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MikelaC1
2021-12-07, 12:22 PM
This class is being posted for convenience of players in my game, it does not require evaluation or critique. Please.

Witch

Witches are human, elven or half-elven women with an inborn magical talent allowing them to channel the power of their voice. Witches can weave enchanting and illusory magic with nothing but their words and body language, setting them apart from other arcane casters and granting them unparalleled mastery over their chosen field. No other race than human, elf and half-elf may qualify, but template amazons and certain female outsiders do qualify.

GAME RULE INFORMATION
Witches have the following game statistics.
Alignment: Any
Hit Die: d4

Class Skills
The Witch's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Diplomacy (Cha), Disguise (Cha), Gather Information (Cha), Knowlegde (arcana) (Int), Knowledge (local) (Int), Listen (Wis), Perform (Cha), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int) and Use Magic Device (Cha).

Skill Points at First Level: (6 + Int modifier) x 4
Skill Points at Each Additional Level: 6 + Int modifier



The Witch
Spells per Day


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
1st
2nd
3rd
4th
5th
6th
7th
8th
9th


1st

+0

+0

+0

+2
Cantrips, Familiar, Spell Focus
1
-
-
-
-
-
-
-
-


2nd

+1

+0

+0

+3
Advanced Learning
2
-
-
-
-
-
-
-
-


3rd

+1

+1

+1

+3
Enchantress' Secrets (least)
2
1
-
-
-
-
-
-
-


4th

+2

+1

+1

+4
Bonus Feats
3
2
-
-
-
-
-
-
-


5th

+2

+1

+1

+4

3
2
1
-
-
-
-
-
-


6th

+3

+2

+2

+5
Advanced Learning
3
3
2
-
-
-
-
-
-


7th

+3

+2

+2

+5
Enchantress' Secrets (lesser)
4
3
2
1
-
-
-
-
-


8th

+4

+2

+2

+6
Bonus Feats
4
3
3
2
-
-
-
-
-


9th

+4

+3

+3

+6

4
4
3
2
1
-
-
-
-


10th

+5

+3

+3

+7
Advanced Learning
4
4
3
3
2
-
-
-
-


11th

+5

+3

+3

+7
Enchantress' Secrets (moderate)
4
4
4
3
2
1
-
-
-


12th

+6/+1

+4

+4

+8
Bonus Feats
4
4
4
3
3
2
-
-
-


13th

+6/+1

+4

+4

+8

4
4
4
4
3
2
1
-
-


14th

+7/+2

+4

+4

+9
Advanced Learning
4
4
4
4
3
3
2
-
-


15th

+7/+2

+5

+5

+9
Enchantress' Secrets (greater)
4
4
4
4
4
3
2
1
-


16th

+8/+3

+5

+5

+10
Bonus Feats
4
4
4
4
4
3
3
2
-


17th

+8/+3

+5

+5

+10

4
4
4
4
4
4
3
2
1


18th

+9/+4

+6

+6

+11
Advanced Learning
4
4
4
4
4
4
3
3
2


19th

+9/+4

+6

+6

+11
Enchantress' Secrets (forgotten)
4
4
4
4
4
4
4
3
3


20th

+10/+5

+6

+6

+12
Bonus Feats
4
4
4
4
4
4
4
4
4



Class Features
All of the following are class features of the Witch.

Weapon and Armor Proficiencies: Witches are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield. Armor of any type interferes with a witch's movements, which can cause her spells with somatic components to fail.

Spells: A witch casts arcane spells, which are drawn from the witch spell list below. She can cast any spell she knows without preparing it ahead of time. When a witch gains access to a new spell list, she automatically learns all the spells for the level listed on the witch’s spell list. Essentially, her spell list is the same as her spells known list. Witches also have the option of adding to their existing spell list through their advanced learning ability as they increase in level (see below).
To cast a spell, a witch must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a witch’s spell is 10 + the spell level + the witch’s Charisma modifier. Like other spellcasters, a witch can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: The witch. In addition, she receives bonus spells per day if she has a high Charisma score.
As noted above, a 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 allotment of spells per day for the spell’s level.

Special: The powers of a witch are drawn from and enhanced by the power of her voice and body language, collectively often simply referred to as their Voice, thus her inborn arcane talents differ from those of other casters. There are no strange sounding incantations and erratic hand gestures for the witch when she brings forth the powers of her Voice. Instead, seductive words and the enthralling sway of her hips are what charm her victim, just as a condescending laugh and a cold stance bring crushing despair over someone who displeased a witch. A witch does not require material components for any of her spells, even though some witches like to acquire accessories for certain tasks and occasions (and thus often certain spells).
However, the witch must be able to speak in order to do their magic. All their spells have verbal components and a silence spell (or being hindered from speaking) prevents them from casting their spells, and they cannot use the Silent Spell metamagic feat on their spells. They also must be free to move in appropiate ways for the spells' somatic components, although they might not need their hands to produce the required body language for the spell.
Finally, their magic is almost indistinguishable from normal conversation, exclamations or innuendo, enabling witches to disguise their spellcasting with a successful bluff check against the spot checks of onlookers.

Cantrips: A witch can use all of her level 0 spells an unlimited times per day.

Familiar: A witch can obtain a familiar in exactly the same manner as a sorcerer can.

Spell Focus: At 1st level, the witch gains Spell Focus (enchantment) as a bonus feat.

Advanced Learning: At 2rd level and every four levels after that, a witch can add a new spell to her list, representing the result of personal study and experimentation. The spell must be a spell of the enchantment or illusion schools from the sorcerer/wizard spell list (3.5 or Pathfinder), and of a level no higher than that of the highest spell level the witch already knows. Once a new spell is selected, it is forever added to that witch's spell list and can be cast just like any other spell on the witch's list.

Enchantress' Secrets (Ex): At 3rd level and every four levels after that, a witch's understanding of enchantment magic's intricacies deepens, granting her abilities that bolster her mastery over the mind-affecting arts.

Least: At 3rd level, the targets of the witch's charm spells do not gain a bonus on their saves due to being currently threatened or attack by the witch or her allies. In addition, subjects of the witch's compulsion spells do not get a bonus on saves due to being forced to take an action against their natures.
This ability functions exactly like the Minor School Esoterica (enchantment) of the Master Specialist prestige class (Complete Mage) and overlaps with it.

Lesser: At 7th level, when the witch casts an enchantment spell, she can immediately reroll any failed Will save against an enchantment or mind-affecting spell or ability; you must accept the result of the second roll. This effect lasts for a number of rounds equal to the level of the spell the witch casted.
This ability functions exactly like the Moderate School Esoterica (enchantment) of the Master Specialist prestige class (Complete Mage) and overlaps with it.

Moderate: At 11th level, three times per day, any creature that successfully saves against one of the witch's enchantment spells must save again 1 round later (as if the witch had cast the spell again) with a +5 bonus on the save.
This ability functions exactly like the Major School Esoterica (enchantment) of the Master Specialist prestige class (Complete Mage) and overlaps with it.

Greater: At 15th level, three times per day, the witch can bolster an enchantment spell as a free action to affect targets that would otherwise immune against it (whether due to race, class, spells or any other reason).

Forgotten: At 19th level, the witch gains immunity against all mind-affecting spells and effects. Additionally, silence effects do not prevent the witch from speaking and casting spells anymore, the power of her voice overcoming such magics with ease.

Bonus Feats: At 4th level, and every 4 levels after that, a witch gains a bonus feat. She may choose from any metamagic feat (except Silent Spell) or from the list provided below, provided she complies with the feat’s prerequisites.
Witch Bonus Feat List: Arcane Defense, Arcane Mastery, Arcane Preparation, Extra Slot, Extra Spell, Greater Spell Focus (enchantment), Greater Spell Penetration, Spell Penetration, Unsettling Enchantment




Witch spell list: The witch's spell list appears below. New spells or spells that work differently for witches are marked with an asterisk. Otherwise, the spells work as specified by 3.5 or Pathfinder.
0 level: daze, detect magic, light, ghost sound, lullaby, mage hand, message, mending, prestidigitation, read magic
1st level: charm person I*, command, cure light wounds, disguise self, fascination*, friendly face, hypnotism, seducer's eyes (PF), silvertongue*, sleep
2nd level: charm person II*, eagle's splendor, ecstasy*, entice gift, hesitate, hypnotic pattern, invisibility, mirror image, pacify*, suggestion, transfer charm*, unnatural lust (PF)
3rd level: aura of peace (PF), bodyguard*, calm*, charm monster, confusion, deep slumber, displacement, fox's cunning, heroism, hold person, invisibility sphere, tongues
4th level: battle hymn, crushing despair, dominate person, greater invisibility, hold monster, improved sleep*, lesser geas, memory of love (PF), mind fog, rainbow pattern, sirine's grace, symbol (sleep)
5th level: apparent master (PF), cloak of dreams (PF), commune, geas, mass hypnotism*, mass suggestion, persistent image, phantasmal killer, symbol of persuasion, teleport
6th level: greater heroism, mass eagle's splendor, mass fox's cunning, mass hold person, permanent image, programmed image, project image, serenity, true seeing, unconscious agenda
7th level: antipathy, demand, euphoric tranquility (PF), insanity, love*, maze, scintillating pattern, sleepwalker, sympathy, waves of ecstasy
8th level: charm person III*, Glendira's enhancer*, laughter*, maddening whispers, Otto's Irresistable Dance, power word (stun), Sabrina's puppet army*, screen, shifting paths
9th level: dominate monster, Glendira's enchantment*, infiltrator (PF), mass hold monster, programmed amnesia, shapechange, superior heroism*, time stop, weird, wrathful castigation

New/modified spells:

Bodyguard: affects all characters and creatures of 1-3 HD within 30 ft., any who fail to save will immediately disregard their previous purpose or allegiance, leap to the witch’s side and form a protective ring around her, defending her from all assailants. Duration: until the threat ends

Calm: affects all creatures with 30 ft of less than 8 HD, they will be affected as a pacify spell. Duration: 6 rounds+1/level

Charm Person I, II, III: Equal to charm person, if cast at only one person, the DC is +2. Affects: I d2+2, II d4+4, III d6+6

Ecstasy: affects 1-8 levels of characters with the lowest levels being affected first, then next lowest and so on. Targets affected sit down and stare at the witch, completely entranced, and offer no resistance to anything she does (short of actually running them through). Duration: 5 rounds+1 round/level

Fascination: affects a single individual who will be unable to do anything except follow the witch wherever she goes, unable to take his eyes off her. If attacked, he will try to kill any opponent (including friends) in order to continue moving towards the witch. Duration: 20 rounds

Glendiras Enchantment: acts as a love spell, the witch can affect 1 person per level, and if cast at only one person, there is no saving throw. Range: 25ft + 5ft/2 caster levels, no attack rolls.

Glendiras Charisma Enhancer: acts as a “super-charisma” effect and while it is in effect the witch will able to question the target and receive truthful answers about anything the recipient knows. The witch can also request a number of services equal to her charisma bonus. Duration: 1 turn/level.

Improved Sleep: will affect 15HD of creatures, and if cast at only one target whose level is equal to or less than the witch, he will not receive a saving throw. Duration: as sleep

Laughter: will cause 1 person to be completely overcome with helpless laughter, leaving him completely defenceless. Any attack has a normal chance of success and dispels the enchantment, however the character can be relieved of all items and possessions without dispelling the enchantment (the person feels the touches as tickling). Saves are only allowed if the character is of a higher level than the witch. Duration: 10 rounds

Love: acts as a permanent charm monster, if the victim fails his save. It can only be removed by a limited wish or wish, this is a touch spell. The charm is undetectable.

Mass Hypnotism: as hypnotism, but it can affect up to 2 HD/caster level.

Pacify: will affect 1-8 targets of 6 HD or less, causing those who fail their save to cease combat and either leave the scene or lie down on the spot to rest (50% for either). Pacified targets will not harm the witch or her party if they are not harmed. Duration: 4 rounds+1/level.

Sabrina's Puppet Army: See Alystin's Puppet Army (PF)

Silvertongue: works as the bard spell “glibness” in terms of effect and duration.

Superior Heroism: this spell functions like greater heroism, except the creature gains a +6 morale bonus on attack rolls, saves, immunity to fear effects, and temporary hit points equal to twice your caster level.

Transfer Charm: transfers control over a charmed person to the witch. Functions like dispel magic with no maximum caster level. If the "dispel" succeeds, the witch becomes the beneficiary of the charm for its remaining duration.

nonsi
2021-12-18, 02:04 AM
Just out of curiosity, why heavy crossbow?