Yo Ho Ho! Recruiting Spelljamming Pirates and Roguish Sorts to fill Openings!


log in or register to remove this ad

Nearly done with Witchly crunch...and I have some questions.

The witch class description has only ??? under the weapon and armor proficiencies heading. Any chance I could get that info? :)

Also, is a Rowaini Witch another of those class/race combos that would be hard to explain at Jhaar? If so, could you give me an idea as to why? That way I'll be sure to address the difficulty in the background I'm working up.

There's also a class feature witches get called Augmented Reagents. I think I get how it works...but is there a list of the reagents and their effects? So I can be on the lookout for them? Similar question for Supreme Reagants (though that's less urgent :)).

When computing the bonuses for a witch familiar, there's a lot of overlap, naturally, between the benefits a familiar gets and the benefits an animal companion gets. For example, companions get evasion...but familiars get Improved Evasion. That's easy enough. But do the natural armor bonuses the animal gets stack? Or do you just use the higher applicable figure? Similarly, does the creature use the HP and BAB and saves of its Hit Dice (boosted by the animal companion abilities), or the fixed HP, BAB, and saves of the familiar (half master's HP, BAB and base saves as master)?

Hee. The assumption I'm using for now is that the natural armor bonuses stack, and that everything else uses the most favorable results for either the HD of the pet or the stats of the witch, since this is a high power setting. Given that, I'm torn between a raven (superior spy/messenger) and a medium viper (superior combatant). Both seem pretty witchy.

HMM!

Oh yeah, how do you want to do hit points? Roll? Average?

And character wealth is standard for level 5? Sorry if you already answered this stuff. It's a lot of posts to go through. :)
 

Weapon proficiencies--all simple. Armour--proficient with light armour (but gets ASF if she wears it). Rowaini Witch would be easy to explain in Jhaar, though I want an explanation from everyone as to why they are here, as I mentioned (people usually don't just come here on vacation :lol: ). The kinds of things that Witches do might often cause them to be forced to lay low. For instance, some Witches use their powers to try to manipulate things politically from behind the scenes. If caught, they are generally burned at the stake (both for their treacherous actions and to set an example--the Rowaini don't want other women to get the wrong idea and start following that sort of examples, by demonising them successfully, even most women agree that the 'bad' witches should be burned).

For reagents, the list at d20srd is pretty good for a start.

As to the companion, even for a familiar it specifically states that you use the animal's stats or the master's whichever is better, so we follow that. As to Natural Armour, it is labeled as an 'increase' rather than any sort of bonus, so I see it like a stat raise, and hence, it stacks.

Roll HP--take half rounded down if you roll below half for any HD. Wealth is not standard. I need to know your history so we can work out your purchase plan (depending on where you're buying, different things are discounted for you to encourage verisimilitude in your starting item selections)
 

Bless you.

A couple of things I forgot.

Rowaini list two things as racial features. Craft bonus, and the Legendary Item. Are these in addition to the things humans normally get (bonus feat, bonus skill points) or are they replacing the usual human spiffs?

Also, since we're starting at 5th level, how will that affect the Legendary Item? The instructions say to "pick the type of item and I'll tell you what's available for a level 2 Rowaini," which I assume is now a level 5 Rowaini. :) It then advises that the character would have less than normal exp if that's done. How much less, and would that make me start a level behind?

As for what item type, I'm most interested in either an amulet of some kind, or perhaps a staff/walking stick.

Similarly, can a Rowaini benefit from the improved MW bonus at the start of the game if an appropriate Craft skill is taken?
 

Shayuri said:
Bless you.

A couple of things I forgot.

Rowaini list two things as racial features. Craft bonus, and the Legendary Item. Are these in addition to the things humans normally get (bonus feat, bonus skill points) or are they replacing the usual human spiffs?

Also, since we're starting at 5th level, how will that affect the Legendary Item? The instructions say to "pick the type of item and I'll tell you what's available for a level 2 Rowaini," which I assume is now a level 5 Rowaini. :) It then advises that the character would have less than normal exp if that's done. How much less, and would that make me start a level behind?

As for what item type, I'm most interested in either an amulet of some kind, or perhaps a staff/walking stick.

Similarly, can a Rowaini benefit from the improved MW bonus at the start of the game if an appropriate Craft skill is taken?
Rowaini do get skills and feats like humans. The reason it says "level 2 Rowaini" is because unleashed copied and pasted it from somewhere else.

I'm starting you guys out with 11250 XP each, which gives you 1250 to play around with for item creation (such as potions ;)) or Legendary Item, etc. At level 5, your Heartstone can contain a much stronger emotional essence within than at level 2. Let me know what sorts of things she's looking for (protection, beauty, spell enhancers, etc), and I'll whip up a Legendary Item that involves that for each amulet or staff.

I refuse to allow players to claim that they made an item and pay only 1/3rd at character creation, but I'm certainly cool with you saying you made it (which will get you in-game 'oohs' and 'aahs' for the craftmanship) if you pay the full price and you have sufficient +to craft to manage it (DC 30 for the Masterpiece component).
 
Last edited:

Yummy potions...

As far as starting out with premade items, specifically potions, is it acceptable to posit that I could collaborate with other spellcasters, and thus make potions of spells that aren't on my list?

As for legendary item...I'm torn. An amulet would be defensive in nature...a staff would likely be a spell enhancer. So how about this? Lemme see what you come up with for a defensive amulet, and a spell enhancing staff, and I'll choose between them. :)

Also, I'd like to clear a feat or two, if I could. From Complete Arcane, Energy Substitution...which basically lets you change the energy type of a spell you cast into a single other energy type chosen when the feat is gained. So, if I took Energy Substitution (Electrical), then I could cast any "energy" spell as an electrical spell.

Then, if that's acceptable, there's another feat called Born of Three Thunders which requires Energy Substution (Electrical) and 4 ranks of Knowledge (nature). It allows you to modify any electrical or sonic spell that does hit points of damage in the following ways:

1) The damage becomes electrical AND sonic, half and half.

2) The spell concludes with a thunderclap that imposes a Fort and Reflex save on any and all targets. Failing the Fort save means the target is stunned for 1 round. Failing the Reflex save means the target is knocked prone by the blast.

3) The caster is dazed for one round following casting a spell modified by this feat.

--

The concept I'm going for is a storm queen...fierce winds, lightning, ice and clouds. Not ALL the spells fit into that, but that's a general theme.
 

Shayuri said:
Yummy potions...

As far as starting out with premade items, specifically potions, is it acceptable to posit that I could collaborate with other spellcasters, and thus make potions of spells that aren't on my list?

As for legendary item...I'm torn. An amulet would be defensive in nature...a staff would likely be a spell enhancer. So how about this? Lemme see what you come up with for a defensive amulet, and a spell enhancing staff, and I'll choose between them. :)

Also, I'd like to clear a feat or two, if I could. From Complete Arcane, Energy Substitution...which basically lets you change the energy type of a spell you cast into a single other energy type chosen when the feat is gained. So, if I took Energy Substitution (Electrical), then I could cast any "energy" spell as an electrical spell.

Then, if that's acceptable, there's another feat called Born of Three Thunders which requires Energy Substution (Electrical) and 4 ranks of Knowledge (nature). It allows you to modify any electrical or sonic spell that does hit points of damage in the following ways:

1) The damage becomes electrical AND sonic, half and half.

2) The spell concludes with a thunderclap that imposes a Fort and Reflex save on any and all targets. Failing the Fort save means the target is stunned for 1 round. Failing the Reflex save means the target is knocked prone by the blast.

3) The caster is dazed for one round following casting a spell modified by this feat.

--

The concept I'm going for is a storm queen...fierce winds, lightning, ice and clouds. Not ALL the spells fit into that, but that's a general theme.
Both those feats are fine--I also might suggest the Storm Magic feat (+1 caster level while in a storm of any kind). Note that if you somehow make yourself immune to being dazed, you can't apply that metamagic feat, though ;)

If you make potions from other casters, you would generally have had to pay them to waste their day sitting around with you for 8 hours. I'd say pay the normal price of 1/2 (rather than 3/8 thanks to Magical Artisan) for spells other witches might have and 3/4 for other spells (getting divine clericy casters to help you could be...troublesome) . XP costs don't change--this is just representing paying the other guy for their talents.
 

These are some good examples of the high end--both of them would cost you all your leftover XP, just about--

Amulet of the Tempest's Eye
+1 Resistance Bonus to all Saves
+1 Deflection Bonus to AC
1/day--Resist Electricity (10) for 30 minutes as a supernatural ability

Cost--540 XP


Staff of Stormrage
As long as you hold this staff, all 1st-3rd level spells with the [Air], [Water], and [Electricity] descriptor are automatically Enlarged to double their range as per Enlarge Spell

Cost-600 XP
 
Last edited:


pallandrome said:
By the way, was my background ok? I'll move on to actual character makeup if it seems feasable to you. If not, it's cool.
Seems feasible. Also, I noted your interest in a cutlass--the Rowaini Dueling Cutlass is an exotic weapon choice for cutlass.
 

Remove ads

Top