Human Witch Version
Scarlet - Neutral Evil, Patronage of Dimensions
Human- Witch (2nd)
AC HP Fort Reflex Will SR CMD Initiative BAB
14 (14) +2 +3 +5 - (14) +3 +1
Strength: 13 (+1)
Dexterity: 16 (+3)
Constitution: 15 (+2)
Intelligence: 20 (+5)
Wisdom: 14 (+2)
Charisma: 13 (+1)

Feats & Traits:

  • Extra Hex: Gain one additional hex. You must meet all of the prerequisites for this hex. You can gain Extra Hex multiple times. [Human bonus]
  • Extra Hex: Gain one additional hex. You must meet all of the prerequisites for this hex. You can gain Extra Hex multiple times. [1st]
  • Alertness: You get a +2 bonus on Perception and Sense Motive skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill. [Familiar Bonus]

Skills:

Knowledge (Arcana) +10 [2] Knowledge (Nature) +10 [2] Knowledge (Planes) +10 [2] Knowledge (History) +10 [2]
Spellcraft +10 [2] Use Magic Device +6 [2] Heal +8 [2] Fly +8 [2]

Languages:

  • Common, Abyssal, Draconic

Class features and Special abilities:

Racial Features: Human
Stat Changes: Human characters gain a +2 bonus to one ability score of their choice [Int]
Bonus Feat: Humans select one extra feat at 1st level
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level
Class Features: Witch
SpellCasting: A witch casts arcane spells drawn from the witch spell list. A witch must choose and prepare her spells ahead of time. Full details and links are found here
Cantrips: Witches can prepare a number of cantrips, or 0-level spells, each day, as noted on Table: Witch under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again. Cantrips prepared using other spell slots, due to metamagic feats for example, are expended normally
Hex: Witches learn a number of magic tricks, called hexes, that grant them powers or weaken foes. At 1st level, a witch gains one hex of her choice. She gains an additional hex at 2nd level and for every 2 levels attained after 2nd level. A witch cannot select an individual hex more than once. Unless otherwise noted, using a hex is a standard action that does not provoke an attack of opportunity. The save to resist a hex is equal to 10 + 1/2 the witch's level + the witch's Intelligence modifier. The list of Hexes and their additional rules are found here.
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. Find Patron and their spell lists here
Witch's familiar: At 1st level, a witch forms a close bond with a familiar, a creature that teaches her magic and helps to guide her along her path. Familiars also aid a witch by granting her skill bonuses, additional spells, and help with some types of magic. This functions like the wizard's arcane bond class feature, except as noted in the Witch's Familiar section. A witch must commune with her familiar each day to prepare her spells. Familiars store all of the spells that a witch knows, and a witch cannot prepare a spell that is not stored by her familiar. A witch's familiar begins play storing all of the 0-level witch spells plus three 1st level spells of the witch's choice. The witch also selects a number of additional 1st-level spells equal to her Intelligence modifier to store in her familiar. At each new witch level, she adds two new spells of any spell level or levels that she can cast (based on her new witch level) to her familiar. A witch can also add additional spells to her familiar through a special ritual

Spells, abilities and Powers:

Hexes
Cackle: A witch can cackle madly as a move action. Any creature that is within 30 feet that is under the effects of an agony hex, charm hex, evil eye hex, fortune hex, or misfortune hex caused by the witch has the duration of that hex extended by 1 round
Misfortune: 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 negates this hex. At 8th level and 16th level, the duration of this hex is extended by 1 round. This hex affects all rolls the target must make while it lasts. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day
Slumber: A witch can cause a creature within 30 feet to fall into a deep, magical sleep, as per the spell sleep. The creature receives a Will save to negate the effect. If the save fails, the creature falls asleep for a number of rounds equal to the witch’s level. This hex can affect a creature of any HD. The creature will not wake due to noise or light, but others can rouse it with a standard action. This hex ends immediately if the creature takes damage. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day
Healing: This acts as a cure light wounds spell, using the witch’s caster level. Once a creature has benefited from the healing hex, it cannot benefit from it again for 24 hours. At 5th level, this hex acts like cure moderate wounds
Spell List A Witch draws spells from the Witch's spell list and her Patron Spells
Spell Slots per day: 0th 1st
(-) (4)
Spell Prepared: 0th (4) 1st (4)
Daze Cure Light Wounds
Detect Magic Hex Vulnerability
Message Ear-Piercing Scream
Guidance Sleep

Items, gear and equipment:

Weapons:
Battle Aspergillum DAM: 1d6, Crit: x2, Special: When the mace strikes a creature, holy water sprinkles out through tiny holes throughout the weapon’s head; creatures subject to damage from holy water take 1 point of damage in addition to the normal effect of being struck by the mace (a nonmagical aspergillum can deal holy water damage to an incorporeal creature in this manner, even if the mace itself deals no damage). After 5 hits, the battle aspergillum is empty and needs to be refilled
Javelin [x10] DAM: 1d6, Crit: x2, Range: 30 ft.
Enhancements
Wondrous Items:
Ioun Stones:
Spellbooks
Scrolls
Potions
Mundane Equipment:
Witch's Kit This kit includes a backpack, a bedroll, a belt pouch, candles (10), chalk (10), a flint and steel, ink, an inkpen, an iron pot, a mess kit, soap, a spell component pouch, torches (10), trail rations (5 days), and a waterskin
Other Items:
Head
Headband
Eyes
Shoulders
Neck
Body
Chest
Armour
Silken Robes: +1 AC, no armour check or dex penalty.
Belt
Wrist
Hands
Ring 1
Ring 2
Feet
GP Pouch
gp

Familiars, Cohorts, Followers, Intelligent items, and Common Summons


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