
Trogdar |

Hey Elghinn,
I think I've figured out how to build out the MCA concept I was mulling over earlier. I wouldn't mind being put in the queue.
It's a Barbarian/Wizard MCA that I want to function as a sort of an elite counter to magicians. I imagine something along the lines of a Praetorian guard for a republic whose primary worry is overthrow by magicians. Thus, the Republic(or whatever fits your world) creates a force to counter the manipulation of magi.
I had initially wanted to use the Arcanist as the caster part of this equation, but I think that the end will be the same with some slight changes.
Two things I wanted to incorporate into the class were combat exploits in the place of rage powers that gave similar capability as well as a smattering of exploits that made the class combat viable by consuming spells to martial ends( I'll expand on this when its my turn).
The second thing was to convert rage into a version of arcane accuracy. That will shore up the 3/4 bab nicely and will work nicely in conjunction with combat exploits.
Finally, I want to make the class not work with armor, which I think is something outside the scope of most melee caster hybrids. To that end, I was thinking that they could have a class feature that would allow them to spontaneously convert any spell into mage armor with an additional bonus to armor equal to the spells level.
So... Yeah, I would like to be on "the list" :)

Elghinn Lightbringer |

I just wanted to share some off topic news, but my first official product with little goblin games as a designer (tome of twisted things) just got a 5 star from endzeitgeist, and i really wanted to share it with guys. Thanks to all of you guys for getting me into the design process, this wouldn't have happened without the mca crew encouraging me on.
Congratz Christos! Glad we could help out. Just remember us when you're big and famous. :D

Dustyboy |

Alright, on to the next two MCAs.
Dustyboy and Starfox, you're up next.
Planar Witch and Ki Mage are up on the Wiki.
So the cleric/druid?
I originally was going to go for a druid/cleric, but cleric druid fills an open slot.
First i wanted to say, if we used the Undead lord cleric archetype it'd help drastically.
Removing the second domain for an option of some of the "Druidic abilities" might also function well.
Using the druid spell list of course
The real centerpiece would be the yellow musk creeper, and his minions (Limited of course)

Elghinn Lightbringer |

Elghinn Lightbringer wrote:Alright, on to the next two MCAs.
Dustyboy and Starfox, you're up next.
Planar Witch and Ki Mage are up on the Wiki.
So the cleric/druid?
I originally was going to go for a druid/cleric, but cleric druid fills an open slot.
First i wanted to say, if we used the Undead lord cleric archetype it'd help drastically.
Removing the second domain for an option of some of the "Druidic abilities" might also function well.
Using the druid spell list of course
The real centerpiece would be the yellow musk creeper, and his minions (Limited of course)
Build it from scratch it is.
First, are we still going with the name Wilderness/Overgrowth Lord? Flavorwise, what are you going for. I always work off of flavor, so that would help. If we are still going with the name, then I would assume this is some sort of MCA that controls plants and plant type creatures. But then, your comment on using the Undead Lord archetype would assume you're going for the undead aspect. Unless you are just wanting to use that as basis for the abilities, but bent towards plants/plant creatures.
OK, so we're looking at the following.
1) Cleric chassis with Druid spell list
2) Swap 1 cleric domain for druid abilities.
3) Use the Undead Lord archetype as a launching point to build plant related abilities.
4) Yellow Musk Creeper aspects (create yellow must zombies, pollen, etc)
I'm seeing a walking power center for growing plants, able to entangle at will with vines that grow from him/her, summoning vegepygmies and other plant critters, cause treants to rise up or awaken trees to obey him. Perhaps some type of blight ability, depending upon alignment?
Maybe a growth ability for good/neutrals, and a plant blight ability for evil/neutrals, instead of the channel energy (though we can still allow alternate channeling of positive (life) energy and negative (death energy). We could just have it stay channel energy, but if used against plants or plant creatures, it also harms or heals them (rejuvenation vs. horrid wilting)
Must choose the Plant Domain (or the Growth or Decay subdomain) or a new Overgrowth domain or something. Use the Tanglevine ability from the Verdant Bloodline for sure as the 1st level domain power, and perhaps the Photpsynthesis or Massmorph ability for the 6th/8th level domain power.
Replace the normal cleric Spontaneous Casting with the Druid's version, but incorporate the Groveborn wildblooded bloodline's Lush Summoning power.
Swap in the woodland stride and trackless step abilities from the druid, not sure if the others fit, though the plant shape aspect of wild shape would be fine too.
RE UNDEAD LORD Archetype: Incorporate the Undead Lord's bonus feats, but alter Command Undead to "Command Plants", Skeleton Summoner to "Plant Summoner" and Undead Master to "Plant Master". Change Corpse Companion to Plant Companion (perhaps just a Yellow Musk Zombie instead), and Unlife Healer to Plant Master (can heal or harm 50%, depending on choice of chennel energy?)
Capstone: Gains plant type (plus original type), permanent bonus to natural armor, summon a treant or some other plant creature 1/day. Or perhaps just an continuous aura of plant growth or plant blight in a 10 foot-radius wherever he walks. Kind of like the grow abilities of the Queen and blight abilities of the bad guy in the animated movie Epic, if anyone's seen it.
Just some thoughts.
Starfox should be happy with the chance to construct this one from the bottom up.
Any other concepts or ideas on this one please share. Mine may be completely different that everyone else, and Dustyboy, don't forget to interject your own thoughts too, as this is your concept. So if something fits or doesn't fit your vision, then say so.

Oceanshieldwolf |

Starfox |

Here is my Bloodline Magus (formerly battle sorcerer - changed the name at the last moment). Where the magus is a fighter/wizard, the bloodline magus is a fighter/sorcerer. Looking over the MCA again now, it feels somewhat timid, but gets the job done.
Bloodline Magus
The bloodline magus is a terror in battle. Arcane might, monstrous heritage, and raw fighting skill in combination allows him to dominate and overawe opponents.
Class Information
This is a multiclass archetype.
Primary Class: Magus.
Secondary Class: Sorcerer.
Class Features
The bloodline magus has all the standard magus class features, except as noted below.
Spells
A bloodline magus casts arcane spells drawn from the magus spell list. He can cast any spell he knows without preparing it ahead of time, assuming he has not yet used up his allotment of spells per day for the spell’s level.
To learn or cast a spell, a bloodline magus must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a bloodline magus’s spell is 10 + the spell level + the bloodline magus’s Charisma modifier. A bloodline magus can cast only a certain number of spells of each spell level each day. His base daily spell allotment is given on Table: Bloodline Magus Spells. In addition, he receives bonus spells per day if he has a high Charisma score (see Table: Ability Modifiers and Bonus Spells).
A bloodline magus’s selection of spells is extremely limited. A bloodline magus begins play knowing four 0-level spells and two 1st-level spells of the bloodline magus’s choice. At each new bloodline magus level, he gains one or more new spells as indicated on Table: Bloodline Magus Spells Known. (Unlike spells per day, the number of spells a bloodline magus knows is not affected by his Charisma score. The numbers on Table: Bloodline Magus Spells Known are fixed.)
Upon reaching 5th level, and at every third bloodline magus level thereafter (8th, 11th, and so on), a bloodline magus can choose to learn a new spell in place of one he already knows. In effect, the bloodline magus “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, and it must be at least one level lower than the highest-level bloodline magus spell he can cast. A bloodline magus may swap out 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.
Cantrips: A bloodline magus learn a number of cantrips, or 0-level spells, as noted on Table: Bloodline Magus Spells Known. These spells are cast like any other spell, but they do not consume any slots and may be used again.
Table: Bloodline Magus Spells Known
(This is the same as the bard's table)
Level Zero 1st 2nd 3rd 4th 5th 6th
1 4 2 — — — — —
2 5 3 — — — — —
3 6 4 — — — — —
4 6 4 2 — — — —
5 6 4 3 — — — —
6 6 4 3 — — — —
7 6 5 4 2 — — —
8 6 5 4 3 — — —
9 6 5 4 4 — — —
10 6 6 4 4 2 — —
11 6 6 4 4 3 — —
12 6 6 4 4 4 — —
13 6 6 4 5 4 2 —
14 6 6 4 5 4 3 —
15 6 6 4 5 4 4 —
16 6 6 4 5 5 4 2
17 6 6 5 6 5 4 3
18 6 6 5 6 5 4 4
19 6 6 5 6 5 5 4
20 6 6 5 5 5 5 5
Arcane Pool
A bloodline magus's arcane pool has a number of points equal to ½ his magus level (minimum 1) + his Charisma modifier and is renewed when the bloodline magus renews his spell slots. This is otherwise just as the magus' arcane pool.
Magus Bloodline
A bloodline magus has a bloodline similar to that of a sorcerer. Each bloodline magus has a source of magic somewhere in his heritage that grants his spells, bonus feats, an additional class skill, and other special abilities. This source can represent a blood relation or an extreme event involving a creature somewhere in the family's past. A bloodline magus must pick one bloodline upon taking his first level of bloodline magus. Once made, this choice cannot be changed.
A bloodline magus gains class skills, arcana, and powers from his bloodline as a sorcerer of his bloodline magus level. If a skill granted by the bloodline is already a class skill, there is no benefit. The bloodline magus also gains bloodline spells and bloodline bonus feats, but the rules differ from the normal sorcerer bloodline rules, as outlined below.
At 3rd level, and every three levels thereafter until level 18, a bloodline magus learns an additional spell, derived from his bloodline. These spells are added to the bloodline magus's spell list at their sorcerer spell level and also added to his list of known spells and are in addition to the number of spells given on Table: Bloodline Magus Spells Known. He can cast these spells without the normal chance of spell failure just as he can with magus spells. These spells cannot be exchanged for different spells at higher levels. Note that the rate of progression is different from that given in the bloodline description (which applies to sorcerers). Spells are gained at the rate given in Table: Bloodline Magus Bloodline Spells.
At 5th level, and every six levels thereafter, a bloodline magus gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as combat feats or as bonus feats for his bloodline. He must meet the prerequisites for these feats as normal.
Table: Bloodline Magus Bloodline Spells
Level of Spell Level Gained
1 3
2 6
3 9
4 12
5 15
6 18
7+ Never
This replaces the bonus feats (lvl 5, 11, 17), greater spell access (lvl 19), and true magus (lvl 20) abilities.
Eschew Materials
A bloodline magus gains Eschew Materials as a bonus feat at 1st level.
Spell Combat
When using spell combat to casts a spell defensively, he can decide to take an additional penalty on his attack rolls, up to his Charisma (rather than Intelligence) bonus, and add the same amount as a circumstance bonus on his concentration check. This is a modification to the Spell Combat ability.
Overspend Power (Su)
At 4th level, the bloodline magus learns to use his arcane pool to power spells. When out of spell slots of a certain level, the bloodline magus can still cast such a spell by expending a number of points from his arcane pool equal to the spell’s level (minimum 1). This replaces the spell recall ability normally gained at level 4.
Spontaneous Power (Su)
At 7th level, as a free action, a bloodline magus can spend 1 point from his arcane pool to be able to cast any spell from the magus spell list as a known spell until he next renews spell slots. This replaces the knowledge pool ability normally gained at level 7.
Improved Overspend Power (Su)
At 11th level, the bloodline magus’s ability to overspend on powers using his arcane pool becomes more efficient. Whenever he casts a spell with overspend power, he expends a number of points from his arcane pool equal to ½ the spell’s level (minimum 1). This replaces improved spell recall.
Table: Bloodline magus
Class
Level Base Attack Fort Ref Will Special Spells per Day
1st +0 +2 +0 +2 Arcane pool, bloodline, cantrips, Eschew Materials, spell combat 1 — — — — —
2nd +1 +3 +0 +3 Spellstrike 2 — — — — —
3rd +2 +3 +1 +3 Bloodline power, magus arcana 3 — — — — —
4th +3 +4 +1 +4 Overspend power 3 1 — — — —
5th +3 +4 +1 +4 Bonus feat 4 2 — — — —
6th +4 +5 +2 +5 Magus arcana 4 3 — — — —
7th +5 +5 +2 +5 Spontaneous power, medium armor 4 3 1 — — —
8th +6/+1 +6 +2 +6 Improved spell combat 4 4 2 — — —
9th +6/+1 +6 +3 +6 Bloodline power, magus arcana 5 4 3 — — —
10th +7/+2 +7 +3 +7 Fighter training 5 4 3 1 — —
11th +8/+3 +7 +3 +7 Bonus feat, improved overspend power 5 4 4 2 — —
12th +9/+4 +8 +4 +8 Magus arcana 5 5 4 3 — —
13th +9/+4 +8 +4 +8 Heavy armor 5 5 4 3 1 —
14th +10/+5 +9 +4 +9 Greater spell combat 5 5 4 4 2 —
15th +11/+6/+1 +9 +5 +9 Bloodline power, magus arcana 5 5 5 4 3 —
16th +12/+7/+2 +10 +5 +10 Counterstrike 5 5 5 4 3 1
17th +12/+7/+2 +10 +5 +10 Bonus feat 5 5 5 4 4 2
18th +13/+8/+3 +11 +6 +11 Magus arcana 5 5 5 5 4 3
19th +14/+9/+4 +11 +6 +11 5 5 5 5 5 4
20th +15/+10/+5 +12 +6 +12 Bloodline power 5 5 5 5 5 5
(The magus table with the appropriate swaps.)
Summary of Changed Class Abilities
These abilities of the original class are lost or modified in this archetype. What each has been swapped for is noted in the main text
Spells
Arcane Pool
Spell Combat
Spell Recall (lvl 4)
Bonus Feats (lvl 5, 11, 17),
Knowledge Pool (lvl 7)
Improved Spell Recall (lvl 11)
Greater Spell Access (lvl 19)
True Magus (lvl 20)
Comments
The biggest problem of this MCA as written used to be the name: Battle Sorcerer is straight from Unearthed Arcana from 3.5, where it was a variant of the sorcerer. I changed this at the last minute.
Otherwise, it is pretty straightforward; it swaps out wizard-like abilities for sorcerer-like abilities. It might seem to get alot for free from the bloodline, but the same lack of flexibility that makes sorcerer bloodline makes up for seems to apply to a bloodline magus.
Because it gains bloodline spells, it gets more spells known than the bard. On the other hand, it inherits the bard/magus' measly spells per day. On the third hand it gets its new spell levels as the same level a magus does. All of this is a bit unlike the sorcerer. By reducing spells known, delaying access to new spells by a level, and increasing spells/day, it could become more like a sorcerer. But I decided not to do this; using the established tables seemed wisest.

Starfox |

# Overgrowth Lord
The biggest problem I see with this is the spell list; will the druid spell list do? The animal and elemental spells druids get don't seem right. In Spell Compendium for 3.5, druids gained a lot of ikky fungus and rot spells that would seem to be right up this guy's alley, but those are not OGL. To a point this can be left to the player; by giving plant-related abilities and possibly bonuses to plant-related spells, we simply make the non-plant-spells less competitive.
Some other wild ideas:
Plant/Fungi empathy like Wild Empathy? Or just an ongoing Speak With Plants?
On the channel energy idea Elghinn had above; maybe if this is a buff to growth, increasing size (like a brown mold does with fire)? Restrict the target to plants, but incorporate an effect much like enlarge person (for plant creatures) and entangle (for ordinary plants, but as a supernatural ability it has a save of 10 + 1/2 level + Wis). Perhaps make it grant temporary hit points to plants. Highly situational, I know.
Could also have alchemist-inspired bombs; yellow musk spores, yellow mold spores, various oozes.
Bonuses to plant-related spells. The easiest is to increase save DCs against plant creatures, but could also incorporate some free metamagic (Widden, Extend) on plant spells. Sadly, there is no plant keyword to clearly distinguish these spells.
Vermin-related abilities? Druids already summon swarms and creeping doom. Because rl-fungi are small, they exist on the scale of vermin, which creates an association in my mind.

Starfox |

# Bloodline Magus
I said in my notes that I feel this is timid. For a much bolder variant, I have a Rage Magus (Magus (Bloodline Magus)/Barbarian). I held that back earlier because of Pazio's similar Barbarian/Sorcerer.
Frankly, I have enough MCA projects to fill any list, so perhaps Elghinn should just hold spots in the queue for me, and I can fill them when I my turn comes up. :o
Whoever came up with the English spelling for "queue" must have been... English!

Elghinn Lightbringer |

# Bloodline Magus
I said in my notes that I feel this is timid. For a much bolder variant, I have a Rage Magus (Magus (Bloodline Magus)/Barbarian). I held that back earlier because of Pazio's similar Barbarian/Sorcerer.
Frankly, I have enough MCA projects to fill any list, so perhaps Elghinn should just hold spots in the queue for me, and I can fill them when I my turn comes up. :o
Whoever came up with the English spelling for "queue" must have been... English!
I can do that Starfox. And queue is French (1585-95), but yes the English spelling was likely made by the English.

Dustyboy |

Any further ideas on the Overgrowth Lord? If not, I'll splice things together for an initial reveal. Then we can go from there.
@Starfox
I'll look at your Bloodline MAguc over the next day or so. Maybe Blood Magus sounds better.
I like some of the ideas of the blight druid archetype.
Usage of Plants/vermin/disease really, to give it some of the feeling of necromancy without actual necromancy (Debuffs/minions) along with the idea of swarms.
Maybe replace spontaneous cure with a variant of spontanious summan nature's ally? revolving around swarms or vermin in particular.

Elghinn Lightbringer |

Here is my Bloodline Magus (formerly battle sorcerer - changed the name at the last moment). Where the magus is a fighter/wizard, the bloodline magus is a fighter/sorcerer. Looking over the MCA again now, it feels somewhat timid, but gets the job done.
Bloodline Magus
The bloodline magus is a terror in battle. Arcane might, monstrous heritage, and raw fighting skill in combination allows him to dominate and overawe opponents.
Class Information
This is a multiclass archetype.
Primary Class: Magus.
Secondary Class: Sorcerer.** spoiler omitted **...
On a general perusal, I'm not sure if the swaps work out. You're gaining up to 6th level bloodline spells, bonus feats, up to 15th level bloodline power, and bloodline skill for 3 bonus feats, greater spell access and true magus. I'll need to do some swap crunching. I think the Overspend Power, Imp Overspend Power and Spontaneous Power abilities should just be new magus arcana. I'll have some definitive remarks once I've had a good look at it. Busy with real life too. :D

Starfox |

# Bloodline MagusOn a general perusal, I'm not sure if the swaps work out. You're gaining up to 6th level bloodline spells, bonus feats, up to 15th level bloodline power, and bloodline skill for 3 bonus feats, greater spell access and true magus. I'll need to do some swap crunching. I think the Overspend Power, Imp Overspend Power and Spontaneous Power abilities should just be new magus arcana. I'll have some definitive remarks once I've had a good look at it. Busy with real life too. :D
I'll try and explain my reasoning.
This is a magus that is fighter/sorcerer instead of fighter/wizard. My basis was a comparison between wizard and sorcerer - what does the wizard give up to have the superior flexibility it has? 5 feats, arcane school and arcane bond gets replaced with 1 feat and a bloodline. And also exchange Int for Cha as a spellcasting attribute - generally a trade down because Int is so important for skills.
Of course, the parallel is not exact - sorcerers also get their spells one level sooner than sorcerers, which isn't the case here. But then again, this doesn't get any more spells per day.

Starfox |

# Overgrowth Lord
I just looked at Book of the Damned 1, Lords of Chaos and noticed this possibly inspirational reading:
Obedience: Eat moldering flesh rife with parasitic worms and drink putrid alcohol distilled from strange fungi during a 1-hour feast. You gain a +4 profane bonus on all saving throws against disease and effects that cause nausea.
Boons
1. Sickness Within (Sp) ray of enfeeblement 3/day, warp wood 2/ day, or contagion 1/day
2. Parasitic Link (Su) Once per day with a successful touch attack, you can infest a living creature with tiny worms and gnawing mites unless the target makes a Fortitude save (DC 10 + 1/2 your HD + your Constitution modifier). These parasites retain an unholy link to you, draining that creature’s energy and transferring it to you. This infestation persists for 10 rounds, during which you act as if hasted and the infested victim is staggered. As a swift action, you can quicken the parasitic infestation—this reduces the remaining duration by 1 round, but causes the parasites to chew and feed at an accelerated rate, dealing 1d2 points of Constitution damage to the target. You can only maintain a parasitic link with one creature at a time. These parasites are a disease effect.
3.Fungal Ruin (Sp) Once per day, you may target a creature with a destruction spell. A creature slain by this effect crumbles into a mound of russet mold that immediately releases a cloud of spores in a 20-foot-radius burst. This ability functions as a 9th-level spell.

Elghinn Lightbringer |

I'll try and explain my reasoning.
This is a magus that is fighter/sorcerer instead of fighter/wizard. My basis was a comparison between wizard and sorcerer - what does the wizard give up to have the superior flexibility it has? 5 feats, arcane school and arcane bond gets replaced with 1 feat and a bloodline. And also exchange Int for Cha as a spellcasting attribute - generally a trade down because Int is so important for skills.
Of course, the parallel is not exact - sorcerers also get their spells one level sooner than sorcerers, which isn't the case here. But then again, this doesn't get any more spells per day.
Looking at your swaps and changes you have:
SWAPS/CHANGES
Arcane pool (Int) = Arcane pool (Cha)
Free = Eschew Materials
Spell combat = your change to Spell combat
Greater spell access and True magus = Bloodline skill, arcana, powers (1/3/9/15), spells (1st-6th)
Bonus feats = add bloodline feats to list
Spell recall = Overspend power
Knowledge pool = Spell power
Improved spell recall= Improved Overspend power
Looking everything over, there is still a big discepancy to the blooldine swaps. Getting bloodline skill, arcana, powers (1/3/9/15) and spells (1st-6th) for only greater spell access and true magus isn't balanced. Plus the free Eschew material. Not sure if it's really necessary but probably a good idea. Other spontaneous casters don't require it, but we'll see what everyone else thinks.
Your Overspend abilities and Spell power ability are essentially changes to the Spell recall, Imp spell recall, and knowledge pool abilities to functions with a spontaneous caster. Not sure if we really need to add in new abilities for those, just keep the names and add a change description to each ability.
Here's how I think the swaps/changes should be. I broke down the bloodline and swapped for individual aspects (which we do in every other MCA with a Sorcerer secondary.
SWAPS/CHANGES
Spellcasting = As bard (spells known table)
Arcane Pool = Arcane Pool (Cha-based)
Free = Eschew Materials
Spell Combat = Spell combat + defensive change
Greater spell access = Bloodline, Bloodline Skill, Bloodline spells (1st-6th), Greater Spell Exchange (see below)
Bloodline Arcana (if we really want it) = Magus arcana @ 3rd level
Bonus feats = add Bloodline feats (3)
True magus, Greater spell combat, Improved spell combat = Bloodline powers (1/3/9/15)
Spell recall = Overspend Power
Improved spell recall = Improved Overspend power
Knowledge Power = Spontaneous Power
To me the whole spell combat is obviously unique to the Magus, but it is primarily a wizardly thing. Not that Sorcerers couldn't benefit from it, but I think this is one of the key abilities that helps make it a Ftr/Wiz. Thus to get a Ftr/Sor MCa it should be, in part, swapped out in favor of more sorcerer-y things.
Greater Spell Exchange: Swap one each spell of 1st-6th on of his spells know from the Magus spell list, for an equivalent spell on the sorcerer spell list. (This give him the benefits of an immediate exchange of 6 spells known for new ones from the sorcerer/wizard spell list. Sort of a 1/2 fucnitonsing Greater Spell Access for a speontaneous caster. Bloodline spells take care of the other 1/2 of the ability's swap out)
This would give us a new Table like this.
Table: Bloodline Magus
Base
Class Attack Fort Ref Will Spells per Day
Level Bonus Save Save Save Special 0 1st 2nd 3rd 4th 5th 6th
1st +0 +2 +0 +2 Arcane pool, bloodline, cantrips, 3 1 — — — — —
eschew materials, spell combat
2nd +1 +3 +0 +3 Bloodline power, spellstrike 4 2 — — — — —
3rd +2 +3 +1 +3 Bloodline spell, magus arcana 4 3 — — — — —
4th +3 +4 +1 +4 Spell recall 4 3 1 — — — —
5th +3 +4 +1 +4 Bonus feat 4 4 2 — — — —
6th +4 +5 +2 +5 Bloodline spell, magus arcana 5 4 3 — — — —
7th +5 +5 +2 +5 Knowledge pool, medium armor 5 4 3 1 — — —
8th +6/+1 +6 +2 +6 Bloodline power 5 4 4 2 — — —
9th +6/+1 +6 +3 +6 Bloodline spell, magus arcana 5 5 4 3 — — —
10th +7/+2 +7 +3 +7 Fighter training 5 5 4 3 1 — —
11th +8/+3 +7 +3 +7 Bonus feat 5 5 4 4 2 — —
12th +9/+4 +8 +4 +8 Bloodline spell, magus arcana 5 5 5 4 3 — —
13th +9/+4 +8 +4 +8 Heavy armor 5 5 5 4 3 1 —
14th +10/+5 +9 +4 +9 Bloodline power 5 5 5 4 4 2 —
15th +11/+6/+1 +9 +5 +9 Bloodline spell, magus arcana 5 5 5 5 4 3 —
16th +12/+7/+2 +10 +5 +10 Counterstrike 5 5 5 5 4 3 1
17th +12/+7/+2 +10 +5 +10 Bonus feat 5 5 5 5 4 4 2
18th +13/+8/+3 +11 +6 +11 Bloodline spell, magus arcana 5 5 5 5 5 4 3
19th +14/+9/+4 +11 +6 +11 Greater spell exchange 5 5 5 5 5 5 4
20th +15/+10/+5 +12 +6 +12 Bloodline power 5 5 5 5 5 5 5

Starfox |

Don't think the bloodline spells should count - they don't for sorcerers. But we could make it so that the first spell you get of each spell level is your bloodline spell - effectively you know one spell less of each level, and then get the bloodline spells for free.
I do agree that some of the magus solutions are pretty wizard/fighter combo specific - it overcomes specific problems a prepared caster has that a spontaneous caster does not have.
Bit late in the day for me to go into great depth, but I think we can wrangle something through with some work.

Elghinn Lightbringer |

Don't think the bloodline spells should count - they don't for sorcerers. But we could make it so that the first spell you get of each spell level is your bloodline spell - effectively you know one spell less of each level, and then get the bloodline spells for free.
I do agree that some of the magus solutions are pretty wizard/fighter combo specific - it overcomes specific problems a prepared caster has that a spontaneous caster does not have.
Bit late in the day for me to go into great depth, but I think we can wrangle something through with some work.
Regarding bloodline spells, if they don't "count" for sorcerers, then we could include Bloodline Arcana in the swap instead, and then leave the 3rd level magus arcana alone. Then we can still use the new Greater Spell Exchange ability.

Elghinn Lightbringer |

#Overgrowth Lord
Here's what I've spliced together from the various ideas. Still need a flavor blurp, Dustyboy.
SWAPS
Aura = Verdant tongue
Channel energy 3d6/6d6/9d6 = Woodland stride trackless step
Domain = command plants or vermin, woodland magic, plant companion, woodland summoner, woodland master
Primary: Cleric.
Secondary: Druid.
Alignment: Any.
Hit Dice: d8.
Bonus Skills and Ranks: The overgrowth lord selects three druid skills to add to her class skills in addition to the normal cleric class skills. The overgrowth lord gains a number of ranks at each level equal to +2 Int modifier.
Weapon and Armor Proficiency: The overgrowth lord is proficient with all simple weapons, with light and medium armor, and with shields (except tower shields).
Channel Energy (Su): This is exactly like the cleric ability of the same name, except that the amount of damage dealt or healed is equal to 1d6 points of damage at 1st level, plus 1d6 points of damage at 3rd, 7th, 9th, 13th, 15th, and 19th level. In addition, an overgrowth lord can use her channel energy ability to grow or diminish plants and plant type creatures. An overgrowth lord that channels positive energy can use one use of her channel energy ability to cause a 20-foot area of vegetation to become thick and overgrown, similar plant growth spell.
Alternatively, an overgrowth lord that channels negative energy can use one use of her channel energy ability to cause a 20-foot area of vegetation to shrink to about one third its size, untangled, and less bushy, similar to the diminish plants spell.
If the overgrowth lord uses channel energy in this way, it has no other effect (it does not heal or harm nearby creatures).
Woodland Magic: An overgrowth lord must select the Plant domain, the Decay or Growth subdomain, or the new Vermin or Wildgrove domain. This ability, verdant companion, command plants, verdant summoner, and plant master replace the cleric’s second domain.
Spontaneous Casting: At 1st level, an overgrowth lord 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 nature's ally spell of the same level or lower. In addition, an overgrowth lord can alternatively summon swarms when she casts the summon nature’s ally spell (see the Overgrowth Lord Summing Options table below). This ability replaces the cleric’s spontaneous casting.
Verdant Tongue (Su): At 1st level, an overgrowth lord emits an aura of speak with plants within a 30-foot radius. This ability replaces aura.
Woodland Stride (Ex): At 2nd level, an overgrowth lord gains the druid’s woodland stride ability. This ability and trackless step replace channel energy 2d6, 5d6, and 8d6.
Trackless Step (Ex): At 4th level, an overgrowth lord gains the druid’s trackless step ability.
Plant Companion (Su): Starting at 5th level, with a ritual requiring 8 hours, an overgrowth lord can animate a single yellow musk zombie whose Hit Dice do not exceed her cleric level. This plant companion automatically follows her commands and does not need to be controlled by her. She cannot have more than one plant companion at a time. It does not count against the number of Hit Dice of plant creatures controlled by other methods. She can dismiss her companion as a standard action, which destroys it.
Command Plants and Vermin (Su): As a standard action, an overgrowth lord can use one of her uses of channel energy to enslave plant or vermin creatures within 30 feet. The creatures receive a Will save to negate the effect. The DC for this Will save is equal to 10 + 1/2 the overgrowth lord’s level + her Charisma modifier. Plant or vermin creatures that fail their saves fall under the overgrowth lord’s control, obeying her commands to the best of their ability, as if under the effects of control plants. Intelligent plant or vermin creatures receive a new saving throw each day to resist the overgrowth lord’s command. An overgrowth lord can control any number of plant creatures, so long as their total Hit Dice do not exceed her overgrowth lord level. If the overgrowth lord uses channel energy in this way, it has no other effect (it does not heal or harm nearby creatures). If a plant creature is under the control of another creature, the overgrowth lord must make an opposed Charisma check whenever her orders conflict.
Woodland Summoner: At 6th level, whenever an overgrowth lord summons creatures with a conjuration (summoning) spell, she can decide that they appear green and leafy or covered in a chitin carapace. The natural armor bonus of such creatures is increased by +2, and they gain a +4 bonus on saves against paralysis, poison, polymorph, sleep, and stunning.
Woodland Master (Su): At 10th level, whenever an overgrowth lord uses her command plants and vermin ability, she is considered to be four levels higher when determining the number of Hit Dice she can control. When the overgrowth lord casts control plants, her duration is doubled.
OVERGROWTH LORD SUMMONING OPTIONS
Table: Summon Nature’s Ally II (Alternatives)
2nd Level Alternatives Type/Subtype(s) Source
Amoeba swarm Ooze B2
Spider swarm Swarm B1
Table: Summon Nature’s Ally III (Alternatives)
3rd Level Alternatives Type/Subtype(s) Source
Bat swarm Swarm B1
Cockroah swarm Swarm B2
Rat swarm Swarm B1
Table: Summon Nature’s Ally IV (Alternatives)
4th Level Alternatives Type/Subtype(s) Source
Centipede swarm Swarm B2
Crab swarm Swarm B1
Leech swarm Swarm B1
Mosquito swarm Swarm B2
Wasp swarm Swarm B1
Table: Summon Nature’s Ally IV (Alternatives)
5th Level Alternatives Type/Subtype(s) Source
Army ant swarm Swarm B2
Table: Summon Nature’s Ally VI (Alternatives)
6th Level Alternatives Type/Subtype(s) Source
Rot grub swarm Swarm B3
Table: Summon Nature’s Ally VII (Alternatives)
7th Level Alternatives Type/Subtype(s) Source
Hellwasp swarm Swarm B3
Tick swarm Swarm B2
Table: Overgrowth Lord
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 +2 +0 +2 Channel energy 1d6, command plants, 3 1+1 — — — — — — — —
domain, orisons, woodland magic,
spontaneous casting, verdant tongue
2nd +1 +3 +0 +3 Woodland stride 4 2+1 — — — — — — — —
3rd +2 +3 +1 +3 Channel energy 2d6 4 2+1 1+1 — — — — — — —
4th +3 +4 +1 +4 Trackless step 4 3+1 2+1 — — — — — — —
5th +3 +4 +1 +4 Plant companion 4 3+1 2+1 1+1 — — — — — —
6th +4 +5 +2 +5 Woodland summoner 4 3+1 3+1 2+1 — — — — — —
7th +5 +5 +2 +5 Channel energy 3d6 4 4+1 3+1 2+1 1+1 — — — — —
8th +6/+1 +6 +2 +6 4 4+1 3+1 3+1 2+1 — — — — —
9th +6/+1 +6 +3 +6 Channel energy 4d6 4 4+1 4+1 3+1 2+1 1+1 — — — —
10th +7/+2 +7 +3 +7 Verdant master 4 4+1 4+1 3+1 3+1 2+1 — — — —
11th +8/+3 +7 +3 +7 4 4+1 4+1 4+1 3+1 2+1 1+1 — — —
12th +9/+4 +8 +4 +8 4 4+1 4+1 4+1 3+1 3+1 2+1 — — —
13th +9/+4 +8 +4 +8 Channel energy 5d6 4 4+1 4+1 4+1 4+1 3+1 2+1 1+1 — —
14th +10/+5 +9 +4 +9 4 4+1 4+1 4+1 4+1 3+1 3+1 2+1 — —
15th +11/+6/+1 +9 +5 +9 Channel energy 6d6 4 4+1 4+1 4+1 4+1 4+1 3+1 2+1 1+1 —
16th +12/+7/+2 +10 +5 +10 4 4+1 4+1 4+1 4+1 4+1 3+1 3+1 2+1 —
17th +12/+7/+2 +10 +5 +10 4 4+1 4+1 4+1 4+1 4+1 4+1 3+1 2+1 1+1
18th +13/+8/+3 +11 +6 +11 4 4+1 4+1 4+1 4+1 4+1 4+1 3+1 3+1 2+1
19th +14/+9/+4 +11 +6 +11 Channel energy 7d6 4 4+1 4+1 4+1 4+1 4+1 4+1 4+1 3+1 3+1
20th +15/+10/+5 +12 +6 +12 4 4+1 4+1 4+1 4+1 4+1 4+1 4+1 4+1 4+1
NEW DOMAINS
The following new domain can be chosen by any class with the domain class feature. This domain complements the Overgrowth Lord multiclass archetype.
Granted Powers: The power of living things infuses every aspect of your magic, as you draw power from nature and its life energies flow through you.
Vermin Empathy (Su): You gain the druid’s wild empathy ability, except that you can only improve the attitude of vermin, not animals or magical beasts. Vermin have a starting attitude of unfriendly.
Worm Eater (Su): At 1st level, as full-round action, you can summon and consume 1 pound of beetles, cockroaches, rot grubs, or some other fine or diminutive vermin. Once consumed, you gain a +2 sacred (or profane) bonus on all saving throws against disease and effects that cause the sickened or nauseated conditions for a number of rounds equal to your cleric level + your Charisma modifier. You can use this power a number of times per day equal to 3 + your Wisdom modifier.
Parasitic Infestation (Su): At 8th level, once per day with a successful touch attack, you can infest a living creature with tiny parasites unless the target makes a Fortitude save (DC 10 + 1/2 your cleric level + your Constitution modifier). On a failed save, the target takes 1d4 points of Constitution damage per round as the parasites burrow through and consume its flesh. This infestation persists for 10 rounds, during which time the target is staggered and you are healed for 2 hit points for every point of Constitution damage dealt to the target. If this heals you above your normal hit point total, you gain the extra hit points as temporary hit points for 10 minutes. Any spell or effect that removes disease instantly ends the parasitic infestation. Immunity to disease offers no defense against this ability.
Domain Spells: 1st—ray of sickening**, 2nd—summon swarm, 3rd—contaigon, 4th—absorb toxicity†, 5th—insect plague, 6th—swarm skin*, 7th—creeping doom, 8th—waves of exhaustion, 9th—summon elder worm**. (*Advanced Player’s Guide, **Ultimate Magic, †Ultimate Combat)
Granted Powers: The power of living things infuses every aspect of your magic, as you draw power from nature and its life energies flow through you.
Tanglevine (Sp): At 1st level, as a standard action, you can create a 15-foot-long, animated vine that springs from your hand. This vine lasts for 1 round and can be used to make a single disarm, steal, or trip combat maneuver, using your cleric level plus your Wisdom modifier in place of your normal CMB. You can use this power a number of times per day equal to 3 + your Wisdom modifier.
Photosynthesis (Ex): At 6th level, you feed upon nature’s raw essence. Your need to eat and sleep is reduced as if wearing a ring of sustenance, and you gain a +2 racial bonus on saving throws made against poison and sleep effects. At 10th level, these bonuses increase to +4.
Domain Spells: 1st—bristle*, 2nd—forest friend†, 3rd—burst of nettles**, 4th—blight, 5th—wall of thorns, 6th—liveoak, 7th—animate plants, 8th—control plants, 9th—shambler. (*Advanced Player’s Guide, **Ultimate Magic, †Ultimate Combat)

Raiderrpg |

*looks up*
#Bloodline Magus
As far as Magus goes, there's something to remember- Spell Recall is FANTASTIC.
If you buff magus spellcasting at all, even via bloodline spells you really need to drop the recalls OR consider spell recall to be at least half again, if not twice, as good as it normally is. Because otherwise it's like they're getting better casting twice.

Starfox |

# OVERGROWTH LORD
Very impressed by what you did so fast. Overall looks good.
I see you gave up one domain. Well, it is what you usually have to give up on a cleric. I have some other ideas for things to swap out, below.
I could see this class with the armor restrictions of the druid - basically only in armor that can rot. But this is a pretty big limitation, actually, and should not be done lightly.
@Channel Energy (Su) - I think we can remove the normal energy channel and only have channel energy affect plants, and for either healing, damage, growth, or shrink regardless of alignment. Or remove damage alltogether and just leave the grow/shrink. This guy is already pretty far from a normal party buffer and more of a controller. Also leaves some design space for the companion and other abilities.
@Verdant Tongue - not sure what the "aura" means, does it mean you can speak with any plant within 30', or that your friends within 30' can speak with plants?
@worm eater: "rot grub" is a hazard [http://www.d20pfsrd.com/gamemastering/traps-hazards-and-special-terrains/hazards/environmental-hazards/rot-grub-cr-4]. Creating a pound of them could be quite dangerous as a weapon. Suggest replacing the words.

Elghinn Lightbringer |

# Overgrowth Lord.
Much as I hate to say it, don't forget the russet mold and vegepygmies. Depending on how open to it Dustyboy is I'd rather a vegepygmy than a yellow musk creeper…, and yellow musk zombies over yellow musk creepers - though the former come from the latter...
For what OSW? On the Summoning list, or as a "plant companion", or what?

Starfox |

Sorry if I am a bit defensive about the balance of the Bloodline Magus. The balance of the sorcerer class has been a sore point for me since 3.0.
I tired to make balance the "swaps" between wizard and sorcerer in Pathfinder, to see if my argument about sorcerer spellcasting being worth less has any pull. This is the swap list I made:
Wizard <> Sorcerer
Spells 1 level <> earlier-Spontaneous spells, 2 extra spells/day/spell level
Arcane bond <> Bloodline power lvl 1
arcane school <> Bloodline arcana, bloodline power lvl 3, 9 bloodline spells
Scribe Scroll <> Eschew Materials
3 bonus feats <> 3 bloodline feats
Bonus feat <> Bloodline power lvl 9
Unmatched <> Bloodline power lvl 15
Unmatched <> Bloodline power lvl 20
I feel I weighted the swaps slightly in the wizards favor. The result is that out of about 10 factors, the sorcerer has 2 that are "unmatched", assuming the basic spellcasting to be worth the same. Less than I thought, which lends credit to your balance arguments about the bloodline magus.
Translating this to the bloodline magus, I'd say that as it is about 50% sorcerer, giving it 50% of the "sorcerer compensation" above seems fair - that is it can have one "extra" bloodline ability outside of swaps.

Starfox |

# Bloodline Sorcerer
Seems there is a feeling this overstrength. There are basically two things to do; reduce the bloodline and/or reduce the magus abilities.
Bloodline:
The only thing I really want to t ouch is bloodline spells; in paralell with how a sorcerer works, bloodline spells could be lerned later; 3, 6, 9, 12, 18. But I am not fond of this. I think bloodline spells are a great flavor element and should be given out early (I dislike how this is done on the sorcerer).
Bloodline arcana
Level 1 loosk really busy on my table, and bloodline arcana is a powerful and modification. Perhaps swap out this?
Magus Abilities:
Overspend Power, Improved Overspend Power
As Raiderrpg says this is a great power for a regular magus. Spell recall gives the magus back just the spell he needs. The bloodline magus has that already as a spontaneous caster, making this less useful but still good.
Spontaneous Power
This is better than the magus' knowledge pool IMO, and for the same reason; the magus already has this kind of flexibility, the blood magus does not. But I feel it is somewhat counter to the idea of spontaneous casting. Spontaneous casters agonize over spell choices when leveling up and then live with their selections.
Counterstrike
I let this be before, but to me it seems to be a "wizardly" understanding of an opponent's moves rather than raw magical power, so I fell it makes good swapping material.
Greater Spell Exchange
A new ability Elghinn mentioned this above, swapping in one spell from the sorcerer/wizard list as a known spell on each spell level. I'd suggest this for levels 3/6/9/12/15/18.
Arcane Pool Note
I'd prefer to keep overspend and improved overspend as arcane pool sinks, so that the bloodline magus feels arcane pool points really are a resource to conserve. It would be cool if the bloodline powers could be made to cost arcane pool, but I see no easy way to do that. Perhaps this: "Overspend Bloodline: At a cost of two points from your arcane pool, you recharge the daily uses of any one bloodline power." This could be a class feature or a new magus arcana.
Elghinns earlier suggestion to make the swapped out modified class features available as magus arcana seems sound.
###
So, on to swaps:
Bard spells known + Eschew Materials + Bloodline power lvl 1 = Magus spellbook
(Greater) Spell Exchange = Knowledge pool
Bloodline power lvl 3 = Free "sorcerer bonus"
Bloodline spells + Bloodline power lvl 9 = Greater Spell Access/Spontaneous Power
Bloodline power lvl 15 = Counterstrike
Bloodline power lvl 20 = True Magus
Compared to before, I remove Bloodline Arcana, Spontaneous Power, and Counterstrike and added spell exchange.
###
This is how the "specials" column would look:
1st Arcane pool, bloodline power, cantrips, Eschew Materials, spell combat
2nd Spellstrike
3rd Bloodline power, magus arcana, spell exchange (lvl 1)
4th Overspend power
5th Bonus feat
6th Magus arcana, spell exchange (lvl 2)
7th Medium armor
8th Improved spell combat
9th Bloodline power, magus arcana, spell exchange (lvl 3)
10th Fighter training
11th Bonus feat, improved overspend power
12th Magus arcana, spell exchange (lvl 4)
13th Heavy armor
14th Greater spell combat
15th Bloodline power, magus arcana, spell exchange (lvl 5)
16th
17th Bonus feat
18th Magus arcana, spell exchange (lvl 6)
19th
20th Bloodline power
Spell Exchange: At level 3, and every three levels after level 3, you can pick one spell from the sorcerer/wizard spell list of a spell level you can cast. Add this spell to your class spell list. You can add this spell to your list of known spells normally as a magus spell of its sorcerer/wizard spell level.
Spell Exchange would leave the bloodline magus knowing -1 magus spell + 1 sor/wiz spell and +1 bloodline spell of each spell level.
###
If this seems too generous (particularly the swaps for magus spellbook) I'd make spell exchange a magus arcana and replace it with the "overspend bloodline" ability I mentioned above.

Starfox |

Oceanshieldwolf wrote:For what OSW? On the Summoning list, or as a "plant companion", or what?# Overgrowth Lord.
Much as I hate to say it, don't forget the russet mold and vegepygmies. Depending on how open to it Dustyboy is I'd rather a vegepygmy than a yellow musk creeper…, and yellow musk zombies over yellow musk creepers - though the former come from the latter...
How about this:
(Class Feature, probably at 1st level) Master of Fungus and Vermin: Overgrowth lords are not masters of animals, but control plants and vermin by altering their perceptions. All druid spells specifically affecting animals instead affect vermin and plant creatures. All such spell that of the enchantment school become transmutation spells instead, and lose the mind-affecting descriptor.
(Spell) Animate Fungus: Variant of the Animate Dead spell, that creates vegepygmies and/or yellow musk zombies out of corpses, much like animate dead creates skeletons and zombies.

Oceanshieldwolf |

Oceanshieldwolf wrote:For what OSW? On the Summoning list, or as a "plant companion", or what?# Overgrowth Lord.
Much as I hate to say it, don't forget the russet mold and vegepygmies. Depending on how open to it Dustyboy is I'd rather a vegepygmy than a yellow musk creeper…, and yellow musk zombies over yellow musk creepers - though the former come from the latter...
Either/both?
Starfox's add is nice - though a tweak to the Skeletal Summoner feat like we did with the Archidendrite Summoner racial archetype for vegepygmies in Wayfinder #8 would also work…
Vegetal Summoner
Plant creatures and sentient vegetation answer your call.
Prerequisite: Vegepygmy, ability to cast summon monster.
Benefit: Add “vegepygmy” to the list of creatures you can summon with summon monster I, and “advanced vegepygmy” to the list of creatures you can summon with summon monster III. Once per day, when you cast summon monster, you may summon a vegetal version of one of the creatures on that spell’s summoning list (apply Plant type traits to that creature to create this monster.)

Elghinn Lightbringer |

#Bloodline Magus
I still think you have too much for the swaps you've made, and using the spellbook as part of the swap is not right. Spellbooks are simply part of the mechanics of prepared spellcasters, and is automatically swapped for the spontaneous spellcasting mechanic. And the MCA getting all bloodline powers is too much, unless you swap all of the spell combat suite.
I feel swaping out the Imp spell combat, Grt spell combat, and true magus is worth the bloodline powers (1/3/9/15) and is much more in line with the balance required. The spell combat suite, though useful for a spontaneous caster, is more wizard than sorcerer to me. Thus, swapping them out for bloodline powers is more in keeping for a Mag/Sor MCA. That said, I think we can keep up to Imp Spell Combat and swap out the other two and swap out a few other things to get the 1/3/9/15 blooldine powers.
This gives us the following seaps and Table.
SWAPS/CHANGES
Spellcasting = As bard (spells known table)
Arcane Pool = Arcane Pool (Cha-based)
Free = Eschew Materials
Spell Combat = Spell combat + defensive change
Bonus feats = add Bloodline feats (3)
Spell recall = Overspend power
Improved spell recall = Improved overspend power
Knowledge Power, Greater spell combat, Counterstrike, Greater spell access, True magus = Bloodline, Bloodline Skill, Bloodline spells (1st-6th), Bloodline powers (1/3/9/15) and Spell exchange (1st-6th)
Table: Magus
Base
Class Attack Fort Ref Will Spells per Day
Level Bonus Save Save Save Special 0 1st 2nd 3rd 4th 5th 6th
1st +0 +2 +0 +2 Arcane pool, bloodline, cantrips, 3 1 — — — — —
eschew material, spell combat
2nd +1 +3 +0 +3 Bloodline spell, spellstrike 4 2 — — — — —
3rd +2 +3 +1 +3 Bloodline power, magus arcana 4 3 — — — — —
4th +3 +4 +1 +4 Overspend power, spell exchange 4 3 1 — — — —
5th +3 +4 +1 +4 Bloodline spell, bonus feat 4 4 2 — — — —
6th +4 +5 +2 +5 Magus arcana 5 4 3 — — — —
7th +5 +5 +2 +5 Medium armor, spell exchange 5 4 3 1 — — —
8th +6/+1 +6 +2 +6 Bloodline spell, improved spell combat 5 4 4 2 — — —
9th +6/+1 +6 +3 +6 Bloodline power, magus arcana 5 5 4 3 — — —
10th +7/+2 +7 +3 +7 Fighter training, spell exchange 5 5 4 3 1 — —
11th +8/+3 +7 +3 +7 Bloodline spell, bonus feat, 5 5 4 4 2 — —
improved overspend power
12th +9/+4 +8 +4 +8 Magus arcana 5 5 5 4 3 — —
13th +9/+4 +8 +4 +8 Heavy armor, spell exchange 5 5 5 4 3 1 —
14th +10/+5 +9 +4 +9 Bloodline spell 5 5 5 4 4 2 —
15th +11/+6/+1 +9 +5 +9 Bloodline power, magus arcana 5 5 5 5 4 3 —
16th +12/+7/+2 +10 +5 +10 Spell exchange 5 5 5 5 4 3 1
17th +12/+7/+2 +10 +5 +10 Bloodline spell, bonus feat 5 5 5 5 4 4 2
18th +13/+8/+3 +11 +6 +11 Magus arcana 5 5 5 5 5 4 3
19th +14/+9/+4 +11 +6 +11 Spell exchange 5 5 5 5 5 5 4
20th +15/+10/+5 +12 +6 +12 Bloodline power 5 5 5 5 5 5 5

Starfox |

#Bloodline Magus
Without spell combat, this is not a magus. Improved spell combat, however, is easy to let go of.
In the text, you say "I feel swaping out the Imp spell combat, Grt spell combat, and true magus is worth the bloodline powers (1/3/9/15)", but in the table the lvl 20 bloodline power is still there. Did you just miss that, or is that a different swap? In fact, looking at the table, all I see is that you moved certain spell exchanges and bloodline spells around a bit. If the table is right it seems we are in agreement on what powers the bloodline magus should have.
If the lvl 20 power is all we disagree on, that really is a minor thing, as very few characters get played a long time at level 20.
As we spoke of earlier, some of the powers that failed to pass exam can become special bloodline magus arcana, perhaps along with some of the swapped-out powers like Improved Spell Combat.
My ideas about when to gain bloodline spells and when to exchange spells is that you should get your bloodline spell as soon as you can cast spells of a certain level, and do the spell exchange just before you learn a spell of the next level. That way, bloodline spells come easy, while exchanged spells come late for each spell level, emphasizing the point that you get your powers from your bloodline. I don't want bloodline spells delayed. I could see spell exchange being done even later, as long as you get a new spell known of the appropriate level when you do get spell exchange.
Actually I am not all that fond of spell exchange. Adding sorcerers spell does not put emphasis on the bloodline and adds new and unpredictable variables - presumably Pazio put a lot of thought into the magus spell list. Maybe let spell exchange go and instead use my suggestion from above: "Overspend Bloodline: At a cost of two points from your arcane pool, you recharge the daily uses of any one bloodline power."
# Hash Slinger
As an aside, perhaps I can get some help with naming an archetype completely outside the MCA project? It is a ranger archetype that replaces track, wild empathy, and spells with the ability to cook the meat of favored enemies, and those who eat the food get bloodline powers appropriate to the type of creature. These guys are not real cooks, they take what they find and turn it into edible meals, not cuisine. The name I have for it now is Hash Slinger, but I'm far from sure if that captures the feel of it - my English is not native, after all. Suggestions appreciated.

Elghinn Lightbringer |

No, Imp Spell Combat being included was not a mistake. We originally had the Spell Power ability swapping out Knowledge Pool, but now its gone and so I used it to help swap in the bloodline stuff, so I could keep Imp Spell Combat, just so it wouldn't be reduced to only the 1st level spell combat ability.
As to the bloodline spells, I understand you wanting them from the get go when you can cast that level of spell, but even the sorcerer doesn't get them at that either, and part of this is also tryingep things within available open levels on the table.
At 1st level, the Bloodline Magus gets his skill and eschew materials though the bloodline power is delayed to 3rd due to balancind and open dead levels. He's already getting everything a nmagus gets at 1st levelplus the skill and eschew materialst. Many, MANY MCAs delay secondary class abilities to 2nd level, this is to keep the primary class as forem in the MCA. That's why in my table, bloodline spells start at 2nd, to gain them as soon a possible as the magic aspect is more important than the bloodline powers in this particular case and powers delayed one interval from when the sorcerer gets them. This does have "fighter" aspects to it afterall, as it is a Magus primary, and we want to maintain that aspect by delaying some of the more sorcerer abilities.
If you want to get rid of spell exchange, that, but then I think need to put your Overspend Bloodline at 16th to the dead Counterstrike level. Then fill the dead 19th level with something unique and not too powerful, not sure what, or we can just leave it dead. I hate dead levels.
EDIT: Oh, as to the naming thing, shoot me an email and I'll take a look at what you've got for abilities, etc. That often helps generate ideas for names, at least for me.

Elghinn Lightbringer |

Elghinn Lightbringer wrote:Oceanshieldwolf wrote:For what OSW? On the Summoning list, or as a "plant companion", or what?# Overgrowth Lord.
Much as I hate to say it, don't forget the russet mold and vegepygmies. Depending on how open to it Dustyboy is I'd rather a vegepygmy than a yellow musk creeper…, and yellow musk zombies over yellow musk creepers - though the former come from the latter...
Either/both?
Starfox's add is nice - though a tweak to the Skeletal Summoner feat like we did with the Archidendrite Summoner racial archetype for vegepygmies in Wayfinder #8 would also work…
Vegetal Summoner
Plant creatures and sentient vegetation answer your call.
Prerequisite: Vegepygmy, ability to cast summon monster.
Benefit: Add “vegepygmy” to the list of creatures you can summon with summon monster I, and “advanced vegepygmy” to the list of creatures you can summon with summon monster III. Once per day, when you cast summon monster, you may summon a vegetal version of one of the creatures on that spell’s summoning list (apply Plant type traits to that creature to create this monster.)
I'll see what I can do.

Starfox |

# Blood Magus
I see, all the bloodline abilities were shifted one step up, so what is usually at level 1 is at 3 and so on Because the table still said bloodline at level 1 (and bloodline itself has no abilities now that we took out bloodline arcana) I misread the table.
I'll give this some more thought and get back on it.
Edit: Hash Slinger link.

Elghinn Lightbringer |

# Blood Magus
I see, all the bloodline abilities were shifted one step up, so what is usually at level 1 is at 3 and so on Because the table still said bloodline at level 1 (and bloodline itself has no abilities now that we took out bloodline arcana) I misread the table.
Bloodline at 1st includes gaining the bloodline skill. Not much I know, but inundating first level with a bunch of sorcerer abilities just makes it front heavy, but this begins the process of gaining of sorcerer abilities throughout the levels. It's no different than some MCA just getting cantrips at 1st level if the primary is a noncaster.

Elghinn Lightbringer |

Well, with no real input from Dustyboy, here's my proposed final version of the Overgrowth Lord. Added in Fox's suggestions, and adapted OSW's suggested changes to the Woodland Summoner ability, as well as added plant creatures to the Summoning option table.
Gods and angels, demon lords and balors–these are typical powers of the divine planes. While most clerics worship some deity or another, and seek to assistance of their powerful servants, there are those who seek a simpler life among the plants and creatures of natural world. Overgrowth lords strive to gain mastery over the plants and vermin that inhabit the woodlands and forests within their circle of influence. Whether speaking with the vegetation, striding through overgrown areas, or summoning forth plant and vermin minions to fight at her side, the overgrowth lord takes control of the field of battle.
Primary: Cleric.
Secondary: Druid.
Alignment: Any.
Hit Dice: d8.
Bonus Skills and Ranks: The overgrowth lord selects three druid skills to add to her class skills in addition to the normal cleric class skills. The overgrowth lord gains a number of ranks at each level equal to +2 Int modifier.
Weapon and Armor Proficiency: The overgrowth lord is proficient with all simple weapons, with light and medium armor, and with shields (except tower shields).
Channel Energy (Su): This is exactly like the cleric ability of the same name, except that the amount of damage dealt or healed is equal to 1d6 points of damage at 1st level, plus 1d6 points of damage at 3rd, 7th, 9th, 13th, 15th, and 19th level. In addition, an overgrowth lord can use her channel energy ability to grow or diminish plants and plant type creatures. An overgrowth lord that channels positive energy can use one use of her channel energy ability to cause a 20-foot area of vegetation to become thick and overgrown as the plant growth spell.
Alternatively, an overgrowth lord that channels negative energy can use one use of her channel energy ability to cause a 20-foot area of vegetation to shrink to about one third its size, untangled, and less bushy, similar to the diminish plants spell. If the overgrowth lord uses channel energy in this way, it has no other effect (it does not heal or harm nearby creatures).
Master of Fungus and Vermin: An overgrowth lord is not a master of animals, but controls plants and vermin by altering their perceptions. All druid spells that specifically affect animals instead affect vermin and plant types creatures. All such spells of the enchantment school now become transmutation spells instead and lose the mind-affecting descriptor.
In addition, the overgrowth lord adds the new animate fungus spell to her spell list. This spell functions as the animate dead spell, except that it turns corpses into vegepygmies or yellow musk zombies.
Spontaneous Casting: At 1st level, an overgrowth lord 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 nature's ally spell of the same level or lower. This ability replaces the cleric’s spontaneous casting.
Verdant Tongue (Su): At 1st level, an overgrowth lord can speak with plants with all vegetation within a 30-foot radius. This ability replaces aura.
Woodland Magic: At 1st level, an overgrowth lord must select the Plant domain, the Decay or Growth subdomain, or the new Vermin or Wildgrove domain. In addition, an overgrowth lord can alternatively summon swarms and plant type creatures when she casts the summon nature’s ally spell (see the Overgrowth Lord Summing Options table below). This ability, plant companion, command plants and vermin, woodland summoner, and woodland master replace the cleric’s second domain.
Woodland Stride (Ex): At 2nd level, an overgrowth lord gains the druid’s woodland stride ability. This ability and trackless step replace channel energy 2d6, 5d6, and 8d6.
Trackless Step (Ex): At 4th level, an overgrowth lord gains the druid’s trackless step ability.
Plant Companion (Su): Starting at 5th level, with a ritual requiring 8 hours, an overgrowth lord can summon a vegepygmy or animate a single yellow musk zombie whose Hit Dice do not exceed her cleric level. This plant companion automatically follows her commands and does not need to be controlled by her. She cannot have more than one plant companion at a time. It does not count against the number of Hit Dice of plant creatures controlled by other methods. She can dismiss her companion as a standard action, which destroys it.
Command Plants and Vermin (Su): As a standard action, an overgrowth lord can use one of her uses of channel energy to enslave plant or vermin creatures within 30 feet. The creatures receive a Will save to negate the effect. The DC for this Will save is equal to 10 + 1/2 the overgrowth lord’s level + her Charisma modifier. Plant or vermin creatures that fail their saves fall under the overgrowth lord’s control, obeying her commands to the best of their ability, as if under the effects of control plants. Intelligent plant or vermin creatures receive a new saving throw each day to resist the overgrowth lord’s command. An overgrowth lord can control any number of plant creatures, so long as their total Hit Dice do not exceed her overgrowth lord level. If the overgrowth lord uses channel energy in this way, it has no other effect (it does not heal or harm nearby creatures). If a plant creature is under the control of another creature, the overgrowth lord must make an opposed Charisma check whenever her orders conflict.
Woodland Summoner: At 6th level, whenever an overgrowth lord summons creatures with a summon nature’s ally spell, she can decide that they appear as either green and leafy (plant) and gain plant type traits, or they are covered in a chitin carapace (vermin) and gain the vermin type plus a +2 natural armor bonus.
Woodland Master (Su): At 10th level, whenever an overgrowth lord uses her command plants and vermin ability, she is considered to be four levels higher when determining the number of Hit Dice she can control. When the overgrowth lord casts control plants, her duration is doubled.
Overgrowth Lord Summoning Options
Table: Summon Nature’s Ally II (Alternatives)
1st Level Alternatives Type/Subtype(s) Source
Leafy leshy Plant B3
Vegepgmy Plant B1
Table: Summon Nature’s Ally II (Alternatives)
2nd Level Alternatives Type/Subtype(s) Source
Amoeba swarm Ooze B2
Gourd leshy Plant B3
Spider swarm Swarm B1
Table: Summon Nature’s Ally III (Alternatives)
3rd Level Alternatives Type/Subtype(s) Source
Bat swarm Swarm B1
Cockroach swarm Swarm B2
Fungus leshy Plant B3
Rat swarm Swarm B1
Yellow musk creeper Plant B1
Table: Summon Nature’s Ally IV (Alternatives)
4th Level Alternatives Type/Subtype(s) Source
Assassin vine Plant B1
Centipede swarm Swarm B2
Cerebric fungus Plant B3
Crab swarm Swarm B1
Leech swarm Swarm B1
Mandragora Plant B2
Mosquito swarm Swarm B2
Myceloid Plant B3
Phantom fungus Plant B3
Phycomid Plant B2
Seaweed leshy Plant B3
Violet fungus Plant B1
Wasp swarm Swarm B1
Table: Summon Nature’s Ally IV (Alternatives)
5th Level Alternatives Type/Subtype(s) Source
Army ant swarm Swarm B2
Ascomoid Plant B3
Basidirond Plant B1
Table: Summon Nature’s Ally VI (Alternatives)
6th Level Alternatives Type/Subtype(s) Source
Hangman tree Plant B2
Rot grub swarm Swarm B3
Shambling mound Plant B1
Tendriculos Plant B2
Table: Summon Nature’s Ally VII (Alternatives)
7th Level Alternatives Type/Subtype(s) Source
Hellwasp swarm Swarm B3
Moonflower Plant B2
Quickwood Plant B2
Sargassum fiend Plant B3
Tick swarm Swarm B2
Treant Plant B1
Table: Summon Nature’s Ally VIII (Alternatives)
8th Level Alternatives Type/Subtype(s) Source
Fly trap (giant) Plant B1
Table: Summon Nature’s Ally VIII (Alternatives)
9th Level Alternatives Type/Subtype(s) Source
Alraune Plant B3
Viper vine Plant B2
Table: Overgrowth Lord
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 +2 +0 +2 Channel energy 1d6, command plants, 3 1+1 — — — — — — — —
domain, master of fungus and vermin,
orisons, spontaneous casting,
verdant tongue, woodland magic
2nd +1 +3 +0 +3 Woodland stride 4 2+1 — — — — — — — —
3rd +2 +3 +1 +3 Channel energy 2d6 4 2+1 1+1 — — — — — — —
4th +3 +4 +1 +4 Trackless step 4 3+1 2+1 — — — — — — —
5th +3 +4 +1 +4 Plant companion 4 3+1 2+1 1+1 — — — — — —
6th +4 +5 +2 +5 Woodland summoner 4 3+1 3+1 2+1 — — — — — —
7th +5 +5 +2 +5 Channel energy 3d6 4 4+1 3+1 2+1 1+1 — — — — —
8th +6/+1 +6 +2 +6 4 4+1 3+1 3+1 2+1 — — — — —
9th +6/+1 +6 +3 +6 Channel energy 4d6 4 4+1 4+1 3+1 2+1 1+1 — — — —
10th +7/+2 +7 +3 +7 Woodland master 4 4+1 4+1 3+1 3+1 2+1 — — — —
11th +8/+3 +7 +3 +7 4 4+1 4+1 4+1 3+1 2+1 1+1 — — —
12th +9/+4 +8 +4 +8 4 4+1 4+1 4+1 3+1 3+1 2+1 — — —
13th +9/+4 +8 +4 +8 Channel energy 5d6 4 4+1 4+1 4+1 4+1 3+1 2+1 1+1 — —
14th +10/+5 +9 +4 +9 4 4+1 4+1 4+1 4+1 3+1 3+1 2+1 — —
15th +11/+6/+1 +9 +5 +9 Channel energy 6d6 4 4+1 4+1 4+1 4+1 4+1 3+1 2+1 1+1 —
16th +12/+7/+2 +10 +5 +10 4 4+1 4+1 4+1 4+1 4+1 3+1 3+1 2+1 —
17th +12/+7/+2 +10 +5 +10 4 4+1 4+1 4+1 4+1 4+1 4+1 3+1 2+1 1+1
18th +13/+8/+3 +11 +6 +11 4 4+1 4+1 4+1 4+1 4+1 4+1 3+1 3+1 2+1
19th +14/+9/+4 +11 +6 +11 Channel energy 7d6 4 4+1 4+1 4+1 4+1 4+1 4+1 4+1 3+1 3+1
20th +15/+10/+5 +12 +6 +12 4 4+1 4+1 4+1 4+1 4+1 4+1 4+1 4+1 4+1
NEW DOMAINS
The following new domain can be chosen by any class with the domain class feature. This domain complements the Overgrowth Lord multiclass archetype.
Granted Powers: The power of living things infuses every aspect of your magic, as you draw power from nature and its life energies flow through you.
Vermin Empathy (Su): You gain the druid’s wild empathy ability, except that you can only improve the attitude of vermin, not animals or magical beasts. Vermin have a starting attitude of unfriendly.
Worm Eater (Su): At 1st level, as full-round action, you can summon and consume 1 pound of beetles, cockroaches, rot grubs, or some other fine or diminutive vermin. Once consumed, you gain a +2 sacred (or profane) bonus on all saving throws against disease and effects that cause the sickened or nauseated conditions for a number of rounds equal to your cleric level + your Charisma modifier. You can use this power a number of times per day equal to 3 + your Wisdom modifier.
Parasitic Infestation (Su): At 8th level, once per day with a successful touch attack, you can infest a living creature with tiny parasites unless the target makes a Fortitude save (DC 10 + 1/2 your cleric level + your Constitution modifier). On a failed save, the target takes 1d4 points of Constitution damage per round as the parasites burrow through and consume its flesh. This infestation persists for 10 rounds, during which time the target is staggered and you are healed for 2 hit points for every point of Constitution damage dealt to the target. If this heals you above your normal hit point total, you gain the extra hit points as temporary hit points for 10 minutes. Any spell or effect that removes disease instantly ends the parasitic infestation. Immunity to disease offers no defense against this ability.
Domain Spells: 1st—ray of sickening**, 2nd—summon swarm, 3rd—contaigon, 4th—absorb toxicity†, 5th—insect plague, 6th—swarm skin*, 7th—creeping doom, 8th—waves of exhaustion, 9th—summon elder worm**. (*Advanced Player’s Guide, **Ultimate Magic, †Ultimate Combat)
Granted Powers: The power of living things infuses every aspect of your magic, as you draw power from nature and its life energies flow through you.
Tanglevine (Sp): At 1st level, as a standard action, you can create a 15-foot-long, animated vine that springs from your hand. This vine lasts for 1 round and can be used to make a single disarm, steal, or trip combat maneuver, using your cleric level plus your Wisdom modifier in place of your normal CMB. You can use this power a number of times per day equal to 3 + your Wisdom modifier.
Photosynthesis (Ex): At 6th level, you feed upon nature’s raw essence. Your need to eat and sleep is reduced as if wearing a ring of sustenance, and you gain a +2 racial bonus on saving throws made against poison and sleep effects. At 10th level, these bonuses increase to +4.
Domain Spells: 1st—bristle*, 2nd—forest friend†, 3rd—burst of nettles**, 4th—blight, 5th—wall of thorns, 6th—liveoak, 7th—animate plants, 8th—control plants, 9th—shambler. (*Advanced Player’s Guide, **Ultimate Magic, †Ultimate Combat)

Starfox |

# Blood Magus
Did a re-imagining with more sorcerer focus, swapping out 3 magus arcana and delaying spell combat until level 6. This leads to the following swaps:
Greater spell access (lvl 0 spells) >> Bloodline skill
Greater spell access (lvl 1 spells) >> Eschew materials
Greater spell access (lvl 2, 3 spells) >> Bloodline power lvl 1
Greater spell access (lvl 4, 5, 6) >> Bloodline spells
Spell combat lvl 1 >> Spell combat lvl 6
Spellstrike lvl 2 >> Spellstrike lvl 2 (defense mod)
Magus arcana lvl 3 >> Bloodline power lvl 3
Spell recall lvl 4 >> Overspend power lvl 4
Bonus feats (5, 11, 17) >> Bloodline feats lvl 5, 12, 19
Knowledge pool lvl 7 >> Bloodline Arcana lvl 7
Magus Arcana lvl 9 >> Bloodline power lvl 9
Magus Arcana lvl 15 >> Bloodline power lvl 15
Counterstrike lvl 16 >> Overspend bloodline lvl 16
True magus lvl 20 >> Bloodline power lvl 20
Most swaps are now for abilities of the same level.
Greater Spell Access swaps for 4 things; Bloodline skill, Eschew materials, Bloodline power lvl 1, and Bloodline spells. The first two are minor, and I did not use the "spontaneous spell compensation" i spoke about in earlier posts.
Bloodline spells now come one level after that level of spell is first available, which actually means the first bloodline spell comes 1 level earlier than it does for the pure sorcerer.
Put in bloodline arcana again, but now as a swap for the knowledge pool at level 7.
Overspend bloodline allows the blood magus to spend arcane pool to recharge daily uses of bloodline powers. Making this a class feature saves us from making new blood magus arcana.
Bloodline feats moved around a bit to fill dead levels. They still follow a kind of pattern: Level 5 and one extra every 7 levels.
Did not include spell exchange. Thought about it as an alternative to bloodline arcana, but in the end I decided it would probably be used to make the blood magus more of a "god mage" type character, which I don't feel is a good thing.
This gives the following Special column:
1st Arcane pool, bloodline skill, bloodline power 1, cantrips, Eschew Materials
2nd Bloodline spell 1, spellstrike
3rd Bloodline power 2
4th Overspend Power
5th Arcane pool (features), bloodline feat, bloodline spell 2
6th Magus arcana, spell combat
7th Bloodline arcana, medium armor
8th Bloodline spell 3
9th Bloodline power 3
10th Fighter training
11th Bloodline spell 4, improved overspend power
12th Bloodline feat, magus arcana
13th Heavy armor
14th Bloodline feat, bloodline spell 5
15th Bloodline power 4
16th Overspend Bloodline
17th Bloodline spell 6
18th Magus arcana
19th Bloodline feat
20th Bloodline power 5
Level 1 is still very busy, but only arcane pool has any substance.

Starfox |

# OVERGROWTH LORD
Looks pretty good now. I like the aura of gloom without doom - this is about recycling, not necromancy. Ikky without being evil. I feel this class is now good to go. The below points are quibbles.
I did a quick balance count, and feel that it might just be a little overbalanced - but its a minor matter.
Woodland Summoner is actually quite powerful, which is ok and is sort of the core of the class. Considering what it does, maybe "midden summoner" or "compost summoner" would be a better name?
Can others check the reading of "Master of Fungus and Vermin" just to see that it is comprehensible?
Woodland master seems to add complexity for a minor benefit. I could also see pruning this for balance reasons. Again, no big deal.
I did not check up all the new summonables, I trust Elghinn there. Considering how many they are, we might want to make all-new summons lists and only include the "nature's allies" that seem appropriate. Maybe add Living Topiary to the list.

Elghinn Lightbringer |

# Blood Magus
Did a re-imagining with more sorcerer focus, swapping out 3 magus arcana and delaying spell combat until level 6. This leads to the following swaps:
Greater spell access (lvl 0 spells) >> Bloodline skill
Greater spell access (lvl 1 spells) >> Eschew materials
Greater spell access (lvl 2, 3 spells) >> Bloodline power lvl 1
Greater spell access (lvl 4, 5, 6) >> Bloodline spells
Spell combat lvl 1 >> Spell combat lvl 6
Spellstrike lvl 2 >> Spellstrike lvl 2 (defense mod)
Magus arcana lvl 3 >> Bloodline power lvl 3
Spell recall lvl 4 >> Overspend power lvl 4
Bonus feats (5, 11, 17) >> Bloodline feats lvl 5, 12, 19
Knowledge pool lvl 7 >> Bloodline Arcana lvl 7
Magus Arcana lvl 9 >> Bloodline power lvl 9
Magus Arcana lvl 15 >> Bloodline power lvl 15
Counterstrike lvl 16 >> Overspend bloodline lvl 16
True magus lvl 20 >> Bloodline power lvl 20...
I like some of your swaps and others, not so much. Still don't like this getting the 20th level bloodline power. We both have a slightly different approach and idea of balanced swaps, which is OK. I think we will have to agree to disagree on certain aspects. If you prefer your version, by all means keep it, but the official one we'll be putting on the wiki will be along the lines of my recent one, with a few minor changes adapted from your recent version. That said, the two are pretty similar, and it may require some play testing of both of them to really see how they stack up.
For now, this is the onw that I'll be posting on the wiki, and still acredited to you of course.
*And we still need a flavor blurp if you want to do that.
SWAPS/CHANGES
Spellcasting = As bard (spells known table)
Arcane Pool = Arcane Pool (Cha-based)
Spell Combat = Spell combat + defensive change
Bonus feats = add Bloodline feats (3), moved access to 5/12/19
Spell recall = Overspend power
Improved spell recall = Improved overspend power
Knowledge Power, Improved spell combat, Greater spell combat, True magus = powers (1/3/9/15) at 3/9/15/20
Greater spell access = Bloodline skill, arcana, spells, and Eschew Materials
Counterstrike = Overspend bloodline
*Moved bonus feats to 5/12/19 to fill dead levels
*kept spell combat at 1st
*gave bloodline skill and arcana at 1st
*went with your swaps for greater spell acess, they seem pretty balanced
Primary: Magus.
Secondary: Sorcerer.
Alignment: Any.
Hit Dice: d8.
Bonus Skills and Ranks: The bloodline magus selects three sorcerer skills to add to his class skills in addition to the normal magus class skills. The bloodline magus gains a number of ranks at each level equal to +2 Int modifier.
Weapon and Armor Proficiency: The bloodline magus is proficient with all simple and martial weapons, and with light armor, but not with shields. A bloodline magus can cast magus spells while wearing light armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a bloodline magus wearing medium armor, heavy armor, or a shield incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass magus still incurs the normal arcane spell failure chance for arcane spells received from other classes.
Spellcasting: A bloodline magus casts arcane spells drawn from the magus spell list. He can cast any spell he knows without preparing it ahead of time. To learn or cast a spell, a bloodline magus must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class (DC) for a saving throw against a bloodline magus’s spell is 10 + the spell level + the bloodline magus’s Charisma modifier.
Like other spellcasters, a bloodline magus can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Bloodline Magus. In addition, he receives bonus spells per day if he has a high Charisma score.
The bloodline magus’s selection of spells is extremely limited. A bloodline magus begins play knowing four 0-level spells and two 1st-level spells of the bloodline magus’s choice. At each new bloodline magus level, he gains one or more new spells, as indicated on Table: Bloodline Magus Spells Known. (Unlike spells per day, the number of spells a bloodline magus knows is not affected by his Charisma score.
Upon reaching 5th level, and at every third bloodline magus level after that (8th, 11th, and so on), a bloodline magus can choose to learn a new spell in place of one he already knows. In effect, the bloodline magus “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, and it must be at least one level lower than the highest-level bloodline magus spell the bloodline magus can cast. A bloodline magus 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 bloodline magus 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 allotment of spells per day for the spell’s level. This ability replaces the normal magus spellcasting ability.
Arcane Pool: This is exactly like the magus ability of the same name, except that the number of points in his arcane pool are equal to 1/2 his bloodline magus level (minimum 1) + his Charisma modifier.
Bloodline: At 1st level, a bloodline magus gains the sorcerer’s bloodline ability and must pick one bloodline upon taking her first level of bloodline magus. Once made, this choice cannot be changed. He adds his bloodline skill to his list of class skills and gains his bloodline arcana.
At 2nd level, and every three levels thereafter, a bloodline magus learns an additional spell, derived from her bloodline. These spells are in addition to the number of spells given on Table: Bloodline Magus Spells Known. These spells cannot be exchanged for different spells at higher levels.
At 3rd level, a bloodline magus gains his 1st–level bloodline power and each subsequent level of bloodline power at 9th, 15th, and 20th level, up to his 15th–level bloodline power.
At 5th level, and every seven levels thereafter, a bloodline magus can choose a bloodline feat in place of a bonus feat. The bloodline magus must meet the prerequisites for these bonus feats.
This ability and eschew materials replace knowledge pool, improved spell combat, greater spell combat, greater spell access, and true magus.
Eschew Materials: At 1st level, a bloodline magus gains Eschew Materials as a bonus feat.
Spell Combat (Ex): This is exactly like the magus ability of the same name, except that when using spell combat to casts a spell defensively, a bloodline magus can also decide to take an additional penalty on his attack rolls, up to his Charisma (rather than Intelligence) bonus, and gain that same amount as a circumstance bonus on his concentration check. This modifies the spell combat ability.
Overspend Power (Su): At 4th level, a bloodline magus learns to use his arcane pool to cast expended spells. With a swift action he can cast any single magus spell that he knows of a spell level that he has expended all his spell slots in by expending a number of points from his arcane pool equal to the spell’s level (minimum 1). The spell is cast as normal. This ability replaces spell recall.
Bonus Feats: This is exactly like the magus ability of the same name, except that the bloodline magus gains a bonus feat at 5th, 12th and 19th level, and adds his bloodline feats to the list of feats he can select. He must meet the prerequisites for these feats as normal.
Improved Overspend Power (Su): At 11th level, the bloodline magus’s ability to cast expended spells using his arcane pool becomes more efficient. Whenever he casts a spell with spell surge, he expends a number of points from his arcane pool equal to 1/2 the spell’s level (minimum 1). The bloodline magus cannot apply metamagic feats to a spell cast in this way. This ability replaces improved spell recall.
Overspend Bloodline (Su): At 16th level, a bloodline magus can spend points from his arcane pool to regain uses of his bloodline powers. By spending 1 point from his arcane pool, he gains one additional use of a bloodline power of his choice. This ability replaces counterstrike.
Table: Bloodline Magus
Base
Class Attack Fort Ref Will Spells per Day
Level Bonus Save Save Save Special 0 1st 2nd 3rd 4th 5th 6th
1st +0 +2 +0 +2 Arcane pool, bloodline, cantrips, eschew material, 3 1 — — — — —
spell combat
2nd +1 +3 +0 +3 Bloodline spell, spellstrike 4 2 — — — — —
3rd +2 +3 +1 +3 Bloodline power, magus arcana 4 3 — — — — —
4th +3 +4 +1 +4 Overspend power 4 3 1 — — — —
5th +3 +4 +1 +4 Bloodline spell, bonus feat 4 4 2 — — — —
6th +4 +5 +2 +5 Magus arcana 5 4 3 — — — —
7th +5 +5 +2 +5 Medium armor 5 4 3 1 — — —
8th +6/+1 +6 +2 +6 Bloodline spell 5 4 4 2 — — —
9th +6/+1 +6 +3 +6 Bloodline power, magus arcana 5 5 4 3 — — —
10th +7/+2 +7 +3 +7 Fighter training 5 5 4 3 1 — —
11th +8/+3 +7 +3 +7 Bloodline spell, Improved overspend power 5 5 4 4 2 — —
12th +9/+4 +8 +4 +8 Bonus feat, magus arcana 5 5 5 4 3 — —
13th +9/+4 +8 +4 +8 Heavy armor 5 5 5 4 3 1 —
14th +10/+5 +9 +4 +9 Bloodline spell 5 5 5 4 4 2 —
15th +11/+6/+1 +9 +5 +9 Bloodline power, magus arcana 5 5 5 5 4 3 —
16th +12/+7/+2 +10 +5 +10 Overspend bloodline 5 5 5 5 4 3 1
17th +12/+7/+2 +10 +5 +10 Bloodline spell 5 5 5 5 4 4 2
18th +13/+8/+3 +11 +6 +11 Magus arcana 5 5 5 5 5 4 3
19th +14/+9/+4 +11 +6 +11 Bonus feat 5 5 5 5 5 5 4
20th +15/+10/+5 +12 +6 +12 Bloodline power 5 5 5 5 5 5 5

Elghinn Lightbringer |

# OVERGROWTH LORD
Looks pretty good now. I like the aura of gloom without doom - this is about recycling, not necromancy. Ikky without being evil. I feel this class is now good to go. The below points are quibbles.
I did a quick balance count, and feel that it might just be a little overbalanced - but its a minor matter.
Woodland Summoner is actually quite powerful, which is ok and is sort of the core of the class. Considering what it does, maybe "midden summoner" or "compost summoner" would be a better name?
Can others check the reading of "Master of Fungus and Vermin" just to see that it is comprehensible?
Woodland master seems to add complexity for a minor benefit. I could also see pruning this for balance reasons. Again, no big deal.
I did not check up all the new summonables, I trust Elghinn there. Considering how many they are, we might want to make all-new summons lists and only include the "nature's allies" that seem appropriate. Maybe add Living Topiary to the list.
Added Living Topiary. Too bad they haven't included Bestiary 4 in he Advanced Monster Search tool on the d20PFSRD. Added some additional Plant and swarm monsters from Bestiary 4. I think we'll call it done and move on from this one as well.

Starfox |

Just wondering what's so special about lvl 20 bloodline powers? Besides almost never getting used, I don't find them very overpowering by that point in the game. I do agree that True Magus isn't very exiting either, so I can see if they can be considered unfair swaps. My main concern about bloodline powers is actually that I don't want the level 9 powers to come too late - that is usually a pretty useful and flashy power.

Dustyboy |

Sorry i've been gone a few days, literally landed three jobs plus dealing with east coast U.S. snow patterns (Shoveling two houses with four acres of land)
It's pretty much as sexy as it can get,
I'm not objecting to vegepygmies... honestly i can see them both being an option.. these feats could be adapted.. here are a few ideas i had for feats and a capstone,
I was thinking, around levels 9-13 a feat tree that allows for propagation of yellow musk minions?
like
Cleric 8, Wildgrove or plant domain
When your musk zombie companion dies, it's body creates a mass of tanglevines around it equal to one half of it's hit dice, As an immediate action it may use tanglevine on all adjacent creatures before dying
Cleric 8, Plant companion, Vermin domain
When your Plant companion, or any plant under your control dies you may spontaneously cast summon nature's ally from its square to summon a swarm. This is an immediate action
Requirements: Plant companion, cleric level 10, Yellow musk overgrowth or Infested infectionYour yellow musk zombie's infection grows.
When your yellow musk zombie dies, it releases spores in a 15 foot radius, creatures must make a Will save equal to 10+ 1/2 your cleric level + your wisdom mod, or succumb to Spores of madness. While under these effects, the creature's mind is altered by the musk spores and is treated as a plant for spells and effects that relate to plants, but does not gain the benefits of the plant subtype. in addition any creature under this effect perceives all creatures not under the effect of Spore cloud, or yellow musk as its enemy for 1d4 rounds.
Requirements: Plant Companion, cleric level 10, If a creature dies under the effects of spore cloud, it reanimates as a yellow musk zombie under your command as per Animate plants.
Potential capstone?
you gain the yellow musk creeper's create spawn ability

Starfox |

<nitpicking>
# Overgrowth Lord
@ Master of Fungus and Vermin
Having recently read up on the Apparent Master spell, I feel Master of Fungus and Vermin should be changed slightly. Apparent master continues to be an enchantment but is not mind-affecting. That seems right for Master of Fungus and Vermin too. Like this:
Master of Fungus and Vermin: An overgrowth lord is not a master of animals, instead he controls plants and vermin by altering their perceptions. All druid spells that specifically affect animals stop doing so and instead affect vermin and plant types creatures. These spells lose the mind-affecting descriptor.
In addition, the overgrowth lord adds the new animate fungus spell to her spell list. This spell functions as the animate dead spell, except that it turns corpses into vegepygmies or yellow musk zombies.
Added emphasis on that these nolonger affect animals.
Also, the spell to animates vegepygmies or yellow musk zombies has to be actually written.
</nitpicking>

Orelius Lionpaw |

Alright...
here is
the stealth summoner (WIP class name)
Primary Class: Summoner
Secondary Class: Rogue
Sneak Attack (Ex): At 1st level, and every three levels thereafter, the Stealth Summoner gains one die of Sneak Attack, as the Rogue ability. The Eidolon gains an equal number of Sneak Attack dice. This replaces the Summon Monster SLA.
Diminished Spellcasting (Su): as the normal ability
Stealthy Eidolon (Su): The Stealth Summoner's Eidolon has the same base stats as an Eidolon of the Serpentine base form, no matter what their actual form is. In addition, its high saves are always Reflex and Will. This means that the Eidolon's base form only affects the base evolutions granted, and the weapon/attack size (in the case of a Biped base form).
Rogue Talents (Su or Ex): The Stealth Summoner gains a Rogue Talent every five levels, gaining access to Advanced Rogue Talents as normal for a Rogue of his level. The Eidolon also gains these talents. These talents replace spells lost due to Diminished Spellcasting.

Elghinn Lightbringer |

<nitpicking>
# Overgrowth Lord@ Master of Fungus and Vermin
Having recently read up on the Apparent Master spell, I feel Master of Fungus and Vermin should be changed slightly. Apparent master continues to be an enchantment but is not mind-affecting. That seems right for Master of Fungus and Vermin too. Like this:
Quote:Master of Fungus and Vermin: An overgrowth lord is not a master of animals, instead he controls plants and vermin by altering their perceptions. All druid spells that specifically affect animals stop doing so and instead affect vermin and plant types creatures. These spells lose the mind-affecting descriptor.In addition, the overgrowth lord adds the new animate fungus spell to her spell list. This spell functions as the animate dead spell, except that it turns corpses into vegepygmies or yellow musk zombies.
Added emphasis on that these nolonger affect animals.
Also, the spell to animates vegepygmies or yellow musk zombies has to be actually written.
</nitpicking>
Changed!
The animate fungus spell functions exactly like the 3rd level animate dead spell, all you do is insert vegepygmy (for skeleton) and yellow musk zombie (for zombie).

Elghinn Lightbringer |

#OVERGROWTH LORD
OK, made some changes, including a name change. Included Dustyboy's feats and got rid of the woodland mastery ability infavor of the 20th level ability he suggested. Also did some streamlining. So, now I think we're good!
Gods and angels, demon lords and balors–these are typical powers of the divine planes. While most clerics worship some deity or another, and seek to assistance of their powerful servants, there are those who seek a simpler life among the plants and creatures of natural world. Blight masters strive to gain mastery over the plants and vermin that inhabit the woodlands and forests within their circle of influence. Whether speaking with the vegetation, striding through overgrown areas, or summoning forth plant and vermin minions to fight at her side, the blight master takes control of the field of battle.
Primary: Cleric.
Secondary: Druid.
Alignment: Any.
Hit Dice: d8.
Bonus Skills and Ranks: The blight master selects three druid skills to add to her class skills in addition to the normal cleric class skills. The blight master gains a number of ranks at each level equal to +2 Int modifier.
Weapon and Armor Proficiency: The blight master is proficient with all simple weapons, with light and medium armor, and with shields (except tower shields).
Blight Magic: A blight master is not a master of animals, but of plants and vermin. At 1st level, a blight master must select the Plant domain, the Decay or Growth subdomain, or the new Vermin or Wildgrove domain. In addition, a blight master can alternatively summon swarms and plant type creatures when she casts the summon nature’s ally spell (see the Blight master Summing Options table below).
In addition, all druid spells that specifically affect animals stop doing so and instead affect plant and vermin type creatures. These spells lose the mind-affecting descriptor. The blight master also adds the new animate fungus spell to her list of 3rd–level spells. This spell functions as the animate dead spell, except that it turns corpses into vegepygmies or yellow musk zombies. This ability, plant companion, command infestation, infestation summoner, and blight master replace the cleric’s second domain.
Channel Energy (Su): This is exactly like the cleric ability of the same name, except that the amount of damage dealt or healed is equal to 1d6 points of damage at 1st level, plus 1d6 points of damage every three levels thereafter, up to 7d6 at 19th level.
In addition, a blight master can use her channel energy ability to grow or diminish vegetation. At 1st level, a blight master that channels positive energy can expend one use of her channel energy ability to cause a 40-foot radius circle of vegetation to become thick and overgrown as the plant growth spell. This radius increases by 10 feet every three levels thereafter, up to a 100-foot radius at 19th level.
Alternatively, a blight master that channels negative energy can expend one use of her channel energy ability to cause a 40-foot area of vegetation to shrink to about one third its size, untangled, and less bushy, similar to the diminish plants spell. This radius increases by 10 feet for every three levels thereafter, up to a 100-foot radius at 19th level. If the blight master uses channel energy in this way, it has no other effect (it does not heal or harm nearby creatures).
Command Infestation (Su): As a standard action, a blight master can use one of her uses of channel energy to enslave plant or vermin creatures within 30 feet. The creatures receive a Will save to negate the effect. The DC for this Will save is equal to 10 + 1/2 the blight master’s level + her Charisma modifier. Plant or vermin creatures that fail their saves fall under the blight master’s control, obeying her commands to the best of their ability, as if under the effects of control plants. Intelligent plant or vermin creatures receive a new saving throw each day to resist the blight master’s command. A blight master can control any number of plant creatures, so long as their total Hit Dice do not exceed her blight master level. If the blight master uses channel energy in this way, it has no other effect (it does not heal or harm nearby creatures). If a plant creature is under the control of another creature, the blight master must make an opposed Charisma check whenever her orders conflict.
Spontaneous Casting: At 1st level, a blight master 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 nature's ally spell of the same level or lower. This ability replaces the cleric’s spontaneous casting.
Speak with Plants (Sp): At 2nd level, a blight master can speak with plants in a 30-foot radius. This ability replaces aura.
Woodland Stride (Ex): At 2nd level, a blight master gains the druid’s woodland stride ability. This ability and trackless step replace channel energy 2d6, 5d6, and 8d6.
Trackless Step (Ex): At 4th level, a blight master gains the druid’s trackless step ability.
Plant Companion (Su): Starting at 5th level, with a ritual requiring 8 hours, a blight master can summon a vegepygmy or animate a single yellow musk zombie whose Hit Dice do not exceed her cleric level. This plant companion automatically follows her commands and does not need to be controlled by her. She cannot have more than one plant companion at a time. It does not count against the number of Hit Dice of plant creatures controlled by other methods. She can dismiss her companion as a standard action, which destroys it.
Infestation Summoner: At 6th level, whenever a blight master summons creatures with a summon nature’s ally spell, she can decide that they appear as either green and leafy (plant) and gain plant type traits, or they are covered in a chitin carapace (vermin) and gain the vermin type plus a +2 natural armor bonus.
Blight Master (Su): As a full-round action, a blight master of 20th level can extend and bore dozens of tendrils into the brain of a helpless creature within reach. This attack inflicts 1d4 points of Intelligence damage per round. When a creature is reduced to 0 Intelligence, it dies, and the tendrils break off inside its brain. One hour later, the creature animates as a yellow musk zombie (see Beastiary ).
Blight Master Summoning Options
Table: Summon Nature’s Ally II (Alternatives)
1st Level Alternatives Type/Subtype(s) Source
Leafy leshy Plant B3
Vegepygmy Plant B1
Table: Summon Nature’s Ally II (Alternatives)
2nd Level Alternatives Type/Subtype(s) Source
Amoeba swarm Ooze B2
Gourd leshy Plant B3
Jack-o-lantern Plant B4
Leaf ray Plant B4
Spider swarm Swarm B1
Table: Summon Nature’s Ally III (Alternatives)
3rd Level Alternatives Type/Subtype(s) Source
Bat swarm Swarm B1
Cockroach swarm Swarm B2
Fungus leshy Plant B3
Locust swarm Swarm B4
Rat swarm Swarm B1
Weedwhip Plant B4
Yellow musk creeper Plant B1
Table: Summon Nature’s Ally IV (Alternatives)
4th Level Alternatives Type/Subtype(s) Source
Assassin vine Plant B1
Centipede swarm Swarm B2
Cerebric fungus Plant B3
Crab swarm Swarm B1
Leech swarm Swarm B1
Living topiary Plant B4
Mandragora Plant B2
Mindslaver mold Plant B4
Mosquito swarm Swarm B2
Myceloid Plant B3
Phantom fungus Plant B3
Phycomid Plant B2
Seaweed leshy Plant B3
Violet fungus Plant B1
Wasp swarm Swarm B1
Table: Summon Nature’s Ally IV (Alternatives)
5th Level Alternatives Type/Subtype(s) Source
Army ant swarm Swarm B2
Ascomoid Plant B3
Basidirond Plant B1
Saguaroi Plant B4
Table: Summon Nature’s Ally VI (Alternatives)
6th Level Alternatives Type/Subtype(s) Source
Hangman tree Plant B2
Mi-go Plant B4
Rot grub swarm Swarm B3
Shambling mound Plant B1
Tendriculos Plant B2
Table: Summon Nature’s Ally VII (Alternatives)
7th Level Alternatives Type/Subtype(s) Source
Fungal nymph Plant B4
Hellwasp swarm Swarm B3
Moonflower Plant B2
Quickwood Plant B2
Sargassum fiend Plant B3
Tick swarm Swarm B2
Treant Plant B1
Table: Summon Nature’s Ally VIII (Alternatives)
8th Level Alternatives Type/Subtype(s) Source
Fly trap (giant) Plant B1
Jinmenju Plant B4
Kapre Plant B4
Table: Summon Nature’s Ally VIII (Alternatives)
9th Level Alternatives Type/Subtype(s) Source
Alraune Plant B3
Viper vine Plant B2
(B1 = Bestiary, B2 = Bestiary 2, B3 = Bestiary 3, B4 = Bestiary 4)
Table: Blight Master
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 +2 +0 +2 Blight magic, channel energy 1d6, 3 1+1 — — — — — — — —
command infestation, orisons,
spontaneous casting
2nd +1 +3 +0 +3 Speak with plants, woodland stride 4 2+1 — — — — — — — —
3rd +2 +3 +1 +3 Trackless step 4 2+1 1+1 — — — — — — —
4th +3 +4 +1 +4 Channel energy 2d6 4 3+1 2+1 — — — — — — —
5th +3 +4 +1 +4 Plant companion 4 3+1 2+1 1+1 — — — — — —
6th +4 +5 +2 +5 Infestation summoner 4 3+1 3+1 2+1 — — — — — —
7th +5 +5 +2 +5 Channel energy 3d6 4 4+1 3+1 2+1 1+1 — — — — —
8th +6/+1 +6 +2 +6 4 4+1 3+1 3+1 2+1 — — — — —
9th +6/+1 +6 +3 +6 4 4+1 4+1 3+1 2+1 1+1 — — — —
10th +7/+2 +7 +3 +7 Channel energy 4d6 4 4+1 4+1 3+1 3+1 2+1 — — — —
11th +8/+3 +7 +3 +7 4 4+1 4+1 4+1 3+1 2+1 1+1 — — —
12th +9/+4 +8 +4 +8 4 4+1 4+1 4+1 3+1 3+1 2+1 — — —
13th +9/+4 +8 +4 +8 Channel energy 5d6 4 4+1 4+1 4+1 4+1 3+1 2+1 1+1 — —
14th +10/+5 +9 +4 +9 4 4+1 4+1 4+1 4+1 3+1 3+1 2+1 — —
15th +11/+6/+1 +9 +5 +9 4 4+1 4+1 4+1 4+1 4+1 3+1 2+1 1+1 —
16th +12/+7/+2 +10 +5 +10 Channel energy 6d6 4 4+1 4+1 4+1 4+1 4+1 3+1 3+1 2+1 —
17th +12/+7/+2 +10 +5 +10 4 4+1 4+1 4+1 4+1 4+1 4+1 3+1 2+1 1+1
18th +13/+8/+3 +11 +6 +11 4 4+1 4+1 4+1 4+1 4+1 4+1 3+1 3+1 2+1
19th +14/+9/+4 +11 +6 +11 Channel energy 7d6 4 4+1 4+1 4+1 4+1 4+1 4+1 4+1 3+1 3+1
20th +15/+10/+5 +12 +6 +12 Blight master 4 4+1 4+1 4+1 4+1 4+1 4+1 4+1 4+1 4+1
NEW DOMAINS
The following new domain can be chosen by any class with the domain class feature. This domain complements the Blight Master multiclass archetype.
Granted Powers: The bond you have with the pests and parasites force them to heed your every command, and grant you an endless source of power.
Vermin Empathy (Su): You gain the druid’s wild empathy ability, except that you can only improve the attitude of vermin, not animals or magical beasts. Vermin have a starting attitude of unfriendly.
Worm Eater (Su): At 1st level, as full-round action, you can summon and consume 1 pound of beetles, cockroaches, rot grubs, or some other fine or diminutive vermin. Once consumed, you gain a +2 sacred (or profane) bonus on all saving throws against disease and effects that cause the sickened or nauseated conditions for a number of rounds equal to your cleric level + your Charisma modifier. You can use this power a number of times per day equal to 3 + your Wisdom modifier.
Parasitic Infestation (Su): At 8th level, once per day with a successful touch attack, you can infest a living creature with tiny parasites unless the target makes a Fortitude save (DC 10 + 1/2 your cleric level + your Constitution modifier). On a failed save, the target takes 1d4 points of Constitution damage per round as the parasites burrow through and consume its flesh. This infestation persists for 10 rounds, during which time the target is staggered and you are healed for 2 hit points for every point of Constitution damage dealt to the target. If this heals you above your normal hit point total, you gain the extra hit points as temporary hit points for 10 minutes. Any spell or effect that removes disease instantly ends the parasitic infestation. Immunity to disease offers no defense against this ability.
Domain Spells: 1st—ray of sickening**, 2nd—summon swarm, 3rd—contaigon, 4th—absorb toxicity†, 5th—insect plague, 6th—swarm skin*, 7th—creeping doom, 8th—waves of exhaustion, 9th—summon elder worm**. (*Advanced Player’s Guide, **Ultimate Magic, †Ultimate Combat)
Granted Powers: The power of living things infuse every aspect of your magic. As you draw power from nature, its life energies flow through you.
Tanglevine (Sp): At 1st level, as a standard action, you can create a 15-foot-long, animated vine that springs from your hand. This vine lasts for 1 round and can be used to make a single disarm, steal, or trip combat maneuver, using your cleric level plus your Wisdom modifier in place of your normal CMB. You can use this power a number of times per day equal to 3 + your Wisdom modifier.
Photosynthesis (Ex): At 6th level, you feed upon nature’s raw essence. Your need to eat and sleep is reduced as if wearing a ring of sustenance, and you gain a +2 racial bonus on saving throws made against poison and sleep effects. At 10th level, these bonuses increase to +4.
Domain Spells: 1st—bristle*, 2nd—forest friend†, 3rd—burst of nettles**, 4th—blight, 5th—wall of thorns, 6th—liveoak, 7th—animate plants, 8th—control plants, 9th—shambler. (*Advanced Player’s Guide, **Ultimate Magic, †Ultimate Combat)
NEW FEATS
The following new feats are restricted to and complement the Blight Master multiclass archetype.
Tangle Growth
Your dead plant companion bursts into a mass of writhing vines.
Prerequisites: Blight Master 8, Plant Companion class feature, Wildgrove domain.
Benefits: When your plant companion is slain, its body creates a number of tanglevines (as the Wildgrove domain power) equal to 1/2 its Hit Dice. As an immediate action, the tanglevines attack all adjacent creatures before dying.
Spore Cloud
Your yellow musk zombie companion can release a cloud of spores when it dies.
Prerequisites: Blight Master 9, Plant Companion class feature (Yellow Musk Zombie).
Benefits: When your yellow musk zombie is slain, it releases a cloud of spores in a 15–foot radius burst. Creatures within the cloud must make a Will save (DC 10+ 1/2 your blight master level + your Wisdom modifier) or be infected by musk spores for a number of rounds equal to 1/2 the yellow muck zombie’s Hit Dice. While the creature is under the effects of these spores, its mind is altered and the creature is treated as a plant for the purpose of what spells and effects can affect it, but it does not gain the plant creature type. In addition, the creature treats all others creatures not under the effects of the musk spores or a yellow musk creepers pollen spray as its enemy for the effect’s duration.
Swarm Infestation
Your plant companion unleashes a cloud of swarming vermin.
Prerequisites: Blight Master 7, Plant Companion class feature, Vermin domain.
Benefits: When your plant companion or any plant under your control is slain, you may spontaneously cast a summon nature's ally spell from its square as an immediate action to summon a swarm.
Zombie Proliferation
Your yellow musk zombie companion’s cloud spores can create yellow musk zombies.
Prerequisites: Blight Master 11, Spore cloud feat.
Benefits: If a creature dies under the effects of spore cloud, it reanimates as a yellow musk zombie under your command as per Animate plants.

Dustyboy |

I'm loving it Elghinn, Starfox and wolf also did a good job with input.
I'm giving that a playtest soon, think I'll go ratfolk with scent :3
I had a passing idea, might be dangerous
Know the Hippogriff rider AC for ranger?
What if it were applied to cavalier/alchemist, the "Aerial Bombardier"
Bombs+flying mount=profit
Just a fun concept
*edit*
the idea of an order that lets you drop an "alchemical psychoactive" bomb on your allies to allow them use of a teamwork feat by the way..... that's fun.
Note: I'm not sure how committed to that idea i really am, it's kind of a lot to process... but if noone shows up i'll do it just to fill the void of no cav/alchemist