
Elghinn Lightbringer |

@SPIRIT SENTINEL
I like it. Do we really want to limit hexes to only those from his spirit? No general hex access?
Made a few tweaks and name changes. It's a pretty well worked out and simple MCA.
Bound by a deep love of their chosen terrains, spirit sentinels scout the border between the material plane and world of spirits. Seeing a soul in all the living and nonliving parts of their environment, these spirit sentinels firmly believe in a need for balance between all living things. Thus, they go to great lengths in order to help, heal, nurture, and protect them while employing spirits to act as intermediaries between the wild and civilization, enabling them to understand and learn from each other.
Primary Class: Ranger.
Secondary Class: Shaman.
Alignment: Any.
Hit Dice: d10.
Bonus Skills and Ranks: The spirit sentinel may select three shaman skills to add to her class skills in addition to the normal ranger class skills. The spirit sentinel gains a number of ranks at each level equal to 4 + Int modifier.
Weapon and Armor Proficiency: The spirit sentinel is proficient with all simple and martial weapons, with light and medium armor, but not with shields.
Favored Terrain (Ex): This is exactly like the ranger’s ability of the same name, except that a spirit sentinel gains his first favored terrain at 1st level, and an additional favored terrain at 5th, 10th, 15th and 20th level. This ability replaces favored enemy.
Friend of Spirits (Su): At 3rd level, a spirit sentinel becomes attuned with the spirits of nature inhabiting the lands of the world. Whenever a spirit sentinel is in one of his favored terrains, he gains access to all hexes and spirit magic spells of 1st to 4th level granted by that terrain’s associated spirit. In addition, while in the spirit sentinel’s 1st favored terrain, he is treated as 1 level higher for the purpose of determining the effects of the terrain’s associated hexes and spirit magic spells. This ability replaces endurance.
Terrain Spirit (Su): At 3rd level, a spirit sentinel gains the shaman’s spirit ability, and is chosen spirit is determined according to the favored terrain chosen at 1st level as follows. If more than one spirit is available, the spirit sentinel must choose which spirit to bond with.
Table: Terrain Spirits
Terrain Spirit
Cold Waves
Desert Flame
Forest Nature
Jungle Mammoth, Nature
Mountain Stone, Wind
Plains Mammoth, Nature
Planes Heavens
Swamp Bones
Underground Stone
Urban Lore
Water Waves
At 3rd level, a spirit sentinel gains the spirit ability granted by his terrain spirit. She adds the spells granted by that spirit to the list of spells that she can cast using spirit magic. At 9th level, the spirit sentinel gains the abilities listed in the greater version of his selected spirit. This ability and spirit magic replace 1st favored terrain and evasion.
Spellcasting: A spirit sentinel adds the following shaman spells to his spell list at the indicated spell levels: 1st level–guidance, hex vulnerability, hex ward, know direction, produce flame, purify food and drink, sense spirit magic, spirit call, wave shield; 2nd level–beastspeak, calm emotions, clairaudience/clairvoyance, create food and water, flame blade, font of spirit magic, imbue with elemental might, wood shape; 3rd level–air breathing, aura sight, bloody arrows, call lightning, control water, dominate animal, hex glyph, mantle of calm, nauseating trail, remove blindness/deafness, stone shape, thorn body, tongues, water breathing; 4th level–ancestral memory, awaken, baleful polymorph, bestow curse, blight, cone of cold, control winds, divination, earth glide, elemental swarm, giant vermin, hex glyph, ice storm, imbue hex, poison, remove curse, speak with haunt, spike stones, stoneskin, wall of fire, wall of stone, wall of thorns.
Spirit Magic: At 4th level, a spirit sentinel gains the shaman’s spirit magic ability and adds all spirit spells of 1st to 4th level to his spell list.
Spirit Bond (Su): This is exactly like the ranger’s hunter’s bond ability, except that a spirit sentinel must choose to bond with an animal companion. In addition, his animal companion gains the spirit animal abilities granted by his chosen spirit. This modifies hunter’s bond.
Hex: At 8th level, and again at 13th and 18th level, the spirit sentinel gains a hex granted by his chosen spirit. He cannot select a hex from the shaman’s general hex list. This ability replaces the 2nd, 3rd, and 4th favored terrain.
Wandering Terrain Spirit (Su): At 12th level, the spirit sentinel can temporarily bond with a spirit related to another of his favored terrains. He must make the selection each day when preparing his spells. While this ability is active, he gains the spirit ability granted by the spirit. He also adds the 1st–4th level spells granted by that spirit to his spell list. At 17th level, she gains the abilities listed in the greater version of her wandering spirit. This ability replaces camouflage and hide in plain sight.
Wandering Terrain Hex: At 16th level, a spirit sentinel can temporarily gain the use of one of the hexes possessed by either one of his spirits. He must make this selection each day when he prepares his spells. For the purposes of this ability, he can select any hex possessed by his terrain spirit or wandering spirit. If he selects it from his wandering spirit, he loses the hex immediately if he bonds with another spirit, although he can then select a different hex to gain using this ability, from either his spirit or his new wandering spirit. This replaces improved evasion.
Emissary of Spirits: At 20th level, a spirit sentinel gains the abilities listed for the true version of her selected spirit. If the spirit sentinel has chosen the Mammoth or Nature spirit, his spirit animal companion is granted all the abilities of a spirit familiar in addition to those of an animal companion, using the spirit sentinel’s level as his effective shaman level. Moreover, the spirit sentinel can always move at full speed while using Survival to follow tracks without penalty. This ability replaces master hunter.
Table: Spirit Sentinel
Base
Class Attack Fort Ref Will Spells per Day
Level Bonus Save Save Save Special 1st 2nd 3rd 4th
1st +1 +2 +0 +2 1st favored terrain, track, wild empathy — — — —
2nd +2 +3 +0 +3 Combat style feat — — — —
3rd +3 +3 +1 +3 Fiend of spirits, terrain spirit — — — —
4th +4 +4 +1 +4 Spirit bond 0 — — —
5th +5 +4 +1 +4 2nd favored terrain 1 — — —
6th +6/+1 +5 +2 +5 Combat style feat 1 — — —
7th +7/+2 +5 +2 +5 Woodland stride 1 0 — —
8th +8/+3 +6 +2 +6 Hex, swift tracker 1 1 — —
9th +9/+4 +6 +3 +6 Terrain spirit (greater) 2 1 — —
10th +10/+5 +7 +3 +7 3rd favored terrain, combat style feat 2 1 0 —
11th +11/+6/+1 +7 +3 +7 Quarry 2 1 1 —
12th +12/+7/+2 +8 +4 +8 Wandering terrain spirit 2 2 1 —
13th +13/+8/+3 +8 +4 +8 Hex 3 2 1 0
14th +14/+9/+4 +9 +4 +9 Combat style feat 3 2 1 1
15th +15/+10/+5 +9 +5 +9 4th favored terrain 3 2 2 1
16th +16/+11/+7/+2 +10 +5 +10 Wandering terrain hex 3 3 2 1
17th +17/+12/+7/+2 +10 +5 +10 Wandering terrain spirit (greater) 4 3 2 1
18th +18/+13/+8/+3 +11 +6 +11 Combat style feat, hex 4 3 2 2
19th +19/+14/+9/+4 +11 +6 +11 Improved quarry 4 3 3 2
20th +20/+15/+10/+5 +12 +6 +12 5th favored terrain, emissary of the spirits 4 4 3 3

Tyrannical |

#Spirit Boxer
Looks very nice, good work fitting the Style Feats in too, looks just about finished unless there's any tweaks Christos would like.
#Spirit Sentinel
Looks like a fair swap to me, though the Battle and Life spirits don't seem to be included, and the Mammoth spirit seems out of place with the Jungle terrain (Mammoth's are tundra creatures after all). Can I suggest this as an alternative?
Cold - Waves, Mammoth
Desert - Fire, Wind
Forest - Nature, Battle
Jungle - Nature, Life
Mountains - Stone, Wind
Plains - Mammoth, Nature
Planes - Heavens, Life
Swamp - Bones, Waves
Underground - Stone, Bones
Urban - Lore, Battle
Water - Waves, Wind
On a side note, gonna rename my class to 'Occult Clairvoyant', since many of the classes these days have 'spirit' in the name already.

Elghinn Lightbringer |

Good point Tyrannical!
Elghinn- does your revised Friend of Spirits mean "the SS is only able to bond with a spirit when he is in that spirit's terrain"? That was my idea too at first when I thought of this MCA, but then I let it drop. I still rather like it, though.
No. Let's change it so that it specifies, as a default, he has his first favored terrain spirit stuff, but as an option, he can opt to gain another terrain's hexes and spells instead. This gives him some versatility.
Friend of Spirits (Su): Starting at 3rd level, a spirit sentinel becomes sensitive to the magic of spirits inhabiting different lands of the world. When a spirit sentinel is in a favored terrain other than his first favored terrain, he can choose to attune himself with one of the spirits of that terrain. The spirit sentinel gains access to all hexes and spirit magic spells of 1st to 4th level granted by that terrain’s chosen associated spirit. The choice must be each day and the effect lasts until he rests to regain his daily allotment of spells. The spirit sentinel continues to maintain the spirit abilities of his 1st favored terrain, but the hexes and spirit magic spells replace those of his first favored terrain for the duration of the ability.
In addition, when spirit sentinel is in his first favored terrain, he is treated as 1 level higher for the purpose of determining the effects of the terrain’s associated hexes and spirit magic spells. This ability replaces endurance.
**This gives him the option to swap what hexes and spirit magic spells he has each day, and can be swapped out depending on what terrain he's in. BUT, he still has his 1st favored terrains animal spirit abilities, and spirit abilities regardless of terrain.

Elghinn Lightbringer |

So i still feel a few more solid hexes are needed here remember hex strike is sort of the brawler flurry replacement so it should be a worthy combat option. Other than that, love the rewrite.
Any other combat option hex ideas guys/girls (or just girl I guess, as Bardess is the only woman we have tracking us currently, I think).
You currently have a natural armor and manufactured armor penentration style hex. What other things were you looking at?
How about a "haste" based hex that grants an extra attack per round, say, usable on a target for X rounds = Wisdom, and only usable against an individual target once in 24 hours. Sort of a make-shift flurry, attack is at highest BAB.
Other Hex Options
*Making creatures flat-footed
*Grant allies bonus to attacks
*Attack of opportunity style hex, granting allies (and self) a free AoO if a save fails
*Ranged combat maneuver type hex? Trip, Grapple, etc. from a distance (30 feet?)
*Hex that functions like a gunslinger's dead shot deed, but only for the spirit boxer, and only with unarmed strikes?

Elghinn Lightbringer |

Here's all the new spirit boxer hexes.
Breach Armor (Su)
Physical attacks can penetrate an opponent’s armor more easily.
Effect: The spirit boxer can cause the armor of a creature within 30 feet to become fragile for 1 round. The base armor bonus granted by the affected creature’s manufactured armor (hide, chain shirt, scale mail, etc.) is reduced by a number equal to the spirit boxer’s Wisdom modifier (minimum armor bonus of 0). The armor is also considered to have the fragile armor quality. A spirit boxer knows when an affected creature is no longer under the hex’s effect. A spirit boxer can have only one breach armor hex active at a time. If the spirit boxer uses this ability again, the previous curse immediately ends. At 8th level and 16th level, the duration of this hex is extended by 1 round. A creature can only be the target of this hex once in a 24 hour period.
Critical Knockout (Ex)
The spirit boxer’s fighting skills inspire his allies to greater heights of battle prowess.
Effect: Whenever a spirit boxer confirms a critical hit against an opponent, all allies within 30 feet that can see him (line of sight) gain a bonus on all attack and damage rolls equal to the spirit boxer’s Wisdom modifier (minimum +1) until the beginning of his next turn.
Fumble Foot (Su)
The spirit boxer’s can surprise his opponents.
Effect: As a swift action, when the spirit boxer makes a melee attack against an opponent that is adjacent to him, he can catch that opponent off-guard, causing him to become flat-footed until the beginning of his next turn. A successful Reflex save negates this effect.
Hide Breaker Curse (Su)
The spirit boxer can lower the natural defense of her opponents.
Effect: The spirit boxer can cause a creature within 30 feet to suffer from a weakening of its natural defenses. The affected creature’s natural armor bonus is reduced by 2 (minimum 0). This curse lasts until the affected creature is hit. A spirit boxer knows when an affected creature is no longer under the hex’s effect. A spirit boxer can have only one hide breaker hex active at a time. If the spirit boxer uses this ability again, the previous curse immediately ends. At 8th level and 16th level, the creature’s natural armor bonus is further reduced by 1.
Opportunistic Pugilist (Su)
The spirit boxer can find openings in his opponent’s defenses.
Effect: When the spirit boxer makes unarmed strikes against an adjacent opponent, and targets that opponent with this hex, the target provokes a single attack of opportunity from each of the spirit boxer’s allies that are also adjacent to the target (including the spirit boxer). This hex lasts for a number of rounds equal to the spirit boxer’s Wisdom modifier. The spirit boxer must remain adjacent to the target or the hex immediately ends. The target can make a Will save to negate this effect. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.
Power Strike (Ex)
The spirit boxer can pool all her unarmed attack potential into a single powerful attack.
Effect: As a full-round action, the spirit boxer can unleash all her unarmed attacks at a single target. He makes as many attack rolls as he can, based on his base attack bonus. He makes the attack rolls in order from highest bonus to lowest, as if he were making a full attack. If any of the attack rolls hit the target, all of the spirit boxer’s attacks are considered to have hit and deals unarmed damage accordingly. For instance, if a 7th-level spirit boxer misses with his first unarmed attack, but hits with his second unarmed attack, both attacks are considered to have hit and does 2d8 points of damage with the attack, instead of 1d8 points of damage, before adding any damage modifiers. Precision damage and extra damage from weapon special abilities (such as flaming) are added with damage modifiers and are not increased by this hex. If one or more rolls are critical threats, he confirms the critical once using his highest base attack bonus –5. For each critical threat beyond the first, he reduces this penalty by 1 (to a maximum of 0). The spirit boxer only misses on a powerful strike if all the attack rolls miss. Whether or not the power strike is successful, a creature cannot be the target of this hex again for 1 day. The spirit boxer must be at least 8th level to select this hex.
Ranged Maneuvers (Su)
The spirit boxer can perform combat maneuvers at a distance.
Effect: The spirit boxer can make a combat maneuver against a single opponent at a range of 30 feet. Working at a distance decreases the spirit boxer’s combat maneuver bonus by 5. Only dirty trick, disarm, reposition, sunder, and trip combat maneuvers can be made with this hex.
Sudden Strike (Su)
The spirit boxer can make an additional attack with his unarmed attacks.
Effect: When the spirit boxer makes a full attack action with his unarmed strike, he can make one extra unarmed attack each round for a number of rounds equal to 3 + his Wisdom modifier. These extra attacks are made at his highest attack bonus, plus any modifiers appropriate to the situation. A creature cannot be the target of a spirit boxer under the effects of the sudden strike hex more than once in a 24-hour period.

Oceanshieldwolf |

# Spirit Boxer
Very nice hexes El!
* Critical Knockout - so this is a 24 hour buff style hex?
* Fumble Foot - so this is a Reflex DC instead of a usual Witch based DC?
* Sudden Strike needs to be clarified, at least for me. So you use the Hex, and you gain a buff of one extra unarmed attack for 3 + Wisdom modifier rounds.
The last sentence is catching me up.
Are you only allowed to attack one creature for all those rounds until the hex is done?
Or can you only attack the one creature while under the effects of the hex once in 24 hours?
* Why the nerf to the Ranged Maneuvers hex? I get that hexes are spammed, so hard to control the balance - I'm just not sure this is the way.

Oceanshieldwolf |

[threadjack]Yo El - whatever happened to the Blackpowder Witch or Haunted Gun MCAs? I know somewhere in one of the threads there was a link to a Homebrew from the Giant in the Playgorund forums, but I can't seem to find it. Anyhoo, someone is asking about this concept HERE - I thought we had done one…[/threadjack]

Elghinn Lightbringer |

[threadjack]Yo El - whatever happened to the Blackpowder Witch or Haunted Gun MCAs? I know somewhere in one of the threads there was a link to a Homebrew from the Giant in the Playgorund forums, but I can't seem to find it. Anyhoo, someone is asking about this concept HERE - I thought we had done one…[/threadjack]
Here's the thread link.
I believe I have a finished version, it just hasn't been posted to the wiki yet.
Haunted Gun is on the wiki under Gunslinger.
I'll take a look at your comments on the Spirit Boxer.

Elghinn Lightbringer |

# Spirit Boxer
Very nice hexes El!
Thanks!
* Critical Knockout - so this is a 24 hour buff style hex?
No.
Critical Knockout (Ex)
The spirit boxer’s fighting skills inspire his allies to greater heights of battle prowess.
Effect: Whenever a spirit boxer confirms a critical hit against an opponent, all allies within 30 feet that can see him (line of sight) gain a bonus on all attack and damage rolls equal to the spirit boxer’s Wisdom modifier (minimum +1) until the beginning of his next turn.
It requires the the SB to crit, and it only lasts until the beginning of his next turn.
* Fumble Foot - so this is a Reflex DC instead of a usual Witch based DC?
Uh, no. All the hex description states is that save DC for hexes is 10 + 1/2 level + Int mod. I believe each hex states what type of save is required. Thus, it uses a Reflex save against the normal hex DC.
* Sudden Strike needs to be clarified, at least for me. So you use the Hex, and you gain a buff of one extra unarmed attack for 3 + Wisdom modifier rounds.
The last sentence is catching me up.
Are you only allowed to attack one creature for all those rounds until the hex is done?
Or can you only attack the one creature while under the effects of the hex once in 24 hours?
Hmm, this was one I was trying to decide what would be the fairest mechanic. It's meant to be a make shift flurry attack.
I suppose we have a few choices as to how to do this.
1) We can have the hex usable only against a single target, and once used, can't be used again against that target for 24 hours.
2) Allow the extra attack to be made against any target, but the hex can only be used once per combat.
Thoughts?
Both have their benefits and drawbacks. I THINK I prefer #1, which would allow more uses in a given combat against more opponents, but limits use against the same target.
* Why the nerf to the Ranged Maneuvers hex? I get that hexes are spammed, so hard to control the balance - I'm just not sure this is the way.
What do you mean nerfed? What would you suggest?
I based this on the Arcane Trickster's Ranged Legerdemain ability, where he takes a -5 penalty to any ranged skill check. Thus, I gave the SB a -5 penalty to his CMB when using a ranged maneuver. Unless there is a ranged maneuver ability to go off of. I know there are ranged combat maneuver feats (Ranged Trip and Ranged Disarm only).

Oceanshieldwolf |

Oceanshieldwolf wrote:* Critical Knockout - so this is a 24 hour buff style hex?No.
Critical Knockout (Ex)
The spirit boxer’s fighting skills inspire his allies to greater heights of battle prowess.
Effect: Whenever a spirit boxer confirms a critical hit against an opponent, all allies within 30 feet that can see him (line of sight) gain a bonus on all attack and damage rolls equal to the spirit boxer’s Wisdom modifier (minimum +1) until the beginning of his next turn.It requires the the SB to crit, and it only lasts until the beginning of his next turn.
Still unclear. Is this a hex you cast at the beginning of the day that takes effect as written: whenever prereq is met (confirmed crit in range of allies) allies gain buff until beginning of your next turn - this hex, once cast is in effect/effects are possible if prereqs met for that day/until rest? It's a day long hex.
Otherwise it needs to be some kind of immediate action to work?

Elghinn Lightbringer |

Elghinn Lightbringer wrote:
Oceanshieldwolf wrote:* Critical Knockout - so this is a 24 hour buff style hex?No.
Critical Knockout (Ex)
The spirit boxer’s fighting skills inspire his allies to greater heights of battle prowess.
Effect: Whenever a spirit boxer confirms a critical hit against an opponent, all allies within 30 feet that can see him (line of sight) gain a bonus on all attack and damage rolls equal to the spirit boxer’s Wisdom modifier (minimum +1) until the beginning of his next turn.It requires the the SB to crit, and it only lasts until the beginning of his next turn.
Still unclear. Is this a hex you cast at the beginning of the day that takes effect as written: whenever prereq is met (confirmed crit in range of allies) allies gain buff until beginning of your next turn - this hex, once cast is in effect/effects are possible if prereqs met for that day/until rest? It's a day long hex.
Otherwise it needs to be some kind of immediate action to work?
OK, now I get what your issue is. I suppose its an immediate action hex whenever he crits. We'll go with that.
Critical Knockout (Ex)
The spirit boxer’s fighting skills inspire his allies to greater heights of battle prowess.
Effect: Whenever a spirit boxer confirms a critical hit against an opponent, he can use this hex as an immediate action. All allies within 30 feet that can see the spirit boxer (line of sight) gain a bonus on all attack and damage rolls equal to his Wisdom modifier (minimum +1) until the beginning of his next turn.

Noro |

Noro wrote:A small problem: there are two "spirit binder" mcas on the wiki master list. One shaman and one summoner.Yup! Big Lemon's was the first one, Sum/Ora, so I guess you need to come up with a new name. :D
How about Spirit Hunter?
If you dont mind that its not actually a hunter mca, fine :)

christos gurd |

Oceanshieldwolf wrote:Elghinn Lightbringer wrote:
Oceanshieldwolf wrote:* Critical Knockout - so this is a 24 hour buff style hex?No.
Critical Knockout (Ex)
The spirit boxer’s fighting skills inspire his allies to greater heights of battle prowess.
Effect: Whenever a spirit boxer confirms a critical hit against an opponent, all allies within 30 feet that can see him (line of sight) gain a bonus on all attack and damage rolls equal to the spirit boxer’s Wisdom modifier (minimum +1) until the beginning of his next turn.It requires the the SB to crit, and it only lasts until the beginning of his next turn.
Still unclear. Is this a hex you cast at the beginning of the day that takes effect as written: whenever prereq is met (confirmed crit in range of allies) allies gain buff until beginning of your next turn - this hex, once cast is in effect/effects are possible if prereqs met for that day/until rest? It's a day long hex.
Otherwise it needs to be some kind of immediate action to work?
OK, now I get what your issue is. I suppose its an immediate action hex whenever he crits. We'll go with that.
Critical Knockout (Ex)
The spirit boxer’s fighting skills inspire his allies to greater heights of battle prowess.
Effect: Whenever a spirit boxer confirms a critical hit against an opponent, he can use this hex as an immediate action. All allies within 30 feet that can see the spirit boxer (line of sight) gain a bonus on all attack and damage rolls equal to his Wisdom modifier (minimum +1) until the beginning of his next turn.
perfecto, i do belive that rounds it out nicely. Any other suggestions? If not, i do belive its fleshed out enough to let it be done.

![]() |

Also, there are quite afew typos on the Shrine Maiden's page. Including it being labelled a "Serene Miko" and "Seren miko".
Ah, I must have missed those myself. That is something I would like to see fixed myself.
----------------Also any chance we can get a repost of the revised MCAs currently being worked on/finished in a complete form?

Elghinn Lightbringer |

Elghinn Lightbringer wrote:If you dont mind that its not actually a hunter mca, fine :)Noro wrote:A small problem: there are two "spirit binder" mcas on the wiki master list. One shaman and one summoner.Yup! Big Lemon's was the first one, Sum/Ora, so I guess you need to come up with a new name. :D
How about Spirit Hunter?
Or we could go with Spirit Talker, Spirit Seeker, or Spirit Finder?

Elghinn Lightbringer |

So, I take it this last batch is being posted on the wiki together? I still can't find any of them up there. :|
Also, there are quite afew typos on the Shrine Maiden's page. Including it being labelled a "Serene Miko" and "Seren miko".
Not yet.
Made all the name changes on Shrine Maiden.

Elghinn Lightbringer |

Taco Man wrote:Also, there are quite afew typos on the Shrine Maiden's page. Including it being labelled a "Serene Miko" and "Seren miko".Ah, I must have missed those myself. That is something I would like to see fixed myself.
----------------Also any chance we can get a repost of the revised MCAs currently being worked on/finished in a complete form?
Fixed!
Here's
Some brawlers channel ancient forces through their fists to defeat their enemies. By focusing the power of wandering spirits, these spirit boxers can enhance their combat prowess and use hexes to empower their allies or hinder their foes.
Primary Class: Brawler.
Secondary Class: Shaman.
Alignment: Any.
Hit Dice: d10.
Bonus Skills and Ranks: The spirit boxer may select three shaman skills to add to her class skills in addition to the normal brawler class skills. The spirit boxer gains a number of ranks at each level equal to 4 + Int modifier.
Weapon and Armor Proficiency: The spirit boxer is proficient with all simple weapons, plus the handaxe, short sword, and weapons from the close fighter weapon group. She is also proficient with light armor, but not with shields.
Spirit Bond (Su): At 1st level, a spirit boxer forms a mystical bond with the spirits of the world. The spirit boxer gains the shaman’s spirit ability and must choose a spirit from those listed in the shaman’s spirit ability. She receives the spirit abilities granted by her chosen spirit at 1st level, the abilities granted by the greater spirit version at 8th level, and the abilities granted by her true spirit version at 16th level. This ability replaces martial flexibility.
Spirit Self (Ex): At 1st level, a spirit boxer forms a close bond with a spirit animal tied to her chosen spirit. This functions as the shaman’s spirit animal ability except that the spirit boxer is bonded to her chosen spirit animal. Henceforth, the spirit boxer is treated as an animal spirit for the purpose of gaining benefits granted to a spirit animal. She also serves as her own conduit to her patron, allowing her to prepare her spells and use her spirit magic. This replaces brawler’s cunning.
Spirit Style Feats: This is exactly like the brawler’s bonus combat feat ability, except that the spirit boxer adds Accused Hex, Dispelling Fist, and Malicious Eye to the list of feats he can choose. Alternatively, a spirit boxer can choose a hex from those listed in the shaman’s hex ability, from her chosen spirit, or from the new hexes list below in place of a bonus combat feat.
In addition, starting at 2nd level, a spirit boxer may select a style feat granted by his chosen spirit. She can choose feats from her selected spirit style, even if she does not have the normal prerequisites. The benefits of these style feats apply only when she wears light or no armor. She loses all benefits of her spirit style feats when wearing medium or heavy armor, or using a shield. Once a spirit boxer selects a spirit style feat, it cannot be changed.
A spirit boxer can choose from the following style feats according to her chosen spirit.
Battle Spirit Style: At 2nd level, the spirit boxer can choose the Panther Style or Tiger Style feat whenever she gains a spirit style feat. At 5th level, she adds Panther Claw and Tiger Claw to the list. At 8th level, she adds Panther Parry Master and Tiger Pounce to the list.
Bones Spirit Style: At 2nd level, the spirit boxer can choose the Mantis Style or Pummeling Style feat whenever she gains a spirit style feat. At 5th level, she adds Mantis Wisdom and Pummeling Bully to the list. At 8th level, she adds Mantis Torment and Pummeling Charge to the list.
Flame Spirit Style: At 2nd level, the spirit boxer can choose the Efreeti Style or Snake Style feat whenever she gains a spirit style feat. At 5th level, she adds Efreeti Stance and Snake Sidewind to the list. At 8th level, she adds Efreeti Touch and Snake Fang to the list.
Heavens Spirit Style: At 2nd level, the spirit boxer can choose the Archon Style or Janni Style feat whenever she gains a spirit style feat. At 5th level, she adds Archon Diversion and Janni Tempest to the list. At 8th level, she adds Archon Justice and Janni Rush to the list.
Life Spirit Style: At 2nd level, the spirit boxer can choose the Grabbing Style or Jabbing Style feat whenever she gains a spirit style feat. At 5th level, she adds Grabbing Drag and Jabbing Dancer to the list. At 8th level, she adds Grabbing Master and Jabbing Master to the list.
Lore Spirit Style: At 2nd level, the spirit boxer can choose the Kirin Style or Monkey Style feat whenever she gains a spirit style feat. At 5th level, she adds Kirin Strike and Monkey Moves to the list. At 8th level, she adds Kirin Path and Monkey Shine to the list.
Mammoth Spirit Style: At 2nd level, the spirit boxer can choose the Dragon Style or Tiger Style feat whenever she gains a spirit style feat. At 5th level, she adds Dragon Ferocity and Tiger Claw to the list. At 8th level, she adds Dragon Roar and Tiger Pounce to the list.
Nature Spirit Style: At 2nd level, the spirit boxer can choose the Boar Style or Wolf Style feat whenever she gains a spirit style feat. At 5th level, she adds Boar Ferocity and Wolf Trip to the list. At 8th level, she adds Boar Shred and Wolf Savage to the list.
Stones Spirit Style: At 2nd level, the spirit boxer can choose the Earth Child Style or Shaitan Style feat whenever she gains a spirit style feat. At 5th level, she adds Earth Child Topple and Shaitan Skin to the list. At 8th level, she adds Earth Child Binder and Shaitan Earthblast to the list.
Waves Spirit Style: At 2nd level, the spirit boxer can choose the Marid Style or Snapping Turtle Style feat whenever she gains a spirit style feat. At 5th level, she adds Marid Spirit and Snapping Turtle Clutch to the list. At 8th level, she adds Marid Coldsnap and Snapping Turtle Shell to the list.
Wind Spirit Style: At 2nd level, the spirit boxer can choose the Crane Style or Djinni Style feat whenever she gains a spirit style feat. At 5th level, she adds Crane Wing and Djinni Spirit to the list. At 8th level, she adds Crane Riposte and Djinni Spin to the list.
Hex Strike (Su): At 2nd level, a spirit boxer gains Hex Strike as a bonus feat.
Spellcasting: Beginning at 4th level, a spirit boxer gains the ability to cast a small number of divine spells, which are drawn from the shaman spell list. Only shaman spells of 4th level and lower are considered to be part of the spirit boxer’s spell list. A spirit boxer must choose and prepare her spells in advance.
To prepare or cast a spell, a spirit boxer must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a spirit boxer's spell is 10 + the spell level + the spirit boxer's Wisdom modifier.
Like other spellcasters, a spirit boxer can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Spirit Boxer. In addition, she receives bonus spells per day if she has a high Wisdom score. When Table: Spirit Boxer indicates that the spirit boxer gets 0 spells per day of a given spell level, she gains only the bonus spells she would be entitled to based on her Wisdom score for that spell level.
A spirit boxer must spend 1 hour per day in quiet meditation to regain her daily allotment of spells. A spirit boxer may prepare and cast any spell on her spell list provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.
Through 3rd level, a spirit boxer has no caster level. At 4th level and higher, her caster level is equal to her spirit boxer level –3. This ability replaces brawler’s flurry.
Spirit Magic: At 4th level, a spirit boxer can spontaneously cast a limited number of spells per day beyond those she prepared ahead of time and gains the shaman’s spirit magic ability. This ability replaces knockout.
Manifestation: At 20th level, a spirit boxer undergoes a transformation as she manifests as a pinnacle of her main spirit. She gains the shaman’s manifestation ability. This ability replaces improved awesome blow.
NEW HEXES
The following hexes are restricted to the Spirit Boxer multiclass archetype.
Breach Armor (Su)
Physical attacks can penetrate an opponent’s armor more easily.
Effect: The spirit boxer can cause the armor of a creature within 30 feet to become fragile for 1 round. The base armor bonus granted by the affected creature’s manufactured armor (hide, chain shirt, scale mail, etc.) is reduced by a number equal to the spirit boxer’s Wisdom modifier (minimum armor bonus of 0). The armor is also considered to have the fragile armor quality. A spirit boxer knows when an affected creature is no longer under the hex’s effect. A spirit boxer can have only one breach armor hex active at a time. If the spirit boxer uses this ability again, the previous curse immediately ends. At 8th level and 16th level, the duration of this hex is extended by 1 round. A creature can only be the target of this hex once in a 24 hour period.
Critical Knockout (Ex)
The spirit boxer’s fighting skills inspire his allies to greater heights of battle prowess.
Effect: Whenever a spirit boxer confirms a critical hit against an opponent, he can use this hex as an immediate action. All allies within 30 feet that can see the spirit boxer (line of sight) gain a bonus on all attack and damage rolls equal to his Wisdom modifier (minimum +1) until the beginning of his next turn.
Fumble Foot (Su)
The spirit boxer’s can surprise his opponents.
Effect: As a swift action, when the spirit boxer makes a melee attack against an opponent that is adjacent to him, he can catch that opponent off-guard, causing him to become flat-footed until the beginning of his next turn. A successful Reflex save negates this effect.
Hide Breaker Curse (Su)
The spirit boxer can lower the natural defense of her opponents.
Effect: The spirit boxer can cause a creature within 30 feet to suffer from a weakening of its natural defenses. The affected creature’s natural armor bonus is reduced by 2 (minimum 0). This curse lasts until the affected creature is hit. A spirit boxer knows when an affected creature is no longer under the hex’s effect. A spirit boxer can have only one hide breaker hex active at a time. If the spirit boxer uses this ability again, the previous curse immediately ends. At 8th level and 16th level, the creature’s natural armor bonus is further reduced by 1.
Opportunistic Pugilist (Su)
The spirit boxer can find openings in his opponent’s defenses.
Effect: When the spirit boxer makes unarmed strikes against an adjacent opponent, and targets that opponent with this hex, the target provokes a single attack of opportunity from each of the spirit boxer’s allies that are also adjacent to the target (including the spirit boxer). This hex lasts for a number of rounds equal to the spirit boxer’s Wisdom modifier. The spirit boxer must remain adjacent to the target or the hex immediately ends. The target can make a Will save to negate this effect. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.
Power Strike (Ex)
The spirit boxer can pool all her unarmed attack potential into a single powerful attack.
Effect: As a full-round action, the spirit boxer can unleash all her unarmed attacks at a single target. He makes as many attack rolls as he can, based on his base attack bonus. He makes the attack rolls in order from highest bonus to lowest, as if he were making a full attack. If any of the attack rolls hit the target, all of the spirit boxer’s attacks are considered to have hit and deals unarmed damage accordingly. For instance, if a 7th-level spirit boxer misses with his first unarmed attack, but hits with his second unarmed attack, both attacks are considered to have hit and does 2d8 points of damage with the attack, instead of 1d8 points of damage, before adding any damage modifiers. Precision damage and extra damage from weapon special abilities (such as flaming) are added with damage modifiers and are not increased by this hex. If one or more rolls are critical threats, he confirms the critical once using his highest base attack bonus –5. For each critical threat beyond the first, he reduces this penalty by 1 (to a maximum of 0). The spirit boxer only misses on a powerful strike if all the attack rolls miss. Whether or not the power strike is successful, a creature cannot be the target of this hex again for 1 day. The spirit boxer must be at least 8th level to select this hex.
Ranged Maneuvers (Su)
The spirit boxer can perform combat maneuvers at a distance.
Effect: The spirit boxer can make a combat maneuver against a single opponent at a range of 30 feet. Working at a distance decreases the spirit boxer’s combat maneuver bonus by 5. Only dirty trick, disarm, reposition, sunder, and trip combat maneuvers can be made with this hex.
Sudden Strike (Su)
The spirit boxer can make an additional attack with his unarmed attacks.
Effect: When the spirit boxer makes a full attack action with his unarmed strike, he can make one extra unarmed attack each round for a number of rounds equal to 3 + his Wisdom modifier. These extra attacks are made at his highest attack bonus, plus any modifiers appropriate to the situation. The spirit boxer cannot use the sudden strike hex against the same creature more than once in a 24-hour period.
Table: Spirit Boxer
Base
Class Attack Fort Ref Will Spells Per Day
Level Bonus Save Save Save Damage Special 1st 2nd 3rd 4th
1st +1 +2 +0 +0 1d6 Martial training, spirit, spirit self, unarmed strike — — — —
2nd +2 +3 +0 +0 1d6 Hex strike, spirit style feat — — — —
3rd +3 +3 +1 +1 1d6 Maneuver training 1 — — — —
4th +4 +4 +1 +1 1d8 AC bonus +1, spirit magic 0 — — —
5th +5 +4 +1 +1 1d8 brawler’s strike (magic), close weapon mastery, 1 — — —
spirit style feat 1 — — —
6th +6/+1 +5 +2 +2 1d8
7th +7/+2 +5 +2 +2 1d8 Maneuver training 2 1 0 — —
8th +8/+3 +6 +2 +2 1d10 Spirit (greater), spirit style feat 1 1 — —
9th +9/+4 +6 +3 +3 1d10 AC bonus +2, brawler’s strike (cold iron and silver) 2 1 — —
10th +10/+5 +7 +3 +3 1d10 2 1 0 —
11th +11/+6/+1 +7 +3 +3 1d10 Maneuver training 3, spirit style feat 2 1 1 —
12th +12/+7/+2 +8 +4 +4 2d6 Brawler’s strike (alignment) 2 2 1 —
13th +13/+8/+3 +8 +4 +4 2d6 AC bonus +3 3 2 1 0
14th +14/+9/+4 +9 +4 +4 2d6 Spirit style feat 3 2 1 1
15th +15/+10/+5 +9 +5 +5 2d6 Maneuver training 4 3 2 2 1
16th +16/+11/+6/+1 +10 +5 +5 2d8 Awesome blow, spirit (true) 3 3 2 1
17th +17/+12/+7/+2 +10 +5 +5 2d8 Brawler’s strike (adamantine), spirit style feat 4 3 2 1
18th +18/+8/+13/+3 +11 +6 +6 2d8 AC bonus +4 4 3 2 2
19th +19/+14/+9/+4 +11 +6 +6 2d8 Maneuver training 5 4 3 3 2
20th +20/+15/+10/+5 +12 +6 +6 2d10 Manifestation, spirit style feat 4 4 3 3
And
Bound by a deep love of their chosen terrains, spirit sentinels scout the border between the material plane and world of spirits. Seeing a soul in all the living and nonliving parts of their environment, these spirit sentinels firmly believe in a need for balance between all living things. Thus, they go to great lengths in order to help, heal, nurture, and protect them while employing spirits to act as intermediaries between the wild and civilization, enabling them to understand and learn from each other.
Primary Class: Ranger.
Secondary Class: Shaman.
Alignment: Any.
Hit Dice: d10.
Bonus Skills and Ranks: The spirit sentinel may select three shaman skills to add to her class skills in addition to the normal ranger class skills. The spirit sentinel gains a number of ranks at each level equal to 4 + Int modifier.
Weapon and Armor Proficiency: The spirit sentinel is proficient with all simple and martial weapons, with light and medium armor, but not with shields.
Favored Terrain (Ex): This is exactly like the ranger’s ability of the same name, except that a spirit sentinel gains his first favored terrain at 1st level, and an additional favored terrain at 5th, 10th, 15th and 20th level. This ability replaces favored enemy.
Friend of Spirits (Su): Starting at 3rd level, a spirit sentinel becomes sensitive to the magic of spirits inhabiting different lands of the world. When a spirit sentinel is in a favored terrain other than his first favored terrain, he can choose to attune himself with one of the spirits of that terrain. The spirit sentinel gains access to all hexes and spirit magic spells of 1st to 4th level granted by that terrain’s chosen associated spirit. The choice must be each day and the effect lasts until he rests to regain his daily allotment of spells. The spirit sentinel continues to maintain the spirit abilities of his 1st favored terrain, but the hexes and spirit magic spells replace those of his first favored terrain for the duration of the ability.
In addition, when spirit sentinel is in his first favored terrain, he is treated as 1 level higher for the purpose of determining the effects of the terrain’s associated hexes and spirit magic spells. This ability replaces endurance.
Terrain Spirit (Su): At 3rd level, a spirit sentinel gains the shaman’s spirit ability, and must chosen one spirit from those listed according to his favored terrain chosen at 1st level as follows.
Table: Terrain Spirits
Terrain Spirits
Cold Mammoth, Waves
Desert Flame, Wind
Forest Battle, Nature
Jungle Life, Nature
Mountain Stone, Wind
Plains Mammoth, Nature
Planes Heavens, Life
Swamp Bones, Waves
Underground Stone, Bones
Urban Battle, Lore
Water Waves, Wind
At 3rd level, a spirit sentinel gains the spirit ability granted by his terrain spirit. She adds the spells granted by that spirit to the list of spells that she can cast using spirit magic. At 9th level, the spirit sentinel gains the abilities listed in the greater version of his selected spirit. This ability and spirit magic replace 1st favored terrain and evasion.
Spellcasting: A spirit sentinel adds the following shaman spells to his spell list at the indicated spell levels: 1st level–guidance, hex vulnerability, hex ward, know direction, produce flame, purify food and drink, sense spirit magic, spirit call, wave shield; 2nd level–beastspeak, calm emotions, clairaudience/clairvoyance, create food and water, flame blade, font of spirit magic, imbue with elemental might, wood shape; 3rd level–air breathing, aura sight, bloody arrows, call lightning, control water, dominate animal, hex glyph, mantle of calm, nauseating trail, remove blindness/deafness, stone shape, thorn body, tongues, water breathing; 4th level–ancestral memory, awaken, baleful polymorph, bestow curse, blight, cone of cold, control winds, divination, earth glide, elemental swarm, giant vermin, hex glyph, ice storm, imbue hex, poison, remove curse, speak with haunt, spike stones, stoneskin, wall of fire, wall of stone, wall of thorns.
Spirit Magic: At 4th level, a spirit sentinel gains the shaman’s spirit magic ability and adds all spirit spells of 1st to 4th level to his spell list.
Spirit Bond (Su): This is exactly like the ranger’s hunter’s bond ability, except that a spirit sentinel must choose to bond with an animal companion. In addition, his animal companion gains the spirit animal abilities granted by his chosen spirit. This modifies hunter’s bond.
Hex: At 8th level, and again at 13th and 18th level, the spirit sentinel gains a hex granted by his chosen spirit. He cannot select a hex from the shaman’s general hex list. This ability replaces the 2nd, 3rd, and 4th favored terrain.
Wandering Terrain Spirit (Su): At 12th level, the spirit sentinel can temporarily bond with a spirit related to another of his favored terrains. He must make the selection each day when preparing his spells. While this ability is active, he gains the spirit ability granted by the spirit. He also adds the 1st–4th level spells granted by that spirit to his spell list. At 17th level, she gains the abilities listed in the greater version of her wandering spirit. This ability replaces camouflage and hide in plain sight.
Wandering Terrain Hex: At 16th level, a spirit sentinel can temporarily gain the use of one of the hexes possessed by either one of his spirits. He must make this selection each day when he prepares his spells. For the purposes of this ability, he can select any hex possessed by his terrain spirit or wandering spirit. If he selects it from his wandering spirit, he loses the hex immediately if he bonds with another spirit, although he can then select a different hex to gain using this ability, from either his spirit or his new wandering spirit. This replaces improved evasion.
Emissary of Spirits: At 20th level, a spirit sentinel gains the abilities listed for the true version of her selected spirit. If the spirit sentinel has chosen the Mammoth or Nature spirit, his spirit animal companion is granted all the abilities of a spirit familiar in addition to those of an animal companion, using the spirit sentinel’s level as his effective shaman level. Moreover, the spirit sentinel can always move at full speed while using Survival to follow tracks without penalty. This ability replaces master hunter.
Table: Spirit Sentinel
Base
Class Attack Fort Ref Will Spells per Day
Level Bonus Save Save Save Special 1st 2nd 3rd 4th
1st +1 +2 +0 +2 1st favored terrain, track, wild empathy — — — —
2nd +2 +3 +0 +3 Combat style feat — — — —
3rd +3 +3 +1 +3 Fiend of spirits, terrain spirit — — — —
4th +4 +4 +1 +4 Spirit bond 0 — — —
5th +5 +4 +1 +4 2nd favored terrain 1 — — —
6th +6/+1 +5 +2 +5 Combat style feat 1 — — —
7th +7/+2 +5 +2 +5 Woodland stride 1 0 — —
8th +8/+3 +6 +2 +6 Hex, swift tracker 1 1 — —
9th +9/+4 +6 +3 +6 Terrain spirit (greater) 2 1 — —
10th +10/+5 +7 +3 +7 3rd favored terrain, combat style feat 2 1 0 —
11th +11/+6/+1 +7 +3 +7 Quarry 2 1 1 —
12th +12/+7/+2 +8 +4 +8 Wandering terrain spirit 2 2 1 —
13th +13/+8/+3 +8 +4 +8 Hex 3 2 1 0
14th +14/+9/+4 +9 +4 +9 Combat style feat 3 2 1 1
15th +15/+10/+5 +9 +5 +9 4th favored terrain 3 2 2 1
16th +16/+11/+7/+2 +10 +5 +10 Wandering terrain hex 3 3 2 1
17th +17/+12/+7/+2 +10 +5 +10 Wandering terrain spirit (greater) 4 3 2 1
18th +18/+13/+8/+3 +11 +6 +11 Combat style feat, hex 4 3 2 2
19th +19/+14/+9/+4 +11 +6 +11 Improved quarry 4 3 3 2
20th +20/+15/+10/+5 +12 +6 +12 5th favored terrain, emissary of the spirits 4 4 3 3
Haven't started on Tyrannical's MCA yet, hopefully tonight.

Tyrannical |

Oh! Didn't realize I was up, I must have missed my cue! I made a few revisions to what I posted earlier. so here's what I got;
The Fortune Telling performance is a strange and mysterious one, some would argue that it is mere theatrics and riddles rather than holding any power over the spiritual or divine, though through use of the Harrow the strands of destiny become a little more malleable in the hands of the Occult Clairvoyant. Using the tools and tactics of augury, this strange performer can shift the fate of the company around her, bringing with it either whimsy or woe.
Primary: Bard
Secondary: Shaman
Alignment: Any
Hit Die: d8
Weapon and Armor Proficiency: Light Armor and Simple weapons, losing normal bard proficiencies for the 'Deadly Dealer' feat.
Spellcasting: Bard 0-6 spells, but are cast as Divine and must be prepared beforehand by studying her harrow deck. (Also uses some witch divination spells, not sure which yet)
Deliver Touch Spells: At 3rd level, when the occult clairvoyant uses the Deadly Dealer feat with a card from her harrow deck, the card is not destroyed and gains the returning weapon special ability.
In addition, the occult clairvoyant can deliver a touch spell with a thrown card. This uses the Deadly Dealer feat, except the attack is resolved as a ranged touch attack and the card deals no damage of its own. This ability replaces spontaneous casting
Bardic Knowledge: Same as bard
Clairvoyant's Performance: A Spiritual Clairvoyant is instead trained in using tools of divination rather than musical instruments for her performance. She supplements her 'sense motive' skill to perform palm readings, star gazing, and other manual methods of divination, as well as 'Use Magic Device' skill in place of instrumental performances, substituting in it's place a fortune telling device, such as a harrow deck, crystal ball, dice, spirit board or runes.
The spiritual clairvoyant can use this ability for a number of rounds per day equal to 4 + her Wisdom modifier. At each level after 1st a spiritual clairvoyant can use clairvoyant's performance for 2 additional rounds per day. Each round, the spiritual clairvoyant can produce any one of the types of performance that she has mastered, as indicated by her level.
At 7th level, a spiritual clairvoyant can start a performance as a move action instead of a standard action. At 13th level, she can start a performance as a swift action. Each performance has audible components, visual components, or both. This ability otherwise replaces and acts as bardic performance.
- Augur's Vision: At 1st level, the Spiritual Clairvoyant is able to cast her mind into the future to vaguely predict events that could unfold. This acts as the 'Augury' spell, though starts at 80% meaningful response instead of 70% (to a maximum of 100%). At 5th level, this performance replicates the effects of the 'Division' spell instead. Each round of the performance maintained she may inquire the result of another action, though the chance of a meaningful response lowers by 15% per round, refreshing when she prepares her spells. This performance replaces distraction.
- Change Fate: At 2nd level, the Spiritual Clairvoyant can pluck at the strands of fate and cure any single hex of curse affecting an ally and instead transfer it to any enemy, requiring them to roll a will save or suffer it's ill effects. If there are no enemies about, she may instead take the curse or hex upon herself, but may later transfer it to an enemy. Each round of performance swaps one curse or hex. This performance replaces countersong
- Harrow Reader: At 4th level, a Spiritual Clairvoyant can read upon the harrow and use it to decide the fates of herself and her allies, providing a boon to those who witness this act of divination. This acts as the 'Harrowing' spell, though it affects all allies within 30ft who can see the performance, and imparts no negative effects should a card of opposing alignment be drawn. Every 4 levels, the luck bonus increases by 1 (or 2 if the card's alignment is identical). The bonus is maintained as long as the performance is active. At 12th level, allies also benefit from the effects of 'Greater Harrowing' during the performance. This performance replaces inspire competence.
- Harrowing Curse: at 8th level, The Spiritual Clairvoyant can curse a target creature by touching it with (or throwing) a card randomly drawn from a harrow deck she owns. The target is affected as if by the spell bestow curse using the spiritual clairvoyants caster level, except that the witch can decrease only the ability score that corresponds to the suit of the card drawn. At 16th level, this performance acts as a major curse spell. The curse is maintained by each round of her performance, once the performance ends the curse begins to subside. This performance replaces inspire greatness
- Spiritual Commune: At 12th level, The Spiritual Clairvoyant can contact an ancestral spirit of herself or any ally in order to look to the actions of the past for answers to troubles in the present, this acts as the 'Ancestral Memory' spell, though starts at 80% meaningful response instead of 70% (to a maximum of 100%). Like the Augur's Vision performance, each round of the performance maintained she may inquire the result of another action, though the chance of a meaningful response lowers by 15% per round, refreshing when she prepares her spells. This performance replaces soothing performance.
- Diviner's Foresight: At 16th level, The Spiritual Clairvoyant can quickly divine actions taken against themselves or an ally within 30ft. Every 2 levels thereafter she may affect another ally within performance range. Each target is mentally prepared for what is to come and gains a +4 luck bonus on saving throws and cannot be cought flat-footed. This performance replaces inspire heroics
- Prophesize Doom: At 20th level, The Spiritual Clairvoyant can inflict a deadly curse upon her enemy. She draws a random card from her harrow deck (or dice roll of 1d6), and depending on which suit is drawn the performance reduces the target's corresponding ability score to 0. This may lead to the enemy becomming unconscious, comatose or dead, depending on which ability score is reduced.
To be affected, the target must be able to see and hear the bard perform for 1 full round and be within 30 feet. The target receives a Will save (DC 10 + 1/2 the bard’s level + the bard’s Cha modifier) to negate the primary effect, but not the alignment weakness effect. If a creature’s saving throw succeeds, the target is staggered for 1d4 rounds, and the spiritual clairvoyant cannot use dire harrowing on that creature again for 24 hours. This performance replaces deadly performance.
Destiny Seer: At 2nd level, the spiritual clairvoyant gains the Fortune Teller and Harrower feats as bonus feats. This ability replaces well-versed.
Hex: At 3rd level, the spiritual clairvoyant gains the Shaman's hex class feature. She may pick from any of the available standard hexes at 3rd level and every 3 levels therafter, though hexes with targets require a round of performance to cast. This ability replaces all other performances.
Wandering Spirit: At 4th level, the Spiritual Clairvoyant gains the Wandering Spirit Shaman ability, allowing her to form a temporary bond with a spirit. The spirit must be chosen when she prepares her spells. While this feature is active, she gains the spirit ability granted by the spirit. She does not add the hexes or spells from her wandering spirit to those available to her. At 12th level, she gains the abilities listed in the greater version of her wandering spirit. At 20th level, she gains the ability listed in the true version of her wandering spirit. This ability replaces versatile performance and jack of all trades.
Lore Master: Same as bard
Wandering Hex: At 6th level, a spiritual clairvoyant can temporarily gain the use of one of the hexes possessed by her wandering spirit. If she selects she loses the hex immediately if she bonds with another spirit, although she can then select a different hex to gain using this ability. At 14th level, a spiritual clairvoyant can select two wandering hexes each day instead of one. This ability otherwise functions as the hex class feature.

Elghinn Lightbringer |

@Occult Clairvoyant
I think we can meld Bard and Shaman a bit better than it is. So I have a question. As you are employing a Harrow Deck, and you are combining Bard and Shaman, have you thought about linking the following?
1) As a divine caster, he requires some source for his spells. Why not use the shaman's spirit ability (choosing a spirit) who either is the source of his divine magic, or the conduit to his divine source. For example,the Battle Spirit could be a conduit to a War god.
2) Employ harrow deck as the focus to commune/consult with his divine source to gain his spells, lie a holy symbol for a cleric.
3) Choice of a shaman spirit would NOT grant the spirit powers. It WOULD grant him the spirit's hexes, spirit magic spells would be added to his bard spell list (could still allow spontaneous casting of spirit magic spells), and the spirit animal ability would be granted to the Occult Clairvoyant while his harrow deck is in hand.
While Wandering Spirit and Wandering Hex may be added to the MCA, if there isn't enough swap material, I think a constant spirit/hexes is a bit more appropriate for the MCA. So I'd suggest getting rid of the Wandering Hex and Wandering Spirit abilties in favor of the static Spirit, hexes, additional spells, and spirit animal ability.
I'm assuming you wanted to go with the Wandering abilities due to their randomness (sort of fits with luck and chance of a deck), but I think a more stable choice of a normal spirit would be better.
That's my 2 cp on the build.

Tyrannical |

@Occult Clairvoyant
1) As a divine caster, he requires some source for his spells. Why not use the shaman's spirit ability (choosing a spirit) who either is the source of his divine magic, or the conduit to his divine source. For example,the Battle Spirit could be a conduit to a War god.
Not much about this class speaks about gods, more the Harrow, the strange essence of luck and fate that exists in the world. Since the class only makes use of wandering spirit, there's no level 1 spirit ability included in the class anyway.
2) Employ harrow deck as the focus to commune/consult with his divine source to gain his spells, lie a holy symbol for a cleric.
I was considering this idea, at first I was thinking it would be the primary 'instrument' of the class, but I think we could tweak it to serve as the source of spells.
3) Choice of a shaman spirit would NOT grant the spirit powers. It WOULD grant him the spirit's hexes, spirit magic spells would be added to his bard spell list (could still allow spontaneous casting of spirit magic spells), and the spirit animal ability would be granted to the Occult Clairvoyant while his harrow deck is in hand.While Wandering Spirit and Wandering Hex may be added to the MCA, if there isn't enough swap material, I think a constant spirit/hexes is a bit more appropriate for the MCA. So I'd suggest getting rid of the Wandering Hex and Wandering Spirit abilties in favor of the static Spirit, hexes, additional spells, and spirit animal ability.
I'm assuming you wanted to go with the Wandering abilities due to their randomness (sort of fits with luck and chance of a deck), but I think a more stable choice of a normal spirit would be better.
That's my 2 cp on the build.
Personally I was more drawn to Wandering Spirit/ex for a number of reasons
1) Spirit magic is 0-9, and Bards only cast 0-6, making it a difficult fit
2) standard spirits have a manifestation capstone, while wandering spirits do not. having manifestation would mean losing the level 20 performance.
3) it fits in a little more with being able to contact nearby spirits, rather then being stuck with one permanently.
4) the luck/chance concept of the class, as you said.

Elghinn Lightbringer |

Not much about this class speaks about gods, more the Harrow, the strange essence of luck and fate that exists in the world. Since the class only makes use of wandering spirit, there's no level 1 spirit ability included in the class anyway....Stuff
Then we'll keep with Wandering stuff. I'll take a look and see how we can tie the wandering spirits into the harrow deck concept instead.

Tyrannical |

Elghinn Lightbringer wrote:Destiny Seer ability mentions the Fortune Teller and Harrower feat. I CAN'T find the Harrower feat?I assume this is the feat: http://www.d20pfsrd.com/feats/general-feats/harrowed
That's the one. 'Harrower' is the prestige class, I got those two mixed up sorry!
I needs some clarification on the wording of the Clairvoyant Performance ability. What is happening with Sense Motive and Use Magical Devise exactly. It's not making sense.
That was some WIP stuff I didn't quite round off, in essence the 'Use Magic Device' replaces instrumental performances (keyboard, percussion, string, wind) and 'sense motive' for more manual performances (act, comedy, dance, oratory, sing)
Use Magic Device requires the use of an augury device, such as the Harrow deck, a crystal ball, and the others mentioned, while sense motive is like reading palms, stargazing and all that.
Each of the new performances will either use 'use magic device', 'sense motive' or both in place of 'perform'. I think it works best like this;
Augur's Vision - Use Magic Device
Change Fate - Sense Motive
Harrow Reader - Use Magic Device
Harrowing Curse - Use Magic Device
Spiritual Commune - Both
Diviner's Foresight - Sense Motive
Prophesize Doom - Both

![]() |

My apologizes for not posting yet, I haven't had the chance to really buckle down and make a writeup for the Sorcerer/Infiltrator (Investigator)* with Doppelganger Bloodline... forgot the name I gave it. I will say I would like to have the final transformation to be that the bloodline causes the character to take on the shapeshifter subtype.
*or flipping the classes for primary and secondary, I can't remember the order.

Camwyn |
Hey folks, noticed a typo on the Unseen Marksman
Under Musket Expert instead of UM it says " frontier huntsman"

Elghinn Lightbringer |

OK, here's the revised Occult Clairvoyant.Did a bunch of tweaking, changed swaps and removed some stuff for balance. Specifically, got rid of the 2 hexes for wandering hex and true spirit power from wandering spirit. I felt those were too much for what we are swapping out. Even then, I think this one's a bit on the heavy side, but I think what is there is essential to the concept.
The art of fortunetelling is a strange and mysterious one. Some would argue that it is mere theatrics and riddles rather than a true expression of power over the spiritual or divine, but through the use of the harrow, the strands of destiny become more malleable in the hands of the occult clairvoyant. Using the tools and tactics of augury, the occult clairvoyant can shift the fate of the companions around her, bringing either weal or woe.
Primary Class: Bard.
Secondary Class: Shaman.
Alignment: Any.
Hit Dice: d8.
Bonus Skills and Ranks: The occult clairvoyant may select three shaman skills to add to his class skills in addition to the normal bard class skills. The occult clairvoyant gains a number of ranks at each level equal to 6 + Int modifier.
Weapon and Armor Proficiency: The occult clairvoyant is proficient with all simple weapons, with light armor, and with shields (except tower shields).
Spellcasting: An occult clairvoyant casts divine spells drawn from the bard spell list, and adds the following spell to his list at the indicated spell levels:
STILL NEED TO ADD SPELLS- OR NOT, PERHAPS THE SPELLS FROM WANDERING SPIRIT GIVE IT ENOUGH? IF NOT THEN WHAT SHALL WE ADD?
An occult clairvoyant must choose and prepare his spells in advance.
To prepare or cast a spell, an occult clairvoyant must have a Wisdom score equal to at least 10 + the spell's level. The saving throw DC against an occult clairvoyant's spell is 10 + the spell's level + the occult clairvoyant's Wisdom modifier.
Like other spellcasters, an occult clairvoyant can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Occult Clairvoyant. In addition, he receives bonus spells per day if he has a high Wisdom score.
Occult clairvoyants consult their harrow deck to prepare their spells. Each occult clairvoyant must choose a time when he must spend 1 hour each day in quiet consultation with his harrow deck to regain his daily allotment of spells. An occult clairvoyant can prepare and cast any spell on the occult clairvoyant spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily study. This ability replaces the bard’s spellcasting ability.
Clairvoyant’s Performance: This is exactly like the bard’s bardic performance ability, except for the following changes. An occult clairvoyant uses his Wisdom to determine the number of rounds performance he gains and the effects of his performances. In addition, the occult clairvoyant does not use the Perform skill to make his performances. Instead, he uses the Sense Motive or Use Magical Device skill, depending on the type of performance made. For performances that require the use of an augury device (such as a harrow deck, crystal ball, dice, or similar device), the occult clairvoyant uses the Use Magical Device skill. All other performances require the use of the Sense Motive skill (see individual performances for their required skill check).
An occult clairvoyant gains the following performances.
Augur's Vision (Sp): At 1st level, an occult clairvoyant can spend 1 round of performance to project his mind into the future to vaguely predict events that could unfold. This acts as the augury spell, except that the occult clairvoyant adds half his Use Magic Device skill ranks to his chance of success (up to 100%). For each additional round spent to maintain this performance, the occult clairvoyant may inquire the result of one additional action. However, for each use of this performance after the first, the chance of receiving an answer is reduced by 10%, until he rests to regain his spells, at which time the performance’s effect resets. At 9th level, this performance functions as the divination spell. This performance requires the Use Magical Device skill. This performance is a divination effect that replaces distraction and inspire greatness.
Change of Fate (Su): At 2nd level, an occult clairvoyant can spend 1 round of performance to pluck the strands of fate to transfer the effect of any one hex or curse affecting an ally and transfer it to an ally or opponent within 30 feet. The new target can make a Will save against the hex or curse to negate its effect. If there are no target’s within range, the occult clairvoyant can instead imbue the hex or curse on himself. By spending an additional round of performance, he can later transfer the hex or curse to a different target within range as long as the hex or curse is still in effect. The duration of a transferred hex or curse is calculated from the time it was first used or cast, not from the time it was transferred to the new target. An individual hex or curse has been transferred to a new target (not including the transference to the occult clairvoyant) cannot be transferred again by the same occult clairvoyant. An opponent can only be affected by a one transferred hex or curse at a timed. This performance requires the Sense Motive skill. This performance is a curse effect that replaces countersong
Soothsaying (Su): At 3rd level, an occult clairvoyant can use his performance to call upon his harrow deck to grant a boon. This functions like the harrowing spell, except that it grants the +2 luck bonus to himself and a number of allies equal to his Wisdom modifier within 30 feet who can see and hear his performance and imparts no –1 penalty to the associated check. This luck bonus increases by +1 for every four levels the occult clairvoyant has attained beyond 3rd (+3 at 7th, +4 at 11th, +5 at 15th, and +6 at 19th). The bonus persists as long as the performance is maintained. At 13th level, those affected by the harrow reader performance also benefit from the effects of the greater harrowing spell. This performance requires the Use Magical Device skill. This performance is a divination, language-dependent effect that replaces inspire competence.
Diviner's Foresight (Su): At 6th level, an occult clairvoyant can use his performance to quickly divine actions taken against him or an ally within 30ft. The target gains a +1 luck bonus on saving throws and cannot be caught flat-footed while the performance is maintained. At 10th level and every four levels thereafter, this bonus increases by +1, to a maximum of +4 at 18th level. This performance requires the Use Magical Device skill. Diviner’s foresight is a divination, language-dependent effect that replaces suggestion.
Harrower’s Curse (Su): At 8th level, the occult clairvoyant can use her performance to curse a single creature within 30 feet as the bestow curse spell by hurling a card, randomly drawn from his harrow deck. This requires a ranged touch attack, but deals no damage. This performance affects only the ability score that corresponds to the drawn card’s suit and lasts a number of rounds equal to the occult clairvoyant’s level + his Wisdom modifier. At 15th level, this performance functions as the major curse spell. This curse effect remains as long as the performance is maintained. This performance requires the Use Magical Device skill. This performance is a divination, curse effect that replaces dirge of doom and inspire heroics.
Commune with Spirits (Su): At 12th level, an occult clairvoyant can use his performance to open his mind to the vast experiences of his ancestors in the hope of learning something pertinent about his current situation. This functions like the ancestral memory spell, except that the occult clairvoyant adds half his Sense Motive skill ranks to his chance of success (up to 100%). This effect lasts as long s the performance is maintained. For each additional use of this performance, the occult clairvoyant may seek an additional ancestral memory. However, for each use of this performance beyond the first, the chance of finding a pertinent memory is reduced by 10%, until he rests to regain his spells, at which time the performance’s effect resets. This performance requires the Sense Motive skill. This performance is a divination that replaces soothing performance.
Mass Foresight (Su): This ability functions like diviner’s foresight, but allows an occult clairvoyant of 18th level or higher to grant the luck bonus simultaneously to a number of allies equal to his Wisdom modifier. Mass foresight is a divination, language dependent ability that relies on audible components. This performance replaces mass suggestion.
Prophecy of Doom: At 20th level, an occult clairvoyant can spend 6 rounds of performance to inflict a deadly curse upon his enemies. He draws a random card from his harrow deck (or makes a d6 dice roll), and depending on which suit is drawn the performance reduces the target's corresponding ability score to 0. This may lead to the enemy becoming unconscious, comatose, or dead, depending on which ability score is reduced. To be affected, the target must be able to see and hear the occult clairvoyant perform for 1 full round and be within 30 feet. The target receives a Will save (DC 10 + 1/2 the occult clairvoyant’s level + the occult clairvoyant Wisdom modifier) to negate the primary effect, but not the alignment weakness effect. If a creature’s saving throw succeeds, the target is staggered for 1d4 rounds, and the occult clairvoyant cannot use prophecy of doom on that creature again for 24 hours. This performance replaces deadly performance.
Diviner’s Deck: At 1st level, an occult clairvoyant gains a special harrow deck. By consulting with his deck each day, the occult clairvoyant can commune with the spirits around him to prepare his spells. The deck cannot be used for this purpose if any cards are missing.
At 3rd level, when the occult clairvoyant uses the Deadly Dealer feat with a card from his harrow deck, the card is not destroyed and gains the returning weapon special ability. In addition, the occult clairvoyant can deliver a touch spell with a thrown card. This uses the Deadly Dealer feat, except the attack is resolved as a ranged touch attack and the card deals no damage of its own.
This ability, deadly dealer, and destiny seer replaces the bard’s lost weapon proficiencies and well-versed.
Orisons: At 1st level, an occult clairvoyant gains the shaman’s orisons ability. This ability replaces cantrips.
Deadly Dealer: At 2nd level, an occult clairvoyant gains Deadly Dealer as a bonus feat, even if he doesn’t meet the prerequisites. The occult clairvoyant gains the benefits of the Arcane Strike feat, but only for the purposes of using Deadly Dealer.
Hex: At 1st level, the occult clairvoyant gains the shaman's hex ability and may select a hex at 1st level and again at 4th level and every four levels thereafter. He may select from any of the common hexes granted to the shaman class. Any hexes that target a creature require 1 round of performance to use. This ability replaces fascinate and versatile performance.
Destiny Seer: At 3rd level, the occult clairvoyant gains the Fortune Teller and Harrowed feats as bonus feats.
Wandering Spirit (Su): At 4th level, an occult clairvoyant gains the shaman’s wandering spirit, allowing him to form a temporary bond with a spirit. The spirit must be chosen when he prepares his spells. While this feature is active, he gains the spirit ability granted by the spirit. He does not add the hexes or spells from his wandering spirit to those he can select. At 14th level, he gains the abilities listed in the greater version of his wandering spirit.
In addition, an occult clairvoyant gains the shaman’s spirit magic ability and can spontaneously cast each of his spirit magic spells once per day, beyond those she prepared ahead of time. He has one spell slot per day of each occult clairvoyant spell level he can cast, not including orisons. He can choose these spells from the list of spells granted by his wandering spirit at the time he casts them. He can enhance these spells using any metamagic feat that he knows, using up a higher-level spell slot as required by the feat and increasing the time to cast the spell as normal. This ability replaces inspire courage and frightening tune.
Wandering Hex: At 10th level, an occult clairvoyant can temporarily gain the use of one of the hexes possessed by his wandering spirit. If he selects a hex from his wandering spirit he loses the hex immediately if he bonds with another spirit, although he can then select a different hex to gain using this ability. This ability replaces jack of all trades.
Table: Occult Clairvoyant
Base
Class Attack Fort Ref Will Spells per Day
Level Bonus Save Save Save Special 1st 2nd 3rd 4th 5th 6th
1st +0 +0 +2 +2 Augur’s vision, bardic knowledge, clairvoyant’s performance, 1 — — — — —
diviner’s deck, orisons
2nd +1 +0 +3 +3 Change fate, deadly dealer 2 — — — — —
3rd +2 +1 +3 +3 Destiny seer, soothsaying +2 3 — — — — —
4th +3 +1 +4 +4 Hex, wandering spirit 3 1 — — — —
5th +3 +1 +4 +4 Lore master 1/day 4 2 — — — —
6th +4 +2 +5 +5 Diviner’s foresight 4 3 — — — —
7th +5 +2 +5 +5 Soothsaying +3 4 3 1 — — —
8th +6/+1 +2 +6 +6 Harrower’s curse, hex 4 4 2 — — —
9th +6/+1 +3 +6 +6 Inspire greatness 5 4 3 — — —
10th +7/+2 +3 +7 +7 Wandering hex 5 4 3 1 — —
11th +8/+3 +3 +7 +7 Lore master 2/day, soothsaying +4 5 4 4 2 — —
12th +9/+4 +4 +8 +8 Commune with spirits, hex 5 5 4 3 — —
13th +9/+4 +4 +8 +8 5 5 4 3 1 —
14th +10/+5 +4 +9 +9 Wandering spirit (greater) 5 5 4 4 2 —
15th +11/+6/+1 +5 +9 +9 Soothsaying +5 5 5 5 4 3 —
16th +12/+7/+2 +5 +10 +10 Hex 5 5 5 4 3 1
17th +12/+7/+2 +5 +10 +10 Lore master 3/day 5 5 5 4 4 2
18th +13/+8/+3 +6 +11 +11 Mass foresight 5 5 5 5 4 3
19th +14/+9/+4 +6 +11 +11 Soothsaying +6 5 5 5 5 5 4
20th +15/+10/+5 +6 +12 +12 Hex, prophecy of doom 5 5 5 5 5 5

Elghinn Lightbringer |

Hey folks, noticed a typo on the Unseen Marksman
Under Musket Expert instead of UM it says " frontier huntsman"
Thanks!

Tyrannical |

#Occult Clairvoyant
I like some of the changes so far, though I have some thoughts;
- I'm not sure we need to restrict Wandering Hex to only one of the available hexes, rather than two, given that in order to cast a hex the Clairvoyant must expend rounds of performance anyway, so they're already pretty policed as it is.
- I'd personally like to keep the True Spirit ability of Wandering Spirit, and sacrifice the Mass Forsight performance and spirit magic to squeeze it in? Bear in mind that Shaman is a 0-9 caster while bard is 0-6, so many of the swaps naturally have more flexibility.
- If we need to make sacrifices, I don't mind losing the Deadly Dealer material (as well as casting touch spells and hexes via the feat) in order to make room, it's an ability I was on the fence about either way.
- if we need to push more space, perhaps limit Hexes to being attained at level 3, 7, 11, 15 and 19? (losing the primary Hex gained at level 1 entirely and leaving level 20 less clustered)
- I grabbed a few spells from Shaman to add to the class spell list; 1st- Bane, Bless, Detect Animals or Plants, Detect Chaos/Law/Good/Evil, Detect Undead, Dream Feast 2nd- Augury, Burdened Thoughts, Guiding Star. 3rd- Bestow Curse, Speak with Dead, Speak with Haunt. 4th- Divination, Sending. 5th- Ancestral Memory, Commune, Commune with Nature, Major Curse. 6th- True Seeing, Find the Path.
- I had considered also if Wandering Spirit and Wandering Hex were too overpowered that instead we remove them and grant it the Shaman's normal spirit ability (standard, greater, true and perhaps manifestation) but instead restrict it solely to the 'Lore' spirit.
- I was also wandering if instead of the above spells, make set of 1-6 spirit spells available depending on the chosen spirit. All being related to their thematic focus but with a hint of divination (such as a nature spirit gaining 'Detect Animals and Plants' and 'Commune with Nature')

Elghinn Lightbringer |

1) Hmm, that's true, we can probably go with 2 hexes then.
2) With spirit magic, we could get rid of the spontaneous aspect, and simply add spells to list while wandering spirit is in effect (1 day). That would tone it down a bit. When we can keep foresight, and probably add back in the true spirit.
3) Deadly Dealer could go. I'll take a look.
4) If we want to remove 1st level hex, then hexes should go at 2/6/10/14/18. I originally had that, but wanted to fill some dead levels and moves it to 1/4/8/12/16/20.
5) I like the spells. We'll add those in as hard wired, then use the wandering spirit spells as fluctuating every day.
6) Naw, I like the option of choosing one each day. Adds to the randomness feel of the MCA.
7) No, go with the spells and then the fluctuating wandering spirit spells.
I'll make a few tweaks and post tomorrow.

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Persona Shifter - Inv (Infiltrator)/Sor or Sor/Inv (Infiltrator)
New Bloodline: Doppleganger bloodline
Persona Shifters are spies, infiltrators, and deceivers who have within their ancestry a doppelganger somewhere within their family line. More they are those whose blood marks them as different or even tainted, ever changing, and even in young they took to creating disguises to fool others. Yet now that they can finally take on evershifting personas, there is the risk of looking themselves to the personas taken on. If a Persona Shifter is not careful, they can lose all understand of self and truly become the identities they create.
Apart from the whole shapeshifting angle I am also considering other details such as the MCA allowing the character to take on new alignments, for not so much immunity to divination spells to identify who they are as that when they take on a persona as that of all information gained through divination would be false, fabricated.
Perhaps as part of the level 20 Bloodline Arcana have it that they can count as any alignment, whichever would be most beneficial when it comes to spell effects and interacting with others.
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Also, maybe we can use this 3rd party bloodline for ideas, though understandably not copying it whole cloth: Doppelganger Bloodline