Difference between revisions of "Spirit Witch (Apath)"

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{{Apath}}
''A spirit witch interacts directly with her patron, rather than using a familiar as an intermediary.''
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A spirit witch is a witch without a familiar. Instead, she has an immaterial spirit ally only she can see, that improves her concentration.
  
== Class Abilities ==
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== Background ==
=== Spellcasting ===
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A spirit witch has a spirit ally instead of a familiar, a purely spiritual creature that is unable to interact with the world, but which can also ignore all danger. The spirit ally resembles an animist's spirit guide.''
A spirit witch casts arcane spells drawn primarily 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 spirit witch must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a spirit witch's spell is 10 + the spell level + the spirit witch's Charisma modifier.
 
  
Like other spellcasters, a spirit witch can cast only a certain number of spells of each spell level per day. A spirit witch does not use the spells per day from Table: the witch. Instead, her base daily spell allotment is given on Table: spirit witch. In addition, she receives bonus spells per day if she has a high Charisma score (see Table: Ability Modifiers and Bonus Spells).
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== Class Information ==
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This is a [http://www.d20pfsrd.com/classes/base-classes/witch witch] archetype.
  
A spirit witch's selection of spells is extremely limited. A spirit witch begins play knowing four 0-level spells and two 1st-level spells of her choice. At each new spirit witch level, she gains one or more new spells, as indicated on Table: spirit witch. (Unlike spells per day, the number of spells a spirit witch knows is not affected by her Charisma score; the numbers on Table: spirit witch are fixed.)To gain new spells, the witch enters communion with the patron and negotiates the powers the witch will be able to use from now on. Normally, the patron grants exactly the spells the spirit witch wants, but see the patron agent familiar section below for an exception.
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'''Hit Die:''' d6.
  
The spirit witch automatically learns the spells granted by her patron as soon as she is able to cast them. This is in addition to the "spells known" from Table: spirit witch.
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== Class Features ==
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This archetype has all normal class features, except as noted.  
  
Upon reaching 4th level, and at every even-numbered spirit witch level after that (6th, 8th, and so on), a spirit witch can choose to learn a new spell in place of one she already knows. In effect, the spirit 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. A spirit witch may 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.
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===Spirit ally===
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A spirit witch has a spirit ally instead of a familiar. This spirit ally is an immaterial personification of their patron. In some sense a spirit witch and her spirit ally are one being, both knowing and seeing and experiencing the same things. Unlike a familiar, a spirit ally is not a separate entity from the spirit witch. She is the only one who can perceive or interact with her spirit ally. It exists only inside her own mind and soul.
  
Unlike a normal witch, a spirit witch need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her spells per day for that spell level.
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The exact form of the spirit ally is chosen by the spirit witch at 1:st level, usually for the qualities it represents. The exact form of a spirit ally is purely personal preference, and confers no special advantages or disadvantages.
  
=== Patron Agent Familiar ===
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The spirit ally teaches the witch her spells, and the witch can teach her spirit ally spells in the same manner a familiar does. When a familiar would take a physical action to learn or teach a spell, it does so by possessing the spirit witch's body. The spirit ally cannot otherwise posses the spirit witch except as outlined below.
A spirit witch does not use her familiar when preparing spells. Instead, the familiar is an agent of the patron, sent to keep track of the witch and keep her in line. The ultimate loyalty of the familiar is to the patron, and it can be a constant nagging reminder to a witch that it feels is straying from the patron's ideals. If the familiar feels the witch has betrayed the patron, it might turn hostile and betray her in various ways. It has no control over the witch's powers, but can alert her enemies, share her secrets, and otherwise work to counter her ambitions in various ways. When the spirit witch advances in level, the patron asks the familiar to report on the activities of the witch. If the familiar gives a bad report, the witch might not be allowed to select the spells she wants or might be denied new spells altogether. If the familiar's reports that the witch is a traitor, the patron will deny the increase in power and the spirit witch cannot advance in power until she makes up with the familiar.
 
  
This is otherwise as the normal witches familiar.
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This replaces the witch's familiar.
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=== Ally Concentration (su) ===
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At 7th level, a free action, a spirit witch can assign her spirit ally the task of concentrating on a spell or spell-like ability that is maintained through concentration. The spirit witch can act normally while her spirit ally concentrates on the spell. A spirit ally can concentrate on only one spell at a time. If necessary to maintain the spell, the spirit ally makes concentration checks for the spirit witch, using the spirit witch's normal concentration modifier. A spirit ally does not have to make concentration checks for circumstances such as the spirit witch taking damage. The spirit itself is not present for anyone to interrupt or otherwise interact with.
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=== Ally Walk (su) ===
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At 13th level, when the spirit witch is incapacitated, slept, held, unconscious or otherwise helpless after having failed a Will saving throw, the spirit ally takes over control of the body. The spirit witch is not considered helpless, and may perform one move action each round.
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=== Ally Loyalty (su) ===
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At 19th level, a spirit witch can lean on her spirit ally, using its support to keep control of herself. If a spirit witch is affected by an enchantment spell or effect and fails her saving throw, she can attempt it again 1 round later at the same DC. She only gets this one extra chance to succeed on her saving throw.
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== Table: The Spirit Witch ==
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{|class="wikitable"
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|rowspan=2 valign=bottom |''' Level'''||rowspan=2 valign=bottom |''' Base <br>Attack <br>Bonus'''||rowspan=2 valign=bottom |''' Fort <br>Save'''||rowspan=2 valign=bottom |''' Ref <br>Save'''||rowspan=2 valign=bottom |''' Will <br>Save'''||rowspan=2 valign=bottom |''' Special'''||colspan=10|'''Spells per Day'''
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|-
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||0|||1st|||2nd|||3rd|||4th|||5th|||6th|||7th|||8th|||9th
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|-
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|valign="top"| 1st||valign="top"| +0||valign="top"| +0||valign="top"| +0||valign="top"| +2||valign="top"| Cantrips, hex, patron spells, spirit ally||valign="top"| 3||valign="top"| 1||valign="top"| —||valign="top"| —||valign="top"| —||valign="top"| —||valign="top"| —||valign="top"| —||valign="top"| —||valign="top"| —
 +
|-
 +
|valign="top"| 2nd||valign="top"| +1||valign="top"| +0||valign="top"| +0||valign="top"| +3||valign="top"| Hex||valign="top"| 4||valign="top"| 2||valign="top"| —||valign="top"| —||valign="top"| —||valign="top"| —||valign="top"| —||valign="top"| —||valign="top"| —||valign="top"| —
 +
|-
 +
|valign="top"| 3rd||valign="top"| +1||valign="top"| +1||valign="top"| +1||valign="top"| +3||valign="top"|  ||valign="top"| 4||valign="top"| 2||valign="top"| 1||valign="top"| —||valign="top"| —||valign="top"| —||valign="top"| —||valign="top"| —||valign="top"| —||valign="top"| —
 +
|-
 +
|valign="top"| 4th||valign="top"| +2||valign="top"| +1||valign="top"| +1||valign="top"| +4||valign="top"| Hex||valign="top"| 4||valign="top"| 3||valign="top"| 2||valign="top"| —||valign="top"| —||valign="top"| —||valign="top"| —||valign="top"| —||valign="top"| —||valign="top"| —
 +
|-
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|valign="top"| 5th||valign="top"| +2||valign="top"| +1||valign="top"| +1||valign="top"| +4||valign="top"|  ||valign="top"| 4||valign="top"| 3||valign="top"| 2||valign="top"| 1||valign="top"| —||valign="top"| —||valign="top"| —||valign="top"| —||valign="top"| —||valign="top"| —
 +
|-
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|valign="top"| 6th||valign="top"| +3||valign="top"| +2||valign="top"| +2||valign="top"| +5||valign="top"| Hex ||valign="top"| 4||valign="top"| 3||valign="top"| 3||valign="top"| 2||valign="top"| —||valign="top"| —||valign="top"| —||valign="top"| —||valign="top"| —||valign="top"| —
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|-
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|valign="top"| 7th||valign="top"| +3||valign="top"| +2||valign="top"| +2||valign="top"| +5||valign="top"|  Ally concentration||valign="top"| 4||valign="top"| 4||valign="top"| 3||valign="top"| 2||valign="top"| 1||valign="top"| —||valign="top"| —||valign="top"| —||valign="top"| —||valign="top"| —
 +
|-
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|valign="top"| 8th||valign="top"| +4||valign="top"| +2||valign="top"| +2||valign="top"| +6||valign="top"| Hex ||valign="top"| 4||valign="top"| 4||valign="top"| 3||valign="top"| 3||valign="top"| 2||valign="top"| —||valign="top"| —||valign="top"| —||valign="top"| —||valign="top"| —
 +
|-
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|valign="top"| 9th||valign="top"| +4||valign="top"| +3||valign="top"| +3||valign="top"| +6||valign="top"|  ||valign="top"| 4||valign="top"| 4||valign="top"| 4||valign="top"| 3||valign="top"| 2||valign="top"| 1||valign="top"| —||valign="top"| —||valign="top"| —||valign="top"| —
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|-
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|valign="top"| 10th||valign="top"| +5||valign="top"| +3||valign="top"| +3||valign="top"| +7||valign="top"| Hex, major hex||valign="top"| 4||valign="top"| 4||valign="top"| 4||valign="top"| 3||valign="top"| 3||valign="top"| 2||valign="top"| —||valign="top"| —||valign="top"| —||valign="top"| —
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|-
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|valign="top"| 11th||valign="top"| +5||valign="top"| +3||valign="top"| +3||valign="top"| +7||valign="top"|  ||valign="top"| 4||valign="top"| 4||valign="top"| 4||valign="top"| 4||valign="top"| 3||valign="top"| 2||valign="top"| 1||valign="top"| —||valign="top"| —||valign="top"| —
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|-
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|valign="top"| 12th||valign="top"| +6/+1||valign="top"| +4||valign="top"| +4||valign="top"| +8||valign="top"| Hex ||valign="top"| 4||valign="top"| 4||valign="top"| 4||valign="top"| 4||valign="top"| 3||valign="top"| 3||valign="top"| 2||valign="top"| —||valign="top"| —||valign="top"| —
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|-
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|valign="top"| 13th||valign="top"| +6/+1||valign="top"| +4||valign="top"| +4||valign="top"| +8||valign="top"|  Ally walk||valign="top"| 4||valign="top"| 4||valign="top"| 4||valign="top"| 4||valign="top"| 4||valign="top"| 3||valign="top"| 2||valign="top"| 1||valign="top"| —||valign="top"| —
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|-
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|valign="top"| 14th||valign="top"| +7/+2||valign="top"| +4||valign="top"| +4||valign="top"| +9||valign="top"| Hex ||valign="top"| 4||valign="top"| 4||valign="top"| 4||valign="top"| 4||valign="top"| 4||valign="top"| 3||valign="top"| 3||valign="top"| 2||valign="top"| —||valign="top"| —
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|-
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|valign="top"| 15th||valign="top"| +7/+2||valign="top"| +5||valign="top"| +5||valign="top"| +9||valign="top"|  ||valign="top"| 4||valign="top"| 4||valign="top"| 4||valign="top"| 4||valign="top"| 4||valign="top"| 4||valign="top"| 3||valign="top"| 2||valign="top"| 1||valign="top"| —
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|-
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|valign="top"| 16th||valign="top"| +8/+3||valign="top"| +5||valign="top"| +5||valign="top"| +10||valign="top"| Hex ||valign="top"| 4||valign="top"| 4||valign="top"| 4||valign="top"| 4||valign="top"| 4||valign="top"| 4||valign="top"| 3||valign="top"| 3||valign="top"| 2||valign="top"| —
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|-
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|valign="top"| 17th||valign="top"| +8/+3||valign="top"| +5||valign="top"| +5||valign="top"| +10||valign="top"|  ||valign="top"| 4||valign="top"| 4||valign="top"| 4||valign="top"| 4||valign="top"| 4||valign="top"| 4||valign="top"| 4||valign="top"| 3||valign="top"| 2||valign="top"| 1
 +
|-
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|valign="top"| 18th||valign="top"| +9/+4||valign="top"| +6||valign="top"| +6||valign="top"| +11||valign="top"| Hex, grand hex||valign="top"| 4||valign="top"| 4||valign="top"| 4||valign="top"| 4||valign="top"| 4||valign="top"| 4||valign="top"| 4||valign="top"| 3||valign="top"| 3||valign="top"| 2
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|-
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|valign="top"| 19th||valign="top"| +9/+4||valign="top"| +6||valign="top"| +6||valign="top"| +11||valign="top"|  Ally loyalty||valign="top"| 4||valign="top"| 4||valign="top"| 4||valign="top"| 4||valign="top"| 4||valign="top"| 4||valign="top"| 4||valign="top"| 4||valign="top"| 3||valign="top"| 3
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|-
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|valign="top"| 20th||valign="top"| +10/+5||valign="top"| +6||valign="top"| +6||valign="top"| +12||valign="top"| Hex ||valign="top"| 4||valign="top"| 4||valign="top"| 4||valign="top"| 4||valign="top"| 4||valign="top"| 4||valign="top"| 4||valign="top"| 4||valign="top"| 4||valign="top"| 4
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|}
  
 
== Summary of Changed Class Abilities ==
 
== Summary of Changed Class Abilities ==
 
These abilities of the original class are lost or modified in this archetype:
 
These abilities of the original class are lost or modified in this archetype:
* Arcane school
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* Familiar
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<!-- OGL -->
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<noinclude>{{OGL}}</noinclude>

Latest revision as of 22:40, 21 March 2018

ApathApath Logo
Unofficial rules compendium

A spirit witch is a witch without a familiar. Instead, she has an immaterial spirit ally only she can see, that improves her concentration.

Background

A spirit witch has a spirit ally instead of a familiar, a purely spiritual creature that is unable to interact with the world, but which can also ignore all danger. The spirit ally resembles an animist's spirit guide.

Class Information

This is a witch archetype.

Hit Die: d6.

Class Features

This archetype has all normal class features, except as noted.

Spirit ally

A spirit witch has a spirit ally instead of a familiar. This spirit ally is an immaterial personification of their patron. In some sense a spirit witch and her spirit ally are one being, both knowing and seeing and experiencing the same things. Unlike a familiar, a spirit ally is not a separate entity from the spirit witch. She is the only one who can perceive or interact with her spirit ally. It exists only inside her own mind and soul.

The exact form of the spirit ally is chosen by the spirit witch at 1:st level, usually for the qualities it represents. The exact form of a spirit ally is purely personal preference, and confers no special advantages or disadvantages.

The spirit ally teaches the witch her spells, and the witch can teach her spirit ally spells in the same manner a familiar does. When a familiar would take a physical action to learn or teach a spell, it does so by possessing the spirit witch's body. The spirit ally cannot otherwise posses the spirit witch except as outlined below.

This replaces the witch's familiar.

Ally Concentration (su)

At 7th level, a free action, a spirit witch can assign her spirit ally the task of concentrating on a spell or spell-like ability that is maintained through concentration. The spirit witch can act normally while her spirit ally concentrates on the spell. A spirit ally can concentrate on only one spell at a time. If necessary to maintain the spell, the spirit ally makes concentration checks for the spirit witch, using the spirit witch's normal concentration modifier. A spirit ally does not have to make concentration checks for circumstances such as the spirit witch taking damage. The spirit itself is not present for anyone to interrupt or otherwise interact with.

Ally Walk (su)

At 13th level, when the spirit witch is incapacitated, slept, held, unconscious or otherwise helpless after having failed a Will saving throw, the spirit ally takes over control of the body. The spirit witch is not considered helpless, and may perform one move action each round.

Ally Loyalty (su)

At 19th level, a spirit witch can lean on her spirit ally, using its support to keep control of herself. If a spirit witch is affected by an enchantment spell or effect and fails her saving throw, she can attempt it again 1 round later at the same DC. She only gets this one extra chance to succeed on her saving throw.

Table: The Spirit 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 Cantrips, hex, patron spells, spirit ally 3 1
2nd +1 +0 +0 +3 Hex 4 2
3rd +1 +1 +1 +3 4 2 1
4th +2 +1 +1 +4 Hex 4 3 2
5th +2 +1 +1 +4 4 3 2 1
6th +3 +2 +2 +5 Hex 4 3 3 2
7th +3 +2 +2 +5 Ally concentration 4 4 3 2 1
8th +4 +2 +2 +6 Hex 4 4 3 3 2
9th +4 +3 +3 +6 4 4 4 3 2 1
10th +5 +3 +3 +7 Hex, major hex 4 4 4 3 3 2
11th +5 +3 +3 +7 4 4 4 4 3 2 1
12th +6/+1 +4 +4 +8 Hex 4 4 4 4 3 3 2
13th +6/+1 +4 +4 +8 Ally walk 4 4 4 4 4 3 2 1
14th +7/+2 +4 +4 +9 Hex 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 Hex 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 Hex, grand hex 4 4 4 4 4 4 4 3 3 2
19th +9/+4 +6 +6 +11 Ally loyalty 4 4 4 4 4 4 4 4 3 3
20th +10/+5 +6 +6 +12 Hex 4 4 4 4 4 4 4 4 4 4

Summary of Changed Class Abilities

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

  • Familiar
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