Difference between revisions of "User:Leziad/Street Witch"

From Dungeons and Dragons Wiki
Jump to: navigation, search
(Created page with " ==Street Witch== <-general description->. ===Making a Street Witch=== <-Strong points and weak points, and effectiveness with party members.-> '''Abilities:''' <-Descript...")
 
 
Line 144: Line 144:
 
'''{{Anchor|Magic Tricks}} {{Su}}:''' At 5th level and each four levels thereafter, a street witch learn a potent magic trick. The caster level of any effect replicated by her magic trick is equal to her class level and the DC of magic tricks is 10 + half her street witch class level + her [[Charisma]] modifier. A street witch can use a magic trick a number of times per day equal to 1 + her [[Charisma]] modifier.
 
'''{{Anchor|Magic Tricks}} {{Su}}:''' At 5th level and each four levels thereafter, a street witch learn a potent magic trick. The caster level of any effect replicated by her magic trick is equal to her class level and the DC of magic tricks is 10 + half her street witch class level + her [[Charisma]] modifier. A street witch can use a magic trick a number of times per day equal to 1 + her [[Charisma]] modifier.
  
: ''{{Anchor|I Know a Shortcut}}:'' To use this magic trick, a street witch must enter a door or an alley as part of a move action. As a swift action she then teleport as per [[SRD:Dimension Door|''dimension door'']] (personal only) to another door or alley within the range. She may open or close door as she use this ability as a free action. This ability is usable at-will.  
+
: ''{{Anchor|I Know a Shortcut}}:'' To use this magic trick, a street witch must enter a door or an alley as part of a move action. As a swift action she then teleport as per [[SRD:Dimension Door|''dimension door'']] (personal only) to another door or alley within the range. She may open or close door as she use this ability as a free action.
  
 
'''{{Anchor|Mass Malediction}} {{Su}}:''' A 7th level street witch may choose to invoke a malediction as a full-round action, if she does she may target up to one creatures per two class level within 60 feet instead of a single creature. She must use the same malediction on all creatures involved and may not target a creature outside her range bearing a Witch's Token when using this ability. This count as a single malediction for the purpose maintenance and focus usage.  
 
'''{{Anchor|Mass Malediction}} {{Su}}:''' A 7th level street witch may choose to invoke a malediction as a full-round action, if she does she may target up to one creatures per two class level within 60 feet instead of a single creature. She must use the same malediction on all creatures involved and may not target a creature outside her range bearing a Witch's Token when using this ability. This count as a single malediction for the purpose maintenance and focus usage.  

Latest revision as of 04:32, 9 October 2019

Street Witch[edit]

<-general description->.

Making a Street Witch[edit]

<-Strong points and weak points, and effectiveness with party members.->

Abilities: <-Description of most important attributes for this class.->

Races: <-Description of relative likelihood of various races to join this class.->

Alignment: <-Alignments allowed for this class, or write "Any"->.

Starting Gold: <-starting gold; YdZ->×10 gp (<-average starting gold. This is calculated by multiplying the number of die rolls by the die size plus one and multiplying the result by 5 [Y × (Z + 1) × 5].-> gp).

Starting Age: Simple.

Table: The Street Witch

Hit Die: d4

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +0 +0 +2 +2 Malediction, Street Savvy, Urban Magic
2nd +1 +0 +3 +3 AC Bonus, Malediction, Witch's Token
3rd +1 +1 +3 +3 Sneak Attack +1d6
4th +2 +1 +4 +4 Malediction, Uncanny Dodge
5th +2 +1 +4 +4 Magic Tricks
6th +3 +2 +5 +5 Sneak Attack +2d6
7th +3 +2 +5 +5 Mass Malediction
8th +4 +2 +6 +6 Malediction, Improved Uncanny Dodge
9th +4 +3 +6 +6 Magic Tricks, Sneak Attack +3d6
10th +5 +3 +7 +7 [[#|]]
11th +5 +3 +7 +7 Curse Crowd
12th +6/+1 +4 +8 +8 Sneak Attack +4d6, Malediction
13th +6/+1 +4 +8 +8 Eternal Malediction
14th +7/+2 +4 +9 +9 [[#|]]
15th +7/+2 +5 +9 +9 Magic Tricks, Sneak Attack +5d6
16th +8/+3 +5 +10 +10 Malediction
17th +8/+3 +5 +10 +10 [[#|]]
18th +9/+4 +6 +11 +11 Sneak Attack +6d6
19th +9/+4 +6 +11 +11 Magic Tricks
20th +10/+5 +6 +12 +12 Malediction

Class Skills (8 + Int modifier per level, ×4 at 1st level)
Appraise (Int), Autohypnosis (Wis), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Control Shape (Wis), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Hide (Dex), Iaijutsu Focus (Cha), Intimidate (Cha), Jump (Str), Knowledge (Int), Listen (Wis), Martial Lore (Int), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Psicraft (Int), Ride (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (None), Spellcraft (Int), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex).

Class Features[edit]

All of the following are class features of the Street Witch.

Weapon and Armor Proficiency: A street witch is proficient with all simple weapons but no armor or shields.

Malediction (Su): A street witch's main ability is her curses, which she draw from spirits she has allegiance to, a patron, or even the communal spirit of those who live in a city. As a standard action a witch can invoke a malediction against a single creature within 60 feet of her which she has line of sight to. The DCs of malediction is 10 + half her street witch class level + her Charisma modifier. Once a creature has been afflicted by a malediction, whether or not they succeed any associated saving throws, they are immune to this particular malediction for 24 hours.

A malediction last for 1 round after it is invoked, however the street witch may maintain it, extending it duration by 1 round by expending 1 point of focus. She may maintain a malediction as a free action, either requiring somatic or verbal component of the street witch's choice. A Street Witch has a pool of focus equal to 2 + her Wisdom modifier before she need to recover them (see below). A street witch may maintain only a single malediction at any given time.

If a malediction is described as being calculated in another temporal metric rather than round, then at it base it last for 1 unit of it metric and each round of maintenance and point of focus provide an additional unit of it metric in duration. By example if a malediction is calculated in hours, it last for 1 hours and each hour the street witch may use a free action to maintain the malediction. A remove curse spell end a malediction and prevent any additional effect it may have.

A street witch may spend 10 minutes in prayer, performing various ritual or similar activities to recharge her rounds of maintenance. She must not be interrupted and may not perform any strenuous activities or maintain any malediction while recovering her focus. Once she is done, she completely refill her focus pool.

A street witch start the game knowing one malediction and learn another at 2nd level, 4th level and each 4 levels thereafter.

Accident: Once this malediction is invoked, the target become doomed to have a terrible accident. Once the malediction end, the target suffer an improbable and deadly accident, taking 2d6 damage per round it was in effect beyond the first (up to a maximum of 20d6). A successful Reflex save halves the damage. Once the accident happen the target either start bleeding] equal to half the street witch level (minimum 1), fall prone or become staggered for 1 round. The street witch choose which effect happen, the GM may also allow or disallow some effect based on the circumstance.
Blindness: As a street witch invoke this dangerous malediction, the afflicted creature must make a Fortitude save or have both eyes covered in blood, sooth or other obstructing and painful substance. The target is blinded for the duration of the malediction, although it may take a full-round action to end it early.
Charm: As you invoke this malediction, you give a flirty look or even a little kiss to your target. The target must make a Will save or fall under your charm, if the target is or could be attracted to you the DC increase by 2, if you had consensual romantic or sexual contact with the target beforehand the DC increase by 4. A charmed target is considered two step friendlier toward you (to a maximum of helpful). Once per hour, you may even replicate the effect of suggestion with a Will save allowed to negate the effect (but not ending the charm). Unlike most malediction, you may maintain a charm for hours instead of rounds. However you may only have a single creature under the effect of charm, once you use it on another creature the previous one is freed. When the duration end or the effect end or is dispelled, the target must make a Will save in order to be able to realize by itself that it was being controlled.
Discord: This insidious malediction cause it target to become discordant and erratic. The afflicted creature must make a Will save or become confused for the duration of the malediction. In addition while under the effect of this malediction, the afflicted creature treat no effect as allies and no longer flank with any creature.
Gaslighting: The street witch who invoke this vile malediction sow seeds of doubt in the target's memory, perception and even it own sanity. The afflicted creature take a -3 penalty on sense motive, this penalty double against the street witch. Whenever the street witch successfully lies to the afflicted creature, it perception is altered as per false sensory input to match the lie, which remain altered until the end of the malediction. The afflicted creature is allowed a Will save to negate each change of perception. This malediction's duration is calculated in minutes rather than rounds.
Greed: This malediction reach into the heart of her target and once invoked, make the afflicted creature into a greedy bastard. The afflicted creature must make a Will save, on a failure it gain the Ooo Shiny flaw with no bonus feat. The creature also become two category less friendly toward any creature holding any visible valuables. This malediction is calculated in minutes rather than rounds.
Hallucination: Upon invoking this malediction, you cause the afflicted creature to have terrible hallucination and a general feeling of paranoia. The afflicted creature suffer the effect of paranoia haunt, the street witch may cause a single major image to appears within 30 feet of the afflicted creature as a standard action, although only the afflicted creature can perceive it. The afflicted creature is allowed to make a Will save as a full-round action, if she succeed the effect end.
Harassing Spirits: As the street witch invoke this malediction you cause spirits to harass the afflicted creature, causing it to become Clumsy for as long as this malediction is in effect.
Misfortune: As you invoke this malediction, you spread a great amount of bad luck to the afflicted creature. The target is allowed a Will save, otherwise it roll all of it d20 rolls twice, taking the worse result. A successful save reduce the duration of this malediction to 1 round.
Lost: This sneaky malediction cause the target to become disoriented and lost, which is especially dangerous in an urban setting. The afflicted creature must make a Will save or be denied it Dexterity to AC against all attacks and move at half speed for the duration of the malediction. If the target attempt to move through alleys and street it become hopelessly lost, unable to engage in pursuit or reach it intended destination. This malediction's duration is counted in minute rather than rounds in an urban setting.
Slumber: This strange malediction cause drowsiness and even make those it afflict to fall asleep. The afflicted creature become drowsy, taking a -2 penalty to attack and AC. If the target isn't in a stressful situation, 1 round after this malediction set it it must make a Will save or fall asleep. The afflicted target cannot wake up naturally (but may still be roused by an ally or damage) for as long as the malediction is in effect. After which the target is roused extremely easily from just about any noises or movement.
Ward Off: Upon invoking this malediction, the street witch choose a single square or creature. The afflicted creature become At Bay from the square or creature, if the street witch choose a was a creature it also count as under the effect of the sanctuary spell (Will negate) but only against the afflicted creature. If you selected a square the afflicted creature may not enter the square or any adjacent square without a successful Will save.

Street Savvy (Ex): A street witch possess an innate sense in an urban setting, which may be applied elsewhere as well. She gain half her class level (minimum of +1) as a bonus on all Bluff, Hide, Knowledge (Local), Listen, Gather Information, Move Silently Skill and Spot checks as well as the Urban tracking feat as a bonus feat. In a city of other urban environment she may roll the affected skills twice, taking the better result.

Urban Magic (Su): A street witch isn't all about curses, she is able to use a variety of useful 'spells'. In order to use her urban magic she perform a 10 minutes ritual which include material components worth 5 silver. This allow her to replicate the effect of any cantrip on the Sorcerer/Wizard list.

AC Bonus (Ex): A 2nd level street witch who wear no armor, do use a shield and is only bearing a light load add her Wisdom bonus as an insight bonus to her AC.

Witch's Token (Su): A 2nd level street witch can craft a small token, using stones, feathers and other rubbish. Any creature bearing or carrying one of her token is able to be targeted by her malediction even if she lack line of sight to them and extend the range within 1 mile. Additionally if she use a malediction against a creature bearing one of her token, the street witch do not need to use any action to maintain any malediction upon them, although it still uses focus as normal. She may even use and maintain another malediction while she does so. She is still unable to regain her focus while one of her malediction is active.

A street witch may have a number of functioning token equal to half her class level, she may forsake a token as a free action even if it not in her possession. A token may only maintain a single malediction upon a creature at any time, and only a single token may be active on any one creature.

Sneak Attack (Ex): A street witch know how to fight dirty. At 3rd level and each 3 levels thereafter she gain a single dice of Sneak Attack. This is otherwise identical to the Rogue class feature.

Uncanny Dodge (Ex): A 4th level street witch gain the Uncanny Dodge class feature as a Rogue. At 8th level this become Improved Uncanny Dodge.

Magic Tricks (Su): At 5th level and each four levels thereafter, a street witch learn a potent magic trick. The caster level of any effect replicated by her magic trick is equal to her class level and the DC of magic tricks is 10 + half her street witch class level + her Charisma modifier. A street witch can use a magic trick a number of times per day equal to 1 + her Charisma modifier.

I Know a Shortcut: To use this magic trick, a street witch must enter a door or an alley as part of a move action. As a swift action she then teleport as per dimension door (personal only) to another door or alley within the range. She may open or close door as she use this ability as a free action.

Mass Malediction (Su): A 7th level street witch may choose to invoke a malediction as a full-round action, if she does she may target up to one creatures per two class level within 60 feet instead of a single creature. She must use the same malediction on all creatures involved and may not target a creature outside her range bearing a Witch's Token when using this ability. This count as a single malediction for the purpose maintenance and focus usage.

Curse Crowd (Su): At 11th level, a street witch may deliver her malediction as a 1 round action. If she does she unleash a 60 feet cone of curses, affecting all creature within it with the same malediction. This count as a single malediction for the purpose maintenance and focus usage.

Eternal Malediction (Su): At 13th level street witch is capable of extending the duration of one of her malediction to 'permanent' as part of invoking it. This ability can be used up to twice per day.

<span id="<-extraordinary class feature->"><-extraordinary class feature-></span> (Ex): <-class feature game rule information->

<span id="<-psi-like class feature->"><-psi-like class feature-></span> (Ps): <-class feature game rule information->

<span id="<-spell-like class feature->"><-spell-like class feature-></span> (Sp): <-class feature game rule information->

<span id="<-supernatural class feature->"><-supernatural class feature-></span> (Su): <-class feature game rule information->

<span id="<-class feature->"><-class feature-></span>: <-class feature game rule information->

<span id="<-subclass feature->"><-subclass feature-></span> <-"(Ex)", "(Su)", "(Sp)", or "(Ps)" if applicable.->: <-subclass feature game rule information->

<-Lather, rinse...->

<-... repeat as necessary.->

Ex-Street Witch[edit]

<-Describe what happens when a character violates the alignment restrictions or any other class restrictions. If there are no behavior or alignment restrictions, delete this section.->



Back to Main Page3.5e HomebrewClassesBase Classes