Difference between revisions of "Witches of Krystallos"
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As a result, even the witch herself rarely if ever has any concrete idea of who or what her Patron really is, a name for it, or what its actual motivations or intentions may be. The witch usually instinctually figures out some way of making this make sense in her own world-view, shaped in large part by what she has learned of her magic and how that affects the world around her. As an example, a witch touched by the Positive Material Plane's energies is likely to view their Patron has a benevolent and kind force of good, while a witch touched by the Negative Material Plane's energies is likely to view their Patron as a dark and terrible force of destruction and death. How the witch anthropomorphises their Patron is largely up to the player, and should be considered a vital element of establishing the roleplay of their character, to be shared with the GM and showcased throughout the character's interactions with others around her. | As a result, even the witch herself rarely if ever has any concrete idea of who or what her Patron really is, a name for it, or what its actual motivations or intentions may be. The witch usually instinctually figures out some way of making this make sense in her own world-view, shaped in large part by what she has learned of her magic and how that affects the world around her. As an example, a witch touched by the Positive Material Plane's energies is likely to view their Patron has a benevolent and kind force of good, while a witch touched by the Negative Material Plane's energies is likely to view their Patron as a dark and terrible force of destruction and death. How the witch anthropomorphises their Patron is largely up to the player, and should be considered a vital element of establishing the roleplay of their character, to be shared with the GM and showcased throughout the character's interactions with others around her. | ||
+ | =Planar Connection= | ||
+ | Though nearly no one in Krystallos would ever be able to comprehend this, let alone put it into these words, the witch is in fact a living, breathing biological gateway to another plane of existence. Her entire being is, to one degree or another - based largely on her level - suffused with the energies and 'feel' of the plane in question. For many, this becomes a sort of aura subconsciously perceived by and affecting interactions with the people around the witch. | ||
+ | |||
+ | As the witch's connection to her patron strengthens over time (and as she increases in level), the physical side-effects of this growing suffusion of planar energies should represent an ongoing element of RP in the portrayal of the character. Wherever possible, these effects should be largely cosmetic, with little real game effect. However, as the effects grow, some minor game effects are likely, and should be discussed and worked out with the DM in advance of altering game-play in-session. | ||
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=Spheres of Power= | =Spheres of Power= | ||
Witches qualify as ''High Caster'' under the Spheres of Power magic rules, gaining talents 1 per level (+2 bonus @ 1st level), as well as one bonus talent every even level derived from their Patron, and applicable ONLY within the sphere or spheres deemed appropriate for their patron. The witch also gains access to one sphere associated with their patron at first level, in addition to those purchased with those 3 initial talents. | Witches qualify as ''High Caster'' under the Spheres of Power magic rules, gaining talents 1 per level (+2 bonus @ 1st level), as well as one bonus talent every even level derived from their Patron, and applicable ONLY within the sphere or spheres deemed appropriate for their patron. The witch also gains access to one sphere associated with their patron at first level, in addition to those purchased with those 3 initial talents. |
Latest revision as of 18:48, 23 July 2015
Witches exist in Krystallos, largely as defined by the Pathfinder class originally found in the Advanced Player's Guide. The major exceptions to this are delineated below under Spheres of Power, which explains how the magic of witches is being done differently using that supplement and its replacement magic system, rather than standard Pathfinder spells. However, what is not answered in any of that material is what witches are and what they represent in Krystallos, let alone how they are received and perceived by the peoples around them.
Contents
How Do They Fit
A witch is a curious blend of arcane and divine magic, in a way that defies both traditions. The witch studies her magic, rather than it coming from prayer like divine casters. To that end, they have the most in common with arcane casters like wizards. But their magic crosses the boundaries between what is expected of wizards and what is expected of priests. And a witch does not study musty tomes for her magic; she communes with her familiar. Given that wizards - widespread, but still a relatively recent addition to Krystallos, only a hundred or so years old - are still few and far between, it's only natural that witches are even less well understood.
As a result, witches are seldom understood, even by each other. Each has a unique, personal relationship with her familiar and the magic and wisdom that is hidden within, accessible and understandable by no other in the world. They are not (universally) condemned as heretics by the Totems, but they are generally not welcomed into the hierarchies of their temples. Neither do orders of wizards welcome them, save at a distance or merely as passing visitors with similar interests of study.
How the common man or woman on the street accepts or treats witches is an individual thing, based largely on how he or she presents herself and what she does. Clothing and style, carriage, manners and habits of speech all play a part. A witch who adorns herself with bits of the bones of the dead, cackles madly at seemingly nothing, and has conversations with things others cannot see will be shunned and feared by any sane commoner. By comparison, a quiet and humble herbalist woman and midwife who does all she can to help others may be a bit odd or sometimes unsettling, but will usually find a degree of welcome and even acceptance amongst the common people of Krystallos. Of course, as with all things relating to witches, exceptions abound.
The Birth of a Witch
Witches in Krystallos are not made, or trained. Or rather, they can be both of those things, but first they must be born. None can be a witch in Krystallos who is not born to it, and it bears some discussion of the circumstances of such births.
Each witch in Krystallos is born at a conjunction of ley lines - the largely unknown and unmapped lines of magical energy that course through and sustain Krystallos. She is usually born at a time that represents an astrological conjunction or other important moment, though the events of that important moment may be happening so far away as to be unknown. And most importantly, each witch is touched at the moment of her birth with energy from a plane of the Great Beyond - something other than the Prime Material Plane (worlds like Krystallos), the Astral or Ethereal planes (which do not, as far as anyone can tell, touch Krystallos at all). This could be and often is an elemental, quasi- or para-elemental plane. Or it can be an Outer Plane, such as Bytopia, Gehenna, or many others. Whatever this energy is, it is the representation of the witch's patron, an important force in shaping her pursuit of her life as a witch.
The Familiar
Lastly, but equally as important, a witch's familiar is born at the same time and in the same place. Note that this means familiars for witches of Krystallos are more unusual, special and precious than their counterparts in the standard Pathfinder rules and worlds. On Krystallos, the witch's familiar is a unique creature; replacing a lost familiar would, at a minimum, require some kind of strange mystical ritual to bind the spirit and energies of a slain familiar with the living form of some replacement. In general terms, it means that the familiar cannot be replaced. It also means that familiars tend to age much more slowly, as they are bound to the life forces of their witch, and by nature will live as long as their witch, passing through the same levels of physical maturity as the witch at the same time.
Patron
One cannot discuss witches - in Krystallos or anywhere else - without discussing their Patrons. These mysterious and oft ill-defined figures or forces shape any witch's approach to her pursuit of her class, including spell list alternatives, additional spells, and what hexes are available.
First of all, it must be clearly stated that a witch's patron is never one of the Totems of Krystallos. Said patron is always a force from beyond Krystallos' normal ken, though not necessarily one bent on changing the norms in this world or vying against the Totems.
Since knowledge of the planes is virtually unheard-of in Krystallos - outside the esoteric lore of some of the Invaders, and then ill-understood - few who have dared to study witches have managed to make much sense of them or their patrons. The druids have come the closest, as their lore and understanding of the ley lines has led them to understanding the significance of their place of birth and the formation of the bond with their mystical familiars. Some few amongst them have theorized that witches are a sort of side-effect of the Invaders' appearance and presence in Krystallos, the result of 'energies from the Beyond' bleeding through into the world thanks to ripples still cascading from the Invasion's presence.
As a result, even the witch herself rarely if ever has any concrete idea of who or what her Patron really is, a name for it, or what its actual motivations or intentions may be. The witch usually instinctually figures out some way of making this make sense in her own world-view, shaped in large part by what she has learned of her magic and how that affects the world around her. As an example, a witch touched by the Positive Material Plane's energies is likely to view their Patron has a benevolent and kind force of good, while a witch touched by the Negative Material Plane's energies is likely to view their Patron as a dark and terrible force of destruction and death. How the witch anthropomorphises their Patron is largely up to the player, and should be considered a vital element of establishing the roleplay of their character, to be shared with the GM and showcased throughout the character's interactions with others around her.
Planar Connection
Though nearly no one in Krystallos would ever be able to comprehend this, let alone put it into these words, the witch is in fact a living, breathing biological gateway to another plane of existence. Her entire being is, to one degree or another - based largely on her level - suffused with the energies and 'feel' of the plane in question. For many, this becomes a sort of aura subconsciously perceived by and affecting interactions with the people around the witch.
As the witch's connection to her patron strengthens over time (and as she increases in level), the physical side-effects of this growing suffusion of planar energies should represent an ongoing element of RP in the portrayal of the character. Wherever possible, these effects should be largely cosmetic, with little real game effect. However, as the effects grow, some minor game effects are likely, and should be discussed and worked out with the DM in advance of altering game-play in-session.
Spheres of Power
Witches qualify as High Caster under the Spheres of Power magic rules, gaining talents 1 per level (+2 bonus @ 1st level), as well as one bonus talent every even level derived from their Patron, and applicable ONLY within the sphere or spheres deemed appropriate for their patron. The witch also gains access to one sphere associated with their patron at first level, in addition to those purchased with those 3 initial talents.
Class Skills
Due to Krystallos' lack of knowledge of the planes beyond this world, having Knowledge (planes) as a class skill is inappropriate. As a result, witches instead get Knowledge (religion).
- Artistry (Int)
- Craft (Int)
- Fly (Dex)
- Heal (Wis)
- Intimidate (Cha)
- Knowledge (arcana) (Int)
- Knowledge (history) (Int)
- Knowledge (nature) (Int)
- Knowledge (Religion)
- Lore (Int)
- Profession (Wis)
- Spellcraft (Int)
- Use Magic Device (Cha)
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