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View Full Version : Witchblade [3.5 base class. gish PEACH]



boomwolf
2010-09-25, 01:30 AM
Mostly a repost of an older work of mine, but under great improvement.

Currently the fluff is partial, and cruch is still under testing (not sure about "witchblades grace" for exsample), but any comment will be gladly accepted.
also, ideas for spells to add will be nice, as the current list of spells to choose from is a bit smallish for my taste.
.
Witchblade
"Why choose between weapons and magic? weapons are magic and magic is a weapon."
-the philosopy of the Witchblades

Many pther there seek out power, in many forms. but some simply channot choose if they are men of arms, or of the mind. these men sometimes follow the path of Witchblades, learning the art of combat from regular training with the blade, and the art of magic from focusing thier mental power and force of personality in an attempt to shape the world around them.
Some turn out as loony swordsmen, others, mostly the ones under training of these who know magic, in times of old they were medicore fighters who were taken by witchs as bodyguards for the promise of power, hench thier name that stays with them till this very day, but in modern time some recive academic teaching, or even follow the sorcerus path of discovering the natural magic. as a complimenting tool for thier avarage fighting style, magic a lethal combination.

Making a Witchblade
Packing both decent pure melee, a good host of spellcasting and quite a few skills and skillpoint to invest in them, a Witchblade is capeable of quite a few things at once and they often improves on other fields, yet thier main weakness if the lack of ability to truly shine in one field. they must constantly mix-and-match thier tactics, and using pretty much everything they have at once, if the conditions of the fight limit one of thier tactics it limits ALL, as they are connected to each other.
Abilities:Charisma is your casting stat, it determines spell level, DC and bonus spells, 16 is a must and the more the merrier. Strength provides better melee, and you need that. Dextirity can cover your limited armor, and consititution can increase you HP, both important for a melee. if you can afford high intelligence if will let you take advantage of your bit list of class skills.
Races:The most common Witchblades are humans who tend to dabble in multiple fields, and drow, who enjoy having stealth, melee and spells all ouder thier command.
Aligenment: Chaotic people are sightly more attracted to being Witchblades, but any alligentment can choose this path.

Starting gold: As a fighter
Hit Die: 1d8
{table="head"]Level|BAB|Fort|Ref|Will|Special |0lvl|1st|2nd|3rd|4th|5th|6th

1st|+1|+0|+0|+2|Armored Mage (light), Detect Magic|2|—|—|—|—|—|—

2nd|+2|+0|+0|+3|Imbue Strike 1st Attack|3|0|—|—|—|—|—

3rd|+3|+1|+1|+3|Witchblade's Grace|4|1|—|—|—|—|—

4th|+4|+1|+1|+4|Spell Power +1|5|2|0|—|—|—|—

5th|+5|+1|+1|+4|Deceive Item|6|3|1|—|—|—|—

6th|+6/+1|+2|+2|+5|Enchanted Strike +1|7|4|2|—|—|—|—

7th|+7/+2|+2|+2|+5|Mettle/Evasion|8|5|3|0|—|—|—

8th|+8/+3|+2|+2|+6|Spell Power +2|9|6|4|1|—|—|—

9th|+9/+4|+3|+3|+6|Imbue Strike 2nd Attack|10|7|5|2|—|—|—

10th|+10/+5|+3|+3|+7|Enchanted Strike +2|10|8|6|3|0|—|—

11th|+11/+6/+1|+3|+3|+7|Imbue Armor|10|9|7|4|1|—|—

12th|+12/+7/+2|+4|+4|+8|Spell Power +3|10|10|8|5|2|—|—

13th|+13/+8/+3|+4|+4|+8|Armored Mage (medium)|10|10|9|6|3|0|—

14th|+14/+9/+4|+4|+4|+9|Enchanted Strike +3|10|10|10|7|4|1|—

15th|+15/+10/+5|+5|+5|+9|Imbue Item|10|10|10|8|5|2|—

16th|+16/+11/+6/+1|+5|+5|+10|Spell Power +4, Imbue Strike 3rd Attack|10|10|10|9|6|3|0

17th|+17/+12/+7/+2|+5|+5|+10|Mettle/Evasion|10|10|10|10|7|4|1

18th|+18/+13/+8/+3|+6|+6|+11|Enchanted Strike +4|10|10|10|10|8|5|2

19th|+19/+14/+9/+4|+6|+6|+11|Improved Imbue Armor|10|10|10|10|9|6|3

20th|+20/+15/+10/+5|+6|+6|+12|Perfect Imbue Strike, Spell Power +5|10|10|10|10|10|7|4

[/table]

Class Skills:
The Witchblade’s class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Intimidate (Cha) Jump (Str), Knowledge (all skills, taken individually) (Int), Listen (Wis), Move Silently (Dex), Sense Motive (Wis), Speak Language (None), Spellcraft (Int), Swim (Str), Taunt (http://www.giantitp.com/forums/showpost.php?p=7613406&postcount=15) (Cha) Tumble (Dex), and Use Magic Device (Cha).
Skill Points at 1st Level: (6 + Int modifier) Χ 4
Skill Points at Each Additional Level: 6 + Int modifier

Spells Known
{table]Level|0lvl|1st|2nd|3rd|4th|5th|6th

1st|5|—|—|—|—|—|—

2nd|6|3|—|—|—|—|—

3rd|6|3|—|—|—|—|—

4th|7|4|2|—|—|—|—

5th|7|4|3|—|—|—|—

6th|8|5|3|—|—|—|—

7th|8|5|4|2|—|—|—

8th|9|6|4|3|—|—|—

9th|9|6|5|3|—|—|—

10th|10|6|5|4|2|—|—

11th|10|6|6|4|3|—|—

12th|10|6|6|5|3|—|—

13th|10|6|6|5|4|2|—

14th|10|6|6|5|4|3|—

15th|10|6|6|5|5|3|—

16th|10|6|6|5|5|4|2

17th|10|6|6|5|5|4|3

18th|10|6|6|5|5|5|3

19th|10|6|6|5|5|5|4

20th|10|6|6|5|5|5|4[/table]

Spell List:
Level 0: Resistance, Read Magic, Daze, Detect Poison, Touch of Fatigue, Mage Hand, Mending, Arcane Mark, Prestidigitation, Cure Minor Wounds, Inflict Minor Wounds.

Level 1: Mage's Armor, Cure Light Wounds, Inflict Light Wounds, True Strike, Magic Missile, Ray of Enfeeblement, Disguise Self, Shield, Feather Fall, Expeditious Retreat, Expeditious Retreat, Magic Weapon, Critical Strike (CAd)

Level 2: Glitterdust, See Invisibility, Gust of Wind, Blur, Ghoul Touch, Levitate, Cure Moderate Wounds, Inflict Moderate Wounds, Hold Person, deflect (PHB2), Sure Strike (PHB2), Invisibility.

Level 3: Dispel Magic, Ray of Exhaustion, Vampiric Touch, Blink, Haste, Greater Magic Weapon, Keen Edge, Slow, Cure Serious Wounds, Inflict Serious Wounds, Contagion.

Level 4: Remove Curse, Bestow Curse, Confusion, Shout, Enervation, Cure Critical Wounds, Inflict Critical Wounds, Crushing Despair, Poison, Neutralize Poison, Freedom of Movement, Death Ward, Orb of Force (CAr)

Level 5: Break Enchantment, Feeblemind, Hold Monster, Telekinesis, Mass Cure Light Wounds, Mass Inflict Light Wounds, True Seeing, Slay Living, Wall of Force.

Level 6: Mass Cure Moderate Wounds, Mass Inflict Moderate Wounds, Greater Dispel Magic, Eyebite, Disintegrate, Harm, Heal, Banishment, Insanity.

Weapon and Armor Proficiency
A Witchblade is proficient with all simple weapons, plus the longsword, rapier, sap, short sword, shortbow, and whip. Witchblades are proficient with light and medium armor and shields (except tower shields).


Spellcasting
A Witchblade casts arcane spells, which are drawn from the Witchblade spell list. He can cast any spell he knows without preparing it ahead of time. To learn or cast a spell, a Witchblade must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a Witchblade’s spell is 10 + the spell level + the Withcblade’s Charisma modifier.

Like other spellcasters, a Withblade can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Withcblade. In addition, he receives bonus spells per day if he has a high Charisma score. When Table: The Witchblade indicates that the Witchblade gets 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on his Charisma score for that spell level.

Upon reaching 5th level, and at every third Witchblade level after that (8th, 11th, and so on), a Witchblade can choose to learn a new spell in place of one he already knows. In effect, the Witchblade "loses" the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level Withcblade spell the Witchblade can cast. A Withcblade may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.

As noted above, a Witchblade need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the spell’s level.

Armored Mage (Ex)
A Witchblade can cast spells in light armor without taking spell failure chances, at level 13 this extends to medium armor as well.

Detect Magic (Su)
A Witchblade can use detect magic as a spell like ability at will, using his caster level.

Imbue Strike (Su)
When a second level Witchblade attacks with a melee weapon for the first time this round he may imbue the attack with one spell he knows that targets a single target to affect the target of the attack as if it was cast normally. however, if the attack misses the spell is wasted.
At ninth level he can do so with his second attack for the round as well, at level sixteen he can do it three times, and at level 20 he can do it with any attack he makes.

Witchblade's Grace (Su)
At 3rd level, a Witchblade gains a bonus equal to her Charisma bonus (if any) on all saving throws.

Spell Power (Ex)
Whenever a Witchblade of a forth or higher level successfully attacks a foe with a melee attack he learns about his, gaining a (non-stacking) bonus of the DC of spells cast upon that foe that round or the following.
The bonus is +1 for every four levels of Witchblade.

Deceive Item (Ex)
At 5th level and higher, a Witchblade has the ability to more easily commandeer magic items made for the use of other characters. When making a Use Magic Device check, a Witchblade can take 10 even if distracted or threatened.

Enchanted Strike (Su)
Any attack made by a Witchblade of sixth or higher level gains a +1 enchantment bonus to attack and damage rolls. this grows to +2 at tenth level, +3 at level fourteen and +4 at level eighteen.

Mettle/Evasion (Ex)
At seventh level he Witchblade chooses either Mettle or Evasion. at level 17 he gains the other.

Imbue Armor (Su)
At eleventh level a Witchblade can choose to imbue his amor (or skin for that purpose) similar to the way he imbues his strikes,
if he takes the total defense action he may additionally cast a touch spell, that spell will hit the first who will hit the Witchblade with a melee attack without need of a roll from the Witchblade's part. the spell is wasted even if no successful melee attack has hit the witchblade until his next turn, when the spell discarges.
At 19th level the spell imbued will affect all who hit the Witchblade with a melee attack that round, not only the first.

Imbue Item (Su):
A Witchblade of 17th level or higher can use his supernatural power to create magic items, even if he does not know the spells required to make an item (although he must know the appropriate item creation feat). He can substitute a Use Magic Device check (DC 15 + spell level for arcane spells or 25 + spell level for divine spells) in place of a required spell he doesn’t know or can’t cast. If the check succeeds, the Withcblade can create the item as if he had cast the required spell. If it fails, he cannot complete the item. He does not expend the XP or gp costs for making the item; his progress is simply arrested. He cannot retry this Use Magic Device check for that spell until he gains a new level.

boomwolf
2010-09-26, 01:15 AM
Almost 90 views, yet not a single comment?

Am I to be impressed or insulted here?

AugustNights
2010-09-26, 10:26 AM
It seems balanced enough, but honestly uninspiring.
10 L.3 spells per day is a bit much.
Is a lot of a bit much.

Spell list seems rather bland, but that's good for a Gish.
Really it just seems to be a modification on the Dusk-blade or any other Spell-casting fighter.

With such a limited spell list, I don't think spells know is very important.

Jarrick
2010-09-26, 11:21 AM
I like it, personally. Its a better-flavored duskblade, strategic as opposed to damaging. Men who live by their wits and talents, using their knowledge of the dark arts to aid them in battle. I picture them as gruff, solitary loners, feared for their abilities and dark reputations, but respected for their effectiveness. I'll probably use it in a campaign setting I'm brainstorming right now with your permission, but that will be later on, and the fluff might change a little to fit the setting.

Right now I agree that it needs more spells; necromancy, enchantment, and illusion are your friends (*cough*book of vile darkness*cough*). The Summon Undead line might be a nice addition as well as animate dead, but Im a necromancer fanboy, so don't change it unless you happen to agree with me. :smallwink: The cure spells are a little iffy. Id be just as happy without them personally.
Edit: also a few spell levels could be changed as well so they get debuffs and curses at slightly lower levels, look at the spell list for my witch class in my sig to see what I mean. It uses the suggested witch spell list from the DMG, but dont ask me which page that's on. :smalltongue:

I love the imbue armor ability. Something about this class makes me want it to have a familiar, or even an animal companion. :smallconfused:

Josie Whales
2010-09-26, 02:58 PM
It seems balanced enough, but honestly uninspiring.


I agree with this. Here's the thing if it's just a combination of stuff already out there then why bother? And I mean that respectfully. As a fan of the witch-blade & darkness graphic novels I can honestly say you have not captured the spirit of either. Perhaps you were not trying to and if so please dismiss my comments.

If you are, well the cool thing about these characters is the magic, the weapon and the warrior are all extensions of each other. That is to say the magic should have direct interface with the weapon instead of the class just being able to use an existing spell list. Of course this would be a herculean task but I think a much more satisfying one.

In my opinion, the class would probably start with a choice of weapon & back story about how it has been handed down from generation to generation within the family. The class as it advances in level is able to gain powers through and with the weapon. Very similar to a monk or the old oriental adventures kensai.

boomwolf
2010-09-26, 10:38 PM
Honestly? dn't even know about the novels till this point.

Anyway, I'm thinking about adding a few transmutation spells to directly intefear with the exsisiting weapon and armor of the witchblade, to make it a two-way street (as opposed to the one way of the melee modifing the magic but not vice versa much.)

Illusion and necromancery also seem nice, but I think some things need new spell levels. (mirror image and blur for example are WAY better on a melee then a mage.)