The Witch Request Thread


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mdt wrote:
A potion of Hero's Feast makes sense, a potion of ... Miracle doesn't. :)

Miracle Max would disagree with you. :)

(Miracle Max is so totally a witch, for the record)

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Of the new 6 base classes, I think the alchemist will be the potion master. It might be a secondary schticht for the witch. I think her main schticht is going to be her unique mixture of arcane and divine spells, curses, and familiars.

That being said, what would be a cool alternative to a witch's familiar? Ripping off the arcane bond object from the wizard seems a bit rip offy to me. Maybe a "temporary" magic item with a 24 hour duration?

And are you more likely to get Gummi Bear Juice from an alchemist or a witch?

Do you think the witch is (or should be) getting a list of bonus spells and powers based on her choice of familiar? Do you think she'll be getting other boosts based on the type of familiar chosen? For example, a Weasel Familiar grants a +2 to Reflex Saves. Will a Weasel Witch get Evasion? A Toad grants +3 hit points. Will a Toad Witch get an additional +1 hit point per level?

Do you think a witch should prepare spells like a wizard, cast spontaneously from selected spells learned like a sorcerer, or have a restricted spell list she can cast freely from like a beguiler or warmage? Or something more exotic, like a shadowcaster's mystery paths or skill-based magic like a truenamer?

How about a unique spell list based on familiar type? A ceremony could be done to change the witch's familiar, and thus the types of spells she casts. For example, she'd bind herself to a Cat familiar if she wants to specialize in curses, but choose an Owl familiar if she needs divinations, a Rat familiar if she wants to spread some plagues, or a Toad familiar if she wants transmutations.

Silver Crusade

Pathfinder Adventure Path Subscriber

I'm glad to see there will be options for multiple witchy flavours, I hope that these flavours will be as diverse as playing an illusionist is to playing an evoker.


Zurai wrote:
mdt wrote:
A potion of Hero's Feast makes sense, a potion of ... Miracle doesn't. :)

Miracle Max would disagree with you. :)

(Miracle Max is so totally a witch, for the record)

Haha miracle max.. Why would you want me to to help up? I'll probably kill the guy you want me to miracle.

He's already dead.

Oh well, then bring him on in.


1) Potions. Possibly also a non-standard mechanic for Witch specific potions as mentioned a few times up-thread. Magic Cauldrons would be a neat aspect to work with, not sure how that would play out for an adventurer but it would be cool.

2) Familiars - no not like Wizard familiars but more like a lesser demon in cat form, or a tree spirit in owl form for the white Witches. Something the Witch really relies on and something that is more powerful than a Wizard's traditional familiar. They Witch may have to commune with this Familiar to gain their spell power for the day.

3) Some ability to fly, either by broom or polymorphing into something that can fly (Raven/Bat/Owl/maybe even a Dragon at high lvls who knows).

4) POISON USE - I was reading this and hoping someone would say it. Dennis da Ogre nailed it - definitely give them poison use. This could also tie in with their Potion making and Cauldron.

5) A Bard-like hex effect would be cool, especially since they will probably have a limited spell selection and spells known.

6) True curses, the ones that may take a day or more to cast but are seriously nasty, with some mechanic for cursing people who are at a very long range. Maybe they could curse through Scrying or some other method of long range targeting. They should probably cast curses from a spell book, or rather a Book of Curses, possibly brewing them in a cauldron and employing poisons and other things as material components of the curse.

7) Divination - Not just True Strike or Scrying divination, like summoning your dead relative's spirits and learning little bits about your past and future type divination.

8) Connection to Nature - They should be less arcane/divine and more to do with nature, whether embracing it or perverting it for evil. This also plays into Poison Use and herbalism for healing/hurting. Also this would include a natural connection with rodents, cats, spiders, ravens/crows, owls, bats, etc.

9) Limited selection of actual spells - Necromancy, Divination, Illusion, Enchantment, Polymorph (to include Baleful Polymorph), and a few schools from Druid/Cleric spell lists mostly having to do with light healing and summoning/controlling nature. I would probably make their actual spell list spontaneous. Instead of having to wake up and study a spell book to memorize their spells I would have them commune with their familiar to gain spell power for the day.

I think that just about does it for my 2cp. I look forward to seeing future PF products.

::EDIT::

For #9) possibly base schools available on whether they are a good witch or a bad one. Like Evil get Necromancy, while Good get Abjuration and the like.

10) A wand - Not like a 50 charges wand (although I suppose it could be enchanted) but like a Divine Focus for their spells and a possible alternate Material Component as well. Also it would be something to stir the cauldron with and could possibly grow into a broom and be used to fly.


Shadowlord wrote:


2) Familiars - no not like Wizard familiars but more like a lesser demon in cat form, or a tree spirit in owl form for the white Witches. Something the Witch really relies on and something that is more powerful than a Wizard's traditional familiar. They Witch may have to commune with this Familiar to gain their spell power for the day.

I like this. Not the demon in disguise bit, unless she's evil. But, the communing with her familiar to get her spells. That's a great mechanic, and totally different from the other classes. Commune for one hour per day, any time, but no more than once per day, and at least 8 hours between communes.


Shadowlord wrote:

1) Potions. Possibly also a non-standard mechanic for Witch specific potions as mentioned a few times up-thread. Magic Cauldrons would be a neat aspect to work with, not sure how that would play out for an adventurer but it would be cool.

2) Familiars - no not like Wizard familiars but more like a lesser demon in cat form, or a tree spirit in owl form for the white Witches. Something the Witch really relies on and something that is more powerful than a Wizard's traditional familiar. They Witch may have to commune with this Familiar to gain their spell power for the day.

3) Some ability to fly, either by broom or polymorphing into something that can fly (Raven/Bat/Owl/maybe even a Dragon at high lvls who knows).

4) POISON USE - I was reading this and hoping someone would say it. Dennis da Ogre nailed it - definitely give them poison use. This could also tie in with their Potion making and Cauldron.

5) A Bard-like hex effect would be cool, especially since they will probably have a limited spell selection and spells known.

6) True curses, the ones that may take a day or more to cast but are seriously nasty, with some mechanic for cursing people who are at a very long range. Maybe they could curse through Scrying or some other method of long range targeting. They should probably cast curses from a spell book, or rather a Book of Curses, possibly brewing them in a cauldron and employing poisons and other things as material components of the curse.

7) Divination - Not just True Strike or Scrying divination, like summoning your dead relative's spirits and learning little bits about your past and future type divination.

8) Connection to Nature - They should be less arcane/divine and more to do with nature, whether embracing it or perverting it for evil. This also plays into Poison Use and herbalism for healing/hurting. Also this would include a natural connection with rodents, cats, spiders, ravens/crows, owls, bats, etc.

9) Limited selection of actual spells - Necromancy, Divination, Illusion,...

What about some really nasty unique spells nasty nasty debuffs but their target is personal. Noone would ever cast it, but they could brew it into a potion and throw it at their opponents. Could be interesting to dominate a witch and have them cast those spells on themselves.


grasshopper_ea wrote:
What about some really nasty unique spells nasty nasty debuffs but their target is personal. Noone would ever cast it, but they could brew it into a potion and throw it at their opponents.

I would throw this into a combination of point 5 and 6 in my post. I think those would fall under True Curses (except the range=personal part) and I would probably let them brew their True Curses into potions.

mdt wrote:
I like this. Not the demon in disguise bit, unless she's evil. But, the communing with her familiar to get her spells. That's a great mechanic, and totally different from the other classes. Commune for one hour per day, any time, but no more than once per day, and at least 8 hours between communes.

Yeah that is what I was thinking. Thanks. Oh, and I did include the possibility of a Nature Spirit familiar for good Witches.


insaneogeddon wrote:
Cool unique assorted witch abilities would have to be: removing ones eye to spy, potion use, western hex or eastern evil eye type curse mechanic, some sort of flight via a proxy object ability (be it a broom or a carpet or a house if your powerful enough or some other dead organic type thing), an extra nipple with which to feed your familiar and gain power and see what your familiar saw, a cauldron that can melt anything, immunity to disease (yet still visually effected and a carrier), the ability to steal breath from sleeping/unconscious people, being considered a friend/unhassled by all vermin, the ability to bestow your consciousness into other things and ride along (making occasional suggestions), some abilities limited too or some bonus at night doubled on the full moon, maybe an immunity to lycanthropy and a hate or kinship and the ability to curse people with it, the ability to network with other witches in series.. thats all I can storm up.

I like this for a Witch especially this part'an extra nipple with which to feed your familiar and gain power and see what your familiar saw,' at least for 'Evil'/Chaotic Neutral Witches/Warlocks with lesser Demon/Elemental based familiars.It fits the whole mythology of Witches thing.

Dark Archive

Lucifer Draconus II wrote:
I like this for a Witch especially this part'an extra nipple with which to feed your familiar and gain power and see what your familiar saw,' at least for 'Evil'/Chaotic Neutral Witches/Warlocks with lesser Demon/Elemental based familiars.It fits the whole mythology of Witches thing.

Even a good witches otherworldly advisor might require some sort of sustenance from the witch to stay 'on this side.' Perhaps her 'cat' sits on her chest as she sleeps, 'stealing her breath' to sustain it's presence in this world (causing her to gain no healing benefit that night, or to awaken fatigued due to 'suffocation dreams'). Perhaps the celestial entity has to dissolve into glowing mist and seep into it's master's body, leaving him cold and hungry as it taps into his own vigor to empower it's own positive-energy-fueled life-force, so that he must constantly eat twice as much food just to keep up.


I would recommend the book 'Welsh Witches and Warlocks' by Jane Pugh (ISBN 0 86381 068 3), if a copy can be found on Amazon, to the Paizo design team.
However, as a brief summary, Welsh witches typically display:

  • (if evil) vulnerability to iron, occasionally to silver, and to blessed/holy items. These items can protect against their magic and neutralise (sometimes even permanently) their ability to work spells against victims who manage to draw their blood.
  • the power to 'curse' targets, rooting them to the spot, making them behave strangely, or apparently inflicting them with wasting diseases. Some of this may be hypnosis related. At other times it may involve folding up pieces of paper with curses/charms written on them and planting them somewhere near a victim/area to be cursed, or travelling to a special 'cursing well' site to remotely apply a curse. Removing such curses can involve finding a piece of paper a curse is written on and destroying it, placing 'countercharms' on pieces of paper/objects, or forcing the witch to say 'god's blessing' upon a victim. Killing a witch is not guaranteed to end such a curse, and may just make it worse (or entail its own curse for the slayer).
  • the power to change shape into mundane creatures, often a hare. Injury by items to which they are vulnerable (typically in the form of silver shotgun pellets from a tormented farmer or his friends) whilst in such a shape often means that once the witch resumes their normal form, they are unable to change shape again.
  • divination. Some Welsh witches can predict the future, speak with the spirits of the dead, or carry out a sort of 'object reading' by handling an object or visiting a place.
  • the ability to call off or exorcise demons/the devil. Evil witches can call up the devil and argue with him to get him to call off his minions from harrassing someone. Good witches can go for straight out exorcism attempts to send a hostile spirit back to its grave (if the ghost of an evil man who is now a demon), trap a spirit and 'bottle it up' for an indefinite period of time/until a fixed task has been carried out ('remain on this lake bed until you have counted every grain of sand'), or send it back to hell.

    The implication of some of the stories seems to be that when dealing with at least an evil witch/warlock, due to their unholy pacts with evil forces you cannot harm her/him without a material to which they are specifically vulnerable.

    Most witches who have made pacts with the devil forfeit their souls to him upon their deaths and attempts to bury them on consecrated ground results in plagues of frogs, unnatural storms, etc to hamper the efforts of those at the funeral - although if the attempted interment succeeds it might in some cases successfully void the pact with Satan and save the soul from an afterlife in Hell.


  • I played a Green Ronin version of the Witch that was spot on. The class included familiars, bonus feats that had to be metamagic or item creation ones, simple weapon prof, good will save, and sorcerer BAB. The book included feats and prestige classes in tone with what everyone is wanting. Can't wait to see the PFRP version, cause I love witches ever since Dungeon magazine published the rules for 1st edition soooo long ago.


    To add to my previous post, I would like to see different styles of witch available with powers, resistances, and even spell-lists varying much more than bloodline/domain/school choices cause with the current crop of arcane/divine casters. Maybe (if it wouldn't complicate things too much and be too difficult to balance everything, mechanically) break the witch spell lists up by spheres, as with the 2nd edition AD&D clerics and druids, with access depending on which style/type of witch the witch is. Witches with access to only a few weak spheres have much more impressive 'innate' powers, whilst those with broad spell choices only get a few weak powers/abilities.


    The second poster Lord Gadigan made a very good point that any spell list should be tied in a specific way to the existing lists (e.g: all transmutation, enchantment, necromancy spells that don't command undead) this allows divine AND arcane.

    More importantly it allows for growth in latter products without additional power creep or power loss dependant on specific creators or editors opinion of the witch.

    It ALSO means if the class is not widely popular (ala hexblade) those few that LOVE it still get support irrelevant of market demands.


    insaneogeddon wrote:

    The second poster Lord Gadigan made a very good point that any spell list should be tied in a specific way to the existing lists (e.g: all transmutation, enchantment, necromancy spells that don't command undead) this allows divine AND arcane.

    More importantly it allows for growth in latter products without additional power creep or power loss dependant [sic] on specific creators or editors opinion of the witch.

    It ALSO means if the class is not widely popular (ala hexblade) those few that LOVE it still get support irrelevant of market demands.

    This would avoid a lot of problems down the road. An elegant solution for this situation and I believe for many other spell-casting classes.


    Erik Mona wrote:
    There will not be a gender requirement for the class. We will likely mention that male witches are sometimes called warlocks, but that's about it. The iconic witch is female.

    Hi Erik,

    Do you guys have any plans to work on a variant of the Warlock class from D&D 3.5? If so, saying male Witches are sometimes called Warlocks may cause a bit of confusion.

    As an aside, in the modern Pagan community, Witch applies to both genders. The use of 'Warlock' is considered a Christian label and is viewed somewhere from 'inaccurate' to 'insulting'. I'm not saying you guys need to be culturally sensitive to modern witches... just giving you a heads-up. 'Mythologically', I don't know how recently Warlock has been used as a male counterpart to Witch. Historically, Warlock - in direct conjunction with Witch - has it's earliest documented link around 1460 (accord to the OED). Just an FYI.

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    1568 according to a different source. Interesting, I didn't realize the etymology was so far off from the apparently-obvious.


    stormraven wrote:

    Do you guys have any plans to work on a variant of the Warlock class from D&D 3.5?

    They can use the name warlock but they can'y use the class from 3.5 since is closed content


    I have to disagree with those that want the witch's spell list to be defined by certain schools from certain classes for the like. While I understand how this would make it easier to maintain the class in supplements and third party material, I think it could take some of the unique flavor away from the class compared to a hand created and picked listed of spells.

    Dark Archive

    stormraven wrote:
    Do you guys have any plans to work on a variant of the Warlock class from D&D 3.5? If so, saying male Witches are sometimes called Warlocks may cause a bit of confusion.

    Given the history, I would strongly prefer if male witches were just called 'witches.' (Or possibly 'man-witch,' if I'm in a puckish mood.)

    For a Pathfinder flavored Warlock, I'd probably go with a couple of Feats to enhance the 'blast-y' spell-like ability of an Aberrant, Celestial or Elemental Sorcerer or Conjuration, Evocation or Transmutation Wizard to allow them first unlimited uses per day of their blast power, and then increased dice of effect. Perhaps a Prestige Class would work well for this sort of thing, sacrificing some spellcasting ability for enhanced use of Bloodline / Specialization powers (or Domain powers for an Air, Earth, Fire, Water, etc. Cleric). Perhaps, instead of blanket increases, the PF Bloodline Specialist dude can sacrifice spells to enhance their Bloodline / Specialty powers, giving them much more limited use of their biggest blasts than a WotC Warlock.

    Grand Lodge

    mdt wrote:


    4) BROOMS! The ability to use a broom to fly. I know most classes don't get flight by default, but a 10th level witch who can fly on her broom is not a big huge jump, and fits the class very well.

    That's it for now, hope this helped.

    I was really on board with you until the last part. Brooms are cheesy. everyone knows that true old school witches used a flying potion they smeared all over their bodies and flew sky-clad...i.e. naked!


    LazarX wrote:
    mdt wrote:


    4) BROOMS! The ability to use a broom to fly. I know most classes don't get flight by default, but a 10th level witch who can fly on her broom is not a big huge jump, and fits the class very well.

    That's it for now, hope this helped.

    I was really on board with you until the last part. Brooms are cheesy. everyone knows that true old school witches used a flying potion they

    smeared all over their bodies and flew sky-clad...i.e. naked!

    We're going for mythos, not semi-reality...

    Besides, think about the evil witches, do you really want to see warty hags flying around sky-clad?


    LazarX wrote:
    mdt wrote:


    4) BROOMS! The ability to use a broom to fly. I know most classes don't get flight by default, but a 10th level witch who can fly on her broom is not a big huge jump, and fits the class very well.

    That's it for now, hope this helped.

    I was really on board with you until the last part. Brooms are cheesy. everyone knows that true old school witches used a flying potion they smeared all over their bodies and flew sky-clad...i.e. naked!

    Yeah.

    bonus feat, brew potion


    tejón wrote:
    1568 according to a different source. Interesting, I didn't realize the etymology was so far off from the apparently-obvious.

    According to the OED - there are about 7 different ways of using Warlock... from 'liar' to 'sorcerer' to 'Devil's compatriot' to 'male witch'. I can't remember which derivation had the 1568 source... but I did note the date in passing. In the entry associated clearly with witch - it was the 1400's date. Warlock as synonymous with Liar had one of the oldest derivations, the OED pegged a source at 900CE.


    I don't have a lot of must have I would like male witches to be called witches , I would also like to not have demonic or devil worshiping witches be default


    As far as potions go, what if, instead of selecting from the spell list, the effects were like a class feature (like bardic music, etc.), unique effects only available to the witch, and limited per day by a stat mod, or something. If the effects were subtle, and unique to the class, then the witch would less likely step on the toes of others that can craft potions.

    If it was more like an added bonus to the class, rather than an integral component, then you could chose not to focus on it, and you would still be effective, and those who can craft potions could still be flashy.


    Mr. Subtle wrote:

    As far as potions go, what if, instead of selecting from the spell list, the effects were like a class feature (like bardic music, etc.), unique effects only available to the witch, and limited per day by a stat mod, or something. If the effects were subtle, and unique to the class, then the witch would less likely step on the toes of others that can craft potions.

    If it was more like an added bonus to the class, rather than an integral component, then you could chose not to focus on it, and you would still be effective, and those who can craft potions could still be flashy.

    How does a witch brewing a potion step on the toes of another class. EVERY caster class can brew potions. Paladins and rangers can brew potions.

    Edit: The only classes that can't brew potions are rogues, barbarians, and fighters.


    Because, if mostly everyone can brew potions (assuming the artificer will be also) then it's nothing special, if the witch had a different take on that, it would be interesting, anyway, just an idea.

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    Arguably, a rogue with Minor Magic can brew potions. He has a caster level for that spell-like ability, and you can take +5 on the DC to brew a potion without knowing the spell.

    Anyway. The toes which would upon be stepped are those of the Alchemist class, also to be presented in the same book. They're the ones who get to smear themselves in potions to fly. Sky-clad is optional. :)


    tejón wrote:

    Arguably, a rogue with Minor Magic can brew potions. He has a caster level for that spell-like ability, and you can take +5 on the DC to brew a potion without knowing the spell.

    Anyway. The toes which would upon be stepped are those of the Alchemist class, also to be presented in the same book. They're the ones who get to smear themselves in potions to fly. Sky-clad is optional. :)

    Edit: The only classes that can't brew potions are fighters and barbarians and witches.


    Mr. Subtle wrote:
    Because, if mostly everyone can brew potions (assuming the artificer will be also) then it's nothing special, if the witch had a different take on that, it would be interesting, anyway, just an idea.

    While every class can craft potions most character don't bother taking the feat. Just giving the feat as a bonus feat would make people more likely to craft potions with the class.

    Other ideas that would make the witch 'own' potions:

  • the ability to craft inexpensive/free potions that last a day or less (suggested above)
  • giving witch characters the ability to craft potions of spells not normally on his spell list
  • caster level increase for potion crafting.
  • Reduced pricing on potions

    Of course this all overlaps with the alchemist which is a whole other issue.

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    Dennis da Ogre wrote:
  • giving witch characters the ability to craft potions of spells not normally on his spell list
  • Anyone can do that now. Potions are neither spell completion nor spell trigger, so you can DC+5 those bad boys. :)

    Scarab Sages

    On the subject of potion-brewing, I'd like to see, not just for the witch, but for most classes (especially the non-urban ones), the ability to use one's Survival/Knowledge skills to forage for what were termed 'power components' in Dragon magazine.

    Essentially, a big flavour problem with crafting in D&D3.5 is the assumption that all crafters have to amass a pile of coins, that transmute into the raw material Mystic Handwavium, as part of an abstract mechanic.

    This is fine for an urban wizard, who is assumed to nip off to Diagon Alley, or the Bazaar of the Bizarre, and back again in time for breakfast, but makes no sense for druids or shamen, from primitive tribes, who lack even the concept of currency.
    Why should such people be forced to grub around for filthy lucre, when no-one within a thousand miles even uses the stuff?

    During downtime, a skill check could be made, and the result indicate that enough naturally-occuring material had been traced, that it 'count as' a certain equivalent gp-value toward the cost of their current project.

    It's the same concept as already exists, but whereas the urban wizard buys his Handwavium in pre-weighed, sterile, processed form, the witch/druid/shaman is trained to recognise this matrial in it's raw, unfarmed state, hot, bloody, steaming and freshly plucked from the earth or the body of a victim.

    With one stroke, these classes become better crafters, since they can do it cheaper, and therefore, faster. And unlike handing out extra cash, none of this pool of craft components can be used by anyone else, so it can't be spent or given away.
    And low-level NPCs can be justified in having a shelf full of potions and oils, more than expected via the Wealth-Tables, and the ability to use them in their own defence, or to help the PCs on their quest, rather than be sitting in a mud hut, on a chest of 1000gp, with no conception how or where to spend it.


    tejón wrote:
    Dennis da Ogre wrote:
  • giving witch characters the ability to craft potions of spells not normally on his spell list
  • Anyone with the feat can do that now. Potions are neither spell completion nor spell trigger, so you can DC+5 those bad boys. :)

    fixed it for you ;)

    You are right though, I'd forgotten about being able to cross spell lists. And the DCs are low enough that the +5 is fairly easy to attain. Kind of weird that a wizard could brew healing potions.


    I hope we will see, either as a feat, or a class feature a way to have a familier spirit, such as a fetch, rather than just animals.


    Zombieneighbours wrote:

    I hope we will see, either as a feat, or a class feature a way to have a familier spirit, such as a fetch, rather and an animal.

    Seconded.

    Shadow Lodge

    Dennis da Ogre wrote:
    Kind of weird that a wizard could brew healing potions.

    Well, in 3E, a Wizard with a Cleric's help could do so. If the Wizard had the feat and they as a group had the GP, the Wizard could brew the potion as long as the Cleric (or Bard or Druid, etc. . ) was there to "cast" the spell. I kind of like it that it makes clerics alittle less madatory healer.


    I agree with the other posters saying not to call a male witch a warlock, unless he is evil. I will be very disappointed if the class has background or abilities based on all the Medieval Catholic BS and disinformation about witches and witchcraft. Same goes with all the stupid witch stereotypes that show up at Halloween. While a familiar is nice, do not make it a requirement to have one as a witch. Also, nearly every culture has some sort of witch or witch-like people in it's mythology, so hopefully the new class will have good variety to it and not just be based on Western European/Celtic views.


    Dennis da Ogre wrote:
    tejón wrote:
    Dennis da Ogre wrote:
  • giving witch characters the ability to craft potions of spells not normally on his spell list
  • Anyone with the feat can do that now. Potions are neither spell completion nor spell trigger, so you can DC+5 those bad boys. :)

    fixed it for you ;)

    You are right though, I'd forgotten about being able to cross spell lists. And the DCs are low enough that the +5 is fairly easy to attain. Kind of weird that a wizard could brew healing potions.

    I agree it is a bit weird but I can see it as balanced compared to the cost of making say a scroll/wand of curing. You pay a premium for the convenience of the potion, and it could be explained that you're not casting a spell but using a recipe. Still.. it is a bit weird


    This might be difficult to do in a D20 scenario (it's difficult to describe), but I think the thing that would really make the witch stand out from the Sorcerer or druid is having its spells be just a bit more poetic in nature. The existing spells feel a little scientific or logical to me. Fire is created with the correct forumulae, countered by fireproofing or magic resistance, spells are removed with a dispel magic or a remove curse. Whereas in modern fairy tales, witches eat the hearts of stars and their spells are removed by loves first kiss, things that operate by fairy tale logic. For white wolf aficionados, its sort of the difference between Mage and Changeling. For example, somebody here mentioned removing one's eye for divination. That sort of thing.

    (sidenote: There need to be alternate hag rules or hag types that give them witch caster levels instead of SLAs)


    Enevhar Aldarion wrote:
    I agree with the other posters saying not to call a male witch a warlock, unless he is evil. I will be very disappointed if the class has background or abilities based on all the Medieval Catholic BS and disinformation about witches and witchcraft. Same goes with all the stupid witch stereotypes that show up at Halloween. While a familiar is nice, do not make it a requirement to have one as a witch. Also, nearly every culture has some sort of witch or witch-like people in it's mythology, so hopefully the new class will have good variety to it and not just be based on Western European/Celtic views.

    To be honest, Halloween witch stereotypes are exactly what I want in my game. Since this is a fantasy game, very very far removed from reality, I'm not really concerned with wanting to play a game about politically correct, balanced views of existing pre-christian cultures (and, we've already got 2 classes to represent that type of witch anyway). Otherwise it's going to turn into the 'wicca' class, which just won't be fun. I also don't see how those stereotypes are mutually exclusive with presenting a witch that is potentially multicultural. "Witch" stereotypes from other cultures (meaning actual witches and not things that fit into the druid class) tend to do a lot of the same things as Halloween stereotypes. I say, bring on the camp.


    Enevhar Aldarion wrote:
    I agree with the other posters saying not to call a male witch a warlock, unless he is evil. I will be very disappointed if the class has background or abilities based on all the Medieval Catholic BS and disinformation about witches and witchcraft. Same goes with all the stupid witch stereotypes that show up at Halloween. While a familiar is nice, do not make it a requirement to have one as a witch. Also, nearly every culture has some sort of witch or witch-like people in it's mythology, so hopefully the new class will have good variety to it and not just be based on Western European/Celtic views.

    Every other spellcasting class covers the non-Western European/Celtic witches. Druids and sorcerers cover the majority of shaman/witch doctor classes. Witches get to be "double, double toil and trouble" because that's an awesome archetype.

    The Exchange

    Erik Mona wrote:
    yoda8myhead wrote:

    Will the witch be restricted to female characters only? While I am all for a gender neutral game, I sort of feel like the witch niche (?) is best served by a class only for females. Maybe that's just me though.

    There will not be a gender requirement for the class. We will likely mention that male witches are sometimes called warlocks, but that's about it.

    The iconic witch is female.

    If you are calling male witches warlocks, does that mean that you are not interested in the warlock as the class presented in D&D 3.5? Does a class with at will abilities not fit your vision of pathfinder?

    The Exchange

    Shadowlord wrote:

    1) Potions. Possibly also a non-standard mechanic for Witch specific potions as mentioned a few times up-thread. Magic Cauldrons would be a neat aspect to work with, not sure how that would play out for an adventurer but it would be cool.

    2) Familiars - no not like Wizard familiars but more like a lesser demon in cat form, or a tree spirit in owl form for the white Witches. Something the Witch really relies on and something that is more powerful than a Wizard's traditional familiar. They Witch may have to commune with this Familiar to gain their spell power for the day.

    3) Some ability to fly, either by broom or polymorphing into something that can fly (Raven/Bat/Owl/maybe even a Dragon at high lvls who knows).

    4) POISON USE - I was reading this and hoping someone would say it. Dennis da Ogre nailed it - definitely give them poison use. This could also tie in with their Potion making and Cauldron.

    Shadowlord wrote:

    1) Agree completely. Witches are known for brewing potions. I think that a cauldron could work in a similar fashion to a secret chest spell. I would stipulate that only liquids could be stored in the cauldron. The witch would need to procure ingredients normally but she could take it where ever she goes. There are certain considerations though since bringing a cauldron to boil while you are resting in your bed at the inn could be either impractical or very dangerous.

    2) Interesting thought.

    3) Completely agree but there should be some restrictions on it such as needing to cast stil spells since both hands would need to hold on to the broom.

    4) I really don't like the idea of poision use because I still am of the mindset that poison = evil. It just seems unheroic and underhanded. While that dosen't go against the sterotype of witches I don't think that a player should be penalized for alignment choices when a class is not restricted to evil.


    Talek & Luna wrote:
    If you are calling male witches warlocks, does that mean that you are not interested in the warlock as the class presented in D&D 3.5? Does a class with at will abilities not fit your vision of pathfinder?

    The Warlock class from Complete Arcane is closed content and can't be used by Paizo. They could do a Warlock class (but from what I've seen they are unlikely to), but it likely be quite different from the Complete Arcane version.

    The Exchange

    An interesting idea might be to have witches differentiate themselves by the season.

    Example
    Spring Witches focus on rebirth, protection and life. Abilities would focus on healing, protection, removal of negative conditions and effects. Also pwers of lightning and storms.

    Summer witches focus on growth, fire/heat and vitality. Abilities focus on various growth spells, attribute enhancements, fire & heat spells and abilities.

    Fall Witches - Focuses on the ebb of the life cycle. Weakness, decay, spirits, darkness and fear.

    Winter Witches should focus on death, cold, sorrow and solitude. Endurance and foresight could be positive aspects of winter.

    The Exchange

    Blazej wrote:


    The Warlock class from Complete Arcane is closed content and can't be used by Paizo. They could do a Warlock class (but from what I've seen they are unlikely to), but it likely be quite different from the Complete Arcane version.

    Ahh, ok. Thanks for the update.

    Dark Archive

    Dennis da Ogre wrote:

    Other ideas that would make the witch 'own' potions:

  • the ability to craft inexpensive/free potions that last a day or less (suggested above)
  • This is neat, because it allows the witch to brew up 'buffs' or 'heals' for allies that they can use as they wish, instead of taking up the witch's actions in combat.


    Set wrote:
    Dennis da Ogre wrote:

    Other ideas that would make the witch 'own' potions:

  • the ability to craft inexpensive/free potions that last a day or less (suggested above)
  • This is neat, because it allows the witch to brew up 'buffs' or 'heals' for allies that they can use as they wish, instead of taking up the witch's actions in combat.

    That sounds like it would tread on the alchemist's territory

    Sczarni

    It is necesary for the witch to have th old cauldron and dance with magic words type of spellcasting, however that seems more ritualystic casting than anything else.
    So as I stted earlier in the pst, having them use some divine spellcasting through ritualystic means while having a limited acces acane spellcasting ability should do the trick.

    That an of course a standart free brew potion feat.

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