Temporal Witch (Feedback)


Homebrew and House Rules


Temporal Witch

Class Details

Hit Die: 6

Requirements

To qualify to become a Temporal Witch, a Character must fulfill all the following criteria.

Skills: Knowledge (arcana) 10 ranks, Knowledge (planes) 10 ranks, Spellcraft 10 ranks.

Must have the Time Patron

Must be able to cast Must be able to cast 10th Lvl Time Patron Spell (Teleport)

Class Skills

The Temporal witch’s class skills (and the key ability for each skill) are Perception (Wis), Intimidate (Cha), Knowledge (arcana)(Int), Knowledge(planes)(Int), Survival

(Wis), and Use Magic Device (Cha).

Skill Ranks at Each Level: 2 + Int modifier.

Table: Winter Witch

Level Base Attack

Class Features

The following are class features of the Temporal Witch Prestige Class.

Weapon and Armor Proficiency: A Temporal witch gains no additional weapon or armor proficiencies.

Spells per day:

A Temporal Witch gains new spells per day and patron spells as if she had gained a level in the witch

class. She does not, however, gain other benefits a character of that class would have gained except for

additional spells per day and an increased effective level of spellcasting.

Temporal Witchcraft:

Levels of the Temporal Witch prestige class stack with witch levels for determining when she learns new

hexes, the effect of her hexes and other witch class abilities (including archetype abilities), the abilities

of her witch’s familiar, and the level at which she can learn major hexes or grand hexes.

Rewind Hex (Su) (normal hex):

Effect: The Temporal Witch can cause a creature within 30 feet to be reset to an earlier round. The

Creature is reset to the location and status they were a round earlier. A Will save can negate this hex.

This Hex harnesses the power of the Void to move a creature through time and thus the Temporal Witch

will take 1 point of Constitution Damage for each round the Creature is reset to. Whether or not the

save is successful, a creature cannot be the target of this hex again for 1 day.

Temporal Defense (Ex):

A Temporal Witch level 2, the witch has garnered a minor mastery of time itself. If she takes a moment

she can use that to her advantage. As a swift action she can gain a dodge bonus equal to her Intelligence

bonus equal to half her affective Witch level (if any) against a single foe of her choice until her next turn.

Temporal Initiative (Ex):

At Temporal Witch level 3, the witch has a better understanding of what might happen next. When she

rolls initiative she may add her Intelligence modifier equal to her Temporal Witch level (If any) to her

initiative roll. (Max 3)

Time’s Gamble Hex (Su) (major hex):

Effect: The Temporal Witch calls upon the many different timelines to Hex a creature. A Hex is randomly

rolled from the below table and the Creature takes the relevant save. Whether or not the Save is

successful, a creature cannot be the target of this hex again for 1 day.

Table: Time’s Gamble (Hex details at bottom of the document)

d% Hex Save

1-10 Borrowed Luck(Su) -

11-20 Hoarfrost (Su) Fort

21-30 Major Healing (Su) -

31-40 Frightful Flare (Su) Will

41-50 Retribution (Su) Will

51-60 Fortune (Su) -

61-70 Visions in the Heat of Battle

Will

(Su)

71-80 Pariah (Su) Will

81-90 Healing (Su) -

91-100 Ice Tomb (Su) Fort

Hex Descriptions for Time’s Gamble:

Borrowed Luck (Su): As a swift action, the witch can give her next attack a +20 insight bonus to hit; however, the

nature of this insight is at the cost of another. An ally within 30 feet takes a 20 penalty to his next attack roll. This

hex does not function without somebody to take the luck from and the universe tends to balk if this is done too

often. As such, each of your allies can be affected by this hex once per day. Once affected, an ally cannot be the

target of this hex again for 24 hours.

Fortune (Su): The witch can grant a creature within 30 feet a bit of good luck for 1 round. The target can call upon

this good luck once per round, allowing him to reroll any ability check, attack roll, saving throw, or skill check,

taking the better result. He must decide to use this ability before the first roll is made. At 8th level and 16th level,

the duration of this hex is extended by 1 round. Once a creature has benefited from the fortune hex, it cannot

benefit from it again for 24 hours.

Frightful Flare (Su): Delving deeper into the ways of inspiring fear and woe, the witch has devised a way to create

gouts of flame that burn away hope rather than flesh. With a snap of her fingers, the victim of this hex

spontaneously bursts into lavender flame, removing all morale bonuses currently on the victim. For the duration of

this hex, the victim is immune to positive morale effects, though spells that provide a morale bonus partially

counter the hex, reducing its duration by 1 round per spell level. On all subsequent turns, the victim must make a

Will save or be shaken. Creatures that succeed on a saving throw must continue to make saving throws each

round. This hex persists for one round per witch level. When the hex ends, so too does the shaken and frightened

effects caused by it. Once affected, a creature cannot be the target of this hex again for 24 hours.

Healing (Su): This acts as a cure light wounds spell, using the witch’s caster level. Once a creature has benefited

from the healing hex, it cannot benefit from it again for 24 hours. At 5th level, this hex acts like cure moderate

wounds.

Hoarfrost (Su): The target is rimed with a shell of frost needles that slowly work their way into its flesh

(Fortitude negates). The target turns pale and blue, and takes 1 point of Constitution damage per minute until it

dies, saves (once per minute), or is cured. Break enchantment, dispel magic, remove curse, and similar spells end

the effect. If the target saves, it is immune to this hex for 1 day. This is a cold effect.

Ice Tomb (Su): A storm of ice and freezing wind envelops the target, which takes 3d8 points of cold damage

(Fortitude half). If the target fails its save, it is paralyzedand unconscious but does not need to eat or breathe while

the ice lasts. The ice has 20 hit points; destroying the ice frees the creature, which is staggered for 1d4 rounds after

being released. Whether or not the target’s saving throw is successful, it cannot be the target of this hex again for

1 day.

Major Healing (Su): This hex acts as cure serious wounds, using the witch’s caster level. Once a creature has

benefited from the major healing hex, it cannot benefit from it again for 24 hours. At 15th level, this hex acts

like cure critical wounds.

Pariah (Su): The witch can cause a creature within 60 feet to be shunned by its allies for a number of rounds equal

to the witch's Intelligence modifier. Any other creature attempting to directly assist the target with a harmless

spell or aid another action must attempt a Will save. If the save succeeds, the aiding creature is unaffected by this

hex. If the save fails, the aiding creature can't follow through, the action is lost, and the aiding creature can't

directly aid the target for the duration of this hex. This hex does not prevent the target from benefiting from area

of effect spells.

Retribution (Su): A witch can place a retribution hex on a creature within 60 feet, causing terrible wounds to open

across the target’s flesh whenever it deals damage to another creature in melee. Immediately after the hexed

creature deals damage in melee, it takes half that damage (round down). This damage bypasses any resistances,

immunities, or damage reduction the creature possesses. This effect lasts for a number of rounds equal to the

witch’s Intelligence modifier. A Will save negates this effect.

Visions in the Heat of Battle (Su): Some witches leave divining to their sisters and go for information she knows is

true. The witch can attempt to burrow into the mind of a creature within 30 feet that she can see. On a failed Will

save, the witch gains insight into the plans of that creature, gaining a +2 insight bonus to her AC and saving throws

against that creature. Further, she can choose to gain a +2 insight bonus to attack and damage against the creature

or relay the information directly into the minds of allies within 30 feet, granting them a +1 insight bonus to attack

and damage. This ability persists for rounds equal to the witch's Intelligence modifier. Once affected, a creature

cannot be the target of this hex again for 24 hours.

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