+ Reply to Thread
Page 1 of 2 1 2 LastLast
Results 1 to 10 of 14

Thread: The Witch

  1. #1
    Join Date
    Apr 2006
    Location
    In the game!
    Posts
    346

    Default The Witch

    The Witch

    Priestly-wizards, witches gain the bulk of their power from extraplanar, supernatural forces. Though wizards typically learn the basics of spellcasting at Arcane Academies or from learned mentors and Clerics owe their training to the churches of gods; Witches learn their margical skills from entities and their minions from other planes of existence or from other Witches.
    Occasionally, these extraplanar entities contact gifted youths for magical instruction; other times, entrepid youths seek out the entities through arcane rituals and petition them with prayer for instruction. The entities agree to such instruction for a variety of reasons - some hope to train their students to eventually become emissaries; some hope to use them as conduits for various forces; some hope to seduce them as consorts and; some simply share their magical secrets for their own amusement. Most commonly however, witches are taught by fellow witches, forming powerful covens.
    Whatever the motives of the extraplanar entities and Covens, they exude a powerful directing influence over their students. However a few Witches with particularly strong wills are able to maintain their own drives while using their magical skills to further their own goals. Such Witches face a life-long struggle with the forces who relentlessly strive to direct their spirits.

    Adventures: Witches live their adventuring life with considerable planning and forethought worked into every undertaking. It is during the setup for adventure that a Witch can utilize her unique lore and divination to provide for better preparations. Witches are usually vulnerable in combat, their spells working in more subtle tones than melee. They seek knowledge and power, testing the supernatural restraints of their abilities and mentors. They may also have any of the motivations that other adventurers have.

    Characteristics: The Witch's strength is her spells and her spiritual tie to the supernatural forces that grant them. She gains in power as she tests the bonds of her supernatural masters while these same master constantly test the Witch's mettle. Like a sorcerer, a Witch can call a familiar - a small, magical animal companion that serves er. For some witches, their familiars are their only true friends.

    Alignement: The Witch must retain an element of seperation between herself on all things. This detachment translates to a required Neutral component to her alignment. A Witch that fails to retain the Neutral Component is considered to have abandoned this class. While the Witch retains her class abilities, she can no longer gain levels in this class. Atonement and quests can be used to return favor to the Witch.

    Religion: Witches often venerate an unamed Deity, calling him by various names. They also venerate spirit-energy, the spirit of the natural world around them. Thus, a particular tree may be used as a point of prayer one day, while a wonderful rock may be the location the following day. It does not matter what a Witch prays to, nor what she names her supernatural font of power - the source is all around her, within and out. It is these spirit forces which empower her, grant her dominion in their world and provide her with her array of abilities.

    Backgrounds: Witches recognize one another as fellow sisters. In most cases, witches will refuse to openly or directly confront one another for fear of disrupting the flow of supernatural energy. Due to the scarcity of Witches, any that find eachother often form Covens of 3, 6, 9, or 13 members. Covens form to share news and perform rituals with higher purposes. Every witch belongs to a coven, either a formalized union of witches, or the "Union of One", counting themself as three distinct entities involved in a personal coven. Most witches live the Union of One, a solitary existence bordering on Hermit Life - only to join a formal coven when the time comes.

    Races: Humans take to Witchcraft easier than other races, their indomitable spirit for the supernatural granting them especially strong ties to their would-be masters. Elves and Half-elves that are enthralled by a gypsy lifestyle may find the supernatural lure of a witch quite fascinating. Gnomes and dwarves tend to disdain the approach of the Witch, believing in things that one can see and touch, like the gods or spellcasting formulae. Hags and similar creatures go to great lengths to take-up the reigns of Witchcraft. Naturally attuned to the spirit-world already, these hideous folk can make for the strongest, most powerful covens in all the land.

    Classes: A Witch's PC companions need not have such fears or prejudice against her, especially after she proves herself in life-and-death situations. However, there might always be a veil of suspicion between the Witch and her companions, as if they cannot quite bring themselves to trust her completely. Any PC's with suspicious natures, particularly those with primitive or unsophisticated backgrounds, may never fully warm-up to a Witch and will avoid being alone with her, sometimes even accusing her of betraying the party or bringing them bad luck. (The DM is free to encourage this type of role-playing, but not to the point of disrupting the campaign.)

    Role: Regardless of her actual alignment, all but her closest friends are likely to presume that a Witch is in collaboration with extraplanar spirits, and will shun her accordingly. There are few places where a Witch is welcome, and for the most part, a Witch will need to conceal her identity when traveling to assure her safety.

    GAME RULE INFORMATION
    Witches have the following game statistics.
    Abilities: Wisdom and intelligence are equally important as they're used to either adjust many Witches skills or determine skill points respectively. Wisdom is especially important, as it is keyed to the Witch's spellcasting and class features. Charisma is also helpful to a Witch when dealing with her Supernatural masters as her character and force of being are often put to the test.

    Hit Dice: 1d6

    Class Skills
    The Witch's class skills (and the key ability for each skill) are Bluff (CHA), Concentration (CON), Craft (INT), Decipher Script (INT), Disguise (CHA), Heal (WIS), Intimidate (CHA), Knowledge-Arcana (INT), Knowledge-History (INT), Knowledge-Nature (INT), Knowledge-Religion (INT), Knowledge-The Planes (INT), Listen (WIS), Sense Motive (WIS), Spellcraft (INT), Spot (WIS), Survival (WIS), Use Magic Device (CHA)
    Skill Points at 1st level; 4+INT Mod x4
    Skill Points at each additional level; 4+INT Mod.


    Code:
    LVL  |BAB | FORT | REFL | WILL  | CLASS FEATURE
    1st  | +0 |  +1  |  +1  |  +2   | Familiar, Spellcasting, Spirit Lore
    2nd  | +0 |  +1  |  +1  |  +3   | 
    3rd  | +1 |  +2  |  +2  |  +3   | Ritual Magic
    4th  | +1 |  +3  |  +3  |  +4   | Censure
    5th  | +2 |  +3  |  +3  |  +5   | Sinister Affiliation -2
    6th  | +2 |  +4  |  +4  |  +5   | Ritual Magic
    7th  | +3 |  +5  |  +5  |  +6   | Evil Eye +2
    8th  | +3 |  +5  |  +5  |  +7   | 
    9th  | +4 |  +6  |  +6  |  +7   | Ritual Magic
    10th | +4 |  +7  |  +7  |  +8   | Vexing Voice
    11th | +5 |  +7  |  +7  |  +9   | Sinister Affiliation -4
    12th | +5 |  +8  |  +8  |  +9   | Ritual Magic
    13th | +6 |  +9  |  +9  |  +10  | Coven Magic, Evil Eye +4
    14th | +6 |  +9  |  +9  |  +11  | 
    15th | +7 |  +10 |  +10 |  +11  | Ritual Magic, Sinister Affiliation -6
    16th | +7 |  +11 |  +11 |  +12  | Wrathful Curse
    17th | +8 |  +11 |  +11 |  +13  | Evil Eye +6
    18th | +8 |  +12 |  +12 |  +13  | Ritual Magic
    19th | +9 |  +13 |  +13 |  +14  | 
    20th | +9 |  +10 |  +10 |  +14  | Transcendence, Sinister Affiliation -8

    Weapon and Armor Proficiency: A Witch is proficient with the Kukri, known as an Athame and used as the divine focus for the Witch. No other Weapon or Armor proficiencies are gained by the Witch.

    Familiar: A witch can obtain a familiar in exactly the same manner as a sorcerer can. See the sorcerer description and the information on Familiars in the PHB for details.

    Spells: A witch casts a hybrid of arcane and divine spells drawn from the Witch spell list. These spells are both Arcane and Divine by nature. A witch must choose and prepare her spells ahead of time (see below).
    To learn, prepare or cast a spell, the witch must have an Intelligence Score equal to at least 10+ 1/2 the Spell level and a Wisdom Score equal to 10+spell level. The difficulty class for a saving throw against a witch's spell is 10 + spell level + the witch's wisdom modifier.
    Like other spellcasters, a witch can cast only a certain number of spells. She must choose and prepare her spells ahead of time by gettins a good night's sleep and spending 1 hour studying her spellbook and 1 hour in ritualistic prayer. During this prayer/study process, the witch decides which spells to prepare.
    Witch spells are both Divine and Arcane in nature. Any ability related to either Divine or Arcane magic functions with regards to Witch Spells. i.e. If the target of a Witch's spell has increased resistance to divine magic, it would apply to all Witch spells.
    Divine Spell Focus: Anytime a spell is cast with a Focus, the Witch must include her Athame (kukri), in the spellcasting. This weapon is the ceremonial blade used by Witches throughout their various spellcasting. In times of defense, the spell focus can also be a sinister weapon.

    Spirit Lore: The Witch can handle an item to determine the history of the object. This isn't a quick process for the witch and does require possession of the item throughout the process. Spirit Lore combines the effects of an Identify spell and Bardic Lore. The Witch may use Spirit Lore at will, though the process requires 8 uninterrupted hours. There is no GP or XP cost associated with this Supernatural ability.

    Ritual Magic: Deeply ensconced in rituals, Witches have learned that the process of combining divine and arcane magic can produce amazing results. By increasing the casting time by 1 increment (standard action becomes a full-round action, etc.), the witch can cast a Ritual Magic Spell. Ritual Magic Spells are cast at +2 Caster Level, with a +2 bonus on the DC and a +4 bonus on Spell Penetration. Each time the Witch gains the Ritual Magic ability, she gains an additional daily useage.

    Censure: Witch's hold some dominion over the supernatural world. They are able to affect animals, elementals, plants, outsiders, and undead with a Rebuke ability. By channeling the power of her lifeforce, a witch can Rebuke these creatures as a Cleric 3 levels lower would. Rebuked creatures cower as if in awe (attack rolls against the creature get a +2 bonus). The effect lasts 10 rounds.

    Sinister Affiliation: A stigma to everyone, the Witch is known to have ties with supernatural forces. She is often outcast or exiled for these reasons. Witch's suffer a circumstance penalty on all Charisma checks except Intimidate, in which she enjoys a circumstance bonus. This penalty/bonus increases as the Witch taps into greater power and forms affiliations with the sinister supernatural world. A Witch can disguise her nature and does not apply the effects of her Sinister Affiliations until she is unmasked or casts a Witch spell. This same Affiliation and constant exposure to supernatural elements shields the Witch from fear, horror, and even madness. The Witch applies the Sinister Affiliation modifier as a bonus to saves from these effects.

    Evil Eye: Once a Witch is known to be a witch, that-is, once her Sinister Affiliations are known, the witch may employ an Evil Eye. This supernatural Gaze Attack requires a standard action and does not affect those just looking at the Witch. The target must succeed on a will save (DC10 + Character Level + CHA Mod + Sinister Affiliation Bonus) or become shaken. As the witch's reknown gains, the ability to resist the evil eye of the witch becomes more difficult.

    Vexing Voice: The voice of a witch can work powerful magic upon those that listen. Once per day, the witch can use the Greater Command spell as a spell-like ability.

    Coven Magic: Witches form coven for protection, training, and prayer. It is during the latter that a Coven of Witches is known to produce powerful effects. Together, the witches in a Coven combine their magical might to cast spells beyond their ability. Covens consists of 3, 6, 9, or 13 participants, one of which must have the Coven Class feature and is the Coven-Leader. Usually, the highest-levelled witch acts as the Coven Leader when several Coven-Witches are working together. For every participant in a coven, the leader gains +1 Caster Level. For every 3 participants, the leader can apply any metamagic feat known by the coven-participants without increasing the spell-level.
    Spells cast during Coven-prayer require ten-times the casting time listed for any given spell. That is, a spell with a standard action as a casting time would take 5 rounds to cast. A full-round spell would require a full-minute (10 rounds) of spellcasting to complete. During this spellcasting, the participants of the Coven may move and defend themselves normally, but may not attack or break concentration. Witches participating in Coven-magic must remain within 30 feet of eachother.

    Wrathful Curse: Anytime a witch voices a curse or words of dread or bane, the effects are usually more powerful, thanks to her ties with the spirit world. Whenever a witch imparts a penalty to another, that penalty is doubled. That is, a witch with the Wrathful Curse ability can use her Evil Eye to shaken a creature and cause a -4 penalty (instead of the usual -2 penalty). Most often, this is implied to work with Mind-affecting spells, but other sources can be included so long as they are in line with the Witch's flavor.

    Transcendence: Through long affiliation with sinister entities, the Witch has transcended her mortal frame. She gains the Native Outsider subtype, no longer suffers the penalties of aging, though she still dies of natural causes. Further, she gains Damage Reduction 10/- and Spell Resistance equal to 5 + Class Level.



    Epic Progression
    21st
    22nd Evil Eye +8
    23rd Ritual Magic
    24th
    25th Sinister Affiliation -10
    26th Ritual Magic
    27th Evil Eye +10
    28th
    29th Ritual Magic
    30th Sinister Affiliation -12

    Epic Ritual Magic - Gain 1 additional daily useage of this Class Feature
    Epic Evil Eye -
    Epic Sinister Affiliation - CHA-Based Skill Check Penalty (Intimidate Bonus)


    SPELL PROGRESSION

    Code:
    WITCH	Spells per Day
    Level	0th	1st	2nd	3rd	4th	5th	6th	7th	8th	9th
    1st	3	1	—	—	—	—	—	—	—	—
    2nd	4	2	—	—	—	—	—	—	—	—
    3rd	4	2	1	—	—	—	—	—	—	—
    4th	4	3	2	—	—	—	—	—	—	—
    5th	4	3	2	1	—	—	—	—	—	—
    6th	4	3	3	2	—	—	—	—	—	—
    7th	4	4	3	2	1	—	—	—	—	—
    8th	4	4	3	3	2	—	—	—	—	—
    9th	4	4	4	3	2	1	—	—	—	—
    10th	4	4	4	3	3	2	—	—	—	—
    11th	4	4	4	4	3	2	1	—	—	—
    12th	4	4	4	4	3	3	2	—	—	—
    13th	4	4	4	4	4	3	2	1	—	—
    14th	4	4	4	4	4	3	3	2	—	—
    15th	4	4	4	4	4	4	3	2	1	—
    16th	4	4	4	4	4	4	3	3	2	—
    17th	4	4	4	4	4	4	4	3	2	1
    18th	4	4	4	4	4	4	4	3	3	2
    19th	4	4	4	4	4	4	4	4	3	3
    20th	4	4	4	4	4	4	4	4	4	4

    SPELL LIST

    0th level
    Arcane Mark
    Create Water
    Cure Minor Wound
    Dancing Lights
    Daze
    Detect Poison
    Disrupt Undead
    Ghost Sound
    Guidance
    Inflict Minor Wound
    Know Direction
    Mage Hand
    Mending
    Open/Close
    Prestidigitation
    Read Magic
    Resistance
    Virtue

    1st level
    Animate Rope
    Bane
    Bless
    Bless Water
    Bless Weapon
    Calm Animals
    Cause Fear
    Charm Animal
    Charm Person
    Chill Touch
    Command
    Comprehend Languages
    Confusion, Lesser
    Corrupt Weapon
    Cure Light Wounds
    Curse Water
    Deathwatch
    Detect Animals or Plants
    Detect Chaos
    Detect Evil
    Detect Good
    Detect Law
    Detect Magic
    Detect Snares and Pits
    Detect Undead
    Disguise Self
    Divine Favor
    Doom
    Endure Elements
    Entangle
    Expeditious Retreat
    Hide from Animals
    Hide from Undead
    Hideous Laughter
    Hold Portal
    Hypnotism
    Identify
    Inflict Light Wounds
    Light
    Mage Armor
    Magic Aura
    Magic Stone
    Magic Weapon
    Message
    Mount
    Obscuring Mist
    Pass without Trace
    Protection from Chaos
    Protection from Evil
    Protection from Good
    Protection from Law
    Reduce Person
    Remove Fear
    Sanctuary
    Silent Image
    Sleep
    True Strike
    Undetectable Alignment
    Unseen Servant
    Ventriloquism


    2nd level
    Aid
    Align Weapon
    Alter Self
    Animal Messenger
    Animal Trance
    Augury
    Bear's Endurance
    Bull's Strength
    Calm Emotions
    Cat's Grace
    Command Undead
    Cure Moderate Wounds
    Darkness
    Darkvision
    Daze Monster
    Delay Poison
    Desecrate
    Detect Thoughts
    Dominate Animal
    Eagle's Splendor
    Featherfall
    Find Traps
    Fog Cloud
    Fox's Cunning
    Gentle Repose
    Ghoul Touch
    Goodhope
    Gust of Wind
    Hold Animal
    Hold Person
    Hypnotic Pattern
    Inflict Moderate Wounds
    Levitate
    Locate Object
    Magic Mouth
    Make Whole
    Minor Image
    Mirror Image
    Misdirection
    Obscure Object
    Owl's Wisdom
    Phantom Trap
    Protection from Arrows
    Pyrotechnics
    Rage
    Reduce Animal
    Remove Paralysis
    Resist Energy
    Rope Trick
    Scare
    See Invisibility
    Shatter
    Silence
    Soften Earth and Stone
    Speak with Animals
    Spider Climb
    Stinking Cloud
    Summon Swarm
    Touch of Idiocy
    Tree Shape
    Warp Wood
    Whispering Wind
    Wood Shape

    3rd level
    Arcane Sight
    Bestow Curse
    Blindness/Deafness
    Clairaudience/Clairvoyance
    Consecrate
    Create Food and Water
    Cure Serious Wounds
    Daylight
    Deep Slumber
    Deeper Darkness
    Diminish Plants
    Dispel Magic
    Explosive Runes
    Fly
    Gaseous Form
    Glyph of Warding
    Halt Undead
    Helping Hand
    Heroism
    Illusory Script
    Inflict Serious Wounds
    Magic Circle against Chaos
    Magic Circle against Evil
    Magic Circle against Good
    Magic Circle against Law
    Magic Vestment
    Magic Weapon, Greater
    Major Image
    Meld into Stone
    Phantom Steed
    Plant Growth
    Prayer
    Protection from Energy
    Quench
    Remove Blindness/Deafness
    Remove Curse
    Remove Disease
    Restoration, Lesser
    Scrying
    Secret Page
    Shrink Item
    Slow
    Snare
    Speak with Dead
    Spike Growth
    Stone Shape
    Suggestion
    Tongues
    Vampiric Touch
    Water Breathing
    Wind Wall

    4th level
    Animate Dead
    Antiplant Shell
    Arcane Eye
    Call Lightning
    Charm Monster
    Command Plants
    Confusion
    Contagion
    Control Water
    Crushing Despair
    Cure Critical Wounds
    Detect Scrying
    Discern Lies
    Dismissal
    Divination
    Fear
    Freedom of Movement
    Geas/Quest, Lesser
    Giant Vermin
    Globe of Invulnerability, Lesser
    Hallucinatory Terrain
    Imbue with Spell Ability
    Inflict Critical Wounds
    Locate Creature
    Mnemonic Enhancer
    Modify Memory
    Neutralize Poison
    Nondetection
    Phantasmal Killer
    Planar Ally, Lesser
    Poison
    Rainbow Pattern
    Reduce Person, Mass
    Repel Vermin
    Sending
    Shout
    Solid Fog
    Speak with Plants
    Spell Immunity
    Spike Stones
    Stoneskin

    5th level
    Animal Growth
    Baleful Polymorph
    Blight
    Break Enchantment
    Command, Greater
    Commune
    Commune with Nature
    Contact Other Plane
    Control Winds
    Cure Light Wounds, Mass
    Death Ward
    Dominate Person
    Dream
    Eyebite
    False Vision
    Feeblemind
    Hallow
    Hold Monster
    Inflict Light Wounds, Mass
    Insect Plague
    Mage's Watchdog
    Mage's Private Sanctum
    Magic Jar
    Mark of Justice
    Mind Fog
    Mirage Arcana
    Nightmare
    Overland Flight
    Planar Binding, Lesser
    Prying Eyes
    Reincarnate
    Restoration
    Secret Chest
    Seeming
    Shadow Walk
    Spell Resistance
    Symbol of Pain
    Symbol of Sleep
    Teleport
    Transmute Mud to Rock
    Tree Stride
    True Seeing
    Unhallow
    Wall of Stone
    Wall of Thorns
    Waves of Fatigue

    6th level
    Analyze Dweomer
    Antilife Shell
    Antimagic Field
    Banishment
    Bear's Endurance, Mass
    Bull's Strength, Mass
    Call Lightning Storm
    Cat's Grace, Mass
    Cure Moderate Wounds, Mass
    Dispel Magic, Greater
    Eagle's Splendor, Mass
    Find the Path
    Flesh to Stone
    Forbiddance
    Fox's Cunning, Mass
    Geas/Quest
    Globe of Invulnerability
    Glyph of Warding, Greater
    Heroes' Feast
    Heroism, Greater
    Inflict Moderate Wounds, Mass
    Ironwood
    Legend Lore
    Mage's Lucubration
    Mislead
    Move Earth
    Owl's Wisdom, Mass
    Planar Ally
    Planar Binding
    Plane Shift
    Repel Wood
    Scrying, Greater
    Spellstaff
    Stone Tell
    Stone to Flesh
    Suggestion, Mass
    Symbol of Fear
    Symbol of Persuasion
    Transport via Plants
    Undeath to Death
    Veil

    7th level
    Animate Plants
    Arcane Sight, Greater
    Blasphemy
    Control Undead
    Control Weather
    Cure Serious Wounds, Mass
    Ethereal Jaunt
    Forcecage
    Inflict Serious Wounds, Mass
    Insanity
    Instant Summons
    Limited Wish
    Mage's Magnificent Mansion
    Phase Door
    Power Word, Blind
    Project Image
    Repulsion
    Restoration, Greater
    Screen
    Sequester
    Shout, Greater
    Simulacrum
    Spell Turning
    Symbol of Stunning
    Symbol of Weakness
    Teleport Object
    Teleport, Greater
    Transmute Metal to Wood
    Vision
    Waves of Exhaustion
    Wind Walk

    8th level
    Animal Shapes
    Antipathy
    Binding
    Charm Monster, Mass
    Control Plants
    Creeping Doom
    Cure Critical Wounds, Mass
    Demand
    Discern Location
    Earthquake
    Finger of Death
    Horrid Wilting
    Inflict Critical Wounds, Mass
    Iron Body
    Irresistable Dance
    Maze
    Mind Blank
    Moment of Prescience
    Planar Ally, Greater
    Planar Binding, Greater
    Power Word Stun
    Protection from Spells
    Prying Eyes, Greater
    Refuge
    Repel Metal or Stone
    Spell Immunity, Greater
    Symbol of Death
    Symbol of Insanity
    Sympathy
    Temporal Stasis
    Trap the Soul

    9th level
    Astral Projection
    Dominate Monster
    Elemental Swarm
    Etherealness
    Foresight
    Freedom
    Gate
    Hold Monster, Mass
    Imprisonment
    Mage's Disjunction
    Power Word Kill
    Regenerate
    Shapechange
    Soul Bind
    Storm of Vengeance
    Teleportation Circle
    Wail of the Banshee
    Weird
    Last edited by Grodech; 11th August 2009 at 20:43. Reason: redid spell progression table so that it could be printed

  2. #2
    Join Date
    Jan 2005
    Location
    Toledo, OH
    Posts
    8,659

    Default

    Nice. This might be good for Ravenloft....

    Knowledge (Any) - does this mean the witch has access to all Knowledge skills as a class skill, or do they have to pick just one?
    Last edited by Grodech; 21st June 2006 at 12:36.
    "Lord, we give you Curly. Try not to piss him off." - From the movie City Slickers

    Currently Playing:
    Tahldhofel, Grodech, Grace, Tia, Nalyk, Kroda, Laurris, Hamish, As'Sa, Dunbar, Kelso & Hyde, Marty, Lily

    Trying to standardize post colors:
    Common, Elven, Gnome, Dwarven, Sylvan, Draconic, Other - Other languages will be specified - Thoughts will always be in Italics

  3. #3
    Join Date
    Apr 2006
    Location
    In the game!
    Posts
    346

    Default

    I've updated a few items, primarily wording on things. Skills dropped Hide and Move Silent, and spelled-out the list of Knowledge Skills.

    It was designed more or less with Ravenloft in mind. This character is supposed to fill the gap between the Cleric/Druid/Warlock/Wizard, forming a pentad of spellcasters (or hexad, if you include the Bard). Originally, the idea of a Witch comes from the DMG, but I wanted to modify it to reflect the build-style of PHBII.

    Glad you liked it!
    ~Grey~

  4. #4
    Join Date
    May 2005
    Location
    Ontario, Canada....Eh
    Posts
    860

    Default

    This ia actualy very well done. I liked it. It's cool how you've thought of everything. I would never have been able to go as far as creating a spell list.

    This sounds like a class I would want to play as.

    Just one question, does it have to be female?
    Character Colour code:
    Thoughts,Common, Xeph, Molgur-Og, Elven, Gol-Kaa Abyssal
    Infernal
    yelling whispering

    I AM CANADIAN AND I IS A NEWFOUNDLANDER!!!!!

  5. #5
    Join Date
    Mar 2005
    Location
    Canada, eh
    Posts
    1,059

    Default

    by arcane and divine, does that mean no arcane failure penalties from armor?

    and to clarify, Ritual magic starts out as once a day?

    other than those clarifications, bravo on making this class, it looks like a class I might try sometime
    "let the dragon ride again on the winds of time"

    Characters: G8: Kal Thevren, G14: Tai, G31: Cormick Pendragon, G32: Ferris Daemonsblood, G33: Amarant, G35: Alexandria

  6. #6
    Join Date
    Jan 2005
    Location
    Toledo, OH
    Posts
    8,659

    Default

    Just realized - there's no spell table to define how many spells/level and what level spells they can cast per level. Example - if you look at sorcerer, they can't cast a 2nd level spell until they are 4th level, then they get 3 per day.
    Last edited by Grodech; 4th August 2009 at 15:03.
    "Lord, we give you Curly. Try not to piss him off." - From the movie City Slickers

    Currently Playing:
    Tahldhofel, Grodech, Grace, Tia, Nalyk, Kroda, Laurris, Hamish, As'Sa, Dunbar, Kelso & Hyde, Marty, Lily

    Trying to standardize post colors:
    Common, Elven, Gnome, Dwarven, Sylvan, Draconic, Other - Other languages will be specified - Thoughts will always be in Italics

  7. #7
    Midnight Guest

    Default

    Unless there are changes from the Original version created offline and this one (which I don't believe there are), the Spell Progression should follow Wizard. The Witch is also supposed to follow the Spellbook Rules for a Wizard, but I think DM forgot it.

    Sinister Affiliation is also supposed to grant a bonus to Fear, Horror, and Madness equal to the modifier listed for Intimidate. At 5th level, the Witch gains +2 to Fear, Horror, and Madness. At 11th, the bonus increases to +4 - and so on.

    This character class has seen some play-testing already, and I personally enjoy the flavor for a Ravenloft PC. The Witch isn't that great a choice when working outside Ravenloft, especially in magic-heavy Forgotten Realms.

    Thank you Grey for posting this. You know how I feel about it!

  8. #8
    Join Date
    Apr 2006
    Location
    In the game!
    Posts
    346

    Default

    Correct on both accounts, Mid. The changes have been made.

  9. #9
    Join Date
    May 2006
    Location
    Florida
    Posts
    6,400

    Default

    Nice Job Grey! I worked on something like this back in 2nd edtn days, with some good results in play testing. This is well constructed and well thought out, and the questions by others seemed to wrap up some important details.

    I presume a male with this class is called Warlock. In most settings they might be very rare, but I see no reason why it would be restricted to females only.


    Game on...

    Check out some of my Bro's Music.. his MySpace page.. and his book "The Window"!!!




  10. #10
    Join Date
    May 2006
    Location
    Florida
    Posts
    6,400

    Default

    Spell notes:

    Corrupt Weapon (Lvl 1); same as bless weapon but affects good instead?
    Speak With Undead (Lvl 3); I think it was meant to be Speak With Dead
    Game on...

    Check out some of my Bro's Music.. his MySpace page.. and his book "The Window"!!!




+ Reply to Thread
Page 1 of 2 1 2 LastLast

Thread Information

Users Browsing this Thread

There are currently 1 users browsing this thread. (0 members and 1 guests)

     

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts