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Witchfire pathfinder
Witchfire pathfinder









witchfire pathfinder

Mobility 3, Persuasion 5, Knowledge (World) 3, Perception 3 The Kineticist class was added in the The Wildcards DLC.ĭazzling Display, Exotic Weapon Proficiency (dueling sword), Weapon Finesse, Weapon Focus (dueling sword), Prestige Classes are a sort of advanced class that each have their own prerequisites. Each class has three available archetypes.

#WITCHFIRE PATHFINDER PLUS#

Pathfinder: Kingmaker currently includes all the core classes, plus the Alchemist, Inquisitor, Magus and Slayer.Īrchetypes are variants of classes meant to provide more options for character building and development. Such covens must have at least one living hag, as covens of three witchfires gain no coven-related abilities.Classes are broadly defined specializations of a character. The use of these abilities functions identically to other coven abilities. All abilities function at CL 9th, and save DCs are based on a Charisma score of 16. A hag coven that includes a witchfire gains the following additional coven spell-like abilities: 3/day- blight, create undead, fire storm (DC 21), nightmare (DC 18), waves of exhaustion (DC 20). Witchfires occasionally join or subjugate existing hag covens (see page 167 of the Pathfinder RPG Bestiary).

witchfire pathfinder

Strings of will-o'-wisps are often found in the immediate vicinity of witchfires and are typically led by the undead, leading scholars to speculate that the creatures feed off of a witchfire's flames and fury. These ghostly creatures appear much as they did in life, although the grotesque undead energy that births them makes them appear young and attractive and wreathes their insubstantial bodies in a powerful aura of sickly green flame, a ghostly fire referred to as "witchflame" in local legends. When an exceptionally vile hag or witch dies with some malicious plot left incomplete, or proves too horridly tenacious to succumb to the call of death, the foul energies of these wicked old crones sometimes spawn incorporeal undead known as witchfires. A bolt of witchflame has a range of 60 feet with no range increment. Any creature entering the same square as a witchfire or striking it with a melee attack must succeed on a DC 22 Will save or begin burning with witchflame, even if the attack would not otherwise harm the witchfire because of its incorporeal nature. The supernatural flames can only be extinguished before this duration expires by a break enchantment, miracle, remove curse, or wish spell-the effective caster level of the witchflame is equal to the witchfire's HD (CL 10th for most witchfires). While under the effects of the witchflame, the victim gains vulnerability to fire and takes half again as much damage (+50%) from fire attacks of any sort. While these eerie flames deal no additional damage, the affected creature glows as per faerie fire and becomes sickened. Witchflame (Su) Any creature damaged by the incorporeal touch or ranged bolt attacks of a witchfire must succeed on a DC 22 Will save or become engulfed in sickly green flames. Organization solitary or coven (3 witchfires and hags-see below) Skills Bluff +17, Fly +14, Intimidate +20, Knowledge (any two) +13, Perception +16, Sense Motive +16, Stealth +19 Str -, Dex 22, Con -, Int 17, Wis 16, Cha 25įeats Combat Reflexes, Dodge, Improved Initiative, Lightning Reflexes, Mobility Spell-Like Abilities (CL 9th concentration +16)Īt will- dancing lights, disguise self, ghost sound (DC 17), invisibility, pyrotechnics (DC 19), ray of enfeeblement (DC 18)ġ/day-summon (level 4, 2 will-o'-wisps 50%) Ranged witchflame bolt +13 (8d6 fire plus witchflame) Melee incorporeal touch +13 (8d6 fire plus witchflame) Perception +16ĪC 24, touch 24, flat-footed 17 (+7 deflection, +6 Dex, +1 dodge)ĭefensive Abilities incorporeal, witchflame, Immune fire, undead traits Bathed in sickly green flames, this insubstantial specter of a beautiful young woman floats just off the ground.











Witchfire pathfinder