Witch

I cannot believe in a paradise
Glorious, undefiled,
For gates all scrolled and streets of gold
Are tales for a dreaming child.
I am too lost for shame
That it moves me unto mirth,
But I can vision a Hell of flame
For I have lived on earth.
- Robert E. Howard

Hit Dice: d6.

Level Base Attack Bonus Magic Attack Bonus Fortitude Save Reflex Save Will Save Special
1 +0 +0 +0 +0 +1 Sorcerer, Runes
2 +1 +1 +0 +0 +2 Fearsome Aura, Sorcery Feat Discount
3 +2 +1 +1 +1 +2 Special Ability
4 +3 +2 +1 +1 +3 Bleed Dry +1
5 +3 +2 +2 +2 +3 Special Ability
6 +4 +3 +2 +2 +4 Special Ability
7 +5 +3 +3 +3 +4 Bleed Dry +2
8 +6 +4 +3 +3 +5 Special Ability
9 +6 +4 +4 +4 +5 Special Ability
10 +7 +5 +4 +4 +6 Bleed Dry +3

Sorcerer: The Witch may purchase any spells on the spell list from the following Disciplines: Chicanery, Curse, Divination, Blessings, Nature Magic, Summoning and Sea Witchery.

Runes (Su): A Witch may scribe runes on parts of his own body and gain powers. Each rune requires a specific amount of minimum Blood Points, but many can be augmented to be more powerful. Creating a rune takes 10 minutes. The Witch may not have more than one rune on any given part of his body. In order for the runes to be effective, the Witch must be naked. He may wear jewelry and carry up to one weapon in each hand (or one two-handed weapon in both hands), but may not carry a shield, wear any armor or clothing, or wear any such items as scabbards, pouches, etc. Witch Runes are purchased with XP.

Each rune requires a specific amount of minimum points from a Witch’s blood pool (see below), but many can be augmented to be more powerful. However, when he creates a rune, not only does he use up points from his blood pool, the total amount of points his blood pool can hold decreases by that exact amount until he removes the rune or the rune expires on its own.

Blood Pool: When a Witch inflicts wounds with a slashing weapon, she gains special points that go into his ‘blood pool’. For every 2 points of damage he deals, he gains 1 Blood Point in his blood pool. A blood pool can hold no more points than ten times the Witch’s class level. These blood points are used to fuel the Witch’s runes (see above).

Fearsome Aura (Su): Witches are sacred priests, raised above ordinary folk and touched by the gods. Slaying a Witch is an unimaginably evil crime, and even striking one is absolute anathema to commoners and nobles alike. To attack a Witch, a character must first succeed at a Will save (DC 10 + ½ Witch’s class level + Witch’s Charisma bonus). A success indicates that the character may attack the Witch during this encounter; a failure means he may not. This ability is immediately cancelled out if the Witch performs any obviously offensive actions towards the target or his allies, including casting spells on them. Otherwise the effect lasts the rest of the day. The fearsome aura only affects humanoids.

Sorcery Feat Discount: Witches of 2nd level or higher may purchase Sorcery feats for 400 XP each, rather than the normal 500

Special Ability (Su): The witch gains her choice of one of the Witch Special Abilities, provided he meets the prerequisites (if any). Each ability may be chosen only once.

Bleed Dry (Ex): The witch’s expertise in draining every last drop of earth power allows him to gain +1 Magic Point per Hit Die from any creature he ritually sacrifices. At 9h level this bonus rises to +2.

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