Veiled Witch (Apath)

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Unofficial rules compendium

A veiled witch is even more secretive than most witches, hiding herself under layers of illusion. Veiled witches excel at casting glamers—spells that alter or conceal the witch's true form. Obsessively concealing their nature and appearance, a veiled witch often has a face for each person she meets.

Class Information

This is a prestige archetype. Veiled witches are face-changing illusionists.

Prestige Class: Veiled illusionist from Pathfinder Campaign Setting: Paths of Prestige.

Build Classes: Witch.

Role: Veiled witches make excellent spies and infiltrators, and have a full magical arsenal to fall back on when a situation turns dire.

Alignment: Any. Most veiled witches are chaotic, with a new personality and goals to go with each role they assume.

Hit Die: d6.

Class Skills

The veiled witch's class skills (and the key ability for each skill) are Bluff (Cha), Craft (Int), Disguise (Cha), Fly (Dex), Intimidate (Cha), Knowledge (arcana) (Int), Profession (Wis), Spellcraft (Int), Stealth (Dex), and Use Magic Device (Cha).

Skill Ranks at Each Level: 2 + Int modifier.

Class Features

A veiled witch has all the class features of the witch, except as noted.

Veil Pool (Sp)

A veiled witch draws power from a reserve of magical energy to strengthen her illusions. This veil pool has a number of points equal to half her class level + her Intelligence modifier. The pool refreshes once per day when the veiled witch prepares her spells.

As a standard action, the veiled witch can spend 1 point from her veil pool to alter her appearance as per the spell disguise self. This is a glamer effect that lasts a number of hours equal to the veiled witch's class level. The DC to disbelieve the effect is equal to 15 + the number of points remaining in the veiled witch's veil pool.

At 2nd level, the veiled witch can alter her perceived audible (sound) properties when she assumes her disguise. At 8th level, the veiled witch can also alter her perceived tactile (touch) properties, and can imitate any voice with which she is familiar. At 16th level, the veiled witch's veil fools even extraordinary senses, such as scent, blindsight, or tremorsense.

Witch's Veils

A veiled witch learns to cloak herself in the forms favored by her class—human, halfling, elf, gnome, cyclops, and naga. Once the veiled witch learns a veil, she can expend 1 point from her veil pool to disguise herself as a member of that veil's race as though using disguise self, even if doing so would exceed the limitations of disguise self. When disguising herself as one of these races, she gains an additional bonus on her Disguise check equal to half her class level. Each veil also grants the witch an additional power. Assuming a different veil while still under the effects of her disguise self spell-like ability is a free action, and does not expend any additional points from her veil pool. This replaces the hexes gained at level 1, 2, 4, 6, 8, 10, 14, 16, and 18.

Human: At each level, a veiled witch may select an illusion spell from the sorcerer/wizard spell list of a level she can cast and add it to her spell list and to the spells her familiar knows. This replaces patron spells.

Halfling: At 4th level, a veiled witch can spend 1 point from her veil pool as a free action while casting an illusion spell to disguise her spellcasting. Creatures attempting to identify the spell as it's being cast must succeed at a Will save (DC 15 + the number of points remaining in the witch's veil pool) or misidentify the spell as a spell of the witch's choice. The illusory spell must be the same level as the true spell, and must be one the witch can cast.

Elf: At 6th level, a veiled witch can spend 1 point from her veil pool as an immediate action to reroll a caster level check made to bypass spell resistance. She must use this ability before the results of the first roll are revealed, and must accept the second roll, even if it's worse.

Gnome: At 10th level, a veiled witch can spend 1 point from her veil pool to concentrate on a glamer or figment as a swift action, rather than a standard action.

Cyclops: At 14th level, a veiled witch can spend 1 point from her veil pool as a free action to gain the benefits of the spell true seeing until the beginning of her next turn.

Naga: At 18th level, as a free action while casting an illusion spell, a veiled witch can spend 1 point from her veil pool to coil the illusion upon itself. Any creature that disbelieves the illusion sees a second illusion within the translucent outline of the first, as if the witch had cast the spell a second time. Effectively, after a creature disbelieves the first illusion, it sees a second illusion in its place, which it must attempt to disbelieve separately. The veiled witch must determine the features of the second illusion as she casts the first. If the second illusion is especially similar to the first one, creatures that study or interact with it receive a +4 bonus on the save to disbelieve the effect.

Quick Veil

At 9th level, a veiled witch can assume disguise with her veil pool ability as a swift action. At 19th level, the action is reduced to a free action. This replaces the major hex ability normally gained at level 10 and the grand hex ability gained at level 18.

Effortless Trickery (Ex)

You gain Effortless Trickery as a bonus feat, ignoring the prerequisites. If you already know this feat, you gain any other feat you fulfil the prerequistes for instead. This replaces the level 12 hex.

True Veil

At 20th level, a veiled witch can spend 1 point from her veil pool to imbue her disguise with a measure of reality. The veiled witch's disguise self spell-like ability is treated as a polymorph effect, though it retains the illusion school and gains the shadow descriptor. Other creatures no longer get a Will save to recognize the effect as an illusion, though they can still make Perception checks to realize the veiled witch is using a disguise.

If disguised as a humanoid using her veil pool ability, the veiled witch gains the benefit of alter self. If disguised as a cyclops or naga, she gains a +4 size bonus to Strength, a –2 penalty to Dexterity, a +4 natural armor bonus, and any of the following abilities possessed by the creature whose form she has taken: burrow 30 feet, climb 90 feet, fly 90 feet (good maneuverability), swim 90 feet, darkvision 60 feet, low-light vision, ferocity, guarded thoughts, poison, and spit. The effect lasts for a number of minutes equal to the veiled witch's level if she is disguised as a humanoid, or rounds per level if disguised as a cyclops or naga. This replaces the hex gained at level 20.

Table: Veiled Witch

Level Base Attack Bonus Fort Save Ref Save Will Save Special Spells per Day
0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +0 +0 +2 Cantrip's, veil pool, witch's familiar, witch's veil (human) 3 1
2nd +1 +0 +0 +3 Veil pool (auditory) 4 2
3rd +1 +1 +1 +3 4 2 1
4th +2 +1 +1 +4 Witch's veil (halfling) 4 3 2
5th +2 +1 +1 +4 4 3 2 1
6th +3 +2 +2 +5 Witch's veil (elf) 4 3 3 2
7th +3 +2 +2 +5 4 4 3 2 1
8th +4 +2 +2 +6 Veil pool (tactile) 4 4 3 3 2
9th +4 +3 +3 +6 Quick veil (swift) 4 4 4 3 2 1
10th +5 +3 +3 +7 Witch's veil (gnome) 4 4 4 3 3 2
11th +5 +3 +3 +7 4 4 4 4 3 2 1
12th +6/+1 +4 +4 +8 Effortless Trickery 4 4 4 4 3 3 2
13th +6/+1 +4 +4 +8 4 4 4 4 4 3 2 1
14th +7/+2 +4 +4 +9 Witch's veil (cyclops) 4 4 4 4 4 3 3 2
15th +7/+2 +5 +5 +9 4 4 4 4 4 4 3 2 1
16th +8/+3 +5 +5 +10 Veil pool (extraordinary senses) 4 4 4 4 4 4 3 3 2
17th +8/+3 +5 +5 +10 4 4 4 4 4 4 4 3 2 1
18th +9/+4 +6 +6 +11 Witch's veil (naga) 4 4 4 4 4 4 4 3 3 2
19th +9/+4 +6 +6 +11 Quick veil (free) 4 4 4 4 4 4 4 4 3 3
20th +10/+5 +6 +6 +12 True veil 4 4 4 4 4 4 4 4 4 4
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