Multiclass Archetypes IX: ACG Unleashed


Homebrew and House Rules

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Just a note on the first MCA from the thread...

Intuitive Combatant

I'd be happy dropping the dice down on intuition from 1d4 to 1d3 - given that you are halving the expenditure perhaps halving the bonus dice is in order?


Oceanshieldwolf wrote:

#Infernal Bureaucrat

Sorry Taco/folks, I'm way too busy to check this out in depth at the moment. Seems like a very flavorsome MCA if a little niche.

I'd want to open this up to any alignment and lose the infernal flavor completely.

Nice to see the Dire Harbinger's Punishments used again here. ;)

I'd like to see it open up to either all lawful, or any nonchaotic. I suppose any alignment would work too, but that's up to Taco Man. That would require some flavor changes. I think we could include a flavor of lawful planes, governance, bureaucracy, which is what this MCA is based on, not necessarily evil, but again, up to Taco Man.

Oceanshieldwolf wrote:

Just a note on the first MCA from the thread...

Intuitive Combatant

I'd be happy dropping the dice down on intuition from 1d4 to 1d3 - given that you are halving the expenditure perhaps halving the bonus dice is in order?

I think it's fine.


Noro wrote:

#Infernal Bureaucrat

Nice one. And neutral definitely fits, especially for games where evil characters are 'discouraged'. I dont think it actually needs alchemy, but leaving the option open doesnt hurt

So, moving on?

Yeah, I think we can move on.

So, nothing from Yuri so moving on again. Next up are

1) One of Lindley Court's

Fortune’s Fool (Brd/Inv [Sleuth]) - Lindley Court
Rebellion Queen (Hun/Bbn) - Lindley Court
Nanogold Prodigy (Brw/Sor) - Lindley Court
Daring Detective (Inv/Swa) - Lindley Court
Digging Deterrent (Cav/Sha [Earth]) – Lindley Court

2) mrtaco, if he's around.

“Name” (Sha/Sum) - mrtaco6


Yeah, I suppose the Hellfire angle could be dropped completely and the flavor could be somewhat tweaked to include Lawful Good and Neutral, but yeah-no. I purposely wanted alchemy cut out of this one.

Planar Bureaucrat, or Outer Bureaucrat then? Something like that?

Dark Archive

I say Planer Bureaucrat, having it apply to all Lawful planes though make it so that the character must choose only one plane in which to align themselves. With such they will need to be either Lawful Good, Lawful Neutral, or Lawful Evil.

Also instead of removing Hellfire, simply add an attack for Good and Neutral aligned characters.

Dark Archive

Hmm, so looking it up we have Heaven (Lawful Good), Axis (Lawful Neutral), and Hell (Lawful Evil).

From what I found, Pathfinder planes are in my option very boring compared to old 2.0/3.0 D&D planes.

Advocates

Pathfinder Adventure, Adventure Path, Maps Subscriber; Starfinder Superscriber

In this world, there are those who follow the road, and those who plow the roads themselves so that the rest may follow. And yet, there’s a third category: those who dig beneath the roads to provide a sanctuary. Rare and mighty, these digging deterrent rare known to bind spirits of the earth to their warshovels so as to better facilitate the power of the ground beneath their feet.

Digging Deterrent:

Primary: Cavalier
Secondary: Shaman (Stone)

Hit Dice: d8
Class Skills: The digging deterrent adds three class skills from the shaman class skill list to his class skills.

Spirit Shovel (Ex/Su): At 1st level, the digging deterrent begins with a special warshovel that deals 1d8 slashing and piercing damage, threatens a critical hit on a 19 or 20 for x3 damage, and has a +2 bonus to sunder combat maneuvers.

Additionally, he has bound a spirit of the earth beneath him into his warshovel. If he ever loses said warshovel or it is destroyed, it reappears within 20 feet of him and in sight after 8 hours of rest, the spirit bringing it back to him or forming an identical new one for his use.

Additionally, the digging deterrent gains a +4 bonus to CMD against being bull rushed or tripped while standing on the ground. At 4th level, he gains either Combat Expertise or Power Attack as a bonus feat, even if he doesn’t meet the prerequisites. At 8th level, and again at 14th level and 20th level, he gains another bonus feat of his choice for which either Combat Expertise or Power Attack is a prerequisite. He ignores all other prerequisites other than minimum base attack bonus. This replaces mount.

Earthen Spells (Sp): At 1st level, the digging deterrent gains the ability to cast an intensely limited number of divine spell-like abilities. He must be carrying his spirit shovel to use these spell-like abilities, and his caster level is equal to his class level. He can cast magic stone at 1st level, stone call at 5th level, meld into stone at 9th level, wall of stone at 13th level, and stoneskin at 17th level. He may cast any of these spell-like abilities twice each day, but he may also expend a use of challenge to cast one after it’s already been cast twice. This replaces tactician, greater tactician, and master tactician.

Rockwave (Sp): At 3rd level, the digging deterrent gains the ability to dig up the perfect rock and fling it at his foes. This is a full-round action that requires he make a ranged attack with a range of 30 feet and no range increment, and may be used a number of times each day equal to his class level plus his Intelligence modifier. It deals 1d8+1 bludgeoning damage. At 11th level, this increases to 2d8+2 bludgeoning damage. Finally, at 20th level, it increases to 3d8+3 bludgeoning damage. This replaces cavalier’s charge, mighty charge, and supreme charge.


Hellfire can simply be Heavenfire or Heavenflame for a good IB, same result, 1/2 fire, half divine power. I like Planar Bureaucrat though I'm trying to come up with some other words for "Law" and "Order" to go with Bureaucrat - Pragmatic, Authoritative, Sovereign, Priori, Methodical/Methodic?

Mind you, bureaucrat is related to law, order, discipline. Something planar-related: Supernatural, Supernal, Transcendent, Sublime, Unearthly.

Or something logical/investigative: Contemplative, Dialectic, Inscrutable, Inquisitive?


#digging deterrent

Lindley Court wrote:

In this world, there are those who follow the road, and those who plow the roads themselves so that the rest may follow. And yet, there’s a third category: those who dig beneath the roads to provide a sanctuary. Rare and mighty, these digging deterrent rare known to bind spirits of the earth to their warshovels so as to better facilitate the power of the ground beneath their feet.

** spoiler omitted **...

What makes it shamanic? The spirit should have a stronger role somewhere. Instead of earth spells, I would use stone hexes. The official stone spirit abilities dont really fit, but you could at least name rockweave an alternate spirit ability.


# Digging Deterrent

Having just moved 3 cubic metres of gravel in 2.5 hours I'm fairly sure I'm qualified to speak on shovels. Though a humble plastic bucket was slightly more useful. ;)

* I'm completely unfamiliar with the source inspiration, but I've always liked the warshovel concept and the Romans proved what an army of engineers could accomplish.

* I don't like the name - I think Shamanic Warshoveler or Spiritshovel Warrior is less clunky.

* I agree with Noro - there is little Shaman coming through. I also like the stone hex concept - encasing in earth, seizing up the foes body with a shovel tap, create pit as-a-hex action etc...


Pathfinder Lost Omens Subscriber
Elghinn Lightbringer wrote:

Hellfire can simply be Heavenfire or Heavenflame for a good IB, same result, 1/2 fire, half divine power. I like Planar Bureaucrat though I'm trying to come up with some other words for "Law" and "Order" to go with Bureaucrat - Pragmatic, Authoritative, Sovereign, Priori, Methodical/Methodic?

Mind you, bureaucrat is related to law, order, discipline. Something planar-related: Supernatural, Supernal, Transcendent, Sublime, Unearthly.

Or something logical/investigative: Contemplative, Dialectic, Inscrutable, Inquisitive?

I believe Chinese mythology had something called an Outer Bureaucrat or something. all dem gods had tons of bureaucrats doing their work.


We could give him the warshovel and an equivalent to a spirit pool used to perform earth-based actions that are spell=like abilities, all for the mount. This could include things like expeditious excavation, move earth, and other related spells.

Then we can use other things like hexes and shaman powers to replace the tactician and charge ability trees.

Name needs work too.


# Digging Deterrent

Sounds good El. Really I'm not seeing the Cavalier here either - what about the DD calls for Tactician? [EDIT - I see you've replaced it... ;p) I guess Challenge fits, but that could do with being shovel/earth themed too.

This needs more, and actually brings to mind a Magus (Bladebound) than Cavalier, though I guess the Full BAB is nice...


Bandw2 wrote:
Elghinn Lightbringer wrote:

Hellfire can simply be Heavenfire or Heavenflame for a good IB, same result, 1/2 fire, half divine power. I like Planar Bureaucrat though I'm trying to come up with some other words for "Law" and "Order" to go with Bureaucrat - Pragmatic, Authoritative, Sovereign, Priori, Methodical/Methodic?

Mind you, bureaucrat is related to law, order, discipline. Something planar-related: Supernatural, Supernal, Transcendent, Sublime, Unearthly.

Or something logical/investigative: Contemplative, Dialectic, Inscrutable, Inquisitive?

I believe Chinese mythology had something called an Outer Bureaucrat or something. all dem gods had tons of bureaucrats doing their work.

Yes Chinese mythology contains a Celestial Bureaucracy, at least as far as English translations go. I'm not convinced Bureaucrat invokes an adventurer, but those who are familiar with Devils and Chinese myth will get it...


Oceanshieldwolf wrote:


Yes Chinese mythology contains a Celestial Bureaucracy, at least as far as English translations go. I'm not convinced Bureaucrat invokes an adventurer, but those who are familiar with Devils and Chinese myth will get it...

Perhaps instead of 'Bureaucrat' other terms such as 'Subjugator', 'Envoy' or 'Emissary' may be fitting?

#Digging Deterrent

Not sure if I fully understand this class, is it a geomancy themed shaman? a magic using trenchman? some sort of kobold/dwarf inspired class?

I'm a little lost with the theme, can anyone enlighten me?


OK, I know I've been quiet lately. Besides being busy, I'm also trying to rework the Digging Deterrent. While I like the focus on the Stone spirit, I think this should be opened to any spirit, not just the one. I think I have a good handle on expanding the concept, while keeping true to the abilities and feel that Lindley posted.

1) There will still be a Spirit Weapon, tied to a pool of spirit points. He will need to choose a spirit to bond with, and with that, comes a spirit weapon. Each spirit will have a weapon specifically tied to it, and the warshovel (or warspade, of mattock - mattock of the titans) will still be tied to the stone spirit. Just need to work out some other nifty weapons to be tied to the other spirits. Any suggestions would be helpful. Just make sure they are somehow tied to the spirit type, but can also be normal or exotic weapons from the pathfinder lists. Also, the spirit will enhance the weapon, but not like an arcane pool. It will follow Lindley's suggestion for the warshovel.

2) Tying in the shaman's chosen spirit magic spells. Gains one slot per spell that can be used to spontaneously cast his spirit magic spells, up to his 5th level spell. ALso giing to allow points from the spirit weapon to be spent to cast these spells additional times (1 point per level of the spell).

3) Will gain hexes from his chosen spirit.

4) Changing Rockwave into an ability usable by any spirit.

Should have the initial revised version up tonight? Hopefully.

@Infernal Bureaucrat
Plan on going with Inscrutable Bureaucrat for the new name.


Pathfinder Lost Omens Subscriber

I do not understand shamans at all and thus i will not comment on anything involving them.


Tyrannical wrote:


#Digging Deterrent

Not sure if I fully understand this class, is it a geomancy themed shaman? a magic using trenchman? some sort of kobold/dwarf inspired class?

I'm a little lost with the theme, can anyone enlighten me?

What I am thinking, it is a quasi-shaman without real faith in spirits, who utilizes their magic for practical purposes. Maybe it comes from modern civilizations that discover spirit magic and use it as a common tool.

I was toying with expanding the MCA too: flame knights could protect the army or fortress from fires, wind knights may specialize in "anti-aircraft", bone knights against undead attacks... as long as they are utilitarian in their magic usage and there is an emphasis in protecting their allies (the latter comes from the digging trenches stuff, which I think was important in the first draft)


Also, suggestions for weapons. Although if the shovel is a weapon, then I think we can relax the definition. In fact, going with the more extravagant, "primitive" options would be a nice touch. This could symbolize that though the shaman-knight is from an advanced civilization, it must use the trappings of a barbaric culture for the magic

Battle: that could be an exception, some ordinary battle weapon, like a sword. Or a strong but weird looking one, like seven-branched sword
Bone: klar, made of bone
Flame: the equivalent of a showel would be some kind of fire hose, if that is possible. Or a poisoned sand tube, with some alchemical powder for creating or extinguishing fires
Heavens: battle aspergillium
Life: madu, leather only
Lore: iron brush
Nature: boomerang, because its an exotic hunting weapon
Waves: net
Wind: fighting fan


#Digging Deterrent

Pretty sure the inspiration was in the list of specific anime themed characters from something called "Shovel Knight" Lindley was drawing from. Having said that, if we have the design space and time I'm up for expanding the list.

Pretty sure this one is a shovelwarrior. ;)

Advocates

Pathfinder Adventure, Adventure Path, Maps Subscriber; Starfinder Superscriber

#Digging Deterrent
I'm totally fine with expanding it from just shovels to all sorts of different things! I do agree with Noro that it'd be best if they're not just flat-out weapons, but practical uses. I very much like their interpretation as a practical spirit-user. And it was an indie game, not an anime, but that's mainly semantics.

And yeah, I agree with Noro on basically every single point they made. Some suggestions of my own for weapons, incorporating some stuff from the new Ranged Tactics Toolbox (but reprinting what the details are) and some of my own thoughts:

Battle: A scalpel, which would be a light weapon with 18-20/x3 crit and a base damage for medium creatures of 1d3. Fitting by making it a sort of "battle medic".
Bone: A bone klar, as Noro suggested.
Flame: A torch, plain and simple. It'd deal 1d4 fire damage. Potentially upgrade-able to a tiki torch with reach?
Heavens: A telescope crossed with a spiked club. Deals 1d8 damage with 20/x3 crit and can be extended to be a reach weapon as a move action that provokes AoOs.
Life: A knobkerrie from the RTT, proficient users have +1 attack against buckler/light/heavy shield users, and it does 1d6 for medium creatures at 20 foot range. Made of wood, thrown weapon.
Lore: Iron brush, from Noro's suggestion.
Mammoth: An earthbreaker, symbolizing the mammoth's mighty stomps.
Nature: Hedge-trimming shears. Two-handed, still counts as a light weapon, does 1d6 slashing for a medium creature with 19-20/x2 crit.
Waves: Net, as per Noro's suggestion.
Wind: Again, Noro's suggestion of fighting fan works great.


Phew, that took a while to work out. Here's my revised version of the Digging Deterrent, which I've renamed the Spirit Knight.

SPIRIT KNIGHT (Digging Deterrent):

In this world, there are those who follow the road, and others who build the roads themselves so that others may follow. However, there are few true seekers who strive to understand the purpose of the road itself, whether they follow the road or not. These rare and mighty warriors called spirit knights are constantly searching for the wellspring of true power and knowledge. By binding select spirits of world to their weapons, they hope to better facilitate the spirit energies growing within their souls.

Primary Class: Cavalier.
Secondary Class: Shaman.
Alignment: Any.
Hit Dice: d10.

Bonus Skills and Ranks: The spirit knight selects three shaman skills to add to his class skills, in addition to the normal cavalier class skills. The spirit knight gains a number of ranks at each level equal to 4 + Int modifier.

Weapon and Armor Proficiency: The spirit knight is proficient with all simple and martial weapons, plus his spirit weapon. He is also proficient with all types of armor (heavy, light, and medium), and with shields (except power shields).

Spirit Magic: At 1st level, a spirit knight gains the ability to spontaneously cast a limited number of divine spells. A spirit knight draws these spells from the list of spells granted by his by his chosen spirit (see Spirit knight Spell List below). A spirit knight gains one spirit magic spell slot for each level of spell he can cast, from 1st on up. Each day, a spirit knight can spontaneously cast one of the spells from his spirit magic spell list in that slot. At 1st level, he can cast a 1st level spell in his 1st–level spell slot. Every four levels thereafter (5th, 9th, and so on), he can cast each subsequent level of spirit spell in its equivalent spell slot, up to his 5th-level spirit spells at 17th level. 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 (see Spontaneous Casting and Metamagic Feats).

In addition, a spirit knight can expend points from his spirit pool to cast his spirit magic spells. He can expend 1 point per level of the spell. Thus, he would need to expend three points from his spirit pool to cast his 3rd level spirit magic spell. Expending the points is always part of the action required to cast the spell.
This ability replaces tactician, banner, greater tactician, demanding challenge, and master tactician.

Spirit Weapon (Su): A spirit knight forms a mystical bond with the spirits of the world. He forms a lasting bond with a single spirit, which grants a number of abilities and defines many of his other class features. At 1st level, a spirit knight begins play with a spirit weapon. This weapon is always masterwork quality and is always in the form of one of the following weapons+, as determined by his chosen spirit: chakram (wind), dwarven waraxe (battle), earth breaker (mammoth), flambard (flame), khopesh (heavens), klar (bone), light mace (life), quarterstaff (lore), sickle (nature), war spade* (stone), trident (waves). Weapons acquired at 1st level are not made of any special material.

A spirit knight also gains a reservoir of mystical spirit energy that he can draw upon to fuel his powers or his weapon. This spirit pool has a number of points equal to 1/2 his spirit knight level (minimum 1) + his Intelligence modifier. The pool refreshes once per day once the spirit knight rests for 8 hours. These hours do not need to be consecutive.

At 1st level, a spirit knight can expend 1 point from his spirit pool as a swift action to increase the deadliness of his spirit weapon for 1 minute. This increases the damage of his spirit weapon by one additional damage die, and increases the threat range and critical multiplier of the weapon by one step. For example, if the spirit knight’s spirit weapon is a long sword (1d8/x2), the weapon can now deal 2d8 points of damage on a successful attack roll, a threat range of 19-20, and a critical multiplier of x3. He also gains a +4 bonus to CMD against bull rush, sunder, and trip combat maneuvers while wielding his spirit weapon.

In addition, the spirit knight gains the following benefits. At 2nd level, he gains either Combat Expertise or Power Attack as a bonus feat, even if he doesn’t meet the prerequisites. At 8th level and every six levels thereafter (14th and 20th level), he gains an additional bonus feat of his choice that has either Combat Expertise or Power Attack as its prerequisite. He ignores all other prerequisites except the minimum base attack bonus.

This ability replaces mount.

Strong Spirit (Su): At 3rd level, a spirit knight’s bond with his chosen spirit becomes stronger. He gains the spirit ability granted by her chosen spirit. At 11th level, the spirit knight gains the abilities listed in the greater version of his selected spirit. At 20th level, the spirit knight gains the abilities listed for the true version of his selected spirit.

If the spirit knight takes levels in another class that grants a mystery (such as the oracle), the spirit and mystery must match, even if that means one of them must change. Subject to GM discretion, the spirit knight can change her former mystery or spirit to make them conform.

This ability replaces cavalier’s charge, mighty charge, and supreme charge.

Spirit Instructor (Ex): At 4th level, a spirit knight can attune his fellow adventurers to the energies of his chosen spirit. By spending 10 minutes, he can attune up to four of his allies. This attunement lasts for 24 hours, or until the spirit knight rests to regain his spirit pool points, whichever comes first. Whenever the spirit knight uses his spirit pool to enhance his spirit weapon, he can expend 2 points to enhance the weapons of any allied within 30 feet that is attuned to his spirit energy, in addition to his own. At 14th level, attuned allies are unaffected by his spirit wave ability. If the spirit knight falls unconscious or the allies move beyond the 30-foot range, his allies lose the benefit of this ability. This ability replaces expert trainer.

Hex (Su): At 6th level, a spirit knight gains the shaman’s hex ability, except that he can only select from those hexes posses by his chosen spirit. He can choose a hex at 6th level and every six levels thereafter. This ability replaces bonus feats.

Spirit Wave (Sp): At 14th level, a spirit knight gains the ability to release a wave of spirit energy it at his foes once per day, as a standard action. A spirit wave causes a blast of sprit energy that affects all creatures in a 30-foot cone centered on the spirit knight. The effect of this wave depends on his chosen spirit, as shown hereafter. The DC of saving throws against a spirit knight’s spirit wave is equal to 10 + 1/2 the spirit knight's level + the spirit knight's Charisma modifier.

Battle: This spirit wave creates a cacophony of sound that emulates the din of war and deals 6d6 points of sonic damage. Any creatures caught in the wave receive a Fortitude save to halve the damage.

Bones: This spirit wave heals 6d6 points of negative energy damage to undead creatures. Living creatures that take damage from the wave receive a Will save to halve the damage.

Flame: This spirit wave deals 6d6 points of fire damage. Creatures caught in the wave receive a Reflex save to halve the damage.

Heavens: This spirit wave creates a divine rain that deals 6d6 points of acid and fire damage. Any creatures caught in the wave receive a Reflex save to halve the damage.

Life: This spirit wave heals 6d6 points of positive energy damage. The spirit knight can include himself or his attuned allies in the wave. Undead creatures caught in the wave are instead dealt 6d6 points of damage and receive a Will save to halve the damage.

Lore: This spirit wave creates a mental barrage that deals 6d6 points of damage and the targets are shaken for 1d4 rounds. Any creatures caught in the wave receive a Fortitude save to halve the damage and negate the shaken condition.

Mammoth: This spirit wave creates a blast of force that deals 6d6 points of force damage. Any creatures caught in the wave receive a Fortitude save to halve the damage.

Nature: This spirit wave creates a lighting storm that deals 6d6 points of electricity damage. Any creatures caught in the wave receive a Reflex save to halve the damage.

Stone: This spirit wave creates a hailstorm of pelting rocks that deal 6d6 points of bludgeoning damage. Any creatures caught in the wave receive a Reflex save to halve the damage.

Waves: This spirit wave creates an icy torrent of water that deals 6d6 points of cold damage. Any creatures caught in the wave receive a Reflex save to halve the damage.

Wind: This spirit wave creates a blast of high velocity wind and flying debris that deals 6d6 points of slashing and piercing damage. Any creatures caught in the wave receive a Reflex save to halve the damage.

This ability replaces greater banner.

Table: Spirit Knight
Base
Class Attack Fort Ref Will
Level Bonus Save Save Save Special

1st +1 +2 +0 +0 Challenge 1/day, order, spirit magic (1st), spirit weapon
2nd +2 +3 +0 +0 Order ability
3rd +3 +3 +1 +1 Strong spirit
4th +4 +4 +1 +1 Challenge 2/day, spirit instructor
5th +5 +4 +1 +1 Spirit magic (2nd)
6th +6/+1 +5 +2 +2 Hex
7th +7/+2 +5 +2 +2 Challenge 3/day
8th +8/+3 +6 +2 +2 Order ability
9th +9/+4 +6 +3 +3 Spirit magic (3rd)
10th +10/+5 +7 +3 +3 Challenge 4/day
11th +11/+6/+1 +7 +3 +3 Greater spirit
12th +12/+7/+2 +8 +4 +4 Hex
13th +13/+8/+3 +8 +4 +4 Challenge 5/day, Spirit magic (4th)
14th +14/+9/+4 +9 +4 +4 Spirit wave
15th +15/+10/+5 +9 +5 +5 Order ability
16th +16/+11/+6/+1 +10 +5 +5 Challenge 6/day
17th +17/+12/+7/+2 +10 +5 +5 Spirit magic (5th)
18th +18/+8/+13/+3 +11 +6 +6 Hex
19th +19/+14/+9/+4 +11 +6 +6 Challenge 7/day
20th +20/+15/+10/+5 +12 +6 +6 True spirit

SPIRIT KNIGHT SPIRIT SPELL LIST:

Spirit knights gain access to the following spells according to his chosen spirit.

Battle Spirit Spells: 1st–enlarge person, magic weapon, spike armor, thorn javelin; 2nd–fog cloud, shared sacrifice, spiritual weapon; 3rd–hex glyph, magic circle against chaos/evil/good/law, magic vestment; 4th–magic weapon (greater), wall of fire; 5th–hunter’s blessing, righteous might.

Bones Spirit Spells: 1st–cause fear, chill touch, inflict light wounds, sleep; 2nd–false life, inflict moderate wounds, touch of bloodletting; 3rd–animate dead, inflict serious wounds, stricken heart; 4th–fear, reincarnate; 5th–feast on fear, slay living.

Flame Spirit Spells: 1st–burning hands, dancing lantern, endure elements, produce flames; 2nd–burning gaze, flame blade, resist energy; 3rd–fireball, protection from energy, trial of fire and acid; 4th–curse of burning sleep, wall of fire; 5th–flame strike, summon monster V (fire elementals only).

Heavens Spirit Spells: 1st–bless, color spray, light, remove fear; 2nd–eagle’s splendor, gentle repose, hypnotic pattern; 3rd–aura sight, daylight, font of spirit magic; 4th–planar ally (lesser), rainbow pattern; 5th–break enchantment, overland flight.

Life Spirit Spells: 1st–deathwatch, detect undead, cure light wounds, goodberry; 2nd–cure moderate wounds, delay poison, restoration (lesser); 3rd–cure serious wounds, mantle of calm, remove blindness/deafness; 4th–neutralize poison, restoration; 5th–breath of life, rest eternal.

Lore Spirit Spells: 1st–comprehend languages, discern next of kin, heightened awareness, identify, sense spirit magic; 2nd–augury, eagle eye, tongues; 3rd–clairaudience/clairvoyance, locate object, pierce disguise; 4th–divination, legend lore; 5th–contact other plane, true seeing.

Mammoth Spirit Spells: 1st–bane, enlarge person, monkey fish, unbreakable heart; 2nd–amplify stench, bear’s endurance, bull’s strength; 3rd–nauseating trail, rage, stench of prey; 4th–persistent vigor, stoneskin; 5th–beast shape III, vengeful stinger.

Nature Spirit Spells: 1st–charm animal, detect animals and plants, entangle, pass without trace; 2nd–barkskin, imbue with elemental might, scale spikes; 3rd–dominate animal, speak with plants, scale spikes (greater); 4th–grove of respite, thorn body; 5th–awaken, wall of thorns.

Stone Spirit Spells: 1st–expeditious excavation, hairline fractures, magic stone, stone shield; 2nd–create pit, soften earth and stone, stone call; 3rd–meld into stone, spiked pit, stone shape; 4th–earth glide, wall of stone; 5th–move earth, stoneskin.

Waves Spirit Spells: 1st–frostbite, hydraulic push, obscuring mist, wave shield; 2nd–buoyancy, fog cloud, slipstream; 3rd–fins to feet, sleet storm, water breathing; 4th–control water, wall of ice; 5th–cone of cold, geyser.

Wind Spirit Spells: 1st–alter winds, gentle breeze, obscuring mist, sleep; 2nd–glide, gust of wind, levitate; 3rd–call lightning, cloak of winds, wind wall; 4th–river of wind, solid fog; 5th–control winds, wind blades.

NEW WEAPONS:

EXOTIC WEAPON
Two-Handed
Melee Weapon Cost Dmg (S) Dmg (M) Critical Range Weight Type Special

War spade 12 1d6 2d4 x2 19-20 10 lbs. S blocking

New Weapon Description
The following new weapon complement the Spirit Knight multiclass archetype.

War Spade: This weapon has a long metal shaft, with a handle at one end and a sharpened, triangular blade at the other. While typically used for excavation, a war spade can be a deadly weapon in the hands of a trained warrior.


Lindley Court wrote:

#Digging Deterrent

I'm totally fine with expanding it from just shovels to all sorts of different things! I do agree with Noro that it'd be best if they're not just flat-out weapons, but practical uses. I very much like their interpretation as a practical spirit-user. And it was an indie game, not an anime, but that's mainly semantics.

And yeah, I agree with Noro on basically every single point they made. Some suggestions of my own for weapons, incorporating some stuff from the new Ranged Tactics Toolbox (but reprinting what the details are) and some of my own thoughts:

Battle: A scalpel, which would be a light weapon with 18-20/x3 crit and a base damage for medium creatures of 1d3. Fitting by making it a sort of "battle medic".
Bone: A bone klar, as Noro suggested.
Flame: A torch, plain and simple. It'd deal 1d4 fire damage. Potentially upgrade-able to a tiki torch with reach?
Heavens: A telescope crossed with a spiked club. Deals 1d8 damage with 20/x3 crit and can be extended to be a reach weapon as a move action that provokes AoOs.
Life: A knobkerrie from the RTT, proficient users have +1 attack against buckler/light/heavy shield users, and it does 1d6 for medium creatures at 20 foot range. Made of wood, thrown weapon.
Lore: Iron brush, from Noro's suggestion.
Mammoth: An earthbreaker, symbolizing the mammoth's mighty stomps.
Nature: Hedge-trimming shears. Two-handed, still counts as a light weapon, does 1d6 slashing for a medium creature with 19-20/x2 crit.
Waves: Net, as per Noro's suggestion.
Wind: Again, Noro's suggestion of fighting fan works great.

Ninja'd!

Still open to changes on the weapons. I don't like net, because its not a weapon, more of an accessory. Torch? That's a possibility. Went with the flambard because it's wavy like flames of a fire. Hedge shears is also a possibility.

Advocates

Pathfinder Adventure, Adventure Path, Maps Subscriber; Starfinder Superscriber

#Spirit Knight
Oh wow, I love the changes you've made! I was going for a more functional-weapon idea for a lot of them. I think fighting fan, shears, torch, iron brush, and telescope-mace would fit better for the appropriate spirits, but everything else looks fine, if not better. :)

Thanks so much for all of your help, everyone. :D

~Lindley Court


#Spirit Knight

I like the flavour, theme and direction this is going but im a little concerned about spirit wave and spirit instructor. They are both very good abilities, far superior to what they are replacing and the weapon one particularly stacks well with other enchants as its effecting a different part of most magic weapons. I just thinking its too much on top of an otherwise balanced approach. I catch myself thinking "if it didnt have those 2 abilities, would i still play one?" and i think i still would.


Lindley Court wrote:

#Spirit Knight

Oh wow, I love the changes you've made! I was going for a more functional-weapon idea for a lot of them. I think fighting fan, shears, torch, iron brush, and telescope-mace would fit better for the appropriate spirits, but everything else looks fine, if not better. :)

Thanks so much for all of your help, everyone. :D

~Lindley Court

Glad you like it. Despite the change in focus from stone to all spirits, I wanted to keep it as close to the original concept as possible.


Pathfinder Lost Omens Subscriber
Noro wrote:

Also, suggestions for weapons. Although if the shovel is a weapon, then I think we can relax the definition. In fact, going with the more extravagant, "primitive" options would be a nice touch. This could symbolize that though the shaman-knight is from an advanced civilization, it must use the trappings of a barbaric culture for the magic

Battle: that could be an exception, some ordinary battle weapon, like a sword. Or a strong but weird looking one, like seven-branched sword
Bone: klar, made of bone
Flame: the equivalent of a showel would be some kind of fire hose, if that is possible. Or a poisoned sand tube, with some alchemical powder for creating or extinguishing fires
Heavens: battle aspergillium
Life: madu, leather only
Lore: iron brush
Nature: boomerang, because its an exotic hunting weapon
Waves: net
Wind: fighting fan

if we go with ancient symbolism

fire : sword : mind : Diamonds
earth : club : body : Clubs
water : shield (technically bowl) : emotion : Hearts
air : (the weird one) wand/stick/staff : life : Spades

just throwing it out for some ideas if any catch.


The one thing to remember about the spirit weapons is these will likely become the MCA's primary weapon, and its a full BAB combat MCA. While certain weapons may be flavorful, I don't know if a fighting fan or other things are really appropriate for a Full BAB MCA.


#Spirit Knight

Now it seems a bit too strong on the shamanic. Right now I am building a shaman primary MCA, and it seems weak compared to this one.
Looks like it got pretty much everything from the secondary class, except wandering spirit and high level spells. Plus as Apraham said, very good unique features to boot.

I would cut back on the spirit abilities: standard spirit at mid level, greater at high level, and no true spirit. Lets reserve that for true shamans.

As for the weird weapons: you could give spirit weapon a standard damage regardless of the actual form. Thats how the soulknife works in Psionics Unleashed: 1d6 for any light wp, 1d8 for any 1handed, 2d6 for any 2handed


#Spirit Knight
You do realize that spirit/greater spirit/true spirit abilities happen at 1st/8th/16th level normally, and the SK is getting them at 3rd/11th/20th? He's not even getting the Manifestation capstone from the shaman replacing his capstone, its a 16th level ability (true spirit).

He only gets 3 hexes (restricted to those of his spirit, so no normal hexes allowed to any spirit), and is able to cast up to 5 spells per day (unless he spends spirit pool points, which we could easily get rid of).

Suggestions to replace/change Spirit Instructor? Expert trainer is useless without the mount ability. I suppose we could just give him some ability that grants a 1/2 level bonus to another skill check more related to the concept? Thoughts? Maybe an Intimidate, Diplomacy, or Bluff check bonus using his spirit's power to enhance his own strength of personality?

Spirit wave is very flavorful, and I think we should keep it. We could reduce it to 4d6 damage? Also, its a 1/day ability, with saves for half damage. This is really no worse than a 6th level fireball once per day at 14th level. Or, we could tie it to the spirit pool and have it cost 3 spirit points? Then its running of a limited resource, and also limit to 1/day as well.

We could also reduce this MCA to light and medium armor proficiency, get rid of the heavy? Makes him more maneuverable and reliant on Dex/agility.

Another thing may to be looking at the bonus feats granted by the spirit weapon ability. How do those balance out with the rest of that ability, as it replaces mount. A 15 HD animal partner/mount vs the spirit weapon ability.

@Noro
Shaman primay MCAs will likely have spells, lots of them. Does the spirit knight balance against a shaman with 9th level spells, hexes, and all the other abilities? Pretty close. But the spirit knight is also a frontline warrior, meant to take a beating and give a licking, plus use up to three hexes, a few spells (far less than a paladin or ranger per day), and a couple other unique abilities.

Regarding spirit weapon damage, I think keeping them unique instead of having a standard damage is more appropriate. They aren't a "spiritual weapon" like the spell. They are a normal masterwork weapon imbued with the power of his chosen spirit. Perhaps we could also add in one special weapon quality into the mix. So a flame spirit weapon, say at 5th or something, is always a flaming weapon when enhanced; a waves weapon gains frost, battle gains adamantine, etc?


Elghinn Lightbringer wrote:
...

Spirit instructor could be a bonus to some kind of craft or profession ability that is tied to the element but also adds to the bonus of allies. For example if a SKn were leading a band of road-builders he could buff them all, being a more efficient road building team.

Examples of mystery/skills combos could be
Battle = craft weapon/armour or profession soldier or labourer
Bones = heal or profession undertaker
flames = acrobatics or profession blacksmith
life = heal or know nature
lore = spellcraft or knowledge any
mammoth = survival or intimidate
nature = know nature or survival
stone = profession blacksmith or craft or knowledge dungeoneering
waves = diplomacy or sense motive
wind = bluff or acrobatics and fly

Spirit wave, i spose 6d6 once a day at 14th level isant a real biggie but i think the numbers need tweaking here and there so they are more equal to each other (6d6 fire is not equal to 6d6 force or 6d6 mental(untyped?) and shaken) unless its used to balance other differences in the mysteries


Elghinn Lightbringer wrote:
...

Spirit weapon is rather good but seems more fighter-y than cavalier-y. I agree that it could follow a standard damage for all weapons almost like the warpriest damage progression (or weapon damage, whichever is greater). It should gain established magic abilites or feats instead of blanker adjustment or you might and up with some corner case weapons that become extreme.

Its more work but perhaps a magic ability and/or free feat for each mystery would work, that way could be tailored to suit each weapon/mystery combo. Ill try and get some examples up this afternoon


@Elghinn Lightbringer

Spirit abilities: I was thinking that its a strong martial MCA, so magical stuff could be at 1/2 power. Hence only two spirit ranks out of four.

Spirit instructor: skill bonuses sound good.

Spirit wave: fine as it is, but as long as we have a spirit pool, would be neat to tie it there

Armor: I think a cavalier needs its armor, unless the concept specifically says otherwise. Which it doesnt here

Spirit weapon: special properties sound good.


I've got some tweaks in the works.


OK, here's the streamlined and slightly toned down Spirit Knight.

For Wind I went with agility and speed for the weapon instead of air/wind related.

Also, with the addition of weapon properties, I removed the bonus feats from the Spirit WEapon and just left Bonus feats alone, and instead swapped out challenge 2/day, 4/day, and 6/day for hexes. He also gets Hex Strike as a bonus feat at 7th, but this only functions with his challenge.

Make sure you read carefully, there are a lot of little tweaks and changes, as well as some big ones, especially with the spirit wave effects.

SPIRIT KNIGHT v2:

In this world, there are those who follow the road, and others who build the roads themselves so that others may follow. However, there are few true seekers who strive to understand the purpose of the road itself, whether they follow the road or not. These rare and mighty warriors called spirit knights are constantly searching for the wellspring of true power and knowledge. By binding select spirits of world to their weapons, they hope to better facilitate the spirit energies growing within their souls.

Primary Class: Cavalier.
Secondary Class: Shaman.
Alignment: Any.
Hit Dice: d10.

Bonus Skills and Ranks: The spirit knight selects three shaman skills to add to his class skills, in addition to the normal cavalier class skills. The spirit knight gains a number of ranks at each level equal to 4 + Int modifier.

Weapon and Armor Proficiency: The spirit knight is proficient with all simple and martial weapons, plus his spirit weapon. He is also proficient with all types of armor (heavy, light, and medium), and with shields (except power shields).

Challenge (Su): this is exactly like the cavalier ability of the same name, except that the spirit knight can challenge an opponent once per day at 1st level, and an additional time per day every six levels thereafter, up to four times per day at 19th level.

Spirit Magic: At 1st level, a spirit knight gains the ability to spontaneously cast a limited number of divine spells. A spirit knight draws these spells from the list of spells granted by his by his chosen spirit (see Spirit knight Spell List below). A spirit knight gains one spirit magic spell slot for each level of spell he can cast, from 1st on up. Each day, a spirit knight can spontaneously cast one of the spells from his spirit magic spell list in that slot. At 1st level, he can cast a 1st level spell in his 1st–level spell slot. Every four levels thereafter (5th, 9th, and so on), he can cast each subsequent level of spirit spell in its equivalent spell slot, up to his 5th-level spirit spells at 17th level. 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 (see Spontaneous Casting and Metamagic Feats).

In addition, a spirit knight can expend points from his spirit pool to cast his spirit magic spells. He can expend 1 point per level of the spell. Thus, he would need to expend three points from his spirit pool to cast his 3rd level spirit magic spell. Expending the points is always part of the action required to cast the spell.
This ability replaces tactician, banner, greater tactician, demanding challenge, and master tactician.

Spirit Weapon (Su): A spirit knight forms a mystical bond with the spirits of the world. He forms a lasting bond with a single spirit, which grants a number of abilities and defines many of his other class features (see Spirit Knight Spirits below). At 1st level, a spirit knight begins play with the spirit weapon of his selected spirit. This weapon is always masterwork quality. Weapons acquired at 1st level are not made of any special material.

A spirit knight also gains a reservoir of mystical spirit energy that he can draw upon to fuel his powers or his weapon. This spirit pool has a number of points equal to 1/2 his spirit knight level (minimum 1) + his Intelligence modifier. The pool refreshes once per day once the spirit knight rests for 8 hours. These hours do not need to be consecutive.

At 1st level, a spirit knight can expend 1 point from his spirit pool as a swift action to increase the deadliness of his spirit weapon for 1 minute. The spirit weapon’s threat range and critical multiplier increase by one category, and it deals the following additional damage according to its weapon type: light melee weapon (+1d6), one-handed melee weapon (+1d8), two-handed melee weapon (+2d6). He also gains a +4 bonus to CMD against bull rush, sunder, and trip combat maneuvers while wielding his spirit weapon.

At 5th level, a spirit knight’s spirit weapon is imbued with the power of his spirit. Whenever he enhances his spirit weapon with his spirit pool, it gains the spirit’s weapon special quality. Regardless of the effect, this allows him to bypass damage reduction of the associated type. At 9th level, he gains an additional special weapon quality. The effects of these special weapon properties stack.

In addition, once a spirit knight reaches 7th level, he gains Hex Strike as a bonus feat, except that it applies only to his challenge ability. This ability replaces mount.

Spirit (Su): At 3rd level, a spirit knight’s bond with his chosen spirit becomes stronger. He gains the shaman’s spirit ability of his selected spirit. If the spirit knight takes levels in another class that grants a mystery (such as the oracle), the spirit and mystery must match, even if that means one of them must change. Subject to GM discretion, the spirit knight can change her former mystery or spirit to make them conform. This ability replaces cavalier’s charge.

Spirit Instructor (Ex): At 4th level, a spirit knight gains a bonus to the skills of his selected spirit equal to 1/2 his spirit knight level. By spending 10 minutes and expending 1 point from his spirit pool, the spirit knight can attune up to four of his allies to his spirit’s energies. This attunement lasts for 24 hours, or until the spirit knight rests to regain his spirit pool points, whichever comes first. While the allies are attuned, they also gain the spirit knight’s bonus to the skills of his selected spirit. This ability replaces expert trainer.

Bonus Feats: This is exactly like the cavalier ability of the same name, except that the spirit knight can also choose metamagic feats that he qualifies for as a bonus feat.

Greater Spirit (Su): At 11th level, the spirit knight gains the shaman’s greater spirit ability of his selected spirit. This ability replaces mighty charge.

Hex (Su): At 4th level, a spirit knight gains the shaman’s hex ability. He can only select from those hexes possessed by his chosen spirit. He can choose a hex at 4th level and every six levels thereafter. This ability replaces challenge 2/day, challenge 4/day, and challenge 6/day.

Spirit Wave (Sp): At 14th level, a spirit knight gains the ability to release a wave of spirit energy at his foes. A spirit wave causes a blast of sprit energy that affects all creatures in a 30-foot cone centered on the spirit knight. This wave’s effect is determined by his selected spirit. The DC of saving throws against a spirit knight’s spirit wave is equal to 10 + 1/2 the spirit knight's level + the spirit knight's Charisma modifier. Using this ability is a standard action that consumes 2 points from his spirit pool. This ability replaces greater banner.

True Spirit (Su): At 20th level, the spirit knight gains the shaman’s true spirit ability of his selected spirit. This ability replaces supreme charge.

Table: Spirit Knight
Base
Class Attack Fort Ref Will
Level Bonus Save Save Save Special

1st +1 +2 +0 +0 Challenge 1/day, order, spirit magic (1st), spirit weapon
2nd +2 +3 +0 +0 Order ability
3rd +3 +3 +1 +1 Spirit
4th +4 +4 +1 +1 Hex, spirit instructor
5th +5 +4 +1 +1 Spirit magic (2nd)
6th +6/+1 +5 +2 +2 Bonus feat
7th +7/+2 +5 +2 +2 Challenge 2/day
8th +8/+3 +6 +2 +2 Order ability
9th +9/+4 +6 +3 +3 Spirit magic (3rd)
10th +10/+5 +7 +3 +3 Hex
11th +11/+6/+1 +7 +3 +3 Greater spirit
12th +12/+7/+2 +8 +4 +4 Bonus feat
13th +13/+8/+3 +8 +4 +4 Challenge 3/day, Spirit magic (4th)
14th +14/+9/+4 +9 +4 +4 Spirit wave
15th +15/+10/+5 +9 +5 +5 Order ability
16th +16/+11/+6/+1 +10 +5 +5 Hex
17th +17/+12/+7/+2 +10 +5 +5 Spirit magic (5th)
18th +18/+8/+13/+3 +11 +6 +6 Bonus feat
19th +19/+14/+9/+4 +11 +6 +6 Challenge 4/day
20th +20/+15/+10/+5 +12 +6 +6 True spirit

SPIRIT KNIGHT CHOSEN SPIRITS:

Spirit knights gain the following abilities according to his chosen spirit.

Battle
The essence of war and tactics flows through you. This influence comes from the spirit of an ancient warrior from your family’s history or from a time of great conflict and war.

Spells 1st–enlarge person, magic weapon, spike armor, thorn javelin; 2nd–fog cloud, shared sacrifice, spiritual weapon; 3rd–hex glyph, magic circle against chaos/evil/good/law, magic vestment; 4th–magic weapon (greater), wall of fire; 5th–hunter’s blessing, righteous might;
Weapon battle axe, mighty cleaving (5th), wounding (9th);
Skills Craft (armor), Craft (weapons), Profession (soldier);
Wave 4d6 sonic damage and sickened for 1 round per level, Fort save for half damage and negate deafened condition.

Bones
The concepts of death and fear have a hold on you, and you portray them in all you do and say. This influence comes from the spirits of the dead who surround you and whisper their deepest desires.

Spells 1st–cause fear, chill touch, inflict light wounds, sleep; 2nd–false life, inflict moderate wounds, touch of bloodletting; 3rd–animate dead, inflict serious wounds, stricken heart; 4th–fear, reincarnate; 5th–feast on fear, slay living;
Weapon klar; ghost touch (5th); unholy (9th);
Skills Heal, Profession (undertaker);
Wave 6d6 negative energy damage (heals undead, harms living creatures), Will save for half damage.

Flame
The power of fire and molten core of the planet resides in you, and at times you can hardly contain its fury. This influence comes from a fire spirit from a volcano, lava flow, or some other source of natural flame and heat.

Spells 1st–burning hands, dancing lantern, endure elements, produce flames; 2nd–burning gaze, flame blade, resist energy; 3rd–fireball, protection from energy, trial of fire and acid; 4th–curse of burning sleep, wall of fire; 5th–flame strike, summon monster V (fire elementals only);
Weapon flambard; flaming (5th); igniting (9th);
Skills Craft (alchemy; fire-based items), Profession (blacksmith);
Wave 6d6 fire damage, Reflex save for half damage.

Heavens
The power and light you radiate comes from and otherworldly source beyond the mortal plane. This influence comes from a celestial spirit from your family’s history, or from one of the planes of good.

Spells 1st–bless, color spray, light, remove fear; 2nd–eagle’s splendor, gentle repose, hypnotic pattern; 3rd–aura sight, daylight, font of spirit magic; 4th–planar ally (lesser), rainbow pattern; 5th–break enchantment, overland flight;
Weapon khopesh; valiant (5th); holy (9th);
Skills Knowledge (planes), Sense Motive;
Wave 4d6 heaven fire damage (half is divine power, half is fire), Reflex save for half fire damage.

Life
The energies of life and vigor flow through your body, enabling you to resist death and maladies with impunity. This influence comes from honorable spirits who protec5ted the weak and protected life above all else, no matter whose life it was.

Spells 1st–deathwatch, detect undead, cure light wounds, goodberry; 2nd–cure moderate wounds, delay poison, restoration (lesser); 3rd–cure serious wounds, mantle of calm, remove blindness/deafness; 4th–neutralize poison, restoration; 5th–breath of life, rest eternal;
Weapon mace (light or heavy); benevolent (5th); lifesurge (9th);
Skills: Heal, Knowledge (nature);
Wave 6d6 positive energy damage (harms undead, heals living creatures), Will save for half damage.

Lore
The wisdom and life experience you possess is vast, granting you understanding beyond reproach. This influence comes from wise spirits of your ancestors and great seers of ages past.

Spells 1st–comprehend languages, discern next of kin, heightened awareness, identify, sense spirit magic; 2nd–augury, eagle eye, tongues; 3rd–clairaudience/clairvoyance, locate object, pierce disguise; 4th–divination, legend lore; 5th–contact other plane, true seeing;
Weapon quarterstaff; mimetic (5th); planar (9th);
Skills Knowledge (any two of his choice);
Wave 4d6 damage and shaken for 1 round per level, Will save for half damage and negate shaken condition.

Mammoth
The strength and endurance of great beasts flow within you. This influence comes from spirits of massive creatures, giants, and other beings of great stature.

Spells 1st–bane, enlarge person, monkey fish, unbreakable heart; 2nd–amplify stench, bear’s endurance, bull’s strength; 3rd–nauseating trail, rage, stench of prey; 4th–persistent vigor, stoneskin; 5th–beast shape III, vengeful stinger;
Weapon earth breaker; menacing (5th); impact (9th);
Skills Intimidate, Survival;
Wave 4d6 force damage and knocked prone, Fortitude save for half damage and negate prone condition.

Nature
The natural world strengthens and invigorates you, and you possess a singular connection to the nature and the fey. This influence comes from nature spirits from lakes and rivers, forests, or any other natural geographical formation.

Spells 1st–charm animal, detect animals and plants, entangle, pass without trace; 2nd–barkskin, imbue with elemental might, scale spikes; 3rd–dominate animal, speak with plants, scale spikes (greater); 4th–grove of respite, thorn body; 5th–awaken, wall of thorns;
Weapon battle shears; keen (5th); invigorating (9th);
Skills Knowledge (nature), Survival;
Wave 4d6 slashing damage and entangled, Reflex save for half damage and negate entangled condition.

Stone
The power of the earth and stone beneath your feet resides in you, granting you strength and durability that surpasses all others. This influence comes from an earth spirit from the nearby mountains.

Spells 1st–expeditious excavation, hairline fractures, magic stone, stone shield; 2nd–create pit, soften earth and stone, stone call; 3rd–meld into stone, spiked pit, stone shape; 4th–earth glide, wall of stone; 5th–move earth, stoneskin;
Weapon war spade; grounding (5th); anchoring (9th);
Skills Climb, Knowledge (dungeoneering);
Wave 6d6 bludgeoning damage, Reflex save for half damage.

Waves
The waves of the sea call out to you, enabling you to both survive and flourish within that watery domain. This influence comes from the water spirits who dwell in the seas, lakes, and rivers of the world.

Spells 1st–frostbite, hydraulic push, obscuring mist, wave shield; 2nd–buoyancy, fog cloud, slipstream; 3rd–fins to feet, sleet storm, water breathing; 4th–control water, wall of ice; 5th–cone of cold, geyser;
Weapon trident; seaborne (5th); icy burst (9th);
Skills Profession (sailor), Swim;
Wave 6d6 cold damage, Reflex save for half damage.

Wind
The swiftness and agility of the wind runs through your veins, granting you a level of grace and speed beyond compare. This influence comes from the air spirits that inhabit the mists of the highest mounts and travel upon the wind streams that blow through the skies.

Spells 1st–alter winds, gentle breeze, obscuring mist, sleep; 2nd–glide, gust of wind, levitate; 3rd–call lightning, cloak of winds, wind wall; 4th–river of wind, solid fog; 5th–control winds, wind blades;
Weapon: war kukri; throwing (5th); shocking burst (9th);
Skills Acrobatics, Fly;
Wave 6d6 electricity damage, Reflex save for half damage.

NEW WEAPONS:

The following new weapon

EXOTIC WEAPONS
Light
Melee Weapon Cost Dmg (S) Dmg (M) Critical Range Weight Type Special

War kukri 10 gp 1d4 1d6 18-20/x2 — 5 lbs S deadly

One-Handed
Melee Weapon Cost Dmg (S) Dmg (M) Critical Range Weight Type Special

Battle shears 15 gp 1d6 1d8 19-20/x2 — 6 lbs. S or P deadly, sunder (see below)

Two-Handed
Melee Weapon Cost Dmg (S) Dmg (M) Critical Range Weight Type Special

War spade 12 gp 1d6 2d4 x3 — 10 lbs. S blocking

New Weapon Descriptions
The following new weapons complement the Spirit Knight multiclass archetype.

Battle Shears: This weapon resembles a longsword-sized pair of scissors with convex edges along both sides of the blade. The flared grips function as a hand guard, while a pivot point just above the guard allows it to split into two cutting blades like garden shears. This weapon grants the wielder the deadly weapon quality, but only against plant creatures, and the sunder weapon quality against wooden weapons.

War Kukri: This functions like a normal kukri, except that it is larger and deadlier. Though not a light weapon, the war kukri still benefits from the Weapon Finesse feat.

War Spade: This weapon has a long metal shaft, with a handle at one end and a sharpened, triangular blade at the other. While typically used for excavation, a war spade can be a deadly weapon in the hands of a trained warrior.


I think Spirit Knight is pretty much done now. so, on to Ape!

Invective Marshal (Cav/Ska) – Apraham Lincoln


Im away for the weekend, please bump me done a place and will post on sunday night/monday morning whenever is appropriate


That's fine.

Meantime, Noro you can post yours.

Explosive Blade (Swa/Alc) – Noro (or whatever one you want)


OK, I have a shaman and a bloodrager ready, but I think we had enough shaman for one week. So rager it is.

Totem Rager:

Spoiler:

Some bloodragers believe that their power comes from a totem animal. They give their rage a physical form, the form of a powerful animal eidolon fighting on their sides.

Primary: Bloodrager
Secondary: Summoner

Rage eidolon: The totem rager's internal power manifests itself as a totem animal, fighting besides him. This is like a summoner's eidolon, except for the following differences.
The eidolon’s physical appearance is up to the rager, but it always appears as some monstrous variant of an animal. It cannot have biped as its base form.

At 1st level, the rage eidolon can be summoned for a number of rounds per day equal to 4 + the totem rager's Constitution modifier. At each level after 1st, it can be summoned for 2 additional rounds per day.

Summoning is a swift action. The rage eidolon jumps out of the body of its summoner, always manifesting adjacent to him. If the target square is occupied, the eidolon can make an immediate bull rush attack against the creature occupying it. An unsuccessful bull rush positions the eidolon in a free adjacent square. If no adjacent squares are free, the eidolon can try bull rush as many different targets as it has attacks. If all tries fail, it is dismissed.

The rage eidolon has hit dice and attack bonus equal to its level, but only one good save and half the normal amount of skill point. It is always considered to be raging, giving it the appropriate modifiers.

The rage eidolon is kept in existence by combat fury. If it makes no attacks in a round, it is automatically dismissed at the end of that round.

Bloodline powers that are only active during bloodrage affect the eidolon instead of the totem rager. Constant benefits affect the totem rager, as usual.

The rage eidolon can only take feats from the bonus feats listed under the rager's bloodline, or their prerequisites, if any. (This is waived if the list of eligible feats is already exhausted.)
It can only take ranks in the following skills: Acrobatics (Dex), Climb (Str), Intimidate (Cha), Perception (Wis) and Swim (Str).

When the totem rager gains Uncanny dodge, Blood sanctuary, Improved uncanny dodge and Indomitable will, these abilities affect the rage eidolon as well as himself.
This replaces Bloodrage.

Totem casting: At 4th level, the totem rager may choose to cast a spell from the position of his rage eidolon. Range and area are calculated from the eidolon's position instead of his own. He can also cast personal spells on his eidolon, even from a distance. If the spell requires an attack, that must be made by the eidolon.
This replaces Blood casting.

Bloodrage: At 11th level the totem rages learns to keep some of his rage within his body. He can enter into a normal bloodrage when he summons the rage eidolon. Bloodline powers active during bloodrage can be active either on the rager or his eidolon, but not both. One or more powers can be transferred from one to the other with a swift action. If the eidolon is dismissed, the totem rager may choose to remain in rage, but this counts towards the daily duration of the rage eidolon. He also gains Blood casting.
This replaces Greater Bloodrage.

Greater bloodrage: At 20th level the totem rager can enter greater bloodrage when he summons his eidolon. Upon entering rage, he can apply one spell he knows (not higher than 2nd level) to himself and his eidolon both, for the cost of just one spell slot of the appropriate level. This replaces Mighty bloodrage.

Is there such a thing as a bird form eidolon? I could use that.


# Totem Rager

As the creator of the Master of Havoc MCA I'm on board with this.

* No bipeds? What about gorillas/monkeys, or birds for that matter?

* I like the caveat on combat-only existence - definitely thematic with bloodrage and combat summoned ally.

* As the TR's rage is really expressed by the rage eidolon, I'm less happy thematically with the TR also gaining Uncanny dodge, Blood sanctuary, Improved uncanny dodge and Indomitable Will, at least until 11th level when the TR gets actual Bloodrage, though I think not getting Bloodrage at 11th is a shame.

* Totem Casting seems a little odd - those attacks not requiring rolls come from the TR, those that do require the Rage eidolon to roll. There is a disconnect for me on just where the source, direction and activation of the ability lies. I'm all for the ability, just needs a little cleanup for me.


Oceanshieldwolf wrote:

# Totem Rager

As the creator of the Master of Havoc MCA I'm on board with this.

* No bipeds? What about gorillas/monkeys, or birds for that matter?

I dont think biped should cover that. Apes could gain a "walk-on-hind-legs-and-use-weapons" evo. Birds would need a new basic form, because as it is, you cannot buy flight before lvl 5.

Quote:

* I like the caveat on combat-only existence - definitely thematic with bloodrage and combat summoned ally.

* As the TR's rage is really expressed by the rage eidolon, I'm less happy thematically with the TR also gaining Uncanny dodge, Blood sanctuary, Improved uncanny dodge and Indomitable Will, at least until 11th level when the TR gets actual Bloodrage, though I think not getting Bloodrage at 11th is a shame.

Perhaps we could rearrange the sequence a bit. Change the place of improved uncanny dodge and bloodrage with each other? So bloodrage at 5th and improved dodge at 11th?

For the other, low level stuff I dont really see a problem.

Quote:
* Totem Casting seems a little odd - those attacks not requiring rolls come from the TR, those that do require the Rage eidolon to roll. There is a disconnect for me on just where the source, direction and activation of the ability lies. I'm all for the ability, just needs a little cleanup for me.

Any kind of spell may originate from either the character or the eidolon. The option is always open. Its only that when it is a spell with an attack roll, and it comes from the eidolon, then it is the eidolon who makes the attack. Which is, actually, pretty evident. I suppose I just phrased it wrong.


#Totem Rager

@ Bipeds - well, let's put it another way - if you are ultimately fine with bipeds via extra evolution expenditure what is your thematic or mechanic concern with bipeds out of the gate? Thematically is it not animal/totem enough? Possums, squirrels, bears etc all like to stand upright, and those first two plus macropods (wallabies, kangaroos etc) have fairly advanced digitation/grasps. Mechanically is it weapon/wand use shenanigans? I would understand that, but then if you allow upright stance/opposable grasp emulation via evolutions that is kind of moot.

@ Extra feats applying to TR - the only problem I'm really having is one of flavour. If the TR's expression of rage is embodied by the rage eidolon then regardless of the power of the feat it feels strange that the TR also gains the bonus. One could argue proximity or cellular memory or eldritch bond etc but it needs to be made clear why.

@ Totem Casting - again really this is a flavor thing. Where is the power coming from, who can use it and how do they discharge it? It feels a little bit of this a little bit of that. Not a huge concern.

* Finally - I would rename the Rage Eidolon to (Blood)Rage Totem or or Totemic Eidolon. I'm also not seeing a lot of "blood" in this from 1st level.

* Random thought - rather than strict animal forms (however monstrous), what if the Rage Eidolons were based on each bloodline, and provided a small in combat bonus based on that bloodline.


Oceanshieldwolf wrote:

#Totem Rager

@ Bipeds - well, let's put it another way - if you are ultimately fine with bipeds via extra evolution expenditure what is your thematic or mechanic concern with bipeds out of the gate? Thematically is it not animal/totem enough? Possums, squirrels, bears etc all like to stand upright, and those first two plus macropods (wallabies, kangaroos etc) have fairly advanced digitation/grasps. Mechanically is it weapon/wand use shenanigans? I would understand that, but then if you allow upright stance/opposable grasp emulation via evolutions that is kind of moot.

@ Extra feats applying to TR - the only problem I'm really having is one of flavour. If the TR's expression of rage is embodied by the rage eidolon then regardless of the power of the feat it feels strange that the TR also gains the bonus. One could argue proximity or cellular memory or eldritch bond etc but it needs to be made clear why.

@ Totem Casting - again really this is a flavor thing. Where is the power coming from, who can use it and how do they discharge it? It feels a little bit of this a little bit of that. Not a huge concern.

* Finally - I would rename the Rage Eidolon to (Blood)Rage Totem or or Totemic Eidolon. I'm also not seeing a lot of "blood" in this from 1st level.

* Random thought - rather than strict animal forms (however monstrous), what if the Rage Eidolons were based on each bloodline, and provided a small in combat bonus based on that bloodline.

ooh thats not a bad idea, one could even design new animal based bloodline that sort of follows the elemental bloodline formula(aka pick one animal from the list at level one)


@Oceanshieldwolf #Totem Rager

Bipeds: yes, I thought thematically biped is not really applicable. Also, most animals are quadruped by default, and standing on two is more like a "combat maneuver" for them. I admit I never thought about kangaroos, so touché. If you really think that some animals are easier to build from a biped mode, fine.

Extra feats applying to TR.
Rule of thumb here: if it is tied to bloodrage, it applies to eidolon. If not tied to bloodrage, it applies to the TR. Uncanny dodge and bonus feats arent tied there.

Totem Casting: I found the official words for this. It has the share spell and deliver touch spell abilities from the wizard familiar. Except they dont need to be in contact for the latter, because I envision the TR sort of warping space to transfer the spell onto the eidolon's hands. Finally, the eidolon can act as a point of origin for spells with a range longer than touch, which is pretty much an extension of deliver touch spell. Deliver ranged spell.

Quote:
* Random thought - rather than strict animal forms (however monstrous), what if the Rage Eidolons were based on each bloodline, and provided a small in combat bonus based on that bloodline.

Sounds like a lot of work, that. With bloodline powers affecting them I think it is sort of covered. The only thing coming to my mind beyond that is that the undead bloodline should take the undead-like evolutions. Do you have an example?

PS: almost forgot something. I dont like the eidolon-healing spells, and need some alternative. Maybe when the TR is healed, the eidolon is healed half the amount?


#Totem rager

There are other biped animals that people might want to use, specifically the dinos. I dont think wands will be a problem because of the rage clause and you could tweak the no attacks = dismissal to be no attacks with a primary natural weapon (or trample for trampling types)
Flying birds have typically been familiars as they dont make the best combat critters, big birds such as ostriches could still be bipeds with claws = talons (unless there is a rules bug here im not aware of)
Does the eidolon suffer from fatigue from rage or when re-summoned from a rage later in the same day?
I think bloodrage is in the right place for greater bloodrage as it comes with bloodcasting too.

You could limit the evolutions to the same "natural" evos as similar to the wild caller archetype and then open up others through whichever bloodline is choosen (undead get undead, elemental get elemental attack etc...)


The only problem i see with the heal on the TR healing the eidolon half the ammount is when the TR is at max hps (might be a common occurance as the eidolon might be doing most of the fighting) How about spill over or the summoner life-link ability?

Dark Archive

My apologizes for not being around for the Spirit Knight, I will see to offering input on the Totam Rager. I have been away visiting my grandmother, spending some time with her before my move.


Apraham Lincoln wrote:

#Totem rager

Flying birds have typically been familiars as they dont make the best combat critters, big birds such as ostriches could still be bipeds with claws = talons (unless there is a rules bug here im not aware of)

Dont forget that these arent actual birds. Just eidolons looking like birds. So pretty good in combat. Also, good movement will be very useful with the "must constantly make attacks" clause.

My idea for a Bird form:

Spoiler:
Size medium, Speed 50, AC +1 natural, Saves: fort bad, ref good, will bad, Attack: 2 claws 1d4, Ability scores STR 12, DEX 14, CON 11, Free evo: claws, limbs (legs), flight

Quote:
Does the eidolon suffer from fatigue from rage or when re-summoned from a rage later in the same day?

I dont think so.

Quote:
You could limit the evolutions to the same "natural" evos as similar to the wild caller archetype and then open up others through whichever bloodline is choosen (undead get undead, elemental get elemental attack etc...)

Yes, as long as I dont have to write the actual lists :) A caveat saying that the player should try and build a flavorful totem eidolon needs to be included indeed.

Quote:
The only problem i see with the heal on the TR healing the eidolon half the ammount is when the TR is at max hps (might be a common occurance as the eidolon might be doing most of the fighting) How about spill over or the summoner life-link ability?

The TR is still a full fighter, so I dont think he will stand around, but HP spillover is a fine option too.


Just going through everything people have said and will amalgamate all the different comments.

Just a few comments of my own.

1) I would suggest, instead of an animal, why not have the rage eidolon manifest as the totem rager's bloodline creature? There are already pre-designed Eidolon Models at the end of the Eidolon description on the d20PFSRD site. Makes it simple and easy. Just need to create models for the the ones with a "?" or choose one of the others that fit.

Aberrant = Aboleth
Abyssal = Demon
Arcane = ?
Black Blood = ?
Celestial = Angel
Destined = ?
Draconic = Dragon
Elemental = Genie
Fey = Fey
Infernal = Devil
Kyton = ?
Undead = Undead

2) When the rage eidolon manifestation is ended, the totem rager should be fatigued, but only for 1 round per round of manifestation, instead of double like the bloodrager.

3) Regarding the Bloodrage, Greater Bloodrage, and Mighty Bloodrage abilities, there is no need to move those, simply shunt them to the rage eidolon. Those abilities, plus the ability to summon the age eidolon in the first place, and it gaining benefits from the totem rager's Unc Dodge, Imp Unc Dodge, Blood Santuary, and Indomitable Will should all repalace the Bloodrager's 1st elvel bloodline power, Bloodrage, Greater Bloodrage, Mighty Bloodrage, and the eidolon's evasion, improved evasion, and ability score increases. Once I've got it all typed out, I'll post it with the revised version I'm working on. This will also max the MCa out to its 16th level bloodline power at 20th.

If you really want to have the TR bloodrage without manifesting the eidlon (which seems to be the whole point of this MCA), then the reduction of Bloodrage to 11th ,and Greater Bloodrage to 20th fits. Then we just have it consume manifestation/bloodrage rounds as normal, so he can either manifest his rage as the eidolon, or normally rage himself. Though I'm wondering if that's the case, then why have the rage eidolon. just something to think about.


Elghinn Lightbringer wrote:

Just going through everything people have said and will amalgamate all the different comments.

Just a few comments of my own.

1) I would suggest, instead of an animal, why not have the rage eidolon manifest as the totem rager's bloodline creature? There are already pre-designed Eidolon Models at the end of the Eidolon description on the d20PFSRD site. Makes it simple and easy. Just need to create models for the the ones with a "?" or choose one of the others that fit.

That would be nice for a sorcerer/summoner, but here I want explicitly to cut back on the otherworldliness of the eidolons. Hence the idea of them looking like animals. (And I dont really want to pair certain animals to certain bloodlines either, btw)

In fact, there is no need to go rules-heavy on this. They look like this or that animal, choose any evolutions that dont look ridiculous (just like the primal hunter archetype, there are no limitations for this either, and those are actual animals!), then have the bloodline powers - which often change their outlook in minor ways, of course - and thats it.

Quote:
2) When the rage eidolon manifestation is ended, the totem rager should be fatigued, but only for 1 round per round of manifestation, instead of double like the bloodrager.

OK.

Quote:
3) Regarding the Bloodrage, Greater Bloodrage, and Mighty Bloodrage abilities, there is no need to move those, simply shunt them to the rage eidolon.

What I have in mind, is that the bloodrager manifests part of his rage as an eidolon, and withholds part of it in himself. He is a martial class after all, we cant put all the fighting mojo into his monster.

It is just like the summoner aspect ability. Except it doesnt divert evolution points, but some of the rage bonuses. So if the rage would give a +6 STR, +6 CON, then the TR can divide that between the eidolon and himself. I just thought moving the abilities back one step was simpler.

Btw I never meant the TR to rage without summoning. Just that if the eidolon is dismissed (I mean by force), he may keep his own, diverted rage up.

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