinary masterwork weapon of the appropriate type.
If a bonded weapon is damaged, it is restored to full hit points the next time the runeforged warrior prepares his spells. If the weapon is lost or destroyed, it can be replaced after 1 week in a special ritual that costs 200 gp per runeforged warrior level plus the cost of the masterwork item. This ritual takes 8 hours to complete. Items replaced in this way do not possess any of the additional enchantments of the previous bonded weapon. A runeforged warrior can designate an existing magic item as his bonded item. This functions in the same way as replacing a lost or destroyed item except that the new magic item retains its abilities while gaining the benefits and drawbacks of becoming a bonded weapon.
Arcane Pool (Su): At 1st level, the runeforged warrior gains a reservoir of mystical arcane energy that he can draw upon to fuel his powers and enhance his weapon. This arcane pool has a number of points equal to 1/2 his runeforged warrior level (minimum 1) + his Intelligence modifier. The pool refreshes once per day after the runeforged warrior sleeps and meditates for 1 hour. When he later gains spellcasting, the pool refreshes when he prepares his spells for the day.
At 1st level, a runeforged warrior can expend 1 point from his arcane pool as a swift action to grant his bonded weapon he is holding a +1 enhancement bonus for 1 minute. At 5th level and every five levels thereafter, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 20th level. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability on the same weapon do not stack with themselves. It costs 2 points to grant these bonuses to weapons other than his bonded weapon.
At 5th level, these bonuses can be used to add any of the following weapon properties: dancing, flaming, flaming burst, frost, icy burst, keen, shock, shocking burst, speed, or vorpal.
Adding these properties consumes an amount of bonus equal to the property’s base price modifier. These properties are added to any the weapon already has, but duplicates do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. These bonuses and properties are decided when the arcane pool point is spent and cannot be changed until the next time the runeforged warrior uses this ability. These bonuses do not function if the weapon is wielded by anyone other than the runeforged warrior.
Unlike a magus, a runeforged warrior can enhance up to two weapons in this way at one time, one of which must be his bonded weapon. If he uses this ability again, one of the two uses immediately ends. This ability replaces the bonus feat gained at 1st level.
Bonus Feats: this is exactly like the fighter ability of the same name, except that the runeforged warrior gains a bonus feat at 2nd level and at every four level thereafter. At 6th level, he may select item creation feats in addition to the normal combat feats.
Master Smith (Ex): At 3rd level, when using Craft (armor) or Craft (weapons) to create mundane armor, shields, and weapons, a runeforged warrior gains a competence bonus equal to his runeforged warrior level on the Craft (armor) or Craft (weapons) check. A runeforged warrior can use Craft (armor) or Craft (weapons) to identify magical armor or weapon properties as if using detect magic. He must hold the armor or weapon for 1 round to make such a check. In addition, a runeforged warrior gains the Master Craftsman feat for both Craft (armor) and Craft (weapons) even if he does not meet the requirements.
At 9th level, a uneforged warrior uses the 1/10 gp value of armor, shields, and weapons to determine how much time it takes to craft mundane items, and he requires only half the normal amount of time to enchant magical arms and armor. This ability replaces armor training 1 and weapon training 2.
Magus Arcana: At 4th level and every four levels thereafter (8th, 12th, and so on), a runeforged warrior can choose to learn a magus arcana, using his runeforged warrior as his magus level. This ability replaces the bonus feats gained at 4th, 8th, 12th, 16th, and 20th level.
Rune Scribing: Starting at 5th level, a runeforged warrior gains the ability to scribe runes of power onto his bonded weapon, allowing him to cast a limited number of spells per day drawn from the magus spell list. The runeforged warrior's bonded weapon acts as his spellbook, but he does not learn spells in the normal manner. Instead of learning spells like a magus, the runeforged warrior creates magical etching acids from the ashes of the scrolls of spells he wishes to learn. The process creating a magical acid and scribing the appropriate rune onto his bonded weapon requires 1 hour per level of the spell. Only magus spells with a range of “personal” or “touch” can be learned in this way.
At 5th level, a runeforged warrior gains one 1st-level spell slot in which to cast his 1st-level spells, in addition the bonus spell provided by his bonded weapon. At 9th level and every four levels thereafter, he gains one spell slot of each subsequent level up to 4th-level spells at 17th level. A runeforged warrior also gains additional spells per day for a high Intelligence score. A runeforged warrior can scribe detect magic and read magic onto his bonded weapon as 1st-level spells.
While a runforged warrior must always use the method described above to scribe spells onto his bonded weapon, he can use the pages from a magus’s or wizard’s spellbook with the desired spell written upon them in place of a scroll. The pages are consumed in the acid creation process just as if the spell were cast directly from the spellbook. A runeforged warrior cannot scribe spells from an alchemist’s formulae book. However, a magus, wizard, or alchemist can learn any spell scribed onto a runeforged warrior’s bonded weapon into their spellbook or formulae book as long as the spell is on their class spell list or formulae list. Learning these runes is more difficult than learning spells from typical sources. The DC for a magus, wizard, or alchemist to copy spells from a bonded weapon into a spellbook or formulae book increases by 5.
Since the space on a bonded weapon is limited, a runeforged warrior can only have a certain number of spells scribed onto his weapon at any one time. A runeforged warrior can scribe any spell he desires onto his bonded weapon, but cannot exceed a the maximum of six 1st-level spells, four 2nd-level spells, three 3rd-level spells, and two 4th-level spells. A runeforged warrior otherwise prepares and casts spells as a magus equal to his runeforged warrior level -3. This ability replaces weapon training 1.
Spellstrike (Su): At 5th level, a runeforged warrior gains the magus’s spellstrike ability. This ability replaces bravery.
Armor Training: Starting at 7th level, a runeforged warrior learns to be more maneuverable while wearing armor. Whenever he is wearing armor, he reduces the armor check penalty by 1 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by his armor by 1. At level 11 and 15, these bonuses increase by +1 each time, to a maximum –3 reduction of the armor check penalty and a +3 increase of the maximum Dexterity bonus allowed.
In addition, a runeforged warrior can also move at his normal speed while wearing medium armor.
Reforge (Su): At 13th level, as a standard action, a runeforged warrior can restore a number of hit points equal to his runeforged warrior level to a damaged object by touching it and spending 1 point from his arcane pool. Repairing a destroyed object takes 1 minute and materials equal to 1/4 the item’s sale value, and restores the object to 1 hit point.
Restoring the enchantments of a destroyed magical item requires additional points from the runeforged warrior’s arcane pool equal to the item’s caster level. The runeforged warrior gains one temporary negative level if the item’s caster level is lower than his own, two negative levels if equal or greater (or none if the item is his bonded weapon); the save DC to remove these negative levels is equal to 10 + the item’s caster level. This ability replaces weapon training 3.
Destructive Counterstrike (Su): At 17th level, if an opponent activates a magical item while threatened by a runeforged warrior, the opponent provokes an attack of opportunity from the runeforged warrior, even if activating it would not normally provoke an attack of opportunity.
Alternatively, the runeforged warrior can choose to make a sunder attempt against the item instead of making the attack of opportunity against the opponent. If the item is destroyed, its effects are negated. This ability replaces weapon training 4.
Armor Mastery (Ex): At 19th level, a runeforged warrior gains Damage Reduction 5/— whenever he is wearing armor.
Bonded Weapon Mastery (Ex): At 20th level, a runeforged warrior automatically confirms all critical threats and has their damage multiplier increased by 1 (×2 becomes ×3, for example) when using his bonded weapon. In addition, he cannot be disarmed while wielding his bonded weapon.
NEW MAGUS ARCANA
The following new magus arcana is restricted to the Runeforged Warrior multiclass archetype.
Fortify Bond
A runeforged warrior can make his bonded weapon more durable and resilient to damage.
Prerequisites: Runeforged Warrior 3, Bonded Weapon weapon class feature.
Benefits: A runeforged warrior may spend 1 point from his arcane pool to increase the hardness and hit points of his bonded weapon by an amount equal to his runeforged warrior level. These hit points last until expended or until the runeforged warrior next refreshes his arcane pool. Multiple uses of this ability overlap and do not stack.
55hi55's Spirit Warrior
Spirit Warrior:
Spirit Warrior:
Some tribes of Barbarian fuel their rage through more arcane means, instead of channeling into their body with their rage, they instead reach into primal planes and pull, and bring something with them, something only they can control. The Primal Avatar feeds off their rage like a parasite in return for combat powers greater than any mortal.
Primary Class: Barbarian.
Secondary Class: Summoner.
Hit Dice: d12.
Alignment: Any Chaotic
Bonus Skills and Ranks: The primal caller may select three summoner skills to add to their class skills in addition to the normal barbarian class skills. The primal caller gains a number of ranks at each level equal to 2 + INT modifier.
Weapon and Armor Proficiency: The primal caller is proficient with all simple weapons and light armor, as well as all natural weapons. The Spirit Warrior is not proficient with shields.
Primal Avatar: At level one the Spirit Warrior can call his Avatar around him; it appears as translucent, living armor. The Avatar mimics the movements and does not hinder the Spirit Warrior’s senses in any way. The Spirit Warrior can summon his Avatar for a number of rounds equal to 4+ his CON mod and an addition 2 rounds for every level after the first. Temporary increases to CON do not affect the number of rounds a Spirit Warrior can call his Avatar. While the Avatar is summoned the Spirit Warrior is treated as both an outsider and his original type whichever is worse for the Spirit Warrior. The Spirit Warrior gains darkvision 60 feet while the Avatar is summoned.
The Avatar grants the Spirit Warrior bonuses like a summoners Eidolon of the same level. While the Avatar is summoned the Spirit Warrior gains bonuses to STR and DEX, to as well as natural armor as if the Spirit Warrior were an Eidolon of the same level.
A Spirit Warrior gains an evolution pool equal to his Spirit Warrior class level plus his CHA mod. The Spirit Warrior can use the evolution points to gain any evolution an Eidolon of the Spirit Warrior’s level could gain. The Spirit Warrior cannot gain the “large”, “huge” and “ability increase” evolutions; the Spirit Warrior is treated as a bipedal Eidolon in relation to the evolutions the Spirit Warrior qualifies for. At each level the Spirit Warrior can reallocate the evolution points to new or different evolutions.
The Spirit Warrior is limited to the maximum number of natural attacks an Eidolon of his level could have. The Spirit Warrior DOES NOT gain temporary hit points, number of feats, or additional skill ranks from the Avatar. The total number of natural attacks the Spirit Warrior can have while the Avatar is present remains the same; if the Spirit Warrior has more than this the Spirit Warrior must choose which natural attacks to use in any given round.
Due to the intense energy’s the Avatar exposes the Spirit Warrior to, when the Avatar is dismissed the Spirit Warrior is fatigued for a number of rounds equal to two times the number of rounds the Avatar was materialized. However there is a 10% chance (the player must roll percent die) the Spirit Warrior is instead exhausted for a number of rounds equal to the number of rounds the Avatar was materialized.
Summoning the Avatar is a move action that doesn’t provoke Attacks of opportunity. When wearing anything that boosts AC be it armor or a shield or other item or magical item, the Natural Armor Bonus from the Avatar doesn’t apply. The Spirit Warrior can choose to have the Avatar overpower the effects of any AC boosting item, if he does so, any magical ability(s) associated with the item cannot be used and the AC bonus doesn’t apply.
At 9th level the Spirit Warrior gains Multiattack as a bonus feat, even if he doesn’t qualify.
At 10th level the Spirit Warrior can cast Transmogrify as the spell once per day, this only applies to his Primal Avatar.
This ability replaces Rage and all Rage Powers
Aspect: This ability functions as the Summoner ability of the same name. The Spirit Warrior gains this ability at 11th level.
This ability replaces Greater Rage.
Partial Summon: At 17th level the Spirit Warrior can summon only a part of the Avatar, gaining selective abilities. Once per day the Spirit warrior can summon four one-point evolutions; two, two-point evolutions; one three-point evolution, or one four point-evolution that the Avatar has. The Spirit warrior can use these abilities without summoning the Avatar for the rest of the day. Each day the Spirit Warrior can select new evolutions to partially summon. The Avatar must possess these evolutions, when the Avatar is summoned the Partially Summoned evolutions do not stack with the evolutions the Avatar has.
This replaces Tireless Rage.
Greater Aspect: This ability functions the same as the Summoner ability of the same name. The Spirit Warrior gains this ability at 18th level
This replaces Damage Reduction and Trap Sense.
Natural Weapon Mastery or Twin Avatar (by this i mean one or the other, i’m not sure which..)
Natural Weapon Mastery: This functions as the Fighter Ability Weapon Mastery except the Spirit Warrior must chose a natural weapon.
Twin Avatar: As the summoner ability Twin Eidolon, except for each round this ability is used costs two rounds of summoning ability. the avatar uses the Spirit Warrior’s stats as base stats. (I fear this is too powerful)
Either ability replaces Mighty Rage.
ARCANE VENATOR:
While most churches feel secure in their standing in the world, a great many of them recognize the threat of arcane magic. Thus, the Society of Arcane Venators was born. The primary purpose of this organization is to serve as watchdogs over those who wield arcane might. In part, an arcane venator’s duty is to keep a watchful eye over arcane practitioners, counteract any overreaching of their power as a group or individually, and prevent them from seizing worshipers of the divine. *Note: In the Golarion Setting, the Society of Arcane Venators makes a perfect counter-organization to the Razmiran Priesthood.
Primary Class: Inquisitor.
Secondary Class: Wizard.
Alignment: Any.
Hit Dice: d8.
Bonus Skills and Ranks: The arcane venator may select three wizard skills to add to her class skills in addition to the normal inquisitor class skills. The arcane venator gains a number of ranks at each level equal to 4 + Int modifier.
Weapon and Armor Proficiency: The arcane venator is proficient with all simple weapons, plus the hand crossbow, longbow, repeating crossbow, shortbow, and her deity’s favored weapon. She is also proficient with light armor, medium armor, and with shields (except tower shields).
Arcane School (Su): At 1st level, an arcane venator chooses a single school of arcane magic in an attempt to better understand the threat posed by arcane spellcasters. This functions as the wizard class feature of the same name. This ability replaces judgment.
Arcane Lore (Ex): At 1st level, an arcane venator adds her Wisdom modifier to all Knowledge (arcana) and Spellcraft skill checks in addition to her Intelligence modifier. This ability replaces monster lore.
Domain: An arcane venator must choose either the Knowledge or Magic domain, even if her deity does not grant those domains. Alternatively, she may choose the Spellkiller inquisition in place of one of the two domains. This ability modifies the domain class feature.
Detect Magic (Sp): At will, an arcane venator can use detect magic, as the spell. An arcane venator can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is magical, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the arcane venator does not detect magic in any other object or individual within range.
Arcane Bane (Su): This is exactly like the inquisitor’s bane ability, except that the bane special weapon ability property applies only to creatures that can uses arcane spells and spell-like abilities, including those with levels in the an arcane spellcasting class (alchemist, bard, magus, sorcerer, summoner, witch, or wizard).
Disdain Arcane (Ex): At 8th level, an arcane venator gains a +4 morale bonus on saving throws made to resist spells, supernatural abilities, and spell-like abilities used by arcane spellcasters. This ability replaces second judgment.
Greater Arcane Bane (Su): This is exactly like the inquisitor’s ability of the same name, except that the amount of bonus damage dealt by the weapon against creatures that can uses arcane spells and spell-like abilities increases to 4d6.
Arcane Repression (Sp): At 16th level, an arcane venator can use antimagic field as a spell-like ability once per day. Any spells or effects based on divine magic remains unaffected by this ability. This ability replaces third judgment.
Magic Slayer (Ex): At 17th level, an arcane venator gains Disruptive and Spellbreaker as bonus feats. The penalty granted by the Disruptive feat increases to +6 and the arcane venator gains a +2 to hit and damage on any attacks of opportunity granted by Spellbreaker feat. This ability replaces slayer.
Arcane Aspect (Su): At 20th level, whenever an arcane venator applies a metamagic feat to a spell from his arcane school, she can reduce the spell’s effective level by 1 when determining what level spell slot to prepare the spell in. This ability cannot lower the required spell slot below that of the spell’s original level. In addition, whenever an arcane venator successfully makes a saving throw against an arcane spell, he gains a morale bonus on attack and damage rolls equal to the level of that spell against the caster of the spell until the beginning of his next turn. This ability replaces true judgment.
MONSTROUS GENERAL :
Oft times, kingdoms come in conflict with neighbors, invading forces, or even roving mercenary armies in search of fortune and glory. While most rulers have a constant military presence, they must, on occasion, call upon unorthodox forces to win their battles. Thus, such opportunities of for notoriety and military conquest have given birth to a truly remarkable persona, the monstrous general. By establishing an pact with elite groups of monstrous creatures, the monstrous general calmly leads these terrifying forces into the heat of battle, often to the dismay of his foes.
Primary Class: Fighter.
Secondary Class: Summoner.
Alignment: Any.
Hit Dice: d10.
Bonus Skills and Ranks: The monstrous general may select three summoner skills to add to his class skills in addition to the normal fighter class skills. The monstrous general gains a number of ranks at each level equal to 2 + Int modifier.
Weapon and Armor Proficiency: The monstrous general is proficient with all simple and martial weapons, with light armor, medium armor, and with shields (except tower shields).
Summoner Training (Ex): Starting at 2nd level, a monstrous general gains a +1 bonus to his caster level when using his summon monster ability. This bonus increases +1 for every 4 levels beyond 2nd. This ability replaces bravery.
Summon Monster (Sp): Starting at 3rd level, a monstrous general can cast summon monster I as a spell-like ability a number of times per day equal to 3 + his Constitution modifier. He can cast this spell as a standard action and the creatures remain for 1 minute per level (instead of 1 round per level). At 7th level, and every 4 levels thereafter, the power of this ability increases, as shown on Table: Monstrous General. This allows him to summon more powerful creatures (to a maximum of summon monster VIII at 19th level). A monstrous general cannot have more than one summon monster spell active in this way at one time. If this ability is used again, any existing summon monster immediately ends. These summon spells are considered to be part of his spell list for the purposes of spell trigger and spell completion items. In addition, he can expend uses of this ability to fulfill the construction requirements of any magic item he creates, so long as he can use this ability to cast the required spell. When using this ability, the monstrous general’s caster level is equal to 1/2 his monstrous level. This ability otherwise functions as the summoner’s summon monster ability and replaces armor training and armor mastery.
So, I changed what abilities were swapped for Summon Monster. I have it increase fron MS II, to MS III, MS V, MS VI, and MS VIII. Going from MS II to MS VIII with just armor training seemed a little too good. So, I spread it over 5 abilities instead of 4, including armor mastery. The progress seemed to call for it. Now it's a bit more balanced, since MS VIII is quite powerful.
Coordinated Attack (Ex): Starting at 5th level, a monstrous general can improve the battle prowess of his summoned creatures. As a standard action, the monstrous general can grant all creatures summoned by his summon monster ability that are within 30 feet of him a +1 bonus to attack rolls. The creatures retain this bonus until the end of the summoning. At 9th level and every four levels thereafter, this bonus increases by +1, up to a maximum of +4 at 17th level. This ability replaces weapon training 1 and weapon training 3.
I changed this a bit. Many abilities use a range f 30 feet, including Tactician, paladin's auras, etc. That's pretty standard, and I think this should also be 30 ft., not 60 ft. I also spread the bonus from +1 to +4 over 5th to 17th level. You get the same bonus at the end, but you get it the same progression that weapon training grants the bonus. Though, you are only gaining half the weapon trainings benefits (bonus to only attack rolls, not damage rolls also). Again, more balanced.
Imparted Methods (Ex): Starting at 9th level, a monstrous general can choose one feat that he possesses. As a standard action, the monstrous general can grant this feat to all creatures summoned by his summon monster ability within 30 feet of him. The creatures retain the use of this feat until the end of the summoning. These creatures do not need to meet the prerequisites of this feat. The monstrous general can use this ability once per day, plus one additional time per day at 12th level and for every three levels thereafter. This ability replaces weapon training 2.
Tweaked this one a bit. This ability is similar to the cavalier Tactician ability, so I used that as a template. The monstrous general needs to use a standard action to grant the feat to all summoned creatures within 30 feet. This is similar to how a cavalier grants his teamwork feats to allies within 30 feet. It can also be used a number of times per day, like tactician, instead of just a constant ability. Since this is similar to tactician, which is a single level ability, we can just swap out weapon training 2 for it instead of both WT 2 and WT 4.
Resilient Stance (Ex): Starting at 17th level, a monstrous general can impart greater resilience to his summoned creatures. As a swift action, a monstrous general can grant damage reduction 3/— to all creatures summoned by his summon monster ability within 30 feet of him. This ability replaces weapon training 4.
Now with the change to Imparted Methods, we can move Resilient Stance to 17th and swap out weapon training 4. I reduced this to DR 3/-, again, for balnce sake.
War Summoner (Ex): At 20th level, whenever a monstrous general confirms a critical hit, he can use his summon monster ability as an immediate action. Whenever the monstrous general gains a flanking bonus from his summoned creatures, he can increase that bonus by an additional +2 until the end of the summoning. In addition, the damage reduction gained by his summoned creatures while they are within 30 feet of him increases to 5/—. The monstrous general also gains damage reduction 5/— until the end of the summoning. This ability replaces weapon mastery
this is pretty much the same, but it increases the DR from resilient Stance up to 5/-, in addition to granting it to the monstrous summoner also. All this is part of the art of creating MCAs.
This then gives us the following progression table.
Table: Monstrous General
Base
Class Attack Fort Ref Will
Level Bonus Save Save Save Special
1st +1 +2 +0 +2 Bonus feat
2nd +2 +3 +0 +3 Bonus feat, summoner training +1
3rd +3 +3 +1 +3 Summon monster II
4th +4 +4 +1 +4 Bonus feat
5th +5 +4 +1 +4 Coordinated attack
6th +6/+1 +5 +2 +5 Bonus feat, summoner training +2
7th +7/+2 +5 +2 +5 Summon monster III
8th +8/+3 +6 +2 +6 Bonus feat
9th +9/+4 +6 +3 +6 Imparted methods
10th +10/+5 +7 +3 +7 Bonus feat, summoner training +3
11th +11/+6/+1 +7 +3 +7 Summon monster V
12th +12/+7/+2 +8 +4 +8 Bonus feat
13th +13/+8/+3 +8 +4 +8
14th +14/+9/+4 +9 +4 +9 Bonus feat, summoner training +4
15th +15/+10/+15 +9 +5 +9 Summon monster VI
16th +16/+11/+6/+1 +10 +5 +10 Bonus feat
17th +17/+12/+7/+2 +10 +5 +10 Resilient stance
18th +18/+13/+8/+3 +11 +6 +11 Bonus feat, summoner training +5
19th +19/+14/+9/+4 +11 +6 +11 Summon monster VIII
20th +20/+15/+10/+5 +12 +6 +12 Bonus feat, war summoner
Vincent Takeda's Fey Mage
Fey Mage:
FEY MAGE
While many believe that the source of the fey’s magic is divine in nature, such as the magic wielded by druids, those with true knowledge understand that the fey draw their magical powers from the arcane. With this enlightenment, some sorcerers choose to persue the path of the fey, striving to become one with the magic of those who come from the First World. With their increase in arcane magic and the ability to summon forth a fey eidolon, fey mages can hold their own either through the spells they wield or the eidolons they command.
Bonus Skills and Ranks: The fey mage may select three summoner skills to add to her class skills in addition to the normal sorcerer class skills. The fey mage gains a number of ranks at each level equal to 2 + Int modifier.
Weapon and Armor Proficiency: The fey mage is proficient with all simple weapons, but not with any armor or shields. Armor interferes with fey mage’s gestures, which can cause his spells with somatic components to fail.
Diminished Spellcasting: The fey mage casts arcane spells drawn from the sorcerer spell list, and gains one fewer spell of each spell level per day. She otherwise learns, prepares, and casts spells as a sorcerer of equal level.
Bloodline: This is exactly like the sorcerer ability of the same name, except that the fey mage must choose the planarbound bloodline.
Fey Eidolon: A fey mage possesses an affinity for fey magic. As such, her lesser eidolon ability is changed in the following ways. A fey mage summons an outsider from the First World, inhabited by all types of frolicking spirits and sprites of the fey. As usual, the eidolon’s physical appearance is up to the fey mage, but it always appears as a dryad, nymph, pixie, or satyr. Through evolutions, it often gains insectoid or butterfly wings. An aquatic fey eidolon can be created by adding gills and swim evolutions. To create a true fey eidolon, use the Fey model described in Ultimate Magic. This ability changes the planarbond bloodline’s lesser eidolon power.
Arcane Knowledge: Starting at 2nd level, a fey mage can choose one 1st –level spell of her choice from the druid, sorcerer/wizard, or summoner spell lists, and adds it to her list of spells known. At 4th level and every even level thereafter (up to 18th level), she can choose one spell from each subsequent level of spells and adds it to the list of spells known. If a spell is listed on the summoner list, and on either the druid or sorcerer/wizard spell list, it is added to her list of spells known using the sorcerer’s spell level. If a spell is exclusive to the summoner, it is added to her list of spells known as a spell one level higher than that of the summoner. This ability replaces spells lost due to diminished spellcasting.
A fey eidolon has only one base form that determines its starting size, speed, AC, attacks, and ability scores. All natural attacks are made using the eidolon’s full base attack bonus unless otherwise noted (such as in the case of secondary attacks). Unlike a normal eidolon, a fey eidolon is a finesse-based creature and its attacks add the eidolon’s Dexterity modifier to the damage roll (instead of Strength), unless it is its only attack, in which case it adds 1-1/2 times its Dexterity modifier. A fey eidolon’s base form is always Small, unless altered by evolutions, and has the usual size adjustments factored into the base form.
Alternatively, a fey eidolon can be made Tiny. If the fey eidolon is Tiny, it gains a –4 penalty to its Strength and a –2 bonus to its Constitution. It also takes a +2 bonus to its Dexterity score, a +1 size bonus to its AC and attack rolls, a +2 bonus on its Fly skill checks, and a –4 penalty on its Stealth skill checks. It also gains a +1 bonus to its CMB and CMD scores. Reduce the damage of all of its attacks by one step (1d4 becomes 1d3, 1d3 becomes 1d2). If this choice is made, the eidolon can be made Tiny whenever the summoner can change the eidolon’s evolution pool (which causes it to gain these modifiers for changing from Small). This evolution costs 2 points from the fey mage’s evolution pool. The Medium evolution is described below. Increasing the fey eidolon to Large costs twice the normal evolution points. A fey eidolon cannot become Huge.
The fey eidolon is always bipedal and uses the following base form. The fey base form follows all of the normal rules for the eidolon’s base forms.
Fey Base Form (Biped)
Starting Statistics: Size Small; Speed 20 ft.; AC +2 natural armor; Saves Fort (bad), Ref (good), Will (good); Attack 2 claws (1d4); Ability Scores Str 12, Dex 16, Con 13, Int 10, Wis 7, Cha 11; Free Evolutions: basic magic, claws, limbs (arms), limbs (legs), low-light vision.
FEY EIDOLON ABILITIES
A fey eidolon’s abilities are determined by the fey mage’s level and by the choices made using its upgrade pool. Table: Fey Eidolon Base Statistics determines many of the base statistics of the construct. Each fey eidolon possesses a base form that modifies these base statistics. A fey eidolon’s qualities are similar to those described in the Eidolons description block of the Advanced Player’s Guide, except with the following changes.
Hit Dice: This is the total number of 6-sided (d6) Hit Dice the fey eidolon possesses.
Good/Bad Saves: These are the fey eidolon’s base saving throw bonuses. A fey eidolon always possesses a good Reflex and Will saving throw and a bad Fortitude saving throw, regardless of the creature’s base form.
Skills: This lists the fey eidolon’s total skill ranks and receives a number of skill ranks equal to 6 + its Intelligence modifier per HD. The following skills are class skills for fey eidolons: Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Knowledge (planes) (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Knowledge (geography) (Int), Knowledge (local) (Int), Knowledge (nature) (Int), Perception (Wis), Perform (Cha), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), Swim (Str), and Use Magic Device (Cha). Note that fey eidolons with a fly speed receive Fly (Dex) as a free class skill, even if they do not gain a fly speed until a later level. A fey eidolon otherwise follows the same strictures pertaining to skills as the summoner’s eidolon.
Armor Bonus: The fey eidolon has only a natural armor bonus, and cannot split this amount between an armor bonus and a natural armor bonus.
Str/Dex: The fey eidolon does not gain the Strength increase normally afforded an eidolon, but does retain the Dexterity increase.
New Evolutions
The following evolutions can be chosen by the fey mage.
1-Point Evolutions
The following evolution costs 1 point from the fey eidolon’s evolution pool.
Medium (Ex): A fey eidolon grows is size, becoming Medium. The eidolon size changes to Medium and gains a +4 bonus to its Strength and a +2 bonus to its Constitution. It also takes a –2 penalty to its Dexterity score, a –1 size penalty to its AC and attack rolls, a –2 penalty on its Fly skill checks, and a –4 penalty on its Stealth skill checks. It also gains a +1 bonus to its CMB and CMD scores. Increase the damage of all of its attacks by one step (1d3 becomes 1d4, 1d4 becomes 1d6). If this choice is made, the eidolon can be made Medium whenever the summoner can change the eidolon’s evolution pool (which causes it to gain these modifiers for changing from Small). This evolution cost 3 points from the fey mage’s evolution pool.
PLANARBOUND BLOODLINE:
You possess a strange affinity towards summoned creatures, such as eidolons. As such, your obsession with extraplanar beings has become a source of tremendous power, allowing you to call forth a creature from the outer planes to serve you. For you, the planes are where your true home is, but since you can’t go there you bring their inhabitants to you.
Class Skill: Knowledge (Planes).
Bonus Feats: Augment Summoning, Extra Evolution, Fey Foundling, Nimble Moves, Sense Link, Spell Focus (conjuration), Silent Spell, Still Spell.
Bloodline Arcana: You have a considerable knack for summoning creatures from other planes which grants you a +1 bonus to your caster level whenever you cast summon monsters or any similar spell that summons extraplanar creatures to the Material plane.
Bloodline Powers: With a strong tie to the planes, you are sought after as a source of knowledge about them, as well as an ally by those in search of powerful extraplanar to assist in their cause.
Sorcerer’s Eidolon (Su): Starting at 1st level, you can summon forth an eidolon. This eidolon otherwise functions as the summoner’s eidolon class feature, except for the following changes. Your eidolon it is not as powerful as that of the summoner. Therefore, you effective summoner level for determining your eidolon’s advancement is equal to your sorcerer level –3 (minimum 1). You use your Intelligence modifier instead of your Charisma modifier to determine any effects pertaining to this feature. You reduce the listed number of evolution points gained at each level by 2 (see Table: Eidolon Base Statistics), and the eidolon’s maximum number of natural attacks never increases above 3.
In addition, due to the power your eidolon expends, you must sacrifice some of your own whenever you summon it. Starting at 4th level, whenever your eidolon is summoned, you lose access to your highest level of spells until it has been dismissed. At 10th level, whenever your eidolon is summoned, you lose access to your two highest levels of spells until it has been dismissed. At 16th level, whenever your eidolon is summoned, you lose access to your three highest levels of spells until it has been dismissed.
Bonded Sense (Su): At 3rd level, you gain the summoner’s bonded sense class feature, but use your Intelligence modifier instead of your Charisma modifier to determine the number of rounds the ability can be used each day.
Summon Monster (Su): At 9th level, you can cast summon monster IV as a spell-like ability once per day. Drawing upon this ability uses up the same power that you use to call your eidolon. As a result, you can only use this ability when your eidolon is not summoned. You can cast this spell as a standard action and the creatures remain for 1 minute per level (instead of 1 round per level). At 12th level, and every 3 levels thereafter, the power of this ability increases by one spell level, allowing you to summon more powerful creatures (to a maximum of summon monster VII at 18th level).
Greater Shield Ally (Su): At 15th level, your eidolon can protect you or your allies. You gain the summoner’s greater shield ally class feature.
Merge Forms (Su): At 20th level, you can become one with your eidolon. You gain the summoner’s merge forms class feature.
Browman's Beast Knight
Beast Knight:
BEAST KNIGHT
The beast knights are an order of druids that focus their abilities on a bond with a powerful animal that is capable of being a mount for them. They are most commonly found in plains or savannas. They often fight against those who over hunt the area.
Primary Class: Druid.
Secondary Class: Cavalier.
Alignment: Any.
Hit Dice: d8.
Bonus Skills and Ranks: The beast knight may select three cavalier skills to add to her class skills in addition to the normal druid class skills. The beast knight gains a number of ranks at each level equal to 4 + Int modifier.
Weapon and Armor Proficiency: The beast knight is proficient with the club, dagger, dart, lance, quarterstaff, scimitar, scythe, sickle, shortspear, sling, and spear, as well as all natural attacks (claw, bite, and so forth) of any form they assume with wild shape. She is proficient with light and medium armor but is prohibited from wearing metal armor; thus, she may wear only padded, leather, or hide armor. A beast knight may also wear wooden armor that has been altered by the ironwood spell so that it functions as though it were steel. See the ironwood spell description. Beast knights are proficient with shields (except tower shields) but must use only wooden ones.
Diminished Spellcasting: The beast knight casts divine spells drawn from the druid spell list, and gains one fewer spell of each spell level per day. If this reduces the number to 0, she may cast spells of that level only if they are domain spells or if her Wisdom allows bonus spells of that level. Shee otherwise learns, prepares, and casts spells as a druid of equal level.
Bestial Bond (Ex): This is exactly like the druid’s nature bond ability, except that the beast knight must choose the animal companion bond. The creature must be one that is suitable as a mount and is at least the same size as the beast knight. If the creature is of equal size, it increases by one size category and gains a +2 bonus to natural armor, +4 bonus to Strength, +2 bonus to Constitution, and natural attacks increase its damage dice by one step. It also takes –2 penalty to its Dexterity score. This ensures that the beast knight is capable of riding her mount. Any creature that is already one size category larger than the beast knight does not gain these benefits.
Order: At 1st level, a beast knight must choose either the Dragon, Lion, or Star cavalier order, or the new Order of the Grand Circle. She gains her first order ability at 5th level and each subsequent order ability every six levels thereafter. This ability replaces spells lost due to diminished spellcasting.
Rider’s Sense (Ex): At 1st level, a beast knight gains a +2 on Handle Animal and Ride skill checks. This ability replaces nature sense.
Trackless Step (Ex): This is exactly like the druid ability of the same name, except that while mounted, the ability also applies to her mount, and can choose to leave a trail if she so desires.
Wild Shape (Su): This is exactly like the druid ability of the same name, except that she can wild shape once per day at 4th level, and an additional time per day every four levels thereafter, to a maximum of five times per day at 20th level. While mounted, a beast knight cannot use her wild shape ability unless her new form is bipedal and at least one size category smaller than her. In such cases, she retains the use of her Ride skill, and any feats or other abilities associated with mounted combat.
Alternatively, a beast knight can use her wild shape to turn her mount into creatures of the animal and magical beast types. At 6th level, she can use wild shape to change her companion into a Medium or Large animal. This functions as beast shape II. At 8th level, she can change her companion into a Huge animal. This functions as beast shape III. A 12th level, she can change her companion into a Medium or Large magical beast. This functions as beast shape IV.
Challenge (Ex): At 4th level, a beast knight gains the cavalier’s challenge ability, except that the beast knight can make a challenge once per day and an additional time per day every four levels thereafter, up to a maximum of four times per day at 18th level. This ability replaces wild shape 2/day, 4/day, 6/da, and 8/day.
Cavalier’s Charge (Ex): At 9th level, a beast knight gains the cavalier’s charge ability. This ability replaces venom immunity.
Greater Shaping (Su): At 13th level, a beast knight can increase the size of her animal companion by one size category for 1 round per level as a standard action. These rounds do not need to be consecutive. This transformation grants the animal companion the giant template, and can be dismissed as a swift action. This ability replaces a thousand faces.
As others have mentioned, the big hate with Cavalier is a required mount, and a good few too many class features around mounted charging.
All other companion classes give an alternative option.
Druids have a domain, wizards have a magic wand, rangers have bonded allies, summoner... Ok maybe not all of them but summoners can pocket their pet in a pinch.
Cavalier could have been made more attractive with an alternative so you can be something besides the dude on horseback. As cool as that fantasy shtick is, mounted combat and mounted companions aren't for everyone, and they make adventuring difficult, because no one wants to lug a large sized creature up a mountain.
But yeah, for me personally, I don't like banners and mounts. It's also why I don't like most of the samurai options. Too much horsemanship.