THE DEMON WITCH
Demon witches, some say, have the blood of fiends burning in their veins, the result of some demonic contamination or the traces of some devilish ancestry that fuels their magic and seals their fate. Witches, like sorceresses, are born with their capacity for spellcasting. However, some show an affinity for particularly hellish magicks: spells of fire, control, and fiendish summoning. Unlike the more scholarly demonologists, who pursue Demonology through ancient texts, dangerous rituals, and pools of blood, demon witches master the Infernal Art from within, exploring their naturally wicked passions for magic, malevolence, and guile. Some women choose the demon witch path in pursuit of terrible power at any price, becoming as fiendish as the magic they master; others seek their destiny, to explore and nurture their growing capacity for otherworldly evil. Whatever the reason it’s taken, the path of the demon witch always ends in power and damnation.

Despite their name, demon witches have no particular affinity for or connection to demons. Rather, their power is related to fiends, a broader group that includes demons, devils, and similar evil outsiders.



REQUIREMENTS
To qualify to become a demon witch (DmW), a character must fulfill all the following criteria.
Gender: Female
Alignment: Evil
Skills: Diplomacy 2, Intimidate 4, Knowledge (Planes) 2
Feats: Iron Will
Spellcasting: The character must be able to cast 3rd-level spells and must be able to cast arcane spells without preparation. In addition, she must be able to cast three spells that appear on the Demonology spell list (see below), two of which must be protection from evil or magic circle against evil and any summon monster spell used to summon an evil outsider.
Special: The character must speak Abyssal and Infernal.
Special: The character must have succeeded at either a Diplomacy or Intimidate check against an evil outsider, or successfully charmed one.
Special: If you are using the custom feats detailed below, you may substitute Fiendish Focus and/or Greater Fiendish Focus for the Feat requirement. If you are utilizing the witch core class, you can meet the Spellcasting requirement by being able to cast 3rd-level witch spells, Dabbling in Demonology, and knowing two of the required spells.

GAME RULE INFORMATION
Demon witches have the following game statistics.
Base Attack Bonus: Low (as a loremaster)
Hit Die: d4
Saves: High Will
Class Skills: The demon witch’s class skills are Bluff (Cha), Concentration (Con), Diplomacy (Cha), Innuendo (Wis), Intimidate (Cha), Knowledge (Planes) (Int), Scry (Int), Sense Motive (Wis), and Spellcraft (Int). Skill Points: 2 + Intelligence modifier per level

CLASS FEATURES
All of the following are class features of the demon witch.
Weapons and Armor Proficiency: The demon witch gains proficiency with her choice of either the trident or the whip. She gains no proficiency in any armor.

1 Demonica, Fiendish Authority, Fiendish Familiar, Scent of Evil
2 Demonology [Spellcasting +1], Fiendish Lore
3 Hellfire, [Spellcasting +1]
4 Demonica, [Spellcasting +1]
5 Infernal Fury, [Spellcasting +1]
6 Dark Wings, [Spellcasting +1]
7 Demonica, [Spellcasting +1]
8 Possession, [Spellcasting +1]
9 Perdition’s Door, [Spellcasting +1]
10 Damned, Dark Ascension, Demonica, Infernal Youth

Demonica (1st/4th/7th/10th level): At the indicated levels, the demon witch lurches forward in her fiendish evolution, undergoing a physical metamorphosis determined randomly from the list below. With every instance of Demonica, her appearance becomes increasingly inhuman, and she receives a cumulative +1 bonus to Intimidate checks and -1 penalty to Diplomacy checks (this penalty does not apply against evil outsiders). Each transformation can be selected only once (reroll as necessary):

1.      Clovenfoot: The demon witch’s feet become cloven, resembling those of a fiendish satyr. She receives a +5 bonus to her movement rate but a -2 penalty to Climb checks.

2.      Demonclaw: The demon witch’s fingernails strengthen into sharp claws, granting her unarmed attacks +1d4 points of slashing damage. She is never considered unarmed.

3.      Deviltail: The demon witch grows a devil-like tail – long, red, and barbed – granting her a +3 bonus to Balance checks. She can also wield her tail as a natural weapon for 1d2 points of slashing damage as if she possessed the Weapon Finesse feat (if beneficial).

4.      Fiendeye: The demon witch’s eyes glow with an unnatural light, granting her low-light vision but imposing a –2 penalty to Hide checks (unless she closes her eyes). If she already possesses low-light vision, the ranges stack.

5.      Hellskin: The demon witch’s skin turns red and very warm to the touch. She gains fire resistance 5.

6.      Horns: The demon witch grows two horns at her hairline, granting her a natural gore attack for 1d6+1 points of piercing damage.

Fiendish Authority: A number of times per day equal to her Charisma bonus, the demon witch can rebuke and command evil outsiders as an evil cleric of equal level rebukes and commands undead. Outsiders have a resistance to Fiendish Authority equal to half of their magic resistance, if any This is a supernatural ability.

The demon witch can enhance her Fiendish Authority ability with the Extra Demon Witch Ability feat.

Fiendish Familiar: The demon witch’s infernal presence attracts her choice of either an imp or quasit familiar when she adopts the prestige class, as if she had used the Improved Familiar feat. But this familiar often comes at a price – how high a price depends on the circumstances under which it arrives.

If the demon witch has no current familiar, the fiendish familiar tears its way out of the demon witch’s body in a bloody, violent “birth,” inflicting 3d4+3 points of damage, 1d4 of which is permanent and cannot be healed short of a miracle or wish. The resulting imp or quasit gains a bonus to its hit points equal to twice the amount the witch permanently loses.

If she already has a familiar that she has not mercifully dismissed, the fiend erupts from the familiar instead, killing it horribly and almost instantly, and reducing it to a gruesome pile of flesh – which the fiend immediately devours to gain 6 bonus hit points. (If the character has more than one familiar when she adopts the prestige class, the one she’s had the longest is slain.) Instead of the normal penalties incurred for a slain familiar, the demon witch suffers the permanent loss of 1 hit point, and her Familiar class feature is replaced by the Fiendish Familiar class feature. Thereafter, she can only replace her new familiar with another fiendish familiar, and her ability to call standard familiars is lost (unless she takes a subsequent class, such as wizard, to regain the Familiar class feature).

If the demon witch already has an imp or quasit familiar, Fiendish Familiar simply grants that familiar a bonus 1d4 hit points at no cost to the witch.

If her fiendish familiar is killed, the demon witch suffers the normal experience point loss for a slain familiar but can summon a replacement after waiting only six weeks, six days, and six hours, or upon gaining her next level of demon witch (whichever comes first).

Scent of Evil: The demon witch exudes a supernatural aura of otherworldly evil that animals can sense. She suffers a -1 penalty per demon witch level to Handle Animal, Ride, and Wild Empathy checks. However, when the checks involve fiendish animals or evil outsiders, such as Handling a fiendish snake or Riding a nightmare, she receives a bonus to such checks equal to half her level, rounded down.

Fiendish Lore (2nd level): By virtue of her frequent contact with evil outsiders, the demon witch learns about fiends, receiving a bonus equal to her demon witch level to all Knowledge checks related to demons, devils, and other fiends and their native planes. If separated from her fiendish familiar, however, this bonus is halved.

Demonology (2nd/3rd/4th/5th/7th/8th/9th/10th levels): At the indicated levels, the demon witch gains new Spells Known and Spells Per Day as if she had also gained a level in whatever arcane class met the casting without preparation requirement of this prestige class, such as bard, sorcerer, or warlock. (If she had more than one qualifying class, she must choose the one to benefit, a decision that cannot be later changed.) However, all spells learned as part of this progression must be selected from the Demonology spell list below, up to the spell level normally allowed by the designated class:

Spell Notes: When learned as Demonology, spells listed with parentheticals, such as the elements and summon spells, can only have the indicated effect or summon the indicated creature. The demon witch can enhance her Demonology with the Fiendish Focus feats. A list of each spell’s source is at the end of this post.

Hellfire (3rd level): The fires of hell becomes hers to command. The demon witch can produce flame once per day, inflicting 1d4+1 points of damage per demon witch level. This spell-like ability mimics the druid spell of the same name, except that 1 point of damage per die is negative energy damage.

The demon witch can enhance her Hellfire ability with the Extra Demon Witch Ability feat.

Infernal Fury (5th level): The demon witch can smite good creatures as a paladin smites evil creatures. Once per day, she can unleash her infernal fury upon a Good opponent, adding her Charisma modifier to her attack roll and dealing additional damage equal to her demon witch level if she strikes. This is a supernatural ability.

The demon witch can enhance her Infernal Fury ability with the Extra Demon Witch Ability feat.

Dark Wings (6th level): The demon witch sprouts leathery, bat-like wings, small but fully functional, enabling her to fly at her normal speed +10 with Average maneuverability.

Possession (8th level): She can take possession of another being’s mind once per day. Initiating this possession requires a full round action and lasts only as long as the demon witch maintains her concentration. She can possess a single creature of up to size Large. In all other ways, this spell-like ability functions like dominate person (DC 10 + demon witch level + Charisma modifier).

The demon witch can enhance her Possession ability with the Extra Demon Witch Ability feat.

Perdition’s Door (9th level): Once per week beginning, the demon witch can open a limited form of gate that has one of two applications, chosen when this spell-like ability is employed. The first application opens portal to Hell, the Abyss, or an equivalent plane. The second application of Perdition’s Door summons one or more of the following creatures, which remain to serve the demon witch for 1 hour: erinyes, hellcat, marilith, night hag, nightmare, or succubus. In all other ways, Perdition’s Door functions as the gate spell.

Damned (10th level): The demon witch is damned to a hellish fate. When she dies or is killed, she is consumed by fire and the raking claws of a thousand fiends – never to be seen again. Demon witches can be returned from the dead only if the appropriate magic is applied within 6 rounds of her demise; after this time elapses, her soul is utterly and literally consumed, and she cannot be brought back to life short of a wish or miracle.

Some suspect that a dead demon witch is not actually “dead” but is instead rewarded for her malevolence or fiendish heredity with a new life as a marilith, succubus, or a similar fiend. Others believe she is punished for her arrogance or her “impure” heredity and instead fed to these fiends as a sentient, undying meal, damned to being eaten “alive” night after night for all eternity.

Dark Ascension (10th level): The demon witch transcends her mortal trappings and her type changes to outsider and she may now cast spells or use objects normally reserved for demons and devils. In addition, she gains damage reduction 10/silver and cold and fire resistance 10, which stacks with any damage reduction and fire or cold resistance.

Infernal Youth (10th level): She no longer suffers ability penalties for aging and cannot be magically aged. Any penalties already accumulated, however, remain. Bonuses are still counted and accrued, and the demon witch still dies of old age when her time it up (see Damned).

Epic Demon Witch: The epic-level demon witch continues her Hit Die and skill point progressions. In addition, she receives bonus epic feats at 13th level and every three levels thereafter (13th, 16th, 19th, 22nd, etc), chosen from the following: Automatic Quicken Spell, Automatic Silent Spell, Automatic Still Spell, Damage Reduction, Energy Resistance (cold/fire), Enhance Spell, Epic Elemental Focus (Fire), Epic Fiendish Focus, Epic Spell Focus, Epic Spell Penetration, Epic Spellcasting, Epic Will, Extended Life Span, Extra Demon Witch Ability, Familiar Spell, Great Smiting, Greater Spell Focus, Ignore Material Components, Improved Combat Casting, Improved Counterspell, Improved Heighten Spell, Improved Metamagic, Improved Spell Capacity, Intensify Spell, Multispell, Permanent Emanation, Planar Turning (Turn/Destroy Good Outsiders), Spell Focus, Spell Knowledge, Spell Stowaway, Spell Opportunity, Tenacious Magic, and Unholy Strike.

Ex-Demon Witches: The demon witch who turns away from her Evil alignment can no longer progress as a demon witch and loses access to Command Fiends, Fiendish Familiar, Scent of Evil, Hellfire, Infernal Fury, Possession, Perdition’s Door, and the Demonology spell list (except for spells already learned). If she had already attained 10th level, both Dark Ascension and Infernal Youth are revoked, and she reverts to her former type and her true age, with any aging penalties applied retroactively. All other class features, including Damned, Dark Wings, and Demonica, are retained. (She can only reclaim her soul and shed her Damned status by virtue of a miracle or wish.) In addition, her fiendish familiar abandons her if she turns Neutral, and attempts to kill her if she turns Good.


NEW FEATS:

ARCANE INSIGHT [General]
Your natural aptitude for and knowledge of arcana grant you insight into the basic laws of magic.
Prerequisite: Any Metamagic feat, Able to cast arcane spells without preparation.
Benefit: Select up to two of the following sorcerer spells as bonus Spells Known: absorption, analyze dweomer, arcane sight, break enchantment, detect magic, dispel magic, freedom, globe of invulnerability, greater dispelling, greater spell resistance, identify, lesser spell immunity, minor globe of invulnerability, minor reflection, Mordenkainen’s disjunction, nondetection, permanency, protection from spells, remove curse, see invisibility, spell turning, true seeing, or unbinding. The combined spell levels of the spell or spells chosen cannot the maximum spell level that you can cast at the time the feat is taken minus 2.
Special: You may take this feat multiple times, choosing up to two additional spells each time. Each additional time the feat is chosen, the number of Metamagic feats you must know for the prerequisite increases by one (two Metamagic feats the second time it’s taken, three feats the third time, etc.).

ARMORED CASTING [General]
You can more easily cast arcane spells while wearing armor.
Benefit: You may ignore 5% of the Spell Failure normally associated with casting arcane spells while wearing armor (to a minimum 5% for any armor).
Special: This feat can be taken multiple times, increasing the amount of Spell Failure you can ignore by 5% each time.

BACKSTAB [General]
You can strike opponents when their guard is down for additional damage.
Prerequisite: Intelligence 13, Dexterity 13, BAB +3.
Benefit: If you catch an opponent that is unable to defend itself, your melee attack deals an additional +1d6 points of Sneak Attack damage. All normal conditions and restrictions of Sneak Attack apply.
Special: You can take this feat multiple times. Each time, the Sneak Attack damage dealt is increased by +1d6. Backstab does not stack with other forms of Sneak Attack damage.

BEWITCHING [General]
You are a beguiling and intriguing creature.
Benefit: You receive a +3 bonus on all Innuendo checks. Diplomacy is always considered a class skill for you.

DEADLY [General]
Your spells with the Death descriptor are more potent than normal.
Prerequisites: Greater Spell Focus (Necromancy), Able to cast three spells with the Death descriptor, such as circle of death, finger of death, and power word, kill.
Benefits: Add a +2 to the Difficulty Class of all saving throws against your spells and spell-like abilities with the Death descriptor. This stacks with the effects of all Spell Focus feats. In addition, for the purposes of range, area of effect, and duration, your caster level is considered +1 when casting these spells.

DEATH TOUCH [General]
Your touch brings death.
Prerequisite: Death Domain, or Spell Focus (Necromancy) feat and ability to cast four Necromancy spells with a range of Touch, two of which must be chill touch, harm, inflict critical wounds, inflict serious wounds, slay living, or vampiric touch.
Benefit: Once per day, you may make a melee touch attack against a living creature. If the creature’s current hit points are equal to or less than 6 x your level in the class that met the feat prerequisite, the creature is instantly slain. This death effect is a spell-like ability.
Special: You can take this feat multiple times. Each time, you can use your Death Touch once more per day. This feat stacks with the granted power of the Death domain.

ELEMENTAL FOCUS [General]
Your spells with the chosen energy descriptor are more potent than normal.
Prerequisites: Spell Focus (Evocation or Conjuration) feat, Able to cast three spells with the chosen energy descriptor.
Benefits: Choose one of the following energy types: Acid, Cold, Electricity, Fire, or Sonic. Add a +2 to the Difficulty Class for all saving throws against your spells and spell-like abilities with this descriptor. This stacks with the effects of all Spell Focus feats and the Elemental Focus and similar class features.

EPIC ELEMENTAL FOCUS [Epic]
Your spells with the chosen energy descriptor are even more potent than normal.
Prerequisites: Elemental Focus (Chosen energy type) feat, Greater Spell Focus (Evocation or Conjuration) feat, Able to cast one 9th-level spell with the chosen energy descriptor.
Benefits: Add a +4 to the Difficulty Class for all saving throws against your spells and spell-like abilities with this descriptor. This stacks with the effects of all Spell Focus feats and with the Elemental Focus and similar class features but does not stack with the Elemental Focus feat.

EPIC FIENDISH FOCUS [Epic]
Your Demonology spells are far more potent than normal.
Prerequisites: Fiendish Focus feat, Greater Fiendish Focus feat, Able to cast at least one 9th-level Demonology spell.
Benefits: Add +6 to the DC for all saving throws against your Demonology spells. This bonus only applies to those spells detailed in Fiendish Focus, and it supersedes (does not stack with) the bonus from Greater Fiendish Focus.

EXTRA DEMON WITCH ABILITY [General]
You can use one of your demon witch class features more frequently than you normally could.
Prerequisites: Class feature to be affected.
Benefits: Choose one of the following class features: Fiendish Authority, Hellfire, Infernal Fury, or Possession. You may use this ability two more times per day.
Special: You can take this feat multiple times, gaining two additional uses of any ability selected.

FEARLESS [General]
You are fearless in the face of doom.
Prerequisite: Intrepid feat.
Benefit: You are immune to fear spells and effects.

FIENDISH FOCUS [General]
Your Demonology spells are more potent than normal, regardless of their individual schools.
Prerequisites: Demonology class feature, Dabble (Demonology) class feature, or Dabble (Demonology) feat.
Benefits: Add a +2 to the Difficulty Class for all saving throws against your Demonology spells. This bonus only applies to Demonology spells that you cast directly, and only those that you learned through the Demonology class feature or by Dabbling in Demonology. It does not apply to Demonology spells cast through spell-completion items (such as scrolls and wands), or to spells on the Demonology spell list that you learned by any means other than the Demonology class feature or by Dabbling in Demonology.

FIERY TEMPER [General]
You are prone to anger and acting on impulse.
Benefit: You get a +2 bonus on all Intimidate checks and Initiative rolls.

FOCUSED CASTING [General]
Your sound mind allows you to ignore distractions when casting defensively.
Prerequisite: Combat Casting feat, Wisdom 14, Concentration ranks.
Benefit: You add your Wisdom modifier to all Concentration checks made when casting defensively.

GREATER FIENDISH FOCUS [General]
Your Demonology spells are now even more potent than before.
Prerequisites: Fiendish Focus feat.
Benefits: Add +4 to the DC for all saving throws against your Demonology spells. This bonus only applies to those spells detailed in Demonology, and it supersedes (does not stack with) the bonus from Fiendish Focus.

INTREPID [General]
You are brave in the face of doom.
Benefit: You receive a +4 bonus to all Will saves against all fear spells and effects.

IRRESISTIBLE [General]
Your Enchantment (Charm) spells are more potent than normal.
Prerequisites: Greater Spell Focus (Enchantment), Able to cast three Enchantment (Charm) spells, such as charm monster, charm person, and mass charm.
Benefits: Add a +2 to the Difficulty Class for all saving throws against your Charm spells and spell-like abilities. This stacks with the effects of all Spell Focus (Enchantment) feats. In addition, for the purposes of range, area of effect, and duration, your caster level is considered +1 when casting these spells.

METAMAGICIAN [General]
Your ability to manipulate your own natural arcane magic becomes almost second-nature to you.
Prerequisite: Quicken Spell feat and at last one additional Metamagic feat, Able to cast arcane spells without preparation.
Benefit: A number of times per day equal to the number of Metamagic feats you know, you may cast a spell without preparation and with a Metamagic effect without the normal 1 round penalty to casting time. For example, a sorcerer with the Extend Spell, Quicken Spell, and Silent Spell feats who takes the Metamagician feat can cast up to three sorcerer spells each day with one of these three Metamagic effects without the normal penalty to casting time.

POISON PROFICIENCY [General]
You are skilled at handling and crafting poisons.
Prerequisite: Intelligence 13.
Benefit: You never risk accidentally poisoning yourself when handling toxins. In addition, you receive a +2 bonus to all Craft (Poisonmaking) checks and to Craft (Alchemy) checks to identify poisons.

QUICK [General]
You are deft and light on your feet.
Benefit: You receive a +2 bonus to Initiative checks and a +1 bonus on all Reflex saves.

SEDUCTIVE [General]
You are charming and inviting.
Benefit: You get a +2 bonus on all Diplomacy and Innuendo checks.

SKEPTICAL [General]
You have a sharp eye for deception.
Benefit: You get a +2 bonus on all Sense Motive and Spot checks.

SLY [General]
You are elusive and cunning.
Benefit: You get a +2 bonus on all Bluff and Move Silently checks.

STINGING LASH [General]
You are deadly with a whip.
Prerequisite: BAB +3, Weapon Focus (Whip) feat, and either the Weapon Finesse (Whip) feat, Weapon Insight (Whip) feat, Weapon Specialization (Whip) feat, or Sting class feature.
Benefit: When wielding a whip, you receive a +1 bonus to both attack and damage rolls. This bonus stacks with the prerequisites.

WILY [General]
You are difficult to pin down.
Benefit: You get a +2 bonus on all Bluff and Escape Artist checks.


Spell Sources: All spells are from the Player’s Handbook, except as follows: Book of Vile Darkness: Aberrate, Abyssal Might, Alert Bebelith, Bestow Greater Curse, Call Dretch Horde, Call Lemure Horde, Call Nightmare, Charnel Fire, Claws of the Bebelith, Clutch of Orcus, Damning Darkness, Dance of Ruin, Demon Wings, Demoncall, Demonflesh, Devil’s Ego, Devil’s Eye, Devil’s Tail, Devil’s Tongue, Distort Summons, Dread Word, Eternity of Torture, Evil Eye, Fiendish Clarity, Flesh Ripper, Glimpse of Truth, Graz’zt’s Long Grasp, Hellfire, Hellfire Storm, Hell’s Power, Imprison Soul, Morality Undone, Nether Trail, Sacrificial Skill, Soul Shackles, Spores of the Vrock, Steal Life, Stunning Screech, Tongue of Baalzebul, Touch of Juiblex, Unheavened, Unnerving Gaze, Utterdark; Defenders of the Faith: Bolts of Bedevilment; Dragon Magazine: Call Upon Fiendish Heritage (304), Eagle’s Splendor (282), Fiery Aura (304), Searing Seed (300); Forgotten Realms: Eagle’s Splendor (again), Fire Stride; Magic of Faerun: Death Pact, Fiendform, Minor Disguise, Mystic Lash, Wall of Evil; Masters of the Wild: Adrenaline Surge, Darkseed, Fire Eyes, Scarecrow; Savage Species: Vile Death; Tome & Blood: Command Undead, Eagle’s Splendor (and again); Unapproachable East: Beltyn’s Burning Blood, Fiendform (again), Soul Scour; WotC Website: Demon Blood Infusion, Summoning Bond.

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