Multiclass Archetypes V: More Ultimate MCAs


Homebrew and House Rules

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#Coterie Witch
I'd suggest limiting the coterie witch to familiars that are Tiny. As long as the coterie animals don't have reach, they have no real zone of control and don't take space on the battlemat. (Does a Tiny creature trigger AoOs against other creatures entering it's space? Makes a melee between Tiny creatures odd indeed.)

The -1 to creatures appearing is very close to being a limitation to take only your highest level of summoned creature (where you are saved by the "minimum 1". We might make that a limitation instead, or just be happy with limiting the familiars to be Tiny.

Also, make sure in the wording of the revised summon ability that you still can only have one iteration of the ability in use at once. That is, when removing the conflict between summon and eidolon, make sure to keep it between summons - only one summon nature's ally class ability can run at once. It is not explicitly stated now. The "like the summoner’s summon monster I ability" does cover it, but I'd err on the side of caution and state it again. That you can use summon SPELLS in paralell with the class ability adds to the confusion.


It's hard to decide. I think that Mendicant Preacher is the most western-monastic evocative (Franciscans and Dominicans were called "mendicant orders" and "preaching orders"). So I'll go with that.
Anything else to decide? Or is it finished?


#Mendicant Preacher
No, I think we're done! Unless someone else has something to add?

#Coterie Witch
I think I can speak for OSW, as I worked on the Coterie Witch with him from its original incarnation, I don't think he wants to be restricted to Tiny familiars.


On my way to Istambul, Turkey tomorrow. Back at the start of next week. So long!

#Coterie Witch
Having 5 familiars, 3 monsters summoned by class ability + monsters summoned by spells creates a "wall of flesh" effect that is VERY powerful control. Not to mention it drives everyone else crazy. The familiars have improved evasion, so they can't simply be toasted. On top of the ability to slough almost any status effect to your familiar, I think the class ends up too strong with anything but Tiny familiars.

#Mendicant Preacher
Still think this class is way too weak. Can't think of any situations where this is preferable to a bard. Also, how did its AC bonus end up? Does it still stack with armor if you get the proficiencies? Rewarding counter-theme class builds is never a good idea.


#Coterie Witch
There may be a wall of flesh, you need to remember the following:

1) If you have a coterie of familiars, they have to split up the HD, BAB, etc. of the Coterie Familiar (see the Table).

For example, a 10th level Coterie Familiar choses to have multiple familiars, and decides of 4. He has a total of 8 HD to play with, and decides on 4 familiars with 2 HD each (+2 BAB, +2 or +1 good saves, +0 or +1 bad saves, 8 skill points, 1 feat, +2 AC, +1 Str/Dex, Int 6) and then 11 evolution points split between the 4 (three with 3 evo points, and one with 2).

At 10th level you're dealing with CR 8-12 creatures. Throwing 4 2 HD familiars at someone isn't necessarily going to do much, though they could all be used to deliver touch spells, etc.

2) Summon Nature's Ally I ability functions like the summoners Summon Monster I ability. Therefore, when using the ability, he CAN'T then also us the spell. So it's either one us of the class ability, OR casting the spell using a spell slot, not both.

Thus, a 10th level Coterie Witch could have at most, a combination of eight different 1 HD familiars with 1 or 2 evo points, plus a single animal from Summon Nature's Ally IV (eg. 1 dire wolf) or up to 2-3 animals from Summon Nature's Ally III. At 10th level, these critters won't really last long, so I would think most Coterie Witches would choose a single coterie familiar, or have no more than 2 or maybe 3 at that level, or they become rather useless and easy pickings.

#Mendicant Preacher
The AC stuff ended up like this.

Divine Armor (Su): Starting at 2nd level, a mendicant preacher can call upon her faith to create a shimmering, magical field around herself that protects her from attacks. The mendicant preacher gains a +4 armor bonus to AC, plus an additional +1 to the bonus for every four levels thereafter, up to a maximum of +8 armor bonus at 18th level. Activating divine armor is a swift action, and remains in effect for 1 minute per level the mendicant preacher possesses. These minutes do not need to be consecutive, but must be spent in 1-minute increments. This ability replaces track.


OK, here's the next MCA in the queue. I'm posting this on behalf of Thomas, A (aka Kyras) who is away for a bit. I've cleaned some things up abit, and renamed somethings that could simply keep the ability's original name, but include the change in the description instead.

DAIKOMYO TEMPLAR:

Primary Class: Ninja.
Secondary Class: Paladin.
Alignment: Any good.
Hit Dice: d8.

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

Weapon and Armor Proficiency: The daikomyo templar is proficient with all simple and martial weapons, plus the kama, katana, kusarigama, nunchaku, sai, shuriken, siangham, and wakizashi. The daikomyo templar is proficient with light armor, but not with shields.

Code of Light: The daikomyo templar must follow the three pillars of Daikomyo–to guard and protect all light, to never spread darkness, and to maintain the light's purity. To maintain these pillars, the daikomyo templar must never extinguish a source of light (nonmagical or otherwise), unless it would cause harm to the surrounding area, use a spell, ability, or item that was crafted with spells from the darkness subschool, or willingly commit an evil act. For example, a daikomyo templar could extinguish a bonfire or flaming sphere spell about to burn a grain field or torch a building, but she could not end a light spell to hide herself from her enemies. If she does so, she loses all class features except proficiencies. She may not progress any further in levels as a daikomyo templar. She regains her abilities and advancement potential if she atones for her violations (see atonement), as appropriate.

Detect Evil (Sp): A daikomyo templar gains the paladin's detect evil ability. This ability replaces poison use.

Lumens Pool (Su): At 2nd level, a daikomyo templar gains a pool of lumen points, supernatural energy she can use to accomplish amazing feats. The number of points in the daikomyo templar's lumen pool is equal to 1/2 her daikomyo templar level + her Charisma modifier. As long as she has at least 1 point in her lumen pool, she can maintain a 30–foot aura around her that increases the illumination level in the area (whether from a torch, candle, or spell) by one step; normal light increases to bright light, dim light to normal light, darkness to dim light. If an outsider with the evil subtype, an evil-aligned aberration, or an undead creature is in range of the aura and the light level is "bright light", they are blinded until they move out of the aura's area. At 10th level, the aura's area increases to 60 feet.

By spending 1 point from her lumen pool, a daikomyo templar can heal wounds (her own or those of others) by touch. A daikomyo templar can heal 1d4 hit points of damage for every two daikomyo templar levels she possesses. Using this ability is a standard action, unless the daikomyo templar targets herself, in which case it is a swift action. The daikomyo templar must have one free hand to use this ability. In addition, she can spend 1 point to increase her speed by 20 feet for 1 round. Finally, a daikomyo templar can spend 1 point to make herself glow, allowing her to use the Stealth skill in bright light. While glowing, the daikomyo templar suffers a –10 when using her Stealth in any level of illumination other than "bright light". A daikomyo templar can gain additional powers that consume points from her lumen pool by selecting certain ninja tricks.

The lumen pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive. A daikomyo templar's lumen pool counts as a ki pool for the purpose of qualifying for ninja tricks or feats. If the daikomyo templar possesses levels in another class that grants points to a ki pool, daikomyo templar levels stack with the levels of that class to determine the total number of lumen points in the combined pool, but only one ability score modifier is added to the total. The choice of which score to use is made when the second class ability is gained, and once made, the choice is set. The daikomyo templar can now use lumen points from this pool to power the abilities of every class she possesses that grants a ki pool.

Purity of Light (Su): At 3rd level, a daikomyo templar gains a +1 bonus on all saving throws. This bonus increases by +1 at 6th level and every 3 levels, to a maximum of +6 at 18th level. This ability replaces no trace.

Eruption of Eternal Light (Su): At 20th level, a daikomyo templar may spend all of her lumen points to create a 60–foot burst of light, centered on the daikomyo templar. All creatures caught within the burst become blinded for 1 round, and deals 1d6 points of holy damage per lumen point spent to any outsider with the evil subtype, evil aberration, or undead. A successful Will save (DC 10 + 1/2 the daikomyo templar's level + her Charisma modifier) halves the holy damage.

Table: Daikomyo Templar
Base
Class Attack Fort Ref Will
Level Bonus Save Save Save Special

1st +0 +2 +2 +0 Code of light, detect evil, sneak attack +1d6
2nd +1 +3 +3 +0 Lumen pool, ninja trick
3rd +2 +3 +3 +1 Purity of light +1, sneak attack +2d6
4th +3 +4 +4 +1 Ninja trick, uncanny dodge
5th +3 +4 +4 +1 Sneak attack +3d6
6th +4 +5 +5 +2 Light steps, ninja trick, purity of light +2
7th +5 +5 +5 +2 Sneak attack +4d6
8th +6/+1 +6 +6 +2 Improved uncanny dodge, ninja trick
9th +6/+1 +6 +6 +3 Purity of light +3, sneak attack +5d6
10th +7/+2 +7 +7 +3 Master tricks, ninja trick
11th +8/+3 +7 +7 +3 Sneak attack +6d6
12th +9/+4 +8 +8 +4 Ninja trick, purity of light +4
13th +9/+4 +8 +8 +4 Sneak attack +7d6
14th +10/+5 +9 +9 +4 Ninja trick
15th +11/+6/+1 +9 +9 +5 Purity of light +5, sneak attack +8d6
16th +12/+7/+2 +10 +10 +5 Ninja trick
17th +12/+7/+2 +10 +10 +5 Sneak attack +9d6
18th +13/+8/+3 +11 +11 +6 Ninja trick, purity of light +6
19th +14/+9/+4 +11 +11 +6 Sneak attack +10d6
20th +15/+10/+5 +12 +12 +6 Eruption of eternal light, ninja trick


#DAIKOMYO TEMPLAR
Overall comment, I think it needs more "paladin". Pehaps swap out a few ninja tricks (6/12/18) for more flavorful abilities tied to the "Light" aspect of the MCA.

Lumen Pool
I really like the "Light" aspect, especially the Lumen Pool part of being able to hide in the light. I believe this was said when this MCA was first suggested way back, it's very reminiscent of Samurai Jack, and the one episode he is fighting a ninja dressed in black, while he dressed in white - the one using th darkness to hide, and JAck using the light to hide.

I think the hiding in the light as pect could easily be expanded on. The MCA's original name was Light's Shadow. I think we could employ and tweak the rogue's Camouflage talent and Hide in PLain Sight Advanced talent to function in normal light and bright light (bonuses for hiding in them) and negatives for hiding in dim light and darkness. OR just leave the normal benefits of dim light and darkness, but grant bonuses in normal light and bright light.

I'm going to work on some additional "Light" abilities for everyone's consideration.

Purity of Light
I think a constant +1 to +6 bonus on all saves is potent, though I do realize a paladin adds his Cha modifier to all saves, and it can increase with levels. I suppose by 20th, a paladin could easily have a Cha score of 22 (granting a +6 to all saves) though more likely it'd be 27 or 28 (+8 or +9).So perhaps, it's not so nasty. However, I'm wondering if it shouldn't be an immediate action ability a number of time sper day instead? Say 1/day at 3rd, +1/day at 7th, 11th, 15th, and 19th (max 5/day).

Eruption of Light
The original ability had a Save DC of 30 + Cha mod, and thought that was way too high. So I changed it to 10 + 1/2 level + Cha mod; could be DC 26 with a Cha score of 22. Thoughts on that?


# Coterie Witch

Thanks for the input Starfox.

Elghinn's right, I'm not wanting a limitation to Tiny. The HD limitation/spread should impact the capability in combat.

I think perhaps there should be a caveat that each new familiar can only be gained when every other familiar has at least 2 hit dice - this should slow down the progression considerably. Currently you could have a new familiar at 2nd, 3rd, 5th, 6th, 7th, 9th, 10th, 11th, 13th, 14th, 15th, 17th, 18th and 19th level. 14 familiars, each with 1 HD admittedly but each able to deliver touch spells/hexes and capable of receiving conditions. Not awesome perhaps but possible. And I think we should limit that.
Using the "only after 2 HD" version would mean a new familiar possible at 3rd, 6th, 9th, 11th, 14th, 17th and 19th.

Starfox wrote:
The -1 to creatures appearing is very close to being a limitation to take only your highest level of summoned creature (where you are saved by the "minimum 1". We might make that a limitation instead, or just be happy with limiting the familiars to be Tiny.

[Emhasis mine] I don't actually understand what you are saying here Starfox. Can you rephrase/clarify?


Okay. :D My next one will be the Chosen Disciple then.


# Daikomyo Templar

I like the concept. I may actually want to play one.

I really like the hiding in the light concept. I think this MCA deserves a bunch of Light tricks to replace/tweak/complement Ninja tricks.

I also like the ki pool/lumen synergy.

* Purity of Light - definitely add a caveat to make it usable only as long as the DT has a point in her lumen pool. The issue for me works this way:
As written, it is nowhere near as good as a Paladin's Divine Grace who has put a good score into Charisma which is likely, so I'm fine on that score.
More importantly here for me:
a: is this better than no trace
b: it is definitely as lot less situational than no trace
c: how does it synergies with the rest of the MCA?

* Eruption of Light. I think your tweak is more balanced. However, I think capstones are not. So I'm on the fence. :P


What if we removed a few ninja tricks to give a light version of some classes ability to jump between shadows?

I agree that it doesn't seem to have much of a paladin flavour other than a version of divine grace and lay on hands being part of their modified ki pool.

Perhaps we could allow for mercies to be used with the healing ability, I also feel like we could drop some sneak attack for a weakened version of the divine bond with a weapon.


#Coterie Witch
I like that caveat. Restricting to no less than 2 HD per familiar makes then a bit less useless, and restricts the number a bit to no more than 7 at a time, though, I would think many would still stay at 2-3 at the most.

#Daikomyo Templar
I agree, we need some new light tricks, I'm on that, will probably post later.

*Purity of Light - Yeah, not sure if it fits as it is. Perhaps we can make it more situational, such as, +1 at 3rd (regardless of the area of illumination they are in), this increases by +1 every 3 levels, up to +6; however it maxes at +# in normal light and +6 in bright light, to play off the light aspect? Then again, it may be just easier to give them Divine Grace? Or come up with something a bit different.

*Eruption of Light - Yeah, I know it's a capstone, and they can be out there. What's everyone else think?

Is there any other Paladin abilities that others think that the MCA should have?
EDIT: Ninja'd by Browman...he he he, ninja'd....


#Coterie Witch
excerpt...

As the coterie witch gains levels, he gains additional familiars, creating a coterie of various familiars that serve and obey his commands. Starting at 3rd level, a coterie witch can either increase his first familiar by 1 HD, or add an additional 1 HD familiar to his the coterie. He can add an additional familiar to his coterie when each prior familiar has at least 2 HD. An individual coterie familiar cannot be advanced beyond 5 Hit Dice, nor can the total sum of the coterie's Hit Dice exceed the Hit Dice shown on Table: Coterie Base Statistics. Each familiar retains ...

*OSW, do we want to keep the max of 5 HD limit for an individual familiar, or allow them to go higher? or even stick with just one familiar is they so desire? I'm not sure about pigeonholing them into multiple familiars, even though that's the point of the MCA. Then again, I suppose that's what the brood master does. Just throwing that out there for final considerations. Aside from that I think the rest is good.


#DAIKOMYO TEMPLAR
I think Luminous Templar or Shadow's Light may be a more flavorful name.

On to the new abilities and swaps. Thes will replace 6th, 12th, and 18th elvel ninja tricks, and sneak attack +3d6/+6d6/+9d6.

Radiant Mercy (Su): At 5th level, and every six levels thereafter, a daikomyo templar can select one mercy. Each mercy adds an effect to the daikomyo templar's lumen pool to healing. Whenever the daikomyo templar uses her lumen pool to heal damage to one target, the target also receives the additional effects from all of the mercies possessed by the daikomyo templar. When radiant mercy is used, the daikomyo templar automatically removes the dazzled effect, while a mercy can remove an additional 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 5th level, the daikomyo templar can select from the following initial mercies.
*Fatigued: The target is no longer fatigued.
*Dazed: The target is no longer dazed.
*Shaken: The target is no longer shaken.
*Sickened: The target is no longer sickened.

At 11th level, a daikomyo templar adds the following mercies to the list of those that can be selected.
*Blinded: The target is no longer blinded.
*Diseased: The paladin's lay on hands ability also acts as remove disease, using the paladin's level as the caster level.
*Poisoned: The paladin's lay on hands ability also acts as neutralize poison, using the paladin's level as the caster level.
*Staggered: The target is no longer staggered, unless the target is at exactly 0 hit points.

At 17th level, a daikomyo templar adds the following mercies to the list of those that can be selected.
*Cursed: The paladin's lay on hands ability also acts as remove curse, using the paladin's level as the caster level.
*Exhausted: The target is no longer exhausted. The paladin must have the fatigue mercy before selecting this mercy.
*Frightened: The target is no longer frightened. The paladin must have the shaken mercy before selecting this mercy.
*Nauseated: The target is no longer nauseated. The paladin must have the sickened mercy before selecting this mercy.

These abilities are cumulative. For example, an 11th-level daikomyo templar's lumen pool heals 6d6 points of damage and removes any dazzled condition, and might also cure fatigued and staggered conditions as well as removing diseases and neutralizing poisons. Once a condition or spell effect is chosen, it can't be changed. This ability replaces sneak attack +3d6, +6d6, and +9d6.

Aura of Light (Su): At 6th level, a daikomyo templar can spend 1 lumen point to sheds light equivalent to a light spell. While in effect, she gains a +2 circumstance bonus to her Stealth checks while in normal or bright light. However, this aura also prevents a daikomyo templar from using Stealth in an area of darkness unless she is invisible or has cover. She also takes a –4 penalty to all Stealth checks made within an area of dim light. This ability replaces the ninja trick gained at 6th level.

Concealing Light (Ex): At 12th level, as long as a daikomyo templar has at least 1 lumen point and is within an area of bright light, she gains concealment (20% missed chance in combat) from creatures with darkvision or the ability to see in darkness. In addition, she gains a +2 circumstance bonus on Stealth checks made in normal light, and a +4 bonus to Stealth checks made in areas of bright light. This ability replaces the ninja trick gained at 8th level.

Hide in the Light (Ex): At 18th level, as long as a daikomyo templar has at least 1 lumen point and is within an area of bright light and is within an area of normal or bright light, a daikomyo templar can use the Stealth skill to hide, even while being observed. Her bonus to Stealth checks when within an area of normal light increases to +4, and to +8 when within an area of bright light. In addition, she gains total concealment (50% missed chance in combat) from creatures with light sensitivity and light blindness when within an area of bright light. This ability replaces the ninja trick gained at 18th level.

Table: Daikomyo Templar
Base
Class Attack Fort Ref Will
Level Bonus Save Save Save Special

1st +0 +2 +2 +0 Code of light, detect evil, sneak attack +1d6
2nd +1 +3 +3 +0 Lumen pool, ninja trick
3rd +2 +3 +3 +1 Purity of light +1, sneak attack +2d6
4th +3 +4 +4 +1 Ninja trick, uncanny dodge
5th +3 +4 +4 +1 Radiant mercy
6th +4 +5 +5 +2 Aura of light, light steps, purity of light +2
7th +5 +5 +5 +2 Sneak attack +3d6
8th +6/+1 +6 +6 +2 Improved uncanny dodge, ninja trick
9th +6/+1 +6 +6 +3 Purity of light +3, sneak attack +4d6
10th +7/+2 +7 +7 +3 Master tricks, ninja trick
11th +8/+3 +7 +7 +3 Radiant mercy
12th +9/+4 +8 +8 +4 Concealing light, purity of light +4
13th +9/+4 +8 +8 +4 Sneak attack +5d6
14th +10/+5 +9 +9 +4 Ninja trick
15th +11/+6/+1 +9 +9 +5 Purity of light +5, sneak attack +6d6
16th +12/+7/+2 +10 +10 +5 Ninja trick
17th +12/+7/+2 +10 +10 +5 Radiant mercy
18th +13/+8/+3 +11 +11 +6 Hide in the light, purity of light +6
19th +14/+9/+4 +11 +11 +6 Sneak attack +7d6
20th +15/+10/+5 +12 +12 +6 Eruption of eternal light, ninja trick


Elghinn Lightbringer wrote:

#Coterie Witch

2) Summon Nature's Ally I ability functions like the summoners Summon Monster I ability. Therefore, when using the ability, he CAN'T then also us the spell. So it's either one us of the class ability, OR casting the spell using a spell slot, not both.

Beleve it or not, even family hotels here have decent wifi now. I am on my pad tough.

I beleve you are wrong, El, the summoner's summon class ability conflicts with eidolon and with itself, but not with summon spells. At least that's what the summoner guides think: not really put in the brain power there myself.

"Drawing upon this ability uses up the same power as the summoner uses to call his eidolon. As a result, he can only use this ability when his eidolon is not summoned. " sounds to me as if it refers to tjis specific spell-like ability, not to summon spells in general. Just to muddle things, the ability refers to using itsel as a spel later tough.


Divine armor looks good now. It would be nice to make it force armor (for ghost resistsnce) but not really needed. Depending on how you wiew Force it can also be non-divine.


Starfox wrote:

#Coterie Witch

I beleve you are wrong, El, the summoner's summon class ability conflicts with eidolon and with itself, but not with summon spells. At least that's what the summoner guides think: not really put in the brain power there myself.

"Drawing upon this ability uses up the same power as the summoner uses to call his eidolon. As a result, he can only use this ability when his eidolon is not summoned. " sounds to me as if it refers to tjis specific spell-like ability, not to summon spells in general. Just to muddle things, the ability refers to using itsel as a spel later tough.

Yes, perhaps you are right. Sometimes they really muddle their language in their descriptions. In any case, a summoner could, if he wanted, cast a number of summon monster spells one after the other. So, I don't think we really need to worry too much.


# Daikomyo Templar

While I do like the Eastern names (Majutsu Samurai etc) I think Shadow's Light (or Light's Shadow) is great and I could get behind Luminous Templar - though it's a bit too light.

# Coterie Witch

Looks good El. I'm on the fence about the 5HD limit - though I am mindful again about Evil Lincoln's point about not shutting down options and broadening the playability. How about remove the limit, but can only go higher than 5 if they have more than one familiar, and a ratio of HDs to keep them not too far apart in HD.

And thinking about this more, seeing as we now have the summon nature's ally schtick, and the animal familiars, I think I'd rather call this the Menagerie Witch. Did I proposes that a year and a half ago when I made this perhaps El? I really want to call it the Menageriste, but the double-barreled addition of "Witch" does identify it better as part-Witch.

Hang on: Eldritch Menagerist That's even better for a Summoner/Witch. If Eldritch is overused how about Wyrd Menagerist.


#Daikomyo Templar
I really prefer Shadow's Light vs. Light's Shadow, as it elicits an MCA that brings light to the darkness vs. darkness to the light. And references Ninja (primary)/Paladin (secondary) IMHO.

#Coterie Witch
How about no limit on HD per se, but he must have at least 2 familiars, and they(2 or more) cannot have more than 3 HD separating them. That way, if the stay with two, the best he can have is 2 with 6 and 9 HD. If 3, then the best is 6, 5, and 4 HD, if 4 then 5, 4, 3, and 3 HD, etc. Ensures they are relatively functional, and all must be at least 2 HD.

As to the name, I think you may have brought up Menagerie in the initial creation stages.

I agree, Eldritch Menagerist is better than Coterie Witch. Want me to change it in the master doc? Also, do we want to refer to the group of familiars as a coterie or menagerie, just so I know what to change where. I think we could just leave it as Coterie, then there won't be too much use of the word menagerie either. Separates the group of familiars from the MCAs name.

I've reworded part of the Coterie Familiar ability.

Coterie Familiar
...As the eldritch menagerist gains levels, he gains additional familiars, creating a coterie of various familiars that serve and obey his commands. Starting at 3rd level, an eldritch menagerist gains a second coterie familiar of his choice with 1 Hit Dice. He can add additional familiars to his coterie when each prior familiar has at least 2 HD. An eldritch menagerist can have as many coterie familiars as he desires, but no less than two. However, they can have no more than 3 Hit Dice separating them, nor can the total sum of the coterie’s Hit Dice exceed the Hit Dice shown on Table: Coterie Base Statistics. Each familiar retains its initial form...


Challenge ratings are normally logarithmic. +2CR is twice as powerful. So an alternate way to express the limit is that for eac familiar you take, each of them are calculated as if you were x levels lowe, where x is the number of familiars?

This also makes it easier to add more familiars at higher level. If you have one 7hd and one 6 hd familiar, you cannot add a new one without exeeding limits.

Also notes that if we use the familiar rules, many stats (hp, saves, ban
B) come directly from the master. But iir this was more like an eidolon in this way.


# Coterie Witch/Eldritch Menagerist

I think I'd prefer menagerie to replace coterie completely.

So:
Menagerie Familiar

...As the eldritch menagerist gains levels, he gains additional familiars, creating a menagerie of various familiars that serve and obey his commands. Starting at 3rd level, an eldritch menagerist gains a second menagerie familiar of his choice with 1 Hit Dice. He can add additional familiars to his menagerie when each prior familiar has at least 2 HD. An eldritch menagerist can have as many menagerie familiars as he desires, but no less than two. However, they can have no more than 3 Hit Dice separating them, nor can the total sum of the menagerie's Hit Dice exceed the Hit Dice shown on Table: Coterie Base Statistics. Each familiar retains its initial form...

I don't think it will be too bad.


#Eldritch Menagerist

OK, I think we're done with this one. Ill post the next Wiki today sometime.

#Daikomyo Templar
1) Thoughts on name. As I said I think Shadow's Light is great!
2) Thoughts on the new abilities I added - Radiant Mercy, Aura of Light, Concealed Light, and Hide in the Light?


I am still hoping to see elements of the divine bond to a weapon show up somewhere, perhaps as available tricks?


@Browman: We'll see what we can do.

FYI: I just added the Balde Desciple, Blood Chemist, Bloodborn Magus, Bloodborn Warrior, Cabal Bravo, Canticle Knight, and Cleanser of the Faith to the wiki.


Elghinn Lightbringer wrote:

#Daikomyo Templar
1) Thoughts on name. As I said I think Shadow's Light is great!
2) Thoughts on the new abilities I added - Radiant Mercy, Aura of Light, Concealed Light, and Hide in the Light?

I'm happy with Shadow's Light.

I'm not a Paladinite, so the mechanical differences between the vanilla paladin's mercies and these radiant mercies is not easy for me to determine. Meaning: I'm rushed for time.

* Aura of Light:

I'd reword it a little:

"At 6th level, a daikomyo templar can spend 1 lumen point to shed/create an aura of light equivalent to a light spell. While in effect, she gains a +2 circumstance bonus to her Stealth checks while in normal or bright light. However, this aura also prevents a daikomyo templar from using Stealth in an area of darkness unless she is invisible or has cover. She also takes a –4 penalty to all Stealth checks made within an area of dim light. This ability replaces the ninja trick gained at 6th level."

I would make the bonus greater in light.

I would remove the penalty in dim light. But that's just my personal opinion of the fluff.

* Concealing Light

"At 12th level, as long as a daikomyo templar has at least 1 lumen point and is within an area of bright light, she gains concealment (20% missed chance in combat) from creatures with darkvision or the ability to see in darkness. "

I'm not understanding this. It seems to be penalizing creatures with darkvision who are not actively using darkvision. Can you explain this in theme/fluff? Some kind of light-sensitivity?

* Hide in the light - I would make this a greater progression of Aura of Light than currently.


Browman wrote:
I am still hoping to see elements of the divine bond to a weapon show up somewhere, perhaps as available tricks?

I agree!!!


Elghinn Lightbringer wrote:
FYI: I just added the Balde Desciple, Blood Chemist, Bloodborn Magus, Bloodborn Warrior, Cabal Bravo, Canticle Knight, and Cleanser of the Faith to the wiki.

Wooohoooooo!!!!! Though the "Balde Desciple" is worrying me. Is it showing? I can wear a hat if that will help... ;P

*Also, how about "Blood Warrior" to distance from "Bloodborn Magus" or vice versa?


#Daikomyo Templar/Shadow's Light
Here's what I've added for "divine bond". Changed the mechanic to work with the lumen pool, and with only a 1 minute duration instead of the 1 min/level like the paladin.

Lumens Pool (Su): At 2nd level, a daikomyo templar gains a pool of lumen points, supernatural energy she can use to accomplish amazing feats. The number of points in the daikomyo templar's lumen pool is equal to 1/2 her daikomyo templar level + her Charisma modifier. As long as she has at least 1 point in her lumen pool, she can maintain a 30–foot aura around her that increases the illumination level in the area (whether from a torch, candle, or spell) by one step; normal light increases to bright light, dim light to normal light, darkness to dim light. If an outsider with the evil subtype, an evil-aligned aberration, or an undead creature is in range of the aura and the light level is "bright light", they are blinded until they move out of the aura's area. At 10th level, the aura's area increases to 60 feet.

By spending 1 point from her lumen pool, a daikomyo templar can heal wounds (her own or those of others) by touch. A daikomyo templar can heal 1d4 hit points of damage for every two daikomyo templar levels she possesses. Using this ability is a standard action, unless the daikomyo templar targets herself, in which case it is a swift action. The daikomyo templar must have one free hand to use this ability. In addition, she can spend 1 point to increase her speed by 20 feet for 1 round. Finally, a daikomyo templar can spend 1 point to make herself glow for 1 minute, allowing her to use the Stealth skill in bright light. While glowing, the daikomyo templar suffers a –10 when using her Stealth in any level of illumination other than "bright light". A daikomyo templar can gain additional powers that consume points from her lumen pool by selecting certain ninja tricks.

At 2nd level, a daikomyo templar can expend 1 point from her lumen pool as a swift action to grant any weapon she is holding a +1 enhancement bonus for 1 minute. At 5th level and every four levels thereafter, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 19th level. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves.

At 5th level, these bonuses can be used to add any of the following weapon properties: axiomatic, brilliant energy, defending, disruption, flaming, flaming burst, holy, keen, merciful, and speed. Adding these properties consumes an amount of bonus equal to the property's base price modifier. These properties are added to any the weapon already has, but duplicates do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. These bonuses and properties are decided when the lumen pool point is spent and cannot be changed until the next time the daikomyo templar uses this ability. These bonuses do not function if the weapon is wielded by anyone other than the daikomyo templar. A daikomyo templar can only enhance one weapon in this way at one time. If he uses this ability again, the first use immediately ends.

The lumen pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive. A daikomyo templar's lumen pool counts as a ki pool for the purpose of qualifying for ninja tricks or feats. If the daikomyo templar possesses levels in another class that grants points to a ki pool, daikomyo templar levels stack with the levels of that class to determine the total number of lumen points in the combined pool, but only one ability score modifier is added to the total. The choice of which score to use is made when the second class ability is gained, and once made, the choice is set. The daikomyo templar can now use lumen points from this pool to power the abilities of every class she possesses that grants a ki pool. This ability otherwise functions as and replaces ki pool.


I am all for the lumen pool addendum


Always with the magus schtick. :P


Oceanshieldwolf wrote:
Always with the magus schtick. :P

if it aint broke ;P


Not broke, just blurry. This is Nin/Pal - okay so there is a ki pool. But that is magus stuff. I'm not at all against the concept. Just saying.


Magus schtick...yup! It's a very adaptable mechanic. But with all the other things she can do, allowing her to gain weapon benefits for 1 minute per level is too much, so I went with the leser version of the magus arcane pool.

As to Aura of Light, Concealing Light, and Hide in the Light, I'm basing much of it off of the Vision and Light section of the Gamemastering section of the d20pfsrd.

Vision and Light:
"In an area of bright light, all characters can see clearly. Some creatures, such as those with light sensitivity and light blindness, take penalties while in areas of bright light. A creature can't use Stealth in an area of bright light unless it is invisible or has cover. Areas of bright light include outside in direct sunshine and inside the area of a daylight spell.

Normal light functions just like bright light, but characters with light sensitivity and light blindness do not take penalties. Areas of normal light include underneath a forest canopy during the day, within 20 feet of a torch, and inside the area of a light spell.

In an area of dim light, a character can see somewhat. Creatures within this area have concealment (20% miss chance in combat) from those without darkvision or the ability to see in darkness. A creature within an area of dim light can make a Stealth check to conceal itself. Areas of dim light include outside at night with a moon in the sky, bright starlight, and the area between 20 and 40 feet from a torch.

In areas of darkness, creatures without darkvision are effectively blinded. In addition to the obvious effects, a blinded creature has a 50% miss chance in combat (all opponents have total concealment), loses any Dexterity bonus to AC, takes a –2 penalty to AC, and takes a –4 penalty on Perception checks that rely on sight and most Strength- and Dexterity-based skill checks. Areas of darkness include an unlit dungeon chamber, most caverns, and outside on a cloudy, moonless night."

All I've done is reverse it for areas of light. Darkvision creatures don't see the Shadow's Light as easily in bright light, again, an extension of the Samurai Jack white ninja thing. Then at a higher level, those with light sensitivity and light blindness have an even harder time seeing them. It's fluff and flavor, but its also well within the light aspect of the MCA we're trying to achieve. Reverse mechanics to achieve our desired end. :D

I'm also wondering if we should alter this a bit?

"While glowing, the daikomyo templar suffers a –10 penalty when using her Stealth in any level of illumination other than "bright light". A daikomyo templar can gain additional powers that consume points from her lumen pool by selecting certain ninja tricks."

Change it to this.

"While glowing, the daikomyo templar suffers a –5 penalty when using her Stealth in dim light, and a -10 penalty in darness. A daikomyo templar can gain additional powers that consume points from her lumen pool by selecting certain ninja tricks."

I don't think he should be penalized if in normal light, but the glowing allows him to use Stealth in bright light, which is a beneft above the normal Stealth skill.

Then, I've slightly tweaked the following. this gives it a good progression from being good at hiding in light to being awesome at hiding in light.

Aura of Light (Su): At 6th level, a daikomyo templar can spend 1 lumen point to create and aura of light equivalent to a light spell. While in effect, she gains a +2 circumstance bonus to her Stealth checks while in normal light, or +4 while in bright light. However, this aura also prevents a daikomyo templar from using Stealth in an area of darkness unless she is invisible or has cover, and increases the penalty for using Stealth in areas of dim light to –10. This ability replaces the ninja trick gained at 6th level.

Concealing Light (Ex): At 12th level, as long as a daikomyo templar has at least 1 lumen point and is within an area of bright light, she gains concealment (20% missed chance in combat) from creatures with darkvision or the ability to see in darkness. In addition, her aura of light bonus when using Stealth in normal light increase to +4 circumstance bonus, and to +6 in areas of bright light. This ability replaces the ninja trick gained at 8th level.

Hide in the Light (Ex): At 18th level, as long as a daikomyo templar has at least 1 lumen point and is within an area of bright light and is within an area of normal or bright light, a daikomyo templar can use the Stealth skill to hide, even while being observed. Her aura of light bonus to Stealth checks when within an area of bright light increases to +8. In addition, she gains total concealment (50% missed chance in combat) from creatures with light sensitivity and light blindness when within an area of bright light. This ability replaces the ninja trick gained at 18th level.


Witht the Eldritch Menagerist (Coterie Witch) out of the way, ext up is Byrds Coven Agent. Should be a quick and easy one.

Coven Agent:

City streets are populated with waifs, urchins, guttersnipes, and the other outcasts of society, each facing a daily life or death struggle to survive. So, when opportunity calls, those of indomitable willpower and unquenchable dreams will often grasp it with a vise-like grip in hopes of something better. Among those few are those who enter the service of a secret cabal or coven of witches of their own free will, enticed by their desire for greater power and influence over those who grind them beneath their heels. Coven agents serve as enforcers, infiltrators, and agents for their patrons. Each coven agent enters a pact with his patrons with a full understanding of their role and expectations. While the reason for entering such a pact is often varied, they receive a variety of boons through this binding contract between the corporeal and incorporeal worlds. Coven agents are free to employ their abilities in any way necessary to fulfill their duty, but are nonetheless bound to the demands of their patrons. With their natural skills of stealth and legerdemain, the coven agent's foremost responsibility is to infiltrate enemy covens and glean their eldritch secrets for their own, while exposing those who have infiltrated their coven. Should a coven agent openly defy her patrons or refuse to uphold her part of the pact, she may find herself on the run from enemy covens or other coven agents seeking to eliminate her on behalf of her patron powers.

Primary: Rogue.
Secondary: Witch.
Alignment: Any.
Hit Dice: d8.

Bonus Skills and Ranks: The coven agent selects three witch skills to add to her class skills in addition to the normal rogue class skills. The coven agent gains a number of ranks at each level equal to 6 + Int modifier.

Weapon and Armor Proficiency: The coven agent is proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. A coven agent is proficient with light armor, but not with shields.

Dire Blade (Su): At 1st level, a coven agent forms a bond with a weapon of her choice. This functions like the wizard's arcane bond class feature, except that a coven agent must commune with her weapon each day to regain her hexes and prepare her patron arcanum, as a witch must commune with her familiar. In addition, a dire blade can be used to cast any one patron arcanum spell that the coven agent is capable of casting, even if the spell is not prepared.

Patron Pact: At 1st level, when a coven agent gains her dire blade, she must also select two patrons and enters into a binding pact with them. She gains both her patron's spells and adds them to her list of patron arcanum spells at the appropriate level.

A patron pact creates a deeper bond between the coven agent and her patrons than other witches. It is through this pact that a coven agent gains her hexes and patron arcanum spells. Although a coven agent may act of her own free will, she is subject to the demands of her patron. A coven agent who willfully defies her patrons, or who violates the strictures of her patrons loses all patron arcanum spells, hexes, and all other witch related class features. A coven agent may not progress any further in levels as a coven agent if she has violated her pact. She regains her abilities and advancement potential if she atones for her violations (see atonement), as appropriate. This ability otherwise functions as the witch's patron ability.

Sneak Attack: This is exactly like the rogue ability of the same name, except that the extra damage is 1d6 at 1st level, and an additional 1d6 damage every four levels thereafter, to a maximum of 5d6 at 17th level.

Rogue Talents: This is exactly like the rogue ability of the same name, except that the dire blade gains a rogue talent at 2nd level and every four levels thereafter.

Sixth Sense (Ex): At 3rd level, a coven agent gains an intuitive sense that protects her from divination effects, giving her a +1 bonus on Will saves made against divination (scrying) spells and spell-like abilities, such as arcane eye, clairaudience/clairvoyance, or scrying. She also gains a +1 dodge bonus to her touch AC against touch spells. These bonuses rise to +2 when the coven agent reaches 6th level, to +3 when she reaches 9th level, to +4 when she reaches 12th level, to +5 at 15th, and to +6 at 18th level. This ability replaces trap sense.

Patron Arcanum (Sp): At 4th level, a coven agent casts arcane spells drawn from her patron arcanum, with a caster level equal to her coven agent level. To cast a spell, a coven agent must have an Intelligence score equal to at least 10 + the spell level. The save DC against a dire blade's spell is 10 + the spell level + the coven agent's Intelligence modifier. Like a witch, a coven agent must commune with her dire blade to prepare her daily allotment of spells. She can prepare any patron spell stored within her dire blade.

A coven agent's selection of patron arcanum spells is also extremely limited. At 4th level, a dire blade can cast 1st-level patron arcanum spells and each subsequent level of spells every four levels thereafter, up to a maximum of 5th-level spells at 20th level.

A coven agent of 4th level gains her 1st-level patron's spells and adds them to her list of 1st-level patron arcanum. A coven agent gains one patron arcanum spell slot for each level of patron arcanum spell she can cast, from 1st on up. Each day, a coven agent can prepare one of the spells from her patron spells in that slot. At 8th level, a coven agent adds her 2nd level patron spells to her list of 2nd-level patron arcanum. At 12th level, a coven agent adds her 3rd level patron spells to her list of 3rd-level patron arcanum. At 16th level, a coven agent adds her 4th level patron spells to her list of 4th-level patron arcanum. At 20th level, a coven agent adds her 5th level patron spells to her list of 5th-level patron arcanum. This ability replaces the rogue talents gained at 4th, 8th, 12th, 16th, and 20th level.

Table: Coven Agent
Base
Class Attack Fort Ref Will
Level Bonus Save Save Save Special

1st +0 +0 +2 +2 Dire blade, patron pact, sneak attack +1d6
2nd +1 +0 +3 +3 Evasion, rogue talent
3rd +2 +1 +3 +3 Hex, sixth sense +1,
4th +3 +1 +4 +4 Patron arcanum (1st), uncanny dodge
5th +3 +1 +4 +4 Sneak attack +2d6
6th +4 +2 +5 +5 Rogue talent, sixth sense +2
7th +5 +2 +5 +5 Hex
8th +6/+1 +2 +6 +6 Improved uncanny dodge, patron arcanum (2nd)
9th +6/+1 +3 +6 +6 Sixth sense +3, sneak attack +3d6
10th +7/+2 +3 +7 +7 Advanced talents, rogue talent
11th +8/+3 +3 +7 +7 Hex
12th +9/+4 +4 +8 +8 Patron arcanum (3rd), sixth sense +4
13th +9/+4 +4 +8 +8 Sneak attack +4d6
14th +10/+5 +4 +9 +9 Rogue talent
15th +11/+6/+1 +5 +9 +9 Hex, sixth sense +5
16th +12/+7/+2 +5 +10 +10 Patron arcanum (4th)
17th +12/+7/+2 +5 +10 +10 Sneak attack +5d6
18th +13/+8/+3 +6 +11 +11 Rogue talent, sixth sense +6
19th +14/+9/+4 +6 +11 +11 Hex
20th +15/+10/+5 +6 +12 +12 Master strike, patron arcanum (5th)


#Coven Agent
Uh, I think when we originally did the PAtron Arcanum ability, we failed to include being able to choose spells from the witch's spells list, other wise all he's got access to is his 2 patron spells, which is insufficient.

So, should we allow her to choose 1 or 2 additional spells from the witch spell list to add to her patron arcanum. That would give her 4 or so spells to choose from to prepare in each patron arcanum spell slot.

How's this?

Patron Arcanum: At 4th level, a coven agent casts arcane spells drawn from her patron arcanum, with a caster level equal to her coven agent level. To cast a spell, a coven agent must have an Intelligence score equal to at least 10 + the spell level. The save DC against a dire blade’s spell is 10 + the spell level + the coven agent’s Intelligence modifier. Like a witch, a coven agent must commune with her dire blade to prepare her daily allotment of spells. She can prepare any patron spell stored within her dire blade.

A coven agent’s selection of patron arcanum spells is also extremely limited. At 4th level, a coven agent can cast 1st-level patron arcanum spells and each subsequent level of spells every four levels thereafter, up to a maximum of 5th-level spells at 20th level.

A coven agent of 4th level gains her 1st-level patron’s spells and adds them to her list of 1st-level patron arcanum. She also chooses four 1st-level spells from the witch spell list and adds them to her list of 1st-level patron arcanum. A coven agent gains one patron arcanum spell slot for each level of patron arcanum spell she can cast, from 1st on up. Each day, a coven agent can prepare one of the spells from her patron spells in that slot. At 8th level, a coven agent adds her 2nd level patron spells and three 2nd-level spells from the witch spell list to her list of 2nd-level patron arcanum. At 12th level, a coven agent adds her 3rd level patron spells and three 3rd-level spells from the witch spell list to her list of 3rd-level patron arcanum. At 16th level, a coven agent adds her 4th level patron spells and two 4th-level spells from the witch spell list to her list of 4th-level patron arcanum. At 20th level, a coven agent adds her 5th level patron spells and two 5th-level spells from the witch spell list to her list of 5th-level patron arcanum. This ability replaces the rogue talents gained at 4th, 8th, 12th, 16th, and 20th level.

OR is the two patron spells per arcanum level sufficient choice for a swap of rogue talents?


Patron spells are a sufficient swap by themselves. It makes patron choice more important as well.


I think only patron spells


I'm good with that. Just wanted to make sure what everyone else thought, balance wise.

Any other comments or issues with Coven Agent?

*I think Toaster is having an identity crisis :D


What do you mean? ;P


Case-in-point...:D


Shadow's Light/Daikomyo Templar
Anything else? Thoughts on the changes above that I made to Aura of Light, Concealing Light, and Hid ein the Light?

Coven Agent
So we'll stay with jsut the patron spells. Anything else? Balanced? Needs a bit more? OP?


busy with school so not really concentrating, back soon


#Concealing Light

If this is intended to let the daikomyo templar hide with respect to creatures with darkvision, that needs to be stated. There is a bit of pseudo-errata on stealth that says that "blur" and similar effects are not enough concealment to hide.


Great idea: a Mechagolem Pilot. Did anyone make a Samurai/Summoner yet? :D


#Concealing Light
It's not meant to allow "hiding" from creatures with darkvision per se. That's why it's only concealment, not the ability to hide from darkvision. Essentially its like someone who can see in the dark, then looks into bright light can'ts see things very well.


Per the original Stealth rules, you can stay hidden if you have concealment and can hide if you have concealment + distraction (at least this is a common interpretation; frankly the Stealth rules suck). But then there was an errata in an unusual place (not quite sure where) that said you cannot use stealth if you merely have a blurry image (taken to be a reference to the Blur spell).

With all this confusion, I think it would be wise if #Concealing Light was described to either allow or not allow using Stealth, and if allowed, a note that it is not hide in plain sight.


Sounds good. I'll make that change.


How's this? Limits it to onlyagainst darkvision and see in dark creatures, and only when concealing light is functioning.

Concealing Light (Ex): At 12th level, as long as a shadow’s light has at least 1 lumen point and is within an area of bright light, she gains concealment (20% missed chance in combat) from creatures with darkvision or the ability to see in darkness. She can use her Stealth skill to hide from creatures with darkvision or the ability to see in the dark by using concealment provided by concealing light. This does not allow the shadow’s light to hide in plain sight. In addition, her aura of light bonus when using Stealth in normal light increase to +4 circumstance bonus, and to +6 in areas of bright light. This ability replaces the ninja trick gained at 8th level.

Don't forget, that the Shadow's Light can still select the Camouflage and Hide In Plain Sight rogue talents via the ninja tricks. So,those are still otpions for them.


Looks like people are busy?

Anything else on Shadow's Light (Daikomyo Templar) or Coven Agent? I'll post the final Shadow's Light later. If nothing else, tomorrow we'll move on from both.


Here's the final Shadow's Light.

SHADOW'S LIGHT:

Primary Class: Ninja.
Secondary Class: Paladin.
Alignment: Any good.
Hit Dice: d8.

Bonus Skills and Ranks: The shadow’s light may select three paladin skills to add to her class skills in addition to the normal ninja class skills. The shadow’s light gains a number of ranks at each level equal to 6 + Int modifier.

Weapon and Armor Proficiency: The shadow’s light is proficient with all simple and martial weapons, plus the kama, katana, kusarigama, nunchaku, sai, shuriken, siangham, and wakizashi. The shadow’s light is proficient with light armor, but not with shields.

Code of Light: The shadow’s light must follow the three pillars of Daikomyo–to guard and protect all light, to never spread darkness, and to maintain the light’s purity. To maintain these pillars, the shadow’s light must never extinguish a source of light (nonmagical or otherwise), unless it would cause harm to the surrounding area, use a spell, ability, or item that was crafted with spells from the darkness subschool, or willingly commit an evil act. For example, a shadow’s light could extinguish a bonfire or flaming sphere spell about to burn a grain field or torch a building, but she could not end a light spell to hide herself from her enemies. If she does so, she loses all class features except proficiencies. She may not progress any further in levels as a shadow’s light. She regains her abilities and advancement potential if she atones for her violations (see atonement), as appropriate.

Detect Evil (Sp): A shadow’s light gains the paladin’s detect evil ability. This ability replaces poison use.

Lumens Pool (Su): At 2nd level, a shadow’s light gains a pool of lumen points, supernatural energy she can use to accomplish amazing feats. The number of points in the shadow’s light’s lumen pool is equal to 1/2 her shadow’s light level + her Charisma modifier. As long as she has at least 1 point in her lumen pool, she can maintain a 30–foot aura around her that increases the illumination level in the area (whether from a torch, candle, or spell) by one step; normal light increases to bright light, dim light to normal light, darkness to dim light. If an outsider with the evil subtype, an evil-aligned aberration, or an undead creature is in range of the aura and the light level is “bright light”, they are blinded until they move out of the aura’s area. At 10th level, the aura’s area increases to 60 feet.

By spending 1 point from her lumen pool, a shadow’s light can heal wounds (her own or those of others) by touch. A shadow’s light can heal 1d4 hit points of damage for every two shadow’s light levels she possesses. Using this ability is a standard action, unless the shadow’s light targets herself, in which case it is a swift action. The shadow’s light must have one free hand to use this ability. In addition, she can spend 1 point to increase her speed by 20 feet for 1 round. Finally, a shadow’s light can spend 1 point to make herself glow for 1 minute, allowing her to use the Stealth skill in bright light. While glowing, the shadow’s light suffers a –10 penalty when using her Stealth in any level of illumination other than “bright light”. A shadow’s light can gain additional powers that consume points from her lumen pool by selecting certain ninja tricks.

At 2nd level, a shadow’s light can expend 1 point from her lumen pool as a swift action to grant any weapon she is holding a +1 enhancement bonus for 1 minute. At 5th level and every four levels thereafter, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 19th level. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves.

At 5th level, these bonuses can be used to add any of the following weapon properties: axiomatic, brilliant energy, defending, disruption, flaming, flaming burst, holy, keen, merciful, and speed. Adding these properties consumes an amount of bonus equal to the property’s base price modifier. These properties are added to any the weapon already has, but duplicates do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. These bonuses and properties are decided when the lumen pool point is spent and cannot be changed until the next time the shadow’s light uses this ability. These bonuses do not function if the weapon is wielded by anyone other than the shadow’s light. A shadow’s light can only enhance one weapon in this way at one time. If he uses this ability again, the first use immediately ends.

The lumen pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive. A shadow’s light’s lumen pool counts as a ki pool for the purpose of qualifying for ninja tricks or feats. If the shadow’s light possesses levels in another class that grants points to a ki pool, shadow’s light levels stack with the levels of that class to determine the total number of lumen points in the combined pool, but only one ability score modifier is added to the total. The choice of which score to use is made when the second class ability is gained, and once made, the choice is set. The shadow’s light can now use lumen points from this pool to power the abilities of every class she possesses that grants a ki pool. This ability otherwise functions as and replaces ki pool.

Purity of Light (Su): At 3rd level, as long as a shadow’s light has at least 1 lumen point, she gains a +1 bonus on all saving throws. This bonus increases by +1 at 6th level and every 3 levels, to a maximum of +6 at 18th level. This ability replaces no trace.

Radiant Mercy (Su): At 5th level, and every six levels thereafter, a shadow’s light can select one mercy. Each mercy adds an effect to the shadow’s light’s lumen pool to healing. Whenever the shadow’s light uses her lumen pool to heal damage to one target, the target also receives the additional effects from all of the mercies possessed by the shadow’s light. When radiant mercy is used, the shadow’s light automatically removes the dazzled effect, while a mercy can remove an additional 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 5th level, the shadow’s light can select from the following initial mercies.
• Fatigued: The target is no longer fatigued.
• Dazed: The target is no longer dazed.
• Shaken: The target is no longer shaken.
• Sickened: The target is no longer sickened.

At 11th level, a shadow’s light adds the following mercies to the list of those that can be selected.
• Blinded: The target is no longer blinded.
• Diseased: The paladin's lay on hands ability also acts as remove disease, using the paladin's level as the caster level.
• Poisoned: The paladin's lay on hands ability also acts as neutralize poison, using the paladin's level as the caster level.
• Staggered: The target is no longer staggered, unless the target is at exactly 0 hit points.

At 17th level, a shadow’s light adds the following mercies to the list of those that can be selected.
• Cursed: The paladin's lay on hands ability also acts as remove curse, using the paladin's level as the caster level.
• Exhausted: The target is no longer exhausted. The paladin must have the fatigue mercy before selecting this mercy.
• Frightened: The target is no longer frightened. The paladin must have the shaken mercy before selecting this mercy.
• Nauseated: The target is no longer nauseated. The paladin must have the sickened mercy before selecting this mercy.

These abilities are cumulative. For example, an 11th-level shadow’s light’s lumen pool heals 6d6 points of damage and removes any dazzled condition, and might also cure fatigued and staggered conditions as well as removing diseases and neutralizing poisons. Once a condition or spell effect is chosen, it can't be changed. This ability replaces sneak attack +3d6, +6d6, and +9d6.

Aura of Light (Su): At 6th level, a shadow’s light can spend 1 lumen point to create and aura of light equivalent to a light spell. While in effect, she gains a +2 circumstance bonus to her Stealth checks while in normal light, or +4 while in bright light. However, this aura also prevents a shadow’s light from using Stealth in an area of darkness unless she is invisible or has cover, and increases the penalty for using Stealth in areas of dim light to –10. This ability replaces the ninja trick gained at 6th level.

Concealing Light (Ex): At 12th level, as long as a shadow’s light has at least 1 lumen point and is within an area of bright light, she gains concealment (20% missed chance in combat) from creatures with darkvision or the ability to see in darkness. She can use her Stealth skill to hide from creatures with darkvision or the ability to see in darkness by using concealment provided by concealing light. This does not allow the shadow’s light to hide in plain sight. In addition, her aura of light bonus when using Stealth in normal light increase to +4 circumstance bonus, and to +6 in areas of bright light. This ability replaces the ninja trick gained at 8th level.

Hide in the Light (Ex): At 18th level, as long as a shadow’s light has at least 1 lumen point and is within an area of bright light and is within an area of normal or bright light, a shadow’s light can use the Stealth skill to hide, even while being observed. Her aura of light bonus to Stealth checks when within an area of bright light increases to +8. In addition, she gains total concealment (50% missed chance in combat) from creatures with light sensitivity and light blindness when within an area of bright light. This ability replaces the ninja trick gained at 18th level.

Eruption of Eternal Light (Su): At 20th level, a shadow’s light may spend all of her lumen points to create a 60–foot burst of light, centered on the shadow’s light. All creatures caught within the burst become blinded for 1 round, and deals 1d6 points of holy damage per lumen point spent to any outsider with the evil subtype, evil aberration, or undead. A successful Will save (DC 10 + 1/2 the shadow’s light’s level + her Charisma modifier) halves the holy damage. This ability replaces hidden master.

Table: Shadow’s light
Base
Class Attack Fort Ref Will
Level Bonus Save Save Save Special

1st +0 +2 +2 +0 Code of light, detect evil, sneak attack +1d6
2nd +1 +3 +3 +0 Lumen pool, ninja trick
3rd +2 +3 +3 +1 Purity of light +1, sneak attack +2d6
4th +3 +4 +4 +1 Ninja trick, uncanny dodge
5th +3 +4 +4 +1 Radiant mercy
6th +4 +5 +5 +2 Aura of light, light steps, purity of light +2
7th +5 +5 +5 +2 Sneak attack +3d6
8th +6/+1 +6 +6 +2 Improved uncanny dodge, ninja trick
9th +6/+1 +6 +6 +3 Purity of light +3, sneak attack +4d6
10th +7/+2 +7 +7 +3 Master tricks, ninja trick
11th +8/+3 +7 +7 +3 Radiant mercy
12th +9/+4 +8 +8 +4 Concealing light, purity of light +4
13th +9/+4 +8 +8 +4 Sneak attack +5d6
14th +10/+5 +9 +9 +4 Ninja trick
15th +11/+6/+1 +9 +9 +5 Purity of light +5, sneak attack +6d6
16th +12/+7/+2 +10 +10 +5 Ninja trick
17th +12/+7/+2 +10 +10 +5 Radiant mercy
18th +13/+8/+3 +11 +11 +6 Hide in the light, purity of light +6
19th +14/+9/+4 +11 +11 +6 Sneak attack +7d6
20th +15/+10/+5 +12 +12 +6 Eruption of eternal light, ninja trick

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