
Trogdar |

I think there is enough intelligence synergy already Elghinn.
Do you think that it's wise to increase the power of the rage mechanic in the way that you mention?
I also think that having a negative fort save at level 1 is potentially terrible and kind of forces players to take channeled fortitude with their first combat exploit instead of it being a nice option that becomes more valuable later. I suggest that the stratagem mechanic does not actually offer as much in terms of modifier bonuses and removes the penalty to fort saves.
reasons
1. Adding a bonus to intelligence changes the total overall bonus from intelligence such that the total modifier stacking from hitting statistics exceeds +5-7 over the course of the class progression which makes the classes to hit as good as some of the best hitting full bab classes, which was not the intent. I just want to bring the class up to 20-22 at level cap, which is accomplished through standard intelligence progression combined with those statistics that the class will get from strength or dexterity respectively.
2. The class already has a fast save progression in will, so bonuses in that arena may make some thematic sense, but the bonus might be too much of a boon for a fairly damning penalty in the fort save.
3. This, of course, all hinges off the fact that the class has a good reflex/will save as opposed to fort/will because it seems more appropriate to the class(wears no armor and functions as a martial through magic rather than innate toughness).
1000 indeed :) just noticed that last night.

Elghinn Lightbringer |

I think there is enough intelligence synergy already Elghinn.
Do you think that it's wise to increase the power of the rage mechanic in the way that you mention?
I also think that having a negative fort save at level 1 is potentially terrible and kind of forces players to take channeled fortitude with their first combat exploit instead of it being a nice option that becomes more valuable later. I suggest that the stratagem mechanic does not actually offer as much in terms of modifier bonuses and removes the penalty to fort saves.
reasons
1. Adding a bonus to intelligence changes the total overall bonus from intelligence such that the total modifier stacking from hitting statistics exceeds +5-7 over the course of the class progression which makes the classes to hit as good as some of the best hitting full bab classes, which was not the intent. I just want to bring the class up to 20-22 at level cap, which is accomplished through standard intelligence progression combined with those statistics that the class will get from strength or dexterity respectively.2. The class already has a fast save progression in will, so bonuses in that arena may make some thematic sense, but the bonus might be too much of a boon for a fairly damning penalty in the fort save.
3. This, of course, all hinges off the fact that the class has a good reflex/will save as opposed to fort/will because it seems more appropriate to the class(wears no armor and functions as a martial through magic rather than innate toughness).
1000 indeed :) just noticed that last night.
Sounds good! WE can always claw things back, just wanted to base it as much on the rage mechnic as possbile, but a half powered one is fine too, gives us more wiggle room for swaps.
What's your thoughts on the Force Armor entries? Which one do you want to go with? maxing to +10 at 20th, or maxing to +8 at 120th with enhancement by Int modifier?
I allso thought that we could include an Improved Force Armor ability, that would enhance his force armor for 1 round per MCA level (or we can go 1/2 level) by expending a prepared spell, bounus equal to level of spell. So a 6th level spell would grant an additional +6 to the force armor, on tomp of the benefits of the Force Armor Ability, albe it only for a number of rounds instead of 10 minute increments. So take that into acount in your decision.
Likely, if we go with the maxing at +10 at 20th, this ability would be grat. But if we go with the max +8 at 20th, plus In mod, then Imp Force Armor may be OP, but then again, perhaps not, as he isn't able to wear armor at all, and could become a front combatant, though more of a swift and agile one.
1) At 20th you'd have +8, + Int mod (say +6 for 22 Int), +6 for a 6th level spell.
2) At 20th +10, +6 for a 6th level spell.
Not wearing armor, he needs to keep up somewhat with other armored combatants. He can still get insight bonuses, sacred/profane, dodge, shield, and deflection bonuses too, not to mention Dex modifier too. So consider all that in your thought process.
Also, just to clarify, are you wanting to go good Fort/Will or good Ref/Will?

Elghinn Lightbringer |

How about this for as the Stratagem ability, based on your suggestions?
While using stratagem, an arcane adept’s base attack bonus is equal to her level for the purpose of her attacks. For all other purposes, such as qualifying for a feat or a prestige class, the arcane adept uses her normal base attack bonus. This does not increase the number of attacks she can make each round, only her attack bonus. She also gains a bonus to her damage rolls equal to her intelligence modifier. While using stratagem, an arcane adept cannot use any Charisma-, Dexterity-, or Strength-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires physical exertion.
An arcane adept can end her stratagem as a free action and is staggered after her stratagem has ended for a number of rounds equal to the number of rounds spent in the stratagem. An arcane adept cannot use stratagem while staggered but can otherwise use stratagem multiple times during a single encounter or combat. If an arcane adept falls unconscious, her stratagem immediately ends. This ability replaces rage.
I think making his BAB equal to his level as static (but not increasing iteritive attacks of the MCA) and then granting a bonus to damage equal to his Int mod (which will scale with level advancement) is a better way to go, instead of just Int mod. Altogether, I think your concept was to make this ability a "smart fighter" style ability. As it's based on intelligence, he gains the benefits through his Intelligence and battlefield smarts instead of his brawn and brute force like a barbarian. I think the staggered condition (equal to rounds of stratagem used) is better than fatigued, as its a mental focus vs. a physical exertions. Though, mental exertion can fatigue one just as much as physical. So maybe we sold go with fatigued, but still keep it for round equal to stratagem used instead of double the rounds like rage, since it is a lesser ability? Thoughts.
Also, I think with his mental focus, it's easier to do mental skills and less easy to do physical skills, since the focus is different.
I think you'll need to run through the rage powers and see what ones will work for the Combat Exploits ability. I'll take a look too.

Trogdar |

I think that I would prefer to go with the +10 bonus and then add exploits that allow you to add effective enhancement based on the spell sacrificed. I was inclined to bar enhancement bonuses and simply focus on armor properties, but if the consensus is that the armor is not adequate for a front liner, then perhaps enhancement is a viable option. I would suggest enhancements of this sort last for one minute.
As far as the intelligence fluff, I was inclined to point toward a sort of divinatory element to explain the insight bonus to attack. Magic is the mode if you get my meaning. I'm not certain why a warrior so driven by intellect would be unable to use skills, but if you think this makes sense as a balance point I will certainly acquiesce.
As to the damage comment, I had initially intended that the class be very flexible in form where the character may be built more as a strength based character who deals good damage, or a dexterity based character who leverages his lack of maximum dexterity bonus to be very tough to hit, or as an intelligence primary character who deals far less damage than his counterparts but uses exploits to accomplish crowd control and other DC based effects to make him much closer to an actual wizard/martial gish in what I would call the true sense of the word.
Does that make sense? Flexibility is very much a feature that I would love to preserve.

Elghinn Lightbringer |

I think that I would prefer to go with the +10 bonus and then add exploits that allow you to add effective enhancement based on the spell sacrificed. I was inclined to bar enhancement bonuses and simply focus on armor properties, but if the consensus is that the armor is not adequate for a front liner, then perhaps enhancement is a viable option. I would suggest enhancements of this sort last for one minute.
The +10 version it is. Really, mage armor with a +10 bonus is like +5 scale mail, only 1 off from +5 breastplate which is the best medium armor. So, I think we can certainly go the exploit route for armor properties. Though, we may want to have an exploit that allows spell expenditure to increase his force armor. At 20th, with a 6th level spell, his force armor would be equal to +16, so the equivalent of +5 full plate (actually one better). So it's not that far off, as a fighter of equal level could also have +5 full plate with other armor properties too. I would be very selective for these armor property exploits, ones that fit your concept. And this will allow the MCA to build or enhance his force armor with the properties he wants. - Flexibility, just like you want.
As far as the intelligence fluff, I was inclined to point toward a sort of divinatory element to explain the insight bonus to attack. Magic is the mode if you get my meaning. I'm not certain why a warrior so driven by intellect would be unable to use skills, but if you think this makes sense as a balance point I will certainly acquiesce.
I think we can go with this:
While using stratagem, an arcane adept’s base attack bonus is equal to her level for the purpose of her attacks. For all other purposes, such as qualifying for a feat or a prestige class, the arcane adept uses her normal base attack bonus. This does not increase the number of attacks she can make each round, only her attack bonus. An arcane adept can end her stratagem as a free action. If an arcane adept falls unconscious, her stratagem immediately ends. This ability replaces rage.
Not sure, as this is a far less potent ability, whether it should replace rage and something else too. Nothing huge, something useful but minor.
Here's ...
And then an exploit like this to enhance it.
Enhance Force Armor (Sp): The arcane adept can increase the power of his force armor at the cost of his spells. An arcane adept can expend a prepared spell of 1st level or higher to increase the armor bonus of his force armor for 1 minute. For each level of the spell expended the armor bonus of her force armor increases by +1. For example, if a 7th level arcane adept expends a 3rd level spell, the armor bonus granted by her force armor increases by +3 for 1 minute.
As to the damage comment, I had initially intended that the class be very flexible in form where the character may be built more as a strength based character who deals good damage, or a dexterity based character who leverages his lack of maximum dexterity bonus to be very tough to hit, or as an intelligence primary character who deals far less damage than his counterparts but uses exploits to accomplish crowd control and other DC based effects to make him much closer to an actual wizard/martial gish in what I would call the true sense of the word.
Does that make sense? Flexibility is very much a feature that I would love to preserve.
Mabe we can create an exploit (or 2) then, that allows him to add his Int (or Dex) to damage instead of Str, for the more agile or more intilectual builds? Thoughts? Likely, a single exploit that allows you to add either Int or Dex, once chosen, can't be changed. That way 1 exploit takes care of 2 birds.
Here's the Combat Exploits ability thus far. Did some rewording and reworking of your exploits, and added a few.Still need to go through the rage powers.
As an arcane adept gains levels, she learns to use her stratagem in new ways. Starting at 2nd level, an arcane adept gains a combat exploit. She gains another combat exploit for every two levels of arcane adept attained after 2nd level. An arcane adept gains the benefits of combat exploits only while using stratagem, and some of these exploits require the arcane adept to take an action first. Unless otherwise noted, an arcane adept cannot select an individual combat exploit more than once.
Any arcane adept who meets the exploit’s prerequisites can select and use any of the following combat exploits.
Channeled Fortitude (Su): While using stratagem, the arcane adept gains an insight bonus to fortitude saves equal to her intelligence modifier. In addition the adept gains a number of temporary hit points equal to her hit die.
Enhance Force Armor (Sp): The arcane adept can increase the power of his force armor at the cost of his spells. An arcane adept can expend a prepared spell of 1st level or higher to increase the armor bonus of his force armor for 1 minute. For each level of the spell expended the armor bonus of her force armor increases by +1. For example, if a 7th level arcane adept expends a 3rd level spell, the armor bonus granted by her force armor increases by +3 for 1 minute.
Energy Blade (Su): The arcane adept can consume a prepared spell to deal energy damage with her weapon attacks. As a swift action, the arcane adept expends a prepared spell and selects one of the following energy types: acid, cold, electricity, or fire. For a number of rounds equal to her Intelligence modifier, the arcane adept deals an additional amount of damage of that energy type with her weapon equal to 1d6 for each level of the spell expended.
At 11th level, as a standard action, the arcane adept can choose to make a single attack using her highest attack bonus instead of her normal attacks. If this attack is successful, she deals the normal energy damage and produces one of the following additional effects, depending upon the energy type selected.
• Acid: After the initial attack, the energy lingers. At the beginning of the arcane adept’s next turn, the target takes an additional amount of acid damage equal to the initial energy damage.
• Cold: After the initial attack, the target is chilled to the bone. The target must make a Fortitude saving throw (DC 10 + 1/2 the arcane adept’s level + her intelligence modifier). If the target fails, he is subject to a slow spell for a number of rounds equal to the arcane adept’s Intelligence modifier.
• Electricity: After the initial attack, electricity arcs to a number of secondary targets equal to the arcane adept’s Intelligence modifier. These secondary strikes deal as much energy damage to each target as the initial attack. Each target can attempt a Reflex saving throw for half damage. The Reflex DC to halve the damage of the secondary strikes is equal to 10 + 1/2 the arcane adept’s level + her intelligence modifier. The arcane adept chooses the secondary targets as she would like, but they must all be within 30 feet of the primary target, and no target can be struck more than once. An arcane adept can choose to affect fewer secondary targets than the maximum.
• Fire: After the initial attack, flame erupts from the target. At the beginning of the arcane adept’s next turn, fire erupts from the target in a 10-foot radius burst. Any creature (including the target) caught within the burst takes an amount of fire damage equal to the initial energy damage. Each creature can make a Reflex saving throw (DC 10 + 1/2 the arcane adept’s level + her intelligence modifier) for half damage.
Spectral Barrage (Su): The arcane adept can conjure a barrage of duplicate spectral missiles to strike her chosen target. As a swift action with a ranged or thrown weapon in hand (a bow, crossbow, throwing dagger, etc.), the arcane adept can consume a prepared spell. As a standard action, the arcane adept makes a ranged attack roll against her opponent, plus a number of additional ranged attack rolls equal to her Intelligence modifier. A spectral barrage missile has the same range, damage dice, enhancement bonuses, and weapon properties as the original ranged weapon (or ammunition). The arcane adept adds her Intelligence modifier to all damage rolls made with her spectral barrage instead of her Strength modifier (if any). This exploit lasts for a number of rounds equal to the level of the consumed spell.
Tactical Warrior (Ex): The arcane adept focuses on either brains or speed to win her battles. She chooses Dexterity or Intelligence. Once chosen, it cannot be changed. Whenever she deals damage with a melee or ranged weapon, the arcane adept adds either her Dexterity or Intelligence bonus to her weapon damage, instead of her Strength.
XXX
An arcane adept can also select any rage power whose prerequisites she meets as a combat exploit. Totem rage powers grant powers related to a theme. An arcane adept cannot select from more than one group of totem rage powers; for example, an arcane adept who selects a beast totem rage power cannot later choose to gain any of the dragon totem rage powers (any rage power with “dragon totem” in its title). An arcane adept may only choose from the following rage powers: X, Y, Z.
This ability replaces rage powers.
Side note: What other barbarian abilities or Wizard abilities are you wanting to include here? I think we could keep Uncanny Dodge and Imp Uncanny Dodge.
That leaves us with Trap sense, Greater rage, Mighty rage, tireless rage, and DR that we can swap out for new abilities or wizardy stuff. Maybe some wizard school abilities could be adapted to static abilities, depending on the schools you think would be most apt for this MCa.

Trogdar |

The real kicker on the insight bonus to hit based off intelligence was to make the class functionally able to focus on one of the three hitting stats, and as a consequence, you would have the three examples I mention above. One with good hit and damage with great two handed synergy, one with a good to hit and High touch armor and ludicrous reflexes, and one with good to hit and high spell dc's for his combat exploit and magic ability.
That is really the only downside to switching to bab scaling instead of a secondary stat based buff to hit.
Good reflex and will is more appropriate.
You know, it hadn't even occurred to me what else to keep elghinn, uncanny dodge and trap sense do seem appropriate.
Also If you do go the int mod to hit route, I would probably nix the int mod to damage exploit so as to make intelligence prime a real choice for magic potency over raw damage.

Starfox |

# Arcane adept
@ Stratagem "The total number of rounds of stratagem per day is renewed after resting for 8 hours, although these hours do not need to be consecutive." I'd have it renew whenever the arcane adept prepares spells, similar to arcane pool.
A temporary increase to Intelligence generally does not increase skill points. It has to last a continuous 24h to do so.
The intelligence bonus to attacks (including the stratagem bonus) stacks with Str/Dex bonuses, potentially making this the most accurate attacker. Is this a full BAB MCA?
I like the Fortitude penalty and staggered conditions from a flavor perspective, really different from rage. Insight also seems a good bonus type. Fortitude is very important to a melee combattant, but so is AC that normal barbarians get a penalty to.
I'm not fond of the virtual BAB idea from the later post - BAB should be BAB, including iterative attacks, or it is merely an attack bonus. You can replace this with a +1 attack bonus at level 1, increasing by +1 every 4 levels (+2 at 5, +3 at 9 and so on), it has the exact same effect and is closer to normal paradigms.
@ Force armor: I've been using martial classes with inherent force armor effects. The thing I do with them is to give a balanced starter bonus (+7 for heavy armor, +5 for medium) and then from level 4, I let this binus stack with Bracers of Armor. Since force armor has the same cost as the enchantment on regular armor, you gain the same rate of increase as mundane armor, at the same costs. If you give a level-based bonus, these are "free" points of armor that fall outside the item economy, which I'd only do if I saw no way to avoid it.
Pazio seem to be moving away from additional attributes added to armor class (like the monk). No duellist-style AC bonus on their swashbuckler MCA.
I do like the improved force armor idea where you spend spell slots to improve your armor.
@ Attribute Balance: I think what Tropgdar means is that he wants an Int-based CMB bonus, and exploits that do tactical things like trip, disarm, and sunder. That way we get Str= damage, Dex = defense and Int = control.
@ Spells - I feel this would do well with Magus spell list, maybe with specific additions. Conceptually it is close to the Magus in that it uses a mechanic than spells to boost its attacks, so a similar spell list ought to work out.

Starfox |

The figures I gave above for force armors (heavy +7, medium +5) are considered just slightly superior (on the order of a single feat) to just having the regular armor proficiency. The protection is slightly less than regular armor, but there are no penalties whatsoever and it does protect against incorporeal touch attacks. I also give these armors a 25% arcane spell failure chance not too make them too attractive single level dips for arcane spellcasters.

Tyrannical |

Hi Guys,
I've been following the MCArchetype classes for some time now, and I've come to really enjoy the intuition and diversity behind it's content. I've used some of these classes myself recently, and I appreciate the effort made to overcome certain playstyle restrictions, and the amount of balance these pages offer.
I have noticed there are a few gaps here and there for class combinations I have hoped to try out, so I do have a few suggestions for certain hybrids that don't exist yet. If you like this first one, I may post more :)
PHILOSOPHER
Primary Class: Wizard.
Secondary Class: Oracle.
Alignment: Any.
Hit Die: d8
From the grandest educational establishments to the dens of tribal shamans, knowledge has always been sought and garnered by those with questions. Those who delve deep into they mysteries of the world in pursuit of answers are known as Philosophers, seekers of knowledge and messengers of enlightenment, who's lives have been defined by a revelation or deeper calling that governs their ethics and doctrine. Most Philosophers overlook and sometimes bypass religion when it comes to their Study, allowing them to achieve feats uncommon to those who aren't divinely blessed or cursed, utilizing sheer arcane willpower and forgotten theory.
Bonus Skills and Ranks: The Philosopher may select three Oracle skills to add to his class skills in addition to the normal Wizard class skills. The Philosopher gains a number of ranks at each level equal to 4 + Int modifier. Some revelations grant additional class skills.
Weapon and Armor Proficiency: Philosophers are proficient with all simple weapons and light armor. Some revelations grant additional proficiencies.
Spellcasting: The Philosopher casts Arcane spells drawn from the wizard/sorcerer spell list and cleric/oracle spell list. The Philosopher can cast any spell she knows without preparing it ahead of time. A Philosopher gains bonus spells for a high Wisdom score, and all spells, abilities and revelations that would be affected by a Wizard's Intelligence or Oracle's Charisma are now governed by Wisdom instead. Spells from the cleric/oracle spell list are affected by Arcane/Opposition schools in the same fashion.
Philosopher's Burden: A Philosopher sacrifices two Arcane Schools (or one predetermined elemental school*) to better focus on his persued area of knowledge, making them opposition schools. Not only this, but if any spell from his opposition schools is cast against him, he suffers a -2 penalty to any saves against it, and it's effects last an extra round if the save is failed.
At 5th Level, You can add half your Philosopher class level (minimum 1) to all Knowledge skill checks and may make all Knowledge skill checks untrained.
At 10th Level, you can cast any spell from your Arcane/Elemental School at +1 Caster level
at 15th Level, you gain 15 spell resistance against spells from an Arcane/Elemental school aligned to your own
(this replaces the Oracle's Curse and Opposition Schools class features)
*for Elemental Studies only
Study: A Philosopher's power comes from knowledge and enlightenment, and as such chooses a precise area of expertise known as a Study to specialize in. Each Study contains within it a Wizard's Arcane School and an Oracle's Mystery.
Standard Studies
Undeath: Followers of the Undeath Study examine the undead and the effects of necromantic energies, tapping into this dark forbidden knowledge. They have access to the Undead subschool and Bones mystery.
Health: Those who treasure life often follow the Health Study, dedicating their study to medicine and physical care over willingness to harm. They have access to the Life subschool and Life mystery.
Infernal: The demons and devils entice many with forbidden knowledge, and techniques for exerting mastery over these creatures are known to the Infernal Study. They have access to the Infernal Binder subschool and Outer Rifts mystery.
Anomaly: Eldritch magic seeps into the world in unexplainable ways, Philosophers of the Anomoly Study find themselves intrigued by these primal events. They have access to the Shapechange subschool and Spellscar mystery.
Spiritual: Ghosts and Apparitions manifest into the material plane intrigue certain Philosophers, creating the estranged Spiritual Study. They have access to the Phantasm subschool and Ancestor mystery.
Spectrum: Light and colour build the foundations of illusion and perception, so it's not uncommon for Philosophers to follow the Spectrum Study. They have access to the Mage of the Veil subschool and Heavens mystery.
Ritual: Voodoo and Juju are mysterious and deadly magics indeed, and have become worthy of examination and practice by those who have formed the Ritual Study. They have access to the Manipulator subschool and Juju mystery.
Knowledge: Philosophy in it's original form is known now as the Knowledge Study, the pursuit of lore and secrets and a common favorite among many Philosophers. They have access to the Scryer subschool and Lore mystery.
Nocturnal: The night holds many secrets and dark powers, and proves to be a valuable pursuit of knowledge to those who call it the Nocturnal Study. They have access to the Shadow subschool and Lunar mystery.
Druidic: While not inherently druids, some Philosophers take to their teachings and seek the wisdom born of the Druidic Study. They have access to the Creation subschool and Nature mystery.
Cabalist: The occult mysteries of the world call to many pursuers of knowledge, but none more so than the followers of the Cabalist Study. They have access to the Banishment subschool and Occult mystery.
Temporal: Time itself is something of a mystery, but to what degree is it controllable is the question raised by the followers of the Temporal Study. They have access to the Foresight subschool and Time mystery.
Martial: While some would say violence is never the answer, there are those who follow the Martial Study who say otherwise, treasuring the knowledge of tactics and warfare. They have access to the Generation subschool and Battle mystery.
Elemental Studies
Incendiary: Fire represents power and knowledge, a standard in which the Incendiary Study's pursuers of knowledge or blatant pyromaniacs pride themselves with. They have access to the Fire elemental school and Flame mystery.
Aquatic: Water as an element offers freedom and life, to which the followers of the Aquatic Study will testify, harnessing the powers over the waves and seas. They have access to the Water elemental school and Waves mystery.
Geology: Earth provides foundation and stability, and as such those learning from the Geology Study better understand the force of stone. They have access to the Earth elemental school and Stone mystery.
Weather: There are those who believe a shift in the wind is an omen and storms represent a change in events, luring the perhaps superstitious to the Weather Study. They have access to the Air elemental school and Winds mystery.
Carpentry: To some carpentry is an honest craft, to others basic natural elements like wood and fibers have the capacity for so much more, bringing the Carpentry Study into existence. They have access to the Wood elemental school and Wood mystery.
Metallic: Metal is a malleable and practical element, used for the sharpest blades and toughest armor, the Metallic Study prides itself on knowledge of smithing and battle. They have access to the Metal elemental school and Metal mystery.
Stellar: The dark tapestry entices many to seek the knowledge of star patterns and wonder what lies beyond them, those who do are often part of the Stellar Study. They have access to the Void elemental school and Dark Tapestry mystery.
Cryogenic: The power of arctic frost and bitter cold can be utterly devastating and humiliating to those who do not understand it's powers, those who do feel called towards the Cryogenic Study. They have access to the Cold elemental subschool* and Winter mystery.
*provided by Super Genius Games (3pp) to be used in conjunction with the Water elemental school.
Bonus Spells: As a Philosopher becomes more powerful, he uncovers additional bonus spells from his Mystery. He uses his Philosopher level in Place of his Oracle level when determining when he can access his Mystery's bonus spells, and can cast them regardless of opposition school restrictions.
Knowledge Feat: At 5th, 12th and 19th level, a Philosopher gains a bonus feat, and can select any Item Creation feat or Metamagic feat that he meets the prerequisites for. These feats represent the Philosopher’s expanding knowledge and practical theory.
Enlightenment: As a Philosopher progresses through life, he uncovers a deeper understanding into his Philosophy. At 1st level, 4th level, and every four levels thereafter (8th, 12th, and so on), a Philosopher learns new methods and theories to support his study, and as such may select a new Revelation from the list revelations available in his Mystery or instead select a new Arcane Discovery in place of a Revelation.
True Enlightenment: At 20th level, a Philosopher learns acheives True Enlightenment about his Philosophical study, granting him amazing powers and abilities. The nature of this Enlightenment takes the form of her Mystery's Final Revelation.
Other Class Details
Follows the Oracle's BAB and Saves progression
maximum 4 spells per spell level (0th-9th)
One Study only, must be Standard OR Elemental

Trogdar |

# Arcane adept
@ Stratagem "The total number of rounds of stratagem per day is renewed after resting for 8 hours, although these hours do not need to be consecutive." I'd have it renew whenever the arcane adept prepares spells, similar to arcane pool.
A temporary increase to Intelligence generally does not increase skill points. It has to last a continuous 24h to do so.
The intelligence bonus to attacks (including the stratagem bonus) stacks with Str/Dex bonuses, potentially making this the most accurate attacker. Is this a full BAB MCA?
I like the Fortitude penalty and staggered conditions from a flavor perspective, really different from rage. Insight also seems a good bonus type. Fortitude is very important to a melee combattant, but so is AC that normal barbarians get a penalty to.
I'm not fond of the virtual BAB idea from the later post - BAB should be BAB, including iterative attacks, or it is merely an attack bonus. You can replace this with a +1 attack bonus at level 1, increasing by +1 every 4 levels (+2 at 5, +3 at 9 and so on), it has the exact same effect and is closer to normal paradigms.
@ Force armor: I've been using martial classes with inherent force armor effects. The thing I do with them is to give a balanced starter bonus (+7 for heavy armor, +5 for medium) and then from level 4, I let this binus stack with Bracers of Armor. Since force armor has the same cost as the enchantment on regular armor, you gain the same rate of increase as mundane armor, at the same costs. If you give a level-based bonus, these are "free" points of armor that fall outside the item economy, which I'd only do if I saw no way to avoid it.
Pazio seem to be moving away from additional attributes added to armor class (like the monk). No duellist-style AC bonus on their swashbuckler MCA.
I do like the improved force armor idea where you spend spell slots to improve your armor.
@ Attribute Balance: I think what Tropgdar means is that he wants an Int-based CMB bonus, and exploits that do...
I think I need to make this explicit because there seems to be some confusion, the insight bonus to hit from a secondary statistic is perfectly balanced as long as you don't add additional bonuses to intelligence on top of that insight bonus from intelligence.
1. You have to invest in one primary hitting stat which will likely take up all, or at least the vast majority of your investment.
2. As a consequence of number one, your secondary hitting stat (be it strength, dexterity, or intelligence) is fundamentally limited by the nature of statistical allocation to grant you, at best, a +7 to hit over twenty levels. This gives the class an effective hit chance of 22 +primary hitting statistic.
3. Because the intelligence bonus never grants damage bonuses, you end up with a chance to hit that gets somewhere in the ballpark of primary martial classes but never get the bonus damage that they enjoy.
4. Bonus damage from exploits is magical in nature and, if it doesn't have a DC to eliminate part of the effect, it is energy based and thus subject to resistance from... well a lot of enemies later on which is an intentional balancing factor on my part.
5. The reliance on energy based effects to bolster lower damage "encourages" investment into knowledge skills to identify weaknesses and mitigates some of the benefits of having such a significant potential for skill diversity if you focus on intelligence as your primary hitting statistic.

Trogdar |

As to the force armor issue.
I feel like the least likely way to break the force armor effect is to make it function as much like the spell as is possible and use verbiage that makes it clear that the effects of spontaneous spell conversion only work with adept spells. This will totally negate any sort of full caster dip from being an option.
Regarding the spell list:
I do not want to make an evoker list. I was initially enamored with a more abjurer focus, but really I'm open to anything that is not evocation, it confuses the combat focus of the class away from its exploits. There is also no means of making evocation spells function in combat outside of using them as normal, which makes evocation counter intuitive.

Trogdar |

Combat exploit DC's should be (10+spell level+int modifier) where the spell level is determined by the spell sacrificed for the effect.
That way you can have some pretty powerful effects that wouldn't normally work on a martial because you have to dump your focus entirely into intelligence to make them have a good chance of going off consistently.
If you go the strength or dexterity route, you can take combat exploits that are not dependent on DC based effects.
That way you can be a good damage dealer, a good controller, or a good skirmisher(dex) but not all three.

Trogdar |

Here is another control exploit I was thinking about. I am not sold on the specific numbers, but I think its a cool idea.
Spectral Grasp(su): As a swift action, the adept may consume a spell to pull a creature towards his waiting blade. The adept manifest a ghostly hand with a special size modifier equal to twice the spell level and a strength modifier equal to the adepts intelligence modifier. The hand grasps the creature with a grapple check which, upon success, forces the creature to move adjacent to the adept over the shortest amount of distance.
The above example needs to have the wording fixed to adjust for range, which is probably best at short (25+5 per 2 caster levels?) but the basic idea behind this kind of area control mechanism is pretty clear. The combat exploit wouldn't work a lot of the time on large enemies for a strength or dexterity build, but the intelligence build would enjoy more success without being able to capitalize the way the more damage oriented builds would.
few... typing.

Browman |

Hi Guys,
I've been following the MCArchetype classes for some time now, and I've come to really enjoy the intuition and diversity behind it's content. I've used some of these classes myself recently, and I appreciate the effort made to overcome certain playstyle restrictions, and the amount of balance these pages offer.I have noticed there are a few gaps here and there for class combinations I have hoped to try out, so I do have a few suggestions for certain hybrids that don't exist yet. If you like this first one, I may post more :)
PHILOSOPHER
Primary Class: Wizard.
Secondary Class: Oracle.
Alignment: Any.
Hit Die: d8From the grandest educational establishments to the dens of tribal shamans, knowledge has always been sought and garnered by those with questions. Those who delve deep into they mysteries of the world in pursuit of answers are known as Philosophers, seekers of knowledge and messengers of enlightenment, who's lives have been defined by a revelation or deeper calling that governs their ethics and doctrine. Most Philosophers overlook and sometimes bypass religion when it comes to their Study, allowing them to achieve feats uncommon to those who aren't divinely blessed or cursed, utilizing sheer arcane willpower and forgotten theory.
Bonus Skills and Ranks: The Philosopher may select three Oracle skills to add to his class skills in addition to the normal Wizard class skills. The Philosopher gains a number of ranks at each level equal to 4 + Int modifier. Some revelations grant additional class skills.
Weapon and Armor Proficiency: Philosophers are proficient with all simple weapons and light armor. Some revelations grant additional proficiencies.
Spellcasting: The Philosopher casts Arcane spells drawn from the wizard/sorcerer spell list and cleric/oracle spell list. The Philosopher can cast any spell she knows without preparing it ahead of time. A Philosopher gains bonus...
Welcome Tyrannical
While not a member of the official team, I can say with some certainty that your idea will be put in the queue that Elghinn maintains in order to keep efforts focused on a couple of ideas at a time. In the meantime feel free to contribute to making other ideas better/ more balanced.

Elghinn Lightbringer |

Slight changes to Stratagem. I think we should keep the staggered condition, though with a poor Fort I think we won't add int hte Fort save penalty. Do the benefits of the ability outweigh the staggered condition? Do we still want the Enhance Force Armor exploit, or is that too much.
While using stratagem, the arcane adept gains an insight bonus on all her attack rolls and her combat maneuver bonus equal to her Intelligence modifier. An arcane adept can end her stratagem as a free action and is staggered after her stratagem has ended for a number of rounds equal to the number of rounds spent in the stratagem. An arcane adept cannot use stratagem while staggered but can otherwise use stratagem multiple times during a single encounter or combat. If an arcane adept falls unconscious, her stratagem immediately ends. This ability replaces rage.
And changes to Force Armor to coincide somewhat with Starfox's suggestions. If we allow force armor to stack with bracers, then that doesn't completely negate all "armor" type magical items, just actual armor, but does leave bracers and the force shield items. This can still allow us to include armor protery-based exploits. It hink the exploits could be either permanent while force armor is active, as she can't get magical armor with those types of benefits, or they require spell expenditure to activate. The latter may bee too much of a drain of spell resources. Thoughts?
At 1st level, an arcane adept can surround himself in a tangible field of force. This ability is similar to the mage armor spell, but only granting a +2 armor bonus to AC. This effect lasts for 1 hour per arcane adept level. These hours do not need to be consecutive, but must be spent in 10-minute increments. As the arcane adept increases in level, the power of her force armor increases. For every two levels beyond 1st, the armor bonus granted by her force armor increases by +1, to a maximum of +8 at 13th level. This ability does not stack with the mage armor spell or any armor bonuses granted by mundane or magical armor. It does stack with bracers or armor, the shield spell, and all other bonus types (deflection, dodge, etc.) to Armor Class as normal. This ability replaces light armor proficiency, medium armor proficiency, and shield proficiency.
Also, here's a list of possible Rage Powers that can be used as is, or adapted into new combat exploits if they don't work. I'm thinking that we should only use (Ex) powers though, some, like the Chaos Totem is bit out there for the concept of this MCA. Obviously this list will need to be narrowed down to a focused number.
bleeding blow,
boasting taunt,
brawler (greater),
brawler,
chaos totem (greater),
chaos totem (lesser),
chaos totem,
clear mind,
come and get me,
crippling blow,
deadly accuracy,
disruptive,
elemental rage (greater),
elemental rage (lesser),
elemental rage,
energy absorption,
energy resistance (greater),
energy resistance,
flesh wound,
increased damage reduction,
internal fortitude,
knockback,
knockdown,
lethal accuracy,
mighty swing,
perfect clarity (no requiring moment of clarity),
powerful blows,
quick reflexes,
reflexive dodge,
rolling dodge,
sharpened accuracy,
spell sunder,
spellbreaker,
sprint,
sunder enchantment,
superstitious,
surprise accuracy,
swift foot,
unexpected strike,
witch hunter,
Combat exploit DC's should be (10+spell level+int modifier) where the spell level is determined by the spell sacrificed for the effect.
That way you can have some pretty powerful effects that wouldn't normally work on a martial because you have to dump your focus entirely into intelligence to make them have a good chance of going off consistently.
If you go the strength or dexterity route, you can take combat exploits that are not dependent on DC based effects.
That way you can be a good damage dealer, a good controller, or a good skirmisher(dex) but not all three.
Explicit is always good ont hte thread, especially for me. I assume this Combat Exploit Dc comment is in reference to the Energy Blade exploit (and any furture ones). I'll make that change.
I think for the spell list, we could either
1) use an existing spell list and simply remove and add spells to it
2) create our own unique list
3) create a list that is simply 3-4 arcane schools
EDIT: @Trogdar
What other abilities are you wanting in this? We have lots of gaps. Whether this is added in wizard stuff or unique stuff, we'll need some suggestions.
Also, wondering if we shouldn't have Bonus Feats with three streams, likely based on specific builds sort of like the ranger's combat style feats - Brawn, Brains or Agility paths, like you want for this MCA. Allows for the player to choose, but also aids in focusing the build in the proper direction for the player withut too much effort.

Elghinn Lightbringer |

Tyrannical wrote:Hi Guys,
I've been following the MCArchetype classes for some time now, and I've come to really enjoy the intuition and diversity behind it's content. I've used some of these classes myself recently, and I appreciate the effort made to overcome certain playstyle restrictions, and the amount of balance these pages offer.I have noticed there are a few gaps here and there for class combinations I have hoped to try out, so I do have a few suggestions for certain hybrids that don't exist yet. If you like this first one, I may post more :)
PHILOSOPHER
Primary Class: Wizard.
Secondary Class: Oracle.
Alignment: Any.
Hit Die: d8...
Welcome Tyrannical
While not a member of the official team, I can say with some certainty that your idea will be put in the queue that Elghinn maintains in order to keep efforts focused on a couple of ideas at a time. In the meantime feel free to contribute to making other ideas better/ more balanced.
Welcome Tyrannical! As Browman has said, this thread uses a queue sytem to keep things focused on up to 2 concepts at a time. Currently we are waiting for another MCA to be posted, whch has yet to be. You have been added to the queue, and we will address your concept in about 2 more MCAs. As you are a first timer, you get priority over the old dogs for your first concept. After that, you go into the queue at a specific interval to ensure everyone gets a fair go at their own MCAs. So stay tuned.
PS: I'm really happy to see that you've chosen to create an MCA with a combination we don't have yet. That's always welcome, as we (The MCP crew) can only come up with so many on our own. I'm also glad to see that you've stayed true to our prefered posting format. Looks great, just have to wait your turn and then we'll dive in.

Elghinn Lightbringer |

Here's another possible static ability or adapted into a Combat exploit. Based it on the Barbarian's DR ability.
Armor Reduction (Ex): At 7th level, an arcane adept gains damage reduction while her force armor is active. Subtract 1 from the damage the arcane adept takes each time she is dealt damage from a weapon or a natural attack while she is using her force armor ability. At 11th level, and every four arcane adept levels thereafter (15th and 19th level), this damage reduction rises by 1 point. Damage reduction can reduce damage to 0 but not below 0. This ability otherwise functions as and replaces damage reduction.

Trogdar |

For the most part I agree with your list Elghinn. I would pull superstitious because we already have an exploit that bolsters the bad save and if you were to stack the effects, well you would only have to worry about no save spells.
@force armor: So we are moving this away from spells as a separate feature and adding exploits to further enhance it? I agree that sacrificing spells to power up your armor should last longer. The initial design functioned exactly as mage armor so the exploit lasted as long as the spell in my head. If the adept gets hours of mage armor based on level and gets to split it up into 10 minute increments, then it should work out to the same really.
A starting armor bonus of 2 is pretty low though, do you think this might make for survivability issues early?
Also, the wording is weird, sounds as if you both can and cannot benefit from bracers of armor.
I think that a new spell list would be great, but I also think its a lot of work. :)

Trogdar |

Here's another possible static ability or adapted into a Combat exploit. Based it on the Barbarian's DR ability.
Armor Reduction (Ex): At 7th level, an arcane adept gains damage reduction while her force armor is active. Subtract 1 from the damage the arcane adept takes each time she is dealt damage from a weapon or a natural attack while she is using her force armor ability. At 11th level, and every four arcane adept levels thereafter (15th and 19th level), this damage reduction rises by 1 point. Damage reduction can reduce damage to 0 but not below 0. This ability otherwise functions as and replaces damage reduction.
Thats cool, I like it.

Tyrannical |

Thanks for the prompt response, good to feel welcomed to the community.
True to Browman's suggestion about improving current classes, I do have some particular difficulty grasping some of the ideas of 'Dreadmasque'. I enjoy the concept, though a few things are unclear;
- Does the character maintain a single mask, or does he carry multiple with each guise?
- For an archetype using two spellcaster classes, will spells be implemented?
- If a Dread Weapon is lost/destroyed, is there a protocol for replacing it?
I've also devised a way to handle spells should there be no alternative, which is to allocate two spell schools to each mask, allowing them use of any spell from the Bard spell list that falls into either two, each staying true to the mask's "theme". I also think that the names of these masks seem a little concise and a tad inapt, and would suggest names with broader meaning. So here's what I've been playtesting so far;
AVENGER (Mask of Vengeance) - Evocation/Conjuration
DISCIPLE (Mask of Discipline)- Conjuration/Divination
ENFORCER (Mask of Tyranny) - Enchantment/Conjuration
EXECUTIONER (Mask of Death) - Necromancy/Evocation
EXORCIST (Mask of Spirits) - Abjuration/Necromancy
HIGH INQUISITOR (Mask of Rites) - Divination/Necromancy
INFILTRATOR (Mask of Guile) - Illusion/Transmutation
INVESTIGATOR (Mask of Knowledge) - Divination/Enchantment
JUDGE (Mask of Judgement) - Transmutation/Abjuration
KNIGHT ADAMANT (Mask of Valor) - Abjuration/Evocation
PETITIONER (Mask of Heart) - Enchantment/Illusion

Oceanshieldwolf |

Thanks for the prompt response, good to feel welcomed to the community.
True to Browman's suggestion about improving current classes, I do have some particular difficulty grasping some of the ideas of 'Dreadmasque'. I enjoy the concept, though a few things are unclear...
- Does the character maintain a single mask, or does he carry multiple with each guise?
- For an archetype using two spellcaster classes, will spells be implemented?
- If a Dread Weapon is lost/destroyed, is there a protocol for replacing it?
Hey Tyrannical, thanks for your interest in MCAs and the Dreadmasque in particular.
- Does the character maintain a single mask, or does he carry multiple with each guise?
A dreadmasque begins play with a masterwork mask,
The mask enables the dreadmasque to enact guises. There is one mask.
- For an archetype using two spellcaster classes, will spells be implemented?
I don't understand this question, sorry.
If a Dread Weapon is lost/destroyed, is there a protocol for replacing it?
You could use the rules for the mask, or this from the direlock's dire weapon:
The ritual needed to imbue a new weapon with the requisite charms to designate and create a dread weapon takes 8 hours to complete.
Elghinn - what do you think?
I've also devised a way to handle spells should there be no alternative, which is to allocate two spell schools to each mask, allowing them use of any spell from the Bard spell list that falls into either two, each staying true to the mask's "theme". I also think that the names of these masks seem a little concise and a tad inapt, and would suggest names with broader meaning. So here's what I've been playtesting so far;
** spoiler omitted **
As for the name convention, by all means reskin them as you see fit - they can't be inapt for the creators. :) Note that the names reflect the Inquisitorial base of the class...
When using the Dreadmasque concept as an archetype for the Direlock I did use similar naming conventions that you mention - Mask of - Defiance, Defence, Dire-eyed Mien, - Puissance, Shadows etc etc etc. As for the spells, I guess we could think about that...

Tyrannical |

Thanks for the info Oceanshieldwolf, will help me play out my own Dreadmasque. As for what I mentioned earlier;
- For an archetype using two spellcaster classes, will spells be implemented?
I don't understand this question, sorry.
I'm referring to the fact that Inquisitors and Bards use spells, and was curious as to why the Dreadmasque, being formed of the two, doesn't. I was unsure whether spells were being implemented later, or not at all, or simply not listed. I like the class feature of this MCA, though I feel a little handicapped being unable to use feats that affect bardic performance and spells such as Spellsong and Harmonic Spell.

Oceanshieldwolf |

Thanks for the info Oceanshieldwolf, will help me play out my own Dreadmasque. As for what I mentioned earlier;
Tyrannical wrote:- For an archetype using two spellcaster classes, will spells be implemented?Oceanshieldwolf wrote:I don't understand this question, sorry.I'm referring to the fact that Inquisitors and Bards use spells, and was curious as to why the Dreadmasque, being formed of the two, doesn't. I was unsure whether spells were being implemented later, or not at all, or simply not listed. I like the class feature of this MCA, though I feel a little handicapped being unable to use feats that affect bardic performance and spells such as Spellsong and Harmonic Spell.
Oh, ok I understand. Purely a measure of finding the balance in the class features - I initially made it spell-less, and that seemed to make room for the mask and guise.
The Dreadmasque is an interesting case as it really bends the concept of the Inquisitor well away from the Divine aspect, and really is a mechanical-mash (judgmnents, bane effect, inquisitions) rather than a theme-mash, though as I stated above, some of the theme (the flaovr of the masks) was kept.
If spellcasting were to be added (apart form the SLAs each mask has) I would push for Arcane casting as there is nothing remotely divine about the concept as envisaged by me at the time of creation.
Having said that I could see a Holy/Unholy Thespian, acting out the masks of gods (see the Midgard Campaign Setting for gods using masks in different parts of the world, or to appeal to different subsets of followers) - in that case there would be a much wider spectrum of guise types. The guises presented here are really just an introduction, and more can be added.
As for the Feats and Bard-buffing spells, I would tweak them where possible to apply to a masque/guise, and/or create new feats to make up the slack. If you want to make a list of the feats you mean, I'm sure we can make a go of it.
If your playtesting indicates the Dreadmasque should have spellcasting then let us know and we'll take that on board.

Starfox |

@force armor: ... A starting armor bonus of 2 is pretty low though, do you think this might make for survivability issues early?
Agree with this concern. I also feel that allowing the armor to stack over levels makes the class top heavy if it can add bracers of armor. I'd suggest a static bonus of four, to coincide with mage armor. That is just about equivalent to light armor.
I do like the damage reduction aspect, another barbarian class feature that can be motivated as arcane in this case.
I could see this armor being especially potent against force effects. Say that the DR also gives resistance to force. Then again, almost nothing gives resistance to force effects, so that might be to go too far.
I think that a new spell list would be great, but I also think its a lot of work. :)
A new spell list also has the issue that every time a new spell is introduced into the game, it has to be considered for inclusion on the list. It is much easier to just say they can use all the wizards conjuration spells (or whatever), a group that naturally grows as new spells are written.

Elghinn Lightbringer |

Trogdar wrote:@force armor: ... A starting armor bonus of 2 is pretty low though, do you think this might make for survivability issues early?Agree with this concern. I also feel that allowing the armor to stack over levels makes the class top heavy if it can add bracers of armor. I'd suggest a static bonus of four, to coincide with mage armor. That is just about equivalent to light armor.
I do like the damage reduction aspect, another barbarian class feature that can be motivated as arcane in this case.
I could see this armor being especially potent against force effects. Say that the DR also gives resistance to force. Then again, almost nothing gives resistance to force effects, so that might be to go too far.
So are you suggesting just have a static +4 like mage armor, and no level increase, then just let it stack with bracers of armor? Essentially that's a +12 armor bonus with +8 bracers. Equal to +3 full plate. That's probably sufficient. The +4 provides survivability, then the stacking with bracers allows the MCA to purchase bracers to improve his AC, much like a fighter purchasing higher level enchanted armor.
If this is how we go, we need to remember that she can't get any armor enhancements with bracers, so we'll need to provide exploits for that. Though, I have always played bracers of armor as enchanted armor, and allowed them to gain the armor special properties at the same costs as enchanting other armors.
Trogdar wrote:I think that a new spell list would be great, but I also think its a lot of work. :)A new spell list also has the issue that every time a new spell is introduced into the game, it has to be considered for inclusion on the list. It is much easier to just say they can use all the wizards conjuration spells (or whatever), a group that naturally grows as new spells are written.
I think the easiest is to make the list an amalgamation of 4 or so wizard schools (making it more wizardy). Now we can go one of two routes...
1) We choose the schools and make them static to the MCA
OR
2) We allow the players to choose the schools from a list of allowable schools, with restrictions such as the evocation school like Trogdar would like. This gives it flexibility and a choice for the player to create

Tyrannical |

: koff koff:
Ehm, guys, we DO Have a Wizard/Oracle... I should know, I created it ^^
This Philosopher's interesting, though ^^
Ah, I hadn't realised, it hasn't appeared on the MCA page of existing classes until recently. Though it would be easy to turn the Philosopher I made into Oracle/Wizard, it could be more convenient, as it also fills that particular gap in the list and adds more Oracle Primary MCA's. :)
If your playtesting indicates the Dreadmasque should have spellcasting then let us know and we'll take that on board.
From what I've been playing, it's not a handicap that kills the class, though once you've run out of Inquisition Powers and Judgements, you've little to fall back on for offense.
And while the class would be overpowered by having full access to spells, I've considered ways of balancing their allotment of spells while also staying true to the Guise themes. One way is the restriction to two schools, as I posted above, and using the bard spell list. Another way I thought could work is that since Inquisitors can access Domains, perhaps incorporate a set of suitable Domain spells to each guise with a certain amount of uses?

Elghinn Lightbringer |

Bardess wrote:: koff koff:
Ehm, guys, we DO Have a Wizard/Oracle... I should know, I created it ^^
This Philosopher's interesting, though ^^Ah, I hadn't realised, it hasn't appeared on the MCA page of existing classes until recently. Though it would be easy to turn the Philosopher I made into Oracle/Wizard, it could be more convenient, as it also fills that particular gap in the list and adds more Oracle Primary MCA's. :)
Oceanshieldwolf wrote:If your playtesting indicates the Dreadmasque should have spellcasting then let us know and we'll take that on board.
I was going to suggest a primary/secondary class swap. Ora/Wiz would work.
From what I've been playing, it's not a handicap that kills the class, though once you've run out of Inquisition Powers and Judgements, you've little to fall back on for offense.
And while the class would be overpowered by having full access to spells, I've considered ways of balancing their allotment of spells while also staying true to the Guise themes. One way is the restriction to two schools, as I posted above, and using the bard spell list. Another way I thought could work is that since Inquisitors can access Domains, perhaps incorporate a set of suitable Domain spells to each guise with a certain amount of uses?
I think granting a set of domain spells with 1 slot per day for each level of domain spell would work. Maxing up to the 6th level domain spell of course.

Elghinn Lightbringer |

Arcane Adept
OK, after a lot of input, I think I've got things organized for the Arcane Adept.
SWAPS
Armor and shield proficiencies = Force armor
Rage = Stratagem
Rage powers = Combat Exploits
Trap sense+ Mighty rage = Mighty wizardry
DR 2/-, 3/-, 4/-, 5/- = Armor reduction
Fast movement, Greater rage, DR 1/-, Indomitable will, Tireless rage = Battle style feats
*Need a flavor blurp.
Primary: Barbarian.
Secondary: Wizard.
Alignment: Any nonlawful.
Hit Dice: d8.
Bonus Skills and Ranks: The arcane adept selects three wizard skills to add to her class skills in addition to the normal barbarian class skills. The arcane adept gains a number of ranks at each level equal to +4 Int modifier.
Weapon and Armor Proficiency: The arcane adept is proficient with all simple and martial weapons. An arcane adept is not proficient with any types of armor or shields.
Spellcasting: An arcane adept casts arcane spells drawn from the arcane adept spell list. An arcane adept’s spell list consists of all spells from the Abjuration school plus three of the following schools of her choice: Conjuration, Divination, Enchantment, Illusion, and Transformation. An arcane adept must choose and prepare her spells ahead of time.
To learn, prepare, or cast a spell, the arcane adept must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an arcane adept’s spell is 10 + the spell level + the arcane adept’s Intelligence modifier.
An arcane adept can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Arcane Adept. In addition, she receives bonus spells per day if she has a high Intelligence score.
An arcane adept may know any number of spells. She must choose and prepare her spells ahead of time by getting 8 hours of sleep and spending 1 hour studying her spellbook. While studying, the arcane adept decides which spells to prepare.
Cantrips: An arcane adept can prepare a number of cantrips, or 0-level spells, each day, as noted on Table: Arcane Adept under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again.
Spellbooks: An arcane adept must study her spellbook each day to prepare her spells. She cannot prepare any spell not recorded in his spellbook except for read magic, which all arcane adepts can prepare from memory. An arcane adept begins play with a spellbook containing all 0-level arcane adept spells plus three 1st-level arcane adept spells of her choice. The arcane adept also selects a number of additional 1st-level arcane adept spells equal to her Intelligence modifier to add to her spellbook. At each new arcane adept level, she gains two new arcane adept spells of any spell level or levels that she can cast (based on her new arcane adept level) for her spellbook. At any time, an arcane adept can also add spells found in other spellbooks to her own.
An arcane adept can learn spells from a wizard’s spellbook, just as a wizard can from an arcane adept’s spellbook. The spells learned must be on the arcane adept spell list, as normal. An alchemist can learn formulae from an arcane adept’s spellbook, if the spells are also on the alchemist spell list. An arcane adept cannot learn spells from an alchemist.
Stratagem (Su): An arcane adept can call upon her combat training and tactical acumen, granting her additional combat prowess. Starting at 1st level, an arcane adept can use stratagem for a number of rounds per day equal to 4 + her Intelligence modifier. At each level after 1st, she can use stratagem for 2 additional rounds. Temporary increases to Intelligence, such as those gained from spells like fox’s cunning do not increase the total number of rounds that an arcane adept can use stratagem per day. An arcane adept can use stratagem as a free action. The total number of rounds of stratagem per day is renewed after resting to regain her daily allotment of spells.
While using stratagem, the arcane adept gains an insight bonus on all her attack rolls and her combat maneuver bonus equal to her Intelligence modifier. An arcane adept can end her stratagem as a free action and is staggered after her stratagem has ended for a number of rounds equal to the number of rounds spent in the stratagem. An arcane adept cannot use stratagem while staggered but can otherwise use stratagem multiple times during a single encounter or combat. If an arcane adept falls unconscious, her stratagem immediately ends. This ability replaces rage.
Force Armor (Sp): At 1st level, an arcane adept can surround himself in a tangible field of force. This ability is similar to the mage armor spell and grants a +4 armor bonus to AC. This ability is specially designed to stack with bracers of armor and all other items (ring of protection), spells (shield), or effects that grant any bonus to Armor Class other than an armor bonus. This ability does not stack with the mage armor spell or any types of armor, magical or mundane. This ability replaces light armor proficiency, medium armor proficiency, and shield proficiency.
Battle Style Feats: At 1st level, an arcane adept selects one battle style to pursue. The arcane adept's expertise manifests in the form of bonus feats at 1st, 5th, 9th, 13th, and 17th level. She can choose feats from her selected battle style, even if she does not have the normal prerequisites. The benefits of the arcane adept's chosen style feats apply only when she wears no armor. She loses all benefits of her battle style feats when wearing any armor. Once an arcane adept selects a battle style, it cannot be changed.
An arcane adept can choose from the following battle styles.
Cunning Warrior: If the arcane adept selects cunning warrior style, she can choose from the following list whenever she gains a battle style feat: Catch Off Guard, Combat Casting, Combat Expertise, Combat Patrol, Point Blank Shot, Precise Shot, Spell Focus, Spell Penetration, and Swift Aid.
• At 5th level, she adds Bloody Assault, Clustered Shots, Disrupting Shot, Greater Spell Focus, Greater Spell Penetration, Improvised Weapon Mastery, Second Chance, Spell Specialization, Uncanny Concentration, and Wind stance to the list.
• At 9th level, she adds Dazzling Assault, Greater Spell Specialization, Improved Second Chance, Lightning Stance, and Snap Shot to the list.
Mighty Warrior: If the arcane adept selects mighty warrior style, she can choose from the following list whenever she gains a battle style feat: Cleave, Power Attack, Point Blank Shot, Precise Shot, Rapid Shot, and Weapon Focus.
• At 5th level, she adds Furious Focus, Great Cleave, and Vital Strike to the list.
• At 9th level, she adds Dreadful carnage, Improved Vital Strike, and Improved Sunder to the list.
Nimble Warrior: If the arcane adept selects nimble warrior style, she can choose from the following list whenever she gains a battle style feat: Agile Maneuvers, Combat Expertise, Deadly Aim, Double Slice, Far Shot, Focused Shot, Point Blank Shot, Quick Draw, Precise Shot, Rapid Reload, Rapid Shot, and Two-Weapon Fighting.
• At 5th level, she adds Crossbow Mastery, Improved Precise Shot, Improved Two-Weapon Fighting, Parting Shot, Point Blank Master, Manyshot, and Two-Weapon Defense to the list.
• At 9th level, she adds Greater Two-Weapon Fighting, Pinpoint Targeting, Shot on the Run, and Two-Weapon Defense to the list.
This ability replaces fast movement, greater rage, damage reduction 1/—, indomitable will, and tireless rage.
Combat Exploits: As an arcane adept gains levels, she learns to use her stratagem in new ways. Starting at 2nd level, an arcane adept gains a combat exploit. She gains another combat exploit for every two levels of arcane adept attained after 2nd level. An arcane adept gains the benefits of combat exploits only while using stratagem, and some of these exploits require the arcane adept to take an action first. Unless otherwise noted, an arcane adept cannot select an individual combat exploit more than once.
Any arcane adept who meets the exploit’s prerequisites can select and use any of the following combat exploits.
Berserker Warrior (Ex): The arcane adept can rage as the barbarian class feature for a number of rounds per day equal to 1/2 her arcane adept level. She gains all the benefits and penalties of rage, including being fatigued once it has ended. While rage is in effect, or she is fatigued due to her ended rage, she cannot use her stratagem ability. The arcane adept must be at least 4th level to select this exploit.
Channeled Fortitude (Su): While using stratagem, the arcane adept gains an insight bonus to fortitude saves equal to her intelligence modifier. In addition the adept gains a number of temporary hit points equal to her hit die.
Enhance Force Armor (Sp): The arcane adept can increase the power of her force armor at the cost of her spells. An arcane adept can expend a prepared spell of 1st level or higher to increase the armor bonus of her force armor for 1 minute. For each level of the spell expended the armor bonus of her force armor increases by +1. For example, if a 7th level arcane adept expends a 3rd level spell, the armor bonus granted by her force armor increases by +3 for 1 minute.
Energy Blade (Su): The arcane adept can deal energy damage with her weapon attacks at the cost of her spells. As a swift action, the arcane adept expends a prepared spell and selects one of the following energy types: acid, cold, electricity, or fire. For a number of rounds equal to her Intelligence modifier, the arcane adept deals an additional amount of damage of that energy type with her weapon equal to 1d6 for each level of the spell expended.
At 11th level, as a standard action, the arcane adept can choose to make a single attack using her highest attack bonus instead of her normal attacks. If this attack is successful, she deals the normal energy damage and produces one of the following additional effects, depending upon the energy type selected.
• Acid: After the initial attack, the energy lingers. At the beginning of the arcane adept’s next turn, the target takes an additional amount of acid damage equal to the initial energy damage.
• Cold: After the initial attack, the target is chilled to the bone. The target must make a Fortitude saving throw (DC 10 + the expended spell’s level + her intelligence modifier). If the target fails, he is subject to a slow spell for a number of rounds equal to the arcane adept’s Intelligence modifier.
• Electricity: After the initial attack, electricity arcs to a number of secondary targets equal to the arcane adept’s Intelligence modifier. These secondary strikes deal as much energy damage to each target as the initial attack. Each target can attempt a Reflex saving throw for half damage. The Reflex DC to halve the damage of the secondary strikes is equal to 10 + the expended spell’s level + her intelligence modifier. The arcane adept chooses the secondary targets as she would like, but they must all be within 30 feet of the primary target, and no target can be struck more than once. An arcane adept can choose to affect fewer secondary targets than the maximum.
• Fire: After the initial attack, flame erupts from the target. At the beginning of the arcane adept’s next turn, fire erupts from the target in a 10-foot radius burst. Any creature (including the target) caught within the burst takes an amount of fire damage equal to the initial energy damage. Each creature can make a Reflex saving throw (DC 10 + the expended spell’s level + her intelligence modifier) for half damage.
Greater Weapon Enhancement (Su): As a swift action, the arcane adept can expend a prepared spell of 5th level or higher to gain one of the following weapon properties for 1 minute: brilliant energy. At 19th level, an arcane adept can expend a 6th level spell to gain the following weapon properties: vorpal. The arcane adept must have the weapon enhancement exploit and be at least 16th level to select this exploit.
Lesser Weapon Enhancement (Su): As a swift action, the arcane adept can expend a prepared spell of 1st level or higher to gain one of the following weapon properties for 1 minute: corrosive, cunning, distance, flaming, frost, keen, shock, throwing, thundering. At 7th level, an arcane adept can expend a 2nd level spell or higher to gain the following weapon properties: bane, defending, dispelling, endless ammunition, ghost touch, returning, seeking. The arcane adept can expend additional prepared spells to gain multiple weapon properties simultaneously, but she can only expend one such spell per round. For example, an arcane adept can expend a 2nd level spell to gain the ghost touch weapon property and then expend a 1st level spell on her next turn to gain the flaming weapon property. In such cases, the duration of a granted weapon property is calculated from the round it is granted. The arcane adept must be at least 4th level to select this exploit.
Metalline Weapon (Su): The arcane adept’s weapons are considered to be crafted from special materials. At 4th level, an arcane adept’s weapons are treated as silver weapons for the purpose of overcoming damage reduction. At 7th level, her weapons are also treated as cold iron for the purpose of overcoming damage reduction. At 16th level, her weapons are treated as adamantine weapons for the purpose of overcoming damage reduction and bypassing hardness. The arcane adept must be at least 4th level to select this exploit.
Spectral Barrage (Su): The arcane adept can conjure a barrage of duplicate spectral missiles to strike her chosen target. As a swift action with a ranged or thrown weapon in hand (a bow, crossbow, throwing dagger, etc.), the arcane adept can expend a prepared spell. As a standard action, the arcane adept makes a ranged attack roll against her opponent, plus a number of additional ranged attack rolls equal to her Intelligence modifier. A spectral barrage missile has the same range, damage dice, enhancement bonuses, and weapon properties as the original ranged weapon (or ammunition). The arcane adept adds her Intelligence modifier to all damage rolls made with her spectral barrage instead of her Strength modifier (if any). This exploit lasts for a number of rounds equal to the level of the expended spell.
Tactical Warrior (Ex): The arcane adept focuses on either cunning or speed to win her battles. She chooses Dexterity or Intelligence. Once chosen, it cannot be changed. Whenever she deals damage with a melee or ranged weapon, the arcane adept adds either her Dexterity or Intelligence bonus to her weapon damage, instead of her Strength.
Weapon Enhancement (Su): As a swift action, the arcane adept can expend a prepared spell of 3rd level or higher to gain one of the following weapon properties for 1 minute: anarchic, corrosive burst, dispelling burst, flaming burst, holy, impact, unholy, wounding. At 13th level, the arcane adept can expend a 4th level spell or higher to gain the following weapon properties: nimble shot, nullifying, speed, spell stealing. The arcane adept must have the lesser weapon enhancement exploit and be at least 10th level to select this exploit.
An arcane adept can also select any rage power whose prerequisites she meets as a combat exploit, except for the following: animal fury, armor ripper, auspicious mark, boar’s charge, body bludgeon, disemboweling tusks, energy eruption, ferocious beast, ferocious beat (greater), ferocious mount, ferocious mount (greater), primal scent, roused anger, scent, spirit steed, and all totem rage powers. This ability replaces rage powers.
Mighty Wizardry: Beginning at 3rd level, an arcane adept can prepare two additional cantrips each day, and can prepare a third additional cantrip at 5th level. The true power of the arcane adept takes effect later.
At 7th level, whenever a wizard gains access to a new spell level, she can choose a spell of up to the second highest level spell she can cast. This spell is known as one of her intuitive spells. An arcane adept can cast all of her intuitive spells a total number of times per day equal to her Intelligence modifier without preparing them or using up a spell slot. Temporary increases or decreases to Intelligence do not affect the number of times per day an arcane adept can cast her intuitive spells. Once an arcane adept chooses an intuitive spell, she cannot change it. This spell cannot be modified by metamagic feats or abilities. The intuitive spell must be from her spell list. This spell is otherwise treated exactly like any other spell the arcane adept casts.
For example, a 10th level arcane adept, can choose a spell of up to 3rd level (the second highest spell level she can cast) as an intuitive spell. She chooses fireball. Because she has an intelligence score of 14 (+2 modifier) she can now cast fireball without preparing it ahead of time. This is in addition to her 1st and 2nd level intuitive spells, all of which she can now cast a total of twice a day. This ability replaces traps sense and mighty rage.
Armor Reduction (Ex): At 7th level, an arcane adept gains damage reduction while her force armor is active. Subtract 1 from the damage the arcane adept takes each time she is dealt damage from a weapon or a natural attack while she is using her force armor ability. At 11th level, and every four arcane adept levels thereafter (15th and 19th level), this damage reduction rises by 1 point. Damage reduction can reduce damage to 0 but not below 0. This ability otherwise functions as and replaces damage reduction 2/—, damage reduction 3/—, damage reduction 4/—, and damage reduction 5/—.
Table: Arcane Adept
Base
Class Attack Fort Ref Will Spells per Day
Level Bonus Save Save Save Special 0 1st 2nd 3rd 4th 5th 6th
1st +0 +0 +2 +2 Battle style feat, force armor, stratagem 3 1 — — — — —
2nd +1 +0 +3 +3 Combat exploit, uncanny dodge 4 2 — — — — —
3rd +2 +1 +3 +3 Mighty wizardry 4 3 — — — — —
4th +3 +1 +4 +4 Combat exploit 4 3 1 — — — —
5th +3 +1 +4 +4 Battle style feat, improved uncanny dodge 4 4 2 — — — —
6th +4 +2 +5 +5 Combat exploit 5 4 3 — — — —
7th +5 +2 +5 +5 Armor reduction 1/— 5 4 3 1 — — —
8th +6/+1 +2 +6 +6 Combat exploit 5 4 4 2 — — —
9th +6/+1 +3 +6 +6 Battle style feat 5 5 4 3 — — —
10th +7/+2 +3 +7 +7 Combat exploit 5 5 4 3 1 — —
11th +8/+3 +3 +7 +7 Armor reduction 2/— 5 5 4 4 2 — —
12th +9/+4 +4 +8 +8 Combat exploit 5 5 5 4 3 — —
13th +9/+4 +4 +8 +8 Battle style feat 5 5 5 4 3 1 —
14th +10/+5 +4 +9 +9 Combat exploit 5 5 5 4 4 2 —
15th +11/+6/+1 +5 +9 +9 Armor reduction 3/— 5 5 5 5 4 3 —
16th +12/+7/+2 +5 +10 +10 Combat exploit 5 5 5 5 4 3 1
17th +12/+7/+2 +5 +10 +10 Battle style feat 5 5 5 5 4 4 2
18th +13/+8/+3 +6 +11 +11 Combat exploit 5 5 5 5 5 4 3
19th +14/+9/+4 +6 +11 +11 Armor reduction 4/— 5 5 5 5 5 5 4
20th +15/+10/+5 +6 +12 +12 Combat exploit 5 5 5 5 5 5 5
Here are alternate replacement abilities for Trap Sense and Mghty Rage. These would be instead of the Mighty Wizardry ability.
Disruption (Su): At 3rd level, an arcane adept can disrupt spellcasting with a touch. As a melee touch attack, she can place a disruptive field around the target. While the field is in place, the target must make a concentration check to cast any spell or to use a spell-like ability in addition to any other required concentration checks. The DC of this check is equal to 15 + twice the spell’s level. If the check is failed, the target’s spell is wasted. This field lasts for a number of rounds equal to 1/2 the arcane adept’s level (minimum 1). An arcane adept can use this ability a number of times per day equal to 3 + her Intelligence modifier. This ability replaces trap sense.
Mighty Magic: At 20th level, an arcane adept learns to tap into the deep reservoirs of arcane magic. She learns two arcane discoveries from the following list: Alchemical Affinity, Fast Study, Infectious Charms, Multimorph, Resilient illusions, Split Slot, or True name. This ability replaces mighty rage.

Trogdar |

I think mighty wizardry is a cool concept, but I would make it function off something other than intelligence. An intelligence focused character would have an enormous reserve of spells. Maybe one at 7, when you get it, and one more every 4 levels? that would cap out these spontaneous spells at 4 instead of ten or more. May even want to do one every six...

Elghinn Lightbringer |

Maybe we should put in a clause for channeled fortitude so that it acts as superstition so that the stuff like witch hunter will still be available. I think those rage powers make sense, but superstition certainly doesn't.
Why? Superstition is different than Channeled Fortitude. Superstition is a bonus to saves against spells, spell-like, and supernatural abilities, most of which will be Will or Ref. Channeled Fortitde is focused on Fort saves, whether that's spells, poison, diseases, etc. I think its fine to leave the Superstition rage power. If they choose both, and in the instances that they stack, then so be it. I don't have an issue with it, but keeping Superstition then takes care of the prerequs of other powers. These two are different enought they should be fine.
I think mighty wizardry is a cool concept, but I would make it function off something other than intelligence. An intelligence focused character would have an enormous reserve of spells. Maybe one at 7, when you get it, and one more every 4 levels? that would cap out these spontaneous spells at 4 instead of ten or more. May even want to do one every six...
This was the originally the Intuititve Wizardry ability by 4 Winds Fantasy Gaming. It originally replaced the powers of a wizard's chosen arcane school, but I altered it to be less potent. The original allowed every spell chosen of a given spell level to be cast a number of times per day equal to Cha mod. But I made it so that she can only cast any and all of her intitive spells a number of times per day. With a Cha of 14 (+2 mod), that would have allowed the wizard to cast each intuitive spell of 1st to 9th level twice per day = 18 spells per day.
With mine, even functioning off Int, she can only cast her total intuitive spells a number of times per day = to Int mod. But I suppose I didn't give a max to a particlar spell level.
May just be easier to have her select one intuitive spell per spell level, and allow her to cast it once per day only, plus the cantrip stuff already described. Thus, that would be 2 extra cantrips and 1 extra spell of each spell level from 1st-6th, all spread over 20 levels. This really isn't any different than gaining the arcane school ability, but without any powers, as that ability grants 1 bonus spell slot for each level for school spells. In this case, she chooses a spell, and she can't change it once chosen, so its very restrictive that way.
Mighty Wizardry: Beginning at 3rd level, an arcane adept gains the ability to cast additional spells. She can cast two additional cantrips each day. At 6th level, an arcane adept can choose one 1st–level spell that she can cast. Every three levels thereafter (9th, 12th, and so on), she can chose one spell of each subsequent spell level that she can cast, up to a 6th–level spell at 18th level. These spells are known as her intuitive spells. An arcane adept can cast each intuitive spell once per day without preparing it or using up a spell slot.
For example, a 12th level arcane adept, can choose a 1st, 2nd, and 3rd level spell as her intuitive spells. She chooses shield, acid arrow, and haste. She can now cast each of these spells without preparing it ahead of time once per day. Once an arcane adept chooses an intuitive spell, she cannot change it. These spells cannot be modified by metamagic feats or abilities. These intuitive spells must be from her spell list and are otherwise treated exactly like any other spell the arcane adept casts. This ability replaces traps sense and mighty rage.

Trogdar |

superstition is a bonus to saves against spells because you are afraid and ignorant of the effects of magic, thus superstition. As a caster, it doesn't make sense to be superstitious of arcane things.
It just doesn't make a lot of sense to me in terms of the flavor of the class.
@Mighty wizardry comment: OH! So it functions as a pool of spells equal to your intelligence, not one pool for each spell.... that makes more sense. heh :)

Desidero |

Oh too bad! I was looking forward to the Spellrider.
Anyways here is my basic idea for the Wildheart:
She has "discipline", basically a conflation of ki pool and rage rounds. She begins combat with an amount of discipline equal to half Wildheart level + will. You can rage using discipline rounds and also use "furious blows", basically flurry of blows at the cost of discipline.
Simple enough so far, but the trick is that to end a rage, you must succeed on a will save, equal to 10 - your discipline pool. Trivial at high levels of discipline but it quickly becomes difficult if you allow your discipline to drop low.
If discipline every drops to a negative amount equal to -1 x your max, you lose control a la the Wild Rager and attack indiscriminately for a number of rounds before you fall unconscious.
I think that this is mechanically a little complicated and the MCAs haven't really created a lot of new systems yet but I feel that this really captures the essence of both classes and the feel of these two opposed ideologies in one place.

Elghinn Lightbringer |

Who says it can't be someone else's magic that she's superstitious of? :D Don't actually say that's the flavor, but I suppose it's implied. But then again, the new Bloodrager hybrid is a spellcaster, but then, she doesn't get rage powers.
Anyone else have thoughts on this? Flavor is one thing, but I think functionality and ease of play is another.
@Mighty Wizardry: Which version do you want to go with? The first or the second one? Though I think we could go with the actual 4 Winds version, but since its limited to 6th elvel spells, and if we put it to another stat, say Cha, that should mitigate any issues. Thoughts? With mine, like I said, it doesn't have any caveats to prevent all the uses of those spells (Int modifier) couldn't be his 6th level spell. Not exactly what we're looking for. My second version is much closer to what i think we're looking for, and isn't reliant on a stat, and is similar to a portion of the arcane school ability.

Tyrannical |

Who says it can't be someone else's magic that she's superstitious of? :D Don't actually say that's the flavor, but I suppose it's implied. But then again, the new Bloodrager hybrid is a spellcaster, but then, she doesn't get rage powers.
Anyone else have thoughts on this? Flavor is one thing, but I think functionality and ease of play is another.
You could easily be superstitious of magic because you understand how it works, rather than not knowing. So I think it'd be worth keeping.

Elghinn Lightbringer |

Oh too bad! I was looking forward to the Spellrider.
Anyways here is my basic idea for the Wildheart:
She has "discipline", basically a conflation of ki pool and rage rounds. She begins combat with an amount of discipline equal to half Wildheart level + will. You can rage using discipline rounds and also use "furious blows", basically flurry of blows at the cost of discipline.
Simple enough so far, but the trick is that to end a rage, you must succeed on a will save, equal to 10 - your discipline pool. Trivial at high levels of discipline but it quickly becomes difficult if you allow your discipline to drop low.
If discipline every drops to a negative amount equal to -1 x your max, you lose control a la the Wild Rager and attack indiscriminately for a number of rounds before you fall unconscious.
I think that this is mechanically a little complicated and the MCAs haven't really created a lot of new systems yet but I feel that this really captures the essence of both classes and the feel of these two opposed ideologies in one place.
Actually, I think I know how we could make this really easy.
1) Use rage as usual.
2) For this "Discipline" thing, we'll use the grit mechanic. This will allow him to spend "Discipline" points to be able to perform certain class features, like flurry of blows, and any other ability that requires dscipline. Although, perhaps ki pool would be better. Let me see what I can splice together. I think it will depend whether a grit or ki pool mechanic can is what we need, depending upon what is balanced for expenditure to be able to perform these other features.

Elghinn Lightbringer |

#Wildheart
I can't remember if I had posted this before when we we're discussing the Wildheart way back in the thread, but this is what I had devised as a way to incorporate the rage, "discipline" idea, and other focused monk abilities. Everything is run off of rounds of rage, that way, there is only one pool of points or rounds to keep track of. The focused Minds ability is sort of based on the Moment of Clarity rage power, but doesn't negate the benefits or penalties of the rage, only allows her to focus and center her rage to perform the necessary abilities. Then she needs to spend extra rounds of rage to actually peform the features, much like the ki abilities of a monk.
We need to find a different name too. Also, I incorporated the monk abilities that I felt fit this MCA the best, but I'm totally open to others. I think this is a good starting point to work from.
SWAPS
Light/Medium Armor Proficiency = AC bonus (to +5)
Trap sense = Flurry of blows
Free = Focus mind*
Rage power (2) = Unarmed strike
Rage power (6) = Focus strike*
Rage power (8) = Flurry of blows
Rage power (16) = Flurry of blows
Mighty rage = Quivering palm
DR 2/— = Slow fall (to 60 ft)
DR 4/— = High jump
Primary: Barbarian.
Secondary: Monk.
Alignment: A wildheart’s alignment must be neutral along either the law/chaos or good/evil axis, or both.
Hit Dice: d10.
Bonus Skills and Ranks: The wildheart selects three monk skills to add to her class skills in addition to the normal barbarian class skills. The wildheart gains a number of ranks at each level equal to 4 + Int modifier.
Weapon and Armor Proficiency: The wildheart is proficient with all simple and martial weapons, plus the kama, nunchaku, sai, shuriken, siangham, and temple sword*. The wildheart is not proficient with any type of armor or shields.
AC Bonus (Su): At 1st level, when a wildheart is unarmored and unencumbered, she adds her Wisdom bonus (if any) to her AC and her CMD. In addition, she gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four a wildheart levels thereafter, up to a maximum of +5 at 20th level. These bonuses to AC apply even against touch attacks or when the wildheart is flat-footed. A wildheart loses these bonuses when she is immobilized or helpless, is wearing any armor, is carrying a shield, or is carrying a medium or heavy load. This ability replaces light armor and medium armor proficiency.
Unarmed Strike (Ex): At 2nd level, a wildheart gains the monk’s unarmed strike ability and deals 1d6 points of damage with each unarmed attack. At 6th level and every four levels thereafter, this damage increases by 1 damage die category (1d8 at 6th, 1d10 at 10th, 2d6 at 14th , and 2d8 at 18th level). These unarmed damage values are for a Medium wildheart. A Small wildheart deals 1 damage die smaller (1d4 at 2nd, 1d6 at 6th, 1d8 at 10th, 1d10 at 14th, and 2d6 at 18th level), while a Large sorcerer deals 1 damage die category larger (1d8 at 2nd, 1d8 at 6th, 2d6 at 10th, 2d8 at 14th, and 2d10 at 18th level). In addition, a wildheart can make an unarmed strike while wielding any monk weapon. This ability replaces the rage power gained at 2nd level.
Flurry of Blows (Ex): At 3rd level, a wildheart can use focus mind and spend 2 rounds of rage to make a flurry of blows. This ability otherwise functions as the monk’s flurry of blows ability and replaces trap sense and the rage powers gained at 8th and 16th level.
Focus Mind (Ex): Starting at 3rd level, a wildheart can focus her mind for 1 round as a free action, even while raging. The wildheart can spend rounds of rage to concentrate on a single action that requires a calm or focused mind. This includes her flurry of blows, focus strike, slow fall, high jump, and quivering palm abilities. If the wildheart has the Moment of Clarity rage power, she can activate one of her focus abilities as part of her Moment of Clarity without spending the required rounds of rage to activate the ability if it uses a swift action or less. If the ability requires more than a swift action to activate, that ability cannot be used with Moment of Clarity.
Rage Powers: This is exactly like the barbarian ability of the same name, except that the wildheart gains a rage power at 3rd level and every three levels thereafter.
Focus Strike (Su): At 4th level, a wildheart can focus her rage to allow her to accomplish amazing feats. A wildheart can use focused mind and spend 1 round of rage to allow her unarmed attacks to be treated as magic weapons for the purpose of overcoming damage reduction until the end of her turn. At 7th level, her unarmed attacks are also treated as cold iron and silver for the purpose of overcoming damage reduction. At 10th level, her unarmed attacks are also treated as aligned weapons (choose either chaotic, evil, good, or lawful) 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.
In addition, by spending 2 rounds of rage, a wild heart can do one of the following:
• Make one additional attack at her highest attack bonus when making a flurry of blows attack, or
• Increase her speed by 20 feet for 1 round, or
• Give herself a +4 dodge bonus to AC for 1 round.
Activating each of these powers is a swift action and requires the focus mind ability. This ability replaces the rage power gained at 6th level.
Slow Fall (Ex): At 5th level, a wildheart can use focus mind and spend 2 rounds of rage as a swift action to gain the monk’s slow fall ability until the end of her turn. A wildheart can fall 20 feet at 5th level plus an additional 10 feet every two levels thereafter, up to a maximum of 90 feet. This ability can be maintained as a free action by spending an additional 2 rounds of rage in each subsequent round. This ability requires the focus mind ability and replaces damage reduction 2/—.
High Jump: At 8th level, a wildheart can use focus mind and spend 2 rounds of rage as a swift action to gain the monk’s high jump ability until the end of her turn. This ability requires the focus mind ability and replaces damage reduction 4/—.
Quivering Palm: At 20th level, a wildheart can use focus mind and spend 3 rounds of rage a swift action once per day to gain the monk’s quivering palm ability. This ability requires the focus mind ability and replaces might rage.
Table: Wildheart
Base
Class Attack Fort Ref Will
Level Bonus Save Save Save Special Flurry of Blows
1st +1 +2 +2 +0 AC bonus, fast movement, rage —
2nd +2 +3 +3 +0 Unarmed strike (1d6), uncanny dodge —
3rd +3 +3 +3 +1 Flurry of blows, focus mind, rage power +1/+1
4th +4 +4 +4 +1 AC bonus (+1), focus strike (magic) +2/+2
5th +5 +4 +4 +1 Improved uncanny dodge, slow fall 20 ft. +3/+3
6th +6/+1 +5 +5 +2 Rage power, unarmed strike (1d8) +4/+4/–1
7th +7/+2 +5 +5 +2 Damage reduction 1/—, focus strike (cold iron/silver), +5/+5/+0
slow fall 30 ft.
8th +8/+3 +6 +6 +2 AC bonus (+2), high jump +6/+6/+1/+1
9th +9/+4 +6 +6 +3 Rage power, slow fall 40 ft. +7/+7/+2/+2
10th +10/+5 +7 +7 +3 Focus strike (aligned), unarmed strike (1d10) +8/+8/+3/+3
11th +11/+6/+1 +7 +7 +3 Greater rage, slow fall 50 ft. +9/+9/+4/+4/–
12th +12/+7/+2 +8 +8 +4 AC bonus (+3), rage power +10/+10/+5/+5/+0
13th +13/+8/+3 +8 +8 +4 Damage reduction 2/—, slow fall 60 ft. +11/+11/+6/+6/+1
14th +14/+9/+4 +9 +9 +4 Indomitable will, unarmed strike (2d6) +12/+12/+7/+7/+2
15th +15/+10/+5 +9 +9 +5 Rage power, slow fall 70 ft. +13/+13/+8/+8/+3/+3
16th +16/+11/+6/+1 +10 +10 +5 AC bonus (+4), focus strike (adamantine) +14/+14/+9/+9/+4/+4/–1
17th +17/+12/+7/+2 +10 +10 +5 Tireless rage, slow fall 80 ft. +15/+15/+10/+10/+5/+5/+0
18th +18/+13/+8/+3 +11 +11 +6 Rage power, unarmed strike (2d8) +16/+16/+11/+11/+6/+6/+1
19th +19/+14/+9/+4 +11 +11 +6 Damage reduction 3/—, slow fall 90 ft. +17/+17/+12/+12/+7/+7/+2
20th +20/+15/+10/+5 +12 +12 +6 AC bonus (+5), quivering palm +18/+18/+13/+13/+8/+8/+3

Elghinn Lightbringer |

I actully did this before your most recent suggestions. We can see if we can incorporate things. This is just a starting point. No fears, Disdero, we'll try to incorporate your stuff in as much as we can. If you've been following us, you know that's what we do. It is a process of discussion and working with the various mechanics to find the right fits to accomplish the things you want. So, be patient.
She has "discipline", basically a conflation of ki pool and rage rounds. She begins combat with an amount of discipline equal to half Wildheart level + will. You can rage using discipline rounds and also use "furious blows", basically flurry of blows at the cost of discipline.
Simple enough so far, but the trick is that to end a rage, you must succeed on a will save, equal to 10 - your discipline pool. Trivial at high levels of discipline but it quickly becomes difficult if you allow your discipline to drop low.
If discipline every drops to a negative amount equal to -1 x your max, you lose control a la the Wild Rager and attack indiscriminately for a number of rounds before you fall unconscious.
I think that this is mechanically a little complicated and the MCAs haven't really created a lot of new systems yet but I feel that this really captures the essence of both classes and the feel of these two opposed ideologies in one place.
For this MCA, as it is a Barbarian primary, it is simpler and more streamlined to use rage rounds as the base mechanic and resource. This is a chaotic rager who calms her rage to focus and do the various monk-y abilities. So we need to start there.
Something we have that does "calm" the mind for a barbarian, in effect, is the Moment of Clarity rage power. It is uable only 1/rage, but perhaps we can adapt it, grant it at X level, and allow it to be used a number of times per day = 1/2 level. This way, it's a power already offically in the rules, but them we can bend it to perform the task we want it to.
Something else we could do, is allow the MCa to use it beyond the X/day max, and in so doing, they have to make that Will save you mention above to stop the rage and allow Moment of Clarity to take effect. This way, she gets a certain number of free "Moments of Clarity" but beyond that, she must struggle to "force" herself to calmness. Or we could even just keep Moment of Clarity as is, and have the Will save necessary is she attempts to calm her mind beyond the once per round that Moment of Clarity grants. THAT I think is the best way to go here, especially if you are wanting this type of feeling, where she has to force herself into a calm state of mind. One freebee per rage, and then she has to make a Will save, or enter an uncontrolable rage.

Elghinn Lightbringer |

Wildheart
How is this Desidero? It melds your idea into a coherent ability and makes the Moment of Clarity a very useful rage power for this MCA.
To calm her mind during rage, she must make a successful Will saving throw (DC 10 + 1/2 her wildheart level). If the saving succeeds, she can use any one of her focus abilities while in rage for one round. If the save fails, she becomes confused and enters an uncontrollable rage. For the remainder of her current turn, she attacks the nearest creature other than herself. On the following round, refer to the confusion spell to determine her actions. At the end of this round, and each round thereafter, she can attempt a new Will saving throw (DC 10 + 1/2 her wildheart level + her Constitution modifier) to end the confusion effect. The rounds during which she is confused do not count against the rounds she has spent raging that day, but she cannot end her rage voluntarily, nor can she use rage powers while confused. Once the wildheart succeeds on her Will save and ends the confusion effect, her rage immediately ends and she falls unconscious, placing her in peril of death.
Note the initial Focus Mind Will save is only 10 + 1/2 level, while the subsequent Will saves to end the confusion is more difficult at 10 +1/2 level + Con mod, like the class feature. So the qesiton is, should the Will saves be the same, or should it be easier to try to focus her mind than stopping the confusion? I think the latter, as the confusion and uncontrollable rage is a result of a fail on a relativly easy save to focus one's mind, which should be easier as she levels, while a botched save should be more difficult to over come confusion, even at higher levels.

Starfox |

#Arcane Adept
So are you suggesting just have a static +4 like mage armor, and no level increase, then just let it stack with bracers of armor? Essentially that's a +12 armor bonus with +8 bracers. Equal to +3 full plate. That's probably sufficient. The +4 provides survivability, then the stacking with bracers allows the MCA to purchase bracers to improve his AC, much like a fighter purchasing higher level enchanted armor.If this is how we go, we need to remember that she can't get any armor enhancements with bracers, so we'll need to provide exploits for that. Though, I have always played bracers of armor as enchanted armor, and allowed them to gain the armor special properties at the same costs as enchanting other armors.
Yes, this is how I intended it. And, armor qualities on bracers of armor is now is now an official rule: bracers of armor.
# Wildheart
The rate at which the wildheart can consume rage rounds is staggering. 2 for flurry, 1 more for magic fists, and presumably 1 for rage. I have a barbarian in my group now, and she basically never runns out of rage, she generally uses up half her available range rounds in a session. But at 4x the rate, she'd be out after half a session. Consumption needs to either be lower or there need to be some method of recovery. Telling the player to economize rounds doesn't generally work IMO; spellcasters very reluctantly economizes as it is part of vancian casting, but martial characters with limited resources generally don't get this and call for a 15-minute adventuring day when out of abilities.
One way to limit consumption of power points is to make some of the abilities non-compatible; you cannot both rage and flurry, for example. But this appears to be against the grain of the class.
About Desidero's ideas of losing control, I'd be very careful with that. There is a reason they took this out of the barbarian. Chances are it will get either the PC or (worse) other PCs killed, and it will harm the rest of the group as much or more as the wildheart. Disadvantages should, as far as possible, be written so that it only harms the character himself. If the wildheart was panicked, dazed, or otherwise incapacitated I'd not mind, but going uncontrollably aggressive is not a good thing.

Elghinn Lightbringer |

My thought on the costs is to only have them expend rage rounds if they are using them during rage. When not raging, they should be able to use them without any issues. It's during rage that is the issue.
I agree, uncontrollable happens when at 0 or lower HP for the archetype, and it shouldn't be so nasty as a result of a failed Will save.

Elghinn Lightbringer |

#Wildheart
Did some reworking. I think the whole uncontrollable rage is very dangerous, especially as a result of not being able to focus her mind. So, I've kept Desidero's mechanic of having to make a Will save to focus her mind, but made the failed result less disasterous. Take a look, we can always make it a bit more nasty if it warrants it, such as increasing the duration of the dazed effect. I also made the Monk ablities usable normally while not raging, but requiring the Focus Mind and expenditure of rounds of rage to use them while raging. I think it's a fair swap to be able to use them while raging at the cost of rage rounds.
*Just had a thought, wondering if we shouldn't also add in that no Rage Powers can be used while using Focus Mind? Thoughts?
*Possible new names: Wild Ascetic, Focused Rager, Focused Savage, Cenobite Savage, Monastic Rager, Monastic Savage, Cenobite Rager.
Primary: Barbarian.
Secondary: Monk.
Alignment: A wildheart’s alignment must be neutral along either the law/chaos or good/evil axis, or both.
Hit Dice: d10.
Bonus Skills and Ranks: The wildheart selects three monk skills to add to her class skills in addition to the normal barbarian class skills. The wildheart gains a number of ranks at each level equal to 4 + Int modifier.
Weapon and Armor Proficiency: The wildheart is proficient with all simple and martial weapons, plus the kama, nunchaku, sai, shuriken, siangham, and temple sword*. The wildheart is not proficient with any type of armor or shields.
AC Bonus (Su): At 1st level, when a wildheart is unarmored and unencumbered, she adds her Wisdom bonus (if any) to her AC and her CMD. In addition, she gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four a wildheart levels thereafter, up to a maximum of +5 at 20th level. These bonuses to AC apply even against touch attacks or when the wildheart is flat-footed. A wildheart loses these bonuses when she is immobilized or helpless, is wearing any armor, is carrying a shield, or is carrying a medium or heavy load. This ability replaces light armor and medium armor proficiency.
Unarmed Strike (Ex): At 2nd level, a wildheart gains the monk’s unarmed strike ability and deals 1d6 points of damage with each unarmed attack. At 6th level and every four levels thereafter, this damage increases by 1 damage die category (1d8 at 6th, 1d10 at 10th, 2d6 at 14th , and 2d8 at 18th level). These unarmed damage values are for a Medium wildheart. A Small wildheart deals 1 damage die smaller (1d4 at 2nd, 1d6 at 6th, 1d8 at 10th, 1d10 at 14th, and 2d6 at 18th level), while a Large sorcerer deals 1 damage die category larger (1d8 at 2nd, 1d8 at 6th, 2d6 at 10th, 2d8 at 14th, and 2d10 at 18th level). In addition, a wildheart can make an unarmed strike while wielding any monk weapon. This ability replaces the rage power gained at 2nd level.
Flurry of Blows (Ex): At 3rd level, a wildheart gains the barbarian’s flurry of blows ability. The wildheart cannot use flurry of blows while raging unless she makes a successful focus mind attempt and expends 1 round of rage. This ability otherwise functions as the monk’s flurry of blows ability and replaces trap sense and the rage powers gained at 8th and 16th level.
Focus Mind (Ex): Starting at 3rd level, a wildheart can focus her mind for 1 round while raging as a free action. This allows her to use abilities that require a calm and focused mind, including her flurry of blows, focus strike, slow fall, high jump, and quivering palm abilities. The wildheart must make a new focus mind attempt each time she uses one of her focus abilities during rage.
To calm her mind during rage, the wildheart must make a successful Will saving throw (DC 10 + 1/2 her wildheart level + her Constitution modifier). If the save is successful, she can use any one of her focus abilities while raging for 1 round. If the save fails, she is dazed for the remainder of her turn and must wait 1 full round before she can make another focus mind attempt. While focus mind is in effect, the wildheart continues to gain the benefits and penalties from rage, including the penalty to Armor Class and the restriction on what actions can be performed. This round still counts against her total number of rounds of rage per day.
Moment of Clarity (Ex): At 3rd level, a wildheart gains the Moment of Clarity rage power. The wildheart can use her flurry of blows, focus strike, slow fall, high jump, or quivering palm ability as part of her Moment of Clarity without making a focus mind attempt or expending rounds of rage. This ability replaces the rage power gained at 4th level.
Rage Powers: This is exactly like the barbarian ability of the same name, except that the wildheart gains a rage power at 6th level and every three levels thereafter.
Focus Strike (Su): At 4th level, a wildheart’s unarmed attacks are treated as magic weapons for the purpose of overcoming damage reduction. At 7th level, her unarmed attacks are also treated as cold iron and silver for the purpose of overcoming damage reduction. At 10th level, her unarmed attacks are also treated as aligned weapons (choose either chaotic, evil, good, or lawful) 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.
In addition, by spending 1 round of rage, a wild heart can do one of the following:
• Make one additional attack at her highest attack bonus when making a flurry of blows attack, or
• Increase her speed by 20 feet for 1 round, or
• Give herself a +4 dodge bonus to AC for 1 round.
Activating each of these powers is a swift action.
The wildheart cannot use focus strike while raging unless she makes a successful focus mind attempt and spends 1 round of rage. This ability otherwise functions as the monk’s ki pool and replaces the rage power gained at 6th level.
Slow Fall (Ex): At 5th level, a wildheart gains the monk’s slow fall ability. A wildheart can fall 20 feet at 5th level plus an additional 10 feet every two levels thereafter, up to a maximum of 90 feet. The wildheart cannot use slow fall while raging unless she makes a successful focus mind attempt and spends 1 round of rage. This ability replaces damage reduction 2/—.
High Jump: At 8th level, a wildheart gains the monk’s high jump ability. The wildheart cannot use high jump while raging unless she makes a successful focus mind attempt and spends 2 rounds of rage. If the wildheart has the Raging Leaper rage power, she can use high jump while raging by expending only 1 round of rage. This ability does not stack with the raging leaper rage power. This ability replaces damage reduction 4/—.
Quivering Palm: At 20th level, a wildheart gains the monk’s quivering palm ability. The wildheart cannot use quivering palm while raging unless she makes a successful focus mind attempt and spends 3 rounds of rage. This ability replaces might rage.