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Dream Witch

From Titan's Teeth

Main > > Archetypes > Dream Witch


Hit Die: d8

Class Skills: The dream witch’s class skills are Appraise (Int), Bluff (Cha), Craft (Int), Diplomacy (Cha), Disguise (Cha), Fly (Int), Handle Animal (Cha), Heal (Wis), Intimidate( Cha), Knowledge (Arcana; Int), Knowledge (Planes; Int), Knowledge (Religion; Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), Stealth (Dex), and Use Magic Device (Cha).

Skill Ranks Per Level: 6 + Int modifier.

Proficiencies: A dream witch is proficient with all simple weapons and light armor.

1st Level

Base Attack
Bonus
Fort
Save
Reflex
Save
Will
Save
Base
Caster
Level
Magic
Talents
Base
Spell
Pool
+0 +0 +0 +2 0 (1) 0 (+2) 2

Casting

A dream witch may combine spheres and talents to create magical effects. You use Charisma as your casting ability modifier.

Spell Pool

A dream witch gains a small reservoir of energy he can call on to create truly wondrous effects, called a spell pool. This pool replenishes once per day after roughly 8 hours of rest.

Calculate: Calculate your spell pool: Base Spell Pool + your casting ability modifier (minimum: 1).

Magic Tradition

Dream Witches follow the Low Patron tradition.

Magic Talents

A dream witch gains a magic talent every time she gains a caster level, along with 2 magic talents the first time they gain the Casting class feature.

Default: You get the Light Sphere with the Roving Glow drawback (granting you the Dancing Lights talent) and the Mind Sphere sphere.

Black Magic Tradition

As a standard action, you may curse a target within 30 ft. You may bestow a number of curses in a day equal to 3 + 1/2 your hedgewitch level. Targets may make a Will save (DC 10 + 1/2 hedgewitch level + casting ability modifier) to negate the curse. Treat your hedgewitch level as your caster level for the purpose of removing one of your curses.

You may always dismiss your own curses as a free action.

At 1st level, you may give a target a -2 penalty to attack rolls, skill checks, and saving throws for a number of rounds equal to your casting ability modifier. This does not stack with itself.

Oracle Curse

You cannot see anything beyond 30 feet, but you can see as if you had darkvision.

Dreamwalker Tradition

While sleeping you can spend a spell point to merge your dreamspace with the dreams of another. The target must be asleep, and you must have some connection to them (such as a target you have met firsthand, have a lock of hair from, or that you have the name and likeness of) but may otherwise be anywhere, even another plane.

They enter your dreamspace the same way you do, though they have no control over light, temperature, or other details. If they are unwilling they receive a Will save (DC 10 + 1/2 hedgewitch level + casting ability modifier) to avoid the connection, and if they fail they may reattempt it every minute to break away from your dreamspace. You may disconnect your dreamspace from their dream as a full-round action, sending the target back to their previous dreams. They also return to their previous dreams if you wake up or otherwise exit your dreamspace.

If the target is within touch range of your physical body, you do not need to spend a spell point to merge your dreamspace with their dreams. If the target is not asleep, cannot dream, or otherwise cannot be reached (such as by being in a dead magic zone) you may wait until they fall asleep, or at any point before merging with their dreamspace you may stop the attempt (which does not result in spending a spell point).

You may only merge with one target’s dreams at a time, plus an additional number of targets equal to half your hedgewitch level. You must still pay the spell point cost for each one separately. You do not need to connect to each target at the same time, but may connect and disconnect your dreamspace with each target’s dreams separately.

Spell points spent on this power are taken from the dreamwalker’s pool before they refresh, if spent during an 8 hour rest.

Feats

The dream witch gains the Dreamspace feat on first level.

Mandatory: Gain the Dreamspace feat.

Default: Pick Extra Magic Talent as your level 1 feat, granting you the Irradiance Light talent.

2nd Level

Base Attack
Bonus
Fort
Save
Reflex
Save
Will
Save
Base
Caster
Level
Magic
Talents
Base
Spell
Pool
+1 +0 +0 +3 +1 +1 (1 total) 3

Secret

The dream witch learns a secret from the generic secrets, Black Magic secrets, or Dreamwalker secrets.

Default: Pick the Expansive Dream Dreamwalker secret.

Talents

The dream witch gains one additional talent.

Default: Pick the Sleep mind talent.

3rd Level

Base Attack
Bonus
Fort
Save
Reflex
Save
Will
Save
Base
Caster
Level
Magic
Talents
Base
Spell
Pool
+2 +1 +1 +3 +2 +1 (2 total) 5

Talents

The dream witch gains one additional talent.

Default: Pick the Subtlety mind talent.

Feats

The dream witch gains no extra feats on third level.

Default: Pick Sphere Focus(Mind) as your level 3 feat.

4th Level

Base Attack
Bonus
Fort
Save
Reflex
Save
Will
Save
Base
Caster
Level
Magic
Talents
Base
Spell
Pool
+3 +1 +1 +4 +3 +1 (3 total) 6

Secret

The dream witch learns a secret from the generic secrets, Black Magic secrets, or Dreamwalker secrets.

Default: Pick the Imagery Dreamwalker secret.

Talents

The dream witch gains one additional talent.

Default: Pick the Group Charm mind talent.

5th Level

Base Attack
Bonus
Fort
Save
Reflex
Save
Will
Save
Base
Caster
Level
Magic
Talents
Base
Spell
Pool
+3 +1 +1 +4 +3 +0 (3 total) 7

Feats

The dream witch gains no extra feats on fifth level.

Default: Pick Extra Magic Talent as your level 1 feat, granting you the Weird Radiance Light talent.

6th Level

Base Attack
Bonus
Fort
Save
Reflex
Save
Will
Save
Base
Caster
Level
Magic
Talents
Base
Spell
Pool
+4 +2 +2 +5 +4 +1 (4 total) 9

Secret

The dream witch learns a secret from the generic secrets, Black Magic secrets, or Dreamwalker secrets.

Default: Pick the Greater Dream Dreamwalker secret.

Talents

The dream witch gains one additional talent.

Default: Pick the Powerful Charm mind talent.



COPYRIGHT NOTICE

Open Gaming License Version 1.0a Copyright 2000, Wizards of the Coast, Inc.

System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson.

Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.

Spheres of Power © 2014, Drop Dead Studios; Authors: Adam Meyers, Tyler Keene, Ryan Ricks, Owen Stephens

Pathfinder Roleplaying Game Ultimate Combat. © 2011, Paizo Publishing, LLC; Authors: Jason Bulmahn, Tim Hitchcock, Colin McComb, Rob McCreary, Jason Nelson, Stephen Radney-MacFarland, Sean K Reynolds, Owen K.C. Stephens, and Russ Taylor.

Pathfinder Roleplaying Game Advanced Race Guide © 2012, Paizo Publishing, LLC; Authors: Dennis Baker, Jesse Benner, Benjamin Bruck, Jason Bulmahn, Adam Daigle, Jim Groves, Tim Hitchcock, Hal MacLean, Jason Nelson, Stephen RadneyMacFarland, Owen K.C. Stephens, Todd Stewart, and Russ Taylor.

Pathfinder RPG Bestiary, © 2009, Paizo Publishing, LLC

Advanced Player’s Guide, ©2010, Paizo Publishing, LLC

Pathfinder Roleplaying Game Advanced Race Guide, © 2012, Paizo Publishing

Pathfinder Roleplaying Game Occult Bestiary © 2015, Paizo Inc.

Pathfinder Unchained © 2015, Paizo Inc.

Ultimate Equipment © 2012, Paizo Inc.

Pathfinder Roleplaying Game Bestiary 1 © 2009, Paizo Inc. Pathfinder Roleplaying Game Advanced Class Guide © 2014, Paizo Inc.

Pathfinder Roleplaying Game Ultimate Intrigue, © 2016, Paizo Inc

Spheres of Might, © 2017, Drop Dead Studios LLC

Champions of the Spheres, © 2017, Drop Dead Studios LLC

Spheres of Power, © 2014, Drop Dead Studios LLC

Village Backdrop: Echo Harbour © 2017, Raging Swan Press

Spheres Apocrypha: Nature Package: Air © 2017, Drop Dead Studios LLC

The Geomancer’s Handbook, © 2016, Drop Dead Studios LLC

The Worldwalker’s Handbook, © 2019,DropDeadStudios LLC, Author: Amber Underwood