Multiclass Archetypes VI: Even More Ultimate MCAs


Homebrew and House Rules

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

No. We focus on the Core and Base classes from Paizo. While we may at some point do that, it's very unlikely, as our mandate is really the PF Core and Base classes, and soon, those from the ACG will also be included. Doesn't mean others can't start their own thread to do so, but we officially won't do so. There is more than enough to do just with the Core and Base classes.


There are probably enough afficionados of psionics to undertake this task (and get them published by DSP). Are there any sort of guidelines for balance that you go by, or will we need to work it out ourselves?


One thing I have found working on these is that having a breakdown of trades helps people identify the power level of things. People will identify that a trade may have been too weak or strong and it helps maintain balance.


Hey Quintain! You can find our Creative Guidelines HERE on our wiki.

Feel free to navigate around on our wiki to find plenty of MCAs and supplemental information.


OK, declaring Dimensional Warrior and Elemental Blade done. EB didn't need much anyways. Just a final check.

Here's our next queue MCA adapted from SAMAS's ideas. not sure where' he's gone. Name is currently a place holder, until we come up with something better. Was originally just "AVATAR". Possibly Vicar of the Planes? Anyways, here's my stab at presenting SAMAS's original notes on his MCA.

PLANAR AVATAR:

Clerics are often viewed as the servants of one deity or another. However, there are those who choose to draw closer to their god by bonding themselves to powerful the planar entities who serve him. Planar avatars call down the power of their deity by fusing with the essence of these planar servants. By drawing upon divine investiture, they take the form of one of these outsiders, gaining their strengths and weaknesses, in an attempt to serve their deity to their utmost. Granted spells and special feats, the planar avatar brings honor and glory to her god through her actions and wielding divine power in her almighty’s name.

Primary: Cleric.
Secondary: Summoner.
Alignment: A planar avatar’s alignment must be within one step of her deity, along either the law/chaos axis or the good/evil axis.
Hit Dice: d8.

Bonus Skills and Ranks: The planar avatar selects three summoner skills to add to her class skills in addition to the normal cleric class skills. The planar avatar gains a number of ranks at each level equal to 2 + Int modifier.

Weapon and Armor Proficiency: The planar avatar is proficient with all simple weapons and her deity’s favored weapon, with light armor, medium armor, and with shields.

Spellcasting: A planar avatar casts divine spells drawn from the cleric spell list. Her alignment, however, may restrict her from casting certain spells opposed to her moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells. A planar avatar otherwise prepares and casts spells as a cleric of her planar avatar level. She also gains bonus spells per day if she has a high Wisdom.

Planar Bond: Starting at 1st level, a planar avatar forms a bond with a powerful entity from the planes. This bond creates a close tie to a single subtype of outsider from one of the inner or outer planes, who serve her god in various capacities. A planar avatar’s bond, like her deity, influences her alignment, what magic she can perform, her values, and how others see her. A planar avatar gains the following abilities from her chosen planar bond.

Domain: At 1st level, a planar avatar chooses only one domain (or subdomain) from those listed in her planar bond. Each domain grants a number of domain powers, dependent upon the level of the planar avatar, as well as a number of bonus spells. A planar avatar gains one domain spell slot for each level of cleric spells she can cast, from 1st on up. Each day, a planar avatar can prepare one of the spells from her chosen domains in that slot. If a domain spell is not on the cleric spell list, a planar avatar can prepare it only in her domain spell slot. Domain spells cannot be used to cast spells spontaneously. In addition, a planar avatar gains the listed powers from her chosen domain, if she is of a high enough level. Unless otherwise noted, activating a domain power is a standard action.

Planar Form: At 2nd level, a planar avatar can expend one use of her channel energy ability to summon the essence of a powerful outsider to meld with her own being. She can summon this planar form as a standard action and the transformation remains for 1 minute per level. At various subsequent levels, a planar avatar can assume a new form or one previously presented, as describe in her planar bond description. A planar avatar cannot have more than one planar form active in this way at one time. If this ability is used again, any existing form immediately ends. Drawing upon this ability uses up the same power as the planar avatar uses to channel energy. As a result, she cannot use her channel energy ability when she is in her planar form. Using this ability consumes two uses of her channel energy ability.

While in her planar form, the planar avatar uses the outsider’s physical ability scores (Strength, Dexterity, and Constitution), but retains her own mental ability scores (Intelligence, Wisdom, and Charisma). She also gains a number of temporary hit points equal the outsider’s Hit Dice, and the outsider’s modifiers to ability scores. She is considered an outsider of it type, and uses its statistics, including attacks, armor bonus, natural armor bonus, and special qualities. However, a planar avatar retains her own hit points, saving throws, and base attack bonus.
In addition, while the planar avatar is in her planar form, she counts as both her original type and as an outsider for any effect related to type, whichever is worse for the planar avatar. Spells such as banishment or dismissal end the planar form, reverting the planar avatar back to her natural form. The planar avatar can use her own abilities and gear, but is restricted from using her spells or her channel energy ability. Planar form otherwise functions like the polymorph spell.

Bonus Feats: At 5th level and every six levels thereafter, a planar avatar gains one bonus feat, chosen from those listed in her planar bond. The planar avatar is treated as the indicated race for any feats with a racial prerequisite, but must meet any other prerequisites for these bonus feats.

Planar bond and apotheosis replace the cleric’s two domains and spontaneous casting.

Planar Knowledge (Ex): At 2nd level, a planar avatar adds half her class level (minimum 1) to all Knowledge (planes) skill checks and may make all Knowledge (planes) skill checks untrained.

Apotheosis (Su): At 20th level, a planar avatar permanently fuses with the essence of one of a planar entity. The planar avatar must select one of his planar forms. Once chosen, it cannot be changed. The planar avatar can now assume this form as at will. She can also use her spells and channel energy ability while she is in her chosen planar form. In addition, whether planar avatar is in her planar form or not, she is forevermore treated as an outsider rather than as a humanoid (or whatever the planar avatar’s creature type was) for the purpose of spells and magical effects. Unlike other outsiders, the planar avatar can still be brought back from the dead as if she were a member of her previous creature type.

Table: Cleric
Base
Class Attack Fort Ref Will Spells per Day
Level Bonus Save Save Save Special 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th

1st +0 +2 +0 +2 Aura, channel energy 1d6, orisons, 3 1+1 — — — — — — — —
planar bond
2nd +1 +3 +0 +3 Planar knowledge 4 2+1 — — — — — — — —
3rd +2 +3 +1 +3 Channel energy 2d6 4 2+1 1+1 — — — — — — —
4th +3 +4 +1 +4 4 3+1 2+1 — — — — — — —
5th +3 +4 +1 +4 Bonus feat, channel energy 3d6 4 3+1 2+1 1+1 — — — — — —
6th +4 +5 +2 +5 4 3+1 3+1 2+1 — — — — — —
7th +5 +5 +2 +5 Channel energy 4d6 4 4+1 3+1 2+1 1+1 — — — — —
8th +6/+1 +6 +2 +6 4 4+1 3+1 3+1 2+1 — — — — —
9th +6/+1 +6 +3 +6 Channel energy 5d6 4 4+1 4+1 3+1 2+1 1+1 — — — —
10th +7/+2 +7 +3 +7 4 4+1 4+1 3+1 3+1 2+1 — — — —
11th +8/+3 +7 +3 +7 Bonus feat, channel energy 6d6 4 4+1 4+1 4+1 3+1 2+1 1+1 — — —
12th +9/+4 +8 +4 +8 4 4+1 4+1 4+1 3+1 3+1 2+1 — — —
13th +9/+4 +8 +4 +8 Channel energy 7d6 4 4+1 4+1 4+1 4+1 3+1 2+1 1+1 — —
14th +10/+5 +9 +4 +9 4 4+1 4+1 4+1 4+1 3+1 3+1 2+1 — —
15th +11/+6/+1 +9 +5 +9 Channel energy 8d6 4 4+1 4+1 4+1 4+1 4+1 3+1 2+1 1+1 —
16th +12/+7/+2 +10 +5 +10 4 4+1 4+1 4+1 4+1 4+1 3+1 3+1 2+1 —
17th +12/+7/+2 +10 +5 +10 Bonus feat, channel energy 9d6 4 4+1 4+1 4+1 4+1 4+1 4+1 3+1 2+1 1+1
18th +13/+8/+3 +11 +6 +11 4 4+1 4+1 4+1 4+1 4+1 4+1 3+1 3+1 2+1
19th +14/+9/+4 +11 +6 +11 Channel energy 10d6 4 4+1 4+1 4+1 4+1 4+1 4+1 4+1 3+1 3+1
20th +15/+10/+5 +12 +6 +12 Apotheosis 4 4+1 4+1 4+1 4+1 4+1 4+1 4+1 4+1 4+1

PLANAR BOND:

Each planar avatar has a planar entity that is her conduit through which her deity grants her spells, bonus feats, and other special abilities. Regardless of the entity, this bond manifests in a number of ways as the planar avatar gains levels. A planar avatar must choose one bond upon taking her first level of planar avatar. Once made, this choice cannot be changed. The following bonds represent the most common sources of planar power that a planar avatar can draw upon.

ANGEL BOND
You have bonded with an entity from among the celestial angels of Nirvana, and serve the cause of all that is good.

Domains: Community, Good, Glory, Healing, Nobility, Protection, Sun.

Planar Form: 2nd–Cassisian; 10th–Choral Angel; 15th–Deva, Movanic; 18th–Deva, Monadic; 19th–Deva, Astral.

Bonus Feats: Alignment Channel, Angel Wings±, Angelic Blood±, Angelic Flesh±, Channel Force±, Cleave Through±, Cloven Helm±, Consecrate Spell, Dented Helm±, Great Fortitude, Greater Channel Force±, Hard-Headed±, Improved Channel Force±, Iron Will, Lightning Reflexes, Merciful Spell, Metallic Wings±, Toughness, Turn Undead. (±Advanced Races Guide)

ARCHON BOND
You have bonded with an entity from among the celestial archons of Heaven, and serve the cause of all that is lawful and good.

Domains: Archon, Glory, Good, Law, Healing, Nobility, Protection, Sun.

Planar Form: 2nd–Lantern Archon; 4th–Harbinger Archon; 7th–Hound Archon; 11th–Shield Archon; 18th–Trumpet Archon.

Bonus Feats: Alignment Channel, Angel Wings±, Angelic Blood±, Angelic Flesh±, Blundering Defense±, Cautious Fighter±, Channel Force±, Combat Reflexes, Consecrate Spell, Desperate Swing±, Dodge, Greater Channel Force±, Improved Channel Force±, Improved Initiative, Iron Will, Merciful Spell, Metallic Wings±, Risky Striker±, Surprise Strike±, Turn Undead, Uncanny Defense±. (±Advanced Races Guide)

AZATA BOND
You have bonded with an entity from among the celestial azatas of Elysium, and serve the cause of all that is chaotic and good.

Domains: Azata, Chaos, Glory, Good, Healing, Liberation, Protection.

Planar Form: 2nd–Lyrakien; 7th–Yamah; 9th–Bralani or Lillend; 15th–Raelis; 17th–Ghaele.

Bonus Feats: Alignment Channel, Angel Wings±, Angelic Blood±, Angelic Flesh±, Attuned to the Wild±, Channel Force±, Combat Casting, Combat Expertise, Consecrate Spell, Greater Channel Force±, Guardian of the Wild±, Improved Channel Force±, Mage of the Wild±, Merciful Spell, Metallic Wings±, Spirit of the Wild±, Turn Undead, Weapon Finesse. (±Advanced Races Guide)

DAEMON BOND
You have bonded with an entity from among the abhorrent daemons of Abaddon, and seek to further the cause of all that is evil.

Domains: Charm, Daemon, Darkness, Death, Destruction, Evil, Trickery.

Planar Form: 2nd–Cacodaemon; 7th–Vulnudaemon; 10th–Ceustodaemon (Lesser); 13th–Hydrodaemon or Leukodaemon; 11th–Piscodaemon; 18th–Meladaemon or Derghodaemon; 19th–Thanadaemon.

Bonus Feats: Alignment Channel, Ancestral Scorn#, Armor of the Pit±, Blind-Fight, Cleave, Command Undead, Dark Sight±, Dodge, Expanded Fiendish Resistance±, Fiend Sight±, Gloom Sight±, Gloom Strike±, Improved Blind-Fight, Improved Dark Sight±, Iron Will, Mobility, Power Attack, Shadow Caster±, Spider Step±, Spider Summoner±, Wicked Valor#. (±Advanced Races Guide, #Pathfinder Player Companion: Blood of Fiends)

DEMON BOND
You have bonded with an entity from among the diabolical demons of the Abyss, and seek to further the cause of all that is chaotic and evil.

Domains: Chaos, Death, Demon, Destruction, Evil, Fear, Murder, Torture.

Planar Form: 2nd–Dretch or Quasit; 9th–Babu; 10th–Succubus; 11th–Vrock; 13th–Hezrou; 15th–Glabrezu; 18th–Nalfeshnee.

Bonus Feats: Alignment Channel, Ancestral Scorn#, Armor of the Pit±, Blind-Fight, Blood Drinker±, Blood Feaster±, Blood Salvage±, Cleave, Command Undead, Diverse Palate±, Expanded Fiendish Resistance±, Fiend Sight±, Great Cleave, Great Fortitude, Improved Initiative, Power Attack, Toughness, Vital Strike, Wicked Valor#. (±Advanced Races Guide, #Pathfinder Player Companion: Blood of Fiends)

DEVIL BOND
You have bonded with an entity from among the fiendish devils of Hell, and seek to further the cause of all that is lawful and evil.

Domains: Darkness, Devil, Evil, Fear, Law, Tyranny, War.

Planar Form: 2nd–Lemure or Imp; 7th–Barbazu; 11th–Erinyes; 13th–Bone Devil; 15th–Barbed Devil; 18th–Ice Devil; 19th–Horned Devil.

Bonus Feats: Alignment Channel, Ancestral Scorn#, Armor of the Pit±, Bullying Blow±, Cleave, Combat Reflexes, Command Undead, Dodge, Expanded Fiendish Resistance±, Fiend Sight±, Great Fortitude, Grudge Fighter±, Horde Charge±, Improved Iron Will, Improved Surprise Follow-Through±, Iron Will, Power Attack, Resilient Brute±, Reverse Faint±, Surprise Follow-Through±, Tenacious Survivor±, Toughness, Wicked Valor#. (±Advanced Races Guide, #Pathfinder Player Companion: Blood of Fiends)

ELEMENTAL BOND
You have bonded with an entity from one of the elemental planes–Air, Earth, Fire, or Water.

Domains: Air, Earth, Fire, Ice, Smoke, Water, Weather.

Planar Form: 2nd–Small Elemental; 5th–Medium Elemental; 10th–Large Elemental; 13th–Huge Elemental; 17th–Greater Elemental.

Bonus Feats: Airy Step±, Alignment Channel, Aquatic Ancestry±, Blistering Feint, Cloud Gazer±, Echoes of Stone±, Elemental Channel, Elemental Focus*, Elemental Jaunt±, Elemental Spell, Firesight±, Great Fortitude, Greater Elemental Focus*, Inner Breath±, Inner Flame±, Iron Will, Lighting Reflexes, Murmurs of Earth±, Oread Burrower±, Scorching Weapon±, Steam Caster±, Stony Step±, Toughness, Water Skinned±, Wings of Air±. (*Advanced Player’s Guide, ±Advanced Races Guide)

INEVITABLE BOND
You have bonded with an entity form the ordered realms of Utopia, and serve the cause of all that is lawful.

Domains: Artifice, Construct, Inevitable, Judgment, Law, Loyalty, Strength.

Planar Form: 2nd–Arbiter; 13th–Zelekhut; 15th–Kolyarut.

Bonus Feats: Alignment Channel, Channeled Shield Wall**, Channeling Smite, Combat Casting, Command Undead, Diehard, Dispel Synergy†, Endurance, Fight On*, Great Fortitude, Improved Great Fortitude*, Ironguts*, Ironhide*, Turn Undead. (*Advanced Player’s Guide, **Ultimate Magic, †Ultimate Combat)

PROTEAN BOND
You have bonded with an entity from the chaotic realms of Limbo, and serve the cause of all that is chaotic.

Domains: Chaos, Entropy, Luck, Madness, Protean, Trickery.

Planar Form: 2nd–Voidworm; 13th–Naunet; 17th–Imentesh.

Bonus Feats: Acrobatic Steps, Alignment Channel, Antagonize**, Betrayer†, Channeling Smite, Combat Casting, Command Undead, Deceitful, Dodge, Free Spirit%, Light Step*, Mobility, Nimble Moves, Turn Undead. (*Advanced Player’s Guide, **Ultimate Magic, †Ultimate Combat, %Pathfinder Campaign Setting: Inner Sea World Guide)


And here's our Wiki MCA, one of mine.

ELEMENTAL WARDEN:

Rangers tend to dwell as lone guardians of their chosen terrain. However, some delve further into the bond between man and the land, developing a strong affinity towards a particular element of the natural world–air, earth, fire, or water. These protectors, otherwise known as elemental wardens, draw upon elemental magic to increase the power of their spells, obtain special resistances, or alter their transform their animal companions into creatures of the elemental planes.

Primary Class: Ranger.
Secondary Class: Wizard.
Alignment: Any.
Hit Dice: d8.

Bonus Skills and Ranks: The elemental warden may select three wizard skills to add to his class skills in addition to the normal ranger class skills. The elemental warden gains a number of ranks at each level equal to 4 + Int modifier.

Weapon and Armor Proficiency: The elemental warden is proficient with all simple and martial weapons. An elemental warden is also proficient with light and medium armor.

Spellcasting: The elemental warden casts divine spells drawn from the ranger’s spell list, and adds his elemental school spells to his list at the indicated spell levels (see Elemental School). An elemental warden otherwise learns, prepares, and casts spells as a ranger equal to his elemental warden level. An elemental warden receives bonus spells per day if he has a high Wisdom score.

Elemental Affinity: An elemental warden has a strong affinity towards one of the primary elements and must select one of the following elements: air, earth, fire, or water. The elemental warden gains Aquan (water), Auran (air), Ignan (fire), or Terran (earth) as a bonus language as determined by his affinity. The elemental warden can use the ranger’s wild empathy ability, except that he can only use it against creatures with a subtype equivalent to that of his chosen elemental affinity. This ability otherwise functions as and replaces wild empathy.

Elemental Strike (Su): At 1st level, an elemental warden can, as a swift action, infuse his weapon with elemental power. On a successful hit, the elemental warden’s attack deals damage normally plus 1d6 points of damage + 1 per elemental warden level of an energy type as determined by the elemental warden’s elemental affinity: acid (earth), cold (water), electricity (air), fire (fire). An elemental warden must declare that he is using this ability before he makes his attack roll (thus a failed attack roll wastes the attempt). An elemental warden may attempt an elemental strike attack once per day at 1st level and again at 4th level and every four levels thereafter. For any combat style feats listed below, Elemental Strike counts as the Elemental Fist feat. This ability replaces 1st favored enemy.

Combat Style Feats (Ex): This is exactly like the ranger ability of the same name, except that he gains access to additional combat style feats, as determined by his elemental affinity. An elemental warden may choose from the following feats as one of his combat style feats at the indicated level, regardless of the type of combat style he has chosen. If any of the following feats have the Improved Unarmed Strike feat as a prerequisite, its effects are applied to the elemental warden’s melee attacks instead. Any combat style feat that affects Elemental Fist likewise affects the elemental warden’s Elemental Strike ability.

Air: Djinni Style (2nd), Djinni Spirit (6th), Djinni Spin (10th).

Earth: Shaitan Style (2nd), Shaitan Skin (6th), Shaitan Earthblast (10th).

Fire: Efreeti Style (2nd), Efreeti Stance (6th), Efreeti Touch (10th).

Water: Marid Style (2nd), Marid Stance (6th), Marid Coldsnap (10th).

Terrain Bond (Su): At 3rd level, an elemental warden forms a bond with a one of the elemental planes. Whenever the elemental warden is on that plane or its associated terrain, he gains a +2 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill. An elemental warden traveling through either his bonded plane of its associated terrain normally leaves no trail and cannot be tracked (though he may leave a trail if he so chooses). At 8th level and every five levels thereafter, the elemental warden’s skill bonus and initiative bonus in his favored plane or its associated terrain increases by +2. The elemental warden may not choose any additional favored terrains. If a specific terrain falls into more than one category of favored terrain, the ranger's bonuses do not stack; he simply uses whichever bonus is higher.

An elemental warden bonds with the following elemental plane and one of its associated terrains, as determined by his elemental affinity.

Air: Elemental Plane of Air; Mountains or Plains.

Earth: Elemental Plane of Earth; Forest, Mountains, or Underground.

Fire: Elemental Plane of Fire; Desert or Jungle.

Water: Elemental Plane of Water; Cold, Swamp, or Water.

This ability otherwise functions as and replaces favored terrain.

Elemental Bond (Su): At 4th level, an elemental warden forms a stronger bond with his elemental affinity. This bond can take one of two forms. Once the form is chosen, it cannot be changed. The first is a bond to his chosen element itself. An elemental warden gains the wizard’s arcane school ability (see Arcane School in the Wizard’s description) and must select the elemental school associated with his elemental affinity (Air, Earth, Fire, or Water). The elemental warden gains his 1st level school abilities at 4th level and any subsequent abilities at the indicated levels. School abilities function as normal, and use the elemental warden’s level as his equivalent wizard level when determining its effects (uses per day, damage, duration, etc.). In addition, an elemental warden adds his elemental spells to his spell list at the indicated spell levels. This bond allows him to spend a move action to grant half his elemental enemy bonus against a single target of the appropriate subtype to all allies within 30 feet who can see or hear him. This bonus lasts for a number of rounds equal to the elemental warden's Wisdom modifier (minimum 1). This bonus does not stack with any elemental enemy bonuses possessed by his allies; they use whichever bonus is higher.

The second option is to form a close bond with an animal companion. An elemental warden who selects an animal companion can choose from those listed on the druid’s Animal Choices table, but must choose an animal associated to his terrain bond. This animal is a loyal companion that accompanies the elemental warden on his adventures as appropriate for its kind. An elemental warden's companion shares his elemental enemy and terrain bond bonuses. This ability functions like the druid animal companion ability (which is part of the Nature Bond class feature) except that the elemental warden's effective druid level is equal to his elemental warden level –3. At 11th level, the animal companion gains the Elemental-Infused* template of the appropriate subtype (air, earth, fire, or water). (*Advanced Bestiary. Copyright 2004, Green Ronin Publishing, LLC. Author: Matthew Sernett.)

This ability replaces hunter’s bond.

Elemental Enemy: At 5th level, an elemental warden must select an Outsider with the elemental subtype that opposes his elemental affinity as his 1st elemental enemy. The following elements are opposed: air and earth, or fire and water. He must also choose an Outsider with the elemental subtype as his subsequent elemental enemies. This ability otherwise functions as favored enemy and replaces 2nd, 3rd, 4th, and 5th favored enemy.

Planar Adaptation (Sp): At 7th level, an elemental warden can use planar adaptation as a spell-like ability for 10 minutes per elemental warden level. These minutes do not need to be consecutive, but must be used in 10 minute increments. This ability replaces woodland stride.

Terrain Mastery: At 11th level, an elemental warden gains mastery over the elemental plane and its associated terrain he has already selected for terrain bond. When within either his elemental plane or associated terrain the elemental warden may, as a move action, grant a +2 bonus on Climb, Stealth, Perception, and Survival checks made by all allies within 30 feet who can see and hear him. This bonus lasts for a number of rounds equal to the elemental warden’s Wisdom modifier (minimum 1).

Mastery of both the elemental plane and its associated terrain has additional benefits, outlined below. The elemental warden gains the following benefits of both his elemental plane and its associated terrain at all times, whether or not he is in the relevant plane or terrain. This ability replaces quarry.

Cold: The elemental warden gains cold resistance 10.

Desert: The elemental warden gains immunity to exhaustion; anything that would cause him to become exhausted makes him fatigued instead.

Forest: The elemental warden gains a +4 competence bonus on Stealth checks.

Jungle: The elemental warden gains a +4 competence bonus on Escape Artist checks and increases his CMD against grapple maneuvers by +4.

Mountain: The elemental warden gains a +4 competence bonus on Climb checks and does not lose his Dexterity modifier to AC while climbing.

Plains: The elemental warden’s movement is not reduced by wearing medium armor or carrying a medium load.

Plane of Air: The elemental warden gains a +4 competence bonus on Fly checks and +1 competence bonus on all attack and damage rolls against flying creatures. He gains the ability to breathe air if he cannot already do so.

Plane of Earth: The elemental warden gains DR 1/adamantine.

Plane of Fire: The elemental warden gains fire resistance 10.

Plane of Water: The elemental warden gains a +4 competence bonus on Swim checks and a +1 competence bonus on all attack and damage rolls against swimming creatures. He gains the ability to breathe water if he cannot already do so.

Underground: The elemental warden gains Blind-Fight as a bonus feat.

Water: The elemental warden gains a +4 competence bonus on Swim checks and +1 competence bonus on all attack and damage rolls against swimming creatures. He gains the ability to breathe water if he cannot already do so.

Terrain Dominance: At 19th level, an elemental warden learns total dominance over the elemental plane and associated terrain he has already selected for terrain mastery. When dealing with creatures native to either the elemental plane or its associated terrain, the elemental warden treats his terrain bond bonus for those terrains as an elemental enemy bonus (as the elemental enemy class feature) against those creatures. This bonus overlaps (does not stack with) bonuses gained when fighting an elemental enemy.

Dominance of both the elemental plane and its associated terrain has additional benefits, outlined below. The elemental warden gains the following benefits of both his elemental plane and its associated terrain at all times, whether or not he is in the relevant plane or terrain. This ability replaces improved quarry.

Cold: The elemental warden gains cold resistance 20 (this replaces the elemental warden’s cold resistance from mastery of the cold terrain) and a +1 competence bonus on all attack and damage rolls against creatures of the cold subtype.

Desert: The elemental warden gains fire resistance 10 and immunity to fatigue.

Forest: The elemental warden gains hallucinatory terrain as a spell-like ability a number of times per day equal to 3 + the character’s Wisdom modifier (caster level equal to the elemental warden’s level). The elemental warden can only use this ability to create illusory forests.

Jungle: The elemental warden gains charm monster as a spell-like ability a number of times per day equal to 3 + the character’s Wisdom modifier (caster level equal to the elemental warden’s level). This charm only affects animals, magical beasts, and creatures primarily found in the jungle.

Mountain: The elemental warden gains DR 2/adamantine.

Plains: The walker’s base speed increases by +10 feet.

Plane of Air: The elemental warden gains fly as a spell-like ability a number of times per day equal to 3 + the character’s Wisdom modifier (caster level equal to the elemental warden’s level).

Plane of Earth: The elemental warden gains tremorsense with a range of 30 feet. He must be at least 5th level before selecting this plane for this ability.

Plane of Fire: The elemental warden gains fire resistance 20 (this replaces the character’s fire resistance from mastery of the Plane of Fire terrain) and a +1 competence bonus on all attack and damage rolls again creatures of the fire subtype.

Plane of Water: The elemental warden’s movements and actions are not hampered when underwater. This allows him to speak, make attacks, and cast spells normally underwater (as if using freedom of movement).

Underground: The elemental warden gains darkvision with a range of 60 feet. If he already has darkvision 60 feet, its range extends by 60 feet.

Water: The elemental warden gains a swim speed of 20 feet. If he already has a natural swim speed, his swim speed increases by +20 feet.

Elemental Apotheosis (Su): At 20th level, an elemental warden’s body surges with elemental power. Once per day, as a standard action, the elemental warden can transform into a Large elemental of the same type as his elemental affinity. This ability functions as elemental body III with a caster level equal to his elemental warden level. In addition, the duration of the elemental warden’s planar adaptation ability increases to 1 hour/level. This ability replaces master hunter.

Swap Table
1st Favored Enemy = Elemental Strike
Wild Empathy = Elemental Affinity (gain language + wild empathy with preferred element)
Combat Styles = Normal style + Air (djinni), Earth (shaitan), Fire (efreeti), or Water (marid)
Favored Terrain = Terrain Bond (plane + terrain type)
Hunter’s Bond = Elemental Bond
Favored Enemy (2nd–5th) = Elemental Enemy
Woodland Stride = Planar adaptation
Quarry = Terrain Mastery
Improved Quarry = Terrain Dominance
Master Hunter = Elemental Apotheosis (elemental body 1/day + Planar Stride increases to 1 hour per day)

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

1st +0 +2 +2 +0 Elemental affinity, elemental strike, track — — — —
2nd +1 +3 +3 +0 Combat style feat — — — —
3rd +2 +3 +3 +1 Endurance, terrain bond — — — —
4th +3 +4 +4 +1 Elemental school 0 — — —
5th +3 +4 +4 +1 1st elemental enemy 1 — — —
6th +4 +5 +5 +2 Combat style feat 1 — — —
7th +5 +5 +5 +2 Planar Adaptation 1 0 — —
8th +6/+1 +6 +6 +2 Swift tracker 1 1 — —
9th +6/+1 +6 +6 +3 Evasion 2 1 — —
10th +7/+2 +7 +7 +3 2nd elemental enemy combat style feat 2 1 0 —
11th +8/+3 +7 +7 +3 Terrain mastery 2 1 1 —
12th +9/+4 +8 +8 +4 Camouflage 2 2 1 —
13th +9/+4 +8 +8 +4 3 2 1 0
14th +10/+5 +9 +9 +4 Combat style feat 3 2 1 1
15th +11/+6/+1 +9 +9 +5 3rd elemental enemy 3 2 2 1
16th +12/+7/+2 +10 +10 +5 Improved evasion 3 3 2 1
17th +12/+7/+2 +10 +10 +5 Hide in plain sight 4 3 2 1
18th +13/+8/+3 +11 +11 +6 Combat style feat 4 3 2 2
19th +14/+9/+4 +11 +11 +6 Terrain dominance 4 3 3 2
20th +15/+10/+5 +12 +12 +6 4th elemental enemy, elemental apotheosis 4 4 3 3


Looked over the dimensional warrior and elemental blade. My only comment is that the elemental blade's 16th level ability might be just a tad weak for the level, but being supernatural (as opposed to spell-like) makes it quite good in the final analysis. Good work on these.

Next up is chewing trough two new MCAs... Phew!


# Planar Avatar

This is a beautiful class, elegantly designed and balanced by using existing resources (energy channeling). If planar form ends up more like polymorph spells, it also looks well balanced, if very high fantasy.

As written, this is actually more of a cleric/alchemist than a cleric/summoner. Alchemists are the masters of self-transmutation in Pathfinder. It could even be said to be a cleric/druid, in that it is a cleric that works much like a druid with wild shape does, only with outsiders instead of natural things.

@ Planar Bond: "outsider from one of the inner or outer planes" if this can be either inner our outer planes, I'd just avoid mentioning it at all - this is all types of outsiders. I'd simply cut everything in that quote after "outsiders".

Personally, I prefer clerics being connected to outer planes with arcane magic more of an inner planar thing, but that is just me.

I'd rather have this replace domain spell slots rather than spontaneous casting. This would make the domain spell just add to the cleric spell list instead of having their own slots. I was never a fan of the specific domain spell slots.

@ Planar Form: This ability references the Polymorph spell, but that spell cannot change you into an outsider, so there are no rules there how such a change would work. It might work as one of the other types mentioned there, but how this is not at all clear. I'd instead make your own writeup and reference Monstrous Physique and mention that the actual form you assume is that of an outsider, not a monstrous humanoid. Non-humanoid and elemental outsiders could still use elemental form or beast shape for their abilities, with the same notes. What numeral of the spell you use could change over levels. Since most of the forms you can assume are humanoid, perhaps the best way is to make the general rule reference Monstrous Physique, and then note the specific forms that use other spells in each planar bond description.

Also, the gaining of physical abilities is not how polymorph spells work in Pathfinder (it was one of the issues with polymorph in 3.5). I'd much prefer to simply use the normal polymorph spell rules.

An alternate way to do all of this is of course to use the summoner/sythesist eidolon as a model. That replaces the character's attributes. That would make this more of a multiclass, but also make it too powerful-it would need to be balanced out elsewhere.

@Planar Bond
Making angel wings and other feats that are normally racial available to this MCA is actually very cool and a good reuse of old existing abilities. Kudus for the system mastery here.

I know the creature types mentioned are open content, but are the names of the planes really open content? Pazio has reserved some of their Golarin-specific terms (such as the religions), designating it as product identity. This doesn't really matter as long as it is for non-commercial use.

@Devil Bond
I believe "Reverse Faint" is a typo for "Reverse Feint".

@ Elemental Bond
It might be necessary to divide this into one for each element or at least key certain bonus feats to specific elements. As written, a fire elemental bond can take Oread Burrower and so on.


# Elemental Warden

Looks ok overall. You get less codices overall and weaker favored enemy in return for some extra spell choices and supernatural abilities based on terrains. Overall, I feel this is a slight step up from the usual ranger, which began as a pretty powerful class; I'd try to tune it down just a bit.

@ Elemental Affinity - is this supposed to only work on animals and magical beasts of this subtype? I think you could add elementals to the types of creatures it works against, or even any creature of the subtype with an Intelligence of 1-6 (with a penalty of -4 if they have Int 3 or more, like the usual ranger has against magical beasts).

Also, "bonus language" does not mean you learn the language - you get the ability to take it as one of your extra languages based on your Int bonus. If you want to give this as a free extra language, check out the wording of the druid's druidic language bonus.

@ Elemental Strike: I am uneasy about this ability, but I am not sure what is actually wrong with it or if it is ok. This might be too powerful with too few daily uses, making the class a bit of a 15-minute per day adventurer.

@ Planar Adaption: I don' think this should have a time limit. It is conditional enough as it is, it can be always on.

@ Terrain mastery:
The jungle bonus seems odd to me. I think some kind of branchitation ability or climb bonus would be better.

Plains: would prefer a general speed bonus (like Longstrider) or a Ride bonus.

Air/Water: Not fond of the combat bonus, it is very small (and thus adds one more thing to remember for a very small benefit) and none of the other terrains have it. Also, elemental enemy already does this.

@Terrain Dominance:
Cold/Fire: I see these now get the combat bonuses air and water gained at level 11. I still don't like them, and if you have them, all elements should get them at the same level.

@Elemental Apotheosis: This is actually weak for a lvl 20 ability.

@Swap Table: It mentions Planar Stride, but this is not currently a class ability.


Last post, first line, codices = choices


Starfox wrote:


# Planar Avatar

@ Planar Bond: ...I'd rather have this replace domain spell slots rather than spontaneous casting. This would make the domain spell just add to the cleric spell list instead of having their own slots. I was never a fan of the specific domain spell slots.

Unfortunately for you, cleric domain slots are an extablished mechanic. So they aren't going anywhere. :D

Starfox wrote:
@ Planar Form: This ability references the Polymorph spell, but that spell cannot change you into an outsider...

I changed it to this instead, and based it off of the Fused Eidolon ability of the synthesist. I also added in some restrictions to make it less potent, such as the temp HP only = 10 + 2/ outsider HD instead it's total hit points as temp HP. Also, restricted from using channel energy and spells (except domain spells).

PLANAR FORM:

At 2nd level, a planar avatar can expend two uses of her channel energy ability to summon the essence of a powerful outsider to meld with her own being. The planar avatar wears the outsider like a living skin. The outsider mimics all of the planar avatar’s movements, and the planar avatar perceives through the outsider’s senses and speaks through its voice, as the two are now one creature. She can summon this planar form as a standard action and the transformation remains for 1 minute per level. At subsequent levels, a planar avatar can assume a new form or one previously presented, as described in her planar bond description. A planar avatar cannot have more than one planar form active in this way at one time. If this ability is used again, any existing form immediately ends. Drawing upon this ability uses up the same power as the planar avatar uses to channel energy. As a result, she cannot use her channel energy ability when she is in her planar form.

While fused with her outsider, the planar avatar uses the outsider’s physical ability scores (Strength, Dexterity, and Constitution), but retains her own mental ability scores (Intelligence, Wisdom, and Charisma). She gains the outsider’s armor and natural armor bonuses, its modifiers to ability scores, and a number of temporary hit points equal to 10 plus 2 hit points per Hit Dice of the fused outsider. The planar avatar also gains access to the outsider’s special abilities. The planar avatar is also limited to the outsider’s maximum number of natural attacks (if it has any). The outsider has no skills or feats of its own, and uses the planar avatar’s. The outsider must have limbs for the planar avatar to cast spells with somatic components. The outsider’s temporary hit points can be restored with the rejuvenate eidolon spell, with the outsider treated as the eidolon.

While fused, the planar avatar loses the benefits of her armor. She counts as both his original type and as an outsider for any effect related to type, whichever is worse for the planar avatar. Spells such as banishment or dismissal work normally on the outsider, but the planar avatar is unaffected. Neither the planar avatar nor her avatar can be targeted separately, as they are fused into one creature. The planar avatar and outsider cannot take separate actions. While fused with her outsider, the planar avatar can use all of her own abilities and gear, except for her armor. In all other cases, this ability functions as the synthesist’s fused eidolon ability, except that the planar avatar cannot use her spells (but may use her domain spell slots and any spell-like abilities of the outsider) or her channel energy ability while the outsider is present.

Starfox wrote:

@Planar Bond

Making angel wings and other feats that are normally racial available to this MCA is actually very cool and a good reuse of old existing abilities. Kudus for the system mastery here...

Thanks!

Starfox wrote:

@Devil Bond

I believe "Reverse Faint" is a typo for "Reverse Feint".

Fixed!

Starfox wrote:

@ Elemental Bond

It might be necessary to divide this into one for each element or at least key certain bonus feats to specific elements. As written, a fire elemental bond can take Oread Burrower and so on.

I'll just put in brackets what elemental type can choose which feats, also designated some of the other domains.

ELEMENTAL BOND:

You have bonded with an entity from one of the elemental planes–Air, Earth, Fire, or Water.

Domains: Air, Earth, Fire, Ice (water only), Smoke (air or fire only), Water, Weather.

Planar Form: 2nd–Small Elemental; 5th–Medium Elemental; 10th–Large Elemental; 13th–Huge Elemental; 17th–Greater Elemental.

Bonus Feats: Airy Step± (air), Alignment Channel, Aquatic Ancestry± (water), Blistering Feint (fire), Cloud Gazer± (air), Echoes of Stone± (earth), Elemental Channel, Elemental Focus*, Elemental Jaunt±, Elemental Spell, Firesight± (fire), Great Fortitude, Greater Elemental Focus*, Inner Breath± (air), Inner Flame± (fire), Iron Will, Lighting Reflexes, Murmurs of Earth± (earth), Oread Burrower± (earth), Scorching Weapon± (fire), Steam Caster± (water), Stony Step± (earth), Toughness, Water Skinned± (water), Wings of Air± (air). (*Advanced Player’s Guide, ±Advanced Races Guide)

Note: You can only choose bonus feats associated with your elemental plane, as indicated in parentheses. Any feat without this designation can be selected, regardless of which elemental plane you’ve chosen.


Starfox wrote:

# Elemental Warden

@ Elemental Affinity - is this supposed to only work on animals and magical beasts of this subtype? I think you could add elementals to the types of creatures it works against, or even any creature of the subtype with an Intelligence of 1-6 (with a penalty of -4 if they have Int 3 or more, like the usual ranger has against magical beasts).

Also, "bonus language" does not mean you learn the language - you get the ability to take it as one of your extra languages based on your Int bonus. If you want to give this as a free extra language, check out the wording of the druid's druidic language bonus.

Changed to this.

Elemental Affinity: An elemental warden has a strong affinity towards one of the primary elements and must select one of the following elements: air, earth, fire, or water. The elemental warden gains Aquan (water), Auran (air), Ignan (fire), or Terran (earth) as a free language as determined by his affinity. The elemental warden can use the wild empathy ability as normal, except that he can also use this ability to influence an elemental or any creature with his chosen elemental subtype (see above) with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check. This ability otherwise functions as and replaces wild empathy.

Starfox wrote:
@ Elemental Strike: I am uneasy about this ability, but I am not sure what is actually wrong with it or if it is ok. This might be too powerful with too few daily uses, making the class a bit of a 15-minute per day adventurer.

This is essentially the Elemental Fist feat, just changed to be used with weapons. Its the equivalent of 1 feat. Although one must normally be 8th or higher level to get it (and a monk), this works well for the MCA, and replaces the 1st favored enemy. He loses a +2 bonus to a bunch of skills for an energy-based attack.

Not OP, but flavorful. The rest of the MCAs favored enemies must be chosen from the elemental outsiders. So his list of choices is extremely limited. This helps to mitigate that deficiency of being able to choose monstrous humanoids, dragons, or some other nasty critters as enemies.

Starfox wrote:
@ Planar Adaption: I don' think this should have a time limit. It is conditional enough as it is, it can be always on.

I think it should, as it allows him to adapt to ANY plane, not just his chosen plane. This is one of the abilities that isn't tied to his chosen plane, so it's very useful, though perhaps not on the Material Plane where he will be most of the time. But, he can use it on any hostile environment plane he goes to. If other's think it should be on "all the time" then we can just make the change that it is a constant effect, but adapts to whatever plane he's on.

Starfox wrote:

@ Terrain mastery:

The jungle bonus seems odd to me. I think some kind of branchitation ability or climb bonus would be better.

Plains: would prefer a general speed bonus (like Longstrider) or a Ride bonus.

Air/Water: Not fond of the combat bonus, it is very small (and thus adds one more thing to remember for a very small benefit) and none of the other terrains have it. Also, elemental enemy already does this.

@Terrain Dominance:
Cold/Fire: I see these now get the combat bonuses air and water gained at level 11. I still don't like them, and if you have them, all elements should get them at the same level.

All the Terrain Mastery and Terrain Dominance stuff is directly from the Horizon Walker PrC. I personally have no issues with them.

Starfox wrote:
@Elemental Apotheosis: This is actually weak for a lvl 20 ability.

Suggestions?

Starfox wrote:
@Swap Table: It mentions Planar Stride, but this is not currently a class ability.

That should be planar adaptation.


Oh holy crap do i have some catching up to do.


Regarding elemental apotheosis, what if we let them cast spells while in elemental body(since i am not sure you can).


# Elemental Warden

About the elemental companion. Someone has worked on this

Elemental Companion

This allow a more constant progression to the companion and help him to keep close to the character power level.

This table was created for the Stone Lord's elemental companion, but this progression can be adapted here.


Christos Gurd wrote:
Regarding elemental apotheosis, what if we let them cast spells while in elemental body(since i am not sure you can).

That might be good.

Kelazan wrote:

# Elemental Warden

About the elemental companion. Someone has worked on this

Elemental Companion

This allow a more constant progression to the companion and help him to keep close to the character power level.

This table was created for the Stone Lord's elemental companion, but this progression can be adapted here.

So, are you suggesting using this instead of the Elemental-Infused template?


#ELEMENTAL WARDEN

I think we'll go with the following changes to the animal companion part of the Elemental Bond.

Elemental Bond...
The second option is to form a close bond with an animal companion. An elemental warden who selects an animal companion can choose from those listed on the druid’s Animal Choices table, but must choose an animal associated to his terrain bond. This animal is a loyal companion that accompanies the elemental warden on his adventures as appropriate for its kind. An elemental warden's companion shares his elemental enemy and terrain bond bonuses. An elemental warden’s animal companion functions exactly like a ranger’s animal companion (which is part of the Hunter’s Bond class feature), with his effective druid level equal to his elemental warden level –3.

Like the elemental warden, his animal companion also has a strong bond with his elemental affinity. As the elemental warden gains levels, the animal companion becomes more like an elemental type associated with the elemental warden’s elemental affinity.

At 5th level, the animal companion gains darkvision 60 feet and the traits of the elemental subtype. The companion remains an animal for the purpose of what spells affect it.

At 8th level, the animal companion gains energy resistance 5 to the following energy types, according to the elemental warden’s elemental affinity: air (electricity), earth (acid), fire (fire), water (cold). It also gains the following special qualities of an elemental of the elemental warden’s elemental affinity type: air (air mastery, fly 20 ft. [average]); earth (burrow 10 ft., earth mastery); fire (burn 1d4, vulnerability to cold); water (water mastery, swim 20 ft.).

At 11th level, the animal companion gains DR 5/ — and the following elemental special qualities: air (fly 30 ft., [average]); earth (tremor sense 5 ft.); fire (burn 1d6); water (swim 30 ft.).

At 14th level, the animal companion’s energy resistance increases to 10 and the following elemental special qualities: air (fly 40 ft. [good]); earth (earth glide, burrow 15 ft.); fire (burn 1d8); water (drench, swim 40 ft.).

At 17th level, the animal companion gains DR 10/ — and the following elemental special qualities: air (fly 50 ft. [good]); earth (tremor sense 10 ft.); fire (burn 2d6); water (swim 50 ft.).

At 20th level, the animal companion gains the native and outsider types, its energy resistance increases to 15, and the following elemental special qualities: air (fly 60 ft. [good]); earth (burrow 20 ft.); fire (burn 2d8); water (swim 60 ft.).


Anything further on Elemental Warden or Planar Avatar?

@Planar Avatar
Is 2 uses of channel energy to summon your planar form too much, or just right? AS you are essentially becoming the outsider in every way, I think 2 uses works. Much like a paladin spends 2 uses of lay on hands to channel energy.


Hi all! Just wanted to drop by and say thanks for your help wiith the Bonded Warmage. However, the table does not show the Diminished Spellcasting.

Anyways, another summoner-based MCA!

Summoner/Rogue (not sure of name yet)
It trades Summons and certain other abilities with Sneak Attack progression for both the Summoner and Eidolon (thinking 1/2 effective rogue level, but both summoner and eidolon get it), Rogue Talents, and flanking bonuses. Maybe a rogue talent at ~every 4th level.

#Planar Avatar

So you select a planar being from the Bestiary to turn into? That seems a little powerful. It might be better if you make it more Eidolon-like.


Orelius Lionpaw wrote:

Hi all! Just wanted to drop by and say thanks for your help wiith the Bonded Warmage. However, the table does not show the Diminished Spellcasting.

Anyways, another summoner-based MCA!

Summoner/Rogue (not sure of name yet)
It trades Summons and certain other abilities with Sneak Attack progression for both the Summoner and Eidolon (thinking 1/2 effective rogue level, but both summoner and eidolon get it), Rogue Talents, and flanking bonuses. Maybe a rogue talent at ~every 4th level.

#Planar Avatar

So you select a planar being from the Bestiary to turn into? That seems a little powerful. It might be better if you make it more Eidolon-like.

1) I'll fix that. Missed it I guess.

2) Added to the queue.

@Planar Avatar
Each outsider is based on the bond, and when you can actually change into it (level wise) is based on an eidolon's HD and coordinates with the outsider's HD. This is far easier than trying to alter the eidolon and making separate fused-eidolons for each bond. When the planar avatar is fused, he still has access to his abilities, except spells and channel energy. That should mitigate the extra abilities and any SLAs from the outsider. Plus the HD matching should also help the balance.


How long is the Queue now?


QUEUE
Avatar – Clr/Sum (SAMAS)
Fencer/Elagant Swordsman – Cav/Gun (Kelazan)
“Name” – Mnk/Inq (WingedPanther)
Tristam’s Monk Bloodline – (Toaster)
??? - Mag/Brd (ecw1701)
Chosen Apostle - Clr/Ora (Bardess)
Twice Chose/Chosen Theurge – Ora/Sor (Kyras)
Quipu Mystic – Wiz/Brd (Elghinn)
Ki Mage - Nnj/Wiz (Toaster/Byrdology)
Testamental Rival – Sum/Inq (Linley Court)
Battle Sorcerer– Mag/Sor (Starfox)
“Name” – Sor/Rgr (Browman)
“Name” – Sum/Rog (Orelius)
Elementalist – Drd/Sum (Orelius)
“Melee Summoner” – Sum/Ftr (OSW)
Rune Mage – Alc/Mag (Elghinn)
Haunted Gunman – Gun/Wtc (Toaster)
Secret Sect Knight - Cav/Inq (Bardess)
Cursed Warrior – Ftr/Ora (Kyras)
Warrior Poet – Rgr/Brd (Starfox)
Shaper – Drd/Sum (Orelius)
Wilderland Magus – Mag/Rgr (Elghinn)
Boastful Gallant - Brd/Cav (Bardess)
Saint of Rogues– Rog/Clr (Starfox)
Sacred Illuminary – Alc/Pal (Elghinn)
Lightspeed Master - Mnk/Mag (Bardess)
Spellsword – Ftr/Mag (Starfox)
Relic Hunter – Mag/Rog (Elghinn)
Mechagolem Pilot – Sam/Sum (Bardess)
Battlefield Medic/Healer/Chirurgeon – Sum/Clr (Elghinn)
Metamorphic Thespian – Sum/Brd (Bardess)
Master Arson – Alc/Rog (Elghinn)
Frenzied Apostle – Bbn/Clr (Bardess)
Heretic Priest – Rog/Clr (Elghinn)
Witch Hunter – Rgr/Wtc (Bardess)
Insightful Murderer/Intuitive Killer/Educated Butcher – Slayer/Investigator (OSW)
War Sapper – Ftr/Alc or Alc/Ftr (Elghinn)


Yup!

@Planar Avatar
Another option with the fused outsiders is to not allow any spell-like abilities of the outsider, but then just allow the PA to cast her own spells?


I think avoiding the spell like abilities of outsiders is a good idea.

also
that is a massive queue that has built up


Amazing how many new ideas came up lately - is that because of the Advanced Player's Guide?

About the very last post on that list is a "War Sapper" by Elghinn. Is that a sapper as in medieval siege engineer? Just wondering because I've made a sapper as a rogue AT (not a MCA so not appearing here).

# Planar Avatar

Elghinn Lightbringer wrote:
Starfox wrote:
@ Planar Form: This ability references the Polymorph spell, but that spell cannot change you into an outsider...

Looks good. With its current short duration, the eidolon rules should work well. The problem with the synthesist is that it can almost freely bump physical ability scores. The Planar Avatar spends too little time in eidolon form to do that.

I think I'd personally have gone the other way and used monstrous physique/beast form/elemental form, but that is a matter of taste really.


Another tread here at the Pazio forums pointed me at the Sacred Thaumaturge MCA. Looking over it, it seems the spell preparation rules for it are overly complex.

It seems we now and then do revisions of old MCAs, I'l like to nominate the sacred theurge for this.

My basic suggestion is to simply add all cleric spells to the wizard spell list, then delete arcane school/diverse learning, spontaneous casting, and diminished spellcasting. Perhaps the bonus feats too. Force arcane bond to be a bonded object and always make that a holy symbol. Basically trade most special abilities for a larger spell list.

However, classes without high-level abilities become multiclass bait, so the extra spells should be added over levels. So you add all 1st level cleric spells to the spell list at level class level 2, all 2nd level cleric spells at class level 4, and so on. Limits the use of wands ad scrolls and gives new abilities as you level up.

Maybe this is different enough to be its own alternate wizard/cleric MCA (perhaps "Iconodule"), if we feel the current sacred theurge is worth keeping as-is.


# List of Awesome

Note that my Slayer/Investigator is *currently* *technically* forbidden - you can't multiclass two hybrids that share a parent class - in this case the Rogue. Happily the revised Investigator no longer has Sneak Attack, and I don't see any other mechanical problems of shared abilities from Rogue.

Anyway, many months until then, and hey, maybe Paizo will lift that restriction.

* Elghinn, wanna swap Toaster's Haunted Gunman with my "Melee Summoner". I think Toaster has been pretty patient waiting on that one for like two threads or something… :)

* Also, keep dropping my ACG MCA to the bottom of the list - your War Sapper should come before then, as should any other new proposed MCAs until the ACG comes out...


Starfox wrote:
Another tread here at the Pazio forums pointed me at the Sacred Thaumaturge MCA. Looking over it, it seems the spell preparation rules for it are overly complex.....

We actually just went through this one as the MCP crew, as it will be in our next pdf that is set to come out very soon. So, it's set in stone. You can create an another one based on your ideas if you want.


Oceanshieldwolf wrote:

# List of Awesome

Note that my Slayer/Investigator is *currently* *technically* forbidden - you can't multiclass two hybrids that share a parent class - in this case the Rogue. Happily the revised Investigator no longer has Sneak Attack, and I don't see any other mechanical problems of shared abilities from Rogue.

Anyway, many months until then, and hey, maybe Paizo will lift that restriction.

* Elghinn, wanna swap Toaster's Haunted Gunman with my "Melee Summoner". I think Toaster has been pretty patient waiting on that one for like two threads or something… :)

* Also, keep dropping my ACG MCA to the bottom of the list - your War Sapper should come before then, as should any other new proposed MCAs until the ACG comes out...

1) Swapped

2) Done


@Starfox - heres a thread posted by someone looking to make a new mystic theurge. You might want to pop in and say hi...

LINK


#elemental warden

All the elemental companion abilities seem a little weak, especially since you could use Elemental Shape on your animal companions for a greater effect. Perhaps buff the abilities given to parallel the abilities given by Elemental Shape? Just a thought.


Hey, that actually gives me an idea for that one druid AT that has multiple companions... I think that might be kinda broken.


Orelius Lionpaw wrote:

#elemental warden

All the elemental companion abilities seem a little weak, especially since you could use Elemental Shape on your animal companions for a greater effect. Perhaps buff the abilities given to parallel the abilities given by Elemental Shape? Just a thought.

Perhaps, BUT, the "elemental" benefits the animal companion gains is in addition to those granted from the anuimal companion advanement table, and are permanent, while benefits of the Elemental Body spell are temporary. I may tweak them a bit, but I think its fine.


Elghinn Lightbringer wrote:
Orelius Lionpaw wrote:

#elemental warden

All the elemental companion abilities seem a little weak, especially since you could use Elemental Shape on your animal companions for a greater effect. Perhaps buff the abilities given to parallel the abilities given by Elemental Shape? Just a thought.

Perhaps, BUT, the "elemental" benefits the animal companion gains is in addition to those granted from the anuimal companion advanement table, and are permanent, while benefits of the Elemental Body spell are temporary. I may tweak them a bit, but I think its fine.

But still, some of the abilities seem weak. For example, Tremor Sense. I think the 5-ft range version should be increased to 15 ft, and the 10-ft version should be increased to 30-ft range - other classes such as the Oracle get these increments.


@Orelius
True, but, this is a ranger's animal companion, already balanced with the ranger's abilities. However, I will take a look. These abilities are based on the individual elementals; Small, Medium, Large, Greater, Elder...I just scaled them with the animal companion's HD scaling so they don' the full abilities all at once.


Oceanshieldwolf wrote:

@Starfox - heres a thread posted by someone looking to make a new mystic theurge. You might want to pop in and say hi...

LINK

I believe this is where I saw your reference to the sacred thaumaturge.


Elghinn Lightbringer wrote:

@Orelius

True, but, this is a ranger's animal companion, already balanced with the ranger's abilities. However, I will take a look. These abilities are based on the individual elementals; Small, Medium, Large, Greater, Elder...I just scaled them with the animal companion's HD scaling so they don' the full abilities all at once.

The problem is that they never end up with the full abilities - just a useless approximation of 1/3 of the abilities. You might consider buffing at least the final abilities.


I hope I'm not too late or anything.
My MCA idea is a Barbarian / Monk mix, probably barbarian primary.
Basically the idea is that you mix the Ki Pool and the Rage abilities, and you'll end up with a Dragon Ball Z style fighter, with Rage being more akin to Kaio-ken or Super Saiyan. I'm planning on making this myself so hopefully when its time comes around I'll actually have some (hopefully decent) thoughts on what the MCA might be. If you need any sort of examples, this is kinda what I'm aiming for, but being MCA, it'll have more monk stuff in it.


Gameos wrote:

I hope I'm not too late or anything.

My MCA idea is a Barbarian / Monk mix, probably barbarian primary.
Basically the idea is that you mix the Ki Pool and the Rage abilities, and you'll end up with a Dragon Ball Z style fighter, with Rage being more akin to Kaio-ken or Super Saiyan. I'm planning on making this myself so hopefully when its time comes around I'll actually have some (hopefully decent) thoughts on what the MCA might be. If you need any sort of examples, this is kinda what I'm aiming for, but being MCA, it'll have more monk stuff in it.

Welcome Gameos!

No, you are certainly not too late. I only came in one thread ago, and now I've got three MCAs done or in the works.

If you want, you can email me at smithalexander77@gmail.com, and we can get started on the idea. Or wait for Elghinn to get back in the thread and email him.


Orelius Lionpaw wrote:
Gameos wrote:

I hope I'm not too late or anything.

My MCA idea is a Barbarian / Monk mix, probably barbarian primary.
Basically the idea is that you mix the Ki Pool and the Rage abilities, and you'll end up with a Dragon Ball Z style fighter, with Rage being more akin to Kaio-ken or Super Saiyan. I'm planning on making this myself so hopefully when its time comes around I'll actually have some (hopefully decent) thoughts on what the MCA might be. If you need any sort of examples, this is kinda what I'm aiming for, but being MCA, it'll have more monk stuff in it.

Welcome Gameos!

No, you are certainly not too late. I only came in one thread ago, and now I've got three MCAs done or in the works.

If you want, you can email me at smithalexander77@gmail.com, and we can get started on the idea. Or wait for Elghinn to get back in the thread and email him.

indeed, and i expect liberal uses of the ki arrow spell in that one ;)


@Gameos
Welcome Gameos! You ar ein the queue, about 8 from now.

Just a note to everyone. As the queue is getting long, we're going to start working on 2 new MCAs at a time for a while, instead of 1 new and one wiki. Just to start cutting down the numbers some.


Oceanshieldwolf wrote:

# List of Awesome

Note that my Slayer/Investigator is *currently* *technically* forbidden - you can't multiclass two hybrids that share a parent class - in this case the Rogue. Happily the revised Investigator no longer has Sneak Attack, and I don't see any other mechanical problems of shared abilities from Rogue.

Anyway, many months until then, and hey, maybe Paizo will lift that restriction.

* Elghinn, wanna swap Toaster's Haunted Gunman with my "Melee Summoner". I think Toaster has been pretty patient waiting on that one for like two threads or something… :)

* Also, keep dropping my ACG MCA to the bottom of the list - your War Sapper should come before then, as should any other new proposed MCAs until the ACG comes out...

awww, thats why your my favorite Australian! :)


christos gurd wrote:
awww, thats why your my favorite Australian! :)

Just so you now, I'm an Australian as well, just putting it out there. And my heritage is only half convicts if that makes it better

@Elghinn
I'm a bit busy right now doing my own pathfinder stuff (an Android racial barbarian archetype... ohgodwhy), but I'll be sure to be here for the next MCA you start working on, at most the one after that.


OK, here's the final version of the Planar Avatar (SAMAS)

PLANAR AVATAR:

Clerics are often viewed as the servants of one deity or another. However, there are those who choose to draw closer to their god by bonding themselves to powerful the planar entities who serve him. Planar avatars call down the power of their deity by fusing with the essence of these planar servants. By drawing upon divine investiture, they take the form of one of these outsiders, gaining their strengths and weaknesses, in an attempt to serve their deity to their utmost. Granted spells and special feats, the planar avatar brings honor and glory to her god through her actions and wielding divine power in her almighty’s name.

Primary: Cleric.
Secondary: Summoner.
Alignment: A planar avatar’s alignment must be within one step of her deity, along either the law/chaos axis or the good/evil axis.
Hit Dice: d8.

Bonus Skills and Ranks: The planar avatar selects three summoner skills to add to her class skills in addition to the normal cleric class skills. The planar avatar gains a number of ranks at each level equal to 2 + Int modifier.

Weapon and Armor Proficiency: The planar avatar is proficient with all simple weapons and her deity’s favored weapon, with light armor, medium armor, and with shields.

Spellcasting: A planar avatar casts divine spells drawn from the cleric spell list and adds the following summoner spells to that list at the indicated levels: 1st–rejuvenate eidolon (lesser); 2nd–restore eidolon (lesser), summon eidolon; 3rd–rejuvenate eidolon, restore eidolon; 5th– rejuvenate eidolon (greater). The planar avatar’s outsider counts as an eidolon for the purpose of these spells’ effects. Her alignment, however, may restrict her from casting certain spells opposed to her moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells. A planar avatar otherwise prepares and casts spells as a cleric of her planar avatar level. She also gains bonus spells per day if she has a high Wisdom.

Planar Bond: Starting at 1st level, a planar avatar forms a bond with a powerful entity from the planes. This bond creates a close tie to a single subtype of outsider who serves her god in various capacities. A planar avatar’s bond, like her deity, influences her alignment, what magic she can perform, her values, and how others see her. A planar avatar gains the following abilities from her chosen planar bond.

Domain: At 1st level, a planar avatar chooses only one domain (or subdomain) from those listed in her planar bond. Each domain grants a number of domain powers, dependent upon the level of the planar avatar, as well as a number of bonus spells. A planar avatar gains one domain spell slot for each level of cleric spells she can cast, from 1st on up. Each day, a planar avatar can prepare one of the spells from her chosen domains in that slot. If a domain spell is not on the cleric spell list, a planar avatar can prepare it only in her domain spell slot. Domain spells cannot be used to cast spells spontaneously. In addition, a planar avatar gains the listed powers from her chosen domain, if she is of a high enough level. Unless otherwise noted, activating a domain power is a standard action.

Planar Form: At 2nd level, a planar avatar can expend two uses of her channel energy ability to summon the essence of a powerful outsider to meld with her own being. The planar avatar wears the outsider like a living skin. The outsider mimics all of the planar avatar’s movements, and the planar avatar perceives through the outsider’s senses and speaks through its voice, as the two are now one creature. She can summon this planar form as a standard action and the transformation remains for 1 minute per level. At subsequent levels, a planar avatar can assume a new form or one previously presented, as described in her planar bond description. A planar avatar cannot have more than one planar form active in this way at one time. If this ability is used again, any existing form immediately ends. Drawing upon this ability uses up the same power as the planar avatar uses to channel energy. As a result, she cannot use her channel energy ability when she is in her planar form.

While fused with her outsider, the planar avatar uses the outsider’s physical ability scores (Strength, Dexterity, and Constitution), but retains her own mental ability scores (Intelligence, Wisdom, and Charisma). She gains the outsider’s armor and natural armor bonuses, its modifiers to ability scores, and a number of temporary hit points equal to 10 plus 2 hit points per Hit Dice of the fused outsider. The planar avatar also gains access to the outsider’s special abilities, but not its spell-like abilities. The planar avatar is also limited to the outsider’s maximum number of natural attacks (if it has any). The outsider has no skills or feats of its own, and uses the planar avatar’s. The outsider must have limbs for the planar avatar to cast the planar avatar’s spells with somatic components. The outsider’s temporary hit points can be restored with the rejuvenate eidolon spell, with the outsider treated as the eidolon.

While fused, the planar avatar loses the benefits of her armor. She counts as both his original type and as an outsider for any effect related to type, whichever is worse for the planar avatar. Spells such as banishment or dismissal work normally on the outsider, but the planar avatar is unaffected. Neither the planar avatar nor her avatar can be targeted separately, as they are fused into one creature. The planar avatar and outsider cannot take separate actions. While fused with her outsider, the planar avatar can use all of her own abilities and gear, except for her armor. In all other cases, this ability functions as the synthesist’s fused eidolon ability, except that the planar avatar cannot use her channel energy ability while the outsider is present.

Bonus Feats: At 5th level and every six levels thereafter, a planar avatar gains one bonus feat, chosen from those listed in her planar bond. The planar avatar is treated as the indicated race for any feats with a racial prerequisite, but must meet any other prerequisites for these bonus feats.

Planar bond and apotheosis replace the cleric’s two domains and spontaneous casting.

Planar Knowledge (Ex): At 2nd level, a planar avatar adds half her class level (minimum 1) to all Knowledge (planes) skill checks and may make all Knowledge (planes) skill checks untrained.

Apotheosis (Su): At 20th level, a planar avatar permanently fuses with the essence of one of a planar entity. The planar avatar must select one of his planar forms. Once chosen, it cannot be changed. The planar avatar can now assume this form as at will. She can also use her spells and channel energy ability while she is in her chosen planar form. Furthermore, the planar avatar is treated as an outsider rather than as a humanoid (or whatever the planar avatar’s creature type was) for the purpose of spells and magical effects. Unlike other outsiders, the planar avatar can still be brought back from the dead as if she were a member of her previous creature type. In addition, while fused with her outsider, the planar avatar can casts her spells as normal, as long as she has limbs to cast spells with somatic components.

PLANAR BOND
Each planar avatar has a planar entity that is her conduit through which her deity grants her spells, bonus feats, and other special abilities. Regardless of the entity, this bond manifests in a number of ways as the planar avatar gains levels. A planar avatar must choose one bond upon taking her first level of planar avatar. Once made, this choice cannot be changed. The following bonds represent the most common sources of planar power that a planar avatar can draw upon.

ANGEL BOND
You have bonded with an entity from among the celestial angels of Nirvana, and serve the cause of all that is good.
Domains: Community, Good, Glory, Healing, Nobility, Protection, Sun.
Planar Form: 2nd–Cassisian; 10th–Choral Angel; 15th–Deva, Movanic; 18th–Deva, Monadic; 19th–Deva, Astral.
Bonus Feats: Alignment Channel, Angel Wings±, Angelic Blood±, Angelic Flesh±, Channel Force±, Cleave Through±, Cloven Helm±, Consecrate Spell, Dented Helm±, Great Fortitude, Greater Channel Force±, Hard-Headed±, Improved Channel Force±, Iron Will, Lightning Reflexes, Merciful Spell, Metallic Wings±, Toughness, Turn Undead. (±Advanced Races Guide)

ARCHON BOND
You have bonded with an entity from among the celestial archons of Heaven, and serve the cause of all that is lawful and good.
Domains: Archon, Glory, Good, Law, Healing, Nobility, Protection, Sun.
Planar Form: 2nd–Lantern Archon; 4th–Harbinger Archon; 7th–Hound Archon; 11th–Shield Archon; 18th–Trumpet Archon.
Bonus Feats: Alignment Channel, Angel Wings±, Angelic Blood±, Angelic Flesh±, Blundering Defense±, Cautious Fighter±, Channel Force±, Combat Reflexes, Consecrate Spell, Desperate Swing±, Dodge, Greater Channel Force±, Improved Channel Force±, Improved Initiative, Iron Will, Merciful Spell, Metallic Wings±, Risky Striker±, Surprise Strike±, Turn Undead, Uncanny Defense±. (±Advanced Races Guide)

AZATA BOND
You have bonded with an entity from among the celestial azatas of Elysium, and serve the cause of all that is chaotic and good.
Domains: Azata, Chaos, Glory, Good, Healing, Liberation, Protection.
Planar Form: 2nd–Lyrakien; 7th–Yamah; 9th–Bralani or Lillend; 15th–Raelis; 17th–Ghaele.
Bonus Feats: Alignment Channel, Angel Wings±, Angelic Blood±, Angelic Flesh±, Attuned to the Wild±, Channel Force±, Combat Casting, Combat Expertise, Consecrate Spell, Greater Channel Force±, Guardian of the Wild±, Improved Channel Force±, Mage of the Wild±, Merciful Spell, Metallic Wings±, Spirit of the Wild±, Turn Undead, Weapon Finesse. (±Advanced Races Guide)

DAEMON BOND
You have bonded with an entity from among the abhorrent daemons of Abaddon, and seek to further the cause of all that is evil.
Domains: Charm, Daemon, Darkness, Death, Destruction, Evil, Trickery.
Planar Form: 2nd–Cacodaemon; 7th–Vulnudaemon; 10th–Ceustodaemon (Lesser); 13th–Hydrodaemon or Leukodaemon; 11th–Piscodaemon; 18th–Meladaemon or Derghodaemon; 19th–Thanadaemon.
Bonus Feats: Alignment Channel, Ancestral Scorn#, Armor of the Pit±, Blind-Fight, Cleave, Command Undead, Dark Sight±, Dodge, Expanded Fiendish Resistance±, Fiend Sight±, Gloom Sight±, Gloom Strike±, Improved Blind-Fight, Improved Dark Sight±, Iron Will, Mobility, Power Attack, Shadow Caster±, Spider Step±, Spider Summoner±, Wicked Valor#. (±Advanced Races Guide, #Pathfinder Player Companion: Blood of Fiends)

DEMON BOND
You have bonded with an entity from among the diabolical demons of the Abyss, and seek to further the cause of all that is chaotic and evil.
Domains: Chaos, Death, Demon, Destruction, Evil, Fear, Murder, Torture.
Planar Form: 2nd–Dretch or Quasit; 9th–Babu; 10th–Succubus; 11th–Vrock; 13th–Hezrou; 15th–Glabrezu; 18th–Nalfeshnee.
Bonus Feats: Alignment Channel, Ancestral Scorn#, Armor of the Pit±, Blind-Fight, Blood Drinker±, Blood Feaster±, Blood Salvage±, Cleave, Command Undead, Diverse Palate±, Expanded Fiendish Resistance±, Fiend Sight±, Great Cleave, Great Fortitude, Improved Initiative, Power Attack, Toughness, Vital Strike, Wicked Valor#. (±Advanced Races Guide, #Pathfinder Player Companion: Blood of Fiends)

DEVIL BOND
You have bonded with an entity from among the fiendish devils of Hell, and seek to further the cause of all that is lawful and evil.
Domains: Darkness, Devil, Evil, Fear, Law, Tyranny, War.
Planar Form: 2nd–Lemure or Imp; 7th–Barbazu; 11th–Erinyes; 13th–Bone Devil; 15th–Barbed Devil; 18th–Ice Devil; 19th–Horned Devil.
Bonus Feats: Alignment Channel, Ancestral Scorn#, Armor of the Pit±, Bullying Blow±, Cleave, Combat Reflexes, Command Undead, Dodge, Expanded Fiendish Resistance±, Fiend Sight±, Great Fortitude, Grudge Fighter±, Horde Charge±, Improved Iron Will, Improved Surprise Follow-Through±, Iron Will, Power Attack, Resilient Brute±, Reverse Feint±, Surprise Follow-Through±, Tenacious Survivor±, Toughness, Wicked Valor#. (±Advanced Races Guide, #Pathfinder Player Companion: Blood of Fiends)

ELEMENTAL BOND
You have bonded with an entity from one of the elemental planes–Air, Earth, Fire, or Water.
Domains: Air, Earth, Fire, Ice (water only), Smoke (air or fire only), Water, Weather.
Planar Form: 2nd–Small Elemental; 5th–Medium Elemental; 10th–Large Elemental; 13th–Huge Elemental; 17th–Greater Elemental.
Bonus Feats: Airy Step± (air), Alignment Channel, Aquatic Ancestry± (water), Blistering Feint (fire), Cloud Gazer± (air), Echoes of Stone± (earth), Elemental Channel, Elemental Focus*, Elemental Jaunt±, Elemental Spell, Firesight± (fire), Great Fortitude, Greater Elemental Focus*, Inner Breath± (air), Inner Flame± (fire), Iron Will, Lighting Reflexes, Murmurs of Earth± (earth), Oread Burrower± (earth), Scorching Weapon± (fire), Steam Caster± (water), Stony Step± (earth), Toughness, Water Skinned± (water), Wings of Air± (air). (*Advanced Player’s Guide, ±Advanced Races Guide)
Note: You can only choose bonus feats associated with your elemental plane, as indicated in parentheses. Any feat without this designation can be selected, regardless of which elemental plane you’ve chosen.

INEVITABLE BOND
You have bonded with an entity form the ordered realms of Utopia, and serve the cause of all that is lawful.
Domains: Artifice, Construct, Inevitable, Judgment, Law, Loyalty, Strength.
Planar Form: 2nd–Arbiter; 13th–Zelekhut; 15th–Kolyarut.
Bonus Feats: Alignment Channel, Channeled Shield Wall**, Channeling Smite, Combat Casting, Command Undead, Diehard, Dispel Synergy†, Endurance, Fight On*, Great Fortitude, Improved Great Fortitude*, Ironguts*, Ironhide*, Turn Undead. (*Advanced Player’s Guide, **Ultimate Magic, †Ultimate Combat)

PROTEAN BOND
You have bonded with an entity from the chaotic realms of Limbo, and serve the cause of all that is chaotic.
Domains: Chaos, Entropy, Luck, Madness, Protean, Trickery.
Planar Form: 2nd–Voidworm; 13th–Naunet; 17th–Imentesh.
Bonus Feats: Acrobatic Steps, Alignment Channel, Antagonize**, Betrayer†, Channeling Smite, Combat Casting, Command Undead, Deceitful, Dodge, Free Spirit%, Light Step*, Mobility, Nimble Moves, Turn Undead. (*Advanced Player’s Guide, **Ultimate Magic, †Ultimate Combat, %Pathfinder Campaign Setting: Inner Sea World Guide)

Table: Cleric
Base
Class Attack Fort Ref Will Spells per Day
Level Bonus Save Save Save Special 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th

1st +0 +2 +0 +2 Aura, channel energy 1d6, orisons, 3 1+1 — — — — — — — —
planar bond
2nd +1 +3 +0 +3 Planar knowledge 4 2+1 — — — — — — — —
3rd +2 +3 +1 +3 Channel energy 2d6 4 2+1 1+1 — — — — — — —
4th +3 +4 +1 +4 4 3+1 2+1 — — — — — — —
5th +3 +4 +1 +4 Bonus feat, channel energy 3d6 4 3+1 2+1 1+1 — — — — — —
6th +4 +5 +2 +5 4 3+1 3+1 2+1 — — — — — —
7th +5 +5 +2 +5 Channel energy 4d6 4 4+1 3+1 2+1 1+1 — — — — —
8th +6/+1 +6 +2 +6 4 4+1 3+1 3+1 2+1 — — — — —
9th +6/+1 +6 +3 +6 Channel energy 5d6 4 4+1 4+1 3+1 2+1 1+1 — — — —
10th +7/+2 +7 +3 +7 4 4+1 4+1 3+1 3+1 2+1 — — — —
11th +8/+3 +7 +3 +7 Bonus feat, channel energy 6d6 4 4+1 4+1 4+1 3+1 2+1 1+1 — — —
12th +9/+4 +8 +4 +8 4 4+1 4+1 4+1 3+1 3+1 2+1 — — —
13th +9/+4 +8 +4 +8 Channel energy 7d6 4 4+1 4+1 4+1 4+1 3+1 2+1 1+1 — —
14th +10/+5 +9 +4 +9 4 4+1 4+1 4+1 4+1 3+1 3+1 2+1 — —
15th +11/+6/+1 +9 +5 +9 Channel energy 8d6 4 4+1 4+1 4+1 4+1 4+1 3+1 2+1 1+1 —
16th +12/+7/+2 +10 +5 +10 4 4+1 4+1 4+1 4+1 4+1 3+1 3+1 2+1 —
17th +12/+7/+2 +10 +5 +10 Bonus feat, channel energy 9d6 4 4+1 4+1 4+1 4+1 4+1 4+1 3+1 2+1 1+1
18th +13/+8/+3 +11 +6 +11 4 4+1 4+1 4+1 4+1 4+1 4+1 3+1 3+1 2+1
19th +14/+9/+4 +11 +6 +11 Channel energy 10d6 4 4+1 4+1 4+1 4+1 4+1 4+1 4+1 3+1 3+1
20th +15/+10/+5 +12 +6 +12 Apotheosis 4 4+1 4+1 4+1 4+1 4+1 4+1 4+1 4+1 4+1

#Elemental Warden
OK, we're done with this one.

Alright, up next, as I said are two new MCAs. So, if Kelezan and Winged Panther would post their MCAs in the proper format, we cn work on those.

1) Fencer/Elagant Swordsman – Cav/Gun (Kelazan)
2) “Name” – Mnk/Inq (WingedPanther)

Advocates

Pathfinder Adventure, Adventure Path, Maps, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

Yo, sorry to drop this on you, but my life has kind of gone topsy-turvy in a bunch of ways and I won't be able to put forth the Testamental Rival for an unknown period of time. So, I'd basically just say to drop it from the queue. Sorry again.


Will do.


Here is my MCA Cavalier/Gunslinger, the Fencer

FENCER

Fluff:

Fencers represent the pinnacle of elegant swordplay. They move with a grace unmatched by most foes, parrying blows and countering attacks with swift thrusts of their blades. As quick at wordplay as at swordplay, they are dashing heroes, inspiring their allies to match their clever repartee and humiliating their foes with corrosive invectives and assumed arrogance. While others flounder on treacherous terrain, fencers charge nimbly across the battlefield, leaping and tumbling into the fray. They thrive in melee, where their skill with the blade allows them to make sudden attacks against clumsy foes and to cripple opponents with particularly well-placed thrusts of the blade. Clever opponents, fencer s are unmatched in one on one combat.
Adventures: Fencers have a reputation for seeking adventure. Some, especially noble fencers, become duelists. Others take to the high seas as pirates or privateers. Some seek justice for the oppressed, while others use their abilities against jealous lovers when pursuing adventures of a salacious sort. Many bandits are fencer s, as their training involves taking down opponents quickly and having the mobility to flee.

Background: Many fencer s come from civilized backgrounds, where technology has advanced to the point of making effective light weapons and urban society frowns on carrying heavy weapons and armor. Such fencer s tend to be affluent, learning new techniques from fencing masters or even a swordsman school. Other fencer s learn their tricks for more practical reasons, such as serving aboard a naval or pirate ship. These fencer s tend to come from lower class or outlaw backgrounds.

Role: Fencer s are warriors, although like rangers they tend to be more dexterous and light on their feet than their armored fighter cousins. A fencer also relies on his wits, as he often prefers to negotiate his way out of situations rather than fight. Don’t mistake parley for weakness, however. When pressed, the fencer is a formidable opponent.

Primary Class : Cavalier

Secondary Class : Gunslinger

Alignment: Any

Hit Die: d10.
Starting Wealth: 4d6 × 10 gp (average 140 gp.) In addition, each character begins play with an outfit worth 10 gp or less.

Class Skills
The fencer ’s class skills (and the key ability for each skill) are Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (local)(Int), Knowledge (nobility)(Int), Perform (Cha), Profession (Wis), Sense Motive (Wis), and Swim (Str).

Skill Ranks per Level: 4 + Int modifier.
Good BAB
Good Reflex, Fortitude
Bad Will save

Table: Fencer
Level Special
1st Duel 1/day, weapon finesse, panache, flourishes
2nd Nimble +1, fencing style
3rd Uncanny dodge
4th Duel 2/day, flourishes
5th Blade elegance
6th Nimble +2, fencing style
7th Duel 3/day
8th Improved uncanny dodge, flourishes
9th Evasion
10th Duel 4/day, nimble +3, fencing style
11th Saving slash
12th Flourishes
13th Duel 5/day
14th Nimble +4, fencing style
15th Greater saving slash
16th Duel 6/day, flourishes
17th Improved evasion
18th Nimble +5, fencing style
19th Duel 7/day
20th True panache, flourishes

Weapon and Armor Proficiency: A fencer is proficient with all simple and martial weapons, plus the aldori dueling sword, pistol, and the swordbreaker dagger. They are proficient with light armor, but not with shields.

Weapon Finesse (Ex)
While proficient in all martial weapons, dexterous fencer s are particularly effective with light weapons. The fencer gets Weapon Finesse as a bonus feat at 1st level.

This ability replaces the cavalier’s shield proficiency.

Duel (Ex)
Once per day, a fencer can challenge a foe to combat. As a swift action, the fencer chooses one target within sight to challenge. The fencer ’s melee attacks deal extra damage whenever the attacks are made against the target of his duel. This extra damage is equal to the fencer ’s level. The fencer can use this ability once per day at 1st level, plus one additional time per day for every three levels beyond 1st, to a maximum of seven times per day at 19th level.
Maintaining a duel requires much of the fencer ’s concentration. The fencer takes a –2 penalty to his Armor Class, except against attacks made by the target of his duel.
The duel remains in effect until the target is dead or unconscious or until the combat ends.

This ability works as and replaces the cavalier’s challenge ability.

Panache (Ex)
A fencer makes his mark upon the world with daring flourishes. It might be because of a blind self-confidence, an extraordinary gift of luck or an exaggerated sense of pride, but whatever the reason, all fencer s have panache. In game terms, panache is a fluctuating measure of a fencer ’s ability to perform amazing actions in combat. At the start of each day, a fencer gains a number of panache points equal to his Charisma modifier (minimum 1). His panache goes up or down throughout the day, but usually cannot go higher than his Charisma modifier (minimum 1), though some feats and magic items may affect this maximum. A fencer spends panache to accomplish flourishes (see below), and regains panache in the following ways.

Critical Hit with a Melee Weapon: Once per round, when the fencer confirms a critical hit with a melee weapon while in the heat of combat, he regains 1 panache point. Confirming a critical hit on a helpless or unaware creature or on a creature that has fewer Hit Dice than half the fencer ’s character level does not restores panache.

Killing Blow with a Melee Weapon: When the fencer reduces a creature to 0 or fewer hit points with a melee attack while in the heat of combat, he regains 1 panache point. Destroying an unattended object, reducing a helpless or unaware creature to 0 or fewer hit points, or reducing a creature that has fewer Hit Dice than half the fencer ’s character level to 0 or fewer hit points does not restore any panache.

Flourishes
Fencer s spend panache points to accomplish flourishes. Most flourishes grant the fencer some momentary bonus or effect, but there are some that provide longer-lasting effects. Some flourishes stay in effect as long as the fencer has at least 1 panache point. The following is the list of base fencer flourishes. A fencer can only perform flourishes of his level or lower. Unless otherwise noted, a flourishes can be performed multiple successive times, as long as the appropriate amount of panache is spent to perform the flourishes.

Fabulous Presence (Ex): At 1st level, as long as the fencer has at least 1 panache point, he can add his Charisma modifier as a moral bonus to initiative checks (minimum 1).

«En Guarde! » (Ex): At 1st level, the fencer can take the time to adopt a mastered fighting stance while setting a duel. Doing so increase his confidence and focus as it repeats a well-known pattern of combat. When activating his duel ability, the fencer may use a move action to mind himself and take his posture. The fencer adds his Charisma modifier as a circumstance bonus to attack roll and as a dodge bonus to AC against the target of his duel. This ability use 1 point of panache and last as long as the duel.

Fencer ’s Dodge (Ex): At 1st level, the fencer gains an uncanny knack for getting out of the way of ranged attacks. When a ranged attack is made against the fencer , he can spend 1 panache point to move 5 feet as an immediate action; doing so grants the fencer a +2 bonus to AC against the triggering attack. This movement is not a 5-foot step, and provokes attacks of opportunity. Alternatively, the fencer can drop prone to gain a +4 bonus to AC against the triggering attack. The fencer can only perform this flourishes while wearing light or no armor, and while carrying no more than a light load.

Parade (Ex): At 4th level, the fencer gains the ability to deflect dangerous blow by an agile twist of his wrist. When a melee attack hit the fencer , he may, as an immediate action and at the cost of 1 panache point, roll an attack with his full attack bonus against a DC equal to his opponent’s attack result. If he succeeds, the attack misses. A fencer must be aware of the attack and holding a melee weapon to use this flourishes.

Bravado (Ex): At 4th level, the fencer may taunt and undermine his opponents by a provocative display of skills, insults or unstopping jabbers. By spending 1 panache point as a move action, the fencer may start a Satire, as the court bard performance, for a number of round equal to ½ the fencer ’s level + the fencer ’s Charisma modifier. The fencer his considered a bard of his fencer level -3 for the purpose of this performance. Using this flourishes become a swift action at 10th level.

Charming Adventurer (Ex): At 4th level, the fencer ’s aura of self-confidence and his natural charm impresses the ones who meet him. As long as he keeps at least 1 point of panache, a fencer adds ½ his fencer level to Bluff or Diplomacy and to Perform checks. The choice must be made at 4th level and can’t be changed latter. This bonus increases by 2 against people or creatures that could be attracted to him.

Riposte (Ex): At 8th level, when the fencer succeeds when using the parade flourishes, he can counter-attack his opponent as a free action at his full attack bonus. The target counts as flat-footed against this attack. The fencer must have at least 1 panache point and be threatening his attacker to use this flourishes.

Provocation (Ex): At 8th level, when the fencer hit the target of his duel with a melee attack, he can couple his attack with a scathing insult. The opponent receive a penalty to attack and concentration rolls equal to the fencer ’s Charisma modifier whenever he doesn’t include the fencer as a target of his attack. This effect last for 1 round and isn’t cumulative. The fencer must have at least 1 panache point to use this flourishes.

Thrusting (Ex): At 8th level, when the fencer only attacks once during his initiative, may it be as part of a standard action, a charge or a spring attack, he may expends 1 panache point as a free action to add 3d6 bonus precision damages to the hit. This bonus damage isn’t multiplied on a critical hit. The fencer must choose to expend the panache point before the attack his rolled. If he misses, the fencer deals half the extra damage anyway. This precision damage increases to 4d6 at 12th level, to 5d6 at 16th level, and to 6d6 at 20th level.

Demanding Duel (Ex): At 12th level, as long as the fencer has at least 1 panache point, he can force the target of his duel to pay attention to the threat he poses. As long as the target is within the threatened area of the fencer , it takes a –2 penalty to its AC from attacks made by anyone other than the fencer .

Redirect Attack (Ex): At 12th level, when the fencer succeeds when using the parade flourishes, he can redirect the attack to strike at an adjacent creature with a free action at the cost of 1 panache point. The creature targeted must be within melee reach of the attack, and the creature that made the attack against the fencer must make a new attack roll against the new target.

«Surrender !» (Ex): At 12th level, when the fencer confirms a critical hit against a target, he may suspend his attack and instead make an Intimidate checks against his opponent CMD. If he succeeds, he may initiate a Throat Threat, as the rogue talent. However, the fencer may affect an opponent of any size, and the vital strike action increases his weapon critical modifier by 1. If the fencer fails the Intimidate attempt, the attack hit normally, but isn’t a critical hit. The fencer must have at least 1 panache point to use this flourishes.

Fencer ’s Luck (Ex): At 16th level, the fencer can spend panache to reroll a saving throw or a skill check. It costs 2 panache points to reroll a saving throw, and 1 panache point to reroll a skill check. The fencer must take the result of the second roll, even if it is lower. The flourishes’s cost cannot be reduced by the true panache class ability, the Signature Flourishes feat, or any other effect that reduces the amount of panache a flourishes costs.

Denouncing Invective (Sp): At 16th level, the fencer can spend 1 panache point as a standard action to emulate spell effects as a special ability, his word being almost as strong as magic. The save DC related to these effects his equal to 10 + ½ the fencer ’s class level + the fencer ’s Charisma modifier. The spells that can be emulated are Denounce, Utter Contempt, and Malicious Spite.

Distractive Sting (Ex): At 16th level, the fencer does not provoke attacks of opportunity from any creatures he hit earlier on the same turn. The fencer must have at least 1 panache point to use this flourishes.

Too Fast to Catch (Ex): At 20th level, the fencer never provokes attack of opportunities by moving out an opponent treated square and have an unbeatable CMD against grapple attempts. The fencer must have at least 1 panache point to use this flourishes.

Flamboyant Diatribe (Sp): At 20th level, the fencer adds Song of Discord and Vengeful Outrage to the spells he can emulate with his denouncing invective flourishes.

Cheat Death (Ex): At 20th level, whenever the fencer is reduced to 0 or fewer hit points, he can spend all of his remaining panache points (minimum 1) to instead be reduced to 1 hit point and attempt a free Bluff or Perform (acting) check opposed to his attacker’s Sense Motive to appear dead.

Panache and Flourishes replace the cavalier’s mount, the cavalier’s banner and the demanding challenge ability.

Nimble (Ex)
A fencer is a fluid combatant, relying on quickness rather than heavy armor to deflect blows. At 2nd level, when wearing no or light armor, the fencer adds his Nimble bonus to his armor class and CMD. This is considered a dodge bonus and whenever the fencer is denied his Dexterity bonus to armor class he also loses his Nimble bonus. The bonus gained by nimble increase by 1 at 6th level and every four level thereafter, to a maximum of +5 at 20th level.
Nimble may be substituted for the Dodge feat as a prerequisite for other feats (for example, a fencer with Nimble +1 need not take the Dodge feat in order to select the Mobility feat).
This ability replaces the cavalier’s charge and mighty charge ability.

Fencing Style (Ex)
At 2nd level, a fencer must select one fencing style to pursue.
The fencer 's expertise manifests in the form of bonus feats or extraordinary ability at 2nd, 6th, 10th, 14th, and 18th level. He can choose feats from his selected combat style list, even if he does not have the normal prerequisites.

The benefits of the fencer ’s chosen style feats and abilities apply only when he wears light or no armor and respect his style restriction. Once a fencer selects a fencing style, it cannot be changed.
Fencing abilities marked by a F mimic fighter’s abilities and treat the fencer as a fighter of his level. Ability advancement uses the level the fencer gained the ability instead of the normal fighter’s level.

Cloak and Sword Style
If the fencer selects the cloak and sword fencing, he can choose from the following list whenever he gains a fencing style ability:
Two-Weapon Fighting, Dazzling Display, Improved Dirty Trick and Improved Disarm
• At 6th level, he adds Deflect Arrow, Disruptive, Cloaked Fighting Style and Quick Dirty Trick.
• At 10th level, he adds Sweeping PrankF, Greater Dirty Trick, Ray Shield (using cloak as shield) and Osyluth Guile to the list list.
Special: The fencer must use a one handed or light weapon and hold a cloak in the other hand to use these fencing abilities. When holding a cloak, he gains a +2 to Combat Manoeuver checks to perform disarm and dirty trick manoeuvers. The fencer consider cloak as an off-hand weapon for the purpose of two-weapon fighting and never gains two-weapon fighting penalties using it, but can only perform combat manoeuvers with his cloak.

Daredevil Style
If the fencer selects the daredevil style, he can choose from the following list whenever he gains a fencing style ability.
Step Up, Improved Side Step, Mobility, Disengaging Flourish.
• At 6th level, he adds Wind Stance, Step Up and Strike, Spring Attack and Monkey Style to the list.
• At 10th level, he adds Lighning Stance, Fleet FootedF, Monkey Move (using light or one handed finesse weapons instead of unarmed strikes) and Hair’s BreadthF to the list.
Special: The fencer must carry no more than a light load and can’t be entangled when using these fencing abilities.

Sword and Pistol Style
If the fencer selects the pistol dueling style, he can choose from the following list whenever he gains a fencing style ability.
Two-Weapon Fighting, Point Blank Shot, Opening Volley and Rapid Reload
• At 6th level, he adds Sword and Pistol, Snap Shot, Shot on the Run and Deadly Aim to the list.
• At 10th level, he adds Improved Snap Shot, Firearm Training (as a gunslinger) and Two-Weapon Rend to the list.
Special: The fencer must wield a one-handed firearm. He can add his duel bonus to ranged attack using one handed firearms and treats pistols as clubs for the purpose of melee combat. The fencer doesn’t need a free hand to reload a firearm if he is only holding a light weapon.

Weapon Master Style
If the fencer selects the sword master style, he can choose from the following list whenever he gains a fencing style ability.
Power Attack, Dueling Mastery, Defensive Weapon Training, Combat Expertise
• At 6th level, he adds Whirlwind Attack, Combat Patrol, Weapon Specialisation and Steel NetF to the list.
• At 10th level, he adds Strike Back, Penetrating Strike, Greater Weapon Specialisation and Lightning StrikeF to the list.
Special: The fencer must hold a one handed or two-handed finesse weapon and can’t include off-hand or unarmed attacks in his full-attack actions in order to use these fencing abilities.

Twin Blades Style
If the fencer selects two-weapon fencing style, he can choose from the following list whenever he gains a fencing style ability.
Improved Disarm, Two-Weapon Feint, Break Guard, and Two-Weapon Fighting.
• At 6th level, he adds Improved Two-Weapon Fighting, Improved Two-Weapon Feint, and Two-Weapon Defense to the list.
• At 10th level, he adds Greater Two-Weapon Fighting, DoublestrikeF, Improved BalanceF and Two-Weapon Rend to the list.
Special: The fencer must hold two weapons or hold a double weapon to use these fencing abilities.

This ability replaces the cavalier’s bonus feat and bonus teamwork feat.

Uncanny Dodge (Ex)
Starting at 3th level, a fencer can react to danger before his senses would normally allow him to do so. He cannot be caught flat-footed, nor does he lose his Dex bonus to AC if the attacker is invisible. He still loses his Dexterity bonus to AC if immobilized. A fencer with this ability can still lose his Dexterity bonus to AC if an opponent successfully uses the feint action (see Combat) against him.
If a fencer already has uncanny dodge from a different class, he automatically gains improved uncanny dodge (see below) instead.

This ability and improved uncanny dodge replaces the cavalier’s medium armor proficiency

Blade Elegance (Ex)
At 5th level, a fencer can select one specific type of melee weapon. This must be a light or finesse piercing or slashing weapon. He can add his Dexterity modifier instead of his Strength modifier on damage rolls when using that type of weapon. The fencer can’t multiply his Dexterity modifier on damage roll when using two handed weapon. The fencer can choose to change his selected weapon at 10th level, 15th level and 20th level.

This ability replaces the cavalier heavy armor proficiency

Improved Uncanny Dodge (Ex)
A fencer of 8th level or higher can no longer be flanked. This defense denies to opponents the ability to sneak attack the character by flanking him, unless the attacker has at least four more rogue levels than the target has fencer level.
If a character already has uncanny dodge (see above) from another class, the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.

Evasion (Ex)
At 9nd level and higher, a fencer can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the fencer is wearing light armor or no armor. A helpless fencer does not gain the benefit of evasion.

This ability and improved evasion replace the cavalier’s tactician, greater tactician and master tactician ability.

Saving Slash (Ex)
At 11th level, when wielding a weapon modified by the blade elegance ability, a fencer can, once per round as a free action, try to deflect a melee critical hit targeting him, reducing its damage to that of a normal hit, with a 25% chance of success. This does not stack with the fortification special ability of magical armor or similar effects.

This ability and greater saving slash replace the cavalier’s expert trainer and greater banner ability.

Greater Saving Slash (Ex)
At 15th level, a fencer ’s saving slash has a 50% chance of reducing a melee critical hit to a normal hit. In addition, he can attempt a saving slash against a ranged critical hit, including those by rays and other ranged touch effects, with a 25% chance of success.

Improved Evasion (Ex)
At 17th level, a fencer 's evasion improves. This ability works like evasion, except that while the fencer still takes no damage on a successful Reflex saving throw against attacks, he henceforth takes only half damage on a failed save. A helpless fencer does not gain the benefit of improved evasion.

True Panache (Ex)
At 20th level, a fencer picks two flourishes that he has access to and that he must spend panache to perform. He can perform these flourishes for 1 fewer panache point (minimum 0) than usual. If the number of panache points to perform a flourishes is reduced to 0, the fencer can perform this flourishes as long as he has at least 1 panache point.

This ability replaces the cavalier’s supreme charge ability


Kelazan wrote:

Here is my MCA Cavalier/Gunslinger, the Fencer

FENCER

** spoiler omitted **...

I thought you already *completed* this one in a thread a couple of months ago.

It seems complete, anyways.

Though, I think we might modify it to be more cavalier-like? Or maybe just set this as a Fighter/Gunslinger archetype?


Orelius Lionpaw wrote:
Kelazan wrote:

Here is my MCA Cavalier/Gunslinger, the Fencer

FENCER

** spoiler omitted **...

I thought you already *completed* this one in a thread a couple of months ago.

It seems complete, anyways.

Though, I think we might modify it to be more cavalier-like? Or maybe just set this as a Fighter/Gunslinger archetype?

this is somewhat similar to little reds fencer from engarde!


I agree, we've lost a bunch of cavalier here. It's mostly Gunslinger (at least is essence). We might want to redesign it as a Gun/Cav, as so much of the cavalier is gone. Then we can incorporate cavalier back into the MCA. Thoughts? I think it'll be less work than trying to reincorpoarate more cavalier, instead just start off with the gunslinger which appears to be the primary with so much of the abilities based on the gunslinger class features. In fact, it almost feels more like a new Base class than an MCA.

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