
Elghinn Lightbringer |

#Spirit Binder
Looks fair to me, I'd say there's quite a few dead levels but I suppose that's what to expect with Shaman classes.
I think to give it more of a Ranger flavor, perhaps a few hexes based off certain ranger skills? perhaps a version of wild empathy for spirits? a version of camouflage and hide in plain sight for use against spirit enemies? maybe a spirit tracking ability?
1) Yes, many dead levels.
2) I'll see what I an do. Though, likely not Hide in Plain Sight, as that would need to be a major hex.
How about this?
Spirit Camouflage (Ex): The spirit binder can use the Stealth skill to hide in any of her spirit terrains, even if the terrain doesn't grant cover or concealment. The spirit binder must be at least 14th level to select this hex.
Spirit Empathy (Ex): The spirit binder can improve the initial attitude of an animal. This ability functions just like the ranger’s wild empathy ability.
Spirit Tracking (Ex): The spirit binder adds half her level (minimum 1) to Survival skill checks made to follow the tracks of her spirit enemies or creatures from her spirit terrains.

Bardess |

Le voilà, messieurs
All swashbucklers are braggarts more or less, and all bards as well; but a boastful gallant combines the swordplay and wordplay of both. Poetry, love, and glory are her lifeblood. Cheerful and romantic at heart, she deeply believes that seeing her beloved’s face and composing verses in his and her own bravery’s praise can give her the strength to defeat a hundred foes single–handedly. The thing is, that’s usually the case.
Primary Class: Swashbuckler
Secondary Class: Bard
Alignment: Any
Hit Dice: d10
Bonus Skills: A boastful gallant adds three skills from the bard’s list to her list of class skills.
Skill Ranks per Level: 6 + Int modifier.
BAB: Full
Saving Throws: PGG
Weapon and Armor Proficiency: A boastful gallant is proficient with simple and martial weapons, plus the whip. A boastful gallant is also proficient with light armor and bucklers.
1) Performing deeds, performing panache, swashbuckler finesse
2) Charmed life 3/day
3) Performing deeds, nimble +1
4) Well–versed
5) Performing deeds
6) Charmed life 4/day
7) Performing deeds, nimble +2
8) Jack–of–all–trades
9) Swashbuckler weapon training +1
10) Charmed life 5/day
11) Performing deeds, nimble +3
12) Performing deeds
13) Performing deeds
14) Charmed life 6/day
15) Performing deeds, nimble +4
16) Performing deeds
17) Swashbuckler weapon training +2
18) Charmed life 7/day
19) Deeds, nimble +5
20) Performing deeds, swashbuckler weapon mastery
Performing Panache: A boastful gallant inspires herself and her allies to great acts of heroism with her music and songs, and demoralizes her foes’ hearts. At the start of each day, a boastful gallant gains a number of performing panache points equal to her Charisma modifier (minimum 1). This number goes up or down throughout the day, but usually cannot go higher than her maximum, though feats and magic items can affect this maximum. A boastful gallant spends performing panache points to use bardic performances (1 point/round) or to accomplish deeds. She has to sing, dance or play in some way while performing deeds for this ability to work.
A boastful gallant regains performing panache points in the same ways as a swashbuckler can regain panache points. Moreover, a boastful gallant can regain performing panache points by rolling a natural 20 on a Perform check. At each level after 1st, she gains 1 additional performing panache point per day. This modifies panache and otherwise functions as bardic performance.
Performing Deeds: A boastful gallant replaces some swashbuckler deeds with bardic performances, as follows:
Inspire Courage +1: A boastful gallant gains access to this performance at 1st level. This replaces dodging panache.
Fascinate: A boastful gallant gains access to this performance at 3rd level. This replaces kip–up.
Inspire courage +2: A boastful gallant gains access to this performance at 5th level. This replaces swashbuckler weapon training +1.
Inspire Greatness: A boastful gallant gains access to this performance at 11th level. This replaces bleeding wound.
Inspire Courage +3: A boastful gallant gains access to this performance at 12th level. This replaces the 12th–level bonus feat.
Inspire Heroics: A boastful gallant gains access to this performance at 15th level. This replaces dizzying defense.
Inspire Courage +4: A boastful gallant gains access to this performance at 16th level. This replaces the 16th–level bonus feat.
New Performing Deeds: A boastful gallant gains access to the following new deeds.
At The Envoi’s End (Ex): At 7th level, a boastful gallant can use her own poetic talent and gasconades to inspire himself to great skill in a duel. The boastful gallant can engage a foe in a one–to–one duel while improvising a ballade. At the end of the poem, the boastful gallant delivers a final blow with a light or one–handed piercing melee weapon (though not natural weapon attacks). For each round of performance (and each performing panache point spent), she can add a +1 bonus to this blow. If the blow is a critical hit, it’s automatically confirmed. This replaces superior feint.
One Against One Hundred (Ex): At 13th level, whenever an opponent attempts a melee attack against the boastful gallant, she can spend 1 performing panache point to obtain an attack of opportunity against that opponent. Any number of additional attacks can be gained in a round with this deed. This replaces swashbuckler weapon training +3.
Immortal Panache (Ex): At 20th level, the boastful gallant can spend performing panache points to continue acting for a while even when she’s already dead. She acts as staggered for 1 minute for each performing panache point spent, and can normally regain performing panache points in this time. Since she’s dead, she’s immune to death effects while using this ability. When the boastful gallant runs out of performing panache points, she is dead again, but can be revived in all usual ways. This replaces the 20th–level bonus feat.
Swashbuckler Finesse: As swashbuckler.
Charmed Life: As swashbuckler.
Nimble: As swashbuckler.
Well–Versed: As bard. This replaces the 4th–level bonus feat.
Jack–Of–All–Trades: As bard. This replaces the 8th–level bonus feat.
Swashbuckler Weapon Training: As swashbuckler, but a boastful gallant only gains this ability at 9th level and her bonus increases by +1 at 17th level.
Swashbuckler Weapon Mastery: As swashbuckler.
A boastful gallant can take a dare in place of a regular feat gained with level progression. Furthermore, a boastful gallant can choose the following new dare.
For Your Beautiful Eyes (Ex): When this dare is active, your Charisma bonus for all abilities and checks increases by +1. You regain 1 performing panache point when someone who counts as romantically or physically attracted by you gives you praise while you are using this dare.

Elghinn Lightbringer |

OK, here it is. I don't know why you didn't just wrap your new deeds and performance deeds all into the Deeds mechanics?
Primary Class: Swashbuckler.
Secondary Class: Bard.
Alignment: Any.
Hit Dice: d10.
Bonus Skills and Ranks: The boastful gallant select three bard skills to add to her class skills in addition to the normal swashbuckler class skills. The boastful gallant gains a number of ranks at each level equal to 6 + Int modifier.
Weapon and Armor Proficiency: The boastful gallant is proficient with all simple and martial weapons, plus the whip. She is also proficient with light armor, and with bucklers.
Performance Deeds: In addition to swashbuckler’s deeds, the boastful gallant gains a number of performance deeds that function like a bard’s bardic performances. Unlike swashbuckler deeds, performance deeds require the boastful gallant to spend panache points each round to be maintained. A boastful gallant can only perform deeds or performance deeds of her level or lower.
Starting a performance deed is a standard action (including spending the panache point), but it can be maintained each round as a free action. Changing a performance deed from one effect to another requires the boastful gallant to stop the previous performance deed and start a new one as a standard action. A performance deed cannot be disrupted, but it ends immediately if the boastful gallant is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. A boastful gallant cannot have more than one performance deed in effect at one time.
At 7th level, a boastful gallant can start a performance deed as a move action instead of a standard action. At 13th level, a boastful gallant can start a performance deed as a swift action. Each performance deed has audible components, visual components, or both.
A boastful gallant replaces five swashbuckler deeds with the following performance deeds.
Inspire Courage (Su): At 1st level, a boastful gallant gains the bard’s inspire courage performance. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. At 5th level, and every six boastful gallant levels thereafter, this bonus increases by +1, to a maximum of +4 at 17th level. A boastful gallant can affect a number of allies (including herself) equal to her Charisma modifier. This performance deed replaces the dodging panache deed.
Fascinate (Su): At 3rd level, a boastful gallant gains the bard’s fascinate performance. The boastful gallant can affect a number of opponents equal to her Charisma modifier. This performance deed replaces the kip–up deed.
At The Envoy’s End (Ex): At 7th level, a boastful gallant can improvise a ballad of epic proportion to challenge an opponent to single combat. She can spend 1 panache point for each round she maintains the performance. When the performance ends, she delivers a final blow with a light or one–handed piercing melee weapon (but not natural weapon attacks). For each round the performance is maintained, she gains a +1 bonus to this attack roll. If she rolls a potential critical hit with this attack, the critical is automatically confirmed. This performance deed replaces the superior feint deed.
Inspire Greatness (Su): At 11th level, a boastful gallant gains the bard’s inspire greatness performance and can inspire greatness in herself or a single willing ally within 30 feet. For every three levels the boastful gallant attains beyond 11th, she can target one additional ally while using this performance deed (up to a maximum of four at 20th level). This performance deed replaces the bleeding wound deed.
Inspire Heroics (Su): At 15th level, a boastful gallant gains the bard’s inspire heroics performance to inspire tremendous heroism in herself or a single ally within 30 feet. For every three levels the boastful gallant attains beyond 15th, she can inspire heroics in one additional creature. This performance deed replaces the dizzying defense deed.
In addition, a boastful gallant replaces 2 swashbuckler deeds for the following new deeds.
One Against Many (Ex): At 15th level, whenever an opponent attempts a melee attack against the boastful gallant, she can spend 1 panache point to make a single attack of opportunity against that opponent as an immediate action. She can use this performance deed against multiple opponents, but must spend 1 panache point for each opponent. If the boastful gallant has the Combat Reflexes feat, as an immediate action, she can spend 1 panache point to make a single attack of opportunity against a number of opponents equal to her Dexterity. This deed replaces the perfect thrust deed.
Immortal Panache (Ex): At 19th level, whenever the boastful gallant is reduced to 0 hit points or fewer, she can spend all of her remaining panache as an immediate action to fight on even after she is dead. For a number of rounds equal to the number of panache points spent, the boastful gallant continues to fight as normal, but is staggered. If the boastful gallant is reduced to a negative number equal to her Constitution score or lower (is dead), she continues to fight on until the performance deed ends, at which time she dies. A boastful gallant that dies in this way can be revived as normal. This deed replaces the cheat death deed.
Performance Panache (Ex): More than just a daring duelist, a boastful gallant is a quintessential performer. She can inspire herself and her allies to greater heights of heroism through her music and song, or demoralize her foes with her tenacity. At the start of each day, a boastful gallant gains a number of performance panache points equal to her Charisma modifier (minimum 1). This number goes up or down throughout the day, but usually cannot go higher than her maximum, though feats and magic items can affect this maximum. At each level after 1st, a boasting gallant gains 1 additional point of performance panache per day. Each round, the boasting gallant can spends her performance panache points to perform any one of her performance deeds. The boastful gallant must sing, dance, play an instrument, or otherwise use the Perform skill in some way to use her performance deeds.
A boastful gallant regains performance panache points in the same ways as a swashbuckler can regain panache points. A boastful gallant can also regain performance panache points by rolling a natural 20 on a Perform check. This ability otherwise functions as bardic performance and panache.
Well-Versed (Ex): At 4th level, a boastful gallant gains the bard’s well-versed ability. This ability replaces the bonus feat gained at 4th level.
Jack of All Trades (Ex): At 12th level, a boastful gallant gains the bard’s jack of all trades ability. This ability replaces the bonus feat gained at 12th level.
New Dares
The boastful gallant may select a dare in place of a normal feat gained through level progression or a bonus feat. She can choose the following new dares.
For Your Beautiful Eyes (Ex): While this dare is active, your Charisma bonus for all abilities and checks increases by +1. You regain 1 performing panache point when someone who counts as romantically or physically attracted by you gives you praise while you are using this dare.
Table: Boastful Gallant
Base
Class Attack Fort Ref Will
Level Bonus Save Save Save Special
1st +1 +0 +2 +2 Deeds, panache, swashbuckler finesse
2nd +2 +0 +3 +3 Charmed life 3/day
3rd +3 +1 +3 +3 Deeds, nimble +1
4th +4 +1 +4 +4 Well-versed
5th +5 +1 +4 +4 Swashbuckler weapon training 1
6th +6/+1 +2 +5 +5 Charmed life 4/day
7th +7/+2 +2 +5 +5 Deeds, nimble +2
8th +8/+3 +2 +6 +6 Bonus feat
9th +9/+4 +3 +6 +6 Swashbuckler weapon training 2
10th +10/+5 +3 +7 +7 Charmed life 5/day
11th +11/+6/+1 +3 +7 +7 Deeds, nimble +3
12th +12/+7/+2 +4 +8 +8 Jack of all trades
13th +13/+8/+3 +4 +8 +8 Swashbuckler weapon training 3
14th +14/+9/+4 +4 +9 +9 Charmed life 6/day
15th +15/+10/+5 +5 +9 +9 Deeds, nimble +4
16th +16/+11/+6/+1 +5 +10 +10 Bonus feat
17th +17/+12/+7/+2 +5 +10 +10 Swashbuckler weapon training 4
18th +18/+13/+8/+3 +6 +11 +11 Charmed life 7/day
19th +19/+14/+9/+4 +6 +11 +11 Deeds, nimble +5
20th +20/+15/+10/+5 +6 +12 +12 Bonus feat, swashbuckler weapon mastery

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I'd like to see a cleric/shaman and summoner lMCA based around Paizo's God Caller NPC. The Life Giver and Grave Caller MCAs just didn't seem right for some reason.

Elghinn Lightbringer |

#Boastful Gallant
I wanted to be fair with my swaps, but if you think this is okay, I'm happy!
I'd rather keep Perfect Thrust and Cheat Death, though. Immortal Panache was thought as a capstone deed more powerful even than Cheat Death.
I wouldn't say Immortal Panache is more powerful just different. Cheat death prevents death, but Immortal Panache simply delays death. For the one, death is inevitable, but not the other. I think the ability to keep fighting even after dead is a fair pay off for still dying in the end. I swapped Cheat death because I don't think having two death related deeds is fair.

Tyrannical |

#Boastful Gallant
Looks good to me, though I do have a few ideas here idea that you may like;
Performance Weapon Training: At 5th level, a Boastful Gallant gains a +1 bonus on attack and damage rolls with melee weapons with the performance weapon quality. While wielding such a weapon, she gains the benefit of the Improved Critical feat. These attack and damage bonuses increase by 1 for every 4 levels beyond 5th level (to a maximum of +4 at 17th level). This ability only affects weapons inherent with the performance quality, any ability or feat that imbues other weapons with the performance quality (such as Performance Weapon Mastery) do not count towards this ability. This ability replaces Swashbuckler Weapon Training.
Performance Weapon Expert: At 20th level, when a Boastful Gallant threatens a critical hit with a melee weapon with the performance quality, that critical is automatically confirmed. Furthermore, he gains the Performance Weapon Mastery feat, should he not have it, and no longer is restricted in what weapons may be used for his Performance Weapon Training. This ability replaces Swashbuckler Weapon Mastery
Bonus Feat: The Boastful Gallant may select performance feats in addition to combat feats.

Elghinn Lightbringer |

#Boastful Gallant
Looks good to me, though I do have a few ideas here idea that you may like;
Performance Weapon Training: At 5th level, a Boastful Gallant gains a +1 bonus on attack and damage rolls with melee weapons with the performance weapon quality. While wielding such a weapon, she gains the benefit of the Improved Critical feat. These attack and damage bonuses increase by 1 for every 4 levels beyond 5th level (to a maximum of +4 at 17th level). This ability only affects weapons inherent with the performance quality, any ability or feat that imbues other weapons with the performance quality (such as Performance Weapon Mastery) do not count towards this ability. This ability replaces Swashbuckler Weapon Training.
Performance Weapon Expert: At 20th level, when a Boastful Gallant threatens a critical hit with a melee weapon with the performance quality, that critical is automatically confirmed. Furthermore, he gains the Performance Weapon Mastery feat, should he not have it, and no longer is restricted in what weapons may be used for his Performance Weapon Training. This ability replaces Swashbuckler Weapon Mastery
Bonus Feat: The Boastful Gallant may select performance feats in addition to combat feats.
I like those. Bardess, what do you think?

christos gurd |

Wild Pugilist
Primary:brawler
Secondary:Hunter
Skills: The wild pugilist adds 3 skills from the hunter skill list as class skills.
Class abilities:
Animal Focus: The wild pugilist gains the hunters wild focus class ability. This replaces martial flexibility.
Animal Soul: The wild pugilist gains animal soul as a bonus feat without meeting the prerequisites. This replaces martial training.
Beastial Claws:At 2nd level wild pugilist gains aspect of the beast as a bonus feat without meeting the prerequisites. He must choose the claws of the beast manifestation. Whenever he gains a new bonus feat may instead choose an additional manifestation from those listed for the aspect of the beast. This replaces his 2nd level bonus feat.
Second animal focus: At 10th level, whenever a wild pugilist uses his animal focus ability, he selects two different animal aspects for himself instead of one.
Unleash the beast: At 20th level,the wild pugilist no longer has a daily duration for either of his animal focuses.

Elghinn Lightbringer |

Wild Pugilist
Primary:brawler
Secondary:Hunter
Skills: The wild pugilist adds 3 skills from the hunter skill list as class skills.Class abilities:
Animal Focus: The wild pugilist gains the hunters wild focus class ability. This replaces martial flexibility.Animal Soul: The wild pugilist gains animal soul as a bonus feat without meeting the prerequisites. This replaces martial training.
Beastial Claws:At 2nd level wild pugilist gains aspect of the beast as a bonus feat without meeting the prerequisites. He must choose the claws of the beast manifestation. Whenever he gains a new bonus feat may instead choose an additional manifestation from those listed for the aspect of the beast. This replaces his 2nd level bonus feat.
Second animal focus: At 10th level, whenever a wild pugilist uses his animal focus ability, he selects two different animal aspects for himself instead of one.
Unleash the beast: At 20th level,the wild pugilist no longer has a daily duration for either of his animal focuses.
Pretty simple!
I think we can have Animal focus, second animal focus, and unleash the beast replace martial flexibility.

christos gurd |

well feral combat training makes natrual attacks treated as unarmed strikes, which makes close weapon mastery redundant in regards to natural attacks. As far as monster feats go, im one to leave that up to gms, some allow monster feats taken generally by players and some don't, id rather not force anyones hand when gming(although i allow them myself).

Elghinn Lightbringer |

For the Close Combat Mastery and Feral Combat Training issue, let's just do this.
Wild Weapon Mastery (Ex): This functions like the close weapon mastery ability. In addition, the wild pugilist also gains Feral Combat Training as a bonus feat, even if he does not meet the prerequisites, and must apply the claw attacks gained by her bestial claws ability.
So this functions as and replaces Close Combat Mastery, and leaves the bonus feat at 5th open again.

Apraham Lincoln |

For the Close Combat Mastery and Feral Combat Training issue, let's just do this.
Wild Weapon Mastery (Ex): This functions like the close weapon mastery ability. In addition, the wild pugilist also gains Feral Combat Training as a bonus feat, even if he does not meet the prerequisites, and must apply the claw attacks gained by her bestial claws ability.
So this functions as and replaces Close Combat Mastery, and leaves the bonus feat at 5th open again.
Does this only effect natural weapons or all weapons in the close category and natural weapons (via fct) and close weapons?
Ive also been following a thread regarding the interaction of various feats and substituted damage such as Improved Natural Attack and feral combat training. I would add a clause explaining what happens when (inevitably) improved natural attack is gained. ( i suggest full level instead of level -4 over level-4 but uses large brawler table)

Apraham Lincoln |

Currently, Feral Combat Training only affects her Natural Attacks, while the Close Weapon Mastery affects her close weapons only. Why?
As to Improved Natural Attack. Want to actually type out how you'd word the caveat.
Wild weapon Mastery (Ex): This functions as the close weapon mastery ability except as noted here. This functions only with natural weapons. If the wild pugilist has (or later gains) the Improved Natural Attack combat feat he does not increase the damage dice by one step but instead uses his full level (instead of his level -4) to determine the damage dealt.

Azten |

I'd like to see a cleric/shaman and summoner lMCA based around Paizo's God Caller NPC. The Life Giver and Grave Caller MCAs just didn't seem right for some reason.
Spells: A Diefic Caller casts spells like a Summoner, and uses the spells known and spells per day chart as such.
Godling Eidolon: A godling eidolon's alignment must be within one step of the Deific Caller's alignment. A Lawful Good Deific Caller's eidolon may have an alignment of Lawful Good, Neutral Good, or Lawful Neutral.
Diefic Bond: at first level a Diefic Caller selects one cleric domain or one shaman mystery. Once made this choice is permanent. A Diefic Caller adds the domain or mystery spells to her list of spells known at the level they are granted by the domain or mystery.
How's that for a start? I know I'm probably not in the queue but I decided to have more input than I did with Wyrmkin Shaman. :)

Apraham Lincoln |

Elghinn Lightbringer wrote:Good! I think the switch to it affecting natural weapons is tighter and more flavorful to the MCA.thats ok, excet im pretty sure they had ruled that monks unarmed damage counts as an effect for the purposes of feral combat. .
Whilst true there is some debate whether you get to choose nat attack damage or unarmed damage then apply effects of imp nat attack or if you choose nat attack including imp nat attack or unarmed damage (dont want to de-rail this thread here) so its possibly simpler just to state what the effect is as its pretty similar (possibly better as raises your level without a size increase, so possibly allowing strong jaw on top)

Elghinn Lightbringer |

#Wild Pugilist
I'd say to finish it off perhaps swapping out Close Weapon Mastery for a similar ability that affects Natural Weapons instead? (perhaps Natural Weapon Mastery?)
Also, perhaps certain Monster feats can be taken by the wild Pugilist too?
Yes, I believe both Wild Pugilist and Boastful Gallant are now complete.
So that puts Tyrannical and JonathonWilder up next.

Tyrannical |

Alrighty, this idea is still a little unbalanced and conceptual, since working with Skald has proven pretty tough! the gist of this class is essentially a flame based performer mixed in with a little pyrotechnics and fiery rage. So here she is~
Fire Dancing has seen many uses throughout the world, whether it be tribesmen dancing around totemic bonfires, priests looking to invoke a god of flame, or even circus performers in travelling carnivals. The Fire Dancer tames fire as if it were an instrument, and uses it as an effective weapon, able to combine a potent pyromania with grace and showmanship, enhancing her performance with pyrotechnic compounds that confound and conflagrate.
Primary: Skald
Secondary: Alchemist
Alignment: Any
Hit Die: d8
Bonus Skills and Ranks: The fire dancer may select three alchemist skills to add to her class skills in addition to the normal skald class skills. The fire dancer gains a number of ranks at each level equal to 4 + Int modifier. The Fire Dancer's performance skills are; Act, Dance, Percussion, Sing and Wind, and she adds Craft (alchemy) to her list of class abilities automatically.
Proficiency: A fire dancer is proficient with all simple weapons, plus the Battle Poi, Fighting Fan, Flambard, Scimitar and Whip. Fire dancers are also proficient with light armor, but not with shields.
Spellcasting: Regular Skald casting
Fire Dance: The fire dancer is trained to perform with fire, whether it is juggling torches, twirling battle poi, or even making use of fireworks and pyrotechnics. This ability functions as Raging Song, only it relies on visual components instead of audible components, and requires use of any weapon or alchemical item with pyrotechnic properties (torches, battle poi, fireworks, any 'flaming' weapon).
At 1st level, a fire dancer can use this ability for a number of rounds per day equal to 3 + her Charisma modifier. For each level thereafter, she can use fire dance for 2 additional rounds per day. A Fire Dance may prematurely end if the fire dancer's sours of ignition is extinguished, or if the fire dancer is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round.
This ability replaces Raging Song.
Pyromania: At 1st level, the fire dancer invokes a fiery rage in those affected by her fire dance. The fire dancer and affected allies gain a +2 morale bonus to Dexterity and Constitution and +1 fire damage to attacks , but also take a –1 penalty to AC. While under the effects of Pyromania, allies other than the skald cannot use any Charisma-, Wisdom-, or Intelligence-based skill, or any ability that requires patience or concentration. At 4th level and every 4 levels thereafter, the dance's bonuses on fire damage increase by 1. At 8th and 16th levels, the song's bonuses to Dexterity and Constitution increase by 2. (Unlike the barbarian's rage ability, those affected are not fatigued after the song ends.)
If an ally has her own rage class ability (such as barbarian's rage, bloodrager's bloodrage, or skald's inspired rage), she may use the Strength, Constitution, and Will saving throw bonuses, as well as AC penalties, based on her own ability and level instead of those from the skald (still suffering no fatigue afterward). However, inspired rage does not allow the ally to activate abilities dependent on other rage class abilities, such as rage powers, blood casting, or bloodrager bloodlines; the ally must activate her own rage class ability in order to use these features. This performance replaces Inspired Rage.
Dance of Fiery Gaze: At 3rd level, a fire dancer can allow allies to see through flames without any distortion. Any ally within 30 feet of the fire dancer who can see the performance can see through fire, fog, and smoke without penalty as long as the light is sufficient to allow him to see normally, as with the base effect of the gaze of flames oracle revelation. This performance replaces Song of Marching. This performance (like some of the class) is based on that of the Flame Dancer bard archetype, though changed to singing to dancing instead
Heat Shimmer: At 6th level, the fire dancer builds up enough heat to create a shimmering distortion that acts as the 'blur' spell. Creatures that strike your affected allies in melee while you’re using this ability are dazzled for 1 round (Fortitude negates). This performance replaces Song of Strength. I actually borrowed this ability from the desert domain, seemed fitting enough
Scintillating Cinders: By adding components like flash powder and magnesium to a source of fire, the Fire Dancer can enhance her fire dance by creating a burning display of cinders and sparks that dazes her foes. Enemies must be within 30 feet and able to see the fire dancer's performance. This performance replaces Dirge of Doom.
Pyre Vessels: Through a ceremonial pyre, the Fire Dancer may peform a ritual of cremation, burning away the bodies of the dead and unleashing their spirits as awakened fire. This performance functions as song of the dead, but all affected targets are affected by Death Candle instead of Animate Dead. This performance replaces Song of the Dead.
Fire Music: At 1st level, the fire dancer gains the fire music feat, even if she doesn't meet the prerequisites. This ability replaces scribe scroll.
Oil Bomb: At 2nd level, the fire dancer gains the use of alchemically imbued oil that acts as a splash weapon, or can be spat from the mouth in a 30ft cone (as breath weapon bomb). This bomb deals no damage up front, but acts like the grease bomb discovery. However, when exposed to an open source of flame (such as a candle or torch), it deals 1d4 fire damage plus additional damage equal to the fire dancer's intelligence modifier to anything the oil has soaked into. This damage increases by 1d4 every 3 levels to a maximum of 7d4 at 20th level. The oil takes 1 round to soak in, but only lasts for enough rounds equal to the fire dancer's intelligence modifier. Scrubbing this oil out requires a full-round action, or a standard action with at least a bucket full of water.
The fire dancer may spit forth this oil over an open flame to relay the fire damage upfront, but requires a full-round action that provokes an attack of opportunity to do so, if the fire dancer is attacked he must make a reflex save to spit the oil out or risk imbibing it. Imbibing this oil sickens the fire dancer for the next 2 rounds.
The fire dancer can use a number of oil bombs each day equal to her class level + her Intelligence modifier. This ability replaces versatile performance and lore master 1
Temprered Through Fire: At 2nd level, the fire dancer becomes resistant to pyrotechnic effects. The skald gains a +4 bonus on saving throws made against bardic performance, as well as all fire or light effects. This ability replaces well versed.
Swift Pyrotechnics: At 3rd level, a fire dancer can create alchemical weapons and volatile substances with astounding speed. It takes a fire dancer half the normal amount of time to create alchemical substances and weapons, and can apply weapons blanches and similar substances as a move action. This ability replaces lore master 2 Took this ability directly from my Catalyst Grenadier MCA, it fit the concept nicely I think
Rage Powers: In addition to rage powers, the fire dancer can also choose from the following alchemist discoveries;
Blinding Bomb, Explosive Bomb, Fire Brand, Immolation Bomb, Inferno Bomb, Smoke Bomb, Sunlight Bomb Maybe more bomb discoveries? what do you guys think?
These discoveries affect the fire dancer's oil bombs in the same fashion they would affect normal bombs, but only after ignition.
Alchemical Arsonist: At 5th level, a fire dancer is learned in the secrets of alchemy, and can use her own magic as a catalyst for creating extracts. Once per day, a fire dancer can create any extract on the alchemist's formulae list so long as it is has the fire or light descriptors, expending a skald spell slot of the same spell level to create the desired extract.
At 11th level, a fire can use this ability twice per day, and expands her list of available extracts to any damaging extract that can be affected by the 'Fire Music' feat. At 17th level, he can use this ability three times per day. This ability replaces Spell Kenning.
Fire Resistance: At 9th level, a fire dancer gains fire resistance 5. At 14th and 19th levels, this fire resistance increases by another 5. Additionally, the fire dancer grants this fire resistance to all allies affected by her pyromania. This ability replaces Damage Reduction.
Instant Pyrotechnics: At 19th level, a fire dancer can create alchemical weapons and substances with almost supernatural speed. Shcan create any alchemical weapon or substance as a full-round action if she succeeds at the Craft (alchemy) check and has the appropriate resources at hand to fund the creation. This ability replaces lore master 3.
Master Fire Dancer: At 20th level, a fire dancer's pyromania no longer gives allies a penalty to AC, nor limits what skills or abilities they can use. Allies with rage class abilities may use features dependent on those abilities without restriction, such as a barbarian's rage powers and a bloodrager's blood casting and bloodline abilities. Finally, when making a full attack, affected allies weapon's are affected by the flaming burst (but not flaming) magical weapon quality. This ability replaces Master Skald.
I know a bit of the class is poorly worded and unbalanced, I kept changing my mind with this class so many times so it's content has been swapped around quite a bit!

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Yes, I believe both Wild Pugilist and Boastful Gallant are now complete.
So that puts Tyrannical and JonathonWilder up next.
Oh I did not realize... here:
------------------------------------Serene Miko
Shaman/Cleric
A Watchful Miko is skilled in the ways of wards and healing, with a powerful connection to the spirit world that allowed them to gain both mystic knowledge as well as the ability to defend against the more harmful or malicious spirits. Seeking quiet meditation, a Serene Miko may often find herself forced from her shrine or temple to wonder the land to offer aid and protection to all who seek it. Whether it be from the tainted and lost souls of the undead, to the fey who intentions cannot always be certain, this class offerings healing and guidance.
Wards, Healing, Buffs/Debuffs, Channeling, Focus on 'spirits'*, weak combative abilities. Lending great support to the tanks and front line combaters.
*Like how 'spirits' were handled by the D&D class Spirit Shaman

Elghinn Lightbringer |

Here's my revised Fire Dancer. Adjusted the swaps a bit, losing Unc Dodge and Imp Unc Dodge in the process to balance some things.
Also, do you think we could tie the Oil Bombs to the Fire Dancer ability. Essentially, requiring 2 rounds of dance be expended for each use of Oil Bomb. Thoughts? If we did that, and give a hard limit on uses per day, I think we could increase it to d6s instead of d4s.
For centuries, fire dancing has found many uses throughout the world; from tribesmen dancing around totemic bonfires or priests looking to invoke the spirit of an ancient god of flames, to fire eaters and flame jugglers that perform in travelling carnivals. The fire dancer understands that fire is like a wild animal that must be tamed. With this control over fire, the fire dancer can manipulate it like a bard plays his instrument, employing it as an effective weapon by combining his obsessive pyromania and showmanship to enhance his performances with pyrotechnic compounds that both conflagrate and confuse his foes.
Primary Class: Skald.
Secondary Class: Alchemist.
Alignment: Any.
Hit Dice: d10.
Bonus Skills and Ranks: The fire dancer selects three alchemist skills to add to his class skills in addition to the normal skald class skills. The fire dancer gains a number of ranks at each level equal to 4 + Int modifier.
Weapon and Armor Proficiency: The fire dancer is proficient with all simple weapons, plus the battle poi, fighting fan, flambard, scimitar, and whip. He is also proficient with light armor, but not with shields.
Bonus Skills and Ranks: The fire dancer may select three alchemist skills to add to her class skills in addition to the normal skald class skills. The fire dancer gains a number of ranks at each level equal to 4 + Int modifier. In addition, the fire dancer adds Craft (alchemy) to her list of class skills and replaces the skald’s normal Perform skill list with Perform (act, dance, percussion, sing and wind).
Fire Dance (Su): A fire dancer is trained to perform with fire–whether it is juggling torches, twirling battle poi, or making use of fireworks and pyrotechnics. This ability functions as the raging song ability, except that it relies on visual components instead of audible components, and requires the use of a weapon or alchemical item with pyrotechnic or fire properties (such as alchemist fire, torches, battle poi, fireworks, or any weapon with flaming or flaming burst special weapon ability.
At 1st level, a fire dancer can use this ability for a number of rounds per day equal to 3 + his Charisma modifier. For each level thereafter, she can use fire dance for 2 additional rounds per day. A fire dance ends if the fire dancer’s fire source is extinguished, or if she is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. This ability replaces Raging Song.
Pyromania (Su): At 1st level, a fire dancer invokes a fiery rage in those affected by her fire dance. This functions as the inspired rage raging song, except that it grants a +1 fire damage to attacks instead of a +1 morale bonus to Will saves. At 4th level and every 4 levels thereafter, the fire dance's bonus on fire damage increase by 1. This performance otherwise functions as and replaces the inspired rage raging song.
Dance of the Fiery Gaze (Su): At 3rd level, a fire dancer can allow allies to see through flames without any distortion. Any ally within 30 feet of the fire dancer who can see the performance can see through fire, fog, and smoke without penalty as long as the light is sufficient to allow him to see normally, as with the base effect of the gaze of flames oracle revelation. This performance replaces the song of marching raging song.
Heat Shimmer (Su): At 6th level, a fire dancer can surround her allies with heat distortion that acts as the blur spell. Creatures that strike any affected allies in melee while using this performance is dazzled for 1 round (Fortitude negates). This performance replaces the song of strength raging song.
Scintillating Cinders (Su): At 10th level, a fire dancer can add components like flash powder and magnesium to a source of fire to create a burning display of cinders and sparks that dazes her foes. Enemies must be within 30 feet and able to see the fire dancer's performance to be affected. This performance replaces dirge of doom raging song.
Pyre of the Fallen (Su): At 14th level, a fire dancer can perform a special ritual of cremation to honor the fallen heroes of battle and temporarily summon the spirits of her dead allies as living flame to continue fighting, with the same limitations as raise dead. The fire dancer selects a dead ally within 60 feet and expends 1 round of fire dance. The dead ally’s body is instantly consumed by fire, releasing the allies spirit which is then manifested as a Medium Fire Elemental (as summon monster IV). This Medium Fire Elemental functions normally but is staggered. Each round, the fire dancer may expend another 1 round of fire dance to manifest that ally as a Medium fire elemental for another round. The ally’s flaming spirit automatically disappears if the fire dancer ends this performance or is interrupted. The fire dancer may summon the spirits of multiple allies with this performance (either at the same time or over successive rounds) but must expend 1 round of fire dance per summoned ally per round to maintain the effect. This performance replaces the song of the fallen rage song.
Fire Music: At 1st level, a fire dancer gains the Fire Music feat, even if she doesn't meet the prerequisites. This ability replaces scribe scroll.
Oil Bomb (Su): At 2nd level, a fire dancer gains the alchemist’s bomb ability, except that the fire dancer can create oil bombs instead. Upon detonation, an oil bomb deals no damage, but creates a grease slick as the grease bomb alchemist discovery. The grease slick can then be ignited by a fire source (such as a candle, torch, or flaming weapon) dealing 1d6 points of fire damage at 2nd level plus an additional 1d4 points of fire damage every three levels thereafter, to a maximum of 7d4 at 20th level. Removing this oil requires a full-round action, or a standard action using at least a full bucket of water.
Alternatively, instead of drawing the components of, creating, and throwing an oil bomb, the fire dancer can draw the components, drink them, mix them within her body, and then expel them as a breath weapon as a standard action. This breath weapon is a 15-foot cone of grease and has the same DC as the oil bomb. Each creature within the cone is doused in grease, and once ignited takes damage as the fire dancer’s oil bomb. Succeeding at a Reflex save (DC 10 + 1/2 the fire dancer’s level + the fire dancer’s Intelligence modifier) halves the damage. Unlike throwing normal oil bombs, drawing, drinking, and expelling this oily breath weapon does not provoke attacks of opportunity. This alternate effect is similar to the breath weapon alchemist discovery.
Like an alchemist, a fire dancer can learn new types of bomb discoveries as rage powers (see the Rage Powers ability) as they level up. A fire dancer's oil bombs become inert if used or carried by anyone else. This ability replaces versatile performance and lore master.
Tempered By Fire (Su): At 2nd level, a fire dancer becomes resistant to pyrotechnic effects. She gains a +4 bonus on saving throws made against bardic performance, as well as all fire or light effects. This ability replaces well versed.
Swift Pyrotechnics (Ex): At 3rd level, a fire dancer can create alchemical weapons and volatile substances with astounding speed. It takes a fire dancer half the normal amount of time to create alchemical substances and weapons, and can apply weapons blanches and similar substances as a move action. This ability replaces uncanny dodge.
Rage Powers: This is exactly like the skald ability of the same name. In addition, a fire dancer can choose one of the following alchemist discoveries in place of a rage power: blinding bomb, explosive bomb, fire brand, immolation bomb, inferno bomb, smoke bomb, sunlight bomb. These discoveries affect the fire dancer's oil bombs in the same fashion they would affect normal bombs, but only after the oil bomb has been ignited. She is also treated as a goblin for the purpose of qualifying for these discoveries.
Alchemical Arsonist (Su): At 5th level, a fire dancer is learned in the secrets of alchemy, and can use her own magic as a catalyst for creating extracts. Once per day, a fire dancer can create any extract from the alchemist's formulae list that has the fire or light descriptors by expending a skald spell slot of the same spell level. At 11th level, she can use this ability twice per day, and expands her list of available extracts to include any damaging extract that can be affected by the Fire Music feat. At 17th level, she can use this ability three times per day. This ability replaces spell kenning.
Fire Resistance (Su): At 9th level, a fire dancer gains fire resistance 5. At 14th and 19th levels, this fire resistance increases by 5. Additionally, the fire dancer grants this fire resistance to all allies affected by her pyromania performance. This ability replaces damage reduction.
Instant Pyrotechnics (Ex): At 19th level, a fire dancer can create alchemical weapons and substances with almost supernatural speed. She can create any alchemical weapon or substance as a full-round action if she succeeds at the Craft (alchemy) check and has the appropriate resources at hand to fund the creation. This ability replaces improved uncanny dodge.
Master Fire Dancer (Su): At 20th level, a fire dancer's pyromania no longer gives allies a penalty to AC, nor does it limit what skills or abilities they can use. Allies with rage class abilities may use features dependent on those abilities without restriction, such as a barbarian's rage powers and a bloodrager's blood casting and bloodline abilities. In addition, when making a full attack, affected allies weapon's are affected by the flaming burst (but not flaming) special weapon quality. This ability replaces master skald.
Table: Fire Dancer
Base
Class Attack Fort Ref Will Spells per Day
Level Bonus Save Save Save Special 1st 2nd 3rd 4th 5th 6th
1st +0 +2 +0 +2 Bardic knowledge, cantrips, fire dance, fire music, 1 — — — — —
pyromania +1 (+2 Str/Con)
2nd +1 +3 +0 +3 Oil bomb 1d4, tempered by fire 2 — — — — —
3rd +2 +3 +1 +3 Dance of the fiery gaze, rage power 3 — — — — —
4th +3 +4 +1 +4 Pyromania +2, swift pyrotechnics 3 1 — — — —
5th +3 +4 +1 +4 Alchemical arsonist 1/day, oil bomb 2d4 4 2 — — — —
6th +4 +5 +2 +5 Rage power, song of strength 4 3 — — — —
7th +5 +5 +2 +5 4 3 1 — — —
8th +6/+1 +6 +2 +6 Oil bomb 3d4, pyromania +3 (+4 Str/Con) 4 4 2 — — —
9th +6/+1 +6 +3 +6 Fire resistance 5, rage power 5 4 3 — — —
10th +7/+2 +7 +3 +7 Dirge of doom 5 4 3 1 — —
11th +8/+3 +7 +3 +7 Alchemical arsonist 2/day, oil bomb 4d4 5 4 4 2 — —
12th +9/+4 +8 +4 +8 Pyromania +4, rage power 5 5 4 3 — —
13th +9/+4 +8 +4 +8 5 5 4 3 1 —
14th +10/+5 +9 +4 +9 Fire resistance 10, oil bomb 5d4, song of the fallen 5 5 4 4 2 —
15th +11/+6/+1 +9 +5 +9 Rage power 5 5 5 4 3 —
16th +12/+7/+2 +10 +5 +10 Pyromania +5 (+6 Str/Con) 5 5 5 4 3 1
17th +12/+7/+2 +10 +5 +10 Alchemical arsonist 3/day, oil bomb 6d4 5 5 5 4 4 2
18th +13/+8/+3 +11 +6 +11 Rage power 5 5 5 5 4 3
19th +14/+9/+4 +11 +6 +11 Fire resistance 15, instant pyrotechnics 5 5 5 5 5 4
20th +15/+10/+5 +12 +6 +12 Oil bomb 7d4, pyromania +6, master fire dancer 5 5 5 5 5 5

Tyrannical |

#Fire Dancer
I like it, it balances out nicely this way, though any reason why Pyromania is no longer a Dex/Con boost and now a Str/Con boost? I only ask because I figured having Pyromania have a Dex boost would be more practical, since throwing bombs and using fighting fans, battle poi, whips and so on is a Dex based ability. Plus, fire itself is associated with Dexterity in some other abilities/spells.
As for Oil Bombs, I like your idea of expending performances to use oil bombs, it balances it a little better and means we don't need to keep track of separate pools. I would say however that the breath attack remains as it was originally, being able to do the fire damage up front, my idea behind this was traditional fire breathers, who take a gulp of kerosene oil and spit it over a flame.
Oil Bombs were kinda based on THIS and THIS, which I tried to bring into the class in a flexible way.
EDIT:
I was also debating adding a few more flame based spells into the class, as Flame Dancer (Bard) does the same. I was also working on a few rage powers and discoveries to be added too;
Snapdragon Bomb: (Discovery) You imbue your bomb with the components found in Snapdragon Fireworks, and upon detonation creates a bright shimmering display that Dazzles enemies
Fireworks Bomb: (Discovery, requires Snapdragon Bomb) You further improve upon your Snapdragon Bomb, creating a display that after initial detonation, Fascinates creatures for 1d3 rounds
Hot Coals: (Spell) You create a path of burning hot coals beneath the feet of your foes. Foes that fail to protect against fire or fail to dodge the spell soon begin jumping and leaping from the heat under their feet, as if affected by irresistible dance, and take 1d3 damage each round they remain on the coals
Blistering Shout: (rage power) All intimidation checks you make while raging may be augmented by 'Blistering Invective' as a spell like ability
Burning Rage: (rage power) If you catch fire, you may continue to rage even if you've expended all your rounds of rage available. You do not resist the damage of burning during this time, but may act normally while alight.
Heatscarred: (rage power, requires Burning Rage) If you catch fire, you may instead use the flames to your advantage, dealing 1d6 additional fire damage to your unarmed attacks and enemies attempting to grapple you.

Elghinn Lightbringer |

#Fire Dancer
I like it, it balances out nicely this way, though any reason why Pyromania is no longer a Dex/Con boost and now a Str/Con boost? I only ask because I figured having Pyromania have a Dex boost would be more practical, since throwing bombs and using fighting fans, battle poi, whips and so on is a Dex based ability. Plus, fire itself is associated with Dexterity in some other abilities/spells.
Yup! My bad. Forgot that was also changed. Fixed now.
As for Oil Bombs, I like your idea of expending performances to use oil bombs, it balances it a little better and means we don't need to keep track of separate pools. I would say however that the breath attack remains as it was originally, being able to do the fire damage up front, my idea behind this was traditional fire breathers, who take a gulp of kerosene oil and spit it over a flame.
Oil Bombs were kinda based on THIS and THIS, which I tried to bring into the class in a flexible way.
I'll change it to expending rounds of fire dance. We can make the Breath Weapon work normally.
EDIT:
I was also debating adding a few more flame based spells into the class, as Flame Dancer (Bard) does the same. I was also working on a few rage powers and discoveries to be added too;
New Stuff:
Snapdragon Bomb: (Discovery) You imbue your bomb with the components found in Snapdragon Fireworks, and upon detonation creates a bright shimmering display that Dazzles enemies
Fireworks Bomb: (Discovery, requires Snapdragon Bomb) You further improve upon your Snapdragon Bomb, creating a display that after initial detonation, Fascinates creatures for 1d3 rounds
Hot Coals: (Spell) You create a path of burning hot coals beneath the feet of your foes. Foes that fail to protect against fire or fail to dodge the spell soon begin jumping and leaping from the heat under their feet, as if affected by irresistible dance, and take 1d3 damage each round they remain on the coals
Blistering Shout: (rage power) All intimidation checks you make while raging may be augmented by 'Blistering Invective' as a spell like ability
Burning Rage: (rage power) If you catch fire, you may continue to rage even if you've expended all your rounds of rage available. You do not resist the damage of burning during this time, but may act normally while alight.
Heatscarred: (rage power, requires Burning Rage) If you catch fire, you may instead use the flames to your advantage, dealing 1d6 additional fire damage to your unarmed attacks and enemies attempting to grapple you.
I like these. I'll tidy them up and put them in their proper formats.