Multiclass archetypes, part II


Homebrew and House Rules

351 to 400 of 447 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | next > last >>

2 people marked this as a favorite.

The PDF is in redoing now, but all we made up to this day can be found in this site: MCArchetypes Thank you for the good words.

Scarab Sages

Thanks Bardess - I found the pdf on the first listing but I thought it looked "out of date" since alot more work had been doen I assume from looking at the posts
was hoping for a new updated version but since its still in the redoing I will keep an on eye on this thread - thanks to all who helped in any way shape or form - I wish I had time to help or do

cee

RPG Superstar 2013 Top 8

Kind words, cee :)

@Everyone: finally recovered from illness and caught up on schoolwork. I'm still a bit frayed but I hope to get back into the fray soon.


@Ceefood: Yea thanks for the support!

@Flak: Good to hear you're feeling better!

@Reposting name ideas for Divine Mage. Anybody like Devout Magi? Sacred Thaumaturge? Eldritch Hierarch? Had some help with edit and will post in next day or two...


Okay, don't all jump up and down at once with name reviews.... Sheeesh. Tough crowd. In fact the thread seems very quiet!

So I've been quite sick the last few days, feeling groggy now, but at least compos(t) mentis. And finally, here is the edit for the divine mage, which I'm calling the Eldritch Hierarch for now. As I said, I got some help (from EL) on this one, so I can't take much credit! ;p

Eldritch Hierarch:

Eldritch Hierarch:
An Eldritch Hierarch supplements his arcane might with divine magic. He combines the power of wizardly might with the magic of the divine and ability to spontaneously convert spell energy into healing spells.
Primary Class: Wizard.
Secondary Class: Cleric.
Hit Dice: d6.
Bonus Skills and Ranks: Eldritch Hierarchs may select three cleric skills to add to his class skills in addition to the normal wizard class skills. The Eldritch Hierarch gains a number of ranks at each level equal to 2 + Int modifier.

Weapon and Armor Proficiency: Eldritch Hierarchs are proficient with simple weapons and his deity’s favored weapon, but not with any type of armor or shield. Armor interferes with the movements of a Eldritch Hierarch, which can cause his arcane spells with somatic components to fail.

Combined Spellcasting (Su): A Eldritch Hierarch casts arcane spells drawn from the sorcerer/wizard spell list, and divine spells which are drawn from cleric spell list, including cantrips and orisons. Each day, he must choose and prepare both his arcane and divine spells in advance, in the same manner as a wizard (studying his spellbook) and a cleric (through prayer and meditation). An Eldritch Hierarch can prepare and cast either cleric or wizard spells using the available slots from his daily spell allotment. However, casting a prepared divine spell in this manner expends a spell slot one level higher than it originally occupied. This ability cannot be used to cast a spell at a lower level if that spell exists on both spell lists. Thus, at 1st and 2nd level, a Eldritch Hierarch can prepare and cast cantrips and 1st-level wizard spells, or cleric orisons using a 1st-level spell slot. At 3rd level, he can cast 2nd-level wizard spells, or 1st-level cleric spells using a 2nd-level spell slot, and so forth. Thus, the Eldritch Hierarch can access a maximum of 8th-level cleric spells at 17th level, and cannot cast cleric spells beyond that spell level, except those granted by his chosen domain. The components of these spells do not change, and otherwise follow the rules for the spellcasting class used to cast the spell.
Bonus spells granted by a high Intelligence score pertains only to his wizard spells, while those granted by a high Wisdom score pertains only to his cleric spells. In either case, the eldritch hierarch’s base spells per day cannot exceed his daily spell allotment. For example, if a 5th level Eldritch Hierarch has an Intelligence and Wisdom score of 15, he gains a bonus 1st-level and 2nd-level spell slot for both his cleric spells and wizard spells. Thus, he could cast four 0-level spells, three 1st-level spells, two 2nd-level spells, and one 3rd-level spell per day, whether arcane or divine (cleric spells require one spell slot higher than it’s spell level) in nature as his base daily allotment of spells. He would also be able to cast an additional 1st-level and 2nd-level wizard spell, and an additional 1st-level and 2nd-level cleric spell per day. This ability replaces arcane bond.

Diminished Spellcasting: The Eldritch Hierarch gains one fewer spell of each level than normal. If this reduces the number to 0, he may cast spells of that level only if they are arcane school or domain spells or if his Intelligence or Wisdom allows bonus spells of that level. He otherwise learns, prepares, and casts spells as a wizard or cleric of equal level.

Diverse Learning: At 1st level, an Eldritch Hierarch chooses an arcane school (as a wizard) and a domain (as a cleric). He can then use his domain spell slots to cast either his domain spell or an extra school spell of that spell level. In addition, the Eldritch Hierarch may choose to gain either his arcane school powers, or his domain powers, but not both. Once chosen, it cannot be changed. This allows the Eldritch Hierarch to follow either an arcane or divine path. This ability otherwise replaces and functions as the wizard’s arcane school ability and/or the cleric’s domain ability.

Thaumatheurgic Bond (Ex or Sp): At 1st level, Eldritch Hierarchs form a powerful bond with an object or a creature. This bond can take one of two forms: a familiar or a bonded object. Once an Eldritch Hierarch makes this choice, it is permanent and cannot be changed. This ability is exactly like the wizard’s arcane bond, except for the following changes.
Creature Bond: Eldritch Hierarchs who select the creature bond receives a familiar, just like a wizard, but the familiar gains either the celestial (good aligned Eldritch Hierarchs) or the fiendish (evil aligned Eldritch Hierarchs) template at 10th level as part of the familiar’s abilities. A neutrally aligned Eldritch Hierarch may select either the celestial or fiendish template. This ability otherwise functions as a wizard’s familiar, and he may choose the Improved Familiar feat to obtain a more powerful familiar.
Item/Object Bond : Eldritch Hierarchs who select a bonded object begin play with one at no cost, and is always of masterwork quality. However, the Eldritch Hierarch must select his holy symbol as his bonded object, which becomes both his arcane and divine focus. An Eldritch Hierarch’s bonded symbol can be used once per day to perform one of two actions. Firstly, an Eldritch Hierarch can choose to cast any one spell that the Eldritch Hierarch has in his spellbook or on his divine spell list he is capable of casting, even if the spell is not prepared. This spell is treated like any other spell cast by the Eldritch Hierarch, including casting time, duration, and other effects dependent on the Eldritch Hierarch’s level. This spell cannot be modified by metamagic feats or other abilities, and otherwise follows the rules described in the wizard’s bonded object description.
Alternately, a Eldritch Hierarch can use his bonded object to channel energy as a cleric of 1/2 his Eldritch Hierarch level. The type of energy an Eldritch Hierarch can channel is determined by his alignment, exactly like the cleric ability of the same name. The Eldritch Hierarch’s bonded object follows the same rules described in the wizard’s class description, including object damage and replacement costs. This ability replaces and functions as the wizard's arcane bond.

Spontaneous Casting: At 5th level, an Eldritch Hierarch gains the cleric’s ability of the same name. However, a Eldritch Hierarch can “lose” any prepared wizard or cleric spell that is not a cantrip, orison, school, or domain spell in order to cast any cure or inflict spell equal its spell level –3 or lower, as determined by the Eldritch Hierarch’s alignment (see spontaneous casting in the Cleric entry of the Core Rulebook). Thus, an Eldritch Hierarch could channel a prepared 2nd-level wizard spell or 1st–level cleric spell into cure light wounds or inflict light wounds, according to his alignment.
Light Armor: At 10th level, an Eldritch Hierarch gains proficiency with light armor. An eldritch hierarch can cast Eldritch Hierarch spells while wearing light armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, an Eldritch Hierarch 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. A multiclass Eldritch Hierarch still incurs the normal arcane spell failure chance for arcane spells received from other classes.

Just not sure how the channeling/bond thing works as it only works with a bonded item, not creature, which seems unfair if you choose a creature bond. I'd also like to accelerate the gaining of a template for the creature bond, but that may be unbalanced....


As per EL's latest thoughts on Eldritch Hierarch by email:
Moved outsider template of creature bond to 9th level, similar to Paladin, and EL has found a way for channeling with creature bond!

Creature Bond: Eldritch Hierarchs who select the creature bond receives a familiar, just like a wizard, but the familiar gains either the celestial (good aligned Eldritch Hierarchs) or the fiendish (evil aligned Eldritch Hierarchs) template at 9th level as part of the familiar’s abilities. A neutrally aligned Eldritch Hierarch may select either the celestial or fiendish template.

In addition, the Eldritch Hierarch's can use his familar's deliver touch spells ability to deliver channeled energy instead. The Eldritch Hierarch can channel energy as a cleric of 1/2 his level, and the type determined by his alignment, exactly like the cleric ability of the same name. The Eldritch Hierarch must be in contact with his familiar at the time of channeling (see deliver touch spells in the familiar entry of the Wizard class description of the Core Rulebook). The Eldritch Hierarch can channel energy in this way a number of times per day equal to 3 + his Charisma modifier.

My only question is, what spells are being "used" as the energy for this?


Do you feel that the mage should lose spells for this? When it delivers spells through the familiar, it doesn't lose other spells, so maybe make the familiar channel energy at no further cost's OK.
I like your version, however. How about a simple Thaumaturge as a name? After all, it means "Magic Healer".
Would you mind to answer my last question, too?^^


@Bardess: I wondered about familiar's and deliver touch spells. If that's the way it works, then you may be right, and there is no need for any further trade-off. Thanks for pointing that out...

Bardess wrote:
Would you mind to answer my last question, too?^^

Which question is that? If you mean about the name, i'm not sold on anything, just want something other than Divine Mage. Single word names are great if they work. However, Thaumaturge doesn't quite fit the bill on it's own: three dictionaries I just looked at (Merriam Webster, Concise OED, and Readers Digest Universal Dictionary - ok ok, all the better ones are packed, I'm moving house!) defined thaumaturge as "a worker of wonders or miracles" and one gives the root as : Medieval Latin thaumaturgus, from Greek thaumatourgos : thauma (stem thaumat-), wonder + ergos, "working", from ergon, work. (Admittedly from Readera Digest Universal Dictionary, but still...) So for me there is nothing specific about healing per se, though miracles could qualify I guess. Sacred Thaumaturge might work, or Devout....

@Flak: seems like we have a lot of loose ends with cartmanbeck's Core edits and Bardess' newy. Can we have an update on how progress goes?


Bardess wrote:

Last notes:

-Maybe I should state that the paladin spells gained with Merciful Magic don't need a holy focus?
-Should Merciful Hand work with Spell Combat? *eyes wildly sparkling*

This question. Actually, these two questions, about my last version of the Arcane Templar. Expecially the second one.

I feel that Merciful Hand SHOULD work with Spell Combat, but maybe not from the start. I already have in mind a way to make it work following a suggestion by Purplefixer, but I'd like to have your opinion (and Flak and Raider's) before implementing it.


Lol! Sorry Bardess, ummm... I think every Arcane Templar should be able to spellcombat Merciful Hand, but I am the LEAST qualified person to ask! I needed help to properly understand effective caster level! Not much help to you I'm afraid...

@everyone: Bardess voted Thaumaturge and EL voted Sacred Thaumaturge for Divine Mage. Sacred Thaumaturge it is then. Be nice to see you all on here again soon...

RPG Superstar 2013 Top 8

My semester ends at the end of this week. I'm going to be SO back.


ARGHLEBARGLE I've been away for ages I know sorry.

Been busy, but thought I'd toss this up-

Blooded Hunter 2.X:

Blooded Hunter

Ranger/Sorcerer

HD: d8
Skills: 6 per level, Ranger+3 Sorcerer skills+Bloodline Skill
Good Saves: Fort, Ref

Level: Special:
1- Bloodline, Track, Wild Empathy
2- Combat Style Feat
3- Endurance
4- Hunter's Bond
5- Bloodline Power
6- Combat Style Feat
7- Woodland Stride
8- Swift Tracker
9- Bloodline Feat
10- Bloodline Power, Combat Style Feat
11- Quarry
12- Camoflage
13- Blood Quickening
14- Combat Style Feat
15- Bloodline Power
16- Bloodline Feat
17- Hide in Plain Sight
18- Combat Style Feat
19- Improved Quarry
20- Bloodline Power

Spellcasting: A Blooded Hunter does not recieve the divine power to cast spells, but instead can channel arcane energy for a variety of spells similar to a ranger's spellcasting ability. Their spells per day remain the same, but they have a limited number of spells known from the Ranger list. A Blooded Hunter casts spontaneously, and suffers no arcane failure from light armor.

Bloodline: At first level, the Blooded Hunter acquires a Sorcerer Bloodline.

Bloodline Power: As Sorcerer. This ability replaces Favored Enemy, Favored Terrain, and Master Hunter.

Bloodline Feat: As Sorcerer. This ability replaces Evasion and Improved Evasion.

Blood Quickening: At thirteenth level, the Blooded Hunter gains the ability to quicken their blood and healing process once per day for two minutes. During this time, they gain Fast Healing 2.

Spells Known:
( In addition, a Blooded Hunter receives their Bloodline spell for each spell level. )
...|1|2|3|4|
4..|1|-|-|-|
5..|1|-|-|-|
6..|2|-|-|-|
7..|2|1|-|-|
8..|3|1|-|-|
9..|3|2|-|-|
10.|3|2|1|-|
11.|3|3|1|-|
12.|3|3|2|-|
13.|3|3|2|1|
14.|3|3|3|1|
15.|3|3|3|2|
16.|3|3|3|2|
17.|3|3|3|3|
18.|3|3|3|3|
19.|3|3|3|3|
20.|3|3|3|3|

I'll look over stuff later, but for now fooooood and beeeeeed...


Ion Raven wrote:
submit2me wrote:
This is kind of a joke suggestion, but I was watching a Disney movie the other day and thought to myself that you could make a multiclass archetype for a Druid/Bard and call it the "Disney Princess" archetype. =D
Animal Speaker is a Bard Archetype from Ultimate Magic that fits that. :3

It would need to get the optional choice between a familiar or an animal companion (the familiar would probably come with slightly improved magic to keep it balanced between the choices) to really be a disney princess.

Think about it:
Arielle - fish (or crab) familiar
Yasmine - tiger animal companion
Rapunzel - chameleon familiar
Mulan - pseudo dragon familiar
Pocahontas - Raccoon (or bird) familiar
Belle - Uhm... animal companion; okay its a monstrous humanoid cohort
Cinderella - Fairy familiar


Okay, read up a bit and looked over some things.

Templar-
1) Do NOT let the familiar channel energy. It's just a bad idea- the familiar then basically becomes +1 full round of all your actions.

2) Spell Combat+Merciful Hand- this seems a little off, to me. I don't think having the two be combo-ready would be a very good idea.

Hierarch-
1) Heal as a seventh level spell wizard... makes me uncomfy. Maybe add another limit, such as 1 slot for it at each spell level, each day, like specialization.

2) Toss out Domain Spell Slots, maybe- giving this sort of class more spells is troublesome.

3) How often can the bonded item channel energy? If 1/day, I'd say it's fine. AS far as 'how it works', it IS a holy symbol. Flavor-wise, at least, you're golden.

4) Familiar-Channeling; for an ability that should be once a day? Yeah, go for it.

Light Armor Proficiency- Drop it. Drooop it. This classs is a Wizard at base, I don't think it needs any sort of prof there and I'm not sure it's fitting the flavor.


@Raiderrpg: thanks for feedback.
Re: Sacred Thaumaturge (formerly divine mage/eldritch hierarch)
*Light armor at 10th level may be a bit off for a wizard primary class.
*As for the rest...good points all. Let's see what others think. I'm inclined to diagree with you re: Divine Spells, but only on the grounds of flavour, so perhaps there's a tradeoff possibly with diminished casting + domain spells.

Re: Arcane Templar:

Raiderrpg wrote:
Templar- 1) Do NOT let the familiar channel energy. It's just a bad idea- the familiar then basically becomes +1 full round of all your actions.

Which familiar is this? I'm confused. Unless you mean the divine spirit thing... Hang on, I'll go back and check...

EDIT: There is some mention of channeling in the divine spirit writeup, but I'm still confused. Good old OSW :p!


I guess that Raider believed that I were talking about the Templar familiar. I was talking about the Thaumaturge familiar, actually. However, you gave me an IDEA for a templar's familiar...
Channeling: What if I did something like this:

Arcane Templar v.2.2:

Some divine agents are followers of exoteric sects venerating gods of magic, and use both arcane comprehension and mystic gifts, along with their frightening prowess in battle, to further their god’s ends and the cause of good, be it in the light of law or in the dark of chaotic secret wars. Enforcer and spy, public defender and dirty worker, the arcane templar is a strange hybrid: faithful yet independent, he thinks with his own head, can cast arcane spells as well as channeling divine energy, goes wherever he’s needed to be and does what needs to be done and no other could do.

Primary Class: Magus
Secondary Class: Paladin
Skills: +3 from Paladin class
BAB: ¾
Saves: GPG
Spells: as magus but see Merciful Magic
Alignment: Any Good

1) Aura of Good, Cantrips, Divine Spirit, Spell Combat
2) Spellstrike
3) Templar Arcana
4) Merciful Hand
5) Aura of Courage
6) Templar Arcana
7) Knowledge Pool, Medium Armor
8) Improved Spell Combat
9) Templar Arcana
10) Aura of Resolve
11) Merciful Burst
12) Templar Arcana
13) Heavy Armor, Improved Merciful Hand
14) Greater Spell Combat
15) Templar Arcana
16) Insightful Prayer
17) Aura of Dispelling
18) Templar Arcana
19) Merciful Magic
20) Templar Champion
New Arcana: Arcane Mercy, Arcane Spirit, Champion Blending, Faithful Blending, Graceful Spirit, Hunter Blending, Merciful Gaze

Aura of Good (Ex): as paladin.
Divine Spirit (Su): At 1st level, the arcane templar’s magic studies and unswerving faith attract the attention of an agent of his deity, a being of pure magic called an archanangel. Communion with this guardian spirit, which he alone can sense and communicate with, grants the arcane templar a reservoir of divine power, which slowly meshes with his arcane powers as he advances in level. The powers granted by the spirit are divine in nature, and effects that can cut a paladin off from using his lay on hands, channel energy, or divine spellcasting function against the powers of the divine spirit as well. However, this energy pool counts as an arcane pool for all prerequisites, feats, and abilities.
The divine spirit reservoir has a number of points equal to ½ the arcane templar’s level (minimum 1) + his Charisma modifier. The pool refreshes once per day when the arcane templar prepares his spells.
At 1st level, the arcane templar can expend 1 point from the divine spirit pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute. A weapon charged in this way glows like a torch. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 17th level. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves.
At 5th level, these bonuses can be used to add any of the following weapon properties: brilliant energy, dancing, defending, disruption, flaming, flaming burst, frost, holy, icy burst, speed.
Adding these properties consumes an amount of bonus equal to the property’s base price modifier. These properties are added to any the weapon already has, but duplicates do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. These bonuses and properties are decided when the divine spirit pool point is spent and cannot be changed until the next time the arcane templar uses this ability. These bonuses do not function if the weapon is wielded by anyone other than the templar, and apply to only one end of a double weapon.
An arcane templar can only enhance one weapon in this way at one time. If he uses this ability again, the first use immediately ends.
If the arcane templar ever bonds with a familiar, the archanangel uses the animal as a conduit to interact more directly with its mortal charge, giving him wise advice depending on the familiar's Intelligence. This has no effect on the game.
Cantrips: As magus.
Spell Combat (Ex): As magus.
Spellstrike (Su): As magus.
Templar Arcana: As magus arcana, plus the arcane templar has access to the following new arcana.

Arcane Mercy (Su): The arcane templar chooses one paladin mercy that he can add to his channel positive energy power. This mercy follows all the rules of a paladin mercy, and the arcane templar is considered a paladin of his arcane templar level for all its effects. He can’t choose a mercy that a paladin of his level could not use. The arcane templar must be at least 6th level to choose this arcana.
Arcane Spirit (Ex): The arcane templar’s divine spirit is more powerfully bound to the forces of arcane magic. The arcane templar adds half his Intelligence modifier (round down) to his divine spirit pool. This arcana can be selected up to two times.
Champion Blending (Ex): When an arcane templar selects this arcana, he must select one spell from the paladin list that is of a magus spell level he can cast. He adds this spell to his spellbook and list of magus spells known as a magus spell of its paladin spell level. He can instead select two spells to add in this way, but both must be at least one level lower than the highest-level magus spell he can cast. An arcane templar can select this magus arcana more than once.
Faithful Blending (Ex): When an arcane templar selects this arcana, he must select one spell from the cleric spell list that is at least one level lower than the highest magus spell level he can cast. He adds this spell to his spellbook and list of magus spells known as a magus spell one level higher than its cleric spell level. He can instead select two spells to add in this way, but both must be at least two levels lower than the highest-level magus spell he can cast. An arcane templar can select this magus arcana more than once.
Graceful Spirit (Ex): By spending one point from the divine spirit pool as an immediate action the arcane templar gains an untyped bonus to all saving throws equal to his charisma modifier for a number of rounds equal to his intelligence modifier. This bonus cannot stack with itself.
Hunter Blending (Ex): When an arcane templar selects this arcana, he must select one spell from the inquisitor spell list that is at least one level lower than the highest magus spell level he can cast. He adds this spell to his spellbook and list of magus spells known as a magus spell one level higher than its inquisitor spell level. He can instead select two spells to add in this way, but both must be at least two levels lower than the highest-level magus spell he can cast. An arcane templar can select this magus arcana more than once.
Merciful Gaze (Su): The arcane templar can channel energy through his gaze. The arcane templar’ eyes become pure white-gold and he can use his channel energy power on a single target within 30 feet of him. The amount of damage healed or caused is ½ the touch attack’s effect. An arcane templar must be at least 6th level to select this arcana.

Merciful Hand (Su): At 4th level, the arcane templar can expend 2 points of his divine spirit pool to channel positive energy with his touch. This functions like a paladin’s ability, except it can be used on a single touched creature. Touching a creature against its will requires an unarmed attack. Using this ability is a standard action unless the arcane templar targets himself, in which case it is a swift action. Feats and effects that modify the channel energy ability (like Channeling Smite or Turn Undead) affect this power too, except they specifically require an area of effect. This power doesn't work in conjunction with spell combat.
Aura of Courage (Su): As paladin.
Knowledge Pool (Su): As magus.
Medium Armor (Ex): As magus.
Improved Spell Combat (Ex): As magus.
Aura of Resolve (Su): As paladin.
Merciful Burst (Su): At 11th level, the arcane templar can expend 3 points from his divine spirit pool and use his channeling power to release a burst of energy, similar to a cleric channeling effect. Channeling energy in this way heals or inflicts ½ the damage of the merciful hand attack.
Heavy Armor (Ex): As magus.
Improved Merciful Hand (Su): At 13th level, the connection between the Arcane Templar and the archanangel grows so strong that channeling energy with touch costs only 1 point from the divine spirit pool, while the merciful burst power costs 2 points. Further, the Arcane Templar can use his merciful hand power in conjunction with the spell combat ability (this won't work with Merciful Burst).
Greater Spell Combat (Ex): As magus.
Insightful Prayer (Su): At 16th level, the archanangel suggests to the arcane templar a few divine incantations that he can use together with his arcane spells. When the templar prepares his magus spells, he can decide to expend 2 or more points from his divine spirit pool up to his Charisma modifier. For each 2 points he expends, he may treat any one spell from the paladin spell list as if it were a magus spell in his spellbook and can prepare that spell as normal that day. If he does not cast spells prepared in this way before the next time he prepares spells, he loses those spells.
Aura of Dispelling (Su): At 17th level, the templar gains resistance to enemy spells and can grant the same resistance to his friends too. The arcane templar can expend 2 points of his divine spirit pool to grant all his allies within 10’ an holy protection from magic for 1 minute. When a creature with this bonus makes a successful attack against an enemy who’s casting a spell or is under a spell effect, that opponent is subject to a targeted dispel magic attempt as if cast by the arcane templar. If an ally leaves the aura’s range, he can’t benefit of the protection until he re-enters it.
Merciful Magic (Su): At 19th level, the arcane templar gains access to an expanded spell list. He learns and places 8 spells from the paladin’s spell list into his spellbook as magus spells of their paladin level. He gains two of each of the following paladin spells not on the magus spell list:
1st-level, 2nd-level, 3rd-level, and 4th-level.
Templar Champion (Su): At 20th level, the arcane templar becomes a true receptacle of divine wrath and arcane power. Whenever he uses his spell combat ability, he does not need to make a concentration check to cast the spell defensively. Whenever the magus uses spell combat and his spell targets the same creature as his melee attacks, as long as the enemy's evil, he can choose to either increase the DC to resist the spell by +4, grant himself a +4 circumstance bonus on any checks made to overcome spell resistance, or grant himself a +4 circumstance bonus on all attack rolls made against the target during his turn. In addition, whenever he channels positive energy to heal a creature, he heals the maximum possible amount.

Notes: Rumors speak of an evil branch of Arcane Templars with antipaladin powers, called the Purple Templars :P

Basically: Merciful Gaze is an arcana again now, while I introduced Improved Merciful Hand on 13th level according to Purplefixer's suggestion. This way, the channeling touch works with spell combat but only at high levels.
The magus' familiar doesn't trasmit channeling touch. I thought how to make it more similar to a paladin's mount, but there seemed to be no point at it. Improved Familiar can give a familiar the celestial template all right, or allow the templar to call a cassisian or stuff. So I added just two flavor lines to the divine spirit pool description. Hope you like.

Silver Crusade RPG Superstar 2014 Top 16

Bardess wrote:

I guess that Raider believed that I were talking about the Templar familiar. I was talking about the Thaumaturge familiar, actually. However, you gave me an IDEA for a templar's familiar...

Channeling: What if I did something like this:

** spoiler omitted **...

Sup guys? How's everyone's lives going? We've slowed down on posts again, so I thought I'd get a discussion going.

Would anyone have an issue if I was to begin putting the MCAs that we have completely finished up on the Pathfinder SRD (http://www.d20pfsrd.com/extras/community-creations)? I've recently become an editor on that site, and I think it would get us a lot of exposure and new opinions on them. Any objections?

RPG Superstar 2013 Top 8

None on my end, I think it's brilliant (also maybe we could submit them to the pathfinderdb?). One thing though, it might be wise to bring them up on a case-by-case basis here. Sending them out into the world is a big deal. Why don't you just post in this thread like "I want to put up the [name of MCA, frex. knight errant]" and then get a temperature check on that one MCA. Sound good?


Thumbs up for me too.
As for the Templar, any other suggestions? I'd want to add Spellstrike/Channeling Touch at 13th level too, and maybe something flavorful on the familiar (maybe giving it Speak With Master at 1st level).

Silver Crusade RPG Superstar 2014 Top 16

Bardess wrote:

Thumbs up for me too.

As for the Templar, any other suggestions? I'd want to add Spellstrike/Channeling Touch at 13th level too, and maybe something flavorful on the familiar (maybe giving it Speak With Master at 1st level).

Sounds good, one or two-at-a-time is probably best.

Here is the most recent list that I've seen, with updates to the ones I worked on. Can you guys contribute with updates to this list please?:

LIST:

CORE MCAS, COMPLETE

Spirit Warrior (Bbn/Drd) = Done 

Holy Rager (Bbn/Pal) = Done 

Songfilch (Brd/Rog) = Done 

Warchanter (Bbn/Brd) = Done 

Battle Adept (Clr/Ftr) = Done

Divine Agent (Rog/Clr) = Done

Divine Exemplar (Clr/Pal) = Done 

Forest Partriarch (Clr/Rgr) = Done
Land Master (Drd/Rgr) = Done 

Divine Emissary (Pal/Clr) = Done
Divine Duelist (Pal/Rog) = Done

Stealth Mage (Wiz/Rog) = Done

CORE MCAS, CLAIMED

Divine Blade (Ftr/Clr) = cartmanbeck 
(Finished)
Silent Warrior (Ftr/Rog) = cartmanbeck (Finished)
Spellrager (Bbn/Sor) = cartmanbeck (still needs some polish) 

Spellknight (Pal/Sor) = cartmanbeck (still needs some polish)
Beast Hunter (Rgr/Drd) = cartmanbeck (still needs some polish)

Blooded Hunter(?) (Rgr/Sor) = Raiderrpg
Battle Knave (Rog/Ftr) = Flak
Battle Caster (Sor/Ftr) = Raiderrpg (Needs Flak Polish)
Divine Mage (Wiz/Clr) = OSW
Absolute Arcanist (Wiz/Sor) = Flak (Ready to post for review)
Living Refrain (Sor/Brd) = Flak

Radiant Herald (Pal/Brd) = Bardess

CORE MCAS, UNCLAIMED
Remember, these were already made early on (refer to Elghinn's PDFs or the wiki), and are in need of a facelift to remain competitive in coolness with the rest.

Spellarbor (Drd/Sor) = Free
Kubudo Warrior (Mnk/Ftr) = Free
Holy Fist (Mnk/Pal) = Free
Divine Warden (Rgr/Clr) = Free 


Spellthief (Rog/Sor) = Free

NON-CORE MCAS, CLAIMED
If possible, we don't we don't want to add to this list until we finish updating the core.

White Witch (Witch/Pal) = Flak (Redo)
Esoteric Chemist (Wiz/Alch) = Done
Witchfinder (Inq/Witch) = Done
Eldritch Fletcher (Ranger/Magus) = Raiderrpg (Needs Flak Polish)
??? (Sorc/Alch) = Raiderrpg
Hand of God (???/???) = Bardess

So, I would like to propose that I post the Spirit Warrior and Holy Rager (just starting from the top) on the SRD site. Here are the current versions of them according to the MCA site. I was going to copy them here as spoilers but the tables are all screwed up so just look there. Give me your votes yay or nay:

Holy Rager

Spirit Warrior

RPG Superstar 2013 Top 8

Holy Rager has 3 problems; Spirit Warrior has 6.

Holy Rager

1. "The righteous fury gains a number of ranks at each level equal to 4 + Int modifier."
(should be 'The holy rager...')

2. Aura of Fury doesn't state an activation time. I would make it a swift or move action, and reduce the duration to 1 round, personally.

3. "Holy Rage (Su): While raging, all of the barbarian’s melee attacks deal an additional 1d6 points of holy damage against creatures of evil alignment. A barbarian must have the lesser holy rage power to select this rage power. A barbarian must be at least 8th level to select this rage power. Note that the barbarian can still use her lesser holy rage power, but not while using this rage power."

This doesn't make sense. Lesser Holy Rage is +1d6 holy damage against evil creature 1/rage. Holy Rage is +1d6 holy damage against evil creatures whenever raging. How do you 'still use lesser holy rage, but not while using holy rage' ?? Why not just have it stack (so, +1d6 all the time with holy rage, +2d6 1/rage)?

4.? I feel like I found another typo but I can't re-find it now. Could someone else please comb it over a couple times? Thanks!

Spirit Warrior

1. "At 3rd level, a spirit warrior may gain an addition +1 bonus on checks to his related spirit animal skill in place of one increment bonus of trap sense. He may select to gain an additional +1 bonus to this skill check up to six times."

I can only guess that this entire section needs to be removed, as there are OTHER ABILITIES replacing further increments of trap sense, and also because the table of skill bonuses lists a flat +3.

2. "Wild Shape (Su): Once pre day, a 4th level spirit warrior..."
(should be 'per day')

3. "Dire Spirits: At 12th level, a spirit warrior may summon a number of normal, dire, or giant creatures of his spirit animal type once per day in."
(no 'in' at the end of this sentence)

4. Wild Rage. Why does this 'allow' a spirit warrior to rage & wild shape at the same time? It doesn't say anywhere else that he loses his wildshape if he begins raging, or vice versa. Is this ability supposed to allow him to do wildshape in round increments alongside his raging? Like, in addition to his daily uses of wildshape, when he rages, he can wildshape for just 1 extra rage round? This is horribly broken, if that's the case, and should just be removed in my opinion. If I'm misunderstanding something, someone please clarify.

5. The spirit warrior in general seems like he's receiving too much. A buffed version of Summon Nature's Ally in exchange for indomitable will? +3 to a skill for free, but then woodland stride, wild rage, and spirit hybrid in exchange for trap sense?? I think he needs some serious down-toning.

6. His rage powers come at 3, 6, 9, 12, 15, and 18 on the chart, but there is no mention of the progression being changed in his ability descriptions.

I'd say aside from these problems we're good to go :P

Silver Crusade RPG Superstar 2014 Top 16

Flak wrote:

Holy Rager has 3 problems; Spirit Warrior has 6.

Holy Rager

1. "The righteous fury gains a number of ranks at each level equal to 4 + Int modifier."
(should be 'The holy rager...')

2. Aura of Fury doesn't state an activation time. I would make it a swift or move action, and reduce the duration to 1 round, personally.

3. "Holy Rage (Su): While raging, all of the barbarian’s melee attacks deal an additional 1d6 points of holy damage against creatures of evil alignment. A barbarian must have the lesser holy rage power to select this rage power. A barbarian must be at least 8th level to select this rage power. Note that the barbarian can still use her lesser holy rage power, but not while using this rage power."

This doesn't make sense. Lesser Holy Rage is +1d6 holy damage against evil creature 1/rage. Holy Rage is +1d6 holy damage against evil creatures whenever raging. How do you 'still use lesser holy rage, but not while using holy rage' ?? Why not just have it stack (so, +1d6 all the time with holy rage, +2d6 1/rage)?

4.? I feel like I found another typo but I can't re-find it now. Could someone else please comb it over a couple times? Thanks!

Spirit Warrior

1. "At 3rd level, a spirit warrior may gain an addition +1 bonus on checks to his related spirit animal skill in place of one increment bonus of trap sense. He may select to gain an additional +1 bonus to this skill check up to six times."

I can only guess that this entire section needs to be removed, as there are OTHER ABILITIES replacing further increments of trap sense, and also because the table of skill bonuses lists a flat +3.

2. "Wild Shape (Su): Once pre day, a 4th level spirit warrior..."
(should be 'per day')

3. "Dire Spirits: At 12th level, a spirit warrior may summon a number of normal, dire, or giant creatures of his spirit animal type once per day in."
(no 'in' at the end of this sentence)

4. Wild Rage. Why does this 'allow' a spirit warrior to rage & wild shape at the same time? It doesn't...

Great catches, Flak. I'd like to make these changes but I don't have access to editing the MCA site. Can someone else jump on that for me, or give me access? (email is cartmanbeck@gmail.com)

RPG Superstar 2013 Top 8

A little birdy talked to me...
this is what it said

Silver Crusade RPG Superstar 2014 Top 16

1 person marked this as a favorite.
Flak wrote:

A little birdy talked to me...

this is what it said

Haha yeah he sent all those to me too. He likes to make it seem like he's too busy but he pays attention to us. LOL :-P


@cartmanbeck: Personally I'd like to see these MCAs reach the widest possible audience. However I am currently ambivalent about your proposal for the following reasons:
* How are you presenting them? By this I mean are you posting a preamble explaining what an MCA is, how it works and how they are created?
* Who/what are you attributing them to? I'd be happy with something like "MCA collective" from the Paizo messageboard MCA thread or somesuch nonsense.
* I'd also prefer if we waited until ALL the COREs were updated AND edited as the peripatetic thread attendance has led to many loose ends currently and this could lead to more. (Or it could galvanise folks to get cracking :p)
My reasoning here is that the wiki is very close to being "operational" i.e. clean and error free, and when it is we can just link the whole wiki rather than piecemeal posts.

Having said all that if folks just want to go ahead then so be it. :)

As to the MCA wiki I may be able to edit the two concerned over the next few days, but for the first time on here I'm actually....kinda strapped for time... Raider holds the keys, he'll have to invite you onto the wiki to make changes...

Silver Crusade RPG Superstar 2014 Top 16

Oceanshieldwolf wrote:

@cartmanbeck: Personally I'd like to see these MCAs reach the widest possible audience. However I am currently ambivalent about your proposal for the following reasons:

* How are you presenting them? By this I mean are you posting a preamble explaining what an MCA is, how it works and how they are created?
* Who/what are you attributing them to? I'd be happy with something like "MCA collective" from the Paizo messageboard MCA thread or somesuch nonsense.
* I'd also prefer if we waited until ALL the COREs were updated AND edited as the peripatetic thread attendance has led to many loose ends currently and this could lead to more. (Or it could galvanise folks to get cracking :p)
My reasoning here is that the wiki is very close to being "operational" i.e. clean and error free, and when it is we can just link the whole wiki rather than piecemeal posts.

Having said all that if folks just want to go ahead then so be it. :)

As to the MCA wiki I may be able to edit the two concerned over the next few days, but for the first time on here I'm actually....kinda strapped for time... Raider holds the keys, he'll have to invite you onto the wiki to make changes...

* How are you presenting them? By this I mean are you posting a preamble explaining what an MCA is, how it works and how they are created?

-I will be posting them up on my Labs page within the SRD website, and I'll have a main page explaining how MCAs are made and how they work, then sub-pages for each MCA. The reason I want to put the whole MCA on there instead of simply linking to the MCA wiki is because if the information is there it will become searchable from the main SRD site. Just links won't be searchable.

* Who/what are you attributing them to? I'd be happy with something like "MCA collective" from the Paizo messageboard MCA thread or somesuch nonsense.
-I was going to do something like this, "MCA collective" will work fine, and I'll include a link to the MCA wiki (if you feel it's ready for that) and to the current MCA thread here on Paizo forums so that we might get some more people on here to contribute their opinions.

* I'd also prefer if we waited until ALL the COREs were updated AND edited as the peripatetic thread attendance has led to many loose ends currently and this could lead to more. (Or it could galvanise folks to get cracking :p)
-I would agree with you, except it seems to take a REALLY long time to get final approval on any given archetype from the collective, so I think it would be better to post them up as we get them approved.

Silver Crusade RPG Superstar 2014 Top 16

cartmanbeck wrote:
Oceanshieldwolf wrote:

@cartmanbeck: Personally I'd like to see these MCAs reach the widest possible audience. However I am currently ambivalent about your proposal for the following reasons:

* How are you presenting them? By this I mean are you posting a preamble explaining what an MCA is, how it works and how they are created?
* Who/what are you attributing them to? I'd be happy with something like "MCA collective" from the Paizo messageboard MCA thread or somesuch nonsense.
* I'd also prefer if we waited until ALL the COREs were updated AND edited as the peripatetic thread attendance has led to many loose ends currently and this could lead to more. (Or it could galvanise folks to get cracking :p)
My reasoning here is that the wiki is very close to being "operational" i.e. clean and error free, and when it is we can just link the whole wiki rather than piecemeal posts.

Having said all that if folks just want to go ahead then so be it. :)

As to the MCA wiki I may be able to edit the two concerned over the next few days, but for the first time on here I'm actually....kinda strapped for time... Raider holds the keys, he'll have to invite you onto the wiki to make changes...

* How are you presenting them? By this I mean are you posting a preamble explaining what an MCA is, how it works and how they are created?

-I will be posting them up on my Labs page within the SRD website, and I'll have a main page explaining how MCAs are made and how they work, then sub-pages for each MCA. The reason I want to put the whole MCA on there instead of simply linking to the MCA wiki is because if the information is there it will become searchable from the main SRD site. Just links won't be searchable.

* Who/what are you attributing them to? I'd be happy with something like "MCA collective" from the Paizo messageboard MCA thread or somesuch nonsense.
-I was going to do something like this, "MCA collective" will work fine, and I'll include a link to the MCA wiki (if you feel it's ready for that)...

It sounds like we're in general agreement here, yes? If so, I'll post up those first two classes with all the changes, and I'll put the links up here after that's done, so you guys can see what I've got.

Silver Crusade RPG Superstar 2014 Top 16

cartmanbeck wrote:
cartmanbeck wrote:
Oceanshieldwolf wrote:

@cartmanbeck: Personally I'd like to see these MCAs reach the widest possible audience. However I am currently ambivalent about your proposal for the following reasons:

* How are you presenting them? By this I mean are you posting a preamble explaining what an MCA is, how it works and how they are created?
* Who/what are you attributing them to? I'd be happy with something like "MCA collective" from the Paizo messageboard MCA thread or somesuch nonsense.
* I'd also prefer if we waited until ALL the COREs were updated AND edited as the peripatetic thread attendance has led to many loose ends currently and this could lead to more. (Or it could galvanise folks to get cracking :p)
My reasoning here is that the wiki is very close to being "operational" i.e. clean and error free, and when it is we can just link the whole wiki rather than piecemeal posts.

Having said all that if folks just want to go ahead then so be it. :)

As to the MCA wiki I may be able to edit the two concerned over the next few days, but for the first time on here I'm actually....kinda strapped for time... Raider holds the keys, he'll have to invite you onto the wiki to make changes...

* How are you presenting them? By this I mean are you posting a preamble explaining what an MCA is, how it works and how they are created?

-I will be posting them up on my Labs page within the SRD website, and I'll have a main page explaining how MCAs are made and how they work, then sub-pages for each MCA. The reason I want to put the whole MCA on there instead of simply linking to the MCA wiki is because if the information is there it will become searchable from the main SRD site. Just links won't be searchable.

* Who/what are you attributing them to? I'd be happy with something like "MCA collective" from the Paizo messageboard MCA thread or somesuch nonsense.
-I was going to do something like this, "MCA collective" will work fine, and I'll include a link to the MCA wiki (if you

...

Here are the links to the first two:

Holy Rager

Spirit Warrior

Let me know if any of the formatting is off, or if there are any typos. I think this is going to really great for the project, and I'm looking forward to putting more of them up!


I'm so excited to think that I'll be able to see my own creations on that site^^


Has there been something that gives Summoners bombs?


Not yet. Would you like to do it yourself?^^


Eventually, I just didn't want to re-do work if someone else made one.

RPG Superstar 2013 Top 8

Looks like we haven't done a summoner/alchemist or alchemist/summoner hybrid yet. But Cheapy, do you want that, or do you just want a summoner with bombs? Might work better as a simple summoner archetype a la arcane bomber?

@cartmanbeck: Nice presentation, looking good, I approve. 3 problems remain.

1. Holy Rager's 'holy rage' rage power should lose the "Note that the barbarian can still use her lesser holy rage power, but not while using this rage power." line.
2. Spirit Warrior still needs a "Rage Powers (Ex): This ability is exactly like the barbarian ability of the same name, except that the spirit warrior gains a rage power at 3rd level and every three levels thereafter." ability description.
3. Spirit Warrior's swap of summoning for indomitable will still bugs me.


@cartmanbeck: thx for answering my queries. Looking good on the pfsrd site and the MCA preamble is great. If everyone's happy with this then we're good to go, now we just have to backwardsly compatiblerise (those ARE too words) the wiki. Which will be laborious...and time-consuming. Loose ends are fraying my brain...Aaaaaargh!


Well, I don't see much of a difference between a regular archetype for summoners that gives bombs and a multiclass archetype that does the same. Maybe I just don't understand the distinction.

So, simple summoner archetype with bombs it is.

Silver Crusade RPG Superstar 2014 Top 16

Flak wrote:

Looks like we haven't done a summoner/alchemist or alchemist/summoner hybrid yet. But Cheapy, do you want that, or do you just want a summoner with bombs? Might work better as a simple summoner archetype a la arcane bomber?

@cartmanbeck: Nice presentation, looking good, I approve. 3 problems remain.

1. Holy Rager's 'holy rage' rage power should lose the "Note that the barbarian can still use her lesser holy rage power, but not while using this rage power." line.
2. Spirit Warrior still needs a "Rage Powers (Ex): This ability is exactly like the barbarian ability of the same name, except that the spirit warrior gains a rage power at 3rd level and every three levels thereafter." ability description.
3. Spirit Warrior's swap of summoning for indomitable will still bugs me.

-1. Done

-2. Done
-3. Still seems fine to me, does anyone else think this needs changed?

Silver Crusade RPG Superstar 2014 Top 16

Cheapy wrote:

Well, I don't see much of a difference between a regular archetype for summoners that gives bombs and a multiclass archetype that does the same. Maybe I just don't understand the distinction.

So, simple summoner archetype with bombs it is.

Yeah, if you're just interested in the bombs, I'd go with an archetype that is straight summoner and just switches something out for it. If you think bombs and also other alchemical creation, then go summoner/alchemist archetype for sure. Personally I think the second one would make a lot of sense, so maybe you could do that?

RPG Superstar 2013 Top 8

Ack, the little bird had a different fix for the holy rage powers. Just follow whatever's in his latest e-mail. sorry.

@Cheapy: the difference is we're trying to blend classes, to really entwine them—if all you want is bombs, all you should take is bombs. If you want other alchemiststuff, then an MCA makes sense. I think.

Silver Crusade RPG Superstar 2014 Top 16

Flak wrote:

Ack, the little bird had a different fix for the holy rage powers. Just follow whatever's in his latest e-mail. sorry.

@Cheapy: the difference is we're trying to blend classes, to really entwine them—if all you want is bombs, all you should take is bombs. If you want other alchemiststuff, then an MCA makes sense. I think.

Alright, now that the first two have been posted and approved, I'm gonna move down the list. Feedback on these, and if you're cool with it just give me a *thumbsup*:

Songfilch

Warchanter

The only things I see that need changed are in War Chanter we have several class abilities that are just listed as "this is the same as blah blah" which probably aren't necessary (for example, Fast movement and Rage).

Also, under Rage Powers, there's a typo that I'll fix.

RPG Superstar 2013 Top 8

I remember EL being a bit concerned about the Songfilch, like it needed more refinement, but I don't have time right now to investigate. Warchanter should be okay once you excise the redundant abilities... but if I'm missing something, lemme know.

Silver Crusade RPG Superstar 2014 Top 16

Flak wrote:
I remember EL being a bit concerned about the Songfilch, like it needed more refinement, but I don't have time right now to investigate. Warchanter should be okay once you excise the redundant abilities... but if I'm missing something, lemme know.

EL and I fixed the couple things he had issues with in the Songfilch, so here are the new links on the SRD for those last two:

War Chanter

Songfilch

Battle Adept and Divine Agent are next!

Battle Adept

Divine Agent

Silver Crusade RPG Superstar 2014 Top 16

cartmanbeck wrote:
Flak wrote:
I remember EL being a bit concerned about the Songfilch, like it needed more refinement, but I don't have time right now to investigate. Warchanter should be okay once you excise the redundant abilities... but if I'm missing something, lemme know.

EL and I fixed the couple things he had issues with in the Songfilch, so here are the new links on the SRD for those last two:

War Chanter

Songfilch

Battle Adept and Divine Agent are next!

Battle Adept

Divine Agent

One problem I'm seeing with Battle Adept is that it's listed that a bunch of abilities replace domain spells, but it doesn't actually say anywhere that domain spells are gone, and you still have the domain spell slot in the table. EL, any thoughts from the great beyond?

RPG Superstar 2013 Top 8

Great work on the War Chanter and Songfilch. I'm really sorry that I've been participating less but I'm still watching!


You're doing a great job Cart.^^

I think to add an arcana to the Arcane Templar matching the Dimensional Occultist witch's Commune With Familiar power, to add flavor to the "archanangel" idea. Next, I'll precise that at 13th level channel energy works with spellstrike, and so it should be done.

So:

Arcane Templar v.2.3:
Some divine agents are followers of exoteric sects venerating gods of magic, and use both arcane comprehension and mystic gifts, along with their frightening prowess in battle, to further their god’s ends and the cause of good, be it in the light of law or in the dark of chaotic secret wars. Enforcer and spy, public defender and dirty worker, the arcane templar is a strange hybrid: faithful yet independent, he thinks with his own head, can cast arcane spells as well as channeling divine energy, goes wherever he’s needed to be and does what needs to be done and no other could do.

Primary Class: Magus
Secondary Class: Paladin
Skills: +3 from Paladin class
BAB: ¾
Saves: GPG
Spells: as magus but see Merciful Magic
Alignment: Any Good

1) Aura of Good, Cantrips, Divine Spirit, Spell Combat
2) Spellstrike
3) Templar Arcana
4) Merciful Hand
5) Aura of Courage
6) Templar Arcana
7) Knowledge Pool, Medium Armor
8) Improved Spell Combat
9) Templar Arcana
10) Aura of Resolve
11) Merciful Burst
12) Templar Arcana
13) Heavy Armor, Improved Merciful Hand
14) Greater Spell Combat
15) Templar Arcana
16) Insightful Prayer
17) Aura of Dispelling
18) Templar Arcana
19) Merciful Magic
20) Templar Champion
New Arcana: Arcane Commune, Arcane Mercy, Arcane Spirit, Champion Blending, Faithful Blending, Graceful Spirit, Hunter Blending, Merciful Gaze

Aura of Good (Ex): as paladin.
Divine Spirit (Su): At 1st level, the arcane templar’s magic studies and unswerving faith attract the attention of an agent of his deity, a being of pure magic called an archanangel. Communion with this guardian spirit, which he alone can sense and communicate with, grants the arcane templar a reservoir of divine power, which slowly meshes with his arcane powers as he advances in level. The powers granted by the spirit are divine in nature, and effects that can cut a paladin off from using his lay on hands, channel energy, or divine spellcasting function against the powers of the divine spirit as well. However, this energy pool counts as an arcane pool for all prerequisites, feats, and abilities.
The divine spirit reservoir has a number of points equal to ½ the arcane templar’s level (minimum 1) + his Charisma modifier. The pool refreshes once per day when the arcane templar prepares his spells.
At 1st level, the arcane templar can expend 1 point from the divine spirit pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute. A weapon charged in this way glows like a torch. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 17th level. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves.
At 5th level, these bonuses can be used to add any of the following weapon properties: brilliant energy, dancing, defending, disruption, flaming, flaming burst, frost, holy, icy burst, speed.
Adding these properties consumes an amount of bonus equal to the property’s base price modifier. These properties are added to any the weapon already has, but duplicates do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. These bonuses and properties are decided when the divine spirit pool point is spent and cannot be changed until the next time the arcane templar uses this ability. These bonuses do not function if the weapon is wielded by anyone other than the templar, and apply to only one end of a double weapon.
An arcane templar can only enhance one weapon in this way at one time. If he uses this ability again, the first use immediately ends.
Cantrips: As magus.
Spell Combat (Ex): As magus.
Spellstrike (Su): As magus.
Templar Arcana: As magus arcana, plus the arcane templar has access to the following new arcana.

Arcane Commune:The archanangel uses the arcane templar's familiar as a conduit to interact more directly with its mortal charge, giving him wise advice. Once per week, the templar may use this link to cast commune as a spell-like ability, at a caster level equal to his arcane templar level. The archanangel speaks to his charge via his familiar or via telepathic contact. To choose this arcana, the arcane templar must be at least 9th level and have the familiar arcana.
Arcane Mercy (Su): The arcane templar chooses one paladin mercy that he can add to his channel positive energy power. This mercy follows all the rules of a paladin mercy, and the arcane templar is considered a paladin of his arcane templar level for all its effects. He can’t choose a mercy that a paladin of his level could not use. The arcane templar must be at least 6th level to choose this arcana.
Arcane Spirit (Ex): The arcane templar’s divine spirit is more powerfully bound to the forces of arcane magic. The arcane templar adds half his Intelligence modifier (round down) to his divine spirit pool. This arcana can be selected up to two times.
Champion Blending (Ex): When an arcane templar selects this arcana, he must select one spell from the paladin list that is of a magus spell level he can cast. He adds this spell to his spellbook and list of magus spells known as a magus spell of its paladin spell level. He can instead select two spells to add in this way, but both must be at least one level lower than the highest-level magus spell he can cast. An arcane templar can select this magus arcana more than once.
Faithful Blending (Ex): When an arcane templar selects this arcana, he must select one spell from the cleric spell list that is at least one level lower than the highest magus spell level he can cast. He adds this spell to his spellbook and list of magus spells known as a magus spell one level higher than its cleric spell level. He can instead select two spells to add in this way, but both must be at least two levels lower than the highest-level magus spell he can cast. An arcane templar can select this magus arcana more than once.
Graceful Spirit (Ex): By spending one point from the divine spirit pool as an immediate action the arcane templar gains an untyped bonus to all saving throws equal to his charisma modifier for a number of rounds equal to his intelligence modifier. This bonus cannot stack with itself.
Hunter Blending (Ex): When an arcane templar selects this arcana, he must select one spell from the inquisitor spell list that is at least one level lower than the highest magus spell level he can cast. He adds this spell to his spellbook and list of magus spells known as a magus spell one level higher than its inquisitor spell level. He can instead select two spells to add in this way, but both must be at least two levels lower than the highest-level magus spell he can cast. An arcane templar can select this magus arcana more than once.
Merciful Gaze (Su): The arcane templar can channel energy through his gaze. The arcane templar’ eyes become pure white-gold and he can use his channel energy power on a single target within 30 feet of him. The amount of damage healed or caused is ½ the touch attack’s effect. An arcane templar must be at least 6th level to select this arcana.

Merciful Hand (Su): At 4th level, the arcane templar can expend 2 points of his divine spirit pool to channel positive energy with his touch. This functions like a paladin’s ability, except it can be used on a single touched creature. Touching a creature against its will requires an unarmed attack. Using this ability is a standard action unless the arcane templar targets himself, in which case it is a swift action. Feats and effects that modify the channel energy ability (like Channeling Smite or Turn Undead) affect this power too, except they specifically require an area of effect. This power doesn't work in conjunction with spell combat or spellstrike.
Aura of Courage (Su): As paladin.
Knowledge Pool (Su): As magus.
Medium Armor (Ex): As magus.
Improved Spell Combat (Ex): As magus.
Aura of Resolve (Su): As paladin.
Merciful Burst (Su): At 11th level, the arcane templar can expend 3 points from his divine spirit pool and use his channeling power to release a burst of energy, similar to a cleric channeling effect. Channeling energy in this way heals or inflicts ½ the damage of the merciful hand attack.
Heavy Armor (Ex): As magus.
Improved Merciful Hand (Su): At 13th level, the connection between the Arcane Templar and the archanangel grows so strong that channeling energy with touch costs only 1 point from the divine spirit pool, while the merciful burst power costs 2 points. Further, the Arcane Templar can use his merciful hand power in conjunction with the spell combat and spellstrike abilities (these still won't work with Merciful Burst).
Greater Spell Combat (Ex): As magus.
Insightful Prayer (Su): At 16th level, the archanangel suggests to the arcane templar a few divine incantations that he can use together with his arcane spells. When the templar prepares his magus spells, he can decide to expend 2 or more points from his divine spirit pool up to his Charisma modifier. For each 2 points he expends, he may treat any one spell from the paladin spell list as if it were a magus spell in his spellbook and can prepare that spell as normal that day. If he does not cast spells prepared in this way before the next time he prepares spells, he loses those spells.
Aura of Dispelling (Su): At 17th level, the templar gains resistance to enemy spells and can grant the same resistance to his friends too. The arcane templar can expend 2 points of his divine spirit pool to grant all his allies within 10’ an holy protection from magic for 1 minute. When a creature with this bonus makes a successful attack against an enemy who’s casting a spell or is under a spell effect, that opponent is subject to a targeted dispel magic attempt as if cast by the arcane templar. If an ally leaves the aura’s range, he can’t benefit of the protection until he re-enters it.
Merciful Magic (Su): At 19th level, the arcane templar gains access to an expanded spell list. He learns and places 8 spells from the paladin’s spell list into his spellbook as magus spells of their paladin level. He gains two of each of the following paladin spells not on the magus spell list:
1st-level, 2nd-level, 3rd-level, and 4th-level.
Templar Champion (Su): At 20th level, the arcane templar becomes a true receptacle of divine wrath and arcane power. Whenever he uses his spell combat ability, he does not need to make a concentration check to cast the spell defensively. Whenever the magus uses spell combat and his spell targets the same creature as his melee attacks, as long as the enemy's evil, he can choose to either increase the DC to resist the spell by +4, grant himself a +4 circumstance bonus on any checks made to overcome spell resistance, or grant himself a +4 circumstance bonus on all attack rolls made against the target during his turn. In addition, whenever he channels positive energy to heal a creature, he heals the maximum possible amount.

Notes: Rumors speak of an evil branch of Arcane Templars with antipaladin powers, called the Purple Templars :P

However: it's not entirely true that every channeling character uses Charisma. An Empyreal Wildblooded sorcerer channels using Wisdom.^^


Me also: great work cartmanbeck...Been busy moving house and other stuff...Hopefully back on board this weekend. I'll look at matching the wiki entries with those on the SRD.

RPG Superstar 2013 Top 8

@Bardess: empyreal and sage sorcerers are the most degenerate things ever, not because they're broken, but because they challenge fundamental game assumptions. You can also crossblood the two of them. THEN WHAT


Eheh, I'm CG and love rules defying fundamental rules^^
Just observing.
Nothing on the 2.3? Then I'm proud!^^

RPG Superstar 2013 Top 8

Winter break. Catching up on Real World Work while waiting to get my Ivory Tower Work evaluated. Will drop by here again soon.

Silver Crusade RPG Superstar 2014 Top 16

Flak wrote:
Winter break. Catching up on Real World Work while waiting to get my Ivory Tower Work evaluated. Will drop by here again soon.

*CASTS THREAD RESURRECTION. THREAD COMES BACK AS A BUGBEAR*

So, here is the next MCA to go up on the SRD, the Terrain Patriarch:
Terrain Patriarch

Please let me know of any changes that need to be made to it.


Flaaak! Where are youuuuuu?
*SEARCHES DESPERATELY AMONG THE SNOWDRIFTS IN THE BLIZZARD*
Anyone has Find Person memorized? Uh, maybe the Arcane Templar would if he could be approved...

351 to 400 of 447 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | next > last >>
Community / Forums / Pathfinder / Pathfinder First Edition / Homebrew and House Rules / Multiclass archetypes, part II All Messageboards

Want to post a reply? Sign in.