
Evil Lincoln |

The Order of the Dragon's Strategy and Act as One aren't really the Abomination Rider's thing, at least as I envisioned them - I was thinking more "lone rider" than "commander". Aid Allies might be interesting if applied to the mount, but it still feels a little meta-gamey to me - imparting the bonus to your mount, while thematic, seems just a bit too easy...
I hear what you're saying, but wasn't this already the case with the RAW Cavalier? Their mount was nothing to sneeze at.
I rather thought that was part of the intention of the cavalier, that even in a small party you brought an extra combatant to the field so that you could be a force multiplier.

Elghinn Lightbringer |

I'm just for thinkin that if an ability is 1/day from a bloodline that it should cost more than 1 blood point. Maybe 2 or 3.
1 just seems a wee bit too cheap.
I agree with Iorthol. The point here is to allow the MCA to be able to use blooline powers using his blood pool, BUT he should be able to do it better than the sorcerer. However, I don't agree with the 2 or 3 point costs. Level is already limiting when he can use certain abilities. I would suggest this.
Blood Pool:...
In addition, a bloodborn magus can use his blood pool to fuel his bloodline powers. At 1st level, instead of enhancing his weapon, a bloodborn magus can spend 1 point from his arcane pool to either gain one use of his first bloodline power (up to its maximum uses per day), or gain its effects for 1 minute. As the bloodborn magus gains experience, he gains access to more of his bloodline powers.
At 5th level, a bloodborn magus can spend 1 point from his blood pool to gain his second bloodline power for 1 minute. At 11th level, he can spend 1 points from his blood pool to gain his third bloodline power for 1 minute. At 17th level, he can spend 1 point from his blood pool to gain his fourth bloodline power for 1 minute. If any of these subsequent bloodline powers have uses per day, he gains one use of the bloodline power up to its maximum uses per day instead. This ability replaces arcane pool and knowledge pool.
This allows the Bloodborn Magus to expend his points as he sees fit, but can't exceed uses per day that the sorcerer is limited to. Plus, any permanent abilities the sorcerer usually gains can only be gained 1 minute at a time.

Evil Lincoln |

And it ties in nicely with the Summoner's force multiplier theme. Sure. Look I see it.
And point taken on the redundancy of the Order restriction, EL. Consider me soundly admonished. It does nothing to the framework to allow an option.
I better not see any freakin dire lions or dragons... ;)
Well, lest I be mistaken for merely admonishing you, I think MCAs are a great idea with a great execution. I almost never fiddle with class design and I rarely adopt non-core classes, but the niche these fill is just too perfect. Bravo!

Elghinn Lightbringer |

@Evil Lincoln
And that's why we developed the MCAs. So many didn't really seem to like the execution of PF multiclassing, and wanted something more akin to the old gestalt or 2E multiclassing. These give the feeling of the old multiclassing while keeping to the power level of the other single classes. Plus, they can be quite customizable, if you take the time. Our versions of a particular Multiclass archetype may not be what another might envision. So, we encourage others to learn the process and go home and do their own (or get hel from us :D).
I'm glad you like them.

Elghinn Lightbringer |

"...a bloodborn magus can cast either his 7th–, 8th–, or 9th–level bloodline once per day..."
It's either/or, so you can only use the 7th, 8th, or 9th level spell once per day. So if you cast one, you can't cast the others.
And I'm changing the name to Blood of the Magi, it rolls off the tongue better.

Iorthol |

First comment I have about Occult Philologist is that in the spellcasting ability, it needs to specifically say that she is a spellcaster, because as it currently reads, she 'casts' spells by reading them from scrolls, which is nearly the same mechanic as alchemist extracts. Alchemists, are not spellcasters, and don't qualify for spellcaster things. I was told she is indeed a spellcaster, so some statement needs to be made to clearly state that she is indeed a caster and qualifies for things requiring being a spell caster.

Elghinn Lightbringer |

I've done some word tweaking which should address your concerns Iorthol. Though, as the MCA has a "Spellcasting" entry, and describes the casting of spells by recording spells from a spellbook onto and reading them from leaflets, these should overtly designate the Occult Phiologist as a spellcaster.
All wizards believe in the power of words, particularly the written word. Words possess tremendous power, whether it is capturing an idea, conveying feelings, or unleash potent magic. The occult philologist takes this a step further, for he reveres the written word as something supernal, as a symbol or manifestation of the divine. As such, occult philologists seek to decipher ancient codes and devise new ones, greedily search out lost tomes of magic and legends, and unleash their magic through the use of written text. Whether a cabalist or scientist, or a calligrapher, poet, or linguist, the occult philologist ca be all these and more.
Primary Class: Wizard.
Secondary Class: Oracle.
Alignment: Any.
Hit Dice: d6.
Bonus Skills and Ranks: The occult philologist may select three oracle skills to add to his class skills in addition to the normal wizard class skills. An occult philologist gains a number of ranks at each level equal to 4 + Int modifier.
Weapon and Armor Proficiency: The occult philologist is proficient with all simple weapons, with light armor, but not with shields. He can cast wizard spells while wearing light armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, an occult philologist 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 occult philologist still incurs the normal arcane spell failure chance for arcane spells received from other classes.
Spellcasting: An occult philologist casts arcane spells drawn from the wizard’s spell list and gains his mystery spells at the indicated levels. An occult philologist prepares his spells by scribing them onto special leaflets from his spellbook and casting them by reading the spell directly from the leaflets (see Philology). An occult philologist otherwise learns spells as a wizard of equal level.
Arcane Mystery: At 1st level, an occult philologist gains the oracle’s mystery ability. An occult philologist chooses one mystery from the following mysteries: Ancestor, Dark Tapestry, Heavens, Lore, Occult, Time, Words (see below). An occult gains one mystery spell slot for each level of spell he can cast, from 1st on up. Each day, an occult philologist can prepare his mystery spells in those slots. An occult philologist can select a mystery spell modified by a metamagic feat to prepare in his bonus slot, but it uses up a higher level mystery spell slot. The occult philologist may also prepare mystery spells in his normal spell slots if he so chooses. An occult philologist must select two magic schools as his opposition schools.
An occult philologist also gains one revelation from his mystery at 1st level, and an additional revelation at 5th, 10th, and 15th level. At 20th level, an occult philologist gains the final revelation from his mystery. This ability replaces arcane school and the wizard’s bonus feats.
Philology: An occult philologist doesn’t cast spells in the same manner that other wizards do. Instead of preparing his spells of memorizing them like a wizard, an occult philologist prepares his spells by transcribing the spells he wishes to cast for the day from his spellbook and onto a special piece of parchment called a leaflet. Once transcribed, the occult philologist must read the spell from the leaflet to cast it, much like reading a spell from a scroll. Casting the spell erases it, leaving the leaflet blank and ready to be used again. Leaflets are written in a unique personal code that is decipherable only by the occult philologist. In many ways, leaflets function like spell scrolls, using the occult philologist’s level as the caster level. However, they don’t require the time and cost of actual spell scrolls, and can only be read by the occult philologist who wrote them. Preparing spell leaflets consumes raw materials and focuses just as it would for creating a scroll. If a spell has a focus requirement, the focus is used in the reading process.
An occult philologist can transcribe only a certain number of leaflets of each level per day. His base daily allotment of spells is given on Table: Occult Philologist. In addition, he receives bonus extracts per day if he has a high Intelligence score, in the same way a wizard receives bonus spells per day. A leaflet, once transcribed, remains potent for 1 day before becoming useless, so an occult philologist must re-prepare his leaflets every day. Transcribing a leaflet takes 1 minute of work—most occult philologists prepare many leaflets at the start of the day or just before going on an adventure, but it’s not uncommon for an occult philologist to keep some (or even all) of his daily spell slots open so that he can prepare leaflets in the field as needed.
Wordspell Bond: This is exactly like the wizard’s arcane bond, except that if the occult philologist bonds with a familiar, the familiar doesn’t provide the usual bonuses. Instead, the familiar is considered a bonded object for the purposes of spellcasting. An occult philologist’s familiar can always speak one language of its master’s choice as a supernatural ability. In addition, at 1st level, an occult philologist adds arcane mark and scrivener’s chant to his spellbook at the appropriate level. At 5th level, the occult philologist adds book ward and secret page to his spellbook. At 10th level, he adds mark of justice to his spellbook. At 15th level, he adds spell turning to his spellbook.
Alternatively, if the occult philologist chooses to bond with an object, he must bond with his spellbook.
Words Mystery
Class Skills: An oracle with the words mystery adds Linguistics, Perform, and Spellcraft to her list of class skills.
Bonus Spells: comprehend languages (2nd), codespeak (4th), glyph of warding (6th), illusory script (8th), spellcasting contract (lesser) (10th), glyph of warding (greater) (12th), spellcasting contract (14th), word of recall (you must write the word instead of saying it) (16th), spellcasting contract (greater) (18th)
Revelations
An oracle with the words mystery can choose from any of the following revelations.
Automatic Writing (Su): Once per day, you can spend a full hour in uninterrupted meditation. During this period, your hands produce mysterious writing that pertains to the future. At 1st level, the prophetic writing manifests as an augury spell with 90% effectiveness. At 5th level, the writing takes the form of a divination with 90% effectiveness. At 8th level, the writing manifests as a casting of commune with no material component required.
Counterword (Su): You may counter magic effects and spells that depend on language or written texts, like a bard does with sound–based ones. This works otherwise as the countersong bardic performance, but may rely on audible or visual components, depending on the countered effect. You could, for example, prevent a symbol spell from working by designing a counter–symbol upon it, or write a counter–poem upon an explosive rune; but also reciting a soothing oration to counter a command spell. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
Esoteric Research (Su): Your knowledge of the magic languages allows you to learn incantations usually prohibited to your class. Choose any one class spell list. You may research spells from that list to add to your list as divine oracle spells, as if they were 2 levels less in terms of cost, time and difficulty; any esoteric spell researched is added to your list as if it were 1 level higher (for example, you could research a 7th–level wizard spell as if it were a 5th–level spell for the purpose of research cost, time and difficulty; it should be added to your spell list as an 8th–level spell). You must be at least 7th level to select this revelation.
Inspired Interpreter (Su): You may read and understand written texts in any language as if you were wearing an helm of comprehend languages and magic reading. You don’t gain the ability to speak or understand spoken words in other languages. With a successful Linguistics check, you can activate any spell from a scroll or a book, whether it’s of the correct type and in your spell list, or not. You use your Charisma in place of the requisite ability score for spells.
Read Between the Lines (Su): Reading any script, you can discover many things about its author. You must read a text carefully from beginning to end. You gain information on whoever wrote it as if you made a Diplomacy skill check to gather information, with a result equal to 15 + your oracle level + your Charisma modifier. At 5th level, you know what the author thought and meant when the text was written as if using seek thoughts; at 11th level, you know many things about the author, as if you cast legend lore. This ability works also on text written by long–dead authors. You may use this ability a number of times once per day, plus one additional time per day for every five oracle level you possess.
Say the Word (Ex): You’ve become adept to cast spells just with your words. You gain Eschew Materials as a bonus feat. At 7th level, you gain Still Spell too. At 11th level, thrice per day, you may apply the Still Spell metamagic feat to a spell without increasing the level.
Spontaneous Symbology (Sp): Your knowledge of the secret history of the world has unveiled the mysterious symbols that govern reality. You can cast any “symbol” spell using a spell slot of the appropriate level, even if the spell is not on your list of spell’s known. A symbol spell is any spell with the word “symbol” in its name. You must be at least 11th level to select this revelation.
The Pen Is Mightier Than the Sword (Su): As a swift action, you can enlarge a quill, pen or other tiny writing instrument into a blade similar to a longsword. You can then strike with it as if it were a weapon making a melee attack. For the purpose of this ability, you are proficient with this weapon. You can use the weapon to perform combat maneuvers. You may use with this weapon any combat feats that could be used with a longsword. If you hit, the weapon deals 1d8 points of slashing damage + 1 point for every two oracle levels you possess. After this attack, the quill returns to normal. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
Wall of Text (Su): You begin an endless litany which takes the form of a compact wall of solid written words protecting you and your allies from hostile attacks. The wall deflects arrows, bolts, loose debris, and Small or smaller flying creatures like a wind wall spell, except these things rebound harmlessly rather than being directed upward. The relentless flow of words forces creatures within 10 feet of you to a Will save; if they fail, they’re stunned for 2d4 rounds. Touching and passing through the wall stuns a creature for 2d6 round +1 per oracle level. If you evoke the wall so that it appears where creatures are, each creature takes damage as if passing through the wall. An erase spell suppresses the wall within its area as if it were magic writing, but only for a round. This is not a language–dependent effect. You may summon a wall of text a number of times per day equal to your Charisma bonus, and it last as long as you concentrate. The wall works otherwise as a wall of sound. You must be at least 7th level to select this revelation.
Whirlwind Lesson (Ex): You can quickly browse through a magical tome or manual, gaining its benefits with only a single 8-hour study session (rather than the usual 48 hours over a period of 6 days). At 7th level, you may allow another character to join in your study; both of you gain the full benefit of having read the book. At 15th level, you may share your whirlwind lesson with a number of characters equal to your oracle level. The benefits to you are permanent, whereas your students gain the tome or manual’s benefits for a number of days equal to your Charisma modifier but then forget what they have learned.
Final Revelation: Upon reaching 20th level, you have understood the full power of words. You become immune to spells and effects that rely on spoken or written words (like power word, runes or glyph spells). You can use the True Name wizard discovery once per day as if you had cast greater planar binding.
Table: Occult Philologist
Base
Class Attack Fort Ref Will Spells per Day
Level Bonus Save Save Save Special 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +0 +0 +2 Arcane mystery, cantrips, philology, 3 1 — — — — — — — —
Scribe Scroll, wordspell bond
2nd +1 +0 +0 +3 4 2 — — — — — — — —
3rd +1 +1 +1 +3 4 2 1 — — — — — — —
4th +2 +1 +1 +4 4 3 2 — — — — — — —
5th +2 +1 +1 +4 Revelation 4 3 2 1 — — — — — —
6th +3 +2 +2 +5 4 3 3 2 — — — — — —
7th +3 +2 +2 +5 4 4 3 2 1 — — — — —
8th +4 +2 +2 +6 4 4 3 3 2 — — — — —
9th +4 +3 +3 +6 4 4 4 3 2 1 — — — —
10th +5 +3 +3 +7 Revelation 4 4 4 3 3 2 — — — —
11th +5 +3 +3 +7 4 4 4 4 3 2 1 — — —
12th +6/+1 +4 +4 +8 4 4 4 4 3 3 2 — — —
13th +6/+1 +4 +4 +8 4 4 4 4 4 3 2 1 — —
14th +7/+2 +4 +4 +9 4 4 4 4 4 3 3 2 — —
15th +7/+2 +5 +5 +9 Revelation 4 4 4 4 4 4 3 2 1 —
16th +8/+3 +5 +5 +10 4 4 4 4 4 4 3 3 2 —
17th +8/+3 +5 +5 +10 4 4 4 4 4 4 4 3 2 1
18th +9/+4 +6 +6 +11 4 4 4 4 4 4 4 3 3 2
19th +9/+4 +6 +6 +11 4 4 4 4 4 4 4 4 3 3
20th +10/+5 +6 +6 +12 Final revelation 4 4 4 4 4 4 4 4 4 4

Kyras Ausks |

I agree with Iorthol the poor guy should ether count as a arcane spell caster or should not have arcane spell failure chance
Wordspell Bond and i would like to see this change a bet may be some kinda "paper mage" type thing like
"Scroll Blade (Su): A scrollmaster can wield any paper, parchment, or cloth scroll as if it were a melee weapon. In the hands of the wizard, the scroll acts as a short sword with an enhancement bonus equal to 1/2 the level of the highest-level wizard spell on the scroll; a scroll with only a cantrip or 1st-level spell on it counts as a masterwork short sword. The scrollmaster is proficient in this weapon, and feats and abilities that affect short swords (such as Weapon Focus) apply to this weapon. A scrollmaster cannot wield two scrollblades at the same time."
from the Scrollmaster (archetype) UM

Bardess |

Just in time- as I promised OSW, here's the other handmade mystery to complement the archetype: the Spirits (of Soul) mystery, for medium/telepath-like oracles. I took most revelations from the Ancestor, Nature, and Occult mysteries, the KP Shaman totem powers list, and the ZSP Sacred Necromancer powers list.
Class Skills: An oracle with the spirits mystery adds Intimidate, Perception, and Stealth to her list of class abilities.
Bonus Spells: anticipate peril (2nd), ancestral communion (4th), seek thoughts (6th), ancestral memory (8h), telepathic bond (10th), forbiddance (12th), vision (14th), mind blank (16th), astral projection (18th)
Lure Spirits (Su): You gain Threnodic Spell as a bonus feat. In addition, once per day, you can cast a spell with the Threnodic Spell feat as a standard action that does not increase the level of the spell. You can use this ability one additional time per day at 11th level and every 4 levels thereafter. You must be at least 7th level to select this revelation.
Hand of Souls (Su): As a standard action, you can perform a melee touch attack that works as a paladin’s lay on hands or an anti–paladin’s touch of corruption ability, depending from your alignment. Your touch cures or causes 1d6 points of damage + 1 point for every two oracle levels you possess. You can use the hand of souls ability a number of times per day equal to 3 + your Charisma modifier. At 11th level, any weapon that you wield is treated as a ghost touch weapon.
Serene Awareness (Ex): Your meditations to quiet the mind made you aware of the workings of the soul world– and you just keep getting closer to a supernatural wisdom. You gain a +1 inherent bonus to Wisdom upon taking this revelation and another at every third oracle level gained thereafter. You must be at least 7th level to select this revelation.
Spirit Calling (Ex): You can create a summoning circle 1/week to summon a specific outsider or undead spirit. To successfully contact the entity, you must do your research and get their name, requiring 3 consecutive successful Knowledge checks (DC 10 + HD of entity): Knowledge (planes) for outsiders and Knowledge (religion) for undead. Each check takes 8 hours (only 1/day). Once you have the name, the summoning is automatic, and you never need to research for that entity’s name again. You can only summon a specific individual 1/month.
Once summoned, both you and the summoned creature are safe from harm, provided you act cordially to one another and within the established confines of the ritual. You can ask one piece of information of the summoned creature, and it either knows the answer or not—it cannot lie. However, if it knows the answer, it doesn’t have to tell you for free. It will typically set terms, asking a favor from you in return for the answer. Because of the restrictions of the magic involved, summoned creatures cannot ask you to perform acts that directly oppose your alignment. For instance, they can’t ask good characters to kill an innocent; they could ask you to retrieve something, though, and how you actually do it is up to you. These tasks are typically of a difficulty matching the rarity and importance of the knowledge requested. If you perform the task, you must perform a return summons (which doesn’t count against your weekly uses) during which you exchange proof of your service for the knowledge you seek. You must be at least 7th level to select this revelation.
Spirit Retribution (Su): Whenever you make a successful save against a mind–affecting spell or effect which entirely negates it, the creature who cast the spell or effect must make a Will save or be stunned for a number of rounds equal to the original effect’s duration. The DC of this save is equal to 10 + 1/2 your oracle level + your Charisma modifier. You can use this ability once per day at 1st level, plus one additional time per day at 5th level and for every 5 levels beyond 5th.
Spirit Shield (Su): You can call upon the spirits of the deceased to form a shield around you that blocks incoming attacks and grants you a +4 armor bonus. At 7th level, and every four levels thereafter, this bonus increases by +2. At 13th level, this shield causes arrows, rays, and other ranged attacks requiring an attack roll against you to have a 50% miss chance. You can use this shield for 1 hour per day per oracle level. This duration does not need to be consecutive, but it must be spent in 1-hour increments.
Spirit Sight (Su): Your vision extends into the spirit realm, allowing you to see astral, ethereal, or incorporeal creatures as a supernatural ability.
Storm of Souls (Su): You can summon the spirits of your family or tribe to attack in a ghostly barrage—their fury creates physical wounds on creatures in the area. The storm has a range of 100 feet and is a 20-foot-radius burst. Objects and creatures in the area take 1d8 hit points of damage for every two oracle levels you possess. Undead creatures in the area take 1d8 points of damage for every oracle level you possess. A successful Fortitude save reduces the damage to half. You must be at least 7th level to select this revelation. You can use this ability once per day, plus one additional time per day at 11th level and every four levels thereafter.
Sure Soul (Su): Because of your experience with possessing spirits, you gain a +2 insight bonus on saving throws against possession effects such as magic jar, a ghost’s malevolence ability, or domination effects. At 7th level, this bonus also applies against death effects and mind-affecting effects. At 11th level, the bonus increases to +4.
Transcendental Bond (Su): You become so attuned to the common spirit shared by all living things that you can use it to communicate with allies. You may communicate with your allies for a number of rounds per day equal to your oracle level as if using telepathic bond. You may designate a number of creatures as your ally equal to your Charisma modifier. Designating a creature is a standard action that requires a touch. At 10th level, you may use this bond to cast a touch spell on a designated ally once per day.
Final Revelation: At 20th level, you’ve mastered your mind and spirit. You receive a bonus on Will saving throws equal to your Charisma modifier and are immune to mind-affecting effects. You can cast vision and sequester once per day as spell-like abilities without requiring material components.

Elghinn Lightbringer |

#Occult Philologist
"If" we include anything "scroll blade"-ish, we may need to make it an option instead of a hard class feature. Perhaps include it into Arcane Bond ability, and allow for a choice of bond with familiar, or bond with the written word (including scrolls and spellbooks). I'll see what I can come up with perhaps. Thoughts on this Bardess, since he's your baby?

Bardess |

Maybe the scroll thing could be a bonus offered by the wordspell bond in place of the bonus spells... But I would rather avoid to copy existing abilities this time.
Some 3PP made rules for origami familiars, I think. That could be a good idea too, but I wouldn't discard real animals completely.
EDIT: That would be the Onmyoji archetype by Rite Publishing. I like that archetype because of his strong Eastern flavor. The Scrollmaster too, I think, has an Eastern aura. While I certainly would like some more abilities to strengthen the "word bound" feel of the Philologist, I wouldn't make a copy of an existing wizard archetype, neither to give him an Eastern feel; what I tried to achieve was the feeling of a Western medieval scholar, or a wizard like the ones in chivalric romance, who couldn't cast spells without having their spellbook at hand.

Elghinn Lightbringer |

Yeah, I don't think the oragami aspect fits the MCA. How much do you want the familiar as an option, Bardess? If you want to keep it, that's fine, but then I think we should make a few changes to familiar abilities specific to it. Perhaps being able to "speak" maybe the common tongue, and llowing it to actually cast spells as the OP, maybe replace the deliver touch spell and speak with master abilities. Allow it to also cast from scrolls - all "word" related abilities.
the other bond should be with "The Written Word", which could include spellbooks and scrolls. Not sure yet how to tweak that. Maybe adding the spells to his spellbook like you've included, but then also something along the lines of the Scrollmaster's Improved Scroll Casting, or a spontaneous ability usable X/day that allows the OP to cast a spell directly from his spellbook without erasing the spell, but costing an equivalent prepared spell slot?
Or be able to use a scroll's inherent spell energy to cast a spell he has in his spellbook. That might be more in line with this MCA. Essentially, he'd be able to use the stored spell energy in a scroll to cast a spell in his spellbook, of the same level. The scroll would still be consumed, but the chosen spell would be cast instead.

Bardess |

This feels more in tune. What I wanted here was a melding of arcane bond and oracle's curse: plus, give the feel of a wizard that depends from his book or familiar to cast spells. Tweaking the familiar's abilities seems fine; in that case, the new special abilities should be the "curse boon" in place of the bonus spells. Same goes for the book/scroll. Maybe an animated book/scroll that communicates writing words on itself?

Elghinn Lightbringer |

How's this? I've combined my ideas with yours, plus certain aspects of specific oracle's curses.
Wordspell Bond: At 1st level, an occult philologist forms a powerful bond with a creature or the written word. Once an occult philologist makes this choice, it is permanent and cannot be changed. An occult philologist that chooses the creature bond gains a familiar. This functions as a wizard’s familiar, except with the following changes.
The occult philologist’s familiar adds Linguistics to its list of skills and gains the ability to speak all of its master’s racial languages. The familiar also gains the following ability.
Cast Master’s Spells (Su): If the master is 5th level or higher, an occult philologist’s familiar can cast a spell for him once per day. If the master and the familiar are within 30 feet, the master can designate his familiar as the “caster” of a prepared spell. The familiar can then cast the spell just as the master would. As usual, if the master casts another spell before the designated spell is cast, it dissipates. An occult philologist can use this ability an additional time per day at 8th level, and every three levels thereafter, up to a maximum of 6 times per day at 20th level. This ability replaces the familiar’s Deliver Touch Spells and Speak with Master abilities.
An occult philologist who selects the word bond forms a powerful bond with his spellbook. His spellbook is of masterwork quality, but is not made of any special material. If an occult philologist attempts to cast a spell with his leaflets without his spellbook in his possession, he must make a concentration check or lose the spell. The DC for this check is equal to 20 + the spell's level. At 1st level, an occult philologist also adds erase and scrivener’s chant to his spellbook. At 5th level, he adds book ward and secret page to his spell book. At 10th, level he adds explosive runes and sepia snake sigil to his spellbook. At 15th level, he adds glyph of warding to his spellbook as a 4th level spell.
In addition, a bonded spellbook can be used to cast any spell that he has in his spellbook and is capable of casting without preparing it ahead of time by expending a spell scroll of equal or higher level. A bonded spellbook cannot be used to cast spells from the wizard's opposition schools (see arcane mystery). These spells are treated like any other spell cast by the occult philologist, including casting time, duration, and other effects dependent on the occult philologist's level. These spells cannot be modified by metamagic feats or other abilities.
Regardless of which bond is chosen, an occult philologist receives one of the following curses.
Oathborn: Whenever the occult philologist breaks his word (either purposefully or unintentionally), he become sickened for 24 hours or until he meets his obligations, whichever comes first. However, once per day, he can make a vow to himself that grants a +4 morale bonus on any one roll he makes while trying to fulfill a promise made to another individual.
Spellspeak: Pick one of the following languages: Abyssal, Aklo, Aquan, Auran, Celestial, Ignan, Infernal, or Terran. Whenever the occult philologist is in combat, he can only speak and understand the selected language. This does not interfere with spellcasting, but it does apply to spells that are language dependent. The occult philologist gains the selected language as a bonus language.
Wordsight: The occult philologist cannot hear and suffers all of the usual penalties for being deafened. He casts all of his spells as if they were modified by the Silent Spell feat. This does not increase their level or casting time.
This ability otherwise functions as and replaces arcane bond.

Bardess |

Not bad, but I'd leave the specific curses effects out. In my mind, the philologist's "curse" is his dependency from his familiar/spellbook in order to cast spells. Above Average Creations did make a "Dependent" curse similar to Arcane Bond: I was inspired by that one.
What about this:
Wordspell Bond: At 1st level, an occult philologist forms a powerful bond with a creature or the written word. Once an occult philologist makes this choice, it is permanent and cannot be changed. An occult philologist that chooses the creature bond gains a familiar. This functions as a wizard’s familiar, except with the following changes.
The occult philologist’s familiar adds Linguistics to its list of skills and gains the ability to speak all of its master’s racial languages. The familiar also gains the following ability.
Cast Master’s Spells (Su): If the master is 5th level or higher, an occult philologist’s familiar can cast a spell for him once per day. If the master and the familiar are within 30 feet, the master can designate his familiar as the “caster” of a prepared spell. The familiar can then cast the spell just as the master would. As usual, if the master casts another spell before the designated spell is cast, it dissipates. An occult philologist can use this ability an additional time per day at 8th level, and every three levels thereafter, up to a maximum of 6 times per day at 20th level. This ability replaces the familiar’s Speak with Master ability.
The occult philologist's familiar doesn't grant his master ability bonus as normal.
An occult philologist who selects the word bond forms a powerful bond with his spellbook. His spellbook is of masterwork quality, but is not made of any special material. At 1st level, an occult philologist also adds erase and scrivener’s chant to his spellbook. At 5th level, he adds book ward and secret page to his spell book. At 10th, level he adds explosive runes and sepia snake sigil to his spellbook. At 15th level, he adds glyph of warding to his spellbook as a 4th level spell.
In addition, a bonded spellbook can be used to cast any spell that he has in his spellbook and is capable of casting without preparing it ahead of time by expending a spell scroll of equal or higher level. A bonded spellbook cannot be used to cast spells from the wizard's opposition schools (see arcane mystery). These spells are treated like any other spell cast by the occult philologist, including casting time, duration, and other effects dependent on the occult philologist's level. These spells cannot be modified by metamagic feats or other abilities.
Regardless of which bond is chosen, the occult philologist finds very difficult casting spells without his bonded creature or book at hand. If an occult philologist attempts to cast a spell with his leaflets without his spellbook in his possession, or when his familiar's not adjacent to him, he must make a concentration check or lose the spell. The DC for this check is equal to 20 + the spell's level.

Oceanshieldwolf |

Yep - I think it's ok without the extra curses.
* Is Cast Master's Spells only different in that they can be any spell, not just touch spells? What is the flavor reasoning? I like it, I'm just wondering why the Occult Philologist's familiar can do it - what is it about the Occult Philologists wordbond that makes it so - that the familiar can speak better? If so, that seems ok. Can the familiar read too? Would be interesting if it could read scrolls... (don't hurt me please!!!)
* I find the familiar not giving a bonus a little odd - I guess I'd like a little flavor as to why - mechanically I get that at 5th lvl it gets Cast Master's Spells - but until then, flavorwise, why isn't it giving the small bonus other familiars do? Is this again because it's a wordnerd?

Elghinn Lightbringer |

Yes, the point of Cast Master's Spell is that the familiar can speak fluently the master's racial languages. I think the whole idea of reading scrolls and casting them is a cool idea, but is a bit difficult to execute.
Now, I'm wondering if the ability to cast any spell is too powerful, even though it does have a daily number of uses per day. I wonder if it wouldn't be better to make it Spells with somantics only that the familiar can cast, then have it without any daily uses, but usable all the time. Just not sure how many spells are verbal only, without actions or foci.
I think we could still allow the familiar's bonus to the master.

Raiderrpg |

Two things need to be done to make Cast Master's Spell balanced.
1) First off, consider the action economy- there's already numerous ways to enable a familiar to use magic for you, and this increases the number of spells you can use in a round by one, rarely two. That generally requires hard gold in resources and skill points- this enables it immediately.
Remember, getting two 'spellcasting actions' isn't twice as powerful- it's three times. And this enables a total of four spells a turn with less investment than normal. Even with an approximate max of 6 times a day via this tactic (by utilizing wands or scrolls for one spell, and a quickened effect or rod for the second), it's incredibly powerful.
Thus, I suggest we specifically remove the ability to cast quickened spells through the familiar. In addition, it should cost a swift action on the "Master's" part.
2) Long casting time spells become immediately optimal to cast via Familiar. I suggest two matters in regards to this- one, that the familiar can only cast spells that would require a Standard action. Two, that we create a feat for the sidebar that enables it to cast spells via this ability that require longer casting times, with prerequisites allowing it no sooner than 11th level.
This disables the ability to immediately abuse such tactics, but leaves it available for those who want to make it a part of routine.

Oceanshieldwolf |

#Occult Philologist
* I like the "somatic only" concept for the familiar El - that makes a lot of flavor sense - I mean they could perhaps "gobbledigook" their way through a V spell, but it seems quite silly.
* Good caveats Raider - I really like point 2 - as you said, tones down the abuse but there is the option if you want to train for it with a feat.

Elghinn Lightbringer |

Sorry, I meant Verbal only spells, for some reason in my head I was thinking Somatic is verbal instead of actions. Chalk it up to a late night. Somatic can be difficult for animals to do anyways. SMaybe we can just restrict it to spell that have a verbal component, that would eliminate any somatic only spells from being used, which is probably in flavor with the talking animal.
EDIT:
What about still allowing the normal familiar bonus to the master?
How's this for the changes to Cast Master's Spells ability?
Cast Master’s Spells (Su): If the master is 5th level or higher, an occult philologist’s familiar can cast a spell for him once per day. If the master and the familiar are within 30 feet, the master can designate his familiar as the “caster” of a prepared spell as a swift action. The familiar can then cast the spell just as the master would. As usual, if the master casts another spell before the designated spell is cast, it dissipates. The familiar can only cast spells in this manner that have a verbal component and require a standard action. It cannot cast spells with somatic components only or spells affected by the Quickened spell metamagic feat. An occult philologist can use this ability an additional time per day at 8th level, and every three levels thereafter, up to a maximum of 6 times per day at 20th level. This ability replaces the familiar’s Deliver Touch Spells and Speak with Master abilities.
And here's the feat.
Ritual Familiar
Prerequisite: Occult Philologist 11, wordspell bond (familiar) class feature.
Benefit: Your familiar can cast spells with a casting time of greater than 1 standard action.

Elghinn Lightbringer |

There are only about 40 spells that have a Verbal only component, and not many are low level spells. So going verbal only spells may not be good. I think making sure it has a Verbal component (so no Somatic only spells) and the limited number of times it can be used should keep things balanced, plus Raider's suggestions. I had thought going with once at 5th and +1/day at 9th and every four levels thereafter, maxing at 4/day at 17th. But thought that might be a bit underpowered when compared to the deliver Touch Spell ability, which can be use unlimited times but with touch spells.

Raiderrpg |

Guys, I'm voting AWAY from the component issues.
After all- the familiar already needs to have a spell component pouch it can MANIPULATE ;3 So unless you've got a monkey- which can, of course, reasonably make those somatic components- it's already limited.
Plus, do we REALLY need to have such a limitation here? There are other ways to balance it put in place.
And Elghinn, nothing about this ability is underpowered. No worries.
And this is a LOT stronger than Arcane Bond at 5th level on :P We'll have to chop the ability or balance it in the swaps. Voting for the latter.

Elghinn Lightbringer |

Well, here's what I believe is our final version of the occult Philologist.
All wizards believe in the power of words, particularly the written word. Words possess tremendous power, whether it is capturing an idea, conveying feelings, or unleash potent magic. The occult philologist takes this a step further, for he reveres the written word as something supernal, as a symbol or manifestation of the divine. As such, occult philologists seek to decipher ancient codes and devise new ones, greedily search out lost tomes of magic and legends, and unleash their magic through the use of written text. Whether a cabalist or scientist, or a calligrapher, poet, or linguist, the occult philologist ca be all these and more.
Primary Class: Wizard.
Secondary Class: Oracle.
Alignment: Any.
Hit Dice: d6.
Bonus Skills and Ranks: The occult philologist may select three oracle skills to add to his class skills in addition to the normal wizard class skills. An occult philologist gains a number of ranks at each level equal to 4 + Int modifier.
Weapon and Armor Proficiency: The occult philologist is proficient with all simple weapons, with light armor, but not with shields. He can cast wizard spells while wearing light armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, an occult philologist 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 occult philologist still incurs the normal arcane spell failure chance for arcane spells received from other classes.
Spellcasting: An occult philologist casts arcane spells drawn from the wizard’s spell list and gains his mystery spells at the indicated levels. An occult philologist prepares his spells by scribing them onto special leaflets and casting them by reading the spell directly from the leaflets (see Philology). An occult philologist otherwise learns spells as a wizard of equal level.
Arcane Mystery: At 1st level, an occult philologist gains the oracle’s mystery ability. An occult philologist may only choose the Ancestor, Dark Tapestry, Heavens, Lore, Occult, or Time mystery, or the new Spirits or Words mystery (see below). An occult gains one mystery spell slot for each level of spell he can cast, from 1st on up. Each day, an occult philologist can prepare his mystery spells in those slots. An occult philologist can select a mystery spell modified by a metamagic feat to prepare in his bonus slot, but it uses up a higher level mystery spell slot. The occult philologist may also prepare mystery spells in his normal spell slots if he so chooses. An occult philologist must select two magic schools as his opposition schools.
An occult philologist also gains one revelation from his mystery at 1st level, and an additional revelation at 5th, 10th, and 15th level. At 20th level, an occult philologist gains the final revelation from his mystery. This ability replaces arcane school and the wizard’s bonus feats.
Philology: An occult philologist doesn’t cast spells in the same manner that other wizards do. Instead of preparing his spells of memorizing them like a wizard, an occult philologist prepares his spells by transcribing the spells he wishes to cast for the day from his spellbook and onto a special piece of parchment called a leaflet. Once transcribed, the occult philologist must read the spell from the leaflet to cast it, much like reading a spell from a scroll. Casting the spell erases it, leaving the leaflet blank and ready to be used again. Leaflets are written in a unique personal code that is decipherable only by the occult philologist. In many ways, leaflets function like spell scrolls, using the occult philologist’s level as the caster level. However, they don’t require the time and cost of actual spell scrolls, and can only be read by the occult philologist who wrote them. Preparing spell leaflets consumes raw materials and focuses just as it would for creating a scroll. If a spell has a focus requirement, the focus is used in the reading process.
An occult philologist can transcribe only a certain number of leaflets of each level per day. His base daily allotment of spells is given on Table: Occult Philologist. In addition, he receives bonus extracts per day if he has a high Intelligence score, in the same way a wizard receives bonus spells per day. A leaflet, once transcribed, remains potent for 1 day before becoming useless, so an occult philologist must re-prepare his leaflets every day. Transcribing a leaflet takes 1 minute of work—most occult philologists prepare many leaflets at the start of the day or just before going on an adventure, but it’s not uncommon for an occult philologist to keep some (or even all) of his daily spell slots open so that he can prepare leaflets in the field as needed.
Wordspell Bond: At 1st level, an occult philologist forms a powerful bond with a creature or the written word. Once an occult philologist makes this choice, it is permanent and cannot be changed. An occult philologist that chooses the creature bond gains a familiar. This functions as a wizard’s familiar, except with the following changes. The occult philologist’s familiar adds Linguistics to its list of skills and gains the ability to speak all of its master’s racial languages. The familiar also gains the following ability.
Cast Master’s Spells (Su): If the master is 5th level or higher, an occult philologist’s familiar can cast a spell for him once per day. If the master and the familiar are within 30 feet, the master can designate his familiar as the “caster” of a prepared spell as a swift action. The familiar can then cast the spell just as the master would. As usual, if the master casts another spell before the designated spell is cast, it dissipates. The familiar can only cast spells in this manner that have a verbal component and require a standard action. It must also have a components pouch with the appropriate material components inside to cast the spell. A familiar cannot cast spells affected by the Quickened spell metamagic feat. An occult philologist can use this ability an additional time per day at 8th level, and every three levels thereafter, up to a maximum of 6 times per day at 20th level. This ability replaces the familiar’s Deliver Touch Spells and Speak with Master abilities.
An occult philologist who selects the word bond forms a powerful bond with his spellbook. His spellbook is of masterwork quality, but is not made of any special material. At 1st level, an occult philologist adds erase and scrivener’s chant to his spellbook. At 5th level, he adds book ward and secret page to his spell book. At 10th, level he adds explosive runes and sepia snake sigil to his spellbook. At 15th level, he adds glyph of warding to his spellbook as a 4th level spell.
In addition, a bonded spellbook can be used to cast any spell that he has in his spellbook and is capable of casting without preparing it ahead of time by expending a spell scroll of equal or higher level. A bonded spellbook cannot be used to cast spells from the wizard's opposition schools (see arcane mystery). These spells are treated like any other spell cast by the occult philologist, including casting time, duration, and other effects dependent on the occult philologist's level. These spells cannot be modified by metamagic feats or other abilities.
Regardless of which bond is chosen, the occult philologist finds very difficult casting spells without his bonded creature nearby or his spellbook at hand. If an occult philologist attempts to cast a spell with his leaflets without his spellbook in his possession, or when his familiar's not adjacent to him, he must make a concentration check or lose the spell. The DC for this check is equal to 20 + the spell's level. This ability otherwise functions as and replaces arcane bond.
Ritual Familiar
Prerequisite: Occult Philologist 11, wordspell bond (familiar) class feature.
Benefit: Your familiar can cast spells with a casting time of greater than 1 standard action.
Table: Occult Philologist
Base
Class Attack Fort Ref Will Spells per Day
Level Bonus Save Save Save Special 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +0 +0 +2 Arcane mystery, cantrips, philology, 3 1 — — — — — — — —
Scribe Scroll, wordspell bond
2nd +1 +0 +0 +3 4 2 — — — — — — — —
3rd +1 +1 +1 +3 4 2 1 — — — — — — —
4th +2 +1 +1 +4 4 3 2 — — — — — — —
5th +2 +1 +1 +4 Revelation 4 3 2 1 — — — — — —
6th +3 +2 +2 +5 4 3 3 2 — — — — — —
7th +3 +2 +2 +5 4 4 3 2 1 — — — — —
8th +4 +2 +2 +6 4 4 3 3 2 — — — — —
9th +4 +3 +3 +6 4 4 4 3 2 1 — — — —
10th +5 +3 +3 +7 Revelation 4 4 4 3 3 2 — — — —
11th +5 +3 +3 +7 4 4 4 4 3 2 1 — — —
12th +6/+1 +4 +4 +8 4 4 4 4 3 3 2 — — —
13th +6/+1 +4 +4 +8 4 4 4 4 4 3 2 1 — —
14th +7/+2 +4 +4 +9 4 4 4 4 4 3 3 2 — —
15th +7/+2 +5 +5 +9 Revelation 4 4 4 4 4 4 3 2 1 —
16th +8/+3 +5 +5 +10 4 4 4 4 4 4 3 3 2 —
17th +8/+3 +5 +5 +10 4 4 4 4 4 4 4 3 2 1
18th +9/+4 +6 +6 +11 4 4 4 4 4 4 4 3 3 2
19th +9/+4 +6 +6 +11 4 4 4 4 4 4 4 4 3 3
20th +10/+5 +6 +6 +12 Final revelation 4 4 4 4 4 4 4 4 4 4
Class Skills: An oracle with the spirits mystery adds Intimidate, Perception, and Stealth to her list of class abilities.
Bonus Spells: anticipate peril (2nd), ancestral communion (4th), seek thoughts (6th), ancestral memory (8h), telepathic bond (10th), forbiddance (12th), visions (14th), mind blank (16th), astral projection (18th).
Revelations
An oracle with the spirits mystery can choose from any of the following revelations.
Lure Spirits (Su): You gain Threnodic Spell as a bonus feat. In addition, once per day, you can cast a spell with the Threnodic Spell feat as a standard action that does not increase the level of the spell. You can use this ability one additional time per day at 11th level and every 4 levels thereafter. You must be at least 7th level to select this revelation.
Hand of Souls (Su): As a standard action, you can perform a melee touch attack that works as a paladin’s lay on hands or an antipaladin’s touch of corruption ability, depending on your alignment. Your touch cures or inflicts 1d6 points of damage + 1 point for every two oracle levels you possess. You can use this ability a number of times per day equal to 3 + your Charisma modifier. At 11th level, any weapon that you wield is treated as a ghost touch weapon.
Serene Awareness (Ex): Your meditations to quiet the mind made you aware of the workings of the soul world, and you keep getting closer to a supernatural wisdom. You gain a +1 inherent bonus to Wisdom upon taking this revelation and another +1 every three oracle levels beyond 7th level thereafter. You must be at least 7th level to select this revelation.
Spirit Calling (Ex): You can create a summoning circle 1/week to summon a specific outsider or undead spirit. To successfully contact the entity, you must do your research and get their name, requiring 3 consecutive successful Knowledge checks (DC 10 + HD of entity): Knowledge (planes) for outsiders and Knowledge (religion) for undead. Each check takes 8 hours (only 1/day). Once you have the name, the summoning is automatic, and you never need to research for that entity’s name again. You can only summon a specific individual 1/month. Once summoned, both you and the summoned creature are safe from harm, provided you act cordially to one another and within the established confines of the ritual. You can ask one piece of information of the summoned creature, and it either knows the answer or not—it cannot lie. However, if it knows the answer, it doesn’t have to tell you for free. It will typically set terms, asking a favor from you in return for the answer. Because of the restrictions of the magic involved, summoned creatures cannot ask you to perform acts that directly oppose your alignment. For instance, they can’t ask good characters to kill an innocent; they could ask you to retrieve something, though, and how you actually do it is up to you. These tasks are typically of a difficulty matching the rarity and importance of the knowledge requested. If you perform the task, you must perform a return summons (which doesn’t count against your weekly uses) during which you exchange proof of your service for the knowledge you seek. You must be at least 7th level to select this revelation.
Spirit Retribution (Su): Whenever you make a successful save against a mind–affecting spell or effect which entirely negates it, the creature who cast the spell or effect must make a Will save or be stunned for a number of rounds equal to the original effect’s duration. The DC of this save is equal to 10 + 1/2 your oracle level + your Charisma modifier. You can use this ability once per day at 1st level, plus one additional time per day at 5th level and for every 5 levels beyond 5th.
Spirit Shield (Su): You can call upon the spirits of the deceased to form a shield around you that blocks incoming attacks and grants you a +4 armor bonus. At 7th level, and every four levels thereafter, this bonus increases by +2. At 13th level, this shield causes arrows, rays, and other ranged attacks requiring an attack roll against you to have a 50% miss chance. You can use this shield for 1 hour per day per oracle level. This duration does not need to be consecutive, but it must be spent in 1-hour increments.
Spirit Sight (Su): Your vision extends into the spirit realm, allowing you to see astral, ethereal, or incorporeal creatures as a supernatural ability.
Storm of Souls (Su): You can summon the spirits of your family or tribe to attack in a ghostly barrage—their fury creates physical wounds on creatures in the area. The storm has a range of 100 feet and is a 20-foot-radius burst. Objects and creatures in the area take 1d8 hit points of damage for every two oracle levels you possess. Undead creatures in the area take 1d8 points of damage for every oracle level you possess. A successful Fortitude save reduces the damage to half. You must be at least 7th level to select this revelation. You can use this ability once per day, plus one additional time per day at 11th level and every four levels thereafter.
Sure Soul (Su): Because of your experience with possessing spirits, you gain a +2 insight bonus on saving throws against possession effects such as magic jar, a ghost’s malevolence ability, or domination effects. At 7th level, this bonus also applies against death effects and mind-affecting effects. At 11th level, the bonus increases to +4.
Transcendental Bond (Su): You become so attuned to the common spirit shared by all living things that you can use it to communicate with allies. You may communicate with your allies for a number of rounds per day equal to your oracle level as if using telepathic bond. You may designate a number of creatures as your ally equal to your Charisma modifier. Designating a creature is a standard action that requires a touch. At 10th level, you may use this bond to cast a touch spell on a designated ally once per day.
Final Revelation: At 20th level, you’ve mastered your mind and spirit. You receive a bonus on Will saving throws equal to your Charisma modifier and are immune to mind-affecting effects. You can cast visions and sequester each once per day as spell-like abilities without requiring material components.
Class Skills: An oracle with the words mystery adds Linguistics, Perform, and Spellcraft to her list of class skills.
Bonus Spells: comprehend languages (2nd), codespeak (4th), glyph of warding (6th), illusory script (8th), spellcasting contract (lesser) (10th), glyph of warding (greater) (12th), spellcasting contract (14th), word of recall (you must write the word instead of saying it) (16th), spellcasting contract (greater) (18th)
Revelations
An oracle with the words mystery can choose from any of the following revelations.
Automatic Writing (Su): Once per day, you can spend a full hour in uninterrupted meditation. During this period, your hands produce mysterious writing that pertains to the future. At 1st level, the prophetic writing manifests as an augury spell with 90% effectiveness. At 5th level, the writing takes the form of a divination with 90% effectiveness. At 8th level, the writing manifests as a casting of commune with no material component required.
Counterword (Su): You may counter magic effects and spells that depend on language or written texts, like a bard does with sound–based ones. This works otherwise as the countersong bardic performance, but may rely on audible or visual components, depending on the countered effect. You could, for example, prevent a symbol spell from working by designing a counter–symbol upon it, or write a counter–poem upon an explosive rune; but also reciting a soothing oration to counter a command spell. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
Esoteric Research (Su): Your knowledge of the magic languages allows you to learn incantations usually prohibited to your class. Choose any one class spell list. You may research spells from that list to add to your list as divine oracle spells, as if they were 2 levels less in terms of cost, time and difficulty; any esoteric spell researched is added to your list as if it were 1 level higher (for example, you could research a 7th–level wizard spell as if it were a 5th–level spell for the purpose of research cost, time and difficulty; it should be added to your spell list as an 8th–level spell). You must be at least 7th level to select this revelation.
Inspired Interpreter (Su): You may read and understand written texts in any language as if you were wearing an helm of comprehend languages and magic reading. You don’t gain the ability to speak or understand spoken words in other languages. With a successful Linguistics check, you can activate any spell from a scroll or a book, whether it’s of the correct type and in your spell list, or not. You use your Charisma in place of the requisite ability score for spells.
Read Between the Lines (Su): Reading any script, you can discover many things about its author. You must read a text carefully from beginning to end. You gain information on whoever wrote it as if you made a Diplomacy skill check to gather information, with a result equal to 15 + your oracle level + your Charisma modifier. At 5th level, you know what the author thought and meant when the text was written as if using seek thoughts; at 11th level, you know many things about the author, as if you cast legend lore. This ability works also on text written by long–dead authors. You may use this ability a number of times once per day, plus one additional time per day for every five oracle level you possess.
Say the Word (Ex): You’ve become adept to cast spells just with your words. You gain Eschew Materials as a bonus feat. At 7th level, you gain Still Spell too. At 11th level, thrice per day, you may apply the Still Spell metamagic feat to a spell without increasing the level.
Spontaneous Symbology (Sp): Your knowledge of the secret history of the world has unveiled the mysterious symbols that govern reality. You can cast any “symbol” spell using a spell slot of the appropriate level, even if the spell is not on your list of spell’s known. A symbol spell is any spell with the word “symbol” in its name. You must be at least 11th level to select this revelation.
The Pen Is Mightier Than the Sword (Su): As a swift action, you can enlarge a quill, pen or other tiny writing instrument into a blade similar to a longsword. You can then strike with it as if it were a weapon making a melee attack. For the purpose of this ability, you are proficient with this weapon. You can use the weapon to perform combat maneuvers. You may use with this weapon any combat feats that could be used with a longsword. If you hit, the weapon deals 1d8 points of slashing damage + 1 point for every two oracle levels you possess. After this attack, the quill returns to normal. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
Wall of Text (Su): You begin an endless litany which takes the form of a compact wall of solid written words protecting you and your allies from hostile attacks. The wall deflects arrows, bolts, loose debris, and Small or smaller flying creatures like a wind wall spell, except these things rebound harmlessly rather than being directed upward. The relentless flow of words forces creatures within 10 feet of you to a Will save; if they fail, they’re stunned for 2d4 rounds. Touching and passing through the wall stuns a creature for 2d6 round +1 per oracle level. If you evoke the wall so that it appears where creatures are, each creature takes damage as if passing through the wall. An erase spell suppresses the wall within its area as if it were magic writing, but only for a round. This is not a language–dependent effect. You may summon a wall of text a number of times per day equal to your Charisma bonus, and it last as long as you concentrate. The wall works otherwise as a wall of sound. You must be at least 7th level to select this revelation.
Whirlwind Lesson (Ex): You can quickly browse through a magical tome or manual, gaining its benefits with only a single 8-hour study session (rather than the usual 48 hours over a period of 6 days). At 7th level, you may allow another character to join in your study; both of you gain the full benefit of having read the book. At 15th level, you may share your whirlwind lesson with a number of characters equal to your oracle level. The benefits to you are permanent, whereas your students gain the tome or manual’s benefits for a number of days equal to your Charisma modifier but then forget what they have learned.
Final Revelation: Upon reaching 20th level, you have understood the full power of words. You become immune to spells and effects that rely on spoken or written words (like power word, runes or glyph spells). You can use the True Name wizard discovery once per day as if you had cast greater planar binding.

Bardess |

Fluff text: I see a "ca" for "can".
Skills: I suggested that the philologist adds his Mystery skills to the wizard's list, is this not good?
Arcane Mystery: there's an "occult" without "philologist".
Philology: there still is an "extracts" for "leaflets". Instead of saying that "leaflets remain potent for 24 hours", I suggested "unused leaflets are erased after 24 hours".
Serene Awareness: I copied the text from Mental Acuity (Lore Mystery). It says "every three levels after gaining the revelation", not after 7th level, I think. Do you think it's a mistake?
Read Between the Lines: my bad, there's "a number of times once per day" that should be just "once per day" XD
In the Words Mystery there are also two "visions" for "vision"
All the rest's okay. ^^
So, now I think to revise the Heretic Theologist... Should I post it here?

Elghinn Lightbringer |

Fluff text: I see a "ca" for "can".
Skills: I suggested that the philologist adds his Mystery skills to the wizard's list, is this not good?
Arcane Mystery: there's an "occult" without "philologist".
Philology: there still is an "extracts" for "leaflets". Instead of saying that "leaflets remain potent for 24 hours", I suggested "unused leaflets are erased after 24 hours".
Serene Awareness: I copied the text from Mental Acuity (Lore Mystery). It says "every three levels after gaining the revelation", not after 7th level, I think. Do you think it's a mistake?
Read Between the Lines: my bad, there's "a number of times once per day" that should be just "once per day" XD
All the rest's okay. ^^
So, now I think to revise the Heretic Theologist... Should I post it here?
1) Fixed.
2) There's no need to say that in the Bonus Skills and Ranks section, as Arcane Mystery says you gain the Oracle's Mystery ability, which states in each mystery that you add X skills to your class skills. Avoids redundancy.3) Fixed.
4) Fixed.
5) Its probably right, but it's rather annoying to keep track of the increase of Wisdom.
6) Fixed
7) NO, don't post the Heretic Theologist here until we get through the list of MCAs we're trying to get through.
We still have these to do, in the following order.
Shogun’s Shadow (+5 Toaster/Byrdology)
Cleanser of the Faith (Browman)
Swashbuckling Assassin (Alfray)
Arcane Archer (Kyras)
Remorseless Assassin (Kyras)
Symbiote Gunner (OSW)
*
We can insert the Heretic Theologist here (*), after OSW's Symbiote Gunner. So have it ready for then. Been wanting to get thatone reworked for a while. :D

Elghinn Lightbringer |

Here is the Shogun's Shadow as posted by Toaster.
These warriors fill a very specialized role that warlords often need to call upon, one of subtlety and finesse. Sometimes tentative situations call for a warrior whose loyalty is not impacted by abstract concepts of honor. When these situations occur, whether poisoning enemy commanders or slipping between forces on the battlefield to stab them in the eyes, the Shogun's Shadow is ready to mete out their orders.
Primary Class: Samurai.
Secondary Class: Ninja.
Alignment: Any.
Hit Dice: d10.
Bonus Skills and Ranks: The shogun’s shadow may select six ninja skills to add to his class skills in addition to the normal samurai class skills. The shogun’s shadow gains a number of ranks at each level equal to 6 + Int modifier.
Weapon and Armor Proficiency: The shogun’s shadow is proficient with all simple and martial weapons, plus the kama, katana, kusarigama, naginata, nunchaku, sai, shortbow, short sword, shuriken, siangham, and wakizashi. A shogun’s shadow is also proficient with light armor and bucklers.
Order: This is exactly like the samurai’s ability of the same name, except that a shogun's shadow can also choose the Order of the Hidden Blade.
Sneak Attack: At 1st level, a shogun’s shadow gains the ninja’s sneak attack ability, except that this extra damage is 1d6 at 1s level, and increases by 1d6 every five levels thereafter, to a maximum of 5d6 at 20th level. This ability replaces mount and mounted archer.
Poison Use (Ex): At 2nd level, a shogun's shadow gains the ninja's poison use ability.
Ninjitsu Arts (Ex or Su): The shogun's shadow train with Ninja in order to improve their killing potential. At 3rd level they gain the Ninjas Ki pool, and a single Ninja trick. They may only use this pool for the purposes of their Ninja Tricks. They gain an additional Ninja Trick every 3 levels. This replaces Weapon Expertise and Demanding Challenge.
Uncanny Dodge (Ex): At 5th level the shogun's shadow gains uncanny dodge. At 14th level they gain Improved Uncanny Dodge. These function exactly as the Ninja Class Features of the same name. This replaces Banner and Greater Banner.
Renewed Resolve: At 11th the shogun's shadow may substitute two points of his ki pool to replenish one use of his resolve ability. This replaces honorable stand.
Hidden Master: This functions as the ninja ability of the same name. This replaces Last Stand.
Table: Shogun’s Shadow
Base
Class Attack Fort Ref Will
Level Bonus Save Save Save Special
1st +1 +2 +2 +0 Challenge 1/day, order, resolve, sneak attack +1d6
2nd +2 +3 +3 +0 Order ability, poison use
3rd +3 +3 +3 +1 Ki pool, ninja trick
4th +4 +4 +4 +1 Challenge 2/day, mounted archer
5th +5 +4 +4 +1 Sneak attack +2d6, uncanny dodge
6th +6/+1 +5 +5 +2 Bonus feat, ninja trick
7th +7/+2 +5 +5 +2 Challenge 3/day
8th +8/+3 +6 +6 +2 Order ability
9th +9/+4 +6 +6 +3 Greater resolve, ninja trick
10th +10/+5 +7 +7 +3 Challenge 4/day, sneak attack +3d6
11th +11/+6/+1 +7 +7 +3 Renewed resolve
12th +12/+7/+2 +8 +8 +4 Bonus feat, ninja trick
13th +13/+8/+3 +8 +8 +4 Challenge 5/day
14th +14/+9/+4 +9 +9 +4 Improved uncanny dodge
15th +15/+10/+5 +9 +9 +5 Ninja trick, order ability, sneak attack +4d6
16th +16/+11/+6/+1 +10 +10 +5 Challenge 6/day
17th +17/+12/+7/+2 +10 +10 +5 True resolve
18th +18/+13/+8/+3 +11 +11 +6 Bonus feat, ninja trick
19th +19/+14/+9/+4 +11 +11 +6 Challenge 7/day
20th +20/+15/+10/+5 +12 +12 +6 Hidden master, sneak attack +5d6
Samurai of the Hidden Blade serve as both secret police and assassins, They are always pledged to a master or organization in general. Samurai Of this order are popular among crime organizations and rulers who have a more “clandestine” method of ruler-ship. Samurai with the Shogun's Shadow, and multi-class Rogue/Samurai and Ninja/Samurai typically take this order. Samurai planning on taking a Prestige Class that grants sneak attack also tend toward this order.
Edicts: A samurai of the Hidden Blade always keeps their masters secrets. They always follow orders, even when doing so may compromise their personal views. It's difficult (though not impossible) to maintain an alignment different from their masters.
Challenge: the samurai may add his sneak attack dice(if he has any) to the first successful strike delivered to the target of his challenge even if the opponent is not flat-footed.
Order Abilities
Hidden Blade (Ex): At 2nd level, as a swift action, the samurai can cause an opponent to be denied their dex bonus till the end of their turn. The Samurai must have no weapon in hand at the start of their turn in order to accomplish this, but may quick draw and attack as normal after the swift action.
Assassin's Strike: At 8th level, the samurai adds 1d6 to their normal sneak attack(or gains 1d6 if they have none), and 2d6 to the first successful blow of their challenge strike.
One with the Shadows: At 15th level, the samurai gains hide in plain sight ability after the use of their challenge strike.
SIDEBAR
Challenge Strike: The samurai of the Hidden Blade only gets 1/2 lvl to damage vs the target of their challenge, this ability otherwise functions as the cavaliers challenge ability.
I already see we'll need to make some changes with swaps. Gaining ki pool and 6 ninja tricks is far more than weapon expertise and demanding challenge. Might want to look at swapping other less useful samurai abilities for other ninja abilities, since these guys are supposed to be more stealthy and "unseen" than samurai, who are supposed to be upfront and seen. I'm refering to greater resolve and true resolve, and I've got some ideas but I want to see what everyone else thinks.
Another option would be to create additional orders that grant other ninja bilities. I have found using Orders, Schools, Bloodlines, etc., is a useful way grant certain aspects of the sedonday class. MAy want to have an Order that deals with the "Assassin" aspect of the MCA, and another with the "Mystic" aspect of the MCA. Just some thoughts.
I would suggest combining Challenge and Sneak Attack into Challenge Strike, dealing sneak attack damage instead of the usualy static damage equal to his level.