User:DraconicMan/Fabled Witch (3.5e Class)

Summary::Combat Styles with Skirmish Bonuses. Made for Melee Hit and Run. Length::20 Minimum Level::1 Base Attack Bonus Progression::Good Fortitude Save Progression::Poor Reflex Save Progression::Good Will Save Progression::Poor Class Ability::Skirmish Class Ability Progression::Full

Allowed Alignments::Neutral Good Allowed Alignments::Neutral Allowed Alignments::Neutral Evil Allowed Alignments::Chaotic Good Allowed Alignments::Chaotic Neutral Allowed Alignments::Chaotic Evil

Fabled Witch
A Fabled witch are legendary witches that have gained immortality through rebirth. They lose most skills they had during this, but they remember just enough to summon unnatural powers with seemingly no source

Making a Witch
Witches commonly sale their services or put on a great show with their powers they have gained. They are usually very wealthy and greedy. As selfish as they may seem a witch may help others and make a habit of it.

Abilities: Depending on their Combat style, whether it's with Two Weapons or a single Two-Handed Weapon, Ambushers should either focus on Dexterity to bolster their multiple swings, or Strength to cause more damage with each heavy blow. After that, they should have a good level of Constitution for health and Wisdom to make up for a low Will Save.

Races: Humans and drow are most commonly Fabled Witches, but other races may become it.. It is impossible for any race that cannot age to become one.

Alignment: Any non-lawful.

Starting Gold: 3x wizard's

Class Features
All of the following are class features of the Fabled Witch.

Weapon and Armor Proficiency: Witches are trained with daggers, any sort of bow or cross bow, and medium and light armor.

This may include weapons. A which may not use any spell like abilities from being a Fabled Witch other than those gained by anything in the description of class features, except on an item. Any item or creature may only have three spells contained at one time. A spell may be released by the witch at any time. Spell like abilities gained by the which that are not in the description may be cast as many times as a Fabled Witch's level

1: read magic, detect magic, prestidigitation, and counterspell, arcane mark witch may also summon one black dire cat at will. This cat may last indefinitely and may be resummoned to be brought back to life. Any roll the witch makes while within five feet of this cat will gain +1 to any roll for each level of Fabled Witch.

2: A witch may use mage hand with a modifier of +10 pounds per fabled witch level, this can be used up to how many levels of Fabled witch at the same time. This may be used to pick up an weapon an attack with the str of the witch +1 per Fabled Witch level. A Witch may cast an invisible servant that has 2 in all abilities health, and natural armor, this takes a full round to summon and each round after a which may recast this to add on to every ability by 2 (max 30), this is intangible for others to touch and can only be hit by area of effects. Echo may be cast by both the witch and her dire cat, both may only do one damage and take a full round to cast.

Any turning/rebuke undead attempts within 20 feet of the witch made by an ally gains +2, any check made by an enemy gets -2. Any damage done by undead to the Witch gets -2 to hit and damage and may not inflict any disease.

this may not drop any stat below 1. this ability is at will and takes one standard action to cast.

this may be used as a +2 shield for any ally within 5 feet of it. This Cauldron lasts 1 hour/Fabled Witch level. A Witch may mentally increase it's heat to 250 F. This may not be used to injure. Using a pinch of dirt once per day they may make any potion that copies a level 1 or 2 spell from any spell list. This takes one hour to make.



1.become a specter for 1d10+(Fabled Witch level), becoming unseen and unable to be affected by any physical damage. During this time a which moves 60 feet a round, anything she passes through may be infected with Witch Rot DC20+caster level. This affect causes target to loose 1 point on every stat at the beginning of each of their rounds. She may cast any arcane or divine spell up to level 3 during the time instantly one time.

2. chant vigorously in-order to make an anti-magic barrier that is 100 feet and stay until the chant ends. each round the witch must make a will DC save of 15 or become silenced.

3. Summon up to his caster level in voodoo dolls. To attune them to something it takes a movement action. Any affect on the doll causes the attuned to take triple the affect (if the spell has any number at all triple it. These dolls stay for one day and are destroyed by being dealt 2d10 damage.

gains a second class that starts at a second level, or they may prestige into any class ignoring any one requirement except for level, skill, ability, or class required, they may automatically gain this. There are no penalties for this. Any ex witch keeps any abilities they have had. If a Fabled witch would die their body vaporizes and their soul is reborn into any race they choose, they may keep any thing they have learned and will age at a rate of 1 year every day until they reach a desired age. They may no longer naturally age.