
christos gurd |

Full BAB class with Judgements, a boost to those judgements, Monkey Grip, and even better weapon/armor buffing than the paladin? Am I missing something with this class?
Please tell me I'm missing something.
yeah, i was thinking that ive been underestimating the paladin spell list, but you and osws reactions are making me question that second guess that. Shouldn't a class focused against evil have judgements restricted to evil enemies btw?

Gadgeteer Smashwidget |

Full BAB class with Judgements, a boost to those judgements, Monkey Grip, and even better weapon/armor buffing than the paladin? Am I missing something with this class?
Please tell me I'm missing something.
There's no Spellcasting and no lay on hands.
Raiderrpg wrote:yeah, i was thinking that ive been underestimating the paladin spell list, but you and osws reactions are making me question that second guess that. Shouldn't a class focused against evil have judgements restricted to evil enemies btw?Full BAB class with Judgements, a boost to those judgements, Monkey Grip, and even better weapon/armor buffing than the paladin? Am I missing something with this class?
Please tell me I'm missing something.
oh. Well. Um. Yes.
Actually, Elghinn, I was meaning for there to be a choice between the Jotungrip-style abilities and the Holy Shield abilities.

Elghinn Lightbringer |

#Merciless Crusader
1) We'll focus judgment against evil creatures, period. Fits the flavor.
2) Holy Anathema should only grant the Cha bonus to atttacks vs. evil outsiders, not the damage. Unless we have the +level damage override any extra damage normally dealt by the judgment. That way its not stacking, but overlapping.
3) We can certainly change the whole Divine Sanction/Holy Shield stuff to be either or. That way we can spread it out some (maybe at 5th, 12th, and 17th with the various choices. However, YOU (Gadgeteer) need to decide what Jotungrip abilities you are wanting to incorporate here.
4) This MCA has no spells, and no lay on hands, having swaped out LoH for cleric's versuiion of channel energy (positive only).
Also, some abilities function off of limted resource expenditure...if that hasn't been noticed. And with the rework of the Divine Sanction/Holy Shiled, that will expend channel energy uses.

Raiderrpg |

That is fairly better, but two issues.
Rather, consider Paladin fourth level spells to be the jumping point- Holy Sword, Bestow Grace, Fires of Vengeance, Litany of Thunder and the like. On the whole, you can consider a Paladin's spells to either heal specifics, or "Change the course of one or two encounters per day".
It's very easy to underestimate- but once you realize you /have/, it's even easier to overestimate. Ranger can be like that, too, though for different reasons, and this is long enough that I'll save Ranger-talk for a Ranger class.
Ultimately, you guys have this class gaining early-strong abilities meant to balance the loss of abilities that become powerful later. Changing Divine Sanction/Holy shield to be either/or and much more spaced out will help with this; but ultimately, I think this class is still too strong at the levels 1 through 10.
Whew, wall of text-y. @_@

Elghinn Lightbringer |

That is fairly better, but two issues.
LoH vs CPE:
1) You keep saying LoH has been switched for Channel Energy- but at low levels, that can be a good trade. Compare a level 10 paladin with 14 charisma- they can use LoH 7 times, or Channel 3, healing either a single member or the whole party for 5d6. A level 10 M. Crusader, however, would have a straight up 5 channel energies. It gets a bit worse at higher levels (15+), but is straight-up-better for general party healing earlier. You should consider this when balancing out when this class gets what. (Also, CPE has other uses like killing undead and occasional altar-y stuff, or so goes the trope.)
Well, why don't we do what we've done in other MCAs. Limit what is affected by it right off the bat. Let's give this MCA Alignment Channel at 2nd, but limit it from actually affecting undead, unless she takes a feat to do so. We'll need to create the feat. This will help limit it to aligned outsiders instead of undead and living creatures. ALso, more flavorful.
....
Ultimately, you guys have this class gaining early-strong abilities meant to balance the loss of abilities that become powerful later. Changing Divine Sanction/Holy shield to be either/or and much more spaced out will help with this; but ultimately, I think this class is still too strong at the levels 1 through 10.
Whew, wall of text-y. @_@
You must be out of shape, Raid, if you think that was a wall of text. :D

Elghinn Lightbringer |

Here's the changes for Merciless Crusader. I'm only going to include the changes here.
I removed Holy Vessel, too much going on.
Changed Channel Energy to Alignment Channel.
Changed Holy Anathema to only add Cha bous to attacks vs. evil outsiders.
Changed Divine Sanction and Holy Conviction.
Alignment Channel (Su): At 4th level, a merciless crusader gains the ability to channel energy as a cleric and can channel energy a number of times per day equal to 3 + her Charisma modifier. However, whenever a merciless crusader uses channel energy, she can only affect outsiders that possess the good or evil subtype. Instead of the normal channel energy effect, the merciless crusader’s channel energy heals good outsiders or harms evil outsiders. A merciless crusader’s channel energy has no effect on other creatures, including undead or other living creatures that are not outsiders of the indicated subtype. The amount of damage healed or dealt and the DC to halve the damage is otherwise unchanged. This functions as the Alignment Channel feat. The merciless crusader may gain the Alignment Channel feat as one of her regular feats as normal. In addition, the merciless and selected the new Channel Energy feat as a regular feat. This ability replaces channel positive energy.
Channel Energy
You can channel energy to heal or harm the living or undead as cleric.
Prerequisites: Channel energy class feature, but unable to heal or harm the living or the undead.
Benefit: You can now channel positive or negative energy normally as the cleric’s channel energy class feature.
Divine Sanction (Ex): Starting at 5th level, a merciless crusader gains special training to aid him in his fight against evil. The merciless crusader may choose either the Shield or Two-Handed Weapon style of training.
If the merciless crusader chooses the shield style of training, she gains the following benefits at the indicated levels.
• At 5th level, a merciless crusader gains a +1 bonus on attack and damage rolls when making a shield bash. These bonuses increase by +1 every four levels beyond 5th. With a full-attack action, a merciless crusader may alternate between using his weapon or his shield for each attack. This action does not grant additional attacks or incur penalties as two-weapon fighting does.
• At 11th level, a merciless crusader can use her shield to protect herself from ranged touch attacks and effects. She gains a +1 bonus on Reflex saves against them while employing a light shield, +2 while employing a heavy shield, and +3 while employing a tower shield. In addition, once per round when the merciless crusader would normally be hit with a ranged touch attack (including rays and similar magical effects), she may deflect it so that she take no damage from it. Her shield suffers the full effects of the spell or effect, if applicable.
• At 17th level, as a swift action, a merciless crusader may designate one square adjacent to her. She may designate two squares if using a heavy shield or three squares if using a tower shield, but these squares must be contiguous. Enemies in these squares cannot flank the merciless crusader and do not count for flanking with other creatures. This effect lasts until she moves from her position or uses another swift action to change the affected squares.
If the merciless crusader chooses the two-handed weapon style of training, she gains the following benefits at the indicated levels.
• At 5th level, a merciless crusader can wield a two-handed melee weapon in one hand with a –2 penalty on attack rolls while doing so. The weapon must be appropriately sized for her, and it is treated as one-handed when determining the effect of Power Attack, Strength bonus to damage, and the like.
• At 11th level, as a swift action, a merciless crusader may choose one creature within her line of sight. Until the end of her turn, that target’s reach is treated as if it were 5 feet shorter with respect to reaching the merciless crusader, and this reduction increases by 5 feet for every three levels beyond 11th.
• At 17th level, when the merciless crusader uses Power Attack with a two-handed melee weapon, the bonus damage from Power Attack is doubled (+100%) instead of increased by half (+50%).
This ability and verdict of exorcism replace the paladin’s spellcasting.
Holy Anathema (Su): At 6th level, when a merciless crusader pronounces judgment on an evil outsider, she adds her Charisma bonus (if any) to her attack rolls made against the target. This ability replaces the mercy gained at 6th level.
Holy Conviction (Su): At 12th level, a merciless crusader can apply holy anathema against any evil creature while judgment is in effect. Holy conviction counts as one judgment when applied against her second judgment or third judgment abilities. At 18th level, a merciless crusader can also choose to include holy slayer as part of her holy conviction. If she chooses to do so, holy conviction counts as two judgments when applied against her third judgment ability. This ability replaces the mercy gained at 12th level.
Swaps
Smite evil = Judgment
Lay on hands = monster lore, track
Spellcasting: Divine sanction, verdict of exorcism
Divine bond = Crusader’s bond
Channel positive energy = Alignment channel
Mercy (6) = Holy anathema
Aura of resolve = Anchoring aura
Mercy (9) = Second judgment
Aura of justice = Crusader’s blessing
Mercy (12) = Holy conviction
Mercy (3/15) = Exploit weakness
Mercy (18) = Third judgment
Holy champion = Holy judgment
Table: Merciless Crusader
Base
Class Attack Fort Ref Will
Level Bonus Save Save Save Special
1st +1 +2 +0 +2 Aura of good, detect evil, judgment 1/day
2nd +2 +3 +0 +3 Divine grace, monster lore, track
3rd +3 +3 +1 +3 Aura of courage, divine health
4th +4 +4 +1 +4 Alignment channel, judgment 2/day
5th +5 +4 +1 +4 Crusader’s bond, divine sanction
6th +6/+1 +5 +2 +5 Holy anathema
7th +7/+2 +5 +2 +5 Judgment 3/day
8th +8/+3 +6 +2 +6 Anchoring aura, verdict of exorcism
9th +9/+4 +6 +3 +6 Second judgment
10th +10/+5 +7 +3 +7 Judgment 4/day
11th +11/+6/+1 +7 +3 +7 Crusader’s blessing
12th +12/+7/+2 +8 +4 +8 Holy conviction
13th +13/+8/+3 +8 +4 +8 Judgment 5/day
14th +14/+9/+4 +9 +4 +9 Exploit weakness
15th +15/+10/+5 +9 +5 +9 Holy slayer
16th +16/+11/+7/+2 +10 +5 +10 Judgment 6/day
17th +17/+12/+7/+2 +10 +5 +10 Aura of righteousness
18th +18/+13/+8/+3 +11 +6 +11 Third judgment
19th +19/+14/+9/+4 +11 +6 +11 Judgment 7/day
20th +20/+15/+10/+5 +12 +6 +12 Holy judgment

Elghinn Lightbringer |

Well, no sign of Gypsy Rose, even after PMing her, so onto Arkellus.
Here's our update.
Merciless Crusader – Pal/Inq (Gadgeteer Smashwidget)*current
“Name” – Wiz/Drd (Gypsy Rose) - missed
“Name” – Mnk/Sum (Synth) (Arkellus)*new current
Body MEchanik – Mnk/Alc (Apraham Lincoln)
“Cowboy” – Sam/Gun (Desidero)
“Focused Sniper” – Gun/Bbn (Christos Gurd)
Battlefield Chirurgeon – Sum/Clr (Elghinn)

Oceanshieldwolf |

# Merciless Crusader
Yep, LoH is well underpowered compared to vanilla Channeling's aura... and 4th level casting is not great, even when it does arrive. Good points Raid.
* Is there some double up in Alignment Channel? It says that it functions like the Alignment Channel feat and that the MC can also choose the Alignment Channel feat. Confused...
* I really like the 11th level THF Divine Sanction reach nerf. Is that tweaked/taken from somewhere El?
The 17th level THF Divine Sanction buff seems a bit weak, but taken in total, this may be ok.

Elghinn Lightbringer |

# Merciless Crusader
Yep, LoH is well underpowered compared to vanilla Channeling's aura... and 4th level casting is not great, even when it does arrive. Good points Raid.
* Is there some double up in Alignment Channel? It says that it functions like the Alignment Channel feat and that the MC can also choose the Alignment Channel feat. Confused...
* I really like the 11th level THF Divine Sanction reach nerf. Is that tweaked/taken from somewhere El?
The 17th level THF Divine Sanction buff seems a bit weak, but taken in total, this may be ok.
1) AlignmentChannel only applies to one alignment at a time. So, this version is heal good/harm evil outsiders. Additional choices of the feat gain you heal evil/harm good, heal chaotic/harm lawful, or heal lawful/harm chaotic. Then again, I suppose her really wouldn't select any others, other than the lawful/chaotic or chaotic/lawful version.
2) The abilities for Divine Conviciton come from the Shield Fighter, Titan Mauler, and Two-Handed Fighter archetypes.
3) Half casting - I've always equated it to the equivalent of replacing evasion/uncanny dodge/Improved uncanny dodge (or improved evasion) abilities.

Gadgeteer Smashwidget |

It appears the Battlefield Chirurgeon is about to be torn apart by the MCA crew. What a long time it's been.
Not to pry, but doesn't a name like "Chirurgeon" imply a healer that uses Alchemy in her methods? I fail to see how the Summoner part would come into play in such a concept.
#Merciless Crusader
What about the Celestial abilities I wanted to add in such as True Sight and Truespeech? Those seem thematically appropriate for an agent of Good who seeks out and destroys evil beings.
How do these abilities react to a good-aligned Outsider from the lower planes or an evil-aligned Outsider from the upper planes?
on a somewhat-related note, I'd like my next MCA to be the Antipaladin/Inquisitor that I suggested earlier.

Elghinn Lightbringer |

#Merciless Crusader
If you want those, then you need to decide what you don't want or need in the current version. There is no more room swaps or additions. I don't know if it really needs them though. Truespeech is just a constant tongues, and there is no "Truesight" ability, unless you mean a constant true seeing.
Chirurgeon is simply an old version of our modern word "surgeon"., denoting hand-worker, healer, doctor, etc.

Gadgeteer Smashwidget |

#Merciless Crusader
If you want those, then you need to decide what you don't want or need in the current version. There is no more room swaps or additions. I don't know if it really needs them though. Truespeech is just a constant tongues, and there is no "Truesight" ability, unless you mean a constant true seeing.Chirurgeon is simply an old version of our modern word "surgeon"., denoting hand-worker, healer, doctor, etc.
Yeah, the true seeing thing, it seems like a very appropriate thing for the Crusader to be able to see through demonic illusions. We can swap out Exploit Weakness for it.

Tyrannical |

Chirurgeon is simply an old version of our modern word "surgeon"., denoting hand-worker, healer, doctor, etc.
I had a similar idea for an Alchemist/Paladin, though I'm curious about how you'll implement Summoner into this.
I look forward to seeing it, I do like medic characters~

Arkellus |

Here is my Monk/Summoner(Synthesist):
Fluff: Something about Monks establishing a connection with a mystic entity called eidolon during meditation and taking on aspects of the outsider through this mystic connection.
Primary Class: Monk
Secondary Class: Summoner
Aligment: Any lawful
Hit Dice: D8
Bonus Skills: The <class> may select three summoner skills to add to his class skills in addition to the normal monk class skills. The <class> gains a number of ranks at each level equal to 4 + Int modifier.
Weapon and Armor Proficiency: The <class> is proficient with the brass knuckles*, cestus*, club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shortspear, short sword, shuriken, siangham, sling, spear, temple sword*, and all natural attacks. The <class> is not proficient with any armor or shields. When wearing armor, using a shield, or carrying a medium or heavy load, the <class> loses his AC bonus, as well as his fast movement ability. (*Advanced Player’s Guide)
AC Bonus: When unarmored and unencumbered, the <class> adds his wisdom bonus (if any) to his AC and his CMD. This bonus to AC applies even against touch attacks or when the <class> is flat-footed. He loses this bonus when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.
Feral Strike: Through the connection with the outsider the <class> learns to alter his body. He gains one of the attacks from the list of 1 point evolutions. At level 4 and every 4 levels thereafter he can increase the die size of all his natural attacks by one. This ability replaces Unarmed Strike and Flurry of Blows.
Ki Pool The <class> gains a pool of ki point equal to ½ class level + his wisdom bonus (Min. 1 ki).
At level 2 the <class> can spend 1 point from his ki pool to cast the spell Lesser Rejuvenate Eidolon to heal himself
At level 4 Lesser Evolution Surge for 1 ki points
At level 7 Evolution Surge and Rejuvenate Eidolon for 2 ki points
At level 10 Greater Evolution Surge for 3 ki points
At level 13 Greater Rejuvenate Eidolon for 3 ki points and Transmogrify for 4 points
Otherwise this ability functions like the Monk's Ki Pool class feature. This ability replaces Wholeness of Body and Stunning Fist.
Aspect Manifestation: The <class> has learned to manifest aspects of his Eidolon. He gains an evolution pool and a max. number of natural attacks as an Eidolon of a Summoner of his class level. The time to manifest his evolutions is one standard action per evolution and the same time to revert the evolution. The evolutions last for 10 minutes/level for each ki point spent. At 5th level evolutions can be manifested with a swift action. At 14th level evolutions last for 1 hour/level. This ability replaces purity of body, high jump, maneuver training, 2 increments of fast movement and 1st, 2nd and 14th level bonus feats.
Comment: I am not sure about this ability. Too weak, too strong? Options: No ki point costs, one less natural attack, less evolution points, Eidolon's Str/Dex adjustment?
Shielded Meld: Functions like the Synthesist ability of the same name and replaces the 6th level bonus feat and slow fall.
Multiattack: Functions like the Eidolon ability and replaces one increment of fast movement.
Aspect: The <class> can use 2 evolutions point from his evolution pool to permanently gain evolutions. This ability replaces the 10th level bonus feat.
Greater Shielded Meld: Like the Synthesist’s ability. Replaces Diamond Soul.
Split Forms: Same as the Synthesist’s ability. Replaces quivering palm.
Greater Aspect: The <class> can use evolutions from his Eidolon worth 6 evolution points permanently. This replaces the 18th level bonus feat.
Perfect Merge: At 20th level, a <class> becomes a magical creature. He is forevermore treated as an outsider rather than as a humanoid (or whatever the <class>'s creature type was) for the purpose of spells and magical effects. Additionally, the <class> gains damage reduction 10/chaotic, which allows him to ignore the first 10 points of damage from any attack made by a nonchaotic weapon or by any natural attack made by a creature that doesn't have similar damage reduction. Unlike other outsiders, the <class> can still be brought back from the dead as if he were a member of his previous creature type. Additionally, a <class> can use Aspect Manifestation free of a ki point cost and he can manifest any number of evolutions as a swift action.
Table: Monk/Summoner(Synthesist)
Class Attack Fort Ref Will
Level Bonus Save Save Save Special
1st +0 +2 +2 +2 AC Bonus, Feral Strike, Ki Pool, Aspect Manifestation
2nd +1 +3 +3 +3 Evasion, Ki Pool (Lesser Rejuvenate)
3rd +2 +3 +3 +3 Fast Movement +10, Still Mind
4th +3 +4 +4 +4 Ki Pool (Lesser Evolution Surge), Feral Strike
5th +3 +4 +4 +4 Swift Fusion
6th +4 +5 +5 +5 Shielded Meld
7th +5 +5 +5 +5 Ki Pool (Evolution Surge, Rejuvenate Eidolon)
8th +6 +6 +6 +6 Multiattack, Feral Strike
9th +6 +6 +6 +6 Improved Evasion, Fast Movement +10
10th +7 +7 +7 +7 Aspect (2), Ki Pool (Greater Evolution Surge)
11th +8 +7 +7 +7 Abundant Step
12th +9 +8 +8 +8 Greater Shielded Meld, Feral Strike
13th +9 +8 +8 +8 Ki Pool (Transmogrify, greater Rejuvenate Eidolon)
14th +10 +9 +9 +9 Fusion 1 Ki/Hr
15th +11 +9 +9 +9 Split Forms
16th +12 +10 +10 +10 Fast Movement +10, Feral Strike
17th +12 +10 +10 +10 Timeless Body, Tongue of Sun and Moon
18th +13 +11 +11 +11 Greater Aspect (6)
19th +14 +11 +11 +11 Empty Body
20th +15 +12 +12 +12 Perfect Merge, Feral Strike

Elghinn Lightbringer |

Elghinn Lightbringer wrote:Chirurgeon is simply an old version of our modern word "surgeon"., denoting hand-worker, healer, doctor, etc.
I had a similar idea for an Alchemist/Paladin, though I'm curious about how you'll implement Summoner into this.
I look forward to seeing it, I do like medic characters~
Think battelfield wandering medic with an assistant that serves as his personal "stretcher" or "ambulance". I can't remember currently as I don't have the MCA in front of me, but he's also able to swap his eidlon's place with an injured ally, instead of the chirurgeon and eidolon swapping places. Magical retrieval system for the injured. Plus, the eidolon can also function as a secondary medic or healer too. That's all you're getting. The rest you'll have to wait and see.

Oceanshieldwolf |

# Monk/Summoner (Synthesist)
Name brainstorming: Warform/Battleform, Formbender/Warshaper, Imbued, Enhanced, Aspect Warrior, Coalescent Warrior, Warfused/Fused...
* As for this:
Feral Strike: Through the connection with the outsider the <class> learns to alter his body. He gains one of the attacks from the list of 1 point evolutions. At level 4 and every 4 levels thereafter he can increase the die size of all his natural attacks by one. This ability replaces Unarmed Strike and Flurry of Blows.
[Emphasis mine] - is this intended to give a new natural attack at each 4th level as well as an increased die, or does this stack with other natural attacks the MCA might already have due to race or other classes. I do like this base concept - the loss of Flurry is kinda made up for by Multiattack...
* That's all I have time for for now, be back later... ;)

Arkellus |

# Monk/Summoner (Synthesist)
Name brainstorming: Warform/Battleform, Formbender/Warshaper, Imbued, Enhanced, Aspect Warrior, Coalescent Warrior, Warfused/Fused...
* As for this:
Arkellus wrote:Feral Strike: Through the connection with the outsider the <class> learns to alter his body. He gains one of the attacks from the list of 1 point evolutions. At level 4 and every 4 levels thereafter he can increase the die size of all his natural attacks by one. This ability replaces Unarmed Strike and Flurry of Blows.
[Emphasis mine] - is this intended to give a new natural attack at each 4th level as well as an increased die, or does this stack with other natural attacks the MCA might already have due to race or other classes. I do like this base concept - the loss of Flurry is kinda made up for by Multiattack...
* That's all I have time for for now, be back later... ;)
It stacks with other natural attacks most likely gained through evolutions. E.g., The Monk/Summoner chooses the claws evolution for Feral Strike and uses Aspect Manifestation to gain the bite evolution. Now he has three natural attacks for 1D4/1D4/1D6 (claw/claw/bite). At fourth level this increases to 1D6/1D6/1D8.
This may be too powerful with the improved damage and Large evolutions.
Level Bite Damage
1st 1D6
4th 1D8
8th 1D10
12th 2D6
16th 2D8
20th 2D10
4D6 with improved damage or large
4D8 with both
What do you guys think?

Apraham Lincoln |

Here is my Monk/Summoner(Synthesist):
** spoiler omitted **...
Hi there, 1st of i like the idea that animal style monks are viable and begin to take on physical aspects of say the tiger or monkey or even dragon or phoenix. (also reminds me of Manimal for older folk ;))
The one thing i worry about at 1st glance is that with all options to customize on the fly thru evolution surge, aspect manifestaion and transmogrify can leave you with way too many options to consider for a martial character.
I think settling on a single form would free up a lot of tabletop time.
Does aspect manifestation allow the <class> to grow to large as a swift action for an hour? What happens after the hour, is the use of those evolutions reset or is this a once a day kind of thing?
More to come as i consider them

Arkellus |

Arkellus wrote:Here is my Monk/Summoner(Synthesist):
** spoiler omitted **...
Hi there, 1st of i like the idea that animal style monks are viable and begin to take on physical aspects of say the tiger or monkey or even dragon or phoenix. (also reminds me of Manimal for older folk ;))
The one thing i worry about at 1st glance is that with all options to customize on the fly thru evolution surge, aspect manifestaion and transmogrify can leave you with way too many options to consider for a martial character.
I think settling on a single form would free up a lot of tabletop time.Does aspect manifestation allow the <class> to grow to large as a swift action for an hour? What happens after the hour, is the use of those evolutions reset or is this a once a day kind of thing?
More to come as i consider them
I agree settling on a single form is a good idea, I intended it to work like the summoner's eidolon: Choose a single form, change it with each level up. Aspect Manifestation then allows you to manifest evolutions of the chosen form.
At 14th level you can grow large as swift action for one hour for one ki point. After the hour you can spend another ki point for another hour, and so on.

Apraham Lincoln |

I agree settling on a single form is a good idea, I intended it to work like the summoner's eidolon: Choose a single form, change it with each level up. Aspect Manifestation then allows you to manifest evolutions of the chosen form.
At 14th level you can grow large as swift action for one hour for one ki point. After the hour you can spend another ki point for another hour, and so on.
I meant that at 8th level (missed the level req) when you could choose Large evolution, it is a swift action and at 4 evolution points would that cost 4 ki and last 40 mins (math was off but does that mean at 14th level it would last 4 hours)
Does it cost 1 ki per evol point of the manifested evolution, or 1 ki per evolution, no matter the evol point cost?
Arkellus |

Quote:I agree settling on a single form is a good idea, I intended it to work like the summoner's eidolon: Choose a single form, change it with each level up. Aspect Manifestation then allows you to manifest evolutions of the chosen form.
At 14th level you can grow large as swift action for one hour for one ki point. After the hour you can spend another ki point for another hour, and so on.
I meant that at 8th level (missed the level req) when you could choose Large evolution, it is a swift action and at 4 evolution points would that cost 4 ki and last 40 mins (math was off but does that mean at 14th level it would last 4 hours)
Does it cost 1 ki per evol point of the manifested evolution, or 1 ki per evolution, no matter the evol point cost?
1 ki per use of Aspect Manifestation. So your eidolon has 5 different evolution costing 2 evolution points each and you are a 4th level Monk/Summoner. Then you can manifest all 5 evolutions for 1 ki/40 minutes (1 ki for 10 minutes per class level) . It takes 5 standard actions (5 swift actions after 5th level) to manifest the 5 evolutions. If you spend 1 more ki after the 40 minutes, the evolutions last for another 40 minutes without having to re-manifest them.
Edit:
Sorry, I forgot that the duration was intended to be 10 minutes per class level in my first answer.

Elghinn Lightbringer |

#Monk/Synthesist
On Aspect Manifestation. As the eidolon-esque evolutions and forms are primarily in-combat, it doesn't need to be active for very long. At least, that's how I see it. I know the eidolon remains for until its sent back or is slain, but here we're dealing with a permanent PC gaining aspects and abilities of an eidolon. So here's my thoughts.
1) Spend 1 ki to use Aspect Manifestion for 1 minute per MCA level. I think 10 min may be too long, but we can figure that out as we go along.
2) At 1st, must choose a base form. Personally, I think only biped or quadruped, but we can probably allow any. Monk = Dragon form would be fun. Once chosen, cannot be changed.
3) Gains a pool of evolution points that the MCA can use to spend on evolutions for his form. Not the same progression obviously. Then, when he uses Aspect Manifestation, all the evolutions are manifested.
4) Outside of the the above, I do like the idea of allowing natural attacks chosen by evolutions to be manifested all the time (within reason). Obviously a tail attack could only be manifested while Aspect Manifestation is active. However, claws, bites, and similar attacks can be manifested as a swift action.
5) Keep Unarmed Strike, but remove Flurry of Blows in favor of Multiattack (again, usable with ot without Aspect Manifestation). Then, allow Unarmed Strike to function normally but also allows use of natural attack. Then multiattack can be used (using the same limitations as the eidolon) to make a bunch of attacks. When unarmed strike gains a new damage die, any natural attacks make also gain the same damage die as unarmed strike. This way, we don't need track all the different damage dice of the natural attacks. Still some details to work out with this idea, but I think it will steamline things. Natural attacks would also count as qualifying for any feats..if there are any. :D
6) Ki pool can still be used to do its normal thing, bt when making a ki strike (or natural attacks) they funciton as magic, cold iron/silver, and adamantine within the ki pool framework. Obviously, we may need to limit certain evoltions to maintain some balance with the MCA. Again, this can be worked out as me move forward.
*Aside: Improved Damage or Large size adjustments to natural attacks would only function while Aspect MAnifestation is in effect, otherwise we're going to have some truly gonzo things goining on with balance. Spending the ki popint to gain those benefits is one thing, but to have them always affecting natural attacks would be crazy.
Thoughts?

Apraham Lincoln |

Oceanshieldwolf wrote:# Monk/Summoner (Synthesist)
Name brainstorming: Warform/Battleform, Formbender/Warshaper, Imbued, Enhanced, Aspect Warrior, Coalescent Warrior, Warfused/Fused...
* As for this:
Arkellus wrote:Feral Strike: Through the connection with the outsider the <class> learns to alter his body. He gains one of the attacks from the list of 1 point evolutions. At level 4 and every 4 levels thereafter he can increase the die size of all his natural attacks by one. This ability replaces Unarmed Strike and Flurry of Blows.
[Emphasis mine] - is this intended to give a new natural attack at each 4th level as well as an increased die, or does this stack with other natural attacks the MCA might already have due to race or other classes. I do like this base concept - the loss of Flurry is kinda made up for by Multiattack...
* That's all I have time for for now, be back later... ;)
It stacks with other natural attacks most likely gained through evolutions. E.g., The Monk/Summoner chooses the claws evolution for Feral Strike and uses Aspect Manifestation to gain the bite evolution. Now he has three natural attacks for 1D4/1D4/1D6 (claw/claw/bite). At fourth level this increases to 1D6/1D6/1D8.
This may be too powerful with the improved damage and Large evolutions.
Level Bite Damage
1st 1D6
4th 1D8
8th 1D10
12th 2D6
16th 2D8
20th 2D10
4D6 with improved damage or large
4D8 with bothWhat do you guys think?
Maybe need to also considering starting with a 1D8 slam attack along with your thinking. Maybe keep monk progression but that is all also his Natural attack damage every different type he has.

Shiney |

I cannot believe how late I am to this party. I've read through the first post, and think I get the general concept, but I'm still a bit confused as to the process. I post a concept, and await the 'go-ahead' or a no-go from Lightbringer, before posting anything beyond a title, primary, and secondary? (Though I'm free to work on it alone, of course.) That about cover it?

Browman |

I cannot believe how late I am to this party. I've read through the first post, and think i get the general concept but I'm still a bit confused as to the process. I post a concept, and await the 'go-ahead' or a no-go from Lightbringer, before posting anything beyond a title, primary, and secondary? (Though I'm free to work on it alone, of course.) That about cover it?
Exactly, but you will never see a no-go from Elghinn. If your idea is really close to another one it will be pointed out and people will try and create your concept in a different way. But there are plenty of combinations that haven't been done yet.

Elghinn Lightbringer |

I cannot believe how late I am to this party. I've read through the first post, and think I get the general concept, but I'm still a bit confused as to the process. I post a concept, and await the 'go-ahead' or a no-go from Lightbringer, before posting anything beyond a title, primary, and secondary? (Though I'm free to work on it alone, of course.) That about cover it?
Welcome Shiney! You are essentially correct. WE have our MCAs listed according to primary class at out MCA Wiki. So, if you want to see what has and ahsn't been done, you can take a look there, or on the MCA Creation Table which is fairly up to date within the last month or so.

Elghinn Lightbringer |

If we're doing a monk/synthesistsummoner, consider how Improved Natural Attack and such abilities will apply. Especially if you're allowing them to change their size.
That's really all I have to say on a melee class :s But I'll be peeking in!
We can just restrict the Improved Natural Attack evolution as a non-choice. Or we have it so that the Unarmed Strike damage increase does not apply to natural attacks, and require Imp Nat Attack to increase them, or Large size.

Raiderrpg |

Raiderrpg wrote:We can just restrict the Improved Natural Attack evolution as a non-choice. Or we have it so that the Unarmed Strike damage increase does not apply to natural attacks, and require Imp Nat Attack to increase them, or Large size.If we're doing a monk/synthesistsummoner, consider how Improved Natural Attack and such abilities will apply. Especially if you're allowing them to change their size.
That's really all I have to say on a melee class :s But I'll be peeking in!
I meant the feat! But yeah, the evo too. You guys'll figure it out; I'll just sit here with my stopsign on the sideline, in case an imbalance pandemic breaks out >:3
Edit: As a sidenote, I have a Rogue/Synthesist concept I'd like to try, but it's not quite ready yet. So I'll be perusing this one for missed/dropped concepts/details/ideas for later~

Shiney |

Well, s'pose I'll give this a go then! This normally seems pretty hard to do, the assassin that isn't seen, but rather, isn't noticed, sticking to disguises, bluffs, fake papers and such, they can be anyone they want to, up until it's time to strike, turning whatever is at hand into quick and effective tools of murder.
My inspiration for this was a scene played out by a multiclassed NPC: a scribe, handing guards his linguistics-forged letter of acceptance, entering a keep, and on an idle passing by, murdering a target with quill, or hair ornament, or whatever else may be at hand, blinding a guard with ink quill or sand, and making a dastardly escape.
Infiltrator
Primary: Ninja
Secondary: Bard

Oceanshieldwolf |

@Shiney - sounds like a good concept with cool classes. Looking at the queue, I'm guessing you'll be in after Apraham Lincoln's MCA, seeing as Desidero has one MCA done/in already... Elghinn will correct me if I am wrong...
* Until your turn comes around, be thinking about what you want to keep or tweak from Ninja, and what you are happy to lose to bring in any Bard abilities, or Bard abilities tweaked or synergised with Ninja abilities for Infiltration. I like these two mashed together for the hijinks Bardic Performance and Ki Pool might engender, though I think that may be rather complicated and unnecessary...
* Just as a heads up, we pretty much stick to a two word naming convention for inclusion on our wiki - often the Secondary class name goes first to provide flavor for the Primary class concept. We also rigidly keep to gender specification based on the Primary class Pathfinder Iconics - so your "--- Infiltrator" will use the feminine identifier. Names we are fluid with, gender we are not - so Infiltration Agent, Dark Infiltrator, Shadow Operative etc etc etc...
* By all means work this up as much as you like before it is your turn - lots of MCAs are pre-worked via PM/email off-thread until they are brought to the thread...
* I'm interested in a War/Battle Dancer concept (though there already is a Wardancer base class by a 3PP, as well as a similar concept by SmiloDan on his thread, plus I already did a similar concept with with the Temple Dancer MCA) that is Bard/Monk or Monk/Bard - I'll be paying attention to your MCA...

Shiney |

@Ocean - Got it. I'll keep looking it over, thinking about how it works, and keep checking in. I think I get how it all goes.
@Trogdar - I thought about that. But the purpose is still to assassinate, and I thought the bard's abilities to fast talk and tricks would be a better supplement to the killing, than the other way around. Of course, I could be mistaken entirely!

Oceanshieldwolf |

#Merciless Crusader
Nothing further to add from me at this time. Seems like Elghinn and Gadgeteer are almost finished tweaking this. Perhaps a repost of the latest version unless you guys are happy with it as is?
#Monk/Summoner (Synthesist)
@Arkellus - any movement on the name? Otherwise I'll keeping throwing more words at the thread and see what sticks...
Transmogrifist/TransmogriFist, Manifestation Combatant, Aspect Ascetic, Mutable Warrior, External Form Master, Formbinder, Synthesis Ascetic, Extraplanar Devotee...
Plus the earlier brainstorming: Warform/Battleform, Formbender/Warshaper, Imbued, Enhanced, Aspect Warrior, Coalescent Warrior, Warfused/Fused...
* I don't have much more in the way of critique until you have considered some of Elghinn's options and we have a clearer idea of the mechanic approach...
- I think 1 min/level is preferable to 10mins, and as a hard cap - no multiples to get 40 minutes total...

Elghinn Lightbringer |

Here's the Merciless Crusader final.
A paladin is the quintessential champion against all that is evil. However, some choose to focus their wrath upon demons, devils, daemons, and other evil outsiders. The merciless crusader is constantly on the lookout for malicious fiendish insurgence into the world, and when found, faces it with swift and unwavering defiance. Their divine judgment and other god-granted powers enable merciless crusaders to recognize the signs of outsider manipulation and possession and stand toe-to-toe with these evil fiendish entities.
Primary Class: Paladin.
Secondary Class: Inquisitor.
Alignment: Any good.
Hit Dice: d10.
Bonus Skills and Ranks: The merciless crusader may select three cleric skills to add to her class skills in addition to the normal paladin class skills. The merciless crusader gains a number of ranks at each level equal to 4 + Int modifier.
Weapon and Armor Proficiency: The merciless crusader is proficient with all simple and martial weapons, with all types of armor (heavy, light, and medium), and with shields (except tower shields).
Righteous Judgment (Su): At 1st level, a merciless crusader gains the inquisitor’s judgment ability, but it only functions against evil creatures. If the merciless crusader targets a creature that is not evil, the judgment is wasted with no effect. This ability replaces smite evil.
Monster Lore (Ex): At 2nd level, a merciless crusader gains the inquisitor’s monster lore ability, except that she adds her Charisma modifier to her Knowledge checks instead of her Wisdom modifier. This ability and track replace lay on hands.
Track (Ex): At 2nd level, a merciless crusader gains the inquisitor’s track ability.
Alignment Channel (Su): At 4th level, a merciless crusader gains the ability to channel energy as a cleric and can channel energy a number of times per day equal to 3 + her Charisma modifier. However, whenever a merciless crusader uses channel energy, she can only affect outsiders that possess the good or evil subtype. Instead of the normal channel energy effect, the merciless crusader’s channel energy heals good outsiders or harms evil outsiders. A merciless crusader’s channel energy has no effect on other creatures, including undead or other living creatures that are not outsiders of the indicated subtype. The amount of damage healed or dealt and the DC to halve the damage is otherwise unchanged. This ability is similar to the Alignment Channel feat with the evil subtype selected. The merciless crusader may choose the Alignment Channel feat multiple times one of her regular feats as normal, but it applies to a new alignment subtype. A merciless crusader cannot choose good as one of the alignment subtypes. In addition, the merciless and selected the new Channel Energy feat as a regular feat. This ability replaces channel positive energy.
Crusader’s Bond (Sp): This is exactly like the paladin’s divine bond, except that the merciless crusader must choose to bond with her weapon and can add any of the following weapon properties: anarchic, anchoring, axiomatic, bane (humanoid or outsider only), conductive, greater bane (humanoid or outsider only), holy, keen, nullifying, planar, and speed. The greater bane weapon property functions like the bane weapon property, but it consumes an amount of bonus equal to +4 and deals 4d6 points of extra damage to the selected creature type. Adding these properties consumes an amount of bonus equal to the property's cost as normal.
Divine Sanction (Ex): Starting at 5th level, a merciless crusader gains special training to aid him in his fight against evil. The merciless crusader may choose either the Shield or Two-Handed Weapon style of training.
If the merciless crusader chooses the shield style of training, she gains the following benefits at the indicated levels.
• At 5th level, a merciless crusader gains a +1 bonus on attack and damage rolls when making a shield bash. These bonuses increase by +1 every four levels beyond 5th. With a full-attack action, a merciless crusader may alternate between using his weapon or his shield for each attack. This action does not grant additional attacks or incur penalties as two-weapon fighting does.
• At 11th level, a merciless crusader can use her shield to protect herself from ranged touch attacks and effects. She gains a +1 bonus on Reflex saves against them while employing a light shield, +2 while employing a heavy shield, and +3 while employing a tower shield. In addition, once per round when the merciless crusader would normally be hit with a ranged touch attack (including rays and similar magical effects), she may deflect it so that she take no damage from it. Her shield suffers the full effects of the spell or effect, if applicable.
• At 17th level, as a swift action, a merciless crusader may designate one square adjacent to her. She may designate two squares if using a heavy shield or three squares if using a tower shield, but these squares must be contiguous. Enemies in these squares cannot flank the merciless crusader and do not count for flanking with other creatures. This effect lasts until she moves from her position or uses another swift action to change the affected squares.
If the merciless crusader chooses the two-handed weapon style of training, she gains the following benefits at the indicated levels.
• At 5th level, a merciless crusader can wield a two-handed melee weapon in one hand with a –2 penalty on attack rolls while doing so. The weapon must be appropriately sized for her, and it is treated as one-handed when determining the effect of Power Attack, Strength bonus to damage, and the like.
• At 11th level, as a swift action, a merciless crusader may choose one creature within her line of sight. Until the end of her turn, that target’s reach is treated as if it were 5 feet shorter with respect to reaching the merciless crusader, and this reduction increases by 5 feet for every three levels beyond 11th.
• At 17th level, when the merciless crusader uses Power Attack with a two-handed melee weapon, the bonus damage from Power Attack is doubled (+100%) instead of increased by half (+50%).
This ability and verdict of exorcism replace the paladin’s spellcasting.
Holy Anathema (Su): At 6th level, when a merciless crusader pronounces judgment on an evil outsider, she adds her Charisma bonus (if any) to her attack rolls made against the target. This ability replaces the mercy gained at 6th level.
Verdict of Exorcism (Su): At 8th level, a merciless crusader using judgment can unleash the verdict of exorcism on a creature. When she does, her judgment ends, but the creature is dazed for 1 round (Will negates); if the creature is possessed, the possessing entity must succeed at a Will saving throw (DC 10 + 1/2 merciless crusader level + merciless crusader’s Charisma bonus), or be exorcised and never again allowed in that same body.
Second Judgment (Ex): At 9th level, whenever a merciless crusader uses her judgment ability, she selects two different judgments, instead of one. This only consumes one use of her judgment ability. As a swift action, she can change one of these judgments to another type. This ability replaces the mercy gained at 9th level.
Crusader’s Blessing (Su): At 11th level, a merciless crusader can expend a use of her judgment ability as a swift action to grant herself and all allies within 10 feet the Dazzling Assault, Greater Cleave, and Power Attack feats, even if they do not meet the prerequisites. The effects last for 1 minute. Evil creatures gain no benefit from this ability. This ability replaces aura of justice.
Holy Conviction (Su): At 12th level, a merciless crusader can apply holy anathema against any evil creature while judgment is in effect. Holy conviction counts as one judgment when applied against her second judgment or third judgment abilities. At 18th level, a merciless crusader can also choose to include holy slayer as part of her holy conviction. If she chooses to do so, holy conviction counts as two judgments when applied against her third judgment ability. This ability replaces the mercy gained at 12th level.
True Sight (Su): At 14th level, a merciless crusader gains true seeing. This is a continuous effect that can be activated or deactivated as a free action. This ability replaces aura of faith.
Holy Slayer (Ex): At 15th level, a merciless crusader learns to focus her judgment. Whenever a merciless crusader uses her judgment ability against an evil outsider, she must select one type of judgment. She is treated as if she were 3 levels higher for the purposes of determining the bonus granted by this judgment. Unlike other types of judgment, the one enhanced by this ability cannot be changed for the remainder of the judgment. Every two levels above 15th, her level is treated as 1 higher for the purposes of determining the bonus granted by this judgment, up to a maximum of 5 levels at 19th level. This ability replaces the mercy gained at 3rd and 15th level.
Third Judgment (Ex): At 18th level, whenever a merciless crusader uses her judgment ability, she selects three different judgments, instead of just two. This only consumes one use of her judgment ability. As a swift action, the inquisitor can change one of these judgments to another type. This ability replaces the mercy gained at 18th level.
Holy Judgment (Su): At 20th level, a merciless crusader can call holy judgment down upon a foe during combat. Whenever a merciless crusader uses her judgment ability against an evil outsider, the merciless crusader can invoke holy judgment on a foe as a swift action. Once declared, the merciless crusader can make a single melee (or ranged attack, if the foe is within 30 feet) against the target. If the attack hits, it deals damage normally and the target must make a Fortitude save or die. The DC of this save is equal to 10 + 1/2 the merciless crusader's level + the merciless crusader's Charisma modifier. Regardless of whether or not the save is made, the target creature is immune to the merciless crusader's holy judgment ability for 24 hours. If a merciless crusader uses holy judgment against an evil creature that is not an outsider, the target is instead paralyzed for 2d6 rounds if it fails its Fortitude save. Once this ability has been used, it cannot be used again for 1d4 rounds.
Code of Conduct: A merciless crusader never suffers an evil outsider to live if it is in her power to destroy it. Banish fiends she cannot kill. Purge the evil from those possessed by fiends. The merciless crusader must also follow the paladin’s code of conduct as it relates to her alignment.
NEW FEATS
The following feat may be chosen by any class with the ability to channel energy, but is unable o affect living creatures or undead. This feat complements the Merciless Crusader multiclass archetype.
Channel Energy
You can channel energy to heal or harm the living or undead as cleric.
Prerequisites: Channel energy class feature, but unable to heal or harm the living or the undead.
Benefit: You can now channel positive or negative energy normally as the cleric’s channel energy class feature.
Table: Merciless Crusader
Base
Class Attack Fort Ref Will
Level Bonus Save Save Save Special
1st +1 +2 +0 +2 Aura of good, detect evil, righteous judgment 1/day
2nd +2 +3 +0 +3 Divine grace, monster lore, track
3rd +3 +3 +1 +3 Aura of courage, divine health
4th +4 +4 +1 +4 Alignment channel, righteous judgment 2/day
5th +5 +4 +1 +4 Crusader’s bond, divine sanction
6th +6/+1 +5 +2 +5 Holy anathema
7th +7/+2 +5 +2 +5 Righteous judgment 3/day
8th +8/+3 +6 +2 +6 Anchoring aura, verdict of exorcism
9th +9/+4 +6 +3 +6 Second judgment
10th +10/+5 +7 +3 +7 Righteous judgment 4/day
11th +11/+6/+1 +7 +3 +7 Crusader’s blessing
12th +12/+7/+2 +8 +4 +8 Holy conviction
13th +13/+8/+3 +8 +4 +8 Righteous judgment 5/day
14th +14/+9/+4 +9 +4 +9 True sight
15th +15/+10/+5 +9 +5 +9 Holy slayer
16th +16/+11/+7/+2 +10 +5 +10 Righteous judgment 6/day
17th +17/+12/+7/+2 +10 +5 +10 Aura of righteousness
18th +18/+13/+8/+3 +11 +6 +11 Third judgment
19th +19/+14/+9/+4 +11 +6 +11 Righteous judgment 7/day
20th +20/+15/+10/+5 +12 +6 +12 Holy judgment

Elghinn Lightbringer |

#Formbender (Mnk/Sum)
Went over the whole thing and put this altogether, tightend things up, did a bit of streamlining. Made some different swaps. Didn't see the point of using Split Form with the flavor and function of this MCA. However, we can always find a way to include it if Arkellus really wants it.
Again this is still up for reworking to get the right balance and funciton that Arkellus wants.
We should probably restrict certain evolutions, which will also ensure balance (such as the Huge evolution, etc.) So any we feel that should be, just start listing them off. Went with Formbender until we get an official thumbs up from Arkellus or everyone else. Alright check it our and let's see where we want to go from here.
SWAPS
Bonus feat (1), Flurry of blows (1, equal to 3 feats), Slow fall (4/6/8/10/12/14/16/18/20) == Aspect manifestation
Stunning strike (1) = Feral strike
Bonus feat (2), Maneuver training (3), High jump (5), Perfect Body (5), Wholeness of body (7) = Unfettered magic
Bonus feat (6) = Shielded meld (4)
Bonus feat (10) = Aspect (10)
Diamond body (11) = Multiattack
Diamond soul (13) = Greater shielded meld (12)
Bonus feat (14) = Persistent manifestation (10 min)
Bonus feat (18) = Greater aspect
Perfect self (20) = Perfect merge
Primary Class: Monk.
Secondary Class: Summoner.
Alignment: Any lawful.
Hit Dice: d8.
Bonus Skills and Ranks: The formbender may select three summoner skills to add to his class skills in addition to the normal monk class skills. The formbender gains a number of ranks at each level equal to 4 + Int modifier.
Weapon and Armor Proficiency: The formbender is proficient with the brass knuckles, cestus, club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shortspear, short sword, shuriken, siangham, sling, spear, temple sword, and all natural attacks. The formbender is not proficient with any armor or shields. When wearing armor, using a shield, or carrying a medium or heavy load, the formbender loses his AC bonus, as well as his fast movement and Multiattack abilities.
Aspect Manifestation (Su): A formbender begins play with the ability to manifest the aspect of a powerful outsider called an eidolon. A formbender can manifest the aspect of his eidolon by spending 1 point from his ki pool as a swift action. This transformation lasts for 1 minute per formbender level. The formbender’s hit points are unchanged from his normal form and can heal naturally as normal. Spells such as banishment or dismissal do not work on the formbender, but the manifestation can be dismissed by the formbender (a swift action).
At 1st level, a formbender must choose one of the eidolon’s base forms, and when manifested, takes a form shaped by the formbender’s desires. The formbenders uses his Hit Dice, saving throws, skills, feats, and other abilities. He also receives a pool of evolution points, based his level, that can be used to give the formbender different abilities and powers. Whenever the formbender gains a level, he must decide how these points are spent, and they are set until he gains another level of formbender. In addition, the formbender is also limited the eidolon’s maximum number of natural attacks (see Table: Formbender). A formbender’s unarmed strike counts as a natural attack for the purpose of calculating his maximum natural attacks.
The aspect’s physical appearance is up to the formbender, but it always appears as some sort of fantastical creature. This control is not fine enough to make the formbender appear like a specific creature. While the aspect is manifested, the formbender bears a glowing rune that appears on his forehead. While this rune can be hidden through mundane means, it cannot be concealed through magic that changes appearance, such as alter self or polymorph (although invisibility does conceal it as long as the spell lasts). This ability replaces the bonus feat gained at 1st level, flurry of blows, and slow fall.
Feral Strike (Ex): Starting at 1st level, a formbender manifests one natural attack evolution of his choice from his aspect manifestation while in his normal form. This evolution must be a 1–point evolution and the formbender must have the appropriate number and type of limbs or appendages to gain the natural attack. Once the natural attack is chosen, it cannot be changed until he gains a new formbender level and decides how his evolution points are spent. As the formbender gains levels, he can manifest additional natural attacks in his normal form.
At 7th level, a formbender can manifest two 1-point natural attack evolution or one 2–point natural attack evolution.
At 13th level, a formbender can manifest three 1-point natural attack evolution, or one 1–point natural attack evolution and one 2–point natural attack evolution.
At 19th level, a formbender can manifest four 1-point natural attack evolution, two 1–point natural attack evolutions and one 2–point natural attack evolution, two 2–point natural attack evolutions, one 3–point natural attack evolution and one 1–point natural attack evolution, or one 4–point natural attack evolution.
In addition, the formbender can use any natural attack gained through his feral strike ability as part of his unarmed strikes. If the chosen natural attack also has the improved natural attack evolution applied to it, he also gains the benefit of that evolution. The Improved Natural Attack feat does not affect natural attacks gained through feral strike. This ability replaces stunning fist.
Ki Pool (Su): This is exactly like the monk’s ability of the same name, except that the formbender gains his ki pool at 1st level. A formbender also uses his ki pool to power his aspect manifestation ability. Any natural attack manifested through his feral strike ability is treated as an unarmed attack when determining the effects of his ki strike. This ability otherwise functions as and replaces ki pool.
Freeform Magic (Sp): Starting at 5th level, a formbender can spend points from his ki pool to cast spells as a spell-like ability. These spells have a caster level equal to his formbender level. These spells can only affect him.
At 5th level, he can cast lesser rejuvenate eidolon by spending 1 ki point.
At 8th level, he can cast lesser eidolon surge by spending 2 ki points.
At 11th level, he can cast eidolon surge or rejuvenate eidolon by spending 2 ki points.
At 14th level, he can cast greater eidolon surge or transmogrify by spending 3 ki points.
At 17th level, he can cast greater rejuvenate eidolon by spending 3 ki points.
The formbender can use this ability when his aspect is manifested. This ability replaces the bonus feat gained at 2nd level, high jump, purity of body, and wholeness of body.
Shielded Meld (Ex): At 6th level, whenever the formbender’s aspect is manifested, he gains a +2 shield bonus to his Armor Class and a +2 circumstance bonus on his saving throws. This ability replaces the bonus feat gained at 6th level.
Aspect (Su): At 10th level, a formbender gains the summoner’s aspect ability. This ability replaces the bonus feat gained at 10th level.
Multiattack (Ex): At 11th level, a formbender gains the Multiattack monstrous feat. A formbender’s unarmed strike counts as a natural attack for the purpose of the Multiattack feat. This ability replaces This ability replaces the bonus feat gained at 6th level.
Greater Shielded Meld (Ex): At 13th level, whenever the formbender’s aspect is manifested, he gains a +4 shield bonus to his Armor Class and a +4 circumstance bonus on his saving throws. This ability replaces diamond soul.
Persistent Manifestation (Su): At 14th level, a formbender’s aspect is manifested for 10 minutes per formbender level. This ability replaces the bonus feat gained at 14th level.
Greater Aspect (Su): At 18th level, a formbender gains the summoner’s greaster aspect ability. This ability replaces the bonus feat gained at 18th level.
Perfect Merge: At 20th level, a formbender becomes a magical creature. He is forevermore treated as an outsider rather than as a humanoid (or whatever the formbender's creature type was) for the purpose of spells and magical effects. Additionally, the formbender gains damage reduction 10/chaotic, which allows him to ignore the first 10 points of damage from any attack made by a nonchaotic weapon or by any natural attack made by a creature that doesn't have similar damage reduction. Unlike other outsiders, the formbender can still be brought back from the dead as if he were a member of his previous creature type. In addition, a formbender’s aspect is manifested for 1 hour per formbender level. This ability otherwise functions as and replaces perfect self.
Table: Formbender
Base
Class Attack Fort Ref Will Evolution Max Unarm AC Fast
Level Bonus Save Save Save Special Pool Attacks Dmg* Bns Move
1st +0 +2 +2 +2 Aspect manifestation, feral strike, ki pool, 2 3 1d6 +0 +0 ft.
unarmed strike
2nd +1 +3 +3 +3 Evasion, 3 3 1d6 +0 +0 ft.
3rd +2 +3 +3 +3 Fast movement, still mind 3 3 1d6 +0 +10 ft.
4th +3 +4 +4 +4 Ki pool (magic) 4 4 1d8 +1 +10 ft.
5th +3 +4 +4 +4 Freeform magic, 5 4 1d8 +1 +10 ft.
6th +4 +5 +5 +5 Shielded meld 6 4 1d8 +1 +20 ft.
7th +5 +5 +5 +5 Ki pool (cold iron/silver), 6 4 1d8 +1 +20 ft.
8th +6/+1 +6 +6 +6 Freeform magic 7 4 1d10 +2 +20 ft.
9th +6/+1 +6 +6 +6 Improved evasion 8 5 1d10 +2 +30 ft.
10th +7/+2 +7 +7 +7 Aspect, ki pool (lawful) 9 5 1d10 +2 +30 ft.
11th +8/+3 +7 +7 +7 Freeform magic, multiattack 9 5 1d10 +2 +30 ft.
12th +9/+4 +8 +8 +8 Abundant step 10 5 2d6 +3 +40 ft.
13th +9/+4 +8 +8 +8 Greater shielded meld 11 5 2d6 +3 +40 ft.
14th +10/+5 +9 +9 +9 Freeform magic, persistent manifestation 12 6 2d6 +3 +40 ft.
15th +11/+6/+1 +9 +9 +9 Quivering palm 12 6 2d6 +3 +50 ft.
16th +12/+6/+2 +10 +10 +10 Ki pool (adamantine) 13 6 2d8 +4 +50 ft.
17th +12/+7/+2 +10 +10 +10 Freeform magic, timeless body, 14 6 2d8 +4 +50 ft.
tongue of the sun and the moon
18th +13/+8/+3 +11 +11 +11 Greater aspect 15 6 2d8 +4 +60 ft.
19th +14/+9/+4 +11 +11 +11 Empty body 15 7 2d8 +4 +60 ft.
20th +15/+10/+5 +12 +12 +12 Perfect merge 16 7 2d10 +5 +60 ft.

Oceanshieldwolf |

# Merciless Crusader
* Firstly:
Righteous Judgment (Su): At 1st level, a merciless crusader gains the inquisitor’s judgment ability, but it only functions against evil creatures. If the merciless crusader targets a creature that is not evil, the judgment is wasted with no effect. This ability replaces smite evil.
Sorry if this is late in the piece. Judgments don't all target foes - a bunch of them are self buffs - so this needs to be reworded/reworked.
* Verdict of Exorcism seems like a weak choice for ending your Judgment. I guess it might be a last ditch effort.. The casting out of possessed creatures might be useful, but it might also happen out of combat where judgment unfortunately does not work...
* Crusader's Blessing hives all allies within 10 feet the benefits of three feats for 10 rounds (1 minute). Seems a bit killer.

Oceanshieldwolf |

#Monk/Summoner (Synthesist)
If Multiattack isn't gained until 11th level, and there is no Flurry I'm concerned there won't be much offensive attacks. He can manifest them, but only gets the one attack until iterative attacks come in at... 8th level.
I personally see this as a vicious, damage dealing slicer and dicer using multiple natural attacks... Arkellus?

Starfox |

I only seem to peek in here very 5 pages or so now. When I have time to look in, nothing has happened here, then when I look away pages and pages rill by! Awesome work guys, but I feel a little lost.
About the latest concepts, both look workable.
# Merciless Crusader
Agree on the power doubts that have been expressed here. The paladin is a quite high-power core class, likely to compensate for its strict code. But I feel power concerns have been looked to, in the same manner as it has for the paladin itself; by making the powers evil-only. Balance is now looking better.
At-Will true seeing is incredibly powerful. 1 minute/level/day that can be used in 1-minute intervals is quite powerful enough. True seeing is an amazing ability, and basically thrumphs a whole school of magic (illusion). I think at-will true sight is strong even for a level 20 ability.
# Monk/Summoner
The final version should avoid referencing the eidolon table for its evolutions and # attacks - these should be columns in its own main class table.