
+5 Toaster |

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*
you know that actually sounds like a better thematic tie-in together. Going back to the drawing board with that idea. Still going to have some "minor" evolutions though.
Edit:essentially the astral captain but even more combat focused.
JiCi |

I once posted a fighter with a sword eidolon in the previous topic, but that seemed to be already chosen for another archetype.
Armor eidolon seems to be too much like the synthesist, or at least, that what I got told.
Focusing on the Summon Monster spells huh? like a hunting pack? That could work. It could also be substituted for Summon Nature's Ally too.

Raiderrpg |
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We've recently gotten a couple messages from artists interested in the project.
First off, YAY!
Second off, there's one or two legal matters to consider before you send in submissions.
If you already know how the Creative Commons and OGL licenses work, then there's no worries. If not, shoot me a message and I'll give you the bare laymen terms.

Byrdology |

I once posted a fighter with a sword eidolon in the previous topic, but that seemed to be already chosen for another archetype.
Armor eidolon seems to be too much like the synthesist, or at least, that what I got told.
Focusing on the Summon Monster spells huh? like a hunting pack? That could work. It could also be substituted for Summon Nature's Ally too.
You could it as a synthesist/ samurai like Onimusha...

Oceanshieldwolf |

And seems I'm always pointing people wanting to do the Summoned Weapon/Living Weapon thing to these links:
The Revised Electus Base Class
@+5 Toaster:.I like the sound of the Summoner General.

+5 Toaster |

well what I was thinking was that while he doesn't get higher level sla's he can impart bonus' on attack, damage, and ac at the same rate as weapon training, and losing armor training for SLA's. Finally he gets 2 evolution points per level of bravery that he may use on himself as an eidolon with the bipedal form and the same size. He may not buy ability score increases or size increases. another option is to trade some of the bonus feats for the ability to impart teamwork feats he possessed (level 6 feat) to his summons, and later the benefit of his combat feats (at level 10). these are the ideas I am sorting through right now.

Iorthol |

I wish to make a paladin/antipaladin mca based off the Ur Priest from the complete divine.
Essentially a 'paladin' who secretly steals their divine power from multiple gods to go unnoticed.
Basic concept would be antipaladin as the main class and paladin as secondary, and having the ability to enter a meditative trance (1hr) to shift from antipaladin to paladin and back, since all the abilities are mirrored anyway.
I'm not sure if that would be OP, and if so, what to do to better balance the concept. Or other ideas on how to MCA the paladin and antipaladin.
(Alignment would shift from CE to any Evil)
Call it something like an Ur-Knight or an Ur-Champion.
Oh, and like Brow I'm curious if there is anything else I need to do to fix runeforged warrior.

Oceanshieldwolf |

While the concept actually sounds really interesting and you could have a lot of fun with it I have a slight problem with an MCA that couples a Base Class with its Alternate Class. The whole point of alternate classes as I understand them is that you can't progress in both.
Having said that, MCAs are a non-Core exercise, so...
I could see the same concept arrived at using Antipaladin/Cleric and playing around with a shifting Domain choice...

Elghinn Lightbringer |

Yeah, either grant feats at a gradual increase (not all at once), or have him have to select a feat (or small number of feats) and can only grant them for x rounds per use of a feat granting ability. Theirs a few ways to go.
OR, what you could do, is have the Summoner General (is that the name we're going with? :D) grant 1 feat at 1st, +1 /4 levels thereafter, and then sort of like an eidolon's evolution, he can assign what feats his summoned horde gets either, each day, or every time he gains a new level. That might be the way to go, gives it an eidolon and summoner feel without the eidolon. So that's be a max of 5 feats at 17th, and able to reassign at each level.

Iorthol |

Is your mca going to have spellcasting at all?
And granting summoned critters feats is pretty sweet.
I was also thinking how it would be pretty boss if you could spawn friends with armor or something.
What are you giving up for the summon monster features? What level are you gonna grant feats?
I could see replacing weapon training with summon monster, and every other bonus feat could be one that your summons get instead of you, or something.

+5 Toaster |

well what I was thinking was that while he doesn't get higher level sla's he can impart bonus' on attack, damage, and ac at the same rate as weapon training, and losing armor training for SLA's. Finally he gets 2 evolution points per level of bravery that he may use on himself as an eidolon with the bipedal form and the same size. He may not buy ability score increases or size increases. another option is to trade some of the bonus feats for the ability to impart teamwork feats he possessed (level 6 feat) to his summons, and later the benefit of his combat feats (at level 10). these are the ideas I am sorting through right now.
gonna bring this down here so dont have to type this all over again, though i think i am rather taken with the designate one feat approach. Oh and no spellcasting.

+5 Toaster |

ok first attempt at what I suspect is multiple attempts.
Monstrous General
Sometimes kingdoms have to call on unorthodox forces to win conflicts. This in turn gave rise the Monstrous Generals. Gaining pacts with elite groups of monstrous creatures, The Monstrous General leads his terrifying forces into battle, though the price of wielding this power warps his very being.
Primary Class: Fighter
Secondary Class: Summoner
Good Saves: Fort, Will
At first level a Monstrous General may select three skills from the Summoner list and add them to his own list.
Warped Form: At 2nd level A Monstrous General gains an evolution pool like an Eidolon. He Starts off with 2 Evolution points, plus 2 points every four levels. He treats his base form as bipedal for determining which evolutions he qualifies for. He may not select the huge evolution, or any that raise his ability score. Every time he would gain Evolution points he may reassign already spent points. This replaces the Bravery Class Feature.
Summon Monster:Starting at 3rd level, a summoner can cast summon monster II as a spell-like ability a number of times per day equal to 3 + his Charisma modifier. He can cast this spell as a standard action and the creatures remain for 1 minute per level (instead of 1 round per level). Every 4 levels thereafter, the power of this ability increases by two spell levels, allowing him to summon more
powerful creatures (to a maximum of summon monster VIII at 17th level). A summoner cannot have more than one summon monster spell active in this way at one time. If this ability is used again, any existing summon monster immediately ends. These summon spells are considered to be part of his spell list for the purposes of spell trigger and spell completion items. In addition, he can expend uses of this ability to fufill the construction requirements of any magic item he creates, so long as he can use this ability to cast the required spell. This Replaces Armor Training.
Coordinated Attack: Starting at 5th level, all creatures summoned by the Monstrous Summoner gain a +2 Competence Bonus on attack rolls and damage rolls. They must be within 60 feet of the Monstrous General to receive this benefit. This bonus increases to +4 at 13th level. This replaces weapon training 1 and 3.
Imparted Methods: Starting at 9th level, the Monstrous General may grant the benefit of one feat he possesses to any creature he summons, even if they don't meet the Prerequisites. The feat cannot list another feat as a Prerequisite. At 17th level he may select another feat to grant the affects, this time he may may also choose feats that list the previously granted feat as a prerequisite, so long as they don't list another feat as a Prerequisite. This replaces Weapon Training 2 and 4.
Resilient Stance: At 19th level, so long as his summons are within 30 feet of the Monstrous General, They gain Damage reduction 5/-.
This replaces Armor Mastery.
Warped Actualization: The Monstrous General may grant half as many evolution points he currently possesses to his summoned creatures. They evolutions they choose from must be appropriate for a creature of the form (GM fiat may open up more options). In addition so long as his summoned creatures are within 30 feet of him, The Monstrous General gains Damage Reduction 5/-. This replaces Weapon Mastery.

+5 Toaster |

What if the monstrous general gained his abilties from a pact with a specific entity restricting him to summoning only creatures from a certain type but gaining other benfits of the pact?
That would require looking at each summon monster spell, and balancing the capabilities based on the number of monsters of a particular type you can summon. it's probably workable, but a lot more investment than I am willing to put into a single archetype, or a non-summoner archetype anyway. That does sorta sound like something a sorcerer or oracle summoner MCA could do though.

Elghinn Lightbringer |

One at a time please Toaster. Inundating the thread with a bunch of your MCAs only prevents us from being able to help you work them out. Unfortunately, with only 5 of us, and with us all busy at different times with other projects, work, life, etc., it sometimes takes us a bit to respond. :D
But we do appreciate the enthusiasm.

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next up the Ascetic Genius a monk/wizard archetype.
Hey Toaster!
I don't have time at the moment to look over your Fighter/Summoner, so can you do us a favor and wait a day or two before you put up another one? Gotta give us time to critique, and we don't want to be flooded with a bunch of them. Thanks!
Iorthol |

Toasty: I really like the concept for your general~ It is quite spiffing.
While I think your current structure is good, I wanted to suggest an idea for you that came to mind.
Instead of using your evolution pool on yourself, you could use the evolution pool mechanic to build a template that applies to your summoned critters. Like say at each level you select a certain collection of evolutions that then apply to any summoned monster you create that has the same base form.
Also it would be helpful if you made a class chart to go with your archetype.
*Secretly has an MCA finished and ready for revision sitting around waiting for Runeforged Warrior to be done* =x
Can you delete posts in a thread that you started?

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ok first attempt at what I suspect is multiple attempts.
** spoiler omitted **...
I've now gotten to look at it!
Imparted Methods is too complicated and probably too hard to manage from a rules standpoint. I'm not sure how to rework it, but it definitely needs reworked.
Other than that, I think it's a solid concept with decent execution. Other guys/gals, what do you think?

Oceanshieldwolf |

@ +5 Toaster: okay so let's take a look:
I like the concept partially - I was in favour of the Summoner General idea, like a fighting broodmaster - with the slight tweak to the name and thus approach this MCA seems to be a cake-and-eat-it concept. I get that he's getting evolutions because he is Monstrous, and the summons because he's a general. My main problem is twofold:
* First, the flavor feels a little forced:
Gaining pacts with elite groups of monstrous creatures, The Monstrous General leads his terrifying forces into battle, though the price of wielding this power warps his very being.
If this is a price, he doesn't seem too unhappy to pay it. Having to gain oarsum powarz coz you got a pact with elite monsters isn't a price - it's a benefit.
* Second, the overpower seems huge. Swapping bravery for evolutions seems a great trade, too good IMHO, and the same for Summon Monster and Coordinated attack. I think about a vanilla fighter compared - see my penultimate comment below...
There is a little confusion for me as to how Imparted Method works - what kind of action is it? How many creatures can he impart it to at a time/per combat. How long does an imparted method last? I can't quite get my head around the 17th level upgrade.
* You've also left out BAB, Skills and Weapon and Armor Proficiencies, and perhaps an altered skillset is advisable given his leadership role.
Basically: If this guy is wandering around with full plate, Full BAB and d10 HP then put him next to a regular fighter and see how his bravery and weapon and armor training stack up to the eldritch might of the Monstrous General and his terrifying, empowered crew.
So: I like the concept as I said - partially. I do think it suffers from MCD - multiple concept disfunction - there are two ideas here reaching for primacy, and as such I feel the concept causes the mechanic to overreach the available trades in the design space.
Now I do see that actually the "Monstrous" is more true to the Primary Fighter than the Summoner General (which sounds like an awesome Sum/Ftr or Sum/Cav.)
I did some similar tweaks with the Physiomorph Marauder (Ftr/Alc).
The granting of powers/upgrades/feats to summoned beasts is cool, and reminiscent of the Master of Havoc MCA (um, mine again), the Cavalier's Tactician ability (see the Abomination Rider MCA - again, one of mine) - and something I'm looking to do again with a Sum/Inq I have "dibs" on ("Judgment Eidolon"). So this is close to my interest and experience.
I just think you need to decide which way to with this - Monstrous OR General. Because I don't see the Fighter supporting this. I'm also concerned that a bunch of these new Fighter Primary/Arcanist Secondary MCAs are moving the Fighter way into gish territory, which I find thematically difficult, particularly when the Magus and Inquisitor kinda do that for me. Perhaps a Cav/Sum is better for the General part of the concept.
Sorry for the lengthy rant with little concrete feedback on mechanics - I'm a concept and flavor guy! And I do like this, it just feels like I'm trying to choose between two different icecream flavors in my single cone, and I don't like half measures!!!
[threadjack: Purplefixer once posted a Mirror Blade that was Summoner and Fighter IIRC on the original thread - would like to see that resurrected... /threadjack]

Iorthol |

OSW: Doesn't multiclassing fighter and arcane caster... Make the character a gish? I don't see why it's bad for a fighter/arcane to be a little gishy. Most of the ones I've seen of Primary melee + arcane end up with spellcasting that's even worse and more limited than ranger and paladin, or the old hexblade from 3.5.
I think one of the problems with gish things is that, Pathfinder doesn't have a Magic Knight in the sense that it's an arcane empowered warrior who doesn't actually cast spells. I feel like the fighter/arcane are an attempt to get closer to that kind of character. That's what I was trying to do anyway with my fighter/magus. The main focus there was just being magically empowered. It can barely casts 7 spells per day at 20th level. That's not nearly the shenanigans of a magus (Which I personally feel like is more mage than fighter, too much mage for my tastes)
On toaster's thinger, to make it more level with fighter I had an idea.
The fighter, as a swift action, can summon (using some appropriately scaled summon monster) and that summon sticks around for a number of rounds equal to 4+con mod, or cha or something.
Since the fighter is not a summoner and not a spellcaster, the duration becomes very limited, and could even leave an aftereffect, similar to a barbarian's rage. It would make the summon effect a temporary buff on the fighter's prowess (as a whole) rather than the fighter being an army of 1.
If he's limited in that way, it makes it easier to balance out special buffs to his summoned ally.

Oceanshieldwolf |

OSW: Doesn't multiclassing fighter and arcane caster... Make the character a gish?
Yes, yes it does. And I'm not happy about it! :p
I guess I come from a fairly staid point of view where I see the MCA system as a way to create regular (but amazing!!!) archetypes - our MCAs need to swap the secondary class theme (however imagined) to fit the Primary class theme (however imagined) and then the mechanic interface/creativity/hijinks occurs. That's just me. When I'm introducing people to the MCAs I just tell them to ignore the Secondary Class schtick and to treat them as an archetype of the Primary class. Perhaps that's selling the M in MCA short, but no-one has turned up at my door and slain me yet.
Now given that that is my take, I don't see Fighters as gishy at all. Slightly mystic? Sure. I'm a fan of the living weapon-bonded/mystic gauntlet/supertrained/enhanced warrior trope, and I do like gish-the-concept, just not for the fighter.
That hasn't stopped the MCP crew from making plenty of gish MCAs - but of the Fighter/Caster MCAs only the Witchblade is really a gish - and it uses the bonded item trope... Nor would I stop others creating Fighter/Summoner or Wizard or Sorceror etc. It's just not my thing. It's tricky mechanically and difficult thematically to spread those ideas, concepts and mechanics on the narrow thematic and mechanical design shoulders of the rather bland Fighter.

Elghinn Lightbringer |

OK, here's my prettied up and edited version fo the Runeforged Warrior. Sorry it took so long. I'll be looking at your Arcane Venator next Toaster.
Fighters are often skilled smiths and crafters, in addition to their martial trade. The runeforged warrior takes this trade a step further, enhancing both his craft and his fighting with a flare of arcane might. With the ability to craft and enhance his own equipment, the runeforged warrior takes on the battlefield fully prepared every time.
Primary Class: Fighter.
Secondary Class: Magus.
Alignment: Any.
Hit Dice: d10.
Bonus Skills and Ranks: The runeforged warrior may select three magus skills to add to his class skills in addition to the normal fighter class skills. The runeforged warrior gains a number of ranks at each level equal to 2 + Int modifier.
Weapon and Armor Proficiency: Runeforged warriors are proficient with simple and martial weapons, with light and medium armor, but not with shields. He can cast runeforged warrior spells while wearing light and medium armor without incurring the normal arcane spell failure chance.
Like any other arcane spellcaster, a runeforged warrior wearing heavy armor or using a shield incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass runeforged warrior still incurs the normal arcane spell failure chance for arcane spells received from other classes.
Bonded Weapon (Sp): At 1st level, the runeforged warrior begins play with one bonded weapon at no cost. The bonded weapon must be a melee weapon the runeforged warrior is proficient with. This weapon is of masterwork quality, and is not made of any special materials. A runeforged warrior cannot cast spells without his bonded weapon in hand.
Starting at 5th level, a bonded weapon can be used once per day to cast any one spell that the runeforged warrior has scribed onto his bonded weapon (see Rune Scribing below) and is capable of casting, even if the spell is not prepared. This spell is treated like any other spell cast by the runeforged warrior, including casting time, duration, and other effects dependent on the runeforged warrior's level. This spell cannot be modified by metamagic feats or other abilities.
A runeforged warrior can add additional magic abilities to his bonded object as if he has the required Item Creation Feats and if he meets the level prerequisites of the feat. For example, a runeforged warrior with a bonded dagger must be at least 5th level to add magic abilities to the dagger (see Craft Magic Arms and Armor feat). The magic properties of a bonded weapon, including any magic abilities added to the object, only function for the runeforged warrior who owns it. If a bonded weapon's owner dies, or the item is replaced, the weapon reverts to being an ordinary masterwork weapon of the appropriate type.
If a bonded weapon is damaged, it is restored to full hit points the next time the runeforged warrior prepares his spells. If the weapon is lost or destroyed, it can be replaced after 1 week in a special ritual that costs 200 gp per runeforged warrior level plus the cost of the masterwork item. This ritual takes 8 hours to complete. Items replaced in this way do not possess any of the additional enchantments of the previous bonded weapon. A runeforged warrior can designate an existing magic item as his bonded item. This functions in the same way as replacing a lost or destroyed item except that the new magic item retains its abilities while gaining the benefits and drawbacks of becoming a bonded weapon.
Arcane Pool (Su): At 1st level, the runeforged warrior gains a reservoir of mystical arcane energy that he can draw upon to fuel his powers and enhance his weapon. This arcane pool has a number of points equal to 1/2 his runeforged warrior level (minimum 1) + his Intelligence modifier. The pool refreshes once per day after the runeforged warrior sleeps and meditates for 1 hour. When he later gains spellcasting, the pool refreshes when he prepares his spells for the day.
At 1st level, a runeforged warrior can expend 1 point from his arcane pool as a swift action to grant his bonded weapon he is holding a +1 enhancement bonus for 1 minute. At 5th level and every five levels thereafter, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 20th level. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability on the same weapon do not stack with themselves. It costs 2 points to grant these bonuses to weapons other than his bonded weapon.
At 5th level, these bonuses can be used to add any of the following weapon properties: dancing, flaming, flaming burst, frost, icy burst, keen, shock, shocking burst, speed, or vorpal.
Adding these properties consumes an amount of bonus equal to the property’s base price modifier. These properties are added to any the weapon already has, but duplicates do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. These bonuses and properties are decided when the arcane pool point is spent and cannot be changed until the next time the runeforged warrior uses this ability. These bonuses do not function if the weapon is wielded by anyone other than the runeforged warrior.
Unlike a magus, a runeforged warrior can enhance up to two weapons in this way at one time, one of which must be his bonded weapon. If he uses this ability again, one of the two uses immediately ends. This ability replaces the bonus feat gained at 1st level.
Bonus Feats: this is exactly like the fighter ability of the same name, except that the runeforged warrior gains a bonus feat at 2nd level and at every four level thereafter. At 6th level, he may select item creation feats in addition to the normal combat feats.
Master Smith (Ex): At 3rd level, when using Craft (armor) or Craft (weapons) to create mundane armor, shields, and weapons, a runeforged warrior gains a competence bonus equal to his runeforged warrior level on the Craft (armor) or Craft (weapons) check. A runeforged warrior can use Craft (armor) or Craft (weapons) to identify magical armor or weapon properties as if using detect magic. He must hold the armor or weapon for 1 round to make such a check. In addition, a runeforged warrior gains the Master Craftsman feat even if he does not meet the requirements.
At 9th level, a uneforged warrior uses the 1/10 gp value of armor, shields, and weapons to determine how much time it takes to craft mundane items, and he requires only half the normal amount of time to enchant magical arms and armor. This ability replaces armor training 1 and weapon training 2.
Magus Arcana: At 4th level and every four levels thereafter (8th, 12th, and so on), a runeforged warrior can choose to learn a magus arcana, using his runeforged warrior as his magus level. This ability replaces the bonus feats gained at 4th, 8th, 12th, 16th, and 20th level.
Rune Scribing: Starting at 5th level, a runeforged warrior gains the ability to scribe runes of power onto his bonded weapon, allowing him to cast a limited number of spells per day drawn from the magus spell list. The runeforged warrior's bonded weapon acts as his spellbook, but he does not learn spells in the normal manner. Instead of learning spells like a magus, the runeforged warrior creates magical etching acids from the ashes of the scrolls of spells he wishes to learn. The process creating a magical acid and scribing the appropriate rune onto his bonded weapon requires 1 hour per level of the spell. Only magus spells with a range of “personal” or “touch” can be learned in this way.
At 5th level, a runeforged warrior gains one 1st-level spell slot in which to cast his 1st-level spells, in addition the bonus spell provided by his bonded weapon. At 9th level and every four levels thereafter, he gains one spell slot of each subsequent level up to 4th-level spells at 17th level. A runeforged warrior also gains additional spells per day for a high Intelligence score.
A runeforged warrior can scribe detect magic and read magic onto his bonded weapon as 1st-level spells, plus a number of additional 1st-level magus spells equal to his Intelligence modifier. For every two new runeforged levels beyond 5th (7th, 9th, and so on), he can scribe one additional magus spell of any spell level or levels that he can cast into his bonded weapon. A runforged warrior must use the method described above to scribe these spells onto his bonded weapon. A runeforged warrior can use the pages from a magus’s or wizard’s spellbook with the desired spell written upon them in place of a scroll. The pages are consumed in the acid creation process just as if the spell were cast directly from the spellbook. A runeforged warrior cannot scribe spells from an alchemist’s formulae book. However, a magus, wizard, or alchemist can learn any spell scribed onto a runeforged warrior’s bonded weapon into their spellbook or formulae book as long as the spell is on their class spell list or formulae list. Learning these runes is more difficult than learning spells from typical sources. The DC for a magus, wizard, or alchemist to copy spells from a bonded weapon into a spellbook or formulae book increases by 5.
Since the space on a bonded weapon is limited, a runeforged warrior can only have a certain number of spells scribed onto his weapon at any one time. A runeforged warrior can scribe anyspell he desires onto his bonded weapon, but cannot exceed six 1st-level spells, four 2nd-level spells, three 3rd-level spells, or two 4th-level spells. A runeforged warrior otherwise prepares and casts spells as a magus equal to his runeforged warrior level. This ability replaces weapon training 1.
Spellstrike (Su): At 5th level, a runeforged warrior gains the magus’s spellstrike ability. This ability replaces bravery.
Armor Training: Starting at 7th level, a runeforged warrior learns to be more maneuverable while wearing armor. Whenever he is wearing armor, he reduces the armor check penalty by 1 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by his armor by 1. At level 11 and 15, these bonuses increase by +1 each time, to a maximum –3 reduction of the armor check penalty and a +3 increase of the maximum Dexterity bonus allowed.
In addition, a runeforged warrior can also move at his normal speed while wearing medium armor.
Reforge (Su): At 13th level, as a standard action, a runeforged warrior can restore a number of hit points equal to his runeforged warrior level to a damaged object by touching it and spending 1 point from his arcane pool. Repairing a destroyed object takes 1 minute and materials equal to 1/4 the item’s sale value, and restores the object to 1 hit point.
Restoring the enchantments of a destroyed magical item requires additional points from the runeforged warrior’s arcane pool equal to the item’s caster level. The runeforged warrior gains one temporary negative level if the item’s caster level is lower than his own, two negative levels if equal or greater (or none if the item is his bonded weapon); the save DC to remove these negative levels is equal to 10 + the item’s caster level. This ability replaces weapon training 3.
Destructive Counterstrike (Su): At 17th level, if an opponent activates a magical item while threatened by a runeforged warrior, the opponent provokes an attack of opportunity from the runeforged warrior, even if activating it would not normally provoke an attack of opportunity.
Alternatively, the runeforged warrior can choose to make a sunder attempt against the item instead of making the attack of opportunity against the opponent. If the item is destroyed, its effects are negated. This ability replaces weapon training 4.
Armor Mastery (Ex): At 19th level, a runeforged warrior gains Damage Reduction 5/— whenever he is wearing armor.
Bonded Weapon Mastery (Ex): At 20th level, a runeforged warrior automatically confirms all critical threats and has their damage multiplier increased by 1 (×2 becomes ×3, for example) when using his bonded weapon. In addition, he cannot be disarmed while wielding his bonded weapon.
Table: Runeforged Warrior
Base
Class Attack Fort Ref Will
Level Bonus Save Save Save Special
1st +1 +2 +0 +2 Arcane pool, bonded weapon
2nd +2 +3 +0 +3 Bonus feat
3rd +3 +3 +1 +3 Master smith
4th +4 +4 +1 +4 Magus arcana
5th +5 +4 +1 +4 Rune scribing, spellstrike
6th +6/+1 +5 +2 +5 Bonus feat
7th +7/+2 +5 +2 +5 Armor training 1
8th +8/+3 +6 +2 +6 Magus arcana
9th +9/+4 +6 +3 +6
10th +10/+5 +7 +3 +7 Bonus feat
11th +11/+6/+1 +7 +3 +7 Armor training 2
12th +12/+7/+2 +8 +4 +8 Magus arcana
13th +13/+8/+3 +8 +4 +8 Reforge
14th +14/+9/+4 +9 +4 +9 Bonus feat
15th +15/+10/+15 +9 +5 +9 Armor training 3
16th +16/+11/+6/+1 +10 +5 +10 Magus arcana
17th +17/+12/+7/+2 +10 +5 +10 Destructive counterstrike
18th +18/+13/+8/+3 +11 +6 +11 Bonus feat
19th +19/+14/+9/+4 +11 +6 +11 Armor mastery
20th +20/+15/+10/+5 +12 +6 +12 Bonded weapon mastery, magus arcana
NEW MAGUS ARCANA
The following new magus arcana is restricted to the Runeforged Warrior multiclass archetype.
Fortify Bond
A runeforged warrior can make his bonded weapon more durable and resilient to damage.
Prerequisites: Runeforged Warrior 3, Bonded Weapon weapon class feature.
Benefits: A runeforged warrior may spend 1 point from his arcane pool to increase the hardness and hit points of his bonded weapon by an amount equal to his runeforged warrior level. These hit points last until expended or until the runeforged warrior next refreshes his arcane pool. Multiple uses of this ability overlap and do not stack.

Oceanshieldwolf |

Not really. I don't mind either way. Perhaps my disdain of gish/casters comes from my own inadequacy when it comes to juggling all the spell options and their ramifications in play, and thus as a homebrew mekanikist whenever I'm faced with a caster I flail about saying OMG it's OP, s/he can like, make stuff happen. Over there. With flames. OMG! OP!!!!*
In short: Don't take my weakness as any kind of opprobrium. Carry on. As a tattooed half-Northman maniac IRL, rune-anything is ok by me. I do occasionally get tired of its ubiquity.
*Hmm. Weird. I have absolutely no such hangups about Psionics - though again I'm more into the martial/ / less "powarz builds.