Silva Stormrage
2012-01-10, 03:13 AM
The Vector Witch
http://www.cosplayisland.co.uk/files/costumes/377/14200/medusa.jpg
Info: The Vector Witch is a snake themed witch based off of Soul Eater Antagonist Medusa. I was aiming for a tier 3 class that really captured Medusa's character and power. I wasn't sure if I was clear with some of the abilities, especially vector plate and vector boost. Any feedback is appreciated :smallbiggrin:
Role: The main role an Vector Witch plays is that of a ranged damage dealer with battle field control. She has many abilities that involve close quarter combat though and can serve as a decent front line character as well, even if she is a bit frail with no armor.
GAME RULE INFORMATION
Vector Witchs have the following game statistics.
Abilities: Charisma is the most important ability for Vector Witches. Not only do most of their class abilities have DCs that depend upon their Charisma modifier, but it also determines which level of spells he is able of using and their dc's. Constitituion helps to increase their HP and is useful just like for all classes.
Note: For the purposes of spell schools all of the Vector Witch's SLA abilities are in the conjuration school.
Alignment: Any Non Lawful
Hit Die: d8
Starting Age: As sorcerer.
Starting Gold: As sorcerer
Class Skills
The Vector Witch's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Decipher Script (Int), Disguise (Cha), Gather Information (Cha), Listen (Wis), Hide (Dex), Intimidate (Cha), Knowledge (All Skills Taken Individually) (Int), Ride (Dex), Move Silently (Dex), Profession (Wis), Spellcraft (Int), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Use Magic Device (Cha)
Skill Points at First Level: (6 + Int modifier) x 4
Skill Points at Each Additional Level: 6 + Int modifier
Vector Witch
Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
0th
1st
2nd
3rd
4th
5th
6th
1st
+0
+0
+2
+2
Vector Arrows, Expert Alchemist
2
-
-
-
-
-
-
2nd
+1
+0
+3
+3
Vector Plate, Bonus Feat
3
0
-
-
-
-
-
3rd
+2
+1
+3
+3
Light Serpent
3
1
-
-
-
-
-
4th
+3
+1
+4
+4
Vector Drill, Snake's Venom
3
2
0
-
-
-
-
5th
+3
+1
+4
+4
Vector Storm
3
3
1
-
-
-
-
6th
+4
+2
+5
+5
Snake Tail
3
3
2
-
-
-
-
7th
+5
+2
+5
+5
Black Blood (Alchemy), Bonus Feat
3
3
2
0
-
-
-
8th
+6
+2
+6
+6
Soul Protect
3
3
3
1
-
-
-
9th
+6
+3
+6
+6
Mass Vector Plate
3
3
3
2
-
-
10th
+7
+3
+7
+7
Vector Snakes, Analysis Disassemble
3
3
3
2
0
-
-
11th
+8
+3
+7
+7
Black Blood Alchemy (Advanced), Efficient Crafting
3
3
3
3
1
-
-
12th
+9
+4
+8
+8
Vector Boost, Bonus Feat
3
3
3
3
2
-
-
13th
+9
+4
+8
+8
Vector Storm (Compress)
3
3
3
3
2
0
-
14th
+10
+4
+9
+9
Vector Cone
4
3
3
3
3
1
-
15th
+11
+5
+9
+9
Madness Creations
4
4
3
3
3
2
-
16th
+12
+5
+10
+10
Shedding Your Skin
4
4
4
3
3
2
0
17th
+12
+5
+10
+10
Enhanced Vector Arrows, Bonus Feat
4
4
4
4
3
2
1
18th
+13
+6
+11
+11
Improved Shedding Your Skin
4
4
4
4
4
3
2
19th
+14
+6
+11
+11
Vector Tempo
4
4
4
4
4
4
3
20th
+15
+6
+12
+12
Vector Tempest
4
4
4
4
4
4
4
Class Features
Class Features
All of the following are class features of the Vector Witch.
Weapon and Armor Proficiencies: Vector Witch are proficient with all simple weapons, unarmed strike and with a single martial weapons and with light armor.
Spells: A Vector Witch casts arcane spells which are drawn from the Vector Witch spell list. She can cast any spell she knows spontaneously without preparing it ahead of time. A Vector Witch gains bonus spells for having a high charisma score.
The Vector Witch's selection of spells is extremely limited. A Vector Witch begins play knowing four 0-level spells of your choice. At most new Vector Witch levels, he gains one or more new spells, as indicated on the table below (Unlike spells per day, the number of spells a Vector Witch knows is not affected by his Charisma score.
To cast a spell, a Vector Witch must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a Vector Witch's spell is 10 + the spell level + the Vector Witch's Charisma modifier.
Spells Known
level
0
1
2
3
4
5
6
1st
4
-
-
-
-
-
-
2nd
5
2
-
-
-
-
-
3rd
6
3
-
-
-
-
-
4th
6
3
2
-
-
-
-
5th
6
4
3
-
-
-
-
6th
6
4
3
-
-
-
-
7th
6
4
4
2
-
-
-
8th
6
4
4
3
-
-
-
9th
6
4
4
3
-
-
-
10th
6
4
4
4
2
-
-
11th
6
4
4
4
3
-
-
12th
6
4
4
4
3
-
-
13th
6
4
4
4
4
2
-
14th
6
4
4
4
4
3
-
15th
6
4
4
4
4
3
-
16th
6
5
4
4
4
4
2
17th
6
5
5
4
4
4
3
18th
6
5
5
5
4
4
3
19th
6
5
5
5
5
4
4
20th
6
5
5
5
5
5
4
Vector Arrows: (Sp) The most basic technique that all Vector Witchs know. As a standard action the Vector Witch sends out black arrows, called Vector Arrows, that weave towards any target within medium range. Each Arrow deals 1d6 piercing or slashing damage and a Vector Witch can summon a number of arrows equal to her caster level. The Vector Witch can either target one target or multiple targets with the arrows. A reflex save halves the damage and each target gets one reflex save to halve the damage from all the arrows targeting them. The save DC is 10 + 1/2 Class level + charisma modifier. This ability ignores spell resistance. Each arrow does not check against damage reduction individually, DR applies against all the arrows that affect a target as if it was one attack. This is treated as a spell of level equal to half the vector witches class level (Rounded up). For the purpose of feats such as empower spell like ability however it is treated as a second level spell.
Expert Alchemist: (Ex) All Vector Witches are masters at alchemy. The Vector Witch gains a bonus on all Craft (Alchemy) checks equal to her class level.
At 7th level the Vector Witch can craft Alchemical items much more rapidly. When she checks the item's price for weekly progress she can put it in gold pieces not silver pieces. When checking for daily progress she can put it in silver not copper pieces.
At 12th level she requires half as many raw materials to create a particular alchemical item. This doesn't let her craft items quicker, it just reduces the cost of the raw materials.
At 17th level the Vector Witch may craft Alchemical items ludicrously quickly. She can use Fabricate 1/Day as a spell like ability at her normal caster level with the restriction that she can only create alchemical items. Also when checking for daily progress she can put it in gold pieces not silver pieces.
Vector Plate: (Sp) At second level the Vector Witch learns how to create a Vector Plate as a move action. She creates a large arrow facing one direction on one five foot square within close range. Anyone, standing on the plate is propelled in the direction of the arrow a number of feet equal up to 30ft + 5ft per point of the Vector Witch's charisma modifier. The Vector Witch sets the distance the plate's send the target when manifesting the plates. After the plate has been manifested the distance can't be changed. If a target on a plate is firmly rooted to the ground it does not get propelled to the destination. If a target is sent flying by a vector plate or a similar effect (Thrown by telekinesis for example) and hits another vector plate before reaching the full distance thrown it simply ignores the remaining distance and follows the path of the second vector plate if the target does not resist the second plate. A creature only needs to make a check against a single vector plate by once a round. A bull rush check that ignores the creature's size bonus to bull rush against a Dc of 11+the Vector Witch's Charisma Modifier resists a vector plate for one round. If a creature is thrown into a wall or other object it takes 1d8+the Vector Witch's charisma modifier damage. Unattended objects are not propelled by this ability. This ability is treated as a 2nd level spell for the purpose of feats and other effects.
Light Serpent: (Ex) At third level all Vector witches get tattoos on their arms of snakes, these tattoos can be hidden as a move action but they must be showing for the Vector Witch to use any ability concerning them. Using Light Serpent as a standard action the Vector Witch can animate one of their tattoos to grow into a massive snake that collides with opponents in a 10 ft wide 50ft line. Any creature in the area needs to make a reflex save to completely avoid the rampaging snake. The DC is 10 + 1/4 the Vector Witch's class level + the Vector Witch's Charisma Modifier. If any creature fails their save they take 1d10 bludgeoning damage per caster level.
Vector Drill: (Sp) A fourth level Vector Witch can as a standard action conjure a mass of vector arrows that swarm in front of her fists like a drill. She can make a single attack against an enemy within reach that has an attack bonus equal to her BAB + her dexterity modifier + her charisma modifier. If this attack hits it deals 1d4 per caster level and inflicts a terrible wound. This wound bleeds dealing 1d2 damage per four caster levels (Round up) for a number of rounds equal to her charisma modifier. This drill is treated as a natural weapon and lasts for one round allowing her to make attack of opportunity with it. Even if the Vector Witch's BAB lets her make multiple attacks with a full attack the Vector Witch can not full attack with Vector Drill. Multiple wounds stack with themselves. This ability is treated as a 3rd level spell.
Snake's Venom: (Su) A fourth level Vector Witch can as a move action apply to their next Vector Arrow any injury or contact poison or an alchemical item they possess which could be applied to a weapon or that requires a ranged attack roll to use. Any creature who takes at least 10 points of damage from the next Vector Arrow the Vector Witch uses this round suffers the effect of the applied poison or alchemical item. Any such item has any DC increased by 4 or increased to the Vector Arrow's save DC whichever is lower. The item is consumed after use as normal.
Vector Storm: (Sp) At fifth level the Vector Witch can summon a storm of vector arrows that course around her. Using this ability is an immediate action that blocks one melee or ranged attack and deals 1d6 slashing or piercing damage per two caster levels to any enemy within 10ft. Any enemy within 10 ft has to make a reflex save or be knocked back 20ft and be knocked prone. This ability can be used once every three rounds. This ability ignores spell resistance. This ability is treated as if a 4th level spell.
Snake Tail: (Sp) At 6th level the Vector Witch can grow a vector arrow out and balance on it to aid her ability weave and duck from enemies attacks. She can grow out the arrow as a move action and it lasts until canceled (which can be done as a free action). This ability gives the Vector Witch a dodge bonus equal to her charisma modifier + 1/4 class levels. In addition her move speed is reduced to 0 while using this ability. The Vector Witch can still use 5ft steps while using Snake's Tail. A Vector Witch can only use this ability while on the ground as the tail needs to use the ground to bend and weave and she loses the benefit of this ability if she is flying.
Black Blood Alchemy: (Ex)At 7th level the Vector Witch learns the secrets to crafting black blood and other alchemical items. With a DC 30 Alchemy Check she can craft Potions of Black Blood as well as other items (See Below).
Bonus Feat: At 2nd, 7th, 12th and 17th level the Vector Witch gains a bonus feat. This feat must be a Magic Item Creation feat or any of the new feats listed below and the Vector Witch must qualify for the feat.
Soul Protect: (Su) At 8th Level the Vector Witch can mask her own magical power. As a standard action Vector Witch can make herself and her equipment immune to all scrying, information gather divinations, and similar effects. In addition while this effect lasts for all effects that try to find her location fail, including tremor sense, blind sight, mind sight, blind sense, touch sight and other extraordinary senses. This ability lasts until canceled and is canceled the instant the Vector Witch uses a spell, spell like ability or supernatural ability granted by the Vector Witch class.
Mass Vector Plate: If a 9th level Vector Witch uses her Vector Plate ability they can spend a standard action to conjure multiple plates. If they spend a standard action to do so they can create a number of different plates equal to 2 + 1/3 her caster level, rounded down. These plates don't have to be near each other and do not have to face the same direction. In addition, the plates affect any creature above the plates as well, any creature that is 30ft above the plate gets bull rushed as if he had entered the square the plate is on. At 12th level the Vector Witch can make two vector plates with a move action and at level 18 they can make three vector plates as a move action.
Vector Snakes: (Ex) The snake tattoos Vector Witches have on their arms gain another purpose at 10th level. A vector witch can send a number of tiny vector snakes coursing through her body into a pinned, helpless or willing target. This is a one round action. The Vector Witch always knows where the snakes are as long as they are on the same plane and can command the snakes to explode as a free action. If a Vector Witch commands all the snakes to explode the target takes the same damage as Vector Arrows and the attack is treated as a coup de grace attempt. This attack ignores normal immunity to critical hits.
Analysis Disassemble: (Sp) A 10th level Vector Witch can as a move action use her vector arrows to create an opening in a creature's or object's defense through removing a scale, weakening magical power or some other method. This reduces the creature' existing DR and hardness by the Vector Witch's charisma in addition to reducing spell resistance by 5. These reductions last for 1 minute per caster level. This ability ignores spell resistance and is treated as if a 5th level spell for feats and other effects.
Black Blood Alchemy (Advanced): (Ex) At 11th level the Vector Witch enhances her understanding of Alchemy and learns how to craft Black Blood Injections and other advanced alchemical items (See Below).
Efficient Crafter: (Ex) At 11th level the Vector Witch is better at crafting items than most other crafters. She can treat the base market price of magic items as if they were 90% of what they are normally priced as. She can treat alchemical items as 75% of what they are normally priced as. This affects the cost, xp and time it takes to craft the items appropriately.
Vector Boost: (Sp) As a move action a 12th level Vector Witch can enchant the damage of a few attacks from an ally within close range. The next time that target makes a melee attack that deals damage it deals an extra 1d4 damage for every 3 caster levels of the Vector Witch as well as striking all enemies adjacent to that creature. Keep the same attack roll the creature made and apply against all valid targets but roll damage separately. This lasts for a number of attacks equal to the Vector Witch's charisma modifier/3. Only one person can be affected by this ability at a time. After using this ability a Vector Witch has to wait 5 rounds before using it again. This is treated as a 6th level spell for feats and effects. The Vector Witch can boost her own Vector Arrows with this ability but if she does so she simply increases the damage of her next two castings of Vector Arrow to 1d8 per arrow rather than 1d6 and does not cause the arrows to affect adjacent enemies.
Vector Storm (Compress): (Su) As a standard action after using Vector Storm in the same round a 13th level Vector Witch can send those vector arrows created with Vector Storm at a nearby creature. The Vector Arrows surround and crush and pierce the target. The target takes (1d6+1) bludgeoning damage per caster level and the target is knocked prone and unable to move if they are large sized or smaller. A successful reflex save means the target is able to move, is not knocked prone, and takes 1/2 damage. If the target is unable to move it must succeed on a strength check (DC 11 + Vector Witch's Charisma Modifier) to be able to move again. This check can be made each round as a full round action. The enemy is unable to move due to the sheer amount of vector arrows incasing them in a sphere like manner, similar to a very tight resilient sphere or similar effect. This is a force effect so even incorporeal or gaseous creatures can't escape unless they either succeed on the strength check or can teleport out of the effect. They are trapped for a number of rounds equal to the Vector Witch's charisma modifier or until they succeed on the strength check or the Vector Witch release them as a free action.
Vector Cone: Now whenever using Vector Arrows a 14th level Vector Witch can choose to target all enemies in a 80ft cone in front of her instead of focusing her damage on a single target. If she does so every target in this area is treated as if targeted with one half of the maximum number of arrows that are created by Vector Arrows but the DC increases by 3.
Madness Creations: (Sp) At 15th level a Vector Witch can enhance her tattoos and her power with black blood and the essence of madness. As a move action she can summon a Madness Snake from her tattoos. Huge writhing black serpents, their fangs are dripping with poison which kills living creatures rapidly by rotting away their flesh. These fearsome creatures aren't that intelligent but understand and obey the Vector Witch without question. She can have a maximum of 2 Madness Snakes out at one time. These Snakes last until killed and upon being killed fade into a puddle of black ink. This ability can only be used 3 times a day.
Madness Snake
Madness Snake
Large Magical Animal (Chaotic, Evil)
18d10+144 (207)
Speed 40ft. (8 squares);
INITIATIVE + 4
Armor Class 29 (+15 natural, + 5 Dex, - 1 Size); touch 14; flat-footed 19
Base Attack +18;
Attack: Bite + 26 (3d6 + 12)
Space 10 ft.; Reach 10 ft.
Special Attacks: Poison
Special Qualities: Witch's Empowerment, Madness
Saves Fort +17 Ref +16 Will +6
Abilities Str 26, Dex 20, Con 22, Int 2, Wis 6, Cha 10
Skills N/A
Feats N/A
Witch's Empowerment (Su): The snake gains an enchantment bonus to it's natural armor, constitution score, attack rolls and damage rolls equal to the summoner's charisma modifier.
Madness: (Ex) Due to already being completely and utterly insane the Madness Snake is immune to any mind effecting effect. In addition, confused and insane creatures never target a Madness Snake. If they have to attack them due to confusion they instead attack the nearest other creature instead.
Poison: (Ex) 2d6 Con + Confusion for 1 Minute Initial, 2d6 Con Secondary + . Fort Save DC 25 (The save is constitution based)
Shedding your skin: (Su) Whenever a Vector Witch of 16th level dies she has a chance to continue living. As she dies she needs to make a fort save dc vs the amount of damage the attack that killed her dealt. If she passes she can transfer her essence into one of the snakes in her body. She has full control over that snake but can't use any Ex, Su, SLA or spells other than Soul Protect and the snake has the statistics of a regular snake familiar with all of her skills and feats and mental attribute scores but with a single hit point. Upon being released you must make a hide check to remain unnoticed as you burst free from your former body. While in this form she can possess either an adjacent nearly completely intact corpse slain within the past day or kept well preserved (Her original corpse is counted as too destroyed for this purpose) or an adjacent living creature who is pinned, helpless or willing. It takes a full minute to take over a corpse but only a single standard action to take over a living creature. If she possess a living creature she needs to make a charisma check versus a DC of 11 + the creature's charisma modifier. Success means she overpowers the target's soul, failure means the Vector Witch is destroyed completely. If the Vector Witch succeeds she gains the physical attribute scores of the other creature along with all their racial extraordinary spell qualities and attacks while losing her own physical attributes and racial extraordinary spell qualities and attacks. She does not gain any feats, skills, or information the other creature knew. The Vector Witch can only possess creatures of the same race as herself.
Enhanced Vector Arrows: (Su) Whenever a Vector Witch of 17th level uses Vector Arrows she deals an additional 1 point of damage per arrow and if the target has evasion it is negated and if he has improved evasion it is reduced to evasion.
Improved Shedding your Skin: (Ex) At 18th level a Vector Witch doesn't need to die to switch bodies with another creature. As a full round action she can attempt to possess another creature's body. The process is the same as Shedding your Skin except that if you fail the check you don't die and simply go back to your body. You can't ever attempt to possess that target again. If you do possess another body your body simply becomes lifeless (But you can repossess it if you need to).
Vector Tempo: (Ex) All abilities of a 19th level Vector Witch have their cool downs reduced by one round (minimum 0 round cool down).
Vector Tempest: (Su) As a free action a 20th level Vector Witch becomes a storm of whirling death. This ability can be used once per day and lasts for 10 rounds. During these rounds the Vector Witch changes the following abilities as follows. Also all standard action abilities now take a move action to activate.
Vector Arrows: This ability deals an additional 1 damage per dice and it's dc is increased by 3.
Vector Plate: The Vector Witch can summon 15 vector plates at once each within close range. In addition if a target succeeds on the save against a vector plate they are still propelled they are just propelled half the distance.
Vector Storm: This ability can be used once every round and affects all targets within 20ft and knocks them back 40 feet.
Vector Boost: Each attack modified by this ability deals an additional 5d4 damage and this ability affects an additional 3 attacks.
Vector Drill: This ability can make two attacks with the drill each with the same attack bonus. You can still only make attacks of opportunity with one drill.
Spell List
0th Level Spells
All Sorcerer/Wizard Cantrips + Undetectable Alignment
1st Level Spells
Animal Messenger
Bane
Bestow Wound
Cause Fear
Charm Person
Chill Touch
Darkness
Doom
Ebon Eye (SpC)
Extract Drug (BoVD)
Hypnotism
Mage's Craft (EBCS)
Magic Aura
Magic Weapon
Obscure Object
Ray of Enfeeblement
Sleep
Silent Image
Snake Hand (As Spider Hand but produces a small monstrous viper instead. BoVD)
Tongue of Baalzebul (BoVD)
Unseen Servant
Wall of Smoke (SpC)
2nd Level Spells
Addiction (BoVD)
Alter Self
Bestow Curse
Blindness/Deafness
Create Magic Tattoo (SpC)
Cloud of Bewilderment (SpC)
Darkbolt (BoVD)
Death Knell
Deeper Darkness
Enthrall
False Life
Gentle Repose
Ghoul Touch
Hood of the Cobra (CM)
Hypnotic Pattern
Phantasmal Assailants (SpC)
Pyrotechnics
Ray of Weakness (SpC)
Scare
Shadow Binding (SpC)
Spectral Hand
Stolen Breath (SpC)
Suggestion
Unseen Crafter (Races of Eberron)
3rd Level Spells
Arcane Sight
Blade of Pain and Fear (SpC)
Circle of Nausea (BoVD)
Contagion
Cruel Disappointment (SpC)
Crushing Despair
Death Ward
Deep Slumber
Magic Circle Against Good/Evil/Law
Magic Weapon, Greater
Major Image
Modify Memory
Obscure Object
Ray of Exhaustion
Sadism (BoVD)
Slow
Stinking Cloud
Tongue Serpent (BoVD)
Vampiric Touch
Wither Limb (SpC)
4th Level Spells
Alliance Undone (ExEv)
Black Tentacles
Black Light
Burning Blood (SpC)
Charm Monster
Crushing Grip (PH II)
Dimensional Anchor
Enervation
Fear
Friend to Foe (PHB II)
Giant Vermin
Liquid Pain (BoVD)
Minor Creation
Rainbow Pattern
Shadow Well (SpC)
Scrying
Phantasmal Killer
Phantom Battle (PHB II)
Planar Binding, Lesser
Ruin Delver's Fortune (SpC)
Venom Bolt (Serpent Kingdom)
5th Level Spells
Assassin's Darkness (Complete Scoundrel)
Bestow Curse Greater (SpC)
Cloudkill
Corrupt Summons (BoVD)
Dimensional Door
Dominate Person
Fabricate
Major Creation
Nightmare
Night's Caress (SpC)
Planar Binding
Polymorph
Slay Living
Spirit Wall
Soul Shackles (BoVD)
Symbol of Pain
Telekinesis
Touch of Venca (CM)
Vitriolic Sphere (SpC)
Wrack (SpC)
6th Level Spells
Avasculate (SpC)
Banishment
Contagion Mass (SpC)
Contingency
Evil Glare (SpC)
Fleshshiver (SpC)
Geas
Mage's Sword
Morality Undone (LoM)
Permanent Image
Resistance Superior (SpC)
Scry Location (CS)
Song of Discord
Symbol of Fear
True Seeing
Wall of Force
Wave of Pain (BoVD)
Waves of Exhaustion
New Alchemical Substances
Note: Only Vector Witches can craft these items. Items that involve injecting or infusing Black Blood into creatures only work for creatures that actually have blood. Constructs and undead are immune. Vampires and other undead or constructs that feed on blood or have blood or similar liquid are affected though.
Black Blood Potion: Costs 200 GP
Craft (Alchemy) DC: 30
Effect: This alchemical potion contains condensed madness in the form of a black blood like material and can cause living creatures to go berserk. A living creature who drinks this as a standard action must make a will save equal to 10 + their HD or act as if affected by the Frenzied Berserker's Frenzy ability (They don't gain any stat bonus or extra attack from the frenzy). Regardless if they succeed or not they gain damage reduction X/- where X is equal to 5 + the Vector Witch's Charisma Modifier. This effect lasts for 10 rounds.
Befuddlement: Costs 300GP
Craft (Alchemy) DC: 25
Effect: A subtle form of Black Blood that when it touches a living creature it seeps into their skin and inflicts a -3 penalty on will saving throws, and a -5 penalty on initiative, sense motive and spot checks. These penalties last for one hour. This alchemical item does not work against creatures immune to mind affecting abilities.
Madness Amplifier: Costs 600GP
Craft (Alchemy) DC: 25
Effect: This is an alchemical concoction which the target creature has to drink. While under its effects the target suffers a -10 penalty against all mind affecting abilities for one hour. This can be mixed into food but it requires a DC 20 alchemy check to do so without arousing suspicion.
Madness Suppressant: Costs 400GP
Craft (Alchemy) DC: 35
Effect: If a living creature drinks this alchemical concoction they gain a +5 alchemical bonus against mind affecting abilities for the next hour and gain immunity to confusion during that time. If they are suffering from a mind affecting ability they can immediately make another saving throw versus the effect with a +5 bonus. This occurs even if the initial effect did not allow a saving throw using the standard spell or supernatural saving through DC. Drinking multiple Madness Suppressants does not grant multiple saving throws against a single effect.
Flesh Warping Gas: Costs 1200GP
Craft (Alchemy) DC: 30
Effect: This alchemical vial contains a mixture which explodes in a 15ft cloud of poison which warps creature's flesh and hampers healing. Any creature within the area must make a fortitude saving throw or suffer 1d2 constitution damage as their body warps and deforms slightly. Any creature failing the fortitude save has all fast healing and regeneration simply shut off for one minute as well as all other healing get reduced by half for the same duration. This cloud lasts for one minute and a creature must make a saving throw each round they are in it. This vial is a thrown weapon that gets. The DC for this poison is baseline 20 but improves by 2 for every 5 points the Vector Witch beats the crafting DC (This does not take extra cost or time to improve it in this way) to a maximum DC of 30.
Vial of Vermin Domination: Costs 250gp
Craft (Alchemy) DC: 25
Effect: This alchemical vial when dominates a creature when poured on a vermin, rodent or serpent with an intelligence score of 2 or less. This functions as dominate monster except that the duration is for five days, it is not blocked by protection from evil or similar spells and it only functions on creatures with 4 HD or less. In addition, such a creature can rely information back to you via your telepathic link if they are within 30ft, however they are animals and information is likely spotting and not detailed. Mindless vermin give even less information, essentially only able to rely the number/size/very basic description of creatures, environments and objects.
Black Blood Injection: Costs 400 GP
Craft (Alchemy) DC: 50
Effect: A more powerful form of the Black Blood Potion this one also is easier to use. As a move action someone with this item can infect themselves with the black blood. They must make a will save with a dc equal to 15 + their HD or by affected by the Frenzied Berserker's frenzy ability (They don't gain any stat bonus or extra attack from the frenzy). Regardless of the save the subject gains a + 4 alchemical bonus to strength and constitution and gains damage reduction X/- where X is equal to 10 + the Vector Witch's Charisma Modifier. This effect lasts 10 rounds.
Black Blood Toxin: Costs 2000 GP
Craft (Alchemy) DC: 50
Effect: A more direct form of the Black Blood which is meant to be used on enemies. This item functions as an injury poison but is not blocked by immunity to poison (Though such creatures do get a +5 bonus on their saving throw). They must make a DC 25 will save or by affected by the Frenzied Berserker's frenzy ability (They don't gain any stat bonus or extra attack from the frenzy). If the target fails their saving throw they gain a + 4 alchemical bonus to strength and constitution and gains damage reduction 15/-. This effect lasts for one minute at which point they have to make another saving throw. Failure means the effect lasts for a day. This is a mind affecting ability.
Black Blood Infusion: Costs 2000 GP
Craft (Alchemy) DC: 60
Effect: A more permanent form of Black Blood. If the Vector Witch performs a DC 60 alchemy check on a willing or helpless target they can begin the process to permanently infuse them with black blood. The Vector Witch must succeed on 10 checks, injecting a creature with a new dose of Black Blood Infusion each time. The procedure takes 4 hours to do and must be done over the course of 2 weeks (At most one procedure a day). Failing any of these checks inflicts 4 constitution and wisdom drain on the subject and makes the next alchemical check have a +5 DC. If the Vector Witch can succeed on 10 checks within those 2 weeks than the procedure was successful.
A successful procedure results in the target gains damage reduction 10/-.as well as gaining a +2 alchemical bonus to Strength, Dexterity and Constitution. In addition their are drawbacks, the target suffers a -2 penalty to wisdom, a -4 penalty to will saving throws and if they ever suffer the effect of a mind affecting ability there is a 20% chance they act Confused for one round.
Vial of Snake's Essence: Costs 200gp
Craft (Alchemy) DC: 45
Effect: When drunk this vial of ground up snake blood and scales is infused with alchemical ingredients that turn the drinker into a small snake. The exact appearance is random but the creature turns into a small snake as if by the spell polymorph except as noted. The drinker can resist this transformation with a DC 20 fortitude save. This transformation lasts for one hour but the Vector Witch can dismiss it early from herself or others with a touch and a standard action. Other creatures need to wait the full hour without a Vector Witch's assistance.
Essence of Snake Scales: Costs 300gp
Craft (Alchemy) DC: 45
Effect: When applied on a living creature's body as a full round action that provokes attack of opportunities, it grants them a +4 enchantment bonus to natural armor and 30 temporary hit points as well as a +2 alchemical bonus to dexterity for one hour. These bonuses fade as soon as the temporary hit points are spent but these temporary hit points are consumed last if the creature has other temporary hit points that stack with these.
New Feats
Twisted Snake Style
You become quite efficient at avoiding individuals while balancing on your snake's tail.
Prerequisite: Snake Tail Class Feature, Dodge
Benefit: When you are using your Snake Tail class feature the bonus you get from your dodge feat is increased by your charisma modifier. In addition you may take a 10ft step instead of a 5ft step while using your Snake Tail class feature.
Projectile Plates
You can create smaller vector plates which can launch items towards foes
Prerequisite: Vector Plate Class Feature
Benefit: As a move action you can create smaller versions of your vector plate class feature in mid air and use them to attack enemies with thrown weapons or alchemical projectiles. These plates can launch items that combined weigh less than 20 pounds. You can only attack an opponent with a two items as a standard action due to limitations of aiming. This number increases by 2 for every 5 caster levels (So items 4 at CL 5, 6 at CL 10, and so forth). The range for these thrown items are two times the normal distance for vector plates and these vector plates end at the end of the round. When using this feat you may add one half of your charisma modifier to your attack roll. Not all items need to be launched at the same individual as these vector plates can turn and rotate midair.
Other: Using this feat is a Supernatural Ability
Telekinetic Plates
Your Vector Plates can now launch unattended objects.
Prerequisite: Vector Plate Class Feature, Projectile Plates, Caster Level 9
Benefit: Your Vector Plates can now move unattended objects weighing less than 25 pounds per caster level. They get thrown the same distance as creatures in the same direction but they can not be directed to attack creatures with an attack roll. You can however attack individual squares with this ability benefitting alchemical items and other splash weapons. This feat also effectively renders any square affected by a vector plate as total cover against projectiles due to the plates moving the projectile mid flight. However, if the plate is pointing directly at an individual and there is a straight line between where the projectile was fired and the target individual the projectile is bolstered by the Vector Plate and gains the Vector Witch's charisma modifier on the damage roll.
Special: Vector Arrows are counted as projectiles for the purposes of this feat but they only gain the bonus to damage rolls once
Distance Plates
Your Vector Plates send individuals further.
Prerequisite: Vector Plate Class Feature
Benefit: Your Vector Plates have their range doubled.
Immediate Vector Plate
You can create a vector plate at a moment's notice.
Prerequisite: Mass Vector Plate Class Feature
Benefit: As an immediate action you can create a single Vector Plate in any location where you normally would be able to. Upon using this feat you become unable to create any Vector Plates or variants on it granted from feats for 3 rounds.
Twisting Arrows
Your Vector Arrows can now twist around corners.
Prerequisite: Vector Arrows Class Feature
Benefit: Your Vector Arrows can now bend and twist around corners and cover, utterly negating cover including total cover. This in effect allows you to fire them at targets behind walls or around corners as long as they are within range and you can either pinpoint their square or actively see/sense them. If you can only pinpoint theirs square but they still have total concealment they still have total concealment against your attack and thus your arrows have a 50% chance to miss (Even though normally there is no attack roll). In order to negate cover the target must be possible to be hit with a projectile and can't for example be surrounded by a wall on all sides or inside a resilient sphere.
Vector Barrage
You can now fire an increased number of Vector Arrows
Prerequisite: Vector Arrows Class Feature, Caster Level 6
Benefit: Vector arrows now launches two arrows per caster level. However, due to limitations of aiming you can still only target a single individual with a number of vector arrows equal to your caster level with a single attack
Greater Vector Barrage
You can now fire an even greater number of Vector Arrows
Prerequisite: Vector Barrage, Caster Level 14
Benefit: Vector arrows now launches three arrows per caster level. However, due to limitations of aiming you can still only target a single individual with a number of vector arrows equal to your caster level with a single attack. However, if you only target one creature with your vector arrows each arrow deals 1 extra point of damage.
Enhanced Vector Cone
You can now fire an absurd number of Vector Arrows
Prerequisite: Vector Cone
Benefit: When using Vector Cone you can now target each enemy inside the cone with a number of arrows equal to 3/4s of your caster level (Rounded down)
Enduring Disguise
Soul Protect lasts briefly after a spell or supernatural ability is used
Prerequisite: Soul Protect Class Feature
Benefit: At any point when your active Soul Protect Class Feature would normally have broken, it instead stays active one additional round ending at the end of your next turn. Assuming that the next turn you again use Soul Protect, this ability allows you to cast a spell without losing the benefits of your ability.
http://www.cosplayisland.co.uk/files/costumes/377/14200/medusa.jpg
Info: The Vector Witch is a snake themed witch based off of Soul Eater Antagonist Medusa. I was aiming for a tier 3 class that really captured Medusa's character and power. I wasn't sure if I was clear with some of the abilities, especially vector plate and vector boost. Any feedback is appreciated :smallbiggrin:
Role: The main role an Vector Witch plays is that of a ranged damage dealer with battle field control. She has many abilities that involve close quarter combat though and can serve as a decent front line character as well, even if she is a bit frail with no armor.
GAME RULE INFORMATION
Vector Witchs have the following game statistics.
Abilities: Charisma is the most important ability for Vector Witches. Not only do most of their class abilities have DCs that depend upon their Charisma modifier, but it also determines which level of spells he is able of using and their dc's. Constitituion helps to increase their HP and is useful just like for all classes.
Note: For the purposes of spell schools all of the Vector Witch's SLA abilities are in the conjuration school.
Alignment: Any Non Lawful
Hit Die: d8
Starting Age: As sorcerer.
Starting Gold: As sorcerer
Class Skills
The Vector Witch's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Decipher Script (Int), Disguise (Cha), Gather Information (Cha), Listen (Wis), Hide (Dex), Intimidate (Cha), Knowledge (All Skills Taken Individually) (Int), Ride (Dex), Move Silently (Dex), Profession (Wis), Spellcraft (Int), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Use Magic Device (Cha)
Skill Points at First Level: (6 + Int modifier) x 4
Skill Points at Each Additional Level: 6 + Int modifier
Vector Witch
Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
0th
1st
2nd
3rd
4th
5th
6th
1st
+0
+0
+2
+2
Vector Arrows, Expert Alchemist
2
-
-
-
-
-
-
2nd
+1
+0
+3
+3
Vector Plate, Bonus Feat
3
0
-
-
-
-
-
3rd
+2
+1
+3
+3
Light Serpent
3
1
-
-
-
-
-
4th
+3
+1
+4
+4
Vector Drill, Snake's Venom
3
2
0
-
-
-
-
5th
+3
+1
+4
+4
Vector Storm
3
3
1
-
-
-
-
6th
+4
+2
+5
+5
Snake Tail
3
3
2
-
-
-
-
7th
+5
+2
+5
+5
Black Blood (Alchemy), Bonus Feat
3
3
2
0
-
-
-
8th
+6
+2
+6
+6
Soul Protect
3
3
3
1
-
-
-
9th
+6
+3
+6
+6
Mass Vector Plate
3
3
3
2
-
-
10th
+7
+3
+7
+7
Vector Snakes, Analysis Disassemble
3
3
3
2
0
-
-
11th
+8
+3
+7
+7
Black Blood Alchemy (Advanced), Efficient Crafting
3
3
3
3
1
-
-
12th
+9
+4
+8
+8
Vector Boost, Bonus Feat
3
3
3
3
2
-
-
13th
+9
+4
+8
+8
Vector Storm (Compress)
3
3
3
3
2
0
-
14th
+10
+4
+9
+9
Vector Cone
4
3
3
3
3
1
-
15th
+11
+5
+9
+9
Madness Creations
4
4
3
3
3
2
-
16th
+12
+5
+10
+10
Shedding Your Skin
4
4
4
3
3
2
0
17th
+12
+5
+10
+10
Enhanced Vector Arrows, Bonus Feat
4
4
4
4
3
2
1
18th
+13
+6
+11
+11
Improved Shedding Your Skin
4
4
4
4
4
3
2
19th
+14
+6
+11
+11
Vector Tempo
4
4
4
4
4
4
3
20th
+15
+6
+12
+12
Vector Tempest
4
4
4
4
4
4
4
Class Features
Class Features
All of the following are class features of the Vector Witch.
Weapon and Armor Proficiencies: Vector Witch are proficient with all simple weapons, unarmed strike and with a single martial weapons and with light armor.
Spells: A Vector Witch casts arcane spells which are drawn from the Vector Witch spell list. She can cast any spell she knows spontaneously without preparing it ahead of time. A Vector Witch gains bonus spells for having a high charisma score.
The Vector Witch's selection of spells is extremely limited. A Vector Witch begins play knowing four 0-level spells of your choice. At most new Vector Witch levels, he gains one or more new spells, as indicated on the table below (Unlike spells per day, the number of spells a Vector Witch knows is not affected by his Charisma score.
To cast a spell, a Vector Witch must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a Vector Witch's spell is 10 + the spell level + the Vector Witch's Charisma modifier.
Spells Known
level
0
1
2
3
4
5
6
1st
4
-
-
-
-
-
-
2nd
5
2
-
-
-
-
-
3rd
6
3
-
-
-
-
-
4th
6
3
2
-
-
-
-
5th
6
4
3
-
-
-
-
6th
6
4
3
-
-
-
-
7th
6
4
4
2
-
-
-
8th
6
4
4
3
-
-
-
9th
6
4
4
3
-
-
-
10th
6
4
4
4
2
-
-
11th
6
4
4
4
3
-
-
12th
6
4
4
4
3
-
-
13th
6
4
4
4
4
2
-
14th
6
4
4
4
4
3
-
15th
6
4
4
4
4
3
-
16th
6
5
4
4
4
4
2
17th
6
5
5
4
4
4
3
18th
6
5
5
5
4
4
3
19th
6
5
5
5
5
4
4
20th
6
5
5
5
5
5
4
Vector Arrows: (Sp) The most basic technique that all Vector Witchs know. As a standard action the Vector Witch sends out black arrows, called Vector Arrows, that weave towards any target within medium range. Each Arrow deals 1d6 piercing or slashing damage and a Vector Witch can summon a number of arrows equal to her caster level. The Vector Witch can either target one target or multiple targets with the arrows. A reflex save halves the damage and each target gets one reflex save to halve the damage from all the arrows targeting them. The save DC is 10 + 1/2 Class level + charisma modifier. This ability ignores spell resistance. Each arrow does not check against damage reduction individually, DR applies against all the arrows that affect a target as if it was one attack. This is treated as a spell of level equal to half the vector witches class level (Rounded up). For the purpose of feats such as empower spell like ability however it is treated as a second level spell.
Expert Alchemist: (Ex) All Vector Witches are masters at alchemy. The Vector Witch gains a bonus on all Craft (Alchemy) checks equal to her class level.
At 7th level the Vector Witch can craft Alchemical items much more rapidly. When she checks the item's price for weekly progress she can put it in gold pieces not silver pieces. When checking for daily progress she can put it in silver not copper pieces.
At 12th level she requires half as many raw materials to create a particular alchemical item. This doesn't let her craft items quicker, it just reduces the cost of the raw materials.
At 17th level the Vector Witch may craft Alchemical items ludicrously quickly. She can use Fabricate 1/Day as a spell like ability at her normal caster level with the restriction that she can only create alchemical items. Also when checking for daily progress she can put it in gold pieces not silver pieces.
Vector Plate: (Sp) At second level the Vector Witch learns how to create a Vector Plate as a move action. She creates a large arrow facing one direction on one five foot square within close range. Anyone, standing on the plate is propelled in the direction of the arrow a number of feet equal up to 30ft + 5ft per point of the Vector Witch's charisma modifier. The Vector Witch sets the distance the plate's send the target when manifesting the plates. After the plate has been manifested the distance can't be changed. If a target on a plate is firmly rooted to the ground it does not get propelled to the destination. If a target is sent flying by a vector plate or a similar effect (Thrown by telekinesis for example) and hits another vector plate before reaching the full distance thrown it simply ignores the remaining distance and follows the path of the second vector plate if the target does not resist the second plate. A creature only needs to make a check against a single vector plate by once a round. A bull rush check that ignores the creature's size bonus to bull rush against a Dc of 11+the Vector Witch's Charisma Modifier resists a vector plate for one round. If a creature is thrown into a wall or other object it takes 1d8+the Vector Witch's charisma modifier damage. Unattended objects are not propelled by this ability. This ability is treated as a 2nd level spell for the purpose of feats and other effects.
Light Serpent: (Ex) At third level all Vector witches get tattoos on their arms of snakes, these tattoos can be hidden as a move action but they must be showing for the Vector Witch to use any ability concerning them. Using Light Serpent as a standard action the Vector Witch can animate one of their tattoos to grow into a massive snake that collides with opponents in a 10 ft wide 50ft line. Any creature in the area needs to make a reflex save to completely avoid the rampaging snake. The DC is 10 + 1/4 the Vector Witch's class level + the Vector Witch's Charisma Modifier. If any creature fails their save they take 1d10 bludgeoning damage per caster level.
Vector Drill: (Sp) A fourth level Vector Witch can as a standard action conjure a mass of vector arrows that swarm in front of her fists like a drill. She can make a single attack against an enemy within reach that has an attack bonus equal to her BAB + her dexterity modifier + her charisma modifier. If this attack hits it deals 1d4 per caster level and inflicts a terrible wound. This wound bleeds dealing 1d2 damage per four caster levels (Round up) for a number of rounds equal to her charisma modifier. This drill is treated as a natural weapon and lasts for one round allowing her to make attack of opportunity with it. Even if the Vector Witch's BAB lets her make multiple attacks with a full attack the Vector Witch can not full attack with Vector Drill. Multiple wounds stack with themselves. This ability is treated as a 3rd level spell.
Snake's Venom: (Su) A fourth level Vector Witch can as a move action apply to their next Vector Arrow any injury or contact poison or an alchemical item they possess which could be applied to a weapon or that requires a ranged attack roll to use. Any creature who takes at least 10 points of damage from the next Vector Arrow the Vector Witch uses this round suffers the effect of the applied poison or alchemical item. Any such item has any DC increased by 4 or increased to the Vector Arrow's save DC whichever is lower. The item is consumed after use as normal.
Vector Storm: (Sp) At fifth level the Vector Witch can summon a storm of vector arrows that course around her. Using this ability is an immediate action that blocks one melee or ranged attack and deals 1d6 slashing or piercing damage per two caster levels to any enemy within 10ft. Any enemy within 10 ft has to make a reflex save or be knocked back 20ft and be knocked prone. This ability can be used once every three rounds. This ability ignores spell resistance. This ability is treated as if a 4th level spell.
Snake Tail: (Sp) At 6th level the Vector Witch can grow a vector arrow out and balance on it to aid her ability weave and duck from enemies attacks. She can grow out the arrow as a move action and it lasts until canceled (which can be done as a free action). This ability gives the Vector Witch a dodge bonus equal to her charisma modifier + 1/4 class levels. In addition her move speed is reduced to 0 while using this ability. The Vector Witch can still use 5ft steps while using Snake's Tail. A Vector Witch can only use this ability while on the ground as the tail needs to use the ground to bend and weave and she loses the benefit of this ability if she is flying.
Black Blood Alchemy: (Ex)At 7th level the Vector Witch learns the secrets to crafting black blood and other alchemical items. With a DC 30 Alchemy Check she can craft Potions of Black Blood as well as other items (See Below).
Bonus Feat: At 2nd, 7th, 12th and 17th level the Vector Witch gains a bonus feat. This feat must be a Magic Item Creation feat or any of the new feats listed below and the Vector Witch must qualify for the feat.
Soul Protect: (Su) At 8th Level the Vector Witch can mask her own magical power. As a standard action Vector Witch can make herself and her equipment immune to all scrying, information gather divinations, and similar effects. In addition while this effect lasts for all effects that try to find her location fail, including tremor sense, blind sight, mind sight, blind sense, touch sight and other extraordinary senses. This ability lasts until canceled and is canceled the instant the Vector Witch uses a spell, spell like ability or supernatural ability granted by the Vector Witch class.
Mass Vector Plate: If a 9th level Vector Witch uses her Vector Plate ability they can spend a standard action to conjure multiple plates. If they spend a standard action to do so they can create a number of different plates equal to 2 + 1/3 her caster level, rounded down. These plates don't have to be near each other and do not have to face the same direction. In addition, the plates affect any creature above the plates as well, any creature that is 30ft above the plate gets bull rushed as if he had entered the square the plate is on. At 12th level the Vector Witch can make two vector plates with a move action and at level 18 they can make three vector plates as a move action.
Vector Snakes: (Ex) The snake tattoos Vector Witches have on their arms gain another purpose at 10th level. A vector witch can send a number of tiny vector snakes coursing through her body into a pinned, helpless or willing target. This is a one round action. The Vector Witch always knows where the snakes are as long as they are on the same plane and can command the snakes to explode as a free action. If a Vector Witch commands all the snakes to explode the target takes the same damage as Vector Arrows and the attack is treated as a coup de grace attempt. This attack ignores normal immunity to critical hits.
Analysis Disassemble: (Sp) A 10th level Vector Witch can as a move action use her vector arrows to create an opening in a creature's or object's defense through removing a scale, weakening magical power or some other method. This reduces the creature' existing DR and hardness by the Vector Witch's charisma in addition to reducing spell resistance by 5. These reductions last for 1 minute per caster level. This ability ignores spell resistance and is treated as if a 5th level spell for feats and other effects.
Black Blood Alchemy (Advanced): (Ex) At 11th level the Vector Witch enhances her understanding of Alchemy and learns how to craft Black Blood Injections and other advanced alchemical items (See Below).
Efficient Crafter: (Ex) At 11th level the Vector Witch is better at crafting items than most other crafters. She can treat the base market price of magic items as if they were 90% of what they are normally priced as. She can treat alchemical items as 75% of what they are normally priced as. This affects the cost, xp and time it takes to craft the items appropriately.
Vector Boost: (Sp) As a move action a 12th level Vector Witch can enchant the damage of a few attacks from an ally within close range. The next time that target makes a melee attack that deals damage it deals an extra 1d4 damage for every 3 caster levels of the Vector Witch as well as striking all enemies adjacent to that creature. Keep the same attack roll the creature made and apply against all valid targets but roll damage separately. This lasts for a number of attacks equal to the Vector Witch's charisma modifier/3. Only one person can be affected by this ability at a time. After using this ability a Vector Witch has to wait 5 rounds before using it again. This is treated as a 6th level spell for feats and effects. The Vector Witch can boost her own Vector Arrows with this ability but if she does so she simply increases the damage of her next two castings of Vector Arrow to 1d8 per arrow rather than 1d6 and does not cause the arrows to affect adjacent enemies.
Vector Storm (Compress): (Su) As a standard action after using Vector Storm in the same round a 13th level Vector Witch can send those vector arrows created with Vector Storm at a nearby creature. The Vector Arrows surround and crush and pierce the target. The target takes (1d6+1) bludgeoning damage per caster level and the target is knocked prone and unable to move if they are large sized or smaller. A successful reflex save means the target is able to move, is not knocked prone, and takes 1/2 damage. If the target is unable to move it must succeed on a strength check (DC 11 + Vector Witch's Charisma Modifier) to be able to move again. This check can be made each round as a full round action. The enemy is unable to move due to the sheer amount of vector arrows incasing them in a sphere like manner, similar to a very tight resilient sphere or similar effect. This is a force effect so even incorporeal or gaseous creatures can't escape unless they either succeed on the strength check or can teleport out of the effect. They are trapped for a number of rounds equal to the Vector Witch's charisma modifier or until they succeed on the strength check or the Vector Witch release them as a free action.
Vector Cone: Now whenever using Vector Arrows a 14th level Vector Witch can choose to target all enemies in a 80ft cone in front of her instead of focusing her damage on a single target. If she does so every target in this area is treated as if targeted with one half of the maximum number of arrows that are created by Vector Arrows but the DC increases by 3.
Madness Creations: (Sp) At 15th level a Vector Witch can enhance her tattoos and her power with black blood and the essence of madness. As a move action she can summon a Madness Snake from her tattoos. Huge writhing black serpents, their fangs are dripping with poison which kills living creatures rapidly by rotting away their flesh. These fearsome creatures aren't that intelligent but understand and obey the Vector Witch without question. She can have a maximum of 2 Madness Snakes out at one time. These Snakes last until killed and upon being killed fade into a puddle of black ink. This ability can only be used 3 times a day.
Madness Snake
Madness Snake
Large Magical Animal (Chaotic, Evil)
18d10+144 (207)
Speed 40ft. (8 squares);
INITIATIVE + 4
Armor Class 29 (+15 natural, + 5 Dex, - 1 Size); touch 14; flat-footed 19
Base Attack +18;
Attack: Bite + 26 (3d6 + 12)
Space 10 ft.; Reach 10 ft.
Special Attacks: Poison
Special Qualities: Witch's Empowerment, Madness
Saves Fort +17 Ref +16 Will +6
Abilities Str 26, Dex 20, Con 22, Int 2, Wis 6, Cha 10
Skills N/A
Feats N/A
Witch's Empowerment (Su): The snake gains an enchantment bonus to it's natural armor, constitution score, attack rolls and damage rolls equal to the summoner's charisma modifier.
Madness: (Ex) Due to already being completely and utterly insane the Madness Snake is immune to any mind effecting effect. In addition, confused and insane creatures never target a Madness Snake. If they have to attack them due to confusion they instead attack the nearest other creature instead.
Poison: (Ex) 2d6 Con + Confusion for 1 Minute Initial, 2d6 Con Secondary + . Fort Save DC 25 (The save is constitution based)
Shedding your skin: (Su) Whenever a Vector Witch of 16th level dies she has a chance to continue living. As she dies she needs to make a fort save dc vs the amount of damage the attack that killed her dealt. If she passes she can transfer her essence into one of the snakes in her body. She has full control over that snake but can't use any Ex, Su, SLA or spells other than Soul Protect and the snake has the statistics of a regular snake familiar with all of her skills and feats and mental attribute scores but with a single hit point. Upon being released you must make a hide check to remain unnoticed as you burst free from your former body. While in this form she can possess either an adjacent nearly completely intact corpse slain within the past day or kept well preserved (Her original corpse is counted as too destroyed for this purpose) or an adjacent living creature who is pinned, helpless or willing. It takes a full minute to take over a corpse but only a single standard action to take over a living creature. If she possess a living creature she needs to make a charisma check versus a DC of 11 + the creature's charisma modifier. Success means she overpowers the target's soul, failure means the Vector Witch is destroyed completely. If the Vector Witch succeeds she gains the physical attribute scores of the other creature along with all their racial extraordinary spell qualities and attacks while losing her own physical attributes and racial extraordinary spell qualities and attacks. She does not gain any feats, skills, or information the other creature knew. The Vector Witch can only possess creatures of the same race as herself.
Enhanced Vector Arrows: (Su) Whenever a Vector Witch of 17th level uses Vector Arrows she deals an additional 1 point of damage per arrow and if the target has evasion it is negated and if he has improved evasion it is reduced to evasion.
Improved Shedding your Skin: (Ex) At 18th level a Vector Witch doesn't need to die to switch bodies with another creature. As a full round action she can attempt to possess another creature's body. The process is the same as Shedding your Skin except that if you fail the check you don't die and simply go back to your body. You can't ever attempt to possess that target again. If you do possess another body your body simply becomes lifeless (But you can repossess it if you need to).
Vector Tempo: (Ex) All abilities of a 19th level Vector Witch have their cool downs reduced by one round (minimum 0 round cool down).
Vector Tempest: (Su) As a free action a 20th level Vector Witch becomes a storm of whirling death. This ability can be used once per day and lasts for 10 rounds. During these rounds the Vector Witch changes the following abilities as follows. Also all standard action abilities now take a move action to activate.
Vector Arrows: This ability deals an additional 1 damage per dice and it's dc is increased by 3.
Vector Plate: The Vector Witch can summon 15 vector plates at once each within close range. In addition if a target succeeds on the save against a vector plate they are still propelled they are just propelled half the distance.
Vector Storm: This ability can be used once every round and affects all targets within 20ft and knocks them back 40 feet.
Vector Boost: Each attack modified by this ability deals an additional 5d4 damage and this ability affects an additional 3 attacks.
Vector Drill: This ability can make two attacks with the drill each with the same attack bonus. You can still only make attacks of opportunity with one drill.
Spell List
0th Level Spells
All Sorcerer/Wizard Cantrips + Undetectable Alignment
1st Level Spells
Animal Messenger
Bane
Bestow Wound
Cause Fear
Charm Person
Chill Touch
Darkness
Doom
Ebon Eye (SpC)
Extract Drug (BoVD)
Hypnotism
Mage's Craft (EBCS)
Magic Aura
Magic Weapon
Obscure Object
Ray of Enfeeblement
Sleep
Silent Image
Snake Hand (As Spider Hand but produces a small monstrous viper instead. BoVD)
Tongue of Baalzebul (BoVD)
Unseen Servant
Wall of Smoke (SpC)
2nd Level Spells
Addiction (BoVD)
Alter Self
Bestow Curse
Blindness/Deafness
Create Magic Tattoo (SpC)
Cloud of Bewilderment (SpC)
Darkbolt (BoVD)
Death Knell
Deeper Darkness
Enthrall
False Life
Gentle Repose
Ghoul Touch
Hood of the Cobra (CM)
Hypnotic Pattern
Phantasmal Assailants (SpC)
Pyrotechnics
Ray of Weakness (SpC)
Scare
Shadow Binding (SpC)
Spectral Hand
Stolen Breath (SpC)
Suggestion
Unseen Crafter (Races of Eberron)
3rd Level Spells
Arcane Sight
Blade of Pain and Fear (SpC)
Circle of Nausea (BoVD)
Contagion
Cruel Disappointment (SpC)
Crushing Despair
Death Ward
Deep Slumber
Magic Circle Against Good/Evil/Law
Magic Weapon, Greater
Major Image
Modify Memory
Obscure Object
Ray of Exhaustion
Sadism (BoVD)
Slow
Stinking Cloud
Tongue Serpent (BoVD)
Vampiric Touch
Wither Limb (SpC)
4th Level Spells
Alliance Undone (ExEv)
Black Tentacles
Black Light
Burning Blood (SpC)
Charm Monster
Crushing Grip (PH II)
Dimensional Anchor
Enervation
Fear
Friend to Foe (PHB II)
Giant Vermin
Liquid Pain (BoVD)
Minor Creation
Rainbow Pattern
Shadow Well (SpC)
Scrying
Phantasmal Killer
Phantom Battle (PHB II)
Planar Binding, Lesser
Ruin Delver's Fortune (SpC)
Venom Bolt (Serpent Kingdom)
5th Level Spells
Assassin's Darkness (Complete Scoundrel)
Bestow Curse Greater (SpC)
Cloudkill
Corrupt Summons (BoVD)
Dimensional Door
Dominate Person
Fabricate
Major Creation
Nightmare
Night's Caress (SpC)
Planar Binding
Polymorph
Slay Living
Spirit Wall
Soul Shackles (BoVD)
Symbol of Pain
Telekinesis
Touch of Venca (CM)
Vitriolic Sphere (SpC)
Wrack (SpC)
6th Level Spells
Avasculate (SpC)
Banishment
Contagion Mass (SpC)
Contingency
Evil Glare (SpC)
Fleshshiver (SpC)
Geas
Mage's Sword
Morality Undone (LoM)
Permanent Image
Resistance Superior (SpC)
Scry Location (CS)
Song of Discord
Symbol of Fear
True Seeing
Wall of Force
Wave of Pain (BoVD)
Waves of Exhaustion
New Alchemical Substances
Note: Only Vector Witches can craft these items. Items that involve injecting or infusing Black Blood into creatures only work for creatures that actually have blood. Constructs and undead are immune. Vampires and other undead or constructs that feed on blood or have blood or similar liquid are affected though.
Black Blood Potion: Costs 200 GP
Craft (Alchemy) DC: 30
Effect: This alchemical potion contains condensed madness in the form of a black blood like material and can cause living creatures to go berserk. A living creature who drinks this as a standard action must make a will save equal to 10 + their HD or act as if affected by the Frenzied Berserker's Frenzy ability (They don't gain any stat bonus or extra attack from the frenzy). Regardless if they succeed or not they gain damage reduction X/- where X is equal to 5 + the Vector Witch's Charisma Modifier. This effect lasts for 10 rounds.
Befuddlement: Costs 300GP
Craft (Alchemy) DC: 25
Effect: A subtle form of Black Blood that when it touches a living creature it seeps into their skin and inflicts a -3 penalty on will saving throws, and a -5 penalty on initiative, sense motive and spot checks. These penalties last for one hour. This alchemical item does not work against creatures immune to mind affecting abilities.
Madness Amplifier: Costs 600GP
Craft (Alchemy) DC: 25
Effect: This is an alchemical concoction which the target creature has to drink. While under its effects the target suffers a -10 penalty against all mind affecting abilities for one hour. This can be mixed into food but it requires a DC 20 alchemy check to do so without arousing suspicion.
Madness Suppressant: Costs 400GP
Craft (Alchemy) DC: 35
Effect: If a living creature drinks this alchemical concoction they gain a +5 alchemical bonus against mind affecting abilities for the next hour and gain immunity to confusion during that time. If they are suffering from a mind affecting ability they can immediately make another saving throw versus the effect with a +5 bonus. This occurs even if the initial effect did not allow a saving throw using the standard spell or supernatural saving through DC. Drinking multiple Madness Suppressants does not grant multiple saving throws against a single effect.
Flesh Warping Gas: Costs 1200GP
Craft (Alchemy) DC: 30
Effect: This alchemical vial contains a mixture which explodes in a 15ft cloud of poison which warps creature's flesh and hampers healing. Any creature within the area must make a fortitude saving throw or suffer 1d2 constitution damage as their body warps and deforms slightly. Any creature failing the fortitude save has all fast healing and regeneration simply shut off for one minute as well as all other healing get reduced by half for the same duration. This cloud lasts for one minute and a creature must make a saving throw each round they are in it. This vial is a thrown weapon that gets. The DC for this poison is baseline 20 but improves by 2 for every 5 points the Vector Witch beats the crafting DC (This does not take extra cost or time to improve it in this way) to a maximum DC of 30.
Vial of Vermin Domination: Costs 250gp
Craft (Alchemy) DC: 25
Effect: This alchemical vial when dominates a creature when poured on a vermin, rodent or serpent with an intelligence score of 2 or less. This functions as dominate monster except that the duration is for five days, it is not blocked by protection from evil or similar spells and it only functions on creatures with 4 HD or less. In addition, such a creature can rely information back to you via your telepathic link if they are within 30ft, however they are animals and information is likely spotting and not detailed. Mindless vermin give even less information, essentially only able to rely the number/size/very basic description of creatures, environments and objects.
Black Blood Injection: Costs 400 GP
Craft (Alchemy) DC: 50
Effect: A more powerful form of the Black Blood Potion this one also is easier to use. As a move action someone with this item can infect themselves with the black blood. They must make a will save with a dc equal to 15 + their HD or by affected by the Frenzied Berserker's frenzy ability (They don't gain any stat bonus or extra attack from the frenzy). Regardless of the save the subject gains a + 4 alchemical bonus to strength and constitution and gains damage reduction X/- where X is equal to 10 + the Vector Witch's Charisma Modifier. This effect lasts 10 rounds.
Black Blood Toxin: Costs 2000 GP
Craft (Alchemy) DC: 50
Effect: A more direct form of the Black Blood which is meant to be used on enemies. This item functions as an injury poison but is not blocked by immunity to poison (Though such creatures do get a +5 bonus on their saving throw). They must make a DC 25 will save or by affected by the Frenzied Berserker's frenzy ability (They don't gain any stat bonus or extra attack from the frenzy). If the target fails their saving throw they gain a + 4 alchemical bonus to strength and constitution and gains damage reduction 15/-. This effect lasts for one minute at which point they have to make another saving throw. Failure means the effect lasts for a day. This is a mind affecting ability.
Black Blood Infusion: Costs 2000 GP
Craft (Alchemy) DC: 60
Effect: A more permanent form of Black Blood. If the Vector Witch performs a DC 60 alchemy check on a willing or helpless target they can begin the process to permanently infuse them with black blood. The Vector Witch must succeed on 10 checks, injecting a creature with a new dose of Black Blood Infusion each time. The procedure takes 4 hours to do and must be done over the course of 2 weeks (At most one procedure a day). Failing any of these checks inflicts 4 constitution and wisdom drain on the subject and makes the next alchemical check have a +5 DC. If the Vector Witch can succeed on 10 checks within those 2 weeks than the procedure was successful.
A successful procedure results in the target gains damage reduction 10/-.as well as gaining a +2 alchemical bonus to Strength, Dexterity and Constitution. In addition their are drawbacks, the target suffers a -2 penalty to wisdom, a -4 penalty to will saving throws and if they ever suffer the effect of a mind affecting ability there is a 20% chance they act Confused for one round.
Vial of Snake's Essence: Costs 200gp
Craft (Alchemy) DC: 45
Effect: When drunk this vial of ground up snake blood and scales is infused with alchemical ingredients that turn the drinker into a small snake. The exact appearance is random but the creature turns into a small snake as if by the spell polymorph except as noted. The drinker can resist this transformation with a DC 20 fortitude save. This transformation lasts for one hour but the Vector Witch can dismiss it early from herself or others with a touch and a standard action. Other creatures need to wait the full hour without a Vector Witch's assistance.
Essence of Snake Scales: Costs 300gp
Craft (Alchemy) DC: 45
Effect: When applied on a living creature's body as a full round action that provokes attack of opportunities, it grants them a +4 enchantment bonus to natural armor and 30 temporary hit points as well as a +2 alchemical bonus to dexterity for one hour. These bonuses fade as soon as the temporary hit points are spent but these temporary hit points are consumed last if the creature has other temporary hit points that stack with these.
New Feats
Twisted Snake Style
You become quite efficient at avoiding individuals while balancing on your snake's tail.
Prerequisite: Snake Tail Class Feature, Dodge
Benefit: When you are using your Snake Tail class feature the bonus you get from your dodge feat is increased by your charisma modifier. In addition you may take a 10ft step instead of a 5ft step while using your Snake Tail class feature.
Projectile Plates
You can create smaller vector plates which can launch items towards foes
Prerequisite: Vector Plate Class Feature
Benefit: As a move action you can create smaller versions of your vector plate class feature in mid air and use them to attack enemies with thrown weapons or alchemical projectiles. These plates can launch items that combined weigh less than 20 pounds. You can only attack an opponent with a two items as a standard action due to limitations of aiming. This number increases by 2 for every 5 caster levels (So items 4 at CL 5, 6 at CL 10, and so forth). The range for these thrown items are two times the normal distance for vector plates and these vector plates end at the end of the round. When using this feat you may add one half of your charisma modifier to your attack roll. Not all items need to be launched at the same individual as these vector plates can turn and rotate midair.
Other: Using this feat is a Supernatural Ability
Telekinetic Plates
Your Vector Plates can now launch unattended objects.
Prerequisite: Vector Plate Class Feature, Projectile Plates, Caster Level 9
Benefit: Your Vector Plates can now move unattended objects weighing less than 25 pounds per caster level. They get thrown the same distance as creatures in the same direction but they can not be directed to attack creatures with an attack roll. You can however attack individual squares with this ability benefitting alchemical items and other splash weapons. This feat also effectively renders any square affected by a vector plate as total cover against projectiles due to the plates moving the projectile mid flight. However, if the plate is pointing directly at an individual and there is a straight line between where the projectile was fired and the target individual the projectile is bolstered by the Vector Plate and gains the Vector Witch's charisma modifier on the damage roll.
Special: Vector Arrows are counted as projectiles for the purposes of this feat but they only gain the bonus to damage rolls once
Distance Plates
Your Vector Plates send individuals further.
Prerequisite: Vector Plate Class Feature
Benefit: Your Vector Plates have their range doubled.
Immediate Vector Plate
You can create a vector plate at a moment's notice.
Prerequisite: Mass Vector Plate Class Feature
Benefit: As an immediate action you can create a single Vector Plate in any location where you normally would be able to. Upon using this feat you become unable to create any Vector Plates or variants on it granted from feats for 3 rounds.
Twisting Arrows
Your Vector Arrows can now twist around corners.
Prerequisite: Vector Arrows Class Feature
Benefit: Your Vector Arrows can now bend and twist around corners and cover, utterly negating cover including total cover. This in effect allows you to fire them at targets behind walls or around corners as long as they are within range and you can either pinpoint their square or actively see/sense them. If you can only pinpoint theirs square but they still have total concealment they still have total concealment against your attack and thus your arrows have a 50% chance to miss (Even though normally there is no attack roll). In order to negate cover the target must be possible to be hit with a projectile and can't for example be surrounded by a wall on all sides or inside a resilient sphere.
Vector Barrage
You can now fire an increased number of Vector Arrows
Prerequisite: Vector Arrows Class Feature, Caster Level 6
Benefit: Vector arrows now launches two arrows per caster level. However, due to limitations of aiming you can still only target a single individual with a number of vector arrows equal to your caster level with a single attack
Greater Vector Barrage
You can now fire an even greater number of Vector Arrows
Prerequisite: Vector Barrage, Caster Level 14
Benefit: Vector arrows now launches three arrows per caster level. However, due to limitations of aiming you can still only target a single individual with a number of vector arrows equal to your caster level with a single attack. However, if you only target one creature with your vector arrows each arrow deals 1 extra point of damage.
Enhanced Vector Cone
You can now fire an absurd number of Vector Arrows
Prerequisite: Vector Cone
Benefit: When using Vector Cone you can now target each enemy inside the cone with a number of arrows equal to 3/4s of your caster level (Rounded down)
Enduring Disguise
Soul Protect lasts briefly after a spell or supernatural ability is used
Prerequisite: Soul Protect Class Feature
Benefit: At any point when your active Soul Protect Class Feature would normally have broken, it instead stays active one additional round ending at the end of your next turn. Assuming that the next turn you again use Soul Protect, this ability allows you to cast a spell without losing the benefits of your ability.