Multiclass Archetypes IV: Ultimate Multiclass Archetypes


Homebrew and House Rules

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If we can get away with it, I'm all for it. However I can see the moderators seeing a bunch of Multiclass Archetype threads and thinking "that's taking up a lot of threads, maybe they should just have one since it's essentially one topic". not saying it WILL happen, but considering the limited space at the top of the forum, I wouldn't put it past anyone.


How about instead of a different page for each MCA, each person does their own MCA page. Less consumption of real estate, but more organization with a clearer understanding of who is doing what, though they main thread should be maintained so everybody knows who has dibs on what.


thats a pretty good idea i will do it first and copy and past my MCA


Maybe the MCA site should have its own messageboards. ^^


Bardess wrote:
Maybe the MCA site should have its own messageboards. ^^

this, by all that is holy.


Said the red horned one.

Silver Crusade RPG Superstar 2014 Top 16

Bardess wrote:
Maybe the MCA site should have its own messageboards. ^^

We can't take the MCA discussion off of this page because this is how we get about 90% of our interest. I suggest instead that we simply ask anyone posting on this forum to put the name of the MCA they're discussing at the moment at the top of their post with a hash tag.

Example:

#ShogunsShadow

I think this is a well-thought-out MCA with very little needing addressed. The only thing I see that's an issue is you have ki pool in the table twice, and so instead it should have Ninjutsu Arts at 3rd level.


I think for the time being, Cartmanbeck has the easiest fix, until we come up with a better or more permanent fix.


well i hope i did not jump the gun


cartmanbeck wrote:


#ShogunsShadow

I think this is a well-thought-out MCA with very little needing addressed. The only thing I see that's an issue is you have ki pool in the table twice, and so instead it should have Ninjutsu Arts at 3rd level.

+1 - this is what I was going to suggest

EDIT: Heh, I was little delete-happy. I like the idea of the hash-label. I have no opinion on the actual MCA cartmanbeck used as an example. I've been thinking that a label would be very helpful as I try to follow the discussions from the sidelines.


In which case, if no-one minds, I've rewritten my Magus|Sorcerer slightly (though I still think its not perfectly balanced).

#Bloodborn Magus:

Primary Class: Magus.
Secondary Class: Sorcerer.

Hit Dice: d8.

Bonus Skills and Ranks: The bloodborn magus may select three sorcerer skills to add to his class skills in addition to the normal magus class skills. The bloodborn magus gains a number of ranks at each level equal to 2 + Int modifier.

Weapon and Armor Proficiency: A bloodborn magus is proficient with all simple and martial weapons. A bloodborn magus is also proficient with light armor. He can cast magus spells while wearing light armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a bloodborn magus wearing medium armor, heavy armor, or a shield incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass bloodborn magus still incurs the normal arcane spell failure chance for arcane spells received from other classes.

Spellcasting: The bloodborn magus casts arcane spells drawn from the magus spell list. He can cast any spell he knows without preparing it ahead of time. To learn or cast a spell, a bloodborn magus must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class (DC) for a saving throw against a bloodborn magus’s spell is 10 + the spell level + the bloodborn magus’s Charisma modifier.

Like other spellcasters, a bloodborn magus can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Bloodborn Magus. In addition, he receives bonus spells per day if he has a high Charisma score.

The bloodborn magus's selection of spells is extremely limited. A bloodborn magus begins play knowing four 0-level spells and two 1st-level spells of the bloodborn magus's choice. At each new bloodborn magus level, he gains one or more new spells, as indicated on Table: Bloodborn Magus Spells Known. (Unlike spells per day, the number of spells a bloodborn magus knows is not affected by his Charisma score.)

Upon reaching 5th level, and at every third bloodborn magus level after that (8th, 11th, and so on), a bloodborn magus can choose to learn a new spell in place of one he already knows. In effect, the bloodborn magus “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least one level lower than the highest-level bloodborn magus spell the bloodborn magus can cast. A bloodborn magus may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.

A bloodborn magus need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the spell’s level.

This modifies the spellcasting ability.

Arcane Pool: A bloodborn magus has a number of points equal to 1/2 his bloodborn magus level (minimum 1) + his Charisma modifier in his arcane pool. This modifies, but otherwise functions as the magus's arcane pool.

Bloodline: At 1st level a bloodborn magus chooses a sorcerer bloodline (or wildblooded bloodline) and adds the bloodline skill to his list of class skills. This ability and bloodline powers replaces spell recall, knowledge pool, fighter training, and improved spell recall.

Eschew Materials: A bloodborn magus gains Eschew Materials as a bonus feat at 1st level. This replaces medium armor gained at 7th level.

Bloodline Arcana: At 3rd level a bloodborn magus gains the bloodline arcana for his chosen bloodline. This replaces the magus arcana gained at 3rd level.

Bloodline Spells: At 4th level and every three levels thereafter (7th, 13th, and so on) the bloodline magus adds his bloodline spells to his spells known, up to the 6th level spell. At 20th level he adds the 7th, 8th and 9th level spells from his bloodline to his spells known as if they were 6th level spells. These spells are cast as if they were magus spells. This replaces greater spell access.

Bloodline Powers: At 4th level a bloodborn magus gains the 1st level bloodline power from his bloodline. At 7th, 13th and 19th he gains his 3rd level, 9th level, and 15th level bloodline powers. This ability and the choice of bloodline at 1st level replaces spell recall, knowledge pool, fighter training, and improved spell recall.

Bonus Feats: A bloodborn magus may choose from his bloodline feats when choosing his bonus feats, however he may not choose any item creation feats. This modifies the bonus feats ability

Medium Armor: At 13th level, a bloodborn magus gains proficiency with medium armor. A bloodborn magus can cast magus spells while wearing medium armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a bloodborn magus wearing heavy armor or using a shield incurs a chance of arcane spell failure if the spell in question has a somatic component. This replaces heavy armor.

Table: Bloodborn Magus
Level BAB Fort Save Ref Save Will Save Special Spells per Day
1st 2nd 3rd 4th 5th 6th
1st +0 +2 +0 +2 Arcane pool, cantrips, spell combat, bloodline, eschew materials 1 — — — — —
2nd +1 +3 +0 +3 Spellstrike 2 — — — — —
3rd +2 +3 +1 +3 Bloodline arcana 3 — — — — —
4th +3 +4 +1 +4 Bloodline power, bloodline spell 3 1 — — — —
5th +3 +4 +1 +4 Bonus feat 4 2 — — — —
6th +4 +5 +2 +5 Magus arcana 4 3 — — — —
7th +5 +5 +2 +5 Bloodline power, bloodline spell 4 3 1 — — —
8th +6/+1 +6 +2 +6 Improved spell combat 4 4 2 — — —
9th +6/+1 +6 +3 +6 Magus arcana 5 4 3 — — —
10th +7/+2 +7 +3 +7 Bloodline spell 5 4 3 1 — —
11th +8/+3 +7 +3 +7 Bonus feat, 5 4 4 2 — —
12th +9/+4 +8 +4 +8 Magus arcana 5 5 4 3 — —
13th +9/+4 +8 +4 +8 Bloodline spell, bloodline power, medium armor 5 5 4 3 1 —
14th +10/+5 +9 +4 +9 Greater spell combat 5 5 4 4 2 —
15th +11/+6/+1 +9 +5 +9 Magus arcana 5 5 5 4 3 —
16th +12/+7/+2 +10 +5 +10 Counterstrike 5 5 5 4 3 1
17th +12/+7/+2 +10 +5 +10 Bonus feat 5 5 5 4 4 2
18th +13/+8/+3 +11 +6 +11 Magus arcana 5 5 5 5 4 3
19th +14/+9/+4 +11 +6 +11 Bloodline spell, bloodline power 5 5 5 5 5 4
20th +15/+10/+5 +12 +6 +12 Bloodline spells (7th, 8th, 9th), true magus 5 5 5 5 5 5

Table: Bloodborn Magus Spells Known
Level 0th 1st 2nd 3rd 4th 5th 6th
1st 4 2 — — — — —
2nd 5 3 — — — — —
3rd 6 4 — — — — —
4th 6 4 2 — — — —
5th 6 4 3 — — — —
6th 6 4 4 — — — —
7th 6 5 4 2 — — —
8th 6 5 4 3 — — —
9th 6 5 4 4 — — —
10th 6 5 5 4 2 — —
11th 6 6 5 4 3 — —
12th 6 6 5 4 4 — —
13th 6 6 5 5 4 2 —
14th 6 6 6 5 4 3 —
15th 6 6 6 5 4 4 —
16th 6 6 6 5 5 4 2
17th 6 6 6 6 5 4 3
18th 6 6 6 6 5 4 4
19th 6 6 6 6 5 5 4
20th 6 6 6 6 6 5 5


#insightful mind
gonna look at ki options for the insightful mind, now that I wholeheartedly back the paladin spell progression
#Shogun's Shadow
I can't really take a whole lot of credit for it, most of it was done by byrdology. All I did was write out the class abilities and what they replaced, renamed it, tweaked the Order, and added the Renewed Resolve ability.


Iorthol wrote:

Is there anything left to be done on Runeforged Warrior?

Runeforged Warrior:
Fighters are often skilled smiths and crafters, in addition to their martial trade. The runeforged warrior takes this trade a step further, enhancing both his craft and his fighting with a flare of arcane might. With the ability to craft and enhance his own equipment, the runeforged warrior takes on the battlefield fully prepared every time.
Primary Class: Fighter.
Secondary Class: Magus.
Alignment: Any.
Hit Dice: d10.
Bonus Skills and Ranks: The runeforged warrior may select three magus skills to add to his class skills in addition to the normal fighter class skills. The runeforged warrior gains a number of ranks at each level equal to 2 + Int modifier.

Weapon and Armor Proficiency: Runeforged warriors are proficient with simple and martial weapons, with light and medium armor, but not with shields. He can cast runeforged warrior spells while wearing light and medium armor without incurring the normal arcane spell failure chance.

Like any other arcane spellcaster, a runeforged warrior wearing heavy armor or using a shield incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass runeforged warrior still incurs the normal arcane spell failure chance for arcane spells received from other classes.

Bonded Weapon (Sp): At 1st level, the runeforged warrior begins play with one bonded weapon at no cost. The bonded weapon must be a melee weapon the runeforged warrior is proficient with. This weapon is of masterwork quality, and is not made of any special materials. A runeforged warrior cannot cast spells without his bonded weapon in hand.

Starting at 5th level, a bonded weapon can be used once per day to cast any one spell that the runeforged warrior has scribed onto his bonded weapon (see Rune Scribing below) and is capable of casting, even if the spell is not prepared. This spell is treated like any other spell cast by the runeforged warrior, including casting time, duration, and other effects dependent on the runeforged warrior's level. This spell cannot be modified by metamagic feats or other abilities.

A runeforged warrior can add additional magic abilities to his bonded object as if he has the required Item Creation Feats and if he meets the level prerequisites of the feat. For example, a runeforged warrior with a bonded dagger must be at least 5th level to add magic abilities to the dagger (see Craft Magic Arms and Armor feat). The magic properties of a bonded weapon, including any magic abilities added to the object, only function for the runeforged warrior who owns it. If a bonded weapon's owner dies, or the item is replaced, the weapon reverts to being an ordinary masterwork weapon of the appropriate type.

If a bonded weapon is damaged, it is restored to full hit points the next time the runeforged warrior prepares his spells. If the weapon is lost or destroyed, it can be replaced after 1 week in a special ritual that costs 200 gp per runeforged warrior level plus the cost of the masterwork item. This ritual takes 8 hours to complete. Items replaced in this way do not possess any of the additional enchantments of the previous bonded weapon. A runeforged warrior can designate an existing magic item as his bonded item. This functions in the same way as replacing a lost or destroyed item except that the new magic item retains its abilities while gaining the benefits and drawbacks of becoming a bonded weapon.

Arcane Pool (Su): At 1st level, the runeforged warrior gains a reservoir of mystical arcane energy that he can draw upon to fuel his powers and enhance his weapon. This arcane pool has a number of points equal to 1/2 his runeforged warrior level (minimum 1) + his Intelligence modifier. The pool refreshes once per day after the runeforged warrior sleeps and meditates for 1 hour. When he later gains spellcasting, the pool refreshes when he prepares his spells for the day.

At 1st level, a runeforged warrior can expend 1 point from his arcane pool as a swift action to grant his bonded weapon he is holding a +1 enhancement bonus for 1 minute. At 5th level and every five levels thereafter, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 20th level. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability on the same weapon do not stack with themselves. It costs 2 points to grant these bonuses to weapons other than his bonded weapon.
At 5th level, these bonuses can be used to add any of the following weapon properties: dancing, flaming, flaming burst, frost, icy burst, keen, shock, shocking burst, speed, or vorpal.

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 runeforged warrior uses this ability. These bonuses do not function if the weapon is wielded by anyone other than the runeforged warrior.

Unlike a magus, a runeforged warrior can enhance up to two weapons in this way at one time, one of which must be his bonded weapon. If he uses this ability again, one of the two uses immediately ends. This ability replaces the bonus feat gained at 1st level.

Bonus Feats: this is exactly like the fighter ability of the same name, except that the runeforged warrior gains a bonus feat at 2nd level and at every four level thereafter. At 6th level, he may select item creation feats in addition to the normal combat feats.

Master Smith (Ex): At 3rd level, when using Craft (armor) or Craft (weapons) to create mundane armor, shields, and weapons, a runeforged warrior gains a competence bonus equal to his runeforged warrior level on the Craft (armor) or Craft (weapons) check. A runeforged warrior can use Craft (armor) or Craft (weapons) to identify magical armor or weapon properties as if using detect magic. He must hold the armor or weapon for 1 round to make such a check. In addition, a runeforged warrior gains the Master Craftsman feat even if he does not meet the requirements.

At 9th level, a uneforged warrior uses the 1/10 gp value of armor, shields, and weapons to determine how much time it takes to craft mundane items, and he requires only half the normal amount of time to enchant magical arms and armor. This ability replaces armor training 1 and weapon training 2.

Magus Arcana: At 4th level and every four levels thereafter (8th, 12th, and so on), a runeforged warrior can choose to learn a magus arcana, using his runeforged warrior as his magus level. This ability replaces the bonus feats gained at 4th, 8th, 12th, 16th, and 20th level.

Rune Scribing: Starting at 5th level, a runeforged warrior gains the ability to scribe runes of power onto his bonded weapon, allowing him to cast a limited number of spells per day drawn from the magus spell list. The runeforged warrior's bonded weapon acts as his spellbook, but he does not learn spells in the normal manner. Instead of learning spells like a magus, the runeforged warrior creates magical etching acids from the ashes of the scrolls of spells he wishes to learn. The process creating a magical acid and scribing the appropriate rune onto his bonded weapon requires 1 hour per level of the spell. Only magus spells with a range of “personal” or “touch” can be learned in this way.

At 5th level, a runeforged warrior gains one 1st-level spell slot in which to cast his 1st-level spells, in addition the bonus spell provided by his bonded weapon. At 9th level and every four levels thereafter, he gains one spell slot of each subsequent level up to 4th-level spells at 17th level. A runeforged warrior also gains additional spells per day for a high Intelligence score. A runeforged warrior can scribe detect magic and read magic onto his bonded weapon as 1st-level spells.

While a runforged warrior must always use the method described above to scribe spells onto his bonded weapon, he can use the pages from a magus’s or wizard’s spellbook with the desired spell written upon them in place of a scroll. The pages are consumed in the acid creation process just as if the spell were cast directly from the spellbook. A runeforged warrior cannot scribe spells from an alchemist’s formulae book. However, a magus, wizard, or alchemist can learn any spell scribed onto a runeforged warrior’s bonded weapon into their spellbook or formulae book as long as the spell is on their class spell list or formulae list. Learning these runes is more difficult than learning spells from typical sources. The DC for a magus, wizard, or alchemist to copy spells from a bonded weapon into a spellbook or formulae book increases by 5.

Since the space on a bonded weapon is limited, a runeforged warrior can only have a certain number of spells scribed onto his weapon at any one time. A runeforged warrior can scribe any spell he desires onto his bonded weapon, but cannot exceed a the maximum of six 1st-level spells, four 2nd-level spells, three 3rd-level spells, and two 4th-level spells. A runeforged warrior otherwise prepares and casts spells as a magus equal to his runeforged warrior level -4?. This ability replaces weapon training 1.

Spellstrike (Su): At 5th level, a runeforged warrior gains the magus’s spellstrike ability. This ability replaces bravery.

Armor Training: Starting at 7th level, a runeforged warrior learns to be more maneuverable while wearing armor. Whenever he is wearing armor, he reduces the armor check penalty by 1 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by his armor by 1. At level 11 and 15, these bonuses increase by +1 each time, to a maximum –3 reduction of the armor check penalty and a +3 increase of the maximum Dexterity bonus allowed.

In addition, a runeforged warrior can also move at his normal speed while wearing medium armor.

Reforge (Su): At 13th level, as a standard action, a runeforged warrior can restore a number of hit points equal to his runeforged warrior level to a damaged object by touching it and spending 1 point from his arcane pool. Repairing a destroyed object takes 1 minute and materials equal to 1/4 the item’s sale value, and restores the object to 1 hit point.

Restoring the enchantments of a destroyed magical item requires additional points from the runeforged warrior’s arcane pool equal to the item’s caster level. The runeforged warrior gains one temporary negative level if the item’s caster level is lower than his own, two negative levels if equal or greater (or none if the item is his bonded weapon); the save DC to remove these negative levels is equal to 10 + the item’s caster level. This ability replaces weapon training 3.

Destructive Counterstrike (Su): At 17th level, if an opponent activates a magical item while threatened by a runeforged warrior, the opponent provokes an attack of opportunity from the runeforged warrior, even if activating it would not normally provoke an attack of opportunity.

Alternatively, the runeforged warrior can choose to make a sunder attempt against the item instead of making the attack of opportunity against the opponent. If the item is destroyed, its effects are negated. This ability replaces weapon training 4.

Armor Mastery (Ex): At 19th level, a runeforged warrior gains Damage Reduction 5/— whenever he is wearing armor.

Bonded Weapon Mastery (Ex): At 20th level, a runeforged warrior automatically confirms all critical threats and has their damage multiplier increased by 1 (×2 becomes ×3, for example) when using his bonded weapon. In addition, he cannot be disarmed while wielding his bonded weapon.

Table: Runeforged Warrior
Base
Class Attack Fort Ref Will
Level Bonus Save Save Save Special
1st +1 +2 +0 +2 Arcane pool, bonded weapon
2nd +2 +3 +0 +3 Bonus feat
3rd +3 +3 +1 +3 Master smith
4th +4 +4 +1 +4 Magus arcana
5th +5 +4 +1 +4 Rune scribing, spellstrike
6th +6/+1 +5 +2 +5 Bonus feat
7th +7/+2 +5 +2 +5 Armor training 1
8th +8/+3 +6 +2 +6 Magus arcana
9th +9/+4 +6 +3 +6
10th +10/+5 +7 +3 +7 Bonus feat
11th +11/+6/+1 +7 +3 +7 Armor training 2
12th +12/+7/+2 +8 +4 +8 Magus arcana
13th +13/+8/+3 +8 +4 +8 Reforge
14th +14/+9/+4 +9 +4 +9 Bonus feat
15th +15/+10/+15 +9 +5 +9 Armor training 3
16th +16/+11/+6/+1 +10 +5 +10 Magus arcana
17th +17/+12/+7/+2 +10 +5 +10 Destructive counterstrike
18th +18/+13/+8/+3 +11 +6 +11 Bonus feat
19th +19/+14/+9/+4 +11 +6 +11 Armor mastery
20th +20/+15/+10/+5 +12 +6 +12 Bonded weapon mastery, magus arcana

NEW MAGUS ARCANA
The following new magus arcana is restricted to the Runeforged Warrior multiclass archetype.

Fortify Bond
A runeforged warrior can make his bonded weapon more durable and resilient to damage.

Prerequisites: Runeforged Warrior 3, Bonded Weapon weapon class feature.

Benefits: A runeforged warrior may spend 1 point from his arcane pool to increase the hardness and hit points of his bonded weapon by an amount equal to his runeforged warrior level. These hit points last until expended or until the runeforged warrior next refreshes his arcane pool. Multiple uses of this ability overlap and do not stack.


If that's all cleaned up and ready to go, here's the updated Essentia Shaman to be lookered at again.

Essentia Shaman:
Essentia Shaman
A child of nature and a natural scholar, the Essentia Shaman lives and breathes the foundation of all existence. These versatile and powerful spellcasters rain down elemental fury from both studies practice and ritual, as well as from a deeply felt connection to the natural world.
Primary Class: Druid
Secondary Class: Wizard

Alignment: Any Neutral

Hit Dice: d8

Poor BAB, Good saves Fort and Will

Bonus Skills and Ranks: The Essentia Shaman may select three wizard skills to add to his class skills in addition to the normal druid class skills. The Essentia Shaman gains a number of ranks at each level equal to 4 + Int modifier.

Weapon and Armor Proficiency: Essentia Shamans are proficient with the following weapons: club, dagger, dart, quarterstaff, scimitar, scythe, sickle, shortspear, sling, and spear. They are also proficient with all natural attacks (claw, bite, and so forth) of any form they assume with wild shape (see below).
Essentia Shamans are proficient with light armor but are prohibited from wearing metal armor; thus, they may wear only padded, leather, or hide armor. An essentia shaman may also wear wooden armor that has been altered by the ironwood spell so that it functions as though it were steel. essentia shamans are not proficient with shields. She ignores arcane spell failure chance when casting arcane essentia shaman spells while wearing light armor.
An essentia shaman who wears prohibited armor is unable to cast divine essentia shaman spells or use any of her supernatural or spell-like class abilities while doing so and for 24 hours thereafter.

Spells: An essentia shaman casts spells as both a druid and a wizard, preparing spells from 2 separate spell lists and having 2 separate allotments of spells per day. She casts arcane Wizard spells using intelligence, carries a spellbook for Wizard spells, and spends an hour preparing spells once per day. She also casts divine Druid spells using wisdom, and spends a separate hour preparing spells once per day, requiring 2 hours to prepare both her spell lists. She has diminished spellcasting for both arcane and divine spells, losing 2 spell slots per spell level she can cast. She gains bonus spells per day if she has a high intelligence or wisdom, however if she does not have 2 slots of a given spell level, she loses 1 bonus spell slot granted by a high casting stat. For example, a 1st level essentia shaman does not gain normal spell slots, and loses a bonus spell slot from both intelligence and wisdom. Her diminished spellcasting does not detract from her bonus spells granted from her elemental school or elemental domain.

Spontaneous Casting: An essentia shaman can channel stored spell energy into summoning spells that she hasn't prepared ahead of time. She can “lose” a prepared arcane spell in order to cast her domain spell of the same level or lower. She can also “lose” a prepared divine spell in order to cast a spell with an elemental descriptor matching her elemental school of the same level or lower.

Orisons and Cantrips: An essentia shaman knows and prepares orisons and cantrips in the same way that a druid and a wizard does, although she prepares 2 less than normal of each per day.

Elemental School: At 1st level the essentia shaman gains an Elemental School. This functions as the wizard's elemental school class feature, but is not optional and must be selected from Air, Earth, Fire, or Water.

Elemental Domain: At 1st level the essentia shaman gains an Elemental Domain. This functions as the druid's nature bond, but she must select Nature Domain, and it must be from the domains of Air, Earth, Fire, or Water. It does not need to be the same element selected for her Elemental School.

Planar Sense (Ex): At level 2, an essentia shaman gains a +2 bonus on Knowledge (planes) and Survival checks.

Elemental Empathy (Ex): An essentia shaman can improve the attitude of an elemental. This ability functions just like a Diplomacy check made to improve the attitude of an elemental. The essentia shaman rolls 1d20 and adds her essentia shaman level and her Charisma modifier to determine the elemental empathy check result.
To use elemental empathy, the druid and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an elemental in this way takes 1 minute but, as with influencing people, it might take more or less time.
An essentia shaman can use this ability to influence an elemental with an Intelligence score of 1 or 2 at no penalty, but she takes a –4 penalty on the check if she is trying to influence an elemental with an Intelligence score of 3 or higher.

Environmental Stride (Ex): Starting at 3rd level, an essentia shaman may move through an environmental hazard that hampers movement at her normal speed and without taking damage or suffering any other impairment, related to her elemental school and elemental domain.
Fire: Traveling through non-magical fires that do no more than 1d6 damage. This damage is only ignored as long as the essentia shaman starts and ends her movement outside of the fire. She may also travel through lava in this way, with the same limitation of starting and stopping outside of the lava, but only while walking. Full submersion in lava still does normal lava damage.
Earth: The essentia shaman travels through earthy and stony debris that counts as rough terrain without penalty, and ignores damage from effects such as Stone Spikes.
Air: The essentia shaman is considered to be 1 size larger for the purposes of wind effects, and ignores the first 20 feet of falling damage.
Water: The essentia shaman ignores rough terrain effects presented by shallow water, and her movement is not affected while standing and moving on icy surfaces.

Elemental Resistance (Sp): At 4th level the essentia shaman gains Energy Resistance to the selected elements of her elemental school and elemental domain equal to 1½ times her essentia shaman level, or two times her essentia shaman level if both her elemental school and elemental domain are the same element. In addition, at 4th level and every 4 levels thereafter, she gains a +1 bonus on her saves against spells and spell-like abilities with an elemental descriptor matching her elemental school and elemental domain (to a maximum of +5 at level 20) , if her school and domain element is the same, she instead gains +1 at 4th and level 3 levels thereafter (to a maximum of +6 at level 19).

Elemental Wild Shape (Su): At 5th level, an essentia shaman gains the ability to turn herself into a small elemental and back again once per day. This ability functions like the elemental body I spell, except as noted here. The effect lasts for 1 hour per essentia shaman level, or until she changes back. Changing form (to elemental or back) is a standard action and doesn't provoke an attack of opportunity. The form chosen must be that of an elemental related to the essentia shaman's elemental school or elemental domain.
An essentia shaman loses her ability to speak any language besides the primary elemental language of her elemental body. Ignan for fire, Auran for air, Aquan for water, and Terran for earth.
An essentia shaman can use this ability an additional time per day at 8th level and every three levels thereafter, for a total of five times at 17th level. At 20th level, an essentia shaman can use wild shape at will. As an essentia shaman gains in levels, this ability allows the essentia shaman to take on the form of larger and smaller elementals. Each form expends one daily usage of this ability, regardless of the form taken.
At 8th level, an essentia shaman can use elemental wild shape to change into a Medium elemental. When taking the form of an elemental, the druid's wild shape now functions as elemental body II.
At 11th level, an essentia shaman can use elemental wild shape to change into a Large elemental. When taking the form of an elemental, the druid's wild shape now functions as elemental body III.
At 14th level, an essentia shaman can use elemental wild shape to change into a Huge elemental. When taking the form of an elemental, the druid's wild shape now functions as elemental body IV.

Foundation Speech: At 10th level the essentia shaman learns Ignan Auran Aquan and Terran if she does not already know them.

Timeless Body (Ex): After attaining 15th level, an essentia shaman no longer takes ability score penalties for aging and cannot be magically aged. Any penalties she may have already incurred, however, remain in place. Bonuses still accrue, and the essentia shaman still dies of old age when her time is up.

Lvl BAB For Ref Wil Special 0 1 2 3 4 5 6 7 8 9
1 +0 +2 +0 +2 Elemental School, Elemental Domain (1/1) (-1/-1) - - - - - - - -
2 +1 +3 +0 +3 Planar Sense, Elemental Empathy (2/2) (0/0) - - - - - - - -
3 +1 +3 +1 +3 Environmental Stride (2/2) (0/0) (-1/-1) - - - - - - -
4 +2 +4 +1 +4 Elemental Resistance (2/2) (1/1) (0/0) - - - - - - -
5 +2 +4 +1 +4 Elemental Wild Shape (1/day) (2/2) (1/1) (0/0) (-1/-1) - - - - - -
6 +3 +5 +2 +5 - (2/2) (1/1) (1/1) (0/0) - - - - - -
7 +3 +5 +2 +5 - (2/2) (2/2) (1/1) (0/0) (-1/-1) - - - - -
8 +4 +6 +2 +6 Elemental Wild Shape (2/day) (2/2) (2/2) (1/1) (1/1) (0/0) - - - - -
9 +4 +6 +3 +6 - (2/2) (2/2) (2/2) (1/1) (0/0) (-1/-1) - - - -
10 +5 +7 +3 +7 Foundation Speech (2/2) (2/2) (2/2) (1/1) (1/1) (0/0) - - - -
11 +5 +7 +3 +7 Elemental Wild Shape (3/day) (2/2) (2/2) (2/+2) (2/2) (1/1) (0/0) (-1/-1) - - -
12 +6/+1 +8 +4 +8 - (2/2) (2/2) (2/2) (2/2) (1/1) (1/1) (0/0) - - -
13 +6/+1 +8 +4 +8 - (2/2) (2/2) (2/2) (2/2) (2/2) (1/1) (0/0) (-1/-1) - -
14 +7/+2 +9 +4 +9 Elemental Wild Shape (4/day) (2/2) (2/2) (2/2) (2/2) (2/2) (1/1) (1/1) (0/0) - -
15 +7/+2 +9 +5 +9 Timeless Body (2/2) (2/2) (2/2) (2/2) (2/2) (2/2) (1/1) (0/0) (-1/-1) -
16 +8/+3 +10 +5 +10 - (2/2) (2/2) (2/2) (2/2) (2/2) (2/2) (1/1) (1/1) (0/0) -
17 +8/+2 +10 +5 +10 Elemental Wild Shape (5/day) (2/2) (2/2) (2/2) (2/2) (2/2) (2/2) (2/2) (1/1) (0/0) (-1/-1)
18 +9/+4 +11 +6 +11 - (2/2) (2/2) (2/2) (2/2) (2/2) (2/2) (2/2) (2/2) (1/1) (0/0)
19 +9/+4 +11 +6 +11 - (2/2) (2/2) (2/2) (2/2) (2/2) (2/2) (2/2) (2/2) (1/1) (1/1)
20 +10/+5 +12 +6 +12 Elemental Wild Shape (At Will) (2/2) (2/2) (2/2) (2/2) (2/2) (2/2) (2/2) (2/2) (2/2) (2/2)

Also @ Alf: Look at the Cabalist archetype for Magus. That's essentially a magus sorcerer. It's very similar to how you built your MCA.

*Eager for Vincent's idea to get done with, discouraged from participating because of how much he steamrolls the rest of the thread when he's actively posting about that MCA*


@Iorthol, thanks. However giving it a quick look over I wouldn't have thought that Knowledge Pool would be equal in power to both the bloodline arcana and powers that a sorcerer gains.

#Runeforged_Warrior: By my reading of that he gains a single spell slot of each level (1st to 4th)?

#Essentia_Shaman: So at 1st level (say with 16 in both Int and Wis, because any higher seems unreasonable) you'd have 1 orison and 1 cantrip to prepare, no 1st level spells, but would have say Lightning Flash (Air School power) 5/day and Fire Bolt (Fire Domain power) 5/day? That seems fair.


You would have 2 1st level spells. You forgot the bonus spells from arcane school and domain.
It's still in the works, trying to figure out how to balance the 2 spell progressions without going overboard on power.

Thank you for replying to me ;-; I've been trying to get feedback for my stuff for 5 pages now.

Also, it is a fair trade in power. Getting the sorc arcana and powers is supplementing the fact that Magus is going from a prepared caster to a spontaneous caster without gaining additional spells per day.
It's adding to the amount of things you can do per day without fussing with the spell chart.


@Iorthol: You can't create interest for an MCA where there is none. I try to comment on every MCA in some shape or form, but, particularly where someone else might have more expertise or has shown a particular interest I'll skip commenting if it doesn't interest me, and may or may not chime in further down the track, if the discussion piques my unterest or if it moves into a realm where I have a particular set of opinions, experience, interest or expertise. It's an organic process. Having said that:

Essentia Shaman:
From a quick read of your Essentia Shaman I don't see a Druid/Wizard Multiclass archetype - it looks more like a gestalt.
Granted there's the uber diminished spellcasting but she's got divine AND arcane casting with two separate lists AND separate spell slots, an elemental School AND an elemental Domain, Orisons AND cantrips. Just as a start.

We have regular discussions about mixing divine and arcane casting in the one MCA, and basically we just say no to it. Generally. There may be a case or two where it happens, but I can't recall right now. I know I arghed for it vociferously and vehemently for the Witchfinder, oh, about 2000 posts back. And it made sense to me, and kinda still does - but for simplicity's sake we nixed it. Ask yourself why the arcane casting needs to remain arcane. In a druid Primary. I'd wager there are more reasons to NOT keep the arcane than there are to maintain the division. And even if more reasons does not equal one really compelling reason - well, is it THAT compelling - enough to dance the gestalt line?

I look at MCAs as just slightly convoluted measures of creating or reaching a Primary class' archetype that might borrow from another Core, Base or Alternate Class and for me, this Druid archetype...isn't. It's a gestalt.

The rest of the abilities look to be slight tweaks to a regular druid based on an elemental theme. Now the wizard brings very little to the table for swaps, so I'm not surprised you focused on casting and a thematic tweak to the Druid's signature powers (wild shape, communication and free/covered movement). I just think that this is a wholesale cake AND eat it proposition.

It's a tough assignment you've set yourself, but I'm not really getting much even thematically from it - I've seen elemental scions before, this is just an overpowered or overly fraught one - for example: not being much of a caster fanboy, I'm slightly suspicious that the split casting will end up seriously harming her ammunition options OR make her too versatile compared to regular Druid.


#Runeforged Warrior: I don't like the rune scribing at 5th. It should be moved to 4th, giving spells at either 4/8/12/16 (which is strange I'll admit, but it gives the standard level -3 for casting. Level -4 is just totally wierd to me. Or you can go with a 4/9/14/19 progression.

I would go with the 4/8/12/16, since paladins get spells at 4/7/10/13, its closer to their progression instead of the 4/9/14/19. But it's your choice.

Aside from that I think you're good.

#Side Note: OSW is right, as much as we want to help everyone with every MCA, and I realize that's why you come here, with so many jumping on the thread, there is a lot of content. We individually have our own niches, likes/dislikes, etc. and if your MCA is compelling, then you WILL get feedback. If not, then one or more of us aren't finding your current incarnation or idea interesting enough. Remember there's only 5 of us, and we all have real life stuff-jobs, family, etc. So be patient and we'll try to get to you when we can. Thanks for the input and enthusiam so many of you are showing who are currently on the thread.


#Vincent's MCA: Been thinking about this. What about, just as the summoner can't use his Summon Monster ability while the eidolon is present, why don't we restrict spellcasting while its present. Warning, my suggestion is based on the Sor/Sum primary/secondary build.

Now, I thought about either just swapping out Bloodline altogether, or creating an Eidolopn bloodline to incorporate abilities. I think we could make the Bloodline work. In either case, here's the general overview based on the Blooldine format.

Grant Eidolon (3/4 BAB) at 1st but at Level -4 like I think Cartmanbeck said (This could be the 1st level ability). The eidlon would still need some tweaks, such as swaps for certain eidolon special abilities, and restriction of/ creation of new evolutions.

Then give him diminished spellcasting, and casts spells as a sorcerer. Once he reaches 4th level gains 2nd elvel spells), he looses access to his highest level of spells while the eidolon is summoned.

At 3rd level, he gains Bonded Senses.

At 9th level, his eidolon functions as Level -2, but now loses access to his two highest levels of spells while the eidlon is present.

At 15th level, we can increase the eidolon to equal to his level, but loses access to his 3 highest levels of spells while eidolon is present.

At 20th? something thematic, maybe Merge Forms from the Summoner.

With the 15th level and 20th level abilities, we could interchange them, so that he gets a full eidolon at 20th, instead of 15th, but I thought at 20th it wouldn't get much use. But that could also be a good balancing factor to the MCA, getting the full eidolon at 20th as a capstone.

Then we can get the bonus spells from the summoner list, a special arcana, and a feat selection for the bloodline.

Now, the problem is figuring out how to balance this with the normal Sorcerer just taking the "Eidolon" bloodline vs. the MCA.

My thoughts, which would fit in with Vincent's desire to get more spell selection vs. spells per day, is to grant additional spells known in place of the spells lost due to Diminished Spellcasting? If we can find the right balance with the Bloodline, then the bloodline stands on its own without swaps, leaving the diminished spellcastin swap. I think since he's losing 1 spel of each level per day, we could have him add one additional spell known from each spell level drawn from either sorcerer/wizard or summoner spell list of his choice, say at 4/6 /8/10/12/14/16/18/20 (alternate levels from the sbonus spells)

Anyways, that's my suggestion to the whole balancing the eidolon and gaining lots of spells known and less spells per day dilemma.

Thoughts from our spellcasters?


(Not one of our spellcasters) Don't forget there needs to be a fairly hard distinction made here. The way I see it we have two distinct design processes/needs - on the one hand Vincent's extremely personal, and thus narrow request for an MCA approach to his gestalt concept to help him achieve/garner some balance feedback; and on the other, our desire to create a Sor/Sum or Sum/Sor (or Wiz/ or /Wiz or Druid/ or /Druid) to create a "Fey Mage".

I have a feeling the two aren't always aligned. Vincent has been *very* clear on what he does and doesn't want, most adamantly "no bloodline powers" - so I'll defer to him to decide if he likes any proposed mechanics. For his build.

For our MCA, let's build it the way that seems best by consensus. What you are working with now seems pretty good so far - the Eidolon bloodline is interesting but I can't quite get my head around it thematically - eidolons are so specific and individual - we're talking about a highly speciated bloodpool, and thematically that might lead to option nausea. Though mechanically I'd call it crunch failure... I'm still liking it, just a bit lost with the flavour - where it comes from, how it's expressed...

Also El, - is there any summoning apart from the Eidolon in this build?


Yeah, I know Vincent has some pretty strict parameters. I'm just trying to find a balance for a full caster to get an eidolon that's functional. If nothing else, I think the mechanic of restricting access to spell levels and reducing the level equivalency of the eidolon, then gradually increasing its power and spell level restrictions would really work for his gestalt build too. He can skip any of the summoner abilities and just incorporate that mechanic, swapping out the bloodline of the sorcerer and including the extra spells known. By the time he gets a full eidolon, he'd be losing access to his 7th/8th/9th level spells whenever his eidolon is present, putting him on par with the summoner spellcasting wise.

To your question, no, other than summoning spells he chooses. The sorcer like the wizard has such a narrow swapping parameter, that you either swap individual abilities or incorporate in a new bloodline all together.

Now as to the new bloodline, it would be some affinity to extra planar creatures and summoning them. We wouldn't call it the "Eidolon Bloodline", likely something like the Planar Summons Bloodline or something more thematic and flavorful. The generic bloodline can be as a normal eidolon, while for the MCA we'd tweak it to be fey eidolon instead, which would incorporate more tweaks and adjustments, not unlike what we've done in the past forthe Guarded Emissary or Dreamcaller.


how about the "Bonded Bloodline"?


Elg: I find it kind of ironic that you don't like the rune scribing entry considering you wrote it :P
I would honestly throw out spellcasting entirely if I could think of something to replace it with. The main focus going into the project was to use the arcane pool and magus arcana to augment the fighter. Specifically with things like Flattening Strike and Charge of the Magi and Wave of Mutilation.
Do you think the idea would stand well enough on its own if spellcasting were replaced with some kind of bonus to crafting magic items?

Elg/OSW: I know yall are busy. I was just lamenting that no one was replying to me at all, including the very active newer people.

OSW #Essentia Shaman: Yeah that's what I was worried about. This was mostly just a thought exercise I made while waiting for Runeforged Warrior to get done. I was trying to make a full leveled Arcane Heirophant. Didn't work out. The original idea behind this was a mix of the raging druid and storm lord druid from back in 3.5, where animal companion was replaced with rage and wild shape was replaced with a scaling collection of storm oriented spell-like abilities (I would probably drop druid to 6 levels instead of 9 if I were to make such an MCA). I dunno how I ended up making an arcane heirophant element junkie in the process.
Do you think there is anything that could be done to salvage this concept into something worthwhile? If not I'll likely abandon the project.


Iorthol wrote:


Do you think there is anything that could be done to salvage this concept into something worthwhile? If not I'll likely abandon the project.

dude, I wouldn't, its a pretty awesome start.


@Iorthol: I concur with Toasty - I think there is something to the concept - regardless of my bias the elemental trope is pretty popular. and I like the name...

#Essentia Shaman - strip it back to divine casting definitely.
* Maybe add some thematic spells from wizard via Elemental school as before.
* If she's getting elementally primal then perhaps some wild-shape casting of the elemental spells?
* Some kind of synergistic melange of natural bond and arcane bond? Lightning Spear? Waterblade? These sound fun if mixed with a humanoid wildshape...Perhaps a bit anime/manga, but I like that stuff...
* Most of your other tweaks to Druid stuff were pretty on theme - keep them and we'll see what gives after the casting has settled down...


#Essentia Shaman
So you're proposing adding thematically appropriate spells through the elemental school from wizzy?
I would like to have both domains and schools but I think the scaling of when the Essentia has access to new power should be changed. Not sure how to go about doing that.
I mostly want both domain and school because I don't want it stuck to just 1 element.
Would having reduced spellcasting balance out having both of those class features?


reduce spells by 1 every level to balance maybe?


@Elghinn

In relation to my writeup as it is though, would you say that you're also of the opinion that the combination of a 3/4 hit dice, half bab eidolon with only humanoid 2 claw configuration, and the wizards spells per day table with all 4's and 3's changed to 2's is 'overpowered', 'about right', or 'feels a little weak' given the choice of spells the class has access to?


The metric by which overpowered is measured:
There are basically 2 questions I have when I'm thinking about MCAs...
1) Is it overpowered and what are the contexts of how that determination is made
2) because the class is meant to be part of a party or group of players, what is the intended role the class plays and will it do a sufficient job of it. Clearly this class is designed to fill the same role as a summoner... an arcane caster role that has some teleport/blasty stuff in there while also getting in a little front line... These classes leave a bad taste in some people's mouths no matter what. With all the different varieties of 'can cast/has pet on the front lines' theres not much I can do about that. It's a given. Summoner. Ranger. Druid... Its already a thing.

For the context of the 'overpowered/underpoweredness' of a class, my habit is to start with wide sweeping generalizations and work my way down to the specifics... Everyone knows master summoner and synthesist is overpowered. Most people think 20th level fighter vs 20th level wizard or summoner is a foregone conclusion in the caster's favor.

I look at what I wrote and think, if this character at 20th level went toe to toe with a master summoner or synthesist and even stood a remote chance of victory... It's overpowered. Contrariwise If a fighter at level 20 wouldnt stand a chance against it, that doesn't really make it overpowered... Thats a case to be made for inadequacies of the fighter more than it is a case to be made against another class. It is perhaps a relevant gauge for underpowered though because if a 20th level fighter/rogue/monk can trounce it handily then calling it 'overpowered' seems inappropriate. Does a 20th level version of my class trounce a 20th level fighter? Maybe, maybe not, but the same is typically said of sorcerers and wizards already so I'm not sure it can be used as an accurate gauge of 'overpowered' at this point.Better to keep the gauge in the same neighborhood for starters...

The big advantage an eidolon brings to the table is action economy. The ability to get up on the front line and cast at the same time... Do I feel like the class I've built could, at level 20, survive an encounter with a master summoner or synthesist? Definitely not. 20th level wizard or sorcerer? I can't say I honestly feel like it could. I feel like a wizards sheer variety of spells, and having twice as many spells per day, gives him an edge that my improved action economy doesn't match. I feel like the sheer staying power of a sorcerer's 50+ spontaneous spells per day also provides a significant advantage over the action economy advantages that my class brings to bear. Could my class stand toe to toe with an existing summoner even? Do the spells on my list make up for the kind of spells per day and full eidolons an unrestricted summoner can build? I'm not so sure. Does a 20th level druid stand a chance? Oh I definitely think it does... All of this 'feels' to me like my class is 'not overpowered', but I am very interested in seeing examples where it would be.

The same conversation can kind of be had about low levels too. Could this class beat down a first level wizard? Oh sure.. The same way a first level sorcerer or summoner could.... But thats more the argument against how frail a wizard starts out than an argument that the class is too powerful... One of the big complaints about summoner is that a 1st level summoner's eidolon outshines a first level fighter... Would a 1st level fighter be able to fare any better against mine? I kinda think he would.... Would a normally built summoner be able to give a 1st level version of my class a solid beatdown? I totally think so.

At least thats how i'm approaching it...


#Soulbound Sorcerer (spontaneous transplanar arcanadruid?)
Egad. I never realized how close druid is to what I'm trying to accomplish. You could almost call what I'm going for an 'Arcane Druid'... If the spontaneous casting of the sorcerer is the yin to a prepared wizards yang, the class i'm shooting for is kind of the spontaneous arcane yin to a druid's yang.

In effect what i've created would be like saying:
Start with druid. 6 Hit die instead of 8, half bab instead of 3/4. One good save instead of 2, replace nature bond (druids animal companion) with the restricted first world eidolon as i've written it, replace all other druid class abilities with dimension step and transmogrify. Now get rid of the 160 spells from the druid list and replace them with the 80 arcane spells i've hand picked for my purposes. Finish it off by bringing the spells per day from 4s and 3s to 2's in order to switch to spontaneous casting...

At least thinking about it that way is closer to the 1 for 1 kind of trades type thing that's more common on this thread.


#Takeda, as it is I do think your class works, however we are just looking at getting the most out if the concept. For example if you go the bloodline route its not only easier to implement (assuming we made it balanced), but it opens up exciting potential for any bloodline using MCA, sorcerer archetype, or eldritch heritage user. That being said, those reasons are exactly why balance has to be carefully maintained.


And thats what i'm hoping for. A concensus that the class as built isnt overpowered. I guess I'll never get a 'universal 100% concensus'... I think this druid comparison is pretty darn close... I've got no qualms with others taking the concept in other directions and wont take it personally if my concepts aren't up to snuff enough to add to the PDF... I personally think its balanced as it is so I think for my purposes the concept is complete. Can't please everyone but I think I have a pretty solid case for the fact that this isnt a class that outshines the other casters. Sorry for taking up so much space trying to sort it out. I'm glad I was able to hash out the major concerns even if doing so comes off like nails on a chalkboard. I thank everyone for putting up with it. For my part I think i'm done with my concept as written, but continued pursuit of the concept down different alternative avenues is awesome.


I think we could agree your finished result not being overpowered(2 spells a level, even with an eidolon that's ouch)course it's not underpowered either.


Yeah, I think your concept isn't OP, and I hope we were able to help you out. If nothing else, your concept opened up new ways of looking at how to balance things like Eidlons with full casters. That was quite a challenge.


Elghinn Lightbringer wrote:
If nothing else, your concept opened up new ways of looking at how to balance things like Eidlons with full casters. That was quite a challenge.

My methods may be more sanguine/feral and my writing style may be more tiger in a teacup/bull in a chinashop, but if I was able to add a unique tool or perspective to the mca conversation, that is high praise indeed. Thanks again to everyone involved ^_^


Well I'm interested in full casters with Eidolons (see these concepts) - what have we learned about spell casting rates and evolution points?


Non outsiders are essential. A delayed progression of development or a reduction in granted evolution points is a must. We could even make a special archetype that reduces spellcasting to improve the bloodlines granted eidolon.


I'll post my Fey Mage rework later tonight, then we can see what everyone else thinks.


Oh, i was going to try my hand at a first worlder bloodline..never mind


OK, here's the

FEY MAGE:

While many believe that the source of the fey’s magic is divine in nature, such as the magic wielded by druids, those with true knowledge understand that the fey draw their magical powers from the arcane. With this enlightenment, some sorcerers choose to persue the path of the fey, striving to become one with the magic of those who come from the First World. With their increase in arcane magic and the ability to summon forth a fey eidolon, fey mages can hold their own either through the spells they wield or the eidolons they command.

Primary Class: Sorcerer.
Secondary Class: Summoner.
Alignment: Any.
Hit Dice: d6.

Bonus Skills and Ranks: The fey mage may select three summoner skills to add to her class skills in addition to the normal sorcerer class skills. The fey mage gains a number of ranks at each level equal to 2 + Int modifier.

Weapon and Armor Proficiency: The fey mage is proficient with all simple weapons, but not with any armor or shields. Armor interferes with fey mage’s gestures, which can cause his spells with somatic components to fail.

Diminished Spellcasting: The fey mage casts arcane spells drawn from the sorcerer spell list, and gains one fewer spell of each spell level per day. She otherwise learns, prepares, and casts spells as a sorcerer of equal level.

Bloodline: This is exactly like the sorcerer ability of the same name, except that the fey mage must choose the planarbound bloodline.

Fey Eidolon: A fey mage possesses an affinity for fey magic. As such, her lesser eidolon ability is changed in the following ways. A fey mage summons an outsider from the First World, inhabited by all types of frolicking spirits and sprites of the fey. As usual, the eidolon’s physical appearance is up to the fey mage, but it always appears as a dryad, nymph, pixie, or satyr. Through evolutions, it often gains insectoid or butterfly wings. An aquatic fey eidolon can be created by adding gills and swim evolutions. To create a true fey eidolon, use the Fey model described in Ultimate Magic. This ability changes the planarbond bloodline’s lesser eidolon power.

Arcane Knowledge: Starting at 2nd level, a fey mage can choose one 1st –level spell of her choice from the druid, sorcerer/wizard, or summoner spell lists, and adds it to her list of spells known. At 4th level and every even level thereafter (up to 18th level), she can choose one spell from each subsequent level of spells and adds it to the list of spells known. If a spell is listed on the summoner list, and on either the druid or sorcerer/wizard spell list, it is added to her list of spells known using the sorcerer’s spell level. If a spell is exclusive to the summoner, it is added to her list of spells known as a spell one level higher than that of the summoner. This ability replaces spells lost due to diminished spellcasting.

Table: Fey Mage
Base
Class Attack Fort Ref Will Spells per Day
Level Bonus Save Save Save Special 1st 2nd 3rd 4th 5th 6th 7th 8th 9th

1st +0 +0 +0 +2 Bloodline power, cantrips, eschew material 2 — — — — — — — —
fey eidolon
2nd +1 +0 +0 +3 Arcane knowledge 3 — — — — — — — —
3rd +1 +1 +1 +3 Bloodline power, bloodline spell 4 — — — — — — — —
4th +2 +1 +1 +4 Arcane knowledge 5 2 — — — — — — —
5th +2 +1 +1 +4 Bloodline spell 5 3 — — — — — — —
6th +3 +2 +2 +5 Arcane knowledge 5 4 2 — — — — — —
7th +3 +2 +2 +5 Bloodline feat, bloodline spell 5 5 3 — — — — — —
8th +4 +2 +2 +6 Arcane knowledge 5 5 4 2 — — — — —
9th +4 +3 +3 +6 Bloodline power, bloodline spell 5 5 5 3 — — — — —
10th +5 +3 +3 +7 Arcane knowledge 5 5 5 4 2 — — — —
11th +5 +3 +3 +7 Bloodline spell 5 5 5 5 3 — — — —
12th +6/+1 +4 +4 +8 Arcane knowledge 5 5 5 5 4 2 — — —
13th +6/+1 +4 +4 +8 Bloodline feat, bloodline spell 5 5 5 5 5 3 — — —
14th +7/+2 +4 +4 +9 Arcane knowledge 5 5 5 5 5 4 2 — —
15th +7/+2 +5 +5 +9 Bloodline power, bloodline spell 5 5 5 5 5 5 3 — —
16th +8/+3 +5 +5 +10 Arcane knowledge 5 5 5 5 5 5 4 2 —
17th +8/+3 +5 +5 +10 Bloodline spell 5 5 5 5 5 5 5 3 —
18th +9/+4 +6 +6 +11 Arcane knowledge 5 5 5 5 5 5 5 4 2
19th +9/+4 +6 +6 +11 Bloodline feat, bloodline spell 5 5 5 5 5 5 5 5 3
20th +10/+5 +6 +6 +12 Bloodline power 5 5 5 5 5 5 5 5 5

FEY EIDOLON:

A fey eidolon has only one base form that determines its starting size, speed, AC, attacks, and ability scores. All natural attacks are made using the eidolon’s full base attack bonus unless otherwise noted (such as in the case of secondary attacks). Unlike a normal eidolon, a fey eidolon is a finesse-based creature and its attacks add the eidolon’s Dexterity modifier to the damage roll (instead of Strength), unless it is its only attack, in which case it adds 1-1/2 times its Dexterity modifier. A fey eidolon’s base form is always Small, unless altered by evolutions, and has the usual size adjustments factored into the base form.

Alternatively, a fey eidolon can be made Tiny. If the fey eidolon is Tiny, it gains a –4 penalty to its Strength and a –2 bonus to its Constitution. It also takes a +2 bonus to its Dexterity score, a +1 size bonus to its AC and attack rolls, a +2 bonus on its Fly skill checks, and a –4 penalty on its Stealth skill checks. It also gains a +1 bonus to its CMB and CMD scores. Reduce the damage of all of its attacks by one step (1d4 becomes 1d3, 1d3 becomes 1d2). If this choice is made, the eidolon can be made Tiny whenever the summoner can change the eidolon’s evolution pool (which causes it to gain these modifiers for changing from Small). This evolution costs 2 points from the fey mage’s evolution pool. The Medium evolution is described below. Increasing the fey eidolon to Large costs twice the normal evolution points. A fey eidolon cannot become Huge.

The fey eidolon is always bipedal and uses the following base form. The fey base form follows all of the normal rules for the eidolon’s base forms.

Fey Base Form (Biped)
Starting Statistics: Size Small; Speed 20 ft.; AC +2 natural armor; Saves Fort (bad), Ref (good), Will (good); Attack 2 claws (1d4); Ability Scores Str 12, Dex 16, Con 13, Int 10, Wis 7, Cha 11; Free Evolutions: basic magic, claws, limbs (arms), limbs (legs), low-light vision.

FEY EIDOLON ABILITIES
A fey eidolon’s abilities are determined by the fey mage’s level and by the choices made using its upgrade pool. Table: Fey Eidolon Base Statistics determines many of the base statistics of the construct. Each fey eidolon possesses a base form that modifies these base statistics. A fey eidolon’s qualities are similar to those described in the Eidolons description block of the Advanced Player’s Guide, except with the following changes.

Hit Dice: This is the total number of 6-sided (d6) Hit Dice the fey eidolon possesses.

Good/Bad Saves: These are the fey eidolon’s base saving throw bonuses. A fey eidolon always possesses a good Reflex and Will saving throw and a bad Fortitude saving throw, regardless of the creature’s base form.

Skills: This lists the fey eidolon’s total skill ranks and receives a number of skill ranks equal to 6 + its Intelligence modifier per HD. The following skills are class skills for fey eidolons: Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Knowledge (planes) (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Knowledge (geography) (Int), Knowledge (local) (Int), Knowledge (nature) (Int), Perception (Wis), Perform (Cha), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), Swim (Str), and Use Magic Device (Cha). Note that fey eidolons with a fly speed receive Fly (Dex) as a free class skill, even if they do not gain a fly speed until a later level. A fey eidolon otherwise follows the same strictures pertaining to skills as the summoner’s eidolon.

Armor Bonus: The fey eidolon has only a natural armor bonus, and cannot split this amount between an armor bonus and a natural armor bonus.

Str/Dex: The fey eidolon does not gain the Strength increase normally afforded an eidolon, but does retain the Dexterity increase.

New Evolutions
The following evolutions can be chosen by the fey mage.

1-Point Evolutions
The following evolution costs 1 point from the fey eidolon’s evolution pool.

Medium (Ex): A fey eidolon grows is size, becoming Medium. The eidolon size changes to Medium and gains a +4 bonus to its Strength and a +2 bonus to its Constitution. It also takes a –2 penalty to its Dexterity score, a –1 size penalty to its AC and attack rolls, a –2 penalty on its Fly skill checks, and a –4 penalty on its Stealth skill checks. It also gains a +1 bonus to its CMB and CMD scores. Increase the damage of all of its attacks by one step (1d3 becomes 1d4, 1d4 becomes 1d6). If this choice is made, the eidolon can be made Medium whenever the summoner can change the eidolon’s evolution pool (which causes it to gain these modifiers for changing from Small). This evolution cost 3 points from the fey mage’s evolution pool.

PLANARBOUND BLOODLINE:

You possess a strange affinity towards summoned creatures, such as eidolons. As such, your obsession with extraplanar beings has become a source of tremendous power, allowing you to call forth a creature from the outer planes to serve you. For you, the planes are where your true home is, but since you can’t go there you bring their inhabitants to you.

Class Skill: Knowledge (Planes).

Bonus Spells: unfetter* (3rd), evolution surge (lesser)* (5th), life conduit (improved)† (7th), evolution surge* (9th), transmogrify* (11th), evolution surge (greater)* (13th), purified calling* (15th), rejuvenate eidolon (greater)* (17th), summon monster XI (19th). (*Advanced Player’s Guide, †Ultimate Combat)

Bonus Feats: Augment Summoning, Extra Evolution, Fey Foundling, Nimble Moves, Sense Link, Spell Focus (conjuration), Silent Spell, Still Spell.

Bloodline Arcana: You have a considerable knack for summoning creatures from other planes which grants you a +1 bonus to your caster level whenever you cast summon monsters or any similar spell that summons extraplanar creatures to the Material plane.

Bloodline Powers: With a strong tie to the planes, you are sought after as a source of knowledge about them, as well as an ally by those in search of powerful extraplanar to assist in their cause.

Sorcerer’s Eidolon (Su): Starting at 1st level, you can summon forth an eidolon. This eidolon otherwise functions as the summoner’s eidolon class feature, except for the following changes. Your eidolon it is not as powerful as that of the summoner. Therefore, you effective summoner level for determining your eidolon’s advancement is equal to your sorcerer level –3 (minimum 1). You use your Intelligence modifier instead of your Charisma modifier to determine any effects pertaining to this feature. You reduce the listed number of evolution points gained at each level by 2 (see Table: Eidolon Base Statistics), and the eidolon’s maximum number of natural attacks never increases above 3.

In addition, due to the power your eidolon expends, you must sacrifice some of your own whenever you summon it. Starting at 4th level, whenever your eidolon is summoned, you lose access to your highest level of spells until it has been dismissed. At 10th level, whenever your eidolon is summoned, you lose access to your two highest levels of spells until it has been dismissed. At 16th level, whenever your eidolon is summoned, you lose access to your three highest levels of spells until it has been dismissed.

Bonded Sense (Su): At 3rd level, you gain the summoner’s bonded sense class feature, but use your Intelligence modifier instead of your Charisma modifier to determine the number of rounds the ability can be used each day.

Summon Monster (Su): At 9th level, you can cast summon monster IV as a spell-like ability once per day. Drawing upon this ability uses up the same power that you use to call your eidolon. As a result, you can only use this ability when your eidolon is not summoned. You can cast this spell as a standard action and the creatures remain for 1 minute per level (instead of 1 round per level). At 12th level, and every 3 levels thereafter, the power of this ability increases by one spell level, allowing you to summon more powerful creatures (to a maximum of summon monster VII at 18th level).

Greater Shield Ally (Su): At 15th level, your eidolon can protect you or your allies. You gain the summoner’s greater shield ally class feature.

Merge Forms (Su): At 20th level, you can become one with your eidolon. You gain the summoner’s merge forms class feature.

Now, with the reduction of HD and no Str increase with the Fey Eidolon, we may have some wiggle room to tweak the MCA further. I need feedback first.

Originally I had the first level bloodline power as Sorcerer's Eidolon with summoner level = MCA level -4 and at 4th can't cast highest level spells when eidlon is present. Then at 9th and 15th, increased the equivalent summoner level to -2, and to equal level, with the loss of two highest and three highest spell levels when it was present.

But then I thought, why not just leave the eidlon at level -3 like a ranger does with animal companion, but incorporate the scaled loss of higher level spell access as the eidlon gains power.

Anyways, let me know what you think.

#Blood Chemist: I hope to look into this one tomorrow.


#Fey Mage
Elg: I like this write up.
A couple of things: I think a standard -3 (minimum 1) is a good way to go with this, gives a similar feel as a ranger.
Why did you specify that Intelligence is used in the Sorcerer’s Eidolon ability of the Planarbound Bloodline? Also, from what I could tell reading Planarbound Bloodline, there's no restriction on it preventing a normal sorcerer from selecting the bloodline. If that wasn't your intention I would suggest writing in some requirement.
The restriction of higher level spellcasting while the Eidolon is out is a great limiting factor, and I like that it scales to mirror the Summon spellcasting chart.
Why are Druid spells selectable for the Arcane Knowledge ability?

#Essentia Shaman
I took suggestions into account. I dropped the Mystic Theurge Wannabe spellcasting and made it just diminished druid spellcasting. This way, even with bonus spells from Domain and School, they're still casting the same number of spells per day as a druid with a domain. I also added in Wild Element which is an Elemental Wild Shape spellcasting buff.
Lemme know whatchall think.

Essentia Shaman:
Essentia Shaman
Some extreme druidic orders focus their practice and understanding of the natural world toward the base foundation elements, and through this focus learn to

unleash the raw primal force and fury of these elements to greater potential than their druid peers.
Primary Class: Druid
Secondary Class: Wizard
Alignment: Any Neutral

Hit Dice: d8

Poor BAB, Good saves Fort and Will

Bonus Skills and Ranks: The Essentia Shaman may select three wizard skills to add to his class skills in addition to the normal druid class skills. The Essentia

Shaman gains a number of ranks at each level equal to 4 + Int modifier.

Weapon and Armor Proficiency: As Druid

Reduced Spellcasting: An essentia shaman casts spells as a druid, except that she has 1 fewer spell per day than normal. If she would gain 0 (not - ) spells per

day she only casts spells of that level if she has a high enough wisdom score for bonus spells.

Orisons: An essentia shaman prepares orisons in the same way that a druid does.

Elemental Bonded Domain: At 1st level the essentia shaman gains an Elemental Domain. This functions as the druid's nature bond, but she must select Nature

Domain, and it must be from the domains of Air, Earth, Fire, or Water.
This ability alters and replaces Nature Bond.

Elemental School: At 1st level the essentia shaman gains an Elemental School. This functions as the wizard's elemental school class feature, but is not optional

and must be selected from Air, Earth, Fire, or Water. It does not need to be the same element selected for her Elemental Bonded Domain, but she may not

select an Elemental School who's opposed element is her Elemental Bonded Domain. The bonus spells per day provided by her elemental school are prepared

as divine spells, even if they do not normally appear on the druid spell list. The essentia shaman gains the bonus spells from her Elemental School at 1st level,

but does not gain any other benefit from her Elemental School until 2nd level. Treat her essentia shaman level as her effective wizard level for all level dependant

effects, and she uses her wisdom score instead of her intelligence score for all Elemental School abilities.
This ability replaces the spells per day lost due to diminished spellcasting.

Elemental Empathy (Ex): An essentia shaman can improve the attitude of an elemental. This ability functions just like a Diplomacy check made to improve the

attitude of an elemental. The essentia shaman rolls 1d20 and adds her essentia shaman level and her Charisma modifier to determine the elemental empathy

check result.
To use elemental empathy, the druid and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal

conditions. Generally, influencing an elemental in this way takes 1 minute but, as with influencing people, it might take more or less time.
An essentia shaman can use this ability to influence an elemental with an Intelligence score of 1 or 2 at no penalty, but she takes a –4 penalty on the check if she

is trying to influence an elemental with an Intelligence score of 3 or higher.
This ability alters Wild Empathy

Planar Sense (Ex): An essentia shaman gains a +2 bonus on Knowledge (planes) and Survival checks.
This ability alters Nature Sense.

Environmental Stride (Ex): Starting at 3rd level, an essentia shaman may move through an environmental hazard that hampers movement at her normal speed

and without taking damage or suffering any other impairment, related to her elemental school and elemental domain.
Fire: Traveling through non-magical fires that do no more than 1d6 damage. This damage is only ignored as long as the essentia shaman starts and ends her

movement outside of the fire. She may also travel through lava in this way, with the same limitation of starting and stopping outside of the lava, but only while

walking. Full submersion in lava still does normal lava damage.
Earth: The essentia shaman travels through earthy and stony debris that counts as rough terrain without penalty, and ignores damage from effects such as Stone

Spikes.
Air: The essentia shaman is considered to be 1 size larger for the purposes of wind effects, and ignores the first 20 feet of falling damage.
Water: The essentia shaman ignores rough terrain effects presented by shallow water, and her movement is not affected while standing and moving on icy

surfaces.
This ability replaces Woodland Stride and Trackless Step

Elemental Resilience (Sp): At 4th level whenever the essentia shaman takes damage from an element type of her Elemental School or Elemental Domain, she

fast healing 5 for 2 rounds, this healing can only occur a number of times per day equal to 1/2 her essentia shaman level, if her Elemental School and Elemental

Domain are of the same element, she instead gains fast healing 5 for 3 rounds. In addition, at 4th level and every 4 levels thereafter, she gains a +1 bonus on her

saves against spells and spell-like abilities with an elemental descriptor matching her elemental school and elemental domain (to a maximum of +5 at level 20) , if

her school and domain element is the same, she instead gains +1 at 4th and level 3 levels thereafter (to a maximum of +6 at level 19).
This ability replaces Resist Nature's Lure and Venom Immunity.

Elemental Wild Shape (Su): At 5th level, an essentia shaman gains the ability to turn herself into a small elemental and back again once per day. This ability

functions like the elemental body I spell, except as noted here. The effect lasts for 1 hour per essentia shaman level, or until she changes back. Changing form

(to elemental or back) is a standard action and doesn't provoke an attack of opportunity. The form chosen must be that of an elemental related to the essentia

shaman's elemental school or elemental domain.
An essentia shaman loses her ability to speak any language besides the primary elemental language of her elemental body. Ignan for fire, Auran for air, Aquan

for water, and Terran for earth.
An essentia shaman can use this ability an additional time per day at 7th level and every two levels thereafter, for a total of eight times at 19th level. At 20th

level, an essentia shaman can use wild shape at will. As an essentia shaman gains in levels, this ability allows the essentia shaman to take on the form of larger

and smaller elementals. Each form expends one daily usage of this ability, regardless of the form taken.
At 7th level, an essentia shaman can use elemental wild shape to change into a Medium elemental. When taking the form of an elemental, the druid's wild shape

now functions as elemental body II.
At 11th level, an essentia shaman can use elemental wild shape to change into a Large elemental. When taking the form of an elemental, the druid's wild shape

now functions as elemental body III.
At 15th level, an essentia shaman can use elemental wild shape to change into a Huge elemental. When taking the form of an elemental, the druid's wild shape

now functions as elemental body IV.
This ability replaces Wild Shape at all levels.

Foundation Speech: At 10th level the essentia shaman learns Ignan Auran Aquan and Terran if she does not already know them.

Wild Element: At level 10, once per Elemental Wild Shape, she may Empower one prepared spell without increasing the spell level, but she must sacrifice a

spell of the same level or higher as the spell being Empowered. At 14th level, she may Maximize a spell instead of Empowering it, but she may still only benefit

from Wild Element once per Elemental Wild Shape. At 18th level, she may apply both Empowered and Maximized to a single spell, or Quicken a single spell,

but in addition to sacrificing a spell of equal or higher level, she must also sacrifice 5 additional spell levels. For example, the essential shaman could Empower

and Maximize a 6th level spell by sacrificing a 6th level spell, and a 2nd and 3rd level spell. This spell must have an elemental subtype matching her elemental

domain and elemental school, and cannot be affected by any additional metamagic effects. When the essentia shaman reaches 20th level, this ability may only be

used 10 times per day, but is still limited to only once per Elemental Wild Shape.
This ability replaces A Thousand Faces.

Timeless Body (Ex): After attaining 15th level, an essentia shaman no longer takes ability score penalties for aging and cannot be magically aged. Any penalties

she may have already incurred, however, remain in place. Bonuses still accrue, and the essentia shaman still dies of old age when her time is up.

Lvl BAB For Ref Wil Special 0 1 2 3 4 5 6 7 8 9
1 +0 +2 +0 +2 Elemental School, Elemental Domain 2 0 - - - - - - - -
2 +1 +3 +0 +3 Planar Sense, Elemental Empathy 3 1 - - - - - - - -
3 +1 +3 +1 +3 Environmental Stride 3 1 0 - - - - - - -
4 +2 +4 +1 +4 Elemental Resistance 3 2 1 - - - - - - -
5 +2 +4 +1 +4 Elemental Wild Shape 3 2 1 0 - - - - - -
6 +3 +5 +2 +5 - 3 2 2 1 - - - - - -
7 +3 +5 +2 +5 Elemental Wild Shape (2/day) 3 3 2 1 0 - - - - -
8 +4 +6 +2 +6 - 3 3 2 2 1 - - - - -
9 +4 +6 +3 +6 Elemental Wild Shape (3/day) 3 3 3 2 1 0 - - - -
10 +5 +7 +3 +7 Foundation Speech, Wild Element 3 3 3 2 2 1 - - - -
11 +5 +7 +3 +7 Elemental Wild Shape (4/day) 3 3 3 3 2 1 0 - - -
12 +6/+1 +8 +4 +8 - 3 3 3 3 2 2 1 - - -
13 +6/+1 +8 +4 +8 Elemental Wild Shape (5/day) 3 3 3 3 3 2 1 0 - -
14 +7/+2 +9 +4 +9 - 3 3 3 3 3 2 2 1 - -
15 +7/+2 +9 +5 +9 Elemental Wild Shape (6/day) 3 3 3 3 3 3 2 1 0 -
16 +8/+3 +10 +5 +10 Timeless Body 3 3 3 3 3 3 2 2 1 -
17 +8/+2 +10 +5 +10 Elemental Wild Shape (7/day) 3 3 3 3 3 3 3 2 1 0
18 +9/+4 +11 +6 +11 - 3 3 3 3 3 3 3 2 2 1
19 +9/+4 +11 +6 +11 Elemental Wild Shape (8/day) 3 3 3 3 3 3 3 3 2 2
20 +10/+5 +12 +6 +12 Elemental Wild Shape (At Will) 3 3 3 3 3 3 3 3 3 3


#fey mage
boy you took a big one eidolon to a full caster class...
i do like the way you went about toning down the power of a eidolon
@FEY EIDOLON: i like where you put this at power wise keeping it small and evo points i think you could give a little more in terms of abilities maybe make it more like a familiar by giving it "Deliver Touch Spells" ability
i would do the do the lvl reduction wile the eidolon is out and the evo point drop (just my vote) adds more flex to the class
also i wanted to know why you made some ability int dependent i just did not see why it would not really add to balance


#Fey MageThis is an amalgamation of Raider's work for the Fey Mage, and some tweaks I made.

Yes, the bloodline is selectable by any sorcerer. Why requirements? Bloodlines generally don't have any. None of our new ones do. That's why I tried to balance it within the framework of a bloodline so it can be selected by any sorcerer.

Um, yeah, late night brain injury. For some reason I was thinking sorcerer was Int-based, not Cha-based. So change all that.

Druid spells seemed like a good idea and fit to the fey, but if others think they don't fit, then we can remove them.

Don't know about adding Deliver Touch Spells. I know it's more familiar-esque, but this isn't a familiar, its an eidolon, and it gets shared spells already.


#Fey Mage

I do like the "Arcane Knowledge" wish there was a better spell list until one could be found, druid is a good fit.

deliver touch spells would at least make a great evo for those who choose to tiny eidolon might be broken though summoner who pulls a magus out of their pocket


#Fey Mage
Oh ok, so the class abilities make the bloodline more potent. Gotcha.
That makes sense, the druid spells for the fey theme.
I agree that it shouldn't have shared spells And deliver touch.


#Intellectual Ascetic/Insightful Mind I think it would be good if he gained access to spell levels at the same rate as a paladin, and then spent ki points in order to cast those spells, like how the Runic Berserker spends rounds of rage to cast spells.
If that isn't the direction to be taken, if the ascetic is gaining a spellcasting chart, should they still lose out on all those other abilities that are currently being striked off the list? Personally I think it would make more sense to only cut out a few of those abilities, going for monk bonus feats first. Such as snatching the level 6 bonus feat for gaining spellcasting at level 4, and moving slowfall to start at level 6, stealing Wholeness of Body and Imp Evasion for 2nd level spells at level 7, losing the 10th level bonus feat for 3rd level spells, and Diamond Soul at level 13 for 4th level spells.
I just don't feel like the monk should lose out on so many of their class abilities for a spell progression chart that rangers and paladins get while still maintaining full BAB and full class abilities.

#Bloodborn Magus I don't know if it's been said already but it would probably be good to take 'Magus' out of this MCA's name.
There are a couple things I feel strongly about in this build. For one thing, Spell Recall is a very powerful magus ability, like seriously powerful. In my opinion, losing Spell Recall justifies gaining a Bloodline without any other sacrifices needed. I really do not think you should dump this ability in order to select a bloodline, especially considering every tick of the bloodline's various abilities also replace abilities. Losing out on knowledge pool and fighter training is enough. At the very least I think Spell Recall should be moved to level 11.
I also disagree about removing item creation feats from the bonus feat list. Innate casters craft items as much as studied ones do.
I saw other people asking what the bloodline powers are replacing. They're replacing prepared spell flexibility. The Bloodborn Magus switches from prepared casting to spontaneous casting without gaining any additional spells per day, so that in itself justifies the additional power ammo provided by bloodline powers. I think that's fine and good.
Also I would suggest limiting the 7th 8th and 9th level spells from greater spell access to being able to be cast once per day. I don't think you want your magus firing off five 9th level spells a day.

#Runeforged Warrior Elg: Honestly, if we can think of a good ability that occurs at level 5 and improves at level 9, that involves consuming the Arcane Pool given enhancement bonus off of a weapon toward some effect, I would take that and just drop spellcasting entirely. That was one of my starting concepts and frankly I just really like the thematics of causing a magical weapon buff to explode off of it or something like that.
Maybe Dispel Magic (CL = Runeforged warrior level) against a number of magic items equal to the number of +1's on the weapon (granted by arcane pool) worn/held by the target of the attack at level 5, and then at level 9, an antimagic zone for a number of rounds equal to the +1's expelled from the weapon.
Or we could just keep the spellcasting starting at level 5 and just have the normal CL-3. Maybe come up with a spell that involves the enhancement bonus removal or something.


@iorthol you make a good point for the comparison to ranger/paladin. one thing to note though is that they have a significantly greater variety of spells to choose from. I like the idea of having real spellcasting though, since you could actually cast more spells that way. I have been brainstorming a ki use for spellcasting though. My thought is burning ki to reduce the level adjustment for metamagic, the cost being equal to the total level of the of the spell after the meta-magic cost. I also think they should get a bonus spell of their favored school every time they gain a new spell level. Adding in the fact they treat spells of their favored school as one level lower (somewhat, though not completely balanced by the fact that spells of their neglected school are one level higher), and they could actually be a pretty serious half-caster.


#Bloodborn Magus - @Iorthol, I disagree that it's "probably good" to take Magus out of the name. As I have mentioned before, we have plenty of MCAs whose names reference one or both of the two classes. Sometimes simplest is best.

Having said that I'm also all for things to be more interesting. So by all means fire off some alternative names. ;)


OSW: I was just going on what another cast member said about the Blood Alchemist MCA ;-;

Toaster: I personally like the idea of using arcane pool, rounds of rage, bombs per day, generally class given resources to be used for spellcasting. It's just a dynamic I happen to enjoy.
Granted I've also always wished for a good spellpoint alternative to spells per day because I want to make non-spellcaster stuff that uses spellpoints as fuel.


#Bloodborn_Magus

@Iorthol, suggestions for alternative names are appreciated, I'll freely admit coming up with names for abilities and classes isn't a strong point of mine.

If keeping spell recall would be balanced then I'd change it to the following, due to the differences between prepared and spontaneous casters:
Arcane Surge: At 11th level, the magus learns to use his arcane pool to recast spells he has already cast. With a swift action he can recall any single magus spell that he has already cast that day by expending a number of points from his arcane pool equal to the spell’s level (minimum 1). The magus gains a temporary spell slot, of the same level of the spell, which may only be used to cast that spell. This spell slot lasts until the spell is cast or the magus refreshes his spells per day. This replaces improved spell recall.

I'm happy for this MCA to still have the item creation feats as an option.

I'd like suggestions on how a mechanically good way to limit the 7th, 8th and 9th level spells to a single casting per day (maybe a bonus spell slot for each spell?). I did consider adding them as a spell-like abilities (much like the Magus/Witch MCA) but thought that being able to cast spells like Wish with no material component cost could be a tad too powerful.

Additionally, here's an attempt at a magus arcana
Bloodline Boost (again name can be altered)
Prerequisites: Must have a sorcerer bloodline.
When you use a bloodline power that can be used for 3 + your Charisma modifier times per day (such as the Elemental bloodline's Elemental Ray, or the Draconic bloodline's Claws), you may expend 1 point from your arcane pool to use this ability instead.


Alright, working on something fun.

Not a massive fan of 'Witch Doctor'- I feel we can do something much more awesome, as the doc feels bland, subpar to me. (Sorry, Elghinn!)

So I'm gonna try a Witch/Alchemist, focusing on the sometimes-seen concept of the 'pumpkin bomber'. And I'm gonna let you 'newbies' see a bit of how I often design, to maybe help you out a bit.

Stage 0- Concept. Witch/Alchemist with bombs, with inspiration from the pumpkin bomber type. (( Blair from Soul Eater is a good one, if you want an example ;3 ))

Stage 1 of the Process- Immediate thoughts.

Spoiler:

First things first, whenever you start a new MCA- decide what you want to give up. Don't hold onto every little thing, but pick something large to just scythe out completely.

I'm not willing to go the Diminished Spellcasting route to make room if it can be helped; instead, I think I'll limit them to a small subset of patrons, remove the healing spells from their list, and deny them the Healing Hexes.

Next up- decide what to add.

No healing basically cuts out a part of the Witch class, making room for a nice part of the Alchemist class. Without healing, it'll be support, debuffs, and some small damage- we can totally up the latter with something reliable.

So Bombs at first level. Let's make them a d4 and call it a day, I don't feel we don't need to nerf further. 10d4 is only slightly better than 7d6 anyway, with an admittedly more stable minimum and more use with a small series of abilities. (Anything adding +1 per die.)

A good ref save would be nice, but we can do without.

Third, give a way for the player to customize the class.

A choice between (Basic/Grand) Discovery or (Basic/Major/Grand) Hex at 2nd, 5th, 8th, 11th, 14th (Major!), 17th, and 20th (Grand!) Seven chances at whatever they want, basically- pretty good, allows for customization.

Stage 1 Results:

Spoiler:

'Pumpkin Bomber' (Working Name)

HD: d6
BAB: half
Saves: Good Will
Skills: 2+Int skills

Level: | Special:
1 | Bomb 1d4, Cantrips, Witch's Familiar
2 | Discovery/Hex
3 | Bomb 2d4
4 |
5 | Bomb 3d4, Discovery/Hex
6 |
7 | Bomb 4d4
8 | Discovery/Hex
9 | Bomb 5d4
10 |
11 | Bomb 6d4, Major Discovery/Hex
12 |
13 | Bomb 7d4
14 | Discovery/Hex
15 | Bomb 8d4
16 |
17 | Bomb 9d4, Discovery/Hex
18 |
19 | Bomb 10d4
20 | Grand Discovery/Hex
Spells- Remove Cure spells, Remove Disease, similar effects. Do not remove Remove Curse or Break Enchantment.

Hexes- No Healing.

Patrons- None that grant healing spells. Will compile list later.

Okay, core down. Now looking into things that are a little more unique, and suit the flavor...

Stage 2 of Design- The Fun Part.

Spoiler:

Now we want to add something cool to this class, to make it suit the flavor we'll be giving it.

Now a fun fact is that Alchemists and Witches do opposite things- one buffs, one debuffs. Sure they can each do a little of the other, but they're more limited at it in comparison.

I'd LOVE to give the Pumpkin Bomber a cool way to toss out buffs, too, and the classic Cauldron hex as well as common witch tropes point out that- witches love potions! And other weird liquids.

Working off of that, I decide to do two things- First, free Cauldron Hex. We can put it in at First Level, I feel, since it's out-of-combat.

Second, a middling level ability that lets them share the love- pouring any spell that could be made into a potion, into a cauldron. Those who drink from the cauldron get the effects of the potion!

This needs an immediate nerf, so giving any potions poured in should do- oh, say, -2 to the caster level of effects, minimum 1. For example, a Cure Moderate Wounds healing 2d8+1.

If we give it to them at fourth level, they'll be high enough level to make use of it; but we can't let them give to the whole party then. So instead, up to one person per two levels? Feels right to me, so I go with it. This will work with any -POTION-; not one of their own spells. This means they can use it to share healing and buffs, but it's also money out of the party pocket. Seems to be a fairly balanced ability- they'll need a cauldron, the potion, heat source, and 1 minute to pull it off, I'd say. An excellent, fairly timely if out-of-combat, way to save cash and spread resources further.

Now I know I can't type that up proper, so I leave that to those who can once they've seen my notes. Remember, guys- while practice makes perfect, there's better places to do certain things than in development. I'll practice editing later- for now, I leave it to Flak and Elghinn, and make sure the intent is as clear and concise as I can make it.

I then take a peek over, and realize something un-fun; a lot of dead levels. I synch bomb dice up to fill levels that don't get a spell boost, and add Alchemy to first level to make up for it and give a more 'alchemist' flavor. A lot of classes get a signature ability at 2nd instead of 1st anyway, so it feels fine to me.

Stage 2 Results:

Spoiler:

'Pumpkin Bomber' (Working Name)

HD: d6
BAB: half
Saves: Good Will
Skills: 2+Int skills

Level: | Special:
1 | Alchemy, Cantrips, Cauldron, Witch's Familiar
2 | Bomb 1d4, Discovery/Hex
3 |
4 | Bomb 2d4, Cauldron Infusion
5 | Discovery/Hex
6 | Bomb 3d4
7 |
8 | Bomb 4d4, Discovery/Hex
9 |
10 | Bomb 5d4
11 | Major Discovery/Hex
12 | Bomb 6d4
13 |
14 | Bomb 7d4, Discovery/Hex
15 |
16 | Bomb 8d4
17 | Discovery/Hex
18 | Bomb 9d4
19 |
20 | Bomb 10d4, Grand Discovery/Hex
Spells- Remove Cure spells, Remove Disease, similar effects. Do not remove Remove Curse or Break Enchantment.

Hexes- No Healing.

Patrons- None that grant healing spells. Will compile list later.

Cauldron Infusion- Working Name. Can use a cauldron to split potions up among party members, time takes 1 minute; Potion suffers to the tune of -2 caster level, minimum one. Ex: Cure Moderate Wounds heals 2d8+1. Requires: Cauldron, Heat Source, Potion. Serves 1 per 2 levels.

I look over the 'Pumpkin Bomber' when done, find I like it, and post it up. A name can come after, especially if balance changes are done at a later point that turn the class around completely! Remember, no Class survives the MCP unscathed... :P

I hope seeing some of my thought process helped you out~
Now, what do you all think of the 'Pumpkin Bomber'?

tl;dr- New Class under 'Stage 2 Results'.

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