
Elghinn Lightbringer |

I return, sorry for my disappearance, gang! Still have my BERSERK-based Swashbuckler/Cavalier, my Sasaki Kojiro-influenced Swashbuckler/Samurai, and my Zatoichi-Inspired Samurai/Oracle... things are abit crazy at the moment, but hey! Life. I've also recently gained an idea for an Arcanist/Investigator based around absolute empiricism...
Welcome back Taco Man. Decide which one you want to do and I'll slot you in with OSW after Nor and Ape.

Elghinn Lightbringer |

Cleaned it up some, made a few changes, but pretty must the same. Added more spells to the spell list too.
Some hunters have an affinity towards the arcane, feeling that magic is a part of the natural world. Lacking both sorcerous blood and wizardry training, roaring hunters access the arcane by emulating the wilderness, which they believe to be the source of all power. Their songs incorporate the drumming of rain or the howl of the wolf. More primal than the wildest skalds, roaring hunters inspire animals or beasts to outdo themselves in combat.
Primary Class: Hunter.
Secondary Class: Skald.
Alignment: Any neutral.
Hit Dice: d8.
Bonus Skills and Ranks: The roaring hunter may select three skald skills to add to his class skills in addition to the normal hunter class skills. The roaring hunter gains a number of ranks at each level equal to 6 + Int modifier.
Weapon and Armor Proficiency: The roaring hunter is proficient with all simple and martial weapons, with light armor, medium armor, and with shields (except tower shields). A roaring hunter can cast bard spells while wearing light or medium armor, and using a shield without incurring the normal arcane spell failure chance. This does not affect the arcane spell failure chance for arcane spells received from other classes. Like other arcane spellcasters, a roaring hunter wearing heavy armor incurs a chance of arcane spell failure if the spell in question has somatic components.
Spellcasting: A roaring hunter casts arcane spells drawn from the bard spell list and adds the following spells to his spell list at the indicated spell levels: 1st level–animal messenger, animal purpose training, calm animals, charm animal, hide from animals, magic fang, shield companion, summon nature’s ally I; 2nd level–animal aspect, hold animal, reduce animal, summon nature’s ally II; 3rd level–animal aspect (greater), carry companion, companion mind link, dominate animal, magic fang (greater), summon nature’s ally III; 4th level–animal growth, raise animal companion, summon nature’s ally IV; 5th level–awaken, summon nature’s ally V; 6th level–summon nature’s ally VI. A roaring hunter otherwise learns and casts spells as a skald of his roaring hunter level. He also gains bonus spells if he has a high Charisma score.
Hunter’s Song (Su): At 1st level, a roaring hunter gains the skald’s raging song ability, except for the following changes. A roaring hunter can only use hunter’s song to affect himself, or creatures of the animals and magical beast types. His animal companion is always affected if it is within the range of the empathic link ability. This ability and animal rage replace animal focus and second animal focus.
A roaring hunter gains the following hunter’s songs.
Animal Rage (Su): At 1st level, a roaring hunter gains the skald’s incited rage raging song and grants the benefits of that song to himself and any allied animal or magical beast within range. While this song is in effect, the roaring hunter also selects one animal aspect from those listed in the hunter’s animal focus ability and grants the bonus or special ability based on the type of animal selected and her roaring hunter level. The roaring hunter can grant the benefits of only one animal at a time. At 8th level, he can grant two different animal aspects to those affected by his animal rage song instead of one. The second aspect does not expend any extra rounds of hunter’s song.
Charming Song (Su): At 2nd level, a roaring hunter can expend rounds of his hunter’s song to charm one animal as the charm animal spell. The target creature must be within 90 feet, able to see and hear the roaring hunter, and capable of paying attention to him. The roaring hunter must also be able to see the creature affected. The target can make a Will save (DC 10 + 1/2 the roaring hunter’s level + the roaring hunter’s Charisma modifier) to negate the effect. For every three levels a roaring hunter has attained beyond 2nd, he can target one additional animal with this ability.
Starting at 5th level, a roaring hunter can also affect a single Medium (or smaller) magical beast. At 8th level, he can affect a single Large magical beast or two Medium or smaller magical beasts. At 11th level, he can affect a single Huge magical beast, two Large magical beasts, or four Medium or smaller magical beasts.
This song is maintained for 1 minute per round of hunter’s song expended. Expending rounds of hunter’s song to maintain this song is a swift action. This song replaces precise companion and woodland stride.
Rage Powers: At 3rd level and every 3 levels thereafter, a roaring hunter learns a rage power that affects the roaring hunter and any allies under the influence of his animal rage song. This ability replaces teamwork feats.
Extra Summoning (Sp): At 10th level, a roaring hunter can cast a summon monster or summon nature's ally spell that he knows without expending a spell slot of the appropriate level once per day. This spell cannot be modified by metamagic. This ability replaces raise animal companion.
Wandering Song (Su): At 17th level, as long as a roaring hunter’s animal companion is within 1 mile of him (see improved empathic link), the animal companion can use his hunter’s song by making natural noises (howling, barking, etc.) to affect animals or magical beasts within range of it with the animal rage song. This counts against the roaring hunter’s daily rounds of hunter’s song ability. This ability replaces one with the wild.
Table: Roaring Hunter
Base
Class Attack Fort Ref Will Spells per Day
Level Bonus Save Save Save Special 1st 2nd 3rd 4th 5th 6th
1st +0 +2 +2 +0 Animal companion, animal rage, hunter’s song, 1 — — — — —
nature training, orisons, wild empathy
2nd +1 +3 +3 +0 Charming song, track 2 — — — — —
3rd +2 +3 +3 +1 Hunter tactics, teamwork feat 3 — — — — —
4th +3 +4 +4 +1 Improved empathic link 3 1 — — — —
5th +3 +4 +4 +1 4 2 — — — —
6th +4 +5 +5 +2 Rage power 4 3 — — — —
7th +5 +5 +5 +2 Bonus trick 4 3 1 — — —
8th +6/+1 +6 +6 +2 Swift tracker 4 4 2 — — —
9th +6/+1 +6 +6 +3 Rage power 5 4 3 — — —
10th +7/+2 +7 +7 +3 Extra summoning 5 4 3 1 — —
11th +8/+3 +7 +7 +3 Speak with master 5 4 4 2 — —
12th +9/+4 +8 +8 +4 Rage power 5 5 4 3 — —
13th +9/+4 +8 +8 +4 Bonus trick 5 5 4 3 1 —
14th +10/+5 +9 +9 +4 Greater empathic link 5 5 4 4 2 —
15th +11/+6/+1 +9 +9 +5 Rage power 5 5 5 4 3 —
16th +12/+7/+2 +10 +10 +5 5 5 5 4 3 1
17th +12/+7/+2 +10 +10 +5 Wandering song 5 5 5 4 4 2
18th +13/+8/+3 +11 +11 +6 Rage power 5 5 5 5 4 3
19th +14/+9/+4 +11 +11 +6 Bonus trick 5 5 5 5 5 4
20th +15/+10/+5 +12 +12 +6 Master hunter 5 5 5 5 5 5

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Involving the Sightless Blademaster (also can't it be made a ACG MCA?)
http://www.d20pfsrd.com/classes/core-classes/bard/archetypes/rite-publishin g---bard-archetypes/moso

Elghinn Lightbringer |

NEW ACG MCA CONCEPT
Just had a thought about a new ACG MCA, after preparing to post Lindley's Depth Charger to the wiki. It would be another Bloodrager/Alchemist though.
Essentially, it's a bloodrager who creates and consumes a special "Bloodblast Mutagen". This mutagen lasts for 24 hours once consumed, but allows the "Bloodblast Rager" (working name) to spend 2 rounds of his bloodrage to release a fiery blast that deals damage to all adjacent creatures equal to an alchemist's bomb of his "Bloodblast Rager" level (max 10d6). However, he takes minimum damage (splash damage) to himself whenever he does this. The Bloodblast Rager can do this a number of times per day equal to an alchemist's bombs (level + Int mod), though 1/2 level + Int mod may be better? This ability would be gained at 2nd level.
At 5th level, a bloodblast also functions as the sparks cantrip for the purpose of objects that are adjacent to him, so he can cause them to catch fire.
At 8th level, the bloodblast releases a thunderous report. Every creature within 10 feet of the Bloodblast Rager must succeed at a Fortitude save (DC 10 + 1/2 Bloodblast Rager level + his Cha mod) or be deafened for 1 minute. Also, any creatures carrying a firearm takes a –4 penalty on this saving throw, and if the firearm is loaded, the ammunition is wasted. (sort of like the thunder fire spell).
At 11th level, if the save fails, adjacent creatures are knocked back 5 feet and prone.
I'll probably replace damage reduction with a fire resistance, but doesn't protect against his bloodblast, but would protect against another Bloodblast Rager's bloodblast. I'd either go with actual fire resistance (5, 10, 15, 20), or go with the alchemist's poison resistance progression and grant a save bonus of +2, +4, +6, then immunity to fire. Thoughts?
So, what do you think? I don't think I want to allow him to make extracts, just keep the normal bloodrager spells. But I'm open to suggestions.

Noro |

BLOODBLAST RAGER
** spoiler omitted **
So, what do you think? I don't think I want to allow him to make extracts, just keep the normal bloodrager spells. But I'm open to suggestions.
Cool combination, but I would drop the mutagen and tie it directly into the bloodlines. Different damage type and effect based on bloodline, too.
And if you give it a hit point cost (self-damage, whatever), I dont see any need for a times per day limit. Especially if it worked only during bloodrage, which would be logical in my version anyway.
Elghinn Lightbringer |

#Bloodblast Rager
I like this one, though I have the idea that each bloodline gets a different bomb alchemist discovery for their bloodblast? or even applying different mutagen discoveries to their bloodrage maybe?
Its base is a fire effect, like bombs. But at 3rd, he gains a free bomb discovery based on bloodline. Just trying to decide damage. As it is a blast effect that affects all adjacent creatures, and all affected creatures can make a Reflex save for 1/2 damage, I figure I can go 10d6 max. if I go no save, I think I'd go 7d6 max. Plus he also takes damage himself. Using this expends 2 additional rounds of bloodrage while bloodraging.
So what do others think?
1) Ref save for 1/2 damage and do 10d6, min damage to self.
2) No save, do 7d6, min damage to self.
I'm starting to lean towards the latter.
EDIT: Went with #2. So, now it's pretty much finished, just need to wait for my turn. :D

Taco Man |

Alright, first draft, Swallowtail Blade!
Name: Swallowtail Blade
Primary: Swashbuckler
Secondary: Samurai
Hit Dice: D10
Weapon and Armor Proficiency:
Swallowtail Blades are proficient with all simple weapons, the nodachi, as well as light armor and bucklers
Swallow's Tail (Ex):
For all intents and purposes, a Nodachi is to be treated as a "Light or One-Handed Piercing Melee Weapon" for the usage of Panache, Deeds, and Feats, for the swallowtail blade
Deeds:
A Backslash Swordsmaster gains the follow deeds:
Deceptive Slash (Ex): At 1st level, a swallowtail blade may spend 1 panache point when she makes an attempt at a Feint combat maneuver, to roll 1d6, and add the result to the check. She can do this after she makes the roll, but before the result is revealed. If the result of the D6 roll is a natural 6, she rolls another 1d6 and adds it to the check, she can continue to do this as long as she rolls natural 6s, up to a number of times equal to her dexterity modifier.
This replaces the Derring-Do deed.
Returning Blade (Ex): At 1st level, so long as she has atleast 1 panache point, the swallowtail blade may take an attack of opportunity, at their highest Base Attack Bonus, adding their Base Attack Bonus to the damage of the attack, against any opponent they perform a successful Feint combat maneuver on.
This replaces the Opportune Parry and Riposte deed.
Swift Blade (Ex): At 3rd level, while the swallowtail blade has at least one panache point, they are treated as having the Quick Draw feat, with Nodachis
This replaces the Kip-Up deed
Guarding Edge (Ex): At 7th level, while the swallowtail blade has at least 1 panache point, has a drawn nodachi in hand, has started and ended their turn in the same space, she gains a +2 shield bonus to AC and CMD until the start of her next turn.
This replaces the Swashbuckler's Grace deed
Immovable Blade (Ex): At 15th level, if a swallowtail blade has started and ended her previous turn in the same space, as a swift action, she can spend 1 panache point to negate any attempt to knock her prone or focibly move her. This may extend to any attempts to force her to move, even mind-affecting and teleportation effects
This replaces the Swashbuckler's Edge deed.
Tsubame Gaeshi (Ex): At 19th level, a swallowtail blade may expend 2 panache points to attempt a Feint combat maneuver on a target within reach, as a move action. If the maneuver is successful, a free attack of opportunity resolved at her highest base attack bonus may be enacted. On hit, Roll the weapon's damage dice for the attack four times and add the results together, with an additional +6 damage, before adding bonuses from Strength, weapon abilities (such as Flaming), precision based damage, and other damage bonuses.
This replaces the Stunning Stab deed.
Feinting Master (Ex):
At 2nd level, the swallowtail blade may add their dexterity modifier to their bluff for the purpose of feint checks. At 4th level and every 4 levels thereafter, she can select one of the following feats as a bonus feat:
Improved Feint, Wave Strike, Witty Feint, Reverse Feint
At 12th level, add Greater Feint, and Disengaging Feint to the list
At 16th level, add Disengaging Flourish and Disengaging shot to the list
This replaces Charmed Life and the normal Swashbuckler bonus feats.
Nodachi Expertise (Ex):
At 5th level, a swallowtail blade gains a +1 bonus on attack and damage rolls with nodachi. Whilst weilding a nodachi, they gain the benefit of the Improved Critical feat. These attack and damage bonuses increase by 1 for every 4 levels beyond 5th level (To a maximum of +4 at 17th level). Finally, her swallowtail blade levels stack with any fighter levels she posesses for the purposes of meeting the prerequisistes for feats that specifically select the nodachi, such as Weapon Specialization.
Nodachi Mastery (Ex)
At 20th level, when a swallowtail blade threatens a critical hit with a nodachi, that critical is automatically confirmed. Furthermore, the critical modifiers of any nodachis are increased by 1.

Elghinn Lightbringer |

Did some tidying of the wording, and made a few changes to both allow for the Nodachi build, and other samurai-esque builds. I also think Swallowtail Blademaster is a better name than just Swallowtail Blade.
Still need a flavor blurp Taco Man. Oh, also, I reduced the feint bonus feats to 2nd and every 4 levels, replacing charmed life. I think leaving the bonus feats as is is more functional. Feint Mastery functions like the ranger's combat feat ability. Remember with bonus feats, he can still select pretty much anything, but the Feint Mastery ability allows bypassing of the prereq restrictions.
Another straightforward, nice, simple MCA Taco Man. Great!
Primary Class: Swashbuckler.
Secondary Class: Samurai.
Alignment: Any.
Hit Dice: d10.
Bonus Skills and Ranks: The swallowtail blademaster may select three samurai skills to add to her class skills in addition to the normal swashbuckler class skills. The swallowtail blademaster gains a number of ranks at each level equal to 4 + Int modifier.
Weapon and Armor Proficiency: The swallowtail blademaster is proficient with all simple and martial weapons, plus the katana, naginata, nodachi, and wakizashi. She is also proficient with light armor and with bucklers.
Swallowtail Finesse (Ex): At 1st level, a swallowtail blademaster gains an unparalleled expertise with his chosen weapons. At 1st level, the swallowtail blademaster selects either the katana, naginata, or nodachi. The swallowtail blademaster treats the selected weapon as a light or one-handed melee weapon for the purpose of any class feature, ability, or feat that has light or one-handed melee weapon as a requirement.
A swallowtail blademaster also gains the benefits of the Weapon Finesse feat with light or one-handed piercing melee weapons (including her selected weapon), and she can use her Charisma score in place of Intelligence as a prerequisite for combat feats. This ability counts as having the Weapon Finesse feat for purposes of meeting feat prerequisites. This ability otherwise functions as and replaces swashbuckler finesse.
Deeds: A swallowtail blademaster swaps seven deeds for the following deeds.
Deceptive Slash (Ex): At 1st level, a swallowtail blademaster can spend 1 panache point when she makes an attempt at a feint combat maneuver to roll 1d6 and add the result to the check. She can do this after she makes the roll, but before the result is revealed. If the result of the d6 roll is a natural 6, she rolls another 1d6 and adds it to the check. She can continue to do this as long as she rolls natural 6s, up to a number of times equal to her Dexterity modifier. This deed replaces the derring-do deed.
Returning Blade (Ex): At 1st level, as long as she has at least 1 panache point, the swallowtail blademaster can make an attack of opportunity at her highest attack bonus against any opponent she performs a successful feint against. If the attack is successful, she adds her swallowtail blademaster level to the damage roll of the attack. This deed replaces the opportune parry and riposte deeds.
Swift Blade (Ex): At 3rd level, as long as the swallowtail blademaster has at least 1 panache point, she is treated as having the Quick Draw feat with her selected weapon chosen with her swallowtail finesse ability. This deed replaces the kip-up deed.
Guarding Edge (Ex): At 7th level, as long as the swallowtail blademaster has her selected weapon chosen with her swallowtail finesse ability drawn and in hand, started and ended her turn in the same space, and has at least 1 panache point, she gains a +2 shield bonus to AC and CMD until the start of her next turn. This deed replaces the swashbuckler's grace deed.
Immovable Blade (Ex): At 15th level, if a swallowtail blademaster has started and ended her previous turn in the same space, as a swift action, she can spend 1 panache point to negate any attempt to knock her prone or forcibly move her, including any attempts to do so through mind-affecting or teleportation spells and effects. This deed replaces the swashbuckler's edge deed.
Tsubame Gaeshi (Ex): At 19th level, a swallowtail blademaster can expend 2 panache points to attempt a feint combat maneuver on a target within reach as a move action. If the feint is successful, she gains an attack of opportunity against the target at her highest attack bonus. If the attack is successful, she is automatically confirms a critical hit with attack. The swallowtail blademanster’s weapon critical multiplier is treated as x4 for the purpose of determining the damage of this attack, and she adds her Dexterity modifier to the total damage before adding any bonuses from Strength, damage from weapon abilities (such as flaming), precision damage, or other damage bonuses. This deed replaces the stunning stab deed.
Feinting Mastery Feats (Ex): At 2nd level, a swallowtail blademaster is skilled at making feints and adds her Dexterity modifier to all Bluff skill checks for the purpose of making feint combat maneuvers. In addition, the swallowtail blademaster 's expertise manifests in the form of bonus feats at 2nd, 6th, 10th, 14th, and 18th level. She can choose feats from the list of combat feats below, even if she does not have the normal prerequisites. The benefits of the swallowtail blademaster 's feinting mastery feats apply only when he wears light or no armor, and wields a light or one-handed melee weapon. She loses all benefits of her feint mastery feats when wearing medium armor, heavy armor, or wielding any other weapon. Once a swallowtail blademaster selects a bonus feat, it cannot be changed.
A swallowtail blademaster can choose from the following list whenever she gains a feinting mastery combat feat: Improved Feint, Reverse Feint, Wave Strike, Witty Feint. At 6th level, she adds Disengaging Feint and Greater Feint to the list of feats she can select. At 10th level she adds Disengaging Flourish and Disengaging Shot to the list of feats she can select. This ability replaces charmed life.
Swallowtail Training (Ex): At 5th level, a swallowtail blademaster gains a +1 bonus on attack and damage rolls with her selected weapon chosen with her swallowtail finesse ability. While wielding the selected weapon, she gains the benefit of the Improved Critical feat. The attack and damage bonuses increase by 1 for every four levels beyond 5th level (to a maximum of +4 at 17th level). Finally, her swallowtail blademaster levels stack with any fighter levels she possesses for the purposes of meeting the prerequisites for feats that specifically focus on her selected weapon, such as
Weapon Specialization. This ability replaces swashbuckler training.
Swallowtail Mastery (Ex): At 20th level, when a swallowtail blademaster threatens a critical hit with he selected weapon chosen with her swallowtail finesse ability, that critical is automatically confirmed. Furthermore, the critical modifier of any selected weapon is increased by 1.
Table: Swallowtail Blademaster
Base
Class Attack Fort Ref Will
Level Bonus Save Save Save Special
1st +1 +0 +2 +0 Deeds, panache, swallowtail finesse
2nd +2 +0 +3 +0 Feint mastery
3rd +3 +1 +3 +1 Deeds, nimble +1
4th +4 +1 +4 +1 Bonus feat
5th +5 +1 +4 +1 Swallowtail weapon training 1
6th +6/+1 +2 +5 +2 Feint mastery
7th +7/+2 +2 +5 +2 Deeds, nimble +2
8th +8/+3 +2 +6 +2 Bonus feat
9th +9/+4 +3 +6 +3 Swallowtail weapon training 2
10th +10/+5 +3 +7 +3 Feint mastery
11th +11/+6/+1 +3 +7 +3 Deeds, nimble +3
12th +12/+7/+2 +4 +8 +4 Bonus feat
13th +13/+8/+3 +4 +8 +4 Swallowtail weapon training 3
14th +14/+9/+4 +4 +9 +4 Feint mastery
15th +15/+10/+5 +5 +9 +5 Deeds, nimble +4
16th +16/+11/+6/+1 +5 +10 +5 Bonus feat
17th +17/+12/+7/+2 +5 +10 +5 Swallowtail weapon training 4
18th +18/+13/+8/+3 +6 +11 +6 Feint mastery
19th +19/+14/+9/+4 +6 +11 +6 Deeds, nimble +5
20th +20/+15/+10/+5 +6 +12 +6 Bonus feat, swallowtail weapon mastery

Elghinn Lightbringer |

FYI, I have been starting to post a bunch of my personal work (new races, new racial archetypes, new classes, etc.) on the wiki. go to the bottom link under the "Disclaimer" called additional Works by members of the Multiclass Productions Crew. Go into my page and check stuff out. Not everything is up yet.

Taco Man |

# Swallowtail Blade
I love your changes to Tsubame Gaeshi, as well as the incorporation of other folded blades. :)
"The art of the sword is often thought of as one of strength. For others however, it becomes a matter of technique. To the Swallowtail Blade, rather than focusing on overpowering the target with heavy, cleaving strikes, or shredding the target with a flurry of wild steel, the Swallowtail Blade uses quick flicks of the wrist to trick a trained opponent's muscle memory, leaving her enemy's vitals wide open for a swift precise strike.
Considered by some deceptive, and dishonorable, the way of the Swallowtail Blade, and their signature techniques, requires almost as much focus and precision from them as it does their victim to defend. Few, however, can survive the technique."
Blurb suggestion! :D
Also, will the next thread also Emphasize ACG MCAs, or will we phase back in Standards?

christos gurd |

# Swallowtail Blade
I love your changes to Tsubame Gaeshi, as well as the incorporation of other folded blades. :)
"The art of the sword is often thought of as one of strength. For others however, it becomes a matter of technique. To the Swallowtail Blade, rather than focusing on overpowering the target with heavy, cleaving strikes, or shredding the target with a flurry of wild steel, the Swallowtail Blade uses quick flicks of the wrist to trick a trained opponent's muscle memory, leaving her enemy's vitals wide open for a swift precise strike.
Considered by some deceptive, and dishonorable, the way of the Swallowtail Blade, and their signature techniques, requires almost as much focus and precision from them as it does their victim to defend. Few, however, can survive the technique."
Blurb suggestion! :D
Also, will the next thread also Emphasize ACG MCAs, or will we phase back in Standards?
this is likely the last actually.

Elghinn Lightbringer |

# Swallowtail Blade
I love your changes to Tsubame Gaeshi, as well as the incorporation of other folded blades. :)
"The art of the sword is often thought of as one of strength. For others however, it becomes a matter of technique. To the Swallowtail Blade, rather than focusing on overpowering the target with heavy, cleaving strikes, or shredding the target with a flurry of wild steel, the Swallowtail Blade uses quick flicks of the wrist to trick a trained opponent's muscle memory, leaving her enemy's vitals wide open for a swift precise strike.
Considered by some deceptive, and dishonorable, the way of the Swallowtail Blade, and their signature techniques, requires almost as much focus and precision from them as it does their victim to defend. Few, however, can survive the technique."
Blurb suggestion! :D
Also, will the next thread also Emphasize ACG MCAs, or will we phase back in Standards?
Glad you like it. Added the blurp to the MCA.
And as Christos said, after this thread is done, I'm bowing out of the threads. I want to move on and work on some of my own stuff.

Tyrannical |

Well I would hope someone else would be willing to create a new thread. Just because Elghinn is bowing out I would hope don't mean the rest of us can't continue to do MCAs.
I certainly wouldn't mind continuing the work here, I've plenty more ideas to offer up, though we're gonna have to be a bit more active and reliant on each other if we do, with no 'guiding figure' like Elghinn with us.
I think we'll manage well, off go the training wheels so to speak, I've certainly learned how to balance classes better than how I originally did.

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Well while I would be willing to try building more of my MCAs by myself... yet I plan on still relying on others judgements for whether or not the MCA is actually balanced and well written.
I have actually asked Elghinn that the Final Revelation of my Star Speaker to be reconsidered/altered as I am not fully happy with it. Though it is also because I was considering having the Visionary curse created for the Knight of Grace be used for my Star Speaker.

Elghinn Lightbringer |

Oh. Wow. Gonna pass off the reigns to anyone, or just, done with MCA for now?
You miss announcements like that when you disappear for a while Taco Man. :D
As I said up thread a while back when I announced I'd be stepping away, the point was to help people who are interested in creating these, then let them go and do it on their own. If that means a new thread, or a small group of you just doing emails back and forth (which we originally did some of too when starting out), then that's fine.
Now, I won't go and say I'll never come back to MCAs, because if I know myself, I probably will at some point. Its something I'm good at, and enjoy doing. But for now, I need to take a break and work on my own stuff, do other things, etc. Though, I'd likely check in on any new thread as well, as a contributor. :D
If someone does start a new thread, use your own titles, because if (when) I come back, I'll likely make my next thread X (ten). Feel free to use actual numbers (1, 2, 3, etc.) to number your threads, if you could leave the Roman numbers for me that would be great!

Apraham Lincoln |

AM back and have some ideas, dont know if its my turn up next but posting here and maybe a more refined version later.
Primary: Warpriest
Secondary: Summoner
Alignment: A Planar vessel cannot be true neutral.
Planar patron: A planar vessel must select at least one alignment blessing that matches his own. Battle companions summoned using this blessing are summoned as though you had the augmented summoning feat. This modifies blessings.
Planar Aspect: A planar vessel can channel some aspect of his other-planar counterparts of his alignment. He gains a small pool of evolution points, starting with 1 and gaining 1 point every 2 levels afterwards to a maximum of 10 at 19th level, which he may use to apply evolutions to himself. He may only choose from the following list;
1 point - Basic magic, bite, bleed, claws, gills, hooves, improved damage(apply size increase after any effect due to sacred weapon), Improved natural armour, low-light vision, magic attacks, pincers, pull, push, reach, resistance, scent, slam, slippery, sticky, sting, swim, tail, tail slap, tentacle, unnatural aura, wing buffet.
2 point - allignment smite (must match one of his blessings), constrict, energy attack, flight, gore, grab, minor magic, poison, rend, shadow blend, shadow form, sickening, trample, trip.
3 point - celestial appearence, damage reduction, fiendish appearence, frightful presence, major magic, see in darkness,
4 point - breath weapon, dimension door, incorporeal form, large(but not huge), spell resistance, ultimate magic
He is considered proficient with any natural attacks gained and may select them as a sacred weapon as usual by choosing weapon focus (and thereby gaining the increased damage for that natural attack). He may change these evolutions every time he gains a new evolution point. He can maintain this aspect for a number of rounds per day equal to his warpriest level, but these rounds need not be consecutive. This replaces the sacred weapon ability of a warpriest.
Planar interference: At 7th level, when a planar vessel is channeling his aspect he gains a +1 shield bonus to his Armor Class and a +1 circumstance bonus on his saving throws. This bonus increases by 1 every 3 levels afterwards to a maximum of +5 at 19th level. This replaces sacred armour.
Persistent Vessel: At 12th level, his planar aspect now lasts for 1 level per minute, but these minutes need not be consecutive. This replaces the bonus feat gained at 12th level.

Oceanshieldwolf |

Ok - I am wanting to keep Exultant (or Exult), but am fine if you want to change "beast" to something else… Exultant Destroyer, Exult Ravager etc. There just aren't that many words for bonded/partnered I like.
There are those hunters who are darker and more fiendish, who follow the paths other revile as too bloodthirsty, or in some cases, evil. Exultant beasts train their companions to be engines of destruction and pain, rooting out and relentlessly destroying those who follow kinder paths of kinship.
Primary: Hunter
Secondary: Antipaladin
Good Saves: Fort and Will
HD d8
Alignment: If you have to… Any non-good.
Animal Companion - escalation to dire template from Tome of Horrors?
Spellcasting - Diminished. Charisma based. Antipaladin/inquisitor list? I’m guessing we should leave the Hunter’s animal companion-centric spells in…
Vicious Proximity (tweaked Aura of Evil). While within 10 feet of her animal companion, the exultant beast receives a +2 morale bonus vs Intimidate or emotion descriptor spells. A exultant beast or exultant beast’s animal companion who attacks an animal companion, eidolon, summoned creature or familiar increases the bonus damage on the first successful attack of each round adds +1 point of damage per level the exultant beast possesses. This replaces spells lost to diminished spellcasting.
Primal Evaluation (tweaked Detect Good): At will, the exultant beast can concentrate on a single individual within 60 feet and determine its relative intent as well as general physical/material wellbeing, lore and morale. The exultant beast gains a bonus to Sense Motive checks equal to half their level. The exultant beast’s animal companion’s successful Aid Another checks provide a +4 to such checks.
The exultant beast also gains a bonus to Knowledge checks to determine characteristics of the creature equal to her Wisdom modifier.
This ability replaces wild empathy.
Scourge/Exultant Scourge/Ravage (tweaked Smite Good) Once per day, a exultant beast can use the awesome ferocity of a co-ordinated companion attack to crush her foes. As a swift action, the exultant beast chooses one target within sight to scourge. As long as the exultant beast’s animal companion is within 10 feet of the exultant beast, she adds her Wisdom bonus (if any) on her attack rolls and adds her exultant beast level on all damage rolls made against the target of her scourge. If the target of scourge is also targeted by the exultant beast’s animal companion the bonus to damage on the first successful attack increases to 2 points of damage per level the exultant beast possesses.
Regardless of the target, scourge attacks automatically bypass any DR the target might possess.
In addition, while scourge is in effect, the exultant beast and her animal companion gain a deflection bonus equal to her Wisdom modifier (if any) to their AC against attacks made by the target of the scourge.
The scourge effect remains until the target of the scourge is dead or the next time the exultant beast rests and regains her uses of this ability. At 4th level, and at every three levels thereafter, the exultant beast may use scourge one additional time per day, as indicated on Table: Exultant Beast, to a maximum of seven times per day at 19th level. This ability replaces animal focus.
[Not sure if this is powerful enough seeing as animal focus can be applied to both the Hunter and the AC - maybe halve the effectiveness of Animal Focus and strip this down? Also it needs to scale as animal focus gets a second animal focus at later levels…]
Vicious Partners: A exultant beast may select Outflank or Hurtful as a bonus feat at 2nd level. This alters precise companion.
I vacillated on this for a while - it kind of predisposes towards a melee build and not the raptor/winged AC and missile fire style. In truth I could see providing a bunch of options here, and I'm not sure why the vanilla Hunter is so prescriptive…
Shared Resilience (tweaked Unholy Resilience) At 2nd level, once per day, as long as the exultant beast and her animal companion are within 10 feet of each other, each may add one applicable ability modifier as a bonus to one of their counterpart’s saves. This replaces track.
Greater Bond Aura (tweaked Aura of Evil) – At 5th level if either the exultant beast or her animal companion makes a successful save against an effect that targets both they provide the other a +2 to that save. This ability replaces woodland stride.
Still need something to replace swift track – if that is equal to that gained by Shared Resilience then fine….

Elghinn Lightbringer |

#Exultant Beast
Made some changes and swaps. Big question is, are you wanting the teamwork feats or not? That determines whether we use diminished spellcasting or not. Anyways, in this version, I swapped out teamwork feats for the Ravaging Scourge ability, leaving spells as normal (not diminished). Changed Shared Resilience, thus negating Greater Bond Aura. Extended vicious proximity to +2/+4/+6 at 1st/8th/16th. Tweaked Primal Sense a bit and renamed Vicious Partners to Deadly Partners.
Don't mind Exultant Beast as a name, could change it Exultant Destroyer or Exultant Fiend, but I think you're wanting the more feral aspect of "Beast" to reflect in the name. Also, I went with Any nonlawful aslignment instead of any nongood, as I think it reflects the bestial aspect of the MCA better.
There are dark and fiendish hunters who follow the paths others revile, those often deemed as bloodthirsty and in some cases evil. Exultant beasts train their companions to be engines of destruction and pain, rooting out and relentlessly destroying those who follow kinder paths of kinship.
Primary Class: Hunter.
Secondary Class: Antipaladin.
Alignment: Any non lawful.
Hit Dice: d8.
Bonus Skills and Ranks: The exultant beast may select three antipaladin skills to add to her class skills in addition to the normal hunter class skills. The exultant beast gains a number of ranks at each level equal to 4 + Int modifier.
Weapon and Armor Proficiency: The exultant beast is proficient with all simple and martial weapons, with light and medium armor, and with shields.
Spellcasting: The exultant beast adds the following antipaladin spells at the indicated levels: 1st level–bane, doom, inflict light wounds, litany of weakness; 2nd level–blood blaze, corruption resistance, death knell, litany of entanglement; 3rd level–agonizing rebuke, deadly juggernaut, inflict moderate wounds; 4th level–fear, inflict serious wounds; 5th level–inflict critical wounds, litany of vengeance, litany of thunder, resounding blow, slay living; 6th level–litany of madness. Any spell that affects an ally can also affect the exultant beast’s animal companion.
Animal Companion (Su): This is exactly like the hunter ability of the same name, except that at 11th level an exultant beast’s animal companion gains the dire creature template. This ability otherwise functions as animal companion and replaces bonus tricks and swift tracker.
Primal Sense (Su): At will, an exultant beast can, as a move action, concentrate on a single individual within 60 feet and determine its general intent, physical well-being, and morale. The exultant beast also gains a bonus to any Knowledge and Sense Motive skill checks made against the target equal to half her level. If her animal companion makes a successful aid another action, she gains an additional +4 bonus on such checks. While focusing on one individual, the exultant beast cannot use her primal sense on any other individual within range. This ability replaces wild empathy.
Vicious Proximity (Su): At 1st level, when an exultant beast and her animal companion are within 10 feet of each other, they receive a +2 morale bonus against Intimidate checks and spells with the emotion descriptor. They also add the exultant beast’s level to damage rolls on the first attack each round that is made against an animal companion, eidolon, familiar, or summoned creature. At 8th level, her morale bonus against Intimidate checks and spells with the emotion descriptor increases to +4. At 16th level this bonus increases to +6. This ability replaces animal focus and second animal focus.
Deadly Partners (Ex): At 2nd level, an exultant beast can select Hurtful, Outflank as a bonus feat. This ability replaces precise companion.
Ravaging Scourge (Su): At 3rd level, once per day, an exultant beast can use the awesome ferocity of a well coordinated companion attack to crush her foes. As a swift action, the exultant beast chooses one target within sight to ravage. As long as the exultant beast’s animal companion is within 10 feet of her, she adds her Wisdom bonus (if any) on her attack rolls and adds her exultant beast level on all damage rolls made against the target of her ravaging scourge. If the target of the ravaging scourge is also targeted by the exultant beast’s animal companion, the bonus to damage on the first successful attack increases to 2 points of damage per level the exultant beast possesses. Regardless of the target, ravaging scourge attacks automatically bypass any DR the target might possess.
In addition, while ravaging scourge is in effect, the exultant beast and her animal companion gain a deflection bonus equal to her Wisdom modifier (if any) to their AC against attacks made by the target of the ravaging scourge.
The ravaging scourge effect remains until the target is dead or the next time the exultant beast rests and regains her uses of this ability. At 6th level, and at every three levels thereafter, the exultant beast may use scourge one additional time per day, as indicated on Table: Exultant Beast, to a maximum of six times per day at 18th level. This ability replaces teamwork feats.
Shared Resilience (Su): At 5th level, when an exultant beast and her animal companion are within 10 feet of each other, they gain a bonus equal to the exultant beast’s Charisma bonus (if any) on all saving throws. This ability replaces woodland stride.
Table: Exultant Beast
Base
Class Attack Fort Ref Will Spells per Day
Level Bonus Save Save Save Special 1st 2nd 3rd 4th 5th 6th
1st +0 +2 +2 +0 Animal companion, nature training, orisons, 1 — — — — —
primal sense, vicious proximity +2
2nd +1 +3 +3 +0 Deadly partners, track 2 — — — — —
3rd +2 +3 +3 +1 Hunter tactics, ravaging scourge 1/day 3 — — — — —
4th +3 +4 +4 +1 Improved empathic link 3 1 — — — —
5th +3 +4 +4 +1 Shared resilience 4 2 — — — —
6th +4 +5 +5 +2 Ravaging scourge 2/day 4 3 — — — —
7th +5 +5 +5 +2 4 3 1 — — —
8th +6/+1 +6 +6 +2 Vicious proximity +4 4 4 2 — — —
9th +6/+1 +6 +6 +3 Ravaging scourge 3/day 5 4 3 — — —
10th +7/+2 +7 +7 +3 Raise animal companion 5 4 3 1 — —
11th +8/+3 +7 +7 +3 Speak with master 5 4 4 2 — —
12th +9/+4 +8 +8 +4 Ravaging scourge 4/day 5 5 4 3 — —
13th +9/+4 +8 +8 +4 5 5 4 3 1 —
14th +10/+5 +9 +9 +4 Greater empathic link 5 5 4 4 2 —
15th +11/+6/+1 +9 +9 +5 Ravaging scourge 5/day 5 5 5 4 3 —
16th +12/+7/+2 +10 +10 +5 Vicious proximity +6 5 5 5 4 3 1
17th +12/+7/+2 +10 +10 +5 One with the wild 5 5 5 4 4 2
18th +13/+8/+3 +11 +11 +6 Ravaging scourge 6/day 5 5 5 5 4 3
19th +14/+9/+4 +11 +11 +6 5 5 5 5 5 4
20th +15/+10/+5 +12 +12 +6 Master hunter 5 5 5 5 5 5

Oceanshieldwolf |

# Exultant Beast
Nice Elghinn - let's keep it like that - still keeps Animal Focus, and gets the Ravaging Scourge at 3rd. The EB can always choose teamwork feats as part of regular progression...
* Still wanting the spellcasting to be Charisma based.
* Likewise wanted the Ravaging Scourge ability to be Charisma based.
* Shared resilience feels overpowered compared to woodland stride. I prefer it to be more based on a shared ability to resist things that are affecting both of them, not a bonus to saves against any effect just due to proximity. Also my ability had a /day use to bring the power down a little.

Mandrakeus |

Hi
Sorry new to this, but was just wondering, I fancy building a TWF Rogue but she gets a bit puny the higher up she gets, would it be possible to Multiclass with a Ninja (basically a better rogue) to get some of the improved feats and tricks, or is there a better way to get an improved damage dealing Rogue.

![]() |

Hi
Sorry new to this, but was just wondering, I fancy building a TWF Rogue but she gets a bit puny the higher up she gets, would it be possible to Multiclass with a Ninja (basically a better rogue) to get some of the improved feats and tricks, or is there a better way to get an improved damage dealing Rogue.
Wrong thread for that question, this is for building Mutliclass Archetype classes, or MCA classes for short. Where we take two classes, one being the primary class and the other being the secondary class. Swipping out some things involving one primary class while adding stuff from the secondary class.

Elghinn Lightbringer |

# Exultant Beast
Nice Elghinn - let's keep it like that - still keeps Animal Focus, and gets the Ravaging Scourge at 3rd. The EB can always choose teamwork feats as part of regular progression...
* Still wanting the spellcasting to be Charisma based.
* Likewise wanted the Ravaging Scourge ability to be Charisma based.
* Shared resilience feels overpowered compared to woodland stride. I prefer it to be more based on a shared ability to resist things that are affecting both of them, not a bonus to saves against any effect just due to proximity. Also my ability had a /day use to bring the power down a little.
1) Actually, no, animal focus and second animal focus are swapped out for Vicious Proximity.
2/3) Changed those to Cha based.
4) How about this?
Shared Resilience (Su): At 5th level, once per day when an exultant beast and her animal companion are within 10 feet of each other, they gain a bonus equal to the exultant beast’s Charisma bonus (if any) to one saving throw. The exultant beast can use this ability twice per day at 11t elvel, and three times per day at 17th level. This ability replaces woodland stride.

Elghinn Lightbringer |

1,000!!!
Wondering if Improved Damage evolution should stack with sacred Weapon damage (I don't think so), or if the higher of the two should supersede the other (which is what I think)? Thoughts?
Primary Class: Warpriest.
Secondary Class: Summoner.
Alignment: Any except true neutral.
Hit Dice: d8.
Bonus Skills and Ranks: The planar vessel may select three summoner skills to add to his class skills in addition to the normal warpriest class skills. The planar vessel gains a number of ranks at each level equal to 2 + Int modifier.
Weapon and Armor Proficiency: The planar vessel is proficient with all simple and martial weapons, plus his deity’s favored weapon. He is also proficient with light armor, medium armor, and with shields (except tower shields). If the planar vessel worships a deity with unarmed strike as its favored weapon, the planar vessel gains Improved Unarmed Strike as a bonus feat.
Planar Blessings: This is exactly like warpriest’s blessings ability, except that the planar vessel must select one alignment blessing that matches his own. In addition, the planar vessel is considered to have the Augmented Summoning feat whenever he summons his battle companion from his alignment blessing.
Sacred Aspect (Su): At 1st level, a planar vessel can channel a sacred aspect of his alignment as a swift action. He gains a small pool of evolution points that he can spent on a wide variety of modifications and upgrades that add new abilities, attacks, and powers to himself. This pool is equal to 2 evolution points at 1st level, plus 1 additional evolution point every odd level thereafter, to a maximum of 11 evolution points at 19th level. The planar vessel may choose from the following evolutions.
• 1 Point Evolutions: basic magic, bite, bleed, claws, gills, hooves, improved damage (apply size increase after any effect due to sacred weapon), Improved natural armor, low-light vision, magic attacks, pincers, pull, push, reach, resistance, scent, slam, slippery, sticky, sting, swim, tail, tail slap, tentacle, unnatural aura, wing buffet.
• 2 Point Evolutions: alignment smite (must match his alignment blessing), constrict, energy attack, flight, gore, grab, minor magic, poison, rend, shadow blend, shadow form, sickening, trample, trip.
• 3 Point Evolutions: celestial appearance, damage reduction, fiendish appearance, frightful presence, major magic, see in darkness.
• 4 Point Evolutions: breath weapon, dimension door, incorporeal form, large (not huge), spell resistance, ultimate magic.
In addition, weapons wielded by a planar vessel are charged with the power of his faith. In addition to the favored weapon of his deity, the planar vessel can designate a weapon as a sacred weapon by selecting that weapon with the Weapon Focus feat; if he has multiple Weapon Focus feats, this ability applies to all of them. Whenever the planar vessel hits with his sacred weapon, the weapon damage is based on his level and not the weapon type. The damage for Medium planar vessels is listed on Table: Planar Vessel; see the table for Small and Large planar vessels in the Warpriest class description. The planar vessel can decide to use the weapon's base damage instead of the sacred weapon damage—this must be declared before the attack roll is made. (If the weapon's base damage exceeds the sacred weapon damage, its damage is unchanged.) This increase in damage does not affect any other aspect of the weapon, and doesn't apply to alchemical items, bombs, or other weapons that only deal energy damage. The planar vessel may designate a natural attack gained through his evolutions as a sacred weapon with the Weapon Focus feat, granting it the sacred weapon damage increase (see Sacred Weapon Damage on Table: Planar Vessel).
A planar vessel does not gain the weapon enhancement aspect of the sacred weapon ability, and cannot add weapon special abilities to his sacred weapons. This ability replaces sacred weapon.
Planar Guard (Su): At 7th level, when a planar vessel is channeling his sacred aspect, he gains a +1 shield bonus to his Armor Class and a +1 circumstance bonus on his saving throws. This bonus increases by 1 every 3 levels thereafter, to a maximum of +5 at 19th level. This ability replaces sacred armor.
Persistent Aspect (Su): At 12th level, a planar vessel’s sacred aspect now lasts for 1 minute per level, but these minutes need not be consecutive. This ability replaces the bonus feat gained at 12th level.
Table: Planar Vessel
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, orisons, planar 1d6 3 1 — — — — —
blessings (minor), sacred aspect (2)
2nd +1 +3 +0 +3 Fervor 1d6 1d6 4 2 — — — — —
3rd +2 +3 +1 +3 Bonus feat, sacred aspect (3) 1d6 4 3 — — — — —
4th +3 +4 +1 +4 Channel energy 1d6 4 3 1 — — — —
5th +3 +4 +1 +4 Fervor 2d6, sacred aspect (4) 1d8 4 4 2 — — — —
6th +4 +5 +2 +5 Bonus feat 1d8 5 4 3 — — — —
7th +5 +5 +2 +5 Planar guard +1, sacred aspect (5) 1d8 5 4 3 1 — — —
8th +6/+1 +6 +2 +6 Fervor 3d6 1d8 5 4 4 2 — — —
9th +6/+1 +6 +3 +6 Bonus feat, sacred aspect (6) 1d8 5 5 4 3 — — —
10th +7/+2 +7 +3 +7 Planar blessings (major), planar guard +2 1d10 5 5 4 3 1 — —
11th +8/+3 +7 +3 +7 Fervor 4d6, sacred aspect (7) 1d10 5 5 4 4 2 — —
12th +9/+4 +8 +4 +8 Persistent aspect 1d10 5 5 5 4 3 — —
13th +9/+4 +8 +4 +8 Planar guard +3, sacred aspect (8) 1d10 5 5 5 4 3 1 —
14th +10/+5 +9 +4 +9 Fervor 5d6 1d10 5 5 5 4 4 2 —
15th +11/+6/+1 +9 +5 +9 Bonus feat, sacred aspect (9) 2d6 5 5 5 5 4 3 —
16th +12/+7/+2 +10 +5 +10 Planar guard +4 2d6 5 5 5 5 4 3 1
17th +12/+7/+2 +10 +5 +10 Fervor 6d6, sacred aspect (10) 2d6 5 5 5 5 4 4 2
18th +13/+8/+3 +11 +6 +11 Bonus feat 2d6 5 5 5 5 5 4 3
19th +14/+9/+4 +11 +6 +11 Planar guard +5, sacred aspect (11) 2d6 5 5 5 5 5 5 4
20th +15/+10/+5 +12 +6 +12 Aspect of war, fervor 7d6 2d8 5 5 5 5 5 5 5
Do we want to add in some Eidolon-based spells that apply to the PV while his sacred aspect is manifested or not? He already has things like cure spells and restoration spells, etc. Maybe the ones that can affect evolutions would be good here?
EDIT: OH, just came up with this as a replacement for Aspect of War. It's based on the synthesist's Split Form class feature.
Twin Aspect (Su): At 20th level, as a swift action, the planar vessel and his sacred aspect can split into two creatures: the planar vessel and the sacred aspect. Both have the same stats (including ability scores, hit points, AC, evolutions, etc.). The sacred aspect emerges in a square adjacent to the planar vessel if possible. All effects and spells currently targeting the planar vessel-sacred aspect affect both the planar vessel and the sacred aspect.
The planar vessel can use this ability for a number of rounds per day equal to his planar vessel level. He can end this effect at any time as a full-round action. For the duration of this effect, the sacred aspect functions as the planar vessel (see above), but any ability uses or spells cast count against the planar vessel’s daily maximum. This ability replaces aspect of war.