Multiclass Archetypes V: More Ultimate MCAs


Homebrew and House Rules

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Kyras Ausks wrote:

so still working on it out but

Twice Chosen or Chosen Theurge (name up for debate)
p: Oracle
s: Sorcerer

Blood sworn

Sacred prophet
The foretold


Jorriko Krail wrote:
Kyras Ausks wrote:

so still working on it out but

Twice Chosen or Chosen Theurge (name up for debate)
p: Oracle
s: Sorcerer

Blood sworn

Sacred prophet
The foretold

the MCA has per-chosen blood type(lol that works) and its every theurge-y

and i have a not-so-secret motive for a really kick @$$ word caster


Right, sorry for absence, I'm going to try and catch up with what's going on - but work has been really busy recently.


Welcome to the thread Jorriko Krail! Oh, it's just one of Byrd's aliases, never mind. :P

Added your Ora/Sor to the queue, Kyras.

#Zealot
I'll post up the revised Zealot sometime today.

Anything further on the Knight Errant?

If not, I'll also move forward on that one.

So, Toaster, your up next, will likely have you post your Arcane Assertor tomorrow.

Here's the queue
Arcane Assertor – Inq/Sor (Toaster)
Wu Xing Assassin – Nnj/Clr (Byrdology)
Barefoot Friar - Mnk/Inq (Bardess)
*Keening Soul – Wtc/Brd (Kevin_Video)

Inserted Kevin_Video here, as he wondered about the Keening Soul, and I believe the one with the original idea has since disappeared from the thread long ago (I think?) he's going to take a stab at trying an MCA. Figured that'd be OK as all of the rest of us have done at least one, if not 5 already. :D

I'm likely going to swap out all the "new" MCAs I listed for some of my "old" new MCAs that I've done, marked and maybe even posted on the wiki, but really have had very little revising done on them by anyone, other than me and maybe one or two of the ther MCA crew members. Just to move some of the ones I really like along that are on the wiki.


Tomorrow's fine with me.


Here's the "final" version of the Zealot.

ZEALOT:

Primary Class: Paladin.
[b]Secondary Class:
Barbarian.
Alignment: Any.
Hit Dice: d10.

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

Weapon and Armor Proficiency: The zealot is proficient with all simple and martial weapons, with light and medium armor, and with shields (except tower shields).

Aura (Su): A zealot of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity's alignment (see detect evil for details). The power of a zealot’s aura is equal to her zealot level. This ability otherwise functions as and replaces aura of good.

Detect Alignment (Sp): At will, a zealot can use detect chaos, detect evil, detect good, or detect law. She can only use one of these at any given time. This ability otherwise functions as and replaces detect evil.

Divine Fury (Su): Once per day, a zealot can call upon her deity to grant her greater strength, ferocity, and battle prowess to carry out her god’s divine will. As a swift action, the zealot chooses one target within sight. If this target has an alignment that is in opposition to that of her deity’s on either the chaos/lawful or evil/good axis (or both), the zealot can enter a divine fury as a free action. While in divine fury, a zealot gains a +4 morale bonus to her Strength and Constitution, but she takes a –2 penalty to Armor Class. For example, a zealot with a deity that has a Chaotic Good alignment can enter a divine fury if her target is lawful, evil, or lawful evil. The increase to Constitution grants the zealot 2 hit points per Hit Dice, but these disappear when the divine fury ends and are not lost first like temporary hit points. While in a divine fury, a zealot cannot cast spells, nor can she use any Charisma–, Dexterity–, or Intelligence–based skills (except Acrobatics, Fly, Intimidate, and Ride) or ability that requires patience or concentration.

If the zealot is hindered in any way from engaging with her target, either by a creature or a situation that draws her attention away, she may attack the creature or deal with the situation for the sole purpose of removing those obstacles from her imminent path. However, the zealot must forfeit any attacks of opportunity granted to her against enemies that are not the target of her fury.

Once a zealot has engaged her target directly, if she attacks anyone other than her target or if her target is not of the right alignment, the divine fury ends and is wasted. Regardless of the target, attacks made using divine fury automatically bypass any DR the creature might possess. If a zealot falls unconscious, her divine fury immediately ends, placing her in peril of death.

A zealot can end her divine fury as a free action and is fatigued after the fury for 2 rounds per Hit Dice of the target. A zealot cannot enter a new divine fury while fatigued or exhausted but can otherwise enter divine fury multiple times during a single encounter or combat.

The divine fury effect remains until the target of the fury is dead or until the end of combat, whichever comes first. At 4th level, and at every three levels thereafter, the zealot may use divine fury one additional time per day, as indicated on Table: Divine Fury, to a maximum of seven times per day at 19th level.

In addition, a zealot’s weapons can bypass damager reduction while he is in divine fury. At 7th level, the zealot’s weapons are treated as silver for the purpose of by passing damage reduction. At 10th level, his weapons are treated as cold iron for the purpose of bypassing damage reduction.

This ability replaces smite evil.

Unstoppable Advance (Ex): At 2nd level, as long as a zealot is taking the shortest path to the target of her divine fury, she can make a free overrun maneuver against any creature that obstructs or hinders her. She adds her Charisma modifier to her CMB and provokes no attacks of opportunity while making this overrun maneuver. This ability, rage powers, and damage reduction replace lay on hands and mercy.

Rage Power (Su): At 3rd level, a zealot gains a blessing while using divine fury and gains a rage power of her choice. She gains another rage power for every 6 levels of zealot attained after 3rd level. A zealot gains the benefits of rage powers only while using divine fury, and some of these powers require the zealot to take an action first. Unless otherwise noted, a zealot cannot select an individual power more than once.

Damage Reduction (Ex): At 6th level, a zealot gains damage reduction. Subtract 1 from the damage the zealot takes each time she is dealt damage from a weapon or a natural attack. At 12th level, and again at 18th level, this damage reduction rises by 1 point. Damage reduction can reduce damage to 0 but not below 0.

Greater Divine Fury (Ex): At 11th level, when a zealot enters divine fury, the morale bonus to her Strength and Constitution increases to +6. This ability replaces channel energy.

Aura of Zeal (Su):At 11th level, a Zealot can expend two uses of her divine fury ability to grant the ability to divine fury to all allies within 10 feet, using her bonuses. Allies must choose their targets for this divine fury ability by the start of the zealot's next turn and the bonuses last for 1 minute. The targets chosen must be of the alignment that the Zealot chose at level 1. Using this ability is a free action. Creatures of the zealot’s opposition alignment cannot benefit from this ability.

Aura of Devotion (Su): At 14th level, a zealot’s weapons are treated as aligned (chaotic, evil, good, or lawful) for the purposes of overcoming damage reduction. Her weapons have the same alignment as her aura. For example, if the zealot has a lawful aura, then her weapons are treated as lawful. Any attack made against an enemy within 10 feet of her is treated as aligned for the purposes of overcoming damage reduction.

Champion of Fury (Su): At 20th level, a zealot becomes a conduit for the fury of her god. Her DR increases to 5/—. Whenever she uses divine fury and successfully strikes a target of her divine fury that is an outsider of her opposition alignment, the outsider is also subject to a banishment, using her zealot level as the caster level (her weapon and holy symbol automatically count as objects that the subject hates). After the banishment effect and the damage from the attack is resolved, the divine fury immediately ends. In addition, while her divine fury is in effect, she is considered to have the Diehard feat, but does not become staggered until her divine fury ends.

Table: Zealot
Base
Class Attack Fort Ref Will Spells per Day
Level Bonus Save Save Save Special 1st 2nd 3rd 4th

1st +1 +2 +0 +2 Aura, detect opposition alignment, divine fury 1/day — — — —
2nd +2 +3 +0 +3 Divine grace, unstoppable advance — — — —
3rd +3 +3 +1 +3 Aura of courage, divine health, rage power — — — —
4th +4 +4 +1 +4 Divine fury 2/day 0 — — —
5th +5 +4 +1 +4 Divine bond 1 — — —
6th +6/+1 +5 +2 +5 Damage reduction 1/— 1 — — —
7th +7/+2 +5 +2 +5 Divine fury 3/day (silver) 1 0 — —
8th +8/+3 +6 +2 +6 Aura of resolve 1 1 — —
9th +9/+4 +6 +3 +6 Rage power 2 1 — —
10th +10/+5 +7 +3 +7 Divine fury 4/day (cold iron) 2 1 0 —
11th +11/+6/+1 +7 +3 +7 Aura of zeal, greater divine fury 2 1 1 —
12th +12/+7/+2 +8 +4 +8 Damage reduction 2/— 2 2 1 —
13th +13/+8/+3 +8 +4 +8 Divine fury 5/day 3 2 1 0
14th +14/+9/+4 +9 +4 +9 Aura of devotion 3 2 1 1
15th +15/+10/+5 +9 +5 +9 Rage power 3 2 2 1
16th +16/+11/+7/+2 +10 +5 +10 Divine fury 6/day 3 3 2 1
17th +17/+12/+7/+2 +10 +5 +10 Aura of righteousness 4 3 2 1
18th +18/+13/+8/+3 +11 +6 +11 Damage reduction 3/— 4 3 2 2
19th +19/+14/+9/+4 +11 +6 +11 Divine fury 7/day 4 3 3 2
20th +20/+15/+10/+5 +12 +6 +12 Champion of fury 4 4 3 3


Now, re: Knight Errant, I think we'll just move on. While some have questioned the "bardlessness" of the MCA, others have really liked it, so I think anything further on it will be left to the final votes of the MCP crew.

So, with that, we're moving onto the Canticle Knight, one of Byrds previous creations, but needing another go over.

CANTICLE KNIGHT:

There are many who seek allies to further the cause of good only when their own strength fails them. Such an ally is the canticle knight, a roaming warrior that wields song and sword in the name of her god. Canticle knight have been imbued with divine power. As such, they only unite themselves with those they deem as worthy vessels of righteousness in times of great need, and empower them with divine gifts granted from their deity. With an unwavering conviction in the goodness of their companions, canticle knights refuse to allow others to descend into wickedness and are ever encouraging them through reason and example to maintain their faith. The canticle knights number both men and women among their ranks, all of whom are dedicated to knowledge and purity, bring great glory to their orders, and seek to sanctify the hearts of all who possess a glint of goodwill within them.

Primary Class: Bard.
Secondary Class: Paladin.
Alignment: Any good.
Hit Die: d8.

Bonus Skills and Ranks: The canticle knight may select three paladin skills to add to her class skills in addition to the normal bard class skills. The canticle knight gains a number of ranks at each level equal to 4 + Int modifier.

Weapon and Armor Proficiency: The canticle knight is proficient with all simple weapons and martial weapon, with light armor and shields (except tower shields). A canticle knight can cast arcane spells while wearing light armor and using a shield without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a canticle knight wearing medium armor or heavy armor incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass canticle knight still incurs the normal arcane spell failure chance for arcane spells received from other classes.

Spellcasting: The canticle knight casts arcane spells drawn from the bard spell list, and adds the following paladin spells to that list at the indicated spell levels: 1st level—bless, bless weapon, divine favor, endure elements, protection from chaos/evil/law; 2nd level—blessing of courage and life*, holy shield**, resist energy, shield other, vestment of the champion**; 3rd level—holy whisper*, litany of defense†, litany of eloquence†, sanctify armor*, veil of positive energy; 4th level—divine arrow†, litany of righteousness†, litany of warding†, sacred bond*; 5th level—archon’s aura**, bestow grace of the champion**, bright blade of victory**; 6th level—blaze of glory*, litany of thunder†, litany of vengeance†. A canticle knight otherwise casts spells as a bard equal to her canticle knight level. (Advanced Player’s Guide*, Ultimate Magic**, Ultimate Combat†)

Aura of Good (Ex): At 1st level, a canticle knight gains the paladin’s aura of good ability. This ability replaces distraction.

Bardic Performance: A canticle knight gains the following performances in place of those listed in their individual descriptions.

Hymn of Grace (Su): A canticle knight of 3rd level or higher can use her performance to grant an ally improved saving throws. The ally must be within 30 feet and able to see and hear the canticle knight. The ally gains a +2 insight bonus on all saving throws as long as she continues to hear the canticle knight’s performance. This bonus increases by +1 for every four levels the canticle knight has attained beyond 3rd (+3 at 7th, +4 at 11th, +5 at 15th, and +6 at 19th). This performance replaces the inspire competence performance.

Song of Mercy (Su): A canticle knight of 6th level or higher can use her performance to grant mercy to a single ally within 30 feet that is able to see and hear her. The canticle knight selects one mercy from those listed in the paladin’s mercy ability. Whenever the canticle knight uses song of mercy, the target also receives the additional effects from all of the mercies possessed by the canticle knight. A mercy can remove a condition caused by a curse, disease, or poison without curing the affliction. Such conditions return after 1 hour unless the mercy actually removes the affliction that causes the condition.

At 6th level, the canticle knight can select from paladin’s list of 3rd level mercies. At 9th level, the canticle knight adds the paladin’s 6th level mercies to the list of those that can be selected. At 12th level, the canticle knight adds the paladin’s 9th level mercies to the list of those that can be selected. At 15th level, the canticle knight adds the paladin’s 12th level mercies to the list of those that can be selected.

These mercies are cumulative. For example, a 12th-level canticle knight's song of mercy performance might cure fatigued and exhausted conditions as well as removing diseases and neutralizing poisons. Once a condition or spell effect is chosen, it can't be changed. This ability performance replaces the suggestion and mass suggestion performances.

Righteous Refrain (Su): A canticle knight of 14th level or higher can expend four rounds of performance to grant the ability to smite evil to all allies within 10 feet, using her bonuses. Allies must use this smite evil ability by the start of the canticle knight’s next turn and the bonuses last for 1 minute. Evil creatures gain no benefit from this ability. This performance replaces the frightening tune performance.

Miraculous Performance (Su): A canticle knight of 20th level or higher can use his performance to create an effect equivalent to the heal spell, using the canticle knight's level as the caster level. Using this ability requires 6 continuous performance, and the target must be able to see and hear the canticle knight throughout the performance. In addition, the canticle knight gains DR 5/evil and any use of lay on hands to heal a creature heals the maximum possible amount during the performance and for an additional number of rounds afterwards equal to the canticle knight’s Charisma modifier. Miraculous performance relies on audible and visual components. This performance replaces deadly performance.

Detect Evil (Sp): At 1st level, a canticle knight gains the paladin’s detect evil ability. This ability replaces fascinate.

Lay on Hands (Su): Starting at 2nd level, a canticle knight gains the paladin’s lay on hands ability, except that the canticle knight can heal 1d6 points of damage at 2nd level, and an addition 1d6 points of damage very three levels thereafter, to a maximum of 7d6 points of damage. This ability replaces versatile performance.

Smite Evil (Su): At 4th level, a canticle knight gains the paladin’s smite evil ability, except that he can smite evil once per day at 4th level, and an additional time per day every six levels thereafter, to a maximum of three times per day at 16th level. This ability replaces lore master and jack-of-all trades.

Medium Armor (Ex): At 8th level, a magus gains proficiency with medium armor. A magus can cast magus spells while wearing medium armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a magus wearing heavy armor or using a shield incurs a chance of arcane spell failure if the spell in question has a somatic component. This ability replaces the dirge of doom performance.

Table: Canticle Knight
Base
Class Attack Fort Ref Will Spells per Day
Level Bonus Save Save Save Special 1st 2nd 3rd 4th 5th 6th

1st +0 +2 +0 +2 Aura of good, bardic knowledge, bardic performance, 1 — — — — —
cantrips, countersong, detect evil, inspire courage +1
2nd +1 +3 +0 +3 Lay on hands, well-versed 2 — — — — —
3rd +2 +3 +1 +3 Hymn of grace +2 3 — — — — —
4th +3 +4 +1 +4 Smite evil 1/day 3 1 — — — —
5th +3 +4 +1 +4 Inspire courage +2 4 2 — — — —
6th +4 +5 +2 +5 Song of mercy 4 3 — — — —
7th +5 +5 +2 +5 Hymn of grace +3 4 3 1 — — —
8th +6/+1 +6 +2 +6 Medium armor 4 4 2 — — —
9th +6/+1 +6 +3 +6 Inspire greatness, song of mercy 5 4 3 — — —
10th +7/+2 +7 +3 +7 Smite evil 2/day 5 4 3 1 — —
11th +8/+3 +7 +3 +7 Hymn of grace +4, inspire courage +3 5 4 4 2 — —
12th +9/+4 +8 +4 +8 Song of mercy, soothing performance 5 5 4 3 — —
13th +9/+4 +8 +4 +8 5 5 4 3 1 —
14th +10/+5 +9 +4 +9 Righteous refrain 5 5 4 4 2 —
15th +11/+6/+1 +9 +5 +9 Hymn of grace +5, inspire heroics, song of mercy 5 5 5 4 3 —
16th +12/+7/+2 +10 +5 +10 Smite evil 3/day 5 5 5 4 3 1
17th +12/+7/+2 +10 +5 +10 Inspire courage +4 5 5 5 4 4 2
18th +13/+8/+3 +11 +6 +11 Song of mercy 5 5 5 5 4 3
19th +14/+9/+4 +11 +6 +11 Hymn of grace +6 5 5 5 5 5 4
20th +15/+10/+5 +12 +6 +12 Miraculous performance 5 5 5 5 5 5

SWAP TABLE
Distraction = Detect evil
Fascinate = Aura of good
Versatile Performance = Lay on hands up to 7d6
Inspire Competence = Hymn of Grace
Lore Master/Jack-of All-Trades = Smite evil
Suggestion/Mass Suggestion = Song of Mercy
Dirge of Doom = Medium Armor
Frightening Tune = Righteous refrain
Deadly Performance = Miraculous Performance


#Canticle Knight

i really like the way spellcasting is done on this one

i don't understand Song of Mercy though


You left magus in the medium armor entry.


@CK: I'm looking it over, have a few ideas, but it has good bones.


Smite should only be a 1/2 lvl bonus because it stacks with inspire courage.


Byrdology wrote:
Smite should only be a 1/2 lvl bonus because it stacks with inspire courage.

It would also stack with the smite evil of a paladin ally, or a spell that grants a smilar bonus would also stack with the Canticle Knight's smite evil. If the Canticle Knight has Smite Evil active, and uses inspire courage, he's expending rounds of performance to do so. Thus he's expending limited resources. I don't see the point of reducing the Smite damage just because of that. Makes it a lesser version of smite if he doesn't have inspire courage active, and I don't think we should nerf the ability just because of the stack-ability. Its just like a high level spellcaster, if he wants to go nova and expend his resources, fine. Remember, smite evil is limited to only 3/day, which to me limits the ability enough, plus smite evil is also limited to only evil creatures too.

So, that's my take on it. Anyone else have an issue with Smite Evil stacking with Inspire Courage?

@Kyras
What don't you understand about Song of Mercy? I do see I missed the expense for using the preformance, which should be 2 rounds of preformance. Otherwise, he can just expend performance to remove conditions.


Song of Mercy (Su): A canticle knight of 6th level or higher can use her performance to grant mercy to a single ally within 30 feet that is able to see and hear her. The canticle knight selects one mercy from those listed in the paladin’s mercy ability. Whenever the canticle knight uses song of mercy, the target also receives the additional effects from all of the mercies possessed by the canticle knight. A mercy can remove a condition caused by a curse, disease, or poison without curing the affliction. Such conditions return after 1 hour unless the mercy actually removes the affliction that causes the condition.

it's wording is a little muddy


Elghinn Lightbringer wrote:
Inserted Kevin_Video here, as he wondered about the Keening Soul, and I believe the one with the original idea has since disappeared from the thread long ago (I think?) he's going to take a stab at trying an MCA. Figured that'd be OK as all of the rest of us have done at least one, if not 5 already. :D

Keening Soul was mine Elghinn. I have not disappeared from the thread (or threads) ;)

Kevin_video is welcome to do a Witch/Bard, just needs a different name for it.


Oops, my bad! With so many, sometimes I forget who placeholdered what. :D

#Canticle Knight
I made some changes to Song of Mercy. I figure, as the paladin has to expend uses of lay on hands to use mercies, and the CK removes mercies via a performance instead, that I needed to change how its works.

As a performance, it should probably affect more than just one individual, so I made it so that the CK can use only one mercy per 2 rounds expended, but it affects allies within a 30 ft. radius. So, if he expends 2 rounds, he could remove say the fatigued condition. If he decides to expend 4 additional rounds, he could remove a total of 3 conditions to all within the 30 ft. radius.

I figured, as mercy usually only affects 1 individual (which is the limiting factor to the ability), but removes multiple mercies simultaneously, the performance should affect multiple targets (as they normally do) but remove only 1 condition per 2 rounds expended. That way, resources are being expended fairly. I also added a limit of number of individuals he can affect in the 30 ft. radius too.

Thoughts? Is 2 rounds per mercy fair? Is the radius good? IOs limting to Cha mod good?

Song of Mercy (Su): A canticle knight of 6th level or higher can expend 2 rounds of performance to grant mercy to allies within 30 feet that are able to see and hear her. The canticle knight selects one mercy from those listed in the paladin’s mercy ability. Whenever the canticle knight uses song of mercy, the targets also receive the effects from one mercy possessed by the canticle knight. A mercy can remove a condition caused by a curse, disease, or poison without curing the affliction. Such conditions return after 1 hour unless the mercy actually removes the affliction that causes the condition.

At 6th level, the canticle knight can select from paladin’s list of 6th level mercies. At 9th level, the canticle knight adds the paladin’s 6th level mercies to the list of those that can be selected. At 12th level, the canticle knight adds the paladin’s 9th level mercies to the list of those that can be selected. At 15th level, the canticle knight adds the paladin’s 12th level mercies to the list of those that can be selected.

These mercies are not cumulative, but the canticle knight can grant allies additional mercies by expending the appropriate rounds of performance. For example, a 12th-level canticle knight that performs song of mercy might cure the fatigued condition. By expending 2 additional rounds of performance for each additional mercy, the canticle knight could also remove the exhausted condition as well as removing diseases and neutralizing poisons. Doing so would expend a total of 8 rounds of performance. Once a condition or spell effect is chosen, it can't be changed. Song of mercy requires 2 rounds to perform, regardless of how many mercies (and rounds of performance expended) the canticle knight uses. A canticle knight can affect a number of allies equal to her Charisma modifier. This performance replaces the suggestion and mass suggestion performances.


I like where this is going. It's a valid heal/buffer who has enough of a situational combat punch to be viable without usurping the role from a pure melee type... But I still feel that the smite bonus should be 1/2 lvl... It is effectively full lvl vs evil evil things anyway, and boosting performance rounds/day is pretty much easy/ going to happen anyway. But that's just my opinion, don't let it stop you.


Elghinn Lightbringer wrote:


Song of Mercy (Su)

much better right up and yes 2 rounds seems fair it could counter spells like mass fear spells. so i think its fair


What about the smite issue? Anyone else think that smite should be 1/2 CK level for damage vs. full level?


@Toaster
You can throw your Arcane Assertor up now.


1/2 the uses maybe? dont know its weird....


Will have to be a bit later, phone only right now.


@Kyras
Um, 1/2 the use? She only gets 3/day max at 16th (1/day at 4th, 2/day at 10th, adn 3/day at 16th). 1.5/day is lame. So, I don't think you meant 1/2 uses of smite. :D


this all I have so far, It's been a pain to try and graft a Bloodline into the archetype due to the very different progression of abilities. it needs more abilities to flesh it out, and make up for the loss of judgements and switching to light armor with a sorcerer spell list.

Spoiler:
Arcane Assertor
The Arcane Venator burst into the room sword drawn. Looking around, instead of seeing the lab supplies of a dangerous wizard, he instead sees a bare room with a man in light armor rocking in a chair in the corner. “If your looking for my employer, he has long since fled”, the man quietly said “however if you are looking for entertainment, I will be happy to provide you some.” “How dare you support such heathenism” said the Venator “tell where the Necromancer is now!” The man smiled, stood up, and said “I guess you will have to make me.” The man's eyes began to glow an unearthly light. The Venator lunged forward only to stop, screaming, as hundreds of skeletal hands ripped up from the floorboards to tear at his flesh.
Just as the Arcane Venators exist to keep arcane magic in check, so the Arcane Assertors exist to keep it protected from forces that seek to stifle it. The Assertors are selected from young sorcerers who have not yet developed their arcane potential yet. Instead of focusing their magic on arcane forces, they instead are taught the ways of combat and subterfuge. Sometimes called Battle Sorcerers, they often lend their considerable talents to arcane casters as protectors, although some simply take to it naturally.
Class Abilities
Skills 4+int Arcane Assertors add appraise and use magic device to their class skills.These are literally the only 2 skills not found on the inquisitor spell list.
Weapon and Armor Proficiencies: Arcane Assertors are only proficient with light armor, and may cast their arcane spells in light armor without incurring arcane spell failure.

Spells: An Arcane Assertor uses the bards spells and spells per day, as shown on tables 3-3 and 3-4 in the core rulebook. She casts spells from the sorcerer spell list, and uses her charisma as her casting stat. This modifies spell-casting.

Bloodline: This functions as the sorcerer class ability of the same name, save that she may treat her effective sorcerer level as 2 higher for the purposes of her 1st level bloodline powers. In addition she recieves her bloodline powers in normal order at the following levels 4th, 8th, and 13th, respectively, she still gets her 20th level ability as normal. An Arcane Assertor may also choose from one of the wildbloodlines presented in Ultimate magic. This replaces her judgement class feature.


Spoiler:
Level BAB Fort Ref Will Special
1st +0 +2 +0 +2 Bloodline, monster lore,
cantrips stern gaze
2nd +1 +3 +0 +3 Cunning initiative, detect alignment, track
3rd +2 +3 +1 +3 Solo tactics, teamwork feat
4th +3 +4 +1 +4 Bloodline power
5th +3 +4 +1 +4 Bane, discern lies
6th +4 +5 +2 +5 Teamwork feat
7th +5 +5 +2 +5
8th +6/+1 +6 +2 +6 Bloodline power
9th +6/+1 +6 +3 +6 Teamwork feat
10th +7/+2 +7 +3 +7 Judgment 4/day
11th +8/+3 +7 +3 +7 Stalwart
12th +9/+4 +8 +4 +8 Greater bane, teamwork feat
13th +9/+4 +8 +4 +8 Bloodline Power
14th +10/+5 +9 +4 +9 Exploit weakness
15th +11/+6/+1 +9 +5 +9 Teamwork feat
16th +12/+7/+2 +10 +5 +10 third judgment
17th +12/+7/+2 +10 +5 +10 Slayer
18th +13/+8/+3 +11 +6 +11 Teamwork feat
19th +14/+9/+4 +11 +6 +11
20th +15/+10/+5 +12 +6 +12 Bloodline power


Elghinn Lightbringer wrote:

@Kyras

Um, 1/2 the use? She only gets 3/day max at 16th (1/day at 4th, 2/day at 10th, adn 3/day at 16th). 1.5/day is lame. So, I don't think you meant 1/2 uses of smite. :D

i must be high i should have seen that he only had 3 but ya that was what i was looking for


Mythic +10 Artifact Toaster wrote:

this all I have so far, It's been a pain to try and graft a Bloodline into the archetype due to the very different progression of abilities. it needs more abilities to flesh it out, and make up for the loss of judgements and switching to light armor with a sorcerer spell list.

** spoiler omitted **...

Spells would be as an inquisitor?

Maybe allow for metamagic feats instead/ in addition to teamwork? Give them an ability later to reduce cost of metamagic for their bloodline spells?


#Arcane Assertor
So, to clarify, I assume you are meaning to usr the Inquisitor's spells per day table (which is the same as the bard), but gains a spell knowns Table like the bard. And he uses the sorcerer spells list, not the inquisitor spell list?

Thought about adding sny inquisitor spells to the list? Just asking.


#Arcane Assertor
So, what is this guy's role exactly. That could help us flesh out some additional abilities. As it sits, here's how I see this guy layed out on the table, and swaps.

SWAPS
Domain, judgment = Bloodline, bloodline powers, bloodline spells,
Orisons = Cantrips
Detect Alignemnt = Detect magic
Teamwork feats (6/12/18) = Bloodline feats

Add in Medium Armor at 8th for 2nd jusdgement. Still leaves a hole at 16th, which we can full with a replacement for Third Judgement.

Then we need to come up with a good ability to replace True Judgement. Maybe True Assertor or True Blood or True Blood Power, something that reduces metamagic feat costs by 1 spell level (min 0), plus able to invoke true arcane power power in the form of her 7th level bloodline spell, which she can cast 1/day. 15th level bloodline power does not need to be a capstone for the MCA.

Maybe we could allow the Arcane Assertor to choos between its Bloodline or Inquisition powers (one or the other). So at 3rd, choose either first inquisition or 1st bloodline power. At 7th, he could choose either his 1st bloodline power or 2nd bloodline power. At 13 can choose either 8th/6th level inquisition power, or any unchosen bloodline power of 9th or lower level, and at 15th, can choose any bloodline power of 15th or lower. Allows for some combining of inquisitions and bloodlines in a unique way. We've done similar combinations with bloodlines and domains in other MCAs.

Table: Arcane Assertor
Base
Class Attack Fort Ref Will Spells per Day
Level Bonus Save Save Save Special 1st 2nd 3rd 4th 5th 6th

1st +0 +2 +0 +2 Bloodline, cantrips, monster lore, stern gaze 1 — — — — —
2nd +1 +3 +0 +3 Bloodline spell (1st), cunning initiative, detect magic, track 2 — — — — —
3rd +2 +3 +1 +3 Solo tactics, teamwork feat 3 — — — — —
4th +3 +4 +1 +4 Bloodline power (1st) 3 1 — — — —
5th +3 +4 +1 +4 Bane, bloodline spell (2nd), discern lies 4 2 — — — —
6th +4 +5 +2 +5 Teamwork feat (bloodline) 4 3 — — — —
7th +5 +5 +2 +5 Bloodline power (3rd) 4 3 1 — — —
8th +6/+1 +6 +2 +6 Bloodline spell (3rd) 4 4 2 — — —
9th +6/+1 +6 +3 +6 Teamwork feat 5 4 3 — — —
10th +7/+2 +7 +3 +7 Medium armor 5 4 3 1 — —
11th +8/+3 +7 +3 +7 Bloodline spell (4th), stalwart 5 4 4 2 — —
12th +9/+4 +8 +4 +8 Greater bane, teamwork feat (bloodline) 5 5 4 3 — —
13th +9/+4 +8 +4 +8 Bloodline power (9th) 5 5 4 3 1 —
14th +10/+5 +9 +4 +9 Bloodline spell (5th), exploit weakness 5 5 4 4 2 —
15th +11/+6/+1 +9 +5 +9 Teamwork feat 5 5 5 4 3 —
16th +12/+7/+2 +10 +5 +10 5 5 5 4 3 1
17th +12/+7/+2 +10 +5 +10 Bloodline spell (6th), slayer 5 5 5 4 4 2
18th +13/+8/+3 +11 +6 +11 Teamwork feat (bloodline) 5 5 5 5 4 3
19th +14/+9/+4 +11 +6 +11 Bloodline power (15th) 5 5 5 5 5 4
20th +15/+10/+5 +12 +6 +12 True judgment 5 5 5 5 5 5


Elghinn Lightbringer wrote:
True Blood

hehe "ture blood" lol

i was think about some thing that made all caster more powerful that would grow, by tonight my time i should have some thing

*Edit i lied i have it now.
lvl 9: Magic Conduit: Spell casters can make use of the Arcane Assert untapped magic power to in power their own spells. If a spell caster is within 10ft of the Arcane Assert that spell caster can increase the casting time of the spell they are casting to cast the spell as if it was under the effect of the heighten spell medamagic feat by one point with out taking up a higher level spell slot. At level 16 it increase 2 spell levels. The Arcane Assert may allow a spell caster to use this a number of time equal to her CHA MOD.


#Arcane Assertor

So is this guy an Inquisitor primary? Without judgments? Hmm. Personally I think judgments are a way-cool design space that allow for some nice tweaking.

I'd rather have seen a synthesis of blood-judgment-lines - SmiloDan's Warden base class (bumped recently by Cheapy) showed how Judgemnts could be tweaked.

Also, depending on the role, Teamwork feats could be dropped for something else, or merged with some sharing of blood-judgements or arcane feats. Teamwork feats always seem to be combat oriented, let's see some caster teamwork feats - maybe not this MCA, but definitely somewhere!!!

[EDIT] Also, Bane could be bloodline based too, perhaps more restrictive, but definitely thematic.[/EDIT]


Despite being an inquisitor primary,i want these guys to feel like something a potential sorcerer could end up being, had they followed a different path. Will mull over all these suggestions tomorrow.


#Arcane Assertor

Okay, sounds good! Feels to me as if entwining the judgments and banes to bloodlines would make it more sorcerer-y/bloodline-y.

The caster teamwork idea is just polish....

A flavor writeup might help...


#Arcane Assertor

Oceanshieldwolf wrote:


The caster teamwork idea is just polish....
A flavor writeup might help...

talking about mine?

i can trow some more work on it


6 lvls of sorc/wiz spells on an inquisitors chasis is too much. Better to have the inq spell list keyed of cha with bloodline spells.


never got that argument ya better bab but you waiting tell 7th level for a fire ball thats going to look real sub par in comparison to 4th level spells of the full casters that arcane spell list would look alot better full of buffs and tool spells


hey! how've you guys been?
I've been thinking about a magus/sorcerer with an arcane pool and bloodline powers that are based on doing damage to themselves.

this could be dubbed "Blood Mage"


Kyras Ausks wrote:
never got that argument ya better bab but you waiting tell 7th level for a fire ball thats going to look real sub par in comparison to 4th level spells of the full casters that arcane spell list would look alot better full of buffs and tool spells

Fireball maybe a corner case, but there are plenty of great buffs, cc, and dd spells and effects that can get exploited with a chassis that has a bit more combat survivability/ viability. Replacing judgements does go a long way to balance this. I am just adding a voice of caution though, not invoking a ban hammer.


Jorriko Krail wrote:
Kyras Ausks wrote:
never got that argument ya better bab but you waiting tell 7th level for a fire ball thats going to look real sub par in comparison to 4th level spells of the full casters that arcane spell list would look alot better full of buffs and tool spells
Fireball maybe a corner case, but there are plenty of great buffs, cc, and dd spells and effects that can get exploited with a chassis that has a bit more combat survivability/ viability. Replacing judgements does go a long way to balance this. I am just adding a voice of caution though, not invoking a ban hammer.

I do agree with some of what your are saying, but don't forget that the inquisitor has an impressive spell list as well, with quite a few useful buffs and some nasty sos spells(a few of which are inquisitor exclusive). This may have a larger spell list, with definitely some useful spells, but it loses a spell-list tailor fit to suit the inquisitor. I don't believe, as a whole, this is a tremendous power increase out side of very specific niche builds(and I think any power increase would be slight). The loss of casting in anything other than light armor(till later levels) helps alot in this factor as well. It's actually one of the reasons I didn't add any inquisitor spells into the list, I felt they were too valuable. That being said if anyone wants to tackle a mashup custom spell list that didn't come out as cherry picking (like I am apt to do), I would love to see how that lines up. I am currently working on draft 2, taking in peoples ideas.


I want to see draft 2 before I comment further. As to the spell list, I've been working on one, but i'll wait until version 2 is posted. Even without its own list, I think we could easily go with either inquisitor spells + bloodline spells, or sorcerer list + bloodline spells.

@Dustyboy
Welcome back! I've added you to the queue. Need a name though.


#Canticle Knight
Anything else on the Canticle Knight?


Liking the CK.


good to go for me


does anyone have a problem with the altered bloodline progression? 2 of the bloodline powers are granted early. I felt for sure there would be commentary at least.

Arcane Assertor:
Arcane Assertor
The Arcane Venator burst into the room sword drawn. Looking around, instead of seeing the lab supplies of a dangerous wizard, he instead sees a bare room with a man in light armor rocking in a chair in the corner. “If your looking for my employer, he has long since fled”, the man quietly said “however if you are looking for entertainment, I will be happy to provide you some.” “How dare you support such heathenism” said the Venator “tell where the Necromancer is now!” The man smiled, stood up, and said “I guess you will have to make me.” The man's eyes began to glow an unearthly light. The Venator lunged forward only to stop, screaming, as hundreds of skeletal hands ripped up from the floorboards to tear at his flesh.

Just as the Arcane Venators exist to keep arcane magic in check, so the Arcane Assertors exist to keep it protected from forces that seek to stifle it. The Assertors are selected from young sorcerers who have not yet developed their arcane potential yet. Instead of focusing their magic on arcane forces, they instead are taught the ways of combat and subterfuge. Sometimes called Battle Sorcerers, they often lend their considerable talents to arcane casters as protectors, although some simply take to it naturally.

Class Abilities
Skills 4+int Arcane Assertors add appraise and use magic device to their class skills.These are literally the only 2 skills not found on the inquisitor spell list.
Weapon and Armor Proficiencies: Arcane Assertors are only proficient with light armor, and may cast arcane spells from their spell list in light armor without incurring arcane spell failure.

Spells: An Arcane Assertor uses her Charisma instead of her wisdom for the purposes of her spellcasting.

Cantrips: An Arcane Assertor gains a number of cantrips equal to a bard of her level. This replaces Orisions.

Bloodline: This functions as the sorcerer class ability of the same name, save that she may treat her effective sorcerer level as 2 higher for the purposes of her 1st level bloodline powers. In addition she recieves her bloodline powers in normal order at the following levels 4th, 8th, and 13th, respectively, though she still gets her 20th level bloodline ability as normal. Whenever she would gain a bonus teamwork feat, she may instead select a feat from her list of bloodline bonus feats. She must qualify for any bloodline feat she selects in this fashion. In addition to regular bloodlines an Arcane Assertor may also choose from one of the wildbloodlines presented in Ultimate magic. This replaces her 1st level judgement, domain, and true judgement class features.

Allied Spellcaster: An Arcane Assertor gains allied Spellcaster as a bonus feat at first level. This replaces monster lore.

Detect Magic: At will, an Arcane Assertor can use detect magic, as the spell. An Arcane Assertor can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is magical, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the arcane venator does not detect magic in any other object or individual within range. This ability replaces detect alignment.

Medium Armor: At 8th level an Arcane Assertor gains medium armor proficiency as a bonus feat. She may cast her granted by her Arcane Assertor levels in medium armor without incuring arcane spell failure. This replaces second judgement.

Greater Allied Spellcaster: The bonus from your allied spellcaster feat is doubled. This replaces third judgement.

hows this?


p.s. I edited arcane venator to only allow abjuration and counter spelling subschools, I also added language replacing wisdom for intelligence for school abilities. I am thinking of reflavoring the assertors as engineered soldiers through arcane experimentation, but restricting them to the arcane bloodline.


#Aracne Assertor
Yup, totally missed that he got all the blooldine powers. He should only be getting up to the 15th level bloodline power not his 20th level power, as a sorcerer secondary. Especially with gaining so much other sorcerer stuff. Also, why the +2 effective level for the 1st level bloodline power?
That's the only qualm I have.

RE Spells: Are we going with Inquisitor, Sorcerer, or personalized spell list? Also, we granting bonus spells from the bloodline?

Arcane Venator
Made those changes on my master doc.


#Arcane Assertor
After some pondering, I think we might be OK with granting all the bloodline powers. However, I have a different power progression and bloodline spells progression also. I still don't see the point nor think his 1st level power should be counted as 2 levels higher, unless you can give me a good reason. Especially since the sorcerer is supposed to be the master of bloodline powers. :D

Here's what I've got currently for the MCA, dependign upon the +2 level issue, and what spell list we plan on using. I also moved some of the other abilities around.

Any thought on tweaking the Bane/Greater Bane abilities to suit the MCA better? Maybe something that bypasses DR or grants a +1 to +2 on checks to overcome SR?

ARCANE ASSERTOR:

Just as the arcane venator exists to ensure arcane magic is kept in check, arcane assertors exist to protect it from the forces that seek to suppress it. The arcane assertors are chosen from among young sorcerers who have not yet developed their arcane potential. Instead of focusing their magic on arcane forces, they instead are taught the ways of combat and subterfuge. Sometimes called battle sorcerers, they often lend their considerable talents to arcane spellcasters as personal bodyguards, though some take to the protector role naturally.

Primary Class: Inquisitor.
Secondary Class: Sorcerer.
Alignment: Any.
Hit Die: d8.

Bonus Skills and Ranks: The arcane assertor adds Appraise and Use Magical Device to her class skills in addition to the normal inquisitor class skills. The arcane assertor gains a number of ranks at each level equal to 4 + Int modifier.

Weapon and Armor Proficiency: The arcane assertor is proficient with all simple and martial weapons, with light armor, but not with shields. An arcane assertor can cast arcane spells while wearing light armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, an arcane assertor wearing medium armor, heavy armor, or using a shield incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass arcane assertor still incurs the normal arcane spell failure chance for arcane spells received from other classes.

Spellcasting: The arcane assertor casts arcane spells drawn from the inquisitor/sorcerer/arcane assertor spell list, but uses her Charisma instead of her Wisdom to determine the save DCs of her spells and her bonus spells. She otherwise learns and casts her spells as an inquisitor of equal level.

Allied Spellcaster: At 1st level, an arcane assertor gains Allied Spellcaster as a bonus feat. This ability replaces monster lore.

Bloodline: At 1st level, an arcane assertor gains the sorcerer’s bloodline ability. She gains his bloodline arcane and adds his bloodline skill to her list of class skills.

At 2nd level, an arcane assertor gains her first bloodline power and each subsequent bloodline power at 4th, 10th, 16th, and 20th level.

At 4th level, an arcane assertor gains her 1st–level bloodline spell and adds it to her list of spells known. Every three levels thereafter, she gains each subsequent level of bloodline spell and adds it to her list of spells known, up to her 6th–level bloodline spell. These spells are in addition to the number of spells given on Table: Inquisitor Spells Known. These spells cannot be exchanged for different spells at higher levels.

In addition, whenever she would gain a bonus teamwork feat, she may instead select a feat from her list of bloodline bonus feats. She must qualify for any bloodline feat she selects, as normal. An arcane assertor may choose any bloodline listed in the sorcerer’s bloodline ability description, as well as any of their associated mutated bloodlines listed in the wildblooded archetype (see Ultimate Magic). This ability replaces domain, judgment, and true judgement.

Cantrips: The arcane assertor learns a number of cantrips, or 0-level spells, in place of orisons, as noted on Table: Inquisitor Spells Known under “Spells Known.” These spells are cast like any other spell, but they do not consume any slots and may be used again. This ability replaces orisons.

Detect Magic (Sp): At will, an arcane assertor can use detect magic, as the spell. An arcane assertor can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is magical, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the arcane venator does not detect magic in any other object or individual within range. This ability replaces detect alignment.

Medium Armor: At 8th level, an arcane assertor gains medium armor proficiency as a bonus feat and can cast arcane spells without incurring the normal arcane spell failure chance. This ability replaces second judgment.

Greater Allied Spellcaster: AAt 9th level, the competence bonus granted from the Allied Spellcaster feat increase by 2, and the bonus to caster level increases by 1. This ability replaces third judgment.

Table: Arcane Assertor
Base
Class Attack Fort Ref Will Spells per Day
Level Bonus Save Save Save Special 1st 2nd 3rd 4th 5th 6th

1st +0 +2 +0 +2 Allied spellcaster, bloodline, cantrips, stern gaze 1 — — — — —
2nd +1 +3 +0 +3 Bloodline power (1st), cunning initiative, detect magic, track 2 — — — — —
3rd +2 +3 +1 +3 Solo tactics, teamwork feat 3 — — — — —
4th +3 +4 +1 +4 Bloodline power (3rd), bloodline spell (1st) 3 1 — — — —
5th +3 +4 +1 +4 Bane, discern lies 4 2 — — — —
6th +4 +5 +2 +5 Teamwork feat 4 3 — — — —
7th +5 +5 +2 +5 Bloodline spell (2nd) 4 3 1 — — —
8th +6/+1 +6 +2 +6 Medium armor 4 4 2 — — —
9th +6/+1 +6 +3 +6 Greater allied spellcaster, teamwork feat 5 4 3 — — —
10th +7/+2 +7 +3 +7 Bloodline power (9th), bloodline spell (3rd) 5 4 3 1 — —
11th +8/+3 +7 +3 +7 Stalwart 5 4 4 2 — —
12th +9/+4 +8 +4 +8 Greater bane, teamwork feat 5 5 4 3 — —
13th +9/+4 +8 +4 +8 Bloodline spell (4th) 5 5 4 3 1 —
14th +10/+5 +9 +4 +9 Exploit weakness 5 5 4 4 2 —
15th +11/+6/+1 +9 +5 +9 Teamwork feat 5 5 5 4 3 —
16th +12/+7/+2 +10 +5 +10 Bloodline power (15th), bloodline spell (5th) 5 5 5 4 3 1
17th +12/+7/+2 +10 +5 +10 Slayer 5 5 5 4 4 2
18th +13/+8/+3 +11 +6 +11 Teamwork feat 5 5 5 5 4 3
19th +14/+9/+4 +11 +6 +11 Bloodline spell (6th) 5 5 5 5 5 4
20th +15/+10/+5 +12 +6 +12 Bloodline power (20th) 5 5 5 5 5

We also have to replace Slayer, as it is also tied to the judgment ability. Maybe this is where you could have the AA have her 1st level power function at 2 levels higher Toaster, though you could probably go with even 5 levels higher, using the mechnics of the ability but tweaking it to fit your vision.

Something like this.

Arcane Surge (Ex): At 17th level, an arcane assertor learns to focus the arcane power within her blood. Once per day as a swift action, whenever an arcane assertor uses her 1st level bloodline power, she is treated as if she were 5 levels higher for the purposes of determining the effects granted by this power. This effect last for 1 round per level of the arcane assertor. She can use this ability twice per day at 20th level. This ability replaces slayer.


I like what you did, especially the arcane surge. I would like a custom spell-list if anyone is offering.


@Toaster
I'll do up a list and get back to you.

#Canticle Knight
If there is nothing further we will move on.


Next Wiki MCA

CAVALRY GUNMAN:

The cavalry gunman is a determined and steady-handed gunslinger, skilled at discharging his firearm from the back of a charging stallion or some other warbeast of his choice. Although most can be found among the ranks of human special cavalry, squads of cavalry gunman have been known among the other races. Regardless of his origins or training–whether the human Steel Dragoons, the dwarven Ramrod Brigade, or to the elven Silent Sentinels–the cavalry gunman has attained the notoriety for being among the most deadly of experts with ranged weapons while mounted.

Primary Class: Cavalier.
Secondary Class: Gunslinger.
Alignment: Any.
Hit Dice: d10.

Bonus Skills and Ranks: The cavalry gunman selects three gunslinger skills to add to his class skills in addition to the normal cavalier class skills. The cavalry gunman gains a number of ranks at each level equal to 4 + Int modifier.

Weapon and Armor Proficiency: The cavalry gunman is proficient with all simple and martial weapons, with firearms, and with light and medium armor, but not with shields.

Gunsmith: At 1st level, the cavalry gunman gains the gunslinger’s gunsmith ability. This ability and grit replace tactician.

Order: This is exactly like the cavalier ability of the same name, except that the cavalry gunman may select the Order of the Powder and Ball.

Fast Rider (Ex): At 4th level, the speed of any mount of the cavalry gunman is increased by 10 feet. In addition, he gains a bonus equal to 1/2 his cavalry gunman level whenever he uses Ride on an animal that serves as a mount. This ability replaces expert trainer.

Mounted Gunner (Ex): At 4th level, the penalty a cavalry gunman takes when using a firearm while mounted is halved to –2 instead of –4 if his mount is taking a double move, and –4 instead of –8 if his mount is running. This ability replaces challenge 2/day.

Deeds (Ex): At 6th level, a cavalry gunman he gains the gunslinger’s deeds ability, and gains access to 1st level deeds. Every four levels beyond 6th, the cavalry gunman gains access each subsequent level of deeds (3rd, 7th, etc.), up to 11th level deeds at 18th level. If the cavalry gunman has chosen the Order of the Powder and Ball, he gains access to 1st level deeds at 2nd level, and each subsequent level of deeds every four levels thereafter up to 15th level deeds at 18th level. This ability replaces challenge 4/day and 6/day, and bonus feats gained at 6th and 18th level.

In addition, the cavalry gunman swaps two deeds for the following deeds.

Covering Shot (Ex): At 10th level (or upon gaining access to 7th level deeds), whenever a cavalry gunman uses the withdraw action while mounted or adjacent to his mount, he can make a single attack at any point during his movement. If any opponent makes a ranged attack against the cavalry gunman during the withdrawing action, he gains an attack of opportunity against that opponent. This deed replaces startling shot.

Charging Shot (Ex): At 18th level (or upon gaining access to 15th level deeds), a cavalry gunman can make a single attack against an opponent that is the target of a mounted charge. On a hit, the cavalry gunman deals double damage against his opponent. However, if the cavalry gunman makes a confirmed critical against that opponent, he deals quadruple damage instead of double damage. This deed replaces menacing shot.

Grit (Ex): At 6th level, a cavalry gunman gains the gunslinger’s grit ability. If the cavalry gunman has chosen the Order of the Powder and Ball, he gains Grit at 2nd level.

Leap from the Saddle (Ex): At 9th level, whenever a cavalry gunman’s mount takes a single move, he may attempt a fast dismount (DC 20 Ride check). If he succeeds, he can take a full attack action with his firearm. This ability replaces greater tactician.

Mobile Shooter (Ex): At 12th level, the cavalry gunman gains Mounted Skirmisher as a bonus feat. If he already has this feat, the cavalry gunman gains no additional benefits. This ability replaces bonus feat gained at 12th level.

Greater Banner (Ex): This is exactly like the cavalier’s ability of the same name, except that the cavalry gunman gains it at 16th level.

Ride Them Down (Ex): At 17th level, a cavalry gunman can spur his mount on while readying an attack. If a cavalry gunman’s mount takes a single move, the cavalry gunman can make a full attack, taking his attacks at any point during his mount’s movement. If she has the Trample feat, she may substitute an overrun combat maneuver for each of her attacks. This movement provokes attacks of opportunity against the cavalry gunman but not his mount. This ability replaces master tactician.

Mounted Mastery (Ex): At 20th level, a cavalry gunman is a master of mounted combat with a firearm. He no longer takes a penalty for attacking with a firearm while mounted if his mount is taking a double move, and the penalty he takes if his mount is running decreases to –2 (instead of –4). The mount can move before and after the cavalry gunman’s attack as long as it does not exceed its total movement limit.

In addition, the cavalry gunman can still take a full-attack action whenever his mount is taking a double move, but not if it is running. This ability replaces supreme charge.

Table: Cavalry Gunman
Base
Class Attack Fort Ref Will
Level Bonus Save Save Save Special

1st +1 +2 +2 +0 Challenge 1/day, gunsmith, mount, order
2nd +2 +3 +3 +0 Order ability
3rd +3 +3 +3 +1 Cavalier’s charge
4th +4 +4 +4 +1 Fast rider, mounted gunner
5th +5 +4 +4 +1 Banner
6th +6/+1 +5 +5 +2 Deeds, grit
7th +7/+2 +5 +5 +2 Challenge 2/day
8th +8/+3 +6 +6 +2 Order ability
9th +9/+4 +6 +6 +3 Leap from the saddle
10th +10/+5 +7 +7 +3 Deeds, demanding challenge
11th +11/+6/+1 +7 +7 +3 Mighty charge
12th +12/+7/+2 +8 +8 +4 Mobile shooter
13th +13/+8/+3 +8 +8 +4 Challenge 3/day
14th +14/+9/+4 +9 +9 +4 Deeds
15th +15/+10/+5 +9 +9 +5 Order ability
16th +16/+11/+6/+1 +10 +10 +5 Greater banner
17th +17/+12/+7/+2 +10 +10 +5 Ride them down
18th +18/+8/+13/+3 +11 +11 +6 Deeds
19th +19/+14/+9/+4 +11 +11 +6 Challenge 4/day
20th +20/+15/+10/+5 +12 +12 +6 Mounted master

ORDER OF THE POWDER AND BALL:

A cavalier who belongs to this order has learned to use firearms in mounted combat, supporting his allies and harrying his foes as he moves through the field of battle upon his war mount. Cavaliers of this order tend to be courageous, resolute, and skilled in the both ranged and mounted tactics. This order complements the Cavalry Gunman multiclass archetype.

Edicts: The cavalier must provide support to his allies wherever needed, and stand firm against his foes, whether mounted or on foot. He must always seek to exploit the field of battle to its greatest advantage for both himself and his allies. The cavalier must provide a rapid response to any requests for support from his allies, provide covering fire during advances or withdrawals, and press his foes at every opportunity in hopes of over extending their resources.

Challenge: Whenever an order of the powder and ball issues a challenge, he receives a +1 morale bonus on all attack damage rolls made against the target of his challenge with a firearm. This bonus increases by +1 for every four levels the cavalier possesses. Furthermore, the powder and ball cavalier gains a +2 bonus to his CMB and CMD when performing or defending against an overrun combat maneuvers until the end of the challenge.

Skills: An order of the powder and ball cavalier adds Acrobatics (Dex) and Knowledge (engineering) (Int) to his list of class skills. In addition, an order of the powder and ball cavalier adds his Wisdom modifier (if positive) to any Reflex saves he makes while mounted.

Order Abilities: A cavalier that belongs to the order of the powder and ball gains the following abilities as he increases in level.

Gunfighter’s Protégé (Ex): At 2nd level, the cavalier gains Amateur Gunslinger as a bonus feat. If the cavalier has levels in the Cavalry Gunman multiclass archetype, he gains the gunslinger’s Deeds and Grit class features with access to 1st level deeds at 2nd level, and subsequent levels of deeds every four levels thereafter, up to 15th level deeds at 18th level.

Mounted Gun Expertise (Ex): At 8th level, the cavalier gains a bonus equal to his Dexterity modifier on damage rolls when discharging a firearm while mounted. Furthermore, when he misfires with a firearm while mounted, the misfire value of that firearm increases by 2 instead of 4.

Rapid Firing (Ex): At 15th level, the cavalier can, as a standard action, make a single attack with his firearm at his full base attack bonus against a foe within his first range increment. If the cavalier hits, he deals damage normally and can make an additional attack (using his full base attack bonus) against a foe that is adjacent to the previous foe and also within his first range increment. For each additional foe he hits, the cavalry gunman can continue to target foes adjacent to his previous target, so long as they are within his first range increment. The cavalier cannot attack an individual foe more than once during this attack action. When the cavalier uses this ability, he takes a –2 penalty to his Armor Class until his next turn.


ride them down uses a female gender reference, other than that it looks good. What was exchanged for grit?


#Cavalry Gunman
Fixed those.

Gunsmith: At 1st level, the cavalry gunman gains the gunslinger’s gunsmith ability. This ability and grit replace tactician.

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