Author Topic: Prestige Class - Stitch Witch  (Read 1819 times)

Offline Hanako Tachibana

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Prestige Class - Stitch Witch
« on: November 23, 2012, 05:38:29 PM »
STITCH WITCH

 A stitch witch is an akashic necromancer; a technician who has uncovered the secrets of the dead deep within the meteor icon.  Stitch witches first adapt their bodies to unlife, then use the dark energies swirling throughout their stitched together bodies to enhance the potency of their meteoric curses.

BECOMING A STITCH WITCH
 Most stitch witches are majo or miko who have delved into the meteor icon.  There is nothing preventing a mamono or meister from taking the path of the stitch witch, though those technicians rarely do.

Entry Requirements
 Skills: Knowledge (religion) 8 ranks.
 Feats: Icon Focus (meteor).
 Techniques: Must know at least 4 techniques from the meteor icon.

Class Skills
 Astrology*, Bluff, Concentration, Craft, Decipher Script, Diplomacy, Gather Information, Heal, Intimidate, Knowledge (all skills, taken individually), Listen, Perform, Profession, Search, Sense Motive, Spot.
Skill Points at Each Additional Level: 4 + int

Hit Dice: d6


Level     BAB     Fort     Ref     Will     Special     Akashic Advancement
1st     +0     +2     +0     +2     Spare parts, stitched body     +1 level of existing technician class
2nd     +1     +3     +0     +3     Lingering curse     +1 level of existing technician class
3rd     +1     +3     +1     +3     Encompassing curse     +1 level of existing technician class
4th     +2     +4     +1     +4     Contagious curse     +1 level of existing technician class
5th     +2     +4     +1     +4     Eternal curse     +1 level of existing technician class

 Stitch witches are undead beings of stitched flesh whose curses are second to none.  At higher levels, they even gain the ability to craft curses that can spread from victim to victim or last indefinitely.

 Akashic Advancement: Upon taking her first level in stitch witch, a technician must choose a technician class she belonged to before taking the stitch witch level.  At each level, the stitch witch gains tama, techniques, and fundamentals as if she had also gained a level in the chosen technician class.  She does not gain any other benefits a character of that class would have gained (such as hexes or devotion powers).  A stitch witch uses the same Akashic Ability as the chosen technician class.  She adds her full stitch witch level to the chosen technician class' technician level to determine her total technician level in both stitch witch and the chosen technician class.
 Spare Parts: Starting at 1st level, a stitch witch can replace damaged parts of her own body with fresher parts of another.  By making a successful DC 15 technician level check (1d20 + technician level), a stitch witch can heal 1d8 hit points over the course of an hour.  If she fails the check by 5 or more, her raw materials are irreparably damaged, and cannot be used as spare parts.  The stitch witch can increase the DC of the technician level check to heal more damage.  For every 2 by which she increases the check's DC (including increases to the DC to replace lost body parts), she heals an additional 1d8 points of damage.  By increasing the check's DC by 5, a stitch witch can even replace lost body parts, bones, or organs.
 Using this class feature requires an available corpse or other source of body parts.  The corpse does not have to be in perfect condition.  A stitch witch can replace a lost arm with a skeletal arm just fine.  One corpse of a size category one size smaller than the stitch witch's contains enough materials for one usage of this class feature.  Ever size category larger doubles the amount of materials.  Every size category smaller halves the amount of materials.
 Only mundane parts can be used as materials.  Grafts, the assorted pieces of Vecna, and similar objects can only be incorperated into a stitch witch through their own rules.
 Stitched Body: At 1st level, the stitch witch's type changes to undead and she gains the stitched subtype.  As a stitched undead, stitch witches have the following traits.
 -- Unlike other undead, a stitch witch has a Constitution score.  A stitch witch who lacked a Constitution score prior to becoming a stitch witch retains this lack of a Constitution score.
 -- Unlike other undead, a stitch witch does not have darkvision.
 -- Unlike other undead, a stitch witch is not immune to mind-affecting techniques and abilities.
 -- Immunity to poison, sleep effects, paralysis, stunning, disease, and death effects.
 -- A stitch witch cannot heal damage naturally.  Negative energy can heal stitch witches.
 -- A stitch witch is not subject to critical hits, nonlethal damage, and energy drain, nor to fatigue or exhaustion.  Unlike other undead, a stitch witch is subject to ability drain and damage to her physical ability scores.
 -- As stitched undead, stitch witches can be affected by techniques that target living creatures as well as by those that target undead.  However, healing techniques and supernatural abilities that cure hit point damage provide only half their normal effect to a stitch witch unless the technique or effect explicitly heals undead.  Healing techniques that channel positive energy provide their full effect, but harm instead of heal.
 -- Unlike other undead, a stitch witch is not immune to effects that require Fortitude saves.
 -- Unlike other undead, a stitch witch does not use her Charisma modifier for Concentration checks.  A stitch witch who lacked a Constitution score prior to becoming a stitch witch retains her use of her Charisma modifier for Concentration checks.
 -- A stitch witch with 0 hit points is disabled, just as a living creature.  She can only take a single move action or standard action each round, but strenuous activity does not risk further injury.  When her hit points are less than 0 and greater than -10, a stitch witch is inert.  She is unconscious and helpless, and she cannot perform any actions.  However, an inert stitch witch does not lose additional hit points unless more damage is dealt to her, as with a living creature that is stable.
 -- As a stitched undead, a stitch witch can be raised or resurrected.  Unlike other undead, resurrection does not turn stitch witches back into the living creatures they were before becoming undead.
 -- As a stitched undead, stitch witches have a +2 profane bonus on Will saving throws to resist the effects of control undead and similar spells and +2 turn resistance.
 -- A stitch witch does not need to eat, sleep, or breathe, but she can benefit from the effects of consumable techniques and akashic items, such as potions.
 -- Although stitched undead do not need to sleep, a stitched undead wizard must rest for 8 hours before preparing spells.
 Lingering Curse (Su): Starting at 2nd level, whenever a stitch witch uses a burst meteor techniques with a duration greater than or equal to 3 rounds, she may designate that technique as lingering.  A lingering technique lasts ten times as long as normal.  Lingering techniques may be further modified by the Extend Technique feat, for a technique that lasts 20 times longer than normal.
 Encompassing Curse (Su): Starting at 3rd level, whenever a stitch witch uses a burst meteor technique with a duration greater than or equal to 3 rounds, she may designate that technique as encompassing.  An encompassing technique affects all opponents within the stitch witch's territory  instead of its normal targets or area.  Encompassing techniques may be further modified by the Enlarge Technique feat, for a technique that affects all opponents within an area twice as large as the stitch witch's territory.
 A technique cannot be both lingering and encompassing.
 Contagious Curse (Su): Starting at 4th level, whenever a stitch witch uses a burst meteor technique with a duration greater than or equal to 3 rounds, she may designate that technique as contagious.  Any opponent who begins their turn within 10 feet of a creature affected by a contagious technique is treated as if the contagious technique was just used upon them.  Creatures already under the effect of a contagious technique cannot be affected by the contagious technique again until the contagious technique currently affecting them ends.  A creature who successfully avoids being affected by a contagious technique (by means of a successful saving throw or similar) cannot be affected by that particular contagious technique for 24 hours.
 A technique can only be one of lingering, encompassing, and contagious.
 Eternal Curse (Su): Starting at 5th level, whenever a stitch witch uses a burst meteor technique with a duration greater than or equal to 3 rounds, she may designate that technique as eternal.  Fear techniques cannot be made eternal.  An eternal technique is permanent; it lasts indefinitely until it is dispelled or dismissed.  A stitch witch can dismiss any eternal technique as a free action, whether or not the original technique could be dismissed.
 A stitch witch can only have one creature cursed in this way at a time.  If she successfully affects another creature with an eternal technique, the old creature is no longer affected.
 A technique can only be one of lingering, encompassing, contagious, and eternal.
« Last Edit: November 23, 2012, 08:50:34 PM by Hanako Tachibana »
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