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    Troll in the Playground
    Join Date
    Jul 2009
    Location
    Garreg Mach Monastery
    Gender
    Female

    Default Witch (3.5 Base Class, PEACH)

    Witch



    All you need to know is that when I wiggle my fingers,
    their pretty little minds act the way I want.
    Or maybe something entirely different happens!
    You'll just have to wait and see.

    ~A witch, "explaining" how her hexes work

    The Witch is a doom-sayer, a curse-spewer, and a general thorn in her enemies' sides. She makes use of dark powers to place curses, called Hexes, upon foes, affecting them in various ways. She works best when facing one or two enemies at most, as she lacks the power to manipulate or destroy large groups of foes that other, less subtle spellcasters face. Though her own skills work best at manipulating people, she is able to manipulate magical items as well, and is able to make use of wands and other items.

    GAME RULE INFORMATION
    Witches have the following game statistics.
    Abilities: Charisma is paramount to a Witch. Her skills and ability DCs are dependent upon it. High Constitution and Dexterity help keep a Witch alive, and a high Intelligence helps her take advantage of more of her skills.
    Alignment: Witches are typically either chaotic or evil, though they are only rarely lawful. Good Witches are not entirely unheard of, but Lawful Good Witches are practically nonexistant.
    Hit Die: d6
    Starting Age: As Sorcerer
    Starting Gold: As Sorcerer

    Class Skills
    The Witch's class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Disguise (Cha), Handle Animal (Cha), Hide (Dex), Intimidate (Cha), Knowledge (Arcana) (Int), Move Silently (Dex), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), 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
    {table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
    1st|
    +0
    |
    +0
    |
    +0
    |
    +2
    |Hex
    2nd|
    +1
    |
    +0
    |
    +0
    |
    +3
    |Horrific Visions (Resistance)
    3rd|
    +1
    |
    +1
    |
    +1
    |
    +3
    |Brew Potion
    4th|
    +2
    |
    +1
    |
    +1
    |
    +4
    |Hasten Hex
    5th|
    +2
    |
    +1
    |
    +1
    |
    +4
    |Corruption of Soul (Two effects)
    6th|
    +3
    |
    +2
    |
    +2
    |
    +5
    |Horrific Visions (Fear Immunity)
    7th|
    +3
    |
    +2
    |
    +2
    |
    +5
    |-
    8th|
    +4
    |
    +2
    |
    +2
    |
    +6
    |Damning Hex
    9th|
    +4
    |
    +3
    |
    +3
    |
    +6
    |-
    10th|
    +5
    |
    +3
    |
    +3
    |
    +7
    |Corruption of Soul (Three effects), Metamagic Brewer
    11th|
    +5
    |
    +3
    |
    +3
    |
    +7
    |-
    12th|
    +6/+1
    |
    +4
    |
    +4
    |
    +8
    |Horrific Visions (Charm/Compulsion Immunity)
    13th|
    +6/+1
    |
    +4
    |
    +4
    |
    +8
    |Master of Toil
    14th|
    +7/+2
    |
    +4
    |
    +4
    |
    +9
    |Horrific Visions (Ignore Fear Immunity)
    15th|
    +7/+2
    |
    +5
    |
    +5
    |
    +9
    |Corruption of Soul (Four effects)
    16th|
    +8/+3
    |
    +5
    |
    +5
    |
    +10
    |Soul Fragment
    17th|
    +8/+3
    |
    +5
    |
    +5
    |
    +10
    |-
    18th|
    +9/+4
    |
    +6
    |
    +6
    |
    +11
    |Double Hex
    19th|
    +9/+4
    |
    +6
    |
    +6
    |
    +11
    |-
    20th|
    +10/+5
    |
    +6
    |
    +6
    |
    +12
    |Corruption of Soul (Five effects), Overwhelming Darkness[/table]

    Weapon and Armor Proficiencies: Witches are proficient with simple weapons, two martial weapons of the Witch's choice and light armor. Some armors heavier than Light impedes the use of their Hex ability.

    Hex (Su): The Witch's primary weapon is a dangerous Hex she places upon foes. She can use this ability at will as a full-round action. The Witch knows two Minor Hex Effects at level 1, and learns an additional Hex Effect at every odd level beyond first. Any Hex Effect can be recast on the foe to reset its duration, except those that specifically overwrite a previous Hex Effect, such as Nightmares or Crippling. These Hex Effects that specifically overwrite previous Hex Effects prevent that specific Hex Effect from being cast on the foe until the overwriting Hex Effect fades. The Witch modifies her Hex based on the various abilities she chooses as she levels up, from the Hex Effects list.

    The DC for saving against a Witch's Hex is equal to 10 + 1/2 her Witch level (rounded up) + her Charisma modifier, unless specified otherwise, and changes depending on what Hex Effects she applies to her Hex (if no save is presented, as in Nightmares or Impending Doom, then the victim is not given a chance to save against the Hex Effect). A Witch always knows, at least vaguely, where a Hexed victim is - if the victim is beyond 10 feet per Witch level, she only knows its general direction. If it is within this range, she knows its general location, but cannot pinpoint it with absolute certainty. Thus, if the victim turns invisible, she knows which square it is in, but not where within the square it is. If a Hex is manifested on a creature with no appending Hex Effect, it has no effect (except as provided by her other class features), but the Witch will always know where that creature is as normal for a Hex. A Hex lasts for 1 round per Witch level. If an individual Hex Effect's duration runs out before the Hex does, the Hex remains on the foe until the Witch casts a new one or its own duration runs out. When the Hex's duration runs out, all Hex Effects applied to it are also removed with it.

    A Witch is capable of ending a Hex Effect prematurely. Doing so is a free action, but may only be done on the Witch's turn. Although Hex is a supernatural ability, it requires the Witch to be able to make distinct gestures and movements which are impeded when heavy armor is worn. Armor with an Armor Check Penalty of -4 or higher prevents the Witch from using her Hex ability.

    Horrific Visions (Su): Beginning at 2nd level, the Witch spontaneously suffers from horrific visions of random fragments of time in the universe, mostly entirely removed from her own timeline. Though these visions do not incapacitate the Witch, they leave her hardened against attempts to sway her mind. At 2nd level, she gains a +2 Insight bonus on saves to resist Charm, Compulsion and Fear effects. At 6th level, she gains immunity to Fear effects. At 12th level, she gains immunity to Charm and Compulsion effects. At 14th level, she is able to implant a fragment of her own terrifying visions with others through her Fear Hex Effect, Nightmare Hex Effect and Absolute Terror Hex Effect - creatures normally immune to fear or mind-affecting abilities instead are affected by these Hex Effects, with a +4 bonus to their save.

    Brew Potion: At 3rd level, the Witch gains the Brew Potion feat as a Bonus Feat. She may also use the Use Magic Device skill (DC = 25 + double spell level) to create potions even if she does not know the spell required.

    Hasten Hex (Su): Beginning at 4th level, the Witch no longer consumes quite as much time as she did before when casting a Hex: henceforth, she may cast Hexes as a standard action.

    Corruption of Soul (Su): Beginning at 5th level, the Witch is able to place multiple Hexes on the same creature. The limit on the number of Hexes per creature increases by 1 to 2. At 10th level, and again at 15th and 20th levels, the limit continues to increase by 1, up to 5 at level 20. Multiples of the same Hex do not stack, and Hexes that specifically remove other Hexes prevent the placement of the removed Hex upon the creature for as long as the removing Hex remains. Unlike other Hexes, Dark Hex Effects are so powerful that they automatically overwrite each other - only one Dark Hex Effect can affect a creature at a time, ever.

    In addition, at 5th level the Witch may replace one Hex Effect she already knows for another she meets the requirements for. Again at 10th, 15th and 20th levels, she may replace another Hex Effect she already knows for another she meets the requirements for.

    Damning Hex (Su): Beginning at 8th level, the Witch's Hex rottens the luck of a victim. Upon becoming affected by a Hex Effect (but not an effectless Hex) the victim must make an additional Will save (DC = 14 + the Witch's charisma modifier) or have its Luck bonuses suppressed for the duration of the Hex Effect. If the victim successfully saves against this ability, it becomes immune to it for the rest of the encounter.

    Metamagic Brewer (Ex): Beginning at 10th level, the Witch is able to brew potions of greater power. She may apply Empowered, Extended or Maximized metamagic to any potion she creates by voluntarily increasing the Use Magic Device (+5 for Empowered, +7 for Extended and +10 for Maximized) check used to create it. If she does not use a Use Magic Device check to create the potion (such as by knowing the spell herself), she cannot apply Metamagic to it.

    Master of Toil (Ex): Beginning at 13th level, the Witch has grown to be a master of brewing potions and oils. She may brew a single potion with two separate spells contained in it (by making two separate Use Magic Device checks instead of one). In addition, she may brew a potion in 1 minute instead of 1 hour by increasing the DC of the Use Magic Device check by 10 and making use of a Spell Component Pouch during brewing. Doing such destroys the Spell Component Pouch.

    Soul Fragment (Su): Beginning at 16th level, the Witch is able to retrieve a fragment of a creature's soul upon which all Hex Effects the creature suffered from are placed. Retrieving a fragment is a standard action, can be performed from as far away as 100 feet and removes all Hex Effects from the victim. She may then attempt to implant the stolen soul fragment into another creature, from up to 100 feet away. Doing so is a standard action and forces the creature to make a Will save equal to 20 + the Witch's Charisma bonus; if the creature fails its save, it is afflicted with each Hex the soul fragment stored. The maximum number of Hexes still applies, as does the nonstacking rule. The Witch decides the order in which Hexes are applied. If a prerequisite Hex is not in place on the new victim (such as requiring Sleep Hex Effect for Nightmare Hex Effect) when the soul fragment is implanted, the Hex Effect requiring another Hex Effect's existence does not apply to the creature and is wasted.

    If there are Hexes already on the victim of the implantation of a Soul Fragment, the Witch decides which Hexes stay and which are removed to stay within the maximum amount of Hex Effects allowed.

    Double Hex (Su): Beginning at 18th level, the Witch may, once per encounter, cast two Hex Effects in one standard action. These two Hex Effects can target one creature or be directed at two separate creatures.

    Overwhelming Darkness (Su): At 20th level, the Witch can break the traditional rule of dark hexes and force such power into a single individual. She may affect a single creature with more than one Dark Hex Effect at once.

    Hex Effects

    Hex Effects are attached to individual Hexes that the Witch places on her foes. Though only one instance of a specific Hex Effect can be on a single creature at a time, multiple Hex Effects can affect a foe by casting multiple Hexes on that foe. A Hex only overrides another Hex if both carry the same Hex Effect. Hex Effects can be dispelled (the Witch's spellcaster level is equal to her Witch level for the purposes of determining how difficult it is to dispel a Hex Effect), and once a Hex has no Hex Effects left, it can be dispelled as well.

    Minor Hex Effects
    A Witch of any level can select Minor Hex Effects at each odd level up.

    Sleep: The victim falls into a deep sleep. The victim must make a Will save or fall asleep. This is a mind-affecting ability and a compulsion effect.

    Weakness: The victim suffers from a physical malady. The victim must make a Fortitude save or take a -4 penalty to all Strength checks, damage rolls, and skill checks using Strength.

    Fear: The victim suffers from perceived terror. The victim must make a Will save or be Shaken. This fear effect does not stack with itself, but it does stack with other sources of fear. This Hex lasts 1 round for every 2 Witch levels the character has. This is a mind-affecting ability and a fear effect.

    Fumbling: The victim suffers from a physical malady. The victim must make a Fortitude save or take a -4 penalty to all Dexterity checks, attack rolls, and skill checks using Dexterity.

    Confusion: The victim suffers from mental disarray. The victim must make a Will save or be Confused for 1 round per Witch level; each round after the first, it receives an additional Will save to shake off the confusion. This is a mind-affecting ability.

    Moderate Hex Effects
    A Witch of at least level 5 can select Moderate Hex Effects at each odd level up.

    Agony: The victim suffers from wracking body pains. The victim must make a Fortitude save each round or suffer 1d6 damage. Each time the victim fails a Fortitude save, the damage increases by 1d6, to a maximum of 4d6 per round.

    Idiocy: The victim suffers from a mental malady. The victim must make a Will save or take a -4 penalty to all Wisdom checks, skill checks using Wisdom, and a -2 penalty to its Spell DCs if its key spellcasting ability is Wisdom. This is a mind-affecting ability.

    Personality: The victim suffers from a mental malady. The victim must make a Will save or take a -4 penalty to all Charisma checks, skill checks using Charisma, and a -2 penalty to its Spell DCs if its key spellcasting ability is Charisma. This is a mind-affecting ability.

    Nightmares: The victim suffers from traumatic night terrors. This Hex can only be used on a creature already afflicted with the Sleep Hex Effect, and immediately removes the Sleep Hex Effect. The victim suffers 1d6+1 points of damage per Witch level and immediately awakens. For 1 round it is Panicked. This is a mind-affecting ability and a fear effect.

    Crippling: The victim suffers from powerful body spasms and weakening. This Hex can only be used on a creature already afflicted with either the Weakness Hex Effect or the Fumbling Hex Effect, and immediately removes one of the Witch's choice. The victim immediately takes 1d6 points of Strength damage if Weakness is removed, and 1d6 points of Dexterity damage if Fumbling is removed. The Crippling Hex Effect cannot reduce a creature's Strength or Dexterity below 1.

    Powerful Hex Effects
    A Witch of at least level 10 can select Powerful Hex Effects at each odd level up.

    Misfortune: The victim suffers from horrible luck. The victim must make a Will save or take a luck penalty on all skill checks equal to one-fourth your Witch levels.

    Impotence: The victim suffers from reduced magical ability. The victim must make a Will save or take a -3 penalty on all Caster Level checks and have its Caster Level reduced by 1 for the purposes of spell damage, duration, and other variables dependent on Caster Level (thus the victim suffers an actual -4 penalty on Caster Level checks).

    Haunting: The victim suffers from the haunting of a shadow. The victim must make a Fortitude save or immediately gain 1 negative level. This negative level persists for the duration of the Hex (thus, when the Hex wears off, the negative level wears off). In addition, the victim suffers 1d6 points of damage for every 2 levels the Witch has, up to 10d6 at level 20. The Witch that casts Haunting is also healed for half the damage caused by this Hex Effect once it ends.

    Despair: The victim suffers from traumatic feelings of loss. This Hex can only be used on a creature already afflicted with either the Idiocy Hex Effect or the Personality Hex Effect, and immediately removes one of the Witch's choice. The victim immediately takes 1d8 points of Wisdom damage if Idiocy is removed, and 1d8 points of Charisma damage if Personality is removed. The Despair Hex Effect cannot reduce a creature's Wisdom or Charisma below 1. This is a mind-affecting ability and a compulsion effect.

    Rage: The victim suffers an incredibly powerful urge to lash out at anything nearby. The victim must make a Will save or immediately become Frenzied. Afterwards, the victim becomes exhausted. This is a mind-affecting ability.

    Dark Hex Effects
    A Witch of at least level 15 can select Dark Hex Effects at each odd level up.

    Fates Conspire: The victim becomes the butt of the Fates' vicious capriciousness. This Hex Effect can only be used on a creature already afflicted with the Misfortune Hex Effect and immediately removes it. The victim suffers a -1 penalty to all attack rolls, damage rolls, skill checks, special attack rolls (such as Disarm and Grapple), all saves and Armor Class for every 3 Witch levels you have.

    Dismantling: The victim's resistances to everything weaken severely. The victim must make a Will save or have all resistances to elemental damages (such as Cold or Electricity) reduced by 20, its Damage Reduction reduced by 10 and its Spell Resistance reduced by 5.

    Dissonance: The victim suffers from separation of mind and body. The victim must make a Will save or be rendered unconscious for 1d3 rounds. Once unconscious, a creature becomes immune to further applications of Dissonance for 5 rounds plus the duration of its unconsciousness (so a creature who falls unconscious for 2 rounds is immune to further applications of Dissonance for 7 rounds, and thus cannot be rendered unconscious by Dissonance for those rounds, though it can be rendered unconscious in other ways still). This is a mind-affecting ability and a compulsion effect.

    Absolute Terror: The victim suffers from incredible mental trauma from perceived fear. This Hex can only be used on a creature already afflicted with the Fear Hex Effect, and immediately removes the Fear Hex Effect. The victim immediately becomes Panicked and suffers 1d6 points of temporary damage to each ability score. This Hex Effect cannot reduce an ability below 1. This is a mind-affecting ability and a fear effect. Once this Hex Effect is removed, either by removal or its duration running out, the ability damage the victim took from this Hex Effect is restored.

    Impending Doom: The victim suffers from possession by a shadow. This Hex can only be used on a creature already afflicted with the Haunting Hex Effect, and immediately removes the Haunting Hex Effect. The victim immediately sustains 2 negative levels that are independent of the duration of the Hex (and thus last for a day, after which the victim must make a Will save or permanently lose a level for each negative level) and suffers 2d6 + the Witch's Charisma modifier damage each round until the Hex Effect ends or the creature dies. If the creature dies before the Hex ends, a Shadow immediately springs forth from the creature's corpse and faithfully serves the Witch for 1 round per Witch level, after which it perishes instantly. Unlike other Shadows, this Shadow cannot create more Shadows.

    MetaHex Feats

    Empower Hex
    Prerequisites: Ability to use Hexes, One Hex Effect with a random numeric variable (such as Nightmares, Crippling or Haunting)
    Benefit: You may, up to three times per encounter, empower a Hex Effect with random numeric variables. Such a Hex Effect instead inflicts half-again as much damage, ability damage, etc.

    Extended Hex
    Prerequisites: Ability to use Hexes, One Hex Effect
    Benefit: You may, up to three times per encounter, extend a Hex Effect to last a number of rounds equal to one-and-a-half times your Witch level, rounded down, instead of one round per Witch level. An Extended Hex counts as 2 Hexes for the purposes of determining the maximum number of Hexes that can affect a single creature.

    Quicken Hex
    Prerequisites: Ability to use Hexes, One Hex Effect of at least Moderate or higher rank
    Benefit: You may, up to three times per encounter, quicken a Hex Effect. A Quickened Hex Effect only requires a Swift action to apply, instead of a Full Round or Standard action. A Quickened Hex Effect counts as 2 Hexes for the purposes of determining the maximum number of Hexes that can affect a single creature. If used with Double Hex or Splice Hex, only one of the Hexes counts as 2 Hexes, but both can be cast in the same Swift Action (in the case of Splice Hex, the Hex that ultimately affects the victim counts as 2 Hexes). If used with Twinned Hex, however, both Hexes count as 2 Hexes for each creature affected.

    Splice Hex
    Prerequisites: Ability to use Hexes, One Hex Effect of at least Moderate or higher rank
    Benefit: You may, up to three times per encounter, splice a more powerful Hex Effect onto a weaker one. More specifically, you can cast two Hexes at once, one right after the other - a weaker Hex, and the higher rank Hex that immediately removes the weaker Hex. Because the weaker Hex is immediately removed, its abilities never actually come into play. The following table shows those Hexes that can be used with Splice Hex:

    {table=head]Weaker Hex|Stronger Hex
    Sleep|Nightmares
    Weakness|Crippling (Str Damage)
    Fear|Absolute Terror
    Fumbling|Crippling (Dex Damage)
    Idiocy|Despair (Wis Damage)
    Personality|Despair (Cha Damage)
    Misfortune|Fates Conspire
    Haunting|Impending Doom[/table]

    Because other Hexes do not have "parent" or stronger versions, they cannot be used with Splice Hex.

    Twinned Hex
    Prerequisites: Ability to use Hexes, One Hex Effect of at least Powerful rank or higher
    Benefit: You may, up to three times per encounter, cast a single Hex that affects two creatures at once. Both creatures must be within 100 feet of each other, but only one of them needs to be within 100 feet of you. Both creatures take the effects of the Hex Effect and both must make saves against the Hex Effect.

    Other Witch Feats

    Blaze of Dark Power
    Prerequisites: Ability to use Hexes, One Hex Effect
    Benefit: You may end a Hex Effect prematurely to cause the victim to ignite in dark fires, taking damage based on the severity of the Hex. Minor Hex Effects inflict 2d6 damage, Moderate Hex Effects inflict 4d6, Powerful Hex Effects inflict 6d6, and Dark Hex Effects inflict 8d6. The damage inflicted is half fire, and the other half results directly from dark power which cannot be resisted. Ending a Hex Effect prematurely in this way is a Swift action. This ability deals damage before the chosen Hex Effect is removed - so a creature afflicted with the Dismantling Hex Effect will take more damage if it had Fire Resistance because its Fire Resistance is still lowered by the Hex Effect.

    Bonus Minor Hex Effect
    Prerequisites: Ability to use Hexes, one Moderate Hex Effect
    Benefit: You immediately gain the use of an extra Minor Hex Effect.
    Special: This feat may be taken multiple times. Each time you take it, you gain the use of another Minor Hex Effect.

    Bonus Moderate Hex Effect
    Prerequisites: Ability to use Hexes, one Powerful Hex Effect
    Benefit: You immediately gain the use of an extra Moderate Hex Effect.
    Special: This feat may be taken multiple times. Each time you take it, you gain the use of another Moderate Hex Effect.

    Bonus Powerful Hex Effect
    Prerequisites: Ability to use Hexes, one Dark Hex Effect
    Benefit: You immediately gain the use of an extra Powerful Hex Effect.
    Special: This feat may be taken multiple times. Each time you take it, you gain the use of another Powerful Hex Effect.

    Hex Focus
    Prerequisites: Ability to use Hexes
    Benefit: Choose a Hex Effect you know. The DC for resisting that Hex Effect is increased by 1.
    Special: This feat may be taken multiple times. Its effects do not stack. Each time you take it, it applies to a different Hex Effect.

    Hex Penetration
    Prerequisites: Ability to use Hexes
    Benefit: You gain a +1 bonus on Caster Level checks to overcome Spell Resistance.
    Special: This feat may be taken multiple times. Its effects stack.

    Improved MetaHex
    Prerequisites: Ability to use Hexes, one MetaHex feat
    Benefit: Upon taking this feat, choose a single MetaHex feat you know. You may use that MetaHex feat one more time per encounter than you were able to before.
    Special: This feat may be taken multiple times. Its effects stack.

    Magical Adaptation
    Prerequisites: Ability to use Hexes, Use Magic Device 9 ranks
    Benefit: The character may advance her Witch abilities, Hex Effects and effective Witch level by taking levels in Prestige Classes that normally advance arcane spellcasting. For example, a Witch 6/Cleric 3 who chooses to take a level in the Mystic Theurge Prestige Class gains her 7th level Witch abilities, including her new Moderate or Minor Hex Effect, and her effective Witch level (which determines the duration of Hexes) increases to 7. If she chooses to take another level in Mystic Theurge, she gains her 8th level Witch abilities, including Damning Hex and another increase in effective Witch level (to 8). In addition, for the purposes of qualifying for feats that require a certain Witch level, the Witch may add her Witch levels to her levels in a single Prestige Class that advances arcane spellcasting.

    Pierce Mind Blank
    Prerequisites: Ability to use Hexes, Horrific Visions (Ignore Fear Immunity)
    Benefit: Your Mind-Affecting Hex Effects can affect creatures under the effects of a Mind Blank spell or an item that grants Mind Blank. Other forms of immunity to Mind-Affecting Effects still prevent your Mind-Affecting Hex Effects from working, however.

    Practiced Curse-Spewer
    Prerequisites: Ability to use Hexes, Witch level 3
    Benefit: For the purposes of determining duration and damage of your Hexes, your Witch level is considered 4 higher than it actually is, up to a maximum of your HD.

    Vexing Hexes
    Prerequisites: Ability to use Hexes, One Powerful Hex Effect
    Benefit: For the purposes of being dispelled, your Hexes are considered to have been cast by a Witch 2 levels higher than you actually are.

    The Epic Witch


    {table=head]Witch Level|Special
    21st|-
    22nd|-
    23rd|Bonus Feat
    24th|-
    25th|Corruption of Soul (Six effects)
    26th|Bonus Feat
    27th|-
    28th|-
    29th|Bonus Feat
    30th|Corruption of Soul (Seven effects)[/table]

    Hit Die: d6

    Skill Points at Each Additional Level: Int + 6

    Hex Effects: The epic Witch does not gain additional Hex Effects at each odd level.

    Bonus Feats: The epic Witch gains a bonus feat (selected from the list of epic Witch bonus feats) every three levels higher than 20th.

    Corruption of Soul: The epic Witch continues to increase the number of Hexes she can apply to a single creature by 1 at every 5th level above 20th.

    Epic Witch Bonus Feat List: Automatic Empower Hex, Automatic Quicken Hex, Bonus Hex Effect, Dual Hex Casting, Hex of Boundless Agony, Hex of Corrupted Blood, Hex of Devilish Doom, Hex of Nightmares Eternal, Hex of Wild Magic, Hex of Wretched Vitality, Infernal Flames, Learn Epic Hex, Persistent Hex, Tenacious Hex.

    Automatic Empower Hex
    Prerequisites: Witch level 23 or higher, Any two Dark Hex Effects, Empower Hex
    Benefit: Your Minor Hex Effects are always empowered.
    Special: You may take this feat multiple times. Each time you take it, the next rank up of Hex Effects are always empowered.

    Automatic Quicken Hex
    Prerequisites: Witch level 25 or higher, Any two Dark Hex Effects, Quicken Hex
    Benefit: Your Minor Hex Effects only take Swift actions to cast. You may choose to instead cast them as Move or Standard actions.
    Special: You may take this feat multiple times. Each time you take it, the next rank up of Hex Effects are always quickened.

    Bonus Hex Effect
    Prerequisites: Witch level 21 or higher, Any two Dark Hex Effects
    Benefit: You gain the use of an additional Hex Effect of any rank.
    Special: You may take this feat multiple times. Each time you take it, you gain the use of another Hex Effect of any rank.

    Dual Hex Casting
    Prerequisites: Witch level 27 or higher, Any three Dark Hex Effects, Twinned Hex
    Benefit: All of your hexes automatically target two creatures instead of one. If twinned, they target four instead of two.

    Hex of Boundless Agony
    Prerequisites: Witch level 21 or higher, Hex Focus (Hex of Agony)
    Benefit: Your Hex of Agony cannot be dispelled permanently. If dispelled, choose a new target for the Hex. The new victim does not get a Fortitude save against the first round of damage. In addition, there is no cap to the damage increase for failing to save against your Hex of Agony's damage. For the purposes of this feat, if your Hex of Agony is removed by way of an effect similar to Iron Heart Surge, it is considered "dispelled" and will transfer to a new victim.

    Hex of Corrupted Blood
    Prerequisites: Witch level 23 or higher, Hex Focus (Hex of Dismantling)
    Benefit: Your Hex of Dismantling now removes from the victim all forms of Damage Reduction, Energy Resistance and Spell Resistance for its duration.

    Hex of Devilish Doom
    Prerequisites: Witch level 25 or higher, Hex Focus (Hex of Impending Doom)
    Benefit: Creatures killed by your Hex of Impending Doom do not spawn a Shadow; instead, they spawn a Pit Fiend. This Pit Fiend remains loyal to you for 1 round per Witch level. Once its loyalty ends, it immediately vanishes back to its home plane. You may only have one Pit Fiend loyal to you at a time; if multiple creatures die from your Hex of Impending Doom, those Pit Fiends beyond the first immediately vanish back to their home plane.

    Hex of Nightmares Eternal
    Prerequisites: Witch level 22 or higher, Hex Focus (Hex of Nightmares)
    Benefit: Your Hex of Nightmares does not remove your Hex of Sleep from its victim, and instead causes 1d6 damage for every 5 Witch levels you have each round. The victim is allowed a Will save each round after the first in which damage occurs to attempt to wake up.

    Hex of Wild Magic
    Prerequisites: Witch level 26 or higher, Hex Focus (Hex of Impotence)
    Benefit: Your Hex of Impotence has an additional effect above and beyond its normal effect. When you afflict a foe with your Hex of Impotence, roll a d10 and apply the effect on the table below matching your roll:

    {table=head]Roll|Effect
    1|Automatically fail Concentration checks to cast in melee
    2|Spells always take at least a Standard action to cast
    3|Damage dice for spells and spell-like abilities capped at 1/2 caster level
    4|50% miss chance with all spells
    5|Damaging spells heal instead of damage (regardless)
    6|Healing spells damage instead of heal (regardless)
    7|Healing dice for spells and spell-like abilities capped at 1/2 caster level
    8|Must roll Concentration check to cast any spell
    9|Spells cost 2 spell slots instead of 1
    10|Cannot cast spells modified by Metamagic feats[/table]

    Hex of Wretched Vitality
    Prerequisites: Witch level 25, Hex Focus (Hex of Crippling)
    Benefit: Your Hex of Crippling instead deals 3d6 points of damage to the victim's Strength, Dexterity and Constitution. It still cannot reduce an ability below 1. The victim must make a Fortitude save each round or be limited to a standard or move action for that round.

    Infernal Flames
    Prerequisites: Witch level 23, Blaze of Dark Power, Any two Dark Hex Effects
    Benefit: When you use your Blaze of Dark Power feat on a Dark Hex or lesser rank, you no longer remove a Hex when you deal damage. In addition, you may now use Blaze of Dark Power to deal damage through your Epic Hexes. An Epic Hex is still consumed by the feat, but deals damage as listed in its description.

    Learn Epic Hex
    Prerequisites: Witch level 21, Any two Dark Hex Effects
    Benefit: You gain the use of a single Epic Hex from below. Epic Hexes include Epic Hex of Burning Shadows, Hex of Elemental Supremacy and Epic Hex of Endless Torpor.

    Epic Hex of Burning Shadows: The victim is gripped by dark flames that seethe and whirl about it. Each round the victim suffers 2d6 Fire damage and 2d6 damage resulting directly from Profane power. In addition, for the duration of the Hex, all methods of detection for the victim cease functioning - sight, hearing, blindsense, etc. If consumed with Blaze of Dark Power, this Hex inflicts 20d8+20 damage resulting directly from Profane power.

    Epic Hex of Elemental Supremacy: The victim is gripped by the elemental forces chosen at the time of casting. This Hex can only be used on a creature already afflicted with the Dismantling Hex Effect, and immediately removes the Dismantling Hex Effect. The victim loses all Elemental Resistance or Elemental Immunity of a single type, and gains a Weakness to that type (it receives 50% more damage from the chosen type) for the duration of the Hex. If consumed with Blaze of Dark Power, this Hex inflicts 12d6 damage, half of which is the element of choice and the other half results directly from Profane power.

    Epic Hex of Endless Torpor: The victim is weighed down by apathy and laze. The victim is Slowed, as the spell; if the victim is immune to that spell, they are exhausted instead. For the duration of the Hex, any abilities used that have a cooldown expressed in Rounds (such as a Dragon's breath or any of several Binder Vestige abilities) has that cooldown extended by 2d4+4 rounds. If consumed with Blaze of Dark Power, this Hex inflicts 14d6 damage, half of which is fire and the other half results directly from Profane power.

    Persistent Hex [MetaHex]
    Prerequisites: Witch level 25, Extend Hex, Any two Dark Hex Effects
    Benefit: Once per encounter, you may designate a Hex Effect that will persist. Doing so causes the Hex Effect to last for the entirety of the encounter.

    Tenacious Hex
    Prerequisites: Witch level 27, Persistent Hex, Any Epic Witch Feat that modifies a specific Hex (such as Hex of Nightmares Eternal)
    Benefit: Your Hexes are incredibly difficult to remove. Whenever a Hex Effect you cast would be dispelled, it remains active for 1d4+1 rounds before disappearing.
    Last edited by Derjuin; 2011-08-15 at 02:57 AM.
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    Default Re: Witch (3.5 Base Class, PEACH)

    I am once again impressed by your presentation, though I also once again am not terribly helpful with the mechanics. It seems like it should be balanced, and it looks interesting. I would play it.
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    Default Re: Witch (3.5 Base Class, PEACH)

    I think it works fairly well and the mechanics are interesting. I did notice, however, that some of the penalties don't scale. While this isn't a problem for ability damage, it might be for hexes that grant penalties to checks.

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    Default Re: Witch (3.5 Base Class, PEACH)

    Quote Originally Posted by Domriso View Post
    I am once again impressed by your presentation, though I also once again am not terribly helpful with the mechanics. It seems like it should be balanced, and it looks interesting. I would play it.
    Thanks! Hopefully it is balanced. Its primary focus is "debuffing", with the backup ability to deal damage should that be necessary.

    Quote Originally Posted by eftexar View Post
    I think it works fairly well and the mechanics are interesting. I did notice, however, that some of the penalties don't scale. While this isn't a problem for ability damage, it might be for hexes that grant penalties to checks.
    Thanks I changed some of the penalty hexes to scale a bit with level, hopefully that'll help a bit.

    Also, epic stuff is added.
    Last edited by Derjuin; 2011-08-10 at 11:52 PM.
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    Default Re: Witch (3.5 Base Class, PEACH)

    This class looks pretty cool to me. Kinda reminds me of a varient warlock I saw awhile ago.
    Last edited by Arcran; 2011-08-12 at 12:43 PM.
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    Default Re: Witch (3.5 Base Class, PEACH)

    5th level and 15th level are a bit overloaded with two features and a new Hex. Spread those delicious resources out... 3rd level wouldn't be broken with Brew Potion, for instance...
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    Default Re: Witch (3.5 Base Class, PEACH)

    Quote Originally Posted by Mulletmanalive View Post
    5th level and 15th level are a bit overloaded with two features and a new Hex. Spread those delicious resources out... 3rd level wouldn't be broken with Brew Potion, for instance...
    Good point - I failed to take into consideration new Hex at 5th and 15th. Now spread out at 3rd and 13th
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    Default Re: Witch (3.5 Base Class, PEACH)

    Yay new epic stuffs! Three new "epic hexes" and a few new epic feats. If anyone spots any errors or glaring issues please let me know
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    Default Re: Witch (3.5 Base Class, PEACH)

    I think that this is one of the best epic level class balancings I have seen and the epic feats are a great way to continue the progression (unfortunately there normally aren't alot of epic class-specific feats around). I see no issues.
    Last edited by eftexar; 2011-08-23 at 06:12 PM.

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