Daily Punch 10-19-16 Black Powder Witch archetype for Pathfinder

How about we continue the idea of a Witch Gun in one more game..


Black Powder Witch

Some witches toil over cauldrons, but you work clockwork with ease.  You keep the more esoteric parts of the witch lifestyle, but you’ve added more modern flare with the acceptance of clockwork, gears, and powder.  You’re spells make you dangerous, but  Alkenstar makes you deadly.

Patron: A Black Powder Witch cannot choose a patron whose interests or theme opposes that of technology.


A Black Powder Witch replaces some of her patron spells with the following: 2nd—prismatic sphere, 4th—wood shape, 6th—stone shape, 8th—minor creation, 10th—fabricate, 12th—major creation, 14th—mage’s magnificent mansion, 16th—statue, 18th—wooden phalanx.

Witch Gun (Sp)

A Black Powder Witch loses the ability to cast cantrips.  The witch gains Exotic Weapon Proficiency (firearms) and Gunsmithing as bonus feats.  A Black Powder Witch  also gains one of the following firearms of her choice: blunderbuss, musket, or pistol. Her starting weapon is battered, and only she knows how to use it properly. All other creatures treat her gun as if it had the broken condition.

As a spell-like ability as a standard action, a Black Powder Witch can cast a hex when she fires a firearm.  The target makes all saves against the hex as normal, but the witch must strike the target and do damage for the hex to take effect.  If the attack misses or fails to do damage, then the target does not have to make a save against the hex.  The ability modified hex and cantrips.

Construct empathy(Ex)

A Black Powder Witch must select a minor construct familiar when selecting her familiar.  This ability modifies Witch Familiar.

Minor Clockwork Familiar CR 1/5

N Tiny construct (clockwork)
Init +2; Senses darkvision 60 ft., low-light vision; Perception +5


AC 16, touch 14, flat-footed 14 (+2 Dex, +2 natural, +2size)
hp 5 (1d10)
Fort +0, Ref +2, Will +1
DR 1/adamantine; Immune construct traits;
Weaknesses vulnerable to electricity


Speed 30 ft., fly 50 ft. (perfect)
Melee bite +3 (1d3 electricity)


Str 10, Dex 14, Con 10, Int 11, Wis 13, Cha 3
Base Atk +1; CMB +1; CMD 14
Skills Fly +5, Perception +4, Stealth +5
Languages Common

SA Familiar


The master of a minor clockwork familiar gains DR 1/adamantine.


Loss of Nature(Ex)

A Black Powder Witch loses knowledge(nature) as a class skill but gains knowledge (engineering).





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