Hair Fighting Marital Artist Witch
Build:
Ancestry Background
Class Level-th Archetype Archetype

Description:




Optional Rules:

Free Archetypes: The only difference between a normal character and a free-archetype character is that the character receives an extra class feat at 2nd level and every even level thereafter that they can use only for archetype feats

Gradual Ability Boosts: In this variant, a character gains ability boosts more gradually as they level up, rather than receiving four ability boosts at 5th, 10th, 15th, and 20th levels. Each character gains one ability boost when they reach each of 2nd, 3rd, 4th, and 5th levels. These are collectively a single set of ability boosts, so a character can’t boost the same ability score more than once per set; players can put a dot next to each boosted ability score or otherwise mark it to keep track. PCs also receive an ability boost at 7th, 8th, 9th, and 10th level (a second set); at 12th, 13th, 14th, and 15th level (a third set); and at 17th, 18th, 19th, and 20th level (the fourth and final set).


Backstory

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AC HP Initiative
{} () +??
Strength: 10 (+?)
Dexterity: 10 (+?)
Constitution: 10 (+?)
Intelligence: 10 (+?)
Wisdom: 10 (+?)
Charisma: 10 (+?)
Fort Reflex Will Perception
? +(??) ? +(?) ? +(??) ? +(??)


Proficiencies

Traits:
Type Humanoid
Ancestry
Alignment
Base Speed (??)ft
Size [M]
Hero Points [3]
Focus Points [1]
Invested (?) /10
Bulk
Trained
?? +(?)
Expert
?? +(?)
?? +(?)
?? +(?)
Trained Expert Master Legendary
?? +(?) +() +() +()
Common (Taldane)

Skill Feats

?? Background Bonus, ??, 1st


General Feats

?? - General, 3rd


Ancestry Features

?? Versatile Heritage
Starting Hit Points: Human characters start play with (8) Hit Points
Size: Humans are Medium size
Base Speed: Human base speed is (25)ft per round
Ability Boosts - [Intelligence & Wisdom]: Humans gain Two free ability boosts

Ancestry Feats

?? - Ancestry, 1st


Background Features

Ruby Phoenix Fanatic
Ability Boosts - [Intelligence & Dexertity]: Choose two ability boosts. One must be to Constitution or Intelligence, and one is a free ability boost.
Training - [Warfare]: You're trained in the Axis Lore, Gladiatorial Lore, and Goka Lore skills, and a Lore skill of your choice.
Background feat: Dubious Knowledge


Class Features

Class
Key Ability - {??}: .
Hit Points: [?] plus your Constitution modifier - You increase your maximum number of HP by this number at 1st level and every level thereafter.
Initial Proficiencies: At 1st level, you gain the listed proficiency ranks in the following statistics. You are untrained in anything not listed unless you gain a better proficiency rank in some other way.

Witch Feats

Cauldron - You can use the Craft activity to create oils and potions. You immediately gain the formulas for four common 1st-level oils or potions. At 4th level and every 2 levels beyond that, you gain the formula for a common oil or potion of that level or lower (a 4th-level potion if you're 4th level, a 6th-level potion if you're 6th level, and so on). If you have a familiar, you can have your familiar learn these formulas rather than storing them in a formula book. Your familiar can learn new formulas in the same way it learns new spells, and these formulas are transferred from a slain familiar to a new familiar in the same way spells are. You can brew a great deal of magic within your cauldron. When you Craft a batch of oils or potions, you can make up to six in a batch instead of the usual four per batch. Witch, Natural Ambition, 1st
Living Hair - You can instantly grow or shrink your hair, eyebrows, beard, or mustache by up to several feet and manipulate your hair for use as a weapon, though your control isn't fine enough for more dexterous tasks. You gain a hair unarmed attack that deals 1d4 bludgeoning damage; is in the brawling group; and has the agile, disarm, finesse, trip, and unarmed traits. Witch, 2nd
Syu Tak-Nwa's Skillful Tresses - You can expertly control your living hair and use it to perform various tasks. You can perform simple Interact actions with your hair such as opening an unlocked door or picking up objects. Your hair can't perform actions that require fingers or significant manual dexterity, including any action that would require a check to accomplish. Your hair can hold items of up to 1 Bulk, but can't Activate or attack with any items it's holding. Witch, 4th
Syu Tak-Nwa's Deadly Hair - Your hair unarmed attack deals 1d6 bludgeoning damage and gains the grapple trait. Witch, 6th
Syu Tak-Nwa's Hexed Locks - Your hair unarmed attack gains the reach trait. You can deliver hexes through your hair. When you successfully cast a hex focus spell that requires 2 or more actions to cast and that doesn't require a spell attack roll, if your target is within your reach, as part of the spellcasting activity you can make a hair Strike against the foe before applying any effects of the hex. If this Strike misses, the hex has no effect. Witch, 8th
Temporary Potions - During your daily preparations, you can create a batch of two temporary oils or potions using a formula you know. These items follow the normal rules to Craft them, except for the time they take, with some additional restrictions. They must both be the same type of oil or potion, and their level must be 6 or more levels lower than your level. Any items you create this way become inert bottles of liquid the next time you make your daily preparations, and any remaining effects of the temporary items end. A temporary oil or potion has no value. If you have master proficiency in your tradition's spell DCs, you can create a batch of three temporary oils or potions during your daily preparations, and if you have legendary proficiency, you can create a batch of four. Witch, 10th
Hex Focus - Your patron's teachings have allowed you to achieve a deeper focus. If you have spent at least 2 Focus Points since the last time you Refocused, you recover 2 Focus Points when you Refocus instead of 1. Witch, 12th
Major Lesson - [Lesson of Death] - Your patron grants you even greater secrets. Choose a major, greater, or basic lesson. You gain its associated hex, and your familiar learns the associated spell. Increase the number of Focus Points in your focus pool by 1. Special: You can select this feat a second time if you're 14th level or higher, and a third time if you're 18th level or higher. Choose a different lesson each time. Witch, 14th
Effortless Concentration [F] You maintain a spell with hardly a thought. You immediately gain the effects of the Sustain a Spell action, allowing you to extend the duration of one of your active class spells. Witch, 16th
Major Lesson - [Lesson of Shadow] - Your patron grants you even greater secrets. Choose a major, greater, or basic lesson. You gain its associated hex, and your familiar learns the associated spell. Increase the number of Focus Points in your focus pool by 1. Special: You can select this feat a second time if you're 14th level or higher, and a third time if you're 18th level or higher. Choose a different lesson each time. Witch, 18th
Demon's Hair - Your hair constantly wriggles and writhes like that of your rival, Syu Tak-nwa. Your damage die of your hair unarmed Strike increases by one step and it gains the reach and versatile slashing traits. Your familiar assumes partial control over your hair; as long as your familiar is alive and within 30 feet, you are permanently quickened, and you can use the extra action only to make a hair Strike. You can deliver hexes through your hair. When you successfully cast a non-cantrip hex that requires 2 or more actions to cast and that doesn't require a spell attack roll, if your target is within your reach, as part of the spellcasting activity you can make a hair Strike against them before applying any effects of the hex. If this Strike misses, the hex has no effect. Special: If your hair already has the reach trait, it instead gains the sweep trait. Witch, 20th

Archetype Feats - Martial Artist

Martial Artist Dedication - You have trained to use your fists as deadly weapons. The damage die for your fist unarmed attacks becomes 1d6 instead of 1d4. You don't take the –2 circumstance penalty for making a lethal attack with your nonlethal unarmed attacks. Whenever you gain a class feature that grants you expert or greater proficiency in certain weapons, you also gain that proficiency rank in all unarmed attacks. Special: You can't select another dedication feat until you have gained two other feats from the martial artist archetype. Martial Artist, Free Archetype Bonus, 2nd
Crane Stance [>] Stance You enter the stance of a crane, holding your arms in an imitation of a crane’s wings and using flowing, defensive motions. You gain a +1 circumstance bonus to AC, but the only Strikes you can make are crane wing attacks. These deal 1d6 bludgeoning damage; are in the brawling group; and have the agile, finesse, nonlethal, and unarmed traits. While in Crane Stance, reduce the DC for High Jump and Long Jump by 5, and when you Leap, you can move an additional 5 feet horizontally or 2 feet vertically. Martial Artist, Free Archetype Bonus, 4th
Follow-Up Strike [>] Flourish You have trained to use all parts of your body as a weapon, and when you miss with an attack, you can usually continue the attack with a different body part and still deal damage. Make another Strike with a melee unarmed attack, using the same multiple attack penalty as for the missed Strike, if any. Martial Artist, Free Archetype Bonus, 6th

Archetype Feats - Sixth Pillar

Sixth Pillar Dedication - You use your physical discipline to channel your magic. If your proficiency rank in unarmed attacks is at least expert, your proficiency rank in spell attacks increases to expert. Likewise, if your proficiency rank in spell attacks is at least expert, your proficiency rank in unarmed attacks improves to expert. You become an expert in Athletics, or in another trained skill if you were already expert in Athletics. Special: You can’t select another dedication feat until you’ve gained two other feats from the Sixth Pillar archetype Sixth Pillar, Free Archetype Bonus, 8th
Six Pillars Stance [>] You stand firm, steeling your mind and body, allowing you to use your magic unperturbed. While in this stance, you gain a +4 circumstance bonus to AC against reactions triggered by using actions with the concentrate or manipulate traits. In addition, when you cast a spell that requires one or more actions while in this stance, your unarmed Strikes gain a +1 circumstance bonus to damage. Sixth Pillar, Free Archetype Bonus, 10th
Maneuvering spell [F] Trigger: You begin to Cast a Spell that requires at least 2 actions to cast. Effect: You instantly tap into the magical power of a spell you’re casting to quickly pounce around the battlefield. You Step, Leap, or Stand. This action can be before or after you Cast the Spell Sixth Pillar, Free Archetype Bonus, 12th
Touch Focus [>] Metamagic You can redirect a spell’s power through you to deliver it within striking distance. If your next action is to Cast a Spell with 1 or more targets and a range farther than touch, you can change the range to touch. If the altered spell requires a spell attack roll, you gain a +2 circumstance bonus to the attack. This only allows you to touch a single target with the spell, even if the spell originally affected more than 1 target. After you Cast the Spell, you can Disarm, Shove, Trip, or Strike the target with an unarmed attack Sixth Pillar, Free Archetype Bonus, 14th
Sixth Pillar Mastery - Your greater discipline aligns your magical and physical potential. If your proficiency rank in unarmed attacks is at least master, your proficiency rank in spell attacks increases to master. Likewise, if your proficiency rank in spell attacks is at least master, your proficiency rank in unarmed attacks improves to master Sixth Pillar, Free Archetype Bonus, 16th

Archetype Feats - Alchemist

Alchemist Dedication - You put your alchemical interest into practice. You become trained in alchemical bombs and Crafting; if you were already trained in Crafting, you instead become trained in a skill of your choice. You become trained in alchemist class DC. You gain the alchemist’s infused reagents class feature, gaining a number of reagents each day equal to your level. You also gain the Alchemical Crafting feat and four additional formulas for 1st-level alchemical items, as well as the ability to create free items during your daily preparations. Your advanced alchemy level is 1 and doesn’t increase on its own. Special: You cannot select another dedication feat until you have gained two other feats from the alchemist archetype. Alchemist, Multitalented, 9th
Expert Alchemy - Your advanced alchemy level increases to 3. At 10th level, it increases to 5. Alchemist, Free Archetype Bonus, 18th
Master Alchemy - Your advanced alchemy level increases to 7. For every level you gain beyond 12th, your advanced alchemy level increases by 1. Alchemist, Free Archetype Bonus, 20th


Spell Casting

Spell Preparation
Cantrips 1st 2nd 3rd 4th 5th
6th 7th 8th 9th 10th

Focus Spells

Relic Powers

Item Spells
Spell Level Source Usage Spell Level Source Usage
?? [?] (??) ?? [?] (??) (??) ??

Alchemy

Formula Item level Prepared Formula Item level Prepared
?? [?] (??) ?? [?] (??)

Special Abilities & Actions


Familiars & Animal Companions

Companion Items



Magical & Invested Items

Name Item Runes Details Description
Scrunchie of Mighty Blows Handwraps of Mighty Blows +3 Weapon Potency, Major Striking, Conducting, Frost (Greater), Wounding As you invest these embroidered strips of cloth, you must meditate and slowly wrap them around your hands. These handwraps have weapon runes etched into them to give your unarmed attacks the benefits of those runes, making your unarmed attacks work like magic weapons. For example, +1 striking handwraps of mighty blows would give you a +1 item bonus to attack rolls with your unarmed attacks and increase the damage of your unarmed attacks from one weapon die to two (normally 2d4 instead of 1d4, but if your fists have a different weapon damage die or you have other unarmed attacks, use two of that die size instead). You can upgrade, add, and transfer runes to and from the handwraps just as you would for a weapon, and you can attach talismans to the handwraps. Treat the handwraps as melee weapons of the brawling group with light Bulk for these purposes. Property runes apply only when they would be applicable to the unarmed attack you’re using. For example, a property that must be applied to a slashing weapon wouldn’t function when you attacked with a fist, but you would gain its benefits if you attacked with a claw or some other slashing unarmed attack.

Other Items, Gear & Equipment

Coin Pouch
0gp, 00sp


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