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    Default [3.5; PrC] Witch

    WITCH


    a witch and her dæmon


    ”A witch would no sooner give up flying than give up breathing. To fly is to be perfectly ourselves.”


    Witches are those who seek to live freely and preserve the natural order. They are free spirited and very spiritual, although they receive no divine powers. With both a powerful connection to their dæmons and a deep understanding of the natural world, they make cunning warriors and fierce protectors.

    Witches tend to live in cold environments, enjoying the freedom the inhospitality of the wintry regions brings. Witches have little interest in the lives of ordinary people, and deal almost exclusively with mutual aid as opposed to wealth. Witches are very loyal, and they take their obligations seriously, not questioning aiding another that has aided them in the past. Inversely, witches also take feuds very seriously, and will hold a grudge for a very long time.

    Witches acknowledge neither church nor state, and are unlikely to take the mortal laws of man seriously. Because of their long life span, grudges can be held for extraordinarily long periods of time, and for mostly unknown reasons (although it is believed this is due to past persecution) witches hold a great degree of enmity towards religious institutions.

    Witches revere the natural order above all else, and abhor any unnatural practices, such as necromancy or undue prejudice. They will fight vehemently to protect the natural world, holding the world at a higher level than any number of lives.

    Witches tend to avoid meaningful relationships or marriage, due to their long lifespan such pairings are fleeting, meaning their “hearts are continually wracked with pain.”[/size]

    BECOMING A WITCH
    One becomes a witch by being in tune with both the soul and nature as a whole. To become a witch you must learn to separate yourself from your dæmon, and embrace your freedom. A witch is nothing without her personal freedom.

    ENTRY REQUIREMENTS
    Base Attack Bonus: +4
    Alignment: Chaotic good
    Skills: Knowledge (nature) 6 ranks, Survival 6 ranks
    Proficiencies: Must be proficient with at least one type of bow.
    Gender: Female
    Template: Linked Soul
    Religion: Must not worship a god or be a member of a religious order.
    Special: The witch’s dæmon must have chosen a single form to occupy, and this form must able to fly.

    Class Skills
    The witch's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Handle Animal (Wis), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (nature), Knowledge (geography), Listen (Wis), Move Silently (Dex), Ride (Dex), Sense Motive (Wis), Spot (Wis), Survival (Wis), Swim (Str)
    Skills Points at Each Level: 4 + Int

    Hit Dice: d8

    Level Base Attack Bonus Fort Save Ref Save Will Save Special
    1st
    +1
    +0
    +2
    +2
    Elemental Freedom, Heavenly Freedom
    2nd
    +2
    +0
    +3
    +3
    Independent Soul, Frigid Arrows, Cloud Cover
    3rd
    +3
    +1
    +3
    +3
    Star’s Wrath, Timeless Body
    4th
    +4
    +1
    +4
    +4
    Tenacious Soul, Vengeance of the Night Sky
    5th
    +5
    +1
    +4
    +4
    Frenzy of the Soul

    Weapon Proficiencies: A witch gains proficiencies with all simple light and one-handed weapons, longbows, shortbows, composite longbows, and composite shortbows.

    Elemental Freedom (Ex): A witch feels no ill effects from any earthly cold, and is considered under the effect of endure elements at all times. The witch also gains Cold Resistance equal to her ranks in Survival (max 20). The witch’s dæmon is fully affected by this ability.

    Heavenly Freedom (Su): A witch’s home is in the sky, and she can achieve flight simply by holding a cloud pine branch. Holding a cloud pine branch does not hinder the use of her hands in any way when she is flying. A cloud pine branch may be pulled from any tree. When holding a branch of cloud pine, the witch gains a fly speed of 40’ (good). At level 4, her flight speed improves to 60’ (good). The penalty to Hide checks while moving normally is reduced by 5 when flying. Flying requires no energy output, and a witch cannot become tired from flying, however a witch cannot run when flying, but can still hustle (allowing a speed of 80’ and 120’ depending on level).

    Independent Soul (Ex): A witch’s dæmon is a fully independent creature. At level 2, any and all range restrictions on the witch’s dæmon are removed. The witch’s dæmon also gains fast healing 5. The witch and her dæmon can communicate only through basic emotional messages when at a distance of more than 5 miles from the other.

    Frigid Arrows (Ex): A witch is adept at using her bow even in situations that would normally hinder its use. At level 2, the witch is not penalized for firing a bow when she is unable to see her targets due to extraneous weather such as fog, smoke, blizzards, rain, etc. (she must still have line of sight). Any concealment gained by her enemies due to such effects is negated, but this ability does not gain concealment gained in any other way. When firing her bow while flying, the penalty for increasing a bow’s range increment is halved.

    Cloud Cover (Ex): A witch is adept at remaining unseen while flying. At level 2, the witch gains a +5 bonus to Hide checks when flying. If the witch has 15 or more ranks in Survival, this bonus increases to +10. A cloud or similar may be considered cover.

    Star’s Wrath (Ex): A witch is adept at utilizing her bow when airborne. At level 3, whenever the witch takes a movement action she may fire a single arrow with her bow. Five foot steps do not incur this ability. This action does not use up any additional actions. If the witch chooses not to move to use a full attack, she receives an additional attack with her bow made at her highest BAB.

    Timeless Body (Ex): A witch’s lifespan is very long, and they do not age. At level 3, the witch no longer visibly ages, and takes no penalties from aging. In addition, the witch’s maximum lifespan is doubled.

    Tenacious Soul (Ex): A witch’s dæmon is a force to be reckoned with. At level 4, the dæmon’s fast healing improves to 10 (from 5). In addition, the dæmon’s flight speed is increased by 50%.

    Vengeance of the Night Sky (Ex): The witch specializes in firing her bow from above. At level 4, when targeting a creature on the ground, or who is more than 20 feet below her while she is flying, the witch gains a +3 bonus on attack rolls and damage rolls. This only affects attacks made with a bow the witch is proficient with. If the witch is more than 20 feet above her target, the bonus damage is increased by +1 for every 10 additional feet (maximum +5, not including the base +3). This extra damage is added for every arrow fired.

    Frenzy of the Soul (Ex): Once per day per Wisdom modifier, the witch can send herself and her dæmon into a frenzy. All abilities affect both the witch and her dæmon unless noted otherwise. Flight speed increased by 50%, one additional attack when using Star’s Wrath (her dæmon instead gaining a single additional attack for a standard or full attack action), DR 5/-, and each attack deals an additional 2d6 cold damage. Frenzy of the Soul lasts for 2 rounds per Wisdom modifier point or until canceled. Frenzy of the Soul must be in line of sight of her dæmon for it to gain any benefits from this ability. Frenzy of the Soul is considered a frenzy ability for meeting the prerequisites of feats and prestige classes.


    PLAYING A WITCH
    The witch is designed to be a ranged warrior that focuses on flight and maneuverability, as well as her dæmon.
    Combat: Combat for a witch usually entails flying above her enemies and shooting arrows at them from above, while sending in their daemon for close-quarters combat.
    Advancement: Classes that focus on ranged combat enhancement are greatly beneficial to a witch, as well as feats that improve ranged combat.
    Resources: A witch does not own many possessions or stay for long in one place, but they can enlist the aid of fellow witches, including members of their clan if they belong to one.

    WITCHES IN THE WORLD
    ”There’s all kinds of concerns that play on the life of witches; things invisible to us...causes of war quite beyond our understanding; joys and sorrows bound up with the flowers of tiny plants up on the tundra...”

    Witches are generally unknown, and if one does know of them, they don’t know much. Witches are very seclusive and independent, rarely needing assistance on any terms. Those that have had the luck of dealing with witches know them for their strength of will, loyalty and courage.
    Daily Life: The average witches day may consist of hunting or gathering supplies, crafting weapons or tools, or fighting battle to protect that which is dear to them.
    Notables: One of the most notable witches is Ruta Skadi, a witch-queen of one of the more powerful witch clans. Not much is known about her, but she is said to have lived for over 500 years and yields great power.
    Organizations: Witches are often members of a clan, which is presided over by a witch-queen. There are many well established clans, all with their unique infrastructures and traditions. Between clans there are often feuds, but between others there are great alliances.

    NPC Reaction
    When seeing a witch for the first time, one of the first reactions is wonder. They dress strangely, have a fierce look to them, and can fly through the sky. The more urbanized NPC may look upon them with disdain, but a wise NPC can see the strength in the way they carry themselves and recognize them for the great and courageous warriors that they are.

    WITCHES IN THE GAME
    Witches make good ranged damage dealers, or scouts because of their ability to fly and send their dæmon elsewhere.
    Adaptation: To use the witch in different campaign settings, it would be quite easy to alter their class requirements to work with different genders, religious backgrounds, alignments, etc.
    Encounters: PCs will rarely encounter a witch, whom often regard the life of an adventurer as foolish and greedy. However, some live the life of an adventurer not for the glory, but for the adventure itself. They enjoy seeing whatever the world has to offer. A PC would only engage a witch in combat if the party directly affected the environment negatively, or somehow spited the witch.


    Inspiration found here.


    Thoughts/criticisms are welcome as always.
    This class has a lot to do with the Linked Soul, so check it out.
    Last edited by Vaynor; 2014-09-05 at 05:35 PM.
    “Sometimes, immersed in his books, there would come to him
    the awareness of all that he did not know, of all that he had not read;
    and the serenity for which he labored was shattered as he realized the
    little time he had in life to read so much, to learn what he had to know.”
    ~Stoner, John Williams~
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    Ogre in the Playground
     
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    Default Re: [3.5; PrC] Witch

    Quote Originally Posted by Vaynor View Post
    WITCH

    BECOMING A WITCH
    One becomes a witch by being in tune with both the soul and nature as a whole. To become a witch you must learn to separate yourself from your dæmon, and embrace your freedom. A witch is nothing without her personal freedom.
    Quote Originally Posted by Vaynor View Post
    ENTRY REQUIREMENTS
    Base Attack Bonus: +4
    Alignment: Chaotic good
    Skills: Knowledge (nature) 8 ranks, Survival 8 ranks.
    Proficiencies: Must be proficient with at least one type of bow.
    Gender: Female
    Feats: Far Shot, Shot On The Run
    Religion: Must not worship a god or be a member of a religious order.
    Template: Linked Soul
    Special: The witch’s dæmon must have chosen a single form to occupy, and this form must be a bird.
    Special: Cannot have any permanent dwelling, and must have lived without one for at least 3 months.
    So, the entry requirements are all over the board, here. We got our alignment restrictions, our skill ranks (which leaves us with ranger, by the looks of it), a proficiency (easy, but still...), two feats, neither of which is particularly useful, a religious requirement (not everyone's going to play an nontheist in DND), a gender restriction, a TEMPLATE restriction, a restriction on the benefits of said template, AND a roleplaying restriction that prevents fortress building! Oi. This is all over the place and basically limits the character design.

    Quote Originally Posted by Vaynor View Post
    Class Skills
    The Class Name's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Handle Animal (Wis), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (nature), Knowledge (geography), Listen (Wis), Move Silently (Dex), Ride (Dex), Sense Motive (Wis), Spot (Wis), Survival (Wis), Swim (Str)
    Skills Points at Each Level: 4 + Int
    Skills seem fine, at least.

    Quote Originally Posted by Vaynor View Post
    Hit Dice: d8
    Seems fine.

    Quote Originally Posted by Vaynor View Post
    Weapon Proficiencies: A witch gains proficiencies with all simple light and one-handed weapons, longbows, shortbows, composite longbows, and composite shortbows.
    Seems fine. May be easier just to give em proficiency in all simple/martial weapons.

    Quote Originally Posted by Vaynor View Post
    Elemental Freedom (Ex): A witch feels no ill effects from any earthly cold, and is considered under the effect of endure elements at all times, but only for cold temperatures. The witch also gains Frost Resistance 5. The witch’s dæmon is fully affected by this ability.
    Cute, but not much of an ability.

    Quote Originally Posted by Vaynor View Post
    Heavenly Freedom (Su): A witch’s home is in the sky, and she can achieve flight simply by holding a cloud pine branch. Holding a cloud pine branch does not hinder the use of her hands in any way when she is flying. A cloud pine branch may be pulled from any tree. When holding a branch of cloud pine, the witch gains a fly speed of 40 (good). At level 4, her flight speed improves to 60 (good). Witches suffer no penalty from making Hide checks while flying.
    Outside of the insane entry requirements, this is one of the best dips evar for nonmagical classes. Free flight? Yes, please. As is, barely worth while with said entry requirements.

    Quote Originally Posted by Vaynor View Post
    Independent Soul (Ex): A witch’s dæmon is a fully independent creature. At level 2, any and all range restrictions on the witch’s dæmon are removed. The witch’s dæmon also gains fast healing 3. The witch and her dæmon can communicate only through basic emotional messages when at a distance of more than 5 miles from the other.
    Eh, nice for the critter, but it's basically a familiar without the ability to effectively share spells, cuz, you know, casting: you have it.

    Quote Originally Posted by Vaynor View Post
    Frigid Arrows (Ex): A witch is adept at using the weather of cold regions to her advantage. At level 2, the witch is not penalized for firing a bow at targets in fog, blizzards, snowstorms, or other sight-inhibiting cold-weather hazards. When firing her bow when flying, the penalty for increasing a bow’s range increment is halved. When in a cold environment witches gain a +5 bonus on Hide checks.
    Minor ability is minor. Nice when it comes up, but situational, making this feel like a dead level.

    Quote Originally Posted by Vaynor View Post
    Star’s Wrath (Ex): A witch is adept at utilizing her bow when airborne. At level 3, whenever the witch takes a movement action she may fire a single arrow (no methods to increase the amount of arrows shot may be used) at a -2 penalty to hit. This action does not use up any additional actions.
    I'm assuming this means a free attack on a move action? If yes, nice, but not insane. Works well with Travel Devotion and Skirmish... except the entry requirements make baby pandas cry.

    Quote Originally Posted by Vaynor View Post
    Timeless Body(Ex): A witch’s lifespan is very long, and they do not age. At level 3, the witch no longer visibly ages, and takes no penalties from aging. In addition, the witch’s maximum lifespan is increased by 50%.
    Eh, fluff.

    Quote Originally Posted by Vaynor View Post
    Tenacious Soul (Ex): A witch’s dæmon is a force to be reckoned with. At level 4, the dæmon’s fast healing improves to 5 (from 3). In addition, the dæmon’s flight speed is increased by 25% (rounded up to the nearest 5).
    Woo! My critter can do stuff now![/sarcasm] Again, this is like a dead level. No one considers the wizard's familiar gaining SR a class ability.

    Quote Originally Posted by Vaynor View Post
    Vengeance of the Night Sky (Ex): The witch specializes in firing her bow from above. At level 5, when targeting a creature on the ground or more than 20 feet below her while she is flying, the witch gains a +2 bonus on attack rolls and a +3 bonus on damage rolls. This only affects attacks made with a bow the witch is proficient with. If the witch is more than 20 feet above her target, the bonus damage is increased by +1 for every 10 additional feet (maximum +5, not including the base +3). This extra damage is added for every arrow fired, and does not affect arrows affected by a splitting enchantment, or any similar affect.
    Eh, a little bit of numbers isn't terrible, but this a capstone does not make.

    Quote Originally Posted by Vaynor View Post
    Free Spirit: The witch’s abilities rely on her free-spirited nature. If the witch, at any point in time, lives in a single area or dwelling for more than one week, or worships a god in any way, she immediately loses all class abilities. The witch may regain her class abilities after spending at least 8 hours alone in the wild.
    Now, with falling! At least the ability to regain your (mediocre) class abilities is free.


    So, yeah.
    Last edited by Thrice Dead Cat; 2010-01-15 at 11:15 PM.
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    Quote Originally Posted by Doc Roc View Post
    Seriously, can we kill this misconception now? A wizard is never late, nor is he early. He shops for precisely what he means to.

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    Hoopy Frood in the Playground Moderator
     
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    Default Re: [3.5; PrC] Witch

    Quote Originally Posted by Thrice Dead Cat View Post
    So, the entry requirements are all over the board, here. We got our alignment restrictions, our skill ranks (which leaves us with ranger, by the looks of it), a proficiency (easy, but still...), two feats, neither of which is particularly useful, a religious requirement (not everyone's going to play an nontheist in DND), a gender restriction, a TEMPLATE restriction, a restriction on the benefits of said template, AND a roleplaying restriction that prevents fortress building! Oi. This is all over the place and basically limits the character design.
    Huh, I honestly thought it might be a bit overpowered, which is why I curbed the ability's power a bit. And yeah it's a good dip but good luck getting it with the amount of requirements. It's a very setting specific prestige class, and most of those come the book this is based on, but I see your point, I'll remove some of the requirements.

    I'm going to go through and revamp the class abilities and make it a lot more powerful, I think I counted daemon improvement as too much of a bonus when it really isn't much.

    Also, just a note, the daemon is a hell of a lot more powerful than a familiar. More like a buffed animal companion.

    Thanks for the comments!
    Last edited by Vaynor; 2010-01-16 at 12:24 AM.
    “Sometimes, immersed in his books, there would come to him
    the awareness of all that he did not know, of all that he had not read;
    and the serenity for which he labored was shattered as he realized the
    little time he had in life to read so much, to learn what he had to know.”
    ~Stoner, John Williams~
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    Default Re: [3.5; PrC] Witch

    Alignment: Chaotic good
    Yah... I don't think desiring to be a hermit is inherently 'good' or 'moral' or anything of that sort. It's better to demand that they're Chaotic, rather than good as well.

    And just because your flavor of witch appears to be of the kind that tend to get burned at the stake (unfortunate for them, surely), doesn't make them good guys. Just suckers.

    but a wise NPC can see the strength in the way they carry themselves and recognize them for the great and courageous warriors that they are.
    Or the wise NPC can say, "Oh hey, a hermit woman. Better not judge her because of that. But I mean still, she's a hermit so I mean, she might be creepy chiefly because of that. Human nature and all, y'know?"
    Last edited by imp_fireball; 2010-01-16 at 02:15 AM.

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    Default Re: [3.5; PrC] Witch

    Quote Originally Posted by imp_fireball View Post
    Yah... I don't think desiring to be a hermit is inherently 'good' or 'moral' or anything of that sort. It's better to demand that they're Chaotic, rather than good as well.

    And just because your flavor of witch appears to be of the kind that tend to get burned at the stake (unfortunate for them, surely), doesn't make them good guys. Just suckers.
    Well it's not just that they're "hermits," it's the fact that they reject laws and live to certain set of moral standards that makes them chaotic good. I might change this to chaotic non-evil, we'll see.

    Anyways, major revamp of this class. I've made it much more powerful, curbed the requirements a bunch, removed the ability to lost class features, and added a decent capstone (at least, I think so).
    “Sometimes, immersed in his books, there would come to him
    the awareness of all that he did not know, of all that he had not read;
    and the serenity for which he labored was shattered as he realized the
    little time he had in life to read so much, to learn what he had to know.”
    ~Stoner, John Williams~
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    Default Re: [3.5; PrC] Witch

    I might change this to chaotic non-evil
    So no blair witch witches?

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    Default Re: [3.5; PrC] Witch

    Quote Originally Posted by imp_fireball View Post
    So no blair witch witches?
    Well this isn't really meant to be your traditional witch, these are more like druids/scouts that fly. They're only named witches because that's what they're called in the book.
    “Sometimes, immersed in his books, there would come to him
    the awareness of all that he did not know, of all that he had not read;
    and the serenity for which he labored was shattered as he realized the
    little time he had in life to read so much, to learn what he had to know.”
    ~Stoner, John Williams~
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    /veɪnoɚ/

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    Default Re: [3.5; PrC] Witch

    Nice. I think the style of this class blends well with the linked soul template.

    Elemental Freedom: There is no Frost Resistance. You're thinking of Cold Resistance.

    Frigid Arrows: You need to clarify how a witch targets enemies she cannot see. Does she still need to guess which square an unseen enemy is in, or does she effectively have blindsense? Does this mean she ignores all miss chances for concealment? If it does, it's helpful to explicitly state so.

    Trick the Mind: Your table identifies this ability as Cloud Cover. The benefit is maybe a little large, especially since you're already allowing the witch to fly at a run speed with no penalty to Hide checks.

    Star's Wrath, Vengeance of the Night Sky: These features are Hoss! Combined with the ability to fly at will (I'm assuming a bow made from a cloud pine branch qualifies her for flight), she can manyshot out several arrows at once, then move and squeeze off another arrow. The hit bonuses mitigate the manyshot penalties, while the damage bonuses are very welcome since archers have relatively few ways to improve damage. I like it!

    Tenacious Soul: Fractions always round down in D&D.

    Frenzy of the Soul: Fractions always round down in D&D. Also, save yourself some math and specify that the frenzy lasts until the end of the encounter. This saves you the trouble of counting rounds. How does Frenzy of the Soul interact with feats like Extra Rage?


    Overall, this class makes a fantastic archer. The above-average skill points and natural focus make it even more attractive. Normally I steer my players away from an archery focus because D&D's mechanics don't support archery, but if this class was available in a game, I'd consider playing an archer myself.

    If I were to suggest any changes, I'd say look for an opportunity to work a Knowledge (nature) or Survival check into the class features somehow. They're required as prerequisites and enabled as class skills, but it would be neat if you could weave them more deeply into the mechanics of the class so the witch is rewarded mechanically for being good at those things. Perhaps the cold resistance from Elemental Freedom could be increase to 10, 15, and 20 when she reaches a certain minimum number of ranks in one of those skills.
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    Default Re: [3.5; PrC] Witch

    Quote Originally Posted by jiriku View Post
    Nice. I think the style of this class blends well with the linked soul template.
    Thanks, I think it's really coming along (thanks to criticism ).

    Elemental Freedom: There is no Frost Resistance. You're thinking of Cold Resistance.
    That's what I get for playing so much WoW. Changing it now.

    Frigid Arrows: You need to clarify how a witch targets enemies she cannot see. Does she still need to guess which square an unseen enemy is in, or does she effectively have blindsense? Does this mean she ignores all miss chances for concealment? If it does, it's helpful to explicitly state so.
    It's meant to mean that if there's fog, smoke, a blizzard, snowstorm, excessive rain, etc., that she can see through it, but not normal concealment. I'll reword it to make it more clear.

    Trick the Mind: Your table identifies this ability as Cloud Cover. The benefit is maybe a little large, especially since you're already allowing the witch to fly at a run speed with no penalty to Hide checks.
    I'm changing it to +5 base, and an additional +5 if you have at least 15 ranks in Survival (going along with the idea below). Hide penalty is now reduced to -3 instead of negated.

    Star's Wrath, Vengeance of the Night Sky: These features are Hoss! Combined with the ability to fly at will (I'm assuming a bow made from a cloud pine branch qualifies her for flight), she can manyshot out several arrows at once, then move and squeeze off another arrow. The hit bonuses mitigate the manyshot penalties, while the damage bonuses are very welcome since archers have relatively few ways to improve damage. I like it!
    Yes, a bow made from a cloud pine branch would count. However, a tree branch is only a cloud pine branch if the witch picks it off of the tree herself. Otherwise, it is unusable. So if the witch wanted a cloud pine branch bow she's have to get one, bring it to a bowyer and have it crafted, or craft it herself. Yeah manyshot is the exact reason why it says "a single arrow" rather than "an additional attack".

    Tenacious Soul: Fractions always round down in D&D.

    Frenzy of the Soul: Fractions always round down in D&D. Also, save yourself some math and specify that the frenzy lasts until the end of the encounter. This saves you the trouble of counting rounds. How does Frenzy of the Soul interact with feats like Extra Rage?
    Ah, I knew it was a trend but I wasn't aware that was a rule. And the encounter idea is good, but I think that since the times per day is based on the Wisdom modifier that might not be a good idea, I don't want it used for that long necessarily. If I changed it to work for an entire encounter I'd probably lower its power. I'll add that Frenzy of the Soul is considered a frenzy ability (which means you'd have access to most rage feats).

    Overall, this class makes a fantastic archer. The above-average skill points and natural focus make it even more attractive. Normally I steer my players away from an archery focus because D&D's mechanics don't support archery, but if this class was available in a game, I'd consider playing an archer myself.
    Yeah I've always thought that archers were underrepresented in D&D (although there are some pretty nice homebrew archers, like this one). I think they're pretty fun to play though.

    If I were to suggest any changes, I'd say look for an opportunity to work a Knowledge (nature) or Survival check into the class features somehow. They're required as prerequisites and enabled as class skills, but it would be neat if you could weave them more deeply into the mechanics of the class so the witch is rewarded mechanically for being good at those things. Perhaps the cold resistance from Elemental Freedom could be increase to 10, 15, and 20 when she reaches a certain minimum number of ranks in one of those skills.
    Knowledge (nature) now determines the witch's Cold Resistance (the Cold Resistance equals her ranks in it, max 20) and Survival now determines her Hide bonus (15+ ranks = +10, otherwise +5).
    “Sometimes, immersed in his books, there would come to him
    the awareness of all that he did not know, of all that he had not read;
    and the serenity for which he labored was shattered as he realized the
    little time he had in life to read so much, to learn what he had to know.”
    ~Stoner, John Williams~
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    Default Re: [3.5; PrC] Witch

    I'd actually recommend your original method of skipping the penalty to hide while moving...it's very valuable to an archer, and eliminating a penalty simplifies play, while modifying a penalty increases complexity.

    The comment I was making earlier was more intended towards the run action. Normally Hiding while running incurs a -5 while moving swiftly, and a -20 while running or charging. Your original text eliminated all penalties for movement, and I felt it was a bit much to be able to soar around at 240 ft per round while Hiding at +10 above your normal check.

    I really like how now most of the PrC prerequisites are incorporated into the class features. It makes sense that these things are required for entry -- you're going to use them! This is much better than a lot of splatbook prestige classes that require suboptimal feats and skills, then totally ignore those same feats and skillls during play. That makes the requirements more of a punishment than anything else. This way is much better! In fact...I may reflavor this and use it as a prestige class for some elven warrior-maidens in my campaign setting. The daemon abilities could easily be applied to a ranger animal companion, or dropped and replaced with ranger spellcasting.

    The fraction thingy is in PHB page 304.

    Interesting note on Heavenly Freedom: since the witch isn't tired out by flying, she can effectively run long distances, getting a benefit equivalent to hustling a 120-foot speed all day long with no fatigue. I think that's pretty cool - it gives her a rapid long-distance travel option much like wizards can do with phantom steed or clerics with wind walk. I like to see non-casting classes getting nice toys every now and then.
    Last edited by jiriku; 2010-01-16 at 03:53 AM.
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    Default Re: [3.5; PrC] Witch

    Quote Originally Posted by jiriku View Post
    I'd actually recommend your original method of skipping the penalty to hide while moving...it's very valuable to an archer, and eliminating a penalty simplifies play, while modifying a penalty increases complexity.
    Perhaps with the nerf to the bonus eliminating the penalty would be ok.

    The comment I was making earlier was more intended towards the run action. Normally Hiding while running incurs a -5 while moving swiftly, and a -20 while running or charging. Your original text eliminated all penalties for movement, and I felt it was a bit much to be able to soar around at 240 ft per round while Hiding at +10 above your normal check.

    Interesting note on Heavenly Freedom: since the witch isn't tired out by flying, she can effectively run long distances, getting a benefit equivalent to hustling a 120-foot speed all day long with no fatigue. I think that's pretty cool - it gives her a rapid long-distance travel option much like wizards can do with phantom steed or clerics with wind walk. I like to see non-casting classes getting nice toys every now and then.
    Eek, yeah, not supposed to negate penalties for running. I'll make that clear. I'll have the ability reduce the penalty by 5 when flying normally. Actually, I'm not going to enable them to run, seeing as they're not flying under their own power (as if with wings) and the ability functions more like a fly spell (which does not enable you to run). You will still be able to hustle. So they'll be able to "run" at 120' per round, which is pretty good regardless, as you said.

    I really like how now most of the PrC prerequisites are incorporated into the class features. It makes sense that these things are required for entry -- you're going to use them! This is much better than a lot of splatbook prestige classes that require suboptimal feats and skills, then totally ignore those same feats and skillls during play. That makes the requirements more of a punishment than anything else. This way is much better! In fact...I may reflavor this and use it as a prestige class for some elven warrior-maidens in my campaign setting. The daemon abilities could easily be applied to a ranger animal companion, or dropped and replaced with ranger spellcasting.
    Yeah I don't like PrCs that require feats that aren't even necessary for the playstyle of the class. I usually try to require feats or skills that you'll actually need.
    Last edited by Vaynor; 2010-01-16 at 04:14 AM.
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    Default Re: [3.5; PrC] Witch

    So, only chaotic good women without religion and an obscure template (remembering that templates are not easy to get), can become wicthes?
    And i'd call it "freedom mage", since all it's ability rely on freedom, instead of classic witches.
    I imagined the witch as something Wiccan (an actual religion, but used only as example to base a character here), and differentiate them from hags (a sort of supernatural race).

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    Default Re: [3.5; PrC] Witch

    Quote Originally Posted by Roderick_BR View Post
    So, only chaotic good women without religion and an obscure template (remembering that templates are not easy to get), can become wicthes?
    And i'd call it "freedom mage", since all it's ability rely on freedom, instead of classic witches.
    I imagined the witch as something Wiccan (an actual religion, but used only as example to base a character here), and differentiate them from hags (a sort of supernatural race).
    This class isn't so much a generic witch as the setting specific witches from Phillip Pullman's Northern Lights. If you were playing in the setting, presumably everyone would have the template because they're just a fact of life there [everyone has an external, talking yin to the yang of their inner soul].

    The whole wiccan angle was actually tried before in a TSR Ravenloft product. Went down like a lead balloon.

    In this case, the setting has a single actual deity, an EVIL [we're told it's evil, only rogue elements of it are ever seen to do anything that wouldn't be considered extremely nice if you aren't Phillip Pullman] Roman Catholic analogue and these ladies who are atheist artic dwelling flying ladies. Basically a matriarchal cult of human wood elves with the power of flight. I don't actually remember if there is any mention of male witches in the books, presumably not.

    To the OP: I think this is a very nice representation of a campaign specific situation that is actually prestigous. Props. It'd probably fall behind in power if you were putting actual magic in Northern Lights, simply because i remember Witches dying in droves to airburst shells in the seige in the north and, well, fireballs. Not sure what you could do with that...
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    Default Re: [3.5; PrC] Witch

    Quote Originally Posted by Mulletmanalive View Post
    This class isn't so much a generic witch as the setting specific witches from Phillip Pullman's Northern Lights. If you were playing in the setting, presumably everyone would have the template because they're just a fact of life there [everyone has an external, talking yin to the yang of their inner soul].

    The whole wiccan angle was actually tried before in a TSR Ravenloft product. Went down like a lead balloon.

    In this case, the setting has a single actual deity, an EVIL [we're told it's evil, only rogue elements of it are ever seen to do anything that wouldn't be considered extremely nice if you aren't Phillip Pullman] Roman Catholic analogue and these ladies who are atheist artic dwelling flying ladies. Basically a matriarchal cult of human wood elves with the power of flight. I don't actually remember if there is any mention of male witches in the books, presumably not.

    To the OP: I think this is a very nice representation of a campaign specific situation that is actually prestigious. Props. It'd probably fall behind in power if you were putting actual magic in Northern Lights, simply because i remember Witches dying in droves to airburst shells in the seige in the north and, well, fireballs. Not sure what you could do with that...
    Yeah, that sums it up quite nicely. There are no male witches, in the novels witches can breed normally but their sons are normal humans and only their daughters gain their powers.

    Thanks! And this isn't meant to really be used in an actual His Dark Materials setting, I adapted it for use in the normal D&D world. For example, in this version they have a high reflex score and spell resistance.
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    Default Re: [3.5; PrC] Witch

    This class does not have spell resistance. Were you referring to the good Will save progression?
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    Default Re: [3.5; PrC] Witch

    Quote Originally Posted by jiriku View Post
    This class does not have spell resistance. Were you referring to the good Will save progression?
    Linked Soul gives them spell resistance, and as it is required, all witches have spell resistance.
    Last edited by Vaynor; 2010-01-16 at 02:29 PM.
    “Sometimes, immersed in his books, there would come to him
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    Default Re: [3.5; PrC] Witch

    Aha.

    /slaps self

    Yes, I see that lack of sleep has done it to me again. Well, carry on then, carry on!
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    Default Re: [3.5; PrC] Witch

    Quote Originally Posted by jiriku View Post
    Aha.

    /slaps self

    Yes, I see that lack of sleep has done it to me again. Well, carry on then, carry on!
    Well it wasn't that obvious.
    “Sometimes, immersed in his books, there would come to him
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    Default Re: [3.5; PrC] Witch

    I think this epitomizes what a prestige class should look like. As much as most homebrewers make Prestige Classes that can be fairly generic, I really prefer ones that are much narrower in focus and meant for a specific campaign.
    The only thing missing is the type of abilities (Ex), (Sp) or (Su).

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    Hoopy Frood in the Playground Moderator
     
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    Default Re: [3.5; PrC] Witch

    Quote Originally Posted by Debihuman View Post
    I think this epitomizes what a prestige class should look like. As much as most homebrewers make Prestige Classes that can be fairly generic, I really prefer ones that are much narrower in focus and meant for a specific campaign.
    The only thing missing is the type of abilities (Ex), (Sp) or (Su).

    Debby
    Thanks a bunch.
    And yeah, I always forget those, adding them in now.
    “Sometimes, immersed in his books, there would come to him
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    and the serenity for which he labored was shattered as he realized the
    little time he had in life to read so much, to learn what he had to know.”
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