WITCH / WARLOCK
This
section describes the Witch (or Warlock in its masculine form) advanced class.
The fastest way to get to this class is through the Charismatic Hero basic
class. The Witch is the d20-40k role playing game equivalent of the Dungeons
and Dragons sorcerer class. There is no equivalent d20 Modern class. The Witch
casts psychic powers that have come innately to her. She has not learned these
spells, instead she is born with them and has unlocked them over time. In the
game she does not prepare psychic powers but is able to call on whichever
powers suit the moemnt and cast them without any form of preparation. Witchs
and Warlocks, also called unsanctioned psykers, because of their lack of formal
training, are seen as the most susceptable to the temptations of Chaos.
Necromundan wyrds, genestealer cult magi and ork weirdboys are all characters
that would use this class.
Requirements
To qualify
for the Witch advanced class, a character must meet the following criteria.
Skills: Disguise 6
ranks, Gather Information 6 ranks, Intimidate 6 ranks, Knowledge (warp) 6 ranks
Other: Innate Caster
Level of 3.
Hit Die
Witches
gain 1d6 hit points per level. The character’s Constitution modifier applies.
Class Skills
Bluff
(Cha), Concentraion (Con), Craft (visual art, writing) (Int), Disguise (Cha),
Gamble (Wis), Gather Information (Cha), Intimidate (Cha), Knowledge (Imperial,
the warp, streetwise), Psychic Sense (Cha), Speak or Read/Write Language.
Skill Points for each Level: 5 + Int modifier
Table:
The Witch |
|||||||
Class Level |
Base Attack |
Fort Save |
Ref Save |
Will Save |
Special |
Defense |
Leadership |
1 |
+0 |
+0 |
+0 |
+2 |
Familiar,
Innate |
+1 |
+2 |
2 |
+1 |
+0 |
+0 |
+3 |
Concealed
Mind, Innate |
+1 |
+2 |
3 |
+1 |
+1 |
+1 |
+3 |
Bonus
Feat, Innate |
+2 |
+3 |
4 |
+2 |
+1 |
+1 |
+4 |
Scribe
Scroll, Innate |
+2 |
+3 |
5 |
+2 |
+1 |
+1 |
+4 |
Arcane
Serum, Innate |
+3 |
+4 |
6 |
+3 |
+2 |
+2 |
+5 |
Bonus
Feat, Innate |
+3 |
+4 |
7 |
+3 |
+2 |
+2 |
+5 |
Scribe
Tattoo, Innate |
+4 |
+5 |
8 |
+4 |
+2 |
+2 |
+6 |
True
Psyker, Innate |
+4 |
+5 |
9 |
+4 |
+3 |
+3 |
+6 |
Bonus
Feat, Innate |
+5 |
+6 |
10 |
+5 |
+3 |
+3 |
+7 |
Maximize
Power, Innate |
+5 |
+6 |
CLASS FEATURES
All of the
following features pertain to the Witch advanced class.
Innate
The Witch
gains an Innate Psychic Level every level. A level 1 Witch will have a minimum
Innate Psychic Level of 3. Over the course of the 10 Witch class levels this
increases by 10 to 13 or more depending on the psychic level before the class
was taken. To see the effects of having an Innate Psychic Level see the Psychic
Section of the d20-40k manual.
Summon Familiar
A Witch
has the ability to obtain a familiar.
A familiar
is magically linked to its master. In some sense, the familiar and the Witch
who controls it are practically one being. That’s why, for example, the Witch
can cast a personal range power on a familiar even though normally he can only
cast such a power on himself. A familiar is a magical beast, similar physically
to the normal creature it resembles. However, a familiar grants special
abilities to its master, as described below. A special ability granted by a
familiar only applies when the Witch and the familiar are within 1 mile of each
other.
Familiar |
Special |
Bat |
Witch
gains a +3 bonus on Listen checks |
Cat/Gyrinx |
Witch
gains a +3 bonus on Move Silently checks |
Hawk |
Witch
gains a +3 bonus on Spot checks in bright light |
Lizard |
Witch
gains a +3 bonus on Climb checks |
Owl |
Witch
gains a +3 bonus on Spot checks in shadows |
Rat |
Witch
gains a +2 bonus on Fortitude saves |
Raven1
|
Witch
gains a +3 bonus on Appraise checks |
Snake2
|
Witch
gains a +3 bonus on Bluff checks |
Toad |
Witch
gains +3 hit points |
Weasel |
Witch
gains a +2 bonus on Reflex saves |
1 A raven familiar can speak one language of its Witch’s
choice as a supernatural ability. |
|
2 Tiny viper. |
Familiar
Basics: Use the basic statistics for a
creature of the familiar’s kind, but make the following
changes:
Hit
Dice: For the purpose of effects related to
number of Hit Dice, use the Witch’s character level or the familiar’s normal HD
total, whichever is higher.
Hit
Points: The familiar has one-half the Witch’s
total hit points (not including temporary hit points), rounded down, regardless
of its actual Hit Dice.
Attacks:
Use the Witch’s base attack bonus, as
calculated from all his classes. Use the familiar’s Dexterity or Strength
modifier, whichever is greater, to get the familiar’s melee attack bonus with
natural weapons.
Damage
equals that of a normal creature of the familiar’s kind.
Saving
Throws: For each saving throw, use either
the familiar’s base save bonus (Fortitude +2, Reflex +2, Will +0) or the Witch’s
(as calculated from all his classes), whichever is better. The familiar uses
its own ability modifiers to saves, and it doesn’t share any of the other
bonuses that the Witch might have on saves.
Skills:
For each skill in which either the Witch or
the familiar has ranks, use either the normal skill ranks for an animal of that
type or the Witch’s skill ranks, whichever are better. In either case, the
familiar uses its own ability modifiers. Regardless of a familiar’s total skill
modifiers, some skills may remain beyond the familiar’s ability to use.
Familiar
Ability Descriptions: All familiars have
special abilities (or impart abilities to their masters) depending on the Witch’s
arcane psychic level, as shown on the table below. The abilities given on the
table are cumulative.
Psychic
Defense Bonus: The number noted here is an
improvement to the familiar’s existing Defense. It is a deflection bonus that
represents the fact that the familiar is a supernatural psychic creature rather
than an ordinary animal.
Int: The familiar’s Intelligence score.
Alertness
(Ex): While a familiar is within arm’s
reach, the Witch gains the Alertness feat.
Improved
Evasion (Ex): When subjected to an attack
that normally allows a Reflex saving throw for half damage, a familiar takes no
damage if it makes a successful saving throw and half damage even if the saving
throw fails.
Share Powers:
At the Witch’ option, he may have any power
(but not any power-like ability) he casts on himself also affect his familiar.
The familiar must be within 5 feet at the time of casting to receive the
benefit.
If the power
or effect has a duration other than instantaneous, it stops affecting the
familiar if it moves farther than 5 feet away and will not affect the familiar
again even if it returns to the Witch before the duration expires.
Additionally, the Witch may cast a power with a target of “You” on his familiar
(as a touch range power) instead of on himself.
A Witch
and his familiar can share powers even if the powers normally do not affect
creatures of the familiar’s type (magical beast).
Empathic
Link (Su): The Witch has an empathic link
with his familiar out to a distance of up to 1 mile. The Witch cannot see
through the familiar’s eyes, but they can communicate empathically. Because of
the limited nature of the link, only general emotional content can be
communicated.
Because of
this empathic link, the Witch has the same connection to an item or place that
his familiar does.
Deliver
Touch Powers (Su): If the Witch is 3rd
level or higher, a familiar can deliver touch powers for him. If the Witch and
the familiar are in contact at the time the Witch casts a touch power, he can
designate his familiar as the “toucher.” The familiar can then deliver the
touch power just as the Witch could. As usual, if the Witch casts another power
before the touch is delivered, the touch power dissipates.
Speak
with Witch (Ex): If the Witch is 5th level
or higher, a familiar and the Witch can communicate verbally as if they were
using a common language. Other creatures do not understand the communication
without magical help.
Speak
with Animals of Its Kind (Ex): If the Witch
is 7th level or higher, a familiar can communicate with animals of
approximately the same kind as itself (including dire varieties): bats with
bats, rats with rodents, cats with felines, hawks and owls and ravens with
birds, lizards and snakes with reptiles, toads with amphibians, weasels with
similar creatures (weasels, minks, polecats, ermines, skunks, wolverines, and
badgers). Such communication is limited by the intelligence of the conversing
creatures.
Power
Resistance (Ex): If the Witch is 11th level
or higher, a familiar gains power resistance equal to the Witch’s level + 5. To
affect the familiar with a power, another powercaster must get a result on a
caster level check (1d20 + caster level) that equals or exceeds the familiar’s power
resistance.
Scry on
Familiar (Sp): If the Witch is 13th level
or higher, he may scry on his familiar (as if casting the scrying power)
once per day.
Psychic
Level |
Psychic
Armour |
Int |
Special |
1st–2nd |
+1 |
6 |
Alertness,
improved evasion, share powers, empathic link |
3rd–4th |
+2 |
7 |
Deliver
touch powers |
5th–6th |
+3 |
8 |
Speak
with Witch |
7th–8th |
+4 |
9 |
Speak
with animals of its kind |
9th–10th
|
+5 |
10 |
— |
11th–12th
|
+6 |
11 |
Power
resistance |
13th–14th
|
+7 |
12 |
Scry on familiar |
15th–16th
|
+8 |
13 |
— |
17th–18th
|
+9 |
14 |
— |
19th–20th
|
+10 |
15 |
— |
Bonus Feats
At 3rd,
6th, and 9th level, the Witch gets a bonus feat. The bonus feat must be
selected from the following list, and the Witch must meet all the prerequisites
of the feat to select it.
Attentive,
Archaic Weapons Proficiency, Combat Expertise, Educated, Frightful Presence,
Nimble, Studious.
Conceal Mind
Starting
at 2nd level, Witches are used to concealing their identity as psyker. An
unsanctioned psyker can use an opposed Hide check (opposed by a Search check)
to avoid detection by a Psychic Sense check. On a succesful Hide the Psychic
Sense fails regardless of the Psychic Sense of the owner. This ability can even
be used against someone using a psi-counter.
Scribe Scroll
Starting
at 4th level, a Witch can create scrolls from which he or another psyker can
cast a scribed power. You can create a scroll of any psychic power you know. Scribing
a scroll takes one day. The purchase DC for the raw materials to scribe a
scroll is 13 + the scroll’s power level + the scroll’s caster level.
The Witch
must also spend experience points to scribe a scroll. The XP cost is equal to
the power level + the caster level + the purchase DC of the raw materials.
Finally,
the Witch makes a Craft (writing) or Computer Use check. The DC for the check
is 10 + the power level + the caster level of the scroll. If the check fails,
the raw materials are used up but the XP are not spent. The Witch can try
scribing the scroll again as soon as he purchases more raw materials.
Any scroll
that stores a power with a costly material component or an XP cost also carries
a commensurate cost. In addition to the costs derived from the base price, you
must expend the material component or pay the XP when scribing the scroll.
A scroll
can be written on a sheet of paper or parchment when the Craft (writing skill
is used), or it can be saved as a file on a terminal or Brain Engrams (see
Cybertechnology) when the Computer Use check is used.
Mix Serum
At 5th
level, a Witch can create serums, which carry arcane powers within themselves –
liquids mixed with the effluvium.
The Witch
can create a serum of any power of 3rd level or lower that he knows. The power
must target a character or characters. Mixing a serum takes 24 hours. When the Witch
creates a serum, he sets the caster level. The caster level must be sufficient
to cast the power in question and no higher than the Witch’s class level. The
caster level has an effect on the purchase DC of the raw materials to mix the serum,
the skill check to create the serum, the experience point cost to mix the serum,
and the DC of a saving throw (if applicable) to resist the effect of the serum.
Arcane
Serum’s are almost always loaded into a hypodermic needles for quick
application but could even be bottled, made in pill form or administered
through a special genetically engineered gland. The purchase DCs described
below assume a basic syringe is being used however.
The
purchase DC for the raw materials to make a serum in a syringe is 15 + the serum’s
power level + the serum’s caster level.
The Witch
must also spend experience points to brew a potion. The XP cost is equal to the
power level + the caster level + the purchase DC of the raw materials.
Finally,
the Witch makes a Craft (chemical) check. The DC for the check is 10 + the power
level + the caster level of the serum. If the check fails, the raw materials
are used up but the XP are not spent. The Witch can try mixing the serum again
as soon as he purchases more raw materials.
When a Witch
creates a serum, he makes any choices that he would normally make when casting
the power. Whoever injects the serum is the target of the power.
Any serum
that stores a power with a costly material component or an XP cost also carries
a commensurate cost. In addition to the raw materials cost, the Witch must
expend the material component or pay the XP when creating the serum.
Scribe Tattoo
At 7th
level, a Witch can create tattoos on his body or someone else’s. Tattoos
function similarly to scrolls, and are created in the same way (see the scribe
scroll ability), except that the pertinent skill is Craft (visual arts). Unlike
scrolls tattoos can be activated by non-psykers. The activation requires merely
tracing the image with the finger (an attack action). A Witch can craft an
electro-tattoo which is a special sort of moving tattoo. More details on
electro-tattoos can be found in the equipment section.
True Psyker
The
character gets a +2 bonus on all Psychic Sense and Knowledge (warp) checks.
Maximize Power
At 10th
level, a Witch learns to cast some of his powers to maximum effect. All
variable, numeric effects of a maximized power automatically achieve their
maximum values. A maximized power deals the most possible points of daWitch,
affects the maximum number of targets, and so forth, as appropriate. Saving
throws and opposed checks are not affected. Powers without random variables are
not affected.
When a
maximized power is prepared, it is treated as a power of three levels higher
than the power’s actual level. Therefore, a Witch can only maximize 0-, 1st-,
or 2nd-level powers—a maximized 1st-level power is treated as a 4th-level power
when you decide what powers the Witch will have available for the coming day,
so it limits the number of other 4th-level powers the Witch can prepare.
Likewise, a maximized 2nd-level power is treated as a 5th-level power.