Silva Stormrage
01-10-2012, 03:13 AM
The Vector Witch
http://www.cosplayisland.co.uk/files/costumes/377/14200/medusa.jpg
Info: The Vector Witch is a snake themed witch based off of Soul Eater Antagonist Medusa. I was aiming for a tier 3 class that really captured Medusa's character and power. I wasn't sure if I was clear with some of the abilities, especially vector plate and vector boost. Any feedback is appreciated :smallbiggrin:
Role: The main role an Vector Witch plays is that of a ranged damage dealer with battle field control. She has many abilities that involve close quarter combat though and can serve as a decent front line character as well, even if she is a bit frail with no armor.
GAME RULE INFORMATION
Vector Witchs have the following game statistics.
Abilities: Charisma is the most important ability for Vector Witches. Not only do most of their class abilities have DCs that depend upon their Charisma modifier, but it also determines which level of spells he is able of using and their dc's. Constitituion helps to increase their HP and is useful just like for all classes.
Alignment: Any Non Good
Hit Die: d8
Starting Age: As sorcerer.
Starting Gold: As sorcerer
Class Skills
The Vector Witch's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Decipher Script (Int), Gather Information (Cha), Listen (Wis), Hide (Dex), Intimidate (Cha), Knowledge (All Skills Taken Individually) (Int), Ride (Dex), Move Silently (Dex), Profession (Wis), Spellcraft (Int), Search (Int), Sense Motive (Wis), Spot (Wis), Use Magic Device (Cha)
Skill Points at First Level: (6 + Int modifier) x 4
Skill Points at Each Additional Level: 6 + Int modifier
Vector Witch
Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|0lvl|1st|2nd|3rd|4th|5th
1st|+0|+0|+2|+2|Vector Arrows, Expert Alchemist|-|-
2nd|+1|+0|+3|+3|Vector Plate |-|0|-
3rd|+2|+1|+3|+3|Light Serpent|-|1|-|-
4th|+3|+1|+4|+4|Vector Drill|-|1|-|-|-
5th|+3|+1|+4|+4|Vector Storm|-|1|0|-|-|-
6th|+4|+2|+5|+5|Snake Tail|-|1|1|-|-|-|-
7th|+5|+2|+5|+5|Black Blood, Bonus Feat|-|2|1|-|-|-|-|-
8th|+6|+2|+6|+6|Soul Protect|-|2|1|0|-|-|-|-|-|-
9th|+6|+3|+6|+6|Mass Vector Plate|-|2|1|1|-|-|-|-|-|-
10th|+3|+7|+7|+7|Vector Snakes, Analysis Disassemble|-|2|2|1|-|-|-|-|-|-
11th|+8|+3|+7|+7|Black Blood Injection, Bonus Feat|-|3|2|1|0|-|-|-|-|-
12th|+9|+4|+8|+8|Vector Boost|-|3|2|1|1|-|-|-|-|-
13th|+9|+4|+8|+8|Vector Storm (Compress)|-|3|2|2|1|-|-|-|-|-
14th|+10|+4|+9|+9|Vector Cone|-|3|3|2|1|0|-|-|-|-
15th|+11|+5|+9|+9|Madness Fusion|-|4|3|2|1|1|-|-|-|-
16th|+12|+5|+10|+10|Shedding Your Skin|-|4|3|2|2|1|-|-|-|-
17th|+12|+5|+10|+10|Enhanced Vector Arrows|-|4|3|3|2|1|-|-|-|-
18th|+13|+6|+11|+11|Improved Shedding Your Skin|-|4|4|3|2|1|-|-|-|-
19th|+14|+6|+11|+11|Vector Tempo|-|4|4|3|2|2|-|-|-|-
20th|+15|+6|+12|+12|Vector Tempest|-|4|4|4|3|2|-|-|-|-
Class Features
Class Features
Note: Several Class Features Reference "Directions". For the purpose of these abilities they can only select, North, South, West, East, Northwest, Southwest, Northeast, Southeast.
All of the following are class features of the Vector Witch.
Weapon and Armor Proficiencies: Vector Witch are proficient with all simple weapons and melee martial weapons and with light armor.
Spells: A Vector Witch casts arcane spells which are drawn from the Vector Witch spell list. She can cast any spell she knows spontaneously without preparing it ahead of time. A Vector Witch knows all the spells on her spell list. A Vector Witch gains bonus spells for having a high charisma score.
To cast a spell, a Vector Witch must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a Vector Witch's spell is 10 + the spell level + the Vector Witch's Charisma modifier.
Vector Arrows: (Sp) The most basic technique that all Vector Witchs know. As a standard action the Vector Witch sends out black arrows, called Vector Arrows, that weave towards any target within medium range. Each Arrow deals 1d8 piercing or slashing damage and a Vector Witch can summon a number of arrows equal to her class level. The Vector Witch can either target one target or multiple targets with the arrows. A reflex save negates the damage and each target gets one reflex save to avoid all the arrows. The save DC is 10 + 1/2 Class level + charisma modifier. This ability ignores spell resistance. Each arrow does not check against damage reduction individually, DR applies against all the arrows that affect a target as if it was one attack.
Expert Alchemist: (Ex) All Vector Witches are masters at alchemy. The Vector Witch gains a bonus on all Craft (Alchemy) checks equal to her class level. At 7th level the Vector Witch can craft Alchemical items much more rapidly. When she checks the item's price for weekly progress she can put it in gold pieces not silver pieces. When checking for daily progress she can put it in silver not copper pieces.
Vector Plate: (Sp) At second level the Vector Witch learns how to create a Vector Plate as a move action. She creates a large arrow facing one direction on one five foot square within close range. Anyone, regardless of size ,who steps on this square is propelled in the direction of the arrow a number of feet equal up to 5 times the Vector Witch's charisma modifier. The Vector Witch sets the distance the plate's send the target when manifesting the plates. After the plate has been manifested the distance can't be changed. If a target on a plate is firmly rooted to the ground it does not get propelled to the destination. If a target is sent flying and hits another vector plate before reaching the full distance propelled it simply ignores the remaining distance and follows the path of the second vector plate. A creature can only be affected by a particular vector plate once a round. A bull rush check (Against a Dc of 10+the Vector Witch's Charisma + Caster Level) negates this ability. If a creature is thrown into a wall or other object it takes 1d8+the Vector Witch's charisma modifier damage.
Light Serpent: (Ex) At third level all Vector witches get tattoos on their arms of snakes, these tattoos can be hidden as a move action but they must be showing for the Vector Witch to use any ability concerning them. Using Light Serpent as a standard action the Vector Witch can animate one of their tattoos to grow into a massive snake that collides with opponents in a 10 ft wide 50ft line. Any creature in the area needs to make a reflex save to completely avoid the rampaging snake. The DC is 10 + the Vector Witch's Charisma Modifier. If any creature fails their save they take (1d10+1) per caster level.
Vector Drill: (Sp) A fourth level Vector Witch can conjure a mass of vector arrows that swarm in front of her fists like a drill. She can make a single attack against an enemy within reach that has an attack bonus equal to her BAB + her dexterity modifier + her charisma modifier. If this attack hits it deals 1d6 per caster level and inflicts a terrible wound. This wound bleeds dealing 1d4 damage per four caster levels for a number of rounds equal to her charisma modifier. This ability ignores spell resistance.
Vector Storm: (Sp) At fifth level the Vector Witch can summon a storm of vector arrows that course around her. Using this ability is an immediate action that blocks one melee or ranged attack and deals 1d6 damage per two class levels to any enemy within 10ft. Any enemy within 10 ft has to make a reflex save or be knocked back 20ft and be knocked prone. This ability can be used once every three rounds. This ability ignores spell resistance.
Snake's Tail: (Sp) At 6th level the Vector Witch can grow a vector arrow out and balance on it to aid her ability weave and duck from enemies attacks. She can grow out the arrow as a move action and it lasts until canceled (which can be done as a free action). This ability gives the Vector Witch a dodge bonus equal to her charisma modifier + 1/4 class levels. In addition her move speed is reduced to 0 while using this ability. This ability ignores spell resistance.
Black Blood: (Ex)At 7th level the Vector Witch learns the secrets to crafting black blood. With a DC 30 Alchemy Check she can craft Potions of Black Blood (See Below).
Bonus Feat: At 7th and 11th level the Vector Witch gains a bonus feat. This feat must be a Magic Item Creation feat and the Vector Witch must qualify for the feat.
Soul Protect: (Su) At 8th Level the Vector Witch can mask her own magical power. As a standard action Vector Witch can make herself and her equipment immune to all scrying, information gather divinations, and similar effects. In addition while this effect lasts for all effects that try to find her location fail, including tremor sense, blind sight, mind sight, blind sense, touch sight and other extraordinary senses. This ability lasts until canceled and is canceled the instant the Vector Witch uses a spell, spell like ability or supernatural ability.
Mass Vector Plate: Whenever an 9th level Vector Witch uses her Vector Plate ability it can create a number of different plates equal to 1/3 her caster level, rounded down. These plates don't have to be near each other and do not have to face the same direction. The DC for each plate is increased by 3.
Vector Snakes: (Ex) The snake tattoos Vector Witches have on their arms gain another purpose at 10th level. A vector witch can send a number of tiny vector snakes coursing through her body into a pinned, helpless or willing target. This is a one round action. The Vector Witch always knows where the snakes are as long as they are on the same plane and can command the snakes to explode. If a Vector Witch commands all the snakes to explode the target takes the same damage as Vector Arrows and the attack is treated as a coup de grace attempt. This attack ignores normal immunity to critical hits.
Analysis Disassemble: (Sp) A 10th level Vector Witch can as a standard action use her vector arrows to create an opening in a creature's defense through removing a scale, weakening magical power or some other method. This reduces the creature' existing DR by the Vector Witch's charisma (minimum DR 0) in addition to reducing spell resistance by 5. These reductions last for 1 minute per caster level. This ability ignores spell resistance
Black Blood Injection: (Ex) At 11th level the Vector Witch enhances her understanding of Alchemy and learns how to craft Black Blood Injections (See Below).
Vector Boost: (Sp) As a move action a 12th level Vector Witch can enchant the damage of a few attacks from an ally within medium range. When initiating this ability the Vector Witch selects a direction. If that target makes a melee attack against an opponent who is directly in that direction the attack deals an extra amount of damage equal to 1d6/Vector Witch's Charisma modifier. This lasts for a number of attacks equal to the Vector Witch's charisma modifier/2. Only one person can be affected by this ability at a time. After using this ability a vector witch has to wait 3 rounds before using it again.
Vector Storm (Compress): (Su) As a standard action after using Vector Storm in the same round a 13th level Vector Witch can send those vector arrows created with Vector Storm at a nearby creature. The Vector Arrows surround and crush and pierce the target. The target takes (1d6+1) damager per caster level and the target is knocked prone and unable to move. A successful reflex save means the target is able to move, is not knocked prone, and takes 1/2 damage. If the target is unable to move it must succeed on a strength check (DC 11 + Vector Witch's Charisma Modifier) to be able to move again. This check can be made each round as a full round action.
Vector Cone: Now whenever using Vector Arrows a 14th level Vector Witch can target all enemies in a 60ft cone in front of her. Every target in this area is treated as if targeted with one half of the total arrows that are created by Vector Arrows
Madness Fusion: (Sp) At 15th level a Vector Witch can enhance herself and her power with madness. As a move action she can summon a Madness Snake from her tattoos. She can have a maximum of 2 Madness Snakes out at one time. These Snakes last until killed. This ability can only be used 6 times a day.
Madness Snake
Madness Snake
Large Magical Animal (Chaotic, Evil)
18d10+144 (243)
Speed 40ft. (8 squares);
INITIATIVE + 4
Armor Class 24 (+10 natural, + 5 Dex, - 1 Size); touch 14; flat-footed 19
Base Attack +18;
Attack: Bite + 28 (3d6 + 15)
Space 10 ft.; Reach 5 ft.
Special Attacks: Poison
Special Qualities: Witch's Empowerment, Madness
Saves Fort +19 Ref +16 Will +6
Abilities Str 30, Dex 20, Con 26, Int 3, Wis 6, Cha 10
Skills N/A
Feats N/A
Witch's Empowerment (Su): The snake gains an enchantment bonus to it's natural armor, constitution and a profane bonus to hit and damage rolls equal to the summoner's charisma modifier.
Madness: (Ex) Due to being completely and utterly insane the Madness Snake is immune to any mind effecting effect.
Poison: (Ex) 1d6 Con, Initial 2d6 con Secondary. Fort Save dc 27 (The save is constitution based)
Shedding your skin: (Su) Whenever a Vector Witch of 16th level dies she has a chance to continue living. As she dies she needs to make a fort save dc vs the amount of damage the attack that killed her dealt. If she passes she can transfer her essence into one of the snakes in her body. She has full control over that snake but can't use any abilities. If she escapes from whoever killed her initially she can possess either a nearly completely intact dead corpse (Her original corpse is too destroyed for this purpose) or a living creature who is pinned, helpless or willing. If she possess a living creature she needs to make a will save vs a dc of 10 + the creature's will save. Success means she overpowers the target's soul, failure means the Vector Witch is destroyed completely. If the Vector Witch succeeds she gains the physical attribute scores of the other creature. She does not gain any feats, skills, or information the other creature knew. The Vector Witch can only possess creatures of the same race as herself.
Enhanced Vector Arrows: (Su) Whenever a Vector Witch of 17th level uses Vector Arrows she deals an additional 1 point of damage per arrow and if a target succeeds on their reflex save they still take 1/2 of the damage they would have taken.
Improved Shedding your Skin: (Ex) At 18th level a Vector Witch doesn't need to die to switch bodies with another creature. As a full round action she can attempt to possess another creature's body. The process is the same as Shedding your Skin except that if you fail the check you don't die and simply go back to your body. You can't ever attempt to possess that target again.
Vector Tempo: (Ex) All abilities of a 19th level Vector Witch have their cool downs reduced by one round (minimum 0 round cool down).
Vector Tempest: (Su) As a free action a 20th level Vector Witch becomes a storm of whirling death. This ability can be used once per day and lasts for 5 rounds. During these rounds the Vector Witch changes the following abilities as follows. Also all standard action abilities now take a move action to activate.
Vector Arrows: This ability deals an additional 1 damage per dice and it's dc is increased by 4.
Vector Plate: The Vector Witch can summon 15 vector plates at once each within close range. In addition if a target succeeds on the save against a vector plate they are still propelled they are just propelled half the distance.
Vector Storm: This ability can be used once every round and affects all targets within 20ft and knocks them back 40 feet.
Vector Boost: Each attack modified by this ability deals an additional 4d6 damage and this ability affects an additional 5 attacks.
Vector Drill: This ability can make two attacks with the drill each with the same attack bonus.
Spell List
1st Level Spells
Bane
Bestow Wound
Cause Fear
Charm Person
Chill Touch
Doom
Extract Drug (BoVD)
Ray of Enfeeblement
Tongue of Baalzebul (BoVD)
Unseen Servant
2nd Level Spells
Addiction (BoVD)
Blindness/Deafness
Darkbolt (BoVD)
Death Knell
False Life
Ghoul Touch
Scare
Stolen Breath (Spc)
Suggestion
Unseen Crafter (Races of Eberron)
3rd Level Spells
Bestow Curse
Death Ward
Crushing Despair
Ray of Exhaustion
Tongue Serpent (BoVD)
Vampiric Touch
Wither Limb (SpC)
4th Level Spells
Burning Blood
Charm Monster
Contagion
Enervation
Fear
Liquid Pain (BoVD)
Phantasmal Killer
Ruin Delver's Fortune (SpC)
5th level Spells
Cloudkill
Contagion Mass (SpC)
Dominate Person
Nightmare
Slay Living
Spirit Wall
Waves of Exhaustion
Wrack (SpC)
New Alchemical Substances
Note: Only Vector Witches can craft these items. Both of these potions only work for creatures that actually have blood. Constructs and undead are not affected. Vampires and other undead or constructs that feed on blood are affected though.
Black Blood Potion: Costs 200 GP
Craft (Alchemy) DC: 30
Effect: Whenever someone drinks this nonmagical potion they go berserk. The subject must make a will save equal to 10 + their HD or act as if affected by the Frenzied Beserker's Frenzy ability (They don't gain any stat bonus or extra attack from the frenzy). Regardless if they succeed or not they gain damage reduction X/- where X is equal to 5 + the Vector Witch's Charisma Modifier. This effect lasts for 5 rounds.
Black Blood Injection: Costs 400 GP
Craft (Alchemy) DC: 50
Effect: A more powerful form of the Black Blood Potion this one also is easier to use. As a move action someone with this item can infect themselves with the black blood. They must make a will save with a dc equal to 15 + their HD or by affected by the Frenzied Beserker's frenzy ability (They don't gain any stat bonus or extra attack from the frenzy). Regardless of the save the subject gains a + 4 alchemical bonus to strength and constitution and gains damage reduction X/- where X is equal to 10 + the Vector Witch's Charisma Modifier. This effect lasts 5 rounds.
http://www.cosplayisland.co.uk/files/costumes/377/14200/medusa.jpg
Info: The Vector Witch is a snake themed witch based off of Soul Eater Antagonist Medusa. I was aiming for a tier 3 class that really captured Medusa's character and power. I wasn't sure if I was clear with some of the abilities, especially vector plate and vector boost. Any feedback is appreciated :smallbiggrin:
Role: The main role an Vector Witch plays is that of a ranged damage dealer with battle field control. She has many abilities that involve close quarter combat though and can serve as a decent front line character as well, even if she is a bit frail with no armor.
GAME RULE INFORMATION
Vector Witchs have the following game statistics.
Abilities: Charisma is the most important ability for Vector Witches. Not only do most of their class abilities have DCs that depend upon their Charisma modifier, but it also determines which level of spells he is able of using and their dc's. Constitituion helps to increase their HP and is useful just like for all classes.
Alignment: Any Non Good
Hit Die: d8
Starting Age: As sorcerer.
Starting Gold: As sorcerer
Class Skills
The Vector Witch's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Decipher Script (Int), Gather Information (Cha), Listen (Wis), Hide (Dex), Intimidate (Cha), Knowledge (All Skills Taken Individually) (Int), Ride (Dex), Move Silently (Dex), Profession (Wis), Spellcraft (Int), Search (Int), Sense Motive (Wis), Spot (Wis), Use Magic Device (Cha)
Skill Points at First Level: (6 + Int modifier) x 4
Skill Points at Each Additional Level: 6 + Int modifier
Vector Witch
Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|0lvl|1st|2nd|3rd|4th|5th
1st|+0|+0|+2|+2|Vector Arrows, Expert Alchemist|-|-
2nd|+1|+0|+3|+3|Vector Plate |-|0|-
3rd|+2|+1|+3|+3|Light Serpent|-|1|-|-
4th|+3|+1|+4|+4|Vector Drill|-|1|-|-|-
5th|+3|+1|+4|+4|Vector Storm|-|1|0|-|-|-
6th|+4|+2|+5|+5|Snake Tail|-|1|1|-|-|-|-
7th|+5|+2|+5|+5|Black Blood, Bonus Feat|-|2|1|-|-|-|-|-
8th|+6|+2|+6|+6|Soul Protect|-|2|1|0|-|-|-|-|-|-
9th|+6|+3|+6|+6|Mass Vector Plate|-|2|1|1|-|-|-|-|-|-
10th|+3|+7|+7|+7|Vector Snakes, Analysis Disassemble|-|2|2|1|-|-|-|-|-|-
11th|+8|+3|+7|+7|Black Blood Injection, Bonus Feat|-|3|2|1|0|-|-|-|-|-
12th|+9|+4|+8|+8|Vector Boost|-|3|2|1|1|-|-|-|-|-
13th|+9|+4|+8|+8|Vector Storm (Compress)|-|3|2|2|1|-|-|-|-|-
14th|+10|+4|+9|+9|Vector Cone|-|3|3|2|1|0|-|-|-|-
15th|+11|+5|+9|+9|Madness Fusion|-|4|3|2|1|1|-|-|-|-
16th|+12|+5|+10|+10|Shedding Your Skin|-|4|3|2|2|1|-|-|-|-
17th|+12|+5|+10|+10|Enhanced Vector Arrows|-|4|3|3|2|1|-|-|-|-
18th|+13|+6|+11|+11|Improved Shedding Your Skin|-|4|4|3|2|1|-|-|-|-
19th|+14|+6|+11|+11|Vector Tempo|-|4|4|3|2|2|-|-|-|-
20th|+15|+6|+12|+12|Vector Tempest|-|4|4|4|3|2|-|-|-|-
Class Features
Class Features
Note: Several Class Features Reference "Directions". For the purpose of these abilities they can only select, North, South, West, East, Northwest, Southwest, Northeast, Southeast.
All of the following are class features of the Vector Witch.
Weapon and Armor Proficiencies: Vector Witch are proficient with all simple weapons and melee martial weapons and with light armor.
Spells: A Vector Witch casts arcane spells which are drawn from the Vector Witch spell list. She can cast any spell she knows spontaneously without preparing it ahead of time. A Vector Witch knows all the spells on her spell list. A Vector Witch gains bonus spells for having a high charisma score.
To cast a spell, a Vector Witch must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a Vector Witch's spell is 10 + the spell level + the Vector Witch's Charisma modifier.
Vector Arrows: (Sp) The most basic technique that all Vector Witchs know. As a standard action the Vector Witch sends out black arrows, called Vector Arrows, that weave towards any target within medium range. Each Arrow deals 1d8 piercing or slashing damage and a Vector Witch can summon a number of arrows equal to her class level. The Vector Witch can either target one target or multiple targets with the arrows. A reflex save negates the damage and each target gets one reflex save to avoid all the arrows. The save DC is 10 + 1/2 Class level + charisma modifier. This ability ignores spell resistance. Each arrow does not check against damage reduction individually, DR applies against all the arrows that affect a target as if it was one attack.
Expert Alchemist: (Ex) All Vector Witches are masters at alchemy. The Vector Witch gains a bonus on all Craft (Alchemy) checks equal to her class level. At 7th level the Vector Witch can craft Alchemical items much more rapidly. When she checks the item's price for weekly progress she can put it in gold pieces not silver pieces. When checking for daily progress she can put it in silver not copper pieces.
Vector Plate: (Sp) At second level the Vector Witch learns how to create a Vector Plate as a move action. She creates a large arrow facing one direction on one five foot square within close range. Anyone, regardless of size ,who steps on this square is propelled in the direction of the arrow a number of feet equal up to 5 times the Vector Witch's charisma modifier. The Vector Witch sets the distance the plate's send the target when manifesting the plates. After the plate has been manifested the distance can't be changed. If a target on a plate is firmly rooted to the ground it does not get propelled to the destination. If a target is sent flying and hits another vector plate before reaching the full distance propelled it simply ignores the remaining distance and follows the path of the second vector plate. A creature can only be affected by a particular vector plate once a round. A bull rush check (Against a Dc of 10+the Vector Witch's Charisma + Caster Level) negates this ability. If a creature is thrown into a wall or other object it takes 1d8+the Vector Witch's charisma modifier damage.
Light Serpent: (Ex) At third level all Vector witches get tattoos on their arms of snakes, these tattoos can be hidden as a move action but they must be showing for the Vector Witch to use any ability concerning them. Using Light Serpent as a standard action the Vector Witch can animate one of their tattoos to grow into a massive snake that collides with opponents in a 10 ft wide 50ft line. Any creature in the area needs to make a reflex save to completely avoid the rampaging snake. The DC is 10 + the Vector Witch's Charisma Modifier. If any creature fails their save they take (1d10+1) per caster level.
Vector Drill: (Sp) A fourth level Vector Witch can conjure a mass of vector arrows that swarm in front of her fists like a drill. She can make a single attack against an enemy within reach that has an attack bonus equal to her BAB + her dexterity modifier + her charisma modifier. If this attack hits it deals 1d6 per caster level and inflicts a terrible wound. This wound bleeds dealing 1d4 damage per four caster levels for a number of rounds equal to her charisma modifier. This ability ignores spell resistance.
Vector Storm: (Sp) At fifth level the Vector Witch can summon a storm of vector arrows that course around her. Using this ability is an immediate action that blocks one melee or ranged attack and deals 1d6 damage per two class levels to any enemy within 10ft. Any enemy within 10 ft has to make a reflex save or be knocked back 20ft and be knocked prone. This ability can be used once every three rounds. This ability ignores spell resistance.
Snake's Tail: (Sp) At 6th level the Vector Witch can grow a vector arrow out and balance on it to aid her ability weave and duck from enemies attacks. She can grow out the arrow as a move action and it lasts until canceled (which can be done as a free action). This ability gives the Vector Witch a dodge bonus equal to her charisma modifier + 1/4 class levels. In addition her move speed is reduced to 0 while using this ability. This ability ignores spell resistance.
Black Blood: (Ex)At 7th level the Vector Witch learns the secrets to crafting black blood. With a DC 30 Alchemy Check she can craft Potions of Black Blood (See Below).
Bonus Feat: At 7th and 11th level the Vector Witch gains a bonus feat. This feat must be a Magic Item Creation feat and the Vector Witch must qualify for the feat.
Soul Protect: (Su) At 8th Level the Vector Witch can mask her own magical power. As a standard action Vector Witch can make herself and her equipment immune to all scrying, information gather divinations, and similar effects. In addition while this effect lasts for all effects that try to find her location fail, including tremor sense, blind sight, mind sight, blind sense, touch sight and other extraordinary senses. This ability lasts until canceled and is canceled the instant the Vector Witch uses a spell, spell like ability or supernatural ability.
Mass Vector Plate: Whenever an 9th level Vector Witch uses her Vector Plate ability it can create a number of different plates equal to 1/3 her caster level, rounded down. These plates don't have to be near each other and do not have to face the same direction. The DC for each plate is increased by 3.
Vector Snakes: (Ex) The snake tattoos Vector Witches have on their arms gain another purpose at 10th level. A vector witch can send a number of tiny vector snakes coursing through her body into a pinned, helpless or willing target. This is a one round action. The Vector Witch always knows where the snakes are as long as they are on the same plane and can command the snakes to explode. If a Vector Witch commands all the snakes to explode the target takes the same damage as Vector Arrows and the attack is treated as a coup de grace attempt. This attack ignores normal immunity to critical hits.
Analysis Disassemble: (Sp) A 10th level Vector Witch can as a standard action use her vector arrows to create an opening in a creature's defense through removing a scale, weakening magical power or some other method. This reduces the creature' existing DR by the Vector Witch's charisma (minimum DR 0) in addition to reducing spell resistance by 5. These reductions last for 1 minute per caster level. This ability ignores spell resistance
Black Blood Injection: (Ex) At 11th level the Vector Witch enhances her understanding of Alchemy and learns how to craft Black Blood Injections (See Below).
Vector Boost: (Sp) As a move action a 12th level Vector Witch can enchant the damage of a few attacks from an ally within medium range. When initiating this ability the Vector Witch selects a direction. If that target makes a melee attack against an opponent who is directly in that direction the attack deals an extra amount of damage equal to 1d6/Vector Witch's Charisma modifier. This lasts for a number of attacks equal to the Vector Witch's charisma modifier/2. Only one person can be affected by this ability at a time. After using this ability a vector witch has to wait 3 rounds before using it again.
Vector Storm (Compress): (Su) As a standard action after using Vector Storm in the same round a 13th level Vector Witch can send those vector arrows created with Vector Storm at a nearby creature. The Vector Arrows surround and crush and pierce the target. The target takes (1d6+1) damager per caster level and the target is knocked prone and unable to move. A successful reflex save means the target is able to move, is not knocked prone, and takes 1/2 damage. If the target is unable to move it must succeed on a strength check (DC 11 + Vector Witch's Charisma Modifier) to be able to move again. This check can be made each round as a full round action.
Vector Cone: Now whenever using Vector Arrows a 14th level Vector Witch can target all enemies in a 60ft cone in front of her. Every target in this area is treated as if targeted with one half of the total arrows that are created by Vector Arrows
Madness Fusion: (Sp) At 15th level a Vector Witch can enhance herself and her power with madness. As a move action she can summon a Madness Snake from her tattoos. She can have a maximum of 2 Madness Snakes out at one time. These Snakes last until killed. This ability can only be used 6 times a day.
Madness Snake
Madness Snake
Large Magical Animal (Chaotic, Evil)
18d10+144 (243)
Speed 40ft. (8 squares);
INITIATIVE + 4
Armor Class 24 (+10 natural, + 5 Dex, - 1 Size); touch 14; flat-footed 19
Base Attack +18;
Attack: Bite + 28 (3d6 + 15)
Space 10 ft.; Reach 5 ft.
Special Attacks: Poison
Special Qualities: Witch's Empowerment, Madness
Saves Fort +19 Ref +16 Will +6
Abilities Str 30, Dex 20, Con 26, Int 3, Wis 6, Cha 10
Skills N/A
Feats N/A
Witch's Empowerment (Su): The snake gains an enchantment bonus to it's natural armor, constitution and a profane bonus to hit and damage rolls equal to the summoner's charisma modifier.
Madness: (Ex) Due to being completely and utterly insane the Madness Snake is immune to any mind effecting effect.
Poison: (Ex) 1d6 Con, Initial 2d6 con Secondary. Fort Save dc 27 (The save is constitution based)
Shedding your skin: (Su) Whenever a Vector Witch of 16th level dies she has a chance to continue living. As she dies she needs to make a fort save dc vs the amount of damage the attack that killed her dealt. If she passes she can transfer her essence into one of the snakes in her body. She has full control over that snake but can't use any abilities. If she escapes from whoever killed her initially she can possess either a nearly completely intact dead corpse (Her original corpse is too destroyed for this purpose) or a living creature who is pinned, helpless or willing. If she possess a living creature she needs to make a will save vs a dc of 10 + the creature's will save. Success means she overpowers the target's soul, failure means the Vector Witch is destroyed completely. If the Vector Witch succeeds she gains the physical attribute scores of the other creature. She does not gain any feats, skills, or information the other creature knew. The Vector Witch can only possess creatures of the same race as herself.
Enhanced Vector Arrows: (Su) Whenever a Vector Witch of 17th level uses Vector Arrows she deals an additional 1 point of damage per arrow and if a target succeeds on their reflex save they still take 1/2 of the damage they would have taken.
Improved Shedding your Skin: (Ex) At 18th level a Vector Witch doesn't need to die to switch bodies with another creature. As a full round action she can attempt to possess another creature's body. The process is the same as Shedding your Skin except that if you fail the check you don't die and simply go back to your body. You can't ever attempt to possess that target again.
Vector Tempo: (Ex) All abilities of a 19th level Vector Witch have their cool downs reduced by one round (minimum 0 round cool down).
Vector Tempest: (Su) As a free action a 20th level Vector Witch becomes a storm of whirling death. This ability can be used once per day and lasts for 5 rounds. During these rounds the Vector Witch changes the following abilities as follows. Also all standard action abilities now take a move action to activate.
Vector Arrows: This ability deals an additional 1 damage per dice and it's dc is increased by 4.
Vector Plate: The Vector Witch can summon 15 vector plates at once each within close range. In addition if a target succeeds on the save against a vector plate they are still propelled they are just propelled half the distance.
Vector Storm: This ability can be used once every round and affects all targets within 20ft and knocks them back 40 feet.
Vector Boost: Each attack modified by this ability deals an additional 4d6 damage and this ability affects an additional 5 attacks.
Vector Drill: This ability can make two attacks with the drill each with the same attack bonus.
Spell List
1st Level Spells
Bane
Bestow Wound
Cause Fear
Charm Person
Chill Touch
Doom
Extract Drug (BoVD)
Ray of Enfeeblement
Tongue of Baalzebul (BoVD)
Unseen Servant
2nd Level Spells
Addiction (BoVD)
Blindness/Deafness
Darkbolt (BoVD)
Death Knell
False Life
Ghoul Touch
Scare
Stolen Breath (Spc)
Suggestion
Unseen Crafter (Races of Eberron)
3rd Level Spells
Bestow Curse
Death Ward
Crushing Despair
Ray of Exhaustion
Tongue Serpent (BoVD)
Vampiric Touch
Wither Limb (SpC)
4th Level Spells
Burning Blood
Charm Monster
Contagion
Enervation
Fear
Liquid Pain (BoVD)
Phantasmal Killer
Ruin Delver's Fortune (SpC)
5th level Spells
Cloudkill
Contagion Mass (SpC)
Dominate Person
Nightmare
Slay Living
Spirit Wall
Waves of Exhaustion
Wrack (SpC)
New Alchemical Substances
Note: Only Vector Witches can craft these items. Both of these potions only work for creatures that actually have blood. Constructs and undead are not affected. Vampires and other undead or constructs that feed on blood are affected though.
Black Blood Potion: Costs 200 GP
Craft (Alchemy) DC: 30
Effect: Whenever someone drinks this nonmagical potion they go berserk. The subject must make a will save equal to 10 + their HD or act as if affected by the Frenzied Beserker's Frenzy ability (They don't gain any stat bonus or extra attack from the frenzy). Regardless if they succeed or not they gain damage reduction X/- where X is equal to 5 + the Vector Witch's Charisma Modifier. This effect lasts for 5 rounds.
Black Blood Injection: Costs 400 GP
Craft (Alchemy) DC: 50
Effect: A more powerful form of the Black Blood Potion this one also is easier to use. As a move action someone with this item can infect themselves with the black blood. They must make a will save with a dc equal to 15 + their HD or by affected by the Frenzied Beserker's frenzy ability (They don't gain any stat bonus or extra attack from the frenzy). Regardless of the save the subject gains a + 4 alchemical bonus to strength and constitution and gains damage reduction X/- where X is equal to 10 + the Vector Witch's Charisma Modifier. This effect lasts 5 rounds.