Multiclass Archetypes VI: Even More Ultimate MCAs


Homebrew and House Rules

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OK, we are continuing from MCA Thread V, which has gooten really big and long. Again here's the process that will be going on in this thread (same as the last one).

This thread, while dedicated to new Multiclass Archetypes, is also dedicated to getting the unfinalized MCAs (*) on the Multiclass Archetype Wiki closer to their finalized form. All those who join us in this process, know that it will be greatly appreciated by the members of MCP. Your input will allow us to improve our concepts, as well as your own.

As always, new posters, concepts, and ideas are always welcome. With the unfinalized (*) MCAs from the Wiki, we wish to maintain as much of the core concepts and abilties as possible, but we also are seeking any new and awesome ideas that could improve it, and any feedback on balance issues, or whatever you might see as problematic.

The posting process will be as follows, so please attempt to keep to these guidelines as much as possible to maintain a cohesive process.

READ
1)
As stated, this thread will focus on 1 new and 1 "unfinalized Wiki" (*) MCA at a time.

2) Each MCA will be worked on until it is "done", as deemed by me or another member of MCP.

3) Please post "concepts" for new MCAs first (not the whole detailed MCA), as holding places, in the following format.

"Name"
Primary: "X"
Secondary: "Y"

These will be placed in the cue as the are posted (including those from myself or any other MCP member), but will not be looked at until they come up in the cue. So, feel free to work on them alone, or amongst yourselves (or even MCP members) via email or whatever until your turn comes.

I'll give the go ahead with each new MCA just to keep things orderly.
I will also post the new MCA cue every so often so everyone knows what's coming up.

4) Only one NEW MCA will be posted at a time. To allow for fairness, if if you've recently posted, let someone else post theirs. So, don't post two MCAs in a row. We would prefer MCA class combos that have not been created yet, so that we don't double up on already existing MCAs. However, we won't interfere in your creativity process, do as you must, but the previous would be most appreciated.

5) I will post the unfinalized MCAs (*) according to alphabetical order on the Wiki, as this will allow for the most diverse approach, otherwise we may get a little bored working on MCAs with the same primary class over numerous postings.

6) If someone pops up on the thread with feedback on an old MCA, that will becomes the next "unfinalized" (*) MCA that we take a look at, even if it is out of alphabetical order, to address any concerns ASAP.

7) As before, please us the "#" to differentiate between the MCA posts, especially with us working on 2 MCAs simultaneously.

Alright, carry on!


Aaah. The Sixth. And off we go....


Next up is ecw1701's MCA concept the Spartan. Please post it here ASAP. Meanwhile, I'll go see what our nest wiki MCA is.


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Mmmm that new thread smell.


Next wiki MCA, the Divine Paragon by a thread fan named Mr. Shine.

DIVINE PARAGON:

The divine paragon is the ultimate warrior in service to his deity, honing his very body and soul into an instrument of the greater power he champions. Using his divine connection, the divine paragon bolsters his abilities and casts fearsome spells to better carryout the desires of his deity.

Primary: Monk.
Secondary: Cleric.
Alignment: Any lawful.
Hit Dice: d8.

Bonus Skills and Ranks: The divine paragon warder selects three cleric skills to add to his class skills in addition to the normal monk class skills. The divine paragon gains a number of ranks at each level equal to 4 + Int modifier.

Weapon and Armor Proficiency: The divine paragon is proficient with the brass knuckles*, cestus*, club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shortspear, short sword, shuriken, siangham, sling, spear, temple sword*, and his deity’s favored weapon. A divine paragon is not proficient with any armor or shields. When wearing armor, using a shield, or carrying a medium or heavy load, a divine paragon loses his AC bonus, as well as his fast movement and flurry of blows abilities. (*Advanced Player’s Guide)

Flurry of Blows (Ex): This is exactly like the monk ability of the same name, except that the divine paragon can use his deity’s favored weapon with flurry of blows.

Divine Petition (Sp): Beginning at 1st level, a divine paragon can cast a small number of divine spells as a spell-like ability. A divine paragon’s selection of divine petition spells is limited to those from the cleric’s spells list. A divine paragon can cast detect magic, guidance, or stabilize a number of times per day equal to 3 + his Wisdom modifier. In addition, a divine paragon may select one 1st–level spell from the cleric spell list as his 1st–level petition.

At 5th level, a divine paragon may select one 2nd–level spell from the cleric spell list as his 2nd–level petition.

At 6th level, and at every even-numbered divine paragon level after that (8th, 10th, and so on), a divine paragon can choose to learn a new divine petition spell in place of one he already knows. In effect, the divine paragon loses the old spell in exchange for the new one. The new spell's level must be the same as that of the spell being exchanged, and must be from the cleric spell list. A divine paragon may swap only a single spell at any given level.

At 9th level, a divine paragon may select one 3rd–level spell from the cleric spell list as his 3rd level petition.

At 13th level, a divine paragon may select one 4th–level spell from the cleric spell list as his 4th level petition.

At 17th level, a divine paragon may select one 5th–level spell from the cleric spell list as his 5th level petition.

When casting a 1st–, 2nd–, or 3rd–level petition spell, the divine paragon expends one daily use of his divine petition ability, while casting a 4th– or 5th–level petition spells expends two daily uses of his divine petition ability. A divine paragon can use his 1st–level or higher divine petition a number of times per day equal to 1/2 his divine paragon level. A divine paragon has a caster level equal to his divine paragon level. This ability replaces evasion, high jump, improved evasion, timeless body, and tongue of the sun and the moon.

Domain: A divine paragon chooses one domain from among those belonging to his deity, the Law domain, or one of their subdomains. The divine paragon gains the domain powers and one domain spell slot of each spell level, as indicated on Table: Divine Paragon. He otherwise follows all other parameters pertaining to cleric domains. This ability replaces stunning strike, still mind, ki pool, slow fall, wholeness of body, diamond body, and empty body.

Bonus Feats: At 1st and 2nd level, a divine paragon may select a bonus feat, which must be taken from the following list: Combat Casting, Combat Reflexes, Dodge, Improved Grapple, Improved Initiative, and Weapon Focus. If he chooses the Weapon Focus feat, he ignores all prerequisites but must choose the favored weapon of his chosen deity.

Fast Movement (Ex): A divine paragon’s land speed is faster than the norm for his race by +10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying the divine paragon’s speed because of any load carried or armor worn. This bonus stacks with any other bonuses to the divine paragon's land speed. This ability replaces the monk’s fast movement.

Channel Divine Aura (Su): Starting at 4th level, a divine paragon of an evil, good, or lawful deity gains a particularly powerful aura that corresponds to the alignment of his deity (lawful evil, lawful good, or lawful neutral) by channeling the power of his deity through his body. While this divine aura is in effect, and his unarmed attacks are treated to be lawful aligned for purpose of bypassing damage reduction. This divine aura lasts for a number of rounds equal to his divine paragon level + his Wisdom modifier. Drawing upon this ability uses up the same power as the divine paragon uses to cast spells. As a result, he cannot cast spells while this ability is in effect. As a divine paragon gains levels, his aura can create additional effects.

At 6th level, while his divine aura is in effect, a divine paragon gains a +2 sacred (or profane) bonus to his Strength and Wisdom.

At 8th level, while his divine aura is in effect, a divine paragon is immune to mind-affecting spells and effects.

At 10th level, a divine paragon can spend one use of his channel divine aura to generate a sacred aura in a 10-foot radius. This sacred aura moves with the divine paragon. The divine paragon and a number of allies equal to his Wisdom modifier that are within the radius gain fast healing 1 for the aura’s duration. Any undead who enter a sacred aura take 1d6 points of damage each round until they leave the sacred aura. At 13th level, those within the aura gain fast healing 2, and damage against undead increases to 2d6 per round. At 17th level, those within the aura gain fast healing 3, and damage against undead increases to 3d6 per round.

At 12th level, the sacred (or profane) bonus to a divine paragon’s Strength and Wisdom scores increases to +4, and he gains a number of temporary hit points equal to his divine paragon level. In addition, a divine paragon can use his channel divine aura as a swift action.

At 14th level, once per day as a swift action, a divine paragon can spend one use of his channel divine aura to gain +2 bonus to confirm critical hits with his unarmed strikes or favored weapon for a number of rounds per day equal to his divine paragon level. A divine paragon can use this ability once per day.

At 16th level, once per day as a swift action, a divine paragon can spend one use of his channel divine aura to double the threat range of his unarmed strikes or favored weapon for a number of rounds per day equal to his divine paragon level. A divine paragon can use this ability once per day. At 18th level, while his divine aura is in effect, a divine paragon gains spell resistance equal to 10 + his divine paragon level + his Wisdom modifier.

A divine paragon can channel divine aura a number of times per day equal to 3 + his Wisdom modifier. This is a standard action that does not provoke an attack of opportunity. A divine paragon can end this channeling effect as a free action. This ability replaces maneuver training, the bonus feats gained at 6th, 10th, 14th, and 18th level, purity of body, diamond soul, and quivering palm.

Perfect Zealot (20th): At 20th level, a divine paragon becomes one with the power of his deity. He gains DR 10/chaotic (lawful neutral), DR 10/evil (lawful good), or DR 10/good (lawful evil), and all domain spells are cast as if under the effects of the Maximized Spell metamagic feat, without any level penalties. In addition, the divine paragon is forevermore treated as an outsider rather than as a humanoid (or whatever the divine paragon creature type was) for the purpose of spells and magical effects. Unlike other outsiders, the divine paragon can still be brought back from the dead as if he were a member of his previous creature type. This ability replaces perfect self.

Ex-Divine Paragons
A divine paragon who becomes non-lawful, or grossly violates the conduct of his god can no longer cast divine spells or use the channel divine aura ability. He cannot thereafter take levels in divine paragon until he has atoned for his deeds (see atonement spell).

Table: Divine Paragon
Base
Class Attack Fort Ref Will Unarm AC Fast
Level Bonus Save Save Save Special Flurry of Blows Dmg* Bns Move

1st +0 +2 +2 +2 Bonus feat, divine petition (1st), –1/–1 1d6 +0 +0 ft.
domain, flurry of blows, unarmed strike
2nd +1 +3 +3 +3 Bonus feat +0/+0 1d6 +0 +0 ft.
3rd +2 +3 +3 +3 Domain spell (1st), fast movement +1/+1 1d6 +0 +10 ft.
4th +3 +4 +4 +4 Channel divine aura +2/+2 1d8 +1 +10 ft.
5th +3 +4 +4 +4 Divine petition (2nd) +3/+3 1d8 +1 +10 ft.
6th +4 +5 +5 +5 +4/+4/–1 1d8 +1 +20 ft.
7th +5 +5 +5 +5 Domain spell (2nd) +5/+5/+0 1d8 +1 +20 ft.
8th +6/+1 +6 +6 +6 +6/+6/+1/+1 1d10 +2 +20 ft.
9th +6/+1 +6 +6 +6 Divine petition (3rd) +7/+7/+2/+2 1d10 +2 +30 ft.
10th +7/+2 +7 +7 +7 +8/+8/+3/+3 1d10 +2 +30 ft.
11th +8/+3 +7 +7 +7 Domain spell (3rd) +9/+9/+4/+4/–1 1d10 +2 +30 ft.
12th +9/+4 +8 +8 +8 +10/+10/+5/+5/+0 2d6 +3 +40 ft.
13th +9/+4 +8 +8 +8 Divine petition (4th) +11/+11/+6/+6/+1 2d6 +3 +40 ft.
14th +10/+5 +9 +9 +9 +12/+12/+7/+7/+2 2d6 +3 +40 ft.
15th +11/+6/+1 +9 +9 +9 Domain spell (4th) +13/+13/+8/+8/+3/+3 2d6 +3 +50 ft.
16th +12/+6/+2 +10 +10 +10 +14/+14/+9/+9/+4/+4/–1 2d8 +4 +50 ft.
17th +12/+7/+2 +10 +10 +10 Divine petition (5th) +15/+15/+10/+10/+5/+5/+0 2d8 +4 +50 ft.
18th +13/+8/+3 +11 +11 +11 +16/+16/+11/+11/+6/+6/+1 2d8 +4 +60 ft.
19th +14/+9/+4 +11 +11 +11 Domain spell (5th) +17/+17/+12/+12/+7/+7/+2 2d8 +4 +60 ft.
20th +15/+10/+5 +12 +12 +12 Perfect zealot +18/+18/+13/+13/+8/+8/+3 2d10 +5 +60 ft.


#hastag-divine-paragon-hashtag-hashtag
*whistles* this can use some work. I think I saw an archetype pretty much exactly like this somewhere.
I don't understand why he retains fast movement when wearing armor, but can't use his monk abilities when wearing armor.
it just seems... poorly done. and unfinished.
I feel that this is actually weaker than straight multiclassing clerics and monks - actually, it is - I've done that, and it's much more powerful than this.
I feel it should get actual spellcasting progression, rather than divine SLAs.


#Divine Paragon

While I'm definitely not a fan, (feels a little too simple and not enough synergy or tweaks to make it exciting) the fast movement still works when unarmored, just allows the DP to use it in light and medium armor as well. I don't find that problematic, nor inconsistent with other monk-mechanics.

* Divine Aura seems like a strange melange of unrelated abilities, and I'm no sure where the ability buffs (Str and Wisdom) are coming from nor why - needs more flavor for me than channeling the divine power of the deity (I obviously get the mechanicalreasonin for Str/Wis for a Monk's MAD...). Also, auras are fairly specifically a radius ability, but some of the powers aren't.

Surely a Flurry of Smites is in order... ;) [EDIT - actually no it isn't - this is Monk/Cleric not Monk/Paladin. The "Paragon" bit in the name temporarily threw me]


Oceanshieldwolf wrote:

#Divine Paragon

While I'm definitely not a fan, (feels a little too simple and not enough synergy or tweaks to make it exciting) the fast movement still works when unarmored, just allows the DP to use it in light and medium armor as well. I don't find that problematic, nor inconsistent with other monk-mechanics.

* Divine Aura seems like a strange melange of unrelated abilities, and I'm no sure where the ability buffs (Str and Wisdom) are coming from nor why - needs more flavor for me than channeling the divine power of the deity (I obviously get the mechanicalreasonin for Str/Wis for a Monk's MAD...). Also, auras are fairly specifically a radius ability, but some of the powers aren't.

Surely a Flurry of Smites is in order... ;)

well, why is that the ONLY ability that works while armored, then?

and yah, this MCA DEFINITELY needs some polish.


#Divine Paragon
I'm fine rebuilding this one. I would sugggest people supplying specific suggetsions/changes/additions/removals and then we can go from there. Again, look at the base Monk when doing so.

I'm going to work on my

Battlefield Chirurgeon/Medic/Healer
Sum/Clr or Clr/Sum
Has an ability similar to the summoner's summon monster ability, except with cure/inflict spells. And his eidlon will be a body guard as he roams around the battle field, or also functions as a medic that can be sent in to retreive or aid fallen comrades in hairy situations.


#Battlefield Chirurgeon

wait, you're working on that yourself? or are we just going to work on it till the Spartan is posted?


No, I'm working on it by myself for when it comes up in the queue (a long time from now). I don't jump the queue. :D


Elghinn, did we decide on three or five witches for the Coven Champion's holy coven? On the wiki it's five.
Also, the Dead Shaman need to be put in the oracle MCA list now. It's still in the sorcerer list. If you want, I'll put the new oracle curses in the supplements section.


# Ur-Warrior (No, I never give up)

I did a comparison between the monk and ninja skill lists. They are quite similar. Then ninja has 10 skills the monk does not, the monk has 2 knowledge skills the ninja does not.

In other words, I was wrong earlier when I was doubtful there were 3 skills the ninja had that the monk did not. At the same time, getting to select 3 of these 10 should set most characters up perfectly.

No action needed.


#Divine Paragon
Commenting on this before reading anyone else's comments, sorry if I duplicate what others said.

The basic idea behind this class seems solid. It has the same relationship to combining religion and martial arts as the classic wuxia hero (see Chinese Ghost Story) has towards mixing magic and martial arts. A holy martial artist rather than a magical or mystical one.

Specific Comments:

Name
Divine Paragon as a name is not bad, but could be more exact. Sure, monks are paragons and a divine monk would be a divine paragon, but paragon could be anyone with religious fervor. Problem is that other words to replace paragon are worn out or already used - champion, disciple, etc. are all taken. So, what else is a martial artist besides being a paragon?

Divine Petition
We called these devotions earlier in another MCA, shouldn't all divine spells turned spell-like use the same name? Or does each class have their own name for it?

Also, you get 3 + Wisdom bonus daily uses, but higher level spells cost more. Shouldn't the number of petition uses per day increase?

Again I feel a bigger pool and a cost of 1 sper spell level (level 0 costing 1/2) would be easier, but I can accept the reason not to do so.

Domain
Would it not be simpler to just make petitions out of the domain spells? Saves you from having to keep track of two kinds of resources.

Also maybe a restriction on what deity you can choose, same as clerics have (one alignment step removed) meaning no chaotic patrons. A flavor text saying only certain perfection-seeking religions would have divine paragons could also be good to have.

Fast movement
Do I understand this right in that it is a static bonus that does not increase, unlike a monk? Looking at the table, it seems not. If you want to keep the monk's fast movement as-is, you don't have to mention it, it is already there.

Channel Divine Aura
The restriction that this uses the same energy as the paragon uses to cast spells only restricts domains spells, the one slot per level thing. It does not restrict petitions (just pointing this out and asking if it is intended this way). Feels like a restriction that strikes rather blindly - some domains have in combat spells and suffer, others do not and won't suffer.

Giving a sacred bonuses on ability scores (that stack with enhancement bonuses) is very powerful. So is immunity to mind affecting. The level 14 effect (confirmation bonus) on the other hand is not amazing, and can be a part of the basic aura, I see no need to pay for that separately. Same for the doubling of threat range really. Unarmed attacks start with threat range 20, and even doubled to 19-20, it is not amazing by any means.

I could also see divine aura and petitions use the same pool. Reduces bookeeping and pits petitions and aura against each other for power expenditure. This is just an idea tough, I can see reasons for not doing so too.

Power Level
Power level seems reasonable, maybe a bit on the weak side. The class has some "dead" levels and lacks flurry of blows, so it is a mediocre combatant. This means the sacred bonus in Channel Divine Aura doesn't matter so much. I could see some more combat abilities to fill out the "dead levels".


Bardess wrote:

Elghinn, did we decide on three or five witches for the Coven Champion's holy coven? On the wiki it's five.

Also, the Dead Shaman need to be put in the oracle MCA list now. It's still in the sorcerer list. If you want, I'll put the new oracle curses in the supplements section.

It's five, unless there is a Coven Champion in the coven, then it's three. I wanted the Coven Champion to be important when it comes to creating Holy Covens. SOme of the spells in a Holy Coven are more powerful than the Hag Coven. Thus, as it is so often done, the "good coven" requires more witches, but grants a few more powerful spells. Besides, a good group is more easily able to get the 5 required.

As to the Curses in the Dead Shaman, they need to stay in the Dead Shaman write-up, as they are MCA specific to to the dead Shaman only.


I will wait to comment on the divine paragon until after it has been reworked.

Also I believe that my ninja/ sorcerer is second on the new MCA list?


Yes, it is Browman.


Here's a queue update.

Spartan - Ftr/Ora (ecw1701) - awaiting posting.
??? - Nin/Sor (Browman)
Bonded Warmage – Mag/Sum (Orelius Lionpaw)
Avatar – Clr/Sum (SAMAS)
Quipu Mystic – Wiz/Brd (Elghinn)
“Melee Summoner” – Sum/Ftr (OSW)


Starfox wrote:

#Divine Paragon

Commenting on this before reading anyone else's comments, sorry if I duplicate what others said.

The basic idea behind this class seems solid. It has the same relationship to combining religion and martial arts as the classic wuxia hero (see Chinese Ghost Story) has towards mixing magic and martial arts. A holy martial artist rather than a magical or mystical one.

Yeah, needs a more Mystic Warrior Priest feel. We need to find some additional NEW combat options. whther it's something like spellstrike with unarmed strike, or spending pool points to deliver channeled energy (whether positive or negativ energy, or some sort of kinetic force damage)

Starfox wrote:

Name

Divine Paragon as a name is not bad, but could be more exact. Sure, monks are paragons and a divine monk would be a divine paragon, but paragon could be anyone with religious fervor. Problem is that other words to replace paragon are worn out or already used - champion, disciple, etc. are all taken. So, what else is a martial artist besides being a paragon?

I would suggest Divine Master, Wuxia Priest, Mystic Priest, Mystic Master, Anointed Master, or Devout Master.

Starfox wrote:

Divine Petition

We called these devotions earlier in another MCA, shouldn't all divine spells turned spell-like use the same name? Or does each class have their own name for it?

Also, you get 3 + Wisdom bonus daily uses, but higher level spells cost more. Shouldn't the number of petition uses per day increase?

Again I feel a bigger pool and a cost of 1 sper spell level (level 0 costing 1/2) would be easier, but I can accept the reason not to do so.

Yeah, we could go with a Devotion Pool (1/2 level + Wis modifier), used to create auras (as you suggest below) and to cast domain spells? Or we could simply have a Devotion Pool for auras and perhaps some other abilties including any monk abilites requiring ki), and thenjust go with 1/2 caster with a very limited spell list plus devotion slots 9but that's only up to 4th level spells, which may be good for something that is more monk than mystic.

@Note: With a 3 + Wis per day ability, uses do increase, IF you increase the Wisdom score. :D

Starfox wrote:

Domain

Would it not be simpler to just make petitions out of the domain spells? Saves you from having to keep track of two kinds of resources.

Also maybe a restriction on what deity you can choose, same as clerics have (one alignment step removed) meaning no chaotic patrons. A flavor text saying only certain perfection-seeking religions would have divine paragons could also be good to have.

Another option would be to do the Devotion pool (1/2 level + Wis mod), used to do auras and cast spells, but the spell list consists of ALL domains from the MCA's chosen deity. Gives them a narrow list of spells tied directly to the cause/dogma of his deity. Then they cost 1 point for 1st & 2nd level spells, 2 points for 3rd and 4th, and 3 for 5th and 6th if we want to go that high.

Starfox wrote:

Fast movement

Do I understand this right in that it is a static bonus that does not increase, unlike a monk? Looking at the table, it seems not. If you want to keep the monk's fast movement as-is, you don't have to mention it, it is already there.

Yup, Fast Movement works like a Barbarian's. Must have forgotten to rmove the Fast Movemetn Column. Ths is why its good to go over some of these. Less monk, more mobile warrior priest.

Starfox wrote:

Channel Divine Aura

The restriction that this uses the same energy as the paragon uses to cast spells only restricts domains spells, the one slot per level thing. It does not restrict petitions (just pointing this out and asking if it is intended this way). Feels like a restriction that strikes rather blindly - some domains have in combat spells and suffer, others do not and won't suffer.

Giving a sacred bonuses on ability scores (that stack with enhancement bonuses) is very powerful. So is immunity to mind affecting. The level 14 effect (confirmation bonus) on the other hand is not amazing, and can be a part of the basic aura, I see no need to pay for that separately. Same for the doubling of threat range really. Unarmed attacks start with threat range 20, and even doubled to 19-20, it is not amazing by any means.

I could also see divine aura and petitions use the same pool. Reduces bookeeping and pits petitions and aura against each other for power expenditure. This is just an idea tough, I can see reasons for not doing so too.

I think we'll start the Divine Aura ability at 1st, and swap/tweak some of the aura abilties. As you said, some ore not spectacular, while others are pretty powerful and should be moved to higher levels or tweaked.

We can make this + the Devotion Pool the signature "cleric-esque" ability. Spells acccessible likely at 4/7/10/13/16/19 (so up to 6th level spells.

Starfox wrote:

Power Level

Power level seems reasonable, maybe a bit on the weak side. The class has some "dead" levels and lacks flurry of blows, so it is a mediocre combatant. This means the sacred bonus in Channel Divine Aura doesn't matter so much. I could see some more combat abilities to fill out the "dead levels".

We can work out more combat abilities, any suggestions from the thread?


The ninja/ sorcerer can be penciled in as Illusion walker. I couldn't find a way to get my poisoned spell idea to work with a ninja/ sorcerer, but it has been filed away for later use.


#Divine Paragon

I like Wuxia Priest best of the names.

I also like the spell list made out of all domain spell lists idea, but it is very wild. Not that the domain spell lists are all that powerful, but they have a great deal of flexibility. I have this on a full caster version of the cleric I've made. On a semi-spelluser like this it might be excessive, even if we only go to level 5.

Maybe we could give this the paladin or inquisitor spell list, but say that all spells are cast as swift actions? Effectively all spells are devotions? Gives a feeling of quickness similar to the magus, but less complex. Funny that if all spells are quickened, you can still only cast one spell per round as you only have one swift action. :)

It could even use the paladin/antipaladin or inquisitor spell list (it has to be lawful after all). Or it could pick spells like an inquisitor does, but from cleric + domain spell list. The later makes it more of a cleric.

Even so, it might need something like flurry of blows to give it respectable damage.


I think the spell list drawn from the spells of all the deities domains is good. Most deities have domains covering several areas and it means that divine paragon's of different deities will feel very different from each other. I don't think using a different class' spell list is appropriate in this situation.


# Divine Paragon
If several others are ok with domain-based spellcasting, I'm not going to oppose it. I suppose the divine paragon would cast domain-only spells up to level 4 or six, using the paladin's or inquisitor's spells per day.

This is an example (from a ranger AT called Domain Champion) how spellcasting from a single domain can work. The idea is originally from the divine Crusader from the 3.5 divine splatbook whose name escapes me at the moment.

Spoiler:

Spells

An domain champion casts divine spells drawn from a single domain. She can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, an domain champion must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an domain champion’s spell is 10 + the spell’s level + the domain champion’s Wisdom modifier.

Like other spellcasters, an domain champion can cast only a certain number of spells per day of each spell level. Her base daily spell allotment is given on "Table: Domain Champion Spells Per Day". In addition, she receives bonus spells per day if she has a high Wisdom score (see Table: Ability Modifiers and Bonus Spells). When Table: Domain Champion Spells Per Day indicates that the domain champion gets 0 spells per day of a given spell level, she gains only the bonus spells she would be entitled to based on her Wisdom score for that spell level.

Unlike other divine spellcasters, a domain champion’s selection of spells is extremely limited. A domain champion knows only the spells granted by her domain.

Domain champions do not need to provide a divine focus to cast spells that list divine focus (DF) as part of the components. Her spellcaster level is equal to her class level. A domain champion applies any metamagic feats she knows as she casts each spell, like an oracle or sorcerer.

Table: Domain Champion Spells Per Day
Class
Level Spell Level
1 2 3 4 5 6 7 8 9
1 0
2 1
3 1 0
4 1 1
5 1 1 0
6 1 1 1
7 1 1 1 0
8 1 1 1 1
9 2 1 1 1 0
10 2 1 1 1 1
11 2 2 1 1 1 0
12 2 2 1 1 1 1
13 2 2 2 1 1 1 0
14 2 2 2 1 1 1 1
15 2 2 2 2 1 1 1 0
16 3 2 2 2 1 1 1 1
17 3 2 2 2 2 1 1 1 0
18 3 3 2 2 2 1 1 1 1
19 3 3 2 2 2 2 1 1 1
20 3 3 3 2 2 2 1 1 1


Browman wrote:
The ninja/ sorcerer can be penciled in as Illusion walker. I couldn't find a way to get my poisoned spell idea to work with a ninja/ sorcerer, but it has been filed away for later use.

Well, don't ditch it yet. Maybe we can help you fingure it out. In fact, count on it, because i think we can do it and it would be a cool new things to do. Probaneed to sale the poison to become more potent and harder to resist with level. We need a good low potency poison as the initial base poison stats, then we can increase it incrementally with level. Mayto gander at the Venom Blade MCa, it has a poisonous blood that can be used to poison weapons, etc. need to likely reduce even that but may be a good place to start or ideas.

Either that, of he can somehow use his Poison Use ability to bsorb the poison (whatever he has bought) into the spell he casts, then it affects the target similar to the poison spell.

Or we can tweak the poison spell to work with other spells, create degrees of the spell - lesser, greater etc.


The Divne Emissary (Pal/Clr) casts up to 6th level, but uses paladin spells 1st-4tth, then augments their spell list with all spells from the deity's(up to 6th level spells of course).

We can do something similar here, but use only domain spells up to 4th. Use palasoin spell progression with limited spell selection. Narrows their focuss.


@Browman, what was your initial poison spell idea?


Elghinn Lightbringer wrote:
Browman wrote:
The ninja/ sorcerer can be penciled in as Illusion walker. I couldn't find a way to get my poisoned spell idea to work with a ninja/ sorcerer, but it has been filed away for later use.

Well, don't ditch it yet. Maybe we can help you fingure it out. In fact, count on it, because i think we can do it and it would be a cool new things to do. Probaneed to sale the poison to become more potent and harder to resist with level. We need a good low potency poison as the initial base poison stats, then we can increase it incrementally with level. Mayto gander at the Venom Blade MCa, it has a poisonous blood that can be used to poison weapons, etc. need to likely reduce even that but may be a good place to start or ideas.

Either that, of he can somehow use his Poison Use ability to bsorb the poison (whatever he has bought) into the spell he casts, then it affects the target similar to the poison spell.

Or we can tweak the poison spell to work with other spells, create degrees of the spell - lesser, greater etc.

The thing is the MCA developed in a different direction, towards an illusion based caster assassin.

I definitely want to make a class that infuses poisons into his spells perhaps an alchemist/ wizard or an alchemist/ sorcerer. It will probably be my next MCA.


Go Alc/Sor or Sor/Alc, there is still room for those, even thought there are already one of each. There's already two of the Wiz/alc


Starfox wrote:

# Ur-Warrior (No, I never give up)

I did a comparison between the monk and ninja skill lists. They are quite similar. Then ninja has 10 skills the monk does not, the monk has 2 knowledge skills the ninja does not.

In other words, I was wrong earlier when I was doubtful there were 3 skills the ninja had that the monk did not. At the same time, getting to select 3 of these 10 should set most characters up perfectly.

No action needed.

Actually, glad you brought that up, it should have 6 + Int. Monk has 4, Ninja has 8, so the MCA should have 6.


6 does sound good. One of my initial comments on this is that it was lacking skill points.

I also find I don't like Diamond Soul as a secret technique - too enlightened.

And I noticed several errors in the table I sent - be sure to check that or use this:

MediaWiki Code:

''This is a version of the [[Lin_Kuei_(Apath)|lin kuei]] published at [http://mcarchetype.wikispaces.com/Multiclass+Archetypes+Master+List MCArchetype]. It is more flexible than the lin kuei, allowing a selection of more of both ninja and monk abilities.''

== Ur-warrior==
There was a time of dark legends among martial artists, before the ninja and monk became established. In these early days, the warriors of yore discovered the ways of martial arts and how to interact with the world. These warriors of the dawn of the world fought over what martial arts was to become. They were the ur-warriors. The result of those battles became the ninjas and monks of today, but a few ur-warriors still exist, still fighting that ancient battle.

== Class ==
'''Primary Class: ''' Monk.

'''Secondary Class: ''' Ninja.

The ur-warrior has all the monk's class features except as noted here.
An ur-warrior cannot mulitclass as a monk, ninja, or rogue. Rogue multiclassing is prohibited because the ninja is a subclass of the rogue.

'''Alignment''': Any.

=== Class Skills ===
The ur-warrior may select three ninja skills to add to his class skills in addition to the normal monk class skills. The ur-warrior gains a number of ranks at each level equal to 6 + Int modifier.

=== Weapon Proficiency ===
Ur-warriors are proficient with the brass knuckles<ref name="APG">From Advanced Player's Guide.</ref>, cestus<ref name="APG"/>, club, dagger, handaxe, javelin, kama, nunchaku, quarterstaff, short sword, shortspear, and shuriken. In addition to this, ur-warriors learn one weapon of choice. This can be any basic or martial weapon (including race-specific ones) or the kusarigama<ref name="UC"/>, kutetsu-shoge<ref name="UC"/>, sai, temple sword<ref name="APG"/>, or siangham. Ur-warriors are not proficient with any armor or shields. When wearing armor, using a shield, or carrying a medium or heavy load, an ur-warrior loses his AC bonus, as well as his fast movement ability.

=== Lethal Sneak Attack ===
As he advances in level, an ur-warrior gains extra damage with melee and thrown attacks. If an ur-warrior can catch an opponent when she is unable to defend herself effectively, he can strike accurate blows to deal extra damage. The ur-warrior’s lethal sneak attacks deal this extra damage anytime his target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), but (unlike regular sneak attack) not when the ur-warrior flanks his target. This extra damage is 1d6 at 1st level, and increases by 1d6 every three ur-warrior levels thereafter, to a maximum of 7d6 at 19th level. This is precision damage and is not multiplied should the ur-warrior score a critical hit with a lethal sneak attack. Ranged attacks made with thrown weapons count as lethal sneak attacks if the target is within 30 feet. Lethal sneak attack does not work with missile weapons or ranged touch-attack spells.

Whenever an ur-warrior makes a successful melee attack or ranged attack with a thrown weapon against an opponent that is neither denied its Dexterity bonus to AC nor caught flat-footed, he deals an amount of extra damage equal to her minimum lethal sneak attack damage (1 point at 1st level, 2 points at 3rd level, and so on).

This replaces flurry of blows.

=== Secret Technique ===
The ur-warriors have a number of secret techniques. An ur-warrior is taught one secret technique from the list below at first level, and gain more secret technique at 4th level and every 4 levels thereafter.

This replaces stunning fist, still mind, maneuver training, wholeness of body, and diamond soul. An ur-warrior that takes the Stunning Fist feat but does not know the stunning fist technique does not count ur-warrior levels as monk levels for the benefits of the feat.

''Bonus Feat:'' An ur-warrior can always choose a bonus feat instead of a secret technique, if desired. These are taken from the bonus feat class ability below.

''Deceptive Moves (Ex):''
an ur-warrior with this technique can use the Bluff skill to [http://www.d20pfsrd.com/gamemastering/combat#TOC-Feint feint] as a swift action.

''Deceptive Shuriken (Ex):''
Once per round, as a part of drawing or picking up one or more shuriken, an ur-warrior with this technique can make a Sleight of Hand check against a DC of 10 + an opponent's Perception skill bonus to render one opponent flat-footed against his thrown shuriken this round. An opponent with uncanny dodge or who is otherwise immune to being flat-footed is immune to this ability, and repeated uses against the same opponent suffers a -10 penalty. An ur-warrior with this ability can also throw Diminutive objects, including small daggers, darts, bolts, arrows and even objects that that are normally harmless (such as playing cards, dice, pebbles, coins) as if they were shuriken. An ur-warrior can pick up such objects within reach as a free action that does not trigger an attack of opportunity.

''Improved Uncanny Dodge (Ex)'': The ur-warrior can no longer be flanked. This defense denies a ninja or rogue the ability to sneak attack the ur-warrior by flanking her, and denies another ur-warrior the full use of lethal attack, unless the attacker has at least four more ninja, rogue, or ur-warrior levels than the target does. If a character already has uncanny dodge from another class, the levels from the classes that grant uncanny dodge stack when determining the minimum ninja, rogue, or ur-warrior level required to flank the character. The ur-warrior must be at least 8th level to select this technique.

''Lethal Flanking (Ex):''
When you flank an opponent in melee, you can use your full damage from lethal sneak attacks against that opponent. Against opponent's improved uncanny dodge, this ability works when sneak attack would work (see improved uncanny dodge). Ur-warrior levels stack with the level of any class that provides sneak attack for the purpose of overcoming improved uncanny dodge.

''Light Steps (Ex):'' An ur-warrior with this technique gains the ninja’s light steps ability. The ur-warrior must be at least 6th level to select this technique.

''Maneuver Training (Ex):'' An ur-warrior with this technique gains the monk’s maneuver training ability. The ur-warrior must be at least 4th level to select this technique.

''Master Tricks:'' An ur-warrior may select a ninja’s master trick as a secret technique. An ur-warrior counts his ur-warrior level as his ninja level for the purpose of determining any level based effects or prerequisites, but cannot choose a master trick based on ninja class features he does not possess, and cannot learn master tricks based on sneak attack. The ur-warrior must be at least 12th level to select this technique.

''Ninja Tricks:'' An ur-warrior may select a ninja trick as a secret technique. An ur-warrior counts his ur-warrior level as his ninja level for the purpose of determining any level based effects or prerequisites, but cannot choose a ninja trick based on ninja class feature he does not possess. Ninja trick based on sneak attack work with lethal sneak attack, but only when the lethal sneak attack inflicts its full dice of damage, not when it only inflicts one point per die.

''Poison Use (Ex):'' The ur-warrior is trained in the use of poison and cannot accidentally poison herself when applying poison to a weapon.

''Slow Fall (Ex):'' An ur-warrior i with this technique gains the monk’s slow fall ability. The ur-warrior must be at least 4th level to select this technique.

''Stunning Fist (Ex):'' This is the same as the monk's stunning fist class ability. See the note under [[#Secret Technique |secret technique]] for Stunning Fist taken as a feat and used without this ability.

''Sudden Charge (Ex):''
This charge is so sudden that it is hard for the eye to follow. The target charged by an ur-warrior with this technique is flat-footed until the end of the ur-warrior's current turn. An opponent with uncanny dodge or who is otherwise immune to being flat-footed is immune to this ability. An ur-warrior may continue to move after attacking in a charge, up to a total movement equal to twice his speed. Any movement after the charge is completed need not be in a straight line. If this movement ends up in cover or concealment, the ur-warrior can try to use Stealth to hide at a -10 penalty.

Note that a flat-footed opponent does not get to make attacks of opportunity unless the opponent has the Combat Reflexes feat.

''Sudden Step (Su):'' An ur-warrior can slip magically between spaces, as if using the spell ''dimension door''. Using this ability is a move action that consumes 2 points from his ki pool. His caster level for this effect is equal to his ur-warrior level. Unlike the spell, he cannot take other creatures with him when he uses this ability, but his turn does not end and any attack he makes after a sudden step until the end of his current turn catches the opponent flat-footed. An opponent with uncanny dodge or who is otherwise immune to being flat-footed is immune to this ability. An ur-warrior must be level 12 or higher to take this ability.

=== Unarmed Strike ===
At 1st level, an ur-warrior gains Improved Unarmed Strike as a bonus feat. An ur-warrior's attacks may be with fist, elbows, knees, and feet. This means that an ur-warrior may make unarmed strikes with his hands full. There is no such thing as an off-hand attack for an ur-warrior striking unarmed. An ur-warrior may thus apply his full Strength bonus on damage rolls for all his unarmed strikes.

An ur-warrior's unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.

An ur-warrior's unarmed strike does 1d6 lethal crushing and cutting damage (1d4 for a small ur-warrior). An ur-warrior can only do nonlethal damage with unarmed attack by taking the standard -4 attack penalty to do so.

This is a modification of the monk's unarmed strike ability.

=== Bonus Feats ===
At 2nd level,
6th level,
and every 4 levels thereafter,
an ur-warrior may select a bonus feat. These feats must be taken from the following list:
[http://www.d20pfsrd.com/feats/combat-feats/bludgeoner-combat Bludgeoneer]<ref name="UC">From Ultimate Combat.</ref>,
[http://www.d20pfsrd.com/feats/combat-feats/catch-off-guard-combat Catch Off-Guard],
[http://www.d20pfsrd.com/feats/combat-feats/combat-reflexes-combat Combat Reflexes],
[http://www.d20pfsrd.com/feats/combat-feats/deflect-arrows-combat Deflect Arrows],
[http://www.d20pfsrd.com/feats/combat-feats/distance-thrower-combat Distance Thrower]<ref name="UC"/>,
[http://www.d20pfsrd.com/feats/combat-feats/dodge-combat---final Dodge],
[http://www.d20pfsrd.com/feats/combat-feats/exotic-weapon-proficiency-combat---final Exotic Weapon Proficiency],
[http://www.d20pfsrd.com/feats/general-feats/nimble-moves---final Nimble Moves]<ref name="APG">From Advanced Player's Guide.</ref>,
[http://www.d20pfsrd.com/feats/combat-feats/scorpion-style-combat---final Scorpion Style],
[http://www.d20pfsrd.com/feats/combat-feats/throw-anything-combat---final Throw Anything].

At 6th level,
the following feats are added to the list:
[http://www.d20pfsrd.com/feats/combat-feats/close-quarters-thrower-combat Close Quarter's Thrower]<ref name="UC"/>,
[http://www.d20pfsrd.com/feats/combat-feats/gorgon-s-fist-combat---final Gorgon's Fist],
[http://www.d20pfsrd.com/feats/combat-feats/greater-feint-combat---final Greater Feint],
[http://www.d20pfsrd.com/feats/combat-feats/improved-bull-rush-combat---final Improved Bull Rush],
[http://www.d20pfsrd.com/feats/combat-feats/improved-disarm-combat---final Improved Disarm],
[http://www.d20pfsrd.com/feats/combat-feats/mobility-combat---final Mobility],
[http://www.d20pfsrd.com/feats/combat-feats/rapid-shot-combat---final Rapid Shot],
[http://www.d20pfsrd.com/feats/combat-feats/snatch-arrows-combat---final Snatch Arrows].

At 10th level,
the following feats are added to the list:
[http://www.d20pfsrd.com/feats/general-feats/dimensional-assault Dimensional Assault]<ref name="UC"/>,
[http://www.d20pfsrd.com/feats/combat-feats/disengaging-flourish-combat Disengaging Flourish]<ref name="UC"/>,
[http://www.d20pfsrd.com/feats/combat-feats/false-opening-combat False Opening]<ref name="UC"/>,
[http://www.d20pfsrd.com/feats/combat-feats/medusa-s-wrath-combat---final Medusa's Wrath],
[http://www.d20pfsrd.com/feats/general-feats/light-step Light Step]<ref name="APG"/>,
[http://www.d20pfsrd.com/feats/combat-feats/shot-on-the-run-combat---final Shoot On The Run],
[http://www.d20pfsrd.com/feats/combat-feats/stunning-fist-combat---final Stunning Fist].

An ur-warrior need not have any of the prerequisites normally required for these feats to select them, but some feats have benefits based on the use of other feats, and these rules still apply.

=== Uncanny Dodge (Ex) ===
Starting at 3rd level, an ur-warrior can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dexterity bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. An ur-warrior with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action against her.

If an ur-warrior already possesses uncanny dodge from a different class, she automatically gains improved uncanny dodge instead.

This replaces still mind.

=== Ki pool ===
At 4th level, an ur-warrior gains a pool of ki points, supernatural energy he can use to accomplish amazing feats. The number of points in an ur-warrior's ki pool is equal to 1/2 his ur-warrior level + his Wisdom modifier. As long as he has at least 1 point in his ki pool, he can make a ki strike.

* At 4th level, ki strike allows his unarmed attacks to be treated as magic weapons for the purpose of overcoming damage reduction.
* At 7th level, his unarmed attacks are also treated as cold iron and silver for the purpose of overcoming damage reduction.
* At 10th level, whenever an ur-warrior makes a ki strike, his unarmed strikes are also treated as aligned (chaotic, evil, good, or lawful) according to the lin kuei’s alignment.
* At 16th level, his unarmed attacks are treated as adamantine weapons for the purpose of overcoming damage reduction and bypassing hardness.

By spending 1 point from his ki pool, an ur-warrior can do one of the following:

* Make one additional attack at his highest attack bonus when making a full attack, or
* Increase his speed by 20 feet for 1 round, or
* Reroll a failed Bluff, Sleight of Hand, or Stealth check. The ur-warrior must take the second result, even if it is worse. A single check can only be rerolled once by means of this ability.

Each of these powers is activated as a swift action.
The ki pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive.

This is the a modification of the monk's ''ki'' pool ability.

=== Purity of Body (Ex) ===
At 13th level, an ur-warrior gains immunity to all diseases, including supernatural and magical diseases. This is the same as the monk ability of the same name.

== Table: Ur-warrior ==
{|class="wikitable"
|valign="top"|'''Level'''||valign="top"|'''Base Attack Bonus'''||valign="top"|'''Fort Save'''||valign="top"|'''Ref Save'''||valign="top"|'''Will Save'''||valign="top"|'''Special'''||valign="top"|'''Lethal Strikes'''||valign="top"|'''AC Bonus'''||valign="top"|'''Fast Movement'''
|-
|valign="top"|1st||valign="top"|+0||valign="top"|+2||valign="top"|+2||valig n="top"|+2||valign="top"|Lethal sneak attack, secret technique, unarmed strike||valign="top"|+1d6||valign="top"|+0||valign="top"|+0 ft.
|-
|valign="top"|2nd||valign="top"|+1||valign="top"|+3||valign="top"|+3||valig n="top"|+3||valign="top"|Bonus feat, evasion||valign="top"|+1d6||valign="top"|+0||valign="top"|+0 ft.
|-
|valign="top"|3rd||valign="top"|+2||valign="top"|+3||valign="top"|+3||valig n="top"|+3||valign="top"|Fast movement, uncanny dodge||valign="top"|+2d6||valign="top"|+0||valign="top"|+10 ft.
|-
|valign="top"|4th||valign="top"|+3||valign="top"|+4||valign="top"|+4||valig n="top"|+4||valign="top"|''Ki'' pool (magic), secret technique ||valign="top"|+2d6||valign="top"|+1||valign="top"|+10 ft.
|-
|valign="top"|5th||valign="top"|+3||valign="top"|+4||valign="top"|+4||valig n="top"|+4||valign="top"|High jump||valign="top"|+2d6||valign="top"|+1||valign="top"|+10 ft.
|-
|valign="top"|6th||valign="top"|+4||valign="top"|+5||valign="top"|+5||valig n="top"|+5||valign="top"|Bonus feat ||valign="top"|+3d6||valign="top"|+1||valign="top"|+20 ft.
|-
|valign="top"|7th||valign="top"|+5||valign="top"|+5||valign="top"|+5||valig n="top"|+5||valign="top"|Improved uncanny dodge, ''ki'' pool (cold iron/silver)||valign="top"|+3d6||valign="top"|+1||valign="top"|+20 ft.
|-
|valign="top"|8th||valign="top"|+6/+1||valign="top"|+6||valign="top"|+6||va lign="top"|+6||valign="top"|Secret technique ||valign="top"| +3d6||valign="top"|+2||valign="top"|+20 ft.
|-
|valign="top"|9th||valign="top"|+6/+1||valign="top"|+6||valign="top"|+6||va lign="top"|+6||valign="top"| Improved evasion||valign="top"|+4d6||valign="top"|+2||valign="top"|+30 ft.
|-
|valign="top"|10th||valign="top"|+7/+2||valign="top"|+7||valign="top"|+7||v align="top"|+7||valign="top"|Bonus feat, ''Ki'' pool (aligned) ||valign="top"|+4d6||valign="top"|+2||valign="top"|+30 ft.
|-
|valign="top"|11th||valign="top"|+8/+3||valign="top"|+7||valign="top"|+7||v align="top"|+7||valign="top"|Diamond body ||valign="top"|+4d6||valign="top"|+2||valign="top"|+30 ft.
|-
|valign="top"|12th||valign="top"|+9/+4||valign="top"|+8||valign="top"|+8||v align="top"|+8||valign="top"| Secret technique ||valign="top"|+5d6||valign="top"|+3||valign="top"|+40 ft.
|-
|valign="top"|13th||valign="top"|+9/+4||valign="top"|+8||valign="top"|+8||v align="top"|+8||valign="top"|Purity of body ||valign="top"|+5d6||valign="top"|+3||valign="top"|+40 ft.
|-
|valign="top"|14th||valign="top"|+10/+5||valign="top"|+9||valign="top"|+9|| valign="top"|+9||valign="top"|Bonus feat ||valign="top"|+5d6||valign="top"|+3||valign="top"|+40 ft.
|-
|valign="top"|15th||valign="top"|+11/+6/+1||valign="top"|+9||valign="top"|+ 9||valign="top"|+9||valign="top"|Quivering palm ||valign="top"|+6d6||valign="top"|+3||valign="top"|+50 ft.
|-
|valign="top"|16th||valign="top"|+12/+7/+2||valign="top"|+10||valign="top"| +10||valign="top"|+10||valign="top"|''Ki'' pool (adamantine), secret technique||valign="top"|+6d6||valign="top"|+4||valign="top"|+50 ft.
|-
|valign="top"|17th||valign="top"|+12/+7/+2||valign="top"|+10||valign="top"| +10||valign="top"|+10||valign="top"|Timeless body, tounge of the sun and moon ||valign="top"|+6d6||valign="top"|+4||valign="top"|+50 ft.
|-
|valign="top"|18th||valign="top"|+13/+8/+3||valign="top"|+11||valign="top"| +11||valign="top"|+11||valign="top"|Bonus feat ||valign="top"|+7d6||valign="top"|+4||valign="top"|+60 ft.
|-
|valign="top"|19th||valign="top"|+14/+9/+4||valign="top"|+11||valign="top"| +11||valign="top"|+11||valign="top"|Empty body ||valign="top"|+7d6||valign="top"|+4||valign="top"|+60 ft.
|-
|valign="top"|20th||valign="top"|+15/+10/+5||valign="top"|+12||valign="top" |+12||valign="top"|+12||valign="top"|Perfect self, secret technique ||valign="top"|+7d6||valign="top"|+5||valign="top"|+60 ft.
|}

== Footnotes==
<references/>


Damn, caught some instances of "lin kuei" that needs to be replaced still. Also add this at the end of the level 10 Ki strike ability: " A neutral ur-warrior cannot use this ability. "


Linked to us in the A Very Simple Druid / Summoner Hybrid Class thread.


Been thinking a bit about my spellsword class, think I can submit that as a fighter/magus MCA.

It has a spellbook and uses ranger spells per day, but also has the ability to use others' spellbooks when creating magic items and use magic items like a wizard does. Would be nice to get comments on it one it comes up in the queue.

I also worked on the saint of sinners, the rogue/cleric MCA. It is heavily based on the channel energy ability and also uses the ranger's spells per day, but is a spontaneous caster.


Could I suggest one of my home brew as a cavalier / gunslinger hybrid ?

This is my take on the Swashbuckler

If you have already done a swashbuckler MCA, this one could be renamed Fencer, Daredevil or Elegant Swordsman.


I am sure Elghinn will be happy to add you into the queue Kelazan.


Kelazan wrote:

Could I suggest one of my home brew as a cavalier / gunslinger hybrid ?

This is my take on the Swashbuckler

If you have already done a swashbuckler MCA, this one could be renamed Fencer, Daredevil or Elegant Swordsman.

Welcome to the thread Kelazan. Consider yourself added. You are currently 5th in the queue.

@Starfox, I've added your Spellsword too. Though, make sure that is is really MCA material and not just something that could be a normal archetype. We've avoided doing Ftr/Mag combos as the MAgus is already, really, a Ftr/Wiz Hybrid. But it's in your hands.

Note: If ecw1701 doesn't post his MCA by Monday we will be moving on to your Illusion Walker, Browman.


I will have the illusion walker ready if needed.


I've reworked the Divine Paragon - now the Wuxia Priest.

WUXIA PREIST:

The wuxia priest is the ultimate unarmed warrior in service to his deity, honing his very body and soul into an instrument of the greater power he champions. Through his unwavering devotion, a wuxia priest can bolster his abilities by call upon the divine power of his god, or to more easily carryout the desires of his deity.

Primary: Monk.
Secondary: Cleric.
Alignment: Any lawful.
Hit Dice: d8.

Bonus Skills and Ranks: The wuxia priest warder selects three cleric skills to add to his class skills in addition to the normal monk class skills. The wuxia priest gains a number of ranks at each level equal to 4 + Int modifier.

Weapon and Armor Proficiency: The wuxia priest is proficient with the brass knuckles*, cestus*, club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shortspear, short sword, shuriken, siangham, sling, spear, temple sword*, and his deity’s favored weapon. A wuxia priest is proficient with light armor, medium armor, but not with shields. When wearing medium or heavy armor, using a shield, or carrying a medium or heavy load, a wuxia priest loses his AC bonus, as well as his fast movement and flurry of blows abilities. (*Advanced Player’s Guide)

Aura (Su): A wuxia priest has a particularly powerful aura corresponding to the deity's alignment (see detect evil for details).

Devotion Pool (Su): At 1st level, a wuxia priest gains a pool of devotion points, divine energy he can use to accomplish amazning feats. The number of points in a wuxia priest 's devotion pool is equal to 1/2 his wuxia priest level + his Wisdom modifier. As long as he has at least 1 point in his devotion pool, he can choose to make a mystic strike a number of times per day equal to his wuxia priest level, as a standard action.

By making a successful unarmed attack (made at his highest attack bonus), the wuxia priest unleashes a concussive blast of force. He deals normal unarmed attack damage from the blow, but also deals an additional amount of force damage equal to 1d6 points of damage plus 1 point of force damage per wuxia priest level (maximum of +20). This mystic strike also causes the target to be pushed away from him in a straight line up to 5 feet per two wuxia priest levels. For every size category of the target above Medium, reduce the distance pushed by 5 feet (–5 feet for Large, –10 feet for Huge, –15 for Gargantuan, and –20 feet for Colossal) to a minimum of 0 feet. A successful Fortitude save negates the movement but not the damage.

• At 4th level, his mystic strike allows his unarmed attacks to be treated as magic weapons for the purpose of overcoming damage reduction.
• At 7th level, his unarmed attacks are also treated as cold iron and silver for the purpose of overcoming damage reduction.
• At 10th level, his unarmed attacks are also treated as lawful weapons for the purpose of overcoming damage reduction.
• At 16th level, his unarmed attacks are treated as adamantine weapons for the purpose of overcoming damage reduction and bypassing hardness.

By spending 1 point from his devotion pool, a wuxia priest can do one of the following:

• Make one additional mystic attack per round at his highest attack bonus, or
• Give himself a +4 dodge bonus to AC for 1 round.
• Double the threat range of his unarmed strikes or favored weapon for a number of rounds equal to his wuxia priest level.

Each of these powers is activated as a swift action.

The devotion pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive. A devotion pool counts as a ki pool for any feats or abilities with ki pool as a prerequisite. This ability replaces stunning fist and ki pool.

Mystic Invocations (Su): Beginning at 1st level, a wuxia priest can use his devotion pool to cast a small number of divine spells called mystic invocations. As long as he has at least 1 devotion point, a wuxia priest can cast detect magic, guidance, or stabilize. These spells do not consume any points and may be used again.

At 4th level, a wuxia priest can spend points from his devotion pool to cast spells drawn from all his deity’s domain spells. These spells can be cast without preparing them ahead of time. A wuxia priest can cast any 1st–level domain spell from his deity’s list of domain spells, as a 1st–level mystic invocation.

At 7th level, a wuxia priest can cast any 2nd–level domain spell a 2nd–level mystic invocations, and each subsequent level of domain spell every three levels thereafter (10th, 13th, 16th, and so on) as a mystic invocation, up to his 6th–level domain spells at 19th level.

When casting a mystic invocation, a wuxia priest must spend a number devotion points equal to 1/ the spell’s level (rounded up). Therefore, he can cast 1st– or 2nd–level domains spells by spending 1 point, 3rd– or 4th–level domain spells by spending 2 points, and 5th– or 6th–level domain spells by spending 3 points from his devotion pool. A wuxia priest can cast mystic invocations as a standard action, with a caster level equal to his wuxia priest level. This ability replaces flurry of blows, still mind, wholeness of body, and empty body.

Bonus Feats: This is exactly like the monk ability of the same name, except that the wuxia priest can also select a metamagic feat or one of the following channeling feats as a bonus feat: Alignment Channel, channel Smite, Command Undead, Elemental Channel, Improved Channel, Selective Channeling, Turn Undead. He may also choose Combat Casting or Weapon Focus as a bonus feat. If he chooses the Weapon Focus feat, he ignores all prerequisites but must choose the favored weapon of his chosen deity.

Fast Movement (Ex): At 3rd level, a wuxia priest’s land speed is faster than the norm for his race by +10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying the wuxia priest’s speed because of any load carried or armor worn. This bonus stacks with any other bonuses to the wuxia priest's land speed. This ability replaces the monk’s fast movement.

Channeled Devotion (Su): At 5th level, a wuxia priest can use his devotion pool to increase his divine power and strength of will. By spending 1 point from his devotion pool, a wuxia priest can do one of the following.

• Grant himself a +2 resistance bonus against all mind-affecting spells and effects for a number of rounds equal to his Wisdom modifier. At 10th level this bonus increases to +4.
• Release a wave of channeled energy from his body in a 30-ft. burst. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted. This functions as the cleric’s channel energy ability, except that the amount of damage dealt or healed is equal to 2d6 points of damage plus 1d6 points of damage for every four wuxia priest levels beyond 5th (3d6 at 9th, 4d6 at 13th, and so on), up to a maximum of 5d6 at 17th level.
This ability replaces purity of body and diamond body.

Greater Channeled Devotion (Su): At 11th level, a wuxia priest can use his devotion pool to increase his prowess in battle. By spending 2 points from his devotion pool, a wuxia priest can do one of the following.

• Grant himself a +2 sacred (or profane) bonus to his attack and damage rolls for a number of rounds equal to his Wisdom modifier. This increases to +4 at 17th level.
• Gain a +2 bonus to confirm critical hits with his unarmed strikes or favored weapon for a number of rounds equal to his Wisdom modifier. This increases to +4 at 17th level.
• Increase his base attack bonus to equal to his wuxia level for a number of rounds equal to his Wisdom modifier.

This ability replaces abundant step and diamond soul.

Perfect Devotion (Su): At 20th level, a wuxia priest becomes one with the power of his deity. He selects one domain that his deity grants access to, and gains all its domain powers, but not its spells. In addition, he gains DR 10/chaotic (lawful neutral), DR 10/evil (lawful good), or DR 10/good (lawful evil). This ability replaces perfect self.

Ex-Wuxia Priests
A wuxia priest who becomes non-lawful, or grossly violates the conduct of his god can no longer use his devotion pool or any ability that uses devotion points. He cannot thereafter take levels in wuxia priest until he has atoned for his deeds (see atonement spell).

Table: Wuxia Priest
Base
Class Attack Fort Ref Will Mystic Unarm AC
Level Bonus Save Save Save Special Strike Dmg* Bns

1st +0 +2 +2 +2 Aura, devotion pool, mystic invocations (orisons), 1d6+1 1d6 +0 unarmed strike
2nd +1 +3 +3 +3 Bonus feat, evasion 1d6+2 1d6 +0
3rd +2 +3 +3 +3 Fast movement, maneuver training 1d6+3 1d6 +0
4th +3 +4 +4 +4 Devotion pool (magic), mystic invocations (1st), slow fall 20 ft. 1d6+4 1d8 +1
5th +3 +4 +4 +4 Channeled devotion, high jump 1d6+5 1d8 +1
6th +4 +5 +5 +5 Bonus feat, slow fall 30 ft. 1d6+6 1d8 +1
7th +5 +5 +5 +5 Devotion pool (cold iron and silver), mystic invocations (2nd) 1d6+7 1d8 +1
8th +6/+1 +6 +6 +6 Slow fall 40 ft. 1d6+8 1d10 +2
9th +6/+1 +6 +6 +6 Improved evasion 1d6+9 1d10 +2
10th +7/+2 +7 +7 +7 Bonus feat, devotion pool (lawful), mystic invocations (3rd) 1d6+10 1d10 +2
slow fall 50 ft.
11th +8/+3 +7 +7 +7 Greater channeled devotion 1d6+11 1d10 +2
12th +9/+4 +8 +8 +8 Slow fall 60 ft. 1d6+12 2d6 +3
13th +9/+4 +8 +8 +8 Mystic invocations (4th) 1d6+13 2d6 +3
14th +10/+5 +9 +9 +9 Bonus feat, slow fall 70 ft. 1d6+14 2d6 +3
15th +11/+6/+1 +9 +9 +9 Quivering palm 1d6+15 2d6 +3
16th +12/+6/+2 +10 +10 +10 Devotion pool (adamantine), mystic invocations (5th) 1d6+16 2d8 +4
slow fall 80 ft.
17th +12/+7/+2 +10 +10 +10 Timeless body, tongue of the sun and the moon 1d6+17 2d8 +4
18th +13/+8/+3 +11 +11 +11 Bonus feat, slow fall 90 ft. 1d6+18 2d8 +4
19th +14/+9/+4 +11 +11 +11 Mystic invocations (6th) 1d6+19 2d8 +4
20th +15/+10/+5 +12 +12 +12 Perfect devotion, slow fall 1d6+20 2d10 +5

Wayfinders

Pathfinder Adventure Path, Lost Omens, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

@Wuxia Priest: Looking this over, it looks really good. However, I'd say that for the mystic strike, it should be for every size category larger than the priest, rather than just Medium. I mean, Small creatures would probably have a teensy bit less force (a bit of an understatement), tiny creatures would definitely be such, and Large wuxia priests are just being swindled. What say you?


I see some problems with channeled devotion. First, 5d6 of either damage or healing at lvl 17 is negligible, at least in combat. Second, as it is not described as channel energy, it cannot be used with channeling feats.

From Ki Pool:
• Make one additional mystic attack per round at his highest attack bonus - "mystic attack" is not defined and seems to be an artifact from an earlier version.

Like 3E monks, these guys will have trouble hitting, and I don't see any accuracy-enhancing abilities. Overall, they seem a little weak.

Also, I feel the idea of a class that fights unarmed in armor a bit silly. I'd be much more inclined to make a class that fights unarmored with weapons. As this is monk primary, I'd definitely let it keep monk defenses.


ecw1701 has done a new class based on his original Spartan MCA instead of an MCA, so Browman, you're up whenever you can. Today or tomorrow is fine.

@Starfox
1) Channeled devotion states that this aspect of the ability functions like the cleric's channeled energy ability, so it counts for channeling feats.

2) Yeah thatshould say mytic strike. I'll fix that.

3) Any suggestions for more offensive abilities, devotion point related or otherwise?

4) The thing is with the armored unarmed fighting, is he doesn't have to do so. He can be as baked as a monk if he wants to. I have been considering dropping it to just light armor anyways, medium seems a bit too much.

*Just wanted to say to everyone, thanks for all the great feedback on these MCAs. Just remember, if there is something that you don't like, PLEASE give a suggestion as to something different. Even if you don't have one, feel free to give a vague suggestion instead, wehther a new mechnic flavor, etc. It's easier to have something to work off of instead of trying to come up with something new on your own all the time.

With the Wuxia Priest (and any other MCA on the thread) this is working copy that can be easily tweaked changed, and everyone can give an opinion on abilites or tweaks. We're pretty open to suggestions here on the thread, but like Paizo, once a decision is made, it's pretty much made, otherwise we'll be working on a particular MCA FOREVER. :D

Though, we do want to work as best as we can to get the MCA and falvor that the poster wants. We want this to be a welcoming and cooperative atmosphere for everyone. I do appologize for any bluntness, but that's just the wa I am, and in no way do I intensd to hurt anyone. Alright, back to the fun!


Does the Wuxia priest add his Wisdom modifier to AC as a monk ? In his proficiency section, it mentions he is proficient with medium armor, but loose his AC bonus when wearing bigger than light armor...I didn't see other mention to this AC bonus in the class after that.

Does the Wuxia priest gains AC bonus in light armor ? If yes, it is a big boost by comparison to a regular monk (i don't think it's broken, but slightly stronger).

According to me, the Wuxia priest should get a single domain (with no bonus spell slot, as an inquisitor). He cast his spells from the domains spell list, have the aura class feature and is linked to cleric : it seems logical to me that they get a domain. I would also, in relation with this domain ability, gives them the opportunity to select Domains strike as a bonus feat (this feat is literally made for monk-cleric characters).

Starfox wrote:
Like 3E monks, these guys will have trouble hitting, and I don't see any accuracy-enhancing abilities. Overall, they seem a little weak.

To answer to this problem, we could allow Wuxia priest to use their Wisdom modifier to hit when using unarmed strike, monks weapon, combat manoeuver and their deity favored weapon (this one could open the way to awesome monastic swordman of Iomadea or cruel spiked chain combatant of Zn-Kuthon). This his like a limited Guided build-in weapon bonus.

In the same vein, I would allow to flurry with their deity favored weapon. Even with a scythe or such brutal weapon, you still can't add 1,5 time your strength modifier on flurry of blow, so the damage still lower than a fighter, ranger or barbarian.


The Illusion walkers are orders of assassins that are rumoured to draw power from their blood to power their abilities.

Illusion Walker:

Primary Class: Ninja

Secondary Class: Sorceror

Alignment: Any

Hit Dice: d8

3/4 BAB, Good Ref and will saves.

Skills: The Illusion Walker adds 3 Sorcerer skills to her list of ninja skills. She gains 6+Int modifier ranks each level.

Weapon and armour proficiency: An Illusion Walker is proficient with all simple weapons and the Kama, Katana, Kusarigama, nunchaku, sai, shortbow, short sword, shuriken, siangham and wakisashi. They are proficient with light armour but not with shields.

Bloodline: The Illusion walker gains access to a Sorcerer bloodline, gaining the bloodline arcana and 1st level bloodline ability but not the additional class skill. She gains the 3rd lvl bloodline ability at lvl 5, the 9th lvl ability at lvl 13 and the 15th lvl ability at lvl 20. She also gains the spells associated with her blood line at 3rd, 6th, 9th, 12th, 15th and 18th levels. She can also cast her 7th lvl bloodline spell once per day at lvl 19. This replaces poison Use and improved uncanny dodge.

Spells: The Illusion Walker gains access to Sorcerer illusion spells. Her number of spells known and spells per day are as an Inquisitor of the same level. These spells are cast spontaneously. An Illusion walker’s spells do suffer spell failure while wearing light armour. This replaces 3d6 of sneak attack and 4 ninja tricks.

Illusionary Strike: An Illusion Walker’s illusionary strike is precision damage. This extra damage can be dealt whenever the target of an illusion walker’s attack is affected by an illusion spell or is unaware of the illusion walker’s location. The Illusionary Strike replaces 7d6 of sneak attack.

Ki Pool: This ability is the same a ninja’s ki pool except that the Illusion walker can also use a Ki point to manifest an illusionary light weapon for one round. This weapon will always deal illusionary strike damage.


class table:

Lvl Bab Fort Ref Will Special
1 1 0 2 2 Bloodline, Spells
2 2 1 3 3 Ki Pool, Illusionary Strike 1d6
3 3 1 3 3 No Trace +1, Ninja Trick, Bloodline spell
4 4 1 4 4 Uncanny Dodge, 2nd lvl spells
5 5 1 4 4 IA 2d6, 2nd bloodline power
6 6 2 5 5 Light steps, ninja trick, No Trace +2, bloodline spell
7 7 2 5 5 3rd lvl spells
8 8 2 6 6 IA 3d6
9 9 3 6 6 No trace +3, Ninja Trick, bloodline spell
10 10 3 7 7 4th lvl spells
11 11 3 7 7 IA 4d6
12 12 4 8 8 Ninja Trick, No Trace +4, bloodline spell
13 13 4 8 8 5th lvl spells, 3rd bloodline power
14 14 4 9 9 IA 5d6
15 15 5 9 9 No Trace +5, Master Tricks, Ninja Trick, bloodline spell
16 16 5 10 10 6th lvl spells
17 17 5 10 10 IA 6d6
18 18 6 11 11 Ninja Trick, No Trace +6, bloodline spell
19 19 6 11 11 7th level bloodline spell 1/day
20 20 6 12 12 IA 7d6, 4th bloodline power


Kelazan wrote:

Does the Wuxia priest add his Wisdom modifier to AC as a monk ? In his proficiency section, it mentions he is proficient with medium armor, but loose his AC bonus when wearing bigger than light armor...I didn't see other mention to this AC bonus in the class after that.

Does the Wuxia priest gains AC bonus in light armor ? If yes, it is a big boost by comparison to a regular monk (i don't think it's broken, but slightly stronger).

I've changed it to proficient with light armor only, no longer proficient with medium armor. Like in an archerype, if something is unchanged from the primary class, we don't mention it. Thus, The monk's AC bonus ability remains unchanged. So, yes, Wis to his AC.

Kelazan wrote:
According to me, the Wuxia priest should get a single domain (with no bonus spell slot, as an inquisitor). He cast his spells from the domains spell list, have the aura class feature and is linked to cleric : it seems logical to me that they get a domain. I would also, in relation with this domain ability, gives them the opportunity to select Domains strike as a bonus feat (this feat is literally made for monk-cleric characters).

Well that's possible, as his Fast Movement is no longer the monk version, but the barbarian version (so only a +10 speed increse). What does everyone else think? Could we grant a single domain without domain spells later than 1st and still be balanced? I would think grant it at 2nd, gains his 1st elvel domain power at 2nd, and then gains the other domain power at 8th or 10th? Thoughts?

Kelazan wrote:
Starfox wrote:
Like 3E monks, these guys will have trouble hitting, and I don't see any accuracy-enhancing abilities. Overall, they seem a little weak.
To answer to this problem, we could allow Wuxia priest to use their Wisdom modifier to hit when using unarmed strike, monks weapon, combat manoeuver and their deity favored weapon (this one could open the way to awesome monastic swordman of Iomadea or cruel spiked chain combatant of Zn-Kuthon). This his like a limited Guided build-in weapon bonus.

Hmmm, that might be a good fix. So adds his Wis mod to all attack rolls with unarmed strikes, monk weapons, and favored weapon, not sure about combat maneuvers thought. If we go that way, I would suggest we add it in like the Duelist PrC does its Canny Defense bonus. Like this.

Insightful Strike (Ex): When wearing light or no armor and not using a shield, a duelist adds 1 point of Wisdom bonus (if any) per wuxia priest level as an insight bonus to his attack rolls while making an unarmed strike, or wielding a monk weapon or his deity’s favored weapon.

Kelazan wrote:
In the same vein, I would allow to flurry with their deity favored weapon. Even with a scythe or such brutal weapon, you still can't add 1,5 time your strength modifier on flurry of blow, so the damage still lower than a fighter, ranger or barbarian.

I'm affraid there is no room for a flurry like ability, unless its added to either the Channeled Devotion or Greater Channeled Devotion ability, so that it costs resources. Which could be possible.

Thoughts from the thread on these ideas?


#Illusion Walker
I'll have time to take a look at this later tonight...I think.


I think adding all those abilities will be too much, I would say Insightful strike perhaps at 1 wis bonus per 2 levels? Otherwise you could end up with him being able to hit better than a fighter at early levels. Add in flurry to channeled devotion and it shouldn't be unreasonable.


#Wuxia Priest
I agree Browman. I've added in Insightful Strike at 2nd level.

Insightful Strike (Ex): At 2nd level, whenever a wuxia priest is wearing light or no armor and not using a shield, he adds 1 point of Wisdom bonus (if any) per two wuxia priest levels as an insight bonus to his attack rolls while making an unarmed strike, or wielding a monk weapon or his deity’s favored weapon. This ability and fast movement replaces the monk’s fast movement class feature.

And I've added in the flurry of blows to Greater Channeled Devotion for 2 devotion points. Then I moved " increase base attack bonus to equal wuxia level to Channeled Devotion.

Channeled Devotion (Su): At 5th level, a wuxia priest can use his devotion pool to increase his divine power and strength of will. By spending 1 point from his devotion pool, a wuxia priest can do one of the following.

• Increase his base attack bonus to equal to his wuxia level for a number of rounds equal to his Wisdom modifier.
• Grant himself a +2 resistance bonus against all mind-affecting spells and effects for a number of rounds equal to his Wisdom modifier. At 10th level this bonus increases to +4.
• Release a wave of channeled energy from his body in a 30-ft. burst. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted. This functions as the cleric’s channel energy ability, except that the amount of damage dealt or healed is equal to 2d6 points of damage plus 1d6 points of damage for every four wuxia priest levels beyond 5th (3d6 at 9th, 4d6 at 13th, and so on), up to a maximum of 5d6 at 17th level. This counts as the cleric’s channel energy ability for the purpose of qualifying for channeling feats.

This ability replaces purity of body and diamond body.

Greater Channeled Devotion (Su): At 11th level, a wuxia priest can use his devotion pool to increase his prowess in battle. By spending 2 points from his devotion pool, a wuxia priest can do one of the following.

• Make a flurry of blows as a monk equal to his wuxia priest level for a number of rounds equal to his Wisdom modifier.
• Grant himself a +2 sacred (or profane) bonus to his attack and damage rolls for a number of rounds equal to his Wisdom modifier. This increases to +4 at 17th level.
• Gain a +2 bonus to confirm critical hits with his unarmed strikes or favored weapon for a number of rounds equal to his Wisdom modifier. This increases to +4 at 17th level.

This ability replaces abundant step and diamond soul.

What does everyone think about the Channeled/Greater Channeled Devotion abilities that last for a number of rounds = Wis mod? Is there ones that should only be for 1 round, as per ki pool abilities and bonuses? The ones I'm wondering about are the BAB increase and flurry of blows. Are any of these abilities redundant, such as the +@ sacred bonus toa attack and damage rolls with the increase of BAB, etc.

With the changes abd additions we've made, I think the Wuxia Priest is pretty much finished. Shall I post it one more time in full?


#Illusion Walker

Primary Class: Ninja
Secondary Class: Sorceror

It's Sorcer"e"r, not Sorcer"o"r. I'm always surprised how many people on the threads try to spell it with an "o". :D

Alignment: Any
Hit Dice: d8

BAB:
Saves: Good Ref and Will saves

Bonus Skills and Ranks: The Illusion Walker adds 3 Sorcerer skills to her list of ninja skills. She gains 6+Int modifier ranks each level.

We may want to add in "one of which must be Spellcraft", as you are wanting this MCA to cast spells.

Weapon and Armor Proficiency: An Illusion Walker is proficient with all simple weapons and the Kama, Katana, Kusarigama, nunchaku, sai, shortbow, short sword, shuriken, siangham and wakisashi. They are proficient with light armour but not with shields.

Good

Bloodline: The Illusion walker gains access to a Sorcerer bloodline, gaining the bloodline arcana and 1st level bloodline ability but not the additional class skill. She gains the 3rd lvl bloodline ability at lvl 5, the 9th lvl ability at lvl 13 and the 15th lvl ability at lvl 20. She also gains the spells associated with her blood line at 3rd, 6th, 9th, 12th, 15th and 18th levels. She can also cast her 7th lvl bloodline spell once per day at lvl 19. This replaces poison Use and improved uncanny dodge.

Often, bloodline arcana is not gained from the sorcerer when it's a secondary class, as it can be powerful, but they do usually gain the class skill. However, some do. Gaining bloodline arcana, 4 bloodline powers, 6 bloodline spells, and able to cast the 7th level bloodline spell 1/day - all for only poison use and improved uncanny dodge? There's not enought swapping for the bloodline. Bloodlines are powerful.

Here are some other MCAs and swaps for Bloodlines or similar abilities. So, she doesn't gain her 1st level bloodline power? Just her 3rd, 9th, and 15th?

ARCANE SNEAK (Rog/Wiz): swaps out Evasion, Uncanny Dodge and Improved Uncanny Dodge for her School powers

NIGHT SHROUD (Nin/Clr): a 1/2 caster that swaps out Evasion, Uncanny Dodge and Improved Uncanny Dodge for her first 4 bloodline spells, pluse her bloodline class skill and bloodline arcana.

So, if you want to gain 4 bloodline powers, plus arcana and blooldine spells, we'll need to drop a lot more than that.

Spells: The Illusion Walker gains access to Sorcerer illusion spells. Her number of spells known and spells per day are as an Inquisitor of the same level. These spells are cast spontaneously. An Illusion walker’s spells do suffer spell failure while wearing light armour. This replaces 3d6 of sneak attack and 4 ninja tricks.

Hybrid casting for a non casting primary class for only one increment of sneak attack and 4 ninja tricks isn't enough. We often swap 4 ninja tricks to gain 1/2 caster progression for a noncaster. If you want hybrid casting (6th level), you'd need to swap 4 tricks and 2-3 increments of sneak attack, or 6 ninja tricks.

So, the Illusion Walker only gains access to Illusion spells plus bloodline spells? Just want to clarify. So no full access to the Sor/Wiz spell list then.

Illusionary Strike: An Illusion Walker’s illusionary strike is precision damage. This extra damage can be dealt whenever the target of an illusion walker’s attack is affected by an illusion spell or is unaware of the illusion walker’s location. The Illusionary Strike replaces 7d6 of sneak attack.

I need more explanation as to what this ability is.

On a tangent, for flavor, what about having the Illusion Walker's sneak attack function like other illusions. Call it Illusionary Strike, but whenever she makes a succesful Illusionary Strike, the target gets a Will save to disbelieve the damage. A failed save results in the normal damage roll, while on a successful save, damage is its normal weapon attack plus 1 point of damage. See the shadow weaponspell as a reference. Just a thought.

Ki Pool: This ability is the same a ninja’s ki pool except that the Illusion walker can also use a Ki point to manifest an illusionary light weapon for one round. This weapon will always deal illusionary strike damage.

I would just make this the shadow weapon spell, but for only 1 round/level instead of 1 minute/level, or make it a static 1 minute duration like the magus does his arcane weapon enhancements. That might be better, as it is meaningful at low levels, but less so at higher levels. Another thing, we could allow Illusionary Strike to also work with her a shadow weapon?

I like the concept of this one. I wonder how else we can use the illusion aspect of this MCA. Perhaps remove some of the ninja ki pool abilities and replace them with some illusion-esque or subterfuge abilities.


Insightful Strike could allow the Wuxia Priest to instead replaces Strength or Dexterity modifier on attack rolls by Wisdom (it made the class less MAD and help our Wuxia priest to hit, now that he can afford to get an higher Wisdom score). This is similar to the zen archer's zen archery.

Don't forget that our monk-cleric can cast spell, so he can use some self buff according to his deity domains spells list. Divine favor, heroism and the like will help him to hit a little better too if he have access to them.

About the domains, I would personally give it at 1st level to follow the inquisitor / cleric pattern, but I understand you don't want to move the devotion pool at latter level.

About Channeled Devotion : the +2 resistance bonus against mind-affecting isn't very significant at 5th level. All the protection from X spell gives +2 resistance bonus, and almost all gods get alignment domains and these spells in their domains list. This bonus should be a sacred/profane bonus, as an inquisitor judgment.

Also, do the channeled devotion and greater channeled devotion abilities use swift or standard actions ? Channel energy is a standard for the cleric, but using the devotion pool is normally swift. This should be clarified.


# illusion walker

I am fine with losing the bloodline arcana. As I stated in the spell description the illusion walker only gains access to sorcerer illusion spells and his bloodline spells.

As for illusionary strike I am fine with it being will save based instead, I was actually considering doing it that way, but what would the save be? 10+ cha bonus + 1/2 lvl?

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