MultiClass Archetypes III: The Return of the MCA


Homebrew and House Rules

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Throw it up anyways and let me take a look. Or email it to me. My emails on my profile. Just click my name. WE can always find a new twist to make it different and interesting. :D


Byrdology wrote:
I put it together, and it looks way too OP. plus your pal/ sorc (mystic defender) pretty much covers most bases.

I can see a Paladin/Magus being a character more concerned with arcane and divine knowledge than other Paladin MCAs, since one of the themes of the magus is someone who is chasing after arcane and martial secrets. That's something you might be able to run with.

On another note, here's what I have so far for the Fighter/Monk in terms of abilities:

Blade Disciple:
Weapon and Armor Proficiency: The blade disciple is proficient with all simple weapons, plus the kama, nunchaku, skuriken, siangham, katana, kusarigama, naginata, and wakizashi. Blade Disciples are not proficient with any type of armor or shield.

Weapon Guard[b]: At 1st level, whenever the blade disciple wields a weapon he is proficient with, he gets a +2 shield bonus to AC. This bonus increases by +2 at 6th level and every 6 levels thereafter (to a maximum of +6 at 18th level). Additionally, if he is wielding a weapon with an enhancement bonus on attack rolls, he adds that to the shield bonus granted by this ability. The blade disciple only gains the benefits of this ability when he is wearing light or no armor.

[b]Evasion At 2nd level or higher, a blade disciple can avoid damage from many area-effect attacks. If a monk makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if a blade disciple is wearing light armor or no armor. A helpless blade disciple does not gain the benefit of evasion. This replaces the fighter bonus feat gained at 2nd level.

Battle Premonition: At 2nd level, the blade disciple receives a +1 competence bonus on initiative rolls. This bonus increases by +1 at 4th level and every 4 levels the rafters (to a maximum of +5 at 18th level). This replaces bravery.

Fast Movement: At 3rd level, a blade disciple gains a =10 enhancement bonus to his land speed. This replaces armor training 1

Carry On: At 7th level, the blade disciple gains the ability to shrug off some wounds. As a standard action, he can heal a number of hit points of damage equal to his blade disciple level a number of times per day equal to 3 + his Constitution modifier. This replaces armor training 2

He needs some more abilities to replace the rest of armor training and Armor Mastery at least, but the rest of the monk abilities don't seem to fit as well.


Mage Knight

D10, 2 skills, 1good save (will), full BaB.

Swap /changes
1) aura of good -> arcane pool; detect evil -> detect magic; smite evil-> arcane smite*
2) divine grace -> arcane resistance*; lay hands -> force blast*
3)mercy -> magus arcana
4) channel energy -> spell recall
5) arcane smite 2/day
7) medium armor
8) aura of resolve-> bonus feat
10) arcane smite 3/day
11) aura of justice -> imp spell recall
13) heavy armor
14) aura of faith-> arcane sight
15) arcane smite 4/day
16) counter strike
17) aura of righteousness -> bonus feat

* arcane smite: functions like smite only based of int.
*arcane resistance: functions as divine grace only based off int
*force strike: 3/day plus int bonus, deal 1d4/ 2 lvls of force dmg as a touch attack.

Spells
Lvl/ 1/ 2/ 3/ 4
1) 0
2) 0
3) 1
4) 1/ 0
5) 1/ 0
6) 2/ 1
7) 2/ 1
8) 2/ 1
9) 3/ 2/ 0
10) 3/ 2/ 0
11) 3/ 2/ 1
12) 4/ 3/ 1
13) 4/ 3/ 1
14) 4/ 3/ 2/ 0
15) 4/ 4/ 2/ 0
16) 4/ 4/ 2/ 1
17) 4/ 4/ 3/ 1
18) 4/ 4/ 3/ 1
19) 4/ 4/ 3/ 2
20) 4/ 4/ 4/ 2

It's a goofy progression, I was going to keep it at the paladin spell progression, but I needed access to at least 1 spell early on. I think it's too strong because its essentially a magus' abilities with a full BaB and all the straight damage from the paladin. All it loses is spell strike and spell combat... Which it really doesn't need.


I think I got the bug now. I am working on a ranger/ rogue : dark stalker.

Favored enemy= sneak attack
Wild empathy = trapfinding
Endurance = evasion
Favored terrain = rogue talent
Woodland stride = (some flavorful ability)
Camouflage = HiPS
Imp evasion = mettle (evasion for F/W)
HiPS = (another flavorful ability)
Spells = add some illusion spells In there.


Just a suggestion Byrdology, when I work on MCAs, I always have a copy of both class's Advancement table pasted into my doc as a reference point, and a second copy of the primary class as the one I actually make the swaps on so I can see what's getting exchanged. I'm visual that way and like to see how it looks on the table itself too.

RE: Dark Stalker

This may help since there are various abilities that are similar to ranger and rogue. You also want to try answap similar powered abilites with each other, or a series of abilities for a powerful one.

Favored Enemy for Sneak attack is a good swap. Since there are only 5 favored enemy increments, you would only gain Sneak attack up to 5d6 or possible 6d6 depending on what else you do.

Wild Empathy for Trapfinding is good.

Favored terrain for Rogue talents is also a good swap.

Spells: Some illusion would be flavorful, so another goos addition.

Camouflage for HiPS is bit strong, you may just want to keep camouflage and HiPS where they are on the ranger table, since HiPS is an advanced talent

Ranger already has Evasion (9th) and Imp Evasion (16th), so there is no reason to swap them in from Rogue.

Come up with some other flavorful ideas for abilities and then we can work out the details os swaps, etc. I'll be getting back to you soon on the "Mage Knight".


Thanks for the tips Elghinn! The only reason that I front loader the hips is because I figured that a shadow dancer could get it by that level, and it comes way late in the regular progression. But you make a very valid point about the = swapping.

As far as woodland stride goes, there is a rogue archetype that lets you take a full action in a surprise round. Is that way too much, or is there a way to work it in as a scaling effect?


I'll take a look at it. What archetype is it?

Also on swapping, when you swap in an ability from a secondary class, it typically get placed at the same level or a later level as the secondary class. The things we've tried to do is make it so you do gain key abilties of the secondary class as the same or near same level. Such as swapping wild empathy for trapfinding, for example.


Bandit:

Ambush (Ex)

At 4th level, a bandit becomes fully practiced in the art of ambushing. When she acts in the surprise round, she can take a move action, standard action, and swift action during the surprise round, not just a move or standard action.

This ability replaces uncanny dodge.

Definitely stalker-ish


Hmmm, well, I personally think Uncanny Dodge is more powerful than Woodland Stride. But I think you could swap Ambush straight across.

If you are wanting to replace Enduracne, you may want to look for a flaovful alternate Feat to swap it out.


Nah, endurance has the stalker feel too it as well. If you decide to swap woodland stride for ambush, then the class is ready to go.


Well, here's the Dark Stalker. This one was much easier than the Mage Knight. I'll be posting that one in the next day or so. It won't be called the Mage Knight, since the name has been used before, but I think you will like it.

MCA Caveat: Just so you are aware. These MCAs I've been posting are all of my own devices, and haven't passed through the rigorous balance/power critiqing used by the MultiClass Productions crew members to make MCAs "Official". Thus, they may be OP, unbalanced, etc. Our MCAs go through this process for that very purpose, to ensure there is a good balance of abilities and aren't overpowered. But I've tried my best on my own.

Dark Stalker:

While many rangers stalk their prey from blinds or behind bushes, some prefer to seclude themselves in the shadows. Unlike other rangers, dark stalkers are not skilled in combat against specific races. Instead, they have become adept in the art of the sneak attack, which allows them to engage any opponent equally. Through their use of roguish tricks, stealth, and ambush, they can avoid needless injury to themselves or their quarry. While not as adept in various terrains as other rangers, dark stalkers compensate for this shortcoming through sudden and devastating strikes against their foes.

Primary Class: Ranger.
Secondary Class: Rogue.
Alignment: Any.
Hit Die: d10.

Bonus Skills and Ranks: The dark stalker may select three rogue skills to add to his class skills in addition to the normal ranger class skills, one of which must be Disable Device. The dark stalker gains a number of ranks at each level equal to 6 + Int modifier.

Weapon and Armor Proficiency: The dark stalker is proficient with all simple and martial weapons plus the hand crossbow, with light armor, but not with shields (except tower shields).

Spellcasting: The dark stalker casts divine spells drawn from the ranger spell list, and adds the following spells to that list at the indicated spell levels: 1st level—darkness, illusion of calm, vanish; 2nd level—blur, invisibility; 3rd level—deeper darkness, displacement; 4th level—invisibility (greater). A dark stalker otherwise casts spells as a ranger equal to his dark stalker level.

Sneak Attack: At 1st level, a dark stalker gains the rogues sneak attack ability, except that the extra damage is 1d6 at 1st level, and increases by 1d6 at 5th level and every 5 levels thereafter, to a maximum of 5d6 at 20th level. This ability replaces favored enemy.
Trapfinding: At 1st level, a dark stalker gains the rogue’s trapfinding ability. This ability replaces wild empathy.

Rogue Talents: At 3rd level and every three levels thereafter, a dark stalker gains a rogue talent for which she qualifies. A dark stalker treats his level as his rogue level for the purpose of qualifying for talents with level-dependent requirements and calculating the effects of any talent or rogue ability he's chosen. This ability and advanced talents replace favored terrain.

Hunter’s Bond (Ex): This is exactly like the ranger ability of the same name, except that the dark stalker must select an animal companion, one specifically adept at stealth, such as a small or big cat, an eagle, or similar animal.

Ambush (Ex): At 4th level, a dark stalker becomes fully practiced in the art of ambushing. When he acts in the surprise round, he can take a move action, standard action, and swift action during the surprise round, not just a move or standard action. This ability replaces woodland stride.

Quarry (Ex): This is exactly like the ranger ability of the same name, except that it corresponds to a specific individual creature, not a creature type.

Advanced Talents: At 12th level, a dark stalker can choose an advanced rogue talent whenever he could choose a rogue talent, or when she selects the Extra Rogue Talent feat. The dark stalker adds the following rogue abilities to the list of advanced talents he may select: Uncanny Dodge and Improved Uncanny Dodge. A dark stalker must select uncanny dodge before selecting improved uncanny dodge.

Camouflage (Ex): This is exactly like the ranger ability of the same name, except that the dark stalker can use the Stealth skill to hide as long as he is within 10 feet of an area of dim light. A dark stalker cannot however, hide in his own shadow.

Improved Quarry (Ex): This is exactly like the ranger ability of the same name, except that it corresponds to a specific individual creature, not a creature type.

Hide in Plain Sight (Ex): This is exactly like the ranger ability of the same name, except that the dark stalker can use the Stealth skill even while being observed as long as he is within 10 feet of an area of dim light. A dark stalker cannot however, hide in his own shadow.

Table: Dark Stalker
Base
Class Attack Fort Ref Will Spells per Day
Level Bonus Save Save Save Special 1st 2nd 3rd 4th

1st +1 +2 +2 +0 Sneak attack +1d6, track, trapfinding — — — —
2nd +2 +3 +3 +0 Combat style feat — — — —
3rd +3 +3 +3 +1 Endurance, rogue talent — — — —
4th +4 +4 +4 +1 Hunter’s bond 0 — — —
5th +5 +4 +4 +1 Sneak attack +2d6 1 — — —
6th +6/+1 +5 +5 +2 Combat style feat, rogue talent 1 — — —
7th +7/+2 +5 +5 +2 Ambush 1 0 — —
8th +8/+3 +6 +6 +2 Swift tracker 1 1 — —
9th +9/+4 +6 +6 +3 Evasion, rogue talent 2 1 — —
10th +10/+5 +7 +7 +3 Combat style feat, sneak attack +3d6 2 1 0 —
11th +11/+6/+1 +7 +7 +3 Quarry 2 1 1 —
12th +12/+7/+2 +8 +8 +4 Advanced talents, camouflage, rogue talent 2 2 1 —
13th +13/+8/+3 +8 +8 +4 3 2 1 0
14th +14/+9/+4 +9 +9 +4 Combat style feat 3 2 1 1
15th +15/+10/+5 +9 +9 +5 Rogue talent, sneak attack +4d6 3 2 2 1
16th +16/+11/+7/+2 +10 +10 +5 Improved evasion 3 3 2 1
17th +17/+12/+7/+2 +10 +10 +5 Hide in plain sight 4 3 2 1
18th +18/+13/+8/+3 +11 +11 +6 Combat style feat, rogue talent 4 3 2 2
19th +19/+14/+9/+4 +11 +11 +6 Improved quarry 4 3 3 2
20th +20/+15/+10/+5 +12 +12 +6 Sneak attack +5d6, master hunter 4 4 3 3


Nailed it! Great job!


Here's the reworked "Mage Knight" I did. It's a different from what you were doing, adding some of my own things, but I think you will like it. Took a while to try and balance things, since I tend to make things overpowered as a rule.

Aura of Empowerment, Aura of Quickening, and Aura of Widening may be OP, but the level at which they can select them should off set it. Plus, similar auras in the MCA can only affect an ally once while its in effect.

HOLY MAGI:

Primary Class: Paladin.
Secondary Class: Magus.
Alignment: Any good.
Hit Die: d10.

Bonus Skills and Ranks: The holy magi may select three magus skills to add to her class skills in addition to the normal paladin class skills. The holy magi gains a number of ranks at each level equal to 2 + Int modifier.

Weapon and Armor Proficiency: The holy magi is proficient with all simple and martial weapon, with light and medium armor, and with shields (except tower shields). A holy magi can cast arcane spells while wearing light or medium armor and using a shield without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a holy magi wearing heavy armor incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass holy magi still incurs the normal arcane spell failure chance for arcane spells received from other classes.

Spellcasting: The holy magi casts arcane spells drawn from the paladin spell list, and adds the following magus spells to that list at the indicated spell levels: 1st level—burning hands, mount, reinforce armaments†, returning weapon†; 2nd level—acid arrow, reloading hands†, scorching ray; 3rd level—flame arrow, force punch**, versatile weapon*; 4th level—dragon’s breath*, pellet blast†, shout. A holy magi otherwise casts spells as a paladin equal to her holy magi level. (Advanced Player’s Guide*, Ultimate Magic**, Ultimate Combat†)

Aura of Magic (Su): A holy magi has a particularly powerful aura corresponding to magical energies within her. This functions much like a cleric’s alignment aura, but is arcane in nature and becomes more powerful as the holy magi gains levels (see the detect magic spell for details). This aura is also the source from which the holy magi’s auras are derived. A detect magic spell will reveal any magical items upon the holy magi’s person, but if they are of a lower power level than her aura, they remain unrevealed as magical until they are beyond the aura’s radius. Thus, a holy magi can use her aura of magic to mask the power level of her own magical items, or those of her allies who are within 5 feet of her. In addition, a holy magi’s aura of magic can be affected by the magic aura spell or magic that alters or hides the magical aura emitted by objects. This ability replaces heavy armor proficiency.

Detect Magic (Sp): At will, a holy magi can use detect magic, as the spell. A holy magi 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 holy magi does not detect magic in any other object or individual within range. This ability replaces detect evil.

Eldritch Smite (Su): Once per day, a holy magi can channel her eldritch energies to strike her opponent for extra damage. As a swift action, the holy magic can designate one opponent as the target of her eldritch smite. The holy magi adds her Charisma bonus (if any) to her attack rolls and adds her holy magi level to all damage rolls made against the target of her smite. If the target of the smite is a evil creature with levels in an arcane spellcasting class (bard, magus, sorcerer, summoner, wizard, or witch), the bonus to damage on the first successful attack increases to 2 points of damage per level the holy magi possesses. Regardless of the target, eldritch smite attacks automatically bypass any DR the creature might possess.

In addition, while eldritch smite is in effect, the holy magus gains a deflection bonus equal to her Charisma modifier (if any) to her AC against attacks made by the target of the eldritch smite. The eldritch smite effect remains until the target of the smite is dead or for a number of rounds equal to the holy magi’s Charisma modifier. At 4th level, and at every three levels thereafter, the holy magi may make an eldritch smite one additional time per day, as indicated on Table: Holy Magi, to a maximum of seven times per day at 19th level. This ability otherwise functions as and replaces smite evil.

Arcane Pool (Su): At 2nd level, a holy magi gains the magus’ arcane pool ability, except that she uses her Charisma modifier to determine the number of points in her arcane pool. At 2nd level, a magus can expend 1 point from his arcane pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute. At 5th level and every three levels thereafter, the weapon gains another +1 enhancement bonus, to a maximum of +6 at 20th level. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves.

At 5th level, these bonuses can be used to add any of the following weapon properties: defending, flaming, flaming burst, frost, holy, icy burst, keen, shock, shocking burst, speed, or vorpal. This ability otherwise functions as arcane pool and replaces divine bond.

Hands of the Magi (Su): Beginning at 2nd level, a holy magi can channel arcane energies from her aura of magic to damage an opponent by touch. Each day she can use this ability a number of times equal to 1/2 her holy magi level plus her Charisma modifier. With one use of this ability, a holy magi can deal 1d6 hit points of damage for every two holy magi levels she possesses. Using this ability is a standard action. Despite the name of this ability, a holy magi only needs one free hand to use this ability. Using hands of the magi requires a successful melee touch attack and doesn't provoke an attack of opportunity. Creatures that take damage from hands of the magi receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the holy magi's level + the holy magi's Charisma modifier. This ability replaces lay on hands.

Arcane Aura (Su): At 5th level, a holy magi can expend one use of her hands of the magi ability to create different aura effects. Using this ability creates a single aura effect in a 10-ft. radius emanation for 1 minute. An arcane aura affects only allies that are within the aura’s radius. All bonuses granted by arcane auras are arcane bonuses, which stack with all other bonus types. A holy magi can choose whether or not to include herself in the effect.

A holy magi learns three auras at 5th level, and one additional aura every three levels thereafter (8th, 11th, 14th, etc.) to a maximum of nine at 20th level. Only one arcane aura may be active at any given time. Arcane auras can be activated or deactivated as a swift action. A holy magi can choose from the following auras.

Aura of Counterspelling: Allied spellcasters gain the benefits of the Improved Counterspell feat until the aura ends.

Aura of Empowerment: Allied spellcasters can cast a single spell as if he had used the Empowered Spell metamagic feat without spending a higher level spell slot. The holy magi must be at least 8th level before selecting this aura.

Aura of Enlargement: Allied spellcasters can cast a single spell as if he had used the Enlarge Spell metamagic feat without spending a higher level spell slot. The holy magi must be at least 8th level before selecting this aura.

Aura of Enlightenment: Allies gain a +2 bonus to a single skill check made while within the aura’s radius. This bonus increases to +4 at 11th level, and +6 at 17th level.

Aura of Extension: Allied spellcasters can cast a single spell as if he had used the Extend Spell metamagic feat without spending a higher level spell slot. The holy magi must be at least 8th level before selecting this aura.

Aura of Focusing: Allied spellcasters increase the save DC of any spell cast while within the aura’s radius by 1. The DC of any spell cast within the aura increases by 2 at 11th level, and 3 at 17th level.

Aura of Heightening: Allied spellcasters can cast a single spell as if it were 1 level higher (as the Heightened Spell metamagic feat) without spending a higher level spell slot. This spell is treated as if it were 2 levels higher at 11th level, and 3 levels higher at 17th level. The holy magi must be at least 8th level before selecting this aura.

Aura of Maximizing: Allied spellcasters can cast a single spell as if he had used the Maximized Spell metamagic feat without spending a higher level spell slot. The holy magi must be at least 11th level before selecting this aura.

Aura of Penetration: Allied spellcasters gain a +2 bonus on caster level checks (1d20 + caster level) made to overcome a creature's spell resistance. This bonus increases to +3 at 11th level, and +4 at 17th level. This bonus stacks with those granted from the Spell Penetration and Greater Spell Penetration feats.

Aura of Protection: Allies gain a +1 bonus to their AC. This bonus increases to +2 at 8th level, +3 at 11th level, +4 at 17th level, and +5 at 20th level.

Aura of Prowess: Allies gain a +1 bonus to their attack and damage rolls. This bonus increases to +2 at 8th level, +3 at 11th level, +4 at 17th level, and +5 at 20th level.

Aura of Quickening: Allied spellcasters can cast a single spell as if he had used the Quicken Spell metamagic feat without spending a higher level spell slot. The holy magi must be at least 14th level before selecting this aura.

Aura of Reduction: Allies gain DR 2/evil while within the aura’s radius. This increases to DR 5/evil at 14th level, and DR 10/evil at 20th level. The holy magi must be at least 8th level before selecting this aura.

Aura of Resistance: Allies gain a +1 bonus to all saving throws. This bonus increases to +2 at 8th level, +3 at 11th level, +4 at 17th level, and +5 at 20th level.

Aura of Silencing: Allied spellcasters can cast a single spell as if it used the Silent Spell metamagic feat without spending a higher level spell slot. The holy magi must be at least 8th level before selecting this aura.

Aura of Stillness: Allied spellcasters can cast a single spell as if it used the Still Spell metamagic feat without spending a higher level spell slot. The holy magi must be at least 8th level before selecting this aura.

Aura of Virtue: Allies treat their weapons as good-aligned for the purposes of overcoming Damage Reduction. The holy magi must be at least 14th level before selecting this aura.

Aura of Warding: A single ally within the aura’s radius gains the benefits of a shield other spell until the aura ends.

Aura of Widening: Allied spellcasters can cast a single spell as if it used the Widen Spell metamagic feat without spending a higher level spell slot. The holy magi must be at least 14th level before selecting this aura.

If the activated auras from two or more holy magis overlap each other, any allies caught within the radius of each aura gains the benefits of all. However, the effects of similar overlapping auras do not stack, and only the benefits from the highest level holy magi’s aura are used. A holy magi cannot select an individual aura more than once. This ability replaces aura of resolve, aura of justice, aura of faith, and aura of righteousness.

Mercy (Su): This is exactly like the paladin ability of the same name, except that the holy magi must expend 1 point from her arcane pool and touch the target him to receive the effects from all of the mercies possessed by the holy magi. Alternatively, whenever a holy magi could select a mercy, she can choose a magus arcana for which she qualifies instead.

Shape Arcane Energy (Su): At 4th level, a holy magi can expend two uses of her hands of the magi to form its arcane energies into different effects. Creatures that take damage from shaped arcane energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the holy magi's level + the holy magi’s Charisma modifier. A holy magi that shapes her arcane energies can create one of the following effects.

Bolt: The holy magi can unleash a powerful bolt of arcane energy that deals 2d6 points of damage plus 1/2 his holy magi level. This damage increases by 1d6+1 points of damage for every two holy magi levels beyond 4th (3d6 at 6th, 4d6 at 8th, and so on). Creatures that take damage from channeled arcane energy receive a Will save to halve the damage. This effect otherwise functions as lightning bolt.

Burst: The holy magi can create a burst of arcane energy that deals 2d6 points of damage plus 1d6 points of damage for every two holy magi levels beyond 4th (3d6 at 6th, 4d6 at 8th, and so on). This effect otherwise functions as fireball, but it does not set combustibles on fire.

Missiles: The holy magi can unleash a missile of arcane energy that automatically strikes a foe, as magic missile. The arcane missile deals 2d6 points of damage. For every two levels beyond 4th, the holy magi can create an additional missile–two at 8th level, three at 12th, four at 16th, and the maximum of five missiles at 20th level or higher. When shooting multiple missiles, the holy magi can strike a single creature or several creatures. A single missile can strike only one creature. The holy magi must designate targets before any check for spell resistance or damage is rolled damage.

A holy magi uses her level as her effective level when shaping arcane energy. Channeling arcane energy is a standard action that does not provoke an attack of opportunity. This ability replaces channel positive energy.

Eldritch Champion (Su): At 20th level, a holy magi becomes a conduit for her arcane energies. She gains DR 5/evil. Whenever she uses eldritch smite and successfully strikes her designated target, the target is also subject to a hold monster spell, using her holy magi level as the caster level. After the hold monster effect and the damage from the attack is resolved, the smite immediately ends. In addition, whenever she uses arcane aura, she can maintain two auras at the same time. This ability replaces holy champion.

Table: Table: Holy Magi
Base
Class Attack Fort Ref Will Spells per Day
Level Bonus Save Save Save Special 1st 2nd 3rd 4th

1st +1 +2 +0 +2 Aura of good, aura of magic, detect magic, — — — —
eldritch smite 1/day
2nd +2 +3 +0 +3 Arcane pool, divine grace, hands of the magi — — — —
3rd +3 +3 +1 +3 Aura of courage, divine health, mercy — — — —
4th +4 +4 +1 +4 Eldritch smite 2/day, shape arcane energy 0 — — —
5th +5 +4 +1 +4 Arcane aura 1 — — —
6th +6/+1 +5 +2 +5 Mercy 1 — — —
7th +7/+2 +5 +2 +5 Eldritch smite 3/day 1 0 — —
8th +8/+3 +6 +2 +6 Arcane aura 1 1 — —
9th +9/+4 +6 +3 +6 Mercy 2 1 — —
10th +10/+5 +7 +3 +7 Eldritch smite 4/day 2 1 0 —
11th +11/+6/+1 +7 +3 +7 Arcane aura 2 1 1 —
12th +12/+7/+2 +8 +4 +8 Mercy 2 2 1 —
13th +13/+8/+3 +8 +4 +8 Eldritch smite 5/day 3 2 1 0
14th +14/+9/+4 +9 +4 +9 Arcane aura 3 2 1 1
15th +15/+10/+5 +9 +5 +9 Mercy 3 2 2 1
16th +16/+11/+7/+2 +10 +5 +10 Eldritch smite 6/day 3 3 2 1
17th +17/+12/+7/+2 +10 +5 +10 Arcane aura 4 3 2 1
18th +18/+13/+8/+3 +11 +6 +11 Mercy 4 3 2 2
19th +19/+14/+9/+4 +11 +6 +11 Eldritch smite 7/day 4 3 3 2
20th +20/+15/+10/+5 +12 +6 +12 Arcane aura, eldritch champion 4 4 3 3


Big Lemon wrote:

...

On another note, here's what I have so far for the Fighter/Monk in terms of abilities:

Haven't Forgotten you Big Lemon. Just needed to focus on what was inspiring me at the time.

You have a good start here. What else are you thinking? It's a fighter/Monk. May want to do what i suggested to Byrdology, get a copy of each class's advancement table and copy it on a doc. then Get a second copy of Fighter on which to swap out the abilities. Don't forget you can also plumb the depths of related PF class archetypes or even PrCs. that's what I do all the time to find ideas, or borrow them.

Looking at Weapon Guard, I would spread the bonus out, +1 at 2nd, +1 every 3 lvels, up to +6. Replace barvery with this. The stacking with enhancement bonuses of swords seems OP to me. I would say that it can stack only with weapons that have the defending weapon ability, but only when using the weapon's bonus to provide an armor bonus. Don;t have the SRD up, does bravery go to +6? Anyways, back to work, more later.

Just a quick thanx to those of you who have joined us on the thread and put your hand to buidling MCas, makes it less heavy when we of the MCP dodn't need to come up with the concepts, but can just sit back and help you guys/girls out to develop your concepts.


Elghinn Lightbringer wrote:
Big Lemon wrote:

...

On another note, here's what I have so far for the Fighter/Monk in terms of abilities:

Haven't Forgotten you Big Lemon. Just needed to focus on what was inspiring me at the time.

You have a good start here. What else are you thinking? It's a fighter/Monk. May want to do what i suggested to Byrdology, get a copy of each class's advancement table and copy it on a doc. then Get a second copy of Fighter on which to swap out the abilities. Don't forget you can also plumb the depths of related PF class archetypes or even PrCs. that's what I do all the time to find ideas, or borrow them.

Looking at Weapon Guard, I would spread the bonus out, +1 at 2nd, +1 every 3 lvels, up to +6. Replace barvery with this. The stacking with enhancement bonuses of swords seems OP to me. I would say that it can stack only with weapons that have the defending weapon ability, but only when using the weapon's bonus to provide an armor bonus. Don;t have the SRD up, does bravery go to +6? Anyways, back to work, more later.

Just a quick thanx to those of you who have joined us on the thread and put your hand to buidling MCas, makes it less heavy when we of the MCP dodn't need to come up with the concepts, but can just sit back and help you guys/girls out to develop your concepts.

My thoughts behind Weapon Guard as-is are the following:

To begin with, he is loosing proficiency with all types of armor, but to prevent him from becoming MAD, he's not getting a Wis bonus to AC. So, at first level, with a +2 he essentially has leather armor, which is fine, since he would also want to have high dexterity. Adding the enhancement bonus of the weapon was a way to further emphasis that he is actively deflecting arrows and weapon strikes with his weapon, so the magical nature of the weapon adds to his defenses.

I can see some issues with the enhancement bonus stacking; namely, that he doesn't have WBL spent on both AC items and magic weapons. I think, though, the ability needs to be available at 1st level, because otherwise this character only has Dex to add to AC instead of armor, unless they spend a feat on armor proficiency, which class should ever have to do.


Cartmanbeck saw this posted on reddit, suggested I post it here for review.

Black Powder Witch

Details:
Adventures: When Alkenstar became the magic-dead region it is known as today, there were some who still longed for the ability to use the arcane arts. When firearms were invented, a small coven of witches there decided to use the new weapons to their advantage, and stole away with several prototype pistols into the forests of Taldor. Once there, they began rediscovering their magic, fusing it with high flying acrobatics and the flash of gunfire to become black powder witches. They mostly keep to themselves in the forest, but one dark-haired woman has been seen roaming the world using her talents to take down renegade angels that have fallen to become corrupt and evil.

Characteristics: Black powder witches are front-line fighters, using their firearms and repertoire of tortures to take down enemies in the heat of battle. They are tougher than the average witch, meaning the can stand and fight with some of the best combatants and dish out just as much, if not more, than they will take in a fight. Black powder witches are, on the whole, female. Male black powder witches are few and far between, but the coven has been known to lure a few young, talented gunslingers into wielding their magic.

Alignment: Any

Religion: None

Background: Black powder witches mostly come from the forests of Taldor, after training under the coven's strict regimen to figure out how to handle their weapons and control their new magic, they begin to learn to fly through the treetops to obtain their acrobatic skills. They are encouraged never to leave the forest, but a rebellious few have found good reason to, though it's mostly out of boredom.

Races: Mostly human, with some elves and half-elves.

Other Classes: Black powder witches tend to clash with their standard witch sisters, due to their abandonment of the older ways. Gunslingers treat them with a slight disdain as well, as they believe using magic with firearms as "cheating." Most other classes are neutral, but wary of a caster wielding such a powerful and dangerous weapon.

Role: As casters and competent fighters, black powder witches can fit in a variety of places in the party. They are best utilized on the front line, guns in the faces of their enemies and close enough to best use their torture attacks.

Adaptation: A black powder witch may need to be limited to basic firearms, as the advanced tier may likely overpower her. Otherwise, she has a limited spell selections and castings per day, which may need to be adjusted to fit the game setting.

GAME RULE INFORMATION
Black powder witches have the following game statistics.

Abilities: Wisdom, Dexterity, and Constitution are the most important ability scores to a black powder witch, in that order. Wisdom fuels her magic and telluric abilities, Dexterity aids her with her guns and acrobatics, and Constitution will maintain her staying power on the battlefield. Backup skills should be Charisma (for Feint maneuvers), Intelligence (for skill points), with Strength being least important.

Alignment: Any
Hit Die: d8
Starting Age: As gunslinger
Starting Wealth: 4d6 × 10 gp (average 140gp.) In addition, each character begins play with an outfit worth 10 gp or less, and the black powder witch begins with her starting pistol.

Class Skills
The black powder witch’s class skills are Acrobatics (Dex), Bluff (Cha), Craft (Int), Fly (Dex), Heal (Wis), Intimidate (Cha), Knowledge (Arcana) (Int), Knowledge (Engineering) (Int), Knowledge (History) (Int), Knowledge (Local) (Int), Knowledge (Nature) (Int), Knowledge (Religion) (Int), Profession (Wis), Spellcraft (Int), Survival (Wis), and Use Magic Device (Cha).

Skill Points per Level: 4 + Int modifier

BAB: As Mage
Saves: 1 good (Reflex)
1st: Deeds, Telluric Pool, Gunsmith
2nd: Prehensile Hair
3rd: Deeds
4th: Gun Caster
5th: Pistol Training 1
6th: Prehensile Hair 2
7th: Deeds
8th: Infuse Magic
9th: Pistol Training 2
10th: Prehensile Hair 3
11th: Deeds
12th: Gun Shoes 1
13th: Pistol Training 3
14th: Prehensile Hair 4
15th: Deeds
16th: Gun Shoes 2
17th: Pistol Training 4
18th: Prehensile Hair 5
19th: Deeds
20th: Guncrobat

Class Features
All of the following are class features of the black powder witch.

Weapon and Armor Proficiencies: Black powder witches are proficient with all one-handed firearms and light weapons. They are not proficient with any armor or shields. Armor interferes with a black powder witch’s gestures, which can cause her spells with somatic components to fail (see Arcane Spells and Armor on page 83 of the Pathfinder RPG Core Rulebook).

Spells: A black powder witch casts arcane spells drawn from the witch spell list. She can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, a black powder witch must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a black powder witch's spell is 10 + the spell level + the black powder witch's Wisdom modifier. Like other spellcasters, a black powder witch can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on table below. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table: Ability Modifiers and Bonus Spells).

A black powder witch's selection of spells is limited. A black powder witch begins play knowing four 0-level spells and two 1st-level spells of her choice. At each new black powder witch level, she gains one or more new spells, as indicated on table below. (Unlike spells per day, the number of spells a black powder witch knows is not affected by her Wisdom score; the numbers on table below are fixed.) These new spells can be common spells chosen from the witch spell list, or they can be unusual spells that the black powder witch has gained some understanding of through study (GM discretion).

Upon reaching 4th level, and at every even-numbered black powder witch level after that (6th, 8th, and so on), a black powder witch can choose to learn a new spell in place of one she already knows. In effect, the black powder witch loses the old spell in exchange for the new one. The new spell's level must be the same as that of the spell being exchanged. A black powder witch may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that she gains new spells known for the level.

Unlike a normal witch, a black powder witch need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her spells per day for that spell level. She must, however, spend one hour every day cleaning her firearm to maintain her connection to it to fully recharge her spells (as it is, in effect, her familiar).

Spells per Day/Known: As Bard

Gunsmith: At 1st level, a black powder witch gains a single pistol. Her starting weapon is battered, and only she knows how to use it properly. All other creatures treat her gun as if it had the broken condition. If the weapon already has the broken condition, it does not work at all for anyone else trying to use it. This starting weapon can only be sold for scrap (it’s worth 4d10 gp when sold). The black powder witch also gains Gunsmithing as a bonus feat.

Telluric Pool (Su): Through meticulous training and perseverance, black powder witches have learned their way around the volatile and dangerous new weapons of Alkenstar. As a result of their perseverance with these weapons, they have developed ways to utilize them in a method similar to their gunslinger brethren to the south. At 1st level, the black powder witch gains a reservoir of mystical arcane energy that she can draw upon to fuel her powers and perform deeds. This arcane pool has a number of points equal to 1/2 her black powder witch level (minimum 1) + her Wisdom modifier. The pool refreshes once per day, and can not be recharged like a gunslinger's grit pool would be.

Deeds: Black powder witches spend telluric points to accomplish deeds. Most deeds grant the black powder witch some momentary bonus or effect, but there are some that provide longer-lasting effects. Some deeds stay in effect as long as the black powder witch has at least 1 telluric point. The following is the list of base black powder witch deeds. A black powder witch can only perform deeds of her level or lower. Unless otherwise noted, a deed can be performed multiple successive times, as long as the appropriate amounts of telluric points are spent to perform the deed. Unlike a gunslinger, the cost of these deeds cannot be reduced by any effect that reduces the amount of points a deed costs, as grit points would be reduced.


  • Focused Aim (Ex): At 1st level, as a swift action, the black powder witch can spend 1 telluric point to gain a bonus on all firearm damage rolls equal to her Wisdom modifier (minimum 1) with all firearm attacks she makes until the end of her turn. At 7th level, when she uses the dead shot deed, she multiplies this bonus by the number of hits she made while rolling the Dead Shot attack.

  • Torture (Su): At 1st level, as a standard action, the black powder witch can spend telluric points to activate a torture attack. These attacks are signature to the black powder witch, and utilize arcane energy to summon. Each attack uses an amount of telluric points to activate, as outlined below. As these attacks utilize constructs made of pure arcane energy, she must overcome spell resistance when necessary. The Difficulty Class for a saving throw against a black powder witch's torture is 10 + torture level + the black powder witch's Wisdom modifier.

    Tier 1

  • Level 1: Iron Maiden: At 1st Level, by spending 1 telluric point, the black powder witch can summon a magical iron maiden behind her chosen enemy. After performing a successful Feint maneuver to distract her foe, she kicks her opponent into the device, causing 1d4 piercing damage to the target as the doors slam closed. If she fails to feint against a targeted creature, that creature is allowed to make a reflex save against the attack. For every two caster levels beyond 1st, the damage increases by an additional 1d4 - two at 3rd level, three at 5th, four at 7th, and the maximum of 5d4 at 9th level or higher. The device dissipates after the attack.

  • Level 2: Guillotine: At 3rd level, by spending 1 telluric point, the black powder witch can summon a magical guillotine in a square adjacent to her chosen enemy. After a successful combat maneuver check to grapple her foe into the device, the blade drops with a snap of her fingers. The blade causes 1d8 slashing damage to the target, +1d8/four caster levels. The device dissipates after the attack.

  • Level 3: Choker: At 5th level, by spending 1 telluric point, the black powder witch can summon a magical pulley and chain that hangs in the air over her chosen enemy. After a successful combat maneuver check to wrap one end of the chain around her target’s neck, she pulls the chain taut, dragging them skyward. The chain and pulley cause 1d6/caster level (max 15d6) damage, and the target must make a successful Fortitude save or be stunned for 1d3 rounds. The items dissipate after the attack.

    Tier 2

  • Level 4: Headstone: At 7th level, by spending 2 telluric points, the black powder witch can summon a massive 10ft square block of stone over a targeted area. After performing a successful Feint maneuver to distract the foes in the area, the stone drops causing 4d6 bludgeoning damage to the target, dissipating afterward. If she fails to feint a targeted creature, that creature is allowed to make a reflex save against the attack.

  • Level 5: Iron Horse: At 9th level, by spending 2 telluric points, the black powder witch can summon an iron horse beneath her, which is adorned with spikes along its sides and back, with her sitting atop its head. After a successful combat maneuver check to grapple her foe with an attached chain, she forces her enemy to mount the horse and presses down on them with her heel while pulling the chain in the opposite direction. This attack deals 1d4/caster level piercing damage to the target, the horse dissipating after the attack.

  • Level 6: Death Grip: At 11th level, by spending 2 telluric points, the black powder witch can summon two ghostly, spiked metal hands from the ground to attack her chosen foe. After a successful combat maneuver check to grapple her enemy, she manipulates an attached gear mechanism to close them together, crushing her target and dealing 1d6/caster level (max 15d6) bludgeoning and piercing damage. The target must make a successful reflex save or be dragged underground with the hands after the attack. A target dragged underground stays there for 1d4 rounds, suffering 1d6 suffocation damage every round.

    Tier 3

  • Level 7: Wheel of Pain: At 13th level, by spending 3 telluric points, the black powder witch can summon a large 15ft wide spiked wheel over a targeted area. After performing a successful Feint maneuver to distract the foes in the area, the wheel drops to the ground and pins her enemy. Kicking one of the spikes to set the wheel into motion, it deals 1d4/caster level piercing and slashing damage to the target(s) before rolling in a 50 foot line from its origin. If she fails to feint a targeted creature, that creature is allowed to make a reflex save against the attack. Targets in the wheel’s line of travel must make a successful reflex save or take 2d6 piercing damage from the wheel, which dissipates after.

  • Level 8: Bonecarver: At 15th level, by spending 3 telluric points, the black powder witch can summon a 10ft long vorpal greatsword to her hand to use as a melee weapon against all foes within her reach. This sword replaces her mainhand pistol, using its enhancement bonus, minus any special qualities (they are replaced by Vorpal). After an Acrobatics check (DC15 + 2/target), she spins on her heel and makes a single melee attack at her highest BAB against each foe in range, dealing 4d6 slashing damage. If she fails the check, she falls prone after the attack. To the black powder witch, the sword functions as if it were a light, one-handed weapon. The weapon dissipates from her hands and is replaced by her pistol after 1d4 rounds or until she stops concentrating on maintaining it.

  • Level 9: Own Worst Enemy: At 17th level, by spending 3 telluric points, the black powder witch gains the ability to use her foes against themselves. She charges her leg with arcane energy, and after a making successful unarmed strike against her chosen target, she kicks them across the field of battle. She can target 3 additional targets (other foes or a hard surface) for the initial target to ricochet off of, no two of which may be more than 30 feet apart. The initial target takes 10d6 bludgeoning damage, with each successive hit dealing an additional 2d6. Secondary targets may attempt a reflex save, taking 2d6 bludgeoning damage and falling prone if failed. If a secondary target makes its reflex save, the chain fails and the initial target falls prone in a square adjacent to the secondary target.

  • Magic Bullet (Su): At 1st level, when the black powder witch hits a target with a one-handed firearm that is not making a scatter shot, she can spend 1 telluric point to expend a spell slot to deal an additional 1d6/spell level in damage on a hit. If she misses with the attack, she grazes the target, dealing half the extra damage anyway. She must choose to spend the telluric point before she makes the attack roll. This is precision damage and is not multiplied if the attack is a critical hit. This precision damage stacks with sneak attack and other forms of precision damage.

  • Telluric Initiative (Ex): At 3rd level, as long as the black powder witch has at least 1 telluric point, she gains the following benefits. First, she gains a +2 bonus on initiative checks. Furthermore, if she has the Quick Draw feat, her hands are free and unrestrained, and the firearm is not hidden, she can draw a single firearm as part of the initiative check.

  • /i]Telluric Gun (Su):[/i] At 3rd level, whenever the black powder witch would normally suffer misfire, she can spend 1 telluric point as a free action to ignore the misfire.

  • Deadeye (Ex): At 3rd level, the black powder witch can resolve an attack against touch AC instead of normal AC when firing beyond her firearm’s first range increment. Performing this deed costs 1 telluric point per range increment beyond the first. The black powder witch still takes the –2 penalty on attack rolls for each range increment beyond the first when she performs this deed.

  • Close Call (Ex): At 7th level, when a black powder witch is missed by 2 AC or less, she can make a free attack of opportunity against her attacker as long as she has 1 telluric point. Using this deed does not provoke an attack of opportunity, and is usable a number of times per day up to her Wisdom modifier once per round.

  • Dead Shot (Ex): At 7th level, as a full-round action, the black powder witch can take careful aim and pool all of her attack potential into a single, deadly shot. When she does this, she shoots the firearm at a single target, but makes as many attack rolls as she can, based on her base attack bonus. She makes the attack rolls in order from highest bonus to lowest, as if she were making a full attack. If any of the attack rolls hit the target, the black powder witch’s single attack is considered to have hit. For each additional successful attack roll beyond the first, the black powder witch increases the damage of the shot by the base damage dice of the firearm. For instance, if a 7th-level black powder witch firing a pistol hits with both attacks, she does 2d8 points of damage with the shot, instead of 1d8 points of damage, before adding any damage modifiers. Precision damage and extra damage from weapon special abilities (such as flaming) are added with damage modifiers and are not increased by this deed. If one or more rolls are critical threats, she confirms the critical once using her highest base attack bonus –5. For each critical threat beyond the first, she reduces this penalty by 1 (to a maximum of 0). The black powder witch only misfires on a dead shot if all the attack rolls are misfires. The black powder witch must spend 1 telluric point to perform this deed.

  • Leaping Shot (Ex): At 7th level, as a full-round action, the black powder witch can move up to her speed and make firearm attacks at her highest base attack bonus with each loaded firearm she is wielding, even if she does not have the normal perquisites to perform this deed. She can make these attacks at any point during her movement, and if she is wielding two firearms, she can make the attacks at different points of the movement. At the end of this movement, she falls prone. This deed costs 1 telluric point to perform.

  • Empower Torture (Su): At 11th level, the black powder witch has perfected the art of using her tortures. As a standard action, the black powder witch can spend 2 telluric points to empower a torture, increasing all numeric effects of the torture by half as if she was using the Empower Spell feat. This is in addition to the telluric points required to activate the torture.

  • Lightning Reload (Ex): At 11th level, as long as the black powder witch has at least 1 telluric point, she can reload a single barrel of a one-handed firearm as a swift action once per round. If she has the Rapid Reload feat or is using an alchemical cartridge (or both), she can reload a single barrel of the weapon as a free action each round instead. Furthermore, using this deed does not provoke attacks of opportunity.

  • Punish (Ex): At 11th level, as a standard action a black powder witch can spend 1 telluric point as to increase the damage of a single firearm against a specific foe. For a single, normal shot, she doubles the damage dice that she would have normally dealt. If she has the rapid shot feat and both attacks are successful, she doubles her damage dice for each attack separately. If the attack is a critical hit, she multiplies her damage dice by 1.5 the stated amount.

  • Evasive (Ex): At 15th level, when the black powder witch has at least 1 telluric point, she gains the benefit of the evasion, uncanny dodge, and improved uncanny dodge rogue class features. She uses her black powder witch level as her rogue level for improved uncanny dodge.

  • Telluric Luck (Ex): At 15th level, the black powder witch can spend telluric points to reroll a saving throw or a skill check. It costs 2 telluric points to reroll a saving throw, and 1 telluric point to reroll a skill check. The black powder witch must take the result of the second roll, even if it is lower.

  • Dispelling Shot (Ex): At 15th level, the black powder witch can spend 1 telluric point to empower a bullet with anti-magic properties. As an attack action, a black powder witch can make a ranged firearm attack against an opponent or object, and if she hits, she can affect that opponent or object as if she had cast dispel magic, using the targeted dispel option. If she misses, this ability is wasted. Use her black powder witch level as the caster level of the dispel magic effect.

  • Cheat Death (Ex): At 19th level, whenever the black powder witch is reduced to 0 or fewer hit points, she can spend all of her remaining telluric points (minimum 1) to instead be reduced to 1 hit point.

  • Torturous Mistress (Su): At 19th level, as a swift action, the black powder witch can spend 4 telluric points to activate any tier 1 torture attack against any foe she has line of sight on, disregarding the need for a combat maneuver or feint check where necessary. This is in addition to the telluric points required to activate the torture.

  • Telluric Reload (Su): At 19th level, as a swift action, the black powder witch can expend telluric points to magically reload firearms at a cost of 1 point per firearm. This effect includes the firearms of others within a 30ft radius, at the black powder witch’s discretion.

  • Magic Bullet (Su): At 1st level, when the black powder witch hits a target with a one-handed firearm that is not making a scatter shot, she can spend 1 telluric point to expend a spell slot to deal an additional 1d6/spell level in damage on a hit. If she misses with the attack, she grazes the target, dealing half the extra damage anyway. She must choose to spend the telluric point before she makes the attack roll. This is precision damage and is not multiplied if the attack is a critical hit. This precision damage stacks with sneak attack and other forms of precision damage.

  • Telluric Initiative (Ex): At 3rd level, as long as the black powder witch has at least 1 telluric point, she gains the following benefits. First, she gains a +2 bonus on initiative checks. Furthermore, if she has the Quick Draw feat, her hands are free and unrestrained, and the firearm is not hidden, she can draw a single firearm as part of the initiative check.

  • Telluric Gun (Su): At 3rd level, whenever the black powder witch would normally suffer misfire, she can spend 1 telluric point as a free action to ignore the misfire.

  • Deadeye (Ex): At 3rd level, the black powder witch can resolve an attack against touch AC instead of normal AC when firing beyond her firearm’s first range increment. Performing this deed costs 1 telluric point per range increment beyond the first. The black powder witch still takes the –2 penalty on attack rolls for each range increment beyond the first when she performs this deed.

  • Close Call (Ex): At 7th level, when a black powder witch is missed by 2 AC or less, she can make a free attack of opportunity against her attacker as long as she has 1 telluric point. Using this deed does not provoke an attack of opportunity, and is usable a number of times per day up to her Wisdom modifier once per round.

  • Dead Shot (Ex): At 7th level, as a full-round action, the black powder witch can take careful aim and pool all of her attack potential into a single, deadly shot. When she does this, she shoots the firearm at a single target, but makes as many attack rolls as she can, based on her base attack bonus. She makes the attack rolls in order from highest bonus to lowest, as if she were making a full attack. If any of the attack rolls hit the target, the black powder witch’s single attack is considered to have hit. For each additional successful attack roll beyond the first, the black powder witch increases the damage of the shot by the base damage dice of the firearm. For instance, if a 7th-level black powder witch firing a pistol hits with both attacks, she does 2d8 points of damage with the shot, instead of 1d8 points of damage, before adding any damage modifiers. Precision damage and extra damage from weapon special abilities (such as flaming) are added with damage modifiers and are not increased by this deed. If one or more rolls are critical threats, she confirms the critical once using her highest base attack bonus –5. For each critical threat beyond the first, she reduces this penalty by 1 (to a maximum of 0). The black powder witch only misfires on a dead shot if all the attack rolls are misfires. The black powder witch must spend 1 telluric point to perform this deed.

  • Leaping Shot (Ex): At 7th level, as a full-round action, the black powder witch can move up to her speed and make firearm attacks at her highest base attack bonus with each loaded firearm she is wielding, even if she does not have the normal perquisites to perform this deed. She can make these attacks at any point during her movement, and if she is wielding two firearms, she can make the attacks at different points of the movement. At the end of this movement, she falls prone. This deed costs 1 telluric point to perform.

  • Empower Torture (Su): At 11th level, the black powder witch has perfected the art of using her tortures. As a standard action, the black powder witch can spend 2 telluric points to empower a torture, increasing all numeric effects of the torture by half as if she was using the Empower Spell feat. This is in addition to the telluric points required to activate the torture.

  • Lightning Reload (Ex): At 11th level, as long as the black powder witch has at least 1 telluric point, she can reload a single barrel of a one-handed firearm as a swift action once per round. If she has the Rapid Reload feat or is using an alchemical cartridge (or both), she can reload a single barrel of the weapon as a free action each round instead. Furthermore, using this deed does not provoke attacks of opportunity.

  • Punish (Ex): At 11th level, as a standard action a black powder witch can spend 1 telluric point as to increase the damage of a single firearm against a specific foe. For a single, normal shot, she doubles the damage dice that she would have normally dealt. If she has the rapid shot feat and both attacks are successful, she doubles her damage dice for each attack separately. If the attack is a critical hit, she multiplies her damage dice by 1.5 the stated amount.

  • Evasive (Ex): At 15th level, when the black powder witch has at least 1 telluric point, she gains the benefit of the evasion, uncanny dodge, and improved uncanny dodge rogue class features. She uses her black powder witch level as her rogue level for improved uncanny dodge.

  • Telluric Luck (Ex): At 15th level, the black powder witch can spend telluric points to reroll a saving throw or a skill check. It costs 2 telluric points to reroll a saving throw, and 1 telluric point to reroll a skill check. The black powder witch must take the result of the second roll, even if it is lower.

  • Dispelling Shot (Ex): At 15th level, the black powder witch can spend 1 telluric point to empower a bullet with anti-magic properties. As an attack action, a black powder witch can make a ranged firearm attack against an opponent or object, and if she hits, she can affect that opponent or object as if she had cast dispel magic, using the targeted dispel option. If she misses, this ability is wasted. Use her black powder witch level as the caster level of the dispel magic effect.

  • Cheat Death (Ex): At 19th level, whenever the black powder witch is reduced to 0 or fewer hit points, she can spend all of her remaining telluric points (minimum 1) to instead be reduced to 1 hit point.

  • Torturous Mistress (Su): At 19th level, as a swift action, the black powder witch can spend 4 telluric points to activate any tier 1 torture attack against any foe she has line of sight on, disregarding the need for a combat maneuver or feint check where necessary. This is in addition to the telluric points required to activate the torture.

  • Telluric Reload (Su): At 19th level, as a swift action, the black powder witch can expend telluric points to magically reload firearms at a cost of 1 point per firearm. This effect includes the firearms of others within a 30ft radius, at the black powder witch’s discretion.

Prehensile Hair (Su): At 2nd level, a black powder witch gains the ability to use her hair as a weapon. This functions as a primary natural attack with a reach of 5 feet. The hair deals 1d4 points of damage (1d3 for a Small black powder witch) plus the black powder witch’s Wisdom modifier. In addition, whenever the hair strikes a foe, the black powder witch can attempt to grapple that foe with her hair as a free action without provoking an attack of opportunity, using her Wisdom modifier in place of her Strength modifier when making the combat maneuver check. When a black powder witch grapples a foe in this way, she does not gain the grappled condition.

At 3rd level, and every 4 levels thereafter (7th, 11th, 15th, and 19th), she gains a +1 natural armor bonus by covering her body in her hair, serving as her armor.

At 6th level and every four levels thereafter, a black powder witch’s hair adds 5 feet to its reach, to a maximum of 25 feet at 18th level. She can use her hair to make combat maneuver checks against targets of her torture attacks, using her Wisdom modifier in place of her Strength modifier when making the combat maneuver check, up to the reach of her hair.

The hair cannot be sundered or attacked as a separate creature.

Gun Caster (Su): At 4th level, the black powder witch has learned to cast magic utilizing her pistols. As a result, she gains the benefit of both the Eschew Materials and Somatic Weapon feats, even if she does not have weapon focus with her pistol.

Pistol Training (Ex): Starting at 5th level, a black powder witch increases her skill with one-handed firearms. She gains a bonus on damage rolls equal to her Dexterity modifier, and when she misfires with a one-handed firearm, the misfire value increases by 2 instead of 4. Every four levels thereafter (9th, 13th, and 17th), the bonus on damage rolls increases by +1.

Infuse Magic (Su): At 8th level, the black powder witch has learned how to fuse her magic with her gunsmithing talents. As a swift action, she can replace a single bullet in a loaded firearm with a construct of arcane energy comprised of any spell she knows that would normally require a touch attack, at a cost of increasing the spell level by 4. Alternatively, she can fire the bullet at the ground to utilize a spell that normally generates an area effect, at the same increased spell level.

Gun Shoes (Ex): At 12th level, the black powder witch develops herself a pair of shoes that can actuate the triggers of her firearms. As a full round attack, she can fire one or both the pistols in her hands as normal, and on one of her shoes on a successful Acrobatics check (DC 25) by balancing on one limb. This attack is made at her highest BAB -5, and causes her to lose her Dexterity modifier to her AC for one round should she fail the check due to the awkwardness of the maneuver. At 16th level, she no longer needs to make the check.

Guncrobat (Ex): At 20th level, the black powder witch has perfected the art of firing with both hands and feet in combat. As a full round attack, she can fire one or both of the firearms in her hands and one shot each with the guns on her feet. These attacks are made at her highest BAB, require no check to complete successfully, and do not cause her to lose her Dexterity modifier to AC.

I couldn't figure out how to separate the Torture list from the rest of the deeds, but oh well. Currently in playtest as a 14th level NPC. Thoughts?

Silver Crusade RPG Superstar 2014 Top 16

BlackMKIII wrote:

Cartmanbeck saw this posted on reddit, suggested I post it here for review.

Black Powder Witch

** spoiler omitted **...

Like I told the rest of the group over email, I think other than the tortures (which are a little too specific and fantastical for an MCA) I think it's a really good archetype. It combines several aspects of the witch and gunslinger into a useful combination. What do you guys think?


Big Lemon wrote:


My thoughts behind Weapon Guard as-is are the following:

To begin with, he is loosing proficiency with all types of armor, but to prevent him from becoming MAD, he's not getting a Wis bonus to AC. So, at first level, with a +2 he essentially has leather armor, which is fine, since he would also want to have high dexterity. Adding the enhancement bonus of the weapon was a way to further emphasis that he is actively deflecting arrows and weapon strikes with his weapon, so the magical nature of the weapon adds to his defenses.

I can see some issues with the enhancement bonus stacking; namely, that he doesn't have WBL spent on both AC items and magic weapons. I think,...

Here are my suggestions. I know you are looking to get the bonus at 1st level, but even the monk without armor doesn't get any bonuses to AC. I think, for swapping and balance, the earliest is 2nd elvel for the weapon shield bonus.

Also, with the loss of all the armor proficiencies, I think the BD can easily gain the monk's AC Bonus ability too. Anyways, here's my thoughts on swaps, abilities, etc.

Blade Disciple Mk II:

Primary Class: Fighter.
Secondary Class: Monk.
Alignment: Any.
Hit Die: d10.

Bonus Skills and Ranks: The blade disciple may select three monk skills to add to his class skills in addition to the normal fighter class skills. The blade disciple gains a number of ranks at each level equal to 4 + Int modifier.

Weapon and Armor Proficiency: The blade disciple is proficient with all simple weapons, all bladed weapons plus the plus the kusarigama, naginata, nunchaku, skuriken, and siangham. A blade disciple is not proficient with any armor or shields.

AC Bonus: Starting at 1st level, a blade disciple gains the monk’s AC bonus ability. This ability replaces light armor proficiency and medium armor proficiency.

Chosen Blade (Ex): At 1st level, a blade disciple selects his chosen weapon from among those listed as heavy blades or light blades in the fighter’s weapon training ability.

Unarmed Strike: At 1st level, a blade disciple gains the monk’s unarmed strike ability, and deals unarmed damage as shown on Table: Blade Disciple. This ability replaces heavy armor proficiency and shield proficiency.

Evasion (Ex): At 2nd level, a blade disciple gains the monk’s evasion ability. This ability replaces bravery.

Fast Movement (Ex): At 2nd level, a blade disciple's land speed is faster than the norm for his race by +10 feet. This benefit applies only when he is wearing no armor and not carrying a heavy load. Apply this bonus before modifying the blade disciple's speed because of any load carried or armor worn. This bonus stacks with any other bonuses to the blade disciple's land speed. This ability replaces the bonus feat gained at 2nd level.

Blade Guard (Ex): Starting at 3rd level, a blade disciple becomes adept at protecting himself from attacks while wielding his chosen weapon. He gains a +1 shield bonus to AC. This bonus increases by +1 at 6th level and every four levels thereafter (to a maximum of +5 at 19th level). The blade disciple only gains the benefits of this ability when he is wearing no armor and not carrying a heavy load. This ability replaces armor training and armor mastery.

Weapon Training (Ex): This is exactly like the fighter’s weapon training ability except that the blade disciple must select one weapon from both the heavy blade and light blade weapon groups each time he gains this ability.

Sudden Strike (Ex): At 6th level, a blade disciple becomes adept at moving quickly when his foes are surprised. During a surprise round, the blade disciple may act as if it had a full round to act, rather than just one standard action. This ability replaces the bonus feat gained at 6th level.

Mystic Surge (Ex): At 10th level or higher, a blade disciple can heal his own wounds as a standard action. He can heal a number of hit points of damage equal to his blade disciple level once per day. This ability replaces the bonus feat gained at 10th level.

Improved Evasion (Ex): At 14th level, a blade disciple gains the monk’s improved evasion ability. This ability replaces the bonus feat gained at 14th level.

Here I'm not sure which ability to use. One is initiative, the other is a 1/day save or die attack. I made Quivering Blade a full-round action to set up the vibrations, since he gains his full attack bonus (full BAB progression vs. 3/4 for a monk)

Uncanny Initiative (Ex): At 18th level, a blade disciple does not need to roll for initiative. He always treats his initiative roll as if it resulted in any number of his choosing (from 1 to 20). This ability replaces the bonus feat gained at 18th level.

OR

Quivering Blade (Su): At 18th level, a blade disciple can set up vibrations within the blade of his chosen weapon as a full-round action, once per day. He can use this quivering blade once per day, and he must announce his intent before making his attack roll. Creatures immune to critical hits cannot be affected. Once the vibrations have been set, the blade disciple can, as a standard action, make a single attack against an opponent at his full attack bonus. If the attack is successful, the target takes damage from the blow and must make a Fortitude saving throw (DC 10 + 1/2 the blade disciple's level + the blade disciple's Wis modifier) or die. If the saving throw is successful, the target is not affect by that particular quivering blade attack, but it may still be affected by another one at a later time. This ability replaces the bonus feat gained at 18th level.

Weapon Mastery (Ex): This is exactly like the fighter ability of the same name, except that this ability applies only to the blade disciple’s chosen weapon.

Free = Chosen blade
Light/Medium Armor Proficiency = AC bonus
Heavy/Shield Proficiency = Unarmed strike
Bravery = Evasion
Bonus feat (2) = Fast Movement
Armor training and Armor mastery = Bladed defense
Bonus feat (6) = Sudden strike
Bonus feat (10) = Mystic surge
Bonus feat (14) = Improved evasion
Bonus feat (18) = Quivering blade/Uncanny initiative

Table: Blade Disciple
Base
Class Attack Fort Ref Will AC
Level Bonus Save Save Save Special Bonus

1st +1 +2 +2 +0 Bonus feat, chosen blade, unarmed strike (1d4) +0
2nd +2 +3 +3 +0 Evasion, fast movement +0
3rd +3 +3 +3 +1 Blade guard +1 +0
4th +4 +4 +4 +1 Bonus feat +1
5th +5 +4 +4 +1 Weapon training 1, unarmed strike (1d6) +1
6th +6/+1 +5 +5 +2 Sudden strike +1
7th +7/+2 +5 +5 +2 Blade guard +2 +1
8th +8/+3 +6 +6 +2 Bonus feat +2
9th +9/+4 +6 +6 +3 Weapon training 2 +2
10th +10/+5 +7 +7 +3 Mystic surge +2
11th +11/+6/+1 +7 +7 +3 Blade guard +3, unarmed strike (1d8) +2
12th +12/+7/+2 +8 +8 +4 Bonus feat +3
13th +13/+8/+3 +8 +8 +4 Weapon training 3 +3
14th +14/+9/+4 +9 +9 +4 Improved evasion +3
15th +15/+10/+15 +9 +9 +5 Blade guard +4 +3
16th +16/+11/+6/+1 +10 +10 +5 Bonus feat +4
17th +17/+12/+7/+2 +10 +10 +5 Unarmed strike (1d10), weapon training 4 +4
18th +18/+13/+8/+3 +11 +11 +6 Quivering blade/Uncanny initiative +4
19th +19/+14/+9/+4 +11 +11 +6 Blade guard +5 +4
20th +20/+15/+10/+5 +12 +12 +6 Bonus feat, weapon mastery +5


cartmanbeck wrote:
BlackMKIII wrote:

Cartmanbeck saw this posted on reddit, suggested I post it here for review.

Black Powder Witch

** spoiler omitted **...

Like I told the rest of the group over email, I think other than the tortures (which are a little too specific and fantastical for an MCA) I think it's a really good archetype. It combines several aspects of the witch and gunslinger into a useful combination. What do you guys think?

I agree about the tortures Cartmanbeck. If we want something similar included, it can simpley be changed to a bonus to using Heal skill checks to torture, say 1/2 level, like an Alchemist gets for his Craft (alchemy).

@BlackMKIII: Would you like us to go over it and give suggestions on what you could do to change it into a true MultiClass Archetype like we've been doing? It's really very close, just needs so changes and tweaks.


Elghinn Lightbringer wrote:
cartmanbeck wrote:
BlackMKIII wrote:

Cartmanbeck saw this posted on reddit, suggested I post it here for review.

Black Powder Witch

** spoiler omitted **...

Like I told the rest of the group over email, I think other than the tortures (which are a little too specific and fantastical for an MCA) I think it's a really good archetype. It combines several aspects of the witch and gunslinger into a useful combination. What do you guys think?

I agree about the tortures Cartmanbeck. If we want something similar included, it can simpley be changed to a bonus to using Heal skill checks to torture, say 1/2 level, like an Alchemist gets for his Craft (alchemy).

@BlackMKIII: Would you like us to go over it and give suggestions on what you could do to change it into a true MultiClass Archetype like we've been doing? It's really very close, just needs so changes and tweaks.

Please, by all means. I'd love to see what changes you guys would make. As I said in my post, we're playtesting it in the Friday campaign I'm part of, as it's written now.


I shall take a look and See what I can do. I hope Cartmenbeck will jump in here too once it's up so my changes aren't so one-sided.


@Black Powder Witch: I absolutely love it! However as gonzo as I am, as cinematic as I like classes to be and as much as it's a nod to canon/source I'd drop the Gunshoes at 12th level and the Prehensile Hair - that latter can be a regular hex choice.

Silver Crusade RPG Superstar 2014 Top 16

Elghinn Lightbringer wrote:
I shall take a look and See what I can do. I hope Cartmenbeck will jump in here too once it's up so my changes aren't so one-sided.

@Elghinn: I'll let you do the initial go-over, and I'll add my two cents once you post your version.

@OSW: The prehensile hair is a pretty strong part of the concept here, as it's also used as a shield and such. It also has way more abilities and usefulness than the standard Prehensile Hair hex. I'd like to leave it in.


Keep up the good work guys! I am thinking about resetting one of my games and using solely MCAs. Let you know how it goes.


Elghinn Lightbringer wrote:
Big Lemon wrote:


My thoughts behind Weapon Guard as-is are the following:

To begin with, he is loosing proficiency with all types of armor, but to prevent him from becoming MAD, he's not getting a Wis bonus to AC. So, at first level, with a +2 he essentially has leather armor, which is fine, since he would also want to have high dexterity. Adding the enhancement bonus of the weapon was a way to further emphasis that he is actively deflecting arrows and weapon strikes with his weapon, so the magical nature of the weapon adds to his defenses.

I can see some issues with the enhancement bonus stacking; namely, that he doesn't have WBL spent on both AC items and magic weapons. I think,...

Here are my suggestions. I know you are looking to get the bonus at 1st level, but even the monk without armor doesn't get any bonuses to AC. I think, for swapping and balance, the earliest is 2nd elvel for the weapon shield bonus.

Also, with the loss of all the armor proficiencies, I think the BD can easily gain the monk's AC Bonus ability too. Anyways, here's my thoughts on swaps, abilities, etc.

** spoiler omitted **...

Core Rulebook wrote:
AC Bonus (Ex): When unarmored and unencumbered, the monk adds his Wisdom bonus (if any) to his AC and his CMD. In addition, a monk gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four monk levels thereafter, up to a maximum of +5 at 20th level.

For this portion of the ability, it does not state a level the ability is received, only that at 4th level he gains an additional bonus (as shown on the table). Generally when no level is stated it means the ability is received at 1st level.

That aside, I think everything you added is good. The Uncanny Initiative and Quivering Blade abilities are both appropriate for the image this class has... but I think Uncanny Initiative is a better fit because the point of Fighters is they can do their thing all day long, and I would say the initiative enhancement is more befitting the samurai sort of image for this class and works well with previous abilities.


I meant the bonus to AC from the ability, not from the character's Wisdom modifier.

I thought the same about Uncanny Initiative, just wanted to see what you thought.


Oceanshieldwolf wrote:
@Black Powder Witch: I absolutely love it! However as gonzo as I am, as cinematic as I like classes to be and as much as it's a nod to canon/source I'd drop the Gunshoes at 12th level and the Prehensile Hair - that latter can be a regular hex choice.

Would you mind clarifying? Did you mean to delete the feature entirely, or bump it up in levels?

For reference, in playtesting as a 14th level NPC, the BPW was able to get off a total of 6 shots using Rapid Shot and Improved Two-Weapon Fighting, as well as the gun shoes. Each revolver did 1d8+12 (+3 Flaming/Frost, Dex +6, Weapon Focus) and the pistol was 1d8+9 (+1 pistol). I also made use of the Focused Aim (Wis 7) and Magic Bullet (5th level sac) deeds to maximize her damage potential. After all was said and done, she had a potential damage capacity of 220. A multi-archetyped Gunslinger (Mysterious Stranger/Pistolero) would have a potential of 249 with the same feats, with Greater TWF instead.

I've kind of looked at them as what bring her back up to par with normal Gunslingers to compensate for the lowered BAB. While this may be looked at as a bit broken, it's not (to me) entirely so as they only work on a full round attack.


Here she is BlackMKII. Tried to keep as much of the flavor and abilities as possibel without creating an OP MCA. May still be OP, that's why I need Cartmanbeck, OSW, Raider and Flak to keep me in check. :D

I think you'll like it.

Black Powder Witch:

In regions were magic has become unreliable, firearms play a more prominent role in the battle for supremacy, and the witches of such regions are no exception. Over time, small covens of witches decided to use these new weapons to their advantage and began fusing their magic with high flying acrobatics and the flash of gunfire. These black powder witches tend to keep to themselves, though some have taken the role of avenging angels, using their talents to take hunt down renegades that have fallen to become corrupt and evil. Deemed as front-line fighters by their covens, the black powder witch uses her firearms, prehensile hair, and repertoire of torturous deeds to take incapacitate and even slay her enemies. Black powder witches train under their auspicious coven's strict regimen, learning to wield their weapons and control their new magic. They are often seen flying through the treetops, using their acrobatic skills to great effect. Thought they are encouraged never to leave the boundaries of their covens, some rebel and depart, often for good reason, though for some it is mostly out of boredom and a need for excitement.

Primary Class: Witch.
Secondary Class: Gunslinger.
Alignment: Any.
Hit Die: d8.

Bonus Skills and Ranks: The black powder witch may select three gunslinger skills to add to her class skills in addition to the normal witch class skills, one of which must be Acrobatics. The black powder witch gains a number of ranks at each level equal to 2 + Int modifier.

Weapon and Armor Proficiency: The black powder witch is proficient with all simple weapons, all one-handed firearms, and light martial weapons. A blade disciple is not proficient with any armor or shields. Armor interferes with a black powder witch’s gestures, which can cause her spells with somatic components to fail.

Spellcasting: A black powder witch casts arcane spells drawn from the witch spell list, and adds the following spells to that list at the indicated spell levels: 1st level—abundant ammunition†, damp powder†, fabricate bullets†, jury-rig†, weaken powder†; 2nd level—bullet shield†, destabilize powder†, reloading hands†, recoil fire†, ricochet shot†, stabilize powder†; 3rd level—flash fire†; 4th level—named bullet†. A black powder witch can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, a black powder witch must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class (DC) for a saving throw against a black powder witch’s spell is 10 + the spell level + the black powder witch’s Intelligence modifier. (†Ultimate Combat)

Like other spellcasters, a black powder witch can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Black Powder Witch. In addition, she receives bonus spells per day if she has a high Intelligence score.
The black powder witch’s selection of spells is extremely limited. A black powder witch begins play knowing four 0-level spells and two 1st-level spells of the black powder witch’s choice. At each new black powder witch level, she gains one or more new spells, as indicated on Table: Black Powder Witch Spells Known. (Unlike spells per day, the number of spells a black powder witch knows is not affected by his Intelligence score.

Upon reaching 5th level, and at every third black powder witch level after that (8th, 11th, and so on), a black powder witch can choose to learn a new spell in place of one she already knows. In effect, the black powder witch “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least one level lower than the highest-level black powder witch spell the black powder witch can cast. A black powder witch may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that she gains new spells known for the level.

A black powder witch need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up hers allotment of spells per day for the spell’s level.

Gunsmithing: At 1st level, a black powder witch gains the gunslinger’s gunsmithing ability, but must select one of the following one-handed firearms: dragon pistol, pepperbox, or pistol. This ability, deeds, and grit replace the witch’s patron.

Prehensile Hair (Su): At 1st level, a black powder witch gains the prehensile hair hex. In addition, a black powder witch can use her hair to deliver touch spells (as the witch’s familiar ability) up to a range of 10 feet. This ability replaces the hex gained at 1st level.

Grappling Locks (Su): At 2nd level, whenever a black powder witch’s prehensile hair successfully strikes a target, she can attempt to grapple that target with her hair, as a free action. She uses her Intelligence modifier in place of her Strength modifier when making the combat maneuver check. Alternatively, she can make an Acrobatics skill check in place of the combat maneuver check, using the check’s DC. When a black powder witch grapples an opponent in this manner, she does not provoke any attacks of opportunity, nor does she gain the grappled condition. This ability and steel strands replace witch’s familiar.

Black Powder Caster (Su): At 2nd level, the black powder witch has learned to cast magic utilizing her one-handed firearms and gains the Somatic Weapon* feat even if she does not qualify for it. This ability replaces the hex gained at 2nd level. *(Advanced Feats: Visions of the Oracle. Author: Sigfried Trent Copyright 2011, Open Design LLC, www.koboldquarterly.com. All rights reserved.)

Deeds: At 3rd level, a pistol witch gains the gunslinger’s deed ability and gains access to 1st level deeds. Like a gunslinger, she spends grit to accomplish these deeds. At 7th level, and every four levels thereafter, the pistol witch gains access to the next higher level of deeds, up to 15th level deeds at 19th level.

In addition, the black powder witch swaps six deeds for the following deeds.

Spell Shot (Ex): At 3rd level, whenever a black powder witch casts a spell with a range of “touch” from the witch’s spell list, she can deliver the spell through any one-handed firearm she is wielding as part of a ranged touch attack. Instead of the free melee touch attack normally allowed to deliver the spell, a black powder witch can make one free ranged touch attack with her one-handed firearm (at her highest base attack bonus) as part of casting this spell. If successful, this ranged touch attack deals its normal damage as well as the effects of the spell. The spell effect only deals ×2 damage on a successful critical hit, while the firearm damage uses its own critical modifier. Performing this deed costs 1 grit point. This deed replaces the Dead Eye deed.

Torturous Shot (Ex): At 7th level, a black powder witch can choose to inflict great injury to her target. Whenever a black powder witch makes a successful attack with her firearm, she can make a DC 15 Heal check as an immediate action. If the Heal check is successful, she can choose to deal an additional amount of nonlethal damage or lethal damage equal to the target’s experience level (or number of hit dice for targets without class levels). If a critical hit is confirmed on a successful torturous shot, the target is also staggered for 1 round per two levels of the black powder witch. Performing this deed costs 1 grit point. This deed replaces the Utility Shot deed.

Will Breaker (Ex): At 7th level, wounds from a black powder witch’s firearm can erode a target’s willpower. Whenever a black powder witch makes a successful attack with her firearm, she can make a Heal check (DC 10 + the target’s Will save modifier + the target’s moral modifier) as an immediate action. If the Heal check is successful, the target receives a –1 penalty to its Will saving throws for a 24-hour period. This penalty is cumulative. If a critical hit is confirmed on a successful will breaker deed, the target is also confused for 1 round per level of the black powder witch. Performing this deed costs 1 grit point. This deed replaces the Pistol-Whip deed.

Festering Wound (Ex): At 11th level, wounds from a black powder witch’s firearm can putrefy, preventing them from healing. Whenever she makes a successful attack with her firearm, she can make a DC 15 Heal check as an immediate action. If the Heal check is successful, damage inflicted by the attack is prevented from naturally healing. If a critical hit is confirmed on a successful festering wound, the target also gains the sickened condition for 1 round per level of the black powder witch. Healing spells and the fast healing or regeneration abilities are otherwise unaffected by this deed. Performing this deed costs 1 grit point. This deed replaces the Targeting deed.

Debilitating Shot (Ex): At 15th level, a black powder witch’s firearm can inflict ability damage rather than hit point damage. Whenever a black powder witch makes a successful attack with her firearm, she can make a DC 20 Heal check as an immediate action. If the Heal check is successful, she deals 1 point of ability damage to one of the target’s ability scores (her choice) instead of normal damage. If a critical hit is confirmed on a successful debilitating shot, the black powder witch deal 1 point of ability drain to the target instead. Performing this deed costs 2 grit points. This deed replaces the Bleeding Wound deed.

Hot Iron (Ex): At 19th level, a black powder witch’s bullets blaze white hot, causing wounds from her firearm to cauterize. Whenever a black powder witch makes a successful attack with her firearm, she can make a DC 25 Heal check as an immediate action. If the Heal check is successful, the target’s fast healing ability is prevented from healing damage inflicted upon it, including natural healing. If a critical hit is confirmed on a successful hot iron deed, damage to the target cannot be healed by any means except through the regeneration ability, or healings spells like cure serious wounds or greater. Healing spells and the regeneration ability are otherwise unaffected by this deed. Performing this deed costs 2 grit points. This deed replaces the Menacing Shot deed.

Grit: At 3rd level, a pistol witch gains the gunslinger’s grit ability, except that the pistol witch begins each day with only 1 grit point. Her grit goes up or down throughout the day, but cannot go higher than her Intelligence modifier (minimum 1). She also regains grit in the same way as a gunslinger.

Steel Strands (Su): Starting at 4th level, a black powder witch’s hair becomes harder and increases in tensile strength. As a swift action, the black powder witch can entwine her own body with her hair to gain a +1 natural armor bonus. This bonus increases by +1 at 9th level and every five levels thereafter, to a maximum of +4 at 19th level. Alternatively, a black powder witch can make her hair rigid. This allows her to wield her hair as a quarterstaff, or use it as a 10-foot pole.

Pistol Expert (Ex): At 5th level, a black powder witch gains a bonus equal to her Dexterity modifier on damage rolls when firing a one-handed firearm. Furthermore, when she misfires with a one-handed firearm, the misfire value of that firearm increases by 2 instead of 4. At 15th level, when a black powder witch misfires with a one-handed firearm, the misfire value of that firearm increases by 1 instead of 4.
Prehensile Extensions (Su): At 9th level, a black powder witch can increase the length of her prehensile hair by an additional 10 feet. She can attempt to grapple opponent up to 20 feet away and is considered to be a weapon with the reach quality. In addition, she can use her hair to deliver touch spells up to a range of 20 feet.

Gun Shoes (Ex): At 13th level, the black powder witch has developed a pair of shoes that function as pistols. As a full-round attack, a black powder witch can discharge one or both her one-handed firearms in her hands as normal, plus one of her gun shoes if she makes a successful Acrobatics check (DC 25) by balancing on one limb. These attacks are made at her highest attack bonus with a –4 penalty. If she fails this Acrobatics check, she becomes flat-footed for 1 round. At 17th level, a black powder witch no longer needs to make an Acrobatic check to use this ability.

Black Powder Barrage (Ex): At 20th level, a black powder witch has perfected the art of firing all her firearms at once. As a full-round attack, a black powder witch can discharge one or both her one-handed firearms in her hands as normal, plus both of her gun shoes if she makes a successful Acrobatics check (DC 25). These attacks are made at her highest attack bonus with a –4 penalty. If she fails this Acrobatics check, she becomes flat-footed for 1 round. This ability replaces the hex gained at 20th level.

Swap Table
Patron = Gunsmithing, deeds, grit
Hex (1) = Prehensile hair
Witch’s familiar = Grappling locks, steel strands
Hex (2) = Black powder caster
Spell reduction = Pistol expert, Prehensile extensions, Gun shoes
Hex (20) = Black powder barrage

Table: Black Powder Witch
Base
Class Attack Fort Ref Will Spells per Day
Level Bonus Save Save Save Special 1st 2nd 3rd 4th 5th 6th

1st +0 +0 +2 +2 Cantrips, gunsmithing, prehensile hair 1 — — — — —
2nd +1 +0 +3 +3 Black powder caster, grappling locks 2 — — — — —
3rd +2 +1 +3 +3 Deeds, grit 3 — — — — —
4th +3 +1 +4 +4 Hex, steel strands 3 1 — — — —
5th +3 +1 +4 +4 Pistol expert 4 2 — — — —
6th +4 +2 +5 +5 Hex 4 3 — — — —
7th +5 +2 +5 +5 Deeds 4 3 1 — — —
8th +6 +2 +6 +6 Hex 4 4 2 — — —
9th +6 +3 +6 +6 Prehensile extensions 5 4 3 — — —
10th +7 +3 +7 +7 Hex, major hex 5 4 3 1 — —
11th +8 +3 +7 +7 Deeds 5 4 4 2 — —
12th +9/+1 +4 +8 +8 Hex 5 5 4 3 — —
13th +9/+1 +4 +8 +8 Gun shoes 5 5 4 3 1 —
14th +10/+2 +4 +9 +9 Hex 5 5 4 4 2 —
15th +11/+2 +5 +9 +9 Deeds 5 5 5 4 3 —
16th +12/+3 +5 +10 +10 Hex 5 5 5 4 3 1
17th +12/+3 +5 +10 +10 5 5 5 4 4 2
18th +13/+4 +6 +11 +11 Hex, grand hex 5 5 5 5 4 3
19th +/14/+9/+4 +6 +11 +11 Deeds 5 5 5 5 5 4
20th +15/+10/+5 +6 +12 +12 Black powder barrage 5 5 5 5 5 5


Elghinn Lightbringer wrote:

I meant the bonus to AC from the ability, not from the character's Wisdom modifier.

I thought the same about Uncanny Initiative, just wanted to see what you thought.

But the point is, the Monk gets to add Wisdom to his AC from the start, which helps put his AC on par with armored characters at level one. Kensai get to add INT to AC to replace armor. The Blade Disciple doesn't get a second ability score to AC, so all he has is Dex, making his AC worse than every other class.


Elghinn Lightbringer wrote:

Here she is BlackMKII. Tried to keep as much of the flavor and abilities as possibel without creating an OP MCA. May still be OP, that's why I need Cartmanbeck, OSW, Raider and Flak to keep me in check. :D

I think you'll like it.

** spoiler omitted **...

I do, in fact, like it. It blends with the existing classes well, fitting more with your style of MCAs. I figured the Telluric Pool might get tossed out for grit, that's how I originally wrote it anyway. Not so much a fan of only having the one point of grit to start the day with, but I can understand why since it functions more like the Am. Gunslinger feat instead of a full pool like normal 'slingers. If you want more, just take the Extra Grit feat and have another two. Not a major deal at all.

Moving the torture to a single deed instead of a tiered selection is less confusing for players that aren't used to them, so that's another point in favor of the rewrite.

You have my seal of approval. I'm still going to playtest it the way I wrote it originally to see what else might need a tweak here or there, but I'm VERY pleased with how you've turned it out!


Big Lemon wrote:
Elghinn Lightbringer wrote:

I meant the bonus to AC from the ability, not from the character's Wisdom modifier.

I thought the same about Uncanny Initiative, just wanted to see what you thought.

But the point is, the Monk gets to add Wisdom to his AC from the start, which helps put his AC on par with armored characters at level one. Kensai get to add INT to AC to replace armor. The Blade Disciple doesn't get a second ability score to AC, so all he has is Dex, making his AC worse than every other class.

Lemon, the Blade Disciple ability states:

AC Bonus: Starting at 1st level, a blade disciple gains the monk’s AC bonus ability. This ability replaces light armor proficiency and medium armor proficiency.

As you stated before, the monk's AC Bonus ability states:

AC Bonus: When unarmored and unencumbered, the monk adds his Wisdom bonus (if any) to his AC and his CMD. In addition, a monk gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four monk levels thereafter, up to a maximum of +5 at 20th level.

These bonuses to AC apply even against touch attacks or when the monk is flat-footed. 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.

This means he's getting the EXACT same ability, he's not getting anything less than what the monk does. The Blade Disciple adds his Wisdom from 1st level. When writing up the abilities for MCAs, we don't over explain things, much like they do in the archetypes. He gains the monk's AC Bonus ability, as it is written in the Monk class, at 1st level, which means he gets the Wis bonus at 1st, and the increase at 4th all the way to 20th. Then, he's also getting the Blade Guard ability to add to that as a specific MCA ability.

So Wis + Dex + AC Bonus Ability + Blade Guard. At 20th level, with a Dex of 20 (+5)and a Wis of 20 (+5) for example, his AC is 30 (+5 shield bonus from Blade Guard, and +5 from AC Bonus ability) without armor and wielding his chosen blade.

Add on Bracers of armor (+5), Ring of Protection (+5), and Amulet of Natural Armor (+5), and you have an completely armorless blade wielding demon with an AC of 45.

Edit: Now, an optional change could be to make it Int instead of Wis, depending o how you see this MCA.


BlackMKIII wrote:

I do, in fact, like it. It blends with the existing classes well, fitting more with your style of MCAs. I figured the Telluric Pool might get tossed out for grit, that's how I originally wrote it anyway. Not so much a fan of only having the one point of grit to start the day with, but I can understand why since it functions more like the Am. Gunslinger feat instead of a full pool like normal 'slingers. If you want more, just take the Extra Grit feat and have another two. Not a major deal at all.

Moving the torture to a single deed instead of a tiered selection is less confusing for players that aren't used to them, so that's another point in favor of the rewrite.

You have my seal of approval. I'm still going to playtest it the way I wrote it originally to see what else might need a tweak here or there, but I'm VERY pleased with how you've turned it out!

Sounds great! Glad you like it. Also, with all the copy/pasting I do I forgot to fix the Grit ability. It should actually read as this:

Grit: At 3rd level, a black powder witch gains the gunslinger’s grit ability.

Also, any reference to Pistol Witch should read "Black Powder Witch" I changed it on my doc, but don't see the point of reposting the whole thing.


Re: Bullet Witch, I'mma just step in as the 'kinda-sorta-not-really-legal guy' for a sec- I don't like having to be the dick, but.

Certain abilities seem a little too 'setting specific', if you know what I mean. Most importantly, what we'd have to remove to put this up on the wiki as an MCA-

"Gun Shoes" - Sadly, a must-go.
"Black Powder Barrage" - As above.
"Grappling Lock, Steel Strands, Prehensile Extensions" - Very much too close for comfort as-is.

The entry flavor text has been generified a bit, so to speak, but could stand a little more.

Keep in mind that we've got to be rather careful about matters, especially if we plan to move this project into other areas as people have requested.

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I don't think anyone has a trademark on black powder barrage. I'm sure I've seen a million gunslinger archetypes/prestige classes with abilities with similar names. Oh. Gun shoes. Hm okay Raider you got them.


Black Powder Barrage here relies on the gun shoes. As it stands, we can't use it. Modify it, though? Sure, we can totally do that.


Raiderrpg wrote:

Re: Bullet Witch, I'mma just step in as the 'kinda-sorta-not-really-legal guy' for a sec- I don't like having to be the dick, but.

Certain abilities seem a little too 'setting specific', if you know what I mean. Most importantly, what we'd have to remove to put this up on the wiki as an MCA-

"Gun Shoes" - Sadly, a must-go.
"Black Powder Barrage" - As above.
"Grappling Lock, Steel Strands, Prehensile Extensions" - Very much too close for comfort as-is.

The entry flavor text has been generified a bit, so to speak, but could stand a little more.

Keep in mind that we've got to be rather careful about matters, especially if we plan to move this project into other areas as people have requested.

TBH, this isn't really a shock. Cartmanbeck hinted at this before I posted it. The question I pondered was "how far can I stretch it before it actually crosses the copyright line?" As originally written, it was kinda blatant. As Elghinn modified it, I thought it was close. But considering that's what the copyrighted character in question's major defining feature is, I can see where you're coming from.

I just don't know what to replace those abilities with.


Where is Gun Shoes from exactly then? I've seen "gun shoes" in various shows in the past, and there are pictures of "gun shoes" on the internet too. So I don't know how they could actually be anyone's Intellectual property, since the concept of a shooting shoe or boot isn't really new.

But that's why it's posted here, so we can weed out anything that needs to go. If the name needs to change too, that's fine.

Im see no issues with the hair abilities either. Unless those have been drawn from something other than the White-Hair Witch archetype.

Question Black MKIII: Is your original Black Power Witch hybrid class based on another Class/classes besides Gunslinger/Magus/Witch, or just the picture you have on your Giants in the Playground page? Are there abilities from other content that you used? If you could you point us to your sources. We really try to keep stuff to OGL Pathfinder and similar sources. And as Raider has said, we don't want to step on any trademark toes in the process either.


BlackMKIII wrote:


TBH, this isn't really a shock. Cartmanbeck hinted at this before I posted it. The question I pondered was "how far can I stretch it before it actually crosses the copyright line?" As originally written, it was kinda blatant. As Elghinn modified it, I thought it was close. But considering that's what the copyrighted character in question's major defining feature is, I can see where you're coming from.

I just don't know what to replace those abilities with.

Raider, your not being a dick, you've just got everyone's backs. And we appreciate it.

My point here was to post something in the MCA format but include as much of your concept as possible. Then we would tweak and change it as much as we needed to, as Cartman beck had said above.

@Elghinn: I'll let you do the initial go-over, and I'll add my two cents once you post your version.

That's what this open forum thread is for, to weed out things that cause cause such issues. I'm all about discussing and tweaking as much as possible to remove such issues, but also maintain concepts as close to the original as possible.

Replacing the gun shoes concept isn't insurmountable. Changes to Black Powder Barrage might need a change too if the gun shoes disappear. A focus either more on the hair, or more on acrobatics would be the way to go.


Elghinn Lightbringer wrote:
Question Black MKIII: Is your original Black Power Witch hybrid class based on another Class/classes besides Gunslinger/Magus/Witch, or just the picture you have on your Giants in the Playground page? Are there abilities from other content that you used? If you could you point us to your sources. We really try to keep stuff to OGL Pathfinder and similar sources. And as Raider has said, we don't want to step on any trademark toes in the process either.

The class itself was an attempt to create a class based on the concept of the obvious without multiclassing. I pulled together pieces from White-Haired Witch for the hair, Magus for the pool, Bard for the spell progression, and Gunslinger for the deeds. Everything else was homebrewed or pulled from d20pfsrd to fill in the gaps.

EDIT: Just as a point, I don't think any constructive commentary on my work is dickish. I completely understand that your site has to walk a fine line, especially where copyrighted material is concerned. I do side with Elghinn that "Gun Shoes" are generic, but understand that a bit of delicacy would be required to include them.


So,you used OGL Gunlsinger, Bard, Witch, and related archetypes from the Pathfinder SRD. Then the real issue is that it's been based on the picture by Daniel Hooker, and not necessarily the abilities which have mirrored it.

I see Daniel had tried to submit the pic to a contest, as stated on Deviant Art. So Black Powder Witch is your name, not Daniel's? And the whole concept of your Black Powder Witch is based on his picture.


Elghinn Lightbringer wrote:

So,you used OGL Gunlsinger, Bard, Witch, and related archetypes from the Pathfinder SRD. Then the real issue is that it's been based on the picture by Daniel Hooker, and not necessarily the abilities which have mirrored it.

I see Daniel had tried to submit the pic to a contest, as stated on Deviant Art. So Black Powder Witch is your name, not Daniel's? And the whole concept of your Black Powder Witch is based on his picture.

Yes. Black Powder Witch is an original name I gave the class.


@Black-powder Witch: Just to note: I didn't have a problem with the B-PW's Prehensile Hair for copyright reasons. It was just that I didn't realize it was different from the hex of the same name. Which in itself is a slight issue. Perhaps we could change the ability's name so it isn't confused with the hex...


That can be done! Living Hair? Just a suggestion.


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I have not been able to track it down, but I recall seeing an MCA where an eidolon or animal companion's ability score increase was replaced. Since that is a bonus that all characters and creatures receive for every four levels or hit dice, that is a strange thing to be replacing. I will try again to find it later, unless it has already been edited out of existence.


@OSW: When I wrote the class, I saw the extra abilities of RAW Prehensile Hair rather useless. If you've got someone grappled with it, why bother with the swift action stuff when you can just put the holes in them when they're flat footed? I had added the natural armor bonus, so I took those parts out. I should have renamed it at that point.

@EL: I'm okay with Living Hair.


@David knott 242: I have some vague recall of this as well, but it isn't the dreamweaver's apparition, master of havoc's havocbeast or abomination rider's abomination (unless I missed it).

Personally I don't find it that strange - it could be (or has been!) done with a swap IMHO, either for the whole suite of ability bonuses, or as skipping one level's worth of bonuses for a smaller swap ability.

Still searching the MCA wiki - maybe the mistborne guardian or apex warrior (you can see I'm thinking it's one of mine that is the "guilty" party...


Total newbie here, but I'm curious.
Are these meant to be on the power level of a Class A 10/Class B 10, or more like the Gestalt rules of 3.5?


Ramza Wyvernjack wrote:

Total newbie here, but I'm curious.

Are these meant to be on the power level of a Class A 10/Class B 10, or more like the Gestalt rules of 3.5?

Welcome Ramza! Actually an MCA should be on par with a "Class A 20" to use your definition. Basically the MCA should be equal to it's Primary Class in power level at any given level. Swaps are, generally speaking, wholesale between the two classes, and thus "full powered" to level 20.


Oceanshieldwolf wrote:
Ramza Wyvernjack wrote:

Total newbie here, but I'm curious.

Are these meant to be on the power level of a Class A 10/Class B 10, or more like the Gestalt rules of 3.5?

Welcome Ramza! Actually an MCA should be on par with a "Class A 20" to use your definition. Basically the MCA should be equal to it's Primary Class in power level at any given level. Swaps are, generally speaking, wholesale between the two classes, and thus "full powered" to level 20.

It was probably a bad example on my side, but it's great that you understood that butchered reference. So if I try and get this idea across, it'd be simplest to tell my friends/gm, that these are basically Alternative classes using multiclassing as a base for abilities?


Yep. I even tell people you could just use them as archetypes...

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