
Oceanshieldwolf |

#Dreadmasque
@Kelazan - that is not the intended result of using Inspire Competence. And no, the Dreadmasque is not a teamwork concept as evidenced by the swapping out of teamwork abilities...
Combat castig isn't too suitable as this is virtually a spell-less MCA.
I'll look at all the Dreadmasque abilities and see if there are similar problems - I have a range of possible thematic solutions in mind...

Oceanshieldwolf |

And right on cue, Raid.
#Dreadmasque
When I originally ran this past the other MCP crewmembers, Raider likened the Dreadmasque concept to the old 3.5 Master of Masks PrC which was a total bummer, as the authors had clearly been using a time machine to steal my ideas.
Elghinn had the idea to merge inquisitions in, which is why a lot of the masks are kinda medieval and less broad than I would have liked - originally, with Elghinn's inquisition concept I had the following guises - scout/infiltrator, the enforcer/executioner, the judge, the blessed, the tracker/investigator and the interceptor - some of those were originally themselves Gauntlet Witch "septs" (Hunter, Interceptor, Enforcer and Infiltrator) that were flushed when that archetype was knocked back for Kobold Quarterly and then never included in the version that did get published in KQ#23 - Elghinn and I will probably revisit that concept as the Aegis Witch Witch/Fighter MCA somewhere down the track.
The Dreadmasque was originally a Inq/Rog, then an Inq/Nin (both of these swapped teamwork feats for talents), it took me a little while to realise Inq/Bard was a no brainer...
I also used the Dreadmasque as an archetype for the Direlock Base Class, with 11 masques such as masque of pain, masque of the dire eyed mien, sensory masque and masque of puissance....
As for the inspire competence/masque use, I'm kinda thinking it's not too bad a deal if you do want to use your masque to buff your mates skills - while the masque is running, they get the bonuses, much like the bard ability - and for 4 rounds plus Charisma. At 4th level, 7th, 11th, 14th, 17th and 20th you get another use. The problem I guess is that the masque is so tied to the dreadmasque's own utility, which is what Kelazan is concerned about.
As for the teamwork concept, the thematic swap for the teamwork is the inspire competence at 3rd level, and there is the inspire courage that comes with the avenger, enforcer, high inquisitor, judge, knight adamant and petitioner guises. It really is still a party buff role, and I'm fine with that - that comes with the performance as viewed/experienced. (Please no-one bring up Brecht, spectactors, situationists or absurd theatre...).
* Still, I'd be up for a passive, utilitarian bonus instead of inspire competence, or as a choice - say something like a choice between "learning" the inspire competence performance or gaining a teamwork feat or a choice from a select bunch of feats. That way those that are more interested in a more Teamwork/troupe Dreadmasque can totally roll with that style.
* Another option is to make the dreadmask more useful outside of the masque being enacted - it is of some concern to me that so much of the dreadmasque's power is tied up in the dreadmask and enacted masque/guises. " Passive" options (i.e. always on, regardless of masque being enacted, but likely still requiring the dreadmask to be worn) to replace Inspire Competence include:
- an extra bonus to Bluff/Diplomacy/Intimidate beyond Inscrutable mien (a little boring) [EDIT - just noticed the Dreadmasque doesn't get a bonus to Intimidate like an Inquisitor - I think that may have hit the design cutting room floor somewhere along the way. This could actually be a really good place to put it in - while wearing the mask, even when a masque isn't enacted the Dreadmasque could totally get a bonus to Intimidate...]
- a bonus against mind affecting effects as the mask is the barrier that protects the mind within
- a bonus to Perception as the mask allows the Dreadmasque greater/deeper vision to pierce the veils of reality/illusion
- going the Dwarven Boulder Helmet route, this sees the dreadmask bestowing a bonus to AC vs critical confirmation strikes and possibly damage dice for headbutts... :)
- give Medium Armor at say 3rd or 4th level - there isn't any ASF reason (apart from cantrips) not to. In fact I'd like to push for Medium armor from the start....

Browman |

Browman wrote:Sorcerer / ranger it is, and I will need a different nameSo is this the same blood-of-creatures giving different bloodline powers as before? If so, and if taking the Ranger's animal companion, how about giving the animal companion different bloodline powers too? ;)
Yup, and elghinn's idea of only favored enemies granting bloodline stuff will probably make it's way in.

Starfox |

Oh gawd, you people have been busy! Due to my different hours, I post at different times than you, so my posts appear all in a row, which looks a little rude. Hope that's ok.
Also, I often spew a lot of ideas at concepts like these, but generally take no offense whatsoever if my ideas are not picked up - they are just that, rough ideas. What I might fight over are mostly balance issues and rules bloat.
So, up next for the wiki is OSW's Dreadmasque.
Oh, this is a massive project, let me dig in... Looks very nice overall.
First the name. I feel the name is a bit of a "grimlock" or "count darkitydark of darkness" thing. These guys are not focused on fear, so I'd prefer a more cheerful name, like Dreammask. Hm, the double "mm" makes this kind of ugly, maybe short it to Dramask. It is a nonsense word, but associates to both dream, drama, and mask.
Cantrips - this could do with a few more cantrips at higher levels. Maybe lvl 7 and 17.
Mask/Guise. I love this ability, but I feel the duration is a bit short. As written, it is strictly a one combat ability, not really useful outside of combat. You also get very few daily uses. I'd make the duration much longer, hours, lasting until you next change masks or fail to maintain the ability.
Also, the cost of new masks seems a bit high, considering you have so many. But then again, they would not normally get damaged a lot. Still, a cruel DM or devious opponent could put you back both temporarily (you lose the abilities) and permanently (the cost). It all adds up. I'd remove the gp cost, or make it 20 gp/level. Then again, this is not much compared to a wizard's spellbook.
Besides the abilities these masks grant now, they could add a skill bonus to make the roles assumed even more powerful. Say +2 to 1 or 2 skills. Or even give skill ranks = level in one or two skills if we want this to be a true change of personality and abilities.
Infiltrator: You generally are flat-footed towards a specific creature, but... This works as written.
Judge: There is a "cowering" condition, where you are too afraid to act but won't run away. Seems suitable for this, even if it might be a wee bit powerful. Perhaps attacks breaks the cowering.
Petitioner: Fascinated is a condition that generally does not work in combat. Suggest dazed instead.
Not sure I like the replacement bardic abilities you can use instead of those given by guises. Doesn't seem like it is needed. Might be better to hand out more masque options. Suggest simply removing these.

Oceanshieldwolf |

@Starfox - eh, I scattershot a bunch of posts on various MCAs all the time. It's the nature of the beast…
#Dreadmasque
First the name. I feel the name is a bit of a "grimlock" or "count darkitydark of darkness" thing. These guys are not focused on fear, so I'd prefer a more cheerful name, like Dreammask. Hm, the double "mm" makes this kind of ugly, maybe short it to Dramask. It is a nonsense word, but associates to both dream, drama, and mask.
- Not really going to move on this one, though I do like "count darkitydark of darkness" - I get your point. And dramas is nice with it's relation to dramasque/dramascene/dramascus steel…. Basically the Inquisitor flavor and the combat-performance moves it away from theater into death/war, and the name fits for me from there.
Cantrips - this could do with a few more cantrips at higher levels. Maybe lvl 7 and 17.
- That doesn't seem game breaking. Sure.
Mask/Guise. I love this ability, but I feel the duration is a bit short. As written, it is strictly a one combat ability, not really useful outside of combat. You also get very few daily uses. I'd make the duration much longer, hours, lasting until you next change masks or fail to maintain the ability.
- I ran into similar problems with the Direlock Dreadmasque archetype when I made it by combat. Endzeitgeist made the very good point that the definition of a combat is not always easy to establish, and what happens if combat begins while the masque is already enacted. In response I made it like this, which satisfied End:
"Once activated a masque has a duration of 1 minute per dreadmasque level, at which point all of the bonuses or penalties and [abilities] immediately end."
Also, the cost of new masks seems a bit high, considering you have so many. But then again, they would not normally get damaged a lot. Still, a cruel DM or devious opponent could put you back both temporarily (you lose the abilities) and permanently (the cost). It all adds up. I'd remove the gp cost, or make it 20 gp/level. Then again, this is not much compared to a wizard's spell book.
- There is only one mask. It enables the guises. Otherwise a good point.
Besides the abilities these masks grant now, they could add a skill bonus to make the roles assumed even more powerful. Say +2 to 1 or 2 skills. Or even give skill ranks = level in one or two skills if we want this to be a true change of personality and abilities.
- I could get behind either of these options, though the latter is much more complicated and a possible bookkeeping nightmare... I definitely like the bonuses to thematic skills by guise. If people think this MCA is underpowered, then I'm all for it.
Infiltrator: You generally are flat-footed towards a specific creature, but... This works as written.
- Not sure what you mean here.
Judge: There is a "cowering" condition, where you are too afraid to act but won't run away. Seems suitable for this, even if it might be a wee bit powerful. Perhaps attacks breaks the cowering.
- Nice idea.
Petitioner: Fascinated is a condition that generally does not work in combat. Suggest dazed instead.
- Not sure I agree here, but dazed could work.
Not sure I like the replacement bardic abilities you can use instead of those given by guises. Doesn't seem like it is needed. Might be better to hand out more masque options. Suggest simply removing these.
- I do like the bardic performances as they are as they all fit the theme - suggestion, dirge of doom etc… and to a certain extent, they aremasque options, though perhaps you mean creating more guises? Like greater guises? I'd definitely be up for creating more as I alluded to in the design notes and as I did do for the Direlock dreadmasque archetype -though there, ironically the guises were called masques (greater masques - skull masque, masque of the void, masque of blood; and then the dread masques with the not very inspiring names - life masque, soul masque, deathmasque).
These options could work to replace the bard performances -
more options during a masque, or
more guises or more options opened up for the guises there are now
OR throw the teamwork feats back in as an option for troupe mayhem - so you can either choose the bardic performance or the teamwork feat…

Kelazan |

The mask could allow the Dreadmasque to be under a constant undetectable alignement or misdirection effect when wearing it ?
If not, a Charisma modifier bonus to saves against mind-affecting and divination effect could be cool and improves the general utility of investing in Charisma.
Since the dreadmask don't have real spellcasting power (I haven't noticed this before -_-) and loose half his class feature after using all his his mask...I think he should have a little boost in therm of general utility. Medium armor proficiency seams good to me, and some scaling power on dread strike enhancement bonus could be great.
I would open more possibility with Deeper mask. Instead of using two inquisition, I would open the way to something closer to Second judgment and open the way to the Dreadmasque to use any combination of a bardic performance and judgement allowed by his guise. For instance, at 8th level, a dreadmasque could use inspire courage and one judgement.
Having playing a high level inquisitor, being stuck with only one judgement up at time is a huge nerf, especially if you are loosing the spellcasting versatility. Since its an inquisitor-bard MCA, I wouldn't allow 2 bardic performance or 2 judgements, but 1 of both seams legit to me.

Elghinn Lightbringer |

# Dreadmasque
I'm not really a fan of being locked into the guises, and feel they should be able to swap one of them out for a new one at each new guise gained (5th, 9th, 13th, 17th) like a spontaneous caster does her spells...Thoughts?
As this ability swaps out a lot of other abilites, including spells (which are very versatile), why not have the guises act like spells for a ranger or paladin.
At 1st lvel, each morning, he can choose 1 guise, and he has that one all day. The next day, he could choose a different guise. This allows him selectd his guises for each day, just like choosing a spell from a spellbook, formula from a formula book, or spells froma ranger spell list.
Then, at 5, and every 4 levels, he can select 1 additional gise for the day. Grants him a lot of versatility and can customize his choices each day to the possible problems or tasks he's going to encounter, like a wizard or ranger choosing spells each day. SO, he'd have access to all guises, but can only choose X/day. I think this will solve a bunch of things and add the versatility we need for losing spells, etc.

Raiderrpg |

Gotta say, I'm not feeling the cantrips without actual spellcasting. I'm up for dropping them entirely, especially as they are- it enables PRC's with arcane casting, particularly spontaneous, as a pre-req; plus it enables some magic items, etc. I'm just not feeling it for this guy.
I think the dreadmask as an item is fine. Pretty much every class but the monk and sorcerer (even the latter, if they use emc/focus-requiring spells) has a focal point in equipment the GM can 'hit'; holy symbols, spellbooks, fighter's main weapon, etc. The repair cost should be dropped to 100 gp per level, I feel, so as to not screw over the low level Dreadmasque.
Honestly, I'd also like to see the dreadmask as full-day durations. Perhaps we drop cantrips, give each type of mask a small bonus- this one lets you detect magic, this one lets gives +2 to perception, etc; those are 'always on', but keep the number of changes each day the same, then use the rounds/day as a limiter on 'activating' the mask's greater power?
As is, I'm not sure I like how inquisitions and bardic music are used here. I'll have to think on that.
Overall, I think I might have to run one of these through a few encounters and see what happens to get a real idea of how it'd work.
'll find me a playtester and give it a shot if I can later tonight or sometime tomorrow.

Oceanshieldwolf |

The mask could allow the Dreadmasque to be under a constant undetectable alignement or misdirection effect when wearing it ?
If not, a Charisma modifier bonus to saves against mind-affecting and divination effect could be cool and improves the general utility of investing in Charisma.
- I like the misdirection more than the alignment schtick (not really a fan of alignment system in general) but the Charisma-engendered save bonus I really like.
Since the dreadmask don't have real spellcasting power (I haven't noticed this before -_-) and loose half his class feature after using all his his mask...I think he should have a little boost in therm of general utility. Medium armor proficiency seams good to me, and some scaling power on dread strike enhancement bonus could be great.
- I agree, and if we scrap cantrips as Raider suggests then these are definitely great ideas.
I would open more possibility with Deeper mask. Instead of using two inquisition, I would open the way to something closer to Second judgment and open the way to the Dreadmasque to use any combination of a bardic performance and judgement allowed by his guise. For instance, at 8th level, a dreadmasque could use inspire courage and one judgement.
- Nice concept, not sure if it isn't a bit confusing/complex as the judgments are personal and the inspire courage is aura. This is likely the sort of thing that is troubling Raider, and also the action economy.
Having playing a high level inquisitor, being stuck with only one judgement up at time is a huge nerf, especially if you are loosing the spellcasting versatility. Since its an inquisitor-bard MCA, I wouldn't allow 2 bardic performance or 2 judgements, but 1 of both seams legit to me.
- Deeper Masque gives access to the guise's two judgments, and Second Guise allows for both guises to be accessed - we could drop the bardic performance access to just one of the guises for sure...

Oceanshieldwolf |

As this ability swaps out a lot of other abilites, including spells (which are very versatile), why not have the guises act like spells for a ranger or paladin.
At 1st lvel, each morning, he can choose 1 guise, and he has that one all day. The next day, he could choose a different guise. This allows him selectd his guises for each day, just like choosing a spell from a spellbook, formula from a formula book, or spells froma ranger spell list.
Then, at 5, and every 4 levels, he can select 1 additional gise for the day. Grants him a lot of versatility and can customize his choices each day to the possible problems or tasks he's going to encounter, like a wizard or ranger choosing spells each day. SO, he'd have access to all guises, but can only choose X/day. I think this will solve a bunch of things and add the versatility we need for losing spells, etc.
Hmm. I do like this - I like it thematically as the Inquisitor hasaccess to all judgments, so that fits, and the versatility of the actor to choose her role appeals, and I like the mechanical choice available while still not providing the uber-facility of having every inquisition under the sun a her fingertips.

Oceanshieldwolf |

Gotta say, I'm not feeling the cantrips without actual spellcasting. I'm up for dropping them entirely, especially as they are- it enables PRC's with arcane casting, particularly spontaneous, as a pre-req; plus it enables some magic items, etc. I'm just not feeling it for this guy.
- I see your point on not feeling the casting - they are meant as more parlour or vaudeville aids with some flash and utility. I'm not concerned about enabling PrCs - any casting PrC isn't going to provide much in the way of spells/level snd is therefore not attractive nor useful, but if someone really wanted to go that route with this concept they should be able to. Unless I'm missing something Raid. ;)
Having said all that, I'm completely fine with dropping the cantrips, but I'm not sure it's necessary.I think the dreadmask as an item is fine. Pretty much every class but the monk and sorcerer (even the latter, if they use emc/focus-requiring spells) has a focal point in equipment the GM can 'hit'; holy symbols, spellbooks, fighter's main weapon, etc. The repair cost should be dropped to 100 gp per level, I feel, so as to not screw over the low level Dreadmasque.
- That's two calls for dropping the price, so let's do that.
Honestly, I'd also like to see the dreadmask as full-day durations. Perhaps we drop cantrips, give each type of mask a small bonus- this one lets you detect magic, this one lets gives +2 to perception, etc; those are 'always on', but keep the number of changes each day the same, then use the rounds/day as a limiter on 'activating' the mask's greater power?
- This mixed with Elghinn's tweak could work well - the dreadmasque knows all guises, but chooses one each day to wear, then gets more to choose from/day as she levels, and each guise also has a static/passive bonus that is always on regardless of whether the masque is enacted, such as Starfox or Raider's suggestions.
As is, I'm not sure I like how inquisitions and bardic music are used here. I'll have to think on that.
Overall, I think I might have to run one of these through a few encounters and see what happens to get a real idea of how it'd work.
'll find me a playtester and give it a shot if I can later tonight or sometime tomorrow.
- Understood - the effects of the judgments, inquisitions and bardic music are all part of the masque, an uber performance - the effects can be switched from round to round until the end of the masque. As for the playtesting - sounds like a plan. Feedback would be much appreciated.

Elghinn Lightbringer |

Here's the next queue MCA, by Orelius. We still need to do a flavor write up. Orelius, want to tackle that?
Primary Class: Magus.
Secondary Class: Summoner.
Alignment: Any.
Hit Die: d8.
Bonus Skills and Ranks: The bonded warmage may select three summoner skills to add to his class skills in addition to the normal magus class skills. The bonded warmage gains a number of ranks at each level equal to 2 + Int modifier.
Weapon and Armor Proficiency: The bonded warmage is proficient with all simple and martial weapons. A bonded warmage is also proficient with light armor. He can cast magus spells while wearing light armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a magus wearing medium armor, heavy armor, or a shield incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass bonded warmage still incurs the normal arcane spell failure chance for arcane spells received from other classes.
Spellcasting: A bonded warmage casts arcane spells drawn from the magus spell list, and adds the following spells to that list at the indicated spell levels: cantrips—resistance; 1st level—life conduit†, magic fang, rejuvenate eidolon (lesser*); 2nd level—evolution surge (lesser)*, restore eidolon (lesser)**; 3rd level—devolution*, evolution surge*, life conduit (improved)†, magic fang (greater), rejuvenate eidolon*, restore eidolon**; 4th level—evolution surge (greater)*, purified calling*, summoner conduit†, transmogrify*; 5th level—life conduit (greater)†, rejuvenate eidolon (greater). (*Advanced Player’s Guide, **Ultimate Magic, †Ultimate Combat)
In addition, a bonded warmage does not cast cantrips. He adds detect magic, read magic, and resistance to his spellbook as 1st level spells. A bonded warmage otherwise learns, prepares, and casts spells as a magus equal to his bonded warmage level.
Synergy Pool (Su): At 1st level, the bonded warmage gains a reservoir of mystical arcane energy that he can draw upon to fuel his powers, enhance his weapon, and empower his war eidolon. This synergy pool has a number of points equal to 1/2 his bonded warmage level (minimum 1) + his Intelligence modifier. The pool refreshes once per day when the bonded warmage prepares his spells.
At 1st level, a bonded warmage can expend 1 point from his synergy pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute. Likewise, he can expend 1 point from his synergy pool to grant his war eidolon a +1 enhancement to attack and damage rolls to a single bonus natural attack for 1 minute. For every four levels beyond 1st, the weapon or war eidolon gains another +1 enhancement bonus, to a maximum of +5 at 17th level. These bonuses can be added to the weapon or war eidolon’s natural attack, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves.
At 5th level, these bonuses can be used to add any of the following weapon properties: dancing, flaming, flaming burst, frost, icy burst, keen, shock, shocking burst, speed, or vorpal. A war eidolon cannot gain the dancing weapon property.
Adding these properties consumes an amount of bonus equal to the property’s base price modifier. These properties are added to any the weapon or war eidolon already has, but duplicates do not stack. If the weapon or war eidolon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. These bonuses and properties are decided when the synergy pool point is spent and cannot be changed until the next time the bonded warmage uses this ability. These bonuses do not function if the weapon is wielded by another creature or if the war eidolon is under the control of anyone other than the bonded warmage.
A bonded warmage can only enhance one weapon or one of the war eidolon’s natural attacks in this way at one time. If he so chooses, a bonded warmage can enhance both his weapon and one of his war eidolon’s natural attacks simultaneous. Doing so expends 1 point from his synergy pool as normal, but the granted bonus must be split between the weapon and the war eidolon’s natural attack. For example, a 10th level bonded warmage chooses to enhance his weapon and one of his war eidolon’s natural attacks, and gains a maximum enhancement bonus of +3. He chooses to give his weapon a +2 enhancement bonus and his war eidolon’s natural attack a +1 enhancement bonus. He can then choose to consume his weapon bonus to add the flaming burst weapon property and his war eidolon’s natural attack bonus to add the frost weapon property. If he uses this ability again, the first use immediately ends.
War Eidolon: A bonded warmage begins play with the ability to summon to his side a powerful outsider called a war eidolon a number of times per day equal to 3 + his Intelligence modifier. The war eidolon forms a link with the bonded warmage, who, forever after, summons an aspect of the same creature. War eidolons are treated as summoned creatures, except that they are not sent back to their home plane until reduced to a number of negative hit points equal to or greater than their Constitution score, or the duration of his summoning ends.
Unlike a summoner’s eidolon, a bonded warmage can summon his war eidolon in a ritual that requires only a full-round action to perform. A war eidolon remains until dismissed by the bonded warmage (a standard action), or after the duration of his summons has expired. Once summoned, a war eidolon remains for 1 minute per bonded warmage level. If the war eidolon is sent back to its home plane due to death, it cannot be summoned again until the following day, even if the bonded warmage has uses of this ability remaining. As a war eidolon is meant to be a combat partner for the bonded warmage, only the biped, quadruped, and serpentine base form may be chosen by bonded warmage.
While the war eidolon’s physical appearance is up to the bonded warmage, it always appears as some sort of heavily armored or scaled fantastical creature. While the armor or scales grants no additional protection, nor do they hamper the eidolon in any way, it does allow the bonded warmage to enchant the armor or scales. A war eidolon gains additional abilities which are described in the War Eidolon description below, but otherwise functions as a summoner’s eidolon.
A war eidolon otherwise functions as a summoner’s eidolon, except that the war eidolon only gains 1 evolution point at 1st level, plus one additional evolution point every bonded warmage level thereafter. This ability replaces cantrips.
Battle Synergy (Ex): At 2nd level, a bonded warmage receives a teamwork feat as a bonus feat. He must meet the prerequisites for this feat. As a standard action, the bonded warmage can grant this feat to his war eidolon if it is within 30 feet and can see and hear him. The war eidolon retains the use of this teamwork feat for a number of rounds equal to 3 + 1/2 the bonded warmage’s level. The war eidolon does not need to meet the prerequisites of this teamwork feat. The bonded warmage can use this ability once per day at 2nd level, plus one additional time per day every six levels thereafter, up to a maximum of four times per day at 20th level. In addition, while the war eidolon is adjacent to its bonded warmage, his DC to cast defensively is decreased by 2. This ability replaces spellstrike.
Magus Arcana: this is exactly like the magus ability of the same name, except that the bonded warmage may also choose from the following new magus arcana that are restricted to the bonded warmage multiclass archetype.
Bonus Feat: The bonded war mage may select a combat feat or teamwork feat that he qualifies for, the Extra Evolution feat, or the Extra Summons feat as a bonus feat. If he chooses the Extra Summons feat, it applies to his war eidolon ability instead. This magus arcana can be selected multiple times. Each time it applies to a new bonus feat.
Evolution (Su): The bonded warmage can expend 2 points from his synergy pool to gain any one evolution whose total cost does not exceed 4 evolution points. The bonded warmage counts his limbs, head, and other body parts for any prerequisites of the selected evolution. This evolution lasts for 1 round per level.
Greater Evolution (Su): The bonded warmage can expend 3 points from his synergy pool to gain any two evolutions whose total cost does not exceed 6 evolution points. The bonded warmage counts his limbs, head, and other body parts for any prerequisites of the selected evolution. This evolution lasts for 1 round per level.
Lesser Evolution (Su): The bonded warmage can expend 1 point from his synergy pool to gain any one evolution whose total cost does not exceed 2 evolution points. The bonded warmage counts his limbs, head, and other body parts for any prerequisites of the selected evolution. This evolution lasts for 1 round per level.
Shield Ally (Su): At 6th level, a bonded mage gains the summoner’s shield ally ability. This only functions while the war eidolon is summoned. This ability replaces the bonus feat gained at 5th level.
Maker’s Call (Su): At 7th level, a bonded mage gains the summoner’s maker’s call ability. This only functions while the war eidolon is summoned. This ability replaces the knowledge pool.
Improved Battle Synergy (Ex): At 8th level, the bonded warmage receives an additional teamwork feat as a bonus feat. He must meet the prerequisites for this teamwork feat. The bonded warmage can grant this teamwork feat to his war eidolon using the battle synergy ability. Using the battle synergy ability is a move action. In addition, while the war eidolon is adjacent to its bonded warmage, the DC to cast defensively is decreased by 4. This ability replaces improved spell combat.
Greater Shield Ally (Su): At 11th level, a boned mage gains the summoner’s greater shield ally ability. This only functions while the war eidolon is summoned. This ability replaces the bonus feat gained at 11th level.
Greater Battle Synergy (Ex): At 14th level, the bonded warmage receives an additional teamwork feat as a bonus feat. He must meet the prerequisites for this teamwork feat. The bonded warmage can grant this teamwork feat to his war eidolon using the battle synergy ability. Whenever the bonded warmage uses the battle synergy ability, he grants any two teamwork feats that he knows. He can select from any of his teamwork feats, not just those gained from battle synergy or improved battle synergy. Using the battle synergy ability is a swift action. This ability replaces greater spell combat.
Life Bond (Su): At 17th level, a boned mage gains the summoner’s life bond ability. This only functions while the war eidolon is summoned. This ability replaces the bonus feat gained at 17th level.
Greater Spell Access (Ex): This is exactly like the magus ability of the same name, except that the bonded warmage selects his spells from the summoner spell list instead of the wizard spell list.
True Synergist (Ex): At 20th level, whenever the bonded warmage uses the battle synergy ability, he grants any three teamwork feats that he knows to his war eidolon. In addition, whenever the bonded warmage and war eidolon are within 10 feet of each other, the bonded warmage can choose to use his war eidolon’s initiative roll instead of his, as a swift action. If the bonded warmage uses the war eidolon’s initiative, both the bonded mage and war eidolon gain a +4 bonus to their attack and damage rolls until the end of combat. If the either the bonded warmage or the war eidolon move beyond 10 feet of each other, this bonus immediately ends. This ability replaces true magus.
Table: Bonded Warmage/Battle Synergist
Base
Class Attack Fort Ref Will Spells per Day
Level Bonus Save Save Save Special 1st 2nd 3rd 4th 5th 6th
1st +0 +2 +0 +2 Spell combat, synergy pool, war eidolon 1 — — — — —
2nd +1 +3 +0 +3 Battle synergy 2 — — — — —
3rd +2 +3 +1 +3 Magus arcana 3 — — — — —
4th +3 +4 +1 +4 Spell recall 3 1 — — — —
5th +3 +4 +1 +4 Shield ally 4 2 — — — —
6th +4 +5 +2 +5 Magus arcana 4 3 — — — —
7th +5 +5 +2 +5 Maker’s call, medium armor 4 3 1 — — —
8th +6/+1 +6 +2 +6 Improved battle synergy 4 4 2 — — —
9th +6/+1 +6 +3 +6 Magus arcana 5 4 3 — — —
10th +7/+2 +7 +3 +7 Fighter training 5 4 3 1 — —
11th +8/+3 +7 +3 +7 Greater shield ally, improved spell recall 5 4 4 2 — —
12th +9/+4 +8 +4 +8 Magus arcana 5 5 4 3 — —
13th +9/+4 +8 +4 +8 Heavy armor 5 5 4 3 1 —
14th +10/+5 +9 +4 +9 Greater battle synergy 5 5 4 4 2 —
15th +11/+6/+1 +9 +5 +9 Magus arcana 5 5 5 4 3 —
16th +12/+7/+2 +10 +5 +10 Counterstrike 5 5 5 4 3 1
17th +12/+7/+2 +10 +5 +10 Life bond 5 5 5 4 4 2
18th +13/+8/+3 +11 +6 +11 Magus arcana 5 5 5 5 4 3
19th +14/+9/+4 +11 +6 +11 Greater spell access 5 5 5 5 5 4
20th +15/+10/+5 +12 +6 +12 True synergist 5 5 5 5 5 5

Elghinn Lightbringer |

No, it isn't. And I'm looking for some way to balance it. I'm thinking diminished Spellcasting is the only means remaining without pooching the entire build. Just remember though, the eidolon only remains for a certain number of minutes. Other full caster or even 1/2 casters get animal companions, like the paladin's mount or druid's animal companion. This one may also require some artistic liscensing. We may also look at reducing the duraiton of the eidlon to rounds equal to level per summoning instead of minutes. Somethings to think about.
@Dreadmasque
Working on some tweaks to streamline and make the mask and guises word better and in a more constructive manner.

Oceanshieldwolf |

#Bonded Warmage
As mentioned before, given the parallel design with my no-SLA/eidolon heavy Melee Summoner I'm definitely a fan of the concept.
* Battle Synergy - This grants (1) teamwork feat, that both the BW and the War Eidolon can use, and the War Eidolon gains the use for a number of rounds as in the Cavalier Tactician ability. BUT there is also the option to choose teamwork feats as in the Bonus Feat new Magus Arcana.
- do all a BW's teamwork feats work as in Battle Synergy, or only the one chosen via Battle Synergy? If not, does the BW get to change which other teamwork feat (if any) uses the Battle Synergy effect, OR in the case of a BW who doesn't choose any other teamwork feats perhaps the BW can retrain her teamwork feat at particular levels?
- I have to say I'm not real fond of this Magus/Summoner getting Cavalier and Inquisitor teamwork feats, but it is definitely in the flavor, and I'd be wanting to do the same thing for my Melee Summoner (Summoner/Fighter, though teamwork feats are arguably glorified combat feats) and obviously for my Judgment Eidolon (Inq/Sum or Sum/Inq).

Kelazan |

I think minutes are fine, it mimics the summoner summon monster spell like ability, but with a diminished eidolon instead (only 1 evolution point at level 1). With round/lvl...an eidolon isn't an eidolon, it's only a big summon...and it's worthless at low level.
However, I agree with Browman. Cantrips are not an even trade.
I would gives cantrips back to the Bonded Warmage (almost every 2/3 caster have them except the alchemist), but give the synergy pool at later level (3 or 4) and gives them diminished spellcasting (as suggested by Elghinn).
Don't forget that our magus looses spell strike, its main offensive ability. He can still use spell combat to buff/attack and the like, but the magus spell list is more offensively oriented than the summoner (haste as a 2nd level spell, duh). The teamwork feat allowed isn't an even trade to the possibility to crit a shocking grasp on a 15-20 and get a free two-weapon fighting mechanics.

Oceanshieldwolf |

#Bonded Warmage
@Kelazan - You make a really good point on the loss of spellstrike. And that is why I put (1) in brackets. One teamwork feat. Sure it is shared, but teamwork feats are tricky to get to work tactically, and often aren't that tremendous. Precise strike is cool...but there are many kinda lame ones.
And I didn't even bother to mention the Eidolon for Cantrips swap disparity. I'm sure it's a design path placeholder, Elghinn, Orelius and the rest of all of us can work something a little more equal. ;)

Orelius Lionpaw |

#my beautiful creation
I thought we were keeping Spellstrike, but adding the ability to designate the War Eidolon as the 'toucher'?
also, I think Battle Synergy should also grant the Warmage the teamwork feats, or the Warmage should be able to select Teamwork feats as arcana - otherwise, too many feats are tied up to make the class effective.

Browman |

If spellstrike is in something else would have to go and diminished spell casting would be a must.
The Eidolon being around for minutes per level multiple times a day means after the first 2-3 levels the Eidolon is essentially around whenever needed so that is barely a downside. Yes the Eidolon is weaker, but he is still an unkillable (permanently) pet that evolves.

Orelius Lionpaw |

If spellstrike is in something else would have to go and diminished spell casting would be a must.
The Eidolon being around for minutes per level multiple times a day means after the first 2-3 levels the Eidolon is essentially around whenever needed so that is barely a downside. Yes the Eidolon is weaker, but he is still an unkillable (permanently) pet that evolves.
true, true.
actually, after thinking about it, diminished spells are probably the best thing to keep this balanced.go ahead with the change, Elghinn.

Starfox |

#Dreadmasque
Oh, there is only one mask, which morphs it's appearance as the dreadmasque changes guises? Bit more magical than I first realized, but ok. Having several physical masks you change between is also cool. Either works really. But whichever option is taken it needs to be clear - I apparently missed the one mask angle completely. With just a single mask, cost is much less of an issue.
As I understand Elghinn's day-long mask idea (which I really like), you'd only be able to change masks in the morning, but the effect lasts all day. A lot easier to use in actual play, as your game values/attributes don't change so much. Also solves my utility/duration issues. I can see an ability at higher levels that let you change one or a few times per day. Combining the benefits of several masks is also a high level ability. If we go this way, bardic performance needs a round/day limit.
About judgements, are both judgements you get from a mask active at once, or do you need to select one of them to use at any one time? And how would this work with combined masks? I say you get to pick one active judgement from each mask.
About fascination:
A fascinated creature is entranced by a supernatural or spell effect. The creature stands or sits quietly, taking no actions other than to pay attention to the fascinating effect, for as long as the effect lasts. It takes a –4 penalty on skill checks made as reactions, such as Perception checks. Any potential threat, such as a hostile creature approaching, allows the fascinated creature a new saving throw against the fascinating effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a ranged weapon at the fascinated creature, automatically breaks the effect. A fascinated creature's ally may shake it free of the spell as a standard action.
Edit: Also this
Keep in mind that weird words is replacing the suggestion bardic performance, which is a weak ability of the base class and not something you could normally use in combat (as fascinate requires the target to be fascinated, and that effect doesn't work if there is combat nearby to distract them).

Starfox |

Starfox wrote:
Starfox wrote:Infiltrator: You generally are flat-footed towards a specific creature, but... This works as written.
- Not sure what you mean here.
This is a habit of mine, to make an argument, then immediately make a counter-argument to the point I just made. You will see more of this I'm sure. Here, it is just a notice that the infiltrator critical hit ability to make the target flat-footed (presumably against everyone) is odd and unusual - but then I immediately recant to say that this is probably ok.
# Bonded Warmage
#Synergy Pool: "Likewise, he can expend 1 point from his synergy pool to grant his war eidolon a +1 enhancement to attack and damage rolls to a single bonus natural attack for 1 minute." What is a bonus natural attack, or is this an editing error?
# Eidolons: Why not quadruped/mount eidolons? Teamwork feats work in coordination with mounts.
# Battle Synergy: I think the eidolon could simply share these feats full-time. A full-round action to summon is enough. If we want to nerf this, perhaps say that the eidolon can only coordinate with the master, not with anyone else. But tactical feats kind of need help, so I don't see much of a need to balance this. [See my comment to the initial quote in this post - this is another instance of the same thing.)
# Magus Arcana: Spend to point to add evolutions to the eidolon? Actually, I am not keen on evolutions of the bonded warmage himself.
# Cantrips: I'd prefer some other balancing mechanic. Removing cantrips actually removes a lot of fun form a class, and as others said it seems insufficient as a balance to the eidolon. Nor am I quite sure it need to be balanced, see below.
Overall, this does not feel overpowered to me. Simply adding more watered-down abilities does not really make a class stronger if you simultaneously water down it's main abilities. The action economy means that two weakened abilities are weaker than one strong one. If you combine two classes into one, my experience is that the resulting class generally needs 2/3 or more of the raw power of each contributing class - less just means you have a wide palette of ineffectual abilities. Just look at the magus - a level 20 magus is a LOT better than a standard Fighter 10 / Wizard 10.

Elghinn Lightbringer |

#Bonded Warmage
I like the suggestions. Yeah, the eidolon was supposed to get the familiar's deliver touch spell ability. I think diminished spellcasting is a necessitwe can add cantrips back in.
@Starfox
The "bonus" is a typo in the Synergy entry.
Yeah, I think the teamwork feats from Synergy etc. should be granted alwayke starfox said. And then let magus arcana be used to select additional teamwork feats, but maybe a limit? at X levels only?
#Dreadmasque
Made some tweaks along the lines everyoneis talking. Wait for my post later today and we can hash it out more.
Off to work!!!

Orelius Lionpaw |

#Bonded Warmage
you appear to have watered it down quite a bit, Elghinn.
I don't think the War Eidolon should have such a reduced evolution point pool; The point of this MCA is to equalize the Eidolon and the Summoner so that they can actually be in combat together. Maybe it should simply not gain new evolution points at second and third level, but otherwise get one evolution point per level.
the Warmage should get share spells, as the summoner ability.
the Evolution arcana chain should apply to the Eidolon, spending Arcane Pool points for temporary evolutions on the Eidolon.

Elghinn Lightbringer |

#Bonded Warmage
The eidolon gets one evolution point at 1st, + 1 per level thereafter up to 20 points at 20th. What you are suggestion,I assume, is gaining hte normal 3 at 1st, then not gaining any more until 4th, at which time, it gets 1/level up to 20 at 20th. So start with 3, but still advance to max 20 points, instead of 1 per level up to 20?
The thing is, this is STILL a 15 HD creature, regardless of losing 6 evolution points over 20 levels. It gains (supposed to) the deliver touch spell ability, and it will get the shared spells ability. IT's exactly like a normal eidolon, except the reduction to 1 evolution point per level, but also gains the deliver touch spells ability. Those are the only two differences. Aside from it being summoned for only 1 minute per level per summoning.
With diminished spellcasting, and the reduction of evolution points to 20 max, even with the additional fo the deviler touch spells should balnace things out.

Oceanshieldwolf |

#Bonded Warmage
Reposting this from my post upthread:
* Battle Synergy - This grants (1) teamwork feat, that both the BW and the War Eidolon can use, and the War Eidolon gains the use for a number of rounds as in the Cavalier Tactician ability. BUT there is also the option to choose teamwork feats as in the Bonus Feat new Magus Arcana.- do all a BW's teamwork feats work as in Battle Synergy, or only the one chosen via Battle Synergy?
If not, does the BW get to change which other teamwork feat (if any) uses the Battle Synergy effect, OR in the case of a BW who doesn't choose any other teamwork feats perhaps the BW can retrain her teamwork feat at particular levels?

Oceanshieldwolf |

#Dreadmasque
As I understand Elghinn's day-long mask idea (which I really like), you'd only be able to change masks in the morning, but the effect lasts all day. A lot easier to use in actual play, as your game values/attributes don't change so much. Also solves my utility/duration issues.
Yup. That's the idea.
I can see an ability at higher levels that let you change one or a few times per day. Combining the benefits of several masks is also a high level ability.
If you read Elghinn's proposal again and the MCA again you'll see the former is in Elghinn's proosal and the latter is already a class feature. Unless you are saying you are seeing this.
If we go this way, bardic performance needs a round/day limit.
The bardic performances used during a masque use the masques duration - when the masque ends the bardic performance ends.
Put simply, during the masque the Dreadmasque can swap each round between the guise's (and later two guises) available judgments, one inquisition (or at higher level - both inquisitions) and bardic performances.

Starfox |

I looked over the original judgement ability and noted that t too has a very limited duration, so the duration of the guise makes more sense to me now. I could still see some kind of bonus from having a particular role selected but not active - say +2 to a skill or something like that to remind the player it is there and to reinforce the role. This guy could use some noncombat utilities to replace all the lost spells.

Elghinn Lightbringer |

#Bonded Warmage
the Warmage should get share spells, as the summoner ability.
the Evolution arcana chain should apply to the Eidolon, spending Arcane Pool points for temporary evolutions on the Eidolon.
I thought you had wanted these arcana to apply to the bonded warmage, not the eidlon. That's why they are magus arcana, as the spells these are based on added to his spell list (lesser evolution, evolution, greater evolution). IHMO, if you want this to apply to the eidolon, then use the spells. Otherwise there's no point in having them as magus arcana. What do others think? Should we have these as magus arcana apply to the bonded warmage or to the eidolon, as the spells are available to the MCA?
Also, tweaked the eidolon's evolution points. I gave 2 points at 1st level + 1 point every level thereafter, up to 21 at 20th. So it's an overall reduction of 5 points instead of 6. Gives a bit more oomph at 1st but an overall loss of 5 for balnce. Thoughts?
Here's the tweaked abilities.
So, gave 2 evolution points at 1st, +1 every level thereafter (21 max), and added in wizard's familiar's deliver touch spell ability.
EDIT: Oh, and war eidolon now replaces spells lost due to diminished spellcasting, and cantrips are added back in. Thats a total loss of 6 spells across the spell levels (1st-6th). If this isn't enough, we can also lower the number of spells known by 1, in addition to spells per day. But I don't think that's necessary.
Unlike a summoner’s eidolon, a bonded warmage can summon his war eidolon in a ritual that requires only a full-round action to perform. A war eidolon remains until dismissed by the bonded warmage (a standard action), or after the duration of his summons has expired. Once summoned, a war eidolon remains for 1 minute per bonded warmage level. If the war eidolon is sent back to its home plane due to death, it cannot be summoned again until the following day, even if the bonded warmage has uses of this ability remaining. As a war eidolon is meant to be a combat partner for the bonded warmage, only the biped, quadruped, and serpentine base form may be chosen by the bonded warmage.
While the war eidolon’s physical appearance is up to the bonded warmage, it always appears as some sort of armored or heavily scaled fantastical creature. While the armor or scales grants no additional protection, nor do they hamper the eidolon in any way, it does allow the bonded warmage to enchant the armor or scales at her own cost.
In addition, a war eidolon gains only 2 evolutions point at 1st level, plus 1 additional evolution point every bonded warmage level thereafter, up to a maximum of 21 evolutions points at 20th level. The war eidolon also gains the wizard’s familiar’s deliver touch spells ability at 4th level. A war eidolon otherwise functions as a summoner’s eidolon. This ability replaces spells lost due to diminished spellcasting.
Made the battle synergy tree grant teamwork feats to the eidolon flat out, no need to choose to grant them to him. Also, the eidolon gains any teamwork feat the bonded warmage has from his battle synergy tree or magus arcana (but not other sources). He can also swap these teamwork feats at 4th elvel and every 4 levels therafter, much like a fighter can for his bonus feats.
Upon reaching 4th level, and every four levels thereafter (8th, 12th, and so on), a bonded warmage can choose to learn a new teamwork feat in place of a teamwork feat he has already learned, whether through this ability, magus arcana, or another similar class feature. In effect, the bonded warmage loses the teamwork feat in exchange for the new one. The old teamwork feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A bonded warmage can only change one teamwork feat at any given level. In addition, while the war eidolon is adjacent to its bonded warmage, his DC to cast defensively is decreased by 2. This ability replaces spellstrike.
Improved Battle, Greater Battle, and True Synergy are just streamlined to coincide with the change in Battle Synergy. IF Peopl think this is too potent, we can alsway just limit the sharing to those gained only fromthe battle synergy tree, and even limit the retraining to those also.

Elghinn Lightbringer |

Here's my Dreadmasque rework. Again, it streamlines a number of abilities, and makes guise (1 at a time) an all day effect. Inquisition abilities are usable as per their individual descriptions, while the bardic perfomrances and judgments cost rounds to activate and maintain. May be a bit more bookkeeping, but they expend rounds from the same "pool". Read it, you'll see what I mean. the changes I made also make the guise more powerful and versatile. Afterall, this ability is replacing hybrid spellcasting, domain, and judgment.
Also, cantrips are gone, added in a skill ability bonus for each guise (as a 1/2 level bonus), masque is removed (streamlined), dreadmask is just "mask", and moved dread strike to 4th. I also amde name changes to a few abilities to cut down on all the "mask", "masque", "dreadmasque" repetion and confusion throughout the MCA. So, all we have now is Dreadmasque (the MCAs name), Mask (facial appliance), and masquerade (the additional bardic performances one can gain).
Hope you like what I did OSW, it doesn't change things much, just streamlines and removes some redundancies for easier reading and ability use (IMHO).
Life is a performance; and in this performance, we all wear masks of various kinds and to varying degrees, whether social, professional, emotional or spiritual. Dreadmasques are versed in the performance of life, training either under a learned master or in a troupe to better express the essential archetypes of a life of vagaries and hardship, peril and pain, joy and abandon. When wearing her wyrd mask the dreadmasque taps into the archetypal roles of heroes and villains of yore, accessing their power and utilizing their numerous capabilities. In this performance, the dreadmasque is the mistress of the power of myth.
Primary Class: Inquisitor.
Secondary Class: Bard.
Alignment: Any.
Hit Dice: d8.
Bonus Skills and Ranks: The dreadmasque may select three bard skills to add to her class skills in addition to the normal inquisitor class skills. The dreadmasque gains a number of ranks at each level equal to 6 + Int modifier.
Weapon and Armor Proficiency: The dreadmasque is proficient with all simple weapons, plus the hand crossbow, longbow, repeating crossbow, rapier, shortbow, short sword, and the favored weapon of his deity. He is also proficient with light armor and with shields (except tower shields). A dreadmasque can cast cantrips while wearing light armor and using a shield without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a dreadmasque wearing medium or heavy armor incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass dreadmasque still incurs the normal arcane spell failure chance for arcane spells received from other classes.
Inscrutable Mien (Ex): Dreadmasques are skilled at deceiving and misleading their foes. A dreadmasque receives a morale bonus on all Bluff and Disguise checks equal to 1/2 her dreadmasque level (minimum +1). This ability replaces stern gaze.
Mask (Su): A dreadmasque begins play with a masterwork mask, often made of iron, porcelain, wood, or similar material. This mask forms a special bond between the dreadmasque and the power of myth and mystery, allowing her to enact an eldritch masquerade and assume a variety of personas or guises (see Guise). The mask’s physical appearance changes according to the guise that is currently in effect, but it always appears as some sort of visage or facial covering.
The mask remains attached to the dreadmasque’s face, but can be freely removed by the dreadmasque. The mask does not hamper the dreadmasque’s vision or perception in any way. Another creature can attempt to remove the mask if it makes a successful grapple check against the mask. For the purpose of this grapple check, the mask is considered to have a Strength score of 20 + 1/2 the dreadmasque’s level + the size modifier of Large. A creature may also attempt to sunder the mask. If it becomes broken or is destroyed, it falls to the ground. The mask has a hardness of 20, and a number of hit points equal to 10 + the dreadmasque’s level + his Charisma modifier. The mask can be easily removed if the dreadmasque is unconscious or dead.
If a mask is damaged, it is restored to full hit points the next time the dreadmasque chooses her guises. If the mask is lost or destroyed, it can be replaced after 1 week in a special ritual that costs 100 gp per dreadmasque level plus the cost of the masterwork item. This ritual takes 8 hours to complete. Masks replaced in this way do not possess any of the additional enchantments of the previous mask. A dreadmasque can designate an existing mask as her mask. This functions in the same way as replacing a lost or destroyed mask except that the new mask retains its abilities while gaining the benefits and drawbacks of becoming a mask. This ability replaces the inquisitor's weapon proficiency with her deity’s favored weapon.
Guise: Starting at 1st level, a dreadmasque’s mask allows her to assume a particular persona or guise, much like an actor portrays a role in a play. A guise imbues the dreadmasque with a variety of powers related to persona that she is attempting to portray. Each guise grants the dreadmasque one of two inquisitions associated with the guise, two bardic performances, and three inquisitor judgments, plus an additional effect. A dreadmasque can use her bardic performances and judgments a number of rounds per day equal to 4 + his Charisma modifier. At each level after 1st, a dreadmasque can use her bardic performances and judgments for 2 additional rounds per day. Each round, the dreadmasque can produce any one of the bardic performances or judgments granted by her currently active guise. Only one bardic performance or judgment can be in effect at a time. If another bardic performance or judgment is activated, the previous one immediately ends. A dreadmasque can use her inquisition powers as normal, as described in each inquisition power’s description. All inquistion powers and judgments rely on Charisma instead of Wisdom. A dreadmasque uses her level to determine the effects of any inquisition power, bardic performance, or judgment.
Regardless of what guise is in effect, a dreadmasque may pronounce the following dread judgment in place of a granted judgment.
Dread: This judgment deals 1d6 points of precision damage on a successful attack. This damage increases by +1 every four dreadmasque levels she possesses. At 10th level, the target is also shaken for 1 round on a successful attack (no save).
At the start of each day, a dreadmasque may select one guise from those listed below. At 5th level and every four levels thereafter, a dread masque can choose one additional guise, up to a maximum of five guises at 17th level. A dreadmasque can change her guise to any other guise that she has chosen for the day as a move action. At 7th level, changing guises is a swift action.
A dreadmasque may select from the following guises.
Avenger: This guise grants the dreadmasque access to the Anger and Vengeance inquisitions, the countersong and inspire courage performances, and the Destruction, Resistance, and Smiting judgments. While the avenger guise is in effect, the dreadmasque adds half her level (minimum 1) to all Intimidate skill checks. In addition, the dreadmasque can cause the target of a successful critical hit with her dread strike to take 1 point of bleed damage for 1d4 rounds. This bleed damage increases to 2 points 8th level, and 3 points at 15th level. The avenger guise might manifest itself as a red mask with glaring eyes, its mouth curled into a snarl, and red and black flames painted along its cheek bones and forehead.
Disciple: This guise grants the dreadmasque access to the Conversion and Zeal inquisitions, the countersong and distraction performances, and the Healing, Purity, and Protection judgments. While the disciple guise is in effect, the dreadmasque adds half her level (minimum 1) to all Diplomacy skill checks. In addition, the dreadmasque can cause the target of a successful critical hit with her dread strike to become dazzled for 1d6 rounds. At 15th level, the target becomes blinded for 1d4 rounds. The disciple guise might manifest itself as a sturdy mask with stern eyes, an emotionless expression, and divine symbols etched into its forehead.
Enforcer: This guise grants the dreadmasque access to the Fervor and Imprisonment inquisitions, the countersong and inspire courage performances, and the Protection, Resiliency and Smiting judgments. While the enforcer guise is in effect, the dreadmasque adds half her level (minimum 1) to all Intimidate skill checks. In addition, the dreadmasque can cause the target of a successful critical hit with her dread strike to become entangled for 1 round. This increases to 2 rounds at 8th level, and 3 rounds at 15th level. The enforcer guise might manifest itself as a roughly shaped mask with determined eyes, rivets along its forehead, and scratches upon its surface.
Executioner: This guise grants the dreadmasque access to the Torture and True Death inquisitions, the fascinate and distraction performances, and the Destruction, Justice, and Smiting judgments. While the executioner guise is in effect, the dreadmasque adds half her level (minimum 1) to all Intimidate skill checks. In addition, the dreadmasque can cause the target of a successful critical hit with her dread strike to become staggered for 1d4 rounds. At 8th level, the target gains the cowering condition for 1d4 rounds. At 15th level, the target becomes stunned for 1 round. The executioner guise manifests itself as a smooth, featureless, obsidian mask with only black eye slits to mar its surface.
Exorcist: This guise grants the dreadmasque access to the Banishment and Damnation inquisitions, countersong and distraction performances and the Healing, Purity and Resistance judgments. While the exorcist guise is in effect, the dreadmasque adds half her level (minimum 1) to all Knowledge (planes) skill checks and may make all Knowledge (planes) checks untrained. In addition, the dreadmasque can cause the target of a successful critical hit with her dread strike to become sickened for 1d4 rounds. At 15th level, the target becomes nauseated for 1d4 rounds. The exorcist guise might manifest itself as a well polished angular mask with piercing eyes, an open mouth, and a single rune carved into its forehead.
High Inquisitor: This guise grants the dreadmasque access to the Illumination and Truth inquisitions, fascinate and inspire courage performances and the Justice, Purity, and Smiting judgments. While the high inquisitor guise is in effect, the dreadmasque adds half her level (minimum 1) to all Intimidate skill checks. In addition, the dreadmasque can cause the target of a successful critical hit with her dread strike to become frightened for 1d4 rounds at 8th level, or panicked for 1d4 rounds at 15th level. The high inquisitor guise might manifest itself as a burnished golden mask with its entire surface etched with filigree, piercings of deep emeralds, a frowning mouth, and a large ruby set in its forehead.
Infiltrator: This guise grants the dreadmasque the Heresy and Possession inquisitions, the distraction and fascinate performances, and the Protection, Purity, and Resistance judgments. While the infiltrator guise is in effect, the dreadmasque adds half her level (minimum 1) to all Bluff skill checks. In addition, the dreadmasque can cause the target of a successful critical hit with her dread strike to become flat-footed for 1d4 rounds. The infiltrator guise might manifest itself as a black mask with contemplative eyes, an overly long expressionless mouth, pointed chin, and thinly painted eyebrows.
Investigator: This guise grants the dreadmasque access to the Fate and Revelation inquisitions, countersong and distraction performances and the Justice, Protection and Purity judgments. While the investigator guise is in effect, the dreadmasque adds half her level (minimum 1) to all Knowledge (local) skill checks and may make all Knowledge (local) checks untrained. In addition, the dreadmasque can cause the target of a successful critical hit with her dread strike to become confused for 1d4 rounds at 8th level. The investigator guise might manifest itself as a reflective, long-chinned mask with a pondering mouth, and deep-set searching eyes.
Judge: This guise grants the dreadmasque access to the Oblivion and Order inquisitions, fascinate and inspire courage performances and the Healing, Justice, and Resiliency judgments. While the judge guise is in effect, the dreadmasque adds half her level (minimum 1) to all Sense Motive skill checks. In addition, the dreadmasque can cause the target of a successful critical hit with her dread strike to become frightened for 1d4 rounds at 8th level, or panicked for 1d4 rounds at 15th level. The judge guise might manifest itself as a polished grey mask with an inscrutable expression of skepticism, pursed lips, and discerning eyes with one eyebrow raised for effect.
Knight Adamant: This guise grants the dreadmasque access to the Justice and Valor inquisitions, the countersong and inspire courage performances, and the Justice, Protection, and Resiliency judgments. While the knight adamant guise is in effect, the dreadmasque adds half her level (minimum 1) to all Knowledge (nobility) skill checks and may make all Knowledge (nobility) checks untrained. In addition, the dreadmasque can cause the target of a successful critical hit with her dread strike to become fatigued for 1d4 rounds at 8th level, or exhausted for 1d4 rounds at 15th level.The knight adamant guise might manifest itself as the faceplate of a great helm, with visor, eye slits, breathing holes, and rivets placed vertically from crown to chin.
Petitioner: This guise grants the dreadmasque access to the Persistence and Tactics inquisitions, fascinate and inspire courage performances and the Healing, Protection, and Purity judgments. While the knight adamant guise is in effect, the dreadmasque adds half her level (minimum 1) to all Knowledge (religion) skill checks and may make all Knowledge (religion) checks untrained. In addition, a dreadmasque can cause the target of a successful critical hit with her dread strike to become fascinated for 1d4 rounds at 8th level. The petitioner guise might manifest itself as a common, unadorned mask with pleading eyes, a hopeful expression, and slight smile.
A dreadmasque has access to any guise she’s chosen for 24 hours, or until she rests for 8 consecutive hours. This ability replaces domain, judgment, and the inquisitor’s spellcasting ability.
Dread Strike (Ex): Starting at 4th level, a dreadmasque can choose one weapon that she is proficient with as her dread weapon. Once chosen, it cannot be changed. Whenever the dreadmasque makes a successful critical hit with her dread weapon, the target must make a Will save (DC 10 + 1/2 the dreadmasque’s level + the dreadmasque’s Charisma modifier) or become shaken for 1d4 rounds. Alternatively, the dreadmasque can replace this shaken condition with a condition listed her current guise’s description.
At 7th level the dreadmasque can imbue her weapon with the bane weapon property as a swift action as the inquisitor ability of the same name. This effect lasts for a number of rounds per day equal to her dreadmasque level. These rounds do not need to be consecutive. This ability replaces monster lore, bane, greater bane, and slayer.
Masquerade (Su or Ex): At 3rd level and every three levels thereafter, a dread masque can learn a new bardic performance. Each performance can be used in place of a bardic performance granted by her guise. A dreadmasque may select the following bardic performance at the indicated level: 3rd–inspire competence; 6th–suggestion; 9th–dirge of doom; 12th–inspire greatness; 15th–soothing performance; 18th–frightening tune. Alternatively, at each such interval, a dreadmasque can choose a teamwork feat that she qualifies for. This ability otherwise functions as and replaces teamwork feats.
Deeper Mask (Su): At 8th level, a dreadmasque gains access to both the inquisitions associated with her guise. This ability replaces second judgment.
Second Guise (Su): At 16th level, a dreadmasque can have two different guises active at a time. She still only has access to two inqusitions–either two from one guise on one from each guise. This ability replaces third judgment.
Death Masque (Su): At 20th level, a dreadmasque can call dreadful judgment down upon a foe during combat. Whenever a dreadmasque uses her guise ability, the dreadmasque can invoke dreadful judgment on a foe in place of a normal judgment, as a swift action. Once declared, the dreadmasque can make a single melee (or ranged attack, if the foe is within 30 feet) against the target. If the attack hits, it deals double his dread strike damage and the target must make a Will save or become frightened for 2d6 rounds. The DC of this save is equal to 10 + 1/2 the dreadmasque's level + the dreadmasque's Charisma modifier. If the creature makes a successful save, it is shaken for 2 rounds. Regardless of whether or not the save is made, the target creature is immune to the dreadmasque's dreadful judgment ability for 24 hours. Once this ability has been used, it cannot be used again for 1d4 rounds. This ability replaces true judgment.
Table: Dreadmasque
Base
Class Attack Fort Ref Will
Level Bonus Save Save Save Special
1st +0 +0 +2 +2 1st guise, inscrutable mien, mask
2nd +1 +0 +3 +3 Cunning initiative, detect alignment, track
3rd +2 +1 +3 +3 Masquerade
4th +3 +1 +4 +4 Dread strike
5th +3 +1 +4 +4 2nd guise, discern lies
6th +4 +2 +5 +5 Masquerade
7th +5 +2 +5 +5
8th +6/+1 +2 +6 +6 Deeper mask
9th +6/+1 +3 +6 +6 3rd guise, masquerade
10th +7/+2 +3 +7 +7
11th +8/+3 +3 +7 +7 Stalwart
12th +9/+4 +4 +8 +8 Masquerade
13th +9/+4 +4 +8 +8 4th guise
14th +10/+5 +4 +9 +9 Exploit weakness
15th +11/+6/+1 +5 +9 +9 Masquerade
16th +12/+7/+2 +5 +10 +10 Second guise
17th +12/+7/+2 +5 +10 +10 5th guise
18th +13/+8/+3 +6 +11 +11 Masquerade
19th +14/+9/+4 +6 +11 +11
20th +15/+10/+5 +6 +12 +12 Death masque

Orelius Lionpaw |

#Bonded Warmage
Greater Battle Synergy does NOT equal Greater Spell Combat.
I did some thinking, and flavor-wise, it makes very little sense for the Eidolon to last minutes/level. (Essentially, I did a short RP exercise in my head with a 'stereotypical' Elven Bonded Warmage.) (BTW, Bonded Warmages are Magi who have bonded with Eidolons during the course of their studies.) I think you should just reduce the EP to 16 and leave it at that.
If you want to further reduce its power, just have it replace the 3rd level magus arcana, like the Bladebound archetype does.
The Bonded Warmage should simply keep spellstrike, and you would then move Battle Synergy and Improved Battle Synergy to the Improved Battle Synergy and Greater Battle Synergy slots, respectively.

Elghinn Lightbringer |

So, you're suggestion a permanent eidolon instead of one that remains minutes per level, reduce to 16 EP, and possibly swap out the 3rd mgus arcana? Plus diminished spellcasting. Thoughts by everyone else?
I'm good keeping spellstrike. But if you are moving the battle synergy abilities up to the improved spell combat and greate spell combat slots, I think we could also add the Greater Battle Synsergy stuff to True Synergist. It's a capstone after all and it wouldn't make it OP. Thoughts on this too everyone?

Orelius Lionpaw |

So, you're suggestion a permanent eidolon instead of one that remains minutes per level, reduce to 16 EP, and possibly swap out the 3rd mgus arcana? Plus diminished spellcasting. Thoughts by everyone else?
I'm good keeping spellstrike. But if you are moving the battle synergy abilities up to the improved spell combat and greate spell combat slots, I think we could also add the Greater Battle Synsergy stuff to True Synergist. It's a capstone after all and it wouldn't make it OP. Thoughts on this too everyone?
Eh, it fits my philosophy: you can never have too OP a capstone. After all, Epic levels don't exist in PF yet.

Kelazan |

#Bonded Warmage
I think the arcana should give evolution point to the character, not the eidolon. It opens a lot of interesting combat option (natural attack build, etc.) and it is similar to the summoner aspect ability.
The BW already have access to the evolution surge spells if he wants to boost is eidolon evolution.
About Orelius's suggestion :
A reduced but permanent eidolon could be a good idea (and would allow a more complex relationship with the creature, instead of making it only a battle tool).
I am not sure about spell strike + eidolon. Spellstrike isn't necessary to this MCA on my opinion.

Elghinn Lightbringer |

#Dreadmasque
I think "at the start of each day" is gonna provide too much versatility. Give'em a short list, they learn more as they level, maybe?
They only select one guise, Raider, then they are stuck with it until the next day. At 5th, they can choose two guises per day, and switch between them. She can choose another at 9th, 13th, and 17th. All these can be accesed within that 24 hour period. Only 1 can be active at a time, until you get Second Guise at 16th. I really don't see the issue.
Regardless of the guise, they only ever have acces to 2 inquisitions, 2 bardic performances (unless they choose more through masquerade), and 3 judgments. Any bardic performances or judgments work off the same resource (4 + Cha, +2 per level, as per bardic performance), regardless of what guise is in effect. So if a 10th level Dreadmasque (Cha 20, +5 mod) expends 15 of his total 27 rounds of judgment/performance rounds with one guise, then switches to another, he only has 12 rounds remaining for the day to use on the new judgments/performances. Options yes, but resoures remain the same.
Each Inquisition has a 1st level and 6th/8th level power. The first one is either a once per day or 3 + ability mod times per day ability. The second one is often a rounds per day effect. What we need to clarify that if a 1st level power is used (whether fully or impart, then only one 1st level power from another inquisition can be used for the day. Same for the second power. Essentially once used fully or impart, you are stuck with that power, and it counts against his total 1st level and 6th/8th level powers per day, which would be two for each. So I would sugget the following addition to the explanation.
A dreadmasque can use bardic performances and judgments from any guise she has chosen a number of rounds per day equal to 4 + his Charisma modifier. At each level after 1st a dreadmasque can use bardic performances or judgments for 2 additional rounds per day. Each round, the dreadmasque can produce or use any one of the bardic performances or judgments granted by her currently active guise. Only one bardic performance or judgment can be in effect at a time. If another bardic performance or judgment is activated, the previous one immediately ends.
While a guise is in effect, the dreadmasque can also use any of her inquisition powers. Each inquisition grants a 1st level power and a second power at 6th or 8th level. If the dreadmasque uses a 1st level power from one inquisition, she continues to access that power until its daily uses have been expended (that is, the power has uses or rounds per day remaining), regardless of what guise is active. She can use only one additional 1st level power from any guise she has chosen for the day. This also applies to second inquisition powers of 6th or 8th level. Only two 1st level inquisition powers and two inquisition powers of 6th or 8th level can be used each day.
...
This way, only two 1st level inquisition power, and two inquisition powers of 6th/8th level can be accessed each day. Plus, performances and judgments ar limited to a rounds per day resource. There is a bit more bookkeeping, but I think it's well streamlined.

Oceanshieldwolf |

#Dreadmasque
@Elghinn: Reading your design path notes I almost blew a fuse what with our constant splitting/reforming masque and guise, but upon reading V2 this is a very nice streamline.
- I think there is room for a few different skills (a lot of Intimidate, which while thematic, could be replaced...I'll get back to you on which ones).
- Masquerade is a great streamline and the addition of the teamwork feats works.
- I'm kinda with Raider in thinking there is maybe a little too much versatility, but I'd still like to see maybe three guises known at 1st level, and a new one every 2nd level...so 3rd, 5th, 7th, 9th, 11th, 13th, 15th and 17th level.

Elghinn Lightbringer |

#Dreadmasque
@Elghinn: Reading your design path notes I almost blew a fuse what with our constant splitting/reforming masque and guise, but upon reading V2 this is a very nice streamline.
Glad you like it. I figured it was too clunky and needed som compacting.
- I think there is room for a few different skills (a lot of Intimidate, which while thematic, could be replaced...I'll get back to you on which ones).
Yeah, if you can come up with alternates, then power to you. I just picked what seemd to accociate best with each guise.
- Masquerade is a great streamline and the addition of the teamwork feats works.
+1...even though the new table has "dead level" they really aren't dead, as the MCA has a lot of abilities she can access, and its always gaining additional rounds per day for the judgments and bperformances.
- I'm kinda with Raider in thinking there is maybe a little too much versatility, but I'd still like to see maybe three guises known at 1st level, and a new one every 2nd level...so 3rd, 5th, 7th, 9th, 11th, 13th, 15th and 17th level.
That might be good. Keeps the focus narrow at the start, then broadens as she gains levels. There ar currently 11 guises. If we go 2 guises at 1st, and every two levels therafter (3/5/7/9/11/13/15/17/19), by 19th, she has access to them all. Which is about what we want. So start with 2, and can swap between them all day.

Elghinn Lightbringer |

How's this OSW?
A dreadmasque can use bardic performances and judgments from any guise she knows and is currently in effect a number of rounds per day equal to 4 + his Charisma modifier. At each level after 1st a dreadmasque can use bardic performances or judgments for 2 additional rounds per day. Each round, the dreadmasque can produce or use any one of the bardic performances or judgments granted by her currently active guise. Only one bardic performance or judgment can be in effect at a time. If another bardic performance or judgment is activated, the previous one immediately ends.
While a guise is in effect, the dreadmasque gains access to only one of her inquisitions. Each inquisition grants a 1st level power and a second power at 6th or 8th level. If the dreadmasque uses a 1st level power from one inquisition, she continues to access that power until its daily uses have been expended (that is, the power has uses or rounds per day remaining), regardless of what guise is active. Only one 1st level inquisition power and one inquisition power of 6th or 8th level can be accessed each day. Once a 1st level power or a power of 6th or 8th level power has been activated in one inquisition, it cannot be accessed in another inquisition.
Regardless of what guise is in effect, a dreadmasque may pronounce the following dread judgment in place of a granted judgment.
Dread: This judgment deals 1d6 points of precision damage on a successful attack. This damage increases by +1 every four dreadmasque levels she possesses. At 10th level, the target is also shaken for 1 round on a successful attack (no save).
At 1st level, a dreadmasque may select two guises from those listed below. Once the choice is made, it cannot be changed. At 3rd level and every two levels thereafter, a dread masque can learn one additional guise. A dreadmasque can only have one guise in effect at a time, but she can change her guise to any other guise that she knows as a move action.
A dreadmasque may select from the following guises...
Created a new ability by separating an aspect of Guise, just to fill a dead space. I also think we should move Deeper Mask to 10th, much like we get "Greater" abilities at 10th and 11th level.
Here's some clarificatins and tweaks.
Quick Change (Ex): At 8th level, a dreadmasque can change between her known guises as a swift action. This ability replaces second judgment.
Deeper Mask (Su): At 10th level, a dreadmasque gains access to both the inquisitions associated with her guise, but may only use one 1ss level power or one power of 6th or 8th level per day, as normal.
Second Guise (Su): At 16th level, a dreadmasque can have two different guises active at a time. She still only has access to two inqusitions–either two from one guise on one from each guise, but gains access to any bardic performances and judgments granted by the two guises that are currently in effect. This ability replaces third judgment.
Table now looks like this with these changes.
Table: Dreadmasque
Base
Class Attack Fort Ref Will
Level Bonus Save Save Save Special
1st +0 +0 +2 +2 Guise, inscrutable mien, mask
2nd +1 +0 +3 +3 Cunning initiative, detect alignment, track
3rd +2 +1 +3 +3 Guise, masquerade
4th +3 +1 +4 +4 Dread strike
5th +3 +1 +4 +4 Discern lies, guise
6th +4 +2 +5 +5 Masquerade
7th +5 +2 +5 +5 Guise
8th +6/+1 +2 +6 +6 Quick change
9th +6/+1 +3 +6 +6 Guise, masquerade
10th +7/+2 +3 +7 +7 Deeper mask
11th +8/+3 +3 +7 +7 Guise, stalwart
12th +9/+4 +4 +8 +8 Masquerade
13th +9/+4 +4 +8 +8 Guise
14th +10/+5 +4 +9 +9 Exploit weakness
15th +11/+6/+1 +5 +9 +9 Guise, masquerade
16th +12/+7/+2 +5 +10 +10 Second guise
17th +12/+7/+2 +5 +10 +10 Guise
18th +13/+8/+3 +6 +11 +11 Masquerade
19th +14/+9/+4 +6 +11 +11 Guise
20th +15/+10/+5 +6 +12 +12 Death masque

Starfox |

# Bonded Warmage
Looks better and better. I think the eidolon boost was good and helped make it worthwhile from 1st level.
@Battle Synergy, 4th level ability: I don't feel the need to respec tactical feats very keenly. Not that I mind exactly either. What I could see is a magus arcana to temporarily gain a new tactical feat. A bit like a coach in a team sport calls out a tactic, the bonded warmage can call out a tactic for the next few rounds. Perhaps he already can, sorry if this is a repetition, did not go back to check.
@True Synergist: Just a note here: When I had a summoner in my pathfinder group, I had both the eidolon and the summoner act on the same initiative. My guess is that this is a pretty common practice to speed things up. At level 20, it is quite likely that the eidolon has a better initiative than the summoner, so the "restriction" of this ability (you have to act on the same initiative) is mainly an advantage. Actually I could see a restriction to the base eidolon ability that it has to act on its master's initiative until this ability is gained; having master and eidolon coordinate as a tag team on the same initiative count seems very thematic for this AT.
On the later discussion of a permanent eidolon - this changes the AT a lot, but with spell combat gone I can see it. With spell combat, I think it is a bit much - basically the eidolon makes up for the attack you miss out on with spell combat. Also, without spell combat, this opens the class up to 2-handed weapons or possibly weapon with weapon cord + shield, which seems to fit the concept quite nicely. I'd add shield to proficiencies and armored casting in this case.
Of course, you can give up something else for spell combat, but I am not keen on reducing spells for this AT - it needs to buff itself, the eidolon, and cast in combat, so spell slots are at a premium.
I like the idea of the eidolon delivering touch spells a lot.
# Dreadmasque
Looks pretty good now too. I am sort of falling in love with the weirdness of this AT. A lot of this is musings rather than issues.
@name. When I earlier discussed the name, I did so just after a note saying I like to be a fount of ideas, not all of which are good. I am totally ok with the current name, I just like to ramble.
@Cantrips. I sort of miss them. At-will cantrips are really fun and versatile. Perhaps introduce a few (prestidigtiation, daning lights) as spell-like at wills? Or perhaps give each mask a spell-like cantrip at will? Making them spellike makes them easier to use, but not count as spellcasting prerequisites. Mostly a style issue, but still.
@Weapon proficiency mentions deity's favored weapon. But drearmasques are not divine casters and don't really need a patron. I like the idea of assuming a patron's identity by usinng its prefered weapon. Do we need a note on that not all dreadmasques have a patron, but if they don't the weapon prof is lost?
@Mask, final section, maybe a note that the ability to adopt a new mask applies to masks that are magic items. As it is, it seems a bit pointless on the first reading.
On the number of masques you can access, my first impression was that it might be a bit too much too, but it is not a major point to me. Inquisitors have their full selection of judgements from the very start. Either way works. But giving only a limited selection might actually make the class easier to play - less low-level option glut.
@Masquerade: The suggestion bardic performance only works on a fascinated target. This either needs to be changed for the dreadmasque, or suggestion will only work with the high inquisitor guise (which should be noted to avoid mistakes). Or maybe just drop suggestion as a masquerade option. This is pretty important.
@Dread Strike: it should be noted if the shaken condition can stack withi itself to acheive greater fear effects, see http://www.d20pfsrd.com/gamemastering/special-abilities.

Orelius Lionpaw |

# Bonded Warmage
Looks better and better. I think the eidolon boost was good and helped make it worthwhile from 1st level.
@Battle Synergy, 4th level ability: I don't feel the need to respec tactical feats very keenly. Not that I mind exactly either. What I could see is a magus arcana to temporarily gain a new tactical feat. A bit like a coach in a team sport calls out a tactic, the bonded warmage can call out a tactic for the next few rounds. Perhaps he already can, sorry if this is a repetition, did not go back to check.
@True Synergist: Just a note here: When I had a summoner in my pathfinder group, I had both the eidolon and the summoner act on the same initiative. My guess is that this is a pretty common practice to speed things up. At level 20, it is quite likely that the eidolon has a better initiative than the summoner, so the "restriction" of this ability (you have to act on the same initiative) is mainly an advantage. Actually I could see a restriction to the base eidolon ability that it has to act on its master's initiative until this ability is gained; having master and eidolon coordinate as a tag team on the same initiative count seems very thematic for this AT.
On the later discussion of a permanent eidolon - this changes the AT a lot, but with spell combat gone I can see it. With spell combat, I think it is a bit much - basically the eidolon makes up for the attack you miss out on with spell combat. Also, without spell combat, this opens the class up to 2-handed weapons or possibly weapon with weapon cord + shield, which seems to fit the concept quite nicely. I'd add shield to proficiencies and armored casting in this case.
Of course, you can give up something else for spell combat, but I am not keen on reducing spells for this AT - it needs to buff itself, the eidolon, and cast in combat, so spell slots are at a premium.
I like the idea of the eidolon delivering touch spells a lot.
# Dreadmasque
Looks pretty good now too. I am sort of falling in love with the weirdness...
Well, the Eidolon was going to add more attacks than Spell Combat anyways, not sure how a permanent one changes this.
EDIT: Perhaps the first level of Combat Synergy could allow the Eidolon to use Spellstrike?
Orelius Lionpaw |

IDEA!
How about if Spellstrike only works when the Eidolon is not summoned?
Also, I think we should keep Spell Combat, if only because it is the BASIS of the Magus class.
Also, I think I like the idea of a 'summons/day' eidolon after all - a beast that the Warmage calls in the midst of combat, adding an extra sword-arm when times are dire.