eftexar
2012-05-31, 12:49 AM
Witch (3.5)
Abilities: Strength, dexterity, and constitution are the most important as you will likely focus on melee. Wisdom sets the saves for your potions and a couple of other abilities, as does charisma. Intelligence helps with skills as usual.
Organization: Though witches are usually loners, occasionally covens of witches will form to meet some goal. Still these covens often fall apart due to either the chaotic or selfish nature of the witches involved.
Alignment: Witches may be of any alignment, though both the lawful and good alignments are incredibly rare. Witches tend towards chaos and evil, often subverting nature to their wiles.
Religion: Witches don't often worship deities, instead worshiping nature itself. Those that do often worship chaotic deities.
Background: Witches come from all walks of life and anyone can find themselves delving into witchcraft. Some are born with the gift (or curse) and others learn it through years of study. All of them, however, can tie the source of their power to some event or some trinket that awakened their power, which is often associated with the types of magic eventually learn.
Races: Humans are by far the most common witches, though nobody really knows why. Elven witches aren't unheard of and are the most likely to lean towards good, while orc's make some of the most vile witches you will ever see.
Other Classes: Not even good aligned witches get along with paladins and clerics, for they have been the subject of the stake too many times. They tend to get along with rogues, barbarians, and rangers though.
Role: Witches can fight in melee, using their wildshape ability for a bit of extra muscle and their potions for some alchemical backup. They can also function as trackers and spies.
Class Features
Hit Die: d6
Starting Gold: As Rogue
Skills: Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disguise (Cha), Handle Animal (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (dungeoneering, geography, history, and nature) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Spot (Wis), Survival (Wis), Swim (Str), and Use Rope (Dex).
Skill Points: 4 + Int mod (x 4 at first level)
{table=head]Level | Base Attack Bonus | Wildshape Attack Bonus | Fort Save | Refx Save | Will Save | Special | Primary Circle | Secondary Circle | Magemark Invocations
1st | +0 | +0 | +2 | +0 | +2 | Familiar, Witchcraft, Ancient Lore, Mage Mark | 2 (1) | 1 (1) | 1 (1)
2nd | +1 | +1 | +3 | +0 | +3 | Wild Empathy| 3 (1) | 2 (1) | 1 (1)
3rd | +1 | +2 | +3 | +1 | +3 | Woodland Stride | 3 (1) | 2 (1) | 2 (2)
4th | +2 | +3 | +4 | +1 | +4 | Bonus Feat | 4 (2) | 2 (1) | 2 (2)
5th | +2 | +3 | +4 | +1 | +4 | Wildshape | 4 (2) | 3 (2) | 2 (2)
6th | +3 | +4 | +5 | +2 | +5 | Hex (2 targets) | 5 (3) | 3 (2) | 3 (3)
7th | +3 | +5 | +5 | +2 | +5 | Purity | 5 (3) | 3 (2) | 3 (3)
8th | +4 | +6/+1 | +6 | +2 | +6 | Bonus Feat | 6 (4) | 3 (2) | 3 (3)
9th | +4 | +6/+1 | +6 | +3 | +6 | Improved Wildshape | 6 (4) | 4 (2) | 4 (4)
10th | +5 | +7/+2 | +7 | +3 | +7 | Hex (3 targets) | 7 (4) | 4 (2) | 4 (4)
11th | +5 | +8/+3 | +7 | +3 | +7 | A Thousand Faces | 7 (4) | 4 (2) | 4 (4)
12th | +6/+1 | +9/+4| +8 | +4 | +8 | Bonus Feat | 8 (5) | 5 (3) | 5 (5)
13th | +6/+1 | +9/+4 | +8 | +4 | +8 | Swarmshape | 8 (5) | 5 (3) | 5 (5)
14th | +7/+2 | +10/+5 | +9 | +4 | +9 | Hex (4 targets) | 9 (5) | 5 (3) | 5 (5)
15th | +7/+2 | +11/+6/+1 | +9 | +5 | +9 | Alien Mind | 9 (5) | 5 (3) | 6 (6)
16th | +8/+3 | +12/+7/+2 | +10 | +5 | +10 | Bonus Feat | 10 (6) | 6 (3) | 6 (6)
17th | +8/+3 | +12/+7/+2 | +10 | +5 | +10 | Improved Wildshape | 10 (6) | 6 (3) | 6 (6)
18th | +9/+4 | +13/+8/+3 | +11 | +6 | +11 | Hex (5 targets) | 11 (6) | 6 (3) | 6 (6)
19th | +9/+4 | +14/+9/+4 | +11 | +6 | +11 | Timeless | 11 (6) | 7 (4) | 6 (6)
20th | +10/+5 | +15/+10/+5 | +12 | +6 | +12 | Transcendence | 12 (6) | 7 (4) | 6 (6)
[/table]
Weapons and Armor Proficiencies: The witch is proficient with simple weapons and light armor, but not with shields.
Class Abilities
Familiar
The witch gains a familiar who assists her in her craft. A familiar is an unusually intelligent magical beast who takes the appearance of a regular animal. The witch may choose any animal whose HD does not exceed 1 die and who's size is small or tiny.
Should the witch's familiar die she may sacrifice herbs and incense equal to 100gp per witch level in a 4 hour ceremony to ressurect it. The witch's familiar never receives a negative level or reduced constitution from being resurrected.
The witch's familiar does not gain experience, but gains the alertness and improved evasion feats for free, as well as a bonus to its intelligence score and a deflection bonus to its AC equal to half the witch's level. Her familiar gains a bonus to its base hit points equal to twice the witch's level, and is counted as having a number of HD equal to the witch's level for the purpose of interactions though it never actually rolls new HD or gains any other benefits from these hit die.
The witch and her familiar also gain certain benefits at certain levels as their bond increases:
{table=head] Level | Boon
1 | Telepathic Link
9 | Shared Craft
17 | Sensory Duality
[/table]
Lv1 > Telepathic Link (Su):
The witch and the familiar have a telepathic link. They are able to communicate through this link at will, as long as they are on the same plane. This bond is deep and so may not be suppressed by antimagic or similar antimagic effects.
Furthermore, the witch may access the full range of her familiar's sensory capabilities. She may choose which, if any, of her familiar's senses she wishes to experience. While using her familiar's senses, she loses the use of her own corresponding senses.
A witch who chooses to experience all of her familiar's senses will feel as if she is in her familiar's body (though control of the body still belongs to the familiar).
*much credit goes to nonsi, as the second half of this ability is ripped straight from his codex
Lv9 >Shared Craft:
At any time, as long as the witch and her familiar's telepathic link is still functioning, the familiar may cast any one of the witch's spells from her second circle. Other than originating from the familiar and not having any spell components, it functions as if the witch had cast it herself.
The familiar may not cast a spell on the same round the witch casts a spell from her second circle or uses an invocation. Further the familiar loses this capability while the witch is in a wildshape form.
Once the familiar has cast a spell in this way it must 1 round before doing so again.
Lv17 >Sensory Duality (Su):
The witch and her familiar gain the ability to process massive amounts of sensory information. From now on, both may access each other's senses while retaining their own. It is very common, at this point in the witch and her familiar's sensory development, for the pair to remain in full sensory and telepathic contact at all times.
As long as either is aware of the other senses and not flat-footed or unaware, neither is the partner.
*much credit goes to nonsi, as everything but the last paragraph of this ability is ripped straight from his codex
Witchcraft
The magic of witchcraft consists of 3 circles of magic; white, black, and natural. At her first level the witch must choose which circle to specialize in, her primary circle, and her secondary circle. She does not gain access to the third.
Each circle has access to certain spells. The white circle grants spells from the cleric list, but not spells of the necromancy school. The black circle grants access to the assassin spell list, any spells of the necromancy school, any spells with the shadow descriptor, and mysteries (which are cast as spells). The natural circle grants access to the druid spell list.
Regardless of spell list they are all considered arcane spells and she may never choose a spell that has an experience point cost. The number inside paranthesis, for each circle, is the maximum spell level for that circle.
Primary CircleThe witch may not actually cast the spells from her primary circle. Instead she may brew potions and make other conconctions such as oils and powers with them. This functions as the brew potions feat, except as noted here.
At each indicated level the witch gains a new spell(s) for this purpose from her chosen list for this circle, up to her maximum spell level (see paranthesis). The save for any of these mixtures is a DC of 10 + 1/2 her witch levels + her wisdom modifier.
Unlike normal the witch may use spells that don't target one or more creature, though spells with a target of self may never target anyone other than the drinker. Other than self-targeting spells, the witch may choose to have any potion function as a splash weapon (which is indeed the only way potions that don't target as normal can function). If she does so the spell is used as a splash weapon, like alchemists fire, and has a maximum area of 10ft and the range is as normal for a splash weapon. Spells with secondary targets, such as chain lightning, that strike a non-valid target may still branch their secondary effects to other valid targets.
Certain spells, such as summoning spells and other spells that don't or can't have targets or areas, are still not able to be used in this manner.
Any product created in this way is non-magical in nature, have no xp cost, and have no gold cost. They have a nasty composition and so separate after a time. As such they have little, if any, sale value and become inert when she next makes new potions in this manner. Though the witch may normally only brew one potion each day, as normal, see the benefits of having a familiar.
As long as the witch's familiar is present and conscious during the creation of a potion, she can brew potions and oils faster than one a day. After having at least 6 hours of rest the witch may spend an hour to prepare her potions for the day. She may prepare any number of potions whose combined spell level doesn't exceed her twice witch level.
Secondary CircleThe witch also gains a handful of weaker spells. Unlike her primary circle, the witch actually casts the spells of her secondary circle.
At each indicated level the witch gains a new spell(s) for from her chosen list for this circle, up to her maximum spell level (see paranthesis). The save DC for any of these spells is 10 + 1/2 her witch levels + her charisma modifier.
The witch does not need material components for these spells, but all of her spells have somatic components. Spells may or may not have vocal components as detailed in their descriptions as normal.
The witch may cast any number of these spells each day, as long as the combined total of spell levels cast each day does not exceed twice her witch level. First level spells count as second level spells for purposes of counting towards this tally. She regains her 'spells' after 6 hours of rest.
Ancient Lore
The witch may craft alchemical items that requires a spell(s), without actually knowing the spell(s), as long as she meets the caster level needed to craft that item. Further any alchemical item crafted by the witch is non-magical in nature and any save DCs have a bonus equal to 1/4 her witch level.
Furthermore, the witch gains a +2 bonus to all handle animal, craft (alchemy), and survival checks.
Mage Mark
The witch is forever marked by a tattoo somewhere on her body, that identifies her as a witch. A DC 15 knowledge (religion or history) check identifies this mark as what it is, though clerics automatically succeed on this check.
The mage mark does, however, provide some benefits to the witch. She may select a new invocation at each indicated level, up to her maximum effective spell level (see parenthesis), that does not modify an eldritch blast. The save DC for any of these invocations is 10 + 1/2 her witch levels + her charisma modifier; but they are otherwise used as a warlock. The witch may select any invocation from any list, it needn't be the warlock's.
A witch who does not prominently display this tattoo, or a replica that is just as prominent, may not use her invocations and takes a -4 penalty to all charisma related skill checks.
Lv2 > Wild Empathy:
The witch gains the Wild Empathy class ability, as the druid's class ability of the exact same name.
Lv3 > Woodland Stride (Ex):
The witch may move through any sort of undergrowth, such as briars, thorns, overgrown areas, and similar terrain, at her normal speed without suffering from damage or impairment. This does not prevent the effects of magical terrain.
Furthermore the witch never leaves tracks in natural surroundings, making it impossible to track, unless she decides otherwise.
Lv4, 8, 12, 16 > Bonus Feat:
At each indicated level the witch gains a new feat that she qualifies for. It must be one of the following types of feats: a hex feat, a voodoo feat, a spell reserve feat, a spell touched feat, an item creation feat, a metamagic feat, or any feat of the spell focus tree.
Lv5 > Wildshape (Su):
The witch gains the shapechanger subytype. The wildshape ability functions as the polymorph spell does, except as noted below. While her wildshape ability is active her base attack bonus improves to that listed in her wildshape attack bonus column.
As a swift action the witch may form into a new creature or revert back to human form. This action does no provokes attacks of opportunity.
The witch may take the form of any animal (including dire) or vermin who's HD did not exceed one less than her levels in classes providing the wildshape feature, and half from those not, even if it exceeds the maximum of polymorph, though the witch retains her own HD. Further she may not take a size larger than medium (though the maximum size she may take increases by one category per 5 levels beyond 5th).
The witch does not regain hit points for ending or resuming a form, however. She gains the special qualities and abilities of the creature in question, instead of just the abilities.
The witch loses the ability to speak, to cast spells, and to invoke invocations while in animal form. Natural spell does not allow her to cast spells while in animal form.
Lv6+ > Hex (Sp):
The witch may, as a 60ft ranged spell-like ability, target an opponent she knows the location of. This takes a standard action. Her target is subject to the Bestow Curse spell (allowed a save as normal, but this save is based off the witch's witchcraft DC). The witch may not have more targets than listed afflicted and is always aware if her targets are still afflicted or not. She may release any target to allow herself to affect a new target with this ability.
Lv7 > Purity:
The witch gains a +4 bonus to saves against the abilities of animals (including magical beasts) and fey. Further she gains immunity to both diseases and poison of all kinds, except for those that are magic in nature. The witch's familiar also benefits from this ability.
Lv9, 17 > Improved Wildshape:
While in wildshape the witch gains the evasion ability, a +4 bonus to natural AC, and a +2 to strength or dexterity (her choice).
Starting at level 17 the witch gains improved evasion during wildshape, the bonus to AC increases to +6, and the bonus to dexterity or strength is now +4.
Lv11 > A Thousand Faces (Sp):
The witch gains the A Thousand Faces class ability, as the druid's class ability of the exact same name.
Lv13 > Swarmshape:
When using wildshape the witch may form into swarms of creatures, instead of singular creatures. See Swarms, as described in the MM. She is still limited by the normal restrictions.
Lv15 > Alien Mind (Ex):
The witch's contact with nature has warped her mind. She becomes completely immune to charm and compulsion effects. The witch's familiar also benefits from this ability.
Lv19 > Timeless:
The witch ceases to age and regresses to a more youthful look if she wishes. Further, she loses all penalties of aging no longer gains benefits from aging, losing any benefits she had. The witch is also immune to magical aging.
Lv20 > Transcendence:
Eventually the witch reaches the peak of her power. Her type changes to fey, though she retains her own statistics, and she gains a +4 bonus to her charisma and wisdom scores.
Design Notes:So we all know how broken the druid is *cough* *cough* tier 0 *cough* Anyways this is my attempt at fixing that problem. I'm really hoping I got this to tier 3 as I hoped, but am concerned I may have nerfed it clear down to tier 4 instead. So I definitely think this is a solid tier 3 now, though now I'm worrying about how powerful the hex feats are. The fact that to get any number of uses out of them that you get no other feats should help, but still.
I think the circles and the choice between what types of magic and how you use it is a definite improvement over forcing people into playing an earthy witch. The necromancers need their cake too.
I think simply not having a companion is perhaps the biggest improvement over the druid, though at will wildshape (and some unique abilities) certainly helps. I think limiting wildshape to uses was clunky (why not rounds if they had to limit it at all).
Then again the druid as an archetype always seemed a bit odd, and out of place, to me. I actually can't think of a single major character in literature who was a 'druid' and not a witch, medicine man, or fey.
ACFs
Wild Heart
Loses: Wildshape, Improved Wildshape, Swarmshape, and Familiar.
Gains: Animal Companion
The witch gains an animal companion as the druid. The witch may opt to resurrect her old companion, at no level or constitution loss, instead of replacing it when it does, but with the same ceremony as for the familiar. As long as she has her animal companion conscious and nearby she gains the brewing benefits as if she had a familiar.
She does, however, lose her wildshape ability and her actual familiar.
Feral Duo
Loses: Witchcraft
Gains: Animal Companion
The witch gains an animal companion as the druid. The witch may opt to resurrect her old companion, at no level or constitution loss, instead of replacing it when it does, but with the same ceremony as for the familiar.
She does, however, lose her witchcraft ability entirely.
Feats
Feats labeled as [Hex] feats are only available to a witch who has the hex class ability. Hex feats may only be used a combined number of times each day equal to the number of hex feats the witch has + 1. Hex feats are always spell-like or supernatural in nature.
Feats labeled as [Voodoo] also have limited uses. With the exception of the primary 'Voodoo Doll' feat, which may be used indefinitely, each voodoo feat may be used a number of times each day equal to the number of voodoo feats you possess + 1.
Scry [Hex]
You may see any afflicted target of your hex ability as if though with the Scrying spell. Your target is not allowed a will save, but spell resistance applies as normal for this part of the effect. Regardless your target is always aware someone is scrying them, though they may not know who is watching them.
Nightmare [Hex]
Requirements: At least 1 other hex feat.
After activating this ability, a standard action, your target has nightmares the next time they rest. They must succeed on a will save that night or not gain any benefits of rest for that sleep and the next 24 hours, taking a -2 penalty to saves against fear effects for that time.
Voodoo Spell [Hex]
Requirements: At least 1 other hex feat and 3rd level spells from your primary circle.
You may cast a spell spell from your secondary circle, of 1st level, against your target. This spell has no range limitations and spontaneously comes to being near on your target, but may not cross planar boundaries.
Smite True Believer [Hex]
Activating this ability is swift action and its benefits last for 1 minute. If the target of your attack(s) is cleric, paladin, or other character who has access to divine spells or abilities, you may add a bonus to attack and damage rolls against them for the duration. This bonus is equal to the number of hex feats you possess, to a maximum of your charisma modifier, and does not apply to magical attacks or the use of items.
Turn/Rebuke Undead [Hex]
Requirements: At least 6 levels of witch, charisma of 14 or higher.
If your target is undead, you may turn or rebuke them (your choice at each use) as if you were a cleric of your witch level - 4. You gain a bonus to this attempt equal to half the number of hex feats you possess, to a maximum of your charisma modifier. You may affect multiple targets within range with one use, as long as they are all afflicted with your hex.
Special: You qualify for and may take feats and prestige classes with turn/rebuke undead as a class feature. Prestige classes may progress this feature as well, but you never gain additional uses by virtue of feats or other abilities (as this is determined by your number of hex feats).
Omen [Hex]
You may end the effects of your hex to force your target to automatically fail a single die roll, effectively rolling a 1 if failure isn't an option. This is an immediate action.
Interrupt [Hex]
Requirements: At least 1 other hex feat.
You may force a target, as an immediate action, who is concentrating on an action to make a concentration check to maintain that effect. Your target takes a penalty to this check equal to half the number of hex feats you possess.
Dire Hex [Hex]
Requirements: At least 3 other hex feats.
By ending your hex you may double its penalties for a round. Abstract effects such as halving movement, instead negate movement. DM arbitration may be needed for this effect.
Reviled by Nature [Hex]
Requirements: At least 2 other hex feats.
You may end the effects of your normal hex to instead initiate this way, as a swift action.
The target takes a -4 penalty to all charisma based checks with fey, elves, and animals. Furthermore animals, other than a companion(s) loyal to them, will attack them if they or the animal approach within 30ft.
Guided Touch
Requirements: Witchcraft class ability
When making an attack roll (ranged or melee) with a spell or splash/grenade-like weapon, you gain a +2 bonus to your attack roll. Further if you miss with such a weapon, not spell, you may roll for the new space twice, taking whichever one is more beneficial to you.
If you have at least 10 levels of witch this bonus increases to +4.
Spell Harrier
Requirements: Interrupt feat and at least 2 other, different, hex feats.
Instead of a one time activation the target must make a concentration check any time the attempt one of the previously listed actions, within a 1 minute time span.
Improved Voodoo Spell
Requirements: Voodoo Spell feat and 4th level spells from your primary circle.
When using your voodoo hex feat you may now use a 2nd level spell instead of a 1st level spell. Doing so however is taxing, and may only be done once per day, no matter how many times you can use voodoo spell in a day.
Extra Invocation
Requirements: Mage Mark class ability
You may gain a single extra invocation of any list. This invocation must be of an effective spell level lower than the highest level invocation you already possess.
Special: This feat may be taken multiple times, granting a new invocation each time.
Extra Hex Target
Requirements: Hex class ability
When using your hex ability you may designate one additional target beyond normal.
Improved Witchcraft
Requirements: Witchcraft class ability
You gain a single extra spell, no higher than your maximum spell level, for use with your witchcraft ability. You must choose which circle to apply this feat to. The spell you choose must meet all restrictions present for that circle.
Special: This feat may be taken multiple times, granting a new spell each time.
Grand Witchcraft
Requirements: At least 18 levels of witch
You gain a spell of 7th level for your primary circle and a spell of 5th level for your secondary circle. Your maximum spell level for each circle is increased by 1 to accommodate this.
Special: This feat may be taken multiple times, but each time beyond the first you must choose either an additional 7th level spell for your first circle or a 5th level spell for your second circle. Additional instances of this feat do not increase your maximum spell level further.
Epic Witchcraft [Epic]
Requirements: Must have taken Grand Witchcraft at least 3 times
You gain a spell of 8th level for your primary circle and a spell of 6th level for your secondary circle. Your maximum spell level for each circle is increased by 1 to accommodate this.
Special: This feat may be taken multiple times, but each time beyond the first you must choose either an additional 8th level spell for your first circle or a 6th level spell for your second circle. Additional instances of this feat do not increase your maximum spell level further.
Spell of the Third Circle
Requirements: Witchcraft class ability
You may select a single spell, of any spell level lower than your maximum for your second circle, from the witchcraft circle that you did not select. You may cast this spell as part of your second circle.
Special: This feat may be taken multiple times, granting a new spell each time.
Healing Touch
Requirements: Access to the natural or white circle as the primary circle, only available at first level.
Whenever you heal (as the skill) a target you may choose to heal your target of hit points damage. You may heal a maximum number of hit points each day equal to twice your witch level in this way.
You add your wisdom modifier, to a maximum of the amount already being healed, to the amount you heal. This does not count towards your daily limit.
Greater Healing Touch
Requirements: Healing Touch and Witch level 5 or higher.
Whenever you heal (as the skill) a target you may, in addition the effects of healing touch, heal your target of a single condition that the panacea spell is capable of healing. You must heal at least 10 hit points for this effect to take place.
Nature's Beauty
Requirements: Access to the natural circle as the primary circle, only available at first level.
You may add your charisma modifier as a deflection bonus to your AC and as a bonus to a single save of your choice. This bonus is capped to half your witch level, rounded up. Furthermore you gain a +4 bonus to all charisma related skill checks against members who would be attracted to you (usually members of the opposite sex and same or similar race).
Bane of Undead
Requirements: Access to the white circle as the primary circle, only available at first level.
You may score critical hits and deal precision damage to undead. Furthermore you gain a +1d6 sneak attack that only functions against undead. Non-intelligent undead that you reduce to 0 hit points may not raise as undead again.
Withering Touch
Requirements: Access to the black circle as the primary circle.
As a standard action melee touch attack or 10ft ranged touch attack you may unleash a mass of negative energy into your opponent.
You may deal no more damage (or heal undead) than your witch level in single attack and may not deal more than twice your witch level in damage per day.
You add your charisma modifier to the amount of damage you deal each time, to a maximum of that already being dealt. This does not count towards your daily limit.
Voodoo Doll [Voodoo]
Requires: Improved Voodoo Spell feat
With 2 hours of work you may craft a voodoo doll. As a move action you may apply some blood, maybe from a weapon, or other bodily material from another creature. Once this has happened your doll is attuned to that creature.
A doll may not be attuned to more than one creature, nor may you attune more than one doll at a time. It takes only a swift action to un-attune a doll, but this destroys it in the process.
You may attack, cast a spell, or use an item through an attuned voodoo doll that you have created, affecting the attuned target as if you had instead targeted them.
A target attacked through the doll, including through derivative feats, is considered flat-footed. Furthermore, because you didn't directly attack the attuned target, any such effect counts the voodoo doll as the originator, not yourself.
Battle Doll
Requires: Voodoo Doll feat
You learn to quickly make voodoo dolls in the midst of combat, out of odd and end materials that you find. Making a doll now only takes a standard action.
Forced Movement [Voodoo]
Requires: Voodoo Doll feat
You may, as a standard action, jerk the voodoo doll you are holding. Your attuned target must make a reflex save (DC 10 + 1/2 your HD + your wisdom modifier).
Upon a failed save the target is thrown up to 30ft in a direction of your choosing. A target who collides with an object that can't be destroyed by this collision stops moving, taking damage for collision as if they had fallen and dealing half this damage to anything or anyone they collide with.
Pins and Needles [Voodoo]
Requires: Voodoo Doll feat
You stab a need into your voodoo doll as a swift action to use this ability. Your target must make a will save (DC 10 + 1/2 your HD + your wisdom modifier - the number of pins and needles effect) or be afflicted by one of the following effects of your choice (assuming they have the body part in question):
Leg
Target loses use of any leg of your choice. Target is treated as always being in difficult terrain, though freedom of movement and similar effects do nothing to alleviate this. A target with no legs left can't do anything more than crawl. May be used multiple times, targeting a different limb each time.
Arm
Target loses the use of any arm of your choice. May be used multiple times, targeting a different limb each time.
Head
Target can't perform any action that requires concentration without succeeding on a concentration check.
Torso
Target is unable to make attacks of opportunity.
Neck
Target is unable to breath. The target gains a +4 circumstance bonus to the save against this effect.
Any of these effects remain in place until the afflicted is targeted by a panacea spell or a spell that can remove curses. These effects also end after the target next rests for at least 4 hours. Any of these effects end if the doll is destroyed.
Puppeteer [Voodoo]
Requires: Forced Movement feat
As a swift action you may take control of your target, as if with the suggestion spell. A will save (DC 10 + 1/2 your HD + your wisdom modifier) is allowed to negate.
The duration for this effect is indefinite, as long as the doll remains intact, and you may command your target to perform any action, even if it would be suicidal or contrary in nature, without provoking a save or resistance. Your target is, however, allowed a new save at the end of each round, except for the first, to escape.
Obliterate [Voodoo]
Requires: Pins and Needles, Puppeteer, & Blood Magic feats
You may, as a full round action, completely obliterate the voodoo doll you are holding. Your attuned target must immediately make a fortitude save (DC 10 + 1/2 your HD + your wisdom modifier) or die. Targets immune to death effects instead take 10d6 + the your HD in untyped damage. Targets killed by this ability explode in a shower of gore.
Blood Magic [Voodoo]
Requires: 3 other voodoo feats
You may cast spells without expending your witchcraft spell uses. Each time you do so, your maximum hit points decrease an amount equal to the spell's level + 5.
You may not regain these hit points normally, but instead recover 2 points per hour of rest beyond the first. This is in addition to the normal benefits of rest.
Master of Dark Power
Requires: At least 2 hex feats and at least 1 voodoo feat
You may combine your uses of hex and voodoo feats, sharing them between both types of feats.
Special: You may take this feat additional times, gaining 2 extra uses of your voodoo and hex feats per time taken.
Abilities: Strength, dexterity, and constitution are the most important as you will likely focus on melee. Wisdom sets the saves for your potions and a couple of other abilities, as does charisma. Intelligence helps with skills as usual.
Organization: Though witches are usually loners, occasionally covens of witches will form to meet some goal. Still these covens often fall apart due to either the chaotic or selfish nature of the witches involved.
Alignment: Witches may be of any alignment, though both the lawful and good alignments are incredibly rare. Witches tend towards chaos and evil, often subverting nature to their wiles.
Religion: Witches don't often worship deities, instead worshiping nature itself. Those that do often worship chaotic deities.
Background: Witches come from all walks of life and anyone can find themselves delving into witchcraft. Some are born with the gift (or curse) and others learn it through years of study. All of them, however, can tie the source of their power to some event or some trinket that awakened their power, which is often associated with the types of magic eventually learn.
Races: Humans are by far the most common witches, though nobody really knows why. Elven witches aren't unheard of and are the most likely to lean towards good, while orc's make some of the most vile witches you will ever see.
Other Classes: Not even good aligned witches get along with paladins and clerics, for they have been the subject of the stake too many times. They tend to get along with rogues, barbarians, and rangers though.
Role: Witches can fight in melee, using their wildshape ability for a bit of extra muscle and their potions for some alchemical backup. They can also function as trackers and spies.
Class Features
Hit Die: d6
Starting Gold: As Rogue
Skills: Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disguise (Cha), Handle Animal (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (dungeoneering, geography, history, and nature) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Spot (Wis), Survival (Wis), Swim (Str), and Use Rope (Dex).
Skill Points: 4 + Int mod (x 4 at first level)
{table=head]Level | Base Attack Bonus | Wildshape Attack Bonus | Fort Save | Refx Save | Will Save | Special | Primary Circle | Secondary Circle | Magemark Invocations
1st | +0 | +0 | +2 | +0 | +2 | Familiar, Witchcraft, Ancient Lore, Mage Mark | 2 (1) | 1 (1) | 1 (1)
2nd | +1 | +1 | +3 | +0 | +3 | Wild Empathy| 3 (1) | 2 (1) | 1 (1)
3rd | +1 | +2 | +3 | +1 | +3 | Woodland Stride | 3 (1) | 2 (1) | 2 (2)
4th | +2 | +3 | +4 | +1 | +4 | Bonus Feat | 4 (2) | 2 (1) | 2 (2)
5th | +2 | +3 | +4 | +1 | +4 | Wildshape | 4 (2) | 3 (2) | 2 (2)
6th | +3 | +4 | +5 | +2 | +5 | Hex (2 targets) | 5 (3) | 3 (2) | 3 (3)
7th | +3 | +5 | +5 | +2 | +5 | Purity | 5 (3) | 3 (2) | 3 (3)
8th | +4 | +6/+1 | +6 | +2 | +6 | Bonus Feat | 6 (4) | 3 (2) | 3 (3)
9th | +4 | +6/+1 | +6 | +3 | +6 | Improved Wildshape | 6 (4) | 4 (2) | 4 (4)
10th | +5 | +7/+2 | +7 | +3 | +7 | Hex (3 targets) | 7 (4) | 4 (2) | 4 (4)
11th | +5 | +8/+3 | +7 | +3 | +7 | A Thousand Faces | 7 (4) | 4 (2) | 4 (4)
12th | +6/+1 | +9/+4| +8 | +4 | +8 | Bonus Feat | 8 (5) | 5 (3) | 5 (5)
13th | +6/+1 | +9/+4 | +8 | +4 | +8 | Swarmshape | 8 (5) | 5 (3) | 5 (5)
14th | +7/+2 | +10/+5 | +9 | +4 | +9 | Hex (4 targets) | 9 (5) | 5 (3) | 5 (5)
15th | +7/+2 | +11/+6/+1 | +9 | +5 | +9 | Alien Mind | 9 (5) | 5 (3) | 6 (6)
16th | +8/+3 | +12/+7/+2 | +10 | +5 | +10 | Bonus Feat | 10 (6) | 6 (3) | 6 (6)
17th | +8/+3 | +12/+7/+2 | +10 | +5 | +10 | Improved Wildshape | 10 (6) | 6 (3) | 6 (6)
18th | +9/+4 | +13/+8/+3 | +11 | +6 | +11 | Hex (5 targets) | 11 (6) | 6 (3) | 6 (6)
19th | +9/+4 | +14/+9/+4 | +11 | +6 | +11 | Timeless | 11 (6) | 7 (4) | 6 (6)
20th | +10/+5 | +15/+10/+5 | +12 | +6 | +12 | Transcendence | 12 (6) | 7 (4) | 6 (6)
[/table]
Weapons and Armor Proficiencies: The witch is proficient with simple weapons and light armor, but not with shields.
Class Abilities
Familiar
The witch gains a familiar who assists her in her craft. A familiar is an unusually intelligent magical beast who takes the appearance of a regular animal. The witch may choose any animal whose HD does not exceed 1 die and who's size is small or tiny.
Should the witch's familiar die she may sacrifice herbs and incense equal to 100gp per witch level in a 4 hour ceremony to ressurect it. The witch's familiar never receives a negative level or reduced constitution from being resurrected.
The witch's familiar does not gain experience, but gains the alertness and improved evasion feats for free, as well as a bonus to its intelligence score and a deflection bonus to its AC equal to half the witch's level. Her familiar gains a bonus to its base hit points equal to twice the witch's level, and is counted as having a number of HD equal to the witch's level for the purpose of interactions though it never actually rolls new HD or gains any other benefits from these hit die.
The witch and her familiar also gain certain benefits at certain levels as their bond increases:
{table=head] Level | Boon
1 | Telepathic Link
9 | Shared Craft
17 | Sensory Duality
[/table]
Lv1 > Telepathic Link (Su):
The witch and the familiar have a telepathic link. They are able to communicate through this link at will, as long as they are on the same plane. This bond is deep and so may not be suppressed by antimagic or similar antimagic effects.
Furthermore, the witch may access the full range of her familiar's sensory capabilities. She may choose which, if any, of her familiar's senses she wishes to experience. While using her familiar's senses, she loses the use of her own corresponding senses.
A witch who chooses to experience all of her familiar's senses will feel as if she is in her familiar's body (though control of the body still belongs to the familiar).
*much credit goes to nonsi, as the second half of this ability is ripped straight from his codex
Lv9 >Shared Craft:
At any time, as long as the witch and her familiar's telepathic link is still functioning, the familiar may cast any one of the witch's spells from her second circle. Other than originating from the familiar and not having any spell components, it functions as if the witch had cast it herself.
The familiar may not cast a spell on the same round the witch casts a spell from her second circle or uses an invocation. Further the familiar loses this capability while the witch is in a wildshape form.
Once the familiar has cast a spell in this way it must 1 round before doing so again.
Lv17 >Sensory Duality (Su):
The witch and her familiar gain the ability to process massive amounts of sensory information. From now on, both may access each other's senses while retaining their own. It is very common, at this point in the witch and her familiar's sensory development, for the pair to remain in full sensory and telepathic contact at all times.
As long as either is aware of the other senses and not flat-footed or unaware, neither is the partner.
*much credit goes to nonsi, as everything but the last paragraph of this ability is ripped straight from his codex
Witchcraft
The magic of witchcraft consists of 3 circles of magic; white, black, and natural. At her first level the witch must choose which circle to specialize in, her primary circle, and her secondary circle. She does not gain access to the third.
Each circle has access to certain spells. The white circle grants spells from the cleric list, but not spells of the necromancy school. The black circle grants access to the assassin spell list, any spells of the necromancy school, any spells with the shadow descriptor, and mysteries (which are cast as spells). The natural circle grants access to the druid spell list.
Regardless of spell list they are all considered arcane spells and she may never choose a spell that has an experience point cost. The number inside paranthesis, for each circle, is the maximum spell level for that circle.
Primary CircleThe witch may not actually cast the spells from her primary circle. Instead she may brew potions and make other conconctions such as oils and powers with them. This functions as the brew potions feat, except as noted here.
At each indicated level the witch gains a new spell(s) for this purpose from her chosen list for this circle, up to her maximum spell level (see paranthesis). The save for any of these mixtures is a DC of 10 + 1/2 her witch levels + her wisdom modifier.
Unlike normal the witch may use spells that don't target one or more creature, though spells with a target of self may never target anyone other than the drinker. Other than self-targeting spells, the witch may choose to have any potion function as a splash weapon (which is indeed the only way potions that don't target as normal can function). If she does so the spell is used as a splash weapon, like alchemists fire, and has a maximum area of 10ft and the range is as normal for a splash weapon. Spells with secondary targets, such as chain lightning, that strike a non-valid target may still branch their secondary effects to other valid targets.
Certain spells, such as summoning spells and other spells that don't or can't have targets or areas, are still not able to be used in this manner.
Any product created in this way is non-magical in nature, have no xp cost, and have no gold cost. They have a nasty composition and so separate after a time. As such they have little, if any, sale value and become inert when she next makes new potions in this manner. Though the witch may normally only brew one potion each day, as normal, see the benefits of having a familiar.
As long as the witch's familiar is present and conscious during the creation of a potion, she can brew potions and oils faster than one a day. After having at least 6 hours of rest the witch may spend an hour to prepare her potions for the day. She may prepare any number of potions whose combined spell level doesn't exceed her twice witch level.
Secondary CircleThe witch also gains a handful of weaker spells. Unlike her primary circle, the witch actually casts the spells of her secondary circle.
At each indicated level the witch gains a new spell(s) for from her chosen list for this circle, up to her maximum spell level (see paranthesis). The save DC for any of these spells is 10 + 1/2 her witch levels + her charisma modifier.
The witch does not need material components for these spells, but all of her spells have somatic components. Spells may or may not have vocal components as detailed in their descriptions as normal.
The witch may cast any number of these spells each day, as long as the combined total of spell levels cast each day does not exceed twice her witch level. First level spells count as second level spells for purposes of counting towards this tally. She regains her 'spells' after 6 hours of rest.
Ancient Lore
The witch may craft alchemical items that requires a spell(s), without actually knowing the spell(s), as long as she meets the caster level needed to craft that item. Further any alchemical item crafted by the witch is non-magical in nature and any save DCs have a bonus equal to 1/4 her witch level.
Furthermore, the witch gains a +2 bonus to all handle animal, craft (alchemy), and survival checks.
Mage Mark
The witch is forever marked by a tattoo somewhere on her body, that identifies her as a witch. A DC 15 knowledge (religion or history) check identifies this mark as what it is, though clerics automatically succeed on this check.
The mage mark does, however, provide some benefits to the witch. She may select a new invocation at each indicated level, up to her maximum effective spell level (see parenthesis), that does not modify an eldritch blast. The save DC for any of these invocations is 10 + 1/2 her witch levels + her charisma modifier; but they are otherwise used as a warlock. The witch may select any invocation from any list, it needn't be the warlock's.
A witch who does not prominently display this tattoo, or a replica that is just as prominent, may not use her invocations and takes a -4 penalty to all charisma related skill checks.
Lv2 > Wild Empathy:
The witch gains the Wild Empathy class ability, as the druid's class ability of the exact same name.
Lv3 > Woodland Stride (Ex):
The witch may move through any sort of undergrowth, such as briars, thorns, overgrown areas, and similar terrain, at her normal speed without suffering from damage or impairment. This does not prevent the effects of magical terrain.
Furthermore the witch never leaves tracks in natural surroundings, making it impossible to track, unless she decides otherwise.
Lv4, 8, 12, 16 > Bonus Feat:
At each indicated level the witch gains a new feat that she qualifies for. It must be one of the following types of feats: a hex feat, a voodoo feat, a spell reserve feat, a spell touched feat, an item creation feat, a metamagic feat, or any feat of the spell focus tree.
Lv5 > Wildshape (Su):
The witch gains the shapechanger subytype. The wildshape ability functions as the polymorph spell does, except as noted below. While her wildshape ability is active her base attack bonus improves to that listed in her wildshape attack bonus column.
As a swift action the witch may form into a new creature or revert back to human form. This action does no provokes attacks of opportunity.
The witch may take the form of any animal (including dire) or vermin who's HD did not exceed one less than her levels in classes providing the wildshape feature, and half from those not, even if it exceeds the maximum of polymorph, though the witch retains her own HD. Further she may not take a size larger than medium (though the maximum size she may take increases by one category per 5 levels beyond 5th).
The witch does not regain hit points for ending or resuming a form, however. She gains the special qualities and abilities of the creature in question, instead of just the abilities.
The witch loses the ability to speak, to cast spells, and to invoke invocations while in animal form. Natural spell does not allow her to cast spells while in animal form.
Lv6+ > Hex (Sp):
The witch may, as a 60ft ranged spell-like ability, target an opponent she knows the location of. This takes a standard action. Her target is subject to the Bestow Curse spell (allowed a save as normal, but this save is based off the witch's witchcraft DC). The witch may not have more targets than listed afflicted and is always aware if her targets are still afflicted or not. She may release any target to allow herself to affect a new target with this ability.
Lv7 > Purity:
The witch gains a +4 bonus to saves against the abilities of animals (including magical beasts) and fey. Further she gains immunity to both diseases and poison of all kinds, except for those that are magic in nature. The witch's familiar also benefits from this ability.
Lv9, 17 > Improved Wildshape:
While in wildshape the witch gains the evasion ability, a +4 bonus to natural AC, and a +2 to strength or dexterity (her choice).
Starting at level 17 the witch gains improved evasion during wildshape, the bonus to AC increases to +6, and the bonus to dexterity or strength is now +4.
Lv11 > A Thousand Faces (Sp):
The witch gains the A Thousand Faces class ability, as the druid's class ability of the exact same name.
Lv13 > Swarmshape:
When using wildshape the witch may form into swarms of creatures, instead of singular creatures. See Swarms, as described in the MM. She is still limited by the normal restrictions.
Lv15 > Alien Mind (Ex):
The witch's contact with nature has warped her mind. She becomes completely immune to charm and compulsion effects. The witch's familiar also benefits from this ability.
Lv19 > Timeless:
The witch ceases to age and regresses to a more youthful look if she wishes. Further, she loses all penalties of aging no longer gains benefits from aging, losing any benefits she had. The witch is also immune to magical aging.
Lv20 > Transcendence:
Eventually the witch reaches the peak of her power. Her type changes to fey, though she retains her own statistics, and she gains a +4 bonus to her charisma and wisdom scores.
Design Notes:So we all know how broken the druid is *cough* *cough* tier 0 *cough* Anyways this is my attempt at fixing that problem. I'm really hoping I got this to tier 3 as I hoped, but am concerned I may have nerfed it clear down to tier 4 instead. So I definitely think this is a solid tier 3 now, though now I'm worrying about how powerful the hex feats are. The fact that to get any number of uses out of them that you get no other feats should help, but still.
I think the circles and the choice between what types of magic and how you use it is a definite improvement over forcing people into playing an earthy witch. The necromancers need their cake too.
I think simply not having a companion is perhaps the biggest improvement over the druid, though at will wildshape (and some unique abilities) certainly helps. I think limiting wildshape to uses was clunky (why not rounds if they had to limit it at all).
Then again the druid as an archetype always seemed a bit odd, and out of place, to me. I actually can't think of a single major character in literature who was a 'druid' and not a witch, medicine man, or fey.
ACFs
Wild Heart
Loses: Wildshape, Improved Wildshape, Swarmshape, and Familiar.
Gains: Animal Companion
The witch gains an animal companion as the druid. The witch may opt to resurrect her old companion, at no level or constitution loss, instead of replacing it when it does, but with the same ceremony as for the familiar. As long as she has her animal companion conscious and nearby she gains the brewing benefits as if she had a familiar.
She does, however, lose her wildshape ability and her actual familiar.
Feral Duo
Loses: Witchcraft
Gains: Animal Companion
The witch gains an animal companion as the druid. The witch may opt to resurrect her old companion, at no level or constitution loss, instead of replacing it when it does, but with the same ceremony as for the familiar.
She does, however, lose her witchcraft ability entirely.
Feats
Feats labeled as [Hex] feats are only available to a witch who has the hex class ability. Hex feats may only be used a combined number of times each day equal to the number of hex feats the witch has + 1. Hex feats are always spell-like or supernatural in nature.
Feats labeled as [Voodoo] also have limited uses. With the exception of the primary 'Voodoo Doll' feat, which may be used indefinitely, each voodoo feat may be used a number of times each day equal to the number of voodoo feats you possess + 1.
Scry [Hex]
You may see any afflicted target of your hex ability as if though with the Scrying spell. Your target is not allowed a will save, but spell resistance applies as normal for this part of the effect. Regardless your target is always aware someone is scrying them, though they may not know who is watching them.
Nightmare [Hex]
Requirements: At least 1 other hex feat.
After activating this ability, a standard action, your target has nightmares the next time they rest. They must succeed on a will save that night or not gain any benefits of rest for that sleep and the next 24 hours, taking a -2 penalty to saves against fear effects for that time.
Voodoo Spell [Hex]
Requirements: At least 1 other hex feat and 3rd level spells from your primary circle.
You may cast a spell spell from your secondary circle, of 1st level, against your target. This spell has no range limitations and spontaneously comes to being near on your target, but may not cross planar boundaries.
Smite True Believer [Hex]
Activating this ability is swift action and its benefits last for 1 minute. If the target of your attack(s) is cleric, paladin, or other character who has access to divine spells or abilities, you may add a bonus to attack and damage rolls against them for the duration. This bonus is equal to the number of hex feats you possess, to a maximum of your charisma modifier, and does not apply to magical attacks or the use of items.
Turn/Rebuke Undead [Hex]
Requirements: At least 6 levels of witch, charisma of 14 or higher.
If your target is undead, you may turn or rebuke them (your choice at each use) as if you were a cleric of your witch level - 4. You gain a bonus to this attempt equal to half the number of hex feats you possess, to a maximum of your charisma modifier. You may affect multiple targets within range with one use, as long as they are all afflicted with your hex.
Special: You qualify for and may take feats and prestige classes with turn/rebuke undead as a class feature. Prestige classes may progress this feature as well, but you never gain additional uses by virtue of feats or other abilities (as this is determined by your number of hex feats).
Omen [Hex]
You may end the effects of your hex to force your target to automatically fail a single die roll, effectively rolling a 1 if failure isn't an option. This is an immediate action.
Interrupt [Hex]
Requirements: At least 1 other hex feat.
You may force a target, as an immediate action, who is concentrating on an action to make a concentration check to maintain that effect. Your target takes a penalty to this check equal to half the number of hex feats you possess.
Dire Hex [Hex]
Requirements: At least 3 other hex feats.
By ending your hex you may double its penalties for a round. Abstract effects such as halving movement, instead negate movement. DM arbitration may be needed for this effect.
Reviled by Nature [Hex]
Requirements: At least 2 other hex feats.
You may end the effects of your normal hex to instead initiate this way, as a swift action.
The target takes a -4 penalty to all charisma based checks with fey, elves, and animals. Furthermore animals, other than a companion(s) loyal to them, will attack them if they or the animal approach within 30ft.
Guided Touch
Requirements: Witchcraft class ability
When making an attack roll (ranged or melee) with a spell or splash/grenade-like weapon, you gain a +2 bonus to your attack roll. Further if you miss with such a weapon, not spell, you may roll for the new space twice, taking whichever one is more beneficial to you.
If you have at least 10 levels of witch this bonus increases to +4.
Spell Harrier
Requirements: Interrupt feat and at least 2 other, different, hex feats.
Instead of a one time activation the target must make a concentration check any time the attempt one of the previously listed actions, within a 1 minute time span.
Improved Voodoo Spell
Requirements: Voodoo Spell feat and 4th level spells from your primary circle.
When using your voodoo hex feat you may now use a 2nd level spell instead of a 1st level spell. Doing so however is taxing, and may only be done once per day, no matter how many times you can use voodoo spell in a day.
Extra Invocation
Requirements: Mage Mark class ability
You may gain a single extra invocation of any list. This invocation must be of an effective spell level lower than the highest level invocation you already possess.
Special: This feat may be taken multiple times, granting a new invocation each time.
Extra Hex Target
Requirements: Hex class ability
When using your hex ability you may designate one additional target beyond normal.
Improved Witchcraft
Requirements: Witchcraft class ability
You gain a single extra spell, no higher than your maximum spell level, for use with your witchcraft ability. You must choose which circle to apply this feat to. The spell you choose must meet all restrictions present for that circle.
Special: This feat may be taken multiple times, granting a new spell each time.
Grand Witchcraft
Requirements: At least 18 levels of witch
You gain a spell of 7th level for your primary circle and a spell of 5th level for your secondary circle. Your maximum spell level for each circle is increased by 1 to accommodate this.
Special: This feat may be taken multiple times, but each time beyond the first you must choose either an additional 7th level spell for your first circle or a 5th level spell for your second circle. Additional instances of this feat do not increase your maximum spell level further.
Epic Witchcraft [Epic]
Requirements: Must have taken Grand Witchcraft at least 3 times
You gain a spell of 8th level for your primary circle and a spell of 6th level for your secondary circle. Your maximum spell level for each circle is increased by 1 to accommodate this.
Special: This feat may be taken multiple times, but each time beyond the first you must choose either an additional 8th level spell for your first circle or a 6th level spell for your second circle. Additional instances of this feat do not increase your maximum spell level further.
Spell of the Third Circle
Requirements: Witchcraft class ability
You may select a single spell, of any spell level lower than your maximum for your second circle, from the witchcraft circle that you did not select. You may cast this spell as part of your second circle.
Special: This feat may be taken multiple times, granting a new spell each time.
Healing Touch
Requirements: Access to the natural or white circle as the primary circle, only available at first level.
Whenever you heal (as the skill) a target you may choose to heal your target of hit points damage. You may heal a maximum number of hit points each day equal to twice your witch level in this way.
You add your wisdom modifier, to a maximum of the amount already being healed, to the amount you heal. This does not count towards your daily limit.
Greater Healing Touch
Requirements: Healing Touch and Witch level 5 or higher.
Whenever you heal (as the skill) a target you may, in addition the effects of healing touch, heal your target of a single condition that the panacea spell is capable of healing. You must heal at least 10 hit points for this effect to take place.
Nature's Beauty
Requirements: Access to the natural circle as the primary circle, only available at first level.
You may add your charisma modifier as a deflection bonus to your AC and as a bonus to a single save of your choice. This bonus is capped to half your witch level, rounded up. Furthermore you gain a +4 bonus to all charisma related skill checks against members who would be attracted to you (usually members of the opposite sex and same or similar race).
Bane of Undead
Requirements: Access to the white circle as the primary circle, only available at first level.
You may score critical hits and deal precision damage to undead. Furthermore you gain a +1d6 sneak attack that only functions against undead. Non-intelligent undead that you reduce to 0 hit points may not raise as undead again.
Withering Touch
Requirements: Access to the black circle as the primary circle.
As a standard action melee touch attack or 10ft ranged touch attack you may unleash a mass of negative energy into your opponent.
You may deal no more damage (or heal undead) than your witch level in single attack and may not deal more than twice your witch level in damage per day.
You add your charisma modifier to the amount of damage you deal each time, to a maximum of that already being dealt. This does not count towards your daily limit.
Voodoo Doll [Voodoo]
Requires: Improved Voodoo Spell feat
With 2 hours of work you may craft a voodoo doll. As a move action you may apply some blood, maybe from a weapon, or other bodily material from another creature. Once this has happened your doll is attuned to that creature.
A doll may not be attuned to more than one creature, nor may you attune more than one doll at a time. It takes only a swift action to un-attune a doll, but this destroys it in the process.
You may attack, cast a spell, or use an item through an attuned voodoo doll that you have created, affecting the attuned target as if you had instead targeted them.
A target attacked through the doll, including through derivative feats, is considered flat-footed. Furthermore, because you didn't directly attack the attuned target, any such effect counts the voodoo doll as the originator, not yourself.
Battle Doll
Requires: Voodoo Doll feat
You learn to quickly make voodoo dolls in the midst of combat, out of odd and end materials that you find. Making a doll now only takes a standard action.
Forced Movement [Voodoo]
Requires: Voodoo Doll feat
You may, as a standard action, jerk the voodoo doll you are holding. Your attuned target must make a reflex save (DC 10 + 1/2 your HD + your wisdom modifier).
Upon a failed save the target is thrown up to 30ft in a direction of your choosing. A target who collides with an object that can't be destroyed by this collision stops moving, taking damage for collision as if they had fallen and dealing half this damage to anything or anyone they collide with.
Pins and Needles [Voodoo]
Requires: Voodoo Doll feat
You stab a need into your voodoo doll as a swift action to use this ability. Your target must make a will save (DC 10 + 1/2 your HD + your wisdom modifier - the number of pins and needles effect) or be afflicted by one of the following effects of your choice (assuming they have the body part in question):
Leg
Target loses use of any leg of your choice. Target is treated as always being in difficult terrain, though freedom of movement and similar effects do nothing to alleviate this. A target with no legs left can't do anything more than crawl. May be used multiple times, targeting a different limb each time.
Arm
Target loses the use of any arm of your choice. May be used multiple times, targeting a different limb each time.
Head
Target can't perform any action that requires concentration without succeeding on a concentration check.
Torso
Target is unable to make attacks of opportunity.
Neck
Target is unable to breath. The target gains a +4 circumstance bonus to the save against this effect.
Any of these effects remain in place until the afflicted is targeted by a panacea spell or a spell that can remove curses. These effects also end after the target next rests for at least 4 hours. Any of these effects end if the doll is destroyed.
Puppeteer [Voodoo]
Requires: Forced Movement feat
As a swift action you may take control of your target, as if with the suggestion spell. A will save (DC 10 + 1/2 your HD + your wisdom modifier) is allowed to negate.
The duration for this effect is indefinite, as long as the doll remains intact, and you may command your target to perform any action, even if it would be suicidal or contrary in nature, without provoking a save or resistance. Your target is, however, allowed a new save at the end of each round, except for the first, to escape.
Obliterate [Voodoo]
Requires: Pins and Needles, Puppeteer, & Blood Magic feats
You may, as a full round action, completely obliterate the voodoo doll you are holding. Your attuned target must immediately make a fortitude save (DC 10 + 1/2 your HD + your wisdom modifier) or die. Targets immune to death effects instead take 10d6 + the your HD in untyped damage. Targets killed by this ability explode in a shower of gore.
Blood Magic [Voodoo]
Requires: 3 other voodoo feats
You may cast spells without expending your witchcraft spell uses. Each time you do so, your maximum hit points decrease an amount equal to the spell's level + 5.
You may not regain these hit points normally, but instead recover 2 points per hour of rest beyond the first. This is in addition to the normal benefits of rest.
Master of Dark Power
Requires: At least 2 hex feats and at least 1 voodoo feat
You may combine your uses of hex and voodoo feats, sharing them between both types of feats.
Special: You may take this feat additional times, gaining 2 extra uses of your voodoo and hex feats per time taken.