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    Default [Prestige] Witch Superior


    “Never put your faith in a Prince. When you require a miracle, trust in a Witch.”
    ― Catherynne M. Valente, In the Night Garden


    Role:
    Witch Superiors are excellent in singling out enemies, cutting herself and her target off from others to eliminate opposing enemies one at a time, eventually cutting them off even from their god's presence.
    Witches also serve as remarkable crowed controllers with the ability eventually to stave off whole hoards allowing only as many enemies through as there are allies or to produce mass effects effecting hoards of enemies (Or neutrals/anyone in the area)
    So. Purpose: Crowed Control.

    Hit Dice:
    d8

    Alignment
    Witch Superiors gain small bonuses dependent on their alignment and against others of the same alignment, however they are not restricted to any singular alignment. An evil witch is more effective at eliminating other evil beings, as a good witch is more effective at eliminating other good beings.

    Skills:
    6+int points/level
    Concentration, Disguise, Escape Artist, Gather Information, Intimidate, Knowledge, Listen, Move Silently, Sense Motive, Slight of Hand, Spot, Witchcraft, Use Magic Device
    Choose one: Bluff, Diplomacy, Intimidate.

    Prerequisites:
    To qualify to become a Witch Superior you must complete the following:
    • Witch 5 (Standard Pathfinder witch applies).
    • Must have efficient motive and experience with Witch Hunts/Witch Trials (A family member being slain to them is sufficient, a friend, or even just having them impact your life pushing the Witch to wish either vengeance upon Hunters or protection for those Hunters would murder. "Hunters" is a general term for anyone who seeks the destruction of spellcasters or more religious fanatic terms such as "Devi's concubines" and what not even if the victim in question (Even yourself at the time) was not in any way a spellcaster or witch.)



    {table=head]{colsp=6} |{colsp=4}

    Level | Base Attack Bonus | Fort | Ref. | Will | Features | General | Great | Grand | Graven
    1 |
    +0
    | +0 | +2 | +2 | Witchwork, Alignment | 1 |{colsp=3}
    -

    2 |
    +1
    | +0 | +2 | +2 | Vendetta | 2 |{colsp=3}
    -

    3 |
    +2
    | +1 | +3 | +3 | | 2 |{colsp=3}
    -

    4 |
    +3
    | +1 | +3 | +3 | Vendetta | 3 |{colsp=3}
    -

    5 |
    +3
    | +1 | +4 | +4 | Armament | 3 | 1 |{colsp=2}
    -

    6 |
    +4
    | +2 | +4 | +4 | Vendetta | 4 | 2 |{colsp=2}
    -

    7 |
    +5
    | +2 | +5 | +5 | | 4 | 2 |{colsp=2}
    -

    8 |
    +6/1
    | +2 | +5 | +5 | Vendetta | 5 | 3 |{colsp=2}
    -

    9 |
    +6/1
    | +3 | +6 | +6 | | 5 | 3 |{colsp=2}
    -

    10 |
    +7/2
    | +3 | +6 | +6 | Vendetta, Armament | 6 | 4 | 1 |{colsp=1}
    -

    11 |
    +8/3
    | +3 | +7 | +7 | | 6 | 4 | 2 |{colsp=1}
    -

    12 |
    +9/4
    | +4 | +7 | +7 | Vendetta | 7 | 5 | 2 |{colsp=1}
    -

    13 |
    +9/4
    | +4 | +8 | +8 | | 7 | 5 | 3 |{colsp=1}
    -

    14 |
    +10/5
    | +4 | +8 | +8 | Vendetta | 8 | 6 | 3 |{colsp=1}
    -

    15 |
    +11/6/1
    | +5 | +9 | +9 | Armament, Solitude | 8 | 6 | 4 | 1 |{colsp=1}
    -

    [/table]



    Weapons and Armor:
    Witch Superiors are proficient with all simple weapons, a single weapon (Martial or Exotic) that they specialize in. They are proficient with light armors, but not shields.


    Witchwork:
    Witch Superiors retain their Witch's familiar, and continue to gain Hexes and Patron hexes, but with a -5 penalty to their effective class level in Witch. They continue to be able to use Witchcraft.
    Any material or focus components can be ignored if the weapon chosen for the witch to focus on is in her possession.


    Alignment:
    Witch Superiors of an alignment gain the ability to deal 1d4 extra damage per Superior level to others related to that alignment. Chaotic Good effects Chaotic and Good targets. Lawful Evil effects Lawful and Evil targets. A True Neutral witch effects any neutral, not effecting Lawful Good/evil or Chaotic Good/evil.
    When effecting someone of the same alignment as you, Chaotic Good/Chaotic Good for example, you also gain +level to caster level checks and 1/2 your level to your caster level.
    This bonus damage applies to any basic attack and it's type is dependent on your Patron (Witch. Pathfinder basic witches choose Fire, Cold, or Electric) Whatever damage type the Patron's hexes most often grant is the same damage type as this bonus damage.


    Vendetta:
    Witch Superiors can claim vendetta against a single target at level 2. The target must be within 60ft+5ft/level. The target must make a will save (DC= 10+Level+Cha/Int/Wis), if they fail they cannot get the Superior out of their mind, they are filled with hatred or a feeling of self preservation- They simply must kill the Superior. What's more, they feel that it is highly personal, they do not want anyone else to lay a hand on the Superior. "This is my fight...". They will do what they can without going too far out of their way to leave the other members of it's group, party, squad, ect out of the action.
    Every passing level the targets will to through more extreme measures to keep the rest of their group, and anyone else, from entering combat with the Superior. They acknowledge other targets of Vendetta as acceptable allies in the cause.
    Superiors can allow allies into the Vendetta, however for every extra ally allowed entry the enemies can allow one of their own allies in.
    Each listed Superior level grants +1 to your DC's to resist a Vendetta.
    • At level 4, all targets of Vendetta appear blurred to anyone that is not a participant of the Vendetta (25% miss chance)
    • At level 8, all targets of Vendetta appear invisible to others.
    • At level 12, all targets of Vendetta are ethereal to others.
    • Solitude: At level 15, all targets of Vendetta are shifted to an alternate plane. This plane looks related to your Graven Invocation. If you have the Mark of Death for example, the plane would be full of death, decaying buildings and plants, bones decorating everything... stuff like that. Be creative.




    Armament:
    Witch Superiors have a special form, called their Armament, which grants them bonuses and special features.
    Cosmetically, the Armament may look as the player wishes within the boundaries.
    The Armament stages grant their effects, Effects are considered Extraordinary while castings are considered Supernatural. The spells the Witch can select are limited by their relation towards their Patron under the guidance of the DM. Once selected, the spells cannot change for that armament, the three Armament stages are separate for this effect.
    There are three stages of Armaments.
    • First Stage: First stage has small changes, you still look obviously like yourself with minor revisions and additions. Stage one Armaments can grant the effects of a 1-3rd level spell, or allow you to use at-will a 1-3rd level spell. If you choose to have the form grant the effects of a spell, instead of casting the spell, the effects last as long as the Armament lasts.
      You also gain the following: +10ft movement speed to all movement modes (If a mode is granted by a spell, this bonus effects that as well). +2 Natural Armor, +2 to one Ability score. Darkvision 60ft (Or +30ft).
      You can use this Armament one round per Cha/Int/Wis modifier.
    • Second Stage: Second stage has significant changes, you look close to your original body but have remarkable differences. Stage two Armaments can grant the effects or casting of two 1-3rd level spells, and one 4-5th level spell.
      You also gain the following: +25ft movement speed to all movement modes (If a mode is granted by a spell, this bonus effects that as well). +4 natural armor, +4 to one or +2 to two Ability scores. Blindsense 60ft (Or +30ft).
      You can use the previous Armament for one minute per modifier.
      You can use this Armament one round per modifier.
    • Third Stage: Third stage has complete changes, you can look like an entirely different being. Stage three Armaments can grant the effect of three 1-3rd level spells, two 4-5th level spells, and 1 6-7th level spell.
      You also gain the following: +60ft movement speed to all movement modes (If a mode is granted by a spell, this bonus effects that as well). +6 natural armor, +4 deflection bonus, +6 to one, +4 to two, or +2 to three Ability Scores. Blindsight 60ft (Or +30ft).
      You can use the first stage at-will, the previous stage for a minute per modifier, and this stage for a round per modifier.



    Invocations:
    Witch Superiors can invoke Invocations. They are at-will abilities that do not require either Verbal or Somatic components and do not have material components unless otherwise mentioned (Verbal or Somatic chosen at Witch creation).
    They use either Charisma, Intelligence, or Wisdom at players choice at Witch creation for saves or matters related to a casting stat.
    Invocations are Spell-Like abilities except for Graven, which are Extraordinary and defy the standard laws of magic.


    Spoiler
    Show

    Thanks to Dragoon Wraith for the invocation list.
    1 Originally printed as a Warlock Invocation in Complete Arcane.
    2 Originally printed as a Warlock Invocation in Complete Mage.
    3 Originally printed as a Warlock Invocation in Dragon Magic.
    4 Originally printed as a Dragonfire Adept Invocation in Dragon Magic.
    N New Invocation described below.


    Least Invocations
    • All-Seeing Eyes2 - As Comprehend Languages on written material, plus bonus on Search and Spot checks.
    • Aquatic Adaptation4 - Breathe underwater; gain swim speed.
    • Arcane Knowledge4 (as Draconic Knowledge) - Gain bonus on Knowledge and Spellcraft checks.
    • Baleful Utterance1 - Speak a word and shatter objects as the Shatter spell.
    • Beguiling Influence1, 4 - Gain bonus on Bluff, Diplomacy, and Intimidate checks.
    • Body AugmentationN - Use Bear's Endurance, Bull's Strength, or Cat's Grace, as the spells.
    • Breath of the Night1, 4 - Create a fog cloud as the spell.
    • Call of the Beast2 - Speak with animals and influence their behavior.
    • Darkness1, 4 - Use Darkness as the spell.
    • Deafening Blast4 (as Deafening Roar) - Cone of sound deafens creatures.
    • Earthen Grasp1 - Use Earthen Grasp as the spell.
    • Ebon Eyes1 (as Devil's Sight) - See normally in darkness and magical darkness.
    • Elemental AnimationN - Use Animate Fire, Animate Water, or Animate Wood, as the spells.
    • Endure Exposure4 - Use Endure Elements as the spell; target gains immunity to your Invocations that deal damage of one energy type.
    • Entropic Warding1 - Deflect incoming ranged attacks, leave no trail, and prevent being tracked by scent.
    • Leaps and Bounds1 - Gain bonus on Balance, Jump, and Tumble checks.
    • Local TremorN - Use Local Tremor, as the spell.
    • LorecallN - Use Balancing Lorecall or Listening Lorecall, as the spells.
    • Magic CoatingN - Use Grease or Sticky Floor, as the spells.
    • Magic Insight4 - Detect magical auras; identify magic items.
    • Make Your Own Luck1 (as Dark One's Own Luck) - Gain a luck bonus on one type of saves.
    • Miasmic Cloud1 - Create a cloud of mist that grants concealment and fatigues those who enter.
    • Mind AugmentationN - Use Eagle's Splendor, Fox's Cunning, or Owl's Wisdom, as the spell.
    • Mystic MissileN - Use Magic Missile, as the spell, and be able to launch a single missile as an Immediate Action.
    • OmenN - Use Omen of Peril, as the spell, but without the need for a Focus.
    • Scalding Dust4 - Use Gust of Wind as the spell; creatures in area take Fire damage equal to your caster level.
    • Scorn EarthN - Glide above solid surfaces; become immune to caltrops, Grease, and other ground-based dangers, and fall slowly as Feather Fall.
    • See the Unseen1, 4 - Gain See Invisibility, as the spell, and darkvision.
    • Spiderwalk1 - Gain Spider Climb as the spell and you are immune to webs.
    • Summon Swarm1 - Use Summon Swarm, as the spell.
    • StormcloudN - Use Thunderhead, as the spell.
    • TranspositionN - Use Baleful Transposition, as the spell.
    • Wintry EmbraceN - Use Creeping Cold, as the spell, but without the need for a Focus.
    • Words of Power, GeneralN - Use Power Word: Fatigue, Power Word: Pain, or Power Word: Sicken, as the spells.





    Great Invocations
    • Charm1, 4 - Cause a single creature to regard you as a friend.
    • Curse1 (as Curse of Despair) - Curse one creature as the Bestow Curse spell, or hinder their attacks.
    • The Dead Walk1 - Create undead as the Animate Dead spell.
    • DefenestrationN - Use Defenestrating Sphere, as the spell.
    • Dread Seizure3 - Halve a target's movement, and give it a -5 penalty on attacks against those more than 5 ft. away.
    • Elemental OrbN - Use Orb of Acid, Orb of Cold, Orb of Electricity, Orb of Fire or Orb of Sound, as the spells.
    • Energy Resistance4 - Gain resistance 10 to acid, cold, electricity, fire, or sonic damage.
    • Enthralling Voice4 - Make nearby creatures fascinated.
    • Flight4 (as Draconic Flight) - Sprout wings and fly at good maneuverability; fly longer overland.
    • Falling DreamN - Use Illusory Pit, as the spell.
    • Flee the Scene1 - Use short-range Dimension Door as the spell, and leave behind a major image.
    • Frightful Presence4 - Make nearby creatures shaken.
    • Harkon's BladeN - Use Sword of Deception, as the spell.
    • Humanoid Shape4 - Take the form of any humanoid creature.
    • Hungry Darkness1 - Create shadows filled with a swarm of bats.
    • Ignore the Pyre3 - Gain resistance equal to your Caster Level to Acid, Cold, Electricity, Fire, or Sonic damage.
    • Make WayN - Use Forcewave, as the spell.
    • Relentless Dispelling2 - A targeted Dispel Magic, with additional targeted Dispel Magic the next turn.
    • Stony Grasp1 - Use Stony Grasp as the spell.
    • Voidsense1, 4 - Gain blindsense 30 feet.
    • Voracious Dispelling1, 4 - Use Dispel Magic as the spell, causing damage to creatures whose effects are dispelled.
    • Walk Unseen1, 4 - Use Invisibility (self only) as the spell.
    • Wall of Gloom1 - Use Wall of Gloom as the spell.
    • Witchwood Step2 - Walk on water and move through some obstacles unimpeded.
    • Weighty Utterance3 - Flying target falls 5 ft. per Caster Level; takes falling damage if it hits a surface.




    Grand Invocations
    • Arcane Hide1 (as Draconic Toughness) - Gain temporary hit points equal to your caster level.
    • Aura of Flame1 - Aura deals Fire damage to creatures that strike you.
    • Baleful Geas1 - A single creature becomes your servant, but slowly sickens and dies.
    • CallingN - Use Sending as the spell.
    • Caustic Mire2 - Acidic sludge slows progress, deals damage.
    • Chilling Fog1 - Create Solid Fog that deals Cold damage.
    • Chilling Tentacles4 - Use Black Tentacles as the spell, and deal extra Cold damage to creatures in the area.
    • Devour Magic4 - Use targeted Greater Dispel Magic with a touch and gain temporary hit points based on the level of spells successfully dispelled.
    • Dragon Ward3 - Gain resistance to the attacks and special abilities of dragons.
    • Enervating Shadow4 - Gain total concealment in dark areas and impose a Strength penalty on adjacent living creatures.
    • FissureN - Create a temporary Wall of Stone, stagger and push aside those who are in its way.
    • GlaciationN - Freeze target so they cannot move.
    • Nightmares Made Real2 - Create illusory terrain that damages foes and allows you to hide.
    • Painful Slumber of Ages2 - Creature falls asleep, takes damage when awakened.
    • Pulse of Terror1 (as Terrifying Roar) - Use Fear as the spell; creatures shaken by the effect cannot attack you.
    • Tenacious Plague4 - Use Insect Plague as the spell, but the summoned locust swarm deals damage as a magic weapon.
    • Voodoo DollN - Immobile construct shares damage with target on death, has no defenses.
    • Wall of Perilous Flame4 - Create a Wall of Fire as the spell, but half the damage from the wall results from supernatural power.
    • Windstorm1 (as Wingstorm) - Create powerful gusts of wind.
    • Words of Power, GrandN - Use Power Word: Disable, Power Word: Distract, or Power Word: Nauseate, as the spells.




    Graven Invocations
    Graven Invocations leave a unique mark on the body of the Superior who learns them. They are extraordinary in nature and cannot be counterspelled or dispelled. Only a Wish or Miracle spell can revert the effects of a Graven invocation.
    Graven Invocations have their initial mark, which generally takes up space the equivalent of your entire lower back, but every time you use the Graven invocation, new layers are added to that mark increasing it's size. Generally these are rings that get added around the mark or around previous rings with each casting, but they could also be entirely new features such as a long er mark that extends out from the mark.
    Marks typically have two effects, a Passive and an Active, and a related skill.
    You can always control the area of the Active effects, be it single target, or limit it to certain areas within your range... Cones, Lines, bursts, whatever.
    Any sustained effect (not an instant effect) ends once a new use has been made of the ability.

    See New Graven Invocations for the effects.
    [/list]





    New General Invocations
    (Ignore all invocations that are not listed above, just use as a reference if you want an invocation marked with "N")
    Spoiler
    Show
    Body Augmentation
    Least; 2nd
    AAAAYou can use Bear's EndurancePHB, Bull's StrengthPHB, and Cat's GracePHB, as the spells. Only one may be active at a time; using another, even on a different target, causes the previous effect to be removed. Lasts for 24 hours, during which you can switch active enhancement.

    Elemental Animation
    Least; 2nd
    AAAAYou can use Animate FireSC, Animate WaterSC, and Animate WoodSC, as the spells.

    Local Tremor
    Least; 2nd
    AAAAYou can use Local TremorRotD, as the spell.

    Lorecall
    Least; 1st
    AAAAYou can use Balancing LorecallSC, and Listening LorecallSC, as the spells. Only one of these may be active on your person at a time; using it again replaces any previous uses. Lasts 24 hours.

    Magic Coating
    Least; 1st
    AAAAYou can use GreasePHB and Sticky FloorRotD, as the spells.

    Mind Augmentation
    Least; 2nd
    AAAAYou can use Eagle's SplendorPHB, Fox's CunningPHB, and Owl's WisdomPHB, as the spells. Only one may be active at a time; using another, even on a different target, causes the previous effect to be removed. Lasts for 24 hours, during which you can switch active enhancement.

    Mystic Missile
    Least; 1st
    AAAAYou can use Magic MissilePHB, as the spell. Additionally, you may fire a single missile, as from the spell, as an Immediate Action.

    Omen
    Least; 2nd
    AAAAYou can use Omen of PerilSC, as the spell, but you do not require any Focus with the invocation.

    Scorn Earth
    Least; 2nd
    AAAAYou can float a foot above the ground. Instead of walking, you glide along, unconcerned with the hard earth or difficult terrain. While you remain within 1 foot of a flat surface of any solid or liquid, you can take normal actions and make normal attacks, and can move at her normal speed (you can even “run” at four times your normal speed or "jump" from your position 1 foot above a surface). However, you have no ability to maintain any altitude greater than 1 foot due to this invocation. You are also considered to be under the effects of Feather FallPHB, as the spell. In addition, you get +5 to Move Silently, +2 to swim, and +2 to jump. Lasts 24 hours.

    Stormcloud
    Least; 2nd
    AAAAYou can use ThunderheadSC, as the spell. Casting this invocation twice on the same target doubles the duration, and continued casting continues to multiply the duration as normal for multiplier addition rules (i.e. double, then triple, then quadruple, etc.).

    Transposition
    Least; 2nd
    AAAAYou can use Baleful TranspositionSC, as the spell.

    Wintry Embrace
    Least; 2nd
    AAAAYou can use Creeping Cold, as the spell, but without any need for any focus.

    Words of Power, Least
    Least; 3rd
    AAAAYou can use Power Word: FatigueRotD, Power Word: PainRotD, and Power Word: SickenRotD, as the spells.






    New Lesser Invocations
    Spoiler
    Show
    Defenestration
    Lesser; 4th
    AAAAYou can use Defenestrating SphereSC, as the spell.

    Lesser Elemental Orb
    Lesser; 1st
    AAAAYou can use Lesser Orb of AcidSC, Lesser Orb of ColdSC, Lesser Orb of ElectricitySC, Lesser Orb of FireSC, and Lesser Orb of SoundSC, as the spells.

    Harkon's Blade
    Lesser; 4th
    AAAAYou can use Sword of DeceptionSC, as the spell. You may only have one sword at a time; casting this invocation while a sword still exists eliminates that sword in favor of the new one. Sword lasts 24 hours.

    Make Way
    Lesser; 4th
    AAAAYou can use ForcewaveSC, as the spell.

    Words of Power, Great
    Lesser; 4th
    AAAAYou can use Power Word: DeafenRotD, Power Word: MaladroitRotD, and Power Word: WeakenRotD, as the spells.






    New Grand Invocations
    Spoiler
    Show
    Calling
    Greater; 5th
    AAAAYou can use Sending, as the spell.

    Elemental Orb
    Greater; 4th
    AAAAYou can use Orb of AcidSC, Orb of ColdSC, Orb of ElectricitySC, Orb of FireSC, and Orb of SoundSC, as the spells.

    Falling Dream
    Greater; 6th
    AAAAYou can use Illusory PitSC, as the spell, but it lasts only as long as you concentrate.

    Fissure
    Greater; 5th
    AAAAYou can create a 5 foot wide stone wall up to 10 feet high along a 60 foot line starting from your position. All creatures within the line take 1d6 bludgeoning/piercing damage per 2 levels (maximum 8d6 damage at 16th), are moved to the nearest square on the side of the wall of your choice, and are staggered, unless they make a Reflex save, which halves the damage, allows them to choose which side of the wall they wish to be on, and prevents the staggering. Squares adjacent to the wall are difficult terrain, and the wall lasts for 1 round plus 1 round per 5 levels.

    Glaciation
    Greater; 6th
    AAAAYou can freeze a target solid for one round, such that they can take only mental actions, unless they make a Will save. A frozen target takes 1d6 Cold damage per 2 levels (maximum 8d6 at 16th); any target who takes no Cold damage due to resistance or immunity to Cold damage is also immune to being frozen. A target who was frozen is slowed, as by the spell SlowPHB, for two rounds after thawing out.

    Words of Power, Grand
    Greater; 6th
    AAAAYou can use Power Word: DisableRotD, Power Word: DistractRotD, and Power Word: NauseateRotD, as the spells.

    Voodoo Doll
    Greater; 6th
    AAAAYou can create a voodoo doll of any target within 60 feet; the doll begins in any free square adjacent to you. The doll lasts one round per level, or until the target moves more than 60 feet from the doll. The doll may have up to 8 HP per caster level, but you lose HP equal to one quarter the HP given to the doll. If the effect ends without the Doll dying, you regain one quarter of the HP it had remaining.
    Further more, Any Condition the Doll is subject to is transfered to the being the Doll is mimicking, This includes Dazing, Stunning, Petrification, but not other things such as Ability Damage/Drain, or Death effects for example. Damage dealt to the Doll goes both to the doll and to the doll's mimic.
    AAAAThe doll is a construct, but does not have immunity to poison, necromancy effects, critical hits, nonlethal damage, or effects that require Fortitude saves, though all nonlethal damage dealt to the doll is treated as lethal damage. However, it is immune to any and all status effects, conditions, etc; only HP damage can be applied to it. It cannot be healed or repaired by any means. The doll has no actions and furthermore cannot be moved. The doll has an Armor Class of 0 (and is always treated as flat-footed), no Damage Reduction, no Spell Resistance, a Hardness of 0, and a +0 bonus to all saving throws. Any other defenses the target may have had do not apply to the doll.






    New Graven Invocations
    Spoiler
    Show

    [list][*]
    Mark of Death:
    Passive: You do not age, are not subject to ability damage or drain, You gain regeneration 5/[Choose a damage type or substance that must be in contact with you to neutralize regeneration]. You can spend a standard action to deal 1d12/level+Cha damage to any mindless undead, d6's against intelligent undead.
    Active: Standard action. You can instantly slay a creature with 5 or less HD. Creatures of 10HD or less can make a fort save or die (If they succeed, they take the following effect of 15HD creatures). Creatures of 15HD or less can make a fort save or be dazed for 2 rounds, nauseated for one day, and sickened for one week. If they succeed, they are sickened for 1d8 rounds. Creatures of 20HD or less make a fort save or be sickened for 1d6 rounds.
    The Superior can use this ability at any range up to 1 mile x Superior level, choosing to exclude specific types of people as they wish. They can only use this active effect at max range once per week. 2/3rd's range once every three days. 1/3rd range once a day. They can use it at-will against singular targets or groups up to two third's her level in size.
    Alternatively, the Mark of Death can restore to life one person per day as True Resurrection or a number of times per day equal to her class levels as Raise Dead.
    Effects are immediate.
    Skills: +4 Intimidate.


    Mark of Famine:
    Passive: You do not hunger, you have no need to eat or drink any substance to sustain your life. You cannot be subject to poison or disease, however you may still carry any disease at your option. Your blood is toxic, causing 1d6 initial Con and Strength damage and 1 Con and 1 str damage every minute thereafter. Repeated dosing has no further effect.
    Active: Standard action. You can cause any body or item of food to suddenly accelerate it's rate of decomposition and bacteria content, Any body suddenly becomes an unholy mess of rot and disease. Anyone within 15ft of a dead body becomes sick with an amplified disease that infects twice as fast and twice as often, and has double it's normal effects. Heal checks to heal these amplified diseases are at a -10 disadvantage. Anyone with a disease is contagious.
    Bodies of dead animals count for this effect.
    All fruits, vegetables, and meats rot, wood warps and becomes frail. Blankets and fabrics fade and weathered.
    Alternatively, this can also cure and reverse all such effects. (A barrel of rotten apples would become ripe again, all insects and vermin that are not owned would die off. All germs and ailments eliminated.
    Range- 1 mile per Superior level.
    Otherwise, anyone the Superior touches can be cured or inflicted with any disease or poison.
    Effects are instantaneous, thus more food brought in will be ripe as long as it remains so... Sicknesses last as long as they naturally last. But the effects can be ended by the same superior using the reverse effect of the Mark of Famine.
    Skills: +4 Heal.


    Mark of War:
    Passive: Every round of combat you are in, you gain +5 temporary HP that wears off by 5 points every minute you are not in combat. Must be true combat. If there is no danger to you, or it is not an official game of some sort, you do not gain this HP. Every five rounds you are in combat, you gain +2 Str and Con. You have a +2 to hit and to damage against targets that are aware of you, but -4 to hit and damage (Per die) against targets unaware of during your turn. In addition you do not die or become unconscious until -10 HP.
    Active: Everyone within 1 mile per Superior level must make a will save DC 10+level+Cha/int/wis. If they fail, they become full of rage and hate and are consumed with the desire to destroy and kill. No one in the range is free, No one is considered an ally.
    Alternatively, it can be cast on a group of willing people to remove the ability to feel fear or regret, they gain +1 temporary level up to a maximum of one level below your own. They all gain +2 Str, dex, and con.
    If only used on a number of people up to your class levels, they gain +6 to str, dex, and con as well as being immune to enchantment effects.
    Effects last until the superior is slain, the superior ends the effect, or a superior of desire neutralizes the effects with their Mark of Desire.
    Skills: +4 Bluff

    Mark of Beasts:
    Passive: Any animal or magical beast that is not controlled and not intelligent cannot attack you unless you attack it. You can spend a free action to dominate the creature and have it serve you for 1d6 days. Intelligent animals or magical beasts can make a will save against this effect.
    This can effect up to a number of creatures at once equal to your levels as a Superior x 1/2 your casting modifier.
    Active: You call out to all animals or magical beasts within 5xLevel miles. They are filled with hunger, rage, and wild instinct. They move their way towards you to serve you for one hour, and can in the moment you use this be given a single command. They will act on that command. An example would be to Kill All, they'd slaughter any creature not under the effect that crosses their path towards you, or they could be directed towards an area with more specific commands such as: Attack the castle (Thinking about a specific castle).
    You can alternatively use this on a group of animals and magical beasts up to your class levels in size. They all grow one size category and gain +2 to all stats. You can control these creatures constantly as a hive mind, seeing and hearing all that they sense, delivering commands at range telepathically.
    Intelligent or owned (By at least a level 5 character) creatures must be willing.
    Effects last until the superior is slain, the superior ends the effect, The creatures die, or the animals are neutralized by another superior with the Mark of Desire.
    Skills: +4 Handle Animal, +4 Ride.

    Mark of Desire
    Passive: You have a passive aura at any time you wish that calms, produces love, or lust. Any in the aura make a standard will save or have their disposition towards you raise two steps. You have +4 Charisma purely from appearance, receiving the mark causes physical changes to make you more universally appealing.
    Active: Standard Action. You can cause a faint pink mist to well up from the ground everywhere within a mile per Superior level. Anyone who inhales this mist has their minds clouded (Clouded in Love, Lust, or a simpler Calming effect that makes them stand around like a careless zombie). They must make a will save to avoid this effect (Standard will save. DC 10+levels+casting stat).
    Lust: They attempt to satisfy their lust on anyone they know in their life. They don't care about anyone but themselves and their desire. At your option you can make yourself or any one person the target of this lust.
    Love: They attempt to fulfill their love to whoever has the highest standing in their heart. They don't care about anyone but the target of their affection. At your option you can make yourself or any one person the target of this love.
    Calm: They cannot find the willpower or motivation to do anything. They become stagnate, careless masses. They don't care about anyone, at all.
    Effects last until the superior is slain, the superior ends the effect, or a superior of war neutralizes the effects with their Mark of War.
    Skills: +4 Diplomacy


    Mark of Nature
    Choose one element:
    Base Element: Fire/frost/shock/acid
    Substandard: Positive/Negative/Sonic/Force
    Undeveloped: Gravity (Pressure damage)/Time (Acts as untyped damage, doesn't effect creatures or things that do not age.)
    Passive: You gain immunity to one element and all related effects. You can surround yourself in that element as a free action, dealing 1d4 of it's damage to any within 5ft of you that is not subject to immunities or resistances.
    Active: Varies.
    Fire: Cause fires to sprout randomly throughout an area of 1 mile per level. Temperature in the area drastically increases. The sun is harsh, sunburns occur easily.
    frost: Causes bodies of water throughout an area of 1 mile per level to freeze. Begins to snow heavily as temperatures remain very cold.
    Shock: Cause dark clouds to gather in the skies above. The area crackles with electric currents, There is never a minute where there is not a lightning strike somewhere. All who are outdoors have a 5% chance to be struck. There is a 20% chance that buildings struck will ignite. A light rain however, quickly puts these fires out. The rain is remarkably warm, and despite the rain and cloud cover the entire area is warmed; water evaporates relatively quickly (In turn preventing flooding).
    Positive: The sunlight becomes intense, yet somehow gentle. A shimmer seems to be in the air as people seem to heal rapidly. All in the area gain fast healing 5 or +5.
    Negative: The sun dims while an intense presence can be felt as though a dragon as boring holes into the back of your head with it's gaze. All in the area take 1/2 healing, heal twice as slow. Undead gain fast healing 5, or +5.
    Sonic: A high pitched noise fills the air. All those in the area must make fort saves initially or be deafened. Those who succeed must make will saves every hour or lose 1d4 wisdom (recovers at a rate of 1 per hour once noise stops, can't go below 0). All glass and ice shatters.
    Force: Force starts channeling through all objects, reinforcing them with as well as bridging between objects, linking them. Doorways become useless, doors wont open, blankets wont budge, Even spaces between two houses gets blocked off (at the ends and tops, not in the middles. Just ends connect). Anyone who is outside cannot go anywhere inside now. Anyone inside (Or under a blanket, poor peoples) are stuck there. To top it off, A barrier of force surrounds the entire 1 mile/level radius trapping all in as if they were in a crystal ball.
    Gravity: Everything in the area becomes both heavier and denser. All creatures move at half speed. All objects way x4 times as much. Jump, tumble, climb, swim checks are -25. or. Everything in the area becomes both lighter and have less density. Everything weighs a fourth as much as it weighed before, but speeds are still reduced by half as now there is less gravity to pull you down. Jump, tumble, climb, swim checks are at +25.
    Time: Everyone in the area must make a standard will save or be frozen in time. Those frozen can't be damaged, however effects can be set up to occur after time resumes. People cannot be moved, but objects can. A person who has a guillotine falling above their head, could be saved by dismantling the guillotine while time is stopped. The blade will still possess it's momentum and force when time resumes... so you could place it hovering above somebody else's head. Objects have the same momentum as they first had. Momentum or force generated during the time stop is gone once it is no longer in your possession. A ball you threw during time stop would not fly, but will remain there in the air. Once time resumes, it just drops. You could, however, take a ball that was thrown before time stopped and re-position it.
    This effect can only be used once per day. Lasts until the Superior dies or ends the effect. The superior still ages. Anyone entering the area from the outside is not effected.
    Skills: +4 Knowledge- Planes.
    Last edited by Cipherthe3vil; 2012-11-14 at 09:57 PM.

    *My Homebrew*
    If I ever come across as rude, please inform me and I'll make a courtesy correction edit to my post. I've been fixing a lot of my really old posts in this way. *shakes head* Dang was I rude in the past.

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    Ogre in the Playground
     
    NecromancerGuy

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    Default Re: [Prestige] Witch Superior

    Nice witch. Need to make something......
    Power restored for christmass. I'm back!

    Spoiler
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    Ogre in the Playground
     
    Glimbur's Avatar

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    Default Re: [Prestige] Witch Superior

    Why are Witch Superiors more effective against their own alignment?

    This class seems to be a straight upgrade from the Witch. You could change this by reducing progression of Hexes, familiar, or spell progression. Why did you make this design decision?

    Thematically, they are witches who can draw the attention of people and also make those people harder to hit; they also transform; and they get invocations on top of hexes and spells. I don't see the unifying theme here.

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    Bugbear in the Playground
     
    Cipherthe3vil's Avatar

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    Default Re: [Prestige] Witch Superior

    Quote Originally Posted by Glimbur View Post
    Why are Witch Superiors more effective against their own alignment?

    This class seems to be a straight upgrade from the Witch. You could change this by reducing progression of Hexes, familiar, or spell progression. Why did you make this design decision?
    Mm... I should slow progression. I don't think I said they continue progressing familiar, just that they keep it.


    Because it's sort of a "Backstabber" thing. There are many things that are more effective against opposing alignments. I wanted something that had more of the "Backstabber" or "traitor" vibe. That isn't to say they ARE traitorous backstabbers (Unless they are, but in that case they probably wont keep the alignment they want for long). Two good people aren't always allies afterall.
    Yet they still could.

    This is also more for vengeance.
    A good Witch who was tormented by, say, overzealous murdering Witch Hunters who just killed any "witch" who are themselves "Good", but so is the witch. They just don't see eye to eye... like... at all.

    But to keep it more effective for the typical gameplay, it also extends horizontally on the Alignment axis as well. Allowing you to effect 1/3 types of the other moral alignments.
    Last edited by Cipherthe3vil; 2012-11-14 at 08:14 PM.

    *My Homebrew*
    If I ever come across as rude, please inform me and I'll make a courtesy correction edit to my post. I've been fixing a lot of my really old posts in this way. *shakes head* Dang was I rude in the past.

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