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The
Witch!
By
far one of Vastonia's most mysterious classes. The Witch generally seeks to
bring harm to the world. Their cults are dedicated to powerful demons and the
works of black magic. They strive to rid of holy beings and everything associated
with goodness and righteousness.
Marked
for death by almost every creature known to exist, the Witch cults make their
unholy asylums far atop mountains or perhaps deep within the natural surroundings
of a dank forests. Unlike others organizations that represent injustice and
evilness, members of a Witch cult spend most of their lives in secret, eagerly
devising new magical incantations of disastrous proportions. When given the
chance to leave the cult's watchful eye a Witch will search out victim's to
test their new found powers and spells on. Total chaos and mass destruction
are the undeniable goals of every Witch and they will not rest until every last
creature, structure and/or person standing in their wake is utterly destroyed.
Class
Requirements: The principle attribute of a Witch is wisdom. To become
a Witch the character must have scores of not less than 15 wisdom, 14 dexterity
and 13 intelligence. A high constitution score is also desirable. The Witch
must be of evil alignment or at best chaotic neutral. The Witch must be Human,
or Elven in extreme cases. Witch characters must use only black magic, other
magic is unexceptable.
General
Info: Witch's use an eight sided die (1D8) for hitpoint determination,
thus equaling a the hit-die of a cleric or other priest class. Witch's start
with whatever money their cult deem necessary, if this amount is zero then so
be it. A witch will alternatively have problem acquiring sufficient money for
what is needed. They initially receive 2 weapon proficiency slots and 4 non-weapon
proficiency slots. They then receive 1 WP and 1 NWP slot every 4 levels. Bonus
proficiencies include; ancient history, demonology, spellcraft, herbalism and,
ancient languages.
Black
Magic Spells Inside!
The
Unholy E'Necrom is to a Witch, what the bible is to a Christian. They follow
the E'Necrom's ancient scriptures to a tee and live by it's coded teachings
as if it were a living person of divine significance. The Grand Grimwaer is
also a book of ultimate destructiveness and many a Witch has died attempting
to recover this legendary relic of godly creation.
Primary
Abilities: Spell Casting, also see combat bonuses
Class
Restrictions: Cannot use silver items or holy items (burn to the
touch), can never be dual class or multi class.
Combat
Bonuses: Witch's receive no bonuses when using any type of hand held
weapon. Instead they gain their advantage through spell casting. A Witch normally
casts spells at a rate equal to 1 segment (6 seconds)/ level of spell. Ergo
a 7th level spell would take the Witch 7 segments (42 seconds) to cast. They
also subtract 1 second for each point of initiative scored during the initiative
phase of combat, thus giving them a much faster casting speed than normal spell
casters. Confused?....here's
and example. I.E. A Witch character wishing to cast Shadow Arrow "a first level
spell" rolls his/her initiative and scores a 5 on the roll. The fighter charging
the Witch rolled a 7 for his initiative. The fighter would have normally won
the initiative and begun hacking a normal spell caster to pieces, long before
they could get the spell off. NOT this time, the Witch rolled a 5 this means
he/she takes 5 seconds off the initial casting time of 1 segment "yeah you got
it, 1 second", thus the spell is released in the blink of an eye and now the
mighty warrior lay dead below the Witch's feet.
Special
Disadvantages: OK, on to the bad part of being a Witch. They can
never enter consecrated ground or places of great holiness (DM's option). They
can never use silver or holy items/weapons. Salt causes damage to them as holy
water does to certain undead. Salt water splashed upon them causes 2d8 points
of damage/ pint in volume.
Holy
water causes a Witch 1d8 damage per pint used against them. Any holy spells
cast against them have 150% normal effect, excluding benificial ones. Rot iron
weapons used against a Witch also takes a greater toll then normal. Successful
attacks made with such weaponry cause and additional +2 damage per strike.
Experience
Table
| Level |
Hit
Die |
Level
Title |
| 1.
0 - 2,500 |
d8 |
Divinate |
| 2.
2,501 - 5,000 |
d8 |
A'mastrom |
|
3. 5,001 - 10,000 |
d8 |
A'sendrom
|
| 4.
10,001 - 20,000 |
d8 |
Dis'chantre |
| 5.
20,001 - 40,000 |
d8 |
A'malgamite |
| 6.
40,001 - 80,000 |
d8 |
Jyhstromin |
| 7.
80,001 - 160,000 |
d8 |
Jyhstromin
Master |
| 8.
160,001 - 220,000 |
d8 |
Jyhstromin
Superior |
| 9.
220,001 - 440,000 |
d8 |
Witch
Master |
| *200,000
every level after |
+2
hp/level |
Witch
Master |
Spells
Usable By Level and Class
------------------------Spell
Level----------------------------
| Level
of Caster |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
| 1 |
1 |
- |
- |
- |
- |
- |
- |
- |
- |
- |
| 2 |
2 |
- |
- |
- |
- |
- |
- |
- |
- |
- |
| 3 |
2 |
1 |
- |
- |
- |
- |
- |
- |
- |
- |
| 4 |
3 |
2 |
- |
- |
- |
- |
- |
- |
- |
- |
| 5 |
3 |
3 |
1 |
- |
- |
- |
- |
- |
- |
- |
| 6 |
3 |
3 |
2 |
- |
- |
- |
- |
- |
- |
- |
| 7 |
3 |
3 |
2 |
1 |
- |
- |
- |
- |
- |
- |
| 8 |
3 |
4 |
2 |
2 |
- |
- |
- |
- |
- |
- |
| 9 |
4 |
4 |
3 |
2 |
1 |
- |
- |
- |
- |
- |
| 10 |
4 |
4 |
3 |
3 |
2 |
- |
- |
- |
- |
- |
| 11 |
4 |
4 |
4 |
3 |
2 |
1 |
- |
- |
- |
- |
| 12 |
5 |
4 |
4 |
3 |
3 |
2 |
- |
- |
- |
- |
| 13 |
5 |
5 |
4 |
4 |
3 |
2 |
1 |
- |
- |
- |
| 14 |
5 |
5 |
5 |
4 |
3 |
3 |
2 |
- |
- |
- |
| 15 |
6 |
5 |
5 |
4 |
4 |
3 |
2 |
1 |
- |
- |
| 16 |
6 |
6 |
5 |
5 |
4 |
4 |
3 |
2 |
- |
- |
| 17 |
6 |
6 |
6 |
5 |
4 |
4 |
3 |
2 |
1 |
- |
| 18 |
7 |
6 |
6 |
6 |
5 |
5 |
4 |
2 |
1 |
- |
| 19 |
8 |
7 |
7 |
6 |
6 |
5 |
5 |
3 |
2 |
1 |
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