Witch Special Abilities

Child-Scent (Ex): The witch gains the scent ability, but only with respect to humanoid children and immature animals. Thus, she could sniff out a child's hiding place or a den of wolf pups, but not the child's parents or the den mother.

Delay Affliction (Su): Once per day as an immediate action, whenever you fail a saving throw against a disease or poison, you may ignore its effects for 1 hour per HD.

Evil Eye (Su): The witch can cause doubt to creep into the mind of a foe within 30 feet that she can see. The target takes a –2 penalty on one of the following (witch's choice): Defense, ability checks, attack rolls, saving throws, or skill checks. This hex lasts for a number of rounds equal to 3 + the witch's Intelligence modifier. A Will save (DC = the witch's magic attack roll) reduces this to just 1 round. This is a mind-affecting effect.

Force of Personality (Ex): The witch may use his Charisma modifier instead of his Intelligence modifier when casting spells and making magic attack rolls.

Fortune (Su): The witch can grant a creature within 30 feet a bit of good luck for 1 round. The target can call upon this good luck once per round, allowing him to reroll any ability check, attack roll, saving throw, or skill check, taking the better result. He must decide to use this ability before the first roll is made.

Infected Wounds (Su): The target's wounds become infected. A Fortitude saving throw (DC= witch's magic attack roll) negates. The target takes 1 point of Constitution damage per day. After the first day, the target may save once per day to cure the infection.

Know Direction (Sp): So long as he near a sizable body of water (at least a lake with a diameter of 1 mile or more), the witch may instantly know the direction of north from his current position.

Life Link (Su): As a standard action, you may create a bond between yourself and another creature. Each round at the start of your turn, if the bonded creature is wounded for 5 or more hit points below its maximum hit points, it heals 5 hit points and you take 5 hit points of damage.

Lore Keeper (Ex): Instead of traditional learning, you gain most of your information through tales, songs, and poems. You may use your Charisma modifier instead of your Intelligence modifier on all Knowledge checks.

Misfortune (Su): The witch can cause a creature within 30 feet to suffer grave misfortune for 1 round. Anytime the creature makes an ability check, attack roll, saving throw, or skill check, it must roll twice and take the worse result. A Will save (DC= the witch's magic attack roll) negates this hex.

Nails (Ex): The witch's nails are long and sharp, and count as natural weapons that deal 1d4 points of damage. These attacks are secondary attacks. If trimmed, the witch's nails regrow to their normal size in 1d4 days.

Prehensile Hair (Su): The witch can instantly cause his hair (or even his eyebrows) to grow up to 10 feet long or to shrink to its normal length, and can manipulate his hair as if it were a limb with a Strength score equal to his Intelligence score. His hair has reach 10 feet, and he can use it as a secondary natural attack that deals 1d3 points of damage. The hair can manipulate objects (but not weapons) as dexterously as a human hand. The hair cannot be sundered or attacked as a separate creature. Pieces cut from the witch's elongated hair shrink away to nothing. Using his hair does not harm the witch's head or neck, even if he lifts something heavy with it. The witch can manipulate his hair a number of minutes each day equal to his HD; these minutes do not need to be consecutive, but must be spent in 1-minute increments. A typical male witch with this hex can also manipulate his beard or moustache.

Sidestep Secret (Su): The witch's innate understanding of the universe has granted him preternatural reflexes and the uncanny ability to step out of danger at the very last second. Add the witch's Charisma modifier (instead of Dexterity modifier) to his Defense and all Reflex saving throws. The witch's armor's maximum Dexterity bonus applies to his Charisma instead of your Dexterity.

Swamp Hag (Sp): While traveling through swamps, mires, bogs, and similar terrain, the witch leaves no trail and cannot be tracked. The witch can walk through mud and even quicksand as if it were normal ground.

Tongues (Su): A witch with this ability can understand any spoken language for a number of minutes per day equal to her HD.

Unnerve Beasts (Su): The target becomes offensive to animals. Animals become distraught and aggressive in the victim's presence—horses buck, dogs snap and bark, bulls charge, and so on. The hex lasts a number of hours equal to the witch's Intelligence modifier. A creature that saves against the hex cannot be affected by the hex for 1 day. The reaction of the animals is a mind-affecting charm effect, but the curse on the target is not. A successful Will save (DC= witch's magic attack roll), negates the effect.

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