Multiclass archetypes, part II


Homebrew and House Rules

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Just gonna go ahead and spam this post, so y'all have to go to 151!


Ok, so here is the revision of the witchfinder as per mauril and raiderrpg review. Revisions in bold, I also moved some 1st level abilities to 2nd level as per raiderrpg's suggestion.

Witchfinder Version 2.5:

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.

Erudite Incunabulist: Long nights poring over parchments in musty scriptoriums or rare treatises in civic bibliotheques aids the Witchfinder in his pursuits. Beginning at 2nd level, the witchfinder adds his Wisdom in addition to his Intelligence modifier on skill checks made to identify the weaknesses of fey, outsiders, arcanists, undead, animated and summoned creatures, and on Spellcraft skill checks made to identify spells as they are being cast. (This replaces Monster Lore) (Made this apply to all spells, not just arcane.)

Steel Mind: Witchfinders have trained their thinking to counteract the wiles and tricks of the fey. At 2nd level 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: The witchfinder is adept at tracking and tracing his enemies. When following tracks of a creature identified by the Erudite Incanabulist ability the witchfinder gains a bonus on all tracking checks made equal to 1/2 level. (thanx mauril)(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 at 2nd level, 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 (q.v.) and is prohibited from selecting the cauldron or coven hexes. (This ability replaces teamwork feat.)

The witchfinder may select the following new witchfinder hex:

Hex: Trail Bite (Su) This ability affects a foe, regardless of distance, that a witchfinder has successfully traced 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. (So – what should be able to heal it? If they can just heal by the time you get to them it’s a waste I feel. It’s meant to weaken the foe until you get to them. It DOESN’T say it deals FULL damage but I think DR IS an issue. Any other ideas folks? A caveat on no other enchantments on the feybane weapon? Remember it is a hex, and thus can be saved against as one.)
Discern lies: As inquisitor.

Witchfinder’s Mark: At 3rd level the witchfinder may, with a move action, choose one enemy to mark during combat. That enemy receives a -1 penalty to saving throws made to reduce effects or damage of attacks made by the witchfinder only and the witchfinder receives a +1 circumstance bonus to attack that creature with his feybane weapon.
At 6th level the penalty increases to -2, at 9th level the mark can be placed as a swift action and the penalty increases to -3 while the witchfinder receives a +2 to attack. At 12th level the penalty increases to -4, the bonus to +3. Also at 12th level the marked creature applies half the penalty to saving throws (-2) against the witchfinder’s allies attacks.
At 15th level the witchfinder receives a +3 bonus to attack.
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.
At 20th level the witchfinder’s mark becomes truly pervasive and all encompassing. The witchfinder may choose one type of creature – all such creatures in combat are marked. Against these creatures, the witchfinder and his allies ignore damage reduction, double their critical threat range and their attacks are saved against at -5.(This ability replaces stalwart and true judgment) (OMG I think I just attempted a capstone power! Thanx mauril and raider for critique to get me here… I know it’s clunky so I’m also into adding column “witchfinder’s mark” to the progression table for ease of reference, or as flak hates, divied into “lesser”, “greater” and “supreme” entries. Now, anyone with the ability to reasonably explain why this is unreasonable will be appreciated and listened to. Please no WHAAAAT’s?, WTF? or similar! )

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

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.

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

3rd Witchfinder’s Mark, 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 

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 


Btw, anyone have any thoughts on raider or my operational thread ideas? Flak/purplefixer/cartmanbeck/bardess/mauril?


RRPG has a habit of running off at the mouth until the cows come home dead, really. ^.^ He's a rant machine. I have a whole list of interesting things he said here on my desktop.

That being said, I took a 90 minute break from the core class I'm writing to do your MCA, Raider. I didn't just skim it. I read the whole thing. Do you want simple bullet points?

*Martial Weapon Proficiency (p130 Core Rulebook)
*Exotic Weapon Proficiency (p123 Core Rulebook)
The Fighter gets one of these for free. Give the MCA access to ALL martial weapons. As if he took a level of fighter. Fighters do NOT get exotic weapon proficiencies for free. That is a hidden BONUS FEAT that some Clerics get at creation, including Improved Unarmed Strike for Clerics of Irori. If you give the class (sorcerer) a bonus feat, you must take away something else. This is an archetype, this is an archetype, this is an archetype. Right Flak?

*If you take all of the bloodline abilities away, you have replaced the bloodline. I am not in favor of that (obviously) but if you want to design it your way, go ahead. I gave you my feedback, because that's what you asked for.

*You are developing a sorcerer with +5 BAB and High Fort Saves and virually no reduction to spellcasting ability who can cast in light armor? I'd choose that over the other sorcerer just about every time.

*Like a thirteenth level fighter casting time-stop?

Flak wrote:


Wait giving up 2/3 of your spell slots and almost 2/3 of your spells known isn't a big tradeoff? We're not talking wizards who can just pay trivial amounts to get the spells again... We're talking permanent, drastic cuts.

1/3 =/= 2/3, Flak. Giving up ONE third, NOT including bonus choices from Bloodline Spells and alternate racial favored class benefits.

Humans are barely even going to feel the drain on spells known. There's a reason NO 9-level casting class has secondary BAB.

I would not print this class as it stands.


Oceanshieldwolf wrote:
Btw, anyone have any thoughts on raider or my operational thread ideas? Flak/purplefixer/cartmanbeck/bardess/mauril?

You mean working solely on the Wiki? Sure. Going to be about two more weeks on my Psychic first, but then I'm good to go. Ground-up base classes with full sets of new features are HARD.


Purplefixer wrote:


Humans are barely even going to feel the drain on spells known. There's a reason NO 9-level casting class has secondary BAB.

Eldritch Knight.


Sorry. That one was so obvious, it HAD to be in a seperate post. :P

Purplefixer wrote:

RRPG has a habit of running off at the mouth until the cows come home dead, really. ^.^ He's a rant machine. I have a whole list of interesting things he said here on my desktop.

Oh, geeze. You mean that time I went off on an idea tangent when you were on IRC and had like a couple pages of random game ideas while cursing my arse off? I think that's a different kinda rant, dood xD

Purplefixer wrote:
*If you take all of the bloodline abilities away, you have replaced the bloodline. I am not in favor of that (obviously) but if you want to design it your way, go ahead. I gave you my feedback, because that's what you asked for.

So you HAVEN'T read the class. Okay. Well, lemme give you the breakdown.

They still retain bloodline spells- a nice little features sorcerers get to increase spells known and have tricks appropriate to their bloodline.

Oh, and Bloodline Manifestation- they get three cracks at it, getting their choice of bloodline abilities or feats from a bloodline list.

Seriously, why do you people think it's been taken away? If you're claiming to have read the class, you should have seen the bloodline abilities in there. Should I try to use a larger font, perhaps?

Purplefixer wrote:

*You are developing a sorcerer with +5 BAB and High Fort Saves and virually no reduction to spellcasting ability who can cast in light armor? I'd choose that over the other sorcerer just about every time.

-----
Humans are barely even going to feel the drain on spells known.

I don't know whether to facepalm or to point out where this, right here, is actually a notable point you've made, along with the Human matter. I'd completely forgotten favored class boosts- which leaves them with simply less spells per day and a drop in highest-level spell. I'll have to consider something related to this, ALA' caster level drop. Or maybe drop something in eighth/ninth level spells, up the capstone somehow... thinking cap time.

Purplefixer wrote:
*Like a thirteenth level fighter casting time-stop?

Okay, this one I just don't get. Sorry, can you go into a little more detail?

----
On the weapon proficiency... I'm thinkin'. Part of the flavor fits with them having exotic choices, after all, but... with that said, we could always switch it up to allow 'any weapon they have access to at first'. Which means they can't first-level it, though, because no BAB to grab it. They could always just replace whatever they pick at first in a couple levels, but that'd kinda suck...

Hm. On the one hand, we got a possible awesomeness. On the other, we have to consider a strict comparison of class.

Just for completeness I lean to the former, but I'm gonna have to think this over and see if there's an easy way around today. Maybe toss EWP into that little list at third level...

RPG Superstar 2013 Top 8

cleric
oracle
druid


I think he meant Arcane, Flak. :P

RPG Superstar 2013 Top 8

My point stands. :P


Okay, good work on thrashing out Swordmage folks, if a little narky. Let's try to focus on the work at hand and not make too many definitive statements about paizo "norms"! Especially as they often seem to be found to be erroneous! :p

---{----------- (that sword emote is for you raider)

@flak: no response re: organization. Thoughts?

@raiderrpg: haven't seen you on the wiki, still waiting for cleric and bard pages to be linked.... Tried skype but you not around... Also, there may be some confusion re: just which version of swordmage:

mauril wrote:
Where is the current one? I was basing my notes on the one posted earlier in this thread (one page 1)

Are we talking Swordmage 3 Electric Boogaloo from bottom of page 1? Maybe you could repost with Swordmage 4, Return of the FAME.

@purplefixer: thanx for response to organization question, I guess we'll have you back for Core MCAs in a bit.

@mauril: you said IN for Swordmage,"with reservations" a mile long - maybe you should have just said I vote not in!:p

@OSW - you just skimmed Swordmage! And said IN! Idiot. Your crunch is like a f@#ktard!

@Anyone: Still waiting for any thoughts on witchfinder.... :)

----------------(--> (this, spear, well that's just for me)

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I agree with OSW on organization. Sorry i've really needed to be devoting my energies elsewhere. But you know what? Sunday. I give this project Sunday. Have the swordmage done by Sunday so that I can "fancy" it on Sunday. I'll also do some other stuff, probably, like posting the wiz/sorc core MCA for everyone's consideration (though it's a bit of a done deal mwahahaa) and updating the list of what we're working on.

BTW I really want to change its name, maybe 'battle mage' or 'battle caster' or something more generic than 'sword' .


I'm really not comfortable with 'battle mage', as that's kinda a different trope. I don't mind battle caster, though- what do people think?

And sunday... right. I'll try to put up a version friday evening.

OSW! Very few comments on the witchfinder to make right this moment, except on Trail Bite. Perhaps make it work like Bestow Curse? No Damage, just a save against a -2 to all rolls or something. And limit distance to 10 miles to avoid snapping at a guy who teleported to mars or something. Just a thought, I'll try to get a longer look through later. It is lookin' good, though! >:3

And I'll get to the wiki stuff, sorry. ^^;; Busy week.


Spellfighter?
(And I like the Witchfinder, by the way)


@osw: I said "IN, with reservations" because I like the concept of the class and I like the direction it's going but I did not think it was ready to be published as written. I said that I was in to work on making it a publishable class.

If you were asking something else, please clarify.


@flak - okay sounds good...
@raiderrpg - re wiki: alchemists all formatted except esoteric chemist- no save/babs/(spells?) in progression...
Re: witchfinder, i think you mentioned bestow curse before but i overlooked it. I'll look at that. And 10 miles seems good, just wasn't sure about non combat range expressions in paizoworld rules. Damn martians, they'll accept anyone.....
Re: sword mage i vote battle caster or arcane warrior.
@bardess: nice to hear from you!
@mauril: okay! Understood.

RPG Superstar 2013 Top 8

battle caster then >:D


With adjustment made to trail bite, and other recent changes in bold.

Witchfinder Version 2.6:

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.

Erudite Incunabulist: Long nights poring over parchments in musty scriptoriums or rare treatises in civic bibliotheques aid the Witchfinder in his pursuits. Beginning at 2nd level, the witchfinder adds his Wisdom in addition to his Intelligence modifier on skill checks made to identify the weaknesses of fey, outsiders, arcanists, undead, animated and summoned creatures, and on Spellcraft skill checks made to identify spells as they are being cast. (This replaces Monster Lore) (Made this apply to all spells, not just arcane.)

Steel Mind: Witchfinders have trained their thinking to counteract the wiles and tricks of the fey. At 2nd level 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: The witchfinder is adept at tracking and tracing his enemies. When following tracks of a creature identified by the Erudite Incanabulist ability the witchfinder gains a bonus on all tracking checks made 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 at 2nd level, 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 (q.v.) and is prohibited from selecting the cauldron or coven hexes. (This ability replaces teamwork feat.)
The witchfinder may select the following new witchfinder hex:

Hex: Trail Bite (Su) 
This hex only affects a creature the witchfinder has successfully located/traced with trace essence. It is in all regards the same as the spell bestow curse except it has a range of 10 miles, and until 5th level all penalties are halved (-3 decrease to an ability score/-2 on rolls/75% chance for normal action)(As the witch gets bestow curse at 5th level). As with the bestow curse spell, the witchfinder is encouraged to create his own trail bite effects, particularly those that impart conditions, but the caveat remains – they should be no more powerful than those described in the spell. And as with evil eye and bestow curse, the witchfinder may use trail bite multiple times on the same foe, provided he imparts a separate inimical effect each time. (OR forget the half powered until 5th schtick and just make it “The witchfinder must be at least 6th level (because that's the next hex choice in the progression) before he can choose this hex”.) But I'd prefer being able to choose it earlier.

Discern lies: As inquisitor.

Witchfinder’s Mark: At 3rd level the witchfinder may, with a move action, choose one enemy to mark during combat. That enemy receives a -1 penalty to saving throws made to reduce effects or damage of attacks made by the witchfinder only and the witchfinder receives a +1 circumstance bonus to attack that creature with his feybane weapon.
At 6th level the penalty increases to -2, at 9th level the mark can be placed as a swift action and the penalty increases to -3 while the witchfinder receives a +2 to attack. At 12th level the penalty increases to -4, the bonus to +3. Also at 12th level the marked creature applies half the penalty to saving throws (-2) against the witchfinder’s allies attacks.
At 15th level the witchfinder receives a +3 bonus to attack.
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.
At 20th level the witchfinder’s mark becomes truly pervasive and all encompassing. The witchfinder may choose one type of creature – all such creatures in combat are marked. Against these creatures, the witchfinder and his allies receive, all the benefits of the 15th level mark, and they ignore damage reduction, double their critical threat range and their attacks are saved against at -5.(This ability replaces stalwart AND true judgment)
(OMG I think I just attempted a capstone power! Thanx mauril and raider for critique to get me here… I know it’s clunky so I’m also into adding column “witchfinder’s mark” to the progression table for ease of reference, or as flak hates, divied into “lesser”, “greater” and “supreme” entries. Now, anyone with the ability to reasonably explain why this is unreasonable will be appreciated and listened to. Please no WHAAAAT’s?, WTF? or similar! )

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

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.

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

3rd Witchfinder’s Mark, 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 

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 


@also - does anyone have a list of who initially created which MCA, and do people think we should credit them on the wiki? OSW votes yes.

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It's tricky because several were actual collaborations...


Alright, multiple credits then, but surely some of them had sole initial creators, no matter who helped develop them. Either way, what do you guys think of credits on the wiki?


Exhaaaaaaaausted... so will work on finishing up Battle Caster in the morning. Just about done, I think people will be happy with it.

Also, as far as credits on the wiki; I'm undecided. On the one hand, yes, it'd be awesome to see my name right on the Shroudsinger and such |3
Buuuut, on the other, though, there's the fact we're all working on these together.

I'll have to think on it some more.


I think "Original Concept by..." would be appropriate where such a person or persons can be identified. If another collaborator was crucial to the development process of the final class, I think a mention would be important.

Basically, this would help me (and others) when looking at new classes that come out. I know I do this with regular publishers for material. There are certain creators/contributors to Pathfinder products that I know that I can pretty much trust to be good out of the box and others that I know that I have to look at closely and alter to make it fit into my game world. This isn't because one designer is better than the other, but because each designer has different base assumptions about the world in which things are going to be played. Certain designers' base assumptions line up better with those in my world than the assumptions of other designers.

Also, as I sort of mentioned to Flak, it helps maintain the weak international copyright present in any creative work. I fully intend to continue working to publish my own material, so it would be nice to make sure I can retain what little rights I would have. It also protects the rights of everyone else so that no one can just hop on this board or the wiki and try to sell the stuff we make.


I think a mix of 'original concept by', 'reworked by', and 'collaboration between' would be good.

For example-

Witchfinder- Original Concept by OSW
Battle Caster- Original Concept by Elghinn, Reworked by Raiderrpg
Esoteric Chemist- Original Concept by Raiderrpg; Collaboration between Flak and Raiderrpg

Would this be good for people? We'd put somewhere that all finished works are developed by everyone, yadda yadda, of course.

RPG Superstar 2013 Top 8

I'm gonna think about this some mo'.


@everybody re: credits. I agree with both raiderrpg and mauril's sentiments.
Somebody must have come up with the seed of each mca... And it would be nice to credit that.
As for witchfinder i would rather : original MCA concept by OSW, development by OSW and the MCA collective. I have had so much help revising and refining that i think the collective deserves mention, same with the seersworn, and hopefully (one day) templedancer, (which purplefinder would receive reworking credit as well as the development by the collective). We can think about it some more and get back to work, just that i thought it was mentioned previously and i thought i'd try to clarify what people thought best. ;)


I apologize for the delay. As I've mentioned, busy week.

OSW, I'll look later today. For now, I think I've just barely edged the deadline-

Battle Caster: Totally Not the Swordmage Reboot, says Hollywood. Totally is, says the critics.:

Battle Caster

Flavor Blurb- A Battle Caster is enamored with the idea of personal combat. Whether spell duel or martial frenzy, they train to strengthen their body and reduce the inherent physical weakness most sorcerers are 'imprisoned' by.

Primary: Sorcerer
Secondary: Fighter
HD: D8
Saves: Good Fort, Good Will
Skills: 2+Int
Bonus Skills: Sorcerer+Bloodline skill. Select three additional fighter skills.

Weapons: Simple. Select one Martial Weapon Proficiency. Battle Casters are proficient with Light Armor.

Level: Special:
1 - Battle Focus, Diminished Spellcasting, Eschew Materials, Limited Cantrips
2 -
3 - Bloodline Spell, Bonded Focus
4 -
5 - Bloodline Spell, Combat Readiness
6 -
7 - Bloodline Manifestation, Bloodline Spell
8 -
9 - Bloodline Spell, Combat Readiness
10 -
11 - Bloodline Spell
12 -
13 - Bloodline Manifestation, Bloodline Spell
14 -
15 - Bloodline Spell, Combat Readiness
16 -
17 - Bloodline Spell
18 -
19 - Bloodline Manifestation, Bloodline Spell
20 - Battlemancy

Limited Cantrips: At first level, the Battle Caster learns the cantrips Detect Magic, Mending, and Light, and may use them at will. He learns no other cantrips as he grows in level. This ability replaces Cantrips.

Diminished Spellcasting: 1 less spell slot per level per day, and one less spell known (excluding highest-level spells).

Battle Focus: A Battle Caster may choose to either form an Arcane Bond or a bond with his armor.

An Arcane Bond is as the Wizard ability, excepting that the Battle Caster may only select a weapon.

A Battle Caster who chooses to form a bond with his armor begins with a single suit of non-magical, non-masterwork light armor at first level. A Battle Caster's Armored Bond allows him to ignore Arcane Spell Failure chance equal to his level while wearing armor; he may also enchant it in the same way that he would an Arcane Bond.

In addition, he increases the maximum Dexterity of the armor at 5th, 10th, and 15th level by 1.

This ability replaces the first bloodline power.

Bonded Focus: The Battle Caster gains their choice of Weapon Focus, Arcane Strike, Arcane Armor Training or Combat Casting as a bonus feat.

In addition, a Battle Caster counts 1/2 his total class level as his fighter level for the purpose of qualifying for feats. If he has a similar ability from another class, these abilities stack.

This replaces the Bloodline power normally gained at 3rd level.

Bloodline Manifestation: The Battle Caster gains a bloodline power that he could have gained at a previous level. Alternatively, he may select a feat from his Bloodline Feat list.

This replaces the Bloodline feats normally gained at 7th, 13th, and 19th level.

Combat Readiness: At fifth level, ignoring all logic and protests of learned wizards ("You can't DO that!", say the old stuttering greybeards), the Battle Caster learns to simply -will- a spell into existence upon themselves with insane speeds. Whenever the Battle Caster rolls for initiative, they may cast a single spell of 1st level as a free action. This spell must only target the Battle Caster, and they must have any required focus or expensive material components in hand.

At 9th and 15th level, the level of the spell increases by 1.

This replaces the Bloodline powers normally gained at 5th, 9th level and 15th level.

Battlemancy: The Battle Caster's spells now confirm any critical hits. In addition, any time a target would roll a natural 1 on a saving throw against the battle caster's spells, the spell deals double damage.

This replaces the bloodline power normally gained at twentieth level.

The casting needs to basically stay 'diminished' at that level, I feel, or we're going too far; if people would prefer for balance reasons, my thinking was thaat we -could- have their effective caster level suffer at 10 and 20? I'm against it, but. Y'know, so the option is there for you guys.

Combat Readiness is now spread out, but still can't toss anything higher than a haste.

Casting Reflexes... let's just say there was another trick I was unaware of, and now I -never- want to see it again. O_O;;

Battlemancy is meant to riff off of Weapon Mastery, obviously, and I think it's a capstone people will like. I mean, it's basically crit-

based for spells; not gonna come up often, but when it does, the Battle Caster player is just gonna have a dumb grin and a giggle ready. >:3
One of those capstones built more for fun than consistency, which makes sense. Battle-dude still has 9th level spells to toss around, after all.

Oh, and Battle Focus! Armored Bond is basically supposed to allow them a 'sane' way to have Spell-Failure reducing armor. People like? Dislike? Note it maxes at 20% spell failure alone, but I'm thinking it could be made to stack with Arcane Armor Training or whatever that -10% swift-action feat is.

I'll be back later to see whatcha all think, but I believe I've got it at last >:3

RPG Superstar 2013 Top 8

And I am miserably sick and unable to focus. T_T


Something I should have thought to suggest to you guys before. If you haven't checked out Super Genius Games Archetype Guides, you may want to look. They started these before Paizo put theirs out, so it takes a slightly different approach. They identify elements of all the core classes, and I think some base classes, as archetypes, by their definition. You could swap some archetypes around to achieve similar results with what you are doing here. It could lead to ideas for how you handle certain situations.


@raiderrpg re: battlecaster.
* I like the armor bond concept, great for a battlecaster, but have no idea if it's "balanced" or not with other feats as you say.
*The 1/2x level for qualifying for fighter feats is good too.
*Combat readiness is nice, well "diminished" as well to halt uber power
* again, i'm no spell caster level guru, so to me the diminished casting looks about on par with what we've done for other mcas.
Nice work rejigging it raider!

@flak: oh dear, get well soon!
@beckett, sorry dude, haven't sent those pdfs yet. Low net credit... :(
@xorial: thx for the heads up. Will check them out as and when.


Poke~

No dying, guys :o Let's get this moviiiing agaaaaaain!


OMG

Pant pant..... Have... finally... formatted ALL the Core and APG mcas on the wiki! Yay for OSW..... Okay, no biggie.... ;p

@Raiderrpg: so the orphaned cleric/bard pages need to be linked. I uploaded the Seersworn Mystic so it's ready to link to APG page. The only outstanding stuff is:

*divine exemplar BAB progression is wonky
*spellstrider spells/day is wonky
*seersworn mystic, though uploaded still needs to be formatted. Will do that later tonight.
*esoteric chemist needs progressions

btw - just a thought - can we change astral captain's "buddy system" name to "coterie" or something like that?

RPG Superstar 2013 Top 8

DE should have 3/4 BAB, as a cleric. I'm pretty sure.

Astral Captain's buddy system is so flavorful! Okay coterie works :P


@OSW- Right. I'll be doing fixes and start on the next step of formatting on friday.

I'll also be trying to get something new up in the next few days. Maybe a Ranger/Sorc or the like.


Thanks flak... hope you're feeling better


Right, here's a dashing run at the Ranger/Sorcerer update. Keeping it simple for now, haven't done any balancing checks, nearly-dead level at 13 (they get 4th level spells, wheeeee) that may need fixing.

Blood Hunter (working name):

Blood Hunter

Ranger/Sorcerer

HD: d8
Skills: 6 per level, Ranger+3 Sorcerer skills+Bloodline Skill
Good Saves: Fort, Ref

Level: Special:
1- Bloodline, Track, Wild Empathy
2- Combat Style Feat
3- Endurance
4- Hunter's Bond
5- Bloodline Power
6- Combat Style Feat
7- Woodland Stride
8- Swift Tracker
9- Bloodline Feat
10- Bloodline Power, Combat Style Feat
11- Quarry
12- Camoflage
13-
14- Combat Style Feat
15- Bloodline Power
16- Bloodline Feat
17- Hide in Plain Sight
18- Combat Style Feat
19- Improved Quarry
20- Bloodline Power

Spellcasting: As Ranger. In addition, they may sacrifice a prepared spell of any level to cast a Bloodline spell of that level or lower. They may also use magic items as though the bloodline spells were on their spell list.

Bloodline: At first level, the Blood Hunter acquires a Sorcerer Bloodline.

Bloodline Power: As Sorcerer. This ability replaces Favored Enemy, Favored Terrain, and Master Hunter.

Bloodline Feat: As Sorcerer. This ability replaces Evasion and Improved Evasion.

Just as a running dash, do people like/dislike this sort of idea? Giving up three class abilities and the defense of evasion/improved evasion to gain a bloodline and some casting?


I like this much better than spellstrider, including a much better name!


Eh, I don't like the name Blood Hunter very much for this. It's a working name only.

I'm open on suggestions as for what to call it. Also, for people to compare; I'm going over Bloodline Powers to see just what it could get in exchange for Favored Enemy and such. Probably put up a list tomorrowz.


Hmmm, I'm not sure about giving bloodline feats... but if so, I'd rather swap the combat style feats, or create a new Spell Combat Style, why not?
As a name... maybe Woodspawn or Terrain Inheritor? I fear I haven't so many good ideas.
Hey, I would give the Witchfinder as done, so how many archetypes are in working at the moment? Could I begin to post something about my Hand of the God too?

RPG Superstar 2013 Top 8

I like the simplicity of the blood hunter. Simplicity in general is great. I don't think Bardess's alternate name suggestions make sense since it's losing favored terrain, but I'll keep thinking about possibilities. The idea of a spell combat style isn't bad, not sure how that would play out.

Flakout


Peeked over the bloodlines. Core, for the moment:

Abyssal, Celestial, Dragon, Elemental, Infernal. These are the best options in the core for the 'Blooded Hunter' (Two letters, lotta difference :o)

Abyssal:

Spontaneous Spells: Cause Fear, Bull's Strength, Rage, Stoneskin.

A cute trick, and some useful buffs. Rage is never the 'worst' spell to have, and there could be a little worry about the Stoneskin. Overall? Not bad.

Feats: Very good list, including Improved Sunder, Power Attack, and Cleave as the best picks.

Powers-
Claws: Nothing bad here. Pulling out a weapon nice and easy, good with TWF. Assuming a +1 charisma, it's a nice backup attack option for four rounds a day. Plus, at higher levels, Flaming.

Demonic Resistances: Not bad. Electricity and Poison Resistance is pretty handy, but far from broken.

Strength of the Abyss: Nutty. This is REALLY powerful on a melee-style character, but probably not broken; see immediately below for why.

Added Summonings: SO USELESS FOR THIS CLASS. Balances Strength of the Abyss, I'd say.

Demonic Might: Electric Immunity.. three resistances... telepathy. Now that's a strong capstone.

Overall, this is likely the best option for the melee blooded hunter; Abyssal Blooded Hunter is more or less a 'slightly-under-powered' class that has a massive payoff at mid and higher levels. Giving up that Ranger HP and BAB for the strength and resistances should be pretty fair. Stoneskin on top might be worrisome... opinions?

Celestial:

Spontaneous Spells: Bless, Resist Energy, Magic Circle against Evil, Remove Curse.

Very paladin-like. Hm.

Feats: Nothing too special.

Powers-
Heavenly Fire: Earlier 'healing' than the Paladin or Ranger alone, and a mild ranged attack. 4 uses a day? I'd say nothing unbalanced at all here.

Celestial Resistances: Acid and Cold. Nice picks.

Wings of Heaven: Flight! Skill investment isn't much, with ~6 per level on the gain. I think it's rather useful, especially for an archer build; would YOU give up full BAB for flight? I would.

Conviction: Handy 1/day reroll. No complaints here.

Ascension: Another awesome capstone with even more flight and resistances, plus the handy tongues.

Overall, the best option for a ranged blooded hunter. Once it gets flight, this class goes 'online' and can do quite a bit.

Dragon:

Spontaneous Spells: Mage Armor, Resist Energy, Fly, Fear

A nice spell selection of classic choices. Nothing worrisome, except perhaps Fly.

Feats: Power Attack, Toughness... nothing special, but certainly handy choices. Nothing breakable.

Powers-
Claws: See Abyssal.

Dragon Resistances: Natural Armor is a completely awesome ability. Between that and Mage Armor, this guy can basically have unenchanted Full Plate all the time at high levels. Overall, though, with magical light armor and the AC boost; I'd say this is where the BAB drop evens out.

Breath Weapon: Nice, handy blast that'll be good in a pinch and scales well. Might be a worrisome point.

Wings: Flight. Not too worrisome, as it doubles up on their Fly spell; but it DOES have unlimited use. Hm.

Power of Wyrms: A nice little set of immunities and Blindsense 60ft.

Overall, perhaps the point where we have to ask; is the Blooded Hunter pushing it? I'd say playtesting is required here, but it's probably not broken; just borderline.

Elemental:

Spontaneous Spells: Burning Hands, Scorching Ray, Protection from Energy, Elemental Body I

Note; these are all keyed to the specific element chosen, as are the powers below. Spells seem... not bad. Giving a bit of a sorcerer vibe, so this could be the best 'Gish' Blooded Hunter, if I'm allowed to reaaaally stretch that term.

Powers-
Elemental Ray: Ker-zap. Nothing worrisome; four shots a day, so a melee blooded hunter will likely rely on it over a bow till high level. Even then, it's not a bad backup at all.

Elemental Resistance: Picking one better resistance over two. No complaints here.

Elemental Blast: See the Breath weapon of the dragon. A fireball here, though... hm.

Elemental Movement: Flight, Burrow, Swim, or just faster on your feet. Not broken; I'd call this one 'acceptable' for a high-level ability.

Elemental Body: VERY good for the melee dood, but situational enough. I think we can call it 'balanced'.

Overall, a very 'spellcaster' version of the Blooded Hunter, if they choose to focus on that. I like, but will have to playtest before balance can be claimed; borderline, though, is my estimate.

Infernal:

Spontaneous Spells: Protection From Good, Scorching Ray, Suggestion, Charm Monster

This guy is SCREAMING Blackguard of some tricky sort with these. I like that flavor, and nothing broken here.

Powers-
Corrupting Touch: Nothing to complain about. Good for the melee sort, and that Blackguard-y flavor works in it's favor here.

Infernal Resistances: Abyssal, again? :P

Hellfire: Very nice, see the Breath Weapons and Elemental Blast; only adding in a Shaken.

On Dark Wings: Fliiiiight!

Power of the Pit: One of the 'lesser capstones', if you will. And that might say something. Two immunities, a couple resistances, and a Greater Darkvision.

Overall, calling this out as rather nice in flavor and abilities.

So there you go. Of course, on the Blasts and Breath Weapon- note the ref saving throws of around a max of (assuming +1 charisma) 21. Better than a fireball save, doesn't require a lot of investment to ping down damage; even a +4 charisma stat item could probably handle well. But it DOES lend a little more MAD to the builds, so a nice balancer.

Playtesting required, but my overall estimate is that this'll be balanced with the HP, BAB, and abilities traded for it. Any opposing opinions? I'd love to hear them before I move forward and start playtesting or polishing, so this is the best time to do it! >:D


Bardess wrote:

Hmmm, I'm not sure about giving bloodline feats... but if so, I'd rather swap the combat style feats, or create a new Spell Combat Style, why not?

Was thinking on that; but I also like the idea of them still being 'rangers' for the most part. I'll consider adding a new combat style that'll add a few tricks, though the bloodlines fit rather well so far already without any more advantages.

"Flak wrote:
I like the simplicity of the blood hunter. Simplicity in general is great.

I figured it was time to do the simple stuff. This, like the updates to white witch, is a sort of 'fast-and-quick' style that we should start using more often, I think. It's fine to keep it simple, and certain combinations just lend themselves to it. >:3

Edit: A note that just came to mind. Blooded Hunter (Dragon)9/Bard1/Dragon Disciple 10. Second level ranger spells, third level bardic spells, BAB of +13 and a nearly full Dragon bloodline with boosts.

Definitely a power build, with the many buffs it can toss on itself. I'm going to have to playtest it... For the moment, please ignore the combination while guessing at balance and assuming your stance on the class. I'll let you know my findings by monday.


@raiderrpg: nice work showing bloodlines and their possible synergies. Personally i think keep bloodline feats and spells for this mca.
Blooded hunter works well. Bloodstrider/ Fellhunter/ Bloodbound Harrier?
@bardess: unfortunately the witchfinder still needs people to check and review the updated witchfinder's mark and trail bite abilities. After that i'm sure hand of the god can present!
@flak/raiderrpg/purplefixer/mauril/cartmanbeck- witchfinder 2.6 reviews anyone?


Fellhunter... I like!

For a thirteenth level ability, I'm thinking something simple and more flavorful than anything. Maybe tie this slightly to a certain 3.5 class and add in a limited fast healing- I.E., Fast Healing 1, no more than their Fellhunter level a day? It'd fit the 'grizzled demon warrior' trope. >:3

I'll be giving Witchunter a strong look tomorrow, don'tcha worry, OSW.


Humm, Verdant and Fey are not among the chosen bloodlines? They're so in character for a ranger.


I only looked at the most useful core, for the moment. But they can pick any.


Okay, witchfinder. Staaarting from the top.

OSW wrote:
Versatile Casting
Alright, this works.
OSW wrote:
Inquisition

Up to Flak if we should keep suggested or not. I'd prefer to limit, but I know some people prefer having such options available to players.

OSW wrote:
Judgement

Interesting, but a bit worrisome in that you're giving them something even the witch has no way of doing.

OSW wrote:
Erudite Incunabulist

Works for me! The fancier should put in a note about how 'Arcanist' should generally refer to wizards and sorcerers but can also refer to anything the GM thinks it should.

OSW wrote:
Steel Mind

Good so far.

OSW wrote:
Trace Essence

You know what, why not just put it as 'Track' instead of limiting it?

OSW wrote:
Feybane Weapon

Neither Inquisitor or Witch are tied to a single weapon. This seems like too large an addition.

OSW wrote:
Trail Bite

Let's just keep it to -2 on rolls, with a will save, maybe? Otherwise there's a lot of options to screw with peoples.

OSW wrote:
Witchfinder's Mark

Does this penalty stack with Trail Bite? If so, too much.

Also, that capstone is a little nuts. It basically turns a BBEG's awesome 'off' in so many ways, and that's a bad thing.

Changing it as a swift action as well? Could be better if they can't change targets until the first is dead, or 24 hours have passed. That means they have to keep on chasin'.

-----

Finally, I don't think they're giving up enough for Hexes.

Anyway, if there's any particular part you want me to go into more detail on; just ask~ >:3

RPG Superstar 2013 Top 8

Really really quickly - the 20th level improvement to witchfinder's mark is better than the ranger by such a huge margin... Yes capstones need to be good, but the ranger's spiel is being good against creature types, and this one ability grants the entire party advantages against a creature type far greater than the ranger's advantages. I don't like that, sorry!! The concept & flavor are nice, though, so maybe just mess with the crunch and see if you can make it more reasonable. And now I have to bounce again - long day and massive headache - bargle fargle


Okay, thanx raider and flak. If you could peruse below - I've addressed each of the problematic abilities below. Here are my replies:

Witchfinder abilities review:

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.
raiderrpg wrote:
Interesting, but a bit worrisome in that you're giving them something even the witch has no way of doing.

I see what you mean - but this is the Witchfinder, not a witch, and it does expend a judgment use to enact.

Trace essence: The witchfinder is adept at tracking and tracing his enemies. This ability is exactly as the inquisitor ability except with the following addition: When following tracks of a creature identified by the Erudite Incanabulist ability the witchfinder gains a bonus on all tracking checks made equal to 1/2 level. (This ability replaces Track.)

raiderrpg wrote:
You know what, why not just put it as 'Track' instead of limiting it?

have altered as in bold - no abilities to swap out for this addition, but I'm not sure it's all that unbalancing, as it does become a prerequisite for trail bite execution.

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)

raiderrpg wrote:
Neither Inquisitor or Witch are tied to a single weapon. This seems like too large an addition.

I agree it isn't either a witch or inquisitor ability. Still, i don't feel it's unbalanced when swapped out for medium armor, shields and missile weapons. I'd be happy removing the masterwork schtick.

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 (q.v.) and is prohibited from selecting the cauldron or coven hexes. (This ability replaces teamwork feat.)

raiderrpg wrote:
I don't think they're giving up enough for Hexes.

Okay, fair point. I thought inquisitor's teamwork feats coming every three levels while the witch gets hexes every two made more of a balancer. Still, i'm prepared to throw in third judgement...or discern lies 'p

Hex: Trail Bite (Su) 
This hex only affects a creature the witchfinder has successfully located/traced with trace essence. It is in all regards the same as the spell bestow curse except it has a range of 10 miles, and until 5th level all penalties are halved (-3 decrease to an ability score/-2 on rolls/75% chance for normal action)(As the witch gets bestow curse at 5th level). As with the bestow curse spell, the witchfinder is encouraged to create his own trail bite effects, particularly those that impart conditions, but the caveat remains – they should be no more powerful than those described in the spell. And as with evil eye and bestow curse, the witchfinder may use trail bite multiple times on the same foe, provided he imparts a separate inimical effect each time. (OR forget the half powered until 5th schtick and just make it “The witchfinder must be at least 6th level (because that's the next hex choice in the progression) before he can choose this hex”.) But I'd prefer being able to choose it earlier.

raiderrpg wrote:
Let's just keep it to -2 on rolls, with a will save, maybe? Otherwise there's a lot of options to screw with peoples.

hmmm... I'm not sure what you mean - JUST the -2 on rolls and NOT the ability score or halted actions? I'm very keen to allow the choose your own condition to impart within caveats and GM approval. Remember it is STILL a hex and can be saved against as one.

Witchfinder’s Mark: At 3rd level the witchfinder may, with a move action, choose one enemy to mark during combat. That enemy receives a -1 penalty to saving throws made to reduce effects or damage of attacks made by the witchfinder only and the witchfinder receives a +1 circumstance bonus to attack that creature with his feybane weapon.
At 6th level the penalty increases to -2, at 9th level the mark can be placed as a swift action and the penalty increases to -3 while the witchfinder receives a +2 to attack. At 12th level the penalty increases to -4, the bonus to +3. Also at 12th level the marked creature applies half the penalty to saving throws (-2) against the witchfinder’s allies attacks.
At 15th level the witchfinder receives a +3 bonus to attack.
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.
At 20th level the witchfinder’s mark becomes truly pervasive and all encompassing. The witchfinder may choose one type of creature – all such creatures in combat are marked. Against these creatures, the witchfinder and his allies receive, all the benefits of the 15th level mark, and they ignore damage reduction, double their critical threat range and their attacks are saved against at -5.(This ability replaces stalwart AND true judgment)

raiderrpg wrote:
Does this penalty stack with Trail Bite? If so, too much.Also, that capstone is a little nuts. It basically turns a BBEG's awesome 'off' in so many ways, and that's a bad thing.Changing it as a swift action as well? Could be better if they can't change targets until the first is dead, or 24 hours have passed. That means they have to keep on chasin'.
flak wrote:
the 20th level improvement to witchfinder's mark is better than the ranger by such a huge margin... Yes capstones need to be good, but the ranger's spiel is being good against creature types, and this one ability grants the entire party advantages against a creature type far greater than the ranger's advantages.

flak - good point, even if it's not a ranger! :p

raiderrpg - excellent!
*No it shouldn't stack with trail bite
* does anyone dislike the ally progressions on witchfinder's mark as it is? Just didn't want it to be a solo power. But maybe it is unbalanced as a swap for stalwart (and true judgment)...
* 20th level capstone power sucks. Fair enough. Can anyone tone it down?
Have the abilities listed just for the witchfinder, just for one enemy and the other bonuses in progression for allies?
* While I like your suggestion re: changing it to new foe once the first is dead, but why? Seems useful and not OP to be able to retarget as and when.

@raider - having trouble with AIM on iphone. Still trying on PC. Keep ya posted. :(


I don't think that giving up teamwork feats for hexes is too little. It's the same thing I did for the first version of my Witch Hound, and someone told me it was too MUCH!


Ok. After much soulsearching and self-flagellation..... no actually raiderrpg made me abase myself on AIM and lose some of the wilder flights of fancy of the witchfinder. As he suggested, AT THE BEGINNING, i have left in stalwart, and totally removed witchfinder's mark, which had become unwieldy anyway, trail bite is changed to witchfinder's brand - a simpler -4 to skill checks.
Remember:

purplefixer wrote:
Limiting ourselves to only one or two custom mechanics per archetype is also highly encouraged.

A few other changes here and there to do with feybane weapon and missile weapon proficiencies. If you think the witchfinder should receive medium armor....vote now!

Simplified, Balanced and Excellent Witchfinder Version 3.0:

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 and the missile weapons listed under inquisitor. 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.

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.

Erudite Incunabulist: Long nights poring over parchments in musty scriptoriums or rare treatises in civic bibliotheques aid the Witchfinder in his pursuits. Beginning at 2nd level, the witchfinder adds his Wisdom in addition to his Intelligence modifier on skill checks made to identify the weaknesses of fey, outsiders, arcanists, undead, animated and summoned creatures, and on Spellcraft skill checks made to identify 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. At 2nd level 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 : The witchfinder is adept at tracking and tracing his enemies. This ability is exactly as the inquisitor ability track except with the following addition: When following tracks of a creature identified by the Erudite Incanabulist ability the witchfinder gains a bonus on all tracking checks made 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. If the witchfinder’s deity’s favoured weapon is a simple or exotic weapon he may nominate it as his feybane weapon instead. (This replaces medium armor/shield 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 at 2nd level, 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 (q.v.) and is prohibited from selecting the cauldron or coven hexes. (This ability replaces teamwork feat.)
The witchfinder may select the following new witchfinder hex:

Hex: Witchfinder’s Brand 
This hex only affects a creature the witchfinder has successfully located/traced with trace essence. It has a range of ten miles. The affected creature receives the Witchfinder’s Brand, a visual mark that alerts all and sundry as to its condition as a hunted foe. The creature makes all skill checks at -4.

Discern lies: As inquisitor.

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

Second Judgment. As inquisitor.

Stalwart: 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, Versatile casting, Feybane weapon
2nd Essence trace, Erudite incunabulist, Steel mind, Patron 

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 Stalwart
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

purplefixer also said:

purplefixer wrote:
Try not to pigeonhole your player-base with overly specific archetyping. A thug can be a pirate, or a #2 dandy knee-breaker, or a dirty racketeer. If you can't come up with at least three different interpretations of your archetype within the flavor provided, it's probably too narrow.[

Luckily i have a vivid imagination!


Sexy. I like it. ^.^

Give him back his medium armor.

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