Vaynor
2010-01-14, 11:19 PM
WITCH
http://fc02.deviantart.net/fs15/f/2007/100/5/0/Serafina_Pekalla_by_dukeleto.jpg
a witch and her dæmon
”A witch would no sooner give up flying than give up breathing. To fly is to be perfectly ourselves.”
Witches are those who seek to live freely and preserve the natural order. They are free spirited and very spiritual, although they receive no divine powers. With both a powerful connection to their dæmons and a deep understanding of the natural world, they make cunning warriors and fierce protectors.
Witches tend to live in cold environments, enjoying the freedom the inhospitality of the wintry regions brings. Witches have little interest in the lives of ordinary people, and deal almost exclusively with mutual aid as opposed to wealth. Witches are very loyal, and they take their obligations seriously, not questioning aiding another that has aided them in the past. Inversely, witches also take feuds very seriously, and will hold a grudge for a very long time.
Witches acknowledge neither church nor state, and are unlikely to take the mortal laws of man seriously. Because of their long life span, grudges can be held for extraordinarily long periods of time, and for mostly unknown reasons (although it is believed this is due to past persecution) witches hold a great degree of enmity towards religious institutions.
Witches revere the natural order above all else, and abhor any unnatural practices, such as necromancy or undue prejudice. They will fight vehemently to protect the natural world, holding the world at a higher level than any number of lives.
Witches tend to avoid meaningful relationships or marriage, due to their long lifespan such pairings are fleeting, meaning their “hearts are continually wracked with pain.”[/size]
BECOMING A WITCH
One becomes a witch by being in tune with both the soul and nature as a whole. To become a witch you must learn to separate yourself from your dæmon, and embrace your freedom. A witch is nothing without her personal freedom.
ENTRY REQUIREMENTS
Base Attack Bonus: +4
Alignment: Chaotic good
Skills: Knowledge (nature) 6 ranks, Survival 6 ranks
Proficiencies: Must be proficient with at least one type of bow.
Gender: Female
Template: Linked Soul (http://www.giantitp.com/forums/showthread.php?t=138385)
Religion: Must not worship a god or be a member of a religious order.
Special: The witch’s dæmon must have chosen a single form to occupy, and this form must able to fly.
Class Skills
The witch's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Handle Animal (Wis), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (nature), Knowledge (geography), Listen (Wis), Move Silently (Dex), Ride (Dex), Sense Motive (Wis), Spot (Wis), Survival (Wis), Swim (Str)
Skills Points at Each Level: 4 + Int
Hit Dice: d8
Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
1st
+1
+0
+2
+2
Elemental Freedom, Heavenly Freedom
2nd
+2
+0
+3
+3
Independent Soul, Frigid Arrows, Cloud Cover
3rd
+3
+1
+3
+3
Star’s Wrath, Timeless Body
4th
+4
+1
+4
+4
Tenacious Soul, Vengeance of the Night Sky
5th
+5
+1
+4
+4
Frenzy of the Soul
Weapon Proficiencies: A witch gains proficiencies with all simple light and one-handed weapons, longbows, shortbows, composite longbows, and composite shortbows.
Elemental Freedom (Ex): A witch feels no ill effects from any earthly cold, and is considered under the effect of endure elements at all times. The witch also gains Cold Resistance equal to her ranks in Survival (max 20). The witch’s dæmon is fully affected by this ability.
Heavenly Freedom (Su): A witch’s home is in the sky, and she can achieve flight simply by holding a cloud pine branch. Holding a cloud pine branch does not hinder the use of her hands in any way when she is flying. A cloud pine branch may be pulled from any tree. When holding a branch of cloud pine, the witch gains a fly speed of 40’ (good). At level 4, her flight speed improves to 60’ (good). The penalty to Hide checks while moving normally is reduced by 5 when flying. Flying requires no energy output, and a witch cannot become tired from flying, however a witch cannot run when flying, but can still hustle (allowing a speed of 80’ and 120’ depending on level).
Independent Soul (Ex): A witch’s dæmon is a fully independent creature. At level 2, any and all range restrictions on the witch’s dæmon are removed. The witch’s dæmon also gains fast healing 5. The witch and her dæmon can communicate only through basic emotional messages when at a distance of more than 5 miles from the other.
Frigid Arrows (Ex): A witch is adept at using her bow even in situations that would normally hinder its use. At level 2, the witch is not penalized for firing a bow when she is unable to see her targets due to extraneous weather such as fog, smoke, blizzards, rain, etc. (she must still have line of sight). Any concealment gained by her enemies due to such effects is negated, but this ability does not gain concealment gained in any other way. When firing her bow while flying, the penalty for increasing a bow’s range increment is halved.
Cloud Cover (Ex): A witch is adept at remaining unseen while flying. At level 2, the witch gains a +5 bonus to Hide checks when flying. If the witch has 15 or more ranks in Survival, this bonus increases to +10. A cloud or similar may be considered cover.
Star’s Wrath (Ex): A witch is adept at utilizing her bow when airborne. At level 3, whenever the witch takes a movement action she may fire a single arrow with her bow. Five foot steps do not incur this ability. This action does not use up any additional actions. If the witch chooses not to move to use a full attack, she receives an additional attack with her bow made at her highest BAB.
Timeless Body (Ex): A witch’s lifespan is very long, and they do not age. At level 3, the witch no longer visibly ages, and takes no penalties from aging. In addition, the witch’s maximum lifespan is doubled.
Tenacious Soul (Ex): A witch’s dæmon is a force to be reckoned with. At level 4, the dæmon’s fast healing improves to 10 (from 5). In addition, the dæmon’s flight speed is increased by 50%.
Vengeance of the Night Sky (Ex): The witch specializes in firing her bow from above. At level 4, when targeting a creature on the ground, or who is more than 20 feet below her while she is flying, the witch gains a +3 bonus on attack rolls and damage rolls. This only affects attacks made with a bow the witch is proficient with. If the witch is more than 20 feet above her target, the bonus damage is increased by +1 for every 10 additional feet (maximum +5, not including the base +3). This extra damage is added for every arrow fired.
Frenzy of the Soul (Ex): Once per day per Wisdom modifier, the witch can send herself and her dæmon into a frenzy. All abilities affect both the witch and her dæmon unless noted otherwise. Flight speed increased by 50%, one additional attack when using Star’s Wrath (her dæmon instead gaining a single additional attack for a standard or full attack action), DR 5/-, and each attack deals an additional 2d6 cold damage. Frenzy of the Soul lasts for 2 rounds per Wisdom modifier point or until canceled. Frenzy of the Soul must be in line of sight of her dæmon for it to gain any benefits from this ability. Frenzy of the Soul is considered a frenzy ability for meeting the prerequisites of feats and prestige classes.
PLAYING A WITCH
The witch is designed to be a ranged warrior that focuses on flight and maneuverability, as well as her dæmon.
Combat: Combat for a witch usually entails flying above her enemies and shooting arrows at them from above, while sending in their daemon for close-quarters combat.
Advancement: Classes that focus on ranged combat enhancement are greatly beneficial to a witch, as well as feats that improve ranged combat.
Resources: A witch does not own many possessions or stay for long in one place, but they can enlist the aid of fellow witches, including members of their clan if they belong to one.
WITCHES IN THE WORLD
”There’s all kinds of concerns that play on the life of witches; things invisible to us...causes of war quite beyond our understanding; joys and sorrows bound up with the flowers of tiny plants up on the tundra...”
Witches are generally unknown, and if one does know of them, they don’t know much. Witches are very seclusive and independent, rarely needing assistance on any terms. Those that have had the luck of dealing with witches know them for their strength of will, loyalty and courage.
Daily Life: The average witches day may consist of hunting or gathering supplies, crafting weapons or tools, or fighting battle to protect that which is dear to them.
Notables: One of the most notable witches is Ruta Skadi, a witch-queen of one of the more powerful witch clans. Not much is known about her, but she is said to have lived for over 500 years and yields great power.
Organizations: Witches are often members of a clan, which is presided over by a witch-queen. There are many well established clans, all with their unique infrastructures and traditions. Between clans there are often feuds, but between others there are great alliances.
NPC Reaction
When seeing a witch for the first time, one of the first reactions is wonder. They dress strangely, have a fierce look to them, and can fly through the sky. The more urbanized NPC may look upon them with disdain, but a wise NPC can see the strength in the way they carry themselves and recognize them for the great and courageous warriors that they are.
WITCHES IN THE GAME
Witches make good ranged damage dealers, or scouts because of their ability to fly and send their dæmon elsewhere.
Adaptation: To use the witch in different campaign settings, it would be quite easy to alter their class requirements to work with different genders, religious backgrounds, alignments, etc.
Encounters: PCs will rarely encounter a witch, whom often regard the life of an adventurer as foolish and greedy. However, some live the life of an adventurer not for the glory, but for the adventure itself. They enjoy seeing whatever the world has to offer. A PC would only engage a witch in combat if the party directly affected the environment negatively, or somehow spited the witch.
Inspiration found here. (http://en.wikipedia.org/wiki/His_dark_materials)
Thoughts/criticisms are welcome as always.
This class has a lot to do with the Linked Soul (http://www.giantitp.com/forums/showthread.php?t=138385), so check it out.
http://fc02.deviantart.net/fs15/f/2007/100/5/0/Serafina_Pekalla_by_dukeleto.jpg
a witch and her dæmon
”A witch would no sooner give up flying than give up breathing. To fly is to be perfectly ourselves.”
Witches are those who seek to live freely and preserve the natural order. They are free spirited and very spiritual, although they receive no divine powers. With both a powerful connection to their dæmons and a deep understanding of the natural world, they make cunning warriors and fierce protectors.
Witches tend to live in cold environments, enjoying the freedom the inhospitality of the wintry regions brings. Witches have little interest in the lives of ordinary people, and deal almost exclusively with mutual aid as opposed to wealth. Witches are very loyal, and they take their obligations seriously, not questioning aiding another that has aided them in the past. Inversely, witches also take feuds very seriously, and will hold a grudge for a very long time.
Witches acknowledge neither church nor state, and are unlikely to take the mortal laws of man seriously. Because of their long life span, grudges can be held for extraordinarily long periods of time, and for mostly unknown reasons (although it is believed this is due to past persecution) witches hold a great degree of enmity towards religious institutions.
Witches revere the natural order above all else, and abhor any unnatural practices, such as necromancy or undue prejudice. They will fight vehemently to protect the natural world, holding the world at a higher level than any number of lives.
Witches tend to avoid meaningful relationships or marriage, due to their long lifespan such pairings are fleeting, meaning their “hearts are continually wracked with pain.”[/size]
BECOMING A WITCH
One becomes a witch by being in tune with both the soul and nature as a whole. To become a witch you must learn to separate yourself from your dæmon, and embrace your freedom. A witch is nothing without her personal freedom.
ENTRY REQUIREMENTS
Base Attack Bonus: +4
Alignment: Chaotic good
Skills: Knowledge (nature) 6 ranks, Survival 6 ranks
Proficiencies: Must be proficient with at least one type of bow.
Gender: Female
Template: Linked Soul (http://www.giantitp.com/forums/showthread.php?t=138385)
Religion: Must not worship a god or be a member of a religious order.
Special: The witch’s dæmon must have chosen a single form to occupy, and this form must able to fly.
Class Skills
The witch's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Handle Animal (Wis), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (nature), Knowledge (geography), Listen (Wis), Move Silently (Dex), Ride (Dex), Sense Motive (Wis), Spot (Wis), Survival (Wis), Swim (Str)
Skills Points at Each Level: 4 + Int
Hit Dice: d8
Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
1st
+1
+0
+2
+2
Elemental Freedom, Heavenly Freedom
2nd
+2
+0
+3
+3
Independent Soul, Frigid Arrows, Cloud Cover
3rd
+3
+1
+3
+3
Star’s Wrath, Timeless Body
4th
+4
+1
+4
+4
Tenacious Soul, Vengeance of the Night Sky
5th
+5
+1
+4
+4
Frenzy of the Soul
Weapon Proficiencies: A witch gains proficiencies with all simple light and one-handed weapons, longbows, shortbows, composite longbows, and composite shortbows.
Elemental Freedom (Ex): A witch feels no ill effects from any earthly cold, and is considered under the effect of endure elements at all times. The witch also gains Cold Resistance equal to her ranks in Survival (max 20). The witch’s dæmon is fully affected by this ability.
Heavenly Freedom (Su): A witch’s home is in the sky, and she can achieve flight simply by holding a cloud pine branch. Holding a cloud pine branch does not hinder the use of her hands in any way when she is flying. A cloud pine branch may be pulled from any tree. When holding a branch of cloud pine, the witch gains a fly speed of 40’ (good). At level 4, her flight speed improves to 60’ (good). The penalty to Hide checks while moving normally is reduced by 5 when flying. Flying requires no energy output, and a witch cannot become tired from flying, however a witch cannot run when flying, but can still hustle (allowing a speed of 80’ and 120’ depending on level).
Independent Soul (Ex): A witch’s dæmon is a fully independent creature. At level 2, any and all range restrictions on the witch’s dæmon are removed. The witch’s dæmon also gains fast healing 5. The witch and her dæmon can communicate only through basic emotional messages when at a distance of more than 5 miles from the other.
Frigid Arrows (Ex): A witch is adept at using her bow even in situations that would normally hinder its use. At level 2, the witch is not penalized for firing a bow when she is unable to see her targets due to extraneous weather such as fog, smoke, blizzards, rain, etc. (she must still have line of sight). Any concealment gained by her enemies due to such effects is negated, but this ability does not gain concealment gained in any other way. When firing her bow while flying, the penalty for increasing a bow’s range increment is halved.
Cloud Cover (Ex): A witch is adept at remaining unseen while flying. At level 2, the witch gains a +5 bonus to Hide checks when flying. If the witch has 15 or more ranks in Survival, this bonus increases to +10. A cloud or similar may be considered cover.
Star’s Wrath (Ex): A witch is adept at utilizing her bow when airborne. At level 3, whenever the witch takes a movement action she may fire a single arrow with her bow. Five foot steps do not incur this ability. This action does not use up any additional actions. If the witch chooses not to move to use a full attack, she receives an additional attack with her bow made at her highest BAB.
Timeless Body (Ex): A witch’s lifespan is very long, and they do not age. At level 3, the witch no longer visibly ages, and takes no penalties from aging. In addition, the witch’s maximum lifespan is doubled.
Tenacious Soul (Ex): A witch’s dæmon is a force to be reckoned with. At level 4, the dæmon’s fast healing improves to 10 (from 5). In addition, the dæmon’s flight speed is increased by 50%.
Vengeance of the Night Sky (Ex): The witch specializes in firing her bow from above. At level 4, when targeting a creature on the ground, or who is more than 20 feet below her while she is flying, the witch gains a +3 bonus on attack rolls and damage rolls. This only affects attacks made with a bow the witch is proficient with. If the witch is more than 20 feet above her target, the bonus damage is increased by +1 for every 10 additional feet (maximum +5, not including the base +3). This extra damage is added for every arrow fired.
Frenzy of the Soul (Ex): Once per day per Wisdom modifier, the witch can send herself and her dæmon into a frenzy. All abilities affect both the witch and her dæmon unless noted otherwise. Flight speed increased by 50%, one additional attack when using Star’s Wrath (her dæmon instead gaining a single additional attack for a standard or full attack action), DR 5/-, and each attack deals an additional 2d6 cold damage. Frenzy of the Soul lasts for 2 rounds per Wisdom modifier point or until canceled. Frenzy of the Soul must be in line of sight of her dæmon for it to gain any benefits from this ability. Frenzy of the Soul is considered a frenzy ability for meeting the prerequisites of feats and prestige classes.
PLAYING A WITCH
The witch is designed to be a ranged warrior that focuses on flight and maneuverability, as well as her dæmon.
Combat: Combat for a witch usually entails flying above her enemies and shooting arrows at them from above, while sending in their daemon for close-quarters combat.
Advancement: Classes that focus on ranged combat enhancement are greatly beneficial to a witch, as well as feats that improve ranged combat.
Resources: A witch does not own many possessions or stay for long in one place, but they can enlist the aid of fellow witches, including members of their clan if they belong to one.
WITCHES IN THE WORLD
”There’s all kinds of concerns that play on the life of witches; things invisible to us...causes of war quite beyond our understanding; joys and sorrows bound up with the flowers of tiny plants up on the tundra...”
Witches are generally unknown, and if one does know of them, they don’t know much. Witches are very seclusive and independent, rarely needing assistance on any terms. Those that have had the luck of dealing with witches know them for their strength of will, loyalty and courage.
Daily Life: The average witches day may consist of hunting or gathering supplies, crafting weapons or tools, or fighting battle to protect that which is dear to them.
Notables: One of the most notable witches is Ruta Skadi, a witch-queen of one of the more powerful witch clans. Not much is known about her, but she is said to have lived for over 500 years and yields great power.
Organizations: Witches are often members of a clan, which is presided over by a witch-queen. There are many well established clans, all with their unique infrastructures and traditions. Between clans there are often feuds, but between others there are great alliances.
NPC Reaction
When seeing a witch for the first time, one of the first reactions is wonder. They dress strangely, have a fierce look to them, and can fly through the sky. The more urbanized NPC may look upon them with disdain, but a wise NPC can see the strength in the way they carry themselves and recognize them for the great and courageous warriors that they are.
WITCHES IN THE GAME
Witches make good ranged damage dealers, or scouts because of their ability to fly and send their dæmon elsewhere.
Adaptation: To use the witch in different campaign settings, it would be quite easy to alter their class requirements to work with different genders, religious backgrounds, alignments, etc.
Encounters: PCs will rarely encounter a witch, whom often regard the life of an adventurer as foolish and greedy. However, some live the life of an adventurer not for the glory, but for the adventure itself. They enjoy seeing whatever the world has to offer. A PC would only engage a witch in combat if the party directly affected the environment negatively, or somehow spited the witch.
Inspiration found here. (http://en.wikipedia.org/wiki/His_dark_materials)
Thoughts/criticisms are welcome as always.
This class has a lot to do with the Linked Soul (http://www.giantitp.com/forums/showthread.php?t=138385), so check it out.