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domenica 26 aprile 2026

New Mythic Witch “Selection” Class Features

Three path abilities: for hexes, major hexes, and grand hexes!

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Witch


Mythic Hex (Selection): Once per day as a full-round action, the witch may change one hex (but not a mythic hex, a major hex, or a grand hex) she has selected. In essence, she loses one hex, and gains a new hex to replace it, as if she had retrained the class feature. She may not swap out any hex she is using as a prerequisite.

This mythic class feature may be selected more than once, but not more times than the total number of hexes the witch has. Each time it is selected, it allows her to swap out a hex one additional time per day. She may swap out the same hex multiple times, or swap out different hexes.

Mythic Hex, Major (Selection): Once per day as a full-round action, the witch may change one major hex (but not a mythic hex, a normal hex, or a grand hex) she has selected. In essence, she loses one major hex, and gains a new major hex to replace it, as if she had retrained the class feature. She may not swap out any major hex she is using as a prerequisite. A witch may select a normal hex to replace her major hex, and that hex is treated as a major hex for the purpose of the major hex (selection) class feature (allowing her to replace it again with a major hex using this ability, but not with a mythic hex or a grand hex).

Mythic Hex, Grand (Selection): Once per day as a full-round action, the witch may change one grand hex (but not a mythic hex, a normal hex, or a major hex) she has selected. In essence, she loses one grand hex, and gains a new grand hex to replace it, as if she had retrained the class feature. She may not swap out any grand hex she is using as a prerequisite. A witch may select a normal hex or a major hex to replace her grand hex, and that hex is treated as a grand hex for the purpose of the grand hex (selection) class feature (allowing her to replace it again with a grand hex using this ability, but not with a mythic hex).

sabato 23 marzo 2024

Savie, Invoker Witch

I made this build for my friends’ daughter. I used the Aelf hybrid race, that was published in previous posts here.

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Savie CR 1

Aelf witch (Invoker) 1/archmage 1

CG Medium humanoid (dwarf, elf)

Init +2; Senses darkvision 60 ft., know direction, low-light vision; Perception +5


Defense

AC 12, touch 12, flat-footed 10 (+2 Dex)

hp 10 (1d6+1+3)

Fort +1, Ref +2, Will +6; +2 Will vs. hexes and spells and spell-like abilities of fey creatures

Defensive Abilities hard to kill; SR 7


Offense

Speed 30 ft.

Melee quarterstaff +0 (1d6)

Ranged light crossbow +2 (1d8/19-20)

Special Attacks mythic power 5/day, surge +1d6

Spell-Like Abilities (CL 1st; concentration +3)

Constant- know direction 

1/day- create water*, detect animals or plants*, detect poison*, guidance*, purify food and drink

* When in forest terrain

Witch Spells Prepared (CL 1st; concentration +4)

1st Level- sleep (DC 14), summon monster I

0-Level- detect magic, message, read magic

Patron Animals


Statistics

Str 10, Dex 14, Con 13, Int 16, Wis 14, Cha 14

Base Atk +0; CMB +0; CMD 12

Traits Devotee of the Green, Hex-Proof

Feats Alertness*, Nature Magic

Skills Heal +6, Knowledge (arcana) +7, Knowledge (nature) +8, Perform (keyboard) +6, Spellcraft +7

Languages Common, Dwarven, Elven, Gnome, Sylvan

SQ fey magic (forest), fey thoughts (Perception, Perform), greater familiar link, invoke patron (1 minute/day), witch’s familiar (cat named Ruby), wild arcana

Gear light crossbow (35 gp) with 10 bolts (1 gp), miniature harmonium (5 gp), quarterstaff, vine tube (40 gp), witch’s kit (21 gp), 3 gp


Ruby, Cat Familiar (Patron Familiar)

Effective Witch Level 1

N Tiny magical beast
Init +2; Senses low-light vision, scent; Perception +5


Defense

AC 15, touch 14, flat-footed 13 (+2 Dex, +1 natural, +2 size)
hp 5
Fort +1, Ref +4, Will +3

Defensive Abilities improved evasion


Offense

Speed 30 ft.
Melee 2 claws +4 (1d2–4), bite +4 (1d3–4)
Space 2-½ ft.; Reach 0 ft.


Statistics

Str 3, Dex 15, Con 8, Int 6, Wis 12, Cha 7
Base Atk +0; CMB +0; CMD 6 (10 vs. trip)
Feats Weapon Finesse
Skills Climb +6, Perception +5, Stealth +14; Racial Modifiers +4 Climb, +4 Stealth

SQ empathic link, share spells, speak with cats


Special Abilities


Familiar The master of a cat familiar gains a +3 bonus on Stealth checks.

mercoledì 25 settembre 2019

Minos Bonifar, Level 12

The Dhampir witch/rogue acquires his improved familiar!
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Minos Bonifar CR 12
Dhampir unchained rogue (Bandit) 5/witch (Hex Channeler) 7
CE Medium humanoid (dhampir)
Init +3; Senses darkvision 60 ft., low-light vision, Perception +18/+20

Defense
AC 18, touch 13, flat-footed 15 (+5 armor, +3 Dex)
hp 61 (7d6+5d8+12)
Fort +4, Ref +9, Will +11; +2 racial bonus vs. disease and mind-affecting effects; +1 trait bonus vs. spells from the necromancy school or effects that deal negative energy damage
Defensive Abilities danger sense +1, evasion, resist level drain
Weaknesses light sensitivity

Offense
Speed 30 ft.
Melee bloodstone impaler +12/+7 (1d8+4, x3), or +1 heartseeker stake +11/+6 (1d4+1)
Ranged +1 heartseeker stake +11 (1d4+1)
Special Attacks ambush, channel negative energy 4/day (2d6, DC 14), debilitating injury, fangs (1d3), hexes (cauldron, evil eye- 5 rounds, DC 16), sneak attack +3d6
Witch Spells Prepared (CL 7th, concentration +11)
4th Level- animate deadP (CL 8)
3rd Level- deathwine (CL 8), swarm of fangs, vampiric touch (CL 8)
2nd Level- blood armor, blood transcription, command undeadP (CL 8, DC 16), contact entity I
1st Level- alchemical tinkering, detect undeadP, ill omen, implant urge (DC 15), ray of sickening (CL 8, DC 15)
0-Level- arcane mark, bleed (CL 8, DC 14), putrefy food and drink, touch of fatigue (CL 8, DC 14)
Patron Plague

Statistics
Str 10, Dex 17, Con 12, Int 18, Wis 20, Cha 12
Base Atk +7, CMB +7 (+9 on grapple to pin an opponent), CMD 20
Traits Final Embrace, Necrotic Aura
Feats Alertness*, Alignment Channel (good), Blood Drinker (humans), Blood Salvage, Brew Potion*, Command Undead, Improved Familiar, Weapon Finesse*, Weapon Focus (spear)
Skills Bluff +15, Craft (alchemy) +20, Disable Device +17, Disguise +13, Heal +17, Intimidate +13, Knowledge (arcana) +15, Perception +18/+20, Sense Motive +16, Spellcraft +15, Stealth +14, Use Magic Device +12
SQ finesse training (spear), manipulative, negative energy affinity, rogue’s edge (Stealth), rogue talents (expanded finesse training [spear], fast stealth), trapfinding +2, witch’s familiar (quasit called Rigil)
Languages Abyssal, Common, Necril, Undercommon
Gear alchemical blood (40 gp), alchemy crafting kit (25 gp), blackwick cauldron (8,850 gp), bloodstone impaler (23,302 gp), bracers of armor +5 (25,000 gp), headband of mental prowess +4 (Int, Wis) (40,000 gp), laubo powder (2,800 gp), rogue’s kit (50 gp), witch’s kit (21 gp), +1 heartseeker stake (8,300 gp)

Rigil, Quasit Familiar
Effective Witch Level 7
CE Tiny outsider (chaotic, demon, evil, extraplanar)
Init +6; Senses darkvision 60 ft.; Perception +7
Defense
AC 20, touch 14, flat-footed 18 (+2 Dex, +6 natural, +2 size)
hp 30; fast healing 2
Fort +3, Ref +8, Will +7
Defensive Abilities improved evasion; DR 5/cold iron or good; Immune electricity, poison; Resist acid 10, cold 10, fire 10
Offense
Speed 20 ft., fly 50 ft. (perfect)
Melee 2 claws +11 (1d3–1 plus poison), bite +11 (1d4–1)
Space 2-1/2 ft., Reach 0 ft.
Spell-Like Abilities (CL 6th)
At will—detect good, detect magic, invisibility (self only)
1/day—cause fear (30-foot radius, DC 11)
1/week—commune (six questions)
Statistics
Str 8, Dex 14, Con 11, Int 11, Wis 12, Cha 11
Base Atk +7; CMB +7; CMD 16
Feats Improved Initiative, Weapon Finesse
Skills Bluff +13, Fly +20, Intimidate +13, Knowledge (planes) +6, Perception +12, Stealth +13
Languages Abyssal, Common; telepathy (touch)
SQ change shape (2 of the following forms: bat, Small centipede, toad, or wolf; polymorph)
Special Abilities
Poison (Ex) Claw—injury; save Fortitude DC 13; frequency 1/round for 6 rounds; effect 1d2 Dexterity; cure 2 consecutive saves. The DC includes a +2 racial bonus.