
Bolton Reid |

I was waiting for everyone to reconvene. Seems everyone has been busy with other things in their life. It being an Herb Witch archetype is my only real input. I can put something together on Tuesday, but probably not until then.

Bolton Reid |

Sorta threw this together using another lvl 5 witch as the basis. Spells she has prepared aren't necessarily all she knows.
Crice, the Witch CR 4
XP 1,200
Female human witch (herb witch) 5
CN Medium humanoid (human)
Init +1; Senses Perception +5
DEFENSE
AC 13, touch 12, flat-footed 11 (+1 armor, +1 Dex, +1 dodge)
hp 23 (5d6)
Fort +3, Ref +2, Will +5
Resist cold 5
OFFENSE
Speed 30 ft.
Melee mwk dagger +2 (1d4–1/19–20)
Witch Spells Prepared (CL 5th; concentration +9)
3rd—bestow curse, remove curse
2nd—hold person (DC 16), mirror image, false life
1st—chill touch (DC 15), unseen servant, diagnose disease, sleep (DC 15)
0 (at will)—daze (DC 14), detect magic, ray of frost, read magic
STATISTICS
Str 8, Dex 13, Con 10, Int 18, Wis 12, Cha 14
Base Atk +2; CMB +1; CMD 12
Feats Brew Potion, Combat Casting, Dodge, Great Fortitude
Skills Bluff +7, Diplomacy +7, Intimidate +10, Knowledge (arcana) +12, Knowledge (nature) +11, Perception +5, Ride +7, Spellcraft +12, Profession (Herbalism) +14
Languages Common, Dwarven, Elven, Orcish, Goblin
SQ Herb Lore, Witch's Caludron, disguise, witch’s familiar (toad)
SPECIAL ABILITIES
Herb Lore (Ex)
Herb witches are masters of herbalism, and can use their herbs to duplicate many of the effects of alchemy, as well as craft tinctures of their own. An herb witch can attempt a Profession (herbalist) check in place of any Craft (alchemy) check and gains a bonus on Profession (herbalist) checks equal to half her class level.
In addition, herb witches are adept at brewing thick herbal cure-alls called remedies. An herb witch prepares her remedies while communing with her familiar and can prepare a number of remedies equal to 3 + her Intelligence modifier (minimum 1 remedy). A remedy becomes inert if it leaves the herb witch’s possession, reactivating as soon as it returns to her keeping. A witch can never have more remedies than 3 + her Intelligence modifier.
As a standard action, the herb witch can administer a remedy to herself or a creature within reach. This consumes the remedy, and the herb witch attempts a Profession (herbalist) check against the save DC of any one disease or poison currently afflicting the consumer. If the check is successful, the effect immediately ends. If the disease or poison doesn’t allow saving throws, the remedy is ineffective.
An herb witch can also use a remedy to attempt to end the blinded, deafened, fatigued, nauseated, or sickened conditions. This requires a Profession (herbalist) check with a DC equal to the spell or effect that caused the condition, or a DC 25 check if the condition was caused by an effect that doesn’t allow for a saving throw. If successful, the condition ends. Only a single condition, disease, or poison can be removed with each application of a remedy.
This replaces the witch’s hex gained at 1st level.
Witch's Cauldron (Gains Brew Potion)
Disguise: As disguise self spell, up to 5 hours per day.