Multiclass Archetypes V: More Ultimate MCAs


Homebrew and House Rules

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mmm i did not not think he had spells...... i might have copy/pasted the wrong one


#Zealot

*Says Detect Alignment in the description but Detect Opposition Alignment in progression table. Which is it?

*Unstoppable Advance- I like the concept, just not sure she should negate/ignore AoOs. Maybe get a bonus to AC or take half damage? I know it says "Unstoppable" but still.... Maybe rename it? Furious Advance/Raucous Charge...

*Divine Fury
- Personally I'm just not a fan of the "target needs an opposed alignment" thing. Makes the Divine Fury way too situational, and it bugs the heck out of me regarding Paladins. Just makes me think this is perfect for an NPC, but not a PC class.

- "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" italicized section needs clarifying - what does this mean exactly?

- I don't think forfeiting AoO's during divine fury work thematically for me. Surely getting a beat in on allies of the "main opposed-alignment target" would be useful - though if you stick to this: "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" it kinda makes sense...

- auto-bypass of DR is fairly hefty. Not a fan of this one.

- one potential problem is the duration - either the death of the target or the end of the target. Seeing as you are combining rage powers, which rely on rage rounds, with the divine fury, this could be OP. The Zealot doesn't get too many rage powers, they have to be used against the "target" and plenty combats tend not to last too long, so maybe this is fine. Just a thought. :)

* Spells: I think I said upthread I don't see the spells at all for this guy either.

Hope this is at all illuminating/thought provoking. Taking the time to critique it just shows I care - I may not be a fan of the concept personally, but you guys deserve the benefit of review! I do like the mix of Smite Evil and Rage. Nice mash!


Browman wrote:

#zealot

...

Also, losing powers. I feel that the paladin code is a bit harsh for this guy so perhaps cleric type requirements to regain or lose powers.

I didn't see a code there. I think there should be a different code for this gal, perhaps more like a Cavalier/Samurai's Order. She feels more like an inquisitor/champion (the concepts, not classes) than a Paladin.


Oceanshieldwolf wrote:
Browman wrote:

#zealot

...

Also, losing powers. I feel that the paladin code is a bit harsh for this guy so perhaps cleric type requirements to regain or lose powers.

I didn't see a code there. I think there should be a different code for this gal, perhaps more like a Cavalier/Samurai's Order. She feels more like an inquisitor/champion (the concepts, not classes) than a Paladin.

That is because there was no mention, there should be some kind of code, cavalier/ samurai level of code is pretty lose though, cleric is a good middle ground between the overly restrictive paladin code and cavalier code.


Longino wrote:

Hi, sorry for having disappeared, but I've been quite busy these days and forgot about the Zealot! :) Thanks for having taken the project forward in my absence anyway.

Just to focus on the "feeling" i desired for this characther, I'll post some PMs I've exchanged with Kyras Auskas on the concept.

Quote:

Hi, thanks for the interest.

I was reading some old manuals, and trampled in a concept that may be usefulf: Champion of Gwynharwyf, p. 56 of ths book of exalted deeds.

This is basically a barbarian prestige class with some paladin abilities.
The rage progresses as a 3.5 barbarian, and damage reduction do so too, it gains energy resistance (we could drop it), smite evil and spells as a Paladin. It keeps the barbarian HD.
As I guess it was playtested, we could keep this track instead of mixing too much different abilities (as an example: the strenght bonus applies only against the smite target?).

About the concept: the guy has a fatalistic view, much in a classical (Homeric like) view. There's destiny, there's Hubrys and Nemesis, but there's also a roman-like cult of the honor of the ancestors, as he has been raised in his mothers religion (a Bedine, a beduine like culture of Anauroch desert).
His divine abilities come as ward on him by his ancestors, while rage and the like are more like an individual sentiment much like a classical hero's Mania.

I'd like to limit the use of rage, and strip the player of its activation: to me it should be more like an uncontrollabe reaction to a frustrating event (damage taken, a fallen comrade, testimony of a very evil act): again an hubrys against the fate that risks to activate a nemesis.

Lay on hands could be dropped for damage reduction, after all.

What do you think?

The name could be something like Destined Champion, or maybe Ancient's Vindicator.

Let me know what you think about it!

Glad to see you back, Longino. Well, looking at this PM, it looks like what you wanted was a Barbarian primary/Paladin secondary MCA, not a Pal/Bbn, which is what the Zealot is. And from your desert Beduin description, it would likely have fit better in a Bbn/Pal model, plus some possible Dervish stuff. At least, that's my opinion.


#Zealot
Why didn't some of this come up when we were actually still working on the Zealot?

OK

1) Divine Fury issues from OSW. How's this? The bypass all DR should have been removed and replaced by the bypass DR types of silver, cold iron, and I added in adamantine too. Also, reworked Divine Fury a bit to deal with the "until slain or end of combat" problem.

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 for 1 minute. As a swift action, the zealot chooses one target within sight. She can then enter a divine fury as a free action. While in a divine fury, a zealot gains a +4 morale bonus to her Strength and Constitution, but she takes a –2 penalty to Armor Class. 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. If the target of the zealot’s divine fury 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 adds her Charisma bonus (if any) to her attack rolls and adds her zealot level to all damage rolls made against the target of her divine fury. 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.

The zealot must take the most direct path to the target of her divine fury. 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. If a zealot falls unconscious, her divine fury immediately ends, placing her in peril of death.

A zealot is fatigued after the fury for 1 round per two 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.

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 damage reduction while she 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, her weapons are treated as cold iron for the purpose of bypassing damage reduction. At 16th level, her weapons are treated as adamantine for the purpose of bypassing damage reduction. This ability replaces smite evil.

2)Re: Unstoppable Advance - I believe this is asctualy based on a PrC or Archetype ability, could find it again. Anyways, the avoiding of AoO issue is fine. If you take the Improved Overrun feat, you also can avoid AoO when overruning. This ability does so only while she's in Divine Fury and adds her Cha mod to her CMB. It's really not much better than Improved Overrun.

3) RE: Spells - I have no issue with removing spells, but we'll need to replace them with something good. We could add in 3 more rage powers (making them at 3/6/9/12/15/18) plus something else?

4) Code of Conduct

Code of Conduct: A zealot’s alignment restricts her from performing actions that oppose her moral code. Should the zealot commit acts that grossly violate the code of conduct required by her god, she loses all spells and class features, except for proficiencies. She cannot thereafter gain levels as a zealot of that god until she atones for her deeds (see the atonement spell description).

5) Removed "opposition" from Detect Alignment. Also, any other erefernces to Opposition alignment have been changed to opposite alignment, such as in Champion of Fury.


Yeah, now reading the PM it seems Longino wants the rage very situational, and some Paladin spellcasting too. For what Longino appears to be looking for, it really does seem like a Barbarian with a much more specific/situational rage mechanic and some casting on the side to make up for the loss of that less situational/always-able-to-rage.

I think.

Longino?

@Elghinn, I' still not getting the "situation that draws her attention away" line- like a fascinate or simlar mind affecting ability?


Uh, something like a crowd of civilians, fallen trees across his path, etc.


#Wu Xing Assassin
Clarification please. Is she gaining two full domains (powers and everything), or just the domain spells castable by expending ki points?


I had originally thought 1 domain with powers and spells.

If we did two domain, I would say powers and only one spell/ spell lvl from either one or the other. Not quite sure about the power balance on that though.


#Wu Xing Assassin
We'll here's what I've got. Need to come up with a more appropriate name I think. Don't really see this one as an assassin.

WU XING ASSASSIN MkII (Byrdology) :

EED A FLAVOR BLURP!

Primary Class: Ninja.
Secondary Class: Cleric.
Alignment: Any.
Hit Dice: d8.

Bonus Skills and Ranks: The wu xing assassin may select three cleric skills to add to her class skills in addition to the normal ninja class skills. The wu xing assassin gains a number of ranks at each level equal to 6 + Int modifier.

Weapon and Armor Proficiency: The wu xing assassin is proficient with all simple weapons, plus the kama, katana, kusarigama, nunchaku, sai, shortbow, short sword, shuriken, siangham, and wakizashi. A wu xing assassin is also proficient with light armor, but not with shields.
Channel Energy (Su): At 1st level, a wu xing assassin gains the cleric’s channel energy ability. This ability replaces sneak attack.

Domains: At 1st level, a wu xing assassin gains the cleric’s domains ability. She chooses two domains from among those belonging to her deity, or she can choose the new Channel Domain, even if it is not on her deity’s list of domains. She may select an alignment domain (Chaos, Evil, Good, or Law) only if her alignment matches that domain. If a wu xing assassin is not devoted to a particular deity, she still selects two domains to represent her spiritual inclinations and abilities (subject to GM approval). The restriction on alignment domains still applies. Each domain grants a number of domain powers, dependent upon the level of the wu xing assassin (see individual domain descriptions). Unless otherwise noted, activating a domain power is a standard action.

At 2nd level, a wuxing assassin gains access to her all domain spells from each domain, but only those of 1st to 6th level. While a wu xing assassin has no spellcasting ability, she can cast any of her domain spells from both of her domains of a level she can cast by expending ki points (see Ki Pool). This ability replaces poison use, no trace, and ninja tricks gained at 2nd, 6th, 10th, 14th, and 18th level.

Ki Pool (Su): This is exactly like the ninja ability of the same name, except that a wu xing assassion may expend ki points to cast spells from her two chosen domains. Starting as 2nd level, a wu xing gains her domain spells from both of her chosen domains. She can cast any domain spell without preparing it ahead of time by expending a number of ki points equal to the spell’s level. At 2nd level, she can cast her 1st–level domain spells by expending 1 ki point from her ki pool, and each subsequent level of spell every four levels thereafter up to her 5th level domain spells at 18th level. Thus, a wu xing assassin could expend three ki points to cast one of her 3rd-level domain spells. A wu xing assassin has a caster level equal to her level when caster her domain spells.

Channel Smite: At 3rd level, a wu xing assassin gains Channel Smite as a bonus feat. This ability replaces light steps.

Ninja Tricks: This is exactly like the ninja ability of the same name, except that the wu xung assassin gains a ninja trick at 4th level and every four level s thereafter. The wu xing assassin may also choose any channeling feat in place of a ninja trick, and must meet the prerequisites of that feat before selecting.

Channel Domain
Granted Powers: You can manipulate both positive and negative energies to a higher degree.

Improved Versatile Channel (Su): You gain Versatile Channel as a bonus feat. When channel you deal an additional point of energy for every 2 cleric levels you possess. You may also change your type without reducing your effective cleric level a number of times per day equal to 3+ your wisdom modifier.

Maximized Channel (Su): At 8th level, you treat your channeling dice as if you had rolled the highest possible result once per day. For every 4 levels beyond 8th, you may use this ability an additional time per day.
Domain Spells: 1st—cure light wounds/inflict light wounds, 2nd—cure moderate wounds/inflict moderate wounds, 3rd—cure serious wounds/inflict serious wounds, 4th— cure critical wounds/inflict critical wounds, 5th—breath of life/slay living, 6th—heal/harm, 7th—resurrection/destruction, 8th—holy aura/unholy aura, 9th—true resurrection/energy drain.

Table: Wu Xing Assassin
Base
Class Attack Fort Ref Will
Level Bonus Save Save Save Special

1st +0 +0 +2 +2 Channel strike +1d6, domains
2nd +1 +0 +3 +3 Domain spells (1st), ki pool
3rd +2 +1 +3 +3 Channel energy +2d6, Channel Smite
4th +3 +1 +4 +4 Ninja trick, uncanny dodge
5th +3 +1 +4 +4 Channel energy +3d6
6th +4 +2 +5 +5 Domain spells (2nd)
7th +5 +2 +5 +5 Channel energy +4d6
8th +6/+1 +2 +6 +6 Improved uncanny dodge, ninja trick
9th +6/+1 +3 +6 +6 Channel energy +5d6
10th +7/+2 +3 +7 +7 Domain spells (3rd)
11th +8/+3 +3 +7 +7 Channel energy +6d6
12th +9/+4 +4 +8 +8 Master tricks, ninja trick
13th +9/+4 +4 +8 +8 Channel energy +7d6
14th +10/+5 +4 +9 +9 Domain spells (4th)
15th +11/+6/+1 +5 +9 +9 Channel energy +8d6
16th +12/+7/+2 +5 +10 +10 Ninja trick
17th +12/+7/+2 +5 +10 +10 Channel energy +9d6)
18th +13/+8/+3 +6 +11 +11 Domain spells (5th)
19th +14/+9/+4 +6 +11 +11 Channel energy +10d6
20th +15/+10/+5 +6 +12 +12 Hidden master, ninja trick


Just a quick thing, i think spells and domains should be keyed of charisma for this archetype. As it is thos guys needs a healthy dose of both wisdom and charisma to make his abilities work.


Charisma Dependent: All class features formerly requiring Wisdom as its primary ability now uses Charisma to determine its effects, including spells, doman powers, spell DCs, and so on.


Beautiful;)


Very nice. New name: Wu Xing adept (master, mystic, conduit)


Elghinn Lightbringer wrote:
Charisma Dependent: All class features formerly requiring Wisdom as its primary ability now uses Charisma to determine its effects, including spells, doman powers, spell DCs, and so on.

there is a level of grace ....


Need a Flavor blurp for Wu Xing Adept!


Wuxia Priest... XD


#Cleanser of the Faith

How's this, instead of solo tactics?

Solo Metamagic (Ex): At 3rd level, the cleanser of the faith can borrow metmagic feats from allies. A cleanser of the faith can select one metamagic feat that an ally knows. The cleanser of the faith can cast any one spell that she knows as if she had the metamagic feat, including any spell level increases for using the feat. The ally must be within 10 feet of the cleanser of the faith at the time she uses the metamagic feat. A cleanser of the faith can use this ability a number of times per day equal to her Wisdom modifier.


# CLeanser of the Faith

Interesting. I was thinking of sharing metamagic feats the CotF possessed with allies, but this is... intriguing. I'd need to see a pretty rigorous flavor for it though.


What if instead of using ones allies know, (as much as I like the idea, perhaps it is better suited to another MCA) he strips enemies of their metamagic and uses it for himself. Forcing enemy to make a willpower test or the cleanser of the faith strips him of his metamagic, it would fit better with one who hunts down rogue priests.


@Browman
That sound more in line. I just went with Toaster's initial suggestion to get it rolling. The way Solo Tactics works mechanically, DOESN'T work with metamagic feats, as there are no benefits to gain from teamworking with them. Thus, the idea of being able to work off of an ally's metamagic feats.

How's this?

It's currently usable 3/day and fills the empty levels at 3rd/9th/15th. If we wanted we could add in 6th/12th/18th and make it 6/day? Or is that too much? Probably.

Spell Reaver (Su): At 3rd level, a cleanser of the faith can prevent the use of metamagic by her enemies. If the cleanser of the faith makes a successful Spellcraft check to identify an enemy’s spell, she identifies both the spell and any metamagic feats that are being used. As a standard action, the cleanser of the faith can attempt to counter the spell as if using dispel magic. If the attempt is successful, the enemy’s spell immediately ends and the spell slot is expended as normal. The cleanser of the faith can then cast a single spell from her spells known as if she had used the enemy’s metamagic feat to cast it, without using a higher level spell slot. This metamagic feat must be used within 3 rounds of using this ability. A cleanser of the faith can use this ability once per day at 3rd level, plus an additional time per day for every six levels beyond 3rd. This ability replaces solo tactics.

*I think this will really round out the MCA. And if no one has any major objections, I think we can move on to the nex one soon.


@ Everyone
Let's get the Cleanser and Zealot out of the way, so we can get back to the Wu Xing Adept and the next wiki MCA which will be the Clockwork Mage.


Just a queue update, once the Wu Xing Adept is done.

“Name” – Mag/Sor (Dustyboy)
Barefoot Friar - Mnk/Inq (Bardess)
Light’s Shadow – Nnj/Pal (Kyras)


I'm working! Don't worry ^^


Bardess wrote:
I'm working! Don't worry ^^

*cracks whip*


I'm REALLY working ^^ The base archetype's done, now I'm making changes to the spell list, and then I'll proceed to create at least 8 new subdomains, plus tailored feats and spells ^^


ya got to re-look over mine as well for any mishaps but other wise good to go


Browman wrote:
What if instead of using ones allies know, (as much as I like the idea, perhaps it is better suited to another MCA) he strips enemies of their metamagic and uses it for himself. Forcing enemy to make a willpower test or the cleanser of the faith strips him of his metamagic, it would fit better with one who hunts down rogue priests.

Dread! I love it.


Elghinn Lightbringer wrote:

Spell Reaver (Su): At 3rd level, a cleanser of the faith can prevent the use of metamagic by her enemies. If the cleanser of the faith makes a successful Spellcraft check to identify an enemy’s spell, she identifies both the spell and any metamagic feats that are being used. As a standard action, the cleanser of the faith can attempt to counter the spell as if using dispel magic. If the attempt is successful, the enemy’s spell immediately ends and the spell slot is expended as normal. The cleanser of the faith can then cast a single spell from her spells known as if she had used the enemy’s metamagic feat to cast it, without using a higher level spell slot. This metamagic feat must be used within 3 rounds of using this ability. A cleanser of the faith can use this ability once per day at 3rd level, plus an additional time per day for every six levels beyond 3rd. This ability replaces solo tactics.

Nice one. Definitely feels like it could be a Direlock incunabula or dire mantle effect too... ;)


OK, here's what I propose as the final Cleanser of the Faith.

CLEANSER OF THE FAITH:

A cleanser of the faith specializes in searching for and removing deviant members of his faith. These individuals are usually sanctioned by senior members of their church. It is a rare person who does not get nervous when a cleanser of the faith passes through their town.

Primary Class: Inquisitor.
Secondary Class: Cleric.
Alignment: A cleanser of the faith’s alignment must be within 1 step of her deity’s along either the law/chaos or good/evil axis.
Hit Dice: d8.

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

Weapon and Armor Proficiency: The cleanser of the faith is proficient with all simple and the favored weapon of her deity. A cleanser of the faith is also proficient with light armor, medium armor, and with shields (except tower shields).

Domain: This is exactly like the inquisitor’s domain ability, except that the cleanser of the faith gains the bonus spells listed for each domain and the related bonus spell slots. This ability replaces cunning initiative and domain.

Priestly Lore (Ex): This is exactly like the inquisitor’s monster lore ability, except that the cleanser of the faith adds her Wisdom modifier on Knowledge checks in addition to her Intelligence modifier, when making skill checks to identify the abilities and weaknesses of special servants (cleric, inquisitor, oracle, or paladin) of religious sects. This bonus also applies to any outsiders of the angel, archon, azata, daemon, demons, or devil subtypes, who often serve as agents of divine powers.

Channel Energy (Su): When a cleanser of the faith reaches 3rd level, she gains the supernatural ability to channel energy like a cleric. A cleanser of the faith can use this ability a number of times per day equal to 3 + her Charisma modifier. A cleanser of the faith uses her level as her effective cleric level when channeling energy. This ability replaces teamwork feats.

Spell Reaver (Su): At 3rd level, a cleanser of the faith can prevent the use of metamagic by her enemies. If the cleanser of the faith makes a successful Spellcraft check to identify an enemy’s spell, she identifies both the spell and any metamagic feats that are being used. As a standard action, the cleanser of the faith can attempt to counter the spell as if using dispel magic. If the attempt is successful, the enemy’s spell immediately ends and the spell slot is expended as normal. The cleanser of the faith can then cast a single spell from her spells known as if she had used the enemy’s metamagic feat to cast it, without using a higher level spell slot. This metamagic feat must be used within 3 rounds of using this ability. A cleanser of the faith can use this ability once per day at 3rd level, plus an additional time per day for every six levels beyond 3rd. This ability replaces solo tactics.

Channel Smite: At 5th level, a cleanser of the faith gains Channel Smite as a bonus feat.

Divine Protection (Su): At 8th level, a cleanser of the faith gains a +2 bonus (sacred or profane) to all saving throws against spells cast by a divine spellcaster or outsiders of the angel, archon, azata, daemon, demon, or devil subtype. This ability replaces second judgment.

Cleansing Channel (Su): At 12th level, instead of the normal effects of her channel energy ability, a cleanser of the faith can choose to have her channel energy heal her allies or harm infidels (an enemy of her faith or a heretic of her church). She must make this choice each time she uses channel energy. If a cleanser of the faith chooses to heal allies or harm infidels, her channel energy has no effect on other creatures. The amount of damage healed or dealt and the DC to halve the damage is otherwise unchanged. This ability replaces greater bane.

Greater Divine Protection (Su): At 16th level, a cleanser of the faith’s bonus (sacred or profane) to saving throws against spells cast by divine spellcasters and the listed outsiders increases to +4. This ability replaces third judgment.

Table: Cleanser Of The Faith
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 Domain, judgment 1/day, priestly lore, orisons, stern gaze 1+1 — — — — —
2nd +1 +3 +0 +3 Detect alignment, track 2+1 — — — — —
3rd +2 +3 +1 +3 Channel energy, spell reaver 1/day 3+1 — — — — —
4th +3 +4 +1 +4 Judgment 2/day 3+1 1+1 — — — —
5th +3 +4 +1 +4 Channel smite, discern lies 4+1 2+1 — — — —
6th +4 +5 +2 +5 4+1 3+1 — — — —
7th +5 +5 +2 +5 Judgment 3/day 4+1 3+1 1+1 — — —
8th +6/+1 +6 +2 +6 Divine protection 4+1 4+1 2+1 — — —
9th +6/+1 +6 +3 +6 Spell reaver 2/day 5+1 4+1 3+1 — — —
10th +7/+2 +7 +3 +7 Judgment 4/day 5+1 4+1 3+1 1+1 — —
11th +8/+3 +7 +3 +7 Stalwart 5+1 4+1 4+1 2+1 — —
12th +9/+4 +8 +4 +8 Cleansing channel 5+1 5+1 4+1 3+1 — —
13th +9/+4 +8 +4 +8 Judgment 5/day 5+1 5+1 4+1 3+1 1+1 —
14th +10/+5 +9 +4 +9 Exploit weakness 5+1 5+1 4+1 4+1 2+1 —
15th +11/+6/+1 +9 +5 +9 Spell reaver 3/day 5+1 5+1 5+1 4+1 3+1 —
16th +12/+7/+2 +10 +5 +10 Greater divine protection, judgment 6/day 5+1 5+1 5+1 4+1 3+1 1+1
17th +12/+7/+2 +10 +5 +10 Slayer 5+1 5+1 5+1 4+1 4+1 2+1
18th +13/+8/+3 +11 +6 +11 5+1 5+1 5+1 5+1 4+1 3+1
19th +14/+9/+4 +11 +6 +11 Judgment 7/day 5+1 5+1 5+1 5+1 5+1 4+1
20th +15/+10/+5 +12 +6 +12 True judgment 5+1 5+1 5+1 5+1 5+1 5+1


#Cleanser of the Faith
Still don't like the name, sounds like a cleaning agent to scrub those within the faith, or one who cleanses the faithful of impurities, rather than a faithful-type who cleanses impurities outside of the faith.

Just a question: why the "use within 3 rounds" for the Spell Reaver ability?

Other than that pretty happy with it.


And here's the Zealot for final perusal. Take particular note to changes with Divine Fury, still nuumber of times per day, but with a 1 minute limit to avoid the issues posed by OSW. Even wrte a flavor blurp.

ZEALOT:

Devotion, loyalty, dedication–these are all attributes of the noble and forthright paladin. However, they are also as vital to anyone who chooses to zealously uphold a specific cause, whether political, religious, or military. Zealots rely not only upon their own unwavering commitment, but upon divine strength and power to carry out the individual will of their gods. Though she may appear calm on the outside, the zealot is a powder keg of divinely instilled fury that stands ready to fight to the death to uphold the cause. Often avoided and even openly scorned by their own societies, zealots wield sword and religious fervor in the defense of her religious freedoms and those of people.

Primary Class: Paladin.
Secondary Class: Barbarian.
Alignment: A zealot’s alignment must be within one step of her deity's, along either the law/chaos axis or the good/evil axis.
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 for 1 minute. As a swift action, the zealot chooses one target within sight. She can then enter a divine fury as a free action. While in a divine fury, a zealot gains a +4 morale bonus to her Strength and Constitution, but she takes a –2 penalty to Armor Class. 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. If the target of the zealot’s divine fury 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 adds her Charisma bonus (if any) to her attack rolls and adds her zealot level to all damage rolls made against the target of her divine fury. 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.

The zealot must take the most direct path to the target of her divine fury. 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. If a zealot falls unconscious, her divine fury immediately ends, placing her in peril of death.

A zealot is fatigued after the fury for 1 round per two 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.

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 damage reduction while she 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, her weapons are treated as cold iron for the purpose of bypassing damage reduction. At 16th level, her weapons are treated as adamantine 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 opposite 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 opposite 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.

Code of Conduct: A zealot’s alignment restricts her from performing actions that oppose her moral code. Should the zealot commit acts that grossly violate the code of conduct required by her god, she loses all spells and class features, except for proficiencies. She cannot thereafter gain levels as a zealot of that god until she atones for her deeds (see the atonement spell description).

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 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 (adamantine) 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


Oceanshieldwolf wrote:

#Cleanser of the Faith

Still don't like the name, sounds like a cleaning agent to scrub those within the faith, or one who cleanses the faithful of impurities, rather than a faithful-type who cleanses impurities outside of the faith.

Just a question: why the "use within 3 rounds" for the Spell Reaver ability?

Other than that pretty happy with it.

Yeah, name could still use some work.

The 3 rounds, just thought it should be used quickly. Then again, we could just make it for a 24 hours period, or until used. Any additional use fo the ability negates the previous one and the previous metamagic feat is lost. That may be better.

Like this?

Spell Reaver (Su): At 3rd level, a cleanser of the faith can prevent the use of metamagic by her enemies. If the cleanser of the faith makes a successful Spellcraft check to identify an enemy’s spell, she identifies both the spell and any metamagic feats that are being used. As a standard action, the cleanser of the faith can attempt to counter the spell as if using dispel magic. If the attempt is successful, the enemy’s spell immediately ends and the spell slot is expended as normal. The cleanser of the faith can then cast a single spell from her spells known as if she had used the enemy’s metamagic feat to cast it, without using a higher level spell slot. This metamagic feat remains until used, or until the cleanser of the faith rests to regain her spells, whichever comes first. If the cleanser of the faith uses this ability again, any metamagic feat gained from a prior use of the ability is immediately lost. A cleanser of the faith can use this ability once per day at 3rd level, plus an additional time per day for every six levels beyond 3rd. This ability replaces solo tactics.


@Zealot
i think the changes are easier to understand
@Spell Reaver
i dont have the NPC codex in front of me to use as a example but common are metamagic feats taken. i like the ability but how often will it be use full and if that looks shy maybe we should take off the x times per day part to let them use it when ever they get the chance
*edit(oh look pdr has the npc codex) out of the clerics and druids 3 druids have a metamagic feats out of 38 npc


#Cleanser of the Faith

Re Spell Reaver: Sorry, I didn't have a problem with it, just wondering why you chose that mechanic. I'm thinking maybe rounds are a good idea, rather than being able to just "holding the charge" for a long time.

I'm also curious about this line "as if using dispel magic" - what is the range/is the range as dispel magic?

Look I like the ability, it basically destroys the metamagically enhanced spell, but steals the metamagic part, which the CotF can then use to make/cast her own spell metamagicked, without the expenditure of a higher spell slot. Hmm. Okay! I'm a bit curious about the divine/arcane source and how it is flavoured, but I guess magical effects/power are magical effects/power hoever you label them after that.

Mutters about stupidity of divine/arcane split...


#Zealot

Yeah, I like those changes to Divine Fury.


Hi guys, just a quick post to apologise for dropping out of the discussion for the last couple of weeks - I had to find a new place to move to ASAP - since I've now sorted that, I'm now back.


welcome back hope every thing went sooth


@OSW

Dispel Magic
Range medium (100 ft. + 10 ft./level)

I think rounds makes it more suitable and a more immediate ability. Steal the metamagic feat, and use it. And yeah, arcane/divine source doesn't matter. And I think Thomas has a point, I'm not sure how often this will come into play, so I'm really wondering if the x/day matter. So, here's the two we need to choose from.

So this one has a Wis modifier limit instead of the 3 rounds, plus the blurp about using this ability a gain negates the previous use. WE could keep the 3 rounds, go with Wis mod, or do 3 rounds + Wis mod?

Spell Reaver (Su): At 3rd level, a cleanser of the faith can prevent the use of metamagic by her enemies. If the cleanser of the faith makes a successful Spellcraft check to identify an enemy’s spell, she identifies both the spell and any metamagic feats that are being used. As a standard action, the cleanser of the faith can attempt to counter the spell as if using dispel magic. If the attempt is successful, the enemy’s spell immediately ends and the spell slot is expended as normal. The cleanser of the faith can then cast a single spell from her spells known as if she had used the enemy’s metamagic feat to cast it, without using a higher level spell slot. This metamagic feat must be used within a number of rounds of using this ability equal her Wisdom modifier. If the cleanser of the faith uses this ability again, any metamagic feat gained from a prior use of the ability is immediately lost. A cleanser of the faith can use this ability once per day at 3rd level, plus an additional time per day for every six levels beyond 3rd. This ability replaces solo tactics.

This is the same as above, but has no use limit.

Spell Reaver (Su): At 3rd level, a cleanser of the faith can prevent the use of metamagic by her enemies. If the cleanser of the faith makes a successful Spellcraft check to identify an enemy’s spell, she identifies both the spell and any metamagic feats that are being used. As a standard action, the cleanser of the faith can attempt to counter the spell as if using dispel magic. If the attempt is successful, the enemy’s spell immediately ends and the spell slot is expended as normal. The cleanser of the faith can then cast a single spell from her spells known as if she had used the enemy’s metamagic feat to cast it, without using a higher level spell slot. This metamagic feat must be used within a number of rounds of using this ability equal her Wisdom modifier. If the cleanser of the faith uses this ability again, any metamagic feat gained from a prior use of the ability is immediately lost. This ability replaces solo tactics.

So, balance wise, the quesiton is how long should the feat be kept until it's lost, and whether we need uses per day. It is a potent ability when used, essentially being able to cast dispel magic at will without the uses per day.

I'm thinking Widom mod for rounds of how lng you keep the metamagic feat, and the 3/day spread over 20 levels. Or we could increase it 6/day which would fill the rest of the dead levels too, but balance is the main thing here.

Thoughts?
1) How many rounds to keep the feat is good?
2) How many uses per day?


I think wisdom is a good number of rounds, or perhaps how much he wins the dispel roll by?

I would go with 6/day.


i see the ability being one with a fast turn around
(why hello maximize spell. yes, i would like to put the hurt on these nonbelievers *casting a now maximized Mass Inflict Moderate Wounds)

so a wiz mod worth of rounds sounds fair

if we opened up the the targets to all spells but keep the metamagic feat saver then we could have the max 3/day. because then you know you will be able to use it


#Cleanser of the Faith
OK, we're going with this. If the core MCP crew find an issue with it in it's final go over then we'll change it back to max 3/day, but it is rather situational and doesn't last long if you succeed.

Spell Reaver (Su): At 3rd level, a cleanser of the faith can prevent the use of metamagic by her enemies. If the cleanser of the faith makes a successful Spellcraft check to identify an enemy’s spell, she identifies both the spell and any metamagic feats that are being used. As a standard action, the cleanser of the faith can attempt to counter the spell as if using dispel magic. If the attempt is successful, the enemy’s spell immediately ends and the spell slot is expended as normal. The cleanser of the faith can then cast a single spell from her spells known as if she had used the enemy’s metamagic feat to cast it, without using a higher level spell slot. This metamagic feat remains until used, or until a number of rounds equal to the cleanser of the faith’s Wisdom modifier have passed, whichever comes first. If the cleanser of the faith uses this ability again, any metamagic feat gained from a prior use of the ability is immediately lost. A cleanser of the faith can use this ability once per day at 3rd level, plus an additional time per day for every three levels beyond 3rd. This ability replaces solo tactics.

On to the next Wiki MCA, the Clockwork Mage...this one will be a doozy.

#Zealot
We're moving on from this one too, so back to the Wu Xing Adept.


Here is the elaborate and perhaps complex Clockwork Mage. Warning: Wall of Text.

CLOCKWORK MAGE:

No one is more adept at summoning and controlling eidolons or other summoned creatures than the summoner. However, there are those among the practitioners of this focused form of arcana who pursue a far different form of summoning; that of calling forth clockwork eidolons, partial-constructs from a far-flung realm deep within the void of the Astral Plane. Known as clockwork mages, these oft maligned specialists are frequently shunned by summoning purists, for they meld the formal study of the arcane and technical savvy of the wizard with the summoner’s ability to leap beyond logic and shape the natural arcane energies that ebb and flow through the realms of existence. It was a clockwork mage who first discovered a plane that consisted of sentient, clockwork eidolons. Dubbed the Plane of Gears by this puissant scholar, it is now the technical term for this little-known realm of self-perpetuating half-constructs, and from whence the clockwork mage summons forth his minions. Although they are a strange amalgamation of summoner and wizard, their unorthodox methods have proven to be reliable, and at times, quite beneficial to those who number a clockwork mage among their company. While clockwork mages spend much of their time exploring the arcane arts alongside their clockwork eidolons, in the heat of battle they keep a level head as they unleash magical effects or command their eidolons to place themselves in harms way.

Primary Class: Summoner.
Secondary Class: Wizard.
Alignment: Any.
Hit Dice: d8.

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

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

Spellcasting: The clockwork mage casts arcane spell drawn from the summoner’s and adds the following spells to his spell list at the indicated spell levels and can use them without penalty, regardless of his chosen opposition schools: 0 level–ray of frost, spark; 1st level–chill touch, jury-rig, grease, magic weapon, shocking grasp, stonefist; 2nd level–arcane lock, heat metal, keen edge, locate object, make whole, shatter, wood shape; 3rd level–ablative armor, burrow, lightning bolt, magic weapon (greater), soothe construct; 4th level–animate objects, rapid repair, stone shape, unbreakable construct; 5th level–ball lightning, call construct, control construct, fabricate, polymorph, wall of force; 6th level–mage’s private sanctum, wall of iron, wooden phalanx.

Unlike other summoners, the clockwork mage prepares his daily allotment of spells like a wizard by studying his spellbook beforehand (see Schematic Spellbook), and therefore, may know any number of spells. A clockwork mage otherwise learns and casts spells as a summoner equal to his clockwork mage level. He also receives bonus spells per day if he has a high Charisma.

Schematics Spellbook (Ex): A clockwork mage finds less time to research new spells, but has mastered an emblematic method of scribing those she learns. At 1st level, the clockwork mage incorporates elements of a personalized secret code consisting of mathematical diagrams into her arcane writings. Creatures take a –4 penalty on skill checks involving the clockwork’s spellbook. The clockwork mage's spells (not including cantrips or 1st–level spells) take one less page each in his spellbook.

A clockwork mage begins play with a spellbook containing all 0-level summoner and sorcerer/wizard spells (except those from his opposed schools; see Arcane Schools) plus three 1st-level spells of his choice. The clock work mage also selects a number of additional 1st-level spells equal to his Charisma modifier to add to the spellbook. At each new clockwork mage level, he gains only one new spell of any spell level or levels that he can cast (based on his new clockwork mage level) for his spellbook. A clockwork mage may know any number of spells. At any time, a clockwork mage can also add spells found in another wizard’s spellbook to his. In all other respects, a clockwork mage's spellbook functions as a normal wizard's spellbook.

Clockwork Eidolon: A clockwork mage begins play with the ability to summon to his side a powerful outsider from the Plane of Gears called a clockwork eidolon. The clockwork eidolon forms a link with the clockwork mage, who, forever after summons an aspect of the same creature. This is exactly like the summoner’s eidolon ability, except that the clockwork eidolon’s physical appearance is always that of a metal, gear-driven, construct-like creature of its base form, although color, minor decorations, and texture are determined by the clockwork mage. While a clockwork eidolon is not a construct, it is considered a construct for the purpose of casting the following spells: call construct, control construct, make whole, rapid repair, soothe construct, and unbreakable construct.

Construct Crafter: Through study and research, a clockwork mage of 1st level or higher has learned the art and craft of creating constructs. When using Spellcraft to create a construct, a clockwork mage gains a competence bonus equal to 1/2 his clockwork mage level on the Spellcraft check. In addition, a clockwork mage counts as having the Craft Construct feat, even if he does not meet the prerequisites. He is also considered to have all the spell prerequisites for the crafting of a construct on his spell list for the purpose of casting them from scrolls during the crafting process. He must meet all other construction requirements for the construct as normal. This ability replaces life link.

Summoner of Constructs: A clockwork mage is constantly in tune with the spark that gives life to constructs. Whenever a clockwork mage cast the summon monster spell, he summons one of the alternative creatures of the construct type instead (see Construct Summoning Options below).

Arcane School: At 1st level, the clockwork mage gains the wizard’s arcane school ability, but may only select the Conjuration school (or one of its associated schools) or the Construct school. The clockwork mage uses his Charisma ability score instead of Intelligence for any ability score-dependent qualities for his chosen school powers. The clockwork mage may not select the Conjuration or Transmutation school as an opposition school. This ability replaces summon monster and gate.

Construct Ascension (Ex): At 10th level, a clockwork mage begins to transform his clockwork eidolon into a true construct. The clockwork eidolon can only be repaired by spells that affect the construct type such as rapid repair. As such, a clockwork eidolon cannot be raised or resurrected. In addition, it is no longer subject to ability damage, ability drain, fatigue, exhaustion, energy drain, or nonlethal damage. At 14th level, the clockwork eidolon gains the clockwork subtype, even though it does not have the construct type. At 18th level, a clockwork eidolon is no longer at risk of death from massive damage. It also gains immunity to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms). This ability replaces aspect, greater aspect, and life bond.

Immortal Construct (Ex): At 20th level, a clockwork mage can transform his clockwork eidolon into a true construct. A clockwork mage can summon his clockwork eidolon in a ritual that takes 1 hour to complete. Once summoned, the clockwork eidolon gains the construct type, and its evolutions are permanently set, never to change again. The clockwork eidolon remains with its master and can no longer be sent back to its home plane when it is destroyed. As a result, only through the death of the clockwork mage can another gain control over his clockwork construct.

Should a clockwork eidolon be destroyed, it can regenerate itself at the rate of 1 hit point per minute. During such time, the clockwork eidolon remains inert and gains the helpless condition until it has regained half its total hit points or more. Once it has regenerated half or more of its total hit points, it is no longer helpless, and gains the broken condition until it has fully regenerated. While in this broken condition, the clockwork eidolon is considered a weapon, armor, and tool for the purpose of determining penalties related to attacks, AC, and skill checks. The clockwork eidolon must be fully regenerated before the broken condition is removed, or the clockwork mage may give it commands. This regeneration effect functions even if the clockwork eidolon has the self-destruct evolution.

In addition, the clockwork mage can use his maker’s call ability once per day to summon his clockwork eidolon to his side, regardless of distance or circumstance, and as long as the eidolon and master are on the same plane. This summoning functions as the call construct spell. This ability replaces twin eidolon.

Construct Summoning Options

Table: Summon Monsters I (Alternatives)
1st Level Alternatives Subtype(s) Source

Clockwork spy Clockwork B3

Table: Summon Monsters II (Alternatives)
2nd Level Alternatives Subtype(s) Source

Homunculus — B1

Table: Summon Monsters III (Alternatives)
3rd Level Alternatives Subtype(s) Source

Cobra, iron — B1
Clockwork servant Clockwork B3
Necrophidius — B2
Soulbound doll — B2

Table: Summon Monsters IV (Alternatives)
4th Level Alternatives Subtype(s) Source

Animated object — B1
Cobra, adamantine — B1
Caryatid column — B3

Table: Summon Monsters V (Alternatives)
5th Level Alternatives Subtype(s) Source

Golem, carrion — B2
Golem, ice — B1
Graven guardian — B3
Scarecrow — B2

Table: Summon Monsters VI (Alternatives)
6th Level Alternatives Subtype(s) Source

Clockwork soldier Clockwork B3
Golem, flesh — B1
Golem, wood — B1
Terra-cotta soldier — B3
Tulipaq — B3

Table: Summon Monsters VII (Alternatives)
7th Level Alternatives Subtype(s) Source

Bone golem — B3
Golem, alchemical — B2
Golem, glass — B2

Table: Summon Monsters VIII (Alternatives
8th Level Alternatives Subtype(s) Source

Golem, clay — B1
Golem, stone — B1
Taotieh — B3
Tophet — B3

Table: Summon Monsters IX (Alternatives)
9th Level Alternatives Subtype(s) Source

Clockwork leviathan Clockwork B3
Fossil golem — B3
Golem, clockwork Clockwork B2
Golem, iron — B1

Table: Clockwork Mage
Base
Class Attack Fort Ref Will Spells per Day
Level Bonus Save Save Save Special 0 1st 2nd 3rd 4th 5th 6th

1st +0 +0 +0 +2 Arcane school, cantrips, clockwork eidolon, 2 1 — — — — —
Craft Construct, summoner of constructs
2nd +1 +0 +0 +3 Bond senses 3 2 — — — — —
3rd +2 +1 +1 +3 3 3 — — — — —
4th +3 +1 +1 +4 Shield ally 4 3 1 — — — —
5th +3 +1 +1 +4 4 4 2 — — — —
6th +4 +2 +2 +5 Maker’s call 5 4 3 — — — —
7th +5 +2 +2 +5 5 4 3 1 — — —
8th +6/+1 +2 +2 +6 Transposition 5 4 4 2 — — —
9th +6/+1 +3 +3 +6 5 5 4 3 — — —
10th +7/+2 +3 +3 +7 Construct ascension I 5 5 4 3 1 — —
11th +8/+3 +3 +3 +7 5 5 4 4 2 — —
12th +9/+4 +4 +4 +8 Greater shield ally 5 5 5 4 3 — —
13th +9/+4 +4 +4 +8 5 5 5 4 3 1 —
14th +10/+5 +4 +4 +9 Construct ascension II 5 5 5 4 4 2 —
15th +11/+6/+1 +5 +5 +9 5 5 5 5 4 3 —
16th +12/+7/+2 +5 +5 +10 Merge forms 5 5 5 5 4 3 1
17th +12/+7/+2 +5 +5 +10 5 5 5 5 4 4 2
18th +13/+8/+3 +6 +6 +11 Construct ascension III 5 5 5 5 5 4 3
19th +14/+9/+4 +6 +6 +11 5 5 5 5 5 5 4
20th +15/+10/+5 +6 +6 +12 Immortal construct 5 5 5 5 5 5 5

CONSTRUCT SCHOOL:

The construct school is uses arcane energies to summon, mend, and control constructs and similar creatures. The construct school complements the Clockwork Mage multiclass archetype.

Artificer's Touch (Sp): You can cast mending at will, using your wizard level as the caster level to repair damaged objects. In addition, you can cause damage to objects and construct creatures by striking them with a melee touch attack. Objects and constructs take 1d6 points of damage +1 for every two wizard levels you possess. This attack bypasses an amount of damage reduction and hardness equal to your wizard level. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

Summoner’s Charm (Su): Whenever you cast a conjuration (summoning) spell, increase the duration by a number of rounds equal to 1/2 your wizard level (minimum 1). This increase is not doubled by Extend Spell. At 20th level, you can change the duration of all summon monster spells to permanent. You can have no more than one summon monster spell made permanent in this way at one time. If you designate another summon monster spell as permanent, the previous spell immediately ends.

Rapid Repair (Sp): At 8th level, you can grant a number of rounds of fast healing 5 per day equal to your caster level upon a creature of the construct type that you touch. These rounds do not need to be consecutive. This ability is a standard action and otherwise functions as the rapid repair spell.

Construct School Spells
0th—ghost sound, mending.
1st—animate rope, endure elements, grease, magic weapon, stonefist, summon monster I.
2nd—bull’s strength, cat’s grace, heat metal, locate object, make whole, resist energy, shatter, summon monster II, wood shape.
3rd—dispel magic, haste, heroism, keen edge, magic weapon (greater), protection from energy, stinking cloud, summon monster III.
4th—freedom of movement, geas (lesser), minor creation, stone shape, stoneskin, summon monster IV.
5th—fabricate, major creation, polymorph, rapid repair, soothe construct, summon monster V, unbreakable construct.
6th—antimagic field, flesh to stone, geas/quest, stone to flesh, summon monster VI, wall of iron.
7th—control construct, limited wish, polymorph (greater), statue, summon monster VII, spell turning.
8th—call construct, discern location, iron body, polymorph any object, summon monster VIII.
9th—crushing hand, iron body, summon monster IX, wish, wooden phalanx.

CLOCKWORK EIDOLONS:

Clockwork eidolons are living, sentient outsiders whose bodies are enhanced or have parts replaced by constructed metal mechanisms through a combination of magic and precise technologies. Clockwork eidolons that are summoned by clockwork mages hail from a little-known plane called the Plane of Gears. Although these clockwork eidolons are not constructs, it is only through bonding with a clockwork mage that their goal of becoming a true, sentient construct can be realized. As such, it willingly subjects itself to its master’s will in hopes of achieve its true purpose. A clockwork eidolon is considered an outsider for the purpose of what types of spell affect it. Clockwork eidolons have the base statistics as shown on the Clockwork Eidolon Base Statistics table. These base statistics can be modified by the construct’s base form and upgrade pool.

Table: Clockwork Eidolon Base Statistics
Class Good Bad Armor Str/Dex Upgrade Max.
Level HD BAB Saves Save Skills Feats Bonus Bonus Pool Attacks Special

1st 1 +1 +2 +0 4 1 +0 +0 1 3 Constructed eidolon, darkvision,
hardness, link, low-light vision 2nd 2 +2 +3 +0 8 1 +2 +1 2 3 Find master
3rd 3 +3 +3 +1 12 2 +2 +1 3 3 —
4th 3 +3 +3 +1 12 2 +2 +2 5 4 Guard, share spells
5th 4 +4 +4 +1 16 2 +4 +2 6 4 Ability score increase
6th 5 +5 +4 +1 20 3 +4 +3 7 4 —
7th 6 +6 +5 +2 24 3 +6 +3 8 4 —
8th 6 +6 +5 +2 24 3 +6 +4 9 4 —
9th 7 +7 +5 +2 28 4 +6 +4 11 5 Multiattack
10th 8 +8 +6 +2 32 4 +8 +5 12 5 Ability score increase
11th 9 +9 +6 +3 36 5 +8 +5 13 5 —
12th 9 +9 +6 +3 36 5 +10 +6 14 5 Spell storing
13th 10 +10 +7 +3 40 5 +10 +6 15 5 —
14th 11 +11 +7 +3 44 6 +10 +7 17 6 —
15th 12 +12 +8 +4 48 6 +12 +7 18 6 Ability score increase
16th 12 +12 +8 +4 48 6 +12 +8 19 6 —
17th 13 +13 +8 +4 52 7 +14 +8 20 6 —
18th 14 +14 +9 +4 56 7 +14 +9 21 6 —
19th 15 +15 +9 +5 60 8 +14 +9 23 7 —
20th 15 +15 +9 +5 60 8 +16 +10 24 7 —

CLOCKWORK EIDOLON ABILITIES
A clockwork eidolon’s abilities are determined by the clockwork mage’s level and by the choices made using its upgrade pool. Table: Clockwork Eidolon Base Statistics determines many of the base statistics of the construct. Each clockwork eidolon possesses a base form that modifies these base statistics. A clockwork construct’s qualities are similar to those described in the Eidolons description block of the Advanced Player’s Guide (see p. 58), except with the following changes.

Hit Dice: This is the total number of 10-sided (d10) Hit Dice the clockwork eidolon possesses.

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

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

Upgrade Pool: The clockwork eidolon uses upgrades, not evolutions to enhance itself. The clockwork gains a number of upgrade points at each level, as indicated on Table: Clockwork Eidolon Base Statistics. The clockwork eidolon’s upgrades otherwise function exactly like evolutions.

Special: This includes a number of new abilities gained by all clockwork eidolons as they increase in power, some that replace those normally gained by an eidolon. Each of these abilities is described below.

Constructed Eidolon (Ex): While clockwork eidolons are not constructs, they do possess some minor construct-like qualities. For the purposes of effects targeting creatures by type (such as a ranger's favored enemy and bane weapons), clockwork eidolons count as both outsiders and constructs. Clockwork eidolons gain a +4 racial bonus on all saving throws against mind-affecting effects, paralysis, poison, and stun effects, are not subject to fatigue or exhaustion, and are immune to disease and sleep effects. Clockwork eidolons can never gain morale bonuses, and are immune to fear effects and all emotion-based effects. A clockwork eidolon does not breathe, eat, or sleep, unless it wants to gain some beneficial effect from one of these activities. This means that a clockwork eidolon can drink potions to benefit from their effects and can sleep in order to regain spells, but neither of these activities is required for the clockwork eidolon to survive or stay in good health.

Hardness (Ex): The clockwork eidolon has a hardness of 10.
Low-Light Vision (Ex): The clockwork eidolon has low-light vision, enabling it to see twice as far as a human in conditions of dim light.

Find Master (Su): As long as the clockwork eidolon and the clockwork mage that summoned it are on the same plane, the clockwork eidolon can locate its master. This ability replaces evasion.

Guard (Ex): If ordered to do so, a clockwork eidolon moves to defend the clockwork mage. All attacks against the clockwork mage take a –2 penalty when the clockwork eidolon is adjacent to its clockwork mage. This ability replaces devotion.

Spell Storing (Sp): The clockwork eidolon can store one spell of 4th level or lower that is cast into it by another creature. It “casts” this spell when commanded to do so or when a predefined situation arises. Once this spell is used, the clockwork eidolon can store another spell (or the same spell again). At 16th level, the clockwork eidolon can store one spell of 5th level or lower that is cast into it by another creature, in addition to a spell of 4th level or lower. This otherwise functions like the spell storing ability. This ability replaces improved evasion.

CLOCKWORK EIDOLON SKILLS
The following skills are class skills for the clockwork eidolon: Climb (Str), Knowledge (planes), Intimidate (Str*), Perception (Wis), Sense Motive (Wis), Stealth (Dex), and Swim (Str). *Note that clockwork eidolons use their Strength score when making Intimidate checks, which is due to their minimal Charisma score.

Base Forms
Each clockwork eidolon has one of four base forms that determine its starting size, speed, AC, attacks, and ability scores. All natural attacks are made using the clockwork eidolon’s full base attack bonus unless otherwise noted (such as in the case of secondary attacks). Clockwork eidolon slam attacks add 1-1/2 times the clockwork eidolon’s Strength modifier to the damage roll. If the clockwork eidolon gains additional attacks due to extra limbs, a tail, etc., it adds only its Strength modifier. These base forms also note any free upgrades that base form possesses. The bonuses from these free upgrades are already factored into the starting statistics. A clockwork mage may select from either the biped, quadruped, or serpentine base forms, and are similar to those listed in the eidolon description of the Advanced Player’s Guide (see p. 60), but use the statistics listed below. The clockwork mage may also select the new arachnid base for listed below. A clockwork mage cannot select the aquatic base form.

Alternatively, any one of these base forms can be used to make a Small clockwork eidolon. If the clockwork eidolon is Small it gains a +2 bonus to its Dexterity score and a –4 penalty to its Strength. The clockwork eidolon’s bonus hit points are reduced to 10. It also gains a +1 size bonus to its AC and attack rolls, a –1 penalty to its CMB and CMD scores, a +2 bonus on its Fly skill checks (if they have one), and a +4 bonus on its Stealth skill checks. Reduce the damage of all of its attacks by one step (1d6 becomes 1d4, 1d4 becomes 1d3). If this choice is made, the clockwork eidolon can be made Medium whenever the clockwork mage can change the clockwork eidolon’s upgrade pool (which causes it to lose these modifiers for being Small)

Arachnid
Starting Statistics: Size Medium; Speed 30 ft.; AC +2 armor bonus; Saves bad; Attack 1 slam (1d8); Ability Scores Str 14, Dex 14 Con 13, Int 7, Wis 10, Cha 11; Free Upgrades limbs (legs) (4), slam.

Biped
Alternate Starting Statistics: Size Medium; Speed 20 ft.; AC +2 armor bonus; Saves bad; Attack 1 slam (1d8); Ability Scores Str 16, Dex 12, Con 13, Int 7, Wis 10, Cha 11; Free Upgrades limbs (arms), limbs (legs), slam.

Quadruped
Alternate Starting Statistics: Size Medium; Speed 30 ft.; AC +2 armor bonus; Saves bad; Attack 1 slam (1d8); Ability Scores Str 14, Dex 14, Con 13, Int 7, Wis 10, Cha 11; Free Upgrades limbs (legs) (2), slam.

Serpentine
Alternate Starting Statistics: Size Medium; Speed 20 ft., climb 20 ft.; AC +2 armor bonus; Saves bad; Attack 1 slam (1d8), tail slap (1d6); Ability Scores Str 12, Dex 16 Con 13, Int 7, Wis 10, Cha 11; Free Upgrades climb, reach (slam), slam, tail, tail slap.

UPGRADES
Like a summoner’s eidolon, a clockwork eidolon receives a number of points that can be spent to give the clockwork eidolon new abilities, powers, and other upgrades. These abilities are called upgrades, not evolutions, and can be changed whenever the clockwork mage gains a new level, but they are otherwise set. Some upgrades require that the clockwork eidolon have a specific base form or the clockwork mage be of a specific level before they can be chosen. A number of upgrades grant the clockwork eidolon additional natural attacks.

A clockwork eidolon may select any evolution listed in the Advanced Player’s Guide or Ultimate Magic as an upgrade. Unless otherwise noted here, an upgrade functions exactly like the evolution of the same name. Due to the clockwork eidolon’s nature, the following evolutions have no effect and cannot be added to the clockwork eidolon as an upgrade: channel resistance, gills, incorporeal form, keen scent, scent, swim, undead appearance, and unnatural aura.

The following list includes new upgrades specific to the clockwork mage multiclass archetype or rule changes to existing ones.

1-Point Upgrades
The following upgrades cost 1 point from the clockwork eidolon’s upgrade pool.

Improved Speed (Ex): One of the clockwork eidolon’s movement modes increases by +10 ft. This upgrade can be selected more than once. Its effects do stack. It can only be applied once to the clockwork eidolon’s speed mode, plus 1 additional time for every 6 levels the clockwork mage possesses.

Master’s Voice (Ex): The clockwork mage can use the clockwork eidolon to project his vocalizations. The clockwork eidolon appears to speak, but uses the voice and words of the clockwork mage. The clockwork mage can control the volume of his vocalizations as normal.

Piercing Attack (Ex): The clockwork eidolon’s slam attack deals piercing damage instead of bludgeoning damage.

Resourceful (Ex): The clockwork eidolon has a hidden compartment built directly into its chassis. Each compartment can create a single tool worth no more than 25 gp per clockwork mage level each day. This tool is a temporary item, created inside the clockwork eidolon to make mundane situations easier for his master. This evolution can be selected multiple times. Each time it is chosen it adds one additional compartment to the clockwork eidolon. The clockwork mage must be at least 6th level before selecting this upgrade.

Slashing Attack (Ex): The clockwork eidolon’s slam attack deals slashing damage instead of bludgeoning damage.

2-Point Upgrades
The following upgrades cost 2 points from the clockwork eidolon’s upgrade pool.

Armored Conveyance (Ex): The clockwork mage can enter a small chamber within the clockwork eidolon through a hatch somewhere upon its form. The chamber is only large enough for the clockwork mage to sit comfortably. While inside the clockwork eidolon, the clockwork mage is protected from harm and cannot be the target of spells or effects. All effects and spells currently targeting the clockwork mage are suspended until the clockwork mage emerges from the clockwork eidolon (although durations continue to expire). The chamber provides a safe place, keeping out of harms way as the clockwork eidolon fulfills its master's commands. It require a full round action to enter or emerge from the clockwork eidolon. The clockwork mage may only cast touch spells and those that target either himself or the clockwork eidolon while within the chamber. The clockwork mage must use his clockwork eidolon to deliver his touch spells. The clockwork eidolon must have the mount upgrade and be at least one size larger than its clockwork mage to select this upgrade.

Cleaving Attack (Ex): The clockwork eidolon can make a single attack against a foe within reach. If it hits, it deals damage normally and can make an additional attack against a foe that is adjacent to the first and also within reach. The clockwork eidolon can only make one additional attack per round. The clockwork eidolon also takes a –2 penalty to its Armor Class until its next turn. This upgrade functions exactly like the Cleave feat. The clockwork mage must be at least 7th level before selecting this upgrade.

Elemental Aura (Ex): The clockwork eidolon’s body generates an intense aura of elemental energy, dealing 1d4 points of damage with its touch. Creatures attacking a clockwork eidolon with unarmed strikes or natural weapons take this same energy damage each time one of their attacks hits. This damage increases to 1d6 once the clockwork mage reaches 8th level. The clockwork mage must be at least 4th level before selecting this upgrade.

Gear Grind (Ex): The clockwork eidolon can open a section of his chassis at will. As a standard action, the clockwork eidolon can attempt a grapple combat maneuver once per round. If the grapple is successful, the opponent takes 1d6 points of bludgeoning damage +1 point of damage per Hit Dice of the clockwork eidolon from the exposed rotating gears. The clockwork mage must be at least 11th level before selecting this upgrade.

Haste (Su): After it has engaged in at least 1 round of combat, a clockwork eidolon can haste itself once per day as a free action. The effect lasts 3 rounds and is otherwise the same as the spell. This upgrade is exactly like the clay golem’s haste ability. The clockwork mage must be must be at least 5th level before selecting this upgrade.

Lesser Breath Weapon (Su): The clockwork eidolon learns to exhale a cone or line of magical energy, which is usually reflected in its elemental spirit, gaining a breath weapon. Select either acid, cold, electricity, fire, or sonic. The clockwork eidolon can breathe a 30-foot cone (or 60-foot line) that deals 3d6 points of damage of the selected type. Those caught in the breath weapon can attempt a Reflex save for half damage. The DC is equal to 10 + 1/2 the clockwork eidolon’s HD + the clockwork eidolon’s Strength modifier. The clockwork eidolon can use this ability once per day. The clockwork eidolon can use this ability 1 additional time per day by spending an additional 1 upgrade point (maximum 3/day). The clockwork mage must be at least 9th level before selecting this upgrade.

Shifting Plates (Ex): As a swift action, the clockwork eidolon can alter his shell’s makeup, allowing it to change the damage type of natural attacks to slashing, blunt, or piercing. This evolution can be selected multiple times. Each time it is chosen it changes the damage type to a different natural attack. The clockwork mage must be at least 6th level before selecting this upgrade.

Silent Gears (Ex): The clockwork eidolon’s internal mechanisms no longer reverberate with grinds and whirls when it moves. Its gears and joints are under the constant effects of a silence spell and gains a +4 bonus to all Stealth checks.

Slow (Su): The clockwork eidolon can use a slow effect, as the spell, as a free action once every 2 rounds. The effect has a range of 10 feet in a burst centered on the clockwork eidolon and a duration of 7 rounds, requiring a DC 17 Will save to negate. The save DC is Constitution-based. This upgrade is exactly like the clay golem’s slow ability. The clockwork mage must be must be at least 7th level before selecting this upgrade.

3-Point Upgrades
The following upgrades cost 3 points from the clockwork eidolon’s upgrade pool.

Cold Iron (Ex): The clockwork eidolon’s form becomes composed of cold iron and its natural attacks are treated as cold iron for the purpose of bypassing damage reduction. The clockwork eidolon continues to have a hardness of 10. The clockwork mage must be at least 11th level before selecting this upgrade.

Deadly Critical (Ex): The clockwork eidolon increases the threat multiplier for one natural attack by 1. Its effects do not stack. Each time a clockwork eidolon selects this upgrade, it applies to a different natural attack. The clockwork mage must be at least 9th level before selecting this upgrade.

Exoskeleton (Ex): The clockwork eidolon’s external structure becomes stronger and more resilient. The clockwork eidolon gains a +4 enhancement bonus to its Armor Class and DR 5/–.

Final Destruction (Ex): When reduced to 0 hit points, the clockwork eidolon shatters in an explosion of jagged shards of metal and gears. All creatures within a 10-foot burst take 6d6 points of slashing damage; a DC 19 Reflex save halves the damage. The save DC is Constitution-based. The clockwork mage must be at least 13th level before selecting this upgrade.

Focused Critical (Ex): The clockwork eidolon gains a +4 bonus on attack rolls to confirm critical hits. Its effects do not stack. Each time a clockwork eidolon selects this upgrade, it applies to a different natural attack. The clockwork mage must be at least 9th level before selecting this upgrade.

Noxious Breath Weapon (Su): As a free action once every 1d4+1 rounds, the clockwork eidolon can exhale a 10-foot cube of gas. This gas cloud persists for 1 round; any creature within the area when the clockwork eidolon creates it (as well as any creature that passes through the cloud during the remainder of that round) is exposed to the cloud’s poisonous effects. This poison is magically created each time the clockwork eidolon uses this power. Breath weapon—inhaled; save Fort 19; frequency 1/round for 4 rounds; effect 1d4 Constitution damage; cure 2 saves. The save DC is Constitution-based. This upgrade is exactly like the iron golem’s breath weapon ability. The clockwork mage must be must be at least 11th level before selecting this upgrade.

Powerful Blows (Ex): The clockwork eidolon inflicts -1/2 times its Strength modifier and threatens a critical hit on a 19–20 with its slam attack. This upgrade does not stack. This upgrade is exactly like the iron golem’s powerful blows ability. The clockwork mage must be must be at least 9th level before selecting this upgrade.

Tricky Gears (Ex): The clockwork eidolon can use one of its natural attacks to deal damage like a thrown weapon with a 15-foot range, effectively functioning as if it had the throwing and returning weapon special abilities. This is natural attack does not have reach. This evolution can be selected multiple times. Each time it is chosen it applies to a different natural attack. The clockwork mage must be at least 11th level before selecting this upgrade.

4-Point Upgrades
The following upgrades cost 4 points from the clockwork eidolon’s upgrade pool.

Breath Weapon (Su): The clockwork eidolon adds sonic to the list of energy types it can select. This otherwise functions like the eidolon upgrade of the same name.

Heavy Chassis (Ex): The clockwork eidolon’s internal structure becomes heavy harder and stronger and more resilient. The clockwork eidolon’s hit points increase by 20, it gains a +2 enhancement bonus to Strength, and a +4 bonus to its CMD against any bull rush, drag, grapple, overrun, reposition, or sunder attempts.

Large (Ex): The clockwork eidolon does not gain the listed Constitution bonus, due to its lack of a Constitution score. This otherwise functions like the eidolon upgrade of the same name.

Mithral (Ex): The clockwork eidolon’s form becomes composed of mithral, is considered to weigh half its normal weight, and gains a hardness of 15. The clockwork eidolon’s natural attacks are treated as silver for the purpose of bypassing damage reduction. The clockwork mage must be at least 13th level before selecting this upgrade.

If 6 additional upgrade points are spent, the clockwork eidolon’s form becomes composed of adamantine and gains a hardness of 20. The clockwork eidolon’s natural attacks are treated as adamantine for the purpose of bypassing damage reduction. The clockwork eidolon must have selected the mithral upgrade. The clockwork mage must be at least 16th level before selecting this upgrade.

Self-Destruction (Su): When reduced to 10% its total hit points or less but still above 0, the clockwork eidolon self-destructs on its next turn, bursting in an explosion of metal scraps and steam that deals 12d6 points of slashing damage plus 12d6 points of fire damage to all creatures within a 20-foot-radius burst. A successful DC 24 Reflex save halves the damage. The save is Constitution-based. The clockwork mage must be at least 16th level before selecting this upgrade.


Just had a quick skim through of the class abilities;

I'd suggest allowing them to learn spells from non-wizard spellbooks (much like the Alchemist can learn from a Magus's spellbook).

Otherwise, nothing immediately sticks out to me.


Hm, yeah, really only the Magus is his only other option though.


#Wu Xing Adept
Anything?


@Alfraye

Wait, what does " An alchemist can study a wizard’s spellbook to learn any formula that is equivalent to a spell the spellbook contains." mean exactly?

Does this mean that, although a formulae (spell) may not be on his list, he can create a new formulae from any spell in the wizard's spellbook, such as fireball, or cone of cold? Or is it just meaning that he can gain any formula on his list from a wizard spellbook?

Just want to clarify what you're suggesting with the clockwork mage.


I've always figured the latter, and so I've come up with the following for Schematic Spellbook (specifically the 3rd paragraph) as per Alfray's suggestion.

Schematics Spellbook (Ex): A clockwork mage finds less time to research new spells, but has mastered an emblematic method of scribing those she learns. At 1st level, the clockwork mage incorporates elements of a personalized secret code consisting of mathematical diagrams into her arcane writings. Creatures take a –4 penalty on skill checks involving the clockwork’s spellbook. The clockwork mage's spells (not including cantrips or 1st–level spells) take one less page each in his spellbook.

A clockwork mage begins play with a spellbook containing all 0-level summoner and sorcerer/wizard spells (except those from his opposed schools; see Arcane Schools) plus three 1st-level spells of his choice. The clock work mage also selects a number of additional 1st-level spells equal to his Charisma modifier to add to the spellbook. At each new clockwork mage level, he gains only one new spell of any spell level or levels that he can cast (based on his new clockwork mage level) for his spellbook. A clockwork mage may know any number of spells.

A clockwork mage can learn spells from a wizard’s or magus’s spellbook, just as a wizard can from a magus’s spellbook. A wizard or magus can also learn clockwork mage spells from a clockwork mage, but at a –4 penalty to their Spellcarft checks (see Schematics Spellbook). The spells learned must be on the clockwork mage’s spell list and vice versa, as normal. In addition, due to the formulaic nature of a clockwork mage’s schematics spellbook, a clockwork mage can study an alchemist’s formulae book to learn any formula that is equivalent to a spell on his spell list. An alchemist can also do likewise, studying a clockwork mage’s spellbook to learn any spell that is equivalent to a formula on his formula list. A clockwork mage or alchemist does not need to decipher each other’s arcane writings before copying them.


I dig this alot, then again it's no surprise you put together an artificer ;)

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