Changes

Jump to: navigation, search

User:Leziad/Awakened Witch

5,834 bytes added, 1 July
no edit summary
==Awakened Witch==
TEST BE DONE The witch is largely a powerful class thanks to its access to powerful hexes. However the hex list leave somewhat to be desired, with only a few hexes ever being worth it. The awakened witch makes little changes to the witch itself, instead focusing on changing some hexes.
===Changes===
* '''Class Skill:''' A witch adds both Perception and Sense Motive to her list of class skills.\* '''Patron Spells:'' Upon attaining any given spell level, the ' A witch no longer gain the ability access to convert her patron spells at a set level, instead she always counts as knowing any patron spells of that any levels she can cast. She may convert prepared spell into her a patron spell of an equal level or lower into the spontaneously. If a witch becomes a spontaneous caster, she merely adds her patron spells to her list of spell of the correspondent known whenever she gain access to a new spell level.* '''Cackle:''' The cackle hex becomes a class feature gained at 3rd level.
===New Class Features& Revised Hexes===
====Bewitching Charm {{Su}}====''Frugal HexesPrerequisites:'' An awakened witch starts the game with two frugal hexes in addition to the hex she gain at 1st level. Whenever she would gain another hexGrand Hex, either through normal class progression or with a feat, she may choose two frugal hex instead of a full hex.''Charm Hex''
====Frugal Hexes===The witch may use this powerful hex to place a potent and everlasting charm on a touched target. The target is allowed a [[Will]] save, and if successful it is simply left [[SRD:Staggered|staggered]] for 1 round. If the hex is delivered through a gentle gesture or kiss, accepted willingly, then they take a –2 penalty on their [[Will]] save to resist. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.
'''Buoyancy {{Su}}:''' As a standard action, a witch can alter her buoyancy. She can decided to float over If the target fails their [[Will]] save they fall under the water effect behaving as per the [https[SRD://www.d20pfsrd.com/magic/all-spells/b/buoyancy/ Charm Monster|''buoyancycharm monster'']] spell, sink like a stone, or return to normal.except for the following:* The hex is quite difficult to remove, requiring a [[SRD:Remove Curse|''remove curse''Disguise {{Su}}]] or [[SRD:Break Enchantment|''break enchantment' A witch can change her appearance for ']] spell with a number of hours per day equal successful opposed caster level check to her class level, as if using disguise selfbreak. These hours do * The effect of this hex does not need to be consecutiveautomatically break if your allies threaten, but if you threaten the target or refuse to defend them they must be spent are allowed another [[Will]] save to end the effect.t* The target also develops an extremely strong love and loyalty toward the witch, either in 1-hour incrementsa platonic or romantic sense. Unlike They will seek to please the spellwitch and gain their favor, this disguises touch often going above and soundbeyond. As a result the target is always helpful toward the witch, and it doesn’t allow takes a saving throw –4 bonus on their opposed [[Charisma]] checks made to resist obeying an order. The restriction against obviously harmful or suicidal order remains.* The target is also unable to willingly lie to disbelieve)the witch.
The loyalty and love manifested by this hex lingers even if it is removed, the target remains helpful toward the witch even after the spell is removed. Although the target is now able to change their mind, especially if the deception is pointed out to them.  ====Charm {{Su}}====''This is a revision of the [https://www.d20pfsrd.com/classes/base-classes/witch/hexes/hexes/common-hexes/hex-charm-su/ charm] hex.'' A witch can charm an animal or humanoid creature within 30 feet by beckoning and speaking soothing words. This will cause the creature to become unable to attack the witch or her allies as per the [[SRD:Sanctuary|''sanctuary'']] spell for a number of rounds equal to the witch'Green Thumb s [[Intelligence]] modifier. A Will save negates this effect. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day. At 8th level, the humanoid or animal become enthralled to the witch, becoming [https://www.d20pfsrd.com/magic/all-spells/c/confusion/ confused] in addition to the normal hex effect. Instead of harming itself, or attacking the nearest creature, the subject of the hex attacks the nearest creature who has attempted to harm the witch.  If used outside of combat of a nonhostile creature, the target of the hex takes a –4 penalty on its will save to resist it. Instead of its normal effect, it improves the attitude of an animal or humanoid creature by 1 step, as if the witch had successfully used the [[SRD:Diplomacy|diplomacy]] skill. At 8th level, this effect improves the attitude of the target creature by 2 steps. This effect is permanent, but effects of multiple charms overlap. Additionally the creature's attitude may improve or worsen based on the witch's action. This is a mind-affecting charm effect. ====Deep Hypnotism {{Su}}==== ''This is a revision of the [https://www.d20pfsrd.com/classes/base-classes/witch/hexes/hexes/common-hexes/combat-hypnosis-su/ combat hypnosis] hex.'' The witch can lull her enemies into a trance, even in the chaos of combat. This hex functions as [https://www.d20pfsrd.com/magic/all-spells/h/hypnotism/ ' 'hypnotism''], except it can affect only one creature at a time without a HD limit, and the target creature does not receive the usual +2 bonus on its saving throw while in combat. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day. At 3rd level, a creature made fascinated by this hex only break of its fascination if directly harmed. ====Disguise {{Su}}==== ''This is a revision of the [https://www.d20pfsrd.com/classes/base-classes/witch/hexes/hexes/common-hexes/hex-disguise-su/ disguise] hex.'' A witch with this hex gain [[SRD:Disguise Skill|disguise]] as a class skills. Additionally she can change her appearance for a number of hours per day equal to her class level, as if using [https://www.d20pfsrd.com/magic/all-spells/d/disguise-self/ ''disguise self'']. These hours do not need to be consecutive, but they must be spent in 1-hour increments. Unlike the spell, this disguises touch and sound, and it doesn’t allow a saving throw to disbelieve). If the witch consume a minor portion of the body of a creature (such as blood or an hair) while using this hex, she gain a +8 on [[SRD:Bluff Skill|Bluff]] check to impersonate that creature for as long as the hex is maintained. At 8th level, while under the effect of this hex, the witch is under a constant [https://www.d20pfsrd.com/magic/all-spells/n/nondetection/ ''nondetection''] effect. This does not apply to the 5th level ability. ====Hexing Talisman {{Ex}}==== A witch with this hex gains the [[SRD:Craft Wondrous Item|Craft Wondrous Item]] feat as a bonus feat. Additionally any creature currently wearing an item crafted by the witch takes a –2 penalty on saving throws against the witch's hexes or spells. ====Green Thumb {{Su}}====As a standard action, a witch may affect a single plants she can touch with either [[SRD:Plant Growth|''plant growth'']] spell or the [[SRD:Diminish Plants|''diminish plant'']]. At 5th level she adds both [[SRD:Plant Growth|''plant growth'']] and [[SRD:Diminish Plants|''diminish plant'']] to her list of patron spells. ====Twilight Sage {{Ex}}====''Prerequisites:'' Advanced Hex, Shadow Patron When a witch with this hex casts shades, shadow conjuration, shadow evocation, and similar illusion spells that have a listed fraction of the strength of real effects, she increases the percentage of damage caused by the spell’s effect or summoned creatures by one-fifth (+20%) against creatures that make their saving throw against the effect, up to a maximum of 100% of the strength.

Navigation menu