
Byrdology |

Shadow Mage: rogue/ wizard, HD- d8, skills- 4, saves- R and W.
1) Sneak Attack 1d6, summon shadow
2) spell lvl
3) Shadow Talent (shadow evasion)
4) spell lvl
5) Sneak Attack 2d6
6) spell lvl
7) Shadow Talent (shadow jump 30ft)
8) spell lvl
9) Sneak Attack 3d6
10) spell lvl
11) Shadow Talent (hide in plain sight)
12) spell lvl
13) Sneak Attack 4d6
14) spell lvl
15) Shadow Talent (shadow jump 60ft)
16) spell lvl
17) Sneak Attack 5d6
18) spell lvl
19) Shadow Talent
20) Shadow Master, spell lvl
The swaps are a bit weird, you are giving up trapfinding, trap sense, UCD, arcane school, all wiz bonus feats and rogue talents for shadow dancer abilities. Arcane bond becomes summon shadow. You end up with 5th lvl spells, and 5d6 sneak attack. I think it's a balanced trade.

Dustyboy |

@Element Caller: could go either way with breeze kissed - either just receive the AC bonus while the aspect is operating OR have it function just as normal, with the 24 hour sacrifice caveat. I'm kinda on the fence about whether the sacrifice is worth more or less when made in conjunction with a rounds/day ability you can call up times/day versus a 24hr ability. Dang corner cases!!!
- I guess it just seems the swap Element Aspect is kind of muddied by the fact that a whole ability (damage progression) is removed but then partially replaced "themechanically" elsewhere (elemental fist) - from a "theory-pop-mash-math" perspective my feeling is that element aspect is a greater sum addition to the vanilla - It feels more like "damage progression is halved/retarded/tweaked + element aspect" - NOT "damage is replaced by element aspect". Does that make sense?
I like the ability to be sure, and I definitely find it difficult to properly place values on what is at stake here. Thoughts?
I agree, with the lack of the domain or flurry of blows this class is missing out on a lot of its damaging abilities.
what if elemental aspect and wildshape were rolled into one ability, giving one of the predominate traits of the elementals at higher levels in these forms, that wouldn't require unarmed strike to function, i also feel that tongue of sun and moon would be a better replacement for elemental empathy. treated as "The Shaman of the four winds may speak with any elemental, and gains the wild empathy class feature, but may only apply it to elementals.
Flurry of blows is not important, a charcter can simply feat that. but I feel that unarmed strike could progress at half progression to use his domain powers and domain spells (Spent for Ki as spell like abilities)
thus allowing the monk to actually be able to fight like a monk.

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Oceanshieldwolf wrote:@Element Caller: could go either way with breeze kissed - either just receive the AC bonus while the aspect is operating OR have it function just as normal, with the 24 hour sacrifice caveat. I'm kinda on the fence about whether the sacrifice is worth more or less when made in conjunction with a rounds/day ability you can call up times/day versus a 24hr ability. Dang corner cases!!!
- I guess it just seems the swap Element Aspect is kind of muddied by the fact that a whole ability (damage progression) is removed but then partially replaced "themechanically" elsewhere (elemental fist) - from a "theory-pop-mash-math" perspective my feeling is that element aspect is a greater sum addition to the vanilla - It feels more like "damage progression is halved/retarded/tweaked + element aspect" - NOT "damage is replaced by element aspect". Does that make sense?
I like the ability to be sure, and I definitely find it difficult to properly place values on what is at stake here. Thoughts?
I agree, with the lack of the domain or flurry of blows this class is missing out on a lot of its damaging abilities.
what if elemental aspect and wildshape were rolled into one ability, giving one of the predominate traits of the elementals at higher levels in these forms, that wouldn't require unarmed strike to function, i also feel that tongue of sun and moon would be a better replacement for elemental empathy. treated as "The Shaman of the four winds may speak with any elemental, and gains the wild empathy class feature, but may only apply it to elementals.
Flurry of blows is not important, a charcter can simply feat that. but I feel that unarmed strike could progress at half progression to use his domain powers and domain spells (Spent for Ki as spell like abilities)
thus allowing the monk to actually be able to fight like a monk.
I dont' really like the idea of combining those two abilities, they seem pretty separate to me. What if we gave him FASTER damage progression on the elemental fist? So we throw in a few extra d6 dice to make up for the loss of unarmed damage progression? It's still only usable a number of times per day, so it's still a bit less powerful overall, but it would give the option of really smacking the BBEG.

Dustyboy |

Dustyboy wrote:I dont' really like the idea of combining those two abilities, they seem pretty separate to me. What if we...Oceanshieldwolf wrote:@Element Caller: could go either way with breeze kissed - either just receive the AC bonus while the aspect is operating OR have it function just as normal, with the 24 hour sacrifice caveat. I'm kinda on the fence about whether the sacrifice is worth more or less when made in conjunction with a rounds/day ability you can call up times/day versus a 24hr ability. Dang corner cases!!!
- I guess it just seems the swap Element Aspect is kind of muddied by the fact that a whole ability (damage progression) is removed but then partially replaced "themechanically" elsewhere (elemental fist) - from a "theory-pop-mash-math" perspective my feeling is that element aspect is a greater sum addition to the vanilla - It feels more like "damage progression is halved/retarded/tweaked + element aspect" - NOT "damage is replaced by element aspect". Does that make sense?
I like the ability to be sure, and I definitely find it difficult to properly place values on what is at stake here. Thoughts?
I agree, with the lack of the domain or flurry of blows this class is missing out on a lot of its damaging abilities.
what if elemental aspect and wildshape were rolled into one ability, giving one of the predominate traits of the elementals at higher levels in these forms, that wouldn't require unarmed strike to function, i also feel that tongue of sun and moon would be a better replacement for elemental empathy. treated as "The Shaman of the four winds may speak with any elemental, and gains the wild empathy class feature, but may only apply it to elementals.
Flurry of blows is not important, a charcter can simply feat that. but I feel that unarmed strike could progress at half progression to use his domain powers and domain spells (Spent for Ki as spell like abilities)
thus allowing the monk to actually be able to fight like a monk.
hmm I'm stumped,
Well whilst we figure that out I've also been working on a rogue/ranger
the file is on a different computer but I can get it to you all tomorrow, It's basically a feral bandit who uses traps, sneak attack is replaced with natural weapons, every other rogue talent is replaced by a feat, at first level they gain an animal companion based on their one and only terrain. at fourth it gets bigger.
no uncanny dodge
keep trap sense and trap finding

Elghinn Lightbringer |

Shadow Mage: rogue/ wizard, HD- d8, skills- 4, saves- R and W.
** spoiler omitted **
The swaps are a bit weird, you are giving up trapfinding, trap sense, UCD, arcane school, all wiz bonus feats and rogue talents for shadow dancer abilities. Arcane bond becomes summon shadow. You end up with 5th lvl spells, and 5d6 sneak attack. I think it's a balanced trade.
Byrd, there is already a lot of the Shadow Jump ability in various Rog/Arcane caster MCAs, and we’re not wanting to negate the Shadowdancer PrC. I think we need to find something different I think keeping the arcane school would be better, and give them their school powers, but we'll increase the level they get them. Allow them a choice of schools, gain a limited number of spells, and use of a spellbook. Anyways here's my thoughts on what the Rog/Wiz should look like. Simple and very funcitonal.
Swap Table
Trap sense = Sneakstrike
Trapfinding = School arcanum (cantrips)
Evasion = School power (1st)
Uncanny dodge = School power (2nd)
Improved uncanny dodge = School power (3rd)
Rogue talents (4/8/12/16/20) + master strike = Mage arcanum (1-6)
Sneak attack (2d6/4d6/6d6/8d6) = School spells
ARCANE SNEAK
1) Arcane school, mage arcanum (cantrips), sneak attack +1d6
2) Rogue talent, sneakstrike (like spellstrike but only when sneak attacking)
3) Mage arcanum (1st)
4) School spell (1st), sneak attack +2d6
5) School power (1st)
6) Mage arcanum (2nd), rogue talent
7) School spell (2nd)
8) Sneak attack +3d6
9) Mage arcanum (3rd)
10) Advanced talents, rogue talent, school spell (3rd)
11) School power (2nd)
12) Mage arcanum (4th), sneak attack +4d6
13) School spell (4th)
14) Rogue talent
15) Mage arcanum (5th)
16) School spell (5th) Sneak attack +5d6
17) School power (3rd)
18) Mage arcanum (6th), rogue talent
19) School spell (6th)
20) Sneak attack +6d6

Elghinn Lightbringer |

Fair enough, Byrd. I'm going to post my Arcane Sneak here anyways. It's pretty simple I think. I don't think it's Op, and the limited umber of spells he can have in his spellbook also helps with the balance.
Arcane sneaks are stealthy rogues that have delved into the secrets of wizardly magic. Typically, their interest in the arcane arts began at an early age, with their curiosity forcing them to learn all they could in an effort to supplement their growing skills in legerdemain and skullduggery. Due to limited time and resources, arcane sneaks possess nowhere near the power of other wizards, though what few spells they do learn they have mastered. With their unique joining of spells from various schools and their innate stealth and secrecy, arcane sneaks are often sought by thief guilds as their mages, or as security officers by high ranking political leaders or nobility.
Primary: Rogue.
Secondary: Wizard.
Hit Dice: d8.
Bonus Skills and Ranks: The arcane sneak selects three wizard skills to add to her class skills in addition to the normal rogue class skills, one of which must be Spellcraft. The arcane sneak gains a number of ranks at each level equal to 6 + Int modifier.
Weapon and Armor Proficiency: The arcane sneak is proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. An arcane sneak is proficient with light armor, but not with shields (except tower shields). An arcane sneak can cast arcane spells while wearing light armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, an arcane sneak wearing medium armor, heavy armor, or using a shield incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass arcane sneak still incurs the normal arcane spell failure chance for arcane spells received from other classes.
Arcane School: At 1st level, an arcane sneak can choose to specialize in one school of magic, gaining additional spells and powers based on that school. Once this choice is made, it cannot be changed. An arcane sneak that does not select a school receives the universalist school instead. The arcane sneaks do not receive a school slot. This ability otherwise functions as the wizard’s arcane school ability.
Mage Arcanum: An arcane sneak casts arcane spells drawn from the wizard’s spell list. An arcane sneak must choose and prepare her spells ahead of time. To learn, prepare, or cast a spell, the arcane sneak must have an Intelligence score equal to at least 10 + the spell level. The save DC for a saving throw against an arcane sneak's spell is 10 + the spell level + the arcane sneak's Intelligence modifier.
An arcane sneak can cast only a certain number of mage arcanum spells of each spell level per day. At 1st level, she can cast only cantrips recorded in her spellbook. At 3rd level, the arcane sneak can cast 1st-level spells recorded in her spellbook and each subsequent level of spells every three levels thereafter, up to a maximum of 6th-level spells at 18th level.
An arcane sneak of 1st level or higher can cast three cantrips per day. At 3rd level, an arcane sneak gains one spell slot for each level of spells she can cast, from 1st on up. Each day, an arcane sneak can prepare one spell recorded in her spellbook in that slot (see Compact Spellbook). At 13th level, an arcane sneak can cast her 1st, 2nd, and 3rd level spells twice per day. She must choose and prepare her spells ahead of time by getting 8 hours of sleep and spending 1 hour studying her spellbook. While studying, the arcane sneak decides which spells to prepare.
Sneak’s Spellbook: An arcane sneak’s spellbook is far smaller and more compact that other wizards, due to her need to remain quick on her feet and unencumbered. An arcane sneak can only learn a certain number of spells, due to the limited size of the spellbook she is willing to carry. Thus, to give herself the greatest advantage in her arcane endeavors, she has incorporated a concise, secretive form of shorthand into her arcane writings. Creatures take a –4 penalty on skill checks involving the arcane sneak's spellbook. The arcane sneak’s spells (including cantrips) take only half a page per level of the spell to write in her spellbook. At 1st level, a arcane sneak begins play with four cantrips or 0-level wizard spells of her choice (except those from her opposition schools, if any; see Arcane School) plus detect magic and read magic. At 3rd level, an arcane sneak gains three 1st-level spells of her choice (except opposition school spells) and adds them to her spellbook. Every three levels beyond 3rd, an arcane sneak gains two new spells of any spell level or levels that she can cast for her spellbook, up to 6th-level spells.
A sneak’s spellbook can contain no more than 40 pages, and only one such spellbook can be owned by the arcane sneak at a time. If the arcane sneak desires a different compliment of spells, she can create a new spellbook at the normal cost, but she must then discard or destroy the old one. Spells gained through level advancement, as well as any additional spells may be learned from another arcane sneak’s or wizards’ spellbook. An arcane sneak may learn opposition school spells only from another spellbook.
Sneak Attack: This is exactly like the rogues ability of the same name, except that the arcane sneak’s extra damage is 1d6 at 1st level and increases by 1d6 at 4th level and every three levels thereafter.
Rogue Talents: This is exactly like the rogue ability of the same name, except that the arcane sneak gains one rogue talent at 2nd level and an additional rogue talent every four levels thereafter. Alternatively, whenever an arcane sneak could select a rogue talent, she can choose a metamagic feat, item creation feat, or the Spell Mastery feat instead.
Sneakstrike (Su): At 2nd level, whenever an arcane sneak casts a spell with a range of “touch”, she can deliver the spell as part of her sneak attack with a melee weapon. This ability otherwise functions as the magus’s spellstrike ability. This ability replaces trap sense.
School Spells: At 4th level and every three levels thereafter, an arcane sneak can choose one arcane school spell of a level she can cast and add it to her spellbook. This ability replaces sneak attack +2d6, +4d6, +6d6, and +8d6.
Advanced Talents: At 10th level, an arcane sneak can choose advanced rogue talents whenever she could choose a rogue talent, or when she selects the Extra Rogue Talent feat. The arcane sneak adds the following rogue abilities to the list of advanced talents she may select: Evasion, Uncanny Dodge, and Improved Uncanny Dodge. An arcane sneak must select uncanny dodge before selecting improved uncanny dodge. In the case of the Improved Evasion talent, the stealth mage must have evasion to select it. An arcane sneak treats her level as her rogue level for the purpose of qualifying for talents with level-dependent requirements and calculating the effects of any talent or rogue ability she's chosen.
Table: Arcane Sneak
Base
Class Attack Fort Ref Will
Level Bonus Save Save Save Special
1st +0 +0 +2 +2 Arcane school, mage arcanum (cantrips), sneak attack +1d6
2nd +1 +0 +3 +3 Rogue talent, sneakstrike
3rd +2 +1 +3 +3 Mage arcanum
4th +3 +1 +4 +4 School spell (1st), sneak attack +2d6
5th +3 +1 +4 +4 School power
6th +4 +2 +5 +5 Mage arcanum, rogue talent
7th +5 +2 +5 +5 School spell (2nd)
8th +6/+1 +2 +6 +6 Sneak attack +3d6
9th +6/+1 +3 +6 +6 Mage arcanum
10th +7/+2 +3 +7 +7 Advanced talents, rogue talent, school spell (3rd)
11th +8/+3 +3 +7 +7 School power
12th +9/+4 +4 +8 +8 Mage arcanum, sneak attack +4d6
13th +9/+4 +4 +8 +8 School spell (4th)
14th +10/+5 +4 +9 +9 Rogue talent
15th +11/+6/+1 +5 +9 +9 Mage arcanum
16th +12/+7/+2 +5 +10 +10 School spell (5th), sneak attack +5d6
17th +12/+7/+2 +5 +10 +10 School power
18th +13/+8/+3 +6 +11 +11 Mage arcanum, rogue talent
19th +14/+9/+4 +6 +11 +11 School spell (6th)
20th +15/+10/+5 +6 +12 +12 Sneak attack +6d6

Elghinn Lightbringer |

Oops, missed this ability.
School Powers: At 5th level, an arcane sneak gains her first school power, as listed in her arcane school At 11th level, she gains her second listed school power, and her final school power at 17th level. This ability replaces evasion, uncanny dodge, and improved uncanny dodge.
Also, at the end of Mage Arcanum it should say..."This ability replaces trapfinding, the rogue talents gained at 4th, 8th, 12th, 16th, and 20th level, and master strike."

David knott 242 |

I love the Temple Dancer.
My only comment so far is in regard to the column of 0 level spells per day in the class progression table. Why is it there? They are said to cast spells as bards, and bards can cast all known zero level spells at will. You either need to delete that column or explain in the spellcasting section that temple dancers have a limited number of zero level spells per day.

Oceanshieldwolf |

@David knott 242: Thanks for the catch! Glad you like the Temple Dancer - that MCA has had a tortured gestation both in my initial brainstorm and here on the boards, including being presented as a Bard/Cleric initially. Though much work was done, I admit to dropping it to the backburner before Elghinn stoked it back to life and we brought the awesome of the concept to a neater Cleric/Bard... which is fitting I guess.

DarthPinkHippo |

Wanted to pop in and say I LOVE what you all have done here. Your site is full of so many fantastic MCAs! I can't wait til I find someone to run a Pathfinder game Sony can play a Beastbrewer.
Secondly, I wanted to give a shutout to this thread. The OP (Rynjin) has created a really efficient and workable point-buy class building system that I think could help anyone who creates MCAs out. The document detailing the system is here. Just please credit Rynjin if you do use his system.
P.S. I'm sorry if that came off as spam, I didn't mean it to. I just really think one idea can help the other here and lead to better times being had by all!

Oceanshieldwolf |

No worries DPH! Thanks for the support! I think you'll find it was me with post #8 on that thread, posting the link to the d20 character creator that Rynjin found quite similar to what he was proposing.
Also, your link to Rynjin's draft is broken, try THIS to see Rynjin's Class creation doc.
I like the approach but I do tend to find the attempt to fully quantify everything a little too cute - as more than one poster on that thread and even Paizo and 3PP developers I'm sure would agree, the devil is in the details and the art of balance is just that - an art.
Now I can't speak for all the MCP gang, but after @2500 posts on three threads and our MCP emails in the 4k range, we've had a lot of discussion on what things are "worth" - we don't always agree, but having five heads on the problem definitely helps hone the edges and bumps when the art becomes a little dada-esque...

CokeCan |

Is there any thought about a Ranger/Thug MC I am currently playing a 1/2 orc ranger and dipped into a level of thug. The character is a lot of fun to play (for me) . So the class would be something like a robin hood character, more of a ranger (without spells?) but with the thug's ability to intimidate. I am also finding that the 1 extra die for sneak attack is pretty cool when I can get my animal companion to flank. Any thoughts?

CokeCan |

Um sort of,
I would swap trapfinding for the thug ability to cause fear if shaken for more than 4 rounds. I and I was thinking of adding another fighting style, quater staff. My character uses a spear as his primary weapon, and pathfinder rules are pretty weak for non sword weapons, but that is another discussion. I guess the sneak attack fits if you think of it more as a flanking/combat maneuver style of fighting. Dipping my ranger into one or two levels of thug means he can't get hide in plain sight at 20th, hope he lives that long. So while I like the dark stalker I think this might be a different concept.

Elghinn Lightbringer |

Here's one I cooked up for you CokeCan, based on your suggestions.
Often found roaming in a particular terrain, the highwayman is seen as either a dashing rogue or brutal thug. Trained to make precision attacks against a favored foe, the highwayman uses his reputation to instilling fear in those he battles. The strong bonds he forms with those with whom he travels allows him to unite them in a common cause, such as making a surgical strike against a caravan of wealthy merchant, or an entourage of traveling noblemen. While some highwaymen steal for to increase their own wealth, some do so to help the dredges of society who have been trampled underfoot by the privileged.
Primary Class: Ranger.
Secondary Class: Rogue.
Hit Die: d10.
Bonus Skills and Ranks: The highwayman may select three rogue skills to add to his class skills in addition to the normal ranger class skills. The highwayman gains a number of ranks at each level equal to 6 + Int modifier.
Weapon and Armor Proficiency: The highwayman is proficient with all simple and martial weapons, with light armor, but not with shields.
Favored Sneak Attack (Ex): At 1st level, a highwayman selects a creature type from the ranger favored enemies table. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, whenever these creatures would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the highwayman flanks one of these creatures, he can strike a vital spot for 1d6 points of extra damage (called “precision damage”). Should the highwayman score a critical hit with a favored sneak attack, this extra damage is not multiplied. Ranged attacks can count as favored sneak attacks only if the target is within 30 feet. A highwayman may make Knowledge skill checks untrained when attempting to identify these creatures.
At 5th level and every five levels thereafter (10th, 15th, and 20th level), the highwayman may select an additional favored enemy. In addition, at each such interval, the extra damage dealt against any one favored enemy (including the one just selected, if so desired) increases by 1d6, and the bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks increases by +2.
If the highwayman chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table below. (Note that there are other types of humanoid to choose from—those called out specifically on the table below are merely the most common.) If a specific creature falls into more than one category of favored enemy, the ranger's bonuses do not stack; he simply uses whichever bonus is higher. This ability replaces favored enemy, and 3rd and 4th favored terrain.
Frightening (Ex): Whenever a highwayman successfully uses Intimidate to demoralize a creature, the duration of the shaken condition is increased by 1 round. In addition, if the target is shaken for 4 or more rounds, the highwayman can instead decide to make the target frightened for 1 round. This ability replaces wild empathy.
Combat Style Feat: This is exactly like the anger ability of the same name, except that the highwayman adds the Improved Steal and Outflank feats to his list of combat style feats he can choose at 2nd level, and the Enfilading Fire and Greater Steal feats to his list of combat style feats he can choose at 6th level. These are in addition to their normal combat style feats, regardless of the style that he has chosen.
Favored Terrain (Ex): This ability is exactly like the ranger ability of the same name, except that the highwayman can select only one favored terrain to the exclusion to all others.
Favored Brutality (Ex): At 3rd level, whenever a highwayman deals sneak attack damage against a favored enemy, he can choose to forgo 1d6 points of sneak attack damage to make the target sickened for a number of rounds equal to 1/2 her highwayman level. This ability does not stack with itself—only the most recent duration applies. This ability replaces Endurance.
Rogue Talents: Starting at 4th level, a highwayman gains one rogue talent, and an additional rogue talent every four levels thereafter (8th, 12th, 16th, and 20th level). This ability and advanced talents replace the ranger’s spellcasting ability.
Ambush (Ex): At 6th level, a highwayman becomes fully practiced in the art of ambushing. When she acts in the surprise round, she can take a move action, standard action, and swift action during the surprise round, not just a move or standard action. This ability replaces the combat style feat gained at 6th level.
Fearsome Attack (Ex): At 8th level, a highwayman can terrify a favored enemy with a single hit. A number of times per day equal to his Charisma modifier (minimum 1), when a highwayman confirms a critical hit and deals sneak attack damage to a favored enemy, he can choose to make the favored enemy frightened for a number of rounds equal to his Charisma modifier (minimum 1). He cannot use this ability in conjunction with a critical feat. This ability replaces swift tracker and 2nd favored terrain.
Advanced Talents: At 12th level, a highwayman can choose advanced rogue talents whenever he could choose a rogue talent, or when he selects the Extra Rogue Talent feat. A highwayman adds the following rogue abilities to the list of advanced talents he may select: Uncanny Dodge and Improved Uncanny Dodge. A stealth mage must select uncanny dodge before selecting improved uncanny dodge. A highwayman treats his level as his rogue level for the purpose of qualifying for talents with level-dependent requirements and calculating the effects of any talent or rogue ability he's chosen.
Camouflage (Ex): This is exactly like the ranger ability of the same name, except that the highwayman gains this ability at 13th level.
Favored Skirmisher (Ex): At 14th level, whenever a highwayman moves more than 10 feet in a round and makes an attack action against a favored enemy, the attack deals sneak attack damage as if the target was flat-footed. If the highwayman makes more than one attack this turn, this ability only applies to the first attack. Foes with uncanny dodge are immune to this ability. This ability replaces the combat style feat gained at 14th level.
Swap Table
Favored Enemy, Favored Terrain 3rd/4th = Favored Sneak Attack
Wild Empathy = Frightening
Endurance = Favored brutality
Ranger’s Spellcasting = Rogue talents, Advanced talents
Combat Style Feat (6) = Ambush
Swift tracker, 2nd favored terrain = Fearsome Attack
Combat Style Feat (14) = Favored Skirmisher
Table: Ranger
Base
Class Attack Fort Ref Will
Level Bonus Save Save Save Special
1st +1 +2 +2 +0 1st favored enemy, frightening, track
2nd +2 +3 +3 +0 Combat style feat
3rd +3 +3 +3 +1 1st favored terrain, brutal beating
4th +4 +4 +4 +1 Hunter’s bond, rogue talent
5th +5 +4 +4 +1 2nd favored enemy
6th +6/+1 +5 +5 +2 Ambush
7th +7/+2 +5 +5 +2 Woodland stride
8th +8/+3 +6 +6 +2 Fearsome strike, rogue talent
9th +9/+4 +6 +6 +3 Evasion
10th +10/+5 +7 +7 +3 3rd favored enemy, combat style feat
11th +11/+6/+1 +7 +7 +3 Quarry
12th +12/+7/+2 +8 +8 +4 Advanced talents, rogue talent
13th +13/+8/+3 +8 +8 +4 Camouflage
14th +14/+9/+4 +9 +9 +4 Favored skirmisher
15th +15/+10/+5 +9 +9 +5 4th favored enemy
16th +16/+11/+7/+2 +10 +10 +5 Improved evasion, rogue talent
17th +17/+12/+7/+2 +10 +10 +5 Hide in plain sight
18th +18/+13/+8/+3 +11 +11 +6 Combat style feat
19th +19/+14/+9/+4 +11 +11 +6 Improved quarry
20th +20/+15/+10/+5 +12 +12 +6 5th favored enemy, master hunter, rogue talent

AinvarG |

Thanks! And welcome to the thread, AinvarG. Idon't have good "anger" management apparently. :D
Thanks, I feel welcome - seems to be a very welcoming thread/discussion, actually. You folks have a good thing going, I think.
Heh, I was going to make some smart remark about it not being a barbarian build (anger, rage, meh). But I resisted. That time.

CokeCan |

I like the highwayman. I need to take a look at it more carefully but flavor is there. The It seems like the loss of magic spells is not fully compensated. I was thinking more like the skirmisher where the rouge talents and ranger combat specialization might add work together. Thanks
though, that was fast response. I also need to figure out quarter staff combat style, and intimidating prowess should probably be in there somewhere?

Elghinn Lightbringer |

Well, taking into consideration CokeCan's suggestion that perhaps the ranger's spellcasting swap was lacking, and Lemon's want for a Stand and Deliver ability, I've added the following to the Highwayman.
Intimidating Prowess: At 2nd level, a highwayman gains Intimidating Prowess as a bonus feat. This ability, rogue talents, stand and deliver, and advanced talents replace the ranger’s spellcasting ability.
Stand and Deliver (Ex): Starting at 6th level, whenever a highwayman hits a favored enemy and deals sneak attack damage, he can forgo 1d6 points of that damage and make a free Intimidate check to demoralize the foe. For every additional 1d6 points of sneak attack damage he forgoes, he receives a +5 circumstance bonus on this check.

Dustyboy |

I'd like to see halfrace variants, something like an orc/elf ect. ect.
I also like the idea of more racial archetypes and feats.
More weapon types would be amazing honestly.
The other three pali alignments? (CG. LE, NN)
More animal companions and familiars.
MCA's for some PRC's
new classes in general?
you guys have the talent to build your own books.

Oceanshieldwolf |

Elghinn Lightbringer |

Alright, a Plethora of Paladins Conversion thread is up. Enjoy. I'll add additional Alternate Paladins ones as I can.

Raiderrpg |

There is, actually, a sorcerer/alchemist.
It's mostly focused on the 'mad' part of 'mad' scientist- with a LOT of AOE. A blaster, if you will, though he's got enough other tricks up his sleeve.
... And I just noticed Jim forgot to set up the bloodline on the approp. page. Gonna go fix that.
Edit: And fixed!

Madak |

I was actually thinking of something that completely forgoes bombing for crazy mutations.
Instead of a mutagen that gives them stat bonuses maybe they get a mutagen (Eldritch Mutagen?) that allows them to alter their "bloodline" and casting abilties. E.g. what energy source they have resistance to or what spells they "know" or allow them to borrow a bloodline power from a regular sorcerer bloodline, etc.

Bardess |

What about a bloodline-chemist that can cast spells as a Sorcerer but can create drinkable extracts/potions by damaging himself and using his blood to make the extract? Mutagen could play into this as well.
I had a very similar idea some time ago, but I didn't develop it... I would have called it Bloodstreamer.

Big Lemon |

@Madak: Sounds like a fabulous idea - perhaps a limited array of imbibable mutagenic bloodline extracts along a theme (or completely unrelated wacky random grouping) and insta-extracts of some kind to replicate Sorceror spontaneity...
Toxic bloodline, Pestilence bloodline, Frenzy bloodline, perhaps?