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Bewitcher (3.5e Class)

Revision as of 00:12, 23 March 2019 by The-Marksman (talk | contribs)

Huge thanks to Eiji-kun for allowing me to use the mechanics for his Flying Broom


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Author: The-Marksman (talk)
Date Created: March 2019
Status: Just custom NPC to do
Editing: Clarity edits only please
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Bewitcher

Witches and witchcraft have long been a staple of fantasy literature and fairy tales. From an old crone who lives by herself in a hut in the woods, to the evil, cackling hags, to beautiful witch queens to even fairy god mothers, these stories have deep roots in mythology and folk tradition. Witches use their understanding of nature (similarly to a Druid) to bring out a new style of magic; drawn from both divine and arcane magics that is subtle and careful, but frighteningly powerful in its own right.

A Bewitcher dabbles in many kinds of magic, nature-based magics, simple divinations, minor illusions, spells dealing with health or life or even spells that alter the shape and appearance of things are all magics that a Bewitcher is familiar with. However, a Bewitcher excels at charms, enchantments, curses, scrying magics and spells that alter a creature's physical form; these are her specialties. A Bewitchers magic is very subtle and she does not practice in the flashier evocation magics that Wizards are most known for.

Making a Bewitcher

Abilities: Wisdom carries the load for this class. Wisdom determines how powerful a spell a Bewitcher can cast, how many spells she can cast per day, and how hard those spells are to resist. Wisdom also powers a Bewitcher's Profession (Herbalism) and Survival skills which are essential to her herbal remedies. Like any other caster, because of her lack of armor, a Bewitcher benefits from a high Dexterity and Constitution scores.

Characteristics: From speaking to animals to controlling the weather, a Bewitcher dabbles in nature based magics to assist her secluded life in the wilderness. A Bewitcher knows a few straightforward divinations, but Scrying is her specialty. Bewitchers cooperate more effectively than most any other caster. Wizards tend to either work alone or in the company of their apprentice, sorcerers are even worse being almost completely solitary with little or no motivation to work together. While clerics get along well with each other, they don't generally benefit from multiple clerics working together. Bewitchers on the other hand, often gather in groups called "covens". They exchange all types of knowledge, and assist each other in times of need. A coven of Bewitchers can create amazing feats of magical power.

Races: Most Bewitchers are Humans or Half-Elves, but the innate talent for witchcraft is unpredictable, and it can show up in any of the common races. Gnomes with their inherent talent with illusion magics and strong connection to nature make excellent Bewitchers. Dwarf and Elf Bewitchers are very rare. Elves because they tend to favor the complex art of wizardry rather than the subtle art of witchcraft.

Alignment: Bewitchers tend often towards neutrality in one axis or another, but a Bewitcher much more strongly favors chaos over law. Bewitchers favor good and evil in equal amounts, both good and evil Bewitchers exist, although the majority of people are more aware of the evil Bewitchers because someone they know may have fallen victim to one. This isn't to say there are more of them out there, merely the evil ones are more likely to make their presence known.

Starting Gold: 5d4 × 10 gp (125 gp).

Starting Age: "Complex" or "As Wizard"

Table: The Bewitcher

Hit Die: d4

Level Base
Attack Bonus
Saving Throws Special Spells per Day
Fort Ref Will 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +0 +0 +2 Summon Familiar, Wild Empathy 5 3
2nd +1 +0 +0 +3 Cursed Senses, Herbal Medicine 6 4
3rd +1 +1 +1 +3 Potion Master 6 5
4th +2 +1 +1 +4 Woodland Stride 6 6 3
5th +2 +1 +1 +4 Flying Broom, Bonus Feat 6 6 4
6th +3 +2 +2 +5 6 6 5 3
7th +3 +2 +2 +5 Scrying Cauldron 6 6 6 4
8th +4 +2 +2 +6 6 6 6 5 3
9th +4 +3 +3 +6 6 6 6 6 4
10th +5 +3 +3 +7 Bonus Feat 6 6 6 6 5 3
11th +5 +3 +3 +7 6 6 6 6 6 4
12th +6/+1 +4 +4 +8 6 6 6 6 6 5 3
13th +6/+1 +4 +4 +8 A Thousand Faces 6 6 6 6 6 6 4
14th +7/+2 +4 +4 +9 6 6 6 6 6 6 5 3
15th +7/+2 +5 +5 +9 Bonus Feat 6 6 6 6 6 6 6 4
16th +8/+3 +5 +5 +10 Timeless Body 6 6 6 6 6 6 6 5 3
17th +8/+3 +5 +5 +10 6 6 6 6 6 6 6 6 4
18th +9/+4 +6 +6 +11 6 6 6 6 6 6 6 6 5 3
19th +9/+4 +6 +6 +11 6 6 6 6 6 6 6 6 6 4
20th +10/+5 +6 +6 +12 Bonus Feat 6 6 6 6 6 6 6 6 6 5

Class Skills (6 + Int modifier per level, ×4 at 1st level)
Appraise (Int), Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Int), Heal (Wis), Hide (Dex), Knowledge (all skills, taken individually) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Speak Language (n/a), Spellcraft (Int), Survival (Wis), Use Magic Device (Cha).

Class Features

All of the following are class features of the Bewitcher.

Weapon and Armor Proficiency: Bewitchers are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield. Armor of any type interferes with a Bewitcher’s movements, which can cause her spells with somatic components to fail.

Spells: A Bewitcher casts a number of divine and arcane spells which are drawn primarily from the Bewitcher spell list. When she gains access to a new level of spells, she automatically knows all of the spells for that level on the Bewitcher spell list (like a Beguiler, see page 6 of the Players Handbook II). She can cast any spell she knows without preparing it ahead of time, the way a wizard or a cleric must. Essentially, her spell list is the same as her spells know list.

To learn or cast a spell, a Bewitcher must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a Bewitcher’s spell is 10 + the spell level + the Bewitcher’s Wisdom modifier. Like other spellcasters, a Bewitcher can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: The Bewitcher. In addition, she receives bonus spells per day if she has a high Wisdom score. Unlike a wizard or a cleric, a Bewitcher need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her spells per day for that spell level. She does not have to decide ahead of time which spells she’ll cast.

Familiars: A Bewitcher can obtain a familiar like a sorcerer or wizard (see below) but with one exception. A Bewitcher is an expert at scrying magics and gains the ability to Scry on Familiar at level 6 instead and can do it at will instead of 1/day. Doing so takes 24 hours and uses up magical materials that cost 100 gp. A familiar is a magical beast that resembles a small animal and is unusually tough and intelligent. The creature serves as a companion and servant. The Bewitcher chooses the kind of familiar she gets. As the Bewitcher advances in level, her familiar also increases in power. If the familiar dies or is dismissed by the Bewitcher, the Bewitcher must attempt a DC 15 Fortitude saving throw. Failure means she loses 200 experience points per Bewitcher level; success reduces the loss to one-half that amount. However, a Bewitcher’s experience point total can never go below 0 as the result of a familiar’s demise or dismissal. A slain or dismissed familiar cannot be replaced for a year and day. A slain familiar can be raised from the dead just as a character can be, and it does not lose a level or a Constitution point when this happy event occurs.

A character with more than one class that grants a familiar may have only one familiar at a time.

Wild Empathy (Ex): A Bewitcher can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The Bewitcher rolls 1d20 and adds her Bewitcher level and her Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use wild empathy, the Bewitcher and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time. A Bewitcher can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a –4 penalty on the check.

Cursed Senses (Su): A Bewitcher's magic is tied so closely with the necromantic magics that create curses that a Bewitcher has a 6th sense that makes it so that she can feel the lingering negative energy around anyone with a curse on them. In game terms anytime the Bewitcher comes within 30 feet of anyone who is under the effects of a curse of any kind, whether it's a simple bestow curse spell, a mark of justice, lycanthropy or any other curse, even including those put in place by a deity, the Bewitcher automatically knows that the subject is under a curse. This does not grant the Bewitcher any special knowledge about the details of what the curse is or how it works, merely that the subject is cursed.

Herbal Medicine (Ex): Herbal medicine and herbal remedies are a big part of a Bewitcher culture and power. Bewitcher's are able to create various herbal mixtures that replicate various spell effects to alleviate and heal many conditions. Anytime a Bewitcher has the ingredients and materials available she can make a Profession (Herbalist) check (even untrained) to create a herbal remedy. If successful she is able to make a herbal concoction that acts as the spell described below. These herbal remedies can be administered either Orally (by eating or drinking the mixture), Topically (applied the the skin or the effected area such as to a cut/wound or on the eyelids of a blind person, etc), as an injection into a vein (given with a needle costing 9 sp that must be purchased separately), or as an inhalant (created as a fine powder that the Bewitcher blows over the recipients face and they inhale the powder). Each remedy has a delivery method given with the prescribed remedy in the table below.

A Bewitcher can create a herbal remedy with a different delivery method but doing so adds 8 to the DC of crafting check to make the remedy.

A Bewitcher can make either a Profession (Herbalist) or Survival check against DC 25 to fully stock her pantry full of enough herbs to create up to 5 remedies, and this check takes 1 hour in the wilderness to locate the herbs needed, or she can make a DC 15 check to find the herbs for just 1 specific remedy which only takes 10 minutes. If a Bewitcher comes within 5 of the DC she found some herbs but not enough to accomplish her goal, and any lower than that she failed to find anything useful at all.

DM's may rule that a Bewitcher may not have the needed herbs for a particularly rare or unusual poison or disease, and it may have a higher DC to find the herbs needed. Note that a Bewitcher is familiar enough with herbal remedies to treat any of the diseases or conditions on the table below, and with all poisons presented their own rules in the DMG, Complete Series (Adventurer / Warrior / Arcane / Mage / Divine / Scoundrel / Champion / Etc), and in the Book of Vile Darkness. Saying that a Bewitcher has all the needed herbs for common poisons or diseases does not include any that are made only by a specific class / prestige class, those are at DMs discretion.

Potion Master: Brewing potions is a huge part of a Bewitcher's craft, and a Bewitcher commonly has numerous potions of the various spells she can cast around that she often stock piles. Starting at 3rd level a Bewitcher gains the Brew Potion feat as a bonus feat even if she doesn't meet the prerequisites. If the Bewitcher already has Brew Potion she may instead choose any other feat for which she qualifies. When a Bewitcher brews a potion it takes only a number of hours equal to the spells level (instead of 1 day). In addition a Bewitcher never pays an experience point cost to create a potion unless the spell that the potion is based on has an experience cost itself. For a Bewitcher, the cost of creating a potion is halved from spell level x caster level x 50 gp down to spell level x caster level x 25 gp. A Bewitcher may have as many potions brewing at one time as she has spell slots, cauldrons and materials to supply.

Woodland Stride (Ex): Starting at 4th level, a Bewitcher may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect her.

Flying Broom (Su): Upon reaching 5th level, a Bewitcher gains the ability to create an unusually intelligent, strong and loyal magic object that serves as a mount and pseudo companion for the Bewitcher, allowing her to fly. To do this the Bewitcher must choose an object of masterwork quality, whether it's a carpet, broom or other such object that the Bewitcher could conceivably mount (at DM's discretion), and must preform a ceremony with the object taking one 3rd level or higher spell slot for the day and 1500 GP worth of materials (in addition to the cost of the object) that takes 24 uninterrupted hours to complete. At the end of this time the object is enchanted. The cost of the masterwork object is normally 35 gp. However, if a Bewitcher chooses a broom for this purpose the cost of the masterwork broom is just 1 gp.

Starting at once per day at 5th level and an additional 1 time per day every 5 levels there after (2/day at 10th level, 3/day at 15th and finally 4/day at 20th), as a full-round action, a Bewitcher may magically call her mount from the pocket dimension in which it resides. The mount immediately appears hovering 3 feet off the ground adjacent to the Bewitcher and remains for 1 hour per Bewitcher class level. It may be dismissed at any time as a free action from any distance even across planar boundaries, causing it to immediately disappear from where ever it was. The mount is the same object each time it is summoned, though the Bewitcher may choose to perform another ceremony to enchant a different object. Doing so causes the previous object to once again become non magical, and if it was in the pocket dimension at the time of the new ceremony, it simply ceases to exist.

The mount / object is able to fly through the air as if affected by an overland flight spell (average maneuverability) and a fly speed of 50 ft instead of 40 ft. It can hover as if it had perfect maneuverability, and can use the Wingover feat. The object is technically an intelligent item with Int 10, Wis 10, and Cha 1, darkvision 60 ft, and low-light vision, but it has no ego score and it never conflicts with the Bewitcher, unless trying to protect her from something shes not aware of, but she can simply order it to comply.

The object can understand Common but cannot speak. Because the object is intelligent it can understand complex actions, including traveling alone to any destination named by the Bewitcher as long as she has a good idea of the location and layout of that destination, or even performing menial tasks such as sweeping or acting as a sentry. It has no attacks, but can make aid another checks in combat by swatting and harassing.

The object can carry and support as many creatures and as much weight as a heavy warhorse. The Bewitcher can make Ride checks (though the object is intelligent enough to usually not need them), and the object moves using its own move actions. It comes to the Bewitcher from as far away as 1 mile when she speaks the command word. The object has a speed of 60 feet when it has no rider. When unattended, the object acts as Medium sized object with Dex 10, AC 15 (+5 natural), hardness 5, and 150 hp.

Should the object be destroyed, it immediately disappears, leaving behind any equipment it was carrying (if any). The Bewitcher may not create another Flying Broom for thirty days or until she gains a Bewitcher level, whichever comes first. Even if the object is somehow repaired during this thirty-day period, the Bewitcher takes a –1 penalty on attack and weapon damage rolls. A Bewitcher may only have 1 such flying object in existence at any given time and any attempt to make another destroys the original.

Bonus Feat: At 5th level and every 5 Bewitcher levels there after (10th, 15th, and 20th level), a Bewitcher gains a bonus feat. At each such opportunity, she can choose any metamagic feat, item creation feat, Spell Penetration, Spell Focus (Enchantment or Transmutation) or Greater Spell Focus (Enchantment or Transmutation). The Bewitcher must still meet all prerequisites for these other bonus feats, including caster level minimums.

Scrying Cauldron (Sp): Bewitchers possess a special scrying technique that involves the use of a bubbling cauldron. Anytime a Bewitcher sets up a cauldron that has an opening diameter at the top of at least 2 feet wide, and is at least 3/4 full of clear water and gets it to a soft bubbling temperature she can add a special concoction of herbs, soil and other traditional material ingredients for spells worth at least 20 gp to cast the Scrying spell. Using this method to cast the spell does not use up one of the Bewitcher's spell slots for the day. The scrying image appears in the waters and is available for anyone near the cauldron to see and hear and lasts for 5 minutes per Bewitcher's caster level or until dismissed as a free action. Starting at 12th level, when a Bewitcher gains the ability to cast greater scrying, she may instead cast greater scrying anytime she uses this ability.

A Thousand Faces (Su): At 13th level, a Bewitcher gains the ability to change her appearance at will, as if using the alter self spell. This affects the Bewitcher’s body but not her possessions. It is not an illusory effect, but rather, a minor physical alteration of the Bewitcher’s appearance, within the limits described for the spell.

Timeless Body (Ex): After attaining 15th level, a Bewitcher no longer takes ability score penalties for aging and cannot be magically aged. Any penalties she may have already incurred, however, remain in place. Bonuses still accrue, and the Bewitcher still dies of old age when her time is up.

Herbal Remedies

Level Condition Remedy Craft DC Delivery Spell Replicated
Curses
3 Lycanthropy 12 Injection Remove Curse
5 Normal Curses 16 Oral Remove Curse
9 Stronger Curses 20 Topical Break Enchantment
Poisons
6 Poisons Same as poisons Oral Neutralize Poison
Diseases
5 Blinding Sickness 20 Topical Remove Disease
5 Cackle Fever 20 Oral Remove Disease
5 Cascade Flu 20 Oral Remove Disease
5 Cerebral Parasites 20 Inhalant Remove Disease
5 Demon Fever 25 Topical & Oral2 Remove Disease
5 Devil Chills 25 Topical & Oral2 Remove Disease
5 Mindfire 20 Inhalant Remove Disease
5 Mummy Rot 25 Injection & Topical2 Remove Disease
5 Red Ache 20 Oral Remove Disease
5 The Shakes 20 Topical Remove Disease
6 Acid Fever1 25 Injection Remove Disease
6 Blue Guts1 25 Oral Remove Disease
6 Deathsong1 25 Oral Remove Disease
6 Faceless Hate1 25 Topical Remove Disease
6 Festering Anger1 25 Inhalant Remove Disease
6 Fire Taint1 25 Topical Remove Disease
6 Frigid Ravaging1 25 Topical Remove Disease
6 Iron Corruption1 25 Oral Remove Disease
6 Life Blindness1 25 Topical Remove Disease
6 Lightning Curse1 25 Oral Remove Disease
6 Melting Fury1 25 Oral Remove Disease
6 Misery's Passage1 25 Injection Remove Disease
6 Possession Infection1 25 Injection & Inhalant2 Remove Disease
6 Sound Sickness1 25 Oral Remove Disease
6 Soul Rot1 25 Oral Remove Disease
6 Vile Rigidity1 25 Topical Remove Disease
6 Warp Touch1 25 Oral Remove Disease
Ease Suffering / Other
1 Fear 10 Inhalant Remove Fear
3 Deafness 12 Injection Remove Blindness / Deafness
3 Blindness 14 Topical Remove Blindness / Deafness
3 Paralysis 16 Topical Remove Paralysis
8 Exorcism of < 7 HD* 30 Topical & Inhalant2 Dismissal
12 Exorcism of 8+ HD* 35 Topical & Inhalant2 Banishment
1 Minor injuries 10 Oral or Topical Cure Light Wounds
3 Moderate injuries 15 Oral or Topical Cure Moderate Wounds
5 Major injuries 20 Oral or Topical Cure Serious Wounds
Herbal remedies can be administered either Orally, Topically, as an Inhalant or an Injection
1. Disease found on page 30 of the Book of Vile Darkness
2. Under delivery, each instance where "&" is used, it costs twice the normal amount to make the remedy but its still made with a single skill check.
* A Bewitcher can only exercise a possessing demon/devil with less hit dice than herself and the remedy for doing so costs
twice as much as normal.

Campaign Information

Playing a Bewitcher

Religion: Like druids, Bewitchers revere nature itself more-so than any one particular deity, but those that are particularly pious are generally drawn to Obad-hai or Ehlonna more than any other. A few rare Bewitchers may pay homage to Fharlanghn, but they don't generally worship him as their primary deity. Elf and Half-Elf Bewitchers may also worship Corellon Larethian.

Other Classes: A Bewitcher shares with druids, rangers and many barbarians a reverence for nature and a familiarity with natural lands and get along easily with any of these classes. Barbarians in particular treat Bewitchers with a measure of respect and fear. Since Bewitchers don't often look to other people for support or friendship they find it easy to tolerate people who are quite different from themselves, such as bookish wizards and preachy clerics, however the same respect is not usually returned to a Bewitcher. Some clerics find a Bewitcher suspicious because of the secrecy of her craft and the whispers that Bewitchers supposedly worship evil or forbidden outsiders and deities. There is a notorious rift between Bewitchers and wizards, with Bewitchers finding wizards to be withdrawn and confined with their musty books and secluded towers, disconnected from the real world. As where wizards think of Bewitchers as grubby country bumpkins that tamper with forces they hardly understand, and think of witchcraft itself as inferior and incomplete in comparison to the true art of magic.

Role: A Bewitcher is a support caster. She can heal others, but not as good as a cleric. She can also use herbal remedies to remove conditions and ailments without using up her spells. She can scry on enemies for intel, she can use her enchantment spells to get the party past some guards and then put enemies to sleep or make them run in fear. While a Bewitcher isn't blessed with a cleric's plethora of healing spells, she can offer a little aid to those she favors. A Bewitcher even knows a handful of illusion spells which she can use to sometimes trick her foes, but not to the extent that a wizard can.

Bewitchers in the World

A Bewitcher ought never to be frightened in the darkest forest, Granny Elphaba had once told her, because she should be sure in her soul that the most terrifying thing in the forest was her.
—Glinda Nessarose, Human Bewitcher

Adventures: Bewitchers adventure primarily to gain knowledge, to seek out rare plants and herbs for her craft and to gain power. For some Bewitchers, adventuring is about being able to see the world and could be the best chance they have of finding a place in a civilized society. They also have a noted distaste for that which they find to be "unnatural" such as aberrations, demons, devils and undead.

Organizations: Bewitchers will sometimes congregate in small groups that they call "covens" to practice their craft, sharing wisdom and lessons learned and to offer assistance and support to one another. Covens typically meet on each night of the full moon. They also meet on several "holy days" for celebrations, rites of passage and gatherings for honoring nature. Any other gatherings that happen would be at the sole discretion of the coven's leader, although any coven member can call upon the others for aid and assistance at any time. Such requests are not made lightly, and nor are they ever refused either.

NPC Reactions: Bewitchers often fill the role of the NPC adept in most communities, but tend to live rural areas on the outer limits of a smaller cities. They serve as a community's wise woman (or man) and defender against hostile magics, especially in a community that does not have the resources to train a cleric or wizard. In larger communities a Bewitcher is used by its people to take care of issues that they would rather not bring to the attention of the local temple and its clerics, since Bewitchers are often less judgmental and less bound by religious restrictions in her craft. Such services might include: a herbal remedy, a simple blessing or curative spell, the breaking of a curse or even possibly the rare exorcism.

Bewitcher Lore

Characters with a lore skill or ranks in Knowledge (Arcane) can research Bewitchers to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Knowledge (Arcane)
DC Result
5 Bewitchers are spell casters who cast arcane and divine spells, have a familiar like wizards and sorcerers and are very comfortable and at home in the wilderness much like a druid.
10 Bewitchers are well known for the various herbal remedies and concoctions that they can make that can cure various ailments, poisons, diseases, curses and other various conditions. A Bewitcher is also a master potion brewer who makes potions with even more ease than any wizard or sorcerer.
15 A Bewitcher can summon an intelligent, animated broom which she can use to fly across the sky at great speeds and that can perform simple menial tasks. They can also use their cauldrons that they brew their potions in to scry on unwitting subjects. Bewitchers also seem to have a 6th sense about whether those around them are under a curse.
20 Powerful Bewitchers have the innate ability to alter their physical appearance at will and some say a Bewitcher seem ageless, able to move around at the end of her life as well as she did when she was younger. Anyone who obtains this level of success can learn information about a specific Bewitcher including some of their motivations, goals and even recent whereabouts.

Bewitchers in the Game

Sample Encounter:


Bhob Irymi

CR 8

Male Human Cleric 4 / Divine Healer 4
LG Medium Humanoid (Human)
Init/Senses 1/Listen +, Spot +
Aura Consecration
Languages Common, Celestial, Sylvan
AC 16, touch 11, flat-footed 15
(+ armor (Bracers of Armor), +1 dex, +5 cha)
hp 36 (8d8 HD); +0 from (Con)
Fort/Ref/Will +6/+2/+4
Speed 30 ft. (6 squares)
Melee masterwork Heavy Mace +7 (1d6+2/18-20 ×2)
Ranged masterwork heavy crossbow +7 (1d4/19-20 ×2) 30 ft. range
Space/Reach 5 ft./5 ft.
Base Atk/Grp /
Atk Options Turn Undead 8/day {+5 Cha} (, +2 Knowledge (Religion {Damage 2d6 + 13),
Combat Gear MWHeavy Mace, MW Heavy Crossbow,Half Plate, Heavy Shield
Cleric Spells Prepared (CL 17th):
Spell-Like Abilities (CL 1st The save DC is Charisma-based):
Always in effect—"Consecrate" and "Condition"
Abilities Str 10, Dex 12 (+1), Con 11, Int 14 (+2), Wis 18 (+4), Cha 20 (+5)
Feats Augment HealingCDiv, Domain Focus (Healing)CDiv, Exalted TurningBoED, Skill Focus (Diplomacy),
Skills Concentration (Con) +11 (11r), Diplomacmy (Cha) +16 (11r), Heal (Wis) +15 (11r), Knowledge (Religion) (Int) +13 (11r)
Possessions combat gear plus Bracers of Armor +7, Cloak of Charisma +6, Belt of Giant Strength +6, Cloak of Resistance +5, Headband of Intellect +6, Gloves of Dexterity +6, Ring of Protection +4, Amulet of Health +6, acid (flask) ×1, alchemist’s fire (flask) ×3, smokestick, tanglefoot bag, potion of cure light wounds ×3, 20 bolts, boots of striding and springing, 700 gp
Cleric Prayerbook spells prepared plus
Patron Deity Pelor
AC Bonus Bhob adds his Charisma modifier to AC.
Spontaneous Casting (Su): As an good cleric, he can convert spells into "cure" spells spontaneously.


X

X

Familiars

Familiars

A familiar is a normal animal that gains new powers and becomes a magical beast when summoned to service by a sorcerer or wizard. It retains the appearance, Hit Dice, base attack bonus, base save bonuses, skills, and feats of the normal animal it once was, but it is treated as a magical beast instead of an animal for the purpose of any effect that depends on its type. Only a normal, unmodified animal may become a familiar. An animal companion cannot also function as a familiar.

A familiar also grants special abilities to its master (a sorcerer or wizard), as given on the table below. These special abilities apply only when the master and familiar are within 1 mile of each other.

Levels of different classes that are entitled to familiars stack for the purpose of determining any familiar abilities that depend on the master’s level.

Familiar Special
Bat Master gains a +3 bonus on Listen checks
Cat Master gains a +3 bonus on Move Silently checks
Hawk Master gains a +3 bonus on Spot checks in bright light
Lizard Master gains a +3 bonus on Climb checks
Owl Master gains a +3 bonus on Spot checks in shadows
Rat Master gains a +2 bonus on Fortitude saves
Raven1 Master gains a +3 bonus on Appraise checks
Snake2 Master gains a +3 bonus on Bluff checks
Toad Master gains +3 hit points
Weasel Master gains a +2 bonus on Reflex saves
  1. A raven familiar can speak one language of its master's choice as a supernatural ability.
  2. Tiny viper.

Familiar Basics: Use the basic statistics for a creature of the familiar’s kind, but make the following changes:

Hit Dice: For the purpose of effects related to number of Hit Dice, use the master’s character level or the familiar’s normal HD total, whichever is higher.

Hit Points: The familiar has one-half the master’s total hit points (not including temporary hit points), rounded down, regardless of its actual Hit Dice.

Attacks: Use the master’s base attack bonus, as calculated from all his classes. Use the familiar’s Dexterity or Strength modifier, whichever is greater, to get the familiar’s melee attack bonus with natural weapons.

Damage equals that of a normal creature of the familiar’s kind.

Saving Throws: For each saving throw, use either the familiar’s base save bonus (Fortitude +2, Reflex +2, Will +0) or the master’s (as calculated from all his classes), whichever is better. The familiar uses its own ability modifiers to saves, and it doesn’t share any of the other bonuses that the master might have on saves.

Skills: For each skill in which either the master or the familiar has ranks, use either the normal skill ranks for an animal of that type or the master’s skill ranks, whichever are better. In either case, the familiar uses its own ability modifiers. Regardless of a familiar’s total skill modifiers, some skills may remain beyond the familiar’s ability to use.

Familiar Ability Descriptions: All familiars have special abilities (or impart abilities to their masters) depending on the master’s combined level in classes that grant familiars, as shown on the table below. The abilities given on the table are cumulative.

Master
Class Level
Natural
Armor Adj.
Int Special
1st-2nd +1 6 Alertness, Improved Evasion, Share Spells, Empathic Link
3rd-4th +2 7 Deliver Touch Spells
5th-6th +3 8 Speak with Master
7th-8th +4 9 Speak with Animals of Its Kind
9th-10th +5 10
11th-12th +6 11 Spell Resistance
13th-14th +7 12 Scry on Familiar
15th-16th +8 13
17th-18th +9 14
19th-20th +10 15

Natural Armor Adj.: The number noted here is an improvement to the familiar’s existing natural armor bonus.

Int: The familiar’s Intelligence score.

Alertness (Ex): While a familiar is within arm’s reach, the master gains the Alertness feat.

Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.

Share Spells: At the master’s option, he may have any spell (but not any spell-like ability) he casts on himself also affect his familiar. The familiar must be within 5 feet at the time of casting to receive the benefit.

If the spell or effect has a duration other than instantaneous, it stops affecting the familiar if it moves farther than 5 feet away and will not affect the familiar again even if it returns to the master before the duration expires. Additionally, the master may cast a spell with a target of “You” on his familiar (as a touch range spell) instead of on himself.

A master and his familiar can share spells even if the spells normally do not affect creatures of the familiar’s type (magical beast).

Empathic Link (Su): The master has an empathic link with his familiar out to a distance of up to 1 mile. The master cannot see through the familiar’s eyes, but they can communicate empathically. Because of the limited nature of the link, only general emotional content can be communicated.

Because of this empathic link, the master has the same connection to an item or place that his familiar does.

Deliver Touch Spells (Su): If the master is 3rd level or higher, a familiar can deliver touch spells for him. If the master and the familiar are in contact at the time the master casts a touch spell, he can designate his familiar as the “toucher.” The familiar can then deliver the touch spell just as the master could. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates.

Speak with Master (Ex): If the master is 5th level or higher, a familiar and the master can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.

Speak with Animals of Its Kind (Ex): If the master is 7th level or higher, a familiar can communicate with animals of approximately the same kind as itself (including dire varieties): bats with bats, rats with rodents, cats with felines, hawks and owls and ravens with birds, lizards and snakes with reptiles, toads with amphibians, weasels with similar creatures (weasels, minks, polecats, ermines, skunks, wolverines, and badgers). Such communication is limited by the intelligence of the conversing creatures.

Spell Resistance (Ex): If the master is 11th level or higher, a familiar gains spell resistance equal to the master’s level + 5. To affect the familiar with a spell, another spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the familiar’s spell resistance.

Scry on Familiar (Sp): If the master is 13th level or higher, he may scry on his familiar (as if casting the scrying spell) once per day.

Familiars at Epic Level: Special abilities granted to a familiar continue to grow as the level of its master increases beyond 20th, as shown on Table: Epic Familiar Special Abilities. Even though the table shows advancement only to 42nd level, that is not the limit. The patterns in the table continue infinitely. Familiar special abilities gained at less than 20th level also continue to improve.

Table: Epic Familiar Special Abilities
Master
Class Level
Natural
Armor Adj.
Int Special
21st–22nd +11 16 Familiar Spell
23rd–24th +12 17
25th–26th +13 18
27th–28th +14 19
29th–30th +15 20
31st–32nd +16 21 Familiar Spell
33rd–34th +17 22
35th–36th +18 23
37th–38th +19 24
39th–40th +20 25
41st–42nd +21 26 Familiar Spell

Familiar Spell: The familiar gains the benefit of the Familiar Spell epic feat for the spell its master chooses.


Marksman's Homebrews
^The-Marksmanv
Classes Battle Juggernaut, Bewitcher, Bounty Hunter, Cat Burglar, Divine Healer, Enchantress, Footpad, Grimslayer, Half-Nymph, Half-Rylvain, Hunter, Ki Warrior, Martial Artist, Noble, Platinum Dragoon, Radiant Champion, Rylvain, Saiyan Warrior, Scout, Socialite Deluxe, Spy, Undead Slayer, Undead Stalker, Warlord, Wolverine
Races Elven Nymph, Half-Drow, Elf, Half-Giant, Half-Nymph, Half-Rylvain, Half-Saiyan, Liantia, Moogle, Namekian, Ronso, Rylvain, Saiyans, Xanthian
Character Options Ascended Super Saiyan, Ascetic Juggernaut, Awesome Blow, Enhanced Ki Pool, Full Power Super Saiyan, Saiyan Elite, Tail Defense, Ultra Super Saiyan
Equipment Cloak of Bullshit, Cloak of Greater Bullshit, Cloak of Lesser Bullshit, Dragon Balls, Excalibur, Potion of Youth
Spells & Powers Condition, Eternal Charm Monster, Eternal Charm Person, Eternal Slumber, Reraise, Restore Youth, Steal Youth, Summon Wyvern
Invocations After Image, Alternate Delivery, Beam Blast, Candy Beam, Death Beam, Destructo Disc, Dragon Fist, Energy Channel, Energy Rings, Explosive Wave, Final Explosion, Flash Step, Four Witches, Fusion Dance, Greater Ki Transmutation, Healing Spirit, Improved Intimidating Ki, Improved Ki Charging, Improved Ki Flying, Improved Ki Volley, Instant Transmission, Intimidating Ki, Kaio-ken, Ki Barrage, Ki Charging, Ki Enhancement, Ki Flying, Ki Sense, Ki Shield, Ki Sight, Ki Supression, Ki Sword, Ki Transmutation, Ki Wind, Lesser Electrical Transmutation, Lesser Fire Transmuation, Lesser Frost Transmutation, Master Ki Transmutation, Multi-Form, Neo Tri Beam, Nova Chariot, Power Ball, Scatter Shot, Solar Flare, Spirit Ball, Spirit Bomb, Super Ghost Kamikaze Attack, Tri Beam, Warp Blast
Espers Bomb, Cactuar, Cait Sith, Chocobo Esper, Cockatrice, Esper, Goblin, Kirin, Mindflayer, Shiva, Siren, Sylph, Tonberry, Unicorn
Monsters Adamantoise, Ash Viper, Behemoth, Drake, Malboro V.2, Murder of Crows, Tangle Tree
Other Aralhal, Celesdra, Golbez System, James Houlton, Levels That Spells Are Obtained, Rydel Taerun, Shenron, Spirit Beast
Sandbox 1 / Box 2 / Box 3 / Box 4 / Box 5 / Box 6 / Box 7 / Box 8 / Box 9 / Organized table of published races with statistics / Talk page



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