Multiclass Archetypes V: More Ultimate MCAs


Homebrew and House Rules

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never mind my notes you did a better wright up. would like to see one more animals (because 11 is a weird number) maybe another one for water environments... octopus?


Wow - loving the anthropomorphic transformation - meld of animal companion and druid!


I don't think there are any important animals missing. Unless you want to add dinosaurs, but it didn't seem quite in tune.

@Kyras, we do have shark and crocodile, both water environments.


Elghinn Lightbringer wrote:

I don't think there are any important animals missing. Unless you want to add dinosaurs, but it didn't seem quite in tune.

@Kyras, we do have shark and crocodile, both water environments.

just letting the 11 bother me its no big


@Kyras: Well, just remember, there were only 11 original Core classes. :D

OK, I think the Beast Summoner is good to go, so on to the Beastborne Outrider. This one was inspired by a tribe of subarctic amazonian barbarians from my homebrew world who use males primarily as studs and train and ride huge polar bears as their special cavalry.

BEASTBORNE OUTRIDER:

From the hardened and frigid wastelands to the jagged cliffs of the highwold, barbarians have learned to tame and shape the terrains in which they choose to inhabit. While barbarians are a tough lot, nothing is more stubborn or resilient that their specialized cavalry, the beastborne outriders. A beastborne outrider possesses a powerful bond with her bestial mount, as well as an arsenal of specialized abilities that allow them to fight as one. Their orders can vary from regions to region, but most join the Order of the Beast, where they gain specialized training for both their duty and survival.

Primary Class: Barbarian.
Secondary Class: Cavalier.
Alignment: Any.
Hit Dice: d12.

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

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

Beast Training (Ex): At 1st level, a beastborne outrider gains the druid’s wild empathy ability, except that she cannot use it to influence any creature other than those of the animal type. Upon gaining her bestial mount at 4th level, a beastborne outrider may take 20 once per day to teach her Bestial Mount a new trick (though limits on number of tricks known are unchanged), and gains a +4 on this an all other Handle Animal skill checks regarding his bestial mount. This replaces fast movement.

Order (Ex): At 1st level, a beastborne outrider gains the cavalier’s order ability and must select the Order of the Beast. This ability replaces rage power at 2nd, 10th, and 18th level.

Rage Power (Ex): This is exactly like the barbarian ability of the same name, except that the beastborne outrider gains a rage power at 2nd level and every four levels thereafter.

Challenge (Ex): At 3rd level, the beastborne outrider gains the cavalier’s challenge ability, except that the beastborne outrider can use this ability once per day at 3rd level, and an additional time per day every six levels thereafter. Using the challenge ability requires the beastbourne outrider’s concentration, and therefore cannot be used while she is raging. This ability replaces trap sense and damage reduction 4/—.

Bestial Mount (Ex): At 4th level, a beastborne outrider forms a bond with a strong, loyal companion that permits her to ride it as a mount. This mount functions as a druid's animal companion, using the beastborne outrider’s level as her effective druid level. The animal chosen as a mount must be large enough to carry the beastborne outrider (Medium or Large for a Small character; Large or Huge for a Medium character). The beastborne outrider does not take an armor check penalty on Ride checks while riding her mount. The mount is always considered combat trained, and begins play with Endurance as a bonus feat. A beastborne outrider’s mount does not gain the share spells special ability.

Each time the beastborne outrider increases in level, she can do one of two things; either retain her current mount and allow it to progress normally, or she may select a new, more impressive mount better suited to her chosen terrain and increased power. This newly selected mount must be capable of bearing her weight, have at least four legs, and has a maximum number of Hit Dice allowed for an animal companion of a beastborne outrider with an effective druid level as shown on the Animal Companion Base Statistics table of the Core Rulebook. Thus, a beastborne outrider may select anything from a horse or camel to a dire bear or triceratops as her mount as she increases in level. This ability replaces damage reduction 2/—, uncanny dodge, and improved uncanny dodge.

Brutal Charge (Ex): At 5th level, a beastborne outrider learns to make more devastating charge attacks while mounted at the expense of accuracy. The beastborne outrider loses the normal +2 bonus to her melee attack rolls on a charge while mounted, and gains a +2 bonus on damage rolls to her melee attack while mounted instead. This bonus increases to +4 at 11th level. In addition, the beastborne outrider does not suffer any penalty to his AC after making a charge attack while mounted. This ability replaces rage power at 6th level.

Damage Reduction (Ex): This is exactly like the barbarian ability of the same name, except that the beastborne outrider gains damage reduction 1/— at 7th level and increases by 1 every six levels thereafter.

Reckless Rider (Ex): At 12th level, while mounted, a beastborne outrider gains a morale bonus equal to 1/2 her beastborne outrider level on attack and damage rolls on the round she enters a battle. A beastborne outrider only gains this bonus against an opponent (or group of opponents) once per day. Thus, she cannot leave a battle and reengage moments later to gain the benefits of this ability more than once in the same battle. This ability replaces rage power at 14th level.

Mounted Ferocity (Ex): At 16th level, the beastborne outrider becomes angrier as she fights, the pain of her wounds fueling her strength, and that of her mount. While mounted, the beastborne outrider and her mount gains a cumulative +2 morale bonus to Strength and a cumulative –1 penalty to AC for every 5 points of damage she takes (maximum +10 Strength, –5 AC) for the duration of the encounter. These bonuses last until the battle ends or the target falls unconscious. In either case, once the battle rage ends, the beastborne outrider becomes fatigued for 1 minute per round she remained in the battle rage. This ability replaces indomitable will.

Rage Powers: The following rage powers complement the beastborne outrider multiclass archetype: animal fury, beast totem (greater)*, beast totem (lesser)*, beast totem*, come and get me*, flesh wound*, guarded life (greater)†, guarded life*, increased damage reduction, inspired ferocity*, intimidating glare, no escape, primal scent†, reckless abandon*, scent, strength surge, and terrifying howl. (*Advanced Player’s Guide, †Ultimate Combat)

Table: Beastborne Outrider
Base
Class Attack Fort Ref Will
Level Bonus Save Save Save Special

1st +1 +2 +0 +0 Beast training, order, rage
2nd +2 +3 +0 +0 Order ability, rage power
3rd +3 +3 +1 +1 Challenge 1/day
4th +4 +4 +1 +1 Bestial mount
5th +5 +4 +1 +1 Brutal charge
6th +6/+1 +5 +2 +2 Rage power
7th +7/+2 +5 +2 +2 Damage reduction1/—
8th +8/+3 +6 +2 +2 Order ability
9th +9/+4 +6 +3 +3 Challenge 2/day
10th +10/+5 +7 +3 +3 Rage power
11th +11/+6/+1 +7 +3 +3 Greater rage
12th +12/+7/+2 +8 +4 +4 Reckless rider
13th +13/+8/+3 +8 +4 +4 Damage reduction 2/—
14th +14/+9/+4 +9 +4 +4 Rage power
15th +15/+10/+5 +9 +5 +5 Challenge 3/day, order ability
16th +16/+11/+6/+1 +10 +5 +5 Mounted ferocity
17th +17/+12/+7/+2 +10 +5 +5 Tireless rage
18th +18/+13/+8/+3 +11 +6 +6 Rage power
19th +19/+14/+9/+4 +11 +6 +6 Damage reduction 3/—
20th +20/+15/+10/+5 +12 +6 +6 Mighty rage

ORDER OF THE BEAST:

A cavalier who belongs to this order establishes a symbiotic relationship between himself and his mount. Cavaliers of this order tend to be ferocious, brutal, and unrelenting as the bestial creatures they ride. This order complements the beastborne outrider multiclass archetype.

Edicts: The cavalier must always be on guard, always watchful, and ready to act at a moments notice. He must ride fearlessly into battle, rend his foes, and trample them into the dust. The cavalier must take every opportunity to defend his lands against incursion, and destroy his enemies wherever they can be found.

Challenge: Whenever an order of the beast cavalier issues a challenge, he receives a +1 morale bonus on all melee damage rolls made against the target of his challenge as long as target is threatening him or his mount. This bonus increases by +1 for every four levels the cavalier possesses. Furthermore, should the beast cavalier gain initiative over the target of his challenge during the first round of combat in an encounter, the cavalier also gains fast movement (+10 feet) while mounted for the duration of the challenge.

Skills: An order of the beast cavalier adds Knowledge (geography) (Int), Stealth (Dex), and Survival (Wis) to his list of class skills. In addition, an order of the beast cavalier adds his Charisma modifier to any ride checks made with his mount in addition to his Dexterity modifier.

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

Favored Terrain (Ex): At 2nd level, a cavalier gains the ranger’s favored terrain ability, except that only one terrain can be chosen. The cavalier’s bonus is +2 at 2nd level, and increases by +2 every eight levels thereafter, to a maximum of +6 at 16th level.

Energy Resistance (Ex): At 8th level, a cavalier gains energy resistance to one type of energy, equal to 1/2 his class level. The type of energy resistance is determined by the cavalier’s favored terrain, as shown on the table below. This ability is exactly like the energy resistance rage power, and is considered the rage power for cavalier’s with levels in barbarian. Also, if the cavalier has levels in barbarian, his cavalier level stacks with his barbarian class for the purpose of qualifying for rage powers with the energy resistance rage power and class levels as prerequisites.

Favored Terrains Resistance
Cold (ice, glaciers, snow, and tundra) cold
Desert (sand and wastelands) fire
Forest (coniferous and deciduous) cold or fire
Jungle fire or lightning
Mountains (including hills) fire or lightning
Plains lightning
Planes (pick one, other than Material Plane) pick one of acid, cold, fire, or lightning
Swamp acid
Underground (caves and dungeons) acid or cold
Urban (buildings, streets, and sewers) cold or fire
Water (above and below the surface) cold

Camouflage (Ex): At 15th level, a cavalier gains the ranger’s camouflage ability, except it only functions within his favored terrain.


Elghinn Lightbringer wrote:

@Kyras: Well, just remember, there were only 11 original Core classes. :D

** spoiler omitted **...

always count factotum always keeps me sane

you did not think that Challenge and order had the same value as Rage with powers? seems like to have both we would have to drop the rounds of rage


What do others think? Challenge is only 3/day, but I think Kyras has a valid point. Looking it over, There isn't enough swapped for the Challenge ability.

1) This is a Barbarian primary MCA, and Rage and rage powers aren't going anywhere.

2) Perhaps we can make the Challenge ability spend rage rounds when used? While not reducing the overall number of rage rounds, using challenge can expend say 4 rage rounds each time it is used (still 3/day max)

I'm going to take a look and see what I can work out.


OK, after some juggling and reswapping, I've come up wwith the following changes.

1) Moved Order abilities to 3rd/9th/16th. Order still swaps 3 rage powers.

2) Changed bestial mount to level -3, swapped for uncanny and improved uncanny dodge. Or, we could still go with full mount, since a paladin does so, though it is restricted in its choice. Mind you, the Beastborne Outrider is limited to creatures from her order's Favored Terrain ability. Thoughts? If we can, I'd really like to have her gain a full mount at 4th, or even 5th like a paladin.

3) Changed Challenge a bit.

Fierce Challenge (Ex): Starting at 7th level, the beastborne outrider can spend rounds of rage to challenge a foe to combat, as the cavalier’s challenge ability. As a swift action, the beastborne outrider can spend 4 rounds of rage and chooses one target within sight to challenge. The beastborne outrider’s melee attacks deal extra damage whenever the attacks are made against the target of her raging challenge. This extra damage is equal to the beastborne outrider’s level. The beastborne outrider can use this ability once per day at 5th level, plus one additional time per day for every six levels beyond 7th, to a maximum of three times per day at 19th level.

Challenging a foe requires much of the beastborne outrider’s concentration, and therefore, cannot rage or use rage powers. Also, the beastborne outrider takes a –2 penalty to her Armor Class, except against attacks made by the target of her challenge, and while the challenge is in effect. The challenge remains in effect until the target is dead or unconscious or until the combat ends. Each beastborne outrider’s challenge also includes another effect which is listed in the section describing the beastborne outrider’s order. This ability replaces damage reduction.

4)Swapped Trapsense for Inspired Warleader, based upon the cavalier's Banner ability.

Inspired Warleader (Ex): At 8th level, a beastborne outrider becomes a symbol of inspiration to her allies and companions. As long as the beastborne outrider is clearly visible, all allies within 60 feet receive a +2 morale bonus on saving throws against fear and a +1 morale bonus on attack rolls made as part of a charge. At 13th level, and every five levels thereafter, these bonuses increase by +1. The beastborne outrider must be at least Small or larger and must be on her mount for this ability to function. This ability replaces trapsense.

5) Reckles Rider still at 12th, and Mounted Ferocity moved to 15th.

*NEW TABLE - only multiple abilities at 1st level, nowhere else.

Table: Beastborne Outrider
Base
Class Attack Fort Ref Will
Level Bonus Save Save Save Special

1st +1 +2 +0 +0 Beast training, order, rage
2nd +2 +3 +0 +0 Rage power
3rd +3 +3 +1 +1 Order ability
4th +4 +4 +1 +1 Bestial mount
5th +5 +4 +1 +1 Brutal charge
6th +6/+1 +5 +2 +2 Rage power
7th +7/+2 +5 +2 +2 Fierce challenge 1/day
8th +8/+3 +6 +2 +2 Inspired warleader
9th +9/+4 +6 +3 +3 Order ability
10th +10/+5 +7 +3 +3 Rage power
11th +11/+6/+1 +7 +3 +3 Greater rage
12th +12/+7/+2 +8 +4 +4 Reckless rider
13th +13/+8/+3 +8 +4 +4 Fierce challenge 2/day
14th +14/+9/+4 +9 +4 +4 Rage power
15th +15/+10/+5 +9 +5 +5 Mounted ferocity
16th +16/+11/+6/+1 +10 +5 +5 Order ability
17th +17/+12/+7/+2 +10 +5 +5 Tireless rage
18th +18/+13/+8/+3 +11 +6 +6 Rage power
19th +19/+14/+9/+4 +11 +6 +6 Fierce challenge 3/day
20th +20/+15/+10/+5 +12 +6 +6 Mighty rage


#Beastborne Outrider
Nope, she's got to have a normal mount (equivalent druid level equal to hers, not level -3). So I've added in this caveate from the paladin's divine bond, so that there is a disadvantage if her mount dies, plus she can't use a number of her abilities if it isn't around.

"Should the beastborne outrider's mount die, the beastborne outrider may not obtain another mount for 30 days or until she gains a beastborne outrider level, whichever comes first. During this 30-day period, the beastborne outrider takes a –1 penalty on attack and weapon damage rolls."


#Embodied Wild/Nature's Avatar

Should they still have the druid restriction on "no metal" weapons/armour?

#Beastbourne Outrider

For Order of the Beast, I feel that 1/2 level to ride checks would be better than Cha mod, simply because I can't think of any other orders that add <ability score> Mod to skills, but I know some do add half level (such as Order of the Dragon).

Any way we can add ability (maybe a rage power or feat) to share rage with the mount?


#Any way we can add ability (maybe a rage power or feat) to share rage with the mount?

is that not ability ..... i think that is a rage power or an archtype


# Embodied Wild

@Alfray Strike - I don't think any druid should have the no metal armor schtick. It's a holdover from ADnD and is completely stupid. Metal is an element of nature after all...

# Beastborne Outrider
Oooh - sharing Rage with the mount!!! Sounds insane! :)

# Rampant Iconoclast
Anyone else have a problem with +20 to Intimidate at 19th level? :p


#Rampant Iconoclast

Yup. How about 1/2 level to Intimidate and when Wrath is active you add Con Mod to Intimidate?


Alfray Stryke wrote:

#Rampant Iconoclast

Yup. How about 1/2 level to Intimidate and when Wrath is active you add Con Mod to Intimidate?

Interesting! I like that concept. Seeing as Wrath improves one of either Str or Con I'd say add the modifier of the increased stat.

Apart from that, I'd like to add something else to the ability otherwise it's a bit more situational than what it replaces - Stern Gaze provides a bonus to two skills at all times. Staunch mien provides two bonuses to one skill, but one bonus only during Wrath.

#Beastborne Outrider
I may have said this when I previewed this some months ago El, but this gal needs a mount at 1st level... However you make that work, everything should work toward delivering that goal.

Regardless of the Barbarian Primary, waiting until 4th level to ride your special annihilation pal is IMHO ludicrous. Teach it all the tricks you want, you're not an Outrider if you aren't riding it - this sin't the PrC you've waited to get in on, this is the real deal. Otherwise you're a squire for three levels. Gaaah. ;)


Agreed a mount themed archetype needs their mount.


Holy sh$&t, first Lincoln went Mythic, now Toasty!!! Handsome as all get out too...
I might have to go Grognard OSW or BECMI OSW. Only I hated CMI.... Basic OSW just doesn't bring the pain...or the concept.

What Mythic powarz you got Toasty?


Oceanshieldwolf wrote:

Holy sh$&t, first Lincoln went Mythic, now Toasty!!! Handsome as all get out too...

I might have to go Grognard OSW or BECMI OSW. Only I hated CMI.... Basic OSW just doesn't bring the pain...or the concept.

What Mythic powarz you got Toasty?

I bypass DR/epic bread. Any of my other abilities are on a need to know basis, an intelligent artifact needs his secrets after all ;)


Gnaaaaaaarh! I smell baked wheat!!!! Gggggnnnnneeeeaaarrrgh!!!


I see good things on the horizon.


You guys are sooo wierd. But that's OK, we all are! :D

#Embodied Wild/Nature's Avatar
I think she should have the following for her Weapons/Armor. No metal restrictions.

Weapon and Armor Proficiency: An embodied wild is proficient with all simple weapons plus the brass knuckles*, cestus*, kama, nunchaku, sai, short sword, shuriken, siangham, and temple sword*. She is also proficient with light armor, medium armor, and with shields (except tower shields).

#Rampant Iconoclast
Yeah, I like the 1/2 level to Intimidate, then add the mod from Str or Con during wrath. I think that's definitely more than enough bonus to Intimidate checks. Not sure what else ot add to it to make it less situational.

Staunch Mien (Ex): A rampant iconoclast becomes well versed in making the most of overbearing and intimidating her foes through body language and speech. She adds 1/2 her rampant iconoclast level on all Intimidate checks. The rampant iconoclast also adds her Strength or Constitution modifier to any Intimidate checks made while her wrath is activated. This ability replaces fast movement.

Beastborne Outrider
Hmm, OSW may be right. Maybe we do need bestial mount at 1st. That does seem to fit the flavor better.

So, I've made the Intimidate change suggested for the ORder of the Beast. I've also moved Bestial mount to 1st, beast training to 4th, and reduced rage (Str/Con bonus, not number of rounds) in hopes to balance ieverything.

BEASTBORNE OUTRIDER:

From the hardened and frigid wastelands to the jagged cliffs of the highwold, barbarians have learned to tame and shape the terrains in which they choose to inhabit. While barbarians are a tough lot, nothing is more stubborn or resilient that their specialized cavalry, the beastborne outriders. A beastborne outrider possesses a powerful bond with her bestial mount, as well as an arsenal of specialized abilities that allow them to fight as one. They must join the Order of the Beast, where they gain specialized training for both their duty and survival.

Primary Class: Barbarian.
Secondary Class: Cavalier.
Alignment: Any.
Hit Dice: d12.

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

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

Bestial Mount (Ex): At 1st level, a beastborne outrider forms a bond with a strong, loyal companion that permits her to ride it as a mount. The animal chosen as a mount must be large enough to carry the beastborne outrider (Medium or Large for a Small character; Large or Huge for a Medium character). The beastborne outrider does not take an armor check penalty on Ride checks while riding her mount. The mount is always considered combat trained, and begins play with Endurance as a bonus feat. A beastborne outrider’s mount does not gain the share spells special ability.

Each time the beastborne outrider increases in level, she can do one of two things; either retain her current mount and allow it to progress normally, or she may select a new, more impressive mount better suited to her chosen terrain and increased power. This newly selected mount must be capable of bearing her weight, have at least four legs, and has a maximum number of Hit Dice allowed for an animal companion of a beastborne outrider with an effective druid level as shown on the Animal Companion Base Statistics table of the Core Rulebook. Thus, a beastborne outrider may select anything from a horse or camel to a dire bear or triceratops as her mount as she increases in level.

Like a cavalier’s mount, a bestial mount does not gain the share spells ability. Instead, it gains the Master’s Rage ability at 5th level (see below). This ability replaces the mount’s share spells ability.

Master’s Rage (Ex): At 5th level, whenever a beastborne outrider can spend rounds of rage to allow her bestial mount to rage. The beastborne outrider must spend an equal number of rounds to activate and maintain the bestial mount’s rage as she would to maintain her own. If the beastborne outrider and bestial mount rage at the same time, she must spend the appropriate number of rounds to maintain both hers and her mount’s rage. This ability replaces the animal companion’s share spells ability.

Should the beastborne outrider's mount die, the beastborne outrider may not obtain another mount for 30 days or until she gains a beastborne outrider level, whichever comes first. During this 30-day period, the beastborne outrider takes a –1 penalty on attack and weapon damage rolls.

The bestial mount ability otherwise functions like the druid’s animal companion ability, except that the beastborne outrider’s effective druid level is equal to her beastborne outrider level. This ability replaces the rage powers gained at 2nd, 10th, and 18th level.

Order (Ex): At 1st level, a beastborne outrider gains the cavalier’s order ability, except that the beastborne outrider must select the Order of the Beast and gains her order abilities at 3rd, 9th, and 16th level. This ability replaces fast movement, uncanny dodge, and improved uncanny dodge.

Rage (Ex): This is exactly like the barbarian ability of the same name, except that the morale bonus to Strength and Constitution is reduced by 2. This reduction also applies to her greater rage (+4 instead of +6) and mighty rage (+6 instead of +8).

Rage Power (Ex): This is exactly like the barbarian ability of the same name, except that the beastborne outrider gains a rage power at 2nd level and every four levels thereafter.

Beast Training (Ex): At 4th level, a beastborne outrider gains the druid’s wild empathy ability, except that she cannot use it to influence any creature other than those of the animal type. Once per day, a beastborne outrider can take 20 to teach her bestial mount a new trick (though limits on number of tricks known are unchanged). In addition, she gains a +4 on this an all other Handle Animal skill checks regarding her bestial mount. This replaces trap sense.

Brutal Charge (Ex): At 5th level, a beastborne outrider learns to make more devastating charge attacks while mounted at the expense of accuracy. The beastborne outrider loses the normal +2 bonus to her melee attack rolls on a charge while mounted, and gains a +2 bonus on damage rolls to her melee attack while mounted instead. This bonus increases to +4 at 11th level. In addition, the beastborne outrider does not suffer any penalty to his AC after making a charge attack while mounted. This ability replaces rage power at 6th level.

Fierce Challenge (Ex): Starting at 7th level, the beastborne outrider can spend rounds of rage to challenge a foe to combat, as the cavalier’s challenge ability. As a swift action, the beastborne outrider can spend 4 rounds of rage and chooses one target within sight to challenge. The beastborne outrider’s melee attacks deal extra damage whenever the attacks are made against the target of her fierce challenge. This extra damage is equal to the beastborne outrider’s level. The beastborne outrider can use this ability once per day at 5th level, plus one additional time per day for every six levels beyond 7th, to a maximum of three times per day at 19th level.

Challenging a foe requires much of the beastborne outrider’s concentration, and therefore, cannot rage or use rage powers. Also, the beastborne outrider takes a –2 penalty to her Armor Class, except against attacks made by the target of her challenge, and while the challenge is in effect. The challenge remains in effect until the target is dead or unconscious or until the combat ends. Each beastborne outrider’s challenge also includes another effect which is listed in the section describing the beastborne outrider’s order. This ability replaces damage reduction.

Inspired Warleader (Ex): At 8th level, a beastborne outrider becomes a symbol of inspiration to her allies and companions. As long as the beastborne outrider is clearly visible, all allies within 60 feet receive a +2 morale bonus on saving throws against fear and a +1 morale bonus on attack rolls made as part of a charge. At 13th level, and every five levels thereafter, these bonuses increase by +1. The beastborne outrider must be at least Small or larger and must be on her mount for this ability to function.

Reckless Rider (Ex): At 12th level, while mounted, a beastborne outrider gains a morale bonus equal to 1/2 her beastborne outrider level on attack and damage rolls on the round she enters a battle. A beastborne outrider only gains this bonus against an opponent (or group of opponents) once per day. Thus, she cannot leave a battle and reengage moments later to gain the benefits of this ability more than once in the same battle. This ability replaces rage power at 14th level.

Mounted Ferocity (Ex): At 15th level, the beastborne outrider becomes angrier as she fights, the pain of her wounds fueling her strength, and that of her mount. While mounted, the beastborne outrider and her mount gains a cumulative +2 morale bonus to Strength and a cumulative –1 penalty to AC for every 5 points of damage she takes (maximum +10 Strength, –5 AC) for the duration of the encounter. These bonuses last until the battle ends or the target falls unconscious. In either case, once the battle rage ends, the beastborne outrider becomes fatigued for 1 minute per round she remained in the battle rage. This ability replaces indomitable will.

Rage Powers: The following rage powers complement the beastborne outrider multiclass archetype: animal fury, beast totem (greater)*, beast totem (lesser)*, beast totem*, come and get me*, flesh wound*, guarded life (greater)†, guarded life*, increased damage reduction, inspired ferocity*, intimidating glare, no escape, primal scent†, reckless abandon*, scent, strength surge, and terrifying howl. (*Advanced Player’s Guide, †Ultimate Combat)

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

1st +1 +2 +0 +0 Bestial mount, order, rage
2nd +2 +3 +0 +0 Rage power
3rd +3 +3 +1 +1 Order ability
4th +4 +4 +1 +1 Beast training
5th +5 +4 +1 +1 Brutal charge
6th +6/+1 +5 +2 +2 Rage power
7th +7/+2 +5 +2 +2 Fierce challenge 1/day
8th +8/+3 +6 +2 +2 Inspired warleader
9th +9/+4 +6 +3 +3 Order ability
10th +10/+5 +7 +3 +3 Rage power
11th +11/+6/+1 +7 +3 +3 Greater rage
12th +12/+7/+2 +8 +4 +4 Reckless rider
13th +13/+8/+3 +8 +4 +4 Fierce challenge 2/day
14th +14/+9/+4 +9 +4 +4 Rage power
15th +15/+10/+5 +9 +5 +5 Mounted ferocity
16th +16/+11/+6/+1 +10 +5 +5 Order ability
17th +17/+12/+7/+2 +10 +5 +5 Tireless rage
18th +18/+13/+8/+3 +11 +6 +6 Rage power
19th +19/+14/+9/+4 +11 +6 +6 Fierce challenge 3/day
20th +20/+15/+10/+5 +12 +6 +6 Mighty rage


Thoughts?


Elghinn Lightbringer wrote:

You guys are sooo wierd. But that's OK, we all are! :D

#Embodied Wild/Nature's Avatar
I think she should have the following for her Weapons/Armor. No metal restrictions.

Weapon and Armor Proficiency: An embodied wild is proficient with all simple weapons plus the brass knuckles*, cestus*, kama, nunchaku, sai, short sword, shuriken, siangham, and temple sword*. She is also proficient with light armor, medium armor, and with shields (except tower shields).

makes sense to me

Quote:

#Rampant Iconoclast

Yeah, I like the 1/2 level to Intimidate, then add the mod from Str or Con during wrath. I think that's definitely more than enough bonus to Intimidate checks. Not sure what else ot add to it to make it less situational.

Staunch Mien (Ex): A rampant iconoclast becomes well versed in making the most of overbearing and intimidating her foes through body language and speech. She adds 1/2 her rampant iconoclast level on all Intimidate checks. The rampant iconoclast also adds her Strength or Constitution modifier to any Intimidate checks made while her wrath is activated. This ability replaces fast movement.

potentially powerful with Cornugon smash, a bit on the fence about this one

Quote:

Beastborne Outrider

Hmm, OSW may be right. Maybe we do need bestial mount at 1st. That does seem to fit the flavor better.

So, I've made the Intimidate change suggested for the ORder of the Beast. I've also moved Bestial mount to 1st, beast training to 4th, and reduced rage (Str/Con bonus, not number of rounds) in hopes to balance ieverything.

** spoiler omitted **...

this so so full of awesome, much likes


#Embodied Wild/Nature's Avatar
Weapons/Armor makes sense. I'm pretty happy with this one.

#Rampant Iconoclast
The intimidate bonus could potentially be powerful, but I don't think it'll be too bad.

#Beastborne Outrider
All looks good to me.


I think we have a good concensus on the current MCAs, so we'll move on to the next ones.

These are the next ones in the queue.

Wilderness Knight - Drd/Pal (Bardess)
Olfacter – Alc/Brd (Kyras)
“Name” – Pal/Bbn (Longino)

So, Bardess, you're up, unless you are wanting to defer again. Let us know.


Here's the nex Wiki MCA. This was one from "Big Lemon", so hopefully he's still tracking us and will comment. Pretty simple one I think. Doesn't have a flavor blurp though.

BLADE DISCIPLE:

Primary Class: Fighter.
Secondary Class: Monk.
Alignment: Any.
Hit Die: d10.

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

Weapon and Armor Proficiency: The blade disciple is proficient with all simple weapons, all bladed weapons plus the plus the kusarigama, naginata, nunchaku, skuriken, and siangham. A blade disciple is not proficient with any armor or shields.

AC Bonus: Starting at 1st level, a blade disciple gains the monk’s AC bonus ability. This ability replaces light armor proficiency and medium armor proficiency.

Chosen Blade (Ex): At 1st level, a blade disciple selects his chosen weapon from among those listed as heavy blades or light blades in the fighter’s weapon training ability.

Unarmed Strike: At 1st level, a blade disciple gains the monk’s unarmed strike ability, and deals unarmed damage as shown on Table: Blade Disciple. This ability replaces heavy armor proficiency and shield proficiency.

Evasion (Ex): At 2nd level, a blade disciple gains the monk’s evasion ability. This ability replaces bravery.

Fast Movement (Ex): At 2nd level, a blade disciple's land speed is faster than the norm for his race by +10 feet. This benefit applies only when he is wearing no armor and not carrying a heavy load. Apply this bonus before modifying the blade disciple's speed because of any load carried or armor worn. This bonus stacks with any other bonuses to the blade disciple's land speed. This ability replaces the bonus feat gained at 2nd level.

Blade Guard (Ex): Starting at 3rd level, a blade disciple becomes adept at protecting himself from attacks while wielding his chosen weapon. He gains a +1 shield bonus to AC. This bonus increases by +1 at 6th level and every four levels thereafter (to a maximum of +5 at 19th level). The blade disciple only gains the benefits of this ability when he is wearing no armor and not carrying a heavy load. This ability replaces armor training and armor mastery.

Weapon Training (Ex): This is exactly like the fighter’s weapon training ability except that the blade disciple must select one weapon from both the heavy blade and light blade weapon groups each time he gains this ability.

Sudden Strike (Ex): At 6th level, a blade disciple becomes adept at moving quickly when his foes are surprised. During a surprise round, the blade disciple may act as if it had a full round to act, rather than just one standard action. This ability replaces the bonus feat gained at 6th level.

Mystic Surge (Ex): At 10th level or higher, a blade disciple can heal his own wounds as a standard action. He can heal a number of hit points of damage equal to his blade disciple level once per day. This ability replaces the bonus feat gained at 10th level.

Improved Evasion (Ex): At 14th level, a blade disciple gains the monk’s improved evasion ability. This ability replaces the bonus feat gained at 14th level.

Uncanny Initiative (Ex): At 18th level, a blade disciple does not need to roll for initiative. He always treats his initiative roll as if it resulted in any number of his choosing (from 1 to 20). This ability replaces the bonus feat gained at 18th level.

Weapon Mastery (Ex): This is exactly like the fighter ability of the same name, except that this ability applies only to the blade disciple’s chosen weapon.

Swaps
Free = Chosen blade
Light/Medium Armor Proficiency = AC bonus
Heavy/Shield Proficiency = Unarmed strike
Bravery = Evasion
Bonus feat (2) = Fast Movement
Armor training and Armor mastery = Bladed defense
Bonus feat (6) = Sudden strike
Bonus feat (10) = Mystic surge
Bonus feat (14) = Improved evasion
Bonus feat (18) = Uncanny initiative

Table: Blade Disciple
Base
Class Attack Fort Ref Will AC
Level Bonus Save Save Save Special Bonus

1st +1 +2 +2 +0 Bonus feat, chosen blade, unarmed strike (1d4) +0
2nd +2 +3 +3 +0 Evasion, fast movement +0
3rd +3 +3 +3 +1 Blade guard +1 +0
4th +4 +4 +4 +1 Bonus feat +1
5th +5 +4 +4 +1 Weapon training 1, unarmed strike (1d6) +1
6th +6/+1 +5 +5 +2 Sudden strike +1
7th +7/+2 +5 +5 +2 Blade guard +2 +1
8th +8/+3 +6 +6 +2 Bonus feat +2
9th +9/+4 +6 +6 +3 Weapon training 2 +2
10th +10/+5 +7 +7 +3 Mystic surge +2
11th +11/+6/+1 +7 +7 +3 Blade guard +3, unarmed strike (1d8) +2
12th +12/+7/+2 +8 +8 +4 Bonus feat +3
13th +13/+8/+3 +8 +8 +4 Weapon training 3 +3
14th +14/+9/+4 +9 +9 +4 Improved evasion +3
15th +15/+10/+15 +9 +9 +5 Blade guard +4 +3
16th +16/+11/+6/+1 +10 +10 +5 Bonus feat +4
17th +17/+12/+7/+2 +10 +10 +5 Unarmed strike (1d10), weapon training 4 +4
18th +18/+13/+8/+3 +11 +11 +6 Uncanny initiative +4
19th +19/+14/+9/+4 +11 +11 +6 Blade guard +5 +4
20th +20/+15/+10/+5 +12 +12 +6 Bonus feat, weapon mastery +5


I'm still working on the details and complements, but the main archetype body is ready.
At first, what I wanted was a character who could lead a pride of celestial lions, mounted on a winged lion, and become a lion himself when he leapt from the saddle :P When I started to work on it, then, I thought that what I wanted was a sort of Myrikhan ;) I took some abilities from the animal shamans, the Sacred Servant and the Empyreal Knight, and it has not been easy to make it different from OSW's and Alfray's archetypes, but I hope it's come out well. So, without delay...

The Wilderness Knight:
Wilderness Knight
Cities and palaces have their armored protectors, but one must not think that wild lands and forests have not. For some, trees are columns, meadows are tournament fields, and the real nobility resides in the fierce creatures of nature. Less known than paladins and cavaliers, there are some free spirits in the woods who’ve sworn to protect good and the peace of man, beast and angel alike. They are the land’s saints, the chosen of agathions and neutral good angels: the Wilderness Knights.
Devoted to good beyond concerns of law and chaos, wilderness knights are not mighty warriors as paladins neither powerful spellcasters like druids. They strive to emulate the virtues of both good outsiders and animals, transforming into strong beasts and celestials, drawing their power from the animal world and riding and summoning celestial animal creatures. Each wilderness knight chooses one animal species as her emblem and model of perfection.

Primary Class: Druid
Secondary Class: Paladin
Alignment: NG
Hit Dice: d8
Skills: The wilderness knight adds to her class skills list three skills from the paladin’s list.
Skill Ranks per Level: 2 + Int
BAB: 3/4
ST: GPG
Weapons and Armor: Weapons: as paladin Armor: as druid.

Spells: Wilderness knight cast divine spells, which are drawn from the wilderness knight’s list. To prepare or cast a spell, the wilderness knight must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a wilderness knight’s spell is 10 + the spell level + the wilderness knight’s Charisma modifier.
Like other spellcasters, a wilderness knight can cast only a certain number of spells of each spell level per day. A wilderness knight uses the bard’s table for the purpose of determining her number of spells per day. She receives bonus spells per day if she has a high Charisma score. The full spellcasting power of the druid is replaced by Aura of Good, Detect Evil, Emblem Companion, Wild Speech, Natural Spell, Planar Wild Shape and Forest Defender.
A wilderness knight must spend 1 hour each day in a trance-like meditation on the mysteries of nature to regain her daily allotment of spells. A wilderness knight may prepare and cast any spell on her spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.

Class Features:
1) Aura of Good, Detect evil, Emblem domain, Orisons, Purity sense,Wild empathy
2) Lay on hands, Woodland stride
3) Aura of courage, Mercy
4) Wildshape, 1/day
5) Emblem companion
6) Mercy, Wildshape 2/day
7) Lesser Planar Ally, Wild Speech
8) Wildshape 3/day
9) Mercy
10) Wildshape 4/day
11) Natural Spell
12) Mercy, Wildshape 5/day
13) Planar Ally, Planar Wild Shape
14) Aura of Elements, Wildshape 6/day
15) Mercy
16) Wildshape 7/day
17) Aura of Benevolence
18) Mercy, Wildshape 8/day
19) Greater Planar Ally
20) Celestial defender, wildshape at will

Aura of Good (Ex): As paladin.

Detect Evil (Sp): As paladin.

Emblem Domain: At 1st level, the wilderness knight chooses one animal domain allowed to druids, included the new animal domains presented here. The knight displays his chosen animal’s insignia on his shield and/or holy symbol. She gains her domain’s powers at the appropriated levels as a druid of the same level. In addition, she also gains one domain spell slot for each level of wilderness knight spells she can cast. Every day she must prepare the domain spell from her chosen domain in that spell slot. This ability modifies and replaces nature bond.

Purity Sense (Ex): The wilderness knight gains a +2 bonus on Knowledge (nature) and Sense Motive checks. This modifies the druid’s nature sense ability.

Wild Empathy (Ex): as druid.

Lay On Hands (Su): as paladin. The wilderness knight qualifies for feats that alter or enhance the lay on hands ability. This replaces the plant shape and full animal shape choices of Wildshape.

Woodland Stride (Ex): as druid.

Aura of Courage (Su): as paladin. This ability replaces Trackless Step.

Mercy (Su): as paladin, but the wilderness knight is bound to take only a few mercies at the indicated levels. The wilderness knight may select these mercies:

3rd level: Shaken or Sickened
6th level: Charmed* or Diseased
9th level: Confused*, Nauseated or Poisoned
12th level: Paralized
15th level: Dominated*
18th level: Petrified*

* Described in Kobold Quarterly 14.

The wilderness knight qualifies for Extra Mercy and other feats that alter or enhance the mercy feature. This ability replaces Resist Nature’s Lure and Venom Immunity.

Wildshape (Su): At 4th level, a wilderness knight gains the ability to turn herself into a Small or Medium animal corresponding to her emblem domain once per day. She can change only in an animal of the same type as her emblem domain: for example, if she chose the Eagle domain, she can turn into a bird. This ability functions like the beast shape I spell, except as noted here. The effect lasts for 1 hour per druid level, or until she changes back. Changing form (to animal or back) is a standard action and doesn't provoke an attack of opportunity.
A wilderness knight loses her ability to speak while in animal form because she is limited to the sounds that a normal, untrained animal can make, but she can communicate normally with other animals of the same general grouping as her new form. (The normal sound a wild parrot makes is a squawk, so changing to this form does not permit speech.)
A wilderness knight can use this ability an additional time per day at 6th level and every two levels thereafter, for a total of eight times at 18th level. At 20th level, a wilderness knight can use wild shape at will. As a wilderness knight gains in levels, this ability allows her to take on the form of larger and smaller animals or of the celestial creatures that she has chosen as her patrons. Each form expends one daily usage of this ability, regardless of the form taken. This ability is considered a normal wildshape for all requirements.

Dragon: the wilderness knight can turn into any dinosaur.
Panther: use the stats for a leopard or jaguar.
Swan: use the stats for an eagle, replacing the talon attacks with two wing buffets (same damage)
Stag: use the stats for an elk or see “Deer” in The Tome of Horrors Complete (Necromancer Games)

At 6th level, a wilderness knight can use wild shape to change into a Large or Tiny version of her emblem animal. When taking the form of an animal, a druid's wild shape now functions as beast shape II. The wilderness knight can apply the Dire, Giant or Young template to her animal forms to match her new size options (she doesn’t recalculate her hps, of course).
At 8th level, a wilderness knight can use wild shape to change into a Huge or Diminutive animal or to take some features of her celestial patrons. When taking the form of animals, a wilderness knight’s wild shape now functions as beast shape III. When taking the form of a celestial, the wilderness knight's wild shape now functions as lesser angelic aspect or lesser agathion appearance new spell). the wilderness knight must choose between these two forms at 8th level. Once made, the choice cannot be changed.
At 10th level, when taking the form of a celestial, the wilderness knight’s wild shape functions as angelic aspect or agathion appearance.
At 12th level, when taking the form of a celestial, the wilderness knight’s wild shape functions as greater angelic aspect or greater agathion appearance.

Emblem Companion (Su): At 5th level, the wilderness knight forms a bond with an animal companion of the species corresponding to her emblem domain. If her emblem domain granted the wilderness knight a familiar, it’s replaced by the new emblem companion at this level. The wilderness knight’s companion progresses as a druid’s animal companion, but this ability otherwise functions as the standard paladin ability. The companion may serve as a mount and take mount archetypes if it has the right size, though most emblem companion take the Totem Guide archetype. At 11th level, her companion gains the celestial template. At 15th level, the emblem companion sprouts wings if it cannot already fly, and gains a fly speed of twice its land speed and good maneuverability. If the emblem companion could already fly, its fly speed and maneuverability improve to at least this level.
The wilderness knight and her emblem companion qualify for all feats affecting paladin’s mounts and druid’s animal companions.

Dragon: the wilderness knight gains a dinosaur as her emblem companion.
Panther: use the stats for a small cat.
Swan: use the stats for a bird, replacing the talon attacks with two wing buffets (same damage)
Stag: use the stats for an elk or see “Deer” in The Tome of Horrors Complete (Necromancer Games)
Raven: use the stats for a bird (dire raven)

Wild Speech (Ex): At 7th level, the wilderness knight gains the Wild Speech feat as a bonus feat when she wildshapes in her emblem animal’s form only.

Summon Ally (Sp): At 7th level, a wilderness knight can cast lesser planar ally once per week as a spell-like ability without having to pay the material component cost or the servant (for reasonable tasks). At 13th level, this improves to planar ally and at 19th level, this improves to greater planar ally. The wilderness knight’s caster level for this effect is equal to her wilderness knight level. The wilderness knight will preferably call celestial beings corresponding to her chosen emblem animal (a wilderness knight with a lion as her emblem animal, for example, could call an half–celestial lion, a cherub, or a leonal). This ability replaces spontaneous summons.

Natural Spell (Ex): At 11th level, the wilderness knight gains the Natural Spell feat as a bonus feats when she wildshapes in her emblem animal’s form only.

Planar Wild Shape (Ex): At 13th level, the wilderness knight gains the Planar Wild Shape feat as a bonus feats when she wildshapes in her emblem animal’s form only.

Aura of Elements (Su): At 14th level, a wilderness knight's weapons, and her natural weapons when she wildshapes in her emblem animal’s form only, are treated as fire, cold, acid and electricity attacks for the purposes of overcoming Damage Reduction. This applies to her emblem companion and any emblem creatures summoned within 10 feet of her, but not to other allies. The wilderness knight’s weapons don’t actually inflict extra elemental damage because of this ability. The ability functions only while the wilderness knight is conscious, not if she is unconscious or dead. This replaces a thousand faces.

Aura of Benevolence (Su): At 17th level, a wilderness knight can expend two uses of her lay on hands ability to surround herself with an aura of natural benevolence that affects all creatures in a 10-foot radius centered on the wilderness knight. Good creatures in the aura receive the benefits of the greater heroism spell for 1 minute. Evil creatures in the aura who fail a Will saving throw are sickened for 1 minute instead. The DC of this save is equal to 10 + 1/2 the wilderness knight's level + the wilderness knight's Charisma bonus. Neutral creatures are unaffected by this aura. Using this ability is a free action. This ability replaces timeless body.

Celestial Defender (Su): At 20th level, as a standard action and a supernatural ability, the wilderness knight can sprout wings when she wildshapes in her emblem animal form’s only. This allows her to fly at twice her emblem form’s land speed with average maneuverability. She can retract the wings as a free action. In addition, whenever she channels positive energy or uses lay on hands to heal a creature, she heals the maximum possible amount.

Spell list, six new animal domains and three new spells coming soon. ;)


What's the spellcasting? Full caster? Hybrid caster (6th level)? or Paladin casting? I'm assuming hybrid.


Hybrid. I said under Spells that she uses the bard table. She's a prepared Charisma caster like a paladin, and sacrifies full spellcasting since I gave her so many paladin abilities.


Oops, missed that. OK, good, I'm just compiling all your info into my docs.


# blade disciple

chosen blade, my understanding of this is that he gains a free weapon?

most stuff looks good but I feel like bonuses to unarmed damage don't fit with a guy dedicated to perfecting weapon combat. Perhaps getting a form of ki that allows him to cause his weapon to avoid types of DR for a number of rounds per day?

# wilderness knight

spells bard table, druid list? Otherwise it looks good.


Personalized spell list. I'm working on it.


Here it is. I removed poison, disease and evil spells and most curses, and put in a choice of paladin and ranger spells. I mostly recalculated the spell levels comparing the different levels for different classes of many of these and other spells.

Wilderness Knight Spell List:
0-Level Spells
Chameleon Scales, Create Water, Detect Magic, Detect Poison, Enhanced Diplomacy, Flare, Guidance, Know Direction, Light, Mending, Purify Food and Drink, Read Magic, Resistance, Sign of the Dawnflower, Spark, Stabilize, Vigor, Virtue.

1st-Level Spells
Abundant Ammonition, Air Bubble, Alarm, Alter Winds, Ant Haul, Anticipate Peril, Aspect of the Falcon, Aspect of the Nightingale, Blend, Bless, Bless Water, Bless Weapon, Bristle, Burning Disarm, Call Animal, Calm Animals, Charm Animal, Cloak of Shade, Commune with Birds, Cure Light Wounds, Damp Powder, Deadeye's Arrow, Deadeye's Lore, Decompose Corpse, Detect Aberration, Detect Animals or Plants, Detect Charm, Detect Snares and Pits, Detect the Faithful, Detect Undead, Diagnose Disease, Divine Favor, Dream Feast, Emblazon Crest, Endure Elements, Enlarge Tail, Entangle, Expeditious Excavation, Faerie Fire, Feather Step, Firebelly, Flare Burst, Frostbite, Goodberry, Hairline Fractures, Hero’s Defiance, Hibernate, Hide from Animals, Horn of Pursuit, Hydraulic Push, Ice Armor, Ironbloom Sprouts, Jump, Keen Senses, Liberating Command, Longshot, Longstrider, Magic Fang, Magic Stone, Marid's Mastery, Mighty Fist of the Earth, Mudball, Negate Aroma, Nereid's Grace, Obscuring Mist, Pass without Trace, Produce Flame, Protection from Evil, Ray of Sickening, Read Weather, Recharge Innate Magic, Remove Sickness, Sanctify Corpse, Shield Companion, Shield Speech, Shillelagh, Snow Shape, Snowball, Speak with Animals, Stone Fist, Stone Shield, Strong Wings, Summon Minor Ally, Summon Nature's Ally 1, Sun Metal, Tireless Pursuit, Touch of Combustion, Touch of the Sea, Tracking Mark, Tripvine, Weaken Powder, Whispering Lore, Windy Escape, Winter Feathers.

2nd-Level Spells
Aboleth's Lung, Animal Aspect, Animal Messenger, Animal Trance, Ant Haul, Communal, Aspect of the Bear, Aura of Greater Courage, Barkskin, Bear's Endurance, Binding Earth, Bite the Hand, Blessing of Courage and Life, Blessing of Luck and Resolve, Bull's Strength, Burning Gaze, Burst of Radiance, Campfire Wall, Carry Companion, Cat's Grace, Certain Grip, Chill Metal, Corruption Resistance, Delay Disease, Delay Poison, Determine Depth, Divine Arrow, Dragon Turtle Shell, Eagle’s Splendor, Eagle Eye, Elemental Speech, Endure Elements, Communal, Fire Sneeze, Fire Trap, Flame Blade, Flaming Sphere, Flurry of Snowballs, Fog Cloud, Forest Friend, Frigid Touch, Frost Fall, Fury of the Sun, Glide, Gozreh's Trident, Grace, Greensight, Groundswell, Gust of Wind, Gusting Sphere, Heat Metal, Hold Animal, Honeyed Tongue, Lay of the Land, Lockjaw, Masterwork Transformation, Natural Rhythm, Owl's Wisdom, Protection from Evil, Communal, Protective Spirit, Reduce Animal, Remove Paralysis, Resist Energy, Restoration, Lesser, Reveal True Shape, Saddle Surge, Scamper, Scent Trail, Sea Steed, Share Language, Shield Other, Slipstream, Soften Earth and Stone, Spider Climb, Stone Call, Summon Nature's Ally 2, Summon Swarm, Suppress Charms and Compulsions, Tar Ball, Tree Shape, Unshakable Chill, Warp Wood, Wartrain Mount, Web Shelter, Wilderness Soldiers, Winter’s Grasp, Wood Shape.

3rd-Level Spells
Accept Affliction, Age Resistance, Lesser, Air Walk, Animal Aspect, Greater, Anthropomorphic Animal, Ape Walk, Aqueous Orb, Ash Storm, Badger's Ferocity, Burrow, Burst of Nettles, Burst of Speed, Call Lightning, Channel the Gift, Cloak of Winds, Collaborative Thaumaturgy, Companion Mind Link, Cure Moderate Wounds, Dark-Light, Daybreak Arrow, Daylight, Delay Poison, Communal, Diminish Plants, Dominate Animal, Feather Step, Mass, Fins to Feet, Heatstroke, Hide Campsite, Holy Whisper, Hunter’s Eye, Hunter’s Friend, Hurricane Blast, Hydraulic Torrent, Ice Spears, Improve Trap, Lead Plating, Lily Pad Stride, Litany of Eloquence, Litany of Righteousness, Litany of Warding, Mad Monkeys, Magic Circle Against Evil, Magic Fang, Greater, Meld into Stone, Nature's Exile, Neutralize Poison, Obsidian Flow, Plant Growth, Protection from Energy, Prayer, Pup Shape, Quench, Raging Rubble, Remove Blindness/Deafness, Remove Curse, Remove Disease, Resinous Skin, Resist Energy, Communal, Share Language, Communal, Sheet Lightning, Shifting Sand, Scrying, Silverlight, Sky Steed, Sky Swim, Sleet Storm, Snare, Speak with Plants, Spider Climb, Communal, Spike Growth, Stone Shape, Summon Nature's Ally 3, Summon Totem Creature, Thorn Body, Vengeful Comets, Vermin Shape I, Versatile Weapon, Ward of the Season, Water Breathing, Water Shield, Wind Wall.

4th-Level Spells
Absorbing Inhalation, Age Resistance, Air Walk, Communal, Antiplant Shell, Arboreal Hammer, Aspect of the Stag, Atavism, Ball Lightning, Blast Barrier, Cape of Wasps, Cloud Shape, Command Plants, Control Water, Create Holds, Crusader’s Edge, Cure Serious Wounds, Discern Lies, Dispel Magic, Earth Glide, Echolocation, Fickle Winds, Flame Strike, Forced Repentance, Freedom of Movement, Geyser, Giant Vermin, Grove of Respite, Heal Mount, Healing Warmth, Ice Storm, Insect Plague, Kiss of the First World, Life Bubble, Nixie's Lure, Oath of Peace, Paragon Surge, Protection from Energy, Communal, Reincarnate, Repel Vermin, Reprobation, Restoration, Ride The Waves, River of Wind, Rusting Grasp, Sanctify Armor, Sanctify Weapons, Sea Stallion, See Through Stone, Shield of the Dawnflower, Shield Speech, Greater, Spike Stones, Stay the Hand, Strip Scales, Strong Jaw, Summon Nature's Ally 4, Thorn Snare, Traveling Dream, True Form, Vermin Shape II, Volcanic Storm.

5th-Level Spells
Age Resistance, Greater, Ancestral Memory, Animal Growth, Aspect of the Wolf, Atonement, Awaken, Bite the Hand, Mass, Blessing of the Salamander, Break Enchantment, Call Lightning Storm, Commune with Nature, Control Winds, Cure Critical Wounds, Daemon Ward, Death Ward, Dispel Evil, Dust Form, Eaglesoul, Fire Snake, Geniekind, Hallow, Jungle Mind, Litany of Thunder, Raise Animal Companion, Snake Staff, Stoneskin, Summon Flight of Eagles, Summon Nature's Ally 5, Summon Stampede, Tar Pool, Threefold Aspect, Transmute Mud to Rock, Transmute Rock to Mud, Tree Stride, Wall of Fire, Wall of Thorns, Wind Blades.

6th-Level Spells
Animal Shapes, Atavism, Mass, Antilife Shell, Bear's Endurance, Mass, Binding Earth, Mass, Blessing of Luck and Resolve, Mass, Bull's Strength, Mass, Cat's Grace, Mass, Creeping Doom, Cure Light Wounds, Mass, Dispel Magic, Greater, Eagle Aerie, Eagle’s Splendor, Mass, Euphoric Tranquility, Find the Path, Fire Seeds, Gravity Well, Holy Sword, Ironwood, Liveoak, Move Earth, Owl's Wisdom, Mass, Path of the Winds, Repel Wood, Scrying, Greater, Sirocco, Source Severance, Spellstaff, Stone Tell, Stoneskin, Communal, Summon Elemental Steed, Summon Nature's Ally 6, Sunbeam, Swarm Skin, Transmute Metal to Wood, Transport via Plants, Wall of Stone.


OK, made a few swap changes, moved things around on the table, and made some other changes as suggested to certain abilities to make it work with the changes I made. So here's

BLADE DISCIPLE MKII:

Primary Class: Fighter.
Secondary Class: Monk.
Alignment: Any.
Hit Die: d10.

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

Weapon and Armor Proficiency: The blade disciple is proficient with all simple weapons, all bladed melee weapons, plus the kusarigama, naginata, nunchaku, skuriken, siangham, and temple sword. A blade disciple is not proficient with any armor or shields.

AC Bonus: Starting at 1st level, a blade disciple gains the monk’s AC bonus ability. This ability replaces light armor proficiency and medium armor proficiency.

Fast Movement (Ex): A blade disciple's land speed is faster than the norm for his race by +10 feet. This benefit applies only when he is wearing no armor and not carrying a heavy load. Apply this bonus before modifying the blade disciple's speed because of any load carried or armor worn. This bonus stacks with any other bonuses to the blade disciple's land speed. This ability replaces shield proficiency.

Mystic Blade (Su): At 1st level, a blade disciple select one weapon from those listed as heavy blades or light blades in the fighter’s weapon training ability. Once chosen, it cannot be changed. A blade disciple’s mystic weapon is treated as a monk’s unarmed strike for the purpose of using his mystic ki pool. This ability replaces heavy armor proficiency.

Blade Guard (Ex): Starting at 2nd level, a blade disciple becomes adept at protecting himself from attacks while wielding his chosen weapon. He gains a +1 shield bonus to AC. This bonus increases by +1 at 6th level and every four levels thereafter (to a maximum of +5 at 18th level). The blade disciple only gains the benefits of this ability when he is wearing no armor and not carrying a heavy load. This ability replaces bravery.

Unarmed Strike: At 2nd level, a blade disciple gains the monk’s unarmed strike ability, but deals only 1d4 points of unarmed damage (1d3 for a Small blade disciple, 1d6 for a Large blade disciple). This damage can be increased by the use of his mystic ki (see Mystic Ki Pool below). This ability replaces the bonus feat gained at 1st level.

Evasion (Ex): At 3rd level, a blade disciple gains the monk’s evasion ability. This ability replaces the bonus feat gained at 2nd level.

Mystic Ki Pool (Su): At 4th level, a blade disciple gains the monk’s ki pool ability with a number of points in his mystic ki pool is equal to 1/2 his blade disciple level + his Wisdom modifier.

As long as he has at least 1 point in his mystic ki pool, he can make a ki strike with either his mystic weapon or his unarmed strike.
• At 4th level, ki strike allows his mystic weapon or unarmed attacks to be treated as magic weapons for the purpose of overcoming damage reduction.
• At 7th level, his mystic weapon or unarmed attacks are also treated as cold iron and silver for the purpose of overcoming damage reduction.
• At 10th level, his mystic weapon or unarmed attacks are also treated as lawful weapons for the purpose of overcoming damage reduction.
• At 16th level, his mystic weapon or unarmed attacks are treated as adamantine weapons for the purpose of overcoming damage reduction and bypassing hardness.

By spending 1 point from his mystic ki pool, a blade disciple can do one of the following:
• Make one additional attack at his highest attack bonus when making a mystic weapon attack or unarmed strike, or
• Increase his speed by 20 feet for 1 round, or
• Give himself a +4 dodge bonus to AC for 1 round.
• Add his unarmed strike damage to his mystic weapon damage rolls for 1 round
• Increase his unarmed damage to 1d6 for 1 round (or to 1d8 at 10th level, or 1d10 at 16th level)

Each of these powers is activated as a swift action. The mystic ki pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive. This ability replaces Armor training and armor mastery.

Weapon Training (Ex): This is exactly like the fighter’s weapon training ability except that the blade disciple may only select one weapon from each of the heavy blade and light blade weapon groups each time he gains this ability.

Sudden Strike (Ex): At 7th level, a blade disciple becomes adept at moving quickly when his foes are surprised. During a surprise round, the blade disciple may act as if it had a full round to act, rather than just one standard action. This ability replaces the bonus feat gained at 6th level.

Mystic Surge (Ex): At 11th level or higher, a blade disciple can heal his own wounds as a standard action. He can heal a number of hit points of damage equal to his blade disciple level by using 2 points from his mystic ki pool. This ability replaces the bonus feat gained at 10th level.

Improved Evasion (Ex): At 15th level, a blade disciple gains the monk’s improved evasion ability. This ability replaces the bonus feat gained at 14th level.

Uncanny Initiative (Ex): At 19th level, a blade disciple does not need to roll for initiative. He always treats his initiative roll as if it resulted in any number of his choosing (from 1 to 20). This ability replaces the bonus feat gained at 19th level.

Weapon Mastery (Ex): This is exactly like the fighter ability of the same name, except that this ability applies only to the blade disciple’s chosen weapon.

Table: Blade Disciple
Base
Class Attack Fort Ref Will AC
Level Bonus Save Save Save Special Bonus

1st +1 +2 +2 +0 Fast movement, mystic blade +0
2nd +2 +3 +3 +0 Blade guard +1, unarmed strike (1d6) +0
3rd +3 +3 +3 +1 Evasion +0
4th +4 +4 +4 +1 Bonus feat +1
5th +5 +4 +4 +1 Weapon training 1 +1
6th +6/+1 +5 +5 +2 Blade guard +2 +1
7th +7/+2 +5 +5 +2 Sudden strike +1
8th +8/+3 +6 +6 +2 Bonus feat +2
9th +9/+4 +6 +6 +3 Weapon training 2 +2
10th +10/+5 +7 +7 +3 Blade guard +3 +2
11th +11/+6/+1 +7 +7 +3 Mystic surge +2
12th +12/+7/+2 +8 +8 +4 Bonus feat +3
13th +13/+8/+3 +8 +8 +4 Weapon training 3 +3
14th +14/+9/+4 +9 +9 +4 Blade guard +4 +3
15th +15/+10/+15 +9 +9 +5 Improved evasion +3
16th +16/+11/+6/+1 +10 +10 +5 Bonus feat +4
17th +17/+12/+7/+2 +10 +10 +5 Weapon training 4 +4
18th +18/+13/+8/+3 +11 +11 +6 Blade guard +5 +4
19th +19/+14/+9/+4 +11 +11 +6 Uncanny initiative +4
20th +20/+15/+10/+5 +12 +12 +6 Bonus feat, weapon mastery +5


Actually, the Wilderness Knight can't cast these spells, just use them as a reference for her modified wildshape ability. But they can be useful to other paladins and celestial servants.

Wilderness Knight New Spells:
Agathion Appearance, Lesser
School transmutation [good]; Level cleric 2, paladin 2, sorcerer/wizard 2
CASTING
Casting Time 1 standard action
Components V, S
EFFECT
Range personal
Target you
Duration 1 minute/level (D)
Saving Throw none; Spell Resistance no
DESCRIPTION
Your form becomes more bestial and noble, taking on an aspect of a celestial being from the plane of Nirvana.
You gain low-light vision, resistance to electricity 5, resistance to sonic 5, and the benefits of speak with animals.

Agathion Appearance
School transmutation [good]; Level cleric 5, paladin 3, sorcerer/wizard 5
DESCRIPTION
This spell functions like lesser agathion appearance, except you gain low-light vision, resistance to electricity and sonic 10, and DR 5/evil and silver, and you gain a natural attack (bite or claws) inflicting 1d6 damage. In addition, your natural weapons and any weapons you wield are considered good-aligned for the purpose of overcoming damage reduction.

Agathion Appearance, Greater
School transmutation [good]; Level cleric 8, paladin 4, sorcerer/wizard 8
DESCRIPTION
This spell functions like lesser agathion appearance, except you gain low-light vision; DR 10/evil and silver; immunity to electricity and petrification; resistance to cold and sonic 10; a +4 racial bonus on saves against poison; and lay on hands and truespeech as supernatural abilities for the duration of the spell. Also, your natural attack inflicts 2d6 damage.
You can lay on hands as a paladin of your caster level for the duration of the spell, although you don’t gain any mercies.
Truespeech allows you to speak with any creature that has a language, as though using the tongues spell.


ooh pretty spells


wow it easy to fall behind i will try and drop some input but i have had some hellish work latly


#Blade Disciple

I feel it might be easier to state the weapon proficiencies using the light and heavy blades weapon groups, as saying "all bladed weapons" may be unclear - for example does a waraxe count, it has a blade attached to it?

Otherwise, everything else seems in order. I like it.


#Wilderness Knight
@Bardess: What are your 6 new animal domains? The names, not the descriptions. I'm changing the wording of the Emblem Domain ability and including the names of all the "Animal" domains that can be chosen from. So I need to know what they are. :D

#Blade Disciple
Made that change Alfray.


*glances in*

@Bardess- yeah, that spell list is MASSIVE. Might want to cut some of that.

About 8-12 per spell level is good, just have a focus or two or three that are obvious. More can be added later, but as is it looks all over the place.


Aren't 8-12 too few? I agree that maybe something must be cut (maybe expecially plant-related spells), but if you look at the bard list, it's much more rich than that...

@Elghinn

Bear, Dragon, Lion, Raven, Stag, Swan. I hope to post them tomorrow.


For those that were using the Google Doc I have been compiling as a reference for any MCAs finished in the thread, I've switched it over to a folder with each MCA as a separate document, here


#Wilderness Knight
Looking over the swaps. I don;t see Lay on Hands as really swapping for what it is. that's just a change to the wild shape ability, and isn't really worthy of swap material.

LoH would need to then be rolled into the exchange for hybrid casting vs full casting. As suych, that may then necessitate a change of the Emblem Companion ability to that of the ranger's animal companion for balance. We could still include the 11th and 15th level paladin aspects to the companion. What do others think?

So, as it sits, we would swap full caster to hybrid casting, and gain Aura of Good, Detect Evil, Lay on Hands, Emblem Companion, Wild Speech, Natural Spell, Planar Wild Shape and Celestial Defender.

The question is, is that a fair swap? Or should Emblem Companion become the ranger's version (and likely move to 4th? or could keep it at 5th if we wanted) but add in current 11th level and 15th level adjustments to that?

Just anote too, that if we keep the full companion at 5th, it would also have the paladin's caveate of...

"Should the paladin's mount die, the paladin may not summon another mount for 30 days or until she gains a paladin level, whichever comes first. During this 30-day period, the paladin takes a –1 penalty on attack and weapon damage rolls."

...but applied to the animal companion. That's a 1month time period veres having to simply do a 24 hour ritual at any time to gain another one, like the druid animal companion. So an immediate replacement (24 hours) vs a 1 month waiting period.

Thoughts? Arguements?

@ Alfray
Looking good man! Keep those up. It's always good to have additional sources to getat the MCAs. I think that's a lot better as individual docs for anyone accessing them.


The caveat's good. I forgot to add it, but I definitely should have.

RPG Superstar 2013 Top 8

Hey guys, sorry my first post after a prolonged absence is a red flag, but can we hold on a moment and go back to the #Arcane Fist. What's changed? It's hard to figure it out just by looking back through the forum thread. Could someone summarize the changes for me please?

I ask for a few reasons—
1. it's my baby!
2. it's on my site and I'd like my site to reflect the most current state of the MCAs I did.

Let me know! And sorry :<

As soon as I get this settled I'll be looking at what else is going on in the thread :)

Edit: p.s. AWESOME Alfray, I've added the shared folder to my Drive so I'll be backing up a copy of these as well. :)


@Raider
Ok, I removed a couple of dozen spells leaving the more combat-oriented/flavorful. See if this is more acceptable. I should have removed as many spell as I threw in, and maybe something more.

Wilderness Knight spell list:
0-Level Spells
Chameleon Scales, Create Water, Detect Magic, Detect Poison, Enhanced Diplomacy, Flare, Guidance, Know Direction, Light, Purify Food and Drink, Read Magic, Resistance, Sign of the Dawnflower, Spark, Stabilize, Vigor, Virtue.

1st-Level Spells
Abundant Ammonition, Air Bubble, Alarm, Alter Winds, Ant Haul, Anticipate Peril, Aspect of the Falcon, Aspect of the Nightingale, Blend, Bless, Bless Water, Bless Weapon, Bristle, Burning Disarm, Call Animal, Calm Animals, Charm Animal, Cloak of Shade, Commune with Birds, Cure Light Wounds, Deadeye's Arrow, Deadeye's Lore, Detect Aberration, Detect Animals or Plants, Detect Charm, Detect Snares and Pits, Detect the Faithful, Detect Undead, Diagnose Disease, Divine Favor, Emblazon Crest, Endure Elements, Enlarge Tail, Expeditious Excavation, Feather Step, Firebelly, Flare Burst, Frostbite, Hero’s Defiance, Hide from Animals, Horn of Pursuit, Hydraulic Push, Ice Armor, Jump, Keen Senses, Liberating Command, Longshot, Longstrider, Magic Fang, Magic Stone, Marid's Mastery, Mighty Fist of the Earth, Mudball, Nereid's Grace, Pass without Trace, Produce Flame, Protection from Evil, Ray of Sickening, Read Weather, Recharge Innate Magic, Remove Sickness, Sanctify Corpse, Shield Companion, Snow Shape, Snowball, Speak with Animals, Stone Fist, Stone Shield, Strong Wings, Summon Minor Ally, Summon Nature's Ally 1, Sun Metal, Tireless Pursuit, Touch of Combustion, Touch of the Sea, Tracking Mark, Whispering Lore, Windy Escape, Winter Feathers.

2nd-Level Spells
Animal Aspect, Animal Messenger, Animal Trance, Ant Haul, Communal, Aspect of the Bear, Aura of Greater Courage, Barkskin, Bear's Endurance, Bite the Hand, Blessing of Courage and Life, Blessing of Luck and Resolve, Bull's Strength, Burning Gaze, Burst of Radiance, Campfire Wall, Carry Companion, Cat's Grace, Certain Grip, Chill Metal, Corruption Resistance, Delay Disease, Delay Poison, Divine Arrow, Dragon Turtle Shell, Eagle’s Splendor, Eagle Eye, Endure Elements, Communal, Fire Sneeze, Fire Trap, Flame Blade, Flaming Sphere, Flurry of Snowballs, Forest Friend, Frigid Touch, Frost Fall, Glide, Gozreh's Trident, Grace, Greensight, Gust of Wind, Gusting Sphere, Heat Metal, Hold Animal, Honeyed Tongue, Lay of the Land, Lockjaw, Natural Rhythm, Owl's Wisdom, Protection from Evil, Communal, Protective Spirit, Reduce Animal, Remove Paralysis, Resist Energy, Restoration, Lesser, Reveal True Shape, Saddle Surge, Scamper, Scent Trail, Sea Steed, Shield Other, Slipstream, Soften Earth and Stone, Spider Climb, Stone Call, Summon Nature's Ally 2, Summon Swarm, Suppress Charms and Compulsions, Tree Shape, Unshakable Chill, Warp Wood, Wartrain Mount, Wilderness Soldiers, Winter’s Grasp.

3rd-Level Spells
Accept Affliction, Age Resistance, Lesser, Air Walk, Animal Aspect, Greater, Ape Walk, Aqueous Orb, Badger's Ferocity, Burrow, Burst of Nettles, Burst of Speed, Call Lightning, Channel the Gift, Cloak of Winds, Collaborative Thaumaturgy, Companion Mind Link, Cure Moderate Wounds, Dark-Light, Daybreak Arrow, Daylight, Delay Poison, Communal, Dominate Animal, Feather Step, Mass, Fins to Feet, Heatstroke, Hide Campsite, Holy Whisper, Hunter’s Eye, Hunter’s Friend, Hurricane Blast, Hydraulic Torrent, Ice Spears, Improve Trap, Litany of Eloquence, Litany of Righteousness, Litany of Warding, Mad Monkeys, Magic Circle Against Evil, Magic Fang, Greater, Meld into Stone, Nature's Exile, Neutralize Poison, Protection from Energy, Prayer, Pup Shape, Quench, Raging Rubble, Remove Blindness/Deafness, Remove Curse, Remove Disease, Resist Energy, Communal, Sheet Lightning, Scrying, Silverlight, Sky Steed, Sky Swim, Sleet Storm, Snare, Speak with Plants, Spider Climb, Communal, Stone Shape, Summon Nature's Ally 3, Summon Totem Creature, Vengeful Comets, Versatile Weapon, Ward of the Season, Water Breathing, Water Shield, Wind Wall.

4th-Level Spells
Age Resistance, Air Walk, Communal, Antiplant Shell, Aspect of the Stag, Atavism, Ball Lightning, Blast Barrier, Cape of Wasps, Cloud Shape, Control Water, Create Holds, Crusader’s Edge, Cure Serious Wounds, Discern Lies, Dispel Magic, Earth Glide, Echolocation, Fickle Winds, Flame Strike, Forced Repentance, Freedom of Movement, Giant Vermin, Grove of Respite, Heal Mount, Healing Warmth, Ice Storm, Insect Plague, Life Bubble, Nixie's Lure, Oath of Peace, Paragon Surge, Protection from Energy, Communal, Reincarnate, Repel Vermin, Reprobation, Restoration, Ride The Waves, River of Wind, Rusting Grasp, Sanctify Armor, Sanctify Weapons, Sea Stallion, See Through Stone, Shield of the Dawnflower, Spike Stones, Stay the Hand, Strip Scales, Strong Jaw, Summon Nature's Ally 4, True Form, Volcanic Storm.

5th-Level Spells
Age Resistance, Greater, Animal Growth, Aspect of the Wolf, Atonement, Awaken, Bite the Hand, Mass, Blessing of the Salamander, Break Enchantment, Call Lightning Storm, Commune with Nature, Control Winds, Cure Critical Wounds, Daemon Ward, Death Ward, Dispel Evil, Eaglesoul, Fire Snake, Hallow, Jungle Mind, Litany of Thunder, Raise Animal Companion, Snake Staff, Stoneskin, Summon Flight of Eagles, Summon Nature's Ally 5, Summon Stampede, Threefold Aspect, Transmute Mud to Rock, Transmute Rock to Mud, Tree Stride, Wall of Fire, Wind Blades.

6th-Level Spells
Animal Shapes, Atavism, Mass, Antilife Shell, Bear's Endurance, Mass, Blessing of Luck and Resolve, Mass, Bull's Strength, Mass, Cat's Grace, Mass, Creeping Doom, Cure Light Wounds, Mass, Dispel Magic, Greater, Eagle Aerie, Eagle’s Splendor, Mass, Euphoric Tranquility, Find the Path, Fire Seeds, Holy Sword, Ironwood, Owl's Wisdom, Mass, Path of the Winds, Repel Wood, Scrying, Greater, Sirocco, Source Severance, Spellstaff, Stone Tell, Stoneskin, Communal, Summon Elemental Steed, Summon Nature's Ally 6, Sunbeam, Swarm Skin, Transmute Metal to Wood, Transport via Plants, Wall of Stone.


Flak wrote:
Hey guys, ...

From what I can see, comparing our revameped to yours on the Flakfinder site...

1)We removed the monk's AC Bonus ability and replaced it with Arcane Defense. This was primarily due to bonus stacking issues. I think Raider headed that revision.

Arcane Defense: At 1st level, when wearing no armor and not using a shield, an arcane fist gains a +3 armor bonus to his Armor Class and a +3 bonus to his CMD. This bonus functions much like bracers of armor. These bonuses increase by +1 at 4th level and every four levels thereafter, up to a maximum of +8 at 20th level. If the arcane fist is caught flat-footed or otherwise denied his Dexterity bonus, he also loses his bonus to his CMD. This ability replaces the monk’s AC bonus.

2) Unarmed Strike is reduced by one damage die category (min 1d4, max 2d8, same progression rate as monk though).

And I believe that was it.

RPG Superstar 2013 Top 8

Ah. Raider doesn't like the idea of the guy casting mage armor on himself, or something? Oh well that's fine. Okay thanks for the summary Elghinn! (Did we also change the name?)


Flak wrote:
Ah. Raider doesn't like the idea of the guy casting mage armor on himself, or something? Oh well that's fine. Okay thanks for the summary Elghinn! (Did we also change the name?)

it might have been my fault *shuffles feet*


Flak wrote:
Ah. Raider doesn't like the idea of the guy casting mage armor on himself, or something? Oh well that's fine. Okay thanks for the summary Elghinn! (Did we also change the name?)

Not officially, but we were throwing Esoteric Disciple or Mystic Discilpe around.

@Toaster: Bad toaster! Bad! *JK* :D


Elghinn Lightbringer wrote:
Flak wrote:
Ah. Raider doesn't like the idea of the guy casting mage armor on himself, or something? Oh well that's fine. Okay thanks for the summary Elghinn! (Did we also change the name?)

Not officially, but we were throwing Esoteric Disciple or Mystic Discilpe around.

@Toaster: Bad toaster! Bad! *JK* :D

*Ding, toast pops up* Dang it man, it wasn't ready!!!

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