Red Rider

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@Oceanshieldwolf Witchbane as a name is more flavor text, it's meant as anti-caster mainly and minorly like Smite Evil as you go. While the specific spell siphon part may not always apply, I think it'll be really nice in the times when it does.
I see your point on "within sight", what kind of range would be better? 30 ft. comes to mind and is a pretty standard range for a lot of things, but I'm open to suggestion.


@My Self can you give me a link to Aroden's Spellbane? I'm not finding it.

@UsagiTaicho A selective field would be neat. Maybe like the Selective Channeling feat,exclude one per Wisdom modifier or something.

@Ciaran Barnes I did have Disruptive and Spellbreaker as bonus feats in the first draft, but removed them on this second one. I didn't feel like they were original or absolutely necessary, but I suppose I could add them back in as talents.
Something to fight ongoing effects sounds appealing. I'll have to look into that.
Detect Magic and Arcane Sight are already class features for finding magic. Along with the option to take Detect Undead and Detect Good/Evil.

@Amanuensis I really really like that idea. It's a drastic and dramatic power, I can see that as an alternative attack against a helpless opponent instead of damage like Burn at the Stake does.


I like the idea of some permanent awesome bonus, but I see Arakhor's point. Antimagic Field would kill the use of witch hunter spell-like abilities and magic things he has.


Here's a rework of the class based on the feedback I got plus some other ideas I had to replace things.

I present, Witch Hunter 2.0

Spoiler:

Role: Witch hunters devote their lives to assassinating the unnatural. Whether that entails literally hunting down witches in the dead of night or questing to slay a raging dragon upon a vast battlefield, a witch hunter prepares himself to encounter many kinds of adversaries. Various witch hunters act as mercenaries or specialized hunters, indistinguishable from the rogues and rangers accepting these same contracts. Others take great pride in their work and only accept quests against the most heinous of creatures. Their virtue can sometimes be mistaken for the righteousness of a paladin.

Alignment: Any

HD: 1d10

Full BAB, Good Reflex and Will saves

The witch hunter’s class skills are Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Heal (Wis), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (dungeoneering) (Int), Knowledge (local) (Int), Knowledge (religion) (Int), Perception (Wis), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), Stealth (Dex), Survival (Wis), Swim (Str), and Use Magic Device (Cha)

Skill Ranks per Level: 6 + Int modifier

Weapon and Armor Proficiency: A witch hunter is proficient with all simple and martial weapons plus the hand crossbow, bolas, lasso and net. He is also proficient with light armor and shields (except tower shields).

1st Level
• Detect Magic: At will, a witch hunter can use Detect Magic, as the spell. A witch hunter can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is magical, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the witch hunter does not detect magic in any other object or individual within range.
• Live Capture: Witch hunters often find their prey more valuable captured than killed, and are trained to take this advantage whenever necessary. A witch hunter adds ½ his level (minimum 1) to grapple and trip combat maneuvers, as well as the attack rolls and Escape Artist DC of weapons such as nets and lassos that entangle a target.

2nd Level
• Witchbane: At 2nd level, a witch hunter can manifest a force that directly works against magical power. A number of rounds per day equal to his class level plus Wisdom modifier, a witch hunter can grant himself spell resistance equal to 10 plus his witch hunter level. This ability can be activated as a swift action or as an immediate action in response to being targeted by a spell that the witch hunter is aware of. Any spell that fails to pass the spell resistance granted during Witchbane is reverted back on the caster, as per Spell Turning.
At 4th level, a witch hunter may also select another target within sight to surround with his Witchbane. This target bears the same spell resistance as the witch hunter. This spell resistance only applies to the target’s own spells however. Any spell it casts upon itself that creates a benefit must pass the spell resistance. If it fails, the caster does not gain the benefit of the spell and the witch hunter instead gains it.
At 6th level, the witch hunter gains a bonus to attack and damage rolls equal to his Wisdom modifier while Witchbane is active. In addition, the target other than the witch hunter affected by Witchbane takes a negative to attack and damage rolls equal to that same amount.
At 8th level, the witch hunter gains a bonus to AC and saving throws equal to his Wisdom modifier while Witchbane is active. In addition, the target other than the witch hunter affected by Witchbane takes a negative to AC and saving throws equal to that same amount.
• Investigate: A witch hunter takes great dedication in gathering information. Once per day, for a number of hours equal to his Wisdom modifier, he adds his witch hunter level as an insight bonus to all Knowledge, Survival, Perception, Sense Motive and Diplomacy checks to learn more about a creature he is hunting or a goal he is pursuing. Upon GM discretion, more skill checks could benefit from this bonus.

3rd Level
• Hunter Talent: As a witch hunter gains experience, he learns a number of talents that aid him in tracking and slaying evil magic-users. Starting at 3rd level, a witch hunter gains one hunter talent. He gains an additional hunter talent for every 3 levels of witch hunter attained after 3rd level. A witch hunter cannot select an individual talent more than once.

4th Level
• Uncanny Dodge: Starting at 4th level, a witch hunter can react to danger before his senses would normally allow him to do so. He cannot be caught flat-footed, nor does he lose his Dex bonus to AC if the attacker is invisible. He still loses his Dexterity bonus to AC if immobilized. A witch hunter with this ability can still lose his Dexterity bonus to AC if an opponent successfully uses the feint action (see Combat) against him.
If a witch hunter already has uncanny dodge from a different class, he automatically gains improved uncanny dodge (see below) instead.

5th Level
• Dispel Magic: At 5th level, a witch hunter’s supernatural ability to suppress magic can be compressed into a nullifying blast. As a standard action at the cost of two rounds of Witchbane, a witch hunter may cast Dispel Magic (as per the spell) as a spell-like ability using his witch hunter level as his caster level.

6th Level
• Hunter Talent
• Invigorate: At 6th level, a witch hunter learns to draw strength and motivation from the defeat of his enemies. Whenever he brings an enemy to 0 or fewer hit points, or is adjacent to a creature brought down by one of his allies, the witch hunter gains an additional round of Witchbane. Additional rounds of Witchbane may number beyond your maximum rounds per day, but any additional rounds over your maximum are forfeited after 8 hours rest when you would normally regain your full use of the ability.

7th Level
• Spell Resistance: At 7th level, a witch hunter is surrounded by a passive protection against magic. He gains spell resistance equal to 10 plus his with hunter level. When Witchbane is active, the spell resistance is increased by an amount equal to his Wisdom modifier for as long as the ability is active.

8th Level
• Improved Uncanny Dodge: At 8th level and higher, a witch hunter can no longer be flanked. This defense denies a rogue the ability to sneak attack the witch hunter by flanking him, unless the attacker has at least four more rogue levels than the target has witch hunter levels.
If a character already has uncanny dodge (see above) from another class, the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.

9th Level
• Hunter Talent
• Improved Invigorate: In addition to the regular benefit of Invigorate, a witch hunter gains a number of temporary hit points equal to the Hit Die of the creature brought to 0 hit points or fewer.

10th Level
• Antimagic Field: The witch hunter can generate an aura that not just resists but disables magical power around him. As a standard action at the cost of one round of Witchbane, the witch hunter may create an Antimagic Field (as the spell) for one minute, centered on himself. The Antimagic Field cannot be ended by the witch hunter until the time has elapsed. A witch hunter cannot have an Antimagic Field and Witchbane active at the same time.

11th Level
• Spark: At 11th level, a witch hunter learns a trick to start fires. He can use Spark at will (as the spell) using his witch hunter level as his class level.
• Burn at the Stake: A witch hunter can bring his own brand of justice to those he has subdued. Once per day, a witch hunter may select a helpless target within range of his Spark ability. The target is afflicted with spontaneous and savage flames, dealing 1d6 fire damage per witch hunter level (maximum 20d6). The target continues to burn, taking the same amount of fire damage each turn afterword for as long as the target remains helpless. The target is allowed a Fortitude save each round after the first to halve the damage, DC equaling 10 + the witch hunter’s class level +his Wis modifier. If the target saves against Burn at the Stake two rounds in a row or is no longer helpless, the effect ends immediately.

12th Level
• Advanced Hunter Talent: At 12th level, and every 3 levels thereafter, a witch hunter can choose one of the following advanced talents in place of a hunter talent.

13th Level
• Spell Storing: The witch hunter has become adept at not just eliminating magic, but also containing it and using a spell for his own purposes. At 13th level, any enchanted weapon a witch hunter wields is considered to have the spell storing enchantment in addition to its regular abilities. If a spell fails to pass the witch hunter’s spell resistance, he may transfer the spell into his weapon instead of nulling the effect. The weapon only has the spell storing quality in the hands of the original witch hunter who placed it there. If the weapon is left out of the personal belongings of the witch hunter for more than 24 hours, the spell dissipates and is no longer stored in the weapon.

14th Level
• Greater Dispel Magic: As a standard action at the cost of three rounds of Witchbane, a witch hunter may cast Greater Dispel Magic (as the spell) as a spell-like ability using his witch hunter level as his caster level.

15th Level
• Hunter Talent

16th Level
• Arcane Sight: Your ability to sense magic has heightened to the point where you can witness energy even practiced spellcasters would miss. At 16th level, a witch hunter can use Arcane Sight (as the spell) at will.

17th Level
• Spellstealing: The witch hunter has learned to siphon the magical benefits that protect the spellcasters he hunts. At 19th level, any enchanted melee weapon a witch hunter wields is considered to have the spellstealing enchantment in addition to its regular abilities. A witch hunter can choose to contain the spell using his Spell Storing ability instead of taking the benefit for himself right away.

18th Level
• Hunter Talent

19th Level

20th Level

Hunter Talents

Spoiler:

Low-Light Vision: Years of hunting in the dim visibility of fading twilight or a carried lantern has given the witch hunter low-light vision.
Darkvision: Midnight tracking and maneuvering through dark caves and dungeons has granted the witch hunter with Darkvision to a range of 60 ft. The witch hunter must have low-light vision before selecting this talent, either naturally or by means of the hunter talent or other means. You may also select this talent if you already have Darkvision, in which case the talent improves the range of your Darkvision by 30 ft.
Exotic Training: Gain proficiency in one exotic weapon of your choice.
Firearms Training: Gain proficiency in one type of firearm.
Grit: A witch hunter with this talent receives the Amateur Gunslinger feat as well as a battered firearm identical to the one given to a 1st level gunslinger. A witch hunter must have Firearms Training or proficiency with firearms before selecting this talent.
Finesse: Gain Weapon Finesse as a bonus feat.
Endurance: Gain Endurance as a bonus feat.
Combat Talent: Choose one combat feat to receive as a bonus feat.
Trade Linguist: Choose two languages to learn from the following list: Abyssal, Aquan, Auran, Celestial, Draconic, Giant, Infernal, Ignan, Sylvan, Terran, Undercommon.
Charmer: Once per day on a Diplomacy skill check, you may roll twice and take the higher result.
Falsehood: Once per day on a Bluff skill check, you may roll twice and take the higher result.
Fast Stealth: A witch hunter may move at full speed while using the Stealth skill without penalty.
Stand Up: A witch hunter with this talent can stand up from a prone position as a free action. This still provokes attacks of opportunity for standing up while threatened by a foe.
Determined Glare: A witch hunter may add his Wisdom modifier along with his Charisma modifier to Intimidate skill checks.
Poison Use: A witch hunter with this talent is trained in the use of poison and cannot accidentally poison themselves when applying poison to a weapon.
Huntmaster: Some witch hunters employ the use of animals to aid in their quests. Handle Animal and Ride become class skills for the witch hunter. In addition, if the witch hunter has a familiar or animal companion from another class, add his witch hunter level to the effective class level in regards to the familiar or animal companion’s progression.
Monastic Expertise: The witch hunter has trained alongside monks and learned a few of their secrets. He gains Improved Unarmed Strike as a bonus feat. In addition, if you are unarmored and unencumbered, you may add your Wisdom modifier as a dodge bonus to your AC. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.
Snap Shot: A witch hunter with this talent may treat his initiative roll as a 20 for a surprise round, regardless of his initiative, but he may only take an attack action with a ranged weapon. His normal initiative roll is used in subsequent rounds. If two or more witch hunters possess this talent, their initiative determines the order in which they act, but they all go before any other creature. If a witch hunter is prevented from acting in the surprise round, this talent has no effect.
Swift Tracker: While following tracks, the witch hunter can move at his normal speed without penalty while using the Survival skill. In addition, the penalty for moving at up to twice his normal speed while following tracks is reduced to –10.
Keen Recollection: Choose one Knowledge skill that the witch hunter is trained in. The witch hunter may add his Wisdom modifier in addition to his Intelligence modifier to the selected Knowledge skill checks. This talent may be taken multiple times, but each time you must choose a new Knowledge skill to benefit from this talent.
Minor Magic: Not all witch hunters are completely against the use of magic. Many believe in the philosophy of fighting fire with fire. Choose one 0-level spell from either the sorcerer/wizard spell list or the witch spell list. This spell can be cast three times per day as a spell-like ability. Use your witch hunter level as the caster level for the spell and your Intelligence modifier when applicable. A witch hunter must have an Intelligence score of 10 to select this talent.
Major Magic: The witch hunter has further studied the arcane for his own purposes. Choose one 1st-level spell from either the sorcerer/wizard spell list or the witch spell list. This spell can be used two times per day as a spell-like ability. A witch hunter must have an Intelligence score of 11 and Minor Magic to select this talent.
Hex: Some witch hunters have watched their prey so intently that they can exercise the rituals specific to their kind. A witch hunter with this talent may learn one witch’s Hex, given he meets all the prerequisites for the Hex. A witch hunter must have Minor Magic before selecting this talent.
Elemental Resistance: The witch hunter develops a resistance to a certain element. Choose one; acid, cold, electricity, or fire. The witch hunter gains 5 resistance to the chosen energy type. You may select this talent more than once, but each time you must select a new element.
Elemental Attack: The witch hunter conjures energy around his weapons to further harm his enemies. Choose an energy type that you have resistance to. As a swift action, your weapons deal an additional 1d6 damage of the selected energy type until the beginning of your next turn. You may use this ability a number of times per day equal to 3 + your Wisdom modifier. A witch hunter must have Elemental Resistance and Minor Magic to select this talent.
Detect Undead: At will, a witch hunter can Detect Undead, as the spell. Unlike with a witch hunter’s usual ability to Detect Magic, Detect Undead takes twice as many rounds to sense undead presence and obtain information on them.
Detect Evil: At will, a witch hunter can Detect Evil, as the spell. Unlike with a witch hunter’s usual ability to Detect Magic, Detect Evil takes twice as many rounds to sense evil presence and obtain information on them.
Detect Good: At will, a witch hunter can Detect Good, as the spell. Unlike with a witch hunter’s usual ability to Detect Magic, Detect Good takes twice as many rounds to sense good presence and obtain information on them.
Form Lock: Witch hunters find shapeshifters and illusionists to be especially bothersome creatures to hunt. Whenever a witch hunter with this talent confirms a critical hit against a creature with the shapeshifter subtype or is under the effect of a polymorph or other shape-changing effect, he may forgo the additional critical damage in favor of ending any polymorph effect currently benefitting the target. If the target is a shapeshifter of some kind with a set number of forms it can take, the witch hunter chooses which form the target takes. The target cannot change shape or benefit from polymorphing for a number of rounds equal to the witch hunter’s Wisdom modifier.
Mental Wall: Witch hunters are ever cautious of the mind bending spells that can be used against them. A witch hunter with this talent targeted by a charm or compulsion effect can roll his saving throw twice and take the better result.
Unyielding Courage: Some witch hunters learn to face horrors unbearable to even the mightiest warriors. A witch hunter who gains this talent becomes immune to fear (magical or otherwise).
Expanded Spell Resistance: A witch hunter with this talent can spread his passive spell resistance like an aura around him to protect those near him. For a number of rounds equal to his witch hunter level, he can bestow his spell resistance to a number of targets up to his Wisdom modifier within a 20 ft. radius centered on the witch hunter. A witch hunter must be at least 7th level and have the Spell Resistance class feature to select this talent.

Advanced Hunter Talents

Spoiler:

Lay on Hands: Some witch hunters become so devoted to working against evil that their powers can manifest similarly to a paladin’s. A witch hunter with this talent can use Lay on Hands as a paladin a number of times per day equal to his Charisma modifier (minimum 1). Treat the witch hunter’s class level as his effective paladin level for this ability. A witch hunter must have Detect Evil before selecting this advanced talent.
Touch of Corruption: Hunters of good witches and cleric slayers often imitate the dark powers of antipaladins to achieve their ends. A witch hunter with this talent can use Touch of Corruption as an antipaladin a number of times per day equal to his Charisma modifier (minimum 1). Treat the witch hunter’s class level as his effective antipaladin level for this ability. A witch hunter must have Detect Good before selecting this advanced talent.
Elemental Blast: The witch hunter can release his fury as a bolt of energy. A witch hunter with this talent can conjure a blast of energy as a ranged touch attack dealing 2d6 energy damage plus his Wisdom modifier, with a range increment of 30 ft. The energy type is identical to the type that the witch hunter can conjure with Elemental Attack and expends two uses of that ability upon activation. A witch hunter must have Elemental Resistance, Minor Magic, Elemental Attack, and Major Magic before selecting this talent.
Evasion: The witch hunter gains Evasion, as the rogue special ability.
Magic Negating Critical: If a witch hunter with this talent confirms a critical hit, he may forgo the additional critical damage in favor of affecting his target with Curse of Magic Negation, as the spell. The DC for this ability is equal to 10 + ½ Witch Hunter level + Wisdom modifier + any enhancement bonus of the currently equipped weapon that confirmed it’s critical against the target.
Double Reward: When a witch hunter personally brings an enemy to 0 hit points or fewer, he gains two rounds of his Witchbane ability via his Invigorate class feature instead of just one. This does not change the Witchbane rounds he gains if an ally brings a target to 0 hit points or fewer.
Major Hex: Some witch hunters delve deep into the mysteries of witchcraft to understand their hated enemies. A witch hunter with this talent may learn a witch Hex or Major Hex that he meets the prerequisites for. A witch hunter must have Minor Magic, Major Magic, and Hex before selecting this talent.

I still need some help coming up with 19th and 20th level abilities. Comments and advice are welcome of course.


That's fair, they do stack up rather quickly. As far as outside of combat, I really like the Investigate talent. I think I'll replace some thing to make that a basic feature.


@My Self: It has Dispel Magic, Antimagic Field and Greater Dispel Magic as spell-like abilities.
I should have written flavor text,but my inspiration for this class is heavily inspired by The Witcher and the class is intended as much a monster slayer as it is a witch slayer. I thought it appropriate for it to be constantly on guard.
I do like the idea of new features, frequently I was turning to other classes and drawing from them for inspiration.

@Ciaran Barnes: Its not all good saves, just Reflex and Will. Spell Dodge is to add specifically against spells. A trap or a dragon's breath weapon, both as non-spell examples, would not warrant that bonus to come into play.
I prefer heavy on class features. A lot of my inspiration came from ranger and paladin, both gain frequent class features. Rogue talents were a big inspiration too for their flexibility and options, but that may be over kill given everything else.


Trying to create my own take on a witch hunter class. First time makng a class from scratch, any advice would be helpful. Mainly worried about it being too broken or too weak. Also still can't think of a decent level 20 capstone ability for it.

Spoiler:

Witch Hunter
Alignment: Any
HD: 1d10
Full BAB, Good Reflex and Will saves
The witch hunter’s class skills are Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Heal (Wis), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (dungeoneering) (Int), Knowledge (local) (Int), Knowledge (religion) (Int), Perception (Wis), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), Stealth (Dex), Survival (Wis), Swim (Str), and Use Magic Device (Cha)

Skill Ranks per Level: 6 + Int modifier

Weapon and Armor Proficiency: A witch hunter is proficient with all simple and martial weapons plus the hand crossbow, bolas, lasso and net. He is also proficient with light armor and shields (except tower shields).

1st Level
• Detect Magic: At will, a witch hunter can use Detect Magic, as the spell. A witch hunter can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is magical, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the witch hunter does not detect magic in any other object or individual within range.
• Spell Dodge: A witch hunter adds ½ his level (minimum +1) as an insight bonus to his AC and saving throws against spells and spell-like abilities whenever he is targeted by such effects. A helpless witch hunter does not gain the benefit of Spell Dodge.

2nd Level
• Hunter Talent: As a witch hunter gains experience, he learns a number of talents that aid him in tracking and slaying evil magic-users. Starting at 2nd level, a witch hunter gains one hunter talent. He gains an additional hunter talent for every 2 levels of witch hunter attained after 2nd level. A witch hunter cannot select an individual talent more than once.
Low-Light Vision: Years of hunting in the dim visibility of fading twilight or a carried lantern has given the witch hunter low-light vision.
Darkvision: Midnight tracking and maneuvering through dark caves and dungeons has granted the witch hunter with Darkvision to a range of 60 ft. The witch hunter must have low-light vision before selecting this talent, either naturally or by means of the hunter talent or other means. You may also select this talent if you already have Darkvision, in which case the talent improves the range of your Darkvision by 30 ft.
Exotic Training: Gain proficiency in one exotic weapon of your choice.
Firearms Training: Gain proficiency in one type of firearm.
Grit: A witch hunter with this talent receives the Amateur Gunslinger feat as well as a battered firearm identical to the one given to a 1st level gunslinger. A witch hunter must have Firearms Training or proficiency with firearms before selecting this talent.
Finesse: Gain Weapon Finesse as a bonus feat.
Endurance: Gain Endurance as a bonus feat.
Combat Talent: Choose one combat feat to receive as a bonus feat.
Trade Linguist: Choose two languages to learn from the following list: Abyssal, Aquan, Auran, Celestial, Draconic, Giant, Infernal, Ignan, Sylvan, Terran, Undercommon.
Charmer: Once per day on a Diplomacy skill check, you may roll twice and take the higher result.
Falsehood: Once per day on a Bluff skill check, you may roll twice and take the higher result.
Fast Stealth: A witch hunter may move at full speed while using the Stealth skill without penalty.
Stand Up: A witch hunter with this talent can stand up from a prone position as a free action. This still provokes attacks of opportunity for standing up while threatened by a foe.
Determined Glare: A witch hunter may add his Wisdom modifier along with his Charisma modifier to Intimidate skill checks.
Poison Use: A witch hunter with this talent is trained in the use of poison and cannot accidentally poison themselves when applying poison to a weapon.
Huntmaster: Some witch hunters employ the use of animals to aid in their quests. Handle Animal and Ride become class skills for the witch hunter. In addition, if the witch hunter has a familiar or animal companion from another class, add ½ his witch hunter level to the effective class level in regards to the familiar or animal companion.
Monastic Expertise: The witch hunter has trained alongside monks and learned a few of their secrets. He gains Improved Unarmed Strike as a bonus feat. In addition, if you are unarmored and unencumbered, you may add your Wisdom modifier as a dodge bonus to your AC. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.
Snap Shot: A witch hunter with this talent may treat his initiative roll as a 20 for a surprise round, regardless of his initiative, but he may only take an attack action with a ranged weapon. His normal initiative roll is used in subsequent rounds. If two or more witch hunters possess this talent, their initiative determines the order in which they act, but they all go before any other creature. If a witch hunter is prevented from acting in the surprise round, this talent has no effect.
Swift Tracker: While following tracks, the witch hunter can move at her normal speed without penalty while using the Survival skill. In addition, the penalty for moving at up to twice his normal speed while following tracks is reduced to –10.
Keen Observation: Once per day, a witch hunter can add his class level to a Knowledge, Perception, Sense Motive or Survival skill check of his choosing as a swift action.
Minor Magic: Not all witch hunters are completely against the use of magic. Many believe in the philosophy of fighting fire with fire. Choose one 0-level spell from either the sorcerer/wizard spell list or the witch spell list. This spell can be cast three times per day as a spell-like ability. Use your witch hunter level as the caster level for the spell and your Intelligence modifier when applicable. A witch hunter must have an Intelligence score of 10 to select this talent.
Major Magic: The witch hunter has further studied the arcane for his own purposes. Choose one 1st-level spell from either the sorcerer/wizard spell list or the witch spell list. This spell can be used two times per day as a spell-like ability. A witch hunter must have an Intelligence score of 11 and Minor Magic to select this talent.
Hex: Some witch hunters have watched their prey so intently that they can exercise the trade rituals specific to their kind. A witch hunter with this talent may learn one witch’s Hex, given he meets all the prerequisites for the Hex. A witch hunter must have Minor Magic and Major Magic before selecting this talent.
Elemental Resistance: The witch hunter develops a resistance to a certain element. Choose one; acid, cold, electricity, or fire. The witch hunter gains 5 resistance to the chosen energy type.
Elemental Attack: The witch hunter conjures energy around his weapons to further harm his enemies. Choose an energy type that you have resistance to. As a swift action, your weapons deal an additional 1d6 damage of the selected energy type until the beginning of your next turn. You may use this ability a number of times per day equal to 3 + your Wisdom modifier. A witch hunter must have Elemental Resistance and Minor Magic to select this talent.
Investigate: Once per day, a witch hunter may take great dedication in learning what he wants to know. For a number of hours equal to his Intelligence modifier, a witch hunter adds his class level to all skill checks made in an effort to investigate. This can be Knowledge, Diplomacy, Perception, Sense Motive, Survival, or any other skills as long as they relate to the witch hunter’s goal.
Detect Undead: At will, a witch hunter can Detect Undead, as the spell. Unlike with a witch hunter’s usual ability to Detect Magic, Detect Undead takes twice as many rounds to sense undead presence and obtain information on them.
Detect Evil: At will, a witch hunter can Detect Evil, as the spell. Unlike with a witch hunter’s usual ability to Detect Magic, Detect Evil takes twice as many rounds to sense evil presence and obtain information on them.
Detect Good: At will, a witch hunter can Detect Good, as the spell. Unlike with a witch hunter’s usual ability to Detect Magic, Detect Good takes twice as many rounds to sense good presence and obtain information on them.
Form Lock: Witch hunters find shapeshifters and illusionists to be especially bothersome creatures to hunt. Whenever a witch hunter with this talent confirms a critical hit against a creature with the shapeshifter subtype or is under the effect of a polymorph or other shape-changing effect, he may forgo the additional critical damage in favor of ending any polymorph effect currently benefitting the target. If the target is a shapeshifter of some kind with a set number of forms it can take, the witch hunter chooses which form the target takes. The target cannot change shape or benefit from polymorphing for a number of rounds equal to the witch hunter’s Wisdom modifier.
Mental Wall: Witch hunters are ever cautious of the mind bending spells that can be used against them. A witch hunter with this talent targeted by a charm or compulsion effect can roll his saving throw twice and take the better result.
Unyielding Courage: Some witch hunters learn to face horrors unbearable to even the mightiest warriors. A witch hunter who gains this talent becomes immune to fear (magical or otherwise).
Extended Witchbane: A witch hunter with this talent can keep an offensive or defensive Witchbane active for two rounds per activation of the ability instead of just one round. A witch hunter must be at least 3rd level and have the Witchbane class feature to select this talent.
Expanded Spell Resistance: A witch hunter with this talent can spread his passive spell resistance like an aura around him to protect those near him. For a number of rounds equal to his witch hunter level, he can bestow his spell resistance to a number of targets up to his Wisdom modifier within a 20 ft. radius centered on the witch hunter. A witch hunter must be at least 7th level and have the Spell Resistance class feature to select this talent.
• Spellcraft Seeker: At 2nd level, a witch hunter adds ½ his level (minimum +1) to Spellcraft checks to identify spells and magical items, and also to Perception and Survival checks made to seek spellcasters or magical items.

3rd Level
• Witchbane: At 3rd level, a witch hunter can manifest a force that directly works against magical power. A number of times per day equal to ½ his witch hunter level + his Wisdom modifier, a witch hunter may create an offensive or defensive Witchbane about himself as a swift action. Against magical beasts, undead, monstrous humanoids, or enemies that cast spells or spell-like abilities, you may choose to add your Wisdom modifier as a bonus to attack and damage rolls OR as a bonus to AC and saving throws. This effect lasts until the beginning of your next turn, regardless of which benefit you choose.
At 6th level, your offensive Witchbane counts your attacks as magical for the purpose of overcoming damage reduction. Your defensive Witchbane also grants you Evasion, as the rogue special ability.
At 9th level, your offensive Witchbane counts your attacks as cold iron and silver for the purpose of overcoming damage reduction. Your defensive Witchbane can be conjured as an immediate action in response to an attack or spell from an appropriate source.
At 12th level, both offensive and defensive versions of Witchbane are powerful enough to affect creatures without any magic. Witchbane is no longer restricted to affecting certain enemies.
At 15th level, both offensive and defensive benefits of Witchbane are triggered with one activation of the ability and both last until the beginning of your next turn.

4th Level
• Hunter Talent
• Uncanny Dodge: Starting at 4th level, a witch hunter can react to danger before his senses would normally allow him to do so. He cannot be caught flat-footed, nor does he lose his Dex bonus to AC if the attacker is invisible. He still loses his Dexterity bonus to AC if immobilized. A witch hunter with this ability can still lose his Dexterity bonus to AC if an opponent successfully uses the feint action (see Combat) against him.
If a witch hunter already has uncanny dodge from a different class, he automatically gains improved uncanny dodge (see below) instead.

5th Level
• Disruptive: At 5th level, a witch hunter gains Disruptive as a bonus feat, even if he does not meet the prerequisites. (The DC to cast spells defensively increases by +4 for all enemies that are within your threatened area. This increase to casting spells defensively only applies if you are aware of the enemy's location and are capable of taking an attack of opportunity. If you can only take one attack of opportunity per round and have already used that attack, this increase does not apply.)
• Dispel Magic: At 5th level, a witch hunter’s supernatural ability to suppress magic can be compressed into a nullifying blast. As a standard action at the cost of two uses of Witchbane, a witch hunter may cast Dispel Magic (as per the spell) as a spell-like ability using his witch hunter level as his caster level.

6th Level
• Hunter Talent
• Invigorate: At 6th level, a witch hunter learns to draw strength and motivation from the defeat of his enemies. Whenever he brings an enemy to 0 or fewer hit points, or is adjacent to a creature brought down by one of his allies, the witch hunter gains an additional use of Witchbane. Additional uses of Witchbane may number beyond your maximum uses per day, but any additional uses over your maximum are forfeited after 8 hours rest when you would normally regain your uses of the ability.

7th Level
• Spell Resistance: At 7th level, a witch hunter is surrounded by a passive protection against magic. He gains spell resistance equal to his with hunter level +10.

8th Level
• Hunter Talent
• Improved Uncanny Dodge: At 8th level and higher, a witch hunter can no longer be flanked. This defense denies a rogue the ability to sneak attack the witch hunter by flanking him, unless the attacker has at least four more rogue levels than the target has witch hunter levels.
If a character already has uncanny dodge (see above) from another class, the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.

9th Level
• Spellbreaker: At 9th level, a witch hunter gains Spellbreaker as a bonus feat, even if he does not meet the prerequisites. (Enemies in your threatened area that fail their checks to cast spells defensively provoke attacks of opportunity from you.)

10th Level
• Advanced Hunter Talent: At 10th level, and every two levels thereafter, a witch hunter can choose one of the following advanced talents in place of a hunter talent.
Lay on Hands: Some witch hunters become so devoted to working against evil that their powers can manifest similarly to a paladin’s. A witch hunter with this talent can use Lay on Hands as a paladin a number of times per day equal to his Charisma modifier (minimum 1). Treat the witch hunter’s class level as his effective paladin level for this ability. A witch hunter must have Detect Evil before selecting this advanced talent.
Touch of Corruption: Hunters of good witches and cleric slayers often imitate the dark powers of antipaladins to achieve their ends. A witch hunter with this talent can use Touch of Corruption as an antipaladin a number of times per day equal to his Charisma modifier (minimum 1). Treat the witch hunter’s class level as his effective antipaladin level for this ability. A witch hunter must have Detect Good before selecting this advanced talent.
Elemental Blast: The witch hunter can release his fury as a bolt of energy. A witch hunter with this talent can conjure a blast of energy as a ranged touch attack dealing 2d6 energy damage plus his Wisdom modifier, with a range increment of 30 ft. The energy type is identical to the type that the witch hunter can conjure with Elemental Attack and expends two uses of that ability upon activation. A witch hunter must have Elemental Resistance, Minor Magic, Elemental Attack, and Major Magic before selecting this talent.
Evasion: The witch hunter gains Evasion, as the rogue special ability. When using his defensive Witchbane ability against an appropriate enemy, this ability functions as Improved Evasion.
Magic Negating Critical: If a witch hunter with this talent confirms a critical hit, he may forgo the additional critical damage in favor of affecting his target with Curse of Magic Negation, as the spell. The DC for this ability is equal to 10 + ½ Witch Hunter level + Wisdom modifier + any enhancement bonus of the currently equipped weapon that confirmed it’s critical against the target.
Double Reward: When a witch hunter personally brings an enemy to 0 hit points or fewer, he gains two uses of his Witchbane ability via his Invigorate class feature instead of just one. This does not change the Witchbane uses he gains if an ally brings a target to 0 hit points or fewer.
Major Hex: Some witch hunters delve deep into the mysteries of witchcraft to understand their hated enemies. A witch hunter with this talent may learn a witch Hex or Major Hex that he meets the prerequisites for. A witch hunter must have Minor Magic, Major Magic, and Hex before selecting this talent.
Further Extended Witchbane: A witch hunter with this talent extends the duration of an offensive or defensive Witchbane active for three rounds per use of the ability instead of just one. A witch hunter must have Extended Witchbane before selecting this talent.
• Antimagic Field: A number of rounds per day equal to your witch hunter level, you may create an Antimagic Field (as the spell) centered on yourself. These rounds do not need to be consecutive. You may expend a use of Witchbane to extend the duration of the Antimagic Field to one minute rather than one round. You cannot have Witchbane and Antimagic Field both active at the same time.

11th Level
• Arcane Sight: Your ability to sense magic has heightened to the point where you can witness energy even practiced spellcasters would miss. At 11th level, a witch hunter can use Arcane Sight (as the spell) at will.

12th Level
• Hunter Talent
• Improved Invigorate: In addition to the regular benefit of Invigorate, a witch hunter gains a number of temporary hit points equal to the Hit Die of the creature brought to 0 hit points or fewer.

13th Level
• Cunning Strike: A witch hunter adds his Wisdom modifier to all critical confirmation rolls.

14th Level
• Hunter Talent
• Spell Turning: If a spell targeting a witch hunter fails to pass his spell resistance, the witch hunter may spend a use of Witchbane to redirect the spell back at the caster (as Spell Turning).

15th Level
• Greater Dispel Magic: As a standard action at the cost of three uses of Witchbane, a witch hunter may cast Greater Dispel Magic (as the spell) as a spell-like ability using his witch hunter level as his caster level.

16th Level
• Hunter Talent

17th Level
• Spell Storing: The witch hunter has become adept at not just eliminating magic, but also containing it and using a spell for his own purposes. At 17th level, any enchanted weapon a witch hunter wields is considered to have the spell storing enchantment in addition to its regular abilities. The weapon only has the spell storing quality in the hands of the original witch hunter who placed it there. If the weapon is left out of the personal belongings of the witch hunter for more than 24 hours, the spell dissipates and is no longer stored in the weapon.

18th Level
• Hunter Talent

19th Level
• Spellstealing: The witch hunter has learned to siphon the magical benefits that protect the spellcasters he hunts. At 19th level, any enchanted melee weapon a witch hunter wields is considered to have the spellstealing enchantment in addition to its regular abilities. A witch hunter can choose to contain the spell using his Spell Storing ability instead of taking the benefit for himself right away.

20th Level
• Hunter Talent


I had an idea for making typical, nonmagical weapons/armor more unique. As in an Elven longsword would be different from a Human forged longsword and very different from an Orc longsword. Or as a cultural difference, like a English sword compared to a Chinese sword. Not just in inconsequential flavor text, but in its game terms as well.

I have a few ideas rolling around, like Elven armor being aerodynamic and sleek, so +1 Dex or Orc weapons are wickedly sharp and usually spiked, so they give 1 bleed on a hit. Things of that nature, very much a work in progress, but I like the possibilities.

My question is, has anyone else made a crafting system like this? Pathfinder/3.5 based or otherwise? I like to look at how other DMs handle homebrew concepts before I realistically think about them in my games, but I'm having absolutely no luck finding anything close to it so far.


So with AoMF, what happens if I enchant it with Quenching? Or Grounding or one of the other anti-element enchants?

Heres Quenching:
This special ability can only be placed on melee weapons. A quenching weapon thrust into a nonmagical fire of Medium size or smaller extinguishes it. When used against a creature of the fire subtype, it deals an extra 1d6 points of damage. The wielder of a quenching weapon receives a +2 competence bonus on saving throws against fire-based effects, and the weapon itself is immune to fire damage.

I understand that the character would get the bonus damage no argument, but how would the fire immunity work? Monks can use more than their fists for an unarmed strike, so its hard to pinpoint whether it would be just the hands or just the feet etc. that become immune. So would that mean the character itself is immune? Technically his whole body would be the weapon in this case.


Not to toot my own horn, but i posted a turtle race a while back if it helps. http://paizo.com/threads/rzs2qrtc?Turtlefolk#1


Had my party face a few drow assassins, each of them carrying a vial of drow poison. When they looted the corpses, an interesting question came up. Could the party steadily build up a resistance or eventual immunity to a poison? Drow poison in particular in this case, but I kind of like the idea for any particular poison you really don't like. Is there a system/way of doing this kind of thing anywhere? Official rules, homebrew or otherwise?


I know BAB gives additional attacks, but i was wondering if its possible to stack the bonuses for these bonus attacks towards one focused hit, for example taking a full attack action with +6/+1 BAB and using it for only one attack with +7 BAB for the roll. Or +11/+6/+1 to get one +18 attack. It gets frustrating trying multiple attacks that fail harder each time against a monster. Wondering if my character could just take its time during a full attack action and just get one guaranteed hit on its turn.


Thanks Thanael! And thanks also for the tortle idea, gave that a quick google and it looks pretty good. Not quite what i want to do with my turtle race, but it gives me ideas. Like an alternate racial thing or feats to support swimming/holding breath longer underwater.

Yes, Vod Canockers, i was expecting someone to make ninja turtles with this. You most certainly can.


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Been working on a Turtlefolk race and had a lot more ideas for it than i originally thought i would. Wanted some outside advice before i implemented anything into my game. Thought, critiques, suggestions, etc would be much appreciated. Please be kind, I'm fairly new at GMing and this is the first Homebrew idea I've ever posted publicly, haha.

Kamenoai (Turtlefolk) ( RP 9)

Weakness (-1) +2 Con, +2 Wis, -4 Dex. Turtlefolk are physically and mentally resilient, but very slow to react.

Slow Speed (-1) 20 ft. move speed, but speed is never modified by armor or encumbrance.

Low-light Vision (1) Can see twice as far as humans in conditions of dim light

Natural Armor (3): A sturdy shell gives the turtlefolk a +2 natural armor bonus

Shell Damage Reduction (2): Arrows and blades bounce off your thick shell, hammers tell a different story. DR 5/Bludgeoning

Spell Resistance (2): A turtlefolk’s meditation gives them greater insight to protect themselves from magic, giving them SR equal to 6 + your character level

One With the World (3): Turtlefolk are well read and reasonable. +2 Knowledge(History), +2 Knowledge(Nature), +2 Diplomacy

Languages: Begin play speaking Common and Sylvan. With high Intelligence, may choose Aquan, Terran, Dwarven, Elven, Giant, Draconic as a bonus language.

Alternate:

Biter: Not all turtlefolk are sensible and kind. Some show strong signs of their prehistoric ancestry, both physically and in personality. Turtlefolk with this racial trait have a 1d6 bite attack and have a +4 bonus to Intimidate. This replaces One With the World.

Light Shell: The shell of some turtlefolk is thinner than others. Turtlefolk with this racial trait have a move speed of 30 ft. and only take a -2 racial penalty to Dex, but lose their racial Shell DR and only have a +1 natural armor bonus.

Seaborne: Not all turtlefolk meditate in the mountains and forests. Many find their home in the water. Turtlefolk with this racial trait have a Swim speed of 30 ft. and always treat Swim as a class skill. In addition, Seaborne turtlefolk have Aquan as a beginning language instead of Sylvan, but may still choose Sylvan as a bonus language for having a high Intelligence score. This replaces Spell Resistance.

Spiked Shell: Your shell has long sharp spines or short barbs across the top. A creature that is grappling you takes 1d6 piercing damage each round and must make a Fortitude save (DC 10+1/2 your level + Con modifier) or be forced to let go of you, before its CMB versus CMD check to maintain the grapple. If a creature is using Swallow Whole or a similar ability on you, it instead takes 2d6 damage each round until you’re freed. This replaces Spell Resistance.

Feats:

Gifted Student
Prerequisite: Turtlefolk, Int 13
Years of studying and spending time in libraries has earned you a higher respect for the varied knowledge of the world. You now treat two Knowledge skills that you were not trained in before as class skills. In addition, you gain a +1 bonus on all Knowledge skills that you are trained in. This feat may be taken several times, each time choosing two new Knowledge skills as new class skills. The +1 to all Knowledge skills stacks each time you take this feat.

Logical Thinker
Prerequisite: Turtlefolk, Wis 13
Personal insight and a sensible approach come more naturally to you than studying a skill. Instead of adding your Intelligence modifier to the number of skill ranks you earn each level, you may add your Wisdom modifier.

Spell Resistance
Prerequisite: Turtlefolk, Do not already possess Spell Resistance
Though you lacked the focus in your youth, you have grown to appreciate the meditation rituals of your kind. You gain SR equal to 6+character level.

Improved Spell Resistance
Prerequisite: Turtlefolk, Int 13, Wis 13, Spell Resistance, Character Level 13th
Daily concentration and meditation has given you a greater ability to repel magic. Your SR is now equal to 11+character level.

Mystic Spellbender
Prerequisite: Turtlefolk, Int 13, Wis 13, Spell Resistance, Improved Spell Resistance, Combat Expertise, Character Level 17th
You have become a master at manipulating the magical energies directed at you. When fighting defensively, using the Combat Expertise feat, or taking a Total Defense action, as a swift action you may activate the ability to perform Spell Turning, as per the spell. When fighting defensively or using Combat Expertise, you may turn up to 1d4 levels of spells. If you take a Total Defense action, you may turn up to 1d4+ half your character level . This ability only lasts for as long as you maintain the defensive position. Once you end that action, your spell turning ends and any spell levels leftover are wasted, even if you activate the ability again. You may use this ability a number of times per day equal to your Intelligence, Charisma or Wisdom modifier, whichever is higher.

Slow and Steady
Prerequisite: Turtlefolk, Wis 15
Your careful approach to life pays off in the end. For each full round that you spend focusing on the success of one objective, you gain a cumulative +3 bonus on your attack roll, skill check, ability check, or saving throw (d20 rolls). You must designate which action you are concentrating on beforehand to benefit from this feat. If you are attempting a skill check that will take considerable time, such as a Craft check, you must take an hour instead of a full round action to gain the bonus from this feat. At 4th level and every 4 levels beyond that, this feat gives an additional cumulative +1 per full round/hour spent on the action.

Tough Skin
Prerequisite: Turtlefolk, Con 13
In addition to the protection from your shell, your skin has grown rough and thick. You gain a +1 natural armor bonus.

Fortified Shell
Prerequisite: Turtlefolk, Shell Damage Reduction, Con 15
When targeted by a sneak attack or a critical hit, you have a 25% chance of negating the extra damage and damage is instead rolled normally.

Self-Armored
Prerequisite: Turtlefolk, Tough Skin, Fortified Shell, Con 15
Your body serves as a greater armor to you than any crafted by hand. You may enchant your shell and skin as though it were manufactured armor. The price for this is steeper because of the complications in magically altering living material, +50% of original price. Even though the shell is enchanted like armor, it is still natural armor and does not incur arcane spell failure chance or affect classes such as Monk that take penalties for wearing armor. You may still wear other armor, but if you wear armor over your shell, you lose all the benefits of your enchantments and only have the base natural armor added to your AC.

Nigh Impenetrable
Prerequisites: Turtlefolk, Tough Skin, Fortified Shell, Self-Armored, Con 17, Character level 9th
Shaped like efficient armor plating, your shell offers even greater protection than before. This feat may be taken up to 3 times. Each time, choose one effect to apply: DR increases to 10, DR is surpassed by Adamantine instead of Bludgeoning, or the chance to negate a critical hit or sneak attack offered by the Fortified Shell feat increases to 50%.

Shell Shield
Prerequisite: Turtlefolk, Tough Skin, Fortified Shell, Self-Armored, Shield Focus, Con 15, Dex 15
Your maneuvers allow you greater ability to defend with your shell. You may apply any feat normally usable with a shield through your shell. If attempting a shield bash, your shell deals damage as though it were a heavy shield. For feats such as Shield Specialization, shell is a category separate from buckler, light, heavy or tower. This does not allow you to enchant your shell as though it were a shield via the Self-Armored feat, only that it is usable like a shield at times. If you are wielding a shield, all shield abilities work through the actual shield and you cannot apply them to your shell at the same time (such as applying Shield Focus twice or similar stacking shield bonuses).

Favored Class Rewards:
Alchemist: +1/2 on Craft(Alchemy) checks and +1/3 to the DC of poisons or other alchemical items you create
Bard: +1/2 to bardic knowledge
Barbarian: +1/4 on Will saves while in Rage
Cavalier/Samurai: +1/2 to melee damage rolls against the target of your Challenge
Cleric: +1/2 on Heal checks and +1/3 on Fortitude saves to stabilize
Druid: +1/3 to your animal companion’s natural armor
Fighter: +1 to CMD to resist bull rush, trip, or disarm
Gunslinger: +1/2 bonus to AC against firearm attacks
Inquisitor: +1/3 inquisitor level when using Discern Lies
Magus: +1/4 to arcane pool
Monk: +1/4 to ki pool
Oracle: +1/2 to oracle level for the purposes of one revelation
Paladin: +1 resistance to one kind of energy (maximum +10)
Ranger: +1/2 on Handle Animal and Survival checks
Rogue/Ninja: +1/3 on attack rolls when performing a sneak attack
Sorcerer: Add one spell known from the sorcerer spell list. This spell must be at least one level lower than the highest that you can cast
Summoner: +1/3 to the eidolon’s natural armor
Witch: +1/2 to Knowledge(Arcana) and +1/3 to Will saves to avoid mind affecting effects
Wizard: Choose a school of magic. The DC of spells that you cast from that school increases by +1/2 (maximum +5)


The NPC wrote:
Revilo wrote:

Haven't read through all of these posts, just wanted to get my opinion out there.

1. Change the spell dependent score from Charisma to Constitution. Since they can't cast spells without getting their blood pumping, Con seems like a better controlling score to me. It could also add some dynamic in blood loss. As in, the bloodrager takes so much Constitution damage that he becomes unable to cast his spells.

They can cast outside of rage. This has been clarified many times.

Poor phrasing. I mean that their blood is the important part of their magic similar to the way a scarred witch doctor handles their scars and uses Con for spells. Did not mean that rage is necessary for casting but that the blood is the focus.

Also, hurray for nitpicking.


Haven't read through all of these posts, just wanted to get my opinion out there. I love the idea behind the bloodrager. The ability to rage and get pumped with magic fire at the same time is like going Super Saiyan in my mind. There are a few things i would change though.

1. Change the spell dependent score from Charisma to Constitution. Since they can't cast spells without getting their blood pumping, Con seems like a better controlling score to me. It could also add some dynamic in blood loss. As in, the bloodrager takes so much Constitution damage that he becomes unable to cast his spells.

2. Magical rage powers. The bloodrager is a little disappointing in that, at equivalent levels to its base classes, its a watered down barbarian and a sorcerer with limited spells and abilities. You could have that just by multiclassing both of those classes. I'd suggest instead of the bonus feats and abilities automatically given in the Bloodlines, replace it with a list of Bloodrage Powers specific to the Bloodline, similar to oracle Revelations and magus Arcana but with a twist to fit heavy melee and raging. Hopefully that will help make the bloodrager more unique and its own class.

3. This may be answered in the Bloodrage Powers i brought up above, but it really needs some way to blend magic and melee combat the way magus does. Maybe cast a personal/touch spell on yourself at the start of a rage. Or spend rage rounds to cast a quickened spell(saw that suggested in another thread, spend 2+spell level amount of rage rounds to add quickened or maybe another metamagic feat to your Blood Casting spell.)


I've been playing as a Magus for a while, but i've taken a level in Wizard. Now, the Wizards' rules on opposition schools makes it so spells from those schools cost two spell slots more than usual. Does that affect all spells that i know or just the ones i know from being a Wizard? It seems dumb that the spells i've been using just fine up until now all of a sudden cost more to use...


So as a Spellslinger, it allows you to cast spells that release ranged touch attacks, cones, lines, or rays through his Arcane Gun. Now with the Distance enchantment, it doubles the range increment of a weapon in comparison to other weapons of its kind. My question is, would the Distance enchantment work to double the range of spells i cast through it?