
Flak RPG Superstar 2013 Top 8 |

Quick fixes, awesome.
I just went through the d20pfsrd full spell db, filtering for spells with costly components, and noting only the costs of material components (as opposed to focuses) in witch spells (and those available to elder sage through domains).
25
1,000
25
2,000
1,000
25
50
25
25
200
250
5,000
1,500
10,000
500
10,000
1,000
5,000
1,000
5,000
1,000
5,000
5,000
1,500
1,000
1,000-20,000
250
250
100
100
250
5
250
100
250
250
10,000
500
100
1,000
1,000
5,000
1,000
15,000
15,000
500
500
Seems like 100gp and 250gp are good thresholds, good thinking Elghinn =)
Oh, last thing for now, the entangle hex needs a proper write-up!

Flak RPG Superstar 2013 Top 8 |

Astral captain v1.1.
Astral Captain
Some summoners lean more toward a martial path. Amongst these, a more specialized group devotes extra time to bonding with a variety of extra-planar creatures, the better to cooperate with them in battle. These astral commanders eschew the summoner's usual eidolon companion in favor of extensive combat training with their extra-planar buddies. When the time is right, the astral captain can rally them to his cause and amass a small but powerful strike force.
Advancement Chart
1. Astral magic, bonus feat, buddy system, diminished casting, summon monster I
2. Bonus feat, fighter training
3. Summon monster II, training
4. Bonus feat
5. Summon monster III, captain's grace
6. Bonus feat
7. Summon monster IV, medium armor
8. Bonus feat
9. Summon monster V, training
10. Bonus feat
11. Summon monster VI, improved teamwork
12. Bonus feat
13. Summon monster VII, heavy armor
14. Bonus feat
15. Summon monster VIII, training
16. Bonus feat
17. Summon monster IX, improved leadership
18. Bonus feat
19. Gate
20. Bonus feat, mastery
Primary Class: Summoner.
Secondary Class: Fighter.
Hit Dice: d8.
Save Bonus: +2 Fortitude.
Bonus Skills and Ranks: An astral captain selects three fighter skills to add to his class skills in addition to the normal summoner class skills. The astral captain gains a number of ranks at each level equal to 2 + Int.
Weapon and Armor Proficiency: Astral captains are proficient with all simple weapons. Astral captains are also proficient with light armor. An astral captain can cast bard spells while wearing light armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, an astral captain wearing medium or heavy armor, or using a shield, incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass astral captain still incurs the normal arcane spell failure chance for arcane spells received from other classes.
Astral Magic: Instead of casting spells selected from the summoner's spell list, the astral captain casts conjuration and transmutation spells from the bard's spell list. He learns and casts these spells as normal; he simply uses the bard's conjuration and transmutation spells instead of the usual summoner spell list. Astral captains do not know and are incapable of casting any 0-level spells. This ability replaces cantrips.
Bonus Feats: At 1st level, and at every even-numbered level thereafter, the astral captain receives a bonus feat. These bonus feats must be combat feats, teamwork feats, or Extra Summons. Alternatively, the astral captain may elect to gain one evolution point, as the summoner's eidolon's ability. Each time he does this, he may reconfigure his evolutions, using all evolution points to enhance himself. At 1st level, the astral captain may only select 1-point evolutions. At 10th level, he can select 2-point evolutions. At 18th level, he can select 3-point evolutions. The astral captain can never select evolutions which increase his size or ability scores. This ability replaces life link, bond senses, shield ally, maker's call, transposition, aspect, greater shield ally, life bond, merge forms, and greater aspect.
Buddy System (Ex): At 1st level, the astral captain selects one configuration of monsters summonable with his summon monster I spell-like ability. This configuration represents extraplanar friends and allies of the astral captain's. Every time he uses his summon monster ability or casts an appropriately-leveled summon monster spell, he may choose to summon these allies. Allies summoned in this way have all the teamwork feats the astral captain has. Whenever the astral captain accesses another level of his summon monster spell-like ability, he may select a configuration of allies for that level of summon monster. (For example, a 3rd-level astral captain could have a celestial dire rate ally [chosen at 1st level] and a fiendish hyena ally [chosen at 3rd level]). The astral captain does not need to summon his allies when summoning monsters; doing so simply conveys the teamwork benefit. This ability replaces eidolon.
Diminished Spellcasting: An astral captain gains one fewer spell of each level than normal. If this reduces the number of spells at a certain level to 0, he may cast spells of that level only if he receives bonus spells of that level from having a high ability score.
Fighter Training (Ex): Starting at 2nd level, an astral captain counts 1/2 his total astral captain level as his fighter level for the purpose of qualifying for feats. If he has levels in fighter, these levels stack.
Training (Ex): At 3rd level, the astral captain receives either armor training 1 or weapon training 2, as the fighter class abilities. At 9th and 15th levels, the astral captain may select the other of these two options or he may advance training he already chose by 1 level. Every time the astral captain takes weapon training, in addition to the normal benefits, he receives proficiency with all martial weapons in the selected weapon group.
Captain's Grace (Ex): At 5th level, the astral captain receives a +1 bonus on Diplomacy, Intimidate, and opposed Charisma checks. These bonuses increase by +1 at 10th, 15th, and 20th levels.
Medium Armor (Ex): At 7th level, an astral captain gains proficiency with medium armor. He can cast bard spells while wearing medium armor without incurring the normal arcane spell failure chance.
Improved Teamwork (Ex): At 11th level, whenever he receives a numeric bonus from a teamwork feat, the astral captain increases this bonus by +1. Any monsters he summons also receive this benefit.
Heavy Armor (Ex): At 13th level, an astral captain gains proficiency with heavy armor. He can cast bard spells while wearing heavy armor without incurring the normal arcane spell failure chance.
Improved Leadership (Ex): At 17th level, an astral captain with the Leadership feat adds his captain's grace bonus to his leadership score. If he does not have the Leadership feat, he receives no benefit from this ability.
Mastery (Ex): At 20th level, an astral captain receives either armor mastery or weapon mastery, as the fighter abilities by the same names. This ability replaces twin eidolon.
I clarified wording on buddy system, bonus feats, and improved leadership. I also took away cantrips, because I'm mean like that. Let me know if there are any last tweaks to make, Elghinn.
Divine exemplar next, either later tonight or tomorrow.

Elghinn Lightbringer |

Flak wrote:Also, caster level = 1/2 level? So his spells will always just suck.That IS the idea. They aren't supposed to be flinging around fireballs. I could raise it up a bit, I suppose...
If I was you I'd do one of the following:
1) use the paladin spell progression as is.
2) as above, but add in cantrips with the same spell pattern (0 spells at 1st level, 1 spell at 2nd to 5th level, 2 spells at 6th to 9th level, 3 spells at 10th to 13th level, and 4 spells at 14th level to 20th level.
3) use the paladin spell progression as is, but instead of 1st through 4th level spells, change it to 0 to 3rd level spells.
I personally think that #2 is the way to go. Restricts spells at higher levels, but grants useful cantrips at low levels. Possibly restrict spells from specific schools as well. OR create a specific spell list for the archetype.
Flak wrote:They may not select two magus arcana in a row? In my opinion, the more choice we give players the better...Nine outa ten times, I'd agree. But I figured this'd be a good way to focus on rogue-talents... but I suppose counting as half-magus level already does that, huh.
If you want to do that, replace Magus Arcana with Talents and create a talent that allows the Trick blade to select one Magus Arcana as a rouge talent.
Flak wrote:Fighter training... @ 15th level, they treat 1/3 of their level as fighter levels? Yay—so they can get weapon specialization. That's the only fighter feat they'll ever qualify for. "Your ability is the ability to burn your limited feats on ... a selection of one feat." It's just sad for the trickblade, man.... Okay, Point. Very good point. I'll have to fix that up, maybe just make it a bonus combat feat that -could- be weapon specialization?
If you do the above with talents and magus arcana, the Trick Blade can select a fighter feat as a talent can't he? I'd replace it with something else more Trick Blade-esque.
Flak wrote:You don't know till you try => I love this!!Ha! Thanks >:3
Yes.
Flak wrote:Spellcasting progression makes the 3.5 assassin look like a wizard. Also, a 3rd level spell at 20th level? Everything will automatically pass its DC, and at caster level 10 it'll hardly scratch anything. As for utility spells... magi don't have many.Oh, let me count the ways...
1st level- Feather Fall, Floating Disk, Jump, Mount, Silent Image, Unseen Servant, Vanish
2nd level- Alter Self, Fog Cloud, Gust of Wind, Invisibility, Levitate, Minor Image, Spider Climb
3rd level- Arcane Sight, Beast Shape I, Force Hook Charge (Okay, might be combat-focused, but it IS basically a Hookshot), Fly, Phantom Steed, Water BreathingAnd that's just off the top of my head. Fairly sure there are other spells with nice, strong utility uses. :P
Could do caster level -3, minimum 1. That still fits with what I'd like to see for them...I'd use the caster level -3 (minimum 1) with my above suggestion for spell progression.

Elghinn Lightbringer |

Quick fixes, awesome.
I just went through the d20pfsrd full spell db, filtering for spells with costly components, and noting only the costs of material components (as opposed to focuses) in witch spells (and those available to elder sage through domains).
** spoiler omitted **
Seems like 100gp and 250gp are good thresholds, good thinking Elghinn =)
Oh, last thing for now, the entangle hex needs a proper write-up!
Do you mean written up as a "New Hex" with explanation etc. It says its as the spell but a spell-like ability usable 1/day.
Do you want me to write up Barkskin and Summon Monster V too?

Raiderrpg |

Hm. I think I'll go #3, and give them 0-3 spell levels. I don't feel right giving them near-full progression. Moving Sneakstrike down would suck, but I think Arcane Pool at early levels is still strong.
Hm... Making, say, Pool Strike and Arcane Accuracy part of the Blade Trick List, then creating a new Blade Trick that allows them to pick another Arcana... gives options and doesn't stick them to one choice, while keeping a limit. Sound good?
And yeah, gonna up that caster level to -3 level.
I got an ability in mind to replace Fighter Training- just trying to decide how it'd work. I'll pop it up in a Mark II of the Trick Blade soon.
EDIT
Do you mean written up as a "New Hex" with explanation etc. It says its as the spell but a spell-like ability usable 1/day.
Do you want me to write up Barkskin and Summon Monster V too?
No, no, no- the Entangle Hex and the others are just like other hexes.
Entangle is 'one in effect at a time', and if we're doing barkskin, we should do 'can't be affected twice in the same 24-hours'.Summon Monster V- hm. Should be just like Entangle, one in effect at a time. Considering it's a Grand Hex, it should work out fine.

Flak RPG Superstar 2013 Top 8 |

Flak wrote:Quick fixes, awesome.
I just went through the d20pfsrd full spell db, filtering for spells with costly components, and noting only the costs of material components (as opposed to focuses) in witch spells (and those available to elder sage through domains).
** spoiler omitted **
Seems like 100gp and 250gp are good thresholds, good thinking Elghinn =)
Oh, last thing for now, the entangle hex needs a proper write-up!
Do you mean written up as a "New Hex" with explanation etc. It says its as the spell but a spell-like ability usable 1/day.
Do you want me to write up Barkskin and Summon Monster V too?
Well, hexes aren't actually spell-like abilities. They're supernatural!
Here's how healing hex is written, for instance:
Healing (Su): A witch can soothe the wounds of those she touches. This acts as a cure light wounds spell, using the witch’s caster level. Once a creature has benefited from the healing hex, it cannot benefit from it again for 24 hours. At 5th level, this hex acts like cure moderate wounds.
So how about something like this...
Entangling (Su): An elder sage can use his surroundings to bind his enemies. This acts as an entangle spell, using the elder sage's caster level. Once a creature has been affected by the entangling hex, it cannot be affected again for 24 hours.
And then barkskin & summon monster V would follow a similar formula.
EDIT: raiderrpg edit ninja'd me. lol

Elghinn Lightbringer |

Astral captain v1.1.
Training (Ex): At 3rd level, the astral captain receives either armor training 1 or weapon training 2, as the fighter class abilities. At 9th and 15th levels, the astral captain may select the other of these two options or he may advance training he already chose by 1 level. Every time the astral captain takes weapon training, in addition to the normal benefits, he receives proficiency with all martial weapons in the selected weapon group.
Looks great! However is the above (bolded) supoosed to be "armor training 1 or weapon training 1"?
Also, as you have it they can select armor training 1 through 3 AND/OR weapon training 1 through 3 (at 3rd, 9th, and 15th), then select either armor or weapon mastery at 20th. Where did armor training 4 and weapon training 4 go? Just curious =D
Again, looks great!

Flak RPG Superstar 2013 Top 8 |

Flak wrote:Looks great! However is the above (bolded) supoosed to be "armor training 1 or weapon training 1"?Astral captain v1.1.
Training (Ex): At 3rd level, the astral captain receives either armor training 1 or weapon training 2, as the fighter class abilities. At 9th and 15th levels, the astral captain may select the other of these two options or he may advance training he already chose by 1 level. Every time the astral captain takes weapon training, in addition to the normal benefits, he receives proficiency with all martial weapons in the selected weapon group.
Yes whoops :P

Elghinn Lightbringer |

Elghinn Lightbringer wrote:Yes whoops :PFlak wrote:Looks great! However is the above (bolded) supoosed to be "armor training 1 or weapon training 1"?Astral captain v1.1.
Training (Ex): At 3rd level, the astral captain receives either armor training 1 or weapon training 2, as the fighter class abilities. At 9th and 15th levels, the astral captain may select the other of these two options or he may advance training he already chose by 1 level. Every time the astral captain takes weapon training, in addition to the normal benefits, he receives proficiency with all martial weapons in the selected weapon group.
I did an edit above too, better reread it.

Elghinn Lightbringer |

Elghinn Lightbringer wrote:Flak wrote:Quick fixes, awesome.
I just went through the d20pfsrd full spell db, filtering for spells with costly components, and noting only the costs of material components (as opposed to focuses) in witch spells (and those available to elder sage through domains).
** spoiler omitted **
Seems like 100gp and 250gp are good thresholds, good thinking Elghinn =)
Oh, last thing for now, the entangle hex needs a proper write-up!
Do you mean written up as a "New Hex" with explanation etc. It says its as the spell but a spell-like ability usable 1/day.
Do you want me to write up Barkskin and Summon Monster V too?
Well, hexes aren't actually spell-like abilities. They're supernatural!
Here's how healing hex is written, for instance:
Healing Hex wrote:Healing (Su): A witch can soothe the wounds of those she touches. This acts as a cure light wounds spell, using the witch’s caster level. Once a creature has benefited from the healing hex, it cannot benefit from it again for 24 hours. At 5th level, this hex acts like cure moderate wounds.So how about something like this...
Entangling Hex wrote:Entangling (Su): An elder sage can use his surroundings to bind his enemies. This acts as an entangle spell, using the elder sage's caster level. Once a creature has been affected by the entangling hex, it cannot be affected again for 24 hours.And then barkskin & summon monster V would follow a similar formula.
EDIT: raiderrpg edit ninja'd me. lol
Shall do.

Elghinn Lightbringer |

How's this?
Hex: At 4th level and every four levels thereafter, the elder sage gains one hex of her choice. This is exactly like the witch ability of the same name. In addition, the elder sage adds the following hex to her list.
Entangling (Su): An elder sage can use her surroundings to bind her enemies. This acts as an entangle spell, using the elder sage's caster level. Once a creature has been affected by the entangling hex, it cannot be affected again for 24 hours.
Major Hex: Starting at 13th level, and every three levels thereafter, the elder sage can select a major hex whenever she could select a new hex. In addition, the elder sage adds the following new major hex to her list.
Treeskin(Su): An elder sage can draw upon the trees around her to toughen her own skin, or that of an ally. This acts as an entangle spell, using the elder sage's caster level. Once a creature has been affected by the barkskin hex, it cannot be affected again for 24 hours.
Grand Hex: Starting at 19th level, the elder sage can select a grand hex whenever she could select a new hex. In addition, the elder sage adds the following grand hex to her list.
Natural Ally (Su): An elder sage with this hex can use summon nature’s ally V once per day using the elder sage's caster level, but summoning them takes 1 full round of chanting, dancing, and communing with her familiar.

Flak RPG Superstar 2013 Top 8 |

How's this?
Hex: At 4th level and every four levels thereafter, the elder sage gains one hex of her choice. This is exactly like the witch ability of the same name. In addition, the elder sage adds the following hex to her list.
should be at 1st level and every 3 levels thereafter
Entangling (Su): An elder sage can use her surroundings to bind her enemies. This acts as an entangle spell, using the elder sage's caster level. Once a creature has been affected by the entangling hex, it cannot be affected again for 24 hours.
cool
Major Hex: Starting at 13th level, and every three levels thereafter, the elder sage can select a major hex whenever she could select a new hex. In addition, the elder sage adds the following new major hex to her list.
should be "Starting at 13th level, the elder sage can choose a major hex whenever he could select a hex."
Treeskin(Su): An elder sage can draw upon the trees around her to toughen her own skin, or that of an ally. This acts as an entangle spell, using the elder sage's caster level. Once a creature has been affected by the barkskin hex, it cannot be affected again for 24 hours.
Should act as a barkskin spell, and should read treeskin hex, not barkskin hex
Grand Hex: Starting at 19th level, the elder sage can select a grand hex whenever she could select a new hex. In addition, the elder sage adds the following grand hex to her list.
Instead of "Starting at 19th" it should just be "At 19th"
Natural Ally (Su): An elder sage with this hex can use summon nature’s ally V once per day using the elder sage's caster level, but summoning them takes 1 full round of chanting, dancing, and communing with her familiar.
incredibly weak. compare to other grand hexes. i'd up the summon level and maybe make it permanent, with only one effect at a time

Raiderrpg |

How's this?
Hex: At 4th level and every four levels thereafter, the elder sage gains one hex of her choice. This is exactly like the witch ability of the same name. In addition, the elder sage adds the following hex to her list.
At first level, too, right?
Entangling (Su): An elder sage can use her surroundings to bind her enemies. This acts as an entangle spell, using the elder sage's caster level. Once a creature has been affected by the entangling hex, it cannot be affected again for 24 hours.
Eh... I'd prefer 'one in effect at a time', as I mentioned above, just because otherwise they can spam it out against massive numbers. Maybe make it 10ft radius, then do one in effect?
Treeskin(Su): An elder sage can draw upon the trees around her to toughen her own skin, or that of an ally. This acts as an Barksin spell, using the elder sage's caster level. Once a creature has been affected by the Treeskin hex, it cannot be affected again for 24 hours.
Feeeeeeexed. :P
Natural Ally (Su): An elder sage with this hex can use summon nature’s ally V once per day using the elder sage's caster level, but summoning them takes 1 full round of chanting, dancing, and communing with her familiar.
Totally up for this one.
Entangle Hex is the only one I think might need a little tweaking. Rest is good in my books.
EDIT: DARN YOU FLAAAAK! How dare you Ninja-revenge me ;-;
Also I can't believe I didn't catch the 1/day on the Summon. It should be one in effect at a time, or like Flak's fix.

Elghinn Lightbringer |

Hex: At 1st level and every three levels thereafter, the elder sage gains one hex of her choice. This is exactly like the witch ability of the same name. In addition, the elder sage adds the following hex to her list.
Entangling (Su): An elder sage can use her surroundings to bind her enemies. This acts as an entangle spell, using the elder sage's caster level. The elder sage can only have one entangling hex in effect at a time.
Major Hex: Starting at 13th level, the elder sage can select a major hex whenever she could select a hex. In addition, the elder sage adds the following new major hex to her list.
Treeskin (Su): An elder sage can draw upon the trees around her to toughen her own skin, or that of an ally. This acts as the barksin spell, using the elder sage's caster level. Once a creature has been affected by the treeskin hex, it cannot be affected again for 24 hours.
Grand Hex: At 19th level, the elder sage can select a grand hex whenever she could select a hex. In addition, the elder sage adds the following grand hex to her list.
Natural Ally (Su): An elder sage with this hex can use summon nature’s ally VII once per day using the elder sage's caster level, but summoning them takes 1 full round of chanting, dancing, and communing with her familiar. The summoned creature(s) remain until dismissed, or for 24 hours, whichever comes first. The elder sage can only have one natural ally hex in effect at a time.
Also,again @ Flak:
"Your astral captain can select armor training 1 through 3 AND/OR weapon training 1 through 3 (at 3rd, 9th, and 15th), then select either armor or weapon mastery at 20th. Where did armor training 4 and weapon training 4 go? Just curious =D"

Flak RPG Superstar 2013 Top 8 |

Also,again @ Flak:
"Your astral captain can select armor training 1 through 3 AND/OR weapon training 1 through 3 (at 3rd, 9th, and 15th), then select either armor or weapon mastery at 20th. Where did armor training 4 and weapon training 4 go? Just curious =D"
Your edit isn't showing up for me in the thread. Maybe a caching issue.
Uh, training 4 went to the fighter, who's better at fighting than the astral captain. I dunno, couldn't find a good way to squeeze in more bonuses. There's nothing about mastery that relies on training. For all I care the astral captain can take weapon training 1-3 and armor mastery. >_>

Elghinn Lightbringer |

Elghinn Lightbringer wrote:
Also,again @ Flak:
"Your astral captain can select armor training 1 through 3 AND/OR weapon training 1 through 3 (at 3rd, 9th, and 15th), then select either armor or weapon mastery at 20th. Where did armor training 4 and weapon training 4 go? Just curious =D"
Your edit isn't showing up for me in the thread. Maybe a caching issue.
Uh, training 4 went to the fighter, who's better at fighting than the astral captain. I dunno, couldn't find a good way to squeeze in more bonuses. There's nothing about mastery that relies on training. For all I care the astral captain can take weapon training 1-3 and armor mastery. >_>
=D Just asking. Really lacking one of those levels balances out a bit against a true fighter, even if he does gain the capstone. Max +3 instead of +4.

Purplefixer |

Why not remove the one at a time limit and make the entangle hex only work on one target per casting, and require them to be within 10' of a natural surface (thus dispelling any confusion as to when and how it can be cast, and whether or not it affects allies, which is a big RAW/RAI debate) and not allow the target to move away from that surface. IE: Entangled Condition and Immobilized Condition.
Edit: Also, everything I was going to say about the Trick Blade Elghinn said for me.

Bardess |

I think we're done or so with the Dead Shaman?
Then I could go with his alter-ego, the Live Shaman (this time Oracle/Sorcerer for real, power balance slightly different, Fire/Life/Nature/Stone/Waves/Wind/Wood mysteries and Elemental/Fey/Verdant bloodline... I could use some of the ideas which came out in the discussion before if I can work out enough Bloodline Curses!

Purplefixer |

Mysteries and Bloodlines, like Domains, grant certain advantages that level over time, true, but they also have a significant benefit at FIRST LEVEL if you don't trump those benefits. Allowing someone to select yet another class skill based on their choices as they stand is valuable, and some of those bloodlines are going to be worth a lot less if they repeat skills already granted by the Oracle class.
Be careful with that.
I really think the mix should be all or nothing. As we see in the dual blooded sorcerer archetype, even just having -options- has a cost.
They were a really hard combination to actually do.

Purplefixer |

Okay, I've read through the Ultimate Combat Ninja, and since NOTHING has changed, we're good to go with the Hidden Lakes Adept! It's back on page seven of this thread if you want to have a look at it, and I can mail the full ODF doc with table to whoever wants it.
Qinggong Monk/Ninja multiclass, coming up with a highly mystical ninja.

Flak RPG Superstar 2013 Top 8 |

Okay, I've read through the Ultimate Combat Ninja, and since NOTHING has changed, we're good to go with the Hidden Lakes Adept! It's back on page seven of this thread if you want to have a look at it, and I can mail the full ODF doc with table to whoever wants it.
Qinggong Monk/Ninja multiclass, coming up with a highly mystical ninja.
A lot has changed with the ninja tricks, and, perhaps most importantly, rogues can learn as many ninja tricks as they want.

Flak RPG Superstar 2013 Top 8 |

I think we're done or so with the Dead Shaman?
Then I could go with his alter-ego, the Live Shaman (this time Oracle/Sorcerer for real, power balance slightly different, Fire/Life/Nature/Stone/Waves/Wind/Wood mysteries and Elemental/Fey/Verdant bloodline... I could use some of the ideas which came out in the discussion before if I can work out enough Bloodline Curses!
Sounds... interesting? I can't wait to see how it turns out!

Flak RPG Superstar 2013 Top 8 |

Mysteries and Bloodlines, like Domains, grant certain advantages that level over time, true, but they also have a significant benefit at FIRST LEVEL if you don't trump those benefits. Allowing someone to select yet another class skill based on their choices as they stand is valuable, and some of those bloodlines are going to be worth a lot less if they repeat skills already granted by the Oracle class.
Be careful with that.
I really think the mix should be all or nothing. As we see in the dual blooded sorcerer archetype, even just having -options- has a cost.
They were a really hard combination to actually do.
The significant benefits at first level are a handful of class skills. I don't think we need to worry about those. Also, duel-blooded sorcerer gets 2 arcana, class skills from both bloodlines, etc. It's not ALL options. He's more powerful.

Raiderrpg |

Here goes!
Concept- A Rogue who dabbles in battle magic.
Advantages/Disadvantages to a regular Rogue: Less Sneak attack, less trapfinding ability.
Skills: Add three Rogue. 6+Int per level.
Weapons and Armor: Light, Shields, All Rogue, plus one additional Martial weapon.
Level: Special:
1 Sneak Attack +1d6, Arcane Pool, Lesser Trapfinding
2 Blade Trick
3 Evasion, Spellwright Dagger
4 Sneak Attack +2d6, Cantrips
5 Blade Trick, You Don't Know Till You Try
6 Uncanny Dodge
7 Sneak Attack +3d6, Sneakstrike
8 Blade Trick
9 A Little Luck
10 Sneak Attack +4d6
11 Blade Trick
12 Improved Uncanny Dodge
13 Sneak Attack +5d6
14 Advanced Blade Tricks, Blade Trick
15 Improved Spellwright Dagger
16 Sneak Attack +6d6
17 Blade Trick
18 A Lot of Luck
19 Sneak Attack +7d6
20 Blade Trick, Spectacular Strike
Arcane Pool: As Magus.
Lesser Trapfinding: A Trick Blade may use Disable Device to disarm magical traps. Unlike a rogue, they recieve no additional bonus to perception or disable device.
Spellcasting: A Trick Blade learns a very limited number of spells, based on intelligence. They select spells from the Magus spell list. A Trick Blade counts their caster level as their trick blade level -3.
Blade Trick: A rogue may select either a Blade Trick, as below. Their effective Magus level for selecting Arcana is half their trick blade level. At Fourteenth level, they may select Advanced Rogue Talents instead.
Spellwright Dagger: A rogue may spend an Arcane Point to generate a single Simple Light Weapon, such as a Dagger or Club, as a Move Action. They may enchant this weapon as per their Arcane Pool ability as part of the same action.
Sneakstrike: At any time that a Trick Blade attempts a melee sneak attack, or a sneak attack with a thrown weapon, they may choose to cast a touch spell as part of the strike; otherwise, this follows all rules as spellstrike.
You Don't Know Till You Try: By spending 2 Arcane Points, a Trick Blade may gain the bonuses of a single Rogue Talent for one round.
A Little Luck: By spending 1 point from their Arcane Pool, a Trick Blade may add +2 to a single saving throw of their choice. This lasts until the end of their turn, and is an immediate action.
Improved Spellwright Dagger: At level fifteen, a Trick Blade may generate up to 1d4+1 light weapons with their Spellwright Dagger ability as a full-round action, spending an Arcane Point to do so. They may throw these weapons as part of this action and as though they had a maximum range of 30ft, and a range increment of 10ft. Each created light weapon is a +1. They may further enchant each weapon separately as per their Arcane Pool ability as part of the same action.
A Lot of Luck: Once per day, a Trick Blade may spend 2 Arcane Points to re-roll their last attack, skill, or saving throw. This must be decided before the results of the roll are given, and the second roll must be taken even if it is worse.
Spectacular Strike: Trick Blades who have mastered their art may perform a special sneak attack. They may choose to paralyze their opponent for 1d6 rounds (Fort Negates), put them to sleep for 1 hour (Fort Negates), or drain away arcane power to Fatigue the target and re-gain 1 Arcane Point (Will Negates). In all cases, the save DC is equal to 10+(1/2 Trick Blade level)+the Trick Blade's Intelligence Modifier.
Thief's Spellbook (Ex): A trickblade finds less time to research new spells, but has mastered an obfuscatory manner of scribing those he learns. At 1st level, the trickblade incorporates elements of a personalized secret code into his arcane writings. Creatures with whom he does not share this code take a -4 penalty on skill checks involving his spellbook. The trickblade's non-cantrip spells take one extra page each in his spellbook, and he gains only one new spell in his spellbook at each level after 1st. In all other respects, a trickblade's spellbook functions as a normal magus's spellbook.
Blade Tricks: All Rogue Talents are Blade Tricks. In addition, the Trick Blade may select the following-
----- Arcane Accuracy: As the Magus Arcana
----- Pool Strike: As the Magus Arcana
----- Magical Studies: The Trick Blade may select a single Magus Arcana they qualify for.
Trick Blade Spellcasting:
Level: Spells per Day (Cantrips/1st level/2nd level/3rd level)
1 -NA
2 -NA
3 -Na
4 -1
5 -1
6 -1
7 -1/0
8 -2/1
9 -2/1
10 -2/1/0
11 -2/1/1
12 -3/2/1
13 -3/2/1/0
14 -3/2/1/1
15 -3/2/2/1
16 -4/3/2/1
17 -4/3/2/1
18 -4/3/2/2
19 -4/3/3/2
20 -5/4/3/3
Very nearly the Ranger spell progression, but giving them access to Cantrips and increasing the speed of those very slightly. Spellwright Dagger gives another way to use Arcane Pool, and the Improved Version just came naturally after. Sneakstrike comes much later, but the ability to 'always be armed' is pretty darn handy.

Elghinn Lightbringer |

@Flak
Just finishing up the Dead Shaman. Two questions.
"Drawbacks: The dead shaman has one fewer spell known at each level (including cantrips) than is presented on Table 2-6: Oracle Spells Known on page 45 of the Advanced Player's Guide. Furthermore, the muddled nature of the magic to which the dead shaman is exposed forces him to constantly take some mental effort just to remain focused on his current situation and needs. This leaves him with less mental resolve to deal with external threats. A dead shaman always takes a –2 penalty on Will saves."
1) So only the Spells Known table is reduced by one? Or is the Daily spells allotment also reduced by 1?
2) So I can reduce the Will Save column on the Advancement table by 2? Result = +0, +1, +1, +2, +2...+9,+9,+10?

Elghinn Lightbringer |

@ Raiderrpg
"Blade Tricks: All Rogue Talents are Blade Tricks. In addition, the Trick Blade may select the following-
----- Arcane Accuracy: As the Magus Arcana
----- Pool Strike: As the Magus Arcana
----- Magical Studies: The Trick Blade may select a single Magus Arcana they qualify for."
From what I understand, these are 3 new blade tricks. If so, why have Arcane Accuracy, and Pool Strike when you have Magical Studies(which appears to allow the Trick Blade to select the two previous arcana, and any other). Wouldn't this be simpler and cover everything without adding unnecessary info?
"Blade Trick (Ex): Starting at 2nd level, a trick blade can select either a rogue talent or a magus arcana for which he qualifies. The trick blade’s effective rogue and magus level for selecting talents or magus arcana is equal to his trick blade level. At 14th level, a trick blade may select an advanced talent whenever he could select a talent."

Elghinn Lightbringer |

1. correct, only spells known.
2. correct.
(These are directly taken from the dual-blooded sorcerer's drawbacks.)
So here's what we have for the final Dead Shaman?
Many an oracle serves as a tribe’s priest; the dead shaman goes a step further. He belongs to a tribe whose blood was contaminated by ancient pacts or matings with monsters or extraplanar creatures, and bears the mark of this descendance on his body. All the tribesmen could be “diverse” or mutate in some degree, but the dead shaman is a “diverse” in a diverse society, a loner, bizarre and maybe more than a bit crazy. Dead shamans rarely choose freely their role: they are chosen at birth when their unnatural heritage becomes evident. The dead shaman keeps contact with the tribe ancestors, who give him strange and mysterious powers, part from devotion, part from birthright. He’s an intermediary with the spirits of the dead, capable of casting terrible curses and animate corpses in battle, but he's also the tribe healer who counsels the chief (or is himself the chief) and delivers messages from the ancestors. A dreaded and awed figure, he often lives out of the village–near enough to help his people and listen to their problems, but far enough not to trouble their days and night with his sight.
Primary Class: Sorcerer.
Secondary Class: Oracle.
Alignment: Any.
Hit Dice: d6.
Bonus Skills and Ranks: Dead shamans may select three oracle skills to add to their class skills in addition to the normal sorcerer class skills. The dead shaman gains a number of ranks at each level of the multiclass archetype equal to 2 + Int modifier.
Weapons and Armor Proficiency: Dead shamans are proficient with all simple weapons, with light armor (but those made of bone, hide, leather, and wood), but not with shields.
Bloodline: Dead shamans gain the sorcerer bloodline ability, and may only choose from the following bloodlines: aberrant, abyssal, accursed**, infernal, or undead. They do not gain their bloodline arcana automatically. (**Ultimate Magic)
Bloodline Curse (Ex): The curse afflicting the shaman is in his bloodline itself. He must choose one of the following bloodline curses, according to his lineage. This replaces both oracle’s curse and bloodline arcana.
Breaking Grip: Your unearthly strength is such, that it damages any object you wield or touch. Every time you hold or touch an inanimate object, it must make a saving throw or take 2 point of damage. This effect ignores the object’s hardness. Whenever you cast a spell that deals hit point damage, one target of your choice affected by the spell takes an additional 2 hit points of damage. This damage increases to 3 at 5th level, 4 at 10th level, and 5 at 15th level. This ability affects only spells that deal hit point damage, in whole or in part. Spells that deal only ability damage, or similar effect are unaffected by this ability. The dead shaman must have the abyssal bloodline to gain this curse.
Deformed Limb: One of your limbs is permanently misshapen and may a similar appearance to that of some monstrous creature. You either gain the lame oracle’s curse of the same name, or must wield any weapon as if you were not proficient with it (if you are not proficient to begin, the penalties are doubled). Also, you permanently gain one of the benefits listed on the Warped Polymorph Benefits table (see the warped mutated bloodline on page 73 of Ultimate Magic). The bonus granted by this benefit increases by +1 at 5th, and an additional +1 at 10th and 15th level. If you choose the “Quick” benefit, your movement rate bonus increases to +10 ft. at 5th level, +15 ft. at 10th level, and +20 ft. at 15th level. Any benefit you choose may not contradict the penalty you receive. For example, you cannot select the quick benefit and have the lame effect, or lack proficiency in weapons and select the vicious benefit. The dead shaman must have the aberrant bloodline to gain this curse.
Diabolical Terror: Your devilish visage causes fear in anyone you gaze upon. You take a –4 penalty on Charisma-based skill checks, except for Intimidate. Every time you cast an enchantment or fear spell, that spell’s DC is increased by 2. This increases to 3 at 5th level, 4 at 10th level, and 5 at 15th level. The dead shaman must have the infernal bloodline to gain this curse.
Hag’s Cackle: You have an exceedingly horrid visage which repels anyone you gaze upon. You take a –4 penalty on Charisma-based skill checks, except for Intimidate. You can cackle madly as a move action, just as a witch with the cackle hex, which allows you to extend the duration of any enchantment, curse, or fear spell you cast by 1 round. This bonus increases to 2 rounds at 5th level, 3 rounds at 10th level, and 4 rounds at 15th level. The dead shaman must have the accursed bloodline to gain this curse.
Unwholesome Craving: You must eat the flesh or drink the blood of another living humanoid creature, much like a ghoul or vampire, at least once a day that deals 1d4 damage to the victim. If this urge cannot be satiated, you take 1 Constitution damage for the next 24 hours, and an additional 1 Constitution damage for every 24 hours thereafter, to a maximum of 4 Constitution damage on the fourth day. This penalty persists until you can satiate your craving. In addition, whenever you cast a spell from the necromancy school, your effective caster level increases by 1. This increases by 2 at 5th level, 3 at 10th level, and +4 at 15th level. The dead shaman must have the undead bloodline to gain this curse.
Mystery: Dead shamans gain the oracle’s mystery ability, and may only choose from the following mysteries: ancestors**, bones*, or dark tapestry**. (*Advanced Player’s Guide, **Ultimate Magic)
Shamanic Magic: The dead shaman selects his spells known from both the cleric and sorcerer/wizard spell lists, and can cast any spell he knows using his oracle's spontaneous spell slots.
Tribal Armor: The dead shaman's spells are all semi-arcane, semi-divine. Due to tradition and his connection to the divine, he can cast dead shaman spells in bone, hide, leather, and wooden armor without incurring a chance of arcane spell failure.
Drawbacks: The dead shaman has one fewer spell known at each level (including cantrips) than is presented on Table 2-6: Oracle Spells Known on page 45 of the Advanced Player's Guide. Furthermore, the muddled nature of the magic to which the dead shaman is exposed forces him to constantly take some mental effort just to remain focused on his current situation and needs. This leaves him with less mental resolve to deal with external threats. A dead shaman always takes a –2 penalty on Will saves, and is included in his advancement tables.
Mystery Spells: As a normal oracle, the dead shaman adds his mystery's bonus spells to his spells known at 2nd level and every two levels thereafter.
Bloodline Spells: At 3rd level and every two levels thereafter, the dead shaman adds his bloodline's bonus spells to his spells known.
Revelations: Starting at 1st level, a dead shaman gains a new revelation, and an additional revelation at 3rd level and every four levels thereafter. Anytime the dead shaman could pick a revelation, he can instead gain a bloodline power available to sorcerers of his bloodline and level. The dead shaman's levels count as oracle and shaman levels for the purposes of selecting revelations and bloodline powers and determining the effects thereof. Additionally, the dead shaman must take the following revelations at the listed levels.
Wild Dance (Su): You can communicate with the tribal spirits of your blood relatives through a ritual that consists of wild and eccentric dances, eldritch songs, and bizarre rites. The ritual takes 1 minute to perform. After this ritual is completed, you enter a trance that lasts for 10 minutes. You can take no other actions and must remain uninterrupted while in this trance. When the trance ends, you gain mystical insight into the future. At 1st level, this mystical insight functions as an augury spell with 80% effectiveness. At 5th level, it functions as a divination spell with 90% effectiveness. At 8th level, it functions as a commune spell. None of these spell effects require material components. You must take this revelation at 1st level.
Counselor on a Shoulder (Su): You receive Improved Familiar, even if you don’t meet its prerequisites. You gain a small outsider familiar matching your alignment, who acts as your counselor and intermediary with the spirit world. You must take this revelation at 3rd level. Your effective wizard level for the purpose of determining your familiar's abilities is equal to your dead shaman level –2.
Great Monster Armada (Su): You can summon the spirits of your bloodline to attack in a ghostly barrage, which creates physical wounds on any creature within the area through their otherworldly fury. The armada is composed of spectral, frightening shapes of demons, devils, aberrant monsters, ghosts, or cackling crones. These spirits wreak havoc in a 20-foot burst within 100 feet of the dead shaman. Objects and creatures within the burst take 1d8 points damage for every two dead shaman levels you possess. If you select a specific creature type that the spirits can affect–a traditional enemy of your bloodline or tribe–creatures of that type take 1d8 points of damage for every dead shaman level you possess instead. A successful Fortitude save reduces the damage to half. You must take this revelation at 7th level. You can use this ability once per day, plus one additional time per day at 11th level and every four levels thereafter.
Final Bloodline Revelation: A dead shaman is so intimately linked to his unnatural ancestors that he acquires certain bloodline traits in the form of his final bloodline revelation. This replaces the oracle’s normal final revelations. The dead shaman gains the following traits according to his bloodline:
Aberrant: A dead shaman of the aberrant bloodline gains DR 5/magic, 25% chance for normal damage from critical hits or sneak attacks, and a +4 resistance bonus against acid and fire effects. If the dead shaman is slain, he is reborn within 3 days of his death and gains the aberrant type, and takes on some of the visual aspects of that type (such as malformations, horrid appearance, blotchy skin, etc.).
Abyssal: A dead shaman of the abyssal bloodline gains DR 5/good, and resist acid 5, cold 5, and fire 5 and a +4 resistance bonus against electricity and poison effects. If the dead shaman is slain, he is reborn within 3 days of his death and gains the native outsider type, and takes on some of the visual aspects of that type (such as skin color, small horns, a prehensile tail, etc.).
Accursed: A dead shaman of the accursed bloodline gains DR 5/cold iron and magic, resist cold 5 and fire 5, and a +4 resistance bonus against charm, fear, and sleep effects. If the dead shaman is slain, he is reborn within 3 days of his death and gains the monstrous humanoid type, and takes on some of the visual aspects of that type (such as a bestial appearance, scaly skin, long nails, etc.).
Infernal: A dead shaman of the abyssal bloodline gains DR 5/good, resist acid 5 and cold 5, and a +4 resistance bonus against fire and poison effects. If the dead shaman is slain, he is reborn within 3 days of his death and gains the native outsider type, and takes on some of the visual aspects of that type (such as skin color, small horns, a prehensile tail, etc.).
Undead: A dead shaman of the abyssal bloodline gains DR 5/magic, resist cold 5, and a +4 resistance bonus against nonlethal damage, physical ability damage, energy drain, exhaustion, fatigue, and poison effects. If the dead shaman is slain, he is reborn within 3 days of his death and gains the undead type, and takes on some of the visual aspects of that type (such as pallid skin, cold to the touch, scent of decay, etc.).
Table: Dead Shaman
Base
Class Attack Fort Ref Will Spells per Day
Level Bonus Save Save Save Special 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +0 +0 +0 Bloodline, bloodline curse, drawbacks, mystery, 3 — — — — — — — —
orison, revelation, shamanic magic, tribal armor
2nd +1 +0 +0 +1 Mystery spell 4 — — — — — — — —
3rd +1 +1 +1 +1 Bloodline spell, revelation 5 — — — — — — — —
4th +2 +1 +1 +2 Mystery spell 6 3 — — — — — — —
5th +2 +1 +1 +2 Bloodline spell 6 4 — — — — — — —
6th +3 +2 +2 +3 Mystery spell 6 5 3 — — — — — —
7th +3 +2 +2 +3 Bloodline spell, revelation 6 6 4 — — — — — —
8th +4 +2 +2 +4 Mystery spell 6 6 5 3 — — — — —
9th +4 +3 +3 +4 Bloodline spell 6 6 6 4 — — — — —
10th +5 +3 +3 +5 Mystery spell 6 6 6 5 3 — — — —
11th +5 +3 +3 +5 Bloodline spell, revelation 6 6 6 6 4 — — — —
12th +6/+1 +4 +4 +6 Mystery spell 6 6 6 6 5 3 — — —
13th +6/+1 +4 +4 +6 Bloodline spell 6 6 6 6 6 4 — — —
14th +7/+2 +4 +4 +7 Mystery spell 6 6 6 6 6 5 3 — —
15th +7/+2 +5 +5 +7 Bloodline spell, revelation 6 6 6 6 6 6 4 — —
16th +8/+3 +5 +5 +8 Mystery spell 6 6 6 6 6 6 5 3 —
17th +8/+3 +5 +5 +8 Bloodline spell 6 6 6 6 6 6 6 4 —
18th +9/+4 +6 +6 +9 Mystery spell 6 6 6 6 6 6 6 5 3
19th +9/+4 +6 +6 +9 Bloodline spell, revelation 6 6 6 6 6 6 6 6 4
20th +10/+5 +6 +6 +10 Final bloodline revelation 6 6 6 6 6 6 6 6 6
Dead Shaman Spells Known
Class Spells Known
Level 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st 3 1 — — — — — — — —
2nd 4 1 — — — — — — — —
3rd 4 2 — — — — — — — —
4th 5 2 0 — — — — — — —
5th 5 3 1 — — — — — — —
6th 6 3 1 0 — — — — — —
7th 6 4 2 1 — — — — — —
8th 7 4 2 1 0 — — — — —
9th 7 4 3 2 1 — — — — —
10th 8 4 3 2 1 0 — — — —
11th 8 4 4 3 3 1 — — — —
12th 8 4 4 3 3 1 0 — — —
13th 8 4 4 3 3 2 1 — — —
14th 8 4 4 3 3 2 1 0 — —
15th 8 4 4 3 3 3 2 1 — —
16th 8 4 4 3 3 3 2 1 0 —
17th 8 4 4 3 3 3 2 2 1 —
18th 8 4 4 3 3 3 2 2 1 0
19th 8 4 4 3 3 3 2 2 2 1
20th 8 4 4 3 3 3 2 2 2 2

Elghinn Lightbringer |

One last thing: since the Shaman is now a Sorcerer/Oracle, he should receive three bonus oracle skills, choosing these from the mystery bonus skills.
I don't think so. Isn't he gaining skills from both his bloodline and mystery, straight across? Flak, isn't that how its working now?
He gains a bloodline and a mystery, and it doesn't say anywhere he doesn't get his skills from those.

Bardess |

Ok, then... but, re-reading everything and thinking on it...
Now he has 9th-level spells in both lists, full bloodline and mystery spells... if we kept it as an Oracle/Sorcerer with 5th-level arcane spells and bloodline OR mystery spells the way I put it at first, but with diminished spellcasting/less spells known/ST penalties as it is now, it would really be that more unbalanced than this way?

Flak RPG Superstar 2013 Top 8 |

It's come to my attention that I spend way too much time doing this stuff (relative the time I spend on my actual writing). I'm going to take a break. The only reason I'm saying all this is that my feedback is going to disappear for a while, and then eventually I'll come back and try to poke holes in everything that's been developed during that gap. So... sorry in advance.
I'll try to get my final divine exemplar up today, and then I'm out for a while.

Flak RPG Superstar 2013 Top 8 |

Well. I did it. Lots of stuff got updated.
Divine Exemplar v1.1
1. Aura, channel energy 1d6, diminished casting, domain, righteous fury, smite 1/day
2. Lay on hands/touch of corruption, versatile channeler (-2)
3. Favored
4. Mercy/cruelty
5. Channel energy 2d6, domain
6. Aura
7. Smite 2/day
8. Abundant channeling
9. Channel energy 3d6, domain
10. Mercy/cruelty
11. Channel energy 4d6, improved righteous fury, versatile channeler (-0)
12. Aura
13. Domain, smite 3/day
14. Conductive weaponry
15. Channel energy 5d6
16. Mercy/cruelty
17. Channel energy 6d6, domain
18. Aura
19. Smite 4/day
20. Divine champion, supreme righteous fury
Primary Class: Cleric.
Secondary Class: Paladin.
Hit Dice: d8.
Bonus Skills and Ranks: A divine exemplar selects three paladin skills to add to his class skills in addition to the normal cleric class skills. The divine exemplar gains a number of ranks at each level equal to 2 + Int.
Weapon and Armor Proficiency: Divine exemplars are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields). Divine exemplars are also proficient with the favored weapon of their deity.
Aura (Su): A divine exemplar's aura is more potent than that of an ordinary cleric. At 1st level, a divine exemplar's aura detects as both aspects of his alignment, and has the same strength as that of a paladin of his level. (So a chaotic good divine exemplar has an aura of chaos and an aura of good.) Additionally, as the divine exemplar gains levels, he adds effects to his aura, according to his alignment. All aura abilities named below function as the paladin and antipaladin abilities with the same names.
At 6th level, good divine exemplars gain an aura of courage. Evil divine exemplars gain an aura of cowardice.
At 12th level, good divine exemplars select between an aura of resolve or an aura of justice. Evil divine exemplars select between an aura of despair or an aura of vengeance.
At 18th level, good divine exemplars may add any single aura effect from the paladin's ability list. Evil divine exemplars likewise pick one of the three remaining antipaladin auras.
At each of these levels, non-good and non-evil divine exemplars instead receive the constant benefits of a different magic circle spell as a supernatural effect. The magic circle effect cannot ward against an aspect of the divine exemplar's alignment (so a chaotic neutral divine exemplar cannot select magic circle against chaos). The DC for this effect is equal to 10 + 1/2 the divine exemplar's level + the divine exemplar's Charisma bonus. This otherwise functions as, and replaces, the cleric's aura ability.
Diminished Spellcasting: A divine exemplar gains one fewer spell of each level than normal, and does not receive the normal domain spell slot at each spell level. If this reduces the number of spells at a certain level to 0, he may cast spells of that level only if he receives bonus spells of that level from having a high ability score. A divine exemplar uses his Charisma score to determine bonus spells per day and spell DCs, and must have a Charisma score equal to 10 + a spell's level in order to cast it. A divine exemplar receives no 0-level spell slots.
Domains: At first level, and again every four levels thereafter, the divine exemplar receives one of his deity's domains. If possible, the first domain he selects must be one of his deity's alignment domains. He gains all the granted powers of his domains as a cleric of his level, but he uses his Charisma bonus to determine the save DCs and uses per day for these abilities. This otherwise functions as and replaces the cleric's domains ability.
Domain Spells Only: A divine exemplar does not receive the normal cleric spell list. Instead his spell list is composed of the spells associated with all his deity's domains, including those the granted powers of which he can not yet access. He can prepare any combination of domain spells in appropriately-leveled spell slots. This does not affect the cleric's spontaneous casting class feature: divine exemplars of good deities can still channel stored spell energy into healing spells, and divine exemplars of evil deities can still channel stored spell energy into harmful spells, despite these spells not technically being on the divine exemplar's spell list. (Divine exemplars of neutral deities can choose one or the other as normal.) For the purposes of spontaneous casting, the divine exemplar's spells are not considered to be "domain spells."
Righteous Fury (Ex): At 1st level, a divine exemplar uses his divine exemplar level in place of his base attack bonus when when smiting and using domain powers which require an attack roll. He also uses his divine exemplar level as his base attack bonus for the purpose of determining the number of attacks he can make in a full attack action while smiting.
Smite (Su): At 1st level, a divine exemplar can smite as a paladin of his level, once per day, and an additional time per day every six levels thereafter, to a maximum of four times per day at 19th level. Divine exemplars of good alignment smite evil, and those of an evil alignment smite good. A lawful neutral divine exemplar smites chaos, while one of chaotic neutral alignment smites law. True neutral divine exemplars can smite chaos, evil, good, and law, but each day must choose which alignment he can smite for that day. This ability replaces orisons, channel energy 4d6, channel energy 7d6, and channel energy 10d6.
Lay on Hands/Touch of Corruption (Su): At 2nd level, divine exemplars of good or evil deities can expend one of their daily channel energy uses to use lay on hands or touch of corruption, as appropriate. This functions as the similarly named paladin and antipaladin abilities. When using channel energy in this way, the healing (or damage) dice are calculated as though the divine exemplar were a paladin of his level (so a 9th level divine exemplar channels energy normally for 3d6 points of healing or damage, but when using lay on hands or touch of corruption this is boosted to 5d6). A divine exemplar may use this ability on himself as a swift action. Non-good, non-evil divine exemplars do not receive this ability. Instead they receive versatile channeler (see below).
Versatile Channeler: At 2nd level, divine exemplars who worship neither good nor evil deities receive Versatile Channeler as a bonus feat. At 11th level, the penalty for channeling a different type of energy using this feat is removed. Good and evil divine exemplars do not receive this ability. Instead they receive lay on hands/touch of corruption (see above).
Favored (Su): At 3rd level, a divine exemplar receives a bonus equal to his Charisma bonus on all his saves. This bonus is a sacred bonus if the divine exemplar worships a good deity, profane if the divine exemplar worships an evil deity, and untyped if the divine exemplar worships a neutral deity. This functions as, and does not stack with, the paladin's divine grace or antipaladin's unholy resilience ability. This ability replaces channel energy 2d6.
Mercy/Cruelty (Su): At 4th level, and again at 10th and 16th levels, a divine exemplar selects one mercy or cruelty available to paladins or antipaladins of his level. Good divine exemplars select mercies, and apply all mercies known when using lay on hands, as a paladin would. Evil divine exemplars select cruelties, and apply one cruelty known when using touch of corruption, as an anti-paladin would. Non-good, non-evil divine exemplars may choose freely between mercies and cruelties; they apply all mercies known to one creature healed by their positive channeling, and one cruelty known to one creature harmed by their negative channeling.
Abundant Channeling (Su): Starting at 8th level, a divine exemplar may channel energy a number of times per day equal to 1/2 his divine exemplar level + his Charisma bonus (instead of 3 + his Charisma bonus).
Improved Righteous Fury (Ex): At 11th level, a divine exemplar uses his divine exemplar level in place of his base attack bonus whenever he makes an attack roll with his deity's favored weapon. He also uses his divine exemplar level as his base attack bonus for the purpose of determining the number of attacks he can make in a full attack action with his deity's favored weapon.
Conductive Weaponry (Su): At 14th level, a divine exemplar treats any magical melee weapon he wields as though it had the conductive special ability. If he has Improved Unarmed Strike, he receives Domain Strike as a bonus feat.
Supreme Righteous Fury (Ex): At 20th level, a divine exemplar's base attack bonus is equal to his divine exemplar level so long as he remains in good standing with his deity. This applies to all relevant calculations, including CMB and CMD.
Divine Champion (Su): At 20th level, when the divine exemplar uses smite and successfully strikes an outsider of the alignment(s) he smites, the outsider is also subject to a banishment, as the paladin's holy champion ability. In addition, good divine exemplars heal the maximum amount when using channel energy or lay on hands. Evil divine exemplars deal the maximum amount of damage when using channel energy or touch of corruption. Divine exemplars with neither good nor evil alignment components double the save bonus from the favored class ability against good- and evil-aligned spells and spell-like abilities, and add it as an untyped bonus to AC against attacks made with good- or evil-aligned weapons.
Code of Conduct: A divine exemplar must adhere to his deity's exact alignment as a strict moral code, and loses all class features except proficiencies if he ever willingly breaks this code. Additional restrictions on the divine exemplar's behavior may be derived from his deity's rules, preferences, etc.
Special: Though the divine exemplar is not a paladin, he qualifies for the Unsanctioned Knowledge feat if his Intelligence score is high enough. He adds the received spells as 1st-4th level spells which he can prepare alongside his domain spells. The divine exemplar also counts as having more specific versions of his abilities, such as smite evil, divine grace, or any aura effects he gains via his aura ability, as class features for the purposes of qualifying for feats and prestige classes.

Elghinn Lightbringer |

It's come to my attention that I spend way too much time doing this stuff (relative the time I spend on my actual writing). I'm going to take a break. The only reason I'm saying all this is that my feedback is going to disappear for a while, and then eventually I'll come back and try to poke holes in everything that's been developed during that gap. So... sorry in advance.
I'll try to get my final divine exemplar up today, and then I'm out for a while.
Is that "sorry" for going away, or "sorry" for poking holes when you come back? =)
I'm think the same, but just that I'm spending way too much time doing this, period. I have things to get done around the house and spend some more time with family and kids. So, I will be bowing out for a while, but will keep tabs on things now and again. I won't totally disappear though. I think there are others on this thread who have the hang of this thing (that's you cartmanbeck and Purplefixer, and Bardess and Raiderrpg are both coming along too).
So I think things are in good hands. I think we can say Dead Shaman is good. I'll be watching the Trick Blade, and I think I'll let cartmanbeck and Rurplefixer hammer out their ranger-summoner combos together.
Eventually I'll post my rogue/alchemist ("Toxic Knave") and a rogue/summoner ("Unseen Shadow"), but that'll be a while. I'm gonna work them out a bit more slowly. Maybe even get back to my own writing too.
Thanks to everyone, it's been great seeing the response and feedback to my original idea on multiclass archetypes. Keep ging and you'll hear from me soon.

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=====Burlesque Warden=====
Okay. Several issues.
BAB 20 + BAB 12 =/= BAB 15 + BAB 15.
The animal companion is a distraction, maybe a tank, but is never a real physical force. While I am highly ambivalent about whether or not a BAB 15 character will be of any use in a fight with no feats what-so-ever, I get the serious feeling that the nerfed eidolon given to the full-power ranger is dangerous for game balance.Animal companions after level 9 or so are nothing more than a distraction for the monsters you face. They're uncompetitive and generally serve as speedbumps and flankbots. Eidolons, if I'm not mistaken, are supposed to be dangerous combatants. Battlefield zones of control. The Mirror Blade becomes a martial controller/striker, while the Burlesque Warden becomes... a lot of attacks of opportunity that don't hit anything?
Split Mimic and Mimic horde have a lot of nonsense language in them.
Burlesque Warden wrote:Eidolons never get to the 4th iterative attack. They top out at 15 BAB. If you give every duplicate full power, I don't know whether to be worried that the action economy will be shattered, or if...
At 19th level, the Burlesque warden can further split his mimic into up to six identical mimics. Each time, the mimic’s total health and damage is split evenly between all of the new mimics, and if the mimic has the ability to attack multiple times because of its BAB, it loses the lowest two attacks in the series (For example, if the mimic’s BAB was +11, it would have one attack at BAB +11, instead of the standard three attacks). If one mimic is reduced to a number of negative hit points equal to its constitution score, that mimic is banished as normal, and each other mimic must make a fortitude save or be banished also. The save DC is reduced, however, to 10 + 1/2 the Burlesque warden’s level, rounded down. These split mimics otherwise function exactly like the original mimic. This ability can be used once per day. This replaces the ranger’s improved quarry ability.
One important note here, though, is that the Mimic is replacing both the Animal Companion AND favored enemy feature.
I'm also nerfing the mimics' BAB a bit, as follows:Split mimic: Beginning at 11th level, the Burlesque warden can, as a standard action which provokes an attack of opportunity on the mimic, choose to split his mimic into two identical mimics. Each mimic has ½ of the normal hit points the mimic would have, and any current damage to the mimic is split evenly between the two new mimics (rounding down).
The BAB of each mimic takes a -5 penalty, which can affect the number of attacks that the mimic can make in its full attack action (For example, if the mimic's BAB is +6, it would normally have to attacks. After splitting, each of the two mimics would have BAB +1 and a single attack.)
This ability can be used once per day at 10th level, and one additional time per day at 15th level. The duration of this ability is a number of rounds equal to the Burlesque warden’s wisdom score, or until he chooses to merge the mimics (a standard action which provokes attacks of opportunity on both mimics). If one of the mimics is reduced to a number of negative hit points equal to its constitution score, it is banished as normal, and the other twin must make a fortitude save or be banished also. The save DC is equal to 10 + ½ the Burlesque warden’s level, rounded down. This replaces the ranger’s quarry ability.
Making the split mimics lose an attack completely seems pretty fair, and this also means they take a huge penalty to hit. This would carry on into the higher-level ability, Mimic Horde, also.
I dunno, maybe the entire concept, both your version and my version, need reworked. What do you think?

Purplefixer |

Making the split mimics lose an attack completely seems pretty fair, and this also means they take a huge penalty to hit. This would carry on into the higher-level ability, Mimic Horde, also.
I dunno, maybe the entire concept, both your version and my version, need reworked. What do you think?
I don't know. I think that action economy is one of the most powerful balancing factors in the game. Not having it balanced like that allows all kinds of tremendous effects...
I think you should just -stagger- all the copies when split. Limiting them all to partial actions seems more fair.
You might also consider limiting them based on a standing 2WF scheme, so you can have 1, then 2, then 3, then 4, then 6? Staggered means they can make their partial charges, and their single attacks, and their 5' Steps (special action!), but never more than one attack regardless of attack bonuses. Even then, giving the thing improved grapple is a hugely beneficial option.
My basis was a no-spellcasting eidolon monkey. So we have the base character (not spellcasting) and the eidolon (not doing anything different than normal) which we can ASSUME has some kind of balance to it, since it was already handled with the Summoner. You're mixing up the BeastMaster animal companion track with the eidolon. Maybe that's where you should start with inspiration? Your eidolon is split up, but your levels of each one count as the eidolon of a lower level summoner? So a 12th level summoner handles it with 2 6th level dupes, or 2 5th level dupes and a 2nd level dupe...?
Having PLAYED with both a houndmaster cavalier and a beastmaster ranger, though, I can vouch that at higher levels, those animals are just in the way... each one is worthless on its own, requiring massive support to be effective at all.

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cartmanbeck wrote:
Making the split mimics lose an attack completely seems pretty fair, and this also means they take a huge penalty to hit. This would carry on into the higher-level ability, Mimic Horde, also.
I dunno, maybe the entire concept, both your version and my version, need reworked. What do you think?
I don't know. I think that action economy is one of the most powerful balancing factors in the game. Not having it balanced like that allows all kinds of tremendous effects...
I think you should just -stagger- all the copies when split. Limiting them all to partial actions seems more fair.
You might also consider limiting them based on a standing 2WF scheme, so you can have 1, then 2, then 3, then 4, then 6? Staggered means they can make their partial charges, and their single attacks, and their 5' Steps (special action!), but never more than one attack regardless of attack bonuses. Even then, giving the thing improved grapple is a hugely beneficial option.
My basis was a no-spellcasting eidolon monkey. So we have the base character (not spellcasting) and the eidolon (not doing anything different than normal) which we can ASSUME has some kind of balance to it, since it was already handled with the Summoner. You're mixing up the BeastMaster animal companion track with the eidolon. Maybe that's where you should start with inspiration? Your eidolon is split up, but your levels of each one count as the eidolon of a lower level summoner? So a 12th level summoner handles it with 2 6th level dupes, or 2 5th level dupes and a 2nd level dupe...?
Having PLAYED with both a houndmaster cavalier and a beastmaster ranger, though, I can vouch that at higher levels, those animals are just in the way... each one is worthless on its own, requiring massive support to be effective at all.
Definitely some reasonable points here. I'll work on finding a replacement for the Ranger's spellcasting, or switch to fighter as the base. I'll post my results later today probably...

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Purplefixer wrote:Definitely some reasonable points here. I'll work on finding a replacement for the Ranger's spellcasting, or switch to fighter as the base. I'll post my...cartmanbeck wrote:
Making the split mimics lose an attack completely seems pretty fair, and this also means they take a huge penalty to hit. This would carry on into the higher-level ability, Mimic Horde, also.
I dunno, maybe the entire concept, both your version and my version, need reworked. What do you think?
I don't know. I think that action economy is one of the most powerful balancing factors in the game. Not having it balanced like that allows all kinds of tremendous effects...
I think you should just -stagger- all the copies when split. Limiting them all to partial actions seems more fair.
You might also consider limiting them based on a standing 2WF scheme, so you can have 1, then 2, then 3, then 4, then 6? Staggered means they can make their partial charges, and their single attacks, and their 5' Steps (special action!), but never more than one attack regardless of attack bonuses. Even then, giving the thing improved grapple is a hugely beneficial option.
My basis was a no-spellcasting eidolon monkey. So we have the base character (not spellcasting) and the eidolon (not doing anything different than normal) which we can ASSUME has some kind of balance to it, since it was already handled with the Summoner. You're mixing up the BeastMaster animal companion track with the eidolon. Maybe that's where you should start with inspiration? Your eidolon is split up, but your levels of each one count as the eidolon of a lower level summoner? So a 12th level summoner handles it with 2 6th level dupes, or 2 5th level dupes and a 2nd level dupe...?
Having PLAYED with both a houndmaster cavalier and a beastmaster ranger, though, I can vouch that at higher levels, those animals are just in the way... each one is worthless on its own, requiring massive support to be effective at all.
Burlesque Warden
A burlesque warden has developed the strange and mysterious ability to create shadowy copies of himself which help distract and confuse his enemies.
Primary Class: Ranger
Secondary Class: Summoner
Hit Dice: d10
Save bonus: +2 Will
Bonus Skills and Ranks: A burlesque warden adds three Summoner class skills to his list of class skills in addition to the normal ranger skills.
Weapon and Armor proficiency: Burlesque wardens are proficient with all simple and martial weapons, with light and medium armor, and with shields (but not tower shields).
Spellcasting: Unlike a standard ranger, the burlesque warden does not gain spellcasting ability.
Mimic: At first level, the Burlesque warden gains the unique ability to summon a dark, shadowy figure which otherwise looks exactly like himself. His mimic follows the summoner’s eidolon table in regards to its hit dice, base attack progression, feats and saves. Its good saves are Fort and Ref, its bad save is Will. Instead of evolution points, the mimic gains a bonus feat at second level and every three levels thereafter which it can use to take any combat or teamwork feat which it qualifies for. Each time the burlesque warden levels up, he may reassign his mimic's feats.
The mimic gains link and share spells at first level, but does not gain the other special abilities shown on the table. Its ability scores are identical to that of the Burlesque warden, and it gains evasion and improved evasion at the same level as the warden.
The mimic cannot wear any equipment or magic items of its own, and any magic items worn by the burlesque warden can fuction only for either himself or his mimic (who the item affects can be chosen at the beginning of each day, and newly acquired items function for the warden by default until this can be changed the following day). The mimic gains a +4 bonus to stealth in dim or dark light thanks to its shadowy visage. The mimic does not gain evolutions, and spells that specifically affect an eidolon have no effect on the mimic. In all other ways, the mimic functions as if it were an eidolon. This ability replaces the ranger’s favored enemy and hunter’s bond class features.
Life Link: At first level, the burlesque warden and his mimic’s hit points are linked as a summoner to his eidolon. He gains the Life Link summoner class feature. This replaces track.
Combat Style Feats: In addition to the standard combat style feats available to a ranger, a Burlesque warden may choose a teamwork feat that he meets the requirements for. When the burlesque warden and his mimic use any teamwork feat together against an opponent, add a +1 circumstance bonuse to any numerical bonuses gained from that teamwork feat (including damage) for both the burlesque warden and his eidolon.
Bond Senses: At third level, the Burlesque warden gains the Bond Senses summoner class feature. This replaces endurance.
Favored Terrain: The Burlesque warden’s favored terrain bonuses function for his mimic as well as himself.
Shield Ally: At fourth level, the Burlesque warden gains the Shield Ally summoner class feature.
Transposition: At eighth level, the Burlesque warden gains the Transposition summoner class feature. This replaces swift tracker.
Split mimic: Beginning at 11th level, the Burlesque warden can, as a standard action which provokes an attack of opportunity on the mimic, choose to split his mimic into two identical mimics. Each mimic has ½ of the normal hit points the mimic would have, and any current damage to the mimic is split evenly between the two new mimics (rounding down).
The BAB of each mimic takes a -5 penalty, which can affect the number of attacks that the mimic can make in its full attack action (For example, if the mimic's BAB is +6, it would normally have two attacks. After splitting, each of the two mimics would have BAB +1 and a single attack.)
This ability can be used once per day at 10th level, and one additional time per day at 15th level. The duration of this ability is a number of rounds equal to the Burlesque warden’s wisdom score, or until he chooses to merge the mimics (a standard action which provokes attacks of opportunity on both mimics). If one of the mimics is reduced to a number of negative hit points equal to its constitution score, it is banished as normal, and the other twin must make a fortitude save or be banished also. The save DC is equal to 10 + ½ the Burlesque warden’s level, rounded down. This replaces the ranger’s quarry ability.
Gang Up: At 12th level, the Burlesque warden gains the Gang Up feat as a bonus feat. He does not need to meet the prerequisites. This replaces camouflage.
Life Bond: At 16th level, the Burlesque warden gains the Life Bond summoner class feature. This replaces Hide in plain sight.
Mimic horde: At 19th level, the Burlesque warden can further split his mimic into up to six identical mimics. Each time, the mimic’s total health and damage is split evenly between all of the new mimics, and each of the mimics takes an additional -5 penalty on its BAB (effectively losing its two highest attacks, though it will always have at least one attack).
If one mimic is reduced to a number of negative hit points equal to its constitution score, that mimic is banished as normal, and each other mimic must make a fortitude save or be banished also. The save DC is reduced, however, to 10 + ¼ the Burlesque warden’s level, rounded down. These split mimics otherwise function exactly like the original mimic. This ability can be used once per day. This replaces the ranger’s improved quarry ability.

Purplefixer |

I still dislike the name Burlesque Warden and encourage you to move away from the term 'mimic'. ;p Mimics are horrible aberrations made of glue and hunger that pretend to be doors and treasure chests!
Does the companiolon use the humanoid base form?
Why no evolutions? That makes the creature INCREDIBLY weak, to the point where this class isn't worth playing. Compare to ankylosaur animal companion AND favored enemy AND spellcasting!?
Your problem with the magic items is that your mimic is going to have a +0 armor bonus, and not be able to damage ANYTHING EVER. Look at your 6th level gameplay. How many creatures have DR/Magic? Animal Companions can wear items in every slot, while the ranger or druid does as well. Why not the Splitter?

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I still dislike the name Burlesque Warden and encourage you to move away from the term 'mimic'. ;p Mimics are horrible aberrations made of glue and hunger that pretend to be doors and treasure chests!
Does the companiolon use the humanoid base form?
Why no evolutions? That makes the creature INCREDIBLY weak, to the point where this class isn't worth playing. Compare to ankylosaur animal companion AND favored enemy AND spellcasting!?
Your problem with the magic items is that your mimic is going to have a +0 armor bonus, and not be able to damage ANYTHING EVER. Look at your 6th level gameplay. How many creatures have DR/Magic? Animal Companions can wear items in every slot, while the ranger or druid does as well. Why not the Splitter?
Fair enough. i don't like the idea of evolutions because then you're changing the companion but not the main character, and it's no longer a "shadow" of him. I dunno... I'm getting frustrated with this one and may give up on it. We've got so many other good ones.

Bardess |

Just a thing that occurred me about the Celestial/Angelic Knight... as the cassisian's alignment is NG, shouldn't the Knight be NG too, just as the Radiant Knight could be LN? An "alternate class" archetype?
Also: What about more evolutions to make the cassisian able to assume alternate forms? What about a sword, a mantle, an hyppogriff?
PS. I'm off for holidays in a few days, so I will not be able to post. See you when I'm back!

Elghinn Lightbringer |

Just a thing that occurred me about the Celestial/Angelic Knight... as the cassisian's alignment is NG, shouldn't the Knight be NG too, just as the Radiant Knight could be LN? An "alternate class" archetype?
Also: What about more evolutions to make the cassisian able to assume alternate forms? What about a sword, a mantle, an hyppogriff?PS. I'm off for holidays in a few days, so I will not be able to post. See you when I'm back!
Actually the Angelic Knight and his cassisian are both LG.
ANGELIC KNIGHT
The angelic knight is a holy champion imbued with the divine powers to smite its foes and call upon his deity for aid in the form of a mighty angelic companion. Together, the angelic knight and his cassisian ally are dangerous opponents to any who serve the cause of darkness.
Alignment: Lawful good.
"The cassisian is considered an outsider with the angel, extraplanar, and good subtypes. It is always lawful good in alignment, and can speak all of the angelic knight’s languages in addition to those it already knows."
Although the cassisian's alignment tends to be NG, it has a LG alignment to fit with the paladin, just like an eidolon has the same alignment as the summoner.