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Witch (Warlock Build)
You practice the first, most ancient form of arcane magic, which allows you to charm, transform, and curse your enemies.
Part religion, part ritual, and all mystery, witchcraft is an ancient practice that came about in an age before arcane magic was studied, institutionalized, and etched in writing, when monstrous titans ruled over creation and the secret of making fire was yet undiscovered. In this chaotic dark age, the gods had little influence on the titans' world. Instead of seeking their aid, the primitive peoples called out to the night for protection and power, and a voice from the darkness answered. Those who accepted its arcane gifts became the first witches, and they wielded such power as only immortals had known -- seen by some jealous gods as an affront that they have never forgiven. The powers witches called upon were gods, primordials, their servants and allies on either side of the Dawn War, and yet stranger powers. After the Dawn War, those witches who had called upon the gods perhaps became the founders of religions, their traditions ultimately giving rise to the Divine powers wielded by priests and zealots today. Those who called upon the defeated primordials, gods who didn't survive the war, and other powers, however, became figures of superstition and dread.
Witches, like other Warlocks, gain their power from a patron - a primorial, vestige of a deity, or other powerful entity beyond mortal ken - witches tend to see their powers as a 'gift' rather than a 'pact,' concieving of their relationship with their patron more like that of a priestess with a deity than a bargain-hunter with a merchant.The circumstances by which you obtained your gift can vary widely. Some witches seek out the gift in order to fulfill a personal desire or vendetta, while others were brought up in a coven. You can choose any Pact, but the Infernal and Vestige Pacts along with the new Primeval pact are the most apropriate.
Though witches are common among the fey races in the Feywild, as a witch in the natural world you must be mindful of whom you trust. In the world, common folk fear your kind. Envious wizards refuse to acknowledge you as a peer and would see your wondrous powers vanish from the world, while clerics of jealous gods decree you an unholy menace, sending witch hunters to track you down and destroy you.
Witches, in addition to their other powers, sometimes have a strange relationship with the aging process, either aging visibly when they use their greatest powers until they apear to be ancient crones, but never actully facing disability or death from old age, or staying young-appearing and beautiful throughout their lives, but living out only a mortal span.
The Witch Build: Choose CON as your higest score, then INT. Choose two of the Ancient Knowledge features in place of Prime Shot and Shadow Walk. Take the Primeval Pact, or another CON-based Pact, like Infernal or Vestige.
New Warlock Features:
Ancient Knowledge: (Replaces Prime Shot and Shadow Walk)Choose two of the following three features:
Through arduous trials and ancient rituals, the Primeval Warlock (Witch) forges a pact with the most ancient of powers. Whether these powers are primal forces of the natural world, Gods or Primordials, themselves, or yet more ancient powers that preceded even the legendary creators of the world, none can say.
Pact Boon: When a creature under your Warlock's curse dies, an object (traditionally a wax candle or ball of clay) of your choice in your possession takes on it's apearance, becoming an Effigy. You can use this Effigy to immediately (free action) curse any one of the dead creature's allies that you can see. If you have the Evil Eye feature, the Effigy becomes an effigy of the newly cursed creature, as if you had spent a standard action to shape it.
Twisted Strand (Primeval Pact warlock attack 1)
Twisting the tapestry of fate, you bring a sudden, painful misfortune upon your enemy.
At-Will * Arcane, Charm, Implement
Standard Action Ranged 10
Target: One creature who can see you.
Attack: Con vs Will
Hit: 1d6 + CON psychic damage, and the target takes a -2 penalty to his next d20 roll before the end of his next turn. If he fails that roll you can inflict 1d6 + CON untyped damage on him as a free action.
Special: At level 11, the damage inflicted if the penalyzed roll is failed increases to 2d6 + CON.
Special: At level 21, the psychic damage done on a hit increases to 2d6+CON.
New Warlock Powers:
New Warlolck Pragon Paths:
New Epic Destinies:
Preq: Warlock, Ancient Knowledge class feature
Benefit: You gain an additonal Ancient Knowledge class feature.
Initiate into the Circle (Multi-Class Warlock)
Preq: Con 13, Cha 13
Benefit: You count as a Warlock for purposes of fulfilling prerequisites. You can choose to gain either the Book of Shadows or the Witch's Familiar 'Ancient Knowledge' class feature.
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Thursday, May 23
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