CrazyYanmega
2014-05-14, 12:42 PM
Starting up a new homebrew, this time going for a full class. Work on this will probably be slow.
Strike Witch
http://www.animekon.com/uploads/2012/03/Strike-Witches-Movie.jpg
"Her latent ability is impressive indeed. Not only with regards to her magic, but she also has perseverance and determination. It's my mission and duty to guide her on her path to becoming a full-fledged Witch, for the sake of my, no, the world's benefactor, Dr. Miyafuji."
Mio Sakamoto, Strike Witch, speaking of new Strike Witch Yoshika Miyafuji.
Maidens dancing across the sky on wings of steel. An apt description of the original Strike Witches, magical warriors who used both magic and metal to hunt down and repel their foes. Facing off against a Strike Witch is difficult, according to those who have survived the attacks of evil Strike Witches. Their great speed and aerial prowess combined with effective ranged combat skills make them formidable opponents for the grounded, and they are no less fearsome if you can fly.
NOTE: Contrary to popular belief, Strike Witches are not restricted to the female gender. Nor race. So get flying, you male half-orcs who dream of dancing among the clouds. (Apologies for the unnecessary mental image.)
Preferred Stats: Strike Witches cast spells off of their charisma, so their highest score would likely be Charisma. Strike Witches appreciate a higher Dexterity score, since they tend to favor long range combat over melee (though there are many notable exceptions), and they cannot wear armor. A decent constitution score boosts the somewhat delicate Strike Witch's ability to take hits, as well as boosting the effectiveness of their barriers.
Hit Die: d6
LevelBABFort SaveRef SaveWill SaveSpecialSpells Per Day/Spells Known
0th
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
1st
+0
+0
+2
+2
Bonus Feat
3
1
-
-
-
-
-
-
-
-
2nd
+1
+0
+3
+3
4
2
-
-
-
-
-
-
-
-
3rd
+2
+1
+3
+3
Barrier, Bonus Feat
4
2
1
-
-
-
-
-
-
-
4th
+3
+1
+4
+4
4
3
2
-
-
-
-
-
-
-
5th
+3
+1
+4
+4
Strike Unit
4
3
2
1
-
-
-
-
-
-
6th
+4
+2
+5
+5
Bonus Feat
4
3
3
2
-
-
-
-
-
-
7th
+5
+2
+5
+5
4
4
3
2
1
-
-
-
-
-
8th
+6/+1
+2
+6
+6
4
4
3
3
2
-
-
-
-
-
9th
+6/+1
+3
+6
+6
Bonus Feat
4
4
4
3
2
1
-
-
-
-
10th
+7/+2
+3
+7
+7
Unit Upgrade
4
4
4
3
3
2
-
-
-
-
11th
+8/+3
+3
+7
+7
4
4
4
4
3
2
1
-
-
-
12th
+9/+4
+4
+8
+8
Fortified Barrier
4
4
4
4
3
3
2
-
-
-
13th
+9/+4
+4
+8
+8
4
4
4
4
4
3
2
1
-
-
14th
+10/+5
+4
+9
+9
4
4
4
4
4
3
3
2
-
-
15th
+11/+6/+1
+5
+9
+9
Unit Boost
4
4
4
4
4
4
3
2
1
-
16th
+12/+7/+2
+5
+10
+10
4
4
4
4
4
4
3
3
2
-
17th
+12/+7/+2
+5
+10
+10
4
4
4
4
4
4
4
3
2
1
18th
+13/+8/+3
+6
+11
+11
Reinforced Barrier
4
4
4
4
4
4
4
3
3
2
19th
+14/+9/+4
+6
+11
+11
4
4
4
4
4
4
4
4
4
3
20th
+15/+10/+5
+6
+12
+12
Supreme Unit
4
4
4
4
4
4
4
4
4
4
Class Skills (6+INT modifier per level): Balance, Bluff, Climb, Concentration, Craft, Decipher Script, Diplomacy, Gather Information, Heal, Intimidate, Knowledge (Arcana), Knowledge (History), Perform, Search, Sense Motive, Spellcraft, Spot, Swim, Tumble, Use Rope.
Weapon & Armor Proficiency: A Strike Witch is proficient with all simple and martial weapons, as well as light shields. She is not proficient with any kind of armor, however.
Spellcasting: A Strike Witch casts spells in a manner similar to a sorcerer.
In order to learn or cast a spell, she must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a Strike Witch's spell is 10 + the spell level + the Strike Witch's Charisma modifier.
A Strike Witch need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her spells per day for that spell level. She does not have to decide ahead of time which spells she will cast.
Strike Witches choose their spells from the Warmage Spell List and any "Cure" spell.
A Strike Witch's spells are subject to Arcane Spell Failure.
Finally, a Strike Witch gets additional spells per day from having a high Charisma score.
Bonus Feat: At 1st level, a Strike Witch gains Exotic Weapon Proficiency as a Bonus feat. A Strike Witch can only use this feat for Ranged Weapons.
At 3rd level, a Strike Witch gains Weapon Focus as a Bonus Feat, for the weapon she selected with her Exotic Weapon Proficiency bonus feat.
At 6th level, a Strike Witch gains Weapon Specialization as a Bonus Feat, even if she does not meet the Prerequisites.
At 9th level, a Strike Witch gains Ranged Weapon Mastery as a Bonus Feat, even if she does not meet the Prerequisites.
Barrier (Su.): At 3rd level, a Strike Witch can create a barrier to protect herself and her allies. As an Immediate action, if both of her hands are free, she can produce a magic barrier that blocks damage from attacks and spells, and blocks line-of-effect. For example, if a Strike Witch is subject to the breath weapon of a Black Dragon, she can raise her Barrier and negate the damage. Any allies standing behind her would not be harmed, because the dragon's breath weapon no longer has line of effect. If a Strike Witch's Barrier breaks, she is dazed for one round. A Strike Witch's Barrier can absorb up to 1/2 of her hit-point total worth of damage per day before breaking.
At 12th level, a Strike Witch's Barrier can be used without her hands free.
At 18th level, a Strike Witch's Barrier can absorb up to her full hit-point total worth of damage per day before breaking.
Striker Unit: Once a Strike Witch has reached 5th level, she is granted her namesake: her very own Striker Unit. A Striker Unit contains an Air Elemental bound with material from the Elemental Plane of Earth. Both of these are bound to the soul of the Strike Witch, and will serve her faithfully for her entire life, sometimes even beyond. However, using the Striker Unit is taxing. There is a cumulative 10% chance every 30 minutes that a Strike Witch will become exhausted while using her Striker Unit. If she becomes exhausted, her Striker Unit disengages, and the Strike Witch will fall, taking fall damage as applicable. Furthemore, she can only use the Striker Unit for one hour per Strike Witch level per day.
Summoning her Striker Unit requires a full-round action, and she cannot be wearing any magic items in her feet slot, nor can it be used while exhausted or fatigued. A Strike Witch cannot fly if she is over a light load. A Striker Unit does not work in an Anti-Magic Field. If a Strike Witch has her Striker Unit targeted by a Dispel Magic, she is affected as if by the Slow spell. If her Striker Unit is destroyed, she must wait for 1 week before she can summon it again.
A Striker Unit has a hardness of 5, and has 5 HP per level of the Strike Witch.
There are three different types of Striker Units, and the Strike Witch must choose which one she will bind to herself when she reaches 5th level. She cannot change her choice later, so this is likely the most important choice of her adventuring career.
Attack: Favored by more aggressive Strike Witches, and Attack Striker Unit (ASU) grants a Fly Speed equal to double the Witch's original Land Speed with Average Maneuverability. Furthermore, it grants a competence bonus to weapon damage rolls equal to 1/2 of the character's Strike Witch levels, rounded down.
Dogfighter: The most defensive of the Striker Unit types, the Dogfighter Striker Unit (DSU) excels at air-to-air combat. The DSU grants a Fly Speed equal to double the witch's original Land Speed with Good Maneuverability. Furthermore, it grants a dodge bonus to AC equal to 1/2 of the character's Strike Witch levels, rounded down.
Scout: The fastest of all of the Striker Units. There are very few creatures that a Scout Striker Unit (SSU) cannot outspeed, and those that can often find themselves outmaneuvered. An SSU grands a Fly Speed equal to double the witch's original Land Speed, plus 5 ft. per Strike Witch level, with Average Maneuverability. Furthermore, it grants a bonus to Ranged Weapon increments of 5 ft. per Strike Witch level.
Unit Upgrade: At 10th level, the Striker Unit gains a defensive upgrade. When the Striker Unit is equipped, a Strike Witch gains an Armor Bonus equal to half her Strike Witch level, rounded down.
Unit Boost: At 15th level, a Strike Witch's can either increase the maneuverability of her Striker Unit by one stage, or double the Fly speed. Once she has chosen, she cannot change her choice.
Supreme Unit(Ex.): A Strike Witch is now a master of the air. Depending on her choice in Striker Unit, she gains one of the following abilities at 20th level.
Attack: A cyclone of destruction, she devastates her enemies in a protective hurricane of wind. As a full round action while her Striker Unit is active a Strike Witch can charge. Unlike a normal charge, a Strike Witch can pass through enemy squares. When a Strike Witch enters an enemy's square, she deals 1d6 points of damage per 10 ft. traveled, to a maximum of 20d6. If a Strike Witch ends her movement in an enemy's square, she is moved back to the last eligible square she was in.
Scout:
Dogfighter: Dancing across the sky, she deftly avoids danger like a leaf in the breeze. While her Striker Unit is active, any attack or effect targeting the Strike Witch has a 35% miss chance. This ability does not work if the Strike Witch is flat-footed.
Strike Witch
http://www.animekon.com/uploads/2012/03/Strike-Witches-Movie.jpg
"Her latent ability is impressive indeed. Not only with regards to her magic, but she also has perseverance and determination. It's my mission and duty to guide her on her path to becoming a full-fledged Witch, for the sake of my, no, the world's benefactor, Dr. Miyafuji."
Mio Sakamoto, Strike Witch, speaking of new Strike Witch Yoshika Miyafuji.
Maidens dancing across the sky on wings of steel. An apt description of the original Strike Witches, magical warriors who used both magic and metal to hunt down and repel their foes. Facing off against a Strike Witch is difficult, according to those who have survived the attacks of evil Strike Witches. Their great speed and aerial prowess combined with effective ranged combat skills make them formidable opponents for the grounded, and they are no less fearsome if you can fly.
NOTE: Contrary to popular belief, Strike Witches are not restricted to the female gender. Nor race. So get flying, you male half-orcs who dream of dancing among the clouds. (Apologies for the unnecessary mental image.)
Preferred Stats: Strike Witches cast spells off of their charisma, so their highest score would likely be Charisma. Strike Witches appreciate a higher Dexterity score, since they tend to favor long range combat over melee (though there are many notable exceptions), and they cannot wear armor. A decent constitution score boosts the somewhat delicate Strike Witch's ability to take hits, as well as boosting the effectiveness of their barriers.
Hit Die: d6
LevelBABFort SaveRef SaveWill SaveSpecialSpells Per Day/Spells Known
0th
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
1st
+0
+0
+2
+2
Bonus Feat
3
1
-
-
-
-
-
-
-
-
2nd
+1
+0
+3
+3
4
2
-
-
-
-
-
-
-
-
3rd
+2
+1
+3
+3
Barrier, Bonus Feat
4
2
1
-
-
-
-
-
-
-
4th
+3
+1
+4
+4
4
3
2
-
-
-
-
-
-
-
5th
+3
+1
+4
+4
Strike Unit
4
3
2
1
-
-
-
-
-
-
6th
+4
+2
+5
+5
Bonus Feat
4
3
3
2
-
-
-
-
-
-
7th
+5
+2
+5
+5
4
4
3
2
1
-
-
-
-
-
8th
+6/+1
+2
+6
+6
4
4
3
3
2
-
-
-
-
-
9th
+6/+1
+3
+6
+6
Bonus Feat
4
4
4
3
2
1
-
-
-
-
10th
+7/+2
+3
+7
+7
Unit Upgrade
4
4
4
3
3
2
-
-
-
-
11th
+8/+3
+3
+7
+7
4
4
4
4
3
2
1
-
-
-
12th
+9/+4
+4
+8
+8
Fortified Barrier
4
4
4
4
3
3
2
-
-
-
13th
+9/+4
+4
+8
+8
4
4
4
4
4
3
2
1
-
-
14th
+10/+5
+4
+9
+9
4
4
4
4
4
3
3
2
-
-
15th
+11/+6/+1
+5
+9
+9
Unit Boost
4
4
4
4
4
4
3
2
1
-
16th
+12/+7/+2
+5
+10
+10
4
4
4
4
4
4
3
3
2
-
17th
+12/+7/+2
+5
+10
+10
4
4
4
4
4
4
4
3
2
1
18th
+13/+8/+3
+6
+11
+11
Reinforced Barrier
4
4
4
4
4
4
4
3
3
2
19th
+14/+9/+4
+6
+11
+11
4
4
4
4
4
4
4
4
4
3
20th
+15/+10/+5
+6
+12
+12
Supreme Unit
4
4
4
4
4
4
4
4
4
4
Class Skills (6+INT modifier per level): Balance, Bluff, Climb, Concentration, Craft, Decipher Script, Diplomacy, Gather Information, Heal, Intimidate, Knowledge (Arcana), Knowledge (History), Perform, Search, Sense Motive, Spellcraft, Spot, Swim, Tumble, Use Rope.
Weapon & Armor Proficiency: A Strike Witch is proficient with all simple and martial weapons, as well as light shields. She is not proficient with any kind of armor, however.
Spellcasting: A Strike Witch casts spells in a manner similar to a sorcerer.
In order to learn or cast a spell, she must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a Strike Witch's spell is 10 + the spell level + the Strike Witch's Charisma modifier.
A Strike Witch need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her spells per day for that spell level. She does not have to decide ahead of time which spells she will cast.
Strike Witches choose their spells from the Warmage Spell List and any "Cure" spell.
A Strike Witch's spells are subject to Arcane Spell Failure.
Finally, a Strike Witch gets additional spells per day from having a high Charisma score.
Bonus Feat: At 1st level, a Strike Witch gains Exotic Weapon Proficiency as a Bonus feat. A Strike Witch can only use this feat for Ranged Weapons.
At 3rd level, a Strike Witch gains Weapon Focus as a Bonus Feat, for the weapon she selected with her Exotic Weapon Proficiency bonus feat.
At 6th level, a Strike Witch gains Weapon Specialization as a Bonus Feat, even if she does not meet the Prerequisites.
At 9th level, a Strike Witch gains Ranged Weapon Mastery as a Bonus Feat, even if she does not meet the Prerequisites.
Barrier (Su.): At 3rd level, a Strike Witch can create a barrier to protect herself and her allies. As an Immediate action, if both of her hands are free, she can produce a magic barrier that blocks damage from attacks and spells, and blocks line-of-effect. For example, if a Strike Witch is subject to the breath weapon of a Black Dragon, she can raise her Barrier and negate the damage. Any allies standing behind her would not be harmed, because the dragon's breath weapon no longer has line of effect. If a Strike Witch's Barrier breaks, she is dazed for one round. A Strike Witch's Barrier can absorb up to 1/2 of her hit-point total worth of damage per day before breaking.
At 12th level, a Strike Witch's Barrier can be used without her hands free.
At 18th level, a Strike Witch's Barrier can absorb up to her full hit-point total worth of damage per day before breaking.
Striker Unit: Once a Strike Witch has reached 5th level, she is granted her namesake: her very own Striker Unit. A Striker Unit contains an Air Elemental bound with material from the Elemental Plane of Earth. Both of these are bound to the soul of the Strike Witch, and will serve her faithfully for her entire life, sometimes even beyond. However, using the Striker Unit is taxing. There is a cumulative 10% chance every 30 minutes that a Strike Witch will become exhausted while using her Striker Unit. If she becomes exhausted, her Striker Unit disengages, and the Strike Witch will fall, taking fall damage as applicable. Furthemore, she can only use the Striker Unit for one hour per Strike Witch level per day.
Summoning her Striker Unit requires a full-round action, and she cannot be wearing any magic items in her feet slot, nor can it be used while exhausted or fatigued. A Strike Witch cannot fly if she is over a light load. A Striker Unit does not work in an Anti-Magic Field. If a Strike Witch has her Striker Unit targeted by a Dispel Magic, she is affected as if by the Slow spell. If her Striker Unit is destroyed, she must wait for 1 week before she can summon it again.
A Striker Unit has a hardness of 5, and has 5 HP per level of the Strike Witch.
There are three different types of Striker Units, and the Strike Witch must choose which one she will bind to herself when she reaches 5th level. She cannot change her choice later, so this is likely the most important choice of her adventuring career.
Attack: Favored by more aggressive Strike Witches, and Attack Striker Unit (ASU) grants a Fly Speed equal to double the Witch's original Land Speed with Average Maneuverability. Furthermore, it grants a competence bonus to weapon damage rolls equal to 1/2 of the character's Strike Witch levels, rounded down.
Dogfighter: The most defensive of the Striker Unit types, the Dogfighter Striker Unit (DSU) excels at air-to-air combat. The DSU grants a Fly Speed equal to double the witch's original Land Speed with Good Maneuverability. Furthermore, it grants a dodge bonus to AC equal to 1/2 of the character's Strike Witch levels, rounded down.
Scout: The fastest of all of the Striker Units. There are very few creatures that a Scout Striker Unit (SSU) cannot outspeed, and those that can often find themselves outmaneuvered. An SSU grands a Fly Speed equal to double the witch's original Land Speed, plus 5 ft. per Strike Witch level, with Average Maneuverability. Furthermore, it grants a bonus to Ranged Weapon increments of 5 ft. per Strike Witch level.
Unit Upgrade: At 10th level, the Striker Unit gains a defensive upgrade. When the Striker Unit is equipped, a Strike Witch gains an Armor Bonus equal to half her Strike Witch level, rounded down.
Unit Boost: At 15th level, a Strike Witch's can either increase the maneuverability of her Striker Unit by one stage, or double the Fly speed. Once she has chosen, she cannot change her choice.
Supreme Unit(Ex.): A Strike Witch is now a master of the air. Depending on her choice in Striker Unit, she gains one of the following abilities at 20th level.
Attack: A cyclone of destruction, she devastates her enemies in a protective hurricane of wind. As a full round action while her Striker Unit is active a Strike Witch can charge. Unlike a normal charge, a Strike Witch can pass through enemy squares. When a Strike Witch enters an enemy's square, she deals 1d6 points of damage per 10 ft. traveled, to a maximum of 20d6. If a Strike Witch ends her movement in an enemy's square, she is moved back to the last eligible square she was in.
Scout:
Dogfighter: Dancing across the sky, she deftly avoids danger like a leaf in the breeze. While her Striker Unit is active, any attack or effect targeting the Strike Witch has a 35% miss chance. This ability does not work if the Strike Witch is flat-footed.