
Browman |

Once I made the switch to Inquisitor things escalated quickly.
I present the Delphic blade, an Inquisitor/ Fighter who possesses a divining foresight that grants most of their special abilities. Note that several Inquisitor abilities have been renamed to something more suitable, and in the case of judgement the options restricted to judgements that made sense as a kind of foresight.
Delphic blades can be found guarding sites of great prophets and mystics. They are granted a small portion of the foresight that these visionary beings abilities to augment their combat skills.
Primary Class: Inquisitor
Secondary Class: fighter
Alignment: Any
Hit Dice: d8
3/4 BAB, Good fort and will saves.
Skills: The Delphic Blade adds 3 fighter skills to her list of Inquisitor skills. She gains 4+Int modifier ranks each level.
Weapon and armour proficiency: An Delphic Blade is proficient with all simple and martial weapons. The essence drinker is proficient with light and medium armour. The Delphic blade can cast all Delphic blade spells while wearing light or medium armour without the usual armour failure chance, other spells are subject to normal failure chance.
Spells: The Delphic Blade can cast inquisitor spells of the divination school. She learns spells as an inquisitor.
Diminished spell casting: A Delphic blade casts one less spell per level than an inquisitor, if this would lower the number of spells per day of that level to 0, the Delphic blade can only cast spells of that level if her wisdom bonus is high enough to receive a bonus spell of that level.
Vision Walk: This ability functions the same as an inquisitor’s judgement except that the Delphic blade can only use the destruction, justice, protection, purity, resiliency and smiting judgments. This replaces judgement.
Delphic Sight: This ability functions the same as monster lore.
Forewarned: This functions as the divination arcane school ability. This replaces stern gaze.
Battle focus: This functions the same as cunning initiative.
Bonus feat: starting at 3rd level and every 3 levels after, the Delphic blade learns one extra combat feat. This replaces solo tactics and teamwork feats.
Armour training 1, 2, 3: replaces stalwart and slayer.
Weapon training 1: replaces bane
Dual walk: This functions as second judgement for vision walk. This replaces second judgement
Weapon training 2: replaces greater bane
Triple walk: This functions as third judgement for vision walk: This replaces third judgement.
Visionary Strike: The effects of exploit weakness last twice as long and any DR is also lost. This replaces true judgement.
Lvl Bab Fort Ref Will Special
1 0 2 0 2 Forewarned, Vision walk (1/day), Delphic sight, diminished spellcasting, orisons
2 1 3 0 3 Battle focus, detect alignment
3 2 3 1 3 bonus feat
4 3 4 1 4 Vision walk (2/day), armour training 1
5 3 4 1 4 weapon training 1, discern lies
6 4 5 2 5 bonus feat
7 5 5 2 5 Vision walk (3/day)
8 6 6 2 6 Dual Walk
9 6 6 3 6 bonus feat
10 7 7 3 7 Vision walk (4/day)
11 8 7 3 7 armour training 2
12 9 8 4 8 weapon training 2, bonus feat
13 9 8 4 8 Vision walk (5/day)
14 10 9 4 9 exploit weakness
15 11 9 5 9 bonus feat
16 12 10 5 10 Vision walk (6/day), Triple walk
17 12 10 5 10 armour training 3
18 13 11 6 11 bonus feat
19 14 11 6 11 Vision walk (7/day)
20 15 12 6 12 Visionary Strike

Elghinn Lightbringer |

#Delphic Blade
1) Why diminished spellcasting, and what are you gaining from it?
2) Spells: So does this one only cast Divination spells from the inqisitor list?
3) You lost domain in the table but there's no swap for it, so you should still have it as a something we can swap out. I would have domain swap out for forewarned and some other higher level divination type ability.
4) Armor training shoudl replace Solo tactics, stalwart, and slayer, and placed at 5/11/17 levels.
5) Weapon training 1 & 2 should go at levels 8 and 14.
Overall simple swaps, but I'm not seeing the whole flavor or nuance of this one. What are you trying to accomplish with this one Browman? If "delphic" means visionary or foresight related, this needs more of that added to it. I jst think we can really add to this if we have a better idea as to what you are wanting to do with it.
Also, just a comment, with all the name changing of abilities that are the same as the inquisitor's abilities, while flavorful, it adds in a bunch of sentences tha say "...is exactly like the inquisitor's X ability" which I think is uneccesary. It there is a change to an ablity, then renaming is fine, but I think it's unneccessary if they are simply name changes of identical abilities for flavors sake. Just my opinion.

Starfox |

The spellsword is an MCA that is hard to get exactly where I want it. In the end it may have to come in several variants or sub-archetypes. It is a mix of three related concepts.
It is an arcane variant of the paladin; a warrior in heavy armor that has access to significant supernatural powers and can still fight.
It is a Pathfinder variant of the 4th edition swordmage; a "tank" type warrior who uses some spells and can work ritual magic.
It is a game representation of a grim antihero from literary fantasy, a sorcerer-warrior able to cast a few minor spells, but whose greatest magic lies in rituals prepared for very specific occasions. This literary trope is famously expressed in Michael Moorcock's Elric and Eternal Champion books, but a closer model comes from Darkness Weaves by Karl Edward Wagner.
The name is a conscious allusion to "sellsword" - the feel I have for this class is that it is unscrupulous and mercenary, willing to do anything to achieve their goals.
The spellsword is a warrior who is also a minor arcane spellcaster. He focuses on using magic outside of combat, complimenting his fighting skills with minor spellcasting abilities and a deep theoretical understanding of arcane magic. This makes him able to create and use scrolls and other magic items to cast spells in a deliberate, planned manner.
Class Information
This is a multiclass archetype.
Primary Class: Fighter.
Secondary Class: Magus.
The spellsword has all the class features of the primary class except as noted here. A spellsword cannot multiclass as a either the primary or secondary class, or with any of their subclasses, combination classes, or multiclass archetypes.
Age: The spellsword is an educated class and uses the oldest starting age bracket.
Alignment: Any
Hit dice: d10
Class Skills
Craft (Int), Fly (Dex), Intimidate (Cha), Knowledge (Any) (Int), Linguistics (Int), Profession (Wis), Spellcraft (Int), and Use Magic Device (Cha).
Skill points per level: 2 + Int bonus
Class features
Weapon and Armor Proficiency: Spellswords are proficient with all simple and martial melee weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).
Spells
A spellsword casts arcane spells drawn from the magus spell list, but only up to the 4th level of spells. A spellsword has no access to magus spells of level 5 or higher, such spells are not considered to be on his spell list for any purpose, precluding him from using spell trigger and spell completion items based on those spells. (But see the magic theorist class feature.) A spellsword must choose and prepare his spells ahead of time. The spellsword only begins with the ability to cast cantrips, but is a spellcaster from level 1 and has a caster level equal to his spellsword level.
To learn, prepare, or cast a spell, the spellsword must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a spellsword's spell is 10 + the spell level + the spellsword's Intelligence modifier.
A spellsword can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Spellsword. In addition, he receives bonus spells per day if he has a high Intelligence score (see Table: Ability Modifiers and Bonus Spells). When Table: Spellsword indicates that the spellsword gets 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on his Intelligence score for that spell level.
A spellsword may know any number of spells. He must choose and prepare his spells ahead of time by getting 8 hours of sleep and spending 1 hour studying his spellbook. While studying, the spellsword decides which spells to prepare.
Spellbooks: A spellsword must study his spellbook each day to prepare his spells. He cannot prepare any spell not recorded in his spellbook. At 1st level a spellsword gains a spellbook containing the cantrips he knows. At 4th level the spellsword adds three 1st-level spells of his choice to his spellbook. The spellsword also selects a number of additional 1st-level magus spells equal to his Intelligence modifier to add to the spellbook at this time. At each new spellsword level after the fourth, he gains one spell of any spell level that he can cast (based on his new spellsword level) for his spellbook.
At any time, a spellsword can also add spells of level 1 or greater found in other spellbooks to his own. A spellsword can learn spells from a wizard’s spellbook, just as a wizard can from a spellsword’s spellbook. The spells learned must be on the magus spell list. A spellsword cannot learn spells from an alchemist's formula book.
Cantrips
Cantrips: Spellswords learn to cast cantrips, or 0-level spells. A spellsword does not prepare cantrips and cannot add them to his spellbook like he can add higher-level spells; he knows a limited selection that does not change over time and can use any of the cantrips he knows at any time. These spells are cast like any other spell, but they are not expended when cast and may be used again.
Spellswords know a number of cantrips equal to their Intelligence modifier at first level. They learn one new cantrip every level from level 2 to level 5, for a total of 4 bonus cantrips.
Magic Theorist
A spellsword has a deep understanding of the theories of magic. All spells from the magus and sorcerer/wizard spell list are assumed to be on the spellsword's spell list for the purpose of using spell trigger and spell completion items.
Weapon Somatics
The spellsword can use a melee weapon to replace the somatic components of any spellsword spells he casts. This works just like the Still Spell feat, except that the spellsword must be wielding a melee weapon and must be able to use it. He need not have a free hand besides the one holding the weapon. Weapon somatics can be used in a grapple, but only if the spellsword would be able to use his weapon to attack (not if wielding a two-handed weapon) and the normal concentration checks to cast spells without somatic components in grapple still apply.
This ability only works with melee weapons held in one or more hands; it is of no use with ranged weapons, natural weapons, spiked armor, or similar weapons that are not held in the hand.
Scribe Scroll
The spellsword gains Scribe Scroll as a bonus feat at 2nd level.
Spellbook Mastery
At third level, a spellsword can use a sorcerer/wizard spell from a spellbook he owns as a prerequisite for creating a magic item. This need not be his own spell book or a spell he knows or is capable of casting. As long as the spell in question has been deciphered (using Spellcraft or read magic), the spellsword can use the spellbook to satisfy prerequisites for creating magic items.
Note that this and Scribe Scroll gives the spellsword a sort of ritual magic; by scribing a scroll of a high-level spell, he can make that spell available for a single use.
At 11th level the spellsword can use a spellbook and points from his magic pool to cast sorcerer/wizard spells. Doing this takes one minute (or longer if the spell's casting time is longer) and costs a number of points from the arcane pool equal to the spell's level. The level of the spell can be no higher than half the spellsword's class level. At 17th level the casting time for a spell cast like this becomes one round. A spellsword can cast these spells using weapon somatics.
Bonus Feats
At 3rd, 6th, 9th, 12th, 15th, and 18th level, a spellsword gains a bonus feat. At each such opportunity, he can choose a combat feat or an item creation feat. The spellsword must still meet all prerequisites for a bonus feat, including caster level minimums. Spellswords can also qualify for feats that are normally restricted only to fighters. Half of any spellsword levels count as fighter levels to qualify for fighter-only feats. This level credit stacks with level credits from other classes that grant access to fighter feats, such as magus or fighter.
Spellstrike (Su)
At 4th level, whenever a spellsword casts a spell with a range of "touch" from the magus spell list, he can deliver the spell through any weapon he is wielding as part of a melee attack. Instead of the free melee touch attack normally allowed to deliver the spell, a spellsword can make one free melee attack with his weapon (at his highest base attack bonus) as part of casting this spell. If successful, this melee attack deals its normal damage as well as the effects of the spell. This attack uses the weapon’s critical range (20, 19–20, or 18–20 and modified by the keen weapon property or similar effects), but the spell effect only deals ×2 damage on a successful critical hit, while the weapon damage uses its own critical modifier.
Arcane Pool (Su)
Upon reaching 5th level, the spellsword gains a reservoir of mystical arcane energy that he can draw upon to fuel his powers and enhance his weapon. This arcane pool has a number of points equal to ½ his spellsword level + his Intelligence modifier. The pool refreshes once per day when the spellsword prepares his spells.
At 5th level, a spellsword can expend 1 point from his arcane pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute. For every four levels beyond 5th, the weapon gains another +1 enhancement bonus, to a maximum of +4 at 17th level. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack, but the spellsword can have several weapons that benefit from the arcane pool separately at the same time.
These bonuses can also be used to add any of the following weapon properties: dancing, flaming, flaming burst, frost, icy burst, keen, shock, shocking burst, or speed. Adding these properties consumes an amount of bonus equal to the property’s base price modifier. These properties are added to any the weapon already has, but duplicates do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. These bonuses and properties are decided when the arcane pool point is spent and cannot be changed until the next time the spellsword uses this ability. These bonuses do not function if the weapon is wielded by anyone other than the spellsword and apply to only one end of a double weapon, but two separate uses of the ability can be used to enhance both ends. The spellsword can end the arcane pool weapon enchantment at any time as a free action.
Lighten Armor (Su)
A 7th level spellsword can expend one point from his arcane pool as a swift action to lighten his armor and load for 10 minutes. This reduces the armor check penalty of the armor/encumbrance by two, increased the maximum dexterity bonus by one, and allows the spellsword to move in medium armor/encumbrance as if it was light armor/encumbrance.
At 13th level, this ability improves to reduce the armor check penalty by four, increase the maximum Dexterity bonus to armor class by two, and allows the spellsword to move in heavy armor/encumbrance as if it was light armor/encumbrance.
Whirlwind Attack
Upon attaining 8th level, the spellsword gains Whirlwind Attack as a bonus feat, ignoring the prerequisites. By expending one point form the arcane pool, the spellsword can make one whirlwind attack as a standard action.
Arcane Quicken
At 14th level, the spellsword can apply Quicken Spell to any spell from the magus spell list at the cost of one point of Arcane Pool per level of the spell. The level of the spell does not change.
Counterstrike (Ex)
At 16th level, whenever an enemy within reach of the spellsword successfully casts a spell defensively, that enemy provokes an attack of opportunity from the magus after the spell is complete. This attack of opportunity cannot disrupt the spell.
Greater Spell Access (Su)
At 19th level, the spellsword gains access to an expanded spell list. He learns and places 8 spells from the wizard’s spell list into his spellbook as spellsword spells of their wizard level. These spells count as spellsword spells for him from now on, and can be used with the arcane weapon somatics ability. He gains two of each of the following wizard spells not on the magus spell list:
1st-level, 2nd-level, 3rd-level, 4th-level.
True Spellsword (Su)
At 20th level, the spellsword becomes a master at combining spells and combat. Whenever he uses his weapon somatics ability, he does not need to make a concentration check to cast the spell defensively.
1st +1 +2 +0 +2 Cantrips, magic theorist, weapon somatics,
2nd +2 +3 +0 +3 Bonus cantrip, scribe scroll
3rd +3 +3 +1 +3 Bonus feat, bonus cantrip, spellbook mastery
4th +4 +4 +1 +4 Bonus cantrip, spellstrike 0
5 th +5 +4 +1 +4 Arcane pool +1, bonus cantrip, 1 — —
6th +6/+1 +5 +2 +5 Bonus feat 1
7th +7/+2 +5 +2 +5 Lighten armor (medium) 1 0
8th +8/+3 +6 +2 +6 Whirlwind attack 1 1
9th +9/+4 +6 +3 +6 Arcane pool +2, bonus feat 2 1
10th +10/+5 +7 +3 +7 Lighten armor (heavy) 2 1 0
11th +11/+6/+1 +7 +3 +7 Spellbook mastery (wizard spells) 2 1 1
12th +12/+7/+2 +8 +4 +8 Bonus feat 2 2 1
13th +13/+8/+3 +8 +4 +8 Arcane pool +3 3 2 1 0
14th +14/+9/+4 +9 +4 +9 Arcane quicken 3 2 1 1
15th +15/+10/+5 +9 +5 +9 Bonus feat 3 2 2 1
16th +16/+11/+6/+1 +10 +5 +10 Counterstrike 3 3 2 1
17th +17/+12/+7/+2 +10 +5 +10 Arcane pool +4, spellbook mastery (round) 4 3 2 1
18th +18/+13/+8/+3 +11 +6 +11 Bonus feat 4 3 2 2
19th +19/+14/+9/+4 +11 +6 +11 Greater spell access 4 3 3 2
20th +20/+15/+10/+5 +12 +6 +12 True spellsword 4 4 3 3
* Level 5 and 6 spells - Full BAB
* Ability to cast spells in armor - Weapon Somatics (this is a swap up, as weapon somatics also frees a hand)
* Spell Combat (1) - Magic Theorist (I call this a swap down, to compensate for Weapon Somatics)
* 6 Magus Arcana - 6 Bonus Feats
* Spell Recall (4) + 2 Bonus Feats (11, 17)- Spellbook mastery
* Bonus Feats (5) - Scribe Scroll
* Knowledge Pool (7) - Lighten Armor (medium)
* Medium Armor (7) - Gained at level 1
* Improved Spell Combat (8) - Whirlwind attack
* Fighter Training (10) - Gained at level 1
* Improved Spell Recall (11) - Lighten armor (heavy)
* Heavy Armor (13) - Gained at level 1
* Greater Spell Combat (14) - Arcane Quicken
* True Magus (20) - True Spellsword
Some swaps are down in level (like Scribe Scroll), but other powers have moved up to compensate (like spellstrike).
An earlier version of this had inherent dimension door abilities, similar to the 4E swordmage. I removed these as redundant.
I could see a version that is more fighter-ish, with armor training and weapon training instead of arcane pool armor and weapon enhancements. This would be a pretty big rewrite, as many other abilities key off the arcane pool. It is much closer to the literary models and further from the swordmage.
Another variant does not wear armor; it uses mage-armor-like force fields for protection.
The least important class abilties, that I'd consider swapping out first, are Counterstrike and Greater Spell Access - the later is pretty redundant with Spellbook Mastery.

Browman |

#Delphic Blade
1) Why diminished spellcasting, and what are you gaining from it?
2) Spells: So does this one only cast Divination spells from the inqisitor list?
3) You lost domain in the table but there's no swap for it, so you should still have it as a something we can swap out. I would have domain swap out for forewarned and some other higher level divination type ability.
4) Armor training shoudl replace Solo tactics, stalwart, and slayer, and placed at 5/11/17 levels.
5) Weapon training 1 & 2 should go at levels 8 and 14.
Overall simple swaps, but I'm not seeing the whole flavor or nuance of this one. What are you trying to accomplish with this one Browman? If "delphic" means visionary or foresight related, this needs more of that added to it. I jst think we can really add to this if we have a better idea as to what you are wanting to do with it.
Also, just a comment, with all the name changing of abilities that are the same as the inquisitor's abilities, while flavorful, it adds in a bunch of sentences tha say "...is exactly like the inquisitor's X ability" which I think is uneccesary. It there is a change to an ablity, then renaming is fine, but I think it's unneccessary if they are simply name changes of identical abilities for flavors sake. Just my opinion.
1) I was trying to play on the safe side of being underpowered rather than overpowered. I find it is easier to add stuff in to make a class more powerful than start taking stuff out.
2) exactly
3)as I said with point one I was being cautious with how powerful I made him.
4) and 5) I am fine with moving some abilities around
I am trying to go for a class that gains a lot of its abilities due to being able to divine possible futures. This generally being a side effect of guarding sites that contained powerful oracles (in the Greek oracle of Delphi sense, not pathfinder oracle). So having better perception because they realize that they will be ambushed in the near future, or avoiding an attack because they saw it coming, or striking a weak point that they saw in one possible future.
I am fine with not renaming stuff but it seemed weird that the Delphic blade had a bunch of abilities that sounded very non-mystical.

Starfox |

# Delphic Blade
Overall Balance: This has to lose something to get full BAB, I think that explains many of Browman's swaps.
Intro: "Delphic blades can be found guarding sites of great prophets and mystics. They are granted a small portion of the foresight that these visionary beings abilities to augment their combat skills." I'd add that they can guard the prophets and oracles themselves as well.
Weapon and armor proficiency: If the delphic blade casts spells as an inquisitor, she casts divine spells. This makes armor spell failure irrelevant.
Also, just a comment, with all the name changing of abilities that are the same as the inquisitor's abilities, while flavorful, it adds in a bunch of sentences tha say "...is exactly like the inquisitor's X ability" which I think is uneccesary. It there is a change to an ablity, then renaming is fine, but I think it's unneccessary if they are simply name changes of identical abilities for flavors sake. Just my opinion.
Have to agree with this.

Elghinn Lightbringer |

# Delphic Blade
Overall Balance: This has to lose something to get full BAB, I think that explains many of Browman's swaps.
But its not full BAB, it's 3/4...:D
Intro: "Delphic blades can be found guarding sites of great prophets and mystics. They are granted a small portion of the foresight that these visionary beings abilities to augment their combat skills." I'd add that they can guard the prophets and oracles themselves as well.
This would be a good addition, perhaps they serve as bodyguards to the propehts, then when they die, they guard their tombs.
Weapon and armor proficiency: If the delphic blade casts spells as an inquisitor, she casts divine spells. This makes armor spell failure irrelevant.
Yup, I removed all that in my revisions.
I think what might be good for the MCA is to just keep the magus spell list, keep it normal casting (not diminished) and then add in divination spells from the wizard or wvwn cleric list, what ever is missing form the list currently and fits with the flavo of the MCA. That'll increases its source of divination magic without any real issues, as divination magic isn't OP usually, not like evocation can be.

Starfox |

Just a quick suggestion. Could we add Ranger's Combat Styles to the list of MCA supplements? It could help with the next class I'm working on, and save the effort with creating similar combat styles to those that exist already.
Is it interesting to post new ranger combat styles, oracle mysteries, bloodlines and so on separate from MCAs, or should we only post them as they are needed? Might get a bit much extra work if we do, but its Elghinn's call. I have a few of each to share once I look at what we have to eliminate too close doubles.

Elghinn Lightbringer |

Just a quick suggestion. Could we add Ranger's Combat Styles to the list of MCA supplements? It could help with the next class I'm working on, and save the effort with creating similar combat styles to those that exist already.
The MCA Supplements are for new material, and will be added to as MCAs provide them. So, if you have an MCA coming up that has new Ranger Combat Styles related to it, then yes, they will be added to our supplement once the related MCA is on the block. The Styles would be part of the balance checks too, so we'd want them shown at the same time as your MCA.

Elghinn Lightbringer |

Elghinn Lightbringer wrote:Full BAB 1/2 caster instead of 3/4 BAB hybrid?Just listing options really. Right now it feels like an Inquisitor with less spells and no real new abilities, so 1/1 BAB seems reasonable. If we can find other things to spend the design space on, that could work too.
I agree, it needs new abilities related to its flavor to really make it pop, otherwise, as it stands, its very ho-hum. I think we still have room for swaps on the current incarnation, its just a matter of finding the right ones. If we're wanting more divination abilites, we'll want to scout out related PrCs, divination related schools, domains, inquisitions, mysteries, hexes, etc., whether we use them directly or adapt them. Or we can always use spells and make them spell-like abilities.

Oceanshieldwolf |

Tyrannical wrote:Just a quick suggestion. Could we add Ranger's Combat Styles to the list of MCA supplements? It could help with the next class I'm working on, and save the effort with creating similar combat styles to those that exist already.The MCA Supplements are for new material, and will be added to as MCAs provide them. So, if you have an MCA coming up that has new Ranger Combat Styles related to it, then yes, they will be added to our supplement once the related MCA is on the block. The Styles would be part of the balance checks too, so we'd want them shown at the same time as your MCA.
You can find some Combat Styles as part of the Apex Warrior's Species Affinities - each affinity has its own choice of two combat styles...

Tyrannical |

Right, think I've got that Ranger idea refined to a nice point. So, if you deem it suitable, throw me at the queue for another MCA, I can wait patiently like a good little boy so no need for cutsies this time! :P
Name: Gadgeteer
Primary Class: Ranger
Secondary Class Alchemist
This is a difficult one mind you, I think I have it balanced somewhat, but I'm not ashamed to admit I need professional assistance with it~

Oceanshieldwolf |

Ok!~ Here is the link to the Multiclass Archetypes Wiki
And a direct link to all our MCAs:MCA Primary Class List

Oceanshieldwolf |

Right, think I've got that Ranger idea refined to a nice point. So, if you deem it suitable, throw me at the queue for another MCA, I can wait patiently like a good little boy so no need for cutsies this time! :P
Name: Gadgeteer
Primary Class: Ranger
Secondary Class AlchemistThis is a difficult one mind you, I think I have it balanced somewhat, but I'm not ashamed to admit I need professional assistance with it~
Is it anything like the Gadgeteer that has been floating around in Homebrew recently? ;P
Anyways, check out all the Artificer/Engineer/Tinker/Machinesmith classes in Cheapy's compiled list doc HERE for inspiration...

Elghinn Lightbringer |

Right, think I've got that Ranger idea refined to a nice point. So, if you deem it suitable, throw me at the queue for another MCA, I can wait patiently like a good little boy so no need for cutsies this time! :P
Name: Gadgeteer
Primary Class: Ranger
Secondary Class AlchemistThis is a difficult one mind you, I think I have it balanced somewhat, but I'm not ashamed to admit I need professional assistance with it~
Added. Do you want it before or after your Alc/Pal?

Elghinn Lightbringer |

#Spellsword
Um, question Starfox. It's a Ftr/Mag right? So why are you making all your swaps as a Mag/Ftr, you're swapping out Magus stuff for all your other things. Just saying. If you want it to be a Ftr/Mag, you should be swapping out Fighter features for Magus ones or new ones. So, we'd need to redo the entire MCA for swaps, which shouldn't be hard at all.

Tyrannical |

Tyrannical wrote:Right, think I've got that Ranger idea refined to a nice point. So, if you deem it suitable, throw me at the queue for another MCA, I can wait patiently like a good little boy so no need for cutsies this time! :P
Name: Gadgeteer
Primary Class: Ranger
Secondary Class AlchemistThis is a difficult one mind you, I think I have it balanced somewhat, but I'm not ashamed to admit I need professional assistance with it~
Is it anything like the Gadgeteer that has been floating around in Homebrew recently? ;P
Anyways, check out all the Artificer/Engineer/Tinker/Machinesmith classes in Cheapy's compiled list doc HERE for inspiration...
I didn't notice the other Gadgeteer floating about, but it's far different to it. Though the name of this MCA could be changed if it causes confusion.
Added. Do you want it before or after your Alc/Pal?
I think I'll do it before the Alc/Pal idea, since a friend's currently interested in using it.

Starfox |

#Spellsword
Um, question Starfox. It's a Ftr/Mag right? So why are you making all your swaps as a Mag/Ftr, you're swapping out Magus stuff for all your other things. Just saying. If you want it to be a Ftr/Mag, you should be swapping out Fighter features for Magus ones or new ones. So, we'd need to redo the entire MCA for swaps, which shouldn't be hard at all.
I don't feel constrained to make a ftr/mag class into a set of swaps to be applied on a fighter, but if you do we can try to re-make it like that.
The concept of the class is indeed a ftr/mag or even ftr/wiz. But mechanically it is closer to the Magus than the Fighter, so it is just simpler to start at magus and work towards fighter than to start at fighter and work towards magus. Balance-wise it is probably about the same, but how do you value something like arcane pool against fighter abilities?

Elghinn Lightbringer |

Arcane pool is abot equal to 1 bonus feat. A bonus feat is a permanent ability, always on, Arcane pool though versatile (well, restricted to weapons I guess) is a limited resource, and since it will power a number of abilities, that balances out nicely. When figuring out swaps, we always check the archetypes and see what sort of abilities are swapped in. Arcane pool is about on par with ki pool or even the paladin's weapon bond - limited resource or uses.
I took the opportunity to rebuild the Spellsword using the Fighter as the base instead of magus.
Here's what I got. Magic theorist is combined with the swap for arcane pool, or we could give it for free. I felt it was a necessary ability to get the magic ball rolling for this MCA.
SWAPS
Bonus feat (1) = Arcane pool, magic theorist
Bravery = Armor optimization (arcane pool)
Bonus feat (2) = Scribe scroll
Armor training 1 = Weapon somatics
Bonus feats (6/10/14/18) = Half caster
Weapon training 1 = Spellstrike
Armor training 2 = Spellbook mastery
Weapon training 2/3/4 = Magus arcana (arcane pool)
Armor training 3 = Improved spellbook mastery (arcane pool)
Armor training 4 = Greater spellbook mastery (arcane pool)
Armor mastery = Quick casting (arcane pool)
Weapon mastery = Master spellsword
The spellsword is a warrior who is also a minor arcane spellcaster. He focuses on using magic outside of combat, complimenting his fighting skills with minor spellcasting abilities and a deep theoretical understanding of arcane magic. This makes him able to create and use scrolls and other magic items to cast spells in a deliberate, planned manner.
Primary Class: Fighter.
Secondary Class: Magus.
Alignment: Any.
Hit Dice: d10.
Bonus Skills and Ranks: The spellsword may select three magus skills to add to his class skills in addition to the normal fighter class skills. The spellsword gains a number of ranks at each level equal to 2 + Int modifier.
Weapon and Armor Proficiency: The spellsword is proficient with all simple and martial weapons, with all types of armor (heavy, light, and medium), and with shields (except tower shields). A spellsword can cast magus spells while wearing armor and using a shield without incurring the normal arcane spell failure chance. A multiclass spellsword still incurs the normal arcane spell failure chance for arcane spells received from other classes.
Arcane Pool (Su): At 1s level, a spellsword gains the magus’s arcane pool ability. This ability and magic theorist replace the bonus feat gained at 1st level.
Magic Theorist: At 1st level, a spellsword gains a deep understanding of the theories of magic. All spells from the magus and sorcerer/wizard spell lists are considered to be part of the spellsword’s spell list for the purpose of using spell trigger and spell completion items.
Armor Optimization (Su): Starting at 2nd level, a spellsword can expend 1 point from his arcane pool to optimize his armor for 10 minutes. His armor check penalty is reduced by 1 and the weight of his armor is reduced by 5 lbs. (minimum 0 lbs.). This reduction improves by 1 and 5 lbs. for every four levels beyond 2nd, up to a maximum reduction of 5 and 25 lbs. at 18th level. In addition, while this ability is in effect, a spellsword can move at his normal speed while wearing medium armor. At 13th level, a spellsword can move at his normal speed while wearing heavy armor. This ability replaces bravery.
Scribe Scroll: At 2nd level, a spellsword gains Scribe Scroll as a bonus feat. He can only scribe scrolls using another spellcaster’s spellbook or from other scrolls. At 4th level, a spellsword can scribe scrolls using his own spellbook. This ability replaces the bonus feat gained at 2nd level.
Bonus Feats: This is exactly like the fighter ability of the same name, except that the spellsword gains a bonus feat at 3rd level and every four levels thereafter. At 7th level, a spellsword may also select item creation and metamagic feats as a bonus feat. The spellsword must meet the prerequisites f these feats as normal.
Spellcasting: At 4th level, a spellsword gains the ability to cast a small number of arcane spells, which are drawn from the magus spell list. A spellsword must choose and prepare his spells in advance.
To prepare or cast a spell, a spellsword must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a spellsword's spell is 10 + the spell level + the spellsword's Intelligence modifier.
Like other spellcasters, a spellsword can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Spellsword. In addition, he receives bonus spells per day if he has a high Intelligence score. When Table: Spellsword indicates that the spellsword gets 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on his Intelligence score for that spell level.
A spellsword may know any number of spells. He must choose and prepare his spells ahead of time by getting 8 hours of sleep and spending 1 hour studying his spellbook. While studying, the spellsword decides which spells to prepare. Through 3rd level, a spellsword has no caster level. At 4th level and higher, a spellsword has a caster level is equal to his spellsword level –3. This ability replaces the bonus feats gained at 6th, 10th, 14th, and 18th level.
Spellbooks: A spellsword must study his spellbook each day to prepare his spells. He cannot prepare any spell not recorded in his spellbook except for read magic, which all spellswords can prepare from memory. At 4th level, a spellsword gains a spellbook containing three 1st-level magus spells of his choice and also selects a number of additional 1st-level magus spells equal to his Intelligence modifier to add to his spellbook. At each new spellsword level beyond 4th, he gains two new magus spells of any spell level or levels that he can cast (based on his new spellsword level) for his spellbook. At any time, a spellsword can also add spells found in other spellbooks to his own.
A spellsword can learn spells from a magus’s or wizard’s spellbook, just as a wizard can from a magus’s or spellsword’s spellbook. The spells learned must be on the magus spell list, as normal. An alchemist can learn formulae from a spellsword’s spellbook, if the spells are also on the alchemist spell list. A spellsword cannot learn spells from an alchemist.
Weapon Somatics (Ex): At 4th level, a spellsword uses melee weapons as part of the somatic components of his spells. The spellsword can cast magus spells while wielding a melee weapon without incurring the normal arcane spell failure chance. He need not have a free hand besides the one(s) holding the weapon. The spellsword can use this ability while grappled, but only if the spellsword is wielding a one-handed melee weapon (not a two-handed melee weapon) and would be able to use the weapon to attack his opponent. The normal concentration checks required to cast spells without somatic components while grappled still apply. This ability does not function with ranged weapons, natural weapons, or spiked armor and similar armor that grants a melee attack. This ability replaces armor training 1.
Spellstrike (Su): At 5th level, a spellsword gains the magus’s spellstrike ability. This ability replaces weapon training 1.
Spellbook Mastery: At 8th level, a spellsword can use any sorcerer/wizard spell from a spellbook he has access to as a prerequisite for creating a magic item. This need not be his own spell book or a spell he has recorded in his own spellbook or is capable of casting. The spellsword must have access to the spell in question (whether from a scroll or another spellcaster’s spellbook) and have it deciphered (using Spellcraft or read magic). This ability replaces armor training 2.
Magus Arcana: At 9th level, a spellsword gains the magus’s magus arcana ability. He must meet the prerequisites of any magus arcana as normal. This ability replaces weapon training 2, weapon training 3, and weapon training 4.
Improved Spellbook Mastery: At 11th level, a spellsword can use spellbook mastery to cast a sorcerer/wizard from another spellcaster’s spellbook. By spending points from his arcane pool, she can cast a sorcerer/wizard spell directly from a scroll or a spellbook that is not his own without erasing the spell. Doing so expends 1 point from his arcane pool per level of the spell and increases the casting time of the spell by 1 time increment; a standard action increases to a full-round action, a full round action to 1 minute, 1 minute to 10 minutes, and so on. The level of the spell cannot exceed half the spellsword's caster level rounded down. For example, Hyrath, a 12th level spellsword, has a caster level of 9th. Thus, she can only cast a 4th–level spell or lower in this way. Spellbook mastery and Scribe Scroll grants the spellsword a form of ritual magic. A spellsword may scribe a scroll of a high-level spell than she can cast, even if the spell is not written in his own spellbook, but he must make the normal Spellcraft checks as normal. This makes spells he normally cannot cast available for a single use. A spellsword can use these spells with weapon somatics. This ability replaces armor training 3.
Greater Spellbook Mastery: At 17th level, when using spellbook mastery, a spellsword can cast a sorcerer/wizard spell from a scroll or another spellcaster’s spellbook using the normal casting time of the spell. A spellsword can cast these spells using weapon somatics, as normal. This ability replaces armor training 4.
Quick Casting (Su): At 19th level, a spellsword can spend points from his arcane pool to cast any magus spell he has prepared as if he had used the Quicken Spell metamagic feat. This expends a number of points from his arcane pool equal to the level of the spell and does not increase the spell slot required to cast the spell. This ability replaces armor mastery.
Master Spellsword (Su): At 20th level, whenever a spellsword uses weapon somatics, he does not need to make a concentration check to cast spells defensively. In addition, when using spellbook mastery to cast a sorcerer/wizard spell from a scroll of another spellcaster’s spellbook, the number of points he needs to expend to cast the spell is equal to half the level of the spell (rounded up). This ability replaces weapon mastery.
Table: Spellsword
Base
Class Attack Fort Ref Will Spells per Day
Level Bonus Save Save Save Special 1st 2nd 3rd 4th
1st +1 +2 +0 +2 Arcane pool, magic theorist — — — —
2nd +2 +3 +0 +3 Armor optimization 1, Scribe Scroll — — — —
3rd +3 +3 +1 +3 Bonus feat — — — —
4th +4 +4 +1 +4 Weapon somatics 0 — — —
5th +5 +4 +1 +4 Spellstrike 1 — — —
6th +6/+1 +5 +2 +5 Armor optimization 2 1 — — —
7th +7/+2 +5 +2 +5 Bonus feat 1 0 — —
8th +8/+3 +6 +2 +6 Spellbook mastery 1 1 — —
9th +9/+4 +6 +3 +6 Magus arcana 2 1 — —
10th +10/+5 +7 +3 +7 Armor optimization 3 2 1 0 —
11th +11/+6/+1 +7 +3 +7 Bonus feat, 2 1 1 —
12th +12/+7/+2 +8 +4 +8 Improved spellbook mastery 2 2 1 —
13th +13/+8/+3 +8 +4 +8 Magus arcana 3 2 1 0
14th +14/+9/+4 +9 +4 +9 Armor optimization 4 3 2 1 1
15th +15/+10/+5 +9 +5 +9 Bonus feat 3 2 2 1
16th +16/+11/+7/+2 +10 +5 +10 Greater spellbook mastery 3 3 2 1
17th +17/+12/+7/+2 +10 +5 +10 Magus arcana 4 3 2 1
18th +18/+13/+8/+3 +11 +6 +11 Armor optimization 5 4 3 2 2
19th +19/+14/+9/+4 +11 +6 +11 Bonus feat, quick casting 4 3 3 2
20th +20/+15/+10/+5 +12 +6 +12 Master spellsword 4 4 3 3

Elghinn Lightbringer |

Here's Delphic Blade. Shuffled some things around, and it still has 3/4 casting (not diminished). There is still room for swaps if you want this to be more "divination", whether other inquisitor abilities or going diminished spellcasting. Or, as Starfox suggested, going Full BAB with only 1/2 cast? I still need to go through the divination spells to see what to add into the inquisitor spell list.
Swaps
Domain = Forewarned + Foretell
Solo tactics, Stalwart, slayer = Armor training 1, 2 & 3
Teamwork feats = Bonus feats
Bane, Greater bane = Weapon training 1 & 2
True judgment = True visionstrike
Delphic blades can be found guarding sites of great prophets and mystics. They are granted a small portion of the foresight that these visionary beings abilities to augment their combat skills.
Primary Class: Inquisitor.
Secondary Class: Fighter.
Alignment: Any.
Hit Dice: d8.
Bonus Skills and Ranks: The delphic blade may select three fighter skills to add to her class skills in addition to the normal inquisitor class skills. The delphic blade gains a number of ranks at each level equal to 4 + Int modifier.
Weapon and Armor Proficiency: The delphic blade is proficient with all simple and martial weapons, with light and medium armor, but not with shields.
Spellcasting: The delphic blade casts divine spells drawn from the inquisitor spell list and adds the following spells to that list at the indicated spell level:
1st– ;
2nd– ;
3rd– ;
4th– ;
5th– ;
6th– .
She otherwise prepares and casts spells as an inquisitor of equal level.
Judgment (Su): This is exactly like the inquisitor’s judgment ability, except that the delphic blade is restricted to the destruction, justice, protection, purity, resiliency, and smiting judgments.
Forewarned (Su): At 1st level, a delphic blade can always act in the surprise round even if she fails to make a Perception roll to notice a foe, but she is still considered flat-footed until she takes an action. In addition, the delphic blade receives a bonus on initiative checks equal to 1/2 her Delphic blade level (minimum +1). At 20th level, anytime the delphic blade rolls initiative, assume the roll resulted in a natural 20. This ability and foretell replace domain.
Foretell (Su): At 6th level, a delphic blade can utter a prediction of the immediate future. While a delphic blade’s foretelling is in effect, she emits a 30-foot aura of fortune that aids her allies or hinders her enemies, as chosen by the delphic blade at the time of prediction. If the delphic blade chooses to aid, the delphic blade and her allies gain a +2 luck bonus on ability checks, attack rolls, caster level checks, saving throws, and skill checks. If a delphic blade chooses to hinder, the delphic blade’s enemies take a –2 penalty on those rolls instead. A delphic blade can use this ability for a number of rounds per day equal to her delphic blade level. These rounds do not need to be consecutive.
Armor Training (Ex): At 5th level, an delphic blade gains the fighter’s armor training ability. Whenever she is wearing armor,she reduces the armor check penalty by 1 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by her armor by 1. Every six levels thereafter (11th and 17th), these bonuses increase by +1 each time, to a maximum –3 reduction of the armor check penalty and a +3 increase of the maximum Dexterity bonus allowed. In addition, a delphic blade can also move at his normal speed while wearing medium armor. This ability replaces solo tactics, stalwart, and slayer.
Weapon Training (Ex): At 8th level, a delphic blade gains the fighter’s weapon training ability. A delphic blade can select one group of weapons, as noted in the fighter’s weapon training description. Whenever she attacks with a weapon from this group, she gains a +1 bonus on attack and damage rolls. At 14th level, a delphic blade becomes further trained in another group of weapons. She gains a +1 bonus on attack and damage rolls when using a weapon from this group. In addition, the bonuses granted by the previous weapon group increases by +1. This ability replaces bane and greater bane.
True Visionstrike (Su): At 20t level, a delphic blade can select a third group of weapons, as noted in the fighter’s weapon training description. Whenever she attacks with a weapon from this group, she gains a +1 bonus on attack and damage rolls. The bonuses granted by the previous weapon groups increase by +1. Also, when using exploit weakness, if the target has regeneration, the creature loses regeneration for 2 rounds following the critical hit and can die normally during both rounds. Creatures whose regeneration always functions lose their regeneration for 1 round. In addition, if the delphic blade deals energy damage to a creature with vulnerability to that energy type, she deals +2 points of damage per die rolled.
Table: Delphic Blade
Base
Class Attack Fort Ref Will Spells per Day
Level Bonus Save Save Save Special 1st 2nd 3rd 4th 5th 6th
1st +0 +2 +0 +2 Forewarned, judgment 1/day, monster lore, 1 — — — — —
orisons, stern gaze
2nd +1 +3 +0 +3 Cunning initiative, detect alignment, track 2 — — — — —
3rd +2 +3 +1 +3 Bonus feat 3 — — — — —
4th +3 +4 +1 +4 Judgment 2/day 3 1 — — — —
5th +3 +4 +1 +4 Armor training 1, discern lies 4 2 — — — —
6th +4 +5 +2 +5 Bonus feat, foretell 4 3 — — — —
7th +5 +5 +2 +5 Judgment 3/day 4 3 1 — — —
8th +6/+1 +6 +2 +6 Second judgment, weapon training 1 4 4 2 — — —
9th +6/+1 +6 +3 +6 Bonus feat 5 4 3 — — —
10th +7/+2 +7 +3 +7 Judgment 4/day 5 4 3 1 — —
11th +8/+3 +7 +3 +7 Armor training 2 5 4 4 2 — —
12th +9/+4 +8 +4 +8 Bonus feat 5 5 4 3 — —
13th +9/+4 +8 +4 +8 Judgment 5/day 5 5 4 3 1 —
14th +10/+5 +9 +4 +9 Exploit weakness, weapon training 2 5 5 4 4 2 —
15th +11/+6/+1 +9 +5 +9 Bonus feat 5 5 5 4 3 —
16th +12/+7/+2 +10 +5 +10 Judgment 6/day, third judgment 5 5 5 4 3 1
17th +12/+7/+2 +10 +5 +10 Armor training 3 5 5 5 4 4 2
18th +13/+8/+3 +11 +6 +11 Bonus feat 5 5 5 5 4 3
19th +14/+9/+4 +11 +6 +11 Judgment 7/day 5 5 5 5 5 4
20th +15/+10/+5 +12 +6 +12 True visionary strike 5 5 5 5 5 5

Elghinn Lightbringer |

Delphic Blade
Here's the spells I figure we can add to the DB's spell list.
Spellcasting: The delphic blade casts divine spells drawn from the inquisitor spell list and adds the following spells to that list at the indicated spell level: 1st–anticipate peril, detect secret doors, see alignment; 2nd–share language, share memory; 3rd–clairaudience/clairvoyance, unravel destiny; 4th–locate creature, scrying, symbol of revelation; 5th–contact other plane; 6th–analyze dweomer. She otherwise prepares and casts spells as an inquisitor of equal level.

Bardess |

I'm working on the Metamorphic Thespian now, as my next archetype. Just... I realized that a Bard/Summoner is not what I want.
I don't want a Bard, neither a Summoner. Rather, what I want is an Alchemist archetype with enhanced spellcasting, no bombs and emphasis on mutagens and polymorphing, able to change shape for extended periods of time.
So I'm completely remaking my concept. It will be named Master Metamorphist and I'm making it as an Alchemist/Wizard (Transmuter/Polymorphist). Besides, we already had a Bard/Summoner, while we're still missing an Alchemist/Wizard. Please Elghinn, you can put it in queue for my next turn. ^^

Starfox |

# SPELLSWORD
The main changes I see is the exclusion of cantrips, lower caster level, and a few of the higher-level abilities. Overall, I feel the changes are insensitive to the concept; you have reintroduced more magus features into an MCA that is fighter/magus and is lacking in fighter abilities, and I feel you made some changes for change's sake. At the same time, I knew this was a controversial MCA, as it has both full BAB and full caster level.
Cantrips: The structure with level-based cantrips I used in the original writeup is one I've used in other archetypes and feel is a good way to make a class feel magical with very little actual magic. An MCA should feel like a multiclass form level 1, without cantrips this is not really a multiclass. I prefer to delay arcane pool in favor of cantrips.
As an utility caster, detect magic is pretty essential. If we don't use cantrips, maybe we should give detect magic as a specific spell-like ability, much like the paladin's detect evil.
With caster level, I took a page from the bloodrager from the Advanced Class Guide playtest - it is a 4 level spellcaster with caster level = character level. If you feel it is important, I can concede this point. The difference is a single Improved Caster Level feat. Caster level is intimately connected to cantrips; you can't very well cast cantrips unless you have a caster level.
Arcane Pool from 1st level is actually better than the fighter's Weapon Training. Also note that my original arcane pool for the spellsword was limited to a maximum bonus of +4, to match Weapon Training.
Armor Optimization from level 2 is also earlier than the fighter gets armor training.
Bonus Feats: Your restriction on item creation feats make sense if we delay spellcasting and spellbook mastery, but I'd prefer not to do that.
Magus Arcana: You replaced one bonus feat, whirlwind attack, and counterstrike with 3 magus arcana. I specifically did not give the spellsword magus arcana to differentiate it from the magus - no idea why you'd reintroduce it. Magus arcana has a whole slew of possibilities that would have to be carefully considered for undesirable synergies. The complexity and options of the spellsword lie in spellbook mastery, not magus arcana. The reason I had whirlwind attack was actually inspiration from the 4E swordmage - my swordmage player very much enjoyed the ability ad it gives the MCA flair and (since his weapon is likely causing elemental damage from arcane pool) sort of a point-blank fireball that I feel has class. That said, some alternate abilities. Something like: pick one of the following feats. The swordmage can ignore the prerequisites of this feat. By spending a point form the arcane pool...
In the 11th level "Improved Spellbook Mastery" the section from "Spellbook mastery and Scribe Scroll grants..." is misplaced, it belongs with the 8th level ability. Also, the casting time changes you wrote up seem overly complex - the idea is to turn the spell into a noncombat action, which 1 minute casting time does; more complexity than that seems superfluous. Finally, the complexity of the the change in caster level shows itself in how convoluted the example has to be. I'm all for simplicity, and full caster level is simply easier. The change to allow greater spell mastery to work with weapon somatics is an improvement.
Quick casting is actually the swordmage's replacement for spell combat; it is strictly superior, but does the same thing: it allows spellcasting and physical fighting to be combined. It does so 13 levels later (with my level placement) and the cost of a lot of arcane pool. Of course, it also allows many other things. If we wish to limit this ability, we could say that you cannot cast another spell in the same round as you use this.
I like the changes to True Spellsword and don't mind the exclusion of counterstrike and greater spell access. Counterstrike could make a reappearance as a spellsword maneuver (see below) if we wish.
Finally, I think this class conceptually should have strong Will saves, tough it is hard to find design space for it.
Reworked Special Column
So, here is a suggested revised "special" column, based on your version of the class and the above comments. This is using your swaps, reordering things slightly, and removing magus arcana. There are as many powers at each level as there were in your version.
1: Cantrips, weapon somatics
2: Magic theorist, spellbook mastery
3: Bonus feat
4: Scribe scroll
5: Arcane pool
6: Armor optimization (medium)
7: Bonus feat
8: Spellstrike
9: Spellsword maneuver
10: Armor optimization (heavy)
11: Bonus Feat
12: Improved spellbook mastery
13: Quick Casting
14: Armor optimization
15: Bonus feat
16: Greater spellbook mastery
17: Spellsword maneuver
18: Armor optimization
19: Master spellsword
Things not included on my table are full caster level and good will save.
* I tweaked armor optimization to give an increasing bonus every 4 levels to fill out dead levels.
We also have tower shield proficiency that can be swapped for something. I suggest tower shield -> full caster level.
Spellsword Maneuvers
Here are some possible options to for the Spellsword Maneuver class feature, that replaces Whirlwind Attack. Note that you get this benefit twice in my latest version, so you get to choose two spellsword maneuvers. Ignore all prerequisites for the feats.
You gain Archon Style as a bonus feat. You can use Archon Justice for one round if you spend a point of arcane pool.
You gain Awesome Blow as a bonus feat. Ignores size for one round if you spend a point of arcane pool.
You gain Cleaving Finish as a bonus feat. You can use Improved Cleaving Finish for one round if you spend a point of arcane pool.
You gain Combat Patrol as a bonus feat. Combat Patrol movement does not cause attacks of opportunity for one round if you spend a point of arcane pool.
You gain Dazzling Display as a bonus feat. You can use Dreadful Carnage for one round if you spend a point of arcane pool.
You gain Divert Harm as a bonus feat. You can Divert Harm against all adjacent enemies for one round if you spend a point of arcane pool. You can only take additional damage from Divert Harm one time.
You gain Impaling Critical as a bonus feat. You can use Improved Impaling Critical with one critical hit if you spend a point of arcane pool. Works with all piercing weapons.
You gain Improved Bull Rush as a bonus feat. You may move your speed after the bull rush but before other attacks in the round for one round if you spend a point of arcane pool.
You gain Kirin Style as a bonus feat. You can use Kirin Path for one round if you spend a point of arcane pool.
You gain Mobility as a bonus feat. You can use Spring Attack for one round if you spend a point of arcane pool.
You gain Whirlwind attack as a bonus feat. You can use Whirlwind Attack as a standard action for one round if you spend a point of arcane pool.

Elghinn Lightbringer |

I'm working on the Metamorphic Thespian now, as my next archetype. Just... I realized that a Bard/Summoner is not what I want.
I don't want a Bard, neither a Summoner. Rather, what I want is an Alchemist archetype with enhanced spellcasting, no bombs and emphasis on mutagens and polymorphing, able to change shape for extended periods of time.
So I'm completely remaking my concept. It will be named Master Metamorphist and I'm making it as an Alchemist/Wizard (Transmuter/Polymorphist). Besides, we already had a Bard/Summoner, while we're still missing an Alchemist/Wizard. Please Elghinn, you can put it in queue for my next turn. ^^
OK.

Elghinn Lightbringer |

# SPELLSWORD
The main changes I see is the exclusion of cantrips, lower caster level, and a few of the higher-level abilities. Overall, I feel the changes are insensitive to the concept; you have reintroduced more magus features into an MCA that is fighter/magus and is lacking in fighter abilities, and I feel you made some changes for change's sake. At the same time, I knew this was a controversial MCA, as it has both full BAB and full caster level...
I wouldn't say its controversial. My problem was that as a Ftr/Mag, you were swapping as if it were a Mag/Ftr. As we often use the MCA process as a guideline, the whole swapping from the primary to insert other abilities is pretty core to the whole concept. What you have here, I have no issues with.
EDIT: BTW, went to check and it says nothing about caster level in the Bloodrager. He gains spells at 4th like a paladin or ranger, but has no "0" in the spell's per day column. That's because if he knows a spell, how could he not cast it. This is spontaneous caster. All 1/2 casters have a caster elvel equal to level -3. That's the precedent. IF we give cantrips, then perhaps we need to have only cantrips function at full caster level, and leae the rest at level -3. Or do as I have in my current write up, and have the caster level be Level -3 (minimum 1), which gves him a caster level of 1 from 1st level to 4th, then increases to 2 at 5th, etc.
I have often found, even with my own concepts working with the rest of the MCP crew, they'll shred one of my ideas,a nd present something very different. Through that however, I was able to pair things down to their core, and come up with something even better than what I originally had.
I have a thought, as you've developed a number of Spellsword Maneuvers, why don't we just combine them with the bonus feats? Then allow the MCA to choose a bonus feat (permanent ability) or a Spellsword Maneuver (an arcane pool ability). Like this (with some ability shuffling again).
Table: Spellsword
Class Special
1st Cantrips, weapon somatics
2nd Magic theorist, spellbook mastery
3rd Arcane pool
4th Scribe scroll
5th Spellstrike
6th Spellsword maneuver
7th Armor optimization (medium)
8th Spellsword maneuver
9th Improved spellbook mastery
10th Spellsword maneuver
11th Armor optimization (heavy)
12th Spellsword maneuver
13th Quick casting
14th Spellsword maneuver
15th Armor optimization
16th Spellsword maneuver
17th Greater spellbook mastery
18th Spellsword maneuver
19th Armor optimization
20th Master spellsword
I know aracne pool may be earlier than weapon traiing, but it is also a limited reource, effects last only 1 minute, and it powers a number of his abilities. So, I think it's a good place at 3rd, between 1st (arcane pool for magus) and 5th (weapon training for fighters).
SWAPS
Bonus feat (1) = Cantrips, weapon somatics
Tower shield = Magic theorist
Bravery = Spellbook mastery
Free = Scribe Scroll
Bonus feat (2/10/16) = Half caster
Armor training 1 = Arcane pool
Weapon training 1 = Spellstrike
Bonus feat (4/6/8/12/14/18/20) = Spellsword maneuvers
Armor training 2/3/4, Armor mastery = Armor optimization
Weapon training 2 = Improved spellbook mastery
Weapon training 3 = Quick casting
Weapon training 4 = Greater spellbook mastery
Weapon master = Master spellsword

Elghinn Lightbringer |

Hey Starfox, I've been pondering the Spellsword, specifically the whole Spellsword Maneuvers and Bonus feats thing. I'm wondering if we shouldn't just make Spellsword Maneuvers similar to the the whoel Ranger's Combat Style feats. They can be chosen, but they can be used without meeting the prerequisites. Depending on the list, we can either break them into level accessible groups, or just one big pool. This will give him the option to gain specific feats without having to meet the prereqs.
The Table would end up like this.
Table: Spellsword
Class Special
1st Cantrips, weapon somatics
2nd Magic theorist, spellbook mastery
3rd Spellsword maneuver
4th Scribe scroll
5th Arcane pool
6th Armor optimization (medium)
7th Spellsword maneuver
8th Spellstrike
9th Improved spellbook mastery
10th Armor optimization (heavy)
11th Spellsword maneuver
12th ?
13th Quickcasting
14th Armor optimization
15th Spellsword maneuver
16th Greater spellbook mastery
17th ?
18th Armor optimization
19th Spellsword maneuver
20th Master spellsword
This will give us some more room for spellsword specific abilities, perhaps more arcane pool burner abilities.

Elghinn Lightbringer |

I think in conjunction with adding Counterstrike from the magus at 17th, and the following ability at 12th level to what is in the above post, we have what you're looking for.
Arcane Sword (Su): At 12th level, as a standard action, a spellsword can sacrifice a prepared spell of 1st level or higher to infuse his weapon with arcane energy as part of a melee attack. If successful, this attack deals 2d6 points of extra damage plus an additional 1d6 points of damage for every level of the spell sacrificed, in addition to the spellsword’s normal weapon damage. This extra damage is not multiplied on a confirmed critical. 0-level spells may not be sacrificed in this manner. This ability replaces the bonus feat gained at 12th level.
*Note: This is the Arcane Blast feat adapted to melee attacks instead of a ranged touch ray attack.

Elghinn Lightbringer |

Not much conversation on these two. Here's the Spellsword. Thoughts?
SWAPS
Bonus feat (1) = Cantrips, weapon somatics
Tower Shield = Magic theorist
Bravery = Spellbook mastery
Armor training 1/2/3/4/mastery = Spellsword tactical feat
Free = Scribe scroll
Bonus Feat (2/4/20) = Half casting
Weapon training 1 = Arcane pool
Bonus Feat (6/10/14/18) = Armor Optimization
Bonus Feat (8) = Spellstrike
Weapon training 2 = Improved spellbook mastery
Bonus feat (12) = Arcane weapon
Weapon training 3 = Quick casting
Bonus Feat (16) = Greater spellbook mastery
Weapon training 4 = Conterstrike
Weapon mastery = Master spellsword
The spellsword is foremost a warrior, but is also a minor arcane spellcaster. Spellswords focus on using magic outside of combat, complimenting their fighting skills spellcasting and a deep theoretical understanding of the arcane. This combination of martial and magical training makes the spellsword able to create scrolls and other magic items, and use them in a planned and deliberate manner.
Primary Class: Fighter.
Secondary Class: Magus.
Alignment: Any.
Hit Dice: d10.
Bonus Skills and Ranks: The spellsword may select three magus skills to add to his class skills in addition to the normal fighter class skills. The spellsword gains a number of ranks at each level equal to 2 + Int modifier.
Weapon and Armor Proficiency: The spellsword is proficient with all simple and martial weapons, with all types of armor (heavy, light, and medium), and with shields (except tower shields). A spellsword can cast magus spells while wearing armor and using a shield without incurring the normal arcane spell failure chance. A multiclass spellsword still incurs the normal arcane spell failure chance for arcane spells received from other classes.
Spellbooks: A spellsword must study his spellbook each day to prepare his spells. He cannot prepare any spell not recorded in his spellbook except for read magic, which all spellswords can prepare from memory. A spellsword begins play with a spellbook containing all 0-level magus spells. At 4th level, a spellsword gains a spellbook containing three 1st-level magus spells of his choice and also selects a number of additional 1st-level magus spells equal to his Intelligence modifier to add to his spellbook. At each new spellsword level beyond 4th, he gains two new magus spells of any spell level or levels that he can cast (based on his new spellsword level) for his spellbook. At any time, a spellsword can also add spells found in other spellbooks to his own.
A spellsword can learn spells from a magus’s or wizard’s spellbook, just as a wizard can from a magus’s or spellsword’s spellbook. The spells learned must be on the magus spell list, as normal. An alchemist can learn formulae from a spellsword’s spellbook, if the spells are also on the alchemist spell list. A spellsword cannot learn spells from an alchemist.
Cantrips: Spellswords can prepare a number of cantrips, or 0-level spells, each day, as noted on Table: Spellsword under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again. A spellsword has a caster level equal to his spellsword level –3 (minimum 1). This ability and weapon somatics replace the bonus feat gained at 1st level.
Weapon Somatics (Ex): At 1st level, a spellsword uses melee weapons as part of the somatic components of his spells. The spellsword can cast magus spells while wielding a melee weapon without incurring the normal arcane spell failure chance. He need not have a free hand besides the one(s) holding the weapon. The spellsword can use this ability while grappled, but only if the spellsword is wielding a one-handed melee weapon (not a two-handed melee weapon) and would be able to use the weapon to attack his opponent. The normal concentration checks required to cast spells without somatic components while grappled still apply. This ability does not function with ranged weapons, natural weapons, or spiked armor and similar armor that grants a melee attack.
Magic Theorist: At 2nd level, a spellsword gains a deep understanding of the theories of magic. All spells from the magus and sorcerer/wizard spell lists are considered to be part of the spellsword’s spell list for the purpose of using spell trigger and spell completion items. This ability replaces bravery.
Spellbook Mastery: At 2nd level, a spellsword can use any sorcerer/wizard spell from a spellbook he has access to as a prerequisite for creating a magic item. This need not be his own spell book or a spell he has recorded in his own spellbook or is capable of casting. The spellsword must have access to the spell in question (whether from a scroll or another spellcaster’s spellbook) and have it deciphered (using Spellcraft or read magic). Spellbook mastery and Scribe Scroll grants the spellsword a form of ritual magic. A spellsword may scribe a scroll of a high-level spell than she can cast, even if the spell is not written in his own spellbook, but he must make the normal Spellcraft checks as normal. This makes spells he normally cannot cast available for a single use. This ability replaces the Tower Shield Proficiency feat.
Tactical Feats: Starting at 3rd level, a spellsword pursues a unique style of melee combat. The spellsword's expertise manifests in the form of bonus feats at 3rd, 7th, 11th, 15th, and 19th level. He can choose from the list of tactical feats, even if he does not have the normal prerequisites. Once a spellsword selects a feat, it cannot be changed.
The spellsword can choose from the following list whenever he gains a tactical feat: Archon Style, Cleaving Finish, Combat Patrol, Dazzling Display, Improved Bull Rush, Kirin Style, Mobility, Ray Shield, and Spring Attack.
• At 7th level, he adds Divert Harm, Improved Cleaving Finish, and Whirlwind Attack to the list.
• At 11th level, he adds Dreadful Carnage, Impaling Critical, and Improved Vital Strike to the list.
This ability replaces armor training and armor mastery.
Scribe Scroll: At 4th level, a spellsword gains Scribe Scroll as a bonus feat.
Spellcasting: At 4th level, a spellsword gains the ability to cast a small number of arcane spells, which are drawn from the magus spell list. A spellsword must choose and prepare his spells in advance.
To prepare or cast a spell, a spellsword must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a spellsword's spell is 10 + the spell level + the spellsword's Intelligence modifier.
Like other spellcasters, a spellsword can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Spellsword. In addition, he receives bonus spells per day if he has a high Intelligence score. When Table: Spellsword indicates that the spellsword gets 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on his Intelligence score for that spell level.
A spellsword may know any number of spells. He must choose and prepare his spells ahead of time by getting 8 hours of sleep and spending 1 hour studying his spellbook. While studying, the spellsword decides which spells to prepare. A spellsword has a caster level equal to his spellsword level –3 (minimum 1). This ability replaces the bonus feats gained at 2nd, 4th, and 20th level.
Arcane Pool (Su): At 5th level, a spellsword gains the magus’s arcane pool ability, except that the spellsword can expend 1 point from his arcane pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute, plus an additional +1 enhancement bonus every four levels beyond 1st, to a maximum of +4 at 17th level. This ability replaces weapon training 1.
Armor Optimization (Su): Starting at 6th level, a spellsword can expend 1 point from his arcane pool to optimize his armor for 10 minutes. His armor check penalty is reduced by 1 and the weight of his armor is reduced by 5 lbs. (minimum 0 lbs.). This reduction improves by 1 and 5 lbs. for every four levels beyond 6th, up to a maximum reduction of 5 and 25 lbs. at 18th level. In addition, a spellsword can move at his normal speed while wearing medium armor. At 10th level, a spellsword can move at his normal speed while wearing heavy armor. This ability replaces the bonus feats gained at 6th, 10th, 14th, and 18th level.
Spellstrike (Su): At 8th level, a spellsword gains the magus’s spellstrike ability. This ability replaces weapon training 1.
Improved Spellbook Mastery: At 9th level, a spellsword can use spellbook mastery to cast a sorcerer/wizard from another spellcaster’s spellbook. By spending points from his arcane pool, she can cast a sorcerer/wizard spell directly from a scroll or a spellbook that is not his own without erasing the spell. Doing so expends 1 point from his arcane pool per level of the spell and requires 1 minute to cast the spell. The level of the spell cannot exceed half the spellsword's caster level rounded down. For example, Hyrath, a 12th level spellsword, has a caster level of 9th. Thus, she can only cast a 4th–level spell or lower in this way. A spellsword can use these spells with weapon somatics. This ability replaces weapon training 2.
Arcane Weapon(Su): At 12th level, as a standard action, a spellsword can sacrifice a prepared spell of 1st level or higher to infuse his weapon with arcane energy as part of a melee attack. If successful, this attack deals 2d6 points of extra damage plus an additional 1d6 points of damage for every level of the spell sacrificed, in addition to the spellsword’s normal weapon damage. This extra damage is not multiplied on a confirmed critical. 0-level spells may not be sacrificed in this manner. This ability replaces the bonus feat gained at 12th level.
Quick Casting (Su): At 13th level, a spellsword can spend points from his arcane pool to cast any magus spell he has prepared as if he had used the Quicken Spell metamagic feat. This expends a number of points from his arcane pool equal to the level of the spell and does not increase the spell slot required to cast the spell. This ability replaces weapon training 3.
Greater Spellbook Mastery: At 16th level, when using spellbook mastery, a spellsword can cast a sorcerer/wizard spell from a scroll or another spellcaster’s spellbook using the normal casting time of the spell. A spellsword can cast these spells using weapon somatics, as normal. This ability replaces the bonus feat gained at 16th level.
Counterstrike (Ex): At 17th level, a spellsword gains the magus’s counterstrike ability. This ability replaces weapon training 4.
Master Spellsword (Su): At 20th level, whenever a spellsword uses weapon somatics, he does not need to make a concentration check to cast spells defensively. In addition, when using spellbook mastery to cast a sorcerer/wizard spell from a scroll of another spellcaster’s spellbook, the number of points he needs to expend to cast the spell is equal to half the level of the spell (rounded up). This ability replaces weapon mastery.
Table: Spellsword
Base
Class Attack Fort Ref Will Spells per Day
Level Bonus Save Save Save Special 0 1st 2nd 3rd 4th
1st +1 +2 +0 +2 Cantrips, weapon somatics 2 — — — —
2nd +2 +3 +0 +3 Magic theorist, spellbook mastery 3 — — — —
3rd +3 +3 +1 +3 Tactical feat 3 — — — —
4th +4 +4 +1 +4 Scribe scroll 3 0 — — —
5th +5 +4 +1 +4 Arcane pool 4 1 — — —
6th +6/+1 +5 +2 +5 Armor optimization (medium) 4 1 — — —
7th +7/+2 +5 +2 +5 Tactical feat 4 1 0 — —
8th +8/+3 +6 +2 +6 Spellstrike 4 1 1 — —
9th +9/+4 +6 +3 +6 Improved spellbook mastery 4 2 1 — —
10th +10/+5 +7 +3 +7 Armor optimization (heavy) 4 2 1 0 —
11th +11/+6/+1 +7 +3 +7 Tactical feat 4 2 1 1 —
12th +12/+7/+2 +8 +4 +8 Arcane weapon 4 2 2 1 —
13th +13/+8/+3 +8 +4 +8 Quick casting 4 3 2 1 0
14th +14/+9/+4 +9 +4 +9 Armor optimization 4 3 2 1 1
15th +15/+10/+5 +9 +5 +9 Tactical feat 4 3 2 2 1
16th +16/+11/+7/+2 +10 +5 +10 Greater spellbook mastery 4 3 3 2 1
17th +17/+12/+7/+2 +10 +5 +10 Counterstrike 4 4 3 2 1
18th +18/+13/+8/+3 +11 +6 +11 Armor optimization 4 4 3 2 2
19th +19/+14/+9/+4 +11 +6 +11 Tactical feat 4 4 3 3 2
20th +20/+15/+10/+5 +12 +6 +12 Master spellsword 4 4 4 3 3

Starfox |

# Spellsword
About Bloodrager, it doesn't mention caster level at all, which means it has caster level = level. I remember this because it was a point of contention on the boards back then.
Yes, a full BAB class needs to be able to fight well to function, so I can see your urge to move fighting abilities down in level. And no, I wasn't angry at the changes, just bewildered, mainly by the magus arcana.
I see the parallel between spellsword maneuvers (this needs a better name) and ranger combat styles. The idea is to give the class access to some high-end fighting abilities despite not having so many bonus feats. The ability to transcend those abilities by spending arcane pool is mostly gravy, but also makes the class more magical. Doing this once or twice over 20 levels should be ok, but 3 or more times seems excessive. I could gradually improving bonus feats: at level up to (say) 10, you can choose a combat/item creation feat, at higher levels you can choose one of the spellsword specials instead if you prefer.
Arcane Sword is similar in concept to how you could spend arcane pool to improve Whirlwind Attack - you make the move + attack combo better, either by making whirlwind attack a standard action or by improving a standard action with arcane sword. Maybe we should remove the special variants from the spellsword specials and instead give the ability to take an extra move at the cost of a point of arcane pool? This ability already exists as the quickrunner's shirt (item). It could then improve to become a short-range teleport at higher levels. In most cases, moving up to an opponent and full attacking is better than arcane sword, so with this its not really needed.
Something like this:
==
Bonus feats: At third level and every eight levels thereafter, a spellsword learns a bonus feat. This can be a combat feat or item creation feat, and the spellsword needs to fulfil all the prerequisites of the feat.
Spellsword Special: At level 7 and 15, the spellsword can select one of the following feats as a bonus feat, ignoring all prerequisites: Awesome Blow (works against any size opponent), Charge Through, Combat Patrol, Divert Harm, Dreadful Carnage, Improved Impaling Critical (works with any piercing weapon), Kirin Style, Spring Attack, or Whirlwind Attack.
Spellsword Step: At 12th level, a spellsword can spend 1 point of arcane pool as a swift action to move up to his speed. This is normal movement, and subject to attacks of opportunity. At 17th level, the spellsword can choose to take spellsword step as a teleport with a range equal to his speed, but he must have line of sight and line of effect to the target.
==
Note that spellsword step automatically becomes incompatible with quick casting because they are both swift actions. Spellsword step isn't terribly thematic for a heavy armor warrior, but it brings us closer to the model of the 4E swordmage.