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View Full Version : Thou shalt not suffer a witch to live; The Witch 3.x (Peaches?)



Cipher Stars
2012-05-28, 12:21 PM
Cipher's:
http://i1091.photobucket.com/albums/i382/Cipherthe3vil/TheWitch1.gif
“My mother says I must not pass,
Too near that glass;
She is afraid that I will see,
A little witch that looks like me;
With a red mouth to whisper low,
The very thing I should not know”

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Abilities: A Witch should focus first on Charisma. All Witches have an air of personality, and give off a certain presence. Next, Witches should focus on Intelligence, to perfect their craft. And then, Constitution. As Constitution determines their hit points, helps them resist torment and pain.

Organization: Witches often form Covens with others when they meet. These Covens vary wildly from one to the next. Some can be together for vengeful purposes, some just to survive as they band together... others are there for evil, seeking to do what ever typical villaneous acts they please. Still yet there are some covens that do the opposite. Ignoring the scorn of civilization and doing what they can to protect it, usually from evil covens for selfless reasons, or to keep the evil ones from tarnishing further the name of the Witch.

Alignment: Witches come from all walks of life. Their alignment usually grows based on how they grew up. As such, most Witches are of chaotic or evil alignment. But Witches are not inherently evil, and there are many that strive to be good despite what the world may think of them.

Religion: Witches are just like any other, and believe what they wish to believe. Witches are sometimes granted their power by beings, and may or may not worship them. But typically with or without worship the patronage persists, like a Favored Soul who is simply favored, not studious.

Background: Witches develop their Mark and get their familiar at an early age. The Mark makes life hell for a child, attracting negative attention. Many Witches don't live to see adulthood, sometimes not even teenage years unless they have the help of a Coven that spots them first and takes them in. As such, most Witches have dark pasts and its common for a Witch to hate the place of her birth.

Races: Witchcraft is something easily found in all supernatural races. The most common races are Humans, any race adapt with supernatural tendencies, and many demonic races. It is somewhat rare to see a particularly divine race to produce a Witch. When they do, depending on what kind of divine race or culture she was born into she may have been killed at the first sign of Witch-ness, or she may have been brought up in a welcome light if her Patron was Divine (as it usually is for those kind of races).

Other Classes: Witches do NOT get a long well with Paladins. Meanwhile Blackguard and similar classes often welcome a Witch. This is just bias however. Divine Witches can get a long with Clerics if they let them get close enough. Overall, it just depends on circumstance and who the Witches Patron is.

Role: Witches can make great strikers and control positions. But Witches are very diverse and versatile and could fill most roles.

Hit Die: d6
Starting Age: Young, typically.
Starting Gold: 4d4x10
Skills Points at Each Level: 6 + Int
Skill Points at First Level: 6 + Int x4
Class Skills:
Appraise, Bluff, Concentration, Craft, Diplomacy, Disguise, Escape Artist, Handle Animal,
Heal, Intimidate, Knowledge, Listen, Profession, Spot, Witchcraft, Use Magic Device



{table=head]Level|BAB|Fort|Ref|Will|Special

1st|+0|+0|+0|+2| Familiar, Witch Blood, Witchcraft, Patron Hex

2nd|+1|+0|+0|+3| Hex

3rd|+1|+1|+1|+3| Witchcraft +1

4th|+2|+1|+1|+4| Hex

5th|+2|+1|+1|+4| Patron Hex

6th|+3|+2|+2|+5| Hex

7th|+3|+2|+2|+5| Witchcraft +2

8th|+4|+2|+2|+6| Hex

9th|+4|+3|+3|+6| Patron Hex

10th|+5|+3|+3|+7| Hex

11th|+5|+3|+3|+7| Witchcraft +3

12th|+6/+1|+4|+4|+8| Hex

13th|+6/+1|+4|+4|+8| Patron Hex

14th|+7/+2|+4|+4|+9| Hex

15th|+7/+2|+5|+5|+9| Witchcraft +4

16th|+8/+3|+5|+5|+10| Hex

17th|+8/+3|+5|+5|+10| Patron Hex

18th|+9/+4|+6|+6|+11| Hex

19th|+9/+4|+6|+6|+11| Witchcraft +5

20th|+10/+5|+6|+6|+12| Hex, Timeless Body
[/table]


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A Witch is proficient with Light armor, and simple weapons

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A Witch is forever marked by fate. Literally and figuratively. All witches have a small mark naming them as a Witch, around that mark are different rings and patterns that are as unique as a fingerprint to individual witches.
The Mark will betray her as a Witch to any who sees it. If they do not know the Mark to be that of a Witch, the mysterious power surrounding the mark makes itself known into their mind that this is not natural, that something is weird about it. A Witch can never remove the mark, even through shapechanging magic. But some effects may mask it for a time.
The Mark denies the owner the ability to leave the Witch class until the Witch can overcome its pull. The Mark gives anyone who knows the mark, and actively seeks them, a +2 to all checks made to find the witch, and if the Witches Mark is seen there is a 50% chance that those that witness it will have their disposition drop by one, and in three days time there is a 25% chance that it will drop again. When Witches are near each other, their marks give the other witch a +1 to Witchcraft checks and Hex DC's, per two Witch levels. Maximum benefit is equal to your level for any one witch.
The Witch is free of the Mark at level three, and can then leave the class if she wishes.

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A Witch gains a familiar. This creature is drawn into being as the Witch receives the Mark in order to be her guardian, companion, partner, and an aid in her Witchcraft. Whenever the familiar is adjacent the Witch gets a +2 to her Witchcraft checks, and the benefits listed in the table for the individual familiar.

Familiar Basics

Familiar Basics
Use the basic statistics for a creature of the familiar’s kind, but make the following changes:

Hit Dice
For the purpose of effects related to number of Hit Dice, use the master’s character level or the familiar’s normal HD total, whichever is higher.

Hit Points
The familiar has one-half the master’s total hit points (not including temporary hit points), rounded down, regardless of its actual Hit Dice.

Attacks
Use the master’s base attack bonus, as calculated from all his classes. Use the familiar’s Dexterity or Strength modifier, whichever is greater, to get the familiar’s melee attack bonus with natural weapons.

Damage equals that of a normal creature of the familiar’s kind.

Saving Throws
For each saving throw, use either the familiar’s base save bonus (Fortitude +2, Reflex +2, Will +0) or the master’s (as calculated from all his classes), whichever is better. The familiar uses its own ability modifiers to saves, and it doesn’t share any of the other bonuses that the master might have on saves.

Skills
For each skill in which either the master or the familiar has ranks, use either the normal skill ranks for an animal of that type or the master’s skill ranks, whichever are better. In either case, the familiar uses its own ability modifiers. Regardless of a familiar’s total skill modifiers, some skills may remain beyond the familiar’s ability to use.

{table=head]familiar | benefit
Bat | Master gains Blindsense 30ft
Cat | Master is immune to Falling damage
Rat | Master never provokes a listen check
Owl | Master gains Darkvision 60ft, or +30ft
Dog | Master gains the Mettle ability.
Fox | Master gains the Change Shape ability
Wolf | Master gains +1 to attack rolls.
dire rat | Witch gains +5 move silently.
eagle | Witch gains +10 intimidate, Diplomacy, and Sense Motive.
hawk | Witch gains +10 Spot, listen, and search.
horse | Witch gains +15ft land speed.
snake | *
Frog | Master gains Waterbreathing and a swim speed.
Spider | Master gains immunity to Poison&Disease
Lizard | Master gains fire resistance 5+level
Wizard | Master can craft scrolls&potions at no XP loss
[/table]
Details
Bat: A bat familiar, it gives the master a blindsense out to 30ft. If blindsense is aquired another way, this turns to blindsight.
Cat: A cat familiar, it makes the master immune to falling damage.
Rat: A rat familiar, it makes the master stealthy as a ghost, the Witch can choose to never provoke a listen check if she wishes.
Owl: An owl familiar, it grants the master Darkvision out to 60ft. If you already have darkvision, this increases by 30ft.
Dog: A riding dog familiar, it gives the master the Mettle ability.
Fox: A fox familiar, it gives the master the ability to Change Shape (http://www.dandwiki.com/wiki/SRD:Change_Shape).
Wolf: A Wolf familiar. The master gains +1 to attack rolls, as the Wolf's benefit is also that its CR 1 and more capable then the others.
Dire Rat: A Dire Rat familiar. The Witch gains +5 to her Move Silently.
Eagle: An Eagle familiar. The Witch gains an increase to her intimidate, sense motive, and diplomacy.
: A Hawk familiar. The Witch gains a boost to her Spot, Search, and Listen skills.
Horse: A Horse familiar, either light or heavy, the Witch gains a boost to her land speed. And a free mount, yay.
Snake: A snake familiar. A Tiny Viper grants the ability to use Freedom of Movement at-will. a Small viper grants a +10 to escape artist checks. a Medium viper grants +5 to escape artist checks. a Large viper gives no benefit, but you might be able to use it as a weird mount.
Frog: A Frog familiar. The master gains the ability to breath under water and gets a swim speed equal to her land speed.
Spider: A spider familiar. Witch gains immunity to disease and poison effects.
Lizard: A Lizard familiar. The master gains fire resistance equal to its level +5. If the Witch gets fire immunity, the Witch instead absorbs half the fire damage as health.
Wizard: A fragile level 1 novice wizard. He's a bit malnourished, and his statistics look like they started at 2 I swear. The poor sob can't cast any magic, but he can cook, clean, and keep you company. However, he's not that useless. Having the Wizard familiar grants the Witch the ability to craft new scrolls and potions with no loss of XP. However these are created through the combined ability of the Wizard familiar and your power, thus it can only be used by a character with a Witch's Mark of their own or the mark of the potion or scroll's creator drawn on them somewhere by the creator herself. If the items are not used in a month's time they grow inert and useless until reactivated by the creator for 1/4th the item's original cost. These items have the creator's witch-mark on them some where, floating magically in the potion or burned into the parchment. This marks it as a Witch's creation and someone who knows their trade can tell that it is useless except by other witches, and that is if it's sold fast. As you adventure he'll grow a bit and will eventually be able to cast some spells. The Wizard familiar levels up 5 levels slower then you do, but it gains all the normal familiar benefits as well as wizardy traits. It doesn't gain feats or class features other then it's wizard spellcasting and a spellbook. Wizard's stats before Familiar's adjustment: Str: 2, Con: 2, Dex: 2, Int: 2, Wis: 4, Cha: 2

The DM of your game can homebrew his/her own familiars for your use. The basic idea is the more useless the base creature, the better the Special benefit will be, though it needs to make some lick of sense for the creature. So perhaps having a little worm for a familiar will grant you the ability to ignore critical hits and burrow at 2 times your normal speed.


{table=head] Level | Nat. Armor + DR | ability score increase | Special
1 | 1 | 8 | Share Spells, Communicate, Alertness, Improved Evasion, Mettle
2 | 2 | 8 | Grant Knowledge
4 | 3 | 9 | Deliver Touch Spells
6 | 4 | 10 | Detect Arcane, Spell Resistance
8 | 5 | 11 | Common Tongue
10 | 6 | 11 | Permission Granted
12 | 7 | 12 |
14 | 8 | 13 | Twin Souls
16 | 9 | 14 | Sacrifice
18 | 10 | 14 |
20 | 10 | 15 | Greater Spell Resistance
[/table]
Details
Nat. Armor + DR: The familiar gets the listed number to its damage reduction and natural armor. The damage reduction is DR/+1 at first-2nd level, DR/+2 at 3rd-4th, +3 at 5th-6th, +4 at 7th-8th, +5 at 9-10th. At 15th, the DR cannot be ignored.
Ability Score Increase The familiar's Int, Con, Dex, and Str are increased by the amount shown.
Share Spells: Whenever the Witch casts a spell on herself, she can choose for it to also effect her familiar.
Communicate: The Witches Familiar can communicate with any Witch and any other Witches Familiar.
Alertness: When the familiar is within 15ft of its Witch, the witch gains the benefits of the alertness feat.
Improved Evasion: The familiar gains the benefits of the improved evasion ability. That is, the Familiar takes half damage even on failed reflex saves and no damage on succeeded ones.
Mettle: The familiar gains the benefits of the Mettle ability. That is, If she makes a successful Will or Fortitude saving throw that would normally only reduce the spell’s effect, she suffers no effect from the spell at all.
Grant Knowledge: The Familiar can store one spell/power for the Witch that the familiar is exposed to, adding it to its own "Spell List", and can choose one spell for it to remember. It can then grant that spell to its Witch when she calls for it. Only one effect can be granted in a day, it must choose at the beginning of the day what would be granted. A Granted spell costs nothing against her spells per day. The Witch must be able to use it normally however. Such as having 20 ranks to cast a 9th level spell.
Deliver Touch Spells: The familiar can act as a conduit for the Witches Touch spells. If the familiar is within 60ft, the Witch can have a Touch spell go to the familiar, and the familiar can instead make the touch attack for her.
Detect Arcane: The Familiar's sense for all things arcane increases. The Familiar is aware of the presence any undead or magical beast within a mile, can tell their direction within half that, and knows where they are within 200ft. The familiar can also detect if an item or some text is magic in nature if it sees it within 5ft. Three rounds of study and the Familiar can tell the magical properties of an item, but not if its cursed or not.
Spell Resistance: The familiar gains Spell Resistance equal to the Witches level +12.
Permission Granted: The familiar has been granted permission by the governing forces that spawned it, it can now memorize spells of its own from its "spell list" previously mentioned. It can memorize one spell at this level that it knows if it succeeds on a Witchcraft check using it's witches skill, including rank requirements for spells. It then knows that spell and can use it freely. Every two levels hereafter, the familiar can memorize another spell.
Twin Souls: The familiar can take the form of its Witch, and the witch can take the form of the familiar. When it does this, the connection between familiar and witch is stronger. The benefits to the Witchcraft check granted when a familiar is near the witch increase to +5 when they share the same form. If anyone tries to see through this effect, they must beat a DC of 35+Witch Level. True Seeing cannot see through this effect, as the two beings Witch and Familiar are so closely connected, they are effectively the same being and both forms are considered "natural" to it.
Sacrifice: Whenever the Witch would be reduced to 0 or less HP, the familiar can appear and take the damage instead. This is a conjuration effect that is Supernatural in nature, thus a Dimensional Lock does not prevent it, but an Antimagic Field does.
Greater Spell Resistance: The familiar's spell resistance increases to 16+Level instead of 12.

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A witch's magic is flowing and free. A witch has a specific patron grants her power, the witch is especially tuned to spells related to that patron. (See Patron Hexes).
The witch's primary casting stat is charisma with save DCs being 10+cha+1/2 ranks in Witchcraft. Witch spells are in general harder to resist then normal but they generally cast less spells in a day.
Capability:
To be able to cast a spell the witch must have ranks in witchcraft equal to the level +3 a normal member of the class would have to be in order to cast that spell, if she is attempting to cast a different spell not related to her patron then she must have ranks in witchcraft equal to the level +5 a normal member of that class would be in order to cast it.
Casting:
When casting a spell related to her patron, the witch must make a witchcraft check with the DC equal to twice the spell level +10. If the spell is not related to her patron the DC is twice the spell level +15.
Taking 10:
A witch can take 10 when casting a spell of a spell level lower then she could normally cast or if it is memorized. When casting a spell not related to her patron, she cannot take 10.
Memorization:
A witch can memorize specific spells for easier use. The witch can only memorize spells related to her patron. Memorized spells are similar to prepared spells as a wizard can cast. They are set aside when the witch takes fifteen minutes after resting for four hours to commune with her familiar and seal the magic within her Mark. A memorized spell is different from a standard one in that it is easier to cast, being able to take 10, and the witch can apply metamagic feats she has to a memorized spell without increasing the DC.
A witch can only keep a number of memorized spells per spell level equal to half her class levels + charisma modifier minus twice the spell level. Casting a memorized spell costs half as much (round up) as a non-memorized spell.
Maximum Spells per Day:
A witch has a pool of points like spellpoints used to determine the endurance of her magic. The pool equals her class levels times her charisma modifier.
Casting a spell costs twice the spell level of the spell in question.
In addition she has a limited number of times she can cast specific levels, it is equal to her charisma modifier minus the spell level. A +10 modifier witch could cast only one ninth level spell a day.
Metamagic:
A witch can add the effects of metamagic feats she knows by adding twice the level adjustment of the effect to the witchcraft DC to cast the spell.
Counterspelling:
Witchcraft functions like spellcraft when counterspelling, but when counterspelling you are at a 5 point disadvantage as Witchcraft is broader and you take more effort to determine the effects of the enemy's spell and attempt to craft a countermeasure, unlike normal wizards and sorcerers who either know the spell and a counterspell or not.

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Witches learn a number of magic tricks, called hexes, that grant them powers or weaken foes. A witch cannot select an individual hex more than once.

Unless otherwise noted, using a hex at-will and a standard action that does not provoke an attack of opportunity. The save to resist a hex is equal to 10 + 1/2 the witch’s level + the witch’s Charisma modifier. Some hexes rely on intelligence over charisma.
All lingering Hexes mark the victim with the mark of the witch who performed the hex until it ends. Hexes that target an area have the mark burned or carved into an object somewhere in the area.
The marks are small enough and placed somewhere that it is easy to be missed unless someone is looking for it or someone else is looking, such as a cursed person having the mark somewhere they wouldn't normally see or is normally visible such as the small of the back, behind a shoulder, or on someone's rear end. This mark is not created at the will of the Witch, but is an involuntary effect of the hex itself. It provides no use other then someone looking to see who is the culprit of the Hex, be it a witch or not or if it is a witch- which one (if the mark is identified to a specific witch).

Hexes are described in a following post.


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A Witches power stems from certain forces. A Witch gains a special Hex and benefits from the particular power source. Powers granted by the Patron Hex are all at-will unless otherwise noted.
See next post for the Patrons.

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The Witch takes no penalties to aging, only benefits, and never dies of old age, retaining a youthful natural appearance. The familiar never dies of old age either, mind you.

Cipher Stars
2012-05-28, 06:11 PM
Lv1-10 Hexes.


Blight (Su): The witch can curse an animal, plant creature, or plot of land, causing it to wither and die. Blighting an area takes 1 round, during which time the witch and her familiar must be in contact with the target. If it’s used on a plot of land, the land begins to wither the following day, and over the next week all plants in the area die. Nothing will grow in that area so long as the curse persists. A witch can affect an area with a radius equal to her class level × 25 feet. Blighting a creature is a standard action that requires a melee touch attack. If used on a creature of the animal or plant type, the creature gains the following curse:

Blight Hex—type curse; save Will negates; frequency 1/day; effect 1d8 Con damage initially, then 1d4 con damage the following 3 days, then 1 con damage for the next three days following and then the curse ends. If the witch is level 2 or more, It outright kills non-sentient creatures with a CR of less then 1.

Both types of curse can be removed with a remove curse or similar magic, using the save DC as the DC to remove the curse. A witch can only have one blight in effect at a time. If another blight hex is made, the first immediately ends.

Cackle (Su): A witch can cackle madly as a swift action. Any creature that is within 30 feet that is under the effects of an agony hex, charm hex, evil eye hex, fortune hex, or misfortune hex caused by the witch has the duration of that hex extended by 1 round.

*Cauldron (Ex): [FAQ] The witch receives Brew Potion as a bonus feat and a +4 insight bonus on Craft (alchemy) skill checks.

Beast of Ill-Omen (Su): The witch imbues her familiar with strange magic, putting a minor curse upon any enemy to see it. The enemy must make a Will save or be affected by bane (caster level equal to the witch’s level). The witch can use this hex on her familiar at a range of up to 60 feet. The affected enemy must be no more than 60 feet from the familiar to trigger the effect; seeing the familiar from a greater distance has no effect (though if the enemy and familiar approach to within 60 feet of each other, the hex takes effect).

Charm (Su): A witch can charm an animal or humanoid creature within 30 feet by beckoning and speaking soothing words. This improves the attitude of an animal or humanoid creature by 1 step, as if the witch had successfully used the Diplomacy skill. The effect lasts for a number of minutes equal to the Witch’s charisma modifier. A Will save negates this effect. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day. At 8th level, this effect improves the attitude of the target creature by 2 steps. This is a mind-affecting charm effect.

Witch's-Scent (Ex): The witch gains the scent ability, but can determine age, race, and gender of creatures the witch catches the scent of. Each creature has an aroma mixture that is as individual as a fingerprint.

Coven (Ex): The witch counts as a hag for the purpose of joining a hag’s coven. The coven does not actually require any hag and the witch can start one herself. In addition, whenever the witch with this hex is within 30 feet of another witch with this hex, she can use the aid another action to grant a +1 bonus to the other witch’s caster level and witchcraft skill for 1 round. This bonus stacks for every witch range. At level five it becomes 120ft. At level 10, it becomes a mile. at twenty it becomes five miles. Thus with 5 witches who are in a coven together they each share a +5 benefit.

*Disguise (Su): [FAQ] A witch can change her appearance for a number of hours per day equal to her class level, as if using disguise self. These hours do not need to be consecutive, but they must be spent in 1-hour increments.

*Evil Eye (Su): [FAQ] The witch can cause doubt to creep into the mind of a foe within 30 feet that she can see. The target takes a –2 penalty on one of the following (witch’s choice): AC, ability checks, attack rolls, saving throws, or skill checks. The witch can use this as part of an intimidate action. The result of the intimidate check adds -1 for every 5 the target failed by. This hex lasts for a number of rounds equal to 3 + the witch’s Charisma modifier. A Will save reduces this to just 1 round. This is a mind-affecting effect. At 8th level the penalty increases to –4.

Feral Speech (Su): This hex grants the witch the ability to speak with and understand the response of any animal as if using speak with animals, though each time she uses the hex, she must decide to communicate with either amphibians, birds, fish, mammals, or reptiles, and can only speak to and understand animals of that type. The witch can make herself understood as far as her voice carries. This hex does not predispose any animal so addressed toward the witch in any way. At 12th level, the witch can use this hex to communicate with vermin. Source: Ultimate Magic

*Flight (Su): [FAQ] The witch grows lighter as she gains power, eventually gaining the ability to fly. At 1st level, the witch can use feather fall at will and gains a +4 racial bonus on Swim checks. At 3rd level, she can cast levitate once per day. At 5th level, she can fly, as per the spell, for a number of minutes per day equal to her level. These minutes do not need to be consecutive, but they must be spent in 1-minute increments. This hex only affects the witch.

Fortune (Su): The witch can grant a creature within 30 feet a bit of good luck for 1 round. The target can call upon this good luck once per round, allowing him to reroll any ability check, attack roll, saving throw, or skill check, taking the better result. He must decide to use this ability before the first roll is made. At 8th level and 16th level, the duration of this hex is extended by 1 round. Once a creature has benefited from the fortune hex, it cannot benefit from it again for 24 hours.

*Healing (Su): [FAQ] A witch can soothe the wounds of those she touches. This acts as a cure light wounds spell, using the witch’s caster level. A creature can only benefit from this effect a number of times per encounter equal to it's constitution modifier. At 5th level, this hex always restores 10% the target's health. A witch can only use this a number of times per day equal to her charisma score.

Misfortune (Su): The witch can cause a creature within 30 feet to suffer grave misfortune for 1 round. Anytime the creature makes an ability check, attack roll, saving throw, or skill check, it must roll twice and take the worse result. A Will save negates this hex. At 8th level and 16th level, the duration of this hex is extended by 1 round. This hex affects all rolls the target must make while it lasts. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.

Nails (Ex): The witch’s nails are long and extraordinarily sharp, they are hard as steel and count as natural weapons that deal 1d6 points of damage (1d4 for a Small witch). These nails are retractable so as a side benefit the witch will never have to trim these nails ever again, thankfully since doing so would require a grindstone. At level five, the nails can be projected at a range of 30ft +5ft per witch level. They regrow instantaneously allowing a full attack action to be made with them at range. Projected nails or shards chipped from her still attached nails disintegrate after a few seconds have passed.

Poison Steep (Sp): The witch can use her cauldron to brew a foul toxin in which she can steep fruits, and other delicious edibles, transforming them so that when eaten, they have the same effect as a poison spell. Brewing the toxin and then steeping the food takes 1 hour in total; steeping can affect up to 1 pound of food. The food is poisoned for 24 hours, and the poison cannot be transferred to other objects. The food tastes normal, but magic detects it as poisonous. The witch can steep weapons or even her Nails (See above) with this effect. Weapons deal the poison effect only once per target and it wears off after three hits. On the witch's Nail's if she has that hex, it poisons a target up to twice and can be used ten times before you must re-steep them (One poison use per nail). Non-consumable items could be steeped but they wouldn't be effective since the poison must get inside them, a fork would do but a hat would not for example. The witch must have the cauldron hex to select this hex. Source: Ultimate Magic

Perfect Hair (Su): The witch can instantly cause her hair (or even her eyebrows) to grow up to 10 feet long or to shrink away to nothing, can cause it to color itself any way she desires, and can manipulate her hair as if it were a limb with a Strength score equal to her Charisma score. Her hair has reach 10 feet, and she can use it as a secondary natural attack that deals 1d6 points of damage (1d4 for a Small witch). Her hair can manipulate objects, even weapons, as dexterously as a human hand. The hair cannot be sundered or attacked as a separate creature. Pieces cut from the witch’s elongated hair shrink away to nothing. Using her hair does not harm the witch’s head or neck, even if she lifts something heavy with it. A typical male witch with this hex can also manipulate his beard, mustache, or eyebrows. Source: Ultimate Magic

Scar (Su): This hex curses a single target touched with horrible scars of the witch’s choosing, whether something as simple as a single letter on the target’s forehead or blotchy, burn-like scars on his body. The target may make a Fort save to resist this hex. These scars do not interfere with the target’s senses or prevent it from using abilities, but may affect social interactions. The witch can use her hexes on the scarred target at a range of up to 1 mile, and she is considered to have a body part from the target for the purpose of scrying and similar divination spells but regardless the witch always knows the general direction of a scarred character. They persist through disguises and shapechanging but may or may not be actually visible when that happens if the witch desires. The witch can withdraw this hex from a target as a swift action at any range. The number of supernatural scars the witch can maintain at once is equal to her Intelligence bonus; once she reaches this limit, she must remove the scar from a current victim in order to mark another. Effects that remove curses can remove the scar. Source: Ultimate Magic

Slumber (Su): A witch can cause a creature within 30 feet to fall into a deep, magical sleep, as per the spell sleep. The creature receives a Will save to negate the effect. If the save fails, the creature falls asleep for a number of rounds equal to the witch’s level. This hex can affect a creature of any HD. The creature will not wake due to noise or light, but others can rouse it with a standard action. This hex ends immediately if the creature takes damage. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.

Swampwalk (Sp): While traveling through swamps, mires, bogs, and similar terrain, the witch leaves no trail and cannot be tracked, as the trackless step druid ability. The witch can walk through mud and even quicksand as if it were normal ground. Source: Ultimate Magic

Heart of Babel (Su): A witch with this hex can understand any spoken language, as comprehend languages. At 5th level, a witch can use this ability to speak any language, as per tongues.

Unnerve Beasts (Su): The target becomes offensive to animals (Will negates). Animals become distraught and aggressive in the victim’s presence—horses buck, dogs snap and bark, bulls charge, and so on. The hex lasts a number of hours equal to the witch’s charisma modifier. A creature that saves against the hex cannot be affected by the hex for 1 day. The reaction of the animals is a mind-affecting charm effect, but the hex on the target is not. Source: Ultimate Magic

Ward (Su): A witch can use this hex to place a protective ward over one creature. The warded creature receives a +2 deflection bonus to AC and a +2 resistance bonus on saving throws. This ward lasts until the warded creature is hit or fails a saving throw. A witch knows when a warded creature is no longer protected. A witch can have only a number of wards active at a time equal to her charisma modifier A witch cannot use this ability on herself. At 5th, 10th, 15th, and 20th levels the bonuses provided by this ward increase by +1.

Water Lung (Su): An air-breathing target can breathe water or an aquatic target can breathe air. This lasts 1 minute per witch level +cha mod. If the witch uses this hex on herself, she can maintain it while she sleeps, allowing her to safely sleep underwater. Source: Ultimate Magic

At level ten, the witch can take from these greater hexes.

Agony (Su): With a quick incantation, a witch can place this hex on one creature within 60 feet, causing them to suffer intense pain. The target is nauseated for a number of rounds equal to the witch’s level. A Fortitude save negates this effect. If the saving throw is failed, the target can attempt a new save every hour to end the effect. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day. At 15th level the witch can effect two characters at once. At 20th level the witch can effect three characters at once. The witch can only keep a number of characters under the effects of agony equal to her charisma modifier.

Beast Eye (Su): The witch can project her senses into an animal within 160 feet, sensing whatever it senses. She cannot control the animal’s actions. She can project her senses from that animal to another within 160 feet of it as a standard action, and can continue to make these sensory leaps, potentially viewing things very far from her actual location. She may return her senses to her own body as a free action. Normal animals get no saving throw against this ability, but animal companions, paladin mounts, and similar unusual animals may resist with a Will save; the witch may use this ability on her own familiar as if it were an animal. If the witch has the coven hex, all other witches within 10 feet of her who also have the coven hex can see through this animal at will, although the acting witch still controls the ability. The witch can use this ability for a number of hours per day equal to half her level. These hours need not be consecutive. A witch can focus on the animal she is using with a full round action to cause it to perform an action the witch desires. Source: Ultimate Magic

Cook People (Su): The witch can create fabulous spells by cooking an intelligent humanoid creature in her cauldron, either alive or dead. Using this hex creates one meal or serving of food of the witch’s choice, typically a delicious stew or a dough suitable for cookies, pastries, or other desserts. Cooking the victim takes 1 hour. Eating the food provides one of the following benefits for 1 hour: Bear’s endurance, bull’s strength, cat’s grace, eagle’s splendor, fox’s cunning, neutralize poison (instantaneous), owl’s wisdom, remove disease (instantaneous). Or be ageless for one week. Alternatively, the witch can shape the dough into a Small, humanlike creature, animating it as a homunculus for 1 hour per witch's level. The witch must have the cauldron hex to select this hex. Using this hex or knowingly eating its food is an evil act if the intelligent creature was killed for this purpose or killed by the witch in general if the opposing creature was not trying to attack the witch first unprovoked. (A bandit trying to mug you that you turn into stew does not count as an evil act, cooking a baby is. So is turning a vengeful mother of father who attacked you because you cooked their baby and so on).

Hag’s Eye (Su): A witch with this hex can create a magic sensor that she can see through. This functions as per the spell arcane eye. If the witch has the coven hex, all other witches within 30 feet who also have the coven hex can see through this sensor as well, although the witch that created it still controls it. The witch can use this eye for a number of minutes per day equal to her level x10. These minutes do not need to be consecutive, but they must be spent in 1-minute increments.

Hidden Home (Sp): The witch can conceal or disguise her home and the area around it as if using mirage arcana. Before using the hex, she must spend four hours pacing out the border of an area that measures roughly 40,000 square feet (approximately 200 feet by 200 feet) to define her home territory. Thereafter, she can use the hex to change the appearance of that area as a standard action as long as she is within the area. The illusion persists until the witch changes or dismisses it. For the purpose of this ability, a witch can only have one “home” at a time at 10th level. She can have three homes at a time at 15th level, and she can have her charisma modifier number of homes at 20th level. At 15th level the area of her "home" increases to 50,000 square feet and 60,000 square feet at 20th level in addition to allowing temperature change within her "homes" up to a minimum -25 and 120 Fahrenheit. Source: Ultimate Magic

Hoarfrost (Su): The target is rimed with a shell of frost needles that slowly work their way into its flesh (Fortitude negates). The target turns pale and blue, and takes 1 point of Constitution damage per minute until it dies, saves (once per minute), or is cured. The is also fatigued and takes 1d4 nonlethal damage per round. This is very effective method of torture. Combined with some intimidate it makes for great witch-powered interrogations. Break enchantment, dispel magic, remove curse, and similar spells end the effect. If the target saves, it is immune to this hex for 1 day. This is a cold effect. Source: Ultimate Magic

Ice Tomb (Su): A storm of ice and freezing wind envelops the target, which takes 3d8 points of cold damage (Fortitude half). If the target fails its save, it is paralyzed and unconscious but does not need to eat or breathe while the ice lasts. The ice has 20 hit points; destroying the ice frees the creature, which is staggered for 1d4 rounds after being released. Whether or not the target’s saving throw is successful, it cannot be the target of this hex again for 1 day. At 15th level Ice Tomb deals 5d8 damage, and 5d10 damage at 20th. Source: Ultimate Magic

Ravaging Infection (Su): The target’s body is wracked with pain as deep cuts appear all over and become infected (Fortitude negates). The target takes 1d12 point of Constitution damage per day. The cuts bleed under supernatural influence causing the target to take 1d3 nonlethal damage each round a heal check (DC 15) is made to stop the bleeding. After the first day's damage is calculated, the target may save once per day thereafter to cure the infection. This is a disease effect. Source: Ultimate Magic

Major Healing (Su): By calling upon eerie powers, the witch’s touch can mend even the most terrible wounds of those she touches. This acts as cure serious wounds, using the witch’s caster level. A creature can only benefit from this effect a number of times per encounter equal to it's constitution modifier. At 15th level, this hex always restores 25% the target's health but the spontaneous healing is strenuous, thus one can only be effected once per encounter. A witch can only use this a number of times per day equal to her charisma modifier for the percentile healing, or score for the cure serious wounds.

Nightmares (Su): Calling upon fell powers, a witch can place a hex on a creature within 60 feet that causes its sleep to be tormented by terrible nightmares. This functions as the spell nightmare each time the affected creature attempts to rest. A Will save negates this effect. If the save is failed, the target must make a new save each night or be unable to rest. This hex persists three successfully saved nights in a row before it permanently ends until recast.
A witch who has a body part of a target can use this hex from anywhere, such as hair and nail clippings or something more substantial such as severed fingers or arms.

Retribution (Su): A witch can place a retribution hex on a creature within 60 feet, causing terrible wounds to open across the target’s flesh whenever it deals damage to another creature in melee. Immediately after the hexed creature deals damage in melee, it takes half that damage (round down). This damage bypasses any resistances, immunities, or damage reduction the creature possesses. This effect lasts for a number of rounds equal to the witch’s charisma modifier. A Will save negates this effect.

Speak in Dreams (Sp): The witch can contact a creature through it's dreams. The witch can use this ability on a number of creatures per day equal to her charisma bonus, but can dream-speak to those creatures as often as desired throughout that time period. To use this hex the witch must go to sleep herself after speaking the target's name, thinking about the target if she has personally seen it and can recall their appearance clearly. Speak in Dream's only relays information, you could even appear in the dream yourself (Or taking the appearance of someone else, even someone the target knows with a successful bluff check) and talk normally. Speak in Dreams cannot replicate the effects of Nightmare or cause harm in anyway except by tricking a target to do something dangerous when they wake. Source: Ultimate Magic

Vision (Su): A witch with the vision hex can grant a glimpse of the future to a creature touched. Granting a vision takes 1 minute, during which time the witch and the target must remain in contact with one another. At the end of this time, the subject receives a brief image of the future, usually no more than 1 year from the time of the vision, subject to GM discretion. This is only one possible version of the future, making such visions unreliable at best. Most visions are slanted toward the alignment of the witch that granted them. For example, the visions granted by a chaotic evil witch often show scenes of death and destruction, while those of a neutral good witch tend to be of joyous events or occasions. A creature cannot be subject to another vision until the current vision has either come to pass or been prevented. A witch cannot use this ability on herself though many witches in the past have formed close relations with others in hopes that their futures and theirs will be tied together. Unwilling creatures receive a Will save to negate the vision.

Waxen Image (Su): The witch can spend a full-round action to create a crude and unnerving wax duplicate of a creature she can see within 30 feet. Once the image is complete, the subject must make a Will save. If the subject fails, the witch gains a small measure of control over the creature. Whenever she exercises this control, the creature receives a new Will save to end the effect after the first. This effect occurs on the witch’s turn and does not impede the creature’s actions on its turn. The witch can use the waxen image a number of times equal to her Intelligence modifier before it melts. As a standard action, the witch can cause the subject to do any one of the following things: move up to the creature’s speed in any direction, attack itself once with any weapon in hand (this attack automatically hits), lay down on the ground, or drop anything held. Alternatively, she can spend one of her uses to simply torture the image, causing the creature to be both sickened and staggered on its turn. As soon as the creature has succeeded on a saving throw against this effect, it is immune to it for 24 hours. The is an enchantment (compulsion) effect.

Weather Control (Su): A witch with this hex can use control weather once per day, but creating the weather takes 1 full hour of chanting, dancing, or communing with her familiar.

Witch’s Brew (Ex): When the witch uses her cauldron to brew a potion, she may spend double the cost to create 2 identical potions that day instead of just 1. At 15th level, she may spend triple the cost to create 4 identical potions that day. The witch must have the cauldron hex to select this hex. Source: Ultimate Magic

At level 16, a witch can take from these grand hexes.

Death Curse (Su): This powerful hex seizes a creature’s heart, causing death within just a few moments. This hex has a range of 30 feet. The hexed creature receives a Will save to negate the effect. If this save is failed, the creature becomes fatigued and knocked prone the first round of the hex. On the second round of the hex, the creature becomes exhausted and paralyzed. On the third round, the creature dies unless it succeeds at a Fort save. Creatures that fail the first save but succeed at the second remain exhausted and take 4d6 points of damage + 1 point of damage per level of the witch. Slaying the witch that hexed the creature ends the effect, but any fatigue or exhaustion remains. Whether or not the saves are successful, a creature cannot be the target of this hex again for 1 day.

Dire Prophecy (Su): The witch curses the target so he is doomed to die (Will negates). As long as the curse persists, the target takes a –6 penalty to his Armor Class and on attack rolls, saves, ability checks, and skill checks. While the curse persists, the witch may end it by bringing its full force upon her victim all at once. Doing so gives the victim a penalty equal to the witch’s caster level to his Armor Class or on any single attack roll, combat maneuver check, opposed ability or skill check, or saving throw. The witch must decide to apply this penalty before the roll to be modified is made. If the witch does not have line of sight to the target, the full force of the curse occurs when the GM considers it most appropriate, such as when the target is in mortal danger. A target can only have one dire prophecy upon him at a time. Whether or not the target’s save against the hex is successful, a creature cannot be the target of this hex for 1 day. This is a curse effect. Source: Ultimate Magic

Eternal Slumber (Su): The witch can touch a creature, causing it to drift off into a permanent slumber. The creature receives a Will save to negate this effect. If the save fails, the creature falls asleep and cannot be woken. The effect can only be removed with a wish or similar magic, although slaying the witch ends the effect. The witch can use this ability to poison food or drink, causing those who ingest it to make a save or fall into an eternal slumber. She can only have one such dose of poison at any one time, and it loses its potency after 1 minute if not consumed. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.

Forced Reincarnation (Su): The witch causes a creature within 30 feet to die and be immediately reincarnated into a new body gender and race determined by the witch but the DM or player determines the class so long as it is not the same as before. A Will save negates this effect. Those that fail are slain and immediately brought back to life with the spell reincarnate. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day. A wish or miracle spell can revert the victim back to it's past form, or a ritual spending 50,000gp and sacrificing a magic item of a +4 or equivalent enchantment.

Life Giver (Su): Once per day the witch can, as a full round action, touch a dead creature and bring it back to life. This functions as resurrection, but it does not require a material component. A witch can use this a number of times per day equal to her charisma modifier if the target died within a minute.

Natural Disaster (Su): A witch using this hex calls down the forces of nature to wreak havoc on an area. This functions as a storm of vengeance combined with an earthquake that occurs on the second round of the effect (while acid is raining from the sky). A witch must concentrate for the duration of this effect. If disrupted, the effect immediately ends but the effects keep repeating until disrupted or concentration is otherwise ended. A witch can only use this ability once per day.

Summon Spirit (Sp): The witch calls forth the ghost of a humanoid creature with no more than 18 Hit Dice. The ghost has its own personality and desires, but is willing to bargain with the witch, as if she had cast greater planar ally. To seal an agreement with the witch, the ghost requires life energy equal to 1 temporary negative level (this is in addition to the standard payment for the ghost’s service). This negative level persists as long as the ghost remains in the service of the witch; the witch can end the agreement as a standard action, immediately removing the negative level. Source: Ultimate Magic

Witch’s Hut (Su): The witch can animate a hut, small house, covered wagon, tent, or similar construction as an animated object. The hut can be of up to Huge size (approximately 15 feet by 15 feet). The animated hut’s hardness increases by 8 and its hit points double. The witch can give the hut the following commands: guard (the hut watches for trespassers within 120 feet using the witch’s Perception modifier and screams if it spots any), hide (all entrances are hidden by illusory wall spells and locked with arcane lock), and move (moves at speed 60 on giant bird or bone legs (Or whatever-legs) as directed by the witch, even obeying commands such as “follow me from 100 feet away”). The hut remains animated for 24 hours, until she dismisses it or she animates another, at which time the hut stops where it is and reverts to its nonmagical state. Source: Ultimate Magic


Ritual Hexes:
Grand hexes with even greater effect that require 12 hours of ritual to cast. A witch can have only one ritual hex and must be at least level 18.

Grand Blight (Su): The witch can spend 12 hours in ritual to cause a devastating hex to befall the land 100miles around the witch, or within the boarders of a specific place such as a kingdom (up to 100miles in radius). A witch can only sustain one Grand Blight at a time and can end one as a free action.
The land under Grand Blight darkens, and all plants and animals become sickly and diseased while no new plants can grow and no new life can be born within the area. Grand Blight functions until the witch ends the effect, or the witch is slain.

Gloom Mark (Su): The witch can spend 12 hours in ritual to place a hex upon a city or town or even a specific character. The target emanates a great musical sound that attracts all monsters within many miles. A city attracts up to 6 monsters at a time, a town attracts 2, and a person attracts 1 at a time. Gloom Mark functions until the witch ends the effect, all monsters within 100 miles are slain, or the witch is slain.

Endless Night (Su): The witch can spend 12 hours in ritual to place a hex upon a city-sized area. If the city is exceptionally large, the hex effects the whole area up to it's city limits. The hexed area cursed to never see the sun again. When the sun rises to when the sun sets, the sun's rays are blocked, keeping the area shaded. Vampires and similar creatures can walk about without fear of the sun. Endless Night functions until the witch ends the effect or is slain.

Pocketlife (Su): The witch can spend 12 hours in ritual to enchant a pocket or a bag to contain an infinite space within, cosmetic appearance on the horizons can be however the witch wishes, since those inside will never reach the horizon anyway (being infinite). The ground can also be altered to look however the witch wishes but it must be flat and cannot cause harm to those inside.
From thereafter the witch can spend five minutes in casting a complementary hex that causes whatever the pocket or bag is touching up to 15x15 ft in size to vanish, appearing in the pocket dimension. Whenever the witch's actions would kill someone, she can instead have them appear in the pocket dimension. Otherwise, no one but the witch can enter, and none (but the witch) can leave without a casting of miracle or wish. This is effectively an afterlife, but the inhabitants are spirited away moments before their soul departs. When they appear in the Pocket dimension they are at 1hp and cannot go below 1hp, even due to starvation, or thirst and similar effects.
The witch can place objects inside the pocket dimension, such as wood, or food. But most importantly the witch can place seeds and animals as well. Allowing those inside to use them, even to start developing the land inside to better sustain life (Because even though they can't die inside, they can suffer.)
The witch can recast Pocketlife in order to retrieve an individual from the pocket dimension. Mage's disjunction is the only spell that can destroy a Pocketlife as if attempting to destroy an artifact. When destroyed, the inhabitants are trapped forever.

Life Crystal (Ex): The witch can spend 12 hours in ritual to create a crystal that contains the witch's life force. The witch will from then on come back to life where the life crystal resides, her past body vanishing and reappearing fully healed.
Life Crystal requires 50,000 gp and a sacrifice of a virgin or 12 cows, the blood filling a tub in which the witch resides with the company of a woman, not nessessarily innocent but it just requires a fertile woman. A female witch doesn't need the other if she decides to use herself. When the ritual is complete a Crystal is formed and the woman becomes infertile, the life energy of the womb being harnessed all at once to form the crystal.
The crystal is as durable as glass thus can be destroyed fairly easily. The crystal is oval in shape, about as wide as an apple and as long as a dagger. Not the easiest thing to hide on one's person but it is intended to hide somewhere.
A witch can have only one Life Crystal at a time.

Pumpkin Patch / Bone Yard / Stone Circle / Dread Grove (Su): The witch can spend 12 hours in ritual to create one chosen type of area. When the ritual is complete the chosen effect sprouts from the ground and from then on can serve as a teleportation ring to any other such area, so long as the witch knows about it. These areas can only be used by Witches, though someone knowledgeable might be able to determine if an area is a witch's or not, such as a pumpkin patch where no pumpkins should grow.
To use a teleportation area requires only a standard action once you are within. These areas are permanent until someone destroys them with a wish or miracle spell.




http://i1091.photobucket.com/albums/i382/Cipherthe3vil/PatronHexes.gif

http://i1091.photobucket.com/albums/i382/Cipherthe3vil/TheFourSources.gif
Your magic comes from one of four overarching sources.
Arcane:
Gain Arcane Sight as the spell permanently.
The Witches source is Arcane energy. You cast spells from the Wizard/Sorcerer spell list.
Enchantment: +1 to the DC of spells cast from the Enchantment line.
Transformation: +1 to the DC of spells cast from the Transmutation line.
Destruction: +1 to the DC of spells that inflict elemental damage.
Patron Hexes:

- Arcane Arrows: The Witch gains the ability to cast a series of arcane arrows. One arrow of bubbling purple energy seeks the target for every class level, and first level, for 2 arrows at 2nd level to cap out at 20th level. Each arrow is a burst of 5ft, and pushes the target back 5ft. The arrows themselves deal 1d4+Cha force damage each. They are not unerring, but uses a ranged attack roll with a +10 to hit. Arrows have a range of 400ft. Unattended objects, including walls, dirt, ect, win the 5ft burst take x6 Arcane Arrow damage and are disintegrated at 0.
- Arcane Shield: This shield is always active unless deactivated. It renders the Witch immune to magic as if under the effects of Antimagic Field until the Witch acts, or until the 1st round is over for the combat encounter.
- Arcane Portal: The witch can conjure a portal. The portal can only be used once per round. She designates at its creation one place within 120ft, where the second portal appears. The portal is then open for 20rounds, and can be used for transportation or spell delivery. Creatures can easily see through one portal and out the other, and can attack through the portal. But only once. So a volley of arrows fired through the portal would result in only one arrow going through.
- Arcane Flash: The Witch creates an instant, blinding flash which disintegrates all objects within 15ft that are not on someones person, or have a hardness greater then 15, or are magical in nature. All living creatures caught in the flash are thrown directly away for 150 feet. The Witches familiar and those the Witch sees as allies are not effected, but may fall 15ft (including the witch) unless flight spells are used.
- Arcane Savant: The Witch becomes enveloped in an aura of arcane energy, her body becomes infused with colors from the exposure and in places the arcane energy solidifies in odd formations on her body similar to how stalactites form. This form is usable once per day for 25 rounds. In this form her damage from the arcane hexes deal d12s in damage instead of d4s, and all knock-backs are doubled. Anyone who gets too close gets damaged by the aura for 1d10 damage and they must make a will save or be dazed by the confusing colors. Anyone silly enough to try to grapple, or tackle the Savant immediately roll a d6, the number from that represents the number of arcane spikes stab into them for d10 damage each.


Divine:
Gain an Aura of Good/Evil depending on alignment, creatures of opposing alignment in your aura take a -1 to saves against your spells, and you deal an extra 1 point of damage to them.
The Witches source is Divine energy. You cast spells from the Cleric spell list.
Vitality: +1 to the caster level of spells that Heal.
Divination: +1 to all rolls for Divination spells.
Conjuration: +1 caster level to spells from the Conjuration line.

- Protection: The Witch can cast a spell of Protection once every 5 rounds that can absorb a number of damage equal to the Witches level x1 at first level, x3 at 5th, x5 at 15th.
- Healing Sphere: The Witch can release a bright sphere of light that damages undead for 2d10+Charisma+Witches level. The Sphere has a range of 200ft and has a small burst effect, healing on impact and all those adjacent to the impact.
- Seed: The Witch can release a quick pulse of light filling 60ft. Trees and plantlife grow in the area that act as difficult terrain for hostile targets, but don't effect allies. The area will provide regeneration 5 to the Witch and allies within the area.
- Searing Smite: Once every 5 rounds, the Witch can call down a thick beam from the heavens to heavily damage a target for 5d10 damage + Charisma + Witches level in an area effect of 10ft around impact. Enemies around the impact are sent flying for 20ft away from the sight of impact.
- Divine Glory: Once per day, the Witch can sprout wings to gain a fly speed twice that of their land speed, gain 5 points of temporary health each round, and fast healing 5. If the witch dies in this form, three Searing Smites fall from the sky on the closest three enemies. If Searing Smites are unable to reach, the area around the site of death is permanently under the effects of Seed. (However, the Witch does not benefit from the Regeneration as she's already dead). Divine Glory lasts 20 rounds, or until combat is over. Which ever is soonest.


Elder:
Gain spell resistance equal to your level. At level 5: Level+5. At level 10: Level+10, at level 15: Level+15, at level 20: Level+20.
The Witches source is.. something older then Arcane or Divine. You cast spells from the Cleric spell list.
Insanity: +5 damage with spells that deal psychic damage.
Necromancy: +1 caster level for Necromancy spells.
Domination: +5 DC to spells that would inflict your will over a victim, such as command, or Dominate Monster.

- Pestilence: The Witch creates a 15ftx15ft aura of green smog. The aura deals negative energy damage to all those in the aura (including the Witch) equal to the Witches Level. The aura deals its damage at the start of the Witches turn or resets and will deal this damage to the next living thing to enter the aura.
- Drain: The Witch attacks with a skull that explodes on impact dealing 1d10 damage + Charisma + Witches level. The witch is healed for the damage dealt.
- Death Bomb: The witch creates a small black sphere that when thrown deals 5d10+Charisma damage and creates a Pestilence aura on impact.
- Foul Elimination: The Witch destroys all summoned creatures within 200ft, which create Pestilence auras where destroyed.
- Lich: Once a day, the witch can temporarily gain all the benefits of the Lich template for 15 rounds.


Nature:
You gain elemental resistance 5+Level against fire, cold, and electric that stacks with other resistances you get, if you get.
Your power comes from Nature itself, you cast from the Druid spell list.
Wrath: You gain +5 to your caster level whenever you are targeting a character, beast, or other that has destroyed something considered sacred to the Witch whenever using a spell from the druid spell list. Which may be something broad so long as reasonable, such as human life.
Peace: You gain +5 to your caster level for spells cast from the Druid spell list that do not deal damage or negatively effect another creature.
Growth: You gain +2 to your caster level whenever you create an effect that produces plantlife even temporarily.

- Vine Bomb: You conjure a small bomb that when thrown will detonate into a large mass of thick entangling vines and flowers. Its very pretty. Area of effect 20ftx20ft (Entanglement, as the spell), deals no damage.
- Thorn Ball: You project what looks like a large thorned seed. It detonates on impact if it hits a living creature, or it will remain in place on impact until a creature passes within 5ft or it is damaged. Deals 1d6 acid damage per caster level, with a 20ftx20ft burst.
- Sanctuary: You conjure a magnificent plant full of color and vitality. This sacred plant nullifies hostile magic, all hostile magic entering, or cast within the sanctuary effect must beat a Dispel Magic of 30+the witches ranks in Witchcraft.
- Thorn Bomb: You conjure a small green bomb. When thrown, it will detonate to produce a ring of Thorn Ball's planted into any stable surface. Two thorn balls appear in every 5ft square adjacent to the sight of impact, with 4 bombs in the same 5ft where the bomb went off. If the creature tries to move from the square, it triggers the thorn balls unless it beats an escape artist check of 30 in the epicenter, and 25 for all the 5ft areas with the thorn balls. The bomb's effect is 10ftx10ft in all directions so long as there is something solid there, the thorn bombs can't be made in thin air after-all.
- Natures Wrath: Your body turns plant like (To be left to your imagination), you become immune to critical hits, you gain natural armor of 15, anything you touch gets pricked by small thorns on your body and need to make a DC 20 fortitude save or be poisoned taking 1d8 constitution and intelligence damage, then another save in a minute for 1d6 constitution drain as their flesh slowly turns to a hard wood material. When you assume Natures Wrath form all thorn balls you've created in the past 12 hours explode at once. All new thorn balls created AFTER this are double the size and effect, with x1.5 more damage, all vine bomb's area of effect is increased to be 60ftx60ft.

eftexar
2012-05-28, 06:23 PM
Post in spoiler moved/deleted at cipher's request:
I am a little worried about witchcraft. It effectively duplicates sorcerer spellcasting (or cleric or whatever), but also has a variety of its own abilities. I would say with it's hex ability it doesn't need access to so many spells per day (maybe cut it to just her witchcraft skill ranks or her witch level) to keep it at a similar point of balance as the sorcerer (otherwise she can spam 9th level spells all day). Otherwise I think some sort of spell point system is in order.
Everything as far as the other class abilities looks fine, but I wonder if you should have a way to reverse Forced Reincarnation. Almost everything in D&D has a method of reversal or a way of quickly regaining what has been lost (with energy drain being the only notable exception).

This is more my personal opinion than an actual critique of the class (sorry when I see something over tier 3 I instinctively complain). You might not want to knock it down to tier 3, but if you did limiting it to 6th level spells would be a good way to go.

Original post here:
Hmm... I think I missed something. Do spells subtract their level from uses or did I not see something else? From what I was reading the witch could straight up cast as many spells as twice her ranks (so that would be nearly 40 9th level spells possible).

Cipher Stars
2012-05-28, 06:42 PM
http://i1091.photobucket.com/albums/i382/Cipherthe3vil/SpecializedWitchcraft.gif
Your magic comes from primal, individual forces.
Flame Witch:
You gain fire immunity, and +2 to the DC and caster level of fire spells. You do not use a spell list, but any spell from any list that utilizes fire does not suffer the +5 Witchcraft DC.

- Fireshot: You project a small flaming shot of concentrated fire. It deals 1d6+Cha damage every two caster levels fire damage. Its range is 400ft.
- Fire Aura: You envelop yourself in flame. Your attacks with small weapons, unarmed damage, or Natural weapons deal an extra 1d6 fire damage and any who attacks you without a reach weapon in melee take 1d4 fire damage per 3 caster levels. Fireshot's damage increases to d10 when under Fire Aura. Fire Aura lasts 5 rounds.
- Napalm: You release a spray of hot napalm. In a cone out to 60ft, you coat the area. All who enter the area take 1d12 fire damage and need to make a reflex save for each 5ft section passed through or catch on fire. All in the area need to make the same reflex save or take 1d12 fire damage per second caster level up to 10d12 at level twenty. If they succeed, they take half damage. Succeed or fail, they still catch on fire. Napalm's area lasts for 6 rounds and can't be used again until the first Napalm dies out.
- Fire Dragon's Roar: You gain a breath weapon similarly to a dragon, dealing 1d8 fire damage per level in a 60ft cone usable a number of times per day equal to your constitution modifier.
- Burning Soul: You become incorporeal, your body turning into fire, and fast healing 15. Your fire damages are doubled in this form and your always considered to be under Fire Aura. Usable once per day for 15 rounds.


Ice Witch:
You gain cold immunity, and +2 to the DC and caster level of cold spells. You do not use a spell list, but any spell from any list that utilizes cold/ice does not suffer the +5 Witchcraft DC.

- Iced Touch: You touch a target, who takes 1d6+Cha cold damage and needs to make a fortitude save or be slowed as ice creeps about to cover them in a thin sheet.
- Ice Lance: This functions as Ice Lance, the spell, however being this Patron Hex, it is at-will. If they remain Pinned, they count for:
- Ice Breaker: You detonate ice. Anyone suffering from a special condition brought on by ice makes a fortitude save or takes 1d6 dexterity damage, and 1d4 strength damage, with 1d6 piercing damage from shattering ice fragments. On a successful save, they take only the piercing damage.
- Ice Dragon's Roar: You gain a breath weapon similarly to a dragon, dealing 1d8 cold damage per level in a 60ft cone usable a number of times per day equal to your constitution modifier.
- Frozen Soul: You turn to ice and gain all the benefits of being a Construct, You have damage reduction 15/fire and you can grapple a target to deal 1d8 cold damage. On the next round, you can try to envelop the target in your icy body, trapping them, so long as they are the same size category or less. Enveloped victims take 1d8 cold damage per round, and take 1d4 strength damage, and are immediately restrained, their effective dexterity now being 0 however they can still make a DC30 strength check to break out (Upon breaking out, the Witch takes 10d6 damage and is unconscious). The cold makes it hard to think, they also take 1d4 wisdom damage a round until they pass out.
If the victim is still enveloped when Frozen Soul ends, it is gone forever becoming a part of the Witch.


Stone Witch:
You gain DR equal to half your level, and +2 to the DC and caster level of any spell that works with stone/earth/dirt/sand, ect. You do not use a spell list, but any spell from any list that would benefit from the +2 does not suffer the +5 Witchcraft DC.

- Stone Hurl: You cause a solid stone projectile to throw itself at a target dealing 1d8+Cha bludgeoning damage per caster level. The stone breaks itself away from stone walls, floors or ceilings, or just from the ground. Little use in a wooden/metal building with more then three feet between you and stone.
- Clamp: You cause two stone slabs to rise out of the ground to smash victims between the two. It deals 1d12 damage per caster level, and they are pinned between the slabs. Usable once per 6 rounds. Reflex save for no effect. The slabs sink back into the earth at the end of the 6 rounds.
- Split Earth: You cause the ground to violently rip open below an area. Those in the area need to beat a reflex save or fall in the hole, which is 50ft deep. If opened below a building, the building takes 50damage in each 5ft area over the area of effect. The Split Earth is a 15ftx60ft line, subjects in the middle 5ft take a -5 to their reflex save. In 6 rounds, the Split closes. Dealing 5d12 crushing damage per round to those trapped for two rounds, if they survive, they are trapped. Naturally, this has no effect if the reflex save is won (Pretty straight forward: they don't fall in the hole).
- Stone Pillar: You cause a pillar to suddenly shoot out of the ground below a single target, they take 1d10 damage per caster level even on a succeeded a reflex save. If they fail the reflex save, they are thrown 5d12x10 feet into the air. If there is a ceiling they hit that instead. If the ceiling is 15ft low or less, the pillar crushes the target against it with a chance to crush through. The ceiling and victim takes the 5d12 as damage, the ceiling takes x4 that damage. If it breaks through the ceiling, the victim continues to fly upward -1d8x5 feet. If there is a second ceiling, the victim takes 5d12 damage upon hitting it, and the ceiling takes 5d12 damage. If its enough to break through, the victim continues to fly upwards for another 1d6x5=ft before falling back down...
- Stone Heart: You turn to animated stone. You gain all the benefits of the construct type, and gain DR/30, and gain all resistances and immunities Stone might have. You gain a burrow speed equal to twice your normal speed. You can hold still and gain a +20 to disguise to pretend to be a simple statue if you weren't witnessed. Lasts for 20 rounds, usable once per day.


Storm Witch:
You gain electric immunity, and +2 to the DC and caster level of electric spells. You do not use a spell list, but any spell from any list that utilizes electricity does not suffer the +5 Witchcraft DC.

- Shock Palm: With a touch attack, you deal 1d12+cha electric damage damage and stun the target. A stunned target cant be stunned by this effect again for 3 rounds.
- Shock Field: You charge an area 25ftx25ft with electricity. Targets within take 1d4+cha electric damage per round. If Shock Field is used on aquatic terrain, the damage is 1d6+Cha and twice the area.
- Lightning Bolt: Lightning bolt, as the spell.
- Storm Dragon's Roar: You gain a breath weapon similarly to a dragon, dealing 1d8 electric damage per level in a 60ft cone usable a number of times per day equal to your constitution modifier.
- Storming Glory: A dark, charged cloud bunches around your feet and you gain a fly speed twice your land speed. Whenever you are above a hostile target, a lightning bolt is released from the cloud to strike it. Your electric spells deal double damage in this form. You gain an extra pair of arms, and your body takes on some of the likeness of a Lightning Elemental. You can cast two lightning bolts at a time. This form lasts 15 rounds and is usable once per day.


Wind Witch:
You gain a deflection bonus to AC equal to half your Witch level + cha, and +2 to the DC and caster level of any spell that works with Wind/Air, ect. You do not use a spell list, but any spell from any list that would benefit from the +2 does not suffer the +5 Witchcraft DC.

- Gust: You release a burst of wind that knocks down small or smaller targets, making them prone, and staggers a medium creature who fails a fortitude save to resist the gust. Those in the area of effect, a 30ft cone, take 1d4+Cha damage per caster level as smallish loose objects are thrown about. If the area is littered with particularly sharp objects, the damage is d8 instead of d4. (Such as a dumped box of shurikens, or if used in the middle of an armory)
- Flight: Gain a fly speed equal to twice your land speed. Since this is At-will, you pretty much just outright gain a fly speed. You can grant flight to up to three others as well so long as they remain within 100ft of you.
- Jeststream: You produce a huge jet of wind that is a line effect of 400ft The jet stream deals 1d12 damage per caster level to anything in its way, and they need to succeed a reflex save or be carried along the jetstream building speed to take twice the length pushed as falling damage. The line remains for 6 rounds, during which time you can't make a new one.
- Twister: You create a raging twister that remains in one spot pulling all within 30ft of the twister into it, in which they take 1d10 damage per round as bludgeoning from loose objects or even eachother, 1d6 slashing damage from the slicing winds, and 1d4 sonic damage from the great noise within. Those in the area need to beat a DC 25 strength check to resist the pull and get out of the area of effect. There is a 25% chance per round that a target within the twister will be flung out 60ft, taking damage as if they fell that length, and a 25% chance that someone within 60ft will be struck by a flung object, or even person. Twister lasts 10 rounds, during which time you cannot cast another.
- Spirit of Wind: You become incorporeal and hard to see as you turn into the wind. You can choose if your Raging wind or Calm wind. Calm Wind is hard to see, and your as if under the effects of Greater Invisibility. Raging Wind however is not invisible and is a humanoid mesh of slicing winds, you can move through a target or object to deal 1d12 slashing damage per caster level. You are completely immune to slashing damage, and have DR 30 against bludgeoning damage.

Veklim
2012-05-28, 07:14 PM
I think he means spell level's worth at 2*total spellcraft modifier, so if you had a 28 modifier then you could cast 56 spell level's worth (14 level 4 spells for instance, or 1 level 9, 15 level 3s and a level 2). That's how it makes most sense to me anyhow.

I think you may have overcooked the spellcraft requirements for spell level too, you can have 17 ranks at level 14, and you should NOT have level 9 spells at 14th! What would work is this:

To cast a spell, you must have at least (Spell level *2)+2 ranks in spellcraft. That means you get access to 0th with 2 ranks, 1st with 4 (level 1), 2nd with 6 (level 3), 3rd with 8 (level 5), etc... unless of course this isn't 3.5 (does pathfinder use different rules for skill rank maximums?). If so, perhaps state as such!

bobthe6th
2012-05-28, 08:26 PM
unless I am wrong, patron hex is insane. It seems that you get all the listed abilities... so an at will max power magic missile with some benefits +immunity to spells for the surprise rounds+AT WILL 120ft TELIPORT+at will 15ft disintegrate +at will RANGED 15ft disintegrate with 20d4 of additional destruction... what the hell? at FIRST LEVEL? and thats just arcane, not even going into the other two... with those, I see little need for other class features, as it can rofl stomp anything...

and the wizard familiar... what? why did you think that was a good idea? that things going to be a super gish at mid to high levels...

my current reaction is of comprehensions, so I ask you... WHAT IS THIS!?!?

eftexar
2012-05-28, 09:15 PM
See:
Patron Hex:
A Witches power stems from certain forces. A Witch gains a special Hex and benefits from the particular power source. Powers granted by the Patron Hex are all at-will unless otherwise noted.

I'm pretty sure you only get one patron hex each level it indicates so (see chart). It's not nearly as broken as "you have everything at first level." Especially since the wizard familiar is mostly useless anyways (it really is just there to take away your experience points).

I think it is still a solid tier 2 though, with all it's at will abilities, if not a low tier 1. Granted with less spells per day it wouldn't have the same utility as a sorcerer or wizard, but the "I can cast anything (even if only a few times a day)" brings it back up to the sorcerer's level, if not a little higher. I think it's spells per day limit bring a bit more down to earth, but you still have spells at higher levels (8th and 9th in particular) that are broken.

I still vote for a 6th level spell cap, but I suppose there are quite a few people who still play with the sorcerer and wizard in their games.

Cook People and a few of the other great hexes are a little powerful though, now that I have read through them a second time, and I think they should be grand hexes instead.

bobthe6th
2012-05-28, 11:05 PM
man, missed that there was an actual progresion, my bad.

so instead it is just droping a 5d4 attack with a 25ft knock back, at will? that is the only really, really offensive one. I would suggest running it magic missile style, with additional arrows coming in once per 2-3 levels.

Cipher Stars
2012-05-28, 11:54 PM
I think you may have overcooked the spellcraft requirements for spell level too, you can have 17 ranks at level 14, and you should NOT have level 9 spells at 14th! What would work is this:

To cast a spell, you must have at least (Spell level *2)+2 ranks in spellcraft. That means you get access to 0th with 2 ranks, 1st with 4 (level 1), 2nd with 6 (level 3), 3rd with 8 (level 5), etc... unless of course this isn't 3.5 (does pathfinder use different rules for skill rank maximums?). If so, perhaps state as such!
*Except you may notice there is no "Witchcraft", nor even Spellcraft, in the Witches class skills. That was not an accident.


See:
I'm pretty sure you only get one patron hex each level it indicates so (see chart). It's not nearly as broken as "you have everything at first level." Especially since the wizard familiar is mostly useless anyways (it really is just there to take away your experience points).

I think it is still a solid tier 2 though, with all it's at will abilities, if not a low tier 1. Granted with less spells per day it wouldn't have the same utility as a sorcerer or wizard, but the "I can cast anything (even if only a few times a day)" brings it back up to the sorcerer's level, if not a little higher. I think it's spells per day limit bring a bit more down to earth, but you still have spells at higher levels (8th and 9th in particular) that are broken.

I still vote for a 6th level spell cap, but I suppose there are quite a few people who still play with the sorcerer and wizard in their games.

Cook People and a few of the other great hexes are a little powerful though, now that I have read through them a second time, and I think they should be grand hexes instead.

Hah. Heavens no, I rarely limit the Spell Levels on my classes. Even my Solstream may appear limited at first, but it continues in epic levels to push past that. Even then, I countered my own limited spell levels with Invocations.
I just don't like limited spell levels.


man, missed that there was an actual progresion, my bad.

so instead it is just droping a 5d4 attack with a 25ft knock back, at will? that is the only really, really offensive one. I would suggest running it magic missile style, with additional arrows coming in once per 2-3 levels.
4d4. But yes. I intended to do something like that.


This class was very rushed, as I was about an hour into crafting this thing when suddenly I was made aware that I had a lot to do today and was rushed out the door, so I whipped up the rest of the class in about a half-hour.

In fact, I remember I had three other Patrons I wanted to add. But I had to cut them before I posted.

Cipher Stars
2012-05-29, 11:36 AM
Big update.
I fixed several things and in my second post added Specialization paths where your Patron is an element.

Took so long because blasted GitP has made some sort of error each time I tried to post until now. Which is SIX times. :smallmad: The connection service here sucks :smallfrown: But what ever! I think this class is totally done now on my part. Just peaches left to polish it off or something. Point out conflicts and what not, or things unclear.

Cipher Stars
2012-05-29, 12:17 PM
Big update.
I fixed several things and in my second post added Specialization paths where your Patron is an element.

Took so long because blasted GitP has made some sort of error each time I tried to post until now. Which is SIX times. :smallmad: The connection service here sucks :smallfrown: But what ever! I think this class is totally done now on my part. Just peaches left to polish it off or something. Point out conflicts and what not, or things unclear.

Scratch that.

NOW its done. I meant the mechanics were done there, now the fluff is done as well.

Please PEACH.

JoshuaZ
2012-05-29, 12:25 PM
The Witchcraft mechanism seems really strange since people are just going to treat it as a cross-class skill and burn up skill points. Instead why not make Spellcraft a class skill, use Spellcraft and then just require twice as many ranks as one requires now?

Cipher Stars
2012-05-29, 12:31 PM
The Witchcraft mechanism seems really strange since people are just going to treat it as a cross-class skill and burn up skill points. Instead why not make Spellcraft a class skill, use Spellcraft and then just require twice as many ranks as one requires now?

*shrug* It seemed simpler to simply not include it as a class skill...

But yea. I guess I should change that...

----

Fix'd. Lol. Just made it level +3.

JoshuaZ
2012-05-29, 01:07 PM
*shrug* It seemed simpler to simply not include it as a class skill...

But yea. I guess I should change that...

----

Fix'd. Lol. Just made it level +3.

Yeah, that probably makes the most sense. That way they can actually recognize spells being cast by other people.

Cipher Stars
2012-05-29, 01:13 PM
Yeah, that probably makes the most sense. That way they can actually recognize spells being cast by other people.

My thoughts exactly. When I was editing I realized that they wouldn't be able to recognize anything else.

Hmmm. Anyway. I want to make one now to see how it actually works in a game.

Yitzi
2012-05-29, 01:29 PM
I would advise proofreading the whole thing, making it more of a rule-sort format (see actual rulebooks for examples), and just making it overall clearer; that'll make it more likely both to be used and to be PEACH'ed in a more substantive manner.

Cipher Stars
2012-05-29, 02:20 PM
I would advise proofreading the whole thing, making it more of a rule-sort format (see actual rulebooks for examples), and just making it overall clearer; that'll make it more likely both to be used and to be PEACH'ed in a more substantive manner.

Not totally sure what you mean by that.

drack
2012-05-30, 10:00 AM
Yo Cipher. :smallbiggrin:

Anywho comments:

... First level mettle dip through dog familiar? :smallconfused:

Wizard: firstly... really? :smalltongue: but moving along making items with free xp is a tad broken, no?

Snake familiar one level dip freedom of movement at will also seems a bit much...

Forced Reincarnation: hmm... Is there any precedent for reviving a creature without their consent that you know of? :smallconfused:

Witchcraft:

"A Witch can only cast a number of spells per day equal to twice her total Witchcraft skill, " So I buy quick +skill item and can cast more spells? More than a tad cheep...

"To cast a spell, the witch must have ranks in "Witchcraft" (Spellcraft, lol) equal to the level +3 the normal member of the class that casts those spells must be"
So, one level witchcraft, 16 levels other that I still use to invest spellcraft ranks, and I can cast level 9 of any of the base classes that I choose, plus I can cast from other lists for +5DC? ... um... at a loss for words...

Familiar is a tad strong to go with sorc/wiz casting, but with others it's fine. :smallcool:

Anywho hope this is useful :smallbiggrin:

Debihuman
2012-05-30, 10:32 AM
I am confused: Does a 1st level witch gain a familiar with a +8 bonus to Int, Con, Dex, and Str abilities? Compared to regular familiars which just gain 6 Int (instead of 1 or 2), that's mighty overpowered. I think you really need to fix that to even come close to a playable class.

Debby

Cipher Stars
2012-05-30, 10:47 AM
Yo Cipher. :smallbiggrin:

Anywho comments:

... First level mettle dip through dog familiar? :smallconfused:

Wizard: firstly... really? :smalltongue: but moving along making items with free xp is a tad broken, no?

Snake familiar one level dip freedom of movement at will also seems a bit much...

Forced Reincarnation: hmm... Is there any precedent for reviving a creature without their consent that you know of? :smallconfused:

Witchcraft:

"A Witch can only cast a number of spells per day equal to twice her total Witchcraft skill, " So I buy quick +skill item and can cast more spells? More than a tad cheep...

"To cast a spell, the witch must have ranks in "Witchcraft" (Spellcraft, lol) equal to the level +3 the normal member of the class that casts those spells must be"
So, one level witchcraft, 16 levels other that I still use to invest spellcraft ranks, and I can cast level 9 of any of the base classes that I choose, plus I can cast from other lists for +5DC? ... um... at a loss for words...

Familiar is a tad strong to go with sorc/wiz casting, but with others it's fine. :smallcool:

Anywho hope this is useful :smallbiggrin:

You mean a ten level dip. You cannot leave the class until tenth. Things like that are standard issue in my classes. I'm tired of people saying "Lol, level dip *Swish pose*"

No. I HATE crafting using XP. Its the stupidest thing ever. Hell it'd make infinitely more sense for them to GAIN XP. Let alone SPEND XP just to sprinkle some herbs together and make a potion or sword or whatever...

The Hexes are standard issue hexes. I did not make them.

Yep. Skill+ Items increasing their Witchcraft add to spells per day. Like the Witch Doctor from Diablo III- Some items increase their power.

Witchcraft is not the same as Spellcraft. Other classes would not be able to progress in it. And again. TEN levels of Witch.

You mean the Familiar is actually useful :smalltongue:




I am confused: Does a 1st level witch gain a familiar with a +8 bonus to Int, Con, Dex, and Str abilities? Compared to regular familiars which just gain 6 Int (instead of 1 or 2), that's mighty overpowered. I think you really need to fix that to even come close to a playable class.

Debby

Rude...:smallfrown: If someone doesn't like useful familiars and having one makes a class unplayable, then they don't have to play it.
I see in no way that the familiars are overpowered. Just finally useful.

drack
2012-05-30, 11:16 AM
You mean a ten level dip. You cannot leave the class until tenth. Things like that are standard issue in my classes. I'm tired of people saying "Lol, level dip *Swish pose*"

No. I HATE crafting using XP. Its the stupidest thing ever. Hell it'd make infinitely more sense for them to GAIN XP. Let alone SPEND XP just to sprinkle some herbs together and make a potion or sword or whatever...

The Hexes are standard issue hexes. I did not make them.

Yep. Skill+ Items increasing their Witchcraft add to spells per day. Like the Witch Doctor from Diablo III- Some items increase their power.

Witchcraft is not the same as Spellcraft. Other classes would not be able to progress in it. And again. TEN levels of Witch.

You mean the Familiar is actually useful :smalltongue:

I did notice that, but the last level being in it still fits that, and it may be easy for a DM to miss... Plus just moving a few things up a few levels at the start and spreading out progressions makes level dips pointless anyway. :smallconfused:

Uh... huh... I suppose you also believe people should have infinite spells and HP? :smallconfused: Crafting xp lets you not get a bunch of dirt cheep items. essentially you are just upping spell load and HP as well as other things without it.

I'd suggest specifically stating that other classes can't get it then, but this still leaves say a level 20 witch open to spend half her funds on a +witchcraft item, and have way more spells.

Yes, mean that you're adding druid abilities to wizard spells which is unbalanced as the limitations on the druid spell selection is what leaves it open for things like animal companion without becoming too overpowered.

Analytica
2012-05-30, 11:32 AM
Yo Cipher. :smallbiggrin:
Forced Reincarnation: hmm... Is there any precedent for reviving a creature without their consent that you know of? :smallconfused:

Like the other (non-bloodline) hexes, this one is from the Pathfinder witch: http://www.d20pfsrd.com/classes/base-classes/witch so there is indeed precedent.

Cipher, you may benefit from writing up the ways in which rules in your games differ from "garden variety" D&D out of the book, including such things as not progressing cross-class skills, minimum ten levels in each class etc., perhaps spoiler it and put in your tag so you can refer to it? I think it will improve the feedback you get since people then won't comment based on incorrect but common assumptions. :smallsmile:

drack
2012-05-30, 11:34 AM
Like the other (non-bloodline) hexes, this one is from the Pathfinder witch: http://www.d20pfsrd.com/classes/base-classes/witch so there is indeed precedent.

Ah, thank ye. :smallbiggrin:

Hyudra
2012-05-30, 11:38 AM
When I'm reviewing monster classes, I try to cover the points of originality, playability, balance, elegance (formatting/spelling/clarity/presentation) & flavor.

The Witch as you have it presented is pretty top notch in terms of flavor. It's also pretty rock bottom in terms of playability. What do I mean by playability? I'm referring to how well the class would lend itself to being used in a game. Would it be fun to use? Would it be fun for the others at the table? For the DM? Do any class features bog down play? Does it really make sense with the way D&D 3.x works?

The hexes are a big offender here. Let's see...
Blight - Pretty minimal utility, and the actual effect of 1 con damage a day is pretty poor. Monsters can use stuff like disease and long term hexes, because the players are going to feel that. In what situation will a player using an effect like this actually get some use out of it? Use it on an owlbear, your party's probably going to kill it in a few rounds. Use it on the escaping BBEG? He'll get it removed. Hell, you could make it 1 con damage a round and it'd be pretty underpowered in a player's hands.
Cackle - minimal utility. Combat in 3.x tends to be pretty short, brutal and violent. Few combats really stretch on long enough that it's worth using a (move) action to extend the effects you've piled on a foe.
Beast of Ill Omen - it's flat out worse than the Bane spell in many respects (primarily in that it affects one target, and it's often not the target you'd want), and Bane isnt' that fantastic a spell to begin with.
Child Scent - What gameplay application does this have, honestly?
Coven - Similarly, what gameplay application does this have?
Evil Eye - The effect is pretty minor. A demoralize action augmented by a feat would be more effective.
Misfortune - This ability stands far & above so many of the others in effectiveness. This is probably the bar you should be setting for hexes, at this point.
Nails - really not that effective.
Poison Steep - In all honesty, how many opportunities are you going to have to use this, during a game?
Prehensile Hair - Not one of the best, but certainly has possibilities.
Scar - why will and not fort? Sort of limited in use for a typical campaign.

I won't go over everything, but my point should be clear. I might suggest taking some of the weaker ones & making it something like...

Each time the Witch gains the Hex class feature, pick one of these:
(list good hexes)
Or two of the following:
(list the crummier ones).

The Tygre
2012-05-30, 01:12 PM
... Dat font.

It's glorious.

Have you considered outer planar patrons, like fiends, or do those just fall under the arcane/divine patrons?

Cipher Stars
2012-05-30, 01:44 PM
When I'm reviewing monster classes, I try to cover the points of originality, playability, balance, elegance (formatting/spelling/clarity/presentation) & flavor.

The Witch as you have it presented is pretty top notch in terms of flavor. It's also pretty rock bottom in terms of playability. What do I mean by playability? I'm referring to how well the class would lend itself to being used in a game. Would it be fun to use? Would it be fun for the others at the table? For the DM? Do any class features bog down play? Does it really make sense with the way D&D 3.x works?

The hexes are a big offender here. Let's see...
Blight - Pretty minimal utility, and the actual effect of 1 con damage a day is pretty poor. Monsters can use stuff like disease and long term hexes, because the players are going to feel that. In what situation will a player using an effect like this actually get some use out of it? Use it on an owlbear, your party's probably going to kill it in a few rounds. Use it on the escaping BBEG? He'll get it removed. Hell, you could make it 1 con damage a round and it'd be pretty underpowered in a player's hands.
Cackle - minimal utility. Combat in 3.x tends to be pretty short, brutal and violent. Few combats really stretch on long enough that it's worth using a (move) action to extend the effects you've piled on a foe.
Beast of Ill Omen - it's flat out worse than the Bane spell in many respects (primarily in that it affects one target, and it's often not the target you'd want), and Bane isnt' that fantastic a spell to begin with.
Child Scent - What gameplay application does this have, honestly?
Coven - Similarly, what gameplay application does this have?
Evil Eye - The effect is pretty minor. A demoralize action augmented by a feat would be more effective.
Misfortune - This ability stands far & above so many of the others in effectiveness. This is probably the bar you should be setting for hexes, at this point.
Nails - really not that effective.
Poison Steep - In all honesty, how many opportunities are you going to have to use this, during a game?
Prehensile Hair - Not one of the best, but certainly has possibilities.
Scar - why will and not fort? Sort of limited in use for a typical campaign.

I won't go over everything, but my point should be clear. I might suggest taking some of the weaker ones & making it something like...

Each time the Witch gains the Hex class feature, pick one of these:
(list good hexes)
Or two of the following:
(list the crummier ones).

So your main problem with it, so far, is the things that I copied from the existing Witch XD.

I guess I'll go back, delete them all, and replace them with Hexes of my own design that are based off the existing Hexes.


... Dat font.

It's glorious.

Have you considered outer planar patrons, like fiends, or do those just fall under the arcane/divine patrons?

Depends on the patron. Fiends would be Elder.

I did, however, consider something kinda like that.
Before I had to rush and post this class I had a fourth section: Pacts. "Your power comes from a bond with a powerful being". Which would be things like powerful outsiders and what not.
I had to delete it before posting since it was totally blank besides that short description above. (I say fourth because there was only three at the time, I later added Nature, and then the Specialized patrons).

eftexar
2012-05-30, 05:23 PM
I can definitely see, like drack, how item crafting without xp could be a problem (especially with the sort-of-full-spellcasting here). I did the same thing with my witch just before you, but had some limitations to mine that you might consider implementing:

Witchcraft
...
She may craft potions and oils as if she had the Brew Potion feat, though these items are considered non-magical in nature and do not cost experience.
...
Any potion or oil the witch creates becomes inert after 2d4 + witch level days, rolled at creation, and because of their nasty composition these items have no resale value.

You might even consider restricting the use of these magic items to only the witch and other witches (and of course umd users).

On a side note I'll have to compliment your font as well.

But drack, how is the druid not overpowered?: full spell list with full spells per day (and the druid spell list is only beaten out by the sorcerer/wizard list), full fighting capability, cast spells during wildshape, and a fighting companion. Just the spells and the companion would be tier 2, while wildshape has been said to be tier 3 on its own.

Yitzi
2012-05-30, 05:50 PM
Not totally sure what you mean by that.

Some examples:

-"And then, Constitution." This is not a sentence. While the intent is clear, the poor grammar distracts (at least for me, and I suspect for many of the mindset to evaluate things carefully) from the concept. There are far too many such half-sentences to list.
-While the fancy section headings look impressive, they may not be the wisest idea for something where you want people to carefully read the actual content.
-Renaming Spellcraft "Witchcraft" is confusing and accomplishes nothing. Either leave it as spellcraft, make it a separate skill (e.g. like psicraft), or refer to it as Spellcraft in the rules and merely note that most witches use the term "witchcraft" to describe the skill.
-The inclusion of non-rule comments (e.g. "poor sob" about the wizard familiar) make the whole thing read more like a ramble and less like a crisp set of rules which can be properly PEACHed and eventually played with. There's nothing wrong with fluff (very much the opposite, in fact), but for greater playability it should be kept separate from the crunch.

drack
2012-05-30, 07:12 PM
But drack, how is the druid not overpowered?: full spell list with full spells per day (and the druid spell list is only beaten out by the sorcerer/wizard list), full fighting capability, cast spells during wildshape, and a fighting companion. Just the spells and the companion would be tier 2, while wildshape has been said to be tier 3 on its own.

I was comparing it to the classic strong ones like cleric and wizard. It may have decent spells, but if you've played the three main spellcasting lists you'll see that it certainly is limited, and sorc/wizard is certainly the most powerful. :smallcool:

Cipher Stars
2012-10-12, 07:34 PM
Since it's nearing Halloween, one of my favorite holidays. Perhaps my favorite, period. And since I'm back after having barely glazed over gitp while I was out doing other things. I want to reopen this Witch to see if I can polish it, make it more desirable to play or welcome into a game.


I wonder why I never replied. Maybe I never saw the new replies? Ah, I said I was going to redo all the Hexes, so I was probably waiting until I did that, which I never did.

Well I'm going to try to come back to Homebrewing. I'm also much more calm and level headed then the last time I popped up, I've been training my mind and emotions since. Though still sensitive I can simply wait until I stick a band-aid on any wounds and push forward :P

I've gone back and addressed some of the horror at the idea that I locked the Witch in with ten levels. It now feels to me like using a shotgun to kill a fly. I've lowered it to three levels to keep the idea behind it, but still make it require more work for those people who like to dip-classes while still being usable in a set of some sort in lower leveled games. Since many games It seems are played at level 3, 4, or 6 or for masochists, 1.


I can definitely see, like drack, how item crafting without xp could be a problem (especially with the sort-of-full-spellcasting here). I did the same thing with my witch just before you, but had some limitations to mine that you might consider implementing:

You might even consider restricting the use of these magic items to only the witch and other witches (and of course umd users).

On a side note I'll have to compliment your font as well.

Yes, I can see how not having a limitation besides acquiring the resources and the often imbalanced cost (Since some creations just require a few weeds, yet can cost more then some farmers make in a year).

However it is not room to implement an XP cost. XP cost is still ridiculous. BUT. Witches have their marks, and power is shared between one mark to another.
My idea is that they are useless if the person does not have a Witch's Mark since that is how the potion or scroll uses it's magic. I can add Shelf life to potions but it might not be necessary.


I'll see what I can do to tweak the Hexes, but apparently totally redoing them all made me go blank last time. So I'll just go through and tweak.


Alright. I've edited much of the class. Had to use a third post since I extended many hexes, and included several new ones including adding Ritual Hexes, which are much more potent.

Saidoro
2012-10-12, 09:38 PM
A Witch can cast spells in a way. A Witch can choose to craft off of a spell list determined by their Patron Hex class feature.
To cast a spell, the witch must have ranks in "Witchcraft" (Spellcraft, lol) equal to the level +3 the normal member of the class that casts those spells must be. So to cast a 0 or 1st level Wizard spell, she must have at least 4 ranks. To cast a 9th level wizard spell, she must have at least 20 ranks.
To cast actually cast, the Witch needs to make a Witchcraft check DC = 10 + spell level. A Witch can attempt to cast a spell from a different spell list, but the DC is increased by +5. The spells are always the same type as the spell list she normally takes from. So if the Witch uses the Wizard's spell list, a Cleric spell would still be Arcane in nature, and not Divine.
A Witch can only cast a number of spells per day equal to twice her total Witchcraft skill, each spell subtracting its spell level from her effective spells per day, 0 level spells do not subtract from the number of spells she can cast. The Witch can regain spells per day by communing with her familiar for four hours, eight hours of rest not required.
A Witch can forgo the Witchcraft check by "Memorizing" spells. A Witch can make a Witchcraft check at DC+5 to memorize the spell for the day. She does not have to make a check to cast that spell that day. The Witch can have one memorized spell per Witch level. The Witch does not get retries on a failed Witchcraft check to memorize, and that memorization slot is used up. A Memorized spell can be cast at half the cost it would be to cast it without memorization, round down. A Witch can only memorize a certain number of spells per spell level. To determine this, divide her class levels by the spell level. 0lv spells are effectively at-will. So at level 20, a Witch can memorize 2 lv9 spells at most, 2 lv8 spells, 2 lv7, 3 lv6, 4 lv5, 5 lv4, 6 lv3, 10 lv2, and 20 lv1, in any combination adding up to their memorization limit.
A Witch is always under the benefit of Eschew Materials when casting. Otherwise a Witch can add Metamagic when casting by adding the level increase of the feat to the DC, so long as she actually possesses the feat.
A witch has a casting stat as normal for a spellcaster, The witch uses her Charisma in casting. She gains some bonus spells per day equal to her charisma modifier. And the DC for the Witches spells is equal to ten+cha+Spell level+1/2 ranks in witchcraft. Witches spells are harder to resist, but witches typically cast less spells in a day then a sorcerer.
Witchcraft can be used to determine spells like Spellcraft can when counter-spelling.
This is, without hyperbole or exaggeration, the single most broken class feature I have ever seen.
First off: it has easy access to every spell list in the game(+5 to the dc doesn't matter when the dc is trivial to begin with.) This is something which only the artificer has out of the box and it's one of the main reasons the artificer is considered the most powerful class in the game.
Second: it doesn't take weeks to access the spells on its list like the artificer or even hours like the wizard or cleric, it can cast everything on its infinite list spontaneously.
Third: It has more relevantly leveled spells per day than any other class in the game at any point in the game (Except maybe duskblade, but that's just because its relevant levels are lower.) At first level it can cast 8 1st level spells a day, more than any other class at that level. At 20 it can cast 46 9th level spells a day, more than anything else ever. It may lack the lower level spell slots, but those aren't what you use in combat.
Fourth: The save DCs are ridiculous, 10+spell level+stat is standard, 10+½class level+stat works out to about the same. 10+spell level+½class level+stat gives you numbers a full half an RNG above what anyone else using any sort of reasonable progression gets.
Pretty much any of these would be broken on their own, together they're just ludicrous.

Cipher Stars
2012-10-12, 10:32 PM
This is, without hyperbole or exaggeration, the single most broken class feature I have ever seen.
First off: it has easy access to every spell list in the game(+5 to the dc doesn't matter when the dc is trivial to begin with.) This is something which only the artificer has out of the box and it's one of the main reasons the artificer is considered the most powerful class in the game.
Second: it doesn't take weeks to access the spells on its list like the artificer or even hours like the wizard or cleric, it can cast everything on its infinite list spontaneously.
Third: It has more relevantly leveled spells per day than any other class in the game at any point in the game (Except maybe duskblade, but that's just because its relevant levels are lower.) At first level it can cast 8 1st level spells a day, more than any other class at that level. At 20 it can cast 46 9th level spells a day, more than anything else ever. It may lack the lower level spell slots, but those aren't what you use in combat.
Fourth: The save DCs are ridiculous, 10+spell level+stat is standard, 10+½class level+stat works out to about the same. 10+spell level+½class level+stat gives you numbers a full half an RNG above what anyone else using any sort of reasonable progression gets.
Pretty much any of these would be broken on their own, together they're just ludicrous.

Hm. I don't care about a lot of that except for the DC- Spell Level wasn't supposed to be in there, just the 1/2 ranks instead.
And the amount of level nine spells per day as you stated was confusing, I thought I put stuff in place so that doesn't happen so I'll have to look again.

Witches hardly know every spell all at once. I just wanted Witches to have more free range in their craft, since to me real magic is more "I want this to happen" and not "Lets see... Ah, I've got... Eh, no that spell turns ropes into snakes. Damn I wanted a spell that makes ropes tie themselves...".
Ya know?
But no. They aren't supposed to know everything at once... they can just perform the spell to get the effect they want... They don't actually know what spell their casting.... I dunno, I'm confused now. :smallconfused: Bleh whatevers.

Cipher Stars
2012-10-13, 02:07 PM
Going back and trying to understand witchcraft myself now that quite a time has passed since I made it, I found it somewhat difficult to read my own language there.

I've completely erased the previous witchcraft and created a replacement from the ground up. It's much easier to understand now I'd think.