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    Default NPC Coven of Witches for Ravenloft Setting [Please PEACH]

    I am finally getting around to posting my coven of witches that I made for the Ravenloft setting. This work relies heavily on Liber Mysterium: The Netbook of Witches and Warlocks (which I worked on) as well as the Ravenloft setting books licensed by Sword & Sorcery for 3.5. I also used other 3rd party material in this creation. I have heavily detailed backgrounds on these but am only posting the most relevant information to spare you walls of text. HB is Human bonus feat, WB is witch bonus feat (to distinguish between the two). The baby poltergeists below are based on the poltergeist from Tome of Horrors (Revised) by Sword & Sorcery. Spells are missing because Ravenloft changes the way many spells work.

    First up is Jordan Black, the High Priest of the Coven. Note: Half-Vistani do not gain the bonus human feat even though they are human.

    Jordan Black
    Cleric Church of Ezra* 1/Wizard 1/Witch** (Family Tradition**) 12
    Male Medium Humanoid (Half-Vistana*, Human, Taltos**)

    Hit Dice: 1d8+1 plus 1d4 +1 plus 12d4+12 (51 hp)
    Initiative: +1
    Speed: 30 ft.
    Armor Class: 13 (+2 bracers of armor, +1 Dex), touch 13, flat-footed 12
    BAB/Grapple: +6/+7
    Attack: Mwk Silvered Longsword +8 melee (1d8+1/19-20)
    Full Attack: Mwk Silvered Longsword +8/+3 Melee (1d8+1/19-20)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Spells
    Special Qualities: Canjar tribal heritage*, diluted blood*, favored enemy (werewolves) [Occult power]**, half-Vistani traits*, lawful aura, moon madness*, shield of Ezra*, summon familiar, taltos**, turn undead, witch’s mark**
    Saves: Fort +6, Ref +4, Will +12 (+16 vs. Fear)
    Abilities: Str 12, Dex 12, Con 13, Int 17, Wis 17, Cha 14
    Skills: Appraise (alchemical items only) +5, Concentration +11, Craft (alchemy) +15, Decipher Script +7, Diplomacy +8, Heal +20, Knowledge (arcana) +13, Knowledge (Religion) +13, Profession (Herbalist) +12, Sense Motive +8, Spellcraft +22 (+24 to learn new spells), Survival† +12 (+16 if survival depends on being able to start a fire)
    Feats: Brew Potion B, Courage*, Create TalismanB**, Craft Wondrous ItemB, Ghostsight*, HauntedB*, Leadership**, Like Mind#, Scribe ScrollB, Seventh Son of a Seventh Son***, Silent SpellB
    Environment: Ravenloft
    Organization: Solitary (unique), with his coven and/or with his ghostly family (ghost of his mother and 12 infant sibling poltergeists)
    Challenge Rating: 14
    Treasure: Special
    Alignment: Lawful Neutral
    Advancement: By Class
    Level Adjustment: +0
    *See Ravenloft Player’s Handbook
    **See Liber Mysterium: The Netbook of Wizards and Warlocks
    ***See 101 Spellbooks, Tomes of Knowledge, and Forbidden Grimoires
    #See Kingdom of Kalamar (feat is shared with Astrella)

    Jordan Black was born under auspicious circumstances as the 7th son of a 7th son and a 13th child. He is the only surviving child of Stacia and Eric Black. Their tragic love story lays the foundation of the coven. Eric’s father was a painter by trade and a carpenter by necessity. The rambling monstrosity of Black House stands as a testament to that love. Eric died of natural causes when Jordan was 17 and his mother just 6 months later of a broken heart.

    Jordan Black is the half-Vistani leader (high priest) of a coven of lawful neutral witches in Ravenloft. He inherited his mother’s striking dark looks and his father’s devout religious temperament. After briefly embracing his father’s religion, Jordan briefly apprenticed as a wizard. However, his path eventually steered him towards witchcraft. There are currently 6 women in his coven: Astrella Argente, Fey Ellen, Captain Talia “Water Rat” Warren, Hélène Larousse, Erynnis Sandovik, and Lorelei Twice-Cursed.

    ****
    Jordan Black always envisioned turning his family homestead into a haven for his coven and as safe passage for those who lost in the mists. Many members of the coven currently reside at the rambling Black house where they experiment with new spells and artistic forms of magic. Together they can perform intense magic rituals. The full coven usually meets at the house each new moon at high tide and other auspicious other occasions such as seasonal equinoxes and solstices, but never during a full moon.

    There have been rumors in Chataufaux that Jordan is sinfully living with the women in his coven. There have even been rumors that the Black house is a place for prostitution and other unsavory acts. He is, after all, a very good-looking man. Moreover, Jordan has done nothing to quash these rumors. In fact, he encourages them, as they seem to increase the value of his father’s paintings.

    The truth is the coven has become a proxy family. While Jordan feels a special affinity towards each member (most members were rescued in some manner), the only woman he loves is his second-in-command, Astrella, a powerful witch in her own right, who suffers a curse brought about by his negligence.

    Paintings done by Jordan’s father carry a hefty price tag. Most were unsold at the time of his death. Jordan travels to art auctions to sell some of the remaining works. There are 30 or so remaining oil paintings in the attic as well as several dozen charcoal sketches in addition to various portraits and landscapes displayed on the walls and hidden in other places. The only works Jordan refuses to part with are those of his mother. A full size portrait of her hangs in his bedroom. There are dozens of paintings his brothers and sisters (none of whom survived beyond their 2nd year) scattered about the house as well as a tiny portrait of each in his or her nursery room. It is eerie how their eyes seem to follow the viewer around the room.

    The huge rambling house is also rumored to be haunted, rumors that are sadly all too true. Jordan’s ghostly family resides on the premises. Built by Jordan’s father, the house stands on the very borders of Mordent and Dementlieu, on the shores of the Seas of Sorrow, on the ley lines between the borders of those domains.

    The closing of the borders on either side of the house are generally foreshadowed by unnatural mists or mirages, thus warning the coven to seek shelter in the house. The mirage from Dementlieu creates an illusion of forest by the house, the house becomes obscured, and the sea is not visible. Only by closing their eyes can the cult members find the house (and only from several years of practice). Nevertheless, one can never get beyond the house in order to enter into Mordent. The mists from Mordent have much the same effect. Anyone other than the Coven caught under these conditions would become totally lost and disoriented. Should both borders be closed, anyone in the house is trapped and unable to leave. Even looking through the windows and doors could be disorienting. Since the house is so large, and well stocked, this should not be problematic.

    Jordan Black speaks Mordentish Lamordian, , Patterna, and Draconic.

    Combat

    Jordan Black prefers to attack his foes from a distance, relying on his spells. In close combat, he attacks with his longsword. If he is outnumbered, he can call upon his both his coven and his ghostly family to assist.

    Weapon and Armor Proficiency: Witches are proficient with all simple weapons. Witches are not proficient with any type of armor or shields.

    Bonus Witch Feats: A witch gains Create Talisman at first level and a first level witch bonus feat and gains a bonus feat every 6 levels, starting at 4th level (4th, 10th, and 16th). A witch may choose any Item Creation, Metamagic or Witch feat he has met the requirements for. Jordan’s bonus witch feats are Create Talisman, Brew Potion (1st), Silent Spell (4th), Craft Wondrous Item (10th).

    Bonus Languages: A wizard may substitute Draconic for one of the bonus languages available to the character because of his race.

    Canjar Tribal Heritage: As a half-Vistana with the Canjar tribal heritage, Jordan gains a +2 racial bonus on Spellcraft checks. This bonus rises to +4 when attempting to learn new spells.

    Cleric Domains: As a cleric of Ezra, Jordan’s domains are Mist (specific to Ezra) and Healing. He gains those domains granted powers as a Cleric.

    Coven Spells: As a witch of the Family Tradition, Jordan gains Chaos and Good Domains but without the domains’ granted power.

    Diluted Blood (Ex): For all special abilities and effects, half-Vistani are considered human, though they do not gain the extra feat or skill points standard humans receive. Only pureblood Vistani can use special spells or magic items with racially specific Vistani powers

    Familiar: A wizard can obtain a familiar in exactly the same manner as a sorcerer can. In Ravenloft, a wizard’s familiar is a dread companion. Jordan has not yet summoned a familiar.

    Favored Enemy, Occult Power (Su): At 7th level, the witch gains an enemy of the family and may attack the enemy with a +1 bonus to his attack rolls damage rolls, relevant skill checks, and his saving throw DCs. The enemy is usually another family but it may be a race, monster or character class. This bonus increases to +2 at 13th level and +3 at 19th level.

    Half-Vistani: While half-vistani are human, they do not gain the bonus Human feat at first level. See Ravenloft Campaign Setting for details.

    Haunted Feat: With the haunted feat, Jordan is able to summon his poltergeist siblings at a cost of 1 point of temporary charisma damage.

    Moon Madness: A giogoto suffers from the lunatio during the full moon each month, his mind clouded by restlessness and anxiety. He cannot prepare spells or heal naturally during this period. On each of the three nights of the full moon, he must succeed at a DC 15 Will save or run wild under the night sky. Jordan always runs to the shore during the nights of the full moon and swim in the moonlight. This ritual is shared with his lover, who has her own lunar issues.

    Scribe Scroll: At 1st level, a wizard gains Scribe Scroll as a bonus feat.

    Spells (Sp): Jordan has a larger repertoire of spells at his disposal due to the time he spent studying as a cleric and then as wizard before settling as a witch.

    Turn Undead (Su): As a cleric, Jordan Black may attempt to turn undead 5 times a day. With his ranks in Knowledge (religion), he gets a +2 bonus on turning checks against undead. If he fails to turn undead, he may attempt to rebuke them instead—at a cost. He rerolls his turning attempt with the intention of controlling the undead. Whether or not he is successful, he must make an immediate powers check equal to breaking an oath to one’s own faith (10%).

    Shield of Ezra (Sp): Once per day as a standard action, Jordan Black may call on the shield of Ezra, a luminous mist that envelops his body for 1 round per cleric level and provides him with protection granted as determined by his alignment—Damage reduction 15/magic vs. all physical attacks.

    Spells: Jordan can cast orisons and first level spells (including his clerical domain spells) as a first level cleric cleric, and cantrips and first level spells as a wizard spells. His repertoire as a witch allows him to cast leys, arcane spells and divine (coven) spells. He also has access to the spells written in his magical book of shadows.

    Taltos (Su): In a family of witches, it would be hard to imagine someone standing out as special, but often someone extraordinary is born. In addition to the Witch’s Mark, these witches have something else: strikingly different hair color (like a red head in a family full of brunettes), two differently colored eyes, or being the seventh son of a seventh son. These individuals are referred to as a Taltos, and they are usually chosen to become a witch. These special witches are said to have strange gifts and much is expected from them. As a taltos, Jordan’s gains the Haunted feat as his bonus taltos feat.

    Witch’s Mark (Su): Family witches often have some sort of identifying mark, like a birthmark or an odd shaped mole that all members can recognize. This is known as a “Witch’s Mark” and is used as a test to determine if one is a potential witch. The downside to this, of course, is that many witch hunters have also identified this mark.

    Skills: As part of his half-Vistani heritage, Jordan receives a +2 racial bonus on Survival checks. A giogoto inherits his Vistani parent’s affinity for nature. Provided fuel and some means of igniting as spark, half-Vistani can always light a fire as a standard action, even under adverse conditions (pouring rain, gusting winds, and so on). When wilderness survival depends on being able to start a fire, the half-Vistani racial bonus checks on Survival rises to +4. Due to his Family Tradition, he gains a+4 bonus to Profession skill.

    Treasure: Jordan’s most valuable treasure is his haunted family homestead, which he shares with his coven. His most prized possessions are the pictures his father painted that hang throughout the house and are stuffed into small and sometimes hidden spaces. Recently, these painting have commanded large sums of money but Jordan is reluctant to part with them for sentimental reason. Under no circumstances will he sell a portrait of his mother.

    His other possessions include his masterwork silvered longsword, his masterwork healer’s kit, his heirloom magical book of shadows bestowed by his Vistani Grandmother, and finally his +2 bracers of armor.

    Book of Shadows, Magical: Designed for a witch to record his spells. The book can only be opened by that witch or any he invites to open it. If lost, the book will act as if a locate object spell was cast on it, allowing the witch to find it. The book is flame proof and has a +2 sacred bonus to all saving throws to prevent the destruction of the book.
    Caster Level: 5th; Craft Wondrous Item, locate object, protection from energy (fire), resistance; Market Price: 10,000 gp; Weight: 3 lbs.

    Jordan’s magical book of shadows is a family heirloom. The first chapter is a primer on magic and contains a speak with dead spell.

    Jordan Black’s Ghostly Family (Mother and Siblings)

    Stacia Black
    Rank 3 Ghost, Vistana (Canjar) Rogue 3
    Medium Undead (Incorporeal)

    Hit Dice: 3d12 (19 hp)
    Initiative: +2
    Speed: 30 ft. Fly
    Armor Class: 15 (+2 Dex, + 3 Deflection), flat-footed 12, touch 15
    BAB/Grapple: +2/+3
    Attack: Incorporeal touch +4 melee (1d6+1) or against ethereal foes, dagger +3 melee (1d4+1/19-20) or throwing dagger +5 ranged (1d4+1/19-20)
    Full Attack: Incorporeal touch +4 melee (1d6+1) or against ethereal foes, dagger +3 melee (1d4+1/19-20) or throwing dagger +5 ranged (1d4+1/19-20)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Corrupting gaze, corrupting touch, evil eye, frightful moan, manifestation, sneak attack +2d6+1, Vistani curse
    Special Qualities: Evasion, ghost writing, incorporeal traits, mist navigation, rejuvenation, the sight, tracking magic, trapfinding, turn resistance +4, undead traits, weakness (cradle)
    Saves: Fort +1, Reflex +5, Will +3
    Abilities: Str 12, Dex 14, Con —, Int 14, Wis 14, Cha 22
    Skills: Appraise +8, Balance +8, Bluff +9, Decipher Script +8, Disable Device +8, Forgery +6, Gather Information +5 , Hide +10, Knowledge (local) +8, Listen +16, Search +8, Spot +16, Use Magic Device +9 (+11 when using scrolls), Survival +2 (to find or follow tracks only)
    Feats: Craven, Point Blank Shot
    Environment: Ravenloft
    Organization: Solitary
    Challenge Rating: 6
    Treasure: None
    Alignment: Lawful Neutral
    Advancement: By Character Class (Rogue)
    Level Adjustment: +5

    Stacia Black is incorporeal and humanoid in appearance, looking much as she did in life. She was gaunt with big dark eyes and long dark hair. She usually appears for her son when Jordan calls for her. She always appears for a few minutes on the eve of her death and wanders the gravesites of her children, touching each one before she departs. Despite her apparent benign nature, she can turn hostile in the presence of another woman who she perceives as luring away her son. Even in undeath, she is protective of her family.

    Despite her loss of powers in life, when Stacia arose as a ghost, her Vistana powers returned.

    Stacia often writes on the back of the gravestones to leave messages to her son and sometimes to Erynnis to thank her taking for tending to the graves.

    Stacia Black is not actually tied to the house or its lands as she was always a free spirit but she chooses to haunt the graveyard that is on the property

    All ghost saves are 10+½ HD + Cha modifier

    Corrupting Gaze (Su): Stacia can blast living beings with a glance, at a range of up to 30 feet. Creatures that meet her gaze must succeed at a Fortitude save (DC to be determined), or suffer 2d10 points of damage and 1d4 points of charisma damage. Stacia leaves brutal red welts on her victims when she uses this attack. She never uses this ability on Jordan. However, she views all the adult women in the coven as rivals for her son's affection and attacks them without compunction.

    Corrupting Touch (Su): A ghost that hits a living target with its incorporeal touch attack deals 1d6 points of damage. Against ethereal opponents, it adds its Strength modifier to attack and damage rolls. Against nonethereal opponents, it adds its Dexterity modifier to attack rolls only.

    Evil Eye (Ex): The evil eye is treated as a gaze attack, save that the Vistana must take a standard action to employ it, and those merely looking at the Vistana are unaffected. The evil eye has one of the following effects, chosen by the Vistana. All saves against these effects are against a DC of 10 + 1/2 the Vistana's Hit Dice + the Vistana's Charisma modifier if the Vistana is a female.
    • Paralysis: The target must make a Will save. Those who fail are paralyzed for 1d4+l rounds. Targets who fail their save by more than 4 are paralyzed for two rounds then go into convulsions that last for three rounds. These convulsions cause 1d8 points of damage each round. After the convulsions stop, the target must make a Fortitude save (DC 15). Success means the target falls unconscious, though this state more closely resembles sleep; the target can be awakened easily. Failure means the target dies immediately.
    • Fear: The target must make a Will save. Failure means the target is treated as though under the effects of a fear spell. The effect lasts for 1d4+l rounds.
    • Domination: The target must make a Will save. Failure means the target is treated as though under the effects of a dominate person spell. The effect lasts for 1d4+l rounds.
    • Suggestion: The target must make a Will save. Failure means that the target is treated as though under the effects of a suggestion spell. The effect lasts one day, or until the suggested task is completed.

    Frightful Moan (Su): Stacia can moan as a standard action. All living creatures within a 30-foot spread must succeed on a Will save (DC to be determined) or become panicked for 2d4 rounds. This is a sonic, necromantic, mind-affecting fear effect. A creature that successfully saves against the moan cannot be affected by the same ghost’s moan for one day. By using her frightful moan, Stacia has kept the coven at bay with the exception of Erynnis who tends to the gravesites.

    Ghost Writing (Su): Stacia can cause words to appear on any touched surface. These words may take the form of flowing script, haphazard, dripping blood or some other effect according to her desire. The words are illusionary and be seen only by those Stacia wishes and last 3 days (equal to her rank), though she can make them vanish earlier if she wants. There is no limit to the amount of ghost writing the ghost can have in existence at one time.

    Manifestation (Su): Stacia can appear by partly entering the Material Plane, where she becomes visible but incorporeal. A manifested ghost can only be harmed by other incorporeal creatures, magic weapons, or spells, with a 50% chance of ignoring any damage from a corporeal source. Stacia can pass through solid objects at will, and her attacks pass through armor. She can attack with her touch attack or with a ghost touch weapon.

    Mist Navigation (Ex): Like all Vistani, even as a ghost, Stacia can freely travel between the Core, Islands and Clusters. She can take travelers with her. Convincing her to do so is incredibly difficult and impossible unless her son Jordan is a member of the party. While the journey is on target, it is not without danger.

    Rejuvenation (Su): In most cases, it’s difficult to destroy a ghost through simple combat: The "destroyed" spirit will often restore itself in 2d4 days. Even the most powerful spells are usually only temporary solutions. A ghost that would otherwise be destroyed returns to its old haunts with a successful level check (1d20 + ghost’s HD) against DC 16. As a rule, the only way to get rid of a ghost for sure is to determine the reason for its existence and set right whatever prevents it from resting in peace. The exact means varies with each spirit and may require a good deal of research. Stacia can be set to rest only after all the baby poltergeists are set to rest.

    The Sight (Su): Only slightly less fabled than the evil eye is the Vistani power to see into the past and future. Only female Vistani possess this power; Vistani legends hold that men who seek to tell fortunes invite destruction to themselves and their entire caravan. The method used by a Vistani seer to tell fortunes is entirely up to the individual. Some Vistani prefer to use crystal balls, while others prefer astrology. The most well-known method of fortunetelling is the tarokka deck, a deck of cards, each bearing a different archetypal image. Each card has a different meaning to the Vistani, and the order and context in which each card is drawn affects that meaning. Tarokka reading is an art form, and the fortunes told by the tarokka can be quite complex and detailed. In the end, though, the method used by the seer is only a focus. The true power of fortune-telling lies within the individual, and the accuracy of the fortune depends solely on the skill of the seer. There is one limitation of note on the power of the Vistani Sight. The Vistani as a whole are unable to see their own past and future with any clarity. They can see themselves in the past or future indirectly, while telling fortunes for others, but these moments will be vague and indistinct. Great though their powers are, even the Vistani are unable to know their own destiny. Stacia's tarokka deck is closely guarded by her son Jordan.

    Turn Resistance (Ex): A ghost has turn resistance +4. When resolving a turn, rebuke, command, or bolster attempt, added the appropriate bonus to her Hit Dice total.

    Vistani Curse (Su): Stacia was extremely protective of her only surviving offspring. She is particularly hostile towards any woman to whom her son is attracted. Even as a ghost, Stacia can curse her victims. As a standard action, Stacia can curse victim to age 1d20 years. A successful Reflex save (DC 17) negates the damage. The save DC is Constitution-based. Any woman whom Stacia thinks is attracted to her son also takes a -4 penalty to her save.

    Weakness (Ex): Stacia cannot enter a room where a cradle is kept. She does not enter the Black house at all and will not follow anyone inside.

    Skills: Ghosts have a +8 racial bonus on Hide, Listen, Search, and Spot checks.

    Poltergeists, Human Infants and Toddlers
    Tiny Undead (Augmented Humanoid (half-Vistani), Incorporeal)
    Hit Dice: ¼d12 (2 hp)
    Initiative: -1
    Speed: Fly 30 feet (perfect)
    Armor Class: 7 (-2 size,-1 Dex), touch 7, flat-footed 7
    BAB/Grapple: +0/-8
    Attack:
    Full Attack:
    Space/Reach: 2½ ft./0 ft.
    Special Attacks: Fear, Telekinesis +1 melee (1 point of damage)
    Special Qualities: Darkvision 60 ft., naturally invisible, immunities, incorporeal traits, rejuvenation, undead traits, unnatural aura
    Saves: Fort +0, Ref +1, Will -1
    Abilities: Str —, Dex 8, Con —, Int 8, Wis 8, Cha 12
    Skills: Spot +3
    Feats: Lightning Reflexes
    Environment: Anchored to family property
    Organization: Solitary or haunting (all 12 of them)
    Challenge Rating: ¼
    Treasure: None
    Alignment: Neutral
    Level Adjustment:

    These poltergeists are 6 brothers and 6 sisters lost to natural causes despite what others think. So many deaths to such young children raised many eyebrows. Even among the most devote members of the Church of Ezra, rumors persist that Stacia murdered her children or sacrificed them to some malevolent entity. Eric’s father, as a priest, was considered blameless in this matter. All died when they were between 6 months and two years old. The babies only began to manifest after Stacia's death. They never throw things at Jordan and they only throw leaves and flowers at Erynnis which causes no damage. They frequently throw books, often children's books.

    Jordan may summon them to protect the house where they were born. The poltergeists are anchored to the property and cannot leave beyond its borders. Once a year, on anniversary of their death can the faint sound of an infant crying be heard in the nursery bedroom built for him or her. The sound only lasts for a few minutes. The siblings are now all poltergeists – they invisibly hurl objects at living creatures to frighten them. They can be summoned by Jordan and can attack as a mob should the need arise.

    Fear (Su): A creature hit by a thrown object must succeed on a DC 11 Will save or flee in terror for 2d6 rounds. A creature that successfully saves is immune to the fear effect of the same poltergeist for the remainder of the encounter. The save DC is Charisma-based.

    Natural Invisibility (Ex): This ability is constant, allowing a poltergeist to remain invisible even when attacking. This ability is inherent, cannot be dispelled or negated, and is not subject to the invisibility purge spell. They are visible to anyone with the Ghostsight feat.

    Unnatural Aura (Su): Both wild and domesticated animals can sense the unnatural presence of a poltergeist at a distance of 30 feet. They will not willingly approach nearer than that and panic if forced to do so; they remain panicked as long as they are within that range.

    Telekinesis (Su): Once per round as a free action, a baby poltergeist can create a telekinesis effect to hurl objects or creatures within 10 feet that weighs 12 pounds or less to a distance of 20 feet (no range increment), causing 1 point of damage if the object hits. A baby poltergeist uses its Charisma score to modify its Base Attack Bonus. A creature targeted by this ability can make a DC 11 Will save to avoid being hurled by the poltergeist. The save DC is Charisma-based.

    Rejuvenation (Su): In most cases, it’s difficult to destroy a baby poltergeist through simple combat: The "destroyed" spirit will often restore itself in 2d4 days. Even the most powerful spells are usually only temporary solutions. A baby poltergeist that would otherwise be destroyed returns to its old haunts with a successful level check (1d20+0) against DC 16. As a rule, the only way to get rid of a poltergeist for sure is to determine the reason for its existence and set right whatever prevents it from resting in peace. The exact means varies with each spirit and may require a good deal of research. Jordan is unaware that the poltergeist activity will only end when he too is deceased and buried in the family plot at the end of the garden.
    Last edited by Debihuman; 2016-01-21 at 04:50 AM. Reason: Finished all witches
    P.E.A.C.H. Please Evaluate And Critique Honestly. Being nicer and kinder doesn't hurt either. Note I generally only critique 3.5 and Pathfinder material.
    Please, please, please when using non-core material, cite to the books. There are too many books to wade through to find the one with the feat, special ability or spell you use.
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