
Elghinn Lightbringer |

@OSW
That's the main issue, with a full BAB d10 MCA we are out of room, as you put it.
I think we can just make the spirit amible to the haunted gunman instead of an ancestral tie. And I do like the idea of a bonus to preception sense motive, etc. I think we just need to add in the Alertness ability from the familiar, as it gives a +2 to Preception and Sense Motive checks (+4 if PC has 10 or more ranks in them).
Reworked and renamed it Witch Haunt. Gunsmith is now a separate ability as it originally was. And I separated Hex Gun from the bond abilities and made it its own 3rd level ability.
I also added in a few other things.
1) Made the witchhaunt function like a CR 1 Haunt "trap" that causes the gun to rattle and clank if anyone tries to steal it. Resets and can't be triggered again for 24 hours.
2) I also added in a 9th level ability that is based on a 3rd party's Haunt's (monster) Molevolence ability. This sort of acts as a last resort hail mary to allow the witch haunt to help the haunted gunman in situation that she's reduced to 0 hp.
3) Added some additional spells to the spell-like ability at 1st elvel, like OSW suggested.
Not sure on overall balance though with the swaps of losing 1 deed of each elvel, and gaining this, hexes, hex gun, and major hexes - though hexes cost grit points (2 for major hexes) which really limits their use. May need to swap out some additional things, such as bonus feats. Let me know what everyone thinks on balance here.
Here's Witch Haunt.
Once per day, a haunted gunman can use her bonded firearm to cast one of the following spells as a spell-like ability: bane, ill omen, jury-rig. At 5th level, she adds the following spells to the list of those that can be as a spell-like ability: ghostly disguise, haunting mists, reloading hands. These spells are treated like any other spell cast by a witch, using the haunted gunman’s level to determine casting time, duration, and other effects dependent on the witch’s level.
A haunted gunman can add additional magic abilities to her bonded firearm as if she has the required Item Creation Feats and if she meets the level prerequisites of the feat. The magic properties of a bonded firearm, including any magic abilities added to the firearm, only function for the haunted gunman who owns it. If a bonded firearm’s owner dies, or the firearm is replaced, the object reverts to being an ordinary masterwork item of the appropriate type.
If a bonded firearm is damaged, it is restored to full hit points the next time the haunted gunman rests for 8 hours. If the haunted gun is lost or destroyed, it can be replaced after 1 week in a special ritual that costs 200 gp per haunted gunman level plus the cost of the masterwork item. This ritual takes 8 hours to complete. Items replaced in this way do not possess any of the additional enchantments of the previous bonded firearm, save that the witch haunt inhabits the new firearm. A haunted gunman can designate an existing magic firearm as her bonded firearm. This functions in the same way as replacing a lost or destroyed bonded firearm except that the new magic firearm retains its abilities while gaining the benefits and drawbacks of becoming a bonded firearm, including the inhabiting witch haunt.
The witch haunt grants the haunted gunman a number of benefits, but also a curse. A witch haunt grants the following special abilities to the bonded firearm’s owner.
Alertness (Ex): The haunted gunman gains the Alertness feat when her bonded firearm (witch haunt) is within arm's reach.
Empathic Link (Su): The haunted gunman has an empathic link with her witch haunt to a 1 mile distance. The haunted gunman can communicate emphatically with the witch haunt, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The haunted gunman has the same connection to an item or place that her witch haunt does.
Haunt Trap (Ex): A witch haunt acts as a deterrent to those who would attempt to steal the haunted gunman’s bonded firearm. Any creature that attempts to steal the bonded firearm elicits the witch haunt’s ire. When triggered, a chorus of agitated clanks and rattles ring out from the firearm’s mechanisms as the witch haunt conveys its unrest to the creature for 1 minute. All who hear the supernatural clanks and whirls suffer a cause fear effect (save DC 11). A creature under the effects of a hide from undead can bypass this trap. This effect rests once the time has expired and can’t be triggered again fro 24 hours.
Unnatural Aura (Su): As a side effect of possessing a haunted gun, the haunted gunman emits an unnatural aura. Normal animals do not willingly approach the haunted gunman unless the animal’s master makes a DC 25 Handle Animal, Ride, or wild empathy check. In addition, the haunted gunman takes a –2 penalty on all Bluff and Diplomacy skill checks.
Speak with Master (Ex): At 5th level, a witch haunt and the haunted gunman can communicate telepathically as if they were using a common language. Other creatures do not understand the communication without magical help. The haunted gun must be within 30 feet of its master for this ability to function.
Obliging Possession (Su): At 9th level, a witch haunt can possess the body of the haunted gunman whose hit points have been reduced to 0 or lower, once per day. This ability is similar to a magic jar spell (caster level equal to the haunted gunman’s level), except that it does not require a receptacle. To use this ability, the boned firearm must be adjacent to the haunted gunman. The haunted gunman can resist this effect if she so desires with a successful DC 14 Will save. If the save is successful, the haunted gunman is immune to her witch haunt’s obliging possession for 24 hours.
If the save fails, the witch haunt enters the haunted gunman’s body (whose hit points temporarily returns to 10 + the haunted gunman’s level) and attempts to complete the haunted gunman’s unfinished task, whether defeating an opponent, escaping a bad situation, etc.
If the witch haunt completes the task, it leaves the haunted gunman and returns to the bonded firearm. When the witch haunt leaves the haunted gunman, her hit points drop back to 0. If the haunted gunman’s body is slain while the witch haunt is in possession of it, the witch haunt’s tie to the bonded firearm is broken and it fades away forever. Its unfinished task remains the same.
This ability, hex, hex gun, and major hex replace one deed each at 1st, 3rd, 7th, 11th, 15th, and 19th level.
And as i said, Hex Gun is now its own ability.
Hex Gun (Su): At 3rd level or higher, whenever a haunted gunman activates a hex, she can deliver the hex through the haunted gun she is wielding as part of a ranged attack. The haunted gunman can make one free ranged attack with her firearm (at her highest base attack bonus) as part of activating this hex. If successful, this ranged attack deals its normal damage as well as the effects of the hex. This attack uses the firearm’s critical range and critical modifier on a successful critical hit. If a haunted gunman confirms a critical hit with her firearm, she can activate one hex against the target as a free action.
@Christos: What do you think?

Elghinn Lightbringer |

Dc comics character jona hex, who literally causes bad luck for those he is pursuing.
I hate it when I miss 3 posts while I'm working out things and posting them. :P
Perhaps we can simplify it, and make Hex Gun an ability that gives puts the target under the efects of a bane spell. It only work against a single target at a time, and its the first successful shot that triggeres it.
Or maybe, that might be an awesome new Deed.
Bane Shot: target is under the effects of a bane spell. Penalty is -1 at 3rd (increases every 4 level up to a max of -5 penalty at 19th) until the spell ends. Costs 1 grit point.
We have a lot of ideas, I think we need to just narrow the flavor and abilities down to what Christos is wanting.
Christos, I'm thinking we should come up with new deeds to replace some of the others, and keep the 3 deeds per level increment. Bane Shot (or Misfortune Shot) should definately be one.
Perhaps Haunt Trap and Obliging Possession from the Witch Haunt ability could be changed into new Deeds or new Hexes?
Then we can swap in hexes at 1/4/8/12/16/20 for bonus feats, signature hexes in place of gun training, add in the with haunt (perhaps less potent? Though I do like the various things it gives. Plus hexes cost grit to use and its a very, VERY limited resource). I think we should also change Lucky to a bonus to Will saves once per day instead of Reflex, and keep it with good Fort/Ref saves.

Elghinn Lightbringer |

I think we'll go with 3 deeds per increment for now, we can always cut it back to 2 deeds if we need to balance. I really feel that with hexes powered by grit (very limited resource) is a big balancing factor here. Plus, the signature hex ability is also eating up class feature slots just to allow hexes to cost less. In reality, we've incorporated a way to gain hexes ing grit (swapping out bonus feats), then adding in a way to lower the cost directly into MCA (Signature Hex replacing Gun Training). That's 2 major class features swapped out to give hexes at a cost and a way to lower grit cost of selected hexes. Full deeds with certain ones swapped out for more flavorful ones should still be balanced with the hex/signature hex swaps and mechanics. I'll whip it up and post either today or tommorrow....

LoneKnave |
I have an idea for Magus/Cavalier based on this.
Spell Rider would essentially function as a Mount. Could possibly do something with the pool, like use a Challenge for pool points instead of enchanting his weapon? Dunno, just had this idea of a guy surfing on/dashing behind the back of a spell and skewering someone with a lance.

Elghinn Lightbringer |

We could do that as Gunslinger uses Wis for his Girt. Also thought we could add to cursed grit, such as some penalty if you have no grit?
Actually, we could just move the penalty I added to the Unnatural Aura ability under Haunted Gun/now Witch Haunt to Cursed Grit. makes more sense there.
Like this.
Cursed Grit (Ex): This is exactly like the gunslinger’s grit ability, except that the haunted gunman must spend grit to activate her hexes. In addition, the haunted gunman takes a –2 penalty on all Wisdom-based skill checks when she has no grit.
This would help to ensure they have grit all the time, but if not, there's a bit of a penalty. Thus the "cursed" grit.
We may also want to change or add to grit what can replenish it. Currently its crits and whatever else the second one is. Maybe not.

Starfox |

#stealth summoner
I'm with Elghinn that I prefer this to not use darkness as a power origin. On eht other hand I can see a cool darkness-based summoner MCA too.
@ "tweak shield ally to be an offensive flank-improving ability"
Flanking Shadows (Su): When the summoner and his eidolon both threaten the same creature, and light conditions are normal light or less, both the summoner and eidolon are considered to be flanking that creature.
# Haunted Gunman
A bit of brainstorming.
The name could simply be "haunted gun" - no need to genderize it. I beleive "gun" as "a person with a gun" works. Like in the expression "hired gun". But then again, I am not a native English speaker.
If we're talking about the gunman as a western archetype, it could have a mount. Or a ghostly mount, like the ability to cast phantom steed.
Anti-ghost abilities, where the haunted gun can do ghost touch attacks and perhaps even exorcisms. Gaining extra grit from defeating incorporeal undead, or even all undead.
And yes, firearms don't crit much - we might have to compensate by adding another way to add grit.

Oceanshieldwolf |

#stealth summoner
I'm with Elghinn that I prefer this to not use darkness as a power origin. On eht other hand I can see a cool darkness-based summoner MCA too.
@ "tweak shield ally to be an offensive flank-improving ability"
Flanking Shadows (Su): When the summoner and his eidolon both threaten the same creature, and light conditions are normal light or less, both the summoner and eidolon are considered to be flanking that creature.
Seems ok. There is a bit of tracking involved with light levels, but I like this...
# Haunted Gunman
A bit of brainstorming.
The name could simply be "haunted gun" - no need to genderize it. I beleive "gun" as "a person with a gun" works. Like in the expression "hired gun". But then again, I am not a native English speaker.
I already pointed this out on the previous page. Haunted Gun works, as does Haunted Gunner.
If we're talking about the gunman as a western archetype, it could have a mount. Or a ghostly mount, like the ability to cast phantom steed.
Anti-ghost abilities, where the haunted gun can do ghost touch attacks and perhaps even exorcisms. Gaining extra grit from defeating incorporeal undead, or even all undead.
Nice to see you getting into the spirit of things. I like all of those - the mount, ghost touch and exorcisms.
And yes, firearms don't crit much - we might have to compensate by adding another way to add grit.
Maybe just dispatching undead, sending them back to the grave. I'm sure Jonah Hex would approve.

Elghinn Lightbringer |

OK, couldn't find a way to incorporate the ghost touch weapon property, but its not like she couldn't pay to get it done to her firearm, or do it herself through her witch haunt.
Anyways, here' the new and improved Haunted Gun!
Primary: Gunslinger.
Secondary: Witch.
Alignment: Any.
Hit Dice: d10.
Bonus Skills and Ranks: The haunted gun selects three witch skills to add to her class skills in addition to the normal gunslinger class skills. The haunted gun gains a number of ranks at each level equal to 4 + Int modifier.
Weapon and Armor Proficiency: the haunted gun is proficient with all simple and martial weapons, and with firearms. She is also proficient with light armor, but not with shields.
Cursed Grit (Ex): This is exactly like the gunslinger’s grit ability, except that the haunted gun must spend grit to activate her hexes. However, whenever the haunted gun has no grit, she takes a –2 penalty on all Wisdom-based skill checks. In addition, a haunted gun regains grit in the following additional way.
Defeat Incorporeal or Undead Creatures with a Firearm: Each time the haunted gun destroys or causes an incorporeal or undead creature to surrender or flee with a firearm, she regains 1 grit point.
Deeds: This is exactly like the gunslinger ability of the same name, except that the haunted gun may choose only two deeds that she knows of each level. A haunted gun swaps six deeds for the following deeds.
Haunt Trap (Ex): At 1st level, as long as the haunted gun has at least 1 grit point, the witch haunt acts as a deterrent to those who would attempt to steal her bonded firearm. Any creature that attempts to steal the bonded firearm elicits the witch haunt’s ire. When triggered, a chorus of agitated clanks and rattles ring out from the firearm’s mechanisms as the witch haunt conveys its unrest to the creature for 1 minute. All who hear the supernatural clanks and whirls suffer a cause fear effect (save DC 11). A creature under the effects of a hide from undead can bypass this trap. This effect rests once the time has expired and can’t be triggered again fro 24 hours. This deed replaces the quick clear deed.
Hex Gun (Su): At 3rd level, as long as the haunted gun has at least 1 grit point, when she activates a hex, she can deliver the hex through any firearm her she is wielding as part of a ranged attack. The haunted gun can make one free ranged attack with her firearm (at her highest base attack bonus) as part of activating this hex. If successful, this ranged attack deals its normal damage as well as the effects of the hex. This attack uses the firearm’s critical range and critical modifier on a successful critical hit. If a haunted gun confirms a critical hit with her firearm, she can activate one hex against the target as a free action. This deed replaces the utility shot deed.
Ghost Mount (Sp): At 7th level, the haunted gun can spend 1 grit point to conjure an indistinct, ethereal steed. This effect is similar to the phantom steed spell, except that the steed is conjured for 1 hour per two haunted gun levels. This deed replaces startling shot deed.
Misfortunate Shot (Su): At 11th level, the haunted gun can bestow bad luck upon her opponents. As a standard action, a haunted gun can make a firearm attack against a single target. If the attack is successful, the target becomes unlucky and takes a -2 penalty on attack rolls and a -2 penalty on all saving throws for 1 minute. These penalties increase to -3 at 15th level, and -4 at 19th level. In addition, the target must make a successful Will save (DC 10 + 1/2 the haunted gun’s level + the haunted gun’s Wisdom modifier) or become shaken for the duration of the deed’s effect. The haunted gun must spend 1 grit point to perform this deed. This deed replaces bleeding wound deed.
Bullet Exorcism (Su): At 15th level, a haunted gun can attempt to expel a creature that is possessing the target (such as a ghost or a creature under the effects of magic jar). As a full-round action, the haunted gun can make a single firearm attack against the possessed creature. This attack is made with a bullet formed of ectoplasmic energy. If the attack is successful, the possessing creature must succeed on a Will save (DC 10 + 1/2 the haunted gun’s level + the haunted gun’s Wisdom modifier) or be immediately cast out of its host. If the save fails, the possessing creature continues to possess the target but takes 3d6 points of positive energy (or negative energy) damage, depending upon its alignment. This deed replaces the starling shot deed.
Final Resort (Su): At 19th level, whenever the haunted gun is reduced to 0 or fewer hit points, she can spend all of her remaining grit points (minimum 1) to allow her gun’s witch haunt to possess her body. This ability is similar to a magic jar spell (caster level equal to the haunted gun’s level), except that it does not require a receptacle. To use this deed, the boned firearm must be adjacent to the haunted gun. The witch haunt enters the haunted gun’s body (whose hit points temporarily returns to 10 + the haunted gun’s level) and attempts to complete the haunted gun’s unfinished task, whether defeating an opponent, escaping a dangerous situation, etc. If the witch haunt completes the task, it leaves the haunted gun and returns to the bonded firearm. When the witch haunt leaves the haunted gun, her hit points drop back to 0. If the haunted gun’s body is slain while the witch haunt is in possession of it, the witch haunt’s tie to the bonded firearm is broken and it fades away forever. Its unfinished task remains the same. This deed replaces the cheat death deed.
Hex: Starting at 1st level, a haunted gun gains the witch’s hex ability. However, unlike a witch, a haunted gun uses her Wisdom to determine the effects of her hexes instead of her Intelligence. A haunted gun can select a hex at 1st level and again at 4th level and every four levels thereafter. Activating a hex costs 1 cursed grit point. She may also select one of the following new hexes restricted to the Haunted Gun multiclass archetype.
Daunting Gaze (Sp): As a standard action, the haunted gun can compel a single target to look at her and only her for 1 round per level. While staring at the haunted gun, the target is considered to be averting its eyes from every creature but her, granting creatures other than you concealment against the target’s attacks. If the target willingly leaves the haunted gun’s line of sight, it is blinded for 1 round and the hex ends. If the haunted gun willingly leaves the target’s line of sight or becomes unconscious or dead, the hexed creature suffers no ill effects. Blind creatures and creatures immune to gaze attacks are immune to this hex.
Haunting Visage (Sp): As a standard action, the haunted gun can surround herself with disturbing illusions, making her look and sound like a bizarre, insane fey creature. The haunted gun gains DR 1/cold iron against a single opponent for 1 minute or until she takes damage.
Witch Haunt: A haunted gun’s starting firearm is haunted by the spirit of a long departed witch. A haunted gun forms a powerful bond with this spirit, who grants the haunted gun her hexes, and any hex related abilities. If a haunted gun attempts to use a hex without her bonded firearm in hand or upon her person, she must make a concentration check or the hex fails. The DC for this check is equal to 15 + 1/2 the target’s Hit Dice.
Once per day, a haunted gun can use her bonded firearm to cast one of the following spells as a spell-like ability: alchemical tinkering, ill omen, jury-rig. At 5th level, she adds the following spells to the list of those that can be as a spell-like ability: ghostly disguise, haunting mists, reloading hands. These spells are treated like any other spell cast by a witch, using the haunted gun’s level to determine casting time, duration, and other effects dependent on the witch’s level.
A haunted gun can add additional magic abilities to her bonded firearm as if she has the required Item Creation Feats and if she meets the level prerequisites of the feat. The magic properties of a bonded firearm, including any magic abilities added to the firearm, only function for the haunted gun who owns it. If a bonded firearm’s owner dies, or the firearm is replaced, the object reverts to being an ordinary masterwork item of the appropriate type.
If a bonded firearm is damaged, it is restored to full hit points the next time the haunted gun rests for 8 hours. If the haunted gun is lost or destroyed, it can be replaced after 1 week in a special ritual that costs 200 gp per haunted gun level plus the cost of the masterwork item. This ritual takes 8 hours to complete. Items replaced in this way do not possess any of the additional enchantments of the previous bonded firearm, save that the witch haunt inhabits the new firearm. A haunted gun can designate an existing magic firearm as her bonded firearm. This functions in the same way as replacing a lost or destroyed bonded firearm except that the new magic firearm retains its abilities while gaining the benefits and drawbacks of becoming a bonded firearm, including the inhabiting witch haunt.
The witch haunt grants the haunted gun a number of benefits, but also a curse. A witch haunt grants the following special abilities to the bonded firearm’s owner.
Alertness (Ex): The haunted gun gains the Alertness feat when her bonded firearm (witch haunt) is within arm's reach.
Empathic Link (Su): The haunted gun has an empathic link with her witch haunt to a 1 mile distance. The haunted gun can communicate emphatically with the witch haunt, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The haunted gun has the same connection to an item or place that her witch haunt does.
Unnatural Aura (Su): As a side effect of possessing a haunted gun, the haunted gun emits an unnatural aura. Normal animals do not willingly approach the haunted gun unless the animal’s master makes a DC 25 Handle Animal, Ride, or wild empathy check.
Speak with Master (Ex): At 5th level, a witch haunt and the haunted gun can communicate telepathically as if they were using a common language. Other creatures do not understand the communication without magical help. The haunted gun must be within 30 feet of its master for this ability to function.
This ability, hex, and major hex replace bonus feats.
Lucky (Ex): Starting at 2nd level, a haunted gun gains a +1 luck bonus to AC while wearing light or no armor. This bonus increases by +1 for every four levels beyond 2nd level (to a maximum of +5 at 20th level). In addition, a haunted gun can apply this luck bonus to single Will saving throw once per day. This ability replaces nimble.
Signature Hex (Ex): Starting at 5th level, a haunted gun can select one hex that she knows and that she must spend grit to activate. She can activate her hex as long as she has at least 1 grit point. Every four levels thereafter (9th, 13th, and 17th), the haunted gun selects another hex, and can activate it as long as she has at least 1 grit point. This ability replaces gun training.
Major Hex: At 12th level, a haunted gun gains the witch’s major hex ability. Activating a major hex costs 2 cursed grit points. She may also select one of the following new major hexes restricted to the Haunted Gun multiclass archetype.
Frightful Presence (Ex): The haunted gun’s presence becomes unsettling to her foes and gains the frightful presence ability. The haunted gun can activate this hex ability as part of an offensive action, such as a charge or attack. Opponents within 30 feet of the haunted gun must make a Will save or become shaken for 3d6 rounds. The DC of this save is equal to 10 + 1/2 the haunted gun’s level + the haunted gunaman’s Charisma modifier. If the haunted gun has at least 4 more levels (or Hit Dice) than an opponent, that opponent becomes frightened instead. Foes with more levels or HD than the haunted gun are immune to this effect.
True Grit (Ex): This is exactly like the gunslinger ability of the same name. Alternatively, the haunted gun can choose two hexes that she knows and that she must spend grit to activate. She can activate these hexes for 1 grit point fewer (minimum 0) than usual. If the number of grit points to activate a hex is reduced to 0, the haunted gun can activate this hex as long as she has at least 1 grit point.
Table: Haunted Gun
Base
Class Attack Fort Ref Will
Level Bonus Save Save Save Special
1st +1 +2 +2 +0 Deeds, cursed grit, gunsmith, hex, witch haunt
2nd +2 +3 +3 +0 Lucky +1
3rd +3 +3 +3 +1 Deeds, hex gun
4th +4 +4 +4 +1 Hex
5th +5 +4 +4 +1 Signature hex 1
6th +6/+1 +5 +5 +2 Lucky +2
7th +7/+2 +5 +5 +2 Deeds
8th +8/+3 +6 +6 +2 Hex
9th +9/+4 +6 +6 +3 Signature hex 2
10th +10/+5 +7 +7 +3 Lucky +3
11th +11/+6/+1 +7 +7 +3 Deeds
12th +12/+7/+2 +8 +8 +4 Hex, major hex
13th +13/+8/+3 +8 +8 +4 Signature hex 3
14th +14/+9/+4 +9 +9 +4 Lucky +4
15th +15/+10/+5 +9 +9 +5 Deeds
16th +16/+11/+6/+1 +10 +10 +5 Hex
17th +17/+12/+7/+2 +10 +10 +5 Signature hex 4
18th +18/+13/+8/+3 +11 +11 +6 Lucky +5
19th +19/+14/+9/+4 +11 +11 +6 Deeds
20th +20/+15/+10/+5 +12 +12 +6 Hex, true grit

Elghinn Lightbringer |

#Stealth Summoner
And here's how I think we should tweak the Shield Ally/Greater Shield Ally to be a flanking bonus instead. I left out the light requirements.
Flanking Ally (Su): At 4th level, whenever a stealth summoner is within his stealth eidolon’s reach and is threatening the same opponent as his stealth eidolon, the stealth summoner is considered to be flanking it and gains the normal +2 bonus on any melee attack rolls made against that opponent. The stealth summoner also gains this bonus when actually flanking the opponent as normally. This bonus does not apply if the eidolon is grappled, helpless, paralyzed, stunned, or unconscious. This ability replaces shield ally.
Greater Flanking Ally (Su): At 12th level, whenever an ally is within a stealth eidolon’s reach and is threatening the same opponent as the stealth eidolon, the ally is considered to be flanking it and gains the normal +2 bonus on any melee attack rolls made against that opponent. The ally also gains this bonus when actually flanking the opponent as normally. If this ally is the stealth summoner, this bonus increases to +4. This bonus does not apply if the eidolon is grappled, helpless, paralyzed, stunned, or unconscious. This ability replaces greater shield ally.

Starfox |

# Haunted Gun
I don't really have enough experience with the gunslinger to judge this for balance; I'm just doing editor notes.
@ Haunt Trap. If this is a trap, can it be disarmed? Perhaps it can be avoided with Use Magic Device? Or perhaps not. Also, "All who hear the supernatural clanks and whirls" needs a range. I think touch does fine - most people simply can't pickup the haunted gun.
@ Hex Gun seems to have two separate parts - " If a haunted gun confirms a critical hit with her firearm, she can activate one hex against the target as a free action." seems completely separate from the rest. Do I misunderstand something here? Also, since you get grit on a critical, do you now get both grit and a free hex? Becomes very luck-dependent.
@ Ghost Mount: I feel you could get the full effect (caster level = class level) on this. Having a mount that only lasts three hours isn't much.
@ Signature Hex: It is a bit unclear that you do not need to spend grit to activate this hex; it can be read to actually be a flaw. Since this ability appears to be the core of the class, this is important.
#Stealth Summoner
Cool

Elghinn Lightbringer |

# Haunted Gun
I don't really have enough experience with the gunslinger to judge this for balance; I'm just doing editor notes.
@ Haunt Trap. If this is a trap, can it be disarmed? Perhaps it can be avoided with Use Magic Device? Or perhaps not. Also, "All who hear the supernatural clanks and whirls" needs a range. I think touch does fine - most people simply can't pickup the haunted gun.
Here's some fixes.
Haunt Trap (Ex): At 1st level, as long as the haunted gun has at least 1 grit point, the witch haunt acts as a deterrent to those who would steal her bonded firearm. Any creature that attempts to steal the bonded firearm elicits the witch haunt’s ire. Once triggered, a chorus of agitated clanks and rattles ring out from the firearm’s mechanisms as the witch haunt conveys its unrest to the creature for 1 minute. All who hear the supernatural clanks and whirls (Perception check DC 10) suffer a cause fear effect (save DC 11). A creature under the effects of a hide from undead can bypass this trap. This effect resets once the time has expired and can’t be triggered again for 24 hours. This deed replaces the quick clear deed.
@ Hex Gun seems to have two separate parts - " If a haunted gun confirms a critical hit with her firearm, she can activate one hex against the target as a free action." seems completely separate from the rest. Do I misunderstand something here? Also, since you get grit on a critical, do you now get both grit and a free hex? Becomes very luck-dependent.
Got rid of the free hex. Over complicated and too much for 1 deed. Tis is essentially Spellstrike but for hexes.
Hex Gun (Su): At 3rd level, she can deliver the hex through any firearm her she is wielding as part of a ranged attack. The haunted gun can make one free ranged attack with her firearm (at her highest base attack bonus) as part of activating this hex. If successful, this ranged attack deals its normal damage as well as the effects of the hex. This attack uses the firearm’s critical range and critical modifier on a successful critical hit. The haunted gun can use this deed as long as she has at least 1 grit point. This deed replaces the utility shot deed.
@ Ghost Mount: I feel you could get the full effect (caster level = class level) on this. Having a mount that only lasts three hours isn't much.
Done! I thought so too but erred on the side of caution with 1/2 level.
@ Signature Hex: It is a bit unclear that you do not need to spend grit to activate this hex; it can be read to actually be a flaw. Since this ability appears to be the core of the class, this is important.
#Stealth Summoner
Cool
Reworded to follow the Signature Deed feat.
Signature Hex (Ex): Starting at 5th level, a haunted gun selects one hex that she knows and that she must spend grit to activate. The haunted gun can activate this hex for 1 fewer grit point (minimum 0). If the amount of grit needed to activate the hex is reduced to 0, the haunted gun can activate this hex for the normal action cost as long as she has at least 1 grit point. At 9th level and every four levels thereafter (13th and 17th), the haunted gun selects one additional hex. At 13th level or higher, a haunted gun can select a major hex that she knows instead of a hex. This ability replaces gun training.
@Christos
How's this, a bit of a flavor change.
Misfortune (Ex): Starting at 2nd level, a haunted gun gains great fortune from the bad luck she bestows upon her enemies. She gains a +1 luck bonus to AC while wearing light or no armor. This bonus increases by +1 for every four levels beyond 2nd level (to a maximum of +5 at 20th level). In addition, a haunted gun can apply this luck bonus to single Will saving throw once per day. This ability replaces nimble.

Elghinn Lightbringer |

@Stealth Summoner
With the changes to Shield Ally and Greater Shield Ally, I think this oneis done too. Orelius, what thinkest thou?
Primary: Summoner.
Secondary: Rogue.
Alignment: Any.
Hit Dice: d8.
Bonus Skills and Ranks: The stealth summoner selects six rogue skills to add to his class skills in addition to the normal summoner class skills, one of which must be Stealth. The stealth summoner gains a number of ranks at each level equal to 6 + Int modifier.
Weapon and Armor Proficiency: The stealth summoner is proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. He is also proficient with light armor. A stealth summoner can cast arcane spells while wearing light armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a stealth summoner wearing medium or heavy armor, or using a shield, incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass stealth summoner still incurs the normal arcane spell failure chance for arcane spells received from other classes.
Sneak Attack (Ex): At 1st level, a stealth summoner gains the rogue’s sneak attack ability, except that the stealth summoner’s extra damage is equal to 1d6 at 1st level, plus and additional 1d6 at 3rd, 7th, 9th, 13th, 15th, and 19th level, up to a maximum of 7d6. This ability replaces aspect, life bond, and greater aspect.
Stealth Eidolon: This is exactly like the summoner ability of the same name, except for the changes described in the Stealth Eidolon description below.
Bond Senses: This is exactly like the summoner ability of the same name, except that the stealth summoner gains his stealth eidolon’s darkvision while it is summoned.
Rogue Talents: At 3rd level, a stealth summoner gains the rogue talent ability, except that the stealth summoner gains a rogue talent at 3rd level and every four levels thereafter.
Flanking Ally (Su): At 4th level, whenever a stealth summoner is within his stealth eidolon’s reach and is threatening the same opponent as his stealth eidolon, the stealth summoner is considered to be flanking it and gains the normal +2 bonus on any melee attack rolls made against that opponent. The stealth summoner also gains this bonus when actually flanking the opponent as normally. This bonus does not apply if the eidolon is grappled, helpless, paralyzed, stunned, or unconscious. This ability replaces shield ally.
Spellcasting: Beginning at 4th level, a stealth summoner gains the ability to cast a small number of arcane spells, which are drawn from the summoner spell list. He also adds the following spells to that list at the indicated levels: 0th–penumbra; 1st–blend, disguise self, shadow weapon, silent image, vanish; 2nd–darkness, disguise other, dust of twilight, minor image, mirror image, shadow anchor; 3rd–deeper darkness, gloom blind bolts, illusionary wall, major image, shadow step; 4th–mislead, persistent image, shadow conjuration, shadow dragon aspect. A stealth summoner can cast any spell he knows without preparing his spells in advance.
To learn or a spell, a stealth summoner must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a stealth summoner's spell is 10 + the spell level + the stealth summoner's Charisma modifier.
Like other spellcasters, a stealth summoner can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Stealth Summoner. In addition, he receives bonus spells per day if he has a high Charisma score. When Table: Stealth Summoner indicates that the stealth summoner gets 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on his Charisma score for that spell level.
Upon reaching 7th level, and at every third stealth summoner level after that (10th, 13th, and so on), a stealth summoner can choose to learn a new spell in place of one he already knows. In effect, the stealth summoner “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 stealth summoner spell the bard can cast. A stealth summoner 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 stealth summoner 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. A stealth summoner must rest for 8 hours to regain his daily allotment of spells. Through 3rd level, a stealth summoner has no caster level. At 4th level and higher, his caster level is equal to his stealth summoner level –3.
Trap Sense (Ex): At 5th level, a stealth summoner gains an intuitive sense that alerts him to danger from traps, giving him a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses increase to +2 at 11th level, and to +3 at 17th level. Trap sense bonuses gained from multiple classes stack.
Stealthy Transposition (Su): This is exactly like the summoner ability of the same name. In addition, stealth summoner or his stealth eidolon can travel between shadows as if by means of a dimension door spell. The limitation is that the magical transport must begin and end in an area with at least some dim light. A stealth eidolon and stealth eidolon can jump up to a combine total of 40 feet each day in this way; this may be a single jump of 40 feet or four jumps of 10 feet each. Every three levels higher than 8th, the distance a stealth eidolon and stealth eidolon can jump each day increases 10 feet, up to a maximum of 80 feet at 20th. This amount can be split among many jumps, but each one, no matter how small, counts as a 10-foot increment.
Advanced Talents: At 10th level, the stealth summoner can choose advanced rogue talents whenever he could choose a rogue talent, or when he selects the Extra Rogue Talent feat. The stealth summoner adds the following rogue abilities to the list of advanced talents he may select: Evasion, Uncanny Dodge, and Improved Uncanny Dodge. A stealth summoner must select uncanny dodge before selecting improved uncanny dodge. In the case of the Improved Evasion talent, the stealth summoner must have evasion to select it.
Greater Flanking Ally (Su): At 12th level, whenever an ally is within a stealth eidolon’s reach and is threatening the same opponent as the stealth eidolon, the ally is considered to be flanking it and gains the normal +2 bonus on any melee attack rolls made against that opponent. The ally also gains this bonus when actually flanking the opponent as normally. If this ally is the stealth summoner, this bonus increases to +4. This bonus does not apply if the eidolon is grappled, helpless, paralyzed, stunned, or unconscious. This ability replaces greater shield ally.
NEW ADVANCED TALENTS
The following new advanced talents are restricted to the Stealth Summoner multiclass archetype.
Aspect of Darkness
The stealth summoner can gain eidolon evolutions.
Prerequisites: Advanced Talents, Stealth Summoner 10th
Benefits: The stealth summoner can divert up to 2 points from his stealth eidolon’s evolution pool to add evolutions to herself. She cannot select any evolutions that the stealth eidolon could not possess, and she must be able to meet the requirements as well. She cannot select the ability increase evolution through this rogue talent. Any points spent in this way are taken from the stealth eidolon’s evolution pool (reducing the total number available to the eidolon). The stealth summoner can change the evolutions she receives from these points any time she can change the stealth eidolon’s evolutions. The stealth summoner may choose from the following evolutions: Basic Magic, Energy Attack, Magic Attacks, Minor Magic, Shadow Blend, Shadow Form, Unnatural Aura.
Greater Aspect of Darkness
The stealth summoner can gain more powerful evolutions.
Prerequisites: Advanced Talents, Stealth Summoner 18th, Aspect of Darkness rogue talent
Benefits: The stealth summoner can divert more of his stealth eidolon’s evolutions to himself. This ability functions as the aspect of darkness rogue talent, but up to 6 evolution points can be taken. Unlike the aspect of darkness rogue talent, the stealth eidolon loses 1 point from its evolution pool for every 2 points (or fraction thereof) diverted to the stealth summoner. The stealth summoner adds the following evolutions to the list that he can select: Blindsight, Incorporeal Form, Major Magic, See in Darkness, Ultimate Magic.
Table: Stealth Summoner
Base
Class Attack Fort Ref Will Spells per Day
Level Bonus Save Save Save Special 1st 2nd 3rd 4th
1st +0 +0 +2 +2 Cantrips, life link, sneak attack +1d6, stealth eidolon — — — —
2nd +1 +0 +3 +3 Bond senses, rogue talent — — — —
3rd +2 +1 +3 +3 Sneak attack +2d6 — — — —
4th +3 +1 +4 +4 Flanking ally 0 — — —
5th +3 +1 +4 +4 Trap sense +1 1 — — —
6th +4 +2 +5 +5 Maker’s call, rogue talent 1 — — —
7th +5 +2 +5 +5 Sneak attack +3d6 1 0 — —
8th +6/+1 +2 +6 +6 Dark transposition 1 1 — —
9th +6/+1 +3 +6 +6 Sneak attack +4d6 2 1 — —
10th +7/+2 +3 +7 +7 Advanced talents, rogue talent 2 1 0 —
11th +8/+3 +3 +7 +7 Trap sense +2 2 1 1 —
12th +9/+4 +4 +8 +8 Greater flanking ally 2 2 1 —
13th +9/+4 +4 +8 +8 Sneak attack +5d6 3 2 1 0
14th +10/+5 +4 +9 +9 Rogue talent 3 2 1 1
15th +11/+6/+1 +5 +9 +9 Sneak attack +6d6 3 2 2 1
16th +12/+7/+2 +5 +10 +10 Merge forms 3 3 2 1
17th +12/+7/+2 +5 +10 +10 Trap sense +3 4 3 2 1
18th +13/+8/+3 +6 +11 +11 Rogue talent 4 3 2 2
19th +14/+9/+4 +6 +11 +11 Sneak attack +7d6 4 3 3 2
20th +15/+10/+5 +6 +12 +12 Twin eidolon 4 4 3 3
Stealth eidolons are like any other eidolon, but have an inclination towards stealth, sneak attacks, and roguish expertise. As such, it gains access to a number of new evolutions that are unique to its role and skill set. Stealth eidolons have the same statistics as shown on the Eidolon Base Statistics table (see Advanced Player’s Guide). These base statistics can be modified by the base form and evolution pool as normal.
STEALTH EIDOLON ABILITIES
A stealth eidolon’s abilities are determined by the stealth summoner’s level and by the choices made using its evolution pool. Table: Eidolon Base Statistics determines many of the base statistics of the stealth eidolon. Each eidolon possesses a base form that modifies these base statistics. A stealth eidolon’s qualities are similar to those described in the Eidolons description block of the Advanced Player’s Guide (see p. 58), except with the following changes.
Saves: The eidolon always has the following saving throws, regardless of its chosen base form: Fort (bad), Ref (good), Will (good).
Ability Scores: The stealth eidolon has the following ability scores, regardless of its chosen base from: Str 12, Dex 16 Con 13, Int 7, Wis 10, Cha 11. A stealth eidolon also gains the following abilities.
EVOLUTIONS
Like a summoner’s eidolon, a stealth eidolon receives a number of evolution points that can be spent to give the stealth eidolon new abilities, powers, and other evolutions. A stealth eidolon may select any evolution listed in the Advanced Player’s Guide or Ultimate Magic. Due to the stealth eidolon’s nature, the following evolutions have no effect and cannot be added to the stealth eidolon: channel resistance, gills, hooves, huge, undead appearance, and unnatural aura.
The following list includes new evolutions specific to the Stealth Summoner multiclass archetype or rule changes to existing ones.
1-Point Evolutions
The following evolutions cost 1 point from the stealth eidolon’s evolution pool.
Improved Speed (Ex): One of the stealth eidolon’s movement modes increases by +10 ft. This evolution can be selected more than once. Its effects do stack. It can only be applied once to the stealth eidolon’s speed mode, plus 1 additional time for every 6 levels the stealth mage possesses.
Increased Precision Damage (Ex): The stealth eidolon’s sneak attack damage increases its damage by 1d6. This evolution can be selected every four levels that the stealth summoner possesses, to a maximum of 5d6 at 17th level.
[i]Rogue Talent (Ex): The stealth eidolon can choose one rogue talent, using its Hit Dice as its rogue level. This evolution can be selected every five levels that the stealth summoner possesses.
Sneak Attack (Ex): The stealth eidolon gains the rogue’s sneak attack ability. Select either all manufactured weapons or one natural attack form. If a stealth eidolon can catch an opponent when he is unable to defend himself effectively from its attack, it can deal 1d6 points of precision damage against the opponent. This evolution can be selected more than once. Its effects do not stack. Each time a stealth eidolon selects this evolution it applies either to a different natural attack (or to all manufactured weapons). A stealth eidolon can only make a number of sneak attacks each round equal to one half its maximum number of natural attacks. This evolution otherwise functions as the rogue’s sneak attack ability.
2-Point Evolutions
The following evolutions cost 2 points from the stealth eidolon’s evolution pool.
Minor Magic (Sp): The stealth eidolon adds blur to the list of spells it can choose from.
Uncanny Dodge (Ex): The stealth eidolon gain the rogue’s uncanny dodge ability. The stealth eidolon must be at least 6th level to select this evolution.
3-Point Evolutions
The following evolutions cost 3 points from the stealth eidolon’s evolution pool.
Improved Uncanny Dodge (Ex): The stealth eidolon gain the rogue’s improved uncanny dodge ability. The stealth eidolon must have the uncanny dodge evolution and be at least 10th level to select this evolution.
4-Point Evolutions
The following evolutions cost 4 points from the stealth eidolon’s evolution pool.
Ultimate Magic (Sp): The stealth eidolon adds displacement to the list of spells it can choose from.

Orelius Lionpaw |

#Steak Summoner (accidental typo, but it's funny so I left it in)
I like it. Gills should be allowed for underwater campaigns.
I would like to adopt LoneKnave's idea for the Magus/Cavalier MCA, as it looks really interesting, and no one seems to have paid attention to it. I think the mount should be summoned by a Ray attack and then automatically Charge to whatever enemy was supposed to be hit by the ray attack, dealing the damage of one of those rays (if there are multiple). The mount would then last for, say, 1 round/level or 1 minute after that, dealing damage as a Cavalier mount chosen by the Spell Rider (I like the name and am going to keep it). The mount would act as a Cavalier's mount for the purposes of HD, saves, etc, except it could fly. There could also be Arcanas to give the mount Pounce and perhaps modify it (since it is composed of arcane energy).
The mount could also be summoned by some sort of "Spell Rider's Challenge," where the Spell Rider issues a challenge as part of a ray attack, and he and his mount gain Challenge bonuses against that creature - the Mount lasting as long as the Challenged creature is conscious.
Actually, I would LOVE to play something like that!

Elghinn Lightbringer |

I have an idea for Magus/Cavalier based on this.
Spell Rider would essentially function as a Mount. Could possibly do something with the pool, like use a Challenge for pool points instead of enchanting his weapon? Dunno, just had this idea of a guy surfing on/dashing behind the back of a spell and skewering someone with a lance.
Welcome LoneKnave! Sometimes when I'm in the midst of working on multiple MCAs, new arrivals slip through the cracks. Thanks to Orelius for reminding me of you're arrival.
Orelius would like to adopt your Mag/Cav idea (Spell Rider), unless you want to develop it yourself? Either is fine by me. I will be putting it in the Queue.
@Orelius
I've removed Gills from the restricted evolutions list.
@Christos
Will do.
@Everyone
On to the next in the queue. So next up is OSW and Bardess.
*Pactgifted Mayhem/Fury/Nordyperson/Summoner (Sum/Witch) (OSW)
AND
*Knight of Grace – Cav/Ora (Bardess)

Bardess |

Here!
Some knightly orders believe that the chivalric ideals are the most near thing to a divine code of life, and that the deities themselves may appreciate their cavaliers and paladins more than clerics themselves. In some cases, they may be right. When need arises –a rightful heir must be put on the throne, the clerical hierarchy has become corrupted, a benevolent queen needs help in a holy crusade– a god can choose a particularly righteous cavalier and invest him with sacred powers and prophetic fire, in order to pass its orders to his brothers in arms and to the flock of faithful. Maybe this chosen one is not noble born, maybe he’s only a peasant boy without nothing worth of note, but somehow he will find his way to chivalry, and to the place where the god’s will must be meted. These messengers of the divine are highly respected and followed among cavaliers: they are the Knights of Grace.
Primary Class: Cavalier
Secondary Class: Oracle
Alignment: Any
Hit Dice: d10
Skills: A knight of grace adds his chosen mystery’s bonus class abilities to his class skills list. If one skill is already on the cavalier’s list, he can choose another oracle skill to add instead.
Skill Ranks for Level: 4 + Int bonus
BAB: 1
Saving Throws: GPG
Weapon Proficiency: as cavalier
Armor Proficiency: as oracle
Level Base Attack Bonus Fort Save Ref Save Will Save Special Spells per Day
1st 2nd 3rd 4th
1st +1 +2 +0 +2 Challenge 1/day, curse, mount, order — — — —
2nd +2 +3 +0 +3 Order ability — — — —
3rd +3 +3 +1 +3 Mystery, revelation — — — —
4th +4 +4 +1 +4 Challenge 2/day 0 — — —
5th +5 +4 +1 +4 Rallying prophecy 1 — — —
6th +6/+1 +5 +2 +5 Revelation 1 — — —
7th +7/+2 +5 +2 +5 Challenge 3/day 1 0 — —
8th +8/+3 +6 +2 +6 Order ability 1 1 — —
9th +9/+4 +6 +3 +6 2 1 — —
10th +10/+5 +7 +3 +7 Challenge 4/day 2 1 0 —
11th +11/+6/+1 +7 +3 +7 Prophetic Charisma 2 1 1 —
12th +12/+7/+2 +8 +4 +8 Demanding challenge, Revelation 2 2 1 —
13th +13/+8/+3 +8 +4 +8 Challenge 5/day 3 2 1 0
14th +14/+9/+4 +9 +4 +9 Greater banner 3 2 1 1
15th +15/+10/+5 +9 +5 +9 Order ability 3 2 2 1
16th +16/+11/+6/+1 +10 +5 +10 Challenge 6/day 3 3 2 1
17th +17/+12/+7/+2 +10 +5 +10 4 3 2 1
18th +18/+13/+8/+3 +11 +6 +11 Revelation 4 3 2 2
19th +19/+14/+9/+4 +11 +6 +11 Challenge 7/day 4 3 3 2
20th +20/+15/+10/+5 +12 +6 +12 Champion of devotion 4 4 3 3
Challenge: As cavalier.
Curse: At 1st level, a knight of grace must choose an oracle’s curse. His oracle level for determining the effects of the curse is equal to his knight of grace level. This replaces expert trainer.
Mount: As cavalier, but the knight of grace’s mount gets the share spell ability.
Order: As cavalier.
Mystery: At 3th level, a knight of grace must choose a mystery, as the oracle class ability. The knight of graces receives one revelation from his chosen mystery at 3rd level, then another at 6th level and every 6 levels thereafter,
The knight of grace adds his mystery spells of 1st–4th level to his list of spells known at 7th, 10th, 13th, and 16th level. This replaces cavalier’s charge and all cavalier’s bonus feats.
Spells: Beginning at 4th level, a knight of grace gains the ability to cast a small number of divine spells which are drawn from the oracle spell list. He can cast any spell he knows without preparing it ahead of time. To learn or cast a spell, a knight of grace must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an knight of grace’s spell is 10 + the spell’s level + the knight of grace’s Charisma modifier.
Like other spellcasters, a knight of grace can cast only a certain number of spells of each spell level per day. He uses the bloodrager’s table for determining his spells per day and spells known. In addition, he receives bonus spells per day if she has a high Charisma score. The knight of grace does not need to prepare these spells in advance; he can cast them at any time, assuming that he hasn’t yet used up his spells per day for that level.
The knight of grace’s selection of spells is limited. At 4th level, a knight of grace knows two 1st–level spells of his choice. He doesn’t automatically know cure or inflict spells as an oracle. A knight of grace gains more spells as he increases in level (unlike spells per day, the number of spells a knight of grace knows is not affected by his Charisma score, but it’ affected by the bonus mystery spells he gains).
Through 3rd level, a knight of grace has no caster level. At 4th level and higher, his caster level is equal to his knight of grace level – 3. This replaces tactician, greater tactician, and master tactician.
Rallying Prophecy (Su): At 5th level, a knight of grace can use his prophetic insights in battle to raise his allies’ morale. If the knight of grace makes a successful Diplomacy skill check, all allies within 60 feet receive a +2 morale bonus on saving throws against negative emotion effects and on their Armor Class. The knight of grace can attempt a new Diplomacy check each round till one is successful. This replaces banner.
Prophetic Charisma (Su): At 11th level, the knight of grace’s rallying prophecy ability grants his allies a morale bonus on saving throws and armor class equal to his Charisma bonus for 1 minute. This replaces mighty charge.
Champion of Devotion (Su): At 20th level, the knight of grace becomes the perfect vessel for the gods’ will. His rallying prophecy ability has effect on all allies within 120 feet. He becomes immune to fear and despair effects, and can cast geas/quest three times per day as a spell–like ability. The knight of grace can spend one use of this ability to dissolve a geas/quest cast by another as if using remove curse. This replaces supreme charge.
Curse: Visionary
Images of the past, the future, and distant world constantly dance before your eyes, making it difficult to discern reality. You are always surprised in the first round of a combat, and cannot take attacks of opportunity. You gain a bonus on your divination spells DC equal to ½ your oracle level.
At 5th level, when attempting to disbelieve an illusion, you can roll twice and use the higher roll as your result.
At 10th level, add contact other plane to your list of spells known as a 5th–level spell.
At 15th level, add vision to your list of spells known as a 7th–level spell.
Order of the Moon
Cavaliers of the order of the moon covertly serve the interests of a deity and spread the deity’s word in the world of men. They don’t pledge alliance to any particular church or law, considering more important obeying to the will of the spirits.
Edicts: The cavalier must stay true to his faith above the laws of man and the land. He must defend the charges entrusted to him by his gods, pass on their prophecies and follow the visions they send, never lying or denying them.
Challenge: Whenever an order of the moon cavalier issues a challenge, he can ask his deity for a brief vision to know the likely outcome of the battle. The cavalier attempts a Diplomacy skill check; if successful, he receives a +1 morale bonus on all damage rolls against the target of his challenge. This bonus increases by +1 for every four levels the cavalier possesses.
Skills: An order of the star cavalier adds Knowledge (religion) (Int) and Perception (Wis) to his list of class skills. Whenever the cavalier uses Sense Motive to sense enchantments, he receives a competence bonus on the check equal to ½ his cavalier level (minimum +1).
Order Abilities: An order of the moon cavalier gains the following abilities as he increases in level.
Carry the Burden (Ex): At 2nd level, an order of the moon cavalier can shout a prophecy of doom against his foes. In the next round, any foe facing the cavalier or one of his allies has a penalty on initiative checks equal to the cavalier’s Charisma bonus. He can use this ability once per combat. In addition, the cavalier adds his full cavalier level to any oracle levels possess for the purposes of determining the effects of his oracle’s curse.
Favor of the Spirits (Su): At 8th level, an order of the moon cavalier gains the Touch of Fate feat (see Rogue Genius Games’ The Genius Guide to Feats of Multiclassing) as a bonus feat, even if he doesn’t meet its prerequisites. If the cavalier has the mystery class ability or gains it afterwards, he can replace this feat with Extra Revelation.
Saving Foresight (Su): At 15th level, whenever an attack from a foe would bring the cavalier’s hit points below 0, the attacker must roll twice the attack roll and take the worst result. If the cavalier avoids damage, he gains an immediate attack of opportunity against the attacker.
I'm finishing another complementar cavalier order, the healing-focused Order of the Serpent. I'll post that too in a few days.

Elghinn Lightbringer |

Tweak some things and cleaned it up. Also I felt Mighty Charge should remain for this MCA, so I moved Prophetic Charisma (renamed Greater Ralling Prophecy) to 14th to replace Greater Banner, as you had no Banner ability, but had kept Greater Banner. The one is required for the other.
Some knightly orders believe that the chivalric ideals are the nearest thing to a divine code of life, and that the gods themselves appreciate their cavaliers and paladins more than their clerics. In some cases, this may be true, but when need arises–such as when a rightful heir must be put on the throne, the church hierarchy has become corrupted, or a benevolent queen needs help in a holy crusade–a god can choose a particularly righteous cavalier and through divine investiture, bestow upon him sacred powers and prophetic fire and grant him the right to give divine orders to his brothers in arms and its flock of faithful on its behalf. This chosen one may be of noble birth or a peasant of humble upbringing with nothing of worth, but regardless of his circumstance, a prospective knight of grace will always find the path of chivalry and the perfect situation to be vetted by the gods.
Primary: Cavalier.
Secondary: Oracle.
Alignment: Any.
Hit Dice: d10.
Bonus Skills and Ranks: The knight of grace selects three oracle skills to add to his class skills in addition to the normal cavalier class skills, one of which must be Spellcraft. The knight of grace gains a number of ranks at each level equal to 4 + Int modifier.
Weapon and Armor Proficiency: The knight of grace is proficient with all simple and martial weapons, with light armor, medium armor, and with shields (except tower shields).
Mystery: At 1st level, a knight of grace gains the oracle’s mystery ability and selects a mystery of her choice. He adds his mystery skill to his list of class skill. If the knight of grace has this skill, he can choose a different skill instead.
At 5th level, a knight of grace adds his first mystery spell to his list of spells known, and each subsequent spell at 8th, 11th and 14th level, up to his fourth mystery spell. This ability and revelation replaces cavalier’s charge and bonus feats.
Oracle’s Curse: At 1st level, a knight of grace gains the oracle’s curse ability and must choose an oracle’s curse. He may choose any oracle’s curse allowed to an oracle or the new Visionary curse. The knight of grace gains his curse’s benefits at the indicated levels, unless the benefits add additional spells to his list of spells known. In such cases, he adds these spells to his list of spells known at 8th, 13th, and 18th level (instead of at 5th, 10th, and 15th level). Any spell normally granted at 10th level is added to his list of 3rd–level spells known, while a spell normally granted at 15th level is added to his list of 4th–level spells known, even if he can’t normally cast spells of that level. The knight of grace’s oracle level is equal to his knight of grace level for the purpose of determining the effects of the curse. This ability replaces expert trainer.
Order: This is exactly like the cavalier’s ability of the same name, except that the knight of grace can also choose the new Order of the Moon.
Revelation: At 3rd level, and again at 6th level and every six levels thereafter, a knight of grace selects one revelation from those granted by his mystery.
Spellcasting: Beginning at 4th level, a knight of grace gains the ability to cast a small number of divine spells which are drawn from the oracle spell list. He can cast any spell he knows without preparing it ahead of time. To learn or cast a spell, a knight of grace must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a knight of grace’s spell is 10 + the spell’s level + the knight of grace’s Charisma modifier.
Like other spellcasters, a knight of grace can cast only a certain number of spells of each spell level per day. His daily allotment of spells is given on Table: Knight of Grace. When Table: Knight of Grace indicates that the knight of grace gets 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on his Charisma score for that spell level. In addition, he receives bonus spells per day if she has a high Charisma score.
The knight of grace’s selection of spells is limited. At 4th level, a knight of grace knows two 1st-level spells of the knight of grace’s choice at 4th level, but does not does not automatically know “cure” or “inflict” spells as an oracle. A knight of grace gains more spells as he increases in level, as indicated on Table: Knight of Grace Spells Known. (Unlike spells per day, the number of spells a knight of grace knows is not affected by his Charisma score, but it’s affected by the bonus mystery spells he gains).
A knight of grace 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.
Through 3rd level, a knight of grace has no caster level. At 4th level and higher, his caster level is equal to his knight of grace level –3. This ability replaces tactician, greater tactician, and master tactician.
Rallying Prophecy (Su): At 5th level, a knight of grace can use his prophetic insights in battle to raise his allies’ morale. If the knight of grace makes a successful Diplomacy skill check, and as long as he is clearly visible, all allies within 60 feet receive a +2 morale bonus to their AC and on all saving throws against negative emotion effects. The knight of grace can attempt a new Diplomacy check each round until he is successful. This replaces banner.
Greater Rallying Prophecy (Su): At 11th level, the knight of grace grants all allies within 60 feet that are under the effect of his rallying prophecy a morale bonus to their AC and on all saving throws equal to his Charisma bonus for 1 minute. This replaces greater banner.
Champion of Devotion (Su): At 20th level, the knight of grace becomes the perfect vessel for the will of the god. His rallying prophecy ability has effect on all allies within 120 feet. In addition, he becomes immune to all fear and compulsion effects, and can cast geas/quest once per day as a spell–like ability. Alternatively, the knight of grace can spend his daily use of geas/quest to end a geas/quest cast by another as if using remove curse spell. This ability replaces supreme charge.
Table: Knight of Grace
Base
Class Attack Fort Ref Will Spells per Day
Level Bonus Save Save Save Special 1st 2nd 3rd 4th
1st +1 +2 +0 +2 Challenge 1/day, mount, mystery, oracle’s curse, order — — — —
2nd +2 +3 +0 +3 Order ability — — — —
3rd +3 +3 +1 +3 Revelation — — — —
4th +4 +4 +1 +4 Challenge 2/day 0 — — —
5th +5 +4 +1 +4 Rally prophecy 1 — — —
6th +6/+1 +5 +2 +5 Revelation 1 — — —
7th +7/+2 +5 +2 +5 Challenge 3/day 1 0 — —
8th +8/+3 +6 +2 +6 Order ability 1 1 — —
9th +9/+4 +6 +3 +6 2 1 — —
10th +10/+5 +7 +3 +7 Challenge 4/day 2 1 0 —
11th +11/+6/+1 +7 +3 +7 Mighty charge 2 1 1 —
12th +12/+7/+2 +8 +4 +8 Demanding challenge, revelation 2 2 1 —
13th +13/+8/+3 +8 +4 +8 Challenge 5/day 3 2 1 0
14th +14/+9/+4 +9 +4 +9 Greater rallying prophecy 3 2 1 1
15th +15/+10/+5 +9 +5 +9 Order ability 3 2 2 1
16th +16/+11/+7/+2 +10 +5 +10 Challenge 6/day 3 3 2 1
17th +17/+12/+7/+2 +10 +5 +10 4 3 2 1
18th +18/+13/+8/+3 +11 +6 +11 Revelation 4 3 2 2
19th +19/+14/+9/+4 +11 +6 +11 Challenge 7/day 4 3 3 2
20th +20/+15/+10/+5 +12 +6 +12 Champion of devotion 4 4 3 3
Table: Knight of Grace Spells Known
Level 1st 2nd 3rd 4th
1st — — — —
2nd — — — —
3rd — — — —
4th 2 — — —
5th 3 — — —
6th 4 — — —
7th 4 2 — —
8th 4 3 — —
9th 5 4 — —
10th 5 4 2 —
11th 5 4 3 —
12th 6 5 4 —
13th 6 5 4 2
14th 6 5 4 3
15th 6 6 5 4
16th 6 6 5 4
17th 6 6 5 4
18th 6 6 6 5
19th 6 6 6 5
20th 6 6 6 5
Visionary
Images of the past, future, and distant worlds constantly dance before your eyes, making it difficult to discern reality.
Effect: You are always surprised in the first round of a combat, and cannot take attacks of opportunity. You gain a bonus on your divination spells DC equal to 1/2 your oracle level.
At 5th level, when attempting to disbelieve an illusion, you can roll twice and use the higher roll as your result.
At 10th level, add contact other plane to your list of spells known.
At 15th level, add vision to your list of spells known.
Cavaliers of the order of the moon covertly serve the interests of a deity and spread the deity’s word in the world of men. They don’t pledge alliance to any particular church or law, considering more important obeying to the will of the spirits.
Edicts: The cavalier must stay true to his faith above the laws of man and the land. He must defend the charges entrusted to him by his gods, pass on their prophecies and follow the visions they send, never lying or denying them.
Challenge: Whenever an order of the moon cavalier issues a challenge, he can ask his deity for a brief vision to know the likely outcome of the battle. The cavalier attempts a Diplomacy skill check; if successful, he receives a +1 morale bonus on all damage rolls against the target of his challenge. This bonus increases by +1 for every four levels the cavalier possesses.
Skills: An order of the star cavalier adds Knowledge (religion) (Int) and Perception (Wis) to his list of class skills. Whenever the cavalier uses Sense Motive to sense enchantments, he receives a competence bonus on the check equal to 1/2 his cavalier level (minimum +1).
Order Abilities: An order of the moon cavalier gains the following abilities as he increases in level.
[i]Carry the Burden (Ex): At 2nd level, the cavalier can shout a prophecy of doom against his opponents as a standard action. In the next round, any opponent engaged in combat with the cavalier or one of his allies receives a penalty on initiative checks equal to the cavalier’s Charisma bonus. He can use this ability once per combat. In addition, the cavalier adds his full cavalier level to any oracle levels he possesses for the purposes of determining the effects of his oracle’s curse.
[i]Favor of the Spirits (Su): At 8th level, the cavalier gains the Touch of Fate feat (see Rogue Genius Games’ The Genius Guide to Feats of Multiclassing) as a bonus feat, even if he doesn’t meet its prerequisites. If the cavalier has the mystery class ability (or gains it afterwards), he can replace this feat with Extra Revelation.
Wondering if the cavalier shouldn't just gain one revelation of his choice from the Battle or Metal mystery. If the Cavalier has the mystery class feature, he gains the Extra Revelation feat as a bonus feat instead. This way we can avoid a 3rd party feat that doesn't appear on the d20pfsrd site, and thus may not be OGL? Just a thought
[i]Saving Foresight (Su): At 15th level, whenever the damage from an opponent’s attack would bring the cavalier’s hit points below 0, the attacker must roll her damage twice and take the worst result. If the cavalier receives no damage, he gains an attack of opportunity against that opponent as an immediate action.

Oceanshieldwolf |

Ok, here it is:
When a Patron wishes to imbue their chosen agent with a greater measure of power, the pact avatar emerges. Able to change their form to better achieve their aims, the pact avatar is the ultimate expression of the power a pact can give.
Primary: Summoner.
Secondary: Witch.
Alignment: Any.
Hit Dice: d8
BAB: 3/4
Saves: As summoner
Bonus Skills and Ranks: The pact avatar selects three witch skills to add to his class skills in addition to the normal summoner class skills. The pact avatar gains a number of ranks at each level equal to 2 + Int modifier.
Weapon and Armor Proficiency: Pact avatar’s are proficient with all simple weapons. Pact avatar are also proficient with light armor. A pact avatar can cast summoner spells while wearing light armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a pact avatar wearing medium or heavy armor, or using a shield, incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass pact avatar still incurs the normal arcane spell failure chance for arcane spells received from other classes.
[Discussion point – happy to drop the light armor if the pact avatar gains the eidolon’s natural armor bonus, see below)
Pactgifts: As a chosen avatar of his patron, the pact avatar is gifted with the power to alter his form. At 1st level, the pact avatar receives a pool of evolution points and free evolutions as a bipedal eidolon. Points from this pool can be spent on a wide variety of modifications and upgrades that add new abilities, attacks, and powers to the pact avatar. Whenever the pact avatar gains a level, the number in this pool increases and the pact avatar can spend these points to change the abilities. These choices are not set. The pact avatar can change them whenever he gains a level (and through the transmogrify spell).
Similarly, the pact avatar gains the natural armor bonus, darkvision, evasion, multiattack and improved evasion abilities at the levels listed on the summoner’s Eidolon table. Pact avatar’s gain the devotion ability at 10th level. A pact avatar does not gain the bonuses to Strength or Dexterity, nor the ability score increases of an eidolon.
Manifesting his evolutions is a swift action, though he can only manifest up to 3 evolution points in any one round. Evolution’s can be maintained indefinitely, and releasing a manifested evolution is a free action.
(Discussion point I'm also considering making the manifestation of the pact (the actual pact avatar) be a separate ability, that enables the natural armor bonus and all evolutions/eidolon abilities kinda like a rage with a duration – I would want the duration to be in minutes rather than rounds – considering the length of summon monster SLA and the ubiquity of the eidolon. If this is the design path, I suggest changing the MCA name to Pact/Pactgifted Champion and this ability to pact avatar).
(Discussion point Some evolutions are obviously out of bounds.)
Patron Spells: At 1st level, the pact avatar must also select a patron. This patron is a vague and mysterious force, granting the pact avatar power for reasons that she might not entirely understand. The patron also provides a small gift to the pact avatar based on one witch familiar skill bonuses.
At 2nd level, and every two levels thereafter, a pact avatar’s patron adds new spells to the pact avatar’s list of spells known. The spells gained depend upon the patron chosen. Each patron is listed by its theme. Its actual name is up to the GM and the pact avatar to decide. This ability replaces life link.
Self Heal SLA: (Ex) The power granted by the patron results in the pact avatar’s body gaining an advanced ability to heal itself. (Flavor is basically akin to Wolverine’s mutant healing factor…)
***This is up for designing. A cellular restoration of straight HP based on cure spells (by level in relation to summon monster), with a progressing ability for the removal of conditions. This ability replaces summon monster I –IX,[i]and [i]gate.
(Discussion point Note this is an (Ex) ability.)
Hex (Su): At 2nd level, a pact avatar gains one hex of her choice. She gains an additional hex at 4th level and for every 2 levels attained after 2nd level. This ability replaces bond senses, shield ally, maker’s call, transposition and aspect.
Major Hex (Su): At 12th level and above, a pact avatar can choose a major hex instead of a hex. This ability replaces greater shield ally, life bond, merge forms, greater aspect, and twin eidolon.
(Discussion point – if people are more interested in the Pact Avatar as a manifesting ability, the hexes (and one guesses, patron spells) could perhaps then only be used during the manifestation of the pact avatar)
((Discussion point
New hexes based on these summoner abilites:
Shield ally (for defending the pact avatar’s party companions);
transposition (being able to wasp places with a party member); and
life bond (transference – you choose an enemy, then it takes your damage instead of you)
Major hex based on greater shield ally)
Swaps/Trades:
patron spells traded for life link;
Pactgifts for eidolon;
self heal ability for summon monster I-IX;
hex and major hex for bond senses, shield ally, maker’s call, transposition, aspect, greater shield ally, life bond, merge forms, greater aspect, and twin eidolon.
1 Cantrips, pactgifts(tweak to eidolon), self heal SLA
2 Hex, patron spells
3 self heal SLA
4 Hex
5 self heal SLA
6 Hex
7 self heal SLA
8 Hex
9 self heal SLA
10 Hex
11 self heal SLA
12 Hex, major hex
13 self heal SLA
14 Hex
15 self heal SLA
16 Hex
17 self heal SLA
18 Hex
19 self heal SLA
20 Hex
So make sure to read the discussion points! Let me know what you think - the change from an eidolon and summon monster summoner to an evolutionable summoner with hexes is the main issue of balance, also that the pact avatar is 3/4 BAB with hexes. But, keep in mind the main balance consideration here should be the vanilla summoner's power compared to the pact avatar's.

Elghinn Lightbringer |

@OSW
Are the Self Heal SLAs to be akin to increasing "cure" spells= cure light wounds > cure mod > cure serious > cure crit > heal...
Or are you looking more at doing a fast healing ability, say that is in effect for 1 minute, usable 3 + Con mod/day sort of like the Summon Monster Ability? Say Fast Healing 1 at 1st, increases to fast healing 10 at 19th. At 19th level, he could heal 60 hp per use to himself (10 hp per round, as I believe fast healing is a per round ability). With a Con of 20 (+5 mod), he could use it up to 8/day = a total of 480 hp per day at 19th. Or make it fast healing for a rounds per day equal to 1/2 or full MCA level. Thus at 19th, if it has fast healing 10, he could heal self a total of 90 hp per day (1/2 level) or 190 hp per day (full level). I supose it depends on whether you want this to be a super power or an ability meant to just keep the MCA alive in bad situations.
A full Wolverine healing factor is obviously out of the question. :D Personally, I thik the fast healing for X rounds per day may be the best way to go, activated as a swift or free action. Shouldn't be automatic in this case, the MCA should be able to choose when to use it.
I'll look more at it tomorrow.

Oceanshieldwolf |

# Pact Avatar
Are the Self Heal SLAs to be akin to increasing "cure" spells= cure light wounds > cure mod > cure serious > cure crit > heal…
I was thinking the cure suite. I thought I made that clear, but obviously not. ;)
See what others think, I'm open to fast healing, but fast healing 1 is completely suckful compared to CLW, and, for that matter compared to summon monster I.
Perhaps there isn't room for the condition removal abilities.
As for mutant healing factor, that was the flavor, I don't know that MHF has been expressed as game mechanic, so I don't think it is out of the question. :D x2.

Bardess |

Bardess wrote:I couldn't find it on the d20PFSRD site.#Knight of Grace
Sounds good for me. Just add a thing I forgot about under Rallying Prophecy- the power's duration is 1 minute like in Prophetic Charisma.
As for Touch of Fate, it should be OGL. I'll go check.
I checked on the book. The feats are all OGL. It's just that they haven't yet been put on d20PFSRD. A lot of stuff hasn't. ^^
Also, I used the bloodrager's tables for spells because he's the only official spontaneous 1/2 caster existing for now. Do you think that the paladin's progression is better?
Oceanshieldwolf |

# Pact Avatar
Ack. Typo and unclear sentence.
Manifesting his evolutions is a swift action, though he can only manifest up to 3 evolution points in any one round. Evolutions can be maintained indefinitely, and releasing a manifested evolution is a free action.
This should read as the Pact Avatar can manifest all[ of his evolutions, but only manifests them at a rate of 3/round, via a swift action.
This maybe useless even as is, and doubly so if using primal avatar the ability of a pact champion - all the evolutions would be present when manifesting the pact avatar.
* I was casually thinking of reskinning the familiar skill bonuses away from the animal forms, and into more humanoid personality/physicality tropes i.e. Curious, Perceptive, Charming, Agile, Domineering, Flexible, Sneaky as an added flavor mine for how the pact avatar also builds his evolutions.
* Totally renaming evolutions "gifts". I don't care if they are the same thing. ;)
* I like the bit where it said the pact avatar could "wasp" places with allies...

Oceanshieldwolf |

# Knight of Grace
I like this. Quite simple, but the you get that with Oracles. A beefier, more martial oracle with a bit of paladin-style casting.
* He diplomacy check is weirding me out. What is the DC
* Ilike the Vision curse and love the theme of its abilities. The being surprised in the first round seems overly harsh, and potentially fatal.
* Order of the Moon
- has the best edict flavor of any Order I have ever read. Seriously love it. The last sentence is missing a word/s after lying.
- says order of the star under Skills
- again under skills, I'm not seeing the flavour link to discerning enchantments. More fate/prescience stuff would be good here - like a bonus to diplomacy and bluff by glimpsing the future and using that knowledge to craft a glib reply/make an insightful Bluff. Or a secret step bonus to Stealth by sensing future-echoes about where to be and where not to be... I know order of the Moon isn't the Vision Curse per se, and vice versa, but the Order of the Moon does charge the Cavalier to pass on the prophecies and follow the visions of their deity sends - and thus act upon them.
- how, when and on who is the Diplomacy check made in Challenge?
- I'm not that fond of Carry the Burden's initiative penalty. Sadly I'm no sure it would work in many of the games I play, but where initiative is finely adhered to this might be a good tactical ability. For the record I like both the loose and strict approach to initiative, but most of the games I'm in use "us vs them", go as you like during the parties turn. :(

Elghinn Lightbringer |

Elghinn Lightbringer wrote:Bardess wrote:I couldn't find it on the d20PFSRD site.#Knight of Grace
Sounds good for me. Just add a thing I forgot about under Rallying Prophecy- the power's duration is 1 minute like in Prophetic Charisma.
As for Touch of Fate, it should be OGL. I'll go check.I checked on the book. The feats are all OGL. It's just that they haven't yet been put on d20PFSRD. A lot of stuff hasn't. ^^
Also, I used the bloodrager's tables for spells because he's the only official spontaneous 1/2 caster existing for now. Do you think that the paladin's progression is better?
1) Well, we can go with that feat then.
2) No, it's that the bloodrager table isn't offical "yet", as the book hasn't been released. When it has, then it's official. :D
But, really, the bloodrager table is proabbly good, since, as a spontaneous caster, knowing a spell at 4th and not casting it if you're Cha is too low is sort of wierd. So, if anything, we can just change the "0's" in the table of spells per day to "1".

Bardess |

2) No, it's that the bloodrager table isn't offical "yet", as the book hasn't been released. When it has, then it's official. :D
But, really, the bloodrager table is proabbly good, since, as a spontaneous caster, knowing a spell at 4th and not casting it if you're Cha is too low is sort of wierd. So, if anything, we can just change the "0's" in the table of spells per day to "1".
That's just what I thought when creating the MCA, and surely the developers must have thought that too. :D
Good critiques OSW. I ALWAYS seem to forget DC (see my Superstar item this year). I'd say:-For Rallying Prophecy: DC 25.
-For the Order of the Moon challenge: DC 25 + the target's Cha modifier.

Papa-DRB |

I am working on a Monk / Cleric MCA for a home campaign, and am looking for suggestions. I got "stuck" playing the cleric again, and am looking for something really different and my DM is willing to make allowances.
The class is a Monk (minus some stuff) with the only add from the Cleric is Diminished Spellcasting (no domains, 1 less spell per level and if that brings it to zero then only wisdom bonus spells for that character level at that spell level).
Give ups for the Monk class, would be ki pool, although you keep the magic, cold iron/silver, etc. upgrades to his hands. Slow fall.
What else do you think I should give up, if anything, from the Monk to make it balanced?
I am calling the class "Chosen of Irori" (Enlightened One). Does anyone have a better name?
-- david

Elghinn Lightbringer |

I am working on a Monk / Cleric MCA for a home campaign, and am looking for suggestions. I got "stuck" playing the cleric again, and am looking for something really different and my DM is willing to make allowances.
The class is a Monk (minus some stuff) with the only add from the Cleric is Diminished Spellcasting (no domains, 1 less spell per level and if that brings it to zero then only wisdom bonus spells for that character level at that spell level).
Give ups for the Monk class, would be ki pool, although you keep the magic, cold iron/silver, etc. upgrades to his hands. Slow fall.
What else do you think I should give up, if anything, from the Monk to make it balanced?
I am calling the class "Chosen of Irori" (Enlightened One). Does anyone have a better name?
-- david
Welcome Papa-DRB! I'm glad to see our work is being used by others to make their own s for home campaigns. We do have the Healing Palm Mnk/Clr MCA, that uses channel energy and domain spells, but no actual spell casting. May want to check it out and see if it's what you want.
If not, we can certainly help you develop your concept. Likely, if you are going to go Mnk/Clr it'll end up with hybrid casting (6th level max) with various monk abilities. Another option would be to go Clr/Mnk. Likely a hybrid caster again. Firstly, it all depends on what you want to keep the monk and gain from the cleric. Decide that and we can go from there.

Papa-DRB |

Welcome Papa-DRB! I'm glad to see our work is being used by others to make their own s for home campaigns. We do have the Healing Palm Mnk/Clr MCA, that uses channel energy and domain spells, but no actual spell casting. May want to check it out and see if it's what you want.
If not, we can certainly help you develop your concept. Likely, if you are going to go Mnk/Clr it'll end up with hybrid casting (6th level max) with various monk abilities. Another option would be to go Clr/Mnk. Likely a hybrid caster again. Firstly, it all depends on what you want to keep the monk and gain from the cleric. Decide that and we can go from there.
I saw the Healing Palm, and really like it but not for this campaign.
I did not want to get into Group Background / Dynamics, but....
The new campaign will be Reign of Winter AP. One of the other players, the only female in the group, who originally said she would play the cleric choose instead to play a witch. The other two, a pure fighter, and an archer ranger. Guess where that leaves me!
Now, I have looked at the Advanced Class Guide, and while I really like the Warpriest, the lack of 6th level spells till the middle of the last book just won't work, especially as a "kick ass and take names" human warpriest of Iomedae.
Here is the start of a concept on the Chosen of Irori:
What I am looking to bring in from the Cleric only is Diminished Spellcasting (no domains, 1 less spell per level and if that brings it to zero then only wisdom bonus spells for that character level at that spell level).
What I am looking to loose from the Monk is what I am trying to figure out.
-- david