Void Witch (Apath)

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Unofficial rules compendium

A void witch has ties to forces outside of human experience, having found a patron in the depth of the void. Even normal witches usually avoid one so tainted.

Class Information

This is a witch archetype.

Hit Die: d6.

Class Features

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

Alien Familiar

The void witch's familiar has been touched by the void. It's type changes to aberration and at 7th level, it gains the ability to communicate with other aberrations rather than with creatures of it's normal kind. It looks like an emancipated, scabby version of it's normal creature type. This is a modification to the witch's familiar ability.

Ally of Aberrations

Any witch class ability or witch spell that normally targets animals also work on aberrations. Animals summoned by a void witch appearance is modified the same as the void witch's familiar appearance. Their type changes to aberration, but their statistics remain the same.

Aberrant Physique

From level 2 and onwards, the void witch's body changes as she increases in power. Limbs become twisted and elongated, skin putrid and discolored. The void witch suffers a penalty on all Charisma checks and skills (except Intimidate) against humanoids and animals equal to half her class level and gains the same as a bonus on Escape Artist checks.

Hex

The void witch can pick the following hexes, in addition to those available to other witches.

Brain Drain (Su): You can take a standard action to violently probe the mind of a single intelligent enemy within 100 feet. The target receives a Will save to negate the effect and immediately knows the source of this harmful mental prying. Those who fail this save are wracked with pain, taking 1d4 points of damage for every void witch level you possess. After successfully attacking with this ability, you may use a full-round action to sort through the jumble of stolen thoughts and memories to make a single Knowledge check using the victim’s skill bonus. The randomly stolen thoughts remain in your mind for a number of rounds equal to your Intelligence modifier. Treat the knowledge gained as if you had used detect thoughts. This is a mind-affecting effect. You can use this ability once per day at 1st level, plus one additional time per day at 5th level and for every five levels beyond 5th.

Gift of Madness (Su): You tap into the unthinkable void and cause a single living creature within 30 feet to become confused for 1 round. A successful Will save negates the effect. This is a mind-affecting compulsion effect. At 7th level, the confusion lasts for a number of rounds equal to your void witch level. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

Interstellar Void (Su): You call upon the frigid depths of outer space to bring a terrible chill to your enemies. As a standard action, one target within 30 feet is cloaked in the void and takes 1d6 points of cold damage for every void witch level you possess. A successful Fortitude save halves this damage. At 10th level, the interstellar void is so extreme that a creature that fails its save is fatigued. At 15th level, a creature that fail its save is exhausted and stunned for 1 round. You can use this ability once per day plus one additional time per day at 10th level.

Long Limbs (Ex): At 3rd level, your reach increases by 5 feet whenever you are making a melee touch attack. This ability does not otherwise increase your threatened area. At 11th level, this bonus to your reach increases to 10 feet. At 17th level, this bonus to your reach increases to 15 feet.

Mutate (Su): As a standard action, you can assume the form of a Small or Medium monstrous humanoid, as monstrous physique I. At 7th level, you can assume the form of a Tiny or Large monstrous humanoid, as monstrous phyisque II. You can use this ability for 1 minute per day per void witch level. This duration does not need to be consecutive, but it must be spent in 1-minute increments.

Major Hex

Dweller in Darkness (Sp): Once per day, you cast your psyche into the void to attract the attention of a terrible otherworldly being. The dweller in darkness behaves in all ways as if you had cast phantasmal killer. At 17th level, the dweller in darkness can be perceived by more than one creature, as if you had cast weird.

Alien Forms (Su): As a standard action, you can assume the form of a Diminutive to Huge monstrous humanoid, as monstrous physique III At 15th level you can assume the form of a Diminutive to Huge monstrous humanoid, as monstrous physique IV At 20th level, you can assume a variety of forms, as greater polymorph. You can use this ability for 1 minute per day per void witch level. This duration does not need to be consecutive, but it must be spent in 1-minute increments. You must have the mutate hex to choose this hex.

Read the Tapestry (Sp): Once per day, you can spend 10 minutes meditating on the mysteries of the void to send your mind to another plane and communicate with the strange or alien beings there. This functions as the contact other plane spell.

Unusual Anatomy (Ex): Your anatomy changes, giving you a 50% chance to ignore any critical hit or sneak attack scored against you.

Grand Hex

Aberrant Anatomy (Ex): Your body becomes truly unnatural. You are immune to critical hits and sneak attacks. In addition, you gain blindsight with a range of 60 feet and damage reduction 5/—. You must have unusual anatomy to pick this hex.

Alien Resistance (Su): You gain spell resistance equal to your void witch level + 10.

Absurd Evolution (Sp): As a standard action, you can use greater polymorph a number of times per day equal to 3 + your Intelligence modifier.

Table: The Void Witch

Level Base Attack Bonus Fort Save Ref Save Will Save Special Spells per Day
0+1 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +0 +0 +2 Alien familiar, ally of abberations, cantrips, hex, patron spells 3 1
2nd +1 +0 +0 +3 Aberant physique, 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 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 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 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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