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Witch Class for Review
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<blockquote data-quote="Khaalis" data-source="post: 1837388" data-attributes="member: 2167"><p>Thanks for the replies. On to the comments…</p><p></p><p></p><p></p><p>Yes I have purposely left this vague. For a role-playing standpoint it is left to the DM to determine what kind of witchcraft pertains to their world. For more open minded DM’s it is left to the player to create a witch that reflects their own views on paganism. When it comes to witch practices (or I should say pagan practices) and worship there are MANY forms that it takes, some examples being:</p><p><strong>Santaria</strong> – the practice of witchcraft intermixed with Catholic dogma and faith</p><p><strong>Satanism</strong> – the practice of “the dark arts” confined to within Catholic dogma</p><p><strong>Kabala</strong> – ancient tradition from the roots of Judaism centered on the tree of life</p><p><strong>Voodoo</strong> – dark arts related to the spirit world</p><p><strong>Wicca</strong> – a very organized religion centered on the worship of the Goddess and the Horned God or any of their individual aspects. The Goddess is seen as 3 aspects: Mother (Selene), Maiden (Artemis or Diana), and Crone (Hecate). The Horned God (the consort of the Goddess) is often associated with these 7 (sometimes more or less) aspects: Cernunnos, Herne, Pan, Janus, Osiris, Dinysus, and the Green Man.</p><p><strong>Shamanism</strong> – the practice of art through contact with ancestral and animal spirits and totems</p><p><strong>Yoruba</strong> - Witchcraft from western africa</p><p></p><p>And on and on…</p><p></p><p>This should be a very open ended choice to allow all who wish to personify the witch to choose their own path of belief or even to create their own for the fantasy culture rather than being based on one from our own experience.</p><p></p><p></p><p></p><p></p><p>This is an interesting feat, though I am not sure of the mechanics. The prerequisite seems a bit erroneous or subjective. I am also not sure if it needs to be a feat when there are similar spells at the witch’s disposal. I will have to think on this one. Thanks for the suggestion though.</p><p></p><p></p><p></p><p></p><p>In what way does it seem more powerful?</p><p>As a comparison…</p><p></p><p><strong>HD:</strong> Less HD than a Druid</p><p></p><p><strong>Skills:</strong> Skills could probably be dropped back to 4+INT as Druid (but personally I think the allotted skill points in core system are too low for any campaign that actually uses skills over combat)</p><p></p><p><strong>Weapons and Armor:</strong> Witch selection is worse than a Druid’s selection, especially with no armor</p><p></p><p><strong>Class Abilities:</strong> Witches gain a total of 14 class abilities versus a Druid’s 23. If you remove all “Improvements” to Wild Shape except Elemental Form Druid drops to 11 distinct class abilities. The 2nd Witch ability at 1st could be dropped back to only 1 ability so the ratio is:</p><p>Druid 23 (or 11) to Witch 13</p><p></p><p><strong>Spells:</strong> Same spells per day as a Druid but they must use a spellbook, thus limited access to known spells as a wizard, but they do gain a very limited access to spontaneous spells. This balances against the druid’s ability to spontaneously cast <em>Nature’s Ally</em> spells combined with their unlimited access to their spell list.</p><p></p><p>Personally, when testing the druid (a work in progress since 2E and tested in 2E, 3E and 3.5E, the Witch is very balanced against Wizards and Druids being able to reasonably fill the shoes of either in a group but with their own unique weaknesses. Clerics and Sorcerers are still more powerful in their own niches however.</p><p></p><p>However, I really look forward to seeing your comments on what seems too powerful.</p></blockquote><p></p>
[QUOTE="Khaalis, post: 1837388, member: 2167"] Thanks for the replies. On to the comments… Yes I have purposely left this vague. For a role-playing standpoint it is left to the DM to determine what kind of witchcraft pertains to their world. For more open minded DM’s it is left to the player to create a witch that reflects their own views on paganism. When it comes to witch practices (or I should say pagan practices) and worship there are MANY forms that it takes, some examples being: [b]Santaria[/b] – the practice of witchcraft intermixed with Catholic dogma and faith [b]Satanism[/b] – the practice of “the dark arts” confined to within Catholic dogma [b]Kabala[/b] – ancient tradition from the roots of Judaism centered on the tree of life [b]Voodoo[/b] – dark arts related to the spirit world [b]Wicca[/b] – a very organized religion centered on the worship of the Goddess and the Horned God or any of their individual aspects. The Goddess is seen as 3 aspects: Mother (Selene), Maiden (Artemis or Diana), and Crone (Hecate). The Horned God (the consort of the Goddess) is often associated with these 7 (sometimes more or less) aspects: Cernunnos, Herne, Pan, Janus, Osiris, Dinysus, and the Green Man. [b]Shamanism[/b] – the practice of art through contact with ancestral and animal spirits and totems [b]Yoruba[/b] - Witchcraft from western africa And on and on… This should be a very open ended choice to allow all who wish to personify the witch to choose their own path of belief or even to create their own for the fantasy culture rather than being based on one from our own experience. This is an interesting feat, though I am not sure of the mechanics. The prerequisite seems a bit erroneous or subjective. I am also not sure if it needs to be a feat when there are similar spells at the witch’s disposal. I will have to think on this one. Thanks for the suggestion though. In what way does it seem more powerful? As a comparison… [b]HD:[/b] Less HD than a Druid [b]Skills:[/b] Skills could probably be dropped back to 4+INT as Druid (but personally I think the allotted skill points in core system are too low for any campaign that actually uses skills over combat) [b]Weapons and Armor:[/b] Witch selection is worse than a Druid’s selection, especially with no armor [b]Class Abilities:[/b] Witches gain a total of 14 class abilities versus a Druid’s 23. If you remove all “Improvements” to Wild Shape except Elemental Form Druid drops to 11 distinct class abilities. The 2nd Witch ability at 1st could be dropped back to only 1 ability so the ratio is: Druid 23 (or 11) to Witch 13 [b]Spells:[/b] Same spells per day as a Druid but they must use a spellbook, thus limited access to known spells as a wizard, but they do gain a very limited access to spontaneous spells. This balances against the druid’s ability to spontaneously cast [i]Nature’s Ally[/i] spells combined with their unlimited access to their spell list. Personally, when testing the druid (a work in progress since 2E and tested in 2E, 3E and 3.5E, the Witch is very balanced against Wizards and Druids being able to reasonably fill the shoes of either in a group but with their own unique weaknesses. Clerics and Sorcerers are still more powerful in their own niches however. However, I really look forward to seeing your comments on what seems too powerful. [/QUOTE]
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