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View Full Version : [PF] Black Powder Witch (Gunslinger/Witch/Magus hybrid base class, PEACH)



BlackMKIII
2013-01-28, 01:27 PM
Black Powder Witch

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A Black Powder Witch
Image courtesy of Daniel Hooker (http://danno84a.deviantart.com/), please visit his Facebook here (https://www.facebook.com/ArtofDanielHooker)!

Don't f*** with a witch!

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

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

Alignment: Any

Religion: None

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

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

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

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

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

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

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

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

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

Skill Points per Level: 4 + Int modifier

Black Powder Witch
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+0|
+0|
+2|
+0|Deeds, Telluric Pool, Gunsmith
2nd|
+1|
+0|
+3|
+0|Prehensile Hair
3rd|
+2|
+1|
+3|
+1|Deeds
4th|
+3|
+1|
+4|
+1|Gun Caster
5th|
+3|
+1|
+4|
+1|Pistol Training 1
6th|
+4|
+2|
+5|
+2|Prehensile Hair 2
7th|
+5|
+2|
+5|
+2|Deeds
8th|
+6/+1|
+2|
+6|
+2|Infuse Magic
9th|
+6/+1|
+3|
+6|
+3|Pistol Training 2
10th|
+7/+2|
+3|
+7|
+3|Prehensile Hair 3
11th|
+8/+3|
+3|
+7|
+3|Deeds
12th|
+9/+4|
+4|
+8|
+4|Gun Shoes 1
13th|
+9/+4|
+4|
+8|
+4|Pistol Training 3
14th|
+10/+5|
+4|
+9|
+4|Prehensile Hair 4
15th|
+11/+6/+1|
+5|
+9|
+5|Deeds
16th|
+12/+7/+2|
+5|
+10|
+5|Gun Shoes 2
17th|
+12/+7/+2|
+5|
+10|
+5|Pistol Training 4
18th|
+13/+8/+3|
+6|
+11|
+6|Prehensile Hair 5
19th|
+14/+9/+4|
+6|
+11|
+6|Deeds
20th|
+15/+10/+5|
+6|
+12|
+6|Guncrobat[/table]

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

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

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

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

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

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

Spells per Day
{table=head]Level|1st|2nd|3rd|4th|5th|6th
1st|
1|
—|
—|
—|
—|—
2nd|
2|
—|
—|
—|
—|—
3rd|
3|
—|
—|
—|
—|—
4th|
3|
1|
—|
—|
—|—
5th|
4|
2|
—|
—|
—|—
6th|
4|
3|
—|
—|
—|—
7th|
4|
3|
1|
—|
—|—
8th|
4|
4|
2|
—|
—|—
9th|
5|
4|
3|
—|
—|—
10th|
5|
4|
3|
1|
—|—
11th|
5|
4|
4|
2|
—|—
12th|
5|
5|
4|
3|
—|—
13th|
5|
5|
4|
3|
1|—
14th|
5|
5|
4|
4|
2|—
15th|
5|
5|
5|
4|
3|—
16th|
5|
5|
5|
4|
3|1
17th|
5|
5|
5|
4|
4|2
18th|
5|
5|
5|
5|
4|3
19th|
5|
5|
5|
5|
5|4
20th|
5|
5|
5|
5|
5|5[/table]

Spells Known
{table=head]Level|0th|1st|2nd|3rd|4th|5th|6th
1st|
4|
2|
—|
—|
—|
—|—
2nd|
5|
3|
—|
—|
—|
—|—
3rd|
6|
4|
—|
—|
—|
—|—
4th|
6|
4|
2|
—|
—|
—|—
5th|
6|
4|
3|
—|
—|
—|—
6th|
6|
4|
4|
—|
—|
—|—
7th|
6|
5|
4|
2|
—|
—|—
8th|
6|
5|
4|
3|
—|
—|—
9th|
6|
5|
4|
4|
—|
—|—
10th|
6|
5|
5|
4|
2|
—|—
11th|
6|
6|
5|
4|
3|
—|—
12th|
6|
6|
5|
4|
4|
—|—
13th|
6|
6|
5|
5|
4|
2|—
14th|
6|
6|
6|
5|
4|
3|—
15th|
6|
6|
6|
5|
4|
4|—
16th|
6|
6|
6|
5|
5|
4|2
17th|
6|
6|
6|
6|
5|
4|3
18th|
6|
6|
6|
6|
5|
4|4
19th|
6|
6|
6|
6|
5|
5|4
20th|
6|
6|
6|
6|
6|
5|5[/table]

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

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

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


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

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


Tier 1

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

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

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

Tier 2

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

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

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

Tier 3

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

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

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


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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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


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

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

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

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

Gun Caster (Su): At 4th level, the black powder witch has learned to cast magic utilizing her pistols. As a result, she gains the benefit of both the Eschew Materials and Somatic Weapon (http://www.d20pfsrd.com/feats/3rd-party-feats/kobold-press/general-feats---3rd-party---kobold-press/somatic-weapon) feats, even if she does not have weapon focus with her pistol.

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

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

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

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

JoshuaZ
2013-01-28, 02:15 PM
Some class features mention sacrificing spell slots but I don't see any spellcasting progression. Confused. Edit: Never mind, they are just a bit far down. It might make sense to include that higher up where it is easy to see.

BlackMKIII
2013-01-28, 02:29 PM
Some class features mention sacrificing spell slots but I don't see any spellcasting progression. Confused. Edit: Never mind, they are just a bit far down. It might make sense to include that higher up where it is easy to see.

Done. I put them under all the deeds because that's what I wrote first. Having them higher on the sheet makes sense, thanks.

JoshuaZ
2013-01-28, 02:53 PM
This idea is interesting and the inspiration is clear. But I almost wonder if this would make more sense as a PrC rather than a full class (advancing spellcasting and grit somehow). But the general idea seems solid.

It looks like it is somewhere in T2. The witch list is nice to select spells from, but the lack of domain access like a normal witch is going to substantially impair their spell options.

You should probably specify which abilities are (ex), (su) and (sp). Some of them this will matter a lot- Iron Maiden is an obvious one. Right now, you've specified it for some but not all.

Gun Will - should that be (su) rather than ex?

It would be nice if one could sacrifice spell slots as a free action at some level to do extra damage with one's shots or something similar. One obvious ability would be the ability to sacrifice a spell slot as a free action to add the slot level to a roll to confirm a critical hit.


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

Getting all of this at once seems extreme. Maybe spread it out a bit more. Also, should probably specify that any other levels which give improved uncanny dodge stack for effective level.

Overall, this is well done. I'd be willing to play it. But nothing is unbalanced or unreasonable, so I'd also be willing to let it in my games as when I DM.

raspberrybadger
2013-01-28, 03:13 PM
Lots of the class features look fun to use.

There is some weirdness to the casting progression. You get 2nd+ level spell slots before you get spells to use them in. I suppose you can still use them to power torture attacks. At many levels though, a spell of that level is better than the torture attack. So at odd levels you may well use torture attacks, and at even levels you probably wouldn't, except perhaps with lower level spell slots and quicken torture. By the way, does quicken torture take 2 grit points or 3 (2 for quicken and 1 for the torture)?

Another question: just what does being pulled underground by Death Grip do? Also, can the witch use the reach of her hair to activate a death grip?

BlackMKIII
2013-01-28, 03:15 PM
This idea is interesting and the inspiration is clear. But I almost wonder if this would make more sense as a PrC rather than a full class (advancing spellcasting and grit somehow). But the general idea seems solid.

I'd considered making it just a PrC with an Arcane spell requirement and grit, so you could enter as either any arcane caster with Am. Gunslinger or Gunslinger levels. The problem was the deed list is pretty specific, so I just built a base class instead.


It looks like it is somewhere in T2. The witch list is nice to select spells from, but the lack of domain access like a normal witch is going to substantially impair their spell options.

That was part of the idea, to try and find a good balance between caster and gunslinger. I tried to limit certain portions of each to try and balance the class out.


You should probably specify which abilities are (ex), (su) and (sp). Some of them this will matter a lot- Iron Maiden is an obvious one. Right now, you've specified it for some but not all.

Everything in bold under the Torture deed is specified Su, as the Torture deed is Su.


Gun Will - should that be (su) rather than ex?

I debated on this when I was wrapping up. My reasoning was that Mysterious Stranger is Ex, so should this be.


It would be nice if one could sacrifice spell slots as a free action at some level to do extra damage with one's shots or something similar. One obvious ability would be the ability to sacrifice a spell slot as a free action to add the slot level to a roll to confirm a critical hit.

Hadn't thought of that. Might be replacing one of the Paizo deeds for that. Good idea.

EDIT: Done. Replaced Up Close & Deadly with Magic Bullet, renamed Magic Bullet to Infuse Magic


Getting all of this at once seems extreme. Maybe spread it out a bit more. Also, should probably specify that any other levels which give improved uncanny dodge stack for effective level.

Stock Paizo deed taken from the base Gunslinger class, same level.


Overall, this is well done. I'd be willing to play it. But nothing is unbalanced or unreasonable, so I'd also be willing to let it in my games as when I DM.

That's what I was looking for. This is my first class build, and I'm happy with how it turned out. I wanted something balanced that people would want to play and have fun doing so. Thanks for all the feedback!

BlackMKIII
2013-01-28, 03:33 PM
There is some weirdness to the casting progression. You get 2nd+ level spell slots before you get spells to use them in. I suppose you can still use them to power torture attacks. At many levels though, a spell of that level is better than the torture attack. So at odd levels you may well use torture attacks, and at even levels you probably wouldn't, except perhaps with lower level spell slots and quicken torture. By the way, does quicken torture take 2 grit points or 3 (2 for quicken and 1 for the torture)?

Another question: just what does being pulled underground by Death Grip do? Also, can the witch use the reach of her hair to activate a death grip?

Honestly, the spells per day was ripped from Witch, the spells knows from Sorc. I hadn't noticed that issue with them lining up, but that is a FANTASTIC FIX. So yes, that's how it works, and I'll write that in. (EDIT: Done.)

Quicken is just 2, not 3. The idea is you spend 2 grit, and increase by 2 spell slots, and a torture is now a swift action instead. Same for Empower Torture at 19. (EDIT: Clarified)

Being pulled underground... makes the people go away? I hadn't thought about it, I'll figure something to put there. (EDIT: Added, done)

And YES ,the hair can be used to make the CMB check, using her Wisdom in place of the normal Strength. (clarified)

ErrantX
2013-01-28, 08:21 PM
Like the class, but here's where I pick it apart. Mea culpa.

You have 0th level spells per day and known. This doesn't work in PF, so drop the 0th spells per day as per how sorcerers cast.

I'd also consider changing the saving throws to a Good Reflex and change the casting stat and Grit stat from Charisma to Wisdom (this would make up for some of the lost Will save bonus if not more so). And the damage boost from pistol training to Wisdom too. Get rid of their armor, too maybe...give them a scaling +1 dodge bonus to AC at 3rd, 7th, 11th, 15th, and 19th level. Call their casting a very natural and intuitive arcane style based on Gunslinger intuition and an almost monk like spiritual awareness.

Why no Knowledge (Nature) or (Religion), but Sleight of Hand?

Gun shoes... the attack bonus stuff on that is worded strange. I'd just say you may the attack at your highest base attack bonus -5. Roughly the same. Level 20 do it at no penalty and shoot with both feet. (I can't believe I said that, shoot with both feet).

I'd specify that the Tortures require a successful Bluff check as if the character was attempting to Feint the target. As far as determining what a successful Bluff check is, as that's not described or written into it. I'd remove the Acrobatics check from Bonecarver, personally, or make it DC 15 + 2 for every target in range, failure means you fall prone at the end of the attack.

Hmmm, consider changing the gun shoe as well, to a DC 25 Acro check to fire the gun without losing your dex modifier for the round. 16 you don't have to make the roll. 20th you can do both guns without a roll.

Also, if you want this to be female only, I'd mention it in front end under Characteristics.

Okay, that's my take on it.

Otherwise, it's good. Lots to do with the class, low T2, high T3.

Thoughts?

-X

BlackMKIII
2013-01-28, 09:47 PM
Change all this ****

-X

Lots of these changes made in an effort to drop this down to a solid T3 class, and create synergy with the gunslinger class. Dropped the Will save, pretty much everything Charisma based is now Wisdom based to pick up the difference. I'm not sure about using Wisdom in tandem with Pistol Training. It seems a bit excessive considering she has Focused Aim, which I've made Wisdom based instead. I think keeping it Dex based is a better idea, myself.

I really like the idea of increasing AC and dropping armor proficiency, but not so much as a dodge bonus. Considering the character the class is based on, I've made it a natural armor bonus using the hair at the same levels.

Lots of fantastic points, X. How do you think it's balanced out now?

BlackMKIII
2013-01-28, 10:03 PM
Special thanks to Daniel Hooker (http://danno84a.deviantart.com/) for use of his artwork!

ErrantX
2013-01-29, 07:26 PM
Lots of these changes made in an effort to drop this down to a solid T3 class, and create synergy with the gunslinger class. Dropped the Will save, pretty much everything Charisma based is now Wisdom based to pick up the difference. I'm not sure about using Wisdom in tandem with Pistol Training. It seems a bit excessive considering she has Focused Aim, which I've made Wisdom based instead. I think keeping it Dex based is a better idea, myself.

I really like the idea of increasing AC and dropping armor proficiency, but not so much as a dodge bonus. Considering the character the class is based on, I've made it a natural armor bonus using the hair at the same levels.

Lots of fantastic points, X. How do you think it's balanced out now?

Looks good enough to me. I like it, I think it is still too strong to be T3, but it isn't as strong as a full T2 like a Sorcerer. All in all, seems feasible. Consider seeing if Morph Bark would try to play test it (http://www.giantitp.com/forums/showthread.php?t=267254)?

-X

BlackMKIII
2013-01-30, 02:40 PM
It's been pointed out that 9th level magic may be a source of the potential overpower of this class. I'll be trimming that up and adjusting the tortures where needed.

ErrantX
2013-01-30, 02:52 PM
It's been pointed out that 9th level magic may be a source of the potential overpower of this class. I'll be trimming that up and adjusting the tortures where needed.

Admittedly yes, it can make a class OP, if you're cutting down the spells, change the spell list then. Make its own spell list from Witch and I'd include Magus spells and some druid spells too. Witch is a full caster, yes, but its spell list is not on the same level as Wizard or Cleric, its on par with Druid. With BPW being Spont, it brings it down to T2. You've missed Tier 3 based on its 9th level slots, but if you cut it down, you may want to actually invest the time to create its own spell list.

-X

BlackMKIII
2013-01-30, 03:42 PM
Admittedly yes, it can make a class OP, if you're cutting down the spells, change the spell list then. Make its own spell list from Witch and I'd include Magus spells and some druid spells too. Witch is a full caster, yes, but its spell list is not on the same level as Wizard or Cleric, its on par with Druid. With BPW being Spont, it brings it down to T2. You've missed Tier 3 based on its 9th level slots, but if you cut it down, you may want to actually invest the time to create its own spell list.

-X

I'll have to sit down tonight in front of the SRD and do that.

I've made some adjustments to the charts, but I stalled out a little on the spells known. I don't want this class to be a prep caster, and I want to limit how many spells she can know. I took the basic pattern and adjusted from it, but that gives the last spell known at 19th, not 20th like most sponts. I'm debating if I'm okay with this or not.

ErrantX
2013-01-30, 04:49 PM
I'll have to sit down tonight in front of the SRD and do that.

I've made some adjustments to the charts, but I stalled out a little on the spells known. I don't want this class to be a prep caster, and I want to limit how many spells she can know. I took the basic pattern and adjusted from it, but that gives the last spell known at 19th, not 20th like most sponts. I'm debating if I'm okay with this or not.

Just copy the Bard spell progression if you're cutting it down.

-X

BlackMKIII
2013-01-30, 04:56 PM
Just copy the Bard spell progression if you're cutting it down.

-X

Not a bad plan.

ErrantX
2013-01-30, 07:39 PM
Good update, like the changes. Now a solid and strong Tier 3 class. I still think a separate spell list is a good idea though, but I understand that is a ton of work.

-X

BlackMKIII
2013-01-31, 09:06 AM
Good update, like the changes. Now a solid and strong Tier 3 class. I still think a separate spell list is a good idea though, but I understand that is a ton of work.

-X

I'll get around to it at some point. For now, I think the Witch list does okay.

I made a couple of changes. I've added a 1hr/day requirement for her to spend time cleaning her guns to recharge her spells, the gun acting as her familiar. Also, the telluric pool does not recharge like grit does (following more in line with arcane pool), and deed costs cannot be reduced. This should also help in limiting the overpower potential of this class.

ErrantX
2013-01-31, 10:11 AM
I'll get around to it at some point. For now, I think the Witch list does okay.

I made a couple of changes. I've added a 1hr/day requirement for her to spend time cleaning her guns to recharge her spells, the gun acting as her familiar. Also, the telluric pool does not recharge like grit does (following more in line with arcane pool), and deed costs cannot be reduced. This should also help in limiting the overpower potential of this class.

That does knock it down some, but it stays on Tier 3 doing it that way as well, just no longer being able to do -everything-. I'm going to try to think of more Tortures and Deeds for you to add to this class. I think variety is good.

-X

BlackMKIII
2013-01-31, 11:29 AM
That does knock it down some, but it stays on Tier 3 doing it that way as well, just no longer being able to do -everything-. I'm going to try to think of more Tortures and Deeds for you to add to this class. I think variety is good.

-X

Ideally, I'd like to replace all the Paizo and 3rd party deeds with custom ones. Since the tortures are tiered now, I'd like to add at least 1 or two to each tier, in a perfect world I'd love to double the list.

Also, I need to find a way to playtest this myself to see how badly I can break it as an average player.