Occult Witch (Apath)

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Unofficial rules compendium
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Occult witches are more low-profile than the regular type, 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 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.

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.

Patron Spells

At 1st level, when a witch gains her familiar, she must also 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 following forces.

At 2nd level, and every two levels thereafter, a witch's patron adds new spells to a witch's list of spells known. These spells are also automatically added to the list of spells stored by the familiar. The spells gained depend upon the patron chosen. Each patron is listed by its theme. Its actual name is up to the GM and the witch to decide.

See a complete list of witch patrons here.

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
|valign="top"| 1st +0 +0 +0 +2 Knacks, hex, patron spells, witch's familiar 3
2nd +1 +0 +0 +3 Hex 4
3rd +1 +1 +1 +3 5
4th +2 +1 +1 +4 Hex 6 3
5th +2 +1 +1 +4 6 4
6th +3 +2 +2 +5 Hex 6 5 3
7th +3 +2 +2 +5 6 6 4
8th +4 +2 +2 +6 Hex 6 6 5 3
9th +4 +3 +3 +6 6 6 6 4
10th +5 +3 +3 +7 Hex, major hex 6 6 6 5 3
11th +5 +3 +3 +7 6 6 6 6 4
12th +6/+1 +4 +4 +8 Hex 6 6 6 6 5 3
13th +6/+1 +4 +4 +8 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 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 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 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:

  • Alchemy
  • Swift Alchemy
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