Make your own free website on Tripod.com

The Pagan Witch

The Pagan Witch is a more primeval spell caster.  In tune with the old ways, they gain abilities through nature and magical tattoos they scribe on themselves.  They have the typical witch abilities as well, and they learn them usually from an outsider, or some other type of spirit.  Pagan witches are usually found in more primitive societies, or in the wilderness, however, some have taken to living in the darker parts of the city, charging people for their services.  Although they are not devine spell casters, good pagan witches are in close contact with druids and rangers, and evil ones usually are part of a cult, or bad religion or movement.  Some pagan witches become wise women for villages, treated with fear and honor at the same time. All pagan witches however, keep contact with their normal witch sisters and brothers, but most civilized spellcasters view them with suspicion and sometimes fear.

Hit Dice: d4

 

Requirements:
To qualify as a Pagan Witch, a character must fulfill the following requirements:

Skills: Craft: Tattooing: 8 ranks, Craft: Poison making:  6 ranks, Alchemy: 6 ranks, Spellcraft: 6 ranks, Scry: 2 ranks, Knowledge- Poison: 6 ranks, Knowledge - Arcana: 4 ranks, Knowledge - Herbalism: 4 ranks, Knowledge - Nature: 4 ranks, Wilderness Lore: 6 ranks
Feats: Spell Focus for any 2 of the following schools: Divination, Enchantment, Transmutation, or Abjuration schools, Any 2 Metamagic Feats, Eschew Materials, Brew Potion, Skill Focus: Craft: tatooing, Poison Immunity (found in traps and trechery)
Spells: Must be able to cast at least 3rd level arcane spells, one of which must come from each of the following schools: Divination, Enchantment, Transmutation, and Abjuration.
Special: Must have a familiar, Must own at least one unconsumable magical item (potions, wands and scrolls considered consumable).


Class Skills:
The Pagan Witch class skills (and the ability for each skill) are: Alchemy (int), Concentration (con), Craft (int), Knowledge (any) (int), Profession (wis), Scry (int), Spellcraft (int), Wilderness Lore (wis), Heal (wis)


Skill Points per Level: 2 + int

The Pagan Witch

Class Level

Base Attack

Fortitude Save

Reflex Save

Willpower Save

Special

Spells Per Day

1st

+0

+0

+0

+2

Daily Ritual, Nature Sense

+1 Level of Existing Class

2nd 

+1

+1

+0

+3

Brew Calmative

+1 Level of Existing Class

3rd

+1

+1

+1

+3

Tattoo Totem - Animal 

None

4th  

+2

+2

+1

+4

Skill Focus: Craft Poison 

+1 Level of Existing Class

5th

+2

+2

+2

+4

Tattoo Totem - Plant 

None

6th

+3

+3

+2

+5

Poison Use 

+1 Level of Existing Class

7th

+3

+3

+3

+5

Tattoo Totem - Element

None

8th

+4

+4

+3

+6

Beguile

+1 Level of Existing Class

9th

+4

+4

+4

+6

Tattoo Totem - Magical Beast

None

10th

+5

+5

+4

+7

Bestow Witches Curse

+1 Level of Existing Class

Class Abilities:
Weapon &Armor Prof: The pagan witch gains no additional weapon proficiencies.
  If the witch wears any armor or shield, she cannot cast her spells until the armor/shield is taken off. The witch may wear magical items that give an armor bonus as long as they do not have a arcane spell failure (IE bracers of armor, amulet of natural armor ect)

Daily Ritual: In order to appease the spirits and outsiders that the witch learned her trade from, upon taking this prestige class, she must take one of the following daily rituals or taboos.  If a witch violates the taboo or ritual, she cannot cast spells for that day and suffers a -1 penalty on all attack rolls, damage rolls, saves, skill checks, and ability checks.  The ritual or taboo must be taken from the following:
-Must make Daily Offerings (flowers, incense, food...ect)
-Cannot eat meat
-Cannot eat plant matter
-Cannot bathe
-Cannot sit facing a certain direction
-Cannot drink anything but water
-Must meditate each day at dawn or dusk for 20 minutes
-Cannot light a fire
-Cannot marry


Nature Sense: At 1st level, the witch, through constant exposure to the wilds and the herbs that grow there, gains the ability to identify plants with perfect accuracy.  She can also tell weather water is safe to drink or dangerous for consumption.  This ability is identical to that of the druids ability of the same name, except the witch cannot identify animals.

Brew Calmative: At 2nd level the witch has learned how to brew potions successfully and quickly.  She may brew a calmative for no xp cost to her self (although she still must pay the same price in gold for materials). The calmative acts as a sleep spell cast by the witch.  The calmative acts either as a potion or a poison, the witch must decide when she makes it.  If she choses potion, the victim drinking the potion, acts as if under the sleep spell.  If the witch chooses poison, she may coat one single medium sized weapon (or two small weapons) with it, and upon hitting, the victim becomes effected by the sleep spell and rolls his saving throw normally to avoid falling asleep.  This elixir has no effect on victims with more than 8 HD; Victims can resist the effects of the elixir with a successful saving throw.  The witch requires one hour to brew the elixir.  The elixir looses its potency after 24 hours. The witch must know sleep in order to use this ability.

Tattoo Totem - Animal: At 3rd level the witch may scribe a magical animal tattoo upon her self.  Each animal provides a different bonus or ability.  The witch can only choose one animal to tattoo, and the inscription takes 1 hour to complete.  Once the inscription is completed, it is final, and the witch is imbued with it's ability.  The witch must choose the animal from the list below.
-Bear: Gain a +1 bonus to Str
-Stag: Gain a +1 bonus to Dex
-Snake: Gain a +1 bonus to Con
-Tiger: Gain a +1 bonus to Int
-Fox: Gain a +1 bonus to Wis
-Lion: Gain a +1 bonus to Cha
-Owl: Gain low light vision.  This tattoo can only be scribed by witches without lowlight vision or darkvision.
-Horse: Gain an extra 10 feet to movement
-Cheetah: When Running, the witch may move 5 times their movement, instead of 4
-Salamander: Regenerate 1hp per 2 hours
-Scorpion: Gain +4 to poison saves
-Tortoise: Gain +1 natural armor bonus
-Wolf: Gain scent ability, as the feat of the same name.

Skill Focus: At 4th level, the witch gains the feat skill focus towards the Craft- Poison Making skill

Tattoo Totem - Plant: At 5th level the witch may scribe a magical plant tattoo upon her self.  Each plant provides a different bonus or ability.  The witch can only choose one plant to tattoo, and the inscription takes 2 hours to complete.  Once the inscription is completed, it is final, and the witch is imbued with it's ability.  The witch must choose the plant from the list below.  These abilities stack with those of the animal tattoo.
-Aloe Vera: Natural healing rate is doubled
-Beech: Gain a +2 bonus to Dex
-Black Thorn: Gain the ability to cure diseases 1/day
-Cedar: Gain a +2 bonus to Con
-Echincea: You become immune to all natural diseases
-Holly: Gain a +2 bonus to Wis
-Lotus: Gain a +2 insight bonus to armor class.
-Maple: Gain a +1 on all saving throws
-Medlar: Gain a +2 bonus to Int
-Oak: Gain a +2 bonus to Str
-Night Shade: Gain darkvision 30'.  This tattoo can only be scribed by a witch with lowlight vision (or one that has the owl tattoo).
-Rose: Gain a +2 bonus to Cha
-Wolfsbane: Gain the ability to hit and damage lycanthropes with non silver weapons.

Poison Use: At
6th level, the witch learns more about herbs, and how to use them.  She gains the ability to handle poison safely.  She never risks accidentally poisoning herself when applying poison to a blade.

Tattoo Totem - Element: At 7th level the witch may scribe a magical element tattoo upon her self.  Each element provides a different bonus or ability.  The witch can only choose one element to tattoo, and the inscription takes 3 hours to complete.  Once the inscription is completed, it is final, and the witch is imbued with it's ability.  The witch must choose the element from the list below.  These abilities stack with those of the animal and the plant tattoo.
-Lightning Bolt: Gain 20 resistance to electricity.  When the witch would normally take such damage, subtract 20 points of damage per round from the total to account for this ability.
-Flames: Gain 20 resistance to fire. When the witch would normally take such damage, subtract 20 points of damage per round from the total to account for this ability.
-Snowflake: Gain a 20 resistance to Cold (water). When the witch would normally take such damage, subtract 20 points of damage per round from the total to account for this ability.
-Skull: Gain a 20 resistance to Acid. When the witch would normally take such damage, subtract 20 points of damage per round from the total to account for this ability.
-Music Note: Gain a 20 resistance to Sonic. When the witch would normally take such damage, subtract 20 points of damage per round from the total to account for this ability.
-Sword: Gain damage reduction 10/+1 against metal weapons.
-Staff: Gain damage reduction 10/+1 against wooden weapons.
-Sun: Gain spell resistance 15.

Beguile: At 8th level the witch gains the ability to beguile any single person or monster (assuming the person is no higher than 8th level, the monster has no more than 8 HD, or the creature is immune to charm).  Beguile is identical to charm monster  and charm person spells of the same name except for 2 things.  To cast Beguile the witch must merely point at the victim and concentrate for 1 full round, there are no verbal or material components, and the effects only lasts for one hour regardless of level.  The victim is allowed a saving throw (DC: 10+1+ pagan witches int mod) to shake off the effects. Beguile is dispelled the same way charm is, and if the witch wishes the victim to do something against his nature, the victim is allowed another saving throw. Only one creature can be effected by this ability at a time. This ability can be used unlimited times per day but it can only affect a single creature at any given time and if the victim passes their saving throw, they cannot be charmed again within 24 hours.  This is a spell like ability, and spell resistance can be used against it.

Tattoo Totem - Magical Beast: At 9th level the witch may scribe a magical beast tattoo upon her self.  Each Magical Beast provides a different bonus or ability.  The witch can only choose one Magical Beast to tattoo, and the inscription takes 4 hours to complete.  Once the inscription is completed, it is final, and the witch is imbued with it's ability.  The witch must choose the Magical Beast from the list below.  These abilities stack with those of the animal, plant and element tattoos.  For the spell like abilities, these become innate spell like abilities, and are cast as a wizard equal to the witches character level.
-Unicorn: Gains the ability to use the paladins ability to Lay Hands.  The Witch may only heal others with this ability.  She can heal a number of Hps equal to her character level x her wisdom modifier.
-Skeleton: Gains the ability to Turn Undead as a cleric of the same level, however this effect only affects one type of undead.  The witch must choose which type of undead she wishes to turn, rebuke or command (IE: skeletons, ghouls...ect).  This ability does not work on any other kind of undead except the one chosen while scribing the tatoo.  If the witch is evil, they can rebuke or command undead.  If the witch is of neutral alignment she must choose which way she wishes to use this ability upon gaining this ability.  The witch may use this ability a number of times per day equal to her wisdom modifier.
-Dragon Turtle: Gains the ability of water breathing and gains a +10 competence bonus on swim checks.
-Treant: Gains the ability to cast Tree Stride 1/day
-Griffon: Gains the ability to cast Minor Globe of Invernerablity 1/day
-Phoenix: Gains the ability to cast Healing Circle 1/day and Body of the Sun 1/day
-Pegasus: Gains the ability to cast Fly 2/day
-Dragon: Gains the ability to cast Cone of Cold 1/day
-Bullette: Gains the ability to cast Stone Tell 2/day
-Demon: Able to cast Circle of Doom 1/day
-Celestial: Able to cast Raise Dead 1/day
-Lythcanthrope (any): Able to use Polymorph self 1/day

Bestow Witches Curse: At 10th level the witch fully learns all of her abilities, and her final ability is to bestow a witches curse.  The witch can inflict a witch's curse on any single person or creature.  This is exactly identical to the 4th level wizards spell bestow curse except there are more results.  The victim is allowed a saving throw (DC= 10+4+ witches int modifier) to avoid the effects.  If the victim passes their saving throw they cannot be cursed for another 24 hours.  The effect of the curse persists for 24 hours unless the curse is dispelled by a remove curse, wish or similar spell.  To cast the witches curse, the witch must merely point at the victim and concentrate for 1 round, no verbal material components are required. This ability can only be used on one person at a time. If the witch decides to use it on a different person before the 24 hours are up, the curse on the first person ends, and a new one begins on the second person.  The witch may dispell her curse whenever she wishes, by simply pointing at the victim again and willing the curse away, the witch must beable to see the victim in order to achieve this. This is a spell like ability, and spell resistance can be used against it. To determine the effects of the Witches Curse roll a 1d8 and consult the table below:
d8 roll          Result

1-3              One ability of the victim is lowered by 6 points (minimum 1).  Determine which ability is lowered by rolling a 1d6: 1- strength, 2- dexterity, 3-Constitution, 4-Intelligence, 5- Wisdom, 6- Charisma
4-5              The victims Attack rolls, damage rolls, saving throws, ability checks and skill checks aquire a -4 penalty.
                The victim becomes blind, as per the spell blindness.  The effect persists for 24 hours or until the curse is dispelled.
7                 The victim looses 1 hp per hour for the next 24 hours.  These lost hit points can not be recovered by normal or magical means until the Witch's curse ends in 24 hours, or unless the curse is dispelled.  If the victim is reduced to -10 hit points or less within the 24 hours of receiving the curse, or before the curse is dispelled, he dies.
8                 The victim immediately lapses into a state of temporal stasis, as per the 9th level wizard spell.  The effect persists unless the curse is dispelled.  Otherwise at the end of 24 hours, the victim is reduced to -10 hit points and dies.


Click here to Return to Prestige classes