PATHFINDER WITCH ARCHETYPE White-Haired Witch (rewrite)
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WHITE HAIR (SU)
At 1st level, a white-haired witch gains the ability to cause her hair to instantly grow up to 5 feet long or to shrink to its normal length, and can manipulate her hair as if it were a limb with a Strength score equal to her Intelligence score. Her hair can manipulate objects (but not weapons) as dexterously as a human hand. Using her hair does not harm the witch’s head or neck, even if she lifts something heavy with it.
The white-haired witch may use her hair as a primary natural attack with a reach of 5 feet, using her class level as her base attack bonus and her Intelligence modifier in place of her Strength modifier. The hair deals 1d4 points of bludgeoning damage (1d3 for a Small witch) plus the witch’s Intelligence modifier. With a successful attack the witch may also initiate a grapple as a free action, per the Grab ability, with her hair using her class level as her base attack bonus and her Intelligence modifier in place of her Strength modifier when making the combat maneuver check. A witch can use this ability on a creature up to one size category larger than she is. When a white-haired witch grapples a foe in this way, she does not gain the grappled condition but the hair cannot move or pin the foe. The hair’s CMD for the purposes of escaping the grapple, is equal to 10 + its CMB.
The hair cannot be sundered or attacked as a separate creature. Pieces cut from the witch’s elongated hair shrink away to nothing.
The hair cannot charge or perform any combat maneuvers other than grapple unless specifically stated in a hair style power below. The witch can use her hair to feint in preparation for one of her standard attacks, but this reduces it to a secondary natural attack for that round.
At 4th level and every four levels thereafter, a white-haired witch’s hair adds 5 feet to its reach, to a maximum of 30 feet at 20th level. Regardless of reach, the witch only threatens those squares immediately adjacent to her for the purposes of flanking and attacks of opportunity.
At 10th level, the hair’s damage increases to 1d6 (1d4 for a Small witch) and the size of creature the witch is able to use her hair’s grab ability on increases by one size increment.
This ability replaces the 1st level hex.
HAIR STYLES (SU)
At 2nd level and every two levels thereafter, the white-haired witch gains access to a hair style selected from the following list:
Climbing (Ex): The white-haired witch gains a climb speed equal to the current maximum reach of her hair. This climb speed and associated Climb skill bonus only apply when the witch is using her hair for climbing and only if suitable anchor points are available. When used this way the hair can take no other actions, including attacking, defending or manipulating objects.
Constrict (Ex): When the white-haired witch’s hair successfully grapples an opponent, it can begin constricting her victim as a swift action, dealing damage equal to that of its attack.
Defensive (Ex): As an immediate action the white-haired witch’s hair falls into a defensive posture granting her a +2 deflection bonus to AC, with an additional +1 to the bonus for every six class levels (maximum +5 deflection bonus at 18th level) until the beginning of her next turn. Any other actions the hair was performing are automatically ended and the hair may not act again until the start of the witch’s next turn. If the witch was using her hair to climb, she immediately loses the benefits of that ability and begins to fall. A white-haired witch may maintain the Defensive hair style a number of rounds per day equal to her class level.
Disarm (Ex): In place of an attack, a white-haired witch can attempt a combat maneuver check to disarm a creature using her class level as her base attack bonus and her Intelligence modifier in place of her Strength modifier. This maneuver does not provoke an attack of opportunity if the witch is outside of the targets threatened squares. The combat maneuver is at -5 to disarm weapons with the slashing (S) damage type.
Distraction (Ex): The white-haired witch’s hair lashes out in an attempt to distract a foe engaged in combat with an ally. This hair style allows the witch to use the Aid Another combat action on a target within the maximum reach of her hair, granting an engaged ally of her choice a +2 bonus on his next attack roll against that opponent or a +2 bonus to AC against that opponent’s next attack, as long as that attack comes before the beginning of the witch’s next turn.
Flanking (Ex): The white-haired witch may select one opponent within half the maximum reach of her hair (rounded up) and consider herself threatening this opponent for the purposes of flanking. Determine flanking from the closest unobstructed square to the witch that is still adjacent to the target. The creature remains threatened until it moves further away than half her hair’s reach, or she designates a new target. This ability is suspended if the witch’s hair begins Grappling or using the Climbing, Defensive, Gliding or Utility hair styles and upgrades.
Gliding (Ex): When falling, as an immediate action the white-haired witch’s hair fans out and begins to flutter in the breeze slowing her descent as if under the effect of a Feather Fall spell. Any other actions the hair was performing are automatically ended and the hair may not act again until the start of the witch’s next turn. A white-haired witch may maintain the Gliding hair style a number of rounds per day equal to her class level.
Harming (Ex): The white-haired witch gains a pool of dice each day that may be used to harm her enemies. The witch must succeed on a melee touch attack against a target within her hair’s maximum reach using her class level as her base attack bonus and her Intelligence modifier in place of her Strength modifier. If the touch attack hits the target the witch may expend any number of dice from her pool, harming the creature for the result of the roll. Creatures that take damage from the attack receive a Will save to halve the damage (DC 10 + 1/2 the white-haired witch’s class level + Intelligence modifier). The pool initially holds 1d4 and gains an additional die for every two class levels after 2nd (to a maximum of 10d4 at 20th level). This hair style may only affect a given creature once in a 24 hour period. This ability channels negative energy to harm the living and has no affect on undead. A white-haired witch may take either the Healing or Harming hair styles, not both.
Healing (Ex): The white-haired witch gains a pool of dice each day that may be used to heal herself or her allies. As a standard action she may touch a target within her hair’s maximum reach and expend any number of dice from her pool, healing the creature for the result of the roll. Creatures healed by this hair style cannot exceed their maximum hit point total—all excess healing is lost. The pool initially holds 1d4 and gains an additional die for every two class levels after 2nd (to a maximum of 10d4 at 20th level). No creature may benefit from this hair style more than once in a 24 hour period. This ability channels positive energy to heal the living and has no affect on undead. A white-haired witch may take either the Healing or Harming hair styles, not both.
Immobilize (Ex): When the white-haired witch’s hair controls a grapple with an opponent of the humanoid type she may, as a swift action, channel arcane energy into the target in an attempt to paralyze it. The target receives a Will saving throw (DC 10 + 1/2 the white-haired witch’s class level + Intelligence modifier) to resist. If the target fails its Will save it is paralyzed for one round as per the Hold Person spell. A white-haired witch may use the Immobilize hair style a number of rounds per day equal to her class level.
Pull (Ex): A white-haired witch who successfully strikes a foe with her hair can attempt a combat maneuver check to pull the creature 5 feet closer to her as a swift action, per the Pull ability, using her class level as her base attack bonus and her Intelligence modifier in place of her Strength modifier.
Steal (Ex): As a standard action, a white-haired witch can attempt a combat maneuver check to steal an item from a creature using her class level as her base attack bonus and her Intelligence modifier in place of her Strength modifier. This maneuver does not provoke an attack of opportunity if the witch is outside of the targets threatened squares. In addition to any other modifiers, the witch suffers a penalty of -1 to the roll per 10 feet of range to the target due to the fine nature of the work being performed.
Strangle (Ex): When the white-haired witch’s hair is grappling with an opponent, that creature is considered strangled, and cannot speak or cast spells with verbal components.
Trip (Ex): A white-haired witch who successfully strikes a foe with her hair can attempt a combat maneuver check to trip the creature as a swift action, per the Trip ability, using her class level as her base attack bonus and her Intelligence modifier in place of her Strength modifier.
Twin Tails (Ex): The white-haired witch learns to focus her White Hair natural attack on multiple points, effectively splitting it into two secondary natural attacks. These attacks replace the standard primary attack and follow all related rules with one exception: Any other hair style ability requiring a successful melee attack (such as Grab, Trip or Pull) now requires all secondary attacks to connect on a single target in order to trigger. The attack’s damage die remains the same but each roll to hit is at -5 and only half the witch’s Intelligence bonus is applied as a damage modifier.
Utility (Ex): The white-haired witch may use her hair for a range of utility options beyond serving as an appendage. With this hair style the witch may form her coif into a comfortable hammock or bedroll in which to sleep, a soft but supportive chair in which to sit, a firm worktable or eating surface, a basket to carry her familiar, a thick cloak or airy parasol to ward off extremes of heat or cold (+4 to survival rolls vs. nonlethal environmental heat or cold damage) or any number of mundane effects at the GM’s discretion. The witch may provide the effect of this hair style to another character (ie. Providing another character with shade in the desert sun), but loses the effect for herself. The witch’s hair may undertake no other activity while performing one of these utility tasks.
This ability replaces the hexes gained at 2nd, 4th, 6th, 8th, 12th, 14th, 16th, 18th, and 20th levels.
ADVANCED HAIR STYLES (SU)
At 10th level, and every two levels thereafter, a white-haired witch can choose one of the following advanced hair styles in place of a hair style:
Advanced Defensive (Ex): Once per round while under the effect of her Defensive hair style, when the white-haired witch would normally be hit with an attack from a ranged weapon, she may deflect it so that she takes no damage from it per the Deflect Arrows feat. She must be aware of the attack and not flat-footed. Attempting to deflect a ranged attack doesn't count as an action. Unusually massive ranged weapons (such as boulders or ballista bolts) and ranged attacks generated by natural attacks or spell effects can't be deflected. This is in addition to the bonus to AC provided by the lower level ability. The white-haired witch must have the Defensive hair style to select this one.
Advanced Flanking (Ex): The white-haired witch now threatens any opponent within half the maximum reach of her hair (rounded up) for the purposes of flanking. Determine flanking from the closest unobstructed square to the witch that is still adjacent to the target. The creature remains threatened until it moves further away than half her hair’s reach. This ability is suspended if the witch’s hair begins Grappling or using the Climbing, Defensive, Gliding or Utility hair styles and upgrades. The white-haired witch must have the Flanking hair style to select this one.
Advanced Gliding (Ex): When using her Gliding hair style a white-haired witch may maintain the ability a number minutes per day equal to her class level. In addition, the witch can move up to 5 feet in any horizontal direction for every 1 foot she falls, at a speed of 60 feet per round. The witch cannot use this hair style to actually gain height, merely coast in other directions as she falls. If subjected to a strong wind or any other effect that causes her to rise, the witch can take advantage of it in order to increase the distance she can glide. The white-haired witch must have the Gliding hair style to select this one.
Advanced Harming (Ex): The white-haired witch’s Harming hair style dice pool has its die type increased to d6. The white-haired witch must have the Harming hair style to select this one.
Advanced Healing (Ex): The white-haired witch’s Healing hair style dice pool has its die type increased to d6. The white-haired witch must have the Healing hair style to select this one.
Advanced Immobilize (Ex): When the white-haired witch uses her Immobilize hair style, it now functions as Hold Monster and is no longer limited to use on humanoids. The white-haired witch must have the Immobilize hair style to select this one.
Advanced Twin Tails (Ex): The white-haired witch improves her focus, effectively splitting her White Hair attack into three secondary natural attacks. In addition her hair gains the Multi-Attack feat, reducing the penalty to attack rolls to -2. In all other ways this functions as Twin Tails and the white-haired witch must have that hair style to select this one.
This ability replaces major hex.
MASTER HAIR STYLES (SU)
At 18th and again at 20th level, a white-haired witch can choose one of the following master hair styles in place of a hair style:
Master Defensive (Ex): Once per day, when the white-haired witch’s Advanced Defensive hair style deflects a projectile, she can redirect the attack to strike an alternate target as a free action. The creature targeted must be within the maximum reach of the witch’s hair, and the creature that made the attack against the witch must make a new attack roll against the new target. The white-haired witch must have the Advanced Defensive hair style to select this one.
Master Flanking (Ex): The white-haired witch now threatens any opponent within the maximum reach of her hair for the purposes of flanking. Determine flanking from the closest unobstructed square to the witch that is still adjacent to the target. The creature remains threatened until it moves further away than her hair’s maximum reach. This ability is suspended if the witch’s hair begins Grappling or using the Climbing, Defensive, Gliding or Utility hair styles and upgrades. The white-haired witch must have the Advanced Flanking hair style to select this one.
Master Gliding (Ex): When using her Gliding hair style a white-haired witch may maintain the ability a number of minutes per day equal to twice her class level. In addition, the witch can move up to 10 feet in any horizontal direction for every 1 foot she falls. The witch may choose to fall at a speed of 30 or 60 feet per round. In all other respects this hair style functions as Advanced Glide. The white-haired witch must have the Advanced Gliding hair style to select this one.
Master Harming (Ex): The white-haired witch’s Harming hair style dice pool has its die type increased to d8. The white-haired witch must have the Advanced Harming hair style to select this one.
Master Healing (Ex): The white-haired witch’s Healing hair style dice pool has its die type increased to d8. The white-haired witch must have the Advanced Healing hair style to select this one.
Master Immobilize (Ex): When the white-haired witch uses her Immobilize hair style, it now functions as the Paralysis universal monster ability and no longer allows the target a save each turn if it fails its initial resistance test. If the white-haired witch uses her Immobilize hairstyle in this way she must expend two uses of the power per round to maintain the effect. The white-haired witch must have the Advanced Immobilize hair style to select this one.
Master Twin Tails (Ex): The white-haired witch improves her focus, effectively splitting her White Hair attack into four secondary natural attacks. In addition her hair gains the Multiweapon Mastery ability, removing the penalty to attack rolls. In all other ways this functions as Advanced Twin Tails and the white-haired witch must have that hair style to select this one.
This ability replaces grand hex.