Showing posts with label Witch. Show all posts
Showing posts with label Witch. Show all posts

Thursday, June 5, 2014

Questions About Class: the Witch

Image by Ines-Ka

Welcome back readers! Here is another entry in our Questions about Class series, this time focusing on the witch. As you may (or may not) know, Flying Pincushion Games is releasing the next book, Into the Breach: The Witch so we thought it was a good time that I, Kiel Howell, sit down with fellow Pincushioneer Taylor Hubler to talk about the class.

KH: First of all, thank you for taking the time to sit down and answer these questions!

TH: You are welcome kind sir!

KH: Can you give the readers a little about yourself and your role at The Flying Pincushion?

TH: I was raised on tabletop games of all kinds and started playing tabletop RPGs nearly fifteen years ago. Because I was too poor and there wasn’t a dedicated game store in my area I ended up writing all of my own material until I ran Pathfinder’s adventure path “Kingmaker.” Even then I did considerable amounts of customization to it and shared it online. Frank saw it, liked it, and we have been collaborating off and on since. When he started up Flying Pincushion I slaughtered my way into the copyeditor position and I recently took charge of some of the format, templates, and styles used by FP.

KH: Ok, the witch. I have to admit, I’m a fan of the witch but I don’t actually understand exactly what they are and what their role is. Are they some sort of half-druid and half-sorcerer?

TH: No, that wouldn’t be a fair assessment. Witches are like the anti-bard, but are full casters with a narrow spell list. They focus mostly on enchantment and necromancy, but have bits of other spell schools as well. They are the best debuffing class you can play, which really plays well with their role in literature as well.

KH: What’s the deal with their familiar?

TH: Well, the familiar is pretty much like a wizard’s but also doubles as the spell library. In myth and folklore this was the case as well. It used to be thought that the familiar, such as a black cat, would be possessed by a devil and whisper dark secrets to the witch. Paizo did pretty well with capturing the witch from folklore by having something similar.

KH: Is a male still a witch or are they a warlock?

TH: You still write witch under the class section of the character sheet. However my real life witch friends would say that males are supposed to be called warlocks. I honestly don’t care and treat nearly all class names as flavor more than mechanics and have played male witch characters that referred to themselves as tricksters.

KH: Does it matter what kind of familiar you choose? Are there benefits or detriments to certain types?

TH: Totally. Opinions do vary but most people will say that you want to pick either a familiar that gives a boost to initiative or one that can use magic items like a wand or potion. They are living spellbooks, so you should keep that in mind as well. A familiar that you can keep out of danger is a good idea. Other than that, they are just like a wizard’s familiar and carry all the same benefits and drawbacks.

KH: When I think of a witch, the first thing that comes to mind are stories like Hansel and Gretel. Pathfinder’s witch class is more than that though?

TH: Totally, because when Paizo designed the class they wanted to cover a broader scope of literature and folklore. For example, you can see sixteenth century folklore of the Salem witch trials, witches from Grimm’s tales, and a bit of asian folklore witch as well. In fact, most cultures around the world have a form of witch that follow similar themes. Typically a female but can also be male, listens to spirits or devils that could be good or evil, has the power to curse or bless, and usually knows secrets that scare other people. There is also a great deal of cannibalism when it comes to evil witches in folklore.

KH: Let’s talk about hexes for a moment. What are they and why do they seem so powerful?

TH: Hexes are supernatural powers that set the witch apart from other classes. They allow the witch to do all those cool things witches do in folklore. Smell children, make gingerbread men from people, put people to sleep, make them feel weak, and mostly just make someone have a really, really bad day. What sets them apart from spells is that you don’t have to prepare them and most of them are once per target. There is some argument that a few of them, like slumber, are too overpowered because there isn’t a level limit and most creatures or NPCs are going to be susceptible to it. However, most claims are made without looking at the whole picture and often use best case scenarios.

KH: Let’s switch gears for a second and talk about Patrons. So these are...what?

TH: In folklore, the devil or the spirits were patrons to the witch. A witch had to learn their powers from a patron of some sort, be it a devil or a possessed animal. In the game patrons are left very, very open. They can be any being that is capable of granting power. Sadly, the mechanical benefits are just a list of bonus spells, and I would have loved to have seen more done with this piece of legend. You can totally play without having to flesh out who your patron is. I had a character with an illusion goddess as a patron. A friend of mine had a devil. My wife’s witch never had one fleshed out.

KH: Back to Hexes, what are the Major and Grand Hexes? Are they potentially overpowered, kind of like the concerns with the slumber hex but on a bigger scale?

TH: Major and Grand hexes are just hexes you gain at higher levels. I haven’t come across anything that suggests that they might be overpowered but Ice Tomb needs some serious errata and there are a few that could be considered underpowered for the level you take them. The Summon Spirit grand hex certainly is potentially powerful, but you get it at level 18 and the wish machine strategies that use it are either going to be laughed at by a GM or made really expensive.

KH: What is your favorite witch you’ve made, seen played, or want to make out of the stuff presented in Into the Breach: The Witch?

TH: Favorite played was my ratfolk witch Cosimo. He really messed people up and the party really loved having him around when he wasn’t being stupid dodgy and creepy. I really wanted to be able to play a scarred witchdoctor with barbarian levels, and that is the reason behind my own prestige class in the new witch book we have done. Something that allows for a bit more frontline presence but is still a witch at heart.

KH: Have you ever had to ban or have you seen the class banned at a table?

TH: Nope. And I think it is silly to do so unless you can prove that the class, or any ability it has, is outshining the rest of the table. I don’t think anyone who looks at the big picture can do so. Slumber is something people often point at and cry foul. However, if you really understand it and you play your game smart it is actually one of the weaker witch abilities. I almost never used it in higher levels, for example, because there were so many other options that were just better. For example, hold person or hold monster have similar save DCs and can’t be stopped from a minion kicking the target. Also, there were plenty of times where I could have used it because the enemy was severely debuffed but I switched targets because my party members were going to kill the target in that round anyway. Sometimes overkill on one target means you are behind in defeating another.

KH: What is your advice for building a successful witch?

TH: Read lots of guides. I wrote one called “A Witch's Guide to Shutting Down Enemies.” There are lots of others that have great advice as well.

KH: Thank you for taking the time to have this chat Taylor!

TH: Thank you as well!

Monday, June 2, 2014

Perception Checks: An Early Look at Into the Breach: the Witch


 Image by BeatrizMartinVidal
The fourth installment of TFPC's Into the Breach series of class crunch focused books is about to go live, evil eye's blazing, we tackle the witch.  We of course want to thank everyone that has bought a copy of our last release, Into the Breach: the Oracle.

In this newest installment of the series we look to a number of historical and fantastical sources to expand the flavor and flexibility of the witch base class.  The following is just a small taste of what is inside of Into the Breach: the Witch.



Bailiwick Hermit
Due to historic persecution and superstition some witches eschew the comforts of even a thorp and instead live on the outskirts of society. The hostile lands they typically call home are a source of both power and imprisonment as the increasingly become dependent on the land they protect. Villages nearby often refer to bailiwick hermits as witches of the wood or swamp witches. Such villagers only trespass when times are dire and a desperate request to such a being is the last resort.

Bog Builder archetype
All alone on the outskirts of civilization, some witches turn to their own creations for companionship. A bog builder crafts a construct from natural materials at hand and her patron imbues it with semi-life.

Bulwark Theurgist archetype
Bulwark Theurgists devote themselves to a ward they believe serves the greater good. Be it a noble, hero, peasant, or any intelligent creature the bulwark theurgist acts as a guardian angel to their wards. These devoted protectors are particularly skilled at thwarting fell magics.

Disciple of the Bloody Hand archetype
While most witches have a familiar invested with the power of their patrons, a disciple of the bloody hand is a witch that invests her patron’s power into her own hand, granting it the ability to move on its own and channel her power.

Dweomer Weaver archetype
There is myth and wonder in the art of weaving, as cloth lets man settle where nature is harsh. The loom, spindle, and distaff are more than tools to some however; they are symbols of power and fate. Long have these secrets been known to womankind, the greatest secret being that some women may create far more than mundane cloth from their efforts.

Feybound Crone archetype
Some witches commune with entities that are known but surrounded by an air of mystery and otherworldly thoughts. The feybound crone seeks out those from the First World, the mysterious fey, as her patrons.

Foul Temptress archetype
The thrill of the hunt and the sweet taste of her victims drives the foul temptress to use her powers of seduction to abuse her natural or magically altered beauty and use it as a tool to get what she wants. The foul temptress uses soft words and beguiling suggestion to lower the defenses of her prey before striking, seeking to gain information, poison a mark, convince the weak willed to change their minds, or to end her victim’s life.

Gluttonous Crone archetype
The gluttonous crone is motivated by a single, simple emotion; hunger. Her hunger, if not satiated, drives her to insanity and so she must constantly feed or feast upon those ensnared by her wicked powers.

Marjara Bound archetype (marjara is the Sanskrit word for cat)
Among the common folk it is often spoken that a black cat crossing your path is ill luck. Many laugh at this, seeing only superstition. However this caution is not without merit, as there truly are witches for whom a black cat is not just appearance, it is power and it is sacred.

Scorned Heart archetype
Those seeking redress after being spurned travel to the forgotten places of the world to make oaths of revenge. There, dark beings of ancient power offer a pact that grants them the ability to wreak the vengeance they seek.

Voodoo Crafter archetype
Whittlings and sticky resins adorn the wrists of calloused and gnarled hands. Whittling knives, hand planers, and brushes for glues flash their presence every once in a while. Curiously familiar baubles and dolls give off an unsettling feeling as she talks to her gris-gris. Crafting and cursing are the voodoo crafter’s tools for every situation.

Sèvitè Alternate Class
The sèvitè is a worshiper of a distant, uninvolved creator god, Bondye. Bondye does not intercede on behalf of mortals so his worshipers request aid and intercession from his servant spirits, the loa. Sèvitè can be translated as “servant of the spirits.”

Heathen Prestige Class
Witches in a general sense are misunderstood. They typically have a link to the natural world through a patron of benevolent mien. The minority are truly evil, either tied to a patron of malevolent intent or choose to use their power in a way not necessarily in line with their patron. A rare few are beyond evil in a simple self-serving or hateful way; they study evil, toting tomes of forbidden ancient lore. These are called heathen, and are intentionally anathema to everything good people hold dear. They revel in bloodletting and destruction. They gain power from the sacrifice of innocents. Their souls are promised to evil patrons of the worst kind. For all this they have unmatched power.

Scarred Shaman Prestige Class
In most cultures scars are a sign of past injury and wounds. In others, the scar could be a decoration, a symbol, or a branding, carefully placed there by a shaman or artist. Some of these shaman love the art of scarification so much that they fight in the front lines of battles to magically scar their enemies, but instead of giving scars of honor they place brands of shame. Often going into a rage doing this, they are vicious to their enemies and a great help to the allies they previously placed their mark on. Those who are branded on the battlefield find the scars to be disfiguring or embarrassing, and the lucky few who survive the battle are always reminded of their cowardice.

Off of the battlefield they are masters of the art. In the tribes they can be found in scars tell much about the individual who wears them. For warriors it can tell of their victories and accomplishments. For leaders the right scars can be a symbol of wisdom and honor. Other scars show who is ready to settle down and start a family, or be brands of past crimes as a warning to merchants. For those who know how to read the scars, it is the scarred shaman that they respect and fear the most, because once they have placed a scar they have power over that individual.

New Hexes
Alter Fate, Babble, Boils, Boneless Form, Curse of Twisted Beauty, Death Sigh, Gain Council, Healing Earth, Lesser Hedge Talisman, Unnerving Vision, Wicker Ward.

New Major Hexes
Body Swap, Curse of Baleful Irony, Curse of Dust and Ashes, Heart's Desire, Hedge Talisman, Karmic Fate, Negate Scrying, Scent, Spirit Walk, Uncontrollable Retching.

New Grand Hexes
Alter the Land, Grand Hedge Talisman, Heartless, Karmic Justice, Witch Royalty

New Patrons
Karma, Savage, Royalty, Unnatural.

And seven new witch themed and friendly feats!
 
 
 
 
 


 

 

Thursday, October 31, 2013

Jeff Crunch: You've Just Crossed Over into the Witch Zone


By Jeff Harris
           Anyone who is a fan of the Twilight Zone (the original not the remake) I hope will recall that Rod gave us characters in his work that were often very witch like.  More often than not they were characters that advised or warned the stories protagonist.  They would serve as a moral compass for the audience, and a window into the ethical meta-plot of the episode. When they gave advice it was best heeded and usually wise.  However when they gave warning or condemned a protagonist’s actions we as views knew the protagonist was in the wrong and was going to learn a penitent lesson or suffer karmic justice.  Thus for your viewing and gaming pleasure The Flying Pincushion presents a new witch patron and new hexes that I hope do Rod Serling proud no matter the dimension.

Witch Patrons                                                                                                           

Karma: 2nd—doom, 4th—early judgment, 6th—fractions of heal and harm, 8th—terrible remorse, 10th—serenity, 12th—joyful rapture, 14th—resonating word, 16th—polymorph any object, 18—imprisonment.

Hexes

Curse of Baleful Irony (Su):  A witch may use this hex to turn the weapons, tools, and possessions of the target against them and their allies.  Weapons deal their damage to either the wielder (50% chance) or the nearest ally (50% chance) on successful attacks, tools give the broken condition to whatever they are used to work or create or a -4 to the skill check they modify, and miscellaneous non magical items, excluding clothing, do the opposite of what they are intended to do. Examples of this include, but are not limited to, rope trips or entangle the user, a lantern blinds them, spectacles make things blurry, a backpack opens spilling its contents, etc.  The curse lasts a number of rounds equal to half the witch’s class level.  The affect only applies to items the target tries to actively use during the hexes duration, and that are included in this entry.   A successful Will save negates this affect.  If magical weapons or tools are wielded or used by the target of this hex, they provide a miscellaneous +4 bonus to the Will save.  Armor, magical or not, cannot be the target of this hex.  Regardless of whether the save is successful or not a creature cannot be the target of this hex again for 1 day.

Curse of Twisted Beauty (Su):  The witch can use this hex to cause the target to be affected by a condition similar to that of the repulsive trait of a thawn.  The target of this hex finds the appearance of themselves and others of their kind revolting.  All creatures matching the targets race(s) and or types/subtypes within 30 feet of the uncloaked target must make a DC 15 Will save or be sickened for 1 round. This repulsion is all the more severe if the target sees its own reflection. Should the target of this hex be confronted with its own reflection (such as being presented with a mirror) it must make a DC 15 Will save or be sickened for 1d4+1 rounds.  For the purposes of applying this hex a creature belonging to more than one race or type/subtype (half-elves, tieflings, aasimars, half-orcs, hybrid monsters, etc) apply the affect to all races or types/subtypes to which they belong for the purposes of whom their appearance sickens.  This hex lasts for a number of rounds equal to half of the witch’s class level.  A Will save negates this affect.  Regardless of whether or not the save is successful a creature cannot be the target of this hex again for 1 day.

Major Hexes

Karmic Fate (Su):  The witch may use this hex to reward a karmic boon to those who harm none, or a karmic punishment to those who spurn balance and spread suffering.  Thus creatures of a good or neutral alignment that are the target of this hex receive a +4 insight bonus which they can apply to a total number of d20 rolls equal to half of the witch’s class level, these normally being attacks, saving throws, skill checks, and ability check rolls.  These bonuses must be used within 24 hours of becoming the target of this hex.  The target loses these bonuses if they commit any actions that violate their alignment.  Conversely evil creatures suffer a -4 penalty to a number of d20 rolls equal to half the witch’s level.  The same types of dice rolls can be affected as with a good or neutral creature.  As long as the target is affect by this hex the witch can chose what rolls take the -4 penalty, although the witch must be aware of the action the target is taking which he or she wishes to penalize.  As with good creatures these penalties must be used within 24 hours of the target being affected by this hex.  A Will save negates this effect, though it is harmless to good and neutral creatures.  Regardless of whether or not the save is successful a creature cannot be the target of this hex again for 1 day.

Grand Hexes

Karmic Justice (Su):  The witch may use this hex to reward those with good karma or bring those with bad karma the terrible consequences they have earned through their cruelty and evil.  A good or neutral creature that is the target of this hex is affected by the spells heal, greater restoration, and resurrection if dead.  Conversely an evil creature that is the target of this hex is affected by the harm, bestow curse, and destruction spells.  The target must save against each spell individually and the save is as noted in the spells description.  Regardless of whether or not any of the saves were successful a creature cannot be the target of this hex again for 1 day.

Wednesday, September 11, 2013

Mishelved: Wizard of Oz


From Lit to Battleboard legit

By Frank Gori

Few things make me smile like The Wizard of Oz. The version we grew up with from 1939 was a remake of a 1910 silent film and it managed to make the world seem magical again just for a bit. The world would descend into war that year shifting everyone’s focus until well into 1945. I like to think that it was for this reason that we didn’t see adaptations of the 12 or so other books Frank Baum wrote in the land of Oz. I also like to think that Frank Baum would approve of his work being enjoyed and reimagined a bit by a group of gamers, that maybe if gaming existed he would have sat at a table and rolled some dice like you or me.

We’ve already explored Flying Monkeys, and the Tin Woodsman. Tomorrow Jeff will deliver The Wizard himself, this more based on the recent movie prequel. Today I bring you the Good Witch Queen as a counter part to last week’s Queen of hearts. I’m mixing Wonderland and Oz as a fantasy version of the War of Roses with two fairy queens. Since I am not a fan of epic levels I’m keeping it CR 18 though further levels are easy enough to add.
 

Nymph

A delicate figure rises from the Emerald throne, her long ears tapering to points above her head, her beauty painful in its perfection but warm and genuine.

Nymph *Good Witch 3/Mystic Theurge 9
CR 18
XP 25,600
NG Medium fey
Init +5; Senses low-light vision; Perception +14
Aura blinding beauty (30 ft., DC 21)
DEFENSE
AC 23, touch 23, flat-footed 17 (+7 deflection, +5 Dex, +1 dodge)
hp 153 (20d6+84)
Fort +17, Ref +22, Will +25
DR 10/cold iron
OFFENSE
Speed 30 ft., swim 20 ft.
Melee mwk dagger +10 (1d4/19–20)
Special Attacks stunning glance, peacebond hex
Spell-Like Abilities (CL 8th)
1/day—dimension door
Druidic Spells Prepared (CL 16th)
8th—summon nature's ally VIII, Sunburst, Whirlwind
7th—changestaff, creeping doom, heal, true seeing
6th—bear’s endurance mass, eagle aerie, find the path, transport via plants
5th—atonement, awaken, call lightning storm, death ward, hallow
4th—airwalk, ball lightning, command plants, flamestrike, summon nature's ally IV
3rd—burst of nettles, call lightning (DC 16), cure moderate wounds, water breathing
2nd—barkskin, flame blade, resist energy, tar ball, tree shape
1st—charm animal (DC 14), endure elements, entangle (DC 14), obscuring mist, produce flame, remove sickness
0—create water, detect magic, guidance, light, stabilize
Witch Spells Prepared (CL 12th)
6th—symbol of persuasion, raise dead, legend lore
5th—baleful polymorph, cure critical wounds, dominate person, feeblemind
4th—charm monster, mass daze, lesser geas, ice storm
3rd—clairvoyance, deep slumber, dispel magic, fly, hostile levitation
2nd—alter self, burning gaze, detect thoughts,  false life, glitter dust
1st—bungle, charm person, ear piercing scream, mage armor, web bolt
0—dancing lights, daze, mending, message, spark
STATISTICS
Str 10, Dex 21, Con 18, Int 20, Wis 20, Cha 25
Base Atk +9/+3; CMB +14; CMD 27
Feats Agile Maneuvers, Combat Casting, Dodge, Weapon Finesse, Weapon Focus (staff), Dazzling Display, Improved Initiative, Piercing Spell, Skill Focus (Intimidate), Skill Focus (Diplomacy), Eldritch Heritage (Sylvan)
Skills Diplomacy +34, Bluff +26, Disguise +26, Intimidation +26, Escape Artist +16, Handle Animal +28, Heal +26, Knowledge (nature) +16, Perception +16, Sense Motive +16, Stealth +16, Swim +19,
Gear: Wears a crown that has a constant tongues effect that also acts as a headband of vast intelligence +4, a string of pearls that are actually pearls of power (1 1st level, 2 2nd level, 2 3rd level, 1 4th-8th level), a ring of protection +4, earrings that act as a ring of shielding, and a +5 quarterstaff that can hold one spell of 4th level or lower from the druid list
SQ inspiration, unearthly grace, wild empathy +21
SPECIAL ABILITIES
Blinding Beauty (Su)
This ability affects all humanoids within 30 feet of a nymph. Those who look directly at a nymph must succeed on a DC 21 Fortitude save or be blinded permanently. A nymph can suppress or resume this ability as a free action. The save DC is Charisma-based.
Inspiration (Su)
A nymph can choose an intelligent creature to inspire and serve as a muse by giving that creature some token of her affection (typically a lock of her hair). As long as the nymph retains her favor for this creature and as long as the creature carries the nymph's token, the creature gains a +4 insight bonus on all Will saving throws, Craft checks, and Perform checks. A bard who has a nymph for a muse in this way can use his bardic performance for an additional number of rounds per day equal to his nymph muse's Charisma modifier. The nymph retains a link to her token and its carrier as if she had cast a status spell on the carrier. The nymph can end this effect at any time as a free action. A single nymph may only inspire one creature at a time in this manner.
Spells (Su)
A nymph casts spells as a 7th-level druid, but cannot swap out prepared spells to cast summon spells.
Stunning Glance (Su)
As a standard action, a nymph can stun a creature within 30 feet with a look. The target must succeed on a DC 21 Fortitude save or be stunned for 2d4 rounds. The save DC is Charisma-based.
Unearthly Grace (Su)
A nymph adds her Charisma modifier as a racial bonus on all her saving throws, and as a deflection bonus to her Armor Class.
Wild Empathy (Su)
This works like the druid's wild empathy class feature, except the nymph has a +6 racial bonus on the check. The nymph's effective druid level is equal to her HD for determining her total modifer to the check.

 

*Good Patron- all patron spells are same as cleric with good domain.

She as an animal companion equal to a 9th level Druid she has chosen a Wolf and calls it Toto.
 
Court:
Sentient Iron Golem (Tin Woodsman)
Sentient Straw Golem (Scarecrow)
Dire Wolf (Toto)
Were Lion (No longer Cowardly)
The Wizard of Oz (see tomorrow)