Sheyln (Symbol)

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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.)


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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!