But there was Faiths & Avatars, too, and that had another priestly class! The Mystic was a chaotic priest with charm and herbalism abilities, much alike a divine witch. She gained a familiar, great charm abilities, could not wear armor, gained herbal powers and candle magic, and became extremely long-lived at high levels. And I want that back, too. "We already have the witch", you could say. True, but she's not a divine caster. And candle magic was a cool power.
There's no need to make a new class to recapture the Mystic's flavor. As with the Sacred Fist, an archetype should be enough. I thought very hard if it should be a Druid, Shaman, or Witch archetype, but... all in all, the witch needed less changes and seemed most "right". So, with a thanks to Stephen Rowe for a Grand Talent taken from The Genius Guide to More Witch Talents, here's to you the...
Mystic Herbalist (Witch Archetype)
A mystic herbalist is near to nature spirits and fey, learning to fascinate both people and animals and use herbs to achieve supernatural effects. She often act as a priestess for nature-oriented communities.
Mystic Spells: A mystic herbalist is a divine spellcaster, and therefore her spells are not subject to arcane spell failure. She also uses Charisma as her spellcasting ability and to determine her hexes' effects. Her familiar counts as a divine focus when a spell includes such a component. The mystic herbalist still uses the witch spell list and learns spells as normal. This alters the witch’s spellcasting.
Dedicated: The mystic herbalist must choose the slumber hex at 1st level and the charm hex at 2nd level. At 10th level, she gains the following major hex:
Greater Charm (Su): The witch can influence many animals or humanoids at a time with her charm. This works as the charm hex, but affects a number of creatures equal to the witch's level.
At 14th level, the mystic herbalist gains the following major hex:
Candle Magic (Su): The mystic herbalist learns how to use her druidic herbalism ability to create magic candles. She can create a magic candle in place of a concoction once per day, as long as she possesses the necessary spells, and she ignores class and alignment prerequisites both to create and benefit from the effects of these candles. At 20th level, the mystic herbalist can also create a candle of any spell she could made into a concoction. The spell takes effect when the candle is lighted. If the spell has a duration, the candle burns for that duration. Creating such a candle is considered equivalent to a special high-level concoction, but the witch does not regain the spent spell slot until the candle takes effect.
These replace the hexes gained at 10th and 14th levels.
Mystic Herbalism: At 6th level, a mystic herbalist gains the druidic herbalism ability as a druid of her shaman level. This replaces the 6th and 12th level hexes.
Eternal Beauty (Ex): At 20th level, the mystic herbalist ceases aging and is immune to any effect that alters her age. She takes no penalty to physical ability scores from advanced age and does not die when her age exceeds the maximum age for her race. If she has already taken aging penalties, they are removed. This replaces the 20th-level grand hex.
Recommended Patrons: Animals, Devotion, Enchantment, Healing, Mercy, Peace, Plant, Thorns, Wisdom.
Hexes: The following hexes complement the mystic herbalist archetype: ameliorating, cauldron, healing, mother's eye, peacebond, seduction, witch’s bottle.
Major Hexes: The following major hexes complement the mystic herbalist archetype: major ameliorating, major healing, regenerative sinew, witch's bounty, witch’s brew.
Grand Hexes: The following grand hexes complements the mystic herbalist archetype: curse of nonviolence, eternal slumber, life giver.
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