
Elghinn Lightbringer |

Last Stand seems a bit out of place to me. If I'm interpreting correctly, the Kabuki Warrior is all about the form of battle, the movement and the actions- not the life and death struggle. As to what it should be replaced with I dunno. Maybe he turns the entire battle into a performance and everyone deals non lethal? :P
I agree, I think Last Stand should go. Maybe replace it with an apporporiate bardic Masterpiece? Thoughts anyone else?
Or we can reskin Deadly Performance as a combat type performance where he can try to kill a specific target that has been affected by say the din or props performance, sort of how suggestion and mass suggestion build upon the facinate performance?
OK bedtime!

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Kabuki Mask - Can I be nitpicky and say that they use face paint in Kabuki theater and masks in Noh theater? *flinch*
Rather than getting all of the abilities at the same time, shouldn't they be spread out over 20 levels? You have 8 different forms now and if we added 2 more, then every 2 levels you may select a new form (or receive). Maybe add in the Villain (uses darker colors rather than bright colors) that adds bonuses to Bluff, Knowledge (Nobility), and two other skills (brain not working).
Oh! And the 10th could be the Kuroko, the black garbed stage hands that the audience was suppose to ignore and from whom the legend of the ninja wearing black pajamas comes from. Someone mentioned it before too, so maybe You take on the garb of the Kuroko, a black dressed stage hand that is often overlooked and ignored by others. While this persona is in effect, the kabuki warrior gains a circumstance bonus on all Bluff, Sleight of Hand, Stealth and Disable Device skill checks equal to 1/2 his level. He can make checks with these skills untrained.
I think receiving a new identity every 2 levels will spread out the bonuses, rather than receiving them in one huge chunk, and can remove any possible dead levels. I haven't mapped out what KW gets every level yet.
Costume Training - That sounds awesome and I love it. +1 to you on that, good sir.
Last Stand replacement (or additional abilities in general?) - Since we are going with this face changing, infiltrating type of character, maybe the Kabuki Warrior gains the ability to Alter Self at will. Or maybe they can craft temporary masks to help their allies, allowing them to take on a persona and gaining a small bonus to those skills. Or the ability to combine multiple personas, gaining the benefits from both.

Elghinn Lightbringer |

Kabuki Mask - Can I be nitpicky and say that they use face paint in Kabuki theater and masks in Noh theater? *flinch*
I was aware of that, but that's as you said, nitpicky. (Arm punches Koujow)
Rather than getting all of the abilities at the same time, shouldn't they be spread out over 20 levels? You have 8 different forms now and if we added 2 more, then every 2 levels you may select a new form (or receive). Maybe add in the Villain (uses darker colors rather than bright colors) that adds bonuses to Bluff, Knowledge (Nobility), and two other skills (brain not working).
Oh! And the 10th could be the Kuroko, the black garbed stage hands that the audience was suppose to ignore and from whom the legend of the ninja wearing black pajamas comes from. Someone mentioned it before too, so maybe You take on the garb of the Kuroko, a black dressed stage hand that is often overlooked and ignored by others. While this persona is in effect, the kabuki warrior gains a circumstance bonus on all Bluff, Sleight of Hand, Stealth and Disable Device skill checks equal to 1/2 his level. He can make checks with these skills untrained.
1) We could do that, but I don't see that we need to. These aren't any better than the inquisitor getting access to all his judgements at 1st level. The bonuses increase with level, which keeps them balanced.
2) I think we could definately add in the Villain and the Kuroko as additional choices at 1st level.
I think receiving a new identity every 2 levels will spread out the bonuses, rather than receiving them in one huge chunk, and can remove any possible dead levels. I haven't mapped out what KW gets every level yet.
There are no dead levels. That's one of the things I'm always aware of in building these things. I hate dead levels, and I like to see a "pretty" advancement table. As any of the other MCP crew guys, they know I'll rework things to fill dead levels.
Costume Training - That sounds awesome and I love it. +1 to you on that, good sir.
Last Stand replacement (or additional abilities in general?) - Since we are going with this face changing, infiltrating type of character, maybe the Kabuki Warrior gains the ability to Alter Self at will. Or maybe they can craft temporary masks to help their allies, allowing them to take on a persona and gaining a small bonus to those skills. Or the ability to combine multiple personas, gaining the benefits from both.
Glad you like Constume Training. I like your idea fro replacing LAst Stand. I like the idea of alter self at will. This adds to the mask stuff, though would it make the mask obsolete? Unless we have the mask's disguise self change to the alter self spell effect instead, making it a polymorph effect instead of just an illusion-though, it would only change the kabuki warrior's true physical appearance into that creature (including size adjustments to AC and stats), but woudn't grant any of the creature's special abilities (lizardman, ogre mage, etc), except those granted by the alter self spell, which is darkvison, low-light vision, scent, and a swim speed. We could also add in a Large Creature adjustment text block for the Ogre Mage (likely a +4 bonus to Strength, -2 penalty ot Dex, just to make it simple). For the Spirit form, he would simply gain the Incorporeal subtype while its in effect, but does not gain any undead quailites or channel resistance, etc.

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Oh, typo. In the noble section, you wrote "They turn into an Ogre Mage." Either that, are you dislike royalty. :D
Kabuki Masks
Ok, that is fine. Thinking about it like the Inquisitors Judgements does make sense.
Last Stand
What if instead of just giving them Alter Self at will, changing it to something like when you use Kabuki Masks, you gain certain abilities, such as the Dragon masks grants Natural Armor and an Element resistance? Oni Mask grants claws, Kuroko does something shadowy (under effect of Displacement?), Commoner gains a bonus to strength of the purpose of carrying things (possibly the lamest, yet useful ability ever), etc.
Adopting a Kabuki Mask would allow you to not only disguise yourself, but also adopt a couple of the traits of the disguise. A kind of half Alter self. That way, the Kabuki Mask ability doesn't become obsolete.

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Double post? *flinch*
What if, rather than make that a capstone ability, we trade out something else and give them access to something like that a bit earlier? No clue what and it doesn't fix the Last Stand ability, but getting access to a bit of Natural Armor or some claws at level 20 (or whatever) isn't that great. That might be me though. *shrug*
I demand at level 20, you become the God of Kabuki and you can make everyone dance like Michael Jackson did in that one game. And it just made me sad to realize that joke may have revealed me to be an old man.

Elghinn Lightbringer |

Double post? *flinch*
What if, rather than make that a capstone ability, we trade out something else and give them access to something like that a bit earlier? No clue what and it doesn't fix the Last Stand ability, but getting access to a bit of Natural Armor or some claws at level 20 (or whatever) isn't that great. That might be me though. *shrug*
I demand at level 20, you become the God of Kabuki and you can make everyone dance like Michael Jackson did in that one game. And it just made me sad to realize that joke may have revealed me to be an old man.
We could do the partial alter self at an earlier level, and a fuller version at 20th? I think about it and see what we have to work with. Some partial abilities does make the disguise more realistic after all.
AS to that game, I believe you are refering to the the Genesis game Moonwalker, where he dances and throws his fedora hat to kill things, or turns into the robotic destroyer if conditions are met. Let's just say I played and beat the game, guess that dates me too.

Desidero |

I don't think making the mask face paint instead would be too big of a deal, especially given there are a few mask wearers around already.
Stat boosts from mask/face paint is a really good idea- I was just thinking that the class needed a bit more to tie together the performing and fighting parts.
As for the Last Stand replacement how about something like the climax of the play where the hero pulls off amazing feats and does everything right. Maybe something like the Ronin order capstone where you can take 20 on any roll.

Starfox |

Again, I look in here to find you've been busy as bees!
As a side note, I really wish there were more classes that had access to ways to fight unarmored or lightly armored, like the Duelist and the Magus Kensai. I'm surprised the Samurai Sword Saint, an archetype that is focused around the iconic iaijutsu masters like Kyuzo and Kenshin (anime character, not the Warlord) did not get access to a similar ability.
This is something I feel for too, and I've been working on this in two versions - extended martial arts defense rules and force armor classes that use mage armor-style defense instead of actual armor.
I at totally with Browman in extending the duration of the kabuki performance effects - most of those abilities could last longer in order to stay relevant in social situations. However, the question is how noticeable these would be. Actually some of them could be quite subtle, but then they perhaps become too powerful for a full BAB class?
Also, what is the intended uses of din and prop? To set up little skits? I can't see that an adventurer would have much use of those abilities, even in a social context. If the duration was greatly increased they might gain some utility as part of a bluff.

Elghinn Lightbringer |

I at totally with Browman in extending the duration of the kabuki performance effects - most of those abilities could last longer in order to stay relevant in social situations. However, the question is how noticeable these would be. Actually some of them could be quite subtle, but then they perhaps become too powerful for a full BAB class?
Also, what is the intended uses of din and prop? To set up little skits? I can't see that an adventurer would have much use of those abilities, even in a social context. If the duration was greatly increased they might gain some utility as part of a bluff.
As a full BAB class, I think that we should leave the extending of certain performances as Browman suggests to feat selection. If we addd the Performance feats and Extra performance and Lingering Performance to the list of Bonus Feats he can select from, that is all we need to do.
Here's what I've got for a proposed, near complete Kabuki Warrior.
Samurai’s spend much of their time studying the finer points of erudition and etiquette, in addition to sword play, battle training. Kabuki warriors take use this study of erudition and etiquette and transform it into an sophisticated set of performances and magic that allow them to take up the role of a resplendent play actor and artist-in-residence under the patronage of nobility, royalty, or some well-moneyed elite with aspirations of joining their ranks. The kabuki warrior utilizes a special mask to enhance these performances, allowing him to appear as almost any one he chooses, as he fulfills out his purposes. Whether assassination, espionage, or simply infiltrating an enemy lord’s court, kabuki warriors often go unnoticed until they have accomplishes what they has set out to do.
Primary: Samurai.
Secondary: Bard.
Alignment: Any.
Hit Dice: d10.
Bonus Skills and Ranks: The kabuki warrior selects three bard skills to add to his class skills in addition to the normal samurai class skills. The kabuki warrior gains a number of ranks at each level equal to 4 + Int modifier.
Weapon and Armor Proficiency: The kabuki warrior is proficient with all simple and martial weapons, plus the katana, naginata, nodachi, and wakizashi. The kabuki warrior is also proficient with all types of armor (heavy, light, and medium, and with shields (except tower shields).
Bardic Performance: At 1s level, a kabuki warrior gains the bard’s bardic performance ability and gains access to the following types of bardic performance at the indicated levels.
Din (Sp): A kabuki warrior can use his performance to create auditory effects that enhance his surroundings. This effect is similar to the ghost sound spell. To be affected, a creature must be able to hear the kabuki warrior perform and be within 30 feet. For every three levels a kabuki warrior has attained beyond 1st, he can target one additional creature with this ability. Each creature within range receives a Will save (DC 10 + 1/2 the kabuki warrior’s level + the kabuki warrior’s Charisma modifier) to disbelieve the effect. If its saving throw fails, the creature hears the sound for as long as the kabuki warcontinues to maintain it, plus a number of rounds equal to his Charisma modifier once the performance is ended. Din is an illusion (figment) effect that uses audible components.
Props (Sp): A kabuki warrior can use his performance to create illusions of an object, creature, or force as visualized by the kabuki warrior. This effect is similar to the silent image spell. To be affected, a creature must be able to hear and see the kabuki warrior perform and be within 30 feet. Each creature within range receives a Will save (DC 10 + 1/2 the kabuki warrior’s level + the kabuki warrior’s Charisma modifier) to disbelieve the effect. If its saving throw fails, the creature sees the images for as long as the kabuki warrior continues to maintain it, plus a number of rounds equal to his Charisma modifier once the performance is ended. Props can be used to enhance the auditory effects of a creature that has already been affected by the din performance (see above). Doing so costs the same number of rounds as using only the din performance. Using this ability does not disrupt the din effect, but it does require a standard action to activate (in addition to the free action to continue the din effect). Props is an illusion (figment) effect that uses audible components.
Satire (Su): A kabuki warrior can use performance to undermine the confidence of enemies who hear it, causing them to take a –1 penalty on attack and damage rolls (minimum 1) and a –1 penalty on saves against fear and charm effects as long as the kabuki warrior continues performing. This penalty increases by –1 at 5th level and every six levels thereafter. Satire is a language-dependent, mind-affecting ability that uses audible components.
Mockery (Su): A kabuki warrior of 3rd level or higher can subtly ridicule and defame a specific individual. The kabuki warrior selects one target who can hear his performance. That individual takes a –2 penalty on Charisma checks and Charisma-related skill checks as long as the kabuki warrior continues performing. This penalty increases by –1 every four levels after 3rd. Mockery is a language-dependent, mind-affecting ability that relies on audible components.
Glorious Epic (Su): A kabuki warrior of 9th level or higher can weave captivating tales that engross those who hear them. Enemies within 30 feet become flat-footed unless they succeed at a Will save (DC 10 + 1/2 the kabuki warrior’s level + the kabuki warrior’s Charisma modifier). A save renders them immune to this ability for 24 hours. Glorious epic is a language-dependent, mind-affecting ability that uses audible components.
Inspire Greatness (Su): A kabuki warrior of 10th level gains the bard’s inspire greatness performance.
Scandal (Su): A kabuki warrior of 14th level or higher can combine salacious gossip and biting calumny to incite a riot. Each enemy within 30 feet is affected as if by a song of discord for as long as it can hear the performance. A successful Will save (DC 10 + 1/2 the kabuki warrior’s level + the kabuki warrior’s Charisma modifier) negates the effect, and that creature is immune to this ability for 24 hours. Scandal is a language-dependent, mind-affecting ability that uses audible components.
Inspire Heroics (Su): A kabuki warrior of 17th level gains the bard’s inspire heroics performance.
This ability replaces resolve, greater resolve, honorable stand, greater banner, and true resolve.
Bonus Feats: This is exactly like the samurai ability of the same name, and adds performance feats, Extra Performance, and Lingering Performance to the list of feats he can select.
Kabuki Mask (Su): At 1st level, a kabuki warrior forms a bond with a painted wooden mask begins play with one at no cost. This mask is always of master work quality. Kabuki masks acquired at 1st level are not made of any special material and must be worn to have any effect.
A kabuki mask grants the kabuki warrior a reserve of magical energy that can be used to alter his appearance. This kabuki pool has a number of points equal to 1/2 his class level + his Charisma modifier. The pool refreshes once per day when the kabuki warrior prepares rests for 8 hours. A kabuki warrior uses these points to assume specific personas, such as a commoner, nobleman, or priest, and allow him to blend into the bustling market place, assume the guise of a wander priest, or infiltrate the court of ruling lord. While the kabuki mask is worn, it grants the kabuki warrior a circumstance bonus on all Disguise skill checks equal to 1/2 his kabuki warrior level.
As a standard action, the kabuki warrior can spend 1 point from his pool to alter his appearance as per the spell disguise self. This is a glamer effect that lasts a number of hours equal to the kabuki warrior's class level. The DC to disbelieve the effect is equal to 15 + the number of points remaining in the kabuki warrior's kabuki pool.
A kabuki warrior can expend 1 point from his kabuki mask pool to assume one of the following personas, even if doing so exceeds the limitations of disguise self. Once activated, each persona lasts for a number of minutes equal to his kabuki warrior level, granting him certain bonuses while it remains in effect.
Artisan: The kabuki warrior takes on the appearance of a merchant, craftsman, or artisan. While this persona is in effect, the kabuki warrior gains a circumstance bonus on all Appraise, Craft, Knowledge (engineering), and Profession skill checks equal to 1/2 his level. He can make checks with these skills untrained.
Ascetic: The kabuki warrior takes on the appearance of an mystic priest, monk, or holyman. While this persona is in effect, the kabuki warrior gains a circumstance bonus on all Heal, Knowledge (arcana), Knowledge (religion), and Sense Motive skill checks equal to 1/2 his level. He can make checks with these skills untrained.
Commoner: The kabuki warrior takes on the appearance of a farmer, beggar, or some other commoner. While this persona is in effect, the kabuki warrior gains a circumstance bonus on all Handle Animal, Perception, Profession, and Ride skill checks equal to 1/2 his level. He can make checks with these skills untrained.
Demon: The kabuki warrior takes on the appearance of an ogre mage. While this persona is in effect, the kabuki warrior gains a circumstance bonus on all Intimidate, Knowledge (arcana), and Knowledge (planes) skill checks equal to 1/2 his level. He can make checks with these skills untrained.
Dragon: The kabuki warrior takes on the appearance of a lizardman or some other humanoid draconic creature. While this persona is in effect, the kabuki warrior gains a circumstance bonus on all Bluff, intimidate, Knowledge (arcana), Survival skill checks equal to 1/2 his level. He can make checks with these skills untrained.
Hero: The kabuki warrior takes on the appearance of a powerful warrior of great renown. While this persona is in effect, the kabuki warrior gains a circumstance bonus on all Intimidate, Knowledge (dungeoneering), Ride, and Survival skill checks equal to 1/2 his level. He can make checks with these skills untrained.
Kuroko: The kabuki warrior takes on the appearance of a kuroko, the oft overlooked black garbed stage hand whom all ignore. While this persona is in effect, the kabuki warrior gains a circumstance bonus on all Bluff, Disable Device, Sleight of Hand, and Stealth skill checks equal to 1/2 his level. He can make checks with these skills untrained.
Nobleman: The kabuki warrior takes on the appearance of a regal nobleman or ruling lord of great influence. While this persona is in effect, the kabuki warrior gains a circumstance bonus on all Bluff, Diplomacy, Knowledge (nobility), and Sense Motive skill checks equal to 1/2 his level. He can make checks with these skills untrained.
Spirit: The kabuki warrior takes on the appearance of a translucent ghost or spirit. This spirit effect otherwise functions as the ghost disguise spell. While this persona is in effect, the kabuki warrior gains a circumstance bonus on all Acrobatics, Escape Artist, Knowledge (local), and Stealth skill checks equal to 1/2 his level. He can make checks with these skills untrained.
Villain: The kabuki warrior takes on the appearance of a dastardly scoundrel dressed in dark and sinister colors. While this persona is in effect, the kabuki warrior gains a circumstance bonus on all Bluff, Knowledge (nobility), Knowledge (local), and Sleight of Hand skill checks equal to 1/2 his level. He can make checks with these skills untrained.
At 3rd level, the kabuki warrior can alter his perceived audible (sound) properties when he assumes a persona. At 5th level, the kabuki warrior can also alter his perceived tactile (touch) properties, and can imitate any voice with which he is familiar. At 9th level, the kabuki warrior's disguise fools even extraordinary senses, such as scent, blindsight, or tremorsense.
Additionally, by spending 1 point from his kabuki pool, a kabuki warrior can increase the duration of his din, props, satire, or mockery performances by a number of rounds equal to 1/2 his level after the performance ceases. Any other requirement, such as range or specific conditions, must still be met for the effect to continue. If the kabuki warrior begins a new bardic performance during this time, the effects of the previous performance immediately cease.
A kabuki warrior can add magical abilities to his mask like any other magical item, through the use of a spellcaster and at his cost. The magic properties of a kabuki mask, including any magic abilities added to the object, only function for the kabuki warrior who owns it. If a kabuki mask's owner dies, or the item is replaced, the object reverts to being an ordinary masterwork mask.
If a kabuki mask is damaged, it is restored to full hit points the next time the kabuki warrior rests for the day. If the kabuki mask is lost or destroyed, the kabuki warrior can create another one. Doing so takes 8 hours to complete and costs 100 gp per kabuki warrior level plus the cost of the masterwork item. Kabuki masks replaced in this way do not possess any of the additional enchantments of the previous mask item. A kabuki warrior can designate an existing mask as his kabuki mask. This functions in the same way as replacing a lost or destroyed mask except that the new magic item retains its abilities while gaining the benefits and drawbacks of becoming a kabuki mask. This ability and greater mask replace mount.
Performance Weapon Mastery: At 3rd level, a kabuki warrior gains Performance Weapon Mastery as a bonus feat. This ability replaces weapon expertise.
Dazzling Display: At 4th level, a kabuki warrior gains Dazzling Display as a bonus feat. This ability replaces mounted archer.
Costume Training (Ex): At 5th level, the kabuki warrior has become so used to wearing strange and cumbersome costumes for his performances that he reduces the armor check penalty by 1 (to a minimum of 0) when wearing light, medium, or heavy armor. Every four levels thereafter (9th, 13th, and 17th) this bonus increase by +1 each time, to a maximum –4 reduction of the armor check penalty. Also, a kabuki warrior’s training allows him to get in and out of costume quickly and efficiently. His armor check penalty and armor bonus are not worsened by 1 for hastily donned armor. In addition, whenever a kabuki warrior sleeps in medium armor he does not become fatigued. At 9th level, sleeping in heavy armor does not cause the kabuki warrior to become fatigued. This ability replaces banner.
Greater Mask (Su): At 10th level, the power of a kabuki warrior’s mask increases. When assuming one of his mask’s personas, the kabuki warrior gains the following additional benefits.
Artisan: When the kabuki warrior takes on the persona of an artisan, he can obtain a mundane weapon, piece of armor, or item of adventuring gear of his choice at 75% of its listed value once per day. He can also use his Craft skill to identify magical versions of mundane equipment, weapons, and armor as if using detect magic. He must hold the item for 1 round to make such a check.
Ascetic: When the kabuki warrior takes on the persona of a priest, he gains the monks unarmed strike ability and deals 1d6 points of damage with his unarmed attacks. This damage increases to 1d8 at 14th level, and 1d10 at 18th level.
Commoner: When the kabuki warrior takes on the persona of a commoner, he gains a +2 bonus to his Strength score. At 14th level, the kabuki warrior’s carrying capacity increases to that of a creature with a Strength score 2 points higher than his current score, and 4 points higher than his current score at 18th level.
Demon: When the kabuki warrior takes on the persona of a demon, he is treated in many ways as if he were one size category larger. Whenever a kabuki warrior has this persona in effect and is subject to a size modifier or special size modifier for a Combat Maneuver Bonus or Combat Maneuver Defense (such as during grapple checks, bull rush attempts, and trip attempts), he is treated as one size larger if doing so is advantageous to him. The kabuki warrior is also considered to be one size larger when determining whether a creature's special attacks based on size (such as grab or swallow whole) can affect him. A kabuki warrior can also use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefits of this effect stack with the effects of abilities, spells, and effects that change the kabuki warrior’s size category.
Dragon: When the kabuki warrior takes on the persona of a dragon, he gains two primary claw attacks that deal 1d4 points of damage (1d3 if Small, 1d6 if Large). This damage increases to 1d6 at 14th level (1d4 if Small, 1d8 if Large), and 1d8 at 18th level (1d6 if Small, 1d10 if Large).
Hero: When the kabuki warrior takes on the persona of a hero, he is imbued great bravery and morale in battle. The kabuki warrior gains a +2 morale bonus on attack rolls and saving throws against fear effects. This bonus increases to +4 at 14th level, and +6 at 18th level.
Kuroko: When the kabuki warrior takes on the persona of a kuroko, he gains the ninja’s vanishing trick and the ninja’s no trace ability (+2). The bonus granted by his no trace ability increases to +3 at 14th level, and +4 at 18th level.
Nobleman: When the kabuki warrior takes on the persona of a nobleman, he gains a +2 bonus to his Charisma modifier. He also gains the wild empathy class feature, except that it affects only humanoid creatures. The standard humanoid races (humans, elves, dwarves, halflings, half-elves, half-orcs, or gnomes) have a starting attitude of indifferent, while non standard humanoid creatures (goblin, hobgoblin, orc, etc.) are usually unfriendly. If the creature is of the nobility caste (a city mayor, nobleman, ruling lord, or royalty) its starting attitude increases by 1 step.
Spirit: When the kabuki warrior takes on the persona of a spirit, he is considered to have constant concealment (20% miss chance) as the blur spell. This increases to a 35% miss chance at 14th level, and a 50% miss chance at 18th level.
Villain: When the kabuki warrior takes on the persona of a villain, he also gains the rogue’s sneak attack ability and deals 1d6 points of precision damage. This damage increases to 2d6 at 14th level, and 3d6 at 18th level.
Kabuki Master (Su): At 20th level, a kabuki warrior’s becomes a true master of kabuki. As a standard action, the kabuki warrior can spend 1 point from his kabuki mask pool to assume the form of any Small or Medium creature of the humanoid type as alter self (a transmutation, polymorph effect) instead of the normal disguise self effect. He can also assume the form of one of his personas, even if doing so exceeds the limitations of alter self self. The kabuki warrior also gain the following benefits according to the size of his new form.
Small creature: If the form he takes is that of a Small humanoid, he gains a +2 size bonus to his Dexterity.
Medium creature: If the form he takes is that of a Medium humanoid, he gains a +2 size bonus to his Strength.
Large creature: If he takes the form of his demon persona (ogre magi, a Large creature) he gains a +4 size bonus to his Strength, and receives a -2 penalty to Dexterity.
In addition, if the form he assumes has any of the following abilities, he also gains the listed ability: darkvision 60 feet, low-light vision, scent, and swim 30 feet. This ability replaces last stand.
Table: Kabuki Warrior
Base
Class Attack Fort Ref Will
Level Bonus Save Save Save Special
1st +1 +2 +0 +0 Bardic performance, challenge 1/day, din,
kabuki mask, order, props, satire
2nd +2 +3 +0 +0 Order ability
3rd +3 +3 +1 +1 Performance weapon mastery, mockery
4th +4 +4 +1 +1 Challenge 2/day, dazzling display
5th +5 +4 +1 +1 Costume training
6th +6/+1 +5 +2 +2 Bonus feat
7th +7/+2 +5 +2 +2 Challenge 3/day
8th +8/+3 +6 +2 +2 Order ability
9th +9/+4 +6 +3 +3 Glorious epic
10th +10/+5 +7 +3 +3 Challenge 4/day, greater mask
11th +11/+6/+1 +7 +3 +3 Inspire greatness
12th +12/+7/+2 +8 +4 +4 Bonus feat, demanding challenge
13th +13/+8/+3 +8 +4 +4 Challenge 5/day
14th +14/+9/+4 +9 +4 +4 Scandal
15th +15/+10/+5 +9 +5 +5 Order ability
16th +16/+11/+6/+1 +10 +5 +5 Challenge 6/day
17th +17/+12/+7/+2 +10 +5 +5 Inspire heroics
18th +18/+13/+8/+3 +11 +6 +6 Bonus feat
19th +19/+14/+9/+4 +11 +6 +6 Challenge 7/day
20th +20/+15/+10/+5 +12 +6 +6 Kabuki master
@Kabuki Warrior
Also, one thing I am thinking with the Kabuki Warrior is to streamline the kabuki mask ability with bardic performance. Meaning, scrap the "mask" angle and simply make the ability called kabuki, a mystic art form of assume the guise of various personas. This would work off the bardic performance ability, using bardic performance rounds. Each round spent grants 1 minute of kabuki per level (or perhaps 1 round = only 1 minute of kabuki, and can be maintained like a performance by expending more rounds). Then we make the abilities Kabuki/Greater Kabuki/Master Kabuki
I feel this would decrease the MCA's book keeping and tie the performances and kabuki more tightly together, more complimentary to each other. Perhaps even having some sort of synergy if kabuki is used in conjunction with his performances, such as, if a performance is in effect, he can maintain a kabuki persona as part of the performance without spending additional rounds of performance. This would allow him to use kabuki separately from performances at the cost of 1 round for each use of kabuki, or combine it with a performance for free using only the cost of maintianing the performance. Thoughts? I really think this is the way to go.
So, we need to decide, with this new synergistic form of Kabuki, do we want to have 1 round of performance allow a persona to last 1 minute (like the magus arcane pool does) or 1 minute per level (like the paladin's divine bond allows)? What would be more balanced, especially with the flavor of the MCa, and resource management (ie. rounds of performance).
#Adaptive Fighter
Let's not forget the other MCA on the block guys. I've been working on Kabuki Warrior like everyone else, but let's not neglect the AF. Any comments on this one? I'll post some commments later today or tomorrow.

Elghinn Lightbringer |

Here's what I've got for the adaptive fighter. I didn't like how so much of the fighter was swapped out, so I made some changes to the swaps, leaving weapon training alone. Also dropped him to light and medium armor, then gave him the Insightful defense ability to help with AC.
SWAPS
Bonus feat (1) = Oracle’s curse
Bonus feats (2/6/10/14/18) = Adaptability
Bravery = Insightful defense (Dodge bonus to AC)
Armor Training, Armor mastery = Revelation
Wars don't end just because someone gets hurt, nor does being physically able keep one from entering the fray. While many warriors fall to the wayside or fall in battle when too injured to fight but a select few can overcome great odds and become masterful warriors regardless of what holds them back.
Primary: Fighter.
Secondary: Oracle.
Alignment: Any.
Hit Dice: d10.
Bonus Skills and Ranks: The adaptive fighter selects three oracle skills to add to his class skills in addition to the normal fighter class skills. The adaptive fighter gains a number of ranks at each level equal to 2 + Int modifier.
Weapon and Armor Proficiency: The adaptive fighter is proficient with all simple and martial weapons, with light and medium armor, and with shields (except tower shields).
Oracle’s Curse (Ex): At 1st level, an adaptive fighter gains the oracle’s curse ability and must choose an oracle’s curse. He may choose any oracle’s curse that can be chosen by an oracle, including the new Amputee curse. Once this choice is made, it cannot be changed. The adaptive fighter’s oracle level is equal to his adaptive fighter level for the purpose of determining the effects of the curse. This ability replaces the bonus feat gained at 1st level.
Adaptability: Starting at 2nd level, an adaptive fighter gains access to a variety of feats that he can use for a limited time. At the start of each day, an adaptive fighter can choose one feat from those listed hereafter, even if he does not normally meet the prerequisites. Every four levels beyond2nd, he can select one additional feat from this list. The adaptive fighter gains the benefits of all chosen feats until the next time he rests for the day.
At 2nd level, the adaptive fighter can select from the following initial feats: Endurance, Great Fortitude, Iron Will, Lightning Reflexes, and Toughness.
At 6th level, an adaptive fighter adds the following feats to the list of those that can be selected: Diehard, Improved Great Fortitude, Improved Iron Will, Improved Lightning Reflexes, and Nimble Moves.
At 10th level, an adaptive fighter adds the following feats to the list of those that can be selected: Acrobatic Steps and Fast Healer.
This ability replaces the bonus feats gained at 2nd, 6th, 10th, 14th, and 18th level.
Insightful Defense (Ex): Starting at 2nd level, an adaptive fighter gains a +1 dodge bonus to AC. This bonus increases by +1 for every four levels beyond 2nd. Any condition that makes the adaptive fighter lose his dexterity bonus to AC also makes him lose the benefits of this ability. This ability replaces bravery.
Mysterious Versatility: At 3rd level, an adaptive fighter gains the oracle’s mystery ability. However, instead of choosing a single mystery, the adaptive fighter gains access to the Ancestor, Battle, and Metal mysteries. He may choose from the revelations from all three mysteries when selecting his revelations. An adaptive fighter gains no mystery skills or spells. This ability and revelation replace armor training and armor mastery.
Revelation: At 3rd level and every four levels thereafter, an adaptive fighter selects one revelation from those granted by his mystery versatility ability.
Conquer All (Ex): At 20th level, an adaptive fighter has the ability to overcome anything, even death. An adaptive fighter can postpone any affliction or condition he is suffering, including death, as long as he has a body. He can do this for a number of rounds per day equal to his adaptive fighter level. These rounds need not be consecutive. This ability replaces weapon mastery.
Table: Adaptive Fighter
Base
Class Attack Fort Ref Will
Level Bonus Save Save Save Special
1st +1 +2 +0 +2 Oracle’s curse
2nd +2 +3 +0 +3 Adaptability, insightful defense +1
3rd +3 +3 +1 +3 Mysterious versatility, revelation
4th +4 +4 +1 +4 Bonus feat
5th +5 +4 +1 +4 Weapon training 1
6th +6/+1 +5 +2 +5 Adaptability, insightful defense +2
7th +7/+2 +5 +2 +5 Revelation
8th +8/+3 +6 +2 +6 Bonus feat
9th +9/+4 +6 +3 +6 Weapon training 2
10th +10/+5 +7 +3 +7 Adaptability, insightful defense +3
11th +11/+6/+1 +7 +3 +7 Revelation
12th +12/+7/+2 +8 +4 +8 Bonus feat
13th +13/+8/+3 +8 +4 +8 Weapon training 3
14th +14/+9/+4 +9 +4 +9 Adaptability, insightful defense +4
15th +15/+10/+15 +9 +5 +9 Revelation
16th +16/+11/+6/+1 +10 +5 +10 Bonus feat
17th +17/+12/+7/+2 +10 +5 +10 Weapon training 4
18th +18/+13/+8/+3 +11 +6 +11 Adaptability, insightful defense +5
19th +19/+14/+9/+4 +11 +6 +11 Revelation
20th +20/+15/+10/+5 +12 +6 +12 Bonus feat, conquer all
NEW ORACLE CURSES
The following new oracle curse can be chosen by anyone with the oracle’s curse class feature. This oracle curse compliments the Adaptive Fighter multiclass archetype.
Amputee
You are missing a hand or most of your arm.
Effect: You cannot wield two weapons at the same time, two handed weapons, or a shield in your off hand, but you can use your stump to defend yourself from combat maneuvers, gaining a +2 to your CMD.
At 5th level, you can use your stump as a natural weapon. You can make a slam attack that deals 1d6 damage plus your full Strength modifier.
At 10th level, the bonus to your CMD increases to +4.
At 15th level, the damage from your slam attack increases to 1d8.

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@Kabuki Warrior - I like you idea of combing the two. It will simplify things greatly. On a side note, I love it all but I am worried that it might seem a bit powerful? While I none of the individual abilities seem crazy powerful at first glance, he has a ton of options. Is that ok?
@Adaptive Fighter
Sorry about that. Was too focused on my own idea, I was ignoring the others.
My initial thoughts are that a fighter trading in a few feats for some oracle abilities seems kind of bland. Beyond the Keep Pushing ability, it wouldn't be any different from just multiclassing as a Fighter and an Oracle. I think we should add more to the class to make it more unique.
So, after catching up, the following characters came to mind: Daredevil, Zaitoichi and Baiken (from Guilty Gear), which are pretty much poster boys (and girl) for the trope. For both Daredevil and Zaitoichi are blind, which isn't a curse but we could make it one, that basically gives them Blindsight (or Blindsense? I always get the two confused). But it also gives them increased agility and speed. (Just double checked, and Clouded Vision gives those)
As for Baiken, she is an amputee. She has replaced her hand with a claw and... actually, I don't remember much else beyond she was pretty decent (and that I was terrible at that game).
I bring these things up because I don't think of their abilities necessarily as just Oracle revelations. What if we made the Curses similar to the Cavaliers Order? You choose your handicap and it gives you a variety of abilities associated with it. More indepth than the regular curse, with a variety of abilities associated with it, including certain revelations that would be appropriate.
I also suggest this because we could create a handful of Handicap/Orders that are more appropriate, such as Blind (giving the blindsense and the like, plus maybe all that super awesome Daredevil/Zaitoichi agility) or the amputee (which I personally think would be cool if it gave you Jotungrip or something, but that might just be me), etc. rather than access to the curses that I don't think are appropriate (such as Tongues or Legalistic) and we could toss in a few more.

Oceanshieldwolf |

# Adaptive Fighter
What if we made the Curses similar to the Cavaliers Order? You choose your handicap and it gives you a variety of abilities associated with it. More indepth than the regular curse, with a variety of abilities associated with it, including certain revelations that would be appropriate.
I also suggest this because we could create a handful of Handicap/Orders that are more appropriate, such as Blind (giving the blindsense and the like, plus maybe all that super awesome Daredevil/Zaitoichi agility) or the amputee (which I personally think would be cool if it gave you Jotungrip or something, but that might just be me), etc. rather than access to the curses that I don't think are appropriate (such as Tongues or Legalistic) and we could toss in a few more.
This is a cool idea - give each Oracle's Curse a suite of powers the AF can draw on. I like it.

Elghinn Lightbringer |

# Adaptive Fighter
Koujow wrote:This is a cool idea - give each Oracle's Curse a suite of powers the AF can draw on. I like it.What if we made the Curses similar to the Cavaliers Order? You choose your handicap and it gives you a variety of abilities associated with it. More indepth than the regular curse, with a variety of abilities associated with it, including certain revelations that would be appropriate.
I also suggest this because we could create a handful of Handicap/Orders that are more appropriate, such as Blind (giving the blindsense and the like, plus maybe all that super awesome Daredevil/Zaitoichi agility) or the amputee (which I personally think would be cool if it gave you Jotungrip or something, but that might just be me), etc. rather than access to the curses that I don't think are appropriate (such as Tongues or Legalistic) and we could toss in a few more.
We could certainly do that. It'll take a bit of work to do, but that's what we do here. We could probably give a list of either acceptable curses, or restricted curses. Probably better to list the curse one can choose, then create the Cursed "Orders" accordingly. We'll need to come up with soemthing other than "Order" to call them though.

Browman |

Oceanshieldwolf wrote:We could certainly do that. It'll take a bit of work to do, but that's what we do here. We could probably give a list of either acceptable curses, or restricted curses. Probably better to list the curse one can choose, then create the Cursed "Orders" accordingly. We'll need to come up with soemthing other than "Order" to call them though.# Adaptive Fighter
Koujow wrote:This is a cool idea - give each Oracle's Curse a suite of powers the AF can draw on. I like it.What if we made the Curses similar to the Cavaliers Order? You choose your handicap and it gives you a variety of abilities associated with it. More indepth than the regular curse, with a variety of abilities associated with it, including certain revelations that would be appropriate.
I also suggest this because we could create a handful of Handicap/Orders that are more appropriate, such as Blind (giving the blindsense and the like, plus maybe all that super awesome Daredevil/Zaitoichi agility) or the amputee (which I personally think would be cool if it gave you Jotungrip or something, but that might just be me), etc. rather than access to the curses that I don't think are appropriate (such as Tongues or Legalistic) and we could toss in a few more.
what about disciplines? I think that idea can work.
as for the name perhaps Adapted invalid ?

Starfox |

Invalid Veteran? Cripple Warrior? Diehard Casualty?
Maybe give the option for more disabilities, perhaps even picking up new disabilities as you level up.
The list of oracle curses is pretty short, and if you remove those linked to spells becomes even shorter. This guy might need an entirely new list, inspired by the oracle curses.
The answer to the damage issues I had last time seems pretty obvious now; access to fighter-only feats.
If we allow cherry-picking from 3 mysteries , we'll have to check for unforseen synergies. In general, those three are pretty similar to each other. We could make a compound list with all the available revelations instead of opening 3 complete mysteries.
# Kabuki Warrior
Like 'wolf I agree with the idea to make the masks performances. I still think the duration of all performances could be in minutes instead of rounds, excepting perhaps satire and inspire greatness, which could simply be cut.
Din and prop still seem very weak to me, especially since targets get an automatic saving throw, not juts hen they interact with the illusion.

Elghinn Lightbringer |

Invalid Veteran? Cripple Warrior? Diehard Casualty?
I'd like to see this with a more positive spin for the name. Cripple and Invalid is rather insulting to people with disablities. Perhaps Challenged Veteran? or Cursed Veteran to go along with the focus on oracle's curse? Or possibly something to denote the unstoppable will of the MCA to keep going inspite of his curse? Unstoppable, Irrepressible, Relentless, Adamant, Tenacious....
I do like Veteran as an alternate to warrior, blade, fighter, etc.
Maybe give the option for more disabilities, perhaps even picking up new disabilities as you level up.
The list of oracle curses is pretty short, and if you remove those linked to spells becomes even shorter. This guy might need an entirely new list, inspired by the oracle curses.
The answer to the damage issues I had last time seems pretty obvious now; access to fighter-only feats.
If we allow cherry-picking from 3 mysteries , we'll have to check for unforseen synergies. In general, those three are pretty similar to each other. We could make a compound list with all the available revelations instead of opening 3 complete mysteries.
Looking over the curses, I we definately need to give a list of choosable curses, as some of them don't really work with the concept. Then we can create a related "Discipline" or "Adaptation" with powers and an accociated mystery for the purpose of revelations. I think the MCA should only receive 3 revelations spread throughout the levels. Perhpas call it a Mastery instead of discipline, as in mastery over his disability.
The only usable curses are amputee (new, and I suggest we rename it maimed), clouded vision, consumed, deaf, lame, and wasting, add we should creat a new one - “mute”, with benefits of knowing a sign language (like drow sign), can comprehend languages, able to use sending or a limited telepathy, etc.
We shouldn't need more than this as these need to be physical ailments, possibly related to combat injuries or exposure to thing on the field of battle, like diseases, etc.
# Kabuki Warrior
Like 'wolf I agree with the idea to make the masks performances. I still think the duration of all performances could be in minutes instead of rounds, excepting perhaps satire and inspire greatness, which could simply be cut.
Din and prop still seem very weak to me, especially since targets get an automatic saving throw, not juts hen they interact with the illusion.
The mask personas won't necessarily be performances, just requiring the expenditure of rounds of performance. Any performance that is already on the d20pfsrd will work as is 9whihc is all of them, except for Din and Props). Facinate and other 1st level bard performances are spectacular either, so I'm too worried about din and props. However, I think we can change them to this.
Din (Sp): A kabuki warrior can use his performance to create auditory effects that enhance his surroundings. The kabuki warrior can spend 1 round of performance to create an effect similar to the ghost sound spell. This effect lasts for 1 minute per kabuki warrior level. This performance affects all creatures within 30 feet. Each creature within range receives a Will save (DC 10 + 1/2 the kabuki warrior’s level + the kabuki warrior’s Charisma modifier) to disbelieve the effect. If the saving throw fails, the creature hears the sound for the duration of the effect. This performance can be maintained beyond its initial duration by spending 1 additional round of performance as a free action. Din is an illusion (figment) effect that uses audible components.
Props (Sp): A kabuki warrior can use his performance to create illusions of an object, creature, or force as visualized by the kabuki warrior. The kabuki warrior can spend 1 round of performance to create an effect similar to the silent image spell. This effect lasts for as long as the kabuki warrior concentrates, or 1 minute per kabuki level if the kabuki warrior stops concentrating or chooses not to concentrate at all. Each creature within range receives a Will save (DC 10 + 1/2 the kabuki warrior’s level + the kabuki warrior’s Charisma modifier) to disbelieve the effect. If the saving throw fails, the creature sees the images for as long as the performance continues. Props can be used to enhance the auditory effects of a creature that has already been affected by the din performance (see above), without expending additional rounds or performance. However, it does require a standard action to activate (in addition to the free action to continue the din effect). Props is an illusion (figment) effect that uses audible components.

Elghinn Lightbringer |

#Adaptive Fighter
I think we should go with Cursed Warrior or Cursed Veteran for the name of this MCA.
Here's my proposed method of dealing with the curses, revelations, and old "Keep Pushing" feats. We simply have a number of Warrior's Curses and organize them thus. The following is an example of how these would be set up. Its loosely based on the Oracle's Curse and Sorcerer Bloodline designs.
The following warrior’s curses can be chosen by the Adaptive Fighter multiclass archetype.
MAIMED
You are missing a hand or most of your arm. As such, you cannot wield two weapons at the same time, two handed weapons, or a shield in your off hand, but you can use your stump to defend yourself from combat maneuvers, gaining a +2 to your CMD.
Curse Skill: Intimidate.
Adaptive Feats: You have learned how to adapt to the effects of your curse and gain one of the following feats: “Add in appropriate feats”
Mastery: You have gained mastery over your curse and gain the following abilities.
At 3rd level, you can use your stump as a natural weapon. You can make a slam attack that deals 1d6 damage plus your full Strength modifier.
At 9th level, the bonus to your CMD increases to +4.
At 15th level, the damage from your slam attack increases to 1d8.
Revelation: Your curse grants you the following revelations.
At 6th level, you can use the X revelation from the Y mystery.
At 12th level, you can use the X revelation from the Y mystery.
At 18th level, you can use the X revelation from the Y mystery.
And here's how we'd have the progression table.
Table: Cursed Warrior/Veteran
Base
Class Attack Fort Ref Will
Level Bonus Save Save Save Special
1st +1 +2 +0 +0 Warrior’s curse
2nd +2 +3 +0 +0 Adaptive feat, insightful defense +1
3rd +3 +3 +1 +1 Mastery
4th +4 +4 +1 +1 Armor training 1
5th +5 +4 +1 +1 Bonus feat
6th +6/+1 +5 +2 +2 Revelation, insightful defense +2
7th +7/+2 +5 +2 +2 Weapon training 1
8th +8/+3 +6 +2 +2 Adaptive feat
9th +9/+4 +6 +3 +3 Mastery
10th +10/+5 +7 +3 +3 Weapon training 2, insightful defense +3
11th +11/+6/+1 +7 +3 +3 Bonus feat
12th +12/+7/+2 +8 +4 +4 Revelation
13th +13/+8/+3 +8 +4 +4 Armor training 2
14th +14/+9/+4 +9 +4 +4 Adaptive feat, insightful defense +4
15th +15/+10/+15 +9 +5 +5 Mastery
16th +16/+11/+6/+1 +10 +5 +5 Weapon training 3
17th +17/+12/+7/+2 +10 +5 +5 Bonus feat
18th +18/+13/+8/+3 +11 +6 +6 Revelation, insightful defense +5
19th +19/+14/+9/+4 +11 +6 +6 Weapon training 4
20th +20/+15/+10/+5 +12 +6 +6 Adaptive feat, conquer all

Elghinn Lightbringer |

Here's the revamped Kabuki Warrior, and made some swap changes.
SWAPS
Mount = Bardic performance, satire, props (silent image), din (ghost sounds)
Resolve = Kabuki
Weapons expertise = Performance Weapon Mastery
Mounted archer = Dazzling display
Banner = Costume training
Bonus feats = Performance feats
Challenge 3/day = Glorious epic
Greater resolve = Greater kabuki
Honorable stand = Inspire greatness
Greater banner = Scandal
True resolve = True kabuki
Challenge 6/day = Inspire heroics
Last stand = Last performance
Samurai’s spend much of their time studying the finer points of erudition and etiquette, in addition to sword play, battle training. Kabuki warriors take use this study of erudition and etiquette and transform it into an sophisticated set of performances and magic that allow them to take up the role of a resplendent play actor and artist-in-residence under the patronage of nobility, royalty, or some well-moneyed elite with aspirations of joining their ranks. The kabuki warrior utilizes a special mask to enhance these performances, allowing him to appear as almost any one he chooses, as he fulfills out his purposes. Whether assassination, espionage, or simply infiltrating an enemy lord’s court, kabuki warriors often go unnoticed until they have accomplishes what they has set out to do.
Primary: Samurai.
Secondary: Bard.
Alignment: Any.
Hit Dice: d10.
Bonus Skills and Ranks: The kabuki warrior selects three bard skills to add to his class skills in addition to the normal samurai class skills. The kabuki warrior gains a number of ranks at each level equal to 4 + Int modifier.
Weapon and Armor Proficiency: The kabuki warrior is proficient with all simple and martial weapons, plus the katana, naginata, nodachi, and wakizashi. The kabuki warrior is also proficient with all types of armor (heavy, light, and medium, and with shields (except tower shields).
Bardic Performance: At 1st level, a kabuki warrior gains the bard’s bardic performance ability and gains access to the following types of bardic performance at the indicated levels.
Din (Sp): A kabuki warrior can use his performance to create auditory effects that enhance his surroundings. The kabuki warrior can spend 1 round of performance to create an effect similar to the ghost sound spell. This effect lasts for 1 minute per kabuki warrior level. This performance affects all creatures within 30 feet. Each creature within range receives a Will save (DC 10 + 1/2 the kabuki warrior’s level + the kabuki warrior’s Charisma modifier) to disbelieve the effect. If the saving throw fails, the creature hears the sound for the duration of the effect. This performance can be maintained beyond its initial duration by spending 1 additional round of performance as a free action. Din is an illusion (figment) effect that uses audible components.
Props (Sp): A kabuki warrior can use his performance to create illusions of an object, creature, or force as visualized by the kabuki warrior. The kabuki warrior can spend 1 round of performance to create an effect similar to the silent image spell. This effect lasts for as long as the kabuki warrior concentrates, or 1 minute per kabuki level if the kabuki warrior stops concentrating or chooses not to concentrate at all. Each creature within range receives a Will save (DC 10 + 1/2 the kabuki warrior’s level + the kabuki warrior’s Charisma modifier) to disbelieve the effect. If the saving throw fails, the creature sees the images for as long as the performance continues. Props can be used to enhance the auditory effects of a creature that has already been affected by the din performance (see above), without expending additional rounds or performance. However, it does require a standard action to activate (in addition to the free action to continue the din effect). Props is an illusion (figment) effect that uses audible components.
Satire (Su): A kabuki warrior can use performance to undermine the confidence of enemies who hear it, causing them to take a –1 penalty on attack and damage rolls (minimum 1) and a –1 penalty on saves against fear and charm effects as long as the kabuki warrior continues performing. This penalty increases by –1 at 5th level and every six levels thereafter. Satire is a language-dependent, mind-affecting ability that uses audible components.
Mockery (Su): A kabuki warrior of 3rd level or higher can subtly ridicule and defame a specific individual. The kabuki warrior selects one target who can hear his performance. That individual takes a –2 penalty on Charisma checks and Charisma-related skill checks as long as the kabuki warrior continues performing. This penalty increases by –1 every four levels after 3rd. Mockery is a language-dependent, mind-affecting ability that relies on audible components.
Glorious Epic (Su): A kabuki warrior of 9th level or higher can weave captivating tales that engross those who hear them. Enemies within 30 feet become flat-footed unless they succeed at a Will save (DC 10 + 1/2 the kabuki warrior’s level + the kabuki warrior’s Charisma modifier). A save renders them immune to this ability for 24 hours. Glorious epic is a language-dependent, mind-affecting ability that uses audible components.
Inspire Greatness (Su): A kabuki warrior of 10th level gains the bard’s inspire greatness performance.
Scandal (Su): A kabuki warrior of 14th level or higher can combine salacious gossip and biting calumny to incite a riot. Each enemy within 30 feet is affected as if by a song of discord for as long as it can hear the performance. A successful Will save (DC 10 + 1/2 the kabuki warrior’s level + the kabuki warrior’s Charisma modifier) negates the effect, and that creature is immune to this ability for 24 hours. Scandal is a language-dependent, mind-affecting ability that uses audible components.
Inspire Heroics (Su): A kabuki warrior of 17th level gains the bard’s inspire heroics performance.
Last Performance (Su): A kabuki warrior of 20th level or higher can use his performance to assume the persona of death itself and attempt to kill the target of his challenge outright. To be affected, the target must be able to see and hear the kabuki warrior perform for 3 full rounds and be adjacent to him once the rounds have passed. During this time, the target views the kabuki warrior as the harbinger of his death. On his next turn, the kabuki warrior makes a single melee attack at his highest base attack bonus. If the attack is successful, he deals damage as normal and the target receives a Will save (DC 10 + 1/2 the bard’s level + the kabuki warrior’s Charisma modifier). If the target’s saving throw succeeds, the target is staggered for 1d4 rounds, and the kabuki warrior cannot use last performance on that creature again for 24 hours. If the target's saving throw fails, it dies. Last performance is a mind-effecting death effect that relies on audible and visual components. Using this performance expends 6 rounds of performance.
This ability replaces mount, challenge 3/day and 6/day, honorable stand, greater banner, and last stand.
Bonus Feats: This is exactly like the samurai ability of the same name, and adds performance feats, Extra Performance, and Lingering Performance to the list of feats he can select.
Kabuki (Su): The kabuki warrior is not only a master of theatre performance, but also of fashioning disguises that enable him to blend into the crowd of a bustling market place, take the guise of a wandering priest or beggar, or infiltrate the court of a ruling lord. When creating a disguise (including a persona, see below), the kabuki warrior gains a competence bonus equal to 1/2 his kabuki warrior level on the Disguise check.
In addition to creating mundane disguises, the kabuki warrior can magically alter his appearance as the disguise self spell. This is a glamer effect that lasts a number of minutes equal to the kabuki warrior’s level. The DC to disbelieve the effect is equal to 10 + 1/2 the kabuki warrior’s level + his Charisma modifier.
Starting a kabuki persona is a swift action that expends 1 round of bardic performance. A persona can be maintained beyond its initial duration as a free action by expending an additional round of performance. A persona can be ended as a free action. Changing a persona from one to another requires the kabuki warrior to end the previous persona and start a new one as a swift action. A persona cannot be disrupted, but once the duration expires, it ends immediately if the kabuki warrior is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it. A kabuki warrior cannot have more than one kabuki persona in effect at one time.
A kabuki warrior can assume one of the following kabuki personas, even if doing so exceeds the limitations of disguise self. Once activated, each persona lasts for a number of minutes equal to the kabuki warrior’s level. While each persona provides a general description, the kabuki warrior can determine the specifics of his appearance at the time of creation.
Artisan: The kabuki warrior takes on the appearance of a merchant, craftsman, or artisan. While this persona is in effect, the kabuki warrior gains a circumstance bonus on all Appraise, Craft, Knowledge (engineering), and Profession skill checks equal to 1/2 his level. He can make checks with these skills untrained.
Ascetic: The kabuki warrior takes on the appearance of an mystic priest, monk, or holyman. While this persona is in effect, the kabuki warrior gains a circumstance bonus on all Heal, Knowledge (arcana), Knowledge (religion), and Sense Motive skill checks equal to 1/2 his level. He can make checks with these skills untrained.
Commoner: The kabuki warrior takes on the appearance of a farmer, beggar, or some other commoner. While this persona is in effect, the kabuki warrior gains a circumstance bonus on all Handle Animal, Perception, Profession, and Ride skill checks equal to 1/2 his level. He can make checks with these skills untrained.
Demon: The kabuki warrior takes on the appearance of an ogre mage. While this persona is in effect, the kabuki warrior gains a circumstance bonus on all Intimidate, Knowledge (arcana), and Knowledge (planes) skill checks equal to 1/2 his level. He can make checks with these skills untrained.
Dragon: The kabuki warrior takes on the appearance of a lizardman or some other humanoid draconic creature. While this persona is in effect, the kabuki warrior gains a circumstance bonus on all Bluff, intimidate, Knowledge (arcana), Survival skill checks equal to 1/2 his level. He can make checks with these skills untrained.
Hero: The kabuki warrior takes on the appearance of a powerful warrior of great renown. While this persona is in effect, the kabuki warrior gains a circumstance bonus on all Intimidate, Knowledge (dungeoneering), Ride, and Survival skill checks equal to 1/2 his level. He can make checks with these skills untrained.
Kuroko: The kabuki warrior takes on the appearance of a kuroko, the oft overlooked black garbed stage hand whom all ignore. While this persona is in effect, the kabuki warrior gains a circumstance bonus on all Bluff, Disable Device, Sleight of Hand, and Stealth skill checks equal to 1/2 his level. He can make checks with these skills untrained.
Nobleman: The kabuki warrior takes on the appearance of a regal nobleman or ruling lord of great influence. While this persona is in effect, the kabuki warrior gains a circumstance bonus on all Bluff, Diplomacy, Knowledge (nobility), and Sense Motive skill checks equal to 1/2 his level. He can make checks with these skills untrained.
Spirit: The kabuki warrior takes on the appearance of a translucent ghost or spirit. This spirit effect otherwise functions as the ghost disguise spell. While this persona is in effect, the kabuki warrior gains a circumstance bonus on all Acrobatics, Escape Artist, Knowledge (local), and Stealth skill checks equal to 1/2 his level. He can make checks with these skills untrained.
Villain: The kabuki warrior takes on the appearance of a dastardly scoundrel dressed in dark and sinister colors. While this persona is in effect, the kabuki warrior gains a circumstance bonus on all Bluff, Knowledge (nobility), Knowledge (local), and Sleight of Hand skill checks equal to 1/2 his level. He can make checks with these skills untrained.
At 3rd level, the kabuki warrior can alter his perceived audible (sound) properties when he assumes a persona. At 5th level, the kabuki warrior can also alter his perceived tactile (touch) properties, and can imitate any voice with which he is familiar. At 9th level, the kabuki warrior's disguise fools even extraordinary senses, such as scent, blindsight, or tremorsense.
Should the kabuki warrior have a performance in effect, he can assume a single persona as part of the performance without expending additional rounds of performance. Assuming this persona requires a swift action and is maintained for as long as the performance continues.
This ability and greater kabuki replace resolve.
Performance Weapon Mastery: At 3rd level, a kabuki warrior gains Performance Weapon Mastery as a bonus feat. This ability replaces weapon expertise.
Dazzling Display: At 4th level, a kabuki warrior gains Dazzling Display as a bonus feat. This ability replaces mounted archer.
Costume Training (Ex): At 5th level, the kabuki warrior has become so used to wearing strange and cumbersome costumes for his performances that he reduces the armor check penalty by 1 (to a minimum of 0) when wearing light, medium, or heavy armor. Every four levels thereafter (9th, 13th, and 17th) this bonus increase by +1 each time, to a maximum –4 reduction of the armor check penalty. Also, a kabuki warrior’s training allows him to get in and out of costume quickly and efficiently. His armor check penalty and armor bonus are not worsened by 1 for hastily donned armor. In addition, whenever a kabuki warrior sleeps in medium armor he does not become fatigued. At 9th level, sleeping in heavy armor does not cause the kabuki warrior to become fatigued. This ability replaces banner.
Greater Kabuki (Su): At 9th level, the power of a kabuki warrior’s kabuki disguise increases. When assuming one of his kabuki personas, the kabuki warrior gains the following additional benefits.
Artisan: When the kabuki warrior takes on the persona of an artisan, he can obtain a mundane weapon, piece of armor, or item of adventuring gear of his choice at 75% of its listed value once per day. He can also use his Craft skill to identify magical versions of mundane equipment, weapons, and armor as if using detect magic. He must hold the item for 1 round to make such a check.
Ascetic: When the kabuki warrior takes on the persona of a priest, he gains the monks unarmed strike ability and deals 1d6 points of damage with his unarmed attacks. This damage increases to 1d8 at 14th level, and 1d10 at 18th level.
Commoner: When the kabuki warrior takes on the persona of a commoner, he gains a +2 bonus to his Strength score. At 14th level, the kabuki warrior’s carrying capacity increases to that of a creature with a Strength score 2 points higher than his current score, and 4 points higher than his current score at 18th level.
Demon: When the kabuki warrior takes on the persona of a demon, he is treated in many ways as if he were one size category larger. Whenever a kabuki warrior has this persona in effect and is subject to a size modifier or special size modifier for a Combat Maneuver Bonus or Combat Maneuver Defense (such as during grapple checks, bull rush attempts, and trip attempts), he is treated as one size larger if doing so is advantageous to him. The kabuki warrior is also considered to be one size larger when determining whether a creature's special attacks based on size (such as grab or swallow whole) can affect him. A kabuki warrior can also use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefits of this effect stack with the effects of abilities, spells, and effects that change the kabuki warrior’s size category.
Dragon: When the kabuki warrior takes on the persona of a dragon, he gains two primary claw attacks that deal 1d4 points of damage (1d3 if Small, 1d6 if Large). This damage increases to 1d6 at 14th level (1d4 if Small, 1d8 if Large), and 1d8 at 18th level (1d6 if Small, 1d10 if Large).
Hero: When the kabuki warrior takes on the persona of a hero, he is imbued great bravery and morale in battle. The kabuki warrior gains a +2 morale bonus on attack rolls and saving throws against fear effects. This bonus increases to +4 at 14th level, and +6 at 18th level.
Kuroko: When the kabuki warrior takes on the persona of a kuroko, he gains the ninja’s vanishing trick and the ninja’s no trace ability (+2). The bonus granted by his no trace ability increases to +3 at 14th level, and +4 at 18th level.
Nobleman: When the kabuki warrior takes on the persona of a nobleman, he gains a +2 bonus to his Charisma modifier. He also gains the wild empathy class feature, except that it affects only humanoid creatures. The standard humanoid races (humans, elves, dwarves, halflings, half-elves, half-orcs, or gnomes) have a starting attitude of indifferent, while non standard humanoid creatures (goblin, hobgoblin, orc, etc.) are usually unfriendly. If the creature is of the nobility caste (a city mayor, nobleman, ruling lord, or royalty) its starting attitude increases by 1 step.
Spirit: When the kabuki warrior takes on the persona of a spirit, he is considered to have constant concealment (20% miss chance) as the blur spell. This increases to a 35% miss chance at 14th level, and a 50% miss chance at 18th level.
Villain: When the kabuki warrior takes on the persona of a villain, he also gains the rogue’s sneak attack ability and deals 1d6 points of precision damage. This damage increases to 2d6 at 14th level, and 3d6 at 18th level.
This ability replaces greater resolve.
True Kabuki (Su): At 17th level, a kabuki warrior becomes a true master of the kabuki arts. His kabuki ability now functions as alter self (a transmutation, polymorph effect) instead of disguise self. The kabuki warrior can assume the form of any Small or Medium creature of the humanoid type He can also assume the form of one of his personas, even if doing so exceeds the limitations of alter self self. The kabuki warrior also gains the following benefits according to the size of his persona’s form.
Small creature: If the form he takes is that of a Small humanoid, he gains a +2 size bonus to his Dexterity.
Medium creature: If the form he takes is that of a Medium humanoid, he gains a +2 size bonus to his Strength.
Large creature: If he takes the form of his demon persona (ogre magi, a Large creature) he gains a +4 size bonus to his Strength, and receives a -2 penalty to Dexterity.
In addition, if the form or persona he assumes has any of the following abilities, he also gains the listed ability: darkvision 60 feet, low-light vision, scent, and swim 30 feet. This ability replaces true resolve.
Table: Kabuki Warrior
Base
Class Attack Fort Ref Will
Level Bonus Save Save Save Special
1st +1 +2 +0 +0 Bardic performance, challenge 1/day, din,
kabuki, order, props, satire
2nd +2 +3 +0 +0 Order ability
3rd +3 +3 +1 +1 Performance weapon mastery, mockery
4th +4 +4 +1 +1 Challenge 2/day, dazzling display
5th +5 +4 +1 +1 Costume training
6th +6/+1 +5 +2 +2 Bonus feat
7th +7/+2 +5 +2 +2 Glorious epic
8th +8/+3 +6 +2 +2 Order ability
9th +9/+4 +6 +3 +3 Greater kabuki
10th +10/+5 +7 +3 +3 Challenge 3/day
11th +11/+6/+1 +7 +3 +3 Inspire greatness
12th +12/+7/+2 +8 +4 +4 Bonus feat, demanding challenge
13th +13/+8/+3 +8 +4 +4 Challenge 4/day
14th +14/+9/+4 +9 +4 +4 Scandal
15th +15/+10/+5 +9 +5 +5 Order ability
16th +16/+11/+6/+1 +10 +5 +5 Inspire heroics
17th +17/+12/+7/+2 +10 +5 +5 True kabuki
18th +18/+13/+8/+3 +11 +6 +6 Bonus feat
19th +19/+14/+9/+4 +11 +6 +6 Challenge 5/day
20th +20/+15/+10/+5 +12 +6 +6 Last performance

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I don't understand why your maimed arm can be used for defense. Because it is already maimed and you don't mind blocking sword blows with it? Or is it because we have a Scary Movie 2 thing going on and people are grossed out by it, therefore giving you a bonus?
Side note: Need to create a character who uses grossness as a defense. Like the bloatmage but martial. Almost like Bacterian from Dragon Ball (I had to look it up. Don't worry, I didn't know that off the top of my head).
Tenacious Veteran sounded pretty cool to me.
Edit: @Kabuki - What is the 'Last Performance' that replaces 'Last Stand'? Beyond that, looks amazing. *Koujow Stamp of Approval*

Elghinn Lightbringer |

I don't understand why your maimed arm can be used for defense. Because it is already maimed and you don't mind blocking sword blows with it? Or is it because we have a Scary Movie 2 thing going on and people are grossed out by it, therefore giving you a bonus?
Side note: Need to create a character who uses grossness as a defense. Like the bloatmage but martial. Almost like Bacterian from Dragon Ball (I had to look it up. Don't worry, I didn't know that off the top of my head).
Tenacious Veteran sounded pretty cool to me.
Edit: @Kabuki - What is the 'Last Performance' that replaces 'Last Stand'? Beyond that, looks amazing. *Koujow Stamp of Approval*
1) Don't know, the Amputee/Maimed curse was Thomas, A.'s idea, you'll have to ask him. I would think so. Think of Tyr the War god, he has a stump. I don't see why he couldn't use it as a slam or as a shield personally, especially if it's capped with an iron or steel covering like Tyr.
2) Last performance is described in the Bardic performance section.

LoneKnave |
It'd be cool if adapting to the stump would let you use bigger weapons in one hand, maybe increase your CMB with weapons wielded in that hand since you have to use that hand for everything, so it'd be more dexterious.
Possibly something like "one handed reload" for guns and crossbows, or ability to switch between held items really fast.
For a leg amputee you could have being able to charge through difficult terrain, being able to take a 10 foot step, bonus to CM for tripping, as long as he is using a crutch. Inspiration

Elghinn Lightbringer |

It'd be cool if adapting to the stump would let you use bigger weapons in one hand, maybe increase your CMB with weapons wielded in that hand since you have to use that hand for everything, so it'd be more dexterious.
Possibly something like "one handed reload" for guns and crossbows, or ability to switch between held items really fast.
For a leg amputee you could have being able to charge through difficult terrain, being able to take a 10 foot step, bonus to CM for tripping, as long as he is using a crutch. Inspiration
Amputee/Maimed isn't legs, its arms. The Lame curse is for legs. That could be the type feats he gains though with that curse.

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1) Don't know, the Amputee/Maimed curse was Thomas, A.'s idea, you'll have to ask him. I would think so. Think of Tyr the War god, he has a stump. I don't see why he couldn't use it as a slam or as a shield personally, especially if it's capped with an iron or steel covering like Tyr.
Brings to mind the Tyr from Smite, who does have a steal plate where his missing hand should be... but does wield a giant sword too! lol
What is the general idea for how the Curse Order thingy will be? I would like to help write a few, such as a replacement for Blackened. The original ability gives access to some Fire spells and as of right now, I'm not sure what we could do, but maybe Blackened could represent a character who was burned in a fire. (GoT The Hound?) I debated Tongues for a bit, kind of like the movie version of Bifur from the Hobbit can only speak Dwarven because of the axe wound to the head... but I have even fewer ideas on what to do about that. lol
Are we changing around some of the curses to be more useful to martial characters, meaning they get the penalty of the curse and the benefit at level 1, then a bonus at level 5, 10 and 15? Or did we have a different idea?

Elghinn Lightbringer |

I think we should just use the curses that work as is, and have no spells tied to them. So, that means Blackened, Haunted, Leagalistic, and Tongues don't really fit the bill. We have the Maimed that takes care of the amputee aspect, and I did a Dumb/Mute Warriors curse for the aspect of being unable to speak. These should be curses that would be associated to thisngs that could occur on the battlefield. Yes one could get burned, but so much of the Blackened curse is spells, that it just doesn't fit, and I want the actual curses we incorporate here to be unchanged.
We could certainly replace the Blackened curse with a Burned or similarly named curse that deals with resistance to fire, knows ow to make alchemist's fire perhaps, but nothing with spells at all. I just don't kow if there is enough nonspell stuff for such a curse though. Even the ones I'm incorporating, I'm finding it difficult to find enough revelations (3 for each curse) to fill all the Warrior's Curse's revelation slots. But if you'd like to do a replacement for the Blackened curse, be my guest. Just use the format I've been using, as shown below.
How these will work is like this. Here's the completed Consumed warrior's curse, incorporating the Consumed oracle's curse, certain revelations associated to the theme, proper feats, and related skill.
Your connection to Abaddon and the daemons that call it home has left you diminished but still able to scorn many mortal frailties. Whenever you take lethal hit point damage, you take an additional number of points of nonlethal damage equal to 1/2 the lethal damage you took. You automatically stabilize when brought below 0 hit points.
Curse Skill: Heal.
Adaptive Feats: You gain one of the following feats at the indicated levels, even if you do not normally meet the prerequisites.
At 2nd level, you gain Endurance as a bonus feat.
At 8th level you gain Diehard as a bonus feat.
At 14th level you gain Deathless Master as a bonus feat.
At 20th level you gain Deathless Zealot as a bonus feat.
Mastery: You have gained mastery over your curse and gain the following abilities.
At 3rd level, whenever you make a saving throw against a disease or poison effect, roll twice and use the higher roll as your result.
At 9th level, you can go without food or water for a number of days equal to your cursed warrior level before suffering any ill effects due to starvation or thirst.
At 15th level, whenever a creature within 30 feet takes damage while in combat, you automatically gain 1 temporary hit point. You can benefit from this ability a number of times per round equal to your Charisma modifier, and you can gain a total number of temporary hit points in this way equal to your cursed warrior level. Temporary hit points gained this way disappear after 1 hour.
Revelations: Your curse grants you the following revelations.
At 6th level, you gain the Near Death revelation from the Bones mystery.
At 12th level, you gain the Delay Affliction revelation from the Life mystery.
At 18th level, you gain the Iron Skin revelation from the Metal mystery.

Starfox |

Bit busy to go into depth with the comments, just thought I'd post additional curses that might be adaptable for the veteran. They are presently very divine in feel and will needs some adjustment.
Deluded
You suffer confusing visions of things unreal, unrealized, or just plain weird.
All targets have concealment from you; this makes you suffer a 20% miss chance on attacks and allows others to use Stealth against you, even in plain sight. Add silent image to your list of spells known as a first level oracle spell. You gain Blind Fighting as a bonus feat.
At 5th level, add minor image and mirror image to your list of spells known.
At 10th level, add major image, shadow conjuration and shadow evocation to your list of spells known as oracle spells of their sorcerer spell level. Add +4 to your saving throws against illusion spells and effects.
At 15th level, add shadow conjuration (greater), and shadow evocation (greater) to your list of spells known as oracle spells of their sorcerer spell level. Note that you cannot actually cast shadow evocation (greater) until level 16.
Divine Brand
You carry the mark of your patron visibly on your body.
You must have a patron to have this curse. You carry a mark or brand on your body with your patron's holy symbol. You cannot conceal this mark; it creates an image of itself on top of whatever clothes you carry and in all forms you assume. Invisibility causes it to disappear along with you. This mark functions as a holy symbol for your patron, and you can use it as a divine focus. It also gives you a -10 penalty on Bluff and Diplomacy checks against those who oppose your patron and a -10 penalty on all Disguise checks.
At level 5, you gain a +2 sacred bonus on Diplomacy checks against worshipers of your patron, even lay worshipers who just attend church without much devotion.
At level 10, your divine brand can glow (as a light spell) at will. Activating or deactivating this light is a free action.
At level 15, you gain a +4 sacred bonus on Diplomacy checks against those who share an alignment aspect with your patron, either on the law/chaos or good/evil axis.
Forthright
You are compulsively honest and direct.
You cannot lie or dissemble. If asked a question and not prevented from answering (a simple say-so from your friends suffices), you will give a honest and exhaustive answer. You gain a +4 bonus on Diplomacy checks.
At 5th level, add zone of truth to your list of spells known. You gain a +4 bonus to Intimidate checks.
At 10th level, your zone of truth spell is always affected by Heighten Spell, raising its effective level to equal the highest level spell you can cast, with no change in spell level or casting time.
At 15th level, add true seeing to your list of spells known. You are continuously surrounded by a 30 ft. radius aura that works as zone of truth Heightened to the highest level spell you can cast.
Somnambulism
You walk around when sleeping, and may fall asleep when walking around.
The line between being asleep and awake is not at all clear to you. You suffer bouts of somnambulism both when asleep and awake. Whenever you roll a "1" on a d20 check, you momentarily fall asleep, move your speed in a random direction, and then wake up. This is in addition to any normal movement for the round. You cannot take any voluntary actions when sleepwalking, but have your normal defenses. You do not trigger attacks of opportunity and can move through enemy occupied spaces, but not end movement in an occupied space. If somnambulism moves you into impassible terrain (such as a wall) you instead move along the edge of the terrain.
While asleep, roll 1d20. This is the number of hours you will sleep before somnambulism strikes - if you wake up before sleeping this many hours, there is no episode. A sleeping spell of somnambulism lasts for 1-6 minutes, during which you move at half speed in the same randomly determined direction each round. If you are awakened while sleepwalking, you are confused for one round per minute remaining on the somnambulism episode.
You learn lesser confusion as a 1st level oracle spell. You can sleep in armor or on uncomfortable ground at no penalty, and even sleep standing up.
At 5th level you get to roll the effect of confusion effects twice, and pick one result of your choice. This applies both when you are affected by confusion and when you use it on others.
At level 10 you no longer provoke attacks of opportunity for moving, asleep or awake, even when moving trough enemy spaces. You learn confusion as a 5th level oracle spell.
At 15th level, you can specify a place you want to get to and sleepwalk there, guided by higher faculties. This is similar to find the path except you are asleep - you can only walk at normal speed and perform any necessary actions to facilitate your passage while sleepwalking. You can use this ability at will and can wake up as a standard action.
Stigmata
You carry permanent bloody wounds on your body that resist all attempts at healing.
Any time you take damage (even nonlethal damage) you start to bleed. You take 1 hp of damage per round of bleeding. Several damaging attacks do not increase the bleeding. The bleeding can be staunched as a standard action with a DC 15 Heal check or any ability that restores hit point damage. You have a tolerance for pain that grants you a +4 circumstance bonus on saving throws against pain effects (such as that caused by symbol of pain or other effects especially noted to cause pain).
At 5th level you no longer bleed except trough the stigmata. Any attack that deals hit point or ability damage through bleeding (such as a rend, bat swarms, stirges, or vampire bites) does no such damage to you. This applies even to bleeding damage from magical sources such as a wounding weapon.
At level 10, add symbol of pain to your list of spells known. This is not an evil spell for you.
At 15th level, any bleeding from your stigmata is purely cosmetic - it no longer inflicts damage on you.
Voices
You hear incorporeal voices speaking to you.
You are constantly surrounded by a choir of voices that advice and lead you. These voices are distracting (-5 on Perception checks and -2 on initiative checks). The advice they give always follow the ideals of your faith, and they urge you to act piously. At least once per session, they should urge you to go to extreme lengths in pursuit of the ideals of your faith. You can role-play this, and the GM should voice this advice at least once per session. Sometimes the voices have a long-term agenda they might lead you on, in other cases they just advocate a very pious life. The voices are not immediately aware of your surroundings, taking a few rounds to take in a situation; they will not warn you if you are about to suddenly do something stupid or improper unless you ask. Not following the advice of your voices is a breach of faith, but you can argue with them if you do not agree with their advice. They have a skill bonus in Know (religion) of 10 + your level. Conversing with your voices (and not merely listening) is a standard action.
At level 5 you gain a +4 bonus on saving throws against all mind-affecting effects.
At level 10 the voices help you control yourself. You can make one additional saving throw each round to break out of a lasting mind-affecting effect that allows a saving throw. While under a mind-effecting effect that would make you act contrary to your ideals, you are dazed (in addition to whatever the effect does) which generally prevents you form acting impiously.
At level 15, you can use commune at will as a spell-like ability. Doing so takes 10 minutes of intense communion with your voices.

Starfox |

@Adaptive Fighter (Adaptive Veteran?)
# Maimed - a natural attack needs to be designated as primary or secondary. In this case I suggest primary.
Also, it should be fairly easy to mount some kind of shield on a stump.
@ Kabuki Warrior
# Kabuki and Greater Kabuki - I must say I like the effects of greater kabuki much more than those of of regular kabuki - the greater effects seem like something a good actor could achieve, unlike the lesser abilities that magically give you huge skill modifers. If lesser kabuki gave temporary skill ranks (that did not stack with regular skill ranks) I would like it better - it would be a superior "jack of all trades" ability compensating for lack of skill. The true kabuki abilities are good.

Elghinn Lightbringer |

Bit busy to go into depth with the comments, just thought I'd post additional curses that might be adaptable for the veteran. They are presently very divine in feel and will needs some adjustment.
Deluded
You suffer confusing visions of things unreal, unrealized, or just plain weird.
All targets have concealment from you; this makes you suffer a 20% miss chance on attacks and allows others to use Stealth against you, even in plain sight. Add silent image to your list of spells known as a first level oracle spell. You gain Blind Fighting as a bonus feat.
At 5th level, add minor image and mirror image to your list of spells known.
At 10th level, add major image, shadow conjuration and shadow evocation to your list of spells known as oracle spells of their sorcerer spell level. Add +4 to your saving throws against illusion spells and effects.
At 15th level, add shadow conjuration (greater), and shadow evocation (greater) to your list of spells known as oracle spells of their sorcerer spell level. Note that you cannot actually cast shadow evocation (greater) until level 16.
Divine Brand
You carry the mark of your patron visibly on your body.
You must have a patron to have this curse. You carry a mark or brand on your body with your patron's holy symbol. You cannot conceal this mark; it creates an image of itself on top of whatever clothes you carry and in all forms you assume. Invisibility causes it to disappear along with you. This mark functions as a holy symbol for your patron, and you can use it as a divine focus. It also gives you a -10 penalty on Bluff and Diplomacy checks against those who oppose your patron and a -10 penalty on all Disguise checks.
At level 5, you gain a +2 sacred bonus on Diplomacy checks against worshipers of your patron, even lay worshipers who just attend church without much devotion.
At level 10, your divine brand can glow (as a light spell) at will. Activating or deactivating this light is a free action.
At level 15, you gain a +4...
I'll take a look. In general they look good, and definitely can be used in the Supplements as additional Oracle's Curses. What one's will be adaptable to the Adaptive Warrior, we'll see.

Elghinn Lightbringer |

@Adaptive Fighter (Adaptive Veteran?)
# Maimed - a natural attack needs to be designated as primary or secondary. In this case I suggest primary.
Also, it should be fairly easy to mount some kind of shield on a stump.
@ Kabuki Warrior
# Kabuki and Greater Kabuki - I must say I like the effects of greater kabuki much more than those of of regular kabuki - the greater effects seem like something a good actor could achieve, unlike the lesser abilities that magically give you huge skill modifers. If lesser kabuki gave temporary skill ranks (that did not stack with regular skill ranks) I would like it better - it would be a superior "jack of all trades" ability compensating for lack of skill. The true kabuki abilities are good.
1) Done!
2) Of course you do, Greater Kabuki is meant ot be better than Kabuki. Seriously, I like the idea of making this a "jack-of-all trades" equivalent.
What about making this an all encompassing version of the Versatile Performance effect, as VP is a 2nd level bard ability?.
The kabuki warrior is not only a master of theatre performance, but also of fashioning disguises that enable him to blend into the crowd of a bustling market place, take the guise of a wandering priest or beggar, or infiltrate the court of a ruling lord. When creating a disguise (including a persona, see below), the kabuki warrior gains a competence bonus equal to 1/2 his kabuki warrior level on the Disguise check.
In addition to creating mundane disguises, the kabuki warrior can magically alter his appearance as the disguise self spell. This is a glamer effect that lasts a number of minutes equal to the kabuki warrior’s level. The DC to disbelieve the effect is equal to 10 + 1/2 the kabuki warrior’s level + his Charisma modifier.
Starting a kabuki persona is a swift action that expends 1 round of bardic performance. A persona can be maintained beyond its initial duration as a free action by expending an additional round of performance. A persona can be ended as a free action. Changing a persona from one to another requires the kabuki warrior to end the previous persona and start a new one as a swift action. A persona cannot be disrupted, but once the duration expires, it ends immediately if the kabuki warrior is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it. A kabuki warrior cannot have more than one kabuki persona in effect at one time.
While a persona is active, the kabuki warrior gains access to a small number of skills. He can use his Perform skill bonus in place of his bonus in these persona associated skills. When substituting in this way, the kabuki warrior uses his total Perform skill bonus, including class skill bonus, in place of the associated skill's bonus, whether or not he has ranks in that skill or if it is a class skill. This functions in a similar way as the bard’s versatile performance ability, except that it applies to any persona currently in effect.
A kabuki warrior can assume one of the following kabuki personas, even if doing so exceeds the limitations of disguise self. Once activated, each persona lasts for a number of minutes equal to the kabuki warrior’s level. While each persona provides a general description, the kabuki warrior can determine the specifics of his appearance at the time of creation.
Artisan: The kabuki warrior takes on the appearance of a merchant, craftsman, or artisan. He gains the Appraise, Craft, Knowledge (engineering), and Profession skills.
Ascetic: The kabuki warrior takes on the appearance of a mystic priest, ascetic monk, or holyman. He gains the Heal, Knowledge (arcana), Knowledge (religion), and Sense Motive skills.
Commoner: The kabuki warrior takes on the appearance of a farmer, beggar, or some other commone. He gains the Handle Animal, Perception, Profession, and Ride skills.
Demon: The kabuki warrior takes on the appearance of an ogre mage. He gains the Intimidate, Knowledge (arcana), and Knowledge (planes) skill.
Dragon: The kabuki warrior takes on the appearance of a lizardman or some other humanoid draconic creature, and gains the Bluff, Intimidate, Knowledge (arcana), and Survival skills.
Hero: The kabuki warrior takes on the appearance of a powerful warrior of great renown. He gains the Intimidate, Knowledge (dungeoneering), Ride, and Survival skills.
Kuroko: The kabuki warrior takes on the appearance of a kuroko, the oft overlooked black garbed stage hand whom all ignore. He gains the Bluff, Disable Device, Sleight of Hand, and Stealth skills.
Nobleman: The kabuki warrior takes on the appearance of a regal nobleman or ruling lord of great influence. He gains the Bluff, Diplomacy, Knowledge (nobility), and Sense Motive skills.
Spirit: The kabuki warrior takes on the appearance of a translucent ghost or spirit. This spirit effect otherwise functions as the ghost disguise spell. He gains the Acrobatics, Escape Artist, Knowledge (local), and Stealth skills.
Villain: The kabuki warrior takes on the appearance of a dastardly scoundrel dressed in dark and sinister colors. He gains the Bluff, Knowledge (nobility), Knowledge (local), and Sleight of Hand skills.
At 3rd level, the kabuki warrior can alter his perceived audible (sound) properties when he assumes a persona. At 5th level, the kabuki warrior can also alter his perceived tactile (touch) properties, and can imitate any voice with which he is familiar. At 9th level, the kabuki warrior's disguise fools even extraordinary senses, such as scent, blindsight, or tremorsense.
Should the kabuki warrior have a performance in effect, he can assume a single persona as part of the performance without expending additional rounds of performance. Assuming this persona requires a swift action and is maintained for as long as the performance continues.
This ability and greater kabuki replace resolve.
This then allows him to actually use his Perform skill with greater functions and effect.Essentially, this makes it a very "versatile" Versatile Performance type ability.

Elghinn Lightbringer |

Alright, I think we can move on from Kabuki Warrior.
Heres the Final Version
Samurai’s spend much of their time studying the finer points of erudition and etiquette, in addition to sword play, battle training. Kabuki warriors take use this study of erudition and etiquette and transform it into an sophisticated set of performances and magic that allow them to take up the role of a resplendent play actor and artist-in-residence under the patronage of nobility, royalty, or some well-moneyed elite with aspirations of joining their ranks. The kabuki warrior utilizes a special mask to enhance these performances, allowing him to appear as almost any one he chooses, as he fulfills out his purposes. Whether assassination, espionage, or simply infiltrating an enemy lord’s court, kabuki warriors often go unnoticed until they have accomplishes what they has set out to do.
Primary: Samurai.
Secondary: Bard.
Alignment: Any.
Hit Dice: d10.
Bonus Skills and Ranks: The kabuki warrior selects three bard skills to add to his class skills in addition to the normal samurai class skills. The kabuki warrior gains a number of ranks at each level equal to 4 + Int modifier.
Weapon and Armor Proficiency: The kabuki warrior is proficient with all simple and martial weapons, plus the katana, naginata, nodachi, and wakizashi. The kabuki warrior is also proficient with all types of armor (heavy, light, and medium, and with shields (except tower shields).
Bardic Performance: At 1st level, a kabuki warrior gains the bard’s bardic performance ability and may only choose Perform (act, comedy, dance, oratory). He gains access to the following types of bardic performance at the indicated levels.
Din (Sp): A kabuki warrior can use his performance to create auditory effects that enhance his surroundings. The kabuki warrior can spend 1 round of performance to create an effect similar to the ghost sound spell. This effect lasts for 1 minute per kabuki warrior level. This performance affects all creatures within 30 feet. Each creature within range receives a Will save (DC 10 + 1/2 the kabuki warrior’s level + the kabuki warrior’s Charisma modifier) to disbelieve the effect. If the saving throw fails, the creature hears the sound for the duration of the effect. This performance can be maintained beyond its initial duration by spending 1 additional round of performance as a free action. Din is an illusion (figment) effect that uses audible components.
Props (Sp): A kabuki warrior can use his performance to create illusions of an object, creature, or force as visualized by the kabuki warrior. The kabuki warrior can spend 1 round of performance to create an effect similar to the silent image spell. This effect lasts for as long as the kabuki warrior concentrates, or 1 minute per kabuki level if the kabuki warrior stops concentrating or chooses not to concentrate at all. Each creature within range receives a Will save (DC 10 + 1/2 the kabuki warrior’s level + the kabuki warrior’s Charisma modifier) to disbelieve the effect. If the saving throw fails, the creature sees the images for as long as the performance continues. Props can be used to enhance the auditory effects of a creature that has already been affected by the din performance (see above), without expending additional rounds or performance. However, it does require a standard action to activate (in addition to the free action to continue the din effect). Props is an illusion (figment) effect that uses audible components.
Satire (Su): A kabuki warrior can use performance to undermine the confidence of enemies who hear it, causing them to take a –1 penalty on attack and damage rolls (minimum 1) and a –1 penalty on saves against fear and charm effects as long as the kabuki warrior continues performing. This penalty increases by –1 at 5th level and every six levels thereafter. Satire is a language-dependent, mind-affecting ability that uses audible components.
Mockery (Su): A kabuki warrior of 3rd level or higher can subtly ridicule and defame a specific individual. The kabuki warrior selects one target who can hear his performance. That individual takes a –2 penalty on Charisma checks and Charisma-related skill checks as long as the kabuki warrior continues performing. This penalty increases by –1 every four levels after 3rd. Mockery is a language-dependent, mind-affecting ability that relies on audible components.
Glorious Epic (Su): A kabuki warrior of 9th level or higher can weave captivating tales that engross those who hear them. Enemies within 30 feet become flat-footed unless they succeed at a Will save (DC 10 + 1/2 the kabuki warrior’s level + the kabuki warrior’s Charisma modifier). A save renders them immune to this ability for 24 hours. Glorious epic is a language-dependent, mind-affecting ability that uses audible components.
Inspire Greatness (Su): A kabuki warrior of 10th level gains the bard’s inspire greatness performance.
Scandal (Su): A kabuki warrior of 14th level or higher can combine salacious gossip and biting calumny to incite a riot. Each enemy within 30 feet is affected as if by a song of discord for as long as it can hear the performance. A successful Will save (DC 10 + 1/2 the kabuki warrior’s level + the kabuki warrior’s Charisma modifier) negates the effect, and that creature is immune to this ability for 24 hours. Scandal is a language-dependent, mind-affecting ability that uses audible components.
Inspire Heroics (Su): A kabuki warrior of 17th level gains the bard’s inspire heroics performance.
Last Performance (Su): A kabuki warrior of 20th level or higher can use his performance to assume the persona of death itself and attempt to kill the target of his challenge outright. To be affected, the target must be able to see and hear the kabuki warrior perform for 3 full rounds and be adjacent to him once the rounds have passed. During this time, the target views the kabuki warrior as the harbinger of his death. On his next turn, the kabuki warrior makes a single melee attack at his highest base attack bonus. If the attack is successful, he deals damage as normal and the target receives a Will save (DC 10 + 1/2 the bard’s level + the kabuki warrior’s Charisma modifier). If the target’s saving throw succeeds, the target is staggered for 1d4 rounds, and the kabuki warrior cannot use last performance on that creature again for 24 hours. If the target's saving throw fails, it dies. Last performance is a mind-effecting death effect that relies on audible and visual components. Using this performance expends 6 rounds of performance. This ability replaces last stand.
This ability replaces mount, challenge 3/day and 6/day, honorable stand, greater banner, and last stand.
Bonus Feats: This is exactly like the samurai ability of the same name, and adds performance feats, Extra Performance, and Lingering Performance to the list of feats he can select.
Kabuki (Su): The kabuki warrior is not only a master of theatre performance, but also of fashioning disguises that enable him to blend into the crowd of a bustling market place, take the guise of a wandering priest or beggar, or infiltrate the court of a ruling lord. When creating a disguise (including a persona, see below), the kabuki warrior gains a competence bonus equal to 1/2 his kabuki warrior level on the Disguise check.
In addition to creating mundane disguises, the kabuki warrior can magically alter his appearance as the disguise self spell. This is a glamer effect that lasts a number of minutes equal to the kabuki warrior’s level. The DC to disbelieve the effect is equal to 10 + 1/2 the kabuki warrior’s level + his Charisma modifier.
Starting a kabuki persona is a swift action that expends 1 round of bardic performance. A persona can be maintained beyond its initial duration as a free action by expending an additional round of performance. A persona can be ended as a free action. Changing a persona from one to another requires the kabuki warrior to end the previous persona and start a new one as a swift action. A persona cannot be disrupted, but once the duration expires, it ends immediately if the kabuki warrior is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it. A kabuki warrior cannot have more than one kabuki persona in effect at one time.
While a persona is active, the kabuki warrior gains access to a small number of skills. He can use his Perform skill bonus in place of his bonus in these persona associated skills. When substituting in this way, the kabuki warrior uses his total Perform skill bonus, including class skill bonus, in place of the associated skill's bonus, whether or not he has ranks in that skill or if it is a class skill. This functions in a similar way as the bard’s versatile performance ability, except that it applies to any persona currently in effect.
A kabuki warrior can assume one of the following kabuki personas, even if doing so exceeds the limitations of disguise self. Once activated, each persona lasts for a number of minutes equal to the kabuki warrior’s level. While each persona provides a general description, the kabuki warrior can determine the specifics of his appearance at the time of creation.
Artisan: The kabuki warrior takes on the appearance of a merchant, craftsman, or artisan. He gains the Appraise, Craft, Knowledge (engineering), and Profession skills.
Ascetic: The kabuki warrior takes on the appearance of a mystic priest, ascetic monk, or holyman. He gains the Heal, Knowledge (arcana), Knowledge (religion), and Sense Motive skills.
Commoner: The kabuki warrior takes on the appearance of a farmer, beggar, or some other commone. He gains the Handle Animal, Perception, Profession, and Ride skills.
Demon: The kabuki warrior takes on the appearance of an ogre mage. He gains the Intimidate, Knowledge (arcana), and Knowledge (planes) skill.
Dragon: The kabuki warrior takes on the appearance of a lizardman or some other humanoid draconic creature, and gains the Bluff, Intimidate, Knowledge (arcana), and Survival skills.
Hero: The kabuki warrior takes on the appearance of a powerful warrior of great renown. He gains the Intimidate, Knowledge (dungeoneering), Ride, and Survival skills.
Kuroko: The kabuki warrior takes on the appearance of a kuroko, the oft overlooked black garbed stage hand whom all ignore. He gains the Bluff, Disable Device, Sleight of Hand, and Stealth skills.
Nobleman: The kabuki warrior takes on the appearance of a regal nobleman or ruling lord of great influence. He gains the Bluff, Diplomacy, Knowledge (nobility), and Sense Motive skills.
Spirit: The kabuki warrior takes on the appearance of a translucent ghost or spirit. This spirit effect otherwise functions as the ghost disguise spell. He gains the Acrobatics, Escape Artist, Knowledge (local), and Stealth skills.
Villain: The kabuki warrior takes on the appearance of a dastardly scoundrel dressed in dark and sinister colors. He gains the Bluff, Knowledge (nobility), Knowledge (local), and Sleight of Hand skills.
At 3rd level, the kabuki warrior can alter his perceived audible (sound) properties when he assumes a persona. At 5th level, the kabuki warrior can also alter his perceived tactile (touch) properties, and can imitate any voice with which he is familiar. At 9th level, the kabuki warrior's disguise fools even extraordinary senses, such as scent, blindsight, or tremorsense.
Should the kabuki warrior have a performance in effect, he can assume a single persona as part of the performance without expending additional rounds of performance. Assuming this persona requires a swift action and is maintained for as long as the performance continues.
This ability and greater kabuki replace resolve.
Performance Weapon Mastery: At 3rd level, a kabuki warrior gains Performance Weapon Mastery as a bonus feat. This ability replaces weapon expertise.
Dazzling Display: At 4th level, a kabuki warrior gains Dazzling Display as a bonus feat. This ability replaces mounted archer.
Costume Training (Ex): At 5th level, the kabuki warrior has become so used to wearing strange and cumbersome costumes for his performances that he reduces the armor check penalty by 1 (to a minimum of 0) when wearing light, medium, or heavy armor. Every four levels thereafter (9th, 13th, and 17th) this bonus increase by +1 each time, to a maximum –4 reduction of the armor check penalty. Also, a kabuki warrior’s training allows him to get in and out of costume quickly and efficiently. His armor check penalty and armor bonus are not worsened by 1 for hastily donned armor. In addition, whenever a kabuki warrior sleeps in medium armor he does not become fatigued. At 9th level, sleeping in heavy armor does not cause the kabuki warrior to become fatigued. This ability replaces banner.
Greater Kabuki (Su): At 9th level, the power of a kabuki warrior’s kabuki disguise increases. When assuming one of his kabuki personas, the kabuki warrior gains the following additional benefits.
Artisan: When the kabuki warrior takes on the persona of an artisan, he can obtain a mundane weapon, piece of armor, or item of adventuring gear of his choice at 75% of its listed value once per day. He can also use his Craft skill to identify magical versions of mundane equipment, weapons, and armor as if using detect magic. He must hold the item for 1 round to make such a check.
Ascetic: When the kabuki warrior takes on the persona of a priest, he gains the monks unarmed strike ability and deals 1d6 points of damage with his unarmed attacks. This damage increases to 1d8 at 14th level, and 1d10 at 18th level.
Commoner: When the kabuki warrior takes on the persona of a commoner, he gains a +2 bonus to his Strength score. At 14th level, the kabuki warrior’s carrying capacity increases to that of a creature with a Strength score 2 points higher than his current score, and 4 points higher than his current score at 18th level.
Demon: When the kabuki warrior takes on the persona of a demon, he is treated in many ways as if he were one size category larger. Whenever a kabuki warrior has this persona in effect and is subject to a size modifier or special size modifier for a Combat Maneuver Bonus or Combat Maneuver Defense (such as during grapple checks, bull rush attempts, and trip attempts), he is treated as one size larger if doing so is advantageous to him. The kabuki warrior is also considered to be one size larger when determining whether a creature's special attacks based on size (such as grab or swallow whole) can affect him. A kabuki warrior can also use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefits of this effect stack with the effects of abilities, spells, and effects that change the kabuki warrior’s size category.
Dragon: When the kabuki warrior takes on the persona of a dragon, he gains two primary claw attacks that deal 1d4 points of damage (1d3 if Small, 1d6 if Large). This damage increases to 1d6 at 14th level (1d4 if Small, 1d8 if Large), and 1d8 at 18th level (1d6 if Small, 1d10 if Large).
Hero: When the kabuki warrior takes on the persona of a hero, he is imbued great bravery and morale in battle. The kabuki warrior gains a +2 morale bonus on attack rolls and saving throws against fear effects. This bonus increases to +4 at 14th level, and +6 at 18th level.
Kuroko: When the kabuki warrior takes on the persona of a kuroko, he gains the ninja’s vanishing trick and the ninja’s no trace ability (+2). The bonus granted by his no trace ability increases to +3 at 14th level, and +4 at 18th level.
Nobleman: When the kabuki warrior takes on the persona of a nobleman, he gains a +2 bonus to his Charisma modifier. He also gains the wild empathy class feature, except that it affects only humanoid creatures. The standard humanoid races (humans, elves, dwarves, halflings, half-elves, half-orcs, or gnomes) have a starting attitude of indifferent, while non standard humanoid creatures (goblin, hobgoblin, orc, etc.) are usually unfriendly. If the creature is of the nobility caste (a city mayor, nobleman, ruling lord, or royalty) its starting attitude increases by 1 step.
Spirit: When the kabuki warrior takes on the persona of a spirit, he is considered to have constant concealment (20% miss chance) as the blur spell. This increases to a 35% miss chance at 14th level, and a 50% miss chance at 18th level.
Villain: When the kabuki warrior takes on the persona of a villain, he also gains the rogue’s sneak attack ability and deals 1d6 points of precision damage. This damage increases to 2d6 at 14th level, and 3d6 at 18th level.
This ability replaces greater resolve.
True Kabuki (Su): At 17th level, a kabuki warrior becomes a true master of the kabuki arts. His kabuki ability now functions as alter self (a transmutation, polymorph effect) instead of disguise self. The kabuki warrior can assume the form of any Small or Medium creature of the humanoid type He can also assume the form of one of his personas, even if doing so exceeds the limitations of alter self self. The kabuki warrior also gains the following benefits according to the size of his persona’s form.
Small creature: If the form he takes is that of a Small humanoid, he gains a +2 size bonus to his Dexterity.
Medium creature: If the form he takes is that of a Medium humanoid, he gains a +2 size bonus to his Strength.
Large creature: If he takes the form of his demon persona (ogre magi, a Large creature) he gains a +4 size bonus to his Strength, and receives a -2 penalty to Dexterity.
In addition, if the form or persona he assumes has any of the following abilities, he also gains the listed ability: darkvision 60 feet, low-light vision, scent, and swim 30 feet. This ability replaces true resolve.
Table: Kabuki Warrior
Base
Class Attack Fort Ref Will
Level Bonus Save Save Save Special
1st +1 +2 +0 +0 Bardic performance, challenge 1/day, din,
kabuki, order, props, satire
2nd +2 +3 +0 +0 Order ability
3rd +3 +3 +1 +1 Performance weapon mastery, mockery
4th +4 +4 +1 +1 Challenge 2/day, dazzling display
5th +5 +4 +1 +1 Costume training
6th +6/+1 +5 +2 +2 Bonus feat
7th +7/+2 +5 +2 +2 Glorious epic
8th +8/+3 +6 +2 +2 Order ability
9th +9/+4 +6 +3 +3 Greater kabuki
10th +10/+5 +7 +3 +3 Challenge 3/day
11th +11/+6/+1 +7 +3 +3 Inspire greatness
12th +12/+7/+2 +8 +4 +4 Bonus feat, demanding challenge
13th +13/+8/+3 +8 +4 +4 Challenge 4/day
14th +14/+9/+4 +9 +4 +4 Scandal
15th +15/+10/+5 +9 +5 +5 Order ability
16th +16/+11/+6/+1 +10 +5 +5 Inspire heroics
17th +17/+12/+7/+2 +10 +5 +5 True kabuki
18th +18/+13/+8/+3 +11 +6 +6 Bonus feat
19th +19/+14/+9/+4 +11 +6 +6 Challenge 5/day
20th +20/+15/+10/+5 +12 +6 +6 Last performance

Elghinn Lightbringer |

And here's what I've got (FINALLY) for the Adamant Veteran (previously the Adaptive Fighter). So take a look. I think its a simple but elegant MCA by usig the Oracle's Curses and Revelations as the core base of the swap outs and abilities.
I'm open to any suggestions for alternate feats or revelations (or anything else). Those were the toughest things to determine in creating some of these Warrior's Curses.
Gave only Light and Medium armor prof too, then he gets the Insightful Defense ability to off set that. What do other's think? Or should we just keep bravery and Heavy Armor prof? Or go with Heavy Armor and Insightful Defense, or is that too good? Mind you, the ID ability is a dodge bonus. Thoughts?
SWAPS
Bonus feat (1/4/10/16) = Warrior’s Curse + Disciplines
Bonus feats (2/8/14/20) = Adaptive feats
Bravery = Insightful defense (Dodge bonus to AC)
Armor Training 2/4 = Revelations (2)
Wars can be terrible thing; for it often leaves soldiers severely injured or maimed both body and soul. While many such warriors are left by the wayside, some survive to re-entering the fray. These adamant veterans view physical and mental challenges not as an excuse, but as an opportunity to adapt and overcome. It is the adamant veteran who defies the odds, becoming a masterful warrior despite of what might otherwise hold others back from achieving one’s dreams of victory or conquest.
Primary: Fighter.
Secondary: Oracle.
Alignment: Any.
Hit Dice: d10.
Bonus Skills and Ranks: The adamant veteran selects three oracle skills to add to his class skills in addition to the normal fighter class skills. The adamant veteran gains a number of ranks at each level equal to 2 + Int modifier.
Weapon and Armor Proficiency: The adamant veteran is proficient with all simple and martial weapons, with light and medium armor, and with shields (except tower shields).
Warrior’s Curse (Ex): At 1st level, an adamant veteran must choose a warrior’s curse. Once this choice is made, it cannot be changed. Each curse is related to one of the oracle’s curses, but is the result of his experiences in battle, not a divine blessing. The adamant veteran uses his level for the purpose of determining the effects of all abilities granted by his warrior’s curse. This ability replaces the bonus feats gained at 1st, 2nd, 4th, 8th, 10th, 14th, 16th, and 20th level, armor training 2, and armor training 4.
Insightful Defense (Ex): Starting at 2nd level, an adamant veteran gains a +1 dodge bonus to AC. This bonus increases by +1 for every four levels beyond 2nd. Any condition that makes the adamant veteran lose his dexterity bonus to AC also makes him lose the benefits of this ability. This ability replaces bravery.
Conquer All (Ex): At 20th level, an adamant veteran has the ability to overcome anything, even death. An adamant veteran can postpone any affliction or condition he is suffering, including death, as long as he has a body. He can do this for a number of rounds per day equal to his adamant veteran level. These rounds need not be consecutive. This ability replaces weapon mastery.
Table: Adamant Veteran
Base
Class Attack Fort Ref Will
Level Bonus Save Save Save Special
1st +1 +2 +0 +0 Warrior’s curse
2nd +2 +3 +0 +0 Adaptive feat, insightful defense +1
3rd +3 +3 +1 +1 Armor training 1
4th +4 +4 +1 +1 Discipline
5th +5 +4 +1 +1 Weapon training 1
6th +6/+1 +5 +2 +2 Bonus feat, insightful defense +2
7th +7/+2 +5 +2 +2 Revelation
8th +8/+3 +6 +2 +2 Adaptive feat
9th +9/+4 +6 +3 +3 Weapon training 2
10th +10/+5 +7 +3 +3 Discipline, insightful defense +3
11th +11/+6/+1 +7 +3 +3 Armor training 2
12th +12/+7/+2 +8 +4 +4 Bonus feat
13th +13/+8/+3 +8 +4 +4 Weapon training 3
14th +14/+9/+4 +9 +4 +4 Adaptive feat, insightful defense +4
15th +15/+10/+15 +9 +5 +5 Revelation
16th +16/+11/+6/+1 +10 +5 +5 Discipline
17th +17/+12/+7/+2 +10 +5 +5 Weapon training 4
18th +18/+13/+8/+3 +11 +6 +6 Bonus feat, insightful defense +5
19th +19/+14/+9/+4 +11 +6 +6 Armor training 3
20th +20/+15/+10/+5 +12 +6 +6 Adaptive feat, conquer all
WARRIOR CURSES
The following warrior’s curses can be chosen by the Adamant Veteran multiclass archetype.
Your eyes are obscured, making it difficult to see. You cannot see anything beyond 30 feet, but you can see as if you had darkvision out to a range of 30 feet.
Curse Skill: Perception.
Adaptive Feats: You gain the following feats at the indicated levels, even if you do not normally meet the prerequisites.
At 2nd level, you gain Improved Blind-Fight as a bonus feat.
At 8th level you gain Moonlight Stalker as a bonus feat.
At 14th level you gain Greater Blind-Fight as a bonus feat.
At 20th level you gain Blinding Critical as a bonus feat.
Discipline: You have mastered your curse and gain the following abilities.
At 4th level, your darkvision increases to 60 feet.
At 10th level, you gain blindsense out to a range of 30 feet.
At 16th level, you gain blindsight out to a range of 15 feet.
Revelations: Your curse grants you the following revelations.
At 7th level, you gain the War Sight revelation from the Battle mystery.
At 15th level, you gain the Focused Trance revelation from the Lore mystery.
Your connection to Abaddon and the daemons that call it home has left you diminished but still able to scorn many mortal frailties. Whenever you take lethal hit point damage, you take an additional number of points of nonlethal damage equal to 1/2 the lethal damage you took. You automatically stabilize when brought below 0 hit points.
Curse Skill: Intimidate.
Adaptive Feats: You gain the following feats at the indicated levels, even if you do not normally meet the prerequisites.
At 2nd level, you gain Diehard as a bonus feat.
At 8th level you gain Deathless Initiate as a bonus feat.
At 14th level you gain Deathless Master as a bonus feat.
At 20th level you gain Deathless Zealot as a bonus feat.
Discipline: You have mastered your curse and gain the following abilities.
At 4th level, whenever you make a saving throw against a disease or poison effect, roll twice and use the higher roll as your result.
At 10th level, you can go without food or water for a number of days equal to your cursed warrior level before suffering any ill effects due to starvation or thirst.
At 16th level, whenever a creature within 30 feet takes damage while in combat, you automatically gain 1 temporary hit point. You can benefit from this ability a number of times per round equal to your Charisma modifier, and you can gain a total number of temporary hit points in this way equal to your cursed warrior level. Temporary hit points gained this way disappear after 1 hour.
Revelations: Your curse grants you the following revelations.
At 7th level, you gain the Near Death revelation from the Bones mystery.
At 15th level, you gain the Delay Affliction revelation from the Life mystery.
You cannot hear and suffer all of the usual penalties for being deafened. You gain a +10 competence bonus on all Linguistics checks to read lips.
Curse Skill: Perception.
Adaptive Feats: You gain the following feats at the indicated levels, even if you do not normally meet the prerequisites.
At 2nd level, you gain Eagle Eyes as a bonus feat.
At 8th level you gain Spring Attack as a bonus feat.
At 14th level you gain Bull Rush Strike as a bonus feat.
At 20th level you gain Deafening Critical as a bonus feat.
Discipline: You have mastered your curse and gain the following abilities.
At 4th level, you receive a +3 competence bonus on Perception checks that do not rely upon hearing, and the initiative penalty for being deaf is reduced to –2.
At 10th level, you gain scent and you do not suffer any penalty on initiative checks due to being deaf.
At 16th level, you gain tremorsense out to a range of 30 feet.
Revelations: Your curse grants you the following revelations.
At 7th level, you gain the Nature’s Whispers revelation from the Nature mystery.
At 15th level, you gain the Think On It revelation from the Lore mystery.
Your face and neck have been injured so as to hamper your verbal communications. Whenever you speak, all creatures must make a DC 15 Perception check to understand you. You learn a sign based language similar to Drow Sign that allows you to communicate with anyone that makes a successful DC 10 Perception check.
Curse Skill: Linguistics.
Adaptive Feats: You gain the following feats at the indicated levels, even if you do not normally meet the prerequisites.
At 2nd level, you gain Improved Dirty Trick as a bonus feat.
At 8th level you gain Greater Reposition as a bonus feat.
At 14th level you gain Combat Patrol as a bonus feat.
At 20th level you gain Stunning Critical as a bonus feat.
Discipline: You have mastered your curse and gain the following abilities.
At 4th level, when you use Bluff to pass hidden messages to an allied character, the DC of this check is 10 for simple messages and 15 for complex messages. You also gain a +3 competence bonus on Perception checks and saving throws against effects that that rely language.
At 10th level, you gain a competence bonus equal to 1/2 your level on all Linguistics checks made to decipher writing in an unknown language.
At 16th level, you can understand any written or spoken language as if under a constant comprehend languages spell.
Revelations: Your curse grants you the following revelations.
At 7th level, you gain the Automatic Writing revelation from the Lore mystery.
At 15th level, you gain the Telepathy revelation from the Outer Rifts mystery.
One of your legs is permanently wounded, reducing your base land speed by 10 feet if your base speed is 30 feet or more. If your base speed is less than 30 feet, your speed is reduced by 5 feet. Your speed is never reduced due to encumbrance.
Curse Skill: Survival.
Adaptive Feats: You gain the following feats at the indicated levels, even if you do not normally meet the prerequisites.
At 2nd level, you gain Improved Sidestep as a bonus feat.
At 8th level you gain Acrobatic Steps as a bonus feat.
At 14th level you gain Light Step as a bonus feat.
At 20th level you gain Mystic Stride as a bonus feat.
Discipline: You have mastered your curse and gain the following abilities.
At 4th level, you are immune to the fatigued condition (but not exhaustion).
At 10th level, your speed is never reduced by armor.
At 16th level, you are immune to the exhausted condition.
Revelations: Your curse grants you the following revelations.
At 7th level, you gain the Woodland Stride revelation from the Wood mystery.
At 15th level, you gain the Sidestep Secret revelation from the Lore mystery.
You are missing a hand or part of your arm, and your stump is capped in iron. You cannot wield two weapons at the same time or two handed weapons. You can defend yourself from combat maneuvers, gaining a +2 to your CMD. You can specially mount shields to your stump (except tower shields) so that they function normally.
Curse Skill: Intimidate.
Adaptive Feats: You gain the following feats at the indicated levels, even if you do not normally meet the prerequisites.
At 2nd level, you gain Improved Shield Bash as a bonus feat. This feat also applies to your stump.
At 8th level you gain Vital Strike as a bonus feat.
At 14th level you gain Bashing Finish as a bonus feat.
At 20th level you gain Crippling Critical as a bonus feat.
Discipline: You have mastered your curse and gain the following abilities.
At 4th level, you can use your iron clad stump as a primary natural weapon. You can make a slam attack that deals 1d6 damage plus your full Strength modifier. Your stump also doubles as a buckler.
At 10th level, the bonus to your CMD increases to +4.
At 16th level, the damage from your slam attack increases to 1d8.
Revelations: Your curse grants you the following revelations.
At 7th level, you gain the Iron Weapon revelation from the Metal mystery, except its effect applies only to your slam attack.
At 15th level, you gain the Clobbering Strike revelation from the Stone mystery, except its effect applies only to your slam attack.
Your body has endured terrible torture and the stresses of war. While you body is susceptible to pain and injury, your mind has created mental defenses to protect it from being overcome. You take a –2 penalty on all Fortitude saves against effects that deal hit point damage. You gain a +4 bonus on all saves made against charm and compulsion effects.
Curse Skill: Sense Motive.
Adaptive Feats: You gain the following feats at the indicated levels, even if you do not normally meet the prerequisites.
At 2nd level, you gain Improved Iron Will as a bonus feat.
At 8th level you gain Greater Trip as a bonus feat.
At 14th level you gain Deadly Finish as a bonus feat.
At 20th level you gain Bleeding Critical as a bonus feat.
Discipline: You have mastered your curse and gain the following abilities.
At 4th level, you are immune to the fascinated condition.
At 10th level, you gain immunity to confused condition.
At 16th level, you are immune to the staggered condition.
Revelations: Your curse grants you the following revelations.
At 7th level, you gain the Blood of Heroes revelation from the Ancestor mystery.
At 15th level, you gain the Battlefield Clarity revelation from the Battle mystery.
Your body is slowly rotting away. You take a –4 penalty on Charisma-based skill checks, except for Intimidate. You gain a +4 competence bonus on saves made against disease.
Curse Skill: Heal.
Adaptive Feats: You gain the following feats at the indicated levels, even if you do not normally meet the prerequisites.
At 2nd level, you gain Toxic Recovery as a bonus feat.
At 8th level you gain Improved Greater Fortitude as a bonus feat.
At 14th level you gain Fast Healer as a bonus feat.
At 20th level you gain Sickening Critical as a bonus feat.
Discipline: You have mastered your curse and gain the following abilities.
At 4th level, you are immune to the sickened condition (but not nauseated).
At 10th level, you gain immunity to disease.
At 16th level, you are immune to the nauseated condition.
Revelations: Your curse grants you the following revelations.
At 7th level, you gain the Healing Hands revelation from the Life mystery.
At 15th level, you gain the Dread Resilience revelation from the Outer Rifts mystery.

Elghinn Lightbringer |

There wasn't a concept for the Sor/Rgr per se, other than I belive Browman was approaching it as the MCA being able to gain the bloodline powers of his favored enemies by drinking their blood. If I remember correctly. It might have been posted on out previous thread, out Queue is long and many have been sitting in there for many many MCAs in advance.
@Wildheart
Keep your ideas, because we'll be doing it eventually. There's no point trying to work on it if Desidero is still working out concepts. Doesn't mean that you guys can't PM each other with ideas behind the scenes in the mean time. We'd more than happily hammer out things here on the thtread, like we did with the Kabuki Warrior, but it appears Desidero wants to get a concrete concept befor we wade into that one. Which I think is good, as we want to try to realize his concept as best as we can, not necessarily ours.