Multiclass archetypes, part II


Homebrew and House Rules

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RE: White Witch
Make it Fancy, Flak xP Quick changes and she's ready, right? If I did it I'd just need one of you guys to 'fancy' it, since I suck at that part, and that'd just take up pointless time in this case.

RE: Swordmage capstone
This one worked very well in playtesting. The reason for not making the boost add damage to all attacks is very simple- imagine it with two-weapon fighting. Drop a fifth level, get +30 or 35 damage. Now imagine that DOUBLED. And yes, +5 could easily make the difference between the last attacks missing and them hitting.

... Yeah. That said, I'm thinking doubling for that one attack is fine. Or perhaps there are other ideas?


@re White witch looks good raider! I'm not putting my hand up for fancying. After witchfinder perhaps. I know I said it before, but this is my last for a while! I did try to help out with Divine Mage! :) Damn witchfinder popping into my head!

@re Witchfinder:

thanx for suggestions peeps!
@flak:
*skills from 6 to 4 to reflect disparity btw Inquisitor and Witch

*yep, i'm all for inquisitions rather than domains. Fate and spellkiller are what I would put in as "suggested" inquisitions. Removes the patron/domain problem. I thought about bardess' proposal of witchfinder inquisition, and I do like the idea, but spell killer seems to do the trick, and fate is a nice take on similar ideas. KIS.

* will leave judgments, but add your synergistic ability

*spells/patron/cantrips - I would really like to have the divine/arcane mix, casting divine versions of witch spells seems odd to me, and the inquisitor's unlimited use orisons doesn't mesh for me with giving choice of divine orisons and arcane cantrips. It feels like the witchfinder should have a limited space in which to learn either divine inquisitor or arcane witch spells. I think I'll go with a divine/arcane mix with your suggestion to allow light armor casting:

flak wrote:
so yeah I think we're good to just give them Inq+Witch+1 patron for their spell list, plus inq spells known, and Wis-based bonus spells and DCs, with no ASF in light armor, in exchange for solo tactics, cunning init, and stalwart.

I'd leave cantrips in at witch use/day. Question - if both arcane/divine spell use what of bonus spells? Inquisitor gains no bonus spells known for high Wis. I'm happy to leave it as you suggested - Witches get bonus spells/day for high Int so just transposing it to Wis for Witchfinder seems fine?

* Fey Incunabula - nice work on that one. Definitely!
* Trace Essence - as above! :)

* Not sure about bardess' idea of see invisible, i feel it's good flavour, but seems OP for 2nd level.

* Blended Torment would read: At 8th level, whenever a witchfinder uses his judgment ability, he may select one judgment and one hex, instead of one judgment. This only consumes one use of his judgment ability. As a swift action he change change one of these judgments or hex to another type."

* Wrack of discord would read: At 16th level, whenever the witchfinder uses his judgment ability, he may select from the following combinations of judgment, hex or major hex. One major hex, one hex and one judgment, two judgments and one hex OR major hex, two hexes and one judgment. This only consumes one uses of his judgment ability. As a swift action, the inquisitor can change one of these judgments or hexes to another judgment or hex.

*If feybane weapon ability is tied to a single martial weapon, should I leave that weapon out of weapon/armor proficiencies text and put it in Feybane weapon ability text ( "At 1st level the witchfinder gains a proficiency with one martial melee weapon of their choice, this weapon being designated the feybane weapon") or still allude to it in weapon/armor proficiencies?

and LASTLY,
*with regard to removing opposed alignment spell prohibition: what do you mean by alignment based spells? Do you mean cure/cause axis? And eliminate from spell list? confused. Should i specify that this is an inquisitor ability that does not apply to the witchfinder - would like to be as clear as possible as we assume primary class abilities, and do not iterate them.

I'll rewrite after your reply flak if that's ok.


The repository is -almost- done. Just need to do a couple last things... but it's slow going because of just -what- needs doing. Seriously slow.

Anyone willing to lend a hand, toss me a line on AIM and I'll show you how you can help speed this up? raiderrpg@gmail.com, as I've mentioned.

Edit Not tonight, though, going to get some sleep. Tomorrow!

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Re: White Witch. Ok. I'm gonna write it up. Don't expect it super soon, guys.

Re: Witchfinder.

1.

Quote:

spells/patron/cantrips - I would really like to have the divine/arcane mix, casting divine versions of witch spells seems odd to me, and the inquisitor's unlimited use orisons doesn't mesh for me with giving choice of divine orisons and arcane cantrips. It feels like the witchfinder should have a limited space in which to learn either divine inquisitor or arcane witch spells. I think I'll go with a divine/arcane mix with your suggestion to allow light armor casting:

I'd leave cantrips in at witch use/day. Question - if both arcane/divine spell use what of bonus spells? Inquisitor gains no bonus spells known for high Wis. I'm happy to leave it as you suggested - Witches get bonus spells/day for high Int so just transposing it to Wis for Witchfinder seems fine?

No class, ever, gets bonus spells known from high ability scores. So I'm not sure what the problem is at all. I'd really heavily move for inquisitor and witch spells known out of the same few spells known per level; keeping track of which have ASF and which don't would be a royal pain in the ass. Sure you can just waive the ASF... but then the difference between divine and arcane becomes even more fiddly (your arcane spell is unaffected by the trait that gives +2 on saves against divine spells, but your divine spell isn't; which is which, etc. etc.).

I don't see what could possibly go wrong with my suggestion of using inquisitor spells known and spells per day, with bonus spells per day from Wis (as inquisitors), with the only change being to add witch spells to the inquisitor spell list. These would be selected for learning like normal inquisitor spells, and cast like normal inquisitor spells. Sure, he'd need a spell component pouch. Is this a problem? It seems simple, and simple is good.

2.

Quote:
* Not sure about bardess' idea of see invisible, i feel it's good flavour, but seems OP for 2nd level.

Yeah I wouldn't worry about it...

3.

Quote:
* Blended Torment would read: At 8th level, whenever a witchfinder uses his judgment ability, he may select one judgment and one hex, instead of one judgment. This only consumes one use of his judgment ability. As a swift action he change change one of these judgments or hex to another type."

What does this mean? Hexes and judgments don't function the same at all, so what happens when you 'select one hex instead of one judgment' ? (Same question goes for wracked torment.)

4.

Quote:
*If feybane weapon ability is tied to a single martial weapon, should I leave that weapon out of weapon/armor proficiencies text and put it in Feybane weapon ability text ( "At 1st level the witchfinder gains a proficiency with one martial melee weapon of their choice, this weapon being designated the feybane weapon") or still allude to it in weapon/armor proficiencies?

I think I'd make a separate entry at 1st level. Something like...

Feybane Weapon (Ex): At 1st level the witchfinder is proficient with one type of martial weapon; that weapon is his feybane weapon. He begins with one at no cost.

And then later...
Bane (Su): This functions as normal for an inquisitor, but only when the witchfinder is wielding his feybane weapon and combatting [creature types you want this to work against].

Or something like that!

5.

Quote:


*with regard to removing opposed alignment spell prohibition: what do you mean by alignment based spells? Do you mean cure/cause axis? And eliminate from spell list? confused. Should i specify that this is an inquisitor ability that does not apply to the witchfinder - would like to be as clear as possible as we assume primary class abilities, and do not iterate them.

Errrrr, I meant exactly what you meant when you said they can cast any spell regardless of alignment, except instead of casting any it's casting none. Some spells have alignment descriptors. Inquisitors by default can only cast those aligned with their deities, right? You wanted to take away that restriction. I say make it more restrictive to make up for the extra choice & versatility imparted by the witchstuff. So, according to my proposal, aligned spells (like curse water, protection from evil. etc.) would be off-limits.

Cure/inflict wounds aren't aligned, btw. It's a pretty small selection of spells.

Re: repository.
Thanks for the hard work Raiderrpg. If you still need help tonight I'll probably be able to provide some, though if it's just grunt data entry I dunno >_>


@raiderrpg. Ha, lol. I'm keen for data entry, not sure what else you need. Will email you in the morning.

@flak: re Witchfinder. Sorry to be obtuse: in your proposed spell use scenario are witchfinders able to choose freely between inquisitor orisons/witch cantrips that are divine and usable unlimited times per day?
I really do see the logic of just divine spells ( particularly with regard to keepin track of ASF and traits as you said) but how do you see divinely cast witch spells flavourwise? These are spells the witchfinder has learnt from witches but twisted the arcane science into a divine method? Or he draws upon the divine portion of the Patron? I would go with the former. And why did you mention still needing spell components? Don't some divine spells use material components? Such as fester, blood biography, banish seeming, bloodhound etc

Also i want to remove the alignment prohibition but KEEP aligned spells such as Defile armor (inquisitor). They get so few spells they can learn - i don't think universal access to aligned spells will break the MCA, nor is it unfair to other classes. This is a unique capability of the witchfinder.
Interesting that such a small selection of spells creates such a big headache! Thus goes development!

@Blended torment/'wrack of discord. Basically changed second judgment and third judgment from inquisitor into a mix of judgment and hex. The idea is to use a judgment and a hex in one action. Are judgments and hexes that different? Hexes use a standard action, judgments a swift action. So a blended torment could be smiting judgment/ evil eye hex or destruction judgment/ misfortune hex. Can make both of these withfinder abilities a standard action or leave them as a swift.

As for feybane weapon: +1

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Oceanshieldwolf wrote:

@raiderrpg. Ha, lol. I'm keen for data entry, not sure what else you need. Will email you in the morning.

@flak: re Witchfinder. Sorry to be obtuse: in your proposed spell use scenario are witchfinders able to choose freely between inquisitor orisons/witch cantrips that are divine and usable unlimited times per day?
I really do see the logic of just divine spells ( particularly with regard to keepin track of ASF and traits as you said) but how do you see divinely cast witch spells flavourwise? These are spells the witchfinder has learnt from witches but twisted the arcane science into a divine method? Or he draws upon the divine portion of the Patron? I would go with the former. And why did you mention still needing spell components? Don't some divine spells use material components? Such as fester, blood biography, banish seeming, bloodhound etc

Also i want to remove the alignment prohibition but KEEP aligned spells such as Defile armor (inquisitor). They get so few spells they can learn - i don't think universal access to aligned spells will break the MCA, nor is it unfair to other classes. This is a unique capability of the witchfinder.
Interesting that such a small selection of spells creates such a big headache! Thus goes development!

@Blended torment/'wrack of discord. Basically changed second judgment and third judgment from inquisitor into a mix of judgment and hex. The idea is to use a judgment and a hex in one action. Are judgments and hexes that different? Hexes use a standard action, judgments a swift action. So a blended torment could be smiting judgment/ evil eye hex or destruction judgment/ misfortune hex. Can make both of these withfinder abilities a standard action or leave them as a swift.

As for feybane weapon: +1

In my proposed scenario the witchfinder is free to choose any inquisitor spell at a given spell level or any witch spell at that same level whenever he would learn a new spell known of that level. How can I clarify further?

As for how to cast divine witch spells? Doesn't seem too hard. Half the witch spell list is traditionally divine spells in any event. Inquisitors also don't need to have a deity, right? Some can follow an ideal or whatever. So the witchfinder maybe gets all his spells through divine inspiration related to his cause & goals. Doesn't seem too tricky to flavor.

Sorry for the spell component thing, no idea where that came from.

For the alignment stuff, ok, I just got the sense you were looking for more restrictions & balancing in general but whatevs.

For blending judgments and hexes. The problem is that a judgment is an ongoing thing. Not all hexes are. What does it mean to "change one of these judgments or hexes to another type" ? If I'm using the protection judgment and flight hex, can I as a swift action change my flight hex into an agony hex? How does that even function? Do you see what I'm saying? They're very different mechanics! How do you just blend them in a few words like this? Please explain your concept further! Thanks :)


Everything is already dumped in and has it's own little page. I just need to go over it all and do the formating, which is easily the -slowest- part, if the easiest.

On the Witchfinder: No giving TWO spell lists! Dx Not unless they're giving up something heavy in return.


Wow, this idea has really taken off, I love it. I saw the original thread way back when it started, but I was busy getting ready for DragonCon and didn't have time to participate. I love the concept, and I've seen some guidelines on how to build new archetypes, but I'm still unclear about the relative value of various class abilities.

Specifically, I'm looking to combine the Druid and Magus concepts to create a nature-based melee/caster with spell combat and spellstrike. I've seen a couple of tables and discussions of core class features' relative worth, which helps, but does anyone have any advice about how "valuable" Spell Combat and Spellstrike are, or which class features are fair swaps?

Sorry, I know you're trying to keep this thread focused on a limited number of archetypes right now, but I came to the party late and any help would be appreciated.

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Raiderrpg wrote:
EOn the Witchfinder: No giving TWO spell lists! Dx Not unless they're giving up something heavy in return.

They'd be giving up cunning init, solo tactics, and some other ability I think according to OSW's trades. And I was suggesting giving up alignment spells but eh. Discuss other options?

Quote:

Specifically, I'm looking to combine the Druid and Magus concepts to create a nature-based melee/caster with spell combat and spellstrike. I've seen a couple of tables and discussions of core class features' relative worth, which helps, but does anyone have any advice about how "valuable" Spell Combat and Spellstrike are, or which class features are fair swaps?

Sorry, I know you're trying to keep this thread focused on a limited number of archetypes right now, but I came to the party late and any help would be appreciated.

No problem with discussing things =)


@ re witchfinder spells. I traded out stalwart, cunning initiative and solo tactics for patron spells only. However i don't think the access to witch spells is OP where witchfinder is concerned. A 12th level witchfinder can cast three 4th level spells per day, and knows a whopping four. A "straight"multiclass inquisitor/ witch doesn't get 4th level witch spells until 7th/7th level, but knows every 4th level spell in paizocreation as well as having inquisitor spells and cantrips and orisons. I think flak's system is simplest and balanced. I'm not giving any more spells per day or known than inquisitor already has. I'll throw in detect alignment too if it makes you happy raider! :p

@flak: good point re judgment/hex disparity. Not insurmountable. I'll rework mechanic text.

Next write up tonight.


Oceanshieldwolf wrote:

@ re witchfinder spells. I traded out stalwart, cunning initiative and solo tactics for patron spells only. However i don't think the access to witch spells is OP where witchfinder is concerned. A 12th level witchfinder can cast three 4th level spells per day, and knows a whopping four. A "straight"multiclass inquisitor/ witch doesn't get 4th level witch spells until 7th/7th level, but knows every 4th level spell in paizocreation as well as having inquisitor spells and cantrips and orisons. I think flak's system is simplest and balanced. I'm not giving any more spells per day or known than inquisitor already has. I'll throw in detect alignment too if it makes you happy raider! :p

@flak: good point re judgment/hex disparity. Not insurmountable. I'll rework mechanic text.

Next write up tonight.

That... that REALLY is not the same thing. Compare- a sorcerer with access to the cleric list. Or a Bard getting access to the Druid list. Sure, it sounds awesome, but it's horribly unbalanced, even if it's "limited by spells known".

And 14th level is NOT 7th level. :P There's a complete difference in power balancing between those two points.

Anyway- my actual advice on the subject! Patron spells could probably be considered analogous to bloodline spells? So then tossing them in is probably balanced, if you pick the right things to give up. I'd toss out the domain, and consider the drop in skill points to be the 'remainder' of that equation.


@re witchfinder. Raiderrpg, i disagree that it is horribly unbalanced to give spontaneous spellcasters IN a multiclass archetype access to divine spells. I think the inquisitor is even more of a case in point with such limited spell-use. That's just me.

As for patron spells:

raiderrpg wrote:
So then tossing them in is probably balanced, if you pick the right things to give up.

Actually it is COMPLETELY balanced IF you pick the right thing to give up, not probably. ;p

Have already swapped out domains for inquisitions, and solo tactics, stalwart and cunning initiative for access to patron spells. Do you think that inquisitor spells and patron Witch spells ONLY for those abilities is balanced?
I still think inquisitor plus witch plus patron for the abilities mentioned. Plus detect alignment. flak? Anyone else?


Oceanshieldwolf wrote:
@re witchfinder. Raiderrpg, i disagree that it is horribly unbalanced to give spontaneous spellcasters IN a multiclass archetype access to divine spells. I think the inquisitor is even more of a case in point with such limited spell-use. That's just me.

No, no, it's unbalanced to give classes two whole spell lists to pick from without some major cost to it.

Oceanshieldwolf wrote:


As for patron spells:
raiderrpg wrote:
So then tossing them in is probably balanced, if you pick the right things to give up.
Actually it is COMPLETELY balanced IF you pick the right thing to give up, not probably. ;p

So you've tested and made sure? You shouldn't say 'completely' so early in. It's hard to tell what's actually balanced until you see it in action. Otherwise, why would anyone ever playtest? :P

Oceanshieldwolf wrote:


Have already swapped out domains for inquisitions, and solo tactics, stalwart and cunning initiative for access to patron spells. Do you think that inquisitor spells and patron Witch spells ONLY for those abilities is balanced?
I still think inquisitor plus witch plus patron for the abilities mentioned. Plus detect alignment. flak? Anyone else?

Solo Tactics- grants usability of teamwork feats, basically. Kinda low-powered.

Stalwart- crazy nice ability.
Cunning Initiative- approx. worth a feat (Improved initiative-like, only a bit better)

I'd say getting the 6 spells not on their class list for solo tactics and cunning initiative would be fair. Stalwart, however, is NOT worth a whole added spell list. Actually, I'd probably let them keep that ability...


@witchfinder. Thanx raider, good points all. I'm still not sold, but not opposed to your proposal by any means. I'm not interested in stalwart for the witchfinder so i'll think on it some more.

Btw i was just making a point that if you pick the right thing to balance then it is the right thing. We can talk over playtests and the test of time till the cows come home. :) Speaking of playtests, can you post a summary of "raiderrpg's all powerful multi-ogre encounter"? Sounds quite good and maybe useful as a benchmark.


I wouldn't call it all powerful... but sure.

Ogre Test:

Basically, take a level 10 version of a class and see how many ogres you can throw at it at one time, without it getting any healing between fights- except what magic items/spells it has, of course. Assume half an hour between fights.

Start with one, then do two, then do four, then eight... and so on.

The ogres start 40 feet away, so charging distance for fighter types and plenty of room for opening cast-and-kills as far as wizzies, but no time to really 'buff up' to an insane degree.

It's a good way to just see what a class can do, and let them go all out. Not great for support-type classes, though, like Esoteric Chemist or a party-focused cleric.

I think the record before just getting -dogpiled- was the 128 managed by a greatsword-wielding paladin; usually 64 is where the things just smash down every possible way to beat'em.

As you can probably tell, it's not an end-all-beat-all test. But it IS a stupidly easy way to gauge how much combat and how much damage a class can do around those levels- I usually pair it with a few random 'how would they deal with this' stuff like a scythe-trap filled room, and some kinda 'big boss monster' like a Shoggoth.

Of course, the only REAL way to fully test is in a full-on session, such as those I run on weekends whenever possible- the above is only a good way to gauge the general 'power level'.


Witchfinder:
I still hold: Inquisition OR patron, not both.

Just to make you know... I finished my first scratch of the redone Radiant Herald. I'll post it here and then begin to develop it independently till Flak gives the OK for posting the final result. Tell me if my choices are intriguing.

Radiant Herald::

Primary Class: Paladin
Secondary Class: Bard
Skills: +6 from Bard class (must choose Perform), +4 ranks/level
BAB: full
Saves: GGP
Alignment: LG
Spells: As paladin + some of bard list: 1) Adoration, Alarm, Anticipate Peril, Dazzling Blade, Invigorate, Lock Gaze, Remove Fear, Swallow Your Fear, Tap Inner Beauty, Timely Inspiration; 2) Acute Senses, Ancestral Communion, Animal Messenger, Cat’s Grace, Compassionate Ally, Delay Pain, Eagle’s Splendor, Enthrall, Gallant Inspiration, Heroism; 3) Blink, Charm Monster, Coordinated Effort, Exquisite Accompaniment, Fear, Good Hope, Lover’s Vengeance, Mass Invigorate, Purging Finale, Thundering Drums; 4) Ancestral Gift, Denounce, Freedom of Movement, Heroic Finale, Legend Lore, Primal Scream, Secure Shelter, Serenity, Sonic Thrust, Wall of Sound.

1) Aura of Good, Detect Evil, Smiting Ballad 1/day
2) Divine Grace, Radiant Battlesong (Inspire Courage + Aura of Courage + Aura of Resolve)
3) Divine Health, Merciful Performance (Mercy + Inspire Competence +?)
4) Hymn of Glory (Channel), Smiting Ballad 2/day
5) Gallant Bond – Weapon: agile, axiomatic, brilliant energy, dancing, defending, disruption, guardian, holy, merciful, singing. Mount: Gallant template?
6) Merciful Performance
7) Smiting Ballad 3/day
8) Song of Glorious Wrath (Dirge of Doom/Frightening Tune + Channel)
9) Merciful Performance
10) Smiting Ballad 4/day
11) Choir of the Heavenly Hosts (Inspire Greatness + Aura of Justice)
12) Merciful Performance, Greater (Soothing Performance)
13) Smiting Ballad 5/day
14) Aura of Pure Love (Aura of Faith + Suggestion/Mass Suggestion)
15) Merciful Performance
16) Smiting Ballad 6/day
17) Hymn of Heavenly Heroes (Aura of Righteousness + Inspire Heroics)
18) Merciful Performance
19) Smiting Ballad 7/day
20) Empyreal Chanter (Holy Champion + Deadly Performance)


@bardess. re: Patron/Inquisition. It may seem counterintuitive to you, but there will always be a shady patron to offer power to witchfinders, and who knows the ultimate cost?
re: Radiant herald. I shouldn't bite, as it isn't on the table yet. It is unclear at this stage because i can't see at first glance what you are swapping in or out. Spell list looks interesting flavour wise, but recalls the templedancer/witchfinder arcane/divine debacles. (EDIT) And please don't reply, just take it away until we are ready for it! Hopefully soon.

@re Witchfinder
Here's the next rough version, hopefully closer to completion. Raiderrpg, you are right upon reflection I feel, and inquisitor spells are fine enough. I have snuck in some cantrips, and stalwart is a cheap sell for versatile casting. Open to ideas.

Witchfinder v2.0:

Primary: Inquisitor
Secondary: Witch

Alignment: Any 

Hit Dice: d8 

Saves: G/P/G
Bonus Skills: None. 4+int modifier per level.

Class Features:

Weapon and Armor Proficiency: All simple weapons plus favoured weapon of deity. Witchfinders are proficient with light armor only.

Spells: The witchfinder casts divine spells as an inquisitor. Spells are drawn from the inquisitor spell list and witchfinders receive spells per day and spells known as inquisitors, except where noted under Patron and Patron’s Gift.

Inquisition: The witchfinder gains an inquisition at 1st level. Suggested inquisitions are Spellkiller, Anger and Fate.

Judgment: As Inquisitor except a witchfinder may expend one of his daily uses of judgment in order to use a hex (except trail bite) on a creature who ordinarily could not be targeted by that hex due to daily hex usage restrictions.

Fey Incunabula: The witchfinder adds his Wisdom in addition to his Intelligence modifier on skill checks made to identify the weaknesses of fey, animated and summoned creatures, and on Spellcraft skill checks made to identify arcane spells as they are being cast. (This replaces Monster Lore)

Patron’s Gift: At 2nd level the Witchfinder may add witch cantrips to his choice of orisons. These are cast as divine spells. This ability replaces detect alignment.

Steel Mind: Witchfinders have trained their thinking to counteract the wiles and tricks of the fey. A witchfinder gains a morale bonus on all saves against sleep, confusion and any other mind-affecting spell/ability equal to +1 for every three levels he possesses (minimum +1) (This ability replaces the inquisitor ability Stern Gaze.) 


Trace essence: When following tracks, the witchfinder gains a bonus on all knowledge arcana checks made to identify auras and ongoing spell effects equal to 1/2 level. (This ability replaces Track.)

Feybane Weapon (Ex): At 1st level the witchfinder is proficient with one type of martial weapon; that weapon is his feybane weapon. He begins with one at no cost. (This replaces medium armor/shield and missile weapon proficiencies)

Discern lies: As inquisitor. 


Versatile Casting: Witchfinders are exempt from the inquisitor restriction on casting opposed alignment spells. This unique capability reflects their dual nature, and their lack of qualms with regard to achieving their aims. This ability replaces Stalwart.

Patron: A witchfinder chooses a Patron as a witch, and adds his patron spells to his spell list. These are cast as divine spells. This ability replaces the inquisitor abilities solo tactics, cunning initiative.

Hex: As Witch, At 3rd level, a witch gains one hex of his choice. He
gains an additional hex every 3 levels. A witchfinder cannot select an
individual hex more than once. Hexes are otherwise as for the witch
except as specified under Judgment and with the following new
witchfinder hex (replacing brew potions and coven). This ability replaces
teamwork feat.
New Hex: Trail Bite (Su) 
This ability affects a foe, regardless of distance, that a witchfinder has successfully discerned with track or as the originator of the essence found with trace essence. Utilising sympathetic magic, the witchfinder applies damage to the found creature as if with a successful attack with his feybane weapon, including any bane or greater bane powers. This ability may only be used against the same creature once every 24 hours. Likewise, damage sustained from this attack may not be healed for the same period, unless the witchfinder is incapacitated or slain.

Feybane (Su): This functions as bane, but only when the witchfinder is wielding his feybane weapon and combating summoned, animated or arcane foes.

Greater Feybane (Su): As Feybane.

Blended Torment: At 8th level the witchfinder may select two judgments or a judgment and a hex instead of just one judgment. Effects of judgments are ongoing, while those of the hex are subject to individual descriptions. As a swift action the witchfinder may change the type of judgment/s, however a standard action is required to replace a hex so enacted. Hexes that affect only the witchfinder cannot be used with this ability. (This replaces the inquisitor ability Second Judgment.)

Major hex. At 12th level, the witchfinder may choose a major hex. This ability replaces the inquisitor ability exploit weakness.

Wrack of Discord: as blended torment, but at 16th level the witchfinder may select a mix of three judgments or hexes (two judgments and one major hex or hex OR two of major hex or hex and one judgment). (This replaces the inquisitor ability Third Judgment.) 


Slayer: As inquisitor.

True Judgment: as inquisitor

1st Inquisition, Judgment, fey incunabula, steel mind, patron, versatile casting, feybane weapon
2nd patron’s gift, essence trace 

3rd Hex 

4th Judgment 2/day 

5th Feybane, discern lies

6th Hex 

7th Judgment 3/day 

8th Blended Torment 

9th Hex 

10th Judgment 4/day 

11th 
Stalwart
12th Greater Feybane, major hex 

13th Judgment 5/day 

14th 

15th Hex 

16th Judgment 6/day, Wrack of Discord 

17th Slayer 

18th Hex 

19th Judgment 7/day 

20th True Judgment 



Humm, OK- I like it. Thumbs on.^^

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Using [any action] to "change" a hex still makes no sense. Most of them are instantaneous! Everything else looks okay save for several things in need of better wording. Good job OSW.


@re witchfinder. Thanks flak! Yeah, hexes REALLY make no sense mixed with judgments. Is it OP to give "twin torment" of two hexes at once in place of two ongoing judgments?


Right, so purple hasn't shown for even one of the sessions so far and one of my usual players has outright disappeared. So my main group for playtesting is kinda sliced down to me and two other people, not enough to actually -run- a playtest; working on it, but don't expect much playtesting to get done for awhile. :\

Anyway, workin' on the repository tonight. Once I'm done with the formatting I'll link it up.


Okay, here's an updated version. Took the cantrips back out, and left second and third judgment as inquisitor. Stalwart now replaced by Witchfinder's mark, a kind of reverse version.

Witch(re)fin(e)der v2.1:

Witchfinder

Primary: Inquisitor
Secondary: Witch

Alignment: Any 

Hit Dice: d8 

Saves: G/P/G
Bonus Skills: None. 4+int modifier per level.

Class Features:

Weapon and Armor Proficiency: All simple weapons plus favoured weapon of deity. Witchfinders are proficient with light armor only.

Spells: The witchfinder casts divine spells as an inquisitor. Spells are drawn from the inquisitor spell list and witchfinders receive spells per day and spells known as inquisitors, except where noted under Patron.

Versatile Casting: Witchfinders are exempt from the inquisitor restriction on casting opposed alignment spells. This unique capability reflects their dual nature, and their lack of qualms with regard to achieving their aims. (This ability replaces Detect Alignment.)

Inquisition: The witchfinder gains an inquisition at 1st level. Suggested inquisitions are Spellkiller, Anger and Fate. However, the inquisition powers may only be accessed by the witchfinder if he is wielding his feybane weapon.

Judgment: As Inquisitor except: a witchfinder may expend one of his daily uses of judgment in order to use a hex on a creature who ordinarily could not be targeted by that hex due to daily hex usage restrictions. Likewise, he may expend two of his daily uses of judgment to use a major hex again in this way. Additionally, the witchfinder may not enact his judgments unless he is wielding his feybane weapon.

Fey Incunabula: The witchfinder adds his Wisdom in addition to his Intelligence modifier on skill checks made to identify the weaknesses of fey, outsiders, arcanists, animated and summoned creatures, and on Spellcraft skill checks made to identify arcane spells as they are being cast. (This replaces Monster Lore)

Steel Mind: Witchfinders have trained their thinking to counteract the wiles and tricks of the fey. A witchfinder gains a morale bonus on all saves against sleep, confusion and any other mind-affecting spell/ability equal to +1 for every three levels he possesses (minimum +1) (This ability replaces the inquisitor ability Stern Gaze.) 


Essence Trace: When following tracks, the witchfinder gains a bonus on all knowledge arcana checks made to identify auras and ongoing spell effects equal to 1/2 level. (This ability replaces Track.)

Feybane Weapon(Ex): At 1st level the witchfinder is proficient with one type of martial weapon; that weapon is his feybane weapon. He begins with one at no cost. (This replaces medium armor/shield and missile weapon proficiencies)

Patron: In the darkest corners of the multiverse are Patrons who will aid even a witchfinder in his pursuits. A witchfinder chooses a Patron as a witch, and adds his patron spells to his spell list. These are cast as divine spells. (This ability replaces the inquisitor abilities solo tactics, cunning initiative.)

Hexes: At 3rd level, a witch gains one hex of his choice. He gains an additional hex every 3 levels. A witchfinder cannot select an individual hex more than once. Hexes are otherwise as for the witch except as specified under Judgment and with the following new witchfinder hex (replacing cauldron and coven). (This ability replaces teamwork feat.)
Hex: Trail Bite (Su) 
This ability affects a foe, regardless of distance, that a witchfinder has successfully discerned with track or trace essence. Utilising sympathetic magic, the witchfinder applies damage to the found creature as if with a successful attack with his feybane weapon, including any bane or greater bane powers. This ability may only be used against the same creature once every 24 hours. Likewise, damage sustained from this attack may not be healed for the same period, unless the witchfinder is incapacitated or slain.

Discern lies: As inquisitor.

Feybane (Su): This functions as the inquisitor ability Bane, but only when the witchfinder is wielding his feybane weapon.

Second Judgment. As inquisitor.

Witchfinder’s Mark: At 11th level the witchfinder may, with a swift action, choose one enemy to mark during combat. Any saving throw against an attack the marked creature makes to reduce the damage or effect of that attack will fail. The mark lasts until the end of the combat or the creature is slain. As a swift action the witchfinder may change the mark to a new creature. (This ability replaces stalwart)

Greater Feybane (Su): As Feybane.

Major hex. At 12th level, the witchfinder may choose a major hex. This ability replaces the inquisitor ability exploit weakness.

Third Judgment. As inquisitor.


Slayer: As inquisitor.

True Judgment: as inquisitor.

1st Inquisition, Judgment, Fey incunabula, Steel mind, Patron, Versatile casting, Feybane weapon
2nd Essence trace 

3rd Hex 

4th Judgment 2/day 

5th Feybane, Discern lies

6th Hex 

7th Judgment 3/day 

8th Second Judgment 

9th Hex 

10th Judgment 4/day 

11th 
Witchfinder’s Mark
12th Greater Feybane, major hex 

13th Judgment 5/day 

14th 

15th Hex 

16th Judgment 6/day, Third Judgment 

17th Slayer 

18th Hex 

19th Judgment 7/day 

20th True Judgment 



I like it, but I'd add some witch spell to the inquisitor list too... the Patron spells alone would be sufficient if you don't feel that way, however.


Witchfinder's Mark is a fair bit overpowered. How about a general -X to saving throws rather than a auto-fail, which is pretty much- oh, NEVER seen. <<;;

I'd say a -4 should be good? Maybe Flak has an idea?

I'll check over the rest tonight, but good to see you still at it, Wolfy.


@re Witchfinder. Yep, good point raider.I like your suggestion, how about getting it at 6th level, giving a -2 and then -4 at 11th, and specifying that you can't give the evil eye saving throw penalty to marked creatures. "this penalty does not stack with saving throw penalties from the evil eye hex."


Depends on how we can word it, but we'll see if Flak has an issue. I think it should be pretty balanced, though- let's make the -2 a move action, over a swift? Or even do a progression like-

Level X- -2 as a move action
Level Xb- -2 as a swift action
Level Xc- -4 as a swift action

Up to you, but so long as it's not a complete 'Derp you fael a save auto' ability, it should be fine. >:3


@raiderrpg. re: witchfinder's mark. Ok. I like it. Progression looks good. Be good to keep in non-stackability with eye bite .


Okay, so, yeah. Formatting is taking awhile just to get around too. So here's the site:

MC archetype wiki 0.4

Needs a lot of tables made, needs this and that spruced up to look better, need a few more things like OGLish stuff, but the classes are at least there.

Also- a lot of people bein' quiet here these last few days :x Hopefully this'll get people back into it!

((And again- if people want to help with the formatting and sprucing, lemme know.))


THIS
IS
AMAZING O___O

Thank you for the idea!!!

RPG Superstar 2013 Top 8

@Raiderrpg nice! Stealth mage is missing, though. Any others? Just wondering.

@Bardess idea?

@OSW & Raiderrpg re: Witchfinder good to see you guys got this one under control ! :)


Ha! Pulled you two RIGHT outa those holes in under ten minutes!

And Stealth Mage, right, I'll get that in.

In the meantime, putting some work into Fletcher and moving to a slightly... 'different' focus. I think people'll like. ;3 Posting it later today/tonight!

Just a teaser for the moment, to test the waters...

Eldritch Fletcher Abilities:

Craft Arrows: An Eldritch Fletcher may craft magical arrows, as though through Craft Magical Arms and Armor. He may apply his Spellbound Arrow abilities to any arrows he creates; however, the enhancement bonuses do not stack. If he later gains the Craft Magic Arms and Armor feat, he may create magical arrows in half the time.

Spellbound Arrow(Su): The Eldritch Fletcher's signature ability is to craft an arrow to match his opponents. To anyone else, this arrow is simply a +1 Arrow; to the Eldritch Fletcher, however, it can be far more.
At level 3, the Eldritch Fletcher may meditate for one hour each day to create a number of Runed Arrows equal to 3+his Int modifier; each of these is considered a +1 arrow, with an additional +1 for each five class levels the Eldritch Fletcher attains (Maximum +5 at level 20). As a move action, he may spend one point from his arcane pool to apply the Bane special ability related to a single creature type. He may only have a maximum number of 20 Runed Arrows in existence at any one time.

Hunter's Stride(Sp): At level 7, the Eldritch Fletcher may spend an arcane point to track a named target. This acts as though through the Locate Creature spell.

Improved Spellbound Arrow(Su): At 12th level, the Eldritch Fletcher may create a more potent arrow. By spending an arcane point during his meditation, he may enchant a single arrow to strike a named target. This target must be one the Eldritch Fletcher has seen within the last week. Upon firing this arrow at the named target, he gains a +20 on his attack roll and it deals an extra +1d6 damage per 2 levels of Eldritch Fletcher; this stacks with the Bane ability. He may only have one such arrow in existence at any time. At level 20, he may have two such arrows in existence at any one time.

Greater Spellbound Arrow(Su): At 20th level, the Eldritch Fletcher may choose to create a truly potent arrow. By spending three arcane points during meditation, he may enchant a single arrow to strike a named target, as Improved Spellbound Arrow. Should this arrow strike the target, they must make a fortitude save (DC 10+Half Eldritch Fletcher's level+Int modifier) or die. Should they succeed on the save, they take damage as though it were an Improved spellbound arrow. He may only have one such arrow in existence at any one time.


;3


@raiderrpg: re wiki: this is frickin amazing: the Shroudsinger rocks.... But (of course i have to ask) WHERE is the Seersworn?!? :3 EDIT I'm up for data entry, not sure about formatting. Did you get my email offering help?

@re witchfinder: i'll change witchfinder's mark to-2 at 6th as a move action, -2 at 9th as a swift and -4 as a swift at 11th. And repost tonight.

@re Eldritch Fletcher: looking good raider


Ok. New improved, and hopefully good to go, bar style editing. Changed witchfinder's mark as suggested earlier. Flak?

Witchfinder v2.2:

Primary: Inquisitor
Secondary: Witch

Alignment: Any 

Hit Dice: d8 

Saves: G/P/G
Bonus Skills: None. 4+int modifier per level.

Class Features:

Weapon and Armor Proficiency: All simple weapons plus favoured weapon of deity. Witchfinders are proficient with light armor only.

Spells: The witchfinder casts divine spells as an inquisitor. Spells are drawn from the inquisitor spell list and witchfinders receive spells per day and spells known as inquisitors, except where noted under Patron.

Versatile Casting: Witchfinders are exempt from the inquisitor restriction on casting opposed alignment spells. This unique capability reflects their dual nature, and their lack of qualms with regard to achieving their aims. (This ability replaces Detect Alignment.)

Inquisition: The witchfinder gains an inquisition at 1st level. Suggested inquisitions are Spellkiller, Anger and Fate. However, the inquisition powers may only be accessed by the witchfinder if he is wielding his feybane weapon.

Judgment: As Inquisitor except: a witchfinder may expend one of his daily uses of judgment in order to use a hex on a creature who ordinarily could not be targeted by that hex due to daily hex usage restrictions. Likewise, he may expend two of his daily uses of judgment to use a major hex again in this way. Additionally, the witchfinder may not enact his judgments unless he is wielding his feybane weapon.

Fey Incunabula: The witchfinder adds his Wisdom in addition to his Intelligence modifier on skill checks made to identify the weaknesses of fey, outsiders, arcanists, animated and summoned creatures, and on Spellcraft skill checks made to identify arcane spells as they are being cast. (This replaces Monster Lore)

Steel Mind: Witchfinders have trained their thinking to counteract the wiles and tricks of the fey. A witchfinder gains a morale bonus on all saves against sleep, confusion and any other mind-affecting spell/ability equal to +1 for every three levels he possesses (minimum +1) (This ability replaces the inquisitor ability Stern Gaze.) 


Trace essence: When following tracks, the witchfinder gains a bonus on all knowledge arcana checks made to identify auras and ongoing spell effects equal to 1/2 level. (This ability replaces Track.)

Feybane Weapon(Ex): At 1st level the witchfinder is proficient with one type of martial weapon; that weapon is his feybane weapon. He begins with one at no cost. (This replaces medium armor/shield and missile weapon proficiencies)

Patron: In the darkest corners of the multiverse are Patrons who will aid even a witchfinder in his pursuits. A witchfinder chooses a Patron as a witch, and adds his patron spells to his spell list. These are cast as divine spells. (This ability replaces the inquisitor abilities solo tactics, cunning initiative.)

Hexes: At 3rd level, a witch gains one hex of his choice. He gains an additional hex every 3 levels. A witchfinder cannot select an individual hex more than once. Hexes are otherwise as for the witch except as specified under Judgment and with the following new witchfinder hex (replacing cauldron and coven). (This ability replaces teamwork feat.)
Hex: Trail Bite (Su) 
This ability affects a foe, regardless of distance, that a witchfinder has successfully discerned with track or trace essence. Utilising sympathetic magic, the witchfinder applies damage to the found creature as if with a successful attack with his feybane weapon, including any bane or greater bane powers. This ability may only be used against the same creature once every 24 hours. Likewise, damage sustained from this attack may not be healed for the same period, unless the witchfinder is incapacitated or slain.

Discern lies: As inquisitor.

Feybane (Su): This functions as bane, but only when the witchfinder is wielding his feybane weapon.

Witchfinder’s Mark: At 6th level the witchfinder may, with a move action, choose one enemy to mark during combat. That enemy receives a -2 penalty to saving throws made to reduce effects or damage of attacks.At 9th level the mark can be placed as a swift action, and at 12th level the penalty increases to -4. The mark lasts until the end of the combat or the creature is slain. As a swift action the witchfinder may change the mark to a new creature. The witchfinder's mark does not stack with the saving throw penalty of the eye bite hex.(This ability replaces stalwart)

Second Judgment. As inquisitor.

Greater Feybane (Su): As Feybane.

Major hex. At 12th level, the witchfinder may choose a major hex. This ability replaces the inquisitor ability exploit weakness.

Third Judgment. As inquisitor.


Slayer: As inquisitor.

True Judgment: as inquisitor.

1st Inquisition, Judgment, Fey incunabula, Steel mind, Patron, Versatile casting, Feybane weapon
2nd Essence trace 

3rd Hex 

4th Judgment 2/day 

5th Feybane, Discern lies

6th Hex, Witchfinder’s Mark
7th Judgment 3/day 

8th Second Judgment 

9th Hex 

10th Judgment 4/day 

11th 

12th Greater Feybane, major hex 

13th Judgment 5/day 

14th 

15th Hex 

16th Judgment 6/day, Third Judgment 

17th Slayer 

18th Hex 

19th Judgment 7/day 

20th True Judgment 



I'd say that the Feybane Weapon can replace the god's favored weapon, leaving the missile weapons and armor proficiency alone, or not?


@re witchfinder: Very good point bardess. Originally it read melee martial weapon or melee favoured weapon of deity. Don't want missile weapons feybaned for witchfinder...
How about making feybane weapon a martial melee OR deity's favoured weapon,(if melee only) and making it a masterwork weapon? In exchange for medium armor and missile weapon profs?


You might say that the feybane weapon must be a melee weapon, permit missile weapons as they're not feybane, and give up medium armor for some other special ability.


Here's a thought; limit the choice of patrons somehow, to ones more fitting with the flavor? Could be a good add, and limits them from just grabbing Transformation or something with all-useful spells they can't normally snag.

Examples: Endurance, Strength, Wisdom (From APG; Agility is a -possibility-, but considering how buff inquisitors are, afraid to give them haste ^^;) Ancestors, Occult, Spirits, Vengeance (From UM). I'd say from 3-6 is a good list, considering the number of patrons available all around.

Also, Second Level, Detect Magic to replace Detect Alignment. Don't tell me you don't like that idea :P

-----
Fletcher going through my ogre test and a few other things first, before posting. Sorry for the delay!
-----
Re: Wiki omissions! Yeah, I'm focusing on stuff from the PDF's and so on first. Can't believe I missed Stealth Mage, though...

If someone wants to join the wiki and dump those, that'd be great. And I still need someone to help with those tables! Dx Such slow going... the pain, the paaaaaain... ;-;


@witchfinder: bardess: Yeah i like it, but i still don't want to grant the inquisitor's missile weapons to the witchfinder, feybane or not. A special ability like making the feybane weapon masterwork? That seems like an OK swap - the missile weapons and medium armor prof for masterwork.

EDITRaiderrpg: i did look at transformation just today. I'm happy to leave it open, as many different witchfinders to find different witches. I get where you are coming from though. I would pick all these (endurance strength wisdom ancestors vengeance occult) and leave out agility and spirits.
As for detect magic: i do like it, but already swapped out something for detect alignment and anyway, inquisitor orison detect magic already covers it?

How do i join the wiki? EDIT oh. "join wiki" oops. ;3 Membership request in!


And detect magic in place of missile weapons and armor? ;P
Also, what about making the feybane weapon a martial OR exotic weapon? A Feybane Whip, BRRRRR!
You know, Inquisition + Patron = Domain... I guess we've found the missing faith link ;PPP


@re witchfinder: bardess: yeah, i'm up for martial or exotic melee.
Raiderrpg: the more i think about it the more your suggestion re: patrons makes sense. i'll attach a note about complementary patrons and GM's approval of others.
New version coming tonight.

@raiderrpg: will attempt some formatting tonight too.


Latest version. Added note about complementary patrons, and changed feybane weapon to martial or exotic melee, and made it masterwork. Disagree? A +1 weapon at first level ain't so supercharged is it? It's his signature device!

Witchfinder v2.3:

Primary: Inquisitor
Secondary: Witch

Alignment: Any 

Hit Dice: d8 

Saves: G/P/G
Bonus Skills: None. 4+int modifier per level.

Class Features:

Weapon and Armor Proficiency: All simple weapons plus favoured weapon of deity. Witchfinders are proficient with light armor only.

Spells: The witchfinder casts divine spells as an inquisitor. Spells are drawn from the inquisitor spell list and witchfinders receive spells per day and spells known as inquisitors, except where noted under Patron.

Versatile Casting: Witchfinders are exempt from the inquisitor restriction on casting opposed alignment spells. This unique capability reflects their dual nature, and their lack of qualms with regard to achieving their aims. (This ability replaces Detect Alignment.)

Inquisition: The witchfinder gains an inquisition at 1st level. Suggested inquisitions are Spellkiller, Anger and Fate. However, the inquisition powers may only be accessed by the witchfinder if he is wielding his feybane weapon.

Judgment: As Inquisitor except: a witchfinder may expend one of his daily uses of judgment in order to use a hex on a creature who ordinarily could not be targeted by that hex due to daily hex usage restrictions. Likewise, he may expend two of his daily uses of judgment to use a major hex again in this way. Additionally, the witchfinder may not enact his judgments unless he is wielding his feybane weapon.

Fey Incunabula: The witchfinder adds his Wisdom in addition to his Intelligence modifier on skill checks made to identify the weaknesses of fey, outsiders, arcanists, animated and summoned creatures, and on Spellcraft skill checks made to identify arcane spells as they are being cast. (This replaces Monster Lore)

Steel Mind: Witchfinders have trained their thinking to counteract the wiles and tricks of the fey. A witchfinder gains a morale bonus on all saves against sleep, confusion and any other mind-affecting spell/ability equal to +1 for every three levels he possesses (minimum +1) (This ability replaces the inquisitor ability Stern Gaze.) 


Trace essence: When following tracks, the witchfinder gains a bonus on all knowledge arcana checks made to identify auras and ongoing spell effects equal to 1/2 level. (This ability replaces Track.)

Feybane Weapon(Ex): At 1st level the witchfinder is proficient with one type of exotic or martial melee weapon; that weapon is his feybane weapon. If the witchfinder’s deity’s favoured weapon is a martial or exotic melee weapon he may nominate it as his feybane weapon instead. This is a masterwork weapon and the witchfinder begins with one at no cost. (This replaces medium armor/shield and missile weapon proficiencies)

Patron: In the darkest corners of the multiverse are Patrons who will aid even a witchfinder in his pursuits. A witchfinder chooses a Patron as a witch, and adds his patron spells to his spell list. These are cast as divine spells. Patrons that complement the Witchfinder multiclass archetype are: ancestors, endurance, occult, strength, wisdom, and vengeance. It is strongly recommended that the witchfinder be limited to these choices, however it is up to the GM to allow other Patrons the player may wish to choose. (This ability replaces the inquisitor abilities solo tactics, cunning initiative.)

Hexes: At 3rd level, a witch gains one hex of his choice. He gains an additional hex every 3 levels. A witchfinder cannot select an individual hex more than once. Hexes are otherwise as for the witch except as specified under Judgment and with the following new witchfinder hex (replacing cauldron and coven). (This ability replaces teamwork feat.)
Hex: Trail Bite (Su) 
This ability affects a foe, regardless of distance, that a witchfinder has successfully discerned with track or trace essence. Utilising sympathetic magic, the witchfinder applies damage to the found creature as if with a successful attack with his feybane weapon, including any bane or greater bane powers. This ability may only be used against the same creature once every 24 hours. Likewise, damage sustained from this attack may not be healed for the same period, unless the witchfinder is incapacitated or slain.

Discern lies: As inquisitor.

Feybane (Su): This functions as bane, but only when the witchfinder is wielding his feybane weapon.

Witchfinder’s Mark: At 6th level the witchfinder may, with a move action, choose one enemy to mark during combat. That enemy receives a -2 penalty to saving throws made to reduce effects or damage of attacks.
At 9th level the mark can be placed as a swift action, and at 12th level the penalty increases to -4. The mark lasts until the end of the combat or the creature is slain. As a swift action the witchfinder may change the mark to a new creature. The witchfinder’s mark does not stack with the saving throw penalty of the eye bite hex.(This ability replaces stalwart)

Second Judgment. As inquisitor.

Greater Feybane (Su): As Feybane.

Major hex. At 12th level, the witchfinder may choose a major hex. This ability replaces the inquisitor ability exploit weakness.

Third Judgment. As inquisitor.


Slayer: As inquisitor.

True Judgment: as inquisitor.

1st Inquisition, Judgment, Fey incunabula, Steel mind, Patron, Versatile casting, Feybane weapon
2nd Essence trace 

3rd Hex 

4th Judgment 2/day 

5th Feybane, Discern lies

6th Hex, Witchfinder’s Mark
7th Judgment 3/day 

8th Second Judgment 

9th Hex 

10th Judgment 4/day 

11th 

12th Greater Feybane, major hex 

13th Judgment 5/day 

14th 

15th Hex 

16th Judgment 6/day, Third Judgment 

17th Slayer 

18th Hex 

19th Judgment 7/day 

20th True Judgment 



I'd say thus it's purrrr-fect.

Silver Crusade RPG Superstar 2014 Top 16

Bardess wrote:
I'd say thus it's purrrr-fect.

Hi guys! I'm back!

I'm still getting stuff situated after the wedding and honeymoon, so I probaly won't post a whole ton for a week or two, but I'll get back into the swing of things soon. :-D

RPG Superstar 2013 Top 8

Welcome back cmb! As you can see we've slowed down a bit but are still kicking.


Take your time cart, I know how it is soon after a marriage^^


@cartmanbeck: hiya! It's been too long... :) hope you had a good time!

@flak: re:witchfinder? What you think? Ready for final-ish editing...
@bardess: thanks for your points.
@raiderrpg: table formatting under way, should be able to tackle 3-4 a night. It does take some time... I say again: you are a machine!


And then they said "No way!", and I said "Really!" Oh. Hi everyone.... HELLLOOOOOO! Nope, nobody here but us meeses. :p

@raiderrpg/flak: can you guys look at the wiki and give me an update re: Core MCAs as to what is "redone" and what isn't. I just formatted holy fist and kubudo warrior and now I'm not sure if they are "old-school versions" or "bright shiny new updated". Are the Base MCA's "latest versions as by latest guidelines"? i.e.good to give table formatting? Let's get this sorted - once I know what needs doing I'm happy to finish it off....

AND

OSW wrote:
@flak: re:witchfinder? What you think? Ready for final-ish editing...

RPG Superstar 2013 Top 8

re: list of core MCAs, their statuses:

Spirit Warrior (Bbn/Drd) = Done
Holy Rager (Bbn/Pal) = Done
Spellrager (Bbn/Sor) = Free
Songfilch (Brd/Rog) = Done
Warchanter (Bbn/Brd) = Done
Battle Adept (Clr/Ftr) = Done
Divine Agent (Rog/Clr) = Done
Divine Exemplar (Clr/Pal) = Done
Forest Partriarch (Clr/Rgr) = Done

Land Master (Drd/Rgr) = Done
Spellarbor (Drd/Sor) = free

Divine Blade (Ftr/Clr) = cartmanbeck
Silent Warrior (Ftr/Rog) = cartmanbeck

Kubudo Warrior (Mnk/Ftr) = free
Holy Fist (Mnk/Pal) = free
Radiant Herald (Pal/Brd) = free
Divine Emissary (Pal/Clr) = Done
Divine Duelist (Pal/Rog) = Done
Spellknight (Pal/Sor) = free

Divine Warden (Rgr/Clr) = free
Beast Hunter (Rgr/Drd) = free
Spellstrider (Rgr/Sor) = Raiderrpg

Battle Knave (Rog/Ftr) = Flak
Spellthief (Rog/Sor) = free

Living Refrain (Sor/Brd) = Done (may need a bit of tweeking, this was created just as we had evolved into what we are doing now)
Swordmage (Sor/Ftr) = Raiderrpg

Divine Mage (Wiz/Clr) = OSW
Stealth Mage (Wiz/Rog) = Done

Absolute Arcanist (Wiz/Sor) = Flak

AS FOR WITCHFINDER, sry, I'm a bit too busy these couple days, I'll have more time/energy soon!


@raiderrpg: I've sent you an email re:the wiki.

Basically I want to know
a: What I should upload, and from which document.I'm guessing Battle Adept, Songfilch, Divine Exemplar,Forest Partriarch, but not sure if I have correct version.
b: if any of the APG MCA's are "updated" or whether I should leave them be.

I have so many different PDFs, docs etc, from elghinn it's a mess!


For now, just put on any 'finished' classes that aren't already there. We can put in the updates later, once we've got the whole of the thing in a proper working condition.

Also, sorry I haven't been on much for this! Gonna try to fix that, but things keep coming up IRL. :<

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