Multiclass Archetypes VII: MCAs Forever


Homebrew and House Rules

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And here's the Delphic Blade. Anything else we want to add to this or is it good to go?

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 BLADE:

Delphic blades are often given the divine charge of protecting powerful oracles and prophets from zealous enemies. As such, they are granted a small portion of the foresight that these visionaries to augment their combat skills. While they serve as bodyguards to the living, they also serve as guardians for the burial sites of these great seers.

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–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.

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 20th 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. This ability replaces true judgment.

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 visionstrike 5 5 5 5 5 5


Starfox wrote:

# 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...

I think that's good. Let's go with those.

The only feat I'm worried about is Awesome Blow, with a Str of 25 as a prereq. Other feats I can see learning the technique, but a feat that has such a high Str req seems way out there. That's why I left it out of the last few postings of the feat list. However, you seems to really want it, so to mitigate that issue why don't me make it selectable at only 15th?

Tactical Feats: At 7th level, a spellsword’s expertise manifests in the form of special bonus feats. Once a spellsword selects a tactical feat, it cannot be changed. He can choose from the following initial list of combat feats, even if he does not have the normal prerequisites: Charge Through, Combat Patrol, Divert Harm, Kirin Style, Spring Attack, and Whirlwind Attack. At 15th level, he adds Awesome Blow, Dreadful Carnage, and Impaling Critical to the list. This ability replaces armor training 2 and armor training 4.

The rest looks great! I assume Spellsword Step replaces the 12th and 17th level dead levels? So no Counterstrike?


Delphic blade looks good to me.


Then lets call it done.

Next up is Orelius (if he's arond anymore) and his Elementalist Drd/Sum or if he wants to do his Spellrider he missed before that's fine. I'll give him a couple of days, then we'll move one.

Starfox, are you good with yours?


Browman wrote:
Delphic blade looks good to me.

Dito


About Awesome Blow, it is really only that I like the simplicity of it. In my latest sketch, size didn't matter for Awesome Blow. I think that's excessive - I think the original might work. After all, the spellsword can cast enlarge person.

Otherwise it seems we're reaching some kind of end run on the spellsword.


Here's the spellsword. If there's anything else, tweaks, wording changes, let me know Starfox. I think I moved the right sentence(s) you wanted moved from the Imp Spellbook Mastery to Spellbook Mastery.

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) = Spellsword step
Weapon training 3 = Quick casting
Bonus Feat (16) = Greater spellbook mastery
Weapon training 4 = Spellsword shift
Weapon mastery = Master spellsword

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. 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.

Bonus Feats: This is exactly like the fighter’s ability of the same name, except that the spellsword gains a bonus feat at 3rd level and every eight levels thereafter. A spellsword can choose either a combat feat, item creation feat, or metamagic feat as a bonus feat. He must meet the prerequisites of the feat as normal. This ability replaces armor training 1, armor training 3, 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. 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.

Tactical Feats: At 7th level, a spellsword’s expertise manifests in the form of special bonus feats. Once a spellsword selects a tactical feat, it cannot be changed. He can choose from the following initial list of combat feats, even if he does not have the normal prerequisites: Charge Through, Combat Patrol, Divert Harm, Kirin Style, Spring Attack, and Whirlwind Attack. At 15th level, he adds Awesome Blow, Dreadful Carnage, and Impaling Critical to the list. This ability replaces armor training 2 and armor training 4.

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.

Spellsword Step (Su): At 12th level, a spellsword can spend 1 point from his arcane pool as a swift action to move up to his speed. This is a normal movement and is subject to attacks of opportunity. 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.

Spellsword Shift (Su): At 17th level, the spellsword can spend 1 point from his arcane pool to use spellsword step as a teleport effect with a range equal to his speed, but he must have line of sight and line of effect to the target. 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 Bonus 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 maneuver 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 Bonus feat 4 2 1 1 —
12th +12/+7/+2 +8 +4 +8 Spellsword step 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 maneuver 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 Spellsword shift 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 Bonus feat 4 4 3 3 2
20th +20/+15/+10/+5 +12 +6 +12 Master spellsword 4 4 4 3 3


# Spellsword

Very close to finished now; these are not major points. You can include them or not. Worked out splendidly in the end! I was a bit worried about this MCA, as I keep saying, and am glad that its landed safely - unless someone else has a problem with it. Speak now, or forever keep your peace.

Weapon and Armor Proficiency: My thought is that casting in armor is replaced by weapon somatics.

Cantrips/Spellcasting: I think the spellcasting section and cantrips section should be joined at level 1. Cantrips is technically spellcasting, even if you can only cast level 1 spells at level 4.

Spellbook Mastery: Should this really apply to scrolls, and if so are the scrolls consumed? I have no strong opinion, but think its easiest to just exclude them. Also, we might want to point out that you need the actual physical spell book in hand to do this, especially for the higher-level variants.

Bonus Feats: I see no need for metamagic feats, but don't mind them either. Just plain combat feats would work too, and put a bit more fighter into the class. Not a big issue.

Tactical Feats: I've developed an affectation for "Spellsword Special(s)" for these, just for the alliteration, but no biggie.

Spellsword Step: This should probably change name, as "step" is too reminiscent of 5 ft step. How about Spellsword Tactics? Spellsword Pace?

I could also see spellsword step and quick casting limited to only work in rounds when you cast no other spell, but maybe that just needlessly complicates matters.


Starfox wrote:

# Spellsword

Very close to finished now; these are not major points. You can include them or not. Worked out splendidly in the end! I was a bit worried about this MCA, as I keep saying, and am glad that its landed safely - unless someone else has a problem with it. Speak now, or forever keep your peace.

Weapon and Armor Proficiency: My thought is that casting in armor is replaced by weapon somatics.

So, you want the Spellsword to take the normal casting penalties when casting spells? That makes no sense...I would keep him being able to cast mags spells in armor, and then the Weapon Somatics as is, makes it a unique ability from other MCAS and classes.

Starfox wrote:
Cantrips/Spellcasting: I think the spellcasting section and cantrips section should be joined at level 1. Cantrips is technically spellcasting, even if you can only cast level 1 spells at level 4.

Done. I put Cantrips and Spellbooks as sub-entries within the SPellcasting entry, like the Magus does, I believe.

Starfox wrote:
Spellbook Mastery: Should this really apply to scrolls, and if so are the scrolls consumed? I have no strong opinion, but think its easiest to just exclude them. Also, we might want to point out that you need the actual physical spell book in hand to do this, especially for the higher-level variants.

I took out the scrolls. However, he can still make scrols of higher levels than he can cast, from other spellbooks, but must make the necessary checks.

Starfox wrote:
Bonus Feats: I see no need for metamagic feats, but don't mind them either. Just plain combat feats would work too, and put a bit more fighter into the class. Not a big issue.

I removed metamagic, but left in item creation. He should have access to those. I'm wondering f this MCA shouldn't get Use Magic Device as a bonus Skill too, making him a bit more useful. But then, that might make his a bit too powerful. Thoughts?

Starfox wrote:
Tactical Feats: I've developed an affectation for "Spellsword Special(s)" for these, just for the alliteration, but no biggie.

I think I perfer Tactical Feats.

Starfox wrote:

Spellsword Step: This should probably change name, as "step" is too reminiscent of 5 ft step. How about Spellsword Tactics? Spellsword Pace?

I could also see spellsword step and quick casting limited to only work in rounds when you cast no other spell, but maybe that just needlessly complicates matters.

How about changing Spellsword Step to Spellsword Shift, and Spellsword Shift to Spellsword Jaunt?


Elghinn Lightbringer wrote:
Starfox wrote:

# Spellsword

Weapon and Armor Proficiency: My thought is that casting in armor is replaced by weapon somatics.
So, you want the Spellsword to take the normal casting penalties when casting spells? That makes no sense...I would keep him being able to cast mags spells in armor, and then the Weapon Somatics as is, makes it a unique ability from other MCAS and classes.

The normal penalty for casting spoells in armor is that spells with somatic components can fail (arcane spell failure). As weapon somatics replaces somatic components, the spellsword is immune to arcane spell failure when using weapon somatics - there simply are no somatic components that can fail. But your way works too; written your way the spellsword can cast spells in armor even when he does not wield a weapon, which kind of makes sense.

Elghinn Lightbringer wrote:
How about changing Spellsword Step to Spellsword Shift, and Spellsword Shift to Spellsword Jaunt?

Sounds good!


Then I think we are done!

Next up is Koujow and his Warlord (Ftr/Brd).


Looking good guys. I haven't really had a chance to look at these with assignments due on Sunday. Perhaps I'll be more involved with the next lot.

Quick questions:

# Delphic Blade

* Why the restrictions on which Judgments the DB can use? Was it for theme or balance? Seems a little restrictive… Any chance on making some kind of prescient Judgment?

* I really like Foretell and Forewarned - could these not be made into a domain instead, with these powers coming in at the usual levels (1st and 8th)? It would open up the class a little to other options, but then I suppose, there isn't really much left… I like the concept of the class, but there is too little going on here for me to be excited about…

* While I'm all in favor of opening up the weapon proficiencies, can we have some flavor reason why? As an Inquisitor Primary, this is a bonus.

# Spellsword

Interesting. A d10, Full BAB full armored caster, similar to a Battle Scion (Wayfinder #5/revised in Battle Scion, Kobold Press) or an Arcane Paladin.

* How about Somatic Weapon rather than Weapon Somatics?

* I'd rather see the arcane pool earlier, but I'm sure you guys have balanced this one out.

* Spellbook Mastery comes at 2nd level for Crafting, but no actual Spellcasting (apart from Cantrips) until 4th level. Is there a disconnect here?

* I love 4th level casters who get cantrips from level 1. Makes them a little bit mystical, but not crazy casters.

* Well done El and Starfox - you guys have done an excellent job back and forth to retain Starfox' concept and polish it up into an interesting MCA.


Looking good guys. I haven't really had a chance to look at these with assignments due on Sunday. Perhaps I'll be more involved with the next lot.You have been missed, but rl has priority. Nice to have you back!

Oceanshieldwolf wrote:

# Delphic Blade

* I really like Foretell and Forewarned - could these not be made into a domain instead, with these powers coming in at the usual levels (1st and 8th)? It would open up the class a little to other options, but then I suppose, there isn't really much left… I like the concept of the class, but there is too little going on here for me to be excited about…

Making it a domain/inquisition is an interesting option, as it would then be available to all inquisitors (or even clerics if a domain).

Oceanshieldwolf wrote:

# Spellsword

Interesting. A d10, Full BAB full armored caster, similar to a Battle Scion (Wayfinder #5/revised in Battle Scion, Kobold Press) or an Arcane Paladin.

The paladin was a model. Battle scion comparison is new to me, I should look that up.

Oceanshieldwolf wrote:


* How about Somatic Weapon rather than Weapon Somatics?

I agree this is better. Sometimes the truth stares you in the eye and yet is not seen. Somatic weapon could also be simplified now that the class can cast spells in armor. It can be as simple as this:

Somatic Weapon
At 1st level, a spellsword can use a melee weapons as part of the somatic components of his spells. He no longer needs a free hand to cast spells with somatic conditions as long as he is wielding a melee weapon.

Oceanshieldwolf wrote:

* Spellbook Mastery comes at 2nd level for Crafting, but no actual Spellcasting (apart from Cantrips) until 4th level. Is there a disconnect here?

The idea is that before level 4, you can make scrolls of high-level spells and then use those with magic theorist. But I now notice that Scribe Scroll is only available from level 4. It was originally lower, spellbook mastery and Scribe Scrolls are sort of companion abilities.

How about a notice on the Scribe Scroll ability that if you already have the feat, you get to replace it with a bonus feat instead? That way, you can take Scribe Scroll as a regular feat at level 1 and be able to scribe scrolls from other's spellbooks at level 2.

Or we could just shift things around a little - like so:
1st +1 +2 +0 +2 Cantrips, magic theorist2 — — — —
2nd +2 +3 +0 +3 Scribe scroll, spellbook mastery 3 — — — —
3rd +3 +3 +1 +3 Bonus feat 3 — — — —
4th +4 +4 +1 +4 Weapon somatics 3 0 — — —
With weapon somatics (perhaps renamed somatic weapon) at level 4, the spellsword has to sheathe his weapon to cast spells until then, but as those spells are just cantrips it is not really a problem. And Elghinn made sure the class has armored caster, so it won't have to take its armor off to cast spells before it gets weapon somatics (also, see proposed change to weapon somatics above).

About use magic device, I feel magic theorist takes care of that angle, but it is clearly a possibility.

Another thing I just realized from Oceanshieldwolf's comments is that this MCA, perhaps with a little tweaking in a sub-archetype, makes an excellent mage-smith like Völund or Elof the hero from The Anvil of Ice, The Forge in the Forest, Hammer of The Sun books (Michael Scott Rohan) or even (at the very end of the books) Durnik from the Belgariad (David Eddings). A character that can create far more powerful items than he can cast spells. I actually think we should add a notice about being a magic craftsman in the introduction.

Oceanshieldwolf wrote:

* I love 4th level casters who get cantrips from level 1. Makes them a little bit mystical, but not crazy casters.

* Well done El and Starfox - you guys have done an excellent job back and forth to retain Starfox' concept and polish it up into an interesting MCA.

Thanks! And thanks to Felhinn too. We butted heads a bit, but it came out better in the end.


Looked up the battle scion in Wayfinder. Interesting comparison. I feel the spellsword is different enough to stand its ground.


Hello, everyone, I'm new here, but I'm pretty experienced with Pathfinder play.


Good to see another newcomer here, welcome!


Starfox wrote:
Looked up the battle scion in Wayfinder. Interesting comparison. I feel the spellsword is different enough to stand its ground.

I wasn't making a comparison really, just the superficial similarity of d10/Full BAB/ full armor casting. I think the Battle Scion revision by Kobold Press (Battle Scion, and then in New Paths Compendium) is more fleshed out.

I like the Volund-crafter concept for a variant Spellsword. Like a Spellsmith….


Lord Puppy wrote:
Hello, everyone, I'm new here, but I'm pretty experienced with Pathfinder play.

Welcome to the thread Lord Puppy!

By all means check out our Multiclass Archetypes Wiki - wander around the site and check out our Alphabetized List of Multiclass Archetypes, and our Creative Guidelines to get a clear picture of what we are about.

Feel free to add any input, propose a Multiclass Archetype of your own or just sit back and watch us argue about stuff good naturedly… ;)


Oceanshieldwolf wrote:
Lord Puppy wrote:
Hello, everyone, I'm new here, but I'm pretty experienced with Pathfinder play.

Welcome to the thread Lord Puppy!

By all means check out our Multiclass Archetypes Wiki - wander around the site and check out our Alphabetized List of Multiclass Archetypes, and our Creative Guidelines to get a clear picture of what we are about.

Feel free to add any input, propose a Multiclass Archetype of your own or just sit back and watch us argue about stuff good naturedly… ;)

I actually was thinking about the problem Alchemists have with their lack of golems, despite the class being perfect for the creation of such things. An Alchemist/Summoner or Alchemist/Wizard MCA focused around the creation of golems would be fun to make.

EDIT: Bah, I suppose I'll just tell the truth.

I am Orelius Lionpaw, back from the grave with a clean slate. I sorta gave up on Pathfinder a month ago, but I love creating classes in this game. It's a fun and fulfilling pastime.

Please move my Spell Rider to the spot the Elementalist is in.


This is Lord Puppy by the way. I changed my name to one of my World of Warcraft OC's.


Starfox wrote:
Somatic Weapon...changes...etc.

I made those additions, changes and moves on abilities. It think those look better and are more intune wth the MCAs flavor. I'll change it on the wiki too.


Gadgeteer Smashwidget wrote:
Please move my Spell Rider to the spot the Elementalist is in.

Will do. You're up then! Post your Spell Rider


Gadgeteer Smashwidget wrote:
This is Lord Puppy by the way. I changed my name to one of my World of Warcraft OC's.

Riiiiiiiight. So you're not actually new here at all are you? Glad I took the trouble to link all that stuff you're already quite familiar with. <Sigh>


Oceanshieldwolf wrote:
Gadgeteer Smashwidget wrote:
This is Lord Puppy by the way. I changed my name to one of my World of Warcraft OC's.
Riiiiiiiight. So you're not actually new here at all are you? Glad I took the trouble to link all that stuff you're already quite familiar with. <Sigh>

*puts out steak for the helpful wolf*


Just noticed, the MCA wiki homepage is still linking to the previous thread, and the MCA creation table might need a little update too. Not huge issues, granted, but I thought I'd just note them for whenever the wiki gets another look at.

Also, I'm picking up quite a portfolio of ideas, so just put me on the list continuously, I'll have a new idea each time it gets to my turn again.


Tyrannical wrote:

Just noticed, the MCA wiki homepage is still linking to the previous thread, and the MCA creation table might need a little update too. Not huge issues, granted, but I thought I'd just note them for whenever the wiki gets another look at.

Also, I'm picking up quite a portfolio of ideas, so just put me on the list continuously, I'll have a new idea each time it gets to my turn again.

I'll fix those, and I'll add you into the queue.


I'll give Koujow and Gadgeteer until Monday to get their MCAs posted, as the weekend is always slow anyways.


Oceanshieldwolf wrote:
Gadgeteer Smashwidget wrote:
This is Lord Puppy by the way. I changed my name to one of my World of Warcraft OC's.
Riiiiiiiight. So you're not actually new here at all are you? Glad I took the trouble to link all that stuff you're already quite familiar with. <Sigh>

it was nice of you to remind me that they exist! ^_^


Spell Rider

Primary Class: Magus
Secondary Class: Cavalier
<.<
>.>
*looks around office for notes*
*sighs*
So, I appear to have lost the completed MCA... but... here's the gist of it:

-Diminished Spellcasting
-Spellsteed (rolled into Spell Rider's Challenge)
-Spell Rider's Challenge: Whenever the Spell Rider casts a spell that requires a ranged touch attack, he may issue a Spell Rider's Challenge as part of the casting. When he does this, the spell transforms into a Spellsteed. The Spellsteed lasts for as long as the challenger is alive or until it is incapacitated.

This is the very basic basis of the Spell Rider and I'm looking forward to making it together with you all.

Dark Archive

Oops. I have been so busy at work lately, I didn't realize I came up on the chopping block.

The original concept was a Pathfinderized version of the Warlord from 4th Edition. It was the only thing I really liked from the new edition and would have probably been the only class I would have played if my local group had ever tried a 4th ed. campaign. But like most gamers, we went "SOMETHING NEW? BURN IT WITH FIRE!" and never did. :D

Primary: Fighter
Secondary: Bard

For those of you who don't know, the Warlord was a Martial class that could heal others and grant buffs and debuffs in a non-magical way. He would inspire you to ignore the pain caused from your wounds or direct you into being more proficient in combat or just be terrifying to an enemy.

(Quick aside, despite the fact that both of my MCAs have been martial characters doing magical things in a non-magical way so far, I don't hate magical characters! I just wish there were more interesting martial ones. lol)

I didn't map it out (because I suck), but my idea was he would have fighter proficiencies. He would trade in several of his bonus feats (off the top of my head, gain a bonus feat every 3 levels rather than every 2) and in exchange, he could pick some Commander-y abilities, which are mostly Bardic powers that are rewritten to take the magical part out, but a few other thematic ones stolen from other classes, and replace it with being an awesome leader.

I am uncertain if he would have a warlord themed variant of the Bardic Performance or if instead he would gain individual Bardic Performances with limited numbers of uses per day. I personally prefer the latter (because it makes the MCA less 'Bard with heavy armor'), but I don't know if that is an awful decision or not because I am terrible at this. XD

Inspire Courage, Dirge of Doom, Inspire Greatness and Soothing Performance are the easiest one to translate. Inspire Courage could almost be copied word for word and the others require a bit of a fluff change, but still work. I don't remember the abilities from Bard archetypes, but I know there are probably a few that would work. I think Banner and Tactician work as well. (I thought about making the MCA a Cavalier/Bard, but chose not to because A) I don't think you need to be on a horse to be a great leader and B) my other MCA was a Samurai/Bard, which is pretty much the same thing) Maybe a few other ideas to toss onto the floor:

Prioritize Targets
The Warlord knows battles can be won or lost with the death of an important individual and he can direct his allies to bringing down such an enemy. Once per day, the Warlord may designate an Enemy as a Priority Target. Allies gain a +2 to Attack and Damage rolls when attacking that enemy. This bonus increases by 2 every X levels. The Warlord may only have a single Priority Target at a time and may end this effect as a Free Action. At level X and every X levels after, the Warlord gains an additional use of this ability.

Commanding Resilience
The Warlord refuses to let his allies fall in battle and through encouragement, command or even bullying, he convinces his fellow warriors to ignore otherwise lethal wounds and continue fighting. (As a X action and/or a number of times per day, etc.) The Warlord can inspire an ally to ignore his wounds and keep fighting. The ally is healed 1d8 + the Warlords level. At level X and every X levels thereafter, this increases by an additional 1d8. He must touch the target to do this. (This is a bit more messy, but basically "He casts cure light wounds, but it isn't a spell. And it increases in power as he levels up).

Like I said, the Warlord doesn't get all of these abilities. There would be a handful to choose from and they could choose which ones fit their theme. So someone trying to play a Vlad the Impaler type might pick something like Dirge of Doom and Prioritize Targets while a Richard the Lionheart type might pick Inspire Courage and Commanding Resilience.

Of course this all might just be totally silly and we can drop it all. lol


Gadgeteer Smashwidget wrote:

Spell Rider

Primary Class: Magus
Secondary Class: Cavalier
<.<
>.>
*looks around office for notes*
*sighs*
So, I appear to have lost the completed MCA... but... here's the gist of it:

-Diminished Spellcasting
-Spellsteed (rolled into Spell Rider's Challenge)
-Spell Rider's Challenge: Whenever the Spell Rider casts a spell that requires a ranged touch attack, he may issue a Spell Rider's Challenge as part of the casting. When he does this, the spell transforms into a Spellsteed. The Spellsteed lasts for as long as the challenger is alive or until it is incapacitated.

This is the very basic basis of the Spell Rider and I'm looking forward to making it together with you all.

1) I assume you are going 3/4 BAB and hybrid casting?

2) Spellsteed: Explain further please. Is this a temporary mount, or simple a vessel for the spell to be delivered?

3) What other Magus or Cavalier abilities are you wanting to keep?


Elghinn Lightbringer wrote:
Gadgeteer Smashwidget wrote:

Spell Rider

Primary Class: Magus
Secondary Class: Cavalier
<.<
>.>
*looks around office for notes*
*sighs*
So, I appear to have lost the completed MCA... but... here's the gist of it:

-Diminished Spellcasting
-Spellsteed (rolled into Spell Rider's Challenge)
-Spell Rider's Challenge: Whenever the Spell Rider casts a spell that requires a ranged touch attack, he may issue a Spell Rider's Challenge as part of the casting. When he does this, the spell transforms into a Spellsteed. The Spellsteed lasts for as long as the challenger is alive or until it is incapacitated.

This is the very basic basis of the Spell Rider and I'm looking forward to making it together with you all.

1) I assume you are going 3/4 BAB and hybrid casting?

2) Spellsteed: Explain further please. Is this a temporary mount, or simple a vessel for the spell to be delivered?

3) What other Magus or Cavalier abilities are you wanting to keep?

1) Yes.

2) The Spellsteed is a temporary mount summoned when the Spell Rider issues a challenge. On the turn it is summoned, it automatically charges to the foe with the Spell Rider mounted, and causes the damage of one ray attack of the spell being cast to the enemy. It lasts until the challenge ends or until banished or killed. It acts as a cavalier mount using the Spell Rider's level as his Cavalier level.
3)I want to put in the Charge abilities from the Cavalier and put in some Cavalier-themed Arcana.


# Warlord

I'm definitely a fan of the trope - from 4e's Warlord to Drejk's Captain base class (originally here in Homebrew, now published as the Commander by Amora Games) to ssalarn's Iron Lord base class coming soon in Amora Games Liber Influxus Communis.

Also check out the Inspiring Commander.

@Koujow - check out those linked concepts for more inspiration. I like your more 4e inspired ability ideas too!


Oceanshieldwolf wrote:

# Warlord

I'm definitely a fan of the trope - from 4e's Warlord to Drejk's Captain base class (originally here in Homebrew, now published as the Commander by Amora Games) to ssalarn's Iron Lord base class coming soon in Amora Games Liber Influxus Communis.

Also check out the Inspiring Commander.

@Koujow - check out those linked concepts for more inspiration. I like your more 4e inspired ability ideas too!

Definitely take a look at those for ideas.

Also, here's the various performances (Bard or archetypes) I think would be adaptable to this MCA. See what you think most fits your concept. Names, function, etc., can be changed to fit things better too.

I'm thinking that we either have a few static performaces tied to a Bardic Performance-like ability (say 3), or like you seem to have pointed to, give a list of choices for the MCA. Like a choice between 2-3 performances for 1st level, a few at 3rd, a few at 9th or 12th, or whatever. Maybe only two streams? A defensive stream and an offensive stream? Just some thoughts.

Performances:

Inspire Courage (Su): A 1st level bard can use his performance to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive the bard’s performance. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. At 5th level, and every six bard levels thereafter, this bonus increases by +1, to a maximum of +4 at 17th level. Inspire courage is a mind-affecting ability. inspire courage can use audible or visual components. The bard must choose which component to use when starting his performance.

Inspiring Blow (Su): A savage skald roars his war-cries with each telling blow. When he confirms a critical hit, he can start this performance as an immediate action (ending any other performances). He gains temporary hit points equal to his Charisma modifier (if positive), and all allies within 30 feet gain a +1 morale bonus on their next attack roll prior to the start of his next turn. These temporary hit points remain until the bard ends his performance. This performance replaces fascinate.

Gather Crowd (Ex): At 5th level, the celebrity is skilled at drawing an audience to his performances. If he is in a settlement or populated area, he can shout, sing, or otherwise make himself noticed in order to attract an audience to his impromptu stage. The size of the crowd depends on the local population, but typically is a number of people equal to 1/2 the bard’s class level × the result of the bard’s Perform check. The crowd gathers over the next 1d10 rounds. If the bard fails to engage the crowd (such as by performing, kissing babies, trying to use fascinate, and so on), it disperses over the next 1d10 rounds. This ability replaces lore master.

Incite Rage (Su): At 6th level, a savage skald can induce a furious rage in one creature within 30 feet. This effect functions as a rage spell that lasts as long as the target can hear the bard’s performance; however, unwilling creatures can be affected if they fail a Will save (DC 10 + 1/2 the bard’s level + the bard’s Cha modifier). Success renders the target immune to this power for 24 hours. The bard cannot target himself with this ability. If the target has the rage class feature, it can instead immediately rage and stay in this rage without consuming rounds of rage per day as long as the bard continues performing. This mind-affecting effect requires audible components. This performance replaces suggestion.

Incite Violence (Ex): At 6th level, the demagogue can use his performance to fan the fury of a crowd of people he has fascinated. Using this ability does not disrupt the fascinate effect, but does require a standard action to activate (in addition to the free action to continue the fascinate effect). The bard selects a number of targets equal to his level, who must make Will saves (DC 10 + 1/2 the bard’s level + the bard’s Charisma modifier) or be affected by rage for a number of rounds equal to the bard’s level. The bard indicates who is the intended target of violence (either after using this ability or as part of the performance leading to it) and the enraged members of the crowd immediately attack the target if possible. The target does not need to be present (“kill the king” is a suitable choice) and can be an object instead of a person (“destroy the prison!” is likewise appropriate). Other members of the crowd may follow suit, though they do not gain the benefits of rage. This is a sound-based effect and is affected by countersong. If two or more bards are attempting to direct the crowd against different targets, they must make opposed Charisma checks, with the crowd following the directions of the winner.
This ability replaces suggestion.

Dirge of Doom (Su): A bard of 8th level or higher can use his performance to foster a sense of growing dread in his enemies, causing them to take become shaken. To be affected, an enemy must be within 30 feet and able to see and hear the bard's performance. The effect persists for as long as the enemy is within 30 feet and the bard continues the performance. The performance cannot cause a creature to become frightened or panicked, even if the targets are already shaken from another effect. Dirge of doom is a mind-affecting fear effect, and it relies on audible and visual components.

Soothing Performance (Su): A bard of 12th level or higher can use his performance to create an effect equivalent to the mass cure serious wounds, using the bard's level as the caster level. In addition, this performance removes the fatigued, sickened, and shaken condition from all those affected. Using this ability requires 4 continuous performance, and the targets must be able to see and hear the bard throughout the performance. Soothing performance relies on audible and visual components.

Berserkergang (Ex): At 12th level, a savage skald can inspire a rapturous battle trance that suppresses pain, stunning, and fear effects for one creature, plus one additional creature per three levels after 12th. Affected creatures also gain DR 5/— (DR 10/— against nonlethal damage); this benefit stacks with the damage reduction class ability of barbarians. This mind-affecting ability requires audible components. This performance replaces soothing performance.


Elghinn Lightbringer wrote:

Welcome to the 7th Multiclass Archetypes thread both old and new posters. As always, the last thread was up over 1,000 posts, so here we are on the next one.

Again, here's the posting and collaboration process that will be going on in this thread (same as the last two).

This thread, while dedicated to new Multiclass Archetypes, is also dedicated to getting the unfinalized MCAs (*) on the Multiclass Archetype Wiki closer to their finalized form. All those who join us in this process, know that it will be greatly appreciated by the members of MCP. Your input will allow us to improve our concepts, as well as your own.

As always, new posters, concepts, and ideas are always welcome. With the unfinalized (*) MCAs from the Wiki, we wish to maintain as much of the core concepts and abilties as possible, but we also are seeking any new and awesome ideas that could improve it, and any feedback on balance issues, or whatever you might see as problematic.

The posting process will be as follows, so please attempt to keep to these guidelines as much as possible to maintain a cohesive process.

READ
1) Please post "concepts" for new MCAs first (not the whole detailed MCA), as holding places, in the following format.

"Name"
Primary: "X"
Secondary: "Y"

These will be placed in the queue as they are posted (including those from myself or any other MCP member), but will not be looked at until they come up in the queue. So, feel free to work on them alone, or amongst yourselves (or even MCP members) via email or whatever until your turn comes.

I'll give the go ahead with each new MCA just to keep things orderly.
I will also post the new MCA queue every so often so everyone knows what's coming up.

2) Dependign on how things progress, only one NEW MCA will be posted at a time, with a wiki MCA revision, or two new MCAs at the same time. To allow for fairness, if if you've recently posted, let someone else post theirs. So, don't post two MCAs in a row. We would prefer MCA class combos that...

Hi, I am new here, but I wanted to take this opportunity to say hi and mention i am looking to build three MCA's;

First is a Primary Wizard, Secondary Druid with a focus on Combined Spells, Summoning and Wild shaping.

The second one is a Primary Cleric and Secondary Monk with a focus on Favored Weapons and Elemental Fist and Nature.

Third is a Primary Ranger Secondary Witch; The ranger is a ranger who cast arcane spells as a witch (instead of a druid) and keeps a magical beast as a companion instead of a animal.

Any ideas on how to accomplish these classes would be appreciated.

Gypsy Rose


GYPSY ROSE wrote:

Hi, I am new here, but I wanted to take this opportunity to say hi and mention i am looking to build three MCA's;

First is a Primary Wizard, Secondary Druid with a focus on Combined Spells, Summoning and Wild shaping.

The second one is a Primary Cleric and Secondary Monk with a focus on Favored Weapons and Elemental Fist and Nature.

Third is a Primary Ranger Secondary Witch; The ranger is a ranger who cast arcane spells as a witch (instead of a druid) and keeps a magical beast as a companion instead of a animal.

Any ideas on how to accomplish these classes would be appreciated.

Gypsy Rose

Welcome Gypsy Rose! Glad to see you accepted my invite. We can totally help you with your builds. What I will do is place you in the queue, so as a new comer, you will get preferential treatment for your first MCA, meaning, you'll be up next after we finish with the current Warlord and Spell Rider MCAs. After that, you'll be placed in the normal cycle in the queue, of which I post updates for every so often.

I would suggest look at our Creative Guidelines for MCAs. This will give you an idea of what we do and how we do it. I assume you want to go with your Wiz/Drd first?

Some things to consider for your first MCA are:

1) What class features of the Wizard do you want to keep, and what are you willing to lose.

2) What druid abilities would you like to add to the wizard chassis.

You may want to check out our Terramancer (Wiz/Drd), Spellfused Warden (Drd/Wiz), and Essentia Shaman (Drd/Wiz) to see if any of those have what you are looking for, or for ideas.

Feel free to search our Primary Class list of MCAs to check on any similar concepts of your other MCAs.

Also, feel free to change the order in which you want to do your MCAs. I've found that whatever is most pressing in my mind is the one to work on.


#Warlord
Koujow, how early are you wanting to have the "bardic performance" style class feature to kick in? At 1st, or would 2nd or 3rd level be alright?

As a Ftr primary, I see it coming at 2nd or so, once he's gain a bit of experience. I'd propose something like this ability at 1st. It's based on the samurai's Resolve ability, but tweaked to your Warlord concept, combining your Priority Target and Commanding Resilience ideas.

Stratagem (Ex):
Starting at 1st level, the warlord gains tactical knowledge he can call upon to direct his allies in battle. He can use this ability once per day at 1st level, plus one additional time per day for every two warlord levels beyond 1st. Whenever an ally that is under the effects of the warlord’s strategic command defeats an enemy, he regains one daily use of his strategic command, up to his maximum number of uses per day. Defeating the enemy usually involves reducing the target to 0 hit points or fewer, but the GM might rule that an enemy who surrenders or flees the battle is also defeated. Allies must be within 30 feet of the warlord and able to hear him to be affected. The warlord can use his strategic command in a number of ways.

Embolden: As a standard action, the warlord can spend one use of his strategic command to bolster the physical determination of his allies. Each ally is healed for 1d8 points of damage + 1 per warlord level (maximum +10).

Mark: As a standard action, the warlord can spend one use of his strategic command to designate a single target. Each ally gain a +2 morale bonus on all attack and damage rolls made against the target for a number of rounds equal to the warlord’s Charisma modifier.

Surge: As a standard action, the warlord can spend one use of his strategic command to increase the maneuverability of his allies on the battlefield. Each ally can make one additional move action each round for a number of rounds equal to his Charisma modifier.

This ability replaces the bonus feat gained at 1st level.

As always, I'm fine if you want to go with the "bardic performance" at 1st.

EDIT: In fact, I think we can throw both stratagem and the bardic performance ability at 1st, as I think we'll want to get rid of Tower Shield Proficiency feat, which we can use to swap in another 1st level ability.


Welcome Gypsy Rose! Glad to see you accepted my invite. We can totally help you with your builds. What I will do is place you in the queue, so as a new comer, you will get preferential treatment for your first MCA, meaning, you'll be up next after we finish with the current Warlord and Spell Rider MCAs. After that, you'll be placed in the normal cycle in the queue, of which I post updates for every so often.

Thank You for the priority, that is great!

I would suggest look at our Creative Guidelines for MCAs. This will give you an idea of what we do and how we do it. I assume you want to go with your Wiz/Drd first?

Thank you, I will look at them, and yes, my priority is the wizard/drd combo; I am currently playtesting a version of it in a campaign, but I could figure how to do it as a MCA, so stacked it as a prestige class. Although doing it that way in pathfinder seems to confuse people as my DM says prestige classes are no good.

Some things to consider for your first MCA are:

1) What class features of the Wizard do you want to keep, and what are you willing to lose.

2) What druid abilities would you like to add to the wizard chassis.

I was hoping I could get some suggestions, i have some definite ideas and have versions of each made but am reluctant to post my versions because they may cloud the advice, would rather just give the goals of the class and see what people throw out so i can see if what i have is a valid test, then i will be happy to post it in full.

You may want to check out our Terramancer (Wiz/Drd), Spellfused Warden (Drd/Wiz), and Essentia Shaman (Drd/Wiz) to see if any of those have what you are looking for, or for ideas.

Feel free to search our Primary Class list of MCAs...

thanks


#Warlord
What should we replace weapon mastery with as the capstone? Currently, I have us keeping Weapon Training 1, 2, and 3. I think we can replace weapon mastery with something more appropriate. Thoughts?

How about the Capstone from Super Genius Games' War Master class?

Warlord (Ex): At 20th level, the war master becomes an expert in the fine art of directing a battle, able to assess his foes with great skill and use that knowledge to guide his allies to victory. The war master can assess a single foe as a move action, and use that information to guide his allies in defeating the foe. The war master makes a Sense Motive check with a DC of (10 + foe’s total Bluff bonus) or (10 +foe’s base attack bonus + foe’s Charisma modifier), whichever is higher. If the war master succeeds, he learns the target’s current and maximum hit points, base attack bonus, armor class, and total Fortitude, Reflex and Will saving throw bonuses. Any ally able to see and hear the war master gains a +5 bonus to attack and damage rolls against any target the war master has assessed in the past 24 hours. If the war master fails an assess check, he cannot attempt to assess the same foe again for 24 hours.

Once we figure this out, I'll post my initial Warlord v.1 and see what others think.


^ That is an amazing ability. Capstones are for gonzo. That is all.


Hi,

I have been following your work for the last two threads and I like it a lot.

Here are my ideas for two new MCAs:

Monk/Summoner(Synthesist) - replaces monk abilities with Evolutions.

Antipaladin/Alchemist - a warrior addicted to a special mutagen that turns him into chaotic evil Mr. Hyde.

I have got both of them mostly fleshed out, but need some help with a few abilities and the class names :)


Oceanshieldwolf wrote:
^ That is an amazing ability. Capstones are for gonzo. That is all.

Duh!...Capstone...

Still didn't answer the question though. :D


Arkellus wrote:

Hi,

I have been following your work for the last two threads and I like it a lot.

Here are my ideas for two new MCAs:

Monk/Summoner(Synthesist) - replaces monk abilities with Evolutions.

Antipaladin/Alchemist - a warrior addicted to a special mutagen that turns him into chaotic evil Mr. Hyde.

I have got both of them mostly fleshed out, but need some help with a few abilities and the class names :)

Welcome Arkellus! If you've been following us, you know the drill. You'll be added to the queue. Your first MCA will be with Gypsy Rose's first MCA, after the Warlord and Spell Rider are done. Then, you'll do your second or any subsequent ones in a proper place in the queue, as newcomers get to do their first MCA right away. Glad to hear you have them all fleshed out. Feel free to join in on the critiques, this is a community effort after all. :D

#Spell Rider
Gadgeteer, I'll be getting to yours soon. Once I'm engaged in one MCA, I have to get everything down on my docs or I'll forget.


Elghinn Lightbringer wrote:
Arkellus wrote:

Hi,

I have been following your work for the last two threads and I like it a lot.

Here are my ideas for two new MCAs:

Monk/Summoner(Synthesist) - replaces monk abilities with Evolutions.

Antipaladin/Alchemist - a warrior addicted to a special mutagen that turns him into chaotic evil Mr. Hyde.

I have got both of them mostly fleshed out, but need some help with a few abilities and the class names :)

Welcome Arkellus! If you've been following us, you know the drill. You'll be added to the queue. Your first MCA will be with Gypsy Rose's first MCA, after the Warlord and Spell Rider are done. Then, you'll do your second or any subsequent ones in a proper place in the queue, as newcomers get to do their first MCA right away. Glad to hear you have them all fleshed out. Feel free to join in on the critiques, this is a community effort after all. :D

#Spell Rider
Gadgeteer, I'll be getting to yours soon. Once I'm engaged in one MCA, I have to get everything down on my docs or I'll forget.

it's fine; I tend to work in the same manner.

I wanted to add a new MCA to the list, the Crusader (Paladin/Inquisitor). He is a combat-focused Paladin, fighting demons and other evil beings in the name of his church.
He gives up lay on hands and possibly other abilities in favor of the Inquisitor's Judgements and Spell-Like Abilities. We could also replace certain abilities with more flavorful, in-the-name-of-my-god-I-strike-you-down type abilities.


Gadgeteer Smashwidget wrote:

It's fine; I tend to work in the same manner.

I wanted to add a new MCA to the list, the Crusader (Paladin/Inquisitor). He is a combat-focused Paladin, fighting demons and other evil beings in the name of his church.
He gives up lay on hands and possibly other abilities in favor of the Inquisitor's Judgements and Spell-Like Abilities. We could also replace certain abilities with more flavorful, in-the-name-of-my-god-I-strike-you-down type abilities.

Perhaps the Oathbound Paladin archetype might be useful for it, especially the vs. Fiends oath I think it is.


#Warlord
Need a better name, even if it's the "insert descriptive word" Warlord.

Anyways, here's what I have. Take a look, and we can makes changes as we need.

WARLORD:

Primary Class: Fighter.
Secondary Class: Bard.
Alignment: Any.
Hit Dice: d10.

Bonus Skills and Ranks: The warlord may select three bard skills to add to his class skills in addition to the normal fighter class skills, one of which must be Perform. The warlord gains a number of ranks at each level equal to 4 + Int modifier.

Weapon and Armor Proficiency: The warlord is proficient with all simple and martial weapons, with all types of armor, and with shields (except tower shields).

Strategic Commands (Ex): Starting at 1st level, the warlord gains tactical knowledge he can call upon to direct the actions of allies in battle. He can use this ability a number of times per day equal to 3 + his Charisma modifier, plus an additional use per day every two levels above 1st. Whenever an ally that is under the effects of the warlord’s strategic command defeats an enemy (including the warlord), he regains one daily use of his strategic commands, up to his maximum number of uses per day. Defeating the enemy usually involves reducing the target to 0 hit points or fewer, but the GM might rule that an enemy who surrenders or flees the battle is also defeated. Allies must be within 30 feet of the warlord and able to hear him to be affected. The warlord can include himself in his strategic commands if he so chooses. The warlord can use his strategic command in a number of ways.

Bolster Troops: As a standard action, the warlord can spend one use of his battlefield commands to bolster the physical determination of his allies. Each ally is healed for 1d8 points of damage + 1 per warlord level (maximum +5). This increases to 2d8 points of damage + 1 per warlord level (maximum +10) at 9th level.

Prioritize Target: As a standard action, the warlord can spend one use of his strategic commands to designate a single target. Each ally gain a +1 morale bonus on all attack and damage rolls made against the target for a number of rounds equal to the warlord’s level Charisma modifier (minimum 1). For every four levels beyond 1st, this bonus increases by +1, up to a maximum of +5 at 17th level.

Tactical Surge: As a standard action, the warlord can spend one use of his strategic commands to increase the maneuverability of his allies on the battlefield. Each ally can make one additional swift action during his turn for a number of rounds equal to his Charisma modifier (minimum 1). At 9th level, each ally can also make an additional move action during his turn.

This ability replaces the bonus feat gained at 1st level and weapon training 4.

Inspire Courage (Ex): A 2nd level a warlord can spend one use of strategic command to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to hear the warlord’s command. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. At 7th level, and every six warlord levels thereafter, this bonus increases by +1, to a maximum of +4 at 19th level. Inspire courage is a mind-affecting ability. Inspire courage uses audible components and lasts for a number of rounds equal to the warlord’s Charisma modifier. This ability replaces the fighter’s Tower Shield Proficiency feat.

Tactical Awareness (Ex): At 2nd level, a warlord gains a +1 bonus on initiative checks. This bonus increases by +1 for every four levels after 2nd level (to a maximum of +5 at 18th level). This ability replaces bravery.

Bonus Feats: This is exactly like the fighter ability of the same name, except that the warlord gains a bonus feat at 3rd level and every three levels thereafter.

Inspiring Blow (Ex): At 4th level, a warlord can spend one use of strategic command to shout a war cry with each telling blow. When the warlord confirms a critical hit, he can start this command as an immediate action (ending any other commands). He gains temporary hit points equal to his Charisma modifier (if positive), and all allies within 30 feet gain a +1 morale bonus on their next attack roll prior to the start of his next turn. These temporary hit points remain for 1 minute. This ability replaces the armor training 1.

Weapon Training (Ex): This is exactly like the fighter ability of the same name, except that the warlord only gains up to weapon training 3, as shown on Table: Warlord.

Tactician (Ex): At 5th level, a warlord gains the tactician ability as the cavalier class feature. He may use this ability once per day at 7th level, plus one additional time for every four levels after 7th (to a maximum of four times at 19th level). If the warlord also has cavalier levels, these levels stack for determining the number of uses per day, and he can take the better progression. This ability replaces the bonus feat gained at 6th level.

Gather Crowd (Ex): At 7th level, the warlord is skilled at drawing an audience to his commands. If he is in a settlement or populated area, he can spend one use of strategic command to shout and make himself noticed in order to attract an audience to his impromptu stage. The size of the crowd depends on the local population, but typically is a number of people equal to 1/2 the warlord’s level × the result of the warlord’s Perform check. The crowd gathers over the next 1d10 rounds. If the warlord fails to engage the crowd (such as by performing, kissing babies, trying to use fascinate, and so on), it disperses over the next 1d10 rounds, otherwise it remains for a number of minutes equal to warlord’s Charisma modifier (minimum 1). This ability replaces armor training 2.

Cry of Doom (Ex): At 8th level, a warlord can spend one use of strategic commands to shout a war cry to foster a sense of growing dread in his enemies, causing them to become shaken. This ability is similar to the dirge of doom bardic performance, except that it relies on audible components only. Cry of doom lasts for a number of rounds equal to the warlord’s Charisma modifier (minimum 1). This ability replaces the bonus feat gained at 8th level.

Inspire Greatness (Ex): At 10th level, a warlord can spend one use of strategic commands to inspire greatness in himself or a single willing ally within 30 feet, granting extra fighting capability. For every three levels a warlord attains beyond 9th, he can target one additional ally while using this command (up to a maximum of four at 18th level). To inspire greatness, all of the targets must be able to see and hear the warlord. A creature inspired with greatness gains 2 bonus Hit Dice (d10s), the commensurate number of temporary hit points (apply the target’s Constitution modifier, if any, to these bonus Hit Dice), a +2 competence bonus on attack rolls, and a +1 competence bonus on Fortitude saves. The bonus Hit Dice count as regular Hit Dice for determining the effect of spells that are Hit Dice dependent. These effects last for a number of rounds equal to the warlord’s Charisma modifier (minimum 1). Inspire greatness is a mind-affecting ability and it relies on audible and visual components. This ability replaces the armor training 3.

Incite Violence (Ex): At 13th level, a warlord can spend one use of strategic commands to fan the fervor of a crowd of people he has gathered. Using this ability does not disrupt the gather crowd effect, but does require a standard action to activate (in addition to the free action to continue the gather crowd effect). The warlord selects a number of targets within the crowd equal to his level, who must make Will saves (DC 10 + 1/2 the warlord’s level + the warlord’s Charisma modifier) or be affected by the rage spell for a number of rounds equal to the warlord’s level. The warlord indicates who is the intended target of violence (either after using this ability or as part of the command leading to it) and the enraged members of the crowd immediately attack the target if possible. The target does not need to be present (“kill the king” is a suitable choice) and can be an object instead of a person (“destroy the prison!” is likewise appropriate). Other members of the crowd may follow suit, though they do not gain the benefits of rage. This is a sound-based effect. If two or more warlords are attempting to direct the crowd against different targets, they must make opposed Charisma checks, with the crowd following the directions of the winner. This ability replaces the bonus feat gained at 12th level.

Cooperative Combatant (Ex): At 14th level, when a warlord uses the aid another special attack, he may affect one additional ally per point of Charisma bonus. For each ally that a warlord aids, he can pick whether to grant that ally the +2 bonus on its next attack against the opponent or the +2 bonus to AC against the opponent’s next attack on that ally, and can grant different allies different bonuses. This ability replaces the bonus feat gained at 14th level.

Battle Insight (Ex): At 16th level, as a swift action, a warlord can grant his Charisma modifier as an insight bonus on the attack rolls made by a single ally within line of sight that can both see and hear the warlord. That ally gains the bonus until the end of the warlord’s next turn. The warlord can use this ability a number of times per day equal to 3 + his Charisma modifier. This ability replaces armor training 4.

Unstoppable Crowd (Ex): At 19th level, a warlord can spend one use of strategic command to inspire a rapturous battle trance that suppresses pain, stunning, and fear effects. This affects one creature that is already affected by the warlord’s incite violence ability, plus one additional creature per two levels after 16th. Using this ability does not disrupt the gather crowd or incite violence effect , but does require a standard action to activate (in addition to the free action to continue the gather crowd effect) and lasts while incite violence remains in effect. Affected creatures also gain DR 5/— (DR 10/— against nonlethal damage); this benefit stacks with the damage reduction class ability of barbarians. This mind-affecting ability requires audible components. This ability replaces armor mastery.

War Master (Ex): At 20th level, the warlord becomes an expert in the fine art of directing a battle, able to assess his foes with great skill and use that knowledge to guide his allies to victory. The warlord can assess a single foe as a move action, and use that information to guide his allies in defeating the foe. The warlord makes a Sense Motive check with a DC of (10 + foe’s total Bluff bonus) or (10 + foe’s base attack bonus + foe’s Charisma modifier), whichever is higher. If the warlord succeeds, he learns the target’s current and maximum hit points, base attack bonus, armor class, and total Fortitude, Reflex, and Will saving throw bonuses. Any ally able to see and hear the warlord gains a +5 bonus to attack and damage rolls against any target the warlord has assessed in the past 24 hours. If the warlord fails an assess check, he cannot attempt to assess the same foe again for 24 hours. This ability replaces weapon mastery.

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

1st +1 +2 +0 +0 Battlefield commands
2nd +2 +3 +0 +0 Inspire courage +1, tactical awareness
3rd +3 +3 +1 +1 Bonus feat
4th +4 +4 +1 +1 Inspiring blow
5th +5 +4 +1 +1 Tactician, weapon training 1
6th +6/+1 +5 +2 +2 Bonus feat
7th +7/+2 +5 +2 +2 Gather crowd, inspire courage +2
8th +8/+3 +6 +2 +2 Shout of doom
9th +9/+4 +6 +3 +3 Bonus feat
10th +10/+5 +7 +3 +3 Inspire greatness
11th +11/+6/+1 +7 +3 +3 Weapon training 2
12th +12/+7/+2 +8 +4 +4 Bonus feat
13th +13/+8/+3 +8 +4 +4 Incite violence, inspire courage +3
14th +14/+9/+4 +9 +4 +4 Cooperative combatant
15th +15/+10/+15 +9 +5 +5 Bonus feat
16th +16/+11/+6/+1 +10 +5 +5 Battle insight
17th +17/+12/+7/+2 +10 +5 +5 Weapon training 3
18th +18/+13/+8/+3 +11 +6 +6 Bonus feat
19th +19/+14/+9/+4 +11 +6 +6 Inspire courage +4, unstoppable crowd
20th +20/+15/+10/+5 +12 +6 +6 War master


Elghinn Lightbringer wrote:
Arkellus wrote:

Hi,

I have been following your work for the last two threads and I like it a lot.

Here are my ideas for two new MCAs:

Monk/Summoner(Synthesist) - replaces monk abilities with Evolutions.

Antipaladin/Alchemist - a warrior addicted to a special mutagen that turns him into chaotic evil Mr. Hyde.

I have got both of them mostly fleshed out, but need some help with a few abilities and the class names :)

Welcome Arkellus! If you've been following us, you know the drill. You'll be added to the queue. Your first MCA will be with Gypsy Rose's first MCA, after the Warlord and Spell Rider are done. Then, you'll do your second or any subsequent ones in a proper place in the queue, as newcomers get to do their first MCA right away. Glad to hear you have them all fleshed out. Feel free to join in on the critiques, this is a community effort after all. :D

#Spell Rider
Gadgeteer, I'll be getting to yours soon. Once I'm engaged in one MCA, I have to get everything down on my docs or I'll forget.

...lets say ive already published an archetype that is that...would it be rude to reference it?


christos gurd wrote:
Elghinn Lightbringer wrote:
Arkellus wrote:

Hi,

I have been following your work for the last two threads and I like it a lot.

Here are my ideas for two new MCAs:

Monk/Summoner(Synthesist) - replaces monk abilities with Evolutions.

Antipaladin/Alchemist - a warrior addicted to a special mutagen that turns him into chaotic evil Mr. Hyde.

I have got both of them mostly fleshed out, but need some help with a few abilities and the class names :)

Welcome Arkellus! If you've been following us, you know the drill. You'll be added to the queue. Your first MCA will be with Gypsy Rose's first MCA, after the Warlord and Spell Rider are done. Then, you'll do your second or any subsequent ones in a proper place in the queue, as newcomers get to do their first MCA right away. Glad to hear you have them all fleshed out. Feel free to join in on the critiques, this is a community effort after all. :D

#Spell Rider
Gadgeteer, I'll be getting to yours soon. Once I'm engaged in one MCA, I have to get everything down on my docs or I'll forget.

...lets say ive already published an archetype that is that...would it be rude to reference it?

Which MCA are you referring to? And no, it's not rude to reference it.


it's not an MCA, it was a 3rd party racial archetype for the warped, my eidolon planetouched. I was gonna recommend it as a baseline for arkellus to use for his mca.


christos gurd wrote:
it's not an MCA, it was a 3rd party racial archetype for the warped, my eidolon planetouched. I was gonna recommend it as a baseline for arkellus to use for his mca.

Sure!

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