Hi!
I wondered if magic and potions could somehow be combined, I finally decided on a wizard base.
Enhancement trees:
Witch, Archemage and with Witch core 1: Bombardier (Black Witch) or Vile Chemist (Grey Witch) or Apothecary (White Witch).
Note: By default they only have access to 2 trees, Witch Core 1 unlocks a third tree (like AA for elves).
Class Skills:
Concentration (Constitution), Diplomacy (Charisma), Haggle (Charisma), Heal (Wisdom), Spellcraft (Intelligence), Use Magic Device (Charisma)
Spells:
Witch can learn wizard spells except Evocation school.
They supplement their shallower magical knowledge with other practices according to their orientation. Thus, some of the alchemist potions are available to them, as well as spells that wizards cannot reach.
Core
Core 1 - Witch I
Each enhancement point spent in tree grants +1 USP.
Choose witch coven: Black Witch, Grey Witch or White Witch, your choice opens an alchemist tree.
Recipes Book: Gain recipes book with 2 first level slot, and grant special coven base inscribe recipes feat.
- Black Witch can inscribe only Crimsonite alchemical recipes.
- Grey Witch can inscribe only Cerulite alchemical recipes.
- White Witch can inscribe only Gildleaf alchemical recipes.
Note Recipes Book: Gain a second spell tab on chracter sheet as multiclass spellcaster.
Note: Witch haven't automatic recipes. Witch must buy and write to book the recipes (rare ones are inaccessible to them).
AP Cost: 1 / Ranks: 1 / Progression: 0 / Requires: Witch level 1
Core 2 - Witch II
Recipes Book (passive): Two second level slot add to recipes book, and you can inscibe typed 2. level recipes.
Enthrall (active)
Cost 6 SP
Cooldown: 30 seconds
Range: Self centered AoE 20 meter
Enthrall multiple non boss enemies. Enthralled enemies stop what they're doing and have a chance of breaking free when damaged. Enthralled enemies suffer a -2 penalty to attack rolls and Will saves for 24 seconds plus 6 seconds per witch level, even after being disrupted from their reverie. This ability uses a Diplomacy check as Will save DC.
AP Cost: 1 / Ranks: 1 / Progression: 5 / Requires: Witch I, Witch level 3
Core 3 - Witch III
Recipes Book (passive): Two third level slot add to recipes book, and you can inscibe typed 3. level recipes.
Enthrall (passive): Your Enthrall gains the power to mesmerize Oozes and Vermins.
Diligent Servant (passive): If your famulus is present, it will automatically collect the basic material components for your spells and potions.
Note: Equivalent to Eschew Materials at no extra cost.
Note: The variety of material components (more than 15 types in total) is too much, so I made it an automatically acquired ability.
AP Cost: 1 / Ranks: 1 / Progression: 10 / Requires: Witch II, Witch level 6
Core 4 - Witch IV
Recipes Book (passive): Two fourth level slot add to recipes book, and you can inscibe typed 4. level recipes.
Enthrall (passive): Your Enthrall gains the power to mesmerize Undead.
Familiar (passive): If your familair present enemies that strike you have a 5% chance of becoming Fascinated for 6 seconds, Diplomacy+d20 vs Will.
AP Cost: 1 / Ranks: 1 / Progression: 20 / Requires: Witch III, Witch level 12
Core 5 - Witch V
Recipes Book (passive): Two fifth level slot add to recipes book, and you can inscibe typed 5. level recipes.
Enthrall (passive): Your Enthrall gains the power to mesmerize Construct.
Greater Witch Secret (active): SLA: Otto's Sphere of Dancing, Cooldown 30 sec, 30 SP
AP Cost: 1 / Ranks: 1 / Progression: 30 / Requires: Witch IV, Witch level 18
Core 6 - Witch VI
+4 Int
Ver.1 Recipes Book (passive): Two sixth level slot add to recipes book, and you can inscibe typed 6. level recipes.
Ver.2. Add fix sixth and seventh level spell to spellbook:
- Black Witch: 6th Grasping Thorns, 7th Destruction
- Grey Witch: 6th Word of Balance, 7th Regenerate
- White Witch: 6th Blade Barrier, 7th Greater Restoration
Enthrall (passive): Your can mesmerize any nonboss creature.
Greater Hex (passive): Decrease target's all immunity to 100-(3*caster level)% absorp for duration.
Note Hex effect: -6 all saves, -[20-26] PRR/MRR, Melee/Ranged power and USP, -[20-26]% movement speed and -[10-13]% attack speed, block healing and immunity decrease to [40-22]% absorp.
AP Cost: 1 / Ranks: 1 / Progression: 40 / Requires: Witch V, Witch level 20
Tier 1
Hex I (active)
Cooldown 1 min, Duration 10 + 3 sec per caster level
No save, No SR, This effect also works on bosses and Raid bosses.
Decrease target all saves with core number for duration.
Note Hex effect: -[1-6] all saves
AP Cost: 2 / Ranks: 1 / Progression: 1 / Requires: none
Familiar I (toggle)
Choose a famulus: rat, cat, frog, snake or owl.
If your familiar present grant permanent alchemical reaction effect:
- Black Witch Pyrite.
- Grey Witch Orchidium.
- White Witch Verdanite.
Note: Your famulus is a passive servant like the illusionist's famulus.
Note: A multiclass witch/alchemist can't change alchemical reaction if your famulus is present.
AP Cost: 2 / Ranks: 1 / Progression: 1 / Requires: none
Coven Knowledge I (passive)
Add non wizard spell to your spellbook as first level wizard spell. This spell is always prepared and does not require spell slot.
- Black Witch: Doom
- Grey Witch: Shillelagh
- White Witch: Shield of Faith
AP Cost: 1 / Ranks: 1 / Progression: 5 / Requires: none
Witch Secret I (active)
SLA: Color Spray, Cooldown [10/8/6] sec, [6/4/2] SP
AP Cost: 1 / Ranks: 3 / Progression: 1 / Requires: none
Subtle Spellcasting (passive)
Your spells generate [10/20/30]% less hate than they normally would, making enemies less likely to attack you.
AP Cost: 1 / Ranks: 3 / Progression: 1 / Requires: none
Tier 2
Hex II (passive)
Hex Decrease target's PRR/MRR with your caster level.
Note Hex effect: -[1-6] all saves, -[2-26] PRR/MRR.
AP Cost: 2 / Ranks: 1 / Progression: 5 / Requires: Hex I
Familiar II (Passive)
You share your senses with your famulus, so you get a Core number bonus for your Listen, Search and Spot skills.
AP Cost: 2 / Ranks: 1 / Progression: 5 / Requires: Familiar I
Coven Knowledge II (passive)
Add non wizard spell to your spellbook as second level wizard spell. This spell is always prepared and does not require spell slot.
- Black Witch: Soundburst
- Grey Witch: Barkskin
- White Witch: Close Wounds
AP Cost: 1 / Ranks: 1 / Progression: 5 / Requires: Coven Knowledge I
Witch Secret II (active)
SLA: Suggestion, Cooldown [10/8/6] sec, [8/6/4] SP
AP Cost: 1 / Ranks: 3 / Progression: 5 / Requires: Witch Secret I
Efficient Metamagic (Passive)
Choose one of the following Metamagic feats. Reduce the spell point cost of using that Metamagic.
- Efficient Empower: Using the Empower Spell Metamagic costs you [2/4/6] fewer Spell Points.
- Efficient Enlarge: Using the Enlarge Spell Metamagic costs you [1/2/4] fewer Spell Points.
- Efficient Maximize: Using the Maximize Spell Metamagic costs you [3/6/9] fewer Spell Points.
- Efficient Quicken: Using the Quicken Spell Metamagic costs you [1/2/4] fewer Spell Points.
AP Cost: 2 / Ranks: 3 / Progression: 5 / Requires: none
Tier 3
Hex III (passive)
Hex Decrease target's Melee/Ranged power and USP with your caster level.
Note Hex effect: -[1-6] all saves, -[3-26] PRR/MRR, Melee/Ranged power and USP.
AP Cost: 2 / Ranks: 1 / Progression: 10 / Requires: Hex II
Familiar III (passive)
When you are damaged you have a 5% chance of turning invisible for 6 seconds, if familair present.
AP Cost: 2 / Ranks: 1 / Progression: 10 / Requires: Cove Path II
Coven Knowledge III (passive)
Add non wizard spell to your spellbook as third level wizard spell. This spell is always prepared and does not require spell slot.
- Black Witch: Salt Ray
- Grey Witch: Vigor
- White Witch: Prayer
AP Cost: 1 / Ranks: 1 / Progression: 10 / Requires: Coven Knowledge II
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Intelligence I. (passive)
+1 to INT
AP Cost: 2 / Ranks: 1 / Progression: 10 / Requires: none
Tier 4
Hex IV (passive)
Hex Decrease target's movement speed with your caster level & attack speed with your half caster level.
Note Hex effect: -[1-6] all saves, -[4-26] PRR/MRR, Melee/Ranged power and USP, -[4-26]% movement speed and -[2-13]% attack speed.
AP Cost: 2 / Ranks: 1 / Progression: 20 / Requires: Hex III
Familair IV (passive)
Your familiar grant changing Reaction effect once per 90 second.
Note: You can't change reaction, but grant short time typed buff.
AP Cost: 2 / Ranks: 1 / Progression: 20 / Requires: Cove Path III
Coven Knowledge IV (passive)
Add non wizard spell to your spellbook as fourth level wizard spell. This spell is always prepared and does not require spell slot.
- Black Witch: Unholy Blight
- Grey Witch: Enveloping Swarm
- White Witch: Death Ward
AP Cost: 1 / Ranks: 1 / Progression: 20 / Requires: Coven Knowledge III
Witch Secret III (active)
SLA: Deep Slumber, Cooldown [10/8/6] sec, [10/8/6] SP
AP Cost: 1 / Ranks: 3 / Progression: 20 / Requires: Witch Secret II
Intelligence II (passive)
+1 to INT.
AP Cost: 2 / Ranks: 1 / Progression: 20 / Requires: Intelligence I
Tier 5
Hex V (passive)
Hex Block target's all type healing ability for duration (paralel with Cursed Wound from Clay golem, but block all healing type).
Note Hex effect: -[1-6] all saves, -[5-26] PRR/MRR, Melee/Ranged power and USP, -[5-26]% movement speed and -[2-13]% attack speed, block healing.
AP Cost: 2 / Ranks: 1 / Progression: 30 / Requires: Hex IV
Familiar V (passive)
Your familiar grant +1 to all spell DC.
AP Cost: 2 / Ranks: 1 / Progression: 30 / Requires: Cove Path IV
Coven Knowledge V (passive)
Add non wizard spell to your spellbook as fifth level wizard spell. This spell is always prepared and does not require spell slot.
- Black Witch: Slay Living
- Grey Witch: Greater Command
- White Witch: Reincarnate
AP Cost: 1 / Ranks: 1 / Progression: 30 / Requires: Coven Knowledge IV
Witch Secret IV (active)
SLA: Phantasmal Killer, Cooldown [15/12/9] sec, [15/12/9] SP
AP Cost: 1 / Ranks: 3 / Progression: 30 / Requires: Witch Secret III
Witch Knowledge (passive)
Choose: You gain Empower Healing Spell or Accelerate Spell metamagic feat.
AP Cost: 2 / Ranks: 1 / Progression: 30 / Requires: none