Witch (Base Class)
Alignment: CG, CE, LG, LE (?neutral alignments?)
Hit Die: d6
Class Skills: Bluff, Concentration, Craft, Disguise, Handle Animal, Heal, Hide, Intimidate, Knowledge (Arcana), Knowledge (Nature), Listen, Move Silently, Profession, Sense Motive, Spellcraft, Survival
Skill Points at 1st Level: (4 + INT modifier) x 4
Skill Points at Each Additional Level: 4 + INT modifier
|1st||+0||+2||+0||+2||Summon Familiar, Aura of (alignment), Detect (opposite alignment), Smite (opposite alignment) 1x/day|
|2nd||+1||+3||+0||+3||Divine Grace, Lay On Hands (good)/Deadly Touch (evil)|
|3rd||+1||+3||+1||+3||Aura of Resolve(CG)/Despair(LE)/Debilitation(CE)/Courage(LG)|
|5th||+2||+4||+1||+4||Smite (opposite alignment) 2x/day|
|6th||+3||+5||+2||+5||Remove(good)/Cause(evil) Disease 1x/week|
|9th||+4||+6||+3||+6||Remove(good)/Cause(evil) Disease 2x/week|
|10th||+5||+7||+3||+7||Smite (opposite alignment) 3x/day|
|12th||6/1||+8||+4||+8||Remove(good)/Cause(evil) Disease 3x/week|
All of the following are class features of the witch.
Weapon and Armor Proficiency: Simple weapons; not proficient with armor or shields.
Spells: A witch casts arcane spells which are drawn primarily from the witch spell list. She can cast any spell she knows without preparing it ahead of time, the way a wizard or a cleric must (see below).
To learn or cast a spell, a witch must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a witch’s spell is 10 + the spell level + the witch’s Wisdom modifier.
Like other spellcasters, a witch can cast only a certain number of spells of each spell level per day. For fer base daily spell allotment use Table: The Sorcerer. In addition, she receives bonus spells per day if she has a high Wisdom score.
A witch’s selection of spells is extremely limited. A witch begins play knowing four 0-level spells and two 1st-level spells of your choice. At each new witch level, she gains one or more new spells as would a sorcerer, as indicated on Table: Sorcerer Spells Known. (Unlike spells per day, the number of spells a witch knows is not affected by her Wisdom score; the numbers on Table: Sorcerer Spells Known are fixed.) These new spells can be common spells chosen from the witch spell list, or they can be unusual spells that the witch has gained some understanding of by study. The witch can’t use this method of spell acquisition to learn spells at a faster rate, however.
Upon reaching 4th level, and at every even-numbered witch level after that (6th, 8th, and so on), a witch can choose to learn a new spell in place of one she already knows. In effect, the witch “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level sorcerer spell the witch can cast. A witch may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that she gains new spells known for the level.
Unlike a wizard or a cleric, a witch need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her spells per day for that spell level. She does not have to decide ahead of time which spells she’ll cast.
Familiar: A witch can obtain a familiar. Doing so takes 24 hours and uses up magical materials that cost 100 gp. A familiar is a magical beast that resembles a small animal and is unusually tough and intelligent. The creature serves as a companion and servant.
The witch chooses the kind of familiar she gets. As the witch advances in level, her familiar also increases in power.
If the familiar dies or is dismissed by the witch, the witch must attempt a DC 15 Fortitude saving throw. Failure means she loses 200 experience points per witch level; success reduces the loss to one-half that amount. However, a witch’s experience point total can never go below 0 as the result of a familiar’s demise or dismissal. A slain or dismissed familiar cannot be replaced for a year and day. A slain familiar can be raised from the dead just as a character can be, and it does not lose a level or a Constitution point when this happy event occurs.
A character with more than one class that grants a familiar may have only one familiar at a time.
Aura of (alignment) (Ex): The power of a witch’s aura (see the detect (alignment) spells) is equal to her witch level, just as with the aura of a cleric of a good/evil deity.
Detect (opposite alignment) (Sp): At will, a witch can use detect (opposite alignment), as the spell.
Smite (opposite alignment) (Su): Once per day, a witch may attempt to smite a creature of their opposing alignment (good or evil) with one normal melee attack. This ability is otherwise identical to the standard paladin’s ability to smite evil. This increases to 2x/day at 5th level and 3x/day at 10th level.
Divine Grace (Su): At 2nd level, a witch gains a bonus equal to her WIS bonus (if any) on all saving throws.
Lay on Hands/Deadly Touch (Su): Beginning at 2nd level, a good witch with a WIS score of 12 or higher can heal wounds (her own or those of others) by touch. Each day she can heal a total number of hit points of damage equal to her witch level × her WIS bonus. A witch may choose to divide her healing among multiple recipients, and she doesn’t have to use it all at once. Using lay on hands is a standard action. An evil witch can cause wounds with a successful touch attack. Each day she can deal a total number of hit points of damage equal to her witch level x her Wisdom bonus. An opponent subjected to this attack can make a Will save (DC 10 + 1/2 paladin level + witch’s WIS modifier) to halve the damage dealt.
Alternatively, a good witch can use any or all of this healing power to deal damage to undead creatures. Using lay on hands in this way requires a successful melee touch attack and doesn’t provoke an attack of opportunity. The witch decides how many of her daily allotment of points to use as damage after successfully touching an undead creature. An evil witch can use any or all of this power to cure damage to undead creatures, just as an inflict wounds spell does. This power otherwise functions identically to the paladin’s lay on hands ability.
Remove/Cause Disease (Sp): At 6th level, a good witch can produce a remove disease effect, as the spell, once per week. An evil witch can inflict disease with her touch (as the contagion spell) once per week. She can use this ability one additional time per week for every three levels after 6th (twice per week at 9th, three times at 12th, and so forth).