
Noro |

Beastskin Warrior:
Some primitive tribal warriors feel themselves almost impossibly close to nature. They forego man-made weapons and learn to fight like animals. The divine powers of the natural world grant these warriors the magic to take on attributes of wild beasts.
Primary: Brawler
Secondary: Hunter
I am definitely keeping strong BAB. Should we add weak spellcasting, or is it unnecessary?
Bonus Skills and Ranks: The beastskin brawler may select three hunter skills to add to his class skills in addition to the normal brawler class skills. She gains a number of ranks at each level equal to 4 + Int modifier.
Weapon and Armor Proficiency: The beastskin brawler is proficient with all simple weapons and natural weapons.
Animal Focus: at 1st level, this is the same as the hunter ability, except the beastskin can only apply the effects to herself. This replaces bonus feats.
Feral Focus: at 4th level there is no limit to the duration of animal focus (same as the feral hunter archetype ability). This replaces knockout.
Feral transformation: at 5th level, the beastskin can assume stronger versions of her animal focus. Her body takes on both cosmetic and anatomic changes, but still remains identifyable as a person. This, including the effects themselves, is a polymorph effect. She can use this ability a number of rounds equal to her class level.
Bat: fly speed 20, good maneuvering
Bear: fast healing 1, increased to 2 at 12th level and 3 at 17th level.
Bull: horns, gore attack (slashing, damage treated 4 levels higher with a charge)
Falcon: fly speed 40, average maneuvering
Frog: gills, breathe water
Monkey: tail attack (bludgeoning damage)
Mouse: small size, may turn to tiny at 12th level
Owl: lowlight vision, increased to darkvision at 12th level
Snake: poison bite (1d3 Str, DC 10 + 1/2 class level + Con bonus, at 12th level gains a frequency of 1/round for 3 rounds)
Stag: hoofs, trample attack (bludgeoning, damage treated 4 levels higher with a charge)
Tiger: two claw attacks
Wolf: bite attack, plus 1 point of bleed damage, increased to 1d4 at 12th level
Inspired by Shifter traits and feats from Eberron. Though I am not certain about some of them.
All natural attacks gained in the transformation (with the exception of poison bite) do damage according to the "large brawler unarmed damage" table (or medium, if the beastskin is of small size). They are treated as magical at 9th level, cold iron and silver at 12th level, and aligned at 17th level. The beastskin can use natural attacks in a brawler's flurry, but no monk weapons. This replaces brawler's strike and close weapon mastery.

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Some hand-to-hand fighters have a little bit of magic pumping through their veins, but many can’t control it. However, those that can control it commonly do so by way of a sorcerous rhythm, keeping in time with the thumping in their chest and every pulse of adrenaline. To be a heartbeat assailant is to strike with mysticism and fight to the beat of your own drum.
Primary: Brawler
Secondary: Sorcerer
HD: d8
BAB: 3/4
Class Skills: The heartbeat assailant adds two class skills from the sorcerer class skill list to her own, as well as the class skill of her bloodline. If the class skill of her bloodline is already on her class skill list, she instead gains a bonus to said skill equal to half her class level.
Heartbeat Bloodline (Su): At 1st level, the heartbeat assailant can use the beating of her own heart to synchronize herself with the magic in her veins. She gains a bloodline and its powers as a sorcerer of equal level, but can only benefit from any of its powers while in combat or another high-stress situation.
At 6th level, the heartbeat assailant can, as a full-round action three times per day, center herself around her heartbeat. This grants her any two bloodline feats from her bloodline for one minute. At 12th level, it grants her any three bloodline feats from her bloodline, and at 20th level it grants her any four bloodline feats from her bloodline.
This replaces martial flexibility.
Spellcasting: At 1st level, the heartbeat assailant gains the ability to cast arcane spells. She uses the spells per day and spells known tables of a bard, but draws her spells from the sorcerer spell list. This replaces bonus feats and maneuver training.
Heartbeat Dissonance (Su): At 4th level, the heartbeat assailant gains the ability to use the pulsing of her heart to disrupt her foes’ actions. She can expend one spell slot as a swift action before she makes an unarmed strike to cause her foe to take bleed damage equal to the level of the spell slot expended. At 10th level, she also staggers the target for 1d3+1 rounds. At 16th level, she increases the bleed damage and duration of the staggered condition by her Charisma modifier.
This replaces knockout.

Apraham Lincoln |

Beastskin Warrior:
** spoiler omitted **...
Full bab is standard for brawler primary.
What is you reasoning for large brawler damage on natural attacks? Would it stack with imp natural attack?
I am thinking that any natural attacks would be secondary attacks as not able to use in brawlers flurry, unless this in intended to work with feral combat training.

Apraham Lincoln |

** spoiler omitted **...
I like the abilites and it doesnt seem un-balanced
I am kind fo thinking that if the secondary were based around the magus-eldritch scion archetype it would work almost the same but have a more focused spell list, bloodline feats and allow full bab and d10

Noro |

Noro wrote:Beastskin Warrior:
** spoiler omitted **...What is you reasoning for large brawler damage on natural attacks? Would it stack with imp natural attack?
I am thinking that any natural attacks would be secondary attacks as not able to use in brawlers flurry, unless this in intended to work with feral combat training.
The standard weapon of this MCA would be the claws, replacing unarmed, when the ability is active. Thats definitely not a secondary. Other natural weapons I try to give some advantages, so there is a point in using them.
Tying the two class abilities, transformation and flurry, seems logical. So flurry needs to be rebuilt to accomodate natural weapons. Honestly, I dont know the exact rule thingies for that, but offhand weapon is better than secondary. So treating bite, gore, etc. as offhand weapons seems like a plus. Even if the wording is a little awkward this way.
Damage: claw attacks usually do one die type higher than unarmed attacks. (like 1d4 instead of 1d3) Large weapons work by the same mechanism. So I thought medium->large and unarmed->natural weapon are equivalents, why not use the table already given?

Bandw2 |

brawler's full attack thingy, doesn't preclude adding natural weapons. nor does feral combat training allow you to use natural weapons as part of it. It essentially behaves EXACTLY as if you are two-weapon fighting and NOT like a monk flurry, and that doesn't stop you from using natural weapons, though they will be secondary.
if you are saying it allows you to make full attacks as if your natural attacks are manufactured weapons and TWF them, that is a different story, and needs to be made more clear.

Apraham Lincoln |

Only the tiger form grants claw attacks as far as i can see. The rules for using natural attacks as off-hand or iterative attacks is too complicated to work into an archetype. Better to leave as 2ndary and grant multi attack as a bonus feat (and bypassing pre-requisites) somewhere and have all natural attacks do same damage as brawler damage for the level. Claws do more damage than unarmed but cant be used in iteratives as thats the trade off but i dont think there is a need to treat as large.

Noro |

How about simply replacing Two weapon fighting with Multiattack in Flurry?
...and have all natural attacks do same damage as brawler damage for the level.
That still seems pointless unless we remove unarmed damage altogether and give unlimited duration to natural attacks. Which is an option, I suppose.

Apraham Lincoln |

How about simply replacing Two weapon fighting with Multiattack in Flurry?
Quote:...and have all natural attacks do same damage as brawler damage for the level.That still seems pointless unless we remove unarmed damage altogether and give unlimited duration to natural attacks. Which is an option, I suppose.
Multi attack for TWF seems workable
Problem is not all of the forms grant a natural attack. I spose you could choose a natural attack to allways have suchs as claws or gore or bite or tail slap or hooves so that the combination of a natural attack and multi attack would be about the same as twf. Gain a rider to the attack when you would get itwf (such as trample or powerful charge, poison, bleed, trip (2 claws is already its own rider i guess)) and imp natural attack when you would get gtwf. Then if the damage was the same as brawlers damage that would work out.

Apraham Lincoln |

It might look like this
Beastkins Frenzy (su) At 2nd level, a beastkin warrior chooses one of the natural attack forms bellow. These can be activated as a swift action a number of times a day equal to his level and last for a minute. (this would mean you can activate it in a polymorph form and not lose it as a permanent feature like the various bloodline powers that allow you to grow claws)
Gore (p/s)
Bite (p)
2 Claws (s)
Tail (b)
Hooves (b)
These do the same damage as the brawlers unarmed damage for his level apart from claws that do damage as 4 levels lower (because there are 2).
He also gain multiattack as a bonus feat without having to meet the prerequisites.
At 8th level these progress further and gain an additional bonus
Gore gains the powerful charge ability
Bite gains bleed 1 (stacking upto 4)
2 claws now do damage at his full brawler level
Tail gains trip
Hooves gains the trample ability
At 15th level these do damage as tho he were a large creature (allows to get imp nat attack earlier in his career)
This replaces brawlers flurry and close weapon mastery
Feral transformation might have to change a bit as moving the natural attacks out of it.
Bull allows gives you charge through difficult terrain
Monkey gives you a climb speed equal to half you land speed and makes you tail prehensile (if possessed)
Snake gains the constrict ability
Stag gains woodland stride ability
Tiger gains hide in plain sight ability
Wolf gains improved trip and greater trip feats

Elghinn Lightbringer |

Ok, finally getting to go through the new MCAs posted.
#Beastskin Brawler
I think, from Noro's comments, he prefers natural attacks over unarmed strike attacks. So why don't we simply replace unarmed strike with a natural permanent attack.
1st level: Pick an animal focus, gains a permanent natural attack related to the focus. This is treated as unarmed strike, deals unarmed damage, cannot be affected by the Improved Natural Attack feat, and works with Brawler's Flurry. We could call it Beast Affinity? Able to manifest/deactivate it as a free action, at will, as some of the natural attacks would awkward to have manifested all the time. This would replace/function as Unarmed Strike.
2nd level: Gains Feral Focus (as the Feral Hunter archetype). Natural attacks don't go away when using feral focus.
5th level: Gains "Improved Focus" abilities.
8th level: Gains Second Animal focus, and gains that animals natural attack (Beast Affinity) as a secondary attack.
11th level: Gains Multiattack.
14th level: Gains "Greater Focus" abilities.
Swaps
Unarmed Strike = Beast Affinity
Bonus feats (2) + close combat mastery = Feral Focus
Bonus feats (5 + 11) = Improved feral focus
Bonus feat (8) = Second animal focus
Knockout = Multiattack
Bonus feats (14 + 20) = Greater feral focus
This will give the MCA the use of natural attacks (primary from Beast Affinity) like unarmed attack with brawler's flurry. Then gain a secondary natural attack as part of iteratives but at -5, until she gains Multiattack (to -2 instead). Also improves the effects of the original animal focus (Feral Focus) Improved and Greater Feral Focus obviously would not affect the second focus. All she'd gain is the base benefits of the that second focus, and the secondary natural attack tied to it.
That's how I'd go with this. Uses the mechanics already there with minimal manipulation and changes to it.
I'll take a look at Ape's MCA later today or tomorrow.

Elghinn Lightbringer |

BIG ANNOUNCEMENT
After 4 1/2 years and 9 threads with 9,000+ posts, I am announcing that the Multiclass Archetypes threads are coming to an end. This will be my last one. It was a hard decision, but I feel I need to head in a different direction with my creativity. So, once this current thread is completed (1000+ post mark) I will not be continuing with any new threads. If others want to carry on, please, feel free to make your own. I may popin from time to time, but I will focus more on other things, such as my novel writing, etc.
I wanted to let all the posters know well ahead of the 1000+ posts mark so no one is blind-sided when I finally end my run with the Multiclass Archetypes threads.
If people have questions, please feel to PM me or email me (see my profile). Aside from that, I will be moving on to other things. Thank you for all the support from new and old posters, wiki contributors, and the MCP crew of course.
Once the thread is officially done, I'll make my final comments.
That is all.

Tyrannical |

It's gonna be sad to see you go, El, you've gone above and beyond with this thread and we all appreciate the dedication you've put in to make MCA's a big success.
I know there's only few of us left here, and not so many of the old creators are about anymore, but I hope we can continue to keep MCAs alive and ongoing, somehow...

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I'm glad you can see what is best for you, Elghinn. While I wish you could stick around, I understand that you are the only one who can know what your best decisions may be. I certainly hope I might be able to work alongside you once again.
Thanks for the memories. I'll cherish them. ~Lindley Court

Noro |

Ok, finally getting to go through the new MCAs posted.
#Beastskin Brawler
I think, from Noro's comments, he prefers natural attacks over unarmed strike attacks. So why don't we simply replace unarmed strike with a natural permanent attack.
Frankly, I am not sure what is it you dubbed improved/greater feral focus, but yes, that sounds like what I would like.

Elghinn Lightbringer |

Elghinn Lightbringer wrote:Frankly, I am not sure what is it you dubbed improved/greater feral focus, but yes, that sounds like what I would like.Ok, finally getting to go through the new MCAs posted.
#Beastskin Brawler
I think, from Noro's comments, he prefers natural attacks over unarmed strike attacks. So why don't we simply replace unarmed strike with a natural permanent attack.
Is it Beastskin Brawler or Warrior?

Noro |

Noro wrote:Is it Beastskin Brawler or Warrior?Elghinn Lightbringer wrote:Frankly, I am not sure what is it you dubbed improved/greater feral focus, but yes, that sounds like what I would like.Ok, finally getting to go through the new MCAs posted.
#Beastskin Brawler
I think, from Noro's comments, he prefers natural attacks over unarmed strike attacks. So why don't we simply replace unarmed strike with a natural permanent attack.
Let's go with warrior

Elghinn Lightbringer |

Wiki will remain. Myself and the original 4 other MCP crew have been putting up the money to keep it up. So it will continue, but for additions, no, I don't think so. I think its time for people who are wanting to make them to just start making them for themselves. Though, if there is a really good idea/version of an MCA, I would look at it and see about putting it on. But I won't make any promises to that, as that's part of what I'm trying to move away from. But if there are edits required on things then I'm only an email or PM away. I will still be checking my profile messages.

Noro |

@Elghinn: 4+ years! I can honestly imagine you want to focus somewhere else now.
As we are just beyond 500 posts and everyone had 2 MCAs, can we assume that every active poster will have 2 more shots in this thread?
(Personally, I really want to see the wiki rounded up so every new class has at least one MCA. So if anyone has shaman or skald ideas, I suggest coming forth.)

Elghinn Lightbringer |

Yeah, let's go with 2 more for everyone, once it's back to me and OSW who started it. Then we'll call it done. So, pick you two most important ones.
Here's the revised Beastskin Warrior
Some primitive tribal warriors feel impossibly close to nature, forgoing man-made weapons in favor of learning to fight like animals. The divine powers of the natural world grant these warriors the magic to take on attributes of wild beasts, even transforming their bodies to appear more like them.
Primary Class: Brawler.
Secondary Class: Hunter.
Alignment: Any.
Hit Dice: d10.
Bonus Skills and Ranks: The beastskin warrior may select three hunter skills to add to her class skills in addition to the normal brawler class skills. The beastskin warrior gains a number of ranks at each level equal to 4 + Int modifier.
Weapon and Armor Proficiency: The beastskin warrior is proficient with all simple weapons plus the handaxe, short sword, and weapons from the close fighter and natural weapon groups. She is proficient with light armor, but not with shields.
Beast Affinity (Su): At 1st level, a beastskin warrior forms a powerful affinity to one type of animal. He selects one of the following animals and gains its associated natural attack: bat (bite), bear (2 claws), bull (gore), falcon (2 talons), frog (bite), monkey (bite), mouse (bite), owl (2 talons), snake (bite), stag (gore), tiger (2 claws), wolf (bite). Once selected it cannot be changed.
As a swift action, the beastskin warrior can manifest her natural attack, or end it as a free action. This natural attack is a primary attack and is similar to the brawler’s unarmed strike, including damage and its use with any iterative attacks or her brawler’s flurry ability. A beastskin warrior’s natural attacks are unaffected by the Improved Natural Attack monster feat or any similar feat that improve the damage of natural attacks. If the beastskin warrior increases or decreases in size, her natural attack damage is adjusted accordingly. This physical change is a polymorph effect. This ability replaces unarmed strike.
Feral Focus (Su): At 2nd level, a beastskin warrior gains a limited ability to change her shape into hybrid animal forms. This functions as the hunter’s animal focus class feature, except that the beastskin warrior always applies the animal aspect to herself, and there is no limit to this ability's duration. She can end this ability as a free action. A beastskin warrior may activate or end her beast affinity ability simultaneously with her feral focus.
When a beastskin warrior uses this ability, her body takes on cosmetic aspects of an animal, such as furry skin, longer nails, elongated teeth, and oddly colored eyes; these changes do not grant her any abilities other than what is stated in the animal focus, and end when she takes on a different aspect or ends the ability. This physical change is a polymorph effect, though the effects of the animal focus are not.
This ability replaces the bonus feat gained at 2nd level and close combat mastery.
Improved Feral Focus (Su): At 5th level, a beastskin warrior gains the following additional benefits when using her feral focus ability. Any secondary attacks that are gained take a –5 penalty to their attack rolls and deal unarmed damage equal to her level –4.
Bat: gains bat wings with a fly speed of 20 feet (good) and can use echolocation for a number of minutes per day equal to her level. These minutes do not need to be consecutive, but must be spent in 1-minute increments.
Bear: gains a primary bite attack and Endurance as a bonus feat.
Bull: gains 2 secondary hooves attacks and Improved Bull Rush as a bonus feat.
Falcon: gains a primary bite attack and bird wings with a fly speed of 30 feet (average).
Frog: gains the amphibious special quality and a swim speed of 20 feet.
Monkey: gains the brachiation special ability (see the Aboreal Creature template) and a climb speed of 30 feet.
Mouse: gains a climb speed of 10 feet, a swim speed of 10 feet, and can use reduce person (self only) for a number of minutes per day equal to her level. These minutes do not need to be consecutive, but must be spent in 1-minute increments.
Owl: gains low-light vision, darkvision 30 feet (+30 feet if already has darkvision), and bird wings with a fly speed of 30 feet (average).
Snake: poison bite (1d3 Str, DC 10 + 1/2 class level + Con bonus, at 12th level gains a frequency of 1/round for 3 rounds)
Stag: gains 2 secondary hooves attacks and Trample as a bonus feat, even if he does not meet the prerequisites.
Tiger: gains a primary bite attack and the grab special ability.
Wolf: gains Improved Trip as a bonus feat and deals 1 point of bleed damage with its bite attack.
This ability only affects a beastskin warrior’s animal focus chosen at 1st level. This ability replaces the bonus feats gained at 5th and 11th level.
Second Animal Focus (Su): At 8th level, a beastskin warrior gains the hunter’s second animal focus ability. A beastskin warrior’s improved feral focus has no affect on her second animal focus. This ability replaces the bonus feat gained at 8th level.
Multiattack (Ex): At 11th level, a beastskin warrior gains the Multiattack monster feat as a bonus feat, reducing the penalty to her secondary attack rolls to –2. This ability replaces knockout.
Greater Feral Focus (Su): At 14th level, a beastskin warrior gains the following gains the following additional benefits when using her feral focus ability.
Bat: gains blindsense 30 feet and her fly speed increases to 30 feet.
Bear: gains Improved Grapple as a bonus feat, and is treated as one size category a larger when attempting a grapple combat.
Bull: ignores difficult terrain when making a charge and gains Charge Through as a bonus feat even if he does not meet the prerequisites and
Falcon: gains Flyby Attack as a bonus feat, and her fly speed increases to 40 feet.
Frog: gains a bonus to all Acrobatics skill checks made to attempt high jumps or long jumps equal to her level, and she gains the grab special ability.
Monkey: gains a bonus to all Climb skill checks and Acrobatics skill checks made to attempt high jumps or long jumps equal to her level, and she gains the tree leaper special ability (see the Aboreal Creature template).
Mouse: gains a disease bite (Filth fever—injury; save Fort DC 10 + 1/2 the beastskin warrior’s level + her Con modifier; onset 1d3 days; frequency 1/day; effect 1d3 Dex damage and 1d3 Con damage; cure 2 consecutive saves), and her climb and swim speeds increase to 20 feet.
Owl: gains a bonus to all Perception skill checks equal to her level and her fly speed increases to 40 feet.
Snake: gains a poisonous bite (poison—injury; save Fort DC 10 + 1/2 the beastskin warrior’s level + her Con modifier; frequency1/round for 6 rounds; effect 1d2 Con; cure 1 save; usable once every 3 rounds) and the constrict special ability.
Stag: ignores difficult terrain when making a charge and gains Greater Overrun as a bonus feat, even if he does not meet the prerequisites.
Tiger: gains the pounce and rake special abilities.
Wolf: gains a bonus to all intimidate skill checks equal to her level and gains Greater Trip as a bonus feat.
This ability only affects a beastskin warrior’s animal focus chosen at 1st level, and has no affect on his second animal focus. This ability replaces the bonus feats gained at 14th and 20th level.
Table: Beastskin Warrior
Base
Class Attack Fort Ref Will
Level Bonus Save Save Save Damage Special
1st +1 +2 +0 +0 1d6 Beast affinity, brawler’s cunning, martial flexibility, martial training
2nd +2 +3 +0 +0 1d6 Brawler’s flurry (Two-Weapon Fighting), feral focus
3rd +3 +3 +1 +1 1d6 Maneuver training 1
4th +4 +4 +1 +1 1d8 AC bonus +1
5th +5 +4 +1 +1 1d8 Brawlers strike (magic), improved feral focus,
6th +6/+1 +5 +2 +2 1d8 Martial flexibility (swift action)
7th +7/+2 +5 +2 +2 1d8 Maneuver training 2
8th +8/+3 +6 +2 +2 1d10 Brawler’s flurry (Improved Two-Weapon Fighting), second animal focus
9th +9/+4 +6 +3 +3 1d10 AC bonus +2, brawler’s strike (cold iron and silver)
10th +10/+5 +7 +3 +3 1d10 Martial flexibility (free action)
11th +11/+6/+1 +7 +3 +3 1d10 Maneuver training 3, multiattack
12th +12/+7/+2 +8 +4 +4 2d6 Brawler’s strike (alignment), martial flexibility (immediate action)
13th +13/+8/+3 +8 +4 +4 2d6 AC bonus +3
14th +14/+9/+4 +9 +4 +4 2d6 Greater feral focus
15th +15/+10/+5 +9 +5 +5 2d6 Brawler’s flurry (greater Two-Weapon Fighting), maneuver training 4
16th +16/+11/+6/+1 +10 +5 +5 2d8 Awesome blow
17th +17/+12/+7/+2 +10 +5 +5 2d8 Brawler’s strike (adamantine)
18th +18/+8/+13/+3 +11 +6 +6 2d8 AC bonus +4
19th +19/+14/+9/+4 +11 +6 +6 2d8 Maneuver training 5
20th +20/+15/+10/+5 +12 +6 +6 2d10 Improved awesome blow, martial flexibility (any number)

Noro |

#Beastskin warrior:
I like it, just 2 small things:
1) I think there is a paste error under Improved/Snake. The 12th level extra comes from my original, and surely not applicable at this point.
2) "affects a beastskin warrior’s animal focus chosen at 1st level" - you mean beast affinity, right? That is the fixed one. Feral focus can be changed at will.

Tyrannical |

@El
So if the wiki is staying up, would you mind at all if it's community run? Just so if we continue to do MCAs after you've left we can continue to update the list ourselves? I don't wanna step on toes, but the idea of being able to keep on doing what we love without worry of 'losing our home' would be a settling thought :)
EDIT: If this is the last chapter, are we able to squeeze in a few standard class MCAs before we finish up?

Elghinn Lightbringer |

@El
So if the wiki is staying up, would you mind at all if it's community run? Just so if we continue to do MCAs after you've left we can continue to update the list ourselves? I don't wanna step on toes, but the idea of being able to keep on doing what we love without worry of 'losing our home' would be a settling thought :)
EDIT: If this is the last chapter, are we able to squeeze in a few standard class MCAs before we finish up?
The problem is that Raiderrpg is the one who originally created the wiki, and he is the administrative power of the wiki. Yes, all the 5 original crew have power to go on and make changes, additions, etc., but he's the one with the power to allow such people to do so. So, you can either
1) email Raigerrpg about getting access to do so (unlikely tough, but give it a try),
or
2) Keep a running compilation on google docs or a word doc and email it to me and I can always put them on. Formatting is specific, as is the tables. Maybe once there is say 4-5 complete, then I can mass add them to the wiki.

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Here are what I'll be making for the rest of the thread, when it (finally!) gets back to me.
Tundra Crusader (Bloodrager/Paladin)
Turbine Dervish (Swashbuckler/Gunslinger)
And I think I'll (try to) start up a thread (or several) for more "niche" MCAs, once this one closes off. Some examples would be third-party MCAs, racial MCAs, MCAs that incorporate existing archetypes, etc. Those have always been some of my passions, and I hope other people can provide their ideas too. :)

Elghinn Lightbringer |

Here are what I'll be making for the rest of the thread, when it (finally!) gets back to me.
Tundra Crusader (Bloodrager/Paladin)
Turbine Dervish (Swashbuckler/Gunslinger)And I think I'll (try to) start up a thread (or several) for more "niche" MCAs, once this one closes off. Some examples would be third-party MCAs, racial MCAs, MCAs that incorporate existing archetypes, etc. Those have always been some of my passions, and I hope other people can provide their ideas too. :)
See, now that's what I want to see others doing too. Start up your own thread on a specific MCA and see who jumps in to help.
I'll adds those to your list.

christos gurd |

Tyrannical wrote:@El
So if the wiki is staying up, would you mind at all if it's community run? Just so if we continue to do MCAs after you've left we can continue to update the list ourselves? I don't wanna step on toes, but the idea of being able to keep on doing what we love without worry of 'losing our home' would be a settling thought :)
EDIT: If this is the last chapter, are we able to squeeze in a few standard class MCAs before we finish up?
The problem is that Raiderrpg is the one who originally created the wiki, and he is the administrative power of the wiki. Yes, all the 5 original crew have power to go on and make changes, additions, etc., but he's the one with the power to allow such people to do so. So, you can either
1) email Raigerrpg about getting access to do so (unlikely tough, but give it a try),
or
2) Keep a running compilation on google docs or a word doc and email it to me and I can always put them on. Formatting is specific, as is the tables. Maybe once there is say 4-5 complete, then I can mass add them to the wiki.
i can honestly say that the formatting can be a b$#~+ when adding them, thats why i stopped and let people who knew what they were doing handle it.
If those greener pastures include more 3pp publication i hope to work with you sometime El.

Tyrannical |

Tyrannical wrote:@El
So if the wiki is staying up, would you mind at all if it's community run? Just so if we continue to do MCAs after you've left we can continue to update the list ourselves? I don't wanna step on toes, but the idea of being able to keep on doing what we love without worry of 'losing our home' would be a settling thought :)
EDIT: If this is the last chapter, are we able to squeeze in a few standard class MCAs before we finish up?
The problem is that Raiderrpg is the one who originally created the wiki, and he is the administrative power of the wiki. Yes, all the 5 original crew have power to go on and make changes, additions, etc., but he's the one with the power to allow such people to do so. So, you can either
1) email Raigerrpg about getting access to do so (unlikely tough, but give it a try),
or
2) Keep a running compilation on google docs or a word doc and email it to me and I can always put them on. Formatting is specific, as is the tables. Maybe once there is say 4-5 complete, then I can mass add them to the wiki.
If we run with option 2, would you be willing to kick off the 10th chapter with us, so we can celebrate the feat of reaching such a great milestone? It just seems right :)

Elghinn Lightbringer |

#Beastskin warrior:
I like it, just 2 small things:
1) I think there is a paste error under Improved/Snake. The 12th level extra comes from my original, and surely not applicable at this point.2) "affects a beastskin warrior’s animal focus chosen at 1st level" - you mean beast affinity, right? That is the fixed one. Feral focus can be changed at will.
Made those fixes. Does that mean she's done Noro?

Noro |

Noro wrote:Made those fixes. Does that mean she's done Noro?#Beastskin warrior:
I like it, just 2 small things:
1) I think there is a paste error under Improved/Snake. The 12th level extra comes from my original, and surely not applicable at this point.2) "affects a beastskin warrior’s animal focus chosen at 1st level" - you mean beast affinity, right? That is the fixed one. Feral focus can be changed at will.
Yes, I think so. Thanks.

Elghinn Lightbringer |

Here's the revised Heartbeat Assailant. I think permanent bloodline powers and feats are just fine. As the brawler doesn't use an ability mechanic that expends rounds (like rage), I don't see the need to have powers and feats only manifested during combat. Makes for extra work on the part of the plaer and forces the GM to make calls on what may or may not be considered "in combat" or a "highly stressful situation". This makes it simple and easy.
Now, I've listed a "Lifeblood" bloodline in the Bloodline description block. Not sure if you wanted to create a new Bloodline for this MCa or not, Lindley. If not, we can just take it out for the final version. Thought you might have an idea for a new bloodline, but if not that's OK.
Certain hand-to-hand combatants have a heritage of magic coursing through their veins, but are unable to control it. However, those that can control it commonly do so by way of a sorcerous rhythm, keeping in time with every thump of their heart and every surge of adrenaline. The sole purpose of the heartbeat assailant is to strike her enemies with mystic energies and battle in cadence to the beat of her own drum.
Primary Class: Brawler.
Secondary Class: Sorcerer.
Alignment: Any.
Hit Dice: d8.
Bonus Skills and Ranks: The heartbeat assailant may select three sorcerer skills to add to her class skills in addition to the normal brawler class skills. The heartbeat assailant gains a number of ranks at each level equal to 4 + Int modifier.
Weapon and Armor Proficiency: The heartbeat assailant is proficient with all simple weapons plus the handaxe, short sword, and weapons from the close fighter weapon groups. She is also proficient with light armor, but not with shields.
Spellcasting: A heartbeat assailant casts arcane spells drawn from the sorcerer/wizard spell list. Only sorcerer spells of 6th level and lower are considered to be part of the heartbeat assailant spell list. She can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, a heartbeat assailant must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class (DC) for a saving throw against a heartbeat assailant’s spell is 10 + the spell level + the heartbeat assailant’s Charisma modifier.
Like other spellcasters, a heartbeat assailant can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: heartbeat assailant. In addition, she receives bonus spells per day if she has a high Charisma score.
The heartbeat assailant’s selection of spells is extremely limited. A heartbeat assailant begins play knowing four 0-level spells and two 1st-level spells of the heartbeat assailant’s choice. At each new heartbeat assailant level, she gains one or more new spells, as indicated on Table: Heartbeat assailant Spells Known. (Unlike spells per day, the number of spells a heartbeat assailant knows is not affected by her Charisma score.
Upon reaching 5th level, and at every third heartbeat assailant level after that (8th, 11th, and so on), a heartbeat assailant can choose to learn a new spell in place of one she already knows. In effect, the heartbeat assailant “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least one level lower than the highest-level heartbeat assailant spell the heartbeat assailant can cast. A heartbeat assailant may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that she gains new spells known for the level.
A heartbeat assailant need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her allotment of spells per day for the spell’s level. This ability and cantrips replace bonus feats.
Bloodline (Su): At 1st level, a heartbeat assailant awakens the magic flowing through her veins. She gains the sorcerer’s bloodline ability and may select a bloodline normally granted to the sorcerer, or the new Lifeblood Bloodline. Once chosen, it cannot be changed. She adds her bloodline skills to her list of class skills.
Starting at 3rd level, through the stress of combat, a heartbeat assailant begins to manifest her chosen bloodline more prominently and gains her first bloodline power. At 7th level, and again at 11th, 15th, and 20th level, she gains each subsequent bloodline power, up to her fifth bloodline power.
At 4th level, a heartbeat assailant gains bonus feat. Every five levels thereafter (9th, 14th, and 19th), she gains another bonus feat. These feats must be chosen from her bloodline feats. This ability replaces martial flexibility and maneuver training.
Cantrips: A heartbeat assailant learns a number of cantrips, or 0-level spells, as noted on Table: Heartbeat Assailant Spells Known under “Spells Known.” These spells are cast like any other spell, but they do not consume any slots and may be used again.
Pulsing Dissonance (Su): At 4th level, a heartbeat assailant can unleash a devastating unarmed attack that can instantly disrupt a target’s actions and deal bleed damage. She must announce this intent before making her attack roll. As a swift action, the hearbeat assailant can expend a one spell slot as part of the attack (a standard action). If the heartbeat assailant hits and the target takes damage from the blow, the target takes an amount of bleed damage equal to the level of the expended spell for 1d4+1 rounds. Creatures immune to critical hits or bleed damage are immune to this ability. At 10th level, whenever the heartbeat assailant makes a successful pulsing dissonance attack, the target is also staggered. At 16th level, the duration of the bleed damage and staggered condition increases by a number of rounds equal to the heartbeat assailant’s Charisma modifier. This ability replaces knockout.
Table: Heartbeat Assailant
Base
Class Attack Fort Ref Will Spells per Day
Level Bonus Save Save Save Damage Special 1st 2nd 3rd 4th 5th 6th
1st +0 +0 +2 +2 1d6 Bloodline, brawler’s cunning, cantrips, 1 — — — — —
unarmed strike
2nd +1 +0 +3 +3 1d6 Brawler’s flurry (Two-Weapon Fighting) 2 — — — — —
3rd +2 +1 +3 +3 1d6 Bloodline power 3 — — — — —
4th +3 +1 +4 +4 1d8 AC bonus +1, bloodline feat, 3 1 — — — —
pulsing dissonance 1/day
5th +3 +1 +4 +4 1d8 Brawlers strike (magic), 4 2 — — — —
close combat mastery
6th +4 +2 +5 +5 1d8 4 3 — — — —
7th +5 +2 +5 +5 1d8 Bloodline power 4 3 1 — — —
8th +6/+1 +2 +6 +6 1d10 Brawler’s flurry (Improved Two-Weapon 4 4 2 — — —
Fighting)
9th +6/+1 +3 +6 +6 1d10 AC bonus +2, bloodline feat, brawler’s strike 5 4 3 — — —
(cold iron and silver)
10th +7/+2 +3 +7 +7 1d10 5 4 3 1 — —
11th +8/+3 +3 +7 +7 1d10 Bloodline power, pulsing dissonance 2/day 5 4 4 2 — —
12th +9/+4 +4 +8 +8 2d6 Brawler’s strike (alignment) 5 5 4 3 — —
13th +9/+4 +4 +8 +8 2d6 AC bonus +3 5 5 4 3 1 —
14th +10/+5 +4 +9 +9 2d6 Bloodline feat 5 5 4 4 2 —
15th +11/+6/+1 +5 +9 +9 2d6 Bloodline power, brawler’s flurry (Greater 5 5 5 4 3 —
Two-Weapon Fighting)
16th +12/+7/+2 +5 +10 +10 2d8 Awesome blow, pulsing dissonance 3/day 5 5 5 4 3 1
17th +12/+7/+2 +5 +10 +10 2d8 Brawler’s strike (adamantine) 5 5 5 4 4 2
18th +13/+8/+3 +6 +11 +11 2d8 AC bonus +4 5 5 5 5 4 3
19th +14/+9/+4 +6 +11 +11 2d8 Bloodline feat 5 5 5 5 5 4
20th +15/+10/+5 +6 +12 +12 2d10 Bloodline power, improved awesome blow 5 5 5 5 5 5

Elghinn Lightbringer |

Yes, I think so. Thanks.
Then that's that! I'll get it up on the wiki.
EDIT: Beastskin Warrior is on the wiki.That means we're back to the top of the queue! So OSW, if you are ready and able, you can post your next MCA.
From hear on, everyone has 2 final MCAs they can post up. So "choose, but choose wisely." (100 points to whoever gets the quote.)

Noro |

Now, I've listed a "Lifeblood" bloodline in the Bloodline description block. Not sure if you wanted to create a new Bloodline for this MCa or not, Lindley. If not, we can just take it out for the final version. Thought you might have an idea for a new bloodline, but if not that's OK.** spoiler omitted **...
Well, lifeblood can mean a lot of things. Self-buff, healing, necromancy, protection, or various effects fueled by hit points?

Tyrannical |

Seeing as i had same idea as tyranical for a bar room brawler type put me up next for an arcanist/druid, name to be decided.
Given the circumstances, I think I'd prefer that you do the Brawler/Skald if you want, I'll be focusing on other ideas for now :)
I'd rather somebody whose a little more interested in the idea handle it. I can send you the stuff I worked on if you'd like? I also took a little inspiration from @Taco Man's 'Roaring Drunk', those rage powers especially

Elghinn Lightbringer |

Well, that makes it me up next. Not sure which one to go with?
Stealth Arcanist (Arc/Rog) – Elghinn
War Saint (Wrp/Pal) – Elghinn
Arcane/Eldritch Champion (Pal/Arc) – Elghinn
Divine Detective (Pal/Inv)– Elghinn
Virtuous Poet (Ska/Pal) – Elghinn
What do you think?
FYI: We are needing only a Shaman primary and Skald primary MCA to fill the wiki vacancies.

Elghinn Lightbringer |

No preference huh? Fine, here's what I've chosen.
Many deities of good alignment have worshipers who are paladins, promoting law and good across the lands. However, there are those drawn upon the raw magical energy of the world, enabling them to unleash blasts of magic in its raw form. Different from other paladins, arcane champions of are sacred defenders who cherish magic, knowing that its existence and proper use enriches all. They drink deeply of its power, use that energy to enhance his power and utterly smash those who seek to defile or destroy its purity of form. While an arcane champion may worship a deity of goodly persuasion, her power comes from pure magic, and thus, their power is arcane rather than divine. Over time, arcane champions become more and more infused with this raw energy, allowing her to become both a beacon and bastion of arcane might.
Primary Class: Paladin.
Secondary Class: Arcanist.
Alignment: Any good.
Hit Dice: d10.
Bonus Skills and Ranks: The arcane champion may select three arcanist skills to add to her class skills in addition to the normal paladin class skills. The arcane champion gains a number of ranks at each level equal to 2 + Int modifier.
Weapon and Armor Proficiency: The arcane champion can cast arcane champion spells while wearing heavy, light, or medium armor and using a shield without incurring the normal arcane spell failure chance. A multiclass arcane champion still incurs the normal arcane spell failure chance for arcane spells received from other classes.
Detect Magic (Sp): At will, an arcane champion can use detect magic, as the spell. An arcane champion can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is magic, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the arcane champion does not detect magic in any other object or individual within range. This ability replaces detect evil.
Smite Magic (Su): Once per day, an arcane champion can call out to the powers of good to aid her in her struggle against her enemies. As a swift action, the arcane champion chooses one target within sight to smite. If this target is a spellcaster (sorcerer, wizard, etc.), or uses spell-like abilities, the arcane champion adds her Intelligence bonus (if any) to her attack rolls and adds her arcane champion level to all damage rolls made against the target of her arcane smite. If the target of the arcane smite is an outsider or a dragon, the bonus to damage on the first successful attack increases to 2 points of damage per level the arcane champion possesses. Regardless of the target, arcane smite attacks automatically bypass any DR the creature might possess.
In addition, while arcane smite is in effect, the arcane champion gains a deflection bonus equal to her Intelligence modifier (if any) to her AC against attacks made by the target of the smite. If the arcane champion targets a creature that is not magical, the smite is wasted with no effect.
The arcane smite effect remains until the target of the smite is dead or the next time the arcane champion rests and regains her uses of this ability. At 4th level, and at every three levels thereafter, the arcane champion may make an arcane smite one additional time per day, as indicated on Table: Arcane Champion, to a maximum of seven times per day at 19th level. This ability replaces smite evil.
Arcane Reservoir (Su): At 2nd level, an arcane champion gains the arcanist’s arcane reservoir. This ability replaces lay on hands.
Arcanist Exploits: At 3rd level and every three levels thereafter, an arcane champion gains an arcanist exploit. This ability replaces mercy.
Channel Arcane Energy (Su): Starting at 4th level, an arcane champion can channel the raw magical energy that flows through her body to heal a target by touch. As a standard action, the arcane champion can heal a single creature (including herself) for 2d6 hit points plus 1d6 for every two level beyond 4th (3d6 at 6th, 4d6 at 8th, and so on). Healing a target in this way requires a successful melee touch attack and doesn't provoke an attack of opportunity.
At 10th level, an arcane champion can instead choose to release a 20-foot cone-shaped burst of raw magical energy from her hands. This is a standard action that does not provoke an attack of opportunity. The amount of damage dealt is equal to 1d6 points of damage for every two arcane champion levels she possesses (5d6 at 10th, 6d6 at 12th, and so on). This damage is half fire damage and half raw magical power. Creatures that take damage from channeled arcane energy receive a Reflex save to halve the fire damage only. The DC of this save is equal to 10 + 1/2 the arcane champion’s level + the arcane champion’s Charisma modifier. Creatures with immunity or resistance to fire apply this affect to only half the damage. Creatures immune to magic effects that allow spell resistance (such as golems) are immune to this ability.
Using this ability consumes two points of her arcane reservoir. This ability replaces channel positive energy.
Spellcasting: Beginning at 4th level, an arcane champion gains the ability to cast a small number of arcane spells drawn from the arcane champion spell list. To learn, prepare, or cast a spell, an arcane champion must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an arcane champion's spell is 10 + the spell level + the arcane champion's Intelligence modifier.
An arcane champion only cast a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Arcane Champion under “Spells per Day.” In addition, she receives bonus spells per day if she has a high Intelligence score.
An arcane champion may know any number of spells, but the number she can prepare each day is limited. At 1st level, she can prepare two 1st-level spells each day. At each new arcane champion level, the number of spells she can prepare each day increases, adding new spell levels as indicated on Table: Arcane Champion Spells Prepared. Unlike the number of spells she can cast per day, the number of spells an arcane champion can prepare each day is not affected by her Intelligence score. Feats and other effects that modify the number of spells known by a spellcaster instead affect the number of spells an arcane champion can prepare.
An arcane champion must choose and prepare her spells ahead of time by getting 8 hours of sleep and spending 1 hour studying her spellbook. While studying, the arcane champion decides what spells to prepare and refreshes her available spell slots for the day.
Like a sorcerer, an arcane champion can choose to apply any metamagic feats she knows to a prepared spell as she casts it, with the same increase in casting time (see Spontaneous Casting and Metamagic Feats). However, she may also prepare a spell with any metamagic feats she knows and cast it without increasing casting time like a wizard. She cannot combine these options—a spell prepared with metamagic feats cannot be further modified with another metamagic feat at the time of casting (unless she has the metamixing arcanist exploit).
Through 3rd level, an arcane champion has no caster level. At 4th level and higher, her caster level is equal to her arcane champion level –3.
Spellbooks: An arcane champion must study her spellbook each day to prepare her spells. She can't prepare any spell not recorded in her spellbook, except for read magic (which all arcane champions can prepare from memory).
An arcane champion begins play with a spellbook containing three 1st-level spells of her choice. The arcane champion also selects a number of additional 1st-level spells equal to her Intelligence modifier to add to the spellbook. At each new arcane champion level, she gains two new spells of any spell level or levels that she can cast (based on her new arcane champion level) for her spellbook. At any time, an arcane champion can also add spells found in other wizard's spellbooks to her own, as long as it is on her spell list.
Divine Bond (Su): This is exactly like the paladin ability of the same name, except that instead of forming a divine bond with her weapon, an arcane champion forms a bond with her holy symbol.
As a standard action, an arcane champion can channel raw magical energy into her holy symbol for 1 minute per arcane champion level. When channeled, the energy causes the arcane champion’s holy symbol to shed light like a torch.
At 5th level, the arcane energy grants one bonus. For every three levels beyond 5th, the arcane energy grants one additional bonus. These bonuses can be spent in a number of ways to grant the arcane champion enhanced abilities to channel arcane energy and to cast spells.
Each bonus can be used to grant one of the following enhancements:
• +1 caster level to any arcane champion spell cast,
• +1 to the DC to halve the damage of channel arcane energy when used to harm outsiders and dragons,
• +1d6 to channel arcane energy,
• +1 on caster level checks (1d20 + caster level) made to overcome spell resistance.
These enhancements stack and can be selected multiple times. The enhancements granted by the arcane energy are determined when the energy is channeled and cannot be changed until the arcane energy is channeled again. The arcane energy imparts no enhancements if the holy symbol is held by anyone other than the arcane champion, but resumes giving enhancements if returned to the arcane champion. An arcane champion can use this ability once per day at 5th level, and one additional time per day for every four levels beyond 5th, to a total of four times per day at 17th level.
If a holy symbol with channeled arcane energy is destroyed, the arcane champion loses the use of this ability for 30 days, or until she gains a level, whichever comes first. During this 30-day period, the arcane champion takes a –1 penalty on attack and weapon damage rolls. An arcane champion may also choose to bond with a mount, as normal.
Magic Sundering (Su): At 11th level, an arcane champion can sunder magic items with great efficiency. Whenever an arcane champion makes a sunder combat maneuver against a magic item, she adds her Intelligence bonus (if any) to her combat maneuver bonus roll and adds her arcane champion level to damage roll. She also adds her Intelligence bonus (if any) to her combat maneuver defense against sunder attempts made against magic items (including magic weapons or armor) in her possession. If the arcane champion has the consume arcanist exploit and successfully sunders a magic item other than a potion, scroll, staff, or wand, she adds a number of arcane reservoir points equal to 1/4 the item’s caster level (items with a caster level less than 4th do not recharge the arcane champion’s arcane reservoir). If the item is destroyed, she gains no benefit. Points gained in excess of the arcanist's reservoir's maximum are lost. This ability replaces aura of justice.
Dispelling Strike (Su): At 14th level, an arcane champion can spend 1 or more points from his arcane reservoir as a swift action to imbue her weapon with a special power. If the weapon strikes a creature within the next minute, that creature is the subject of a targeted dispel magic using the arcane champion’s level as the caster level, except that this effect cannot dispel a spell of a level higher than the number of arcane reservoir points expended to activate this ability (treat higher-level spells as if they do not exist and apply the dispel attempt to the remaining spells with the highest caster level). Once the strike is made, the power dissipates, even if the dispel attempt is unsuccessful. This ability replaces aura if faith.
Arcane Knight (Su): At 20th level, an arcane champion becomes a conduit for the arcane power granted to her by her god. Her DR increases to 10/evil. When she uses smite magic and successfully strikes an outsider or dragon, the outsider or dragon is also subject to an expend spell, using her arcane champion level as the caster level. If the expend succeeds, two uses of a supernatural or spell-like ability are expended instead of one. After the expend effect and the damage from the attack is resolved, the smite immediately ends.
In addition, whenever the arcane champion channels arcane energy, she can expend all her remaining arcane reservoir points (minimum 4) to unleash a blast of raw magical energy in a 30-foot radius, centered on the arcane champion. This blast deals 10d6 points of damage plus a number of additional points of damage equal to her arcane champion level. This ability replaces holy champion.
Arcane Champion Spell List
Arcane champions gain access to the following spells.
1st-Level Arcane Champion Spells—burning hands, chill touch, corrosive touch, cure light wounds, detect charms, detect magic, endure elements, feather fall, honeyed tongue, ironbeard, keep watch, knight’s calling, know the enemy, longshot, mage armor, magic missile, magic weapon, mirror strike, mount, protection from chaos/evil/law, ray of enfeeblement, read magic, returning weapon, shield, shield of fortification, shock shield, shocking grasp, strong wings, true strike, unerring weapon, warding weapon, wartrain mount, weapons against evil.
2nd-Level Arcane Champion Spells—aura of greater courage, bear’s strength, blinding ray, blindness/deafness, bull’s strength, bullet ward, corruption resistance, defensive shock, delay pain, endure elements (communal), fire breath, flaming sphere, fox’s cunning, frigid touch, gust of wind, instant armor, light lance, litany of defense, litany of eloquence, litany of righteousness, magic siege engine, owl’s wisdom, protection from arrows, protection from chaos/evil/law (communal), remove paralysis, resist energy, righteous vigor, sacred bond, saddle surge, scorching ray, see invisibility, shatter, shield companion, shield other, spider climb, stone call, vestment of the champion, weapon of awe, zone of truth.
3rd-Level Arcane Champion Spells—angelic aspect, archon’s aura, bestow auras, blade of bright victory, burst of speed, cure moderate wounds, daybreak arrow, deadly juggernaut, discern lies, dispel magic, draconic reservoir, elemental aura, fireball, flame arrow, fly, force punch, haste, heal mount, heroism, hold person, keen edge, lightning bolt, locate weakness, magic circle against chaos/evil/law, magic weapon (greater), protection from energy, ray of exhaustion, remove blindness/deafness, sanctify armor, sanctify weapons, shield of fortification (greater), sleet storm. stinking cloud, versatile weapon, water breathing, wrathful mantle.
4th-Level Arcane Champion Spells—angelic aspect (greater), ball lighting, bestow grace of the champion, black tentacles, blaze of glory, break enchantment, confusion, cure serious wounds, death ward, dispel chaos, dispel evil, dispel law, earth glide, fear, fire shield, flaming sphere (greater), holy sword, ice storm, king’s castle, magic siege engine (greater), neutralize poison, pellet blast, raise animal companion, resounding blow, shout, slow, stoneskin, wall of fire, wall of ice, wreath of blades.
Table: Arcane Champion
Base
Class Attack Fort Ref Will Spells per Day
Level Bonus Save Save Save Special 1st 2nd 3rd 4th
1st +1 +2 +0 +2 Aura of good, detect magic, smite magic 1/day — — — —
2nd +2 +3 +0 +3 Arcane reservoir, divine grace — — — —
3rd +3 +3 +1 +3 Arcanist exploits, aura of courage, divine health — — — —
4th +4 +4 +1 +4 Channel arcane energy, smite magic 2/day 1 — — —
5th +5 +4 +1 +4 Divine bond 1 — — —
6th +6/+1 +5 +2 +5 Arcanist exploits 1 — — —
7th +7/+2 +5 +2 +5 Smite magic 3/day 1 1 — —
8th +8/+3 +6 +2 +6 Aura of resolve 1 1 — —
9th +9/+4 +6 +3 +6 Arcanist exploits 2 1 — —
10th +10/+5 +7 +3 +7 Smite magic 4/day 2 1 1 —
11th +11/+6/+1 +7 +3 +7 Magical sundering 2 1 1 —
12th +12/+7/+2 +8 +4 +8 Arcanist exploits, greater exploits 2 2 1 —
13th +13/+8/+3 +8 +4 +8 Smite magic 5/day 3 2 1 1
14th +14/+9/+4 +9 +4 +9 Dispelling strike 3 2 1 1
15th +15/+10/+5 +9 +5 +9 Arcanist exploits 3 2 2 1
16th +16/+11/+7/+2 +10 +5 +10 Smite magic 6/day 3 3 2 1
17th +17/+12/+7/+2 +10 +5 +10 Aura of righteousness 4 3 2 1
18th +18/+13/+8/+3 +11 +6 +11 Arcanist exploits 4 3 2 2
19th +19/+14/+9/+4 +11 +6 +11 Smite magic 7/day 4 3 3 2
20th +20/+15/+10/+5 +12 +6 +12 Arcane knight 4 4 3 2
Table: Arcane Champion Spells Prepared
Class Spells Prepared
Level 1st 2nd 3rd 4th
1st — — — —
2nd — — — —
3rd — — — —
4th 2 — — —
5th 3 — — —
6th 4 — — —
7th 4 2 — —
8th 4 3 — —
9th 5 4 — —
10th 5 4 2 —
11th 5 4 3 —
12th 6 5 4 —
13th 6 5 4 2
14th 6 5 4 3
15th 6 6 5 4
16th 6 6 5 4
17th 6 6 5 4
18th 6 6 6 5
19th 6 6 6 5
20th 6 6 6 5