Multiclass Archetypes VI: Even More Ultimate MCAs


Homebrew and House Rules

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# Dimensional Warrior

As an MCA I am not getting a real wizard vibe from this class it feels like more of a fighter archetype than an Fighter/ wizard. That being said it like the general direction this is going, though I share Cronax's view that currently he greatly contributes to the 15 min questing day, the exact opposite of a normal fighter. (mainly do to being much weaker than a fighter once he runs out of teleports)

I don't understand why he gets teamwork feats/ tactician. It doesn't fit how you seem to want this class to work.

There also seems to be no swap for heavy armour.

Dimensional strike is way, way worse than weapon training being situational and tied to an ability with limited uses per day. I think this class should retain weapon training and perhaps gain the ability to deal precision damage up to his int bonus when he has teleported and the enemy is flat footed.

Most of the swaps replace something that is always useful with something that is situational/ limited uses and not necessarily more powerful.

I like OSW's idea of a negative to reflex saves just after teleporting, also would give us space to get more wizard like abilities.

Overall I feel like this class could use at least some spells, say up to 4th level with a very small list focusing on utility/ self buffing spells.


#Eldritch vanguard/Dimensional Warrior

Oceanshieldwolf wrote:

#[b]Eldritch Vanguard/Dimensional Warrior

Echoing Cronax on Reflexes - quick, adept and alacritous moves on the battlefield imply Reflexes to me thematically - for example - being able to flavor a successful Reflex save as "phasing" out of the way/in time...

I don't see a Will save being thematic, but that's just me. Happy to be shown otherwise, but I still might disagree. :)

Just not sure if one or two saves is appropriate, though a swap could always be made...

@Gavmania - as Elghinn said - welcome to the thread! Nice to see a well formatted MCA straight up too!

I'm pressed for time, so I just wanted to say I could see Reflexive Shift (and I guess, Defensive shift) being tied to Wisdom just as easily as to Intelligence - being able to intuitively tap into the "flow/phase" or perceive it (Wisdom), just as much as possessing the trick or knowledge (Intelligence).

One thing just occurred to me - while perhaps beyond the purview of either of these "blink-warriors" it might be interesting to create some kind of post-arrival nerf to their Reflex saves to create the sense that, sure they can blink around, but it is still (at early levels anyway) somewhat disorienting. In the same vein as a Charge bestows a penalty to AC until the charging creature's next turn.

@Cronax - didn't know you were watching these threads! Nice to see you and Welcome! ;) (Please don't kill my character yet...)

The Will save and the ties to Intelligence were both nods to the Wizard heritage, since he takes no spells per se other than the teleport abilities (which is based on a school power) . I considered adding in bonded weapon, but it just seemed one more ability and with no spells an unnecessary one.

Regarding the disorientation, I like very much. I considered adding some kind of contingency shift that would end with them disorientated, but your suggestion sounds better.

If I rebuiilt the Dimensional warrior, I might borrow an idea from the Magus and give a list of Dimensional arcana which he gets one of every three levels or so; Defensive Shift, Reflexive Shift and Dimensional strike would simply become options to pick, along with various other possible abilities that can give the character a more modular approach. The only problem being that this takes it further from the Fighter standard so I don't know if it's a step too far. It would certainly be cool to include a blink-style ability

Re: Eldritch vanguard, very good. I like the idea of needing 8 hours rest as per a wizard, and I like the Dimenional anchor ability. I thought last night that it was an ability I had not included for Dimensional warrior and should have. I only have a few questions:

(1) Battleground Shift is marked up as a supernatural ability, which means it does not qualify for Dimensional Agility at present (only Spells and Spell-like abilities). It should be marked up as qualifying for Dimensional Agility and the rest of the chain regardless Otherwise the class makes no sense (and I do agree this should be su, not sp).
Also, the number of uses seems too low; I appreciate it is a powerful ability but at first level you would get a grand total of 1 use. Even a first level wizard gets 3+INT uses, and it is supposed to be your main ability. Perhaps I am wrong (we would need to playtest to be certain). Maybe Oceanshieldwolf's suggestion of a nerf to AC due to disorientation would offset the larger number of uses, with the disorientation being reduced at higher levels (-1 at level 6, say and no reduction at level 11?). Given that both classes already have less than Heavy armour proficiency, maybe not.
(2)Dimensional Style: Unless I am reading this wrong, it says you can take certain feats as your normal Feats if you qualify for them. Since that is the definition of a normal feat, it seems a bit superfluous. You need to clarify exactly what is intended.


just be aware that some amount of control over the final version of the class is lost once it is part of the MCA process, your opinion on how the class is designed matters but so does the opinions of everyone else.

Also note my concerns and possible changes above. Just because most of it is saying things should change doesn't mean the idea is a bad one, MCAs rarely survive unscathed to their final form.


#Dimensional Warrior
Overall a goood job.

1) I see very little left of the Fighter, except bonus feats. Swapping in all those specialized feats, though I get the reason, I think should be left open to the palyer to choose. I can see your Dimensional Shift ability at 1st level, as that is a key ability, but I would simply add any of the Dimensional feats to his list of feats he can choose as a bonus feat. then add in certain caveats that he can select "X" and "Y" feat even if he normally doesn't qualify (eg. Dimensional Savant).

2) I think we could go 1/2 caster with a very narrow spell list. That will give it a new resource to draw from, and make it diferent from the Eldritch Vanguard. Limited to "teleportation" spells and things that affect only him? Self-buffs?

3) As above, we've lost a lot of fighter. I think Weapon Training should remain.

4) Instead of your Defensive Shift ability, to keep the "armor" aspect of the fighter, I think you should have an ability called Dimensional Armor. Essentially, you are able to make yourself "insubstantial" for a number of rounds per day equal to 1/2 your level. you are considered incorporeal for the rounds you use it, and they don't need to be consecutive. This only allows melee and ranged attacks to pass through you. Gives them a dimensional feel, like shifting into another plane, sort of like the old 2E spell duo-dimension. It limits the use of the ability, but gives it a neat and flavorful ability tied to your concept. We can work out specifics later. Maybe even tie it to only when he wears light armor?

5) I agree, I don't see Teamwork Feats as being part of this.

6) The suggested negative to Reflex saves for 1 round would also give us some more wiggle room.

7) Possibly, another aspect we can ustilize is a resistance to teleportation against his will. This could replace bravery, instead of your listed replacement.

8)Also, another idea, we could, instead of spells, simply have his armor become infused with teleportation magic, starting at 3rd level. He could gainn the use of different teleportation spells at the same levels as the Armor Training and Armor MAstery ability's show up. So, spells like returning weapon, teleport, dimension door, hostle juxtaposition, etc. Have the armor gain a pool of points or charges each day equal 1/2 level + Int mod, and each spell expends "x" points to cast. This would make it quite flavorful, and "wizardy". Based likely on the Arcane Pool mechanic of the MAgus. I'm sure OSW will show us and say "Arcane Pool... again!"

9) your top heavy removal of all those bonus feats alos doesn't help with overall balance of the class. IF it had been every other feat then, that would have been different, but all at the early levels leaves no room for cusomization. That's an aspect we try to keep in these also, allowing the player to makes choices, though, in this case it would be narrowed choices.


Browman wrote:

# Dimensional Warrior

As an MCA I am not getting a real wizard vibe from this class it feels like more of a fighter archetype than an Fighter/ wizard. That being said it like the general direction this is going, though I share Cronax's view that currently he greatly contributes to the 15 min questing day, the exact opposite of a normal fighter. (mainly do to being much weaker than a fighter once he runs out of teleports)

I get that too. Short of giving him spells, though, I can't see how to give him a wizard vibe. The only other classes that could be substituted are Cleric with the Travel Domain (Would require Spells and flavour) or Monk (would require unarmed attacks); both of those seem farther away and present other difficulties.

I am not against giving him a limited number of spells that are approriate (expeditious retreat, haste, etc.) to improve the flavour, along with a bonded weapon, but then we would have to ask what to take out.

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I don't understand why he gets teamwork feats/ tactician. It doesn't fit how you seem to want this class to work.

In terms of fluff, this is meant to be a high intelligence fighter who has an ability that allows himself to position himself where he likes on the battlefield. That speaks to me of someone who studies tactics to determine how best to use his ability, hence tactician.

In terms of crunch, it becomes the real power behind the class: with the ability to always position yourself to flank an opponent, it seems a good idea to invest in those teamwork feats, but they're useless unless an ally has them, or can be granted them with the tactician ability.

I even considered putting some kind of improved version which would be done as a swift action, but then what would I take out?

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There also seems to be no swap for heavy armour.

Dimension Door. I forgot to add in that it replaces heavy Armour.

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Dimensional strike is way, way worse than weapon training being situational and tied to an ability with limited uses per day. I think this class should retain weapon training and perhaps gain the ability to deal precision damage up to his int bonus when he has teleported and the enemy is flat footed.

Most of the swaps replace something that is always useful with something that is situational/ limited uses and not necessarily more powerful.

Agreed, but the dimensional Agility chain plus tactician offsets that. Tactician can still be used when no more shifts are possible. Admittedly, this archetype would be near useless once all his shifts are used up, so perhaps he needs something with wider application

regarding Weapon Training, that reflects someone who spends their time training with certain kinds of weapons: The Dimensional warrior spends his time training with using Dimensional Shift/Dimension Door to attack an opponent. It seemed appropriate, though I agree it is less powerful than weapon training.

Perhaps adding the ability to ignore an amount of DR equal to the bonus? It would still be situational/limited, but more powerful against creatures with DR. The downside is that it would lend itself to TWF Style more that way, though I can live with that.

The only other possibilty is to give him the ability to shift at will, but that seems OP.

Quote:

I like OSW's idea of a negative to reflex saves just after teleporting, also would give us space to get more wizard like abilities.

Overall I feel like this class could use at least some spells, say up to 4th level with a very small list focusing on utility/ self buffing spells.

Yes I like OSW's idea, too. I am not against the spells, though what would it replace? or would it be a bonus ability due to the disorientation effect?


Gavmania wrote:
Browman wrote:

# Dimensional Warrior

As an MCA I am not getting a real wizard vibe from this class it feels like more of a fighter archetype than an Fighter/ wizard. That being said it like the general direction this is going, though I share Cronax's view that currently he greatly contributes to the 15 min questing day, the exact opposite of a normal fighter. (mainly do to being much weaker than a fighter once he runs out of teleports)

I get that too. Short of giving him spells, though, I can't see how to give him a wizard vibe. The only other classes that could be substituted are Cleric with the Travel Domain (Would require Spells and flavour) or Monk (would require unarmed attacks); both of those seem farther away and present other difficulties.

I am not against giving him a limited number of spells that are approriate (expeditious retreat, haste, etc.) to improve the flavour, along with a bonded weapon, but then we would have to ask what to take out.

Quote:
I don't understand why he gets teamwork feats/ tactician. It doesn't fit how you seem to want this class to work.

In terms of fluff, this is meant to be a high intelligence fighter who has an ability that allows himself to position himself where he likes on the battlefield. That speaks to me of someone who studies tactics to determine how best to use his ability, hence tactician.

In terms of crunch, it becomes the real power behind the class: with the ability to always position yourself to flank an opponent, it seems a good idea to invest in those teamwork feats, but they're useless unless an ally has them, or can be granted them with the tactician ability.

I even considered putting some kind of improved version which would be done as a swift action, but then what would I take out?

Quote:
There also seems to be no swap for heavy armour.

Dimension Door. I forgot to add in that it replaces heavy Armour.

Quote:
Dimensional strike is way, way worse than weapon training being situational and
...

I wasn't advocating switching the secondary class just that there could be more of a wizard flavour.

The teamwork stuff should be left as a choice, a fighter has plenty of feats to use if he wants some teamwork ones, unfortunately most are rather lackluster so they rarely see use. If teamwork feats were actually worth taking you would see more adventuring parties using them.

leaving the dimensional warrior with standard weapon training will reduce the pain of running out of "jumps". It will also allow for more diverse characters though perhaps we could limit it to only a single weapon group that advances without adding secondary groups later.

half casting with a limited pool shouldn't be difficult to work into this MCA with a bit of work, removing the teamwork stuff will aid with that.


Elghinn Lightbringer wrote:

#Dimensional Warrior

Overall a goood job.

1) I see very little left of the Fighter, except bonus feats. Swapping in all those specialized feats, though I get the reason, I think should be left open to the palyer to choose. I can see your Dimensional Shift ability at 1st level, as that is a key ability, but I would simply add any of the Dimensional feats to his list of feats he can choose as a bonus feat. then add in certain caveats that he can select "X" and "Y" feat even if he normally doesn't qualify (eg. Dimensional Savant).

I see your point.

Quote:


2) I think we could go 1/2 caster with a very narrow spell list. That will give it a new resource to draw from, and make it diferent from the Eldritch Vanguard. Limited to "teleportation" spells and things that affect only him? Self-buffs?

OK. Would this still be full BAB, or would we reduce it to 3/4? The main reason I kept full BAB was to qualify for the dimensional anchor Feats, but if we are waiving the requirements anyway, I am happy to reduce the BAB progression (Except that it then feels less like a Fighter).

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3) As above, we've lost a lot of fighter. I think Weapon Training should remain.

OK.

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4) Instead of your Defensive Shift ability, to keep the "armor" aspect of the fighter, I think you should have an ability called Dimensional Armor. Essentially, you are able to make yourself "insubstantial" for a number of rounds per day equal to 1/2 your level. you are considered incorporeal for the rounds you use it, and they don't need to be consecutive. This only allows melee and ranged attacks to pass through you. Gives them a dimensional feel, like shifting into another plane, sort of like the old 2E spell duo-dimension. It limits the use of the ability, but gives it a neat and flavorful ability tied to your concept. We can work out specifics later. Maybe even tie it to only when he wears light armor?

I was thinking of changing the Dimensional Defense to a concealment bonus, as more flavourful. Would also help with the "Wizard" Vibe.

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5) I agree, I don't see Teamwork Feats as being part of this.

Fine. But if I took this class, I would take a level of Cavalier to get Tactician

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6) The suggested negative to Reflex saves for 1 round would also give us some more wiggle room.

Agreed, so long as it reduceas at later levels.

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7) Possibly, another aspect we can ustilize is a resistance to teleportation against his will. This could replace bravery, instead of your listed replacement.

Nice flavoursome ability, but of very limited use. Not on a par with Bravery.

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8)Also, another idea, we could, instead of spells, simply have his armor become infused with teleportation magic, starting at 3rd level. He could gainn the use of different teleportation spells at the same levels as the Armor Training and Armor MAstery ability's show up. So, spells like returning weapon, teleport, dimension door, hostle juxtaposition, etc. Have the armor gain a pool of points or charges each day equal 1/2 level + Int mod, and each spell expends "x" points to cast. This would make it quite flavorful, and "wizardy". Based likely on the Arcane Pool mechanic of the MAgus. I'm sure OSW will show us and say "Arcane Pool... again!"

This idea I like, though I think the abilities should come "from his Dimensional studies". The pool could also power his shift ability. Also how about a bonus to spellcraft and Knowledge (arcana) for the purpose of identifying Teleportation Spells and abilities? Not very useful, but flavorful. OSW should realise that it's a very flexible mechanic, which is why it keeps reappearing.

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9) your top heavy removal of all those bonus feats alos doesn't help with overall balance of the class. IF it had been every other feat then, that would have been different, but all at the early levels leaves no room for cusomization. That's an aspect we try to keep in these also, allowing the player to makes choices, though, in this case it would be narrowed choices.

Yeah, I see that. Simply adding most of the Feat chain to Bonus feat options would be enough, I think.


#Dimensional Warrior

I thought we were going to add the dimensional warrior to the queue, but since we are all over it already, I might just as well write a full commentary.

Sorry if I come across as overly critical; try to see it as appreciation. I feel this MCA is worth working on or I wouldn't put this much energy into it.

Overall, I think the concept is possible in Pathfinder - if only just. Conjurers can teleport from level 1, so there is a precedent for that. And the idea is cool, even if it is hard to balance. If this is an MCA or just a template I'll leave up to the older team members to decide.

This class trades away almost every fighter class ability. In most cases, this is not a problem, as the replacements kind of make sense for a replacement fighter. But when it comes to bonus feats, trading away bonus feats at random makes the class sort of chaotic. Considering the number of abilities you want to squeeze into the class, I think the best way to do it is to replace bonus feats altogether. I have explained one way to do this in my specific comments below.

An alternative to this is to replace all bonus feats with a list of specific abilities you can choose from, ignoring normal prerequisites but divided into lesser and greater (much like rogue talents). Something like this:

Teleport Tactics wrote:

As a dimensional warrior gains experience, she learns a number of tactics that improve her teleportation. Starting at 4th level, a dimensional warrior gains one teleport tactic. She gains an additional teleport tactic for every 2 levels of dimensional warrior attained after 4th level. Unless noted otherwise, a dimensional warrior cannot select an individual teleport tactic more than once.

When a teleport tactic grants a feat, the dimensional warrior can ignore all prerequisites of that feat.

* Reflexive Shift (per original submission)
* Dimensional Assault
* Extra shift: the dimensional warrior can shift an additional 3 times per day. This teleport tactic can be taken more than once.
* (Add at least 1 more choices)

Intermediate Tactics
At 8th level, and every two levels thereafter, a dimensional warrior can choose one of the following intermediate teleport tactics in place of a teleport tactic.

* Dimensional Dervish
* Dimensional Maneuvers
* (Add at least 1 more choices)

Advanced Tactics
At 12th level, and every two levels thereafter, a dimensional warrior can choose one of the following advanced teleport tactics in place of a teleport tactic.
* Dimensional Savant
* Dimension Door (per original submission)
* Shift with Me (per original submission)
* (Add at least 1 more choices)

Ok, thats it for an opening: time to chew up the proposed abilities.

Gavmania wrote:
Dimensional Shift (Su): at 1st level, the Dimensional Warriors Spatial studies enable him to Shift across the Battlefield. This works exactly as the wizard (Teleportation) ability Shift{/i], except that it makes him eligible for the Dimensional agility Feat chain. he gains a number of uses equal to his INT plus his leve l(Min. 1). This replaces the Fighters Bonus Feat at level 1.

This needs more uses per day. Also, I'd prefer it to be spelled out rather than to refer to a rather obscure ability of a variant of a wizard school. Like so:

Shift (Su): At 1st level, you can teleport to a nearby space as a swift action as if using dimension door. This movement does not provoke an attack of opportunity. You must be able to see the space that you are moving into. You cannot take other creatures with you when you use this ability (except for familiars). You can move 5 feet for every two dimensional warrior levels you possess (minimum 5 feet). You can use this ability a number of times per day equal to 3 + your Intelligence modifier + class level. This ability counts as [i]dimension door for qualifying for feats, and benefits from feats the same way dimension door does.

Gavmania wrote:
Dimensional Agility: at 2nd level, The Dimensional Warrior gains Dimensional agility as a bonus Feat. This replaces the second level bonus Feat.

A note that shift benefits from this (yes, I know it is redundant with the note under shift, but I believe in redundancy in cases like this).

Gavmania wrote:
Reflexive Shift(Ex): at 2nd level, in any turn in which he uses his Dimensional Shift or Dimension Door Powers, The Dimensional Warrior gets a +1 Bonus to Reflex saves, provided his Int Bonus is at least this amount. Every Four levels after Level 2, the bonus increase by 1 to +5 at level 18, but can never go higher than his Int bonus. This ability replaces Bravery.

Per what others have said, this is perhaps one of the less needed abilities. I am not keen on the good will save of this class - it doesn't really replace anything, it is quite a big bonus out of thin air. So I think the dimensional warrior can simply keep a poor Will save and keep bravery here.

Gavmania wrote:
Defensive Shift (Ex): at 3rd level, the Dimensional warrior gains the ability to time his shifts to avoid blows and dodge attacks. On any turn in which he uses his Dimensional Shift or Dimension Door ability, he gains a +1 insight bonus to AC, providing this does not exceed his Int bonus. Every four levels thereafter, this bomus increases by +1 to +4 at level 15. At Level 19, The bonus increases to his Int Bonus. This ability replaces Armor Training and Armor Mastery.

This works for me as a replacement for the given abilities. Instead wearing heavier armor and gradually ignoring penalties, you start out with lighter armor and gradually increase the bonus. But to work, you need more uses of dimensional shift. A weakness of this is that before you get your first action in a fight, your AC will be quite low, unlike a normal fighter.

I'd not have this replace armor mastery, see my notes on the capstone.

Gavmania wrote:
Dimensional Assault: at 4th level, the Dimensional warrior gains Dimensional assault as a bonus Feat. This replaces the bonus Feat at this level.

A note that shift benefits from this (yes, I know it is redundant with the note under shift, but I believe in redundancy in cases like this).

Gavmania wrote:
Dimensional Strike: At 5th level, the Dimensional Warrior ia able to use his Dimensional abilities to place himself in a position to strike with speed and precision, gaining a +1 insight bonus to attack and damage rolls whenever he uses Dimensional Shift or Dimension Door, providing his Int bonus is at least that high. Every four levels thereafter, this bonus increase by 1 to +4 at level 17. This ability replaces weapon Training.

This is a good replacement for weapon training, working the same as the mobile warrior version.

Gavmania wrote:
Tactician: At 5th level, the Dimensional Warrior gains the Tactician ability as a Cavalier. This ability replaces Medium Armor proficiency.

Agree this should go, and I feel medium armor is already covered for above. Save this for the dimensional cavalier. :o

Gavmania wrote:
Dimensional Dervish: at 6th level, the Dimensional warrior gains Dimensional Dervish as a bonus Feat. This replaces the bonus Feat at that level.

A note that shift benefits from this (yes, I know it is redundant with the note under shift, but I believe in redundancy in cases like this).

Gavmania wrote:
Dimensional Savant: at 8th level, the Dimensional warrior gets Dimensional Savant as a bonus Feat, waiving any requirements needed. This replaces the bonus Feat at that level.

A note that shift benefits from this (yes, I know it is redundant with the note under shift, but I believe in redundancy in cases like this). Also, this could be higher level; this and dimensional maneuver below could switch places or this could be even higher.

Gavmania wrote:
Shift with me: At 9th level, the Dimensional warrior gains the ability to take others with him when he shifts. He must touch the person who is going to shift, and they must be willing. Each additional person that shifts takes up an additional use of the Dimensional Shifts uses per day.

While this sort of makes sense for a teleporter, there is nothing from the fighter to trade it for. Move it to 10th and replace the bonus feat there.

Gavmania wrote:
Bonus Feats: Whenever the Dimensional Warrior takes a bonus Feat, he may choose Dimensional Maneuvers or a teamwork feat instead of the Normal combat feat.

Still don't like teamwork feats. If you replace all bonus feats with specific abilities, this could be the lvl 12 replacement.

Gavmania wrote:
Dimension Door (sp): at 13th level the Dimensional Warrior gains the use Dimension Door as a spell like ability. Each time it takes one his Dimensional Shift uses per day.

Make this a replacement for the lvl 14 feat.

If all bonus feats are to be replaces, you need to add replacement abilities at level 16, 18, and 20 too. At least one of these could simply be additional uses of Shift.

Gavmania wrote:
Dimensional Mastery: at 20th level the dimensional warrior is able to use Dimensional shift with such speed and precision that he can catch them unaware, all opponents are considered flat-footed in any round that he uses Dimension Shift or Dimension Door. In addition, he can Shift his strikes through defenses in such a way that they ignore any damage resistance altogether.

Capstone abilities don't really count for much, but with all the added uses for shift, this might be a bit too much. Also, causing flat-footedness is not really thematic for a fighter. I'd stimply use the normal fighter capstones instead.


As written, this class could get a very impressive AC simply by taking more armor proficiency feats. It should either have some restrictions on what armor it can use, such as shift only working in light armor. Or simply start with more armor and then gain less level-escalating defenses.

One way to do it if you adopt the teleport tactics route is to give armor proficiency and the ability to shift in heavier armor to the list of choices - that way you get a choice between a dimensional striker and a dimensional tank.


OK, we have 2 ways this class could go:

(1) Add a host of Feats and abilities to the Bonus Feats option, allowing the Dimensional Warrior to customise. Some of these could be spell like abilities to reflect the Wizard background.

(2) Replace some or all of the Bonus Feats with a spell list.

I am leaning more towards (1), though some kind of limit on the number of uses of spell-like abilities would need to be established. Does it power off the Dimendional Shift uses, which is viable if we increase the number of uses. I would increase it to 2+INT Bonus+Level so that at first level he has the same number of uses as a Wizard(Teleportation). This would give a total of 22+INT Bonus at 20th level, or about 30 or so uses (depending on INT).

The only problem I can see with this is that his spell-like abilities make him more like a spontaneous caster, unless he is limited to 1 use per day. That would seem a bit arbitrary and a wizard would make up for it by the sheer volume of spells available. Perhaps give him a list of spells, of which he can memorise 2 per feat.


#Dimensional Warrior

I guess you could build it off the paladin but with it's own spell list, but I think tat would be even harder to balance.


#Dimensional warrior

OK, how about this: (I've abbreviated for brevity)

Dimensional Shift: 1ist level. As Shift, but with 2+INT Bonus+Level uses per day. Replaces 1st level Bonus Feat.

Bonus Feats: in addition to Combat Feats, The Dimensional Warrior may use a Bonus Feat to gain Dimensional Agility, Dimensional Assault, Dimensional Dervish, Dimensional Savant, Dimensional Maneuvers, Teleport Tactician. Prerequisites must be met as normal, though Dimensional Shift counts as Dimension Door for any Feat.

Furthermore, the Dimensional Warrior may take any of the following Feats, either as a bonus Feat or as a normal feat:

Dimensional Magic level 1: Prerequisites: none. The Dimensional warrior gains two level 1 spell slots, and adds all the spells listed for level 1 to his spellbook as detailed below.

Dimensional Magic level 2: Prerequisites: Dimensional warrior level 4, must have Dimensional Magic level 1. The Dimensional warrior gains two level 2 spell slots, and adds all the spells listed for level 2 to his spellbook as detailed below.

Dimensional Magic level 3: Prerequisites: Dimensional warrior level 7, must have Dimensional Magic level 2. The Dimensional warrior gains two level 3 spell slots, and adds all the spells listed for level 3 to his spellbook as detailed below.

Dimensional Magic level 4: Prerequisites: Dimensional warrior level 10, must have Dimensional Magic level 3. The Dimensional warrior gains two level 4 spell slots, and adds all the spells listed for level 4 to his spellbook as detailed below.

Dimensional Magic level 5: Prerequisites: Dimensional warrior level 13, must have Dimensional Magic level 4. The Dimensional warrior gains two level 5 spell slots, and adds all the spells listed for level 5 to his spellbook as detailed below.

Dimensional Magic level 6: Prerequisites: Dimensional warrior level 16, must have Dimensional Magic level 5. The Dimensional warrior gains two level 6 spell slots, and adds all the spells listed for level 6 to his spellbook as detailed below.

Spells: If the Dimensional Warrior gains Spell Feats, he adds the following spells to his spell book, as appropriate to the Spell Feat gained

Level 1:
Expeditious retreat
Mirror strike
Tactical awareness (As Tactical Acumen, but personal only)
Sonic Boom (As Sound Burst, but only in locations shifted to - gains personal immunity).

Level 2:
Spiritual Weapon
Dimensional Strike (As Keen Edge, but only on Dimensional warrior; grants 1 of Ghost Touch, Called, Dispelling or Distance to attacks instead of Keen)
Clairaudience/Clairvoyance
Twisted Space
Ricochet Shot
Versatile weapon (Personal only)
Bullet Shield

Level 3:
Blink
Haste
Jester's Jaunt
Litany of Escape
Bust of Speed

Level 4:
Dimension Door
Dismissal
Improved Dimensional Strike (As Dim. Strike, but adds Speed to attacks
Dimensional Charge (As Telekinetic charge, reworded for flavor).

Level 5:
Teleport
Plane Shift
Greater Dimensional Strike (as Dim. Strike, but grants 2nd chance)
Hostile Juxtaposition

Levle 6:
Greater Teleport
Teleport object
Ethereal Jaunt
Getaway
Walk through space
Hostile Juxtaposition, Greater.


Not fond of the pseudo-spellcasting. Too powerful as feats. There is a series of kitsune tail feats that are somewhat similar to this, but they give 2 specific spells. If you want spellcasting, just put it in there using the paladin table. No class so far has full bab and 6 levels of spellcasting.


Yeah, the pseudo-casting you've presentd has no presidence. Either we would go with a straight 1/2 casting, or use one of our other styles of casting found in various other MCAs. However, I'm going to present my revised version of your Dimensional Warrior. I think you'll like it. I've taken what everyone has said into considereation.

DIMENSIONAL WARRIOR revised:

While conventional fighters study arms and armor, the dimensional warrior includes the study of special magic, acquiring the ability to shift across dimensions to attack opponents from behind or retreat to a safe place. Unlike most warriors, dimensional warriors gain a spatial awareness through their studies which they use to gain a tactical advantage. They study swordplay and tactics, as well as dimensional geometry, blending them into a versatile style of mobile combat.

Primary: Fighter.
Secondary: Wizard.
Alignment: Any.
Hit Dice: d10.

Bonus Skills and Ranks: The dimensional warrior selects three wizard skills to add to his class skills in addition to the normal fighter class skills. The dimensional warrior gains a number of ranks at each level equal to 2 + Int modifier.

Weapon and Armor Proficiency: The dimensional warrior is proficient with all simple and martial weapons, with light and medium armor, and with shields (except tower shields).

Dimensional Shift (Su): at 1st level, a dimensional warrior’s spatial studies enables him teleport to a nearby space as a swift action as if using dimension door. This movement does not provoke an attack of opportunity. A dimensional warrior must be able to see the space that he is moving into. A dimensional warrior cannot take other creatures with him when he uses this ability. A dimensional warrior can move 5 feet for every two dimensional warrior levels he possesses (minimum 5 feet). A dimensional warrior can use this ability a number of times per day equal to his dimensional warrior level + his Intelligence modifier. This ability counts as dimension door for the purpose of qualifying for feats. This ability only functions when he is wearing light armor, medium armor, or no armor, and carrying a light load. This ability replaces the bonus feat gained at 1st level.

Teleportation Expert (Ex): A dimensional warrior adds half his class level (minimum 1) to all Knowledge (arcana) skill checks made to identify teleportation spells and effects.

Bonus Feats: This is exactly like the fighter’s ability of the same name, except that the dimensional warrior may also select the following feats as a bonus feat: Dimensional Agility, Dimensional Assault, Dimensional Dervish, Dimensional Maneuvers, Dimensional Savant. A dimensional warrior’s dimensional shift ability qualifies him for the Dimensional Agility feat. In addition, a dimensional warrior can choose a teamwork feat that he qualifies for as a bonus feat.

Reflexive Guard (Ex): At 2nd level, a dimensional warrior’s spatial studies grant him great agility in battle. He gains a +1 dodge bonus to AC. For every four levels beyond 2nd, this bonus increases by +1, up to a maximum of +5 at 18th level. A condition that makes the dimensional warrior lose his Dex bonus to AC also makes him lose the benefits of this ability. In addition, a dimensional warrior can add his reflexive guard bonus to a single Reflex saving throw once per day. This ability replaces bravery.

Dimensional Armor (Su): Starting at 3rd level, a dimensional warrior’s armor becomes infused with mystical arcane energy that he can draw upon to fuel his dimensional powers. This dimensional armor has a number of points equal to 1/2 his dimensional warrior level (minimum 1) + his Intelligence modifier. The points refresh once per day once the dimensional warrior gets 8 hours of rest.

At 3rd level, a magus can expend 1 point from his dimensional pool as a swift action to become insubstantial for 1 round. All melee or ranged attacks made against the dimensional warrior has a 20% miss chance. At 7th level and every four levels thereafter, this miss chance increases by 10%, up to 50% at 15th level.

In addition, a dimensional warrior can use his dimensional armor to cast a small number of dimensional spells. Unless otherwise noted, these spells can only affect the diemsnional warrior. At 3rd level, a dimensional warrior can expend 1 point from his dimensional armor to cast expeditious retreat, mirror strike,[/i] or returning weapon. At 7th level, a dimension warrior can expend 2 points from his dimensional armor to cast tactical acumen or twisted space.

A dimensional warrior can only have one use of this ability active at a time. If this ability is used again, the current use immediately ends. This ability and improved dimensional armor replace armor training.

Shifting Strike (Ex): At 7th level, a dimensional warrior gains the ability to strike precisely with a melee weapon when using dimensional shift. Whenever a dimensional warrior uses dimensional shift (or dimension door) to appear adjacent to an opponent, that opponent is caught flat-footed until the end of the dimensional warriors next turn. The dimensional warrior adds 1 point of Intelligence bonus (if any) per dimensional warrior level to all damage rolls made against the opponent with a melee weapon until the end of his next turn. This ability replaces heavy armor proficiency.

Greater Shift (Su): At 10th level, when a dimensional warrior uses dimensional shift, he can take one additional creature with him, as long as the creature is adjacent to the dimensional warrior, and there is an unoccupied space adjacent to the space he is moving to. At 13th level, a dimensional warrior can take 2 additional creatures when he uses dimensional shift, 3 additional creatures at 16th level, and 4 additional creatures at 19th level. The number of creatures he takes with him cannot exceed his Intelligence modifier. This ability replaces the bonus feat gained at 10th level.

Improved Dimensional Armor (Su): At 11th level, a dimensional warrior can expend 3 points from his dimensional armor to cast blink or jester's jaunt (other creature). At 15th level, he can expend 4 points from his dimensional armor to cast dimension door or dimensional anchor (other creature).

Greater Dimensional Armor (Su): At 19th level, whenever the dimensional warrior uses his armor to become insubstantial, he becomes ethereal for 1 round incorporeal for 1 round instead (see Universal Monster Abilities). In addition, a dimensional warrior can expend 5 points from his dimensional armor to cast hostile juxtaposition or teleport. This ability replaces armor mastery.

Dimensional Mastery: At 20th level the dimensional warrior is able to use his dimensional shift with such speed and precision that he can catch his opponents unaware. Whenever a dimensional warrior uses dimensional shift (or dimension door) to appear adjacent to an opponent, the opponent must make a Perception check (DC 10 + 1/2 the dimensional warrior’s level + his Intelligence modifier). If the opponent fails the check, the dimensional warriors gains a surprise round against that opponent. The opponent is also considered flat-footed until the end of the dimensional warrior's next turn as normal. In addition, any melee attacks made by the dimensional warrior against the opponent bypass all damage reduction of the adamantine, cold iron, or silver types until the end of combat or the opponent is defeated, whichever comes first. This ability replaces weapon mastery.

Table: Dimensional Warrior
Base
Class Attack Fort Ref Will
Level Bonus Save Save Save Special

1st +1 +2 +0 +0 Dimensional shift, teleportation expert
2nd +2 +3 +0 +0 Bonus feat, reflexive guard +1
3rd +3 +3 +1 +1 Dimensional armor
4th +4 +4 +1 +1 Bonus feat
5th +5 +4 +1 +1 Weapon training 1
6th +6/+1 +5 +2 +2 Bonus feat, reflexive guard +2
7th +7/+2 +5 +2 +2 Shifting strike
8th +8/+3 +6 +2 +2 Bonus feat
9th +9/+4 +6 +3 +3 Weapon training 1
10th +10/+5 +7 +3 +3 Greater shift, reflexive guard +3
11th +11/+6/+1 +7 +3 +3 Improved dimensional armor
12th +12/+7/+2 +8 +4 +4 Bonus feat
13th +13/+8/+3 +8 +4 +4 Weapon training 3
14th +14/+9/+4 +9 +4 +4 Bonus feat, reflexive guard +4
15th +15/+10/+15 +9 +5 +5
16th +16/+11/+6/+1 +10 +5 +5 Bonus feat
17th +17/+12/+7/+2 +10 +5 +5 Weapon training 4
18th +18/+13/+8/+3 +11 +6 +6 Bonus feat, reflexive guard +5
19th +19/+14/+9/+4 +11 +6 +6 Greater dimensional armor
20th +20/+15/+10/+5 +12 +6 +6 Bonus feat, dimensional mastery


Funny how we now have 4 distinct versions of the dimensional warrior. Shows how many ways you can express one thought in Pathfinder.

# Dimensional Warrior, Elghinn version

@Teleportation Expert: Its Spellcraft that is used to identify spell & power effects. Kn:Arcana is for monsters.

@Reflexive Guard, Dimensional Armor: The more I think about it, the more I think I'd prefer to simply have the dimensional warrior carry more armor. Unlike a fighter, the dimensional warrior can bypass his speed and armor penalty restrictions, so it should actually work well even without armor mastery.

@Shifting Strike: Wow, this is very different from weapon mastery, but kind of functional. Each dimension shift gives benefits until the end of your NEXT turn, meaning you get 2 rounds of benefit from each shift. Getting it at level 7 seems a bit late tough.

Also, was the damage bonus intended to be limited by the d-m's full level or Int? Few d-ms will have an int bonus of 7 or above, so just making it Int would seem to work. But then, the d-m has no other damage bonuses; how about thinking of it as a variant smite evil/chavalier's challenge and have it be the full level?

Since this guy spends dimensional armor on both attack, defense, and utility his pool is going to be stretched very thin, and this is his only damage ability. I worry that you will feel you cannot spend points on anything but Greater Shift to activate shifting strike. Maybe there needs to be several distinct pools to spend from?

Greater Dimensional Armor: Now I see where you were going with Dimensional Armor; make this guy about actual dimensional travel, not just teleporting. I still think I'd prefer heavy armor and to give him plane shift and/or ethereal jaunt at high level. Also, teleport at lvl 20 seems very late, especially when this expensive.


# Dimensional Warrior, Elghinn version

@ Reflexive Guard + Dimensional Armor : Breastplate are only 3 AC lower than full-plates. When this MCA should get some penalties in exchange of an impressive mobility and, eventually, the powerful ability to move as a swift action and full-attack.

Instead, these abilities together makes the DW more tanky than a regular fighter. Miss chance are very good defensive options (I saw a 12th level naked bard with almost no AC survive three round under heavy attack using only mirror image and blur...I will never underestimate miss chances after this). However, I like the flavor of a phasing defence for the Dimensional Warrior. Reflexive guard is the thing that is over the top here in my opinion.

In fact, Reflexive guard isn't an even trade for Bravery. In term of comparison, a +1 dodge bonus to Ac is a feat (Dodge)...+ 1 to will saves against fear isn't even half as good as a feat. A scaling bonus to Reflex saves against burst spells and effects could be a better option, as it replaces a save bonus by an other, an apply it only to a specific type of effects. It also have the advantage to respect the flavor of the archetype, as we can easily imagine the DW phasing out of danger with a successful Reflex save.

@ Shifting Strike : The bonus to damage here isn't necessary. The DW can already out-damage any fighter with only one feat (Dimensional Agility), allowing him to full-attack as often as an archer by not having to move to reach his targets. Catching an opponent flat-footed for free when using his signature ability is already enough to our Dimensional Warrior.

If you really want to add a bigger carrot to push this MCA toward high Intelligence score, he could have the option to use Intelligence modifier to hit instead of Strength modifier when using weapon from Weapon training group (you use dimensional manipulation to move your weapon instead of brute strength). It could allow viable intelligence builds with this class, without forcing them. A similar thing, but replacing strength to damage by intelligence to damage could open the way to witty and dexterous builds.

Starfox said wrote:
Since this guy spends dimensional armor on both attack, defense, and utility his pool is going to be stretched very thin, and this is his only damage ability. I worry that you will feel you cannot spend points on anything but Greater Shift to activate shifting strike. Maybe there needs to be several distinct pools to spend from?

I don't think this is necessary. This guy already have two pools to use two different supernatural abilities : Dimensional Shift (Int + lvl/day) and Dimensional Armor (Int + 1/2 lvl per day). With good resource management, he will shine far and strong. Even without any dimensional effect up, he still is a full BAB killing machine, almost as good as a straight fighter since he doesn't loose weapon mastery and have almost the same number of feats.


#Dimensional Warrior Elghinn version

I like very much. A few points to consider:

AC seems too high; Either reduce to Light armour or get rid of Reflexive Guard.

Damage seems too high; Weapon Training + Shifting Strike + Dimensional Agility = Serious Damage. Either have Weapon Training, or have Shifting Strike, not both. (or make Shifting Strike power off Dimensional pool?)

Don't like the name Dimensional armour, particularly as it provides several different abilities, only one of which is defense related. Rename as Dimensional Pool or roll into Dimensional Shift uses.

Also don't like that he has two different pools: one for his Shift and one for his other abilities. Would prefer to see them merged.

I would look to drop the AC bonus and just take the concealment bonus: I think going insubstantial is a flavorful defense (and 20% concealment is actually better than +4 to AC). Especially as he has Medium armour already.

Other than that, I suggest we take this as our base and adjust from this, otherwise we end up with 4 different versions as base.


#Dimensional Warrior

Kalazan - I like your suggestion that he can opt to use INT Bonus for 'to hit' and 'Damage' instead of his normal Stat. This reduces MAD, but we need to be careful not to overdo it.

Currently a normal Fighter needs STR, DEX and CON, while a Dimensional Warrior needs STR, INT, DEX and CON. Replacing STR with INT would be sufficient, I think. Something like:

Dimensional precision: The Dimensional Warrior may use his INT bonus in lieu of STR when calculating 'to-hit' and Damage Bonuses.

This gives us a Fighter who can concentrate on INT rather than STR (other than enough STR to get Power Attack, possibly). he would still need DEX for AC (and ranged attacks if he wants them), and CON for HP.

This ability would have to come fairly early for it to be viable.

So far, we seem to have:

1st level Bonus Feat: replaced by Shift and Teleportation expert.
2nd level Bravery: Some discussion as to what replaces this. Perhaps Dimensional precision? or a reflex bonus.
3rd level Armour Training: replace by Dimensional Magic.
2nd level plus Bonus Feats: to include Dimensional Agility chain, with Shift as prerequisite.
5th level Weapon Training: remains.

In lieu of heavy armour, DW gets Dimensional Phasing (20% miss chance scales to 50%, not against force effects, etc.)

One last thought: He should get the message cantrip at 1st level. useable 1/day? maybe scaling up? It's a minor ability with flavor, much like Teleportation expert.


Hmm...thinking about it, his Dimensioanl magic acts more like a spontaneous caster's than a wizard's. He can spam a necessary spell when needed, not having to worry about how many he memorised that morning. I realise that he cannot have the breadth of spells that a wizard has access to, so it may be that wizardly memorisation will not work for him (it's 2:52 a.m. and I am too tired to think straight) but it would be nice if someone had a look to see if his magic can be given a more wizardly feel. If not, we'll just have to go with it as is.


#Dimensional Warrior

Not keen on replacing Str with Int for damage with mundane attacks - to me that requires some warlock-like at-will magic effect. If we want to go that way, I really feel we need a solid explanation. I can just barely replacing Strength with Dexterity as the new Swashbuckler might do and the Dervish Dance feat does.

I have no problem adding a second attribute to damage, like the Duelist does.


#Dimensional Warrior

I don't like the idea of adding too many damage bonuses to DW. He already has accesss to a move+Full attack Feat, and Weapon Training. He has several abilities that give him some Flash on top of that, however he suffers from MAD.

If you are going to add INT to damage as well as STR, limit it and/or get rid of weapon training. Apart from Bonus Feats (which we are agreeing to modify), that's the last Fighter ability we haven't touched. That would mean he looks less like a Fighter.

I think it has been agreed that we should keep Weapon Training, therefore we should not be adding anything to damage consistently (a spell would be ok), however I have no problem with modifying damage (INT instead of STR, reduction of DR, etc.).

Consider, Weapon Training gives a maximum of +4 damage per attack. A bonus of INT to damage would probably start at +3 or +4, and give about +8 or so at that level. That's more than twice as effective.

Even the Duelist ability is limited to a prestige Class, and can only be used with a piercing light or one handed weapon when it is the only weapon used. We are making no such restriction here, so it could be used with a two handed weapon, or when 2wF for some serious damage - way over the top. And this on a class that does not strike you as a major damage dealer (If it had been called Thunder striker or some such, then yeah, I would consider it).

For mobility, he has Shift and at later levels Dimension Door, for attacks he has Weapon Training and for Defense he has Dimensional Phasing. In addition he has a host of Bonus Feats (1 less than a Fighter) and he has some magic. This is already a powerful class even without some kind of Dimensional Strike. I would even be happy to leave in the MAD to help compensate.


#Dimensional Warrior

I totally agree with Gavmania about the risk of damage scaling on this MCA.

If we feel like there is a need to improve the utility of a high Intelligence score, a duelist like damage scaling isn't the solution...it would create a problem.

Starfox seems to dislike Intelligence as a Strength alternative on attack and/or damage. I can understand why, even if I personally don't find problem in it.

Would a Inteligence bonus to Initiative be a better option ? This kind of twist already exist as a carrot to class such the Inquisitor. It also follow the flavor of this MCA, as a swift and reactive phasing combatant.


This class probably has too much right now, giving it a bonus to initiative would be powerful and unnecessary. I think shifting strike could simply be dropped with heavy armour proficiency being part of the sacrifice for dimensional armour.


Here's my next suggested tweaks to the Dimensional Warrior.

Dimensional Warrior revised II:

While conventional fighters study arms and armor, the dimensional warrior includes the study of special magic, acquiring the ability to shift across dimensions to attack opponents from behind or retreat to a safe place. Unlike most warriors, dimensional warriors gain a spatial awareness through their studies which they use to gain a tactical advantage. They study swordplay and tactics, as well as dimensional geometry, blending them into a versatile style of mobile combat.

Primary: Fighter.
Secondary: Wizard.
Alignment: Any.
Hit Dice: d10.

Bonus Skills and Ranks: The dimensional warrior selects three wizard skills to add to his class skills in addition to the normal fighter class skills. The dimensional warrior gains a number of ranks at each level equal to 2 + Int modifier.

Weapon and Armor Proficiency: The dimensional warrior is proficient with all simple and martial weapons, with light and medium armor, and with shields (except tower shields).

I decided to combine dimensional armor with dimensional shift into a dimensional pool. Yes, it is only 1/2 level + Int modifier, but it is also replacing only 1 bonus feat and Armor Training (which isn't terribly powerful) for the shift ability and spellcasting that costs only 1, 2, or 3 points, depending on the spells. This provides lots of options. Plus the miss chance scales, effectivly functioning like the blur or displacement spells. If others think that the 1/2 level + Int mod plus all the optional abilities isn't sufficient for the trade, then we can increase the pool to level + Int mod. Also, wondering if we shouldn't make the "Insubstantial" aspect of the pool be overcome by the ghost touch weapon property or similar effects?

Dimensional Pool (Su): At 1st level, a dimensional warrior gains a reservoir of mystical arcane energy that he can draw upon to fuel his powers and cast dimensional magic. This arcane pool has a number of points equal to his 1/2 dimensional warrior level (minimum 1) + his Intelligence modifier. The pool refreshes once per day when the magus prepares his spells.

At 1st level, a magus can expend 1 point from his arcane pool as a swift action to dimensional shift (teleport) to a nearby space as a swift action as if using dimension door. This movement does not provoke an attack of opportunity. A dimensional warrior must be able to see the space that he is moving into. A dimensional warrior cannot take other creatures with him when he uses this ability. A dimensional warrior can move 5 feet for every two dimensional warrior levels he possesses (minimum 5 feet). A dimensional warrior can use this ability a number of times per day equal to his dimensional warrior level + his Intelligence modifier. This ability counts as dimension door for the purpose of qualifying for feats. This ability only functions when he is wearing light armor, medium armor, or no armor, and carrying a light load.

Also, as long as the dimensional warrior has at least 1 point in his dimensional pool, he can cast message a number of times per day equal to his dimensional warrior level.

At 3rd level, by expending 1 point from his dimensional pool, a dimensional warrior can do one of the following:

• Become insubstantial for 1 round. All melee or ranged attacks made against the dimensional warrior has a 20% miss chance. At 7th level and every four levels thereafter, this miss chance increases by 10%, up to 50% at 15th level.
• Gain a +4 bonus to a single Reflex save.

In addition, a dimensional warrior can use his dimensional pool to cast a small number of arcane spells. Unless otherwise noted, these spells only affect the dimensional warrior.

At 3rd level, a dimensional warrior can expend 1 point from his dimensional pool to cast expeditious retreat, mirror strike, or returning weapon.

At 7th level, a dimension warrior can expend 1 point from his dimensional pool to cast blink, tactical acumen, or twisted space.

At 11th level, a dimensional warrior can expend 2 points from his dimensional pool to cast dimension door, dimensional anchor (other creature), or jester’s jaunt (other creature).

At 15th level, he can expend 3 points from his dimensional pool to cast hostile juxtaposition or teleport.

A dimensional warrior can only have one use of his dimensional pool active at a time. If this ability is used again, the current use immediately ends. This ability replaces the bonus feat gained at 1st level and armor training.

Teleportation Expert (Ex): A dimensional warrior adds half his class level (minimum 1) to all Knowledge (arcana) and Spellcraft skill checks made to identify teleportation spells and effects and may make all Knowledge (arcana) skill checks untrained. This ability replaces heavy armor proficiency.

Bonus Feats: This is exactly like the fighter’s ability of the same name, except that the dimensional warrior may also select the following feats as a bonus feat: Dimensional Agility, Dimensional Assault, Dimensional Dervish, Dimensional Maneuvers, Dimensional Savant. A dimensional warrior’s dimensional shift ability qualifies him for the Dimensional Agility feat. In addition, a dimensional warrior can choose a teamwork feat that he qualifies for as a bonus feat.

Decided to give an initiative bonus for a short time in place of the bravery ability, plus the chance to gain a surprise round against an opponent he appears next to. It's pretty situational, but I think it is flavorful as it improves his skill with his shift or dimensional door effects.

Dimensional Reaction (Ex): At 2nd level, whenever he uses dimensional shift (or dimension door) to appear adjacent to an opponent, that opponent must make a successful Perception check (DC 10 + 1/2 the dimensional warrior’s level + his Intelligence modifier) or be caught unaware by the dimensional warrior’s appearance. If the opponent is caught unaware, the dimensional warrior gains a surprise round against that opponent and adds his Intelligence bonus (if any) to his initiative until the end of his next turn. This ability replaces bravery.

Greater Shift (Su): At 10th level, when a dimensional warrior uses dimensional shift, he can take one additional creature with him, as long as the creature is adjacent to the dimensional warrior, and there is an unoccupied space adjacent to the space he is moving to. At 13th level, a dimensional warrior can take 2 additional creatures when he uses dimensional shift, 3 additional creatures at 16th level, and 4 additional creatures at 19th level. The number of creatures he takes with him cannot exceed his Intelligence modifier. This ability replaces the bonus feat gained at 10th level.

Put in master shift to keep in line with the flavor of this MCA. So, when he shifts, he becomes ethereal until the ned of his next turn. Again, inporving his shifting ability's effect, but also upped the cost of doing so.

Master Shift (Su): At 19th level, whenever the dimensional warrior uses dimensional shift, he can become ethereal until the end of his next turn (see Universal Monster Abilities). Creatures taken with the dimensional warrior when he uses dimensional shift do not become ethereal, only the dimensional warrior. This expends 3 points from his dimensional pool. This ability replaces armor mastery.

Changed this a bit. A Shifted opponent is automatically flat-footed until the DM's next turn. Also is able to by pass certain DR, but this is situational. I'm fine if we make this part of the ability be all the time, and not tied to the use of dimensional shift.

Dimensional Mastery: At 20th level the dimensional warrior is able to use his dimensional shift with such speed and precision that he can catch his opponents unaware. Whenever a dimensional warrior uses dimensional shift (or dimension door) to appear adjacent to an opponent, the opponent is considered flat-footed by the dimensional warrior until the end of the dimensional warrior’s next turn. In addition, any melee attacks made by the dimensional warrior against the opponent bypass all damage reduction of the adamantine, cold iron, or silver types until the end of combat or when the opponent is defeated, whichever comes first. This ability replaces weapon mastery.

Table: Dimensional Warrior
Base
Class Attack Fort Ref Will
Level Bonus Save Save Save Special

1st +1 +2 +0 +0 Dimensional pool, teleportation expert
2nd +2 +3 +0 +0 Bonus feat, dimensional reaction
3rd +3 +3 +1 +1 Dimensional pool (20% miss chance)
4th +4 +4 +1 +1 Bonus feat
5th +5 +4 +1 +1 Weapon training 1
6th +6/+1 +5 +2 +2 Bonus feat
7th +7/+2 +5 +2 +2 Dimensional pool (30% miss chance)
8th +8/+3 +6 +2 +2 Bonus feat
9th +9/+4 +6 +3 +3 Weapon training 1
10th +10/+5 +7 +3 +3 Greater shift (allies)
11th +11/+6/+1 +7 +3 +3 Dimensional pool (40% miss chance)
12th +12/+7/+2 +8 +4 +4 Bonus feat
13th +13/+8/+3 +8 +4 +4 Weapon training 3
14th +14/+9/+4 +9 +4 +4 Bonus feat
15th +15/+10/+15 +9 +5 +5 Dimensional pool (50% miss chance)
16th +16/+11/+6/+1 +10 +5 +5 Bonus feat
17th +17/+12/+7/+2 +10 +5 +5 Weapon training 4
18th +18/+13/+8/+3 +11 +6 +6 Bonus feat
19th +19/+14/+9/+4 +11 +6 +6 Master shift (ethereal)
20th +20/+15/+10/+5 +12 +6 +6 Bonus feat, dimensional mastery


It looks pretty good to me. I worry about the surprise round that the dimensional warrior can gain, that could allow for some fairly powerful opponents to be taken down with a few uses of teleporting. On the other hand to class is fairly MAD so it will be hard to take advantage of every possibility offered by the MCA.


That's my thought. May have lots of options, but, as it is restricted primarily to the Dimensional pool (like a monk's or ninja's ki pool), the resource limitation and the game play may necessitate specific uses of the ability, thus, reducing its effectiveness overall. I think ti's fairly balanced, and provides good options in place of what it replaces.

We'll see what Gavmania thinks.


#Dimensional Warrior

Looking Good, Elghinn!

a few minor points:

Dimensional Shift still talks about being able to use it 1/2 level + INT times per day. Should read that it costs 1 point from the pool.

not entirely sold on the +4 Reflex, but as it costs a use of the pool it becomes a limited resource, which I think is acceptable. Should probably be marked as an immediate action (or is it intended that he has to switch it on as a precaution?)

Still think there are too few uses in the pool, but I would have to crunch some numbers to see. I would also add a cost of 1 use of the pool per other person when using Greater Shift.

As for Dimensional Reaction, I think it would have to be play-tested to see if it's OP. I would be happy to go with it and wait for playtest responses.

Overall, it's pretty much there. There's nothing major I would change. The only question left in my mind is whether he should lose Medium Armour proficiency too. Let's see what others say.

Merry Christmas, all!


We could add another ability that could be taken instead of a bonus feat that adds 3 uses per day to the pool? Able to be taken once then a second time after lvl 10?


Just make a new feat, similar to the Extra Arcane Pool feat, and allow him to choose it as a bonus feat.

Extra Dimensional Pool
You have learned how to draw more power from your dimensional pool.
Prerequisites: Dimensional pool class feature.
Benefit: Your dimensional pool increases by 2.
Special: You can gain this feat multiple times. Its effects stack, granting you an increase to your diemsnsional pool each time you take this feat.


# Dimensional Warrior.

Overall, this looks pretty good now. Not keen on Dimensional Reaction, but the Perception DC is actually quite low (1/2 level vs a skill) so this is situational just as you say.

I can SO see a dimensional rogue that would thrive on these abilities. For a D-warrior, they are much less useful and therefore balanced.

Elghinn Lightbringer wrote:
Dimensional Pool (Su): [...] The pool refreshes once per day when the magus prepares his spells.

This is a copy-past error, it should have some other recovery condition.

Elghinn Lightbringer wrote:
Dimensional Pool (Su): [...] This ability only functions when he is wearing light armor, medium armor, or no armor, and carrying a light load.

If the DW is to use medium armor, I quite like the limitation on armor here. I suggest restoring thic class to heavy armor, but if the DW is to stay with medium armor, the limitation here makes perfect sense.

Light encumbrance is actually a serious restriction for a class built around using medium armor. I suggest upgrading it to medium encumbrance, because you need to be very strong to carry it with light encumbrance.

Elghinn Lightbringer wrote:
Dimensional Pool (Su): [...] Become insubstantial for 1 round. All melee or ranged attacks made against the dimensional warrior has a 20% miss chance. At 7th level and every four levels thereafter, this miss chance increases by 10%, up to 50% at 15th level.

I'd prefer to drop this ability and reintroduce heavy armor, along with removing the encumbrance limit on dimensional pool.

Spoiler:
I must say I don't know what insubstantial means here. Insubstantial as it is used here in a new game condition, but the word occurs in the description of both insubstantial and ethereal. I guess the idea i just to introduce an escalating miss chance, but I feel we should do so using some existing game mechanic.

There are 3 things in-game that are similar - ethereal, incorporeal, or blinking (as the spell), but neither one fits. If one of these is the case, ghost touch would help against it, but it would also give the ability to walk through walls, which is very powerful in some cases. Also, incorporeal no longer gives a miss chance as it did in 3.5; they instead halve incoming damage.

It could also mean blur or displacement, in which case blind fighting covers it.

I am also not fond of the level-dependent miss chance; it seems like 3E (not even 3.5) when there were varying miss chances depending on degree of concealment. Something I'm glad we've left behind.

Finally, is it intended that this does nothing against save or take damage effects?

Elghinn Lightbringer wrote:
Dimensional Pool (Su): [...] a dimensional warrior can use his dimensional pool to cast a small number of arcane spells. Unless otherwise noted, these spells only affect the dimensional warrior.

Should these be spell-like abilities? Class abilities to cast a limited number of spells usually are. Partly to not qualify for prestige classes, partly because you then need not have a "spells" paragrapth. Also, it should be noted what the save DC for these is (10 + Spell level + Int mod or possibly 10 +1/2 class level + Int mod).


#Dimensional Warrior II

I just can't shake thefeeling that this class is crazily overpowered. The battlefield advantage of beig able to dimension door as a swift action, the various porting SLAs (regardless of pool-resource limitation) and the surprise round of Dimensional Reaction is begging for munchkinism.

* Dimensional Reaction: How does a surprise round in an existing combat? A Sneak Attack empowered DW would have a field day... All it takes is a 2 level dip into DW. Maybe it's not so bad?

* Bonus skills - perhaps we should make Knowledge (arcana) an autochoice plus two other Wizard skills.

* Armor - while I have some fondness for Starfox' Heavy Armor desire, I think given the mechanical maneuverability, combining it with Plate Armor might be too powerful.

* I know it isn't a huge thing but I don't see message as necessary for a warrior. Happy to be persuaded.


Dimensional reaction to me is mitigated by the easy Perception check to avoid, if we really want to prevent dip shenanigans then specify the +1/2 level is only dimensional warrior levels so even if he has a awesome Int guys who dip will be super easy to avoid. Also I think it should simply grant a free attack with the target being flat footed.


A thought regarding the "Divine Paragon"...
A villain that I have in the campaign I have running now is a multiclass Monk/Inquisitor.
Basically I'm looking at pairing the FoB and Judgement class features, as well as Bane. Any time the character can select a teamwork feat, he could also choose either a Style feat, or from the monk bonus feats.
I haven't got a full progression worked out, but I thought I'd throw it out to see what people thought.


Welcome Winged Panther

You may be lucky and get yours up next but be prepared to be put in the line waiting for work, which happens is up to Elghinn.

In the mean time feel free to provide opinions on other MCAs, every extra opinion helps make them all better.


Welcome Wingedpanther! the only reason Gavmania got in immediately is that he posted his entire MCA concept without taking note of the queue. It was there, so Iifigureds we'd go ahead. That won't happen again. So, WingedPanther, we can throw you in the queue, and then you'll just have to wait your turn. That'll give you some time to finalize your thoughts and ideas for your MCA. I'll put you in the queue for a Mnk/Inq.

OSW wrote:


I just can't shake the feeling that this class is crazily overpowered. The battlefield advantage of beig able to dimension door as a swift action, the various porting SLAs (regardless of pool-resource limitation) and the surprise round of Dimensional Reaction is begging for munchkinism.

* Dimensional Reaction: How does a surprise round in an existing combat? A Sneak Attack empowered DW would have a field day... All it takes is a 2 level dip into DW. Maybe it's not so bad?

* Bonus skills - perhaps we should make Knowledge (arcana) an autochoice plus two other Wizard skills.

* Armor - while I have some fondness for Starfox' Heavy Armor desire, I think given the mechanical maneuverability, combining it with Plate Armor might be too powerful.

* I know it isn't a huge thing but I don't see message as necessary for a warrior. Happy to be persuaded.

1) I think we can go with Browman's idea instead of the surpirse round.

2) Yeah, Knowledge (Arcana) or Spellcraft, then 2 others of his choice?

3) I think no heavy armor is the way to go with this one.

4) I think, although message is what Gavmania wants, I really don't see it as necessary or that useful for the MCA.

Browman wrote:


Dimensional reaction to me is mitigated by the easy Perception check to avoid, if we really want to prevent dip shenanigans then specify the +1/2 level is only dimensional warrior levels so even if he has a awesome Int guys who dip will be super easy to avoid. Also I think it should simply grant a free attack with the target being flat footed.

So, here's the changed dimensional reaction.

Dimensional Reaction (Ex): At 2nd level, whenever he uses dimensional shift (or dimension door) to appear adjacent to an opponent, that opponent must make a successful Perception check (DC 10 + 1/2 the dimensional warrior’s level + his Intelligence modifier) or be caught flat-footed by the dimensional warrior. If the check ails, the dimensional warrior can make an attack of opportunity against the opponent at his highest base attack bonus. This ability replaces bravery.

I also separated Dimensional pool and spells aspect in to Diemnsional Magic 1, 2, 3 & 4.


I'm happy for Winged Panther to take my Melee Summoner placeholder's place in the interests of welcoming new blood and fresh ideas... As long as no-one else further down feels slighted! ;)

@Winged Panther - if you could hone in on your concept a little closer and develop it a little more toward our preferred format that would be great!


Ops, must admit I missed the surprise round part of Dimensional Reaction - that was a bit crazy. Even the toned-down replacement feels overpowered compared to Bravery. I agree with Oceanshieldwolf that this class feels like it is bursting with power, so I think just cutting dimensional reaction would be a better idea. Just add it to the list of abilities you give up for some of the other powerful class abilities.

I must say I admire Elghinn for your ability to not only prepare these modified writeups, but also bear the often withering criticism they get.


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Oh, Elghinn has Immunity to criticism. I've withered with the best of them and worked for months with Elghinn on a particular design path before completely scrapping the concept and Elghinn is always fine and completely willing to move on rather than worry about any time we might have "wasted" along the way on an unproductive train of thought. I don't think he considers any train of thought unproductive - we often recycle unused stuff for later concepts anyway.

He might lay down a very slightly miffed emoticon once in a while. ;) Thankfully Elghinn and I have a strong understanding and history, so he's used to my very ill-mannered, flippant and offhand comments. The freedom to do so is very liberating...

Basically a very moderate and considerate individual I can't recommend highly enough.

As for his collations and writeups, I just think he is very good at it. A veritable machine.


Thanks, OSW and Starfox. I just try to be a good collaborator and facilitaor wiith these things.

SO, we are looking at dropping Dimensional Reaction altogether? What about putting it into the pool instead, as an option? Spend an extra point to take the attack of opportunity? Perhaps let it work with Combat Reflexes? Otherwise, I think we're almost there. Once we decide on this one, I'll post an updated version for everyone to peruse. Then we'll move on to SAMAS's Avatar that has been waiting in the wings.


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Here we are. I think this will round out the MCA finalizes it. Slight tweaks to Dimensional Pool, Dimensional Magic has been separated from Dimensional Pool, and tweaked Dimensional MAstery to match with the changes to Dimensional pool.

DIMENSIONAL WARRIOR - Final:

While conventional fighters study arms and armor, the dimensional warrior includes the study of special magic, acquiring the ability to shift across dimensions to attack opponents from behind or retreat to a safe place. Unlike most warriors, dimensional warriors gain a spatial awareness through their studies which they use to gain a tactical advantage. They study swordplay and tactics, as well as dimensional geometry, blending them into a versatile style of mobile combat.

Primary: Fighter.
Secondary: Wizard.
Alignment: Any.
Hit Dice: d10.

Bonus Skills and Ranks: The dimensional warrior selects three wizard skills to add to his class skills in addition to the normal fighter class skills, one of which must be Spellcraft. The dimensional warrior gains a number of ranks at each level equal to 2 + Int modifier.

Weapon and Armor Proficiency: The dimensional warrior is proficient with all simple and martial weapons, with light and medium armor, and with shields (except tower shields).

Dimensional Pool (Su): At 1st level, a dimensional warrior gains a reservoir of mystical arcane energy that he can draw upon to fuel his powers and cast dimensional magic. This arcane pool has a number of points equal to his 1/2 dimensional warrior level (minimum 1) + his Intelligence modifier. The pool refreshes once per day when the magus prepares his spells.

At 1st level, a magus can expend 1 point from his arcane pool as a swift action to dimensional shift (teleport) to a nearby space as a swift action as if using dimension door. This movement does not provoke an attack of opportunity. A dimensional warrior must be able to see the space that he is moving into. A dimensional warrior cannot take other creatures with him when he uses this ability. A dimensional warrior can move 5 feet for every two dimensional warrior levels he possesses (minimum 5 feet). This ability counts as dimension door for the purpose of qualifying for feats. This ability only functions when he is wearing light armor, medium armor, or no armor, and carrying a light load.

At 2nd level, by expending 1 point from his dimensional pool, a dimensional warrior can do one of the following:

• Force an opponent to make a successful Perception check (DC 10 + 1/2 the dimensional warrior’s level + his Intelligence modifier) as an immediate action, or provoke an attack of opportunity from the dimensional warrior. The dimensional warrior must have appeared adjacent to the opponent through the use of dimensional shift (or dimension door). This attack of opportunity counts against those granted by the Combat Reflexes feat. The point expended for this ability is in addition to the point(s) expended to dimensional shift or cast dimension door.
• Gain a +4 bonus on a single Reflex save as an immediate action.
• Become insubstantial for 1 round. All melee or ranged attacks made against the dimensional warrior has a 20% miss chance. At 7th level and every five levels thereafter, this miss chance increases by 10%, up to 50% at 17th level.

A dimensional warrior can only have one use of his dimensional pool active at a time. If this ability is used again, the current use immediately ends. This ability replaces the bonus feat gained at 1st level and bravery.

Teleportation Expert (Ex): A dimensional warrior adds half his class level (minimum 1) to all Knowledge (arcana) and Spellcraft skill checks made to identify teleportation spells and effects and may make all Knowledge (arcana) skill checks untrained. This ability replaces heavy armor proficiency.

Dimensional Magic (Sp): Starting at 3rd level, a dimensional warrior can use his dimensional pool to cast a small number of arcane spells as a spell-like ability. Unless otherwise noted, these spells only affect the dimensional warrior.

At 3rd level, a dimensional warrior can expend 1 point from his dimensional pool to cast expeditious retreat, mirror strike, or returning weapon.

At 7th level, a dimension warrior can expend 1 point from his dimensional pool to cast blink, tactical acumen, or twisted space.

At 11th level, a dimensional warrior can expend 2 points from his dimensional pool to cast dimension door, dimensional anchor (other creature), or jester’s jaunt (other creature).

At 15th level, he can expend 3 points from his dimensional pool to cast hostile juxtaposition or teleport.

This ability replaces armor training.

Bonus Feats: This is exactly like the fighter’s ability of the same name, except that the dimensional warrior may also select the following feats as a bonus feat: Dimensional Agility, Dimensional Assault, Dimensional Dervish, Dimensional Maneuvers, Dimensional Savant, Extra Dimensional Pool. A dimensional warrior’s dimensional shift ability qualifies him for the Dimensional Agility feat. In addition, a dimensional warrior can choose a teamwork feat that he qualifies for as a bonus feat.

Greater Shift (Su): At 10th level, when a dimensional warrior uses dimensional shift, he can take one additional creature with him, as long as the creature is adjacent to the dimensional warrior, and there is an unoccupied space adjacent to the space he is moving to. At 13th level, a dimensional warrior can take 2 additional creatures when he uses dimensional shift, 3 additional creatures at 16th level, and 4 additional creatures at 19th level. For each additional creature taken, the dimensional warrior must spend 1 point from his dimensional pool. The number of creatures he takes with him cannot exceed his Intelligence modifier. This ability replaces the bonus feat gained at 10th level.

Master Shift (Su): At 19th level, whenever the dimensional warrior uses dimensional shift, he can become ethereal until the end of his next turn (see Universal Monster Abilities). Creatures taken with the dimensional warrior when he uses dimensional shift do not become ethereal, only the dimensional warrior. This expends 3 points from his dimensional pool. This ability replaces armor mastery.

Dimensional Mastery: At 20th level the dimensional warrior is able to use his dimensional shift with such speed and precision that he can catch his opponents unaware. Whenever a dimensional warrior uses dimensional shift (or dimension door) to appear adjacent to an opponent, the opponent is considered flat-footed by the dimensional warrior until the end of the dimensional warrior’s next turn if it fails its Perception check. He can make an attack of opportunity against the opponent each round. These attacks of opportunity count agains those granted by the Combat Reflexes feat. In addition, any melee attacks made by the dimensional warrior against the opponent bypass all damage reduction of the adamantine, cold iron, or silver types until the end of combat or when the opponent is defeated, whichever comes first. This ability replaces weapon mastery.

NEW FEATS
The following new feat is restricted to the Dimensional Warrior multiclass archetype.

Extra Dimensional Pool
You have learned to draw more power from your dimensional pool.
Prerequisites: Dimensional pool class feature.
Benefits: Your dimensional pool increases by 2.
Special: You can gain this feat multiple times. Its effects stack, granting you an increase to your dimensional pool each time you take this feat.

Table: Dimensional Warrior
Base
Class Attack Fort Ref Will
Level Bonus Save Save Save Special

1st +1 +2 +0 +0 Dimensional pool, teleportation expert
2nd +2 +3 +0 +0 Bonus feat
3rd +3 +3 +1 +1 Dimensional magic 1
4th +4 +4 +1 +1 Bonus feat
5th +5 +4 +1 +1 Weapon training 1
6th +6/+1 +5 +2 +2 Bonus feat
7th +7/+2 +5 +2 +2 Dimensional magic 2
8th +8/+3 +6 +2 +2 Bonus feat
9th +9/+4 +6 +3 +3 Weapon training 2
10th +10/+5 +7 +3 +3 Greater shift
11th +11/+6/+1 +7 +3 +3 Dimensional magic 3
12th +12/+7/+2 +8 +4 +4 Bonus feat
13th +13/+8/+3 +8 +4 +4 Weapon training 3
14th +14/+9/+4 +9 +4 +4 Bonus feat
15th +15/+10/+15 +9 +5 +5 Dimensional magic 4
16th +16/+11/+6/+1 +10 +5 +5 Bonus feat
17th +17/+12/+7/+2 +10 +5 +5 Weapon training 4
18th +18/+13/+8/+3 +11 +6 +6 Bonus feat
19th +19/+14/+9/+4 +11 +6 +6 Master shift
20th +20/+15/+10/+5 +12 +6 +6 Bonus feat, dimensional mastery


@ELDRITCH VANGUARD

I've changed the Burst of Speed ability in the Order of the Lightning Warrior from a hatse effect, to an expeditious retreat effect.

Battle Speed (Sp): At 8th level, an order of lightning warrior samurai can increase his speed during combat. As a swift action action, the samurai can increase his land speed (not his mount) by +30 feet for a number of minutes per day equal to his samurai level. These minutes do not need to be consecutive, but must be spent in 1–minute increments. This effect otherwise functions as the expeditious retreat spell.

I think this is good especially with it not affecting a samurai's mount, and especially so since the MCA loses his Mount, and grants him some maneuvering speed on the battlefield. Less potent than a haste effect, but still useful.

Now, I currently have the expeditious retreat effect last for 1 minute/level, nonconsecutive. The old haste effect was 10 round noncosecutive. Is 1 min/level too much or should it be rounds/level? It hink, as it is a 1st level spell, and onlyincreases his speed, the 1 min/level should be fine.


QUEUE UPDATE

Dimensional Warrior – Ftr/Wiz (Gavmania) *Final stage
Avatar – Clr/Sum (SAMAS)
Fencer/Elagant Swordsman – Cav/Gun (Kelazan)
“Name” – Mnk/Inq (WingedPanther) **Replaced OSW's placeholder
Tristam’s Monk Bloodline – (Toaster)
??? - Mag/Brd (ecw1701)


Next Wiki MCA. This is the Elemental Blade, originally conceptualized by Browman. This one shouldn't have much to work out, but we'll give it the one over.

ELEMENTAL BLADE:

The majority of fighters are trained solely with martial techniques, elemental blades are fighters with the smallest spark of arcane talent. Their trainers focus this talent into an elemental focus allowing them to cast an extremely limited selection of spells, though this comes at a cost to their martial skills.

Primary Class: Fighter.
Secondary Class: Wizard (elemental).
Alignment: Any.
Hit Dice: d10.

Bonus Skills and Ranks: The elemental blade may select three wizard skills to add to his class skills in addition to the normal fighter class skills. The elemental blade gains a number of ranks at each level equal to 2 + Int modifier.

Weapon and Armor Proficiency: An elemental blade is proficient with all simple and martial weapons, light armor, medium armor, and with shields (except tower shields). An elemental blade can cast arcane spells while wearing light or medium armor and using a shield without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, an elemental blade wearing heavy armor incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass elemental blade still incurs the normal arcane spell failure chance for arcane spells received from other classes.

Cantrips: An elemental blade can prepare a number of cantrips, or 0-level spells, each day, as noted on Table: Elemental Blade under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again. An elemental blade cannot prepare a cantrip from his opposition school.

Elemental School: At 1st level, an elemental blade gains the wizard’s arcane school ability, except that he must choose one of the four elemental schools (Air, Earth, Fire, or Water). He also gains the first listed school power, and each additional listed power at 4th level and 12th level respectively. An elemental blade only gains spells from his elemental school (see Elemental Spells). This ability and elemental spells replace the bonus feat gained at 1st level, armor training, and armor mastery.

Elemental Spells: Beginning at 4th level, an elemental blade gains the ability to cast a small number of arcane spells which are drawn from the wizard spell list of his chosen elemental school. An elemental blade must choose and prepare his spells ahead of time.

Like other spellcasters, an elemental blade can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Elemental Blade. In addition, he receives bonus spells per day if he has a high Intelligence score. When Table: Elemental Blade indicates that the elemental blade gets 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on his Intelligence score for that spell level. Through 3rd level, an elemental blade has no caster level. At 4th level and higher, his caster level is equal to his elemental blade level –3.

Spellbook: An elemental blade begins play with a spellbook containing all 0-level wizard spells (except those from his opposed elemental school; see Elemental Arcane Schools). At 4th level, he gains three 1st-level spells of his choice from his elemental school spell list. The elemental blade also selects a number of additional 1st-level spells equal to his Intelligence modifier to add to the spellbook. At each new elemental blade level beyond 4th, he gains one new spell of his choice to add to his spellbook. The spell must be of a spell level he can cast, and it must be chosen from his elemental school spell list. At any time, an elemental blade can also add spells from his elemental school found in other wizards' spellbooks to his own.

Energy Defense (Su): Starting at 2nd level, an elemental blade is able to defend himself against energy attacks of the type associated with his elemental school–Air (electricity), Earth (acid), Fire (fire), or Water (cold). He gains a +1 bonus to all savings throws against spells and effects of his school element. This bonus increases by +1 every four levels beyond 2nd. This ability replaces bravery.

Elemental Weapon (Su): Upon reaching 3rd level, an elemental blade forms a powerful bond with a weapon of his choice. If an elemental blade attempts to cast a spell without his bonded weapon in hand, he must make a concentration check or lose the spell. The DC for this check is equal to 20 + the spell's level.

Once per day as a swift action, an elemental blade can wreathe his bonded weapon in elemental energy for 1 minute. While wreathed in energy, the elemental blade’s weapon deals an amount of energy damage of his school type equal to 1d6 + 1/2 his elemental blade level. At 7th level and every four levels thereafter, an elemental blade can wreathe his weapon in elemental energy an additional time per day.

An elemental blade can add additional magic abilities to his bonded weapon as if he has the required Item Creation Feats and if he meets the level prerequisites of the feat. The magic properties of a bonded weapon, including any magic abilities added to the weapon, only function for the elemental blade who owns it. If a bonded weapon's owner dies, or the weapon is replaced, the weapon reverts to being an ordinary masterwork item of the appropriate type.

If a bonded weapon is damaged, it is restored to full hit points the next time the elemental blade prepares his spells. If the bonded weapon is lost or destroyed, it can be replaced after 1 week in a special ritual that costs 200 gp per elemental blade level plus the cost of the masterwork item. This ritual takes 8 hours to complete. Weapons replaced in this way do not possess any of the additional enchantments of the previous bonded weapon. An elemental blade can designate an existing magic weapon as his bonded item. This functions in the same way as replacing a lost or destroyed item except that the new magic weapon retains its abilities while gaining the benefits and drawbacks of becoming a bonded weapon. This ability replaces the weapon training.

Energy Adaptation (Su): Stating at 4th level, an elemental blade can channel stored spell energy into various energy-based effects, as a swift action. The elemental blade can “lose” any prepared spell in order to gain resistance to the energy type associated with his elemental school for 1 minute per elemental blade level. For each level of the prepared spell, he gains energy resistance 5. For example, a 9th level elemental blade that “loses” a 2nd–level spell would gain energy resistance 10 to the energy type of his elemental school for 9 minutes.

At 10th level, an elemental can “lose” any prepared spell in order to gain energy resistance to the energy type opposed to his elemental school for 1 round per elemental blade level. For each level of the prepared spell, he gains energy resistance 5. For example, a 12th level elemental blade that “loses” a 3rd–level spell would gain energy resistance 15 to his opposite energy type for 12 rounds.

At 16th level, an elemental can “lose” any prepared spell in order to create a burst of the energy type associated with his elemental school. This effect is in 30-foot cone-shaped burst that deals 2d6 points of energy damage plus 2d6 points of damage for each level of the prepared spell. Creatures within this cone effect gains a Reflex saving throw (DC 10 + 1/2 the elemental blade’s level + the elemental blade’s Intelligence modifier) for half damage.

This ability replaces bonus feats gained at 4th, 10th and 16th level.

Elemental Weapon Mastery (Ex): At 20th level, any attacks made with the elemental blade’s bonded weapon automatically confirm all critical threats. In addition, when he confirms a critical hit with his elemental weapon, his weapon is treated as having the flaming burst special weapon ability, but deals energy damage of a type associated with his elemental school. This ability replaces weapon mastery.

Table: Elemental Blade
Base
Class Attack Fort Ref Will Spells per Day
Level Bonus Save Save Save Special 0 1st 2nd 3rd 4th

1st +1 +2 +0 +2 Elemental school, school power 2 — — — —
2nd +2 +3 +0 +3 Bonus feat, energy defense 3 — — — —
3rd +3 +3 +1 +3 School power 3 — — — —
4th +4 +4 +1 +4 Energy adaptation 3 0 — — —
5th +5 +4 +1 +4 Elemental weapon 1day 3 1 — — —
6th +6/+1 +5 +2 +5 Bonus feat 4 1 — — —
7th +7/+2 +5 +2 +5 4 1 0 — —
8th +8/+3 +6 +2 +6 Bonus feat 4 1 1 — —
9th +9/+4 +6 +3 +6 Elemental weapon 2day 4 2 1 — —
10th +10/+5 +7 +3 +7 Energy adaptation 4 2 1 0 —
11th +11/+6/+1 +7 +3 +7 School power 4 2 1 1 —
12th +12/+7/+2 +8 +4 +8 Bonus feat 4 2 2 1 —
13th +13/+8/+3 +8 +4 +8 Elemental weapon 3day 4 3 2 1 0
14th +14/+9/+4 +9 +4 +9 Bonus feat 4 3 2 1 1
15th +15/+10/+5 +9 +5 +9 4 3 2 2 1
16th +16/+11/+7/+2 +10 +5 +10 Energy adaptation 4 3 3 2 1
17th +17/+12/+7/+2 +10 +5 +10 Elemental weapon 4day 4 4 3 2 1
18th +18/+13/+8/+3 +11 +6 +11 Bonus feat 4 4 3 2 2
19th +19/+14/+9/+4 +11 +6 +11 4 4 3 3 2
20th +20/+15/+10/+5 +12 +6 +12 Bonus feat, elemental mastery 4 4 4 3 3


looks good to me, though the cost from the elemental weapon replacement should probably be lower.


Like 100 gp?


100 gold per level would be better.


Dimensional Warrior

Looks good to me. I crunched the numbers and worked out that if he use each of his spell-like abilities once, he would have about 3 uses left for actual shifting, meaning he has to be very conservative in his spell usage. I like that, makes it less OP.

Sorry I took so long (Christmas can be very busy!)

Hope you all had a Happy Christmas and will have a Happy New Year


#Elemental Blade

Looks fine to me. Good Energy Defense, offset by lower AC. Seems Balanced.


Starfox wrote:

# Dimensional Warrior.

Elghinn Lightbringer wrote:

Dimensional Pool (Su): [...] a dimensional warrior can use his dimensional pool to cast a small number of arcane spells. Unless otherwise noted, these spells only affect the dimensional warrior.

Should these be spell-like abilities? Class abilities to cast a limited number of spells usually are. Partly to not qualify for prestige classes, partly because you then need not have a "spells" paragrapth. Also, it should be noted what the save DC for these is (10 + Spell level + Int mod or possibly 10 +1/2 class level + Int mod).

Yes, these should be spell-like abilities, though it doesn't matter too much as spell-like abilities now qualify you for prestige classes and Feats in exactly the same way as spells do.


Just a question, but has anyone looked at creating MCAs for Dreamscarred Press' Psionic Classes?

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