Multiclass Archetypes V: More Ultimate MCAs


Homebrew and House Rules

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@Silent hunter: The +1 would certainly give you a wash while power attacking. I hope you give some consideration to giving up the favored enemy types for a "focused enemy" approach. Spending a full round action to get a dmg bump is very in line with a hunter stalking its prey (whom/whatever that may be) before an attack. It certainly favor ambush tactics and makes it more reliable, but also takes a striker out of combat for a round if he needs to switch focus. Fair trade?


#Silent Hunter
@Byrd: If you mean the "Focused Enemy" ability, like the Woodland Skirmisher Ranger archetype, that's up to Browman. So, either the normal Favored Enemy Strike (with the +1 attack and +1d6 damage per increment) or the Focused Enemy ability(only one favored enemy, but the damage and attack bonus increases like normal, but works only against 1 enemy type)

Re Swap Woodland Stride for Light Steps: Could do, but again, up to Browman.

*BTW: I just realized, with no Favored Terrain, Camouflage and Hide in Plain Sight are also negated, since they rely on a favored terrain. That's an issue. :D

EDIT EDIT: I suppose we COULD just make the Camouflage and Hide in Plain Sight usable always, but only during encounters that include his favored enemies.

Camouflage (Ex): TThis is exactly like the ranger ability of the same name, except that the silent hunter can use the Stealth skill to hide in any terrain, but only during an encounter with a favored enemy, even if the terrain doesn't grant cover or concealment.

Hide in Plain Sight (Ex): This is exactly like the ranger ability of the same name, except that the silent hunter can use the Stealth skill even while being observed, but only during an encounter with a favored enemy.

*Or we can make them "dim light" based versions, which would make them more ninja-ish, like the Shadow Dancer PrC.


I like the +1 to hit, +1d6 damage the other one treds on the instant enemy spell.

I think Camouflage and Hide in plain sight could work with either dim light or favoured enemies. I am fine with whatever the group consensus is on that.

I also feel that light steps would be better for the silent hunter.


I would say dim light is easy for the dm to control and for the players topush to use


I'd say go for the dim light version, it's seems more fitting for a ninja-secondary (.ud say the enemy based camouflage would be a good match for a ranger/inquistor).


I third the dimlight version, because it makes more sense RP-wise.


#Silent Hunter
Then we will go with swap Woodland Stride for Light Steps, and dim light for Camo and HiPS. I'll post the final version in a bit. If Browman's hapy with it, we'll move on to Alfray's/Iorthol's Dimensional Samurai. So, make sure you have it ready.

#Arcane Fist
Anything else on Arcane Fist? Aside from a name change.
We have Mystic Conduit and Mystic Disciple. We also have other MCAs with Mystic in their names, so, we may run into the same problem when using "Arcane"...:D If not we can move on to the next one.

I will be out of commission until Monday, so I'd like to get these two done and out of the way. That way we can get the next new MCA and Wiki MCA posted for people to chew on over the weekend. Things seem to slow down during the weekend anyways.


SILENT HUNTER Final:

Still need a flavor blurp Browman. If possible guys (and girls), starting with a flavor blurp off the start is very helpful for us to twek the MCA appropriately.

Primary Class: Ranger.
Secondary Class: Ninja.
Alignment: Any.
Hit Dice: d10.

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

Weapon and Armor Proficiency: The silent hunter is proficient with all simple and martial weapons, plus the kama, katana, kusarigama, nunchaku, sai, shuriken, siangham, and wakizashi. He is also proficient with light armor and light shields.

Favored Enemy Strike (Ex): This is exactly like the ranger’s favored enemy ability, except that the silent hunter does not gain the normal +2 bonus to his attack and damage rolls against his favored enemies. Instead, he gains a +1 bonus to his attack rolls and deals 1d6 points of extra damage to the enemy. Bonus damage from favored enemy strike is precision damage. Should the silent hunter score a critical hit with a favored enemy strike attack, this precision damage is not multiplied. Ranged attacks count as favored enemy strike attacks only if the target is within 30 feet.

With a weapon that deals nonlethal damage (such as a sap, whip, or unarmed strike), a silent hunter can make a favored enemy strike attack that deals nonlethal damage instead of lethal damage. He cannot use a weapon that deals lethal damage to deal nonlethal damage in a favored enemy strike attack, even with the usual –4 penalty.

The silent hunter must be able to see the target well enough to pick out a vital spot, and must be able to reach this spot. A silent hunter cannot make a favored enemy strike while striking a creature that has concealment.

At 5th level and every five levels thereafter (10th, 15th, and 20th level), the silent hunter may select an additional favored enemy. In addition, at each such interval, the attack bonus and extra damage dealt against any one favored enemy (including the one just selected, if so desired) increases by +1 and 1d6 respectively (up to a maximum of +5 attack bonus and +5d6 precision damage with his 5th favored enemy). If a favored enemy is normally immune to sneak attack or precision damage, it is not immune to the silent hunter’s favored enemy strike damage. A silent hunter that has the sneak attack ability from another class, sneak attack damage from that class stack with his favored enemy strike damage, but only against his favored enemies. Enemies immune to sneak attack or precision damage are immune to sneak attack damage from other classes as normal. This ability otherwise functions as and replaces favored enemy.

Poison Use: At 1st level, a silent hunter gains the ninja’s poison use ability. This ability replaces wild empathy.

Combat Style Feats: This is exactly like the ranger ability of the same name, except that the silent hunter can also choose the poison master combat style, which is restricted to and complements the Silent Hunter archetype.

If the silent hunter selects poison master combat, he can choose one ability from the following list whenever he gains a combat style feat.

Concentrate Poison (Ex): The silent hunter can combine two doses of the same poison to increase their effects. This requires two doses of the poison and 1 minute of concentration. When completed, the silent hunter has one dose of poison. The poison’s frequency is extended by 50% and the save DC increases by +2. This poison must be used within 1 hour of its creation or it is ruined. This is exactly like the alchemist discovery of the same name.

Enhance Poison (Ex): A number of times per day equal to his Intelligence modifier, the silent hunter can increase any poison that deals hit point or ability score damage by one damage die. For example, a poison that deals 1d3 hit point damage can be enhanced to deal 1d4 hit points damage, or one that deals 1 Con damage can be enhanced to deal 1d2 Con damage. Any poison with an effect of unconscious, paralyzed, or confused cannot be enhanced in this manner. If the poison has both a damage and condition effect, only the damage effect can be enhanced.

Extend Poison (Ex): A number of times per day equal to his Intelligence modifier, the silent hunter can double the duration of any poison. For example, a poison with a frequency of 1/round for 6 rounds can be increased to 1/round for 12 rounds.

Master Poisoner (Ex): A silent hunter can use Craft (alchemy) to change the type of a poison. This requires 1 hour of work with an alchemist’s lab and a Craft (alchemy) skill check with a DC equal to the poison’s DC. If successful, the poison’s type changes to contact, ingested, inhaled, or injury. If the check fails, the poison is ruined. The silent hunter also receives a bonus on Craft (alchemy) skill checks when working with poison equal to 1/2 his silent hunter level.
Poison Resistance (Ex): The silent hunter gains a +2 bonus on all saving throws against poison.

At 6th level, a silent hunter adds the following abilities to the list
Improved Poison Resistance (Ex): The silent hunter’s bonus on all saving throws against poison increases to +4. The silent hunter must have the poison resistance ability before selecting this ability.

Merged Poison (Ex): At 5th level, the venom blade can merge two different ingested type poisons into one. When the poisons are ingested, both poisons take effect. The newly merged poison has a save DC two points higher than the poison with highest DC used in the merging. At 8th level, the venom blade can merge two injury type poisons. At 13th level, a venom blade can merge two contact poisons. This ability replaces throw anything.

Poison Conversion (Ex): By spending 1 minute, the silent hunter can convert 1 dose of poison from its current type (contact, ingested, inhaled, or injury) to another type. For example, the silent hunter can convert a dose of Small centipede poison (an injury poison) to an inhaled poison. This process requires an alchemy lab. This is exactly like the alchemist discovery of the same name.

Sticky Poison (Ex): Any poison the silent hunter creates is sticky—when the silent hunter applies it to a weapon, the weapon remains poisoned for a number of strikes equal to the silent hunter’s Intelligence modifier.

At 10th level, a silent hunter adds the following abilities to the list

Malignant Poison (Ex): As a full-round action, the silent hunter can increase the save DC of any poison by 4 and increase its duration by 2 frequency increments (for example, large scorpion venom lasts 8 rounds instead of 6 and drow poison lasts 4 minutes instead of 2).

Additionally, malignant poisons take effect immediately and do not have an onset time. This alchemical change lasts until the poison's extended duration ends or for a number of minutes equal to 1/2 the silent hunter’s level, whichever comes first. After that, the poison reverts back to its original state. This is exactly like the alchemist discovery of the same name.

Poisoned Blood (Ex): The silent hunter’s blood is suffused with poison. Any creature that ingests his blood (bites him, or imbibes or consumes his blood) must make a Fortitude saving throw (DC 10 + 1/2 the silent hunter’s level + the silent hunter’s Constitution modifier) or be sickened for 2d6 rounds. The silent hunter does not suffer the effect of the poison of his own blood. Any creatures that is immune to poison is also unaffected by this ability.

Ninja Tricks: At 3rd level, a silent hunter gains the ninja’s ninja trick ability and gains one ninja trick. He gains one additional ninja trick for every five silent hunter levels attained after 3rd. This ability and master tricks replace favored terrain.

Hunter’s Ki Pool (Su): At 4th level, a silent hunter gains a pool of ki points similar to a ninja’s ki pool that he can use to accomplish amazing feats. The number of points in the hunter’s ki pool is equal to 1/2 his silent hunter level + his Wisdom modifier. As long as he has at least 1 point in his hunter’s ki pool, he treats any Acrobatics any Acrobatics skill check made to jump as if she had a running start. At 10th level, she also reduces the DC of Acrobatics skill checks made to jump by 1/2 (although she still cannot move farther than her speed allows).

By spending 1 point from his hunter’s ki pool, a silent hunter can make one additional favored enemy strike attack at his highest attack bonus against a single favored enemy, but he can do so only when making a full attack. In addition, he can spend 1 point to increase his speed by 20 feet for 1 round. Finally, a silent hunter can spend 1 point from his hunter’s ki pool to give him a +4 insight bonus on Stealth checks against his favored enemies for 1 round. Each of these powers is activated as a swift action. A silent hunter can gain additional powers that consume points from his hunter’s ki pool by selecting certain ninja tricks.

The hunter’s ki pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive. If the silent hunter possesses levels in another class that grants points to a ki pool, silent hunter levels stack with the levels of that class to determine the total number of ki 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 silent hunter can now use ki points from this pool to power the abilities of every class he possesses that grants a ki pool. This ability otherwise functions as the ninja’s ki pool and replaces hunter’s bond.

Light Steps (Ex): At 7th level, a silent hunter gains the ninja’s light steps ability. This ability replaces woodland stride.

Master Tricks: At 13th level, whenever a silent hunter could select a ninja trick, he can choose a master trick instead.

Camouflage (Ex): This is exactly like the ranger ability of the same name, except that the silent hunter must be within an area of dim light, and can use the Stealth skill to hide himself within that area of dim light. He cannot, however, hide in his own shadow.

Hide in Plain Sight (Ex): This is exactly like the ranger ability of the same name, except that the silent hunter can use the Stealth skill even while being observed, but only as long as he is within 10 feet of an area of dim light. He cannot, however, hide in his own shadow.

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

1st +1 +2 +2 +0 1st favored enemy strike, poison use, track — — — —
2nd +2 +3 +3 +0 Combat style feat — — — —
3rd +3 +3 +3 +1 Endurance, ninja trick — — — —
4th +4 +4 +4 +1 Hunter’s ki pool 0 — — —
5th +5 +4 +4 +1 2nd favored enemy strike 1 — — —
6th +6/+1 +5 +5 +2 Combat style feat 1 — — —
7th +7/+2 +5 +5 +2 Light steps 1 0 — —
8th +8/+3 +6 +6 +2 Ninja trick, swift tracker 1 1 — —
9th +9/+4 +6 +6 +3 Evasion 2 1 — —
10th +10/+5 +7 +7 +3 3rd favored enemy strike, combat style feat 2 1 0 —
11th +11/+6/+1 +7 +7 +3 Quarry 2 1 1 —
12th +12/+7/+2 +8 +8 +4 Camouflage 2 2 1 —
13th +13/+8/+3 +8 +8 +4 Master tricks, ninja trick 3 2 1 0
14th +14/+9/+4 +9 +9 +4 Combat style feat 3 2 1 1
15th +15/+10/+5 +9 +9 +5 4th favored enemy strike 3 2 2 1
16th +16/+11/+7/+2 +10 +10 +5 Improved evasion 3 3 2 1
17th +17/+12/+7/+2 +10 +10 +5 Hide in plain sight 4 3 2 1
18th +18/+13/+8/+3 +11 +11 +6 Combat style feat, ninja trick 4 3 2 2
19th +19/+14/+9/+4 +11 +11 +6 Improved quarry 4 3 3 2
20th +20/+15/+10/+5 +12 +12 +6 5th favored enemy strike, master hunter 4 4 3 3


thesaurus DM second best tool

Esoteric:understood by or meant for only the select few who have special knowledge or interest; recondite

Esoteric Disciple might even be a better fit


Looks good

A silent hunter is normally trained by an older silent hunter who mentors him in the ways of silence and blood, shadow and steel. Often the first sign that one is being tracked my a silent hunter is the deathcry of one's comrade.


#Arcane Fist, just a thought, but couldn't this get an even more insane ac than my early draft Insightful Mind? In fact it's even more agravated by the fact that it can buff it's ac while attacking.


#Arcane Fist
@Toaster - With one big difference, the Arcane Fist is a Magus primary and Monk secondary, and doesn't have access to the same spells as a wizard. He gets shield, but no mage armor. Not sure what other spells he gets. Remember, the magus spel list is designed with the idea that the caster is wearing armor (eventually up to heavy) so there aren't many AC boosting spells, since ther magus can be a heavily armored caster. Its all about the list. Of course, soemone else could cast stuff on him I suppose.

Anyone else have issues with using the normal Monk AC ability?


Elghinn Lightbringer wrote:

#Arcane Fist

@Toaster - With one big difference, the Arcane Fist is a Magus primary and Monk secondary, and doesn't have access to the same spells as a wizard. He gets shield, but no mage armor. Not sure what other spells he gets. Remember, the magus spel list is designed with the idea that the caster is wearing armor (eventually up to heavy) so there aren't many AC boosting spells, since ther magus can be a heavily armored caster. Its all about the list. Of course, soemone else could cast stuff on him I suppose.

Anyone else have issues with using the normal Monk AC ability?

The insightful mind had a specialized spell list by the time the ac problem was brought up and mage armor wasn't on their list. This is the math you provided that convinced me it could be problematic.

Elghinn Lightbringer wrote:
think I'd be fine with armor bonus to AC (mage armor) start at 3 and +1 at 4th and every 4 levels. Still allows for a +5 ring, natural armor amulet, and even better bracers of armor, since whichever one is higher would supercede the other (his bonus vs. the item's bonus). Does he get He also has a shield spell too. So +8 armor, +5 ring, +5 Dex, +5 nat AC amulet, +4 shield spell = 27 + 10 base = AC 37 say at 20th. Pretty decent for a hybrid caster without armor.

this guy gets his full stat to AC from the get go, and additional boosts besides.


#ARcane Fist
Hmm, yup, those are my calculations. Well, I don;t want to necessarily use the same mechanic as another MCA. But if we have to, we can.

Options:
Use th Monk's AC mechanics but either
1) grant just the +1 AC to +5 AC bonus, without the Wis modifier (max +5 at 20th).

or

2) grant just his Wis mod without the incremental +1 to +5. (Max +8 at 20th if he has a 27 Wis).

Now consider this is a magus primary monk secondary, not a monk primary like the Insightful mind, so maybe just granting the +1 to+ 5 is most suitable.

So that's +5 from AC bonus, +8 armor (+8 bracers), +5 ring, +5 Dex, +5 nat AC amulet, +4 shield spell = 32 + 10 base = AC 42 at 20th.

Normal Monks: +8 and +5 from AC bonus (with 27 Wis), +8 armor (bracers), +5 ring, +5 Dex, +5 nat AC amulet = 36 + 10 base = 46 at 20th.

Insightful Mind (Monk/Wizard): +8 armor (arcane defense), +5 ring, +5 Dex, +5 nat AC amulet, +4 shield spell = 27 + 10 base = AC 37 at 20th.

Thoughts?

Or should we just go with the Insightful Mind's Arcane Defense ability? Almost think we should give Insightful Mind just the +1 to +5 bonus, as it's a monk primary, but I suppose they are casting both the same level of spells (hybrid caster), so they should have the same armor benefits. If one was a 1/2 caster, I could see the +1 to +5 bonus only, since the spells would be imited and more would be riding on the monk abilties.

As a hybrd caster, we shoudl probaly match what we did with the Insightful Mind, even if he is getting diminished spellcasting.


#Arcane Fist
OK, I'm making an executive decision so we can move on and giving the Arcane Fist the Arcane Defense ability the same as the Insightful Mind. We'll look into the names too.

I'll post the next wiki MCA in a bit.

#Silent Hunter
We'll call it done. Looks like Browman is happy with it.

@Alfray
You can post your Dimensional Samurai MCA.


Here's the next Wiki MCA. It's pretty simple, so it may not take long. This one was Raider's concept. We'll include the Spells Known Table in the official release.

ARCANE STRIKER:

Primary Class: Sorcerer.
Secondary Class: Monk.
Alignment: Any lawful.
Hit Dice: d8.

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

Weapon and Armor Proficiency: The arcane striker is proficient with brass knuckles*, cestus*, club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shortspear, short sword, shuriken, siangham, sling, spear, and temple sword*. The arcane striker is not proficient with any armor or shields. When wearing armor, using a shield, or carrying a medium or heavy load, an arcane striker loses her monk training and arcane flurry abilities, and incurs a chance of arcane spell failure if the spell in question has a somatic component. (*Advanced Player’s Guide)

Diminished Spellcasting: The arcane striker casts arcane spells drawn from the sorcerer/wizards spell list, and both gains and knows one fewer spell of each spell level per day. If this reduces the number to 0 (minimum 1 for spells known), she may cast spells of that level only if her Charisma allows bonus spells of that level. She otherwise casts spells as a sorcerer of equal level.

Arcane Flurry (Su): By expending a spell slot of at least first level as a swift action, the arcane striker may make an immediate melee attack. This attack and all others made before the arcane striker's next turn gain a bonus to attack rolls equal to the spell's level.

Bloodline: This is exactly like the sorcerer ability of the same name, except that the arcane striker gains his bloodline powers on increment later than usual (her first bloodline power at 3rd level, her second bloodline power at 9th level, and so on).

Monk Training: An arcane striker has been training in the monk’s martial arts techniques, either from the master of a monastery, or other similar source. She gains the monk’s unarmed strike and fast movement abilities. At 1st level, her unarmed strike damage is 1d6. This increases to 2d6 at 12th level. In addition, while utilizing her unarmed strike to deliver a touch spell, she deals an additional amount of damage equal to twice that spell's level. This ability replaces bloodline spells.

Stunning Fist (Ex): An arcane striker is treated as a monk for the purposes of determining the effects and uses per day of feats like Stunning Fist, and gains the feat at 1st level. This ability replaces cantrips, but gains detect magic and read magic and adds them to her spells known as 1st–level spells.

Bonus Feats: At 7th level and every six levels thereafter, an arcane striker receives one bonus feat from the monk list or those listed as her bloodline feat. Alternatively, she may instead the monk’s evasion ability in place of a bonus feat, and may also gain improved evasion when she gains a subsequent bonus feat.

Table: Arcane Striker
Base
Class Attack Fort Ref Will Spells per Day
Level Bonus Save Save Save Special 1st 2nd 3rd 4th 5th 6th 7th 8th 9th

1st +0 +0 +2 +2 Arcane flurry, diminished spellcasting 2 — — — — — — — —
eschew material, monk training, stunning fist
2nd +1 +0 +3 +3 3 — — — — — — — —
3rd +1 +1 +3 +3 Bloodline power 4 — — — — — — — —
4th +2 +1 +4 +4 5 2 — — — — — — —
5th +2 +1 +4 +4 5 3 — — — — — — —
6th +3 +2 +5 +5 5 4 2 — — — — — —
7th +3 +2 +5 +5 Bonus feat 5 5 3 — — — — — —
8th +4 +2 +6 +6 5 5 4 2 — — — — —
9th +4 +3 +6 +6 Bloodline power 5 5 5 3 — — — — —
10th +5 +3 +7 +7 5 5 5 4 2 — — — —
11th +5 +3 +7 +7 5 5 5 5 3 — — — —
12th +6/+1 +4 +8 +8 5 5 5 5 4 2 — — —
13th +6/+1 +4 +8 +8 Bonus feat 5 5 5 5 5 3 — — —
14th +7/+2 +4 +9 +9 5 5 5 5 5 4 2 — —
15th +7/+2 +5 +9 +9 Bloodline power 5 5 5 5 5 5 3 — —
16th +8/+3 +5 +10 +10 5 5 5 5 5 5 4 2 —
17th +8/+3 +5 +10 +10 5 5 5 5 5 5 5 3 —
18th +9/+4 +6 +11 +11 5 5 5 5 5 5 5 4 2
19th +9/+4 +6 +11 +11 Bonus feat 5 5 5 5 5 5 5 5 3
20th +10/+5 +6 +12 +12 Bloodline power 5 5 5 5 5 5 5 5 5


@arcane striker looks pretty straightforward.


That's what I thought.

Shall we move to the next? Or does anyone have an issue with anything presented?


ya nothing to ground breaking and it looks good to go
name to throw out there "Sorcerous Scrapper"


the arcane striker looks like a good combination of sorcerer and monk. I feel like since he has diminished spellcasting he should get something other than the occasional bloodline power or bonus feat at higher levels. Maybe pull some of the monk abilities that are more roleplaying than combat in nature like the slowed aging?


at like level 11 or 17 adding some flavor never hurts


Yeah, there really doesn't seem to be any swaps for the loss of spells for diminished spellcasting.

How about gaining Purity of Body (5th), Diamond Body (11th), and Timeless Body (17th) for diminished spellcasting? Nothing offensive, just defensive.


@Alfray
You can post your Dimensional Samurai Whenever you get the chance.

I know there wasn't much said on the Arcane Striker, other than adding in abilities for lost spells due to diminished spellcasting, but I think we'll move on to the next Wiki MCA.I think we'll keep Arcane Striker as a name though.

I will be adding the three abilities in as I stated in place of those lost spells. If anyone has an issue, let me know and I'll make adjustments once I'm back with you again.

For now, here's the next wiki MCA. This one could use a name change too.

ARCANE VESSEL:

The arcane vessel is tasked with using the divine gifts granted to him from birth along with martial prowess to strike deadly, magic-infused blows against his enemies. He is infused with raw arcane energy and must expel it into his enemies often, or risk losing his mind to the insane visions caused by his innate power.

Primary Class: Magus.
Secondary Class: Oracle.
Alignment: Any.
Hit Dice: d8.

Bonus Skills and Ranks: Arcane vessels may select three skills from either the oracle class skills or those listed under the description of her Mystery and add them to her class skills, in addition to the normal magus class skills. The arcane vessel gains a number or ranks at each level equal to 2 + Int modifier.

Weapon and Armor Proficiency: Arcane vessels are proficient with all simple and martial weapons, with light armor, but not with shields. She can cast her spells while wearing light armor with no penalty, but incurs the standard arcane failure chance penalties for casting in medium or heavy armor or if wielding a shield.

Spellcasting: An arcane vessel casts prepared spells drawn from the magus spell list, and in addition can cast any of her mystery spells spontaneously as a magus spell of the same level (see description in the mystery ability above). Other than the bonus spell slots granted by her mystery spells, she follows the spellcasting progression as shown on Table: Arcane Vessel. She incurs arcane spell failure when wearing medium or heavy armor, or when wielding any type of shield.

Mystery: At 1st level, an arcane vessel chooses one oracle mystery. Once made, this choice cannot be changed. Beginning at 2nd level, she adds a mystery spell to her spell list. At 4th level and every four levels after, she adds another mystery spell to her spell list, up to and including her 6th-level mystery spell at 20th, and she gains a bonus spell slot for each of these spells which can only be used for a mystery spell (although she may sacrifice a higher level bonus spell slot to cast a lower-level mystery spell). These spells are cast spontaneously without preparing them before hand, but otherwise act as magus spells of the same level. In addition, the arcane vessel does not add all of her chosen mystery skills to her class skill list, as described above. This ability replaces spell recall, improved spell recall.

Oracle's Curse (Ex): An arcane vessel is constantly afflicted with strange visions caused by the pure arcane energy that fills her, and these cause her to act strangely during and outside of battle. At 1st level, she must choose the insane visions oracle's curse, as described hereafter. This works exactly like the oracle ability of the same name, but her effective oracle level is equal to her arcane vessel level for determining any level-dependent effects.

Insane Visions – The arcane vessel’s mind is cluttered by visions that distract her and inhibit her interactions with others, but these visions give her some defense against others trying to attack her mind. The arcane vessel can never take a 10 or 20 on a skill check. The arcane vessel also suffers a -4 penalty on all Concentration checks and a -2 penalty on Diplomacy checks due to her lack of attention during conversations. At 5th level, as the arcane vessel begins to learn to relegate her attention better, the penalty to Concentration checks becomes -2, and she gains a +2 bonus to saving throws against mind-affecting effects. At level 10, her bonus to saving throws against mind-affecting effects increases to +4. At level 15, that bonus increases to +6. At level 20, she is immune to mind-affecting effects.

Revelations: Beginning at 1st level, an arcane vessel may select one revelation associated with her chosen mystery. Unless otherwise noted, the DC to save against a given revelation is 10 + 1/2 the arcane vessel level + the arcane vessel's Charisma modifier. Levels in the oracle class stack with this ability when determining the required level for a revelation and any save DCs associated with it. The arcane vessel may choose an additional revelation in place of a magus arcana at each such interval.

Arcane Visions (Su): At 4th level, the arcane vessel begins to tolerate, and even comprehend the insane visions that raw magic constantly assails her with, and can begin to turn them on other magic users. As an immediate action, whenever an arcane vessel is targeted with a spell or spell-like ability by an opponent (even as part of an area effect), part of the spell's magic is rebounded onto the caster. The caster must make a Will save (DC 10 + 1/2 arcane vessel’s level + the arcane vessel’s Charisma modifier) or be stricken with the arcane vessel's insane visions and dazed for 1 round as they try to sort out the confusing images assailing their mind. This ability can be used a number of times per day equal to 3 + the arcane vessel’s Charisma modifier. This ability replaces bonus feat at 5th level.

Improved Arcane Visions (Su): At 11th level, if an opponent fails to save against the effect of the arcane vessel’s arcane visions ability, the opponent is instead confused for 1d4 rounds. This ability replaces bonus feat at 11th level.

Greater Arcane Visions (Su): At 17th level, the arcane vessel can choose to target a number of creatures up to her Charisma modifier within a 30-foot radius, and centered on the caster of the spell which targeted her. Each creature within the 30-foot radius, including the caster upon whom it is centered, must make a Will save or be afflicted with arcane visions. The save DC is equal to 10 + 1/2 arcane vessel’s level + the arcane vessel’s Charisma modifier for a single creature. This DC is lowered by 1 for each additional creature targeted, up to the maximum number of creatures this ability can affect. This ability replaces bonus feat at 17th level.

Divine Spell Access (Su): At 19th level, an arcane vessel is so in tune with the arcane forces that empower her that deities of magic begin to show their favor by granting her small boons. She learns two spells each of 0–level to 5th–level (for a total of 12 spells) from the cleric spell list and adds them to her spellbook. These spells are cast as magus spells and can be cast using either her daily spell slots or the arcane vessel’s bonus slots from her mystery spells. The arcane vessel may not learn or cast any spells which are opposed to her alignment (for example, a Neutral Good arcane vessel may cast spells from the cleric spell list with either the Chaotic or Lawful descriptor, but not the Evil descriptor). If her alignment changes, she loses access to those spells opposed to her new alignment. This ability replaces Greater Spell Access.

Magus Arcana: The following magus arcana complement the arcane vessel archetype: concentrate, dispelling strike, empowered magic, maximized magic, quickened magic, reflection, silent magic, and still magic.
Mysteries: The following mysteries complement the arcane vessel archetype: battle, lore, metal, and wind.

Revelations: The arcane vessel adds the following revelations to those normally available through her chosen mystery:

Dance of the Blades (Ex): Your base speed increases by 10 feet. At 7th level, you gain a +1 bonus on attack rolls with a metal weapon in any round in which you move at least 10 feet. This bonus increases by +1 at 11th level, and every four levels thereafter. At 11th level, as a move action, you can maneuver your weapon to create a shield of whirling steel around yourself until the start of your next turn; non-incorporeal melee and ranged attacks against you have a 20% miss chance while the shield is active. You must be wielding a metal weapon to use this ability.

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

1st +0 +2 +0 +2 Arcane pool, cantrips, mystery, oracle’s 3 1 — — — — —
curse (insane visions), spell combat, revelation
2nd +1 +3 +0 +3 Mystery spell, spellstrike 4 2 — — — — —
3rd +2 +3 +1 +3 Magus arcana 4 3 — — — — —
4th +3 +4 +1 +4 Mystery spell 4 3 1 — — — —
5th +3 +4 +1 +4 Arcane visions 4 4 2 — — — —
6th +4 +5 +2 +5 Magus arcana 5 4 3 — — — —
7th +5 +5 +2 +5 Knowledge pool, medium armor 5 4 3 1 — — —
8th +6/+1 +6 +2 +6 Improved spell combat, mystery spell 5 4 4 2 — — —
9th +6/+1 +6 +3 +6 Magus arcana 5 5 4 3 — — —
10th +7/+2 +7 +3 +7 Fighter training 5 5 4 3 1 — —
11th +8/+3 +7 +3 +7 Improved arcane visions 5 5 4 4 2 — —
12th +9/+4 +8 +4 +8 Magus arcana, mystery spell 5 5 5 4 3 — —
13th +9/+4 +8 +4 +8 Heavy armor 5 5 5 4 3 1 —
14th +10/+5 +9 +4 +9 Greater spell combat 5 5 5 4 4 2 —
15th +11/+6/+1 +9 +5 +9 Magus arcana 5 5 5 5 4 3 —
16th +12/+7/+2 +10 +5 +10 Counterstrike, mystery spell 5 5 5 5 4 3 1
17th +12/+7/+2 +10 +5 +10 Greater arcane visions 5 5 5 5 4 4 2
18th +13/+8/+3 +11 +6 +11 Magus arcana 5 5 5 5 5 4 3
19th +14/+9/+4 +11 +6 +11 Divine spell access 5 5 5 5 5 5 4
20th +15/+10/+5 +12 +6 +12 Mystery spell, true magus 5 5 5 5 5 5 5

Alright! Peace Out. I'll be back online in a few days. I'll leave OSW to monitor things 'til then.


ya i would say that's worth it i had assume that he had one step up on BAB


Alrighty! Herding cats time!!! ;p


Spellsword Seer, Arcane Prophet, Divine Arcanist, Mageblooded Seer?


Right I'm just going to post the MCAs while grabbing breakfast and I'll post my thoughts on the Arcane Vessel when I get a free moment at work today. The general theme of these is that Iorthol and I were discussing a Samurai/Wizard MCA based off the Dimensional Agility feat tree, the wizard's Conjuration (Teleportation) school abilities and generally being a lightly armoured, fast striking warrior.

I'm generally happy for people to rip these ideas to shreds and mix and match abilities from the two MCAs to create a better one, hopefully Iorthol will show up to give his input.

Alfray's Dimensional Samurai:

In certain schools of training, the art of the samurai is augmented with training in the arcane arts. Through this specialized training, the samurai’s sharp mind for magic grants him the ability to teleport and magically increase the speed of his movements.

Primary Class: Samurai.
Secondary Class: Wizard.
Alignment: Any.
Hit Dice: d10.

Weapon and Armor Proficiency: A dimensional samurai is proficient with all simple and martial weapons, plus the katana, naginata, and wakizashi. A dimensional samurai is also proficient with light armor.

Shunpo (Su): At 1st level, a dimensional samurai gains the ability to teleport to a nearby space as a swift action as if using dimension door. This movement does not provoke an attack of opportunity. He must have line of effect to his destination. This ability only functions when he is wearing light armor or no armor, and carrying a light load. He cannot take other creatures with him when he uses this ability. He can move 5 feet for every two dimensional samurai levels he possess (minimum 5 feet). He can use this ability a number of times per day equal to 3 + his Intelligence modifier.

Because this special training is comprised of mentally trained arcane magic, an inazuma heishi must meditate and prepare his mind during a 1 hour long ritual after an amount of rest sufficient for an arcane spellcaster to refresh their spells, in order to regain their daily usage of his class abilities. This ability, dimensional style and medium armor replace mount.

Dimensional Style (Ex): At 1st level, a dimensional samurai gains dimensional agility as a bonus feat. In addition he may use his shunpo ability as dimension door for the purposes of the dimensional agility feat tree.

Quick to Act (Ex): At 5th level, a dimensional samurai gains a +1 bonus on initiative checks. This bonus increases by +1 at 8th level and every three levels thereafter to a maximum bonus of +6 at 20th level.This replaces banner.

Bonus Feat: A dimensional samurai adds any feats that have dimensional agility as a prerequisite to the list of feats he may select as a bonus feat at 6th, 12th and 18th level. This modifies bonus feats.

Medium Armor (Ex): At 7th level, a dimensional samurai gains proficiency with medium armor. In addition any of his dimensional samurai or order ability that would only function while the dimensional samurai is wearing light armor can now function when he is wearing medium armor.

Dimensional Steps (Sp): At 8th level, a dimensional samurai gains the ability to teleport up to 30 feet per dimensional samurai level per day as a standard action. This teleportation must be used in 5-foot increments and such movement does not provoke an attack of opportunity. You can bring other willing creatures with you, but you must expend an equal amount of distance for each additional creature brought with you. This ability replaces mounted archer.

Shunpo Strike (Su): At 11th level, when dimensional samurai makes an attack against the target of his challenge, he may, as an immediate action, expend a use of his shunpo ability to teleport the target of his challenge up to the maximum distance allowed by his shunpo ability. A successful Will Save (DC 10 + 1/2 dimensional samurai’s level + Int modifier) negates this effect, but the use of shunpo is still expended.This replaces honorable stand.

Dimensional Stride (Sp): At 12th level, a dimensional samurai may use his dimensional steps ability as a move action. This replaces demanding challenge.

Dimensional Rally (Sp): At 14th level, when a dimensional samurai uses his dimensional steps ability he may bring a number of willing creatures, up to his Intelligence modifier, with him without expending any additional movement. A willing creature may only be teleported with this ability once per combat. This replaces greater banner.

Dimensional Warrior (Su): At 20th level, a dimensional samurai, can once per day, as a full-round action; use the full attack action two times in succession against the target of your challenge. He must take the first full attack as normal. Once these attacks are resolved, he can then take another full attack action. He must resolve these actions separately. He cannot combine the attacks provided by both actions as you wish. Instead, he must take them separately and in order as normal for a full attack. These full attacks may be combined with the dimensional dervish feat as normal. If the target of his challenge is killed before both full attacks are resolved, the dimensional samurai may challenge another target as a free action, however the dimensional samurai may only regain resolve for the first challenged foe he defeats from using this ability.

Base Fort Ref Will
Level Attack Bonus Save Save Save Special

1st +1 +2 +0 +0 Challenge 1/day, dimensional style, order, resolve, shunpo
2nd +2 +3 +0 +0 Order ability
3rd +3 +3 +1 +1 Weapon expertise
4th +4 +4 +1 +1 Challenge 2/day
5th +5 +4 +1 +1 Quick to act +1
6th +6/+1 +5 +2 +2 Bonus feat
7th +7/+2 +5 +2 +2 Challenge 3/day, medium armor
8th +8/+3 +6 +2 +2 Dimensional steps, order ability, quick to act +2
9th +9/+4 +6 +3 +3 Greater resolve
10th +10/+5 +7 +3 +3 Challenge 4/day
11th +11/+6/+1 +7 +3 +3 Quick to act +3, shunpo strike
12th +12/+7/+2 +8 +4 +4 Bonus feat, dimensional stride
13th +13/+8/+3 +8 +4 +4 Challenge 5/day
14th+14/+9/+4 +9 +4 +4 Dimensional rally, quick to act +4
15th +15/+10/+5 +9 +5 +5 Order ability
16th +16/+11/+6/+1 +10 +5 +5 Challenge 6/day
17th +17/+12/+7/+2 +10 +5 +5 True resolve, quick to act +5
18th +18/+13/+8/+3 +11 +6 +6 Bonus feat
19th +19/+14/+9/+4 +11 +6 +6 Challenge 7/day
20th +20/+15/+10/+5 +12 +6 +6 Dimensional warrior, quick to act +6

Alfray's Dimensional Samurai Feats:

Extra Shunpo
You can use your shundo ability more times per day than most.
Prerequisites: Shunpo class feature.
Benefit: You may use your shunpo ability an additional two times per day.
Special: You can take this feat multiple times, its benefits stack.

Shunpo Training
You continue your shunpo training as you explore different skills.
Prerequisites: Shunpo class feature.
Benefit: The maximum distance you may teleport using your shunpo class feature is calculated as though your class were 4 levels higher, to a maximum effective dimensional samurai level equal to your character level.

Improved Shunpo
You can teleport greater distances than most.
Prerequisites: Shunpo class feature, shunpo strike class feature.
Benefit: Your shunpo ability now allows you to travel 5 feet for every dimensional samurai level.

Iorthol's Inazuma Heishi:

In certain schools of training, the art of the samurai is augmented with training in the arcane arts. Through this specialized training, the samurai’s sharp mind for magic grants him the ability to teleport and magically increase the speed of his movements.

Primary Class: Samurai.
Secondary Class: Wizard.
Alignment: Any.
Hit Dice: d10.

Bonus Skills and Ranks: The inazuma heishi may select three wizard skills to add to his class skills in addition to the normal samurai class skills. The inazuma heishi gains a number of ranks at each level equal to 4 + Int modifier.

Weapon and Armor Proficiency: An inazuma heishi is proficient with all simple and martial weapons, plus the katana, naginata, and wakizashi. An inazuma heishi is also proficient with light armor.

Order: This is exactly like the samurai’s ability of the same name, except that the inazuma heishi may choose the Order of the Thunder Strike in addition to any other samurai order.

Skirmishing Strike (Ex): This functions exactly like the Challenge Samurai ability, except that the damage bonus from Challenge is reduced by half (minimum 1) unless the inazuma heishi has moved at least 10ft on his turn. If he has moved at least 10ft on his turn, the damage bonus from Challenge increases by +1 on the first attack each round, and this bonus improves by an additional +1 at 5th level and every 4 levels thereafter, to a total of +5 at 17th level.

Flash Step (Su): At 1st level, an inazuma heishi gains the ability to teleport to a nearby space as a swift action as if using dimension door. This movement does not provoke an attack of opportunity. He must have line of sight to his destination. This ability only functions when he is wearing light armor or no armor, and carrying a light load. He cannot take other creatures with him when he uses this ability. He can move 5 feet for every two inazuma heishi levels he possess (minimum 5 feet). He can use this ability a number of times per day equal to ½ his inazuma heishi level + his Intelligence modifier.

Because this special training is comprised of mentally trained arcane magic, an inazuma heishi must meditate and prepare his mind during a 1 hour long ritual after an amount of rest sufficient for an arcane spellcaster to refresh their spells, in order to regain their daily usage of Resolve, Flash Step, Lightning Moves, Dimensional Steps, and Legendary Iaijutsu.

Dimensional Agility (Ex): At 1st level, an inazuma heishi gains dimensional agility as a bonus feat. In addition he may use his flash step ability as dimension door for the purposes of the dimensional agility feat tree, but using Flash Step in this way requires a move action rather than a swift action to activate.
This ability and Flash Step replace Mount.

Iaijutsu Training (Ex): At 3rd level, an inazuma heishi gains an unparalleled expertise with his chosen weapons in regard to swift opening strikes. At 3rd level, the samurai selects either the katana, naginata, or wakizashi. The samurai can draw the selected weapon as a free action as if he had the Quick Draw feat. In addition, if his sword is sheathed at the beginning of his turn, after he has declared a Challenge but before he has attacked the target of his challenge for the first time, he may, as a full round action, use Flash Step, draw his weapon, and attack the target of his challenge (Assuming they are within reach of Flash Step), the target of this attack is flat footed.
This ability replaces Weapon Expertise.

Lightning Moves (Sp): At 5th level, as a free action, an inazuma heishi may act as though affected by a haste spell for up a number of rounds per day equal to his inazuma heishi level. He is staggered for 1 round after benefiting from Lightning Moves, and cannot use Lightning Moves while staggered. His caster level for the purpose of this ability is equal to his inazuma heishi level.
This replaces Banner.

Dimensional Assault: At 6th level an inazuma heishi gains the Dimensional Assault feat as a bonus feat or he selects a samurai bonus feat.

Dimensional Steps (Sp): At 8th level, an inazuma heishi gains the ability to teleport up to 30 feet per inazuma heishi level per day as a standard action. This teleportation must be used in 5-foot increments and such movement does not provoke an attack of opportunity. You can bring other willing creatures with you, but you must expend an equal amount of distance for each additional creature brought with you.
This ability replaces Mounted Archer.

Enduring Moves (Su): At 9th level, an inazuma heishi gains the Endurance feat as a bonus feat. Additionally he is fatigued for 1 round instead of staggered after each use of Lightning Moves, but he cannot use Lightning Moves while staggered from this effect.
This ability replaces Greater Resolve.

Faster Than Lightning (Sp): At 11th level, an inazuma heishi may spend 1 resolve to improve the haste effect granted by Lightning Moves in the following way. The movement speed enhancement improves to +50 or twice his normal movement, he gains a second extra attack at a -5 penalty to hit, his bonuses to hit, AC, and reflex saves each improve by +1. He becomes staggered for 1 round and fatigued for 1 round after using Faster Than Lightning, unless he spends an additional resolve to remain Faster Than Lightning, and can continue to do so, however each round spent Faster Than Lightning increases the duration of the staggered and fatigued conditions by an round each, for example, 3 rounds spent Faster Than Lightning results in 3 rounds spent staggered and then 3 rounds spent fatigued.
This ability replaces Honorable Stand.

Dimensional Dervish: At 12th level an inazuma heishi gains the Dimensional Dervish feat as a bonus feat or he selects a samurai bonus feat.

Storm of Speed (Sp): At 14th level, whenever an inazuma heishi uses Lightning Moves or Faster Than Lightning, each ally within 30ft gains one of the following effects for 1 round:
*+20ft enhancement bonus to movement speed.
*1 addional attack at full attack bonus during a full round attack.
*+1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves.
This ability replaces Greater Banner.

Temporal Escape (Sp): At 17th level, an inazuma heishi can spend uses of his resolve to dodge death, reactively teleporting to relative safety. If an attack would deal enough damage to kill him and he has at least two uses of his resolve remaining, he can spend all of his remaining resolve to potentially dodge a lethal blow. The damage is reduced by half, and he uses Flash Step as an immediate action if the damage does not actually kill him. He may still use Flash Step as part of this ability even if he is unconscious and dying. This ability has no effect on abilities that kill without dealing damage. This ability replaces True Resolve

Dimensional Style: At 18th level an inazuma heishi gains the Dimensional Maneuvers feat or Dimensional Savant feat as a bonus feat or he selects a samurai bonus feat.

Legendary Iaijutsu (Su): At 20th level, an inazuma heishi may, as a special full round action once per day if his weapon is sheathed at the start of his turn, cast Greater Teleport as a spell-like ability, draw his weapons and make a single attack against the target of his challenge (Who he may target after casting Greater Teleport). If this attack hits, he rolls damage as normal and adds an additional 20d6 damage. This attack can only be made with the weapon selected from his Iaijutsu Training. The inazuma heishi takes a -10 penalty to his AC until his next turn after using Legendary Iaijutsu. This replaces last stand.

Table: Inazuma Heishi
Level Base Attack Fort Ref Will Special
Bonus Save Save Save

1st +1 +2 +0 +0 Challenge 1/day, order, flash step, dimensional agility
2nd +2 +3 +0 +0 Order ability
3rd +3 +3 +1 +1 Iajutsu
4th +4 +4 +1 +1 Challenge 2/day
5th +5 +4 +1 +1 Lightning Moves
6th +6/+1 +5 +2 +2 Dimensional assault
7th +7/+2 +5 +2 +2 Challenge 3/day
8th +8/+3 +6 +2 +2 Dimensional steps, order ability
9th +9/+4 +6 +3 +3 Enduring Moves
10th +10/+5 +7 +3 +3 Challenge 4/day
11th +11/+6/+1 +7 +3 +3 Faster Than Lightning
12th +12/+7/+2 +8 +4 +4 Dimensional Dervish
13th +13/+8/+3 +8 +4 +4 Challenge 5/day
14th +14/+9/+4 +9 +4 +4 Storm of Speed
15th +15/+10/+5 +9 +5 +5 Order ability
16th +16/+11/+6/+1 +10 +5 +5 Challenge 6/day
17th +17/+12/+7/+2 +10 +5 +5 Temporal Escape
18th +18/+13/+8/+3 +11 +6 +6 Dimensional Style
19th +19/+14/+9/+4 +11 +6 +6 Challenge 7/day
20th +20/+15/+10/+5 +12 +6 +6 Legendary Iaijutsu

Iorthol's Order of Lightning:
This order complements the Inazuma heishi multiclass archetype.
Edicts: The samurai must protect the life and lands of his lord with his life. He must be swift, efficient, timely, direct, and wholly honest. He must be forward and upfront, direct, without deception and misdirection.

Challenge: Whenever an order of Lightning charges or otherwise moves in a straight line to the target of his challenge, he gains a +1 circumstance bonus to hit and AC, as long as he moved at least 10ft. This bonus to hit and AC increases by +1 for every four levels the samurai possesses. Teleportation qualifies for this bonus.

Skills: An order of lightning adds Acrobatics and Knowledge (Arcane) to his list of class skills. In addition whenever an order of lightning makes an Acrobatics check to avoid an attack of opportunity, he receives a bonus equal to 1/2 his samurai level (minimum +1).

Order abilities:

Arcane Speed (Ex): At 2nd level, an order of lightning’s training allows him to move faster than normal for his race. He gains a +10ft enhancement bonus to his land speed. This applies only when he is wearing no armor, or light armor, and not carrying a medium or heavy load. This bonus stacks with any other enhancement bonuses to movement speed.

Brutal Draw (Sp): At 8th level, whenever an order of the lightning moves 10ft, draws his weapon, and attacks a flat footed enemy, he deals and extra 1d4 points precision damage. This bonus damage increased by +1d4 at 12th level and every 4 levels thereafter, to a total of 4d4 damage at level 20. A creature can only be attacked in this way once per day.

Temporal Movements (Sp): At 15th level, an order of lightning can use one of the following abilities:
*Cast Dimension Door as a spell like ability
*Cast Displacement as a spell like ability
*Cast Freedom of Movement as a spell like ability (But with a duration of rounds/level)
Temporal Movements can be used a number of times per day equal to the samurai’s intelligence modifier, and uses his samurai level as his caster level.

Iorthol's Inazuma Heishi Feats:

Extra Speed
You can use your flash step or lightning moves abilities more times per day than most.
Prerequisites: Flash Step class feature.
Benefit: You may use your flash step ability or your lightning moves ability (choose one) an additional two times per day.
Special: You can take this feat multiple times, its benefits stack.


#ARCANE VESSEL

Byrdology wrote:
Spellsword Seer, Arcane Prophet, Divine Arcanist, Mageblooded Seer?

vote for Spellsword Seer

has anyone done a PC of this class level 6 or higher? (i am having a hard time and want to ask before i did it my self.)
also is it a Cha or Int Caster


#Arcane Vessel
Spellsword Seer sounds the best to me.

Here's what I'd say the other's sound like:
Arcane Prophet, Wizard/Oracle
Divine Arcanist, Cleric/Wizard or Wizard/Cleric
Mageblooded Seer, Oracle/Sorcerer

Given how many abilities are Cha-based, I'd say it's tempting to switch the spellcasting over to Cha-based as well, except I don't like the idea of a Cha-based caster with a spellbook. So we either ditch the spellbook and make it Cha-based spontaneous, or flip the class features to Int-based?

#Other
The Google Doc currently has 25 completed MCAs listed!


#the twin samurai
wow thats a lot to take in both are well written and both could be MCA on their own .... why samurai? other than that it going to take a min to go over all that

#Arcane Vessel
lets nix the spell book for something different the curse will still keep the guy out of the face time and a high Cra is not going to undo that to well


#Arcane Vessel

Replace the spellbook with a sketchbook of the insane visions she sees, encoding known spells as drawings in the book?


i was thing of a known spell list
0 1 2 3 4 5 6
1st 4 2 — — — — —
2nd 5 3 — — — — —
3rd 6 4 — — — — —
4th 6 4 2 — — — —
5th 6 4 3 — — — —
6th 6 4 4 — — — —
7th 6 5 4 2 — — —
8th 6 5 4 3 — — —
9th 6 5 4 4 — — —
10th 6 5 5 4 2 — —
11th 6 6 5 4 3 — —
12th 6 6 5 4 4 — —
13th 6 6 5 5 4 2 —
14th 6 6 6 5 4 3 —
15th 6 6 6 5 4 4 —
16th 6 6 6 5 5 4 2
17th 6 6 6 6 5 4 3
18th 6 6 6 6 5 4 4
19th 6 6 6 6 5 5 4
20th 6 6 6 6 6 5 5


#Arcane Vessel
So going a similiar route to the Bloodborn Magus of having spells known and per day as a bard? That should be fine.


i copy past from Inquisitor but it should be the same


Yeah I looks like the same. I'd add a +1 to each listing (similar to how the cleric's domain spells are listed) for the mystery spells.


anyone see anything that could be changed


#Arcane Vessel

Really liking the concept. Spellsword Seer does nothing for me as a name given the heavy insanity curse and the fact that swords are specific and not necessarily appropriate for every concept. I really like Vessel, but I'd like to find something different from Arcane.

* Spellcasting - one thing that springs to mind is an ability I've been trying to glom onto a class/feat for a while - a kind of "casting in tongues" - originally it was for a mad stutterer, but it might do well here - how about a penalty to opposition Spellcraft checks to identify the AV's spells because he's spouting arcane gibberish?

*Arcane Visions: Personally I'd like to see this suite renamed to something like Terrifying, Horrific Visions etc.

* Dance of the Blades: I don't see the connection between the MCA and this revelation, either way the metal weapon prereq might be reworded to "any metal bladed weapon"?

* Generally I'd like to see some Clarity ability or Revelation to ameliorate some of the negative skill affects over and above the improvements in the Visions suite - or some great insight provided by madness.

Alfray Stryke wrote:
Given how many abilities are Cha-based, I'd say it's tempting to switch the spellcasting over to Cha-based as well, except I don't like the idea of a Cha-based caster with a spellbook. So we either ditch the spellbook and make it Cha-based spontaneous, or flip the class features to Int-based?

I think changing the spell casting to Cha fits for me, but we'll see how Raider feels on that one. I may be biased as my Direlock Base Class used Charisma as her casting stat. Flavorwise Charisma fits the "crazed personality" trope for me though the "insane genius" could follow for Intelligence. I just see Charisma being the dominant force in the equation.

Alfray Stryke wrote:

#Arcane Vessel

Replace the spellbook with a sketchbook of the insane visions she sees, encoding known spells as drawings in the book?

I like this idea, could be completely incomprehensible to any non-insane caster....


I'll look at the samurai twins in a minute....


# dimensional samurai

I think either of those would be fine, I liked the second one slightly better but saw no issues with either.

# arcane vessel

If he is so full of magical energy perhaps he has to cast a spell every so often to avoid building up too much power?


#Hopping Samurai Twins

Of the two, I prefer the Dimensional Samurai design approach, though I really like the Temporal Escape and Legendary Iajutsu of the Inazuma Heishi. I also like the Skirmishing Strike of the Inazuma Heishi, just feel it could be better served elsewhere - another Samurai MCA perhaps.

I really like the Order of the Lightning's Brutal Draw and Temporal Movements abilities!!!

*Basically I like the simplicity of the mechanics and the clarity of the theme of the Dimensional Samurai. Note that it has a copy pasta error in Shunpo that mentions the Inazuma Heishi.

* What does Inazuma Heishi mean? Google kinda ended up giving me "Lightning Soldier" after I clicked on what looked like kanji.

Not sure who is going to synthesize these two into one, but those are my thoughts. Mechanically I'm not going to go too much further into detail until that happens. Still, a couple things spring to mind:

#Dimensional Samurai

* Shunpo: My main beef with Shunpo is that at 1st (and 2nd) level it is only equal to a 5 foot step. I do like that it (in part) replaces mount - one type of movement for another.

Also, the comparisons with dimension door is odd - the spell is: a standard action with a range of 400+40ft/level and requires that you take no actions after the spell until your next turn. How is Shunpo like dimension door if it is: a swift action, has a range of 5 ft for every two levels and has no after effects? [EDIT - I understand "Shunpo" means "instantaneous step" - so I understand the swift action. Only makes the comparison even less compelling]

* How does Dimensional Steps interact with Shunpo? Or is it a once/day 270 (+30 ft/level after 8th) teleport, possibly with friends?

#Both versions:

I'd like to see something a little more explicitly violent with a thematic strike rather than teleporting the enemy, which is still pretty cool.... The Inazuma Heishi's Skirmishing Strike and Brutal Draw are a little too mundane, and the Shunpo Strike is a: late in the game and b: less violent than strategic. Perhaps some sort of locational disjunction that paralyses or (insert interesting condition/power) the victim, drawn/sourced from the teleporting/dimensional/lightning flavor....


#Samurai Twins

I'll answer what I can for now (while I'm waiting for a LN2 fill to finish)

*From what I understand that's what Inazuma Heishi should mean (Iorthol named that, not me)

*I'm happy for us as a group to figure out how best to mesh these. I'll have a go tomorrow lunch-time or evening (depending when I'm free, unfortunately I've got a D&D game this evening)

*Shunpo is based off the Shift ability from the Teleportation subschool of the wizard.

Source
Shift (Su): At 1st level, you can teleport to a nearby space as a swift action as if using dimension door. This movement does not provoke an attack of opportunity. You must be able to see the space that you are moving into. You cannot take other creatures with you when you use this ability (except for familiars). You can move 5 feet for every two wizard levels you possess (minimum 5 feet). You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

Shunpo should be 5 ft./2 levels, 3 + Int mod times per day. Without the Dimensional Agility feat you cannot take any other actions after using it.

*Dimensional Steps is the 8th level ability of the Conjuration wizard school. Link. So it doesn't interact with Shunpo.

*My general aims were you'd grab the full Dimensional Agility feat tree alongside this, up to Dimensional Dervish and then combine that with your capstone ability to make 8 attacks teleporting between each one (thus you count as a flanking with yourself).

*I agree something more explictly violent is required. Possibly scaling abilities giving the differing conditions.


#twin Samurai

ok my notes

#shunpo/flash step:
both of these are the same thing for the most part but if i was writing it up i think i would have done it differently i understand you took it from "Shift" witch comes "pre" balanced so this my wright up for a talking point.
shunpo/flash step: at 1st level the "Samurai twin" may move in a instant as if using the dimension door spell as a move action. He may move up to 25 feet a day, he can use shunpo/flash step any number times per day but he most us it in 5 foot increments. every level after 1st he adds 5 foot to the maximum distances he my move in one day. this ability count as Dimensional Agility for meeting Prerequisites for feats.
In a level 5 "foot race" between the 3 Iothol's would win followed by Alfray's them my wright up. but if you want to see how may time you could "jump" in one day it would be mine, Iothol's then Alfray's so depending on what you want after thinking of distances and/or times per day i would go with Alfray's or the wright up i just did.

#dimension style/agility
i would wright it in to the "jump" ability as i did

#skirmishing strike these seems to fit more in a order then the class

#quick to act: i think this should effect all allies within 60 like banner

#lighting moves: this MCA is going to have a lot of freedom of movement over the battle field but i like this one more then "quick to act" however i would stagger him longer then 1 round maybe 1/2 his level to make it more desperate move vs the bad guy

#i like the bonus feat wright up for Alfray's more but i would wright it all the way out of which feats you are adding to the list

#Dimensional Step: i would make it a full round action and nix the last line : "You can bring other willing creatures with you, but you must expend an equal amount of distance for each additional creature brought with you." but only if its made a full round action

#+to Armor weight vs enduring moves
i like the build up in armor over enduring moves

#shunpo strike/faster then lightning:
not realy feeling ether one maybe a Dimensional anchor Aura 30feet out?

#Dimensional ?imp?stride/dervish:
i would go with stride moving it down to a stander action

#Dimensional rally/storm of speed:
going to go with storm of speed with this one

#temporal escape: i would leave this as true resolve

#Cap Stones:
(so funny thing to note i have never play a pc or dm a game to level 20 so i may have a warped thought on this one)
i not going to try and wright up a cap stone so if i had to pick i would go with "legendary laijutsu" but i think greater telelport + 20d6 is a game ender i would bring it down to the max range of there "jump" ability 10d6 and i would take the rest of there uses of their "jump"
ability per day but no less then 3 or 5 then get the -10 but like i said i have no experiences with cap stones


+1 to Kyras


also i am a bad person and have a another MCA i would like to post but i will wait till a few people post one up before i try and add this one to the Que but so its out there (but not in the Que)
Light's Shadow
P:ninja
S:Paladin


Byrdology wrote:
+1 to Kyras

:D oh my dose this mean i get a +1 to all my Kyras based rolls


You did until you suggested the ninjadin... That is my fav concept. I have a gestalt and PFS version. Seriously though, can't wait till it comes up in the que. I'll have lots of feedback for you.


have you seen the show "Samurai Jack" from Cartoon Network there is one where he fights a ninja i am going for what Jack did. "hide in the light type thing"


#Dimensional Samurai
Right, I've attempted to mash up the two archetypes looking at what people have said so far.

Dimensional Samurai:

Weapon and Armor Proficiency: A dimensional samurai is proficient with all simple and martial weapons, plus the katana, naginata, and wakizashi. A dimensional samurai is also proficient with light armor.

Flash Step (Su): At 1st level, a dimensional samurai gains the ability to teleport to a nearby space as a swift action as if using dimension door. He may travel up to 25 feet per day at 1st level and adds 5 feet to the maximum distance allowed at every level after 1st (to a maximum of 120 feet per day at 20th level). This teleportation must be used in 5-foot increments and such movement does not provoke an attack of opportunity. He must have line of effect to his destination. This ability only functions when he is wearing light armor or no armor, and carrying a light load. He cannot take other creatures with him when he uses this ability.

Because this special training is comprised of mentally trained arcane magic, a dimensional samurai must meditate and prepare his mind during a 1 hour long ritual after an amount of rest sufficient for an arcane spellcaster to refresh their spells, in order to regain their daily usage of his class abilities. This, dimensional style, and medium armor replace mount.

Dimensional Style (Ex): At 1st level, a dimensional samurai gains dimensional agility as a bonus feat. In addition he may use his flash step ability as dimension door for the purposes of the dimensional agility feat tree.

Quick to Act (Ex): At 5th level, a dimensional samurai grants a +1 morale bonus on initiative checks to all allies (including himself) within 60 feet of him. This bonus increases by +1 at 8th level and every three levels thereafter to a maximum bonus of +6 at 20th level. This replaces banner.

Bonus Feat: A dimensional samurai adds dimensional assault, dimensional dervish, dimensional maneuvers and dimensional savant to the list of feats he may select as a bonus feat at 6th, 12th and 18th level. This modifies bonus feats.

Medium Armor (Ex): At 7th level, a dimensional samurai gains proficiency with medium armor. In addition any of his dimensional samurai or order ability that would only function while the dimensional samurai is wearing light armor can now function when he is wearing medium armor.

Hasted Stance (Sp): At 8th level, as a free action, a dimensional samurai may act as though affected by a haste spell for up a number of rounds per day equal to his dimensional samurai level. He is fatigued for number of rounds equal to two times the number of rounds spent in the stance, and cannot use this ability while fatigued. His caster level for the purpose of this ability is equal to his dimensional samurai level. This ability replaces mounted archer.

Dimensional Block (Su): At 11th level, a dimensional samurai can spend a point of resolve to activate an aura of that blocks any extradimensional travel within a 30 feet radius. This functions as the target being affected by the dimensional anchor spell. This effect lasts for a number of rounds equal to the dimensional samurai’s level. This replaces honorable stand.

Storm of Speed (Sp): At 14th level, when the dimensional samurai enters his hasted stance and at the start of every turn he remains in it, each ally within 30 feet gains one of the following effects (their choice) for 1 round:
o +20ft enhancement bonus to movement speed.
o 1 additional attack at full attack bonus during a full round attack.
o +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves.
This ability replaces Greater Banner.

Temporal Escape (Sp): At 17th level, a dimensional samurai can spend uses of his resolve to dodge death, reactively teleporting to relative safety. If an attack would deal enough damage to kill him and he has at least two uses of his resolve remaining, he can spend all of his remaining resolve to potentially dodge a lethal blow. The damage is reduced by half, and he uses flash step as an immediate action if the damage does not actually kill him. He may still use flash step as part of this ability even if he is unconscious and dying. This ability has no effect on abilities that kill without dealing damage. This ability replaces true resolve.

Dimensional Warrior (Su): At 20th level, a dimensional samurai, can once per day, as a full-round action; use the full attack action two times in succession against the target of your challenge. He must take the first full attack as normal. Once these attacks are resolved, he can then take another full attack action. He must resolve these actions separately. He cannot combine the attacks provided by both actions as you wish. Instead, he must take them separately and in order as normal for a full attack. These full attacks may be combined with the dimensional dervish feat as normal. If the target of his challenge is killed before both full attacks are resolved, the dimensional samurai may challenge another target as a free action, however the dimensional samurai may only regain resolve for the first challenged foe he defeats from using this ability.

Table: Dimensional Samurai
Level Base Attack Bonus Fort Save Ref Save Will Save Special

1st +1 +2 +0 +0 Challenge 1/day, dimensional style, flash step, order, resolve
2nd +2 +3 +0 +0 Order ability
3rd +3 +3 +1 +1 Weapon expertise
4th +4 +4 +1 +1 Challenge 2/day
5th +5 +4 +1 +1 Quick to act +1
6th +6/+1 +5 +2 +2 Bonus feat
7th +7/+2 +5 +2 +2 Challenge 3/day, medium armor
8th +8/+3 +6 +2 +2 Hasted stance, order ability, quick to act +2
9th +9/+4 +6 +3 +3 Greater resolve
10th +10/+5 +7 +3 +3 Challenge 4/day
11th +11/+6/+1 +7 +3 +3 Dimensional block, quick to act +3
12th +12/+7/+2 +8 +4 +4 Bonus feat, demanding challenge
13th +13/+8/+3 +8 +4 +4 Challenge 5/day
14th +14/+9/+4 +9 +4 +4 Quick to act +4, storm of speed
15th +15/+10/+5 +9 +5 +5 Order ability
16th +16/+11/+6/+1 +10 +5 +5 Challenge 6/day
17th +17/+12/+7/+2 +10 +5 +5 Temporal Escape, quick to act +5
18th +18/+13/+8/+3 +11 +6 +6 Bonus feat
19th +19/+14/+9/+4 +11 +6 +6 Challenge 7/day
20th +20/+15/+10/+5 +12 +6 +6 Dimensional warrior, quick to act +6


i can agree with those changes
oh and i was thinking in light of the way this MCA was made (you need not take me seriously if you think its dumb) the name could be

"Thunder's Twin"


#Dimensional Samurai

* Without any flavor whatsoever for the MCA you are going to need some kind of descriptive text for why Quick to Act or Storm of Speed work for the DS' allies at all. His "mentally trained arcane magic" I can see working personally for him, but even should he have a mystic banner in the flavor I'm not seeing that it should affect his allies - though I guess that would be a thematic tweak to the original ability.

* Not a fan of Hasted Stance, either the name OR the mechanics of the ability. I do think the fatigue is appropriate however.

I guess we'll see what Elghinn thinks.

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