Druids of the Left-Handed Path ... A re-imaging of the proposed witch
I was reviewing the proposed witch the other day and I noticed that it seemed to be lacking some flavor. So I spent most of yesterday working on this re-imaging. It uses the druid as base but then spins off using the left-handed path to give the witch some more flavor.
There maybe some grammatical errors and WIP roughness, I was feeling lazy and wanted to present this sooner
Within the order of the wilds exists sects of individuals that gain their power from beyond the wilds of nature. Many are feared and misunderstood, the witch draws her magic from a pact made with an unseen power. As servants of the unseen the witch gains not only a host of spells, but a number of strange abilities known as hexes. As a witch grows in power, her familiar will former a greater conduit to the unseen. The witch might even learn about the source of her magic, but some remain blissfully unaware. Some are even afraid of that source, fearful of what it might be or where its true purposes lie. That source creates philosophical balance hidden to most is known as witch.
Role: While many witches are recluses, living on the edge of civilization, some live within society, openly or in hiding. The blend of witches’ spells makes them adept at filling a number of different roles, from seer to healer, and their hexes grant them a number of abilities that are useful in a fight. Some witches travel about, seeking greater knowledge and better understanding of the mysterious powers that guide them.
Hit Die: d6.
The witch’s class skills are Craft (Int), Fly (Dex), Heal (Wis), Intimidate (Cha), Knowledge (arcana)(Int), Knowledge (history) (Int), Knowledge (nature) (Int), Knowledge (Ward) (Int), Profession (Wis), Spellcraft (Int), Survival(Wis), and Use Magic Device (Cha).
Skill Ranks per Level: 4 + Int modifier.
The following are the class features of the witch.
Weapon and Armor Proficiency: Witches are proficient with all simple weapons. They are also proficient with all natural attacks (claw, bite, and so forth). Witches are proficient with leather, animal skin, and bone armor. A witch may also wear wooden armor that has been altered by the ironwood spell so that it functions as though it were steel. They are not proficient with any type of shield. Medium and heavy Armor interferes with a witch’s gestures, which can cause her spells with somatic components to fail (see Arcane Spells and Armor on page 83 of the Pathfinder RPG Core Rulebook).
Spells: A witch casts Divine spells that are replaced with arcane spells at higher level. The spells are drawn from the witch spell list (see page xx). Her alignment may restrict her from casting certain spells opposed to her moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells. A witch must choose and prepare her spells ahead of time. To learn or cast a spell, a witch must have an Intelligence 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 Intelligence modifier.
A witch can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table 4–1. In addition, she receives bonus spells per day if she has a high Intelligence score (see Table 1–3 of the Pathfinder RPG Core Rulebook). A witch may know any number of spells. She must choose and prepare her spells ahead of time by getting 8 hours of sleep and spending 1 hour in commune. While communing, the witch decides which spells to prepare.
Chaotic, Evil, Good, and Lawful Spells: A witch can cast spells of an alignment opposed to her own is her daily spell list includes more than half her associated alignment. Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions.
Cantrips and Orisons: Witches can prepare a number of orisons, or 0-level spells, each day, as noted on Table 4–1 under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again. Cantrips prepared using other spell slots, due to metamagic feats for example, are expended normally. At 3rd level witches may make the permanent switch from orisons to cantrips, and by 6th level witches will make the permanent conversion to cantrips.
Hexes and Wards: Witches learn a number of arcane secrets, that grant them powers or weaken foes. At 1st level, a witch gains one hex of her choice. She gains an additional hex or ward at 2nd level and for every 2 levels attained after 2nd level, as noted on Table 4–1. A witch cannot select an individual hex or ward more than once. Unless otherwise noted, using a hex or ward is a standard action ( that provokes an attack of opportunity(remove)) . The save to resist a hex or ward is equal to 10 + 1/2 the witch’s level + the witch’s Intelligence modifier, unless otherwise noted.
Hexes: Witches learn a arcane ability, called a hex, that grant them powers or weaken foes. Unless otherwise noted, using a hex is a standard action that provokes an attack of opportunity. The save to resist a hex is equal to 10 + 1/2 the witch’s level + the witch’s Intelligence modifier.
Blight (Su): (No Change)
Disguise (Su): (No Change)
Evil Eye (Su): (No Change)
Fortune (Su): (No Change)
Healing (Su): (No Change)
Misfortune (Su): (No Change)
Protection (Su): A witch can use this hex to place a protective hex over one creature. The hexed creature receives a +2 deflection bonus to AC and a +2 resistance bonus on saving throws. This ward lasts until the hexed creature is hit or fails a saving throw. A witch knows when a hexed creature is no longer protected. At 8th level and 16th level, the bonuses provided by this hex increase by +1.
Slumber (Su): (No Change)
Tongues (Su): (No Change)
Major Hex: Starting at 10th level, and every two levels thereafter, a witch can choose one of the following major hexes whenever she could select a new hex.
Agony (Su): (No Change)
Flight (Su): (No Change)
Hag’s Eye (Su): A witch with this hex can create a magic sensor that she can see through. This functions as per the spell arcane eye. If the witch has a coven, all other witches within 10 feet who of the the coven's cauldron can see through this sensor as well, although the witch that created it still controls its. The witch can use this eye for a number of minutes per day equal to her level. These minutes do not need to be consecutive, but they must be spent in 1-minute increments.
Major Healing (Su): (No Change)
Nightmares (Su): (No Change)
Retribution (Su): (No Change)
Vision (Su): (No Change)
Greater Waxen Image (Su): The witch can spend a full-round action to create a wax duplicate of a creature she can see within 30 feet. Once the image is complete, the subject must make a Will save. If the subject fails, the witch gains a small measure of control over the creature. Whenever she exercises this control, the creature receives a new Will save to end the effect. This effect occurs on the witch’s turn and does not impede the creature’s actions on its turn. The witch can use the waxen image a number of times equal to her Intelligence modifier + 2 before it melts. As a standard action, the witch can cause the subject to do any one of the following things: move up to the creature’s speed in any direction, attack itself once with any weapon in hand (this attack automatically hits), lay down on the ground, or drop anything held. Alternatively, she can spend one of her uses to simply torture the image, causing the creature to be both sickened and staggered on its turn. As soon as the creature has succeeded on a saving throw against this effect, it is immune to it for 24 hours. The is an enchantment (compulsion) effect.
Weather Control (Su): (No Change)
Grand Hex: Starting at 18th level, and every two levels thereafter, a witch can choose one of the following grand hexes whenever she could select a new hex.
Death Curse (Su): (No Change)
Eternal Slumber (Su): (No Change)
Forced Reincarnation (Su): (No Change)
Natural Disaster (Su): (No Change)
Wards: A witch can use her hex powers in association with cryptic runes and geometric shapes to create an arcane ward. These permanent wards can be scribed onto the surface of any non magical object or item and can provide the witch with the powers of protection, entrapment, and more. At 2nd level a witch gains the use of wards, and may select a ward in substitution of a hex. She gains an additional hex or ward for every 2 levels attained after 2nd level, as noted on Table 4–1. A typical ward encompasses 6 feet(2 m) and allow only the witch it's benefits but the can be scribed to allow specified individuals and may be of any size. The witch to spend a full-round of action per medium sized being to be included into the ward. Activating a ward is a standard action as well, unless otherwise noted.
A witch can learn new wards by deciphering unknown wards and through research and discovery. Whenever an unknown ward is discovered the witch may make an knowledge (ward) DC to properly notate the ward so that it can be deciphered at a latter date. For the ward to be deciphered the witch must pass 2 concurrent knowledge (ward) skill checks. Each DC requires 8 hours a day of researching on the ward. It is also possible for a witch to research and discover new ward. To discover a new ward the witch must pass 4 concurrent knowledge (ward) skill checks. Each DC requires 8 hours a day of researching on the ward. A witch can learn as many wards as the witch’s Intelligence modifier per level.
Defense(Ward): This rune allows any creature standing in the ward to receive a +2 deflection bonus to AC and a +2 resistance bonus on saving throws. This ward lasts until the warded creature is hit or fails a saving throw. A witch knows when a warded creature is no longer protected. At 8th level and 16th level, the bonuses provided by this ward increase by +1. At level 12 the ward will also function as a protection ward against simple constructs such as animated dead.
Protection(Ward): The ward provides protection to all those within its confines from magic, and psionic originating from a specified force or being from entering the ward. The ward will also not allow the physical entry of a specified force or being into the ward. If the specified being stands at the edge of the ward and attempts melee those on the inside the specified being will suffer a -2 penalty to all combat abilities, as well as 1d6 + caster level of damage per attack.
If a specified being outside the ward is of of higher level than the caster they may temporary intrude into the ward's confines if they save vs magic. While in the ward the intruders abilities are reduced by half, and all magic abilities will not work. Additionally the intruder will suffer (caster level)/d8 damage per round in ward. Listed below are few of the known protection wards:
Protection against Angels
Protection against Arcane
Protection against Chaos
Protection against Demons
Protection against Devils
Protection against Evil: Does not protect from predatory animals
Protection against Good
Protection against Elementals
Protection against Elemental Magic
Protection against Fey
Protection against Genie
Protection against Hags
Protection against Law
Protection against Nature: Stops entry of animals, and halves the effects of nature. Cannot be harmed by lightning, hail, avalanches, or earthquakes
Protection against Spirts/Ghosts (incorporeal undead)
Protection against Undead
Protection against Were-beasts
Attraction(Ward): The ward provides functions as otherworldly search light that compels beings to come closer to it. The ward does not provide any protection from those compelled to come to the ward, but they will feel at ease with the caster and whomever specified in the ward. Listed below are few of the known attraction wards:
Attract Hags or Witches
Attract Spirts or Ghosts (incorporeal undead)
Attract Weak Minded
Attract Weather (Isolated)
Repulsion(Ward): The ward provides functions as otherworldly beacon that repulse beings from coming closer to it. The ward does not provide any protection from those specified by the ward, and the ward will agitate those close to the ward. Listed below are few of the known repulsion wards:
Repulse Hags or Witches
Repulse Spirts or Ghosts (incorporeal undead)
Repulse Weak Minded
Repulse Weather (Isolated)
Major Ward: Starting at 10th level, and every two levels thereafter, a witch can choose one of the following major wards whenever she could select a new hex or ward. A witch can only know less a half dozen major and grand wards (level - 10) / 2.
Animate and Command Dead(ward) : The witch can animate and command the dead that have been placed inside the ward. Once the undead have left the ward she will no longer be able to issue new commands via the ward.
Entrapment(Ward): The ward traps the specified within its confines. The specified can freely move into the ward but once wholly inside the ward they will be trapped. The ward provides protection to all those outside the ward's confines from magic, and psionic originating from the specified force or being trapped in the ward. The ward will also not allow the physical exit of a specified force or being into the ward. If the specified being stands at the edge of the ward and attempts melee those on the outside the specified being will suffer a -2 penalty to all combat abilities, as well as 1d6 + caster level of damage per attack.
If a specified being inside the ward is of of higher level than the caster they may temporary leave the ward's confines if they save vs magic. While outside the ward the entrapped abilities are reduced by half, and all magic abilities will not work. Additionally the entrapped will suffer (caster level)/d8 damage per round in ward. Listed below are few of the known entrapment wards:
Entrapment of Angels
Entrapment of Animal
Entrapment of Chaos
Entrapment of Demon
Entrapment of Devil
Entrapment of Evil
Entrapment of Good
Entrapment of Elemental
Entrapment of Fey
Entrapment of Genie
Entrapment of Hag or Witch
Entrapment of Law
Entrapment of Spirt or Ghost (incorporeal undead)
Entrapment of Undead
Entrapment of Weak Minded
Entrapment of Were-beast
Force and Power: TBD
Intertwining Wards[i]: The ward can combine the effects of up to 4 differnt wards as that of 1 ward.
Mass Domination(Ward): Dominates every humanoid within 40 feet of the ward
Grand Ward: Starting at 18th level, and every two levels thereafter, a witch can choose one of the following grand wards whenever she could select a new ward.
Dimensional Door: TBD
Cackle (Su): A witch can cackle madly as a move action. Any creature that is within 30 feet that is under the effects of an agony hex, charm hex, evil eye hex, fortune hex, misfortune hex, or ward caused by the witch has the duration of that hex extended by 1 round.
Waxen Image (Su): At level 2 a witch can spend a full-round of action to create a wax duplicate of a creature she can see within 30 feet. Once the image is complete, The witch can cast her spells upon the target as if she were touching it. The waxen image can be used as many times as equal to her Intelligence modifier + 1 before it melts.
If the witch includes something personal of the target in the image such as hair, or property and the witch spends an extra full-round in the creation. The witch will be able to cast hers spells upon the target from any distance in sight, naturally or not. The image will last for an addition +3 uses as well.
Cookbook (Ex): A witch begins with a cookbook that contains all 0-level witch spells plus three 1st-level spells of her choice. The witch also selects a number of additional 1st-level spells equal to her Intelligence modifier to add to the cookbook. At each new witch level, she gains two new spells of any spell level or levels that she can cast (based on her new witch level) for her cookbook.
At any time, a witch can also add spells found in other cookbooks, or other arcane magical writings (see Chapter 9). At the 6th level all witches will find their recipes have a different flavor and will require the witch to start a new cookbook.
Cauldron (Ex): A witch must commune every day to prepare her spells which often done via her familiar. Instead of communing with her familiar a witch may instead use her cauldron to prepare her spells. She can prepare any spell that has has been mixed into the cauldron. Spells that have not been mixed in, except for read magic, but are in her cookbook may be mixed in. The witch must spend 10 minutes per spell level while mixing the spell into the cauldron. At the 6th level all witches will find their recipes have a different flavor and will require the witch to get a new cauldron and to prepare her spells anew.
The witch's time at the cauldron grants her Brew Potion as a bonus feat and a +4 insight bonus on Craft (alchemy) skill checks. At the 9th level, a witch gains immunity to all poisons
Coven (Ex)(Evil): The witch counts as a hag for the purpose of joining a hag’s coven. If three or more hags, or witches have joined in coven, are within 10 feet of one another, they can perform special ritual magic as long as the coven contains a hag, all three (or more) can work together to use any of the following spell-like abilities: animate dead, baleful polymorph (DC 18), blight (DC 17), bestow curse (DC 17), clairaudience/clairvoyance, charm monster (DC 17), commune, control weather, dream, forcecage, mind blank, mirage arcana (DC 18), reincarnate, speak with dead, veil
(DC 19), vision. If the coven does not contain a hag, its magic is limited by the lowest-level witch in the coven: 1st—bless or bane (DC 14); 3rd—augury; 5th—speak with dead; 7th—bestow curse (DC 16) or remove curse; 9th—commune. These spells are cumulative, so that if the group’s lowest level witch is 5th level, they can cast bless or bane, augury, and speak with dead. To create this magic, all three witches must take a full-round action. All such spells use the witch or hag with the lowest level as their caster level.
Covens have communal cauldrons that allow all coven' s witches and hags to commune with. A witch can prepare any spell equal to her witch level mixed within the coven's cauldron.
(WIP) Faerie Pool (Ex)(Good): The witch counts as a nymph for the purpose of joining a Faerie Pool. If three or more nypmhs, or witches have joined in a Faerie Pool, are within 10 feet of one another, they can perform special ritual magic as long as the coven contains a Nymph, all three (or more) can work together to use any of the following spell-like abilities: xxx, xxx (DC 18), blight (DC 17), bestow curse (DC 17), clairaudience/clairvoyance, charm monster (DC 17), commune, control weather, dream, forcecage, mind blank, mirage arcana (DC 18), reincarnate, xxx, veil (DC 19), vision. If the coven does not contain a nymph, its magic is limited by the lowest-level witch in the Faerie Pool: 1st—bless or bane (DC 14); 3rd—augury; 5th—xxx; 7th—bestow curse (DC 16) or remove curse; 9th—commune. These spells are cumulative, so that if the group’s lowest level witch is 5th level, they can cast bless or bane, augury, and xxx. To create this magic, all three witches must take a full-round action. All such spells use the witch or nymph with the lowest level as their caster level.
Faerie Pools have communal pools (cauldrons) that allow all Faerie Pool' s witches and nymphs to commune with. A witch can prepare any spell equal to her witch level mixed within the Faerie Pool's cauldron.
Bonus Languages: A witches' bonus language options include Sylvan, the language of woodland creatures, and Druidic, a secret language known only to druids and witches. This choice is in addition to the bonus languages available to the character because of her race. The selection of these two languages are only available at the witch's 1st level.
Nature Sense (Ex): As part of the witch's left-handed path when a witch reaches 2nd level she gains a +1 bonus on Knowledge (nature) and Survival checks.
Resist Fey Magic (Ex): Starting at 7th level, the witch's left-handed gains her a +2 bonus on saving throws against the spell-like and supernatural abilities of fey.
Hag Form (Ex)(Evil): At level 20 the witch can take form of a hag. The witch can stay in hag form for as many round as she would like. If she stays in the former longer than as many rounds as she has Charisma per day she will begin transforming into a hag.
Nymph Form (Ex)(Good): At level 20 the witch can take form of a nymph. The witch can stay in nymph form for as many round as she would like. If she stays in the former longer than as many rounds as she has Charisma per day she will begin transforming into a nymph.
Witch’s Familiar (Ex): At 1st level, a witch forms a close bond with a familiar, a creature that teaches her magic and helps to guide her along her path. Familiars also aid a witch by granting her skill bonuses, additional spells, and help with some types of magic. See the Witch’s Familiar
section for a complete description of these bonuses. A witch must commune with her familiar each day to prepare her spells. Familiars store all of the spells that a witch knows, and a witch cannot prepare a spell that is not stored by her familiar. A witch’s familiar begins play storing all of the 0-level witch spells plus three 1st level spells of the witch’s choice. The witch also selects a number of additional 1st-level spells equal to her Intelligence modifier to store in her familiar. At each
new witch level, she adds two new spells of any spell level or levels that she can cast (based on her new witch level) to her familiar. A witch can also add additional spells to her familiar through a special ritual (see sidebar).
Witch’s Mark (Ex): At a witch's 12th level she can forgo her otherworldly bound via her familiar, by taking a witches mark. The mark create a direct bond in which she absorbs the granted skill bonuses, and additional spells of her familiar. While the witch will still have a close bond with the familiar, the creature will no longer provide her any bonuses it will only aid her along the left-handed path.
[/i]Slowed Aging (Ex):[/i] After attaining 15th level, the witch's mark bond causes the witch to no longer take ability score penalties for aging, and she ages at an abnormal slow rate. Any penalties she may have already incurred, however, remain in place. Bonuses still accrue, and the witch still dies of old age when her time is up.
A witch who ceases to follow the left-handed path, or teaches the left-handed path to a non-witch
loses all spells and witch abilities (including her familiar, but not including weapon, and armor proficiencies). She cannot thereafter gain levels as a witch until she atones (see the atonement spell description).