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@OSW: When I wrote the class, I saw the extra abilities of RAW Prehensile Hair rather useless. If you've got someone grappled with it, why bother with the swift action stuff when you can just put the holes in them when they're flat footed? I had added the natural armor bonus, so I took those parts out. I should have renamed it at that point.

@EL: I'm okay with Living Hair.


Elghinn Lightbringer wrote:

So,you used OGL Gunlsinger, Bard, Witch, and related archetypes from the Pathfinder SRD. Then the real issue is that it's been based on the picture by Daniel Hooker, and not necessarily the abilities which have mirrored it.

I see Daniel had tried to submit the pic to a contest, as stated on Deviant Art. So Black Powder Witch is your name, not Daniel's? And the whole concept of your Black Powder Witch is based on his picture.

Yes. Black Powder Witch is an original name I gave the class.


Elghinn Lightbringer wrote:
Question Black MKIII: Is your original Black Power Witch hybrid class based on another Class/classes besides Gunslinger/Magus/Witch, or just the picture you have on your Giants in the Playground page? Are there abilities from other content that you used? If you could you point us to your sources. We really try to keep stuff to OGL Pathfinder and similar sources. And as Raider has said, we don't want to step on any trademark toes in the process either.

The class itself was an attempt to create a class based on the concept of the obvious without multiclassing. I pulled together pieces from White-Haired Witch for the hair, Magus for the pool, Bard for the spell progression, and Gunslinger for the deeds. Everything else was homebrewed or pulled from d20pfsrd to fill in the gaps.

EDIT: Just as a point, I don't think any constructive commentary on my work is dickish. I completely understand that your site has to walk a fine line, especially where copyrighted material is concerned. I do side with Elghinn that "Gun Shoes" are generic, but understand that a bit of delicacy would be required to include them.


Raiderrpg wrote:

Re: Bullet Witch, I'mma just step in as the 'kinda-sorta-not-really-legal guy' for a sec- I don't like having to be the dick, but.

Certain abilities seem a little too 'setting specific', if you know what I mean. Most importantly, what we'd have to remove to put this up on the wiki as an MCA-

"Gun Shoes" - Sadly, a must-go.
"Black Powder Barrage" - As above.
"Grappling Lock, Steel Strands, Prehensile Extensions" - Very much too close for comfort as-is.

The entry flavor text has been generified a bit, so to speak, but could stand a little more.

Keep in mind that we've got to be rather careful about matters, especially if we plan to move this project into other areas as people have requested.

TBH, this isn't really a shock. Cartmanbeck hinted at this before I posted it. The question I pondered was "how far can I stretch it before it actually crosses the copyright line?" As originally written, it was kinda blatant. As Elghinn modified it, I thought it was close. But considering that's what the copyrighted character in question's major defining feature is, I can see where you're coming from.

I just don't know what to replace those abilities with.


Elghinn Lightbringer wrote:

Here she is BlackMKII. Tried to keep as much of the flavor and abilities as possibel without creating an OP MCA. May still be OP, that's why I need Cartmanbeck, OSW, Raider and Flak to keep me in check. :D

I think you'll like it.

** spoiler omitted **...

I do, in fact, like it. It blends with the existing classes well, fitting more with your style of MCAs. I figured the Telluric Pool might get tossed out for grit, that's how I originally wrote it anyway. Not so much a fan of only having the one point of grit to start the day with, but I can understand why since it functions more like the Am. Gunslinger feat instead of a full pool like normal 'slingers. If you want more, just take the Extra Grit feat and have another two. Not a major deal at all.

Moving the torture to a single deed instead of a tiered selection is less confusing for players that aren't used to them, so that's another point in favor of the rewrite.

You have my seal of approval. I'm still going to playtest it the way I wrote it originally to see what else might need a tweak here or there, but I'm VERY pleased with how you've turned it out!


Oceanshieldwolf wrote:
@Black Powder Witch: I absolutely love it! However as gonzo as I am, as cinematic as I like classes to be and as much as it's a nod to canon/source I'd drop the Gunshoes at 12th level and the Prehensile Hair - that latter can be a regular hex choice.

Would you mind clarifying? Did you mean to delete the feature entirely, or bump it up in levels?

For reference, in playtesting as a 14th level NPC, the BPW was able to get off a total of 6 shots using Rapid Shot and Improved Two-Weapon Fighting, as well as the gun shoes. Each revolver did 1d8+12 (+3 Flaming/Frost, Dex +6, Weapon Focus) and the pistol was 1d8+9 (+1 pistol). I also made use of the Focused Aim (Wis 7) and Magic Bullet (5th level sac) deeds to maximize her damage potential. After all was said and done, she had a potential damage capacity of 220. A multi-archetyped Gunslinger (Mysterious Stranger/Pistolero) would have a potential of 249 with the same feats, with Greater TWF instead.

I've kind of looked at them as what bring her back up to par with normal Gunslingers to compensate for the lowered BAB. While this may be looked at as a bit broken, it's not (to me) entirely so as they only work on a full round attack.


Elghinn Lightbringer wrote:
cartmanbeck wrote:
BlackMKIII wrote:

Cartmanbeck saw this posted on reddit, suggested I post it here for review.

Black Powder Witch

** spoiler omitted **...

Like I told the rest of the group over email, I think other than the tortures (which are a little too specific and fantastical for an MCA) I think it's a really good archetype. It combines several aspects of the witch and gunslinger into a useful combination. What do you guys think?

I agree about the tortures Cartmanbeck. If we want something similar included, it can simpley be changed to a bonus to using Heal skill checks to torture, say 1/2 level, like an Alchemist gets for his Craft (alchemy).

@BlackMKIII: Would you like us to go over it and give suggestions on what you could do to change it into a true MultiClass Archetype like we've been doing? It's really very close, just needs so changes and tweaks.

Please, by all means. I'd love to see what changes you guys would make. As I said in my post, we're playtesting it in the Friday campaign I'm part of, as it's written now.


Cartmanbeck saw this posted on reddit, suggested I post it here for review.

Black Powder Witch

Details:
Adventures: When Alkenstar became the magic-dead region it is known as today, there were some who still longed for the ability to use the arcane arts. When firearms were invented, a small coven of witches there decided to use the new weapons to their advantage, and stole away with several prototype pistols into the forests of Taldor. Once there, they began rediscovering their magic, fusing it with high flying acrobatics and the flash of gunfire to become black powder witches. They mostly keep to themselves in the forest, but one dark-haired woman has been seen roaming the world using her talents to take down renegade angels that have fallen to become corrupt and evil.

Characteristics: Black powder witches are front-line fighters, using their firearms and repertoire of tortures to take down enemies in the heat of battle. They are tougher than the average witch, meaning the can stand and fight with some of the best combatants and dish out just as much, if not more, than they will take in a fight. Black powder witches are, on the whole, female. Male black powder witches are few and far between, but the coven has been known to lure a few young, talented gunslingers into wielding their magic.

Alignment: Any

Religion: None

Background: Black powder witches mostly come from the forests of Taldor, after training under the coven's strict regimen to figure out how to handle their weapons and control their new magic, they begin to learn to fly through the treetops to obtain their acrobatic skills. They are encouraged never to leave the forest, but a rebellious few have found good reason to, though it's mostly out of boredom.

Races: Mostly human, with some elves and half-elves.

Other Classes: Black powder witches tend to clash with their standard witch sisters, due to their abandonment of the older ways. Gunslingers treat them with a slight disdain as well, as they believe using magic with firearms as "cheating." Most other classes are neutral, but wary of a caster wielding such a powerful and dangerous weapon.

Role: As casters and competent fighters, black powder witches can fit in a variety of places in the party. They are best utilized on the front line, guns in the faces of their enemies and close enough to best use their torture attacks.

Adaptation: A black powder witch may need to be limited to basic firearms, as the advanced tier may likely overpower her. Otherwise, she has a limited spell selections and castings per day, which may need to be adjusted to fit the game setting.

GAME RULE INFORMATION
Black powder witches have the following game statistics.

Abilities: Wisdom, Dexterity, and Constitution are the most important ability scores to a black powder witch, in that order. Wisdom fuels her magic and telluric abilities, Dexterity aids her with her guns and acrobatics, and Constitution will maintain her staying power on the battlefield. Backup skills should be Charisma (for Feint maneuvers), Intelligence (for skill points), with Strength being least important.

Alignment: Any
Hit Die: d8
Starting Age: As gunslinger
Starting Wealth: 4d6 × 10 gp (average 140gp.) In addition, each character begins play with an outfit worth 10 gp or less, and the black powder witch begins with her starting pistol.

Class Skills
The black powder witch’s class skills are Acrobatics (Dex), Bluff (Cha), Craft (Int), Fly (Dex), Heal (Wis), Intimidate (Cha), Knowledge (Arcana) (Int), Knowledge (Engineering) (Int), Knowledge (History) (Int), Knowledge (Local) (Int), Knowledge (Nature) (Int), Knowledge (Religion) (Int), Profession (Wis), Spellcraft (Int), Survival (Wis), and Use Magic Device (Cha).

Skill Points per Level: 4 + Int modifier

BAB: As Mage
Saves: 1 good (Reflex)
1st: Deeds, Telluric Pool, Gunsmith
2nd: Prehensile Hair
3rd: Deeds
4th: Gun Caster
5th: Pistol Training 1
6th: Prehensile Hair 2
7th: Deeds
8th: Infuse Magic
9th: Pistol Training 2
10th: Prehensile Hair 3
11th: Deeds
12th: Gun Shoes 1
13th: Pistol Training 3
14th: Prehensile Hair 4
15th: Deeds
16th: Gun Shoes 2
17th: Pistol Training 4
18th: Prehensile Hair 5
19th: Deeds
20th: Guncrobat

Class Features
All of the following are class features of the black powder witch.

Weapon and Armor Proficiencies: Black powder witches are proficient with all one-handed firearms and light weapons. They are not proficient with any armor or shields. Armor interferes with a black powder witch’s gestures, which can cause her spells with somatic components to fail (see Arcane Spells and Armor on page 83 of the Pathfinder RPG Core Rulebook).

Spells: A black powder witch casts arcane spells drawn from the witch spell list. She can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, a black powder witch must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a black powder witch's spell is 10 + the spell level + the black powder witch's Wisdom modifier. Like other spellcasters, a black powder witch can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on table below. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table: Ability Modifiers and Bonus Spells).

A black powder witch's selection of spells is limited. A black powder witch begins play knowing four 0-level spells and two 1st-level spells of her choice. At each new black powder witch level, she gains one or more new spells, as indicated on table below. (Unlike spells per day, the number of spells a black powder witch knows is not affected by her Wisdom score; the numbers on table below are fixed.) These new spells can be common spells chosen from the witch spell list, or they can be unusual spells that the black powder witch has gained some understanding of through study (GM discretion).

Upon reaching 4th level, and at every even-numbered black powder witch level after that (6th, 8th, and so on), a black powder witch can choose to learn a new spell in place of one she already knows. In effect, the black powder witch loses the old spell in exchange for the new one. The new spell's level must be the same as that of the spell being exchanged. A black powder witch may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that she gains new spells known for the level.

Unlike a normal witch, a black powder witch need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her spells per day for that spell level. She must, however, spend one hour every day cleaning her firearm to maintain her connection to it to fully recharge her spells (as it is, in effect, her familiar).

Spells per Day/Known: As Bard

Gunsmith: At 1st level, a black powder witch gains a single pistol. Her starting weapon is battered, and only she knows how to use it properly. All other creatures treat her gun as if it had the broken condition. If the weapon already has the broken condition, it does not work at all for anyone else trying to use it. This starting weapon can only be sold for scrap (it’s worth 4d10 gp when sold). The black powder witch also gains Gunsmithing as a bonus feat.

Telluric Pool (Su): Through meticulous training and perseverance, black powder witches have learned their way around the volatile and dangerous new weapons of Alkenstar. As a result of their perseverance with these weapons, they have developed ways to utilize them in a method similar to their gunslinger brethren to the south. At 1st level, the black powder witch gains a reservoir of mystical arcane energy that she can draw upon to fuel her powers and perform deeds. This arcane pool has a number of points equal to 1/2 her black powder witch level (minimum 1) + her Wisdom modifier. The pool refreshes once per day, and can not be recharged like a gunslinger's grit pool would be.

Deeds: Black powder witches spend telluric points to accomplish deeds. Most deeds grant the black powder witch some momentary bonus or effect, but there are some that provide longer-lasting effects. Some deeds stay in effect as long as the black powder witch has at least 1 telluric point. The following is the list of base black powder witch deeds. A black powder witch can only perform deeds of her level or lower. Unless otherwise noted, a deed can be performed multiple successive times, as long as the appropriate amounts of telluric points are spent to perform the deed. Unlike a gunslinger, the cost of these deeds cannot be reduced by any effect that reduces the amount of points a deed costs, as grit points would be reduced.


  • Focused Aim (Ex): At 1st level, as a swift action, the black powder witch can spend 1 telluric point to gain a bonus on all firearm damage rolls equal to her Wisdom modifier (minimum 1) with all firearm attacks she makes until the end of her turn. At 7th level, when she uses the dead shot deed, she multiplies this bonus by the number of hits she made while rolling the Dead Shot attack.

  • Torture (Su): At 1st level, as a standard action, the black powder witch can spend telluric points to activate a torture attack. These attacks are signature to the black powder witch, and utilize arcane energy to summon. Each attack uses an amount of telluric points to activate, as outlined below. As these attacks utilize constructs made of pure arcane energy, she must overcome spell resistance when necessary. The Difficulty Class for a saving throw against a black powder witch's torture is 10 + torture level + the black powder witch's Wisdom modifier.

    Tier 1

  • Level 1: Iron Maiden: At 1st Level, by spending 1 telluric point, the black powder witch can summon a magical iron maiden behind her chosen enemy. After performing a successful Feint maneuver to distract her foe, she kicks her opponent into the device, causing 1d4 piercing damage to the target as the doors slam closed. If she fails to feint against a targeted creature, that creature is allowed to make a reflex save against the attack. For every two caster levels beyond 1st, the damage increases by an additional 1d4 - two at 3rd level, three at 5th, four at 7th, and the maximum of 5d4 at 9th level or higher. The device dissipates after the attack.

  • Level 2: Guillotine: At 3rd level, by spending 1 telluric point, the black powder witch can summon a magical guillotine in a square adjacent to her chosen enemy. After a successful combat maneuver check to grapple her foe into the device, the blade drops with a snap of her fingers. The blade causes 1d8 slashing damage to the target, +1d8/four caster levels. The device dissipates after the attack.

  • Level 3: Choker: At 5th level, by spending 1 telluric point, the black powder witch can summon a magical pulley and chain that hangs in the air over her chosen enemy. After a successful combat maneuver check to wrap one end of the chain around her target’s neck, she pulls the chain taut, dragging them skyward. The chain and pulley cause 1d6/caster level (max 15d6) damage, and the target must make a successful Fortitude save or be stunned for 1d3 rounds. The items dissipate after the attack.

    Tier 2

  • Level 4: Headstone: At 7th level, by spending 2 telluric points, the black powder witch can summon a massive 10ft square block of stone over a targeted area. After performing a successful Feint maneuver to distract the foes in the area, the stone drops causing 4d6 bludgeoning damage to the target, dissipating afterward. If she fails to feint a targeted creature, that creature is allowed to make a reflex save against the attack.

  • Level 5: Iron Horse: At 9th level, by spending 2 telluric points, the black powder witch can summon an iron horse beneath her, which is adorned with spikes along its sides and back, with her sitting atop its head. After a successful combat maneuver check to grapple her foe with an attached chain, she forces her enemy to mount the horse and presses down on them with her heel while pulling the chain in the opposite direction. This attack deals 1d4/caster level piercing damage to the target, the horse dissipating after the attack.

  • Level 6: Death Grip: At 11th level, by spending 2 telluric points, the black powder witch can summon two ghostly, spiked metal hands from the ground to attack her chosen foe. After a successful combat maneuver check to grapple her enemy, she manipulates an attached gear mechanism to close them together, crushing her target and dealing 1d6/caster level (max 15d6) bludgeoning and piercing damage. The target must make a successful reflex save or be dragged underground with the hands after the attack. A target dragged underground stays there for 1d4 rounds, suffering 1d6 suffocation damage every round.

    Tier 3

  • Level 7: Wheel of Pain: At 13th level, by spending 3 telluric points, the black powder witch can summon a large 15ft wide spiked wheel over a targeted area. After performing a successful Feint maneuver to distract the foes in the area, the wheel drops to the ground and pins her enemy. Kicking one of the spikes to set the wheel into motion, it deals 1d4/caster level piercing and slashing damage to the target(s) before rolling in a 50 foot line from its origin. If she fails to feint a targeted creature, that creature is allowed to make a reflex save against the attack. Targets in the wheel’s line of travel must make a successful reflex save or take 2d6 piercing damage from the wheel, which dissipates after.

  • Level 8: Bonecarver: At 15th level, by spending 3 telluric points, the black powder witch can summon a 10ft long vorpal greatsword to her hand to use as a melee weapon against all foes within her reach. This sword replaces her mainhand pistol, using its enhancement bonus, minus any special qualities (they are replaced by Vorpal). After an Acrobatics check (DC15 + 2/target), she spins on her heel and makes a single melee attack at her highest BAB against each foe in range, dealing 4d6 slashing damage. If she fails the check, she falls prone after the attack. To the black powder witch, the sword functions as if it were a light, one-handed weapon. The weapon dissipates from her hands and is replaced by her pistol after 1d4 rounds or until she stops concentrating on maintaining it.

  • Level 9: Own Worst Enemy: At 17th level, by spending 3 telluric points, the black powder witch gains the ability to use her foes against themselves. She charges her leg with arcane energy, and after a making successful unarmed strike against her chosen target, she kicks them across the field of battle. She can target 3 additional targets (other foes or a hard surface) for the initial target to ricochet off of, no two of which may be more than 30 feet apart. The initial target takes 10d6 bludgeoning damage, with each successive hit dealing an additional 2d6. Secondary targets may attempt a reflex save, taking 2d6 bludgeoning damage and falling prone if failed. If a secondary target makes its reflex save, the chain fails and the initial target falls prone in a square adjacent to the secondary target.

  • Magic Bullet (Su): At 1st level, when the black powder witch hits a target with a one-handed firearm that is not making a scatter shot, she can spend 1 telluric point to expend a spell slot to deal an additional 1d6/spell level in damage on a hit. If she misses with the attack, she grazes the target, dealing half the extra damage anyway. She must choose to spend the telluric point before she makes the attack roll. This is precision damage and is not multiplied if the attack is a critical hit. This precision damage stacks with sneak attack and other forms of precision damage.

  • Telluric Initiative (Ex): At 3rd level, as long as the black powder witch has at least 1 telluric point, she gains the following benefits. First, she gains a +2 bonus on initiative checks. Furthermore, if she has the Quick Draw feat, her hands are free and unrestrained, and the firearm is not hidden, she can draw a single firearm as part of the initiative check.

  • /i]Telluric Gun (Su):[/i] At 3rd level, whenever the black powder witch would normally suffer misfire, she can spend 1 telluric point as a free action to ignore the misfire.

  • Deadeye (Ex): At 3rd level, the black powder witch can resolve an attack against touch AC instead of normal AC when firing beyond her firearm’s first range increment. Performing this deed costs 1 telluric point per range increment beyond the first. The black powder witch still takes the –2 penalty on attack rolls for each range increment beyond the first when she performs this deed.

  • Close Call (Ex): At 7th level, when a black powder witch is missed by 2 AC or less, she can make a free attack of opportunity against her attacker as long as she has 1 telluric point. Using this deed does not provoke an attack of opportunity, and is usable a number of times per day up to her Wisdom modifier once per round.

  • Dead Shot (Ex): At 7th level, as a full-round action, the black powder witch can take careful aim and pool all of her attack potential into a single, deadly shot. When she does this, she shoots the firearm at a single target, but makes as many attack rolls as she can, based on her base attack bonus. She makes the attack rolls in order from highest bonus to lowest, as if she were making a full attack. If any of the attack rolls hit the target, the black powder witch’s single attack is considered to have hit. For each additional successful attack roll beyond the first, the black powder witch increases the damage of the shot by the base damage dice of the firearm. For instance, if a 7th-level black powder witch firing a pistol hits with both attacks, she does 2d8 points of damage with the shot, instead of 1d8 points of damage, before adding any damage modifiers. Precision damage and extra damage from weapon special abilities (such as flaming) are added with damage modifiers and are not increased by this deed. If one or more rolls are critical threats, she confirms the critical once using her highest base attack bonus –5. For each critical threat beyond the first, she reduces this penalty by 1 (to a maximum of 0). The black powder witch only misfires on a dead shot if all the attack rolls are misfires. The black powder witch must spend 1 telluric point to perform this deed.

  • Leaping Shot (Ex): At 7th level, as a full-round action, the black powder witch can move up to her speed and make firearm attacks at her highest base attack bonus with each loaded firearm she is wielding, even if she does not have the normal perquisites to perform this deed. She can make these attacks at any point during her movement, and if she is wielding two firearms, she can make the attacks at different points of the movement. At the end of this movement, she falls prone. This deed costs 1 telluric point to perform.

  • Empower Torture (Su): At 11th level, the black powder witch has perfected the art of using her tortures. As a standard action, the black powder witch can spend 2 telluric points to empower a torture, increasing all numeric effects of the torture by half as if she was using the Empower Spell feat. This is in addition to the telluric points required to activate the torture.

  • Lightning Reload (Ex): At 11th level, as long as the black powder witch has at least 1 telluric point, she can reload a single barrel of a one-handed firearm as a swift action once per round. If she has the Rapid Reload feat or is using an alchemical cartridge (or both), she can reload a single barrel of the weapon as a free action each round instead. Furthermore, using this deed does not provoke attacks of opportunity.

  • Punish (Ex): At 11th level, as a standard action a black powder witch can spend 1 telluric point as to increase the damage of a single firearm against a specific foe. For a single, normal shot, she doubles the damage dice that she would have normally dealt. If she has the rapid shot feat and both attacks are successful, she doubles her damage dice for each attack separately. If the attack is a critical hit, she multiplies her damage dice by 1.5 the stated amount.

  • Evasive (Ex): At 15th level, when the black powder witch has at least 1 telluric point, she gains the benefit of the evasion, uncanny dodge, and improved uncanny dodge rogue class features. She uses her black powder witch level as her rogue level for improved uncanny dodge.

  • Telluric Luck (Ex): At 15th level, the black powder witch can spend telluric points to reroll a saving throw or a skill check. It costs 2 telluric points to reroll a saving throw, and 1 telluric point to reroll a skill check. The black powder witch must take the result of the second roll, even if it is lower.

  • Dispelling Shot (Ex): At 15th level, the black powder witch can spend 1 telluric point to empower a bullet with anti-magic properties. As an attack action, a black powder witch can make a ranged firearm attack against an opponent or object, and if she hits, she can affect that opponent or object as if she had cast dispel magic, using the targeted dispel option. If she misses, this ability is wasted. Use her black powder witch level as the caster level of the dispel magic effect.

  • Cheat Death (Ex): At 19th level, whenever the black powder witch is reduced to 0 or fewer hit points, she can spend all of her remaining telluric points (minimum 1) to instead be reduced to 1 hit point.

  • Torturous Mistress (Su): At 19th level, as a swift action, the black powder witch can spend 4 telluric points to activate any tier 1 torture attack against any foe she has line of sight on, disregarding the need for a combat maneuver or feint check where necessary. This is in addition to the telluric points required to activate the torture.

  • Telluric Reload (Su): At 19th level, as a swift action, the black powder witch can expend telluric points to magically reload firearms at a cost of 1 point per firearm. This effect includes the firearms of others within a 30ft radius, at the black powder witch’s discretion.

  • Magic Bullet (Su): At 1st level, when the black powder witch hits a target with a one-handed firearm that is not making a scatter shot, she can spend 1 telluric point to expend a spell slot to deal an additional 1d6/spell level in damage on a hit. If she misses with the attack, she grazes the target, dealing half the extra damage anyway. She must choose to spend the telluric point before she makes the attack roll. This is precision damage and is not multiplied if the attack is a critical hit. This precision damage stacks with sneak attack and other forms of precision damage.

  • Telluric Initiative (Ex): At 3rd level, as long as the black powder witch has at least 1 telluric point, she gains the following benefits. First, she gains a +2 bonus on initiative checks. Furthermore, if she has the Quick Draw feat, her hands are free and unrestrained, and the firearm is not hidden, she can draw a single firearm as part of the initiative check.

  • Telluric Gun (Su): At 3rd level, whenever the black powder witch would normally suffer misfire, she can spend 1 telluric point as a free action to ignore the misfire.

  • Deadeye (Ex): At 3rd level, the black powder witch can resolve an attack against touch AC instead of normal AC when firing beyond her firearm’s first range increment. Performing this deed costs 1 telluric point per range increment beyond the first. The black powder witch still takes the –2 penalty on attack rolls for each range increment beyond the first when she performs this deed.

  • Close Call (Ex): At 7th level, when a black powder witch is missed by 2 AC or less, she can make a free attack of opportunity against her attacker as long as she has 1 telluric point. Using this deed does not provoke an attack of opportunity, and is usable a number of times per day up to her Wisdom modifier once per round.

  • Dead Shot (Ex): At 7th level, as a full-round action, the black powder witch can take careful aim and pool all of her attack potential into a single, deadly shot. When she does this, she shoots the firearm at a single target, but makes as many attack rolls as she can, based on her base attack bonus. She makes the attack rolls in order from highest bonus to lowest, as if she were making a full attack. If any of the attack rolls hit the target, the black powder witch’s single attack is considered to have hit. For each additional successful attack roll beyond the first, the black powder witch increases the damage of the shot by the base damage dice of the firearm. For instance, if a 7th-level black powder witch firing a pistol hits with both attacks, she does 2d8 points of damage with the shot, instead of 1d8 points of damage, before adding any damage modifiers. Precision damage and extra damage from weapon special abilities (such as flaming) are added with damage modifiers and are not increased by this deed. If one or more rolls are critical threats, she confirms the critical once using her highest base attack bonus –5. For each critical threat beyond the first, she reduces this penalty by 1 (to a maximum of 0). The black powder witch only misfires on a dead shot if all the attack rolls are misfires. The black powder witch must spend 1 telluric point to perform this deed.

  • Leaping Shot (Ex): At 7th level, as a full-round action, the black powder witch can move up to her speed and make firearm attacks at her highest base attack bonus with each loaded firearm she is wielding, even if she does not have the normal perquisites to perform this deed. She can make these attacks at any point during her movement, and if she is wielding two firearms, she can make the attacks at different points of the movement. At the end of this movement, she falls prone. This deed costs 1 telluric point to perform.

  • Empower Torture (Su): At 11th level, the black powder witch has perfected the art of using her tortures. As a standard action, the black powder witch can spend 2 telluric points to empower a torture, increasing all numeric effects of the torture by half as if she was using the Empower Spell feat. This is in addition to the telluric points required to activate the torture.

  • Lightning Reload (Ex): At 11th level, as long as the black powder witch has at least 1 telluric point, she can reload a single barrel of a one-handed firearm as a swift action once per round. If she has the Rapid Reload feat or is using an alchemical cartridge (or both), she can reload a single barrel of the weapon as a free action each round instead. Furthermore, using this deed does not provoke attacks of opportunity.

  • Punish (Ex): At 11th level, as a standard action a black powder witch can spend 1 telluric point as to increase the damage of a single firearm against a specific foe. For a single, normal shot, she doubles the damage dice that she would have normally dealt. If she has the rapid shot feat and both attacks are successful, she doubles her damage dice for each attack separately. If the attack is a critical hit, she multiplies her damage dice by 1.5 the stated amount.

  • Evasive (Ex): At 15th level, when the black powder witch has at least 1 telluric point, she gains the benefit of the evasion, uncanny dodge, and improved uncanny dodge rogue class features. She uses her black powder witch level as her rogue level for improved uncanny dodge.

  • Telluric Luck (Ex): At 15th level, the black powder witch can spend telluric points to reroll a saving throw or a skill check. It costs 2 telluric points to reroll a saving throw, and 1 telluric point to reroll a skill check. The black powder witch must take the result of the second roll, even if it is lower.

  • Dispelling Shot (Ex): At 15th level, the black powder witch can spend 1 telluric point to empower a bullet with anti-magic properties. As an attack action, a black powder witch can make a ranged firearm attack against an opponent or object, and if she hits, she can affect that opponent or object as if she had cast dispel magic, using the targeted dispel option. If she misses, this ability is wasted. Use her black powder witch level as the caster level of the dispel magic effect.

  • Cheat Death (Ex): At 19th level, whenever the black powder witch is reduced to 0 or fewer hit points, she can spend all of her remaining telluric points (minimum 1) to instead be reduced to 1 hit point.

  • Torturous Mistress (Su): At 19th level, as a swift action, the black powder witch can spend 4 telluric points to activate any tier 1 torture attack against any foe she has line of sight on, disregarding the need for a combat maneuver or feint check where necessary. This is in addition to the telluric points required to activate the torture.

  • Telluric Reload (Su): At 19th level, as a swift action, the black powder witch can expend telluric points to magically reload firearms at a cost of 1 point per firearm. This effect includes the firearms of others within a 30ft radius, at the black powder witch’s discretion.

Prehensile Hair (Su): At 2nd level, a black powder witch gains the ability to use her hair as a weapon. This functions as a primary natural attack with a reach of 5 feet. The hair deals 1d4 points of damage (1d3 for a Small black powder witch) plus the black powder witch’s Wisdom modifier. In addition, whenever the hair strikes a foe, the black powder witch can attempt to grapple that foe with her hair as a free action without provoking an attack of opportunity, using her Wisdom modifier in place of her Strength modifier when making the combat maneuver check. When a black powder witch grapples a foe in this way, she does not gain the grappled condition.

At 3rd level, and every 4 levels thereafter (7th, 11th, 15th, and 19th), she gains a +1 natural armor bonus by covering her body in her hair, serving as her armor.

At 6th level and every four levels thereafter, a black powder witch’s hair adds 5 feet to its reach, to a maximum of 25 feet at 18th level. She can use her hair to make combat maneuver checks against targets of her torture attacks, using her Wisdom modifier in place of her Strength modifier when making the combat maneuver check, up to the reach of her hair.

The hair cannot be sundered or attacked as a separate creature.

Gun Caster (Su): At 4th level, the black powder witch has learned to cast magic utilizing her pistols. As a result, she gains the benefit of both the Eschew Materials and Somatic Weapon feats, even if she does not have weapon focus with her pistol.

Pistol Training (Ex): Starting at 5th level, a black powder witch increases her skill with one-handed firearms. She gains a bonus on damage rolls equal to her Dexterity modifier, and when she misfires with a one-handed firearm, the misfire value increases by 2 instead of 4. Every four levels thereafter (9th, 13th, and 17th), the bonus on damage rolls increases by +1.

Infuse Magic (Su): At 8th level, the black powder witch has learned how to fuse her magic with her gunsmithing talents. As a swift action, she can replace a single bullet in a loaded firearm with a construct of arcane energy comprised of any spell she knows that would normally require a touch attack, at a cost of increasing the spell level by 4. Alternatively, she can fire the bullet at the ground to utilize a spell that normally generates an area effect, at the same increased spell level.

Gun Shoes (Ex): At 12th level, the black powder witch develops herself a pair of shoes that can actuate the triggers of her firearms. As a full round attack, she can fire one or both the pistols in her hands as normal, and on one of her shoes on a successful Acrobatics check (DC 25) by balancing on one limb. This attack is made at her highest BAB -5, and causes her to lose her Dexterity modifier to her AC for one round should she fail the check due to the awkwardness of the maneuver. At 16th level, she no longer needs to make the check.

Guncrobat (Ex): At 20th level, the black powder witch has perfected the art of firing with both hands and feet in combat. As a full round attack, she can fire one or both of the firearms in her hands and one shot each with the guns on her feet. These attacks are made at her highest BAB, require no check to complete successfully, and do not cause her to lose her Dexterity modifier to AC.

I couldn't figure out how to separate the Torture list from the rest of the deeds, but oh well. Currently in playtest as a 14th level NPC. Thoughts?