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Old 02.03.2010, 06:03 PM   #1
Dischord
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Default Base Class - Witch of the Wilds

Class Concept © Dragon Age: Origins
Witch of the Wilds D&D Class © Dischord

WITCH OF THE WILDS




"The Humans have tales of we witches. Unnatural abominations to be put to the torch... But I have prowled shadows that you never dreamed existed, here in these wilds of mine...." - Mora Il'vari, Witch of the Wilds

MAKING A WITCH OF THE WILDS
....

Adventures: ....

Characteristics: ...

Alignment: ...

Religion: ....


Background: ....


Races: ....


Other Classes:
....

GAME RULE INFORMATION

A Witch of the Wilds has the following game statistics.

Abilities
Wisdom determines the spells a Witch of the Wilds can cast, and how hard those spells are to resist.

Alignment
Any Neutral.

Hit Die
d8.

Class Skills

The witch of the wilds class skills (and the key ability for each) are Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (nature) (Int), Listen (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Spot (Wis), Survival (Wis), and Swim (Str).

Skill Points at 1st Level
(4 + Intelligence modifier) × 4

Skill Points at Each Additional Level
4 + Intelligence modifier

Code:
Witch of the Wilds           Hit Die: d8                                    
        Base Attack       Fort   Ref    Will
Level      Bonus          Save   Save   Save   Special
1st     +0                +1     +0     +2     —, Nature Sense, Wild Empathy
2nd     +1                +1     +0     +3     Woodland Stride, Nature's Grace
3rd     +2                +2     +1     +3     Trackless Step
4th     +3                +2     +1     +4     —
5th     +3                +3     +1     +4     —
6th     +4                +3     +2     +5     Nature's Blessing
7th     +5                +3     +2     +5     —
8th     +6/+1             +4     +2     +6     —
9th     +6/+1             +4     +3     +6     Venom Immunity
10th    +7/+2             +5     +3     +7     —
11th    +8/+3             +5     +3     +7     —
12th    +9/+4             +6     +4     +8     — 
13th    +9/+4             +6     +4     +8     A Thousand Faces
14th    +10/+5            +6     +4     +9     —
15th    +11/+6/+1         +7     +5     +9     Wild's Keeper
16th    +12/+7/+2         +7     +5     +10    — 
17th    +12/+7/+2         +8     +5     +10    —
18th    +13/+8/+3         +8     +6     +11    Protector of the Wilds
19th    +14/+9/+4         +9     +6     +11    —
20th    +15/+10/+5        +9     +6     +12    Force of Nature


CLASS FEATURES

All of the following are class features of the witch of the wilds.

Weapon and Armor Proficiency
A Witch of the Wilds is proficient with the following weapons: club, dagger, quarterstaff, scimitar, sling, and whips. They are also proficient with all natural attacks (claw, bite, and so forth) of any form they assume with Protector of the Wilds.

They are proficient with no armor, or any type of shield.

Spells
A witch of the wilds casts a mixture of divine and arcane spells, which are drawn from the witch of the wilds spell list. A witch of the wilds must choose and prepare her spells in advance (see below).

To prepare or cast a spell, the witch must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a witch's spell is 10 + the spell level + the witch's Wisdom modifier.

Like other spellcasters, a witch can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: The Witch of the Wilds. In addition, she receives bonus spells per day if she has a high Wisdom score. She does not have access to any domain spells or granted powers, as a cleric does.

A witch of the wilds prepares and casts spells the way a cleric does, though she cannot lose a prepared spell to cast a cure spell in its place. A witch of the wilds may prepare and cast any spell on the witch of the wilds spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.

Spontaneous Arcane Casting
While they must prepare their divine spells in a fashion similar to that of a cleric, a witch of the wilds arcane spells are instead likened to that of a sorcerers, being granted naturally instead of learned via a spell book. While these spells must still be prepared ahead of time, they require no specific material component to cast.

CLASS ABILITIES

Protector of the Wilds (Su)

Pending

Nature Sense (Ex)

A witch of the wilds gains a +2 bonus on Knowledge (nature) and Survival checks.

Wild Empathy (Ex)

A witch of the wilds can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. She rolls 1d20 and adds her witch level and her Charisma modifier to determine the wild empathy check result.

The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

To use wild empathy, the witch and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.

A witch of the wilds can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a -4 penalty on the check.

Nature's Grace (Ex)

The witch of the wilds has learned to take the unearthly grace of the wilds into herself, her wisdom her only shield.

When unarmored and unencumbered, the witch of the wilds adds her Wisdom bonus (if any) to her AC. These bonuses to AC apply even against touch attacks or when the witch is flat-footed. She loses these bonuses when she is immobilized or helpless, when she wears any armor, when she carries a shield, or when she carries a medium or heavy load.

Woodland Stride (Ex)


Starting at 2nd level, a witch may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect her.

Trackless Step (Ex)

At 3rd level, a witch of the wilds leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.

Nature's Grace (Su)

At 6th level, or higher, a witch of the wilds can heal her own wounds. She can heal a number of hit points of damage equal to twice her current witch level each day, and she can spread this healing out among several uses.

Venom Immunity (Ex)

At 9th level, a witch of the wilds gains immunity to all poisons.

A Thousand Faces (Su)

At 13th level, a witch of the wilds gains the ability to change her appearance at will, as if using the disguise self spell, but only while in her normal form. This affects the witch’s body but not her possessions. It is not an illusory effect, but a minor physical alteration of the witch's appearance, within the limits described for the spell.

Wilds Keeper (Ex)

After attaining 15th level, a witch no longer takes ability score penalties for aging and cannot be magically aged. Any penalties she may have already incurred, however, remain in place. The witch of the wilds may be killed by magical and non-magical means, but if left to her own devices, will not be claimed by old age, persisting to take care of her treasured Wilds.

Ability (Type)

Description

WITCH OF THE WILDS SPELL LIST

Below is an abbreviated listing of the spells available for the Witch of the Wilds. Spells marked with * are arcane, and require no components.

(An M or F appearing at the end of a spell’s name in the spell lists denotes a spell with a material or focus component, respectively, that is not normally included in a spell component pouch. An X denotes a spell with an XP component paid by the caster.)

0 LEVEL SPELLS

Arcane Mark: Inscribes a personal rune (visible or invisible). *
Create Water: Creates 2 gallons/level of pure water.
Cure Minor Wounds: Cures 1 point of damage.
Daze: Humanoid creature of 4 HD or less loses next action.
Detect Magic: Detects spells and magic items within 60 ft.
Detect Poison: Detects poison in one creature or object.
Flare: Dazzles one creature (-1 penalty on attack rolls).
Guidance: +1 on one attack roll, saving throw, or skill check.
Know Direction: You discern north.
Light: Object shines like a torch.
Mending: Makes minor repairs on an object.
Purify Food and Drink: Purifies 1 cu. ft./level of food or water.
Read Magic: Read scrolls and spellbooks.
Resistance: Subject gains +1 bonus on saving throws.
Virtue: Subject gains 1 temporary hp.

1st LEVEL SPELLS

Calm Animals: Calms (2d4 + level) HD of animals.
Charm Animal: Makes one animal your friend.
Cure Light Wounds: Cures 1d8 damage +1/level (max +5).
Detect Animals or Plants: Detects kinds of animals or plants.
Detect Snares and Pits: Reveals natural or primitive traps.
Endure Elements: Exist comfortably in hot or cold environments.
Entangle: Plants entangle everyone in 40-ft.-radius.
Faerie Fire: Outlines subjects with light, canceling blur, concealment, and the like.
Goodberry: 2d4 berries each cure 1 hp (max 8 hp/24 hours).
Hide from Animals: Animals can’t perceive one subject/level.
Jump: Subject gets bonus on Jump checks.
Longstrider: Your speed increases by 10 ft.
Magic Fang: One natural weapon of subject creature gets +1 on attack and damage rolls.
Magic Stone: Three stones gain +1 on attack rolls, deal 1d6+1 damage.
Obscuring Mist: Fog surrounds you.
Pass without Trace: One subject/level leaves no tracks.
Produce Flame: 1d6 damage +1/level, touch or thrown.
Shillelagh: Cudgel or quarterstaff becomes +1 weapon and deals damage as if two sizes larger.
Speak with Animals: You can communicate with animals.
Summon Nature’s Ally I: Calls creature to fight.

2nd LEVEL SPELLS

Animal Messenger: Sends a Tiny animal to a specific place.
Animal Trance: Fascinates 2d6 HD of animals.
Barkskin: Grants +2 (or higher) enhancement to natural armor.
Bear’s Endurance: Subject gains +4 to Con for 1 min./level.
Bull’s Strength: Subject gains +4 to Str for 1 min./level.
Cat’s Grace: Subject gains +4 to Dex for 1 min./level.
Chill Metal: Cold metal damages those who touch it.
Delay Poison: Stops poison from harming subject for 1 hour/level.
Fire Trap M: Opened object deals 1d4 +1/level damage.
Flame Blade: Touch attack deals 1d8 +1/two levels damage.
Flaming Sphere: Creates rolling ball of fire, 2d6 damage, lasts 1 round/level.
Fog Cloud: Fog obscures vision.
Gust of Wind: Blows away or knocks down smaller creatures.
Heat Metal: Make metal so hot it damages those who touch it.
Hold Animal: Paralyzes one animal for 1 round/level.
Owl’s Wisdom: Subject gains +4 to Wis for 1 min./level.
Reduce Animal: Shrinks one willing animal.
Resist Energy: Ignores 10 (or more) points of damage/attack from specified energy type.
Restoration, Lesser: Dispels magical ability penalty or repairs 1d4 ability damage.
Soften Earth and Stone: Turns stone to clay or dirt to sand or mud.
Spider Climb: Grants ability to walk on walls and ceilings.
Summon Nature’s Ally II: Calls creature to fight.
Summon Swarm: Summons swarm of bats, rats, or spiders.
Tree Shape: You look exactly like a tree for 1 hour/level.
Warp Wood: Bends wood (shaft, handle, door, plank).
Wood Shape: Rearranges wooden objects to suit you.

3rd LEVEL SPELLS

Call Lightning: Calls down lightning bolts (3d6 per bolt) from sky.
Contagion: Infects subject with chosen disease.
Cure Moderate Wounds: Cures 2d8 damage +1/level (max +10).
Daylight: 60-ft. radius of bright light.
Diminish Plants: Reduces size or blights growth of normal plants.
Dominate Animal: Subject animal obeys silent mental commands.
Magic Fang, Greater: One natural weapon of subject creature gets +1/four levels on attack and damage rolls (max +5).
Meld into Stone: You and your gear merge with stone.
Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject.
Plant Growth: Grows vegetation, improves crops.
Poison: Touch deals 1d10 Con damage, repeats in 1 min.
Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
Quench: Extinguishes nonmagical fires or one magic item.
Remove Disease: Cures all diseases affecting subject.
Sleet Storm: Hampers vision and movement.
Snare: Creates a magic booby trap.
Speak with Plants: You can talk to normal plants and plant creatures.
Spike Growth: Creatures in area take 1d4 damage, may be slowed.
Stone Shape: Sculpts stone into any shape.
Summon Nature’s Ally III: Calls creature to fight.
Water Breathing: Subjects can breathe underwater.
Wind Wall: Deflects arrows, smaller creatures, and gases.

4th LEVEL SPELLS

Air Walk: Subject treads on air as if solid (climb at 45-degree angle).
Antiplant Shell: Keeps animated plants at bay.
Blight: Withers one plant or deals 1d6/level damage to plant creature.
Command Plants: Sway the actions of one or more plant creatures.
Control Water: Raises or lowers bodies of water.
Cure Serious Wounds: Cures 3d8 damage +1/level (max +15).
Dispel Magic: Cancels spells and magical effects.
Flame Strike: Smite foes with divine fire (1d6/level damage).
Freedom of Movement: Subject moves normally despite impediments.
Giant Vermin: Turns centipedes, scorpions, or spiders into giant vermin.
Ice Storm: Hail deals 5d6 damage in cylinder 40 ft. across.
Reincarnate: Brings dead subject back in a random body.
Repel Vermin: Insects, spiders, and other vermin stay 10 ft. away.
Rusting Grasp: Your touch corrodes iron and alloys.
Scrying F: Spies on subject from a distance.
Spike Stones: Creatures in area take 1d8 damage, may be slowed.
Summon Nature’s Ally IV: Calls creature to fight.

5th LEVEL SPELLS

Animal Growth: One animal/two levels doubles in size.
Atonement: Removes burden of misdeeds from subject.
Awaken X: Animal or tree gains human intellect.
Baleful Polymorph: Transforms subject into harmless animal.
Call Lightning Storm: As call lightning, but 5d6 damage per bolt.
Commune with Nature: Learn about terrain for 1 mile/level.
Control Winds: Change wind direction and speed.
Cure Critical Wounds: Cures 4d8 damage +1/level (max +20).
Death Ward: Grants immunity to all death spells and negative energy effects.
Hallow M: Designates location as holy.
Insect Plague: Locust swarms attack creatures.
Stoneskin M: Ignore 10 points of damage per attack.
Summon Nature’s Ally V: Calls creature to fight.
Transmute Mud to Rock: Transforms two 10-ft. cubes per level.
Transmute Rock to Mud: Transforms two 10-ft. cubes per level.
Tree Stride: Step from one tree to another far away.
Unhallow M: Designates location as unholy.
Wall of Fire: Deals 2d4 fire damage out to 10 ft. and 1d4 out to 20 ft. Passing through wall deals 2d6 damage +1/level.
Wall of Thorns: Thorns damage anyone who tries to pass.

6th LEVEL SPELLS

Antilife Shell: 10-ft.-radius field hedges out living creatures.
Bear’s Endurance, Mass: As bear’s endurance, affects one subject/ level.
Bull’s Strength, Mass: As bull’s strength, affects one subject/level.
Cat’s Grace, Mass: As cat’s grace, affects one subject/level.
Cure Light Wounds, Mass: Cures 1d8 damage +1/level for many creatures.
Dispel Magic, Greater: As dispel magic, but +20 on check.
Find the Path: Shows most direct way to a location.
Fire Seeds: Acorns and berries become grenades and bombs.
Ironwood: Magic wood is strong as steel.
Liveoak: Oak becomes treant guardian.
Move Earth: Digs trenches and builds hills.
Owl’s Wisdom, Mass: As owl’s wisdom, affects one subject/level.
Repel Wood: Pushes away wooden objects.
Spellstaff: Stores one spell in wooden quarterstaff.
Stone Tell: Talk to natural or worked stone.
Summon Nature’s Ally VI: Calls creature to fight.
Transport via Plants: Move instantly from one plant to another of the same kind.
Wall of Stone: Creates a stone wall that can be shaped.

7th LEVEL SPELLS

Animate Plants: One or more plants animate and fight for you.
Changestaff: Your staff becomes a treant on command.
Control Weather: Changes weather in local area.
Creeping Doom: Swarms of centipedes attack at your command.
Cure Moderate Wounds, Mass: Cures 2d8 damage +1/level for many creatures.
Fire Storm: Deals 1d6/level fire damage.
Heal: Cures 10 points/level of damage, all diseases and mental conditions.
Scrying, Greater: As scrying, but faster and longer.
Summon Nature’s Ally VII: Calls creature to fight.
Sunbeam: Beam blinds and deals 4d6 damage.
Transmute Metal to Wood: Metal within 40 ft. becomes wood.
True Seeing M: Lets you see all things as they really are.
Wind Walk: You and your allies turn vaporous and travel fast.

8th LEVEL SPELLS

Animal Shapes: One ally/level polymorphs into chosen animal.
Control Plants: Control actions of one or more plant creatures.
Cure Serious Wounds, Mass: Cures 3d8 damage +1/level for many creatures.
Earthquake: Intense tremor shakes 80-ft.-radius.
Finger of Death: Kills one subject.
Repel Metal or Stone: Pushes away metal and stone.
Reverse Gravity: Objects and creatures fall upward.
Summon Nature’s Ally VIII: Calls creature to fight.
Sunburst: Blinds all within 10 ft., deals 6d6 damage.
Whirlwind: Cyclone deals damage and can pick up creatures.
Word of Recall: Teleports you back to designated place.

9th LEVEL SPELLS

Antipathy: Object or location affected by spell repels certain creatures.
Cure Critical Wounds, Mass: Cures 4d8 damage +1/level for many creatures.
Elemental Swarm: Summons multiple elementals.
Foresight: “Sixth sense” warns of impending danger.
Regenerate: Subject’s severed limbs grow back, cures 4d8 damage +1/level (max +35).
Shambler: Summons 1d4+2 shambling mounds to fight for you.
Shapechange F: Transforms you into any creature, and change forms once per round.
Storm of Vengeance: Storm rains acid, lightning, and hail.
Summon Nature’s Ally IX: Calls creature to fight.
Sympathy M: Object or location attracts certain creatures.

EX-WITCH OF THE WILDS
A witch of the wilds who becomes non-neutral cannot gain new levels as a witch but retains all class abilities.
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