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Homebrew Design Roll up your sleeves and get working: there's lots of homebrewin' to be done! Post your custom creation for critiques or review those of your peers.

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Old 11-14-2012, 06:52 PM   Top  -  End  -  #1
Cipherthe3vil
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Join Date: Oct 2010
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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.)


Level Base Attack Bonus Fort Ref. Will Features General Great Grand Graven
1
+0
+0 +2 +2 Witchwork, Alignment 1
-
2
+1
+0 +2 +2 Vendetta 2
-
3
+2
+1 +3 +3 2
-
4
+3
+1 +3 +3 Vendetta 3
-
5
+3
+1 +4 +4 Armament 3 1
-
6
+4
+2 +4 +4 Vendetta 4 2
-
7
+5
+2 +5 +5 4 2
-
8
+6/1
+2 +5 +5 Vendetta 5 3
-
9
+6/1
+3 +6 +6 5 3
-
10
+7/2
+3 +6 +6 Vendetta, Armament 6 4 1
-
11
+8/3
+3 +7 +7 6 4 2
-
12
+9/4
+4 +7 +7 Vendetta 7 5 2
-
13
+9/4
+4 +8 +8 7 5 3
-
14
+10/5
+4 +8 +8 Vendetta 8 6 3
-
15
+11/6/1
+5 +9 +9 Armament, Solitude 8 6 4 1



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





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






New Lesser Invocations
Spoiler






New Grand Invocations
Spoiler






New Graven Invocations
Spoiler

Last edited by Cipherthe3vil : 11-14-2012 at 09:57 PM.
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Old 11-14-2012, 06:59 PM   Top  -  End  -  #2
Grimsage Matt
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Default Re: [Prestige] Witch Superior

Nice witch. Need to make something......
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Old 11-14-2012, 08:00 PM   Top  -  End  -  #3
Glimbur
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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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Old 11-14-2012, 08:10 PM   Top  -  End  -  #4
Cipherthe3vil
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Join Date: Oct 2010
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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 : 11-14-2012 at 08:14 PM.
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