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.

 

 

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