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Varsume
2014-02-05, 02:42 PM
http://images2.wikia.nocookie.net/__cb20130324151560/souleater/images/d/dc/Eruka_Frog.png
^A Amphibian Witch with her Tadpole Familiars^

Note: This is my first official class I have made that wasn't either a re-write or a re-vamp. I did use Silva Stormrage's base from the Vector Witch class to help give me an idea on how to make this class, so I thank him for his class and in many ways for helping me make this class. ^^

The Amphibian Witch is a frog theme witch based off the anime/manga of Soul Eater. I have been studying this class and been working to make it a accurate yet flavorful class. I have added some extras that wasn't part of the actual class in the series but this is due to the fact that they never really went into FULL details on the class. Thus I have added some extras to make it fit with the class and make it as balanced as I can possibly make it.

Making a Amphibian Witch

The main role of the Amphibian Witch is a heavy ranged damage dealer on the battlefield. They are normally found in the very back of the group and always keep their distance from any enemy. These witches are frail and wear only clothing, this is why they are not suited for close-quarters combat.

Abilities: Intellect is the most important ability for the Amphibian Witch. Not only do most of their class abilities have DCs that depend upon their Intellect modifier, but it also determines which level of spells she is able of using and their dc's. Constitution helps to increase their HP and is useful just like for all classes.

Races: Any race can become a Amphibian Witch.

Alignment: Any

Starting Gold: As sorcerer.

Starting Age: As sorcerer.

Amphibian Witch
Hit Die: d8
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|1st|2nd|3rd|4th|5th

1st|
+0|
+3|
+0|
+3|Tadpole Bombs|0|-|-|-|-

2nd|
+1|
+3|
+0|
+3|Familiar: Tadpole|1|-|-|-|-

3rd|
+2|
+4|
+1|
+4|Frog's Kiss, Lick, Poison Resistance 5|1|-|-|-|-|-

4th|
+3|
+4|
+1|
+4|Change Shape: Frog, Bonus Feat|2|0|-|-|-

5th|
+3|
+5|
+2|
+5|Tadpole Bomb: Acid|2|1|-|-|-|-

6th|
+4|
+5|
+2|
+5|Terraforming: Swamp Land, Poison Resistance 10|3|1|-|-|-|-|-

7th|
+5|
+6|
+3|
+5|Submerge, Tadpole Bombs: Poison|3|2|0|-|-|-|-|-

8th|
+6|
+7|
+3|
+6|Embrace of the Frog, Bonus Feat|4|2|1|-|-

9th|
+6|
+7|
+3|
+6|Tadpole Bombs: Ice, Poison Resistance 15|4|3|1|-|-|-|-|-|-|-

10th|
+3|
+8|
+4|
+7|Familiar: Evolved Frog, Summon Familiar|4|3|2|0|0|-|-|-|-|-

11th|
+8|
+8|
+4|
+7|Tadpole Spies|5|3|2|1|1|-|-|-|-|-

12th|
+9|
+9|
+5|
+8|Tadpole Bombs: Fire, Bonus Feat|5|4|3|1|1|-|-|-|-|-

13th|
+9|
+9|
+5|
+8|Soul Protect, Poison Resistance 20|5|4|3|2|2|

14th|
+10|
+10|
+6|
+9|Familiar: Giant Frog|6|4|3|2|2

15th|
+11|
+11|
+6|
+10|Poison Darts, Poison Immunity|6|4|4|3|3

16th|
+12|
+11|
+7|
+11|Tadpole Bombs: Swarm, Bonus Feat|7|5|4|4|3

17th|
+12|
+12|
+7|
+11|Giant Frog Stampede|7|5|4|4|4

18th|
+13|
+12|
+8|
+12|Familiar: Change Size Frog|8|5|5|5|4

19th|
+14|
+13|
+8|
+12|Tadpole Bombs: Full Elemental|8|6|5|5|5

20th|
+15|
+14|
+9|
+13|Frog's Revenge, Bonus Feat|9|6|6|6|6[/table]
Class Skills (6 + Int modifier per level, x4 at 1st level)

The Amphibian Witch's class skills (and the key ability for each skill) are: Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Decipher Script (Int), Disable Device (Int), Disguise (Cha), Escape Artist, Forgery (Int), Gather Information (Cha), Listen (Wis), Handle Animal, Hide (Dex), Jump (Str), Knowledge (All Skills Taken Individually) (Int), Ride (Dex), Move Silently (Dex), Profession (Wis), Spellcraft (Int), Search (Int), Sense Motive (Wis), Spot (Wis), Survival (Wis), Swim (Str), Use Magic Device (Cha).

Class Features

Note: Several Class Features Reference "Environment". For the purpose of these abilities some require a Swamp Land type battlefield. If one is not provided the Amphibian Witch must make it in order to use some of their abilities.

Weapon and Armor Proficiency: Amphibian Witch are proficient with all simple weapons and melee martial weapons but not with any forms of armor.

Spells: A Amphibian Witch casts arcane spells which are drawn from the Amphibian Witch spell list. She can cast any spell she knows spontaneously without preparing it ahead of time. A Amphibian Witch knows all the spells on her spell list. A Amphibian Witch gains bonus spells for having a high intellect score.

To cast a spell, a Amphibian Witch must have a Intellect score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a Amphibian Witch's spell is 10 + the spell level + the Amphibian Witch's Intellect modifier.

Sadly this is the only part I haven't gotten finished. I was wondering what spells would be perfect for this class and maybe someone could help me with the spell list. ^^;; Much would be appreciated if I got some help with a spell list for this. :"3

Tadpole Bombs (Sp): At 1st level the Amphibian Witch learns to summon tiny tadpoles and uses them as bombs, this is a standard action move. A bomb per level can be summoned and used and each bomb deals 1d8 + 3 per level to each enemy within a 40 ft. radius. Each target must make a reflex save DC is 10 + Int + Class Level for half damage, if the save fails they take full damage.

Familiar: Tadpole: At the 2nd level the Amphibian Witch gains a familiar that starts out as a tadpole and the longer it stays with the witch the closer the bond grows. When the Amphibian Witch's bond grows with their familiar, it then evolves into its true form.

Frog's Kiss (Ex): At the 3rd level the Amphibian Witch gains frog markings on their face and her tongue changes into that of a frog's tongue and can be used as a ranged attack.

Lick (Ex): A Amphibian Witch at the 3rd level can use their new frog's tongue to attack their opponent from a distance. If there are allies in front of them they must make a Concentration check DC of 10 + the level of the witch's level. If the Amphibian Witch's attack is able to hit their target the target must make a reflex save DC of 10 + Int modifier + the witches level. If the target fails their save they take 1d10 + 9 acid damage and is considered a ranged touch attack and bypasses DR if the target has any.

Poison Resistance 5: At the third level the Amphibian Witch's body begins to start adapting to it's new markings on her face and the slight alterations to her body and gains a small resistance against poison effects and attacks.

Change Shape: Frog (Su): At the 4th level a Amphibian Witch gains the ability to change into a frog at will. When doing this they cannot attack nor defend. They can however use this form to spy on their enemies. Also while in this form they automatically have Soul Protect active, however it only works while they are in their frog form.

Bonus Feat: At levels 4th, 8th, 12th, 16th, and 20th the Amphibian Witch can take these bonus feats to only to improve their spells, improve their spell-like abilities, their familiars, or their shapeshifted forms.

Tadpole Bomb: Acid (Sp): At the 5th level the Amphibian Witch can use their tadpole bombs as a elemental explosion of acid instead of the standard explosion bombs. A bomb per level can be summoned just like the standard Tadpole Bomb and each deals 1d8 + 1d6 acid damage per level. A reflex save DC of 10 + Int + Class level for half damage, if the save fails they take full damage.

Terraforming: Swamp Land (Su): At the 6th level the Amphibian Witch can learn to transform the battlefield into a swampland. This ability is used for some of the other abilities of the Amphibian Witch and also gives a slight boost to damage with their class abilities.

Poison Resistance 10: At the 6th level the Amphibian Witches body is starting to grow more adapted to it's new way of life and her resistance to poison grows slightly stronger, giving her a resistance of 10 against any poison attack or effect.

Submerge (Ex): At the 7th level the Amphibian Witch can submerge underwater (if there is any, if there isn't then the battlefield must be turned into a swamp land in order to use this ability) and hide under water for 1d4 rounds. During this time the Amphibian Witch cannot make any attacks and cannot be targeted by an attack due to the murky water concealing them. The Amphibian Witch can breath under water thanks to their frog-like body. After they emerge from the water they can attack with their tongue and the damage dealt from lick deals an added 4d10 damage + 1-4 per rounds spent underwater charging. This ability can be used only once per fight and must be used sparingly. Note: Use this when a fight is going to be a long one.

Tadpole Bombs: Poison (Sp): At the 7th level the Amphibian Witches Tadpole Bombs can now be turned into bombs of deadly poison. A bomb per level can be summoned and each deal 1d8 + 1d6 poison damage per bomb. Each target within the area must make two saving throws in order to avoid the worse of the damage. First reflex saving DC is 10 + int + Class Level for half damage. Second saving throw is a fort DC of 10 + int + Class Level. If the second saving throw fails the target is poisoned for 1d4 rounds and take 1d4 CON damage per round they are poisoned. If both saving throws succeed the target or targets within the area only take half damage from the explosion and are not poisoned, however the area around them is covered in a thick poison cloud and must re-make their saving throw each round they stay in the cloud.

Embrace of the Frog (Ex): At the 8th level the Amphibian Witches body becomes more frog-like than before. Their natural senses (spot, search, listen, hide, and move silently) is heighten and their skills increase by +5 while in their frog form.

Tadpole Bombs: Ice (Sp): At the 9th level the Amphibian Witches Tadpole Bombs can now turn into icy explosion. A bomb per level can be summoned just like the standard Tadpole Bombs and each deal 1d8 + 1d6 frost damage + 1d4 piercing damage per level. A reflex save DC of 12 + Int + 1/2 Class Level for half damage, if the save fails they take the full damage.

Poison Resistance 15: At the 9th level the Amphibian Witches body has become more sturdy against poison attacks and effects and now gains a resistance of 15 against all poison related attacks and effects.

Familiar: Evolved Frog: At the 10th level the Amphibian Witches familiar evolves into a frog. With her familiar she can now use it to spy on her enemies at will, whatever the familiar sees so too does she. Her familiar gives her a bonus to her natural skills (ie: spot, search, listen, hide, and move silently) by a +5 and this does stack when she is in her own frog form.

Tadpole Spies (Sp): At the 11th level the Amphibian Witch can summon magical tadpoles to spy on multiple enemies. Only one tadpole per class level can be summoned. These magical tadpoles cannot attack directly and hide very well. If one is ever spotted it triggers the detonation of the bomb inside of them and causes them all to explode at once. Dealing 8d8 + 5 explosion damage per 5 of the classes level. A saving throw cannot be made for this ability as it is a last ditch effort to keep the witches presence well hidden.

Tadpole Bombs: Fire (Sp): At the 12th level a Amphibian Witch can now take her Tadpole Bombs up a notch by turning their element into Fire. Since there are different types of fire the Amphibian Witch must declare what type of fire damage the bombs will make upon exploding. Damage per Tadpole Bomb is 1d8 + whatever the choice of fire elemental damage is chosen. A reflex save DC of 10 + int modifier + 1/2 class level must be made to take half damage. Another reflex save of the same must be made in order to resist being lit on fire. If the main saving throw fails the target takes full damage and still must make the reflex saving throw in order to resist being lit on fire. If the first save succeeds but the second one fails the target is on fire and takes 1d6 fire damage for 1d8 rounds or until the target dies. If both saves fail the target takes full damage and is lit on fire.

Soul Protect (Su): At 13th Level the Amphibian Witch can neutralize her own magical power from others to keep herself hidden from being detected. As a standard action the Amphibian Witch can make herself and her equipment immune to all scrying, information gather divination's, and similar effects. In addition while this effect lasts for all effects that try to find her location fail, including tremor sense, blind sight, mind sight, blind sense, touch sight and other extraordinary senses. With Soul Protect on the Amphibian Witch is left vulnerable to attacks, she can cancel this at anytime by saying "Soul Protect - Release" and it will release her soul, thus allowing her to be able to use her abilities once again. If the Amphibian Witch uses a spell, spell like ability or supernatural ability, this will cause Soul Protect to drop immediately.

Poison Resistance 20: At the 13th level the Amphibian Witches body is now almost fully immune to any form of poison attacks and effects and now has a resistance of 20 against them.

Familiar: Giant Frog: At the 14th level the Amphibian Witches familiar evolves into a giant frog. Which by doing so can allow the Amphibian Witch to ride on if they have the right ranks in handle animal and ride. Like its previous form the familiar still grants the same bonus to her skills but the frog cannot grow any smaller so small areas will be a bit hard to move around in but this can easily be avoided if the familiar is either behind or in front of its master.

Summon Familiar (Sp): At the 14th level the Amphibian Witch can summon their familiar if they aren't nearby. This is a standard action and can be used wherever. This is used for when there are areas the Amphibian Witch's familiar cannot follow its master through. A DC of 20 must be made for their concentration check must be made if the Amphibian Witch is in combat where the enemy can make an attack of opportunity against them.

Poison Darts (Ex): At the 15th level the Amphibian Witch can launch several poisonous darts from her throat at her enemy. One dart per level can be launched at one enemy and each dart deals 1d6 points of poison damage. A reflex save DC of 15 + int modifier + 1/2 of the classes level must be made in order to ignore all damage. If the target is hit they must make a fortitude save DC of 15 + int modifier + 1/2 of the classes level, if the target fails their fortitude save they take 1d4 Con damage for 1d8 rounds. They will need to repair whatever Con damage they took at a later time if they can.

Poison Immunity: At the 15th level the Amphibian Witch has proven their devotion to the frogs they base their abilities from. They have become so much like a frog that they are now seen as poison dart frogs, making their bodies completely immune to any form of poisons.

Tadpole Bombs: Swarm (Ex): At the 16th level the Amphibian Witch can use her Tadpole Bombs to swarm one enemy and explode upon fully surrounding them. This swarm has no saving throw to avoid the blast as they are completely surrounded. When the swarm explodes it deals 6d12 points of damage and the target is sickened for 1d4 rounds due to the gas from the explosion. If there is another target right next to them they take half the damage. This ability can only be used when Terraforming: Swamp Land is active.

Giant Frog Stampede (Ex): At the 17th level the Amphibian Witch can summon a giant frog to trample over her enemies and flatten them into the ground. If the targets are in a area where a reflex save cannot be made they take automatically take 10d10 damage. If they are in a area where a reflex save can be made the DC of 15 + Int modifier + 1/2 class levels to succeed the save to take no damage. This ability can only be used when Terraforming: Swamp Land is active and can only be used once per fight.

Familiar: Change Shape Frog: At the 18th level the Amphibian Witch can now alter the size of her familiar at will to make combat slightly easier. Also the familiar now grants a slightly better bonus to the selected skills by a +10 instead of the standard +5. Note: this does stack with the Amphibian Witch's skill modifier while in her own frog form.

Tadpole Bombs: Full Elemental (Sp): At the 19th level the Amphibian Witch has fully mastered the elements of all her bombs and now can fuse all the elements together to form several tiny bombs that will explode and deal a serious amount of damage to any and all enemies within range of it's massive blast. Each bomb deals 1d10 damage per bomb, a total of 25 bombs can be placed at once, but doing so takes two full rounds to place all bombs out. In addition some saves will need to be made in order to avoid the worse of the damage. A reflex save DC of 15 + 1/2 of the Amphibian Witches level to avoid half damage and to avoid getting lit on fire. A fortitude save DC of 15 + 1/2 of the Amphibian Witches class levels to avoid being poisoned. If the reflex save fails the target (targets) take full damage and are lit on fire for 1d6 rounds dealing 1d10 points of fire damage per round. Only one more reflex save can be made on the targets next turn to see if they can put the flames out, if not then they stay lit for the entire 1d6 rounds. If they fail their fortitude save they take 1d4 Con damage for 1d6 rounds. They cannot however make another saving throw for this.

Frog's Revenge: At the 20th level the Amphibian Witches familiar has now grown to become overly protective over it's mistress and at anytime it's owner takes any damage it can grow to it's full size (depending on how big the area is) and it can make its attack against the target that harmed its mistress. Once full size it will use its large tongue to attempt to grapple the target and if the target fails its reflex save they are grappled and will have to make a escape artist saving throw of DC 20 + the frog's strength modifier (which is a +8) or be swallowed whole and it be considered as a coup de gras. The familiar can only use this ability once per day and the Amphibian Witch can control whither or not it uses it for that fight.