Vector Witch (3.5e Class)

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Medusa Gorgon from Soul Eater

(Derived from Silva Stormrage's Vector Witch class)

Vector Witch[edit]

The Vector Witch is a snake themed witch based off of Soul Eater Antagonist Medusa. I was aiming for a tier 3 class that really captured Medusa's character and power. I wasn't sure if I was clear with some of the abilities, especially vector plate and vector boost. Any feedback is appreciated.

Nake, Snake, Cobra, Cobubra
—A Vector Witch's chant

Making a Vector Witch[edit]

The main role an Vector Witch plays is that of a ranged damage dealer with battle field control. She has many abilities that involve close quarter combat though and can serve as a decent front line character as well, even if she is a bit frail with no armor.


Abilities: Int is the most important ability for Vector Witches. Not only do most of their class abilities have DCs that depend upon their Int modifier, but it also determines which level of spells he is able of using and their dc's. Constitituion helps to increase their HP and is useful just like for all classes.

Races: Any race can become a Vector Witch.

Alignment: Any non-good.

Starting Gold: As sorcerer.

Starting Age: As sorcerer.

Table: The Vector Witch

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special Spells per Day
Fort Ref Will 0 1st 2nd 3rd 4th 5th
1st +0 +0 +2 +2 Vector Arrows, Expert Alchemist
2nd +1 +0 +3 +3 Vector Plate 0
3rd +2 +1 +3 +3 Light Serpent 1
4th +3 +1 +4 +4 Vector Drill 1 0
5th +3 +1 +4 +4 Vector Storm 2 1
6th +4 +2 +5 +5 Snake Tail 2 1
7th +5 +2 +5 +5 Black Blood, Bonus Feat 3 2 0
8th +6 +2 +6 +6 Soul Protect 3 2 1
9th +6 +3 +6 +6 Mass Vector Plate 3 3 1
10th +7 +3 +7 +7 Vector Snakes, Analysis Disassemble 3 3 2 0
11th +8 +3 +7 +7 Black Blood Injection, Bonus Feat 4 3 2 1
12th +9 +4 +8 +8 Vector Boost 4 4 3 1
13th +9 +4 +8 +8 Vector Storm (Compress) 4 4 3 2
14th +10 +4 +9 +9 Vector Cone 4 4 3 2 0
15th +11 +5 +9 +9 Madness Fusion, Entice Madness 5 4 4 2 1
16th +12 +5 +10 +10 Shedding Your Skin, Enhanced Entice Madness 5 5 4 3 1
17th +12 +5 +10 +10 Enhanced Vector Arrows 5 5 4 3 2
18th +13 +6 +11 +11 Improved Shedding Your Skin 6 5 5 3 2
19th +14 +6 +11 +11 Vector Tempo 6 6 5 3 2
20th +15 +6 +12 +12 Vector Tempest 6 6 5 4 3

Class Skills (6 + Int modifier per level, ×4 at 1st level)
The Vector Witch's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Decipher Script (Int), Gather Information (Cha), Listen (Wis), Hide (Dex), Intimidate (Cha), Knowledge (All Skills Taken Individually) (Int), Ride (Dex), Move Silently (Dex), Profession (Wis), Spellcraft (Int), Search (Int), Sense Motive (Wis), Spot (Wis), Use Magic Device (Cha).


Class Features[edit]

Note: Several Class Features Reference "Directions". For the purpose of these abilities they can only select, North, South, West, East, Northwest, Southwest, Northeast, Southeast.

All of the following are class features of the Vector Witch.

Weapon and Armor Proficiency: Vector Witch are proficient with all simple weapons and melee martial weapons and with light armor.

Spells: A Vector Witch casts arcane spells which are drawn from the Vector Witch spell list. She can cast any spell she knows spontaneously without preparing it ahead of time. A Vector Witch knows all the spells on her spell list. A Vector Witch gains bonus spells for having a high Int score.

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

1st—Bane, Bestow Wound, SRD:Cause Fear, SRD:Charm Person, SRD:Chill Touch, Drug Resistance (BoVD) SRD:Doom, Extract Drug (BoVD), SRD:Ray of Enfeeblement, Tongue of Baalzebul (BoVD), SRD:Unseen Servant,

2nd— Addiction (BoVD), SRD:Blindness/Deafness, Darkbolt (BoVD) SRD:Death Knell, SRD:False Life, SRD:Ghoul Touch, Sadism (BoVD), SRD:Scare, Stolen Breath (Spc), SRD:Suggestion, Unseen Crafter (Races of Eberron),

3rd—SRD:Bestow Curse, SRD:Death Ward, SRD:Crushing Despair, SRD:Ray of Exhaustion, Tongue Serpent (BoVD), SRD:Vampiric Touch, Wither Limb (SpC),

4th—Burning Blood, SRD:Charm Monster, SRD:Contagion, SRD:Enervation, SRD:Fear (Spell), Liquid Pain (BoVD), SRD:Phantasmal Killer, Ruin Delver's Fortune (SpC),

5th—Cloudkill, Contagion Mass (SpC), Mindrape (BoVD), SRD:Dominate Person, SRD:Nightmare, SRD:Slay Living, Spirit Wall, SRD:Waves of Exhaustion, Wrack (SpC),


Vector Arrows: (Sp) The most basic technique that all Vector Witchs know. As a standard action the Vector Witch sends out black arrows, called Vector Arrows, that weave towards any target within medium range (25'). Each Arrow deals 1d8+Int mod piercing or slashing damage and a Vector Witch can summon a number of arrows equal to her class level. The Vector Witch can either target one target or multiple targets with the arrows. A reflex save negates the damage and each target gets one reflex save to avoid all the arrows. The save DC is 10 + Class level + Int modifier. This ability ignores spell resistance. Each arrow does not check against damage reduction individually, DR applies against all the arrows that affect a target as if it was one attack.

Expert Alchemist: (Ex) All Vector Witches are masters at alchemy. The Vector Witch gains a bonus on all Craft (Alchemy) checks equal to her class level. At 7th level the Vector Witch can craft Alchemical items much more rapidly (x2). When she checks the item's price for weekly progress she can put it in gold pieces not silver pieces. When checking for daily progress she can put it in silver not copper pieces.

Vector Plate: (Sp) At second level the Vector Witch learns how to create a Vector Plate as a move action. She creates a large arrow facing one direction on one five foot square within close range. Anyone, regardless of size ,who steps on this square is propelled in the direction of the arrow a number of squares equal to the Vector Witch's Int modifier. The Vector Witch sets the distance the plate's send the target when manifesting the plates. After the plate has been manifested the distance can't be changed. If a target on a plate is firmly rooted to the ground it does not get propelled to the destination. If a target is sent flying and hits another vector plate before reaching the full distance propelled it simply ignores the remaining distance and follows the path of the second vector plate. A creature can only be affected by a particular vector plate once a round. A bull rush check (Against a Dc of 10+the Vector Witch's Int + Caster Level) negates this ability. If a creature is thrown into a wall or other object it takes 1d8+the Vector Witch's Int modifier damage.

Light Serpent: (Ex) At third level all Vector witches get tattoos on their arms of snakes, these tattoos can be hidden as a move action but they must be showing for the Vector Witch to use any ability concerning them. Using Light Serpent as a standard action the Vector Witch can animate one of their tattoos to grow into a massive snake that collides with opponents in a 10 ft wide 50ft line. Any creature in the area needs to make a reflex save to completely avoid the rampaging snake. The DC is 10 + the Vector Witch's Int Modifier. If any creature fails their save they take (1d10+1) per caster level and get knocked prone.

Vector Drill: (Sp) A fourth level Vector Witch can conjure a mass of vector arrows that swarm in front of her fists like a drill. She can make a single attack against an enemy within reach that has an attack bonus equal to her BAB + her dexterity modifier + her Int modifier. If this attack hits it deals 1d6 per caster level and inflicts a terrible wound. This wound bleeds dealing 1d4 damage per four caster levels for a number of rounds equal to her Int modifier. This ability ignores spell resistance.

Vector Storm: (Sp) At fifth level the Vector Witch can summon a storm of vector arrows that course around her. Using this ability is an immediate action that blocks one melee or ranged attack and deals 1d6 damage per two class levels to any enemy within 10ft. Any enemy within 10 ft has to make a reflex save or be knocked back 20ft and be knocked prone. This ability can be used once every three rounds. This ability ignores spell resistance.

Snake's Tail: (Sp) At 6th level the Vector Witch can grow a vector arrow out and balance on it to aid her ability weave and duck from enemies attacks. She can grow out the arrow as a move action and it lasts until canceled (which can be done as a free action). This ability gives the Vector Witch a dodge bonus equal to her Int modifier + 1/4 class levels. In addition her move speed is reduced to 0 while using this ability. This ability ignores spell resistance.

Black Blood: (Ex) At 7th level the Vector Witch learns the secrets to crafting black blood. With a DC 30 Alchemy Check she can craft Potions of Black Blood (See Below).

Bonus Feat: At 7th and 11th level the Vector Witch gains a bonus feat. This feat must be a Magic Item Creation feat and the Vector Witch must qualify for the feat.

Soul Protect: (Su) At 8th Level the Vector Witch can mask her own magical power. As a standard action Vector Witch can make herself and her equipment immune to all scrying, information gather divinations, and similar effects. In addition while this effect lasts for all effects that try to find her location fail, including tremor sense, blind sight, mind sight, blind sense, touch sight and other extraordinary senses. This ability lasts until canceled and is canceled the instant the Vector Witch uses a spell, spell like ability or supernatural ability.

Mass Vector Plate: Whenever an 9th level Vector Witch uses her Vector Plate ability it can create a number of different plates equal to 1/3 her caster level, rounded down. These plates don't have to be near each other and do not have to face the same direction. The DC for each plate is increased by 3.

Vector Snakes: (Ex) The snake tattoos Vector Witches have on their arms gain another purpose at 10th level. A vector witch can send a number of tiny vector snakes coursing through her body into a pinned, helpless or willing target. This is a one round action. The Vector Witch always knows where the snakes are as long as they are on the same plane and can command the snakes to explode. If a Vector Witch commands all the snakes to explode the target takes the same damage as Vector Arrows and the attack is treated as a coup de grace attempt. This attack ignores normal immunity to critical hits.

Analysis Disassemble: (Sp) A 10th level Vector Witch can as a standard action use her vector arrows to create an opening in a creature's defense through removing a scale, weakening magical power or some other method. This reduces the creature' existing DR by the Vector Witch's Int (minimum DR 0) in addition to reducing spell resistance by 5. These reductions last for 1 minute per caster level. This ability ignores spell resistance

Black Blood Injection: (Ex) At 11th level the Vector Witch enhances her understanding of Alchemy and learns how to craft Black Blood Injections (See Below).

Vector Boost: (Sp) As a move action a 12th level Vector Witch can enchant the damage of a few attacks from an ally within medium range. When initiating this ability the Vector Witch selects a direction. If that target makes a melee attack against an opponent who is directly in that direction the attack deals an extra amount of damage equal to 1d6/Vector Witch's Int modifier. This lasts for a number of attacks equal to the Vector Witch's Int modifier/2. Only one person can be affected by this ability at a time. After using this ability a vector witch has to wait 3 rounds before using it again.

Vector Storm (Compress): (Su) As a standard action after using Vector Storm in the same round a 13th level Vector Witch can send those vector arrows created with Vector Storm at a nearby creature. The Vector Arrows surround and crush and pierce the target. The target takes (1d6+1) damage per caster level and the target is knocked prone and unable to move. A successful reflex save means the target is able to move, is not knocked prone, and takes 1/2 damage. If the target is unable to move it must succeed on a strength check (DC 11 + Vector Witch's Int Modifier) to be able to move again. This check can be made each round as a full round action.

Vector Cone: Now whenever using Vector Arrows a 14th level Vector Witch can target all enemies in a 60ft cone in front of her. Every target in this area is treated as if targeted with one half of the total arrows that are created by Vector Arrows

Madness Fusion: (Sp) At 15th level a Vector Witch can enhance herself and her power with madness. As a move action she can summon a Madness Snake from her tattoos. She can have a maximum of 2 Madness Snakes out at one time. These Snakes last until killed. This ability can only be used 6 times a day.

Entice Madness: (Su) At the 15th level the Vector Witch can summon a dark spectral snake from her mouth and aim it only at someone who's been infected with the black blood. They must make a will save DC 10 + Int modifier + 1/2 of the Vector Witch's level. If the subject succeeds their save they are not effected by madness, and they cannot be targeted for the rest of the fight. If the subject fails their save they are effected with the madness and the snake is now apart of their bodies and become the subject becomes more corrupted at a slightly faster pace. This effect lasts for 1d10 rounds.

Shedding your skin: (Su) Whenever a Vector Witch of 16th level dies she has a chance to continue living. As she dies she needs to make a fort save dc vs the amount of damage the attack that killed her dealt. If she passes she can transfer her essence into one of the snakes in her body. She has full control over that snake but can't use any abilities. If she escapes from whoever killed her initially she can possess either a nearly completely intact dead corpse (Her original corpse is too destroyed for this purpose) or a living creature who is pinned, helpless or willing. If she possess a living creature she needs to make a will save vs a dc of 10 + the creature's will save. Success means she overpowers the target's soul, failure means the Vector Witch is destroyed completely. If the Vector Witch succeeds she replaces the attribute scores with her own and retains any racial abilities she had but gains the new forms looks. She does not gain any feats, skills, or information the other creature knew.

Enhanced Entice Madness: (Su) Like the normal Entice Madness it shares the same effects only at a more advanced state. At the 16th level a Vector Witch has enough control over this ability that she can make the spectral snake become a permanent part of the victim. If they fail the will save of DC 10 + Int modifier + 1/2 of the Vector Witches level then the spectral snake inside the victim causes them to slowly fail their will saves against the madness. The snake inside of them can be triggered at any point by the Vector Witch who implanted it in their brains. The Vector Witch knows where this snake is at all times and can hear and see everything the victim sees through her crystal ball. If the victim succeeds their will save they will take a penalty for each time the Vector Witch uses Enhanced Entice Madness. For each time they succeed their will save they take a -2 to their will save rolls till the spectral snake succeeds in implanting itself inside the victim.

Enhanced Vector Arrows: (Su) Whenever a Vector Witch of 17th level uses Vector Arrows she deals an additional 1 point of damage per arrow and if a target succeeds on their reflex save they still take 1/2 of the damage they would have taken.

Improved Shedding your Skin: (Ex) At 18th level a Vector Witch doesn't need to die to switch bodies with another creature. As a full round action she can attempt to possess another creature's body. The process is the same as Shedding your Skin except that if you fail the check you don't die and simply go back to your body. You can't ever attempt to possess that target again.

Vector Tempo: (Ex) All abilities of a 19th level Vector Witch have their cool downs reduced by one round (minimum 0 round cool down).

Vector Tempest: (Su) As a free action a 20th level Vector Witch becomes a storm of whirling death. This ability can be used once per day and lasts for 5 rounds. During these rounds the Vector Witch changes the following abilities as follows. Also all standard action abilities now take a move action to activate.

Vector Arrows: This ability deals an additional 1 damage per dice and it's dc is increased by 4.

Vector Plate: The Vector Witch can summon 15 vector plates at once each within close range. In addition if a target succeeds on the save against a vector plate they are still propelled they are just propelled half the distance.

Vector Storm: This ability can be used once every round and affects all targets within 20ft and knocks them back 40 feet.

Vector Boost: Each attack modified by this ability deals an additional 4d6 damage and this ability affects an additional 5 attacks.

Vector Drill: This ability can make two attacks with the drill each with the same attack bonus.


class feature: Vector Witchs have the following game statistics.

Role: The main role an Vector Witch plays is that of a ranged damage dealer with battle field control. She has many abilities that involve close quarter combat though and can serve as a decent front line character as well, even if she is a bit frail with no armor.

Abilities: Int is the most important ability for Vector Witches. Not only do most of their class abilities have DCs that depend upon their Int modifier, but it also determines which level of spells he is able of using and their dc's. Constitituion helps to increase their HP and is useful just like for all classes.

New Alchemical Substances[edit]

Note: Only Vector Witches can craft these items. Both of these potions only work for creatures that actually have blood. Constructs and undead are not affected. Vampires and other undead or constructs that feed on blood are affected though.


Table: Alchemic Substances

Alchemic Substance Cost to Create Craft DC Effect
Black Blood Potion 200 GP 30 Whenever someone drinks this non-magical potion their blood stream gets infected with the black blood. If the subject is an enemy they must then make a will save equal to 10 + their HD or else be consumed by madness. Regardless if they succeed or not they gain damage reduction X/- where X is equal to 5 + the Vector Witch's Int Modifier. The madness effect lasts for the entire battle. The more they become infected by the Black Blood potion the more sustainable to succumb to the madness. Once fully consumed they can gain bonus benefit from being consumed by madness. The user gains a +2 to all attack damage, cannot be effected by any mind spells because they are insane and attack wildly at their foes, DR will scale with level now and at max will grant the person infected DR that is almost completely impenetrable, and gain a +2 to reflex saves. However they take a -2 to attack rolls, -2 to intellect, -2 to grapple checks, and cannot disobey direct orders from the one who infected them with the black blood. Note: These side effects are only temporary and go away after the battle. However, the more times they succumb to the madness the more they risk spreading the infection faster.
Black Blood Injection 400 GP 50 A more powerful form of the Black Blood Potion this one also is easier to use. As a move action someone with this item can infect themselves with the black blood. They must make a will save with a dc equal to 15 + their HD or be infected with the black blood completely. Regardless of the save the subject gains damage reduction X/- where X is equal to 10 + the Vector Witch's Int Modifier. The effects are similar to how the Black Blood Potion works. The only difference is if the subject either fails the save or willingly accepts it they become instantly infected fully by the black blood and the effects of being consumed by the madness increases and two of the side effects are removed after the more the subject gives into the madness and accept it. It takes time for all but the penalty to attack rolls, the penalty to attack rolls goes up to -8 and the subject will no longer be able to disobey any order given to them by the Vector Witch who infected them. Their bonus sides gain a +4 attack damage, in addition they gain a +4 to their constitution. If the subject succeeds the save they are still infected with the black blood and it will consume the subject within 3 rounds and they will be effected by the madness and they will have to make another will save and the DC will increase by 2 every time they succeed the saving throw, making it harder and harder to succeed, once they are fully consumed they gain the benefits of if they failed or willingly accepted it. Once the subject becomes fully consumed they will be able to use it at will or if the Vector Witch commands them. Also to add, when someone is completely consumed with the madness and the black blood, whether or not they are under the effects of the madness or not they will always obey the Vector Witch's orders.

Ex-Vector Witch[edit]

A Vector who willfully commits an any true good acts that goes against her nature, or who grossly violates the laws of her coven and in return loses all Vector Witch spells and abilities, except for the snakes she naturally controls within her body and from her tattoos. She may not progress any farther in levels as a Vector Witch once she has been exiled from her coven.

Epic Vector Witch[edit]

Table: The Epic Vector Witch

Hit Die: d10

Level Special
21st Epic Vector Arrows, DR5
22nd Epic Vector Plate,
23rd Epic Vector Drill, Bonus Feat
24th Enhanced Vector Storm, DR 10
25th Vector Tempest, Bonus Feat
26th Enhanced Light Serpent
27th Enhanced Vector Snakes, DR 15
28th Enhanced Madness Infusion, Bonus Feat
29th Epic Vector Storm
30th Vector Tempest, Bonus Feat, DR 20

6 + Int modifier skill points per level.

Epic Vector Arrows: (Su) Whenever a Vector Witch of 21st level uses Vector Arrows she deals an additional 5 points of damage per arrow and if a target succeeds on their reflex save they still take 1/2 of the damage they would have taken.

DR: At the 21st level the Vector Witch gains natural DR from her complete understandings of the Vector Witch class. The DR at the 21st level is 5/Adamantine, at the 24th level 10/Adamantine, at the 27th level 15/Adamantine, and at the 30th level they gain 20/Adamantine because they have fully mastered their class and its complete and total potential.

Epic Vector Plates: (SP) A Vector Witch of the 22nd level gains this ability. It replaces their old Vector Plates for the new and improved version. The Vector Witch can place the plates directly under anyone and they cannot resist being sent flying into whatever direction the arrow is facing. If the enemies feet is attached to ground it negates the effect of the arrow and cannot be reattempted this round. If the Vector Witch places it on the ground in front of her the creature or person who step on the plate will be flung into whatever the arrow is pointing. A bull rush check (Against a Dc of 15+the Vector Witch's Int + Caster Level) negates this ability. If a creature is thrown into a wall or other object it takes 2d10 + the Vector Witch's Int modifier damage. Note: Mass Vector Plate will work with these Epic Vector Plates.

Epic Vector Drill: (SP) At the 23rd level a Vector Witch gains full control over the Vector Drill. She can make four attacks against an enemy within reach that has an attack bonus equal to her BAB + her dexterity modifier + her Int modifier. If this attack hits it deals 1d8 per caster level and inflicts a terrible wound. This wound bleeds dealing 1d8 damage per four caster levels for a number of rounds equal to her Int modifier. This ability still ignores spell resistance.

Bonus Feats: At the 23rd, 25th, 28th, and 30th level the Vector Witch gains a bonus feat. These epic feats must be feats that will only work with the Vector Witch class and the Vector Witch must qualify for the feat. Feats will be listed below.

Enhanced Vector Storm: (Su) As a standard action after using Vector Storm in the same round a 24th level Vector Witch can send those vector arrows created with Vector Storm at a nearby creature. The Vector Arrows surround and crush and pierce the target. The target takes (1d10+1) damage per caster level and the target is knocked prone and unable to move. A successful reflex save means the target is able to move, is not knocked prone, and takes 1/2 damage. If the target is unable to move it must succeed on a strength check (DC 17 + Vector Witch's Int Modifier) to be able to move again. This check can be made each round as a full round action.

Vector Tempest: (Su) A level 25 Vector Witch hones more on their skills and gain new benefits from them. This is just like the standard Vector Tempest, except it can be used three times a day. To top it off the abilities get more of a boost during the five rounds this is active:

Vector Arrows: This ability deals an additional 5 damage per dice and it's dc is increased by 8.

Vector Plate: The Vector Witch can summon 25 vector plates at once each within close range. In addition if a target succeeds on the save against a vector plate they are still propelled they are just propelled half the distance.

Vector Storm: This ability can be used once every round and affects all targets within 40ft and knocks them back 40 feet.

Vector Boost: Each attack modified by this ability deals an additional 5d8 damage and this ability affects an additional 5 attacks.

Vector Drill: This ability can make six attacks with the drill each with the same attack bonus.

Enhanced Light Serpent: (Ex) At 26th level all Vector has their tattoos on their arms be granted more meaning than how it was used before. These tattoos can still be hidden as a move action but they must always be showing for the Vector Witch to use any ability concerning them. Using Enhanced Light Serpent as a standard action the Vector Witch can animate one of their tattoos to grow into a massive snake that collides with opponents in a 20 ft wide 100ft line. Any creature in the area needs to make a reflex save to completely avoid the rampaging snake. The DC is 15 + the Vector Witch's Int Modifier. If any creature fails their save they take (2d10+3) per caster level.

Enhanced Vector Snakes: (Ex) The snake tattoos Vector Witches have on their arms gain a stronger purpose at the 27th level. A Vector Witch can send a number of tiny vector snakes coursing through her body into a pinned, helpless or willing target. This is a one round action. The Vector Witch always knows where the snakes are as long as they are on the same plane and can command the snakes to explode or temporarily control the host from time to time. If a Vector Witch commands all the snakes to explode the target takes the same damage as Vector Arrows and the attack is treated as a coup de grace attempt. This attack ignores normal immunity to critical hits. And if the Vector Witch chooses to control the victim the victim must make a will save (DC 15 + Int Modifier + 1/2 of the Vector Witches class levels) or become lost of their own actions for 1d4 rounds or 1d4 hours if not in combat. They act like they are under the Dominate Person spell.

Enhanced Madness Infusion: (SP) At 28th level a Vector Witch can enhance herself and her power with even more madness. As a move action she can summon a Epic Madness Snake from her tattoos. She can have a maximum of 2 Epic Madness Snakes out at one time. These Snakes last until killed. This ability can only be used 6 times a day.

Epic Vector Storm: (Su) As a standard action after using Vector Storm in the same round a 29th level Vector Witch can send those vector arrows created with Vector Storm at a nearby creature. The Vector Arrows surround and crush and pierce the target. The target takes (3d10+5) damage per caster level and the target is knocked prone and unable to move. A successful reflex save means the target is able to move, is not knocked prone, and takes 1/2 damage. If the target is unable to move it must succeed on a strength check (DC 20 + Vector Witch's Int Modifier) to be able to move again. This check can be made each round as a full round action.

Vector Tempest: (Su) A level 30 Vector Witch has completely mastered all of their skills and unlock their full potential now. This is just like the Enhanced Vector Tempest, except it can be used 12 times a day. To top it off the abilities get more of a boost during the five rounds this is active:

Vector Arrows: This ability deals an additional 15 damage per dice and it's dc is increased by 14.

Vector Plate: The Vector Witch can summon 50 vector plates at once each within close range. In addition if a target succeeds on the save against a vector plate they are still propelled they are just propelled half the distance.

Vector Storm: This ability can be used once every round and affects all targets within 70ft and knocks them back 40 feet.

Vector Boost: Each attack modified by this ability deals an additional 6d10 damage and this ability affects an additional 5 attacks.

Vector Drill: This ability can make 10 attacks with the drill each with the same attack bonus.

Bonus Feats: The epic Vector Witch gains a bonus feat (selected from the list of epic Vector Witch bonus feats) at the 23rd, 25th, 28th, and 30th levels after 20th.

Epic Vector Witch Bonus Feat List: SRD: Great Intelligence, SRD: Great Dexterity, Epic Will, SRD: Intensify Spell, Improved Spell Capacity, Epic Dodge, Epic Skill Focus, Penetrate Damage Reduction, Multispell, SRD: Automatic Silent Spell, SRD: Augmented Alchemy, and SRD: Spontaneous Spell.


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