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*Class Abilities
 
*Class Abilities
 
**I cannot use armour but can use two one-handed melee weapons (axe and dagger) and a short-bow
 
**I cannot use armour but can use two one-handed melee weapons (axe and dagger) and a short-bow
**Curse of the evil eye: I can place this upon a single humanoid target within 60’ twice per day. The target must save v spells. If they fail the save the target ’s next roll is made twice, taking the lower of the two results. The roll is the next one the target makes, regardless of what it is for. I may do this thrice per day at 9th, and four times per day at 13th. I can use this ability and move in a round but can take no other actions (such as casting a spell or attacking with a weapon)
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**I can place the curse of the evil eye upon a single humanoid target within 60’. The target must save v spells. If they fail the save the target ’s next roll is made twice, taking the lower of the two results. The roll is the next one the target makes, regardless of what it is for. They may do this once per day at 1st level, twice per day at 5th, thrice per day at 9th, and four times per day at 13th. Witches can use this ability and move in a round but can take no other actions (such as casting a spell or attacking with a weapon)
**I can steal the senses of a normal animal I can see within 60’ 3 times a day. The animal must save v spells. If it fails I am able to perceive the world through the animal’s senses but cannot otherwise control or influence the animal. If the animal moves out of range *after* this power is used I maintain the connection, up to 1 mile (1 mile per Cha mod). It takes one round to use this ability, and I cannot see or hear with my own senses while using this ability. It lasts for as long as I can maintain concentration – if unmolested I may do so for 13 turns (= Wis). If I exceed this time limit I must roll Wisdom or lower on 3d6 for every additional time period. Failure indicates I am trapped within the body of the animal and cannot be returned to my body save through powerful magics.  
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**At 2nd level a witch can steal the senses of a normal animal they can see within 60’. The target animal must save v spells. If the roll is failed the witch is able to perceive the world through the animal’s senses but cannot otherwise control or influence the animal. If the animal moves out of range *after* this power is used the witch maintains the connection, up to a number of miles away equal to their Charisma modifier. It takes one round to use this ability, and the witch cannot see or hear with their own senses while using this ability. It lasts for as long as the witch can maintain concentration – if unmolested they may do so for a number of turns equal to their Wisdom score. If exceeding this time limit they must roll their Wisdom or lower on 3d6 for every additional time period. Failure indicates the character has become trapped within the body of the animal and cannot be returned to their body save through powerful magics. They can use an animal’s sense three times per day.  
**I may brew potions and craft fetishes. At 9th level I may scribe scrolls and at 11th level I may create magical items. While my spell list and method of casting spells is more divine in origin, my item crafting abilities are more in line with those of arcane practitioners.
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**At 3rd level witches may brew potions, at 5th level craft fetishes. At 9th level they may scribe scrolls, and at 11th level they may create magical items. While their spell list and method of casting spells is more divine in origin their item crafting abilities are more in line with those of arcane practitioners.
  
 
*Knacks
 
*Knacks

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