| Bardess |
@Elghinn
Well, if I remember correctly, the vices opposed to the nine virtues in my campaign long ago were...
Confidence = Doubt/Treason (Madness/Nightmare)
Courage = Destruction (Strength/Ferocity or Destruction/Rage)
Daring = Recklessness (maybe Luck/Curse?)
Endurance = Dominion (Law/Tyranny)
Generosity = Greed (maybe Darkness/Loss?)
Kindness = Submission (maybe Law/Slavery?)
Joy = Despair (maybe Evil/Fear?)
Love/Peace = Hate/Murder (maybe Death/Murder?)
Sorrow = Pain (Destruction/Torture)
I agree with you that some evil subdomains should be created as well, and some inquisitions could be provided with spells to fit in.
Now for the fluff...
Non every servant of the gods is a fighter or even a skilled combatant. Legends exist about holy men and women that despise wordly wealth and commodities, and roam the land with the only weapon of their faith and ascetic poverty, preaching people and animals alike to convert to their deities' worship. They have great diplomatic abilities, and without swords or armor their greatest defense and weapon is their inspired word that weakens the enemies of the faith and strengthens the members of their flock, even reaching non-sentient creatures. Barefoot Friars are the devoted of divine virtues, endowed with divine power different from any other thanks to their strict vows and discipline, able to talk with all living and maybe unliving beings. Though most Barefoot Friars are pacifists and good, evil friars do exist, preaching the virtues of wicked gods such as fear, blind obedience and self-flagellation as means to achieve divine perfection in this life.
| Oceanshieldwolf |
#Barefoot Friar
Yep, glad the alternate evil/bad/dark domains issue has been raised. Some nice themes there in both sides of the light/shadow axis.
#Coterie Witch
Lotsa gender confusion there! Flavor text needs to be male, and there are a few female gender terms sprinkled through the text.
This one was created more than 18 mths ago, so I'm gonna give it another look over... ;)
| Elghinn Lightbringer |
@Elghinn
Well, if I remember correctly, the vices opposed to the nine virtues in my campaign long ago were...I agree with you that some evil subdomains should be created as well, and some inquisitions could be provided with spells to fit in.
I think we should just use the Paizo subdomains already available where we can for the "evil" domains. If think all we need to do is add in a sentence into the Preach ability or the Domains ability that says "While evil barefoot friars (or those who worship an evil deity) gain the same benefits from the listed virtues, they become corrupted, which transforms them into vices. An evil or neutral barefoot friar gains access to the following vice-related subdomains instead: blah, blah, blah (list of Vice domains)."
That way they are provided right in the descriptions. Plus, the less work we need to do, the better.
| Elghinn Lightbringer |
Here's some tweaks I've made to the Barefoot Friar. We still need to come up with a better name. How about the Adamant Pacifist or Obdurate Pacifist?
A barefoot friar casts divine spells drawn from the inquisitor’s spell list, but removes the following spells from that list: 0th–acid splash, sift; 1st–bed of iron, bowstaff, deadeye's lore, disguise self, Gorum's armor, horn of pursuit, interrogation, keep watch, lend judgment, linebreaker, longshot, true strike, wartrain mount; 2nd–bestow weapon proficiency, bloodhound, brow gasher, effortless armor, follow aura, hunter's lore, instrument of agony, knock, litany of defense, magic siege engine, savage maw, spell gauge, tactical acumen; 3rd–battle trance, blessing of the mole, blood scent, deadly juggernaut, false alibi, fearsome duplicate, frosthammer, hunter's eye, improve trap, keen edge, locate weakness, night of blades; 4th–battlemind link, blightburn weapon, coward's lament, crusader's edge, defile armor, divine power, find quarry, forceful strike, interrogation, greater, judgment light, magic siege engine, greater, named bullet, sanctify armor, shadow barbs, stoneskin, ward shield; 5th–divine pursuit, lend judgment, greater, resounding blow, righteous might, stoneskin, communal; 6th–blade barrier, named bullet, greater, tactical insight.
A barefoot friar adds the following spells to the inquisitor’s list: 0th–enhanced diplomacy, purify food and drink; 1st–abstemiousness, ceremony, charm person, cultural adaptation, detect charm, detect the faithful, diagnose disease, invigorate, remove sickness, share language, tap inner beauty, veil of positive energy; 2nd–bear’s endurance, bestow curse, book ward, charitable impulse, eagle’s splendor, gentle repose, martyr’s bargain, owl’s wisdom, page-bound epiphany, revelation, share language, communal, suppress charms and compulsions, touch of mercy; 3rd–accept affliction, collaborative thaumaturgy, create food and water, guiding star, helping hand, imbue with spell ability, martyr’s last blessing, nap stack, restore mythic power, share glory, symbol of healing, water walk; 4th–aura of doom, blessing of fervor, control summoned creature, control water, debilitating portent, elemental speech, lesser planar ally, rest eternal, soothe construct, spiritual ally, symbol of revelation, symbol of slowing, truespeak; 5th–breath of life, curse, major, hymn of mercy, serenity; 6th–hymn of peace, music of the spheres, symbol of persuasion.
A barefoot friar can cast any spell she knows at any time without preparing it ahead of time, assuming she has not yet used up her allotment of spells per day for the spell’s level. A barefoot friar otherwise learns and casts spells as an inquisitor of her level. She also gains bonus spells for a high Wisdom score.
This is exactly like the inquisitor ability of the same name, except that the barefoot friar may only select a domain, not an inquisition. A good or neutral barefoot friar that worships a good aligned deity may instead choose one of the subdomains associated with one of the virtues listed below, even if it is not normally granted by her deity.
While an evil or neutral barefoot friar that worships an evil deity receives the same benefits from a particular virtue as those of good alignment, she choose from the following subdomains according to a specific virtue’s associated vice: despair (Tyranny), doubt (Revolution), greed (Lust), malice (Ferocity), pain (Torture), recklessness (Insanity), turmoil (Inevitable), war (Blood), weakness (Fear).
Starting at 1st level, a barefoot friar can effectively and persuasively preach the virtues (or vices if evil) she believes in, giving specific bonuses to herself or an ally within 30 feet who listens to her sermon. These bonuses are based on the type of sermon made. Every sermon uses audible components (sing, oratory).
At 1st level, a barefoot friar can use this ability once per day as a free action. Once the sermon is given, the designated subject (who may be the barefoot friar herself) maintains the bonus for the time required to complete the current endeavor (a combat, a competition, or other); when the endeavor is concluded, all of the bonuses or penalties immediately end. The barefoot friar can affect 1 additional ally (including herself) within 30 feet for every 3 ranks she has in her Perform skill.
When the barefoot friar uses this ability, she must select one virtue or vice to preach. As a swift action, she can change her sermon. If the barefoot friar is evil, she grants profane bonuses instead of sacred, as appropriate. Neutral barefoot friars must select profane or sacred bonuses. Once made, this choice cannot be changed.
The subject of the sermon must be declared when the sermon starts, and must be able to hear the barefoot friar to receive the benefits. A barefoot friar can’t grant bonuses to an ally of an alignment opposed to her own or her deity’s (if she has one). At higher levels, the barefoot friar can grant her bonuses to one additional ally for every additional daily use of her preach ability she consumes. This ability replaces judgment.
Confidence: The creature is fully aware of its own true value, gaining a +1 sacred (profane) bonus on all saving throws. This bonus increases by +1 for every five levels of the barefoot friar. At 10th level, this bonus is doubled against compulsions, curses, negative emotions, and fear. This virtue’s associated vice is turmoil.
Courage: The creature is filled with divine wrath, gaining a +1 sacred (profane) bonus on all weapon damage rolls. This bonus increases by +1 for every three levels of the barefoot friar. This virtue’s associated vice is doubt.
Daring: This virtue spurs the creature to defy danger, granting a +1 sacred (profane) bonus on all attack rolls. This bonus increases by +1 for every five levels of the barefoot friar. At 10th level, this bonus is doubled on all attack rolls made to confirm critical hits. This virtue’s associated vice is recklessness.
Endurance: This virtue makes a creature resistant to harm, granting DR 1/magic. This DR increases by 1 for every five levels of the barefoot friar. At 10th level, this DR changes from magic to an alignment (chaotic, evil, good, or lawful) that is opposite the barefoot friar’s. If she is neutral, the creature does not receive this increase. This virtue’s associated vice is weakness.
Generosity: This virtue improves a creature’s weapons and armor, making them shine like gold. The creature’s armaments gain extra hardness and hit points as if they had a +1 bonus. This bonus increases by +1 for every five levels of the barefoot friar. This virtue’s associated vice is greed.
Joy: Unswerving optimism gives a creature a +2 bonus on all skill checks. This bonus increases by +1 for every three levels of the barefoot friar. At 10th level, the bonus is doubled for Charisma–based skills. This virtue’s associated vice is despair.
Kindness: The creature is surrounded by a healing light, gaining fast healing 1. This causes the creature to heal 1 point of damage each round as long as the preach effect lasts. The amount of healing increases by 1 point for every three levels of the barefoot friar. This virtue’s associated vice is hatred.
Peace: The creature is protected from damage, converting 1 point of damage received per hit into nonlethal damage. This increases by 1 point for every five levels of the barefoot friar. This virtue’s associated vice is war.
Sorrow: Relentless sorrow for the sad events of this world strengthens the creature’s heart. Whenever the creature suffers damage, a number of damage points equal to the barefoot friar’s Wisdom bonus are converted to nonlethal damage. This number increases by 1 point for every three levels of the barefoot friar. This virtue’s associated vice is pain.
| pensworth |
I hate to derail everything with my questions but I searched everywhere and couldn't find anything that could clarify. For an already existing multiclass archetype, the aspect warrior's ability feral strike and the aspect ability.
"Feral Strike (Ex): At 1st level, an aspect warrior gains feral strike. This ability functions like the monk’s unarmed strike ability, except that it only applies to natural attacks. An aspect warrior’s initial damage is based on the type of natural attack he has, while the maximum number of natural attacks is determined by his level, as shown on Table: Aspect Warrior. At 4th level and every four levels thereafter, the damage from an aspect warrior’s natural attacks increase by one damage die. Feral strike does not function without his mystic eidolon being summoned."
Besides the increased damage from leveling, how does it work? To my understanding of the RAW as long as natural attacks are primary they use full base attack bonus, if not they use -5 until they naturally gain multiattack. So no need for the two weapon fighting unarmed monks simulate with flurry of blows.
For the aspect ability it is written "Aspect (Su): Starting at 1st level, an aspect warrior can divert 1 point from his eidolon’s evolution pool to add evolutions to himself. At 3rd level and every three levels thereafter, an aspect warrior can divert an additional point from his eidolon’s evolution pool, to a maximum of 7 points at 19th level. For each point diverted from the eidolon, the warrior gains 2 points to further his evolutions (as shown on Table: Aspect Warrior). He cannot select any evolution that the eidolon could not possess, and he must be able to meet the requirements as well. He cannot select the ability increase evolution through this ability. Any points spent in this way are taken from the eidolon’s evolution pool (reducing the total number available to the eidolon). The aspect warrior can change the evolutions he receives from these points any time he can change the eidolon’s evolutions."
I have 2 and 1/2 questions for this, question one, does the aspect warrior use the damage given on the natural weapons table for monsters or does he gain the listed damage under the evolutions? IE. slam is a 1d4 primary attack for a medium creature, but for the Eidolon it is listed as a 1d8.
Question two because the aspect warrior is gaining evolutions, does this mean he has to spend points on limbs for the natural attacks or does his normal limbs count for the qualifications? As the second part, if he naturally has natural attacks like claws from being a tiefling, do they qualify for, A. traded out for better natural attacks like the 1d8 slam or B. the increased damage evolution, or the second evolution for bite which increases str bonus to 1 1/2 times.
| Bardess |
Here's something I would add:
The barefoot friar (maybe Ascetic Preacher?) qualifies for feats related to the inquisitor and monk class abilities she possesses, if appliable. The faith pool ability counts as ki pool for feats' purposes. The virtuous preach ability counts as judgment for feats' purposes, with the following modifications:
Favored Judgment– The feat applies to bonuses gained by the subject of the barefoot friar’s virtuous preach.
Righteous Healing– The barefoot friar’s healing spells are more potent if cast within the duration of a virtuous preach’s effect.
Shared Judgment– A 8th–level barefoot friar can select this feat to extend the benefits of her virtuous preach to a second ally, and two allies at 16th level.
| Starfox |
COTERIE WITCH
"The coterie witch otherwise learns and prepares spells as a witch of his coterie witch level." This means the coterie witch gets 2 free spells per level, unlike the Magus and Alchemist that get 1 based on the same spells per day table. No biggie, just a note.
What is the cost of replacing a coterie familiar that is slain? Familiars generally cost 200 gp/level, but these seem more like mini-eidolons than familiars.
BAREFOOT FRIAR
I like "friar" in the name. How about "mendicant friar"?
Suggesting an edited intro:
"Non every servant of the gods is a warrior. Legends exist of holy men and women that despise violence and worldly wealth. Mendicants who roam the land in ascetic poverty, the word of their faith their only weapon, preaching to people and animals alike to convert to their deities' worship. They have great diplomatic abilities, and without swords or armor their greatest defense is their inspired word that weakens the enemies of the faith and strengthens the members of their flock. Barefoot Friars are devoted to divine virtues, endowed with divine power different from any other thanks to their strict vows and discipline, able to talk with all living and maybe unliving beings. Though most Barefoot Friars are pacifists and good, evil friars do exist, preaching the virtues of wicked gods such as fear, blind obedience and self-flagellation as means to achieve divine perfection."
With this intro, it sounds like a 1/2 BAB class.
I like that they use a modified version of a standard spell list. That means that new supplements extend their spell list. It is annoying when a new spell that fits a particular class with a non-standard spell list comes out, and is not added to their list.
I still feel preaching should affect all allies nearby. I also feel the friar could learn to preach several virtues simultaneously, just as an inquisitor can invoke several judgements simultaneously. Overall the rest of the class feels like it is around bard level of competency, minus bardic performance and versatile performance - I think my suggestions could raise preaching to be about equal to bardic performance (if less versatile).
The current friar lacks abilities other than domain, spells and preaching - I suppose the previous versions' abilities should still be there?
FUTURE
I'll be away next week, so if one of my classes come up, I will have to stand over.
| Elghinn Lightbringer |
Stuff
Welcome pensworth!
As to your questions, I went back to look at the wiki, and compared it to our updated version of the Aspect Warrior, and realized we hadn't posted the updated version of the MCA on the wiki. So, go check the now updated version and see if your questions are answered (which I believe they are in the new version). ASPECT WARRIOR
If not to your satisfaction, please return and ask away. :D
In the new version, the Aspect Warrior gets unarmed strike, starting at 1d4 damage and increases by 1 die at 4th and every 4 levels therafter. He only uses his BAB for these attacks. If he has a natural attack, it functions as normal, and deals its normal damage. However, its base damage also increases by 1 damage die at 4th and every 4 levels therafter. This increase follows the Natural Attacks damage die progression of course.
He also gains the Multiattack feat, but at 10th level now. He can make more attacks with natural weapons than with his normal unarmed strikes. And although it does not specify, a humanoid has 2 arms (limbs) which logically count as "limb" evolution prereqs for natural attacks, just like a biped eidolon's free arm evolutions function as prereqs. For additional natural attacks he'd need to take more limb evolutions.
| pensworth |
pensworth wrote:StuffMOAR STUFF! :D
Thank you that actually clarifies so much for me, but now I have a new question I promise to make it quick. Because a monks unarmed strikes count both as manufactured and natural do they count against the natural attack limits by level or are they made iterative like other manufactured weapons. If so do they cause the natural attacks to gain the -5 that they get when combined with weapon attacks? or because its both natural and manufactured it is outside of the limits for natural attacks and outside the manufactured weapon penalties.
| Starfox |
Been thinking a bit more about the barefoot friar. Another way to balance it is to make it a cleric spellcaster rather than an inquisitor one. Not sure if the spell list matter to Bardess, but if this is solvable I think a friar based on cleric spells and wizard bab/saves could work. Sort of an evangelist, only less physical. A cleric/inquistor/bard/monk combo, which is a little awkward but could work.
Everything I said before still applies.
I do like the concept of the friar a lot, or I wouldn't be thinking so much about it.
| Iorthol |
Has anyone made a Rogue/Summoner? An idea came to me and wanted to check about it.
My thoughts: Shadow Spirit (Or Vicious Shadow or something to that effect) Rogue primary that uses either the summon monster, synthesist eidolon, or an incorporeal eidolon to act as the rogue's shadow, perhaps similar to a shadow dancer.
Something like that drifting around?
| Starfox |
Maybe Iorthol and Alfray Stryke can make a Synthesist synthesis? :)
By now it should be obvious to all that I enjoy the back-and-forth of communal design (while still not liking design by committee: I feel the original author should always have the final word). If two people have similar ideas with different implementation, the result of such a clash can work out or not, but is usually fun to watch.
Rage Magus
Would Rage Mage (as a Magus AT) be a barbarian/sorcerer cross, or a magus/barbarian cross? Technically it is the later, as it is based off the Magus. Conceptually it is the former. I am a bit shy to list myself for more AT combos, but I am also quite happy with this one so I guess I want it in line after all.
I checked it against the runic berserker and eldrich rampager, and it is much more magus-like than either of those so I think it is not redundant with them.
So without further ado, I present the Rage Magus (Magus/Barbarian).
As usual the hyperlink is to my work project and not itself a contribution. Aw, I guess there was some "further ado" after all. :)
By my accounting this would be my third AT in line:
Rogue Cleric (Cleric/Rogue)
Lin Kuei (Monk/Ninja)
Rage Magus (Magus/Barbarian)
| Elghinn Lightbringer |
@Starfox
I would like a d6 -1/2BAB friar, but that would be too many classes in one archetype, don't you think Elghinn? Of course if it COULD be done it would be great...
Uh, yeah, too many. Stick with the two classes. Plus. with an Inq/Mnk, the best you'd get is the hybrid casting, as you are combining a no caster with a hybrid caster. This allows (as per our guidelines) for either hybrid casting or 1/2 casting. To get the full caster, it'd need to combine a full caster with the monk.
I will add the new MCA concepts to the queue, when I get a chance.
#Coterie Witch
Anything on this MCA?
@Iorthol
There is the Shadow Fade on the wiki, which is a Rog/Sum with a shadow servant. Trying to balance in an incorporeal eidolon of any sort can be difficult, so you may want to check that one out and see what we did.
EDIT: I'm not sure if the one on the wiki is the current revised version or not. We may have gone back and tweaked it, but I'll need to check my master docs for sure. So hang tight. Yup, that seems to be the updated version.
| Elghinn Lightbringer |
Elghinn Lightbringer wrote:Thank you that actually clarifies so much for me, but now I have a new question I promise to make it quick. Because a monks unarmed strikes count both as manufactured and natural do they count against the natural attack limits by level or are they made iterative like other manufactured weapons. If so do they cause the natural attacks to gain the -5 that they get when combined with weapon attacks? or because its both natural and manufactured it is outside of the limits for natural attacks and outside the manufactured weapon penalties.pensworth wrote:StuffMOAR STUFF! :D
From what I understand, and the intent of it all, first, it counts as both manufactured and natural, no change there. However, it does count against your max natural attacks. You can either use your unarmed strike with BAB and iterative attacks, or use it with Max Attacks in conjunction with other natural attacks gained from evolutions. Thinking on it, that sort of wierd, that he could use it as iterative attacks or the max attacks. the Max Atttacks was meant to replace Flurry of Blows. I'm wondering if the Max Attacks should have a caveat, that the Aspect Warrior must have at least 1 other evolution gained natural attack before the Max Attacks can apply?
| Elghinn Lightbringer |
Hello, one of my player is a LVL1 Shadow Fury, but I don't understand what is the advantage to the Silent Rage he'll gain at LVL2...
Could you explain to me ? Is the only benefit that it's good for sneak attack with Rage ?
We are new players, sorry if it's obvious...
Essentially, yes, that is the primary benefit, being able to sneak attack while raging. On another note, while it isn't written in the rules and is really fluff but very realistic fluff, when one rages, it isn't quiet. Think of ALL the video games when someone rages (WoW for example). This allows a PC to rage without being noticed or giving away your position.
| Iorthol |
OSW: I've been DMing and whatnot. I didn't really have any MCA theory crafting going on and was having trouble participating for a while.
Yeah the Shadow Fade is probably close enough to what I was thinking about.
Essentially, yes, that is the primary benefit, being able to sneak attack while raging. On another note, while it isn't written in the rules and is really fluff but very realistic fluff, when one rages, it isn't quiet. Think of ALL the video games when someone rages (WoW for example). This allows a PC to rage without being noticed or giving away your position.
This makes me think of a highly disciplined ninja butler kinda deal, where they do the intense adrenaline rush rage thing, but they're totally focused and stealth about it, like becoming a bullet (metaphorically).
| Mythic +10 Artifact Toaster |
recent work propelled me to add the following caveat to the arcane venator's capstone.
Arcane Aspect (Su): At 20th level, whenever an arcane venator applies a metamagic feat to a spell from his arcane school, she can reduce the spell’s effective level by 1 when determining what level spell slot to prepare the spell in. This ability cannot lower the required spell slot below that of the spell’s original level. In addition, whenever an arcane venator successfully makes a saving throw against an arcane spell, or resists one with spell resistance he gains a morale bonus on attack and damage rolls equal to the level of that spell against the caster of the spell until the beginning of his next turn. This ability replaces true judgment.
because I realized this screwed over races with natural spell resistance, svirfneblin, and drow come to mind. the later of the 2 races I could organically see as an arcane venator enforcer, so I felt the need for a minor caveat.
| Bardess |
Here are the last things:
[spoilerBarefoot Friar's New Spells]Effective Preach– as lend judgment, but you gain the same benefits as your target from your virtuous preach.
Sacred/Profane Vestment– as Defile/Sanctify Armor, but effects normal suits of clothing only, both magic and mundane.
Greater Effective Preach = as greater lend judgment, but you and one other ally receive the preach’s benefits, plus one more ally every 3 levels beyond 13th.
Preacher’s Aura
School evocation [light]; Level barefoot friar 4
CASTING
Casting Time 1 standard action
Components V, S
EFFECT
Range personal
Area 30-ft.-radius burst
Duration instantaneous, see text
DESCRIPTION
A barefoot friar may only cast this spell while she has a virtuous preach active. When she does cast this spell, it causes one or more of the following effects based on the barefoot friar’s active preach.
Confidence: White light erupts from the caster, allowing each ally within the burst to attempt a saving throw against a single effect that allows a saving throw with a +2 sacred bonus on the roll.
Courage: Red–orange flames erupts from the caster. Enemies in the area take 4d8 points of damage and become shaken for 1d4 rounds. A successful Will saving throw halves the damage and negates the shaken effect.
Daring: Silver–blue light and wind erupt from the caster, revealing hidden and invisible creatures to all. The light outlines such creatures for 1 round per caster level, imposing a –20 penalty on Stealth checks on those creatures.
Endurance: Amber light erupts from the caster, with a grinding noise of rock. Allies in the burst are granted a +2 sacred bonus to AC and CMD, and a +4 bonus to AC against critical confirmation attack rolls for 1 round per caster level.
Generosity: Golden light erupts from the caster, with a metal clang. Weapons and armors belonging to allies within the burst gain extra hardness and hit points as if they had a +1 bonus, plus +1 for every five levels of the caster.
Joy: White–yellow, warm sunlight erupts from the caster. Allies within the burst gain a +2 enhancement on Charisma and may add their Charisma modifier to their Strength modifier on all attack rolls for 1 round per caster level.
Kindness: Green light erupts from the caster, with leaves’ dancing forms and shades of sun playing in it. Allies in the area regain a number of hit points equal to 1d8 + the caster’s Wisdom modifier.
Love/Peace: White–pink light erupts from the caster, with shades and feeling of white feathers dancing in the air. Allies within the burst are granted SR 5 (or their SR increases by 5) for 1 round per caster level.
Sorrow: Black–violet light erupts from the caster flickering with tiny lightning. Allies within the burst are granted DR 3/magic or the alignment your judgment allows for 1 round per caster level.[/spoiler]
Moreover, I noticed now for the first time that Peace and Sorrow are too similar, so I modified somewhat the preach effects this way:
At 1st level, a barefoot friar can use this ability once per day as a free action. Once heard the virtuous preach, the subject (who may be the barefoot friar herself) the designated subject maintains the bonus for the time required to complete the current endeavor (a combat, a competition, or other); when the endeavor is concluded, all of the bonuses immediately end.
When the barefoot friar uses this ability, she must select one virtue to preach. As a swift action, she can change his preach’s argument. If the barefoot friar is evil, she grants profane bonuses instead of sacred, as appropriate. Neutral barefoot friars must select profane or sacred bonuses. Once made, this choice cannot be changed.
The subject of the preach must be declared when the preach starts, and must be able to hear the barefoot friar to receive the benefits. A barefoot friar can’t grant bonuses to an ally of an alignment opposed to her own or her deity’s (if she has one). At higher levels, the barefoot friar can grant her bonuses to more than one ally at a time, by consuming one daily use of her virtuous preach ability for each ally to affect. This replaces judgment.
Confidence: The creature is fully aware of its own true value, gaining a +1 sacred bonus on all saving throws. This bonus increases by +1 for every five levels of the barefoot friar. At 10th level, the bonus is doubled against compulsions, curses, negative emotions, and fear.
Courage: The creature is filled with divine wrath, gaining a +1 sacred bonus on all weapon damage rolls. This bonus increases by +1 for every three levels of the barefoot friar.
Daring: This virtue spurs the creature to recklessly defy danger, granting a +1 sacred bonus on all attack rolls. This bonus increases by +1 for every five levels of the barefoot friar. At 10th level, this bonus is doubled on all attack rolls made to confirm critical hits.
Endurance: This virtue surrounds the barefoot friar with protective aura, granting a +1 sacred bonus to Armor Class. This bonus increases by +1 for every five barefoot friar levels she possesses. At 10th level, this bonus is doubled against attack rolls made to confirm critical hits against the barefoot friar.
Generosity: This virtue improves a creature’s weapons and armor, making them shine like gold. The creature’s armaments gain extra hardness and hit points as if they had a +1 bonus. This bonus increases by +1 for every five levels of the barefoot friar.
Joy: Unswerving optimism gives a creature a +2 bonus on all skill checks. This bonus increases by +1 for every three levels of the barefoot friar. At 10th level, the bonus is doubled for Charisma–based skills.
Kindness: The creature is surrounded by a healing light, gaining fast healing 1. This causes the creature to heal 1 point of damage each round as long as the virtuous preach effect lasts. The amount of healing increases by 1 point for every three levels of the barefoot friar.
Love/Peace: The creature is protected from damage, converting 1 point of damage received per hit into nonlethal damage. This increases by 1 point for every five levels of the barefoot friar.
Sorrow: Relentless compassion for the sad events of this world makes a creature resistant to harm, granting DR 1/magic. This DR increases by 1 for every five levels of the barefoot friar. At 10th level, this DR changes from magic to an alignment (chaotic, evil, good, or lawful) that is opposite the barefoot friar’s. If she is neutral, the creature does not receive this increase.
I still propose Ascetic Preacher as an alternate name.
| Bardess |
I noticed just now that the preach effects of Love/Peace and Sorrow are too similar, so I modified somewhat the ability:
Virtuous Preacher: Starting at 1st level, a barefoot friar can effectively and persuasively preach the virtues she believes in, giving specific bonuses to herself or an ally who listens to her virtuous preach. These bonuses are based on the type of preach made. Every virtuous preach uses audible components (sing, oratory).
At 1st level, a barefoot friar can use this ability once per day as a free action. Once heard the virtuous preach, the subject (who may be the barefoot friar herself) the designated subject maintains the bonus for the time required to complete the current endeavor (a combat, a competition, or other); when the endeavor is concluded, all of the bonuses immediately end.
When the barefoot friar uses this ability, she must select one virtue to preach. As a swift action, she can change his preach’s argument. If the barefoot friar is evil, she grants profane bonuses instead of sacred, as appropriate. Neutral barefoot friars must select profane or sacred bonuses. Once made, this choice cannot be changed.
The subject of the preach must be declared when the preach starts, and must be able to hear the barefoot friar to receive the benefits. A barefoot friar can’t grant bonuses to an ally of an alignment opposed to her own or her deity’s (if she has one). At higher levels, the barefoot friar can grant her bonuses to more than one ally at a time, by consuming one daily use of her virtuous preach ability for each ally to affect. This replaces judgment.
Confidence: The creature is fully aware of its own true value, gaining a +1 sacred bonus on all saving throws. This bonus increases by +1 for every five levels of the barefoot friar. At 10th level, the bonus is doubled against compulsions, curses, negative emotions, and fear.
Courage: The creature is filled with divine wrath, gaining a +1 sacred bonus on all weapon damage rolls. This bonus increases by +1 for every three levels of the barefoot friar.
Daring: This virtue spurs the creature to recklessly defy danger, granting a +1 sacred bonus on all attack rolls. This bonus increases by +1 for every five levels of the barefoot friar. At 10th level, this bonus is doubled on all attack rolls made to confirm critical hits.
Endurance: This virtue surrounds the barefoot friar with protective aura, granting a +1 sacred bonus to Armor Class. This bonus increases by +1 for every five barefoot friar levels she possesses. At 10th level, this bonus is doubled against attack rolls made to confirm critical hits against the barefoot friar.
Generosity: This virtue improves a creature’s weapons and armor, making them shine like gold. The creature’s armaments gain extra hardness and hit points as if they had a +1 bonus. This bonus increases by +1 for every five levels of the barefoot friar.
Joy: Unswerving optimism gives a creature a +2 bonus on all skill checks. This bonus increases by +1 for every three levels of the barefoot friar. At 10th level, the bonus is doubled for Charisma–based skills.
Kindness: The creature is surrounded by a healing light, gaining fast healing 1. This causes the creature to heal 1 point of damage each round as long as the virtuous preach effect lasts. The amount of healing increases by 1 point for every three levels of the barefoot friar.
Love/Peace: The creature is protected from damage, converting 1 point of damage received per hit into nonlethal damage. This increases by 1 point for every five levels of the barefoot friar.
Sorrow: Relentless compassion for the sad events of this world makes a creature resistant to harm, granting DR 1/magic. This DR increases by 1 for every five levels of the barefoot friar. At 10th level, this DR changes from magic to an alignment (chaotic, evil, good, or lawful) that is opposite the barefoot friar’s. If she is neutral, the creature does not receive this increase.
Moreover, here are the
Effective Preach– as lend judgment, but you gain the same benefits as your target from your virtuous preach.
Sacred/Profane Vestment– as Defile/Sanctify Armor, but effects normal suits of clothing only, both magic and mundane.
Greater Effective Preach = as greater lend judgment, but you and one other ally receive the preach’s benefits, plus one more ally every 3 levels beyond 13th.
Preacher’s Aura
School evocation [light]; Level barefoot friar 4
CASTING
Casting Time 1 standard action
Components V, S
EFFECT
Range personal
Area 30-ft.-radius burst
Duration instantaneous, see text
DESCRIPTION
A barefoot friar may only cast this spell while she has a virtuous preach active. When she does cast this spell, it causes one or more of the following effects based on the barefoot friar’s active preach.
Confidence: White light erupts from the caster, allowing each ally within the burst to attempt a saving throw against a single effect that allows a saving throw with a +2 sacred bonus on the roll.
Courage: Red–orange flames erupts from the caster. Enemies in the area take 4d8 points of damage and become shaken for 1d4 rounds. A successful Will saving throw halves the damage and negates the shaken effect.
Daring: Silver–blue light and wind erupt from the caster, revealing hidden and invisible creatures to all. The light outlines such creatures for 1 round per caster level, imposing a –20 penalty on Stealth checks on those creatures.
Endurance: Amber light erupts from the caster, with a grinding noise of rock. Allies in the burst are granted a +2 sacred bonus to AC and CMD, and a +4 bonus to AC against critical confirmation attack rolls for 1 round per caster level.
Generosity: Golden light erupts from the caster, with a metal clang. Weapons and armors belonging to allies within the burst gain extra hardness and hit points as if they had a +1 bonus, plus +1 for every five levels of the caster.
Joy: White–yellow, warm sunlight erupts from the caster. Allies within the burst gain a +2 enhancement on Charisma and may add their Charisma modifier to their Strength modifier on all attack rolls for 1 round per caster level.
Kindness: Green light erupts from the caster, with leaves’ dancing forms and shades of sun playing in it. Allies in the area regain a number of hit points equal to 1d8 + the caster’s Wisdom modifier.
Love/Peace: White–pink light erupts from the caster, with shades and feeling of white feathers dancing in the air. Allies within the burst are granted SR 5 (or their SR increases by 5) for 1 round per caster level.
Sorrow: Black–violet light erupts from the caster flickering with tiny lightning. Allies within the burst are granted DR 3/magic or the alignment your judgment allows for 1 round per caster level.
I still propose Ascetic Preacher as an alternate name.
| Bardess |
I noticed that the Peace and Sorrow effects in Virtuous Preach are too similar, so here are some changes:
Confidence: The creature is fully aware of its own true value, gaining a +1 sacred bonus on all saving throws. This bonus increases by +1 for every five levels of the barefoot friar. At 10th level, the bonus is doubled against compulsions, curses, negative emotions, and fear.
Courage: The creature is filled with divine wrath, gaining a +1 sacred bonus on all weapon damage rolls. This bonus increases by +1 for every three levels of the barefoot friar.
Daring: This virtue spurs the creature to recklessly defy danger, granting a +1 sacred bonus on all attack rolls. This bonus increases by +1 for every five levels of the barefoot friar. At 10th level, this bonus is doubled on all attack rolls made to confirm critical hits.
Endurance: This virtue surrounds the barefoot friar with protective aura, granting a +1 sacred bonus to Armor Class. This bonus increases by +1 for every five barefoot friar levels she possesses. At 10th level, this bonus is doubled against attack rolls made to confirm critical hits against the barefoot friar.
Generosity: This virtue improves a creature’s weapons and armor, making them shine like gold. The creature’s armaments gain extra hardness and hit points as if they had a +1 bonus. This bonus increases by +1 for every five levels of the barefoot friar.
Joy: Unswerving optimism gives a creature a +2 bonus on all skill checks. This bonus increases by +1 for every three levels of the barefoot friar. At 10th level, the bonus is doubled for Charisma–based skills.
Kindness: The creature is surrounded by a healing light, gaining fast healing 1. This causes the creature to heal 1 point of damage each round as long as the virtuous preach effect lasts. The amount of healing increases by 1 point for every three levels of the barefoot friar.
Love/Peace: The creature is protected from damage, converting 1 point of damage received per hit into nonlethal damage. This increases by 1 point for every five levels of the barefoot friar.
Sorrow: Relentless compassion for the sad events of this world makes a creature resistant to harm, granting DR 1/magic. This DR increases by 1 for every five levels of the barefoot friar. At 10th level, this DR changes from magic to an alignment (chaotic, evil, good, or lawful) that is opposite the barefoot friar’s. If she is neutral, the creature does not receive this increase.
| Starfox |
I still propose Ascetic Preacher as an alternate name.
You are the designer here. The rest of us propose, you say how it is (until Elghinn steps in as editor, I suppose).
Preacher is very reasonable, as preach is what they do. I have a personal attachment to the word mendicant, because I like the sense of wandering it gives me.
Ascetic is similar but to me a bit more high-brow and does not imply a wanderer.
But don't take my language suggestions too seriously - English is not my native language.
| Oceanshieldwolf |
# Coterie Witch:
Some thoughts.
First a copypasta niggle:
***Coterie Senses
Coterie Senses (Su): This is exactly like the summoner’s ability of the same name. At 3rd level or higher, the coterie witch can only share the senses of one eidolon in his brood at a time. This ability otherwise functions as and replaces bonded senses.
Should say familiar and coterie respectively.
***Transference:
Transference (Su): Beginning at 5th level, whenever the coterie witch gains a condition, whether from natural causes or due to the effects of a spell or spell-like ability, he can transfer it to one of his familiars as an immediate action. The coterie witch must make an opposed Intelligence check against the Intelligence score of the familiar he wants to transfer the condition to. If he fails, the condition remains with the coterie witch. If successful the condition is immediately transferred to the chosen familiar. Only one condition may be transferred each round. If the coterie witch gains multiple conditions, each condition must be transferred to a separate familiar. Once a condition is transferred, it remains with the familiar until it is removed or ends....
Anyone think this should be a different mechanic - like say a Fort or Will save thing depending on the condition?
In fact, thinking about this more, why are these guys having a mental battle to force/deny the condition. It isn't making sense for me. I could see the familiars as rebellious agents of patrons out for themselves (especially a cat familiar - Licks paws, looks up, goes back to licking paws. Pauses. Steely glare. "You take the deafened condition. I need to hear when it's time for you to feed me!"), but I also see the Master/pet thing too.
Hang on, after reading Coterie Bond below, this is an instant "oh crap, I'll try to port this condition to my familiar before it gets to me" type thing.
How about this - the familiar and the Coterie Witch both make a save against the condition, and whoever loses gets it?
OR just make it an automatic transfer, though still only one condition per familiar. I have posited a possible balance for that auto-transfer option as a final thought below...
***Coterie Eidolon - one little word missing:
Coterie Eidolon (Su): At 10th level, as a full-round action, a coterie witch can merge his coterie familiars into a single creature called a coterie eidolon. This merger includes all of the coterie’s different familiars, and their evolutions. While merged in this way, the coterie functions as a single creature. All effects and spells currently targeting the coterie or any of its familiars is suspended until they emerge from the coterie eidolon (although durations continue to expire). The coterie eidolon has the base statistics (Hit Dice, BAB, saves, etc.) of a normal eidolon of the coterie witch’s level. The coterie witch can, as a free action, reassign these evolution points to new evolutions while the coterie familiar’s are merged. Once the coterie eidolon is no longer maintained, the coterie familiars emerge in a square adjacent to the eidolon if able, and with the same statistics (Hit Dice, BAB, saves, evolutions, etc.) they had prior to the merger. If the (coterie) eidolon is slain while the coterie familiars are merged, the familiars are immediately ejected, each taking 4d6 points of damage, and are stunned for 1 round. The coterie witch can use this ability for a number of rounds per day equal to his coterie witch level. He can end this effect at any time as a swift action. This ability replaces aspect.
*88Coterie Bond - I'm not seeing why the double up in language with Transference here:
Coterie Bond (Su): This is exactly like the summoner’s life bond ability, except the coterie witch can only transfer damage to one familiar in the coterie at a time. If that familiar takes enough damage to kill it, all excess damage remains with the coterie witch, killing him. In addition, if the coterie witch gains a condition (diseased, fatigued, shaken, etc.), whether from natural causes or due to the effects of s spell or spell-like ability, he may transfer the condition to one of his familiars instead, as a swift action. Only one condition may be transferred to a single familiar. If the coterie witch gains multiple conditions, each condition must be transferred to a separate familiar. The coterie witch may transfer only one condition each round. This ability otherwise functions as and replaces life bond.
Perhaps it should just read "In addition, the Coterie Witch may now use Transference as a swift action at any time to transfer a condition to his familiars."
I'd also be up for, at this level, opening up the familiars to receive more than one condition. Might help if you've lost all but one familiar.
**** Final thought - given that the Coterie Witch has light armor casting, and after 4th level, hexes, and a mob of critters capable of touch-hexing and touch-spelling AND given my option for the auto transfer of conditions on arrival - how about this;
Alter the summon monster SLA to summon nature's ally. Yes it's druidic, but given the animal familiar theme as opposed to the bestial/creature eidolon, I think this is more in line with the overall flavor of the MCA, and a slight nerf (or more/less depending on your point of view)... Thoughts?
| Oceanshieldwolf |
# Coterie Witch
@Elghinn - what do you think of Starfox's comments:
"The coterie witch otherwise learns and prepares spells as a witch of his coterie witch level." This means the coterie witch gets 2 free spells per level, unlike the Magus and Alchemist that get 1 based on the same spells per day table. No biggie, just a note.
Should this be as summoner?
What is the cost of replacing a coterie familiar that is slain? Familiars generally cost 200 gp/level, but these seem more like mini-eidolons than familiars.
Hmm. Hadn't considered that. Good point. I was thinking a more magical reappearance/eidolon approach.... Only because being without the familiars would crimp the CW.
| Elghinn Lightbringer |
# Coterie Witch
@Elghinn - what do you think of Starfox's comments:
1) Actually, the Magus gets 2 new spells per level, so we're fine.
2) I think, as it states, that the Coterie Familiars are not summoned cretures, something akin to the Druid's replacement of her animal companion may be more inline. No gp cost, but a time requirement.
"Unlike a summoner’s eidolon(s), the coterie witch’s familiars are not summoned creatures, and therefore, are always present with their master. Each familiar in the coterie is slain individually when its hit points are reduced to a negative number equal to or greater than its Constitution score. If a coterie witch releases his companion from service, he may gain a new one by performing a ceremony requiring 24 uninterrupted hours to perform in the environment where the new familiar typically lives. This ceremony can also replace a coterie familiar that has perished. A coterie witch possesses a number of similar summoner abilities, but with slightly different rules as described hereafter. This ability replaces eidolon. "
| Elghinn Lightbringer |
#Coterie Witch
@ OSW
Coterie Senses
Changes it a bit.
Transference
It was originally an immediate action, but I suggest a move action, which allows the Coterie Bond to grant a swift action at higher leve?
At 5th level, the coterie witch can transfer the dazed, fatigued, shaken, sickened, and staggered conditions to one of his familiars.
At 11th level, a coterie witch adds the cursed, diseased, exhausted, frightened, nauseated, and poisoned conditions to the list of those that can be transferred to a familiar.
At 17th level, a coterie witch adds the blinded, deafened, panicked, paralyzed, and stunned and conditions to the list of those that can be transferred to a familiar.
Coterie Eidolon
Fixed.
Coterie Bond
Simplified and tweaked.
This is exactly like the summoner’s life bond ability, except the coterie witch can only transfer damage to one familiar in the coterie at a time. If that familiar takes enough damage to kill it, all excess damage remains with the coterie witch, killing him. In addition, the coterie witch may transfer a condition to a familiar as a swift action. If the familiar is the one chosen at 1st level, the coterie witch can now transfer a number of conditions to that familiar equal to his Charisma modifier. This ability otherwise functions as and replaces life bond.
Summon Monster
I think the change to Summon Nature's Allyi is a good one.
| Elghinn Lightbringer |
# Barefoot Friar
I like Ascetic Preacher. Ascetic says rugged and survivalist - though I like the word Mendicant plenty I think it ties the MCA into the wandering/beggar trope. Eh, it's much of a muchness.
I think Mendicant Preacher is good, then we are avoiding using Ascetic too much, as it has been used before in other MCA names.
Then again, I'll throw a few others out there too.
Vagabond Preacher
Vagrant Preacher
Mendicant Preacher
Beggar Preacher
Vagabond Friar
Vagrant Friar
Medicant Friar
| Elghinn Lightbringer |
Updated Coterie Witch. Still need to go through and fix the gender issues.
As the beasts join together for protection and strength in number, so too does the coterie witch surround himself with a pack of eldritch familiars that enhance his understanding and ability to access different aspects of his patron. These familiars, known as associate familiars, form a symbiotic bond with their master, who is able to transfer inimical magic by sacrificing the wellbeing of his loyal, bestial aides to remain inviolate. As his power grows and his link to his familiars strengthens, the coterie witch is even able to take on the forms of his various brood members.
Primary Class: Summoner.
Secondary Class: Witch.
Alignemnt: Any.
Hit Dice: d8.
Bonus Skills and Ranks: The coterie witch selects three witch skills to add to his class skills in addition to the normal summoner class skills. The coterie witch gains a number of ranks at each level equal to 2 + Int modifier.
Weapon and Armor Proficiency: The coterie witch is proficient with all simple weapons. A coterie witch is also proficient with light armor. A coterie witch can cast arcane spells while wearing light armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a coterie witch wearing medium or heavy armor, or using a shield, incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass coterie witch still incurs the normal arcane spell failure chance for arcane spells received from other classes.
Spellcasting: A coterie witch casts arcane spells drawn from the witch’s spell list, and adds the following summoner spells to that list: 1st level–lesser rejuvenate eidolon*, life conduit†; 2nd level–lesser evolution surge*, lesser restore eidolon**; 3rd level–control summoned monster**, evolution surge*, improved life conduit†, rejuvenate eidolon*, restore eidolon**; 4th level–greater evolution surge*, summoner conduit†, transmogrify*; 5th level–greater life conduit†, greater rejuvenate eidolon*.
A coterie witch also adds the following druid spells to his list: 1st level–summon nature’s ally I; 2nd level–summon nature’s ally II; 3rd level–summon nature’s ally IV; 4th level–summon nature’s ally V; 5th level–summon nature’s ally VII; 6th level–summon nature’s ally VIII.
A coterie witch can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Coterie Witch. The coterie witch otherwise learns and prepares spells as a witch of his coterie witch level. The coterie witch also gains bonus spells for a high Intelligence score. (*Advanced Player’s Guide, **Ultimate Magic, †Ultimate Combat)
Associate Patronage: Starting at 1st level, each coterie familiar represents a different aspect of his patron. Whenever the coterie witch gains a new coterie familiar (including the one gained at 1st level), he must select an additional patron associated to that familiar. An associate patron can only be chosen once, and once selected, it cannot be changed. Each of these associate patrons grants the coterie witch access to a wider variety of patron spells. A coterie witch cannot choose an associate patron that is in conflict with his initial patron or another familiar’s associate patron. Whenever the coterie witch prepares his spells each day, he chooses a familiar with which to commune. He can either choose to retain his initial patron, or replace it with the familiar’s associate patron. Once the coterie witch makes this choice, it cannot be changed until the next time he communes with a familiar to regain his daily allotment of spells. The coterie witch is considered to have the spells from his initial patron in his spell list if he fails to select an associate patron in its place.
For example, a 7th-level coterie witch with the ancestors patron has three coterie familiars with the deception, healing, and light associate patrons. Each day he may add either his ancestors patron spells to his spell list, or the patron spells from one of his familiar’s associate patrons. This ability and transference replace monster summon VIII, monster summon IX, and gate.
Coterie Familiar (Ex): At 1st level, a coterie witch forms a close bond with a familiar of her choice (see Familiars on p.82 of the Core Rulebook). Like other witch’s a coterie witch must commune with his familiar to learn his spells. As the coterie witch gains additional familiars, each familiar stores all of the spells that the coterie witch knows. Therefore, the coterie witch needs only to commune with one of his familiars to prepare his a spell for the day. A coterie familiar otherwise functions like a witch’s familiar, except with the following changes.
A coterie familiar is similar to a creature of its kind and type. A familiar’s Hit Dice, saving throws, skills, feats, and abilities are tied to the coterie witch’s class level and increase as the coterie witch gains levels. The statistics shown on Table: Coterie Familiar Base Statistics replace the statistics of the creature’s original form, but retains any special abilities, speed modes, etc., not included on the table. In addition, a coterie familiar receives a pool of evolution points, based on the coterie witch’s class level that can be used to give the coterie familiar different abilities and powers. Whenever the coterie witch gains a level, he must decide how these points are spent, and they are set until he gains another level of coterie witch. The coterie familiar also bears a glowing rune that is identical to a rune that appears on the coterie familiar’s forehead, creating a special link between it and its master. While this rune can be hidden through mundane means, it cannot be concealed through magic that changes appearance, such as alter self or polymorph (although invisibility does conceal it as long as the spell lasts).
As the coterie witch gains levels, he gains additional familiars, creating a coterie of various familiars that serve and obey his commands. Starting at 2nd level, and every level the Hit Dice of his coterie increases, a coterie witch can either increase a single familiar in the coterie by 1 HD, or add an additional 1 HD familiar to the coterie. An individual coterie familiar cannot be advanced beyond 5 Hit Dice, nor can the total sum of the coterie’s Hit Dice exceed the Hit Dice shown on Table: Coterie Base Statistics. Each familiar retains its initial form and all statistics associated with its type. Regardless of the number of familiars in the coterie, each familiar has the same base attack bonus and base saving throw bonuses, but the rest of the coterie’s base statistics must be divided between the familiars, including Hit Dice (minimum 1, maximum 5), skill points, number of feats, armor bonus, Str/Dex bonus, evolution pool (but see below), and maximum number of natural attacks. Individual familiars in the coterie must purchase evolutions separately. A coterie familiar may not select an evolution that alters it size, except for the new growth evolution (see below). Once a coterie witch decides on the evolutions of an individual familiar, they cannot be changed until the coterie witch gains a level.
Example: A 2nd-level coterie witch can have two familiars. Each familiar has 1 Hit Dice, BAB +2, +3 on its two good saves and +0 on its bad save, and an Intelligence of 6. The coterie witch decides to give the first familiar 4 skill points, one feat, a +1 armor bonus, a +1 bonus to Strength, 2 points from the evolution pool, and a maximum of two attacks. The remaining 4 skill points, +1 armor bonus, +1 bonus to Dexterity, and 2 points from the evolution pool go to the second familiar, but it gains no feats and can have only one natural attack.
Unlike a summoner’s eidolon(s), the coterie witch’s familiars are not summoned creatures, and therefore, are always present with their master. Each familiar in the coterie is slain individually when its hit points are reduced to a negative number equal to or greater than its Constitution score. If a coterie witch releases his companion from service, he may gain a new one by performing a ceremony requiring 24 uninterrupted hours to perform in the environment where the new familiar typically lives. This ceremony can also replace a coterie familiar that has perished. A coterie witch possesses a number of similar summoner abilities, but with slightly different rules as described hereafter. This ability replaces eidolon.
Coterie Link (Su): This is exactly like the summoner’s life link ability, except that it applies to the coterie witch’s familiar. At 3rd level, a coterie witch can only sacrifice hit points to prevent damage to one familiar in the coterie at a time. If two or more familiars in the coterie take enough damage to kill them, the coterie witch can only sacrifice hit points to prevent damage to one of them. The link between a coterie witch and his coterie is unique. Whenever the coterie witch is affected by a mind-affecting spell or spell-like effect, both the coterie witch and each familiar in the coterie can be affected. In such cases, the coterie witch makes a single Will save against the spell or effect, but uses the highest save bonus between himself and his coterie. If it’s successful, the coterie witch and the coterie are unaffected. If it fails, the coterie witch and his coterie are each affected simultaneously. If a coterie familiar is directly affected by a mind-affecting spell or spell-like effect, only that familiar is affected.
In addition, while all familiars in the coterie are present and within 30 feet of their master, the coterie witch gains a +1 bonus to his caster level on spells and hexes. He also gains a +1 morale bonus on all saving throws against spells and effects that directly target him only. This morale bonus increases by +1 every five levels beyond 3rd, to a maximum of +4 at 18th level. This ability otherwise functions as and replaces life link.
Patron: At 1st level, a coterie witch gains the witch’s patron ability and may select from any patron available to other witches.
Summon Nature’s Ally I (Sp): This is exactly like the summoner’s summon monster I abilit, except that the coterie witch uses summon nature’s ally instead of summon monster, and can only use up to summon nature’s ally VII, as shown on Table: Coterie Witch. Also, unlike the summoner, a coterie witch can use his summon nature’s ally ability when his coterie familiars are present, since his coterie familiars are not summoned creatures.
Coterie Senses (Su): This is exactly like the summoner’s bond senses ability. A coterie witch can only share the senses of one familiar in his coterie at a time.
Hex: At 4th level, the coterie witch gains the witch’s hex ability, except that the coterie witch gains a hex at 4th level and every four levels thereafter. At 12th level, whenever a coterie witch could select a hex, he can select a major hex instead. This ability replaces shield ally, transposition, greater shield ally, and merge forms.
Transference (Su): Beginning at 5th level, whenever the coterie witch gains a condition, whether from natural causes or due to the effects of a spell or spell-like ability, he can transfer it to one of his familiars as a move action. Only one condition may be transferred each round. If the coterie witch gains multiple conditions, each condition must be transferred to a separate familiar. Once a condition is transferred, it remains with the familiar until it is removed or ends.
At 5th level, the coterie witch can transfer the dazed, fatigued, shaken, sickened, and staggered conditions to one of his familiars.
At 11th level, a coterie witch adds the cursed, diseased, exhausted, frightened, nauseated, and poisoned conditions to the list of those that can be transferred to a familiar.
At 17th level, a coterie witch adds the blinded, deafened, panicked, paralyzed, and stunned and conditions to the list of those that can be transferred to a familiar.
Coterie’s Call (Su): This is exactly like the summoner’s maker’s call ability, except that the coterie witch can only call one familiar in the coterie to his side with each use of this ability. This ability otherwise functions as and replaces maker’s call.
Coterie Eidolon (Su): At 10th level, as a full-round action, a coterie witch can merge his coterie familiars into a single creature called a coterie eidolon. This merger includes all of the coterie’s different familiars, and their evolutions. While merged in this way, the coterie functions as a single creature. All effects and spells currently targeting the coterie or any of its familiars is suspended until they emerge from the coterie eidolon (although durations continue to expire). The coterie eidolon has the base statistics (Hit Dice, BAB, saves, etc.) of a normal eidolon of the coterie witch’s level. The coterie witch can, as a free action, reassign these evolution points to new evolutions while the coterie familiar’s are merged. Once the coterie eidolon is no longer maintained, the coterie familiars emerge in a square adjacent to the eidolon if able, and with the same statistics (Hit Dice, BAB, saves, evolutions, etc.) they had prior to the merger. If the (coterie) eidolon is slain while the coterie familiars are merged, the familiars are immediately ejected, each taking 4d6 points of damage, and are stunned for 1 round. The coterie witch can use this ability for a number of rounds per day equal to his coterie witch level. He can end this effect at any time as a swift action. This ability replaces aspect.
Coterie Bond (Su): This is exactly like the summoner’s life bond ability, except the coterie witch can only transfer damage to one familiar in the coterie at a time. If that familiar takes enough damage to kill it, all excess damage remains with the coterie witch, killing him. In addition, the coterie witch may transfer a condition to a familiar as a swift action. If the familiar is the one chosen at 1st level, the coterie witch can now transfer a number of conditions to that familiar equal to his Charisma modifier. This ability otherwise functions as and replaces life bond.
Coterie Form (Sp): At 18th level, a coterie witch and his coterie share a true connection. As a standard action, the coterie witch can assume the shape of one of the familiars in his coterie from Diminutive to Huge size (or a similar kind of animal) as if using beast shape III. For example, a coterie witch with a rat familiar can turn into a Diminutive rat, Small dire rat, or a larger rodent; one with a cat familiar can turn into a Diminutive or Small cat, or a Large feline such as a tiger, lion, or dire tiger; one with a monkey familiar can turn into a Tiny monkey or a Large gorilla, and so on.
While in this form, the coterie witch loses any natural attacks and all racial traits (except bonus feats, skills, and languages) in favor of the abilities granted by the familiar’s base form. However, the coterie witch retains all of his class features, hit points, AC, ability scores, and any other abilities unaffected by size or creature type. These statistics are then adjusted according to the size and type of his assumed form. He can choose to have any gear that he carries become absorbed by his new form, as with spells from the polymorph subschool. Items with continuous effects continue to function while absorbed in this way. The coteries witch can keep this animal form for a number of minutes per day equal to his coterie witch level. This duration does not need to be consecutive, but it must be spent in 1-minute increments. The coterie witch can end this effect as a free action. This ability replaces greater aspect.
Coterie Master (Su): At 20th level, a coterie witch can greatly enhance his coterie by making one of his familiars more powerful. The coterie witch chooses one of the familiars in his coterie. The familiar then gains 5 extra Hit Dice (up to a maximum of 10 HD). Its base statistics are recalculated as a coterie familiar of its new Hit Dice, and the familiar continues to function as part of the witch’s coterie. In effect, the coterie’s maximum total Hit Dice increases to 20, with the 5 extra Hit Dice added to a single familiar of the coterie witch’s choice. This ability replaces twin eidolon.
Hexes: The following hexes complement the coterie witch multiclass archetype: beast of ill-omen**, cackle*, charm*, feral speech**, flight*, unnerve beasts**, and ward*. (*Advanced Player’s Guide, **Ultimate Magic)
Major Hexes: The following major hexes complement the coterie witch multiclass archetype: beast eye**, and hag’s eye*. (*Advanced Player’s Guide, **Ultimate Magic)
Table: Coterie 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 +0 +2 Associate patronage, cantrips, coterie familiar, 1 — — — — —
coterie link, patron spells, summon nature’s ally I
2nd +1 +0 +0 +3 Coterie senses 2 — — — — —
3rd +2 +1 +1 +3 Summon nature’s ally II 3 — — — — —
4th +3 +1 +1 +4 Hex 3 1 — — — —
5th +3 +1 +1 +4 Transference 4 2 — — — —
6th +4 +2 +2 +5 Coterie’s call 4 3 — — — —
7th +5 +2 +2 +5 Summon nature’s ally III 4 3 1 — — —
8th +6/+1 +2 +2 +6 Hex 4 4 2 — — —
9th +6/+1 +3 +3 +6 Summon nature’s ally IV 5 4 3 — — —
10th +7/+2 +3 +3 +7 Coterie eidolon 5 4 3 1 — —
11th +8/+3 +3 +3 +7 Transference 5 4 4 2 — —
12th +9/+4 +4 +4 +8 Hex, major hex 5 5 4 3 — —
13th +9/+4 +4 +4 +8 Summon nature’s ally V 5 5 4 3 1 —
14th +10/+5 +4 +4 +9 Coterie bond 5 5 4 4 2 —
15th +11/+6/+1 +5 +5 +9 Summon nature’s ally VI 5 5 5 4 3 —
16th +12/+7/+2 +5 +5 +10 Hex 5 5 5 4 3 1
17th +12/+7/+2 +5 +5 +10 Transference 5 5 5 4 4 2
18th +13/+8/+3 +6 +6 +11 Coterie form 5 5 5 5 4 3
19th +14/+9/+4 +6 +6 +11 Summon nature’s ally VII 5 5 5 5 5 4
20th +15/+10/+5 +6 +6 +12 Coterie master, hex 5 5 5 5 5 5
A coterie familiar’s abilities are determined by the coterie witch’s level and by the choices made using its evolution pool. Table: Coterie Familiar Base Statistics determines many of the base statistics of the familiars. Each familiar possesses its original form, but are superseded by these base statistics. Coterie familiars are creatures of their type for the purpose of determining which spells affect them. A coterie familiar’s qualities are similar to those described in the Eidolons description block of the Advanced Player’s Guide (see p. 58), except with the following changes.
Intelligence Score: This supersedes the coterie familiar’s Intelligence score if its score is lower than that listed below.
Special: This includes a number of abilities gained by all coterie familiars as they increase in power. A coterie familiar’s abilities are similar to those described in the Familiars description block of the Core Rulebook (see p. 82), except with the following changes.
Deliver Hexes and Touch Spells: This is exactly like the familiar’s deliver touch spells ability, except that it includes hexes as well. Only one familiar can deliver its master’s hex or a touch spell each round.
Coterie Familiar Evolutions
The following evolutions are specific to the coterie witch multiclass archetype, and cannot be used by other summoners.
1–Point Evolution
The following evolution costs 1 point from the coterie familiar evolution pool.
Growth (Ex): A coterie familiar grows in size to one size category larger. If growing from Diminutive to Tiny, the coterie familiar gains a +2 bonus to Strength, and it takes a –2 penalty to its Dexterity. This size change also gives the creature a –2 size penalty to its AC and on attack rolls, a +2 bonus to its CMB and CMD, a –2 penalty on Fly skill checks, and a –4 penalty on Stealth skill checks. The coterie familiar must be Diminutive or larger to take this evolution. The coterie witch must be at least 2nd level before selecting this evolution.
If growing from Tiny to Small, the coterie familiar gains a +4 bonus to Strength, and a –2 penalty to its Dexterity. This size change also gives the creature a –1 size penalty to its AC and attack rolls, a +1 bonus to its CMB and CMD, 5-foot reach, a –2 penalty on Fly skill checks, and a –4 penalty on Stealth skill checks. The coterie witch must be at least 4th level before selecting this option. This option costs 2 evolution points.
If growing from Small to Medium, the coterie familiar gains a +4 bonus to Strength, a +2 bonus to Constitution, and a –2 penalty to its Dexterity. This size change also gives the creature a –1 size penalty to its AC and attack rolls, a +1 bonus to its CMB and CMD, a –2 penalty on Fly skill checks, and a –4 penalty on Stealth skill checks. The coterie witch must be at least 6th level before selecting this option. This option costs 3 evolution points
This evolution can be used multiple times on the same familiar, up to a maximum of Medium size. This evolution cannot be used to make a coterie familiar larger than Medium size.
Table: Coterie Familiar Base Statistics
Class Good Bad Armor Str/Dex Int Evol. Max.
Level HD BAB Saves Save Skills Feats Bonus Bonus Score Pool Atks Special
1st 1 +1 +2 +0 4 1 +0 +0 6 3 3 Alertness, empathic link
2nd 2 +2 +3 +0 8 1 +2 +1 6 4 3 Improved evasion,
share spells
3rd 3 +3 +3 +1 12 2 +2 +1 7 5 3 Deliver hexes and
touch spells
4th 3 +3 +3 +1 12 2 +2 +1 7 7 4 —
5th 4 +4 +4 +1 16 2 +4 +2 8 8 4 Speak with master
6th 5 +5 +4 +1 20 3 +4 +2 8 9 4 —
7th 6 +6 +5 +2 24 3 +6 +3 9 10 4 Speak with animals
of its kind
8th 6 +6 +5 +2 24 3 +6 +3 9 11 4 —
9th 7 +7 +5 +2 28 4 +6 +3 10 13 5 —
10th 8 +8 +6 +2 32 4 +8 +4 10 14 5 —
11th 9 +9 +6 +3 36 5 +8 +4 11 15 5 Spell resistance
12th 9 +9 +6 +3 36 5 +10 +5 11 16 5 —
13th 10 +10 +7 +3 40 5 +10 +5 12 17 5 —
14th 11 +11 +7 +3 44 6 +10 +5 12 19 6 Scry on familiar
15th 12 +12 +8 +4 48 6 +12 +6 13 20 6 —
16th 12 +12 +8 +4 48 6 +12 +6 13 21 6 —
17th 13 +13 +8 +4 52 7 +14 +7 14 22 6 —
18th 14 +14 +9 +4 56 7 +14 +7 14 23 6 —
19th 15 +15 +9 +5 60 8 +14 +7 15 25 7 —
20th 15 +15 +9 +5 60 8 +16 +8 15 26 7 —
| Oceanshieldwolf |
# Coterie Witch
Looking good.
My only last concern is this in Summon nature's ally I (took me a while to find it - unbolded under Patron):
Also, unlike the summoner, a coterie witch can use his summon nature’s ally ability when his coterie familiars are present, since his coterie familiars are not summoned creatures.
This could lead to *lots* of critters. I propose this small change:
"In the instance where the coterie witch has more than one familiar in his coterie any summon nature's ally II or greater used to summon multiple creatures receives a -1 to the number rolled for."
It's a little thing, but still...
| Elghinn Lightbringer |
Then -1 it is.
Summon Nature’s Ally I (Sp): This is exactly like the summoner’s summon monster I abilit, except that the coterie witch uses summon nature’s ally instead of summon monster, and can only use up to summon nature’s ally VII, as shown on Table: Coterie Witch. Unlike the summoner, a coterie witch can use his summon nature’s ally ability when his coterie familiars are present, since his coterie familiars are not summoned creatures. Should the coterie witch have more than one familiar in his coterie when using her summon nature's ally II ability or casting a summon nature’s ally spell to summon multiple creatures, he receives a –1 penalty on the die roll used to determine the number of creatures that appear (minimum 1).