Difference between revisions of "Occult Witch (Apath)"

From Action
Jump to navigation Jump to search
m (wk)
Line 6: Line 6:
  
 
'''Hit Die:''' d6.
 
'''Hit Die:''' d6.
 +
 +
=== Class Skills ===
 +
The witch's class skills are Craft (Int), Fly (Dex), Heal (Wis), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (nature) (Int), Knowledge (planes) (Int), Profession (Wis), Sleight of Hand (Dex), Spellcraft (Int), and Use Magic Device (Cha).
 +
 +
Skill Ranks per Level: 2 + Int modifier.
  
 
== Class Features ==
 
== Class Features ==

Revision as of 01:58, 28 January 2016

ApathApath Logo
Unofficial rules compendium

Occult witches are more low-profile than regular witches, using occult powers in ways many cannot even tell is magic.

Class Information

This is an witch archetype that uses occult powers.

Hit Die: d6.

Class Skills

The witch's class skills are Craft (Int), Fly (Dex), Heal (Wis), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (nature) (Int), Knowledge (planes) (Int), Profession (Wis), Sleight of Hand (Dex), Spellcraft (Int), and Use Magic Device (Cha).

Skill Ranks per Level: 2 + Int modifier.

Class Features

The occult witch has all the standard witch’s class features, except as noted below.

Spells

Table: Occult Witch Spells Known
Level Spells Known
Zero 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st 4 2
2nd 5 2
3rd 5 3
4th 6 3 1
5th 6 4 2
6th 7 4 2 1
7th 7 5 3 2
8th 8 5 3 2 1
9th 8 5 4 3 2
10th 9 5 4 3 2 1
11th 9 5 5 4 3 2
12th 9 5 5 4 3 2 1
13th 9 5 5 4 4 3 2
14th 9 5 5 4 4 3 2 1
15th 9 5 5 4 4 4 3 2
16th 9 5 5 4 4 4 3 2 1
17th 9 5 5 4 4 4 3 3 2
18th 9 5 5 4 4 4 3 3 2 1
19th 9 5 5 4 4 4 3 3 3 2
20th 9 5 5 4 4 4 3 3 3 3

A occult witch casts occult witch spells drawn from the witch spell list. She can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, a occult witch must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a occult witch's spell is equal to 10 + the spell's level + the occult witch's Intelligence modifier.

A occult witch can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Occult Witch. In addition, she receives bonus spells per day if she has a high Intelligence score.

The occult witch's selection of spells is limited. A occult witch begins play knowing four 0-level spells and two 1st-level spells of the occult witch's choice. At each new occult witch level, she learns one or more new spells, as indicated on Table: Occult witch Spells Known. Unlike a occult witch's spells per day, the number of spells a occult witch knows isn't affected by her Intelligence score.

At 4th level and every even-numbered level thereafter (6th, 8th, and so on), a occult witch can choose to learn a single new spell in place of one she already knows. In effect, the occult witch loses the old spell in exchange for the new one.

The new spell's level must be the same as that of the spell being exchanged, and it must be at least 1 level lower than the highest-level spell from the occult witch's class list that the occult witch can cast. A occult witch can swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that she gains new spells known for the level.

A occult witch need not prepare her spells in advance. She can cast any occult witch spell she knows at any time, assuming she has not yet used up her allotment of spells per day for the spell's level. This is a modification of the witch spells ability.

Knacks: Psychics learn a number of knacks, or 0-level spells. These spells are cast like any other spell, but they don't consume any slots and can be used again. Knacks cast using other spell slots (due to metamagic feats, for example) consume spell slots as normal.

Occult Bond (Ex or Sp)

At 1st level, occult witches form a powerful bond with an object or a creature. This bond can take one of two forms: a familiar or a bonded object. A familiar is a magical pet that enhances the occult witch's skills and senses and can aid her in magic, while a bonded object is an item a occult witch can use to cast additional spells. Once a occult witch makes this choice, it is permanent and cannot be changed.

Rules for bonded items are given below, while rules for familiars are located here: Familiars.

Any small object traditionally used in occultism or divination can serve as an occult witch's bonded object; amulets, bones, candles, crystals, pendants, dolls, runes, cards, glass pebbles, perfumes, or bars or incense are all common. An occult witch's bonded object does not occupy an item slot and is generally not a magic item.

A bonded object can be used once to cast any one spell from the witch spell list of a level the occult witch is capable of casting, even if the spell is not in her list of spells know. This spell is treated like any other spell cast by the occult witch, including casting time, duration, and other effects dependent on the occult witch's level. This spell cannot be modified by metamagic feats or other abilities. The occult witch must be in physical contact with the bonded object to use this ability. If the object of an occult bond is used, lost, or destroyed, a new one can be selected the next time the occult witch regains her spell slots.

Patron Spells

At 3rd level an occult witch must select a patron. This patron is a vague and mysterious force, granting the witch power for reasons that she might not entirely understand. While these forces need not be named, they typically hold influence over one of the listed forces. Occult witches have the same selection of patrons witches do. Each patron is listed by its theme. Its actual name is up to the GM and the witch to decide.

At 3rd level, and every two levels thereafter, a witch's patron adds new spells to a occult witch's list of spells known. The spells gained depend upon the patron chosen. Note that occult witches gain patron spells one class level later than most other witches do. This is a modification of the patron spells ability.

Table: Occult Witch

Level Base
Attack
Bonus
Fort
Save
Reflex
Save
Will
Save
Special Spells per Day
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +0 +0 +2 Knacks, hex, occult bond 3
2nd +1 +0 +0 +3 Hex 4
3rd +1 +1 +1 +3 Patron spell (1st) 5
4th +2 +1 +1 +4 Hex 6 3
5th +2 +1 +1 +4 Patron spell (2nd) 6 4
6th +3 +2 +2 +5 Hex 6 5 3
7th +3 +2 +2 +5 Patron spell (3rd) 6 6 4
8th +4 +2 +2 +6 Hex 6 6 5 3
9th +4 +3 +3 +6 Patron spell (4th) 6 6 6 4
10th +5 +3 +3 +7 Hex, major hex 6 6 6 5 3
11th +5 +3 +3 +7 Patron spell (5th) 6 6 6 6 4
12th +6/+1 +4 +4 +8 Hex 6 6 6 6 5 3
13th +6/+1 +4 +4 +8 Patron spell (6th) 6 6 6 6 6 4
14th +7/+2 +4 +4 +9 Hex 6 6 6 6 6 5 3
15th +7/+2 +5 +5 +9 Patron spell (7th) 6 6 6 6 6 6 4
16th +8/+3 +5 +5 +10 Hex 6 6 6 6 6 6 5 3
17th +8/+3 +5 +5 +10 Patron spell (8th) 6 6 6 6 6 6 6 4
18th +9/+4 +6 +6 +11 Hex, grand hex 6 6 6 6 6 6 6 5 3
19th +9/+4 +6 +6 +11 Patron spell (19thst) 6 6 6 6 6 6 6 6 4
20th +10/+5 +6 +6 +12 Hex 6 6 6 6 6 6 6 6 6

Summary of Changed Class Abilities

These abilities of the original class are lost or modified in this archetype:

  • Spells
  • Patron Spells
  • Witch's Familiar
OGL logo.png The text in this article is Open Game Content. It is covered by the Open Game License v1.0a, rather than the Action copyright. To distinguish it, these items will have this notice. If you see any page that contains OGL material and does not show this license statement, please contact one of the Action administrators. Please note that images used in article may have different copyright than the text.