Black Powder Witch (Witch/Gunslinger)
(Original Concept by Big Lemon)
Primary Class: Witch.
Secondary Class: Gunslinger.
Alignment: Any.
Hit Die: d6.
Bonus Skills and Ranks: The black powder witch may select three gunslinger skills to add to her class skills in addition to the normal witch class skills. The black powder witch gains a number of ranks at each level equal to 4 + Int modifier.
Weapon and Armor Proficiency: The black powder witch is proficient with all simple weapons and all one-handed firearms. She is not proficient with any types of armor or with shields.
Spellcasting: A black powder witch casts arcane spells drawn from the witch spell list, and adds the following spells to that list at the indicated spell levels: 1st level—abundant ammunition†, damp powder†, fabricate bullets†, jury-rig†, weaken powder†; 2nd level—bullet shield†, destabilize powder†, reloading hands†, recoil fire†, ricochet shot†, stabilize powder†; 3rd level—flash fire†; 4th level—named bullet†. A black powder witch does not cast cantrips, but adds detect magic and read magic to her familiar as 1st–level spells. A black powder witch otherwise learns and casts spells as a witch equal to her black powder witch level. (†Ultimate Combat)
Gunsmithing: At 1st level, a black powder witch imbued with a higher calling from the spirits of combustion, metallurgy, and industry. She gains the gunslinger’s gunsmithing ability, but must select one of the following one-handed firearms: dragon pistol pepperbox, or pistol. This ability, deeds, and grit replace the witch’s patron.
Witch's Conduit (Ex): At 1st level, a black powder witch forms a powerful bond with her firearm or a creature. This bond creates a conduit for can take one of two forms. Once this bond is chosen, it cannot be changed. The first is for the black powder witch to form close a bond with a familiar. This is exactly like the witch’s familiar.
The second option is to form a close bond with a firearm. Her firearm becomes an intelligent weapon that functions in every way as a normal witch's familiar, but it does not gain the Improved Evasion and Speak with Others of its Kind abilities. However, due to the bonded firearm’s intelligence, warlike nature, and its empathetic link to its master, it keeps the black powder witch constantly alerted to danger. The black powder witch is never considered flat-footed while wielding her bonded firearm. This ability otherwise functions as and replaces the witch’s familiar.
Hex Pistol (Su): At 2nd level, a black powder witch can attune her one-handed firearm to a single hex that she knows. Whenever the black powder witch uses this hex, she can deliver the hex through her one-handed firearm as part of a ranged touch attack. As part of the standard action normally used to deliver the hex, a black powder witch can make one free ranged touch attack with her one-handed firearm (at her highest base attack bonus) as part of using this hex. If successful, the ranged touch attack deals the firearm’s normal damage as well as the effects of the hex. This attack uses the weapon’s critical range as normal. At 10th level, a black powder witch can attune her one-handed firearm to a single major hex that she knows. Alternatively, she can attune her firearm to a single spell that has the curse descriptor, and is stored in her familiar. The spell must have a casting time of 1 standard action or less. The black powder witch must choose and attune her one-handed firearm when she communes and prepares her spells. A black powder witch can attune up to two of her one-handed firearms in this manner. Each firearm must be attuned to the same hex or spell. This ability replaces cantrips.
Deeds: At 3rd level, a black powder witch gains the gunslinger’s deed ability and gains access to 1st level deeds. Like a gunslinger, she spends grit to accomplish these deeds. At 7th level, and every four levels thereafter, the black powder witch gains access to the next higher level of deeds, up to 15th level deeds at 19th level.
Grit: At 3rd level, a black powder witch gains the gunslinger’s grit ability, except that the black powder witch begins each day with only 1 grit point. Her grit goes up or down throughout the day, but cannot go higher than her Intelligence modifier (minimum 1). She also regains grit in the same way as a gunslinger.
New Hexes
Familiar's Mark: At The Black powder witch's command, her familiar can lay this hex on an opponent to make them easier to hit. The familiar to make a melee touch attack against the creature she designates. If successful, the target is marked, and the witch gains +1 on attack and damage rolls with her Hex Pistols against that target for a number of rounds equal to her Intelligence modifier. This bonus increases by +1 at 5th level and every six levels therafter (to a maximum of +4 at 17th level). A creature may only be subject to this effect once per day.
Gun Senses: The Black powder witch's senses around firearms are heightened. She gains a +4 insight bonus on Perception checks to notice concealed firearms and gets a +1 insight bonus on Initiative rolls when at least one enemy is wielding a firearm.
Hex Machine: The Black powder witch can lay a subtle curse on any device with intricate moving parts (clocks, firearms, etc.) that makes them more prone to breaking. For a number of rounds equal the witch's Intelligence modifier, any time the hexed device is used, it has a 25% chance of gaining the broken condition. Non-magical items do not receive a saving throw against this effect. A device that is broken in this way cannot be subject to this effect again that day.
Major Hexes
Bullet Scry: The black powder witch may fire a special bullet from her hex pistol that she may see through as the spell arcane eye, except that the bullet may not be moved from the spot where it lands except by hand. The Witch may only use this hex once per day.
Bullet Time: While in combat, the black powder witch may activate this hex to slow time around her, allowing her to act with super-human speed. This functions as the spell haste, except that the Witch may only use her hex pistols to make the additional attacks.
Engraved Ammunition: The witch may inscribe the name of a creature onto a piece of ammunition that, when fired at the named creature, is considered to have the Bane quality against that creature. The witch must know the creatures real, full name: aliases and nicknames will not work. The witch may only inscribe a given creatures name on one bullet per day. If the bullet is fired and misses, the witch may not inscribe another with that name until the next day.
Grand Hex
Doom Upon Your House: The witch may fire a single shot at a building or structure that causes it to crumble. If the bullet hits, each subsequent round, the structure takes 6d6 points of damage plus the witches Intelligence modifier. This effect last as long as the black powder witch maintains concentration, up to a maximum number of rounds equal to her level. The black powder witch may use this hex once per day.
Table: Black Powder Witch