
Oceanshieldwolf |

So. Question for everyone. Which MCA fits you best?
I lean at lot to the runic berserker. Passionate and furious in battle, with a scholarly inclination on the side.
Easy. Either:
A multiclass Feral Enforcer/Witchfinder looking to enter an as yet unwritten PMCA (Prestige MCA - though the MCA in PMCA is possibly unnecessary - just make one class feature from each MCA a prereq for the PrC).
Because I like to defend Ma Nature and hunt down her enemies.
OR
A multiclass Dreadnaught/Master of Havoc - again looking to PrC (prereqs: Vendetta and Havocbeast) synergising so that the Havocbeast shares the Vendetta power or something similar.
Because captains are awesome, I have a "cavalier attitude", love cutting down mounted aristo's like a good footsoldier, and I can summon a raging beast of havoc at least once a day.

Oceanshieldwolf |

So one last thought as i drift off to sleep, would a loss of their judgements be ok for gaining an arcane school plus bonus spells? I now plan to make them themed around hunting arcane secrets(or the spellcasters who wield them)
Sounds good to me - judgments scale with level and can be pretty powerful. Raider may have more advice. So is this guy casting divine WITH arcane? That can create problems. Raider?
Also: check the Witchfinder an arcane hunter - Inquisitor/Witch.
Also: nice to see you here +5, I follow your feat thread with interest and you've popped up on my thread too IIRC...

+5 Toaster |

+5 Toaster wrote:So one last thought as i drift off to sleep, would a loss of their judgements be ok for gaining an arcane school plus bonus spells? I now plan to make them themed around hunting arcane secrets(or the spellcasters who wield them)Sounds good to me - judgments scale with level and can be pretty powerful. Raider may have more advice. So is this guy casting divine WITH arcane? That can create problems. Raider?
Also: check the Witchfinder an arcane hunter - Inquisitor/Witch.
Also: nice to see you here +5, I follow your feat thread with interest and you've popped up on my thread too IIRC...
i plan to treat the spells as divine, in fact i think they should simply be added to the inquisitors spell list as inquisitor spells. Also, Osw, its definitely exciting to work with you Elghin, Raider, and the rest of the pack.

Iorthol |

MCA rogue and spellthief :B
It wouldn't be that far off even. I dunno how trick blade is built but a spellrogue could probably get away with replacing the rogue talents on the levels they could go up a spell level in a 1-4 progression *shrugs*
Speaking of magic sneaks, I really want to make a fighting class that uses short range teleportation and haste effects. I love that kind of flavor. I know there's a shadow dancer but that needs a pretty darn high level and I'd like something that doesn't rely on being an emo kid. (shadows)

Elghinn Lightbringer |

@Browman
Here's what I think you should be loking at with your Elemental Blade. I think the paladin spell progression fits nicely with this concept. Some of our resident wizard experts may have some tweaks to make in the balance department. But you get the general idea.
The majority of fighters are trained solely with martial techniques, elemental blades are fighters with the smallest spark of arcane talent. Their trainers focus this talent into an elemental focus allowing them to cast an extremely limited selection of spells, though this comes at a cost to their martial skills.
Primary Class: Fighter.
Secondary Class: Wizard (elemental).
Alignment: Any.
Hit Dice: d10.
Bonus Skills and Ranks: The elemental blade may select three wizard skills to add to his class skills in addition to the normal fighter class skills. The elemental blade gains a number of ranks at each level equal to 2 + Int modifier.
Weapon and Armor Proficiency: An elemental blade is proficient with all simple and martial weapons, light armor, medium armor, and with shields (except tower shields). An elemental blade can cast arcane spells while wearing light or medium armor and using a shield without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, an elemental blade wearing heavy armor incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass elemental blade still incurs the normal arcane spell failure chance for arcane spells received from other classes.
Cantrips: An elemental blade can prepare a number of cantrips, or 0-level spells, each day, as noted on Table: Elemental Blade under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again. An elemental blade cannot prepare a cantrip from his opposition school.
Elemental School: At 1st level, an elemental blade gains the wizard’s arcane school ability, except that he must choose one of the four elemental schools (Air, Earth, Fire, or Water). He also gains the first listed school power, and each additional listed power at 4th level and 12th level respectively. An elemental blade only gains spells from his elemental school (see Elemental Spells). This ability and elemental spells replace the bonus feat gained at 1st level, armor training, and armor mastery.
Elemental Spells: Beginning at 4th level, an elemental blade gains the ability to cast a small number of arcane spells which are drawn from the wizard spell list of his chosen elemental school. An elemental blade must choose and prepare his spells ahead of time.
Like other spellcasters, an elemental blade can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Elemental Blade. In addition, he receives bonus spells per day if he has a high Intelligence score. When Table: Elemental Blade indicates that the elemental blade gets 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on his Intelligence score for that spell level.
Through 3rd level, an elemental blade has no caster level. At 4th level and higher, his caster level is equal to his elemental blade level –3.
Spellbook: An elemental blade begins play with a spellbook containing all 0-level wizard spells (except those from his opposed elemental school; see Elemental Arcane Schools). At 4th level, he gains three 1st-level spells of his choice from his elemental school spell list. The elemental blade also selects a number of additional 1st-level spells equal to his Intelligence modifier to add to the spellbook. At each new elemental blade level beyond 4th, he gains one new spell of his choice to add to his spellbook. The spell must be of a spell level he can cast, and it must be chosen from his elemental school spell list. At any time, an elemental blade can also add spells from his elemental school found in other wizards' spellbooks to his own.
Energy Defense (Su): Starting at 2nd level, an elemental blade is able to defend himself against energy attacks of the type associated with his elemental school–Air (electricity), Earth (acid), Fire (fire), or Water (cold). He gains a +1 bonus to all savings throws against spells and effects of his school element. This bonus increases by +1 every four levels beyond 2nd. This ability replaces bravery.
Elemental Weapon (Su): Upon reaching 3rd level, an elemental blade forms a powerful bond with a weapon of his choice. If an elemental blade attempts to cast a spell without his bonded weapon in hand, he must make a concentration check or lose the spell. The DC for this check is equal to 20 + the spell's level.
Once per day as a swift action, an elemental blade can wreathe his bonded weapon in elemental energy for 1 minute. While wreathed in energy, the elemental blade’s weapon deals an amount of energy damage of his school type equal to 1d6 plus 1/2 his elemental blade level. At 7th level and every four levels thereafter, an elemental blade can wreathe his weapon in elemental energy an additional time per day.
An elemental blade can add additional magic abilities to his bonded weapon as if he has the required Item Creation Feats and if he meets the level prerequisites of the feat. The magic properties of a bonded weapon, including any magic abilities added to the weapon, only function for the elemental blade who owns it. If a bonded weapon's owner dies, or the weapon is replaced, the weapon reverts to being an ordinary masterwork item of the appropriate type.
If a bonded weapon is damaged, it is restored to full hit points the next time the elemental blade prepares his spells. If the bonded weapon is lost or destroyed, it can be replaced after 1 week in a special ritual that costs 200 gp per elemental blade level plus the cost of the masterwork item. This ritual takes 8 hours to complete. Weapons replaced in this way do not possess any of the additional enchantments of the previous bonded weapon. An elemental blade can designate an existing magic weapon as his bonded item. This functions in the same way as replacing a lost or destroyed item except that the new magic weapon retains its abilities while gaining the benefits and drawbacks of becoming a bonded weapon. This ability replaces the weapon training.
Energy Adaptation (Su): Stating at 4th level, an elemental blade can channel stored spell energy into various energy-based effects, as a swift action. The elemental blade can “lose” any prepared spell in order to gain resistance to the energy type associated with his elemental school. For each level of the prepared spell, he gains energy resistance 5 for 1 minute per elemental blade level.
At 10th level, an elemental can “lose” any prepared spell in order to gain energy resistance to the energy type opposed to his elemental school. For each level of the prepared spell, he gains energy resistance 5 for 1 round per elemental blade level.
At 16th level, an elemental can “lose” any prepared spell in order to create a burst of the energy type associated with his elemental school. This effect is in 30-foot cone-shaped burst that deals 2d6 points of energy damage plus 2d6 points of damage for each level of the prepared spell. Creatures within this cone effect gains a Reflex saving throw (DC 10 + 1/2 the elemental blade’s level + the elemental blade’s Intelligence modifier) for half damage.
This ability replaces bonus feats gained at 4th, 10th and 16th level.
Elemental Weapon Mastery (Ex): At 20th level, any attacks made with the elemental blade’s bonded weapon automatically confirm all critical threats. In addition, when he confirms a critical hit with his elemental weapon, his weapon is treated as having the flaming burst special weapon ability, but deals energy damage of a type associated with his elemental school. This ability replaces weapon mastery.
Table: Elemental Blade
Base
Class Attack Fort Ref Will Spells per Day
Level Bonus Save Save Save Special 0 1st 2nd 3rd 4th
1st +1 +2 +0 +2 Elemental school, school power 2 — — — —
2nd +2 +3 +0 +3 Bonus feat, energy defense 3 — — — —
3rd +3 +3 +1 +3 School power 3 — — — —
4th +4 +4 +1 +4 Energy adaptation 3 0 — — —
5th +5 +4 +1 +4 Elemental weapon 1day 3 1 — — —
6th +6/+1 +5 +2 +5 Bonus feat 4 1 — — —
7th +7/+2 +5 +2 +5 4 1 0 — —
8th +8/+3 +6 +2 +6 Bonus feat 4 1 1 — —
9th +9/+4 +6 +3 +6 Elemental weapon 2day 4 2 1 — —
10th +10/+5 +7 +3 +7 Energy adaptation 4 2 1 0 —
11th +11/+6/+1 +7 +3 +7 School power 4 2 1 1 —
12th +12/+7/+2 +8 +4 +8 Bonus feat 4 2 2 1 —
13th +13/+8/+3 +8 +4 +8 Elemental weapon 3day 4 3 2 1 0
14th +14/+9/+4 +9 +4 +9 Bonus feat 4 3 2 1 1
15th +15/+10/+5 +9 +5 +9 4 3 2 2 1
16th +16/+11/+7/+2 +10 +5 +10 Energy adaptation 4 3 3 2 1
17th +17/+12/+7/+2 +10 +5 +10 Elemental weapon 4day 4 4 3 2 1
18th +18/+13/+8/+3 +11 +6 +11 Bonus feat 4 4 3 2 2
19th +19/+14/+9/+4 +11 +6 +11 4 4 3 3 2
20th +20/+15/+10/+5 +12 +6 +12 Bonus feat, elemental mastery 4 4 4 3 3
Edit: Never fails. Just looked at the Fire elemental school, and the school powers are similar to some of the other abilities in MCA. May need to adjust or change them.

Browman |

@Elghinn
The changes look good but the wording of energy adaption is somewhat confusing. My understanding is that the lvl ability allows a spell to be lost to gain spell level*5 energy resistance for 1 min per elemental blade level.
It looks like this version is more a Fighter/Wizard with a bunch of paladin abilities reflavoured for elemental effects. It does seem to work though.

Elghinn Lightbringer |

Yup, the wording is wonky. Try this.
Energy Adaptation (Su): Stating at 4th level, an elemental blade can channel stored spell energy into various energy-based effects, as a swift action. The elemental blade can “lose” any prepared spell in order to gain resistance to the energy type associated with his elemental school for 1 minute per elemental blade level. For each level of the prepared spell, he gains energy resistance 5. For example, a 9th level elemental blade that “loses” a 2nd–level would gain energy resistance 10 to the energy type of his elemental school for 9 minutes.
At 10th level, an elemental can “lose” any prepared spell in order to gain energy resistance to the energy type opposed to his elemental school for 1 round per elemental blade level. For each level of the prepared spell, he gains energy resistance 5. For example, a 12th level elemental blade that “loses” a 3rd–level would gain energy resistance 15 to his opposite energy type for 12 rounds.
At 16th level, an elemental can “lose” any prepared spell in order to create a burst of the energy type associated with his elemental school. This effect is in 30-foot cone-shaped burst that deals 2d6 points of energy damage plus 2d6 points of damage for each level of the prepared spell. Creatures within this cone effect gains a Reflex saving throw (DC 10 + 1/2 the elemental blade’s level + the elemental blade’s Intelligence modifier) for half damage.
This ability replaces bonus feats gained at 4th, 10th and 16th level.
***As to the reflavored abilities, at them as mechanics vs. abilities. The elemental weapon ability is simply the arcane bond with a bit of energy damage worked in.
Spellcasting, well, when you mix a full caster with a no caster, you either end up with a hybrid caster or a 1/2 caster. In this case, 1/2 caster fits the MCA better than a hybrid caster. If it was a Wiz/Ftr, than geting more spells with hybrid casting progression would fit better.
Bravery has simply been adapted into an energy spell resistance bonus now called Energy Defense, Energy adaptation is just an extention and tweak on your Abjuration Training ability along the resource expense line, and Elemental Mastery is just Weapon Mastery with an elemental flavoring.
Always remember, when combining 2 classes into an MCA, if their class ability mechanics work, and can be twekaed, then that's prefered, but not necessary; but if something else is needed, you may need to borrow a mechanic from another class.
Look at Barbarian and Bard, rage and bardic performance are essentially the same mechanic. Ki pools and Arcane pools are similar too, but a bit different. You see what I mean. If another class' mechanic will provide a new and exciting way to enhance an MCA, then it's always something to look into.

+5 Toaster |

Arcane Venator
While most churches feel secure in their standing in the world, a great many of them recognize the threat of Arcane Magic. Due to this, the Arcane Venator Society was formed as to keep an eye on, and even counteract Arcane users overreaching and seizing worship. In the Golarion Setting, the Arcane Venator Society make a perfect counter-organization to the Razmiran Priesthood.
Primary Class:Inquisitor
Secondary Class:Wizard
Alignment: Any
Hitdice: D8
Bonus Skills and Ranks: The Arcane Venator may select three wizard skills to add to his class skills in addition to the normal fighter class skills. The Arcane Venator gains a number of ranks at each level equal to 6+ Int modifier.
Weapon and Armor Proficiency: An Arcane Venator is proficient with all simple weapons, plus the hand crossbow, longbow, repeating crossbow, shortbow, and the favored weapon of her deity. She is also proficient with light armor, medium armor, and shields (except tower shields).
Domain: An Arcane Venator must choose from either the Knowledge and Magic Domains, even if his chosen deities do not have those domains in their portfolios. This modifies the Domain class feature.
Arcane School(su): Arcane Venators always take to a school of magic in order to better understand the threat Arcane casters could pose. Pick an Arcane School, this works exactly as the Wizard class feature. You do not need to select any opposition schools. This replaces Judgement, Second Judgement, and third Judgement.
Arcane Lore(ex:The Arcane Venator adds her Wisdom modifier on Knowledge(Arcane) and Spellcraft skill checks in addition to her Intelligence modifier. This replaces the Monster Lore Class feature.
Detect Magic(sp):At will. This replaces the Detect Alignment class feature.
Spellcaster Bane(su):This works as the bane class feature, except it instead of selecting a creature type, it instead applies to any creature capable of casting arcane spells. This modifies the bane class feature.
Caster Slayer (ex): You gain Disruptive and Spellbreaker as bonus feats. The penalty granted by Disruptive is increased to +6, and you gain a +2 to hit and damage on attacks on attacks of opportunity granted by Spellbreaker. This replaces Slayer
Arcane Aspect: you may treat spells you cast as arcane spells for the purposes of metamagic. In addition you may select the meta magic feats as bonus feats. Spells of your chosen school may be prepared in a spell slot one level lower than normal when applying metamagic feats. This replaces the True Judgement class feature.
I know it needs work, but this is what I cobbled together after a very long work day.

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Arcane Venator
While most churches feel secure in their standing in the world, a great many of them recognize the threat of Arcane Magic. Due to this, the Arcane Venator Society was formed as to keep an eye on, and even counteract Arcane users overreaching and seizing worship. In the Golarion Setting, the Arcane Venator Society make a perfect counter-organization to the Razmiran Priesthood.
Primary Class:Inquisitor
Secondary Class:Wizard
Alignment: Any
Hitdice: D8
Bonus Skills and Ranks: The Arcane Venator may select three wizard skills to add to his class skills in addition to the normal fighter class skills. The Arcane Venator gains a number of ranks at each level equal to 6+ Int modifier.
Weapon and Armor Proficiency: An Arcane Venator is proficient with all simple weapons, plus the hand crossbow, longbow, repeating crossbow, shortbow, and the favored weapon of her deity. She is also proficient with light armor, medium armor, and shields (except tower shields).
Domain: An Arcane Venator must choose from either the Knowledge and Magic Domains, even if his chosen deities do not have those domains in their portfolios. He may also, instead, choose the Spellkiller inquisition. This modifies the Domain class feature.
Arcane School(su): Arcane Venators always take to a school of magic in order to better understand the threat Arcane casters could pose. Pick an Arcane School, this works exactly as the Wizard class feature. You do not need to select any opposition schools. This replaces Judgement, Second Judgement, and third Judgement. Lack of opposition schools might be a tiny bit overreaching, but you are replacing three features with it so it also might be okay. I think I would probably suggest keeping the opposition schools, replacing only Judgment with this, and then giving him two more abilities to replace Second and Third Judgment.
Arcane Lore(ex:The Arcane Venator adds her Wisdom modifier on Knowledge(Arcane) and Spellcraft skill checks in addition to her Intelligence modifier. This replaces the Monster Lore Class feature. Looks great, this makes a lot of sense.
Detect Magic(sp):At will. This replaces the Detect Alignment class feature.
Spellcaster Bane(su):This works as the bane class feature, except it instead of selecting a creature type, it instead applies to any creature capable of casting arcane spells. This modifies the bane class feature. You should also add Alchemists to this.
Caster Slayer (ex): You gain Disruptive and Spellbreaker as bonus feats. The penalty granted by Disruptive is increased to +6, and you gain a +2 to hit and damage on attacks on attacks of opportunity granted by Spellbreaker. This replaces Slayer. Seems reasonable.
Arcane Aspect: you may treat spells you cast as arcane spells for the purposes of metamagic. In addition you may select the meta magic feats as bonus feats. Spells of your chosen school may be prepared in a spell slot one level lower than normal when applying metamagic feats. This replaces the True Judgement class feature. I'm not really sure what the first part is accomplishing, since it doesn't matter if your spells are arcane or divine as far as using metamagic (Clerics can use metamagic just as well as Wizards can). Preparing spells in lower slots is the wrote way to put this, you should say instead "When applying metamagic feats to spells of your chosen school, you may reduce the effective spell level by 1 when determining what level spell slot it must be prepared in. This cannot lower the spell slot of a spell below its original level."
I think overall you've done well. This is a well-thought-out MCA, and for being your first one I'm impressed. :) Make a couple little changes and I could definitely see it going in one of our PDFs in the future.

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Any cast people taken a look at my latest fighter magus, Runeforged Warrior? *Eager for feedback on that update*
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 (Maybe d8?) d10 is correct here
Full BAB, Good saves Fort and Will
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 (And their bonded weapon? Maybe they should be proficient in it first). They are proficient with light and medium armor, but not shields. He ignores the arcane spell failure chance when wearing light armor for the purpose of casting runeforged warrior spells. I think the proficiency list is big enough, so they should pick a weapon from simple or martial to be the bonded weapon, and that way they're already proficient in it and you don't need to add a caveat.
Bonded Weapon (Sp): The runeforged warrior begins play with one bonded weapon at no cost. The bonded weapon must be a 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. I like that you said "in hand" instead of "wielded" because this opens the possibility of two-handed weapons, unlike a wizard's bonded item which is written that it must be wielded".
Starting at level 5, a bonded weapon can be used once per day to cast any one spell that the runeforged warrior has in his rune scribed weapon 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. You should explain somewhere before this paragraph how a spell would be added to his rune scribed weapon... it's very sudden here with no explanation. Does this guy have a spellbook, or are his spells stored in his weapon?
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 weapon he is holding a +1 enhancement bonus for 1 minute. For every four (Maybe switch this to 5?)I would write it as "at 5th level and every 5 levels thereafter" so that it's a total of +5 at 20th level levels beyond 1st, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 17th (+4 at 16th?) level. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves. It costs 2 points to grant these bonuses to weapons other than his bonded weapon. I like the idea that he has to spend extra effort to grant it to other weapons, great idea there/
At 5th(6th?) 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. 5th level is fine
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.
A runeforged warrior can only enhance one weapon in this way at one time. If he uses this ability again, the first use immediately ends. I actually think he should be able to enhance multiple weapons, since he has to spend extra points to do so. I could imagine a Runeforged Warrior picking up a +2 longsword from the battlefield, wielding it in his off-hand along with his runeforged weapon, popping another +1 and flaming on it, and then two-weapon fighting.
What is the Arcane Pool replacing? Is it his first-level bonus feat?
Bonus Feat: At 2nd level, and at every even level thereafter, a runeforged warrior gains a bonus feat in addition to those gained from normal advancement (meaning that the runeforged warrior gains a feat at every level). These bonus feats must be selected from those listed as Combat Feats, sometimes also called “fighter bonus feats.”
Upon reaching 4th level, he may also select Item Creation Feats in addition to Combat Feats. At 4th level and every four levels thereafter (8th, 12th, and so on), a runeforged warrior can choose to learn a Magus Arcana in place of a bonus feat. You don't need to have the "sometimes called fighter bonus feats" thing, combat feats are correct. I don't think you should have Magus Arcana only available at certain levels of this ability... it will get confusing. Instead, he should lose his bonus feats at 4th, 8th, 12th, 16th, and 20th and gain Magus Arcana instead, with his effective Magus level equal to his class level.
Master Smith (Ex): At 3rd level the runeforged warrior gains the Master Craftsman feat even if he does not meet the requirements. For the purpose of this ability, he is considered to have a number of ranks in both Craft Weapons and Craft Armor equal to his runeforged warrior level -3, or his actual ranks in these skills, whichever is higher.
In addition, he adds his runeforged warrior class level on Craft checks to manufacture armor, shields, and weapons. This bonus applies on skill checks required when using Craft Magic Arms and Armor.
At 9th level, a soul forger 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. I like the idea behind this ability, but the execution is confusing. Why is it his runeforged warrior level -3? I would instead just say that he adds his runeforged warrior level to the craft checks, and you can assume that the player will put ranks into the skills. Much less confusing that way.
Rune Scribing: At level 5, the Runeforged Warrior gains the ability to scribe runes of power into their bonded weapon, allowing them to cast a limited number of spells per day drawn from the magus spell list. He gains no spells per day, however he can cast bonus spells gained from a high intelligence score, as well as casting the bonus spell provided by his bonded weapon. He otherwise casts spells in the same way a magus would. He can cast 1st level spells starting at level 5. At level 9 he gains access to 2nd level spells, at 13th level he gains access to 3rd level spells, and at 17 level he gains access to 4th level spells.
The runeforged warrior's bonded weapon acts as he spellbook. He does not learn spells as he progresses in level, instead he creates magical smithing oils out of the ashes of a scroll of the spell he wishes to learn. This process takes 1 hour per spell level to create the magical oil and scribe the appropriate runes into his weapon. Only magus spells with a range of Touch or Personal can be learned.
Because of the limited amount of space, the runeforged warrior can only have a certain number of spells scribed into their weapon at any one time. A light weapon can hold 2 spells per spell level, a one handed weapon can hold 3 spells per spell level, and a two handed weapon can hold up to 5 spells per spell level. Understanding runes is more difficult than from normal spellbooks, the DC for a character to copy spells from a bonded weapon into a spellbook or formulae book increases by 5. I now see what you were talking about farther up. A lot of the text here is unnecessary, but I'm sure Elghinn will be able to pare it down. The class's progression table will show what levels he gains different levels of spells, for example. I absolutely love the flavor of having to burn a scroll to make a "smithing oil", though the wording of this needs fixed a bit, probably. I definitely don't think you should limit the number of spells by the "handedness" of the weapon, though, because it means that a two-handed weapon is just plain better than any other option, and that makes the class much less versatile. The number of spells he can "fit" on his weapon should be determined by his level only.
Spellstrike (Su): At 5th level, whenever a runeforged warrior casts a spell with a range of “touch” from the runeforged warrior spell list, he can deliver the spell through his bonded weapon as part of a melee attack. Instead of the free melee touch attack normally allowed to deliver the spell, a runeforged warrior can make one free melee attack with his bonded weapon (at his highest base attack bonus) as part of casting this spell. If successful, this melee attack deals its normal damage as well as the effects of the spell. This attack uses the weapon’s critical range (20, 19–20, or 18–20 and modified by the keen weapon property or similar effects), but the spell effect only deals ×2 damage on a successful critical hit, while the weapon damage uses its own critical modifier.This is fine, though it leaves out the possibility of ranged casting, which is probably a good thing LOL
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. At level 11 he ignores the arcane spell failure chance of medium armor when casting runeforged warrior spells. This is fine, though I'd like to see which fighter abilities you're planning to "switch out" with each of these abilities
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. Love it!
Destructive Counterstrike (Su): At 17th level, an opponent who activates a magical item while threatened by a runeforged warrior provokes an attack of opportunity, either against the target or to sunder the item. If the item is destroyed, its effects are negated. This ability replaces weapon training 4. This is tough, because normally there are a lot of magic items that don't provoke attacks of opportunity... are you saying that, for example, activating a wand next to the runeforged warrior will provoke an AOO from him? If so, that's fine, but you should explicitly say "even if the activation would not normally provoke an attack of opportunity".
Armor Mastery (Ex): At 19th level, a runeforged warrior gains Damage Reduction 5/— whenever he is wearing armor.
Enhanced 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 a weapon enhanced by his arcane pool. In addition, he cannot be disarmed while wielding a weapon enhanced by his arcane pool. (Thinking about changing this to Bonded Weapon Mastery, and having the abilities work on the bonded weapon.) Love it!
lvl BAB fort ref will special
1 +1 +2 +0 +2 Arcane Pool, Bonded Weapon
2 +2 +3 +0 +3 Bonus Feat
3 +3 +3 +1 +3 Master Smith 1
4 +4 +4 +1 +4 Bonus Feat/Arcana <-change to just Magus Arcana
5 +5 +4 +1 +4 Rune Scribing, Spellstrike
6 +6 +5 +2 +5 Bonus Feat
7 +7 +5 +2 +5 Armor Training 1
8 +8 +6 +2 +6 Bonus Feat/Arcana <-change to just Magus Arcana
9 +9 +6 +3 +6 Master Smith 2
10 +10 +7 +3 +7 Bonus Feat
11 +11 +7 +3 +7 Armor Training 2
12 +12 +8 +4 +8 Bonus Feat/Arcana <-change to just Magus Arcana
13 +13 +8 +4 +8 Reforge
14 +14 +9 +4 +9 Bonus Feat
15 +15 +9 +5 +9 Armor Training 3
16 +16 +10 +5 +10 Bonus Feat/Arcana <-change to just Magus Arcana
17 +17 +10 +5 +10 Destructive Counterstrike
18 +18 +11 +6 +11 Bonus Feat
19 +19 +11 +6 +11 Armor Mastery
20 +20 +12 +6 +12 Enhanced Weapon Mastery, Bonus Feat/Arcana <-change to just Magus Arcana
New Magus Arcana
Fortify Bond
Magus 3, Bonded Weapon
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 their arcane pool. Multiple uses of this ability overlap and do not stack. (Yeah it's kinda cheap to make a class feature into an archetype but, it's cool) I think it's a great additional option for the class!
Great job, I think with a few tweaks you have a really good MCA here!

Bardess |

Iorthol wrote:I'm probably closest to the Beastbrewer, given that I'm a mammalian geneticist. I like making new creatures... :)So. Question for everyone. Which MCA fits you best?
I lean at lot to the runic berserker. Passionate and furious in battle, with a scholarly inclination on the side.
That's flattering, Cart^^

+5 Toaster |

how about this.
While most churches feel secure in their standing in the world, a great many of them recognize the threat of Arcane Magic. Due to this, the Arcane Venator Society was formed as to keep an eye on, and even counteract Arcane users overreaching and seizing worship. In the Golarion Setting, the Arcane Venator Society make a perfect counter-organization to the Razmiran Priesthood.
Primary Class:Inquisitor
Secondary Class:Wizard
Alignment: Any
Hitdice: D8
Bonus Skills and Ranks: The Arcane Venator may select three wizard skills to add to his class skills in addition to the normal fighter class skills. The Arcane Venator gains a number of ranks at each level equal to 6+ Int modifier.
Weapon and Armor Proficiency: An Arcane Venator is proficient with all simple weapons, plus the hand crossbow, longbow, repeating crossbow, shortbow, and the favored weapon of her deity. She is also proficient with light armor, medium armor, and shields (except tower shields).
Domain: An Arcane Venator must choose from either the Knowledge and Magic Domains, even if his chosen deities do not have those domains in their portfolios. He may also, instead, choose the Spellkiller inquisition. This modifies the Domain class feature.
Arcane School(su): Arcane Venators always take to a school of magic in order to better understand the threat Arcane casters could pose. Pick an Arcane School, this works exactly as the Wizard class feature. This replaces Judgement.om modifier on Knowledge(Arcane) and Spellcraft skill checks in addition to her Intelligence modifier. This replaces the Monster Lore Class feature.
Detect Magic(sp):At will. This replaces the Detect Alignment class feature.
Superstition(ex): As the barbarian rage power, however this only applies to Arcane Spells. This replaces Second Judgement.
Spellcaster Bane(su):This works as the bane class feature, except it instead of selecting a creature type, it instead applies to any creature capable of casting arcane spells. For the purposes of this ability beings with the alchemist class count as spell casters. This modifies the bane class feature.
Arcane Repression(sp): Once per day you may cast Antimagic field as a spell-like ability. Divine Magic is unaffected by this field.
Caster Slayer (ex): You gain Disruptive and Spellbreaker as bonus feats. The penalty granted by Disruptive is increased to +6, and you gain a +2 to hit and damage on attacks on attacks of opportunity granted by Spellbreaker. This replaces Slayer.
Arcane Aspect: When applying metamagic feats to spells of your chosen school, you may reduce the effective spell level by 1 when determining what level spell slot it must be prepared in. This cannot lower the spell slot of a spell below its original level. In addition, whenever you successfully make a save against an arcane spell, you gain a morale bonus on a attack and damage rolls equal to the level of the spell resisted. This replaces True Judgement.

+5 Toaster |

Whoops added Arcane Lore back in.
While most churches feel secure in their standing in the world, a great many of them recognize the threat of Arcane Magic. Due to this, the Arcane Venator Society was formed as to keep an eye on, and even counteract Arcane users overreaching and seizing worship. In the Golarion Setting, the Arcane Venator Society make a perfect counter-organization to the Razmiran Priesthood.
Primary Class:Inquisitor
Secondary Class:Wizard
Alignment: Any
Hitdice: D8
Bonus Skills and Ranks: The Arcane Venator may select three wizard skills to add to his class skills in addition to the normal fighter class skills. The Arcane Venator gains a number of ranks at each level equal to 6+ Int modifier.
Weapon and Armor Proficiency: An Arcane Venator is proficient with all simple weapons, plus the hand crossbow, longbow, repeating crossbow, shortbow, and the favored weapon of her deity. She is also proficient with light armor, medium armor, and shields (except tower shields).
Domain: An Arcane Venator must choose from either the Knowledge and Magic Domains, even if his chosen deities do not have those domains in their portfolios. He may also, instead, choose the Spellkiller inquisition. This modifies the Domain class feature.
Arcane School(su): Arcane Venators always take to a school of magic in order to better understand the threat Arcane casters could pose. Pick an Arcane School, this works exactly as the Wizard class feature. This replaces Judgement..
Arcane Lore (Ex): The inquisitor adds her Wisdom modifier on Knowledge (arcana), and Spellcraft skill checks in addition to her Intelligence modifier. This replaces the monster lore class feature.
Detect Magic(sp):At will. This replaces the Detect Alignment class feature.
Superstition(ex): As the barbarian rage power, however this only applies to Arcane Spells. This replaces Second Judgement.
Spellcaster Bane(su):This works as the bane class feature, except it instead of selecting a creature type, it instead applies to any creature capable of casting arcane spells. For the purposes of this ability beings with the alchemist class count as spell casters. This modifies the bane class feature.
Arcane Repression(sp): Once per day you may cast Antimagic field as a spell-like ability. Divine Magic is unaffected by this field.
Caster Slayer (ex): You gain Disruptive and Spellbreaker as bonus feats. The penalty granted by Disruptive is increased to +6, and you gain a +2 to hit and damage on attacks on attacks of opportunity granted by Spellbreaker. This replaces Slayer.
Arcane Aspect: When applying metamagic feats to spells of your chosen school, you may reduce the effective spell level by 1 when determining what level spell slot it must be prepared in. This cannot lower the spell slot of a spell below its original level. In addition, whenever you successfully make a save against an arcane spell, you gain a morale bonus on a attack and damage rolls equal to the level of the spell resisted. This replaces True Judgement.
@Elghinn, Venator is Latin for hunter.

Iorthol |

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
Full BAB, Good saves Fort and Will
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. They are proficient with light and medium armor, but not shields. He ignores the arcane spell failure chance when wearing light armor for the purpose of casting runeforged warrior spells.
Bonded Weapon (Sp): The runeforged warrior begins play with one bonded weapon at no cost. The bonded weapon must be a 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.
At level 5 when the runeforged warrior gains access to spells, he must rune scribe his bonded weapon, which operates as his spellbook. In addition a bonded weapon can be used once per day to cast any one spell that the runeforged warrior has rune scribed onto his bonded weapon 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.
This ability replaces Bravery.
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 weapon he is holding a +1 enhancement bonus for 1 minute. At 5th level and every 5 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 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.
A runeforged warrior can only enhance one weapon in this way at one time. If he uses this ability again, the first use immediately ends.
This ability replaces the bonus feat granted at 1st level.
Bonus Feat: At 2nd level, and at every even level thereafter, a runeforged warrior gains a bonus feat in addition to those gained from normal advancement.
Upon reaching 6th level, he may also select Item Creation Feats in addition to Combat Feats.
Arcana: At 4th level and every four levels thereafter (8th, 12th, and so on), a runeforged warrior selects a Magus Arcana with his magus level equal to his runeforged warrior level.
This replaces the bonus feats gained at 4th, 8th, 12th, 16th, and 20th.
Arcane Smith (Ex): At 3rd level the runeforged warrior gains a bonus on Craft Weapons and Craft Armor checks equal to his runeforged warrior level, in addition he treats his ranks in Craft Weapons and Craft Armor (whichever is higher) as his caster level for the purpose of qualifying for item creation feats and for creating magic items related to those crafts. For example, a level 8 runeforged warrior with 8 ranks in Craft Weapons would be able to craft weapons with a CL 8, but non-weapon wondrous items would be crafted at CL 4.
At 9th level, a soul forger 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.
Rune Scribing: At level 5, the Runeforged Warrior gains the ability to scribe runes of power into their bonded weapon, allowing them to cast a limited number of spells per day drawn from the magus spell list. He gains no spells per day, however he can cast bonus spells gained from a high intelligence score, as well as casting the bonus spell provided by his bonded weapon. He otherwise casts spells in the same way a magus would. He gains access to spell levels as listed in the runeforged warrior table.
The runeforged warrior can only prepare spells scribed onto his bonded weapon, which acts as his spellbook. In order to scribe a rune, he must first create a special ink which is created by burning a scroll containing the desired spell, and using the ashes and some kind of oil, such as lantern oil, to make the ink. He then scribes the spell onto the bonded weapon in the form of complex magical runes in a ritual that takes 10 minutes per spell level. The bonded weapon only has space to hold 5 spells per spell level. Spell runes may be removed from the bonded weapon, in a ritual that takes as much time to cast as the one used to create the runes in the first place, which destroys the ink used to originally scribe the rune.
Deciphering spell runes is more difficult than understanding normal spellbooks, the DC for a character to copy spells from a bonded weapon into a spellbook or formulae book increases by 5.
Spellstrike (Su): At 5th level, whenever a runeforged warrior casts a spell with a range of “touch” from the runeforged warrior spell list, he can deliver the spell through his bonded weapon as part of a melee attack. Instead of the free melee touch attack normally allowed to deliver the spell, a runeforged warrior can make one free melee attack with his bonded weapon (at his highest base attack bonus) as part of casting this spell. If successful, this melee attack deals its normal damage as well as the effects of the spell. This attack uses the weapon’s critical range (20, 19–20, or 18–20 and modified by the keen weapon property or similar effects), but the spell effect only deals ×2 damage on a successful critical hit, while the weapon damage uses its own critical modifier.
This ability replaces Weapon Training 1.
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. At level 11 he ignores the arcane spell failure chance of medium armor when casting runeforged warrior spells. This ability replaces the standard Armor Training 2 3 and 4.
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, an opponent who activates a magical item while threatened by a runeforged warrior provokes an attack of opportunity, either against the target or to sunder the item, even if the activation wouldn't normally provoke an attack of opportunity. 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.
Enhanced 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 a weapon enhanced by his arcane pool. In addition, he cannot be disarmed while wielding a weapon enhanced by his arcane pool.
lvl BAB fort ref will special
1 +1 +2 +0 +2 Arcane Pool, Bonded Weapon
2 +2 +3 +0 +3 Bonus Feat
3 +3 +3 +1 +3 Arcane Smith 1
4 +4 +4 +1 +4 Magus Arcana
5 +5 +4 +1 +4 Rune Scribing, Spellstrike
6 +6 +5 +2 +5 Bonus Feat
7 +7 +5 +2 +5 Armor Training 1
8 +8 +6 +2 +6 Magus Arcana
9 +9 +6 +3 +6 Arcane Smith 2
10 +10 +7 +3 +7 Bonus Feat
11 +11 +7 +3 +7 Armor Training 2
12 +12 +8 +4 +8 Magus Arcana
13 +13 +8 +4 +8 Reforge
14 +14 +9 +4 +9 Bonus Feat
15 +15 +9 +5 +9 Armor Training 3
16 +16 +10 +5 +10 Magus Arcana
17 +17 +10 +5 +10 Destructive Counterstrike
18 +18 +11 +6 +11 Bonus Feat
19 +19 +11 +6 +11 Armor Mastery
20 +20 +12 +6 +12 Enhanced Weapon Mastery, Magus Arcana
New Magus Arcana
Fortify Bond
Magus 3, Bonded Weapon
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 their arcane pool. Multiple uses of this ability overlap and do not stack.
Field Enhancer
Magus 6
The magus may, as a standard action, touch a weapon and enhance it as normal using his arcane pool, but with a -1 total enhancement bonus, and for half the normal duration. This bonus applies even if someone besides the magus wields the weapon.
Cart: The reason he can't enhance extra weapons is because there's already an arcana he can take to let him do that~
Also I had a thought. It would be cool to have a sample character listed with each MCA. To show off the class in working form, and to show off our creative character making ideas.
.
Edit to the OSW below me: As I said up in here, there's already a magus arcana that lets you enhance an extra weapon. No need to work that back into the ability unless you make a class without arcana.
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Oceanshieldwolf |

@cartmanbeck: Re this comment on the Runeforged Warrior's Arcane Pool:
I actually think he should be able to enhance multiple weapons, since he has to spend extra points to do so. I could imagine a Runeforged Warrior picking up a +2 longsword from the battlefield, wielding it in his off-hand along with his runeforged weapon, popping another +1 and flaming on it, and then two-weapon fighting.
I have an archetype of my new Base Class that can make two weapons enhanced in this fashion, however I thought it wise to stipulate that the entire bonus possible to provide to both weapons in any one minute still conforms to the max/by level for one expenditure of a pool point - i.e. Don't let them spend a point on each to enhance both blades separately at the same time.
As the enhancement bonus goes up by every x/levels not expenditure, it's very easy to just pop one point on each weapon and have two +2 blades at 5th level etc etc. It feels a little OP to me to get so much extra on your swings for so little expenditure. So if your enhancement max is +2 then each can be +1; if +3 then one +1, one +2 etc etc. I dunno, just a thought, especially with some of the cheaper magic weapon qualities it could get out of (two) hand(s). Or maybe I'm worried for nothing? ;)
Oceanshieldwolf |

@Iorthol - we've talked at length both in email and here in previous threads about Iconics, NPC codexes, specific character background flavour writeups for each MCA. All great ideas.
I'd say we aren't looking for characters to include in the current incarnation of PDFs for space and layout reasons, but as I said, we have talked about these things, and some recently. An MCA NPC codex was floated by Raider recently, for example.
Really we focus on creating the flavor and mechanics of the MCAs - I'm sure we are all creative and can make intriguing and interesting characters - that just isn't the focus here. By all means don't let me stop you from creating your characters!!!

Oceanshieldwolf |

@cartmanbeck: Re thid comment on the Arcane Venator's Arcane School ability:
I think I would probably suggest keeping the opposition schools, replacing only Judgment with this, and then giving him two more abilities to replace Second and Third Judgment.
Great advice there. I think there is some great design space for even more awesome Venator stuff here - this is where you can exploit your swaps to create a few little thematic tweaks/synergies based on both classes or continuums to other suites within the class ability framework.

+5 Toaster |

I did remove the that little stipulation so it now functions exactly as a wizards arcane school, right down to prohibited schools. I also added in arcane based superstition and arcane based anti-magic field. Though i forgot to state the latter replaces third judgement. I also added a combat function to arcane aspect.

Oceanshieldwolf |

Yay! Bardess is back.
+1! Good to see more familiar faces as well as the new!
@+5 Toaster - sorry I missed the new writeup before commenting. I like new abilities - Superstition is a good fit and I like the name "Arcane Repression".
Hang on, thinking about this Superstition ability more... A Question -
* Why is she so "superstitious" with regard to Arcane spells? I would rename this - if he has Divine casting of his own, being superstitious isn't quite working for me. Perhaps something to infer a dismissive attitude toward arcane casting. I dunno, it's just not fitting thematically for me...
* The barbarian rage power this is based on has caveats against being the target of beneficial arcane magic during a rage - I would keep this concept (obviously without reference to raging) for this MCA - the ability may have to be rewritten up to reflect this - essentially a new ability writeup that is heavily based on the baarbarian's Superstition rage power.

Oceanshieldwolf |

A small formatting/style note for those writing up MCAs: we follow the convention of deferring to the gender of each MCA's Primary class' Paizo Iconic character when writing the MCA flavour and class abilities:
MCAs with Barbarian, Cleric, Druid, Rogue, Paladin, Sorceror, Inquisitor, Oracle, Witch, Ninja and Gunslinger as Primary class are female.
MCAs with Bard, Fighter, Ranger, Wizard, Magus, Alchemist, Cavalier, Summoner, Samurai and Antipaladin as Primary class are male.

+5 Toaster |

While most churches feel secure in their standing in the world, a great many of them recognize the threat of Arcane Magic. Due to this, the Arcane Venator Society was formed as to keep an eye on, and even counteract Arcane users overreaching and seizing worship. In the Golarion Setting, the Arcane Venator Society make a perfect counter-organization to the Razmiran Priesthood.
Primary Class:Inquisitor
Secondary Class:Wizard
Alignment: Any
Hitdice: D8
Bonus Skills and Ranks: The Arcane Venator may select three wizard skills to add to her class skills in addition to the normal fighter class skills. The Arcane Venator gains a number of ranks at each level equal to 6+ Int modifier.
Weapon and Armor Proficiency: An Arcane Venator is proficient with all simple weapons, plus the hand crossbow, longbow, repeating crossbow, shortbow, and the favored weapon of her deity. She is also proficient with light armor, medium armor, and shields (except tower shields).
Domain: An Arcane Venator must choose from either the Knowledge and Magic Domains, even if his chosen deities do not have those domains in their portfolios. He may also, instead, choose the Spellkiller inquisition. This modifies the Domain class feature.
Arcane School(su): Arcane Venators always take to a school of magic in order to better understand the threat Arcane casters could pose. Pick an Arcane School, this works exactly as the Wizard class feature. This replaces Judgement..
Arcane Lore (Ex): The inquisitor adds her Wisdom modifier on Knowledge (arcana), and Spellcraft skill checks in addition to her Intelligence modifier. This replaces the monster lore class feature.
Detect Magic(sp):At will. This replaces the Detect Alignment class feature.
Disdain Arcane(ex): This functions as the superstition rage power however this only applies to Arcane Spells. This replaces Second Judgement.
Spellcaster Bane(su):This works as the bane class feature, except it instead of selecting a creature type, it instead applies to any creature capable of casting arcane spells. For the purposes of this ability beings with the alchemist class count as spell casters. This modifies the bane class feature.
Arcane Repression(sp): Once per day you may cast Antimagic field as a spell-like ability. Divine Magic is unaffected by this field.
Caster Slayer (ex): You gain Disruptive and Spellbreaker as bonus feats. The penalty granted by Disruptive is increased to +6, and you gain a +2 to hit and damage on attacks on attacks of opportunity granted by Spellbreaker. This replaces Slayer.
Arcane Aspect: When applying metamagic feats to spells of your chosen school, you may reduce the effective spell level by 1 when determining what level spell slot it must be prepared in. This cannot lower the spell slot of a spell below its original level. In addition, whenever you successfully make a save against an arcane spell, you gain a morale bonus on a attack and damage rolls equal to the level of the spell resisted. This replaces True Judgement.

JiCi |

Hmmm... has anyone gotten an idea for a Fighter/Summoner class? I've pitched that idea on the previous topic, but nothing came out of it.
I was thinking of having a fighter with an eidolon that can access the fighter's bonus feats... but that's about it.
I substitute the eidolon's Share Spells for "Share Feats" and the fighter's weapon and armor training for the summoner's eidolon (eidolon, life link, bond sense, shield ally, maker's call, transposition, greater shield ally, life bond, merge form and twin eidolon)? That can be done, but that is kind of lackluster. That's like the Thug in 3.5 "Unearthed Arcana", which replaced the fighter's bonus feats by the rogue's sneak attack and called it a day.
Any idea on exclusive and interesting features for that combo?
If you're looking for "inspiration", just take a look at games like Persona (especially Persona 4 Arena), JoJo's Bizarre Adventure (games and mangas) and BlazBlue (Carl and Relius Clover use puppets as weapons).

Browman |

The problem I see with a fighter/ summoner is that it will completely dominate melee, or allow for an archer that can still hold the front line. Sharing feats while it sounds great, could allow for some very broken builds that get a rediculous number of combat feats early. I think it would be better to switch bonus feats and keep weapon and armour training.

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The problem I see with a fighter/ summoner is that it will completely dominate melee, or allow for an archer that can still hold the front line. Sharing feats while it sounds great, could allow for some very broken builds that get a rediculous number of combat feats early. I think it would be better to switch bonus feats and keep weapon and armour training.
I agree, bonus feats can be extremely powerful, and also it's important to mention that most people don't really make a distinction on their character sheets between feats they get at odd levels and fighter bonus feats, so it could cause confusion as to which feats are "share-able". It would be a tough sell to me.

Elghinn Lightbringer |

You could always have the Fighter/Summoner be two streams -either weapon based or armor based, where he can summon a sentient weapon OR sentient armor. Weapon/Armor improves as he gains levels, evolution points spent to add weapon/armor properties, can still be banished, etc. Just need to determine what would constitute damage to the weapon/armor. Maybe for the armor, the Ftr/Sum takes damage normally, but the armor take only 1/4 damage since it is "armor", and the weapon could still be damaged by spells and sunder attampts. Just some thoughts. Of course, it would have to be one or the other. NOT BOTH.
You could use the Angelic Knight as a sort of guide, since he's a full BAB paladin that can summon a casissian that is worn as his helment. So, there would obviously be some special bond between the character and his weapon OR his armor. It would essentially function as an eidolon, but with tweaks.
For the Ftr/Sum, you could then swap out some bonus feats and some armor and weapon training for it. Perhaps have some sharing of ceratin feats? MAybe. Another archetype to look at would be the Bladebound Magus arcehetype for ideas on sharing certain aspecs of class and intelligent item.
The weapon and armor keeps it fighter, and the "eidolon" aspect keeps it summoner. Probably also use some summoner's Bonded Senses and Maker's Call, probably tweak Shield Ally and Greater Shield Ally so it grants the shield bonus when worn or wielded. At least that's the angle I can see it going.
Or he summons some minor armor/weapon golem-esque creature that is an eidolon and fights along side him, magic items on the eidolon count against the character's total, etc.
Just some ideas.

Iorthol |

Do you guys think Cabalist is enough of a Magus/Sorcerer that there really isn't much work to be done on it for a similar/MCA version?
It already has spontaneous casting and late occuring bloodline abilities. Wondered if you guys thought it might be altering further for a spontaneous magus.
Also on that summoner thing. I know it wasn't the proposed idea but a fighter that summons companions from the summon monster feature would be pretty sweet.
I'm gonna hit you with my sword! >:O Just kidding. *PIXIES*