
Raiderrpg |

@Bardess- the point is to have a nice, trimmed, focused list to start with. We can add more later, let's just see what is necessary for him to have for now. 8-12 spells/level does that; gives a sharper focus on what he actually does with his spells.
We can add up a bunch more and make it a fully-fledged list later. >:P

Elghinn Lightbringer |

While Raider is more or less right about the spell list, I think this is a good comprehensive list for the MCA. I don't really see any that need to be added to it. Good mix of falvorful and useful spells from the druid and paladin lists.
Wilderness knight gain access to the following spells.
0-Level Wilderness Knight Spells—create water, detect magic, detect poison, guidance, know direction, light, mending, purify food and drink, read magic, resistance, stabilize, virtue.
1st-Level Wilderness Knight Spells—ant haul, aspect of the falcon, bless water, bless weapon, bless, bristle, call animal, calm animal, challenge evil, charm animal, cure light wounds, detect animals and plants, detect snares and pits, detect the faithful, detect undead, diagnose disease, divine favor, endure elements, entangle, feather step, ghostbane dirge, goodberry, heroe’s defiance, hide from animals, horn of pursuit, jump, keen senses, knight’s calling, know the enemy, longshot, longstrider, magic fang, magic weapon ,protection from evil, sanctify corpse, summon minor ally, summon nature’s ally I, veil of positive energy.
2nd-Level Wilderness Knight Spells—animal aspect, animal messanger, animal trance, aspect o the bear, aura of greater courage, barkskin, bear’s endurance, bull’s strength, campfire wall, cat’s grace, delay poison, eagle’s splendor, elemental speech, flame blade, forest friend, grace, gust of wind, hold animal, holy shield,light lance, owl’s wisdom, paladin’s sacrifice, reduce animal, resist energy, sacred bond, shield other, soften earth and stone, summon nature’s ally II, tree shape, vestment of the champion, wake of light, warp wood, wartrain mount, wilderness soldiers, wood shape.
3rd-Level Wilderness Knight Spells—animal aspect (greater), anthropomorphic animal, archon’s aura, badger’s ferocity, blade of bright victory, burrow, burst of speed, call lighting, companion mindlink, cure moderate wounds, daylight, deadly juggernaut, diminish plant, dispel magic, divine transfer, dominate animal, heal mount (*emblem companion only), hide campsite, mad monkeys, magic circle against evil, magic fang (greater), meld into stone, neautralize poison, plant growth, prayer, protection from energy, remove disease, speak with plants, spike growth, summon nature’s ally IV, water breathing, wind wall.
4th-Level Wilderness Knight Spells—antiplant shell, arboreal hammer, aspect of the stag, atavism, ball lighting, blaze of glory, control plants, cure serious wounds, echolocation, flame strike, freedom of movement, grove of respite, king’s castle, magic weapon (greater), neutralize poison, sanctify armor, spike stones, summon nature’s ally V, thorny body, true form.
5th-Level Wilderness Knight Spells—animal growth, aspect of the wolf, awaken, break enchantment, call lighting storm, commune with nature, cure critical wounds, death ward, dispel evil, hallow, raise animal companion, resounding blow, rest eternal, snake staff, stoneskin, summon nature’s ally VII, tree stride, wall of fire, wall of thorns.
6th-Level Wilderness Knight Spells—antilife shell, bloodsworn retribution, breath of life, cure light wounds (mass), dispel magic (greater), eagle aerie, find the path, holy sword, ironwood, live oak, move earth, repel wood, stone tell, summon nature’s ally VIII, transport via plants, wall of stone.

Oceanshieldwolf |

#Wilderness Knight:
Elghinn have you got a new writeup for this or did I miss it?
@ Bardess: WK looks a lot different from the Feral Champion, so no worries there. If anything it looks a lot more exciting, though I am concerned about all the companions/mounts/summons potentials. I'll wait to see Elghinn's writeup.
For a little inside info, the Feral Champion was originally a Druid/Paladin, and my concept for it had little or no animal companion stuff - was meant to be a solo, wild avatar of nature. So these MCAs are vastly different!
#Blade Disciple
Got nothing to add at this time.

Bardess |

@Elginn
Good spell list. Only a couple of issues- since bards have only Summon Monster 1-6, is it right to give high-level Summon Nature's Ally to the WK? Also, is Bloodsworn Retribution fit for a good character?
And... with this I finish...
Wisdom, strength, rage are all the qualities of the strongest land animal you strive to emulate.
Granted Powers:
Uncontrollable Beast (Su): Whenever you fail a saving throw against a mind–affecting spell, you can reroll it with a bonus equal to ½ your druid level (minimum +1). You can use this ability a number of times per day equal to 3 + your Wisdom bonus.
Bear Hug (Ex): At 6th level, you deal +1d6 extra points of damage when you make a grapple check to damage a creature. At 12th level, you gain Improved Grapple as a bonus feat, even if you don’t meet the prerequisites. If you already have that feat, you gain Greater Grapple instead.
Domain Spells: 1st– Aspect of the bear, 2nd– Bear’s endurance, 3rd– Rage, 4th– Mighty strength, 5th– Righteous might, 6th– Stoneskin, 7th– Animal shapes (ursines only), 8th– Frightful aspect, 9th– Crushing hand.
Dragon Domain
You serve the most noble and frightful creatures that ever lived in this world– dragons.
Granted Powers:
Familiar: You gain a lizard familiar. Your effective wizard level for this ability is equal to your druid level. Your druid level stacks with levels from other classes that grant familiars when determining the powers of your familiar. At 7° level, you can choose the Improved Familiar feat to gain a Tiny dragon (pseudodragon, faerie dragon, etc.) as your familiar.
Dragon Claws (Su): As a free action, you may grow your nails in sharp talons, making 1d6 points of slashing damage + your Strength Bonus with your unarmed attacks. This doesn’t cause an attack of opportunity but attacking with both hands requires to follow the normal rules for unarmed combat. You can use this ability a number of times per day equal to 3 + your Wisdom bonus. These must not be consecutive.
Dragonbreath (Su): At 4th level, you may use a breath weapon once per day as a standard action. When you gain this ability, choose acid, cold, fire, or electricity—this determines what kind of damage your breath weapon deals. Once you make this choice, you cannot change it later. Your breath weapon fills a 15-foot cone, and deals 3d6 points of damage—this damage increases by 1d6 points at every even-numbered level you gain beyond 4th level. A creature hit by your dragonbreath attack can attempt a Reflex save (DC 10 + 1/2 your druid level + your Constitution modifier) to take 1/2 damage.
At 9th level, you can use this ability two times per day, and at 14th level you can use it three times per day.
Domain Spells: 1st– Acute senses, 2nd– Dragonvoice, 3rd– Draconic reservoir, 4th– Dragon’s breath, 5th– Overland flight, 6th– Form of the dragon I, 7th– Form of the dragon II, 8th– Form of the dragon III, 9th– Storm of vengeance.
Lion Domain
The most courageous and kingly of animals is your source of inspiration.
Granted Powers:
Lion’s Courage (Su): You gain a +2 bonus on all saves vs. fear and may add your Wisdom bonus to Intimidate checks, in addition to your Charisma bonus.
Lion’s Roar (Sp): At 8th level, as a standard, action, you can emit a shout that functions on hearing opponents as a symbol of fear, using your druid level as your caster level. You can use this ability once per day at 8th level, and once more per day for every 4 levels beyond the 8th.
Domain Spells: 1st– Charm animal, 2nd– Cat’s grace, 3rd– Dominate animal, 4th– Heroism, 5th– Mass cat’s grace, 6th– Greater heroism, 7th– Animal shapes (felines only), 8th– Greater shout, 9th– Overwhelming presence.
Raven Domain
The raven’s considered a bird of ill omen, and a messenger of death. To you, it’s a messenger of rebirth and a source of knowledge.
Granted Powers:
Familiar: You gain a raven familiar. Your effective wizard level for this ability is equal to your druid level. Your druid level stacks with levels from other classes that grant familiars when determining the powers of your familiar.
Evil Eye (Ex): As a swift action, you can add a bonus equal to ½ your druid level (minimum +1) to a melee attack or to a Perception check. You can use this ability a number of times per day equal to 3 + your Wisdom bonus.
Raven’s Bite (Ex): At 8th level, you can use the sneak attack ability as if you were a rogue of ½ your druid level. At 12° e 16° level, you can select a rogue talent (not an advanced talent). Your equivalent rogue level for these talents is equal to ½ your druid level.
Domain Spells: 1st– Ill omen, 2nd– Cacophonous call, 3rd– Fly, 4th– Blood crow strike, 5th– Mass cacophonous call, 6th– Eyebite, 7th– Animal shapes (birds only), 8th– Prediction of failure, 9th– Weird.
Stag Domain
The princes of forests are graceful, mild, strong, swift and mighty creatures.
Granted Powers:
Improved Overrun (Ex): You gain Improved Overrun as a bonus feat, even if you don’t meet the prerequisites for it.
Unreachable (Ex): At 6th level, you gain the Uncanny Dodge ability. If you already have it, you automatically gain Improved Uncanny Dodge instead. At 12th level, you gain Improved Uncanny Dodge if you didn’t already have it.
Domain Spells: 1st– Expeditious retreat, 2nd– Forest friend, 3rd– Haste, 4th– Aspect of the stag, 5th– Tireless pursuers, 6th– Summon stampede, 7th– Animal shapes (deer, antilopes and gazelles only), 8th– Getaway, 9th– Freedom.
Swan Domain
Your spirit dances and flies with the most graceful of migratory birds.
Granted Powers:
Familiar: You gain a swan familiar. Your effective wizard level for this ability is equal to your druid level. Your druid level stacks with levels from other classes that grant familiars when determining the powers of your familiar.
Swan: CR 1/3; Small Animal; HD 1d8; hp 4; Init +2; Senses Perception +3 Spd 10 ft., fly 60 ft. (average); AC 13 (+1 size, +2 Dex), touch 13, flat-footed 12; melee 2 wing buffets +2 (1d3 –1), bite +1 (1d2 –1; AL N; SV Fort +2, Ref +4, Will +1; Str 8, Dex 15, Con 11, Int 2, Wis 12, Cha 7; Base Atk +0; CMB –1; CMD 11; Feats Weapon Finesse, Skills Fly +7, Swim +7, Perception +9; Racial Modifier +3 Perception. Master gains a +3 bonus on Diplomacy checks.
Swan’s Grace (Su): As a free action, you can add a competence bonus equal to ½ your druid level (minimum +1) to a Fly, Perception or Swim check, and to Survival checks to avoid losing yourself in flight. You can use this ability a number of times per day equal to 3 + your Wisdom bonus.
Migratory Bird (Ex): At 6th level, your swim speed is equal to your land speed. At 12th level, you gain a bonus on your flight spell in animal form equal to your druid level.
Domain Spells: 1st– Touch of the sea, 2nd– Enthrall, 3rd– Water walk, 4°– Blaze of glory, 5th– Overland flight, 6th– Find the path, 7th– Animal shapes (birds only), 8th– Pied piping, 9th– Overwhelming presence.

Elghinn Lightbringer |

#Wilderness Knight
@Bardess
Bard may have summon monster I-VI, but summoner has summon monster I, II, VI, V, VII, and VIII on their list. I went off the summoner, as this is a druid primary. Those are really the only spells I have in my list that are off their usual spell listing for a hybrid caster. Anyone else thoughts on that?
Should we keep it as is or change it to summon mnature's ally I-VI?
Also, Bloodsworn Retribution IS a paladin spell, and I think, as a defender of the wild, it is well within flavor for this MCA.
I'll take alook at the new domains later.
@OSW
Here!
Just a designing note-because we've gone from full caster to hybrid, and not just diminished spellcasting or something, we don't need to include the swaps in the abilities. They just are added as is. Thus, you see no mention of "This ability and X, Y, Z replace the druid's full casting ability..." or so. That's how we've done it from the beginning with these.
Cities and palaces have their armored protectors, but one must not think that wild lands and forests have no protectors of their own. For some, trees are natural stone columns, meadows are the tournament fields, and the real nobility resides in the fierce creatures of the natural world. 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. These are the wilderness knights. Devoted to good beyond the concerns of law and chaos, wilderness knights are neither mighty warriors like paladins, or are they powerful spellcasters like druids. However, they do strive to emulate the virtues of both good outsiders and animals, transforming into strong beasts and celestials, and drawing their power from the animal world to ride and summon celestial animal creatures. Every wilderness knight chooses one animal species as her emblem and model of perfection, and openly promotes that animal through her coat of arms and wild shaping ability.
Primary: Druid.
Secondary: Paladin.
Alignment: Neutral good.
Hit Dice: d8.
Bonus Skills and Ranks: The wilderness knight may select three paladin skills to add to her class skills in addition to the normal druid class skills. The wilderness knight gains a number of ranks at each level equal to 4 + Int modifier.
Weapon and Armor Proficiency: A wilderness knight is proficient with all simple and martial weapons. She is also proficient with all natural attacks (claw, bite, and so forth) of any form they assume with wild shape (see below). A wilderness knight is proficient with light and medium armor but is prohibited from wearing metal armor; thus, she may wear only padded, leather, or hide armor. A wilderness knight may also wear wooden armor that has been altered by the ironwood spell so that it functions as though it were steel. See the ironwood spell description. A wilderness knight is proficient with shields (except tower shields) but must use only wooden ones.
Spellcasting: A wilderness knight casts divine spells drawn from the wilderness knight spell 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, as shown on Table: Wilderness Knight. She also receives bonus spells per day if she has a high Charisma score.
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.
Aura of Good (Ex): At 1st level, a wilderness knight gains the paladin’s aura of good ability.
Detect Evil (Sp): At 1st level, a wilderness knight gains the paladin’s detect evil ability.
Emblem Bond: This is exactly like the druid’s nature bond ability, except that a wilderness knight must form a bond with nature. She may choose from the Eagle, Frog, Monkey, Serpent, Wolf animal domains, or from the new Bear, Dragon, Panther, Raven, Stag, or Swan animal domains. When she prepares her domain spells, she can only prepare them up to her 6th–level domain spell. A wilderness knight displays her chosen animal as part of her shield’s insignia and her holy symbol. This choice also determines her Emblem Companion ability.
Purity Sense (Ex): A wilderness knight gains a +2 bonus on Knowledge (nature) and Sense Motive checks. This ability replaces nature sense.
Lay On Hands (Su): At 2nd level, a wilderness knight gains the paladin’s lay on hands ability. A wilderness knight qualifies for feats that alter or enhance the lay on hands class feature.
Aura of Courage (Su): At 3rd level, a wilderness knight gains the paladin’s aura of courage ability. This ability replaces Trackless Step.
Mercy (Su): At 3rd level, a wilderness knight gains the paladin’s mercy ability, but is restricted to the following mercy selections at the indicated levels. At 3rd level, she may select the Shaken or Sickened mercy. At 6th level, she may select the Charmed* or Diseased mercy. At 9th level, she may select the Confused*, Nauseated, or Poisoned mercy. At 12th level, she may select the Paralyzed mercy. At 15th level, she may select the Dominated* mercy. At 18th level, she may select the Petrified* mercy. The wilderness knight qualifies for Extra Mercy and other feats that alter or enhance the mercy class feature. This ability replaces Resist Nature’s Lure and Venom Immunity. *(see Kobold Quarterly 14)
Wildshape (Su): This is exactly like the druid ability of the same name, except for the following changes. At 4th level, a wilderness knight can only turn herself into a Small or Medium animal that corresponds to her emblem bond once per day. 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.
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 wild shape for all requirements.
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, but doesn’t recalculate her hit points, as normal.
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 the new lesser angelic aspect or lesser agathion appearance spell (see New Spells). A wilderness knight must choose between these two forms at 8th level. Once the choice is made, it cannot be changed.
At 10th level, when taking the form of a celestial, the wilderness knight’s wild shape functions as the angelic aspect or agathion appearance spell.
At 12th level, when taking the form of a celestial, the wilderness knight’s wild shape functions as the greater angelic aspect or greater agathion appearance spell.
Emblem Companion (Su): At 5th level, the wilderness knight forms a bond with an animal companion of the species corresponding to her emblem bond. The companion may also serve as a mount, if of the appropriate type and size, and take mount archetypes if it has the right size, though most emblem companion select the Totem Guide archetype. The wilderness knight and her emblem companion qualify for all feats affecting paladin’s mounts and druid’s animal companions. This ability otherwise functions like the druid animal companion ability, except for the following changes.
Once per day, as a full-round action, a wilderness knight may magically call her mount to her side. This ability is the equivalent of a spell of a level equal to one-third wilderness knight 's level. The mount immediately appears adjacent to the wilderness knight. A wilderness knight can use this ability once per day at 5th level, and one additional time per day for every 4 levels thereafter, for a total of four times per day at 17th level.
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.
Should the wilderness knight’s emblem companion die, the wilderness knight may not summon another companion for 30 days or until she gains a wilderness knight level, whichever comes first. During this 30-day period, the wilderness knight takes a –1 penalty on attack and weapon damage rolls.
Wild Speech (Ex): At 7th level, the wilderness knight gains Wild Speech as a bonus feat, but only when she wild shapes into her emblem animal form.
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). This improves to planar ally at 13th level and greater planar ally and at 19th level. 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 a half–celestial lion, a cherub, or a leonal). This ability replaces spontaneous casting.
Natural Spell (Ex): At 11th level, a wilderness knight gains Natural Spell as a bonus feat, but only when she wild shapes in her emblem animal form.
Planar Wild Shape (Ex): At 13th level, a wilderness knight gains the Planar Wild Shape as a bonus feat, but only when she wild shapes in her emblem animal form.
Aura of Elements (Su): At 14th level, a wilderness knight's weapons (including her natural weapons when she wild shapes in her emblem animal form) are treated as acid, cold, electricity, and fire 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 energy 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.
Wilderness Defender (Su): At 20th level, as a standard action, a wilderness knight can sprout wings, but only when she wild shapes into her emblem animal form. This allows her to fly at twice her emblem animal form’s land speed with average maneuverability. She can retract the wings as a free action.
In addition, whenever she uses lay on hands to heal a creature, she heals the maximum possible amount.
WILDERNESS KNIGHT SPELL LIST
Wilderness knight gain access to the following spells.
0-Level Wilderness Knight Spells—create water, detect magic, detect poison, guidance, know direction, light, mending, purify food and drink, read magic, resistance, stabilize, virtue.
1st-Level Wilderness Knight Spells—ant haul, aspect of the falcon, bless water, bless weapon, bless, bristle, call animal, calm animal, challenge evil, charm animal, cure light wounds, detect animals and plants, detect snares and pits, detect the faithful, detect undead, diagnose disease, divine favor, endure elements, entangle, feather step, ghostbane dirge, goodberry, heroe’s defiance, hide from animals, horn of pursuit, jump, keen senses, knight’s calling, know the enemy, longshot, longstrider, magic fang, magic weapon ,protection from evil, sanctify corpse, summon minor ally, summon nature’s ally I, veil of positive energy.
2nd-Level Wilderness Knight Spells—animal aspect, animal messanger, animal trance, aspect o the bear, aura of greater courage, barkskin, bear’s endurance, bull’s strength, campfire wall, cat’s grace, delay poison, eagle’s splendor, elemental speech, flame blade, forest friend, grace, gust of wind, hold animal, holy shield,light lance, owl’s wisdom, paladin’s sacrifice, reduce animal, resist energy, sacred bond, shield other, soften earth and stone, summon nature’s ally II, tree shape, vestment of the champion, wake of light, warp wood, wartrain mount, wilderness soldiers, wood shape.
3rd-Level Wilderness Knight Spells—animal aspect (greater), anthropomorphic animal, archon’s aura, badger’s ferocity, blade of bright victory, burrow, burst of speed, call lighting, companion mindlink, cure moderate wounds, daylight, deadly juggernaut, diminish plant, dispel magic, divine transfer, dominate animal, heal mount (*emblem companion only), hide campsite, mad monkeys, magic circle against evil, magic fang (greater), meld into stone, neautralize poison, plant growth, prayer, protection from energy, remove disease, speak with plants, spike growth, summon nature’s ally IV, water breathing, wind wall.
4th-Level Wilderness Knight Spells—antiplant shell, arboreal hammer, aspect of the stag, atavism, ball lighting, blaze of glory, control plants, cure serious wounds, echolocation, flame strike, freedom of movement, grove of respite, king’s castle, magic weapon (greater), neutralize poison, sanctify armor, spike stones, summon nature’s ally V, thorny body, true form.
5th-Level Wilderness Knight Spells—animal growth, aspect of the wolf, awaken, break enchantment, call lighting storm, commune with nature, cure critical wounds, death ward, dispel evil, hallow, raise animal companion, resounding blow, rest eternal, snake staff, stoneskin, summon nature’s ally VII, tree stride, wall of fire, wall of thorns.
6th-Level Wilderness Knight Spells—antilife shell, bloodsworn retribution, breath of life, cure light wounds (mass), dispel magic (greater), eagle aerie, find the path, holy sword, ironwood, live oak, move earth, repel wood, stone tell, summon nature’s ally VIII, transport via plants, wall of stone.
Table: Wilderness Knight
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 Aura of good, detect evil, emblem bond, orisons, 3 1 — — — — —
purity sense, wild empathy
2nd +1 +3 +0 +3 Lay on hands, woodland stride 4 2 — — — — —
3rd +2 +3 +1 +3 Aura of courage, mercy 4 3 — — — — —
4th +3 +4 +1 +4 Wild shape 1/day 4 3 1 — — — —
5th +3 +4 +1 +4 Emblem companion 4 4 2 — — — —
6th +4 +5 +2 +5 Mercy, wild shape 2/day 5 4 3 — — — —
7th +5 +5 +2 +5 Summon ally (lesser planar ally), wild speech 5 4 3 1 — — —
8th +6/+1 +6 +2 +6 Wild shape 3/day 5 4 4 2 — — —
9th +6/+1 +6 +3 +6 Mercy 5 5 4 3 — — —
10th +7/+2 +7 +3 +7 Wild shape 4/day 5 5 4 3 1 — —
11th +8/+3 +7 +3 +7 Natural spell 5 5 4 4 2 — —
12th +9/+4 +8 +4 +8 Mercy, wild shape 5/day 5 5 5 4 3 — —
13th +9/+4 +8 +4 +8 Summon ally (planar ally), planar wild shape 5 5 5 4 3 1 —
14th +10/+5 +9 +4 +9 Aura of elements, wild shape 6/day 5 5 5 4 4 2 —
15th +11/+6/+1 +9 +5 +9 Mercy 5 5 5 5 4 3 —
16th +12/+7/+2 +10 +5 +10 Wild shape 7/day 5 5 5 5 4 3 1
17th +12/+7/+2 +10 +5 +10 Aura of benevolence 5 5 5 5 4 4 2
18th +13/+8/+3 +11 +6 +11 Mercy, wild shape 8/day 5 5 5 5 5 4 3
19th +14/+9/+4 +11 +6 +11 Summon ally (greater planar ally) 5 5 5 5 5 5 4
20th +15/+10/+5 +12 +6 +12 Wild shape (at will), wilderness defender 5 5 5 5 5 5 5
Now the big concern I have is whether all the additional abilities balance with the switch to hybrid caster?
As I stated before, if so, they really the only thing I can see doing, without loosing certain abilities that really fit, is to turn the Emblem Companion into the Ranger version and shuffle a few abilties around, level-wise.
Thus, the ability change and table change would look something like this.
Emblem Companion (Su): At 4th level, the wilderness knight forms a bond with an animal companion of the species corresponding to her emblem bond. This ability functions like the druid animal companion ability (which is part of the Nature Bond class feature), except that the wilderness knight's effective druid level is equal to his wilderness knight level –3.
Once per day, as a full-round action, a wilderness knight may magically call her mount to her side. This ability is the equivalent of a spell of a level equal to one-third wilderness knight 's level. The mount immediately appears adjacent to the wilderness knight. A wilderness knight can use this ability once per day at 5th level, and one additional time per day for every 4 levels thereafter, for a total of four times per day at 17th level.
At 11th level, the emblem companion gains the celestial template.
At 15th level, the emblem companion sprouts wings if it cannot already fly and gains a fly speed equal to 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.
This version doesn't have the 30 day wait time, since I didn't feel it was necessary as it was already a level-3 critter. Should we still keep that? Perhaps, as it does gain the template, wings, etc. Thoughts?
Then on the table, Emblem Companion is moved to 4th, and shuffled Summon Ally (lesser palanar ally) to 5th, Natural Sell to 7th, and Summon Ally (planar ally) to 11th.
Table: Wilderness Knight
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 Aura of good, detect evil, emblem bond, orisons, 1 — — — — —
purity sense, wild empathy
2nd +1 +3 +0 +3 Lay on hands, woodland stride 2 — — — — —
3rd +2 +3 +1 +3 Aura of courage, mercy 3 — — — — —
4th +3 +4 +1 +4 Emblem companion, wild shape 1/day 3 1 — — — —
5th +3 +4 +1 +4 Lesser planar ally 4 2 — — — —
6th +4 +5 +2 +5 Mercy, wild shape 2/day 4 3 — — — —
7th +5 +5 +2 +5 Natural spell, wild speech 4 3 1 — — —
8th +6/+1 +6 +2 +6 Wild shape 3/day 4 4 2 — — —
9th +6/+1 +6 +3 +6 Mercy 5 4 3 — — —
10th +7/+2 +7 +3 +7 Wild shape 4/day 5 4 3 1 — —
11th +8/+3 +7 +3 +7 Planar ally 5 4 4 2 — —
12th +9/+4 +8 +4 +8 Mercy, wild shape 5/day 5 5 4 3 — —
13th +9/+4 +8 +4 +8 Planar wild shape 5 5 4 3 1 —
14th +10/+5 +9 +4 +9 Aura of elements, wild shape 6/day 5 5 4 4 2 —
15th +11/+6/+1 +9 +5 +9 Mercy 5 5 5 4 3 —
16th +12/+7/+2 +10 +5 +10 Wild shape 7/day 5 5 5 4 3 1
17th +12/+7/+2 +10 +5 +10 Aura of benevolence 5 5 5 4 4 2
18th +13/+8/+3 +11 +6 +11 Mercy, wild shape 8/day 5 5 5 5 4 3
19th +14/+9/+4 +11 +6 +11 Greater planar ally 5 5 5 5 5 4
20th +15/+10/+5 +12 +6 +12 Wild shape (at will), wilderness defender 5 5 5 5 5 5
So, which direction is more balanced. The first posting or alternate version?

Elghinn Lightbringer |

#Wilderness Knight
New Domains
On a cursory look they look good. Now, initially I was wondering why Dragon, Raven, and Swan grant a familiar. Then I saw that a number of the other animal domains put out by Paizo also do this, but only for those that are of a size suitable for a familiar. So wolf doesn't have it, and neither does your new Stag, Bear, or Lion.

Elghinn Lightbringer |

#Wilderness Knight
I think we should be able to keep the full companion at 5th, if we use the paladin's caveates. After all, the Divine Emissary has the normal Divine Bond of a paladin and has hybrid casting. Though that was going from 1/2 caster to hybrid, and his spells are more limited at 5th and 6th than the Wilderness Knight, but the Knight is more limited overall than the Divine Emissary. So I think we'll be good.
Also what do you mean by "in the final version please keep my indications on companions and forms undescribed in Pathfinder"? Please clarify.

Bardess |

Emblem Companion:
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)
Wildshape:
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)

Elghinn Lightbringer |

#Wilderness Knight
Here's the breakdown
Swaps
Full caster to Hybrid caster = Aura of good, detect evil, lay on hands, emblem companion, Wild Speech (feat), Natural Spell (feat), Planar Wild Shape, wilderness defender
Nature bond = Emblem bond
Nature sense = Purity sense
Trackless step = Aura of courage
Spontaneous casting (summoning) = Summon Ally (lesser/greater/planar ally)
Resist nature’s lure and Venom immunity = Mercy (x3)
Wild shape (lose plant shape and elemental body) = Wild shape (gain angel and agathion style transformations)
A thousand faces = Aura of elements
Timeless body = Aura of benevolence
@OSW Re: Spontaneous Casting-he loses the ability to spontaneously cast a summoning spell inplace of any prepared spell, and instead can cast lesser planar ally/planar ally/greater planar ally 1/week (not 1/day). Essentially, he loses the ability to spontanteously cast summon nature's ally, and instead can summon an outsider of the appropriate alignment and HD.
Overall, I think the swaps are fair, though there may be too much gained by the Full/Hybrid caster swap. Aura of good and Detect evil aren't game killers, more flavor abilities of the Drd/Pal combo. So with those, she's gainining 3 bonus feats, as full animal companion, ability to lay on hands, and the ability to grow wings and max her lay on hands (these are capstones)
May need to swap a few more things, such as Wilderness Defender and Wild Shape (at will), 8/day is still pretty good. Also, if the swaps above are still too much, we can again reduce wild shapes per day, or reduce Emblem Companion to ranger (level-3). There's a few options.
Perhaps the following swap changes?
Keep all the other swaps, but...
Full caster to Hybrid caster = Aura of good, detect evil, lay on hands, emblem companion (full)
Wild shape 2/day, 4/day, 6/day = Wild Speech (feat), Natural Spell (feat), Planar Wild
Wild shape (at will) = Wilderness defender
So, this would reduce wild shape to max 5/day, losing at will, 8/day, 7/day, and 6/day in the swap process.
And the Table would look like this, filling the dead levels.
Table: Wilderness Knight
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 Aura of good, detect evil, emblem bond, orisons, 3 1 — — — — —
purity sense, wild empathy
2nd +1 +3 +0 +3 Lay on hands, woodland stride 4 2 — — — — —
3rd +2 +3 +1 +3 Aura of courage, mercy 4 3 — — — — —
4th +3 +4 +1 +4 Wild shape 1/day 4 3 1 — — — —
5th +3 +4 +1 +4 Emblem companion 4 4 2 — — — —
6th +4 +5 +2 +5 Mercy 5 4 3 — — — —
7th +5 +5 +2 +5 Summon ally (lesser planar ally), wild speech 5 4 3 1 — — —
8th +6/+1 +6 +2 +6 Wild shape 2/day 5 4 4 2 — — —
9th +6/+1 +6 +3 +6 Mercy 5 5 4 3 — — —
10th +7/+2 +7 +3 +7 Wild shape 3/day 5 5 4 3 1 — —
11th +8/+3 +7 +3 +7 Natural spell 5 5 4 4 2 — —
12th +9/+4 +8 +4 +8 Mercy 5 5 5 4 3 — —
13th +9/+4 +8 +4 +8 Summon ally (planar ally), planar wild shape 5 5 5 4 3 1 —
14th +10/+5 +9 +4 +9 Aura of elements, wild shape 4/day 5 5 5 4 4 2 —
15th +11/+6/+1 +9 +5 +9 Mercy 5 5 5 5 4 3 —
16th +12/+7/+2 +10 +5 +10 Wild shape 5/day 5 5 5 5 4 3 1
17th +12/+7/+2 +10 +5 +10 Aura of benevolence 5 5 5 5 4 4 2
18th +13/+8/+3 +11 +6 +11 Mercy 5 5 5 5 5 4 3
19th +14/+9/+4 +11 +6 +11 Summon ally (greater planar ally) 5 5 5 5 5 5 4
20th +15/+10/+5 +12 +6 +12 Wilderness defender 5 5 5 5 5 5 5
Thoughts?

Elghinn Lightbringer |

And here's the next Wiki MCA. Pretty simple, may be easier to just go with 1/2 caster spell progression.
Primary Class: Fighter.
Secondary Class: Sorcerer.
Alignment: Any.
Hit Dice: d8.
Bonus Skills and Ranks: The bloodborn warrior may select three sorcerer skills to add to his class skills in addition to the normal fighter class skills. The bloodborn warrior gains a number of ranks at each level equal to 2 + Int modifier.
Weapon and Armor Proficiency: The bloodborn warrior is proficient with all simple and martial weapons. A bloodborn warrior is also proficient with light and medium armor. He can cast his blooded arcanum spells while wearing light or medium armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a bloodborn warrior wearing heavy armor, or a shield incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass bloodborn warrior still incurs the normal arcane spell failure chance for arcane spells received from other classes.
Bloodline: A bloodborn warrior gains the sorcerer bloodline class ability and may choose from any of the bloodlines listed in the Core Rulebook, Advance Players Guide, Ultimate Magic, or any other Pathfinder source, including Wildblooded bloodlines, but may not choose any of the Crossblooded bloodines. She adds the skill listed in her bloodline to his class skills but does not gain his bloodline arcana.
At 2nd level, a bloodborn warrior gains his first bloodline power and each subsequent power at 6th, 14th, and 18th level, as shown on Table: Bloodborn warrior.
At 4th level, a bloodborn warrior adds his 1st–level bloodline spell to his list of 1st-level blooded arcanum, and adds each subsequent level of bloodline spell to his next level of blooded arcanum, up to his 5th–level bloodline spell at 20th level. This ability otherwise functions as and replaces bloodline.
Bonus Feats: This is exactly like the fighter ability of the same name, except that a bloodborn warrior receives one bonus feat from the fighter’s list or those listed as his bloodline feats at 1st level, and again at 3rd level and every four levels thereafter.
Blooded Arcanum: A bloodborn warrior casts arcane spells drawn from his blooded arcanum, with a caster level equal to his bloodborn warrior level. To cast a spell, a bloodborn warrior must have a Charisma score equal to at least 10 + the spell level. The save DC against a bloodborn warrior’s spell is 10 + the spell level + the bloodborn warrior’s Charisma modifier.
A bloodborn warrior’s selection of blooded arcanum spells is also extremely limited, more so than other spontaneous spellcasters. At 4th level, the bloodborn warrior can cast 1st-level blooded arcanum spells and each subsequent level of spells every four levels thereafter, up to a maximum of 5th-level spells at 20th level.
A bloodborn warrior of 4th level of higher gains detect magic, read magic, and one 1st–level sorcerer spell of his choice as his 1st–level blooded arcanum. A bloodborn warrior also gains one blooded arcanum spell slot for each level of blooded arcanum spell she can cast, from 1st on up. Each day, a bloodborn warrior can cast one of the spells from his blooded arcanum in that slot. At 8th level, a bloodborn warrior may select one 2nd-level sorcerer spells of his choice as his 2nd-level blooded arcanum. At 12th level he may select one 3rd-level sorcerer spells of his choice as his 3rd-level blooded arcanum. He can also cast his 1st–level blooded arcanum twice per day. At 16th level he may select one 4th-level sorcerer spell of his choice as his 4th-level blooded arcanum. He can also cast his 2nd–level blooded arcanum twice per day. At 20th level he may select one 5th-level sorcerer spell of his choice as his 5th-level blooded arcanum. He can also cast his 3rd–level blooded arcanum twice per day.
Upon reaching 8th level, and at every even-numbered bloodborn warrior level after that (10th, 12th, and so on), a bloodborn warrior can choose to learn a new sorcerer spell in place of one of his blooded arcanum he already knows. In effect, the bloodborn warrior loses the old spell in exchange for the new one. The new spell's level must be the same as that of the spell being exchanged. A bloodborn warrior may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level. A bloodborn warrior cannot swap his bloodline spells.
Unlike a wizard or a cleric, a bloodborn warrior need not prepare his blooded arcanum spells in advance. She can cast any blooded arcanum spell she knows at any time, assuming she has not yet used up his spells per day for that spell level.
Sorcerous Strike (Ex): At 10th level, a bloodborn warrior gains Sorcerous Strike as a bonus feat.
Table: Bloodborn Warrior
Base
Class Attack Fort Ref Will
Level Bonus Save Save Save Special
1st +1 +2 +0 +2 Bloodline, bonus feat
2nd +2 +3 +0 +3 Bloodline power
3rd +3 +3 +1 +3 Bonus feat
4th +4 +4 +1 +4 Blooded arcanum (1st)
5th +5 +4 +1 +4 Weapon training 1
6th +6/+1 +5 +2 +5 Bloodline power
7th +7/+2 +5 +2 +5 Bonus feat
8th +8/+3 +6 +2 +6 Blooded arcanum (2nd)
9th +9/+4 +6 +3 +6 Weapon training 2
10th +10/+5 +7 +3 +7 Sorcerous strike
11th +11/+6/+1 +7 +3 +7 Bonus feat
12th +12/+7/+2 +8 +4 +8 Blooded arcanum (3rd)
13th +13/+8/+3 +8 +4 +8 Weapon training 3
14th +14/+9/+4 +9 +4 +9 Bloodline power
15th +15/+10/+15 +9 +5 +9 Bonus feat
16th +16/+11/+6/+1 +10 +5 +10 Blooded arcanum (4th)
17th +17/+12/+7/+2 +10 +5 +10 Weapon training 4
18th +18/+13/+8/+3 +11 +6 +11 Bloodline power
19th +19/+14/+9/+4 +11 +6 +11 Bonus feat
20th +20/+15/+10/+5 +12 +6 +12 Blooded arcanum (5th), weapon mastery

Kyras Ausks |

#BLOODBORN WARRIOR(maybe just Bloodborn kinda a nod to Skyrim but it can work
i realy like this one but i think it can have the wording changed to leave it devoid of confusion
Weapon and Armor Proficiency: this is fine look like a copy/paste from the bard which is fine because it works
Bloodline and Bonus Feats: this works and its balanced
Blooded Arcanum:i think this could be simplified them to spell-like abilities to be easier to word

Oceanshieldwolf |

I'm having trouble with the versions.... I'm looking at the most recent posted.
My feedback:
Full caster to Hybrid caster = Aura of good, detect evil, lay on hands, emblem companion, Wild Speech (feat), Natural Spell (feat), Planar Wild Shape, wilderness defender
- - - - I feel this is basically gaining too much for the swap.
* Nature bond = Emblem bond - - - - Fine.
* Nature sense = Purity sense - - - - Fine
*Trackless step = Aura of courage - I don't think these are equal. Trackless step is an individual/personal stealth, aura of courage is an aura buff.
*Spontaneous casting (summoning) = Summon Ally (lesser/greater/planar ally) This is ok.
*Resist nature’s lure and Venom immunity = Mercy (x3) - - - - Again- I don't like this swap - while they are great thematic swaps, the individual/personal nature of the druid abilities are not equal to the outward buff/heal of the mercies.
*Wild shape (lose plant shape and elemental body) = Wild shape (gain angel and agathion style transformations). - - - - On the fence on this one.
*A thousand faces = Aura of elements - - - - Again, I don't think this is a fair swap. It's an individual/personal stealth/subterfuge for an outward and shared attack buff. I do see a slight thematic swap, so that is promising... :)
*Timeless body = Aura of benevolence - - - - Same again. An individual personal effect swapped for an aura buff.
Anyone else share my concerns on the personal/aura and non-combat effect/combat buff disconnects?

Elghinn Lightbringer |

I'm having trouble with the versions.... I'm looking at the most recent posted.
My feedback:
Full caster to Hybrid caster = Aura of good, detect evil, lay on hands, emblem companion, Wild Speech (feat), Natural Spell (feat), Planar Wild Shape, wilderness defender- - - - I feel this is basically gaining too much for the swap.
*Trackless step = Aura of courage - I don't think these are equal. Trackless step is an individual/personal stealth, aura of courage is an aura buff.
*Resist nature’s lure and Venom immunity = Mercy (x3) - - - - Again- I don't like this swap - while they are great thematic swaps, the individual/personal nature of the druid abilities are not equal to the outward buff/heal of the mercies.
*A thousand faces = Aura of elements - - - - Again, I don't think this is a fair swap. It's an individual/personal stealth/subterfuge for an outward and shared attack buff. I do see a slight thematic swap, so that is promising... :)
*Timeless body = Aura of benevolence - - - - Same again. An individual personal effect swapped for an aura buff.
...
Let's address these.
1) I agree, too much gained in the swaps. We need to swap out more, so I suggest that we go with my most recent suggestion...
[b]NEw Swaps]/\b
Full caster to Hybrid caster = Aura of good, detect evil, lay on hands, emblem companion (full)
Wild shape 2/day, 4/day, 6/day = Wild Speech (feat), Natural Spell (feat), Planar Wild Shape
Wild shape (at will) = Wilderness defender
So, this would reduce wild shape to max 5/day.
2) Regarding the other issues, we need to remember that, as a Druid/Paladin, there is a phiolsophical shift from "loner protector of the wild" to more includsive "protector of the wild and allies". Thus, a shift from the focus on personal effects to effects that affect others.
Consider a Drd10/Pal10, and what he'd gain from the paladin (and loss from druid). This in part of the MCA process, incorporating certain aspects of one class into another, even though we may not like the swaps. That said, there may be some adjustments we can make
For example, What if the Mercy's can only be used on herself or her aniamal comapnion (or other animals). Makes it far more thematic to the "Defender of the Wild" flavor of the MCA. Also, we may want to reduce the number of mercies that can be chosen, perhaps only those linsted as 3rd, 6th, and 9th level mercies in the paladin, as she is only getting 3 increments of mercy.
That would restrict them to
3rd Level: Fatigued, Shaken, and Sickened
9th Level: Dazed, Diseased, and Staggered
15th Level: Cursed, Exhausted, Frightened, Nauseated, and Poisoned
Though I would remove the Cursed mercy, the others seem pretty "natural" conditions vs. spell inflicted.
I think we could come up with a more thematic ability in place of Aura of Courage (Aura of the Wild? Gain the "Rage" spell effect for 1 round? Just throwing things out there)
And I think Aura of Elements needs to be restricted to only 1 type of energy, and perhaps, can be changed once per day. So, it could be electricity one day, then fire the next, etc.
Aura of Benevolence: I think we could also find something else more thematic.

Elghinn Lightbringer |

Alright, did some swapping, trimming, and changing of abilities to get, what I belive is a good balance of swaps, additions of paladin or paladin-eque abilities, and other abilities more flavorful but functions like a paladin's aura effect. I think I'e also addresssed the concerns, and the desires of teh creator.
Again I just want to reiterate that we shouldn't be afraid of swapping an individual affecting ability with a buff ability. It shouldn't be the type of ability, but the power level of the ability we should be comparing. That's the point of archetypes, changing the role and functions of a particular base class to do something else, often different from what it was originally meant to do. No different when we slam together two different classes. Though we should still be careful as to the power level of such swaps and not be afraid to add in restrictions to a particular ability to maintain balance or flavor.
SWAPS
1) Full Caster to Hybrid Caster = Aura of good, detect evil, lay on hands, emblem companion, aura of elemental might
2) Nature sense = Purity sense
3) Trackless step = Aura of trackless step
4) Spontaneous casting (summoning) = Summon ally (1/week; lesser planar ally, planar ally, or greater planar ally)
5) Wild shape 2/day = Natural Spell
6) Venom immunity = Aura of venom immunity
7) Wild shape 5/day = Wild Speech
8) Timeless body = Aura of timelessness
9) Wild shape 8/day = Planar Wild Shape
10) Wild shape (at will) = Wilderness defender
Cities and palaces have their armored protectors, but one must not think that wild lands and forests have no protectors of their own. For some, trees are natural stone columns, meadows are the tournament fields, and the real nobility resides in the fierce creatures of the natural world. 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. These are the wilderness knights. Devoted to good beyond the concerns of law and chaos, wilderness knights are neither mighty warriors like paladins, or are they powerful spellcasters like druids. However, they do strive to emulate the virtues of both good outsiders and animals, transforming into strong beasts and celestials, and drawing their power from the animal world to ride and summon celestial animal creatures. Every wilderness knight chooses one animal species as her emblem and model of perfection, and openly promotes that animal through her coat of arms and wild shaping ability.
Primary: Druid.
Secondary: Paladin.
Alignment: Neutral good.
Hit Dice: d8.
Bonus Skills and Ranks: The wilderness knight may select three paladin skills to add to her class skills in addition to the normal druid class skills. The wilderness knight gains a number of ranks at each level equal to 4 + Int modifier.
Weapon and Armor Proficiency: A wilderness knight is proficient with all simple and martial weapons. She is also proficient with all natural attacks (claw, bite, and so forth) of any form they assume with wild shape (see below). A wilderness knight is proficient with light and medium armor but is prohibited from wearing metal armor; thus, she may wear only padded, leather, or hide armor. A wilderness knight may also wear wooden armor that has been altered by the ironwood spell so that it functions as though it were steel. See the ironwood spell description. A wilderness knight is proficient with shields (except tower shields) but must use only wooden ones.
Spellcasting: A wilderness knight casts divine spells drawn from the wilderness knight spell 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, as shown on Table: Wilderness Knight. She also receives bonus spells per day if she has a high Charisma score.
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.
Aura of Good (Ex): At 1st level, a wilderness knight gains the paladin’s aura of good ability.
Detect Evil (Sp): At 1st level, a wilderness knight gains the paladin’s detect evil ability.
Emblem Bond: This is exactly like the druid’s nature bond ability, except that a wilderness knight must form a bond with nature. She may choose the Eagle, Frog, Monkey, Serpent, or Wolf animal domains, the Crocodile, Panther or Vulture animal domains in Faiths & Philosophies, or the new Bear, Dragon, Panther, Raven, Stag, or Swan animal domains. When she prepares her domain spells, she can only prepare them up to her 6th–level domain spell. A wilderness knight displays her chosen animal as part of her shield’s insignia and her holy symbol. This choice also determines her Emblem Companion ability.
Purity Sense (Ex): A wilderness knight gains a +2 bonus on Knowledge (nature) and Sense Motive checks. This ability replaces nature sense.
Lay On Hands (Su): At 2nd level, a wilderness knight gains the paladin’s lay on hands ability. A wilderness knight qualifies for feats that alter or enhance the lay on hands class feature.
Aura of Trackless Step (Su): Starting at 3rd level, a wilderness knight leaves no trail in natural surroundings and cannot be tracked. Each ally within 10 feet of her also leaves no trail in natural surroundings and cannot be tracked. She may choose herself or any ally within the aura to leave a trail if so desired. This ability functions only while the wilderness knight is conscious, not if she is unconscious or dead. This ability otherwise functions as and replaces trackless step.
Wildshape (Su): This is exactly like the druid ability of the same name, except for the following changes. At 4th level, a wilderness knight can only turn herself into a Small or Medium animal that corresponds to her emblem bond once per day. 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.
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 wild shape for all requirements.
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, but doesn’t recalculate her hit points, as normal.
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 the new lesser angelic aspect or lesser agathion appearance spell (see New Spells). A wilderness knight must choose between these two forms at 8th level. Once the choice is made, it cannot be changed.
At 10th level, when taking the form of a celestial, the wilderness knight’s wild shape functions as the angelic aspect or agathion appearance spell.
At 12th level, when taking the form of a celestial, the wilderness knight’s wild shape functions as the greater angelic aspect or greater agathion appearance spell.
*Note: A wilderness knight with the Dragon domain can turn into any dinosaur. A wilderness knight with the Panther domain can turn into a panther by using the stats for a leopard or jaguar. A wilderness knight with the Swan domain uses the stats of the swan described in that domain. A wilderness knight with the Stag domain uses the stats of an elk or the deer stats described in the Tome of Horrors Complete by Necromancer Games.
Emblem Companion (Su): At 5th level, the wilderness knight forms a bond with an animal companion of the species corresponding to her emblem bond. If her emblem bond domain grants the wilderness knight a familiar, it is replaced by her emblem companion at this level. The emblem companion may also serve as a mount, if it is of the appropriate type and size, and may take mount archetypes if it has the right size, though most emblem companion select the Totem Guide archetype. The wilderness knight and her emblem companion qualify for all feats affecting paladin’s mounts and druid’s animal companions. This ability otherwise functions like the druid animal companion ability, except for the following changes.
Once per day, as a full-round action, a wilderness knight may magically call her mount to her side. This ability is the equivalent of a spell of a level equal to one-third wilderness knight 's level. The mount immediately appears adjacent to the wilderness knight. A wilderness knight can use this ability once per day at 5th level, and one additional time per day for every 4 levels thereafter, for a total of four times per day at 17th level.
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.
Should the wilderness knight’s emblem companion die, the wilderness knight may not summon another companion for 30 days or until she gains a wilderness knight level, whichever comes first. During this 30-day period, the wilderness knight takes a –1 penalty on attack and weapon damage rolls.
*Note: A wilderness knight with the Dragon domain gains a dinosaur of her choice, of the appropriate size and Hit Dice. A wilderness knight with the Panther domain gains a panther, but uses the stats of a leopard. A wilderness knight with the Raven domain gains a raven, but adds the Giant simple template to increase it to Small size. A wilderness knight with the Swan domain gains a swan, but uses the stats of an eagle and replaces the eagle’s talon attack with two wing buffets that deal the same damage. A wilderness knight with the Stag domain gains a deer, but uses the stats of an elk.
Summon Ally (Sp): At 6th 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). This improves to planar ally at 13th level and greater planar ally and at 19th level. 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 a half–celestial lion, a cherub, or a leonal). This ability replaces spontaneous casting.
Natural Spell (Ex): At 7th level, a wilderness knight gains Natural Spell as a bonus feat, but only when she wild shapes in her emblem animal form. This ability replaces wild shape 2/day.
Aura of Venom Immunity (Su): At 9th level, a wilderness knight gains immunity to all poisons. Each ally within 10 feet of her gains a +4 resistance bonus against poisons. This ability otherwise functions as and replaces venom immunity.
Aura of Elemental Might (Su): At 11th level, a wilderness knight's weapons (including her natural weapons when she wild shapes in her emblem animal form) are treated as one of the following energy types for the purpose of bypassing damage reduction: acid, cold, electricity, or fire. This also applies to her emblem companion and any emblem creatures summoned within 10 feet of her, but not to other allies. Once the choice is made, it remains in effect until the next time she rests to regain her daily allotment of spells, at which time she may choose the same energy type or another for the day. The wilderness knight’s weapons deal no additional energy damage from this ability. This ability functions only while the wilderness knight is conscious, not if she is unconscious or dead. This replaces venom immunity.
Wild Speech (Ex): At 11th level, the wilderness knight gains Wild Speech as a bonus feat, but only when she wild shapes into her emblem animal form. This ability replaces wild shape 5/day.
Aura of Timelessness (Su): At 15th level, a wilderness knight no longer takes ability score penalties for aging and cannot be magically aged. Any penalties she may have already incurred, however, remain in place. Bonuses still accrue, and the druid still dies of old age when her time is up. In addition, each ally with 10 feet of her cannot be magically aged, whether from spells, spell-like abilities, or similar effects. This ability otherwise functions as and replaces timeless body.
Planar Wild Shape (Ex): At 17th level, a wilderness knight gains the Planar Wild Shape as a bonus feat, but only when she wild shapes in her emblem animal form. This ability replaces wild shape 8/day.
Aura of Elemental Might (Su): At 19th level, a wilderness knight gains energy resistance 10 to one of the following energy types: acid, cold, electricity, or fire. This resistance also applies to her emblem companion and any emblem creatures summoned. Once the choice is made, it cannot be changed. Each ally within 10 feet the type gains a +4 resistance bonus to all saving throws against spells or effects of that energy type. This ability functions only while the wilderness knight is conscious, not if she is unconscious or dead.
Wilderness Defender (Su): At 20th level, as a standard action, a wilderness knight can sprout wings, but only when she wild shapes into her emblem animal form. This allows her to fly at twice her emblem animal form’s land speed with average maneuverability. She can retract the wings as a free action.
In addition, whenever she uses lay on hands to heal a creature, she heals the maximum possible amount. This ability replaces wild shape (at will).
Table: Wilderness Knight
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 Aura of good, detect evil, emblem bond, orisons, 3 1 — — — — —
purity sense, wild empathy
2nd +1 +3 +0 +3 Lay on hands, woodland stride 4 2 — — — — —
3rd +2 +3 +1 +3 Aura of trackless step, resist nature’s lure 4 3 — — — — —
4th +3 +4 +1 +4 Wild shape 1/day 4 3 1 — — — —
5th +3 +4 +1 +4 Emblem companion 4 4 2 — — — —
6th +4 +5 +2 +5 Summon ally (lesser planar ally) 5 4 3 — — — —
7th +5 +5 +2 +5 Natural spell 5 4 3 1 — — —
8th +6/+1 +6 +2 +6 Wild shape 2/day 5 4 4 2 — — —
9th +6/+1 +6 +3 +6 Aura of venom immunity 5 5 4 3 — — —
10th +7/+2 +7 +3 +7 Wild shape 3/day 5 5 4 3 1 — —
11th +8/+3 +7 +3 +7 Wild speech 5 5 4 4 2 — —
12th +9/+4 +8 +4 +8 Summon ally (planar ally) 5 5 5 4 3 — —
13th +9/+4 +8 +4 +8 A thousand faces 5 5 5 4 3 1 —
14th +10/+5 +9 +4 +9 Wild shape 4/day 5 5 5 4 4 2 —
15th +11/+6/+1 +9 +5 +9 Aura of timelessness 5 5 5 5 4 3 —
16th +12/+7/+2 +10 +5 +10 Wild shape 5/day 5 5 5 5 4 3 1
17th +12/+7/+2 +10 +5 +10 Planar wild shape 5 5 5 5 4 4 2
18th +13/+8/+3 +11 +6 +11 Summon ally (greater planar ally) 5 5 5 5 5 4 3
19th +14/+9/+4 +11 +6 +11 Aura of elemental might 5 5 5 5 5 5 4
20th +15/+10/+5 +12 +6 +12 Wilderness defender 5 5 5 5 5 5 5

Oceanshieldwolf |

Yeah I like this more. Not sure if it still fits Bardess' concept however. The Aura of Venim Immunity is a nice tweak, not as exciting as what was originally there.
@Elghinn, regarding this:
2) Regarding the other issues, we need to remember that, as a Druid/Paladin, there is a phiolsophical shift from "loner protector of the wild" to more includsive "protector of the wild and allies". Thus, a shift from the focus on personal effects to effects that affect others.
I'm less concerned by the "philisophical shift" or even the party role shift (I rail against hard coded party roles for any class concept) than the group of these swaps that shift from personal to aura and from non-combat to combat as a general overpowering of the MCA. I'm fine with the theme, just not the execution.
Changing one or maybe two might be okay, but changing this many together - I begin to wonder if this too (like the Feral Champion) shouldn't be a Paladin primary. I'm not really suggesting that, but you get my drift - this feels like a nature paladin, not a holy-martial druid.
(A minor note - seeing as the druid can have an animal companion, it's not quite true to say "loner protector of the wild" - even if the bonded pair were "loners" together, that is a player choice and not hard-coded into druid-the-class.)

Oceanshieldwolf |

Again I just want to reiterate that we shouldn't be afraid of swapping an individual affecting ability with a buff ability. It shouldn't be the type of ability, but the power level of the ability we should be comparing.
Totally agree. Not type of, but power of. And watch also for groups of abilities that rock the synergies of the class into OP.

Elghinn Lightbringer |

...I'm not really suggesting that, but you get my drift - this feels like a nature paladin, not a holy-martial druid.
So, what would you suggest? If it has more a nature paladin feel, how would we make it more a holy-martial druid? I think we also need to see what Bardess thinks.

Bardess |

Ummm, when I first had the idea of this archetype, I thought about a Pal/Drd too, but then I found that it'd be too similar to OSW's (I thought about aberration-fighting powers, but he already had put that in- maybe I was unconsciously remembering it). Besides, I wanted the domain-companion-wildshape combo, and it was less a twist for a druid-based character. And I rather liked the idea of a d8, 3/4 BAB combatant, similar to the old Myrikhan of 1E AD&D.
I think that Elghinn's changes are too much. This way, the WK would truly be more a paladin than a druid. Your proposal for Aura of Elements looks good (choosing one element, or maybe one different element per day), but the others... well, this is not my picture of the character.
Limiting wildshape and mercies is OK. Maybe we could leave just Charmed-Confused-Dominated-Poisoned, to mirror the druid's abilities, and maybe the WK could choose to heal hit points OR remove one effect, but not both. I'd leave Aura of Courage, though. As for Aura of Benevolence, I could rewrite it to make it more fit to the flavor- maybe a boost on the lifeforce of good allies in form of an Aid spell, without effect on evil opponents?

Bardess |

Maybe like this:
Aura of Green (Su):At 17th level, when in natural environments, the wilderness knight can expend two uses of her lay on hands ability to tap into the lifeforce of greenery around her, boosting her allies' energies. This aura affects all creatures in a 10-foot radius centered on the wilderness knight. Good creatures in the aura receive 1 temporary hit point per level of the wilderness knight, for 1 minute per level. Using this ability is a free action. This ability replaces timeless body.

Oceanshieldwolf |

#Wilderness Knight
@Kyras Ausks: No Paladin Auras extend to 30ft - I think 10 feet is fine. I would however rename it Aura of Nature and change "lifeforce of greenery" to something more natural-generic - seeing as it could just as easily be used by an ocean-going/sailor WK, desert/dune WK, asteroid dwelling WK or underwater WK. I think I'd prefer a tighter concept than "natural environments" but then again the Feral Champion had some similar conceptual challenges...
I like the ability, I'm just concerned about the disconnect I mentioned above in with regard to the relative power of the WK compared to a vanilla druid. I guess I vacillate between seeing MCAs as archetypes of the primary class, and seeing them true, new classes that should stand on their own and dispense with being balanced with either the primary or secondary. Woah. Way to have a crisis of (design) faith... ;P
I just think there are too many offensive/defensive buffs compared to personal effects the vanilla druid has. As I said, one or maybe two are fine. Beyond that it gets unwieldy.
I think we should leave it as Bardess desires and then we can hash it all out later in the development stage. I do like the MCA! Nice one Bardess!

Oceanshieldwolf |

#Bloodborn Warrior
* What is the casting like currently? There is no progression table, if this:
Each day, a bloodborn warrior can cast one of the spells from his blooded arcanum in that slot. At 8th level, a bloodborn warrior may select one 2nd-level sorcerer spells of his choice as his 2nd-level blooded arcanum. At 12th level he may select one 3rd-level sorcerer spells of his choice as his 3rd-level blooded arcanum. He can also cast his 1st–level blooded arcanum twice per day. At 16th level he may select one 4th-level sorcerer spell of his choice as his 4th-level blooded arcanum. He can also cast his 2nd–level blooded arcanum twice per day. At 20th level he may select one 5th-level sorcerer spell of his choice as his 5th-level blooded arcanum. He can also cast his 3rd–level blooded arcanum twice per day.
is the description of his spell casting, then yes, perhaps 1/2 casting would be less complicated. ;)
* Also - Bloodline ability says "This ability otherwise functions as and replaces bloodline"?!?!?

Elghinn Lightbringer |

#Wilderness Knight
@Bardess: Good feedback. Last thing I want to do is make this something that is completely against your vision of the MCA. I think Aura of Green is a better concept.
What do you see as the core abilities to this MCA, and what (from my MK III) do you see as needing to go in regards to your vision? Then we can go from there and hash out the rest via emails in the final stage.
@OSW: The way I always approach MCAs is to look at them as a "new base class" but designed by using the archetype swap mechanics, and then create new flavorful version that can synergize the rest of the abilities. Doesn't always work, but usually ends up working with all the input from others.
#Bloodborn Warrior
Doing some reworking based on giving it the 1/2 caster progression, and looking at swaps. Should ahve the new incarantion up later today. I think it'll be less complicated.

Elghinn Lightbringer |

#Wilderness Knight
@Bardess: How do you feel about Aura of Trackless Step? or would you prefer it to just be Trackless Step?
To put it more in line to your original, I've put Mercies back in (moved the Confused, Charmed, and Dominated mercies around, and added another, Entangled, since that is very druidy too), moved Aura of Elemental Might to 11th and made some slight changes, and added in Aura of Green (renamed to Aura of Nature's Embrace).
So barring Trakcless Step/Aura of Trackless Step, I think we'll go with this, and anything else can be hammered out between you and the MCP via emails in the finalization process.
Cities and palaces have their armored protectors, but one must not think that wild lands and forests have no protectors of their own. For some, trees are natural stone columns, meadows are the tournament fields, and the real nobility resides in the fierce creatures of the natural world. 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. These are the wilderness knights. Devoted to good beyond the concerns of law and chaos, wilderness knights are neither mighty warriors like paladins, or are they powerful spellcasters like druids. However, they do strive to emulate the virtues of both good outsiders and animals, transforming into strong beasts and celestials, and drawing their power from the animal world to ride and summon celestial animal creatures. Every wilderness knight chooses one animal species as her emblem and model of perfection, and openly promotes that animal through her coat of arms and wild shaping ability.
Primary: Druid.
Secondary: Paladin.
Alignment: Neutral good.
Hit Dice: d8.
Bonus Skills and Ranks: The wilderness knight may select three paladin skills to add to her class skills in addition to the normal druid class skills. The wilderness knight gains a number of ranks at each level equal to 4 + Int modifier.
Weapon and Armor Proficiency: A wilderness knight is proficient with all simple and martial weapons. She is also proficient with all natural attacks (claw, bite, and so forth) of any form they assume with wild shape (see below). A wilderness knight is proficient with light and medium armor but is prohibited from wearing metal armor; thus, she may wear only padded, leather, or hide armor. A wilderness knight may also wear wooden armor that has been altered by the ironwood spell so that it functions as though it were steel. See the ironwood spell description. A wilderness knight is proficient with shields (except tower shields) but must use only wooden ones.
Spellcasting: A wilderness knight casts divine spells drawn from the wilderness knight spell 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, as shown on Table: Wilderness Knight. She also receives bonus spells per day if she has a high Charisma score.
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.
Aura of Good (Ex): At 1st level, a wilderness knight gains the paladin’s aura of good ability.
Detect Evil (Sp): At 1st level, a wilderness knight gains the paladin’s detect evil ability.
Emblem Bond: This is exactly like the druid’s nature bond ability, except that a wilderness knight must form a bond with nature. She may choose the Eagle, Frog, Monkey, Serpent, or Wolf animal domains, the Crocodile, Panther or Vulture animal domains in Faiths & Philosophies, or the new Bear, Dragon, Panther, Raven, Stag, or Swan animal domains. When she prepares her domain spells, she can only prepare them up to her 6th–level domain spell. A wilderness knight displays her chosen animal as part of her shield’s insignia and her holy symbol. This choice also determines her Emblem Companion ability.
Purity Sense (Ex): A wilderness knight gains a +2 bonus on Knowledge (nature) and Sense Motive checks. This ability replaces nature sense.
Lay On Hands (Su): At 2nd level, a wilderness knight gains the paladin’s lay on hands ability. A wilderness knight qualifies for feats that alter or enhance the lay on hands class feature.
Aura of Trackless Step (Su): Starting at 3rd level, a wilderness knight leaves no trail in natural surroundings and cannot be tracked. Each ally within 10 feet of her also leaves no trail in natural surroundings and cannot be tracked. She may choose herself or any ally within the aura to leave a trail if so desired. This ability functions only while the wilderness knight is conscious, not if she is unconscious or dead. This ability otherwise functions as and replaces trackless step.
Mercy (Su): At 3rd level, a wilderness knight gains the paladin’s mercy ability, but is restricted to the following mercy selections at the indicated levels. At 3rd level, she may select the Charmed*, Fatigued, Shaken, or Sickened mercy. At 9th level, she may select the Confused* or Diseased mercy, or she can also choose the remove the Entangled condition as her mercy. At 15th level, she may select the Dominated*, Exhausted, Frightened, Nauseated, or Poisoned mercy. The wilderness knight qualifies for Extra Mercy and other feats that alter or enhance the mercy class feature. A wilderness knight may only use mercy on herself, her emblem companion, or other animals. This ability replaces resist nature’s lure and a thousand faces. *(see Kobold Quarterly 14)
Wildshape (Su): This is exactly like the druid ability of the same name, except for the following changes. At 4th level, a wilderness knight can only turn herself into a Small or Medium animal that corresponds to her emblem bond once per day. 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.
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 wild shape for all requirements.
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, but doesn’t recalculate her hit points, as normal.
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 the new lesser angelic aspect or lesser agathion appearance spell (see New Spells). A wilderness knight must choose between these two forms at 8th level. Once the choice is made, it cannot be changed.
At 10th level, when taking the form of a celestial, the wilderness knight’s wild shape functions as the angelic aspect or agathion appearance spell.
At 12th level, when taking the form of a celestial, the wilderness knight’s wild shape functions as the greater angelic aspect or greater agathion appearance spell.
*Note: A wilderness knight with the Dragon domain can turn into any dinosaur. A wilderness knight with the Panther domain can turn into a panther by using the stats for a leopard or jaguar. A wilderness knight with the Swan domain uses the stats of the swan described in that domain. A wilderness knight with the Stag domain uses the stats of an elk or the deer stats described in the Tome of Horrors Complete by Necromancer Games.
Emblem Companion (Su): At 5th level, the wilderness knight forms a bond with an animal companion of the species corresponding to her emblem bond. If her emblem bond domain grants the wilderness knight a familiar, it is replaced by her emblem companion at this level. The emblem companion may also serve as a mount, if it is of the appropriate type and size, and may take mount archetypes if it has the right size, though most emblem companion select the Totem Guide archetype. The wilderness knight and her emblem companion qualify for all feats affecting paladin’s mounts and druid’s animal companions. This ability otherwise functions like the druid animal companion ability, except for the following changes.
Once per day, as a full-round action, a wilderness knight may magically call her mount to her side. This ability is the equivalent of a spell of a level equal to one-third wilderness knight 's level. The mount immediately appears adjacent to the wilderness knight. A wilderness knight can use this ability once per day at 5th level, and one additional time per day for every 4 levels thereafter, for a total of four times per day at 17th level.
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.
Should the wilderness knight’s emblem companion die, the wilderness knight may not summon another companion for 30 days or until she gains a wilderness knight level, whichever comes first. During this 30-day period, the wilderness knight takes a –1 penalty on attack and weapon damage rolls.
*Note: A wilderness knight with the Dragon domain gains a dinosaur of her choice, of the appropriate size and Hit Dice. A wilderness knight with the Panther domain gains a panther, but uses the stats of a leopard. A wilderness knight with the Raven domain gains a raven, but adds the Giant simple template to increase it to Small size. A wilderness knight with the Swan domain gains a swan, but uses the stats of an eagle and replaces the eagle’s talon attack with two wing buffets that deal the same damage. A wilderness knight with the Stag domain gains a deer, but uses the stats of an elk.
Natural Spell (Ex): At 6th level, a wilderness knight gains Natural Spell as a bonus feat, but only when she wild shapes in her emblem animal form. This ability replaces wild shape 2/day.
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). This improves to planar ally at 13th level and greater planar ally and at 19th level. 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 a half–celestial lion, a cherub, or a leonal). This ability replaces spontaneous casting.
Aura of Elemental Might (Su): At 11th level, a wilderness knight gains energy resistance 5 to one of the following energy types: acid, cold, electricity, or fire. This resistance also applies to her emblem companion and any emblem creatures summoned. Each ally within 10 feet the type gains a +4 resistance bonus to all saving throws against spells or effects of that energy type. Each day, after resting to regain her spells, the wilderness knight can change her resistance to one of the other energy types. The change remains until the next time she rests to regain her spells. This ability functions only while the wilderness knight is conscious, not if she is unconscious or dead. This ability replaces venom immunity.
Wild Speech (Ex): At 12th level, the wilderness knight gains Wild Speech as a bonus feat, but only when she wild shapes into her emblem animal form. This ability replaces wild shape 5/day.
Aura of Nature’s Embrace (Su): At 17th level, when in natural environments, the wilderness knight can expend two uses of her lay on hands ability to tap into the lifeforce of greenery around her, boosting her allies' energies. This aura affects all creatures in a 10-foot radius centered on the wilderness knight. Good creatures in the aura receive 1 temporary hit point per level of the wilderness knight, for 1 minute per level. Using this ability is a free action. This ability replaces timeless body.
Planar Wild Shape (Ex): At 18th level, a wilderness knight gains the Planar Wild Shape as a bonus feat, but only when she wild shapes in her emblem animal form. This ability replaces wild shape 8/day.
Wilderness Defender (Su): At 20th level, as a standard action, a wilderness knight can sprout wings, but only when she wild shapes into her emblem animal form. This allows her to fly at twice her emblem animal form’s land speed with average maneuverability. She can retract the wings as a free action.
In addition, whenever she uses lay on hands to heal a creature, she heals the maximum possible amount. This ability replaces wild shape (at will).
WILDERNESS KNIGHT SPELL LIST
Wilderness knight gain access to the following spells.
0-Level Wilderness Knight Spells—create water, detect magic, detect poison, guidance, know direction, light, mending, purify food and drink, read magic, resistance, stabilize, virtue.
1st-Level Wilderness Knight Spells—ant haul, aspect of the falcon, bless water, bless weapon, bless, bristle, call animal, calm animal, challenge evil, charm animal, cure light wounds, detect animals and plants, detect snares and pits, detect the faithful, detect undead, diagnose disease, divine favor, endure elements, entangle, feather step, ghostbane dirge, goodberry, heroes’ defiance, hide from animals, horn of pursuit, jump, keen senses, knight’s calling, know the enemy, longshot, longstrider, magic fang, magic weapon ,protection from evil, sanctify corpse, summon minor ally, summon nature’s ally I, veil of positive energy.
2nd-Level Wilderness Knight Spells—animal aspect, animal messanger, animal trance, aspect o the bear, aura of greater courage, barkskin, bear’s endurance, bull’s strength, campfire wall, cat’s grace, delay poison, eagle’s splendor, elemental speech, flame blade, forest friend, grace, gust of wind, hold animal, holy shield, light lance, owl’s wisdom, paladin’s sacrifice, reduce animal, resist energy, sacred bond, shield other, soften earth and stone, summon nature’s ally II, tree shape, vestment of the champion, wake of light, warp wood, wartrain mount, wilderness soldiers, wood shape.
3rd-Level Wilderness Knight Spells—animal aspect (greater), anthropomorphic animal, archon’s aura, badger’s ferocity, blade of bright victory, burrow, burst of speed, call lighting, companion mindlink, cure moderate wounds, daylight, deadly juggernaut, diminish plant, dispel magic, divine transfer, dominate animal, heal mount (*emblem companion only), hide campsite, mad monkeys, magic circle against evil, magic fang (greater), meld into stone, neautralize poison, plant growth, prayer, protection from energy, remove disease, speak with plants, spike growth, summon nature’s ally IV, water breathing, wind wall.
4th-Level Wilderness Knight Spells—antiplant shell, arboreal hammer, aspect of the stag, atavism, ball lighting, blaze of glory, control plants, cure serious wounds, echolocation, flame strike, freedom of movement, grove of respite, king’s castle, magic weapon (greater), neutralize poison, sanctify armor, spike stones, summon nature’s ally V, thorny body, true form.
5th-Level Wilderness Knight Spells—animal growth, aspect of the wolf, awaken, break enchantment, call lighting storm, commune with nature, cure critical wounds, death ward, dispel evil, hallow, raise animal companion, resounding blow, rest eternal, snake staff, stoneskin, summon nature’s ally VII, tree stride, wall of fire, wall of thorns.
6th-Level Wilderness Knight Spells—antilife shell, bloodsworn retribution, breath of life, cure light wounds (mass), dispel magic (greater), eagle aerie, find the path, holy sword, ironwood, live oak, move earth, repel wood, stone tell, summon nature’s ally VIII, transport via plants, wall of stone.
Table: Wilderness Knight
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 Aura of good, detect evil, emblem bond, orisons, 3 1 — — — — —
purity sense, wild empathy
2nd +1 +3 +0 +3 Lay on hands, woodland stride 4 2 — — — — —
3rd +2 +3 +1 +3 Aura of trackless step 4 3 — — — — —
4th +3 +4 +1 +4 Wild shape 1/day 4 3 1 — — — —
5th +3 +4 +1 +4 Emblem companion 4 4 2 — — — —
6th +4 +5 +2 +5 Natural spell 5 4 3 — — — —
7th +5 +5 +2 +5 Summon ally (lesser planar ally) 5 4 3 1 — — —
8th +6/+1 +6 +2 +6 Wild shape 2/day 5 4 4 2 — — —
9th +6/+1 +6 +3 +6 Mercy 5 5 4 3 — — —
10th +7/+2 +7 +3 +7 Wild shape 3/day 5 5 4 3 1 — —
11th +8/+3 +7 +3 +7 Aura of elemental might 5 5 4 4 2 — —
12th +9/+4 +8 +4 +8 Wild speech 5 5 5 4 3 — —
13th +9/+4 +8 +4 +8 Summon ally (planar ally) 5 5 5 4 3 1 —
14th +10/+5 +9 +4 +9 Wild shape 4/day 5 5 5 4 4 2 —
15th +11/+6/+1 +9 +5 +9 Mercy 5 5 5 5 4 3 —
16th +12/+7/+2 +10 +5 +10 Wild shape 5/day 5 5 5 5 4 3 1
17th +12/+7/+2 +10 +5 +10 Aura of nature’s embrace 5 5 5 5 4 4 2
18th +13/+8/+3 +11 +6 +11 Planar wild shape 5 5 5 5 5 4 3
19th +14/+9/+4 +11 +6 +11 Summon ally (greater planar ally) 5 5 5 5 5 5 4
20th +15/+10/+5 +12 +6 +12 Wilderness defender 5 5 5 5 5 5 5

Elghinn Lightbringer |

#Wilderness Knight
@Bardess: Done! I'll make the change in my document.
Now, here's the revised
While their magic may have emerged early in their lives, bloodborn warriors must undergo special training in order to control their powers of sorcery. Bloodborn warriors combine martial prowess with the innate magic that flows through their veins. This magic often stems from some arcane tragedy that occurred years ago to some unwitting relative, and its effects passed down through generations of their bloodline. Although their power in no way matches that of true sorcerers, the bloodborn warrior is master of both weapons and what little magic is within him.
Primary Class: Fighter.
Secondary Class: Sorcerer.
Alignment: Any.
Hit Dice: d8.
Bonus Skills and Ranks: The bloodborn warrior may select three sorcerer skills to add to his class skills in addition to the normal fighter class skills. The bloodborn warrior gains a number of ranks at each level equal to 2 + Int modifier.
Weapon and Armor Proficiency: The bloodborn warrior is proficient with all simple and martial weapons. A bloodborn warrior is also proficient with light and medium armor. He can cast his blooded arcanum spells while wearing light or medium armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a bloodborn warrior wearing heavy armor, or a shield incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass bloodborn warrior still incurs the normal arcane spell failure chance for arcane spells received from other classes.
Spellcasting: Beginning at 4th level, a bloodborn warrior gains the ability to cast a small number of 1st–level arcane spells, which are drawn from the sorcerer/wizard spell list. Every three levels thereafter, he can cast each subsequent level of spells up to 4th level spells at 13th level. He can cast any spell he knows without preparing it ahead of time. To learn or cast a spell, a bloodborn warrior must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a bloodborn warrior's spell is 10 + the spell level + the bloodborn warrior’s Charisma modifier.
Like other spellcasters, a bloodborn warrior can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Bloodborn Warrior. In addition, he receives bonus spells per day if he has a high Charisma score. When Table: Bloodborn Warrior indicates that the bloodborn warrior gets 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on his Charisma score for that spell level.
Upon reaching 8th level, and at every even-numbered bloodborn warrior level after that (10th, 12th, and so on), a bloodborn warrior can choose to learn a new spell in place of one he already knows. In effect, the bloodborn warrior loses the old spell in exchange for the new one. The new spell's level must be the same as that of the spell being exchanged. A bloodborn warrior may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.
Unlike a wizard or a cleric, a bloodborn warrior need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his spells per day for that spell level.
A bloodborn warrior has a caster level equal to his bloodborn warrior level –3 (minimum 1). A bloodborn warrior’s spellcasting ability replaces the bonus feats gained 4th, 8th, 14th, and 20th level.
Bloodline: A bloodborn warrior gains the sorcerer bloodline class ability and may choose from any of the bloodlines listed in the Core Rulebook, Advance Players Guide, Ultimate Magic, or any other Pathfinder source, including Wildblooded bloodlines, but may not choose any of the Crossblooded bloodines. She adds the skill listed in her bloodline to his class skills but does not gain his bloodline arcana.
At 3rd level, a bloodborn warrior gains his first bloodline power and each subsequent power as shown on Table: Bloodborn Warrior, up to his fourth bloodline power at 19th level.
At 6th level, a bloodborn warrior adds his 1st–level bloodline spell to his list of 1st-level blooded arcanum, and adds each subsequent level of bloodline spell to his list of spells known every four levels thereafter, up to his fourth bloodline spell at 18th level.
This ability otherwise functions as and replaces armor training, armor mastery, and bravery.
Cantrips: A bloodborn warrior learns a number of cantrips, or 0-level spells, as noted on Table: Bloodborn Warrior Spells Known under “Spells Known.” These spells are cast like any other spell, but they do not consume any slots and may be used again. This ability replaces the bonus feat gained at 1st level.
Bonus Feats: This is exactly like the fighter ability of the same name, except that a bloodborn warrior receives one bonus feat from the fighter’s list or those listed as his bloodline feats at 2nd level, and again at 4th, 8th, 12th, and 16th level.
Sorcerous Strike (Ex): At 11th level, a bloodborn warrior gains Sorcerous Strike as a bonus feat. This ability replaces the bonus feat gained at 10th level.
Table: Bloodborn Warrior
Base
Class Attack Fort Ref Will Spells per Day
Level Bonus Save Save Save Special 1st 2nd 3rd 4th
1st +1 +2 +0 +2 Bloodline, cantrips — — — —
2nd +2 +3 +0 +3 Bonus feat — — — —
3rd +3 +3 +1 +3 Bloodline power — — — —
4th +4 +4 +1 +4 Bonus feat 0 — — —
5th +5 +4 +1 +4 Weapon training 1 1 — — —
6th +6/+1 +5 +2 +5 Bloodline spell 1 — — —
7th +7/+2 +5 +2 +5 Bloodline power 1 0 — —
8th +8/+3 +6 +2 +6 Bonus feat 1 1 — —
9th +9/+4 +6 +3 +6 Weapon training 2 2 1 — —
10th +10/+5 +7 +3 +7 Bloodline spell 2 1 0 —
11th +11/+6/+1 +7 +3 +7 Sorcerous strike 2 1 1 —
12th +12/+7/+2 +8 +4 +8 Bonus feat 2 2 1 —
13th +13/+8/+3 +8 +4 +8 Weapon training 3 3 2 1 0
14th +14/+9/+4 +9 +4 +9 Bloodline spell 3 2 1 1
15th +15/+10/+5 +9 +5 +9 Bloodline power 3 2 2 1
16th +16/+11/+7/+2 +10 +5 +10 Bonus feat 3 3 2 1
17th +17/+12/+7/+2 +10 +5 +10 Weapon training 4 4 3 2 1
18th +18/+13/+8/+3 +11 +6 +11 Bloodline spell 4 3 2 2
19th +19/+14/+9/+4 +11 +6 +11 Bloodline power 4 3 3 2
20th +20/+15/+10/+5 +12 +6 +12 Weapon mastery 4 4 3 3
Table: Bloodborn Warrior Spells Known
Level 0th 1st 2nd 3rd 4th
1st 2 — — — —
2nd 3 — — — —
3rd 3 — — — —
4th 4 1 — — —
5th 4 2 — — —
6th 5 2 — — —
7th 5 3 1 — —
8th 6 3 2 — —
9th 6 3 2 — —
10th 6 3 3 1 —
11th 6 3 3 2 —
12th 6 3 3 2 —
13th 6 3 3 2 1
14th 6 3 3 2 2
15th 6 3 3 2 2
16th 6 3 3 2 2
17th 6 3 3 2 2
18th 6 3 3 2 2
19th 6 3 3 2 2
20th 6 3 3 2 2