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    Ogre in the Playground
     
    DruidGuy

    Join Date
    Jan 2013
    Gender
    Male

    Default Custom Class for E6 (witch)

    Hey all working on a custom class for an e6 campaign ive been working on, the primary focus will be more of a support caster. Fluff wise the class pulls magic from nature and is some sort of merge between arcane magic and divine magic that is very fey related. I choose spells from both the druid and wizard/sorcerer lists in phb and SpC for the witches list, strictly avoiding damage spells and sticking to more buffing, utility, and control spells, with a few disease/poison based offensive spells for the not so good aligned witches.
    As far as the buffs to invocations I plan to use them for any sort of spell that the players could need that is higher than level 3, such as restoration and raise dead/ressurection spells. These will most likely involve a complex serious of knowledge checks and spell craft checks with varying degrees of difficulty based on any material components the party may present.

    So without further ado here we go:

    Witch Class

    D6 hit die
    Average BAB advancement (as a cleric)
    Good Fort and Will saves, poor Reflex
    Arcane Spells per day and Spells Known as a Sorcerer Charisma based.
    Unique Spell list to choose spells from
    Proficient with Light Armor and light shields, and with the dagger, Sickle, Club, Short spear, long spear, spear, quarterstaff, sling, javelin, throwing axe, hand axe, short-bow, and nets.
    Witches may ignore the arcane spell failure chance from light armor and shields as long as they stick to non-metallic armor types such as leather armor and wooden light shields, (similar to a druid’s oath)
    Skills 4+int modifier
    Class skills: (Bluff, Climb, Concentration, Craft, Disguise, Handle Animal, Heal, Knowledge: Nature, Knowledge: Arcana, Knowledge: Religion, Listen, Profession, Sense Motive, Spell-craft, Spot, Survival, and Swim)

    At 1st level witches gain brew potion as a bonus feat, in addition a witch never has to pay an experience point cost when creating a potion. As a witch levels his/her ability to create potions is enhanced.
    At 2nd level a witch gains damage reduction 1/cold iron, this damage reduction stacks with other sources similar to it gained from feats, class abilities, and racial abilities, but not from spells or magic items. At 4th level this damage reduction increases to 2/cold iron, and again at 6th level to 3/cold Iron.
    At 3rd level a witches ability to brew potions is further increased she may now brew potions in half the amount of time and for half cost.
    At 3rd level a witch also gains an increased insight into the performance of Incantations and gains a +5 bonus on any check she makes in order to successfully perform an Incantation/Ritual.
    At 5th level a witch’s ability to brew potion further increases she may now brew potions in ¼ the time it normally takes as well the price for material components to brew a potion is reduced to ¼ the cost.

    At 6th level a witch becomes of master of its craft, it now gains a +10 bonus on any check involved in the performance of an incantation or ritual, as well as incredible potion making skills. At this level a witch may now brew a potion within an hour’s time she may also brew potions for a mere 1/10 of the original price to create them. Finally any potion she creates is effected as if it were modified by both the empower spell feat as well as the extend spell feat, whichever is more suitable to each specific potion and in applicable cases both.

  2. - Top - End - #2
    Ogre in the Playground
     
    DruidGuy

    Join Date
    Jan 2013
    Gender
    Male

    Default Re: Custom Class for E6 (witch)

    Spell List:

    Phb and SpC used.

    0-level spells

    Create Water
    Cure Minor Wounds
    Detect Magic
    Detect Poison
    Guidance
    Know Direction
    Light
    Mending
    Purify Food and Drink
    Resistance
    Read Magic
    Dancing Lights
    Ghost Sound
    Touch of fatigue
    Arcane Mark
    Prestidigitation
    Dawn
    Naturewatch
    Amanuensis


    1st-level spells

    Cure Light Wounds
    Endure Elements
    Entangle
    Faerie Fire
    Goodberry
    Longstrider
    Obsucring Mist
    Pass without trace
    Shillelagh
    Speak with Animals
    Summon Natures Ally I
    Unseen Servant
    Charm Person
    Hypnotism
    Sleep
    Tenser’s Floating Disk
    Disguise Self
    Silent Image
    Ventriloquism
    Cause Fear
    Ray of Enfeeblement
    Animate Rope
    Enlarge Person
    Reduce Person
    Feather Fall
    Claws of the Bear
    Beast Claws
    Delay Disease
    Healthful Rest
    Low-Light Vision
    Omen of Peril
    Lesser Vigor
    Wood Wose
    IronGuts
    Benign Transposition
    Incite
    Inhibit
    Luminous Gaze
    Dead End
    Net of Shadows
    Spirit Worm
    Ebon Eyes
    Fist of Stone
    Raging Fire
    Slow Burn

    2nd-level spells

    Animal Trance
    Barksin
    Bear’s Endurance
    Bull’s Strength
    Cat’s Grace
    Delay Poison
    Fog Cloud
    Hold Animal
    Owl’s Wisdom
    Resist Energy
    Lesser Restoration
    Spider Climb
    Summon Nature’s Ally II
    Summon Swarm
    Tree Shape
    Warp Wood
    Wood Shape
    Tasha’s Hideous Laughter
    Continual Flame
    Darkness
    Hypnotic Pattern
    Invisibility
    Minor Image
    Mirror Image
    Blindness/Deafness
    Scare
    Alter Self
    Darkvision
    Eagle’s Splendor
    Fox’s Cunning
    Knock
    Levitate
    Whispering Wind
    Bite of the Wererat
    Brambles
    Briar Web
    Decomposition
    Earthbind
    Easy Trail
    Embrace the Wild
    Healing Lorecall
    Listening Lorecall
    One with the Land
    Scent
    Baleful Transposition
    Create Magic tattoo
    Discern Shapechanger
    Veil of Shadows
    Dark Way
    Delusions of Grandeur
    Reflective Disguise
    Ghoul Glyph
    Ray of Sickness
    Ray of Weakness
    Earthen Grasp
    Infernal Wound
    Speak to Allies




    3rd-level spells

    Contagion
    Cure Moderate Wounds
    Diminish Plants
    Dominate Animal
    Meld into Stone
    Neutralize Poison
    Plant Growth
    Poison
    Protection from Energy
    Quench
    Remove Disease
    Sleet Storm
    Speak with Plants
    Stone Shape
    Summon Nature’s ally III
    Water Breathing
    Dispel Magic
    Phantom Steed
    Stinking Cloud
    Arcane Sight
    Clairaudience/Clairvoyance
    Deep Slumber
    Hold Person
    Suggestion
    Leomund’s Tiny Hut
    Illusory Script
    Major Image
    Gentle Repose
    Ray of Exhaustion
    Fly
    Gasous Form
    Shrink Item
    Bite of the Werewolf
    Circle Dance
    Entangling Staff
    Infestation of Maggots
    Primal Form
    Resist Energy, Mass
    Snakebite
    Spider Skin
    Vigor
    Mass Lesser Vigor
    Weather Eye
    Vine Mine
    Contagious Fog
    Nauseating Breath
    Servant Horde
    Unluck
    Ray of Dizziness
    Blacklight
    Glowing Orb
    Claws of Darkness
    Cone of Dimness
    Shadow Binding
    Shadow Cache
    Mind Poison
    Skull Watch
    Spider Poison
    Stony Grasp


    Forgive the long post I do not know how to do spoilers/hiders to cover up sections of each post.

    If anyone wants to tell me how that would be great
    Last edited by Yogibear41; 2013-06-27 at 01:36 PM.

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