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My Self wrote:

Improved Charms should be one focus power, since more would be stealing some of the Occultist's thunder (their focus powers are pretty much 1 every 2 levels). If you want to keep it at 3 implement schools, perhaps you could have the option to pick another school as a major hex, and the option to pick another school and an extra one (beyond the bonus one from school) as a grand hex?

2 points seems to be an arbitrary number, and it doesn't really scale without extra investment. That's all.

Pushing the craft feat back to 6th is to give you a thing at 6th level, since you give up the hex at that level. If there's something else that would be a better feature to give at 6th, feel free to ignore my suggestions.

Yeah, it seems that Tapstone would be better if it automatically scaled. Perhaps it could function as Scrying later on? Or perhaps you could have the option to set up several Tapstones?

Some very valid points, and a nice idea on tapstone. What do you think of this?

(PS @Chris: Thank you much!)

Cobblewitch V1.2 changelog:

*changes in bold*

Charms and Knick Knacks
At 2nd level, a cobblewitch learns to use an implement school, as an occultist, and gains a number of mental focus points equal to her Intelligence modifier to invest in this school. At 6th level, and every 6 levels thereafter, she gains an additional point of mental focus to invest in this school. She learns the base focus power of the school and may use the implements just like an occultist, counting her witch level as her occultist level for the purposes of determining the effects of resonant and focus powers. She does not gain spells from the implements, nor does she require them to cast spells – they are entirely separate from her spellcasting ability, which is still derived from her familiar. Finally, at 6th level, the witch gains Craft Wondrous Items as a bonus feat. This ability replaces the witch hexes gained at 2nd and 6th level.

Improved Charms
If she is at least 10th level, the witch may forgo selecting a major hex to learn a second implement school and gain an additional focus power for her original school. If she is at least 18th level and has learned a second implement school, the witch may forgo selecting a grand hex to learn a third implement school and gain an additional focus power for each of her previously selected schools.

Tapstone
With this hex, the witch knocks on a small piece of worked or unworked stone (such as a small rock, or a brick) to designate it as a tapstone. For a number of days equal to her witch level, the witch may listen to any sounds near the tapstone as if she were there, no matter her location. If the witch is 10th level, the stone may also allow vision at the area, as though it were a stationary sensor for the arcane eye spell. The witch may only listen or look, she may not do both at once (Though she may switch between the two functions). Seeing or listening through the tapstone is distracting – while she is using the tapstone, the witch takes a -5 penalty to other perception checks. The witch may have a number of tapstones active equal to 1/4 her witch level (minimum 1). Only one tapstone may be listened at or looked through at a time.


Umbral Reaver wrote:
Skin of Iron: Because your tempered flesh is hella tough. I was going to put 'Add Con to AC when wearing no armour' in there somewhere but I forgot. Oh well. Replace some other thing that you wanted to replace with that.

Why do I get the impression that this rippling mass of mighty thews and liberal amounts of bronzer ought to have a class feature called 'fite me irl?'


Umbral Reaver wrote:

Meat Mountain - Barbarian Archetype

The barbarian's mighty rage is only the height of an already massive power. The great exertions of the barbarian exercise the muscles and empower strength no mere fighter could match! Cower at such glorious might!

The meat mountain only has a 3/4 BAB but gains +2 STR at 1st level and every 4 levels thereafter (maximum +10 at 17th level).

Impressive Flex: At 2nd level, the meat mountain may flex impressively, adding his or her strength bonus to Charisma checks and Charisma-based skill checks. Yes, including handle animal and disguise, somehow. Flexing overcomes all. This replaces Uncanny Dodge.

Incredible Smash: At 2nd level, the meat mountain's first melee or thrown weapon attack each round while raging deals an additional 1d6 damage, plus 1d6 for every 2 levels thereafter. This replaces Rage Powers.

Fight Sense: Such a lust for battle attunes the meat mountain to any and all threats. The mere motion of steel through air incites a trembling of the thews! At 3rd level, the meat mountain gains blindsense 10 ft. plus 5 ft. every 3 levels thereafter. This replaces Trap Sense.

Tough It Out: At 5th level, the meat mountain adds his or her Constitution bonus to his or her saving throws while raging. This stacks with the existing bonus to Fortitude. This replaces Improved Uncanny Dodge.

As a former Arby's employee, the name of this archetype made me laugh a bit too much. Kudos you beautiful bastard.


The Shaman wrote:

There is a problem looking at this from a mechanical perspective. Medium BAB in pathfinder tends to go with a LOT of goodies. At the very least, every single feature that rogues and the like get. Even then, pre-unchained rogues and monks were bad enough that they had to be changed. Right now, if I remember correctly unchained rogues are the only non-magical class with medium BAB, and people tend to rate them fairly low. So yeah, for a combat class, medium BAB is kind of a huge deal. Classes that go with medium BAB and are seen as good (not OP) tend to have level 6 spells and then something extra (bardic mojo, eidolons, inquisitor tricks, etc).

You can tweak the game as you want, and I am not going to tell you you are WRONG and should NEVER do this. However, if you want to have a balanced barbarian class with medium BAB, you want what they get to compare well to everything a bard, inquisitor, hunter or shaman will get, spells included, and at least to all things an unchained rogue ever gets (I say at least, because the unchained rogue is sort of meh as well). Otherwise, barbarians will be unnecessarily weak, and a trap option for the players who want to try them. Being a warrior and a martial champion with medium BAB is fairly...

That's a pretty interesting idea actually - I kind of like the idea of a flavor-heavy barbarian who gets all sorts of goodies in the form of class features and such. Maybe the variant could have a lot more in the form of battlefield control? I imagine a screaming savage swinging with little to no regard for their safety would have quite a bit of opportunity to control the flow of the battlefield. Added to that, I think a medium BAB class with a d12 hit die could just be beyond fun.

Morlaf - that could be one way to simultaneously fix the 'problem' of barbarians getting full BAB, if that's what you were going for. It would require you to put a lot of work in, but if you are comfortable going that route I think a flavorful, extremely option-heavy rager class could be a blast for players. Up to you, naturally.

That being said, I would like to say that if your intention is to fix a perceived balance issue, you're aiming in the wrong place. Barbarians would only suffer for the BAB change, for reasons that Cyrad elucidated (By the way, Cyrad's idea for retraining rage powers is endlessly intriguing). If your intent is simply to tweak the game to make it fit the setting you're running better, fantastic! Balance need not be considered as heavily, if you're a good GM. You're the GM after all, and what you say goes. If you can keep your players entertained and the world consistent with such tweaks - regardless of the class's 'actual' balance with RAW classes, then go for it.


My Self wrote:

Hmm...

Charms and Knick-Knacks seems a bit powerful to be used right away. Perhaps the Craft Wondrous Item gets pushed back to 6th, and the mental focus becomes something like INT modifier instead of 2? Or perhaps 1/2 Witch level + INT modifier, like the Psychometrist Vigilante archetype?

Also, perhaps the option to pick another focus power instead of a hex (available only once) and the option to pick another implement school instead of a major hex (also only once)? Or is that digging too deep?

Also, it would be cool if you could turn a tapstone into a sort of seeing stone, as a major hex.

Hey Self, thanks for the input, I greatly appreciate the feedback!

I'm not sure what you're suggesting for Charms and Knick-Knacks. Are you saying the power needs a buff or a nerf? Craft Wondrous Item, I would argue, isn't really that much of a buff as a bonus feat. Any spellcaster can take the feat at 3rd level, after all. However, you then suggest adding more mental focus - considerably more - to the power. I don't have an issue with that on paper. I did wonder if I was lowballing things with only 2 points of mental focus. I suppose I'm just unclear on what precisely the suggestion is.

As for allowing new focus powers and implement schools, are you suggesting restricting the options given under Improved Charms to one additional focus power or one additional implement school? I have to say I respectfully disagree on the first bit, as I think focus powers and witch hexes are about on the same playing field. However, I can see an argument for restricting the schools the witch has available, given that she's already a full spellcaster. I don't know - are there any compelling balance reasons to restrict the schools available to 2 rather than 3? Thinking about it.

Lastly, yeah, having tapstone be a full on spy stone is a pretty cool idea! I think having the hex simply upgrade to have that capability at 10th level might be a nice way to implement it - seems pretty weak for a major hex. What are your thoughts?


Hey all, I had so much fun making this archetype that I actually ended up making some more hexes and patrons! I figured this thread would be a better place to post them since I didn't want to devote a whole new thread to a handful of witch goodies. They're pretty flavor heavy, but I do feel some of the wording got clunky and ran away from me a bit. Anyway, here they are:

New Patrons/Hexes:

*First, a changelog for the Cities patron. Changes in bold.*

New Patron: Cities
2nd – urban grace, 4th – silent table, 6th – seek thoughts, 8th – share senses, 10th – truespeak, 12th – envious urge, 14th – statue, 16th – discern location, 18th – refuge

*On with the show!*

New Patrons

Passages
2nd – detect secret doors, 4th – knock, 6th – enter image, 8th – dimension door, 10th – passwall, 12th – find the path, 14th – phase door, 16th – maze, 18th – gate

Veils
2nd – forced quiet, 4th – invisibility, 6th – nondetection, 8th – detect scrying, 10th – mage's private sanctum, 12th – veil, 14th – sequester, 16th – screen, 18th – etherealness

New Hexes


  • Fortune's Flagstones: The witch hexes the stone and dirt beneath a target creature's feet as a standard action, causing them to either aid and support the target or hinder the target (witch's choice). If she chooses to aid the creature, the ground flattens as the creature walks and rises to support its weight should it be thrown off balance. The creature counts difficult terrain as normal terrain and receives a +4 bonus to its CMD against trip attempts. If the witch chooses to impede the creature, it counts all terrain as difficult terrain, and takes a -4 penalty to its CMD against trip attempts. A successful Reflex save negates this harmful effect. In either case, the effect lasts a number of rounds equal to the witch's intelligence modifier. A creature may only be affected by this hex once every 24 hours.

  • Ghost Lantern: The witch hexes a lamp or lantern as a move action, causing it to glow with an unearthly blue flame. The lamp now illuminates an area within 15 feet, increasing the light level by one step, up to dim light. Any creature on the Ethereal Plane within this illumination is partially brought into the Material Plane, and may be damaged – it takes half damage from normal damage and effects, and may interact with the world around it in some physical sense, gaining a 20% miss chance on any attempt to do so. A witch may have only one ghost lantern in effect at any time.

  • Major Hex – Shortcut: A witch with this hex may designate a 50 foot by 50 foot area as a destination by use of a special ritual that takes an hour and involves 500gp of rare herbs and materials. As long as the witch is in the same general area as this destination (the same city, the same forest, etc.), she may travel and mysteriously reach the destination within a minute of travel. The method by which the witch appears varies – she might turn into an alleyway and find that the passage leads directly to the designated area, or find that the area was conveniently close by all along. Regardless, the witch appears at a random location at the edge of the designated area (determined by the GM). Anyone who maintains a line of sight to the witch during this travel may follow her – enemies and allies alike. Only one area may be so designated at a time.

  • Grand Hex – Damnatio Memoriae: With this hex, a witch severs a target's connection to the world. The creature gains the following curse: Damnatio Memoriae Hex – type curse; save Will negates; frequency 1/day; effect special, see text. Every day that the target is under the curse, they find that people slowly pay less and less attention to their presence, and find it difficult to interact with people around them in a meaningful way. Any creature interacting with the target must make a DC 15 perception check to interact with the target beyond a short sentence or two. Furthermore, people begin to forget the target. A creature must make a DC 15 Will save to remember the target. A creature that is familiar with the target gains a +10 to this check. Both DC's increase by one each day that the curse remains, to a maximum of DC 30. Finally, if the curse persists on a creature for a full month, the curse effect ends and they are transported permanently to the ethereal plane, forever unable to interact with the world around them. An ethereal creature removed from the material plane in this fashion may not be restored by any means short of a miracle or wish. This curse can be removed with a remove curse or similar magic, using the save DC as the DC to remove the curse. A witch may only have one such curse in effect at a time. If a new one is made, the old one immediately ends.


Arcturus24 wrote:

Hey Axis!

The archetype looks really cool, I really like the idea. A couple of things:

As is, it's restricted to one implement school. It might be a balance thing, but allowing the archetype to trade a hex (perhaps only at minimum levels, 8 and 16?) might give some more diversity.

Animate object might be slightly underpowered, maybe give it a 1/day animate objects SLA?

As for tapstone, does the penalty also apply to checks through the stone? As written, it implies it's mostly on other checks.

I hope the feedback is useful, and wish you good luck with the archetype!
Arcturus

Hey, I appreciate the feedback! Yeah, I was wondering how I could add more implement schools, might add a line about that to Improved Charms. As for animate objects, yeah, that's a pretty good idea. I don't know how to change it just yet - hexes seem odd for 1/day abilities, but it might work out. I shall think on it!

In my opinion tapstone should have the penalty apply to other checks - the witch is concentrating on listening to it, and the rest of the world is a little bit hard to focus on. I'll clarify that.

EDIT:

Cobblewitch V1.1 changelog:

*changes in bold*

Improved Charms
At any level the cobblewitch would gain a new hex, she may instead choose to gain a new focus power in her implement school. If she does this, she gains an additional 2 points of mental focus. If the witch is at least 8th level, she may instead select a second implement school to learn in place of gaining a new focus power. If the witch is at least 16th level, she may select a third implement school.

Animate Objects
A witch with this hex can animate mundane household objects to perform their intended function. For a number of hours equal to her level, the object obediently performs its intended action or actions on command – a chair pulls in or out, a teakettle pours cups of tea, a skillet cooks of its own accord, etc. This ability may not be used to make conventional attacks, but the witch may have the animated objects assault a creature according to its function - a chair might rapidly pull out from under someone, a pot might pour boiling water on someone or cover their eyes, etc. A creature may only be assaulted in such a fashion once every 24 hours.

Tapstone
With this hex, the witch knocks on a small piece of worked or unworked stone (such as a small rock, or a brick) to designate it as a tapstone. For a number of days equal to her witch level, the witch may listen to any sounds near the tapstone as if she were there, no matter her location. Listening to the tapstone is distracting – while she is listening, the witch takes a -5 penalty to other perception checks. Only one tapstone may be active at a time.


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I noticed that there wasn't really an archetype for a refined witch, an urban witch, a city witch. Inspired by folklore and fairy tales, Harry Potter and Howl's Moving Castle, I endeavored to come up with a witch who was more focused on existing in an urban environment, using charms arcane tools tools to her advantage. Maneuverable, mysterious, and perhaps not so shady as other sorts of witch, I had a blast making this archetype! Hopefully you all enjoy, but I welcome criticism and hope for some suggestions on how to tweak the build to make it better.

Without further ado:

Cobblewitch:

Spells
A cobblewitch replaces some of her patron spells with the following: 2nd – urban grace, 4th – knock, 8th – illusory wall, 10th – passwall

Charms and Knick-Knacks
At 2nd level, a cobblewitch learns to use an implement school, as an occultist, and gains 2 points of mental focus to invest in this school. She learns the base focus power of the school and may use the implements just like an occultist, counting her witch level as her occultist level for the purposes of determining the effects of resonant and focus powers. She does not gain spells from the implements, nor does she require them to cast spells – they are entirely separate from her spellcasting ability, which is still derived from her familiar. Finally, the witch gains Craft Wondrous Items as a bonus feat. This ability replaces the witch hexes gained at 2nd and 6th level.


  • Improved Charms
    At any level the cobblewitch would gain a new hex, she may instead choose to gain a new focus power in her implement school. If she does this, she gains an additional 2 points of mental focus.

Hexes
The following witch hexes complement the cobblewitch archetype: cauldron, tapstone*, animate objects*, tongues, and ward.

Major Hexes
The following major hexes complement the cobblewitch archetype: poltergeist*, hidden home, hag's eye, witch's brew

Grand Hexes
The following grand hexes complement the cobblewitch archetype: road to nowhere*, witch's hut

New Patron: Cities
2nd – urban grace, 4th – silent table, 6th – seek thoughts, 8th – share senses, 10th – passwall, 12th – veil, 14th – phase door, 16th – maze, 18th – refuge

New Hexes


  • Animate Objects: A witch with this hex can animate mundane household objects to perform their intended function. For a number of hours equal to her level, the object obediently performs its intended action or actions on command – a chair pulls in or out, a teakettle pours cups of tea, a skillet cooks of its own accord, etc. This ability may not be used to make attacks in any way, nor can weapons be animated in this fashion.
  • Tapstone: With this hex, the witch knocks on a small piece of worked or unworked stone (such as a small rock, or a brick) to designate it as a tapstone. For a number of days equal to her witch level, the witch may listen to any sounds near the tapstone as if she were there, no matter her location. Listening to the tapstone is distracting – while she is listening, the witch takes a -5 penalty to perception checks. Only one tapstone may be active at a time.
  • Major Hex – Poltergeist: The witch hexes an object of up to Large size and causes it to fly rapidly towards its intended target. This is made as a ranged attack with a range increment of 10 feet. The witch is considered proficient with this attack. The object deals damage as a falling object of its size, and the witch applies her Intelligence modifier as a bonus to the damage roll. A given object may only be affected by this hex once every 24 hours.
  • Grand Hex – Road to Nowhere: The witch causes a creature to become hopelessly lost in a perceived impenetrable maze of winding streets, twisting forest paths, or other confusing tangle of seemingly contradictory passageways. A creature affected by this hex is confined to an area no smaller than 40,000 square feet (200 by 200 feet) and wanders this area in a stupor, unable to find a way out. A successful Will save negates this effect, and the subject gains an additional Will save to escape each day they are trapped in the illusory maze. This is a mind-affecting effect.


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I was somewhat inspired by the concept of a reckless, penitent inquisitor who throws themselves into treacherous battles with the enemies of their faith in the hopes of finding a glorious death in combat against something or someone they oppose on a grand scale, or on religious grounds, so I wrote up this archetype. Still fiddling with balance and such, and I'd love it if the members of this community would share their thoughts - some criticism would be wonderful to try and shape the build. Hell, tear it to pieces! Something better usually rises from the ashes.

I intend to playtest the archetype myself, but if anyone else intends to I would love to hear character ideas! So, without further ado, the build:

Death Seeker:

Weapon and Armor Proficiency
A death seeker is proficient with all simple and martial weapons, plus the favored weapon of her deity, but is not proficient with shields.

Diminished Spellcasting
A death seeker may cast one fewer spell of each level than normal. If this reduces the number to 0, she may cast spells only if her Wisdom allows bonus spells of that level.

Rage
This ability is exactly like the barbarian class feature of the same name. Your effective barbarian level for this ability is equal to your inquisitor level. The death seeker may use penances even while raging. At 6th level, and every 6 levels thereafter, the death seeker may select a rage power, and must meet all prerequisites for these powers.

Penance
For the death seeker, every judgment she pronounces on her enemies is also a judgment of herself. This ability replaces the standard inquisitor judgments with a new set of judgments called penances. This ability otherwise functions exactly like the judgment class feature and any abilities or effects that modify judgments also modify penances.

  • Castigate: The inquisitor is disgusted by the sins of her enemies, inflicting grievous wounds upon them, but begins to sweat blood as her own failings weigh upon her. The death seeker gains a +3 sacred bonus to all weapon damage rolls, but takes 2 bleed damage per round as long as the penance lasts. The damage bonus and bleed damage increase by 3 and 2 respectively for every four levels the inquisitor possesses. The bleed damage from this penance cannot be mitigated in any way while the penance is active.
  • Heartseeker: The inquisitor casts aside her own protection to strike down the enemies of her faith. She increases the critical threat range of her weapon by one, and gains a +4 sacred bonus on critical confirmation rolls, but takes a -2 penalty to AC. The bonus to critical threat range increases by one for every 6 levels the inquisitor possesses, and does not stack with other abilities that modify a weapon's critical threat range. The bonus to critical confirmation rolls and penalty to AC increase by 4 and 2 respectively for every 5 levels the inquisitor possesses.
  • Agony: The death seeker is wracked with a searing divine pain, driving her to absolute clarity of purpose but leaving her barely able to focus on anything but smiting her foes. She gains a +2 bonus on attack rolls, but takes a -2 penalty to concentration checks, caster level checks, attribute checks, and skill checks as long as the penance persists. The bonus and penalties all increase by 2 for every 5 levels the inquisitor possesses.
  • Pursuit: The inquisitor is infuriated by cowards and lends all of her strength to her thundering footsteps, throwing balance and caution to the wind. She gains a +5 bonus to her base move speed, and is able to charge as a standard action rather than a full-round action, but takes a -2 penalty to her CMD. The bonus to move speed and penalty to CMD increase by 5 feet and -4 respectively for every 3 levels the inquisitor possesses
  • Irrepressible: The death seeker inflicts blows that cannot be ignored, but must commit everything to the strike to do so. This penance functions as the smiting judgment, with the following changes: At 2nd level, the inquisitor's weapon counts as cold iron or silver (choose one upon activating the penance) for the purpose of bypassing damage reduction. At 14th level, the weapon special abilities granted by this penance may also negate fast healing or regeneration, if applicable. At 18th level, the inquisitor's weapon counts as epic for the purpose of bypassing damage reduction. However, the death seeker's saving throws are taken at a -1 penalty for as long as this penance is active. This penalty increases by 1 for every 4 levels the inquisitor possesses.

Unstoppable Faith
At 2nd level, the inquisitor gains a bonus equal to her Wisdom modifier (if any) on all saving throws. In the case of Will saving throws, she effectively applies her Wisdom modifier as a bonus twice. This ability replaces cunning initiative.

Aura of Pain
At 3rd level, the death seeker gains a 5 foot radius aura of pain. Creatures within this radius (allies included) take half the penalties you take from your active penances, after applying all relevant immunities. For example if an 8th level death seeker with the castigate and heartseeker penances active is fighting a skeleton, the skeleton would take no bleed damage, but would take a -2 penalty to AC.

At 8th level, the radius increases to 10 feet and the inquisitor may exclude a number of creatures equal to her Wisdom modifier from the effect.

At 16th level, the radius increases to 15 feet and those affected take the full effect of the death seeker's active penances. This ability replaces solo tactics.

Combat Feat
At 5th level, and every 5 levels thereafter, the inquisitor gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as combat feats. The inquisitor must meet the prerequisites of the selected bonus feat. This ability replaces teamwork feat.

Greater Rage
At 15th level, the inquisitor gains the greater rage ability. This ability is exactly like the barbarian ability of the same name. This ability replaces slayer.

Relentless Onslaught
At 20th level, once per day while raging, the inquisitor can enter a relentless onslaught as a swift action. For the next minute, she gains the ferocity universal monster rule, and cannot die or be knocked unconscious from hit point damage (though her negative hit points continue to accumulate and she may die when the effect ends or if she is killed by some other effect, such as a death effect). In addition, she gains immunity to the following conditions: exhausted, staggered, paralyzed, stunned, and fear effects. Time spent in a relentless onslaught counts against the inquisitor's rage rounds for the day – if the inquisitor runs out of rage rounds, the effect ends prematurely. This ability replaces true judgment.

Appropriate Domains/Inquisitions
Fervor Inquisition
Justice Inquisition
Persistence Inquisition
Valor Inquisition
Zeal Inquisition
Death Domain
Destruction Domain
War Domain
Blood Subdomain (War)
Ferocity Subdomain (Strength)
Heroism Subdomain (Glory)
Martyr Subdomain (Nobility)
(Inquisitions are found in Ultimate Magic. Subdomains are found in the Advanced Player's Guide.)


Ascalaphus wrote:

Doesn't the combination of the Sonic Bloodline Arcana and Echoing Magic basically mean that all your damage-dealing spells get the Persistent (+2) metamagic for free (and with harder save DC)? That's extremely powerful.

I think the arcana by itself is already extremely good, because resistance/immunity to sonic damage is super-rare.

Whoops, Echoing Magic can only be used once per day at 9th level, and twice, three times, and four times daily at 12th, 15th, and 18th level. I'll edit that.


Cyrad wrote:

The Metal Druid description doesn't mention the druid loses spell slots. I would personally leave the spell resistance as is with no further abilities. It scales with level and will always be useful to him. The SR should equal 10 + druid level to match the monk's diamond body ability and the spell resistance spell. I also think magebane should replace something or be merged with iron aura.

I do like the changes to the sonic bloodline. The bloodline arcana should say "verbal component" not "vocal component." I'd personally also grant Perform (oratory, singing, and any instrument). I like the idea of an orator with a powerful booming voice. Or a lawyer that blows people away when he shouts "OBJECTION." Otherwise, it looks fairly solid. I like Forceful Shout.

Also, all abilities need a (Su), (Ex), or (Sp) post-fix if they're supernatural, extraordinary, or spell-like abilities respectively.

Thank you, that's very helpful. I'll be making revisions with that in mind.

Also oh man I can't believe I forgot to specify what sort of abilities everything is!

Lastly, in light of this, here's the final draft of the Sonic Bloodline. Hope you enjoy it!

Sonic Bloodline (Final Draft):
The raw power of a primal scream flows through your veins like blood. You may come from a line of incredibly gifted musicians, or perhaps many in your family tree have ended up as screaming undead. Whatever the case, the magic that courses through you always seems to escape as a shriek, a whisper, or a powerful word.

CLASS SKILL
Perform (Oratory, Sing, or any musical instrument group)

BONUS SPELLS
Ear-Piercing Scream (3rd), Piercing Shriek (5th), Thundering Drums (7th), Primal Scream (9th), Deafening Song Bolt (11th), Sympathetic Vibration (13th), Ki Shout (15th), Greater Shout (17th), Wail of the Banshee (19th)

BONUS FEATS
Alertness, Arcane Strike, Blind-Fight, Improved Blind-Fight, Persuasive, Skill Focus (Perform), Still Spell, Voice of the Sibyl

BLOODLINE ARCANA
Whenever you cast a spell with a verbal component that deals damage, you may have that spell deal half sonic damage and half whatever damage type it would normally deal. This adds the sonic descriptor to the spell.

BLOODLINE POWERS
Magic blisters through you, begging to be released as furious sound. Few can stand before the wrath of your voice.

Battle Cry (Sp)
At 1st level, as a standard action, you can make a targeted enemy quake in fear with nothing but a furious shout. The target must make a Will save (DC 10 + 1/2 your sorcerer level + your Charisma modifier) or be shaken for 1 round. At 10th level, an affected creature is also deafened for 1 round. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Attuned (Ex)
At 3rd level, you learn how to navigate by sound alone. You gain resist sonic 5 and blindsense 15 ft. At 10th level, your resistance to sonic damage increases to 10 and the range of the blindsense granted by this power extends to 30 ft. The blindsense granted by this ability is hearing dependent.

Echoing Magic (Su)
At 9th level, any creature that succeeds at a save against a spell you cast with the sonic descriptor is immediately forced to make the save again at -3 DC as the echo of the spell reverberates back. If they fail this save, they suffer the full effect of the spell. Further, add +1 to the DC of any spells you cast with the sonic descriptor. You can use this ability to make a spell echo once per day at 9th level, and gain one more use per day every three levels after 9th (to a maximum of 4/day at 18th level). At 15th level, the bonus to save DCs increases to +2. At 20th level, the echoed spell is at full DC.

Forceful Shout (Sp)
At 15th level, you can push opponents back with your supernaturally loud and powerful voice. This 30 foot cone originating on you does 1d6 points of sonic damage per sorcerer level. Those caught in the area of your blast receive a Fortitude save for half damage. You may make an immediate ranged bull rush attempt against any creature that fails this save, using your sorcerer level as your base attack bonus and adding your Charisma bonus rather than your Strength bonus. The DC of this save is equal to 10 + 1/2 your sorcerer level + your Charisma modifier. At 15th level, you can use this ability once per day. At 17th level, you can use this ability twice per day, and any creature that fails its save is deafened for a number of rounds equal to 1/2 your sorcerer level. At 20th level, you can use this ability three times per day, and any creature that fails its save is permanently deafened.

And The Fury (Su/Sp)
At 20th level, you are a manifestation of the power of sound. You gain blindsight 60 ft. and immunity to deafness, sonic damage, and sonic effects. You gain the ability to cast clairaudience at will. The blindsight granted by this ability is hearing dependent.


Cyrad wrote:
I can't say I'm a fan of Iron Druid's ability to force concentration checks at range and strip spells, especially when he already gets really good spell resistance. This is not an equal trade for nature bond as the abilities are much more powerful than what a domain would give and the druid can be extremely disruptive to enemies without having to risk himself or an animal companion.

This was my original logic for giving him Diminished Spellcasting, though I think he does become much more OP when his abilities apply to ALL casters. You're right, the Iron Aura ability does need more balancing. Do you have any suggestions?

I'm also wondering what you think of the revisions to the bloodline, as it was mostly your input that shaped the new changes.


Ascalaphus wrote:

Banisher: I'm kinda on the fence about the whole "hating the fey" thing. As I understand it, fey do have a strong relationship to nature, but "it's complicated". I've always seen Resist Nature's Lure more as a "takes one to know one" kind of ability; druids are close to fey and therefore better able to resist their wiles.

The original point of the Iron Druid's anti-fey stuff is that they're creatures of nearly pure magic, and cold iron messes with them a lot.

The Banisher, once I actually get him built correctly, is more about purging the natural world of things that don't belong there. Most banishers would be much more focused on demons and undead than fey. To clarify a point, I think most banishers who DO go after fey don't really HATE them, they just don't see them as belonging to nature, and think they belong on the First World.


Ascalaphus wrote:

Iron Aura (level 15): needs a line on how you decide which spell is going to be stripped. If you don't know which spells are on a critter, which one will be removed? Should probably copy the mechanism from Dispel Magic for this.

Otherwise, I think the Iron Druid looks fairly decent. Not impossible to fight against, but not too easy either. I think it'll scale up better at the 10+ levels than an AC.

At first I thought the spell resistance was on the low side, but with WisMod added it's probably just right; 10+level is very powerful, 5+level is pretty weak. I think most druids will end up with a WisMod that's somewhere between 2 and 5, so the ability will give a decent result.

What I particularly like is that it's a very non-invasive archetype; it doesn't alter every class ability just for the heck of it, so it's possible to combine it with some other archetypes.

---

Steel Savant: I'm not sure changing Resist Nature's Lure was necessary. Armored Shape: does this NA stack with that normally granted by wild shape? If not it's a fairly lame ability.

---

Banisher: as written it seems like he gets a complete Ranger's FE ability (so about five different enemies) AND two more from a restricted list. That's... ridiculous?

Iron Druid: Thanks for pointing that out, I'll change that in Mk. III (or when I put out the final draft, if everyone likes Mk. II)

Steel Savant: Yes, Armored Shape stacks with the NA bonus. As for changing Resist Nature's Lure, I thought it was thematically appropriate, but it can be easily changed.

Banisher: No, the banisher only gets three Favored Enemies. I'll rewrite that.


So apparently by 'tonight' I meant 2 o'clock in the morning. Sorry about that, I've been rather busy the past 12 hours or so. Anyhow, proudly presenting the Iron Druid Mk. II, the Sonic Bloodline Mk. II, and the Steel Savant! Somewhat less proudly presenting the Banisher (which I'm not very happy with, but has the seed of a good idea - I will keep working on it later).

This version of the Iron Druid focuses much more on magic resistance and countering casters than the previous one. Also removed Diminished Spellcasting. Hope you like it! Thanks for the feedback, and please offer more!

Iron Druid Mk. II:
Most druids are prohibited from using metal, as it is cold and dead, separated from the life and magic of the earth. Some druids, however, refuse to bow to this prohibition and bull through the block, bonding cold iron to their auras in a long and excruciating process that eventually rewards them with near imperviousness to magic, as the grounded metal of the natural world opposes the supernatural spells of casters.

WEAPON AND ARMOR PROFICIENCY
Iron druids lack the prohibition on wearing metal armor or using metal shields faced by most druids.

IRON AURA
At 1st level, an iron druid binds cold iron into his aura. This bond must be woven into some piece of cold iron worn on the druid's person (such as a ring or amulet). As long as the druid wears this totem, he gains spell resistance equal to 5 + his druid level + his Wisdom bonus. This spell resistance may be lowered or raised as a free action.

At 4th level, any creature within 30 ft. of the druid must make a concentration check with DC equal to 10 + 1/2 his druid level + his Wisdom bonus or be unable to cast a spell or use a spell like ability. The action normally required to cast the spell or use the ability is expended regardless of whether the check is made or not. The druid may halt or resume use of this ability as a swift action.

At 7th level, an iron druid receives a +4 bonus on saves against mind-affecting effects and death effects. This bonus increases by +2 at 11th level, and again at every 4 levels after 11th, to a maximum of +10 at 19th level.

At 15th level, the druid is immune to critical hits from spells, spell-like abilities or spell effects. As a standard action, the druid may make a melee touch attack against a creature and strip a spell effect away from it. The creature must make a Will save with a DC equal to 10 + 1/2 his druid level + his Wisdom modifier or lose the spell effect. Creatures may voluntarily fail this save. This ability works against curse effects.

At 20th level, magic weapons that are used to successfully hit the iron druid lose all enhancement bonuses and special abilities for a number of rounds equal to his druid level. The same applies to armor worn by creatures struck by the druid in melee combat. Furthermore, any time the iron druid makes a save against a spell effect or spell-like ability, he may roll twice and take the better result.

This ability replaces Nature Bond.

MAGIC RESISTANT
At 2nd level, an iron druid adds his Wisdom bonus to Fortitude and Reflex saves against spell effects. This ability replaces Woodland Stride.

MAGEBANE
At 6th level, an iron druid receives Disruptive as a bonus feat, even if he does not meet the prerequisites. At 10th level, he gains Spellbreaker as a bonus feat.

MAGIC ANALYSIS
At 15th level, an iron druid learns how to determine qualities of magical items and creatures just by looking at them. He may use analyze dweomer as a spell-like ability a number of times per day equal to 3 + his Wisdom Bonus.

The Sonic Bloodline now has slightly altered flavor text and some added senses, as well as plentiful options for deafening an opponent. It also still has an awfully lame name. Please suggest alternatives.

Sonic Bloodline Mk. II:
The raw power of a primal scream flows through your veins like blood. You may come from a line of incredibly gifted musicians, or perhaps many in your family tree have ended up as screaming undead. Either way, the magic that courses through you always seems to escape as a shriek, a whisper, or a powerful word.

CLASS SKILL
Perform (Sing or any musical instrument group)

BONUS SPELLS
Ear-Piercing Scream (3rd), Piercing Shriek (5th), Thundering Drums (7th), Primal Scream (9th), Deafening Song Bolt (11th), Sympathetic Vibration (13th), Ki Shout (15th), Greater Shout (17th), Wail of the Banshee (19th)

BONUS FEATS
Voice of the Sibyl, Skill Focus (Perform), Arcane Strike, Persuasive, Still Spell, Sorcerous Bloodstrike, Blind-Fight, Improved Blind-Fight

BLOODLINE ARCANA
Whenever you cast a spell with a vocal component that deals damage, you may have that spell deal half sonic damage and half whatever damage type it would normally deal. This adds the sonic descriptor to the spell.

BLOODLINE POWERS
Magic blisters through you, begging to be released as furious sound. Few can stand before the wrath of your voice.

BATTLE CRY
At 1st level, as a standard action, you can make a targeted enemy quake in fear with nothing but a furious shout. The target must make a Will save (DC 10 + 1/2 your sorcerer level + your Charisma modifier) or be shaken for 1 round. At 10th level, an affected creature is also deafened for 1 round. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

ATTUNED
At 3rd level, you gain resist sonic 5 and add +1 to the DC of any spells you cast with the sonic descriptor. At 9th level, your resistance to sonic damage increases to 10 and the DC bonus increases to +2

ECHO
At 9th level, you learn how to navigate by sound alone. You gain blindsense 15 ft. Further, any creature that succeeds at a save against a spell you cast with the sonic descriptor is immediately forced to make the save again at -2 DC as the echo of the spell reverberates back. If they fail this save, they suffer the full effect of the spell. At 11th level, the range of the blindsense granted by this power increases to 30 ft and the echoed save is at a -1 DC.

FORCEFUL SHOUT
At 15th level, you can push opponents back with your supernaturally loud and powerful voice. This 15 foot cone centered on you does 1d6 points of sonic damage per sorcerer level. Those caught in the area of your blast receive a Fortitude save for half damage. You may make an immediate ranged bull rush attempt against any creature that fails this save, using your sorcerer level as your base attack bonus and adding your Charisma bonus rather than your Strength bonus. The DC of this save is equal to 10 + 1/2 your sorcerer level + your Charisma modifier. At 15th level, you can use this ability once per day. At 17th level, you can use this ability twice per day, and any creature that fails its save is deafened for a number of rounds equal to 1/2 your sorcerer level. At 20th level, you can use this ability three times per day, and any creature that fails its save is permanently deafened.

AND THE FURY
At 20th level, you are a manifestation of the power of sound. You gain blindsight 60 ft. and immunity to deafness, sonic damage, and sonic effects. You gain the ability to cast Clairaudience at will.

Ascalaphus got me thinking about a druid archetype that focuses more on physical stuff, and Atarlost gave me some ideas for meshing armor and Wild Shape. I combined these inspirations into the following unintended archetype that I really ended up loving, and I hope you will too.

Steel Savant:
Druids are wardens of nature. Most druids take up this task by closely bonding with the life and vital essence of nature, forming a close companionship with the plants and animals that infest the planet's surface. Some druids, however, form bonds with things much older, deeper, and more solid. Sheathing themselves in solemn and unyeilding steel, these druids protect nature with an iron blade and an adamantine will.

WEAPON AND ARMOR PROFICIENCY
Steel savants can use metal armor and shields. They are also proficient with heavy armor and all martial weapons.

DIMINISHED SPELLCASTING
A steel savant gains one fewer spell of each level than normal. If this reduces the number to 0, he may cast spells of that level only if they are domain spells or if his Wisdom bonus allows bonus spells of that level.

NATURE BOND
A steel savant must take the Metal subdomain.

IRON WILL
A steel savant gains Iron Will as a bonus feat.

NATURE SENSE
A steel savant gains a +2 bonus on Knowledge (dungeoneering) checks rather than Knowledge (nature) checks and Knowledge (dungeoneering) is a class skill for them. This ability modifies Nature Sense.

HARD AS STEEL
At 2nd level, a steel savant gains DR 1/-. This DR increases by 1 every 4 levels after 2nd, to a maximum of DR 5/- at 18th level. This DR/- always stacks with any DR granted by other effects. This ability replaces Woodland Stride and Trackless Step.

ONE WITH THE EARTH
At 4th level, a druid gains a +4 bonus on saving throws against any spell or spell-like ability with the earth descriptor. This ability replaces Resist Nature's Lure.

ARMORED SHAPE
A steel savant's forms are covered in metallic growths and plates. A steel savant cannot use Wild Shape to take the form of a plant creature. When using Wild Shape, a steel savant gains a natural armor bonus equal to the armor bonus provided by any armor he is currently wearing, up to a maximum of +1 per every 2 druid levels the steel savant possesses. This ability modifies Wild Shape.

STEEL GUTS
At 9th level, a steel savant gains immunity to all poisons and diseases. This ability replaces Venom Immunity and A Thousand Faces.

ARMOR TRAINING
Starting at 12th level, a steel savant gains the Armor Training special ability as though he were a fighter, counting his fighter level as his druid level -9

The Anti-Fey focus of the original Iron Druid got lost in the update, but I really liked the concept of a druid purging outside influences (like fey) from nature, and disrupting them just by being close. Unfortunately, the seed of a good idea ended up being horribly executed, in my opinion, and needs lots of further revision. I include what I wrote down here so you can spitball some ideas on the build and hopefully inspire some cool ideas, because I really like the core concept.

Banisher:
Some druids go to great lengths to keep the natural world pure and clean from the influence of outsiders, undead, and creatures with no place in the natural order of the Material Plane (such as fey).

FAVORED ENEMY
A banisher gains favored enemies just as a ranger of his level, except that he gains an additional favored enemy at 9th level and 17th level. The type of creature chosen must be some form of Outsider, Undead, Aberration, or Fey. In addition to the normal benefits of having a favored enemy, the banisher also adds his favored enemy bonus to the save DCs of spells cast on such creatures. This ability replaces A Thousand Faces.

BANISH
Once per day as a free action, a banisher may cast dismissal as a spell like ability against any of his favored enemies he successfully hits with a physical attack. For the purposes of this ability, all of the banisher's favored enemies count as extraplanar (Undead go to the negative energy plane, aberrations go to any thematically appropriate plane, etc.). At 10th level, this ability counts as banishment rather than dismissal. The banisher may use this ability an additional time per day for every 4 druid levels he possesses, up to a maximum of six times per day at 20th level.

ZEALOUS PURGE
At 15th level, any favored enemy that begins its turn adjacent to the banisher takes 1d6 damage per point of favored enemy bonus (for example, a skeleton that starts its turn adjacent to a banisher with a +4 favored enemy bonus against undead takes 4d6 damage), no save. Furthermore, a banisher bypasses all damage reduction or spell resistance possessed by his favored enemies, and whenever he successfully strikes them in combat or whenever they fail a save against one of his spells, all regeneration, fast healing, DR, SR, and elemental resistances of the creature are suspended for one round.


Thanks for the positive suggestions, everyone. In light of this, I'm going to revise the Iron Druid and split the anti-fey idea into another archetype I'm calling the Banisher. I will also be giving better theming and fluff to the sound bloodline. All revisions will be posted tonight. Please feel free to keep up with suggestions.


Ascalaphus wrote:

I was thinking about an Ironclad Druid archetype myself - not inspired by those books per se though (although I enjoyed the first issue).

I was thinking about a druid variant that doesn't use Wildshape but instead focuses more on fighting in humanoid shape, and perhaps even mounted combat; because I think druids get (especially with AC) a lot of tricks to make mounted combat appealing, but wildshape just steals the show.

I like your idea of specifically giving up plant wildshape, that's a good flavor fit for using iron armor.

I'm not so sure about the anti-fey abilities; I think those might be a bit too specialized.

I agree that the most major shortcoming of the class is it's overspecialization - I was hesitant at first. However, the Banisher class feature, along with the fact that druids are just generally overpowered as hell, was what convinced me to keep the anti-fey stuff in. I could perhaps focus more on the magic resistance and focus on metal equipment in the second draft, if people think that would be a good idea.


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In the haze of staying up far later than I should have last night, I hastily typed up some ideas I'd had for a while.

The first is a druid archetype inspired by the Iron Druid Chronicles by Kevin Hearne. It replaces the nature bond with a neato cold iron aura, lifts the druid restriction on metal items, and focuses on spell resistance and anti-magic stuff.

Iron Druid:
Most druids are prohibited from using metal, as it is cold and dead, separated from the life and magic of the earth. Some druids, however, refuse to bow to this prohibition and bull through the block, bonding cold iron to their auras in a long and excruciating process that eventually rewards them with the ability to channel magic through metal, as well as earning them the fear and hatred of fey, and a good deal of resistance to magical influence.

WEAPON AND ARMOR PROFICIENCY
Iron druids lack the prohibition on wearing metal armor or using metal shields faced by most druids.

DIMINISHED SPELLCASTING
The process of binding iron to one's aura is an arduous one requiring constant focus. Iron druids cast one less spell of each level than normal. If this reduces the number to 0, he may cast spells of that level only if his Wisdom allows bonus spells of that level.

IRON AURA
At 1st level, an iron druid binds cold iron into his aura. This bond must be woven into some piece of cold iron worn on the druid's person (such as a ring or amulet). As long as the druid wears this totem, he gains spell resistance equal to his Druid level + his Wis bonus + 5 and all fey with HD less than the druid's within 30 ft. of the druid act as though they had no spell resistance or damage reduction.

At 4th level, fey with HD less than the druid's within 30 ft. of the druid must succeed at a concentration check with DC = 10 + 1/2 druid level + Wis bonus in order to cast a spell or use a spell-like ability.

At 7th level, an iron druid receives a +4 bonus on saves against mind-affecting effects and death effects. This bonus increases by +2 at 11th level, and again at every 4 levels after 11th, to a maximum of +10 at 19th level.

At 15th level, all fey are affected by the Iron Aura, regardless of hit dice. Furthermore, any fast healing, regeneration, and elemental resistances are negated on fey within this range. Each round, a fey within this aura must make a Will save with DC = 10 + 1/2 druid level + Wis bonus each round or lose all defensive spell or spell-like ability effects currently in effect on themselves or their allies. This does not prohibit the creature from recasting the spell or spell-like ability.

At 20th level, the iron druid is a true menace to fey and a perfect conduit of cold iron. Fey within 30 ft. of the iron druid take 5d6 damage every round they end their turn within the aura as the very fabric of their being is torn asunder (Fort save DC = 10 + 1/2 druid level + Wis bonus for half damage). Furthermore, any time the iron druid makes a save against a spell effect or spell-like ability, he may roll twice and take the better result.

This ability replaces Nature Bond.

MAGIC RESISTANT
At 2nd level, an iron druid adds his Wisdom bonus to Fortitude and Reflex saves against spell effects. This ability replaces Woodland Stride.

WILD SHAPE
An iron druid cannot use Wild Shape to transform into a plant creature.

MAGEBANE
At 6th level, an iron druid receives Disruptive as a bonus feat, even if he does not meet the prerequisites. At 10th level, he gains Spellbreaker as a bonus feat.

BANISHER
At 13th level, an iron druid may apply his Iron Aura penalties to any creature with DR/cold iron just as though they were fey. This lasts for a number of rounds equal to 1/2 his druid level. He may use this ability a number of times per day equal to 3 + his Wisdom bonus. This ability replaces A Thousand Faces.

I also, upon request by a friend, wrote up a bloodline that focuses on sonic damage and sound manipulation. Here it is:

Sonic Bloodline:
The raw power of a primal scream flows through your veins like blood. Whether from a screaming undead or a gifted musician in your family history, the simple emotion elicited by the fury of sound defines your power.

CLASS SKILL
Perform (Sing or any musical instrument group)

BONUS SPELLS
Ear-Piercing Scream (3rd), Piercing Shriek (5th), Thundering Drums (7th), Primal Scream (9th), Deafening Song Bolt (11th), Sympathetic Vibration (13th), Ki Shout (15th), Greater Shout (17th), Wail of the Banshee (19th)

BONUS FEATS
Voice of the Sibyl, Skill Focus (Perform), Arcane Strike, Persuasive, Still Spell, Sorcerous Bloodstrike, Blind-Fight, Improved Blind-Fight

BLOODLINE ARCANA
Whenever you cast a spell with a vocal component that deals damage, you may have that spell deal half sonic damage and half whatever damage type it would normally deal. This adds the sonic descriptor to the spell.

BLOODLINE POWERS
Magic blisters through you, begging to be released as furious sound. Few can stand before the wrath of your voice.

BATTLE CRY
At 1st level, as a standard action, you can make a targeted enemy quake in fear with nothing but a furious shout. The target must make a Will save (DC 10 + 1/2 your sorcerer level + your Charisma modifier) or be shaken until the end of your next turn. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

ATTUNED
At 3rd level, you gain resist sonic 5 and add +1 to the DC of any spells you cast with the sonic descriptor. At 9th level, your resistance to sonic damage increases to 10 and the DC bonus increases to +2

FORCEFUL SHOUT
At 9th level, you can push opponents back with your supernaturally loud and powerful voice. This 15 foot cone centered on you does 1d6 points of sonic damage per sorcerer level. Those caught in the area of your blast receive a Fortitude save for half damage. You may make an immediate ranged bull rush attempt against any creature that fails this save, using your sorcerer level as your base attack bonus and adding your Charisma bonus rather than your Strength bonus. The DC of this save is equal to 10 + 1/2 your sorcerer level + your Charisma modifier. At 9th level, you can use this ability once per day. At 17th level, you can use this ability twice per day. At 20th level, you can use this ability three times per day.

DREAD HARMONICS
At 15th level, as a full-round action, you can scream in many different pitches, shattering materials with sympathetic vibrations. Every unattended object and construct creature within 30 ft. is harmed as though they were crystalline creatures subjected to a Shatter spell. The save DC for this effect is equal to 10 + 1/2 your sorcerer level + your Charisma modifier. In addition, any unattended crystalline or glass objects are instantly destroyed, and any crystalline creatures in the area take double damage. You can use this ability once per day.

AND THE FURY
At 20th level, you are a manifestation of the power of sound. You gain blindsight 30ft and immunity to deafness, sonic damage, and sonic effects. You gain the ability to cast Clairaudience at will.

Let me know what you think. I'd love some feedback on these, and for anyone to tell me if my ideas are so incredibly stupid the universe itself has decided it will no longer sanction my existence.

Seriously though, any constructive or even harsh criticism is welcome. Thanks!

EDIT: Whoops, forgot the flavor text on the Iron Druid!