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Is there anything stopping a multiclassed alchemist/Kensai magus from using all their class features with their bombs, including their Perfect Strike ability to do max damage with their bomb?


LazarX:
That was always my assumption, but the rules don't specify.

Orfamay:
I think climb checks would be a suitable substitute for ride checks. Either way, that's all house rule. There's nothing I can find that says mounting/dismounting uses movement. It just takes a move action if you can't make a DC 20 Ride Check.

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?
Does dismounting in the same space count as movement, disallowing myself a 5-foot step?

Do I dismount into an space adjacent to the 2x2 area?
Does dismounting into an adjacent space count as movement, disallowing myself a 5-foot step?


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

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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.
Hit Dice: d8
Class Skills: Acrobatics, Bluff, Climb, Craft, Diplomacy, Heal, Intimidate, Knowledge (Arcana), Knowledge (History), Knowledge (Local), Knowledge (Planes), Knowledge (Religion), Perception, Profession, Sense Motive, Spellcraft, Stealth, Survival, Swim
Skill Ranks per Level: 6 + Int modifier

Base Attack Bonus:3/4
good fortitude and will saves

combination of incarnate/soulborn soulmelds

Class Features
Weapon and Armor Proficiency: You are proficient with all simple and martial weapons, firearms, light armor and medium armor, but not shields

Meldshaping: A witch hunter can shape incarnum soulmelds which are drawn from the soulmeld list below.
The DC for a saving throw against a witch hunter’s soulmeld is 10 + number of points of essentia invested in the soulmeld + your wisdom modifier. Your meldshaper level is equal to your witch hunter level.
A witch hunter can shape only a certain number of soulmelds per day. Your base daily allotment is given on Table 1: The Witch Hunter. The maximum number of soulmelds that you can have shaped simultaniously is equal to your Constitution score minus 10 or the number of soulmelds allowed for your level, whichever is lower. At 1st level, you can shape two soulmelds at a time (assuming you have a Constitution score of at least 12). As you advance in level, you can shape an increasing number of soulmelds.
At 1st level, you also gain access to your personal pool of essentia, which can be invested into your soulmelds to increase their power. Your essentia pool’s size is shown on the previous table. Your character level, as noted in the Essentia Capacity Table in Magic of Incarnum, determines the maximum quantity of essentia that you can invest in any single soulmeld. As a swift action, you can reallocate your essentia investments in your soulmelds every round.
An incarnate does not study or prepare soulmelds in advance, but must have a good night’s rest and must meditate for 1 hour to shape his soulmelds for the day.

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
with that chakra.
The number of chakra binds that you can have active at any one time depends on your level (see the Chakra Binds column on Table 2–2: The Incarnate in Magic of Incarnum).
At 2nd level, you can bind a soulmeld to your crown chakra. Beginning at 4th level, you can bind soulmelds to your feet or hands chakras. At 9th level, you can bind soulmelds to your arms, brow, or shoulders chakras. At 14th level, you can bind soulmelds to your throat or waist chakras. At 16th level, you can bind a soulmeld to your heart chakra, and at 19th level you can bind a soulmeld to your soul chakra.

Table 2: Witch Hunter Soulmeld List
Chakra Soulmelds
Crown Crystal Helm, Diadem of Purelight, Enigma Helm, Soulspeaker Circlet
Feet Acrobat Boots, Cerulean Sandals, Impulse Boots, Thunderstep Boots
Hands Sighting Gloves, Theft Gloves, Lightning Gauntlets, Lucky Dice, Mauling Gauntlets
Arms Armguards of Disruption, Bluesteel Bracers, Lammasu Mantle, Riding Bracers, Sailor’s Bracers
Brow Keeneye Lenses, Mage’s Spectacles, Silvertongue Mask, Truthseeker Goggles, Fearsome Mask
Shoulders Lammasu Mantle, Pauldrons of Health, Theraputic Mantle
Throat Apparition Ribbon, Planar Ward, Silvertongue Mask
Waist Apparition Ribbon, Planar Ward, Silvertongue Mask
Heart Lifebond Vestments, Spellward Shirt, Strongheart Vest
Soul Fellmist Robe, Keeneye Lenses

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.
Hats start with the ability to psychically impress their emotions onto their wearer. They can sense things within 30 feet of them as if they could see and hear. This range increases as the witch hunter advances. Hats also function as special bags of holding, capable of releasing items on their own accord. The hat’s holding capacity and volume increase as the witch hunter advances. Their intelligence, wisdom, and charisma scores increase as the witch hunter advances. The hats have a number of skill ranks that can be freely invested in any skills. As a hat, their use of skills is naturally limited.
The witch hunter may invest essentia into the hat itself, to grant themselves a bonus to saving throws and armor class equal to the essentia invested. Additionally, at certain levels, the hat increases the essentia capacity of crown and brow chakra soulmelds, as well as the hat itself. The witch hunter can bind the hat to his crown chakra to grant himself a bonus to AC equal to the amount of essentia invested in the hat. If the witch hunter shapes a crown chakra soulmeld, he can not invest essentia into the hat or bind the hat to his chakra. If the player manifests crown or brow chakra soulmelds, he may opt to have the soulmelds manifest as markings and decorative trim on the hat. The design varies depending on the soulmeld shaped.
At certain levels, the hat gains the ability to use certain spells as spell-like abilities. At fifth level, choose a spell from the A list for the hat to be able to cast at will. At ninth level, choose a spell from the B list to be able to cast three times a day. At fifteenth level, choose a spell from the C list to be able to cast once per day.
At 7th level, the hat the speak aloud. It knows Common, any racial languages the witch hunter knows, and one language per point of intelligence modifier.
At 13th level, the hat can communicate with its wearer telepathically.

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.
1. To make the tech level of the world I made tangible, and put it into the hands of the players.
2. To make potions more accessible/useful for players.

Thoughts? Comments?

Weapon/Armor Enhancement
Masterwork quality weapons and armor can be fitted with a crystal cartridge activator. This device accepts specially prepared crystals. Upon activation, the magic effect in the cartridge triggers. You must be wielding the weapon or wearing the item with an activator in order to use it. Using the activator is a swift action that does not provoke an attack of opportunity. Cartridges can be ejected as a free action, and loaded as a move action provoking an attack of opportunity. Ejected cartridges fall to the ground. Someone else can activate one for you, but doing so takes a full-round action. Adding an activator to an item costs 500gp per maximum spell level or 100 for 0 level spells only. Only certain magic item slots can have cartridge activators, and they are each limited by a total number of spell levels. 0-level spells count as 1 level spells for the purpose of counting spell levels that fit in an activator.

Spell Level/Item Slot Table
1h Weapon 3
2h Weapon (Double) 2, 3
Armor/Body/Chest 3
Belts 2
Feet (Twin) 1*
Hands/Wrists (Twin) 1*
Shield 2
Shoulders (Twin) 1*

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
Cartridges are mundane and reusable delivery systems for magic potions or oils. It takes one round to prepare a cartridge with a potion. If the process is interrupted, it fails. A used cartridge can be refilled with another potionl. Once a cartridge has been prepared with a potion, it can only be used via an activator. If you use a cartridge and the spell contained within doesn't target an object, the spell wears off at the end of the turn. If an attack with that weapon or an unarmed attack hits, the effect of the spell affects the hit target. One Crystal Cartridges cost 100gp per maximum spell level. 10 Hardness, 3 HP.

Skill
Craft (Crystaltronics)
The craft of using crystals and existing magic items to create "modern" conveniences.

Feats
Crystaltronic Engineer
Prerequisites: Brew Potion, Craft Magic Arms and Armor.
You can enchant Crystals Cartridges directly. You can enchant cartridges Special Abilities with up to a total of +1 per four caster levels. These effects last one minute per caster level, and you must be able to cast the required spells. A +1 bonus counts as a level one spell, but a +2 or higher counts as a third level spell, as though you were creating a potion of Greater Magic Weapon. You are not required to have a +1 enhancement bonus on these cartridges before placing a special ability on them. If these Special Ability Cartridges are used on a weapon on which any of the cartridge's enchantments could not be placed on, the cartridge is wasted instead.

Crystaltronic Items
Crystal Torch 175gp
essentially, permanent bull's-eye lantern via ever-burning torch.