Competitor Games

We are the Competition

[Class] Witch

For Vaynor's adaptation of Philip Pullman's books.

Moderator: Vaynor

[Class] Witch

Postby Vaynor » Fri Dec 03, 2010 1:26 pm

WITCH

Image
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.”

Adventures:
Characteristics:
Alignment:
Religion:
Background:
Races:
Classes:
Role:

Game Rule Information

Witches have the following game statistics.

Abilities: The most important ability score for witches is Dexterity, as it governs their ability to use ranged weapons, increases their armor class, and is important for many of their skills. Next most important is Wisdom, which increases the witch’s armor class and is important for many of their skills as well. A witch should also have a good Constitution score to increase their durability, and a high Strength score will increase their damage done with ranged attacks.
Alignment: Any chaotic.
Gender: Female.
Hit Die: d8.

Class Skills
The witch’s class skills (and the key ability for each skill) are Acrobatics (Dex), Climb (Str), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Handle Animal (Cha), Knowledge (geography) (Int), Knowledge (local) (Int), Knowledge (magic) (Int), Knowledge (nature) (Int), Medicine (Wis), Perception (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Stealth (Dex), Survival (Wis), Swim (Str).
Skill Points at 1st Level: (6 + Int modifier) x4.
Skill Points at Each Additional Level: 6 + Int modifier.

Level
Base Attack
Bonus
Fort
Ref
Will
Flight
Special
1st
+1
+0
+2
+2
30’
Untethered Dæmon, Heavenly Freedom (average)
2nd
+2
+0
+3
+3
40’
Elemental Resistance, Frigid Arrows
3rd
+3
+1
+3
+3
40’
Rapid Shot, Star’s Wrath
4th
+4
+1
+4
+4
50’
Cloud Cover, Fly Unheeded
5th
+5
+1
+4
+4
50’
Heavenly Freedom (good), Shot on the Run
6th
+6/+1
+2
+5
+5
60’
Elemental Freedom, Manyshot
7th
+7/+2
+2
+5
+5
60’
Timeless Body, Tenacious Soul
8th
+8/+3
+2
+6
+6
70’
Vengeance of the Night Sky
9th
+9/+4
+3
+6
+6
70’
Heavenly Freedom (perfect), Improved Precise Shot
10th
+10/+5
+3
+7
+7
80’
Frenzy of the Soul, Life Eternal


Class Features

All of the following are class features of the witch.

Weapon and Armor Proficiencies: Witches are proficient with all simple weapons, plus the shortbow and longbow. Witches are not proficient with any armor or shields.

Untethered Dæmon: A witch’s freedom is symbolized by the independence of their dæmons. A witch’s dæmon is not subject to any restrictions related to the distance it can travel from the witch. The witch and her dæmon can communicate through basic, emotional messages when too far apart to communicate normally.

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 30’ (average). At level 2, her flight speed increases to 40’, and continues to increase at a rate of 10’ per two levels (to a maximum of 80’ at level 10). Furthermore, every four levels, the witch’s maneuverability while flying increases by one step (good at level 5, and perfect at level 9). 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. Some witches create bows or other weapons out of cloud pine to make flight easier (see cloud pine material description below). A witch cannot fly while wearing armor, carrying a shield, or when carrying a medium or heavy load.

Elemental Resistance (Ex): A witch is unaffected by normally adverse temperatures. The witch is considered under the effects of a permanent endure elements spell.

Frigid Arrows: 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 completely 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 reduced by 20%, but this ability does not negate concealment gained in any other way. When firing her bow while flying, and attacking a non-flying enemy, the penalty for increasing a bow’s range increment is halved.

Rapid Shot: At level 3, the witch gains Rapid Shot as a bonus feat, even if she does not meet its prerequisites.

Star’s Wrath: A witch is adept at using her bow whilst flying. At level 3, the witch can combine movement and attack flawlessly. Once per round, when flying through the Heavenly Freedom ability, the witch may make an additional attack as part of a movement action (5-foot steps do not incur this ability). This attack is made at the witch’s full base attack bonus. This ability cannot be used in a round when the witch uses a full-attack action, even if they are allowed to move and full-attack in the same round due to another ability.

Cloud Cover (Ex): A witch is able to use local weather to their advantage, utilizing their knowledge of the workings of the natural world, hiding in clouds or fog and raining arrows down upon her foes. At level 4, the witch gains a bonus to Stealth checks equal to her Wisdom modifier when attempting to hide inside a cloud, fog, smoke, storm, or similar weather effect.

Vengeance of the Night Sky (Ex): A witch specializes in firing her bow from above. At level 4, any ranged attack made while flying with her Heavenly Freedom ability against a target at least 20 feet beneath her gains a +1 bonus on attack and damage rolls. Additionally, the witch gains a +1 bonus on damage rolls for every additional 10 feet in height (with a maximum bonus equal to her Wisdom modifier). At level 8, the base bonus to attack and damage rolls increases to +2. This extra damage is added for every arrow fired.

Shot on the Run: At level 5, the witch gains Shot on the Run as a bonus feat, even if she does not meet its prerequisites.

Elemental Freedom (Ex): A witch is at home in the cold of the north, and has grown accustomed to winter’s bite. A witch never receives any penalties from cold weather, and gains Cold Resistance equal to her class level. Additionally, the witch’s lungs have acclimatized to the low oxygen levels of the heavens, and can fly extremely high without growing weak from lack of oxygen.

Manyshot: At level 6, the witch gains Manyshot as a bonus feat, even if she does not meet its prerequisites.

Timeless Body (Ex): After attaining 7th level, a witch no longer takes ability score penalties for aging and cannot be magically aged. Any penalties she may have already incurred, however, remain in place. Bonuses still accrue, and the witch still dies of old age when her time is up. Additionally, the witch’s maximum age is doubled.

Tenacious Soul (Ex): A witch’s dæmon is more hardy than most, and can survive attacks that would slay most dæmons. The witch’s dæmon gains fast healing equal to the witch’s Wisdom modifier, and DR 10/-. The witch and her dæmon may now communicate with greater ease, sending simple messages to one another at any range.

Frenzy of the Soul (Ex): The most powerful of witches can send themselves into a frenzy during battle, attacking swiftly and ferociously. At level 10, once per encounter (maximum 1/day/Wisdom modifier), the witch can send herself and her dæmon into a frenzy. All abilities affect both the witch and her dæmon unless specified otherwise. Flight speed increases 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/- (this stacks with any existing DR), and each attack deals an additional 2d6 cold damage. Frenzy of the Soul lasts for 3 rounds. The witch 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/rage ability for the purposes of meeting the prerequisites of feats or prestige classes.

Life Eternal (Ex): The most powerful of witches become immortal. At level 10, a witch no longer has a maximum age and any penalties previously accrued due to aging are reversed.



New Materials

Cloud Pine: Cloud pine is a branch from any tree that is harvested by a witch, granting it magical properties. A witch can fashion a branch of cloud pine into any ranged or thrown weapon made almost completely of wood. Any weapon made of cloud pine must be crafted by the witch who harvested it, or all properties are lost. A witch wielding a weapon made of cloud pine is considered to be carrying a cloud pine branch for the purposes of flight. When attacking an opponent from above, a weapon made of cloud pine grants a +1 bonus on attack and damage rolls against that opponent. Additionally, once per day, the wielder may reroll any miss chance percentile roll caused by concealment from fog, clouds, or other similar weather. A witch may create a cloud pine weapon with a DC 25 Craft (bowyer) roll with no cost to herself. However, any non-witch who wishes to acquire a cloud pine weapon must pay for it, as trade with the witches is rare (witches do not care much for money). Cloud pine weapons are most easily bought directly from witches, but some are exported to more distant lands (often with a price increase for the trouble).
Any weapon made of cloud pine costs an additional 500 uc.
User avatar
Vaynor
 
Posts: 13
Joined: Thu Nov 04, 2010 2:22 pm
Location: California

Return to His Dark Materials

Who is online

Users browsing this forum: No registered users and 0 guests

cron