The Glade 4.0

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 Post subject: Re: Burn the Witch!
PostPosted: Tue Jul 09, 2013 12:03 am 
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Yes, however you must take witch as your favored class. Mind you, the favored class bonuses, as well as the fact that all of the Pathfinder classes get better the longer you stay in them provides a big incentive not to multiclass. You are not as likely to see one of Taly's two base class + three prestige class builds in Pathfinder. It's hard to believe, but it's true.

Since it's central to the campaign, an overview of the class is in order.

The witch is a full arcane spellcaster. The core chassis is the wizard. Witches have the same BAB, saves, hit die, skill points, and spell progression. Spellcasting is intelligence-based. The class skill list is slightly different, and slightly smaller. I've already mentioned the spell list is different, with fewer spells overall. They have some crossover into druid and cleric territory, along with some unique spells. Witches also have a patron, which grants a total of 9 spells, many of which are not on the base witch spell list. It's not unlike a cleric domain, except that a witch actually knows these spells and prepares them with her regular spell slots. A witch's familiar plays a much bigger role for her, because the familiar is actually where the witch stores all of her spells.

A witch gets the same number of spell slots as the wizard, however. Her smaller spell list just means she potentially has less versatility. However, the witch gets abilities called hexes at regular intervals as she levels - first level and every even level. She'll have eleven of these hexes by level 20, assuming she doesn't take the Extra Hex feat at all. By default, a hex is a standard action, it does not provoke an attack of opportunity, and it's save DC is 10 + half witch level + int bonus. Most are usable at-will, and most are supernatural abilities and therefore are not susceptible to spell resistance.

Now, mull that over in your head a little bit. Standard action, at-will abilities that don't provoke AOOs, aren't blocked by SR, and always have the same save DC as your most powerful spells. These things are pretty damned good, and they more than make up for the smaller spell list compared to wizards.

Hexes come in three tiers: regular hexes, major hexes, and grand hexes. An example of each tier follows (in order).

Fortune: Once per round, the target may reroll any d20 roll and take the better result. The target has to decide to use this before making the first roll. It lasts 1 round to start, gaining an additional round of duration at levels 8 and 16. After Fortune ends, the target can't be the recipient of your Fortune hex again for another 24 hours. They could receive Fortune from another witch, however. You can sling good fortune around on as many different people as you feel like per day.

Retribution: After the target deals melee damage, it gets half that damage bounced back to it. No immunities, resistances, or damage reduction applies. Suck it. You're taking it. Lasts a number of rounds equal to the witch's int bonus. Will save negates. Nothing preventing the witch from putting Retribution back on a target after it wears off.

Natural Disaster: Storm of Vengeance, plus an Earthquake for good measure. Must concentrate while the storm is raging. Only usable once per day.

With that in mind, let's take a look at the hexes Taly posted she was looking at.

Cauldron: Gives her the Brew Potion feat and a +4 bonus on Craft (Alchemy) rolls.

Prehensile Hair: She gets to grow her hair out ten feet (gaining reach) and use it as a 1d3 weapon, an extra appendage, or to grapple. The effective strength is equal to her intelligence score. She can use Prehensile Hair a number of minutes per day equal to her witch level, in one minute increments.

Slumber: Sleep spell, but single target and no HD restriction. 30' range. The target will sleep a number of rounds equal to her witch level. Can only target a particular individual once per day.

So, why does she have those? Well, Taly's terrified of being grappled, and Prehensile Hair is her defense against that. Also, it's kinda cool to have your magic hair doing stuff. Cauldron is stereotypically witchy, and the item creation rules in Pathfinder are less restrictive than D&D. Double double, toil and trouble, baby. Finally, Sleep is a staple of level 1 play. Slumber has the added benefit of growing with her, and being useful later on down the road.

Other hexes that could be taken include Evil Eye, which is a general short-duration debuff that can be slung around with impunity; Ward, which is either a AC buff or a save bonus, that lasts until the target is hit or fails a save; Healing, which lets you throw a free cure spell on everybody once per day; Misfortune, which works like the Fortune hex above, only in reverse.

There is also a hex called Cackle, which can be used to extend the duration of various debuff hexes by one round. Strictly speaking, it's only supposed to extend your personal hexes. I'm going to let you guys extend the hexes of your fellow coven witches. I'm sure that's going to get abusive later on, but that would require several of you to be playing witches, and I'm okay with that.

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PostPosted: Tue Jul 09, 2013 1:50 pm 
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For your teamwork feats, you may want to coordinate with everyone. Those feats only benefit multiple people who have the same feat.

I could see witches wanting to take some, too, if the right feats were taken.

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 Post subject: Re: Burn the Witch!
PostPosted: Tue Jul 09, 2013 4:39 pm 
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Taly is specifically referring to this feat, at the moment.

http://www.d20pfsrd.com/feats/combat-fe ... t-teamwork

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PostPosted: Wed Jul 10, 2013 1:11 am 
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Found the advertisement over at gitp and though this game sounded really interesting. I would really like to play out a witch/non-witch relationship, I don't know what kind of character would make that easier. Another witch maybe? Probably with evil-eye, fortune and cackle if so. I could also play a non-witch smitten with a witch, there don't seem to be that many witches yet though. I am fine with playing both sides of the relationship with maybe a slight preference to the male side.

What limits are there on double cackle in the same turn? With fortune and time, that is some serious prebuffing.

Do we make the sheets on myth-weavers or similar?

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Human (redhead) Ranger (Witchguard, Skirmisher), Init +2, HP 9/17, Speed 20 ft
AC 18, Touch 12, Flat-footed 16, Fort +4, Ref +5, Will +2
Greatsword +5 (2d6+4, 19-20/x2)
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PostPosted: Wed Jul 10, 2013 6:54 am 
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Welcome aboard, here have a shovel
/bonk.

We usually use Myth-weavers or something similar for sheets, yes.

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 Post subject: Re: Burn the Witch!
PostPosted: Wed Jul 10, 2013 11:20 am 
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Allowing you to Cackle to extend each other witches' hexes is a bone to encourage you guys to double or triple up. It seemed to me to be an appropriate reward for playing into the theme, and fits with the idea of you guys being a coven. I haven't quite worked out what restrictions should be in place. Limiting the entire party to benefitting from one Cackle per round seems appropriate. That way any witch could Cackle, if one coven sister really needs to use her move action for something else, but it doesn't allow you to run away with the duration. You would also be able to cover multiple targets that got spread out to where one witch's Cackle can't reach them all.

Fortune and Misfortune seem to be the two obvious power plays, there. The short duration on Fortune and the fact that Cackle only extends it by one round means you'd be cackling nonstop if you tried to buff everyone prior to a fight. That could be interesting enough by itself to just let you do it. If it gets too obnoxious, I may just have to send the offender to the nut house, as that much cackling is a sure fire sign that we've got a crazy person on the loose. They might also suspect you of witchcraft. I think there are enough in-world restrictions to balance extending Fortune.

Misfortune is the killer. That is looking to be a case where I use the published rules and only allow you to extend your own personal hex. I'm still on the fence, though. A limit of one Cackle per round may be sufficient to prevent Misfortune from becoming too abusive. We'll see how that works out first, before adding any further restrictions.

As for what character makes things easiest, that's what these other chuckleheads that aren't posting much are supposed to be for. (Hint. That was a hint.) I posted some suggestions on the previous page. Due to the nature of the game, I will be focusing a bit more on noncombative encounters.

Ranelagh has been working on a rouge. We think he means a rogue, but given the setting, he could have actually meant red. His typing kind of sucks. I've heard Diamondeye has three different characters bouncing around in his head - a ranger, a witch, and a magus. I suspect your decision on what character to play would help him greatly in choosing his own character. Khross, who hasn't posted in the thread yet, was talking to me about an oracle that raises zombies a few days ago. Rorinthas appears to be thinking of a multi-classed witch. Taly is playing a witch, and really wants a coven sister. She has been the most vocal regarding what she wants, and will undoubtedly have the most input.

I have attempted to recruit another player from the local ginger community who is a total n00b. She was intrigued by the promise of ginger solidarity. However, as we're probably all aware of by now, the hobby isn't for everyone, and brand new players don't always pan out.

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PostPosted: Wed Jul 10, 2013 11:29 am 
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I'm interested, I'd consider playing a witch, but don't have a clear character concept in my head just yet. When were you thinking of starting? I have not taken time to sit down with character creation yet.


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 Post subject: Re: Burn the Witch!
PostPosted: Wed Jul 10, 2013 11:47 am 
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Corolinth wrote:
Ranelagh has been working on a rouge. We think he means a rogue, but given the setting, he could have actually meant red. His typing kind of sucks.



Rouges are overpowdered.

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But master you in luck 'cause up your sleeves you got a brand of magic never fails...
...Mister Aladdin, sir, What will your pleasure be?
Let me take your order, Jot it down -You ain't never had a friend like me

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PostPosted: Wed Jul 10, 2013 11:51 am 
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I plan to start once you guys get your party worked out. I'm expecting it will take you two weeks to work out all the kinks.

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PostPosted: Wed Jul 10, 2013 12:26 pm 
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Since I just had the question come up, the Alchemist class does not actually have a spellcasting list. Paizo is very careful to word things as "extracts per day" rather than "spells per day." As such, I'm going to say that alchemists are not actually wielding magic themselves, and red-haired men can be alchemists.

Also, for the same reason, red-haired men can take the Use Magic Device skill.

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 Post subject: Re: Burn the Witch!
PostPosted: Wed Jul 10, 2013 12:49 pm 
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actually if we have enough witches, magus looks intriguing to me if we need some non-witch spell caster ability. It's possible that Grandma may have some such person under her thrall, promising him greater understanding in exchange for his service.

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PostPosted: Wed Jul 10, 2013 1:03 pm 
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I'm interested, but I don't have to play. It depends on where you want to cap the player count. I'd do a witch.

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PostPosted: Wed Jul 10, 2013 1:10 pm 
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I am interested to see how some of the new base classes, such as the magus and alchemist, play out. An alchemist provides a ready explanation for why you have access to potions. A magus provides a scapegoat for the various magical effects the witches will be creating.

Further discussion on actual character generation should be carried out here: http://gladerebooted.org/viewtopic.php?f=27&t=10161

shuyung wrote:
I'd do a witch.

Who wouldn't?

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 Post subject: Re: Burn the Witch!
PostPosted: Wed Jul 10, 2013 1:32 pm 
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Very interested, what is it like for male witches (warlocks), skipped the whole line on witches are women thing (sorry), now thinking either ranger (witchgraud), Magus (hexcrafter), Inquisitor (heretic), or Summoner (Synthesist).

Now for the Summoner I was wondering what does grandmother deal with mainly supernaturlize. Thinking something like I had made a deal for power and was bound and sworn to her and now constantly rebles against here but still does all he can to protect the coven as how he sees is best


Last edited by lore232 on Wed Jul 10, 2013 1:55 pm, edited 1 time in total.

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PostPosted: Wed Jul 10, 2013 1:45 pm 
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Nonexistent

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PostPosted: Wed Jul 10, 2013 1:47 pm 
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Corolinth wrote:
Nonexistent


"What it's like?" is probably "very tough" then.

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 Post subject: Re: Burn the Witch!
PostPosted: Wed Jul 10, 2013 1:55 pm 
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lore232 wrote:
Very interested, what is it like for male witches (warlocks), skipped the whole line on witches are women thing (sorry), now thinking either ranger (witchgraud), Magus (hexcrafter), Inquisitor (heretic), or Summoner (Synthesist).

Now for the Summoner I was wondering what does grandmother deal with mainly supernaturlize. Thinking something like I had made a deal for power and was bound and sworn to her and now constantly rebles against here but still does all he can to protect the coven as how he sees is best


Repost because im silly and want a answer for the edit


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PostPosted: Wed Jul 10, 2013 2:28 pm 
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After considerable thought, I'll be going with a magus of some sort.

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 Post subject: Re: Burn the Witch!
PostPosted: Wed Jul 10, 2013 3:09 pm 
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Grandma deals with everything. Grandma has business to take care of, and when you are in business, that's what you do. Grandma deals with angels and fiends as the situation demands.

Now, I do have some concern that I may not have properly conveyed the hook, based on your summoner concept. I'm trying to play up the team aspect of the coven.

It may be helpful to think of this coven like the mafia. You may have fallen in with the wrong crowd, and gotten sucked in through shady means. You may not be allowed to leave alive. Regardless of how or why you've gotten wrapped up with witches, you're now a member of the family. The family looks out for each other. That's why you've all got the Rich Parents trait. Grandma will cast spells on you to help you, she will give you potions and other such things, and she will send various other coven members to aid you if you're in trouble.

Now, that only goes so far. Someone who is obviously going to get themselves killed will be allowed to get themselves killed. For the most part, however, people will go through some effort to help you.

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 Post subject: Re: Burn the Witch!
PostPosted: Wed Jul 10, 2013 7:58 pm 
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Corolinth wrote:
Taly is specifically referring to this feat, at the moment.

http://www.d20pfsrd.com/feats/combat-fe ... t-teamwork


I'm really liking this feat; think I'll be taking it.

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PostPosted: Wed Jul 10, 2013 9:06 pm 
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also a belated /bonk for lore

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 Post subject: Re: Burn the Witch!
PostPosted: Wed Jul 10, 2013 10:15 pm 
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K, he listens to grandmother but never does what she wants to the letter, since he only rebels in small ways she could se this as his maturing age when he tries to find his place in the coven, may I ask what her parton is?


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 Post subject: Re: Burn the Witch!
PostPosted: Wed Jul 10, 2013 10:49 pm 
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Picking a specific patron for Grandma would set inappropriate limitations on Grandma. We're sure Grandma is a witch. We're not sure that Grandma is playing by any rules that we understand.

However for character ideas tied to Grandma, Portents is the most appropriate patron.

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 Post subject: Re: Burn the Witch!
PostPosted: Wed Jul 10, 2013 11:17 pm 
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Hmmm rethinking my consept new since I don't want to create too much tension so instead I will go with an inquisitor but was wondering if I could use the home brew archtype I just wiped up. I took things for the spell breaker and witch hunter archtypes, replaced domains with a parton, and traded off some things so he can get hexes, as well as a familiar. Note I changed some of the abilites placements to better suit the level up so he doesn't all the sudden get a bunch of silly powers at any one level. Basically he is a ...

Witch Blade
While many inquisitors becoome corrupted threw greed or power the Witch blade is one that is considered the greastest traitor to his order no matter how pure his cause. His is one who has embraced the teachings of either a coven or has sworn himself to a parton of magic in order to better combat those who are turly evil, not those who just practice witchery. Combine both hex and blade he seeks out those who missue their powers granted to them while avioding his old brother hood while attempting to spread the word of the ture cause of evil. The darkness within the people themselves.

Now an adept to the inner secerts of magic he is better able to combat those who are truly corrupt. He now can turn away bolts of fire, resist the enchaments of any crone, disrupt the very power of magic with just his presence, and thats just with him standing there. But in exchange for this power he has given up his power to both judge and much of his magical traing. Now though he can call upon new magics and more hexs of that of the witch. Bind himself to multiple partons as he studies this new magic and master abilites even witchs fear.


Diminished Spellcasting Witchblades cast one fewer spell of each level than normal. If this reduces the number to 0, he may cast spells of that level only if his wisdom allows bonus spells of that level.

Strong-Willed (Ex): At 1st level, a witch blade is able to stand strong against magical effects that seek to control, compel, or persuade her. The Spellbreaker rolls twice and takes the best result when making a Will saving throw against a mind-affecting effect.
This ability replaces monster lore.

Witch Blades Familiar (Ex) At 1st level, a witch blade forms a close bond with a familiar, a creature that teaches her magic and helps to guide her along her path. Familiars also aid a witch by granting her skill bonuses, additional spells, and help with some types of magic. This functions like the wizard’s arcane bond class feature, except as noted in the Witch’s Familiar section. A witch blade must commune with her familiar each day to prepare her spells. Familiars store all of the spells that a witch knows, and a witch cannot prepare a spell that is not stored by her familiar. A witch blades familiar knows all the spells know as an inquisitor of his level, in addtion he auto matically knows the spells from his parton, these do not take up a slot in the spells known.
This ability replaces Stern Gaze.

Servent of the PatronsAt 1st level, when a witch gains her familiar, she must also select a patron. This patron is a vague and mysterious force, granting the witch power for reasons that she might not entirely understand. While these forces need not be named, they typically hold influence over one of the following forces. Whenever the witchblade gains acces to a new spell level the partons spells for that level are added to both his spell list and spells know. They are treated as divine spells when casted by the witchblade. Also at 3rd and every 3 levels there after he may select and addtional parton to serve, adding the new spells to his list like his oringal parton.
This ability replaces Domain and all team work feats.

Hex Master: Witches learn a number of magic tricks, called hexes, that grant them powers or weaken foes. At 1st level and every 3 levels there after (and at 8th, 16, and 20th), a witch gains one hex of her choice. A witch cannot select an individual hex more than once. At 8th he can now chose from the major hex list and learns one at 8th level. At level 16 he can now chose from the Grand hex list and learns on at that level 16. Unless otherwise noted, using a hex is a standard action that does not provoke an attack of opportunity. The save to resist a hex is equal to 10 + 1/2 the witch blades level + the witch blade's wisdom modifier.
This ability replaces all Judgement, Second Judgement, Thrid Judgement, and True judgement.

Spell Sight: At 2th level, the witch blade learns how to sense unique spell signatures, and can follow the trail of a cast spell or spell effect cast back to its source. Once per day, when the witch hunter comes into contact with or is exposed to a spell effect or a magic item, she can spend a full-round action to examine the spell effect or magic item, and then gains the effect of a locate creature spell. She can do this even if the spell effect was instantaneous, but must start her examination within 1 round after she experienced the spell’s effect. Instead of locating a known creature, the witch hunter locates the caster of the spell effect or magic item she examined. Doing so does not allow the witch hunter to gain any intelligence about the spellcaster other than its location. At will, an inquisitor can also use detect magic.
This ability replaces track and detect alignment.

Foil Casting (Su): At 3rd level, when an opponent tries to cast an arcane spell within a witch blades threatened area, the DC for that caster to cast defensively increases by 2. This increase stacks with the effects of the Disruptive feat. Furthermore, the Spellbreaker knows where to hit foes to foil casting from a distance. Each time she hits an arcane spellcaster or a creature that uses spell-like abilities with a ranged weapon attack, the DC of any Concentration checks the caster makes increases by 2 for 1 round.
This ability replaces solo tactics.

Closed Mind (Su): An witchblade must close off her mind to deny her enemies even a foothold. At 17th level, the inquisitor becomes immune to compulsion effects and possession attempts (including magic jar).
This ability replaces slayer.


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PostPosted: Thu Jul 11, 2013 11:01 am 
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Thinking I'll be playing a flight-based blaster witch. She's a new acquisition to the coven, primarily because she was forced to survive alone for so long she won't (at first) be good with the whole 'working with others' she'll also be completely pragmatic with little in the way of moral compass. still working on the details.


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