The Witch
Priestly-wizards, witches gain the bulk of their power from extraplanar, supernatural forces. Though wizards typically learn the basics of spellcasting at Arcane Academies or from learned mentors and Clerics owe their training to the churches of gods; Witches learn their margical skills from entities and their minions from other planes of existence or from other Witches.
Occasionally, these extraplanar entities contact gifted youths for magical instruction; other times, entrepid youths seek out the entities through arcane rituals and petition them with prayer for instruction. The entities agree to such instruction for a variety of reasons - some hope to train their students to eventually become emissaries; some hope to use them as conduits for various forces; some hope to seduce them as consorts and; some simply share their magical secrets for their own amusement. Most commonly however, witches are taught by fellow witches, forming powerful covens.
Whatever the motives of the extraplanar entities and Covens, they exude a powerful directing influence over their students. However a few Witches with particularly strong wills are able to maintain their own drives while using their magical skills to further their own goals. Such Witches face a life-long struggle with the forces who relentlessly strive to direct their spirits.
Adventures: Witches live their adventuring life with considerable planning and forethought worked into every undertaking. It is during the setup for adventure that a Witch can utilize her unique lore and divination to provide for better preparations. Witches are usually vulnerable in combat, their spells working in more subtle tones than melee. They seek knowledge and power, testing the supernatural restraints of their abilities and mentors. They may also have any of the motivations that other adventurers have.
Characteristics: The Witch's strength is her spells and her spiritual tie to the supernatural forces that grant them. She gains in power as she tests the bonds of her supernatural masters while these same master constantly test the Witch's mettle. Like a sorcerer, a Witch can call a familiar - a small, magical animal companion that serves er. For some witches, their familiars are their only true friends.
Alignement: The Witch must retain an element of seperation between herself on all things. This detachment translates to a required Neutral component to her alignment. A Witch that fails to retain the Neutral Component is considered to have abandoned this class. While the Witch retains her class abilities, she can no longer gain levels in this class. Atonement and quests can be used to return favor to the Witch.
Religion: Witches often venerate an unamed Deity, calling him by various names. They also venerate spirit-energy, the spirit of the natural world around them. Thus, a particular tree may be used as a point of prayer one day, while a wonderful rock may be the location the following day. It does not matter what a Witch prays to, nor what she names her supernatural font of power - the source is all around her, within and out. It is these spirit forces which empower her, grant her dominion in their world and provide her with her array of abilities.
Backgrounds: Witches recognize one another as fellow sisters. In most cases, witches will refuse to openly or directly confront one another for fear of disrupting the flow of supernatural energy. Due to the scarcity of Witches, any that find eachother often form Covens of 3, 6, 9, or 13 members. Covens form to share news and perform rituals with higher purposes. Every witch belongs to a coven, either a formalized union of witches, or the "Union of One", counting themself as three distinct entities involved in a personal coven. Most witches live the Union of One, a solitary existence bordering on Hermit Life - only to join a formal coven when the time comes.
Races: Humans take to Witchcraft easier than other races, their indomitable spirit for the supernatural granting them especially strong ties to their would-be masters. Elves and Half-elves that are enthralled by a gypsy lifestyle may find the supernatural lure of a witch quite fascinating. Gnomes and dwarves tend to disdain the approach of the Witch, believing in things that one can see and touch, like the gods or spellcasting formulae. Hags and similar creatures go to great lengths to take-up the reigns of Witchcraft. Naturally attuned to the spirit-world already, these hideous folk can make for the strongest, most powerful covens in all the land.
Classes: A Witch's PC companions need not have such fears or prejudice against her, especially after she proves herself in life-and-death situations. However, there might always be a veil of suspicion between the Witch and her companions, as if they cannot quite bring themselves to trust her completely. Any PC's with suspicious natures, particularly those with primitive or unsophisticated backgrounds, may never fully warm-up to a Witch and will avoid being alone with her, sometimes even accusing her of betraying the party or bringing them bad luck. (The DM is free to encourage this type of role-playing, but not to the point of disrupting the campaign.)
Role: Regardless of her actual alignment, all but her closest friends are likely to presume that a Witch is in collaboration with extraplanar spirits, and will shun her accordingly. There are few places where a Witch is welcome, and for the most part, a Witch will need to conceal her identity when traveling to assure her safety.
GAME RULE INFORMATION
Witches have the following game statistics.
Abilities: Wisdom and intelligence are equally important as they're used to either adjust many Witches skills or determine skill points respectively. Wisdom is especially important, as it is keyed to the Witch's spellcasting and class features. Charisma is also helpful to a Witch when dealing with her Supernatural masters as her character and force of being are often put to the test.
Hit Dice: 1d6
Class Skills
The Witch's class skills (and the key ability for each skill) are Bluff (CHA), Concentration (CON), Craft (INT), Decipher Script (INT), Disguise (CHA), Heal (WIS), Intimidate (CHA), Knowledge-Arcana (INT), Knowledge-History (INT), Knowledge-Nature (INT), Knowledge-Religion (INT), Knowledge-The Planes (INT), Listen (WIS), Sense Motive (WIS), Spellcraft (INT), Spot (WIS), Survival (WIS), Use Magic Device (CHA)
Skill Points at 1st level; 4+INT Mod x4
Skill Points at each additional level; 4+INT Mod.
Code:LVL |BAB | FORT | REFL | WILL | CLASS FEATURE 1st | +0 | +1 | +1 | +2 | Familiar, Spellcasting, Spirit Lore 2nd | +0 | +1 | +1 | +3 | 3rd | +1 | +2 | +2 | +3 | Ritual Magic 4th | +1 | +3 | +3 | +4 | Censure 5th | +2 | +3 | +3 | +5 | Sinister Affiliation -2 6th | +2 | +4 | +4 | +5 | Ritual Magic 7th | +3 | +5 | +5 | +6 | Evil Eye +2 8th | +3 | +5 | +5 | +7 | 9th | +4 | +6 | +6 | +7 | Ritual Magic 10th | +4 | +7 | +7 | +8 | Vexing Voice 11th | +5 | +7 | +7 | +9 | Sinister Affiliation -4 12th | +5 | +8 | +8 | +9 | Ritual Magic 13th | +6 | +9 | +9 | +10 | Coven Magic, Evil Eye +4 14th | +6 | +9 | +9 | +11 | 15th | +7 | +10 | +10 | +11 | Ritual Magic, Sinister Affiliation -6 16th | +7 | +11 | +11 | +12 | Wrathful Curse 17th | +8 | +11 | +11 | +13 | Evil Eye +6 18th | +8 | +12 | +12 | +13 | Ritual Magic 19th | +9 | +13 | +13 | +14 | 20th | +9 | +10 | +10 | +14 | Transcendence, Sinister Affiliation -8
Weapon and Armor Proficiency: A Witch is proficient with the Kukri, known as an Athame and used as the divine focus for the Witch. No other Weapon or Armor proficiencies are gained by the Witch.
Familiar: A witch can obtain a familiar in exactly the same manner as a sorcerer can. See the sorcerer description and the information on Familiars in the PHB for details.
Spells: A witch casts a hybrid of arcane and divine spells drawn from the Witch spell list. These spells are both Arcane and Divine by nature. A witch must choose and prepare her spells ahead of time (see below).
To learn, prepare or cast a spell, the witch must have an Intelligence Score equal to at least 10+ 1/2 the Spell level and a Wisdom Score equal to 10+spell level. The difficulty class for a saving throw against a witch's spell is 10 + spell level + the witch's wisdom modifier.
Like other spellcasters, a witch can cast only a certain number of spells. She must choose and prepare her spells ahead of time by gettins a good night's sleep and spending 1 hour studying her spellbook and 1 hour in ritualistic prayer. During this prayer/study process, the witch decides which spells to prepare.
Witch spells are both Divine and Arcane in nature. Any ability related to either Divine or Arcane magic functions with regards to Witch Spells. i.e. If the target of a Witch's spell has increased resistance to divine magic, it would apply to all Witch spells.
Divine Spell Focus: Anytime a spell is cast with a Focus, the Witch must include her Athame (kukri), in the spellcasting. This weapon is the ceremonial blade used by Witches throughout their various spellcasting. In times of defense, the spell focus can also be a sinister weapon.
Spirit Lore: The Witch can handle an item to determine the history of the object. This isn't a quick process for the witch and does require possession of the item throughout the process. Spirit Lore combines the effects of an Identify spell and Bardic Lore. The Witch may use Spirit Lore at will, though the process requires 8 uninterrupted hours. There is no GP or XP cost associated with this Supernatural ability.
Ritual Magic: Deeply ensconced in rituals, Witches have learned that the process of combining divine and arcane magic can produce amazing results. By increasing the casting time by 1 increment (standard action becomes a full-round action, etc.), the witch can cast a Ritual Magic Spell. Ritual Magic Spells are cast at +2 Caster Level, with a +2 bonus on the DC and a +4 bonus on Spell Penetration. Each time the Witch gains the Ritual Magic ability, she gains an additional daily useage.
Censure: Witch's hold some dominion over the supernatural world. They are able to affect animals, elementals, plants, outsiders, and undead with a Rebuke ability. By channeling the power of her lifeforce, a witch can Rebuke these creatures as a Cleric 3 levels lower would. Rebuked creatures cower as if in awe (attack rolls against the creature get a +2 bonus). The effect lasts 10 rounds.
Sinister Affiliation: A stigma to everyone, the Witch is known to have ties with supernatural forces. She is often outcast or exiled for these reasons. Witch's suffer a circumstance penalty on all Charisma checks except Intimidate, in which she enjoys a circumstance bonus. This penalty/bonus increases as the Witch taps into greater power and forms affiliations with the sinister supernatural world. A Witch can disguise her nature and does not apply the effects of her Sinister Affiliations until she is unmasked or casts a Witch spell. This same Affiliation and constant exposure to supernatural elements shields the Witch from fear, horror, and even madness. The Witch applies the Sinister Affiliation modifier as a bonus to saves from these effects.
Evil Eye: Once a Witch is known to be a witch, that-is, once her Sinister Affiliations are known, the witch may employ an Evil Eye. This supernatural Gaze Attack requires a standard action and does not affect those just looking at the Witch. The target must succeed on a will save (DC10 + Character Level + CHA Mod + Sinister Affiliation Bonus) or become shaken. As the witch's reknown gains, the ability to resist the evil eye of the witch becomes more difficult.
Vexing Voice: The voice of a witch can work powerful magic upon those that listen. Once per day, the witch can use the Greater Command spell as a spell-like ability.
Coven Magic: Witches form coven for protection, training, and prayer. It is during the latter that a Coven of Witches is known to produce powerful effects. Together, the witches in a Coven combine their magical might to cast spells beyond their ability. Covens consists of 3, 6, 9, or 13 participants, one of which must have the Coven Class feature and is the Coven-Leader. Usually, the highest-levelled witch acts as the Coven Leader when several Coven-Witches are working together. For every participant in a coven, the leader gains +1 Caster Level. For every 3 participants, the leader can apply any metamagic feat known by the coven-participants without increasing the spell-level.
Spells cast during Coven-prayer require ten-times the casting time listed for any given spell. That is, a spell with a standard action as a casting time would take 5 rounds to cast. A full-round spell would require a full-minute (10 rounds) of spellcasting to complete. During this spellcasting, the participants of the Coven may move and defend themselves normally, but may not attack or break concentration. Witches participating in Coven-magic must remain within 30 feet of eachother.
Wrathful Curse: Anytime a witch voices a curse or words of dread or bane, the effects are usually more powerful, thanks to her ties with the spirit world. Whenever a witch imparts a penalty to another, that penalty is doubled. That is, a witch with the Wrathful Curse ability can use her Evil Eye to shaken a creature and cause a -4 penalty (instead of the usual -2 penalty). Most often, this is implied to work with Mind-affecting spells, but other sources can be included so long as they are in line with the Witch's flavor.
Transcendence: Through long affiliation with sinister entities, the Witch has transcended her mortal frame. She gains the Native Outsider subtype, no longer suffers the penalties of aging, though she still dies of natural causes. Further, she gains Damage Reduction 10/- and Spell Resistance equal to 5 + Class Level.
Epic Progression
21st
22nd Evil Eye +8
23rd Ritual Magic
24th
25th Sinister Affiliation -10
26th Ritual Magic
27th Evil Eye +10
28th
29th Ritual Magic
30th Sinister Affiliation -12
Epic Ritual Magic - Gain 1 additional daily useage of this Class Feature
Epic Evil Eye -
Epic Sinister Affiliation - CHA-Based Skill Check Penalty (Intimidate Bonus)
SPELL PROGRESSION
Code:WITCH Spells per Day Level 0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 1st 3 1 — — — — — — — — 2nd 4 2 — — — — — — — — 3rd 4 2 1 — — — — — — — 4th 4 3 2 — — — — — — — 5th 4 3 2 1 — — — — — — 6th 4 3 3 2 — — — — — — 7th 4 4 3 2 1 — — — — — 8th 4 4 3 3 2 — — — — — 9th 4 4 4 3 2 1 — — — — 10th 4 4 4 3 3 2 — — — — 11th 4 4 4 4 3 2 1 — — — 12th 4 4 4 4 3 3 2 — — — 13th 4 4 4 4 4 3 2 1 — — 14th 4 4 4 4 4 3 3 2 — — 15th 4 4 4 4 4 4 3 2 1 — 16th 4 4 4 4 4 4 3 3 2 — 17th 4 4 4 4 4 4 4 3 2 1 18th 4 4 4 4 4 4 4 3 3 2 19th 4 4 4 4 4 4 4 4 3 3 20th 4 4 4 4 4 4 4 4 4 4
SPELL LIST
0th level
Arcane Mark
Create Water
Cure Minor Wound
Dancing Lights
Daze
Detect Poison
Disrupt Undead
Ghost Sound
Guidance
Inflict Minor Wound
Know Direction
Mage Hand
Mending
Open/Close
Prestidigitation
Read Magic
Resistance
Virtue
1st level
Animate Rope
Bane
Bless
Bless Water
Bless Weapon
Calm Animals
Cause Fear
Charm Animal
Charm Person
Chill Touch
Command
Comprehend Languages
Confusion, Lesser
Corrupt Weapon
Cure Light Wounds
Curse Water
Deathwatch
Detect Animals or Plants
Detect Chaos
Detect Evil
Detect Good
Detect Law
Detect Magic
Detect Snares and Pits
Detect Undead
Disguise Self
Divine Favor
Doom
Endure Elements
Entangle
Expeditious Retreat
Hide from Animals
Hide from Undead
Hideous Laughter
Hold Portal
Hypnotism
Identify
Inflict Light Wounds
Light
Mage Armor
Magic Aura
Magic Stone
Magic Weapon
Message
Mount
Obscuring Mist
Pass without Trace
Protection from Chaos
Protection from Evil
Protection from Good
Protection from Law
Reduce Person
Remove Fear
Sanctuary
Silent Image
Sleep
True Strike
Undetectable Alignment
Unseen Servant
Ventriloquism
2nd level
Aid
Align Weapon
Alter Self
Animal Messenger
Animal Trance
Augury
Bear's Endurance
Bull's Strength
Calm Emotions
Cat's Grace
Command Undead
Cure Moderate Wounds
Darkness
Darkvision
Daze Monster
Delay Poison
Desecrate
Detect Thoughts
Dominate Animal
Eagle's Splendor
Featherfall
Find Traps
Fog Cloud
Fox's Cunning
Gentle Repose
Ghoul Touch
Goodhope
Gust of Wind
Hold Animal
Hold Person
Hypnotic Pattern
Inflict Moderate Wounds
Levitate
Locate Object
Magic Mouth
Make Whole
Minor Image
Mirror Image
Misdirection
Obscure Object
Owl's Wisdom
Phantom Trap
Protection from Arrows
Pyrotechnics
Rage
Reduce Animal
Remove Paralysis
Resist Energy
Rope Trick
Scare
See Invisibility
Shatter
Silence
Soften Earth and Stone
Speak with Animals
Spider Climb
Stinking Cloud
Summon Swarm
Touch of Idiocy
Tree Shape
Warp Wood
Whispering Wind
Wood Shape
3rd level
Arcane Sight
Bestow Curse
Blindness/Deafness
Clairaudience/Clairvoyance
Consecrate
Create Food and Water
Cure Serious Wounds
Daylight
Deep Slumber
Deeper Darkness
Diminish Plants
Dispel Magic
Explosive Runes
Fly
Gaseous Form
Glyph of Warding
Halt Undead
Helping Hand
Heroism
Illusory Script
Inflict Serious Wounds
Magic Circle against Chaos
Magic Circle against Evil
Magic Circle against Good
Magic Circle against Law
Magic Vestment
Magic Weapon, Greater
Major Image
Meld into Stone
Phantom Steed
Plant Growth
Prayer
Protection from Energy
Quench
Remove Blindness/Deafness
Remove Curse
Remove Disease
Restoration, Lesser
Scrying
Secret Page
Shrink Item
Slow
Snare
Speak with Dead
Spike Growth
Stone Shape
Suggestion
Tongues
Vampiric Touch
Water Breathing
Wind Wall
4th level
Animate Dead
Antiplant Shell
Arcane Eye
Call Lightning
Charm Monster
Command Plants
Confusion
Contagion
Control Water
Crushing Despair
Cure Critical Wounds
Detect Scrying
Discern Lies
Dismissal
Divination
Fear
Freedom of Movement
Geas/Quest, Lesser
Giant Vermin
Globe of Invulnerability, Lesser
Hallucinatory Terrain
Imbue with Spell Ability
Inflict Critical Wounds
Locate Creature
Mnemonic Enhancer
Modify Memory
Neutralize Poison
Nondetection
Phantasmal Killer
Planar Ally, Lesser
Poison
Rainbow Pattern
Reduce Person, Mass
Repel Vermin
Sending
Shout
Solid Fog
Speak with Plants
Spell Immunity
Spike Stones
Stoneskin
5th level
Animal Growth
Baleful Polymorph
Blight
Break Enchantment
Command, Greater
Commune
Commune with Nature
Contact Other Plane
Control Winds
Cure Light Wounds, Mass
Death Ward
Dominate Person
Dream
Eyebite
False Vision
Feeblemind
Hallow
Hold Monster
Inflict Light Wounds, Mass
Insect Plague
Mage's Watchdog
Mage's Private Sanctum
Magic Jar
Mark of Justice
Mind Fog
Mirage Arcana
Nightmare
Overland Flight
Planar Binding, Lesser
Prying Eyes
Reincarnate
Restoration
Secret Chest
Seeming
Shadow Walk
Spell Resistance
Symbol of Pain
Symbol of Sleep
Teleport
Transmute Mud to Rock
Tree Stride
True Seeing
Unhallow
Wall of Stone
Wall of Thorns
Waves of Fatigue
6th level
Analyze Dweomer
Antilife Shell
Antimagic Field
Banishment
Bear's Endurance, Mass
Bull's Strength, Mass
Call Lightning Storm
Cat's Grace, Mass
Cure Moderate Wounds, Mass
Dispel Magic, Greater
Eagle's Splendor, Mass
Find the Path
Flesh to Stone
Forbiddance
Fox's Cunning, Mass
Geas/Quest
Globe of Invulnerability
Glyph of Warding, Greater
Heroes' Feast
Heroism, Greater
Inflict Moderate Wounds, Mass
Ironwood
Legend Lore
Mage's Lucubration
Mislead
Move Earth
Owl's Wisdom, Mass
Planar Ally
Planar Binding
Plane Shift
Repel Wood
Scrying, Greater
Spellstaff
Stone Tell
Stone to Flesh
Suggestion, Mass
Symbol of Fear
Symbol of Persuasion
Transport via Plants
Undeath to Death
Veil
7th level
Animate Plants
Arcane Sight, Greater
Blasphemy
Control Undead
Control Weather
Cure Serious Wounds, Mass
Ethereal Jaunt
Forcecage
Inflict Serious Wounds, Mass
Insanity
Instant Summons
Limited Wish
Mage's Magnificent Mansion
Phase Door
Power Word, Blind
Project Image
Repulsion
Restoration, Greater
Screen
Sequester
Shout, Greater
Simulacrum
Spell Turning
Symbol of Stunning
Symbol of Weakness
Teleport Object
Teleport, Greater
Transmute Metal to Wood
Vision
Waves of Exhaustion
Wind Walk
8th level
Animal Shapes
Antipathy
Binding
Charm Monster, Mass
Control Plants
Creeping Doom
Cure Critical Wounds, Mass
Demand
Discern Location
Earthquake
Finger of Death
Horrid Wilting
Inflict Critical Wounds, Mass
Iron Body
Irresistable Dance
Maze
Mind Blank
Moment of Prescience
Planar Ally, Greater
Planar Binding, Greater
Power Word Stun
Protection from Spells
Prying Eyes, Greater
Refuge
Repel Metal or Stone
Spell Immunity, Greater
Symbol of Death
Symbol of Insanity
Sympathy
Temporal Stasis
Trap the Soul
9th level
Astral Projection
Dominate Monster
Elemental Swarm
Etherealness
Foresight
Freedom
Gate
Hold Monster, Mass
Imprisonment
Mage's Disjunction
Power Word Kill
Regenerate
Shapechange
Soul Bind
Storm of Vengeance
Teleportation Circle
Wail of the Banshee
Weird


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