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 hexes. 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 hexes 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 | Cantrips, Conduit Surge |
2nd | +1 | +0 | +0 | +3 | Hex |
3rd | +1 | +1 | +1 | +3 | |
4th | +2 | +1 | +1 | +4 | Hex |
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 Armor Proficiency
Witches are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor interferes with a witch's gestures, which can cause her spells with somatic components to fail.
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.
Hex
Witches learn a number of magic tricks, called hexes, that grant them powers or weaken foes. She gains a hex 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 hex more than once.
Unless otherwise noted, using a hex is a standard action that does not provoke an attack of opportunity. The save to resist a hex 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 hex 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 hex is extended by 1 round. Once a creature has benefited from the fortune hex, it cannot benefit from it again for 24 hours.
External Channel (Su): (New Hex) After activating a Conduit Surge, but before casting a spell, the witch may use this hex 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, an unattended magic item of sufficient significance currently powered by one or more channels (which will lose access to the channel as a result) or a willing participant of at least equal level to the witch who voluntarily grants the use of one of their channels (which then becomes unavailable until re-inscription).
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 hex 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 Hex) This hex 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 hex 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 hex 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.
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.
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
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— arcane mark, bleed, dancing lights, daze, detect magic, detect poison, guidance, light, mending, message, putrefy food and drink*, read magic, resistance, spark*, stabilize, touch of fatigue.
1st-Level Witch Spells—beguiling gift*, burning hands, cause fear, charm person, chill touch, command, comprehend languages, cure light wounds, dancing lantern*, detect secret doors, enlarge person, hypnotism, identify, ill omen*, inflict light wounds, mage armor, mask dweomer*, mount, obscuring mist, ray of enfeeblement, reduce person, sleep, summon monster I, unseen servant.
2nd-Level Witch Spells—alter self, augury, blindness/deafness, burning gaze*, cure moderate wounds, daze monster, death knell, delay poison, detect thoughts, enthrall, false life, feast of ashes*, fester*, find traps, fog cloud, gentle repose, glide*, glitterdust, hidden speech*, hold person, inflict moderate wounds, levitate, perceive cues*, pox pustules*, scare, see invisibility, spectral hand, status, summon monster II, summon swarm, touch of idiocy, vomit swarm*, web, zone of truth.