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Witch

Old version of Witch
Type: Base Class
Hit Die: d6
Skill Ranks per Level: 2 + Int modifier
Table of Contents

Witch with the Ley Line Guardian Archetype, up to level 5 with options that won't be picked regardless removed

Some gain power through study, some through devotion, others through blood, but the witch gains power from her communion with the unknown. Generally feared and misunderstood, the witch draws her magic from a pact made with an otherworldly power. Communing with that source, using her familiar as a conduit, the witch gains not only a host of spells, but a number of strange abilities known as boons. As a witch grows in power, she might learn about the source of her magic, but some remain blissfully unaware. Some are even afraid of that source, fearful of what it might be or where its true purposes lie.

Some witches tap into the power of their patrons not through a special connection with a familiar, but rather directly through the vast network of ley lines that crosses the planes. These witches can harness the latent powers of ley lines without even needing to be near one of the points where ley lines' powers are accessible to mortal spellcasters.

Role: While many witches are recluses, living on the edge of civilization, some live within society, openly or in hiding. The blend of witches' spells makes them adept at filling a number of different roles, from seer to healer, and their boons grant them a number of abilities that are useful in a fight. Some witches travel about, seeking greater knowledge and better understanding of the mysterious powers that guide them.

Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +0 +0 +0 +2 Code of Conduct, Cantrips, Conduit Surge, Witch's Familiar
2nd +1 +0 +0 +3 Boon
3rd +1 +1 +1 +3 Radiant Aura
4th +2 +1 +1 +4 Boon
5th +2 +1 +1 +4

Spells per Reinscription

Level 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st 3
2nd 4
3rd 5
4th 6 3
5th 6 4

Spells Known

Level 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st 4 2
2nd 5 2
3rd 5 3
4th 6 3 1
5th 6 4 2

Class Features

The following are the class features of the witch.

Weapon and Armour Proficiency

Witches are proficient with all simple weapons. They are not proficient with any type of armour or shield. Armour interferes with a witch's gestures, which can cause her spells with somatic components to fail.

Code of Conduct

The witch is bound by a code of conduct agreed upon with the entity with whom they have made arrangements. Aurora requires the following:

  • Must be kind to animals
  • May not kill empowered animals
  • Must visit any Fount known at earliest (reasonable) opportunity
  • Must train physical body
  • Must show bright colours on physical body, in particular brighter than others in your group

Spells

Instead of preparing her spells, a ley line guardian witch draws the power casting spells directly from ley lines. A ley line guardian is a spontaneous spellcaster. She knows the same number of spells and receives the same number of spell slots per day as a sorcerer of her witch level. Bonus spells granted by a ley line guardian's patron are added to the ley line guardian's total spells known at the appropriate levels. This ability alters the witch's spellcasting.

Cantrips

Witches can prepare a number of cantrips, or 0-level spells, each day, as noted on Table 2–10 under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again. Cantrips prepared using other spell slots, due to metamagic feats for example, are expended normally.

Witch's Familiar (Ex)

At 1st level, a witch forms a close bond with a familiar, a creature that teaches her magic and helps to guide her along her path as a representative of her patron. Familiars also aid a witch by granting her skill bonuses, additional spells, and help with some types of magic. This functions like the wizard's arcane bond class feature, except as noted in the Witch's Familiar section.

A witch does not regain use of her used spells immediately after re-inscription but must first commune with her familiar to reactivate them.

Additionally, her familiar informs her of the will of her patron (see <> below), and helps ensure the Witch keeps to the code of conduct agreed between the Witch and her patron.

Conduit Surge (Su)

At 1st level, a ley line guardian is adept at channelling energy from ley lines to enhance her own spells. As a swift action, she can increase her effective caster level for the next spell she casts in that round by 1d4–1 levels. After performing a conduit surge, the ley line guardian must succeed at a Fortitude save (DC = 10 + level of spell cast + number of additional caster levels granted) or become staggered for a number of minutes equal to the level of the spell cast. At 8th level, the caster level increase becomes 1d4. She can use this ability a number of times per day equal to 3 + her Charisma modifier.

Boons

Witches learn a number of magic tricks, called boons, that grant them powers or weaken foes. She gains a boon at 2nd level and an additional one for every 2 levels attained after 2nd level, as noted on the Table. A witch cannot select an individual boon more than once.

Unless otherwise noted, using a boon is a standard action that does not provoke an attack of opportunity. The save to resist a boon is equal to 10 + 1/2 the witch's level + the witch's Intelligence modifier.

Flight (Su): The witch grows lighter as she gains power, eventually gaining the ability to fly. At 1st level, the witch can use feather fall at will and gains a +4 racial bonus on Swim checks. At 3rd level, she can cast levitate once per day. At 5th level, she can fly, as per the spell, for a number of minutes per day equal to her level. These minutes do not need to be consecutive, but they must be spent in 1-minute increments. This boon only affects the witch.

Fortune (Su): The witch can grant a creature within 30 feet a bit of good luck for 1 round. The target can call upon this good luck once per round, allowing him to reroll any ability check, attack roll, saving throw, or skill check, taking the better result. He must decide to use this ability before the first roll is made. At 8th level and 16th level, the duration of this boon is extended by 1 round. Once a creature has benefited from the fortune boon, it cannot benefit from it again for 24 hours.

External Channel (Su): (New Boon) After activating a Conduit Surge, but before casting a spell, the witch may use this boon as a standard action to further power up the Conduit Surge. Doing so requires a source of energy channels in the area, such as can be provided by a city, or a willing participant who voluntarily commits one of their channels.

The External Channel raises the energy level of the witch's spell, once cast, by an additional level above and beyond what was rolled.

This boon can be activated multiple times in a row to power up the same Conduit Surge, but a new source of energy channels is required each time. It cannot be used on the same source multiple times, even if there are multiple channels available from that source.

The difficulty of the Fortitude save to avoid being staggered is increased by one for every additional source (not including the increase from the higher number of additional caster levels) thus becoming 10 + level of spell cast + number of additional caster levels granted + number of additional sources.

Forward Friendly Fire (Su): (New Boon) This boon is used to forward a spell or spell-like effect by a friendly caster, effectively allowing the witch to extend the range of another caster by serving as a relay point.

When the witch is targeted by a damage dealing spell or spell-like effect by a friendly caster, such as a Magic Missile, Acid Arrow or Scorching Ray she may, as an Immediate Action, choose a new target for the spell. The new target must be within the range of the spell counting from the location of the Witch (using the Witch' caster level to calculate if the spell has a variable range).

This boon can only be used for spells cast by friendly casters, and cannot be redirected if there are no valid targets in range.

At 5th level, this boon also works for area of effect spells, so long as the witch is within the original area of effect of the spell or spell-like effect.

Radiant Aura

At 3rd level and higher a witch has a particularly powerful aura. (See the Detect Magic spell for details).

Patron Spells

At 1st level, the witch must select a patron. This patron is a vague and mysterious force, granting the witch power for reasons that she might not entirely understand. While these forces need not be named, they typically hold influence over one of the following forces. At 2nd level, and every two levels thereafter, a witch's patron adds new spells to a witch's list of spells known. These spells are also automatically added to the list of spells known by the witch. Spells marked with an asterisk (*) appear in Chapter 5 of this book. The spells gained depend upon the patron chosen. Each patron is listed by its theme. Its actual name is up to the GM and the witch to decide.

Aurora (Northern Energies): 2nd - Minor Aurora, 4th - Prometheus

Resonant Aura

At 3rd level and higher a psychic has a particularly powerful aura. (See the Detect Magic spell for details).

Witch Spells

Witches gain access to the following spells. While most of these spells are found in the Core Rulebook, those marked with an asterisk (*) appear in Chapter 5 of this book.

0-Level Witch Spells

1st-Level Witch Spells

2nd-Level Witch Spells