Multiclass Archetypes VI: Even More Ultimate MCAs


Homebrew and House Rules

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#Gameos' MCA
Haven't heard from Gameos yet. If nothing by tomorrow, we'll move on to the next one, which is Raider's Sum/Wtc, but he'll need more time I'm thinking, so I'll move to mine instead and give him some more time.


Bloodlines are a must for the theurge. You going to do anything with the bloodline feats?


Elghinn Lightbringer wrote:


I don't like limiting options to players just becouse they could be too blasty or enchanting. If it was a Ora 10/Sor 10, they could still get the powers, spells, and feats. As much as we try to balance things, to me, this is in the realm of the GM to limit, not us. Metagaming should be left to the GM.

If you're refering to spells from bllodline spells, again, it's a total of 9 spell options that they still need to learn as spells known. They don't get to add them directly to their spells known. However, I do think they should have the option to "learn" their mystery spell or their bloodline spell. If the issue is the 15th level power, we can remove it and just leave Spell Synthesis as the other option. In fact, that may be a good thing to do.

Any other feedback on this one, other than just me and Raider? Multiple view points are always good.

Powers are more than fine, as they have usual limits of their own and we're not going to give them the whole set that easy- they'd be giving something up for it (in this case, revelations). Spells are the worry.

And I don't like 'limiting options' arbitrarily, but to maintain some balance and to avoid a one-class-to-do-it-all is a different story.

These examples get long:

Elemental Bloodline spells as a spell /known/ would basically give Scorching Ray, which is fairly solid as a midlevel blast;Elemental Body spells, which provide extensive defensives/mobility/etc; and Elemental Swarm, a hefty summoning spell normally only accessible by druids or sorcerers with the bloodline.

Fey Bloodline spells give Entangle, which is solid up to the midlevels; Deep Slumber, normally not an option available to any divine caster; Mislead and Phase Door, superb escape spells; Irresistible Dance, a ridiculous 'save and suck anyway'; and Shapechange, which in any version is basically incredible defense, gishing, and mobility all in one.

Either of these provide oracles with a wide range of options they otherwise /would not/ be able to access at all outside of UMD, which can be a hefty skill tax for a non-int class AND costly, and other magic items, which are a separate matter entirely.

This is why I'm normally against blanket options like 'pick any bloodline you want', outside of cases where it's added to already weak casting like the Ranger; or heftily nerfed casting that goes beyond even what Diminished normally does, such as the Pactbound Thaumaturge (which effectively loses /two/ spells per day over the standard Diminished one.)

Remember, giving 'until you run out of spell slots' access is much different than 'you can do this once a day'.

Whew. TLDR; I'm not against giving them bloodline spells altogether. I just believe it has to be approached with heavy caution and consideration.

Now, since I've been going on and on, I suppose I should give a quick idea for how we /could/ do it. Perhaps provide a revelation that allows them to use bloodline spells? One revelation for 1-5, another for 6-9. This 'Bloodline Revelation' would allow them to use the bloodline spell by burning an appropriate spell slot, and the two /combined/ would allow them to do this 1+(1/2 class level) a day.

Example Revelations:

Bloodline Revelation- You can summon forth the power of your 1st-5th bloodline spells by expending a spell slot of that level or higher. This ability is useable 1+(1/2 Class Level) a day.

Greater Bloodline Revelation- You can summon forth yet more of the energies flowing within your veins, adding the 6th-9th level bloodline spells to those accessible with Bloodline Revelation. You must have Bloodline Revelation to take this revelation.

And yes, I know, you could write that up better, El :P

The advantage of this is that they don't have to learn them as spells known, and have a very solid limitation, as well as costing them a revelation.

On the other hand, we don't want them spending /all/ their revelations just to get all their bloodline abilities... Hm.

Well, I think I've rambled enough ftm, I'll see what opinions are on this~


Elghinn Lightbringer wrote:

#Gameos' MCA

Haven't heard from Gameos yet. If nothing by tomorrow, we'll move on to the next one, which is Raider's Sum/Wtc, but he'll need more time I'm thinking, so I'll move to mine instead and give him some more time.

I've got a solid framework, but yes, I would appreciate a little more time. Thanks! >:D


@Christos
I don't think so. There's not a lot of maneuvering room here, with powers from revelations, spells addd to list and choosable in place of mystery spells. The sorcerer has to meet the prerequ's for those feats anyway, their no other swaps for bonus feats. Plus, this is 3/4 BAB fullcaster too. The MCA still qualifies for any feats with Sorcerer levels as a prerequ. I think we should be fine without trying to incorporate bloodline feats.


Elghinn Lightbringer wrote:
I don't think so. There's not a lot of maneuvering room here, with powers from revelations, spells addd to list and choosable in place of mystery spells. The sorcerer has to meet the prerequ's for those feats anyway, their no other swaps for bonus feats. Plus, this is 3/4 BAB fullcaster too. The MCA still qualifies for any feats with Sorcerer levels as a prerequ. I think we should be fine without trying to incorporate bloodline feats.

I can agree on not adding bloodline feats; we've got lots of sorcerer to play with already! :3


Hey all, just popping in on recommendation from Oceanshieldwolf in this thread:

http://paizo.com/threads/rzs2qksi?Class-ability-switches-and-fairnessfuncti on

I don't have an actual MCA idea in mind, but was simply wondering of a way to perhaps swap some Oracle revelations for some bardic performances in a fair and balanced manner to compliment a character backstory/concept. For my purposes, I'm not worried about gaining/swapping for any of the other bardic abilities such as Bardic Knowledge. Any suggestions would be greatly appreciated, when and if you folks happen to have some time for it. Thanks! :)


Lady Ladile wrote:
...swap some Oracle revelations for some bardic performances ...

Are you wanting to swap SOME revelations, or all of them? Including final revelation? That will determine what we can do with the performances. Also, start thinking about which performances you are wanting specifically.


Lady Ladile wrote:

Hey all, just popping in on recommendation from Oceanshieldwolf in this thread:

LINK

I don't have an actual MCA idea in mind, but was simply wondering of a way to perhaps swap some Oracle revelations for some bardic performances in a fair and balanced manner to compliment a character backstory/concept. For my purposes, I'm not worried about gaining/swapping for any of the other bardic abilities such as Bardic Knowledge. Any suggestions would be greatly appreciated, when and if you folks happen to have some time for it. Thanks! :)

Fixed the link. Welcome to the thread Lady Ladile...


CHOSEN THEURGE
@Raider: If we go the "revelation" route you mentioned, then I think they shouldn't be revelations, but specialized feats for the MCA. That'll cut down on using revelations to gain bloodline spells.

Then, as I think there needs to be some sorcerer spells added to the MCAs spell list free of charge, I say we come up with 2-3 spells per spell level that aren't "game breaking", perhaps ones that are oracle-esque.

This way, they can gain spells some sorcerer spell access without spending feats, but also the option to spend feats to gain them.


#Chosen Theurge

Got confused as we only just did the Chosen Apostle. ;)

I'm not getting the flavor of this at all so I can't really comment. I know this is Kyras' baby - but still...


#Chosen Theurge
Actually, I think I know a way to solve youre spell issue Raider. We'll create a Mystery Bloodline ability that functions like and replaces the mystery ability, but combines all the things we've talked about from both the mysteries and bloodlines. Then instead of adding mystery or bllodline spells to the list of spells known, we'll just give a "theure" spell slots to cast either her mystery or bloodline spell in, like domain spell slots.


How's this for the Chosen Theurge?

CHOSEN THEURGE:

Primary: Oracle.
Secondary: Sorcerer.
Alignment: Any.
Hit Dice: d8.

Bonus Skills and Ranks: The chosen theurge selects three sorcerer skills to add to her class skills in addition to the normal oracle class skills. The chosen theurge gains a number of ranks at each level equal to +4 Int modifier.

Weapon and Armor Proficiency: The chosen theurge is proficient with all simple weapons, light armor, and with shields (except tower shields). Some oracle revelations grant additional proficiencies. A chosen apostle can cast arcane spells while wearing light armor and using a shield without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a chosen theurge wearing medium or heavy armor incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass chosen theurge still incurs the normal arcane spell failure chance for arcane spells received from other classes.

Spellcasting: A chosen theurge learns and casts spells as an oracle of her level, and adds the following sorcerer spells to her spell list at the indicated spell levels: 1st level–feather fall, identify, magic missile; 2nd level–knock, locate object, whispering wind; 3rd level–nondetection, tiny hut, tongues; 4th level–detect scrying, locate creature, share senses; 5th level–contact other plane, mage’s faithful hound, passwall; 6th level–analyze dweomer, contingency, legend lore; 7th level–mage’s sword, vision; 8th level–moment of prescience, temporal stasis; 9th level–foresight. In addition, a chosen theurge gains bonus spells for a high Charisma score.

Mysterious Bloodline: This is exactly like the oracle’s mystery ability, except for the following changes. At 1st level, a chosen theurge selects one mystery from those listed below, but she also gains one associated bloodline (or wildblooded bloodline). A chosen theurge may select only one bloodline (or wildblooded bloodline) if her chosen mystery grants multiple bloodlines. Once the choice is made, whether a mystery or bloodline, it cannot be changed. A chosen theurge then adds her bloodline skill to her list of class skills and gains her bloodline arcana.

At 2nd level, and every two levels thereafter, a chosen theurge gains one theurge spell slot for each level spell she can cast, from 1st on up. Each day, a chosen theurge can cast either a spell from her mystery or her bloodline in that slot. If a mystery or bloodline spell is not on the cleric/oracle spell list, a chosen theurge can cast it only in her theurgic spell slot. Theurge spells cannot be used to cast spells spontaneously.

At 3rd level and every four levels thereafter, a chosen theurge can select a revelation from those listed in her mystery. In addition, whenever a chosen theurge could choose a revelation, she can gain a bloodline power instead (see Revelation).

The chosen theurge must choose from among the following mysteries and associated bloodlines (or wildblooded bloodlines).

Ancestor: Destined (Karmic), Imperious, Kobold, Orc, Oni, Rakshasa
Battle: Draconic (Linnorm)
Bones: Undead (Sanguine)
Dark Tapestry: Aberrant (Warped)
Flame: Efreeti, Elemental (Primal)
Heavens: Celestial (Empyreal), Maestro
Juju: Undead (Sanguine)
Life: Martyred
Lore: Arcane (Sage)
Lunar: Starsoul (Void-Touched)
Metal: Elemental (Primal)
Nature: Serpentine (Envenomed), Stormborn (Arial)
Occult: Dreamspun (Visionary), Shadow (Umbral)
Outer Rifts: Abyssal (Brutal), Daemon, Div, Infernal (Pit-Fiend)
Spellscar: Protean (Anarchic)
Stone: Deep Earth (Bedrock), Elemental (Primal), Shaitan
Time: Draconic (Linnorm), Accursed, Pestilence
Waves: Aquatic (Seaborn), Elemental (Primal), Marid
Wind: Djinni, Elemental (Primal)
Winter: Boreal (Rime-Blooded)
Wood: Fey (Sylvan), Verdant (Groveborn)

The chosen theurge does not gain her bloodline feats. This ability replaces the mystery class feature and the revelation gained at 1st level.

Revelation: This is exactly like the oracle’s ability of the same name, except that the chosen theurge gains a revelation at 3rd level and every four levels thereafter. In addition, whenever a chosen theurge could choose a revelation, she can gain a bloodline power instead. A chosen theurge can gain her 1st level bloodline at 3rd level and each subsequent bloodline power every four levels beyond 3rd, up to her 9th level bloodline power at 11th level or higher. The chosen theurge must have her 1st level bloodline power before choosing her 3rd level bloodline power and each preceding bloodline power before gaining the subsequent bloodline power.

Final Revelation: This is exactly like the oracle ability of the same name, except that when a chosen theurge gains her final revelation, she can choose to gain her 15th level bloodline power instead. The chosen theurge does not need to have her previous bloodline powers to choose her 15th level bloodline power as her final revelation. In addition, the chosen theurge can choose the following new final revelation in place of the one granted by her mystery.

Spell Synthesis (Su): Upon reaching 20th level, you can cast two spells using the same action. Each spell must have the same casting time and be of the same level or lower than the other. The chosen theurge can make any decisions concerning the spells independently. Any target affected by both of spells takes a –2 penalty to any saving throws made against each spell. When using this ability, the chosen theurge gains a +2 bonus on caster level checks made to overcome spell resistance with either of these two spells. A chosen theurge can use this ability a number of times per day equal to her Charisma modifier. This ability otherwise functions as and replaces final revelation.

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

1st +0 +0 +0 +2 Mysterious bloodline, oracle’s curse, 3 — — — — — — — —
orisons
2nd +1 +0 +0 +3 Theurge spell 4 — — — — — — — —
3rd +2 +1 +1 +3 Revelation 5 — — — — — — — —
4th +3 +1 +1 +4 Theurge spell 6 3 — — — — — — —
5th +3 +1 +1 +4 6 4 — — — — — — —
6th +4 +2 +2 +5 Theurge spell 6 5 3 — — — — — —
7th +5 +2 +2 +5 Revelation 6 6 4 — — — — — —
8th +6/+1 +2 +2 +6 Theurge spell 6 6 5 3 — — — — —
9th +6/+1 +3 +3 +6 6 6 6 4 — — — — —
10th +7/+2 +3 +3 +7 Theurge spell 6 6 6 5 3 — — — —
11th +8/+3 +3 +3 +7 Revelation 6 6 6 6 4 — — — —
12th +9/+4 +4 +4 +8 Theurge spell 6 6 6 6 5 3 — — —
13th +9/+4 +4 +4 +8 6 6 6 6 6 4 — — —
14th +10/+5 +4 +4 +9 Theurge spell 6 6 6 6 6 5 3 — —
15th +11/+6/+1 +5 +5 +9 Revelation 6 6 6 6 6 6 4 — —
16th +12/+7/+2 +5 +5 +10 Theurge spell 6 6 6 6 6 6 5 3 —
17th +12/+7/+2 +5 +5 +10 6 6 6 6 6 6 6 4 —
18th +13/+8/+3 +6 +6 +11 Theurge spell 6 6 6 6 6 6 6 5 3
19th +14/+9/+4 +6 +6 +11 Revelation 6 6 6 6 6 6 6 6 4
20th +15/+10/+5 +6 +6 +12 Final revelation 6 6 6 6 6 6 6 6 6


And while I'm at it, before I head to bed, here's my Sacred Illuminary, since there is still no sign of Gameos.

SACRED ILLUMINARY:

Primary Class: Paladin.
Secondary Class: Alchemist.
Alignment: Any good.
Hit Dice: d10.

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

Weapon and Armor Proficiency: The sacred illuminary is proficient with all simple and martial weapons, plus bombs. The sacred illuminary is also proficient with light and medium armor, but not with shields.
Alchemy (Su): At 1st level, a sacred illuminary gains the alchemist’s alchemy ability, except that she can only create mundane alchemical items, bombs, and extracts, not mutagens.

Sunstrike (Su): Once per day per sacred illuminary level, a sacred illuminary can draw upon the power of the radiant sun. As a swift action, he treats his melee or ranged attacks until the beginning of his next turn (whether armed or unarmed) as magical with a +1 bonus on attack and damage rolls, as well as on combat maneuver checks. This bonus also applies to his CMD if he or his target is standing in direct sunlight or a spell of equivalent effect (such as the daylight spell). This bonus increases by +1 at 5th level and every 5 levels thereafter.

In addition, whenever a sacred illuminary makes a successful sunstrike attack, he can choose to emit a searing radiance in a 5 foot-radius burst equivalent to that of sunlight, as a free action. Creatures in the burst are blinded for 1 minute unless they succeed at a Fortitude save (DC 10 + 1/2 the sacred illuminary level + the sacred illuminary’s Charisma modifier). This is a light effect. Undead, fungi, molds, oozes, slimes, and creatures to which sunlight is harmful or unnatural take +2 damage per level of the sacred illuminary. Undead that are harmed by sunlight and that fail their saves against the sunstrike are staggered for 1 round. This ability replaces smite evil.

Phosphorous Bombs (Su): At 2nd level, a studious illuminary gains the alchemist’s bomb ability, except that the studious illuminary uses his Charisma modifier to determine the number of bombs per day he can create, and their saving throws. Phosphorous is an alchemical material that radiates a searing white light that harms undead and other creatures. Against undead, phosphorous bombs deal 1d8 points of damage, plus 1d8 points of damage at 4th level and every three levels thereafter instead of 1d6. Against all other creatures, phosphorous bombs deal 1d4 points of force damage, plus 1d4 points of force damage at 4th level and every three levels thereafter.

In addition, creatures that take a direct hit from a phosphorous bomb are blinded for 1 round unless they succeed at a Fortitude save (DC 10 + 1/2 the sacred illuminary’s level + the sacred illuminary’s Charisma modifier). Creatures in the splash area that fail their saves against the bomb are dazzled for 1 round. This is a light effect. This ability replaces lay on hands.

Discovery (Su): At 3rd level, a sacred illuminary gains the alchemist’s discovery and may select a discovery at 3rd level and every six levels thereafter. The sacred illuminary can choose from the following discoveries: Blinding bomb**, Breath Weapon Bomb (fire only)**, Combine Extracts*, Delayed Bomb*, Dilution*, Elixir of Life*, Enhance Potion*, Eternal Potion*, Explosive Bomb*, Explosive Missile†, Extend Potion*, Fast Bombs*, Precise Bombs*, Sticky Bomb*, Strafe Bomb**, Sunlight Bomb**, and Underwater Demolition††. This ability replaces mercy. (*Advanced Player’s Guide, **Ultimate Magic, ††Advanced Race Guide)

Channel Positive Energy (Su): This is exactly like the paladin ability of the same name, except that channeling positive energy consumes 2 uses of his sunstrike ability.

Extracts: BBeginning at 4th level, a sacred illuminary prepares extracts like an alchemist, drawn from the sacred illuminary formulae list. However, unlike an alchemist, the sacred illuminary does not keep a formula book. Instead, she must prepare her formulae in advance, just as a paladin does her spells. He can then create an extract of any formula she has prepared for that day. For example, a sacred illuminary of 10th level gains two 1st level extracts per day. She can then prepare two different extract formulas for the day, but when he creates them, he can create one of each, or two of the same.

To prepare a formula, a sacred illuminary must have a Charisma score equal to at least 10 + the formula level. The Difficulty Class for a saving throw against a sacred illuminary’s extract is 10 + the extract level + the sacred illuminary’s Charisma modifier.

Like an alchemist, a sacred illuminary can prepare only a certain number of extracts of each formula level per day, as shown on Table: Sacred Illuminary. The sacred illuminary His extracts per day He also receives bonus extracts per day if he has a high Charisma score. When Table: Sacred Illuminary indicates that he gets 0 extracts per day of a given formula level, he gains only the bonus extracts he would be entitled to based on his Charisma score for that spell level. A sacred illuminary otherwise prepares his extracts as an alchemist equal to his sacred illuminary level –3. This ability replaces the paladin’s spellcasting ability.

Divine Bond (Su): This is exactly like the paladin’s ability of the same name, except that the sacred illuminary forms a bond with his bombs and the radiant power of the sun. As a free action, a sacred illuminary of 5th level or higher can spend one use of his sunstrike ability to add it to his phosphorous bombs, creating a sunstrike bomb. The bomb is considered magical and gains the same bonus on attack and damage rolls and combat maneuvers as sunstrike. The sacred illuminary may also have his bomb emit the sunstrike’s searing radiance upon detonation, but must choose for it to do so at the beginning of his turn. This sunstrike effect remains until the bomb is used.

At 8th level, a sacred illuminary can spend two uses of his sunstrike ability to create a sunstrike bomb infused with positive energy. Each bomb explodes in a 30-foot burst of energy that deals an amount of damage equal to his channel positive energy ability (instead of his normal bomb damage). The bomb also functions as a sunstrike bomb.

At 11th level, a sacred illuminary can spend two uses of his sunstrike ability to create bombs with one of the following light effects. Only the described effect is triggered when the bomb is detonated, replacing the normal phosphorous bomb effects, including damage.

Disruption: The bomb erupts in a 5-foot radius burst of red light. Enemies in the burst take 4d8 points of damage and become shaken for 1d4 rounds. A successful Will saving throw halves the damage and negates the shaken effect. Any undead in the burst take 8d8 points of damage and must succeed on a DC 14 Will save or be destroyed.

Enlightenment: The bomb erupts in a 5-foot burst of blue light. This reveals hidden and invisible creatures within the burst to all. The light outlines such creatures for 1 round per sacred illuminary level, imposing a –20 penalty on Stealth checks on those creatures.

Healing: The bomb erupts in a 5-foot burst of green light. Allies in the burst regain a number of hit points equal to 3d8 + the sacred illuminary’s Charisma modifier.

Purity: The bomb erupts in a 5-foot burst of white light. This allows each ally within the burst to attempt a saving throw against a single effect that allows a saving throw with a +2 sacred bonus on the roll.

At 14th level, a sacred illuminary adds the following light effects to the list of those that can be selected. Each of these effects consume three uses of his sunstrike ability.

Penetration: The bomb erupts in a 5-foot burst of violet light. This reduces the spell resistance of enemies within the burst by 5 for 1 round per sacred illuminary level.

Protection: The bomb erupts in a 5-foot burst of amber light. This grants allies in the burst a +2 sacred bonus to AC and CMD, and a +4 bonus to AC against critical confirmation attack rolls for 1 round per caster level.

Resiliency: The bomb erupts in a 5-foot burst of golden light. This grants allies within the burst DR 5/magic or DR 5/evil for 1 round per sacred illuminary level.

Resistance: The bomb erupts in a 5-foot burst of copper light. This grants allies within the burst energy resistance 5 against acid, cold, fire, or electricity, (as chosen by the sacred illuminary) for 1 round per sacred illuminary level.

At 17th level, a sacred illuminary can spend four uses of his sunstrike ability to create a bomb infused with the power of the sun itself. When the bomb detonates, it releases this energy in the form of a 10-foot radius burst of searing sunlight that deals 1d8 points of damage per caster level against undead and creatures susceptible to sunlight (maximum 15d8), but only deals 1d4 points of damage per caster level against all other creatures (maximum 15d4). A successful Reflex saving throw halves the damage. This effect is similar to the flame strike spell.

Aura of Life (Su): At 8th level, the sacred illuminary gains a +4 morale bonus on saves against attacks that grant negative levels and saves to overcome negative levels. Each ally within 10 feet of her gains a +2 morale bonus on these saves. This ability functions only while the sacred illuminary conscious, not if he is unconscious or dead. This ability replaces aura of resolve.

Aura of Radiance (Su): At 11th level, a sacred illuminary can expend two uses of his sunstrike ability to grant it to all allies within 10 feet, using his bonuses. Allies must use this sunstrike ability by the start of the sacred illuminary’s next turn and the bonuses last for 1 minute. Using this ability is a free action. Evil creatures gain no benefit from this ability. This ability replace aura of justice.

Holy Eradicator (Su): At 20th level, a sacred illuminary becomes a conduit for the power of his god. His DR increases to 10/evil, the radius of the his suntrike’s radiance increases to 10 feet, the number of minutes a creature is blinded increases to 2, the damage that undead and creatures to which sunlight is harmful or unnatural take increases to +4, and the number of rounds an undead that fails his save is staggered for increases to 2.

In addition, a sacred illuminary can focus the power of the sun into the ultimate destructive force against undead. Once per day, the sacred illuminary can spend six uses of his sunstrike ability to cause a globe of searing radiance to explode silently from a point that he selects. Drawing the sun’s energies to create this effect requires a full-round action that provokes an attack of opportunity. This effect functions as the sunburst spell with a caster level equal to the sacred illuminary’s level. This ability replaces holy champion.

Table: Sacred Illuminary
Base
Class Attack Fort Ref Will Extracts per Day
Level Bonus Save Save Save Special 1st 2nd 3rd 4th

1st +1 +2 +0 +2 Alchemy, aura of good, detect evil, sunstrike — — — —
2nd +2 +3 +0 +3 Divine grace, phosphorous bomb +1d8 — — — —
3rd +3 +3 +1 +3 Aura of courage, discovery, divine health — — — —
4th +4 +4 +1 +4 Channel positive energy, phosphorous bomb +2d8 0 — — —
5th +5 +4 +1 +4 Divine bond 1 — — —
6th +6/+1 +5 +2 +5 1 — — —
7th +7/+2 +5 +2 +5 Phosphorous bomb +3d8 1 0 — —
8th +8/+3 +6 +2 +6 Aura of life 1 1 — —
9th +9/+4 +6 +3 +6 Discovery 2 1 — —
10th +10/+5 +7 +3 +7 Phosphorous bomb +4d8 2 1 0 —
11th +11/+6/+1 +7 +3 +7 Aura of radiance 2 1 1 —
12th +12/+7/+2 +8 +4 +8 2 2 1 —
13th +13/+8/+3 +8 +4 +8 Phosphorous bomb +5d8 3 2 1 0
14th +14/+9/+4 +9 +4 +9 Aura of faith 3 2 1 1
15th +15/+10/+5 +9 +5 +9 Discovery 3 2 2 1
16th +16/+11/+7/+2 +10 +5 +10 Phosphorous bomb +6d8 3 3 2 1
17th +17/+12/+7/+2 +10 +5 +10 Aura of righteousness 4 3 2 1
18th +18/+13/+8/+3 +11 +6 +11 4 3 2 2
19th +19/+14/+9/+4 +11 +6 +11 Phosphorous bomb +7d8 4 3 3 2
20th +20/+15/+10/+5 +12 +6 +12 Holy eradicator 4 4 3 3

Also, It appears I still need to create a Sacred Illuminary formulae list. I think a combination of alchemist formulas and paladin spells is in order.

Swaps
Smite evil = Sunstrike
Lay on hands = bombs
Mercy = discoveries
Divine Bond = Bombs + light effects
Aura of Resolve = Aura of life
Aura of Justice = Aura of radiance
Holy champion = Holy eradicator


@ CHOSEN THEURGE

While the concept for this MCA is good, and I can't find any fault with the details, I just don't see anything from the oracle that was swapped out. From what I can see now, this is just a normal oracle with increased options. To do like Elglin did with the sacred illuminary and list the swaps (or just what has been swapped out) is a big help.

@ Sacred Illuminary

With phosoprous bombs and divine bond, this class is very close to the real alchemist in potency - should it really be a full BAB class? I find it hard to judge, but if more than me have such concerns, it might be worth thinking over.

# Weapon and Armor Proficiency: Strictly there is no need to mention that they are proficient with bombs, since everyone is proficient with all splash weapons. But I believe the alchemist has the same listing so its ok.

# Sunstrike
The last section about creatures vulnerable to sunlight is a bit unclear - does these effects apply in the 5 ft. radius, or only if they are hit? I think it is only if they are hit, and if so Iä'd move this text to the first paragraph (the one dealing with the effect of sunstrike attacks).

Also, paladins are generally tanks, but this ability prevents party members from standing next to the paladin. Perhaps it should only harm enemies, even offering allies some buff?

# Phosphorous bombs
Should these really deal force damage? I think fire damage with full effects against incorporeal creatures would make more sense.

# Divine Bond
This is the make-or-break point for this MCA I feel.

First, I feel it needs a different name to differentiate itself from the regular paladin ability it replaces.

It is a close call for balance - the divine bond weapon is a powerful thing, but lacks range and takes a full-round action to activate. But the sacred illuminary's version has huge utility.

Also, this overlaps somewhat with discoveries - perhaps these two abilities could be melded?

# Holy Eradicator
If the second paragraph ability (sunburst) is (Su), then it should have a save of 10 + Cha + 1/2 level - this is the norm for supernatural abilities (unlike spell-like ones). Also, supernatural abilities are not subject to spell resistance (this need not be noted, but is a consequence of having it be (su)). I think this is all good, and that this should be supernatural (not spell-like), just making a note about it.


# Sacred Illuminary

So gonzo, so love it! A logical endpoint for mixing holy light power with explosives.

* As for Starfox' point on Sunstrike - I can see it working either way - as a buff it could thematically be seen as a kind of positive aura. On the other, the great thing about MCAs is that there is no "generally" - this needn't be a tank any more than any other paladin needs to be.

I think I like that it isn't a buff here for balance reasons, don't get me wrong - being bathed in holy light as a buff would be cool - but it would still need to be dependent on the allies alignment and Type - i.e. if the SI's allies were undead, fungi, molds, oozes, slimes, or creatures to which sunlight is harmful or unnatural they would still get burnt.

Now that I think about it further, it seems a slight stretch to me that it buffs the allies universally, so I figure best to leave it as is - or (at a stretch) change the flavor to be less specifically light and blinding. But being a Sacred Illuminary, I think it should stay.

* Divine Bond - I disagree with Starfox here on the name change - its still a Divine Bond, just a different option for that bond.

However, I'm getting confused again with sunstroke's theme and am more inclined to agree with Starfox on the searing light as buff - the 8th level positive energy bomb and the ability to use two uses of sunstroke in the Purity and Healing bombs makes sunstrike a positive buff. Maybe the searing radiance sunstrike effect should buff her allies...

* Aura of Radiance - "grant it to all allies within 10 feet, using his bonuses" - what is happening here - does the ally also get to "emit a searing radiance in a 5 foot-radius burst equivalent to that of sunlight, as a free action" as in sunstroke or just get the bonuses?

Those are my comments so far. I think it just needs a little streamline on the theme to smooth out the discord I see and Starfox alluded to, but you may disagree El.

I like the Aura of life, very in theme. Love the phosphorous bombs. I'd like to see more out of combat/utility uses for the phosphorous bombs, but that may be beyond the scope of this discussion.


SACRED ILLUMINARY
FYI

1) Phosphorus bombs are based on the alchemist Crypt Breaker archetype's Alkahest Bombs.

2) Sunstrike is based on the paladin's Stonelord (dwarf) archetype's Stonestrike ability.

The inspiration for this guy is Vanhelsing with Hugh Jackman. Remember the big phosphorus bomb the friar created? Think his bomb on a smaller scale (to begin with), until he reaches 20th, then he can create an effect like that bomb to destroy mass undead.

Starfox wrote:

@ Sacred Illuminary

With phosoprous bombs and divine bond, this class is very close to the real alchemist in potency - should it really be a full BAB class? I find it hard to judge, but if more than me have such concerns, it might be worth thinking over.

This is still a frontline combatant, just happens to be able to use bombs, and at a reduced damage. I think full BAB is just fine for this one. He's still a mobile warrior, just in light and medium armor. He can always get heavy armor with a feat.

Starfox wrote:
# Weapon and Armor Proficiency: Strictly there is no need to mention that they are proficient with bombs, since everyone is proficient with all splash weapons. But I believe the alchemist has the same listing so its ok.

Yes it does. Thus, it's mentioned.

Starfox wrote:

# Sunstrike

The last section about creatures vulnerable to sunlight is a bit unclear - does these effects apply in the 5 ft. radius, or only if they are hit? I think it is only if they are hit, and if so Iä'd move this text to the first paragraph (the one dealing with the effect of sunstrike attacks).

Also, paladins are generally tanks, but this ability prevents party members from standing next to the paladin. Perhaps it should only harm enemies, even offering allies some buff?

Actually I think it's pretty straight forward. It states creaures within the 5-foot burst (bold), which includes the creature struck and any creatures in the radius. Though I've added a qualifier to the sentence (italics)

"In addition, whenever a sacred illuminary makes a successful sunstrike attack, he can choose to emit a searing radiance in a 5 foot-radius burst equivalent to that of sunlight, as a free action. Creatures in the burst are blinded for 1 minute unless they succeed at a Fortitude save (DC 10 + 1/2 the sacred illuminary level + the sacred illuminary’s Charisma modifier). This is a light effect. Undead, fungi, molds, oozes, slimes, and creatures to which sunlight is harmful or unnatural that are within this 5-foot radius take +2 damage per level of the sacred illuminary. Undead that are harmed by sunlight and that fail their saves against the sunstrike are staggered for 1 round. This ability replaces smite evil. "

To the paladin tank comment, you may be right. Pehaps it should only affect enemies. Consider that changed. Though, I disagree that it should then be a buff to allies, as a paladin's smite evil doesn't buff anyone other than herself, until she uses aura of justice at 11th.

Starfox wrote:

# Phosphorous bombs

Should these really deal force damage? I think fire damage with full effects against incorporeal creatures would make more sense.

I willing to make that change. As I said, this was based on the Alkahest bombs of the Crypt Breaker, which are crafted to effect constructs and undead specifically, and the damage was force daamge. Fire and affecting incorporeal creatures normally probably makes more sense.

Starfox wrote:

# Divine Bond

This is the make-or-break point for this MCA I feel.

First, I feel it needs a different name to differentiate itself from the regular paladin ability it replaces.

It is a close call for balance - the divine bond weapon is a powerful thing, but lacks range and takes a full-round action to activate. But the sacred illuminary's version has huge utility.

Also, this overlaps somewhat with discoveries - perhaps these two abilities could be melded?

Remember, unlike other divine bonds which have their own use economy (1/day @ 5th + 1/4 level to max 4/day at 17th), this one is playing off Suntrike, using it as the fuel base. No other paladin abilities expend smite evil uses to gain additinal effects. So, the bond should work off its own use economy.

I'm going to rework divine bond so that it works on its own use economy. I think the bond specifically should only include the base effect of a sunstrike effect, plus the 8th and 17th elvel effects. I'm going to move the other light effects to its own ability to replace the mercy progression. I think it's make more sense. That way, these effects can be added to the phosphorus bombs like mercies are added to lay on hands.

Starfox wrote:

# Holy Eradicator

If the second paragraph ability (sunburst) is (Su), then it should have a save of 10 + Cha + 1/2 level - this is the norm for supernatural abilities (unlike spell-like ones). Also, supernatural abilities are not subject to spell resistance (this need not be noted, but is a consequence of having it be (su)). I think this is all good, and that this should be supernatural (not spell-like), just making a note about it.

Sounds good, I'll add that in.


@Elghinn: I was thinking just some of them, since the character was created as 5th level to start with and I've already picked the two for 1st and 3rd levels. I wouldn't mind keeping the final revelation, but I'm definitely willing to entertain suggestions for swapping the rest of them out. The performances I was looking at are:

Countersong
Inspire Courage and/or Competence
Dirge of Doom
Soothing Performance, possibly

The general character idea is a healer/supportive Oracle of Life, partly due to character backstory and personality and partly due to the rest of the party consisting of 2 rogues, 2 monks, a magus and a paladin. If there are other performances that might suit what I'm going for better (or be useful to my party), I'm always willing to listen! I opted to not go for all of the Inspire performances since that's basically what Evangelists get. Thanks again for the help :)


@Lady Ladile
If the Oracle (Bard)is the healer/support, you may want to look at our WIKI, specifically at the Devout Thespian (Brd/Clr), Canticle Knight (Brd/Pal), and the Radiant Herald (Pal/Brd), specifically at the performances they have, as some of them may be more suited to your role. Then, once you've nailed down the performances you want (bard ones or MCA ones), then I'll help you with the swaps. You may want to swap the two you've already chosen at 1st and 3rd, depending on what you see on the wiki. Then we'll go from there.


#Sacred Illuminary

* Oh, yeah, I totally forgot to consider that the Sunstrike could be only against enemies and not a buff as well… :)

* How about this question El?

OSW wrote:
* Aura of Radiance - "grant it to all allies within 10 feet, using his bonuses" - what is happening here - does the ally also get to "emit a searing radiance in a 5 foot-radius burst equivalent to that of sunlight, as a free action" as in sunstroke or just get the bonuses?


I decided on just the bonuses. The radiance should be restricted to only the sacred illuminary. I'll post my revised class features later tonight.


@Elghinn

Okay, I checked out the three MCAs you recommended as well as the other bard-related ones to see which performances I liked and I came up with this list of possibilities:

Canticle Knight: Hymn of Grace
Devout Thespian: Pacify
Radiant Herald: Hymn of Resounding Radiance, Choir of the Heavenly Hosts
War Chanter: Strain of Defense
Core Bard & Paizo Archetypes: Inspire Courage, Careful Teamwork, Spell Suppression

Currently my oracle has the Channel and Life Link revelations, plus Energy Body gained via the Extra Revelation feat. The reason I tried to pick several options is that while the DM seemed receptive to me swapping revelations for performances, I've not had a chance to ask him about the MCA stuff and he's a little more uneasy about okaying things that aren't official Paizo material - so I figured I'd look at some more official stuff in case the MCA stuff gets a veto. I'm definitely not looking or expecting to take all of these! I should be able to talk to him tomorrow and explain the MCA performances and see what he thinks; I'll narrow the list down some more after that, if needed.


OK, here's the revised Sacred Illuminary. Still working on the formulae list.

SACRED ILLUMINARY revised:

Primary Class: Paladin.
Secondary Class: Alchemist.
Alignment: Any good.
Hit Dice: d10.

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

Weapon and Armor Proficiency: The sacred illuminary is proficient with all simple and martial weapons, plus bombs. The sacred illuminary is also proficient with light and medium armor, but not with shields.

Alchemy (Su): At 1st level, a sacred illuminary gains the alchemist’s alchemy ability, except that she can only create mundane alchemical items, bombs, and extracts, not mutagens.

Sunstrike (Su): Once per day per sacred illuminary level, a sacred illuminary can draw upon the power of the radiant sun. As a swift action, she treats her melee or ranged attacks until the beginning of her next turn (whether armed or unarmed) as magical with a +1 bonus on attack and damage rolls, as well as on combat maneuver checks. This bonus also applies to her CMD if she or her target is standing in direct sunlight or a spell of equivalent effect (such as the daylight spell). This bonus increases by +1 at 5th level and every 5 levels thereafter.

In addition, whenever a sacred illuminary makes a successful sunstrike attack, she can choose to emit a searing radiance in a 5 foot-radius burst equivalent to that of sunlight, as a free action. Enemies in the burst are blinded for 1 minute unless they succeed at a Fortitude save (DC 10 + 1/2 the sacred illuminary level + the sacred illuminary’s Charisma modifier). This is a light effect. Undead, fungi, molds, oozes, slimes, and creatures to which sunlight is harmful or unnatural that are within this 5-foot radius take +2 damage per level of the sacred illuminary. Undead harmed by sunlight and that fail their saves against the sunstrike are staggered for 1 round. This ability replaces smite evil.

Phosphorous Bombs (Su): At 2nd level, a sacred illuminary gains the alchemist’s bomb ability, except that the sacred illuminary uses her Charisma modifier to determine the number of bombs per day she can create, and their saving throws. Phosphorous is an alchemical material that radiates a searing white light that harms undead and other creatures. Against undead and incorporeal creatures, phosphorous bombs deal 1d8 points of damage, plus 1d8 points of damage at 4th level and every three levels thereafter instead of 1d6. Against all other creatures, phosphorous bombs deal 1d4 points of fire damage, plus 1d4 points of fire damage at 4th level and every three levels thereafter.
In addition, creatures that take a direct hit from a phosphorous bomb are blinded for 1 round unless they succeed at a Fortitude save (DC 10 + 1/2 the sacred illuminary’s level + the sacred illuminary’s Charisma modifier). Creatures in the splash area that fail their saves against the bomb are dazzled for 1 round. This is a light effect and counts as the Blinding Bomb discovery for the purpose of qualifying for discoveries or similar effects. This ability replaces lay on hands.

Added the "affects incorporeal creatures nomrally" thing Starfox suggested, and changed the damage to fire instead of force.

Illumination (Su): At 3rd level, and every three levels thereafter, a sacred illuminary can select one illumination. Each illumination adds a light effect to the sacred illuminary's phosphorus bombs, alters a bomb’s effect, or enhances her extracts in some manner. Whenever a sacred illuminary uses a phosphorus bomb, the target also receives the additional effects from one of the illuminations possessed by the sacred illuminary. Each bomb-related illumination adds an effect to the sacred illuminary’s phosphorus bomb ability. Whenever the sacred illuminary uses a phosphorus bomb to deal damage to one target, the target also receives the additional effect from one of the bomb related illuminations possessed by the sacred illuminary, while some illuminations affect multiple creatures within a certain radius. This choice is made when the bomb is used. The target receives a Fortitude save to avoid this illumination. If the save is successful, the target takes the damage as normal, but not the effects of the illumination. The DC of this save is equal to 10 + 1/2 the sacred illuminary’s level + the sacred illuminary’s Charisma modifier.

At 3rd level, the sacred illuminary can select from the following initial illuminations.
• Revealing Light: The sacred illuminary’s bomb erupts in a 5-foot burst of violet light. This reveals hidden and invisible creatures within the burst to all. The light outlines such creatures for 1 round per sacred illuminary level, imposing a –20 penalty on Stealth checks on those creatures. This illumination replaces the normal effects of the phosphorus bomb.
• Enhance Potion: The sacred illuminary gains the alchemist’s Enhance Potion* discovery.
• Explosive Missile: The sacred illuminary gains the alchemist’s Explosive Missile† discovery.
• Extend Potion: The sacred illuminary gains the alchemist’s Extend Potion* discovery.
• Precise Bombs: The sacred illuminary gains the Precise Bombs* discovery. This illumination alters the effect of the phosphorus bomb ability.

At 6th level, a sacred illuminary adds the following illuminations to the list of those that can be selected.
• Dispelling Bomb: The sacred illuminary gains the alchemist’s Dispelling Bomb discovery. This illumination replaces the normal effects of the phosphorus bomb.
• Infusion: When the sacred illuminary creates an extract, she can infuse it with an extra bit of her own magical power. The extract created now persists even after the sacred illuminary sets it down. As long as the extract exists, it continues to occupy one of the sacred illuminary’s daily extract slots. An infused extract can be imbibed by a non-alchemist to gain its effects.
• Protecting Light: The sacred illuminary’s bomb erupts in a 5-foot burst of blue light. This grants allies in the burst a +2 sacred bonus to AC and CMD, and a +4 bonus to AC against critical confirmation attack rolls for 1 round per caster level. This illumination replaces the normal effect of the phosphorus bomb ability.
• Underwater Demolition: The sacred illuminary gains the alchemist’s Underwater Demolition± discovery.

At 9th level, a sacred illuminary adds the following illuminations to the list of those that can be selected.
• Combine Extracts: The sacred illuminary gains the alchemist’s Combine Extracts* discovery.
• Fast Bombs: The sacred illuminary gains the alchemist’s Fast Bombs* discovery.
• Healing Light: The sacred illuminary’s bomb erupts in a 5-foot burst of white light. Allies in the burst regain a number of hit points equal to 1d8 plus 1d8 per four levels the sacred illuminary has attained + the sacred illuminary’s Charisma modifier. This illumination replaces the normal effect of the phosphorus bomb and expends two uses of her sunstrike ability.
• Penetrating Light: The sacred illuminary’s bomb erupts in a 5-foot burst of red light. This reduces the spell resistance of enemies within the burst by 5 for 1 round per sacred illuminary level. This illumination is added to the normal effects of the phosphorus bomb.

At 12th level, a sacred illuminary adds the following illuminations to the list of those that can be selected.
• Dilution: The sacred illuminary gains the alchemist’s Dilution* discovery.
• Disrupting Light: The sacred illuminary’s bomb erupts in a 5-foot radius burst of yellow light. Enemies in the burst take 4d8 points of damage and become shaken for 1d4 rounds. A successful Will saving throw halves the damage and negates the shaken effect. Any undead in the burst take 8d8 points of damage and must succeed on a DC 14 Will save or be destroyed. This illumination replaces the normal effects of the phosphorus bomb.
• Resilient Light: The sacred illuminary’s bomb erupts in a 5-foot burst of green light. This grants allies within the burst DR 5/magic or DR 5/evil for 1 round per sacred illuminary level. This illumination replaces the normal effects of the phosphorus bomb.
• Resistant Light: The sacred illuminary’s bomb erupts in a 5-foot burst of orange light. This grants allies within the burst energy resistance 5 against acid, cold, fire, or electricity, (as chosen by the sacred illuminary) for 1 round per sacred illuminary level. This illumination replaces the normal effect of the phosphorus bomb.

These abilities are not cumulative. For example, a 12th-level sacred illuminary's phosphorous bomb might also cure damage, grant protection, or reveal invisible enemies. Once an illumination is chosen, it can't be changed. This ability replaces mercy. (*Advanced Player’s Guide, **Ultimate Magic, †Ultimate Combat, ±Advanced Race Guide)

I've focused Illuminations on utility effects or discoveries.

Channel Positive Energy (Su): This is exactly like the paladin ability of the same name, except that channeling positive energy consumes 2 uses of her sunstrike ability.

Extracts: Beginning at 4th level, a sacred illuminary prepares extracts like an alchemist, drawn from the sacred illuminary formulae list. However, unlike an alchemist, the sacred illuminary does not keep a formula book. Instead, she must prepare her formulae in advance, just as a paladin does her spells. He can then create an extract of any formula she has prepared for that day. For example, a sacred illuminary of 10th level gains two 1st–level extracts per day. She can prepare two different 1st–level extracts for the day, but when she creates them, she can create either one of each formula, or two of the same formula.

To prepare a formula, a sacred illuminary must have a Charisma score equal to at least 10 + the formula level. The Difficulty Class for a saving throw against a sacred illuminary’s extract is 10 + the extract level + the sacred illuminary’s Charisma modifier.

Like an alchemist, a sacred illuminary can prepare only a certain number of extracts of each formula level per day, as shown on Table: Sacred Illuminary. She also receives bonus extracts per day if she has a high Charisma score. When Table: Sacred Illuminary indicates that she gets 0 extracts per day of a given formula level, she gains only the bonus extracts she would be entitled to based on his Charisma score for that spell level. A sacred illuminary otherwise prepares her extracts as an alchemist equal to her sacred illuminary level –3. This ability replaces the paladin’s spellcasting ability.

Divine Bond (Su): Upon reaching 5th level, a sacred illuminary forms a divine bond with her phosphorus bombs. This bond allows the sacred illuminary to infuse her phosphorus bombs with divine power as a swift action. At 5th level, this divine power grants the bomb a +1 enhancement bonus. For every three levels beyond 5th, the bomb gains another +1 enhancement bonus, to a maximum of +6 at 20th level. These bonuses can be used to add any of the alchemist discoveries listed hereafter to a single phosphorus bomb. Adding these discoveries consumes an amount of bonus equal to the discoveries equivalent bonus, as follows: Acid Bomb* (+1), Concussive Bomb* (+2), Delayed Bomb* (+2), Directed Bomb†† (+1), Explosive Bomb* (+1), Force Bomb* (+2), Frost Bomb* (+1), Holy Bombs# (+2), Radiant Bomb‡ (+5), Shock Bomb* (+1), Sticky Bomb* (+3), Strafe Bomb** (+1), and Sunlight Bomb** (+3). These discoveries are added to a single phosphorus bomb, but duplicate effects do not stack. If the bomb is not magical, at least a +1 enhancement bonus must be added before any discoveries can be added. The bonus and discoveries granted by this divine power are determined when the bomb is infused and cannot be changed until another bomb is used. This divine power imparts no bonuses if the bomb is held by anyone other than the sacred illuminary, but resumes giving bonuses if returned to the sacred illuminary.

The following new Radiant Bomb discovery is restricted to the sacred illuminary multiclass archetype.

Radiant Bomb: A sacred illuminary can infuse her phosphorous bombs with the radiant energy of the divine heavens. When the bomb detonates, it releases its energy in the form of a 10-foot radius burst that deals 1d8 points of damage per caster level against undead, incorporeal creatures, and other creatures susceptible to sunlight (maximum 15d8), but only deals 1d4 points of damage per caster level against all other creatures (maximum 15d4). This damage replaces the normal bomb damage. A successful Reflex saving throw (DC 10 + 1/2 the sacred illuminary’s level + the sacred illuminary’s Charisma modifier) halves the damage. This effect is similar to the flame strike spell. This effect consumes an amount of bonus equal to +5.

A sacred illuminary can use this ability once per day at 5th level, and one additional time per day for every two levels beyond 5th, to a total of eight times per day at 19th level. This ability otherwise functions as and replaces divine bond. (*Advanced Player’s Guide, **Ultimate Magic, ‡Divine Champions: Multiclass Archetypes, #Pathfinder Player Companion: Champions of Purity, ††Pathfinder Player Companion: Magical Marketplace)

I figured I'd make this simpler and essentially just replaced the weapon properties with bomb discoveries. Take note, that the uses per day are more than the normal divine bond (up to 8/day vs. 4/day). This is because, when a normal paladin uses this ability, she can gain its effects for 1 minute at a time (total 4 minutes during the course of the day). Theis bond grants the effects to a single bomb, and thus, she can affect up to 8 bombs per day in this manner. Effectively, this grants temporary bomb discoveries at the cost of bomb enhancement bonuses. Thoughts? Too many uses or just right? It works out to affecting just under half her bombs each day.

Aura of Life (Su): At 8th level, the sacred illuminary gains a +4 morale bonus on saves against attacks that grant negative levels and saves to overcome negative levels. Each ally within 10 feet of her gains a +2 morale bonus on these saves. This ability functions only while the sacred illuminary conscious, not if he is unconscious or dead. This ability replaces aura of resolve.

Aura of Radiance (Su): At 11th level, a sacred illuminary can expend two uses of his sunstrike ability to grant it to all allies within 10 feet, using his bonuses, but not the searing radiance effect. Allies must use this sunstrike ability by the start of the sacred illuminary’s next turn and the bonuses last for 1 minute. Using this ability is a free action. Evil creatures gain no benefit from this ability. This ability replace aura of justice.

[occ]Allies do not gain the ability to create the radiance effect, only the sacred illuminary can do that.[/ooc]

Holy Eradicator (Su): At 20th level, a sacred illuminary becomes a conduit for the power of her god. Her DR increases to 10/evil, the radius of the her sunstrike’s radiance increases to 10 feet, the number of minutes a creature is blinded for increases to 2, the damage that undead and creatures to which sunlight is harmful or unnatural take increases to +4, and the number of rounds an undead is staggered for if it fails its save increases to 2.

In addition, a sacred illuminary can focus the power of the sun into the ultimate destructive force against undead. Once per day, the sacred illuminary can spend six uses of her sunstrike ability to cause a globe of searing radiance to explode silently from a point that she selects. Drawing the sun’s energies to create this effect requires a full-round action that provokes an attack of opportunity. This effect functions as the sunburst spell (DC 10 + 1/2 the sacred illuminary’s level + the sacred illuminary’s Charisma modifier) with a caster level equal to the sacred illuminary’s level. This ability replaces holy champion.

Added the save DC for this.

Table: Sacred Illuminary
Base
Class Attack Fort Ref Will Extracts per Day
Level Bonus Save Save Save Special 1st 2nd 3rd 4th

1st +1 +2 +0 +2 Alchemy, aura of good, detect evil, sunstrike — — — —
2nd +2 +3 +0 +3 Divine grace, phosphorous bomb +1d8 — — — —
3rd +3 +3 +1 +3 Aura of courage, divine health, illumination — — — —
4th +4 +4 +1 +4 Channel positive energy, phosphorous bomb +2d8 0 — — —
5th +5 +4 +1 +4 Divine bond 1 — — —
6th +6/+1 +5 +2 +5 Illumination 1 — — —
7th +7/+2 +5 +2 +5 Phosphorous bomb +3d8 1 0 — —
8th +8/+3 +6 +2 +6 Aura of life 1 1 — —
9th +9/+4 +6 +3 +6 Illumination 2 1 — —
10th +10/+5 +7 +3 +7 Phosphorous bomb +4d8 2 1 0 —
11th +11/+6/+1 +7 +3 +7 Aura of radiance 2 1 1 —
12th +12/+7/+2 +8 +4 +8 Illumination 2 2 1 —
13th +13/+8/+3 +8 +4 +8 Phosphorous bomb +5d8 3 2 1 0
14th +14/+9/+4 +9 +4 +9 Aura of faith 3 2 1 1
15th +15/+10/+5 +9 +5 +9 Illumination 3 2 2 1
16th +16/+11/+7/+2 +10 +5 +10 Phosphorous bomb +6d8 3 3 2 1
17th +17/+12/+7/+2 +10 +5 +10 Aura of righteousness 4 3 2 1
18th +18/+13/+8/+3 +11 +6 +11 Illumination 4 3 2 2
19th +19/+14/+9/+4 +11 +6 +11 Phosphorous bomb +7d8 4 3 3 2
20th +20/+15/+10/+5 +12 +6 +12 Holy eradicator 4 4 3 3


Lady Ladile wrote:

@Elghinn

Okay, I checked out the three MCAs you recommended as well as the other bard-related ones to see which performances I liked and I came up with this list of possibilities:

Canticle Knight: Hymn of Grace
Devout Thespian: Pacify
Radiant Herald: Hymn of Resounding Radiance, Choir of the Heavenly Hosts
War Chanter: Strain of Defense
Core Bard & Paizo Archetypes: Inspire Courage, Careful Teamwork, Spell Suppression

Currently my oracle has the Channel and Life Link revelations, plus Energy Body gained via the Extra Revelation feat. The reason I tried to pick several options is that while the DM seemed receptive to me swapping revelations for performances, I've not had a chance to ask him about the MCA stuff and he's a little more uneasy about okaying things that aren't official Paizo material - so I figured I'd look at some more official stuff in case the MCA stuff gets a veto. I'm definitely not looking or expecting to take all of these! I should be able to talk to him tomorrow and explain the MCA performances and see what he thinks; I'll narrow the list down some more after that, if needed.

Big question! How are you powering/will you power the performances? Does the PC actually get the bardic performance ability? Or are they more like limited uses per day for each performance?

With the Extra Revelation feat, the PC can also gain additional ones. As this is a "secondary class" ability, I would limit any performances chosen as revelations as 2 levels lower? So, the oracle would need to be 3rd level to select a 1st level performance, such as distraction, and 16th level to choose something like Frightening Tune. This is just an example.

Perhaps you should email me at elghinn.lightbringer@gmail.com and we can discuss it further, and off the thread so we aren't innundating the thread with this.


Elghinn Lightbringer wrote:

SACRED ILLUMINARY

"In addition, whenever a sacred illuminary makes a successful sunstrike attack, he can choose to emit a searing radiance in a 5 foot-radius burst equivalent to that of sunlight, as a free action. Creatures in the burst are blinded for 1 minute unless they succeed at a Fortitude save (DC 10 + 1/2 the sacred illuminary level + the sacred illuminary’s Charisma modifier). This is a light effect. Undead, fungi, molds, oozes, slimes, and creatures to which sunlight is harmful or unnatural that are within this 5-foot radius take +2 damage per level of the sacred illuminary. Undead that are harmed by sunlight and that fail their saves against the sunstrike are staggered for 1 round. This ability replaces smite evil. "

I think the exact part I have a problem with is the bolded part - or even the plus sign. Because the sunstroke burst normally does not do hit point damage, the plus is misleading. It should not be there, these creatures just take 2 hp/level, no addition about it.

Either that or I misunderstood this completely.


@Lady Ladile

You may also want to look at the Evangelist archetype for the cleric.


Starfox wrote:
Elghinn Lightbringer wrote:

SACRED ILLUMINARY

"In addition, whenever a sacred illuminary makes a successful sunstrike attack, he can choose to emit a searing radiance in a 5 foot-radius burst equivalent to that of sunlight, as a free action. Creatures in the burst are blinded for 1 minute unless they succeed at a Fortitude save (DC 10 + 1/2 the sacred illuminary level + the sacred illuminary’s Charisma modifier). This is a light effect. Undead, fungi, molds, oozes, slimes, and creatures to which sunlight is harmful or unnatural that are within this 5-foot radius take +2 damage per level of the sacred illuminary. Undead that are harmed by sunlight and that fail their saves against the sunstrike are staggered for 1 round. This ability replaces smite evil. "

I think the exact part I have a problem with is the bolded part - or even the plus sign. Because the sunstroke burst normally does not do hit point damage, the plus is misleading. It should not be there, these creatures just take 2 hp/level, no addition about it.

Either that or I misunderstood this completely.

Nope, that's right, because its stating the flat damage that is dealt to the creatures if they are in the radiance radiusIt's not like smite evil where the paladin is dealing damage, but then does extra damage to X, Y, and Z creatrues. So I'll take out the "+"


Anything further on the Chosen Theurge or Sacred Illuminary?

@Raider, you ready with yours for the weekend?


Ack, been busy. 'll see if I can't pummel it out in the morning, it's just a matter of typing a few more things out and fitting in the patron stuff.


That's fine, I think we'll need to finalize things with the two on the block right now, so take tomorrow to fine toon him. Plus, we can also start with the next one on the queue too, so no rush.


#SACRED ILLUMINARY

Here's my preliminary formulae list for the Sacred illuminary. I've separated them into ones from the alchemist list and paladin list. If both list have a particular spell, I went with paladin to determine the spell level. Take a look and see if there are any glaring spells that shouldn't be there. As these are formulae, they are initially used only on self, but with the infusion illumination, he can pass them around.

SACRED ILLUMINARY FORMULAE LIST:

Sacred illuminaries gain access to the following formulae.

1st-Level Sacred Illuminary Formulae
Alchemist: ant haul, anticipate peril, bomber’s eye, comprehend languages, crafter’s fortune, cure light wounds, endure elements, expeditious retreat, identify, jump, keen senses, light, longshot, see alignment, shield, targeted bomb admixture, true strike,
Paladin: bless water, bless weapon, bless, detect charm, detect magic, detect poison, detect undead, diagnose disease, divine favor, ghostbane dirge, grace, honeyed tongue, knight’s calling, know the enemy, magic weapon, protection from chaos/evil, read magic, resistance, restoration (lesser), sanctify corpse, sun metal, tactical acumen, veil of positive energy, virtue, word of resolve,

2nd-Level Sacred Illuminary Formulae
Alchemist: ablative barrier, aid, alchemical allocation, bear’s endurance, bestow weapon proficiency, bull’s strength, bullet shield, cat’s grace, cure moderate wounds, delay poison, eagle’s splendor, fox’s cunning, invisibility, kinetic reverberation, levitate, owl’s wisdom, protection from arrows, resist energy, see invisibility, shadow bomb admixture, undetectable alignment,
Paladin: arrow of law, aura of courage (greater), bestow grace, bestow weapon proficiency, blessing of courage and life, corruption resistance, divine arrow, effortless armor, holy shield, instant armor, light lance, litany of defense, litany of righteousness, paladin’s sacrifice, saddle surge, sanctify weapon, shield other, vestment of the champion, virtuous vigor, wake of light, weapon of awe, zone of truth,

3rd-Level Sacred Illuminary Formulae
Alchemist: absorbing touch, age resistance (lesser), amplify elixir, arcane sight, burst of speed, cure serious wounds, draconic reservoir, elemental aura, fly, gaseous form, haste, heroism, lightning lash bomb admixture, nondetection, protection from energy, remove blindness/deafness, remove curse, remove disease, resinous skin, tongues, water breathing,
Paladin: archon’s aura, blade of bright victory, daybreak arrow, daylight, deadly juggernaut, discern lies, dispel magic, divine transfer, holy whisper, litany of sight, magic circle against chaos/evil, magic weapon (greater), sanctify armor, wrathful mantle,

4th-Level Sacred Illuminary Formulae
Alchemist: age resistance, cure critical wounds, death ward, fire shield, freedom of movement, invisibility (greater), neutralize poison, restoration, spell immunity, stoneskin, universal formula,
Paladin: bestow grace of the champion, blaze of glory, break enchantment, dispel chaos, dispel evil, holy sword, king’s castle, litany of thunder, litany of vengeance, resounding blow, sacrificial oath, stay the hand, symbol of healing,


Spell list looks good from a quick perusal.


I think it could be narrowed a bit, but I think it's pretty good.


I know Paizos been down over the last day off and on, but I think we'll move on from Sacred Illuminary and Chosen Theurge.

Next up is

1) Raider and his Planar Witch (Wtc/Sum) = Raider's stepped away for a few days, so I'll post it up for him.

2) Byrdology/Toaster's Ki Mage (Nin/Wiz)

So post away.


Hey guys, the last idea i left here didn't go down... but i've since scrapped it anyways.

I've got something worked up for a bligh druid based idea we spoke about several threads ago... but this one is more "Middle of the road" than the last idea, as in more defined but less forced role.

I have the abilities but the balancing is more or less poor. As to what replaces what and numerical losses for things like channel energy.

The whole idea was rekindled by my discovery of the yellow musk zombie, which just had blight druid written all over it.

If you get time to revise this, someone out there must enjoy this idea

overgrowth lord synopsis:
First incarnation of “Wilderness Lord” (Or.. Overgrowth lord?)
Primary class Druid
Secondary class Cleric

a magic user who spreads Disease, summons animals, and spurs plant growth to further the existence of nature

Roles, Debuff/buff support, Minionmancy, Gish Melee combatant, or healer.

Ideas pulled and adapted from Undead lord cleric, various domain and Bloodline powers, and the Treesinger, along with the blight druid
Alignments, Any Neutral, an evil Wilderness lord would seek to destroy civilisation, a good one would search for a place for all life, a lawful one would simply seek to uphold the sanctity of nature,

Sample completed abilities:

Code of conduct: To end the exploitation of living creatures by the enslavement and destruction of the forces of undeath and civilisation

Balance Magic
An undead lord must select the Balance domain
In all other respects, this works like and replaces the standard cleric’s domain ability.
Command Plants
All Wilderness lords gain The ability to Command Plants, This ability functions as the Command Undead feat, but is used to instead command Plants, at tenth level Wilderness Lords also gain the ability to Command Animals

life Healer (Su)
At 8th level, the Wilderness Lord’s spells, spell-like abilities, and supernatural abilities used to healAnimals or plants heal an extra 50% damage. At 16th level, these effects automatically heal the maximum possible damage for the effect + the extra 50%. This does not stack with abilities or feats such as Empower Spell orMaximize Spell.

Core Abilities:

Musk Zombie companion (Animal companion musk zombie, with build in create spawn ability which maxes out as equivalent to animate dead)

Channel Energy, Works on plants, animals and unaligned living creatures only.

Wild Empathy

Druid spell list

Wild shape which uses lycanthropy and plant based forms.

Blight druid based powers such as Miasma and plague bearer

New domain,(Balance) focusing on Plant and animal abilities,
~Plant empathy (Treesinger),
~Tanglevine (Verdant)
~Lush Summoning(Groveborn)


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I'll add you to the queue Dustyboy. You'll be with Starfox and his Battle Sorcerer after Raider and Byrdology/Toasters MCAs which are currently up next.


Here's Raider's Planr Witch (working name)

PLANAR WITCH:

Although witches tend to have a powerful bond with the strange and indescribable–be it a pure force of nature or the forces of mind and matter–some delve deep into the strange mysteries of the mind and other planes of existence. These witches walk a fine line between sanity and madness, and in so doing, some becomes devoured by the madness. While a planar witch might risk falling over this thin line entirely, most find a pure source of intelligence and power beyond their plane of existence, and strive to serve it to their utmost ability.

Primary: Witch.
Secondary: Summoner.
Alignment: Any.
Hit Dice: d6.

Bonus Skills and Ranks: The planar witch selects three summoner skills to add to her class skills in addition to the normal witch class skills. The planar witch gains a number of ranks at each level equal to +2 Int modifier.

Weapon and Armor Proficiency: The planar witch is proficient with all simple weapons. The planar witch is not proficient with any type of armor or shield. Armor interferes with a planar witch’s gestures, which can cause her spells with somatic components to fail.

Diminished Spellcasting: The planar witch casts arcane spells drawn from the witch spell list, and gains one fewer spell of each spell level per day. If this reduces the number to 0, she may cast spells of that level only if her Intelligence allows bonus spells of that level. She otherwise casts spells as an oracle of equal level.

Planar Patron: A planar witch draws her power from the planes, instead of a mystic patron. At 1st level, a planar witch chooses either the Chaos, Evil, Good, Law, or Madness domain. She gains her domain powers and adds her domain spells to her spell list at the indicated levels. The planar witch treats her level as her cleric level when determining the effects of her domain powers. This ability replaces patron and patron spells.

Summoning Charm: At 1st level, a planar witch adds half her class level (minimum 1) to the duration of her summon monster spells. In addition, a planar witch can channel stored spell energy into summoning spells that she hasn't prepared ahead of time. She can “lose” a prepared spell in order to cast any summon monster spell of the same level or lower. This ability replaces the hex gained at 1st level.

Word of Summoning (Sp): At 2nd level, a planar witch can speak a single word to summon an ally to the battlefield. A planar witch chooses one creature from a summon monster list of a level she can cast. Once chosen, it cannot be changed. As a swift action, the planar witch can summon this creature for one minute, once per day. Alternatively, the planar witch can choose a creature from a summon monster list two levels lower than she can cast and summon it for 1 hour, once per day. At 6th level and every four levels thereafter, a planar witch can choose one additional creature from a summon monster[/]i list of a level she can cast, or one additional creature from a [i]summon monster list two levels lower. The planar witch can summon each selected creature for 1 minute (or 1 hour) once per day. A planar witch can have only one word of summing in effect at a time.

In addition, any creature summoned with the planar witch’s word of summoning ability gains one of the following templates, as determined by the planar witch’s chosen domain: Alien (Madness), Celestial (Good), Entropic (Chaos), Fiendish (Evil), or Resolute (Law). This ability, Improved Familiar, and greater word replace the spells lost due to diminished spellcasting and the hexes gained at 2nd, 6th, 10th, 14th, and 18th level.

Hex: This is exactly like the witch’s ability of the same name, except that a planar witch gains a hex at 4t level and every four levels thereafter. In addition, whenever a planar witch uses her hex ability, her caster level is equal to her planar witch level –3.

Improved Familiar: At 5th level, a planar witch gains Improved Familiar as a bonus feat.

Major Hex: At 12th level, a planar witch gains the major hex ability, instead of at 10th level.

Greater Word (Sp): At 14th level, a planar witch can use her word of summoning ability to choose one creature from a summon monster list of one level lower than she can cast. As a swift action, she can summon 1d4 of these creatures for 1 minute, once per day. Alternatively, the planar witch can choose a creature from a summon monster list three levels lower than she can cast and summon 1d4 of these creatures for 1 hour, once per day.

Outbound Avatar (Su): At 20th level, a planar witch becomes a pure force of her patron’s will. She gains a +2 enhancement bonus to her Intelligence, DR 5/magic, and the smite attack associated with her word of summoning creature template. If the planar witch chose the Madness domain, she instead gains the ability to acquire a random alien advantage for 1 minute, once per day. This ability replaces grand hex.

Table: Planar Witch
Base
Class Attack Fort Ref Will Spells per Day
Level Bonus Save Save Save Special 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th

1st +0 +0 +0 +2 Cantrips, planar patron, summoning charm, 3 1 — — — — — — — —
witch’s familiar
2nd +1 +0 +0 +3 Word of summoning 4 2 — — — — — — — —
3rd +1 +1 +1 +3 4 2 1 — — — — — — —
4th +2 +1 +1 +4 Hex 4 3 2 — — — — — — —
5th +2 +1 +1 +4 Improved Familiar 4 3 2 1 — — — — — —
6th +3 +2 +2 +5 Word of summoning 4 3 3 2 — — — — — —
7th +3 +2 +2 +5 4 4 3 2 1 — — — — —
8th +4 +2 +2 +6 Hex 4 4 3 3 2 — — — — —
9th +4 +3 +3 +6 4 4 4 3 2 1 — — — —
10th +5 +3 +3 +7 Word of summoning 4 4 4 3 3 2 — — — —
11th +5 +3 +3 +7 4 4 4 4 3 2 1 — — —
12th +6/+1 +4 +4 +8 Hex, major hex 4 4 4 4 3 3 2 — — —
13th +6/+1 +4 +4 +8 4 4 4 4 4 3 2 1 — —
14th +7/+2 +4 +4 +9 Greater word, word of summoning 4 4 4 4 4 3 3 2 — —
15th +7/+2 +5 +5 +9 4 4 4 4 4 4 3 2 1 —
16th +8/+3 +5 +5 +10 Hex 4 4 4 4 4 4 3 3 2 —
17th +8/+3 +5 +5 +10 4 4 4 4 4 4 4 3 2 1
18th +9/+4 +6 +6 +11 Word of summoning 4 4 4 4 4 4 4 3 3 2
19th +9/+4 +6 +6 +11 4 4 4 4 4 4 4 4 3 3
20th +10/+5 +6 +6 +12 Hex, outbound avatar 4 4 4 4 4 4 4 4 4 4

SIMPLE TEMPLATE: ALIEN (CR +0 or +1):

Alien creatures dwell in the furthest planes, but can be summoned using spells such as summon monster and planar ally.
An alien creature's CR increases by +1 only if the base creature has 5 or more HD.
An alien creature's quick and rebuild rules are the same.

Table: Alien Creature Defenses
Resist Acid,
Hit Dice Cold, and Fire DR

1-4 5 —
5-10 10 5/magic
11+ 15 10/magic

Rebuild Rules
Senses
The creature gains darkvision 60 ft.
Defensive Abilities The creature gains damage reduction and energy resistance as noted on Table: Alien Creature Defense.
SR The creature gains spell resistance equal to its new CR +5
Special Attacks The creature randomly gains (roll 1d6) one of the advantages from the Alien Advantages list.

Alien Advantages
Roll Effect

1 The creature gains the crazed gaze attack that deals 1 point of Wisdom damage to the target once per round. A successful Will save
(based on creature) negates the damage.
2 The creature gains an acid aura that deals 1 point of acid damage each round to any adjacent creature. It also increases it’s the acid
resistance of the creature by 5.
3 The creature deals 1d4 points of cold damage with its primary natural attacks.
4 The creature grows two tentacles and gains a slam attack that deals damage according to its size.
5 The creature can cast enlarge person on itself three times per day.
6 The creature’s DR type changes from magic to untyped. For example, a creature with DR 5/magic becomes DR 5/ —.

Editor’s Note: All evolutions should be useful, no need to balance against each other so long as the majority aren’t overpowered. The advantage of randomizing means they won’t be able to pick the best for a situation (shouldn’t give movement modes or out-of-combat particulars, to avoid a ‘lose’ feeling)

I reworded the original text from Raider as best I could. Anything I got wrong he can inform us of. Not sure what evolutions he's refering to in his Eiditor's Note. Perhps the Alien advantages are supposed to be evolutions? Anyeays, I'm sure hel'' clarify oce he's avaiable again.

@Everyone
On another note, anyone know where all our usual "threadies" have gone - like Alfray, Byrdology, Iorthol, Kyras (aka Thomas, A.), and Browman's been off and on too. Just curious...the more people we have involved the faster we tend to work through these thingsa and the more ideas and options we can work from. Anyways, onward and upward!!!


Yeah i got no idea. Tried to post the ki mage twice already, but the message board hates my phones copy paste. Will do it properly from my laptop tomorrow.


Please note that im always lurking, i just wait till i have real input that somone else hasn't said yet.


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+1


#Planar witch I almost feel like you could give up domain powers (just bonus spells) and not need diminished casting.


Oops, forgot to add Diminished Spellcasting to the table, and forgot to change the spell progression to reflect it too.


#planar witch
I agree with Christos, the domain powers don't really fit the flavor of the class... besides the fact that they're wisdom-based. We don't need diminished spellcasting, as this is a caster class through-and-through.

-Orelius, resident Summoner MCA expert


I think we'll wait to see Raider's rebuttal on the domain powers. Christos, whne you're erady, your can throw up Byrd's and your Ki Mage (if you're near a computer) :D.


Just a quick Perception check here: I may be backfor more later when I have more time.

# Simple Alien Template

Quote:
1 The creature gains the crazed gaze attack that deals 1 point of Wisdom damage to the target once per round. A successful Will save (based on creature) negates the damage.

Such a save generally has a DC of 10 + 1/2 Hd + Cha mod, and this should be noted. Also a gaze attack generally does not have a target, it affects anyone looking at the creature.

I also have a question of copyright; I assume each author retains the right to works presented here or in the PDFs. (Naturally, these works can also be used under the OGL.) If we get some of this published somewhere else, do we need to quote these PDFs in that product's section 15? Not that this is likely to be a big point of contention, but for form's sake I still wonder.


# PLANAR WITCH

I am ok with the domains, but I think the witch need not get domain spell slots - just add the domain spells to her spell list and to the spells her familiar knows. This way, she need not have diminished spellcasting.

Summons: I think we could just replace hexes with the summoner's summon monster abilities. Those last 1 minute/level and take a standard action to activate, so they are good enough. If we wish, this could be a specific monster, but just applying the indicated templates works for me. This would replace all hexes.

Balance is probably still good with this option. 9th level spells + summoners' summons might seem too much. But it is the spell list and eidolon that makes the summoner strong, not the summon monster ability.

In regards to the present summoning abilities, I feel they are a bit weak; you give up good at-will hexes for a 1/day summon with short duration. Sure you don't give up all your hexes, but still. I also think this combination gets a bit too split in focus if it has both hexes and summons, would prefer a better summon ability that replaces all hexes.

I am ok with the improved familiar (fits the flavor) but outbound avatar (was that intended to be oathbound avatar?) is very weak. The patron-specific smite and madness ability is quite weak for lvl 20 and making the Int bonus an enchantment makes it pretty useless. It should be untyped, see pazio's dragon disciple for how this can be worded.


@Copyright Question.

Yes, individual contributors retain the rights to their own submissions. That's why we include the Orignial Concept: "Name" entry on the wiki, so credit is rightfully given and everyone knows who holds the rights. If anyone does go on to use their work in another publication, please let us know PRIOR to publishing, so that we can ensure you have the correct information included in the Section 15 entry of the OGL stuff. We want your butt and ours covered properly. :D


#Planar Witch

No domain spell slots, those are just spells added in the same way you get them from patrons.

As far as the summoning, you have to remember as well that it's a swift action.

As far as the int bonus, Elghinn made it enhancement, I had it untyped.

EDIT: Oh, right, Crazed Gaze (Which I admittedly didn't finish typing out, derp) isn't meant to be an actual gaze attack; it's supposed to be a swift-action target usable once a round. Probably the strongest of the Advantages, but the low DC and the fact that it's wisdom balances it out.


Fixed the Int bonus to be untyped, and made the gaze attack DC 10 + 1/2 creature HD + cerature Wis mod.

I do think we could keep Word of Summoning as is, and with it, Improved Familiar, and Greater Word swapping out 5 hexes, I don't see why we need the diminished spellcasting. Hexes are usable at will, while the summoings are all limited to 1/day uses. More powerful yes, but extremely limited in its uses per day.


this is what byrd's got.

Ki Mage:

Class: ninja/ sorcerer
HD: d8
BaB: avg
Saves: ref, will
Skills: 4
Weapons: as ninja
Armor: light, no shields

Ki Mages are practitioners of a shadow acrcana who can trace their bloodline back to a powerful ancestor. By honing body and mind, they are able to tap into this power to accomplish amazing feats.

1) SA +1d6, ki pool, cantrips, bloodline power
2) ninja trick
3) bloodline power
4) bloodline spell
5) SA +1d6
6) ninja trick
7) bloodline feat
8) bloodline spell
9) bloodline power
10) ninja trick
11) SA +1d6
12) bloodline spell
13) bloodline feat
14) ninja trick
15) bloodline power
16) bloodline spell
17) SA +1d6
18) ninja trick
19) bloodline feat
20) bloodline spell, bloodline power, SA +1d6

Bloodline spell: to cast a bloodline spell cost 1 ki point/ spell lvl.

be warned its points based casting.

if I were to make a suggestion on this, simply grant a modified shadow bloodline and keep it simple.

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