Author Topic: Witch  (Read 7865 times)

Offline RobbyPants

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Witch
« on: November 22, 2011, 12:28:10 PM »
Witch

"You think me wicked? I prefer… misunderstood."

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Making a Witch

Witches are arcane casters that focus on casting certain enchantments, transmutations, and curses. She also has limited control over plants, animals, and a limited ability with divination. In addition, she is skilled at creating potions, oils, and poisons.
   Certain cultures shun witches due to fear or superstition, so many witches are loners or prefer to live on the outskirts of civilization. Many witches are not evil or cruel, but the focus of their abilities tends to lead others to assume the worst about them.

Abilities: Intelligence determines how well the witch can cast her spells. Dexterity helps the witch avoid attacks, which helps given that she is not proficient in armor. Constitution helps the otherwise frail witch withstand physical attacks. Charisma helps with some of the witch’s skills, including Intimidate, which is useful for her cackle ability.

Races: Any.

Alignment: Any.

The Witch                   Hit Die: d4
_______________________________________________________________________
Level  BAB     Fort   Ref    Will   Special
1      +0      +0     +0     +2     Spells, summon familiar
2      +1      +0     +0     +3     Advanced learning, cackle
3      +1      +1     +1     +3     Potion making
4      +2      +1     +1     +4     Advanced learning
5      +2      +1     +1     +4     Flight
6      +3      +2     +2     +5     Advanced learning
7      +3      +2     +2     +5     Covey
8      +4      +2     +2     +6     Advanced learning, improved cackle
9      +4      +3     +3     +6     Improved Flight
10     +5      +3     +3     +7     Advanced learning
11     +5      +3     +3     +7     Reaching curse
12     +6/+1   +4     +4     +8     Advanced learning
13     +6/+1   +4     +4     +8     Greater cackle
14     +7/+2   +4     +4     +9     Advanced learning
15     +7/+2   +5     +5     +9     Chain curse
16     +8/+3   +5     +5     +10    Advanced learning
17     +8/+3   +5     +5     +10    Irresistible curse
18     +9/+4   +6     +6     +11    Advanced learning
19     +9/+4   +6     +6     +11    Improved reaching curse
20     +10/+5  +6     +6     +12    Advanced learning


Class Skills (4 + Int modifier per level): Bluff (cha), Concentration (con), Craft (int), Disguise (cha), Handle Animal (cha), Heal (wis), Intimidate (cha), Knowledge (Arcana) (int), Knowledge (Geography) (int), Knowledge (Local) (int), Knowledge (Nature) (int), Knowledge (The Planes) (int), Profession (wis), Ride (dex), Sense Motive, (wis), Spellcraft (int), and Survival (wis).

Class Features

All of the following are class features of the Witch class:

Weapon and Armor Proficiency:
The witch is proficient with all simple weapons, but is not proficient with armor. Any spells with a somatic component cast by a witch are subject to arcane spell failure.

Spells:
A witch casts arcane spells which are drawn from her spell list (see below). She need not prepare her spells ahead of time, and may spontaneously cast any spell she knows from her list so long as she has remaining spell slots of the appropriate level.
   To learn, prepare, or cast a spell, the witch must have an Intelligence 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 Intelligence modifier.
   Like other spellcasters, a witch can cast only a certain number of spells of each spell level per day. She has the same number of spell slots available equal to a sorcerer of the same level.

Summon Familiar (Ex):
The witch can obtain a familiar the same as a sorcerer or wizard.

Advanced Learning (Ex):
At 2nd level and every even level thereafter, the witch adds a new spell to her list of spells known. The spell comes from the Advanced Learning List (see below) and cannot be of a level higher than what the witch can cast.
 
Cackle (Ex):
At 2nd level, the witch can let out a frightening cackle. She can use her Intimidate skill to demoralize any opponents within 30 feet as a standard action.

Potion Making (Su):
At 3rd level, the witch can use a cauldron to brew potions, poisons, and contagions. When crafting a potion, the witch follows the normal rules, except she can create one potion per hour per class level, and the cost is only 10 x spell level x caster level gp.
   The witch can create ingested poisons, but must spend sixth the market cost in materials, and the poisons only remain potent for 24 hours. Similarly, she can create a dose of the disease blinding sickness for 25 gp. This also loses potency in 24 hours. The witch can brew a number of doses of either equal to her class level in one hour.
   In addition, the witch gains a +4 circumstance bonus to Craft (Alchemy) checks when using her cauldron to create an alchemic substance.

Flight (Su):
At 5th level, the witch can fly on an item on which she can sit. This item is typically a broom, but any similar-sized item could work, such a chair, small tub, or even her cauldron (if it is large enough). In order to use the item to fly, the witch must imbue it with magic, which takes one hour of uninterrupted work. The item stays enchanted until it is either dispelled or she imbues another item with this ability.
   To fly the item, the witch must sit on it and maintain a grip with at least one hand. It is possible to dismount the witch just as a mounted rider, so the witch may wish to train in the Ride skill to help protect against this.
   While flying, the witch can fly at a speed equal to her base land speed with average maneuverability. The witch can fly up to 10 minutes per day per class level. This time does not need to be used consecutively.

Covey (Ex):
A witch of at least 7th level can form a covey with two other witches and/or hags. See Covey under Hag in the Monster Manual (page 144) for more details. The witch is unable to use any spell-like abilities of a higher level than what she can currently cast. She can participate in creating a hag eye as normal.

Improved Cackle (Ex):
At 8th level, the witch can use her cackle as a move action and may affect any opponents within 60 feet.

Improved Flight (Su):
At 9th level, the witch’s Flight ability improves. Her movement speed increases to 150% of her base land speed and the maneuverability increases to good. She is no longer limited on how long she may use this ability during a day. Other than that, this ability faces the same restrictions as the Flight ability.

Reaching Curse (Su):
At 11th level, the witch can cast Bestow Curse and Greater Bestow Curse with a range of close (25 feet + 5 feet / 2 levels) instead of touch. This requires a ranged touch attack.

Greater Cackle (Ex):
At 13th level, the witch can use her cackle as a swift action, may affect any opponents within 60 feet, and the duration of the effect is increased to one minute.

Chain Curse (Su):
At 15th level, when the witch casts Bestow Curse or Greater Bestow Curse, she may affect a number of targets equal to her class level. Each target must be within 30 feet of each other and within range of the spell (which might be increased by Reaching Curse).

Irresistible Curse (Su):
At 17th level, if witch casts Greater Bestow Curse and the target succeeds on their saving throw, she can choose to have the target be affected by Bestow Curse instead, with no save.

Improved Reaching Curse (Su):
At 19th level, the witch can cast Bestow Curse and Greater Bestow Curse with a range of medium (100 feet + 10 feet level). This requires a ranged touch attack.


Spell List

Level 0:
Arcane Mark, Create Water, Cure Minor Wounds, Dancing Lights, Daze, Detect Poison, Detect Magic, Know Direction, Light, Mage Hand, Mending, Message, Open/Close, Prestidigitation, Read Magic, Resistance, Touch of Fatigue

Level 1:
Cause Fear, Charm Animal, Charm Person, Detect Animals or Plants, Disguise Self, Endure Elements, Faerie Fire, Identify, Pass without Trace, Reduce Person, Sleep, Speak with Animals, Ventriloquism

Level 2:
Blindness/Deafness, Continual Flame, Darkness, Delay Poison, Detect Thoughts, Fog Cloud, Gust of Wind, Hold Animal, Misdirection, Scare, See Invisibility, Touch of Idiocy, Whispering Wind

Level 3:
Bestow Curse, Clairaudience/Clairvoyance, Contagion, Deep Slumber, Diminish Plants, Dispel Magic, Dominate Animal, Hold Person, Neutralize Poison, Plant Growth, Poison, Speak with Plants, Suggestion, Water Breathing

Level 4:
Blight, Charm Monster, Confusion, Fear, Hallucinatory Terrain, Lesser Geas, Mass Reduce Person, Phantasmal Killer, Remove Curse, Scrying

Level 5:
Baleful Polymorph, Break Enchantment, Commune with Nature, Death Ward, Dominate Person, Dream, Feeblemind, Hold Monster, Insect Plague, Nightmare, Sending

Level 6:
Analyze Dweomer, Find the Path, Flesh to Stone, Geas/Quest, Greater Dispel Magic, Legend Lore, Mass Suggestion, Mislead, Stone to Flesh, True Seeing, Veil

Level 7:
Banishment, Creeping Doom, Forcecage, Greater Bestow Curse*, Greater Scrying, Insanity, Transmute Metal to Wood, Vision

Level 8:
Animal Shapes, Antipathy, Demand, Discern Location, Mass Charm Monster, Screen, Sympathy

Level 9:
Foresight, Freedom, Imprisonment, Weird

*Spell Compendium


Advanced Learning List
Level 1:
Cure Light Wounds, Entangle, Hypnotism, Inflict Light Wounds, Obscuring Mist, Protection from Chaos/Evil/Good/Law, Ray of Enfeeblement

Level 2:
Alter Self, Command Undead, Cure Moderate Wounds, Daze Monster, Hideous Laughter, Inflict Moderate Wounds, Invisibility, Lesser Restoration, Shatter, Soften Earth and Stone

Level 3:
Cure Serious Wounds, Halt Undead, Inflict Serious Wounds, Magic Circle against Chaos/Evil/Good/Law, Nondetection, Ray of Exhaustion, Slow, Stinking Cloud

Level 4:
Animate Dead, Cure Critical Wounds, Detect Scrying, Freedom of Movement, Greater Invisibility, Inflict Critical Wounds, Polymorph, Restoration, Solid Fog

Level 5:
Cloudkill, Control Winds, Transmute Mud to Rock, Transmute Rock to Mud, Tree Stride, Unhallow, Wall of Thorns, Waves of Fatigue

Level 6:
Circle of Death, Create Undead, Eyebite, Harm, Heal, Move Earth, Repulsion, Shadow Walk, Transport via Plants, Undeath to Death

Level 7:
Control Weather, Ethereal Jaunt, Finger of Death, Greater Restoration, Horrid Wilting, Mass Hold Person, Phase Door, Power Word Blind, Regenerate, Sequester, Waves of Exhaustion

Level 8:
Create Greater Undead, Earthquake, Irresistible Dance, Maze, Mind Blank, Polymorph Any Object, Power Word Stun, Temporal Stasis, Whirlwind, Word of Recall

Level 9:
Dominate Monster, Etherealness, Mage’s Disjunction, Mass Hold Monster, Power Word Kill, Shapechange, Wail of the Banshee
« Last Edit: October 19, 2012, 07:56:59 AM by RobbyPants »
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Offline Bozwevial

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Re: Witch
« Reply #1 on: November 22, 2011, 01:09:12 PM »
Were you inspired by the stub for the witch in the DMG? There are a few similarities between the spell lists. They all seem like a pretty good fit, though.
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Offline Vasja

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Re: Witch
« Reply #2 on: November 22, 2011, 01:13:41 PM »
Definitely will be following this thread. I've always wanted to see that DMG stub expanded.

I like the thematics, though that's one hell of a powerful list to be casting spontaneously from.

Offline Prime32

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Re: Witch
« Reply #3 on: November 22, 2011, 01:23:40 PM »
Have you seen the PF witch?

Offline TravelLog

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Re: Witch
« Reply #4 on: November 22, 2011, 01:26:54 PM »
Is there a particular reason it has the cure line, but not te inflict line? Many of the spells seem at least evil-ish, so why cure in the first place for that matter?
Too much sanity may be madness and the maddest of all, to see life as it is and not as it should be.
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Offline RobbyPants

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Re: Witch
« Reply #5 on: November 22, 2011, 02:31:55 PM »
Were you inspired by the stub for the witch in the DMG? There are a few similarities between the spell lists. They all seem like a pretty good fit, though.
Have you seen the PF witch?
Yes and yes. These are both partial inspirations as well as Koumei's witch at the Den. I'm not quite sure how powerful I want to make the class features with this type of spell list.


Definitely will be following this thread. I've always wanted to see that DMG stub expanded.

I like the thematics, though that's one hell of a powerful list to be casting spontaneously from.
One option is to separate these into an "A list" and "B list", and give everyone all of the spells on the A list and let them pick a handful off of the B list. It's more of a pain to read and maintain, but it does help limit the power level/versatility a bit while also keeping each witch different from any other.


Is there a particular reason it has the cure line, but not te inflict line? Many of the spells seem at least evil-ish, so why cure in the first place for that matter?
Honestly, because I copy-pasted spells off of the druid and sorcerer/wizard list and removed what I didn't want on it, so the Inflict spells never occurred to me. There's no real reason I couldn't put them in there, as it's not really a boost in power.



Another idea I could do (and I think this is something PF is fond of) is create several themes with different spells, and let the witch pick one. I could them prune the main spell list significantly. So there could be a nature one, a negative energy one, one or two themed on debuffing, and maybe some other stuff too. I'm trying to keep from adding to it. As Vasja said, this is already a fairly potent list.
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Offline RobbyPants

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Re: Witch
« Reply #6 on: November 23, 2011, 09:18:49 AM »
How about this: you cast spontaneously from your spell list. The first spoilered list is your spell list. You may add spells to this list from the second list. Each odd numbered level you may add two and each even numbered level you may add one. You cannot learn a spell of a level higher than you can cast.


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The idea is it should limit the list a bit and let each witch feel unique. Also, I added the Inflict spells, Harm, Command Undead, Animate Dead, and both Create Undeads. I also lowered the level of the Cure spells and Regenerate and Horrid Wilting. This gives it more potential overlap with the Dread Necromancer, but not a lot.
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Offline DonQuixote

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Re: Witch
« Reply #7 on: November 23, 2011, 04:39:01 PM »
In terms of class features, you could go with a more dynamic familiar--one that can actually talk, and not just with you.  You could then tack some of the Trickery Devotion stuff on, letting you transfer your senses to it, cast spells through it, and make skill checks through it.  Could be made damn useful for spying and what have you.

Similarly, the hexblade's curse mechanic could easily be altered and made into a basis for an evil eye ability.
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Offline TravelLog

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Re: Witch
« Reply #8 on: November 23, 2011, 09:23:40 PM »
I like the spellcasting mechanic, especially since it makes for more uniqueness between Witches. How would it interact with PrCs? Simply gain spells in the same way, or would the numbers be altered under various situations?
Too much sanity may be madness and the maddest of all, to see life as it is and not as it should be.
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Offline RobbyPants

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Re: Witch
« Reply #9 on: November 24, 2011, 06:27:49 AM »
How would it interact with PrCs? Simply gain spells in the same way, or would the numbers be altered under various situations?
I'd have to write it into the spellcasting mechanic in such a way that advancing on both lists is continued with PrCs that increase spellcasting. If they were just to advance their core list, it'd be hard for the class to be viable, I think.
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Offline RobbyPants

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Re: Witch
« Reply #10 on: June 16, 2012, 03:15:41 PM »
Okay, I finally created the class to go with the spell list. :p
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Offline phaedrusxy

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Re: Witch
« Reply #11 on: June 16, 2012, 03:22:08 PM »
Definitely needs Knowledge (Local). Witches are often portrayed as being steeped in knowledge about whatever area they call home. In fact, why not just make it Knowledge (any), and call it a day? :P

 
Quote
The witch can create ingested poisons, but must spend half the market cost in materials, and the poisons only remain potent for 24 hours.
Why on earth would any witch ever use this ability, when they could instead just use Craft (Poison), and make the poison at 1/3rd market cost?
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Offline Garryl

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Re: Witch
« Reply #12 on: June 16, 2012, 04:08:01 PM »
Doesn't Craft (poisonmaking) have special rules in Cityscape or Dungeonscape or something that makes it actually 1/10th the cost instead of the usual 1/3rd?

Offline RobbyPants

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Re: Witch
« Reply #13 on: June 16, 2012, 04:25:05 PM »
Definitely needs Knowledge (Local). Witches are often portrayed as being steeped in knowledge about whatever area they call home. In fact, why not just make it Knowledge (any), and call it a day? :P
Good call on the Knowledge (Local).


 
Quote
The witch can create ingested poisons, but must spend half the market cost in materials, and the poisons only remain potent for 24 hours.
Why on earth would any witch ever use this ability, when they could instead just use Craft (Poison), and make the poison at 1/3rd market cost?
Because I'm stupid.


Doesn't Craft (poisonmaking) have special rules in Cityscape or Dungeonscape or something that makes it actually 1/10th the cost instead of the usual 1/3rd?
I'll have to look for it. I have both of those.
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Offline RobbyPants

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Re: Witch
« Reply #14 on: June 16, 2012, 04:33:34 PM »
How about I make the poison cost 1/6 the market cost? Then it's half the normal crafting cost.

I couldn't find anything in Cityscape or Dungeonscape about it.
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Offline RobbyPants

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Re: Witch
« Reply #15 on: October 19, 2012, 07:59:54 AM »
Well, I have a bit of renewed interest in this class. One of my players rolled one up as a backup for a side game we will play on weeks when everyone can't make it to the game. So, I was curious if anyone had any other thoughts on the class. What I'm aiming for is something around the power level of the beguiler, or slightly lower, but still hopefully effective in almost any situation.

Would it be too much to offer an Advanced Learning at every class level instead of every other? It would allow for more customization of the spell list.


Doesn't Craft (poisonmaking) have special rules in Cityscape or Dungeonscape or something that makes it actually 1/10th the cost instead of the usual 1/3rd?
Does anyone have a page reference for this? I couldn't find it in either book, but I haven't really exhaustively read either (they were the last 3.5 books I got).
« Last Edit: October 19, 2012, 08:02:49 AM by RobbyPants »
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Offline veekie

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Re: Witch
« Reply #16 on: October 26, 2012, 04:48:15 AM »
Quote
Would it be too much to offer an Advanced Learning at every class level instead of every other? It would allow for more customization of the spell list.
What about taking a leaf from Pathfinder?
Give it domain-like suites of spells it can gain for free, in addition to the basic Witch list. Too much Advanced Learning destroys the purpose of a focused spell list.
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Offline RobbyPants

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Re: Witch
« Reply #17 on: October 26, 2012, 07:42:21 AM »
Too much Advanced Learning destroys the purpose of a focused spell list.
Two spells per spell level picked off of a very specific list is too much? I was more worried about overall power. I figured that making every spell available to the class (both for the base list and the advanced learning list) come from a specified list would help keep things from getting out of hand.
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Offline veekie

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Re: Witch
« Reply #18 on: October 26, 2012, 10:51:16 AM »
Yep, the class spell list is basically the class identity as a fullcaster, being able to shop freely weakens that, especially when you consider that most of the spells you'd ever want is already on your class list, and the Advanced Learning just lets you nab the rest.
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Offline Agita

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Re: Witch
« Reply #19 on: October 26, 2012, 12:21:05 PM »
Yep, the class spell list is basically the class identity as a fullcaster, being able to shop freely weakens that, especially when you consider that most of the spells you'd ever want is already on your class list, and the Advanced Learning just lets you nab the rest.
The domain-alike model is pretty much already there, given that you get an extra two spells known every level, where you would get one or two extra spells known per level depending on your class if you go with a domain/sponsor/whatever model. Given that the list you're allowed to pick your advanced spells from is strictly defined and limited, I fail to see the problem. The difference would, in the end, be only some more restriction and a good bunch of more work on Robby's part.
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