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The Witchblade--A Hexblade Conversion for Pathfinder GK

 
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masterarminas
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Joined: Oct 29, 2011
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PostPosted: Sat Oct 29, 2011 3:52 pm    Post subject: The Witchblade--A Hexblade Conversion for Pathfinder GK Reply with quote

This is a conversation that I did for my Pathfinder game. Feel free to use it is you want, so to give any feedback on the class itself. Enjoy!

Master Arminas


Witchblade
Warriors of blade and invocation, the Witchblades are an elite order of knights in service to Wee Jas—the Ruby Sorceress, the Dark-Eyed Lady, the Witch Goddess, the Stern Lady, the Taker, the Lady of Book and Bone, Death’s Guardian. Where paladins serve Heironious and Pholtus and St. Cuthbert, the Witchblades serve Wee Jas. Blending mystical might with martial prowess, the Order of the Witchblade defends the interests of Wee Jas’ church. They protect her sacred sites and they deal with those who have inflamed the Goddess’ ire. The majority of Witchblades are female, and normally either human or half-elf, typically of Suel descent. Only a handful of males are accepted by the Order, and each finds that he must constantly prove to other Witchblades that he is worthy of serving Her. While most Witchblades are tied to the Church, Wee Jas also allows a large minority to roam the lands of the Flaness, serving as her eyes and ears among the people. Bound only to the precepts of Her Church, the Witchblades may use any means at their disposal to ensure that the Witch Goddess’ interests are served.

Role: The Witchblade is a martial character with the strength of arms and the capacity to absorb damage. She also possesses a number of arcane tricks and lower level spells that can rapidly cause her opponents to become ineffectual in combat. Although she is unable to replace a full-level arcane caster, she makes an excellent supplement to one.

Alignment: Any non-chaotic; must worship Wee Jas.

Hit Die: d10.

Starting Wealth: 4d6 x 10 gp (average 140 gp.) In addition each character begins play with an outfit worth 10 gp or less.

Class Skills
The Witchblade’s class skills are Bluff (Cha); Climb (Str); Craft (Int); Fly (Dex); Intimidate (Cha); Knowledge (Arcana) (Int); Perception (Wis); Profession (Wis), Ride (Dex); Spellcraft (Int); Stealth (Dex); and Swim (Str).

Skill Ranks per Level: 4 + Intelligence modifier.

Hit Die: d10

BAB: Full

Good Saves: Fort; Will

Class Features

Weapon and Armor Proficiency: Witchblades are proficient with all simple weapons and all martial weapons. They are proficient in light and medium armor, but not with shields. She can cast Witchblade spells while wearing light armor or medium without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a Witchblade wearing heavy armor, or a using a shield incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass Witchblade still incurs the normal arcane spell failure chance for arcane spells received from other classes.

Hex Pool (Su): At 1st level, the Witchblade gains a reservoir of mystical arcane energy that she can draw upon to fuel his powers and enhance his weapon. This hex pool has a number of points equal to her Witchblade level (minimum 1) + his Charisma modifier. The pool refreshes once per day when the Witchblade refreshes his spell slots.
At 1st level, the Witchblade can expend 1 point from his hex pool as a swift action to grant any weapon she is holding a +1 enhancement bonus for 1 minute. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 17th level. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves.
At 5th level, these bonuses can be used to add any of the following weapon properties: dancing, flaming, flaming burst, frost, icy burst, keen, shock, shocking burst, speed, thundering, or vorpal. Adding these properties consumes an amount of bonus equal to the property’s base price modifier. These properties are added to any the weapon already has, but duplicates do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. These bonuses and properties are decided when the arcane pool point is spent and cannot be changed until the next time the Witchblade uses this ability. These bonuses do not function if the weapon is wielded by anyone other than the Witchblade.
A Witchblade can only enhance one weapon in this way at one time. If he uses this ability again, the first use immediately ends.

Cursed Hex (Su): At 1st level, the Witchblade is able to bestow a curse on a person of her choice; this is known as a cursed hex. She may unleash a hex by spending 1 point of his hex pool on a target that the Witchblade can see and is within 60 feet of; this is a free action, but the Witchblade may only bestow a single hex each round. Spell resistance does not apply to hexes, but the target gets a Will save (DC 10 plus ½ the Witchblade’s level plus the Witchblade’s Charisma modifier) to partially negate the effect. If the target fails his saving throw, he suffers a penalty of -2 on all attack rolls, damage rolls, saving throws, skill checks, ability checks, CMB, CMD, and armor class for the next hour. A successful save by the target reduces the penalties to -1 and cuts the duration to just one minute. A cursed hex can by ended prematurely by any effect that can remove a curse.
The effects of cursed hex do not stack, but the duration can be extended through multiple uses.

Arcane Grace (Su): At 2nd level, the Witchblade gains a bonus equal to her Charisma bonus (if any) on all saving throws.

Harrier (Ex): A 3rd level Witchblade knows the tricks of casting a spell in combat so as to avoid attacks of opportunity—and the best ways to stop others from doing just that. Hostile spell-casters attempting to cast in an area threatened by the Witchblade add the Witchblade’s class level to their concentration check DC if they attempt to defensively cast a spell.

Mettle (Ex): A Witchblade receives training in not only delivering spells while in combat, but in resisting them. Similar to the evasion ability possessed by rogues, mettle allows a Witchblade to shrug off the effects of spells that have a Fortitude or Will saving throw that have a reduced effect on a successful save (such as Will half or Fortitude partial). A successful saving throw by the Witchblade against these types of spells results in no effect to the Witchblade.

Cantrips (Sp): Witchblades learn a number of cantrips, or 0-level spells, as noted on the table below, but they do not consume any slots and may be used again.

Spellcasting: Beginning at 4th level, a Witchblade gains the ability to cast a small number of arcane spells which are drawn from Witchblade spell list. A Witchblade can cast any spell she knows without preparing ahead of time. To learn or cast a spell, a Witchblade must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a Witchblade’s spell is 10 + the spell level + the Witchblade’s Charisma modifier.
Like other spellcasters, a Witchblade can cast only a certain number of spells of each spell level per day. Her base daily allotment is given on the class table above. In addition, she receives bonus spells per day if she has a high Charisma score.
A Witchblade selection of spells in extremely limited. At fourth level, a Witchblade gains knowledge of four 0-level spells and two 1st-level spells of his choice. At each new Witchblade level, she gains knowledge of one or more new spells from the Witchblade spell list, as indicated on the table below.

Spells per Day: As paladin +1 per level

Spells Known:
4 4 2
5 5 3
6 6 4
7 6 4 2
8 6 4 3
9 6 4 4
10 6 5 4 2
11 6 5 4 3
12 6 5 4 4
13 6 5 5 4 2
14 6 6 5 4 3
15 6 6 5 4 4
16 6 6 5 5 4
17 6 6 6 5 4
18 6 6 6 5 4
19 6 6 6 5 5
20 6 6 6 6 5

Upon reaching 7th level, and every three Witchblade levels gained thereafter (10th; 13th; 16th; and 19th), a Witchblade can choose to learn a new spell in place of one she already knows. In effect, the Witchblade loses the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged. A Witchblade may swap only a single spell at any given time, and must choose whether or not to swap the spell at the same time that she gains new spells known for the level.
Unlike a paladin or a ranger, a Witchblade need not prepare his 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. To regain his daily spell slots, a Witchblade must spend 1 hour each day in quiet meditation where she clears his mind and refreshes his arcane energies. Through 3rd level, a Witchblade has no caster level. At 4th level and higher, her caster level is equal to her Witchblade level -3.

Bonus Feats: At 5th level, and every five Witchblade levels gained thereafter, a Witchblade gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as combat, item creation, or metamagic feats, as well as the feats Ability Focus (Cursed Hex); Extra Hex; Greater Spell Focus; Greater Spell Penetration; Spell Focus; and Spell Penetration. She must meet the prerequisites for these feats as normal.

Quickcast (Ex): At 5th level, a Witchblade gains the ability to quicken a limited number of her spells each day. By spending 2 points from his hex pool, any Witchblade spell cast by the Witchblade with a casting time of one standard action or less can instead be cast as a swift action. Unlike the quicken spell feat, the use of this ability does not require the Witchblade to use a higher level spell slot in order to cast this spell.

Aura of Unluck (Su): At 6th level, a Witchblade can spend 2 points from his hex pool to invoke an aura around herself that causes any melee or ranged attack (including spells) made against the Witchblade to suffer a 20% miss chance (similar to concealment) and any sneak attacks or critical hits inflicted on the Witchblade have a 20% chance to be negated (similar to fortification). The Witchblade can activate the aura of unluck as a free action, and the aura lasts for 3 rounds plus 1 round per point of the Witchblade’s Charisma modifier (minimum of 1).

Cursed Blade (Su): At 7th level, a Witchblade can spend 2 points from his Hex pool as a swift action to curse the wounds inflicted by his attacks for one round. Any creature injured by the Witchblade must make a Will save (DC 10 + ½ the Witchblade’s level + the Witchblade’s Charisma modifier) or suffer a cursed wound. The cursed wound cannot be healed until the curse has removed via a remove curse, break enchantment, or similar effect. All creature’s injured by the Witchblade during the round the cursed blade is active must save versus this effect, and the cursed wound damage stacks.

Witchblade’s Familiar (Ex): At 7th level, the Witchblade forms a powerful bond with an animal, magical beast, outsider, or elemental that becomes her constant companion and partner. The Witchblade can choose any of the standard wizard familiars, or any of the familiars listed under the improved familiar feat; in the latter case, treat her Witchblade class level as her wizard level for this purpose only. The Witchblade’s familiar gains all of the standard familiar abilities, but the rate of progression is slower than that of a wizard or sorcerer. The Witchblade Familiar’s improves according to the chart in the wizard class as if the Witchblade were a wizard six levels lower than her Witchblade level.
In addition, the Witchblade’s familiar gains a +1 enhancement bonus on all attack and damage rolls. This enhancement bonus increases by +1 at 8th level, and every four Witchblade levels gained thereafter, to a maximum of +5 at 20th level.
In all other respects, treat the Witchblade’s Familiar as a normal familiar (either standard or improved).

Fighter Training (Ex): At 8th level, a Witchblade counts ½ his total Witchblade level as her fighter level for the purpose of qualifying for feats. If she has levels in fighter, these levels stack.

Greater Hex (Su): At 9th level, the Witchblade’s hex ability improves. If the target fails his saving throw, he suffers a penalty of -4 on all attack rolls, damage rolls, saving throws, skill checks, ability checks, CMB, CMD, and armor class for the next hour. A successful save by the target reduces the penalties to -2 and cuts the duration to just one minute.

Dispelling Hex (Su): At 10th level, whenever the Witchblade hits an opponent in melee, and that opponent has one or more magical effects currently active on their person, the Witchblade can expend 2 points from her hex pool to trigger a targeted dispel magic on his opponent. Unlike the normal dispel magic spell, the dispelling hex does not have a cap on the Witchblade’s caster level.

Mass Hex (Su): At 11th level, the Witchblade can choose to affect all targets in a 20-foot radius burst with her hex ability (but not her greater hex ability). At 19th level, the Witchblade can choose to affect all targets in a 20-foot radius burst with his greater hex ability (but not her dire hex ability).

Improved Aura of Unluck (Su): At 12th level, when the Witchblade activates her Aura of Unluck ability, the miss chance is 35% and she gains a 35% to negate sneak attacks and critical hits.

Counter Hex (Su): At 13th level, the Witchblade can expend 3 points from her hex pool as an immediate action to force one opponent within 60 feet to reroll an attack roll or saving throw he has just made.

Stolen Luck (Ex): At 14th level, the Witchblade can, as a free action once per day, reroll any d20 roll that she has just made. The Witchblade must take the results of the second roll, even if they are worse than the previous roll. At 20th level, she may use this ability three times per day.

Witchblade’s Insight (Ex): At 16th level, the Witchblade gains arcane insight into the ways of magic. She can select eight new spells from the abjuration, enchantment, necromancy, or transmutation schools of the sorcerer/wizard spell list and add them to her spells known. She gains two spells each of 1st, 2nd, 3rd, and 4th level. In addition, the Witchblade gains the ability to use wands and staves as if she were a wizard equal in level to her Witchblade level.

Dire Hex (Su): At 17th level, the Witchblade’s hex ability improves again. If the target fails his saving throw, he suffers a penalty of -6 on all attack rolls, damage rolls, saving throws, skill checks, ability checks, CMB, CMD, and armor class for the next hour. A successful save by the target reduces the penalties to -3 and cuts the duration to just one minute.

Greater Aura of Unluck (Su): At 18th level, when the Witchblade activates his Aura of Unluck ability, the miss chance is 50% and she gains a 50% to negate sneak attacks and critical hits.

Witchblade Spells

0-level Spells: Arcane Mark; Bleed; Dancing Lights; Detect Magic; Detect Poison; Ghost Sound; Light; Mage Hand; Mending; Message; Open/Close; Prestidigitation; Read Magic; Resistance; Touch of Fatigue
1st-level Spells: Alarm; Cause Fear; Charm Person; Comprehend Languages; Disguise Self; ; Endure Elements; Expeditious Retreat; Feather Fall; Hideous Laughter; Hold Portal; Identify; Jump; Magic Aura; Mount; Obscuring Mist; Protection from Alignment; Sleep; Undetectable Alignment; Unseen Servant
2nd-level Spells: Alter Self; Arcane Lock; Bear’s Endurance; Blindness/Deafness; Bull’s Strength; Darkness; Darkvision; Eagle’s Splendor; Enthrall; False Life; Fog Cloud; Glitterdust; Invisibility; Knock; Levitate; Locate Object; Make Whole; Mirror Image; Obscure Object; Phantom Trap; Protection from Arrows; Pyrotechnics; Rage; Resist Energy; Scare; See Invisibility; Shatter; Spider Climb; Summon Swarm; Touch of Idiocy; Whispering Wind
3rd-level Spells: Arcane Sight; Beast Shape I; Clairaudience/Clairvoyance; Charm Monster; Confusion; Deep Slumber; Dispel Magic; Fly; Invisibility Sphere; Magic Circle against Alignment; Nondetection; Phantom Steed; Poison; Protection from Energy; Ray of Exhaustion; Repel Vermin; Slow; Stinking Cloud; Vampiric Touch; Wind Wall
4th-level Spells: Baleful Polymorph; Beast Shape II; Bestow Curse; Contact Other Plane; Crushing Despair; Detect Scrying; Dimension Door; Dominate Person; Elemental Body I; Enervation; Fear; Invisibility, Greater; Locate Creature; Phantasmal Killer; Rusting Grasp; Scrying; Sending; Solid Fog
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