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| Back-Up Characters; Just in case the unthinkable happens | |
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| Tweet Topic Started: Jan 17 2010, 03:49 AM (396 Views) | |
| Zerka Badu | Feb 16 2010, 09:36 AM Post #16 |
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Death Sladd
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Sorry, psionics are reserved for monsters in this game.... |
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| Phil the Soul Eater | Feb 16 2010, 10:53 AM Post #17 |
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Death Sladd
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I'd be willing to play a monster. I have both Serpent Kingdoms and Lords of Madness so let me know what you think wound be most appropriate. |
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| cptahubb | Feb 26 2010, 03:11 PM Post #18 |
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So I've been working on the 'Witch' base class, a class of my own design. I've been whitling down the spell list. I started with many things that seemed witchy. Illusion, Enchantment, Divination, Transformation. Glamers, charms, curses, minor healing, polymorphs, minor necromancy. Arcane and Divine, casts like a bard, spellbook like a wizard, spell progression like a sorceror, based on INT. I don't know if they will get all spells, like cleric, or choose like wizard or bard. Open to suggestions at this point. 3/4 base attack d6 hit die (had it at d8, but that is just too high.) Familiar Craft broomstick at about 9th, figure I will treat it like a homonculus. Other option is she can fly on any broom. School focus in two schools. HAd it as Enchantment and Illusion, but I think I will give a choice of Ench, Illus, Div, Necr, Trans. Then Greater focus at higher level. Lose STR and CON at 4th, 8th etc... Gains INT and CHA at same levels. Withering of the flesh, waxing of the spirit power and knowledge. Insight bonus to Craft (alchemy), eventually getting skill mastery, can take 10. Doesn't need lab or tools, just basic ingredients. Brew potion at 2nd. let me know what you guys think. |
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| cptahubb | Feb 26 2010, 06:37 PM Post #19 |
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Forgot to mention, withering touch, starts at 3rd: touch attack deals 1d6 STR. 1/day/ CHA mod. should it have a save? Fort DC 10 + CHA mod? 12 + CHA mod? Wicked charm, 7th or so: 1/week (or month?) effect similar to love potion, only stronger, and a gaze attack. Greater withering touch at 11th to 14th, not sure where, 2d6 STR 10 + 1/2 HD + CHA mod? at 18th, a binding ritual, similar to the spell Binding. but more powerful and with a longer casting time. at 20th, a class feature called Love Me and Despair. Horrible love curse, no save, victim withers and dies in three days. Unless, of course, they kill the witch... The Witch combines the arcane secrets of the wizard, some divine magics of the druid and cleric, and the cunning of the rogue. For the spell list, I avoided everything flashy and outright powerful. The concentration was on illusions, charms, holds, and dominates, curses, limited healing (cure light as 2nd lvl, only up to serious) warding like protection from energy, alignment, etc, stoneskin, false life, as well as sanctuary, antipathy, repel vermin, anti/plant/life shell. also minor divinations that don't invlove deities, legend lore, identifty, locate object, augury, divination, but no commune or anything like that. scrying, and protection from scrying. Also some nature magic, speak with plants, call lightning (probably the most showy spell on the list) Ironwood, entangle. Thinking Storm of Vengeance at 9th fits the profile. Arcane sight, arcane eye, true seeing, darkvision. All polymorphs. For the most part I tried to stay away from anything that obviously affected the outside world. Only the polymorphs don't really fit that mold, but they are witch-type spells. Also on the list are tech secret stuff, like sepia snake sigil, secret chest, symbol of sleep/persuasion/stunning/insanity, invisible runes, but not fire runes or fire trap or anything evocation. I think produce flame is in there, and pyrotechnics. I could cut produce flame, now that I think about it. Also speak with dead, inflict (also pushed back one level, and capped at serious) and I think slay living and finger of death are the two best spells on the list. and gentle repose. Most of the list is tech. Most of the list is passive. Considering the power of the cleric, I feel ok making the entire list available, and not making the player choose spells like a wizard. Then I think casting like the bard would be better, and not have a spellbook. As I have it, the spell list is not very powerful. Originally, I had the Base Attack at 1/2, but the witch literally has none of the firepower of Sorc/ Wiz. so 3/4. the witch is not a pure spellcaster, and definitely not a pure combatant. But with the withering touch, access to a bunch of potions and alchemical items, spells like invisibility, blur, blindness/deafness, she can wreak some havoc in enemy lines. And who deasn't want to go up against an enemy that is frightened and fatigued from having Nightmares? Really, the Witch is just an alternate Bard. She cannot replace any of the core classes. |
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| cptahubb | Feb 26 2010, 08:34 PM Post #20 |
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against constructs and undead, the witch is useless. I was thinking of putting in DR, but I think a natural armor bonus to simulate the gnarled skin would be better. also an increasing penalty to diplomacy, bluff and social interaction rolls. the increased CHA does not equal good looks. quite the opposite. maybe a bonus to intimidate equal to penalty on diplomacy? People are less likely to agree with her or believe what she says, but believing she will actually harm them is a good bet. The DR idea came from the thought I had that the witch should resemble in some way the night hag. |
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| Phil the Soul Eater | Feb 26 2010, 10:05 PM Post #21 |
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Death Sladd
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You've put a lot of thought into this. Do you know something about the campaign the rest of us don't? Have you considered playing a hag from Savage Species? I bet a sea hag would be pretty useful and then you could take leadership and form a coven with your followers. |
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| Zerka Badu | Feb 27 2010, 02:24 PM Post #22 |
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The thing about the Witch concept, is that a witch is unlikely to just be adventuring around without a very specific objective. There are alot of classes like this, and it seems that for them to work best is to have a real in depth role in the campaign some how. I was thinking this would be a good class for the sea witch near dawngleam... |
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| cptahubb | Mar 1 2010, 01:44 PM Post #23 |
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Once you start playing a monster the ECL starts fucking with everything. There would have to be a really good plotline reason for anyone to play a monster. And as far as the sea witch goes, hell yeah. Druid would also be a good fit though... I'll try to get an actual write-up for you. yeah, I have put a bit of thought into this. and it really is just a bard alternate. let me know if you have any suggestions. |
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7:44 AM Jul 11