Priestess of the Seven Covens

Xath

Moder-gator
Prestige Class – Priestess of the Seven Covens

Witches are an insular, secret lot, rarely offering knowledge of their unique abilities to outsiders unaware of their craft. Often masquerading as druids or clerics, centuries of persecution have driven practitioners of their natural art into obscurity.

Grouped in secret covens around the world, witches continue practicing the magic so many of them have died for, often aiding the communities surrounding them in subtle ways.

Even solitary practitioners are linked to a coven, required to travel to their sisters once every month to participate in circle rituals and merrymaking. This practice serves to strengthen the bonds of sisterhood, preventing many witches from traveling down dark paths.

Due to the necessary secrecy surrounding their art, witches employ a hierarchal structure of command designed to protect witches from those who do not understand the delicate balance their magics strive to maintain. One witch from each coven, chosen from the most powerful and diplomatic of their members, serves as Crone, issuing judgments and advice on complaints brought by other coven members, presiding at initiations and ceremonies, and overseeing the correct use of witchcraft in accordance with the spirit of the world, maintaining balance. The Seven Crones, ruling separately over their covens and conferring with the Council for decisions that will impact all, ensure peace, prosperity and secrecy for all witches.

In a world such as this, peace and prosperity are far from guaranteed. Though witches hide from the world that shuns their art and their very existence, they do not deny that they are a part of it. While the Seven Crones are more than capable of maintaining the stability of their society during peacetime, the nature of their joint rule makes it difficult in times of chaos to maintain the correct path. In times of great need a new champion of their cause is called to task, though this event is rare. Only twice in recorded memory has the Spirit of the World required the Seven to call a champion to lead them, known as the Priestess of the Seven Covens.

When auguries suggest that this new champion must be called, the Seven meet secretly. The Ritual of the Priestess begins. After a week of offerings, fasting, prophesying, and communing with the Spirit of the World, the Seven are granted a vision of the one who is to be their leader in times of war, their liaison with the other kingdoms, and keeper of the Creed. Uniting the witches of the world, the Priestess of the Seven Covens is usually a witch in possession of strangely intuitive knowledge regarding the inner workings of witchcraft, a deep connection to the spirit of nature, and strong spell-casting abilities. A living embodiment of the spirit all witches follow, the Priestess of the Seven Covens is both battle mistress and spiritual leader, imbued with the power and resilience of her people. She is a formidable foe to those who would destroy her people, and a warm, nurturing presence to those under her care. Acting as liaison to the outside world, the Priestess of the Seven Covens determines what path her people will follow in these dark times, protecting when she can and destroying only when she must.

HD: d8

Requirements
To qualify to become a Priestess of the Seven Covens, a character must fulfill all of the following requirements:
Skills: Knowledge (Nature) 13 ranks, Spellcraft 7 ranks, Diplomacy 7 ranks
Spells: The character must be able to cast 7th level spells.
Special: The character must be an elected leader within the seven covens.

Class Skills
The class skills of the Priestess of the Seven Covens are Concentration (Con), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (All skills taken individually) (Int), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), Survival (Wis)

Skill Points at each level: 4 + Intelligence Modifier.

Level BAB Fort Ref Will Special Spell
1 +0 +0 +0 +2 Leadership, Lore +1 Level of Existing Class
2 +1 +0 +0 +3 Lead the Circle +1 Level of Existing Class
3 +1 +1 +1 +3 Natural Magic +1 Level of Existing Class
4 +2 +1 +1 +4 Master of the Circle+1 Level of Existing Class
5 +2 +1 +1 +4 One with Nature +1 Level of Existing Class


Class Features

Weapon and Armor Proficiency
Priestesses of the Seven Covens gain no proficiency with any weapon or armor.

Spells Per Day/Spells Known
At each priestess level, the character gains new spells per day (and spells known, if applicable) as if she had also gained a level in a spellcasting class to which she belonged before adding the prestige class. She does not, however, gain any other benefit a character of that class would have gained (class abilities, metamagic or item creation feat, or the like). If the character had more than one spellcasting class before becoming a priestess, the player must decide to which class to add each spell level for determining spells per day, spells known, and overall caster level.

Leadership
At 1st level, a Priestess of the Seven Covens gains Leadership as a feat.

Lore
At 1st level, a priestess gains the ability to know legends or information regarding various topics, just as a bard can with bardic knowledge. The priestess adds her level and her Intelligence modifier to the lore check, which functions otherwise exactly like a bardic knowledge check.

Lead the Circle
At 2nd level, a priestess becomes a stronger circle caster. When a priestess of the seven covens joins a circle ritual (as in The Witch’s Handbook), treat her caster level as being two higher then it actually is.

Natural Magic
For the purpose of Ritual Circle Magic and magic items, the priestess’ spells are a mixture of arcane and divine energies and may be considered both arcane and divine spells. This does not effect the caster’s spell list or spell failure.

Master of the Circle
A priestess truly brings out the best in others’ abilities. Beginning at 4th level, when a priestess of the seven covens leads a circle magic ritual, treat each member of the circle as though her class level was two higher.

One with Nature
At 5th level, a priestess becomes a magical creature. She is forevermore treated as an outsider rather than as a humanoid (or whatever her creature type was) for the purpose of spells and magical effects. Unlike other outsiders, the priestess can still be brought back from the dead as if she were a member of her previous creature type. In addition, the witch’s life-span is significantly extended. Treat her age categories and maximum age as though they were multiplied by four.
 

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It's a no-brainer for Wizards; not terribly hard for Sorcerers (for whom it would be a no-brainer if it were easier to qualify); it's a strong choice for Clerics; it's a no-brainer for Cloistered Clerics; for Druids it's a tough choice.

The pre-reqs are minimal. For a Wizard or Cloistered Cleric, they're trivial.

Full spellcasting AND a bunch of goodies? That's a big red flag. I don't actually know how good the goodies are, but still... it's basically something for nothing.

Leadership: don't give feats. Require them as prerequisites.

In fact, the benefits seem rather small. Perhaps you could just roll these circle magic thingies into a couple of "Prestige Feats"?


Seven Coven Initiate
Prerequisites: Ability to cast 7th level spells, Kn(nature) 13 ranks, approval of Witch Coven
Benefit: When you join a circle ritual (as in The Witch’s Handbook), treat your caster level as being two higher then it actually is. Additionally, for the purpose of Ritual Circle Magic and magic items, your spells are a mixture of arcane and divine energies and may be considered both arcane and divine spells. This does not affect your spell list or spell failure.

Seven Covens Priestess
Prerequisite: Leadership, Seven Coven Initiate
Benefit: When you lead a circle magic ritual, treat each member of the circle as though her class level was two higher.

Seven Covens Lore
Prerequisite: Seven Covens Initiate
Benefit: Lore, like a Bard, but count all your class levels.

Cheers, -- N
 

I designed this PrC for a woman in my group who is playing a Witch base class from the Quintessential Witch. If the pre-requisites for the class specified that the caster must be a witch, would that make the class more balanced?
 

Xath said:
I designed this PrC for a woman in my group who is playing a Witch base class from the Quintessential Witch. If the pre-requisites for the class specified that the caster must be a witch, would that make the class more balanced?
I don't have that book, and thus can't answer given only this information.

What's she giving up by taking the PrC? How harsh are the pre-reqs for a Witch?

Cheers, -- N
 

She's giving up the ability to Alter Self at will, a Fascinate ability, a bonus feat, and another use/day of wildshape. I think the Mongoose base class isn't particularly balanced as-is, so I had difficulty guaging based off of that.

As for the circle-magic, it's more for RP purposes than game mechanic.
 

Xath said:
She's giving up the ability to Alter Self at will, a Fascinate ability, a bonus feat, and another use/day of wildshape. I think the Mongoose base class isn't particularly balanced as-is, so I had difficulty guaging based off of that.

As for the circle-magic, it's more for RP purposes than game mechanic.
Huh. So she's giving up little, and getting little... er, that seems fine then.

If circle-magic has no game mechanic, how does a "level increase" do anything at all?

Mildly confused, -- N
 

Nifft said:
Huh. So she's giving up little, and getting little... er, that seems fine then.

If circle-magic has no game mechanic, how does a "level increase" do anything at all?

Mildly confused, -- N

It does have a game mechanic. Essentially, you pick any spell you can cast. You spend a bunch in material components and xp, and you take a long time to cast a spell (5 minutes - several hours). Then you get extra "points' that you can use to increase the caster level or save DC of the spell.

The reason I said it has little mechanical value is within the scope of our campaign. Our sessions tend to be mostly fights, and those interested in RP (which this would fall under) generally end up doing it over email between sessions. Much of the group is very hack-n-slash happy. This player happens to really like RP and wants a class that will accentuate that.
 

Xath said:
The reason I said it has little mechanical value is within the scope of our campaign. Our sessions tend to be mostly fights, and those interested in RP (which this would fall under) generally end up doing it over email between sessions. Much of the group is very hack-n-slash happy. This player happens to really like RP and wants a class that will accentuate that.
Caster level is nice for stuff like animate dead and create (greater) undead. Caster level is vital for the planar binding spells, and very nice for gate. Also benefiting are spells like commune where your bang per buck ratio increases with caster level.

Cheers, -- N
 

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