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witch [2007/01/20 14:21] jimswitch [2007/11/17 15:55] jims
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 ==== Witch ==== ==== Witch ====
 +This is a D&D character class, originally based on the example given on page 175 of the DMG.
 +This version, however, is based on the **[[http://www.d20srd.org/srd/classes/druid.htm|Druid]]**
 +class.
  
-This is a D&D character class, based on the example given on page 175 of the DMG.+== Alignment == 
 +any.
  
-In addition, it includes the following variants from "Unearthed Arcana": +== Hit Die == 
-  * [[http://www.d20srd.org/srd/variant/classes/variantCharacterClasses.htm#sorcererVariantBattleSorcerer|Battle Sorcerer]] +d6.
-  * [[http://www.d20srd.org/srd/variant/classes/variantCharacterClasses.htm#sorcererWizard|Animal Companion, instead of Familiar]]+
  
-==== The Spell List ==== +=== Class Skills === 
-Zero Level: +The witch's class skills (and the key ability for each skill) are Craft (Int), 
-  * Arcane Mark +Handle Animal (Cha), Heal (Wis), Knowledge (Arcana) (Int), Knowledge (Nature) (Int), 
-  * Cure Minor Wounds +Listen (Wis), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), Survival (Wis), 
-  * Dancing Lights +and Swim (Str). 
-  * Daze + 
-  * Detect Magic +== Skill Points at 1st Level == 
-  * Detect Poison +(6 + Int modifier) ×4. 
-  * Flare + 
-  * Ghost Sound +== Skill Points at Each Additional Level ==  
-  * Light +(6 + Int modifier). 
-  * Mending + 
-  * Read Magic +=== TableThe Witch === 
-  * Resistance +^ ^^^^^^  Spells per Day (and Known)  ^^^^^^^^^^ 
-  * Virtue +^ Level ^ Base\\ Attack Bonus ^ Fort\\ Save ^ Ref\\ Save ^ Will\\ Save ^ Special ^ 0 ^ 1st ^ 2nd ^ 3rd ^ 4th ^ 5th ^ 6th ^ 7th ^ 8th ^ 9th ^ 
-  * Minor Disguise (Trans- Makes slight changes to your appearance (from Spell Compendium+| 1st | +0 | +0 | +0 | +2 | Animal companion, Brew Potion  | 3 | 2 | | | | | | | | |  
-First Level: +| 2nd | +1 | +0 | +0 | +3 | Nature sense  | 4 | 2 | | | | | | | | |  
-  * Cause Fear +| 3rd | +2 | +1 | +1 | +3 | Wild empathy  | 4 | 3 | 1 | | | | | | | |  
-  Change Self +| 4th | +3 | +1 | +1 | +4 | Resist nature's lure  | 5 | 4 | 2 | | | | | | | |  
-  * Charm Person +| 5th | +3 | +1 | +1 | +4 | Bonus Brew feat  | 5 | 4 | 2 | 1 | | | | | | |  
-  * Command +| 6th | +4 | +2 | +2 | +5 | Speak w/ animals  | 5 | 5 | 3 | 2 | | | | | | |  
-  * Comprehend Languages +| 7th | +5 | +2 | +2 | +5 | --  | 6 | 5 | 4 | 2 | | | | | | |  
-  * Cure Light Wounds +| 8th | +6/+1 | +2 | +2 | +6 | Venom immunity  | 6 | 5 | 4 | 3 | 1 | | | | | |  
-  * Doom +| 9th | +6/+1 | +3 | +3 | +6 | Bonus Brew feat  | 6 | 5 | 4 | 3 | 2 | | | | | |  
-  * Endure Elements +| 10th | +7/+2 | +3 | +3 | +7 | --  | 7 | 5 | 4 | 3 | 2 | 1 | | | | |  
-  * Hypnotism +| 11th | +8/+3 | +3 | +3 | +7 | --  | 7 | 6 | 5 | 4 | 3 | 2 | | | | |  
-  * Identify +| 12th | +9/+4 | +4 | +4 | +8 | Speak with Monsters((somewhat like //Tongues// -- but //different//))  | 8 | 6 | 5 | 4 | 3 | 2 | | | | |  
-  * Silent Image +| 13th | +9/+4 | +4 | +4 | +8 | Bonus Brew feat  | 8 | 7 | 5 | 4 | 3 | 3 | 1 | | | |  
-  * Sleep +| 14th | +10/+5 | +4 | +4 | +9 | --  | 9 | 7 | 6 | 5 | 4 | 3 | 2 | | | |  
-  * Speak with Animals +| 15th | +11/+6/+1 | +5 | +5 | +9 | --  | 9 | 8 | 6 | 5 | 4 | 3 | 2 | 1 | | |  
-  * Ventriloquism  +| 16th | +12/+7/+2 | +5 | +5 | +10 | --  | 10 | 8 | 7 | 5 | 4 | 4 | 3 | 2 | | |  
-  Breath of the Jungle (Trans- Fog makes poison harder to resist (from Spell Compendium+| 17th | +12/+7/+2 | +5 | +5 | +10 | Bonus Brew feat  | 10 | 9 | 7 | 6 | 5 | 4 | 3 | 2 | | |  
-  * Camouflage (Trans- Grants +10 bonus on Hide checks (from Spell Compendium+| 18th | +13/+8/+3 | +6 | +6 | +11 | --  | 11 | 9 | 8 | 6 | 5 | 4 | 3 | 3 | 1 | |  
-  Horrible Taste (Trans- Touched creature nauseates biting foes (from Spell Compendium)+| 19th | +14/+9/+4 | +6 | +6 | +11 | -- | 11 | 10 | 8 | 7 | 5 | 5 | 4 | 3 | 2 | |  
 +| 20th | +15/+10/+5 | +6 | +6 | +12 | -- | 12 | 10 | 9 | 7 | 6 | 5 | 4 | 3 | 2 | 1 | 
 + 
 +Spells are based on Charisma, with //no extra spells for a high stat.// 
 + 
 +=== Class Features === 
 +== Weapon & Armor Proficiencies == 
 +Witches are proficient with the following weapons: club, dagger, dart, quarterstaff, sling, and shortbow. 
 + 
 +Witches are proficient with light armor. 
 +A witch can cast witch spells while wearing light armor without incurring the  
 +normal arcane spell failure chance. However, like any other arcane spellcaster,  
 +a witch wearing medium or heavy armor or using a shield incurs a chance of  
 +arcane spell failure if the spell in question has a somatic component (most do).  
 +A multiclass witch still incurs the normal arcane spell failure chance for  
 +arcane spells received from other classes. 
 + 
 +== Spells == 
 +A witch casts arcane spells, which are drawn from the witch spell list. She can 
 +cast any spell she knows without preparing it ahead of time. To learn or 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.  Unlike Sorcerers and Bards, the Witch uses the same table for spells  
 +known as spells per day.  Essentially, a witch could (if she so chooses) cast  
 +each spell she knows exactly once per day.  Spells are based on Charisma, and  
 +unlike other spellcasters, she receives NO bonus spells per day if she has a  
 +high Charisma score. 
 + 
 +The witch's selection of spells is extremely limited. A witch begins play  
 +knowing only three 0-level and two 1st level spells of your choice. At each new  
 +witch level, she gains one or more new spells, as indicated on Table: The Witch.  
 +(Like spells per day, the number of spells a witch knows is also not affected by  
 +her Charisma score; the numbers on Table: The Witch are fixed.) 
 + 
 +Upon reaching 5th level, and at every third witch level after that (8th, 11th, 
 +and so on), a witch can choose to learn a new spell in place of one she already 
 +knows. In effect, the witch "loses" the old spell in exchange for the new one. 
 +The new spell's level must be the same as that of the spell being exchanged, and 
 +it must be at least two levels lower than the highest-level witch spell the witch 
 +can cast. A witch may swap only a single spell at any given level, and must 
 +choose whether or not to swap the spell at the same time that she gains new 
 +spells known for the level. 
 + 
 +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. 
 + 
 +== Animal Companion (Ex) == 
 +//(As druid, with the exception that a limited list of magical beasts can be  
 +chosen at higher levels in lieu of the Druid's choices of large, powerful  
 +animals.) -- we need to edit the text below...// 
 + 
 +A witch may begin play with an animal companion selected from the following  
 +list: badger, camel, dire rat, dog, riding dog, eagle, hawk, horse (light or  
 +heavy), owl, pony, snake (Small or Medium viper), or wolf. If the campaign takes  
 +place wholly or partly in an aquatic environment, the following creatures are  
 +also available: manta ray, porpoise, Medium shark, and squid. This animal is a  
 +loyal companion that accompanies the witch on her adventures as appropriate for  
 +its kind. 
 + 
 +A 1st-level witch's companion is completely typical for its kind except as noted  
 +below. As a witch advances in level, the animal's power increases as shown on  
 +the table. If a witch releases her companion from service, she may gain a new  
 +one by performing a ceremony requiring 24 uninterrupted hours of prayer. This  
 +ceremony can also replace an animal companion that has perished. 
 + 
 +A witch of 4th level or higher may select from alternative lists of animals.  
 +Should she select an animal companion from one of these alternative lists, the  
 +creature gains abilities as if the character's witch level were lower than it  
 +actually is. Subtract the value indicated in the appropriate list header from  
 +the character's witch level and compare the result with the witch level entry on  
 +the table to determine the animal companion's powers. (If this adjustment would  
 +reduce the witch's effective level to 0 or lower, she can't have that animal as  
 +a companion.) 
 + 
 +== Brew Potion == 
 +At 1st level, a witch gains Brew Potion as a bonus feat.  At 8th, 10th, and 13th  
 +levels, she can use this feat to duplicate the effects of spells of up to 4th,  
 +5th, and 6th level (respecively), as long as that spell has a casting time of  
 +less than 1 minute. 
 + 
 +== Nature Sense (Ex) == 
 +A witch gains a +2 bonus on Knowledge (nature) and Survival checks. 
 + 
 +== Wild Empathy (Ex) == 
 +A witch can improve the attitude of an animal. This ability functions just like  
 +a Diplomacy check made to improve the attitude of a person. The witch rolls 1d20  
 +and adds her witch level and her Charisma modifier to determine the wild empathy  
 +check result. 
 + 
 +The typical domestic animal has a starting attitude of indifferent, while wild  
 +animals are usually unfriendly. 
 + 
 +To use wild empathy, the witch and the animal must be able to study each other,  
 +which means that they must be within 30 feet of one another under normal  
 +conditions. Generally, influencing an animal in this way takes 1 minute but, as  
 +with influencing people, it might take more or less time. 
 + 
 +A witch can also use this ability to influence a magical beast with an  
 +Intelligence score of 1 or 2, but she takes a -4 penalty on the check.  
 + 
 +== Resist Nature’s Lure (Ex) == 
 +Starting at 4th level, a witch gains a +4 bonus on saving throws against 
 +the spell-like abilities of fey.  
 + 
 +== Bonus Brew feat == 
 +At 5th level and every four levels thereafter, the Witch may select a bonus brew feat 
 +from the following list: 
 +  * //list to be added later// 
 + 
 +== Venom Immunity (Ex) == 
 +At 8th level, a witch gains immunity to all poisons. 
 + 
 +== Spell List == 
 +Basically, this follows the general guidelines  
 +from the DMG, with very little overt power, and focusing primarily on flavor and  
 +style of spells. Strong suits involve Charms, Communication, Healing,  
 +Shapechanging, and Transformation. 
 + 
 +//Spells that can be found in the "Spell Compendium" are marked with "(SpC)"// 
 +\\ //Spells that can be found in "Complete Scoundrel" are marked with "(CS)"// 
 +\\ //Spells that can be found in "Complete Mage" are marked with "(CM)"// 
 + 
 +  * **Zero Level:** 
 +    * Arcane Mark 
 +    * Cure Minor Wounds 
 +    * Dancing Lights 
 +    * Daze 
 +    * Detect Magic 
 +    * Detect Poison 
 +    * Flare 
 +    * Ghost Sound 
 +    * Light 
 +    * Mending 
 +    * Minor Disguise (SpC) 
 +    * Read Magic 
 +    * Resistance 
 +    * Virtue 
 +  * **First Level:** 
 +    * Alarm 
 +    * Aquatic Escape (CS) 
 +    * Aspect of the Wolf (SpC
 +    * Breath of the Jungle (SpC) 
 +    * Buoyant Lifting (SpC) 
 +    * Buzzing Bee (SpC) 
 +    * Calm Animals 
 +    * Camouflage (SpC) 
 +    * Camouflage (SpC) 
 +    * Cause Fear 
 +    Charm Animal 
 +    * Charm Person 
 +    * Command 
 +    * Comprehend Languages 
 +    * Cure Light Wounds 
 +    * Dawnburst (CM) 
 +    * Deep Breath (SpC) 
 +    * Delay Disease (SpC) 
 +    * Disguise Self 
 +    * Dispel Ward (SpC) 
 +    * Doom 
 +    * Endure Elements 
 +    * Enrage Animal (SpC) 
 +    * Faerie Fire 
 +    * Grease 
 +    * Healer's Vision (CS) 
 +    * Healing Lorecall (SpC) 
 +    * Healthful Rest (SpC) 
 +    * Hold Portal 
 +    * Horrible Taste (SpC) 
 +    * Hypnotism 
 +    * Identify 
 +    * Mimicry (CS) 
 +    * Phantom Threat (SpC) 
 +    * Remove Scent (SpC) 
 +    * Silent Image 
 +    * Sleep 
 +    * Speak With Animals 
 +    * Summon Monster I 
 +    * Summon Nature's Ally I 
 +    * Ventriloquism 
 +    Warning Shout (SpC) 
 +    * Winged Watcher (CS
 +  * **Second Level:** 
 +    * Alter Self 
 +    * Animal Messenger 
 +    * Animal Trance 
 +    * Blinding Spittle (SpC) 
 +    * Bothersome Babble (CM
 +    Calm Emotions 
 +    * Close Wounds (SpC) 
 +    * Create Magic Tattoo (SpC) 
 +    * Cure Moderate Wounds 
 +    * Dark Way (SpC) 
 +    * Delay Poison 
 +    * Discern Shapchanger (SpC) 
 +    * Enthrall 
 +    * Entice Gift (SpC) 
 +    * Glitterdust 
 +    * Hold Animal 
 +    * Knock 
 +    * Locate Object 
 +    * Make Whole 
 +    * Mesmerizing Glare (SpC) 
 +    * Mindless Rage (SpC) 
 +    * Miser's Envy (SpC) 
 +    * Nightmare Lullaby (SpC) 
 +    * Quick Potion (SpC) 
 +    * Remove Paralysis 
 +    * Reveille (SpC) 
 +    * Restoration, Lesser 
 +    * Rope Trick 
 +    * See Invisibility 
 +    * Slapping Hand (SpC) 
 +    * Smoke Stairs (SC) 
 +    * Speak to Allies (SpC) 
 +    * **Speak to Monsters** (where's this from? -- or do you mean "Tongues"
 +    * Spymaster's Coin (SC) 
 +    * Status 
 +    * Stolen Breath (SpC) 
 +    * Suggestion 
 +    * Summon Monster II 
 +    * Summon Nature's Ally II 
 +    * Summon Swarm 
 +    * Tongues 
 +    * Train Animal (SpC)
  
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witch.txt · Last modified: 2017/05/27 18:58 by 127.0.0.1