Koumei's PF Splat Project

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Koumei
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Koumei's PF Splat Project

Post by Koumei »

The plan: to make a few pdfs of expanded options for some of the PF classes that I consider interesting enough I could stand to play one (that aren't ports from the 3.5 PHB). To see how they sell, if given acceptable art and charged for like a dollar each.

GO NINJA GO NINJA GO NINJA GO

With some stuff adapted from the Tome Assassin
Just putting the groundwork down for now, I'll fill it in later.

New Ninja-Only Traits
(Keep in mind people comb for either the +1 to (Initiative/Save DC) ones or ones that are vaguely interesting, and they already range from "+1 to a skill" to "gain trapfinding" or "start with a free masterwork item")
Clan Upbringing [Social]
You were raised in a ninja clan. Taught from a young age, it was a long time before you actually saw the outside world. With no reputation, you entered society more as a scout than anything else.
Benefits: you gain a +1 Bonus to Disguise and to Knowledge (Local). If you begin play with this Trait, you also start with a free Disguise Kit.

Forbidden Arts [Social]
You were trained in the secret arts normally forbidden to your clan - or perhaps you were not trained, and simply broke into the storage room to do a little research of your own...
Benefits: you gain a +1 Bonus to Knowledge (The Planes), and any time you deal Precision damage, the damage is increased by 1 point. You take a -2 Penalty to Diplomacy checks made against other Ninja.

Gifted at Shuriken-do [Combat]
From the very first time you were handed a sharp piece of metal to throw, you knew this would be the life for you. You were a prodigy, and other ninja in your training group were surprised with your skill.
Benefits: the Range Increments for shuriken you throw increase by 5 feet.

Ninja Brainwashing [Social]
Whatever your true origins were, you don't remember them: the masters induced amnesia in you and rebuilt your personality and history from the ground up. Sometimes, complete strangers seem to recognise you. Sometimes you get chilling flashbacks.
Benefits: you take a -2 Penalty on Knowledge (Local) checks, but gain a +4 Bonus on Saving Throws against effects from the school of Divination.

Tainted Chakra [Magic]
From your birth, you were found to have an evil source of ki energy. This was a problem, but by learning to live with this, you have discovered some surprising advantages.
Benefits: you are treated as having an Evil alignment for all intents and purposes even if you don't - Detect Evil and Smite Evil work as though you are evil, and you can safely wield Evil-only items. Whenever you have at least one Ki point remaining, Mindless Undead ignore you, treating you as one of their own, unless you attack them or they are specifically directed to interact with you.
Alternate Favoured Class Bonuses for the Ninja
(Keep in mind that Sorcerers get an extra spell known per level, whereas others get shit like +1d6 Sneak Attack per 6 levels)
Catfolk: +5' Movement per 5 levels
Drow: +1 Initiative per 4 levels
Elf: +1 Perception or Stealth per 2 levels
Fetchling: +1 round to all Invisibility durations per 2 levels
Half-Elf: +1 Bluff or Disguise per 2 levels
Human: +1 Ki per 5 levels
Kitsune: +1 Ki per 5 levels
Ratfolk: +5' Movement per 5 levels
Tengu: +1 to Natural Weapon attack rolls per 3 levels
New Ninja Tricks
Art of Deception (Su): as long as the Ninja has at least one point of Ki remaining, she gains a Competence Bonus on Bluff and Disguise checks equal to half her Ninja level (round up). Additionally, she may spend 2 Ki as a Full Round Action to duplicate a Suggestion spell as a Supernatural Ability, with a Save DC of 10 + half her Ninja level + her Charisma Bonus.
Mythic: the Competence Bonus increases by an amount equal to her Mythic Rank, and she may spend 5 Ki as a Full Round Action to duplicate a Mass Suggestion effect.

Art of Distraction (Ex): the Ninja is able to Feint in combat with just a Move-Equivalent Action, or as a Swift Action by spending one point of Ki. She may spend one point of Ki with a Standard Action to conjure 1d4 Mirror Images as a Supernatural Ability. The images last for a number of rounds equal to her Charisma Bonus (minimum 1 round) or until destroyed.
Mythic: she need not spend a Ki point to Feint as a Free Action. She adds her Mythic Rank both to the number of images created and to the duration of the effect.

Call Woodland Allies (Sp): with a Full Round Action, the Ninja may Summon one or more animals - a single creature or Swarm with the Animal type. They are completely normal members of their species. She cannon summon anything with a Challenge Rating equal to or higher than her own level, and must spend a number of Ki points equal to half the Challenge Rating of the summoned creature (round up). The summoned creature lasts for one minute or until killed, whichever comes first, and is a loyal, obedient servant to the capacity of its Intelligence.
Mythic: the creatures remain for two minutes or until destroyed, and add +4 to their Strength and Dexterity scores.

Improvisation (Ex): this allows the Ninja to wield any weapon, even (or perhaps especially) improvised weapons, without taking a non-proficiency penalty. However this does not grant actual proficiency, which must be gained normally in order to meet various "Proficient with X weapon" requirements.
Mythic: the Ninja adds her Mythic Rank as a Bonus to the damage of all weapons with which she is not proficient. This includes improvised weapons that normally have no proficiency.

Ki Healing (Su): by spending a Standard Action and one point of Ki, the Ninja may regain 1d8 lost hit points - any excess gained are wasted. Furthermore, this then grants her Fast Healing 1 for one minute per three Ninja levels she has (round down, to a minimum of one minute).
Mythic: the instant healing gains a number of extra d8 equal to her Mythic Rank.

Mist Breath (Su): by spending a Full Round Action, the Ninja may exhale a cloud of water vapour. The effects depend on her level and the amount of Ki she expends. Any Ninja with this Trick may spend one Ki point to duplicate an Obscuring Mist effect. A fourth-level Ninja may spend two points of Ki to replicate a Fog Cloud effect. A sixth-level Ninja may spend three points of Ki to replicate a Sleet Storm effect. An eighth-level Ninja may spend four points of Ki to create a Solid Fog effect, and reduces the cost of the previous conjurations by 1 Ki each (to a minimum of zero). The Caster Level equals her Ninja level, and any Save DC is 10 + half her Ninja level + her Charisma Bonus.
Mythic: all effects have their Area of Effect doubled, as though Widened.

Personal Immunity (Ex): upon gaining this Trick, the Ninja selects any four poisons. She gains immunity to those four Poisons, and as long as she has at least one point of Ki remaining, she gains a +4 Bonus on all Saving Throws against Poison. Note that stronger or weaker versions of basically the same poison still count as that kind for the purpose of this immunity, such as all sizes of Giant Centipede.
Mythic: the Ninja is immune to an additional number of poisons equal to her Mythic Rank.
New Master Tricks
Art of Mesmerism (Su): by spending one Ki point with a Standard Action, the Ninja gains a special kind of Gaze Attack for one minute per three Ninja levels she has (round down). Every round this is active, she may target a single foe with a Free Action. The foe must pass a Will Save or become Fascinated for three rounds (or until attacked). If a target is already Fascinated (such as by selecting the same target two rounds in a row), they instead become Charmed for one day on a failed saving throw. The Save DC is 10 + half her Ninja level + her Charisma Bonus. In order to select this, the Ninja must already possess Art of Deception.
Mythic: the Gaze Attack now affects everyone within a 60' long+wide Cone when it is used.

Become the Shadow (Su): with a Full Round Action, the Ninja may spend three points of Ki to undergo a transformation into a creature of shadow and magical darkness. For one minute, she gains the following changes:
-She gains a Fly Speed (with Average Manoeuvrability) equal to her Land Speed.
-She has constant Concealment, granting a 50% Miss Chance against attacks
-She adds her Charisma Bonus as a Deflection Bonus to Armour Class
-She suffers only half damage from Slashing, Bludgeoning and Piercing (round down), though other damage types apply normally.
-She gains a special Swarm Attack against foes that share her square, used as a Swift Action. This automatically deals 3d6 Cold damage, with a Bonus to damage equal to her Charisma Bonus.
She may elect to end this effect early with a Standard Action. While transformed, she continues to benefit from equipment that grants ongoing effects (such as armour or ioun stones), but cannot actively use items (such as weapons or wands).
Mythic: in the shadow form, her Fly Speed is doubled, and her Swarm attack also deals a number of points of Strength damage equal to her Mythic Rank. A Fortitude Save (DC 10 + half her Ninja level + her Charisma Bonus) negates the Strength damage.

Call Elemental Ally (Sp): with a Full Round Action, the Ninja may Summon an elemental, selected from the following list: Air Elemental (any), Earth Elemental (any), Fire Elemental (any), Ice Elemental (any), Lightning Elemental (any), Magma Elemental (any), Mud Elemental (any), Water Elemental (any), Acid Quasi-Elemental (any), Obsidian Quasi-Elemental (any).
She cannot summon anything with a Challenge Rating equal to or higher than her Ninja level, and must spend a number of Ki points equal to half the Challenge Rating of the creature (round up). The creature remains for one minute or until killed, whichever comes first, and is a loyal, obedient servant. In order to select this, the Ninja must first possess Call Woodland Allies.
Mythic: the summoned creature lasts for two minutes, and gains a +4 Bonus to its Strength and Dexterity.

Chakra Lock (Su): with a Standard Action, the Ninja may spend a point of Ki and attempt a Melee Touch Attack against a living creature. If she hits, the target must pass a Fortitude Save or be Paralysed for 1d4 rounds. The Save DC is 10 + half her Ninja level + her Charisma Bonus.
Mythic: the Paralysis duration is 1d4 rounds plus her Mythic Rank.

Deadly Breath (Su): the various uses of Mist-Breath have their cost reduced by 1 again (to a minimum of zero), and new options become available: any Ninja with this Trick may spend three Ki to create a Cloudkill effect, a Ninja of thirteenth-level may spend four Ki to create an Acid Fog effect, and a Ninja of sixteenth level may spend five Ki to create an Incendiary Cloud effect. At level twenty, the cost of these three options is reduced by one Ki. As before, the Caster Level equals her class level, and the Save DC is 10 + half her Ninja level + her Charisma Bonus. In order to select this, the Ninja must first possess Mist-Breath.
Mythic: the Area of Effect is doubled for all effects, as though Widened.

Ghost Sight (Su): with a Swift Action, the Ninja may focus, gaining the ability to see Incorporeal and Ethereal creatures as though they lacked those traits. They may still use the Stealth skill or cast Invisibility if they are normally able to, but they are not instantly aware that the Ninja can see through their incorporeality. This lasts until the beginning of her next turn.
Mythic: this effect is simply always on.

Inescapable Assassin (Sp): by spending two points of Ki as a Full Round Action, the Ninja may duplicate a Greater Teleport effect, teleporting herself plus up to 50 lbs of carried equipment. By spending three points of Ki with a Full Round Action, she may Plane Shift herself plus up to 50 lbs of equipment.
Mythic: she may now bring any amount of carried equipment, and a number of other people equal to her Mythic Rank. Anyone travelling in this way must be touching at least one other traveller.

Spirit Blade (Su): with a Swift Action, the Ninja may spend two points of Ki to infuse her hands and carried weapons with ghostly energy. Until the beginning of her next turn, all melee attacks she makes are resolved as Touch Attacks, and have no Miss Chance against Incorporeal foes.
Mythic: when activating this ability, her attacks burn with ghostly fire, dealing a number of d6 of Fire damage equal to her Mythic Rank.
Additional Feats for the Ninja
Calcifying Methods [Combat]
With but a touch, you can channel dangerous energies to turn your victims to stone.
Prerequisites: Sneak Attack +9d6, Toxic Methods, Virulent Methods
Benefit: once per round, when you successfully deliver a Sneak Attack, you may spend one Ki point with a Free Action as a Supernatural Ability to force the target to attempt a Fortitude Save. The Save DC is 10 + half your Ninja level + your Charisma Bonus. If the target fails, they are Petrified, turned to stone for one day per die of Sneak Attack you possess.
Special: if a foe is immune to Precision damage, they are immune to this ability.

Extended Ninja Trick [General]
With just a little more energy spent, you can allow your powers to last longer.
Prerequisites: Ki Pool class feature
Benefit: when activating a Ninja Trick or Master Trick that has a duration listed in rounds or minutes, you may spend 1 more Ki than normal to double the duration. For effects like Invisibility which end when certain conditions are met, they still end when the conditions are met.
Special: you may spend additional Ki to extend the duration further. 2 additional Ki triples the duration, 3 additional Ki quadruples the duration and so on.

Extra Ninja Trick [General]
You are a versatile ninja with many tricks up your sleeve.
Prerequisite: Ninja Trick class feature
Benefit: you gain one additional Ninja Trick. If you have access to Master Tricks, you may select a Master Trick. You may not select Rogue Talents in this instance.
Special: you may take this Feat multiple times, selecting a different Trick each time.

Favoured Ninja Trick [General]
You have your favourite ability, and its use is almost innate to you.
Prerequisite: Ninja Trick class feature.
Benefit: select one of your Ninja Tricks or Master Tricks that has a cost in Ki points. The cost is reduced by 1 (to a minimum of zero).
Special: you may take this feat multiple times, each time selecting a different Trick.

Flensing Wind Mastery [Combat]
Your hands blur, and then everything around you is shredded by blades.
Prerequisites: Flurry of Stars, Quick Draw, Point-Blank Shot, Rapid Shot, Base Attack Bonus +8
Benefit: with a Full Round Action, you may throw shuriken at everything within the first Range Increment - aside from targets you choose to spare, and targets of which you are not aware. Make one attack roll, and apply this against the Armour Class of every target in the area to determine who is hit. You must actually expend a great many shuriken, two per target, in order to do this. If the attack roll exceeds a given target's Armour Class by 5 points or more, they are hit twice.

Ghostly Shinobi [Multiclass]
You're so in tune with the shadow world, people might think you're actually a ghost.
Prerequisites: Ninja Trick class feature, Shadow Bloodline class feature
Benefit: for the purpose of advancing Caster Level (but not Spells Known or Spells Per Day) and Shadow Bloodline abilities, your Ninja levels are treated as Sorcerer levels. For the purpose of the Ki Pool and any numerical effects of Ninja Tricks and Master Tricks (but not actually gaining new ones), your Sorcerer levels count as Ninja levels.

Greater Ki Focus [General]
When the energy flows through you, it practically does your fighting for you.
Prerequisites: Improved Ki Focus
Benefit: as long as your Ki Pool is not empty, you may use your Charisma Bonus to determine your CMB and CMD, instead of your Strength Bonus.

Hornet Throwing Technique [Combat]
When you hurl shuriken, it is as though being stung by wasps.
Prerequisites: Deadly Shuriken, Poison Use
Benefit: you may apply poison to a shuriken as part of the action of throwing it, not requiring additional actions spent applying the poison first. Additionally, if at least three of your thrown shuriken hit the same target in the same turn, they must pass a Fortitude Save as though against the Distraction ability of a Wasp Swarm. Every additional hit after the third increases the DC by 1.

Improved Ki Focus [General]
You can channel your energy better than others. This helps you move around.
Prerequisites: Ki Pool class feature
Benefit: as long as your Ki Pool is not empty, you may add your Charisma Bonus as a Competence Bonus to Escape Artist, Ride and Swim checks.

Killer Courtesan [Multiclass]
All it takes is a smile and people will accept deadly drinks from your hands...
Prerequisites: Ninja Trick class feature, Bardic Performance class feature
Benefit: for the purpose of determining your Ki Pool, and for the numeric effects of Ninja Tricks and Master Tricks (but not gaining new ones), your Bard levels count as Ninja levels. For the purpose of Bardic Performances learned and the number of rounds of Performance available, your Ninja levels count as Bard levels.

Marked Prey [General]
Sometimes you leave a note on people to remind you to kill them later.
Prerequisite: Ninja Trick class feature
Benefit: with a Standard Action, you may spend one point of Ki to make a Melee Touch Attack against a target as a Supernatural Ability. If this attack hits, you leave an Arcane Mark effect on the target for one day per Ninja level you possess. If you have 10 or more ranks in Knowledge (Arcana), you may at any time spend 5 points of Ki to Scry on a target that is currently marked. The Caster Level equals your Ninja level, and the Save DC is 10 + half your Ninja level + your Charisma Bonus.

Monster Caller [Combat]
You summon otherworldly creatures to your aid.
Prerequisites: Call Woodland Allies, Knowledge (Arcana) 1 rank, Knowledge (The Planes) 1 rank
Benefit: when using Call Woodland Allies, you may summon Animals that have had the Fiendish or Celestial template applied, even though this changes their Type. You may also summon a Hellwasp Swarm if you are of a high enough level.

Mystic Shinobi [Multiclass]
You conjure bursts of elemental energy, just like the stories claim about ninjas.
Prerequisites: Ninja Trick class feature, Elemental Bloodline
Benefit: for the purpose of advancing Caster Level (but not Spells per Day or Spells Known) and Elemental Bloodline abilities, your Ninja levels count as Sorcerer levels. For the purpose of the Ki Pool and any numeric effects of any Ninja Tricks or Master Tricks you possess (but not gaining new ones), your Sorcerer levels count as Ninja levels.

Ninja Clan Master [General]
You are the boss of your clan. People might not even know this.
Prerequisites: any three Master Tricks, Leadership
Benefit: you have a proper base of operations in a secret location, equipped to house more than enough followers. This affects your Leadership score as normal for an established base. Your Leadership score is never reduced by deaths of Cohorts or Followers or for a reputation of cruelty - half your minions are exceedingly loyal to the clan (or to you personally), the rest just don't know who the leader is.
Additionally, by conferring with your agents, you can substitute Gather Information checks for Knowledge (History), Knowledge (Local), and Knowledge (Engineering) checks, but this takes ten minutes each time.

Perfect Ki Focus [General]
Your mystic energy sustains you more than anything else could.
Prerequisites: Improved Ki Focus, Greater Ki Focus
Benefit: as long as your Ki Pool is not empty, you are immune to Fatigue, Exhaustion, Hunger, Thirst and Disease. You cannot actually starve or suffer from dehydration. If your Ki Pool does become empty, fatigue and similar do not instantly catch up, but you become vulnerable to them until you regain at least one point of Ki.

Shadow Servant [Fetchling]
You're the reason some people are afraid of their own shadow.
Prerequisites: Fetchling, Call Woodland Ally, Call Elemental Ally
Benefit: add the following creatures to the list of things you can summon with Call Elemental Ally: Lesser Shadow, Shadow, Greater Shadow, Nightwing, Nightwalker, Nightcrawler. You must still have more Ninja levels than their Challenge Rating, and you must still spend the normal amount of Ki and so on.

Toxic Methods [Combat]
You don't need to carry expensive poisons, you just make it happen.
Prerequisites: Sneak Attack +3d6, Ki Pool class feature
Benefit: once per round, when you successfully deliver a Sneak Attack, you may spend one Ki point with a Free Action as a Supernatural Ability to afflict the target with a Poison effect, as the spell. The Save DC is 10 + half your Ninja level + your Charisma Bonus. The Caster Level equals your Ninja level.
Special: if a foe is immune to Precision damage, they are immune to this ability.

Virulent Methods [Combat]
You really make people sick.
Prerequisites: Sneak Attack +3d6, Ki Pool class feature
Benefit: once per round when you successfully deliver a Sneak Attack, you may spend one Ki point with a Free Action as a Supernatural Ability to afflict the target with a Contagion effect, as the spell. The Save DC is 10 + half your Ninja level + your Charisma Bonus, and the Caster Level equals your Ninja level.
Special: if a foe is immune to Precision damage, they are immune to this ability.

Wearer of Masks [General]
You adopt entirely new personalities and live multiple lives.
Prerequisites: any Ninja Trick, Disguise 7 ranks, Bluff 7 ranks
Benefit: with one hour of preparation, you can not only craft a proper Disguise, but also the complete identity and cover story to go with it. You may Take 10 on the Disguise check to assume that form in future, even if rushed or threatened, and you never accidentally "break cover" or get your story mixed up.
After spending at least one week in a given town, city or similar, spending the whole time under a given guise, you become an accepted part of the population - people simply remember that persona as having been there, and you can easily fit in as "one of the locals" and adopt any dialects or customs. This allows you to substitute Bluff checks for Diplomacy, Gather Information and Knowledge (Local) checks as pertains to the area and its inhabitants.
Mythic Ninja Feats
Assassination By Proxy [Mythic]
You don't even have to be there to kill them.
Prerequisites: Mythic Rank 3, Art of Mesmerism, Bluff 11 ranks
Benefit: with a Standard Action, you may stare into the eyes of a living creature and spend three points of Ki. This creates a Dominate Monster effect as a Supernatural Ability. The Caster Level equals your Ninja level, and the Save DC is 10 + half your Ninja level + your Charisma Bonus. You may only have one creature Dominated at a time in this manner - any new successful use causes prior ongoing effects to end.

Deadly Precision [Combat][Mythic]
You can strike weak points that only you know exist.
Prerequisites: Sneak Attack class feature, Mythic Rank 1
Benefit: you can now inflict Precision damage to objects and to all creatures which are usually immune to Precision damage.

Deathmark [Combat][Mythic]
People die when they are killed.
Prerequisites: Mythic Rank 1, Sneak Attack class feature
Benefit: when you slay a target, they are killed beyond normal means of revival. Anyone with a lower Mythic Rank than your own is unable to restore them to life via Raise Dead, and those who lack Mythic Rank altogether are unable to even restore them to life via Resurrection. This does not affect True Resurrection, which is strong enough to bring someone back no matter how thoroughly dead they are.

Mythic Exotic Methods [Combat][Mythic]
Why leave a corpse people can Raise? Far better to send your target to another plane altogether!
Prerequisites: Mythic Rank 3, Toxic Methods, Virulent Methods
Benefit: once per round, when you successfully deliver a Sneak Attack, you may spend one Ki point with a Free Action as a Supernatural Ability to affect the target with a Planeshift effect, as the spell. The Will Save DC is 10 + half your Ninja level + your Charisma Bonus, and the Caster Level equals your Ninja level. On a failed save, the target is sent to the Plane of your choice, and they cannot leave of their own accord for a number of weeks equal to your Mythic Rank.
Special: if a target is immune to Precision damage, they are immune to this ability.

Mythic Flurry of Stars [Combat][Mythic]
In the blink of an eye, you throw a mountain of shuriken. A bloody mess remains afterwards.
Prerequisites: Mythic Rank 1, Flurry of Stars, Quick Draw
Benefit: with a Full Round Action, you may spend 1 point of Ki and designate a single target within the first Range Increment of your shuriken. You then make a single attack roll. This attack cannot threaten a Critical Hit. If the attack roll is higher than the target's Armour Class, they are hit a number of times equal to the difference between the two. You must actually expend enough shuriken to do this - any hits in excess of the number of shuriken you possess are wasted. Precision damage and extra dice from sources such as Flaming can only apply once, as though it were a single attack, however static bonuses such as Enhancement Bonuses, Point-Blank Shot and similar will apply to each hit. Damage Reduction counts separately against each hit.

Mythic Ki Regeneration [Mythic]
It is as though there is no limit to your inner reserves of energy.
Prerequisites: Ki Pool class feature, Mythic Rank 1
Benefit: a number of times per day equal to your Mythic Rank, you may meditate and enter a trance, lasting a number of rounds equal to your Charisma Bonus. For the duration, you regain one spent point of Ki per round. Taking an action or being attacked will end the trance early.
Special: you may take this multiple times. Each additional time, you gain extra daily uses equal to your Mythic Rank.

Soul Trophy [Combat][Mythic]
You keep the souls of your victims to ensure they never come back - and for fun.
Prerequisites: Deathmark, Evil Alignment, Mythic Rank 3
Benefit: whenever you kill somebody with a weapon, even a ranged weapon or ammunition, their soul is absorbed into the weapon as though you had cast Soul Binding on them. There is no saving throw (as they are already dead), and in the case of ammunition, it does not break when this occurs. Breaking the weapon/ammunition releases the soul, allowing them to be brought back from the dead by the usual means - however you can probably find people willing to pay good money and services in exchange for contained souls.
Magic Items for the Ninja
Chakra Tattoo
Aura: Transmutation (+1 or+2: Minor, +3 or +4: Moderate, +5: Major)
Caster Level: 3 (+1), 6 (+2), 9 (+3), 12 (+4), 15 (+5)
This is a special tattoo or brand, magically placed on the Ninja's body to draw additional Ki out and promote the flow of energy. Expensive metal and crystal pieces are used in the process, along with rare magical dyes, and these are permanent, forever using the item slot to which they are attuned. However, a weaker mark can later on be improved upon, upgraded to a stronger variety.
Effect: the tattoo increases the user's existing Ki Pool by up to 5 points, and has an additional effect depending on where it is placed. The additional Ki is considered an Enhancement Bonus for the purpose of stacking.
-Chest: the magic protects and strengthens the heart. As long as the bearer's Ki Pool is not empty, she gains a +4 Bonus on Saving Throws against [Death] effects.
-Feet: the magic attunes the feet to any surface beneath them. As long as the bearer's Ki Pool is not empty, she can walk on water as though it were ground.
-Forehead: this girds the brain, causing it to escape spells. As long as the bearer's Ki Pool is not empty, she benefits from the Slippery Mind Rogue Talent.
-Hands: the hands are strengthened, clinging to objects and surfaces. As long as the bearer's Ki Pool is not empty, she benefits from a Spiderclimb effect and has a +4 Bonus to her CMD against being Disarmed.
Market Price: 2,500GP (+1), 8,500GP (+2), 18,500GP (+3), 32,500GP (+4), 50,500GP (+5)
Construction Requirements: Ki Pool, Inscribe Magical Tattoo, Craft (Alchemy) 5 ranks
Cost: half Market Price

Jutsu Dummy
Aura: Moderate Conjuration and Minor Illusion
Caster Level: 11
This appears to be a small straw doll, wrapped in a simple ninja mask and cloak, with a string belt - a children's toy, perhaps. Usually kept inside a pouch or pack, it is rarely seen as it needn't be physically held to be activated - merely kept about the owner's person. It does not use an item slot. With an Immediate Action, the owner may spend 2 points of Ki as a Supernatural Ability. This allows them to Dimension Door up to 30 feet away, leaving a single Mirror Image behind in their place.
Market Price: 30,000GP
Construction Requirements: Craft Wondrous Item, Dimension Door, Mirror Image, Ki Pool
Cost: 15,000GP

Shadow Garb
Aura: Major Abjuration and Transmutation
Caster Level: 15
These at first seem to be simple brown-grey clothes, ideal for stealthy movement. However closer examination reveals shifting shadows, and to actually touch it reveals the almost insubstantial nature of them. Worn in the Armour slot, these provide an Armour Bonus to Armour Class equal to the amount of Ki the user has available in their Ki Pool - and thus, it can vary from one round to the next. The maximum, however, is 10 plus the wearer's Mythic Rank (if any), there is a limit to just how elusive one can be. As these are clothes, not armour, there is no Maximum Dexterity Bonus, and no Proficiency is required.
Furthermore, the wearer may spend 2 points of Ki as an Immediate Action to gain the benefits of Freedom of Movement for one round at any time. This is a Supernatural Ability.
Market Price: 75,000GP
Construction Requirements: Craft Magic Arms and Armour, Magic Vestment, Freedom of Movement, Ki Pool
Cost: 35,000GP

Shinobi Gloves
Aura: Transmutation (+1 or +2: Minor, +3 or +4: Moderate, +5: Major)
Caster Level: 3 (+1), 6 (+2), 9 (+3), 12 (+4), 15 (+5)
Designed specifically for those that throw shuriken, these grey leather gloves radiate deadly energy, energy that is transferred to shuriken as they are thrown. As long as these are worn as a pair, their Enhancement Bonus applies to the Attack and Damage rolls of all Piercing weapons thrown by the wearer. In effect, any thrown Piercing weapon becomes a magic weapon (including the ability to penetrate Damage Reduction and hit Incorporeal creatures) until the moment the attack is resolved. These can only apply a basic Enhancement Bonus - if the wearer wants Flaming Keen Shuriken, those will need to be crafted in the regular manner, though the better Enhancement Bonus of the two will apply when thrown.
Market Price: 1,000GP (+1), 4,000GP (+2), 9,000GP (+3), 16,000GP (+4), 25,000GP (+5)
Construction Requirements: Craft Magic Arms and Armour, Craft Wondrous Item, Magic Weapon
Cost: half Market Price

Spider Veil
Aura: Minor Transmutation and Conjuration
Caster Level: 6
This is typically created in the fashion of the iconic ninja mask, though sometimes it is an actual semitransparent veil that covers the face completely. Made from the finest spidersilk, it is then carefully infused with magic to remain resilient, and to grant spider-related benefits. As long as the wearer's Ki Pool is not empty, they are immune to the detrimental effects of spider webs, both mundane and magical. Furthermore, the wearer may spend 1 point of Ki as a Full Round Action to cast Summon Swarm (Caster Level 6) as a Spell-Like Ability. It can only be used to summon a Spider Swarm. This uses the Eyes slot.
Market Price: 7,500GP
Construction Requirements: Craft Wondrous Item, Ki Pool, Summon Swarm
Cost: 3,750GP

Spirit Tabi
Aura: Moderate Transmutation
Caster Level: 10
At first appearing to be simple wooden shoes, these in fact lighten the wearer's body and soul. They find that moving becomes easier in all ways, enjoying a +10' Enhancement Bonus to their base move speed. Furthermore, they may spend 1 point of Ki to gain an Air Walk effect (Caster Level 10) as a Spell-Like Ability. These are worn on the Feet.
Market Price: 12,000GP
Construction Requirements: Craft Wondrous Item, Ki Pool. Air Walk
Cost: 6,000GP
Ninja Archetypes
Elusive Assailant
Focused more on defence than offence, the elusive assassin would probably be frail and easy to kill... if the enemy could ever land a blow. The strongest attacks in the world matter little if they cannot hit the target, and as such, the Elusive Assailant can afford to take her time with her enemies.
Sneak Attack: the Elusive Assailant does not deal crippling blows, she instead avoids enemy attacks and gradually wears them down. She does not gain the Sneak Attack ability (and thus cannot use abilities that replace or modify the Sneak Attack ability, unless gained from another source).
Ninja Tricks: at levels six, twelve and sixteen, the Elusive Assailant does not gain a Ninja Trick or Master Trick, due to focusing on her defence.
Ninja Dodge (Ex): at first level, the Elusive Assailant gains a +1 Dodge Bonus to Armour Class whenever she is not wearing armour. Every odd level thereafter, this bonus increases by 1.
Uncanny Dodge (Ex): at first level, the Elusive Assailant retains her Dexterity Bonus to Armour Class when Flat-Footed, unless attacked by someone with more levels in a "Sneak Attack" class than her own Ninja level.
Low Profile (Ex): at third level, opponents of the Elusive Assailant do not gain bonuses to attack her from High Ground, nor do they gain any bonuses to hit her when she is Prone.
Evasion (Ex): at sixth level, if the Elusive Assailant is required to make a Reflex Save for half damage and succeeds, she instead takes no damage.
Slippery Mind (Ex): at seventh level, if the Elusive Assailant fails a Will Save, she may try again (at a -2 Penalty) on the following round. Should the second save succeed, she shakes the effects off and is no longer affected. If the second save fails, she gets no further attempts.
Improved Uncanny Dodge (Ex): at level nine, foes of the Elusive Assailant gain no benefit from Flanking her.
Defensive Roll (Ex): at level twelve, the Elusive Assailant may once per day attempt to survive an attack that would otherwise reduce her to or below zero hit points. She attempts a Reflex Save (DC = damage dealt), and if successful the damage is halved. She must be aware of the attack - if she is denied her Dexterity Bonus to Armour Class, she cannot use this ability. Evasion and Improved Evasion do not apply to this saving throw.
Improved Evasion (Ex): at level thirteen, if the Elusive Assailant ever fails a Reflex Save for half damage, she only takes half damage anyway. Succeeding on the save still reduces it to zero damage.
Another Day (Ex): at level sixteen, the Elusive Assailant may once per day make a 5' step of adjustement as an Immediate Action. If the movement takes her out of reach of the attack, she is completely unaffected. This sudden extra movement leaves her Staggered on her next turn.
Redirect Attack (Ex): at level seventeen, the Elusive Assailant may once per day use an Immediate Action to redirect a melee attack that would normally hit her. The attack is instead resolved against a target of the Assailant's choice, as long as that target is adjacent to her and within reach/range of the attack.
Never Say Die (Ex): at level nineteen, the Elusive Assailant becomes better at defending herself. Another Day no longer leaves her staggered, Defensive Roll does benefit from both Evasion and Improved Evasion, and Redirect Attack can even redirect ranged attacks or spells that require an attack roll.

Exotic Assassin
Specialists trained by various clans to use the weapons of their schools, the Exotic Assassins take a more direct approach to conflict resolution. Though their methods may still be unorthodox, wielding weapons other people tend not to use, they still excel in deadly close-quarters combat rather than turning invisible and throwing bombs.
Ninja Tricks: the Exotic Assassin doesn't learn Ninja Tricks or Master Tricks - and may not take the Extra Trick Feat to gain them. Her focus is entirely on weapon-based combat.
Weapon Proficiencies: at first level, the Exotic Assassin gains proficiency with a single additional Exotic Weapon of choice, in addition to the usual ones for the Ninja.
Style Weapon: at first level, select the Style Weapon for the combat school. This must be an Exotic Weapon with which the character is proficient. All Bonus Feats that require selecting one weapon apply to the Style Weapon.
Bonus Feats: every even level, the Exotic Assassin gains a Bonus Feat, even if she doesn't meet the prerequisites. The feats gained are as follows:
2nd: Weapon Focus (Style Weapon)
4th: Weapon Finesse or Agile Manoeuvres or Betraying Blow or Bloody Assault.
6th: Weapon Specialisation (Style Weapon)
8th: Improved Critical (Style Weapon)
10th: Critical Focus
12th: Greater Weapon Focus (Style Weapon)
14th: any single [Critical] Feat that does not have another [Critical] Feat as a prerequisite
16th: Greater Weapon Specialisation (Style Weapon)
18th: any single [Style] Feat or [Critical] Feat
20th: Combat Style Master or Critical Mastery or Deadly Stroke (Style Weapon)

Illusory Assailant
Sometimes, fighting certain attackers can leave one feeling their foe isn't even real. The Illusory Assailant is a Ninja who specialises in magical methods, channelling magical illusions with ease in order to weave false images into the world and leave opponents unable to know what is real and what is not.
Sneak Attack: the Illusory Assailant is less martially inclined than normal, and does not gain the Sneak Attack ability. She cannot take abilities that replace, require or augment Sneak Attack, unless she gains it from a different source.
Mystic Illusions (Su): as she gains levels, the Illusory Assailant learns a variety of Illusions, used just like the spells of the same names. These can be used once each per day, with a Caster Level equal to her Ninja level and a Save DC (where applicable) of 10 + half her Ninja level + her Charisma Bonus.
1st: Dazzling Blade, Ventriloquism
3rd: Blur, Haunting Mists
5th: Illusory Poison, Silent Image
7th: Phantasmal Killer, Shadow Step
9th: Mirage Arcana, Seeming
11th: Mislead, Shadow Walk
13th: Mass Invisibility, Phantasmal Revenge
15th: Nightmare Terrain, Screen
17th: Quickened Phantasmal Killer, Weird
19th: Extended Nightmare Terrain, Shades

Silent Strangler
A foe who cannot breathe also cannot speak - or cry out for help. The Silent Strangler is an assassin who appears behind foes, then quickly grabs them and begins to choke the life from them. Her foe lies dead before other enemies are even aware there is a problem.
Ninja Tricks: the Silent Strangler no longer gains any Ninja Tricks or Master Tricks, focusing on a much more direct form of combat. She may not take the Extra Trick Feat.
Bonus Feats: as she gains levels, the Silent Strangler gains Bonus Feats, for which she need not meet the requirements.
1st: Improved Unarmed Strike
2nd: Improved Grapple
4th: Strangler
6th: Chokehold
8th: Greater Grapple
10th: Pinning Knockout
12th: Pinning Rend
14th: Rapid Grappler
16th: Sleeper Hold
Giant-Grabbing Stance (Ex): starting at level eighteen, when the Silent Strangler is involved in a grapple, she may choose to negate all Size-based modifiers, both positive and negative, to the CMD and CMB of all participants. She can choose not to use this when she has a size advantage, but cannot choose to just negate one participant's size, gaining the best of both worlds.
Ghost-Grabbing Stance (Su): at level twenty, the Silent Strangler can grapple even ghosts: Incorporeal and Ethereal foes, and those using Freedom of Movement, are not immune to being grappled or even Pinned by her - she can interact with them as though they lacked those traits and effects.

Wilderness Assassin
Many Ninja live out in the wild, spending a great deal of time away from society. They are scouts, learning to survive in all conditions and climates, and they stalk through the forests like ghosts - alongside their loyal animal companions. Ninja are known for their most common animal companions: the hawk, the fox, the wolf, and the giant frog.
Sneak Attack: though still a competent fighter, the Wilderness Assassin does not use sudden strikes that inflict crippling damage, instead relying on trickery and the aid of a beastly companion. The Wilderness Assassin does not gain the Sneak Attack ability, and cannot take abilities that replace, require or augment it unless she gains Sneak Attack from a separate source.
Animal Companion (Ex): the Wilderness Assassin gains the ability to befriend and train an Animal Companion exactly like the Druid. Unlike a Druid, she cannot choose to instead access a Cleric Domain.
Wild Empathy (Ex): similarly, the Wilderness Assassin gains the Wild Empathy ability of a Druid, however she takes a -4 penalty to it as she is not as in-tune with nature as the Druid.
Twenty Ninja Plots
Plots for Ninja characters:
  • You must infiltrate a nearby town, become known and trusted, and find out what the dodgy mayor is really up to.
  • A high-profile target needs to be killed, and it can't be linked to the militia of the region. They have strong guards, too.
  • For a long time your clan has been at war with another, and the peace treaty has only been recent. It also looks like it's ready to break - find out who is trying to provoke war, and either stop them or cripple the enemy clan.
  • Somehow your clan has been infiltrated, and somebody needs to dig out the spies in what is essentially one big group of spies. Good luck.
  • One of your agents is in prison, likely to be tortured or executed - and they have information you still need. You have been chosen to rescue them.
  • At a nearby ball, the nobility are certain that various assassins are lying in the wings, ready to kill certain high-priority targets. As that's your forte, they want you there to spot and stop the assassins.
  • Younger members of the clan - perhaps being manipulated by shadowy higher-ups - have broken into the restricted section, and made off with dangerous magic items. They must be stopped before the items are activated.
  • There are rumours of secret scrolls containing hidden techniques for your ninja clan. Apparently those scrolls are trapped not on another plane, but in another time period entirely. You must find a way to access the past and dig the scrolls up.
  • You have been given the special honour of going to the secret armoury to fetch a special magic item to use in future events... except you'll need to overcome the demons that are running loose there, and watch out for items that are activating themselves.
  • More and more ninja have been returning from the dead as spirits of vengeance, and this includes some from your own clan. Given their shocking acts of violence, you are in danger of being discovered.
Plots for Ninja adversaries:
  • The emperor has been kidnapped by ninjas! Are you a bad enough dude to rescue the emperor?
  • An injured, hurried fellow pushes a simple wood ring into your hands, then flees without explanation. Now, you find yourself the subject of ninja attacks.
  • The head of the local guard was a man of many vices - gambling, drinking, opium, prostitutes, protection rackets... and now he's dead. Who in particular has killed him, and at the request of whom?
  • This town is strangely quiet and subdued - there are no guards, yet everyone does "what they have to do". Oddly enough, despite the lack of crime, many people, those who have been causing problems, have very unfortunate accidents.
  • Your journey requires you travel through a jungle that is home to a tribe of lizardfolk, including a ninja village. Almost nobody ever makes it through, to the point that some doubt the validity of the lizard-ninja rumours.
  • You have been hired to escort a priest to a special hot spring, where he can perform the rites to create Holy Water Elementals and stave off the undead tides. Unfortunately, people who interfere with these hot springs have a tendency to have a little too much to drink and then drown in the water, or to eat some bad fish and die in moments.
  • Now, the very Demons and Devils themselves have been using ninja to unleash proxy attacks against one another. The fallout from these assassinations and battles has been destroying the lands around you.
  • When you ransacked an enemy castle and killed everyone there, it was rather unfortunate: amongst the corpses were agents from a clan, investigating this enemy. Now you are in their sights.
  • The target you need to bring to justice is also being pursued by ninja. Do you let them claim the kill (and give up the reward), cross swords with them, or find an agreement?
  • Your foray underground has not gone so well: even as you explore and scout, you have found other scouts working against you. Traps, violent conflicts, and of course, they have changed the markers you left on the ground and found ways to rearrange the very walls.
Last edited by Koumei on Wed Mar 19, 2014 7:10 am, edited 5 times in total.
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Koumei
Serious Badass
Posts: 13882
Joined: Fri Mar 07, 2008 7:54 pm
Location: South Ausfailia

Post by Koumei »

NOBODY EXPECTS THE ETC ETC

Inquisitor-Only Traits
Hypocrite [Social]
Saying one thing and doing another, you hunt others for their failings even while delving into the forbidden yourself.
Benefits: you gain a +1 Bonus on Knowledge (Arcana) checks. Additionally, for the purpose of activating or wielding magic items, you may treat your Alignment as being its direct opposite when this suits you.

Martyr [Social]
Whether by design or by circumstance, you suffered great sacrifices for your cause. However, you survived the hardships - or were brought back from the dead - and this made you stronger, and a hero in the eyes of your followers.
Benefits: you gain a +1 Bonus to Diplomacy checks, and a +1 Bonus to Will Saves against [Fear] effects and modified level checks made to resist [Fear] effects. Your allies that can see you also gain the bonus against [Fear].

Redeemed Heretic [Social]
You used to be the very kind of enemy that you now hunt, but you were redeemed, they changed you, and that is mostly behind you now.
Benefits: you gain a +2 Bonus on saving throws against [Pain] effects. Additionally, select one of the following skills to gain a +1 Bonus: Knowledge (Religion), Knowledge (The Planes), Sense Motive.

Torturer [Combat]
You enjoy inflicting pain and suffering upon others and injuring them. And people know this about you.
Benefits: you gain a +1 Bonus on Intimidate checks, and to your Caster Level for all [Pain] effects. You do, however, suffer a -2 Penalty to Diplomacy checks.

Visionary [Magic]
You know many things - possibly things you shouldn't know. The insight you receive helps to shape your faith and conviction, and might be important to the entire religion - if others accept it.
Benefits: you gain a +1 Bonus to Caster Level checks for Divination spells, as well as a +1 Bonus to either Knowledge (The Planes) checks or Knowledge (Religion) checks.
Alternate Favoured Class Bonuses
Aasimar: +1 to the DC of [Light] effects per 4 levels
Dhampyr: +1 to Saves against [Charm] effects per 3 levels
Drow: +1 to [Pain] effect durations per 2 levels
Dwarf: +1 to Judgment Bonus/Effect per 6 levels
Half-Elf: +1 to Modified Level Checks against [Fear] per 2 levels
Human: +1 to Knowledge (Religion) or Sense Motive per 2 levels
Ifrit: +1 to all Fire damage per 3 levels
Orc: +1 to Sense Motive or Perception per 2 levels
Tiefling: +1 to the DC of [Compulsion] effects per 4 levels
New Inquisitions:
Charity
It is impossible to win the trust of others while they scrape for food beneath your gold-coated boots. Only through reaching out to the less fortunate can you help them see the light.
Touch of Benevolence (Sp): with a touch, you may grant aid to another. This requires you to touch a willing target as a Standard Action, granting them the benefit of a Bless effect, and restoring 1d8 lost Hit Points per 3 levels (round up). For the next hour, you gain a +2 Bonus on all Diplomacy checks made to alter their attitude. You can use this ability a number of times per day equal to your Wisdom Bonus plus three.
Sustained by Virtue (Ex): upon reaching level eight, you have no need for most mortal necessities. This allows you to put your resources to better use aiding others. You no longer need to eat, sleep, drink or breathe. Additionally, you find yourself blessed even as you give your belongings away: you may restore charges to charged items (such as wands and staves) by donating the equivalent money (or its value in goods) to those in legitimate need. For instance, if you had a Wand of Cure Light Wounds (Caster Level 1), it normally costs 750GP for the full 50 charges. You could at any time restore one charge by donating 15GP to those in need. This doesn't allow you to create new items out of nothing, merely recharge existing ones.

Discipline (rename Self Control so it sounds less bondagey?)
Restraint is important. In order to ensure nobody else can control you, you must have control of yourself. Your every action and thought must be decided by you, carefully measured and guided with all urges and impulses reigned in.
Bastion of Control (Ex): it is exceedingly hard to manipulate your mind. With an Immediate Action, you may halt a [Charm], [Compulsion], [Emotion] or [Fear] effect that is used against you, causing it to instantly fail against you - if it affects multiple targets, the others are still subject to it. You may use this ability three times per day, and must decide to do so before any Saving Throws are attempted.
Warded Soul (Ex): beginning at level eight, you gain Spell Resistance equal to your hit dice + 12, but only against [Mind-Affecting] effects and effects which specifically interact with the soul. You may also extend part of your discipline out to others, gaining the ability to cast Break Enchantment as a Spell-Like Ability once per day.

Forgiveness
A slain foe is all well and good, but then they just get brought back, or rewarded in their afterlife. If a heretic can see the light, so much the better. Conversion can only happen when one sees the light of salvation, repents for their wrongdoings, and accepts your guidance. It is your greatest goal to help them find a new life.
Gift of Restraint (Su): with care, you are able to dull the intensity of your attacks at the last moment. A number of times per day equal to your Wisdom Bonus plus three, you may cause one of your spells or attacks to deal non-lethal damage instead of regular damage, at no penalty.
Damage Undone (Su): at level eight, you gain the ability to undo what some consider permanent harm, helping wounds heal and allowing people to forgive others. Whenever you would suffer Permanent Ability Drain, you instead suffer Ability Damage. Furthermore, anybody adjacent to you that has Permanent Ability Drain will find that it can be healed as though it were simply Ability Damage.

Idealism
Most people look at the world and see it as it is. Others see it as they wish it were, or as they remember it having been. You look at the world and see it as it could be - the potential for perfection. Having seen that, you are determined to make it reality, to perfect the world around you.
Unassailable Optimism (Ex): any time you are subject to a Morale Penalty, that penalty is reduced by an amount equal to your Wisdom Bonus. If that would take the Penalty to or below zero, the entire effect is completely negated, even if there were other aspects besides the Penalty.
Benediction of Perfection (Sp): beginning at level eight, you may once per day make something closer to perfect. You spend a Standard Action blessing a subject within Close Range, and then they gain an Enhancement Bonus to all Ability Scores for one round per Inquisitor level you possess. The Bonus is +2 at level eight, +3 at level twelve, +4 at level sixteen and +5 at level twenty. Additionally, the moment the Bonus is first gained, you do not see their injuries so the injuries stop being relevant: they regain 1d6 lost hit points per two levels you possess (round down).

Modesty
You don't treat yourself as exceptional, you don't aspire to always be in the public eye. A benefit of this humble attitude is that others often overlook you when it would be in their better interest to notice you, but still you don't make a big deal about the benefits.
Out of Mind, Out of Sight (Ex): Stealth is always a class skill for you. If you already have it as a class skill, you gain a +1 Circumstance Bonus to Stealth checks. Additionally, you may use your Wisdom Bonus instead of your Dexterity Bonus for Stealth checks. Finally, the bonus you receive for Flanking an opponent increases by 1 (usually to +3).
Understated Might (Su): beginning at level eight, you have the ability to step back and be meek, rather than presenting yourself as a target. This grants you the effects of both Sanctuary and Invisibility for one round per level or until you attack someone. The Save DC to resist the Sanctuary is 10 + half your Inquisitor level + your Wisdom Bonus. If somebody elects to attack you while these effects are still active, then the moment they hit you, the effects end, replaced by a Divine Power effect for one round per level.

Pain
It is not the art of torture and interrogation that drives you to hurt others. You simply revel in pain itself - both the infliction and the receiving of it. It reminds you that you are alive, makes you aware of your surroundings, provides a price for failure to make you want to succeed. And it also helps you bring others back alive.
Acceptance of Pain (Ex): you are unaffected by [Pain] effects. Instead, any time you would be under the effect of a [Pain] effect, you gain a +2 Morale Bonus to attack and damage rolls. This bonus improves to +3 at level ten, and +4 at level twenty.
Deliverance of Agony (Su): at level eight, you gain the ability to hurt people with nothing more than a touch. A number of times per day equal to your Wisdom Bonus plus three, you may make a melee touch attack with a Standard Action. If it hits, the target takes non-lethal damage equal to 1d6 plus half your Inquisitor level, and must pass a Fortitude Save against a [Pain] effect or be Staggered for one round. The Save DC is 10 + half your Inquisitor level + your Wisdom Bonus.

Perseverance
Your life is destined to be filled with trials and battles, with fatigue and loss. But you cannot back down. You must have the strength to carry on despite hardships, as only through weathering the storm can you emerge victorious.
Enduring Aura (Su): a number of minutes per day equal to your Inquisitor level, you may radiate a 15' radius aura. All in the area, including yourself, benefit from an Endure Elements effect. This can be broken into individual minutes.
Eternal Conviction (Ex): at level eight, it becomes almost impossible to break your spirit. Any time you would be Exhausted, you are instead Fatigued. Any time you would be Fatigued (except by downgrading Exhaustion), you are not, simply shrugging the effect off. Additionally, if you fail a Will Save, then on the following round you may attempt to re-roll the save, with a -2 penalty. If this re-roll succeeds, the effect ends as though you had passed the original save. If the re-roll fails, the effect stays and you are not entitled to further re-rolls.

Prophecy
You receive flashes of insight, visions of what might happen. Sometimes this means you know what you must do to cause things to happen, other times you simply know you must prevent them, or can prepare for them.
Vision of Future Danger (Sp): you know when you are about to be attacked, and can defend yourself at the last moment. You always retain your Dexterity Bonus to Armour Class, even when Flat-Footed, and gain a +3 bonus to Perception checks.
Dreams of What is to Be (Sp): starting at level eight, your prophecies become stronger and you start to be able to shape the future in small ways. You may cast Augury once per day as a Spell-Like Ability, with a Caster Level equal to your Inquisitor level. Additionally, every morning you may select one of the following to receive a +1 Insight Bonus for the rest of the day: Armour Class, Initiative, Saving Throws, Attack Rolls, Skill Checks. At level twelve, you may select two things to receive the bonus, and at level sixteen the bonus increases to +2.

Sacrifice
You do what is necessary to succeed, no matter the cost. Whereas some are willing to put their goals ahead of the lives of others, you believe in your cause to an extent where you put it ahead of your own life.
Sacrificial Healing (Sp): a number of times per day equal to your Wisdom Bonus plus three, you may touch a willing target with a Standard Action and heal them. This restores hit points equal to 1d6 plus half your Inquisitor level (round down). You in turn suffer half the damage healed (round down).
Life Shield (Su): at level eight, you gain the ability to sacrifice yourself to protect others. Once per day, you may redirect an attack or targeted effect from an adjacent ally to yourself with an Immediate Action. You must do this before Attack rolls or Saving throws are attempted, and you may defend against it as normal.

Scarification
You tend to cover yourself in weird brands, tattoos and markings, as a sign of your devotion or just how crazy you are. This self-inflicted "art" also helps you know how to inflict near-permanent wounds on others, lasting damage that they will carry home so that others can know the warning.
Crippling Scars (Ex): a number of times per day equal to half your class level (round up), you may enhance a weapon attack to deal lasting damage. You declare this use after determining whether or not the ability hits, and then the target must pass a Fortitude Save. The DC is 10 + half your Inquisitor level + your Wisdom Bonus, and if the target fails the save, they are Sickened for 1 round and resist healing for one minute: Fast Healing will not function (although Regeneration does), Heal checks take a -5 penalty, and spells that restore hit points must beat a Spell Resistance of your Inquisitor level + 10.
Brand of Faith (Su): at level eight, the images you carve into your own flesh start to have an effect on you. You gain Inscribe Magical Tattoo as a Bonus Feat.

Solitude
You like to spend a lot of time in quiet contemplation by yourself. You don't rely on others, and you don't let others draw you along paths you dislike. Only by spending time by yourself can you truly know yourself and know your limits.
Self-Reliance (Ex): you are not denied your Dexterity Bonus to Armour Class when Flat-Footed. Additionally, time spent alone has honed your senses in general, granting a +3 Bonus to Stealth, Perception and Athletics checks. At level twelve, the bonus improves to +6, and you cannot be Flanked.
Unreachable (Su): at level eight, your self-peace becomes so perfect that others cannot pierce your mental defences. You become immune to [Mind-Affecting] effects.

Understanding
You are able to connect with the minds of others. By developing bonds with them, by knowing what they mean and where they come from, you can coax information much more easily, and word your requests such that they will be more likely agree.
Gift of Words (Sp): a number of minutes per day equal to your Inquisitor level, you benefit from a Tongues effect. This may be divided up into one-minute blocks. While it is in effect, you enjoy a +4 Insight Bonus to Sense Motive checks. Activating or ending this effect is a Free Action.
Connection (Su): at level eight, your understanding of others improves so much that you needn't even speak, you just know a lot about them: you gain Telepathy out to fifty feet as an ongoing effect. The Save DC to resist is 10 + half your Inquisitor level + your Wisdom Bonus.
New Inquisitor Spells
1st Level
Litany of Corrosion
School: Transmutation; Level: Antipaladin 1, Cleric 1, Inquisitor 1
Casting Time: 1 Swift Action; Components: V, S, DF
Range: Close (25' + 5'/2 levels); Duration: 1 round
Saving Throw: Fort Negates; Spell Resistance: Yes
This spell targets an object, and weakens it against attacks - wood turns soft, metal begins to crack and rust, trees wither, stone crumbles, but only briefly. If the object fails its saving throw (or is an unattended nonmagical object, which automatically fails), it has no Hardness for the duration. While subject to this spell, the target cannot be the target of another spell that has the word "litany" in the title.

2nd Level
Frightful Condemnation
School: Enchantment [Fear, Language-Dependent, Mind-Affecting]; Level: Cleric 3, Inquisitor 2
Casting Time: 1 Standard Action; Components: V, S, DF
Range: Close (25' + 5'/2 levels); Duration: Concentration
Saving Throw: Will Negates; Spell Resistance: Yes
With all of your hatred and wrath, you verbally condemn an enemy, shouting at them until they break. Every round, you may select one target within range and force them to attempt a Will Save. On a failed save, the target is Shaken until you stop concentrating on the spell. Changing from one target to another does not disrupt concentration, thus multiple foes can be affected, however an already-Shaken foe does not become Frightened by this spell.
Mythic: by spending a Mythic Point when casting the spell, it now does increase Shaken into Frightened, and Frightened into Panicked.

Litany of Vengeance
School: Enchantment; Level: Antipaladin 2, Cleric 2, Inquisitor 2, Paladin 2
Casting Time: 1 Swift Action; Components: V, S, DF
Range: Close (25' + 5'/2 levels); Duration: 1 round
Saving Throw: Will Negates (Harmless); Spell Resistance: Yes
This spell targets a willing ally, filling them with rage against those that dare harm them. For the duration of the effect, any attack that hits them provokes an Attack of Opportunity from them, and they gain a bonus on the attack and damage roll of +1 per four caster levels (round down). While subject to this spell, the target cannot be the target of another spell that has the word "litany" in the title.

3rd Level
Litany of Hatred
School: Enchantment [Emotion, Mind-Affecting]; Level: Antipaladin 3, Cleric 3, Inquisitor 3
Casting Time: 1 Swift Action; Components: V, S, DF
Range: Close (25' + 5'/2 levels); Duration: 1 round
Saving Throw: Will Negates; Spell Resistance: Yes
The target is filled with an uncontrollable rage, trying to lash out at all nearby. For the duration, they are unable to cast spells or spell-like abilities, activate use-activated magic items, fight defensively, take a full defence, or use Combat Expertise, nor may they withdraw or use skills that are dependent on Intelligence, Wisdom or Charisma. While subject to this spell, the target cannot be the target of another spell that has the word "litany" in the title.

Words of Deafening Might
School: Evocation [Sonic]; Level: Bard 3, Inquisitor 3
Casting Time: 1 Standard Action; Components: V, S, DF
Area of Effect: 15' radius Burst; Duration: Instantaneous and 1 minute
Saving Throw: Fort Negates; Spell Resistance: Yes
Your words echo with incredible power, rupturing the ears of all who are close enough. Every creature within 15' that fails the Fortitude Save suffers 3d6 Sonic damage and is Deafened for one minute. This spell can affect objects, although most objects only suffer the damage, not really being able to hear in the first place.

4th Level
Baleful Condemnation
School: Enchantment [Language-Dependent, Mind-Affecting]; Level: Cleric 5, Inquisitor 4
Casting Time: 1 Swift Action; Components: V, S, DF
Range: Close (25' + 5'/2 levels); Duration: Concentration
Saving Throw: Will Negates; Spell Resistance: Yes
Speaking out against an enemy, you tear at their mind with your words. Every round, you may select one target within range and force them to attempt a Will Save. On a failed save, they suffer a single point of temporary Charisma damage, 1 point of temporary Wisdom damage, and 1d6 points of non-lethal damage. If the target passes out due to non-lethal damage, they can no longer be affected by the spell until they wake up.
Mythic: by spending a Mythic Point when casting the spell, you deal 2 points of Charisma damage, 2 points of Wisdom damage and 3d6 non-lethal damage, and unconscious targets can still be affected.

Litany of Awareness
School: Divination; Level: Cleric 4, Inquisitor 4
Casting Time: 1 Swift Action; Components: V, S, DF
Range: Close (25' + 5'/2 levels); Duration: 1 round
Saving Throw: Will Negates (Harmless); Spell Resistance: Yes
Your words bring clarity to the target's mind, helping them realise their surroundings. For the duration, they cannot be caught Flat-Footed, they always apply their Dexterity Bonus to Armour Class, and they cannot be flanked. They also gain an Insight Bonus to their Armour Class and Reflex Saves equal to +1 per four caster levels (round down). While subject to this spell, the target cannot be the target of another spell that has the word "litany" in the title.

5th Level
Awestrike
School: Evocation [Sonic]; Level: Bard 5, Inquisitor 5, Sorcerer/Wizard 7
Casting Time: 1 Full Round Action; Components: V, S, DF
Range: Close (25' + 5'/2 levels); Duration: Instantaneous and 1d6 rounds
Saving Throw: Fort Negates and Will Partial (see text); Spell Resistance: No
With a mighty shout of fury, you awe your opponents and bring them to their knees. If the target fails a Fortitude Save, they suffer 1d6 Sonic damage per caster level and must then attempt a Will Save. If they fail the Will Save, they are Stunned for 1d6 rounds.

Terrifying Condemnation
School: Enchantment [Fear, Language-Dependent, Mind-Affecting]; Level: Cleric 6, Inquisitor 5
Casting Time: 1 Swift Action; Components: V, S, DF
Range: Close (25' + 5'/2 levels); Duration: Concentration
Saving Throw: Will Negates; Spell Resistance: Yes
Your demagoguery fills enemies with deathly terror. Every round, you may select one target within range and force them to attempt a Will Save. On a failed save, the target Cowers until you stop concentrating on the spell. Changing from one target to another does not disrupt concentration, thus multiple foes can be affected.
Mythic: by spending a Mythic Point when casting the spell, you cause foes that fail the save to fall Comatose for the duration.

6th Level
Final Word
School: Evocation [Fire, Sonic]; Level: Inquisitor 6
Casting Time: 1 Immediate Action; Components: V
Range: 15' radius Burst; Duration: Instantaneous
Saving Throw: Fort Half; Spell Resistance: Yes
Just as the Inquisitor dies, his final breath unleashes an explosion of baleful force, shattering his body like a volcano had erupted inside him to immolate his enemies with one final attempt. This spell can only be cast upon the death of the caster, but is resolved before the actual death takes place - in effect, once you know something will successfully slay the caster, the spell is unleashed at the last moment before death. All within range of the caster suffer 1d8 damage per caster level, half of which is Fire and half of which is Sonic damage. A Fortitude Save reduces this damage by half. Casting this spell reduces the caster's body to ash, leaving only cinders, dust and any magical items that were carried or worn. The remains are insufficient to be Raised, only Resurrection or better will work.

Litany of Doom
School: Necromancy; Level: Cleric 6, Inquisitor 6
Casting Time: 1 Swift Action; Components: V, S, DF
Range: Close (25' + 5'/2 levels); Duration: 1 round
Saving Throw: Fort Negates; Spell Resistance: Yes
With just a few words, you seal your target's fate. On a failed saving throw, they are weakened for the duration, treated as Nauseated, and they add your Caster Level to all damage rolls they suffer. While subject to this spell, the target cannot be the target of another spell that has the word "litany" in the title.
Inquisitor Feats
Ascetic Devotee [Multiclass]
You like to spend a lot of time meditating and concentrating, learning how to focus your energies as you think about your faith.
Prerequisites: Monk Unarmed Strike Damage, Ki Pool Class Feature, Judgment Class Feature
Benefit: for the purpose of unarmed strike damage and the Ki Pool Class Feature, your Inquisitor levels count as Monk levels. For the purpose of Inquisitions and Judgments, your Monk levels count as Inquisitor levels.

Blind Devotion [General]
Your zealous focus on your faith tends to mean you just don't see many things that could be harmful to you. Of course, there are lots of other things you simply don't see.
Prerequisites: Iron Will
Benefit: you gain a +4 Bonus on Saving Throws against spells with Symbol, Sigil or Rune in the name - Sepia Snake Sigil, Symbol of Death, Explosive Runes. You also gain a +4 Bonus on Saving Throws to disbelieve Illusions, however you suffer a -4 Penalty on Perception checks.

Burning Oratory [Multiclass]
You ignite fiery passion in people with your grand speeches and hymns. Then you ignite other people with fire.
Prerequisites: Inspire Courage +2, Judgment Class Feature
Benefit: for the purpose of Bardic Performance, your Inquisitor levels count as Bard levels. For the purpose of Inquisitions and Judgments, your Bard levels count as Inquisitor levels.

Demagogue [General]
Your ability with words is nearly unrivalled. You excel at shouting.
Prerequisites: Perform (Oratory) 5 ranks, speak at least 3 languages
Benefit: your Caster Level is 2 higher for all Litany spells and [Language-Dependent] effects.

Extra Inquisition [General]
There are multiple aspects to your faith, so you diversify.
Prerequisites: Inquisition Class Feature
Benefit: you gain an extra Inquisition
Special: characters of level 11 or higher may take this a second time.

Furious Spellcasting [Combat]
When you fly into a rage, this just makes your spells more dangerous.
Prerequisites: Slayer of Heresy
Benefit: you are able to cast Inquisitor spells when in a Rage, but only spells that damage others or cause detrimental conditions. Additionally, when doing so you may make Intimidate checks in place of Caster Level checks to pierce Spell Resistance.

Furious Strike [Combat]
Your magic is just a tool, fuelling your hatred of enemies.
Prerequisites: BAB +5, ability to prepare and cast Divine spells
Benefit: once per round, as part of the action to make an attack, you may expend a prepared Divine spell slot to gain an Insight Bonus to the attack roll and damage of the attack - the bonus to hit equals the Spell Level, and the bonus damage is 1d4 per Spell Level. This must be activated before attempting the attack roll.

Inquisition Devotion [General]
You are extremely focused on what you do, on the core aspect of your faith. You focus on it to the exclusion of much else.
Prerequisites: an Inquisition power with limited uses or duration per day.
Benefit: select one Inquisition you possess. You gain additional daily uses/rounds/minutes of the powers and abilities for that Inquisition as though you had taken it a second time. Unlimited or ongoing effects are not affected by this.

Intimidating Spell [Metamagic]
Your spells terrify people.
Prerequisites: ability to cast Second Level spells, Intimidate 5 ranks.
Benefit: a spell modified by this allows you to attempt a Demoralise attempt as part of the action taken to cast the spell. The Demoralise attempt is made against all targets of the spell, or all in its Area of Effect. A spell enhanced by this feat uses a Spell Slot one level higher than normal.

Judgmental [General]
You put the mental in judgmental, passing judgment on everyone and everything around you.
Prerequisites: Judgment class feature
Benefit: you gain one additional use per day of the Judgment class feature.

Obsessive Hatred [Combat]
Your religion is important to you. As such, you really hate those other guys.
Prerequisites: Judgment class feature, Knowledge (Religion) 7 ranks
Benefit: select one deity. This could even be your own, representing hypocrisy or a schism in the faith. You gain a +2 Insight Bonus on Perception, Sense Motive and Knowledge (Religion) checks dealing with that deity and its followers, and a +1 Insight Bonus on attack rolls against them.

Slayer of Heresy [Multiclass]
Heretics make you so very angry it sends you into a righteous rage.
Prerequisites: Rage Powers, Judgment Class Feature
Benefit: for the purpose of Rage Powers, your Inquisitor levels count as Barbarian levels. For the purpose of Judgments and Inquisitions, your Barbarian levels count as Inquisitor levels.

Unswerving Faith [General]
It is extremely hard to tempt or sway you from what you consider important. Powerful is the creature that has command over your mind.
Prerequisites: Iron Will
Benefit: against [Charm] and [Compulsion] effects, the bonus you gain from Iron Will is increased by +3.

Words of Flame [General]
When you shout at people, they burn an awful lot.
Prerequisites: ability to cast Blistering Invective
Benefit: you may prepare Blistering Invective in higher level spell slots, granting benefits when you cast: every spell level higher adds an extra ten feet to the radius and 1d6 to the base Fire damage. If a fifth- or sixth-level Spell Slot is used, the ongoing Burning damage becomes 2d6. If a Spell Slot higher than sixth is used, the ongoing Burning damage becomes 3d6.

Zealous Vengeance [Multiclass]
You epitomise your faith, and bring it to others at the point of a sword.
Prerequisites: Aura of Resolve Class Feature, Judgment Class Feature
Benefit: for the purpose of Smite Evil, your Inquisitor levels count as Paladin levels. For the purpose of Judgments and Inquisitions, your Paladin levels count as Inquisitor levels.
Mythic Inquisitor Feats
Deific Visage [Mythic]
When your belief flows through you, you channel very powerful forces.
Prerequisites: Judgment class feature, Knowledge (The Planes) 7 ranks, Mythic Rank 2
Benefit: whenever you activate your Judgment, you are infused with planar forces for the duration, becoming stronger, more resilient, harnessing elemental power and gaining flight. Upon taking this feat, select one type of dragon. Whenever your Judgment is active, you have the Half-Dragon template for that variety of dragon. The Breath Weapon deals 1d6 damage per Inquisitor level, has a Save DC of 10 + half your Inquisitor level + your Constitution Bonus, and can be used once per 5 rounds, but requires the expenditure of a Mythic Point each time.
Note: it is unlikely that the character actually takes on draconic features, they simply gain wings, claws, incredible might and so on.

Exceptional Spellcasting [Mythic]
Your spellcasting exceeds the regular limits for an Inquisitor
Prerequisites: able to cast 6th level Inquisitor spells, Mythic Rank 2
Benefit: you gain a single 7th level Inquisitor spell slot per day, modified by a high Wisdom score as normal. You draw your spells from the Cleric spell list for this spell level.

Mythic Devotion [Mythic]
Through the strength of your zeal and beliefs, you are not hampered by enemies.
Prerequisites: Mythic Rank 1, Iron Will, Knowledge (Religion) 7 ranks
Benefit: at any time, without requiring conscious effort or decision, you may spend one Mythic Point to instantly free yourself from any of the following conditions: Blind, Charmed, Confused, Dazed, Deafened, Dominated, Nauseated, Paralysed, Petrified, Sickened, Stunned. This ends the effect for you, but if there are ongoing conditions causing the effect (such as holding a cursed weapon that always Sickens the wielder, as opposed to a spell that instantly Stuns someone for a duration), it will just come back on your next turn.

Mythic Judgment [Mythic]
When you pass judgment on someone, finding them guilty of all manner of heresies, there is no stopping you.
Prerequisites: Mythic Rank 1, Judgment class feature
Benefit: you may add your Mythic Rank to all numeric aspects of your Judgments.

Mythic Resolve [Mythic]
Your mind belongs to you, and you alone. You cannot be swayed.
Prerequisites: Mythic Rank 1, Unswerving Faith
Benefit: you are immune to [Charm] and [Compulsion] effects.

Mythic Spellcasting [Mythic]
Your spellcasting, while normally secondary to your other abilities, now almost reaches that of those who dedicate themselves to their spells.
Prerequisites: Exceptional Spellcasting, Mythic Rank 3
Benefit: you gain a single 8th level Inquisitor spell slot per day, modified by a high Wisdom score as normal, and gain a second 7th level Inquisitor spell slot per day. You draw your spells from the Cleric spell list for this spell level.
Magic Items for the Inquisitor
Accursed Sack Cloth
Aura: Moderate Conjuration and Abjuration, Moderate Alignment Aura
Caster Level: 11
These "robes" of rough sack are designed to be uncomfortable, something that constantly reminds the wearer that life is full of hardship that must be overcome. However, more importantly, powerful Outsiders are bound into these, to test the will of the wearers even more. The bound Outsider provides the same Alignment aura that it has, and determines who benefits from wearing it: unlike normal, the benefit comes only from wearing sack cloth of opposing alignments, as the purpose is to avoid distraction and temptation.
This is worn in place of armour, and causes a -4 Armour Check Penalty while offering no Armour Bonus or Maximum Dexterity Bonus. It provides Arcane Spell Failure of 15%. When worn by someone with the opposite alignment, they benefit from a constant Protection From Alignment effect - protecting against their own alignment! Furthermore, the distraction makes them immune to Morale Penalties, and they may add their Wisdom Bonus as an Insight Bonus to Armour Class.
Market Price: 36,000GP
Construction Requirements: Craft Wondrous Item, Magic Circle Against Alignment, Planar Binding
Cost: 18,000GP

Blindfold of Revelation
Aura: Moderate Divination
Caster Level: 4
This simple cloth is worn around the eyes, and it can only function when it completely obscures the vision: although the cloth renders the wearer blind, it also allows them to see without sight, granting Blindsight out to sixty feet. This allows them to see invisible or otherwise hidden creatures and objects.
Market Price: 16,000GP
Construction Requirements: Craft Wondrous Item, See Invisibility
Cost: 8,000GP

Book of Judgment
Aura: Enchantment
Caster Level: 5 (Minor), 10 (Moderate), 15 (Major)
This book comes in three general varieties, however they are all hand-written by different people so invariably are different - a Minor Book of Judgment by Invictus of the Pyre and a Minor Book of Judgment by Silvanna Moonbeam read completely differently. Read every day when spells are prepared, they provide benefits to the reader - though a reader can only benefit from one book on a given day. A Minor Book of Judgment grants one extra daily use of their Judgment class feature. A Moderate Book of Judgment increases the numerical features of all Judgments by 1 (the size of the Bonus, the amount of Damage Reduction and so on) for the rest of the day. A Major Book of Judgment allows one more Judgment ability to be used at a given time for the remainder of the day.
Market Price: 2,000GP (Minor), 8,000GP (Moderate), 32,000GP (Major)
Construction Requirements: Craft Wondrous Item, Judgment Light
Cost: 1,000GP (Minor), 4,000GP (Moderate), 16,000GP (Major)

Deafening Horn of Words
Aura: Moderate Evocation and Enchantment
Caster Level: 11
Appearing as a massive brass horn, this can be held in one hand and amplifies the voice beyond natural levels. Sounds that pass through it clearly resonate with magic, and it can even cause the ground to break. This is treated as Masterwork Tools for Perform (Brass Instruments) and Perform (Oratory), granting the +2 Bonus to the skill check. Additionally, while holding this and shouting the Verbal components, [Sonic] spells are Widened (as per the Widen Spell feat) and Litany spells (all spells that start with the word "Litany") are Extended (as per the Extend Spell feat). Doing so does not increase the casting time or use a higher-level spell slot.
Market Price: 25,000GP
Construction Requirements: Craft Wondrous Item, Shout
Cost: 12,500GP

Excrutiator Gauntlet
Aura: Major Enchantment and Minor Necromancy, Major Evil
Caster Level: 16
This is a massive gauntlet of silver, cold iron and Hellforged steel, covering the arm all the way up to the shoulder and with thin claws at the end. A series of emeralds at the top house the disruptive, agonizing power which is channelled all the way through. This prevents the wearing of anything else on that hand and arm - gloves, gauntlets, bracers, rings and so on.
At will, the wearer may use a Standard Action to make a Melee Touch Attack. The target, if hit, suffers 3d6 Non-Lethal Damage and is Dazed for one round. This is a [Pain] effect that can be negated with a successful Fortitude Save (DC 18 + the wearer's Wisdom Bonus). It also counts as Masterwork Tools for Intimidate checks, granting the +2 Bonus to the skill check.
Finally, the following Spell-Like Abilities can be used once each per day, with a Caster Level of 16 and a Save DC of 18 plus the user's Wisdom Bonus: Greater Interrogation, Agonizing Rebuke, Castigate, Symbol of Pain
Market Price: 64,000GP
Construction Requirements: Craft Magic Arms and Armour, any spell with the [Pain] descriptor
Cost: 32,000GP

Persevering Prayer Mat
Aura: Moderate Enchantment
Caster Level: 9
Although this looks to be a simple prayer mat, woven from coloured straw, it is infused with magic, and is almost impossible to damage. It was made to take years of wear and tear, and can impart that resilience into spells. When someone prays for and prepares their Divine spells, they may spend twice as long as normal to do so, thus making all of their spells tenacious: if a spell is cast but fails (due to failing to pierce the Spell Resistance of all targets, all targets successfully saving for no effect, or due to concentration being disrupted by casting), the spell is not lost - it may be attempted again later.
Market Price: 12,000GP
Construction Requirements: Craft Wondrous Item, Bear's Endurance, Owl's Wisdom
Cost: 6,000GP

Scourge of Dedication
Aura: Moderate Transmutation
Caster Level: 10
This is a long, barbed lash that is designed to prove virtue and dedication... or just plain madness. It is a +1 Vicious Merciful Scourge, but extended so that it may reach out to both 5' and 10' like a Spiked Chain. Additionally, if a caster self-flagellates with this while casting a spell with the [Pain] descriptor, the effect is Extended for free, without increasing the casting time or the level of the spell slot used. Doing so delivers the full non-lethal damage to the character as a normal attack, benefiting from their Strength Bonus, Enhancement Bonuses, Feat Bonuses and so on, but not Power Attack or similar optional abilities.
The weapon may be enhanced further - it is priced as a +3 weapon with an additional 7,000GP on top, so increasing it to +2 would raise the price to 39,000GP.
Market Price: 25,000GP
Construction Requirements: Craft Magic Arms and Armour, Shadow Barbs
Cost: 12,500GP

Thousand Page Studies
Aura: Moderate Divination
Caster Level: 7
Appearing as extremely long scrolls or pages upon pages of parchment, these texts are full of information on heresies and dogma. Each one covers a different Inquisition. If an Inquisitor goes over them in the morning while preparing their spells, requiring an extra hour of study, they may give up one daily use of their Judgment class feature to gain access to the listed Inquisition and its powers in addition to their usual one(s). A character must have the Judgment to give up, and can only benefit from one Thousand Page Studies on any given day.
Market Price: 6,000GP
Construction Requirements: Craft Wondrous Item, Divination
Cost: 3,000GP

Weight of Conscience
Aura: Minor Enchantment
Caster Level: 3
This is not a physical item. It is still very much real, however it exists in an astral, metaphysical sense. A character who has this is sufficiently weighed down to be considered carrying a Medium Load (unless already carrying more - it cannot have a negative weight). However, in some ways, this is the biggest burden the character can have: they are immune to Strength Damage, Strength Drain and Penalties to their Strength score, and cannot be Fatigued or Exhausted.
Market Price: 2,500GP
Construction Requirements: Craft Wondrous Item, Bear's Endurance
Cost: 1,250GP
Inquisitor Archetypes
Condemnor
Some Inquisitors work particularly well with others as part of a team. Others do not, instead benefiting from the actions of others more coincidentally, cowing foes and overwhelming them while they are distracted by others. These are the Condemnors, who take advantage of the situation but relying on no-one.
Solo Tactics: the Condemnor does not gain Solo Tactics
Teamwork Feats: the Condemnor cares not for teamwork with others, and does not gain Teamwork feats
Intense Spellcasting (Ex): at level three, the Condemnor gains a +1 Insight Bonus to penetrate Spell Resistance and to the Save DC of spells when Flanking the target. If casting a spell that affects multiple creatures, he only gets the bonus against those that he flanks.
At level six, the bonus to penetrate Spell Resistance increases by one, and he may immediately apply a Meta-Magic feat he knows that adjusts the Effective Spell Level by one, without adjusting the casting time or Spell Level.
At level nine, the bonus to penetrate Spell Resistance and to the Save DC increases by 1.
At level twelve, the Caster Level increases by 1 - not just for Spell Resistance, but for all effects dependent on Caster Level as affects that target.
At level fifteen, the bonus to penetrate Spell Resistance increases by 1, and the total Meta-Magic increase may be +2 levels applied immediately without adjusting the casting time or Spell Level.
At level eighteen, the bonus to penetrate Spell Resistance and to the Save DC increases by 1 more.

Foe Hunter
Very often, there are those in the Inquisition that are dedicated to a specific enemy of the religion. Specialised hunters that focus on one foe or another, almost always supernatural ones. In order to hunt them, not only do they learn to focus on the strengths and weaknesses of them, but they also learn general stealth and hunting techniques. All for their faith.

Note: this is a Multiclass Archetype for the Inquisitor, combining it with some features of the Ranger. Effectively, it is an Archetype for both of them, and as such if you have one or more levels of Foe Hunter, you cannot also have levels in Inquisitor or Ranger (and vice versa).
LevelSpecial
11st Favoured Enemy, Wild Empathy, Stern Gaze, Monster Lore
2Cunning Initiative, Detect Alignment, Track
3Endurance, Combat Style Feat
4Hunter's Bond, Judgment 1/day
5Bane, Discern Lies
6Combat Style Feat
7Woodland Stride, 2nd Favoured Enemy
8Swift Tracker, Judgment 2/day
9Divine Sustenance
10Combat Style Feat
11Stalwart, Quarry
12Greater Bane, Camouflage, Judgment 3/day
133rd Favoured Enemy
14Exploit Weakness, Combat Style Feat
15Second Judgment
16Judgment 4/day
17Slayer, Hide in Plain Sight
18Combat Style Feat
19Improved Quarry
20Judgment 5/day, Favoured Enemy 4, Master Hunter

Spellcasting: the Foe Hunter does not cast spells. He does not have a Caster Level (except for Spell-Like Abilities), does not have a Class Spell List, and does not gain Orisons.

Favoured Enemy: this functions the same as the Ranger class feature, at the levels given, and will totally be typed up in full in the actual document. The options are Aberrations, Fey, Outsiders [Chaotic], Outsiders [Evil], Outsiders [Good], Outsiders [Lawful], and Undead. Alternatively, you may choose Arcane Spellcasters - this is not a type, but simply covers any creature that has the ability to cast Arcane Spells (Spell-Like Abilities do not count).

Divine Sustenance (Su): starting at level nine, the Foe Hunter does not need to eat, drink or sleep - he is kept alive by nothing more than his zeal and stubbornness.

Other Class Features: all other class features function exactly the same as for either the Ranger or the Inquisitor. They will be typed up in full in the actual document.

Solitary Agent
There are Inquisitors who do not lead or work with teams. They do not gain help from others, nor do they necessarily help them. Instead, they work as individual agents, who need to be competent in a diverse array of skills and talents in order to survive.
Solo Tactics: the Solitary Agent does not gain Solo Tactics
Teamwork Feats: the Solitary Agent doesn't spend enough time working with others to develop those skills, and does not gain Teamwork Feats.
Sudden Competence (Ex): beginning at level three, the Solitary Agent may once per day re-roll a single skill check after seeing the result. The second result must be kept and cannot be re-rolled further.
Bonus Feats: at level three, and every three levels thereafter, the Solitary Agent gains a Bonus Feat from the following list: Skill Focus (Any), Acrobatic, Alertness, Animal Affinity, Athletic, Black Marketeer, Careful Speaker, Cosmopolitan, Deceitful, Deft Hands, Die-Hard, Eagle Eyes, Endurance, Experienced Vagabond, Focused Worker, Master of the Ledger, Persuasive, Rhetorical Flourish, Scholar, Sea Legs, Self-Sufficient, Sharp Senses, Sneaky Vagabond, Survivor, Steadfast Mind, Stealthy, Uncanny Alertness, Uncanny Concentration, Urban Forager.
He must meet the requirements for the feat.
Twenty Inquisitor Plots:
Plots for Inquisitor Characters:
  • There are traitors within the capital, forming a rebellion against what you know to be right. You must dig them out and find the leader.
  • There is a great schism in the faith over what might be an ink stain on a page of scripture. What side do you take?
  • Your god has stopped answering questions via spells, simply doling out people's prepared spells each morning but ignoring any other probing. But now a "mad oracle" claims to be their vessel of communication...
  • You manage to dig up ancient scriptures... which run contrary to the teachings of your church. More disturbingly, if you contact the deity (or a divine messenger) personally, it turns out these ancient scriptures are true.
  • The kingdom has now spread and conquered new lands, with new gods. People could only live as free members of society by swearing allegiance to your way of life, including your god. But are they true with their beliefs?
  • Your journey into another plane has provided you with an awkward experience: now you are the heretics against the main doctrine.
  • With the fall of the old evil baron, you must rebuild his lands anew, but you must also make sure people learn to accept the new ruler and the new god right from the start.
  • You serve your faith, indeed you try to make your religion the only accepted one, but now the kingdom wishes to simply make you the enforcers of the law. How far does your loyalty extend?
  • Someone claims to be wrongly accused by one of your fellow inquisitors of your religion - and all signs point to this being true. Do you do what is right, or side with your organisation?
  • Your journeys take you across a land that is plagued by some curse, but those afflicted are unable to speak of it or name the one responsible. How do you dig up the truth when the traditional methods can't work?
Plots for Enemy Inquisitors:
  • You have received a letter: somebody has made an official accusation against you for heretical actions, so you will be investigated in three days. Better get a strong case.
  • Again and again, the same group has been trying to prosecute you, even over frivlous matters. This really must stop.
  • Suddenly, unexpectedly, it's the Spanish Inquisition! Roll Initiative.
  • You have been called upon as witnesses in the investigation of someone you know - or thought you knew...
  • An inquisitor crossed the line and went too far, going from an investigation to a crusade to a rampage. Can you talk them back, or must you put them down?
  • For a murder investigation where there is no corpse remaining to speak with (if you have that spell), you need someone who can draw the truth out and detect lies. But how do you get an inquisitor on-board when it is not a matter of their god?
  • So it turns out that last ancient temple you looted and doubtlessly defiled was not actually to a completely dead god. Now there are followers tracking you down, including one who is good at getting the answers to your whereabouts.
  • Shapeshifters have been in the area, appearing as helpful strangers and then killing people to harvest their souls or organs. Unfortunately, being new in town and willing to solve problems, you fit the bill...
  • It's bad enough being stuck with some kind of cursed artefact of evil, but now, with its aura tainting you and the influence of its creator, there are those who would normally be your allies who wish to have a word with you. It's not a nice word.
  • The group you need help or information from does not trust you - or anyone. In order to win their trust (and support), you need to prove your loyalty, virtue and purity of intentions. By being inquisited in a trial by fire.
Last edited by Koumei on Mon Mar 31, 2014 4:28 am, edited 17 times in total.
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Koumei
Serious Badass
Posts: 13882
Joined: Fri Mar 07, 2008 7:54 pm
Location: South Ausfailia

Post by Koumei »

WE'VE FOUND A WITCH, MAY WE MAKE A SECOND MONTY PYTHON REFERENCE?

New Witch-Only Traits
Driven Mad [Social]
The spells you cast, the pacts you made, the hexes you have levelled against others... all have taken their toll on your mind, and now it shows.
Benefit: whenever you roll to determine how you act when under the effects of Confusion, roll twice and pick the better result. Additionally, you gain a +1 Bonus to Knowledge (The Planes) and Intimidate, however you take a -2 Penalty to Bluff, Diplomacy and Sense Motive.

Fen-Dweller [Region]
You might not have been born in the swamps, but you are certainly most comfortable in murky places where fungus grows and vision is obscured.
Benefit: you gain a +2 Bonus on Fortitude Saves against Disease, and subtract 10 from any Miss Chance due to murky vision.

Hidden Occultist [Social]
Other people don't know what you really are. Sure, they might know your alignment, and that you can cast spells, but they don't know the higher power you serve...
Requirements: must serve a Patron
Benefit: Bluff becomes a class skill for you, and you gain a +1 Bonus to Knowledge (Religion) and Knowledge (The Planes).

Ill Omen [Religious]
The moment you were born, the stars were aligned in a disturbing manner, an owl dropped dead, a wolf howled or perhaps there was an eclipse. These disturbing signs linger around you in life.
Benefit: you gain a +1 Bonus to Intimidate checks, and can cast Dancing Lights, Ghost Sound and Mage Hand once each per day as Spell-Like Abilities, Caster Level 1. You suffer a -2 Penalty to Diplomacy.

Swapped at Birth [Social]
If you are a fey creature, you were placed in the crib of a stolen mortal. Otherwise, you were the stolen mortal, a fey taking your place. Either way, you didn't grow up with parents of your species, and life has always been interesting.
Benefit: you gain a +1 Bonus to Bluff and Disguise checks, and one of them becomes a Class Skill for you. If you are a non-Fey creature, you gain a +1 Bonus to Knowledge (Nature) checks. If you are a Fey creature, you gain a +1 Bonus to Knowledge (History) checks.
Alternate Favoured Class Bonuses for the Witch
Changeling: +1/3 Caster Level to form-changing spells
Drow: +1/4 Save DC for [Fear] effects
Fetchling: +1/2 Familiar Natural Armour
Goblin: +1 Familiar HP
Kitsune: +1/3 Caster Level to form-changing spells
Lashanta: +1/4 Familiar Feat
Serpentfolk: Bonus Spell
Strix: + Familiar Skill Point
Sylph: Bonus Spell
Tiefling: +1/3 Caster Level to [Evil] spells
New Witch Spells
Cantrips
Sudden Misfortune
School: Conjuration or Transmutation (see below); Level: Witch 0
Casting Time: 1 Swift Action; Components: S
Range: Close; Duration: Instantaneous
Saving Throw: Ref Negates; Spell Resistance: No
Considered by some to be the first mastery of a witch, the spell that puts them on the path, this is less a curse and more a nuisance. This conjures a small object (typically a stone or tree branch, some are in favour of bedpans or boots) above the target. If they fail the Reflex Save, they suffer 1d6-1 points of non-lethal damage. If a 6 is rolled on the die, instead of dealing 5 non-lethal damage it deals 1 point of regular damage. Alternatively, it may cause the ground to briefly tangle around the target's feet, or their shoelaces to suddenly tie together or similar: if they fail the Reflex Save, the target falls prone.

1st Level
Bewitching Seal
School: Abjuration; Level: Witch 1
Casting Time: 1 Standard Action; Components: V, S
Range: Personal; Duration: until the next sunrise (D)
Saving Throw: None; Spell Resistance: No
This spell seals away your spellcasting ability, hiding it away so that others cannot detect it. For the duration, you cannot cast spells, nor use any abilities that rely on your spellcasting ability. Likewise you cannot cast Spell-Like Abilities, and any innate magical auras are completely suppressed. This spell does not provide a magical aura of its own. This may be Dismissed at any time, requiring a Full Round Action. Doing so unleashes a burst of light - all creatures within 15 feet are Dazzled for one round.

Dreamsight
School: Divination; Level: Bard 1, Oracle 1, Witch 1
Casting Time: 1 Full Round Action; Components: S
Range: Close; Duration: Concentration
Saving Throw: None; Spell Resistance: No
As long as you concentrate on this spell, you can see the dreams of sleeping creatures within range - by looking at them, you see their influence on the Plane of Dreams, thoughts projected from their subconscious that hover in an aura around them. This does not read the mind of the target or intrude on their thoughts, and cannot be used to exert influence, merely to learn what their dreams are.

Familial Seeking
School: Divination; Level: Oracle 1, Witch 1
Casting Time: 1 Standard Action; Components: V, S, F
Range: Close; Duration: Concentration
Saving Throw: None; Spell Resistance: Yes
By concentrating on the target, you see a dim aura of light surrounding them, and thin strands of light reaching out. These strands move in the direction of those who are immediately blood-related to the target, and if any such relatives are actually within your field of vision, the strands reach them and cause them to glow as well.
You may transfer your focus from one target to a "linked" target with a Free Action at will, as long as both targets are within the range of the spell. Doing so does not require you to change the Focus - you are just following the threads.
Focus: a piece of hair or drop of blood from the target

2nd Level
Dreamguard
School: Enchantment; Level: Bard 2, Oracle 2, Witch 2
Casting Time: 1 Full Round Action; Components: S
Range: Close; Duration: Concentration
Saving Throw: Will Negates (Harmless); Spell Resistance: Yes
Projecting your mind into the dreamscape of a (generally) willing target, you protect them from outside influence. Their dreams cannot be influenced by others, others cannot enter their dreams, and they become immune to all [Mind Affecting] effects for as long as they sleep. Furthermore, they cannot be affected by nightmares - mundane or magical. All dreams will automatically be peaceful.

A creature that is already possessed or controlled by another cannot be helped by this spell.

Eye of Vile Doom
School: Transmutation; Level: Sorcerer/Wizard 3, Witch 2
Casting Time: 1 Standard Action; Components: V, S
Range: Personal (see below); Duration: Instantaneous
Saving Throw: See below; Spell Resistance: No
When you cast the spell, one of your eyes bursts, spraying venomous, acidic ichor over your enemies. You actually lose the eye, suffering 2d6 points of damage, and suffering a -4 Penalty to all vision-based tasks (including attack rolls). The penalties go away when the eye is regained, typically as the result of a Regeneration spell or by having the Regeneration special quality. All creatures within a 20' Cone are sprayed with the ichor, suffering 1d10 Acid damage per 2 Caster Levels with a Reflex Save for half. Those that fail the save absorb enough venom that they must save against Giant Wasp Poison.
If you lose all of your eyes to this spell, you become Blind until at least one eye is restored. Creatures without eyes cannot cast this spell.

Stun Animals
School: Enchantment; Level: Druid 2, Ranger 2, Witch 2
Casting Time: 1 Standard Action; Components: V, S
Range: Medium; Duration: 2d4 rounds
Saving Throw: Will Negates; Spell Resistance: Yes
Unleashing a wave of mental energy, you overwhelm the limited minds of animals and overload their senses. One creature per Caster Level, all of the Animal type, is Stunned for 2d4 rounds on a failed save.

3rd Level
Arm of Vile Doom
School: Transmutation; Level: Sorcerer/Wizard 4, Witch 3
Casting Time: 1 Standard Action; Components: V, S
Range: Personal; Duration: Instantaneous
Saving Throw: None; Spell Resistance: No
Weaponising your arm, you cause it to erupt, unleashing animate fragments into enemies. You may cast this spell at two different "strengths", but each one allows a Ranged Attack to be made against a creature within Close Range, dealing Magic Piercing damage.
You suffer 1d4 damage and 1 Dexterity damage if just sacrificing your fingernails, or 2d4 damage and 2 Dexterity damage if sacrificing your entire fingers.
If you are immune to Dexterity Damage, the damage you receive increases to 2d6 (nails) or 4d6 (fingers) or 8d6 (hand). Either way, when all damage and ability damage is restored, you are considered to have regrown the nails/fingers completely.
If hit, the target suffers 2d6 damage (nails) or 4d6 damage (fingers) and must save against contracting Filth Fever at the normal DC. Furthermore, they suffer half as much damage again on the following round, and then 2 (nails) or 4 (fingers) damage on the round after that.
Sacrificing your fingers prevents you from holding items with that hand. If you have no fingernails left, you cannot cast this spell at the lower strength. If you have no fingers left, you cannot cast this spell at all.

Fool's Conjuration
School: Illusion [Shadow]; Level: Sorcerer/Wizard 3, Witch 3
Casting Time: 1 Swift Action; Components: V, S
Range: 5'; Duration: 1 minute
Saving Throw: None; Spell Resistance: No
You create an illusory object just long enough to make use of it. The created object must be able to fit inside a 1x1x1' cube, must be wholly solid, and cannot have moving parts. It cannot be used as a Material Component or Focus for spells, nor can it be used as an alchemical component (including the black powder for bullets), however it could be used as an appropriate-sized weapon or piece of ammunition for the duration.
At Caster Level 10, it may be large enough to fit inside a 2x2x2' cube and lasts for 1 hour. At Caster Level 15, it may fit inside a 3x3x3' cube and lasts until the next Sunset or Sunrise.

Harvested Regeneration
School: Transmutation [Healing]; Level: Witch 3
Casting Time: 1 Minute; Components: V, S
Range: Touch; Duration: Instantaneous
Saving Throw: None; Spell Resistance: No
Using the body of another creature - living or dead - you are able to heal yourself and "regenerate" lost limbs and organs - by stealing them from the target. You can steal any limbs, organs or other body parts from the target that they have, but only for the purpose of replacing ones you have lost. You also regain 3d6 hit points, plus your Caster Level (maximum 15), and the target (if alive) loses the same amount. You must maintain physical contact with the target for the entire duration.

Phantasmal Fen
School: Illusion [Phantasm]; Level: Witch 3
Casting Time: 1 Standard Action; Components: V, S, M
Range: Close; Duration: Concentration
Saving Throw: Will Disbelief and Fort Partial; Spell Resistance: Yes
Up to one target per Caster Level within range believes they are drowning in a terrible swamp. If they Disbelieve, they are completely unaffected. Otherwise, they must pass a Fortitude Save each round or be Nauseated for the round and suffer 1 point of Constitution damage. If they pass the Fortitude Save they are merely Sickened for the round.

4th Level
Faerie Form I
School: Transmutation; Level: Druid 4 Witch 4
Casting Time: 1 Standard Action; Components: V, S
Range: Personal; Duration: 10 minutes per Caster Level
Saving Throw: None; Spell Resistance: No
This spell transforms the caster into a Small or Medium Fey creature, granting complete physical resemblance and certain traits. If the creature they are emulating has any of the following traits, they are gained: Darkvision, Low-Light Vision, Climb Speed, Swim Speed. They also gain all traits intrinsic to the Fey Type.
If the form is Small, they gain +4 Dexterity and -2 Strength.
If the form is Medium, they gain +2 Dexterity.
The caster looks identical to a creature of that race. Any worn or carried equipment melds into their form, other than items being held in their hands - which do not automatically re-size (unless they have a feature intrinsic to the item).
Mythic: a Mythic caster treats the duration as "until the next sunrise (D)". If their Mythic Rank is 5 or more, they treat the duration as "until the next full moon (D)".

Familial Scrying
School: Divination; Level: Oracle 4 Witch 4
Casting Time: 1 Full Round Action; Components: V, S, F
Range: Close; Duration: Concentration
Saving Throw: None; Spell Resistance: Yes
This spell functions similarly to Familial Seeking, except it allows you to Scry on blood relatives of the target. As with Seeking, you see the threads extend, and you get a vague sensation of who is at the end of each thread - you then choose to follow one, and you can scry on the person at the end, and the surrounding location. As with Seeking, you can then move to their blood relatives, and so on.

Innards of Vile Doom
School: Transmutation; Level: Sorcerer/Wizard 5, Witch 4
Casting Time: 1 Standard Action; Components: V, S
Range: Personal; Duration: 1 minute
Saving Throw: None; Spell Resistance: No
By casting this spell, you take massive traumatic damage as your insides suddenly become outsides, exploding forth. This deals 6d6 damage to you, and 4 points of Constitution Damage. If you are immune to Constitution Damage, you instead suffer 10d6 damage.

Once this occurs, all creatures within 15 feet must pass a Reflex Save. Those that fail the save become Entangled for the entire duration, and suffer damage equal to your Caster Level, which is then transferred to you as healing. Any healing in excess of your damage is wasted. For the rest of the duration, your intestines may make a single Trip, Grapple or Disarm attempt once per round as a Free Action against a target within the area. At the end of the duration, the insides crawl back into you and it vaguely stitches itself back together: you regain 1d6 hit points and there is no danger of your insides falling back out, but any other damage and Constitution Damage remains.

Ward of Escalating Torment
School: Abjuration; Level: Witch 4
Casting Time: 1 Standard Action; Components: V, S
Range: 50' radius Emanation; Duration: 1 minute per Caster Level
Saving Throw: Fort Negates; Spell Resistance: Yes
For the duration, you are protected by a barely-visible magic ward - a Perception check of 20 is required to notice it. This protects you by exerting a painful magic force, and anyone who approaches you must attempt a Fortitude Save. The damage they receive on a failed save depends on the closest point they try to move to you in their turn:
45-50 feet: 1d4 per 3 Caster Levels
35-40 feet: 1d6 per 3 Caster Levels
25-30 feet: 1d8 per 3 Caster Levels
15-20 feet: 1d10 per 3 Caster Levels
5-10 feet: 1d12 per 3 Caster Levels
Entering your square: 1d6+1 per Caster Level

Wereswan
School: Transmutation; Level: Druid 4 Ranger 4 Witch 4
Casting Time: 1 Standard Action; Components: V, S, M
Range: Medium; Duration: Permanent
Saving Throw: Fort Negates; Spell Resistance: Yes
As you finish the incantation, the target is wracked by a terrible affliction, feathers sprouting from them. If they fail the saving throw, they contract Lycanthropy, gaining the Wereswan template. This can be Dispelled, cured as a magical Disease, or removed as a Curse.
Material Component: a feather from a swan

5th Level
Call Woodland Being
School: Conjuration [Calling][Chaos]; Level: Druid 5 Ranger 4 Witch 5
Casting Time: 1 Minute; Components: V, S
Range: Special; Duration: until the next sunset or sunrise (D)
Saving Throw: Will Negates; Spell Resistance: Yes
When you finish casting the spell, a fey creature is summoned from the surrounding magical environment. If you benefit from Protection From Chaos or summon the creature into a circle of salt, you are safe and they will not attack you when summoned. If you are Chaotic in Alignment and match the creature's Alignment on the Good-Evil axis, they will be friendly enough not to attack you at any rate. This spell only functions when cast within a woodland environment - a forest, jungle, rainforest, swamp, marsh, wetland, untilled field, or similar, including magical or aquatic versions. You may determine the creature that appears, but the choices available are limited by your Caster Level - anything listed for your CL or lower is available.
CL 9: Grig Swarm, Harvest Haunt, Nymph, Oceanid, Swan Maiden
CL 12: Bogeyman, Nereid, Nuckelavee, Tombstone Fairy
CL 15: Grimm, Rusalka
CL 18: Hamadryad (if cast within her own forest)
Any creature with spellcasting ability appears with the default spells in the monster entry.
Mythic: if a caster has Mythic Rank 3 or higher, the Leanan Sidhe is added to the list available at Caster Level 12 or higher.

Faerie Form II
School: Transmutation; Level: Druid 5 Witch 5
Casting Time: 1 Standard Action; Components: V, S
Range: Personal; Duration: 10 minutes per Caster Level
Saving Throw: None; Spell Resistance: No
This spell functions the same as Faerie Form I, except more traits can carry over, and they may also turn into a Tiny Fey. If the creature they are emulating has any of the following traits, they are gained: Darkvision, Low-Light Vision, Climb Speed, Swim Speed, Fly Speed, Unearthly Grace. If the creature has a Natural Armour Bonus, the caster also gains that, to a maximum of +2.
If the form is Tiny, they gain +6 Dexterity and -4 Strength.
The caster may also cast either Entangle, Charm Person, Charm Animal, Sleep, or Deep Slumber once as a Spell-Like Ability (Save DC 15 + the ability score they use to cast spells), but only if the base creature has the ability to cast it as a Spell-Like or Supernatural Ability.
Mythic: a Mythic caster treats the duration as "until the next sunrise (D)". If their Mythic Rank is 5 or more, they treat the duration as "until the next full moon (D)".

Ward of Escalating Horror
School: Abjuration; Level: Witch 5
Casting Time: 1 Standard Action; Components: V, S
Range: 50' radius Emanation; Duration: 1 minute per Caster Level
Saving Throw: Will Negates; Spell Resistance: Yes
For the duration, you are protected by a barely-visible magic ward - a Perception check of 20 is required to notice it. This protects you by exerting a terrifying magic force, and anyone who approaches you must attempt a Will Save. The condition they receive on a failed save depends on the closest point they try to move to you in their turn:
45-50 feet: Shaken for the rest of the duration
35-40 feet: Frightened for the rest of the duration
25-30 feet: Stops moving and Cowers for the rest of the duration
15-20 feet: Panics for 3 rounds
5-10 feet: Panics for 10 minutes, Shaken until the sun next rises
Entering your square: Falls Comatose for 3 rounds, Shaken until the sun next rises

6th Level
Borrowed Time
School: Necromancy; Level: Witch 6
Casting Time: 1 Hour; Components: V, S
Range: Touch; Duration: Instantaneous
Saving Throw: Fort Negates; Spell Resistance: Yes
Over the course of an hour-long ritual, you slowly drain the life essence from a willing or helpless target. Willing and sleeping targets automatically fail their saving throws against this. At the end of the casting time, you grow one year younger, unless doing so would turn you into a child, in which case one extra year is instead added to your maximum age before entering a new age category (and thus delaying all further ones and death). If this causes you to change to a younger age category, all changes (positive and negative) from age disappear as though you had never aged that much. The target immediately ages one year, and if this brings them into a new category, any changes are made. If this brings them past the end of their lifespan, they die.

Faerie Form III
School: Transmutation; Level: Druid 6 Witch 6
Casting Time: 1 Standard Action; Components: V, S
Range: Personal; Duration: 10 minutes per Caster Level (D)
Saving Throw: None; Spell Resistance: No
This spell functions the same as Faerie Form II, except more traits can carry over, and they may also turn into a Diminutive or Large Fey. If the creature they are emulating has any of the following traits, they are gained: Darkvision, Low-Light Vision, Climb Speed, Swim Speed, Fly Speed, Unearthly Grace, Invisibility, Spell Resistance (to a maximum of 25). If the creature has a Natural Armour Bonus, the caster also gains that, to a maximum of +4. If the creature possesses a touch attack Special Attack, the caster gains it for the duration - any Save DC is 16 + their Charisma Bonus.

If the form is Diminutive, they gain +10 Dexterity and -6 Strength.
If the form is Tiny, they gain +6 Dexterity and -2 Strength.
If the form is Small, they gain +4 Dexterity.
If the form is Medium, they gain +2 Dexterity, +2 Constitution.
If the form is Large, they gain +2 Strength, +2 Constitution.

The caster may also cast either Entangle, Charm Person, Charm Animal, Charm Monster, Suggestion, Confusion, Insanity, Sleep, Protection From Law, Magic Circle Against Law, Dispel Magic, Dispel Law, Freedom of Movement, or Deep Slumber once as a Spell-Like Ability (Save DC 16 + the ability score they use to cast spells), but only if the base creature has the ability to cast it as a Spell-Like or Supernatural Ability.
Mythic: a Mythic caster treats the duration as "until the next sunrise (D)". If their Mythic Rank is 5 or more, they treat the duration as "until the next full moon (D)".

Hound of Doom
School: Conjuration [Summoning]; Level: Summoner 8, Witch 6
Casting Time: 1 Full Round Action; Components: V, S
Range: Medium; Duration: 1 round per level
Saving Throw: None; Spell Resistance: No
For the duration, this summons a Fiendish Dire Wolf, just the same as if summoned by a Summon Monster spell. However, it has Hit Points equal to the normal maximum hit points of the caster, an Enhancement Bonus to Natural Armour equal to half their Caster Level, and a Base Attack Bonus equal to the caster's Base Attack Bonus. For the purposes of spell effects, the Fiendish Template and similar (but not Feats, Skill Points or increasing in Size Category), it is treated as having hit dice equal to the caster's Caster Level.
Mythic: if a Mythic Point is spent when casting the spell, the Hound gains an Enhancement Bonus to Strength and Dexterity equal to the caster's Mythic Rank, gains one Bonus Feat for which it meets the requirements, and gains an Enhancement Bonus to its natural weapons equal to the caster's Mythic Rank.

Mindplague
School: Enchantment [Mind-Affecting]; Level: Witch 6
Casting Time: 1 Standard Action; Components: V, S
Range: Long; Area: 15' radius Spread; Duration: Instantaneous
Saving Throw: Will Negates; Spell Resistance: Yes
A burst of purple smoke wafts out, reaching into the brains of those in the area, and then vanishes almost as quickly as it appears. All in the area that fail a Will Save are afflicted with a [Mind-Affecting] condition that mimics a disease in function - while not actually being a disease, so immunity to Diseases does not apply. The Disease is X. (Int Drain, Int 0 = Become Zombie)

7th Level
Final Vile Doom
School: Transmutation; Level: Sorcerer/Wizard 8, Witch 7
Casting Time: 1 Standard Action; Components: V, S
Range: Personal; Duration: Instantaneous
Saving Throw: see below; Spell Resistance: No
Upon casting this spell, the caster's body erupts into a spray of bone and tendons, suffering 10 points of Strength, Dexterity and Constitution Damage. If they are immune to Strength, Dexterity or Constitution Damage, they instead suffer damage such that they are reduced to zero hit points.

All creatures within 60 feet of the caster are then hit by bone fragments and high-speed bolts of blood, suffering 1d6 damage per Caster Level (maximum 20d6), with a Reflex Save for half. Additionally, the ichor and muscles affect the area as though both Entangle and Grease had been cast, and all creatures caught in the initial blast must succeed on a Fortitude Save or be Pinned. All effects last for 5 rounds, though the damage is instantaneous.

Form of the Swamp Beast
School: Transmutation; Level: Druid 7 Witch 7
Casting Time: 1 Standard Action; Components: V, S
Range: Personal; Duration: 1 minute per Caster Level
Saving Throw: None; Spell Resistance: No
This spell transforms the caster into a massive monster, a tangle of mud, sticks and vines that is seemingly immune to all harm. For the duration, they gain the following:
-All traits inherent to creatures with the Plant Type
-A +8 Natural Armour Bonus
-A Strength Score of 30, a Dexterity Score of 8 and a Constitution Score of 20
-Fast Healing equal to half their Caster Level
-Tremorsense out to 60 feet
-A Swim Speed of 40 feet
-Huge Size
-Fire, Acid and Cold Resistance equal to their Caster Level
-Damage Reduction 10/Magic
-Two Primary Slam Attacks (dealing 1d10 + Strength Bonus)
-Gooey Form (granting a free Disarm attempt against any weapon that hits, or a free Grapple attempt if an unarmed attack or natural weapon was used)
All weapons and equipment meld into the caster's form, deactivated for the duration.
Mythic: if one Mythic Point is spent when casting this, the Natural Armour Bonus becomes +15, Strength becomes 40, Fast Healing equals Caster Level, Damage Reduction becomes 15/Magic and Cold Iron, and the Energy Resistances become equal to the Caster Level plus five.

Plaguemist
School: Conjuration; Level: Witch 7
Casting Time: 1 Standard Action; Components: V, S, M
Range: Long; Area: 15' radius Cloud, Duration: Concentration
Saving Throw: Fort Negates (see below); Spell Resistance: No
The cloud formed by this spell is a sickly colour and smells foul, full of terrible spores. It functions the same as Obscuring Mist, except as follows: every round that a creature is inside the area, they must pass a Fortitude Save or contract X Disease.

Trick or Treat
School: Necromancy; Level: Witch 7
Casting Time: 1 Full Round Action; Components: V, S, M
Range: Close; Duration: until the next sunrise
Saving Throw: Fort Negates (Harmless); Spell Resistance: Yes
One target per caster level within the area of effect is touched by the eerie energies of this spell, infusing them with negative energy and ghostly power. For the duration, all affected targets change their Type to Undead, gaining all Immunities, Resistances, Vulnerabilities and other traits - they are healed by Inflict spells and harmed by Cure spells and so on. Should a target fall below 1 HP while under the effects of this, the spell immediately ends for them, automatically stabilising them if they are not completely dead.
Mythic: by spending a Mythic Point, the caster may infuse a number of the targets (up to their Mythic Rank) with such energy that they are almost incorporeal: such creatures gain a +3 Deflection Bonus to Armour Class and enjoy a 20% Miss Chance against all attacks.

8th Level
Shriek of Lycanthropy
School: Transmutation; Level: Druid 8 Witch 8
Casting Time: 1 Standard Action; Components: V
Range: Medium; Duration: Permanent
Saving Throw: Fort Negates; Spell Resistance: Yes
With one loud shriek, all creatures in the area are hit by terrible transformative magic and must attempt a Fortitude Save. Those that fail the save instantly contract Lycanthropy, gaining the Werewolf Template.
(At the option of the DM, other animals may instead be chosen if more relevant to the surroundings or thematic to the caster.) This is Permanent, not Instantaneous, so it may be Dispelled on top of the other methods of curing Lycanthropy.
Mythic: by spending one Mythic Point, the duration instead becomes Instantaneous.

Vile Dispelling
School: Necromancy; Level: Witch 8
Casting Time: 1 Standard Action; Components: V, S
Range: Medium; Duration: Instantaneous
Saving Throw: None; Spell Resistance: No
This spell tears magic away from subjects, along with their skin. It functions as a Greater Dispel effect, except every spell effect removed from a target also causes them to suffer 1 point of Constitution damage and 1d6+1 Hit Points in damage.

9th Level
Cursed Woods
School: Necromancy [Evil]; Level: Witch 9
Casting Time: 1 Hour; Components: V, S
Area: 1 mile radius Spread; Duration: Permanent
Saving Throw: None; Spell Resistance: No
This spell functions in woodlands, marshes, swamps, undergrowth and similar areas where nature holds sway. The entire area is Desecrated and takes on an eerie, nightmarish visage, and all water is stagnant and foul, unable to support life - indeed, it becomes Unholy Water. Everything seems to shed darkness, causing a 50% Spell Failure rate for all [Light] and [Healing] effects. Everything in the area suffers a -4 Morale Penalty on Saving Throws against [Fear] effects. All Plants and Animals in the area take on the traits of the Undead Type, and any time they deal damage, they also deal one point of Bleed damage. All forms of natural healing, including Fast Healing and Regeneration, halt. Anything slain within the area, unless it would turn into something else (such as by a Spawning creature), rises as a Wight within 1d6 minutes. Any Fey creatures that are linked to any part of the natural area (such as Dryads and Hamadryads) gain the Lich template, ignoring the usual restrictions, and treating their special part of the area as their Phylactery.

Fen Legion
School: Transmutation; Level: Druid 9 Witch 9
Casting Time: 1 Standard Action; Components: V, S
Range: Medium; Duration: until the next Sunrise
Saving Throw: Fortitude Negates (harmless); Spell Resistance: Yes
The caster designates one creature per Caster Level, all within range, and the creatures, if affected by the spell, transform into Trolls. Their character sheets are replaced entirely by the monster write-ups of trolls for the duration, or until slain, at which point their bodies return to their natural (albeit dead) state. Held, worn or carried equipment melds into their form, ceasing to function for the duration, and no existing racial or class features continue to have any effect - even their minds become clouded, thinking like trolls simply with their old loyalties and some personality traits.

Deadly Inversion
School: Transmutation; Level: Sorcerer/Wizard 9, Witch 9
Casting Time: 1 Standard Action; Components: V
Range: Close; Duration: Instantaneous
Saving Throw: Fortitude Negates; Spell Resistance: Yes
If the target fails their saving throw, their skeleton is turned upside down while the rest of their body mostly stays in the same place, killing them instantly. This only functions on creatures that actually have skeletons, whether internal (such as humans) or external (such as giant bugs). Creatures that are only skeletons simply fall prone. Undead or Unliving creatures that possess skeletons and non-skeletal parts suffer 1d6 damage per Caster Level and are rendered Helpless until something undoes the effect. The subject must be returned to normal by a Regeneration or Greater Restoration effect before a Raise Dead spell can bring them back - otherwise they come back to life for a very brief moment before death claims them once again, their skeleton still interfering with their vital organs.

When this spell kills a target, the caster may make a Demoralise attempt against all enemies with Line of Sight to the target, as a Free Action.
New Hexes
Bibbity Bobbity Boo
With a few magic words, you soon have your own legion of household goods.
A number of times per day equal to half your level (round down) plus three, you may cast Animate Objects as a Spell-Like Ability. The Caster Level equals your Witch level. Once per day, you may make the effect Permanent, however you may only have a simultaneous number of Permanent animated objects equal to your Witch level, and if ever a Permanent one is destroyed, you instantly take 1d6 points of damage. A side effect of this is that you know it has "died", no matter how far away you are.

Curse of Haunting
By fixing your gaze on the target, you cause them to be plagued by small haunting spirits that work away at their mind.
At will, you may use a Standard Action to curse a target within Close Range. They must make a Will Save or be afflicted for the next hour: they suffer a -2 Penalty on all saving throws against [Fear] effects, and they treat all [Fear] effects as worse: if Shaken, they treat it as Frightened; if Frightened, they act as if Panicked; if Panicked, they instead Cower; if Cowering, they instead fall Comatose. Furthermore, over the course of the next hour, they are plagued by minor effects: there is effectively an Unseen Servant that remains within 20 feet of them and exists only to move things about, particularly when they are not looking, just to interfere with their life.

Whether they pass or fail the initial save, a target is immune to this effect until the next Sundown.

Curse of Vulnerability
Your foes may be arrogant, believing themselves to be invulnerable, but you slowly work away at their defences until they can suddenly be harmed.
With a Swift Action at will, you may afflict a target within Close Range. They must attempt a Will Save. If they fail, they suffer a -5 Penalty to their Damage Reduction, Spell Resistance, and all Energy Resistances. These penalties last for one minute, however multiple uses do stack (to a minimum of zero for any given trait). Furthermore, each time the target fails a saving throw, you may automatically dispel a single Abjuration effect on them.

Degeneration
Using your cauldron, you gleefully turn your captives and minions into hideous monsters for your own vile purposes.
Requirements: Cauldron
By placing a living creature in your cauldron, applying 100GP of magical reagents and then brewing away for an hour, you can alter their form. You must be present for the entire hour, and it takes your full concentration. The creature may need to be unconscious or bound, unless they are willing or the cauldron has a lid that can be sealed, such as a pressure cooker.
If this is successful, the creature is allowed one Fortitude Save. If they fail, they gain the Mana-Wasted or Fleshwarped Template (your choice). In the case of Fleshwarped, the changes are always the same (including the ability scores and skill affected), and the special ability can only be one of the following: one additional Natural Weapon (damage and reach as normal for their size), increase Natural Armour Bonus by +2, natural weapons spread Filth Fever, Ferocity, Bleed (1d6), Blood Rage.

The changes made by this hex are permanent, short of a Remove Curse followed by a Greater Restoration (either of which can of course be replicated through use of a Wish or Miracle). Any given creature can only be successfully changed once by this Hex without removing the effects and applying it again.

Haunting Familiar
Your familiar lurks around like a ghost, creeping people out.
This hex significantly changes your familiar: it no longer has a physical form, and is more of an illusion than a living creature. It cannot attack other creatures, nor can it be attacked, and it is immune to all effects. It has a Move Speed of 30 feet, however if it ends a turn more than 50 feet away from you, it instantly teleports to be adjacent to you. It still threatens squares for the purpose of Flanking, however creatures can move through its square without penalty. It can move through creatures and objects without penalty as well.

Any creature next to your familiar suffers a -2 penalty to Armour Class and Saving Throws.

The familiar still provides its usual benefit and the bonus spells. If you also have the Beast of Ill Omen Hex, it may still use that.

Holistic Healing
Your ability to heal people's wounds is *almost* magical.
The Heal skill is much more useful thanks to your supernatural means. By spending one minute and the contents of a Healing Kit, you may make a Heal check (with the usual bonus for using a kit). Your target regains lost hit points equal to your skill check result. You may take 10 or spend 20 minutes to take 20 on the check.

Alternatively, you may divide the check by 10 (round down) and heal that many points of Ability Damage, or divide the check by 20 (round down) and heal that many points of Ability Drain. You may also attempt to neutralise poison with a DC equal to the Save DC of the Poison, or cure a disease with a DC equal to the Save DC of the Disease.

Infestation
Your victims are useful to you: in death, they burst into new clusters of minions.
Any time you kill a creature by using a spell, the corpse erupts into crawling bugs. This prevents them from being Raised, and also results in you having a Spider Swarm under your control. It lasts for a number of rounds equal to the hit dice the creature had at the time of its death.

If your Witch level is 12 or higher, you may instead create a Hellwasp Swarm.

Malady
You can easily spread a variety of minor afflictions that leave them poorly.
With a Standard Action at will, you may force a target within Close Range to pass a Fortitude Save. If they fail, they contract the equivalent of "the sniffles" or hayfever until they next sleep, providing a -2 Penalty to Armour Class and Fortitude Saves and a -5 Penalty on Stealth and Perception checks. Additionally, the constant watering of their eyes results in all of their attacks suffering a 20% Miss Chance.

This has no effect if used again on someone already suffering from this hex.

Swords to Serpents
How can they fight you when even their own blades are traitors?
Once per day per Witch level, you may enchant a weapon within Medium Range. If it is wielded, the wielder makes a Fortitude Save on its behalf. Otherwise, it succeeds automatically. The weapon turns into a Viper of appropriate size (a One-Handed weapon for a Medium creature is a Small Viper. Scale up or down accordingly), loyal to you, for a number of rounds equal to your Witch level. It benefits from any ongoing magical effects (for instance, a +3 Flaming weapon would be a snake with a +3 Enhancement Bonus and +1d6 Fire damage to its Bite), and its Bite attack is treated as the same material as the weapon itself. It does not gain any special use-activated abilities the weapon had. The snake has a Base Attack Bonus equal to your Witch Level.

Vile Digestion
One man's poison is... your delicious medicine.
You are not only immune to ingested poisons and ingested diseases, you gain nourishment from them. You may benefit from any of the following upon consuming such a thing: Cure Moderate Wounds, Barkskin, Bull's Strength, Bear's Endurance, Enlarge Person, Expeditious Retreat, Greater Magic Fang, Longstrider. The Caster Level equals your Witch level, and you can only benefit from one of these ongoing effects at a time, no matter how much arsenic you eat.

Vitreous Ammunition
You don't hold to ancient traditions: you shoot people with magic. And bullets.
Your blood can form into magic bullets, seeping into firearms to blast enemies. The bullets deal damage as normal, as Acid damage. This does not take an action, so you needn't reload your weapon when doing this, however you suffer 1d3 points of damage every time. If the gun would suffer a mishap from firing, you may instead use additional blood to fuel it, suffering 1 point of Constitution Damage. You may also apply an Enhancement Bonus to the ammunition, with a total bonus no higher than your level divided by four (round up). Every time you do so, you suffer additional damage equal to the Enhancement Bonus.
New Major Hexes
Cauldron of Oozes
Although it takes time, you can mix just the right ingredients to make a monster.
Requirements: Cauldron
With sufficient work and ingredients, you can use your cauldron to make an Ooze. The creature must have a Challenge Rating lower than your Witch level, and for every hit die of the creature, you must sacrifice one hit die worth of living creatures and 250GP worth of materials. The process takes a number of hours equal to the Challenge Rating of the creature, and once finished, you can pour the Ooze out and set it loose, but it is not innately under your control.

Cauldron of Restoration
Whatever it is bubbling away in that pot, the fact is it's good for people.
Requirements: Cauldron
By submerging a recent corpse (dead no longer than 1 day per Witch level) in your cauldron for 24 hours, you may subject it to a Raise Dead effect. Doing so costs 500GP worth of herbs and strange berries. Alternatively, by submerging a living creature in your cauldron (up to neck-height) for 4 hours and using 50GP worth of ingredients, you may subject them to a Restoration or Regenerate effect.

Disenchanting Curse
For good or for ill, you can be the bane of magic. Probably for ill.
A number of times per day equal to half your level plus three, you may cast Disjunction as a Spell-Like Ability. Unlike normal, this does not destroy magic items, it merely automatically ends ongoing magical effects as though successfully Dispelled.

Friend of the Wild
Nature is your friend. With a little effort, you can make it play nice with your other friends, too.
You gain the Animal Companion and Wild Empathy abilities of a Druid, as if your Witch levels were Druid levels.

Monstrous Vegetation
When it comes to fruit and vegetables, you are perhaps the master of transformation.
You gain the ability to create the following specific items, regardless of the usual requirements such as Caster Level, Race, Hexes Known, Spells Known or Feats: Instant Pumpkin Carriage, Apple of Eternal Sleep, Witch Carrot, Alluring Golden Apple, Holly Wreath Band, Treeform Cloak, Seer's Tea, Snapleaf, Padma Blossom, Kapre Cigar, Mushroom Vest, Wasp Nest of Summoning.

Doing so still requires the usual amount of time and creation costs. Those that merely resemble a plant are, when created via this hex, made from actual plants, the expensive magical components actually serving to preserve it so it lasts beyond its normal lifespan.

Additionally, three times per day you may use a Full Round Action to warp a simple plant (not a creature of the Plant type), changing it into one of the following monsters for one minute per Witch level: Assassin Vine, Canopy Creeper, Giant Flytrap, Jack-o-Lantern, Tendriculos, Viper Vine, Weedwhip.
Such creatures are loyal to you and will follow basic instructions. You cannot transform a plant into a creature with a Challenge Rating equal to or greater than your Witch level.

Queen of Shadows
The plane of shadows serves as a very good source for your power, and you bring more of it into other worlds too...
For a number of minutes per day equal to your Witch level, you may turn into a Greater Shadow. This need not be in one consecutive duration, however each use lasts for at least one minute. You are unable to cast Spells, use magic items or use Hexes (other than this one) while in Greater Shadow form - effectively, your character sheet is completely replaced with the monster entry of a Greater Shadow, except with this Hex, your alignment and basic personality (modified as it may be by altered mental Ability Scores). Three times per day, you may Summon a group of 2d4 Shadows, each with a Base Attack Bonus equal to your Witch level, with a duration of 1 minute per Witch level. Summoning them is a Supernatural Ability that takes a Full Round Action, and transforming is a Supernatural Ability that takes a Swift Action.

Terrible Plague
Wherever you go, you like to share. Typically you share typhoid and small pox.
Three times per day, you may unleash a dreadful plague with a Standard Action. You may target one creature per Witch level, within Medium Range, and they must all make a Fortitude Save. Those that fail contract a disease - you select the disease, but they must all gain the same one. Your choices are: Blinding Sickness, Bog Rot, Brainworms, Bubonic Plague, Cackle Fever, Malaria, Mindfire, Shakes, Slimy Doom or Tetanus. The Frequency changes to 1/minute, the Onset is skipped, and they can potentially spread it to others merely by being adjacent to them, although the adjacent creature is allowed a save of its own.

The Save DC is normal for a Witch Hex, not for the disease.

Walker of Dreams
You stride through people's dreams to learn about them as they sleep, even to alter their minds and memories.
You may cast Dreamsight and Dreamguard three times each per day as Spell-Like Abilities. Furthermore, once per day you may enter the dreams of a sleeping creature as a Supernatural Ability - they are allowed a Will Save, and if they fail, they are unaware as you enter. You may then, for the duration of their sleep, explore the Dreamscape and view all surroundings. You may communicate with them as normal, although upon waking up they will assume you were part of the dream (as much as they remember, anyway). You may also communicate with other creatures in the dream, however as they are creations of the dreamer's mind, they do not hold any knowledge the dreamer doesn't know.

You may shape the events and landscape by interacting with them (such as attacking creatures or convincing them to take actions, or actually constructing objects), or by exerting your influence - this requires you to succeed at an opposed Charisma check each time. By manipulating events, you may undo mental trauma or ongoing [Fear] effects, dig up forgotten memories, or cause fear and trauma, duplicating the effects of a Nightmare spell. By altering their interactions, you may make a Diplomacy or Intimidate check to influence their attitude on behalf of another creature.

If the subject dies in the dream, they immediately awaken, but are Shaken for the next hour. If you die in their dream, the effect ends and you withdraw from their dreams, suffering 3d6 Non-lethal damage.

Items and spells used in the dreamscape are not spent upon stepping out, but items gained in the dreamscape are lost - they are not real. You may, however, specifically place an item within the dream, at which point the item will constantly appear in their dreams until removed. If they die before the item is removed from their dreams, it is lost to the Astral Plane.
Grand Hexes
Alter Disease
At first you spread tuberculosis. Then suddenly it's dysentery, and before you know it everyone has devil chills.
With a Swift Action at will, you may target a creature suffering from a disease and force them to attempt a Fortitude Save. If they fail, you may change the disease to a different one - any disease from the Pathfinder rules (and, if used by your DM, various supplements and third-party products). They instantly take the effects, skipping the Onset, and if they had successfully saved at all and made their way partway to recovery, this is now reset as they have an entirely different infection to fight off.

Cauldron of Eternity
You made the deadliest potion of all in that cauldron, and now it holds your soul.
Requirements: Cauldron
You may perform the rites needed to become a Lich. You need not create a phylactery, as your cauldron itself functions as one. In order to power the necromantic magic, you must sacrifice one sentient living creature inside it each year.

Curse of Blind Panic
Screaming and running is dangerous at the best of times, but when you can't see?
Three times per day, you may use a Standard Action to hex a group of creatures, up to one per Witch level, all within Close Range. They must all pass a Will Save against a [Mind-Affecting] [Fear] effect. Failure results in them being rendered Blind and Panicking, for one minute per Witch level you possess. Should any of them move within 10' of another creature, the other creature must then save or contract the condition - and can then spread it further.

Living Nightmare
Perhaps you have delved too long into the dreams of others. Your link and similarity to hags has forever tainted you, and you are so very nearly one of them.
You instantly gain the Nightmare Creature template, becoming a Nightmare Lord.

Night Terror
When you step into the darkness, the world becomes a much scarier place for everyone.
Requirements: Queen of Shadows
Once per day, you may transform into a Nightwalker. This lasts until the sun rises next or until you dismiss it, and you completely replace your character sheet with the monster entry, retaining none of your old abilities, spells or equipment. If slain, your body reverts to normal, albeit dead. When you make this transformation, your familiar transforms into a loyal Nightskitter, again completely replacing its statistics with the monster entry.
Additional Feats for the Witch
Baleful Cantrip
You can afflict and warp people in small, annoying ways.
Prerequisites: able to cast Witch Spells
Benefit: as long as you have a Transmutation spell prepared and uncast, you have an additional Cantrip-like effect available: with a Melee Touch Attack at will, you can put a minor transformative curse on a target, causing their appearance to be slightly older, scarred, gnarled or pock-marked, and applying a penalty to Strength or Dexterity (your choice) for one minute. The penalty equals the highest level Transmutation spell you have prepared and uncast. Spell Resistance applies, but there is no saving throw. This is considered a Transmutation spell.

Bewitching Apothecary [Multiclass]
You mix the best potions together, with one weird trick!
Prerequisites: Hex Class Feature, Swift Alchemy Class Feature
Benefit: Your Alchemist levels count as Witch levels for the purpose of your Caster Level (but not Spells Known, Spells per Day and so on) and any level-dependent effects of Hexes (including the Save DC, but not including the number gained). Your Witch levels count as Alchemist levels for the purpose of the Bomb class feature, the effective Caster Level of your Extracts, and any level-dependent effects of your Discoveries.

Bewitching Hunter [Multiclass]
Lurking in the woods, you hunt the targets you curse
Prerequisites: Hex Class Feature, Hunter's Bond (Animal Companion) Class Feature
Benefit: your Ranger levels count as Witch levels for the purpose of your Witch Caster Level (but not Spells Known, Spells per Day and so on) and the level-dependent effects of Hexes. You may choose to, instead of knowing any Ranger Spells, gain extra Witch Spells per Day - for every first level Ranger Spell you would be able to cast, you instead gain a bonus first level Witch Spell Slot, and so on. Your Witch levels count as Ranger levels for the purpose of the Animal Companion, gaining Combat Style Feats, and Favoured Enemies.

Bewitching Inspiration [Multiclass]
You are an enchanting, magical inspiration to those around you.
Prerequisites: Hex Class Feature, Bardic Performance Class Feature
Benefit: your Bard levels count as Witch levels for the purpose of your Witch Caster Level (but not Spells Known, Spells per Day and so on) and the level-dependent effects of Hexes. Your Witch levels count as Bard levels for the purpose of your Bard Caster Level (but not Spells Known, Spells per Day and so on) and the level-dependent effects of Bardic Performances (but not new ones gained).
Special: instead of each adding to the others' Caster Level but nothing else, you may elect to have no Spellcasting ability in one class, but treat all of its levels as levels in the other for all Spellcasting purposes - losing all Witch Casting but treating your Witch levels as Bard levels for all Spellcasting purposes, or vice versa.

Bewitching Marksman [Multiclass]
With one hand you throw hexes, with the other you shoot people.
Prerequisites: Hex Class Feature, Grit Class Feature
Benefit: your Gunslinger levels count as Witch levels for the purpose of your Caster Level (but not Spells Known, Spells per Day and so on) and the level-dependent effects of your Hexes. Your Witch levels count as Gunslinger levels for the purposes of Deeds gained, and you may use your Intelligence Bonus to determine your Grit instead of your Wisdom Bonus if you so wish.

Bewitching Occultist [Multiclass]
Your powers are not just from your patron - a strange magical energy lurks within you.
Prerequisites: Hex Class Feature, one of the following Bloodlines: Accursed, Fey, Impossible, Shadow, Verdant
Benefit: your Witch levels count as Sorcerer levels for the purpose of Sorcerer Caster Level (but not Spells per Day or Spells Known with the exception of Bloodline Spells), and all Bloodline abilities. Your Sorcerer levels count as Witch levels for the purpose of Witch Caster Level (but not Spells per Day or Spells Known, with the exception of Patron Spells) and the level-dependent effects of Hexes. Your Patron Spells and Bloodline Spells can be cast from either spell list, allowing you to still cast higher level Bloodline Spells even if you neglect your Sorcerer levels, by casting them as Witch spells.

Bewitching Saviour [Multiclass]
Witches are not necessarily evil - some are great beacons of hope.
Prerequisites: Hex Class Feature, Smite Evil Class Feature
Benefit: your Paladin levels count as Witch levels for the purpose of Witch Caster Level (but not Spells Known or Spells per Day) and the level-dependent effects of Hexes. Your Witch levels count as Paladin levels for the purpose of Smite Evil (both the bonus and the uses per day) and Auras (both those gained and level-dependent effects). You do not get the ability to cast Paladin spells (and if you already have that ability, you lose it), instead adding the Paladin Spell List to your Witch Spell List.

Bewitching Skinchanger [Multiclass]
Lurking in the woods, your form is ever changing.
Prerequisites: Hex Class Feature, Wild Shape Class Feature
Benefit: your Druid levels count as Witch levels for the purpose of your Witch Caster Level (but not Spells Known or Spells per Day) and the level-dependent effects of Hexes. Your Witch levels count as Druid levels for all purposes of Wild Shape and the Animal Companion (if you possess that feature).

Dire Curse
When you curse people, they're cursed good and proper
Prerequisites: Evil Eye Hex or Beast of Ill Omen Hex
Benefit: any time you use a Spell or Hex to bestow a penalty on someone, including penalties as the result of conditions (such as the penalty to Attack rolls from being Shaken), the penalties are all increased by 1, or by 2 if your Witch Level is 10 or greater. If you have access to the Delicious Fright Hex, your Morale Bonus increases by the same amount when using it.

Festering Spell [Meta-Magic]
You can cast spells that infect people with their vile magic
Prerequisites: ability to cast second-level Spells
Benefit: a spell cast as a Festering Spell resists healing - as long as the subject has any damage remaining after taking damage from it, they do not benefit from Fast Healing, and gain Spell Resistance (10 plus the Caster Level) against all spells that restore hit points. The target must also save against contracting Red Ache (at the normal Save DC for the disease).

A Festering Spell uses up a Spell Slot two levels higher than normal. If cast by a Witch with the Infected Wounds Hex, it only takes up a Spell Slot one level higher than normal, and the Save DC for Red Ache is 10 + half her Witch level + her Intelligence Bonus.

Hex Bullet
You can literally shoot curses into people through your ammunition
Prerequisites: Bewitching Marksman
Benefit: by spending one point of Grit before firing, you may imbue spell energy into a bullet you fire, including Vitreous Ammunition. The spell imbued must be one that can be removed by Remove Curse or Break Enchantment, and you must cast the spell as part of firing, typically requiring a Standard Action to do so. If it hits, the target is affected by the spell as normal, with saving throws as normal, but no Spell Resistance - the bullet (or blood) has already pierced their defences and the magic is attacking them from within.

Rolling a Misfire on this causes the firer to instead be afflicted by the spell (with a saving throw and Spell Resistance as normal), but in doing so does not damage the gun.

Hex Focus
One of your hexes is stronger than normal, working beyond your expectations
Prerequisites: Hex Class Feature
Benefit: select one of your Hexes. This can be a Major or Grand Hex. Treat your Witch level as two higher when using this Hex - for all level-dependent effects such as Save DC, Duration and so on.
Special: you may select this Feat multiple times, each time choosing a different Hex to improve.

Sickening Transformation
People are horrified when you turn things into other things
Prerequisites: Disguise Hex
Benefit: any time you use a Transmutation spell to change a subject's form, you may make it sickening to them, disturbing their body. They must pass a Fortitude Save (DC 10 + half your Witch level + your Intelligence Bonus) or be Sickened for 1 minute. Whenever you change your own form with a Transmutation spell, you may make it a hideous transformation that makes others ill - anyone within line of sight must make a Will Save (DC 10 + half your Witch level + your Intelligence Bonus) or be Sickened for 1 minute.

Silken Wrappings
Your magical hair can wrap around you as a form of protection
Prerequisites: Prehensile Hair Hex or White-Haired Witch Archetype
Benefit: with a Standard Action, you may wrap your extended hair around your body as a form of protection. While it remains in this form, it cannot be used to attack or to manipulate objects, but it grants you an Armour Bonus equal to your Intelligence Bonus. Unwrapping it to use for other purposes is a Swift Action.
Special: a White-Haired Witch with this Feat increases the Bonus by +1 at level five, and every five levels thereafter

Swamplung
You were practically born in a mire. You take to it like a natural.
Prerequisites: Swamp Hag Hex
Benefit: you are able to see through murky water as though it were perfectly clear, and can speak in any water without penalty, allowing you to cast spells with Verbal Components. You do not contract diseases from exposure to swamps and other unclean water.

Swampcasting
Your spellcasting is actually improved by fens and bogs, not hindered.
Prerequisites: Swamplung, Swamp Hag Hex
Benefit: you can cast spells completely unhindered underwater, or even in thick mud, without interfering with your Somatic or Verbal Components. If you are not merely underwater, but actually in slime or thick, murky water, you gain a +2 Bonus to the Caster Level of any spells cast.

Veiled Spell [Meta-Magic]
People don't know it when you cast spells - until affected
Prerequisites: ability to cast Cantrips, Orisons or First Level Spells
Benefit: the Verbal and Somatic Components of a Veiled Spell are muted or woven into everyday actions - you still need to be able to speak (for Verbal Components) or move freely (for Somatic Components), but people do not realise you are casting a spell unless they defeat your Bluff Check with a Sense Motive check. You gain a bonus to this roll equal to the Spell Level. Any obvious effects still occur, and if the spell projects something from you or changes your form, people might be able to guess you are the caster.

This does not alter the Spell Level of the spell.

Wicked Familiar
The loyal creature by your side is more monstrous than normal
Prerequisites: Witch's Familiar
Benefit: your Familiar physically changes - you don't lose your current one and gain a new one, it just turns into a new one, keeping its old personality and the link to the Patron. Your choices depend on your Witch level:
Any: Celestial or Fiendish version of existing animal
3: Dire Bat, Dire Rat, Giant Spider, Pseudodragon, Sprite
5: Dire Weasel, Dire Wolf, Imp, Mephit (Any), Mockingfey, Quasit, Shadowdrake
7: Cacodaemon, Hell Hound, Ogre Spider, Winter Wolf
9: Glacier Toad
11: Abyssal Wolf, Remorhaz
Your Familiar now has a Base Attack Bonus equal to your Witch level, and has Hit Points equal to your own Hit Points.
Special: every time you gain a new level, you may change the familiar to a new type.
Mythic Witch Feats
Mythic Disease
When you afflict people with diseases, they quickly spread pandemics
Prerequisites: Mythic Rank 2
Benefit: any disease you spread in any way is more potent: add your Mythic Rank to the Save DC and to the number of successful saves they must make to be cured. Additionally, you may spend a Mythic Point to skip the Onset time completely.

Mythic Hair
You crush foolish enemies, simply with your deadly hair
Prerequisites: Mythic Rank 1, Prehensile Hair Hex or White-Haired Witch
Benefit: while your hair is extended and active, you may shape it into a weapon with a Swift Action at will. It can be any melee weapon with which you are proficient, sized one Size Category greater than you (so a Medium Witch could create a weapon sized for a Large creature, for instance). It still has the same reach your hair normally has. The weapon has an Enhancement Bonus to attack and damage rolls equal to your Mythic Rank (which also bypasses Damage Reduction overcome by Magic, and is able to potentially hit Incorporeal creatures, albeit with the 50% Miss Chance most magic weapons have).

If your Mythic Rank is 3 or higher, the weapon may have an additional 5 feet of Reach, and may be another Size Category larger. If your Mythic Rank is 5 or higher, the reach can extend by another 5 feet and the weapon can be yet another size larger.

Additionally, when using your hair to Grapple foes, it gains the Constrict ability, dealing a number of d6 of damage equal to your Mythic Rank, plus its Strength Bonus.

Mythic Toxins
You are the master of poisons, killing all with them
Prerequisites: Mythic Rank 3
Benefit: whenever you utilise Poison - whether through alchemy, natural secretion or magic, your Mythic Rank is added to the Save DC. Additionally, by spending a Mythic Point, you may ignore a creature's immunity to Poison - they must still save and can be affected as though they lacked the immunity.

Mythic Transformation
Turning things into other things is a second nature to you
Prerequisites: Mythic Rank 1, ability to cast Transmutation spells
Benefit: any time you change a living creature's form with a spell or Hex, you may choose to either increase or reduce the target's ability scores (on top of any changes already made by the effect). All ability scores are affected, gaining a Bonus or Penalty (your choice) equal to your Mythic Rank.
By spending a Mythic Point, you may double the duration of a Transmutation spell or a Hex that changes a creature's form. By spending two Mythic Points, you may make it last "until the sun next sets or rises".

Supreme Curse Bringer
Your specialty lies within bestowing dreadful curses upon others
Prerequisites: Mythic Rank 3, ability to cast Bestow Curse, Evil Eye Hex
Benefit: whenever you cast Bestow Curse (including any Lesser or Greater variants), you may either cast it with a Range of "Touch", in which case there is no Saving Throw and you add your Mythic Rank as a bonus to penetrate Spell Resistance, or you may cast it with a Range of "Medium", with a Saving Throw as normal. If you choose either of the numeric penalties for the effect, the penalty increases by an amount equal to your Mythic Rank.
Magic Items for the Witch
Dried Frog Totem
Aura: Moderate Transmutation
Caster Level: 10
A small frog, flattened and dried out, is threaded with a simple piece of string. The magical process used in its creation - the frog was not a frog to begin with - still lingers, so as long as it is held in one hand, it improves any Transmutation spells cast by the holder at other creatures. Such spells gain a +4 bonus to the Caster Level, and grant the target Spell Resistance 25 against spells that undo the transformative effects.
Market Price: 8,000GP
Construction Requirements: Craft Wondrous Item, Baleful Polymorph
Cost: 4,000GP

Festering Robes
Aura: Moderate Necromancy and Abjuration
Caster Level: 11
This set of leather rags shifts and squirms with all the crawling maggots inside it. Each time it is donned, the wearer must pass a DC 16 Fortitude Save or be Nauseated for one minute and Sickened for one hour. While worn, it is treated as regular clothing, but provides a +4 Armour Bonus to Armour Class. It also grants a +4 Competence Bonus on Fortitude Saves against Disease.
Additionally, any time someone hits the wearer with a melee weapon, natural weapon or unarmed strike, or performs a melee combat manoeuvre against them, the wearer may use an Immediate Action to afflict them with a Fleshworm Infestation effect and a Fester effect.
Additionally, once per day the wearer may cast Pox Pustules. The Caster Level for all of these effects is 11, and the Save DC for any effect is 20. A Witch that wears this instead uses her own Caster Level (if better) and the Save DC for her Hexes (if better).
Market Price: 32,000GP
Construction Requirements: Craft Magic Arms and Armour, Fester, Fleshworm Infestation, Mage Armour, Pox Pustules
Cost: 16,000GP

Hag Eye
Aura: Major Conjuration, Minor Divination and Enchantment
Caster Level: 15
This appears to be the actual eye of a Nighthag or a similar creature, and is usually sealed in a jar of embalming fluid. Every morning, someone with it may spend ten minutes "attuning" to it, at which point nobody else may attune to it for the rest of the day - similarly, they may not attune to more than one in the same day. For the duration, they are treated as having the Walker of Dreams hex. If they already possess this hex, they may cast the Spell-Like Abilities five times each per day and may enter dreams twice per day.
Market Price: 36,000GP
Construction Requirements: Craft Wondrous Item, Walker of Dreams hex
Cost: 18,000GP

Hex Rod
Aura: Moderate Transmutation (Standard), Major Transmutation (Greater)
Caster Level: 8 (Standard), 13 (Greater)
Three times per day, the wielder of this rod may empower a Hex they actively use - ongoing effects gain no benefit, but anything that requires an action to use benefits from the following: the use does not count against a daily limit of uses, and the Witch level is treated as 2 higher for all intents and purposes. The Greater Hex Rod also applies these benefits to Greater Hexes.
Market Price: 12,000GP (Standard), 22,000GP (Greater)
Construction Requirements: Craft Rod, any Hex, Greater Hex (Greater)
Cost: 6,000GP (Standard), 11,000GP (Greater)

Instant Gingerbread Cottage
Aura: Minor Creation
Caster Level: 7
Appearing as a small piece of gingerbread at first, this reveals its power when thrown to the ground. At that point, it grows in size and complexity, and sprouts icing and sweets. This functions as a Secure Shelter effect, except the building is permanently created, albeit completely edible. It resists weather just fine, however it will inevitably be eaten by wildlife or annoying children at some point.
Market Price: 750GP
Construction Requirements: Craft Wondrous Item, Heroes' Feast, Secure Shelter
Cost: 375GP

Instant Pumpkin Carriage
Aura: Minor Transmutation and Conjuration
Caster Level: 6
At first, this appears to be a simple pumpkin. However, with a command word it may be hurled to the ground, at which point it grows into a full-size carriage (albeit one that looks and smells like a pumpkin), attached to a pair of horses (as though created by the Mount spell. This lasts until midnight or a horse is slain, at which point the effect ends and you are left with a completely ordinary (if edible) pumpkin. Anything inside the carriage is harmlessly ejected, landing prone.
Market Price: 500GP
Construction Requirements: Craft Wondrous Item, Communal Mount, Fabricate
Cost: 250GP

Jar of Wasps
Aura: Moderate Conjuration
Caster Level: 9
This is indeed a jar full of wasps - dead or alive, it hardly matters. When the jar is opened, requiring a Standard Action, the insects are unleashed, summoning more and more - far beyond the number contained in the jar. This creates an Insect Plague effect, however the Swarms bypass Damage Reduction and Hardness as a Magic Adamantine weapon. The Save DC for Distraction and Poison is 17.
The Caster Level is 9, and when the effect ends, the item is rendered useless.
Market Price: 3,600GP
Construction Requirements: Craft Wondrous Item; Insect Plague or Cloak of Wasps
Cost: 1,800GP

Mirror of Answers
Aura: Major Divination
Caster Level: 16
This full-length mirror, while hard to transport, is incredibly valuable for its powers of divination: twice per day, it may be used to cast Contact Other Plane with a Caster Level of 16, but with no risk of detrimental effects - the mirror itself filters the harsh otherworldly thoughts through. Furthermore, if the answer to any given question is a specific creature, place or object, the viewer may end the effect to instead Scry on the target (with a Save DC of 25). There is one unfortunate side effect to this mirror: it always looks back, and there is always the sensation of being watched when in the same room. While within line of sight of the mirror, anyone subject to a Scrying effect takes a -4 penalty on the saving throw.
Market Price: 60,000GP
Construction Requirements: Craft Wondrous Item, Scrying, Contact Other Plane
Cost: 30,000GP

Monster Skull
Aura: Major Necromancy
Caster Level: 13
This massive skull is indeed that of a large monster, and is big enough to be worn as a helmet - which is exactly how it must be worn in order to provide its effects. While it is worn, Mindless Undead treat the wearer as one of their own, not attacking unless provoked or ordered to. Furthermore, all Necromancy spells with a non-Permanent, non-Concentration, non-Instantaneous duration are automatically Extended without using a higher-level spell slot. The wearer may also, once per day, convert a prepared spell slot of 6th level or higher into Create Undead. If a 9th level spell slot is converted, it instead functions as Create Greater Undead.
Market Price: 48,000GP
Construction Requirements: Craft Magic Arms and Armour, Death Knell, Ghostly Disguise
Cost: 24,000GP

Needle of Eternal Slumber
Aura: Major Enchantment
Caster Level: 15
This needle is fairly long, and can be wielded as a +1 Dagger that deals only Piercing damage. Its use, however, is not for dealing damage, but for causing people to fall asleep. Anyone jabbed by it must succeed on a Will Save (DC 17 + the wielder's Charisma Bonus) or instantly fall asleep with a duration of one hundred years. Succeeding on the save renders them immune to further jabs by that needle until the sun next sets.

Once asleep, they will cease to age, will not hunger or thirst, and any poisons or diseases pause. Other creatures may attempt to rouse them, allowing them an additional attempt to break free with a saving throw (same DC). Any time they fail the save, no further attempts to wake them will succeed until the next sunrise.

This supernatural sleep can be countered by a Remove Curse or Break Enchantment effect.
Market Price: 45,000GP
Construction Requirements: Craft Magic Arms and Armour, Deep Slumber
Cost: 22,500GP

Nighthag Stone
Aura: Major Necromancy [Evil]
Caster Level: 16
The bearer of this vile stone gains a +2 Resistance Bonus to all saving throws, as well as the ability to cast the following spells at will: Detect Evil, Detect Good, Detect Law, Detect Chaos, Detect Magic, Ray of Enfeeblement, Invisibility, Deep Slumber, Magic Missile. Additionally, once each per day they may cast Soul Bind and Etherealness.
The Caster Level is 16 and any Save DC is 18 plus the user's Intelligence Bonus. Should the stone be destroyed, the bearer is instantly Stunned for 1d4 rounds with no saving throw as the evil otherworldly energy bursts forth, leaving the plane via their body.
Market Price: 70,000GP
Construction Requirements: Craft Wondrous Item, Soul Bind, Etherealness, Augury
Cost: 35,000GP

Witch Carrot
Aura: Minor Illusion and Necromancy
Caster Level: 5
This carrot, with a piece of string threaded through a hole in it, looks old and nonmagical. The magic only comes into play when it is worn on the face over the nose, using the same item slot as goggles or lenses. It then provides a +10 Bonus to Disguise checks, and allows the wearer to once per day activate a Gaze attack with a Free Action. This Gaze attack produces a [Fear] effect, with a Will Save (DC 10 + half the wearer's character level + the wearer's Charisma Bonus) to negate. A failed save results in targets being Frightened for 1d4 rounds.
Market Price: 4,000GP
Construction Requirements: Craft Wondrous Item, Disguise Self, Cause Fear
Cost: 2,000GP
Witch Archetypes
Alienist
The least accessible of the gods are not those that are merely malign, or even dead. The least accessible are those that are completely alien, mad by our standards. And yet some witches contact them nevertheless, and find them to be all too sane and easy to understand.
Hexes: if anyone were to actually sit and record the various hexes available to Witches, they would discover that for whatever reason, Alienists know fewer than others. She gains a Hex at levels 1, 4 and 8, a Greater Hex at levels 10 and 14, and a Grand Hex at level 20.
Bonus Spells: the Alienist adds the following Spells to the list granted by their Patron (via the Familiar): Entropic Shield (1st level), Hypnotic Pattern (2nd level), Blink (3rd level), Dream (4th level), Nightmare (5th level), Shadow Walk (6th level), Prismatic Spray (7th level), Greater Planar Binding (8th level), Interplanetary Teleport (9th level).
Otherworldly Mutation: over time, the Alienist slowly transforms into something monstrous and ill-fitting with the Material Plane. At level six, she gains a +4 Bonus to Disguise and Escape Artist checks and a 50% chance to negate any Critical Hit or Precision Damage, as her flesh becomes amorphous and malleable. On the downside, any time she suffers Bleed Damage, that damage is increased by 1 point. At level 12, she gains a +4 Natural Armour Bonus (or a +4 Enhancement Bonus to existing Natural Armour), and immunity to [Mind Affecting] effects, but takes a -4 Penalty to all Bluff, Diplomacy, Perform and Sense Motive checks. At level 18, her type changes to Aberration, she gains complete Immunity to Critical Hits and Precision Damage, and she increases her natural reach by five feet as her limbs lengthen in an eerie manner. She also gains the ability to cast Weird once per day as a Spell-Like Ability, with a Save DC of 20 + her Intelligence Bonus. This is treated as a Grand Hex for all intents and purposes (such as benefiting from Feats).
Farspawn Familiar: as the Alienist gains levels, her familiar becomes more monstrous and bizarre. At level 2, it receives a +2 Bonus to its Strength, Dexterity and Constitution, and becomes immune to [Mind-Affecting] effects.
At level 6, it becomes immune to Critical Hits and Precision Damage.
At level 12, it grows a pair of tendrils that allow it to make two Tentacle Slam attacks (dealing 1d3 damage for a Tiny creature), reaching out to 5 feet and carrying the Slimy Doom disease.
At level 16, it gains the ability to cast Fear as a Spell-Like Ability once per day, with a Save DC equal to 10 + half its owner's Witch level + its owner's Intelligence Bonus. It also constantly benefits from a Globe of Invulnerability, except for spells cast by its owner.

Fey Witch
Not all witches draw their power from fiendish gods. Some draw their power from the mysterious beings known as fae. This does not make them nicer or friendlier or less likely to cause harm, of course.
Skill Points: the Fey Witch gains 6 + Int skill points per level
Patron: the Fey Witch does not have a Patron, gaining her powers from faerie magic instead of from a pact with an Outside force.
Familiar: the Fey Witch does not gain a Familiar.
Hexes: the Fey Witch has fewer Hexes, benefiting instead from specific fey powers (see below). She gains a Hex at levels 1, 4 and 8. She gains a Greater Hex at levels 10 and 14. She gains a Grand Hex at level 20.
Fae Court (Ex): at first level, the Fey Witch must decide whether she belongs to the Seelie (Summer) or Unseelie (Winter) Court. This determines the various abilities gained, which are considered Hexes for the purpose of Feats and similar: at first level, regardless of the Court, she gains a +3 Bonus on Saving Throws against [Mind-Affecting] effects.
At level 2, she gains Cold Resistance 5 (if Unseelie) or Fire Resistance 5 (if Seelie), and a +2 Bonus on Saving Throws against [Lawful] effects.
At level 6, she gains the Slippery Mind class feature (as a Rogue). Additionally, if Seelie she can cast Create Food and Water three times per day as a Spell-Like Ability (creating sweet wine instead of water, and all food created is sweet), and if Unseelie can cast Rage as a Spell-Like Ability three times per day, with a Save DC of 10 + half her Witch level + her Intelligence Bonus.
At level 12, she gains a 30' Swim Speed (and the usual attendant benefits), Low-Light Vision, and the ability to cast Disguise Self at will.
At level 16, she gains the ability to turn Invisible with a Free Action, functioning as Improved Invisibility for one minute. She may use this ability a number of times per day equal to her Witch level. Additionally a Seelie Witch may cast Geas once per day as a Spell-Like Ability, and an Unseelie Witch may cast Insanity once per day as a Spell-Like Ability. The Save DC is 10 + half her Witch level + her Intelligence Bonus.
At level 18, she gains the ability to cast Fairy Form (any version) as a Spell-Like Ability at will.
Courtly Summons (Ex): the Fey Witch may spontaneously convert any prepared spell into a Summon Monster spell of equal or lower level. When doing this, she is restricted to the following choices:
Summon Monster I: Sprite
Summon Monster II: Brownie
Summon Monster III: Lyrakien (Seelie - cannot cast Commune) Pooka (Unseelie)
Summon Monster IV: Pixie (Seelie), Shae (Unseelie), Mephit (any)
Summon Monster V: Unicorn (Seelie), Chaos Beast (Unseelie), Invisible Stalker
Summon Monster VI: Lillend (Seelie), Winter Hag (Unseelie - with staff)
Summon Monster VII: Treant (Seelie), Shokie (Unseelie)
Summon Monster VIII: Nereid, Nuckelavee
Summon Monster IX: The Black Rider (Seelie), Morrigna (Unseelie), Alraune
When she prepares and casts the spells normally, she may choose from the above options or use the standard options, whichever she prefers.

Hex Blade
There are those who dish out curses and violence in equal measures, feeling that it's best to proactively cause bad luck for people by harming them with sharp objects. This seems to work out fairly well.
Base Attack Bonus: the Hex Blade has a Good Base Attack Bonus
Hit Die: the Hex Blade has a d8 hit die
Spellcasting: the Hex Blade's dedication to combat has a significant drawback in regards to spellcasting ability: although she continues to use the Spell List of the Witch (including the Patron), she only has the Spells Per Day and Spells Known of a Bard (not including Bonus Spells from the Patron).
Patron: the Hex Blade does not have a Patron in the conventional sense, or at least, doesn't gain the usual benefits. She receives no extra spells from her patron.
Familiar: at first level, the Hex Blade doesn't get a normal familiar. Instead, she draws upon some manner of dark and eerie power. She may choose whether to get a monstrous warbeast, a fiendish steed, a phantasmal creature of shadow, or a possessing entity. If she chooses a warbeast, she gains the Familiar as normal (without bonus spells), but receives Wicked Familiar as a Bonus Feat. If she chooses a steed, she gains the ability to Summon a Fiendish Horse (with saddle) once per day as a Spell-Like Ability. It lasts until dismissed or slain. If she chooses a creature of shadow, she gains a Familiar as normal (without bonus spells), and the Haunting Familiar Hex. If she is possessed, she receives Low-Light Vision, Darkvision 60' and the ability to see through even magical darkness, as well as a +2 Insight Bonus on Perception checks.

At level 5, the benefits improve. A warbeast increases its Strength and Dexterity scores by 4 each, and can Share Spells out to Medium Range. A steed becomes a Fiendish Heavy Combat Trained Horse (with saddle and Chainmail Barding), and can be Summoned with a Swift Action. If she has a creature of shadow, it gains a Melee Touch Attack that deals 1d6 Cold damage, plus half its owner's Witch Level. This ignores the restriction on being unable to affect the world physically. If she is possessed, she gains Fire and Electricity Resistance 5, and the ability to cast Detect Good as a Spell-Like Ability at will.

At level 9, it improves again. A phantasmal creature can use its Touch Attack as a Ranged Touch Attack out to 30 feet. A warbeast can constantly See Invisible and gains a +3 Bonus to Natural Armour. A steed becomes any one of the following: Megaraptor, Brown Bear, Fiendish Dire Boar, Advanced Giant Dire Abyssal Frog, Fiendish Rhinoceros. Possession grants constant Telepathy out to 50 feet, and a +4 Insight Bonus to Perception checks and to Saving Throws against effects from the school of Divination.

At level 13, the benefit increases once more. A warbeast may shift its Size Category one larger (in which case its Strength increases by +4, its Natural Armour increases by +1, and its Dexterity decreases by 2) or smaller (in which case its Dexterity increases by +4 and its Strength decreases by 2). Additionally, the following creatures are added to the list of options: Leukodaemon, Babau (+2 hit dice), Succubus, Vrock, Barbazu (+4 hit dice), Erinyes, Gladiatrix Devil, Osyluth, Tormentor Devil, Hound of Tindalos, Evangelist Kyton (+2 hit dice), Ostiarius Kyton (+4 hit dice), Common Rakshasa, Marai Rakshasa, Noble Salamander. A Shadow Companion grants its Penalty to all foes within 15 feet, not just Adjacent ones, and can cast Darkness, Dancing Lights, Faerie Fire and Silent Image once each per day (Save DC 10 + half the owner's Witch Level + her Intelligence Bonus). A steed may be a Dire Tiger, Dire Crocodile, Mythical Lion, Wyvern, Advanced Nightmare or Fiendish Dire Bear. Alternatively it may be from the previous list, growing wings and gaining a Fly Speed of 50' (Average) and the ability to transport itself and its rider and possessions via Planeshift once per day. If possessed, the Witch gains the ability to cast Teleport Without Error and Planeshift once each per day, but only transporting herself and up to 50lbs of equipment. Additionally, her bonus to Perception increases to +6 and the two Resistances increase to 10.

At level 17, the final benefit occurs. The penalty bestowed by a shadow companion's aura increases to -4, and its Ranged Touch Attack Slows a target for 3 rounds if they fail a Fortitude Save (DC 19 + the owner's Intelligence Bonus). A steed can cast the travel version of Gate once per day, has maximum hit points, can share spells (as a familiar) with its rider, and will always appear with +3 Full Plate Barding (which disappears if removed). Possession increases the Perception Bonus to +8, the Fire and Electricity Resistances 15, and allows the Hex Blade to cast Dominate Monster once per day (Save DC 19 + her Intelligence Bonus). A warbeast can share spells at a distance of up to one mile, and may be possessed by the owner at will.

Swift Hex (Su): at x the Hex Blade may once per day activate a Hex with a Swift Action. This can only apply to Hexes that require a Standard, Move-Equivalent or Full Round Action to activate. This may apply to Greater or Grand Hexes. At levels x she gains an additional daily use.
Accursed Blade (Su): starting at level x, any time the Hex Blade successfully hits an opponent with a melee weapon, that opponent suffers a -3 Penalty on the Saving Throws against her Hexes, including Greater or Grand Hexes. Multiple hits do not increase the penalty, and it lasts until the end of the Hex Blade's next turn.
(Good BAB, just a few hexes, hex-channelling, limited spellcasting, familiar can be a combat monster or resilient mount or ghost or something)
Twenty Witch Plots
Plots for Witch characters:
  • Ever since a black cat started talking to you and offering advice, people near you have been attacked by weird monsters every single week.
  • Various plagues have afflicted the area, and the locals are all too happy to start pointing fingers. And torches and pitchforks.
  • Your Patron actually wants you to temporarily change to a different Patron, apparently as part of some shell-game to confuse angry gods, or something. Good luck convincing another Patron of this - and do you even want to return when the time is right?
  • You are certain that it is in fact a Cleric - apparently of a good deity - that is causing the local plagues and curses. But how can you convince people of this and cure them despite their suspicions?
  • A demonic entity assures you that he is a demon prince in hiding - formerly a powerful god - and that if you can help him retain power by worshiping him and accepting him as your Patron, then he will soon be back in charge and will reward you beyond your imagination.
  • Children constantly try to splash you with water, thinking you will dissolve, or attempt to push you into your own oven, even though you have never meant any ill-will towards them. Until now, perhaps.
  • Via your familiar, your patron is beginning to make more and more outlandish demands of you. You're beginning to wonder if it's just your familiar.
  • You have been called in to arbitrate a feud in the woods, something that has already turned out very bad for the resident circle of druids: the trolls and the fairies are now at war with one another, and it's affecting the animals, travellers and everyone else.
  • The item you seek does not exist within the real world, but inside someone's dreams. You need to find out who, and then make your way inside so as to extract the item.
  • One awakened pumpkin has gone on the rampage, and seems determined to foil everything you do - as well as seeking out ingredients to perform its own alchemy and potion-brewing. It seems the cauldron wishes to transform itself into a deadly blight upon the land.
Plots for Witch adversaries:
  • The rules are very clear, the evil witch that was captured must be burned or drowned. The problem is she's immune to fire and can breathe underwater.
  • Your adventures leave you lost and hungry in a swamp, but you soon find a little cottage (gingerbread optional) with a nice lady running it. It may as well have "TRAP" painted on the roof in blood.
  • The witch in the woods swears innocence regarding the young people who vanish, only to later be found necromantically slain. She does detect as good, too, but it seems like such an easy answer!
  • A witch decided for no apparent reason to run about putting curses on people. You can either solve it the old-fashioned way, or find out why she suddenly feels the need to do this.
  • Witchery only started recently in the area, and yet those that have rocked up claim to be tenth generation witches, learning the secrets that were passed down along bloodlines. Could they be time-travellers that are teaching their own ancestors so as to eventually be taught by them?
  • In order to stop the annoying goblins - who simply come back as zombies when slain - you must kill the witherer witch who leads them, but refuses to ever be seen even by his or her own kind.
  • The nice old person who runs the potion store is selling things so cheap they couldn't possibly be turning a profit. On the other hand, even healing potions have evil auras, despite working exactly as advertised...
  • The witch is dead, but the familiar escaped, retaining all of the spellcasting ability, and now empowered by the dark patron who is angrier than ever.
  • You have been pursuing a cabal of witches who are probably the evildoers, it all seems to be pointing to them. But then again, evil powers are deceptive, and the town you reach is legitimately under the protection and aid of what appears to be a good witch. But then again again, witches are really good at illusions and trickery!
  • The mayor has been turned into a newt. Will he get better?
Last edited by Koumei on Tue Apr 29, 2014 3:16 pm, edited 29 times in total.
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Post by OgreBattle »

Now that SKR is gone, you can make a feat for blind warriors.

A Batman archtype for Inquisitor would be spiffy. "Dark Knight"
How about a Qigong Ninja that's accidentally better than all other archytpes 'cause now you're using ki to cast sorcery?
Or a beastmaster archtype so you can have a ninja dog or ninja eagle or ninja toad with your ninja.
Last edited by OgreBattle on Thu Mar 13, 2014 9:24 am, edited 2 times in total.
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Post by Koumei »

OgreBattle wrote:Now that SKR is gone, you can make a feat for blind warriors.
That's a Samurai or Monk thing, clearly, and thus outside the scope of this project.
A Batman archtype for Inquisitor would be spiffy. "Dark Knight"
Batman is stupid and you should feel bad.
How about a Qigong Ninja that's accidentally better than all other archytpes 'cause now you're using ki to cast sorcery?
One of the archetypes does indeed get to cast a bunch of specific spells, and there are Tricks for summoning and stuff, but remember, in order for it to sell at all, it needs to be taken halfway seriously by the PF community, and that means they have to be roughly consistent in power.
Or a beastmaster archtype so you can have a ninja dog or ninja eagle or ninja toad with your ninja.
That is something that needs to happen though, good point.
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Post by Prak »

What about a comfy chair or fluffy pillow magic item for inquisitors?
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Post by TiaC »

Koumei wrote:
OgreBattle wrote:Now that SKR is gone, you can make a feat for blind warriors.
That's a Samurai or Monk thing, clearly, and thus outside the scope of this project.
Blindsight might make sense for ninjas, they like working in darkness, right?
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Post by radthemad4 »

Koumei wrote:Hornet Throwing Technique [Combat]
Looking forward to this :D
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Post by Koumei »

Being able to literally throw clouds of wasps at people would be awesome (and is totally what I first pictured), but I'm not sure how thematic it is and it would get people all in a huff.

That said, there is literally nothing stopping you from taking Call Woodland Allies and summoning wasp swarms. I'm tempted to put in a feat that upgrades Woodland Allies by allowing certain "it's basically an animal/bug" creatures (and Hellwasp Swarms).
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Post by TarkisFlux »

There's precedence for wasp swarms (well, hornets, but whatever) from a hive in your back in the 1993 Ninja Scroll movie. I'm pretty sure that shields you from people huffing. Or maybe I'm just old.
The wiki you should be linking to when you need a wiki link - http://www.dnd-wiki.org

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Post by Leress »

TarkisFlux wrote:There's precedence for wasp swarms (well, hornets, but whatever) from a hive in your back in the 1993 Ninja Scroll movie. I'm pretty sure that shields you from people huffing. Or maybe I'm just old.
Metal Gear Solid 3 had a villian called "The Pain" whose ability was hornet control and shoot bee bullets:

http://metalgear.wikia.com/wiki/The_Pain
Last edited by Leress on Sat Mar 15, 2014 7:59 am, edited 1 time in total.
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Post by Koumei »

Awesome.

And the Ninja section is all done. I think that would make a fairly decent splatbook for a dollar or two - I won't even pretend they want write-ups of secret ninja organisations and sample ninjas and a map of a ninja clan village because nobody wants digital space wasted with that kind of crap. And somebody really needs to tell that to both Paizo and WotC.
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Post by TarkisFlux »

In the actual pdf, you might want to include the rules for distraction as per wasp swarm rather than redirect to them. And do the same for any other potentially obscure or monster related redirects. Reduce page flipping, pad word/page count, and whatnot.
The wiki you should be linking to when you need a wiki link - http://www.dnd-wiki.org

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Post by codeGlaze »

I just started fucking around with tiddlyWiki 5.

It could actually be a good resource for dropping these kinds of things into for purposes of sharing. (For the following reasons!!111oneone)
  • It's cross platform (PC, Mac, Linux, Android, iOS ... seriously, see my third point)
  • You can upload an entire "wiki" and share it
  • It runs from basically any browser or a local installation of node.j
It has it's own wiki language that's some weird hybrid between markdown and a few other things... but it also supports straight up HTML out of the box, too.

There's a plugin for markdown and I'm fucking around with "making" a plugin for textile.

Anyhoo! It's a friggin share-able wiki, which I thought was pretty cool and might fit Dennizen projects.
So there you go, tiddlyWiki 5. (I ... don't like the name.)
Last edited by codeGlaze on Mon Mar 17, 2014 3:30 pm, edited 2 times in total.
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Post by Koumei »

Or I could post it on the Den, increasing my post count to help progress me towards the next Title, and thus able to use the simple HTML (and Spoilerboxes!) of the Den. Yeah I think that sounds better.

Besides, these things will end up as pdfs theoretically for sale. If they get officially put on the pfsrd site, so be it, but that's their doing.
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Post by ...You Lost Me »

While you don't need to waste everybody's bandwidth by writing up ninja clans, ninja hideouts, and so on, I think you'd be more likely to sell stuff if you at least wrote some story stuff. Intro fictions, descriptions of how ninjas live their lives, maybe throw in a blurb on ninja plot points. Something like the "High Adventure in..!" sections from Tome of Fiends.
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Post by OgreBattle »

So how are you going to get the artwork done?
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Post by DragonChild »

I highly recommend using drivethrurpg in addition to pfsrd. Drivethrurpg was easier to use and got about about 4x as much money for me even though it had a much lower royalty return. Mind you, I still haven't earned back art costs, but...
Last edited by DragonChild on Tue Mar 18, 2014 7:59 pm, edited 1 time in total.
Koumei
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Post by Koumei »

Yeah, that's a decent idea.

As for art: I kind of want to try my hand at some painting. But whether I do it on actual paper and scan it or create it digitally, I'll be doing my own art simply so the production costs are nonexistent. Because I don't have much faith in it selling.
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codeGlaze
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Post by codeGlaze »

Sorry for sticking my foot in my mouth, I totally glossed over the 'possibly sell the PDFs for money' bit.
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Post by Koumei »

The Inquisitor stuff is finally finished. That took ages, I was really losing interest. I tried to include a bunch of stuff for playing Inquisitors that actually aren't influenced by Catholicism and Warhammer 40K - you know, the ability to actually have Good alignment is there and all.
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OgreBattle
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Post by OgreBattle »

Koumei wrote:The Inquisitor stuff is finally finished. That took ages, I was really losing interest. I tried to include a bunch of stuff for playing Inquisitors that actually aren't influenced by Catholicism and Warhammer 40K - you know, the ability to actually have Good alignment is there and all.
To crank up the ninja theme I could see Inquisitors based on Japanese warrior-monks and Chinse ghost-hunters

A gun toting witch archtype would be cool as I can think of more than one witch associated with guns.
Last edited by OgreBattle on Mon Mar 31, 2014 5:17 am, edited 1 time in total.
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Post by Koumei »

OgreBattle wrote:To crank up the ninja theme I could see Inquisitors based on Japanese warrior-monks and Chinse ghost-hunters
I don't want to go back and put more stuff into either of them. If these make a profit, I might do one for monks, and that can have an IQ tie-in for ghost hunters. Finally, their fists will be able to hit incorporeal crap.
A gun toting witch archtype would be cool as I can think of more than one witch associated with guns.
That seems reasonable, even though I hate the idea of reading their rules on firearms.
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Post by Prak »

Koumei wrote:
A gun toting witch archtype would be cool as I can think of more than one witch associated with guns.
That seems reasonable, even though I hate the idea of reading their rules on firearms.
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I support this idea.
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Post by OgreBattle »

Koumei wrote: That seems reasonable, even though I hate the idea of reading their rules on firearms.
You shoot gold pieces at people with a 5% chance of the gun exploding and shooting yourself.
Last edited by OgreBattle on Mon Mar 31, 2014 7:18 am, edited 1 time in total.
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