Multiclass Archetypes IX: ACG Unleashed


Homebrew and House Rules

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Elghinn Lightbringer wrote:

No preference huh? Fine, here's what I've chosen.

ARCANE CHAMPION:
** spoiler omitted **...

Well, you put it up for voting just after midnight, my time :) But I could use a strong martial/arcanist combo anyway, so its cool.

I dont think I have ever seen an arcane caster where shield incurred no spell penalty, though. Even the bloodrager has it when using somatic components. I would change that bit.


Does arcane pool do anything at the level you gain it?


Noro wrote:
Elghinn Lightbringer wrote:

No preference huh? Fine, here's what I've chosen.

ARCANE CHAMPION:
** spoiler omitted **...

Well, you put it up for voting just after midnight, my time :) But I could use a strong martial/arcanist combo anyway, so its cool.

I dont think I have ever seen an arcane caster where shield incurred no spell penalty, though. Even the bloodrager has it when using somatic components. I would change that bit.

Bards can.

Christos Gurd wrote:


Does arcane pool do anything at the level you gain it?

Uh, no I guess it doesn't We should come up with something minor it can do until she gains exploit at the next level. We can also move the increase spell DC by +1 to 4th when she gets spells.


#Arcane Champion

I like the look of this class, though it's odd to see alignment restrictions and good-based powers for what seems like a mostly Arcane based MCA.

Divine Bond for example seems a little off, perhaps having an advanced version of the Wizard's Arcane Bond might fit maybe?

EDIT: Also, realized I have an MCA soon, I'll do the Arcane Animator as it's Summoner/Warpriest build to keep with the Hybrid classes. After that, if we're still lacking a Skald or Shaman primary I may submit a Skald/Alchemist (Fire Dancer) or Shaman/Antipaladin (Wendo Witch-Doctor)


@Tyrannical: skald/alchemist sounds really good.

I will have shaman covered (shaman/ranger), and for my last, I shall see what the others do and then do something else. I am the last anyway. Perhaps a swashbuckler with spellcasting, or some ACG caster/gunslinger combo.


#Arcane Champion
1) When she gains arcane reservoir at 2nd level, she can spend 1 point to use lay on hands. While it still allows the use of lay on hands, using the arcane reservoir limits the number of lay on hands each day (less than a paladin), but gives her the versatility of using the reservoir with other exploits.

2) Regarding alignment/good-based abilities. This is a paladin primary, and it is common to have paladin primary MCAs have a good alignment restriction, and as an extension, good-based abilities.

3) Divine Bond. Changed the name to arcane bond. As the AC can choose the arcane weapon exploit, there is no need for the weapon bond, thus the holy symbol bond. I believe I adapted it from the old 3.5 Arcane Paladin alternate from Complete Arcane or something.

4) I also limited the choices of arcane exploits a bit to the following: acid jet, arcane barrier, arcane weapon, consume magic items, counterspell, energy shield, flame arc, force strike, ice missiles, item crafting, lightning lance, metamagic knowledge, metamixing, potent magic, quick study, see magic, sonic blast, spell disruption, spell resistance, swift consume.


Elghinn Lightbringer wrote:
Noro wrote:
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.)

Anything on Heartbeat Assailant? need some feedback here by people, especially Lindley.


#Heartbeat Assailant

looks good to me, though personally I think Bloodrager might have been a little fit for the combat bonuses from bloodlines, but I can see how it works as a Sorcerer secondary.

I do think that spellcasting from 0-6 is a bit overpowered for this class, I think the typical 1-4 casting fits better like other martial casters such Paladin, Ranger and Bloodrager.


But the Heartbeat Assailant is a 3/4 BAB d8 3/4 caster, not unlike the Magus or other similar classes. If this was a full bab d10 MCa then yes, but its not. I don't see it being terribly overpowered.

Mind you, I do think we should limit this one to 15th level bloodline power maximum. So a bloodline power at 3rd, 7th, 14th, and 19th, then give bloodline feats at 6/12/18. That should balance out some things and fill a few dead levels too.


#Heartbeat Assailant

Seems straightforward to me. Advancement is same as the bard, so the bloodline powers should advance at about 3/4 of a sorcerer. I suppose there is not much to talk about here.


Slow progress, huh?

I'd say the Heartbeat Assailant is about done. and the Arcane Champion is nearing completion. Doesn't seem to be much else to say about these two.


OK, here's the final version of the Heartbeat Assailant and the Arcane Champion. Any final tweaks, let me know.

HEARTBEAT ASSAILANT:

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. Once chosen, it cannot be changed. She gains her bloodline arcana and 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 14th and 19th level, she gains each subsequent bloodline power, up to her fourth bloodline power.

At 6th level, a heartbeat assailant gains bonus feat. Every six levels thereafter (12th and 18th), 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, pulsing dissonance 1/day 3 1 — — — —
5th +3 +1 +4 +4 1d8 Brawlers strike (magic), close combat mastery 4 2 — — — —
6th +4 +2 +5 +5 1d8 Bloodline feat 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, 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 Pulsing dissonance 2/day 5 4 4 2 — —
12th +9/+4 +4 +8 +8 2d6 Bloodline feat, 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 power 5 5 4 4 2 —
15th +11/+6/+1 +5 +9 +9 2d6 Brawler’s flurry (Greater Two-Weapon Fighting) 5 5 5 4 3 —
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, bloodline feat 5 5 5 5 4 3
19th +14/+9/+4 +6 +11 +11 2d8 Bloodline power 5 5 5 5 5 4
20th +15/+10/+5 +6 +12 +12 2d10 Improved awesome blow 5 5 5 5 5 5

Table: Heartbeat Assailant Spells Known
Class Spells Prepared
Level 0th 1st 2nd 3rd 4th 5th 6th

1st 4 2 — — — — —
2nd 5 3 — — — — —
3rd 6 4 — — — — —
4th 6 4 2 — — — —
5th 6 4 3 — — — —
6th 6 4 4 — — — —
7th 6 5 4 2 — — —
8th 6 5 4 3 — — —
9th 6 5 4 4 — — —
10th 6 5 5 4 2 — —
11th 6 6 5 4 3 — —
12th 6 6 5 4 4 — —
13th 6 6 5 5 4 2 —
14th 6 6 6 5 4 3 —
15th 6 6 6 5 4 4 —
16th 6 6 6 5 5 4 2
17th 6 6 6 6 5 4 3
18th 6 6 6 6 5 4 4
19th 6 6 6 6 5 5 4
20th 6 6 6 6 6 5 5

ARCANE CHAMPION:

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. She can use her arcane reservoir to heal wounds (her own or those of others) by touch. By spending 1 point from her arcane reservoir, an arcane champion can heal 1d6 hit points of damage for every two arcane champion levels she possesses. Using this ability is a standard action, unless the arcane champion targets herself, in which case it is a swift action. Despite the name of this ability, an arcane champion only needs one free hand to use this ability.

Alternatively, an arcane champion can spend 1 point from her arcane reservoir to deal damage to undead creatures, dealing 1d6 points of damage for every two levels the arcane champion possesses. Using this ability in this way requires a successful melee touch attack and doesn't provoke an attack of opportunity. Undead do not receive a saving throw against this damage.

In addition, at 4th level, an arcane champion can expend 1 point from her arcane reservoir as a free action whenever she casts an arcane champion spell. If she does, she can choose to increase the caster level by 1 or increase the spell's DC by 1. She can expend no more than 1 point from her reservoir on a given spell in this way.
This ability replaces lay on hands.

Arcanist Exploits: At 3rd level and every three levels thereafter, an arcane champion gains one of the following exploits: acid jet, arcane barrier, arcane weapon, consume magic items, counterspell, energy shield, flame arc, force strike, ice missiles, item crafting, lightning lance, metamagic knowledge, metamixing, potent magic, quick study, see magic, sonic blast, spell disruption, spell resistance, swift consume. 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.

Arcane Bond (Su): This is exactly like the paladin’s divine bond ability, except that instead of forming a 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 damage 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 Arcane 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


OK, on to the next two new ACG MCAs.

That's Bardess and Christos up next.


I had this already done. I have yet to decide about the last one.

Sibylline General:

Divinely inspired soldiers come in two species– the devoted who read their prayers by the book, and the vehement who claim to communicate directly with their deity. These don’t need wisdom or dutiful meditation to receive spells and powers, and can have opinions very different from their god, that nonetheless pleases to have them at his or her service. Sibylline generals often gather greater armies around them by force of mysterious charisma and prophecy, rallying their followers on the battlefield with cries of spontaneous faith.

Primary Class: Warpriest
Secondary Class: Oracle
Alignment: Any. A sibylline general is more intuitive and spontaneous than other warpriests, and can have a very different alignment from the deity he worships.
Hit Dice: d8.
Bonus Skills: A sibylline general adds his chosen mystery skills to his list (see below).
Skill Ranks Per Level: 4 + Int modifier.
BAB: ¾.
Saving Throws: GPG
Weapon and Armor Proficiency: As warpriest.
Spell Progression: A sibylline general casts divine spells drawn from the cleric/oracle spell list. He can also cast spells normally available just to oracles. A sibylline general can cast any spell he knows without preparing it ahead of time. To learn or cast a spell, a sibylline general must have a Charisma score equal to at least 10 + the spell's level. The DC for a saving throw against a sibylline general’s spell is 10 + the spell's level + the sibylline general’s Charisma modifier. A sibylline general can cast only a certain number of spells of each spell level per day. His base daily spell allotment is the same as an inquisitor of the same level. In addition, he receives bonus spells per day if he has a high Charisma score.
In addition to the spells gained as he gains levels, a sibylline general also adds all of either the cure spells or the inflict spells to his list of spells known (cure spells include all spells with “cure” in the name, inflict spells include all spells with “inflict” in the name). These spells are added as soon as the sibylline general is capable of casting them. This choice is made when the sibylline general gains his first level and cannot be changed.
A sibylline general’s selection of spells is limited. He has the same number of spells known as an inquisitor of the same level, and can choose new spells to replace old ones at 5th level and every 3 class levels after that, just as an inquisitor does. This ability replaces the warpriest’s spells, orisons, and spontaneous casting class features.

1) Curse, focus weapon, mystery, orisons, revelation, sacred weapon
2) Fervor 1d6
3) Bonus feat
4) Revelation strike, sacred weapon +1
5) Fervor 2d6, revelation
6) Bonus feat
7) Sacred armor +1
8) Fervor 3d6, sacred weapon +2
9) Bonus feat
10) Revelation, sacred armor +2
11) Fervor 4d6
12) Bonus feat, sacred weapon +3
13) Sacred armor +3
14) Fervor 5d6
15) Bonus feat, revelation
16) Sacred armor +4, sacred weapon +4
17) Fervor 6d6
18) Bonus feat
19) Sacred armor +5
20) Delphic commander, fervor 7d6, sacred weapon +5

Curse: At 1st level, a sibylline general chooses an oracle’s curse. His equivalent oracle levels for this curse are equal to his warpriest levels.
Focus Weapon: As warpriest.
Mystery: At 1st level, a sibylline general gains access to one oracular mystery. He gains a revelation at 1st level, plus another at 5th level and every 5 levels after that, up to a maximum of 4 revelations at 15th level. His oracle level for these revelations’ purposes is equal to his warpriest level. He doesn’t add his mystery’s spells to his list of spells known. The sibylline general qualifies for the Extra Revelation feat. This replaces blessings.
Sacred Weapon: As warpriest, but the sibylline general can uadd the spirit–hunting and mysterious (see below) special abilities to his weapon in addition to those listed.
Oracular Fervor (Su): As warpriest, but a sibylline general can use this ability a number of times per day equal to 1/2 his sibylline general level + his Charisma modifier, and can expend one use of oracular fervor to cast any one of his known spells on himself.
Bonus Feats: As warpriest, but a sibylline general adds to his list of eligible feats all the feats with oracle levels or the mystery class feature among their prerequisites (i. e., Extra Revelation, Abundant Revelations, etc.), treating his sibylline general level as his oracle level. The sibylline general must meet all the other prerequisites for these feats, but he treats his sibylline general level as his oracle level for these feats.
Revelation Strike (Su): At 4th level, the sibylline general gains Revelation Strike as a bonus feat, and can use it with any weapon he designated as a sacred weapon. This replaces channel energy.
Sacred Armor: As warpriest.
Aspect of Divinity (Su): At 20th level, the sibylline general can channel an aspect of his divinity by spending one use of his fervor ability. After activating this ability, for 1 minute the warpriest gains the effects of his mystery’s final revelation. In addition, the revelations he calls upon don’t count against his daily limit (if any) during this time.

New Weapon Special Ability: Mysterious:

Price +2 bonus
Aura moderate enchantment; CL 8th; Weight ––

Description
A mysterious weapon is attuned to one specific oracle’s mystery. When the wielder is under the effect of a revelation from that mystery that grants a bonus, that bonus increases by +1. When the wielder rolls a critical threat against a foe, he can forgo confirming the critical hit and instead deliver one revelation’s effect through the blow as with Revelation Strike, even if he doesn’t meet that feat’s prerequisites. This revelation is set within the weapon and doesn’t change.

By the way, Elghinn: I can understand very well your reasons to "retire" (I myself have a family and some projects that have been still for too long), but nonetheless I hope that the MCA can go on all the same (at least sporadically). Of course, it's going to be much more difficult without you.


what did i have left again? i cant find my doc


christos gurd wrote:
what did i have left again? i cant find my doc

“Name” (Sla/Rgr) – Christos

Deadly Tracker (Sla/Hun) – Christos
Heritage Overlord (Brg/Sor) – Christos


Will have to redo heritage overlord but i should have it sometime tonight or tomorrow (depending on the time difference).


+1


#Sibylline General

Seems fairly balanced to me, though I'd wager that an Oracle's Mystery and 2 Revelations are equal to a Warpeiest's Blessing (given that there's no access to mystery spells)? I think you'd be able to squeeze in a single Blessing, perhaps a mechanic that matches blessings with mysteries? (such as repose/juju, darkness/lunar, death/bones). Divine classes aren't my specialty though (unless nature based), so what do others think?


Tyrannical wrote:

#Sibylline General

Seems fairly balanced to me, though I'd wager that an Oracle's Mystery and 2 Revelations are equal to a Warpeiest's Blessing (given that there's no access to mystery spells)? I think you'd be able to squeeze in a single Blessing, perhaps a mechanic that matches blessings with mysteries? (such as repose/juju, darkness/lunar, death/bones). Divine classes aren't my specialty though (unless nature based), so what do others think?

I think its getting 4 revelations thru its mystery which matches up well with the 4 abilities you get with blessings.

Seems like straight swaps from a prepared divine to a spontaneous one, nice and balanced, but its late here so will look more in the morning but overall looks good


Apraham Lincoln wrote:
Tyrannical wrote:

#Sibylline General

Seems fairly balanced to me, though I'd wager that an Oracle's Mystery and 2 Revelations are equal to a Warpeiest's Blessing (given that there's no access to mystery spells)? I think you'd be able to squeeze in a single Blessing, perhaps a mechanic that matches blessings with mysteries? (such as repose/juju, darkness/lunar, death/bones). Divine classes aren't my specialty though (unless nature based), so what do others think?

I think its getting 4 revelations thru its mystery which matches up well with the 4 abilities you get with blessings.

Seems like straight swaps from a prepared divine to a spontaneous one, nice and balanced, but its late here so will look more in the morning but overall looks good

I guess that makes sense, yeah. I was mostly wondering where all the channel energy went but noticed it got replaced by the 'revelation strike' feat.

I don't think a single feat compensates for a heap of energy channeling, though energy channeling itself could be problematic for this class given some mysteries have 'channel energy' as a revelation. perhaps instead, a new ability I devised;

Channel Curse: At 4th level, The Sibylline General can affect all allies and enemies within 30ft with the curse he or she carries. Allies become affected by the 'Oracle's Vessel' spell while enemies are affected by the 'Oracle's Burden' spell. The effects of which last a number of minutes equal to the Sibylline General's level + Wisdom Modifier. The Sibylline General may use this ability once per day at 4th level, and an additional time every 4 levels thereafter.


Tyrannical wrote:
Apraham Lincoln wrote:
Tyrannical wrote:

#Sibylline General

Seems fairly balanced to me, though I'd wager that an Oracle's Mystery and 2 Revelations are equal to a Warpeiest's Blessing (given that there's no access to mystery spells)? I think you'd be able to squeeze in a single Blessing, perhaps a mechanic that matches blessings with mysteries? (such as repose/juju, darkness/lunar, death/bones). Divine classes aren't my specialty though (unless nature based), so what do others think?

I think its getting 4 revelations thru its mystery which matches up well with the 4 abilities you get with blessings.

Seems like straight swaps from a prepared divine to a spontaneous one, nice and balanced, but its late here so will look more in the morning but overall looks good

I guess that makes sense, yeah. I was mostly wondering where all the channel energy went but noticed it got replaced by the 'revelation strike' feat.

I don't think a single feat compensates for a heap of energy channeling, though energy channeling itself could be problematic for this class given some mysteries have 'channel energy' as a revelation. perhaps instead, a new ability I devised;

Channel Curse: At 4th level, The Sibylline General can affect all allies and enemies within 30ft with the curse he or she carries. Allies become affected by the 'Oracle's Vessel' spell while enemies are affected by the 'Oracle's Burden' spell. The effects of which last a number of minutes equal to the Sibylline General's level + Wisdom Modifier. The Sibylline General may use this ability once per day at 4th level, and an additional time every 4 levels thereafter.

The Sibylline General's Channel Energy is like the paladin's, it costs 2 uses of fervor, and is worth a permanent uasable all the time feat.


Here's the revised version of the Sibylline General. Did some tweaking. He still adds the cure spells to his list of spells known when he is able to cast them, so he still gets a good base of healing ability. when he can learn spells in place of others (5th level +), he can learn one of his mystery spells, even if it isn't on the cleric/oracle spell list.

Changed the spontaneous casting from spontaneous cure/inflict to spontaneous mystery spells. With this however, is it really needed to allow him to learn mystery spells through losing/selecting a new spell? I'm thinking not, and think we should just keep the spontaneous mystery spells and get rid of the learning mystery spells by losing another of the same level.

With the Mystery/Blessings conundrum, I have him keeping one blessing, and may choose a mystery in place of the other blessing. He gains his class skills at 1st, and revelations at 5th and 15th. H can gain additional revelations through bonus feats or normal feats (via Extra Revelation).

Fervor used to allow casting of mystery spells on self, but I got rid of that since he can spontaneously cast his mystery spells, so fervor is unchanged.

SIBYLLINE GENERAL:

Divinely inspired soldiers come in two types–the devoted, who read their prayers from their holy books, and the vehement, who claim to communicate directly with their deity. Such do not need wisdom or dutiful meditation to receive spells and powers, and often have opinions very different from those of their god. Nonetheless, the gods are pleased to have sibylline generals in their service, for they often gather great armies around them by way of their strong charisma and mysterious powers of prophecy. This allows them to lead their followers upon the field of battle and rally them with prayers of unshakable faith.

Primary Class: Warpriest.
Secondary Class: Oracle.
Alignment: Any; the sibylline general relies on spontaneity and intuition, and therefore can be on any alignment, but tend to have an alignment similar to that of his deity's.
Hit Dice: d8.

Bonus Skills and Ranks: The sibylline general may select three oracle skills to add to his class skills in addition to the normal warpriest class skills. The sibylline general gains a number of ranks at each level equal to 2 + Int modifier.

Weapon and Armor Proficiency: The sibylline general is proficient with all simple and martial weapons, as well as the favored weapon of his deity, and with all armor (heavy, light, and medium) and shields (except tower shields). If the sibylline general worships a deity with unarmed strike as its favored weapon, the sibylline general gains Improved Unarmed Strike as a bonus feat.

Spellcasting: A sibylline general casts divine spells drawn from the cleric/oracle spell list, including spells restricted to the oracle. He can cast any spell he knows at any time without preparing it ahead of time, assuming he has not yet used up his allotment of spells per day for the spell’s level.

To learn or cast a spell, a sibylline general must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a sibylline general’s spell is 10 + the spell level + the sibylline general’s Wisdom modifier.

A sibylline general can cast only a certain number of spells of each spell level each day. His base daily spell allotment is given on Table: Sibylline General. In addition, he receives bonus spells per day if he has a high Wisdom score.

A sibylline general’s selection of spells is extremely limited. A sibylline general begins play knowing four 0-level spells and two 1st-level spells of the sibylline general’s choice. At each new sibylline general level, he gains one or more new spells as indicated on Table: Sibylline General Spells Known. (Unlike spells per day, the number of spells a sibylline general knows is not affected by his Wisdom score. The numbers on Table: Sibylline General Spells Known are fixed.)

In addition to these new spells, the sibylline general adds all “cure” or “inflict” spells to his list of spells known, as determined by his alignment, as soon as he is able to cast them. These are in addition to the normal number of spells known.

Upon reaching 5th level, and at every third sibylline general level thereafter (8th, 11th, and so on), a sibylline general can choose to learn a new spell in place of one he already knows. In effect, the sibylline general “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 sibylline general spell he can cast. The sibylline general may swap out only a single spell at any given level and must choose whether or not to swap the spell at the same time that he gains new spells known for the level. A sibylline general may learn one of his mystery spells in this way. This ability replaces the warpriest’s spellcasting ability.

Spontaneous Casting: A sibylline general can channel stored spell energy into mystery spells that he did not prepare ahead of time (see Mysterious Blessing). The sibylline general can expend any prepared spell that isn't an orison to cast any mystery spell of the same spell level or lower, up to his sixth bonus spell at 17th level. This ability replaces the warpriest’s normal spontaneous casting.

Mysterious Blessings (Su): At 1st level, a sibylline general selects one blessing of his choice and gains his minor and major blessing at 1st and 10th level as normal. He also selects one mystery from those listed in the oracle’s mystery class feature. This mystery cannot be in opposition to his chosen blessing. For example, a sibylline general that chooses the darkness blessing could not select the flame or solar mystery. At 1st level, he adds his mystery’s class skills to his list of class skills. At 5th level and again at 15th level, a sibylline may select one revelation associated to his chosen mystery. He also qualifies for the Extra Revelation feat, and any other feat with mystery or revelation as a prerequisite. This ability and oracle’s curse replaces blessings.

Oracle’s Curse (Ex): At 1st level, a sibylline general gains the oracle’s curse ability and must select one curse of his choice.

Bonus Feats: This is exactly like the warpriest ability of the same name, except that the sibylline general may select a revelation from his chosen mystery in place of a bonus feat at 6th level and every six levels thereafter.

Revelation Strike (Su): At 4th level, a sibylline general gains Revelation Strike as a bonus feat, and can use it when attacking with his deity’s favored weapon, or any weapon designated as a sacred weapon. This ability replaces channel energy.

Aspect of Divinity (Su): At 20th level, a sibylline general can channel an aspect of his deity. By expending one use of his fervor, the sibylline general gains the effects of his mystery’s final revelation for 1 minute. In addition, while this ability is in effect, any revelation he uses does not count against his daily limit (if any).

Table: Sibylline General
Base Sacred
Class Attack Fort Ref Will Weapon Spells per Day
Level Bonus Save Save Save Special Damage 0th 1st 2nd 3rd 4th 5th 6th

1st +0 +2 +0 +2 Aura, focus weapon, mysterious 1d6 3 1 — — — — —
blessings (minor), oracle’s curse,
orisons, sacred weapon
2nd +1 +3 +0 +3 Fervor 1d6 1d6 4 2 — — — — —
3rd +2 +3 +1 +3 Bonus feat 1d6 4 3 — — — — —
4th +3 +4 +1 +4 Revelation strike, sacred weapon +1 1d6 4 3 1 — — — —
5th +3 +4 +1 +4 Fervor 2d6, revelation 1d8 4 4 2 — — — —
6th +4 +5 +2 +5 Bonus feat 1d8 5 4 3 — — — —
7th +5 +5 +2 +5 Sacred armor +1 1d8 5 4 3 1 — — —
8th +6/+1 +6 +2 +6 Fervor 3d6, sacred weapon +2 1d8 5 4 4 2 — — —
9th +6/+1 +6 +3 +6 Bonus feat 1d10 5 5 4 3 — — —
10th +7/+2 +7 +3 +7 Blessings (major), sacred armor +2 1d10 5 5 4 3 1 — —
11th +8/+3 +7 +3 +7 Fervor 4d6 1d10 5 5 4 4 2 — —
12th +9/+4 +8 +4 +8 Bonus feat, sacred weapon +3 1d10 5 5 5 4 3 — —
13th +9/+4 +8 +4 +8 Sacred armor +3 2d6 5 5 5 4 3 1 —
14th +10/+5 +9 +4 +9 Fervor 5d6 2d6 5 5 5 4 4 2 —
15th +11/+6/+1 +9 +5 +9 Bonus feat, revelation 2d6 5 5 5 5 4 3 —
16th +12/+7/+2 +10 +5 +10 Sacred armor +4, sacred weapon +4 2d6 5 5 5 5 4 3 1
17th +12/+7/+2 +10 +5 +10 Fervor 6d6 2d8 5 5 5 5 4 4 2
18th +13/+8/+3 +11 +6 +11 Bonus feat 2d8 5 5 5 5 5 4 3
19th +14/+9/+4 +11 +6 +11 Sacred armor +5 2d8 5 5 5 5 5 5 4
20th +15/+10/+5 +12 +6 +12 Aspect of divinity, fervor 7d6, sacred 2d8 5 5 5 5 5 5 5
weapon +5

Table: Sibylline General Spells Known
Class Spells Known
Level 0th 1st 2nd 3rd 4th 5th 6th

1st 4 2 — — — — —
2nd 5 3 — — — — —
3rd 6 4 — — — — —
4th 6 4 2 — — — —
5th 6 4 3 — — — —
6th 6 4 4 — — — —
7th 6 5 4 2 — — —
8th 6 5 4 3 — — —
9th 6 5 4 4 — — —
10th 6 5 5 4 2 — —
11th 6 6 5 4 3 — —
12th 6 6 5 4 4 — —
13th 6 6 5 5 4 2 —
14th 6 6 6 5 4 3 —
15th 6 6 6 5 4 4 —
16th 6 6 6 5 5 4 2
17th 6 6 6 6 5 4 3
18th 6 6 6 6 5 4 4
19th 6 6 6 6 5 5 4
20th 6 6 6 6 6 5 5


Revelations are more powerful than blessings, so since going from prepared to spontaneous is a limitation in its elf, I thought that four revelations were worth two blessings, expecially because other hybrid archetypes seemed to agree that "Two blessings are equal to one domain". I also thought of removing spontaneous casting entirely, since it doesn't make sense for a prepared caster anyway.
What about the additional properties for sacred weapons?


So...

1) You want the 2 blessings gone and replace them with 4 revelations?
2) You are going back to prepared casting?
3) Sacred weapons is already pretty good.

Dark Archive

@Sibyllines General
I really like this MCA, it is very interesting and I think it would be fun to play.

I have been having computer trouble and dealing with a very annoying BuyNSave ad virus.


1) Yes
2) No, I was talking about the spontaneous casting class feature. I miswrote. What I meant was: "spontaneous casting (either cure spells or mystery spells) doesn't make sense for an already spontaneous caster anyway".
3) So no spirit bane and mysterious sacred weapons?

Also, I rather liked Tyrannical's idea of a channel curse ability. I myself played with it a bit when I was creating the archetype, but both that and revelation strike seemed too much.


Bardess wrote:

1) Yes

2) No, I was talking about the spontaneous casting class feature. I miswrote. What I meant was: "spontaneous casting (either cure spells or mystery spells) doesn't make sense for an already spontaneous caster anyway".
3) So no spirit bane and mysterious sacred weapons?

Also, I rather liked Tyrannical's idea of a channel curse ability. I myself played with it a bit when I was creating the archetype, but both that and revelation strike seemed too much.

1) Done!

2) Removed the "cure" stuff, but leaving the revised spontaneous casting allowing him to spontaneously cast his mystery spells (up to 6th spell).

3) No we can totally add mysterious and spirit bane to the list. I though you meant something bigger than that. But there is no "spirit" bane weapon quality.


I've made the following changes.

Spellcasting: A sibylline general casts divine spells drawn from the cleric/oracle spell list (including spells restricted to the oracle) and his mystery spells. Only mystery spells of 6th level and lower are considered to be part of the sibylline general spell list. If a spell appears on both the cleric/oracle and mystery spell lists, the sibylline general uses the lower of the two spell levels listed for the spell. He can cast any spell he knows at any time without preparing it ahead of time, assuming he has not yet used up his allotment of spells per day for the spell’s level...

Mystery (Su): At 1st level, a sibylline general gains gain the oracle’s mystery ability and selects one mystery of his choice. At 1st level, the sibylline general adds his mystery’s class skills to his list of class skills and his mystery spell (up to his 6th spell) to his spell list. He also gains one revelation of his choice from his mystery. At 5th level, and again at 10th and 15th level, a sibylline may select one additional revelation from his chosen mystery. He also qualifies for the Extra Revelation feat, and any other feat with mystery or revelation as a prerequisite. This ability and oracle’s curse replaces blessings.

Sacred Weapon (Su): A sibylline general adds the mysterious (see below) to the list of special weapon abilities he can add to his sacred weapon.

Bonus Feats: This is exactly like the warpriest ability of the same name, except that the sibylline general may also select Abundant Revelations, Extra Revelation, and Revelation Strike as a bonus feat. If a sibylline general gains the Revelation Strike feat, he can use it when attacking with his deity’s favored weapon, or any weapon designated as a sacred weapon.

Channel Curse (Su): Starting at 4th level, a sibylline general can release a wave of energy by channeling the power of his faith through his holy (or unholy) symbol. This energy can be used to grant the effects of the oracle’s burden or oracle’s vessel spell, depending on the creatures targeted. Using this ability is a standard action that expends two uses of his fervor ability and doesn't provoke an attack of opportunity. The sibylline general must present a holy (or unholy) symbol to use this ability. When a sibylline general channels curse, he grants the effects of the oracle’s vessel spell to all allied creatures, and the oracle’s burden spell to all enemy creatures. This effect lasts for a number of rounds equal to his level (minimum 1 round).

Channeling curse causes a burst that affects all creatures in a 30-foot radius centered on the sibylline general. Energy creatures that are affected by channel curse must succeed at a Will saving throw to negate the effect, but are shaken for the duration of the channeling. The save DC is 10 + 1/2 the sibylline general's level + the sibylline general's Wisdom modifier. A sibylline general can choose whether or not to include himself in this effect. This ability replaces channel energy.


Nothing from Christos yet?


I miswrote again. I meant spirit-hunting (weapon property from the ACG), not spirit bane... :P
What do you guys think? It's better to replace channel energy with revelation strike, channel curse, or both?


Bardess wrote:

I miswrote again. I meant spirit-hunting (weapon property from the ACG), not spirit bane... :P

What do you guys think? It's better to replace channel energy with revelation strike, channel curse, or both?

I've added spirit-hunting in.

I think we should leave Channel Curse to replace channel energy. The question is to go with 1 round per level, or 1 minute pre level. I reduced it to 1 round per level because its a n ability that can be used multiple times and functions as both a 2nd and 4th level spell. Or if we want to go minutes, we should limit it to number of allies and number of enemies equal to Wisdom mod?

Then we leave Revelation Strike as a choice for bonus feats, or swap out one of the bonus feats for Revelation Strike, such as the 3rd level bonus feat. In fact, I'd go with that.


Elghinn Lightbringer wrote:
Bardess wrote:

I miswrote again. I meant spirit-hunting (weapon property from the ACG), not spirit bane... :P

What do you guys think? It's better to replace channel energy with revelation strike, channel curse, or both?

I've added spirit-hunting in.

I think we should leave Channel Curse to replace channel energy. The question is to go with 1 round per level, or 1 minute pre level. I reduced it to 1 round per level because its a n ability that can be used multiple times and functions as both a 2nd and 4th level spell. Or if we want to go minutes, we should limit it to number of allies and number of enemies equal to Wisdom mod?

Then we leave Revelation Strike as a choice for bonus feats, or swap out one of the bonus feats for Revelation Strike, such as the 3rd level bonus feat. In fact, I'd go with that.

I think having it as minutes per level with a restriction on how many targets can be affected works well, though I'd say instead of the targets being equal to the wisdom modifier, perhaps equal to half the Sibylline General's level?


Tyrannical wrote:
Nothing from Christos yet?

he is being systematically destroyed at work due to the holidays, but will be posting up before his imminent dissolution.


Whenever you can Christos, we'll wait! Busy time of year.


Tyrannical wrote:
I think having it as minutes per level with a restriction on how many targets can be affected works well, though I'd say instead of the targets being equal to the wisdom modifier, perhaps equal to half the Sibylline General's level?

Channel Curse (Su): Starting at 4th level, a sibylline general can release a wave of energy by channeling the power of his faith through his holy (or unholy) symbol. This energy can be used to grant the effects of the oracle’s burden or oracle’s vessel spell, depending on the creatures targeted. Using this ability is a standard action that expends two uses of his fervor ability and doesn't provoke an attack of opportunity. The sibylline general must present a holy (or unholy) symbol to use this ability. When a sibylline general channels curse, he grants the effects of the oracle’s vessel spell to allied creatures, and the oracle’s burden spell to enemy creatures. This effect lasts for a number of minutes equal to his level (minimum 1 round).

Channeling curse causes a burst that affects a number of creatures in a 30-foot radius equal to 1/2 the sibylline general’s level, centered on the sibylline general. Enemy creatures that are affected by channel curse must succeed at a Will saving throw to negate the effect, but are shaken for the duration of the channeling. The save DC is 10 + 1/2 the sibylline general's level + the sibylline general's Wisdom modifier. A sibylline general can choose whether or not to include himself in this effect. This ability replaces channel energy.


Guess there's not much else to be said about the Sibylline General?

Looks about done to me anyways


It could be. I'm still a little in doubt about the mystery spells. Since a vanilla warpriest has no domain spells, I hadn't given him any either, but...


Well i might be able to get outta here at a decent hour tonight so i should post mine then.
Cliff notes
3/4Ths bab 6th level casting
Uses both bloodrager and sorcerer spell lists
Uses sorcerer bloodline
Gets a "vitality surge" at first level that only grants con bonus and allows unlimited use of 1st level power during it.
Gets a choice of bloodrager or sorcerer bloodline spells and feats.
DR only functions during vitality surge
Also gives up blood sanctuary, uncanny dodge, and indomitable will.
Should give you an idea of what im workimg with until later.


Pathfinder Starfinder Roleplaying Game Subscriber

Enlightened Sorcerer
Primary: Sorcerer
Secondary: Cleric

Basic concept: Sorcerer that uses a Cleric Discipline rather then their Sorcerer Bloodline.

Sorcerer’s are most often associated with ‘bloodlines’. There are relatively few that are touched by Divine or Infernal influence, but they do exist. Those who do can sometimes be given hints from on high, or below, reminding one of Oracles or Witches. Some turn their back on this responsibility, while others take this responsibility as their purpose in life. In either case, these ‘Enlightened’ can use powers that other Sorcerer’s are unable to wield.

Enlightened Abilities:

Primary Class: Sorcerer
Secondary Class: Cleric
Alignment: Any
Hit Dice: d6 (Poor BAB w/Good Fort & Will Saves)

Bonus Skills and Ranks: The enlightened sorcerer may select three cleric skills to add to her class skills in addition to the normal sorcerer class skills. The enlightened sorcerer gains a number of ranks at each level equal to 2 + Int modifier.

Patron: The enlightened sorcerer has a specific patron that has granted them with their gifts. The player chooses one deity a cleric may choose as the character’s patron. Other aspects will be determined from that choice.

Weapon and Armor Proficiency: The enlightened sorcerer is proficient with all simple weapons. The enlightened sorcerer is also proficient in the patron’s favored weapon. The enlightened sorcerer is not proficient with any armor or shields. Armor interferes with enlightened sorcerer’s gestures, which can cause her spells with somatic components to fail.

Spellcasting: The enlightened sorcerer casts arcane spells drawn from the sorcerer spell list. She learns and casts spells as a sorcerer of equal level. Enlightened sorcerers may also choose from either sorcerer cantrips or cleric orisons for their 0 level spells known. Enlightened Sorcerer's use Charisma in all spell casting, including for bonus spells cast per day.

Discipline: At 1st level, a enlightened sorcerer chooses a discipline from those listed in the cleric class description, gaining the abilities listed within the discipline. At levels corresponding to the sorcerer’s progression in spell level, the enlightened sorcerer gains her discipline spell access added to their known spells. This replaces a sorcerer’s bloodline powers and spells. Enlightened sorcerer’s gain no extra spells per day due to their access to disciplines.

Bonus Feats: At the 7th, 13th and 19th level, the enlightened sorcerer gains bonus feats that may be selected from either the Item Creation or Metamagic feats. Feats either from Bonus Feats, or based on the level, may also be chosen where their prerequisite requires the ability to cast divine spells or access to divine disciplines.

Bloodline Power: At the 20th level, your patron grants you the 20th level power from an appropriate Bloodline that best represents his domains.


Welcome Shain Edge!

However, if you look at the first post of the thread, this one is dedicated to MCAs with ACG hybrid classes as either the primary or secondary classes (or both). Your enlightened sorcerer is a Core/Core combination, which we are not working on in this thread.


Bardess wrote:
It could be. I'm still a little in doubt about the mystery spells. Since a vanilla warpriest has no domain spells, I hadn't given him any either, but...

He doesn't gain his mystery spells as bonus spells, they are simply added to his list of spells he can learn. He still has to learn them to get them, so they aren't added like a sorcerer's or oracle's bonus spells. Its a simple effective way to give him some more "oracle" aspects without adding on free spells.


Pathfinder Starfinder Roleplaying Game Subscriber
Elghinn Lightbringer wrote:

Welcome Shain Edge!

However, if you look at the first post of the thread, this one is dedicated to MCAs with ACG hybrid classes as either the primary or secondary classes (or both). Your enlightened sorcerer is a Core/Core combination, which we are not working on in this thread.

Opps... So, is there room for a Core Pairing on another thread?

Though, I can modify it to be an Arcanist/Cleric Hybrid. Basically take the White Mage Arcanist, and tack on a cleric discipline and use those as the spells rather then the Cure Wounds.


You can make it an Arcanist/Cleric hybrid if you wish. Just a note though, we are currently going through the final 10 or so MCA builds on this thread. Once those are done, I will be finished doing the MCA threads. After 4 years, its long enough.


There should be room for core MCA's on the next thread, assuming MCAs will continue, numbers have dropped a little recently.


Pathfinder Starfinder Roleplaying Game Subscriber

Then I respectfully submit:

Patroned Arcanist
Arcanists are most often associated with personal power. There are relatively few that are touched by Divine or Infernal influence, but they do exist. Those who do can sometimes be given hints from on high, or below, reminding one of Oracles or Witches. Some turn their back on this responsibility, while others take this responsibility as their purpose in life. In either case, these ‘Patroned’ can use powers that other arcanists are unable to wield.

Primary Class: Arcanist (White Mage Archtype)
Secondary Class: Cleric
Alignment: Any
Hit Dice: d6 (Good Fort and Will saves, poor BAB)

Patroned Arcanist:

Bonus Skills and Ranks: The patroned arcanist may select three cleric skills to add to her class skills in addition to the normal arcanist class skills. The patroned arcanist gains a number of ranks at each level equal to 2 + Int modifier.

Patron: The patroned arcanist has a specific patron that has granted them with their gifts. The player chooses one deity a cleric may choose as the character’s patron. Other aspects will be determined from that choice. Patroned Arcanists use the White Mage archtype as a base.

Weapon and Armor Proficiency: The patroned arcanist is proficient with all simple weapons. The patroned arcanist is also proficient in the patron’s favored weapon. The patroned arcanist is not proficient with any armor or shields. Armor interferes with patroned arcanist’s gestures, which can cause her spells with somatic components to fail.

Spellcasting: The Patroned Arcanist casts arcane spells drawn from the arcanist spell list. She learns and casts spells as an arcanist of equal level. Patroned arcanists may also choose from either arcanist cantrips or cleric orisons for their 0 level spells known. Patroned arcanist's use Intelligence in all spell casting, including for bonus spells cast per day.

Domain: At 1st level, a patroned arcanist chooses a domain from those listed in her patron's list, gaining the abilities listed within the domain. At levels corresponding to the arcanist’s progression in spell level, the patroned arcanist gains a limited access to the domain's spell list. This use modifies the arcanist white mage's spontaneous healing ability. Instead use the spells within the domain's spell list in place of the cure spells. Patroned arcanist’s gain no extra spells per day due to their access to domains. Their domain powers that have a limited number of uses per day, instead require 1 point expenditures of their arcane reservoir.

Arcane Exploits: The patroned arcanist does not gain access to the fast healing greater exploit. She gains access to other exploits as normal for an arcanist of the white mage archtype.


whew got my girlfriend to drop my computer off at work :) so here is a rough draft.

Heritage Overlord:
Heritage Overlord
Outside the reality bending sorcerers and the mystically furious bloodrager exists a sort of medium existence, focused to a greater degree to their bloodline finding a middle ground of true devotion to their heritage.
Primary:Bloodrager
Secondary:sorcerer
BAB: 3/4ths
Hit Dice: d8

Class features
Bloodline:
In lieu of typical bloodrager powers a heritage overlord instead receives the sorcerer bloodline powers of his bloodline. he receives the following bloodline powers at the listed levels he receives his 1st power at level 1, his 2nd at 4th, his 3rd at 8th, his 4th at 12th, and his final bloodline power at 20th. Whenever he gains a new bloodline feat or spell he may choose from one available to a bloodrager or sorcerer of his level. This modifies the bloodragers bloodline and replaces fast movement.

Spellcasting:
The heritage overlord uses the spells known and spells per day of a bard of his level using spells drawn from both bloodrager and sorcerer spell list. He does not treat sorcerer spells of 7th or higher as on his spell list. this modifies spell list and replaces uncanny dodge, improved uncanny dodge, blood sanctuary, and blood casting.

Eschew Materials:
At 1st level the heritage overlord gains eschew materials as a bonus feat.

Awakened state:The heritage overlords source of internal power grants him the ability to unleash power similar to a bloodrager.

At 1st level, an heritage overlord can enter an awakened state for a number of rounds per day equal to 4 + his Charisma modifier. At each level after 1st, he can maintain his awakened state for 2 additional rounds per day. Temporary increases to Charisma (such as those gained from spells like eagles splendor) don't increase the total number of rounds that a heritage overlord can be in awakened state per day. The total number of rounds of awakened state per day is renewed after resting for 8 hours, although these hours need not be consecutive.

A heritage overlord can enter an awakened state as a free action. While in an awakened state, a heritage overlord gains a +4 morale bonus to his Constitution and Charisma, as well as a +2 morale bonus on Will saves. In addition, he takes a –2 penalty to Armor Class. The increase to Constitution grants the heritage 2 hit points per Hit Die, but these disappear when the bloodrage ends and are not lost first like temporary hit points. Using his 1st level bloodline power during his awakened state does not count towards his daily uses of that bloodline power.

A heritage overlord can end his awakened state as a free action. When the awakened state ends, he's fatigued for a number of rounds equal to twice the number of rounds spent in the awakened state. A bloodrager cannot enter a new awakened state while fatigued or exhausted, but can otherwise enter awakened state multiple times during a single encounter or combat. If a heritage overlord falls unconscious, his awakened state immediately ends, placing him in peril of death.

awakened state counts as the barbarian's rage class feature for the purpose of feat prerequisites, feat abilities, magic item abilities, and spell effects.

Greater Awakened State:
At 11th level, when the heritage overlord enters an awakened state, the morale bonus to his Charisma and Constitution increases to +6 and the morale bonus on his Will saves increases to +3. In addition, upon entering an awakened state, the heritage overlord can apply the effects a bloodrager or sorcerer spell he knows of 3rd level or lower to himself. The spell must have a range of touch or personal. If the spell's duration is greater than 1 round, it instead lasts for the duration of the awakened state. This use consumes a heritage overlord spell slot, as if he had cast the spell; he must have the spell slot available to take advantage of this effect.

Greater Awakened state counts as the barbarian's greater rage ability for the purposes of feat prerequisites, feat abilities, magic item abilities, and spell effects.

Indomitable Form:
At 14th level, a heritage overlord gains a +4 bonus on Will saves to resist polymorph effects while in an awakened state. This bonus stacks with all other modifiers, including the morale bonus on Will saves he also receives during his awakened state. This replaces indomitable will.

Effortless Awakening:
At 17th level, a heritage overlord no longer becomes fatigued at the end of his awakened state. This replaces tireless bloodrage.

Mighty Awakening:
At 20th level, when a heritage overlord enters an Awakened State, the morale bonus to his Charisma and Constitution increases to +8, and the morale bonus on his Will saves increases to +4. Furthermore, the spell he can apply to himself at the beginning of an awakened state due to the greater awakened state class feature is not limited to only spells of 3rd level or lower. This replaces mighty Bloodrage.


With the Sybilline General more or less done, we can focus on Christos' new MCA and Shain's.


Looked them both over, looks like they are both nice and simple.

Did some reconfiguring with the Heritage Overlord ability placements and a tweak with swaps, but otherwise its was really good. The HO (Ho,Ho...:D) now has hybrid casting with no dead levels. I'll post the revised version tomorrow.

The Patroned Arcanist (renamed it the Patron Mage) is pretty straight forward too. Just working through it now and should have it posted up by sometime tomorrow afternoon or evening. but no promises on either as its Christmas Eve. :D


Pathfinder Starfinder Roleplaying Game Subscriber
Elghinn Lightbringer wrote:

Looked them both over, looks like they are both nice and simple.

Did some reconfiguring with the Heritage Overlord ability placements and a tweak with swaps, but otherwise its was really good. The HO (Ho,Ho...:D) now has hybrid casting with no dead levels. I'll post the revised version tomorrow.

The Patroned Arcanist (renamed it the Patron Mage) is pretty straight forward too. Just working through it now and should have it posted up by sometime tomorrow afternoon or evening. but no promises on either as its Christmas eve. :D

Thank you for looking it over so soon!

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