| Post/Author/DateTime | Post |
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| Malach'Athar01-06-07, 01:07 PM | I know, I know, there are probably hundreds of witch base classes out there (Green Ronin, Citizen Games, Mongoose, all took there shot) but somehow, none statisfied me. So borowing some ideas here and there and mixing them together, I built my own witch base class. Its not 100% finished yet, but I would appreciate some comments, if this one is too overpowered, or to lowpowered, or anything else. Here are the game rules: BAB: as wizard (witches are no brawlers, I think) Fort save: good (witches are tougher then wizards) Ref save: poor Will save: good HD: d6 Spells per Day: as wizard Class Skills: (4+ Int) - Bluff, Concentration, Craft, Diplomacy, Handle Animal, Heal, Knowledge (arcana), Knowledge (nature), Perform, Profession, Sense Motive, Spellcraft, Swim, Survival Special: Weapons: simple, no armor. Spells: arcane spells; to prepare or cast a spell, a witch must have a Wisdom 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. Preparation like wizard, but see "Talismans". Spell list is not finished yet, but will be similar to the one offered in the DMG. Summon familiar: like sorcerer. Talismans: this idea is an option introduced by Lions Den Press (Classes of Legend - The Witch). Basically the witch creates little talismans when preparing spells. So she does not precast spells like wizards do but gives them physical form. She has to carry them around to cast the spells (normal casting time). I added, that she must add three drops of her blood to invoke the spell (free action). A talisman loses its power after 24 hours. In addition, she can give a talisman to a friend who can cast the spell in her stead (like imbue with spell-like ability) (she loses that spell slot for the day). However, there is a penalty on CL and save DCs if someone else uses a witch's talisman. The other person must add the blood then (move action). Charmbook: as spellbook. Evil, Good, and Lawful Spells: as druid. Bonus languages: Draconic, Sylvan; as substitutes. Nature sense (2nd level): as druid. Brew Potion (3rd level): bonus feat. Magic Circle (Sp): At 5th level, a witch learns how to quickly channel spell energy into a magic circle of protection. She can „lose“ any prepared 3rd-level spell in order to cast magic circle against chaos, evil, good or law. She does not need any material component for this spontaneous casting, however, can only use it on herself. At 9th level, she gains the ability to cast a magic circle in this manner as a free action. Instead, she now can use the magic circle to trap a summoned creature (as a standard action). From 13th level on, the witch may cast a magic circle around herself as a swift action. It takes a free action to trap a summoned creature. If she channels a 5th-level spell instead as a standard action, the magic circle has automatically a dimensional anchor effect working. A 17th level witch may cast a magic circle without substituting a 3rd-level spell. This spell-like ability is usable at will as a swift action, even to trap a summoned creature. Adding the dimensional anchor effect is a free action, that requires the witch to „lose“ one of her prepared 4th-level spells. Poison immunity (9th level): vs. all natural poisons. Bonus feat: as wizard, 7th, 12th, and 18 th level. A thousand faces (14th level): as druid. Timeless body (19th level): as druid. If you can figure out whose books inspired this kind of witch you will get a virtual hug from me :) Thanx for any comments! |
| Jaxgaret01-06-07, 02:10 PM | Seems quite overpowered. Why does it have a d6 HD and good Fort save and 4+int sp/level if it is a Wizard variant? Not to mention the Talismans and the Magic Circle power and one Druid ability and Wizard + partial Druid spell list. The sole drawback for all this, in comparison to a Wizard, is split casting stats and 4 less Wizard bonus feats. |
| Malach'Athar01-06-07, 06:04 PM | Yeah, that's right - but it has close to zero offensive spells. Does that help? Or still to overpowered? |
| Witch01-06-07, 06:32 PM | I demand that any class attempting to emulate me gains at least 1 Divine Rank per class level. |