View Full Version : New Inquisitir Archtype "The Witch Blade" (Still working on Name)

2013-07-10, 11:32 PM
So belwo is something I made for the Burn the Witch! (http://www.gladerebooted.org/viewtopic.php?f=28&t=10148) campaign and wanted to have everyone have a look over it and tell me what they think. I took things for the spell breaker and witch hunter archtypes, as well of course the witch class; replaced domains with a parton, and traded off some things so he can get hexes, as well as a familiar. Note I changed some of the abilites placements to better suit the level up so he doesn't all the sudden get a bunch of silly powers at any one level. Basically he is a ...

Witch Blade
While many inquisitors becoome corrupted threw greed or power the Witch blade is one that is considered the greastest traitor to his order no matter how pure his cause. His is one who has embraced the teachings of either a coven or has sworn himself to a parton of magic in order to better combat those who are turly evil, not those who just practice witchery. Combine both hex and blade he seeks out those who missue their powers granted to them while avioding his old brother hood while attempting to spread the word of the ture cause of evil. The darkness within the people themselves.

Now an adept to the inner secerts of magic he is better able to combat those who are truly corrupt. He now can turn away bolts of fire, resist the enchaments of any crone, disrupt the very power of magic with just his presence, and thats just with him standing there. But in exchange for this power he has given up his power to both judge and much of his magical traing. Now though he can call upon new magics and more hexs of that of the witch. Bind himself to multiple partons as he studies this new magic and master abilites even witchs fear.

Diminished Spellcasting Witchblades cast one fewer spell of each level than normal. If this reduces the number to 0, he may cast spells of that level only if his wisdom allows bonus spells of that level.

Strong-Willed (Ex): At 1st level, a witch blade is able to stand strong against magical effects that seek to control, compel, or persuade her. The Spellbreaker rolls twice and takes the best result when making a Will saving throw against a mind-affecting effect.
This ability replaces monster lore.

Witch Blades Familiar (Ex) At 1st level, a witch blade forms a close bond with a familiar, a creature that teaches her magic and helps to guide her along her path. Familiars also aid a witch by granting her skill bonuses, additional spells, and help with some types of magic. This functions like the wizardís arcane bond class feature, except as noted in the Witchís Familiar section. A witch blade must commune with her familiar each day to prepare her spells. Familiars store all of the spells that a witch knows, and a witch cannot prepare a spell that is not stored by her familiar. A witch blades familiar knows all the spells know as an inquisitor of his level, in addtion he auto matically knows the spells from his parton, these do not take up a slot in the spells known.
This ability replaces Stern Gaze.

Servent of the PatronsAt 1st level, when a witch gains her familiar, she must also select a patron. This patron is a vague and mysterious force, granting the witch power for reasons that she might not entirely understand. While these forces need not be named, they typically hold influence over one of the following forces. Whenever the witchblade gains acces to a new spell level the partons spells for that level are added to both his spell list and spells know. They are treated as divine spells when casted by the witchblade. Also at 3rd and every 3 levels there after he may select and addtional parton to serve, adding the new spells to his list like his oringal parton.
This ability replaces Domain and all team work feats.

Hex Master: Witches learn a number of magic tricks, called hexes, that grant them powers or weaken foes. At 1st level and every 3 levels there after (and at 8th, 16th, and 20th), a witch gains one hex of her choice. A witch cannot select an individual hex more than once. At 8th he can now chose from the major hex list and learns one at 8th level. At level 16 he can now chose from the Grand hex list and learns on at that level 16. 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 witch blades level + the witch blade's wisdom modifier.
This ability replaces all Judgement, Second Judgement, Thrid Judgement, and True judgement.

Spell Sight: At 2th level, the witch blade learns how to sense unique spell signatures, and can follow the trail of a cast spell or spell effect cast back to its source. Once per day, when the witch hunter comes into contact with or is exposed to a spell effect or a magic item, she can spend a full-round action to examine the spell effect or magic item, and then gains the effect of a locate creature spell. She can do this even if the spell effect was instantaneous, but must start her examination within 1 round after she experienced the spellís effect. Instead of locating a known creature, the witch hunter locates the caster of the spell effect or magic item she examined. Doing so does not allow the witch hunter to gain any intelligence about the spellcaster other than its location. At will, an inquisitor can also use detect magic.
This ability replaces track and detect alignment.

Foil Casting (Su): At 3rd level, when an opponent tries to cast an arcane spell within a witch blades threatened area, the DC for that caster to cast defensively increases by 2. This increase stacks with the effects of the Disruptive feat. Furthermore, the Spellbreaker knows where to hit foes to foil casting from a distance. Each time she hits an arcane spellcaster or a creature that uses spell-like abilities with a ranged weapon attack, the DC of any Concentration checks the caster makes increases by 2 for 1 round.
This ability replaces solo tactics.

Closed Mind (Su): An witch blade must close off her mind to deny her enemies even a foothold. At 17th level, the inquisitor becomes immune to compulsion effects and possession attempts (including magic jar).
This ability replaces slayer.

2013-07-11, 10:06 AM
ummm, bump for peaching, I just want to make sure its balanced:smalleek: