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LazarX:
Orfamay:
Squeezing rules say "A creature can squeeze past a creature while moving but it can't end its movement in an occupied square." Considering dismounting uses a move action, but isn't explicitly movement, you could end up with dismounting being your final action in a turn. That's a paradox. This kind of leads to a funny version of the villager railgun. if you have someone with a +19 bonus to ride, and a row of horses lined up with 1 space in between them, the rider could use free actions to mount/dismount across a long distance using free actions. ![]()
I read, searched, and researched, but I can't find anything official. Where do I go when I dismount, and does it count as movement for the purposes of a 5-foot step? Assume this takes place during initiative. When I'm riding my horse, I am undoubtedly in the same space as it. When I dismount, do I end up in the same space until I move?
Do I dismount into an space adjacent to the 2x2 area?
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Here's a well formatted version on Google Docs: https://docs.google.com/document/d/1d-00wv3S7nTac-ID8px8bOKYHclresucqX8dc04 XnWo/edit Take out the space near the end or use this tinyURL: http://tinyurl.com/6plbu3q the forum brok the first link Summary: A 3/4 BaB incarnum class with a familiar-like intelligent item and an ability to dispel magic. Flavor-wise, it's perfect for my campaign setting. That's why I made it. It's the first 3.5ish class I've made in years. It's the first pathfinder class I've ever made. First impressions? Serious balance issues? Thanks --------------------------------------- Role: Witch Hunters usually take the role of supportive melee combatants, but it isn’t uncommon for a witch hunter to take up a ranged weapon. Alignment: Witch hunters can’t be chaotic, and are often lawful.
Base Attack Bonus:3/4
combination of incarnate/soulborn soulmelds Class Features
Meldshaping: A witch hunter can shape incarnum soulmelds which are drawn from the soulmeld list below.
Chakra Binds: Beginning at 2nd level, you can bind your soulmelds to your chakras, granting you new powers based on the soulmeld and the chakra chosen. Binding a soulmeld to a chakra closes the body slot associated with that chakra (see Chakras , page 50), so that you cannot also benefit from a magic item worn on the body slot associated
Table 2: Witch Hunter Soulmeld List
Know Thy Enemy (Su): A witch hunter can use the spells Detect Magic as a supernatural ability. They can also add their wisdom modifier to spellcraft checks made to identify scrolls, magic text, a spell as it’s being cast, or an existing spell effect. Disruptive Feat (Ex): At levels 1, 6, 11, and 16, the witch hunter gains a bonus feat from the following list: Arcane Vendetta, Point Blank Shot, Disrupting Shot, Disruptive, Spellbreaker, Dimensional Agility, Dimensional Assault, Dimensional Dervish, Dimensional Maneuvers, Dimensional Savant, or any incarnum feat for which the witch hunter meets the prerequisite. For the purpose of meeting the prerequisites for these feats, witch hunter levels counts as a fighter. Ancient Bond (Su): The witch hunter starts with a special hat that represents an ancient bond to his order. This hat is a sentient being that grows with the witch hunter. Its alignment matches the witch hunter’s alignment. Its personality is unique and independent, but always in harmony with the witch hunter as long as he doesn’t betray the order. The witch hunter’s hat serves as a mentor, guide, and partner. It also provides the witch hunter with a bit of its own soul to use in his soulmelds and other abilities. The hat grows in power according to Table 3: Ancient Bond, as the witch hunter gains levels.
Witch Tracking (Ex): At 2nd level, A witch hunter adds half his level (minimum 1) to survival skill checks made to follow or identify tracks, and adds his wisdom modifier to skill checks, such as diplomacy, intimidate, or knowledge, when seeking information on witches. Knowledgeable Defense (Ex): At 2nd level, a witch hunter who identifies a spell with Spellcraft gains a bonus against its effects, either a +1 bonus on saving throws or a +1 dodge bonus to AC against this spell. This bonus increases every four levels (to a maximum of +5 at 18th level). At 20th level, once per day as a swift action, she can grant this bonus to all her allies within 60 feet, for 1 minute. The allies gain the bonus when the witch hunter identifies the spell, and those among the allies who have at least 1 rank in Spellcraft can aid the witch hunter’s next Spellcraft check as a swift action while under the effect of this ability. Curse Breaker (Su): At third level, a witch hunter can use his curse breaker ability once per day, per three witch hunter levels he possesses, to duplicate the effects of the Hex Ward spell, Remove Fear, or the Lesser Dispel Magic spell as supernatural ability. At 6th level, curse breaker can duplicate the spell Dispel Magic or Remove Curse, at 12th; Greater Dispel Magic or Break Enchantment, at 15th; Deny. The use of Greater Dispel Magic or Break Enchantment consumes two uses of the Curse Breaker ability. The use of Deny consumes three uses of the Curse Breaker ability. The witch hunter can invest essentia into this ability to gain a +1 bonus to any caster level checks per point of essentia invested. This bonus can allow the witch hunter to exceed caster level limits imposed by the spell description. Activating Curse Breaker is a Standard Action. The witch hunter can ready an action to counterspell with this ability, and counts as being able to cast dispel magic for the purposes of meeting prerequisites. Iron Gut (Ex): The witch hunter gains a bonus to saving throws against ingested poisons equal to his constitution modifier. Endurance (Ex): The witch hunter gains Endurance as a bonus feat. Hunter’s Vision (Su): The witch hunter can gain the benefits of the Arcane Sight spell for a number of rounds per day equal to 3 + the witch hunter’s wisdom modifier. Activating and deactivating this ability is a free action. Mystic Tether (Su): As a standard action or as part of a charge, the witch hunter can make an attack at his highest base attack bonus. If the attack hits, the target is affected by the effects of the spell dimensional anchor. Witch Slayer (Su): At 20th level, a witch hunter can duplicate the effects of the Antimagic Field spell for a number of rounds equal to 3 plus his wisdom modifier. While this ability is active, he gains the benefit of the feat Improved Critical when making an attack against a spellcaster or creatures with spell-like abilities and confirms any critical threats rolled against that spellcaster or creature. Activating this ability is a swift action. The witch hunter must spend a swift action at the beginning of his turn every round to maintain the field. Ex-Witch Hunters: A witch hunter who ever casts a spell, uses a spell completion item, becomes chaotic, or willfully accepts the spell effects of a witch may not progress as a witch hunter. Furthermore, they lose access to all benefits from their ancient bond class feature. If the witch hunter becomes non-chaotic, defeats the witch, or refrains from using spells or spell completion items for at least one week may regain all his abilities. ![]()
The purpose of this homebrew/houserule is twofold.
Thoughts? Comments? Weapon/Armor Enhancement
Spell Level/Item Slot Table
Twin slots allow you to split a single level two spell across both cartridges and activate the cartridges at the same time. If two different spells are in each cartridge, only one of them, chosen randomly, takes effect, but both cartridges are used. Crystal Cartridges
Skill
Feats
Crystaltronic Items
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