
Yrtalien |

Hi guys,
Sorry to bug you on your working thread, but I had a question or two and I also wanted to take a moment just to say WOW! and thank you all for what you are doing. This project is great and the fact that you're letting us witness and participate is just wonderful and truly in the Pathfinder spirit.
I really like the Eldritch Warlock (Primary: Witch / Secondary: Sorcerer) but I was wondering about one thing.
<snip> Eldritch Ray (Sp): The Eldritch Warlock can, as a standard action, convert one prepared witch spell into a ray of eldritch energy. She makes a ranged touch attack with a range of 30 feet. If the attack succeeds, it deals 1d6 damage per level of the spell sacrificed. <snip>
The feat Arcane Blast from the APG pretty much exceeds that ability but of course can't be taken till 10th level. Leaving me wondering what the character does when they get to 10th do they take the feat and just drop the innate ability of their multiclass archetype forever for its' superior counterpart?
<snip> Arcane Blast
You can convert any spell into an attack.
Prerequisites: Arcane spellcaster, caster level 10th.
Benefit: As a standard action, you can sacrifice a
prepared spell or unused spell slot of 1st level or higher
and transform it into a ray, targeting any foe within 30
feet as a ranged touch attack. This attack deals 2d6 points
of damage plus an additional 1d6 points of damage for
every level of the spell or spell slot you sacrificed. 0-level
spells may not be sacrificed in this manner. <snip>
I was wondering if you might consider revising the ability such that it grows to match the power of the feat as you level in the multiclass archetype. I understand you can't just give them the feat because first level characters would be dishing out 3d6 damage rather than the more common 1d4+1 or 1d6 : ).
My suggestion, for what it's worth, is to have the ability start as you have it currently and grant a +1d6 base damage at 5th and again at 10th. Thus at 10th level the Eldritch Warlock would have basically received the Arcane Blast feat and the Eldritch Blast innate ability wouldn't be well... less-than.
Secondly, I've come across two versions of the Eldritch Warlock one in the "Sample Pathfinder Multiclass Archetypes" and one in the "Core and Base Multiclass Archetypes", one allows for a save for 1/2 and the other does not. I'm assuming that the one in the "Core and Base Multi..." is the more polished version. If I'm wrong please let me know. BTW what order do the files go in as far as closest to accepted:
1 Core and Base....
2 Sample Pathfinder Multi...
3 Core Multiclass Arche...
Finally, I wonder if you all are considering working on a Wizard/Sorc or Sorc/Wiz multiclass archetype. My favorite prestige class in 3.5 was the Ultimate Magus (from the Complete ... books) I loved it for the versatility of studied spells and the general power of sorcery. Although the class was rather clunky and suffered soem issues I still liked the idea and vow to play it someday! That is unless you all provide something as interesting : ) I realize that due to the similarity between the two classes it might be impossible to come up with anything workable but I'd love to see you all try : )
Again, thank you for what you are doing! Many of your ideas will see playtest as enemies in my games this weekend. I hope that you guys feel the happy I'm sending your way : ) Have a good time and fun time doing what we love : )
Thank you.

Elghinn Lightbringer |

Saves: ? Still don't get it guys. Sigh. Don't hate me! ;)
With the new Save system, we are simply creating a new Save set for each MCA. For the Seersworn, both witch and oracle have poor Fort, poor Ref, and good Will, so its saves will stay the same. For other MCAs that compbine 2 classes and give 2 good saves, then those should be the good saves, if there are 3, then pick and choose according to flavor what 2 good saves you want. For example, the Terrain Patriarch (Clr/Rgr) Clr = good Fort, good Will, and Rgr = good Fort, and good Ref. I chose poor Fort, good Ref, good Will, to keep the Terrain Patriarch flavor of a quick and stealthyspellcasting protector of the forests or mountains, etc.
Yeah, go with this, just put hex, then allow selection of a revelation instead.
]Mystery: …A seersworn's mystery should be compatible with her patron - for example Bones/Plague, Battle/Strength, Nature/Animals. (flak) [/quote wrote:Yes, this would be good to keep in.
[quote=] (flak) I'd reword this as such:
Seersworn's Cry (Su): When the seersworn uses the cackle hex, it also extends the duration of any revelation with a duration expressed in rounds affecting a creature within 30 feet.
And then I'd just tack that on right below the Hex ability entry.
Yes.
]Seersworn's Blight: … (flak) There's an oracle spell that does this. Why not just give it to them as a spellhex? (See the Oracle's Burden spell and Spell Hex feat for reference. Always use existent methods if possible!) [/quote wrote:Flak is right.
Oceanshieldwolf wrote:
SO: *change Aura of insight cutting out CMD reference.Yes
[quote=]*how to proceed with precognitive trance - how about 2/day for 3/rounds + int modifier, with 1 extra use/day every 5 levels? Ideas?
* I want to keep the Mystery name of Seersworn, keeps it unique to the MC. See next point for why
*Yes Seersworn's Cry should affect just like Oracle's burden. And Spell Hex feat is good. How to proceed: a) Give them oracle's burden as a spell, give them spell hex as a bonus feat? OR
b) How about new spell: Seersworn's Burden - exactly as Oracle's Burden, give it to them at second level in Seersworn Mystery, instead of hypnotic pattern and put in a clause in Seersworn's Curse spell to choose Spell Hex as a feat? I still like advanced versions of Seersworn's Cry, especially the final "all within earshot" version.
Apart from those four points and a review of the revelations for hex discussion, this seems almost done. Phew.*I’d go either rounds/day = Seersworn level, do not need to be consecutive; OR a number of times per day = 3 + his Int mod. That would give you 4+ questions per day.
*I would KIS, give Oracle’s Burden as a spell, and give Spell Hex as a bonus feat.
Make your changes and post again.

Elghinn Lightbringer |

Point on the Armor Training and Weapon Training, but I was more focused on following the original design- and took the capstone from that.
Hm. Ninth level ability, fifteenth level ability... And a new capstone...
I got an idea for this, lemme go write it up and see how it looks.
Flak's right, alot of our early MCAs were weak, but with the evolved process, you should beable to pump it up alot from it's original version.
Here's some abilities from my Archaknight class I created a while back, that may be useful, or inspire you.
Arcane Shield (Sp): At will, an arcaknight can use shield, as the spell.
Arcane Defense (Su): At 2nd level, an arcaknight can alter her mage armor spell to take on the illusionary appearance of full plate armor, which she can be visually customized to her specifications. In addition, when she activates her arcane shield, it can also assume the illusionary appearance of a matching heavy shield, thus, providing an arcaknight with the appearance of a true arcane knight.
As the arcaknight gains levels, she can enhance the armor bonus of any mage armor spell she casts upon herself. At 6th level, this arcane bonus improves by +1, and an addition +1 for every four arcak
night levels thereafter (10th, 14th, and 18th), to a maximum of +4.
Note: The arcane bonus granted by arcane defense does stack with the armor bonus granted by bracers of armor, since the item is created with the mage armor spell. Thus, a pair of +5 bracers of armor, worn by a 14th level arcaknight would provide her with a total armor bonus of +8, equal to that of a suit of full plate. Such an enhancement could be made permanent through the use of a permanency spell.

Raiderrpg |

Combat Readiness: At ninth level, whenever the Swordmage rolls for initiative, they may cast a single spell of up to 3rd level as a free action. This spell must only target the swordmage, and they must have any required focus or expensive material components in hand.
Good way to get that all important Shield or Resist Energy spell up at the start of combat? Yes, please! >:3
Casting Reflexes: At fifteenth level, the Swordmage has honed his reflexes and speed of casting far beyond the ordinary sorcerer. Any time the Swordmage would make an attack of opportunity, they may elect to cast a single touch range spell upon the target instead. They must have one hand free to cast. This ability may be used a number of times per day equal to 3+charisma modifier.
Even if the swordmage has the combat reflexes feat, they may only cast one spell in this way each round.
This seems like sheer fun, to me.
Furious Spellcasting: As a full-round action three times per day at twentieth level, the swordmage may make a full attack action and cast a single spell of their choice.
Sure, might seem a little bland, but it's a nice strong capstone nonetheless!
-----
All these replace what would have been replaced by Armor Training I, Weapon Training I, and that Aegis capstone.
Thoughts?

Elghinn Lightbringer |

Hi guys,
Sorry to bug you on your working thread, but I had a question or two and I also wanted to take a moment just to say WOW! and thank you all for what you are doing. This project is great and the fact that you're letting us witness and participate is just wonderful and truly in the Pathfinder spirit.
Thank you for your vote of confidence.
[quote=]I really like the Eldritch Warlock (Primary: Witch / Secondary: Sorcerer) but I was wondering about one thing.
<snip> Eldritch Ray (Sp): The Eldritch Warlock can, as a standard action, convert one prepared witch spell into a ray of eldritch energy. She makes a ranged touch attack with a range of 30 feet. If the attack succeeds, it deals 1d6 damage per level of the spell sacrificed. <snip>
The feat Arcane Blast from the APG pretty much exceeds that ability but of course can't be taken till 10th level. Leaving me wondering what the character does when they get to 10th do they take the feat and just drop the innate ability of their multiclass archetype forever for its' superior counterpart?
<snip> Arcane Blast
You can convert any spell into an attack.
Prerequisites: Arcane spellcaster, caster level 10th.
Benefit: As a standard action, you can sacrifice a
prepared spell or unused spell slot of 1st level or higher
and transform it into a ray, targeting any foe within 30
feet as a ranged touch attack. This attack deals 2d6 points
of damage plus an additional 1d6 points of damage for
every level of the spell or spell slot you sacrificed. 0-level
spells may not be sacrificed in this manner. <snip>
I was wondering if you might consider revising the ability such that it grows to match the power of the feat as you level in the multiclass archetype. I understand you can't just give them the feat because first level characters would be dishing out 3d6 damage rather than the more common 1d4+1 or 1d6 : ).
My suggestion, for what it's worth, is to have the ability start as you have it currently and grant a +1d6 base damage at 5th and again at 10th. Thus at 10th level the Eldritch Warlock would have basically received the Arcane Blast feat and the Eldritch Blast innate ability wouldn't be well... less-than.
That's a very good suggestion. In fact, Eldritch Warlock needs to undergo some tweaks to be more in line with the CURRENT process of development. It was created on the cusp of our "Renaissance" if you will. I assume you have played the Eldritch Warlock? If so would love some feedback HERE.
How about this?
Eldritch Ray (Sp): The eldritch warlock can sacrifice a prepared spell or unused spell slot of 1st level or higher and transform it into a ray, targeting any foe within 30 feet as a ranged touch attack. This eldritch ray deals 1d6 points of base damage plus an additional 1d6 points of damage for every level of the spell or spell slot the eldritch warlock has sacrificed. This base damage increases to 2d6 at 8t level, and 3d6 at 15t level. 0-level spells may not be sacrificed in this manner.
Makes it much like the Arcane Blast feat, but is a bit better, as it is a class feature.
[quote=]Secondly, I've come across two versions of the Eldritch Warlock one in the "Sample Pathfinder Multiclass Archetypes" and one in the "Core and Base Multiclass Archetypes", one allows for a save for 1/2 and the other does not. I'm assuming that the one in the "Core and Base Multi..." is the more polished version. If I'm wrong please let me know. BTW what order do the files go in as far as closest to accepted:
1 Core and Base....
2 Sample Pathfinder Multi...
3 Core Multiclass Arche...
Yes, and yes.
[quote=]Finally, I wonder if you all are considering working on a Wizard/Sorc or Sorc/Wiz multiclass archetype. My favorite prestige class in 3.5 was the Ultimate Magus (from the Complete ... books) I loved it for the versatility of studied spells and the general power of sorcery. Although the class was rather clunky and suffered soem issues I still liked the idea and vow to play it someday! That is unless you all provide something as interesting : ) I realize that due to the similarity between the two classes it might be impossible to come up with anything workable but I'd love to see you all try : )
Again, thank you for what you are doing! Many of your ideas will see playtest as enemies in my games this weekend. I hope that you guys feel the happy I'm sending your way : ) Have a good time and fun time doing what we love : )
Thank you..
And THIS is what I want this thread to do for other players. Provide them a place to go for requests, suggestions, ideas. Good luck FLak, I know you'll do a good job.

Raiderrpg |

Ahahahahaha Ultimate Magus, cluttered... hee.
Anyway, honestly, I'd take the project on- but I'd be too tempted to use some of the more... shall we say, powerful abilities of the Ultimate Magus. So it's probably better if Flak takes it on.
If he wants a hand, though, I can give him -plenty- of good ideas.

Elghinn Lightbringer |

I did a bit or rewording and cutting out words that didn't need to be there. Here's what we have:
Primary Class: Sorcerer.
Secondary Class: Fighter.
Hit Dice: d8.
Bonus Skills and Ranks: Swordmages gain additional skills from their bloodline, and may select three fighter skills to add to her class skills in addition to the normal sorcerer class skills. The swordmage gains a number of ranks at each level equal to 2 + Int modifier.
Weapon and Armor Proficiency: Swordmages are proficient with all simple weapons, and one martial or exotic weapon of their choice. They are proficient with light armor, but not with shields.
Diminished Spellcasting: The swordmage casts arcane spells drawn from the sorcerer/wizard spell list, and knows one fewer spell of each spell level. The swordmage also receives bonus spells per day if she has a high Charisma score. She otherwise casts spells as a sorcerer of equal level.
Weapon Bond (Sp): Swordmages form a powerful bond with their weapon, and begin play with one of their choice at no cost. The weapon is always of masterwork quality, but is not made of any special material. If a swordmage attempts to cast a spell without her bonded weapon in hand, she must make a concentration check (DC 20 + the spell’s level) or lose the spell. A bonded weapon can be used once per day to cast any one spell that the swordmage knows and is capable of casting, including bloodline spells. This spell is treated like any other spell cast by the swordmage, including casting time, duration, and other effects dependent on the swordmage’s level. This spell cannot be modified by metamagic feats or other abilities.
A number of times per day equal to 3 + her Charisma modifier, the swordmage can “charge” her weapon with a touch spell requiring no more than a full-round action to cast. The weapon holds the charge until the swordmage discharges it as a standard action. A single attack can be made as part of this action. At the time of discharge, the swordmage can choose to release the spell energy with the same effect as the spell, or deal 1d6 points of damage for every two spell levels of the spell, as a free action.
For example, a 12th level swordmage that “charges” her weapon with a shocking grasp spell and then strikes an opponent deals normal weapon damage plus 5d6 points of electricity damage. If the swordmage casts animate dead into the weapon, she can either discharge that spell energy with the original effect against a corpse, or deal 2d6 damage against her selected target. A touch spell can be stored in this matter indefinitely, but only one such spell may be stored at a time.
The bonded weapon maintains an aura detectable by detect magic or similar spells, with a strength equal to the swordmage's level. This ability otherwise functions as a bonded item, as described in the wizard’s arcane bond ability (see page 78 of the Core Rulebook). This ability replaces the first bloodline power.
Weapon Focus: At 3rd level, a swordmage gains Weapon Focus as a bonus feat with one sword of her choice. This ability replaces the 3rd level bloodline power.
Light Armor (Ex): At 5th level, a swordmage may select to cast arcane and bloodline spells without incurring the normal arcane spell failure chance only if she is wearing light or no armor in place of a bloodline spell. A swordmage wearing medium armor, heavy armor or using a shield incurs a chance of arcane spell failure if the spell in question has a somatic component. This ability replaces the 5th level bloodline power.
Blooded (Ex): At 7th level, the swordmage can select a bloodline power that she would have gained at 1st or 3rd level, or a feat from her bloodline feat list that she qualifies for. This ability replaces bloodline feat at 7th level.
Combat Readiness (Ex): At 9th level, whenever the swordmage rolls for
initiative, she can cast a single spell of up to 3rd level upon herself as a free action. This spell must have a target of “You”, or can be cast upon the swordmage. The swordmage must also have any required focus or material components in hand to use this ability. This ability replaces bloodline power at 9th level.
Improved Blooded (Ex): At 13th level, the swordmage can select a bloodline power that she would have gained at 1st, 3rd, or 9th level, or a feat from her bloodline feat list that she qualifies for. This ability replaces bloodline feat at 13th level.
Reflexive Casting (Ex): At 15th level, the swordmage has honed her reflexes and casting speed far beyond that of any ordinary spellcaster. Any time the swordmage would make an attack of opportunity, she may choose to cast a ranged touch spell upon the target instead, but must have one hand free to cast it. This ability can be used a number of times per day equal to 3 + the swordmage’s Charisma modifier. This ability replaces bloodline power at 15th level.
Greater Blooded (Ex): At 19th level, the swordmage can select a bloodline power that she would have gained at 1st, 3rd, 9th, or 15th level, or a feat from her bloodline feat list that she qualifies for. This ability replaces bloodline feat at 19th level.
Perfect Casting: At 20th level, as a full-round action, the swordmage can cast a single spell of her choice as part of her a full attack action. The swordmage can use this ability three times per day. This ability replaces bloodline power at 20th level.
Table: Swordmage
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 +2 +0 +2 Cantrips, diminished spellcasting, 3 — — — — — — — —
Eschew Material, weapon bond
2nd +1 +3 +0 +3 4 — — — — — — — —
3rd +2 +3 +1 +3 Bloodline spell, weapon focus 5 — — — — — — — —
4th +3 +4 +1 +4 6 3 — — — — — — —
5th +3 +4 +1 +4 Bloodline spell, light armor 6 4 — — — — — — —
6th +4 +5 +2 +5 6 5 3 — — — — — —
7th +5 +5 +2 +5 Blooded bloodline spell 6 6 4 — — — — — —
8th +6/+1 +6 +2 +6 6 6 5 3 — — — — —
9th +6/+1 +6 +3 +6 Bloodline spell, combat readiness 6 6 6 4 — — — — —
10th +7/+2 +7 +3 +7 6 6 6 5 3 — — — —
11th +8/+3 +7 +3 +7 Bloodline spell 6 6 6 6 4 — — — —
12th +9/+4 +8 +4 +8 6 6 6 6 5 3 — — —
13th +9/+4 +8 +4 +8 Bloodline spell, improved blooded 6 6 6 6 6 4 — — —
14th +10/+5 +9 +4 +9 6 6 6 6 6 5 3 — —
15th +11/+6/+1 +9 +5 +9 Bloodline spell, reflexive casting 6 6 6 6 6 6 4 — —
16th +12/+7/+2 +10 +5 +10 6 6 6 6 6 6 5 3 —
17th +12/+7/+2 +10 +5 +10 Bloodline spell 6 6 6 6 6 6 6 4 —
18th +13/+8/+3 +11 +6 +11 6 6 6 6 6 6 6 5 3
19th +14/+9/+4 +11 +6 +11 Bloodline spell, greater blooded 6 6 6 6 6 6 6 6 4
20th +15/+10/+5 +12 +6 +12 Perfect casting 6 6 6 6 6 6 6 6 6
Swordmage Spells Known
Spells Known
Level 0 1st 2nd 3rd 4th 5th 6th
1st 2 0 — — — — —
2nd 3 1 — — — — —
3rd 4 2 — — — — —
4th 4 2 0 — — — —
5th 4 2 1 — — — —
6th 4 2 2 — — — —
7th 4 3 2 0 — — —
8th 4 3 2 1 — — —
9th 4 3 2 2 — — —
10th 4 3 3 2 0 — —
11th 4 4 3 2 1 — —
12th 4 4 3 2 2 — —
13th 4 4 3 3 2 0 —
14th 4 4 4 3 2 1 —
15th 4 4 4 3 2 2 —
16th 4 4 4 3 3 2 0
17th 4 4 4 4 3 2 1
18th 4 4 4 4 3 2 2
19th 4 4 4 4 3 3 2
20th 4 4 4 4 4 3 3

Flak RPG Superstar 2013 Top 8 |

Primary Class: Sorcerer.
Secondary Class: Fighter.
Hit Dice: d8.
Bonus Skills and Ranks: Swordmages gain additional skills from their bloodline, and may select three fighter skills to add to her class skills in addition to the normal sorcerer class skills. The swordmage gains a number of ranks at each level equal to 2 + Int modifier.Weapon and Armor Proficiency: Swordmages are proficient with all simple weapons, and one martial or exotic weapon of their choice. They are proficient with light armor, but not with shields.
Diminished Spellcasting: The swordmage casts arcane spells drawn from the sorcerer/wizard spell list, and knows one fewer spell of each spell level. The swordmage also receives bonus spells per day if she has a high Charisma score. She otherwise casts spells as a sorcerer of equal level.
Cool, but the charts don't reflect this (progressions are as normal for a sorc in your post).Weapon Bond (Sp): Swordmages form a powerful bond with their weapon, and begin play with one of their choice at no cost. The weapon is always of masterwork quality, but is not made of any special material. If a swordmage attempts to cast a spell without her bonded weapon in hand, she must make a concentration check (DC 20 + the spell’s level) or lose the spell. A bonded weapon can be used once per day to cast any one spell that the swordmage knows and is capable of casting, including bloodline spells. This spell is treated like any other spell cast by the swordmage, including casting time, duration, and other effects dependent on the swordmage’s level. This spell cannot be modified by metamagic feats or other abilities.
A number of times per day equal to 3 + her Charisma modifier, the swordmage can “charge” her weapon with a touch spell requiring no more than a full-round action to cast. The weapon holds the charge until the swordmage discharges it as a standard action. A single attack can be made as part of this action. At the time of discharge, the swordmage can choose to release the spell energy with the same effect as the spell, or deal 1d6 points of damage for every two spell levels of the spell, as a free action.
For example, a 12th level swordmage that “charges” her weapon with a shocking grasp spell and then strikes an opponent deals normal weapon damage plus 5d6 points of electricity damage. If the swordmage casts animate dead into the weapon, she can either discharge that spell energy with the original effect against a corpse, or deal 2d6 damage against her selected target. A touch spell can be stored in this matter indefinitely, but only one such spell may be stored at a time.
** "12th-level swordmage who 'charges' her"The bonded weapon maintains an aura detectable by detect magic or similar spells, with a strength equal to the swordmage's level. This ability otherwise functions as a bonded item, as described in the wizard’s arcane bond ability (see page 78 of the Core Rulebook). This ability replaces the first bloodline power.
This is way stronger than a 1st-level bloodline ability. Arcane bloodline 1st-level ability is arcane bond. This is arcane bond +++++. I might trade out cantrips for it.
Weapon Focus: At 3rd level, a swordmage gains Weapon Focus as a bonus feat with one sword of her choice. This ability replaces the 3rd level bloodline power.
I'd say "Bonded Focus: Starting at 3rd level, the swordmage gains Weapon Focus as a bonus feat with her bonded weapon. If her bonded weapon changes, this feat changes to pertain to the new bonded weapon. The swordmage qualifies for fighter-only feats using her swordmage level as her fighter level, so long as those feats apply to her bonded weapon. Any feats so selected change to pertain to her new bonded weapon if she gets a new one. This ability replaces the 3rd-level bloodline power."Light Armor (Ex): At 5th level, a swordmage may select to cast arcane and bloodline spells without incurring the normal arcane spell failure chance only if she is wearing light or no armor in place of a bloodline spell. A swordmage wearing medium armor, heavy armor or using a shield incurs a chance of arcane spell failure if the spell in question has a somatic component. This ability replaces the 5th level bloodline power.
cool. In light of suggestions below (to basically bump combat readiness and reflexive casting to earlier levels at lower power), I'd grant this earlier (not sure when/how). Also what does it mean to say "in place of a bloodline spell" ????Blooded (Ex): At 7th level, the swordmage can select a bloodline power that she would have gained at 1st or 3rd level, or a feat from her bloodline feat list that she qualifies for. This ability replaces bloodline feat at 7th level.
"Blooded" is a bad name. How about replacing this whole chain of replacements with "Bloodline Manifestation: At 7th level, and again at 13th and 19th level, the swordmage can select a bloodline power that a sorcerer with her bloodline could have gained by that level in place of a bonus bloodline feat. This does not allow a swordmage to gain the same bloodline power twice."Combat Readiness (Ex): At 9th level, whenever the swordmage rolls for
initiative, she can cast a single spell of up to 3rd level upon herself as a free action. This spell must have a target of “You”, or can be cast upon the swordmage. The swordmage must also have any required focus or material components in hand to use this ability. This ability replaces bloodline power at 9th level.
Very cool. I'd rephrase it a bit though... "This spell must either have a range of personal or otherwise target only a single creature (the swordmage)." Also maybe scale this down to 5th level, but @ 5th level max spell level is 0; at 9 it's 1, at 13 it's 2, at 17 it's 3.Improved Blooded (Ex): At 13th level, the swordmage can select a bloodline power that she would have gained at 1st, 3rd, or 9th level, or a feat from her bloodline feat list that she qualifies for. This ability replaces bloodline feat at 13th level.
As above, "blooded" is lame.Reflexive Casting (Ex): At 15th level, the swordmage has honed her reflexes and casting speed far beyond that of any ordinary spellcaster. Any time the swordmage would make an attack of opportunity, she may choose to cast a ranged touch spell upon the target instead, but must have one hand free to cast it. This ability can be used a number of times per day equal to 3 + the swordmage’s Charisma modifier. This ability replaces bloodline power at 15th level.
Nice, but I think I'd bump this down to a 9th-level power and make it usable 1/day at 9th level, plus 1/day at 12, 15, 18 levels. It's REALLY FREAKIN GOOD, but suddenly getting a huge number of uses at 15th level is less cool than getting fewer uses over more levels. Then of course you need a cool 15th level ability. maybe medium armor (a la magus).Greater Blooded (Ex): At 19th level, the swordmage can select a bloodline power that she would have gained at 1st, 3rd, 9th, or 15th level, or a feat from her bloodline feat list that she qualifies for. This ability replaces bloodline feat at 19th level.
Again, "blooded" is lame. See above.Perfect Casting: At 20th level, as a full-round action, the swordmage can cast a single spell of her choice as part of her a full attack action. The swordmage can use this ability three times per day. This ability replaces bloodline power at 20th level.
So, True Magus @ 20th level. With no spell combat progression leading up to it. And without the spell combat text to describe how this works. But it's only 3/day, so it's feasible. I'd say 'This functions as the magus ability spell combat, but the swordmage does not take a penalty on her attack rolls and can only use this ability 3 times per day." Also, Perfect Casting? How about a better name that's less Pure Arcanist. Like, say, perfect spell combat?
EDIT: btw, bonus feats like Combat Casting and Arcane Strike would make sense to me as class features.

Oceanshieldwolf |

@raiderrpg/elghinn/flak re:Swordmage. Well done guys, good quick work and nice collaboration on revamp. raiderrpg - i liked casting reflexes! Nice job on that one.
I agree with flak re: renaming Weapon Focus Bonded Focus. I also agree with his revision of Blooded, one description that explains progression and is streamlined is what we're aiming for (takes notes). However I disagree with renaming it. I like "Blooded" -evokes bloodline but also being blooded, as in a predator that has made it's first kill and tasted blood. :)
+1 flak's suggestions re: Light Armor, Combat Readiness and Reflexive Casting. I'm not sure even trading out cantrips makes Arcane Bond as it is presented here balanced.
Perfect casting doesn't grab me as a name or as a feature, but that's just me.
@elghinn - thanks for emailing stuff to me, and thanks for reviewing Seersworn. Unfortunately my son spent last night in hospital, after a respiratory scare and will be in there tonight as well, so I have had no time to look at Divine Mage. Mind on other things... Will rewrite Seersworn as soon as I have a moment spare.
@purplefixer: Way to send a swift reply, thanx! I'll get back to you when I can, as above.
@cartmanbeck: mmmm, the Caribbean. Hope you're enjoying it!
@everybody - I heartily approve of elghinn's statements re: our common task and focus. I'm honoured to share this space with you all. Personally i'd like to add -thanks for the time you have given to reading my posts and reviewing them as you have. Take care all!
P.S. Anybody have a claim on Inquisitor/Witch? Couldn't help it, a Witchfinder General popped into my head and I can't shake him. Basically an inquisitor with some hex options and anti-fey/witchcraft abilities, fey/witch discerning takes on existing inquisitor powers. (Not for posting yet, just a WIP)

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I have to say: I LOVE this idea and the options it gives players.
I don't love trying to search through this thread for the most recent version of whichever archetype I want to help analyze or playtest, though. In its current state, unless I've missed something, that makes these rules functionally unusable.
How about putting them up on a website or wiki or something where we can easily find the latest version of the archetypes? That would be great!
This is a great idea, best of luck with getting polished, balanced rules that give players more freedom of choice.

Elghinn Lightbringer |

I have to say: I LOVE this idea and the options it gives players.
I don't love trying to search through this thread for the most recent version of whichever archetype I want to help analyze or playtest, though. In its current state, unless I've missed something, that makes these rules functionally unusable.
How about putting them up on a website or wiki or something where we can easily find the latest version of the archetypes? That would be great!
This is a great idea, best of luck with getting polished, balanced rules that give players more freedom of choice.
This is the most recently posted versions I posted for playtest
HERE
Elghinn Lightbringer |

Due to thread length, both for ourselves and those wishing to read or understand what we are doing, we have moved to a new thread called MULTICLASS ARCHETYPES II
Please join us there, those who are new, and those of you who have been collaborating on this thread.

Flak RPG Superstar 2013 Top 8 |

Has anyone done a Fighter/Ranger
Would be nice to have a Ranger type that can actually be a better archer then a straight fighter.
That never made alot of sense to me.
1. No one has.
2. Nothing should be a better archer than a straight fighter, because straight fighter archers are too strong. If you think rangers need to be better than archer fighters, that's an issue of game balance in Paizo's hands.3. There's nothing inherently archer-y about rangers. Sorry.
ranger |ˈrānjər|
noun
1 a keeper of a park, forest, or area of countryside.
2 a member of a body of armed men, in particular
• a mounted soldier.
• a commando or highly trained infantryman.
3 a person or thing that wanders or ranges over a particular area or domain : rangers of the mountains.
All this said, this is the old thread for the project. We have a new one in which current work is being done. Plans for a fighter/ranger don't exist at this time, but if they did, I doubt they'd focus on ranged combat.

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I got this today, and looked through it, and I like it. I'm even trying to do up a Spell-less Ranger/Fighter that I call the Wild Tempest, but I'm not doing that great. I'm looking at the examples, but I'm not doing so hot with what I've got. I don't know where I should add in the fighter abilities, and also the Fighter has the exact same skills as the Ranger, minus one, so it's not looking like a very good idea at the moment.
Suggestions?
EDIT: See that there's a new thread. Going there.

Elghinn Lightbringer |

STOP! DO NOT POST ON THIS THREAD!
This thread has been dead for 2+ years. We are currently on our new Multiclass Archetypes VII: MCAs Forever thread . Find us there. If you post here, you will receive no response.
Powers that be, any chance of locking this thread?

TomatoFettuccini |