
Elghinn Lightbringer |

OK, here's my proposed final for the Sect Infiltrator.
Numerous are those who follow the path of the thief. While most are numbered among the urchins of the streets, the downtrodden, or those down on their luck, some choose to enter this life of their own volition. Of these, there are fewer still that choose to employ their skills on behalf of the divine. These sect infiltrators use their divinely imbued power to infiltrate enemy sects, weeding out traitors among their own sect and obtaining the deeply hidden secrets of their enemies. While not as powerful as a true priest, the sect infiltrator can use her versatility to appear as enemy priests, even when interrogated by physical and magical means.
Primary: Rogue.
Secondary: Cleric.
Alignment: Any.
Hit Dice: d8.
Bonus Skills and Ranks: The sect infiltrator selects three cleric skills to add to his class skills in addition to the normal rogue class skills. The sect infiltrator gains a number of ranks at each level equal to 6 + Int modifier.
Weapon and Armor Proficiency: The sect infiltrator is proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, short sword, and her deity’s favored weapon. The sect infiltrator is proficient with light armor and with shields (except tower shields).
Orisons: A sect infiltrator can prepare a number of orisons, or 0-level spells, each day, as noted on Table: Sect infiltrator under “Spells per day.” These spells are treated like any other spell, but they are not expended when cast and may be used again.
Spellcasting: At 1st level, a sect infiltrator gains the ability to cast a small number of divine spells which are drawn from the cleric spell list. Her alignment, however, may restrict her from casting certain spells opposed to her moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells. A sect infiltrator must choose and prepare her spells in advance.
To prepare or cast a spell, a sect infiltrator must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a sect infiltrator's spell is 10 + the spell level + the sect infiltrator's Wisdom modifier.
Like other spellcasters, a sect infiltrator can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Sect Infiltrator. In addition, she receives bonus spells per day if she has a high Wisdom score. When Table: Sect Infiltrator indicates that the sect infiltrator gets 0 spells per day of a given spell level, she gains only the bonus spells she would be entitled to based on her Wisdom score for that spell level.
A sect infiltrator must spend 1 hour each day in quiet prayer and meditation to regain her daily allotment of spells. A sect infiltrator may prepare and cast any spell on the cleric spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation. A sect infiltrator’s caster level is equal to her sect infiltrator level –3 (minimum 1). This ability and orisons replace evasion, uncanny dodge, and improved uncanny dodge.
Expert Deception (Ex): At 1st level, a sect infiltrator adds 1/2 her class level to Bluff checks, and to Sense Motive chick checks made to detect a lie or deception. In addition, whenever she is subject to a spell or special ability that can discern whether or not he is telling the truth, she is automatically aware of such magic. She is not immune to such spells or abilities, but she can choose to remain silent or avoid answering questions. This ability replaces trapfinding.
Misdirection (Sp): At 1st level, each day when the sect infiltrator prepares her spells, she may choose an alignment. She detects as that alignment as if she had used misdirection on a creature with that alignment (this does not change any divination results about her other than her alignment). This ability replaces trap sense.
Sneak Attack (Ex): This is exactly like the rogue ability of the same name, except that the sect infiltrator’s extra damage is 1d6 at 1st level, and increases by 1d6 at 3rd, 7th, 9th, 13th, 15th, and 19th level.
Heathen Rites: At 2nd level, a sect infiltrator gains the cleric’s domain ability, except that the sect infiltrator may only select one domain from her deity’s domain list or an alignment domain associated with her deity’s alignment and gains access to the powers and spells of that domain. Sect infiltrators can select the Infiltration Domain, Stealth Domain, or the Trickery domain or any of their subdomains in place of one of her deity’s domains.
Starting at 4th level, when the sect infiltrator prepares her spells for the day, she may substitute her domain with an alternate domain. This alternate domain must be chosen from the domain list of a deity whose church she is about to infiltrate, the Infiltration, Stealth, or Trickery domain, or an alignment domain associated with the alignment chosen with her misdirection ability (even if this domain doesn’t match her alignment or that of her deity). Granted powers from this alternate domain function as if the heretic’s level, Wisdom, and Charisma were 2 lower than normal (minimum 1) in terms of effect, DC, and uses per day. Thus, the sect infiltrator doesn’t gain the domain’s higher-level ability until 2 levels higher than normal. The sect infiltrator gains any additional class skills and her domain spells granted by this alternate domain as normal for as long as it is active.
This ability replaces the rogue talents gained at 2nd, 10th, 14th, and 18th level.
Versatile Channeling (Su): At 2nd level, a sect infiltrator gains the supernatural ability to channel energy like a cleric a number of times per day equal to her Wisdom modifier. A sect infiltrator’s effective cleric level is equal to 1/2 her sect infiltrator level when channeling energy. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every four sect infiltrator levels beyond 2nd (2d6 at 6th, 3d6 at 10th, and so on). This is a Charisma-based ability. In addition, each day when the sect infiltrator prepares her spells, she can choose to channel positive energy or negative energy. Her choice is dependent upon the church she is attempting to infiltrate, but is most often associated with the alignment chosen for her misdirection ability. Once chosen, the type of energy she can channel cannot be changed until the next time she prepares her spells. This ability replaces sneak attack +2d6, +5d6, and +8d6.
Heathen Lore (Ex): At 5th level, a sect infiltrator learns how to cast spells from an opposing church. A sect infiltrator can cast spells of an alignment opposed to her or her deity (ignoring the restriction in the use of Chaotic, Evil, Good, and Lawful spells). This ability replaces the rogue talent gained at 6th level.
Heathen Strike (Ex): This is exactly like the rogue’s master strike ability, except that that each time the sect infiltrator deals sneak attack damage or use her channel energy ability, she can choose to add one of the three effects granted by the master strike ability to her attack. This ability changes the master strike ability.
Table: Sect Infiltrator
Base
Class Attack Fort Ref Will Spells per Day
Level Bonus Save Save Save Special 1st 2nd 3rd 4th
1st +0 +2 +0 +2 Expert deception, misdirection, orisons, — — — —
sneak attack +1d6
2nd +1 +3 +0 +3 Heathen rites, versatile channeling 1d6 — — — —
3rd +2 +3 +1 +3 Sneak attack +2d6 — — — —
4th +3 +4 +1 +4 Rogue talent 0+1 — — —
5th +3 +4 +1 +4 Heathen lore 1+1 — — —
6th +4 +5 +2 +5 Versatile channeling 2d6 1+1 — — —
7th +5 +5 +2 +5 Sneak attack +3d6 1+1 0+1 — —
8th +6/+1 +6 +2 +6 Rogue talent 1+1 1+1 — —
9th +6/+1 +6 +3 +6 Sneak attack +4d6 2+1 1+1 — —
10th +7/+2 +7 +3 +7 Versatile channeling 3d6 2+1 1+1 0+1 —
11th +8/+3 +7 +3 +7 2+1 1+1 1+1 —
12th +9/+4 +8 +4 +8 Rogue talent 2+1 2+1 1+1 —
13th +9/+4 +8 +4 +8 Sneak attack +5d6 3+1 2+1 1+1 0+1
14th +10/+5 +9 +4 +9 Versatile channeling 4d6 3+1 2+1 1+1 1+1
15th +11/+6/+1 +9 +5 +9 Sneak attack +6d6 3+1 2+1 2+1 1+1
16th +12/+7/+2 +10 +5 +10 Rogue talent 3+1 3+1 2+1 1+1
17th +12/+7/+2 +10 +5 +10 4+1 3+1 2+1 1+1
18th +13/+8/+3 +11 +6 +11 Versatile channeling 5d6 4+1 3+1 2+1 2+1
19th +14/+9/+4 +11 +6 +11 Sneak attack +7d6 4+1 3+1 3+1 2+1
20th +15/+10/+5 +12 +6 +12 Heathen strike, rogue talent 4+1 4+1 3+1 3+1

mrtaco6 |

If there were some new discoveries or something that you could take to buff the projectile harness, like to give it elemental damage or something, that would be something cool with it. As well, I like Xenoform A better than B, though it might get a little OP with melee weapons and the harness if a party member casts Enlarge on you, you're essentially a Huge creature without the space or AC penalty of it, which is pretty crazy for a frontline fighter.

Oceanshieldwolf |

# Xenocite Assailant
Sorry for the delay. I see people are yet to make any comments or give any constructive feedback.
Fair enough.
Let's change the name to Xeno Hunter for a start. Connects the projectile harness to a bounty hunter/beast/for hunting theme
@El - yes, go with option A.
Projectile Harness should fire mundane ammunition, at least at first. Goos and such maybe later.
@mrtaco6 - thanks for the feedback. Yes, the Discovery/Bonus Feat placeholder on the level progression chart is a great place to put buffs to the ammunition OR the harness itself.
As for the combination with enlarge person it's the same for a half-giant, so I don't see it being a problem...

Oceanshieldwolf |

# Sect Infiltrator
I actually like this. My only concern is more thematic than mechanics based - I would prefer something other than Heathen for the abilities with Heathen in them. Only because heathen is likely used by the SI's chosen infiltrated group/s, not the SI themself. No biggie though.
Heathen Lore - something that indicates opposition - pariah or outcast or something - the word is escaping me now.
Heathen Strike - Spirited Strike? Sanctus Strike?

mrtaco6 |

# Xeno Hunter
You know, I don't play psionic stuff much if at all, I had no idea about half-giant. I guess it could be okay, it just seems like it could be exploited in some way.
Thinking about it more though, I like the A option more for Xenomorph, it's like casting Gravity Bow or Lead Blades on your entire body, which is funny to me for some reason.
You almost might want to have Xenomorph have some sort of progression though, to keep in line with the discoveries that progress mutagen. Maybe take a look at the Aberrant bloodline for Sorcerer for thematic ideas for its progression, it's got some cool stuff.

Elghinn Lightbringer |

# Sect Infiltrator
I actually like this. My only concern is more thematic than mechanics based - I would prefer something other than Heathen for the abilities with Heathen in them. Only because heathen is likely used by the SI's chosen infiltrated group/s, not the SI themself. No biggie though.
Heathen Lore - something that indicates opposition - pariah or outcast or something - the word is escaping me now.
Heathen Strike - Spirited Strike? Sanctus Strike?
Yeah, I was having the same problem myself. I'll see if I can track it down.

Elghinn Lightbringer |

# Xenocite Assailant
Sorry for the delay. I see people are yet to make any comments or give any constructive feedback.
I'm hurt, I thought my comments were constructive...:D Or at least they were comments in any case.
#Xenocite AssailantOhhhh, OSW! Always the sci-fi wierdness with you isn't it? :D
1) Swap challenge directly for the Projectile Harness. What are you shooting with this? A harpoon? Goo? energy? And you want to be able to use it as a "drag" or "pull" weapon too. It's essentially a gauntlet or lorica manica (again)? So, you are thinking of having it usable x/day = alchemist's bombs per day? probably doable. Damage increase? Likely. I'd fit it right into the challenge increment slots, maxing at 7d6 at 19th. that'll balance well with this being a d10 and armored MCA.
2) Xenoform should follow option A (powerful Build) and swap out mount. then have the form increase over levels. Not sure how or what? you'll need to give a bit more on about how much of a hulking brute this guy is. Perhaps you can simply have the Powerful Build be constant, then tie in a "mutagen" style effect that he can use for a certain time period per day (maybe 10 minutes per day, usable in 1 minute increments). Maybe stat increase like a mutagen, or some other benefit. No mutagen though, just a natural "mutagenic" or xenomorphic ability. You'll need to narrow down what benefits you might like to gain with a mutagenic style ability.
3) Weapon Expertise - simply add projectile harness in as an additional weapon, so he'd pick one of the 4 original weapons, but also gains expertise with projectile harness. Or simply add in an "In addition, ...blah" statement about the benefits he gains with his harness, in addition to the expertise with his chosen weapon.
4) Swap bonus feats for Discoveries
5) Swap Banner for Improved Projectile Harness, and Greater Banner for Greater Projectile Harness. Not suer what improvements should be added, maybe range, type of projectiles,
Let's change the name to Xeno Hunter for a start. Connects the projectile harness to a bounty hunter/beast/for hunting theme
Done!
@El - yes, go with option A.
I think it's the best way to go.
Projectile Harness should fire mundane ammunition, at least at first. Goos and such maybe later.
So, normal bullets? Is it a gun, or a dart launcher, or what? A bit more specific please. Could maybe have a few options? 1) Firearm (bullets), 2) Hand/light/heavy crossbow (bolts), 3) Javelin shooter (javelins), or 4) Blade/Dagger/mini chakram launcher (sharp triangular or circular blades)? Just throwing some ideas out. All ranged just a bit different.
@mrtaco6 - thanks for the feedback. Yes, the Discovery/Bonus Feat placeholder on the level progression chart is a great place to put buffs to the ammunition OR the harness itself.
If the harness is a weapon, and its supposed to improve, we could create a Table like the animal companion for it. Not as broad or encompassing, something far more simple. Sentient or nonsentient? The dicoveries I think show be things like adding energy ammo, net launcher, sitcky goo, etc. That sort of stuff. Changes to damage, range, etc. should be worked into the harness itself. I think we need a different name than projectile harness. Sounds cheesy to me. What about Projectile Accelerator or Projectile Launcher?
As for the combination with enlarge person it's the same for a half-giant, so I don't see it being a problem...
Yeah, one's a race, the others a class feature. Shouldn't matter or make much difference. Plus, it's not our job to metagame, that's the GM's job.

Elghinn Lightbringer |

#Sect Infiltrator.
Slight changes.
1) Bad Fort, Good Ref/Will saves. Had good Fort/Will, bad Ref, which was wrong.
2) Renamed Heathen Rites to Sectarian Rites.
3) Renamed Heathen Lore to Unsanctioned Lore.
4) Renamed Heathen Strike to Sacrosanct Strike.
Done!
Next up is Bardess and her Possessed Prophet (Ora/Wtc)

Bardess |

Your wish is an order, my friend ;)
The gifts of the gods are rarely given without a price, even to those who search them. The Possessed Prophet is an unfortunate mortal who’s been reluctantly chosen (often from birth) by some unknown arcane spirit to reincarnate in her body the soul of a powerful servant of her patron from times past, to the purpose of delivering their commands and usher their ends to the church and the world at large. This entity can have a very different alignment from that of their host body, and their forced cohabitation and the eldritch visions of past and future can cause infinite anguish to the possessed prophet, ultimately driving her mad. Often, the coming of a possessed prophet into the world is seen as an harbinger of apocalypse.
Primary Class: Oracle
Secondary Class: Witch
Alignment Restrictions: none
Hit Dice: d8
Bonus Skills: The possessed prophet adds tree witch skills of the character’s choice to her class skills list.
Skill Ranks per Level: 2 + Intelligence modifier.
BAB: ¾
Saving Throws: PPG
Weapon and Armor Proficiency: The possessed prophet is proficient with all simple weapons, light armor, and shields (except tower shields). Some oracle revelations grant additional proficiencies.
Spell Progression: As oracle.
Spells: The possessed prophet adds all the spells with the curse descriptor on the witch spell list to her own, plus harrowing, magic jar, marionette possession, possess object, possession trap, and seducer’s eyes. She also adds her patron spells to her spell list (see below). The possessed prophet doesn’t automatically learn cure or inflict spells (spells with "cure" or "inflict" in the name). Her number of spells per day and spells known is unchanged.
1) Hexed revelation, mystery, possession curse, orisons, patron
2) Hex, mystery spell
3) Patron spell
4) Mystery spell
5) Hex, patron spell
6) Mystery spell
7) Patron spell, revelation
8) Hex, mystery spell
9) Patron spell
10) Mystery spell
11) Hex, major hex, patron spell
12) Mystery spell
13) Patron spell, revelation
14) Hex, mystery spell
15) Patron spell
16) Mystery spell
17) Hex, patron spell
18) Mystery spell
19) Patron spell, revelation
20) Final communion
Hexed Revelation: At 1st level, the possessed prophet chooses both a revelation from her mystery and a hex (see below).
Mystery: The possessed prophet chooses a mystery at 1st level. This works as the normal oracle class feature. Any mystery complements the possessed prophet archetype. The possessed prophet can also choose the Spirits and Words mysteries.
Patron: At 1st level, the possessed prophet chooses a patron too. Her patron choice must be linked to her mystery choice, along the following lines. A possessed prophet can combine the new Possession patron with any mystery she chooses.
Ancestor: Ancestors, Boundaries, Death, Devotion, Enchantment, Fertility, Hearth, Portents, Spirits, Strength, Time, Vengeance, Wisdom
Battle: Agility, Devotion, Endurance, Strength, Vengeance
Bones: Ancestors, Death, Occult, Plague, Spirits
Dark Tapestry: Dimensions, Insanity, Occult, Portents, Shadow, Stars, Transformation
Flame: Elements, Fire, Summer, Vengeance
Heavens: Ancestors, Devotion, Dimensions, Light, Moon, Stars
Juju: Death, Fertility, Insanity, Occult, Plague, Spirits
Life: Devotion, Endurance, Fertility, Healing, Nourishment, Peace, Spring
Lore: Ancestors, Portents, Time, Wisdom
Lunar: Agility, Animals, Light, Moon, Shadow, Stars, Transformation
Metal: none
Nature: Agility, Animals, Endurance, Fertility, Nourishment, Transformation
Occult: Ancestors, Boundaries, Deception, Dimensions, Insanity, Occult, Shadow, Spirits, Transformation
Outer Rifts: Boundaries, Dimensions, Insanity, Occult, Vengeance
Solar: Fire, Light, Summer
Spellscar: Insanity, Transformation, Trickery
Spirits: Ancestors, Boundaries, Death, Dimensions, Occult, Spirits
Stone: Earth, Elements
Time: Dimensions, Time
Waves: Elements, Water
Wind: Air, Autumn, Elements
Winter: Elements, Winter
Wood: Spring
Words: Ancestors, Portents, Time, Wisdom
Possession Curse: The possessed prophet is cursed with the presence of a stranger mind in her own, but this possession is also the source of her power. Choose a madness other than Amnesia. At the beginning of each day, the possessed prophet must make a save against that madness with a –10 penalty on her DC. If she fails, she’s affected by the madness for that day. If the save’s successful, she doesn’t suffer from the madness for the day but loses access to her patron spells and must make a concentration check to cast any other spell. Whenever the possessed prophet fails a morale check or a saving throw against a mind–affecting spell or effect, she can attempt a new check in the next round.
At 5th level, she is immune to the dazed and fascinated conditions.
At 10th level, the possessed prophet can take 20 on any Knowledge check thrice per day.
At 15th level, the possessed prophet adds legend lore to her list of known spells.
Hexes: A possessed prophet gains witch’s hexes at the indicated levels. From 11th level, she may select a hex or a major hex. Her witch level for the purpose of using these hexes is equal to her possessed prophet level (DC equal to 10 + the spell’s level).
Revelations: A possessed prophet gains revelations from her mystery at the indicated levels. Her oracle level for the purpose of using these revelations is equal to her possessed prophet level.
Final Communion: At 20th level, the possessed prophet can chooses either to gain the final revelation of her mystery or a grand hex. In both cases, should she die, she’s reborn 3 days later as an incarnation of her patron’s portfolio (treat as the reincarnate spell).
Air: 2) feather fall, 4) gust of wind, 6) cloak of winds, 8) air walk, 10) control winds, 12) elemental body III (air only), 14) elemental body IV (air only), 16) whirlwind, 18) winds of vengeance
Autumn: 2) alter winds, 4) resist energy (electricity only), 6) call lightning, 8) river of wind, 10) call lightning storm, 12) wind walk, 14) control weather, 16) stormbolts, 18) winds of vengeance
Earth: 2) expeditious excavation, 4) soften earth and stone, 6) meld into stone, 8) stone shape, 10) move earth, 12) elemental body III (earth only), 14) elemental body IV (earth only), 16) repel metal or stone, 18) world wave
Fertility: 2) goodberry, 4) bear’s endurance, 6) neutralize poison, 8) death ward, 10) kiss of the first world, 12) mass bear’s endurance, 14) regenerate, 16) polymorph any object, 18) wish
Fire: 2) produce flame, 4) burning gaze, 6) fire trap, 8) firefall, 10) fire seeds, 12) elemental body III (fire only), 14) elemental body IV (fire only), 16) incendiary cloud, 18) meteor swarm
Hearth: 2) detect secret doors, 4) wizard lock, 6) tiny hut, 8) secure shelter, 10) stone wall, 12) guards and wards, 14) mage’s magnificent mansion, 16) create demiplane, 18) greater create demiplane
Nourishment: 2) goodberry, 4) allfood, 6) create food and water, 8) grove of respite, 10) major creation (edible items only), 12) heroes’ feast, 14) greater restoration, 16) true creation (edible items only), 18) wish.
Possession: 2) protection from outsiders, 4) marionette possession, 6) enter image, 8) possess object, 10) magic jar, 12) animate objects, 14) monstrous physique IV, 16) cloak of chaos (evil/good/law), 18) divine vessel
Spring: 2) goodberry, 24 greensight, 6) mass invigorate, 8) create food and water, 10) wall of thorns, 12) ironwood, 14) plant shape III, 16) resurrection, 18) wooden phalanx
Summer: 2) flare burst, 4) fury of the sun, 6) daylight, 8) healing warmth, 10) wall of fire, 12) sirocco, 14) fire storm, 16) sunburst, 18) fiery body

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@Bardess
... damn, being a Possessed Prophet does not seem to be fun.
Well, maybe fun to play but not fun to be. You have really worked the MCA to seem like it would be an unpleasen experiance. Imagine a good hero possessed by an evil being through this. Forcing you to follow a path you want nothing to do with.

Taco Man |

I'm not gonna lie. I can REALLY see myself playing this....Although perhaps instead of every other revelation being turned to a hex, we could have the hexes be earned AS revelations, with each hex having ties to different mysteries. And possibly a custom mystery for this one on top of the custom Curse....

Elghinn Lightbringer |

I'm not gonna lie. I can REALLY see myself playing this....Although perhaps instead of every other revelation being turned to a hex, we could have the hexes be earned AS revelations, with each hex having ties to different mysteries. And possibly a custom mystery for this one on top of the custom Curse....
Yeah, I think the most balanced way would be to have either
1) Simply allow hexes to be chosen as revelations. Easy and simple.
or
2) As Taco Man suggests, tie all hexes to specific mysteries, and allow them to be selected as revelations (Thus the "Hex Revelations" ability). But this will take some work to do, though it would limit certain hexes to specific mysteries, and not allowing the choice of any hex the MCA wants. Then at a certain level, major hexes could be chosen too.
Then, again, as Taco Man suggests, we could make a Hexing or Witchcraft mystery (or a few others) that have certain hexes (and major hexes)as their mysteries. These would need to be restricted to the MCA though.
Another thought. What about the possessing entity actually being an outsider? A LG Possessed Prophet is possessed by a good spirit or a lawful spirit? Then we can give them an ability (replacing med armor prof) that allows her to swap out a revelation/hex for a 24 hour period, to gain one spell-like ability (say aid 3/day if you are possesed by a hound archon).
It would take some more work, but I think playing up the "possessed" or "reincarnated spirit" aspect would be great. So while you are possessed (gain the Two-minded revelation from the Possessed Oracle as a 1st level mystery no matter the mystery chosen), you also get some benefits of being possessed by a relatively similarly aligned outsider. Thus, there should be some way to gain some of the benefits of the outsider's former form. We'd need to make a list of possible possessing entities, but nothing like Planetars, Balor, Pit fiends, but the lesser outsiders. Thoughts?

Tyrannical |

Hmm, which of the new upcoming advanced classes is the least occurring one in the future MCA plans? I'm gonna challenge myself to give it a little life when these new classes appear, so it doesn't sit around gathering dust (like Anti-paladin kinda has)
Which do you guys think is lacking a little love right now?

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@Taco Man
Perhaps not fully, as Soul Eater is a more comedic series, but it did remind me of Crona and her unhappy relationship with a violent and arguablly evil entity housing himself in her body. Her purpose being to help bring Ragnarok to full power for dark purposes with little choice in the matter.*
*Yes the character's gender is supposed to be left undefined, but I see Crona as female
--------
Given the current lore/fluff of the Possessed Prophet could very well play a similiar role to Crona in a roleplay. A more good natured/good hearted character possessed by an dark being for the goals of an evil cult or religion, having to fight against the influance of the entity and the dark purpose they were born/chosen to follow or to give in and accept their fate.
@Tyrannical
A Samurai/Slayer would be interesting to see, perhaps a oni/demon slayer style samurai.

Elghinn Lightbringer |

Hmm, which of the new upcoming advanced classes is the least occurring one in the future MCA plans? I'm gonna challenge myself to give it a little life when these new classes appear, so it doesn't sit around gathering dust (like Anti-paladin kinda has)
Which do you guys think is lacking a little love right now?
No one has mentioned the Warpriest or Brawler, and Bloodrager have been dibbed once.

Taco Man |

I actually know one person who insists Crona is male, simply because then "He's an option for me!". I also know someone else who insists Crona is female for much the same. Erry'bawdy wants Crona it seems. Me? I personally think Crona is genderless. No genitals. Homunculus-Style. Gendered pronouns there simply because English doesn't have proper gender-neutrals beyond the dehumanizing "It". But this is neither the time or place for that.
------------
I do really like the concept of Patron spells only being available if you give in to the negative aspect of your curse....

Tyrannical |

hmm, for Samurai/Slayer I could whip up something about the favored target being the enemy of the character's order, and mix sneak attack and challenge into a combined skill of sorts... maybe call the class Edict Assassin?
Warpriest I may be able to work with, perhaps something tied in with Wizard or Oracle to make a magic style Artificer class.
Brawler I could combine with Barbarian (or maybe Alchemist) to create a sort of Bar Brawler. Dirty Tricks and Improvised weapons all the way

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@Taco Man
Didn't one scene in the anime and manga translate as "the daughter was put into the room alone", or something like that, from when Crona' mother put them into a room with only Ragnarok when they were a child?
----------------
I would suggest it, internal conflict I feel allows for a stronger character concept. The Possessed Prophet is perfect for such.
@Elghinn
I call dibs on a Warpriest/Paladin MCA taking inspiration from WHF Warrior Priests of Sigmar and WoW Paladins.

Taco Man |

@Jonnyboy. According to the Manga-ka, Crona has no canon gender. Or rather, I suppose it could be called a case of Schrodinger's Gender. Think zhe's female? zhe's female. Male? Male. Hermaphrodite, whatever. The Manga translates crona as female, the anime as male, and in both cases its just to avoid dehumanizing hir, and this is not the thread for this! XD
==========

mrtaco6 |

Actually, you know what, if I'm in the initiative order at all for MCAs, change mine from Zealous Sniper (Inquisitor/Gunslinger) to Fife & Drummer (Cavalier/Bard). I like Zealous Sniper as an idea, but I reeeeally love the idea of a Cavalier using war drums to give buffs and commands and such.
You can have it back, Yuri!

Bardess |

#Possessed Prophet
Hexed Revelations: I think that since a revelation is usually more powerful than an hex, an one-on-one exchange could be underpowered. Sure, it can be done though.
Tieing hexes to mysteries: I thought about that, but this way most hexes would end to be tied to a few mysteries (like Life, Bones or Winter), while most mysteries would have no hex connected. I think that Heavens or Flame could be great choices for a PP, and it would be sad to rule them out.
Possessing entity: Since this is the PP's curse, the possessing entity can be an outsider all good, but its alignment should clash with the PP's alignment in some way. Maybe at higher levels she could use the Summon Spirit hex to make it come outside her body and interact directly?
New Mysteries: The PP can use the new mysteries I made for the Occult Philologist. The Spirit mystery is particularly fit for her in my opinion. I can't imagine ten different revelations + one final revelation for a Witchcraft mystery right now...

Starfox |

# Xeno Hunter
The item as a power angle is a bit doubtful on this one. It needs to either be a magical item, or a mundane piece of gear anyone can get, but which is used with exceptional proficiency. The Harpoon in Pathfinder is too bad to eve see much use (it is an exotic weapon that only attaches on a critical hit). It is also a thrown weapon, and you seem to want something more like a missile weapon. A heavy crossbow with heavy ammo?

mrtaco6 |

#XenoHunter
Idk, I see the item as a power working. Alchemists get their own weapon (Alchemist's bomb) as a class feature, why shouldn't Xeno Hunters? It'd probably count as an exotic weapon that only the Xeno Hunter is proficient with, even other Xeno Hunters can't use it because of its customization.
Also on the harness, I like the idea of the chain attached to the projectile doing stuff too. Maybe have a discovery so that it can act as a spell conduit, so that someone can touch it with a touch spell (i.e. shocking grasp, chill touch, cure light wounds) and have it affect all those touching the chain, with the Xeno Hunter being able to switch on and off a "blocker" or something on the harness as an immediate action to receive or not receive the spell. For damaging spells, if the damage of it would bypass the chain's hardness, the item could make a Fort save or be destroyed, leaving its projectile in the enemy (or on the ground if you miss, heh), but no way to reel it back in. Idk, that got a little rambly, just an idea for it though.

Oceanshieldwolf |

# Xeno Hunter
Thanks for the input folks. Recurring net problem and having to actually go to work conspired to keep me from responding.
Quickly - @Starfox - "harpoon" only in that it has a chain attached. Yes, a mini-ballista if you will.
@mrtaco6 - yes, you are getting the flavor. And yes, the harness and projector are class features like an Alchemist's Bombs ability.
I'll go through all the posts and wrap up the concept based on the feedback given and we can move from there.

Taco Man |

#PP
Y'know, I wasn't quite suggesting each Hex has a specific mystery, rather, each hex is available to a variety of mysteries, with- ... Perhaps we could also make afew custom Hexes, just for the sake of tying them in with the Flame, Heavens, ETC mysteries?
#Xeno Hunter
Perhaps we could replace Bonus Feats and afew other things with a custom chain of Discovery-Esque "Upgrades" or "Blademorphs", or whatever, similar to a cross between the Summoner's Eidolon Evolution system, and the Gnomish Experimental Gunsmith's experimental tools. A sort of Point-buy system that the Xeno Hunter can spend, say, afew hours retooling if they decide the current build doesn't suit the situation.
They both sound kinda work-heavy...but I feel like it really would give both abit more of a flavor boost, and I REALLY think the whole Point-Upgrade system would suit this concept....of course it's up to Wolfbro and Elly.

Elghinn Lightbringer |

#PP
Y'know, I wasn't quite suggesting each Hex has a specific mystery, rather, each hex is available to a variety of mysteries, with- ... Perhaps we could also make afew custom Hexes, just for the sake of tying them in with the Flame, Heavens, ETC mysteries?
I think the easiest is to simply have them choose whatever hex they want, if they swap out a revelation. As a hex is somewhat less powerful than a mystery, allowing the versatility of choosing any hex would make up for it. Then at 10th, she can select a major hex instead ofa revelation. The Major hexes are more in line with the power of revelations.
#Xeno Hunter
Perhaps we could replace Bonus Feats and afew other things with a custom chain of Discovery-Esque "Upgrades" or "Blademorphs", or whatever, similar to a cross between the Summoner's Eidolon Evolution system, and the Gnomish Experimental Gunsmith's experimental tools. A sort of Point-buy system that the Xeno Hunter can spend, say, afew hours retooling if they decide the current build doesn't suit the situation.
They both sound kinda work-heavy...but I feel like it really would give both abit more of a flavor boost, and I REALLY think the whole Point-Upgrade system would suit this concept....of course it's up to Wolfbro and Elly.
I like that idea, using the Experimental Gunsmith's Innovations mechanic to be able to alter, manipulate and improve the projectile harness. Or something akin to it. Whether discoveries or innovations, or whatever.
Let's wait for OSW to combine everything for a first draft, then we can work from there.

Oceanshieldwolf |

@El - real life stuff continues to take precedence. Taking a raincheck. Throw the Xeno Hunter down the queue and I'll get back to it as and when I can.
@Taco Man - I do like the retooling aspect, very Warframe, which as I said upthread is an influence here...and that would work wonders for a Sam/Sum. I purposely avoided the Sam/Sum to a) distance from Bardess' mechagolem commander and b) to differentiate from all my other x/Sum or Sum/x classes. I also think there are plenty of 3PP offerings using evolutionesque point-buys to build tech-gun fusions...

Elghinn Lightbringer |

@El - real life stuff continues to take precedence. Taking a raincheck. Throw the Xeno Hunter down the queue and I'll get back to it as and when I can.
@Taco Man - I do like the retooling aspect, very Warframe, which as I said upthread is an influence here...and that would work wonders for a Sam/Sum. I purposely avoided the Sam/Sum to a) distance from Bardess' mechagolem commander and b) to differentiate from all my other x/Sum or Sum/x classes. I also think there are plenty of 3PP offerings using evolutionesque point-buys to build tech-gun fusions...
Will do.
OK, that put's Xeno Hunter down the queue.
@Yuri, you are up with your original Inq/Gun MCa concept if you want, as mrtaco6 has given that one up. If not, you can post another, or we'll move to the next in the queue until you have something ready.

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Hmm... something I have never quite liked about the Antipaladin is the fact the fallen Paladin goes from Lawful Good to Chaotic Evil. What I wish to see is a fallen Paladin that becomes Lawful Evil, one who in pursuit of their law, beliefs, or Order... take greater or more terrible extremes which moves them from Good to Evil but keeps them Lawful.
Not sure if any MCA combination could help me do such, nor any combination provided by Pathfinder, but if I can I would like to try.
---------------
This line of thinking heavily inspired by the tragic fall of Arthas Menehil of Warcraft and a few Inquisitor characters of Warhammer 40k.
Maybe Anipaladin/Inquisitor

Elghinn Lightbringer |

Hmm... something I have never quite liked about the Antipaladin is the fact the fallen Paladin goes from Lawful Good to Chaotic Evil. What I wish to see is a fallen Paladin that becomes Lawful Evil, one who in pursuit of their law, beliefs, or Order... take greater or more terrible extremes which moves them from Good to Evil but keeps them Lawful.
Not sure if any MCA combination could help me do such, nor any combination provided by Pathfinder, but if I can I would like to try.
---------------This line of thinking heavily inspired by the tragic fall of Arthas Menehil of Warcraft and a few Inquisitor characters of Warhammer 40k.
Maybe Anipaladin/Inquisitor
You're in the queue.

Yuri Clovershield |

Oh I got it back. Yay, Let's see.
Name Zealous Gunmen
Primary Inquisitor
Secondary Gunslinger
Alignment restrictions none
Hitdie d8
Bonus Skills The Zealous Gunmen adds three skills of the characters choice to her class list.
Skill ranks per level 6 + intelligence modifier.
BAB 3/4
Saving Throws gpg
Weapon and armor proficiency A Zealous gunmen is proficient with all simple weapons, plus the hand crossbow, longbow, repeating crossbow, shortbow, all firearms, and the favored weapon of her deity. She is also proficient with light armor, medium armor, and shields (except tower shields).
Spell progression as inquisitor
Gunsmith This functions exactly like the gunslinger ability and replaces monster lore.
Gritty Judgements this functions identically to normal judgments except that there are ways to regain your judgements.
Critical Hit with a Firearm: Each time the zealous gunmen confirms a critical hit with a firearm attack while in the heat of combat, she regains 1 use of her judgment back. Confirming a critical hit on a helpless or unaware creature or on a creature that has fewer Hit Dice than half the gunslinger’s character level does not restore judgment.
Killing Blow with a Firearm: When the zealous reduces a creature to 0 or fewer hit points with a firearm attack while in the heat of combat, she regains 1 use of her judgment. Destroying an unattended object, reducing a helpless or unaware creature to 0 or fewer hit points, or reducing a creature that has fewer Hit Dice than half the gunslinger’s character level to 0 or fewer hit points does not restore any any judgment. Judgment can only be restored this way once per day.
This ability replaces judgment
Diminished Spellcasting A zealous gunmen can cast one fewer spell of each level than normal. If this reduces the number to 0, she can cast spells of that level only if her wisdom allows bonus spells of that level.
I'd like to change a few more things but I'm not 100% sure on what/how. I don't want detect lies or stern gaze but I'm not quite sure what would be equal to removing those.

Taco Man |

#ZG
My suggestion:
Judgments kept, and modified (But untied to grit), Solo tactics, teamwork feats, and afew other abilities, replaced with Deeds up to level 15 at 18/19, and custom-tooled deeds.
I feel like there should be a Branding Shot deed.....kinda rolling with the Kinslayer's knack for branding....

Starfox |

Bardess wrote:Did someone call Warpriest/Bloodrager yet?No! It's yours.
And while we're at it, I'm dibbing the following.
“Name” (Ska/Pal) - Elghinn
“Name” (Pal/Arc) - Elghinn
“Name” (Sla/Pal) - Elghinn
“Name” (Inv/Pal) - Elghinn
Not that we're all that strict on only one combination of two classes, right? We aim to fill holes, but if a concept is good but a duplicate, its usually ok, right?
I made a post some time back about how there are two types of MCAs - generic ones with great stabilizability and little flavor, and specific ones with less combustibility but more flavor. Each class combination should generally only have one of the former.

Elghinn Lightbringer |

#Zealous Gunman
Yeah, we can keep Judgement up to 5/day.
Then we swap out the following.
1) Monster lore + stern gaze = Gunsmith
2) Solo tactics, team work feat (3/15), judgment 3/day and 6/day, stalwart = Deeds (up to 15th, but only 2 of each level chosen by the MCA)
3) Teamwork feat (9th) = Some cool new ability
4) Teamwork feats (6/12/18) = Bonus feat (gunslinger)
5) Diminished spellcasting = Not sure, but I think diminished spellcasting feels right for this one. Maybe even grouped in with the swaps for deeds to gain a full 3 deeds per level.
Definitely new deeds that are more "Inquisition-esque". Branding deed is great! Maybe an interrogation deed, or wracking pain deed (pain from his sins), or bullet of truth, etc, Able to give certain special weapon abilities for a short time to her gun (holy/chaos/unholy/law bullet)?

Elghinn Lightbringer |

QUEUE
Possessed Prophet – Oracle/Witch (Bardess)
“Name” – Inq/Gun (Yuri)
Warrior Poet – Rgr/Brd (Starfox)*Not sure if you are still wanting to do this one Starfox, or are just waiting for the ACG?
“Name” – Gun/Class or Class/Gun (Christos Gurd)
Occult Porcupine – Mag/Wtc (Lindley Court)
Old Wiki MCA (Hallowed Gunman)
Elementalist – Drd/Sum (Gadgeteer Smashwidget)
Yabusame – Sam/Ftr or Rgr (Koujow)
Munitionist/Gadgeteer – Rgr/Alc (Tyrannical)
Elemental Envoy – Drd/Ora (Apraham Lincoln)
Faceless Thrall/Slime Lord – Drd/Anp (Taco Man)
Fife & Drum – Cav/Brd (mrtaco6)
Astute Sentry – Ftr/Rgr (JonathonWilder)
Dragon Rider – Sor/Sum (Bandw2)
Scroll Warrior – Wiz/Sam (Elghinn)
+many more