be-Witched and be-Wildered

Cheiromancer

Adventurer
Probably my favorite home-brew class. Comments?

The Witch

Hit dice:
d4
Armor and Weapons: as a Rogue
Attacks: As a Wizard (poor BAB)
Saves: poor Fort, good Ref and Will

Skill points: 4 + Int modifier
Class skills: Bluff, Concentration, Craft, Handle Animal, Heal, Hide, Innuendo, Intimidate, Intuit Direction, Knowledge (Herbs), Listen, Move Silently, Profession, Scry, Sense Motive, Spot, Wilderness Lore.

Key ability for spells: Charisma. Spells known and cast per day – spontaneously cast, as a sorcerer, according to the following chart. Spells known must be taken from the Witch spell list.

Code:
[color=silver]
Spells per Day:
Level	0	1	2	3	4	5	6	7
1	3	1	-	-	-	-	-	-
2	3	1	-	-	-	-	-	-
3	3	2	-	-	-	-	-	-
4	3	2	1	-	-	-	-	-
5	3	3	1	-	-	-	-	-
6	3	3	2	-	-	-	-	-
7	3	3	2	1	-	-	-	-
8	3	3	3	1	-	-	-	-
9	3	3	3	2	-	-	-	-
10	3	3	3	2	1	-	-	-
11	3	3	3	3	1	-	-	-
12	3	3	3	3	2	-	-	-
13	3	3	3	3	2	1	-	-
14	3	3	3	3	3	1	-	-
15	3	3	3	3	3	2	-	-
16	3	3	3	3	3	2	1	-
17	3	3	3	3	3	3	1	-
18	3	3	3	3	3	3	2	1
19	3	3	3	3	3	3	2	2
20	3	3	3	3	3	3	3	3
		

Witch Spells Known:
Level	0	1	2	3	4	5	6	7
1	4	2	-	-	-	-	-	-
2	5	2	-	-	-	-	-	-
3	5	3	-	-	-	-	-	-
4	5	3	2	-	-	-	-	-
5	6	3	2	-	-	-	-	-
6	6	4	3	-	-	-	-	-
7	6	4	3	2	-	-	-	-
8	7	4	3	2	-	-	-	-
9	7	5	4	3	-	-	-	-
10	7	5	4	3	2	-	-	-
11	8	6	5	4	2	-	-	-
12	8	6	5	4	3	-	-	-
13	8	6	6	5	3	2	-	-
14	9	6	6	5	4	2	-	-
15	9	6	6	6	4	3	-	-
16	9	6	6	6	5	3	2	-
17	9	6	6	6	6	4	2	-
18	9	6	6	6	6	5	3	2
19	9	6	6	6	6	6	4	3
20	9	6	6	6	6	6	5	4
[/color]

Spell List:

Cantrips: Arcane Mark, Dancing Lights, Daze, Detect Poison, Ghost Sound, Inflict Minor Wounds, Light, Mage Hand, Mending, Purify Food and Drink, Prestidigitation, Resistance, Virtue
1. Bane, Cause Fear, Change Self, Charm Person, Cure Light Wounds, Curse Water, Doom, Hypnotism, Inflict Light Wounds, Obscuring Mist, Ray of Enfeeblement, Remove Fear, Sleep
2. Animal Messenger, Death Knell, Desecrate*, Detect Thoughts, Ghoul Touch, Hold Person, Lesser Restoration, Locate Object, Obscure Object, Pass without Trace, Remove Paralysis, Scare, Speak with Animals
3. Bestow Curse, Blindness/Deafness, Clairaudience/Clairvoyance, Contagion, Dispel Magic, Fly, Nondetection, Remove Blindness/Deafness, Remove Curse, Remove Disease, Slow, Speak with Dead, Water Breathing
4. Cure Critical Wounds, Divination, Discern Lies, Fear, Inflict Critical Wounds, Lesser Geas, Lesser Planar Ally, Neutralize Poison, Poison, Polymorph Other, Polymorph Self, Restoration, Sending
5. Atonement, Break Enchantment, Circle of Doom, Commune, Dominate Person, Feeblemind, Mark of Justice, Mind Fog, Nightmare, Raise Dead, Scrying, Slay Living, Unhallow**
6. Analyze Dweomer, Animate Objects, Banishment, Circle of Death, Control Weather, Eyebite, Flesh to Stone, Greater Dispelling, Legend Lore, Planar Ally, Stone to Flesh, True Seeing, Veil
7. Acid Fog, Forcecage, Greater Scrying, Heal, Insanity, Limited Wish, Regenerate, Resurrection, Sequester, Simulacrum, Teleport without Error, Vanish, Vision

* Only the secondary function works: it does not affect undead. The desecrated area becomes uncomfortable for good characters. Those in the area receive a +1 deflection bonus to AC and a +1 resistance bonus on saves. These bonuses apply only to attacks made by good creatures. While affected, the area radiates evil.
**As a Druid. Only secondary spell effects known by the witch may be chosen.

Special Abilities:
Summon Familiar: The witch may spend a feat to summon a familiar, but does not automatically gain this ability.
Witch’s mark: The witch always detects as evil (as the cleric of an evil deity, no less), no matter her actual alignment. In fact, all spells and abilities affect her and are used by her as if she were evil.
Celerity: The witch gains +1 to Spot and Listen checks, and +2 to Initiative rolls. Her base speed increases by 10’ (as a Barbarian).

Level 2: Celerity
Level 3: Sneak attack (1d6)
Level 5: Woodland Stride, +1 to Intuit Direction
Level 6: Sneak attack (2d6)
Level 8: Trackless Step, +1 to Intuit Direction
Level 9: Sneak attack (3d6)
Level 11: Poison Immunity
Level 12: Sneak attack (4d6)
Level 14: A thousand faces
Level 15: Sneak attack (5d6)
Level 17: Timeless Body (doesn’t die of old age)
Level 18: Sneak attack (6d6)

Notes:

Spot, listen, sense motive and bluff are all key abilities for the standard “fortune teller,” who needs nothing more than a few cantrips to satisfy her clients. At higher levels she has the divination abilities to actually do what she claimed to be capable of all along. Herbalism and Healing skills (not to mention some curing magic), allow the witch to fulfill the role of village healer and midwife.

Witches are exceptionally alert and quick to act. Keen senses and swift feet are often more useful in avoiding trouble than any number of spells. Furthermore, if a witch does not get the Find Familiar feat (and its virtual Alertness feat), she often gets Alertness or Improved Initiative instead. Other witches may choose metamagic or item creation feats to enhance their magical ability, or a different feat entirely.

The witch’s spell selection is rather sinister- full of curses, summonings and necromantic magic. On the other hand, her magic is surprisingly gentle- very little direct damage, and much of her magic is designed to scare off or hinder opponents, not hurt or kill them. And the harm she does can also be undone with witchcraft. Removing curses, neutralizing poison and healing disease are all well within her capacities. She can even function entirely as a medic.

A witch’s skill with healing imparts knowledge of how a living body functions- and how best to interrupt that function. Her rather weak offensive spell casting is thus supplemented with the occasional well placed dagger thrust. At higher levels she may use poison safely, and, with her mutable appearance, can be quite an effective assasin. Unfortunately, a witch has poor defensive magic, and does not have the combat effectiveness of a rogue. Remaining undetected or fleeing may well be the best way for her to survive an encounter where she cannot surprise an opponent.

Her high charisma, and ability to bluff, intimidate and sense motive make her effective in many social settings. A witch has good divination magic, and is well equipped to pry out secrets. Her magic, be it beneficial or malevolent, is well suited to the exhange of favors.

The witch’s magic is closely tied to nature. Its origins are mysterious, but probably involve the hereditary priesthood of some forgotten nature religion. Or outsider heritage. Or both. A witch’s magic is instinctive, in the blood, not the object of formal study. The witch does not get spellcraft or knowledge (arcana) as class skills. She taps into a druidic heritage and becomes a student of nature, acquiring a mutable form and, eventually, immortality. Her skills and class abilities make her at home in the wilderness.
 
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Wouldn't it be better to give them the wizards approach to memorizing spells that way the witch can actualy undo the damage she coused.
For if she is limited to the amount of spells known as is she will end up being an intergrated sorceror/rouge and I don't think that that is the idea.
IMHO changing that wil make this a balanced class.
 

Interesting. I have a class im making for my upcoming sourcebook that has a prestiege class (The Storybook Witch) and the class (Pagan).

Interesting. Can you explain why you made the witch the way you did?
 

The Witch was one of my favorite "kits" from 2e rules, second only to the Dwarven Battlerager. For me, these two kits helped to mitigate my dislike for 2e overall.

As for your take on the Witch, I like most of what you have displayed, but can't decide whether I prefer Corwyn's suggestion to learning spells versus an innate ability. Nonetheless, thanks for reviving a great character type!!
 

I wanted theis class to be primarily an uneducated class. No poring over arcane tomes, etc.. Like an adept, but with arcane, not divine magic. And not as low-powered as an adept; enough extra abilities to make it a PC class.

Weaker in magic (I try to limit high powered magic in my campaign, but I don't mind the low level stuff), so more like a bard than a sorcerer, druid or psion. Some of the charlatanry of the gypsy fortune teller or telephone psychic, but some real stuff backing it up.

A little less urban than a bard. Closer to, and more respectful of nature- so, some druidic flavor. Maybe with hints of the blair witch.

I wanted to be able to use the medieval archetypes of midwife and wise woman. I also wanted to make them prone to being misunderstood. So healing and herbalism, but also a sinister aura. Note they don't have detect evil spells- they have learned that people's alignments should be determined by their actions, not what some spell says.

If someone wants a "wicked witch" then there are enough spells of a decidedly dark flavor. If someone wants a good witch, they can do that too.

I think the sneak attack stuff is actually from Dune- the Bene Geserit and the Gom Jabar (sp?). Also, it amused me to give attack abilities to a class which is so badly suited for combat- the Barbarian's speed and the rogue's sneak attack seem to clash in just the right way with the witch's BAB and hit dice.

And I like their limited spell-list. A few wizard spells, a few cleric spells, a few druid spells. If they could learn extra spells like a wizard, all witches would know the same thing- unless one greatly expanded the spell list. And they'd need to get Spellcraft and Knowledge: Arcana, too. But if I did all that, I would have to limit their other powers in compensation.

How would other people handle their spell preparation and selection?
 


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