Multiclass archetypes, part II


Homebrew and House Rules

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Silver Crusade RPG Superstar 2014 Top 16

Bardess wrote:

They both seem interesting at first sight, but I'll need to think about it thoroughly.

Now it's my turn:

** spoiler omitted **...

Sorry Bardess, I totally skipped over your post. I like the concept of your Hand of God, but I think the ranged version of Lay on Hands might not fit the concept, if he's the HAND of god then you should give him standard Lay on Hands, just my two cents.

Could you add to the text of each new ability what it is replacing? It's hard to tell if things are balanced if you have to look up what goes at that level each time. Just taking a quick look at it, it looks like you're giving the Magus too many of a Paladin's abilities. Maybe channeling energy isn't meant for him? You could do a weaker version of Smite instead maybe... dunno.

RPG Superstar 2013 Top 8

For my part I am deathly busy between school and NaNoWriMo. I'll take a look at the hand of god, and also at making suggestions for the divine blade / silent warrior, as soon as I can.


Well, I replaced knowledge pool, spell recall, fighter training, counterstrike, improved spell recall and all the magus bonus feats. The distance ray was... a request from a player who would play a character like this. Its potency is half the paladin's lay on hand, however. I'm not certain about the smiting, but I don't think that channel energy's too much...
Maybe a slower channeling and a touch lay on hands which can be modified with the feats applying to lay on hand, so my player can have his healing ray? I rather like it as it is, though- it's somewhat original/different from a normal paladin power.

Silver Crusade RPG Superstar 2014 Top 16

Bardess wrote:

Well, I replaced knowledge pool, spell recall, fighter training, counterstrike, improved spell recall and all the magus bonus feats. The distance ray was... a request from a player who would play a character like this. Its potency is half the paladin's lay on hand, however. I'm not certain about the smiting, but I don't think that channel energy's too much...

Maybe a slower channeling and a touch lay on hands which can be modified with the feats applying to lay on hand, so my player can have his healing ray? I rather like it as it is, though- it's somewhat original/different from a normal paladin power.

I think if you slowed down the channel energy progression it would be reasonable as is. Make it start at level 8 instead of level 4? that's super late though... I'd have a hard time making it work, but then again I don't look at Channel energy as an essential Paladin ability, to me it's just something they added to make them suck less.

If it were me, I'd drop channel and give him smite a certain number of times per day instead of having to use a point from his pool.

Silver Crusade RPG Superstar 2014 Top 16

Here's the Spellrager I put together. I'm imagining a huge hulking dude running at you and alternating tossing (only bloodline) spells at you with a wand and smacking you with a huge axe.

Spellrager:

The Spellrager could have grown up to be a famous mage, but something in his life held him back from studying the arcane arts and he chose a different route, one of martial fury. However, the innate magic that could have made him a powerful sorceror is still there, and he has learned to harness it in small ways to strengthen his ability in battle.

Primary Class: Barbarian

Secondary Class: Sorceror

Hit Dice: d12

Saves: Good Fort and Will, Poor Reflex

Bonus Skills and Ranks: A Spellrager may choose 3 class skills from the Sorceror class skill list and add them to the standard Barbarian class skills. He gains skill ranks at each level equal to 4 + Int mod.

Weapon and Armor Proficiency: A Spellrager is proficient with all simple and martial weapons, light armor, and shields. Medium or heavy armor interferes with his arcane spellcasting abilities as normal.

Arcane Armor Training: At 1st level, a Spellrager gains the Arcane Armor Training feat as a bonus feat. This replaces Fast Movement.

Bloodline: A Spellrager’s innate magical bloodline gives him access to spellcasting and powers that other barbarians could never use. A Spellrager may choose any Wildblooded variant bloodline (found in the Ultimate Magic sourcebook). He gains the associated bloodline powers as if he were a sorceror of his Spellrager level. This ability replaces uncanny dodge, improved uncanny dodge, and trap sense.

Bloodline Spells: Beginning at 4th level, at any time when a Spellrager could normally choose a Rage Power, he may instead choose to learn one of the bloodline spells from his bloodline’s spell list that a sorceror of his level would have access to. When one of these spells is learned, he gains two spell slots of that spell level with which to cast the spell. He may choose the same spell more than once, adding two more spell slots for that spell. A Spellrager with a high Intelligence score also gains bonus spell slots for those spells that he has learned (for example, a 4th level Spellrager with a 16 Int score and the Bedrock bloodline chooses expeditious excavation instead of a 4th level Rage power. He may cast the spell three times per day, twice from normal spell slots and once from the bonus spell slot given by his higher intelligence). In addition, any time he levels up a Spellrager may choose to exchange one of his bloodline spells for another one that he has access to.

Spellrage: A Spellrager uses his innate anger and connection to his magical bloodline to cast potent magic. He may cast his bloodline spells while in rage without regard to the concentration that spellcasting normally requires. He never needs to make a concentration check when casting a bloodline spell, even after taking damage while casting. He may also cast any bloodline spells he has access to using a wand or staff, instead of using up his own spell slot. Reading a scroll requires too much concentration, therefore scrolls can never be used to cast a spell while in rage. Other arcane spells from the sorceror/wizard spell list (including those cast from wands, or staves) require concentration as normal, and may not be cast while in rage. This otherwise functions as the standard barbarian rage class feature.

Spellfury: Beginning at 7th level, while enraged a Spellrager can spend an additional round of his daily rage ability to cast one of his bloodline spells at +1 caster level. At 10th level, he may instead spontaneously add any metamagic feat which would normally be +1 caster level to the spell. At 13th level he may spend 2 rounds of rage to add any metamagic feat (or combination thereof) which would normally be +2 caster level or less to the spell. At 16th level he may spend up to 3 rounds of rage to add up to +3 caster levels worth of metamagic in this way. At 19th level he may spend up to 4 rounds of rage to add up to +4 caster levels worth of metamagic. If the Spellrager uses his last daily round of rage for the Spellfury ability, he immediately falls unconscious for 1d4 minutes. Otherwise, the Spellrager is fatigued when his rage ends as normal. This replaces the barbarian’s damage reduction class feature.

If there's anything that is confusing about his spellcasting abilities, let me know. Basically, he gets a few spell slots in which to cast bloodline spells, but only by sacrificing his Rage Powers. He can also cast any sor/wiz spell using wands and such, but only his bloodline spells while in rage. Does that make sense?

Silver Crusade RPG Superstar 2014 Top 16

cartmanbeck wrote:

Here's the Spellrager I put together. I'm imagining a huge hulking dude running at you and alternating tossing (only bloodline) spells at you with a wand and smacking you with a huge axe.

** spoiler omitted **...

Added a little thing to one ability, and found a mistake in another one:

Spellrage::

A Spellrager uses his innate anger and connection to his magical bloodline to cast potent magic. He may cast his bloodline spells while in rage without regard to the concentration that spellcasting normally requires. He never needs to make a concentration check when casting a bloodline spell, even after taking damage while casting. He may also cast any bloodline spells he has access to using a wand or staff, instead of using up his own spell slot. Reading a scroll requires too much concentration, therefore scrolls can never be used to cast a spell while in rage. Other arcane spells from the sorceror/wizard spell list (including those cast from wands, or staves) require concentration as normal, and may not be cast while in rage. Whenever a Spellrager casts a spell while enraged, he takes an additional -2 penalty to AC (total of -4) until his next turn. This otherwise functions as the standard barbarian rage class feature.

Bloodline::

A Spellrager’s innate magical bloodline gives him access to spellcasting and powers that other barbarians could never use. A Spellrager may choose any Wildblooded variant bloodline (found in the Ultimate Magic sourcebook). He gains the associated bloodline powers as if he were a sorceror of his Spellrager level. This ability replaces uncanny dodge, improved uncanny dodge, and trap sense.
In addition, beginning at 4th level, at any time when a Spellrager could normally choose a Rage Power, he may instead choose to learn one of the bloodline spells from his bloodline’s spell list that a sorceror of his level would have access to. When one of these spells is learned, he gains two spell slots of that spell level with which to cast the spell. He may choose the same spell more than once, adding two more spell slots for that spell. A Spellrager with a high Charisma score also gains bonus spell slots for those spells that he has learned (for example, a 4th level Spellrager with a 16 Cha score and the Bedrock bloodline chooses expeditious excavation instead of a 4th level Rage power. He may cast the spell three times per day, twice from normal spell slots and once from the bonus spell slot given by his higher charisma). In addition, any time he levels up a Spellrager may choose to exchange one of his bloodline spells for another one that he has access to.


@Bardess: I like the flavour of the distance aspect, kinda a magus-y arcane power fling, but not sure if it's balanced. I agree with cartmanbeck re: channeling - I don't see it necessary here and his thoughts re: the distance lay on hands. Maybe a lay on hands/smite pool that can be drawn as needed? And feats to give distance later? Just thoughts! :)

@cartmanbeck: Re: Spellrager. Love the spellrage and spellfury power writeups. Question: does he get any other sorceror spell progression or just bloodline spells if swapped for Rage feats?
As I said earlier, way to bust out those Core edits! Can't wait to see Beasthunter...Makes me feel like I'm letting the side down! ;p.

Silver Crusade RPG Superstar 2014 Top 16

Oceanshieldwolf wrote:

@Bardess: I like the flavour of the distance aspect, kinda a magus-y arcane power fling, but not sure if it's balanced. I agree with cartmanbeck re: channeling - I don't see it necessary here and his thoughts re: the distance lay on hands. Maybe a lay on hands/smite pool that can be drawn as needed? And feats to give distance later? Just thoughts! :)

@cartmanbeck: Re: Spellrager. Love the spellrage and spellfury power writeups. Question: does he get any other sorceror spell progression or just bloodline spells if swapped for Rage feats?
As I said earlier, way to bust out those Core edits! Can't wait to see Beasthunter...Makes me feel like I'm letting the side down! ;p.

RE: Re: Spellrager: No he doesn't get any other sorceror spell progression, just his bloodline spells, though he can cast any spell on the sor/wiz list from wands or scrolls if he's not in rage. This balances the character out a lot and keeps him mostly doing buffs outside of battle and only his bloodline spells during battle.


I just noticed. Did you mean to remove Orisons from the Witchfinder? He ain't got no 0-level spells!

Other than that: I really like the class. I want to test it. If I wasn't in the very early stages of play-testing and revision on the Psychic, I'd be all over it!


Just a thought, need to test:

Spellrager: Instead of using a time/day mechanic, why not pay the spell-level in rage-rounds?

This archetype looks good. *thumbsup*

Also, is this following the rules, or is it a BAB Primary class?


@cartmanbeck: re Spellragr spells. Ok, cool. Scrolls and wands when not raging is good too.

@purplefixer: Quite right purplefixer. Should have orisons as inquisitor. Will update wiki spell progression and put in spells known table.
Glad you liked the Witchfinder, though Raiderrpg and Flak should rightly take most of the credit for the final result!


Hand of God- Ok, what about this: 2 pool points for smiting instead of one, maybe at a higher level; channel energy starts at 4h level like a 1st-level paladin and improves every 3 levels instead of 2?
Witchfinder: It should definitely have horisons^^
Spellrager: I'm not sure about scrolls & wands, but casting bloodline spells while in rage is surely the right thing^^

Silver Crusade RPG Superstar 2014 Top 16

Purplefixer wrote:

Just a thought, need to test:

Spellrager: Instead of using a time/day mechanic, why not pay the spell-level in rage-rounds?

This archetype looks good. *thumbsup*

Also, is this following the rules, or is it a BAB Primary class?

The metamagic is being paid is rage rounds later on. If that isn't clear I can make the text more understandable.

I don't understand the question about the BAB Primary class...?


@cartmanbeck: Re: Spellrager BAB. Barbarian = full attack, Sorceror = half attack. According to our guidelines this MCA would be 3/4 BAB. So I think purplefixer is asking whether this is the case or is it Primary (Barbarian) BAB, i.e. Full? Not specified in your write-up. (purplefixer: if I am wrong in my supposition of what you meant then you may call me *borked*. ;^} )


Heheheheheheh... Not borked, you just forgot to put it on.

Also, if not full BAB it would unlace your d12 HD. d12s are for barbarians. This would drop you to d10s? Personally I don't see a problem with leaving them at Full BAB and d12s, since they're giving up virtually all their barbarian abilities except for rage for the ability to cast a few bloodline spells of cha and what amounts to full ranks in UMD. :D

Silver Crusade RPG Superstar 2014 Top 16

Purplefixer wrote:

Heheheheheheh... Not borked, you just forgot to put it on.

Also, if not full BAB it would unlace your d12 HD. d12s are for barbarians. This would drop you to d10s? Personally I don't see a problem with leaving them at Full BAB and d12s, since they're giving up virtually all their barbarian abilities except for rage for the ability to cast a few bloodline spells of cha and what amounts to full ranks in UMD. :D

You guys are right, according to the guidelines it should be d10 HD and 3/4 BAB.

I propose this to balance it (modified from the Elemental Kin barbarian archetype):
Elemental Fury (Ex): At 1st level, whenever the Spellrager takes an amount of elemental energy damage (fire, cold, electric, acid, sonic) from any source equal to or greater than her level while raging, he replenishes his rage, adding 1 to the remaining number of rounds that he can rage that day. This ability can never raise the Spellrager's remaining rounds of rage above his normal total rounds per day. In addition, once per day if the attack is from a magic weapon, the Spellrager can choose to force the weapon to make a will save against a targeted dispel magic effect, treating the Spellrager's level as the caster level. At 6th level, and every six levels thereafter, the number of extra rage rounds per attack increases by +1, to a maximum of +4 rounds per elemental attack at at 18th level.
This ability replaces the barbarian d12 hit die and full base attack progression.


So here is it...

Hand of God v.1.1:
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 hand of the god is a strange hybrid: faithful yet independent, he thinks with his own head, heals and channels divine energy through Intelligence, 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, Theurgic Pool, Cantrips, Spell Combat
2) Spellstrike
3) Merciful Arcana, Smite Evil
4) Channel Positive Energy 1d6
5) Aura of Courage
6) Merciful Arcana
7) Channel Positive Energy 2d6, Medium Armor
8) Improved Spell Combat
9) Merciful Arcana
10) Aura of Resolve, Channel Positive Energy 3d6
11) --
12) Merciful Arcana
13) Channel Positive Energy 4d6, Heavy Armor
14) Greater Spell Combat
15) Merciful Arcana
16) Aura of Dispelling, Channel Positive Energy 5d6
17) --
18) Merciful Arcana
19) Channel Positive Energy 6d6, Merciful Magic
20) Templar Champion
New Arcana: Champion Blending, Faithful Blending, Greater Mercy, Hunter Blending, Major Mercy, Merciful Eye, Minor Mercy, Ultimate Mercy

Aura of Good: as paladin.
Theurgic Pool: At 1st level, the hand of the god gains a reservoir of energy springing both from his mystic studies and from his bond with the divine, that he can draw upon to fuel his powers and enhance his weapon. This theurgic pool has a number of points equal to 1/2 his magus level (minimum 1) + his Intelligence modifier. The pool refreshes once per day when the magus prepares his spells.
At 1st level, a magus can expend 1 point from his arcane pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute. 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 3rd level, a hand of the god can also choose to expend 2 points from his theurgic pool to grant himself a smite evil effect for 1 minute. This is identical to a paladin’s smite evil ability.
At 5th level, the 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 arcane pool point is spent and cannot be changed until the next time the magus uses this ability. These bonuses do not function if the weapon is wielded by anyone other than the magus, and apply to only one end of a double weapon.
A magus 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: As magus.
Spellstrike: As magus.
Merciful Arcana: As magus arcana, plus the hand of the god has access to the following new arcana.

Champion Blending (Ex): When a magus 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. A hand of the god can select this magus arcana more than once.
Faithful Blending (Ex): When a magus 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. A hand of the god can select this magus arcana more than once.
Greater Mercy (Su): A magus must be of 12th level at least and have the merciful eye, minor mercy and major mercy arcana to choose this one. When the hand of the god uses merciful eye, he can spend 4 points more from his theurgic pool to add to the healing the effect of one mercy available to a 9th-level paladin. The hand of the god can select this arcana more than once; every time it applies to a different mercy.
Hunter Blending (Ex): When a magus selects this arcana, he must select one spell from the ranger 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 ranger 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. A hand of the god can select this magus arcana more than once.
Major Mercy (Su): A magus must be of 9th level at least and have the merciful eye and minor mercy arcana to choose this one. When the hand of the god uses merciful eye, he can spend 2 points more from his theurgic pool to add to the healing the effect of one mercy available to a 6th-level paladin. The hand of the god can select this arcana more than once; every time it applies to a different mercy.
Merciful Eye (Su): The hand of the god can spend 1 point of his theurgic pool to relieve pain and cure the wounds of his allies. The magus’ eyes become pure white-gold and he can look at a creature within 30 feet of him to heal 1d6 hit points of damage + 1d6 for every 4 magus levels he possesses beyond 3rd. He can't harm undead with this ability.
Minor Mercy (Su): A magus must be of 6th level at least and have the merciful eye arcana to choose this one. When the hand of the god uses merciful eye, he can spend 1 point more from his theurgic pool to add to the healing the effect of one mercy available to a 3rd-level paladin. The hand of the god can select this arcana more than once; every time it applies to a different mercy.
Ultimate Mercy (Su): A magus must be of 15th level at least and have the merciful eye, minor mercy, major mercy and greater mercy arcana to choose this one. When the hand of the god uses merciful eye, he can spend 6 points more from his theurgic pool to add to the healing the effect of one mercy available to a 12th-level paladin. The hand of the god can select this arcana more than once; every time it applies to a different mercy.

Channel Positive Energy: At 4th level, the hand of the god can expend 2 points of his theurgic pool to channel positive energy like a first-level paladin. This ability improves every 3 levels of the hand of god, according to the progression shown on the table.
Aura of Courage: As paladin.
Medium Armor: As magus.
Improved Spell Combat: As magus.
Aura of Resolve: As paladin.
Heavy Armor: As magus.
Greater Spell Combat: As magus.
Aura of Dispelling: At 16th level, At 16th level, whenever an enemy within 10 feet of the hand of the god successfully casts a spell or uses a magic item offensively, the magus can expend 2 points of his theurgic pool to cast a dispel magic effect against that enemy as an immediate action. If successful, the spell is negated. The hand of the god has not to cast a real spell in order to counter the enemy’s spell attack.
Merciful Magic: At 19th level, the hand of the god 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.
He can ignore the somatic component of these spells.
Templar Champion: At 20th level, the hand of the god 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, he can choose to either increase the DC to resist the spell by +1, grant himself a +1 circumstance bonus on any checks made to overcome spell resistance, or grant himself a +1 circumstance bonus on all attack rolls made against the target during his turn. These bonuses double against evil opponents, and reach +4 if he uses his theurgic pool to smite evil. In addition, whenever he channels positive energy or uses the merciful eye arcana to heal a creature, he heals the maximum possible amount.

Silver Crusade RPG Superstar 2014 Top 16

Bardess wrote:

So here is it...

** spoiler omitted **...

Looks pretty good. You need to give save DCs for the Channel energy ability... most likely 10 + 1/4 CL + Cha?


cartmanbeck wrote:
Bardess wrote:

So here is it...

** spoiler omitted **...

Looks pretty good. You need to give save DCs for the Channel energy ability... most likely 10 + 1/4 CL + Cha?

That's good. I'll add it to the description. Thanks for the note.


Ooooh. I like the Elemental Fury! *thumbsup* Doesn't strike me as balanced though. Not the feature, the class. Looks like a very watered down version of the barb. I don't think he competes. The 'option' of bloodline spells and a few nice bonuses from bloodline abilities doesn't stack up with the loss of BAB. Makes him sort of half-@r$$ed..

I think I like the archetype better with full BAB and d12.


Will you give a list of allowed bloodlines for the Spellrager? I'd say Boreal, Elemental and Orc fit the best, and maybe Aberrant, Rakshasa, Efreeti and Shaitan...

RPG Superstar 2013 Top 8

Sorry guys I'm sick. Just letting ya'll know.


Uh, get well soon :(

Silver Crusade RPG Superstar 2014 Top 16

Bardess wrote:
Will you give a list of allowed bloodlines for the Spellrager? I'd say Boreal, Elemental and Orc fit the best, and maybe Aberrant, Rakshasa, Efreeti and Shaitan...

I don't want to stray from the guidelines too much... how about we compromise and give him the d10 hit dice but keep full BAB progression? Or, we could allow full BAB under certain circumstances, or for certain attacks, similar to a monk with Flurry. How about this: Anytime he casts one of his bloodline spells, his BAB is considered equal to his Spellrager level until the end of his next turn. This will encourage the use of those bloodline spells during combat... what do you think?

Since the only spells that he can cast in rage are the bloodline spells, I was thinking it would be best to leave it as any Wildblooded bloodline, that way depending on what your character concept is you can get a diverse set of bloodline spells. If you guys think that's too much freedom, I'll choose some specific ones, but I think the spirit of the Wildblooded idea covers the barbarian-esque aspect of the class.


I agree on d10 and 3/4 BAB not to deviate from the guidelines, but the idea of a temporary power-up deserves consideration.^^
Wildblood is a good idea too... hmm.
Has it access to bloodline arcana? If not, he can't choose the Sylvan bloodline...

Silver Crusade RPG Superstar 2014 Top 16

Bardess wrote:

I agree on d10 and 3/4 BAB not to deviate from the guidelines, but the idea of a temporary power-up deserves consideration.^^

Wildblood is a good idea too... hmm.
Has it access to bloodline arcana? If not, he can't choose the Sylvan bloodline...

No bloodline arcana, so you're right, Sylvan bloodline is out. Bloodlines allowed for Spellrager: Anarchic, Arial, Bedrock, Brutal, Empyreal, Karmic, Linnorm, Pit-Touched, Primal, Rime-blooded, Seaborn, and Warped. I think that's a pretty diverse group.

Updated version, with recent changes highlighted:

Spellrager:

Spellrager

The Spellrager could have grown up to be a famous mage, but something in his life held him back from mastering the arcane arts and he chose a different route, one of martial fury. However, the innate magic that could have made him a powerful sorceror is still there, and he has learned to harness it in small ways to strengthen his ability in battle.

Primary Class: Barbarian

Secondary Class: Sorceror

Hit Dice: d10

BAB: 3/4

Saves: Good Fort and Will, Poor Reflex

Bonus Skills and Ranks: A Spellrager may choose 3 class skills from the Sorceror class skill list and add them to the standard Barbarian class skills. He gains skill ranks at each level equal to 4 + Int mod.

Weapon and Armor Proficiency: A Spellrager is proficient with all simple and martial weapons, light armor, and shields. Medium or heavy armor interferes with his arcane spellcasting abilities as normal.

Arcane Armor Training: At 1st level, a Spellrager gains the Arcane Armor Training feat as a bonus feat. This replaces Fast Movement.

Elemental Fury (Ex): At 1st level, whenever the Spellrager takes an amount of elemental energy damage (fire, cold, electric, acid, sonic) from any source equal to or greater than her level while raging, he replenishes his rage, adding 1 to the remaining number of rounds that he can rage that day. This ability can never raise the Spellrager's remaining rounds of rage above his normal total rounds per day. In addition, once per day if the attack is from a magic weapon, the Spellrager can choose to force the weapon to make a will save against a targeted dispel magic effect, treating the Spellrager's level as the caster level. At 6th level, and every six levels thereafter, the number of extra rage rounds per attack increases by +1, to a maximum of +4 rounds per elemental attack at at 18th level. This ability replaces the barbarian d12 hit die and full base attack progression.

Bloodline: A Spellrager’s innate magical bloodline gives him access to spellcasting and powers that other barbarians could never use. A Spellrager may choose from any of the following Wildblooded variant bloodlines (found in the Ultimate Magic sourcebook): Anarchic, Arial, Bedrock, Brutal, Empyreal, Karmic, Linnorm, Pit-Touched, Primal, Rime-blooded, Seaborn, and Warped. He gains the associated bloodline powers as if he were a sorceror of his Spellrager level. He does NOT gain access to the associated bloodline arcana. This ability replaces uncanny dodge, improved uncanny dodge, and trap sense.
In addition, beginning at 4th level, at any time when a Spellrager could normally choose a Rage Power, he may instead choose to learn one of the bloodline spells from his bloodline’s spell list that a sorceror of his level would have access to. When one of these spells is learned, he gains two spell slots of that spell level with which to cast the spell. He may choose the same spell more than once, adding two more spell slots for that spell. A Spellrager with a high Charisma score also gains bonus spell slots for those spells that he has learned (for example, a 4th level Spellrager with a 16 Cha score and the Bedrock bloodline chooses expeditious excavation instead of a 4th level Rage power. He may cast the spell three times per day, twice from normal spell slots and once from the bonus spell slot given by his higher charisma). In addition, any time he levels up a Spellrager may choose to exchange one of his bloodline spells for another one that he has access to.

Spellrage: A Spellrager uses his innate anger and connection to his magical bloodline to cast potent magic. He may cast his bloodline spells while in rage without regard to the concentration that spellcasting normally requires. He never needs to make a concentration check when casting a bloodline spell, even after taking damage while casting. Any time that he casts one of his bloodline spells while in rage, until the end of his next turn, his BAB is considered to be equal to his Spellrager class level. He may also cast any bloodline spells he has access to using a wand or staff, instead of using up his own spell slot. Reading a scroll requires too much concentration, therefore scrolls can never be used to cast a spell while in rage. Other arcane spells from the sorceror/wizard spell list (including those cast from wands, or staves) require concentration as normal, and may not be cast while in rage. Whenever a Spellrager casts a spell while enraged, he takes an additional -2 penalty to AC (total of -4) until his next turn. This otherwise functions as the standard barbarian rage class feature.

Spellfury: Beginning at 7th level, while enraged a Spellrager can spend an additional round of his daily rage ability to cast one of his bloodline spells at +1 caster level. At 10th level, he may instead spontaneously add any metamagic feat which would normally be +1 caster level to the spell without increasing the casting time of the spell. At 13th level he may spend 2 rounds of rage to add any metamagic feat (or combination thereof) which would normally be +2 caster level or less to the spell. At 16th level he may spend up to 3 rounds of rage to add up to +3 caster levels worth of metamagic in this way. At 19th level he may spend up to 4 rounds of rage to add up to +4 caster levels worth of metamagic. If the Spellrager uses his last daily round of rage for the Spellfury ability, he immediately falls unconscious for 1d4 minutes. Otherwise, the Spellrager is fatigued when his rage ends as normal. This replaces the barbarian’s damage reduction class feature.


The list seems OK, particularly Brutal, Rime-Blooded and Linnorm! Empyreal? So we could have a channeling spellcaster barbarian? Holy Axes!^^
I don't know if the full BAB and d12 SHOULD be replaced. According to the guidelines, they should be a sacrifice for the chance of taking the multiclass archetype itself...

Silver Crusade RPG Superstar 2014 Top 16

Bardess wrote:

The list seems OK, particularly Brutal, Rime-Blooded and Linnorm! Empyreal? So we could have a channeling spellcaster barbarian? Holy Axes!^^

I don't know if the full BAB and d12 SHOULD be replaced. According to the guidelines, they should be a sacrifice for the chance of taking the multiclass archetype itself...

I think in this case since we're talking a full BAB class with extremely high hit dice as the primary, and a full caster with lowest BAB and the low extreme on hit dice, we should realize that part of what makes a Barb balanced with the other core classes is that high hit dice and the full BAB, so I think it's fair to give a little boost somewhere else. It doesn't actually have to state that the power is to replace the hit dice and BAB progression, I just thought I'd make it clear.

Silver Crusade RPG Superstar 2014 Top 16

cartmanbeck wrote:
Bardess wrote:

The list seems OK, particularly Brutal, Rime-Blooded and Linnorm! Empyreal? So we could have a channeling spellcaster barbarian? Holy Axes!^^

I don't know if the full BAB and d12 SHOULD be replaced. According to the guidelines, they should be a sacrifice for the chance of taking the multiclass archetype itself...
I think in this case since we're talking a full BAB class with extremely high hit dice as the primary, and a full caster with lowest BAB and the low extreme on hit dice, we should realize that part of what makes a Barb balanced with the other core classes is that high hit dice and the full BAB, so I think it's fair to give a little boost somewhere else. It doesn't actually have to state that the power is to replace the hit dice and BAB progression, I just thought I'd make it clear.

Here's another one for you guys to look at!

Beasthunter:

Beasthunter

The beasthunter spends his life in the wild, learning all about the predator-prey dynamic. His study of nature has allowed him to become the perfect predator for whatever his prey might be at the time. His bestial nature and familiarity with the wilderness set him apart from other rangers, as he has spent less time studying the art of battle and more time savoring the prizes of his hunts.

Primary Class: Ranger

Secondary Class: Druid

Alignment: Any Neutral

Hit Dice: d10

BAB: Full

Saves: Good Fort, Good Reflex, Poor Will

Bonus Skills and Ranks: A Beasthunter chooses three skills from the druid class skill list to add to the ranger’s class skill list. He gains skill ranks at each level equal to 6 + Int modifier.

Weapon and Armor proficiency: A Beasthunter is proficient with all simple and martial weapons, all natural attacks, light and medium armor, and shields. Beasthunters do not share the druidic restriction against metal armor.

Animal Companion: A ranger gains the druid’s Nature bond class feature at 1st level, but must choose an animal companion. He is treated as a druid of his Beasthunter level for all aspects of this ability. This replaces Hunter’s Bond.

Favored Enemy: This functions as a ranger’s Favored Enemy ability except that chosen enemies cannot be any type of humanoid (though monstrous humanoid is still allowed).

Combat Style Feats: The Beasthunter may choose only the Archery or Natural Weapon combat styles.

Trackless Step: At third level, a Beasthunter gains the druid’s Trackless Step ability. This replaces Endurance.

Aspect of the Beast: At third level, a Beasthunter gains the Aspect of the Beast feat as a bonus feat, and does not need to meet the prerequisites. He is treated as having the prerequisites for this feat, and may choose it again, gaining a different ability each time. This replaces the 1st favored terrain.

Spells: A Beasthunter casts spells drawn from both the ranger and druid spell lists. He must choose and prepare these spells in advance, but may choose the spells from either the ranger or druid spell lists. In all other ways, the Beasthunter’s spellcasting is identical to a standard ranger’s.

Improved Aspect of the Beast: At sixth level, if the Beasthunter chose the archery combat style, he takes on some aspects of a hawk, gaining a +3 competence bonus on Perception checks, and a +1 competence bonus on ranged attack and damage. If he chose the natural weapon combat style, he takes on the some aspects of a bear, gaining a +2 enhancement bonus to natural armor and a +2 enhancement bonus on CMB rolls. This replaces the 6th level Combat Style feat.

Wild Shape: At seventh level, a Beasthunter may use a Druid’s Wild Shape ability once per day. His effective druid level is equal to his Beasthunter level - 3, and this otherwise functions as a druid’s wild shape. This replaces 2nd favored terrain, Quarry, 3rd favored terrain, Hide in Plain Sight, and Improved Quarry.

Improved Aspect of the beast (stag): At ninth level, a Beasthunter may use aspect of the stag as a spell-like ability twice per day. This replaces Evasion.

Improved Aspect of the beast (wolf): At 12th level, a Beasthunter may use aspect of the wolf as a spell-like ability twice per day. This replaces Camouflage.

Silver Crusade RPG Superstar 2014 Top 16

cartmanbeck wrote:
cartmanbeck wrote:
Bardess wrote:

The list seems OK, particularly Brutal, Rime-Blooded and Linnorm! Empyreal? So we could have a channeling spellcaster barbarian? Holy Axes!^^

I don't know if the full BAB and d12 SHOULD be replaced. According to the guidelines, they should be a sacrifice for the chance of taking the multiclass archetype itself...
I think in this case since we're talking a full BAB class with extremely high hit dice as the primary, and a full caster with lowest BAB and the low extreme on hit dice, we should realize that part of what makes a Barb balanced with the other core classes is that high hit dice and the full BAB, so I think it's fair to give a little boost somewhere else. It doesn't actually have to state that the power is to replace the hit dice and BAB progression, I just thought I'd make it clear.

Here's another one for you guys to look at!

** spoiler omitted **...

I'd also like to claim the Spellknight. (Obviously I've got a good bit of free time in between steps in my current experiment, LOL)

RPG Superstar 2013 Top 8

I had a friend who was thinking about the spellknight... maybe the two of you would want to work together on it? I could connect you guys.


Been busy all week, but I'm gonna hunker down tomorrow and get the Ranger/Sorcerer and Sorcerer/Alchemist churned on out proper.

Blooded Hunter actually works pretty well already, it's just a matter of adding a little something to the mix and working out the spellcasting foibles.


@Bardess: *Not sure if you answered this before: Is Blending a magus ability, or your creation? Not sure Hunter Blending works for me, not that it's OP, but that you give Ranger spells to Magus/Paladin. If blending is Magus ability then perhaps it's fine.
*There is definitely a *lot* going on for the Hand of the God. Why does the Hand get the two Paladin Aura abilities, what are they replacing from the Magus?

@cartmanbeck:
*Beasthunter looks nice and simple, but haven't had time to fully parse it yet, as it were.
*Spellrager I liked the full BAB while bloodline spell rage-casting. I don't actually like the name of this MCA so much. Ragemage? Rage-caster? :p
*Put your creative lil hand up for Spellknight too huh!??! Well who's on a ROLL?


Sorry OSW... "blending" is taken from Arcane Blending, an arcana which gives to the magus a wizard/sorcerer spell. In SGG "New Magus Arcana" there are Jinx Blending to take a witch spell and Harmonic Blending to get a bard spell. So I did an equivalent. I choose paladin, cleric and ranger as options for the Hand of God special blendings, but I could replace ranger with inquisitor. Um, maybe inquisitor's better. It's only that paladin and inquisitor have many spells in common.
Aura of Courage replaces a bonus feat (roughly), while Aura of Dispelling is a creation of mine adapting the magus power Counterstrike as a paladin's aura.

Silver Crusade RPG Superstar 2014 Top 16

Bardess wrote:

Sorry OSW... "blending" is taken from Arcane Blending, an arcana which gives to the magus a wizard/sorcerer spell. In SGG "New Magus Arcana" there are Jinx Blending to take a witch spell and Harmonic Blending to get a bard spell. So I did an equivalent. I choose paladin, cleric and ranger as options for the Hand of God special blendings, but I could replace ranger with inquisitor. Um, maybe inquisitor's better. It's only that paladin and inquisitor have many spells in common.

Aura of Courage replaces a bonus feat (roughly), while Aura of Dispelling is a creation of mine adapting the magus power Counterstrike as a paladin's aura.

Man, the thread really died over the weekend, eh?

@Bardess, my personal opinion is that your Hand of God is good to go.
Anyone else with critiques of my three?


Much obliged Cart^^
So I replaced Hunter blending- ranger with Hunter Blending- inquisitor (name with many uses). If I get all the required OKs, this will be the swiftest-discussed archetype I've made! XD And next I can begin to work on the Radiant Herald re-do...

Hand of God v. 1.2:
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 hand of god is a strange hybrid: faithful yet independent, he thinks with his own head, heals and channels divine energy through Intelligence, 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, Theurgic Pool, Cantrips, Spell Combat
2) Spellstrike
3) Merciful Arcana, Smite Evil
4) Channel Positive Energy 1d6
5) Aura of Courage
6) Merciful Arcana
7) Channel Positive Energy 2d6, Medium Armor
8) Improved Spell Combat
9) Merciful Arcana
10) Aura of Resolve, Channel Positive Energy 3d6
11) --
12) Merciful Arcana
13) Channel Positive Energy 4d6, Heavy Armor
14) Greater Spell Combat
15) Merciful Arcana
16) Aura of Dispelling, Channel Positive Energy 5d6
17) --
18) Merciful Arcana
19) Channel Positive Energy 6d6, Merciful Magic
20) Templar Champion
New Arcana: Champion Blending, Faithful Blending, Greater Mercy, Hunter Blending, Major Mercy, Merciful Eye, Minor Mercy, Ultimate Mercy

Aura of Good: as paladin.
Theurgic Pool: At 1st level, the hand of god gains a reservoir of energy springing both from his mystic studies and from his bond with the divine, that he can draw upon to fuel his powers and enhance his weapon. This theurgic pool has a number of points equal to 1/2 his magus level (minimum 1) + his Intelligence modifier. The pool refreshes once per day when the magus prepares his spells.
At 1st level, a magus can expend 1 point from his arcane pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute. 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 3rd level, a hand of god can also choose to expend 2 points from his theurgic pool to grant himself a smite evil effect for 1 minute. This is identical to a paladin’s smite evil ability.
At 5th level, the 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 arcane pool point is spent and cannot be changed until the next time the magus uses this ability. These bonuses do not function if the weapon is wielded by anyone other than the magus, and apply to only one end of a double weapon.
A magus 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: As magus.
Spellstrike: As magus.
Merciful Arcana: As magus arcana, plus the hand of god has access to the following new arcana.

Champion Blending (Ex): When a magus 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. A hand of the god can select this magus arcana more than once.
Faithful Blending (Ex): When a magus 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. A hand of the god can select this magus arcana more than once.
Greater Mercy (Su): A magus must be of 12th level at least and have the merciful eye, minor mercy and major mercy arcana to choose this one. When the hand of god uses merciful eye, he can spend 4 points more from his theurgic pool to add to the healing the effect of one mercy available to a 9th-level paladin. The hand of god can select this arcana more than once; every time it applies to a different mercy.
Hunter Blending (Ex): When a magus 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. A hand of the god can select this magus arcana more than once.
Major Mercy (Su): A magus must be of 9th level at least and have the merciful eye and minor mercy arcana to choose this one. When the hand of god uses merciful eye, he can spend 2 points more from his theurgic pool to add to the healing the effect of one mercy available to a 6th-level paladin. The hand of god can select this arcana more than once; every time it applies to a different mercy.
Merciful Eye (Su): The hand of god can spend 1 point of his theurgic pool to relieve pain and cure the wounds of his allies. The magus’ eyes become pure white-gold and he can look at a creature within 30 feet of him to heal 1d6 hit points of damage + 1d6 for every 4 magus levels he possesses beyond 3rd. He can't harm undead with this ability.
Minor Mercy (Su): A magus must be of 6th level at least and have the merciful eye arcana to choose this one. When the hand of god uses merciful eye, he can spend 1 point more from his theurgic pool to add to the healing the effect of one mercy available to a 3rd-level paladin. The hand of the god can select this arcana more than once; every time it applies to a different mercy.
Ultimate Mercy (Su): A magus must be of 15th level at least and have the merciful eye, minor mercy, major mercy and greater mercy arcana to choose this one. When the hand of god uses merciful eye, he can spend 6 points more from his theurgic pool to add to the healing the effect of one mercy available to a 12th-level paladin. The hand of god can select this arcana more than once; every time it applies to a different mercy.

Channel Positive Energy: At 4th level, the hand of god can expend 2 points of his theurgic pool to channel positive energy like a first-level paladin. This ability improves every 3 levels of the hand of god, according to the progression shown on the table. The DC on the save against this power is equal to 10 + 1/4 the hand of god's level + the character's Charisma modifier.
Aura of Courage: As paladin.
Medium Armor: As magus.
Improved Spell Combat: As magus.
Aura of Resolve: As paladin.
Heavy Armor: As magus.
Greater Spell Combat: As magus.
Aura of Dispelling: At 16th level, whenever an enemy within 10 feet of the hand of god successfully casts a spell or uses a magic item offensively, the magus can expend 2 points of his theurgic pool to cast a dispel magic effect against that enemy as an immediate action. If successful, the spell is negated. The hand of god has not to cast a real spell in order to counter the enemy’s spell attack.
Merciful Magic: At 19th level, the hand of god 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.
He can ignore the somatic component of these spells.
Templar Champion: At 20th level, the hand of god 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, he can choose to either increase the DC to resist the spell by +1, grant himself a +1 circumstance bonus on any checks made to overcome spell resistance, or grant himself a +1 circumstance bonus on all attack rolls made against the target during his turn. These bonuses double against evil opponents, and reach +4 if he uses his theurgic pool to smite evil. In addition, whenever he channels positive energy or uses the merciful eye arcana to heal a creature, he heals the maximum possible amount.


Free Smite Evil = Not Okay.

This ability is too powerful, and there's some lack of blending going on here. It's too 'chunky'. I also don't like the name. Arcane Templar, Champion Magi, Inspired Theurge, or Divine Blade are all better. "Hand Of God" is just too heavy-handed.

1) Aura of Good (Okay, sure. Wash.), Theurgic Pool (Needs work), Cantrips (Great), Spell Combat (Excellent) -/- Theurgic pool is replacing Arcane Pool, but it needs a bit more flavor. Even as it stands it should have taken more out of the Divine Bond and less out of the Arcane Pool.
2) Spellstrike (Great)
3) Merciful Arcana (NO need to change the name. Now it stops people from taking extra arcana... why? Change it back.), Smite Evil (This is free, has no analogy, and needs to be removed. Instead, alter the way that the Theurgic Pool works.)
4) Channel Positive Energy (Replaces Spell Recall. ... While this is a great addition, the Hexcrafter gives up Spell Recall JUST to be able to take Hexes INSTEAD of Magus Arcana. This isn't balanced. Why not give the ability to use Lay on Hands instead, with uses of the arcane pool replacing uses of Channel Energy? It's touch-based and vicious in combat against the undead... highly thematic...)
5) Aura of Courage (You know, since you're giving up bonus feats, if you wanted to have channel energy... this is the place to use it. 1d6 at 5, 2d6 at 11, 3d6 at 17, replacing bonus feats.)
6) Merciful Arcana (no need to change the name)
7) Channel Energy, Medium Armor (Replacing Knowledge Pool with Theurgic Study would have been the perfect opportunity to allow the Magus to prepare paladin spells by spending points of arcane pool.)
8) Improved Spell Combat (Great)
9) MA (As above)
10) Aura of Resolve, Channel Energy (See where this breaks down...?) Okay, no fighter training. I agree, that could be easily swapped out. This is where you add your immunity to fear though, I think. Unless you want to stick with resolve and leave courage by the wayside.)
11) Dead Level (DEATH! PLAGUE! FIRE! FAMINE! FEAR! We hates dead levels, my precious. With Lay On Hands this would be the ideal time to reduce the number of arcane pool charges it costs to lay on hands, and give a free Mercy.)
12) MA (As above)
13) Channel Energy, Heavy Armor (Out of turn Channel Energy again.)
14) GSC (Great)
15) MA (As above)
16) Aura of Dispelling, Channel Energy (Aura of Dispelling is not an aura, but it's a nice thought. Needs reworking. Area granted spell resistance is more appropriate, as is giving the Dispelling Strike Arcana and free 'charisma modifier uses of dispelling strike' to all members of your party within 10'. Channel Energy is still out of turn.)
17) Dead Level (This should be the level you round out your 3d6 channel energy)
18) MA (See above)
19) Channel Energy, Merciful Magic (This is good, but why go half-measure here? Why not go Divine Synthesis, turn all the Magus Spells divine and give them the full 12 spells from the Paladin Spell List. (14-2 since paladins don't have orisons))
20) Templar Champion (Why not just make this flat out +4 but only against evil opponents, removing the errant smite evil ability?)

======================================================================

Potential Abuse As Written: Spell Combat + Smite Evil + Disintigrate + 15+ Threat Range = ~220 damage. How about no.

Arcane Templar:

BAB: 3/4
HD: d8
Saves: GPG
Spells: As Magus

1) Aligned Aura, Cantrips, Divine Spirit, Spell Combat
2) Spellstrike
3) Magus Arcana
4) Divine Hand
5) Channel Energy 1d6
6) Magus Arcana
7) Insightful Prayer, Medium Armor
8) Improved Spell Combat
9) Magus Arcana
10) Aura of Resolve
11) Channel Energy 2d6, Improved Divine Hand
12) Magus Arcana
13) Heavy Armor
14) Greater Spell Combat
15) Magus Arcana
16) Aura of Dispelling
17) Channel Energy 3d6
18) Magus Arcana
19) Divine Synthesis
20) True Champion

Aligned Aura (Ex): The Arcane Templar has an aura like a cleric, revealing relative power and alignment.

Divine Spirit (Su): The Arcane Templar is a champion of their faith, calling upon the intermediaries of their deity to empower their weapon and fuel their abilities. This divine power source slowly meshes with the arcane studies of the Arcane Templar until they reach full synthesis at level 19. The powers granted by the divine 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.
At 1st level the Arcane Templar forges a bond with an ephemeral guardian angel that the Templar can always feel with them. This entity is only quasi-intelligent and has no means of affecting the world, other than to empower the Arcane Templar's divine strength. This Divine Spirit has a reservoir of divine power that the Arcane Templar can draw upon with points equal to 1/2 his Arcane Templar level (minimum 1) + his Charisma modifier. The pool refreshes once per day when the Arcane Templar prays and prepares his spells.
At 1st level the Arcane Templar can expend 1 point from the Divine Spirit 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 enhancment, 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: axiomatic, bane (outsider or specific humanoid), brilliant energy, defending, disruption, flaming, flaming burst, holy, keen, merciful, speed, unholy, and vicious. Evil Templars may not choose (good) outsider bane, disruption, holy, or merciful properties. Good Templars may not choose humanoid bane, unholy, or vicious properties. Chaotic Templars may not choose axiomatic, and lawful Templars may not choose anarchic. Adding these properties consumes an amount of bonus equal to the properties cost (see Table 15-9). These bonuses are added to any properties the weapon already has, but duplicate properties do not stack. If the weapon is not magical, at least a +1 bonus must be added before any other properties can be added. These bonuses and properties are decided when the Divine Spirit 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.
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.
When an Arcane Templar uses a Magus Arcana they may spend a point from their Divine Spirit to fuel the Magus Arcana, treating that point as a point from an arcane pool. The Arcane Templar does not have an arcane pool for the purposes of other prerequisites, feats, or abilities.
This ability replaces the usual Magus Arcane Pool class feature.

Cantrips as cantrips.

Spell combat as spell combat.

Magus Arcana: Do everything under magus arcana, and then add:
Arcane Cruelty: An evil arcane templar can take this arcana to inflict one condition on a living creature damaged by the templar's divine hand. These conditions follow all the same rules of Anti-Paladin cruelties, and the Arcane Templar is considered an anti-paladin of his Arcane Templar level for the purposes of use and opportunity to learn.
Arcane Mercy: The Arcane Templar chooses one paladin mercy. This mercy follows all the rules of a paladin mercy, and the Arcane Templar is considered a paladin of his Arcane Templar level for the purposes of use and opportunity to learn.
Arcane Spirit: The Arcane Templar's divine spirit is powerfully bound to the forces of all magic, and counts as an arcane pool for all prerequisites, feats, and abilities. The Arcane Templar adds half his Intelligence modifier (round down) to his Divine Spirit pool. The Arcane Templar can choose this arcana more than once.
Champion Blending, Faithful Blending, Hunter Blending I love, use the heck out of them.
Graceful Spirit: 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.
Merciful Eye: Use your language for Merciful Eye, but make it using Lay On Hands at range.
Spirit Channeler: Your channel energy class feature gains a +1d6 bonus. This arcana may be taken up to three times.

Divine Hand (Su): The Arcane Templar gains the ability to channel the power of their Divine Spirit into their touch. An evil Templar channels negative energy, while a good Templar channels positive energy. It costs the Arcane Templar 2 points of their Divine Spirit for each use. With one use of this ability the templar can channel 1d6 hit points of damage (dealt or cured) for every two Arcane Templar levels he possesses. Using this ability is a standard action unless the Arcane Templar targets himself, in which case it is a swift action.
Negative energy damages living creatures and constructs and heals the undead, while positive energy damages the undead and heals the living (but not constructs).
This ability replaces the Spell Recall class feature.

Channel Energy (Su): When the Arcane Templar reaches 5th level he gains the supernatural ability to translate the power of his Divine Spirit into a burst of energy. This gives them the ability to channel energy like a cleric (including the stricture on evil templars channeling negative energy and good templars channeling positive energy). Using this ability consumes three points from the Divine Spirit and only channels the amount specified.

Insightful Prayer (Su): At 7th level, when the templar prepares his magus spells, he can decide to expend 1 or more points from his divine spirit up to his Intelligence modifier. For each point 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. He still needs a holy symbol as a focus for these spells if they are required, though he may count his deity's favored weapon as a holy symbol if it is empowered by his divine spirit. If he does not cast spells prepared in this way before the next time he prepares spells, he loses those spells.
This ability replaces the Knowledge Pool class feature.

Medium Armor as normal.

Improved Spell Combat as normal.

Aura of Resolve as paladin ability of the same name. This ability replaces the Fighter Training class feature.

Improved Divine Hand: The connection between the divine spirit and the Arcane Templar grows stronger. Now laying on hands costs only 1 point from the divine spirit, and channeling energy costs only 2 points. Further, the Arcane Templar adds half his intelligence modifier to his uses of the Divine Spirit per day.
This ability replaces the Improved Spell Recall class feature.

Heavy armor as normal.

Greater Spell Combat as normal.

Aura of Dispelling: The Arcane Templar and all allies within 10' gain spell resistance equal to 3 + the Arcane Templar's level + the Arcane Templar's Charisma modifier.

v2: Any time the Arcane Templar or an ally within 10' confirm a critical hit against an enemy with a melee attack that enemy is subject to a targeted dispel magic attempt as if cast by the Arcane Templar. Each time this attempt is successful it costs the Arcane Templar one point from his Divine Spirit.

v3: The Arcane Templar and all allies within 10' gain a bonus on saving throws against all spells and spell-like abilities equal to the Arcane Templar's charisma modifier. If the saving throw succeeds by 5 or more the spell is considered to have been countered, rather than simply resisted. This can result in fireballs winking out of existence when targeting the gathered allies, rather than affecting some and not others.

Require feedback on these. And likely testing.

Divine Synthesis: 12 spells from paladin, two of each level, blah blah blah.

True Champion: +4 bonus to save dc, spell penetration, or circumstance bonus on all attack rolls made against the single target during his turn, as long as that target is of an alignment directly opposing one side or the other of the arcane templar's alignment.


@cartmanbeck: Divine Blade: a lot was discussed, but where do we stand?
Silent Warrior: feels like it was nailed. Yay!
Spellrager: My only final note is that although I don't like the name I think it is not a bad one. :)

@Bardess: Well done on your edits, taking in the groups reviews and retweaking an MCA you obviously really care for. I agree with Purplefixer, Hand of God, or even Hand of the God(s) feels clunky as a name for me. Arcane Templar or Champion Magi I like.
(unrelated to this thread) I'll try to get you the write-ups for those non-lawful paladins sometime! Not right away, though.( Pretty busy and going to move house in two weeks...)

@Purplefixer: Nice work reviewing Bardess' MCA. You've really dissected the whole thing. As for your reworking, while I'm not sure if it still remains true to Bardess' vision I think you have done an excellent job simplifying it. The Divine Spirit is ( excuse the pun ) inspired, and it's aplication as a point pool for abilities and channel energy is good.
While I haven't had the time to look over this fully the one thing I didn't like was the Aura of Dispelling v.2 use of a point if an ally generated a use of the power. Feels like the allies are drawing out the Divine Spirit's essence. Just doesn't sit right with me but I can see how you could flavour it to make sense. I'd lean toward v1 or 3.

@everybody. Veeery Sloooowly working on Divine Mage. As for that name I find it a bit generic, and the whole Divine- something doesn't always do it for me. Ideas? Anyone like Devout Magi? Sacred Thaumaturge? Eldritch Hierarch?


@Purplefixer...
Arcane Templar is a cool name, but I don't see what you find wrong in Hand of God... after all, an inquisitor OGL archetype has this same name. I'd accept it just not to make a duplicate name, perhaps.
Alignment: My archetype is meant to be Good (LG, NG or CG).
Divine Spirit: I kind of like the idea (maybe I could devise a way of materializing the spirit later in level's progression, it could be like a familiar/divine companion... worth thinking about! For removing Smite Evil, OK, I was not too sure about it however. But the weapon properties available should be the ones I stated before (because the Hand of God/Arcane Templar is GOOD ONLY).
Magus/Merciful Arcana:
Arcane Cruelty: No, for he's GOOD (again)
Arcane Mercy: Good idea, so I could unite all mercy arcana in one. Need to state clearly that you can't use a mercy if your level is not equivalent to that of a paladin which could use it.
Arcane Spirit: Don't like, better to make it a characteristic of Divine Spirit.
Graceful Spirit: ...Ok.
Merciful Eye: It's already a lay on hands at range.
Spirit Channeler: ...Ok.
Divine Hand/Channel Energy: This is a fusion of spell combat with divine channeling/smite evil... not bad, but I need to think about it a little more. It's basically a touch-focused channeling, working on a single enemy and requiring an attack, which is in tune for a divine magus. Channel Energy as you put it would have half potency... but this way, I feel it a bit as a double of Merciful Eye. Could the AT/HoG use feats such as Channeled Smite or Turn Undead with this ability?
Insightful Prayer: Like it, but I'd leave Aura of Courage in the pot too.
Aura of Dispelling: I like V2 the best, but I'll have to think about it.
Divine Synthesis: The paladin has FOUR levels of spells only, no 5th-6th level spells! Maybe 12 spells = 3 for level from levels 1-4?^^
True/Templar Champion: What about this...
At 20th level, the hand of god 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 uses divine and, channel positive energy or the merciful eye arcana to heal a creature, he heals the maximum possible amount.


Bardess wrote:

@Purplefixer...

Divine Spirit: I kind of like the idea (maybe I could devise a way of materializing the spirit later in level's progression, it could be like a familiar/divine companion... worth thinking about! For removing Smite Evil, OK, I was not too sure about it however. But the weapon properties available should be the ones I stated before (because the Hand of God/Arcane Templar is GOOD ONLY).

As of APG Paladins can now have Antipaladins. Why can't this archetype support both? Are you allergic to evil? *leaves evil-cooties on the thread*

Quote:


Magus/Merciful Arcana:
Arcane Cruelty: No, for he's GOOD (again)
Arcane Mercy: Good idea, so I could unite all mercy arcana in one. Need to state clearly that you can't use a mercy if your level is not equivalent to that of a paladin which could use it. I did.
Arcane Spirit: Don't like, better to make it a characteristic of Divine Spirit. Because they're too strong as it is. This is a +power archetype already, and needs to be toned back. Think of this as 'feat tax'. Unless in play-testing it doesn't fly, I think this and the restriction on the divine spirit are necessary.
Graceful Spirit: ...Ok.
Merciful Eye: It's already a lay on hands at range. No it's not. Lay on hands can harm the undead.
Spirit Channeler: ...Ok.
Divine Hand/Channel Energy: This is a fusion of spell combat with divine channeling/smite evil... not bad, but I need to think about it a little more. It's basically a touch-focused channeling, working on a single enemy and requiring an attack, which is in tune for a divine magus. Channel Energy as you put it would have half potency... but this way, I feel it a bit as a double of Merciful Eye. Could the AT/HoG use feats such as Channeled Smite or Turn Undead with this ability? Can the Paladin? These abilities are direct ports from the Paladin's abilities, so yes. Divine Hand uses like 85% of the language from Lay on Hands, and Channel Energy is a direct carry-over.
Insightful Prayer: Like it, but I'd leave Aura of Courage in the pot too.In exchange for what?
Aura of Dispelling: I like V2 the best, but I'll have to think about it. You have LOTS of choices to make there, and it's hard to choose, too. You want something that feels like 'level sixteen' and yet doesn't break the game. Probably needs three separate playtests.
Divine Synthesis: The paladin has FOUR levels of spells only, no 5th-6th level spells! Maybe 12 spells = 3 for level from levels 1-4?^^ RIGHT! Totally forgot that there... Or you could drop it back down to eight and add in basic immunity to fear? (No Aura)
True/Templar Champion: What about this...
At 20th level, the hand of god 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 uses divine and, channel positive energy or the merciful eye arcana to heal a creature, he heals the maximum possible amount.

True Champion needs language polish but the concept is excellent, yes.


You could even go so far as to make it +6 against Dragons, Undead, and Evil Outsiders!


I'm not a mother-tongue English, so all I write needs language polish...
Yes, I guess I'm allergic to evil, problems? *casts Repel Evil on PF*

As for channeling/lay on hands, I think I could "fuse" all that with Merciful Eye... maybe eliminating the distance channeling and leaving a "hole" for Aura of Courage. Need to think about it.
I see a problem with Insightful Prayer. Though the idea's great, a magus is still a magus, and already can expend an arcana to cast some paladin spells. I don't find right a knowledge pool that applies to paladin spells and not to magus spells.
The idea of an Intelligence-channeling character intrigued me, but perhaps you're right converting it to Charisma. What about half-Intelligence, half-Charisma for the theurgic pool/divine spirit?
I'll sleep sound on it and maybe tomorrow will post v.2.0...

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Bardess wrote:

I'm not a mother-tongue English, so all I write needs language polish...

Yes, I guess I'm allergic to evil, problems? *casts Repel Evil on PF*

As for channeling/lay on hands, I think I could "fuse" all that with Merciful Eye... maybe eliminating the distance channeling and leaving a "hole" for Aura of Courage. Need to think about it.
I see a problem with Insightful Prayer. Though the idea's great, a magus is still a magus, and already can expend an arcana to cast some paladin spells. I don't find right a knowledge pool that applies to paladin spells and not to magus spells.
The idea of an Intelligence-channeling character intrigued me, but perhaps you're right converting it to Charisma. What about half-Intelligence, half-Charisma for the theurgic pool/divine spirit?
I'll sleep sound on it and maybe tomorrow will post v.2.0...

I agree with Bardess on this one, we don't need to include Antipaladin as an option. Antipaladin is already getting some archetypes of its own, so we should keep the distiction between Paladin and Antipaladin.

I think you should roll channeling and lay on hands into Merciful Eye. Too many mechanics for healing is just silly, especially when this is supposed to be Magus first, Paladin second. One healing ability would be sufficient for this archetype.


You know, PF, your spread left the Templar with two abilities less of the standard magus. :P
So I didn't sleep on it after all.

Arcane Templar (Hand of God v.2.0):

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, heals and channels divine energy through Intelligence as well as Charisma, 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) Divine Hand
5) Aura of Courage
6) Templar Arcana
7) Merciful Gaze, Medium Armor
8) Improved Spell Combat
9) Templar Arcana
10) Aura of Resolve
11) Insightful Pool
12) Templar Arcana
13) Heavy Armor
14) Improved Insightful Pool, Greater Spell Combat
15) Templar Arcana
16) Aura of Dispelling
17) Divine Burst
18) Templar Arcana
19) Merciful Magic
20) Templar Champion
New Arcana: Arcane Mercy, Arcane Spirit, Champion Blending, Faithful Spirit, Faithful Blending, Graceful Spirit, Hunter Blending

Aura of Good: as paladin.
Divine Spirit: At 1st level, the arcane studies and unswerving faith of the Arcane Templar attracts the attention of an agent of his deity, a being of pure magic called an archanangel. The 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 the arcane powers of the Arcane Templar 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) + ½ his Intelligence modifier, + ½ 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 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: As magus.
Spellstrike: As magus.
Templar Arcana: As magus arcana, plus the arcane templar has access to the following new arcana.

Arcane Mercy: 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: The arcane templar’s divine spirit is powerfully bound to the forces of arcane magic. The arcane templar adds half his Intelligence modifier (round down) to his divine spirit pool.
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.
Faithful Spirit: The arcane templar’s divine spirit is powerfully bound to the forces of divine magic. The arcane templar adds half his Charisma modifier (round down) to his divine spirit pool.
Graceful Spirit: 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.

Divine 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.
Aura of Courage: As paladin.
Merciful Gaze (Su): At 7th level, the arcane templar learns to channel energy through his gaze. The arcane templar’ eyes become pure white-gold and he can use his channel energy power on a single within 30 feet of him. The amount of damage healed or caused is ½ the touch attack’s effect.
Medium Armor: As magus.
Improved Spell Combat: As magus.
Aura of Resolve: As paladin.
Insightful Pool: As knowledge pool.
Heavy Armor: As magus.
Improved Insightful Pool: At 14th level, the templar’s divine spirit suggests him some divine incantations that he can use together with his arcane spells. When the arcane templar prepares his magus spells, he can decide to expend 2 or more points from his divine spirit 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.
Greater Spell Combat: As magus.
Aura of Dispelling: At 16th 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. When protected creature 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.
Divine Burst: At 17th level, the arcane templar can use his channeling power to release a burst of energy, similar to a cleric channeling effect. Channeling energy in this way heals or inflicts ¼ the damage of the divine hand attack.
Merciful Magic: At 19th level, the hand of god 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.
He can ignore the somatic component of these spells.
Templar Champion: 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 uses divine and, channel positive energy or the merciful eye arcana to heal a creature, he heals the maximum possible amount.

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

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Bardess wrote:

You know, PF, your spread left the Templar with two abilities less of the standard magus. :P

So I didn't sleep on it after all.

** spoiler omitted **...

1/2 healing in a burst at 17th level is probably fine, you don't need to reduce it all the way down to 1/4 healing.


I'd like to^^ Let's see what the others have to say.


Don't rename anything you're not changing.

*Turn Insightful Pool back to Knowledge Pool.

*Even the Necromancer's undead mastery works off of Charisma. Don't change it away from that for this archetype. Channeling energy is always charisma based.

*Move divine burst to level 11 and make it 1/2 instead of 1/4. This keeps it in line with the 'bonus feats traded for healing ability' and keeps it from turning trivial. Increase the cost for use though. At level 17 you can add in the cost decrease as a class feature. (Paladin Channel Energy costs two uses of lay on hands. Since Divine Hand costs two, that would logically make Divine Burst cost 4, but that seems very high to me... At 12th level that's 1/3-1/2 your pool for the day in one use!)

*Aura of Dispelling: For how long? Does it function when they move away?

*Merciful magic: Last line is pointless. Divine spells aren't subject to arcane spell failure.

*Champion: Merciful Eye is no longer an arcana.


Ok, evil Purple Templar, Knowledge Pool's Knowledge Pool and Insightful Prayer's Insightful Prayer. But Templar Arcana stay Templar Arcana and I'll make you grit your teeth with my last renaming, BWAH-HA-HA!
Uhm, moving Divine Burst leaves a void level again, and adding another ability seems too much. So I guess I'll do a few other movings.
Paladin's Auras don't specify what happens if an ally moves away, but I guess the protection's active only in the aura's range. I'll specify it.
..What's that on materials and failure? I fail to remember, but OK.
The other things are merely copy/paste errors, so...

Arcane Templar v.2.1:
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) Merciful Gaze, Medium Armor
8) Improved Spell Combat
9) Templar Arcana
10) Aura of Resolve
11) Knowledge Pool, Merciful Burst
12) Templar Arcana
13) Heavy Armor
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

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 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 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.
Aura of Courage (Su): As paladin.
Merciful Gaze (Su): At 7th level, the arcane templar learns to 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.
Medium Armor (Ex): As magus.
Improved Spell Combat (Ex): As magus.
Aura of Resolve (Su): As paladin.
Knowledge Pool (Su): As magus.
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.
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, having inverse powers, called the Purple Templars :P


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*

Scarab Sages

is there somwhere to download all these great works?

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