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View Full Version : [Pathfinder] The wyrder: healing blaster class (warlock/witch/divine-ish)



Ethereal Gears
2013-12-03, 04:38 PM
Hello, folks. So, this is a class I am hoping to play in an upcoming came where we're sort of partly trying out different homebrewed stuff. This was basically the result of my not being satisfied with any of the existing classes after ending up in the sort of healer-role in our party. The basic idea owes a lot to 3.5's Warlock, though I should start out by saying that I've only ever played PF. I did not really want to do anything along the lines of invocations, nor did I want to give the class spellcasting. The theme is based around hexes, domains, hexfire which is based off of Eldritch Blast and the PF alchemist's bombs (but with healing as an option!), and some familiar-related abilities since I've always thought familiars were underused. I'd appreciate any comments, but I am especially interested in the following, which are concerns I've been nurturing:
• Is there a glut of abilities? Too many samey things or options that lend themselves to cheesy abuse?
• Is it balanced? I'm aiming for T3, broadly speaking, but I am having trouble comparing this to the likes of alchemist, inquisitor, etc.
• Have I missed something about the familiar-related abilities? My hope is that these'll mainly be useful as fun utility-type stuff and increased combat survivability; if it turns out I can somehow craft a pure OP combat beast out of my familiar with these I'm more than willing to cut these down considerably.

In general, though, any and all comments are ardently solicited and everything about the class' abilities is on the table. Since I'll be playing one of these I am especially keen on making sure it won't upset the balance of our upcoming game. Now, without further ado:

The Wyrder

Alignment: Any.

Hit Die: d8.

Starting Wealth: 4d6 × 10 gp (average 140 gp.) In addition, each character begins play with an outfit worth 10 gp or less.

Class Skills

The wyrder’s class skills are Appraise (Int), Bluff (Cha), Diplomacy (Cha), Disguise (Cha), Fly (Dex), Heal (Wis), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (dungeoneering) (Int), Knowledge (nature) (Int), Knowledge (planes), (Int), Knowledge (religion) (Int), Perception (Wis), Profession (Wis), Sense Motive (Wis), Stealth (Dex), Spellcraft (Int) and Use Magic Device (Cha).

Skill Ranks per Level: 6 + Int modifier.

{table=head]Levels|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+0|
+2|
+0|
+2|Gift of curse, hexcraft, hexfire 1d6, wyrder's familiar, wyrd pool
2nd|
+1|
+3|
+0|
+3|Eldritch lore, hexcraft, patronal hexfire
3rd|
+2|
+3|
+1|
+3|Expanded knowledge, hexfire 2d6, presentiment
4th|
+3|
+4|
+1|
+4|Familiar evolution pool, hexcraft
5th|
+3|
+4|
+1|
+4|Hexfire 3d6, patronal domains
6th|
+4|
+5|
+2|
+5|Expanded knowledge, hexcraft
7th|
+5|
+5|
+2|
+5|Hexfire 4d6
8th|
+6/+1|
+6|
+2|
+6|Hexcraft
9th|
+6/+1|
+6|
+3|
+6|Expanded knowledge, hexfire 5d6
10th|
+7/+2|
+7|
+3|
+7|Hexcraft, patronal hexfire
11th|
+8/+3|
+7|
+3|
+7|Hexfire 6d6
12th|
+9/+4|
+8|
+4|
+8|Expanded knowledge, hexcraft
13th|
+9/+4|
+8|
+4|
+8|Hexfire 7d6
14th|
+10/+5|
+9|
+4|
+9|Hexcraft
15th|
+11/+6/+1|
+9|
+5|
+9|Expanded knowledge, hexfire 8d6
16th|
+12/+7/+2|
+10|
+5|
+10|Hexcraft
17th|
+12/+7/+2|
+10|
+5|
+10|Hexfire 9d6
18th|
+13/+8/+3|
+11|
+6|
+11|Expanded knowledge, hexcraft
19th|
+14/+9/+4|
+11|
+6|
+11|Hexfire 10d6
20th|
+15/+10/+5|
+12|
+6|
+12|Hexcraft, wyrdflame paragon[/table]

Altered the table text to reflect all the deleted, changed and added class features.

Class Features:

The following are class features of the wyrder base class.

Weapon and Armor Proficiency: Wyrders are proficient with all simple weapons and with all forms of hexfire. They are proficient with light armor, medium armor and shields (but not tower shields).

Gift of Curse (Su): The gift of a patron's influence comes with its downsides. The soul who bows down before powers other than the divine is forever cursed, or so it is said. A wyrder gains one oracle's curse at 1st level. This progresses at the same rate as that of an oracle, counting the wyrder's class level as her effective oracle level. Any curse whose progression would ordinarily add new spells to an oracle's spell list instead add these to the wyrder's patron's bonus spell list, provided the spells are 6th level or lower.

Hexcraft (Su): At 1st level, the wyrder gains one witch's hex of her choice, counting her effective witch level as equal to her class level. All effects of a hex normally based on Intelligence instead become based on the wyrder's Wisdom. At 2nd level and every even level thereafter (at 4th, 6th, 8th, and so on), the wyrder gains a new hex. Starting at 10th level she can select a major hex instead of a regular hex. Starting at 18th level she can select a grand hex in place of a regular hex.

The wyrder also chooses one witch's patron at 1st level. She gains the first six spells on that patron's spell list at the same rate as witch of her level would, plus three 1st-level spells chosen from the witch's spell list, which are gained at 1st level. These spells the wyrder can then cast as spell-like abilities by expending a number of points from her wyrd pool equal to 1 + 1/2 the spell's level. If a spell has any costly material components, these are expended as part of casting that spell via this ability. The wyrder counts her class level as her effective caster level for using these spell-like abilities, and all their DCs are based on her Wisdom modifier.

The wyrder also gains the ability to cast the following cantrips at will without expending wyrd points: arcane mark, dancing lights, detect magic, flare, light, mage hand, prestidigitation.
Added 3 1st-level spells and cantrips here; moved stuff about familiar to new entry.

Hexfire (Su): Starting at 1st level, the wyrder learns how to channel the same kind of weird sympathetic energies that also power her hexes into pure magical power with which to undo those who would seek to harm her, or even to heal her allies. As a standard action she can fire a ray of eerie green hexfire as a ranged touch attack with a range of 60 feet and no range increment. This provokes attacks of opportunity, and on a successful hit it deals 1d6 of fire damage + the wyrder's Wisdom modifier to a single target. Like other ray attacks, hexfire is considered a weapon and can be utilized in conjunction with feats such as Point-Blank Shot and Weapon Focus. At 3rd level and every odd-numbered level thereafter, the damage of the wyrder's hexfire increases by 1d6. This bonus damage is not multiplied on a critical hit or by using feats such as Vital Strike. Hexfire deals half damage to objects.
Changed to exclude daily limits on use; removed unnecessarily lengthy healing hexfire description; moved healing hexfire to wyrd pool entry.

Wyrder's Familiar (Su): At 1st leve, the wyrder gains the services of a familiar, which functions as those gained by a witch or a wizard except as follows: the share spells and deliver touch spells abilities of the familiar work with the wyrder's spell-like and supernatural abilities instead of with traditional spells. At 4th level, the wyrder's patron grants her familiar an evolution pool, like that of a summoner's eidolon. This pool starts with a number of evolution points equal to 1/2 the wyrder's level + her Wisdom modifier. The evolutions a familiar possesses cannot cost a total number of evolution points greater than the wyrder's class level + her Wisdom modifier. This does not includes evolutions gained temporarily via her wyrd pool. Like with an eidolon, the wyrder's familiar can have the points in its evolution pool reassigned whenever the wyrder gains a new class level. Her familiar can acquire any evolutions it meets the prerequisites for except for the large evolution. The familiar counts as an eidolon with a summoner of a level equal to the wyrder's class level for the purpose of meeting evolution prerequisites. It can have no more natural attacks than an eidolon of its level could. This includes natural attacks that are part of the familiar's natural form. The familiar furthermore counts as having the base form most closely resembling its natural form for the purpose of qualifying for evolutions. The GM is the final arbiter of which base form is most suitable.

Wyrd Pool (Su): At 1st level, a wyrder gains a pool of wyrd points, slivers of good fortune and pactbound providence that she can use to augment her occult powers and the flow of her volatile hexfire. The number of points in a wyrder's wyrd pool is equal to 4 + her Wisdom modifier. For each class level the wyrder attains after 1st level, she adds 2 points to her wyrd pool. The wyrd pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive.

By spending 1 point from her wyrd pool, a wyrder can do one of the following:

• Heal a creature with her hexfire as a standard action. The wyrder targets a willing creature within 60 feet and heals it an amount equal to the damage her hexfire would ordinarily deal to a foe. By altering her hexfire's essence as she does this (making it count as applying a hex marked with an asterisk ), she may also imbue her target with mercies, as per the paladin class feature. The wyrder gains new mercies as a paladin of equal level. This use of her wyrd pool only requires a swift action if the wyrder is healing herself.
• Use a swift action to change her hexfire's damage type to either acid, cold or electricity for 1 round.
• Use a swift action as part of using her hexfire to apply the effects of one of her domain powers or hexes to a target upon a successful hit. This only works with abilities that target a specific number of creatures, and furthermore counts as altering the hexfire's essence for the purposes of applying other effects to it.
• Use a power granted by a domain, inquisition or bloodline. When the wyrder gains such powers, she can only use them by spending wyrd points. They do not come with their usual pools of uses per day.
• Use a standard action to add any number of evolution points to her familiar's evolution pool, if it has one, up to a maximum equal to 1 + 1/4 her class level. The wyrder pays 1 wyrd point per evolution point granted. These evolution points instantaneously manifest as any combination of evolutions the wyrder wishes, provided her familiar meets all their prerequisites. They can also be used to upgrade any existing evolutions. The evolutions persists for a number of rounds equal to the wyrder's Wisdom modifier.
• If a creature succeeds at its saving throw against the effect of a hex that cannot target the same creature more than once per day, the wyrder can spend 1 wyrd point as a swift action to gain the ability to target the creature with the same hex a second time before the end of her next turn. If this second attempt also fails, she can make no further attempts to target that creature with the same hex for 1 day. This use of the wyrder's wyrd pool can also allow her to target an ally with the same hex twice in a 24-hour period even if that hex is normally only usable once per day per target.

Patronal Boon and Lesser Hexfire removed as abilities.

Eldritch Lore (Ex): Due to the eldritch and alien nature of the patron who fuels her abilities, the wyrder has a natural affinity for the monstrous and the bestial. Starting at 2nd level, she adds half her class level on all Knowledge skill checks made to identify the abilities and weaknesses of creatures.

Patronal Hexfire (Su): At 2nd level, the wyrder learns to channel hexfire in a specific way depending upon her choice of patron. Channeling patronal hexfire requires expending 1 wyrd point each time it is done. In the case of healing hexfire, the wyrder only needs to spend 1 wyrd point to both heal her target and affect it with her patronal hexfire, rather than spending one such point both effects. Note that patronal hexfire always alters the hexfire's essence and thus cannot be combined with any other effect that does so. At 10th level her patronal hexfire gains an enhanced effect, detailed in each specific entry. The wyrder must expend an additional wyrd point as part of using this ability to apply this secondary effect, if it is one that is added on top of the original effect. If it's an independent ability it simply costs two wyrd points to activate. Below are listed the variant types of hexfire the different patrons offer:

Agility: All creatures healed by the wyrder's hexfire are also subject to the effects of haste for one round. At 10th level they also gain the benefits of freedom of movement for the same duration.

Ancestors: All creatures healed by the wyrder's hexfire become imbued with the blessing of her ancestors, gaining a luck bonus equal to 1/2 her class level (minimum 1) to AC and on all saving throws for one round. At 10th level they also gain the ability to reroll any one d20 roll made during that same round and take the better result. This ability can be activated after the results of the roll have been revealed.

Animals: When the wyrder heals her familiar with hexfire, it gains the advanced creature template for three rounds. At 10th level, it also gains the giant creature template for the same duration.

Boundaries: All creatures healed by the wyrder's hexfire also gain the effects of either protection from chaos, protection from evil, protection from good or protection from law, chosen at the time the wyrder uses her hexfire. This effect lasts for one round. At 10th level, they also gain spell resistance equal to 11 + their HD against all spells and spell-like abilities cast by creatures of the alignment they have protection against.

Death: One creature damaged by a blast of the wyrder's hexfire must succeed on a Fortitude save or else suffer an amount of Strength damage equal to 1/2 her number of hexfire damage dice. I.e., hexfire that normally deals 3d6 + her Wisdom modifier would also deal 1 point of Strength damage. At 10th level the target also suffers one negative levels unless it succeeds on this save.

Deception: A single creature damaged by the wyrder's hexfire becomes baffled and befuddled by maddening phantasms wrought from its eerie green flame. The creature must succeed on a Will save or else be rendered flat-footed for the next round. At 10th level they also become dazed if they fail this save.

Devotion: All creatures healed by the wyrder's hexfire may immediately attempt a new saving throw against all harmful mind-affecting effects they are currently under the influence of. At 10th level they may substitute her Will saving throw value for their own while making such saving throws. They also gain the benefits of her stalwart class feature once the wyrder has it, but only for Will saving throws. This latter effect persists for two rounds rather than one.

Elements: The wyrder can change the damage type of her hexfire without spending wyrd points to do so a number of times per day equal to her Wisdom modifier. The wyrder may also choose one of the following damage types: acid, cold, electricity or fire. The wyrder deals an additional 1d6 of damage when dealing damage of her selected type if the wyrder possesses one of the following hexes: hexblaze for fire damage, hexbolt for electricity damage, hexfrost for cold damage or hexseethe for acid damage. At 10th level this bonus damage increases to 2d6.

Endurance: All creatures healed by the wyrder's hexfire may immediately attempt a new saving throw against all harmful physical effects they are currently under the influence of. At 10th level they may substitute her Fortitude saving throw value for their own while making such saving throws. They also gain the benefits of her stalwart class feature once the wyrder has it, but only for Fortitude saving throws. This latter effect persists for two rounds rather than one.

Healing: The healing dice of the wyrder's hexfire changes from d6's to d8's. At 10th level the wyrder can apply one additional mercy to her healing hexfire for every six class levels she possesses (to a maximum of three such additional mercies at 18th level). Any effect that halves the amount of mercies her hexfire can deliver also halves this bonus amount. This does not expand the wyrder's selection of available mercies to choose from when she applies them.

Insanity: A single creature damaged by the wyrder's hexfire takes a -2 penalty on Will saving throws until the end of her next turn, but only against mind-affecting effects created by herself. At 10th level this penalty increases to -4.

Light: The wyrder's hexfire counts as a light spell of a level equal to its number of damage or healing dice. It can dispel a darkness spell of equal or lower level cast upon any creature or object it targets, whether it is used to harm or to heal. At 10th level it also makes such an object shed magical light of an equal level in a 30-foot radius for a number of rounds equal to the wyrder's Wisdom modifier.

Moon: The wyrder's hexfire deals double damage to lycanthropes, though a successful Will save reduces this to standard damage. At 10th level lycanthropes are shaken the first time her hexfire affects them if they fail their saving throw. The second time they become frightened. The third time they become panicked.

Occult: Incorporeal creatures hit by the wyrder's hexfire must succeed on a Will save or become dazed for one round. At 10th level, a single creature hit by her hexfire must succeed on a Will save or be subjected to the effects of dimensional anchor for one minute.

Peace: A single creature damaged by the wyrder's hexfire can only deal nonlethal damage for the next round unless it succeeds on a Will save. At 10th level a creature who fails this Will save also deals minimum damage with all its attacks for the next round.

Plague: The wyrder's hexfire exudes noxious fumes and lingers in a mephitic miasma around a single creature hit by it. This creature, and any creature adjacent to it, must succeed on a Fortitude save or else be sickened for the next round. At 10th level the main creature targeted is also subject to the effects of contagion with a caster level equal to the wyrder's class level if it fails this Fortitude save.

Portents: All creatures healed by the wyrder's hexfire gain immunity to flanking and an insight bonus to AC equal to 1/2 her class level against attacks of opportunity for the next round. At 10th level no action taken by an ally healed by the wyrder's hexfire provokes attacks of opportunity for the same round.

Shadow: The wyrder's hexfire counts as a darkness spell of a level equal to its number of damage or healing dice. It can dispel a light spell of equal or lower level cast upon any creature or object it targets, whether it is used to harm or to heal. At 10th level it also makes such an object exude magical darkness of an equal level in a 10-foot radius for a number of rounds equal to the wyrder's Wisdom modifier.

Spirits: The wyrder may speak with any dead creature that has been affected by her hexfire in the last hour as per speak with dead. At 10th level any undead creature targeted by her hexfire may, instead of taking damage, be subjected to the effects of either Command Undead or Turn Undead. The wyrder makes the choice whether to deal damage as normal or choose this option each time she uses hexfire against an undead creature. The wyrder also chooses which of these feats to gain access to upon gaining this enhanced ability at 10th level. All effects of these feats normally based on Charisma instead become based on the wyrder's Wisdom, and her effective cleric level is equal to her class level.

Stars: The wyrder's hexfire is extra potent during the night, dealing and healing damage in d8's instead of d6's. By contrast, its efficacy is reduced in the daytime, changing the damage dealt and healed by it to d4's. At 10th level, her hexfire deals or heals an extra 2d8 of damage when used outdoors at night.

Strength: All creatures healed by the wyrder's hexfire gain a bonus equal to 1/2 her class level on all Strength checks, Strength-based skill checks and to their CMD for the next round. At 10th level this bonus is also added on all CMB checks and melee damage rolls for the same duration.

Time: A single creature damaged by the wyrder's hexfire must succeed on a Fortitude saving throw or have its movement speed reduced by 5 feet per two d6's of damage it deals for 1 round. This can never reduce a creature's speed beyond 5 feet. At 10th level a creature who fails this same saving throw also take a -1 penalty to its Initiative per two dice of damage dealt by the wyrder's hexfire. This change goes into effect at the start of the following round and is permanent.

Transformation: All willing creatures affected by the wyrder's hexfire gain the effects of disguise self for 1 minute per class level of the wyrder. This duration can be spent by an affected creature in a nonconsecutive fashion, though it must be spent in 1-minute increments. Assuming or relinquishing a disguise takes an immediate action, and the creature can change the nature of its disguise each time it is reassumed. If all minutes have not been used up within 24 hours of the creature gaining them they are lost. At 10th level this effect instead functions as alter self.

Trickery: All creatures healed by the wyrder's hexfire gain the benefits of mirror image for one round. At 10th level they also gain the benefits of displacement.

Vengeance: The wyrder's hexfire deals extra damage to a single creature who has successfully attacked the wyrder in the last round. This creature takes 1 extra point of damage per 2 class levels of the wyrder. At 10th level the wyrder is also healed an amount equal to this extra damage whenever it is dealt.

Water: The wyrder's hexfire takes the form of a torrential jet, and a single creature damaged by it is pushed away unless it makes a Reflex saving throw. The creature is pushed 5 feet per 2d6 of damage the wyrder's hexfire deals straight away from her. At 10th level the wyrder can also choose to knock a target prone unless it makes its Reflex save.

Winter: The wyrder's hexfire can deal cold damage at will. Whenever it does so, a single creature affected by it must succeed on a Fortitude save or become staggered for 1 round. At 10th level the creature is instead paralyzed.

Wisdom: All creatures healed by the wyrder's hexfire automatically succeed on one Sense Motive or Perception checks they make within the next minute. At 10th level this effect can instead be applied to any Wisdom-based check, including a Will saving throw. This effect does not stack with itself; creatures can only benefit from it once every minute.

Expanded Knowledge (Ex): At 3rd level and every three levels thereafter, the wyrder adds one spell from the witch spell list to her patron's list of bonus spells. This spell must be of a level equal to or lower than the highest-level spell granted by the wyrder's patron, and she can cast it as a spell-like ability just like she can her regular patron spells.

Presentiment (Ex): The wyrder's patron grants her glimpses of things to come, imbuing her with stark forebodings and omens in times of need. The wyrder's reactions become eerily swift as she seems to react to danger before even becoming cognizant of it. Starting at 3rd level she adds her Wisdom modifier to her Initiative in addition to her Dexterity modifier.

Patronal Domains (Ex): At 5th level, the wyrder's patron grants her two domains of her choice. She can select any domain or subdomain she wants, with the exception that she cannot select alignment domains (Chaos, Evil, Good, or Law) that are actively opposed to either her own alignment or one another. For example, a chaotic good wyrder could select the Chaos and Good domains, but neither of the Evil or Law domains. A true neutral wyrder could select either the Evil or the Good domain, but not both, and either the Chaos or Law domain, but not both. The wyrder lacks true spellcasting capacity, and as such does not gain any domain spell slots. She only has access to the granted powers of her chosen domains. Instead of a cleric domain, she may select an inquisition or one of the animal or terrain domains normally available to druids. She can select freely from among these with GM approval. If the 1st-level power of her chosen domain or inquisition grants a ranged touch attack, the wyrder can choose to gain 2 bonus wyrd points in its place. She still gains all other powers granted by the domain. Furthermore, because of her lack of spellcasting, the wyrder's ability to choose between different subdomains is more adjustable than normal. If different subdomains replace different domain powers of the same associated domain, the wyrder may gain any combination of those subdomain replacement powers as a single domain choice. For example, a wyrder could, instead of choosing the regular Strength domain, choose to gain the powers granted by both the Ferocity and Resolve subdomains, as these each replace a different domain power of the Strength domain. If a domain grants some other ability besides the domain powers being replaced (such as the Travel domain's movement speed increase), these are still retained even if all other domain powers are exchanged for subdomain ones.

Stalwart (Su): At 11th level, a wyrder can summon up eldritch resiliency to avoid certain attacks. If she makes a Fortitude or Will saving throw against an attack that has a reduced effect on a successful save, she instead avoids the effect entirely. This ability can only be used if the wyrder is wearing light armor, medium armor, or no armor. A helpless wyrder does not gain the benefit of the stalwart ability.

Wyrdflame Paragon (Su): At 20th level, resistance or immunity to fire damage no longer offers any protection against the wyrder's hexfire, as long as it deals fire damage. By spending 1 point from her wyrd pool she can use a standard action to fire a single blast of hexfire that is maximized, making it deal damage as if though every damage dice rolled the highest number possible (a natural '6' for a d6, and so on).
This looks like this now. I somewhat suck at creating capstone abilities, so this might possibly change in future.

Ethereal Gears
2013-12-03, 04:40 PM
New Hexes: The following hexes can be selected by a wyrder in place of a regular witch's hex. All hexes marked with an asterisk (*) alter the essence of the wyrder's hexfire and therefore only one such hex can be applied to any one blast. Hexes marked with an octothorpe (#) instead alter the shape or pattern of her hexfire, and similarly only a single such hex can be applied per blast. Note also that certain hexes that turn hexfire into a wieldable weapon (such as hexblade) will make the hexfire unusable with feats such as Point-Blank Shot in that form, though not with more general feats like Weapon Focus. All saving throws made against effects caused by a wyrder's hexes have a DC equal to 10 + 1/2 the wyrder's level + her Wisdom modifier.

NEW HEXES:

Accursed Flame (Su)*: The wyrder chooses a single spell from the witch spell list that has the [curse] descriptor upon selecting this hex. This spell's level cannot be higher than the highest-level spell the wyrder has gained from her patron. The wyrder may apply the effects of this spell to a target struck by her hexfire by expending a number of wyrd points equal to 1 + 1/2 the spell's level. The wyrder can choose whether to apply this hex to a specific blast of hexfire after the attack roll for the hexfire has been made. If both her hexfire and her chosen spell can affect multiple targets, this hex may affect as many targets as possible so long as this conforms to the limitations of either. At 4th level and every four levels thereafter (8th, 12th and so on) the wyrder can exchange the spell chosen via this hex for a new one, following the same restrictions on selection.

Additional Domains (Sp or Su): The wyrder gains two additional patronal domains of her choice. A wyrder must already have been granted two patronal domains in order to select this hex.

Chained Fire (Su)#: The wyrder can chain the effect of her hexfire to another nearby target at a reduced capacity. Any time the wyrder uses her hexfire, she can spend 1 wyrd point and select a secondary target within 30 feet of the original target. The secondary target takes half the damage of the original target if the wyrder makes a successful ranged touch attack against the secondary target. If the original target took no damage, the wyrder cannot chain the blast. Alternatively, a wyrder can use this ability to heal a second ally after healing the first one. The first ally is affected automatically if willing, though the wyrder must still succeed on a ranged touch attack against the second in order to heal that ally as well. Her secondary target only heals half the damage her primary target did, and can furthermore only benefit from half as many of the wyrder's mercies (minimum 1) as the primary target. The wyrder can chain her fire to affect one additional target at 10th level, two additional targets at 14th level, and three additional targets at 18th level. Each new target must be within 30 feet of the previous one, and she cannot target the same creature more than once with the same blast of chained fire. All damage dealt or healed by her hexfire is halved for each additional target. This includes extra damage such as that dealt by the hellfire major hex, and this effect also cuts the wyrder's mercies in half each time when she is using chained fire to heal multiple allies. Each ally still receives at least one mercy, however. A wyrder must be at least 6th level to select this hex.

Clinging Blaze (Su): A creature affected by the hexblaze hex becomes entangled in addition to being set ablaze if it fails its saving throw against that ability. This condition persists even if the flames are put out, unless the target succeeds on a Strength check (DC of 10 + 1/2 wyrder's level + her Wisdom modifier) against the residual clinging hex energies. The entangled condition otherwise ends on its own after 2d4 rounds have expired. A wyrder must be at least 6th level and already have selected the hexblaze hex to select this hex.

Contingent Fire (Su): The wyrder can spend 1 wyrd point as a full-round action to infuse herself completely with the energy of one blast of hexfire., storing it for swift retrieval at a later time. She specifies a set of conditions under which this use of hexfire will be retrieved. When these conditions are met, the wyrder can instantly fire the blast as an immediate action. She must do this within 1 round of the triggering condition occurring or lose the hexfire completely. She can maintain a number of these stored blasts simultaneously equal to her Constitution modifier, each with its own triggering conditions. If not triggered within 1 hour per class level of being stored in this way, the hexfire dissipates and new wyrd points must be spent by the wyrder to infuse herself anew. A wyrder must be at least 6th level to select this hex.

Cruel Claw (Su)*: When making a melee touch attack with her hexclaw, the wyrder can spend 1 wyrd point as a swift action to have her hexclaw deliver a cruelty, like an antipaladin can via the touch of corruption class feature. She must choose to spend the wyrd point before making her attack roll, and if the hexclaw attack misses her cruelty is wasted. The wyrder's cruelties differ from those of an antipaladin as follows: her cruelties only last half as long as those of an antipaladin, and her choice of cruelties is more restricted. She starts with a single 3rd-level cruelty when she gets this ability, and then adds one new cruelty to her available options at 8th, 12th and 16th level. At 8th level she can begin to select from among the antipaladin's 6th-level cruelties and at 12th level she can begin to select from among the 9th-level ones. Finally, at 16th level she gains access to the antipaladin's 12th-level cruelties. This hex is usable only with the wyrder's hexclaw, and only by spending 1 wyrd point each time it is used. A wyrder must be at least 6th level and already have selected the hexclaw hex in order to select this hex.

Enhanced Familiar (Su): The wyrder adds 1 evolution point to her familiar's evolution pool. This hex can be selected several times. A wyrder must have already acquired an evolution pool for her familiar in order to select this hex.

Familiar Fire (Su)#: If her familiar is within 60 feet of her, the wyrder can spend 1 wyrd point to channel her hexfire through it harmlessly and then redirect it at a more distant target. Treat the wyrder's familiar as the origin point of her hexfire when she uses hexfire in this fashion.

Flameweird (Su)*: The wyrder can cause her hexfire to transform into nightmarish phantasmal shapes as it strikes her foes. When she successfully damages a creature with her hexfire, she can spend 1 wyrd point as a swift action to make a free Intimidate check to attempt to demoralize that creature. A wyrder must be at least 6th level to select this hex.

Flames of Madness (Su): A target successfully demoralized via the flame weird hex also becomes confused for the same duration it remains shaken. The target gets a Will saving throw to negate the confusion effect. The DC for this saving throw increases by 1 for every 5 by which the wyrder exceeded the Intimidate DC to the demoralize her target. A wyrder must be at least 8th level and must already have selected the flameweird hex to select this hex.

Flash Fire (Su)*: By spending 1 wyrd point, a single target of the wyrder's hexfire can be blinded for 1 minute unless it makes a Fortitude save. Even if it makes its save the target is still dazzled for 1 minute. A wyrder must be at least 6th level to select this hex.

Heal and Harm (Su)*: Hexfire is attuned to either the good or ill will of its wielder, and the wyrder has learned to weave these two together in a perfect expression of her feelings towards those creatures it touches. By spending 1 wyrd point, the wyrder can make her hexfire, when it affects more than one creature with a single blast, deal damage to that creature if that creature is an enemy, but if it is an ally, heal it instead. This healing is however only equal to half the damage dealt to enemy targets. Healed allies can also only benefit from half the wyrder's mercies aside from being healed. A wyrder must be at least 6th level to select this hex.

Hexblade (Su)#: The wyrder can form her hexfire into a razor-sharp blade of searing green flame with which to cut her foes to ribbons, expending 1 wyrd point in the process. This does not require an action to do. The weapon persists for 1 hour per wyrder level once fashioned. The wyrder is considered proficient with her hexblade, which counts as a light weapon for the purposes of feats and other effects. It requires one free hand to wield. The wyrder can make a melee touch attack with the blade as a standard action, dealing her hexfire damage with the following modifications: the hexblade threatens a critical hit on a roll of 18, 19 or 20, and also deals one point of bleed damage for each d6 of damage the wyrder's hexfire deals. Note that the bonus hexfire damage dice from gaining wyrder levels are not multiplied on a critical hit. Alternatively, the wyrder can heal an ally with hexfire via a touch of her hexblade. This heals 1 point of damage to a single ability score for every d6 of hit point damage her hexfire heals. A wyrder must be at least 6th level and must already have selected the hexclaw hex to select this hex.

Hexblaze (Su)*: By spending 1 wyrd point, the wyrder can force all creatures affected by one blast of the wyrder's hexfire to have to make a Fortitude save or catch on fire. Each round a creature stays aflame (including the round it was first hit) it takes 1d6 of fire damage for every six levels of the wyrder that set it ablaze (to a maximum of 3d6 at 18th level). Extinguishing the flames requires making a Reflex save as a full-round action. Dropping prone and rolling on the ground lets the target make this save with a +2 bonus. Dousing the flames with at least 2 gallons of water, leaping into a body of water or magically extinguishing the flames automatically smothers the fire. This hex can only be applied to hexfire that deals fire damage. A wyrder must be at least 4th level to select this hex.

Hexbolt (Su)*: The wyrder can choose to deal electricity damage with her hexfire. She makes this choice each time she uses the ability.

Hexbreath (Su)#: By spending 1 wyrd point, the wyrder can exhale her hexfire as a scalding breath weapon in a 20-foot cone affecting all targets it touches as if though they had been individually hit by it. She does not need to make a ranged touch attack; instead all targets within the cone take damage automatically, though a successful Reflex save halves this damage. The wyrder can alternatively use this hex to heal all targets within the cone a number of hit points equal to half the damage her hexfire normally heals, including granting each target the benefit of half of her available mercies (minimum 1). At 10th level the size of the hexbreath increases to 30 feet. A wyrder must be at least 6th level to select this hex.

Hexclaw (Su)#: By expending 1 wyrd point, the wyrder can channel her hexfire through her hand, growing a luminous green talon of pure eldritch energy. This does not require an action to do. The hexclaw allows her to spend a standard action to deliver her hexfire as a melee touch attack. Alternatively, this allows the wyrder to heal her allies with a touch using hexfire.

Hexcloak (Su): The wyrder can wreathe herself in a swirling cloak of her hexfire, expending 1 wyrd point to grant herself a +5 armor bonus to AC. This does not require an action to do. At 6th level and every two levels thereafter, this armor bonus increases by +1, up to a total armor bonus of +12 at 18th level. The cloak persists for 1 hour per wyrder level once fashioned. If the wyrder is 6th level or higher, she can use a standard action to dismiss her cloak in order to gain the benefits of invisibility for a number of minutes equal to her Wisdom modifier. Alternatively, she can gain the effects of blur for a number of rounds equal to her Wisdom modifier.

Hexforce (Su)*: By expending 1 wyrd point, the wyrder can choose to deal pure force damage with her hexfire. She makes this choice each time she uses the ability. In this case it deals 1d4 points of force damage, plus 1d4 points of force damage for every odd-numbered level, instead d6s. The wyrder also chooses one creature hit by her hexforce to be knocked prone unless it succeeds on a Reflex save. A wyrder must be at least 8th level to select this hex.

Hexfrost (Su)*: The wyrder can choose to deal cold damage with her hexfire. She makes this choice each time she uses the ability.

Hexhammer (Su)#: The wyrder can form her hexfire into a brutal hammer of pulsating green flame with which to smite her foes, expending 1 wyrd point in the process. This does not require an action to do. The weapon persists for 1 hour per wyrder level once fashioned. The wyrder is considered proficient with her hexhammer, which counts as a two-handed weapon for the purposes of feats and other effects. It requires two free hands to wield. The wyrder can make a melee touch attack with the hammer as a standard action, dealing her hexfire damage with the following modification: she adds double her Wisdom modifier on the hexfire's damage roll (and also on any roll to heal an ally via a touch of her hammer if she chooses to use her hexfire for healing), and the hexfire deals quadruple damage on a critical hit. Note that the bonus hexfire damage dice from gaining wyrder levels are not multiplied on a critical hit. A wyrder must be at least 6th level and must already have selected the hexclaw hex to select this hex.

Hexlance (Su)#: By expending 1 wyrd point, the wyrder can unleash her hexfire as a 60-foot line affecting all targets it touches as if though they had been individually hit by it. She does not need to make a ranged touch attack; instead all targets affected by the line take damage automatically, though a successful Reflex save halves this damage. The wyrder can instead use this hex to heal all targets touched by the line a number of hit points equal to half the damage her hexfire normally heals, including granting each target the benefit of half of her available mercies (minimum 1). At 10th level the length of the hexlance increases to 90 feet. A wyrder must be at least 6th level to select this hex.
Hexlash (Su)#: The wyrder can form her hexfire into a serpentine lash of liquid green flame with which to strike at her enemies, expending 1 wyrd point in the process. This does not require an action to do. The weapon persists for 1 hour per wyrder level once fashioned. A hexlash has a reach of 10 feet and the wyrder threatens all squares within it. The wyrder is considered proficient with her hexlash, which counts as a light weapon for the purposes of feats and other effects. It requires a free hand to wield. As a standard action, she can lash out at an enemy within 10 feet as a melee touch attack, delivering her hexfire upon impact. She can also use the lash to make attacks of opportunity. Alternatively, the wyrder can expend 1 wyrd point to heal an ally up to 10 feet away, or she can expend both a wyrd point and an attack of opportunity to heal an ally who leaves a square she threatens with her hexlash. A wyrder must be at least 6th level and must already have selected the hexclaw hex to select this hex.

Hexscreech (Su)*: By expending 1 wyrd point, the wyrder can unleash her hexfire in the form of an ear-piercing screech or wail. In this case it deals 1d4 points of sonic damage, plus 1d4 points of sonic damage for every odd-numbered level, instead d6s. The wyrder also chooses a single creature hit by her hexscreech to become deafened for 1 minute unless it makes a Fortitude save. A wyrder must be at least 6th level to select this hex.

Hexseethe (Su)*: The wyrder can choose to deal acid damage with her hexfire. She makes this choice each time she uses the ability.

Hexshield (Su): The wyrder can spend 1 wyrd point as a swift action to craft its puissant energies into a shield of pure magical force. If she instead expends 2 wyrd points while using this ability, it only requires an immediate action to activate. A hexshield requires one free hand to wield and grants a +4 shield bonus to AC. It also negates magic missiles, and furthermore functions against incorporeal touch attacks. The shield lasts for one minute per class level once fashioned.

Inner Fire (Su): The wyrder can spend 1 wyrd point as a move action to gain fire resistance equal to her class level + her Wisdom modifier for 1 round. If she instead expends 1 wyrd point while using this ability, it only requires an immediate action to activate. If the wyrder has selected a hex that allows her to change her hexfire's damage type to something other than fire, she can choose to gain resistance to that instead. For example, a wyrder with this hex who also possesses the hexfrost hex could instead choose to gain cold resistance. This choice is made each time the ability is activated. Alternatively, if the wyrder expends 1 wyrd point and a swift action as part of activating this ability, she can freely choose to gain either acid, cold, electricity or fire resistance. A wyrder must be at least 4th level to select this hex.

Moonfire (Su)*: By spending 1 wyrd point, the wyrder can have her hexfire confer the effects of the rage spell upon a single target it successfully deals damage to or heals. The target receives a Will saving throw to negate this effect, though a willing target can choose to voluntarily fail this save. A wyrder must be at least 6th level to select this hex.

Pactbound Arcana (Su): The wyrder gains the bloodline arcana of the bloodline she chose via the pact of patronage hex. This affects her spell-like and supernatural abilities rather than actual spells. The wyrder can apply her bloodline arcana to her hexfire, though this requires spending 1 wyrd point in the process. Her hexfire counts as an evocation spell with an energy descriptor corresponding to its current damage type and of a level equal to its number of damage dice for this purpose. The wyrder's effective caster level is equal to her character level. A wyrder must be at least 4th level and already have selected the pact of patronage hex choose this hex.

Pactbound Augmentation (Su): The wyrder gains Improved Eldritch Heritage as a bonus feat, gaining the 3rd-level bloodline power of the bloodline she chose via the pact of patronage hex. All powers from her chosen bloodline normally based on Charisma instead become based on Wisdom, and she uses her wyrder class level (rather than her character level -2) as her effective sorcerer level. A wyrder must be at least 4th level and already have selected the pact of patronage hex level to select this hex.

Pact of Patronage (Su): The wyrder gains Eldritch Heritage as a bonus feat without having to meet its prerequisites. The bloodline she picks need not be derived from the wyrder's ancestry, but can instead result from a conscious choice to imbue herself with the heritage of her patron in order to become more intimate with the nature of its powers. Her bloodline should have some thematic connection with her patron, though she can choose any bloodline she wishes to with GM permission. All powers from her chosen bloodline normally based on Charisma instead become based on Wisdom, and she uses her wyrder class level (rather than her character level -2) as her effective sorcerer level. If the 1st-level power of her chosen bloodline grants a ranged touch attack, the wyrder can choose to gain 2 bonus wyrd points in its place. She still counts as having her chosen bloodline for all other purposes. Furthermore, if she wants to, she may select one of the mutated bloodlines normally available to a wildblooded sorcerer in place of a regular bloodline. Any powers gained from the wyrder's bloodline may be delivered via her hexfire, in place of a domain power or hex, by spending 1 wyrd point and a swift action as per the wyrd pool class feature. A wyrder must be at least 2nd level to select this hex.

Strengthened Bond (Ex): The wyrder's patron strengthens the bond between her and her familiar. For every four class levels she possesses, her familiar gets to increase one of its ability score by 1, up to a maximum of five such increases at 20th level. If she is 6th level or higher, her familiar gains the devotion ability, like that of an animal companion or eidolon. If she is 9th level or higher, it gains Multiattack as a bonus feat if it has 3 or more natural attacks and does not already have that feat. If it does not have the requisite 3 or more natural attacks (or it is reduced to less than 3 attacks), the familiar instead gains a second attack with one of its natural weapons, albeit at a –5 penalty. If the familiar later gains 3 or more natural attacks, it loses this additional attack and instead gains Multiattack. A wyrder must be at least 4th level to select this hex.
Swift Fire (Su): A wyrder with this hex can quicken the flow of her hexfire to unleash more than one blast in a single round. The wyrder can fire additional hexfire blasts as a full-round action if her base attack bonus is high enough to grant her additional attacks, expending 1 wyrd point per additional attack made. This functions just like a full-attack with a ranged weapon. Swift fire may be combined with the hexblade, hexclaw, hexhammer and hexlash hexes, instead granting the wyrder a full-attack round's worth of melee touch attacks delivering her hexfire damage. Alternatively, this hex allows the wyrder to heal a number of allies per round with it equal to her number of iterative attacks, expending 1 wyrd point per healing blast as usual. She can also alternate between dealing and healing damage with her hexfire in the same round. Swift fire cannot be combined with the following hexes or major hexes: balefire, chained fire, hexbreath, hexflare, hexlance and greater hexflare. A wyrder must be at least 8th level to select this hex.

Unraveling Flame (Su)*: When the wyrder uses her hexfire, by spending 1 wyrd point she can choose to have it dispel magic effects instead of deal damage. Creatures that are hit by an unraveling hexfire are subject to a targeted dispel magic spell, using the wyrder’s level as the caster level. This cannot be used to target a specific spell effect. A wyrder must be at least 6th level to select this hex.

Wyrd Hex (Su): The wyrder increases her wyrd pool by 2. This hex can be selected more than once.

Almost all hexes now cost 1 wyrd point to activate. Added a hex to gain 2 additional domains once and one to add 1 point to the familiar's evolution pool, selectable multiple times. Obviously, patronal hexfire is no longer a selectable hex as it's been promoted to a class feature.

Ethereal Gears
2013-12-03, 04:41 PM
NEW MAJOR HEXES:

The following major hexes can be selected by a wyrder in place of a regular major hex.

Accursed Menagerie (Su): Any animal companion or familiar the wyrder possesses with an Intelligence of 3 or higher counts as a hag for the purposes of utilizing the coven hex. This allows for the creation of a coven without the presence of an actual hag. When using the coven's spell-like abilities together, all the save DCs are based on Wisdom rather than Charisma. Furthermore, no individual such ability can be used more than once per day. A wyrder must already have selected the coven hex in order to select this major hex.

Auto-Da-Fé (Su): By spending 1 wyrd point, the wyrder can give a pious foe a taste of the fiery fate so many witches and other outcast spellcasters have suffered at the hands of religious institutions. Whenever she targets a creature with divine spellcasting ability (including creatures with divinely granted spell-like or supernatural abilities) whose alignment is opposed to at least one aspect of her own alignment (chaotic, evil, good or lawful) with hexfire that deals fire damage, she treats all '1's and '2's rolled on her hexfire's damage dice as if though she had rolled '3's instead. A true neutral wyrder cannot select this major hex.

Balefire (Su)*#: By spending 1 wyrd point, one blast of the wyrder's hexfire can deal pure divine damage that is not subject to energy resistance. It is delivered in a 90-foot line, affecting all targets touched by it. It deals automatic damage to these targets, although a successful Will halves this damage. The materials adamantine and mithral are utterly immune to the effects of balefire and therefore offer some measure of protection against it. Creatures wearing armor or wielding a shield made of either material get a bonus on their saving throw against the balefire equal to 2 + the armor or shield's enhancement bonus. Bonuses from wearing both armor and wielding a shield made from one of these materials do not stack; only the highest bonus applies. Once per day, the wyrder can make all targets who fail their saving throws against a single blast of her balefire suffer the effects of being erased from time for a number of rounds equal to 1/2 her class level. No magic or divinations can detect the creatures during this time, as they exist outside of time and space—in effect, the creatures ceases to exist for the duration of this ability. At the end of the duration, the creatures reappear unharmed in the space they last occupied (or the nearest possible space, if the original space is now occupied). The wyrder can use this ability one additional time per day at 16th level. When using balefire to heal, the wyrder can choose to treat all '1's and '2's rolled on the healing dice as natural '3's. However, this also confers an effect similar to sands of time upon the creatures being healed, except the creatures regress to an age category one step younger than their current one, and also gain both the benefits and penalties of this new age category. Creatures younger than middle-aged regress to the young age category, gaining a +2 bonus to Dexterity but taking a -2 penalty to Strength and Constitution. Unlike true young characters however, they retain all their skill ranks. This reverse aging effect has a caster level equal to the wyrder's class level and persists for a number of rounds equal to 1/2 her level. She can use the age-reversal healing option once per day plus an additional time per day at 16th level. A wyrder must be at least 12th level and have already selected the hexforce hex and the scathefire major hex in order to select this major hex.

Defile Earth (Su)*#: The wyrder can spend 1 wyrd point as a full-round action to channel hellfire down into the earth itself, blighting the land and searing her own flesh, but gaining a glimpse of true infernal power in return. For every d8 of damage her hellfire deals (not including extra dice from taking voluntary Constitution damage) the wyrder can choose to defile a 10-foot radius centered on herself. Thus, a wyrder whose hellfire deals 6d8 of damage would be able to affect a 60-foot radius centered on herself, and one able to deal 10d8 would be able to affect a 100-foot radius. The wyrder can choose to affect a smaller area than her maximum if she so chooses. For every 10 feet of the area thus defiled, the wyrder takes 10 points of damage. She also takes 1 point of additional damage for every living creature affected by this ability. All other creatures within the area take automatic damage equal to the wyrder's hellfire damage. This does not affect flying creatures. For a number of rounds afterwards equal to the area of the defiled earth divided by ten, no magic can be used within it. All spells, supernatural and spell-like effects are utterly canceled and suspended for this duration. All affected creatures within the area, including the wyrder, fall prone and are nauseated for this duration. For 10 years per round of magic-deadening and nausea after this ability has been used, no living thing can grow in the affected area and any creature who enters it becomes sickened for the next hour, or continually if it doesn't leave the area. This goes into effect immediately after the magic-deadening and nausea have ended. This ability can only be used on open ground outdoors, and only once every 24 hours. A wyrder must be at least 16th level and already have selected the hellfire major hex in order to select this major hex.

Dragonfire (Su): The wyrder has learned how to channel the raw, destructive energy of a dragon's ruinous breath via her hexfire. She chooses one of the dragonfire abilities below. The wyrder is always immune to all detrimental effects of her own dragonfire. After using dragonfire the wyrder has to wait 1d4 rounds before being able to use it again. Each specific ability has its own prerequisites that the wyrder must meet in order to select it.

Black Dragonfire*#: The wyrder can spend 1 wyrd point to create an acid pool at her feet as a standard action. This acid pool has a radius of 5 feet per two class levels of the wyrder. When an acid pool is created, anyone inside its area takes an amount of damage equal to the wyrder's hexfire, with a successful Reflex save halving this damage. Any enemy that starts its turn touching this pool takes damage, but can make a Reflex save for half. Each round, the total damage dice of the pool is halved until the result would be less than 1d6. The acid pool floats on water, and deals damage to anything on the surface. Prerequisites: hexlance, hexseethe.

Blue Dragonfire*#: The wyrder can spend 1 wyrd point to create a storm of lightning. This functions as call lightning storm, but the damage is equal to half the wyrder's hexfire damage. She can call down 1 bolt per round as a swift action for 1d4 rounds. The save DC is equal to her standard hex DC. Additional uses of this ability extend the duration by an additional 1d4 rounds. Prerequisites: hexbolt, hexlance.

Crystal Dragonfire: The wyrder can spend 1 wyrd point to create a barrier of crystalline vibrations around her that persists for a number of rounds equal to her Wisdom modifier. This barrier reflects ray spells back upon the ray’s source if the ray fails to overcome the barrier's Spell Resistance, which is equal to 11 + the wyrder's level. Prerequisites: hexbreath, hexscreech.

Ethereal Dragonfire: The wyrder can spend 1 wyrd point to have her hexforce deal double damage against ethereal and incorporeal creatures, though such creatures receive a Will saving throw to reduce this to standard damage. The wyrder decides whether to use this ability or not each time she makes a hexforce attack, if able. Prerequisites: hexbreath, hexforce.

Green Dragonfire*#: The wyrder can spend 1 wyrd point to create a cloud of acid as a standard action that deals damage to all enemies inside it. The cloud moves with the wyrder and has a radius of 20 feet. When it's created, anyone inside this area takes an amount of damage equal to half the wyrder's hexfire damage, with a Reflex save for half damage. The number of damage dice rolled is halved each round until the result would be less than 1d6. Any creature that starts its turn inside the cloud takes damage, but can make a Reflex save for half. A strong wind, such as that created by a gust of wind, disperses the cloud in 1 round. Prerequisites: hexbreath, hexseethe.

Radiant Dragonfire: The wyrder can spend 1 wyrd point to have her sunfire let any creature healed by it gain a number of temporary hit points in addition to those healed equal to 1/2 her class level + her Wisdom modifier. These persist for 1 minute per class level of the wyrder and do not stack with other sources of temporary hit points. Any creature affected by her sunfire becomes the centre of an effect like that of a daylight spell (caster level equal to the wyrder's class level) that persists for a number of rounds equal to the wyrder's Wisdom modifier. The wyrder gains a +2 bonus for the purposes of overcoming the channel resistance of any creature struck by her sunfire, and creatures vulnerable to sunlight take d8's instead of d6's in damage from it. The wyrder decides whether to use this ability or not each time she makes a sunfire attack, if able. Prerequisites: flash fire, hexlance, sunfire.

Red Dragonfire*#: The wyrder can spend 1 wyrd point to melt rock at a range of 100 feet, affecting a radius of 5 feet per 2 class levels. The area becomes lava to a depth of 1 foot. Any creature in contact with the lava takes 1d6 points of fire damage per class level of the wyrder on the first round and is set on fire as per the hexblaze hex, though a successful Reflex save halves this damage and negates being set on fire. On the second round any creature still in contact with the lava takes damage equal to the wyrder's hexfire damage. On the third round the lava has cooled sufficiently to no longer deal any damage, although the area covered by it is permanently transformed into difficult terrain.. If used on a wall or ceiling, treat this ability as an avalanche that deals fire damage. Prerequisites: hexblaze, hexbreath.

Umbral Dragonfire: The wyrder can spend 1 wyrd point to have her voidfire make any creature slain by it rise as a shadow (if 8 HD or less) or greater shadow (if above 8 HD) under her control 1d4 rounds later. The wyrder decides whether to use this ability or not when the creature is slain. These shadows and greater shadows only remain under her control for 24 hours, after which time they are granted a Will saving throw (DC equal to the wyrder's hex DC) in order to break it. If they fail this save they get a new one every 24 hours. Prerequisites: hexbreath, hexfrost, voidfire.

White Dragonfire*#: The wyrder can spend 1 wyrd point to create a blizzard in the area around her as a standard action. This creates heavy snow conditions in a radius of 5 feet per 2 class levels for 1 minute, centered on the wyrder herself. The snow moves with the wyrder and slows movement (4 squares of movement per square entered) and limits vision as fog does. Prerequisites: hexbreath, hexfrost.

Flamebeast (Su): The wyrder can spend 1 wyrd point to fire a blast of hexfire at her familiar as a standard action. Instead of dealing or healing damage, this transforms the familiar into an elemental (as per elemental body III) corresponding to the hexfire's current damage type. This elemental has the same basic form as the wyrder's familiar and the familiar retains its familiar abilities while in this form, but is otherwise affected normally as per the polymorph rules. The effect lasts for a number of rounds equal to the wyrder's Wisdom modifier, after which her familiar returns to its normal form. At 12th level her familiar's elemental form instead functions as elemental body IV. A wyrder must already have selected the familiar fire hex in order to select this major hex.

Greater Pact (Su): The wyrder gains Greater Eldritch Heritage as a bonus feat, gaining the 15th-level bloodline power of the bloodline she chose via the pact of patronage hex. All powers from her chosen bloodline normally based on Charisma instead become based on Wisdom, and she uses her wyrder class level (rather than her character level -2) as her effective sorcerer level. A wyrder must be at least 16th level and already have selected the improved pact major hex choose this major hex.

Hellfire (Su)*: When dealing fire damage with her hexfire, the wyrder can spend 1 wyrd point to channel the unquenchable flames of Hell itself through her body. For one round, her hexfire deals d8s instead of d6s in damage, and it can overcome an amount of fire resistance equal to the wyrder's Wisdom modifier. Furthermore, she can choose to incur a number of points of Constitution damage while channeling hellfire up to a maximum equal to her Wisdom modifier. For each point of Constitution damage the wyrder takes her hellfire deals an additional 2d8 of damage for 1 round. Hellfire can be used to heal instead of deal damage, but only to evil creatures. An outsider with the evil and lawful subtypes that is hit by hellfire never takes damage, regardless of the wyrder's intentions. Instead it always heals the maximum amount of damage possible by it (treat every dice rolled as a natural '8'). An outsider with the good subtype takes damage from hellfire as if though also affected by both the hexblaze hex and the auto-da-fé major hex simultaneously. A wyrder must be at least 12th level and already have selected the inner fire hex to select this major hex.

Hexbrand (Su)*: The wyrder can spend 1 wyrd point to mar a target with a glaring sigil figuring the mark of her patron, applying the effects of greater brand to a single creature struck by her hexfire. The caster level for this effect is equal to her class level.

Hexflare (Su)#: The wyrder can spend 1 wyrd point to unleash it in a 20-foot radius burst of blinding emerald light centered on herself. All creatures caught in the burst take hexfire damage as if though hit by individual blasts and become dazzled for 1 round, though a successful Reflex save halves the damage and negates the dazzled condition. A wyrder can alternatively use this hex to heal all targets within 20 feet a number of hit points equal to half the damage her hexfire normally heals, including granting each target the benefit of half of her available mercies (minimum 1). At 14th level the size of the hexflare increases to 30 feet.

Hexflare, Greater (Su)#: The wyrder can spend 1 wyrd point to cause a 30-foot radius spread within 60 feet of her to burst into volatile green flame. All creatures caught in the spread take hexfire damage as if though hit by individual blasts and become blinded for 1 round, though a successful Reflex save halves the damage and negates the blinded condition. A wyrder can alternatively use this hex to heal all targets within the spread a number of hit points equal to half the damage her hexfire normally heals, including granting each target the benefit of half of her available mercies (minimum 1). A wyrder must be at least 14th level and already have selected the hexflare major hex to select this major hex.

Hextongues (Su)*#: By spending 1 wyrd point, rather than target a creature with her hexfire, the wyrder can aim it at a 20-foot radius spread within 60 feet of her. As slithering tongues of hexfire erupt from the ground, the area is affected as per the spell black tentacles with a caster level equal to the wyrder's class level, with the following exceptions: creatures grappled by the hextongues take damage equal to the wyrder's lesser hexfire (1d6 + her Wisdom modifier) rather than the standard damage, and the tentacles only persist for a number of rounds equal to the wyrder's Wisdom modifier. A wyrder must be at least 12th level to select this major hex.

Improved Pact (Su): The wyrder gains Improved Eldritch Heritage as a bonus feat, gaining the 9th-level bloodline power of the bloodline she chose via the pact of patronage hex. All powers from her chosen bloodline normally based on Charisma instead become based on Wisdom, and she uses her wyrder class level (rather than her character level -2) as her effective sorcerer level. A wyrder must already have selected the pact of patronage hex choose this major hex.

Maredream (Su): When the wyrder uses the flameweird hex, she reduce the damage of her hexfire by 2d6 and instead deal 1d4 of Wisdom damage upon a successful hit. The amount of Wisdom damage dealt via this hex is reduced by 1 for each time it has previously hit a specific target in the past 24 hours, to a minimum of 1 point of Wisdom damage. A wyrder must already have selected the flameweird and flames of madness hexes to select this hex.

Pactbound Arcana, Greater (Su): The wyrder adds the first six spells from the bonus spell list of the bloodline she chose via the pact of patronage hex to the list of spells granted by her patron. The wyrder can cast these as spell-like abilities just as she can her regular patron spells. She can only cast spells of a level equal to or lower than the highest-level spell a witch of her level would be able to cast. A wyrder must already have selected the pactbound arcana hex to select this major hex.

Patron's Domain (Su): The wyrder adds the first six spells from one of her domains to her patron's spell list and can cast these as spell-like abilities just like her regular patron spells. She can only cast spells of a level equal to or lower than the highest-level spell a witch of her level would be able to cast. If she has selected two subdomains both of which replace different domain powers as a single domain choice, she must choose between these if their replacement spell lists conflict (i.e. replace a spell at the same level). This choice only affects domain spells; her subdomains' replacement domain powers remain as they are.

Scathefire (Su): By spending 1 wyrd point, half the damage dealt by the wyrder's hexfire becomes pure divine damage and as such is not subject to any form of energy resistance. Scathefire cannot be combined with the dragonfire or hellfire hexes.

Soulmeld (Su): The wyrder has learned how to merge her essence with that of her familiar, melding both its body and soul into her own. She can do this by expending 1 wyrd point and a standard action that provokes attacks of opportunity. Her familiar disappears completely as the wyrder subsumes its entire being. This effect lasts for 1 minute per class level of the wyrder. While merged with the wyrder the familiar gains fast healing 5 and cannot be targeted as a creature separate from the wyrder. It can take no actions in this state except to use a move action to prematurely end the soulmeld's duration. While the soulmeld remains active, the wyrder has access to all her familiar's evolutions as if she possessed them herself, albeit with the following exceptions: she does not gain access to any of her familiar's natural attacks, whether gained via evolutions or otherwise, nor does she get to benefit from any evolution altering her ability scores or her size. She can only use evolutions that are normally available to eidolons with the biped base form. Starting at 14th level, the duration of this ability becomes increased to one hour per class level of the wyrder. A wyrder must already have gained an evolution pool for her familiar in order to select this major hex.

Strengthened Bond, Greater (Ex): The wyrder's familiar gains a cumulative +1 increase to its Strength and Dexterity scores and one bonus feat for which it qualifies for every four class levels of the wyrder, up to a maximum of a +5 Strength and Dexterity increase and 5 bonus feats at 20th level. A wyrder must already have selected the strengthened bond hex to select this major hex.

Sunfire (Su)*: By spending 1 wyrd point, the wyrder can choose to deal positive energy damage with her hexfire. This harms undead creatures and heals living creatures. She makes this choice each time she uses the ability. A wyrder must be at least 12th level and already have selected the flash fire hex to select this major hex.

Voidfire (Su)*: By spending 1 wyrd point, the wyrder can choose to deal negative energy damage with her hexfire. This harms living creatures and heals undead. She makes this choice each time she uses the ability. A wyrder must be at least 12th level and already have selected the hexfrost hex to select this major hex.

Warpfire (Su)*: By spending 1 wyrd point the wyrder can force a single creature struck by her hexfire to succeed on a Will save or else be transformed into a harmless animal as per baleful polymorph for a number of rounds equal to the wyrder's class level. This reduces the hexfire's total damage dice by 2d6.

NEW GRAND HEXES:

The following grand hexes can be selected by a wyrder in place of a regular grand hex.

Hexfire Holocaust (Su)#: The wyrder can expend a number of wyrd points equal to her Wisdom modifier as a full-round action, suffusing her physical frame to its utmost limit with hexed energies. On a following round she can expel all this energy in the form of a concentrated hexfire blast. The energy is wasted if not expelled within a number of rounds equal to the wyrder's Constitution modifier (minimum 1). Unleashing the energy deals damage equal to the wyrder's hexfire damage x the number of wyrd points spent to every enemy within 60 feet and sets them on fire as per the hexblaze hex. Additional effects beyond pure damage, such as blinding or demoralizing one of the hexfire's targets, can be applied to one additional target wyrd point expended in order to power this ability. A successful Fortitude save halves the damage and negates being set aflame. Any ally of the wyrder (not including the wyrder herself) within the 60-foot radius is instead healed half the amount of damage dealt to the wyrder's enemies and can benefit from all the wyrder's mercies as part of this healing. The wyrder herself automatically takes half the damage dealt to her enemies and is then nauseated afterwards for a number of rounds equal to the number of daily uses of hexfire expended as part of activating this ability. This grand hex can only be used once every 24 hours.

Pactbound Apotheosis (Su): The wyrder gains the 20th-level bloodline power of the bloodline she chose via the pact of patronage hex, counting her effective sorcerer level for any effects relating to this power as equal to her wyrder class level -2. She still uses her Wisdom rather than her Charisma to determine all effects of the power. A wyrder must be at least 20th level and already have selected the greater pact major hex to select this grand hex.

Same thing here. Costs converted from uses of hexfire into wyrd points. Changed the wording of hexfire holocaust to conform to the new system.

Ethereal Gears
2013-12-03, 07:35 PM
Just a few notes I thought of off the top of my head, which might be useful to anyone wishing to have a look at this thing:

I know it's rather a lot of material to sift through. Basically a lot of the new hexes are based upon old warlock essence and shape invocations and some PF alchemist discoveries. These have generally all been tweaked in some fashion, however small, but by and large work to expand the area affected by the wyrder's hexfire and tack on additional debuffs. Other ones deal with granting the Eldritch Heritage series of feats as bonus feats using Wis in place of Cha, and still others deal with the wyrder's familiar. Domains are not addressed very much in the hexes, and do feel a bit unnatural (though I do like the idea of patrons granting domains in a similar way to gods; that's a rather specific fluff thing though). I'm less particular about keeping both the bloodlines and domains around, though I think both suit the class's flavor. The hexfire and the familiar are more primary concerns, with the former obviously taking great precedent. Anyway, this is mostly a shameless bump but I thought it might help as a sort of summary of how I view the class's internal dynamics.
Cheers,
- Gears

KitsuneBoxing
2013-12-04, 12:17 PM
Ok, i haven't read all of it, though i've had a look at the normal hexes. Quite frankly i have no idea whether the class is OP, or whether it's abusable in any large way (though i'm sure it is in some way, most things are).

The most unique powerful think about them that i can see is their healing, or rather the combination of their healing and their offensive abilities. Most classes that heal have to spend a turn doing it, while the wyrder can (at level 6) both heal their allies, cure their conditions and harm their enemies. At level 8, they can heal one ally and cure its' conditions and add a buffing domain power, and then damage an enemy and add a debilitating condition to it. Obviously, this is not something that can be done very many times per day, but i think it is improtant to look at how a class works when giving it all it's got, and this is very powerful. One solution (if you call it that) that i could think of is to make it so that adding mercys to a hexfire counts as changing its' essence (without a wyrd pool cost). This would, i think, make it less possible to spend all your gusto to do everything at once, which in my opinion makes a class more fun. Mercys are very good, let's not forget, one of the main enemies of debilitating conditions.

One thing that is a bit unclear to me, though i'm sure i understand what you mean. Is to make it more clear in the text that hexfire to heal can not be modified by combat feats such as deadly aim and focused shot, and more importantly at level 8, rapid shot. Since the healing does not require an attack roll it is in many ways obvious, but how this works with a full attack round with rapid shot is not clear. The whole healing thing is written as a bit of a sub clause to the damage dealing, and maybe should be shown as a seperate thing, since this important different does exist.

Finally i would say that if you're worried about abusability i would say definately take out the bloodlines, there's bound to be some way to abuse it all and i personaly don't see the need of it. You allready have so many abilities from so many different sources. But that's just my opinion.

Good work, fun flavour. I'll return with more comments after i have looked through the rest of the hexes.

Ethereal Gears
2013-12-04, 12:34 PM
Yeah, that's definitely true about the healing. Adding mercies should certainly count as altering the hexfire's essence. Thanks for catching that. Furthermore, obviously healing hexfire is not meant to be affected by any feats or other abilities that work off attack rolls (except where an explicit exception is made, such as the swift fire hex). I'll expand the healing mechanic into its own subclause within the hexfire entry to spell this out fully, though.

There's no question about the class's power. It is meant to be solid Tier 3 stuff. Perhaps the effective healing and condition-removal abilities does move it rather higher up within that tier than I might ideally wish, though I still hope domain powers + an evolution-buffed familiar + some spell-like abilities with a maximum spell level of 6th don't add enough utility to actually move it outside its designated tier. As things stand now I just can't imagine one of these guys standing side-by-side with a cleric or sorcerer in terms of power and versatility. I am less concerned about them being good at healing, which isn't in and of itself a "dangerous" capability for a class to have; unlimited healing would be far more detrimental to balance than swift and effective but limited healing, in my view.

I might consider removing the bloodlines, although I should add that they were not tacked on willy-nilly just to give the class another bag of fun stuff to mess about with. Some bloodline arcanas would allow them to increase the damage dealt by their hexfire, basically. This is intentional, though it may well prove to be excessive. Beyond that point I don't foresee much abusability as bloodline powers on their own are rarely that great (you only ever get one bloodline; they can't be mix-'n'-matched like domains). Some bloodline arcanas are pretty wild, but the wyrder's pseudo-casting is so limited I don't think those will enable them to get up to much mischief.

Anyway, thanks for the review; it definitely made me think I should put the healing mechanic under some greater scrutiny and I'm very glad for the obvious oversights you pointed out.

Cheers,
- Gears

EDIT: Alright; healing hexfire text has been worded more precisely, hopefully avoiding any future confusion. I also altered the "heal and harm" hex referenced obliquely by KitsuneBoxing above. It now only heals allies caught in a hexfire AoE half as much as it deals in damage to foes and only delivers 1/2 the wyrder's mercies. This keeps it in line with the way hexbreath, hexlance etc. work when used to heal people.

EDIT II: Oh! I just realized the wording of hexbreath, hexlance, hexflare and greater hexflare was a bit wonky. They already singled out enemies and allies for different effects, rendering the "heal and harm" hex a bit less useful. This has been rectified. Now you either gotta heal or harm everyone in the AoE of your hexfire, unless you've got heal and harm.

KitsuneBoxing
2013-12-04, 01:24 PM
Ok, i've looked through the rest of the hexes (quickly) and have some more thoughts.

Firts of all, i don't really understand why the wyrder gains patron spells at a witch's progression, would'nt it be more suitable to gain them like a six level caster? I'n not saying that it's totally op or anything, but i don't think it would feel bad to gain the spells more slowly and evenly as you level up either. My thought is that these spells are mostly there to add versatility, since they allready have the damage dealing, de-buffing and healing going on through their other class features. To me, this would feel more natural, especially when i'm leveling up at higher levels.

Second, shouldnt swift fire be counted as augmenting the form of the hexfire? I thought it allready was, since it has written in it especially that it can be used with hexblade and so on... Could it be used now to use several hexfire abilities with areas of effect? this sounds too good.

Also, while the change to the text in hexfire is very good and clear, i still don't understand how this works with swift fire, when you alternate between healing and harming. What if you use rapid shot to fire two harming bolts? Obviously one of these can not be healing since that would count as using a feat with the healing ability. But can the third one? If so, this would be very good since the healing does not have to take any penalties from rapid shot, or when you think about it from being a second attack. This destroys the full attack round mechanin a bit in my opinion.

I would change it either so that you have to choose whether to heal or harm with your swift fire ability or so that you can only harm with it. I would prefer the last option, but i understand that it goes against how you imagine the class.

Anyway, there are so many more things to think about in this class, but i can't really start with individual abilites. That will have to be changed in play testing, i think.

Once again, good work

Amnoriath
2013-12-04, 01:35 PM
Hello, folks. So, this is a class I am hoping to play in an upcoming came where we're sort of partly trying out different homebrewed stuff. This was basically the result of my not being satisfied with any of the existing classes after ending up in the sort of healer-role in our party. The basic idea owes a lot to 3.5's Warlock, though I should start out by saying that I've only ever played PF. I did not really want to do anything along the lines of invocations, nor did I want to give the class spellcasting. The theme is based around hexes, domains, hexfire which is based off of Eldritch Blast and the PF alchemist's bombs (but with healing as an option!), and some familiar-related abilities since I've always thought familiars were underused. I'd appreciate any comments, but I am especially interested in the following, which are concerns I've been nurturing:
• Is there a glut of abilities? Too many samey things or options that lend themselves to cheesy abuse?
• Is it balanced? I'm aiming for T3, broadly speaking, but I am having trouble comparing this to the likes of alchemist, inquisitor, etc.
• Have I missed something about the familiar-related abilities? My hope is that these'll mainly be useful as fun utility-type stuff and increased combat survivability; if it turns out I can somehow craft a pure OP combat beast out of my familiar with these I'm more than willing to cut these down considerably.

In general, though, any and all comments are ardently solicited and everything about the class' abilities is on the table. Since I'll be playing one of these I am especially keen on making sure it won't upset the balance of our upcoming game. Now, without further ado:

The Wyrder

Alignment: Any.

Hit Die: d8.

Starting Wealth: 4d6 × 10 gp (average 140 gp.) In addition, each character begins play with an outfit worth 10 gp or less.

Class Skills

The wyrder’s class skills are Appraise (Int), Bluff (Cha), Diplomacy (Cha), Disguise (Cha), Fly (Dex), Heal (Wis), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (dungeoneering) (Int), Knowledge (nature) (Int), Knowledge (planes), (Int), Knowledge (religion) (Int), Perception (Wis), Profession (Wis), Sense Motive (Wis), Stealth (Dex), Spellcraft (Int) and Use Magic Device (Cha).

Skill Ranks per Level: 6 + Int modifier.

{table=head]Levels|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+0|
+2|
+0|
+2|Gift of curse, hexcraft, hexfire 1d6, patronal boon
2nd|
+1|
+3|
+0|
+3|Eldritch lore, hexcraft, wyrd pool
3rd|
+2|
+3|
+1|
+3|Hexfire 2d6, patronal boon, presentiment
4th|
+3|
+4|
+1|
+4|Hexcraft
5th|
+3|
+4|
+1|
+4|Hexfire 3d6
6th|
+4|
+5|
+2|
+5|Hexcraft, patronal boon
7th|
+5|
+5|
+2|
+5|Hexfire 4d6
8th|
+6/+1|
+6|
+2|
+6|Hexcraft
9th|
+6/+1|
+6|
+3|
+6|Hexfire 5d6, patronal boon
10th|
+7/+2|
+7|
+3|
+7|Hexcraft
11th|
+8/+3|
+7|
+3|
+7|Hexfire 6d6
12th|
+9/+4|
+8|
+4|
+8|Hexcraft, patronal boon
13th|
+9/+4|
+8|
+4|
+8|Hexfire 7d6
14th|
+10/+5|
+9|
+4|
+9|Hexcraft
15th|
+11/+6/+1|
+9|
+5|
+9|Hexfire 8d6, patronal boon
16th|
+12/+7/+2|
+10|
+5|
+10|Hexcraft
17th|
+12/+7/+2|
+10|
+5|
+10|Hexfire 9d6
18th|
+13/+8/+3|
+11|
+6|
+11|Hexcraft, patronal boon
19th|
+14/+9/+4|
+11|
+6|
+11|Hexfire 10d6
20th|
+15/+10/+5|
+12|
+6|
+12|Hexcraft, wyrdflame paragon[/table]

Class Features:

The following are class features of the wyrder base class.

Weapon and Armor Proficiency: Wyrders are proficient with all simple weapons and with all forms of hexfire. They are proficient with light armor, medium armor and shields (but not tower shields).

Gift of Curse (Su): The gift of a patron's influence comes with its downsides. The soul who bows down before powers other than the divine is forever cursed, or so it is said. A wyrder gains one oracle's curse at 1st level. This progresses at the same rate as that of an oracle, counting the wyrder's class level as her effective oracle level. Any curse whose progression would ordinarily add new spells to an oracle's spell list instead add these to the wyrder's patron's bonus spell list, provided the spells are 6th level or lower.

Hexcraft (Su): At 1st level, the wyrder gains one witch's hex of her choice, counting her effective witch level as equal to her class level. All effects of a hex normally based on Intelligence instead become based on the wyrder's Wisdom. The wyrder also gains the services of a familiar, which functions as those gained by a witch or a wizard except as follows: the share spells and deliver touch spells abilities of the familiar work with the wyrder's spell-like and supernatural abilities instead of with traditional spells. At 2nd level and every even level thereafter (at 4th, 6th, 8th, and so on), the wyrder gains a new hex. Starting at 10th level she can select a major hex instead of a regular hex. Starting at 18th level she can select a grand hex in place of a regular hex.

The wyrder also chooses one witch's patron at 1st level. She gains the first six spells on that patron's spell list at the same rate a witch of her level would, which she can then cast as spell-like abilities by expending a number of points from her wyrd pool equal to 1 + 1/2 the spell's level. If a spell has any costly material components, these are expended as part of casting that spell via this ability. The wyrder counts her class level as her effective caster level for using these spell-like abilities.

Hexfire (Su): Starting at 1st level, the wyrder learns how to channel the same kind of weird sympathetic energies that also power her hexes into pure magical power with which to undo those who would seek to harm her, or even to heal her allies. As a standard action she can fire a ray of eerie green hexfire as a ranged touch attack with a range of 60 feet and no range increment. This provokes attacks of opportunity, and on a successful hit it deals 1d6 of fire damage + the wyrder's Wisdom modifier to a single target. Like other ray attacks, hexfire is considered a weapon and can be utilized in conjunction with feats such as Point-Blank Shot and Weapon Focus. At 3rd level and every odd-numbered level thereafter, the damage of the wyrder's hexfire increases by 1d6. This bonus damage is not multiplied on a critical hit or by using feats such as Vital Strike. Hexfire deals half damage to objects.

Aside from dealing damage, a wyrder can instead use her hexfire to target a willing ally within 60 feet and heal it an amount of hit points equal to the damage her hexfire would ordinarily deal to an enemy. This only requires a swift action if the wyrder is healing herself. Healing hexfire is not a positive energy effect and therefore affects living and undead creatures alike. It can be used to repair constructs, but only restores half as many hit points to them as to living creatures. This use of hexfire may also deliver mercies, which the wyrder gains as a paladin of equal level. Applying mercies to hexfire counts as altering the hexfire's essence for the purposes of applying other effects to it. Healing hexfire does not require the wyrder to make any attack roll; she instead hits her designated target automatically if it is willing to receive healing. While effects that increase the hexfire's raw damage do also increase its healing capacity, no feats or similar effects that treat of hexfire specifically as a weapon can be used in conjunction with healing hexfire. Therefore, feats such as Rapid Shot do not let the wyrder heal more allies in a single round than usual, for instance. No hex or other ability that adds additional effects to hexfire when it is used to deal damage affect healing hexfire unless specifically stated. Conversely, certain hexes and abilities only affect healing hexfire. This is noted in each such ability's individual entry.

The wyrder can use hexfire a number of times per day equal to her class level plus her Wisdom modifier.
Wording changed to clarify that healing hexfire is not affected by things like Rapid Shot, etc..

Patronal Boon (Sp or Su): As she progresses in level the wyrder starts to strengthen and deepen the bond with her mysterious patron. She gains gifts from her patron in the form of patronal boons. She gains one patronal boon at 1st level. At 3rd level and every three levels thereafter, the wyrder gains an additional patronal boon. A patronal boon can take one of the following forms, all of which can be selected multiple times. The wyrder chooses which each time she gains a new boon:

• The wyrder gains one domain of her choice. She can select any domain or subdomain she wants, with the exception that she cannot select alignment domains (Chaos, Evil, Good, or Law) that are actively opposed to either her own alignment or one another. For example, a chaotic good wyrder could select the Chaos and Good domains, but neither of the Evil or Law domains. A true neutral wyrder could select either the Evil or the Good domain, but not both, and either the Chaos or Law domain, but not both. The wyrder lacks true spellcasting capacity, and as such does not gain any domain spell slots. She only has access to the granted powers of her chosen domains. Instead of a cleric domain, she may select an inquisition or one of the animal or terrain domains normally available to druids. She can select freely from among these with GM approval. If the 1st-level power of her chosen domain or inquisition grants a ranged touch attack, the wyrder can choose to gain 2 additional daily uses of hexfire in its place. She still gains all other powers granted by the domain. Furthermore, because of her lack of spellcasting, the wyrder's ability to choose between different subdomains is more adjustable than normal. If different subdomains replace different domain powers of the same associated domain, the wyrder may gain any combination of those subdomain replacement powers as a single domain choice. For example, a wyrder could, instead of choosing the regular Strength domain, choose to gain the powers granted by both the Ferocity and Resolve subdomains, as these each replace a different domain power of the Strength domain. If a domain grants some other ability besides the domain powers being replaced (such as the Travel domain's movement speed increase), these are still retained even if all other domain powers are exchanged for subdomain ones. The wyrder gains two domains rather than one the first time she selects this patronal boon.

• The wyrder gains one of the following hexes: pactbound arcana, pactbound augmentation or pact of patronage. If she is 10th level or higher, she can also choose from the following major hexes as well: greater pactbound arcana, greater pact or improved pact. She must meet all the prerequisites for these hexes and major hexes.

• The wyrder can choose to add two spells from the witch spell list to her patron's list of bonus spells. These spells must be of a level equal to or lower than the highest-level spell granted by the wyrder's patron, and she can cast these as spell-like abilities just like she can her regular patron spells.

• The wyrder's patron grants her familiar an evolution pool, like that of a summoner's eidolon. This pool starts with a number of evolution points equal to the wyrder's Wisdom modifier and can contain a maximum amount equal to her class level + her Wisdom modifier. Each time the wyrder selects this patronal boon after gaining the evolution pool, she adds 1 additional evolution point to it. Like with an eidolon, the wyrder's familiar can have the points in its evolution pool reassigned whenever the wyrder gains a new class level. Her familiar can acquire any evolutions it meets the prerequisites for except for the large evolution. The familiar counts as an eidolon with a summoner of a level equal to the wyrder's class level for the purpose of meeting evolution prerequisites. It can have no more natural attacks than an eidolon of its level could. This includes natural attacks that are part of the familiar's natural form. The familiar furthermore counts as having the base form most closely resembling its natural form for the purpose of qualifying for evolutions. The GM is the final arbiter of which base form is most suitable.

Eldritch Lore (Ex): Due to the eldritch and alien nature of the patron who fuels her abilities, the wyrder has a natural affinity for the monstrous and the bestial. Starting at 2nd level, she adds half her class level on all Knowledge skill checks made to identify the abilities and weaknesses of creatures.

Wyrd Pool (Su): At 2nd level, a wyrder gains a pool of wyrd points, slivers of good fortune and pactbound providence that she can use to augment her occult powers and the flow of her volatile hexfire. The number of points in a wyrder's wyrd pool is equal to 1/2 her wyrder level + her Wisdom modifier. The wyrd pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive.

By spending 1 point from her wyrd pool, a wyrder can do one of the following:

• Use a swift action to regain one daily use of her hexfire ability.

• Use a swift action to change her hexfire's damage type to either acid, cold or electricity for 1 round.

• Use a swift action as part of using her hexfire to apply the effects of one of her domain powers or hexes to a target upon a successful hit. This only works with abilities that target a specific number of creatures, and furthermore counts as altering the hexfire's essence for the purposes of applying other effects to it.

• Use a standard action to add 1 evolution point to her familiar's evolution pool, if it has one. This evolution point instantaneously manifests as a 1-point evolution that persists for a number of rounds equal to the wyrder's Wisdom modifier. As she increases in level, the wyrder can transform more wyrd points into evolution points each time she uses this ability. These may be spent on any combination of evolutions provided the wyrder's familiar meets all their prerequisites. They can also be used to upgrade existing evolutions. The maximum number of wyrd points the wyrder can spend per use of this ability is equal to 1 + 1/4 her class level.

• If a creature succeeds at its saving throw against the effect of a hex that cannot target the same creature more than once per day, the wyrder can spend 1 wyrd point as a swift action to gain the ability to target the creature with the same hex a second time before the end of her next turn. If this second attempt also fails, she can make no further attempts to target that creature with the same hex for 1 day. This use of the wyrder's wyrd pool can also allow her to target an ally with the same hex twice in a 24-hour period even if that hex is normally only usable once per day per target.

Presentiment (Ex): The wyrder's patron grants her glimpses of things to come, imbuing her with stark forebodings and omens in times of need. The wyrder's reactions become eerily swift as she seems to react to danger before even becoming cognizant of it. Starting at 3rd level she adds her Wisdom modifier to her Initiative in addition to her Dexterity modifier.

Lesser Hexfire (Su): Starting at 5th level, the wyrder gains the ability to channel lesser hexfire. Lesser hexfire functions just like regular hexfire except as follows: it only deals damage equal to 1d6 + the wyrder's Wisdom modifier. Lesser hexfire cannot be used to heal damage, though it can be used to confer a number of temporary hit points to a willing ally equal to its base damage. These do not stack with other sources of temporary hit points and last for 1 hour. Lesser hexfire does not consume daily uses of the wyrder's true hexfire. Instead, it has its own pool of uses equal to the wyrder's class level. This pool can be fully restored via a ritual involving concentrated meditation that takes 1 hour to perform. The wyrder can also use her lesser hexfire to perform minor feats of arcane magic, gaining the ability to cast the following cantrips at will as spell-like abilities: detect magic, arcane mark, dancing lights, flare, light, mage hand, prestidigitation and spark. All these are clearly recognizable as being residual creations wrought from hexfire and exhibit its telltale emerald glow as part of their casting. Using cantrips does not consume daily uses of either hexfire or lesser hexfire.

Stalwart (Su): At 11th level, a wyrder can summon up eldritch resiliency to avoid certain attacks. If she makes a Fortitude or Will saving throw against an attack that has a reduced effect on a successful save, she instead avoids the effect entirely. This ability can only be used if the wyrder is wearing light armor, medium armor, or no armor. A helpless wyrder does not gain the benefit of the stalwart ability.

Wyrdflame Paragon (Su): At 20th level, the wyrder's lesser hexfire deals damage equal to half the damage dealt by her regular hexfire and can be used to heal creatures as regular hexfire does. It can also benefit from any hexes that function with regular hexfire without restrictions. Resistance or immunity to fire damage no longer offers any protection against the wyrder's hexfire or lesser hexfire, as long as it deals fire damage.
Honestly, despite how many things you mixed in you actually have very limited use of anyone of them. In general it just gets annoying to track all of these various pools to monitor if they actually can do anything for the day. It also majorly brings into question in what role in the party you will have. The Pathfinder moderate casters are very capable, high-power, and self-sufficient tier 3 characters.
You also have very arbitrary rulings in which pathfinder already largely takes care of for you. Non-weapon attacks can not benefit from vital strike or rapid strike, plus rapid strike can not be tagged on a standard action. Plus the critical rating for this blast is 20/x2 in which touch spells have so this ruling just makes it that much worse.
I also find being able to select 11 domains to be overwhelming. While not over powering it yet again brings in lots monitoring and calls to question the actual over all theme of the class when you are borrowing so much from a lot of classes.
As of now, you have to compete against the mighty summoning and powerful yet rather mutable eidolon, the self-buffing bomb-throwing master, the skillful boss slayer, and finally the spell-spamming, crafting swordsman. You either have something that borrows so much it creates a lot of feed-back chains and/or it doesn't have the key components as well as being quite limited in use that anyone person can outshine you in that department while you run out. Either way I think you need to define what this class is as a concept and theme then make stuff of your own in which people that use they can rely on.
P.S. this is what Wyrd means if this helps you.
http://www.thefreedictionary.com/Wyrd

Ilorin Lorati
2013-12-04, 02:55 PM
First up, Amnoriath please, please, please trim or spoiler your quotes. Or just not quote that at all, we know what you're responding to.

Alright, on to real stuff. Familiars are underused because it's so easy to kill them. They have exactly half of your HP, don't scale up in HD (and thus don't gain increased chance to hit anything, or increased defenses). If you want a familiar to be available for use in a combat role, you have to mitigate that. Bonus HP, AC, bonuses to saves, etc.

You really should separate the familiar to its own feature for clarity sake.

Pretty much everything Amorianth said I agree with. This is much the same issue you had with the skill combat feature in Sojourner; too much description that doesn't do anything at all. Read up on how SLAs and RTAs work, then clear out anything that the rules and FAQ already state is the case.

You have a point pool, then you have domains, then you can trade out domains for uses of hexfire (which is tracked separately), then you get hexes, spells as SLAs, another point pool, so on, so forth. You have too much stuff, not enough... well, fun.

I have a few recommendations here.


Don't give Hexfire damage a number of uses per day. It's your primary source of damage. The advantage of it is in consistency due to your 3/4 BAB and it being a RTA, but the damage is still low. You're fine not needing to limit it.
Combine everything else into one pool, from hexfire healing to any other ability you can throw in there. Make the pool large enough to support tactical decisions for most of a day; I'm thinking on the range of a pool around the same size of a bard's rounds of performance per day, and then base (read: non-spell) options only take 1 point from the pool. Spell options can be tweaked as needed, and you may want to consider limiting any given spell to once per day on top of pulling from the pool to encourage you to use other options.
I'd limit the number of domains you can take, if not take it out entirely. Enough classes already have domains, and witch / this class both use patrons and hexes which combined take up that niche in the class.
There's absolutely no shame in giving a class a spell list. The entire feature list I see here shouts "I really want to have a spellcaster with no spells!" at the top of its lungs. This is fine in and of itself, but requires careful thinking that I'm not sure has really happened. I personally think you could probably kill Patronal Boon, grant one patron, one domain, and 6th level spells using the Witch spell list (arguably the weakest arcane spell list) and have it be well balanced. (Note that I'm not saying that you should, just saying what I see.) For recommendation, figure out what you really want, and think hard about accomplishing it.
I don't see any reason to have Lesser Hexfire. It's yet another pool to track, and as I mentioned before Hexfire Damage is already fine. Give the SLAs to them at will, just like cantrips.

Ethereal Gears
2013-12-04, 03:30 PM
Thanks a lot, guys. This is the sort of frank yet constructive feedback that's really useful. I know the class is rather, well...convoluted. I suppose I've worked on it so long and gotten to know all the mechanics inside out that I've come to ignore how needlessly complicated a lot of this stuff is.

I suppose PF has engendered some sort of reflexive fear in me of unlimited-uses-per-day abilities, though I realize that's not always rational. My original inclination was to make hexfire unlimited, at least as far as damage goes, since I thought basically: the alchemist's bombs are limited, but the alchemist gets a lot of abilities far stronger than those of the wyrder. I won't reply to what y'all said point by point, but here are some changes I've formulated based on your critiques:

* Make damaging hexfire unlimited, thus removing the need for lesser hexfire.
* Make a rage rounds/bardic performance rounds-sized pool to handle using domain/bloodline powers, healing with hexfire, granting temporary evolutions to the familiar, and doing all the regular stuff the wyrd pool could do.
* The reason I didn't want a spell list is because I basically envisioned spellcasting as a sort of side issue for the class. I wanted it to be available in times of need, but not as often as most spellcasters can cast. That might be a miscalculation on my part, though; I'll try keeping spellcasting as is but taking it out of the increased wyrd pool discussed above. They'll still have a very limited pool of spells, but will be able to do a lot more spellcasting each day if necessary.
* I'll grant the familiar's evolution pool for free as part of gaining the little bugger, and divide that into its own section for clarity's sake. I'll create a hex that lets you add 1-2 points to the pool, but keep the pool's maximum at level + Wis mod. Now, I'm not envisioning this making the wyrder's familiar function like an eidolon. This is mostly supposed to be a fun side-ability to give your familiar some tricks or possibly make it a bit more survivable in combat. Not so it can frontline, just so it can deliver touch-spells and touch-abilities more easily and so on. Possibly, I think you could churn out a semi-decent critter to act as a secondary combatant with a small base familiar (pig or goat) + Strengthen Bond + the right evolutions. I might bump the familiar's hit points, though, or create a hex to do that.
* Right. So. Domains. Hrm. I'm thinking...grant 2 free domains at 1st level. Then create a hex that can grant an additional 2, only selectable once.
* As obvious from what I've written above, patronal boon is gone.
* Thinking of making patronal hexfire a class feature rather than selectable as a hex. Thoughts?
* Now, I am quite sure what role I want this class to play, to answer Amnoriath. A capable blaster and ranged healer is what I want. The other abilities (spell-like stuff, domains, familiar, etc.) were mostly intended as nice side-bonuses for utility etc. The hexfire is what defines the class. Hopefully making it infinite-use for damage will help push the class further in that direction.
* Lastly, and I don't mean to be nitpicky about this, but I do know what 'wyrd' means. It's an Old English word for fate, so it needn't be fate personified, though Urd (Old Norse version of the word) is one of the three "Fates" of Viking-Age mythology. I'll add on the fluff I had prepared for the class, just in case anyone's interested:

'The word 'wyrd' means simply 'fate', or 'that which is meant to be'. To the wyrder, it signifies that they have been chosen by the powers that be for a special destiny. Wyrders are not born with inherent magical ability like sorcerers, nor have they specifically petitioned a patron for their powers as witches do. Rather, the gift of spell-like abilities and the surge of hexfire more often than not comes to the wyrder by chance or through desperate circumstances forcing the forging of a pact with the otherworldly upon her. Because of this, patrons choose wyrders to imbue with their powers for a wide variety of reasons. Some wyrders form an intimate connection with the fount of their eldritch power, at times even growing to worship it, while others remain ignorant of or merely uninterested in the precise origin of their abilities, seeing it merely as a general blessing of the gods or the spirits of the world. Because of their visceral, less intellectual bond with their patron and the familiar that represents it, wyrders tend to take on more primal and physical manifestations of their patronage than for example witches. Aside from the virulent pyrotechnics of hexfire and the eschewing of a broad selection of spells in favor of sheer magical force, in time both the wyrder and her familiar can begin to bodily emulate the heritage of the mysterious force which aides them and guides them towards their wyrd.'

Again, I really appreciate all your comments and I would be very glad to hear what you think of the above suggestions. In essence I've pretty much seen the truth of most of your concrete critiques and taken them aboard, but I still wouldn't mind discussing it further if any new ideas pop up.

EDIT: Oh! I will definitely look over the wording of all abilities and make sure I'm not adding a wall of unnecessary text. I know I sometimes overexplain things that're already clear from the core rules and I am thankful when this is pointed out. At this stage however I am more concerned with tweaking the actual content of the class rather than its presentation. Cheers!

Ethereal Gears
2013-12-04, 05:22 PM
All changes made and added to the first post. Hopefully this clears up some of the class's issues.

EDIT: Some spelling and terminological errors rectified in the original post.