Interest check: Witch hunter adventure in Forgotten Realms


Recruitment


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Looking to see if anyone is interested in playing in a witch hunter adventure set in the forgotten realms.

I dont have a completed adventure yet, but im working on it. Just wanting to see if any are interested.

Tenatively, i see the party composed of an Inquisitor, could be witch hunter variant, could be something else. But this character would be the leader of the group.

Second character class would be a tortured paladin.

Third would be an evil witch thats compelled to serve the Inquisitor.

Beyond that, there would be another 2-3 slots open for other classes to fill.

Im making the adventure for 10th level characters.

Dont have a set locale in the realms yet, nor a date to build off of.

So far, i am perusing monster encounters and am taking inspiration from the Salem witch trials and the spanish inquisition for making this adventure.

Just to be clear, i dont have a fully fleshed out adventure yet. This may take me another several weeks to come up with.


I think it would be hilarious to play the evil witch compelled to serve the inquisitor.


Sounds interesting.


I'd be interested.

Winter Witch PrC as well as the Archetype could be interesting

Grand Lodge

Interesting.

A Hunter or Slayer would be great.

AN Occultist would be funny too...hmmm


So. Captured. And forced. But she will make his life miserable by insinuating that there is 'more' to their dynamic


Inquisitor is one of my all time favorite classes, and one of(if not the best) the best classes 1-20.

I'll gladly take that role.

Though, how would you feel about the Hexenhammer archetype?

I feel like there's a lot more of an interesting opportunity for roleplay, **especially** if there's some sort of pre-existing bond with the Witch PC. Maybe the two of us are related, or friends(former?) or something? Maybe they briefly lead my PC down a dark road(hence the powers of the archetype) and may occasionally tempt me to further use the Hexenhammer abilities?


*waves hand

Happy to explore previous interaction

I have a few extra ideas that could add to the dynamic


I'd be interested in one of the remaining group members.

Maybe a warrior of some sort that the inquisitor saved him from being burned at the stake. Although he was not guilty of the crime, he owes the inquisitor a life debt and feels honor-bound to protect him until his his debt is paid.


I'd be interested!


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The Witch. "He specifically ordered me to call him Daddy!".

The Inquisitor through clenched teeth. "No!"


I know it's just a prelim and still a WIP, but I've managed to come up with some details of my idea

1. When she was still a child, she vanished for almost 2 years. When she came back, she was still the same age, with a few differences:
She was always cold to the touch
Had an obsession with rabbits
Can do magic
Had a hard that now followed her around that she insisted was nobility

2 she venerates The Lantern King

3 she carries around a pair of glass scissors

4 bubbly and mischievous. Until she gets angry. That is very bad for everyone involved


DBH wrote:

The Witch. "He specifically ordered me to call him Daddy!".

The Inquisitor through clenched teeth. "No!"

He's actually very insecure about his performance. So he needs a firm hand to guide him

But he keeps me happy. In more ways than one. I don't want for anything

Dark Archive

Witch hunter stuff can be a lot of fun. I would be interested.

Grand Lodge

I think a Shovel Knight, A disgraced Kelemvor priest who is on a redemption tour for trying to bring back the dead. He is a powerful and somber man who comes along to help bury the dead, and make sure the dead stay dead.


A few things:

1) Lantern King is a Golarion specific deity. Unsure what, if any, the FR equivalent is.

2) I would prefer to avoid any sort of sexual relationship with the Witch. Not only might that make others uncomfy, including possibly our GM, but cuz of my neuro-spicy ADHD brain, any time I hear/see 'Daddy' these days, I immediately think of Dominik Mysterio/Liv Morgan/Rhea Ripley, LOL


it doesnt need to be sexual, was just saying that she makes in unbearable for the handler by insinuating

lantern king or eldest or first ones. etc what ever fey ones are called

so here she is (1st iteration) leaving a slot open for language that she takes the racial language of the handler, if any

Also. Base 25pt build. Will obviously change according to creation rules. I just wanted her on 'paper' as I had fun coming up with her concept

Aiwin:

Aiwin Herlynn
Female changeling winter witch 5/witch (winter witch) 5 (Pathfinder Campaign Setting: Inner Sea Magic, Pathfinder RPG Advanced Player's Guide 65, Pathfinder RPG Bestiary 4 29)
CN Medium humanoid (changeling)
Init +12; Senses darkvision 60 ft.; Perception +2
--------------------
Defense
--------------------
AC 19, touch 14, flat-footed 15 (+4 armor, +4 Dex, +1 natural)
hp 52 (10d6+10)
Fort +4, Ref +7, Will +7; -2 vs. disease, illusions, poisons, and the spells, spell-like abilities and supernatural abilities of fey, +2 morale bonus vs. fear
Resist cold 10; SR 16
--------------------
Offense
--------------------
Speed 30 ft.
Melee fate's shears +5 (1d4/19-20) or
. . 2 claws -1 (1d4)
Special Attacks hexes (frostfoot, frozen caress, hoarfrost[UM], ice tomb[UM], numbing chill, slumber[APG])
Winter Witch Spell-Like Abilities (CL 5th; concentration +8)
. . 2/day—sculpt ice and snow
Witch Spell-Like Abilities (CL 9th; concentration +16)
. . Constant—endure elements (cold only)
Witch (Winter Witch) Spells Prepared (CL 9th; concentration +16)
. . Patron Winter (fey gifts)
--------------------
Statistics
--------------------
Str 10, Dex 18, Con 12, Int 24, Wis 10, Cha 16
Base Atk +4; CMB +4; CMD 18
Feats Accursed Hex[UM], Alertness, Extra Hex[APG], Mother's Gift: Uncanny Resistance[ARG], Split Hex[UM], Witch Knife[UM]
Traits mediator, privilaged slave, reactionary
Skills Acrobatics +9 (Counts as having a running start when jumping.), Bluff +17 (+19 vs. creatures sexually attracted to her), Craft (alchemy) +20, Diplomacy +17, Fly +17, Intimidate +18, Knowledge (arcana) +20, Knowledge (history) +20, Knowledge (nature) +20, Knowledge (planes) +20, Perception +2, Sense Motive +2, Spellcraft +20, Survival +13; Racial Modifiers +2 Bluff vs. creatures sexually attracted to her
Languages Aklo, Common, Draconic, Elven, Giant, Goblin, Orc, Sylvan
SQ fey-taken, freeze and thaw, unnatural cold, witch's familiar (arctic hare named Sir Longears)
Other Gear fate's shears, belt of incredible dexterity +4, cackling hag's blouse[UE], corset of dire witchcraft[UE], headband of vast intelligence +4, mask of the rabbit prince, ring of sustenance
--------------------
Special Abilities
--------------------
Accursed Hex Target a creature with a hex a second time that day if it made its save the first time
Charm +2 (7 rounds, DC 22) (Su) Improve attitude of humanoid or animal in 30 ft. by 2 step(s).
Darkvision (60 feet) You can see in the dark (black and white only).
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Energy Resistance, Cold (10) You have the specified Energy Resistance against Cold attacks.
Familiar Bonus: +4 to initiative checks You gain the Alertness feat while your familiar is within arm's reach.
Fey-Taken -2 vs. disease, illusions, poison and spells, spell-like abilties and supernatural abilities of fey.
Freeze and Thaw (2/day) (Su) Freeze or thaw a 5-ft. cube of water or ice, or 10-ft cube of snow.
Frostfoot (Su) This ability works like the spider climb spell, but the surfaces the witch climbs must be icy. The witch can move across icy surfaces without penalty and does not need to make Acrobatics checks to run or charge on ice. She can move across regu
Frozen Caress (Su) Whenever the winter witch casts a touch spell, she can infuse the magic with cold as a swift action. This grants the spell the cold descriptor, and adds 1d4 points of cold damage to the spell’s effect. If the touch spell allows a saving throw, a su
Hoarfrost (DC 22) (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.
Ice Tomb (DC 22) (Su) A storm of ice and freezing wind envelops the creature, which takes 3d8 points of cold damage (Fortitude half). If the target fails its save, it is paralyzed and unconscious but does not need to eat or breathe while the ice lasts. The ice has 20 hit
Numbing Chill (DC 22) Target of cold spell takes 1d4 Dex dmg. and is staggered 1 rnd. (Fort. neg).
Sculpt Ice and Snow (stone shape, 2/day) (Sp) At 4th level, a winter witch can sculpt ice and snow into any shape that suits her purpose (as stone shape, except that it works with ice). This ability also works on snow, doubling the volume affected. At 7th level, this ability functions on
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Slumber (12 rounds, DC 23) (Su) Foe in 30 ft falls asleep for duration, or until damaged or roused by ally (Will neg).
Speak with Animals (Ex) Your familiar can communicate with animals similar to itself.
Speak with Familiar (Ex) You can communicate verbally with your familiar.
Spell Resistance (16) You have Spell Resistance.
Split Hex A targeted hex can affect two creatures
Unnatural Cold (Su) Targets of your spells, spell-like abilities, supernatural abilities halve cold resistance.
Winter (Fey Gifts, 1/day) 1/day the GM can demand you reroll an ability, attack, save, or skill check & use the worse result.
Witch Knife Use dagger as focus for witch patron spells
Witch's Familiar (Ex) Gain the services of a special familiar that stores spells.


Interested!


Heh.

The Inquisitor looks at the Witch. "If you're going to act like a child, I'm going to treat you like one. No hexing until after you've eaten your dinner. Then it's off to bed right away. Would you like me to read you a story and tuck you in??"

Lololol


Monkeygod wrote:

A few things:

1) Lantern King is a Golarion specific deity. Unsure what, if any, the FR equivalent is.

2) I would prefer to avoid any sort of sexual relationship with the Witch. Not only might that make others uncomfy, including possibly our GM, but cuz of my neuro-spicy ADHD brain, any time I hear/see 'Daddy' these days, I immediately think of Dominik Mysterio/Liv Morgan/Rhea Ripley, LOL

Oh there is nothing sexual going on between them. What she hints and insinuates about their relationship in public though... :)

Grand Lodge

Not sure if there are Fey Lord Equivalents? Maybe a Planar lord.


"I don't carry lockpicks." (truth). "I'm not a thief." (bluff)

He has two concealed weapons on him (silver dagger and cold iron kunai).

His hand crossbow is hidden within his glove.

His thieves tools are non-existent until he needs them (locksmith armor).

Fortune shown on both the witch hunter and the supposed thief the day he saved him from being burned at the stake.

Will expand backstory at a later date, when you have more for us to work with, Rizz.

(relic raider/sniper) unchained rogue:

race: maybe human

alignment: have not decided yet (potentially true neutral, he has the shades of gray rogue talent)

ability scores: not decided yet

traits: not chosen yet

skills: not decided yet

(max ranks in Bluff, Disable Device, Perception, Sense Motive, Spellcraft, Stealth, Use Magic Device)

(probably at least 1 rank in skills that cannot be used untrained, but not all the various craft, perform, profession, artistry and lore skills)

class: unchained rogue

archetypes:

Sniper (replaces trapfinding & danger sense)

Relic Raider (replaces uncanny dodge & improved uncanny dodge)

Feats & Rogue Talents

Lv 1 feat: Skill Focus (Use Magic Device)
Lv 2 rogue talent => Expert Cypher
Lv 3 feat: Magical Aptitude
Lv 4 rogue talent => Minor Magic (Detect Magic)
Lv 5 feat:extra rogue talent => Major Magic (???) (not decided which spell yet)
Lv 6 rogue talent => Shades of Gray
Lv 7 feat: extra rogue talent=> Aligned Strike
Lv 8 rogue talent => Sever Alignment
Lv 9 feat: extra rogue talent => Sniper's Eye
Lv 10 advanced rogue talent => Etheric Strike

Other class features

Accuracy (Ex): At 1st level, a sniper halves all range increment penalties when making ranged attacks with a bow or crossbow.

Curse Sense (+3 AC/saves) (+5 Perception/Spellcraft) (Ex): At 4th level, a relic raider adds 1/2 her rogue level on Perception checks to notice haunts and on Spellcraft checks to identify cursed items (using detect magic or similar effects).

In addition, the relic raider gains a +1 bonus on saving throws against curses and haunts and a +1 dodge bonus to AC against attacks by haunts. These bonuses increase by 1 at 6th level and every 3 rogue levels thereafter (to a maximum of +6 at 18th level).

Deadly Range (60 feet) (Ex): At 3rd level, a sniper increases the range at which she can apply her sneak attack damage by 10 feet. This range increases by 10 feet for every 3 levels after 3rd.

Disable Curse (Su): At 8th level, a relic raider can attempt to disable a curse as she would a magical trap. This ability acts as remove curse, except instead of a caster level check, the relic raider attempts a Disable Device check (DC = 15 + the DC of the curse). Disabling a curse takes 2d4 rounds, and the relic raider cannot take 10 or 20 on this check. A relic raider can use this ability once per day at 8th level. At 12th level and every 4 rogue levels thereafter, a relic raider can use disable curse one additional time per day.

Debilitating Injury (Ex)
Evasion
Finesse Training: kunai
Rogue Talents
Rogue's Edge (Ex) => Disable Device, Sense Motive
Sneak Attack +5d6

Gear (Used Lv 10 PC Wealth: 62,000 gold)

+1 endless ammunition hand crossbow (18,400 gold) (2 lbs) (stored in glove of storing)
+1 fortification (light) locksmith restful leather armor (15,160 gold) (15 lbs)
+1 returning cold iron kunai (10,304 gold) (2 lbs)
+1 silver dagger (2,322 gold) (1 lb)
+1 cloak of resistance (1,000 gold) (1 lb)
handy haversack (2,000 gold) (5 lbs)
glove of storing (10,000 gold) (-)
boots of the cat (1,000 gold) (1 lb)
ioun torch (75 gold) (-)
scroll of breath of life
wand of cure light wounds (25 charges) (375 gold) (1 oz)

239 gold left to spend on mundane gear


Just realized I posted in the other (wrong) thread. So I'll repost here.

I feel like this would be a good game for a vigilante. In his social identity he’s a rich dilettante, maybe the rest of the party pose as his staff (the inquisitor is his personal chaplain, of course). But in combat? Well, actually…there’s so many vigilante subclasses you do basically anything the party needs. Maybe prestige into Noble Scion.

Or the Inquisitor's faithful and remarkably intelligent hound...who is actually a wildshaped druid, or maybe a werewolf (or jackalwere. Or weredog if that's a thing), who's possibly also under some compulsion or sentence like the witch.

Grand Lodge

I might try my hand at an elven occultist


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Ouachitonian wrote:


Or the Inquisitor's faithful and remarkably intelligent hound...who is actually a wildshaped druid, or maybe a werewolf (or jackalwere. Or weredog if that's a thing), who's possibly also under some compulsion or sentence like the witch.

In the Forgotten Realms, there's an Elven subrace known as the Lythari, which are chaotic good werewolves.


Potentially interested, Witch Hunter Inquisitor could be fun. To avoid the clichéd severe, masculine inquisitor (repressed in every way), I'd probably make someone very nice and gregarious who just turns into a murder machine when uncovering a witch.
I'll wait to hear more from the prospective DM.


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So ive been working on this.

Pretty close to having Act 1 done.

And it is dark. Like real dark


RIZZENMAGNUS wrote:

So ive been working on this.

Pretty close to having Act 1 done.

And it is dark. Like real dark

How dark, Rizzen? Like Horror noir dark? I'm trying to think of a comparable black and white movie. Uhm, is it something that Alfred Hitchcock would do?

Grand Lodge

RIZZENMAGNUS wrote:

So ive been working on this.

Pretty close to having Act 1 done.

And it is dark. Like real dark

So a failed Kelemvor priest turned jergal worshipping agent. Gravedigger Investigator 6/Mortal Usher 4

Or an Occultist Elf seeking Ancient answers despite through relics stolen from long dead elves, making them an outcast, Occultist 10

Or an old peasant turned soldier who carries the spirits of his former companions in the form of a Phantom, as a Spiritualist. He seeks to put to rest his friends. Figured human or dwarf, Fighter 1/ Spiritualist 9


Vampire Hunter D mixed with House of 1000 corpses.

I found my copy of Book of Vile darkness and have been pulling from it for this

Grand Lodge

Fun so more grimdark

Grand Lodge

Ill work on the Gravedigger then


BVD has a lot of great dark stuff I agree


The Hexenhammer archetype is from Horror Adventures, so perhaps even more fitting than the Witch Hunter.

As for the overall tone, I don't super mind horror, though I do draw the line at child/animal abuse/cruelty...


have a solid backbone and fleshed out the chunks of act 1.
got inspiration for act 2, so i am working on that, but need to figure out how the party goes from act 1 to act 2.

i feel like i could pull the trigger on this, but i feel like id be rushing it.

have many things to ponder yet, like books allowed, races allowed, and so on.

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