Vector Witch (3.5e Class)
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- 1 Vector Witch
- 2 New Alchemical Substances
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.
|“||Nake, Snake, Cobra, Cobubra||”|
|—A Vector Witch's chant|
Making a Vector Witch
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: Charisma is the most important ability for Vector Witches. Not only do most of their class abilities have DCs that depend upon their Charisma 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-lawful.
Starting Gold: As sorcerer.
Starting Age: As sorcerer.
|Saving Throws||Special||Spells per Day|
|1st||+0||+0||+2||+2||Vector Arrows, Expert Alchemist||2||—||—||—||—||—||—|
|2nd||+1||+0||+3||+3||Vector Plate, Bonus Feat||3||0||—||—||—||—||—|
|7th||+5||+2||+5||+5||Black Blood, Bonus Feat||3||3||2||0||—||—||—|
|9th||+6||+3||+6||+6||Mass Vector Plate||3||3||3||2||—||—||—|
|10th||+7||+3||+7||+7||Vector Snakes, Analysis Disassemble||3||3||3||2||0||—||—|
|11th||+8||+3||+7||+7||Black Blood Injection, Efficient Crafting||3||3||3||3||1||—||—|
|12th||+9||+4||+8||+8||Vector Boost, Bonus Feat||3||3||3||3||2||—||—|
|13th||+9||+4||+8||+8||Vector Storm (Compress)||3||3||3||3||2||0||—|
|16th||+12||+5||+10||+10||Shedding Your Skin||4||4||4||3||3||2||0|
|17th||+12||+5||+10||+10||Enhanced Vector Arrows, Bonus Feat||4||4||4||4||3||3||1|
|18th||+13||+6||+11||+11||Improved Shedding Your Skin||4||4||4||4||4||3||2|
|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).
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 gains bonus spells for having a high charisma score.
The Vector Witch's selection of spells is extremely limited. A Vector Witch begins play knowing four 0-level spells of your choice. At most new Vector Witch levels, he gains one or more new spells, as indicated on the table below (Unlike spells per day, the number of spells a Vector Witch knows is not affected by his Charisma score.
To cast a spell, a Vector Witch must have a Charisma 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 Charisma modifier.
Vector Witch Spell List
- 0th Level Spells: All Sorcerer/Wizard Cantrips + Undetectable Alignment
- 1st Level Spells: Animal Messenger, Bane, Bestow Wound, Cause Fear, Charm Person, Chill Touch, Darkness, Doom, Ebon Eye (SpC), [[Extract Drug (BoVD), Hypnotism, Mage's Craft (EBCS), Magic Aura, Magic Weapon, Obscure Object, Ray of Enfeeblement, Snake Hand (As Spider Hand but produces a small monstrous viper instead. BOVD), Sleep, Tongue of Baalzebul (BoVD), Unseen Servant, Wall of Smoke (SpC)
- 2nd Level Spells: Addiction (BoVD), Alter Self, Bestow Curse, Blindness/Deafness, Create Magic Tatoo (SpC), Cloud of Bewilderment (SpC), Darkbolt (BoVD), Death Knell, Deeper Darkness, Enthrall, False Life, Gentle Repose, Ghoul Touch, Hood of the Cobra (CM), Hypnotic Pattern, Phantasmal Assailants (SpC), Ray of Weakness (SpC), Scare, Shadow Binding (SpC), Silent Image, Spectral Hand, Stolen Breath (SpC), Suggestion, Unseen Crafter (Races of Eberron)
- 3rd Level Spells: Blade of Pain and Fear (SpC), Circle of Nausea (BoVD), Contagion, Cruel Disappointment (SpC), Crushing Despair, Death Ward, Deep Slumber, Magic Weapon, Greater, Major Image, Modify Memory, Obscure Object, Ray of Exhaustion, Sadism (BoVD), Slow, Stinking Cloud, Tongue Serpent (BoVD), Vampiric Touch, Wither Limb (SpC)
- 4th Level Spells: Alliance Undone (ExEv), Black Tentacles, Black Light, Burning Blood (SpC), Charm Monster, Crushing Grip (PH II), Dimensional Anchor, Enervation, Fear, Friend to Foe (PHB II), Giant Vermin, Liquid Pain (BoVD), Minor Creation, Rainbow Pattern, Shadow Well (SpC), Phantasmal Killer, Phantom Battle (PHB II), Ruin Delver's Fortune (SpC), Venom Bolt (Serpent Kingdom)
- 5th Level Spells: Assassin's Darkness (Complete Scoundrel), Cloudkill, Corrupt Summons (BoVD), Dimensional Door, Dominate Person, Fabricate, Major Creation, Nightmare, Night's Caress (SpC), Polymorph, Slay Living, Spirit Wall, Soul Shackles (BoVD), Symbol of Pain, Telekinesis, Touch of Venca (CM), Vitriolic Sphere (SpC), Wrack (SpC)
- 6th Level Spells: Avasculate (SpC), Banishment, Bestow Curse Greater (SpC), Contagion Mass (SpC), Contingency, Evil Glare (SpC), Fleshshiver (SpC), Geas, Mage's Sword, Morality Undone (LoM), Permanent Image, Resistance Superior (SpC), Song of Discord, Symbol of Fear, True Seeing, Wall of Force, Wave of Pain (BoVD), Waves of Exhaustion
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. Each Arrow deals 1d6 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 halves the damage and each target gets one reflex save to halve the damage from all the arrows targeting them. The save DC is 10 + 1/2 Class level + charisma 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. This is treated as a spell of level equal to half the vector witches class level (Rounded up). For the purpose of feats such as empower spell like ability however it is treated as a second level spell.
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. 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.
At 12th level she requires half as many raw materials to create a particular alchemical item. This doesn't let her craft items quicker, it just reduces the cost of the raw materials.
At 17th level the Vector Witch may craft Alchemical items ludicrously quickly. She can use Fabricate 1/Day as a spell like ability at her normal caster level with the restriction that she can only create alchemical items. Also when checking for daily progress she can put it in gold pieces not silver 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 enters on this square is propelled in the direction of the arrow a number of feet equal up to 5 times the Vector Witch's charisma 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 that ignores the creature's size bonus to bull rush against a Dc of 11+the Vector Witch's Charisma + 1/4 of the Vector Witch's Caster Level negates this ability. If a creature is thrown into a wall or other object it takes 1d8+the Vector Witch's charisma modifier damage. Unattended objects are not propelled by this ability. This ability is treated as a 2nd level spell for the purpose of feats and other effects.
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 + 1/4 the Vector Witch's class level + the Vector Witch's Charisma Modifier. If any creature fails their save they take 1d10 bludgeoning damage per caster level.
Vector Drill (Sp): A fourth level Vector Witch can as a standard action 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 charisma modifier. If this attack hits it deals 1d4 per caster level and inflicts a terrible wound. This wound bleeds dealing 1d2 damage per four caster levels for a number of rounds equal to her charisma modifier. This drill lasts until the beginning of the Vector Witch's next turn allowing her to make attack of opportunity with it. Even if the Vector Witch's BAB lets her make multiple attacks with a full attack the Vector Witch can not full attack with Vector Drill. Multiple wounds stack with themselves.
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 slashing or piercing 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. This ability is treated as if a 4th level spell.
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 charisma modifier + 1/4 class levels. In addition her move speed is reduced to 0 while using this ability. The Vector Witch can still use 5ft steps while using Snake's Tail.
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 2nd, 7th, 12th and 17th level the Vector Witch gains a bonus feat. This feat must be a Magic Item Creation feat or any of the new feats listed below 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 granted by the Vector Witch class.
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. In addition, the plates affect any creature above the plates as well, any creature that is 30ft above the plate gets bull rushed as if he had entered the square the plate is on.
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 move 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 charisma (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 and is treated as if a 5th level spell for feats and other effects.
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).
Efficient Crafter (Ex): At 11th level the Vector Witch is better at crafting items than most other crafters. She can treat the base market price of magic items as if they were 90% of what they are normally priced as. She can treat alchemical items as 75% of what they are normally priced as. This affects the cost, xp and time it takes to craft the items appropriately.
Vector Boost (Sp): As a move action a 12th level Vector Witch can enchant the damage of a few attacks from an ally within close range. The next time that target makes a melee attack that deals damage it deals an extra 1d4 damage for every 3 class levels of the Vector Witch. This lasts for a number of attacks equal to the Vector Witch's charisma modifier/3. Only one person can be affected by this ability at a time. After using this ability a Vector Witch has to wait 5 rounds before using it again. This is treated as a 6th level spell for feats and effects.
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) bludgeoning damage per caster level and the target is knocked prone and unable to move if they are large sized or smaller. 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 Charisma Modifier) to be able to move again. This check can be made each round as a full round action. The enemy is unable to move due to the sheer amount of vector arrows incasing them in a sphere like manner, similar to a very tight resilient sphere or similar effect. This is a force effect so even incorporeal or gaseous creatures can't escape unless they either succeed on the strength check or can teleport out of the effect. They are trapped for a number of rounds equal to the Vector Witch's charisma modifier or until they succeed on the strength check or the Vector Witch release them as a free action.
Vector Cone: Now whenever using Vector Arrows a 14th level Vector Witch can choose to target all enemies in a 60ft cone in front of her instead of focusing her damage on a single target. If she does so every target in this area is treated as if targeted with one half of the maximum number of arrows that are created by Vector Arrows.
Madness Creation (Sp): At 15th level a Vector Witch can enhance her tattoos and her power with madness. As a move action she can summon a Madness Snake from her tattoos. Huge writhing black serpents, their fangs are dripping with poison which kills living creatures rapidly by rotting away their flesh. These fearsome creatures are mindless but understand and obey the Vector Witch without question. She can have a maximum of 2 Madness Snakes out at one time. These Snakes last until killed and upon being killed fade into a puddle of black ink. This ability can only be used 3 times a day.
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 Ex, Su, SLA or spells other than Soul Protect and the snake has the statistics of a regular snake familiar with all of her skills and feats and mental attribute scores but with a single hit point. Upon being released you must make a hide check to remain unnoticed as you burst free from your former body. While in this form she can possess either an adjacent nearly completely intact corpse slain within the past day or kept well preserved (Her original corpse is counted as too destroyed for this purpose) or an adjacent living creature who is pinned, helpless or willing. It takes a full minute to take over a corpse but only a single standard action to take over a living creature. If she possess a living creature she needs to make a charisma check versus a DC of 11 + the creature's charisma modifier. Success means she overpowers the target's soul, failure means the Vector Witch is destroyed completely. If the Vector Witch succeeds she gains the physical attribute scores of the other creature along with all their racial extraordinary spell qualities and attacks while losing her own physical attributes and racial extraordinary spell qualities and attacks. She does not gain any feats, skills, or information the other creature knew. The Vector Witch can only possess creatures of the same race as herself.
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 the target has evasion it is negated and if he has improved evasion it is reduced to evasion.
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. If you do possess another body your body simply becomes lifeless (But you can repossess it if you need to).
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 10 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 3.
- 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 4d3 damage and this ability affects an additional 3 attacks.
- Vector Drill: This ability can make two attacks with the drill each with the same attack bonus. You can still only make attacks of opportunity with one drill.
New Alchemical Substances
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.
|Alchemic Substance||Cost to Create||Craft DC||Effect|
|Black Blood Potion||200 GP||30||Whenever someone drinks this nonmagical potion they go berserk. The subject must make a will save equal to 10 + their HD or act as if affected by the Frenzied Beserker's Frenzy ability (They don't gain any stat bonus or extra attack from the frenzy). Regardless if they succeed or not they gain damage reduction X/- where X is equal to 5 + the Vector Witch's Charisma Modifier. This effect lasts for 5 rounds.|
|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 by affected by the Frenzied Beserker's frenzy ability (They don't gain any stat bonus or extra attack from the frenzy). Regardless of the save the subject gains a + 4 alchemical bonus to strength and constitution and gains damage reduction X/- where X is equal to 10 + the Vector Witch's Charisma Modifier. This effect lasts 5 rounds.|
Vector Witch Feats
Twisted Snake Style
You become quite efficient at avoiding individuals while balancing on your snake's tail.
Prerequisite: Snake Tail Class Feature, Dodge
Benefit: When you are using your Snake Tail class feature the bonus you get from your dodge feat is increased by your charisma modifier. In addition you may take a 10ft step instead of a 5ft step while using your Snake Tail class feature.
You can create smaller vector plates which can launch items towards foes
Prerequisite: Vector Plate Class Feature
Benefit: As a move action you can create smaller versions of your vector plate class feature in mid air and use them to attack enemies with thrown weapons or alchemical projectiles. These plates can launch items that combined weigh less than 20 pounds. You can only attack an opponent with a two items as a standard action due to limitations of aiming. This number increases by 2 for every 5 caster levels (So items 4 at CL 5, 6 at CL 10, and so forth). The range for these thrown items are two times the normal distance for vector plates and these vector plates end at the end of the round. When using this feat you may add one half of your charisma modifier to your attack roll. Not all items need to be launched at the same individual as these vector plates can turn and rotate midair.
Other: Using this feat is a Supernatural Ability
Your Vector Plates can now launch unattended objects.
Prerequisite: Vector Plate Class Feature, Projectile Plates, Caster Level 9
Benefit: Your Vector Plates can now move unattended objects weighing less than 25 pounds per caster level. They get thrown the same distance as creatures in the same direction but they can not be directed to attack creatures with an attack roll. You can however attack individual squares with this ability benefitting alchemical items and other splash weapons. This feat also effectively renders any square affected by a vector plate as total cover against projectiles due to the plates moving the projectile mid flight. However, if the plate is pointing directly at an individual and there is a straight line between where the projectile was fired and the target individual the projectile is bolstered by the Vector Plate and gains the Vector Witch's charisma modifier on the damage roll.
Special: Vector Arrows are counted as projectiles for the purposes of this feat but they only gain the bonus to damage rolls once
Your Vector Plates send individuals further.
Prerequisite: Vector Plate Class Feature
Benefit: Your Vector Plates have their range doubled.
Immediate Vector Plate
You can create a vector plate at a moment's notice.
Prerequisite: Mass Vector Plate Class Feature
Benefit: As an immediate action you can create a single Vector Plate in any location where you normally would be able to. Upon using this feat you become unable to create any Vector Plates or variants on it granted from feats for 3 rounds.
Your Vector Arrows can now twist around corners.
Prerequisite: Vector Arrows Class Feature
Benefit: Your Vector Plates can now bend and twist around corners and cover, utterly negating cover including total cover. This in effect allows you to fire them at targets behind walls or around corners as long as they are within range and you can either pinpoint their square or actively see/sense them. If you can only pinpoint theirs square but they still have total concealment they still have total concealment against your attack. In order to negate cover the target must be possible to be hit with a projectile and can't for example be surrounded by a wall on all sides or inside a resilient sphere.
You can now fire an increased number of Vector Arrows
Prerequisite: Vector Arrows Class Feature, Caster Level 6
Benefit: Vector arrows now launches two arrows per caster level. However, due to limitations of aiming you can still only target a single individual with a number of vector arrows equal to your caster level with a single attack
Greater Vector Barrage
You can now fire an even greater number of Vector Arrows
Prerequisite: Vector Barrage, Caster Level 14
Benefit: Vector arrows now launches three arrows per caster level. However, due to limitations of aiming you can still only target a single individual with a number of vector arrows equal to your caster level with a single attack
Enhanced Vector Cone
You can now fire an absurd number of Vector Arrows
Prerequisite: Vector Cone
Benefit: When using Vector Cone you can now target each enemy inside the cone with a number of arrows equal to 3/4s of your caster level (Rounded down)
Soul Protect lasts briefly after a spell or supernatural ability is used
Prerequisite: Soul Protect Class Feature
Benefit: At any point when your active Soul Protect Class Feature would normally have broken, it instead stays active one additional round ending at the end of your next turn. Assuming that the next turn you again use Soul Protect, this ability allows you to cast a spell without losing the benefits of your ability.