Classes You Wish Did Exist In Pathfinder?


Pathfinder First Edition General Discussion

201 to 250 of 269 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | next > last >>

Zepheri wrote:

the domain of the clergy also play an important role in the performance of the character not only the alignment he has,Suppose that the person has a community and an animal this means that the character is either a hunter or an animal trainer in service to a town or city

Or who has charisma and freedom, he could consider himself a Casanova.

Sometimes players take a domain because they are very good at combat without knowing that they also represent part of the alignment and the rol.

Part of the reason for that is the extreme unevenness in quality of the Domains/Subdomains, so even if you are fully aware of what a deity's Domain is intended to represent, you might come to the conclusion that you are shooting yourself in the foot too much by choosing it. And part of this is due to Domains/Subdomains being almost entirely fixed in their effect: You pick them or you pick something else, but once you pick them they do exactly the same thing, other than being quantitatively affected to some extent by other parts of your build (how hard you pumped Wisdom and pumped or dumped Charisma, or how many levels you go before entering a prestige class, if applicable). Domains/Subdomains should instead be like mini-Mysteries/Spirits (Oracle/Shaman).


From my point of view the domains / subdomains they are paths that the player chooses in how to best interpret his character.(it's like the way I interpreted his teaching To lead a lifestyle in addition to the dogma that the church presents to you)


Probably close to 90% of all the Cleric builds I have seen are built around some concept of optimization, with the actual god-stuffs a distance second. That is no fault of the class, or its available archetypes... nor is it a failure of the Domain/Subdomain system.

You could change Domains to be like Mysteries. And you could make a divine Arcanist. It wouldn't matter one bit...

People would still forget the entire purpose of the class, and optimize it for whatever BS they wanted to do in the first place.

Clerics representing different deities would be vastly different if the people building them included something as simple and flavorful and fitting as Deific Obedience. Now you have some unique Obedience you must perform, and you get rewarded with unique boons... these would separate you from literally every other Cleric not paying Obedience to your specific god.

What? Can't fit Deific Obedience in between Spell Focus Conjuration, Augment Summons, Summon Good Monster, and all that other BS? Sounds like you want to be a Summoner, not a Cleric...

A divine Arcanist wouldn't change anything about how people build priests.


2 people marked this as a favorite.
VoodistMonk wrote:
Probably close to 90% of all the Cleric builds I have seen are built around some concept of optimization, with the actual god-stuffs a distance second. That is no fault of the class, or its available archetypes... nor is it a failure of the Domain/Subdomain system.

I disagree.... when you step back and look at it objectively, the cleric is very poorly designed.

And a significant part of that is channelling. That every single cleric of every single god is supposed to have some automatic entitlement to channeling is obvious nonsense. Same with medium armour and shields.

Why on earth would Asmodeus have any inclination towards channelling whatsoever? Why would Shelyn have any particular interest in armour or shields?

Cleric abilities should partly be derived by their domains as these are specific areas of interest for their gods, but also partly from the general nature of worshipping a given god. This is why I was always against the "cleric of a philosophy" as it actually caused a lot of problems from Day 1 from a design perspective.

Medium armour, shields and channelling should have been stripped away from the base chassis. They could be selected by the player as part of a domain ability or as part of a "Faith" concept, selected from a pool that were unique to each God and available at certain levels.


Arkham Joker wrote:
VoodistMonk wrote:
Probably close to 90% of all the Cleric builds I have seen are built around some concept of optimization, with the actual god-stuffs a distance second. That is no fault of the class, or its available archetypes... nor is it a failure of the Domain/Subdomain system.

I disagree.... when you step back and look at it objectively, the cleric is very poorly designed.

And a significant part of that is channelling. That every single cleric of every single god is supposed to have some automatic entitlement to channeling is obvious nonsense. Same with medium armour and shields.

Why on earth would Asmodeus have any inclination towards channelling whatsoever? Why would Shelyn have any particular interest in armour or shields?

Cleric abilities should partly be derived by their domains as these are specific areas of interest for their gods, but also partly from the general nature of worshipping a given god. This is why I was always against the "cleric of a philosophy" as it actually caused a lot of problems from Day 1 from a design perspective.

Medium armour, shields and channelling should have been stripped away from the base chassis. They could be selected by the player as part of a domain ability or as part of a "Faith" concept, selected from a pool that were unique to each God and available at certain levels.

From this point of view I agree, the cleric was created as a templar trained by the church as a warrior of god to fight in the crusade.

I would eliminate the use of armor and shields unless their god is based on war like Iomedae and Gorum, or at the first level they gain an ability that allows them a special quality,As how to use armor, shields, and martial weapons; The possibility of using 1 or 2 arcane spells per level if the god is of magic, having the saving throws all the same if he is the god of one's own perfection, etc.


If you don't want Channel Energy, trade it for Foundation of Faith... pretty that is the only thing that archetype touches.

But honestly, nothing should be removed from the Cleric chassis as it stands. That is the wrong way to go about things... I feel it just brings everything down, and ultimately sets a poor problem solving standard.

You can wish for an entirely new class, that plays more like a Wizard, incorporates your ideals of a Priest, has fewer proficiences, worse saves, lower hit dice, whatever other things leave you unsatified with the PF1 Cleric... but please do not weaken the Cleric to fit this role.

Take the School Savant Arcanist... give it an Oracle Mystery instead of a School... call this Mystery its Domain, or whatever. Let it pick the associated Revelations as "Exploits"... with the obvious pool of generic Explations/Reveloits always available unless opposed to your god... or whatever. Maybe throw in options or archetypes that allow certain Bloodline Powers, possibly even Bloodline Arcana... not unlike Bloodline Developement... having divinity in your blood could be cool.

It would take a little massaging, but overall it is not rocket surgery. I agree that it would be completely different from your average PF1 Cleric.


1 person marked this as a favorite.

I liked the 2nd Edition D&D Specialty Priest concept. The implementation needed some balance adjustment, but the idea was awesome.


1 person marked this as a favorite.

Different types of energy, effects, etc. based on your Deity and/or domain chosen would have been interesting.

I do wish that your choice in deity had more of an effect on your weapon/armor choices, class skills, etc.


3 people marked this as a favorite.

If you REALLY want to get to the core root of the D&D/PF cleric problem, it was the horrendous and historically misplaced notion that...

Cleric = mace + shield + chainmail + bit of buff n'heal

In reality, the "Holy warrior" stereotype has always been more than amply covered by the Paladin.

The miracle performing, Red Sea parting, heathen smiting, undead controlling, servants of the Gods, however, do NOT from a theological/logical/fantasy RP perspective look remotely anything like the above....

Servant of the Gods = robes + sandals + stick + godly powers

100%....NO IFS, BUTS OR MAYBES....


1 person marked this as a favorite.
Arkham Joker wrote:

If you REALLY want to get to the core root of the D&D/PF cleric problem, it was the horrendous and historically misplaced notion that...

Cleric = mace + shield + chainmail + bit of buff n'heal

In reality, the "Holy warrior" stereotype has always been more than amply covered by the Paladin.

The miracle performing, Red Sea parting, heathen smiting, undead controlling, servants of the Gods, however, do NOT from a theological/logical/fantasy RP perspective look remotely anything like the above....

Servant of the Gods = robes + sandals + stick + godly powers

100%....NO IFS, BUTS OR MAYBES....

^--- I like that. Vow of Poverty-esque Cleric + Miracle-calling Deific Powers.


1 person marked this as a favorite.

Also depending on your deity/domain you could get heavy armor or even a monk-like AC.

I forgot to add that the first sentence of my last post was talking about the cleric's channel class feature.


VoodistMonk wrote:

If you don't want Channel Energy, trade it for Foundation of Faith... pretty that is the only thing that archetype touches.

A typically terrible cleric archetype.... trades out what is supposed to be a main class feature for..... basically nothing of use.


2 people marked this as a favorite.
Arkham Joker wrote:

If you REALLY want to get to the core root of the D&D/PF cleric problem, it was the horrendous and historically misplaced notion that...

Cleric = mace + shield + chainmail + bit of buff n'heal

In reality, the "Holy warrior" stereotype has always been more than amply covered by the Paladin.

The miracle performing, Red Sea parting, heathen smiting, undead controlling, servants of the Gods, however, do NOT from a theological/logical/fantasy RP perspective look remotely anything like the above....

Servant of the Gods = robes + sandals + stick + godly powers

100%....NO IFS, BUTS OR MAYBES....

that type of holy man doesn’t typically appear wandering around with ragtag teams of adventurers looking for danger in literature or legend.

I agree that differences between deities feel pretty superficial for clerics, but that’s the point. If every deity made fundamental differences to the way the class worked, then you are balancing a whole new class for each deity. It’s similar with most classes (wizards, sorcerers, etc.); might not notice any difference between a necromancer and a transmuter in a given day from the class feature differences.

I would propose to make a baseline Gygaxian cleric feel more deity-specific as follows: limit in-combat casting to Domain spells, with full spell list castable through 1-minute prayers. Which also gets away from the ‘dang, i forgot to be able to cure blindness today, maybe tomorrow’ issue clerics can have.


Arkham Joker wrote:
VoodistMonk wrote:

If you don't want Channel Energy, trade it for Foundation of Faith... pretty that is the only thing that archetype touches.

A typically terrible cleric archetype.... trades out what is supposed to be a main class feature for..... basically nothing of use.

It's not the worst. It's obviously for dwarves. The abilities are pretty bad for anyone who doesn't already take a penalty to charisma and a bonus to constitution though.


1 person marked this as a favorite.

This is my take on the basic structure for the cleric class...

D8 HP
2+ skill points
2 good saves
Light armour
No shields
Simple weapons
Prepared casting
No bonus spell slot
No spontaneous healing/harming
No channelling
No deity favoured weapon
Domain spells can be cast using normal slots and 2 per level of spellcasting can be selected.
Must worship a deity and be within one alignment step

1st level: choice of any two 1st level domain powers from all domains/subdomains available
4th level: choice of ‘Deific doctrine’ from those available from worshipped deity
6th level: choice of ‘Deific doctrine’ from those available from worshipped deity
8th level: choice of any two 8th level domain powers from all domains/subdomains available
10th level: choice of ‘Deific doctrine’ from those available from worshipped deity
12th level: choice of ‘Deific doctrine’ from those available from worshipped deity

Things like armour, weapons powerups... etc would only be available
to deities with a war slant and could be taken via the domain powers or 'Deific doctrine'..... you get the idea!!


Not to maintain the cleric derail for too long, but I always liked that clerics used armour and had better HD than other casters. Makes the cleric a melee combatant and not a wussy wizard who stands in the back hiding behind the archer.

Perhaps the class is misnamed, but it's become a pretty standard role for adventuring.

I think there are enough archetypes for cleric to be a more "robe and wand" type vs a "shield and mace" type already.

As for what class I wish existed:

9/9 spontaneous caster(full wizard and cleric list)
D12 HD
Full BAB
Good Saves
Full armour/shield/weapon proficiencies
No alignment restrictions
Casting tied to Constitution

*The above class is mostly a joke, but I mean, I would love to play one...


*Thelith wrote:
Not to maintain the cleric derail for too long, but I always liked that clerics used armour and had better HD than other casters. Makes the cleric a melee combatant and not a wussy wizard who stands in the back hiding behind the archer.

That's what Warpriest is for. Needs some tweaks, but the basic idea is suits what you are talking about.

*Thelith wrote:

Perhaps the class is misnamed, but it's become a pretty standard role for adventuring.

I think there are enough archetypes for cleric to be a more "robe and wand" type vs a "shield and mace" type already.

Problem is that in most cases they trade out more than they give you, and do it unevenly.

*Thelith wrote:

As for what class I wish existed:

9/9 spontaneous caster(full wizard and cleric list)
D12 HD
Full BAB
Good Saves
Full armour/shield/weapon proficiencies
No alignment restrictions
Casting tied to Constitution

*The above class is mostly a joke, but I mean, I would love to play one...

We were part way there with the original version of the Scarred Witch Doctor if you added a 1 level martial dip (preferably Bloodrager so that you qualify for Mad Magic). But then they had to decide that we weren't allowed to have a Witch who can't spell(*). Problem is that the way they "fixed" this (which killed a lot of interesting Gish builds), they forgot to consider that Half-Orcs, who can also take the archetype, can put their +2 anywhere and thus become super-charged almost-conventional casting+Hex-focused Witches.

(*)They reintroduced that concept with the Seducer Witch, but I half-suspect that the only reason that this survived as long as it has is that the release of 2nd Edition killed all of the 1st Edition development.


Expansions for the Vigilante... and actual reworks for some of the archetypes. For instance, the Brute should be a Vigilante that mimicks a Barbarian, as simple as that, with the growth being a Rage Power, which it's ALREADY possible with the Abyssal Blood power.

In the social identity, I would have liked to see it develop more roleplaying abilities. Think about it: a Vigilante in disguised is essentially the best way to play an Aristocrat (NPC class).


^I agree, but the Brute archetype is so bad that the amount of rework it needs exceeds 100%.


UnArcaneElection wrote:

^I agree, but the Brute archetype is so bad that the amount of rework it needs exceeds 100%.

Yup, I get it worked better for NPCs, but... the Rageshaper (shifter archetype) is essentially the same thing, but usable O_o


^I would say that the Rageshaper Shifter archetype is bad but usable for NPCs, whereas Brute isn't even good for that (the Hulk with only d8 and 3/4 BAB?).


UnArcaneElection wrote:
^I would say that the Rageshaper Shifter archetype is bad but usable for NPCs, whereas Brute isn't even good for that (the Hulk with only d8 and 3/4 BAB?).

The thing is that the Rageshaper can choose to grow in size, or enter its rage, like any barbarian. The Brute cannot, as anything related to "ticking it off" can cause it to "hulk out".

You can build a pugilist using the rageshaper no problem, and you can prepare yourself to it by boosting your Wisdom and Will saves.

The Rageshaper can tap into its emotions to grow in size, while the Brute has trouble to do just that...


Speaking of NPCs or should I say NPC classes. I would have loved revamped versions of those plus additional ones like the bandit, cultist, healer, merchant, pirate, sage, etc.


1 person marked this as a favorite.
Dragon78 wrote:
Speaking of NPCs or should I say NPC classes. I would have loved revamped versions of those plus additional ones like the bandit, cultist, healer, merchant, pirate, sage, etc.

I, personally, do not think we need more NPC classes... if you want a Bandit, there is a Rogue archetype called exactly that. There is a Rogue archetype called Pirate, too. A cultist archetype exists for Clerics and Mesmerists and Warpriests. Give your NPC's player character class levels, and be done with it...


My inclination with respect to the NPC classes is upgrade them to PC classes:

Warrior --> some kind of martial, usually Fighter with no archetype.
Aristocrat --> as many levels as possible to Noble Scion prestige class, and then remaining levels to Phantom Thief Rogue.
Expert --> ? -- need a working class analogue of Phantom Thief Rogue.
Adept --> some kind of Druid, Shaman, or Witch (depending upon cultural context).
Commoner --> stays Commoner, but is made especially easy to retrain into any other class that doesn't need formal schooling.


I second the idea of "caster standardising" for arcane, divine, occult, (ie D6 HD = 9th level casting, D8 = 6th level... etc) for example..

Arcane:
D6 = Wiz, Sorc, Witch
D8 = Magus, Bard, Summoner, Skald
D10 = Bloodrager

Divine:
D6 = Apostle, Prophet, Druid
D8 = Warpriest, Hunter, Shaman, Inquisitor
D10 = Paladin, Ranger

IMO the Arcanist and Shaman were completely unnecessary hybridisations, the Shaman in particular being a complete mess! Anything to do with 'spirits' should really be the speciality of the Occult classes.

The Prophet (Oracle) class could if necessary be made an alternative class for the Apostle to simplify things slightly but I think much like the Wizard and Sorceror there is more than enough distinction to keep them completely separate.


^I agree except for the part about the hybrid classes. Arcanist is cool, and I wish they had a divine version (and Occult/Psychic and Primal versions if you're going to backport that division of spellcasting traditions from 2nd Edition, which is not a bad idea). Shaman . . . could have been written better.

For arcane D10/full BAB, I would have liked to have seen a Magus/Fighter 2nd generation hybrid backcross that isn't terrible. (Child of Acavna and Amaznen Fighter is terrible, and other than basic prepared arcane spellcasting, it doesn't even have anything in the way of Magus features.)


Arkham Joker wrote:
IMO the Arcanist and Shaman were completely unnecessary hybridisations, the Shaman in particular being a complete mess! Anything to do with 'spirits' should really be the speciality of the Occult classes.

There's more than one meaning of the word "spirit". The way Shaman uses it is in the widespread (in real life mythologies) concept of nature spirits, which is a very different flavor from any of the occult classes. And why I think that Wizard+Arcanist+Sorcerer is at least one class too many, the casting mechanic is very popular.


For me, the arcanist is an adaptation of the ultimus magus prestige class found in The Complete Mage Manual, of course with some modifications to make it different but in essence It's similar


Derklord wrote:
There's more than one meaning of the word "spirit". The way Shaman uses it is in the widespread (in real life mythologies) concept of nature spirits, which is a very different flavor from any of the occult classes. And why I think that Wizard+Arcanist+Sorcerer is at least one class too many, the casting mechanic is very popular.

True, but that in itself proves why the class is a jumbled mess!

If you go the "nature spirit" route then why wasn't Shaman a hybrid of Druid and Witch instead?!?!

The class is jumbled and all over the place.

The final damning and conclusive evidence is that there already existed "Shaman" archetypes for the Druid class before it was even conceptualised!

To quote.. "Worst design ever!"


2 people marked this as a favorite.
UnArcaneElection wrote:


For arcane D10/full BAB, I would have liked to have seen a Magus/Fighter 2nd generation hybrid backcross that isn't terrible. (Child of Acavna and Amaznen Fighter is terrible, and other than basic prepared arcane spellcasting, it doesn't even have anything in the way of Magus features.)

The problem I have with that is that Magus is basically already a hybrid class.

What would have been a great D10 arcane class is the 'Witcher' concept.... fighter/witch hybrid ---> D10, full BAB, light armour, no shields, 4th level Witch spells, sprinkling of potion stuff


Arkham Joker wrote:
Derklord wrote:
There's more than one meaning of the word "spirit". The way Shaman uses it is in the widespread (in real life mythologies) concept of nature spirits, which is a very different flavor from any of the occult classes. And why I think that Wizard+Arcanist+Sorcerer is at least one class too many, the casting mechanic is very popular.

True, but that in itself proves why the class is a jumbled mess!

If you go the "nature spirit" route then why wasn't Shaman a hybrid of Druid and Witch instead?!?!

The class is jumbled and all over the place.

The final damning and conclusive evidence is that there already existed "Shaman" archetypes for the Druid class before it was even conceptualised!

To quote.. "Worst design ever!"

there's a nature mystery Oracle. Overall though, Shaman is really a three-way hybrid between Witch, Oracle, and Druid (9th level prepared wisdom caster with Druid-like spell list).

And it’s a really well designed, functional class.


Arkham Joker wrote:
UnArcaneElection wrote:


For arcane D10/full BAB, I would have liked to have seen a Magus/Fighter 2nd generation hybrid backcross that isn't terrible. (Child of Acavna and Amaznen Fighter is terrible, and other than basic prepared arcane spellcasting, it doesn't even have anything in the way of Magus features.)

The problem I have with that is that Magus is basically already a hybrid class.

What would have been a great D10 arcane class is the 'Witcher' concept.... fighter/witch hybrid ---> D10, full BAB, light armour, no shields, 4th level Witch spells, sprinkling of potion stuff

Oooo... Me likey


Ryze Kuja wrote:
Arkham Joker wrote:
UnArcaneElection wrote:


For arcane D10/full BAB, I would have liked to have seen a Magus/Fighter 2nd generation hybrid backcross that isn't terrible. (Child of Acavna and Amaznen Fighter is terrible, and other than basic prepared arcane spellcasting, it doesn't even have anything in the way of Magus features.)

The problem I have with that is that Magus is basically already a hybrid class.

What would have been a great D10 arcane class is the 'Witcher' concept.... fighter/witch hybrid ---> D10, full BAB, light armour, no shields, 4th level Witch spells, sprinkling of potion stuff

Oooo... Me likey

I like a Witcher concept too (alternative to Fighter/Witch hybrid: Ranger/Witch hybrid or Ranger/Shaman hybrid), but why would anybody object to a 2nd generation hybrid?


1 person marked this as a favorite.

What can I say, I was inspired :P

This is what I think a Witcher would be like ;)

Witcher

Some seek combat for glory, wealth, or revenge, but witchers arm themselves with spells and weapons to rid the world of witches, hags, and their ilk, and other horrific monsters that ravage the countryside. While witchers loathe witches and foul creatures from the various planes, they have also studied their arts in order to fight fire with fire.

Role: Witchers act as a frontline warrior for their parties using a myriad of weaponry, and specialize in dealing with the weird and occult creatures of the world by shielding themselves and others against supernatural powers that would cause them harm.

Alignment: Any non-evil.

Hit Die: d10.

Parent Classes: Fighter and witch.

Starting Wealth: 5d6 x 10 gp (average 175 gp.) In addition, each character begins play with an outfit worth 10 gp or less.

Class Skills

The witcher’s class skills are Climb (Str), Craft (Int), Fly (Dex), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (Arcana) (Int), Knowledge (dungeoneering) (Int), Knowledge (Nature) (Int), Knowledge (Planes) (Int), Profession (Wis), Ride (Dex), Spellcraft (Int), Survival (Wis), Swim (Str), and Use Magic Device (Cha).

Skill Ranks Per Level: 2 + Int modifier.

Table: Witcher BAB 4/4

Level Special
1st +1
2nd +2
3rd +3
4th +4
5th +5
6th +6/+1
7th +7/+2
8th +8/+3
9th +9/+4
10th +10/+5
11th +11/+6/+1
12th +12/+7/+2
13th +13/+8/+3
14th +14/+9/+4
15th +15/+10/+5
16th +16/+11/+6/+1
17th +17/+12/+7/+2
18th +18/+13/+8/+3
19th +19/+14/+9/+4
20th +20/+15/+10/+5

Level Class Features
1st Bonus feat, Hex
2nd Skepticism, Hex
3rd Hex Strike, Swamp Adept
4th Witch Spells, Bonus feat
5th Weapon Training, Hex
6th Counterhex
7th Bonus feat
8th Hex
9th Hex Glyph
10th Bonus feat
11th Weapon training (or advanced weapon training), Major Hex, Hex
12th Enervation Resistance
13th Bonus feat
14th Hex
15th Greater Hex Glyph
16th Bonus feat
17th Weapon training (or advanced weapon training*), Hex
18th Death Resistance
19th Bonus feat
20th Grand Hex, Hex

The witcher's Saving Throws are Fort: +12, Reflex: +6, Will +12

Spells per Day: Witcher
1st 2nd 3rd 4th
— — — —
— — — —
— — — —
0 — — —
1 — — —
1 — — —
1 0 — —
1 1 — —
2 1 — —
2 1 0 —
2 1 1 —
2 2 1 —
3 2 1 0
3 2 1 1
3 2 2 1
3 3 2 1
4 3 2 1
4 3 2 2
4 3 3 2
4 4 3 3

Class Features:

The following are class features of the witcher.

Weapon and Armor Proficiency

A witcher is proficient with all simple and martial weapons. They are proficient with light armor, but not with shields.

Bonus Feats

At 1st level, and at every 3rd level thereafter, a witcher gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as Combat Feats, sometimes also called “fighter bonus feats.”

Upon reaching 4th level, and every six levels thereafter (10th and 16th), a witcher can choose to learn a new bonus feat in place of a bonus feat he has already learned. In effect, the witcher loses the bonus feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A witcher can only change one feat at any given level and must choose whether or not to swap the feat at the time he gains a new bonus feat for the level.

Skepticism (Ex)

Starting at 2nd level, a witcher gains a +1 bonus on Will saves against hexes and supernatural effects. This bonus increases by +1 for every four levels beyond 2nd.

Hex Strike (Su)

At 3rd level, a witcher gains the Hex Strike feat as a free bonus combat feat, except he may also perform a hex strike with any melee weapon, not just unarmed strikes. He may even perform a hex strike with an improvised weapon or with a ranged weapon being used as a melee weapon.

Hex Strike only applies to a single hex, so if the witcher chooses to gain multiple Hex Strike feats for hexes in the future, he may also benefit from performing these hexes with any melee weapon as well.

Swamp Adept (Ex)

While traveling through swamps, mires, bogs, and similar terrain, the witcher leaves no trail and cannot be tracked, as the trackless step druid ability, and a witcher can walk through mud and quicksand as if it were normal ground. Furthermore, a witcher adds 1/2 his level (minimum 1) to Survival skill checks made to follow tracks through swamps, mires, bogs, and similar terrain.

Spells

At 4th level, a witcher may cast arcane spells drawn from the witch spell list. A witcher must choose and prepare his spells ahead of time.

To learn or cast a spell, a witcher must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a witcher’s speller is 10 + the spell level + the witcher’s Intelligence modifier.

A witcher can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Witcher. In addition, he receives bonus spells per day if he has a high Intelligence score (see Table: Ability Modifiers and Bonus Spells).

A witcher may know any number of spells, and keeps them in a spellbook. He must choose and prepare his spells ahead of time by getting 8 hours of sleep and spending 1 hour studying his spellbook. While studying, the witcher decides which spells to prepare.

Hex (Su)

Witchers learn a number of magic tricks, called hexes, that grant them powers or weaken foes. At 1st and 2nd level, a witcher gains one hex of his choice. He gains an additional hex at 5th level and gains another hex every 3 levels thereafter, as noted on Table: Witcher. A witcher cannot select an individual hex more than once.

Unless otherwise noted, using a hex is a standard action that does not provoke an attack of opportunity. The save to resist a hex is equal to 10 + 1/2 the witcher’s level + the witcher’s Intelligence modifier.

Whenever a witcher would choose a hex, he may choose from this list of hexes:

Ameliorating (Su)
Aura of Purity (Su)
Blight (Su)
Cauldron* (Ex)
Charm (Su)
Witch-Scent (Ex) This functions like Child-Scent, except it only affects Witches and Hags
City Sight (Su)
Combat Hypnosis (Su)
Congeal (Su)
Cursed Wound (Su)
Dark Apothecary (Ex)
Discord (Su)
Disguise* (Su)
Disrupt Connection (Su)
Distraction (Su)
Enemy Ground (Su)
Evil Eye* (Su)
Feral Speech (Su)
Flight* (Su)
Floating Lotus (Su)
Fortune (Su)
Gift of Consumption (Su)
Greater Gift of Consumption (Su)
Healing* (Su)
Heralding Bloom (Su)
Leshy Summoning (Su)
Mantra (Su) This functions as Cackle
Minor Prophecy (Su)
Misfortune (Su)
Mother's Eye (Su)
Murksight (Su)
Nails (Ex)
No Place Like Home (Su)
Peacebond (Su)
Poison Steep (Sp)
Poison Touch (Ex)
Pollute Water (Su)
Polluting Glance (Su)
Prehensile Hair (Su)
Protective Luck (Su)
Scar (Su)
Seduction (Su)
Sink (Su)
Slumber (Su)
Soothsayer (Su)
Summer's Heat (Su)
Swamp's Grasp (Su)
Swine (Su)
Tongues (Su)
Unnerve Beasts (Su)
Ward (Su)
Water Lung (Su)
Witcher's Bottle (Su) This functions like Witch's Bottle (Su)

In addition, the witcher may also choose from these hexes whenever he would be able to gain a hex.

Smite Coven (Su)

The smite coven ability acts similar to the paladin's smite evil ability except you target one member of the witches' coven and then gain the following bonuses against all members of that coven.

As a swift action, the witcher chooses one member of the coven within sight to smite. He must have both line of sight and line of effect to this target. If this target is a member of a coven, then the witcher adds his Int bonus to attack rolls and adds his witcher's level to all damage rolls made against members of this coven. Regardless of the target, smite coven attacks automatically bypass any DR the creature might possess.

In addition, while smite coven is in effect, he gains a deflection bonus equal to his Intelligence modifier (if any) to his AC against attacks made by that coven. If the witcher targets a creature that is not a member of a coven, the smite is wasted with no effect.

The smite coven effect remains until all the targets of the smite are dead or the next time the witcher rests and regains the uses of this ability. A witcher may use this hex once per day. He gains the ability to use this hex one additional time per day at level 9, and one additional time per day at level 17, to a maximum of 3/day.

No Escape for the Wicked

A witcher must be a minimum of 5th level to select this hex. As a swift action, the witcher may infuse the next touch spell he uses from the witch's spell list with the reach spell metamagic feat, and may increase its range from "Touch" to "Close". Spells modified by this hex that require melee touch attacks instead require ranged touch attacks. Spells that do not have a range of "Touch" do not benefit from this hex. This hex does not affect spells that are already ranged touch spells. Once a creature has been affected by a touch spell infused with this hex, it cannot be targeted with this hex again for 24 hours.

At level 10, he may increase its range from "Touch" to "Medium" range.

Hexguard

A witcher may touch an ally as a standard action (or himself as a swift action) and grant a shield that helps avoid the effects of hexes and other supernatural effects. The target gains a +2 to save vs. hexes and supernatural effects, and has a duration of 1 minute per witcher level. Once a creature has benefited from the hexguard hex, it cannot benefit from it again for 24 hours.

At 7th level, this bonus increases to +3 and its duration increases to 10 minutes per level.

At 13th level, this bonus increases to +4. Furthermore, whenever you or an ally with your Hexguard successfully resists a hex or a supernatural effect that solely targeted him specifically (not an area of effect), then there is a 25% chance that the effect becomes reflected back upon the caster, and the caster must save using the original save DC but with a -2 penalty to that saving throw.

Witcher's Relentless Pursuit

A witcher may use a swift action to gain an additional move action in the current round. This move action must be used to move, and cannot be used to draw weapons, retrieve stored items, or anything other than movement. Taking a full round’s worth of attacks and then using this hex to move away from your foe does provoke attacks of opportunity as normal. Using this hex does not prevent you from using your other move action to draw weapons or retrieve stored items though, it only stipulates that the Move Action gained by this hex must be used for movement. Once a witcher has used this hex, he cannot use it again for 1d4 rounds.

Witchfire

A witcher causes a target to immediately catch fire and become entirely engulfed in dark red and black flames. Targets that fail their Reflex save are treated as "On Fire". See Environmental Rules: Catching on Fire except use the witcher's hex DC for any reflex saves made to avoid receiving damage while on fire to themselves or items in their possession rather than the standard DC 15 Reflex save, even if the witcher's hex DC might be lower. Witchfire is expecially potent vs. witches, hags, werewolves, vampires, and any creature of the Outsider type (except native outsiders), and any creature of the Undead type, and the damage from being on fire is always maximized as if using the Maximize Spell metamagic feat. Despite the description of "dark red and black flames", the damage caused by this hex is 100% fire damage, so resistances and vulnerabilities to fire affect this hex.

===========================================

Weapon Training (Ex)

At 5th level, a witcher can select one group of weapons, as noted under the fighter class features. Whenever he attacks with a weapon from this group, he gains a +1 bonus on attack and damage rolls.

Every six levels thereafter (11th and 17th), a witcher becomes further trained in another group of weapons. He gains a +1 bonus on attack and damage rolls when using a weapon from this group. In addition, the bonuses granted by previous weapon groups increase by +1 each. For example, when a witcher reaches 11th level, he receives a +1 bonus on attack and damage rolls with one weapon group and a +2 bonus on attack and damage rolls with the weapon group selected at 5th level. Bonuses granted from overlapping groups do not stack. Take the highest bonus granted for a weapon if it resides in two or more groups.

A witcher also adds this bonus to any combat maneuver checks made with weapons from his group. This bonus also applies to the fighter’s Combat Maneuver Defense when defending against disarm and sunder attempts made against weapons from this group.

Advanced Weapon Training: Beginning at 11th level, instead of selecting an additional fighter weapon group, a witcher can choose an advanced weapon training option (see Advanced Weapon Training in the fighter class features) for one fighter weapon group that he previously selected with the weapon training class feature.

===========================================

Counterhex (Su)

At 6th level, a witcher may use a Knowledge (Arcana) check (DC 10 + level that the Hex could be gained - i.e. 1st level hexes = 10 + 1 DC, 10th level major hexes = 10 + 10 DC, and 18th level grand hexes = 10 + 18 DC) to identify a hex being cast; for example, when attempting to identify a level 1 hex, the DC to identify it would be DC 11, but if a hex can only be gained at 4th level or 8th level, then its DC to Identify would be 14 or 18 respectively. If he succeeds in identifying that hex, and also knows that hex, he may choose to counter that hex as an Immediate Action similar to a counterspell. The witcher must be within 30 feet of the hexer he wishes to counterhex, and he must have line of sight and line of effect and must be aware that a hex is being cast. A witcher may use this ability once per day and one additional time per day at 9th level and every 3 levels thereafter (12th, 15th, and 18th) to a maximum of 5/day at level 18.

===========================================

Hex Glyph (Su)

The witcher gains the ability to create a trap with his hexes. This ability functions like a Glyph of Warding, except you can store a hex you know (but not a major hex or a grand hex) instead of a spell. If the hex has a target, it targets the intruder. If the hex has an area or an amorphous effect, the area or effect is centered on the intruder. The triggered hex uses the witcher's hex DC. This can be used 3/day.

===========================================

Major Hexes

Starting at 11th level, and every three levels thereafter, a witcher can choose one of the following major hexes whenever he could select a new hex.

Agony (Su)
Animal Skin (Su)
Beast Eye (Su)
Beast’s Gift (Su)
Delicious Fright (Su)
Drugged (Su)
False Hospitality (Su)
Witcher’s Eye (Su) Functions like Hag's Eye. If the witcher has the posse hex, all other witchers within 10 feet who also have the posse hex can see through this sensor as well
Harrowing Curse (Su)
Hidden Home (Sp)
Hoarfrost (Su)
Ice Tomb (Su)
Infected Wounds (Su)
Major Ameliorating (Su)
Major Healing (Su)
Nightmares (Su)
Pariah (Su)
Prophecy (Su)
Regenerative Sinew (Su)
Restless Slumber (Su)
Retribution (Su)
Speak in Dreams (Sp)
Steal Voice (Su; Tiefling)
Vision (Su)
Waxen Image (Su)
Weather Control (Su)
Witch's Bounty (Su)
Witch's Charge (Su)
Witch’s Brew (Ex)
Withering (Su)

In addition, the witcher may also choose from these major hexes whenever he would be able to gain a hex.

Posse

This is a Major Hex. The witcher must have the Smite Coven hex in order to select this Major Hex. This hex functions similar to the Coven hex, except non-witchers and civilians may join in a posse. A minimum of 3 witchers with this major hex are required to form a posse. Once a posse has been formed, a leader of the posse must be chosen and that leader must be a witcher. Once per day, the leader of the posse may use the smite coven ability and provide his own bonuses to every member of the posse. Using smite coven in this way costs 2 daily uses of their smite coven ability.

The Room is Alive

This is a Major Hex. The witcher animates all unattended objects within 30 feet of himself, as per the spell Animate Objects to attack his foes as a swarm for 1 round/level. This affects rope, tables and chairs, even poorly fastened floorboards; anything that isn't nailed down becomes animated into a swarm with the Distract property. For all other intents and purposes, such as damage caused, number of squares occupied, and movement speed, treat this swarm as a Swarm of Fangs spell.

Feral Brutality

This is a Major Hex. As a swift action, the witcher can cause his next single melee attack to deal maximum damage, as if he had rolled two 6's on a 2d6 greatsword. If this attack is a critical threat, the critical is automatically confirmed.

Destroyer of Pacts

This is a Major Hex. The witcher must have the Smite Coven hex in order to select this Major Hex. The witcher may also use his Smite Coven hex on werewolves, vampires, any creature of the Outsider type (except native outsiders), and any creature of the Undead type that has entered into a supernatural or magical pact that binds them. Furthermore, anytime the witcher causes at least 1 point of damage (after damage reduction/resistance) via weapon, spell, or hex to any member of that coven or pact, the other pact-members suffer an amount of damage equal to 1/4 of his witcher level (rounded down).

===========================================

Enervation Resistance (Su)

A witcher of 12th level becomes resistant to the effects of spells, spell-like abilities, and supernatural effects that bestow negative levels. Whenever you would be the subject of any magical or supernatural effect that bestows negative levels, you reduce that amount by 1 negative level (minimum 0), and its duration is reduced by half. Example, if you get hit with Enervation, it would deal 1d4-1 (minimum 0) negative levels

===========================================

Greater Hex Glyph (Su)

This ability functions like Hex Glyph, except you can store a major hex (but not a grand hex). If the hex has a target, it targets the intruder. If the hex has an area or an amorphous effect, the area or effect is centered on the intruder. The triggered hex uses the witcher"s hex DC. This can be used 1/day.

===========================================

Death Resistance (Su)

The witcher is treated as having a constant Death Ward effect, as per the spell.

===========================================

Grand Hex

At 20th level, a witcher can choose one of the following grand hexes whenever he could select a new hex.

Abominate (Sp)
Animal Servant (Su)
Curse of Nonviolence (Su)
Death Curse (Su)
Death Interrupted (Su)
Dire Prophecy (Su)
Eternal Slumber (Su)
Forced Reincarnation (Su)
Lay to Rest (Sp)
Life Giver (Su)
Natural Disaster (Su)
Summon Spirit (Sp)
Witcher’s Hut (Su) This functions like Witch's Hut.

In addition, the witcher may also choose this grand hex whenever he would be able to gain a hex.

Unquenchable Bloodthirst for the Damned

This is a Grand Hex. The witcher gains unbridled fury in his quest for slaughtering the occult for 1 round + 1d4 rounds. Whenever the witcher rolls a 1d20 for attack rolls or saving throws, he may roll twice and take the better result against witches, hags, werewolves, vampires, any creature of the Outsider type (except native outsiders), and any creature of the Undead type. If he causes any damage via weapon, hex, or spell, these creatures become fatigued and exhausted for 1d6 rounds, even if they are immune to the conditions, and multiple applications of fatigue and exhaustion increase the total duration by an additional 1d6 rounds. Furthermore, he automatically confirms any critical strikes against these creatures.

Once the witcher has benefited from this hex, he cannot benefit from it again for 24 hours. The duration of this hex can be extended with the Mantra Hex.

=========================================================================== ===============


I feel like alignment: any non-evil would be more appropriate...


Nice. I would play that Witcher class.

I was really hoping that Smite Coven would include something similar to the Pactseeker's Blade abilities... that shares damage with every member of the Coven when you hit any one of them. The price witches pay for their magical connection just became a bounty they pay in blood.


*Thelith wrote:
I feel like alignment: any non-evil would be more appropriate...

Yeah, I'll edit it.


VoodistMonk wrote:

Nice. I would play that Witcher class.

I was really hoping that Smite Coven would include something similar to the Pactseeker's Blade abilities... that shares damage with every member of the Coven when you hit any one of them. The price witches pay for their magical connection just became a bounty they pay in blood.

That would be kinda cool Ooooo...


Just curious... I feel like int based casting is not ~ in theme?

Not sure if cha or wis based is any different.. I guess it doesn't seem like a bookish wizard using his int to cast spells?


*Thelith wrote:

Just curious... I feel like int based casting is not ~ in theme?

Not sure if cha or wis based is any different.. I guess it doesn't seem like a bookish wizard using his int to cast spells?

The only reason I made it Int-based was because of Witch being Int-based. I figure any person who wants to challenge the occult has to have knowledge of how to defeat them, and probably reads books that don't just have a bunch of pictures :) They might not be wizard-level Int, but they can keep up in a conversation.


VoodistMonk wrote:

Nice. I would play that Witcher class.

I was really hoping that Smite Coven would include something similar to the Pactseeker's Blade abilities... that shares damage with every member of the Coven when you hit any one of them. The price witches pay for their magical connection just became a bounty they pay in blood.

Okay VoodistMonk, I added it! Check the Major Hex section :D


UnArcaneElection wrote:


I like a Witcher concept too (alternative to Fighter/Witch hybrid: Ranger/Witch hybrid or Ranger/Shaman hybrid), but why would anybody object to a 2nd generation hybrid?

Nooooo way..... Witcher just reeks of a Fighter/Witch hybrid!

A lightly armoured, agile, superlative swordsman, loner, who dabbles in spells and potions , unnerves almost everyone they encounter and who himself isn't entirely sure of where their own powers originate....


1 person marked this as a favorite.

Definitely a Major Hex, and you nailed it with the perfect amount of damage shared. Spot on including spawn of vampires, as they certainly share a magical link. It would also work against Oracles' Life Link and Vitalists collectives, too.

I had tried to make more of an Alchemist/Bloodrager hybrid as the chassis for my Witcher, and I just couldn't come up with anything I really liked. Good job actually fleshing something out that both makes sense and is playable from a mechanical standpoint.


I just wish that the Shaman was a Cha based spontaneous caster version of the Druid with totems(animals/spirits/monsters) as it's bloodline/mystery.

Never liked the Arcanist.

"Witcher" as a Fighter/Witch hybrid would have been interesting.


Here's my Shaman/Ranger hybrid, implemented as a Ranger archetype, somewhat updated from my original post of it, with the biggest change coming from the realization that I had inadvertently created an archetype with 2 full capstones -- this version changes it to 1 major capstone (Master Hunter, retained from Ranger) and 1 minor capstone (Elevated Spell Access).

River Kingdoms Spirit Wanderer (Ranger archetype): Some Rangers became dissatisfied with the inflexibility of the standard Ranger training in dealing with the bewildering array of eldritch threats encountered in the River Kingdoms. Threats driving the constitution of the River Kingdoms Spirit Wanderers include the unsettling of Fey driven from the recent reclamation of the Stolen Lands and reforms in Irrisen, and the similar unsettling of Demons driven by the Fifth Mendevian Crusade from the area of the now-closed Worldwound, as well as the ongoing threat that the even closer Tanglebriar may become a second Worldwound. Instead of undergoing traditional training to deal with the land and its creatures (which they see as leaving them ill-prepared to deal with creatures unexpected in the land), they commune with the spirits themselves, to seek redress for what ails the land. Although (at least allegedly) originating in the River Kingdoms, some of these unconventional Rangers have found their skills in demand elsewhere, even in places very far removed.

•Shaman Wandering Spirit (Unsworn Shaman version): Replaces 1st level Favored Enemy.
•Shaman Wandering Hexes: Replace 3rd level (1st) Favored Terrain, 8th level (2nd) Favored Terrain, 13th level (3rd) Favored Terrain, and 18th level (4th) Favored Terrain.
•Modified Ranger Spellcasting: A Spirit Wanderer Ranger's spell list excludes any Ranger Spells (such as Instant Enemy) that depend upon the Favored Enemy or Favored Terrain class features, but includes 1 spell from the Shaman spell list that is not on the Ranger spell list of each level of spell that the Spirit Wander Ranger can cast.
•Shaman Spirit Animal: Replaces Hunter's Bond.
•Shaman Spirit Magic: Replaces 5th level (2nd) Favored Enemy and adds to Ranger Spellcasting, with each level of Spirit Magic accessed 1 level later than the Ranger gets access to the corresponding level of normal Ranger spells (thus at 5th, 8th, 11th, and 14th levels).
•Shaman Wandering Spirit Greater: Replaces 10th level (3rd) Favored Enemy.
•Shaman Wandering Spirit True: Replaces 15th level (4th) Favored Enemy but is gained at 16th level, while Ranger Improved Evasion is gained at 15th level instead of 16th level.
•Elevated spell access: At 20th level, a Spirit Wanderer Ranger adds 1 5th spell from the Shaman spell list that is not on the Ranger spell list as a 4th level Spirit Wanderer Ranger spell; this spell is treated as a 4th level spell for all purposes other than magic item creation, for which it is still treated as a 5th level spell. This replaces 20th level (5th) Favored Enemy.


Okay, I gave it a bit more thought last night and made some changes. Some for balance, and some for flavor. And fixed typos.

Witcher

Some seek combat for glory, wealth, or revenge, but witchers arm themselves with spells and weapons to rid the world of witches, hags, and their ilk, and other horrific monsters that ravage the countryside. While witchers loathe witches and foul creatures from the various planes, they have also studied their arts in order to fight fire with fire.

Role: Witchers act as a frontline warrior for their parties using a myriad of weaponry, and specialize in dealing with the weird and occult creatures of the world by shielding themselves and others against supernatural powers that would cause them harm.

Alignment: Any non-evil.

Hit Die: d10.

Parent Classes: Fighter and witch.

Starting Wealth: 5d6 x 10 gp (average 175 gp.) In addition, each character begins play with an outfit worth 10 gp or less.

Class Skills

The witcher’s class skills are Climb (Str), Craft (Int), Fly (Dex), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (Arcana) (Int), Knowledge (dungeoneering) (Int), Knowledge (Nature) (Int), Knowledge (Planes) (Int), Profession (Wis), Ride (Dex), Spellcraft (Int), Survival (Wis), Swim (Str), and Use Magic Device (Cha).

Skill Ranks Per Level: 2 + Int modifier.

Table: Witcher BAB 4/4

Level Special
1st +1
2nd +2
3rd +3
4th +4
5th +5
6th +6/+1
7th +7/+2
8th +8/+3
9th +9/+4
10th +10/+5
11th +11/+6/+1
12th +12/+7/+2
13th +13/+8/+3
14th +14/+9/+4
15th +15/+10/+5
16th +16/+11/+6/+1
17th +17/+12/+7/+2
18th +18/+13/+8/+3
19th +19/+14/+9/+4
20th +20/+15/+10/+5

Class Features
1st Bonus feat, Hex
2nd Skepticism, Hex
3rd Hex Strike, Swamp Adept
4th Witch Spells, Bonus feat
5th Weapon Training, Hex
6th Counterhex
7th Bonus feat
8th Hex
9th Hex Glyph
10th Bonus feat
11th Weapon training (or advanced weapon training), Major Hex, Hex
12th Enervation Resistance
13th Bonus feat
14th Greater Counterhex, Hex
15th Greater Hex Glyph
16th Bonus feat
17th Weapon training (or advanced weapon training*), Hex
18th Death Resistance
19th Bonus feat
20th Grand Hex, Hex

The witcher's Saving Throws are Fort: +12, Reflex: +6, Will +12

Spells per Day: Witcher
1st 2nd 3rd 4th
— — — —
— — — —
— — — —
0 — — —
1 — — —
1 — — —
1 0 — —
1 1 — —
2 1 — —
2 1 0 —
2 1 1 —
2 2 1 —
3 2 1 0
3 2 1 1
3 2 2 1
3 3 2 1
4 3 2 1
4 3 2 2
4 3 3 2
4 4 3 3

Class Features::

The following are class features of the witcher.

Weapon and Armor Proficiency

A witcher is proficient with all simple and martial weapons. They are proficient with light armor, but not with shields.

Bonus Feats

At 1st level, and at every 3rd level thereafter, a witcher gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as Combat Feats, sometimes also called “fighter bonus feats.”

Upon reaching 4th level, and every six levels thereafter (10th and 16th), a witcher can choose to learn a new bonus feat in place of a bonus feat he has already learned. In effect, the witcher loses the bonus feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A witcher can only change one feat at any given level and must choose whether or not to swap the feat at the time he gains a new bonus feat for the level.

Skepticism (Ex)

Starting at 2nd level, a witcher gains a +1 bonus on Will saves against hexes and supernatural effects. This bonus increases by +1 for every four levels beyond 2nd.

Hex Strike (Su)

At 3rd level, a witcher gains the Hex Strike feat as a free bonus combat feat, except he may also perform a hex strike with any melee weapon, not just unarmed strikes. He may even perform a hex strike with an improvised weapon or with a ranged weapon being used as a melee weapon.

Hex Strike only applies to a single hex, so if the witcher chooses to gain multiple Hex Strike feats for hexes in the future, he may also benefit from performing these hexes with any melee weapon as well.

Swamp Adept (Ex)

While traveling through swamps, mires, bogs, and similar terrain, the witcher leaves no trail and cannot be tracked, as the trackless step druid ability, and a witcher can walk through mud and quicksand as if it were normal ground. Furthermore, a witcher adds 1/2 his level (minimum 1) to Survival skill checks made to follow tracks through swamps, mires, bogs, and similar terrain.

Spells

At 4th level, a witcher may cast arcane spells drawn from the witch spell list. A witcher must choose and prepare his spells ahead of time.

To learn or cast a spell, a witcher must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a witcher’s spell is 10 + the spell level + the witcher’s Intelligence modifier.

A witcher can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Witcher. In addition, he receives bonus spells per day if he has a high Intelligence score (see Table: Ability Modifiers and Bonus Spells).

A witcher may know any number of spells, and keeps them in a spellbook. He must choose and prepare his spells ahead of time by getting 8 hours of sleep and spending 1 hour studying his spellbook. While studying, the witcher decides which spells to prepare.

Hex (Su)

Witchers learn a number of magic tricks, called hexes, that grant them powers or weaken foes. At 1st and 2nd level, a witcher gains one hex of his choice. He gains an additional hex at 5th level and gains another hex every 3 levels thereafter, as noted on Table: Witcher. A witcher cannot select an individual hex more than once.

Unless otherwise noted, using a hex is a standard action that does not provoke an attack of opportunity. The save to resist a hex is equal to 10 + 1/2 the witcher’s level + the witcher’s Intelligence modifier.

Whenever a witcher would choose a hex, he may choose from this list of hexes:

Ameliorating (Su)
Aura of Purity (Su)
Blight (Su)
Cauldron* (Ex)
Charm (Su)
Witch-Scent (Ex) This functions like Child-Scent, except it only affects Witches and Hags
City Sight (Su)
Combat Hypnosis (Su)
Congeal (Su)
Cursed Wound (Su)
Dark Apothecary (Ex)
Discord (Su)
Disguise* (Su)
Disrupt Connection (Su)
Distraction (Su)
Enemy Ground (Su)
Evil Eye* (Su)
Feral Speech (Su)
Flight* (Su)
Floating Lotus (Su)
Fortune (Su)
Gift of Consumption (Su)
Greater Gift of Consumption (Su)
Healing* (Su)
Heralding Bloom (Su)
Leshy Summoning (Su)
Mantra (Su) This functions as Cackle
Minor Prophecy (Su)
Misfortune (Su)
Mother's Eye (Su)
Murksight (Su)
Nails (Ex)
No Place Like Home (Su)
Peacebond (Su)
Poison Steep (Sp)
Poison Touch (Ex)
Pollute Water (Su)
Polluting Glance (Su)
Prehensile Hair (Su)
Protective Luck (Su)
Scar (Su)
Seduction (Su)
Sink (Su)
Slumber (Su)
Soothsayer (Su)
Summer's Heat (Su)
Swamp's Grasp (Su)
Swine (Su)
Tongues (Su)
Unnerve Beasts (Su)
Ward (Su)
Water Lung (Su)
Witcher's Bottle (Su) This functions like Witch's Bottle (Su)

In addition, the witcher may also choose from these hexes whenever he would be able to gain a hex.

Smite Coven (Su)

The smite coven ability acts similar to the paladin's smite evil ability except you target one member of the witches' coven and then gain the following bonuses against all members of that coven.

As a swift action, the witcher chooses one member of the coven within sight to smite. He must have both line of sight and line of effect to this target. If this target is a member of a coven, then the witcher adds his Int bonus to attack rolls and adds his witcher's level to all damage rolls made against members of this coven. Regardless of the target, smite coven attacks automatically bypass any DR the creature might possess.

In addition, while smite coven is in effect, he gains a deflection bonus equal to his Intelligence modifier (if any) to his AC against attacks made by that coven. If the witcher targets a creature that is not a member of a coven, the smite is wasted with no effect.

The smite coven effect remains until all the targets of the smite are dead or the next time the witcher rests and regains the uses of this ability. A witcher may use this hex once per day. He gains the ability to use this hex one additional time per day at level 9, and one additional time per day at level 17, to a maximum of 3/day.

No Escape for the Wicked

A witcher must be a minimum of 5th level to select this hex. As a swift action, the witcher may infuse the next touch spell he uses from the witch's spell list with the reach spell metamagic feat, and may increase its range from "Touch" to "Close". Spells modified by this hex that require melee touch attacks instead require ranged touch attacks. Spells that do not have a range of "Touch" do not benefit from this hex. This hex does not affect spells that are already ranged touch spells. Once a creature has been affected by a touch spell infused with this hex, it cannot be targeted with this hex again for 24 hours.

At level 10, he may increase its range from "Touch" to "Medium" range.

Hexguard

A witcher may touch an ally as a standard action (or himself as a swift action) and grant a shield that helps avoid the effects of hexes and other supernatural effects. The target gains a +2 to save vs. hexes and supernatural effects, and has a duration of 1 minute per witcher level. Once a creature has benefited from the hexguard hex, it cannot benefit from it again for 24 hours.

At 7th level, this bonus increases to +3 and its duration increases to 10 minutes per level.

At 13th level, this bonus increases to +4. Furthermore, whenever you or an ally with your Hexguard successfully resists a hex or a supernatural effect that solely targeted him specifically (not an area of effect), then there is a 25% chance that the effect becomes reflected back upon the caster, and the caster must save using the original save DC but with a -2 penalty to that saving throw.

Alacrity

A witcher may use this hex as a free action, and gains an additional swift action in the current round. He may use this hex once every 10 minutes. A witcher may not choose both Unnatural Alacrity and Witcher's Relentless Pursuit, he must choose either one and become disallowed from choosing the other. Once a witcher has used this hex, he cannot use it again for 1d20 rounds minus your witcher level.For example, if you're level 5 and you roll a 7 on a d20, you would be able to use this hex again in 2 rounds.

Witcher's Relentless Pursuit

A witcher may use a swift action to gain an additional move action in the current round. This move action must be used to move, and cannot be used to draw weapons, retrieve stored items, or anything other than movement. Taking a full round’s worth of attacks and then using this hex to move away from your foe does provoke attacks of opportunity as normal. Using this hex does not prevent you from using your other move action to draw weapons or retrieve stored items though, it only stipulates that the Move Action gained by this hex must be used for movement. Once a witcher has used this hex, he cannot use it again for 1d20 rounds minus your witcher level. This purposefully lessens the "overpoweredness" of a level 1 dip into witcher and being able to use this hex every 1d4 rounds, while also making this insanely good for dedicated witchers at levels 10+. A witcher may not choose both Unnatural Alacrity and Witcher's Relentless Pursuit, he must choose either one and become disallowed from choosing the other.

Witchfire

A witcher causes a target to immediately catch fire and become entirely engulfed in dark red and black flames and the target must make a Reflex save to avoid it. Targets that save take half damage, while targets who fail their Reflex save take 2d6+your witcher level as fire damage are treated as "On Fire". See Environmental Rules: Catching on Fire except use the witcher's hex DC for any reflex saves made to avoid receiving damage while on fire to themselves or items in their possession rather than the standard DC 15 Reflex save, even if the witcher's hex DC might be lower. Witchfire is expecially potent vs. witches, hags, werewolves, vampires, and any creature of the Outsider type (except native outsiders), and any creature of the Undead type, and the damage from being on fire is always maximized as if using the Maximize Spell metamagic feat. Despite the description of "dark red and black flames", the damage caused by this hex is 100% fire damage, so resistances and vulnerabilities to fire affect this hex.

===========================================

Weapon Training (Ex)

At 5th level, a witcher can select one group of weapons, as noted under the fighter class features. Whenever he attacks with a weapon from this group, he gains a +1 bonus on attack and damage rolls.

Every six levels thereafter (11th and 17th), a witcher becomes further trained in another group of weapons. He gains a +1 bonus on attack and damage rolls when using a weapon from this group. In addition, the bonuses granted by previous weapon groups increase by +1 each. For example, when a witcher reaches 11th level, he receives a +1 bonus on attack and damage rolls with one weapon group and a +2 bonus on attack and damage rolls with the weapon group selected at 5th level. Bonuses granted from overlapping groups do not stack. Take the highest bonus granted for a weapon if it resides in two or more groups.

A witcher also adds this bonus to any combat maneuver checks made with weapons from his group. This bonus also applies to the fighter’s Combat Maneuver Defense when defending against disarm and sunder attempts made against weapons from this group.

Advanced Weapon Training: Beginning at 11th level, instead of selecting an additional fighter weapon group, a witcher can choose an advanced weapon training option (see Advanced Weapon Training in the fighter class features) for one fighter weapon group that he previously selected with the weapon training class feature.

===========================================

Counterhex (Su)

At 6th level, a witcher may use a Knowledge (Arcana) check (DC 10 + level that the Hex could be gained - i.e. 1st level hexes = 10 + 1 DC, 10th level major hexes = 10 + 10 DC, and 18th level grand hexes = 10 + 18 DC) to identify a hex being cast; for example, when attempting to identify a level 1 hex, the DC to identify it would be DC 11, but if a hex can only be gained at 4th level or 8th level, then its DC to Identify would be 14 or 18 respectively. If he succeeds in identifying that hex, and also knows that hex, he may choose to counter that hex as an Immediate Action similar to a counterspell. The witcher must be within 30 feet of the hexer he wishes to counterhex, and he must have line of sight and line of effect and must be aware that a hex is being cast. A witcher may use this ability once per day and one additional time per day at 9th level and every 3 levels thereafter (12th, 15th, and 18th) to a maximum of 5/day at level 18.

===========================================

Hex Glyph (Su)

The witcher gains the ability to create a trap with his hexes. This ability functions like a Glyph of Warding, except you can store a hex you know (but not a major hex or a grand hex) instead of a spell. A hex glyph has a cast time of 10 minutes and its duration is indefinite or until discharged. If the hex has a target, it targets the intruder. If the hex has an area or an amorphous effect, the area or effect is centered on the intruder. The triggered hex uses the witcher's hex DC. This can be used 3/day.

===========================================

Major Hexes

Starting at 11th level, and every three levels thereafter, a witcher can choose one of the following major hexes whenever he could select a new hex.

Agony (Su)
Animal Skin (Su)
Beast Eye (Su)
Beast’s Gift (Su)
Delicious Fright (Su)
Drugged (Su)
False Hospitality (Su)
Witcher’s Eye (Su) Functions like Hag's Eye. If the witcher has the posse hex, all other witchers within 10 feet who also have the posse hex can see through this sensor as well
Harrowing Curse (Su)
Hidden Home (Sp)
Hoarfrost (Su)
Ice Tomb (Su)
Infected Wounds (Su)
Major Ameliorating (Su)
Major Healing (Su)
Nightmares (Su)
Pariah (Su)
Prophecy (Su)
Regenerative Sinew (Su)
Restless Slumber (Su)
Retribution (Su)
Speak in Dreams (Sp)
Steal Voice (Su; Tiefling)
Vision (Su)
Waxen Image (Su)
Weather Control (Su)
Witcher's Bounty (Su) This functions as Witch's Bounty
Witcher's Charge (Su) This functions as Witch's Charge
Witcher’s Brew (Ex) This functions as Witch's Brew
Withering (Su)

In addition, the witcher may also choose from these major hexes whenever he would be able to gain a hex.

Posse(Su)

This is a Major Hex. The witcher must have the Smite Coven hex in order to select this Major Hex. This hex functions similar to the Coven hex, except non-witchers and civilians may join in a posse. A minimum of 3 witchers with this major hex are required to form a posse. Once a posse has been formed, a leader of the posse must be chosen and that leader must be a witcher. Once per day, the leader of the posse may use the smite coven ability and provide his own bonuses to every member of the posse. Using smite coven in this way costs 2 daily uses of their smite coven ability.

Rot and Wither

This is a Major Hex. The witcher must have the no escape for the wicked hex in order to select this Major Hex. When using the no escape for the wicked hex, the witcher learns new ways to bring pain and strife upon his enemies with this powerful curse. If the witcher makes a successful touch attack using the no escape for the wicked hex, the target is also staggered for 1d4 rounds (no save). Additionally, the target must make a fortitude save or turn gangrene and begin to rot rapidly. If the target fails his save, he suffers 1 point of permanent Str, Dex, and Con drain each round for 1 minute; the target is able to make a fortitude save each round to negate this effect, but any ability score drain lost before they successfully save remains permanent. Wish, Limited Wish, Miracle, Break Enchantment, or Remove Curse will end both the stagger and rotting effects immediately. Restoration spells can heal the ability drain, but will not remove the curse. If the target is immune to curses, they ignore both the stagger and the rot effects.

The Room is Alive (Sl)

This is a Major Hex. The witcher animates all unattended objects within 30 feet of himself, as per the spell Animate Objects to attack his foes as a swarm for 1 round/level. This affects rope, tables and chairs, even poorly fastened floorboards; anything that isn't nailed down becomes animated into a swarm with the Distraction property. For all other intents and purposes, such as damage caused, number of squares occupied, and movement speed, treat this swarm as a Swarm of Fangs spell. For visualization purposes, think of that scene in Sword and the Stone when Wart's adoptive dad and brother fought the entire room's worth of pots, pans, mops, buckets, and dishes that Merlin had enchanted, except this hex would be much more chaotic than that.[/url]

Feral Brutality (Ex)

This is a Major Hex. As a swift action, the witcher can cause his next single melee attack to deal maximum damage, as if he had rolled two 6's on a 2d6 greatsword. If this attack is a critical threat, the critical is automatically confirmed.

Destroyer of Pacts (Su)

This is a Major Hex. The witcher must have the Smite Coven hex in order to select this Major Hex. The witcher may also use his smite coven hex on werewolves, vampires, any creature of the Outsider type (except native outsiders), and any creature of the Undead type that has entered into a supernatural or magical pact that binds them. Furthermore, anytime the witcher causes at least 1 point of damage (after damage reduction/resistance) via weapon, spell, or hex to any member of that coven or pact, the other pact-members suffer an amount of damage equal to 1/4 of his witcher level (rounded down). Furthermore, this hex affects all members of the coven or pact regardless of distance or whether they're on a different plane of existence. In order to affect these creatures, they must be part of a blood pact, an organization, or some type of creed, guild, or faction; it does not affect creatures who have simply been affected by the same spell, such as haste or enlarge person, mass. Whether the target creature is in such a pact, organization, or coven is GM discretion.

===========================================

Enervation Resistance (Su)

A witcher of 12th level becomes resistant to the effects of spells, spell-like abilities, and supernatural effects that bestow negative levels. Whenever you would be the subject of any magical or supernatural effect that bestows negative levels, you reduce that amount by 1 negative level (minimum 0), and its duration is reduced by half. [ooc]Example, if you get hit with Enervation, it would deal 1d4-1 (minimum 0) negative levels and its duration would be reduced by 50%

===========================================

Greater Counterhex (Su)

At 14th level, if a witcher uses a Knowledge (Arcana) check to identify a hex being cast, and does not have that hex, he may use a hex that he knows to counter the hex that he doesn't know as an Immediate Action similar to a counterspell. However, whichever hex the witcher uses to perform the greater counterhex becomes unavailable for the witcher to use for 24 hours. The witcher must be within 30 feet of the hexer he wishes to greater counterhex, and he must have line of sight and line of effect and must be aware that a hex is being cast. A witcher may use this ability once per day.

===========================================

Greater Hex Glyph (Su)

This ability functions like Hex Glyph, except you can store a major hex (but not a grand hex). A greater hex glyph has a cast time of 10 minutes and its duration is indefinite or until discharged. If the hex has a target, it targets the intruder. If the hex has an area or an amorphous effect, the area or effect is centered on the intruder. The triggered hex uses the witcher's hex DC. This can be used 1/day.

===========================================

Death Resistance (Su)

The witcher is treated as having a constant Death Ward effect, as per the spell.

===========================================

Grand Hex

At 20th level, a witcher can choose one of the following grand hexes whenever he could select a new hex.

Abominate (Sp)
Animal Servant (Su)
Curse of Nonviolence (Su)
Death Curse (Su)
Death Interrupted (Su)
Dire Prophecy (Su)
Eternal Slumber (Su)
Forced Reincarnation (Su)
Lay to Rest (Sp)
Life Giver (Su)
Natural Disaster (Su)
Summon Spirit (Sp)
Witcher’s Hut (Su) This functions like Witch's Hut.

In addition, the witcher may also choose this grand hex whenever he would be able to gain a hex.

Unquenchable Bloodthirst for the Damned

This is a Grand Hex. The witcher must have the smite coven hex and the destroyer of pacts major hex in order to select this Grand Hex. The witcher gains unbridled fury in his quest for slaughtering the occult for 1 round + 1d4 rounds. If the witcher uses his smite coven ability on a coven or pact of witches, hags, werewolves, vampires, any creature of the Outsider type (except native outsiders), and any creature of the Undead type, his weapons, touch attacks, and ranged touch attacks are all treated as if Keen and all criticals automatically confirm. Furthermore, he is also treated as having the Bleeding Critical feat (even if he does not meet the prerequisites, and may use a bludgeoning weapon if desired). If he causes any critical via weapon, hex, or spell, these creatures become fatigued and exhausted for 1d6 rounds, even if they are immune to the conditions, and begin to bleed profusely. Any time a member of a coven or pact takes bleed damage from this hex, all members of that coven or pact also take an equal amount of bleed damage. The DC for the Heal check to stop the bleed damage is not 15, but rather uses the witcher's hex DC. Magical healing does not end the bleed effect.

Once the witcher has benefited from this hex, he cannot benefit from it again for 24 hours. The duration of this hex can be extended with the Mantra Hex.

=========================================================================== ===============

I really like this capstone hex. It's much more "Unquenchable Bloodthirstier" and thematically fitting now.


^What about Arcane Spell Failure -- do they need to get Arcane Armor Training?

The low skill ranks per level are painful, even though the chassis is powerful -- that's one of the reasons I wanted to go with Ranger + {Shaman or Witch}.

I do like Mantra (or Chant) instead of Cackle. I can't help but think that a Witch who uses the Cackle Hex and who isn't the undisputed boss will eventually end up sharing the fate of Sir Robin's Minstrels . . . .


UnArcaneElection wrote:

^What about Arcane Spell Failure -- do they need to get Arcane Armor Training?

The low skill ranks per level are painful, even though the chassis is powerful -- that's one of the reasons I wanted to go with Ranger + {Shaman or Witch}.

I do like Mantra (or Chant) instead of Cackle. I can't help but think that a Witch who uses the Cackle Hex and who isn't the undisputed boss will eventually end up sharing the fate of Sir Robin's Minstrels . . . .

Yeah, the 2 + Int is kinda shapoopy, but it's an Int-based class so they should have a 2 or 3 Int Mod starting out, and it'll get better as they level up. They won't have the skills of a ranger, but they'll have more than a fighter would.

As far as ASF, if they want to be more spell-casting focused, then yeah, I would definitely recommend getting Arcane Armor Training. They use Light Armor, so the ASF shouldn't be too bad.


Also, I made a mistake on Alacrity. It should be:

Quote:

Alacrity

A witcher may use this hex as a free action, and gains an additional swift action in the current round. He may use this hex once every 10 minutes. A witcher may not choose both Unnatural Alacrity and Witcher's Relentless Pursuit, he must choose either one and become disallowed from choosing the other. Once a witcher has used this hex, he cannot use it again for 1d20 rounds minus your witcher level. For example, if you're level 5 and you roll a 7 on a d20, you would be able to use this hex again in 2 rounds.

201 to 250 of 269 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | next > last >>
Community / Forums / Pathfinder / Pathfinder First Edition / General Discussion / Classes You Wish Did Exist In Pathfinder? All Messageboards

Want to post a reply? Sign in.