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Thank you, i like what you did with my first version, and replacement for Bravery is well-suited for this archetype. Also thank you for your version of fighter-witch archetype. Interesting that we both replace armor training with hexes *) I hope that this is not my last contribution to mca and I'll post some new archetypes later (and i hope my english would be better next time as well).


Thank you *) Can you post Witch Blade as is, so i can take a look what you do different?


Hello, everyone *) Im new at homebrew and english is not my native language, but i notice that witch blade archetype (fighter + witch) at mca wiki (http://mcarchetype.wikispaces.com/Multiclass+Archetypes+Master+List) was not created yet, so i made one myself.

Fell blade:

Primary Class: Fighter.
Secondary Class: Witch.

Hit Dice: d10.

Bonus Skills and Ranks: The fell blade may select three witch skills to add to his class skills in addition to the normal fighter class skills. The fell blade gains a number of ranks at each level equal to 2 + Int modifier.

Weapon and Armor Proficiency: The fell blade is proficient with all simple and martial weapons, with light armor, medium armor, and with shields (except for tower shields).

Hex: Fell blades learn a number of magic tricks, called hexes, that grant them powers or weaken foes. At 1st level, a fell blade gains one hex of his choice. He gains an additional hex at 3rd level and for every 4 levels attained after 3rd level, as noted on Table: Fell blade. A fell blade cannot select an individual hex more than once.
Unless otherwise noted, using a hex is a standard action that does not provoke an attack of opportunity. The save to resist a hex is equal to 10 + 1/2 the fell blade’s level + the fell blade’s Intelligence modifier.
At 11th level fell blade can choose major hexes.
This ability replaces bonus feat at 1st level, armor training 1, 2, 3 and 4, and armor mastery.

Patron: At 1st level, a fell blade must select a patron. This patron is a vague and mysterious force, granting the fell blade power for reasons that he might not entirely understand. At any level that he can normally choose a bonus feat, he can instead choose a spell from his patron. He may choose any patron spell that a witch of his level would have access to. Each patron spell that is chosen in this manner can be cast once per day, plus an additional time per day for every +2 points of Intelligence bonus the fell blade possesses (minimum once per day), at a caster level equal to his fell blade level. For example, a 10th–level witch with the shadow patron has access to all of the shadow patron spells of 5th–level or lower, while a fell blade of 10th–level with a Intelligence bonus of +2 may select any of those patron spells as in place of a bonus feat and cast it up to two times per day.
In addition, at any level a fighter could normally retrain one of his bonus feats (4th, 8th, 12th, 16th, and 20th) he may choose to relearn one of his patron spells instead, choosing any other patron spell that he has access to.

Bonus Feat: This is exactly like the fighter ability of the same name, except that the fell blade gains a bonus feat at 2nd level and every two levels thereafter. Alternately, each time a fell blade can select a fighter feat, he can instead select any feat with hex as a prerequisite, or a patron spell (as described above).

Cursed blade: Starting at 5th level, whenever fell blade attacks an opponent affected by one of his hexes, he gains a +1 bonus on attack and damage rolls against this target. Every four levels thereafter (9th, 13th, and 17th), he gain an additional +1 bonus to attack and damage rolls.
Additionally, every time fell blade gains this ability, he can choose one hex that he knows and that affect no more than one opponent. If he make a successful melee attack against an opponent, he can use a swift action to deliver the effects of the chosen hex to that opponent. Doing so does not provoke attacks of opportunity.
This ability replaces weapon training 1, 2, 3 and 4.

Unavoidable misery: At 20th level, fell blade’s attacks tear apart his cursed opponents. All critical threats against an opponent affected by one of his hexes automatically confirmed.
This ability replaces weapon mastery.

I don't know how to post tables =\ Also not sure how to change Bravery to feet this archetype.


First of all, sorry for my english, it’s not my native language.

Lets be honest, spellthief as separate base class sucks if none of some of spellcasters or magic users is sneaking around. So when I was take opportunity play this class in pathfinder game I start making class conversation. But when I dramatically increase power of the class to stay against mages, it still sucks against anyone else and I cant did anything to fix this without making it more roguish. And then I maked spellthief as rogue archetype, rewriting Steal Spell ability as more tactical option.

Sry, I previously post this in Homebrew forum and may be Conversation forum is more appropriate.

Spellthief
Spellthieves use their skills and talents to drain the abilities of spellcaters and turn their foes' own powers against them. Spellthieves love the challenges that adventure brings, and they relish finding unique and inventive ways to use their abilities. Spellthieves can fill any number of diverse roles in an adventuring group, depending on the skills and abilities of the other members of the party, but most times function as a group's expert on arcane magic.

Skills
Spellthief lose Appraise and Knowledge (dungeoneering), but gain Spellcraft and Knowledge (arcana) as class skills.

Steal Spell (Su)
A spellthief can siphon spell energy away from his target and use it himself. A spellthief who hits an opponent with a successful sneak attack can choose to forgo dealing some number of dices of sneak attack damage and instead steal a spell or the potential to cast a specific known spell, from his target, with a spell level equal number of sacrificed dices of sneak attack (threat zero level spells as 1st level spells for this ability). If the target is willing, a spellthief can steal a spell with a touch as a standard action.
The target of a steal spell attack loses one spell from memory if she prepares spells ahead of time, or one spell slot if she is a spontaneous caster. A spontaneous caster also loses the ability to cast the stolen spell for 1 round. If the target has no spells prepared (or has no remaining spell slots, if she is a spontaneous caster), this ability has no effect and spellthief deal sneak attack damage normally. A spellthief can choose which spell to steal by making Spellcraft check against DC 15 + target’s spellcaster level; if check successful DM reveals all target prepareted or known spells, if check fails ability has no effect and spellthief deal sneak attack damage normally.
For example, a 1st-level spellthief who uses this ability against a 1st-level sorcerer could choose to steal magic missile after making successful Spellcraft check against DC 16. Assuming the sorcerer knew that spell, a successful steal spell attack would eliminate one 1st-level spell slot and temporarily prevent her from casting magic missile for 1 round. If the same spellthief stole magic missile from a wizard who had it prepared, the wizard would lose one prepared magic missile spell (but wouldn't lose any other magic missile spells she might also have prepared).
After stealing a spell, a spellthief can cast the spell himself on a subsequent turn. Treat the spell as if it were cast by the original owner of the spell for the purpose of determining caster level, save DC, and so forth. A spellthief can cast this spell even if he doesn't have the minimum ability score normally required to cast a spell of that level. The spellthief must supply the same components (including verbal, somatic, material, and any focus) required for the stolen spell. A spellthief must cast a stolen spell within 1 round per two class levels (minimum 1 round) of stealing it; otherwise, the extra spell energy fades harmlessly away.
At any one time, a spellthief can possess only one stolen spell. A spellthief can't apply metamagic feats or other effects to the stolen spell unless the specific spell stolen was prepared with such an effect. For example, a spellthief of 6th level or higher could steal a wizard's empowered magic missile, but only if he specifically chose to steal empowered magic missile. If he chose to steal an unmodified magic missile, he couldn't steal an empowered magic missile, a silent magic missile, or any other metamagic form of the spell. A spellthief couldn't steal an empowered magic missile from a sorcerer, since the sorcerer applies metamagic effects upon casting and thus has no prepared empowered magic missile spell.
This ability works only against spells including diven spells. It has no effect on psionic powers or spell-like abilities (but see the steal spell-like ability talent, below).
This ability replaces trapfinding.

Spellgrace (Su)
At 3rd level, a spellthief gains a +1 competence bonus on his saves against spells. This bonus increases by +1 for every 3 levels beyond 3rd.
This ability replaces trap sense.

Rogue Talents
The following rogue talents complement the spellthief archetype: absorb spell , minor magic, magor magic, and steal spell-like ability.
Absorb Spell (Su): Once per day, if a rogue makes a successful save against a spell or spell-like ability that targets him, he can absorb the spell energy for later use. A rogue suffers no effect from the spell and can cast the spell later within 1 round per two class levels (minimum 1 round). A rogue must have steal spell-like ability rogue talent before choosing this talent.
Steal Spell-like Ability (Su): A rogue can steal spell-like abilities with his steal spell class feature, however he can’t steal spell-like abilities which duplicates spells with costly material components or any focus. A rogue must have steal spell class feature before choosing this talent.

Advanced Talents
The following advanced rogue talents complement the spellthief archetype: destroy spell resistance, dispelling attack, and slippery mind.
Destroy Spell Resistance*(Su): When the rogue deals sneak attack damage against an opponent with some kind of spell resistance, that opponent lowers his spell resistance by 2 for each die of the rogue's sneak attack (e.g., 4d6 equals 8 points of lose spell resistance) for 1 round.


First of all, sorry for my english, it’s not my native language.

Lets be honest, spellthief as separate base class sucks if none of some of spellcasters or magic users is sneaking around. So when I was take opportunity play this class in pathfinder game I start making class conversation. But when I dramatically increase power of the class to stay against mages, it still sucks against anyone else and I cant did anything to fix this without making it more roguish. And then I maked spellthief as rogue archetype, rewriting Steal Spell ability as more tactical option.

Spellthief
Spellthieves use their skills and talents to drain the abilities of spellcaters and turn their foes' own powers against them. Spellthieves love the challenges that adventure brings, and they relish finding unique and inventive ways to use their abilities. Spellthieves can fill any number of diverse roles in an adventuring group, depending on the skills and abilities of the other members of the party, but most times function as a group's expert on arcane magic.

Skills
Spellthief lose Appraise and Knowledge (dungeoneering), but gain Spellcraft and Knowledge (arcana) as class skills.

Steal Spell (Su)
A spellthief can siphon spell energy away from his target and use it himself. A spellthief who hits an opponent with a successful sneak attack can choose to forgo dealing some number of dices of sneak attack damage and instead steal a spell or the potential to cast a specific known spell, from his target, with a spell level equal number of sacrificed dices of sneak attack (threat zero level spells as 1st level spells for this ability). If the target is willing, a spellthief can steal a spell with a touch as a standard action.
The target of a steal spell attack loses one spell from memory if she prepares spells ahead of time, or one spell slot if she is a spontaneous caster. A spontaneous caster also loses the ability to cast the stolen spell for 1 round. If the target has no spells prepared (or has no remaining spell slots, if she is a spontaneous caster), this ability has no effect and spellthief deal sneak attack damage normally. A spellthief can choose which spell to steal by making Spellcraft check against DC 15 + target’s spellcaster level; if check successful DM reveals all target prepareted or known spells, if check fails ability has no effect and spellthief deal sneak attack damage normally.
For example, a 1st-level spellthief who uses this ability against a 1st-level sorcerer could choose to steal magic missile after making successful Spellcraft check against DC 16. Assuming the sorcerer knew that spell, a successful steal spell attack would eliminate one 1st-level spell slot and temporarily prevent her from casting magic missile for 1 round. If the same spellthief stole magic missile from a wizard who had it prepared, the wizard would lose one prepared magic missile spell (but wouldn't lose any other magic missile spells she might also have prepared).
After stealing a spell, a spellthief can cast the spell himself on a subsequent turn. Treat the spell as if it were cast by the original owner of the spell for the purpose of determining caster level, save DC, and so forth. A spellthief can cast this spell even if he doesn't have the minimum ability score normally required to cast a spell of that level. The spellthief must supply the same components (including verbal, somatic, material, and any focus) required for the stolen spell. A spellthief must cast a stolen spell within 1 round per two class levels (minimum 1 round) of stealing it; otherwise, the extra spell energy fades harmlessly away.
At any one time, a spellthief can possess only one stolen spell. A spellthief can't apply metamagic feats or other effects to the stolen spell unless the specific spell stolen was prepared with such an effect. For example, a spellthief of 6th level or higher could steal a wizard's empowered magic missile, but only if he specifically chose to steal empowered magic missile. If he chose to steal an unmodified magic missile, he couldn't steal an empowered magic missile, a silent magic missile, or any other metamagic form of the spell. A spellthief couldn't steal an empowered magic missile from a sorcerer, since the sorcerer applies metamagic effects upon casting and thus has no prepared empowered magic missile spell.
This ability works only against spells including diven spells. It has no effect on psionic powers or spell-like abilities (but see the steal spell-like ability talent, below).
This ability replaces trapfinding.

Spellgrace (Su)
At 3rd level, a spellthief gains a +1 competence bonus on his saves against spells. This bonus increases by +1 for every 3 levels beyond 3rd.
This ability replaces trap sense.

Rogue Talents
The following rogue talents complement the spellthief archetype: absorb spell , minor magic, magor magic, and steal spell-like ability.
Absorb Spell (Su): Once per day, if a rogue makes a successful save against a spell or spell-like ability that targets him, he can absorb the spell energy for later use. A rogue suffers no effect from the spell and can cast the spell later within 1 round per two class levels (minimum 1 round). A rogue must have steal spell-like ability rogue talent before choosing this talent.
Steal Spell-like Ability (Su): A rogue can steal spell-like abilities with his steal spell class feature, however he can’t steal spell-like abilities which duplicates spells with costly material components or any focus. A rogue must have steal spell class feature before choosing this talent.

Advanced Talents
The following advanced rogue talents complement the spellthief archetype: destroy spell resistance, dispelling attack, and slippery mind.
Destroy Spell Resistance*(Su): When the rogue deals sneak attack damage against an opponent with some kind of spell resistance, that opponent lowers his spell resistance by 2 for each die of the rogue's sneak attack (e.g., 4d6 equals 8 points of lose spell resistance) for 1 round.


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