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.
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.
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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