Multiclass Archetypes X: The Melting Pot


Homebrew and House Rules

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Elghinn Lightbringer wrote:

Wiz/Pal would be fine, especially since you could keep everything from the wizard, go 3/4 BAB, hybrid caster (6th), leaves lots of room still to add in stuff from paladin.

Weird thought. What about a divine spellbook using caster? Just an idea. No need to consider it. What would you want from Wiz and Pal? Then we cn see what room we have for new stuff.

That would be fine, especially since giving up 7th, 8th, and 9th level spells would allow for a lot of room for adding paladin style abilities in fighting evil spellcasters whether mortal, monster, and outsider while being defenders of knowledge and magic.

A divine spellbook would be fine and interesting idea.


Having High Jump at 1st and Levitation at 2nd sounds fair to me. I'll put some things together and make a rough complete version soon, hopefully then it'll work out nice and smooth


So, what auras could we use, Jon? Here's one for sure. These work off the TG's arua of magic, and are called Emanations.

Metamagic: The twilight guard selects on metamagic feat he knows. Each ally within 10 feet can cast one spell as if it had been prepared using the feat. Spontaneous and prepared spellcasters must expend a prepared or unused spell slot of the appropriate level to cast the spell. Once a creature has benefited from the metamagic aura, it cannot benefit from it again for 24 hours.

Some other ideas. The ability to generate these auras lasts 1 minute per level + Int mod PER DAY. Not consecutive, but must use in 1 minute-increments.

1) Lower enemy spellcaster's casting level by 1 or 2.
2) Damaging spells deal -2 damage per damage die (minimum 1).
3) Disruptive feat as an aura (enemies must be threatened by a TG's ally)
4) Spellbreaker feat as an aura.
5) Enemy saves vs spells reduced by 2.
6) Allies saves vs. Spells and spell-like effects increase by +2.
7) Aura of Protection from Energy (like the communal version of the spell, where damage taken by all allies in the aura counts towards the effects total).
8) Reduce enemy spell duration. (Cut in half?).
9) Aura of courage (paladin)
10) Aura of Resolve (paladin)
11) Aura of Justice (paladin)
12) Aura of Faith (paladin)
13) Aura of righteousness (paladin)
14) Maybe an armor aura, that grants special abilities from his armor to allies from his arcane bonded (if he chooses to bond with his armor).
15) Likewise, an emanation that grants bonded item ability to cast 1 bonus spell per day.

Another ability.

Arcane Smite: Similar to smite evil, but no evil requirement, and focuses on arcane spellcasters (and creatures with spell-like abilities), but the 2 points/level on first attack against evil outsiders, dragons, and undead who cast spells (liches).

Then I thought we could have Invocations that add effects to the arcane smite ability, such as reducing DR, SR, Expend spell effect, etc?

Any other ideas?


@Twilight Guard

Do we want to have a spell list of Pladin spells + Wizard spells (abjuration, enchantment, and transmutation), OR go with Paladin + Magus spell list?

Also, do we want to add domain spells from the MCAs chosen deity's domains to the spell list too. Or is paladin spells enough divine spell addition?


Elghinn Lightbringer wrote:

@Twilight Guard

Do we want to have a spell list of Pladin spells + Wizard spells (abjuration, enchantment, and transmutation), OR go with Paladin + Magus spell list?

Also, do we want to add domain spells from the MCAs chosen deity's domains to the spell list too. Or is paladin spells enough divine spell addition?

We need to be careful combining the Paladin list with the wizard list as even as a 6th level caster he probably will get some Paladin spells before regular Paladins do.

Also I definitely think an aura of reduced damage from magic should change the dice size rather than a minus to damage.

We may also want to scale some of the auras, doing stuff like -1 caster level per 4 levels past when you get that aura for the aura of reduced caster levels for example.

Dark Archive

@Twilight Guard
All your ideas for auras could work fairly we, though on narrowing it down I would need to get back to you. Arcane Smite is also good.

Since this will be a Paladin/Wizard the spell list would be a mix of Wiz/Pal spells. Mostly that of the abjuration, enchantment, and transmutation schools though since the MCA will be keeping the wizard's spellbook... the Twilight Guard would be able to learn other spells from the spellbooks of other wizards. Perhaps with the restriction that if the spell isn't of the three schools above it would count as an opposition school spell or be scribed as a spell one level higher.

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@Elghinn Lightbringer
Just pointed out by a DM I have, but for my Espial Voyageur MCA the Bard has no class skills that the Investigator does not... meaning their is no way for you to have "All Investigator skills plus 3 from Bard skill list.


JonathonWilder wrote:

@Elghinn Lightbringer

Just pointed out by a DM I have, but for my Espial Voyageur MCA the Bard has no class skills that the Investigator does not... meaning their is no way for you to have "All Investigator skills plus 3 from Bard skill list.

Fixed!

Dark Archive

Elghinn Lightbringer wrote:
Fixed!

Thanks Elghinn ^^


Took on board all the recent feedback and did some tweaking, didn't end up going for the Quinggong Monk style of progression in the end, but I think this works out well. I wanted to make sure there weren't any dead levels, just as Monk is, and think I got a balanced version here;

Skystrike Monk:

1 = High Jump, Unarmed Strike, Flurry of Blows, Mystery, Revelation (Wind, Heavens, Lunar, Solar, Dark Tapestry)
2 = Levitation (30 feet, 1 hour/level), Evasion
3 = Fly (40 feet, clumsy, 1 min/level), Revelation, Maneuver Training
4 = Slow Fall 20ft, Ki Pool (Magic)
5 = Ki Spell
6 = Fly (50 feet, average), Slow Fall 30ft, Bonus Feat
7 = Revelation, Ki Pool (Cold Iron/Silver)
8 = Slow fall 40ft,
9 = Fly (60 feet, 10 min/level), Improved Evasion, Ki Spell
10 = Slow Fall 50ft, Bonus Feat, Ki Pool (Lawful)
11 = Revelation
12 = Fly (70 feet, good) Slow fall 60ft, Abundant Step
13 = Ki Spell
14 = Slow Fall 70ft, Bonus Feat
15 = Fly (80 feet, 1 hour/level), Revelation
16 = Slow Fall 80ft, Ki Pool (Adamantine)
17 = Ki Spell
18 = Fly (90 feet, perfect) Slow Fall 90ft, Bonus Feat
19 = Revelation, Ki Spell
20 = Fly (at will) Slow Fall Any Distance, Final Revelation

Ki Spell: at 5th level, can perform the 1st and 2nd revelation spells by using 1 ki. at 9th level, can perform the 3rd and 4th revelation spells by spending 2 ki. at 13th level, can perform the 5th and 6th revelation spells by spending 3 ki. At 17th level, may perform the 7th and 8th revelation spells by spending 4 ki. at 19th level, may perform the 9th revelation spell by spending 5 ki.

I'll come up with a list of bonus feats soon, just wanted to see what people think of this version so far.


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@Twilight Guard

Currently going through the wizard and paladin spell lists. My plan is to put any paladin spells that are also wiz, clr, inq, or similar class's spells at those levels (instead of apaladin), and any paladin spells that are just paladin spells, I'll spread out appropriately. Likely, 1st level at 1st, 2nd at 2nd, 3rd at 3rd and 4th, and 4th to 5th and 6th, depending on where they fit in other class spell level power.

Dark Archive

#Twilight Guard
That is fine Elghinn, thank you for still helping with MCA though you are technically 'on leave'. Your help is appreciated, and while I would have put something together myself while working with the others though your help does speed things up.


I also have an MCA progression table, but we need to figure out more for the invocations. If indeed we want to go that route. The Divine Emissary has Anathemas that add effects to smite evil might want to look at those for ideas.

Though, I'm wondering if we should go a completely different route, and instead we should go with actual spells. What I mean is, what about each invocation can be a from his spell book, that can be cast once per day as part of the arcane smite. sort of how like the specialty wizards get to cast one spell of each level per day of their school. Perhaps choose any spell from his spell book. Once per day that spell can be cast as part of an arcane smite attack, probably as a swift action. Once chosen, it can't be changed. Then he can choose additional spells. We could have it that previous invocation spells could be changed when he gains a new invocation, much like how sorcerers can replace spells known.

This would give the MCA something a bit more uinque, and really make it an arcane smite + spell effect. Each spell could be used once per day like this, and I believe there are only 5 invocations, maybe four (5/9/13/17), don't have the doc infront of me.

Yes I'm break, but this is a paladin MCA. I always have room for paladins. :D

Besides it still is a break, because I'm not keeping track of everyone's MCAs, and just giving options and suggestions for you guys to go build your own.

Dark Archive

Elghinn Lightbringer wrote:

Though, I'm wondering if we should go a completely different route, and instead we should go with actual spells. What I mean is, what about each invocation can be a from his spell book, that can be cast once per day as part of the arcane smite. sort of how like the specialty wizards get to cast one spell of each level per day of their school. Perhaps choose any spell from his spell book. Once per day that spell can be cast as part of an arcane smite attack, probably as a swift action. Once chosen, it can't be changed. Then he can choose additional spells. We could have it that previous invocation spells could be changed when he gains a new invocation, much like how sorcerers can replace spells known.

This would give the MCA something a bit more unique, and really make it an arcane smite + spell effect. Each spell could be used once per day like this, and I believe there are only 5 invocations, maybe four (5/9/13/17), don't have the doc infront of me.

The Twilight Guard already has spells, so what do you mean by "we should go with actual spells"? I'm a bit uncertain of what you mean, though from what I gather your suggestion is a good one.

My main interest is that the mechanics match up with the information I provided so as to follow the the theme/role I offered. More that the MCA is a fairly good blend of a wizard and a paladin. From what I can see above you actually have a really interesting idea, casting a spell through the Arcane Smite ability, and it would be nice to have an ability similar to that of school specialization. I would still like to use part of what you offered before, as they were a good idea.


Tyrannical wrote:

Took on board all the recent feedback and did some tweaking, didn't end up going for the Quinggong Monk style of progression in the end, but I think this works out well. I wanted to make sure there weren't any dead levels, just as Monk is, and think I got a balanced version here;

** spoiler omitted **

I'll come up with a list of bonus feats soon, just wanted to see what people think of this version so far.

Now that you did the fly template doing other skystriker classes is easy. Here's the Skystriker Cavalier, a Cavalier with a secondary of Monk.

Skystriker Cavalier:

1 = High Jump, Challenge 1/day, Order, Tactician
2 = Levitation (30 feet, 1 hour/level), Order Ability
3 = Fly (40 feet, clumsy, 1 min/level), Cavaliers Charge
4 = Challenge 2/day
5 = Banner
6 = Fly (50 feet, average), Bonus Feat
7 = Challenge 3/day
8 = Order Ability
9 = Fly (60 feet, 10 min/level), Greater Tactician
10 = Slow Fall 50ft, Challenge 4/day
11 = Mighty Charge
12 = Fly (70 feet, good) Bonus Feat, Demanding Challenge
13 = Challenge 5/day
14 = Greater Banner
15 = Fly (80 feet, 1 hour/level), Order Ability
16 = Challenge 6/day
17 = Master Tactician
18 = Fly (90 feet, perfect), Bonus Feat
19 = Challenge 7/day
20 = Fly (at will), Supreme Charge

High Jump, Levitation and Fly replace Mount and Expert Trainer
Cavaliers Charge, Mighty Charge, Supreme Charge and any Order Abilities that affect mounted charge instead affect charges while flying.


Tomorrow I'll do the alchemist and the swashbuckler.


Tyrannical wrote:

Took on board all the recent feedback and did some tweaking, didn't end up going for the Quinggong Monk style of progression in the end, but I think this works out well. I wanted to make sure there weren't any dead levels, just as Monk is, and think I got a balanced version here;

** spoiler omitted **

I'll come up with a list of bonus feats soon, just wanted to see what people think of this version so far.

Ki spell is really nice and pulls it together well.

Couple more thoughts/suggestions:
1-AC Bonus
2-Ki pool-spend ki to cast feather fall or levitate self only.

This replaces slow fall with feather fall and the AC Bonus avoids dead levels.
Keep Ki pool (magic) at 4th.


Onyewu wrote:
Tyrannical wrote:

Took on board all the recent feedback and did some tweaking, didn't end up going for the Quinggong Monk style of progression in the end, but I think this works out well. I wanted to make sure there weren't any dead levels, just as Monk is, and think I got a balanced version here;

** spoiler omitted **

I'll come up with a list of bonus feats soon, just wanted to see what people think of this version so far.

Ki spell is really nice and pulls it together well.

Couple more thoughts/suggestions:
1-AC Bonus
2-Ki pool-spend ki to cast feather fall or levitate self only.

This replaces slow fall with feather fall and the AC Bonus avoids dead levels.
Keep Ki pool (magic) at 4th.

The AC bonus is there, it just isn't listed (it isn't typically listed on the basic Monk table either.)

I might take to using Feather Fall instead of Slow Fall, but keep the range increment of 20ft and onwards for balance reasons. This is a martial themed class after all, Flight in this respect is something achieved through copious training and force of will, rather than simply doing so through magic.


#Skystrike Cavalier

Looks good to me, though if you want to do more flight classes be my guest, I was only intending to do one rather than creating a matching set. I'd keep the names different each time around too, gives the classes their own individuality rather than seeming like a collection of copy/paste hybrids.

Skystrike Monk was just a personal project to see if I could create a viable flying class, and I think I've achieved that, and may submit it officially as an MCA when they make an official return. So, I'll be around to help, but I've finished my 'flying class' project for now (or at least when this class is finalized) :)


JonathonWilder wrote:

The Twilight Guard already has spells, so what do you mean by "we should go with actual spells"? I'm a bit uncertain of what you mean, though from what I gather your suggestion is a good one.

My main interest is that the mechanics match up with the information I provided so as to follow the the theme/role I offered. More that the MCA is a fairly good blend of a wizard and a paladin. From what I can see above you actually have a really interesting idea, casting a spell through the Arcane Smite ability, and it would be nice to have an ability similar to that of school specialization. I would still like to use part of what you offered before, as they were a good idea.

Yes. it would sort of be like spellstrike, but instead, while arcane strike is in effect, you can use your invocations (select spells).

Some thing like this.

Invocations (Su): At 4th level, a twilight guard learns to cast spell while smiting his enemies. A twilight guard gains one invocation spell slot for each level of twilight guard spell he can cast, from 1st on up. Each day, a twilight guard can prepare one of the spells from his spellbook in that slot. He can select a spell modified by a metamagic feat to prepare in his invocation slots, but it uses up a higher-level spell slot, as normal. Whenever the twilight guard makes a successful melee attack against the target of his arcane smite, he can cast an invocation spell against the target as a swift action.


Here's the spells. Listed so you can check out the wizard and paladin (bottom group of each level) spells.

TWILIGHT GUARD SPELL LIST
Twilight guards gain access to the following spells.

0th-Level Twilight Guard Spells—:
arcane mark, daze, detect magic, detect poison, enhance diplomacy, guidance, light, mage hand, mending, message, open/close, read magic, resistance.

1st-Level Twilight Guard Spells—:

adjuring step,
alarm,
alter winds,
ant haul,
body capacitance,
break,
bungle,
burning hands,
charm person,
detect secret doors,
detect undead,
emblazon crest,
endure elements,
enlarge person,
expeditious retreat,
feather fall,
force quiet,
gravity bow,
grease,
hold portal,
identify,
keep watch,
lighten object,
longshot,
magic weapon,
memorize page,
memory lapse,
mirror strike,
moment of greatness,
mount,
obscuring mist,
peacebond,
protection from chaos/evil/law,
reduce person,
shield,
shock shield,
sleep,
stone fist,
sunder breaker,
touch of gracelessness,
true strike,
unerring weapon,
unprepared combatant,

bed of iron,
bless water,
bless weapon ,
challenge evil,
compel hostility,
detect the faithful,
detect undead,
diagnose disease,
divine favor,
firebelly,
grace,
haze of dreams,
iron beard,
knight’s calling,
know the enemy,
linebreaker,
rally point,
sanctify corpse,
shield of fortification,
stunning barrier,
swift girding,
unbreakable heart,
word of resolve,

2nd-Level Twilight Guard Spells—:

acid arrow,
air step,
angelic aspect (lesser),
arcane disruption,
arcane lock,
arrow eruption,
badger’s ferocity,
bear’s endurance,
bestow insight,
bestow weapon proficiency,
book ward,
bull’s strength,
burst of radiance,
cat’s grace,
certain grip,
compassionate ally,
darkvision,
daze monster,
death from below,
delay pain,
disrupt link,
eagle’s splendor,
endure elements (communal),
escaping ward,
fox’s cunning,
glide,
hidden knowledge,
instant weapon,
knock,
levitate,
locate object,
make whole,
masterwork transformation,
mount (communal),
owl’s wisdom,
protection from arrows,
protection from chaos/evil/law (communal),
reloading hands,
resist energy,
returning weapon,
see invisibility,
spell gauge,
spider climb,
steal size,
strong wings,
tactical acumen,
touch of mercy,
tremor blast,
warding weapon,
whispering wind,

abeyance,
blessing of courage and life,
corruption resistance,
delay disease,
delay poison,
fire of entanglement,
ghostbane dirge,
holy shield,
honeyed tongue,
instant armor,
light lance,
remove paralysis,
restoration lesser,
sacred space,
shield other,
vestment of the champion,
zone of truth,

3rd-Level Twilight Guard Spells—:

ablative barrier,
ablative sphere,
air breathing,
armor lock,
blast barrier,
blink,
burrow,
cloak of winds, dispel magic,
darkvision (communal),
daylight,
deep slumber,
elemental aura,
explosive runes,
flame arrow,
fly,
fractions of heal and harm,
gaseous form,
haste,
heart of the metal,
heroism,
hold person,
keen edge,
magic circle against chaos/evil/law,
magic weapon (greater),
monstrous physique I,
nondetection,
pain strike,
paragon surge,
protection from arrows (communal),
protection from energy,
resist energy (communal),
returning weapon (communal),
sepia snake sigil,
shield companion,
shrink item,
slow,
suggestion,
tiny hut,
tongues,
versatile weapon,
water breathing,

archon’s aura,
blade of bright victory,
blinding ray,
burst of speed,
daybreak arrow,
deadly juggernaut,
divine illumination,
divine transfer,
fire of judgment,
holy whisper,
mantle of calm,
marks of forbiddance,
paladin’s sacrifice,
prayer,
remove blindness/deafness,
stunning barrier (greater),
wrathful mantle,

4th-Level Twilight Guard Spells—:

antithetical constraint,
charm monster,
confusion,
darkvision (greater),
daze (mass),
dimension door,
dimensional anchor,
fire shield,
firefall,
geas (lesser),
globe of invulnerability (lesser),
make whole (greater),
malfunction,
mnemonic enhancer,
monstrous physique II,
protection from energy (communal),
remove curse,
resilient reservoir,
ride the waves,
secure shelter,
shout,
spellcrash (lesser),
stone shape,
stoneskin,
wall of fire,
wall of ice,
ward shield,

blaze of glory,
crusader’s edge,
death ward,
discern lies,
fire of vengeance,
ghostbane dirge (mass),
guardian of faith,
neutralize poison,
sanctify armor,
shield of fortification (greater),

5th-Level Twilight Guard Spells—:

angelic aspect,
apparent master,
baleful polymorph,
break enchantment,
constricting coil,
contact other plane,
dismissal,
dominate person,
elemental body I,
elemental body II,
fabricate,
feeblemind,
fickle winds,
hold monster,
hungry earth,
interposing hand,
legend lore,
life buble,
lighten object (mass),
mage’s faithful hound,
mage’s private sanctum,
mind fog,
monstrous physique III,
overland flight,
pain strike (mass),
passwall,
permanency,
planar adaptation,
planar binding (lesser),
polymorph,
rapid repair,
runic overlord,
sending,
siphon magic,
spell absorption,
spellsteal,
symbol of sleep,
telekinesis,
telepathic bond,
teleport,
transmute mud to rock,
transmute rock to mud,
wall of force,
wall of light,
wall of stone,
wreath of blades,

archon’s trumpet,
burst of glory,
king’s castle,
mark of justice,
planeslayer’s call,
reprobation,
resounding blow,
restoration,
sanctify weapons,
shield of dawn,
stay the hand,

6th-Level Twilight Guard Spells—:

analyze dweomer,
antimagic field,
battlemind link,
bear’s endurance (mass),
bull’s strength (mass),
cat’s grace (mass),
cloak of dreams,
control water,
dimensional blade,
disintegrate,
dispel magic (greater),
eagle’s splendor (mass),
elemental body III,
expend,
flesh to stone,
fluid form,
forceful hand,
form of the dragon I,
fox’s cunning (mass),
geas/quest,
globe of invulnerability,
guards and wards,
heroism (greater),
mage’s lubrication,
mage’s sword,
monstrous physique IV,
move earth,
owl’s wisdom (mass),
repulsion,
serenity,
spell turning,
spellcrash,
stone to flesh,
suggestion (mass),
symbol of persuasion,
symbol of sealing,
teleport (greater),
transformation,
true seeing,
undeath ward,
vision,
wall of iron,

chains of light,
eaglesoul,
holy sword.
sacrificial oath,


Nothing huh? Anyone want to comment on spell choices. Wizard on top, Paladin on the bottom in each spell level.

Dark Archive

I do have one question, as I am uncertain to how the number of the spells play out... how does the number of spell compare to the wizard or cleric?

Apart from this question the spells look fine.


On the list? There are less spells than the wizard or cleric. But I think more than the magus. I went through the abjuration/enchantment/transmutation and picked the ones that fit the concept the best. I also picked a few other spells from divination, a few evocation and conjuration, but no necro/illusion spells. Then I went through the paladin spells, picked the ones that fit, and put them to their levels as appropriate for a 6th level caster.

Anyone see anything that should be removed or added?


I am bad at spell lists, I will have more to say with other parts of the MCA.


Then I'll post the MCA for some critique. Jon loves it, which is most important.

TWILIGHT GUARD:

Wizards are champions of magical might, knowledge, and arcane lore. While many revel in their learning, there are those who seek to guard and protect that knowledge from fell hands. The twilight guard is a defender of arcane knowledge and learning who champions their god against the misuse and abuse of magic. As such, they seek out magical abominations, such as demon summoners, evil outsiders, and other tyrants of magic and prevent them from destroying life and warping the magical energies of the world. Twilight guards walk the line between light and darkness in their endeavors to remove those who taint the sanctity of magic and learning so that others may enjoy and benefit from it.

Primary Class: Wizard.
Secondary Class: Paladin.
Alignment: Any good.
Hit Dice: d8.

Bonus Skills and Ranks: The twilight guard selects three paladin skills to add to his class skills in addition to the normal wizard class skills. The twilight guard gains a number of ranks at each level equal to 2 + Int modifier.

Weapon and Armor Proficiency: The twilight guard is proficient with all simple and martial weapons, plus the favored weapon of his deity. The twilight guard is also proficient with light armor and with shields (except tower shields). A twilight guard can cast twilight guard spells while wearing light armor and using a shield without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a twilight guard wearing medium or heavy armor incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass twilight guard still incurs the normal arcane spell failure chance for arcane spells received from other classes.

Spellcasting: A twilight guard casts arcane spells drawn from the twilight guard spell list. A twilight guard must choose and prepare his spells ahead of time.

To learn, prepare, or cast a spell, the twilight guard must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a twilight guard’s spell is 10 + the spell level + the twilight guard’s Intelligence modifier.

A twilight guard can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Twilight Guard. In addition, he receives bonus spells per day if he has a high Intelligence score.

A twilight guard may know any number of spells. He must choose and prepare his spells ahead of time by getting 8 hours of sleep and spending 1 hour studying his spellbook. While studying, the twilight guard decides which spells to prepare.

Spellbooks: A twilight guard must study his spellbook each day to prepare his spells. He cannot prepare any spell not recorded in his spellbook except for read magic, which all magi can prepare from memory. A twilight guard begins play with a spellbook containing all 0-level twilight guard spells plus three 1st-level twilight guard spells of his choice. The twilight guard also selects a number of additional 1st-level twilight guard spells equal to his Intelligence modifier to add to his spellbook. At each new twilight guard level, he gains two new twilight guard spells of any spell level or levels that he can cast (based on his new twilight guard level) for his spellbook. At any time, a twilight guard can also add spells found in other spellbooks to his own.

A twilight guard can learn spells from a wizard’s spellbook, just as a wizard can from a twilight guard’s spellbook. The spells learned must be on the twilight guard spell list, as normal. An alchemist can learn formulae from a twilight guard’s spellbook, if the spells are also on the alchemist spell list. A twilight guard cannot learn spells from an alchemist.

Arcane Aura (Su): A twilight guardian has a particularly powerful aura corresponding to the power of his deity, and his level (see detect magic for details). A twilight guard can also draw upon his arcane aura to form a special bond (see Arcane Bond), and as he gains experience, create additional magical effects with his aura (see Emanations below).

Arcane Bond (Su): At 1st level, twilight guards form a powerful bond with an object or a suit of armor. A bonded object is an item a twilight guard can use to cast additional spells or to serve as a magical item. Bonded armor can be enhanced to grant greater defensive capabilities. Once a twilight guard makes this choice, it is permanent and cannot be changed.

Twilight guards who select a bonded object begin play with one at no cost. Objects that are the subject of an arcane bond must fall into one of the following categories: amulet, ring, or weapon. These objects are always masterwork quality. Weapons acquired at 1st level are not made of any special material. If the object is an amulet or ring, it must be worn to have effect, while weapons must be held in one hand. If a twilight guard attempts to cast a spell without his bonded object worn or in hand, he must make a concentration check or lose the spell. The DC for this check is equal to 20 + the spell's level. If the object is a ring or amulet, it occupies the ring or neck slot accordingly.

A bonded object can be used once per day to cast any one spell that the twilight guard has in his spellbook and is capable of casting, even if the spell is not prepared. This spell is treated like any other spell cast by the twilight guard, including casting time, duration, and other effects dependent on the twilight guard's level. This spell cannot be modified by metamagic feats or other abilities.
A twilight guard can add additional magic abilities to his bonded object as if he has the required Item Creation Feats and if he meets the level prerequisites of the feat. For example, a twilight guard with a bonded dagger must be at least 5th level to add magic abilities to the dagger (see Craft Magic Arms and Armor feat). If the bonded object is an amulet it loses its magic abilities when its last charge is consumed (if it has charges), but it is not destroyed and it retains all of its bonded object properties and can be used to craft a new amulet. The magic properties of a bonded object, including any magic abilities added to the object, only function for the twilight guard who owns it. If a bonded object's owner dies, or the item is replaced, the object reverts to being an ordinary masterwork item of the appropriate type.

If a bonded object is damaged, it is restored to full hit points the next time the twilight guard prepares his spells. If the object of an arcane bond is lost or destroyed, it can be replaced after 1 week in a special ritual that costs 200 gp per twilight guard level plus the cost of the masterwork item. This ritual takes 8 hours to complete. Items replaced in this way do not possess any of the additional enchantments of the previous bonded item. A twilight guard can designate an existing magic item as his bonded item. This functions in the same way as replacing a lost or destroyed item except that the new magic item retains its abilities while gaining the benefits and drawbacks of becoming a bonded item.

The second option is to form a close bond with her armor. This armor is always masterwork quality, and is not made of any special material. As a standard action, a twilight guard can enhance his armor by drawing upon his arcane aura.

At 1st level, a twilight guard can draw upon his arcane aura as a swift action to enhance his armor for a number of minutes per day equal to half twilight guard’s level + his Intelligence modifier. These minutes do not need to be consecutive, but must be spent in 1-minute increments. When activated, he grants his armor a +1 enhancement bonus. For every four levels beyond 1st, the armor gains another +1 enhancement bonus, to a maximum of +5 at 17th level. These bonuses can be added to the armor, stacking with existing armor bonuses to a maximum of +5 at 17th level.

At 5th level, these bonuses can be used to add any of the following armor properties: champion, ghost touch, heavy fortification, invulnerability, light fortification, moderate fortification, spell resistance (13, 15, 17, or 19).

Adding these properties consumes an amount of bonus equal to the property’s cost. In addition, the bonuses can be consumed at the listed amount to add any of the following armor properties: energy resistance for +3 bonus, improved energy resistance for +5 bonus, or righteous for +4 bonus. These bonuses are added to any properties the armor already has, but duplicate abilities do not stack. If the armor is not magical, at least a +1enhancement bonus must be added before any other properties can be added. The bonus and properties are determined when the ability is activated and cannot be changed until the next time the twilight guard uses this ability. These bonuses do not function if the armor is worn by anyone other than the twilight guard.

A twilight guard can only enhance one suit of armor in this way at one time. If he uses this ability again, the first use immediately ends. This ability alters the wizard’s standard arcane bond.

Cantrips: A twilight guard can prepare a number of cantrips, or 0-level spells, each day, as noted on Table: Twilight guard under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again.

Detect Magic (Sp): At will, a twilight guard can use detect magic, as the spell. A twilight guard can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is magical, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the twilight guard does not detect magic in any other object or individual within range. This ability and arcane smite replace arcane school.

Patron Deity: At 1st level, a twilight guard must choose a patron deity. This deity must be of an alignment within one step of his own along the chaos/law or evil/good axis.

Arcane Smite (Su): At 2nd level, a twilight guard can call upon the power of his deity to aid him in his struggle against evil and corrupt spellcasters. Once per day as a swift action, the twilight guard chooses one target within sight to smite. If this target is an evil arcane spellcaster (a creature with levels in an arcane spellcasting class or has spell-like abilities), the twilight guard adds his Intelligence bonus (if any) to his attack rolls and adds his twilight guard level to all damage rolls made against the target of his smite. If the target of arcane smite is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature that casts spells or has spell-like abilities (like a lich), the bonus to damage on the first successful attack increases to 2 points of damage per level the twilight guard possesses. Regardless of the target, arcane smite attacks automatically bypass any DR the creature might possess.

In addition, while arcane smite is in effect, the twilight guard gains a deflection bonus equal to his Charisma modifier (if any) to his AC against attacks made by the target of the arcane smite. If the twilight guard targets a creature that is not an evil arcane spellcaster, the arcane smite is wasted with no effect.

The arcane smite effect remains until the target of the smite is dead or the next time the twilight guard rests and regains his uses of this ability. At 6th level, and at every four levels thereafter, the twilight guard may make an arcane smite one additional time per day, as indicated on Table: Twilight Guard, to a maximum of five times per day at 18th level. This ability is treated as smite evil for the purpose of feat, ability, and weapon or armor special ability selection.

Emanation (Su): At 3rd level, a twilight guard is trained to use his arcane aura to create magical effects on those around him, including himself if desired. At 3rd level, and every four levels thereafter, a twilight guard can select one emanation. Each day he can use this ability for a number of rounds per day equal to his twilight level + his Intelligence modifier. Each round, the twilight guard can produce any one of the types of emanations that he has mastered. An emanation has a saving throw DC equal to 10 + 1/2 the twilight guard’s level + his Intelligence modifier.

At 3rd level, the twilight guard can select from the following initial emanations.

Arcane Strike: The twilight guard enhances his allies’ weapons with magical energy. Each ally’s weapon within 10 feet deals +1 damage and is treated as magic for the purpose of overcoming damage reduction. For every five caster levels the twilight guard possesses, this bonus increases by +1, to a maximum of +5 at 20th level.
Disruptive: The twilight guard makes it difficult for enemy spellcasters to safely cast spells. All enemy spellcasters within 30 feet that are threatened by a twilight guard’s ally increase the DC to cast spells defensively by +2. At 7th level, the DC to cast spells defensively increases by +4.
Failure Reduction: The twilight guard reduces the arcane spell failure of spells. Each ally within 10 feet that casts arcane spells reduces their arcane spell failure by 10% (minimum 0%). This improves to 20% at 7th level, and 30% at 11th level.
Safeguard: The twilight guard reduces the damage dealt by enemy spellcasters. Each ally within 10 feet takes 1 point of damage less per damage die less from offensive area spells cast by enemy spellcasters. This increases to 2 points of damage per damage die at 11th level, and 3 points of damage per damage die at 19th level.
Save Reduction: The twilight guard reduces the saving throws of his enemies. All enemies within 30 feet take a –1 penalty to their saving throws. This penalty increases to –2 at 9th level, and –3 at 15th level.

At 7th level, a twilight guard adds the following emanations to the list of those that can be selected.

Bestow Property: The twilight guard selects one active special armor property from his arcane bond. Each ally within 10 feet that is wearing armor is treated as having that special property. The twilight guard must have chosen the armor arcane bond to select this emanation.
Bond Blessing: The twilight guard grants the selects one active special armor property from his arcane bond. Each ally within 10 feet that is wearing armor is treated as having that special property. The twilight guard must have chosen the bonded item arcane bond to select this emanation.
Counterspell: The twilight guard can counter enemy spells. Each ally within 10 feet is protected by a single counterspell dispel magic effect while this emanation is in effect. Once a creature has benefited from the counterspell emanation, it cannot benefit from that twilight guard’s metamagic emanation again for 24 hours. This emanation functions as a greater dispel magic counterspell effect at 13th level.
Energy Reduction: The twilight guard reduces the resistance to one energy type of all enemy’s within 30 feet by 5 (minimum 0). If the twilight guard is aware of the creatures’ energy resistances (through Knowledge checks or other interactions with such creatures), he may choose the energy resistance type affected by this emanation. Otherwise, one random type of energy resistance that the creature possesses is reduced (the twilight guard is aware what type of energy resistance was affected.
Metamagic: The twilight guard selects one metamagic feat he knows. Each ally within 10 feet can cast one spell as if it had been prepared (or cast) using the feat. Spontaneous and prepared spellcasters must expend a prepared or unused spell slot of the appropriate level to cast the spell. Once a creature has benefited from the metamagic emanation, it cannot benefit from that twilight guard’s metamagic emanation again for 24 hours.
Power Reduction: The twilight guard reduces the caster level of all enemy spellcasters within 30 feet by 1. A successful Will save negates the effect. If a creature leaves and re-enters the emanation, the creature must make another Will save to negate the effect. The enemy’s caster level is reduced by 2 at 13th level, and by 3 at 19th level.
Saving Grace: The twilight guard improves the saving throws of his allies. Each ally within 10 feet gains a +2 bonus to all saving throws against spells and spell-like effects. This bonus increases by +4 at 13th level.
Spellbreaker: The twilight guard can cause threatened enemy spellcaster to provoke attacks of opportunity. When an enemy spellcaster within 30 feet fails his check to cast defensively when threatened by a twilight guard’s ally, the enemy spellcaster provokes attacks of opportunity from the ally.

At 11th level, a twilight guard adds the following emanations to the list of those that can be selected.

Arcane Blast: The twilight guard can convert any spell into an attack. As part of activating this emanation, the twilight guar can sacrifice a prepared spell of 1st level or higher and transform it into an arcane attack that deals 2d6 points of damage plus an additional 1d6 points of damage for every level of the spell sacrificed. Each ally within 10 feet deals additional damage on their first successful attack. The twilight guard must designate how much additional damage each ally deals, up to his combined total. For example, if a twilight guard with 4 allies within 10 feet sacrifices a 6th level spell, he can designate each ally to deal 2d6 points of additional damage on their next successful attack. This emanation lasts for 1 minute.
Arcane Shield: The twilight guard can convert his spell into defense. As part of activating this emanation, the twilight guard can sacrifice a prepared spell of 1st level or higher. Each ally within 10 feet gains a deflection bonus to AC equal to the level of the spell. 0-level spells may not be sacrificed in this manner. This emanation only lasts for 1 round and expends 1 minute of his emanation ability.
Protection from Energy: The twilight guard can protect his allies from energy attacks. Each ally within 10 feet gains temporary immunity to all types of energy. When a total of 10 points of energy damage per twilight guard level of energy damage (to a maximum of 200 points) is absorbed, the emanation ends. Once a creature has benefited from the metamagic emanation, it cannot benefit from that twilight guard’s metamagic emanation again for 24 hours.
Spell Power: The twilight guard increases the caster level of ally spellcasters. Each ally within 10 feet that casts arcane spells can increase the caster level of a single spell by 1. The ally’s caster level is increased by 2 at 15th level, and by 3 at 19th level. Once a creature has benefited from the metamagic emanation, it cannot benefit from that twilight guard’s metamagic emanation again for 24 hours.

At 15th level, a twilight guard adds the following emanations to the list of those that can be selected.

Arms of Faith: The twilight guard enhances the weapons of his allies. Each ally within 10 feet that makes an attack against an enemy treats their weapons as good-aligned for the purposes of overcoming damage reduction.
Arms of Justice: The twilight guard grants one use of his arcane smite ability to all allies within 10 feet, using his bonuses. Allies must use this arcane smite ability by the start of the twilight guard’s next turn and the bonuses last for 1 minute. Using this emanation expends 2 minutes of this ability.
Antimagic: The twilight guard creates an antimagic field that affects all allies within 10 feet while the emanation is maintained.
Righteous Defense: The twilight guard grants all allies within 10 feet DR 5/evil and magic. At 19th level, this increases to DR 10/evil and magic.

Activating and deactivating an emanation is a swift action. The maximum number of allies or enemies affected by a chosen emanation is equal to the twilight guard’s Intelligence modifier. This ability only functions while the twilight guard is conscious, not if he is unconscious or dead. This ability, invocations, second emanation, spellcrasher smite, third emanation, and none shall pass replace the wizard’s 7th-, 8th-, and 9th-level spells.

Invocations (Su): At 4th level, a twilight guard learns to cast spell while smiting his enemies. A twilight guard gains one invocation spell slot for each level of twilight guard spell he can cast, from 1st on up. Each day, a twilight guard can prepare one of the spells from his spellbook in that slot. He can select a spell modified by a metamagic feat to prepare in his invocation slots, but it uses up a higher-level spell slot, as normal. Whenever the twilight guard makes a successful melee attack against the target of his arcane smite, he can cast an invocation spell against the target as a swift action.

Bonus Feats: This is exactly like the wizard ability of the same name, except that the twilight guard gains a bonus feat at 5t level and every four levels thereafter. These feats must be selected from those listed as combat, item creation, or metamagic feats. He must meet the prerequisites for these feats as normal. This alters the wizard’s bonus feats.

Second Emanation (Ex): At 8th level, whenever a twilight guard uses his emanation ability, he selects two different emanations instead of one. This only consumes one round of his emanation ability. As a swift action, he can change one of these emanations to another type each round.

Spellcrasher Smite (Su): At 12th level, a twilight guard can make a single melee attack against the target of his arcane smite, using his highest attack bonus, once per day. If the attack is successful, the target take arcane smite damage as normal and is subject to a lesser spellcrasher spell. At 15th level, the target is subject to a spellcrasher spell. At 18th level, the target is subject to a greater spellcrash spell. A twilight guard can use this ability one additional time per day at 16th and 20th level.

Third Emanation (Ex): At 16th level, whenever a twilight guard uses her emanation ability, he selects three different emanations, instead of just two. This only consumes one round of his emanation ability. As a swift action, he can change one of these emanations to another type each round.

None Shall Pass (Su): At 20th level, a twilight guard can stand against the most powerful of spellcasting creatures. Once per day as a swift action, whenever the twilight guard uses his arcane smite ability, he can expend six rounds of his emanation ability to transform himself into a fighting machine. He gains a number of temporary hit points equal to his level + his Intelligence score, and his base attack bonus is equal to his twilight level (but he gains no additional attacks per round). While under the effects of this transformation, a twilight guard can’t cast spells (even from magic items), but can use his invocation spells against the target of his arcane smite as normal. This effect remains until the target of the arcane smite is dead or the next time the twilight guard rests and regains his uses of his arcane smite ability. Should the twilight guard be slain while under the effects of this ability, he is resurrected (as the spell) one day later, at which time he gains the half-celestial template, but loses the ability to transform himself.

In addition, if the target of his arcane smite is an outsider and he successfully strikes an evil outsider, the outsider is also subject to a banishment, using his twilight guard level as the caster level (his weapon automatically counts as an object that the subject hates). After the banishment effect and the damage from the attack is resolved, the arcane smite immediately ends.

Table: Twilight Guard
Base
Class Attack Fort Ref Will Spells per Day
Level Bonus Save Save Save Special 0th 1st 2nd 3rd 4th 5th 6th

1st +0 +2 +0 +2 Arcane aura, arcane bond, cantrips, 3 1 — — — — —
detect magic, Scribe Scroll
2nd +1 +3 +0 +3 Arcane smite 1/day 4 2 — — — — —
3rd +2 +3 +1 +3 Emanation 4 3 — — — — —
4th +3 +4 +1 +4 Invocations 4 3 1 — — — —
5th +3 +4 +1 +4 Bonus feat 4 4 2 — — — —
6th +4 +5 +2 +5 Arcane smite 2/day 5 4 3 — — — —
7th +5 +5 +2 +5 Emanation 5 4 3 1 — — —
8th +6/+1 +6 +2 +6 Second emanation 5 4 4 2 — — —
9th +6/+1 +6 +3 +6 Bonus feat 5 5 4 3 — — —
10th +7/+2 +7 +3 +7 Arcane smite 3/day 5 5 4 3 1 — —
11th +8/+3 +7 +3 +7 Emanation 5 5 4 4 2 — —
12th +9/+4 +8 +4 +8 Spellcrasher smite 5 5 5 4 3 — —
13th +9/+4 +8 +4 +8 Bonus feat 5 5 5 4 3 1 —
14th +10/+5 +9 +4 +9 Arcane smite 4/day 5 5 5 4 4 2 —
15th +11/+6/+1 +9 +5 +9 Emanation 5 5 5 5 4 3 —
16th +12/+7/+2 +10 +5 +10 Third emanation 5 5 5 5 4 3 1
17th +12/+7/+2 +10 +5 +10 Bonus feat 5 5 5 5 4 4 2
18th +13/+8/+3 +11 +6 +11 Arcane smite 5/day 5 5 5 5 5 4 3
19th +14/+9/+4 +11 +6 +11 Emanation 5 5 5 5 5 5 4
20th +15/+10/+5 +12 +6 +12 None shall pass 5 5 5 5 5 5 5

TWILIGHT GUARD SPELL LIST:

Twilight guards gain access to the following spells.

0th-Level Twilight Guard Spells— arcane mark, daze, detect magic, detect poison, enhance diplomacy, guidance, light, mage hand, mending, message, open/close, read magic, resistance.

1st-Level Twilight Guard Spells— adjuring step, alarm, alter winds, ant haul, bed of iron, bless water, bless weapon ,body capacitance, break, bungle, burning hands, challenge evil, charm person, compel hostility, detect secret doors, detect the faithful, detect undead, detect undead, diagnose disease, divine favor, emblazon crest, endure elements, enlarge person, expeditious retreat, feather fall, firebelly, force quiet, grace, gravity bow, grease, haze of dreams, hold portal, identify, iron beard, keep watch, knight’s calling, know the enemy, lighten object, linebreaker, longshot, magic weapon, memorize page, memory lapse, mirror strike, moment of greatness, mount, obscuring mist, peacebond, protection from chaos/evil/law, rally point, reduce person, sanctify corpse, shield of fortification, shield, shock shield, sleep, stone fist, stunning barrier, sunder breaker, swift girding, touch of gracelessness, true strike, unbreakable heart, unerring weapon, unprepared combatant, word of resolve.

2nd-Level Twilight Guard Spells— abeyance, acid arrow, air step, angelic aspect (lesser), arcane disruption, arcane lock, arrow eruption, badger’s ferocity, bear’s endurance, bestow insight, bestow weapon proficiency, blessing of courage and life, book ward, bull’s strength, burst of radiance, cat’s grace, certain grip, compassionate ally, corruption resistance, darkvision, daze monster, death from below, delay disease, delay pain, delay poison, disrupt link, eagle’s splendor, endure elements (communal), escaping ward, fire of entanglement, fox’s cunning, ghostbane dirge, glide, hidden knowledge, holy shield, honeyed tongue, instant armor, instant weapon, knock, levitate, light lance, locate object, make whole, masterwork transformation, mount (communal), owl’s wisdom, protection from arrows, protection from chaos/evil/law (communal), reloading hands, remove paralysis, resist energy, restoration (lesser), returning weapon, sacred space, see invisibility, shield other, spell gauge, spider climb, steal size, strong wings, tactical acumen, touch of mercy, tremor blast, warding weapon, whispering wind, vestment of the champion, zone of truth.

3rd-Level Twilight Guard Spells— ablative barrier, ablative sphere, air breathing, archon’s aura, armor lock, blade of bright victory, blast barrier, blinding ray, blink, burrow, burst of speed, cloak of winds, dispel magic, darkvision (communal), daybreak arrow, daylight, deadly juggernaut, deep slumber, divine illumination, divine transfer, elemental aura, explosive runes, fire of judgment, flame arrow, fly, fractions of heal and harm, gaseous form, haste, heart of the metal, heroism, hold person, holy whisper, keen edge, magic circle against chaos/evil/law, magic weapon (greater), mantle of calm, marks of forbiddance, monstrous physique I, nondetection, pain strike, paladin’s sacrifice, paragon surge, prayer, protection from arrows (communal), protection from energy, remove blindness/deafness, resist energy (communal), returning weapon (communal), sepia snake sigil, shield companion, shrink item, slow, stunning barrier (greater), suggestion, tiny hut, tongues, versatile weapon, water breathing, wrathful mantle.

4th-Level Twilight Guard Spells— antithetical constraint, blaze of glory, charm monster, confusion, crusader’s edge, darkvision (greater), daze (mass), death ward, dimension door, dimensional anchor, discern lies, elemental body I, fire of vengeance, fire shield, firefall, geas (lesser), ghostbane dirge (mass), globe of invulnerability (lesser), guardian of faith, make whole (greater), malfunction, mnemonic enhancer, monstrous physique II, neutralize poison, protection from energy (communal), remove curse, resilient reservoir, ride the waves, sanctify armor, secure shelter, shield of fortification (greater), shout, spellcrash (lesser), stone shape, stoneskin, wall of fire, wall of ice, ward shield.

5th-Level Twilight Guard Spells— angelic aspect, apparent master, archon’s trumpet, baleful polymorph, break enchantment, burst of glory, constricting coil, contact other plane, dismissal, dominate person, elemental body II, fabricate, feeblemind, fickle winds, hold monster, hungry earth, interposing hand, king’s castle, legend lore, life buble, lighten object (mass), mage’s faithful hound, mage’s private sanctum, mark of justice, mind fog, monstrous physique III, overland flight, pain strike (mass), passwall, permanency, planar adaptation, planar binding (lesser), planeslayer’s call, polymorph, rapid repair, reprobation, resounding blow, restoration, runic overlord, sanctify weapons, sending, shield of dawn, siphon magic, spell absorption, spellsteal, stay the hand, symbol of sleep, telekinesis, telepathic bond, teleport, transmute mud to rock, transmute rock to mud, wall of force, wall of light, wall of stone, wreath of blades.

6th-Level Twilight Guard Spells—analyze dweomer, antimagic field, battlemind link, bear’s endurance (mass), bull’s strength (mass), cat’s grace (mass), chains of light, cloak of dreams, control water, dimensional blade, disintegrate, dispel magic (greater), eagle’s splendor (mass), eaglesoul, elemental body III, expend, flesh to stone, fluid form, forceful hand, form of the dragon I, fox’s cunning (mass), geas/quest, globe of invulnerability, guards and wards, heroism (greater), holy sword. mage’s lubrication, mage’s sword, monstrous physique IV, move earth, owl’s wisdom (mass), repulsion, sacrificial oath, serenity, spell turning, spellcrash, stone to flesh, suggestion (mass), symbol of persuasion, symbol of sealing, teleport (greater), transformation, true seeing, undeath ward, vision, wall of iron.

Dark Archive

I think Elghinn did a wonderful job on the Twilight Guard, taking my flavor and idea to offer very nice mechanics. I can't want to show this to a few of my players as I know they would like the MCA and the reference. Admittingly, I'm not one to ask about crunch and mechanics... hee, hee.


It looks good, there are some copy paste issues in the emanations including bond blessing, protection from energy and spell power. Also I think patron diety and favoured weapon should be cut, they don't really do anything for the MCA.


Fixed those. Yeah, we don't nee Patron Deity and don't need to worry about deity's favored weapon.

Anything else stand out to anyone? Otherwise I'll go back to my normally commenting only position again. :D

Dark Archive

... any chance this can be added to the MCA wiki?


Yes.


I think the Skystrike Monk is about done, gonna remove abundant step, and replace monk weapons with ranged weapons, and come up with some feats.

If you'd like this on the MCA wiki, I can write up more flavor for the abilities?

Dark Archive

@Tyrannical
I like the Skystrike Monk, it is interesting and could be very fun in the right campaign. I think you did a good job in the MCA. ^^


Tyrannical wrote:

I think the Skystrike Monk is about done, gonna remove abundant step, and replace monk weapons with ranged weapons, and come up with some feats.

If you'd like this on the MCA wiki, I can write up more flavor for the abilities?

Sure, PM me the write up and /I'll take a look at it.


While I was writing up I kinda came up with an idea. Why not combine Levitation and feather fall into a single ability to help streamline the class?

Weightlessness: At 2nd level, the Skystrike Monk may float and glide across the air, as if using the Levitation or Glide spells. He may travel 10ft every 2 levels, and begins with a movement speed of 10ft. The Skystrike Monk may only Levitate for a number of minutes equal to his Monk level before being forced to glide. At 9th level, he instead may Levitate for a number of hours equal to his monk level. This ability and replaces Slow Fall and Abundant Step.

What do people think?

Dark Archive

@Elghinn
I just consider an odd thought... that of tiefling taking the path of a Twilight Guard and through such having the potential to become a half-celestial.


Tyrannical wrote:

While I was writing up I kinda came up with an idea. Why not combine Levitation and feather fall into a single ability to help streamline the class?

Weightlessness: At 2nd level, the Skystrike Monk may float and glide across the air, as if using the Levitation or Glide spells. He may travel 10ft every 2 levels, and begins with a movement speed of 10ft. The Skystrike Monk may only Levitate for a number of minutes equal to his Monk level before being forced to glide. At 9th level, he instead may Levitate for a number of hours equal to his monk level. This ability and replaces Slow Fall and Abundant Step.

What do people think?

Great stuff!

I've used your framework to come up with my own version although I think it's more of an alternate MCA or an MCA with archetypes built in. If anyone has any feedback please share.
Class:
1 = High Jump, Combat/Spells, Order, AC, Bonus Feat
2 = Aerial pool (weightlessness), Order Ability
3 = Fly (40 feet, poor, 1 min/level), Stunt
4 = Combat/Spells, AC bonus
5 = Stunt
6 = Fly (50 feet, average), Bonus Feat
7 = Combat/Spells
8 = AC bonus, Order Ability, Stunt
9 = Fly (60 feet, 10 min/level)
10 = Combat/Spells
11 = Stunt
12 = AC bonus, Fly (70 feet, good), Bonus Feat
13 = Combat/Spells
14 = Stunt
15 = Fly (80 feet, 1 hour/level), Order Ability
16 = AC bonus, Combat/Spells
17 = Stunt
18 = Fly (90 feet, perfect)
19 = Bonus Feat
20 = Fly (at will), Master of the Sky

Choosing combat/spells gives options for a caster vs martial PC. Combat can include bombs, IUS unarmed damage, stunning fist, cavalier's challenge, etc and gain benefits from the "Order" chosen.
Stunts are like talents for rogues.
Examples of Orders relate to bombers, charging, air spell control, aerial tricks, wildshaping, etc. I have an example below. Keep in mind this is very much WIP.

Order:

Order of the Bomber
Combat: +1 to bomb damage. Bonus increases by +1 for every four levels.

Skills: Add Knowledge (Arcana) and Use Magic Device to list of class skills. Whenever the bomber uses Knowledge (Arcana) to identify spells, he receives a competence bonus on the check equal to 1/2 his bomber level (minimum +1).
Feats: List of feats
Abilities:A bomber can add discoveries that apply to bombs at levels two, eight and fifteen.


Tyrannical wrote:

While I was writing up I kinda came up with an idea. Why not combine Levitation and feather fall into a single ability to help streamline the class?

Weightlessness: At 2nd level, the Skystrike Monk may float and glide across the air, as if using the Levitation or Glide spells. He may travel 10ft every 2 levels, and begins with a movement speed of 10ft. The Skystrike Monk may only Levitate for a number of minutes equal to his Monk level before being forced to glide. At 9th level, he instead may Levitate for a number of hours equal to his monk level. This ability and replaces Slow Fall and Abundant Step.

What do people think?

Yeah, that's good. with levitation, I thought slow fall was sort of redundant. this is a good compromise and streamlines the MCA.


Okay! Skystrike Monk is complete! Thanks for the assist guys, it'll serve well in the next campaign I'm part of!


Sorry for vanishing guys, my computer died for good. So I kind of lost all my drafts as well. Still have some ideas, doh. Once things are back up and running for good, I should be back and posting regularly.

Currently drafting out an idea for a Sorceror/Witch based around fortune and misfortune, manipulation thereof, and two specialized bloodlines.

EDIT: Also managed to salvage my Samurai/Oracle draft from a PM to Jon.


The Twillight Guard also looks absolutely awesome BTW. Always love a nice exotic paladin build. Or I may be saying that because the Level 20 Capper simply makes me imagine this class could take enough punishment to survive as just a head, torso, and 4 stumps. Threatening to gnaw off ankles.

Dark Archive

@Taco Man
Thanks, the Twilight Guard turned out really well. ^^

Though really a Monty Python joke? For shame Taco! -shakes head but chuckles a bit-


Welcome back Taco Man!

Did you check out the Occult Clairvoyant? I was thinking of similar things when I was working with the class, specifically the fortune/misfortune hexes, and the ones tied to divination and the Harrow.

Currently there is a Harrow sorcerer bloodline which I may have used for inspiration too, and the Cartomancer witch archetype.

_____

Got a few old concepts dug up to get into, so I may go back to tinkering with those. Had these in mind, if anyone wants to see the notes;

Standard Bearer - Samurai/Skald - uses a unique flagstaff, comprised of a Banner and a Polearm weapon as one, to rally allies and engage enemies.
Trapmaster - Investigator/Ranger - uses his keen strategical mind to set traps on the battlefield, using a 'Studied Terrain' mechanic to give his ranger traps a potent strike.
Dirty Brawler - Brawler/Rogue - fights using dirty tricks and foul pranks to win a fight, honor aint no thang.


@Tyr: Trapmaster and Standard Bearer interest me there.

Concepts of mine fully ironed out now:

Sightless Blademaster (Sam/Ora) - a Zatoichi-inspired blind swordfighter based around mobility and cane-sword usage, gaining, in essence, a unique mystery in place of resolve.

Muse-thrall Artist (Bard/Ora) - a Bard who gains an oracle curse dependent on their performance skill of choice, only able to really use the single perform skill, gaining penalties to others, and substituting Versatile performance, lore master, and jack of all trades, for further versatility with usage of their performance, in addition to each performance type specializing the bard for a different role.

Somewhat complex, frustrated I lost the charts.

"Stand-User" (Working Title, Summoner/Brawler) - A JoJo's Bizarre Adventure-inspired summoner build, replacing the extra summoning and auxillary spellcasting with d10 health, an Eidolon-equivalent that gains a level-scaling unarmed strike and flurry, and shares its HP with it's summoner. Likely with some bonus HP to even that out.

"Ripple-User" (Working Title, Brawler or Monk/Ninja or Paladin) - Also JoJo inspired, based around pseudo-scientific breath control and faux-photosynthesis to harness the energy of the sun, and the abilities of one's body, to gain a variety of powers, typically used to expel the unnatural, and overpower a foe through both enhanced strength, and extra methods of trickery, with two build ideas, that at this point, could be split into two separate MCAs, leaning more towards Monk/Paladin ("Disciple of the Ripple", based around body manipulation and more emphasis on the sun, and straight-up-fighting), and Brawler/Ninja ("Hamon Scoundrel", based around versatility and trickery. Using drinks as improvised weapons and wall crawling and the like).

in addition to the ideas I've slung around here and there, y'know?


I like the idea for a sightless blademaster, always wanted to try something inspired by Kenshi from Mortal Kombat.

closest I got was using a Katana on an Oracle with the blind curse.


Aye, I've been sitting on that one for almost a year. I also had an idea for an Alchemist/Arcanist, the Admixture Artist, who I honestly can't remember the details of, and lost despite having fully made. TT__TT. I know it was based around applying metamagic and arcane exploits to bombs...

...Aahhh. Kenshin. One of the few Post III characters to actually be kinda cool.


I should create an MCA to fit one of my buddy's old characters, a blind monk who could see like Dare Devil could. But that was back when darkvision was infared-based instead of black and white.

@Admixture Artist
The Incendiary Arcanist (Arc/Alc) does that, using her Metabombs ability. But that's secondary. Might be cool to have a flip-side version Alc/Arc that focuses on metabombs and arcane explots to his bombs might be cool. The "Metabomber". :D

I also like Taco's Sightless Blademaster and Tyr's Trapmaster. Studied Terrain would be cool.


@Admixture Artist aye, I took inspiration from the metabomb concept and expanding upon it, using further inspiration from the evolving effects of the Gravity/Void bomb concepts, sacrificing mutagens for more versatile 'splosions, as well as an "Admixture Reservoir", functioning as an Arcanist's Arcane Reservoir, being used to apply Metamagic effects, Discoveries, and Exploits to bombs, spells, and splash weapons.

@Sightless Blademaster: Shall I post the draft I have? I've had it for almost a year now. XD


I always wanted to make a magnetism bomb, that either performs a push or pull maneuver on all metallic objects in the area, would be fun against groups of plate-wearing soldiers~

As for the trapmaster, I'll see what I can do. trying to make it distinctively different from my Cunning Gadgeteer. Studied Terrain essentially lets you pick a favored terrain, and any trap set up in said terrain gains the bonus a normal investigator would get for his studied combat.

this time around, Ranger Traps wont be a discovery based progression, they will instead replace Alchemy. one trap per level, starting with a snare trap and bear trap at level 1, then every level after it's the trapmaster's choice. Studied strike also applies to traps, so their damage will scale up to +9d6, and qualify for strike-style talents.


Just wanted to throw out an idea I had and guessed this'd be the best place;

Magus/Summoner styled like a walking armory that can summon weapons or apply evolution-like bonuses to a weapon. Could take notes from the Scrollmaster Wizard Archetype.


Bah, throwin' the draft up

Zatoichi Be Proud of Me:

Name: Sightless Blademaster
Primary: Samurai
Secondary: Oracle
Hit Dice: D10

Weapon and Armor proficiency:
Sightless blademasters are proficient with all simple and martial weapons, as well as a sword cane and it's scabbard (Treated as a battle scabbard. They are proficient with light armor, but not shields.

Blind, but not Unseeing (Ex)
All Sightless Blademasters are blind and automatically fail any visual Perception checks. They cannot use scrolls or any other magical item requiring reading or functioning eyes. However, they are immune to gaze attacks and other effects which target the eyes. Sightless Blademasters are trained to use their other senses, particularly their ears, and gain a +10 class bonus to all auditory Perception checks. A trained sightless blademaster's other senses are so acute that, unless a target succeeds on a Stealth check, the sightless blademaster can identify, by sound (and sometimes smell), any creature within 20 feet and suffers no penalties in melee combat from being blind or when attacking invisible creatures. A sightless can target creatures he can identify with spells or ranged attacks but all creatures outside of the moso's sensory range benefit from full concealment. All Disguise checks made against him suffer a -10 penalty. An effect which nullifies sound or renders a sightless blademaster deaf suppresses this ability. A sightless blademaster's ability to audibly discern an individual's location and identity improves by 5 feet at 5th, 10th, 15th and 20th level.

At first level, the sightless blademaster gains Blind-Fight as a bonus feat. At 6th level, they gain Improved Blind Fight as a bonus feat. At 9th level, they gain Teleport Tactician as a bonus feat. At 12th level they gain Greater Blind Fight as a bonus feat.

This replaces Mount, Mounted Archer, and the standard Samurai Bonus feats.

Warrior's Mind
Starting at 1st level, a sightless blademaster focuses their mind to gain access to certain techniques, to enhance their skills in combat. They gain access to a At 1st level, 3rd level, and every 4 levels thereafter, they may select one of the following abilities:

Battlecry (Ex): As a standard action, you can unleash an inspiring battlecry. All allies within 100 feet who hear your cry gain a +1 morale bonus on attack rolls, skill checks, and saving throws for a number of rounds equal to your Charisma modifier. At 10th level, this bonus increases to +2. You can use this ability once per day, plus one additional time per day at 5th level and for every five levels thereafter.

Battlefield Clarity (Ex): Once per day, as an immediate action, whenever you fail a saving throw that causes you to become deafened, frightened, panicked, paralyzed, shaken, or stunned, you may attempt that saving throw again, with a +4 insight bonus on the roll. You must take the second result, even if it is worse. At 7th and 15th level, you can use this ability one additional time per day.

Dance of the Blades (Ex): Your base speed increases by 10 feet. At 7th level, you gain a +1 bonus on attack rolls with either part of a sword cane or its scabbard in any round in which you move at least 10 feet. This bonus increases by +1 at 11th level, and every four levels thereafter. At 11th level, as a move action, you can maneuver your weapon to create a shield of whirling steel and wood around yourself until the start of your next turn; non-incorporeal melee and ranged attacks against you have a 20% miss chance while the shield is active. You must be wielding a sword cane, and its scabbard to use this ability.

Focused Trance (Ex): You can enter a deep meditation, blocking out visual and auditory stimuli and allowing you to concentrate on a single problem, philosophical issue, or memory. This trance lasts 1d6 rounds, during which time you can only take move actions. During this period, you gain a bonus equal to your level on all saves against sonic effects and gaze attacks. When you come out of your trance, you may make a single Intelligence-based skill check with a +20 circumstance bonus. You may enter your focused trance a number of times per day equal to your Charisma modifier.

Maneuver Mastery (Ex): Select one type of combat maneuver. When performing the selected maneuver, you add half your sightless blademaster level to your base attack bonus when determining your CMB. At 7th level, you gain the Improved feat (such as Improved Trip) that grants you a bonus when performing that maneuver. At 11th level, you gain the Greater feat (such as Greater Trip) that grants you a bonus when performing that maneuver. You do not need to meet the prerequisites to receive these feats.

Resiliency (Ex): You are not disabled and you do not gain the staggered condition if you are reduced to exactly 0 hit points. At 7th level, you gain Diehard as a bonus feat. At 11th level, you do not lose a hit point when you take a standard action while disabled. You do not need to meet the prerequisite to receive the Diehard feat.

Surprising Charge (Ex): Once per day, you can move up to your speed as an immediate action. You can use this ability one additional time per day at 7th level and 15th level.

Swift of Foot (Ex): Gain 5ft to your base land speed. At 12th level, you gain an additional 5ft, at 18th level, you gain an additional 10th ft.

Unstoppable Overrun (Ex): You can attempt overrun combat maneuvers against opponents that are up to two size categories larger than you. At 5th level, you gain Improved Overrun as a bonus feat. At 10th level, you gain Greater Overrun as a bonus feat. You don't need to meet the prerequisites to gain these feats.

War Sight (Ex): Whenever you roll for initiative, you can roll twice and take either result. At 7th level, you can always act in the surprise round, but if you fail to notice the ambush, you act last, regardless of your initiative result (you act in the normal order in following rounds). At 11th level, you can roll for initiative three times and take any one of the results.

This replaces Resolve, Greater Resolve, and True Resolve

Weapon Expertise:
This functions as the samurai ability of the same name, however, the sightless blademaster gains the benefits of it with both a sword cane, and its scabbard. In addition, any feats applied to the sword cane (Weapon specialization, improved critical, etc), are also considered to be gained by its scabbard.

The sightless blademaster also gains Two-Weapon fighting as a bonus feat. At 5th level, they gain improved two-weapon fighting as a bonus feat. At 14th level, they gain Greater two-weapon fighting as a bonus feat.

This ability modifies Weapon Expertise, and replaces Banner, and Greater Banner.

Perfect Clarity (Ex)
At 20th level, the sightless blademaster may enter a trance of sorts, focusing in on every minute detail of their surroundings, taking in and perfectly defining all they can. Whenever the sightless blademaster declares a challenge, his blindsight extends out to 200ft, in addition to gaining tremorsense out to 40ft and scent. If they already have tremorsense, or scent, the range of that ability is doubled. All critical hits against the target of his challenge are automatically confirmed, and all corporeal attacks directed at the sightless blademaster have a 50% chance of being completely avoided.

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