Holy Browser Cache, Netman! I accidently edited a old copy of the post, so I undid my second edit! Redo!
Yet another take on the witch, I'm sure - I was inspired by the Prestige Bard from Unearthed Arcana - the spell school bonus/penalty brought me back to the old days. (it just *sounded* more 1e/2e.)
I'm approaching this as a druid/wizard combination, with emphasis on brewing potions, enthralling mere mortals, and blending in.
I've had to force the acquisition of druid and arcane spellcasting levels to eliminate the possiblity of someone taking all arcane caster levels, and ending up with what is essentially a d6 Wizard. :\ Got to hate the playa' here, not the game.
Mostly druidic special powers, aside from the potions and enchantment. Some was pulled from Mongoose's Quint. Witch; I didn't want a core class though, nor another spell list. Haven't seen Green Ronin's.
Anyway: Here goes, let me know what you think. I've probably got too many spellcasting levels, and should be a d4, I'm sure. But, hey. If this prestige class drowns in the river of opinion, it obviously wasn't a witch
Thanks for your comments!
Koewn
[h4]WITCH[/H4]
Hit Die: d6.
Requirements
To qualify to become a witch, a character must fulfill all the following criteria:
Skills: Knowledge (Nature) 6 ranks, Knowledge (Arcana) 6 ranks.
Feats: Brew Potion
Spells: Able to cast Charm Person and Charm Animal
Alignment: Any neutral
Class Skills
The witch's class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Concentration (Con), Craft (alchemy) (Int), Decipher Script (Int), Disguise (Cha), Diplomacy (Cha), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Initimdate (Cha), Knowledge (Nature and Arcana) (Int), Sense Motive (Cha), Speak Language, Spellcraft (Int), and Use Magic Device (Cha).
Skill Points at Each Level: 4 + Int modifier.
Got tired of trying to line up the Caster Level Lines. I apologize for the messiness
Class Features
All of the following are Class Features of the witch prestige class.
Weapon and Armor Proficiency: Witches gain proficiency with no weapons or armor.
Spells per Day/Spells Known: When a new witch level is gained, the character gains new spells per day (and spells known, if applicable) as if she had also gained a level in a spellcasting class she belonged to before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained. This essentially means that she adds the level of witch to the level of some other spellcasting class the character has, then determines spells per day, spells known, and caster level accordingly. At levels defined as 'Existing Caster Lvl', the class gained is the witch's choice.
Spellcasting: A witch casts spells from the schools of Enchantment and Transmutation at +2 caster level, and Evocation at -4 caster level. Spells that are on both the Wizard/Sorceror and Bard spell list may be learned by the Witch at the lower of the two spell levels.
Familiar: As the wizard/sorceror ability.
Animal Companion: As the druid ability.
Is both too much? Only the Animal Companion makes a huge difference in combat capability, at least..
Beguile: A witch may use this supernatural ability to dominate one humanoid or animal target once per day. This action requires concentration to hold. One human target the witch gazes at must make a Will save with a DC equal to 15 + 1/2 Witch's level + the witch's charisma bonus. If the witch and the subject have a common language, she can generally force the subject to perform as she desires, within the limits of its abilities. If no common language exists, you can communicate only basic commands, such as *Come here,* *Go there,* *Fight,* and *Stand still.* She knows what the subject is experiencing, but she does not receive direct sensory input from it, nor can it communicate with her telepathically. By concentrating fully (a full-round action), she can receive full sensory input as interpreted by the mind of the subject, though it still can*t communicate with her. She can*t actually see through the subject*s eyes, so it*s not as good as being there herself, but she still gets a good idea of what*s going on. Any command that would amount to the suicide of the subject negates the effect.
Much like Dominate, but with some concentration restrictions.
Wild Shape: As the druid ability, limited to small or medium animals.
Resist Nature's Lure: As the druid ability.
Cauldron Brew: A witch may brew up to two potions a day (as opposed to only one)
Greater Brew Potion: A witch may brew potions of up to 6th level spells.
Probably needs to be higher up in level? I'd like a third ability around 12th or so that either cuts XP/gold costs or does 4/day. That may be a bit much though.
Everyvisage: As the druid's Thousand Faces. (alter self)
Timeless Body: As the druid's. (no aging penalties)
Coven: As the leadership feat, but only applicable to gaining witch, druid, or arcane caster followers and cohorts, also including sages specializing in the witch's sort of lore.
So, what if the character already has Leadership? It certainly doesn't stack. Does this have a precedent? I'd assume the 'true' Leadership feat will trump this one for purposes of follower/cohort types.
Tongues: As the monk's tongue of the sun and moon. (speak to any living creature)
Lasting Presence: At 15th level, recalculate the witch's maximum age. The witch's lifespan is equal to the maximum age for her race, plus the maximum die roll possible, multiplied by 5. A half-orc witch will only live till 400, a human witch will see her 550th year, while an elfin witch will meet death at 3,750 years of age, although not many choose to continue living that long.
Aging spells aside, not much of a single-campaign issue
--
Yet another take on the witch, I'm sure - I was inspired by the Prestige Bard from Unearthed Arcana - the spell school bonus/penalty brought me back to the old days. (it just *sounded* more 1e/2e.)
I'm approaching this as a druid/wizard combination, with emphasis on brewing potions, enthralling mere mortals, and blending in.
I've had to force the acquisition of druid and arcane spellcasting levels to eliminate the possiblity of someone taking all arcane caster levels, and ending up with what is essentially a d6 Wizard. :\ Got to hate the playa' here, not the game.
Mostly druidic special powers, aside from the potions and enchantment. Some was pulled from Mongoose's Quint. Witch; I didn't want a core class though, nor another spell list. Haven't seen Green Ronin's.
Anyway: Here goes, let me know what you think. I've probably got too many spellcasting levels, and should be a d4, I'm sure. But, hey. If this prestige class drowns in the river of opinion, it obviously wasn't a witch

Thanks for your comments!
Koewn
[h4]WITCH[/H4]
Hit Die: d6.
Requirements
To qualify to become a witch, a character must fulfill all the following criteria:
Skills: Knowledge (Nature) 6 ranks, Knowledge (Arcana) 6 ranks.
Feats: Brew Potion
Spells: Able to cast Charm Person and Charm Animal
Alignment: Any neutral
Class Skills
The witch's class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Concentration (Con), Craft (alchemy) (Int), Decipher Script (Int), Disguise (Cha), Diplomacy (Cha), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Initimdate (Cha), Knowledge (Nature and Arcana) (Int), Sense Motive (Cha), Speak Language, Spellcraft (Int), and Use Magic Device (Cha).
Skill Points at Each Level: 4 + Int modifier.
Code:
Lvl BAB F/R/W Special Spells
1 +0 0/0/2 Familiar/Animal Comp. +1 Existing Caster Lvl
2 +1 0/0/3 Cauldron Brew +1 Existing Caster Lvl
3 +1 1/1/3 Beguile +1 Existing Caster Lvl
4 +2 1/1/4 Wild Shape 1/day +1 Existing Caster Lvl
5 +2 1/1/4 +1 Existing Caster Lvl
6 +3 2/2/5 Greater Brew Potion +1 Existing Caster Lvl
7 +3 2/2/5 Resist Nature's Lure +1 Existing Caster Lvl
8 +4 2/2/6 Everyvisage +1 Existing Caster Lvl
9 +4 3/3/6 Wild Shape 2/day +1 Existing Caster Lvl
10 +5 3/3/7 +1 Existing Caster Lvl
11 +5 3/3/7 Timeless Body +1 Existing Caster Lvl
12 +6 4/4/8 Tongues +1 Existing Caster Lvl
13 +6 4/4/8 Coven +1 Existing Caster Lvl
14 +7 4/4/9 +1 Existing Caster Lvl
15 +8 5/5/9 Wild Shape 3/day, Lasting Presence +1 Existing Caster Lvl
Class Features
All of the following are Class Features of the witch prestige class.
Weapon and Armor Proficiency: Witches gain proficiency with no weapons or armor.
Spells per Day/Spells Known: When a new witch level is gained, the character gains new spells per day (and spells known, if applicable) as if she had also gained a level in a spellcasting class she belonged to before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained. This essentially means that she adds the level of witch to the level of some other spellcasting class the character has, then determines spells per day, spells known, and caster level accordingly. At levels defined as 'Existing Caster Lvl', the class gained is the witch's choice.
Spellcasting: A witch casts spells from the schools of Enchantment and Transmutation at +2 caster level, and Evocation at -4 caster level. Spells that are on both the Wizard/Sorceror and Bard spell list may be learned by the Witch at the lower of the two spell levels.
Familiar: As the wizard/sorceror ability.
Animal Companion: As the druid ability.
Is both too much? Only the Animal Companion makes a huge difference in combat capability, at least..
Beguile: A witch may use this supernatural ability to dominate one humanoid or animal target once per day. This action requires concentration to hold. One human target the witch gazes at must make a Will save with a DC equal to 15 + 1/2 Witch's level + the witch's charisma bonus. If the witch and the subject have a common language, she can generally force the subject to perform as she desires, within the limits of its abilities. If no common language exists, you can communicate only basic commands, such as *Come here,* *Go there,* *Fight,* and *Stand still.* She knows what the subject is experiencing, but she does not receive direct sensory input from it, nor can it communicate with her telepathically. By concentrating fully (a full-round action), she can receive full sensory input as interpreted by the mind of the subject, though it still can*t communicate with her. She can*t actually see through the subject*s eyes, so it*s not as good as being there herself, but she still gets a good idea of what*s going on. Any command that would amount to the suicide of the subject negates the effect.
Much like Dominate, but with some concentration restrictions.
Wild Shape: As the druid ability, limited to small or medium animals.
Resist Nature's Lure: As the druid ability.
Cauldron Brew: A witch may brew up to two potions a day (as opposed to only one)
Greater Brew Potion: A witch may brew potions of up to 6th level spells.
Probably needs to be higher up in level? I'd like a third ability around 12th or so that either cuts XP/gold costs or does 4/day. That may be a bit much though.
Everyvisage: As the druid's Thousand Faces. (alter self)
Timeless Body: As the druid's. (no aging penalties)
Coven: As the leadership feat, but only applicable to gaining witch, druid, or arcane caster followers and cohorts, also including sages specializing in the witch's sort of lore.
So, what if the character already has Leadership? It certainly doesn't stack. Does this have a precedent? I'd assume the 'true' Leadership feat will trump this one for purposes of follower/cohort types.
Tongues: As the monk's tongue of the sun and moon. (speak to any living creature)
Lasting Presence: At 15th level, recalculate the witch's maximum age. The witch's lifespan is equal to the maximum age for her race, plus the maximum die roll possible, multiplied by 5. A half-orc witch will only live till 400, a human witch will see her 550th year, while an elfin witch will meet death at 3,750 years of age, although not many choose to continue living that long.
Aging spells aside, not much of a single-campaign issue
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