Some New Witch Types

Merlion

First Post
Here are several new Witch types I came up with. Tell me what you think :-)





The Dweomer Witch.


Additional Class Skills: Decipher Script, ?


Manifestations:
Blade: Eldritch Blade
Fire: Dweomerfire
Song: Mystic Melody
Storm: Mystic Tempest
Word: Word of Power



Witchery Power: the Dweomer witch gains a +1 bonus to saving throws against magic, including spells, spell-like and supernatural abilities, and magic items. This bonus stacks with Familiarity With Magic.

Eldritch Blade: the dweomer witch creates a short sword, long sword, or great sword out of pure magical energy; it appears in her hand. The witch is proficient with the blade, which acts in all ways like a normal sword, except that it counts as magical for purposes of bypassing damage reduction, and is considered a force effect for purposes of damaging incorporeal beings. Only the witch who created it can use the sword. She can create it or dispel it at will, either requiring a standard action. The sword disappears when out of the witch’s grasp.

Dweomerfire: The dweomer witch launches a blast of pure magical energy from her hand at a target within 50 feet. It inflicts 2d6 points of damage plus 1d6 per two witch levels, although a Reflex saving throw (DC 10+half the witch’s level+ the witch’s Wisdom modifier) reduces the damage by half. The witch can use dweomerfire a number of times per day equal to her Wisdom bonus; witches with no bonus can use dweomerfire once per week. This is a standard action

Mystic Melody: The dweomer witch can sing a melody which surrounds her with a mystic barrier. This barrier carries no movement, armor check, or spell failure penalties. It gives the witch a deflection bonus to her armor class equal to her Wisdom modifier + an additional deflection bonus equal to +1 per five witch levels. Singing a mystic melody is a full round action, but the barrier lasts until dispelled; it does not remain in place when the witch is asleep or unconscious.

Mystic Tempest: Once per day as a standard action the dweomer witch creates a swirling burst of raw mystical energy anywhere within 100 feet of her, with a diameter of 20 feet. All within the area suffer 1d6 points of damage plus 1d6 per two witch levels, although a Reflex save (DC 10 + half the witch’s level+ the witch’s Wisdom modifier) reduces the damage by half.

Word of Power: As a standard action, the dweomer witch may speak a word of power. If the witch then on the next round casts a spell or uses a witchery power that allows a saving throw, the saving throw DC increases by 2. The bonus must be used in the round following the use of this power, or it is lost. The witch may use this power a number of times per day equal to her Wisdom bonus. Witches with no bonus may use this power once per week.


Witchery Spellcasting: The Dweomer witch gains access to all spells with the Force descriptor, and enjoys the use of the Eldritch spell template.

Witchery Lord: The Dweomer witch enjoys a spell resistance of 8+ her witch level







The Weather Witch

Additional Class Skills: Spot, Wilderness Survival


Manifestations:
Blade: Stormsword
Fire: Lightning Bolt
Song: Rainsong
Storm: Whirlwind
Word: Sweltering Word


Witchery Power: A weather witch can cast spells as normal in any sort of extreme weather conditions and need not make Concentration checks to do so.

Stormsword: The Weather Witch creates a shortsword, longsword or greatsword composed of crackling lightning; it appears in his hand. The witch is proficient with the blade, which operates in all ways like a normal sword, except that it also inflicts 1 point of electricity damage +1 per two witch levels with each strike. Only the witch who created it can use the sword. He can create or dispel it at will, each requiring a standard action. The sword disappears when out of the witch’s grasp.

Lightning Bolt: The weather witch launches a blast of pure electrical energy from his hand at a target within 50 feet. It inflicts 2d6 points of damage plus 1d6 per two witch levels, although a Reflex saving throw (DC 10+half the witch’s level+ the witch’s Wisdom modifier) reduces the damage by half. The witch can use lightning bolt a number of times per day equal to his Wisdom bonus; witches with no bonus can use lightning bolt once per week. This is a standard action.

Rainsong: The weather witch causes a gentle rain to fall upon a single target creature. With a successful caster power check the witch may remove one unwanted or detrimental magical effect from the target, just as though using a targeted dispel magic. This full round action requires the witch to sing, and can be used once per day.

Whirlwind: As a standard action, the weather witch causes the air around him to swirl and churn in an intense whirlwind. The whirlwind is a cylinder 10 feet in diameter and 20 feet high centered on the weather witch. Everyone in the area besides the witch take 1d6 points of air damage+1d6 per two witch levels, although a Reflex saving throw (DC 10 +half the witch’s level +the witch’s Wisdom modifier) reduces the damage by half. The witch can use whirlwind a number of times per day equal to his wisdom bonus; witches with no bonus may use this ability once per week.

Sweltering Word: With a single word the weather witch envelopes a target in sweltering heat. The effect lasts for 1 round per witch level. Each round the victim may make a Fortitude saving throw (DC 10+ half the witch’s level +the witch’s Wisdom modifier). If successful, the target takes no damage that round. A failed save indicates that the target takes 1d4 points of subdual damage +1 per two witch levels from the heat. Once the target has taken 10 or more points of damage, he is considered fatigued. Sweltering word is a standard action, and the witch may use it a number of times per day equal to his Wisdom bonus; witches with no bonus may use this ability once per week.


Witchery Spellcasting: The weather witch gains access to any spell with the Electricity descriptor, and enjoys the use of the Electricity spell template


Witchery Lord: The weather witch gains electricity resistance 20








The Flame Witch

Additional Class Skills: Intimidate and Perform(Dance)


Manifestations:
Blade: Flamesword
Fire: Flameblast
Song: Song of Fire
Storm: Fiery Tempest
Word: Word of Fiery Guard


Witchery Power: Flame Witches enjoy Fire Resistance 20


Flamesword: The flame witch creates a short sword, long sword, or great sword out of flame; it appears in his hand. The witch is proficient with the blade, which operates in all ways like a normal sword, except that it also inflicts 1 point of fire damage +1 per two witch levels with each strike. Only the witch who created it can use the sword. He can create or dispel it at will, each requiring a standard action. The sword disappears when out of the witch’s grasp.

Flameblast: The Flame witch launches a blast of pure flame from his hand at a target within 50 feet. It inflicts 2d6 points of damage plus 1d6 per two witch levels, although a Reflex saving throw (DC 10+half the witch’s level+ the witch’s Wisdom modifier) reduces the damage by half. The witch can use flameblast a number of times per day equal to his Wisdom bonus; witches with no bonus can use flameblast once per week. This is a standard action.

Song of Fire: With a subtle melody, the flame witch causes a dancing pattern of flames to weave about a single humanoid of the witch’s size or one size smaller. This pattern fascinates the target rendering them dazed for 1 round per witch level. Creatures immune or resistant to fire cannot be affected by this sonic mind-affecting enchantment effect. Singing a song of fire is a standard action, and the witch may use it a number of times per day equal to his Wisdom bonus; witches with no bonus may use Song of Fire once per week.

Fiery Tempest: Once per day as a standard action the flame witch creates a swirling burst of fire energy anywhere within 100 feet of her, with a diameter of 20 feet. All within the area suffer 1d6 points of damage plus 1d6 per two witch levels, although a Reflex save (DC 10 + half the witch’s level+ the witch’s Wisdom modifier) reduces the damage by half.

Word of Fiery Guard: With a single word, as a standard action, the flame witch may sheathe himself in crackling flames. The flames incur no armor check, movement, or spell failure penalties. Anyone attacking the witch with handheld or natural weapons takes 1d4 points of fire damage +1 per two witch levels. the flames last until dispelled; it does not remain in place when the witch is asleep or unconscious. The flame witch may use this ability a number of times per day equal to his Wisdom bonus; witches with no bonus may use Word of Fiery Guard once per week.



Witchery Spellcasting: the flame witch gains access to any spell with the fire descriptor, and enjoys the use of the fire spell template.


Witchery Lord: The flame witch gains a +10 circumstance bonus to all Charisma based checks when dealing with creatures of the fire subtype.
 

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I agree with Nightfall.

Maybe what you are looking for is more manifestations? That way you could add more weathery options without challenging the Air Witch for dominance of the skies.
 

Thanks Ko. I have no problem with giving more options to the witch class, but I think it's also good you make each one distinct too. Otherwise you have basically the same themes on separate characters.
 

Hmmm well I dont really see Weather as Air with another element thrown in. Air witches focus on the element of air, weather witches focus on the force of weather. As you see, only one of there manifestations has anything to do with air.
How about the other two?
 

The Dwoemer and Flame Witch are good. (I like the former better since I feel the need to have more arcane might for the witch class. :) ) Flame on the other hand...just feels like a witch with an energy focus. But it's not as bad as Weather.
 

Magic in its raw form, and pue-magic-oriented characters are a big favorite of mind, hence the Dweomer Witch. I'm pretty happy with how it came out, except that I cant come up with a second additional class skills for them. I figured people would say what I gave them for Wichery Spellcasting was to powerful(force spells and the eldritch template). Also I would have liked to do something with more kick for Eldritch Blade, but that might would be to much.
Yes Flame is a trifle bland...although I feel that has mostly to do with the nature of fire..its hard to come up with non damage-dealing fire related powers.
Admitedly there are ties between the elemental of air and the concept of weather...but weather also includes water, cold, electecity...and it does it in different ways. Where exactly do you see actual strong parrellels between my Weather Witch and the Wind Witch?
 

Most in the fact Wind witches control WIND which make up a major part of storms and other forms of weather.

But yeah I can't think of any secondary skills off hand...maybe if I give it some time.
 

Well you notice that my Weather Witch has only 1 wind related manifestation :-)(and its distictly "weathery" whereas a large number of the Wind Witches powers are actualy communication-oriented)
Someone suggested just giving the Dweomerwitch like +1 or +2 to say Spellcraft and Knowledge(Magic), which I wouldnt mind BUT it does break the pattern so to speak.
 

I think we're better off trying to keep the AU stuff in here. More likely to get noticed, and after all, DM Magic's "New Magister Aspects" thread is here, too.
 

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